<<set _seconds to 5>>
<span id="countdown"><b>Act 1 - Trouble At School</b></span><br>
<bR>
<img src="./images/act1_splashscreen.png"><br>
<<silently>>
<<repeat 1s>>
<<set _seconds to _seconds - 1>>
<<if _seconds gt 0>>
<<replace "#countdown">><b>Act 1 - Trouble At School</b><</replace>>
<<else>>
<<replace "#countdown">><</replace>>
<<goto "Day3">>
<<stop>>
<</if>>
<</repeat>>
<</silently>>
<<EventTrigger "YourStreet" "YourStreetTextFirstDay" "Evening" null null null null null false>>You rush home, not stopping and not looking back until you are behind your deadlocked front door. Only then do you find yourself able to breathe without gasping.<br>
<br>
The image of Stitch’s ice cold stare is burned into your brain and won’t leave. You mull over all he said. The Prom. The pithy curses. His amulet.<br>
<br>
Your thoughts keep returning to that amulet. You felt it immediately. Something like you’ve never experienced. Something that overshadowed your own powers. Something that voids any progress you’ve made stopping what’s happening at Charlton.<br>
<br>
If you can’t use magic on them, what can you do? The police certainly aren’t going to believe a Headmaster of a school is using magic to brainwash his students.<br>
<<if $Act1Epilogue is "Submit" or $Act1Epilogue is "SubmitSpell">>
<br>
Then there are the threats. Could he really turn you into a stripper? Working in some sleazy bar. What did he call it, Dicks? Somewhere men call you names.<br>
<br>
<i>And would it be you, or would it be Emily?</i><br>
<br>
Both options send a shudder coursing through you. <br>
<br>
You think back to the curses and how meekly Christina agreed to correct them. All that effort, wasted. And to think, he expects you to come to him willingly.<br>
<<elseif $Act1Epilogue is "Accept">>
<br>
Then there is his offer. You reflect on how easily you accepted. How you willingly agreed to attend that secret meeting. If there’s one silver lining, it’s that you might be able to learn more about their plans. And stop them. <I>If you still want to.</i><br>
<br>
Your thoughts turn to Christina. The memories that you gave her would have solidified by now. She no doubt has woken up as a brand new person. A small, meek thing, clumsy and unpopular. Everything that Christina would have hated. <I>And you did that to her.</i><br>
<<elseif $Act1Epilogue is "Reject">>
<br>
Then there is his arrogance that you will come around. He didn’t even react to your challenge. Is he really so confident that you can do so little to stop him?<br>
<</if>>
<br>
Lost in your thoughts for an hour, you admit the day is wasted. You’re too preoccupied to do anything else today.<br>
<br>
<<ActionsHeader>>
<<link "Go to your room to reflect" "Act2Prologue">><<Act1EpilogueTimeChange>><</link>><<widget "Act1EpilogueTimeChange">>
<<for ; $periodCurrent lt 4 ; >>
<<TimeChange>>
<</for>>
<</widget>><<if $CheerleaderInterventionDialogue is "Coven">>
“I’m just checking on the Ward in here,” you whisper to her. “Making sure no one has tampered with it.”<br>
<br>
She looks at you with a confused look. “I thought I was checking in here,” she mumbles.<br>
<br>
You gesture holding up your hands. “I didn’t know we had set Wards.”<br>
<br>
Stacey gives you a look, but shrugs her shoulders. “Alright. So long as it’s done by someone. Chrissie will go mad if we miss something.”<br>
<br>
“I’ll double-check,” you reply.<br>
<br>
Stacey smiles politely, then turns and walks out. You sigh with relief. <br>
<<elseif $CheerleaderInterventionDialogue is "Spell">>
“Fall asleep,” you mutter, “and let your memories drift as you slumber.”<br>
<br>
Stacey falls to the floor as your magic strikes out, her tall and gangly body hitting the floor with a hard thump.<br>
<br>
You rush over to her, checking her for injuries. Her forehead is swelling up. She’s going to have a nasty bruise, but otherwise she isn’t significantly injured.<br>
<br>
You quickly push her to the side of the door, at least out of sight unless anyone enters. Satisfied with your impromptu efforts to conceal her, you only hope that the spell has taken hold on her memories.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the room" $CurrentRoom>>
<<set $CurrentRoom to undefined>>
<<TimeChange>>
<<set $CheerleaderInterventionDialogue to undefined>>
<<set $cheerleaderIntActive to undefined>>
<<trackKnowledge "CheerleaderCoven" "Learned">>
<</link>><<if $CheerleaderInterventionDialogue is "Coven">>
“Wait!” you cry out. “I’m just checking the Ward! Christina told me to!”<br>
<br>
Reagan maintains her look of distrust, but you sense her magical build-up subsiding. “Is that what you were doing? Checking it?”<br>
<br>
You nod. Reagan eyes you carefully.<br>
<br>
“I don’t like you,” Reagan says. “And I don’t trust you. But Christina seems to think you are worth it. And she’s the head cheerleader. For now.”<br>
<br>
You return her stare, but avoid replying.<br>
<br>
“Make sure it’s still working,” she says, before turning and leaving. You watch her go, still sensing the raw power within her.<br>
<br>
She could have bested me if that got ugly, you think. <I>I’m going to need help.</i><br>
<<elseif $CheerleaderInterventionDialogue is "Spell">>
“Fall asleep,” you spit out, “and let your memories drift as you slumber.”<br>
<br>
Reagan’s eyes glare at you as you throw every piece of magic you can muster at her. You can feel her putting up a fight with her own power, pushing back. She grits her teeth and you feel her draw upon her own affinity to counter you.<br>
<br>
Then, with a brilliant flash of yellow energy, Reagan falls back to the floor.<br>
<br>
You walk quickly over to her body. She’s out cold. <br>
<br>
Staring at the unconscious Reagan, you take a deep breath. Tiredness washes over you. The magical wellpool inside yourself feels empty. Drained. You think you managed to wipe her memories. Just.<br>
<br>
She almost bested me, you think. <I>I’m going to need help.</i><br>
<br>
Not wanting to stay any longer, you leave Reagan to her slumber.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the room" $CurrentRoom>>
<<set $CurrentRoom to undefined>>
<<QuestTracker "Quest4" 0>>
<<TimeChange>>
<<set $cheerleaderIntActive to undefined>>
<<set $CheerleaderInterventionDialogue to undefined>>
<</link>><<if $CheerleaderInterventionDialogue is "Spell">>
“Fall asleep,” you cry, “and let your memories drift as you slumber."<br>
<br>
<<SpellsCheckSelf "AlterMemories">>
<<if _SpellsCheckSelf is true>>
You send a tsunami of magic towards Christina, almost knocking her to the ground. She is quick to put up a defence, as you feel a surge of energy rise up from within her. She grits her teeth, and tries to push back against your relentless assault.<br>
<br>
Smiling with grim determination, you press harder. Drawing upon the additional training that Gladys gave you, the well of magical affinity inside your body only grows stronger.<br>
<br>
“No!” Christina shouts, as she sees what you are doing. She tries to push back, but a moment later you watch as she flies back to the floor.<br>
<br>
You cease your assault, taking a deep breath. Slowly, cautiously even, you walk over to your bested opponent, still feeling a flicker of magical aura within her.<br>
<br>
Against all odds, she is still fighting against the spell. She looks up at you with sad eyes. “I thought we’d be friends, Em.” <br>
<br>
Her head then tilts on her neck. She finally falls asleep.<br>
<br>
You take another deep breath, centring your energy in the calm and quiet. Silence is only fleeting, however. From outside, you hear a quiet set of footsteps. Approaching.<br>
<<else>>
If Christina is surprised by your boldness, she doesn’t show it. As you crash a wave of magic into her form, you feel a surge of energy rise up from her being to counter. She even grins, drawing deep down in her own well.<br>
<br>
You yourself grit your teeth, feeling your wave being turned towards you. Inside your body you draw and draw from your own essence, looking for glimmers of energy that have gone previously untapped. <br>
<br>
It’s just not enough. With a smirk, Christina steps up her ferocity and you lose control, hurtling back, landing on your bum in a heap.<br>
<br>
With the slow sound of clicking heels, Christina walks towards you. “When you look back on this, Emily, at least you can say you tried. Unfortunately, as much as I’d like to look past this altercation, I’m afraid I’m out of time.”<br>
<br>
You look up at her, trying to understand. Only when do you hear a second step of footsteps outside the room does her words start to make sense.<br>
<</if>>
<<else>>
“I’m changing your curses,” you tell her. “Making a few changes.”<br>
<br>
“I can see that,” she replies. “It’s a real shame, Emily. I had such high hopes for you. You have so much potential. I was hoping someday I’d be able to call you a peer.” Her tone lowers, just slightly. “Even a friend.”<br>
<br>
“Now though,” she says quietly. “It’s too late. You’ve forced my hand. And I don’t have an ace to play.”<br>
<br>
You give her a look, trying to understand. Only when do you hear a second step of footsteps outside the room does her words start to make sense.<br>
<</if>>
<br>
<<NPCKnowsThisForm "Stitch">>
<<if _NPCKnowsThisForm is true>>
Coming to a stop in the doorway is familiar figure. A tall and distinguished man, dressed in a tailored grey suit and a matching waistcoat. His deep-set eyes surveys the scene briefly, then turns his attention to you.<br>
<br>
Stitch.<br>
<br>
“Miss Phillips,” he says. “A pleasure, as always."<br>
<br>
He smiles, coldly.<br>
<<else>>
Coming to a stop in the doorway is a tall and distinguished looking older man, dressed in a tailored grey suit and a matching waistcoat. His angular face is striking, with sharp features and prominent cheekbones. His deep-set eyes surveys the scene briefly, then turns his attention to you.<br>
<br>
“Miss Phillips,” he says. “I believe we haven’t met. My name is Peter Stitch. But you shall call me Headmaster.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Confront Mr. Stitch" "CheerleaderIntervention4">>
<<NPCKnown "Stitch">>
<<SpellsCheckSelf "AlterMemories">>
<<if $CheerleaderInterventionDialogue is "Spell" and _SpellsCheckSelf is true>><<set $CheerleaderInterventionDialogue to "Forgot">>
<<elseif $CheerleaderInterventionDialogue is "Spell" and _SpellsCheckSelf is false>><<set $CheerleaderInterventionDialogue to "SubmitSpell">>
<<else>><<set $CheerleaderInterventionDialogue to "Submit">>
<</if>>
<</link>>“You’ve been very busy,” he says to you. “A pity to waste such a powerful gift on a hopeless endeavour.”<br>
<br>
Reaching down into the magical well inside your body, you see if there’s anything left to throw at him. You stop when he chuckles. <br>
<br>
“Your magic can’t affect me, girl.” He then reaches into his waistcoat pocket and pulls out something that draws your eyes. An amulet, near-identical to the one you wear. <br>
<br>
“You’ll find I’m quite well protected against your charms. And the rest of Charlton’s male faculty have similar trinkets to protect them.”<br>
<br>
Stitch walks further into the room, giving you a wide berth as he doesn’t take his sharp eyes off of you. “I’m curious, Miss Phillips. Fiddling with pithy curses seems beneath someone of your power. Is it a coincidence, then, that your sudden appearance occurred just as our plans for this year’s Prom are being finalised? Or is disrupting that also part of your goal?"<br>
<br>
<<if $CheerleaderInterventionDialogue is "Forgot">>
He glances at Christina, sleeping on the floor. “She was a powerful tool,” he tells you. “To best her in the magical arts would have taken great skill. But a tool that can be broken is of no use to anyone.”<br>
<br>
He eyes you before continuing. “You must understand that you can’t hope to defeat me. I’ve been here longer than you’ve been alive. And contrary to what you might think, you are not the first rebel with such power.”<br>
<br>
“Instead, I propose a deal.” He gestures with his hand back to Christina. “Remove her memories. Take away her recollection of ever being a cheerleader. And take her place as the head of the school coven.”<br>
<br>
Stitch stares back at you, unblinking. Waiting for an answer.<br>
<br>
<<ActionsHeader>>
<<link "Accept his deal" "CheerleaderIntervention5">><<set $CheerleaderInterventionDialogue to "Accept">><<Greedy 5>><</link>> - <B>DEV NOTE</B> - This path is currently under development and will break the game choosing it.<br>
<<link "Refuse his deal" "CheerleaderIntervention5">><<set $CheerleaderInterventionDialogue to "Refuse">><<Greedy -5>><</link>>
<<else>>
He eyes you carefully before continuing. “You have a choice now, Miss Phillips. One more chance. Either get in-line, accept your fate, and knuckle down. Or the only curses you’ll care about will be the names the reprobates call out to the strippers in Dicks.”<br>
<br>
He gives you a final stare, then turns to Christina. “Reinstate the wards that she’s changed.”<br>
<br>
Christina looks at you, before returning Stitch’s gaze. “Yes, Headmaster.”<br>
<<if $PlayerCharacter.cheerleader is true>><br>"And, of course, she is expelled from the cheerleader squad from this moment forth.” Christina nods again.<br><</if>>
<br>
“Now,” Stitch says, turning back to you. “Go home. Leave the school. Pause and reflect. Think about how you can make up for this deviancy to your school.”<br>
<br>
His eyes flick towards the door. Shaking with nerves, you gather your things up, and rush out the door.<br>
<br>
<<ActionsHeader>>
<<link "Rush home" "Act1Epilogue">>
<<if $CheerleaderInterventionDialogue is "Submit">><<set $Act1Epilogue to "Submit">>
<<elseif $CheerleaderInterventionDialogue is "SubmitSpell">><<set $Act1Epilogue to "SubmitSpell">><</if>>
<<WardsRecordAct1>>
<<set $CheerleaderInterventionDialogue to undefined>>
<<set $cheerleaderIntActive to undefined>>
<<QuestTracker "Quest5" "complete">>
<<set $KitchenWard to undefined>>
<<set $MathsWard to undefined>>
<<set $BiologyWard to undefined>>
<<set $GeographyWard to undefined>>
<<set $GymWard to undefined>>
<<set $BusinessStudiesWard to undefined>>
<<CheerLeaderExpel>>
<</link>>
<</if>><<if $CheerleaderInterventionDialogue is "Accept">>
“I’ll take her place,” you whisper. <br>
<br>
Stitch nods, still unsmiling. “Then prove your commitment,” he says, gesturing to Christina. “Be merciless. Give her a life that she would detest.”<br>
<br>
You take a deep breath. You focus on Christina’s mind, drawing upon a reservation of magic buried deep in your body. You see her thoughts and feelings as colours and swirls, slowly swirling around in her sleeping mind. The yellow and oranges of a bright, popular and confident cheerleader.<br>
<br>
You push hard on her memories. They fracture into a thousand pieces. One word comes to mind. Nerd.<br>
<br>
Christina’s elements fuse together again, but as they do so you notice what was once yellow and orange is now brown and green. Clumsy, you think. Unkempt. Unpopular. Magic is just in the books that she devours.<br>
<br>
The memory package forms in front of you, solidifying in Christina’s brain. Satisfied, you take a deep breath and relax.<br>
<br>
“Good,” Stitch comments. “Now. You will attend the Charlton Hotel tomorrow evening and introduce yourself as the new head of the coven. Select individuals from this school meet there to confirm arrangements for our Prom. You have a lot of work ahead of you, Miss Phillips. Don’t fail me like her. As for your tampering with our instituions protections against the tainted world, I shall see that they are reset. You of course, will be exempt. Now you will choose your own submission willingly.”<br>
<br>
You look at Christina, asleep. You can still see traces of what you have done to her memories. “Yes,” you say. “Headmaster.”<br>
<br>
“Now,” Stitch says, looking directly at you. “Go home. Leave the school. Pause and reflect. Think about how best you’re going to serve your school.”<br>
<br>
His eyes flick towards the door. Shaking with nerves, you gather your things up, and rush out the door.<br>
<br>
<<ActionsHeader>>
<<link "Leave" "Act1Epilogue">>
<<QuestTracker "Quest5" "complete">>
<<set $Act1Epilogue to "Accept">>
<<WardsRecordAct1>>
<<set $CheerleaderInterventionDialogue to undefined>>
<<set $cheerleaderIntActive to undefined>>
<<set $KitchenWard to "NulifiedSelf">>
<<set $MathsWard to "NulifiedSelf">>
<<set $BiologyWard to "NulifiedSelf">>
<<set $GeographyWard to "NulifiedSelf">>
<<set $GymWard to "NulifiedSelf">>
<<set $BusinessStudiesWard to "NulifiedSelf">>
<<SetNPCState "Christina" "cheerleader" false>>
<<CheerLeaderJoin>>
<</link>>
<<else>>
“No,” you tell him, finally finding the courage to speak. “I won’t help you.”<br>
<br>
Stitch stares at you, emotionless. “A pity. And pointless. You will find, Miss Phillips, that you have no choice. You can’t stop me.”<br>
<br>
“Your only real choice is to submit and find your place in our society, or rebel and be dealt with. There is a reason that this town is immune to the permissiveness of society. That reason is me.”<br>
<br>
You look at him, seeing a hint of spite in his otherwise expressionless face. “I can stop you,” you say quietly.<br>
<br>
He looks at you, nodding. “Yes. I believe you think you do. Don’t hold on to that for too long, Miss Phillips. I want your power. I want it badly. In time, I hope you will choose submission willingly, but should you prove a significant threat I won’t hesitate to destroy you in ways you can't comprehend. ”<br>
<br>
“Now,” Stitch says, looking directly at you. “Go home. Leave the school. Pause and reflect. Come see me when you’re ready to relent. You'll find your tampering with our instituions protections against the tainted world will be reset before you return here.”<br>
<br>
<<if $PlayerCharacter.cheerleader is true>>"And, of course, I don't believe it's appropriate for you to remain a cheerleader. I'll see to it that you are removed from the squad."<br>
<br>
<</if>>
His eyes flick towards the door. Shaking with nerves, you gather your things up, and rush out the door.<br>
<br>
<<ActionsHeader>>
<<link "Leave" "Act1Epilogue">>
<<QuestTracker "Quest5" "complete">>
<<set $Act1Epilogue to "Reject">>
<<WardsRecordAct1>>
<<set $CheerleaderInterventionDialogue to undefined>>
<<set $cheerleaderIntActive to undefined>>
<<set $KitchenWard to undefined>>
<<set $MathsWard to undefined>>
<<set $BiologyWard to undefined>>
<<set $GeographyWard to undefined>>
<<set $GymWard to undefined>>
<<set $BusinessStudiesWard to undefined>>
<<CheerLeaderExpel>>
<</link>>
<</if>>You feel yourself stirring from a dreamless sleep. You slowly open your eyes and look around your room. Your new room. Your new life. Which feels very different to what it did even twenty-four hours ago.<br>
<br>
Yesterday's events bubble up to the forefront of your mind. Emily's struggles at school. The amulet. The transformation. The lessons. The teachers.<br>
<br>
You take a deep breath as you realise you've run out of time to ponder what you will do next. For the time being you've got to keep up appearances and find a way for Emily to get through the school year so she can leave. And so can you.<br>
<br>
One thing is clear. Either you or Emily has to go back to Charlton Upper School. If Emily goes back to school, she'll be susceptible to whatever is going on. How long can she hold out before she is irrevocably changed?<br>
<br>
Yet, even putting aside how you feel using the amulet again, there are challenges in you taking her place. You need to retain your job to survive, and Mr. Thompson won’t accept many more sick days from a new employee. Then there’s Jennifer. How could you possibly tell her what you’ve uncovered?<br>
<br>
Bracing yourself, you swing your hairy legs over the bed and put your feet on your carpet, ready to face this day. Albeit with trepidation. <br>
<br>
You glance over to your bedside cabinet and see the amulet, it's green emerald shining brightly. Even a metre away, its presence warms your heart and lungs. <br>
<br>
You reach out and put it in your pocket. However you are going to deal with today, you're sure the amulet will play a part. <br>
<br>
<<ActionsHeader>>
<<link "Get up" "YourRoom">>
<<EventTrigger "JunkShop" "JunkShopFirst" null "Gladys" null null null null false>>
<<EventTrigger "YourHome" "YourHomeFirst" null "Emily" null null null null false>>
<<EventTrigger "YourStreet" "YourStreetFirst" null null "Emily" null null null false>>
<</link>><<switch $Act2GladysChat>>
<<case undefined>>
<<NPCKnownCheck "Gladys">>
<<if _NPCKnownCheck is false>>
"I was expecting you," the woman says, her eyes gleaming. "But it seems you've been too busy playing with the gifts that I've given you."<br>
<br>
"Who are you?" you spit out, pulling the covers up over your body as you sit up.<br>
<br>
"My name is Gladys," she replies, unmoving from the end of your bed. "I own the junk shop in town. Perhaps you've heard of it? But who I am is incidental. What I can tell you is another matter."<br>
<br>
"I don't think it's incidental," you bark back. "How did you get in here?"<br>
<br>
"You're asking the wrong questions, child." Her voice turns cold with irritation. "The query should be, why am I in here? Surely with all you've learned of magic, it's not so shocking to have an old crone appear in your room?"<br>
<br>
Her eyes drift to your bedside table, where the amulet hangs. "I created that, don't you know. Blessed it with certain powers. I believe you've found use of it, now it's made its way to you?"<br>
<br>
Staring back at the woman, there are no signs of duplicity. Only a crooked grin, displaying her jagged teeth. You whisper back to her. "This is all because of you?"<br>
<br>
The crone chuckles, almost choking on her laughter. "No," she says once she has regained her voice. "This is all because those who hold the cards at Charlton Upper School have manipulated women into doing their bidding. Know this. That amulet was designed to find one who could stop it. Which is why I have decided to seek you out, after you have ignored my shop for all this time. You had some luck and some hindrance in that task, haven't you?"<br>
<br>
Your eyes narrow, as you try to pick through her words. "What do you mean?"<br>
<br>
Gladys snorts. "Must I spell it out? What happened yesterday? With that cheerleader? And with Stitch?"<br>
<<else>>
"You've been busy," Gladys tells you, eyes glimmering in spite of her age. She doesn't move, watching you carefully.<br>
<br>
"What are you doing here?" you ask, pulling the covers up over your body as you sit up.<br>
<br>
At that, Gladys smiles. "I don't just sit minding my shop, contrary to what you might think. I watch as things unfold. And monitor progress. It seems you've been making some."<br>
<br>
"That's a little creepy," you reply.<br>
<br>
She sniggers. "Get used to it. There are many eyes watching over events in Charlton. From above."<br>
<br>
Her eyes drift to your bedside table, where the amulet hangs. "It seems that the amulet made a wise decision in finding its way to you. But the work is not yet done. Tell me, what happened yesterday? With the cheerleader. And Stitch."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Tell Gladys about your encounter with Stitch" "Act2GladysChat">><<set $Act2GladysChat to "StitchEncounter">><</link>>
<<case "StitchEncounter">>
You take a breath, recalling the events that sent you rushing home from school. "I was dealing with the last curse," you begin. "When Christina found me."<br>
<br>
"The Evans child?" Gladys interrupts.<br>
<br>
You nod. "She's the head cheerleader. Then Stitch showed up."<br>
<br>
Gladys digests the information, then nods. "And what did he say?"<br>
<br>
You take a deep breath, remembering his words. "He said that I couldn't stop him. He had some kind of amulet, similar to my one. Said it would stop my magic. And that all the other teachers had them."<br>
<br>
The old woman nods as she listens to your words. "It follows that the men controlling the strings of the coven would have some way to prevent those powers turning on them," she mutters, almost to herself. "Although that type of magic is beyond schoolgirls playing with fire." She looks back to you, dismissing her thoughts. "What else?"<br>
<br>
"He said something about the Prom," you recall. "And that he was going to have the curses reinstated for everyone except me." You gulp. "He said he wanted me to submit willingly."<br>
<br>
Gladys snorts. "Such arrogance." She looks back at you, studying you carefully. "So, tell me. How did you react?"<br>
<br>
<<ActionsHeader>>
<<if $Act1Epilogue is "Submit">>
<<link "Tell her you submitted to Christina" "YourRoomGladysDialogue01">><</link>>
<<elseif $Act1Epilogue is "SubmitSpell">>
<<link "Tell her that Christina bested you" "YourRoomGladysDialogue01">><</link>>
<<elseif $Act1Epilogue is "Reject">>
<<link "Tell her he asked you to join him and you refused" "YourRoomGladysDialogue01">><</link>>
<<elseif $Act1Epilogue is "Accept">>
<<link "Justify telling Stitch you agreed to join him" "YourRoomGladysDialogue01">><<set $Act2GladysLied to false>><</link>><br>
<<link "Lie and tell her Stitch asked you to join him and you refused" "YourRoomGladysDialogue01">><<set $Act2GladysLied to true>><</link>>
<</if>>
<</switch>><<Flag "Act2GladysDialogue01">>
<<if _FlagReturn is false>>
<<SetFlag "Act2GladysDialogue01">>
<<if $Act1Epilogue is "Submit">>
"Christina seemed too powerful," you admit. "I didn't dare try to stop her."<br>
<br>
Gladys nods her chin, her face cracking with sympathy. "A head of a coven is something to face. Even if it is just a teenager. Do not dwell in this setback. There will be another time to put her in her place. That headmaster is also a grave threat."<br>
<<elseif $Act1Epilogue is "SubmitSpell">>
"I tried to cast a spell on Christina," you admit. "But she was too powerful. She bested me."<br>
<br>
Gladys nods her chin, her face cracking with sympathy. "A head of a coven is something to face. Even if it is just a teenager. Do not dwell in this setback. There will be another time to put her in her place. I suspected that headmaster would also be a grave threat."<br>
<<elseif $Act1Epilogue is "Reject">>
"He asked me to join him," you admit. "After I bested Christina with magic. But I refused."<br>
<br>
Gladys nods her chin, her face cracking with sympathy. "To defeat a head of a coven is something to be noted. Even if it is just a teenager. It's no surprise he wants your power for his own. I suspected that headmaster would also be a grave threat."<br>
<<elseif $Act1Epilogue is "Accept">>
<<if $Act2GladysLied is true>>
"He asked me to join him," you admit. "After I bested Christina with magic." You try to make the lie flow naturally. "But I refused."<br>
<br>
Gladys nods her chin, her face cracking with sympathy. "To defeat a head of a coven is something to be noted. Even if it is just a teenager. It's no surprise he wants your power for his own. I suspected that headmaster would also be a grave threat."<br>
<<else>>
"He asked me to join him," you admit. "After I bested Christina with magic." You take a breath. "I told him I would. It seemed like the best way to get out of there."<br>
<br>
Gladys nods her chin, her face cracking with sympathy. "To defeat a head of a coven is something to be noted. Even if it is just a teenager. It's no surprise he wants your power for his own. I suspected that headmaster would also be a grave threat."<br>
<</if>>
<</if>>
<br>
"You already suspected him?" you reply, a little animosity creeping into your voice.<br>
<br>
Gladys takes the tension out of the room with a smile. "And you did not? Come now. I did tell you that there must have been other figures pulling at the strings."<br>
<br>
You shake your head, holding on to your irritation. "You could have warned me, then!"<br>
<br>
"And what good would that have done?" Gladys replies, keeping her tone flat. "Better that he reveal himself for the man he really is. And if your tale is what you say, you've pressed him harder than anyone who has tried before."<br>
<br>
<i>Hold on. What does she mean by before?</i><br>
<br>
Gladys looks back at you, waiting for you to speak.<br>
<<else>>
Gladys looks back at you, waiting for you to speak.<br>
<</if>>
<br>
<<ActionsHeader>>
<<Flag "Act2GladysBefore">><<set _before to _FlagReturn>>
<<Flag "Act2GladysNecklace">><<set _necklace to _FlagReturn>>
<<Flag "Act2GladysCurses">><<set _curses to _FlagReturn>>
<<Flag "Act2GladysPromNight">><<set _prom to _FlagReturn>>
<<if _before is false>>
<<link "Ask what she meant by 'before'" "YourRoomGladysBefore">><</link>><br>
<</if>>
<<if _necklace is false>>
<<link "Ask about his necklace" "YourRoomGladysNecklace">><</link>><br>
<</if>>
<<if _curses is false>>
<<link "Ask about the curses being reinstated" "YourRoomGladysCurses">><</link>><br>
<</if>>
<<if _prom is false>>
<<link "Ask about Prom Night" "YourRoomGladysPromNight">><</link>><br>
<</if>>
<<if _before is true and _necklace is true and _curses is true and _prom is true>>
<<link "Tell Gladys you have no more questions" "YourRoomGladysNoQuestions">><</link>>
<</if>>"Hold on," you say directly. "What do you mean by anyone who has tried before?"<br>
<br>
If Gladys has any regret at the word, she doesn't show it. Almost like she intentionally baited you. "My investigations into that school stretch back further than you can imagine," she begins. "The amulet found its way to you, true. It has determined that you are the one who will end these awful times. But there are those who have helped pave the foundations on which you tread."<br>
<br>
You narrow your eyes as you look back at the old crone. "What do you mean?"<br>
<br>
"Surveillance," she replies. "Information. Knowledge. Everything I have revealed to you must have come from somewhere, don't you agree?"<br>
<br>
It takes a moment for you to digest Gladys' words. "You've sent other students to spy on the school, haven't you?"<br>
<br>
Gladys watches you carefully. Her eyes linger, briefly looking back to the amulet. "Tell me. Does the name Tandi Cunnings mean anything to you?"<br>
<br>
<<Flag "TandiKnown">>
<<if _FlagReturn is true>>
You recall the name being mentioned. "She was a pupil at Charlton, wasn't she? I've heard rumours."<br>
<br>
"Rumour isn't truth, though," Gladys corrects you. "The words of those in Charlton are distorted by hearsay or clouded by ignorance." She takes a deep breath. For a moment, her usual confidence is lost. "Tandi's tale, however, is one you should now hear."<br>
<<else>>
You shake your head. "No. Who was she?"<br>
<br>
Gladys sighs. "It seems cautionary warnings are too easily forgotten." She takes a deep breath. For a moment, her usual confidence is lost. "Tandi's tale, however, is one you should now hear."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Listen to Gladys' tale of Tandi" "YourRoomGladysTandiTale">><<SetFlag "TandiKnown">><</link>><<Flag "Act2GladysTandiTale">>
<<if _FlagReturn is false>>
<<SetFlag "Act2GladysTandiTale">>
<<NPCKnownCheck "Gladys">>
<<if _NPCKnownCheck is false>>
"Tandi came to my shop as you should have done," Gladys begins. "A bright girl. Pretty. Youthful. Innocent. But from the moment she entered, she seemed paralysed with fear."<br>
<<else>>
"Tandi came to my shop as you did," Gladys begins. "A bright girl. Pretty. Youthful. Innocent. But from the moment she entered, she seemed paralysed with fear."<br>
<</if>>
<br>
"I sensed the power of magic in her right away. For a moment, I thought the amulet would choose her. But her eyes never drifted. The amulet, as I've said, was always waiting for you."<br>
<br>
Gladys takes a deep breath, but her eyes never waver from you. "She admitted she was part of a coven of cheerleaders, operating at school. That they were performing magic. For Tandi, it had begun as a game. But she feared it was becoming dangerous."<br>
<br>
<<NPCKnownCheck "Gladys">>
<<if _NPCKnownCheck is false>>
"That would have been useful information," you tell her sharply.<br>
<br>
"Then perhaps you should have visited me beforehand," she retorts with irritation.<br>
<<else>>
"You didn't think to tell me this before?" you interrupt.<br>
<br>
"I told you there would be a coven," Gladys retorts with irritation. "You better than most know the power of idle gossip and unvalidated truths."<br>
<</if>>
<br>
Gladys looks away, pausing before continuing her story. "She asked me for aid. I guided her, taught her how to avoid suspicion. And," she pauses momentarily. "In return, she provided me insight into what precisely was happening at Charlton School."<br>
<br>
You nod, listening attentively. "What happened?"<br>
<br>
"Tandi grew increasingly paranoid," Gladys tells you. "In spite of the protections we put in place, she was convinced that those around her knew she was working against them. Her visits to my shop grew infrequent. The last visit she made, she demanded I teach her more powerful magics. I refused, citing that with more power comes more attention. Tandi didn't take kindly to my rebuttal."<br>
<br>
She looks to you, watching for your reaction. Waiting for your questions.<br>
<<else>>
Gladys continues to look at you, waiting for any further questions you may have.<br>
<</if>>
<br>
<<ActionsHeader>>
<<Flag "Act2GladysTandiCheerleaders">><<set _cheerleaders to _FlagReturn>>
<<Flag "Act2GladysTandiLearned">><<set _learned to _FlagReturn>>
<<Flag "Act2GladysTandiMagic">><<set _magic to _FlagReturn>>
<<if _cheerleaders is false>>
<<link "Challenge her about her knowledge of the cheerleaders" "YourRoomGladysTandiCheerleaders">><</link>><br>
<</if>>
<<if _learned is false>>
<<link "Ask what Tandi learned" "YourRoomGladysTandiLearned">><</link>><br>
<</if>>
<<if _magic is false>>
<<link "Quiz her about more powerful magic" "YourRoomGladysTandiMagic">><</link>><br>
<</if>>
<<if _cheerleaders is true and _learned is true and _magic is true>>
<<link "Let Gladys conclude her story" "YourRoomGladysTandiConclude">><</link>>
<</if>><<SetFlag "Act2GladysTandiCheerleaders">>
"Let's return to the fact you knew about the cheerleaders," you tell her. "You already knew they were the coven at the school. Didn't you think I should know that?"<br>
<br>
<<NPCKnownCheck "Gladys">>
<<if _NPCKnownCheck is false>>
"Once again," Gladys says with conviction. "You failed to follow the breadcrumbs. Do you think I have time to chase down children too busy playing cheerleader to warn them of what they are indulging in?"<br>
<<else>>
"Think smartly," Gladys rebuttals you. "Do you think I'd throw children straight to the waiting jaws of a coven? You weren't ready. Still aren't, at least to face all of them."<br>
<</if>>
<br>
You dwell on Gladys' words, eyeing her darkly. She stares back at you without backing down. You wonder what else she's hiding behind those gleaming eyes.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "YourRoomGladysTandiTale">><</link>><<SetFlag "Act2GladysTandiLearned">>
"You mentioned insight," you tell her. "What did Tandi learn?"<br>
<br>
"That curses applied in the lessons were just a prelude to something greater," Gladys replies. "A greater event. Something to do with a ritual around that year's Prom ceremony."<br>
<br>
"You knew about the Prom?" you bark at her.<br>
<br>
"I knew about that Prom," she corrects you. "And my assumption was that the curses were required to execute those plans. An assumption that hasn't been disproved. If those curses were nullified, I doubt their ritual could take place. Better to block the path to the goal before it became a threat."<br>
<br>
"This has been going on for years," you muse. "You couldn't think that was the only one where something shady was going on."<br>
<br>
"Suspicions don't equal confirmation," Gladys replies. "And you, young child, should be more mindful of solid facts."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "YourRoomGladysTandiTale">><</link>><<SetFlag "Act2GladysTandiMagic">>
"What was the more powerful magic that Tandi was looking for?" you ask her.<br>
<br>
"Dark magic," Gladys replies curtly. "Chaos magic. The type of magic that comes easily, but with a heavy price. That is not something I like to trifle with."<br>
<br>
"So, you didn't help her, and she left?" you reply.<br>
<br>
Gladys nods. "Disappeared. Into places that my eyes don't reach. Places that offer bargains that no one should consider submitting to."<br>
<br>
You consider her words, pondering over Gladys' seemingly plentiful power. "But you know those spells," you murmur. "You could have taught her to help herself?"<br>
<br>
"I don't hand power to the desperate," Gladys says, her words turning hard. "Look where it led her. Or are you asking if I would make that mistake for you?"<br>
<br>
She stares back at you. The bite in her words feels like a veiled accusation.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "YourRoomGladysTandiTale">><</link>><<SetFlag "Act2GladysBefore">>
You look back to Gladys, not speaking. She regards you with interest, then finally acknowledging you have finished your questioning with a sigh.<br>
<br>
"Tandi is not a pleasant topic for me to discuss," she admits. "The scowl on her face when she left haunts me even today. Especially considering what her face looks like now, should rumours be true."<br>
<br>
"What rumours are they?" you ask.<br>
<br>
Gladys looks back to you for a moment. "Whispers from the darkness. From the underbelly. Nothing certain. Nothing based in truth. And therefore, a currency to place little faith in."<br>
<br>
"What I do know," she continues, without waiting for you to interject. "Is that she drifted away. I never heard from her again. The Prom passed without disruption. Whatever she was looking for, she didn't find it. Or no longer cared."<br>
<br>
"So, what now," you try. "Why tell me this?"<br>
<br>
The old crone looks back at you, mouth tight. "Where she went is not to be trod lightly. But I believe you can go where I am not wanted. She might not have succeeded in whatever she was trying to prevent, but if anyone knows what's planned now, it's her. You must find her."<br>
<br>
You almost bark a laugh. "And how would I do that?"<br>
<br>
"Start at the beginning," Gladys says simply. "Those who knew her. There will be her steps lit for you, should you choose to follow. But beware of the things you'll encounter. There's a reason she has disappeared from my sights."<br>
<br>
You nod, silently. Considering where you could begin to find a girl who doesn't want to be found.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "YourRoomGladysDialogue01">><<QuestTracker "Quest22" 0>><</link>><<SetFlag "Act2GladysNecklace">>
"The necklace that Stitch had," you begin. "It looked similar to mine. Very similar."<br>
<br>
"The shell isn't the thing," Gladys tells you. "You should know that."<br>
<br>
"So, it's just a coincidence?" you reply, not giving her an inch.<br>
<br>
Gladys pauses to consider your words. "That amulet has been in my shop for generations. I can't recall how I acquired it. Know this, though. It comes from a time in Charlton where magics were more openly practiced. Pagans, travelers, mystics. They congregated in Charlton and the surrounding area. Most of them were children playing with trinkets. But beneath them were powerful practitioners, exploring the nature of reality in harmony."<br>
<br>
Gladys glances over at the amulet. "That others have blessed similar objects is a surprise. But the likelihood is that they all come from that time." She looks to you, her crooked smile returning. "Which means, whoever cast such magic comes from a line of teachings that shares a history with mine."<br>
<br>
She looks off to the side for a moment, thinking. "Like I said, power beyond simple schoolgirls. There are only a few that still remain."<br>
<br>
Gladys shrugs off the thought and returns to you without stopping for you to ask a question. "I'll need to see one to nullify it."<br>
<br>
You snigger with incredulity. "You want me to get Stitch's amulet, after everything I've told you."<br>
<br>
The crone shakes her head. "I didn't say Stitch. If all the teachers have them, find the weakest link in the chain. And break it."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "YourRoomGladysDialogue01">><<QuestTracker "Quest23" 0>><</link>><<SetFlag "Act2GladysCurses">>
"Stitch said that he was going to have the curses reinstated," you remind Gladys. "What am I supposed to do about that?"<br>
<br>
Gladys looks at you with a smile. "That is a problem that you can solve yourself. You still recall how to deal with them, don't you?"<br>
<br>
You raise an eyebrow. "You think that will work?"<br>
<br>
Her smile broadens. "You know how to find out."<br>
<br>
You give the old woman a look, but she offers you nothing more. Satisfied in her conviction that you have the answer already to resolve this.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "YourRoomGladysDialogue01">><<QuestTracker "Quest24" 0>><</link>><<SetFlag "Act2GladysPromNight">>
"What do you really know about the plans for Prom Night?" you ask Gladys, directly.<br>
<br>
There is a glint in her eye. "I can give you my suspicions. But not fact."<br>
<br>
"I think that would be acceptable," you retort, hearing a twinge of annoyance in your voice.<br>
<br>
"If the curses are merely a prelude," Gladys muses. "I would anticipate a larger ritual to solidify their impact. You may have noticed, their effects are malleable. And those outside the education of Charlton seem to be accepting of their fate, wouldn't you agree?"<br>
<br>
"You think it's because of the Prom?" you ask her.<br>
<br>
"Like I said, I speculate it's because of something beyond the curses. Whether or not this Prom Night is the cause, I don't know."<br>
<br>
You eye her carefully. If she's masking any duplicity, you can't tell.<br>
<br>
"Here's another tip for you," she offers. "Try the hotel. I've come to see that there's a room within it that my eyes cannot penetrate. Curious, don't you think?"<br>
<br>
Those eyes gleam at you, but Gladys grows silent once more.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "YourRoomGladysDialogue01">>
<<QuestTracker "Quest25" 0>>
<<EventTrigger "SchoolCorridor" "Act2Begin" null null null null null null false>>
<</link>>"I think that's everything I have," you tell her, considering the list of tasks she's just set you.<br>
<br>
"Good," she muses. She stands, brushing down her long skirt, then puts her hands on hips. "Now. Let's do a check-up. See if Stitch has done anything further to you."<br>
<br>
She moves down your bed and stands beside you, leaning into your face. Studying you. "What are you doing?" you stammer.<br>
<br>
"Just a check-up," she murmurs, looking deep into your eyes. Her hand reaches your wrist, checking your pulse. Then quickly, fingers against your temple. "Tell me, what type of person are you most attracted to?"<br>
<br>
Without even considering the answer, you tell her.<Br>
<br>
<i><<print setup.PlayerText.orientationState[$orientationStateCurrent]>></i><br>
<br>
You want to gasp, but your reflexes don't allow it. You are frozen in place, unable to move any part of your body no matter how hard you try.<br>
<br>
Gladys looks down at you with a sympathetic expression. "A simple truth spell," she clarifies. "As well as temporary paralysis. An effective combination. Now, again. What happened with the cheerleader and Stitch?"<br>
<br>
<<if $Act1Epilogue is "Submit">>
Your mouth moves without further prompting. "Christina seemed too powerful. I didn't dare try to stop her. Stitch told me I would submit to him eventually."<br>
<<set $GladysLoyalty to true>>
<<elseif $Act1Epilogue is "SubmitSpell">>
Your mouth moves without further prompting. "I tried to cast a spell on Christina. But she was too powerful. She bested me. And Stitch told me I would submit to him eventually."<br>
<<set $GladysLoyalty to true>>
<<elseif $Act1Epilogue is "Reject">>
Your mouth moves without further prompting. "He asked me to join him after I bested Christina with magic. But I refused."<br>
<<set $GladysLoyalty to true>>
<<elseif $Act1Epilogue is "Accept">>
Your mouth moves without further prompting. "He asked me to join him after I bested Christina with magic. And I said I would."<br>
<<set $GladysLoyalty to false>>
<</if>>
<br>
<<ActionsHeader>>
<<if $GladysLoyalty is true>>
<<link "Continue" "YourRoomGladysLoyalEnd">><</link>>
<<else>>
<<link "Continue" "YourRoomGladysDisloyalEnd">><</link>>
<</if>>Gladys nods, sympathy growing. She takes a step back and waves her fingers. You immediately find your body responding to your commands again. You gasp for air.<br>
<br>
"I'm sorry about that," she tells you flatly. "But given the circumstances, I had to be sure."<br>
<br>
"You think I'd join him?" you say the words, grateful that you can speak again.<br>
<br>
Gladys looks back at you, her face grave. "Power isn't an easy gift to refuse. And Stitch, for all his evilness, has enough to sway even the most virtuous."<br>
<br>
You glare back at her, raising your hands to your neck, checking your throat. It aches. "He can't sway me," you mutter.<br>
<br>
"I hope so," Gladys replies quietly. "Now. I must depart. I've been in out of my shop for long enough. Return there when you have more to share. I will be waiting."<br>
<br>
She offers you a small smile, then takes a step towards your door. Reaching for the handle, she glances back at you, eyes glinting. "What were you expecting? For me to apparate?"<br>
<br>
Without waiting for a response, she turns the handle and walks out the door.<br>
<br>
<<ActionsHeader>>
<<link "Get up" "YourRoom">><<set $Act2GladysChat to undefined>><<set $Act2GladysLied to undefined>><<NPCKnown "Gladys">><<EventTrigger "YourHome" "YourHomeEmilyStitchDebrief" null "Emily" "PC" null null null false>><</link>>Gladys stares back at you for a moment, her look hardening. "And Christina?" she mutters. "What was her fate?"<br>
<br>
"I altered her memories," you say without emotion. "I stripped her knowledge of magic and changed her into a nerd."<br>
<br>
The old woman's eyes widen and her mouth drops. "You," she mutters, trying to find the words. "I taught you that for protection and evasion, not for inflicting harm on others. There were other ways you could have dealt with that."<br>
<br>
She draws back, taking a step from you. Face stuck, you can only see her pacing out of the corner of your eye.<br>
<br>
"Child," she spits. "You have no idea what path you're walking down. What pain you'll inflict in your lust for power."<br>
<br>
Unable to move, you can only watch as she stands at the end of the bed, watching you darkly. Inside, you wonder if you could even move if her spell wasn't inflicting you or would you be paralyzed with fear.<br>
<br>
"Yet another mistake on my part," she mutters. "Again."<br>
<br>
With a twist of her fingers, she releases you from the spell. You immediately find your body responding to your commands again. You gasp for air.<br>
<br>
"Unlike you, I practice caution with those who oppose me," Gladys chides you. "Consider this a parting warning. Our relationship is severed. My shop is closed to you. But heed my warning, if you continue to aid those in power, in our next meeting I will not be so friendly."<br>
<br>
Without giving you a second look, Gladys storms over to your bedroom door and walks out. You raise your hands to your neck, checking your throat. It aches.<br>
<br>
<<ActionsHeader>>
<<link "Get up" "YourRoom">><<set $Act2GladysChat to undefined>><<NPCKnown "Gladys">><<set $Act2GladysLied to undefined>><<EventTrigger "YourHome" "YourHomeEmilyStitchDebriefCheerleader" null "Emily" "PC" null null null false>><</link>>You lie down on your bed, letting hours drift by as you run through the encounter with Stitch. Once you feel the amulet warm, you transform back into yourself and hang the amulet on your bedside table. Lying back on your bed, soon sleep takes hold of you.<Br>
<<SleepPart1EmilyCashflow>>
<<TodaysChanges "sleep">>
<<SleepPart2StatsReconcile>>
<br>
<<ActionsHeader>>
<<link "Go to sleep" "Act2Sleep">><<TransformBack>><<SleepPart3EventsPCChanges>><</link>>Your dreams are filled with empty corridors at school, as you run from faceless stalkers, hearing your heels clip-clopping as you fruitlessly try to find an exit to the maze of corridors without end. <br>
<br>
<I>Heels?</i><br>
<Br>
Then you realise who you were in your dream.<br>
<br>
<<ActionsHeader>>
<<link "Wake up" "Act2WakeUp">>
<<set $SleepLocation to undefined>>
<<TimeChange>>
<<if $current.female is true and $PlayerCharacter.female is false>>
<<Feminity 1>>
<<elseif $current.female is false and _CurrentPC is false>>
<<Feminity -1>>
<</if>>
<<set $NewDay to true>>
<</link>><b>Your room</b><br>
<<if $PlayerCharacter.stateCurrent is 6>>
<img src="./images/Your_Room_7.png"><br>
<<elseif $PlayerCharacter.stateCurrent is 5>>
<img src="./images/Your_Room_6.png"><br>
<<elseif $PlayerCharacter.stateCurrent is 4>>
<img src="./images/Your_Room_5.png"><br>
<<elseif $PlayerCharacter.stateCurrent is 3>>
<img src="./images/Your_Room_4.png"><br>
<<elseif $PlayerCharacter.stateCurrent is 2>>
<img src="./images/Your_Room_3.png"><br>
<<elseif $PlayerCharacter.stateCurrent is 1>>
<img src="./images/Your_Room_2.png"><br>
<<else>>
<img src="./images/Your_Room_1.png"><br>
<</if>>
<br><<print setup.feminineRoom[$PlayerCharacter.stateCurrent]>><br>
<br>
You jolt awake, bolting up in your bed. You hear the quiet cooing of pigeons from outside and the sunshine pouring in from your windows. Then you notice the shadow cast over your bed. <br>
<br>
<<CheckFirst "JunkShop">>
<<if _CheckFirst is false>>An ageing woman, skin withered and cracked, is perched on the end of your bed. She has a gleam to her eyes and a smile that hints at secrets.<br>
<<else>>Perched on the end of it, smiling with hidden secrets, is Gladys.<br><</if>>
<br>
“I think we better have a little chat, don’t you?”<br>
<Br>
<<ActionsHeader>>
<<link "Continue..." "Act2">><</link>><<set _seconds to 5>>
<span id="countdown"><b>Act 2 - Prom Night</b></span><br>
<bR>
<img src="./images/act2_splashscreen.png"><br>
<<silently>>
<<repeat 1s>>
<<set _seconds to _seconds - 1>>
<<if _seconds gt 0>>
<<replace "#countdown">><b>Act 2 - Prom Night</b><</replace>>
<<else>>
<<replace "#countdown">><</replace>>
<<Act2ObjectRefresh>>
<<Act2VariablesRefresh>>
<<SetFlag "Act2Started">>
<<goto "Act2GladysChat">>
<<stop>>
<</if>>
<</repeat>>
<</silently>>/* Things we're not including - Side quests completion, JakeDogTags, DennisReceipt, DennisPhoto, Buffs, EmilyCorruption remains at default, changes to relationships, NPCsKnown beyond those in the prologue, Tattoos not gained, Virginity */
<div class="intro-page">
<div class="intro-panel act2-setup-panel">
<h1>Act 2 - Character Setup</h1>
<p class="act2-setup-lead">Select the choices you want to have made during Act 1.</p>
<fieldset class="act2-setup-group">
<legend>Act 1 Epilogue Choice</legend>
<label class="act2-setup-option">
<<radiobutton "$Act1Epilogue" "Reject" checked>>
<span>Beat Christina and rejected Stitch's offer</span>
</label>
<label class="act2-setup-option act2-setup-option-disabled">
<input type="radio" disabled>
<span>Beat Christina and accepted Stitch's offer<small>Currently under development</small></span>
</label>
<label class="act2-setup-option">
<<radiobutton "$Act1Epilogue" "SubmitSpell">>
<span>Lost to Christina and submitted to Stitch</span>
</label>
<label class="act2-setup-option">
<<radiobutton "$Act1Epilogue" "Submit">>
<span>Submitted to Christina</span>
</label>
</fieldset>
<fieldset class="act2-setup-group">
<legend>Spells Learned</legend>
<label class="act2-setup-option">
<<checkbox "$_learnAlterMemories" false true>>
<span>Alter Memories</span>
</label>
</fieldset>
<fieldset class="act2-setup-group">
<legend>Job Status</legend>
<label class="act2-setup-option">
<<radiobutton "$_jobChoice" "Programmer" checked>>
<span>Programmer<small>Default</small></span>
</label>
<label class="act2-setup-option">
<<radiobutton "$_jobChoice" "LunchtimeReceptionCover">>
<span>Doing lunchtime reception cover</span>
</label>
<label class="act2-setup-option">
<<radiobutton "$_jobChoice" "Secretary">>
<span>Secretary</span>
</label>
<label class="act2-setup-option">
<<radiobutton "$_jobChoice" "Fired">>
<span>Fired</span>
</label>
<label class="act2-setup-option">
<<radiobutton "$_jobChoice" "ProgrammerRedux">>
<span>Re-hired as Programmer</span>
</label>
</fieldset>
<div class="intro-primary act2-setup-action">
<<link "Begin Act 2">>
/* Validation: Accept and Reject require Alter Memories (besting Christina needs it); SubmitSpell requires NOT knowing it (knowing it would have won the fight); Submit is free choice */
<<if ($Act1Epilogue is "Accept" or $Act1Epilogue is "Reject") and $_learnAlterMemories isnot true>>
<<set $Act2CharacterScreenError to "You must have learned Alter Memories for this Act 1 epilogue choice.">>
<<goto "Act2CharacterScreen">>
<<elseif $Act1Epilogue is "SubmitSpell" and $_learnAlterMemories is true>>
<<set $Act2CharacterScreenError to "You can't have known Alter Memories on this path - it would have won the fight against Christina.">>
<<goto "Act2CharacterScreen">>
<<else>>
/* Act 1 Epilogue - cheerleader status */
<<if $Act1Epilogue is "Accept">>
<<set $PlayerCharacter.cheerleader to true>>
<<set $PlayerCharacter.cheerGradesExempt to true>>
<<ChangeNPCrelationship "Britney" "Emily" 2>>
<<TakeObjectNPC "Britney" "KeyKitchen">>
<<SetFlag "BritneyCountryClubKnown">>
<<trackKnowledge "Privileges" "Learned">>
<<QuestTracker "Quest9" "complete">>
<<ChangeNPCHair "Emily" "blonde">>
<<else>>
<<set $PlayerCharacter.cheerleader to false>>
<</if>>
/* Spells - SleepForget, Ward always; AlterMemories if checked. Charm is deliberately NOT granted here (full Act 1 run or Tandi's bracelet in Act 2). */
<<SpellLearn "SleepForget" "Gladys">>
<<SpellLearn "Ward" "Gladys">>
<<if $_learnAlterMemories is true>><<SpellLearn "AlterMemories" "Gladys">><</if>>
/* Job status */
<<SetPCState "job" $_jobChoice>>
/* Transformation catalysts */
<<TakeObjectLocation "JennifersApartment" "JennifersBear">>
<<SetFlag "BearKnown">>
<<TakeObjectNPC "Florence" "FloBook">>
<<set $TransformFloFirst to true>>
<<TakeObjectLocation "AnniesApartment" "AnniePhoto">>
<<SetFlag "AnniePhotoKnown">>
<<TakeObjectLocation "HotelLockerRoom" "AndreaPassport">>
<<TakeObjectNPC "Emily" "EmilyLipgloss">>
/* Keys - the classroom keys are assumed obtained during Act 1 */
<<TakeObjectNPC "Jackie" "KeyKitchenJackie">>
<<TakeObjectNPC "Dennis" "KeyAVCupboard">>
<<TakeObjectNPC "Michelle" "KeyMathsMichelle">>
<<TakeObjectNPC "DeBussy" "KeyBusinessStudies">>
<<TakeObjectNPC "Jake" "KeyGymJake">>
/* Heather - Act 1's witnessed PE fails are assumed; puts her on gym-entrance cleaning duty (weekday evenings) */
<<set $HeatherGymFail to 2>>
<<SetNPCLocation "Heather" "0" "3" "SchoolGymEntrance" "perm">>
<<SetNPCLocation "Heather" "1" "3" "SchoolGymEntrance" "perm">>
<<SetNPCLocation "Heather" "2" "3" "SchoolGymEntrance" "perm">>
<<SetNPCLocation "Heather" "3" "3" "SchoolGymEntrance" "perm">>
<<SetNPCLocation "Heather" "4" "3" "SchoolGymEntrance" "perm">>
/* Player state. Feminity goes straight onto the base stat - it is Act 1's accrued total, not a day-one gain, so it must not sit in $StatDelta where the first night's sleep summary would report it. */
<<IncrementPCState "feminine" 20>>
<<set $SchoolCorridorFirstDay to false>>
/* SiblingBond remains at default 50 */
/* Wards - nullified by Stitch at end of Act 1 */
<<set $WardsNullified to 0>>
/* Flags - things that by default should be set */
<<SetFlag "EmilysWardrobeKnown">>
<<SetFlag "VanityTableKnown">>
<<SetFlag "HotelLockerRoomCodeKnown">>
/* Main quests completed. The classroom quests also need their final numeric stage - "complete" only sets status, and stage-based checks (the calendar's WardsActive lines, the Geography detention gate) test the stage. Each is started at 0 first: QuestTracker ignores a stage above 0 on a quest with no record, and ignores stage changes once complete. */
<<QuestTracker "Quest1" "complete">><<DialogueDone "Gladys" "Amulet">>
<<QuestTracker "Quest2" "complete">>
<<QuestTracker "Quest3" "complete">>
<<QuestTracker "Quest4" "complete">>
<<QuestTracker "Quest5" "complete">>
<<QuestTracker "Quest6" 0>><<QuestTracker "Quest6" 2>><<QuestTracker "Quest6" "complete">>
<<QuestTracker "Quest7" 0>><<QuestTracker "Quest7" 4>><<QuestTracker "Quest7" "complete">>
<<QuestTracker "Quest8" 0>><<QuestTracker "Quest8" 1>><<QuestOptionUnlock "Quest8" 1 "heather_cleaning">><<QuestTracker "Quest8" 2>><<QuestTracker "Quest8" "complete">>
<<QuestTracker "Quest10" 0>><<QuestTracker "Quest10" 4>><<QuestOptionUnlock "Quest10" 3 "terrence_tutoring_convinced" "gte">><<QuestOptionComplete "Quest10" 3 "terrence_tutoring_convinced">><<QuestTracker "Quest10" "complete">>
<<QuestTracker "Quest13" 0>><<QuestTracker "Quest13" 4>><<QuestTracker "Quest13" "complete">>
<<QuestTracker "Quest15" 0>><<QuestTracker "Quest15" 3>><<QuestTracker "Quest15" "complete">>
/* Locations known */
<<LocationKnown "CaseysGym">>
<<LocationKnown "Salon">>
<<LocationKnown "McTafeys">>
<<LocationKnown "JunkShop">>
<<LocationKnown "SchoolBasement">>
<<LocationKnown "HotelLockerRoom">>
/* NPCs known from Act 1 */
<<NPCKnown "Gladys">>
<<NPCKnown "DeBussy">>
<<NPCKnown "Prichard">>
<<NPCKnown "Stitch">>
<<NPCKnown "Jackie">>
<<NPCKnown "Britney">>
<<NPCKnown "Stacey">>
<<NPCKnown "Reagan">>
<<NPCKnown "Terrence">>
/* Time setup for Act 2 start */
<<set $NewDay to true>>
<<SetFlag "Act2Started">>
<<goto "Act2">>
<</if>>
<</link>>
</div>
</div>
</div><<widget "Act2ObjectRefresh">>
<<for _id, _obj range setup.Objects>>
<<if _obj.act is 2>>
<<set _loc = _obj.location>>
<<if _loc is undefined or _loc is "">>
<<elseif Array.isArray(_loc)>>
/* Stackable: distribute to multiple locations */
<<for _entry range _loc>>
<<if _entry.loc is "PlayerCharacter">>
<<InventoryCheckSelf _id>>
<<if _InventoryCheckSelf is false>>
<<set $PlayerCharacter.inventory.push({id: _id, quantity: _entry.qty})>>
<</if>>
<<elseif setup.NPC and setup.NPC[_entry.loc]>>
<<EnsureNPCInventory _entry.loc>>
<<FindEntryInInv $NPCDelta[_entry.loc].inventory _id>>
<<if _FindEntryStackIndex lt 0 and _FindEntryStringIndex lt 0>>
<<set $NPCDelta[_entry.loc].inventory.push({id: _id, quantity: _entry.qty})>>
<</if>>
<<else>>
<<set $LocationInventories[_entry.loc] = $LocationInventories[_entry.loc] ?? []>>
<<FindEntryInInv $LocationInventories[_entry.loc] _id>>
<<if _FindEntryStackIndex lt 0 and _FindEntryStringIndex lt 0>>
<<set $LocationInventories[_entry.loc].push({id: _id, quantity: _entry.qty})>>
<</if>>
<</if>>
<</for>>
<<elseif _loc is "PlayerCharacter">>
<<InventoryCheckSelf _id>>
<<if _InventoryCheckSelf is false>>
<<set $PlayerCharacter.inventory.push(_id)>>
<</if>>
<<elseif setup.NPC and setup.NPC[_loc]>>
<<EnsureNPCInventory _loc>>
<<FindEntryInInv $NPCDelta[_loc].inventory _id>>
<<if _FindEntryStackIndex lt 0 and _FindEntryStringIndex lt 0>>
<<set $NPCDelta[_loc].inventory.push(_id)>>
<</if>>
<<else>>
<<set $LocationInventories[_loc] = $LocationInventories[_loc] ?? []>>
<<FindEntryInInv $LocationInventories[_loc] _id>>
<<if _FindEntryStackIndex lt 0 and _FindEntryStringIndex lt 0>>
<<set $LocationInventories[_loc].push(_id)>>
<</if>>
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget "Act2VariablesRefresh">>
<<if $SaveVersion lt 400>>
<<GetPCState "job">>
<<if _job is "Secretary">><<SetNPCState "Annie" "job" "PA">><</if>>
<</if>>
<<if $Act1Epilogue is "Accept">>
<<SetNPCState "Christina" "cheerleader" false>>
<<else>>
<<SetNPCMagic "Christina" 2 "add">>
<</if>>
/* Quest9 fails at the Act 1 finale when Stitch's deal is not accepted - backfill for saves that crossed the boundary before this */
<<QuestStatus "Quest9">>
<<if _QuestStatus is "active" and $Act1Epilogue isnot "Accept">><<QuestTracker "Quest9" "fail">><</if>>
/* Quest12 (satisfy Jake for the gym key) is Act 1 content - auto-fail any save that reaches Act 2 with it still open */
<<QuestStatus "Quest12">>
<<if _QuestStatus is "active">><<QuestTracker "Quest12" "fail">><</if>>
/* Charli's apartment - backfill for saves that took Andrea's key before the handover taught the location */
<<InventoryCheckSelf "CharliAndreaKey">>
<<if _InventoryCheckSelf is true>><<LocationKnown "CharlisApartment">><<LocationKnown "TownSquare">><</if>>
/* Boudoir invite events flipped to recurring 2026-08-10 - flip the stored flag on records armed before the change so re-invites re-arm */
<<if def $EventAceOfHeartsBoudoir>>
<<for _i to 0; _i lt $EventAceOfHeartsBoudoir.length; _i++>>
<<if ["TerryBoudoir", "ThompsonBoudoir"].includes($EventAceOfHeartsBoudoir[_i].event)>>
<<set $EventAceOfHeartsBoudoir[_i].recurring to true>>
<</if>>
<</for>>
<</if>>
<<if def $EventCharltonCarePavilionBathroom>>
<<for _i to 0; _i lt $EventCharltonCarePavilionBathroom.length; _i++>>
<<if $EventCharltonCarePavilionBathroom[_i].event is "ChristinaTransform">>
<<set $EventCharltonCarePavilionBathroom[_i].recurring to true>>
<</if>>
<</for>>
<</if>>
/* Jack men's-toilet events flipped to recurring 2026-08-21 (per-form re-runs of the Tandi powder chain) - flip the stored flag on records armed before the change so the escort links re-arm */
<<if def $EventRedRoomMensToilets>>
<<for _i to 0; _i lt $EventRedRoomMensToilets.length; _i++>>
<<if ["JackDrugs", "JackDrugsBracelet"].includes($EventRedRoomMensToilets[_i].event)>>
<<set $EventRedRoomMensToilets[_i].recurring to true>>
<</if>>
<</for>>
<</if>>
/* The Act 1 confrontation leaves Christina hostile to Emily. Written straight to the delta rather than through ChangeNPCrelationship, which sets $relationshipChanged and would raise a "relationship has changed" banner on the Gladys chat that follows. */
<<set $NPCDelta.Christina = $NPCDelta.Christina ?? {}>>
<<set $NPCDelta.Christina.relationship = $NPCDelta.Christina.relationship ?? {}>>
<<set $NPCDelta.Christina.relationship.Emily = 0>>
/* If Emily kept the bracelet, ensure her magic is set to 1 */
<<InventoryCheckNPC "Emily" "EmilysMagicBracelet">>
<<if _InventoryCheckNPC is true>>
<<SetNPCMagic "Emily" 1>>
<</if>>
/* If Jennifer is Hardened, ensure she knows AlterBody and magic is set to 5 */
<<CheckPersonalityState "Jennifer">>
<<if _PersonalityState is "Hardened">>
<<NPCLearnSpell "Jennifer" "AlterBody">>
<<SetNPCMagic "Jennifer" 5>>
<</if>>
/* Ensure Liz knows Sleep & Forget (added retroactively) - UNLESS the cheerleader path wiped her (Quest9 stage 5 = Sleep & Forget cast on Liz; NPCLearnSpell would restore the spell AND bump her magic to 1, undoing the wipe) */
<<QuestState "Quest9">>
<<if _QuestState isnot 5>><<NPCLearnSpell "Elizabeth" "SleepForget">><</if>>
/* Account for Michelle's initial corruption going into Act 2 */
<<AddNPCState "Michelle" "corruption" 0>>
<<AdjustNPCStat "Michelle" "corruption" 1>>
/* Task 15 — complete for saves that finished Dexter's bike-shed smoke scene before the completion call existed */
<<if $Tasks and $Tasks.Task15 and $Tasks.Task15.state is 1>>
<<DialogueSpokenSecretKnown "Dexter" "BikeShedsSmoke">>
<<if _Discussed is true>><<TaskTracker "Task15" "complete">><</if>>
<</if>>
/* Tasks 11/12 — complete for saves that bought the swim/tennis outfits before the Evans buy links gained completion calls */
<<TaskState "Task11">><<InventoryCheckSelf "SwimsuitBlue" "SwimsuitRed" "SwimsuitPink">>
<<if _TaskState is "active" and _InventoryCheckSelf is true>><<TaskTracker "Task11" "complete">><</if>>
<<TaskState "Task12">><<InventoryCheckSelf "TennisDress" "MicroSkirt" "SportsBra">>
<<if _TaskState is "active" and _InventoryCheckSelf is true>><<TaskTracker "Task12" "complete">><</if>>
/* Quest 35 — Mr. Twee setup events. Armed as a Morning + Evening pair (no Night firing); the event's exit link EventsCancels the sibling record. Pre-split saves carry an any-period record: drop it if unseen, and skip arming entirely if the scene was already seen. */
<<EventSeen "AnniesApartment" "MrTweeInitial">>
<<if _EventSeen is false>>
<<if State.variables["$EventAnniesApartment"]>><<run State.variables["$EventAnniesApartment"] = State.variables["$EventAnniesApartment"].filter(e => !(e.event === "MrTweeInitial" && e.period === null && e.state === "unseen"))>><</if>>
<<EventTrigger "AnniesApartment" "MrTweeInitial" "Morning" "Annie" null null null null false>>
<<EventTrigger "AnniesApartment" "MrTweeInitial" "Evening" "Annie" null null null null false>>
<</if>>
<<EventSeen "JennifersApartment" "MrTweeInitial">>
<<if _EventSeen is false>>
<<if State.variables["$EventJennifersApartment"]>><<run State.variables["$EventJennifersApartment"] = State.variables["$EventJennifersApartment"].filter(e => !(e.event === "MrTweeInitial" && e.period === null && e.state === "unseen"))>><</if>>
<<EventTrigger "JennifersApartment" "MrTweeInitial" "Morning" "Jennifer" null null null null false>>
<<EventTrigger "JennifersApartment" "MrTweeInitial" "Evening" "Jennifer" null null null null false>>
<</if>>
/* Quest 29 — Career Opportunities fallbacks */
<<if $MissCharltonFinalistScore is undefined>><<set $MissCharltonFinalistScore to 0>><</if>>
<<if $MissCharltonFinalists is undefined>><<set $MissCharltonFinalists to []>><</if>>
<<if $DinnerGuests is undefined>><<set $DinnerGuests to []>><</if>>
/* Compulsion source tags - backfill saves that predate the compulsionSource map. Everything shipped came from Dreams except BabyFever (Care Pavilion). Runs once: saves that already have the map are untouched. */
<<if $PlayerCharacter.compulsionSource is undefined>>
<<set $PlayerCharacter.compulsionSource = {}>>
<<for _compulsionId range $PlayerCharacter.compulsions>>
<<if _compulsionId is "BabyFever">>
<<set $PlayerCharacter.compulsionSource[_compulsionId] = "carePavilion">>
<<else>>
<<set $PlayerCharacter.compulsionSource[_compulsionId] = "dream">>
<</if>>
<</for>>
<</if>>
/* Quest27 body-part perception system - belt-and-braces; the widget lazy-inits at every body-state entry point regardless */
<<BodyStateEnsure>>
/* Newspaper - publish Issue 2 at the Act 2 boundary (Issue 2 replaces Issue 1 at the newsstand) */
<<if $NewsPaperContent is undefined>><<set $NewsPaperContent to {}>><</if>>
<<if $NewsPaperContent[1] is undefined>><<set $NewsPaperContent[1] to ["NewspaperContentPastWinners", "NewspaperContentSchoolDisruption", "NewspaperContentCheerPlayoffs", "NewspaperContentWarReenactment", "NewspaperContentStationSurvey"]>><</if>>
<<if $NewsPaperIssue is undefined or $NewsPaperIssue lt 1>><<set $NewsPaperIssue to 1>><</if>>
/* Quest 38 — A Maid's Better Days: NPC schedule additions */
<<SetNPCLocation "Andrea" 0 "0" "CindersHouseAndreasBedroom" "perm">>
<<SetNPCLocation "Andrea" 1 "0" "CindersHouseAndreasBedroom" "perm">>
<<SetNPCLocation "Andrea" 2 "0" "CindersHouseAndreasBedroom" "perm">>
<<SetNPCLocation "Andrea" 3 "0" "CindersHouseAndreasBedroom" "perm">>
<<SetNPCLocation "Andrea" 4 "0" "CindersHouseAndreasBedroom" "perm">>
<<SetNPCLocation "Andrea" 5 "0" "CindersHouseAndreasBedroom" "perm">>
<<SetNPCLocation "Andrea" 6 "0" "CindersHouseAndreasBedroom" "perm">>
<<SetNPCLocation "Ron" 1 "0" "FreshPot" "perm">>
<<SetNPCLocation "Ron" 6 "0" "FreshPot" "perm">>
<<SetNPCLocation "Florence" 1 "0" "DrewHouseholdFlorencesBedroom" "perm">>
<<SetNPCLocation "Florence" 6 "0" "DrewHouseholdFlorencesBedroom" "perm">>
/* Quest 18 — arm the poker-night reminder for saves that accepted the WP-59 invite before Act 2 */
<<QuestStatus "Quest18">>
<<if _QuestStatus is "active">>
<<EventTrigger "ThompsonsReception" "PokerNightReminder" "Morning" "Annie" "PC" null "Act2Started" null false>><<EventTrigger "ThompsonsOffice" "PokerNightReminderSecretary" "Morning" "Annie" "PC" null "Act2Started" null false>>
<</if>>
/* Heather gym-fail posting - the original pins were temp and wiped on day rollover; re-apply as perm for saves already past the second fail */
<<if $HeatherGymFail gte 2>>
<<SetNPCLocation "Heather" "0" "3" "SchoolGymEntrance" "perm">>
<<SetNPCLocation "Heather" "1" "3" "SchoolGymEntrance" "perm">>
<<SetNPCLocation "Heather" "2" "3" "SchoolGymEntrance" "perm">>
<<SetNPCLocation "Heather" "3" "3" "SchoolGymEntrance" "perm">>
<<SetNPCLocation "Heather" "4" "3" "SchoolGymEntrance" "perm">>
<</if>>
/* Quest 16 - re-arm the Gladys research timer for saves where the old destructive TimerEventReady consumed it before the research ask was clicked */
<<QuestState "Quest16">><<TimerEventActive "GladysResearch">><<DialogueSpokenSecretKnown "Gladys" "GladysResearch">>
<<if _QuestState is 2 and _TimerEventActive is false and _Discussed is false>>
<<TimerEvent "GladysResearch" 0>>
<</if>>
/* 2026-08-31 - Casey's Gym lunchtime content: both Act 2 entry paths route through this widget; EventTrigger self-dedupes on exact signature, so safe under the Debug refresh */
<<EventTrigger "ThompsonsOffice" "DanGymLunchTimeInvite" "Afternoon" "Dan" "PC" null "Act2Started" null false>>
<<EventTrigger "Gym" "LunchTimeSession" "Lunch" "Casey" null null "Act2Started" null false>>
<</widget>><<switch $CarnivalShadowSelfEncounter>>
<<case undefined>>
<<Flag "ShadowSelfEncountered">>
<<if _FlagReturn is true>>
Your Shadow Self stares back at you coldly through the mirror pane, appraising you with narrow eyes.<br>
<br>
<<if $PlayerCharacter.female is true>>
“Still playing make believe, <<TrueName "Male">>?” He snorts with disgust as he looks at you. “Do yourself a favour. Get out of my body. There’s plenty of ones that suit you better.”<Br>
<<else>>
“Seems you’re still holding on to what we once were,” he comments, raising an eyebrow. “Good. Maybe I won’t have to resort to more extreme measures.”<br>
<</if>>
<Br>
“What do you want?” you ask him, flatly.<br>
<br>
The jagged lines that make up his mouth form into a menacing smile. “To show you who you really are, of course.”<br>
<br>
Your eyes widen as your Shadow Self pushes up against the mirror, as if testing its strength. Then, without a care in the world, he steps into the room and circles the room as he glances in the other mirrors. No reflection of him appears in them. Just the distorted versions of you. No longer reflections, now they have taken on a life of their own. All of them watch him, some with apprehension. Others with condemnation. One even smiles coyly as he passes.<br>
<Br>
“These things,” he says dismissively. “Are what the magic at this place thinks is how you might see yourself.” He turns his nose up, sneering at you. “That’s some real freaky shit you’ve introduced into our brain.”<br>
<Br>
After circling the mirrors, he moves towards you. It takes everything to not step back away from him. The scrawl of his form shimmers and shakes, the line-drawn outline clearly magic, barely holding together. <br>
<Br>
“Me? I disagree,” he tells you as he draws near. “There’s still hope for us yet. Hope for you. So tell me, which one of these best represents who you are? There’ll be a test. You’ll have to prove it. If you win, you get a piece of what that old hag wants from you.”<br>
<Br>
“And if I lose?” you ask quietly.<br>
<br>
Your Shadow Self grins, teeth curling as they flicker in and out of reality. “We’re not losers, <<TrueName "Male">>. You can’t do what’s asked for. I’ll intercede. And more of me will become more of you.”<Br>
<br>
You look around, casting your eye over the images in the mirrors. They watch you keenly. ‘The flirt’ arches her chest forward, smiling at you. ‘The bookworm’ looks to the floor, barely meeting your gaze. ‘The bitch’ rolls her eyes as you look at her, scowling. ‘The innocent’ smiles politely, swaying gently on the spot.<bR>
<br>
You aren’t sure any of them match you. Not fully. But which one is closer to you?<br>
<Br>
<<ActionsHeader>>
<<link "Tell him 'The flirt'" "CarnivalShadowSelfEncounter">><<set $CarnivalShadowSelfEncounter to "Flirt">><</link>><Br>
<<link "Tell him 'The bookworm'" "CarnivalShadowSelfEncounter">><<set $CarnivalShadowSelfEncounter to "Bookworm">><</link>><Br>
<<link "Tell him 'The bitch'" "CarnivalShadowSelfEncounter">><<set $CarnivalShadowSelfEncounter to "Bitch">><</link>><Br>
<<link "Tell him 'The innocent'" "CarnivalShadowSelfEncounter">><<set $CarnivalShadowSelfEncounter to "Innocent">><</link>><Br>
<<link "Say himself" "CarnivalShadowSelfEncounter">><<set $CarnivalShadowSelfEncounter to "Himself">><</link>><Br>
<<else>>
The shimmering grey facade of what you once were stares back at you coldly through the mirror pane. “Ask your questions,” he says. “Then, you have a choice.”<br>
<Br>
<<ActionsHeader>>
<<DialogueSpoken "ShadowSelf" "Him">>
<<if _Discussed is false>><<link "Ask him who - or what - he is" "ShadowSelfDialogue">><<set $ShadowSelfDialogue to "Him">><<DialogueDone "ShadowSelf" "Him">><</link>><br><</if>>
<<DialogueSpoken "ShadowSelf" "What">>
<<if _Discussed is false>><<link "Ask him what happened to you" "ShadowSelfDialogue">><<set $ShadowSelfDialogue to "What">><<DialogueDone "ShadowSelf" "What">><</link>><br><</if>>
<<link "Tell him you have no more questions" "CarnivalShadowSelfEncounter">><<set $CarnivalShadowSelfEncounter to "Choice">><<SetFlag "ShadowSelfEncountered">><</link>>
<</if>>
<<case "Choice">>
Your shadow self grins, revealing dark teeth. “Then we have our little game to play.”<br>
<br>
“What do you mean?” you ask him.<br>
<br>
The jagged lines that make up his mouth form into a menacing smile. “To show you who you really are, of course.”<br>
<br>
Your eyes widen as your Shadow Self pushes up against the mirror, as if testing its strength. Then, without a care in the world, he steps into the room and circles the room as he glances in the other mirrors. No reflection of him appears in them. Just the distorted versions of you. No longer reflections, now they have taken on a life of their own. All of them watch him, some with apprehension. Others with condemnation. One even smiles coyly as he passes.<br>
<Br>
“These things,” he says dismissively. “Are what the magic at this place thinks is how you might see yourself.” He turns his nose up, sneering at you. “That’s some real freaky shit you’ve introduced into our brain.”<br>
<br>
After circling the mirrors, he moves towards you. It takes everything to not step back away from him. The scrawl of his form shimmers and shakes, the line-drawn outline clearly magic, barely holding together.<br>
<br>
“Me? I disagree,” he tells you as he draws near. “There’s still hope for us yet. Hope for you. So tell me, which one of these best represents who you are? There’ll be a test. You’ll have to prove it. If you win, you get a piece of what that old hag wants from you.”<bR>
<br>
“And if I lose?” you ask quietly.<br>
<br>
Your Shadow Self grins, teeth curling as they flicker in and out of reality. “We’re not losers, <<TrueName "Male">>. You can’t do what’s asked for. I’ll intercede. And more of me will become more of you.”<br>
<br>
You look around, casting your eye over the images in the mirrors. They watch you keenly. ‘The flirt’ arches her chest forward, smiling at you. ‘The bookworm’ looks to the floor, barely meeting your gaze. ‘The bitch’ rolls her eyes as you look at her, scowling. ‘The innocent’ smiles politely, swaying gently on the spot. <Br>
<br>
You aren’t sure any of them match you. Not fully. But which one is closer to you?<br>
<Br>
<<ActionsHeader>>
<<link "Tell him 'The flirt'" "CarnivalShadowSelfEncounter">><<set $CarnivalShadowSelfEncounter to "Flirt">><</link>><Br>
<<link "Tell him 'The bookworm'" "CarnivalShadowSelfEncounter">><<set $CarnivalShadowSelfEncounter to "Bookworm">><</link>><Br>
<<link "Tell him 'The bitch'" "CarnivalShadowSelfEncounter">><<set $CarnivalShadowSelfEncounter to "Bitch">><</link>><Br>
<<link "Tell him 'The innocent'" "CarnivalShadowSelfEncounter">><<set $CarnivalShadowSelfEncounter to "Innocent">><</link>><Br>
<<link "Say himself" "CarnivalShadowSelfEncounter">><<set $CarnivalShadowSelfEncounter to "Himself">><</link>><Br>
<<case "Flirt">>
You look to the mirror, at the image of the woman playing with her hair, eyes wandering between you and your Shadow Self. “That one,” you mutter.<Br>
<br>
“Wrong answer,” he spits back at you. “That’s not us.”<br>
<bR>
In the mirror the girl giggles, unheard but clear as day. You look back to your Shadow Self, watching him sneer. “Time to prove how little you know yourself.”<br>
<br>
He waves back towards the mirror that he emerged from. Instantly, the reflection changes. No longer an image of the room you stand in. Now a scene, almost like a realistic painting in a frame, depicting a white-sand beach on a cloudless sunny day.<br>
<br>
“Go ahead,” he gestures. “Step into a scene from your future. Let’s see if what’s in that head of yours matches reality.”<br>
<Br>
You look around, noting the rest of the room has grown dark. The mirrors are barely visible. The reflections are muted. The light from his mirror casts an unreal shadow across everything else.<br>
<br>
<<ActionsHeader>>
<<link "Enter the mirror" "CarnivalShadowSelfEncounter">><<set $CarnivalShadowSelfEncounter to "Mirror">><<set $HallofMirrorsChoice to "BeachFlirt">><</link>>
<<case "Bookworm">>
You look to the mirror, at the image of the woman looking bashfully down at the floor, glancing up over her glasses to only check if you are still watching. “That one,” you mutter.<Br>
<Br>
“Wrong answer,” he spits back at you. “That’s not us.”<bR>
<br>
In the mirror the girl blushes, trying to avoid the altercation. You look back to your Shadow Self, watching him sneer. “Time to prove how little you know yourself.”<br>
<Br>
He waves back towards the mirror that he emerged from. Instantly, the reflection changes. No longer an image of the room you stand in. Now a scene, almost like a realistic painting in a frame, depicting a white-sand beach on a cloudless sunny day.<Br>
<Br>
“Go ahead,” he gestures. “Step into a scene from your future. Let’s see if what’s in that head of yours matches reality.”<br>
<br>
You look around, noting the rest of the room has grown dark. The mirrors are barely visible. The reflections are muted. The light from his mirror casts an unreal shadow across everything else. <br>
<Br>
<<ActionsHeader>>
<<link "Enter the mirror" "CarnivalShadowSelfEncounter">><<set $CarnivalShadowSelfEncounter to "Mirror">><<set $HallofMirrorsChoice to "BeachBookworm">><</link>>
<<case "Bitch">>
You look to the mirror, at the image of the woman scowling back at you. “That one,” you mutter.<Br>
<Br>
“Wrong answer,” he spits back at you. “That’s not us.”<br>
<Br>
In the mirror the girl rolls her eyes, glaring. You look back to your Shadow Self, watching him sneer. “Time to prove how little you know yourself.”<Br>
<Br>
He waves back towards the mirror that he emerged from. Instantly, the reflection changes. No longer an image of the room you stand in. Now a scene, almost like a realistic painting in a frame, depicting a white-sand beach on a cloudless sunny day.<bR>
<Br>
“Go ahead,” he gestures. “Step into a scene from your future. Let’s see if what’s in that head of yours matches reality.”<BR>
<Br>
You look around, noting the rest of the room has grown dark. The mirrors are barely visible. The reflections are muted. The light from his mirror casts an unreal shadow across everything else.<br>
<br>
<<ActionsHeader>>
<<link "Enter the mirror" "CarnivalShadowSelfEncounter">><<set $CarnivalShadowSelfEncounter to "Mirror">><<set $HallofMirrorsChoice to "BeachBitch">><</link>>
<<case "Innocent">>
You look to the mirror, at the image of the woman smiling politely, hands behind her back. “That one,” you mutter.<br>
<br>
“Wrong answer,” he spits back at you. “That’s not us.”<br>
<Br>
In the mirror she winces, looking between the pair of you with wide eyes. You look back to your Shadow Self, watching him sneer. “Time to prove how little you know yourself.”<br>
<Br>
He waves back towards the mirror that he emerged from. Instantly, the reflection changes. No longer an image of the room you stand in. Now a scene, almost like a realistic painting in a frame, depicting a white-sand beach on a cloudless sunny day.<bR>
<Br>
“Go ahead,” he gestures. “Step into a scene from your future. Let’s see if what’s in that head of yours matches reality.”<bR>
<br>
You look around, noting the rest of the room has grown dark. The mirrors are barely visible. The reflections are muted. The light from his mirror casts an unreal shadow across everything else.<br>
<br>
<<ActionsHeader>>
<<link "Enter the mirror" "CarnivalShadowSelfEncounter">><<set $CarnivalShadowSelfEncounter to "Mirror">><<set $HallofMirrorsChoice to "BeachInnocent">><</link>>
<<case "Himself">>
You look around the room, but your eyes finally rest upon him. “You,” you say flatly.<br>
<br>
He grins. “Now you’re talking,” he says. “Right answer.”<br>
<br>
He looks at you, smile fading for a second as he watches you. “Although, words are one thing. Now, it’s time to prove it.”<br>
<br>
He waves back towards the mirror that he emerged from. Instantly, the reflection changes. No longer an image of the room you stand in. Now a scene, almost like a realistic painting in a frame, depicting a white-sand beach on a cloudless sunny day.<br>
<Br>
“Go ahead,” he gestures. “Step into a scene from your future. Let’s see if what’s in that head of yours matches reality.”<br>
<br>
You look around, noting the rest of the room has grown dark. The mirrors are barely visible. The reflections are muted. The light from his mirror casts an unreal shadow across everything else.<Br>
<br>
<<ActionsHeader>>
<<link "Enter the mirror" "CarnivalShadowSelfEncounter">><<set $CarnivalShadowSelfEncounter to "Mirror">><<set $HallofMirrorsChoice to "BeachHimself">><</link>>
<<case "Mirror">>
You step towards the mirror. Your brain fizzles with alarm as everything says that you’re about to walk face-first into an inanimate object. But as you take another step towards the mirror there's only a tingle on your skin to alert you that something is amiss.<Br>
<br>
The world flashes white as your face passes through the pane. When your vision returns, you find you are lying down, soft fabric underneath you, a cool surface pressing through it against your back.<Br>
<Br>
<<ActionsHeader>>
<<link "Look around" CarnivalShadowSelfEncounter>>
<<set $CarnivalShadowSelfEncounter to $HallofMirrorsChoice>>
<<if $HallofMirrorsChoice is "BeachHimself">><<SetFlag "ShadowSelfDreamMitch">>
<<else>><<SetFlag "ShadowSelfBeachDream">><</if>>
<</link>>
<<case "BeachFlirt">>
<img src="./images/BeachFront.png"><br>
<br>
As your eyes become accustomed to the bright light, you see that you are lying on a beautiful beach. You feel the warm rays of the sun bathe your body. Sounds of seagulls can be heard in the distance, whilst the soothing gushing of waves landing on sand soothes your soul.<br>
<Br>
You look down your body to see your small breasts out in front of you, a pink string bikini barely holding them in, a small thong covering your groin. Your hairless legs stretch out on top of a beach towel towards the water.<br>
<br>
A sense of understanding registers within you. You remember arranging this. A summer day after you dealt with the trouble in Charlton, when you planned to go the coast on a whim during a hot summer’s day. With your friend...<br>
<Br>
You turn to the side. There she is. Jennifer. Her brown hair in a ponytail, white bikini covering her modesty, heart-shaped sunglasses covering her eyes. She smiles back at you. “What?”<br>
<Br>
<i>Is this what your future holds?</i> The voice you’ve been accustomed to echoes in your brain, its scratchy tone unquestionably your Shadow Self. <I>Or is it what you wish you could have? Two girls, hanging out, watching the boys pass by?</i><br>
<br>
You smile back at Jen, but before you can say anything the sun is cast out and a shadow falls over you. Turning around, you see three older guys staring back down at you. Their eyes linger for too long on your breasts, before their eyes return to look at you.<br>
<Br>
“Hello love,” the one in front says. “But it looks like you’re in our spot.”<br>
<br>
Looking around the beach, you notice how busy it is. But there’s no suggestion that any part is claimed before arriving. Nevertheless, the three men stand over you. Each grinning.<br>
<Br>
<I>Sounds like a challenge,</i> the voice whispers. <I>But girls like you know how to get your own way, don’t they? So why don’t you prove that this is really what’s in store for you.</i><br>
<Br>
<<ActionsHeader>>
<<StatCheckOrientation "gt" 40 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to deal with the situation… like a flirt.">>
<<if _StatCheckOrientation is true>><<link _StatOrientationProbability "CarnivalShadowSelfEncounter">><<set $CarnivalShadowSelfEncounter to "FlirtPass">><</link>><br>
<<else>><<link _StatOrientationProbability "CarnivalShadowSelfEncounter">><<set $CarnivalShadowSelfEncounter to "FlirtFail">><<Orientation 1>><</link>><br><</if>>
<<case "FlirtPass">>
“Oh, I’m terribly sorry,” you murmur, smiling coquettishly. You glance back to Jennifer who watches you. “Did you know that we’d taken the spot of such lovely boys?” Grinning, you turn back and let your eyes wander over his torso. “You look like you must come here a lot.”<Br>
<br>
A small smirk spreads across his face and you see his eyes scan your legs once more. “Like to get some sun,” he replies, a little cautiously.<br>
<Br>
“Me and my friend are just down for the day,” you purr. “We just wanted to catch some sun for a bit, before checking out a bar. Are there any that you’d recommend?” <bR>
<Br>
You watch as the boy looks to his friends, then turns back grinning. “There’s The Waterstone, just back from the beach,” he comments. “You two on your own?”<br>
<Br>
“Mmhmm,” you murmur, letting him see your eyes wandering again. “Nice place? Somewhere we can have a bit of fun?”<br>
<bR>
The smile cracks his face, any threat from him diminished. “A lot of fun,” he says. “Maybe we could meet you there?”<br>
<Br>
You glance back to Jen for a moment and giggle. “Sounds perfect,” you reply. “Although, you don’t mind if we steal for your spot for the day? I don’t have much else to wear, and I wouldn’t want to go out without tanning each side?”<br>
<Br>
The boy’s eyes trace your curves as you watch the cogs turn in his brain. He looks back to his friends, watching them shrug. “Waterstone. Say, 6pm?”<bR>
<Br>
“Count on it,” you tell him.<BR>
<Br>
He looks at you before nodding affirmatively. “See you there.” You watch him as he and his friends move away, looking for another spot, perpetually turning his head to look back at you.<br>
<br>
<I>You little...</i> you hear your Shadow Self whispering. <br>
<br>
And then suddenly the sun erupts, blinding you with white light.<Br>
<br>
<<ActionsHeader>>
<<link "Look around as your vision returns" "FatGordonsCircusMidWay">>
<<EventTrigger "FatGordonsCircusMidWay" "HallofMirrorsEpilogueWinFemale" "Evening" null null null null null false>>
<<if $TransformTargetTempAvatar isnot undefined>><<TransformTempBack>><</if>>
<<set $HallofMirrorsChoice to undefined>>
<<set $CarnivalShadowSelfEncounter to undefined>>
<<SetFlag "ShadowSelfBeachDream" false>>
<</link>>
<<case "FlirtFail">>
“I’m sorry,” you murmur, smiling at him. You let your eyes linger on his torso for a moment before continuing. “I didn’t know regulars got their own spot.”<bR>
<Br>
He sniggers, staring down at you. “What makes you think we’re regulars?”<bR>
<Br>
You feel your lip twitch, hesitation clouding your thoughts. “You look like you come to the beach often.”<br>
<Br>
“Yeah,” he replies. “We’re locals. And you two are in our spot.”<br>
<Br>
Wincing, you glance back at Jennifer. She shrugs. Even behind her sunglasses you know she’s looking back at you with embarrassment.<br>
<Br>
<I>Told you</i> a voice ricochets around in your brain. <I>This isn’t us at all. Let me show how it’s really done.</i><bR>
<Br>
The jolt is instant. It feels as though someone has rugby-tackled you at your waist. You roll over onto the sand, vision spinning. You tense, waiting for the rub of rough sand against your skin. As the world stops turning, you notice that you can’t feel it. In fact, you can’t feel anything.<BR>
<Br>
Glancing back, your mouth drops open. There, lying on the beach next to Jen, is your Shadow Self. No longer a mess of pen scratchings and lines. Now fully formed, just as real as you are -<BR>
<Br>
Your eyes shoot down, and you feel your jaw descend ever more. Holding up your arm, in place of flesh and skin, it's the black and white line drawings almost sizzling in and out of reality.<bR>
<Br>
“Listen, buddy,” you hear your Shadow Self say from beside you. You turn, attention momentarily swept from your new form, instead focusing on him as he stands to his feet, pushing his perfectly real chest up towards the other guy.<Br>
<br>
<<ActionsHeader>>
<<link "Watch your Shadow Self deal with the situation" "CarnivalShadowSelfEncounter">><<set $CarnivalShadowSelfEncounter to "WatchShadowSelf">><</link>>
<<case "BeachBookworm">>
<img src="./images/BeachFront.png"><br>
<br>
You look down your body to see your small breasts out in front of you, a navy-blue one-piece swimsuit covering them fully, stretching down shapelessly around your groin. Your pale legs stretch out on top of a beach towel towards the water.<br>
<br>
A sense of understanding registers within you. You remember arranging this. A summer day after you dealt with the trouble in Charlton, when you planned to go the coast on a whim during a hot summer’s day. With your friend...<br>
<Br>
You turn to the side. There she is. Jennifer. Her brown hair in a ponytail, white bikini covering her modesty, heart-shaped sunglasses covering her eyes. She smiles back at you. “What?”<br>
<br>
<i>Is this what your future holds?</i> The voice you’ve been accustomed to echoes in your brain, its scratchy tone unquestionably your Shadow Self. <I>Or is it what you wish you could have? Two girls, reading books by the ocean?</i><Br>
<Br>
You smile bashfully back at Jen, but before you can say anything the sun is cast out and a shadow falls over you. Turning around, you see three older guys staring back down at you. Their eyes linger for too long on Jennifer’s breasts, before their eyes return to look at you.<br>
<Br>
“Hello love,” the one in front says. “But it looks like you’re in our spot.”<br>
<br>
Looking around the beach, you notice how busy it is. But there’s no suggestion that any part is claimed before arriving. Nevertheless, the three men stand over you. Each grinning.<br>
<Br>
<I>Sounds like a challenge,</i> the voice whispers. <I>But you’re enough of a nerd to smart your way out of this one, aren’t you? So why don’t you prove that this is really what’s in store for you.</i><br>
<br>
<<ActionsHeader>>
<<StatCheckIntelligence "gt" 50>>
<<set _StatIntelligenceProbability to _StatIntelligenceProbability + " Try to deal with the situation… like a bookworm.">>
<<if _StatCheckIntelligence is true>><<link _StatIntelligenceProbability "CarnivalShadowSelfEncounter">><<set $CarnivalShadowSelfEncounter to "BookwormPass">><</link>><br>
<<else>><<link _StatIntelligenceProbability "CarnivalShadowSelfEncounter">><<set $CarnivalShadowSelfEncounter to "BookwormFail">><<Intelligence 1>><</link>><br><</if>>
<<case "BookwormPass">>
His shadow hangs over you as your nerve endings tingle, but you try to build the courage to look up at him. “I’m not sure you can do that,” you say quietly. “There’s no pre-booking available on this beach.”<br>
<br>
“You thought wrong,” he replies. “We’re locals. And you two are in our spot.”<br>
<br>
You glance over at your bag, nestled at the end of the beach-towel, letting him see where you’re looking. “I could look it up, if you like. I’ve already double-checked before we came here. There’s no reservations for this beach. I can show you, if you haven’t seen it.”<br>
<br>
The boy looks back to his friends before turning back to you, sniggering. “I don’t need you to look it up for me,” he tells you. “I know where my spot is.”<br>
<br>
His shadow makes you tremble, but you continue to speak even with a nervous voice. “Maybe I should give the lifeguards a call,” you tell him. “I’ve got their number stored, too. Doesn’t hurt to be prepared. I’m sure they can resolve this.”<Br>
<Br>
Your words are returned with a silent glare, but after a long moment he snorts. “Come on,” he barks back to his friends. “This spot’s too close to the water anyway.”<br>
<br>
You watch him as he and his friends move away, looking for another spot, perpetually turning his head to look back at you with annoyance. When they are out of view, you turn back on your back, as if nothing occurred.<br>
<br>
<I>You little...</i> you hear your Shadow Self whispering.<br>
<Br>
And then suddenly the sun erupts, blinding you with white light.<br>
<br>
<<ActionsHeader>>
<<link "Look around as your vision returns" "FatGordonsCircusMidWay">>
<<EventTrigger "FatGordonsCircusMidWay" "HallofMirrorsEpilogueWinFemale" "Evening" null null null null null false>>
<<if $TransformTargetTempAvatar isnot undefined>><<TransformTempBack>><</if>>
<<set $HallofMirrorsChoice to undefined>>
<<set $CarnivalShadowSelfEncounter to undefined>>
<<SetFlag "ShadowSelfBeachDream" false>>
<</link>>
<<case "BookwormFail">>
His shadow hangs over you as your nerve endings tingle, but you try to build the courage to look up at him. “I’m not sure you can do that,” you say quietly. “There’s no pre-booking available on this beach.”<br>
<Br>
“You thought wrong,” he replies. “We’re locals. And you two are in our spot.”<Br>
<br>
You glance over at your bag, nestled at the end of the beach-towel, letting him see where you’re looking. “I could look it up, if you like. I’ve already double-checked before we came here. There’s no reservations for this beach. I can show you, if you haven’t seen it.”<Br>
<br>
The boy looks back to his friends before turning back to you, sniggering. “I don’t need you to look it up for me,” he tells you. “I know where my spot is.”<Br>
<br>
His shadow makes you tremble. It’s enough to cloud your brain. You try and think of another angle, but nothing comes to mind. He sees you wincing and he chuckles. “Nice try, nerd. Time to find a shadier spot for to protect that pasty skin.”<Br>
<br>
Wincing, you glance back at Jennifer. She shrugs. Even behind her sunglasses you know she’s looking back at you with embarrassment. <Br>
<Br>
<I>Told you</i> a voice ricochets around in your brain. <I>This isn’t us at all. Let me show how it’s really done.</i><Br>
<br>
The jolt is instant. It feels as though someone has rugby-tackled you at your waist. You roll over onto the sand, vision spinning. You tense, waiting for the rub of rough sand against your skin. As the world stops turning, you notice that you can’t feel it. In fact, you can’t feel anything.<Br>
<br>
Glancing back, your mouth drops open. There, lying on the beach next to Jen, is your Shadow Self. No longer a mess of pen scratchings and lines. Now fully formed, just as real as you are -<Br>
<Br>
Your eyes shoot down, and you feel your jaw descend ever more. Holding up your arm, in place of flesh and skin, it's the black and white line drawings almost sizzling in and out of reality.<br>
<br>
“Listen, buddy,” you hear your Shadow Self say from beside you. You turn, attention momentarily swept from your new form, instead focusing on him as he stands to his feet, pushing his perfectly real chest up towards the other guy.<Br>
<br>
<<ActionsHeader>>
<<link "Watch your Shadow Self deal with the situation" "CarnivalShadowSelfEncounter">><<set $CarnivalShadowSelfEncounter to "WatchShadowSelf">><</link>>
<<case "BeachBitch">>
<img src="./images/BeachFront.png"><br>
<br>
You look down your body to see your breasts out in front of you, strapped in under a chic white one-shoulder top with matching briefs covering your groin. Your bronze legs stretch out on top of a beach towel towards the water.<br>
<Br>
A sense of understanding registers within you. You remember arranging this. A summer day after you dealt with the trouble in Charlton, when you planned to go the coast on a whim during a hot summer’s day. With your friend...<br>
<br>
You turn to the side. There she is. Jennifer. Her brown hair in a ponytail, white bikini covering her modesty, heart-shaped sunglasses covering her eyes. She smiles back at you. “What?”<br>
<Br>
<i>Is this what your future holds?</i> The voice you’ve been accustomed to echoes in your brain, its scratchy tone unquestionably your Shadow Self. <I>Or is it what you wish you could have? Two girls, bronzing themselves by the beach?</i><br>
<Br>
You smile cautiously back at Jen, but before you can say anything the sun is cast out and a shadow falls over you. Turning around, you see three older guys staring back down at you. Their eyes linger for too long on Jennifer’s breasts, before their eyes return to look at you.<Br>
<Br>
“Hello love,” the one in front says. “But it looks like you’re in our spot.”<br>
<Br>
Looking around the beach, you notice how busy it is. But there’s no suggestion that any part is claimed before arriving. Nevertheless, the three men stand over you. Each grinning.<br>
<br>
<I>Sounds like a challenge,</i> the voice whispers. <I>But girls like you don’t put up with being pushed around. So why don’t you prove that this is really what’s in store for you.</i><br>
<br>
<<ActionsHeader>>
<<StatCheckAssertive "gt" 60>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to deal with the situation… like a bitch.">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "CarnivalShadowSelfEncounter">><<set $CarnivalShadowSelfEncounter to "BitchPass">><</link>><br>
<<else>><<link _StatAssertiveProbability "CarnivalShadowSelfEncounter">><<set $CarnivalShadowSelfEncounter to "BitchFail">><<Assertive 1>><</link>><br><</if>>
<<case "BitchPass">>
“Oh?” you say, feigning ignorance. “I didn’t think they let animals on this beach.” You glance back to Jennifer who watches you. “Did you know that this was a dog friendly beach, Jen?” Smiling icily, you turn back and focus your eyes on him. “Lot of bark and no bite with this one.”<br>
<Br>
He flares his nostrils as his smirk fades. “What did you say?” <br>
<br>
“You heard me,” you say, keeping your voice neutral. “Unless I’m mistaken, there’s no mutts allowed on the sand. So why don’t you and your pack trot off.”<Br>
<br>
You watch as the boy looks to his friends, flashing his teeth at you. “You think you can get away with talking to me like that?”<br>
<Br>
“I think I can,” you reply. “What are you going to do? Gnarl at me?”<br>
<br>
He looks down upon you, his face burning red and not from the sun. “Bitch.”<br>
<br>
You watch him as he and his friends move away, looking for another spot, perpetually turning his head to look back at you with furious anger. When they are out of view, you turn back on your back, as if nothing occurred.<br>
<br>
<I>You little...</i> you hear your Shadow Self whispering.<bR>
<br>
And then suddenly the sun erupts, blinding you with white light.<br>
<br>
<<ActionsHeader>>
<<link "Look around as your vision returns" "FatGordonsCircusMidWay">>
<<EventTrigger "FatGordonsCircusMidWay" "HallofMirrorsEpilogueWinFemale" "Evening" null null null null null false>>
<<if $TransformTargetTempAvatar isnot undefined>><<TransformTempBack>><</if>>
<<set $HallofMirrorsChoice to undefined>>
<<set $CarnivalShadowSelfEncounter to undefined>>
<<SetFlag "ShadowSelfBeachDream" false>>
<</link>>
<<case "BitchFail">>
“Oh?” you say, feigning ignorance. “I didn’t think they let animals on this beach.” You glance back to Jennifer who watches you. “Did you know that this was a dog friendly beach, Jen?”<br>
<Br>
He flares his nostrils as his smirk fades. “What did you say?” <bR>
<br>
You look back up at him, noticing the anger growing on his face. You wince, trying to muster the courage to continue. Try as you might, though, you feel your nerves getting the better of you. <br>
<Br>
“Can’t you leave us alone,” you try, hearing the tremble in your voice.<br>
<Br>
“No,” he replies. “We’re locals. And you two are in our spot.”<br>
<br>
Wincing, you glance back at Jennifer. She shrugs. Even behind her sunglasses you know she’s looking back at you with embarrassment. <br>
<br>
<I>Told you</i> a voice ricochets around in your brain. <I>This isn’t us at all. Let me show how it’s really done.</i><bR>
<br>
The jolt is instant. It feels as though someone has rugby-tackled you at your waist. You roll over onto the sand, vision spinning. You tense, waiting for the rub of rough sand against your skin. As the world stops turning, you notice that you can’t feel it. In fact, you can’t feel anything.<br>
<br>
Glancing back, your mouth drops open. There, lying on the beach next to Jen, is your Shadow Self. No longer a mess of pen scratchings and lines. Now fully formed, just as real as you are -<br>
<br>
Your eyes shoot down, and you feel your jaw descend ever more. Holding up your arm, in place of flesh and skin, it's the black and white line drawings almost sizzling in and out of reality.<br>
<br>
“Listen, buddy,” you hear your Shadow Self say from beside you. You turn, attention momentarily swept from your new form, instead focusing on him as he stands to his feet, pushing his perfectly real chest up towards the other guy.<br>
<br>
<<ActionsHeader>>
<<link "Watch your Shadow Self deal with the situation" "CarnivalShadowSelfEncounter">><<set $CarnivalShadowSelfEncounter to "WatchShadowSelf">><</link>>
<<case "BeachInnocent">>
<img src="./images/BeachFront.png"><br>
<br>
You look down your body to see your breasts out in front of you, a blue tank top-style swimtop just hinting at their tops, with matching briefs covering your groin. Your legs stretch out on top of a beach towel towards the water.<br>
<Br>
A sense of understanding registers within you. You remember arranging this. A summer day after you dealt with the trouble in Charlton, when you planned to go the coast on a whim during a hot summer’s day. With your friend...<Br>
<Br>
You turn to the side. There she is. Jennifer. Her brown hair in a ponytail, white bikini covering her modesty, heart-shaped sunglasses covering her eyes. She smiles back at you. “What?”<br>
<br>
<i>Is this what your future holds?</i> The voice you’ve been accustomed to echoes in your brain, its scratchy tone unquestionably your Shadow Self. <I>Or is it what you wish you could have? Two girls hanging out, not a care in the world?</i><br>
<br>
You smile bashfully back at Jen, but before you can say anything the sun is cast out and a shadow falls over you. Turning around, you see three older guys staring back down at you. Their eyes linger for too long on Jennifer’s breasts, before their eyes return to look at you.<br>
<br>
“Hello love,” the one in front says. “But it looks like you’re in our spot.”<br>
<br>
Looking around the beach, you notice how busy it is. But there’s no suggestion that any part is claimed before arriving. Nevertheless, the three men stand over you. Each grinning.<br>
<br>
<I>Sounds like a challenge,</i> the voice whispers. <I>But girls like you don’t get bullied by even the meanest of boys. So why don’t you prove that this is really what’s in store for you.</i><br>
<br>
<<ActionsHeader>>
<<StatCheckGreedy "lt" 40>>
<<set _StatGreedyProbability to _StatGreedyProbability + " Try to deal with the situation… like an innocent girl.">>
<<if _StatCheckGreedy is true>><<link _StatGreedyProbability "CarnivalShadowSelfEncounter">><<set $CarnivalShadowSelfEncounter to "InnocentPass">><</link>><br>
<<else>><<link _StatGreedyProbability "CarnivalShadowSelfEncounter">><<set $CarnivalShadowSelfEncounter to "InnocentFail">><<Greedy -1>><</link>><br><</if>>
<<case "InnocentPass">>
“The thing is,” you hear your perky voice chirp. “We’ve just nestled in here. But I wouldn’t want to take your spot. Why don’t we find somewhere better for you to spread out?”<Br>
<Br>
The guy at the front of the group narrows his eyes for a moment, but he holds his ground. “We’re fond of this spot,” he tells you with a degree of condescension. “We’re locals. This is where we always sit.”<br>
<Br>
You look around the beach, surveying it for holes in the crowd. When you return to look at him, you feel a warm smile form on your face. “It’s a little close to the sea, don't you think?"<br>
<Br>
The boy looks back to his friends before turning back to you, his eyebrows buried further down towards his eyes. “I guess.”<br>
<Br>
“Tell you what,” you say. “Why don’t we take a wander? If you’re just getting here, I’m sure you want to stay for a while. That tide is coming in. I’m sure there’s somewhere it won’t touch for hours.”<br>
<Br>
He stares at you, all sense of hostility draining from his face. “You want to help us find a spot?”<br>
<br>
Briefly looking back to Jen for her endorsement, you then nod. “Sure! It might be fun. We wouldn’t want you missing out on this beautiful day, would we?”<br>
<br>
You begin to stand, dusting off grains of sand from your body. Out of the corner of your eye you barely register the dumbfounded looks from the guys. “I’m <<TrueName "Female">>, by the way. Nice to meet you.”<bR>
<Br>
Skipping across the sand, you begin to lead them away down the beach. You smile as you feel the rays of the sun hitting your body. This was a nice thing to do.<Br>
<br>
<I>You little...</i> you hear your Shadow Self whispering.<br>
<Br>
And then suddenly the sun erupts, blinding you with white light.<br>
<br>
<<ActionsHeader>>
<<link "Look around as your vision returns" "FatGordonsCircusMidWay">>
<<EventTrigger "FatGordonsCircusMidWay" "HallofMirrorsEpilogueWinFemale" "Evening" null null null null null false>>
<<if $TransformTargetTempAvatar isnot undefined>><<TransformTempBack>><</if>>
<<set $HallofMirrorsChoice to undefined>>
<<set $CarnivalShadowSelfEncounter to undefined>>
<<SetFlag "ShadowSelfBeachDream" false>>
<</link>>
<<case "InnocentFail">>
“The thing is,” you hear your perky voice chirp. “We’ve just nestled in here. But I wouldn’t want to take your spot. Why don’t we find somewhere better for you to spread out?”<Br>
<Br>
The guy at the front of the group narrows his eyes for a moment, but he holds his ground. “We’re fond of this spot,” he tells you with a degree of condescension. “We’re locals. This is where we always sit.”<br>
<Br>
You look around the beach, surveying it for holes in the crowd. There doesn’t seem to be anything left that matches this spot. You grimace, pondering what to say. <br>
<bR>
The boy looks at you with a condescending smile. “See. Not much you can offer that’s better than this spot. Our spot. So go. Get.”<br>
<br>
Wincing, you glance back at Jennifer. She shrugs. Even behind her sunglasses you know she’s looking back at you with embarrassment. <br>
<br>
<I>Told you</i> a voice ricochets around in your brain. <I>This isn’t us at all. Let me show how it’s really done.</i><bR>
<Br>
The jolt is instant. It feels as though someone has rugby-tackled you at your waist. You roll over onto the sand, vision spinning. You tense, waiting for the rub of rough sand against your skin. As the world stops turning, you notice that you can’t feel it. In fact, you can’t feel anything.<br>
<Br>
Glancing back, your mouth drops open. There, lying on the beach next to Jen, is your Shadow Self. No longer a mess of pen scratchings and lines. Now fully formed, just as real as you are -<Br>
<br>
Your eyes shoot down, and you feel your jaw descend ever more. Holding up your arm, in place of flesh and skin, it's the black and white line drawings almost sizzling in and out of reality.<br>
<Br>
“Listen, buddy,” you hear your Shadow Self say from beside you. You turn, attention momentarily swept from your new form, instead focusing on him as he stands to his feet, pushing his perfectly real chest up towards the other guy.<br>
<br>
<<ActionsHeader>>
<<link "Watch your Shadow Self deal with the situation" "CarnivalShadowSelfEncounter">><<set $CarnivalShadowSelfEncounter to "WatchShadowSelf">><</link>>
<<case "BeachHimself">>
<img src="./images/BeachFront.png"><br>
<br>
You look down your body to see your flat chest out in front of you, a pair of swimming trunks covering your groin. Your hairy legs stretch out on top of a beach towel towards the water.<Br>
<Br>
A sense of understanding registers within you. You remember arranging this. A summer day after you dealt with the trouble in Charlton, when you planned to go the coast on a whim during a hot summer’s day. With your girlfriend...<br>
<Br>
You turn to the side. There she is. Jennifer. Her brown hair in a ponytail, white bikini covering her modesty, heart-shaped sunglasses covering her eyes. She smiles back at you. “What?”<bR>
<bR>
<i>This is what you are in danger of giving up.</i> The voice you’ve been accustomed to echoes in your brain, its scratchy tone unquestionably your Shadow Self. <I>Sitting out in the sun, your girl lying next to you, her body tanning for you to see.</i><br>
<br>
You smile back at her, but before you can say anything the sun is cast out and a shadow falls over you. Turning around, you see three older guys staring back down at you. Their eyes linger for too long on Jen, before returning to look down at you.<Br>
<br>
“Sorry mate,” the one in front says. “But it looks like you’re in our spot.”<br>
<br>
Looking around the beach, you notice how busy it is. But there’s no suggestion that any part is claimed before arriving. Nevertheless, the three men stand over you. Each grinning.<br>
<br>
<I>Sounds like a challenge,</i> the voice whispers. <I>But as you’re such a man, why don’t you deal with it.</i><br>
<br>
<<ActionsHeader>>
<<StatCheckFeminity "lt" 30>>
<<set _StatFeminityProbability to _StatFeminityProbability + " Try to deal with the situation… like a man.">>
<<if _StatCheckFeminity is true>><<link _StatFeminityProbability "CarnivalShadowSelfEncounter">><<set $CarnivalShadowSelfEncounter to "ManPass">><</link>><br>
<<else>><<link _StatFeminityProbability "CarnivalShadowSelfEncounter">><<set $CarnivalShadowSelfEncounter to "ManFail">><<Feminity 1>><</link>><br><</if>>
<<case "ManPass">>
“Listen, buddy,” you say as you stand to your feet, measuring yourself up against the guy at the front of the pack. You see he’s about the same height as you, maybe a bit shorter. You smile with satisfaction. <Br>
<bR>
“I think it’s time for you to jog on,” you continue, drawing up close to him. “No one gets to claim spots here.”<br>
<Br>
He looks at you with hesitation, glancing back for a moment as if making sure his friends are still there. When he looks back to you there’s a smirk, but it’s only half formed and unconvincing. “Or what?” he replies quietly.<br>
<BR>
“Or maybe we should take this away from the beach,” you reply. “Just you and me. Your friends can watch me show you some manners, so long as they be men about it and don’t intervene.”<br>
<br>
You see him visibly gulp. Your eyes look behind, noting how the other men look between themselves, frowning. No one knows what to do.<br>
<Br>
“Looks like you made a mistake,” you say, returning your attention back to him. “Your spot’s some way down there.”<Br>
<Br>
The guy at the front looks back at his friends. You follow his gaze to see his friends shrug. One nods off to the side. “Think you’re right,” he mutters as he looks back to you. “Our mistake.”<Br>
<Br>
Without another word, they walk off down the beach. You watch them go, not taking your eyes off them until they are some distance away. They don’t look back.<br>
<Br>
<I>Yes, that’s it!</i> you hear the familiar voice whisper to you. <I>Look! How she watches you now.</I><Br>
<Br>
You glance back down and catch Jennifer looking over the rim of her glasses. As you sit back down on the towel, she bites her lip. “That was impressive,” she murmurs. “My hero.”<Br>
<Br>
“Just being a man, sweetheart,” you say before you can stop yourself. She giggles and rolls over, pushing her body against yours. <br>
<br>
You nestle next to her, feeling the sunlight warming your skin. Try as you might, you can’t wipe the smile off your face. The rays seem brighter. Growing stronger. By the second.<Br>
<br>
A surge of panic rushes through your body, but before you can do anything, you watch as the sun suddenly erupts, blinding you with white light.<BR>
<br>
<<ActionsHeader>>
<<link "Look around as your vision returns" "FatGordonsCircusMidWay">>
<<EventTrigger "FatGordonsCircusMidWay" "HallofMirrorsEpilogueWinMale" "Evening" null null null null null false>>
<<if $TransformTargetTempAvatar isnot undefined>><<TransformTempBack>><</if>>
<<SetFlag "ShadowSelfDreamMitch" false>>
<<set $HallofMirrorsChoice to undefined>>
<<set $CarnivalShadowSelfEncounter to undefined>>
<</link>>
<<case "ManFail">>
“I’m sorry,” you say politely. “I didn’t know that people got to pick their own spots on the beach.”<Br>
<Br>
He sniggers, staring down at you. “Yeah, well they do. We do. We’re regulars. Get special perks.”<Br>
<Br>
You feel your lip twitch, hesitation clouding your thoughts. “I’m not sure that’s correct.”<Br>
<Br>
“It is,” he snaps back, kicking sand onto your towel. “We’re locals. And you two are in our spot.”<br>
<Br>
Wincing, you glance back at Jennifer. She shrugs. Even behind her sunglasses you know she’s looking back at you with embarrassment. <br>
<Br>
<I>Pathetic</i> a voice ricochets around in your brain. <I>This isn’t us at all. Let me show how it’s really done.</i><Br>
<Br>
The jolt is instant. It feels as though someone has rugby-tackled you at your waist. You roll over onto the sand, vision spinning. You tense, waiting for the rub of rough sand against your skin. As the world stops turning, you notice that you can’t feel it. In fact, you can’t feel anything.<BR>
<Br>
Glancing back, your mouth drops open. There, lying on the beach next to Jennifer, is your Shadow Self. No longer a mess of pen scratchings and lines. Now fully formed, just as real as you are -<Br>
<br>
Your eyes shoot down, and you feel your jaw descend ever more. Holding up your arm, in place of flesh and skin, it's the black and white line drawings almost sizzling in and out of reality.<br>
<Br>
“Listen, buddy,” you hear your Shadow Self say from beside you. You turn, attention momentarily swept from your new form, instead focusing on him as he stands to his feet, pushing his perfectly real chest up towards the other guy.<br>
<br>
<<ActionsHeader>>
<<link "Watch your Shadow Self deal with the situation" "CarnivalShadowSelfEncounter">><<set $CarnivalShadowSelfEncounter to "WatchShadowSelf">><</link>>
<<case "WatchShadowSelf">>
“I think it’s time for you to jog on,” your Shadow Self says, drawing up close to the other man. “No one gets to claim spots here.”<Br>
<Br>
His rival glances back, as if making sure his friends are still there. There’s a smirk, but it’s only half formed and unconvincing. “Or what?” he replies, quietly.<bR>
<Br>
“Or maybe we should take this away from the beach,” your Shadow Self tells him. “Just you and me. Your friends can watch me show you some manners, so long as they be men about it and don’t intervene.”<bR>
<Br>
You see the other guy gulp. The other two men look between themselves, frowning. No one knows what to do.<br>
<Br>
“Looks like you made a mistake,” your Shadow Self continues. “Your spot’s some way down there.”<br>
<BR>
The guys look between each other. One nods off to the side. “Think you’re right,” the man at the front mutters. “Our mistake.”<br>
<Br>
Without another word, they walk off down the beach. You have to step to the side in order to avoid being walked through.<br>
<Br>
Your Shadow Self watches them go, then sits back down on his beach towel and nudges up to Jennifer, wrapping his arm around her. “Now. Where were we?”<br>
<Br>
She giggles just before he leans in and kisses her, long and passionate. You can only stare as you feel your body shimmering. Almost out of sync with reality. Almost disappearing.<Br>
<br>
You want to scream and draw attention to yourself. But as if walls are closing in around you, you can’t find your voice. You feel the sunlight fading and quickly, darkness takes hold of you.<br>
<br>
<<ActionsHeader>>
<<link "Wait..." "FatGordonsCircusMidWay">>
<<EventTrigger "FatGordonsCircusMidWay" "HallofMirrorsEpilogueLose" "Evening" null null null null null false>>
<<if $TransformTargetTempAvatar isnot undefined>><<TransformTempBack>><</if>>
<<set $HallofMirrorsChoice to undefined>>
<<set $CarnivalShadowSelfEncounter to undefined>>
<<SetFlag "ShadowSelfDreamMitch" false>>
<<SetFlag "ShadowSelfBeachDream" false>>
<</link>>
<</switch>><<switch $CarnivalJenniferEncounter>>
<<case undefined>>
<<Flag "AnnieConfrontedQuest21">>
<<if _FlagReturn is false>>
“Who are you?” you stammer, momentarily ignoring the ride.<Br>
<Br>
She laughs, high pitched and youthful. “I’m the collective memories of Jennifer, of course. This is how everyone remembers her. But we both know that’s not the full truth, don’t we? She keeps secrets. Especially about herself.” <br>
<br>
Her attention is suddenly drawn away from you as you pass a diorama. “Oh look! A couple on their anniversary! We haven’t had one yet, have we <<TrueName "Male">>? You don’t have to do anything special. Maybe let’s go away for the weekend? Get out of Charlton for a bit.”<br>
<br>
<<if $PlayerCharacter.female is true or _CurrentPC is false>>
You look back at the figure, trying to find the words. “Jennifer’s my friend,” you mumble. “What are you talking about?”<Br>
<Br>
The enthusiasm falls from Jennifer’s face momentarily, before breaking out into a knowing smile. “Oh, you don’t remember, do you? I did warn you about messing with magic. Still, we might be able to fix that. If you are going to mess around with people like that woman in the tent, we might as well ask her for help. Return you to looking something like you do now.”<Br>
<br>
You give Jennifer a curious look, but quickly feel magic fizzle across your body. Something has changed. "Do now?" you mutter, as realisation hits you.<Br>
<Br>
<<ActionsHeader>>
<<link "Look down at yourself" "CarnivalJenniferEncounter">><<set $CarnivalJenniferEncounter to "Transform">><<if $TransformTargetTempAvatar is undefined>><<TransformTempMale>><</if>><</link>>
<<else>>
<Br>
The stream banks around once and your boat turns another corner. As the next scene comes into view, the bow of the swan shudders and the vessel jolts, shaking to a halt. Something in the water has stopped you.<Br>
<br>
<<ActionsHeader>>
<<link "Look at the final diorama" "CarnivalJenniferEncounter">><<set $CarnivalJenniferEncounter to "FinalDiorama">><</link>>
<</if>>
<<else>>
You look back at the figure, trying to find the words. “You’re not Jennifer,” you tell her.<br>
<Br>
<<if _CurrentPC is false or $PlayerCharacter.female is true>>
The enthusiasm falls from Jennifer’s face momentarily, but she quickly regains her smile. “And you’re not <<TrueName "Male">>. But we can fix that, can’t we? Take a look.”<Br>
<br>
You give Jennifer a curious look, but quickly feel magic fizzle across your body. Something has changed. "Fix what?" you mutter, as realisation hits you.<Br>
<Br>
<<ActionsHeader>>
<<link "Look down at yourself" "CarnivalJenniferEncounter">><<set $CarnivalJenniferEncounter to "Transform">><<if $TransformTargetTempAvatar is undefined>><<TransformTempMale>><</if>><</link>>
<<else>>
The enthusiasm falls from Jennifer’s face momentarily, but she quickly regains her smile. “And sometimes you’re not <<TrueName "Male">>. Thankfully you are now. It would be a bit weird if you got on a Tunnel of Love as someone else. Just on that, why did you not invite me? Did you want to imagine you were with someone else?”<br>
<Br>
Almost hurt, Jennifer glances out of the boat. Her eyes light up as it approaches a corner. “Here’s my favourite part. Don’t spoil this for me, <<TrueName "Male">>. There was a time when you would have enjoyed this.”<bR>
<Br>
The stream banks around once and your boat turns another corner. As the next scene comes into view, the bow of the swan shudders and the vessel jolts, shaking to a halt. Something in the water has stopped you.<Br>
<br>
<<ActionsHeader>>
<<link "Look at the final diorama" "CarnivalJenniferEncounter">><<set $CarnivalJenniferEncounter to "FinalDiorama">><</link>>
<</if>>
<</if>>
<<case "Transform">>
<<Flag "AnnieConfrontedQuest21">>
<<if _FlagReturn is false>>
You glance down at yourself, mouth dropping. Instead of your body, there is a man’s body sitting beneath your head. Barely defined pecs and long legs that are crammed into the boat. You gasp, shocked at your deep voice. Reaching up to your face, you feel a layer of stubble around your jaw.<Br>
<Br>
“What did you do to me?” you ask.<br>
<Br>
Jennifer rolls her eyes. “It’s not been so long that you can’t remember? If you are going to make a song and dance about it, talk to that woman who sent you here. She’ll be able to help.”<br>
<br>
Almost hurt, Jennifer glances out of the boat. Her eyes light up as it approaches a corner. “Here’s my favourite part. Don’t spoil this for me, <<TrueName "Male">>. There was a time when you would have enjoyed this.”<br>
<Br>
The stream banks around once and your boat turns another corner. As the next scene comes into view, the bow of the swan shudders and the vessel jolts, shaking to a halt. Something in the water has stopped you.<Br>
<<else>>
You glance down at yourself, mouth dropping. Instead of the body you entered the ride in, you’re back to being yourself. Or at least, a version of you. Barely defined pecs and long legs that are crammed into the boat. You gasp, hearing your deep voice. Reaching up to your face, you feel a layer of stubble around your jaw.<br>
<br>
“What did you do to me?” you ask.<br>
<br>
Jennifer rolls her eyes. “Just made this simpler, <<TrueName "Male">>. If you don’t recognise yourself, maybe you should talk to that woman who sent you here. She’ll be able to help.”<Br>
<Br>
Almost hurt, Jennifer glances out of the boat. Her eyes light up as it approaches a corner. “Here’s my favourite part. Don’t spoil this for me, <<TrueName "Male">>. There was a time when you would have enjoyed this.”<Br>
<br>
The stream banks around once and your boat turns another corner. As the next scene comes into view, the bow of the swan shudders and the vessel jolts, shaking to a halt. Something in the water has stopped you.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Look at the final diorama" "CarnivalJenniferEncounter">><<set $CarnivalJenniferEncounter to "FinalDiorama">><</link>>
<<case "FinalDiorama">>
Laid out in front of you is the set piece of the attraction. Over a dozen mannequins sit in a small church, dressed smartly and looking towards the altar. The bride and groom are notably absent from the display. Above the scene is a banner lit with flickering bulbs that draw the eye. 'Choose who you desire.”<Br>
<Br>
You glance further into the ride, noting the red curtains drawn over the stream at the exit. The sounds of the carnival are still muted but can be heard again. You’re certain this is the last scene in the attraction. The current tries to push the boat along, but you hear creaking machinery underneath your boat fighting against it. The mechanics of the ride is halting your exit on purpose.<br>
<Br>
“Come on!” Jennifer says beside you. She stands up and leaps onto the diorama floor, rushing up to the altar. "Just like we planned, <<TrueName "Male">>."<br>
<Br>
You grimace and look around, desperate to see if there’s some way of getting this boat to move. Then you see the current has stopped. In fact, the water is still. Unmoving. There are no more sounds of creaking underneath the boat. And the flickering lights no longer flicker. Like time has crawled to a halt. <br>
<Br>
“What are you waiting for?” Jennifer asks from the altar. “Don’t want to be late to your own wedding!” <Br>
<br>
You sigh. Faced with no choice, you cautiously stand up in the boat and feel unnerved when it doesn’t rock. The water, like everything else, seems to be frozen.<Br>
<Br>
<<ActionsHeader>>
<<link "Step into the diorama" "CarnivalJenniferEncounter">><<set $CarnivalJenniferEncounter to "StepInto">><</link>>
<<case "StepInto">>
<img src="./images/Chapel.png"><br>
<br>
As you step onto the stage you feel a shimmering in the air. The furniture and design of the diorama remain, but it feels less like a stage and more like reality. Like you are actually there. You glance back behind you, noting the Tunnel of Love has disappeared.<br>
<br>
When you turn, something else has changed. Instead of a cheerleader outfit, Jennifer is dressed in a stunning full length white wedding dress, smiling with joy back at you.<Br>
<Br>
You step up aside the altar to face her, your feet moving almost beyond your control. She reaches out and holds your hand, staring back deep into your eyes.<br>
<Br>
Looking back at the guests, you feel your brain begin to ache. A dozen or so people, some still faceless and nondescript. Others, people who are very familiar to you.<Br>
<Br>
<<CheckPersonalityState "Annie">>
<<if _PersonalityState is "Gay">>
Annie sits in a lovely dress in the front row, holding the hand of a faceless girl. You spot Clive from Thompson’s Repairs lounging halfway back, arm draped around the shoulder of a woman with thin-rimmed glasses.<br>
<<else>>
Annie sits in a lovely dress in the front row, holding the hand of a faceless man. You spot Clive from Thompson’s Repairs lounging halfway back, arm draped around the shoulder of a woman with thin-rimmed glasses. Dennis is with a small and petite girl with a short dress and puffy hair.<br>
<</if>>
<Br>
<<CheckPersonalityState "Terrence">>
<<if _PersonalityState is "Straight">>
Logain is behind them, his own partner a woman punching his shoulder in a playful teasing gesture. Terrence smiles casually on the other side, his hand around a girl to offer support. And Jake, right at the back, holds his partner with an iron grip even as she seems to be pushing back into her seat, shying away from being visible.<br>
<<else>>
Logain is behind them, his own partner a woman punching his shoulder in a playful teasing gesture. Terrence smiles politely on the other side, a masculine man holding him around his waist to offer support. And Jake, right at the back, holds his partner with an iron grip even as she seems to be pushing back into her seat, shying away from being visible.<br>
<</if>>
<Br>
“It’s just like we planned,” Jennifer whispers to you. “This is our future.”<br>
<br>
You pause, looking back to the guests once more before returning to look at Jennifer. She winces. “You still want this, don’t you <<TrueName "Male">>? Look around. Tell me I’m your heart’s desire."<br>
<Br>
Casting your eye over Jennifer, you stare back at the guests. Annie. Terrence. Logain. Clive. Dennis. Jake. You feel your chest flutter. The question is, who is it fluttering for?<BR>
<Br>
<<ActionsHeader>>
<<link "Try to do the ceremony with Jennifer" "CarnivalJenniferEncounter">><<Feminity -1>><<Orientation -1>><<set $CarnivalJenniferEncounter to "ChooseJennifer">><</link>><br>
<<link "Choose to be Annie’s partner" "CarnivalJenniferEncounter">>
<<CheckPersonalityState "Annie">>
<<if _PersonalityState is "Gay">><<Feminity 1>><<Orientation -1>>
<<else>><<Feminity -1>><<Orientation -1>><</if>>
<<set $CarnivalJenniferEncounter to "ChooseAnnie">>
<</link>><br>
<<link "Choose to be Terrence's partner" "CarnivalJenniferEncounter">>
<<CheckPersonalityState "Terrence">>
<<if _PersonalityState is "Straight">><<Feminity 1>><<Orientation 1>>
<<else>><<Feminity -1>><<Orientation 1>><</if>>
<<set $CarnivalJenniferEncounter to "ChooseTerrence">>
<</link>><br>
<<link "Choose to be Clive's partner" "CarnivalJenniferEncounter">><<Feminity 1>><<Intelligence 1>><<set $CarnivalJenniferEncounter to "ChooseClive">><</link>><br>
<<link "Choose to be Logain's partner" "CarnivalJenniferEncounter">><<Feminity 1>><<Assertive 1>><<set $CarnivalJenniferEncounter to "ChooseLogain">><</link>><br>
<<link "Choose to be Dennis' partner" "CarnivalJenniferEncounter">><<Feminity 1>><<Intelligence -1>><<set $CarnivalJenniferEncounter to "ChooseDennis">><</link>><br>
<<link "Choose to be Jake's partner" "CarnivalJenniferEncounter">><<Feminity 1>><<Assertive -1>><<set $CarnivalJenniferEncounter to "ChooseJake">><</link>><br>
<<case "ChooseJennifer">>
<<OrientationCheck>>
<<if _currentOrientation lt 50>>
<div class="Notification"><<print "Partner Criteria Check Passed">></div><br>
“You’re my heart’s desire, Jen,” you tell her. You hear the words from your mouth. In this moment, at least, there’s conviction there.<br>
<Br>
She smiles and titters, almost blushing. “About time you said it,” she smirks. “Now. Let’s get on with the ceremony. I’ve got something special put aside for our wedding night.”<Br>
<Br>
She leans in to kiss you as her eyes lock on yours. But before her lips touch yours the whiteness of the chapel seems to grow brighter. Your vision fills with light, the diorama washed out from your view. Jennifer’s adoring eyes are the last things you see.<Br>
<br>
<<ActionsHeader>>
<<link "Wait for your vision to return" "CarnivalJenniferEncounter">><<set $CarnivalJenniferEncounter to "WinJennifer">><<ChangeNPCrelationship "Jennifer" "PC" 3>><<if $TransformTargetTempAvatar isnot undefined>><<TransformTempBack>><</if>><</link>>
<<else>>
<div class="Notification"><<print "Partner Criteria Check Failed">></div><br>
“I... choose you,” you say, but you can hear the unconvincing words as the exit your mouth.<br>
<bR>
Jennifer looks back at you, her face turning red with embarrassment and shame. “Liar,” she mutters softly. “You don’t want me. Magic has twisted you, <<TrueName "Male">>.”<br>
<br>
Before you can say anything, you feel a sharp pain strike against your cheek as her open palm smashes against your skin. Your head swivels around and the room spins. You find yourself falling into darkness.<br>
<br>
<<ActionsHeader>>
<<link "Come around" "CarnivalJenniferEncounter">><<set $CarnivalJenniferEncounter to "LoseJennifer">><<if $TransformTargetTempAvatar isnot undefined>><<TransformTempBack>><</if>><</link>>
<</if>>
<<case "ChooseAnnie">>
<<CheckPersonalityState "Annie">>
<<if _PersonalityState is "Gay">>
<<OrientationCheck>><<FeminityCheck>>
<<if _currentOrientation lt 50 and _currentFeminity gt 50>>
<div class="Notification"><<print "Partner Criteria Check Passed">></div><br>
You find yourself turning to look back at Annie. At the girl she holds hands with. Your heart pangs. Before you can even reply to Jen, you feel a sparkle inside your brain. The girl next to Annie morphs in front of your eyes, its face taking new features. Features of you.<Br>
<Br>
Except, the face is shaped differently. Cheek bones more pronounced. Lips larger. Refined make-up without being too brazen. And the eyes hang on Annie, like she is the only person in the world. For her part, Annie looks back at them with longing and joy.<br>
<Br>
Staring at your face on the figure, you feel confident that Annie desires you, wants to be with you. And as for the changes in the face? That actually does look like you, now that you consider it. The feminine features. The desire for another woman.<br>
<Br>
You glance back to Jen and see her face turning red with embarrassment and shame. “You bastard,” she mutters softly. “You don’t want me. Magic has twisted you, <<TrueName "Male">>.”<br>
<Br>
Before you can say anything, you feel a sharp pain strike against your cheek as her open palm smashes against your skin. Your head swivels around and the room spins. You find yourself falling into darkness.<bR>
<br>
<<ActionsHeader>>
<<link "Come around" "CarnivalJenniferEncounter">><<set $CarnivalJenniferEncounter to "WinOther">><<ChangeNPCrelationship "Annie" "PC" 3>><<if $TransformTargetTempAvatar isnot undefined>><<TransformTempBack>><</if>><</link>>
<<else>>
<div class="Notification"><<print "Partner Criteria Check Failed">></div><br>
You find yourself turning to look back at Annie. At the girl she holds hands with. You wish you could be something to Annie, but something about her partner seems off. Or maybe it’s just you.<br>
<br>
You try to imagine yourself as the girl next to Annie. A face a little different, maybe. Cheek bones more pronounced. Lips larger. Refined make-up without being too brazen. You think maybe she’d like that. As you try to visualise, you feel a sparkle inside your brain. Something changes, but it feels small. Try as you might, you can’t picture yourself sitting there, holding her hand.<br>
<Br>
You glance back to Jen and see her face turning red with a dark grin. “See,” she mutters softly. “You don’t know what you want. Magic might have changed you, <<TrueName "Male">>. But you’re not beyond help.”<br>
<Br>
She smiles, shrugging it off. “Now. Let’s get on with the ceremony. I’ve got something special put aside for our wedding night.”<br>
<Br>
She leans in to kiss you as her eyes lock on yours. But before her lips touch yours the whiteness of the chapel seems to grow brighter. Your vision fills with light, the diorama washed out from your view. Jennifer’s eyes are the last things you see.<br>
<br>
<<ActionsHeader>>
<<link "Wait for your vision to return" "CarnivalJenniferEncounter">><<set $CarnivalJenniferEncounter to "LoseOther">><<if $TransformTargetTempAvatar isnot undefined>><<TransformTempBack>><</if>><</link>>
<</if>>
<<else>>
<<OrientationCheck>><<FeminityCheck>>
<<if _currentOrientation lt 50 and _currentFeminity lt 50>>
<div class="Notification"><<print "Partner Criteria Check Passed">></div><br>
You find yourself turning to look back at Annie. At the man she holds hands with. Your heart pangs. Before you can even reply to Jen, you feel a sparkle inside your brain. The man next to Annie morphs in front of your eyes, its face taking new features. Features of you.<Br>
<Br>
Except, the face is shaped differently. A firmer jawline. Maintained stubble on your face. And the eyes hang on Annie, like she is the only person in the world. For her part, Annie looks back at them with longing and joy.<br>
<Br>
Staring at your face on the figure, you feel confident that Annie desires you, wants to be with you. And as for the changes in the face? That actually does look like you, now that you consider it. The masculine features. The desire for a woman.<br>
<Br>
You glance back to Jen and see her face turning red with embarrassment and shame. “You bastard,” she mutters softly. “You don’t want me. Magic has twisted you, <<TrueName "Male">>.”<br>
<Br>
Before you can say anything, you feel a sharp pain strike against your cheek as her open palm smashes against your skin. Your head swivels around and the room spins. You find yourself falling into darkness.<bR>
<br>
<<ActionsHeader>>
<<link "Come around" "CarnivalJenniferEncounter">><<set $CarnivalJenniferEncounter to "WinOther">><<ChangeNPCrelationship "Annie" "PC" 3>><<if $TransformTargetTempAvatar isnot undefined>><<TransformTempBack>><</if>><</link>>
<<else>>
<div class="Notification"><<print "Partner Criteria Check Failed">></div><br>
You find yourself turning to look back at Annie. At the man she holds hands with. You wish you could be something to Annie, but something about her partner seems off. Or maybe it’s just you.<br>
<br>
You try to imagine yourself as the man next to Annie. A face a little different, maybe. A firmer jawline. Maintained stubble on your face. You think maybe she’d like that. As you try to visualise, you feel a sparkle inside your brain. Something changes, but it feels small. Try as you might, you can’t picture yourself sitting there, holding her hand.<br>
<Br>
You glance back to Jen and see her face turning red with a dark grin. “See,” she mutters softly. “You don’t know what you want. Magic might have changed you, <<TrueName "Male">>. But you’re not beyond help.”<br>
<Br>
She smiles, shrugging it off. “Now. Let’s get on with the ceremony. I’ve got something special put aside for our wedding night.”<br>
<Br>
She leans in to kiss you as her eyes lock on yours. But before her lips touch yours the whiteness of the chapel seems to grow brighter. Your vision fills with light, the diorama washed out from your view. Jennifer’s eyes are the last things you see.<br>
<br>
<<ActionsHeader>>
<<link "Wait for your vision to return" "CarnivalJenniferEncounter">><<set $CarnivalJenniferEncounter to "LoseOther">><<if $TransformTargetTempAvatar isnot undefined>><<TransformTempBack>><</if>><</link>>
<</if>>
<</if>>
<<case "ChooseTerrence">>
<<CheckPersonalityState "Terrence">>
<<if _PersonalityState is "Straight">>
<<OrientationCheck>><<FeminityCheck>>
<<if _currentOrientation gt 50 and _currentFeminity gt 50>>
<div class="Notification"><<print "Partner Criteria Check Passed">></div><br>
You find yourself turning to look back at Terrence. At the girl he wraps his hand around to offer support. Your heart pangs. Before you can even reply to Jen, you feel a sparkle inside your brain. The girl next to Terrence morphs in front of your eyes, its face taking new features. Features of you.<br>
<Br>
Except, the face is shaped differently. Cheek bones more pronounced. Lips larger. Cheeky make-up but not over the top. And the eyes hang on Terence, like he is the only person in the world. For his part, Terrence looks back at them with desire.<Br>
<bR>
Staring at your face on the figure, you feel confident that Terrence desires you, wants to be with you. And as for the changes in your face? That actually does look like you, now that you consider it. The feminine features. The desire for a man.<Br>
<Br>
You glance back to Jen and see her face turning red with embarrassment and shame. “You bastard,” she mutters softly. “You don’t want me. Magic has twisted you, <<TrueName "Male">>.”<Br>
<Br>
Before you can say anything, you feel a sharp pain strike against your cheek as her open palm smashes against your skin. Your head swivels around and the room spins. You find yourself falling into darkness.<br>
<br>
<<ActionsHeader>>
<<link "Come around" "CarnivalJenniferEncounter">><<set $CarnivalJenniferEncounter to "WinOther">><<ChangeNPCrelationship "Terrence" "PC" 3>><<if $TransformTargetTempAvatar isnot undefined>><<TransformTempBack>><</if>><</link>>
<<else>>
<div class="Notification"><<print "Partner Criteria Check Failed">></div><br>
You find yourself turning to look back at Terrence. At the girl he wraps his hand around to offer support. You wish it could be you, but something about his partner seems off. Or maybe it’s just you.<Br>
<Br>
You try to imagine yourself as the girl next to Terrence. A face a little different, maybe. Lips larger. Cheeky make-up but not over the top. You think maybe he’d like that. As you try to visualise, you feel a sparkle inside your brain. Something changes, but it feels small. Try as you might, you can’t picture yourself sitting there, his hand wrapped around you.<Br>
<Br>
You glance back to Jen and see her face turning red with a dark grin. “See,” she mutters softly. “You don’t know what you want. Magic might have changed you, <<TrueName "Male">>. But you’re not beyond help.”<br>
<br>
She smiles, shrugging it off. “Now. Let’s get on with the ceremony. I’ve got something special put aside for our wedding night.”<br>
<br>
She leans in to kiss you as her eyes lock on yours. But before her lips touch yours the whiteness of the chapel seems to grow brighter. Your vision fills with light, the diorama washed out from your view. Jennifer’s eyes are the last things you see.<br>
<br>
<<ActionsHeader>>
<<link "Wait for your vision to return" "CarnivalJenniferEncounter">><<set $CarnivalJenniferEncounter to "LoseOther">><<if $TransformTargetTempAvatar isnot undefined>><<TransformTempBack>><</if>><</link>>
<</if>>
<<else>>
<<OrientationCheck>><<FeminityCheck>>
<<if _currentOrientation gt 50 and _currentFeminity lt 50>>
<div class="Notification"><<print "Partner Criteria Check Passed">></div><br>
You find yourself turning to look back at Terrence. At the man that wraps a hand around his waist to offer support. Your heart pangs. Before you can even reply to Jen, you feel a sparkle inside your brain. The man next to Terrence morphs in front of your eyes, its face taking new features. Features of you.<br>
<bR>
Except, the face is shaped differently. A firmer jawline. Maintained stubble on your face. And the eyes hang on Terence, like he is the only person in the world. For his part, Terrence looks back at them with desire.<Br>
<br>
Staring at your face on the figure, you feel confident that Terrence desires you, wants to be with you. And as for the changes in your face? That actually does look like you, now that you consider it. The masculine features. The desire for another man.<Br>
<Br>
You glance back to Jen and see her face turning red with embarrassment and shame. “You bastard,” she mutters softly. “You don’t want me. Magic has twisted you, <<TrueName "Male">>.”<Br>
<br>
Before you can say anything, you feel a sharp pain strike against your cheek as her open palm smashes against your skin. Your head swivels around and the room spins. You find yourself falling into darkness.<br>
<br>
<<ActionsHeader>>
<<link "Come around" "CarnivalJenniferEncounter">><<set $CarnivalJenniferEncounter to "WinOther">><<ChangeNPCrelationship "Terrence" "PC" 3>><<if $TransformTargetTempAvatar isnot undefined>><<TransformTempBack>><</if>><</link>>
<<else>>
<div class="Notification"><<print "Partner Criteria Check Failed">></div><br>
You find yourself turning to look back at Terrence. At the man that wraps a hand around his waist to offer support. You wish it could be you, but something about his partner seems off. Or maybe it’s just you.<br>
<Br>
You try to imagine yourself as the man next to Terrence. A firmer jawline. Maintained stubble on your face. You think maybe he’d like that. As you try to visualise, you feel a sparkle inside your brain. Something changes, but it feels small. Try as you might, you can’t picture yourself sitting there, your hand wrapped around him.<Br>
<Br>
You glance back to Jen and see her face turning red with a dark grin. “See,” she mutters softly. “You don’t know what you want. Magic might have changed you, <<TrueName "Male">>. But you’re not beyond help.”<br>
<Br>
She smiles, shrugging it off. “Now. Let’s get on with the ceremony. I’ve got something special put aside for our wedding night.”<br>
<br>
She leans in to kiss you as her eyes lock on yours. But before her lips touch yours the whiteness of the chapel seems to grow brighter. Your vision fills with light, the diorama washed out from your view. Jennifer’s eyes are the last things you see.<br>
<br>
<<ActionsHeader>>
<<link "Wait for your vision to return" "CarnivalJenniferEncounter">><<set $CarnivalJenniferEncounter to "LoseOther">><<if $TransformTargetTempAvatar isnot undefined>><<TransformTempBack>><</if>><</link>>
<</if>>
<</if>>
<<case "ChooseClive">>
<<OrientationCheck>><<FeminityCheck>><<IntelligenceCheck>>
<<if _currentOrientation lt 50 and _currentFeminity gt 50 and _currentIntelligence gt 50>>
<div class="Notification"><<print "Partner Criteria Check Passed">></div><br>
You find yourself turning to look back at Clive. At the girl his arm is draped around. Your heart pangs. Before you can even reply to Jen, you feel a sparkle inside your brain. The girl next to Clive morphs in front of your eyes, its face taking new features. Features of you.<Br>
<bR>
Except, the face is shaped differently. Cheek bones more pronounced. Lips thinner. The eyes sharp and playful underneath those thin rimmed glasses. They look back at Clive, who a knowing smile and raised eyebrows. For his part, Clive looks back at them with a longing and desire.<Br>
<Br>
Staring at your face on the figure, you feel confident that Clive desires you, wants to be with you. And as for the changes in your face? That actually does look like you, now that you consider it. The feminine features. The sharp and calculating look.<Br>
<Br>
You glance back to Jen and see her face turning red with embarrassment and shame. “You bastard,” she mutters softly. “You don’t want me. Magic has twisted you, <<TrueName "Male">>.”<br>
<Br>
Before you can say anything, you feel a sharp pain strike against your cheek as her open palm smashes against your skin. Your head swivels around and the room spins. You find yourself falling into darkness.<br>
<br>
<<ActionsHeader>>
<<link "Come around" "CarnivalJenniferEncounter">><<set $CarnivalJenniferEncounter to "WinOther">><<ChangeNPCrelationship "Clive" "PC" 3>><<if $TransformTargetTempAvatar isnot undefined>><<TransformTempBack>><</if>><</link>>
<<else>>
<div class="Notification"><<print "Partner Criteria Check Failed">></div><br>
You find yourself turning to look back at Clive. At the mannequin his arm is draped around. You wish you could be something to Clive, but something about his partner seems off. Or maybe it’s just you.<Br>
<Br>
You try to imagine yourself as the mannequin next to Clive. A face a little different, maybe. Cheek bones more pronounced. Lips thinner. Eyes sharp and playful underneath those thin rimmed glasses. You think maybe he’d like that. As you try to visualise, you feel a sparkle inside your brain. Something changes, but it feels small. Try as you might, you can’t picture yourself sitting there, his arm draped around you.<Br>
<Br>
You glance back to Jen and see her face turning red with a dark grin. “See,” she mutters softly. “You don’t know what you want. Magic might have changed you, <<TrueName "Male">>. But you’re not beyond help.”<Br>
<BR>
She smiles, shrugging it off. “Now. Let’s get on with the ceremony. I’ve got something special put aside for our wedding night.”<br>
<Br>
She leans in to kiss you as her eyes lock on yours. But before her lips touch yours the whiteness of the chapel seems to grow brighter. Your vision fills with light, the diorama washed out from your view. Jennifer’s eyes are the last things you see.<br>
<br>
<<ActionsHeader>>
<<link "Wait for your vision to return" "CarnivalJenniferEncounter">><<set $CarnivalJenniferEncounter to "LoseOther">><<if $TransformTargetTempAvatar isnot undefined>><<TransformTempBack>><</if>><</link>>
<</if>>
<<case "ChooseLogain">>
<<OrientationCheck>><<FeminityCheck>><<AssertiveCheck>>
<<if _currentOrientation lt 50 and _currentFeminity gt 50 and _currentAssertive gt 50>>
<div class="Notification"><<print "Partner Criteria Check Passed">></div><br>
You find yourself turning to look back at Logain. At the woman punching his shoulder with a grin. Your heart pangs. Before you can even reply to Jen, you feel a sparkle inside your brain. The woman next to Logain morphs in front of your eyes, its face taking new features. Features of you.<Br>
<Br>
Except, the face is shaped differently. Cheek bones more pronounced. Lips larger. A playful grin on their face and eyebrows raised, as if daring Logain to respond. Yet they hang on him, like he is the only person in the world. For his part, Logain looks back at them with longing and affection.<Br>
<Br>
Staring at your face on the figure, you feel confident that Logain desires you, wants to be with you. And as for the changes in your face? That actually does look like you, now that you consider it. The feminine features. The playful grin and the horseplay.<br>
<Br>
You glance back to Jen and see her face turning red with embarrassment and shame. “You bastard,” she mutters softly. “You don’t want me. Magic has twisted you, <<TrueName "Male">>.”<br>
<Br>
Before you can say anything, you feel a sharp pain strike against your cheek as her open palm smashes against your skin. Your head swivels around and the room spins. You find yourself falling into darkness.<Br>
<br>
<<ActionsHeader>>
<<link "Come around" "CarnivalJenniferEncounter">><<set $CarnivalJenniferEncounter to "WinOther">><<ChangeNPCrelationship "Logain" "PC" 3>><<if $TransformTargetTempAvatar isnot undefined>><<TransformTempBack>><</if>><</link>>
<<else>>
<div class="Notification"><<print "Partner Criteria Check Failed">></div><br>
You find yourself turning to look back at Logain. At the woman punching his shoulder with a grin. You wish you could be something to Logain, but something about his partner seems off. Or maybe it’s just you.<br>
<BR>
You try to imagine yourself as the woman next to Logain. Cheek bones more pronounced. Lips larger. A playful grin on your face and eyebrows raised, as if daring Logain to respond. You think maybe he’d like that. As you try to visualise, you feel a sparkle inside your brain. Something changes, but it feels small. Try as you might, you can’t picture yourself sitting there, punching his shoulder playfully.<br>
<Br>
You glance back to Jen and see her face turning red with a dark grin. “See,” she mutters softly. “You don’t know what you want. Magic might have changed you, <<TrueName "Male">>. But you’re not beyond help.”<Br>
<br>
She smiles, shrugging it off. “Now. Let’s get on with the ceremony. I’ve got something special put aside for our wedding night.”<br>
<Br>
She leans in to kiss you as her eyes lock on yours. But before her lips touch yours the whiteness of the chapel seems to grow brighter. Your vision fills with light, the diorama washed out from your view. Jennifer’s eyes are the last things you see.<br>
<br>
<<ActionsHeader>>
<<link "Wait for your vision to return" "CarnivalJenniferEncounter">><<set $CarnivalJenniferEncounter to "LoseOther">><<if $TransformTargetTempAvatar isnot undefined>><<TransformTempBack>><</if>><</link>>
<</if>>
<<case "ChooseDennis">>
<<OrientationCheck>><<FeminityCheck>><<IntelligenceCheck>>
<<if _currentOrientation lt 50 and _currentFeminity gt 50 and _currentIntelligence lt 50>>
<div class="Notification"><<print "Partner Criteria Check Passed">></div><br>
You find yourself turning to look back at Dennis. At the girl sitting next to him in the short dress and puffy hair. Your heart pangs. Before you can even reply to Jen, you feel a sparkle inside your brain. The girl next to Dennis morphs in front of your eyes, its face taking new features. Features of you.<br>
<br>
Except, the face is shaped differently. Cheek bones more pronounced. Lips larger. A vacant stare and brazen make-up with pinks and highlights that doesn’t really suit a wedding. And the eyes hang on Dennis, like he is the only person in the world. For his part, Dennis looks back at them with a grin of entitlement and satisfaction.<Br>
<Br>
Staring at your face on the figure, you feel confident that Dennis desires you, wants to be with you. And as for the changes in your face? That actually does look like you, now that you consider it. The feminine features. The over-the-top make-up and vacant stare.<Br>
<Br>
You glance back to Jen and see her face turning red with embarrassment and shame. “You bastard,” she mutters softly. “You don’t want me. Magic has twisted you, <<TrueName "Male">>.”<Br>
<br>
Before you can say anything, you feel a sharp pain strike against your cheek as her open palm smashes against your skin. Your head swivels around and the room spins. You find yourself falling into darkness.<br>
<br>
<<ActionsHeader>>
<<link "Come around" "CarnivalJenniferEncounter">><<set $CarnivalJenniferEncounter to "WinOther">><<ChangeNPCrelationship "Dennis" "PC" 3>><<if $TransformTargetTempAvatar isnot undefined>><<TransformTempBack>><</if>><</link>>
<<else>>
<div class="Notification"><<print "Partner Criteria Check Failed">></div><br>
You find yourself turning to look back at Dennis. At the girl sitting next to him in the short dress and puffy hair. You wish you could be something to Dennis, but something about his partner seems off. Or maybe it’s just you.<Br>
<Br>
You try to imagine yourself as the girl next to Dennis. A face a little different, maybe. Cheek bones more pronounced. Lips larger. A vacant stare and brazen make-up with pinks and highlights that doesn’t really suit a wedding. You think maybe he’d like that. As you try to visualise, you feel a sparkle inside your brain. Something changes, but it feels small. Try as you might, you can’t picture yourself sitting there, sitting next him.<br>
<Br>
You glance back to Jen and see her face turning red with a dark grin. “See,” she mutters softly. “You don’t know what you want. Magic might have changed you, <<TrueName "Male">>. But you’re not beyond help.”<Br>
<Br>
She smiles, shrugging it off. “Now. Let’s get on with the ceremony. I’ve got something special put aside for our wedding night.”<br>
<Br>
She leans in to kiss you as her eyes lock on yours. But before her lips touch yours the whiteness of the chapel seems to grow brighter. Your vision fills with light, the diorama washed out from your view. Jennifer’s eyes are the last things you see.<br>
<br>
<<ActionsHeader>>
<<link "Wait for your vision to return" "CarnivalJenniferEncounter">><<set $CarnivalJenniferEncounter to "LoseOther">><<if $TransformTargetTempAvatar isnot undefined>><<TransformTempBack>><</if>><</link>>
<</if>>
<<case "ChooseJake">>
<<OrientationCheck>><<FeminityCheck>><<AssertiveCheck>>
<<if _currentOrientation lt 50 and _currentFeminity gt 50 and _currentAssertive lt 50>>
<div class="Notification"><<print "Partner Criteria Check Passed">></div><br>
You find yourself turning to look back at Jake. At the woman he holds with an iron grip. Your heart pangs. Before you can even reply to Jen, you feel a sparkle inside your brain. The woman next to Jake morphs in front of your eyes, its face taking new features. Features of you.<br>
<br>
Except, the face is shaped differently. Cheek bones more pronounced. Lips thinner. The neutral cosmetics. The eyes never looking at anyone else. For his part, Jake looks back at them with a satisfied smirk.<Br>
<Br>
Staring at your face on the figure, you feel confident that Jake desires you, wants to be with you. And as for the changes in your face? That actually does look like you, now that you consider it. The feminine features. The meek and apologetic look.<Br>
<Br>
You glance back to Jen and see her face turning red with embarrassment and shame. “You bastard,” she mutters softly. “You don’t want me. Magic has twisted you, <<TrueName "Male">>.”<Br>
<Br>
Before you can say anything, you feel a sharp pain strike against your cheek as her open palm smashes against your skin. Your head swivels around and the room spins. You find yourself falling into darkness.<Br>
<br>
<<ActionsHeader>>
<<link "Come around" "CarnivalJenniferEncounter">><<set $CarnivalJenniferEncounter to "WinOther">><<ChangeNPCrelationship "Jake" "PC" 3>><<if $TransformTargetTempAvatar isnot undefined>><<TransformTempBack>><</if>><</link>>
<<else>>
<div class="Notification"><<print "Partner Criteria Check Failed">></div><br>
You find yourself turning to look back at Jake. At the woman he holds with an iron grip. Your heart pangs. You wish you could be something to Jake, but something about his partner seems off. Or maybe it’s just you.<Br>
<Br>
You try to imagine yourself as the woman next to Jake. Cheek bones more pronounced. Lips thinner. The neutral cosmetics. The eyes never looking at anyone else. You think maybe he’d like that. As you try to visualise, you feel a sparkle inside your brain. Something changes, but it feels small. Try as you might, you can’t picture yourself sitting there, letting him control you fully.<br>
<Br>
You glance back to Jen and see her face turning red with a dark grin. “See,” she mutters softly. “You don’t know what you want. Magic might have changed you, <<TrueName "Male">>. But you’re not beyond help.”<Br>
<Br>
She smiles, shrugging it off. “Now. Let’s get on with the ceremony. I’ve got something special put aside for our wedding night.”<Br>
<Br>
She leans in to kiss you as her eyes lock on yours. But before her lips touch yours the whiteness of the chapel seems to grow brighter. Your vision fills with light, the diorama washed out from your view. Jennifer’s eyes are the last things you see.<Br>
<br>
<<ActionsHeader>>
<<link "Wait for your vision to return" "CarnivalJenniferEncounter">><<set $CarnivalJenniferEncounter to "LoseOther">><<if $TransformTargetTempAvatar isnot undefined>><<TransformTempBack>><</if>><</link>>
<</if>>
<<case "WinJennifer">>
As your vision returns, it takes you a moment to realise where you are. A shudder brings you back to reality. You pull yourself up, hearing the gentle trickle of water once more. You are back in the boat, as it lunges forward. Swept up in the current that has returned.<br>
<Br>
As the boat drifts towards the exit, you glance back at the diorama. The lights flicker above the sign once more and the mannequins have returned to their weathered and unkempt conditions. No sign of the faces you saw, nor Jennifer.<br>
<br>
As the swan moves through the curtains, you think back. The adoring eyes stay with you. That is who you yearn for, isn’t it? You feel this was less of a challenge than you were expecting.<br>
<Br>
A warm flutter inside your chest brings you away from your thoughts. You don’t see it, but you feel a snowflake of magical energy drift up inside of your brain.<Br>
<Br>
<<Quest26DescriptorTracker>>
<br>
<<ActionsHeader>>
<<link "Exit the Tunnel of Love" "FatGordonsCircusMidWay">>
<<TimeChangeCarnival>><<DailyVariableAdd "TunnelofLoveVisited">>
<<SetFlag "Quest26TunnelOfLoveDone">>
<<QuestTrackerQuest26>>
<<set $CarnivalJenniferEncounter to undefined>>
<<ApparitionEncountered "Jennifer">>
<</link>>
<<case "LoseJennifer">>
It takes you a moment to realise where you are. A shudder brings you back to reality. You pull yourself up, hearing the gentle trickle of water once more. You are back in the boat, as it lunges forward. Swept up in the current that has returned. <Br>
<Br>
As the boat drifts towards the exit, you glance back at the diorama. The lights flicker above the sign once more and the mannequins have returned to their weathered and unkempt conditions. No sign of the faces you saw, nor Jennifer. <br>
<br>
As the swan moves through the curtains, you reach up to feel your reddening cheek, burning from the slap. You aren’t sure what you were meant to learn here, but it feels like you failed. You’ll have to look at other attractions if you want to complete Roseli’s task.<br>
<br>
<<ActionsHeader>>
<<link "Exit the Tunnel of Love" "FatGordonsCircusMidWay">>
<<TimeChangeCarnival>><<DailyVariableAdd "TunnelofLoveVisited">>
<<SetFlag "Quest26TunnelOfLoveDone">>
<<Quest26Failure>>
<<set $CarnivalJenniferEncounter to undefined>>
<<ApparitionEncountered "Jennifer">>
<</link>>
<<case "WinOther">>
It takes you a moment to realise where you are. A shudder brings you back to reality. You pull yourself up, hearing the gentle trickle of water once more. You are back in the boat, as it lunges forward. Swept up in the current that has returned.<br>
<Br>
As the boat drifts towards the exit, you glance back at the diorama. The lights flicker above the sign once more and the mannequins have returned to their weathered and unkempt conditions. No sign of the faces you saw, nor Jennifer.<Br>
<Br>
As the swan moves through the curtains, you reach up to feel your reddening cheek, burning from the slap. But the face of your heart’s desire stays with you. That is who you yearn for, isn’t it? You feel this was less of a challenge than you were expecting.<Br>
<Br>
A warm flutter inside your chest brings you away from your thoughts. You don’t see it, but you feel a snowflake of magical energy drift up inside of your brain.<br>
<Br>
<<Quest26DescriptorTracker>>
<br>
<<ActionsHeader>>
<<link "Exit the Tunnel of Love" "FatGordonsCircusMidWay">>
<<TimeChangeCarnival>><<DailyVariableAdd "TunnelofLoveVisited">>
<<SetFlag "Quest26TunnelOfLoveDone">>
<<QuestTrackerQuest26>>
<<set $CarnivalJenniferEncounter to undefined>>
<<ApparitionEncountered "Jennifer">>
<</link>>
<<case "LoseOther">>
As your vision returns, it takes you a moment to realise where you are. A shudder brings you back to reality. You pull yourself up, hearing the gentle trickle of water once more. You are back in the boat, as it lunges forward. Swept up in the current that has returned. <Br>
<Br>
As the boat drifts towards the exit, you glance back at the diorama. The lights flicker above the sign once more and the mannequins have returned to their weathered and unkempt conditions. No sign of the faces you saw, nor Jennifer.<br>
<Br>
As the swan moves through the curtains, you think back. You said you wanted another, but it didn’t feel like your heart was in it. Maybe Jennifer was right. Maybe this magic has distorted what you want more than you realise.<Br>
<Br>
You aren’t sure what you were meant to learn here, but it feels like you failed. You’ll have to look at other attractions if you want to complete Roseli’s task.<BR>
<br>
<<ActionsHeader>>
<<link "Exit the Tunnel of Love" "FatGordonsCircusMidWay">>
<<TimeChangeCarnival>><<DailyVariableAdd "TunnelofLoveVisited">>
<<SetFlag "Quest26TunnelOfLoveDone">>
<<Quest26Failure>>
<<set $CarnivalJenniferEncounter to undefined>>
<<ApparitionEncountered "Jennifer">>
<</link>>
<</switch>><<switch $CarnivalShootingGallery>>
<<case "Intelligence">>
<<IntelligenceCheck>>
<<if _currentIntelligence gte 50>>
<div class="Notification"><<print "Intelligence Check Passed">></div><br>
You turn the rifle to rest on the image of you teaching at University. A quiet voice inside you tries to advise you against it. You vaguely remember a desire that you’d eventually become a lecturer, once you had grown exhausted from corporate life.<Br>
<br>
You pull back the catch and take a deep breath before thumbing the trigger. As you do so, you feel a spark of magic rush up from the gun. Another sparkle rushes back into it from you.<Br>
<br>
The rifle jolts back and you hear the shattering of glass in front of you. For a moment your ears ring from the discharge. The barker cries out with glee. “We have a winner!” <br>
<Br>
As your hearing returns you turn to look at the gallery. Sure enough, the bottle you targeted is now gone, remnants shattered on the shelf. A direct hit. There is no sign of the images conjured whilst looking down the iron sights. <bR>
<Br>
“Look at that,” the barker says as he approaches. “Proved yourself to the entire crowd. That’s a prize to take home. No better reward than knowing who you really are. Even if you might have had to give up something to prove it.”<Br>
<Br>
You rest the gun back on the shelf, looking at it momentarily. It still glows with magic, but now the form looks a little different. Like you’ve taken something from it. And given it back something in place. You consider the image of you as a lecturer. Feels like a small price to pay. You weren’t really that interested in doing that, anyway.<Br>
<br>
<I>Were you?</i><Br>
<br>
A warm flutter inside your chest brings you away from your thoughts. You don’t see it, but you feel a snowflake of magical energy drift up inside of your brain.<br>
<br>
<<Quest26DescriptorTracker>>
<Br>
<<ActionsHeader>>
<<link "Return to the Midway" "FatGordonsCircusMidWay">>
<<Intelligence -1>><<Feminity -1>>
<<TimeChangeCarnival>><<DailyVariableAdd "ShootingGalleryVisited">>
<<SetFlag "Quest26ShootingGalleryDone">>
<<QuestTrackerQuest26>>
<<set $CarnivalShootingGallery to undefined>>
<</link>>
<<else>>
<div class="Notification"><<print "Intelligence Check Failed">></div><br>
You turn the rifle to rest on the image of you teaching at University. A quiet voice inside you tries to advise you against it. You vaguely remember a desire that you’d eventually become a lecturer, once you had grown exhausted from corporate life.<br>
<br>
You pull back the catch and take a deep breath before thumbing the trigger. The rifle jolts back. For a moment your ears ring from the discharge. The barker laughs and you hear his mocking tone. “What a shame. But no wins for not quite!”<br>
<Br>
As your hearing returns you turn to look at the gallery. Sure enough, the bottle you targeted still stands there. There is no sign of the images conjured whilst looking down the iron sights. <Br>
<Br>
“Not your sort of contest?” the barker says as he approaches. “Afraid our mutual friend won’t get what she wants from you. At least, not from here. But come back if you want a practice go.”<br>
<Br>
You rest the gun back on the shelf, looking at it momentarily. It still glows with magic, but nothing has changed. Amongst the bottles on the shelves, you see the faint images from before. Each still whole and unbroken.<br>
<Br>
<<ActionsHeader>>
<<link "Return to the Midway" "FatGordonsCircusMidWay">>
<<TimeChangeCarnival>><<DailyVariableAdd "ShootingGalleryVisited">>
<<SetFlag "Quest26ShootingGalleryDone">>
<<Quest26Failure>>
<<set $CarnivalShootingGallery to undefined>>
<</link>>
<</if>>
<<case "Physique">>
<<PhysiqueCheck>>
<<if _currentPhysique gte 50>>
<div class="Notification"><<print "Physique Check Passed">></div><br>
You turn the rifle to rest on the image of you finishing a marathon. A quiet voice inside you tries to advise you against it. You vaguely remember wanting to not only participate but smash it. Prove to your friends that you could achieve a time they wouldn’t have expected.<Br>
<Br>
You pull back the catch and take a deep breath before thumbing the trigger. As you do so, you feel a spark of magic rush up from the gun. Another sparkle rushes back into it from you.<Br>
<Br>
The rifle jolts back and you hear the shattering of glass in front of you. For a moment your ears ring from the discharge. The barker cries out with glee. “We have a winner!” <Br>
<Br>
As your hearing returns you turn to look at the gallery. Sure enough, the bottle you targeted is now gone, remnants shattered on the shelf. A direct hit. There is no sign of the images conjured whilst looking down the iron sights. <br>
<Br>
“Look at that,” the barker says as he approaches. “Proved yourself to the entire crowd. That’s a prize to take home. No better reward than knowing who you really are. Even if you might have had to give up something to prove it.”<Br>
<Br>
You rest the gun back on the shelf, looking at it momentarily. It still glows with magic, but now the form looks a little different. Like you’ve taken something from it. And given it back something in place. You consider the image of you winning that marathon. Feels like a small price to pay. You weren’t really that interested in doing that, anyway.<Br>
<Br>
<I>Were you?</i><Br>
<Br>
A warm flutter inside your chest brings you away from your thoughts. You don’t see it, but you feel a snowflake of magical energy drift up inside of your brain.<Br>
<br>
<<Quest26DescriptorTracker>>
<Br>
<<ActionsHeader>>
<<link "Return to the Midway" "FatGordonsCircusMidWay">>
<<Physique -1>><<Feminity -1>>
<<TimeChangeCarnival>><<DailyVariableAdd "ShootingGalleryVisited">>
<<SetFlag "Quest26ShootingGalleryDone">>
<<QuestTrackerQuest26>>
<<set $CarnivalShootingGallery to undefined>>
<</link>>
<<else>>
<div class="Notification"><<print "Physique Check Failed">></div><br>
You turn the rifle to rest on the image of you finishing a marathon. A quiet voice inside you tries to advise you against it. You vaguely remember wanting to not only participate but smash it. Prove to your friends that you could achieve a time they wouldn’t have expected.<br>
<Br>
You pull back the catch and take a deep breath before thumbing the trigger. The rifle jolts back. For a moment your ears ring from the discharge. The barker laughs and you hear his mocking tone. “What a shame. But no wins for not quite!”<br>
<Br>
As your hearing returns you turn to look at the gallery. Sure enough, the bottle you targeted still stands there. There is no sign of the images conjured whilst looking down the iron sights. <Br>
<Br>
“Not your sort of contest?” the barker says as he approaches. “Afraid our mutual friend won’t get what she wants from you. At least, not from here. But come back if you want a practice go.”<br>
<Br>
You rest the gun back on the shelf, looking at it momentarily. It still glows with magic, but nothing has changed. Amongst the bottles on the shelves, you see the faint images from before. Each still whole and unbroken.<Br>
<Br>
<<ActionsHeader>>
<<link "Return to the Midway" "FatGordonsCircusMidWay">>
<<TimeChangeCarnival>><<DailyVariableAdd "ShootingGalleryVisited">>
<<SetFlag "Quest26ShootingGalleryDone">>
<<Quest26Failure>>
<<set $CarnivalShootingGallery to undefined>>
<</link>>
<</if>>
<<case "Greedy">>
<<GreedyCheck>>
<<if _currentGreedy gte 50>>
<div class="Notification"><<print "Greedy Check Passed">></div><br>
You turn the rifle to rest on the image of you surrounded by wealth. A quiet voice inside you tries to advise you against it. You vaguely remember imagining a Mahogany desk, ornate decorations and expensive paintings hanging on the walls. You once desired this. <Br>
<Br>
You pull back the catch and take a deep breath before thumbing the trigger. As you do so, you feel a spark of magic rush up from the gun. Another sparkle rushes back into it from you.<Br>
<Br>
The rifle jolts back and you hear the shattering of glass in front of you. For a moment your ears ring from the discharge. The barker cries out with glee. “We have a winner!” <Br>
<Br>
As your hearing returns you turn to look at the gallery. Sure enough, the bottle you targeted is now gone, remnants shattered on the shelf. A direct hit. There is no sign of the images conjured whilst looking down the iron sights. <Br>
<Br>
“Look at that,” the barker says as he approaches. “Proved yourself to the entire crowd. That’s a prize to take home. No better reward than knowing who you really are. Even if you might have had to give up something to prove it.”<Br>
<Br>
You rest the gun back on the shelf, looking at it momentarily. It still glows with magic, but now the form looks a little different. Like you’ve taken something from it. And given it back something in place. You consider the image of you basking in that wealth. Feels like a small price to pay. You weren’t really that interested in doing that, anyway. <br>
<Br>
<I>Were you?</i><Br>
<Br>
A warm flutter inside your chest brings you away from your thoughts. You don’t see it, but you feel a snowflake of magical energy drift up inside of your brain. <br>
<br>
<<Quest26DescriptorTracker>>
<Br>
<<ActionsHeader>>
<<link "Return to the Midway" "FatGordonsCircusMidWay">>
<<Greedy -1>><<Feminity -1>>
<<TimeChangeCarnival>><<DailyVariableAdd "ShootingGalleryVisited">>
<<SetFlag "Quest26ShootingGalleryDone">>
<<QuestTrackerQuest26>>
<<set $CarnivalShootingGallery to undefined>>
<</link>>
<<else>>
<div class="Notification"><<print "Greedy Check Failed">></div><br>
You turn the rifle to rest on the image of you surrounded by wealth. A quiet voice inside you tries to advise you against it. You vaguely remember imagining a Mahogany desk, ornate decorations and expensive paintings hanging on the walls. You once desired this. <br>
<BR>
You pull back the catch and take a deep breath before thumbing the trigger. The rifle jolts back. For a moment your ears ring from the discharge. The barker laughs and you hear his mocking tone. “What a shame. But no wins for not quite!”<br>
<br>
As your hearing returns you turn to look at the gallery. Sure enough, the bottle you targeted still stands there. There is no sign of the images conjured whilst looking down the iron sights. <br>
<Br>
“Not your sort of contest?” the barker says as he approaches. “Afraid our mutual friend won’t get what she wants from you. At least, not from here. But come back if you want a practice go.”<Br>
<Br>
You rest the gun back on the shelf, looking at it momentarily. It still glows with magic, but nothing has changed. Amongst the bottles on the shelves, you see the faint images from before. Each still whole and unbroken.<Br>
<Br>
<<ActionsHeader>>
<<link "Return to the Midway" "FatGordonsCircusMidWay">>
<<TimeChangeCarnival>><<DailyVariableAdd "ShootingGalleryVisited">>
<<SetFlag "Quest26ShootingGalleryDone">>
<<Quest26Failure>>
<<set $CarnivalShootingGallery to undefined>>
<</link>>
<</if>>
<</switch>><<switch $CarnivalFortuneTeller>>
<<case undefined>>
<<Flag "JenniferConfrontedQuest21">>
<<if _FlagReturn is false>>
“Who are you?” you stammer, eyes narrowing on the figure behind the table.<br>
<br>
She tosses her hair and giggles again, voice high and breathy. “I’m the sum of everyone’s memories of Annie, silly. The way they all remember her. Coy, over-the-top, a flirt. But we both know that’s not the whole story, don’t we? There’s secrets that she keeps to herself. Or can’t remember.”<Br>
<<else>>
You look back at the figure, trying to find the words. “You’re not Annie,” you tell her.<br>
<</if>>
<br>
<<if _CurrentPC is false>>
The figure looks at you, grinning coyly. “And you’re not <<TrueName "Current">>. We both look a little different than expected.” Her eyes wander your body, lingering a little too long. “Not that I mind,” she mutters.<Br>
<<else>>
The figure looks at you, flipping her eyes towards the ceiling. “Oh come on, <<TrueName "Current">>. You should know that we all look different sometimes. A little make-up, a new dress. Maybe a fresh face that makes you seem different than before?”<Br>
<</if>>
<Br>
You eye her skeptically. “What do you want?”<bR>
<Br>
Her face lights up with a smile. “To have some fun, of course! As well as help you. You're here on marching orders from Roseli, aren’t you? Let’s see if we can help you complete her task.”<Br>
<Br>
Her outline flickers, disappearing from existence momentarily before flashing back fully formed. “This tent is a game about the future,” she tells you. “My future. And how well you know the people around you.”<Br>
<br>
<<TransformCount "Annie">>
<<if _TransformCount gt 0>>
She titters. “You’re in luck with that one. You’ve had some intimate insight into my life, in a way most wouldn’t dare dream of. How did you find it, <<TrueName "Current">>? Like the sensation of all the eyes on the street turning to watch you go?”<Br>
<<else>>
She balks, her eyes narrowing. “I would have thought you would have had a particular insight into my life, with your unique gifts. Looks like you’ve avoided me, though. What’s the matter, <<TrueName "Current">>? Protecting my modesty?”<br>
<</if>>
<br>
Without waiting for an answer, Annie nods to the tickets in your hand. “Four different options for my future. For different paths that could play out. So tell me, <<TrueName "Current">>. Which one of those do you think is in store for me? You don’t have to be kind. Just be honest. Then we’ll see how well you know me.”<Br>
<Br>
She holds out her manicured hand, waiting for you to give her a ticket. You look back down at your choices.<Br>
<br>
<<ActionsHeader>>
<<link "Insert 'A Handsome Groom Awaits Her'" "CarnivalFortuneTeller">><<set $CarnivalFortuneTeller to "HandsomeGroom">><<set $FortuneTellerChoice to "HandsomeGroom">><</link>><Br>
<<link "Insert 'A Blushing Bride Waits For Her.'" "CarnivalFortuneTeller">><<set $CarnivalFortuneTeller to "BlushingBride">><<set $FortuneTellerChoice to "BlushingBride">><</link>><Br>
<<link "Insert 'She will give up her mind for a life of luxury.'" "CarnivalFortuneTeller">><<set $CarnivalFortuneTeller to "LifeOfLuxury">><<set $FortuneTellerChoice to "LifeOfLuxury">><</link>><Br>
<<link "Insert 'She will grow old and weary with her books.'" "CarnivalFortuneTeller">><<set $CarnivalFortuneTeller to "GrowOld">><<set $FortuneTellerChoice to "GrowOld">><</link>><Br>
<<case "HandsomeGroom">>
You hand over the card to the caricature of Annie. “Here,” you say. “This one.”<br>
<Br>
<<CheckPersonalityState "Annie">>
<<if _PersonalityState is "Gay">>
She takes it from you and glances at it, smile fading. “Think I’m the romantic type, do you <<TrueName "Current">>? There are worst things to be, I guess. But... a groom. Is that really still what you see?”<br>
<<else>>
She takes it from you and glances at it, smiling a little. “Think I’m the romantic type, do you <<TrueName "Current">>? There are worst things to be, I guess. Shame there’s slim pickings in Charlton. Not that many boys that treat a woman right.” Her smile fades a little. “Even less girls.”<Br>
<</if>>
<br>
She looks off into nothing for a quick moment before she shrugs and the smile returns. “Let’s see how much this holds true.”<Br>
<br>
The Annie caricature waves towards the cabinet. You turn to look. Instead of an empty display, you see a visage. A countryside racecourse stands full of men in top hats and women in intricate dresses. Touts shouting enthusiastically to try and entice attendees to indulge in a bet. <Br>
<Br>
Your eyes are drawn to remain frozen on the image. It begins to bleed at the glass edges, creeping into reality. You feel your amulet tingle, and suddenly everything turns white.<Br>
<br>
<<ActionsHeader>>
<<link "Wait for your vision to return" "CarnivalFortuneTeller">><<set $CarnivalFortuneTeller to "Races">><<TransformTempAnnie>><</link>>
<<case "BlushingBride">>
You hand over the card to the caricature of Annie. “Here,” you say. “This one.”<Br>
<br>
<<CheckPersonalityState "Annie">>
<<if _PersonalityState is "Gay">>
She takes it from you and glances at it, smiling a little “Think I’m the romantic type, do you <<TrueName "Current">>? There are worst things to be, I guess. Shame there’s slim pickings in Charlton. Especially... girls.” She looks off to the side, lost in thought.<Br>
<<else>>
She takes it from you and glances at it, smile fading. “Think I’m the romantic type, do you <<TrueName "Current">>? There are worst things to be, I guess. But… a bride? Girls are made for boys. Do you really think... I’m like that?”<Br>
<</if>>
<br>
She looks off into nothing for a quick moment before she shrugs and the smile returns. “Let’s see how much this holds true.”<Br>
<Br>
The Annie caricature waves towards the cabinet. You turn to look. Instead of an empty display, you see a visage. A countryside racecourse stands full of men in top hats and women in intricate dresses. Touts shouting enthusiastically to try and entice attendees to indulge in a bet.<Br>
<Br>
Your eyes are drawn to remain frozen on the image. It begins to bleed at the glass edges, creeping into reality. You feel your amulet tingle, and suddenly everything turns white.<br>
<br>
<<ActionsHeader>>
<<link "Wait for your vision to return" "CarnivalFortuneTeller">><<set $CarnivalFortuneTeller to "Races">><<TransformTempAnnie>><</link>>
<<case "LifeOfLuxury">>
You hand over the card to the caricature of Annie. “Here,” you say. “This one.”<bR>
<Br>
<<CheckPersonalityState "Annie">>
<<if _PersonalityState is "Gay">>
She takes it from you and glances at it, smile fading. “Wealth and pampering? I guess that wouldn’t be so bad. But giving up my mind? Do you really think I’d be willing to do that, with all I’ve been through?”<Br>
<<else>>
She takes it from you and glances at it, smiling slightly. “Wealth and pampering? I guess I would like that. But giving up my mind? I guess boys don’t value intelligence in a girl, do they?"<Br>
<</if>>
<bR>
She looks off into nothing for a quick moment before she shrugs and the smile returns. “Let’s see how much this holds true.”<Br>
<Br>
The Annie caricature waves towards the cabinet. You turn to look. Instead of an empty display, you see a visage. A countryside racecourse stands full of men in top hats and women in intricate dresses. Touts shouting enthusiastically to try and entice attendees to indulge in a bet.<Br>
<Br>
Your eyes are drawn to remain frozen on the image. It begins to bleed at the glass edges, creeping into reality. You feel your amulet tingle, and suddenly everything turns white.<br>
<br>
<<ActionsHeader>>
<<link "Wait for your vision to return" "CarnivalFortuneTeller">><<set $CarnivalFortuneTeller to "Races">><<TransformTempAnnie>><</link>>
<<case "GrowOld">>
You hand over the card to the caricature of Annie. “Here,” you say. “This one.”<Br>
<<CheckPersonalityState "Annie">>
<<if _PersonalityState is "Gay">>
She takes it from you and glances at it, smile fading. “Is that really what you see for me, <<TrueName "Current">>? I know I asked for honesty, but that’s bleak.” Annie sighs, looking at you. “I guess I at least hold on to my brain. That’s something. Especially in this town.”<Br>
<<else>>
She takes it from you and glances at it, nose turning up. “Is that really what you see for me, <<TrueName "Current">>? I know I asked for honesty, but really?” Annie sighs, looking at you. “Growing old with books? I wouldn’t have thought anyone would have said that.”<Br>
<</if>>
<br>
She looks off into nothing for a quick moment before she shrugs and the smile returns. “Let’s see how much this holds true.”<Br>
<Br>
The Annie caricature waves towards the cabinet. You turn to look. Instead of an empty display, you see a visage. A countryside racecourse stands full of men in top hats and women in intricate dresses. Touts shouting enthusiastically to try and entice attendees to indulge in a bet. <Br>
<BR>
Your eyes are drawn to remain frozen on the image. It begins to bleed at the glass edges, creeping into reality. You feel your amulet tingle, and suddenly everything turns white.<Br>
<br>
<<ActionsHeader>>
<<link "Wait for your vision to return" "CarnivalFortuneTeller">><<set $CarnivalFortuneTeller to "Races">><<TransformTempAnnie>><</link>>
<<case "Races">>
<img src="./images/Races.png"><br>
<br>
As your eyes adjust to the light, you hear the sounds of laughter and chatter surrounding you. Bells ring and enthusiastic touts shout the latest odds for bets.<Br>
<Br>
You look around. You’re standing on soft grass, surrounded by people. Men in top hats and tails. Women in stylish summer dresses with extravagant hats. They chatter and mingle in groups segregated by gender. Almost like school, you idly think.<Br>
<Br>
<<CheckPersonalityState "Annie">>
<<if _PersonalityState is "Gay">>
Then it dawns on you how your heel seems raised from the soft verge beneath your toes. You look down at your body and see a modest white dress, hanging around your ankles, breasts just visible peeking out from your outfit. A small slit in the material that cuts well short of your plump bubble butt, revealing a pair of tasteful heels showcasing your colourless toenails.<Br>
<<else>>
Then it dawns on you how your heel seems raised from the soft verge beneath your toes. You look down at your body and see a revealing pink dress, side slit running up to your plump bubble butt revealing your thigh, breasts barely contained in the corset style top. Your stiletto heels keep your feet inches off the grass, showing off your pink toenails gleaming in the sun.<Br>
<</if>>
<<if $TransformTargetTempAvatar isnot "Annie">><br>A lock of blonde hair drifts into your view and you take a breath as you push it back. You don’t need a mirror to know what form you now wear. You’re Annie.<Br><</if>>
<Br>
As you are staring down at yourself, you feel something push against your bum. You stagger forward, almost falling on your heel. You turn and see what knocked you, seeing two middle-aged women. One poised perfectly. Blonde hair held up in a tight bun, a shimmering blue dress showing off her maintained figure, belying the coldness in her blue eyes. The other, a little shorter, but no less polished. Brunette hair underneath a wide hat, her green dress slit up to her knee, her champagne glass held like a prop at her side.<Br>
<Br>
Hazel Evans and Jeanette Thompson. Christina’s mother, Mr. Thompson’s wife. In the sight of you, they regard you with amused interest.<Br>
<Br>
“Annie Clancy?” Hazel starts. “I didn't expect you to be here.”<Br>
<Br>
She throws a look to Hazel, who eyes you coldly. “Delighted to see you, my dear.”<Br>
<Br>
You give her a pleasant smile, but before you can respond another figure next to Hazel turns around, joining the group. Piercing blue eyes meet yours. He stands tall, over six feet tall. His chiselled body is evident even in his sharp grey suit. He gives you an appreciative grin. “Oh. Hello. How do you do?”<Br>
<Br>
You see Hazel roll her eyes. “Weren't you looking for your sister, Freddie? Christina came all the way back from University to see you.”<Br>
<Br>
Freddie doesn’t take his eyes off you. “Maybe later,” he murmurs. “I’ll think I’ll keep you ladies company first.”<Br>
<Br>
<<ActionsHeader>>
<<link "Talk to the group" "CarnivalFortuneTeller">><<set $CarnivalFortuneTeller to "Talk">><</link>>
<<case "Talk">>
Hazel Evans eyes you cautiously, looking between yourself and Freddie. “I wasn’t aware that you were acquainted with Tucker Thompson’s secretary?” she asks, her eyes gesturing back to you.<Br>
<<GetNPCState "Annie" "job">>
<<if _job is "PA">><Br>“I’m actually his PA now,” you correct her before you can stop yourself. Her finely groomed eyebrows narrow.<br><</if>>
<br>
“Annie Clancy, right?” Freddie says, taking a step forward in front of his mother. It’s just a step, but it’s enough to create a space for the two of you, taking Hazel and Jeanette out of the conversation by the gesture.<Br>
<Br>
“You were a junior at Charlton when I was graduating,” he says quietly. “I remember you.”<Br>
<br>
“Bit older now,” you reply, feeling your cheeks blush.<Br>
<Br>
He grins. “All the more beautiful for it.”<Br>
<Br>
You hear Hazel snort behind Freddie’s back. “Really, Freddie. Don’t lead the girl on.”<Br>
<Br>
Freddie keeps his focus on you, rolling his eyes at her comment. “I’m serious, mother,” he replies back without looking. “From where I’m standing, Annie is the belle of the ball.”<br>
<Br>
Hazel appears at his side, her cold eyes taking you in with newfound interest. “Beauty fades quickly,” she comments. “And she struggles with the most basic of things at work. That’s what Tucker says, isn’t it Jeanette?”<Br>
<Br>
You feel your smile fading, but yet again Freddie is positioning himself to be between you and his mother, resting his hand on your shoulder. “That’s not necessarily bad,” he says in hushed tones. “A girl doesn’t need to know to do much. If she’s got the right guy on her arm.” He smiles at you, boyish and flirtatious. “Don’t you agree?”<Br>
<br>
<<ActionsHeader>>
<<if $FortuneTellerChoice is "HandsomeGroom">>
<<StatCheckOrientation "gt" 31>>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to show interest in Freddie">>
<<if _StatCheckOrientation is true>><<link _StatOrientationProbability "CarnivalFortuneTeller">><<set $CarnivalFortuneTeller to "FlirtPass">><</link>><br>
<<else>><<link _StatOrientationProbability "CarnivalFortuneTeller">><<set $CarnivalFortuneTeller to "FlirtFail">><</link>><br><</if>>
<</if>>
<<if $FortuneTellerChoice is "BlushingBride">>
<<StatCheckOrientation "lt" 40>>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to show no interest in Freddie">>
<<if _StatCheckOrientation is true>><<link _StatOrientationProbability "CarnivalFortuneTeller">><<set $CarnivalFortuneTeller to "FlirtMinusPass">><</link>><br>
<<else>><<link _StatOrientationProbability "CarnivalFortuneTeller">><<set $CarnivalFortuneTeller to "FlirtMinusFail">><</link>><br><</if>>
<</if>>
<<if $FortuneTellerChoice is "LifeOfLuxury">>
<<StatCheckIntelligence "lt" 50>>
<<set _StatIntelligenceProbability to _StatIntelligenceProbability + " Try to play into Freddie’s words">>
<<if _StatCheckIntelligence is true>><<link _StatIntelligenceProbability "CarnivalFortuneTeller">><<set $CarnivalFortuneTeller to "IntelligenceMinusPass">><</link>><br>
<<else>><<link _StatIntelligenceProbability "CarnivalFortuneTeller">><<set $CarnivalFortuneTeller to "IntelligenceMinusFail">><</link>><br><</if>>
<</if>>
<<if $FortuneTellerChoice is "GrowOld">>
<<StatCheckIntelligence "gt" 50>>
<<set _StatIntelligenceProbability to _StatIntelligenceProbability + " Try to retort Freddie’s words">>
<<if _StatCheckIntelligence is true>><<link _StatIntelligenceProbability "CarnivalFortuneTeller">><<set $CarnivalFortuneTeller to "IntelligencePass">><</link>><br>
<<else>><<link _StatIntelligenceProbability "CarnivalFortuneTeller">><<set $CarnivalFortuneTeller to "IntelligenceFail">><</link>><br><</if>>
<</if>>
<<case "FlirtPass">>
<div class="Notification"><<print "Flirt Check Passed">></div><br>
You flash him a smile, reaching out up to touch his arm that rests on your shoulder. “I think I’ve already got the right one on my arm,” you murmur.<Br>
<Br>
He begins to chuckle, his grin beaming. Behind him you hear sighs from Hazel and Jeanette, but Freddie shields you from their glares. In fact, you can’t turn away from him. Those crystal blue eyes holding your attention whether you wanted to look away or not. And part of you wouldn’t, anyway.<Br>
<Br>
“How about we slip away from the old folk,” he comments, loud enough for his mother to hear. “The real old ones. I’m sure you’d like a glass of champagne. It doesn’t look as though anyone was on bringing you one.”<Br>
<Br>
This is enough to draw your attention from his eyes. You glance around the race course, trying to recall why you are here or with whom. You look back at him and take a deep breath. Whatever you were doing here seems less important. For the life of you, you can’t remember. <Br>
<Br>
“Okay,” you say, nodding. <Br>
<Br>
He grins and slips his arm around yours. “See you later, mother,” he comments as he leads you away. “Though I’m sure you’ll see us both on many more days to come.”<Br>
<Br>
As you move arm-in-arm with Freddie, you look at him. His blue eyes. His white smile. It’s dazzling. In fact, you note, too dazzling. All too quickly it blinds you, blurring your vision as the racecourse is washed out, his mesmerising eyes the last thing you see before they too are exhumed by white light.<Br>
<br>
<<ActionsHeader>>
<<link "Wait for your vision to return" "FatGordonsCircusMidWay">>
<<EventTrigger "FatGordonsCircusMidWay" "FortuneTellerWin" "Evening" null null null null null false>>
<<TransformTempAnnieBack>>
<<set $FortuneTellerChoice to undefined>>
<<set $CarnivalFortuneTeller to undefined>>
<<Orientation 1>><<Assertive -1>>
<</link>>
<<case "FlirtFail">>
You offer him a smile, but immediately it feels forced. “I agree. A woman should know her place.”<br>
<Br>
He looks at you curiously, but he’s interrupted by sighs from Hazel and Jeanette. “At least she knows her station in life, Freddie,” you hear his mother say.<Br>
<Br>
Grimacing, Freddie steps further in and shields you from their glares. You look up him, noticing his cold eyes and grinning teeth. For some reason, they remind you of a shark. You can’t help but wince as he grows closer.<Br>
<Br>
Slowly, his hand drops away from your shoulder. “Don’t mind them,” he tells you quietly. “They’re just having their fun.”<Br>
<Br>
You nod politely, but say nothing more. For a moment he studies you but then shrugs. “Good to see you again, Annie Clancy,” he finally says, as if punctuating the conversation. “Try your luck on Refined Stock. My father owns it.”<Br>
<Br>
Freddie nods to you a farewell, then saunters off. Jeanette and Hazel follow, their cold smiles only balanced by their glaring eyes. <Br>
<Br>
Soon you are left standing on your own, in the throngs of Charlton’s elite. You begin to wonder what you are doing here. The sun is baking. Suffocating, in fact. Its glare starts you blind you, washing out your vision, leaving only its silhouette visible before too its exhumed by white light.<BR>
<br>
<<ActionsHeader>>
<<link "Wait for your vision to return" "FatGordonsCircusMidWay">>
<<EventTrigger "FatGordonsCircusMidWay" "FortuneTellerLose" "Evening" null null null null null false>>
<<TransformTempAnnieBack>>
<<set $FortuneTellerChoice to undefined>>
<<set $CarnivalFortuneTeller to undefined>>
<</link>>
<<case "FlirtMinusPass">>
<div class="Notification"><<print "Flirt Check Passed">></div><br>
You flash him a smile, but reach up to brush his arm off your shoulder. “I don’t think I need to be on a guy’s arm to have worth,” you murmur.<Br>
<Br>
His gaze remains fixed on you, but his mouth drops. Behind him you hear incredulous sniggers from Hazel and Jeanette. “Careful now, Freddie,” you hear Jeanette comment. “Looks like the women’s lib lot has already got hold of that one.”<Br>
<Br>
Undefeated, Freddie steps further in and shields you from their sniggers. You look up him, noticing his cold eyes and grinning teeth. For some reason, they remind you of a shark. You can’t help but wince as he grows closer.<Br>
<br>
Slowly, he pulls back. “Don’t mind them,” he tells you quietly. “They’re just having their fun.”<Br>
<Br>
You nod politely, but say nothing more. For a moment he studies you but then shrugs. “Good to see you again, Annie Clancy,” he finally says, as if punctuating the conversation. “Try your luck on Refined Stock. My father owns it.”<Br>
<Br>
Freddie nods to you a farewell, then saunters off. Jeanette and Hazel follow, their cold smiles watching you with glee. “Didn’t think she was one to look a gift horse in the mouth,” Jeanette mutters.<Br>
<Br>
Soon you are left standing on your own, in the throngs of Charlton’s elite. You might feel out of place, but you feel vindicated by brushing off Freddie and his entitled family. He may be handsome, but his expectations are not what you will settle for. Besides, you’re not sure you’re much interested in his type.<Br>
<Br>
You begin to wonder what you are doing here. The sun is baking. Suffocating, in fact. Its glare starts you blind you, washing out your vision, leaving only its silhouette visible before too its exhumed by white light.<Br>
<br>
<<ActionsHeader>>
<<link "Wait for your vision to return" "FatGordonsCircusMidWay">>
<<EventTrigger "FatGordonsCircusMidWay" "FortuneTellerWin" "Evening" null null null null null false>>
<<TransformTempAnnieBack>>
<<set $FortuneTellerChoice to undefined>>
<<set $CarnivalFortuneTeller to undefined>>
<<Orientation -1>><<Assertive 1>>
<</link>>
<<case "FlirtMinusFail">>
You try not to smile, but you feeling it coming on even so. “I don’t know about that,” you murmur.<Br>
<Br>
His gaze remains fixed on you, but his grin grows wider. “Maybe you just need a real one to show you how it works,” he replies, his eyes never leaving you.<Br>
<Br>
Behind him you hear incredulous sniggers from Hazel and Jeanette. “Careful now, Freddie,” you hear Jeanette comment. “Looks like the women’s lib lot has already got hold of that one.”<Br>
<Br>
Behind him you hear sighs from Hazel and Jeanette, but Freddie shields you from their glares. In fact, you can’t turn away from him. Those crystal blue eyes holding your attention whether you wanted to look away or not. And part of you wouldn’t, anyway.<Br>
<Br>
“How about we slip away from the old folk,” he comments, loud enough for his mother to hear. “The real old ones. I’m sure you’d like a glass of champagne. It doesn’t look as though anyone was on bringing you one.”<Br>
<Br>
This is enough to draw your attention from his eyes. You glance around the race course, trying to recall why you are here or with whom. You look back at him and take a deep breath. Whatever you were doing here seems less important. For the life of you, you can’t remember. <Br>
<Br>
“Okay,” you say, nodding. <br>
<Br>
He grins and slips his arm around yours. “See you later, mother,” he comments as he leads you away. “Though I’m sure you’ll see us both on many more days to come.”<Br>
<Br>
As you move arm-in-arm with Freddie, you look at him. His blue eyes. His white smile. It’s dazzling. In fact, you note, too dazzling. All too quickly it blinds you, blurring your vision as the racecourse is washed out, his mesmerising eyes the last thing you see before they too are exhumed by white light.<Br>
<br>
<<ActionsHeader>>
<<link "Wait for your vision to return" "FatGordonsCircusMidWay">>
<<EventTrigger "FatGordonsCircusMidWay" "FortuneTellerLose" "Evening" null null null null null false>>
<<TransformTempAnnieBack>>
<<set $FortuneTellerChoice to undefined>>
<<set $CarnivalFortuneTeller to undefined>>
<</link>>
<<case "IntelligencePass">>
<div class="Notification"><<print "Intelligence Check Passed">></div><br>
You flash him a smile, but reach up to brush his arm off your shoulder. “I wouldn’t take anything Mr. Thompson says as gospel,” you tell him. “He wouldn’t know how to send out an invoice if it wasn’t for me.” you murmur.<Br>
<Br>
His gaze remains fixed on you, but his mouth drops. Behind him you hear incredulous sniggers from Hazel and Jeanette. “Careful now, Freddie,” you hear Jeanette comment. “Looks like that one’s got ideas above her station.”<Br>
<Br>
Undefeated, Freddie steps further in and shields you from their sniggers. You look up him, noticing his cold eyes and grinning teeth. For some reason, they remind you of a shark. You can’t help but wince as he grows closer.<Br>
<Br>
“How about we slip away from the old folk,” he comments, loud enough for his mother to hear. “The real old ones. I’m sure you’d like a glass of champagne. That’s the sparkly stuff, if that word is too big for you.”<Br>
<Br>
You can’t help it. “I think I know what champagne is,” you bite back, smile draining from your face. <Br>
<Br>
Slowly, his hand drops away from your shoulder. For a moment he studies you but then shrugs. “Good to see you again, Annie Clancy,” he finally says, as if punctuating the conversation. “Try your luck on Refined Stock. My father owns it.”<Br>
<Br>
Freddie nods to you a farewell, then saunters off. Jeanette and Hazel follow, their cold smiles only balanced by their glaring eyes. <Br>
<Br>
Soon you are left standing on your own, in the throngs of Charlton’s elite. You might feel out of place, but you feel vindicated by brushing off Freddie and his entitled family. He may be handsome, but his expectations are not what you will settle for. Besides, you’re not sure you’re much interested in his type.<Br>
<br>
You begin to wonder what you are doing here. The sun is baking. Suffocating, in fact. Its glare starts you blind you, washing out your vision, leaving only its silhouette visible before too its exhumed by white light.<BR>
<br>
<<ActionsHeader>>
<<link "Wait for your vision to return" "FatGordonsCircusMidWay">>
<<EventTrigger "FatGordonsCircusMidWay" "FortuneTellerWin" "Evening" null null null null null false>>
<<TransformTempAnnieBack>>
<<set $FortuneTellerChoice to undefined>>
<<set $CarnivalFortuneTeller to undefined>>
<<Orientation -1>><<Assertive 1>>
<</link>>
<<case "IntelligenceFail">>
You try not to smile, but you feeling it coming on even so. “I don’t know if Mr. Thompson really means that,” you tell him. “I know how to order his favourite coffee, after all.”<Br>
<Br>
Behind him you hear incredulous sniggers from Hazel and Jeanette. “She’s right at that, Freddie,” you hear Jeanette comment. “That’s the type of smarts that keeps her on a reception desk.”<Br>
<Br>
Undefeated, Freddie steps further in and shields you from their sniggers. “How about we slip away from the old folk,” he comments, loud enough for his mother to hear. “The real old ones. I’m sure you’d like a glass of champagne. That’s the sparkly stuff, if that word is too big for you.”<Br>
<Br>
You feel like you want to scowl, but instead you titter. You glance around the race course, noticing the only people your age with their husbands. The vacant stares. The giggles and smiles. No one makes conversation. They stand there pleasantly, a perfect picture to all who see them. It looks appealing.<br>
<br>
“Okay,” you say, nodding.<br>
<Br>
He grins and slips his arm around yours. “See you later, mother,” he comments as he leads you away. “Though I’m sure you’ll see us both on many more days to come.”<Br>
<bR>
As you move arm-in-arm with Freddie, you look at him. His blue eyes. His white smile. It’s dazzling. In fact, you note, too dazzling. All too quickly it blinds you, blurring your vision as the racecourse is washed out, his mesmerising eyes the last thing you see before they too are exhumed by white light.<br>
<br>
<<ActionsHeader>>
<<link "Wait for your vision to return" "FatGordonsCircusMidWay">>
<<EventTrigger "FatGordonsCircusMidWay" "FortuneTellerLose" "Evening" null null null null null false>>
<<TransformTempAnnieBack>>
<<set $FortuneTellerChoice to undefined>>
<<set $CarnivalFortuneTeller to undefined>>
<</link>>
<<case "IntelligenceMinusPass">>
<div class="Notification"><<print "Intelligence Check Passed">></div><br>
You flash him a smile, eyes glinting as you look up at him. “I’m sure I wouldn’t need to think if I had a man like you around me,” you murmur.<bR>
<BR>
He begins to chuckle, his grin beaming. Behind him you hear sighs from Hazel and Jeanette, but Freddie shields you from their glares. In fact, you can’t turn away from him. Those crystal blue eyes hold your attention whether you wanted to look away or not. Part of you wouldn’t dare, anyway. After all, he didn’t tell you to.<Br>
<BR>
“How about we slip away from the old folk,” he comments, loud enough for his mother to hear. “The real old ones. I’m sure you’d like a glass of champagne. That’s the sparkly stuff, if that word is too big for you.”<br>
<br>
You feel like you want to scowl, but instead you titter. You glance around the race course, noticing the only people your age with their husbands. The vacant stares. The giggles and smiles. No one makes conversation. They stand there pleasantly, a perfect picture to all who see them. It looks appealing.<Br>
<br>
“Okay,” you say, nodding. <bR>
<Br>
He grins and slips his arm around yours. “See you later, mother,” he comments as he leads you away. “Though I’m sure you’ll see us both on many more days to come.”<Br>
<bR>
As you move arm-in-arm with Freddie, you look at him. His blue eyes. His white smile. It’s dazzling. In fact, you note, too dazzling. All too quickly it blinds you, blurring your vision as the racecourse is washed out, his mesmerising eyes the last thing you see before they too are exhumed by white light.<BR>
<br>
<<ActionsHeader>>
<<link "Wait for your vision to return" "FatGordonsCircusMidWay">>
<<EventTrigger "FatGordonsCircusMidWay" "FortuneTellerWin" "Evening" null null null null null false>>
<<TransformTempAnnieBack>>
<<set $FortuneTellerChoice to undefined>>
<<set $CarnivalFortuneTeller to undefined>>
<<Intelligence -1>> <<Orientation 1>>
<</link>>
<<case "IntelligenceMinusFail">>
You flash him a smile, eyes glinting as you look up at him. “I’m sure I wouldn’t need to think if I had a man like you around me,” you murmur.<Br>
<br>
He begins to chuckle, his grin beaming. Behind him you hear sighs from Hazel and Jeanette, but Freddie shields you from their glares. You look up him, noticing his cold eyes and grinning teeth. For some reason, they remind you of a shark. You can’t help but wince as he grows closer.<Br>
<BR>
“How about we slip away from the old folk,” he comments, loud enough for his mother to hear. “The real old ones. I’m sure you’d like a glass of champagne. That’s the sparkly stuff, if that word is too big for you.”<Br>
<Br>
You can’t help it. “I think I know what champagne is,” you bite back, smile draining from your face. <br>
<Br>
Behind him you hear incredulous sniggers from Hazel and Jeanette. “Careful now, Freddie,” you hear Jeanette comment. “Sounds like she likes a little tinker.”<Br>
<Br>
Slowly, his hand drops away from your shoulder. “Don’t mind them,” he tells you quietly. “They’re just having their fun.”<Br>
<Br>
You nod politely, but say nothing more. For a moment he studies you but then shrugs. “Good to see you again, Annie Clancy,” he finally says, as if punctuating the conversation. “Try your luck on Refined Stock. My father owns it.”<br>
<bR>
Freddie nods to you a farewell, then saunters off. Jeanette and Hazel follow, their cold smiles only balanced by their glaring eyes. <Br>
<Br>
Soon you are left standing on your own, in the throngs of Charlton’s elite. You begin to wonder what you are doing here. The sun is baking. Suffocating, in fact. Its glare starts you blind you, washing out your vision, leaving only its silhouette visible before too its exhumed by white light.<Br>
<br>
<<ActionsHeader>>
<<link "Wait for your vision to return" "FatGordonsCircusMidWay">>
<<EventTrigger "FatGordonsCircusMidWay" "FortuneTellerLose" "Evening" null null null null null false>>
<<TransformTempAnnieBack>>
<<set $FortuneTellerChoice to undefined>>
<<set $CarnivalFortuneTeller to undefined>>
<</link>>
<</switch>><<switch $CarnivalFreakShow>>
<<case undefined>>
Your jaw drops as you watch the very fake ‘freaks’ on stage walk off stage. The dress of the Invisible Woman seems to float. The Puppet Girl staggers as she’s directed by her strings. The Man of Many Faces shifts whichever mask is facing you as they float through the air.<br>
<br>
A crowd laughs around you. You blink, seeing faces smiling and whispering as they sit waiting in anticipation on the benches. When you step forward, a hush descends and they all look at you.<br>
<br>
Underneath your shoes the stage floorboards creek. You look around, realising you are now standing in the centre of the stage, spotlights on you, a crowd waiting in anticipation for you to inform.<Br>
<<if _CurrentPC is false>>
<<if $TransformTargetTempAvatar is undefined>><<TransformTempPC>><</if>>
<Br>As you hold up your arm to shield yourself from the light, you notice your arm. No more does it look as it did when you entered. It's now your arm once more. The amulet doesn't tingle, but whatever magic is in effect here, it's changed you back to you.<Br>
<</if>>
<Br>
“Welcome!” you hear a familiar voice say back to the crowd. You look to the side of the stage, noticing the middle-aged woman from outside, now warming up the crowd. She looks to you with a smirk. “Now. For our main attraction.”<Br>
<Br>
"Witness the latest member of our troupe," the woman continues, gesturing to you. "Once an ordinary man, living a normal life. Until the duty of family called upon them to save them from the dark arts. Cursed by a mystical trinket, they formed their shape to match their sister."<Br>
<Br>
You look down and see the amulet around your neck glowing. Warm energy pulsates out from the emerald within it and spreads across your body. You hear bones crunch and see skin tighten. But there is no pain. Almost like under the effects of local anaesthetic, you can feel nothing as your body shifts and changes.<Br>
<br>
<<ActionsHeader>>
<<link "Look down at your body changes" "CarnivalFreakShow">><<set $CarnivalFreakShow to "EmilyChange">><<SetFlag "FreakShowForm">><</link>>
<<case "EmilyChange">>
You look down at yourself. A slender figure. Fair complexion. Standing at <<NPCHeightText "Emily">>, with <<NPCBoobsText "Emily">> and <<NPCHairText "Emily">> hair, straight and long.<br>
<bR>
You are now Emily. Standing in your school uniform, in front of the crowd.<Br>
<br>
Astonished gasps echo within the tent. You look to the middle-aged woman, who flashes you a grin before turning back to the audience. <Br>
<Br>
“In trying to fight, they wore face after face. With each change though, brought uncertainty. How much was retained when they reverted? Who were they when they returned to what they were?”<Br>
<br>
You see your form shifting again, taking features and shapes that seem familiar to you. Or at least, they seem to. Your arm changes in front of your face. Covered in hair with round hands one-minute, hairless skin and thin fingers the next. You look down, watching your body shimmer between states, as if looking through a lenticular mirror. One moment you’re looking at yourself with a flat chest and a shapeless body. Another perky breasts above a set of feminine hips.<Br>
<Br>
“Man or woman. Male or female," you hear the voice of the woman ask the audience. “Can anyone tell what you were? Does anybody remember who you are? Would they even care if you weren’t?”<br>
<br>
You glance up, seeing the audience staring back at you with wonder. Fingers are pointed towards you, couples whisper into each other’s ears. Mothers shield the eyes of their children with their hands.<Br>
<br>
The woman in the long dress at the side raises her eyebrows to you, then turns back to the crowd. “Anyone?”<Br>
<br>
There, in amongst the crowd, you see a face that might help. “Her,” you bark, holding out a finger to point towards a figure almost hidden within the audience. Emily.<Br>
<Br>
The show woman gives you a look. “Oh? And what would she say you are? Really. Truly. Underneath what that amulet has done to you. How well does she know you?” <Br>
<Br>
You look back out to the crowd. To your sister. You see her face and meet her eyes.<Br>
<Br>
<<ActionsHeader>>
<<FreakShowPleadOptions>>
<<link _FreakShowPleadMale "CarnivalFreakShow">><<set $CarnivalFreakShow to "PleadMale">><<Feminity -1>><</link>><Br>
<<link _FreakShowPleadFemale "CarnivalFreakShow">><<set $CarnivalFreakShow to "PleadFemale">><<Feminity 1>><</link>><Br>
<<case "PleadMale">>
“Please Emily!” you cry. “Tell them who I am! Tell them I’m <<TrueName "Male">>!”<Br>
<Br>
The crowd falls silent. They turn to face Emily, almost as if this is part of the show. Her eyes flick up to you, even as your body shimmers between forms.<Br>
<br>
<<SiblingBondCheck>>
<<if _SiblingBondCheck lt 2>>
After a long heartbeat, Emily winces. "I just don't know," she whispers. "I don't know who they are, anymore."<Br>
<Br>
Emily doesn't meet your eyes as your mouth drops. The crowd cheers. You look back down at your body and see it pulsating. Flickering from one form to the other. Perky breasts. Flat chest. Hairless arms. Then covered with hair. Womanly hips and then an androgynous waist.<Br>
<Br>
The crowd surges forward to get a closer look. With them, Emily disappears. You stare out from the stage, cowering your arms over your face even as you feel them shift and reform. <Br>
<Br>
“Give this wretched soul some space,” you hear the woman cry. “Everyone will get their chance to see their inevitable state.”<Br>
<br>
But the crowd don’t listen. You crouch down, noticing your legs shimmering between bare legs and trousers, girlish flat shoes and trainers. Fingers prod at your face, your arms, your chest. <Br>
<br>
“Welcome home,” you hear the woman say, and you squint your eyes together to block out the sights that surround you.<Br>
<Br>
<<ActionsHeader>>
<<link "Open your eyes" "FatGordonsCircusMidWay">>
<<EventTrigger "FatGordonsCircusMidWay" "FreakShowLose" "Evening" null null null null null false>>
<<if $TransformTargetTempAvatar isnot undefined>><<TransformTempBack>><</if>>
<<set $CarnivalFreakShow to undefined>>
<<SetFlag "FreakShowForm" false>>
<</link>>
<<elseif _SiblingBondCheck gte 2>>
<<SetFlag "FreakShowForm" false>>
<<SetFlag "ShadowSelfDreamMitch">>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
<<if $PlayerCharacter.female is false>>
After a long heartbeat, Emily rolls her eyes. "'Course," she smirks. "My geeky brother. <<TrueName "Male">>."<br>
<<else>>
After a long heartbeat, Emily sniggers. “If that’s what you want,” she whispers. “I’m not going to get in the way of you being you, <<TrueName "Male">>. However weird it might be.”<Br>
<</if>>
<br>
You can’t help but let out an appreciative smile. She rolls her eyes, but still meets your gaze. There’s a smirk of appreciation and affection in spite of her words.<Br>
<Br>
You glance back down at your body and happily see that it’s solid. A flat chest. Hairy arms. No sign of breasts or womanly hips to be seen.<br>
<br>
The crowd murmurs with disapproval. Their enthusiasm seems to wither. You stand on the stage, looking out to the crowd. Only Emily looks back to you, still meeting your eyes.<Br>
<br>
“Looks like you have an anchor,” you hear the middle-aged woman tell you. “At least for now.” <Br>
<br>
You glare darkly at her, not taking your eyes off her as the crowd slips away in the corner of your vision. She sniggers, unafraid of your stare. <Br>
<br>
“You have somewhere else to be,” she tells you just as the room grows dark. “But my door will always be open. When this world finally turns its back on you, come see me. I’ll nurse your lonely soul.”<Br>
<Br>
The darkness in the room creeps into the edge of your vision. Spiderwebs of darkness creep in, encroaching towards your pupils. You shut your eyes in an attempt to keep them out.<Br>
<Br>
<<ActionsHeader>>
<<link "Open your eyes" "FatGordonsCircusMidWay">>
<<EventTrigger "FatGordonsCircusMidWay" "FreakShowWin" "Evening" null null null null null false>>
<<if $TransformTargetTempAvatar isnot undefined>><<TransformTempBack>><</if>>
<<set $CarnivalFreakShow to undefined>>
<<SetFlag "ShadowSelfDreamMitch" false>>
<</link>>
<<else>>
<<if $PlayerCharacter.female is false>>
After a long heartbeat, Emily nods. "That's right," she whispers. "My brother. <<TrueName "Male">>."<Br>
<<else>>
After a long heartbeat, Emily grimaces. "Alright," she whispers. "You're free to make your own choices. I'll support you, <<TrueName "Male">>."<br>
<</if>>
<br>
You can’t help but let out an appreciative smile. She looks back at you, offering you one of her own. It’s a grin full of understanding and love.<Br>
<Br>
You glance back down at your body and happily see that it’s solid. A flat chest. Hairy arms. No sign of breasts or womanly hips to be seen.<Br>
<Br>
The crowd murmurs with disapproval. Their enthusiasm seems to wither. You stand on the stage, looking out to the crowd. Only Emily looks back to you, still meeting your eyes.<Br>
<br>
“Looks like you have an anchor,” you hear the middle-aged woman tell you. “At least for now.”<Br>
<br>
You glare darkly at her, not taking your eyes off her as the crowd slips away in the corner of your vision. She sniggers, unafraid of your stare. <Br>
<bR>
“You have somewhere else to be,” she tells you just as the room grows dark. “But my door will always be open. When this world finally turns its back on you, come see me. I’ll nurse your lonely soul.”<Br>
<br>
The darkness in the room creeps into the edge of your vision. Spiderwebs of darkness creep in, encroaching towards your pupils. You shut your eyes in an attempt to keep them out.<Br>
<Br>
<<ActionsHeader>>
<<link "Open your eyes" "FatGordonsCircusMidWay">>
<<EventTrigger "FatGordonsCircusMidWay" "FreakShowWin" "Evening" null null null null null false>>
<<if $TransformTargetTempAvatar isnot undefined>><<TransformTempBack>><</if>>
<<set $CarnivalFreakShow to undefined>>
<<SetFlag "ShadowSelfDreamMitch" false>>
<</link>>
<</if>>
<</if>>
<<case "PleadFemale">>
“Please Emily!” you cry. “Tell them who I am! Tell them I’m <<TrueName "Female">>!”<Br>
<Br>
The crowd falls silent. They turn to face Emily, almost as if this is part of the show. Her eyes flick up to you, even as your body shimmers between forms.<Br>
<Br>
<<SiblingBondCheck>>
<<if _SiblingBondCheck lt 2>>
After a long heartbeat, Emily winces. "I just don't know," she whispers. "I don't know who they are, anymore."<BR>
<Br>
Emily doesn't meet your eyes as your mouth drops. The crowd cheers. You look back down at your body and see it pulsating. Flickering from one form to the other. Perky breasts. Flat chest. Hairless arms. Then covered with hair. Womanly hips and then an androgynous waist.<Br>
<br>
The crowd surges forward to get a closer look. With them, Emily disappears. You stare out from the stage, cowering your arms over your face even as you feel them shift and reform. <Br>
<Br>
"Give this wretched soul some space," you hear the woman cry. "Everyone will get their chance to see their inevitable state."<Br>
<Br>
But the crowd don't listen. You crouch down, noticing your legs shimmering between bare legs and trousers, girlish flat shoes and trainers. Fingers prod at your face, your arms, your chest. <Br>
<Br>
"Welcome home," you hear the woman say, and you squint your eyes together to block out the sights that surround you.<Br>
<Br>
<<ActionsHeader>>
<<link "Open your eyes" "FatGordonsCircusMidWay">>
<<EventTrigger "FatGordonsCircusMidWay" "FreakShowLose" "Evening" null null null null null false>>
<<if $TransformTargetTempAvatar isnot undefined>><<TransformTempBack>><</if>>
<<set $CarnivalFreakShow to undefined>>
<<SetFlag "FreakShowForm" false>>
<</link>>
<<elseif _SiblingBondCheck gte 2>>
<<SetFlag "FreakShowForm" false>>
<<SetFlag "ShadowSelfBeachDream">>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
<<if $PlayerCharacter.female is true>>
After a long heartbeat, Emily rolls her eyes. "'Course," she smirks. "My top-of-the-class sister. <<TrueName "Female">>."<Br>
<<else>>
After a long heartbeat, Emily sniggers. "If that's what you want," she whispers. "I'm not going to get in the way of you being you, <<TrueName "Female">>. However weird it might be."<br>
<</if>>
<br>
You can’t help but let out an appreciative smile. She rolls her eyes, but still meets your gaze. There’s a smirk of appreciation and affection in spite of her words.<Br>
<br>
You glance back down at your body and happily see that it’s solid. Perky breasts. Hairless arms. Womanly hips strutting out from underneath your shirt. <Br>
<Br>
The crowd murmurs with disapproval. Their enthusiasm seems to wither. You stand on the stage, looking out to the crowd. Only Emily looks back to you, still meeting your eyes.<Br>
<br>
“Looks like you have an anchor,” you hear the middle-aged woman tell you. “At least for now.” <Br>
<Br>
You glare darkly at her, not taking your eyes off her as the crowd slips away in the corner of your vision. She sniggers, unafraid of your stare.<Br>
<Br>
“You have somewhere else to be,” she tells you just as the room grows dark. “But my door will always be open. When this world finally turns its back on you, come see me. I’ll nurse your lonely soul.”<Br>
<br>
The darkness in the room creeps into the edge of your vision. Spiderwebs of darkness creep in, encroaching towards your pupils. You shut your eyes in an attempt to keep them out.<BR>
<Br>
<<ActionsHeader>>
<<link "Open your eyes" "FatGordonsCircusMidWay">>
<<EventTrigger "FatGordonsCircusMidWay" "FreakShowWin" "Evening" null null null null null false>>
<<if $TransformTargetTempAvatar isnot undefined>><<TransformTempBack>><</if>>
<<set $CarnivalFreakShow to undefined>>
<<SetFlag "ShadowSelfBeachDream" false>>
<</link>>
<<else>>
<<if $PlayerCharacter.female is true>>
After a long heartbeat, Emily nods. "That's right," she whispers. "My sister. <<TrueName "Female">>."<Br>
<<else>>
After a long heartbeat, Emily grimaces. "Alright," she whispers. "You're free to make your own choices. I'll support you, <<TrueName "Female">>."<bR>
<</if>>
<br>
You can’t help but let out an appreciative smile. She looks back at you, offering you one of her own. It’s a grin full of understanding and love.<Br>
<br>
You glance back down at your body and happily see that it’s solid. Perky breasts. Hairless arms. Womanly hips strutting out from underneath your shirt. <Br>
<Br>
The crowd murmurs with disapproval. Their enthusiasm seems to wither. You stand on the stage, looking out to the crowd. Only Emily looks back to you, still meeting your eyes.<Br>
<br>
“Looks like you have an anchor,” you hear the middle-aged woman tell you. “At least for now.” <Br>
<br>
You glare darkly at her, not taking your eyes off her as the crowd slips away in the corner of your vision. She sniggers, unafraid of your stare. <Br>
<br>
“You have somewhere else to be,” she tells you just as the room grows dark. “But my door will always be open. When this world finally turns its back on you, come see me. I’ll nurse your lonely soul.”<Br>
<br>
The darkness in the room creeps into the edge of your vision. Spiderwebs of darkness creep in, encroaching towards your pupils. You shut your eyes in an attempt to keep them out. <Br>
<Br>
<<ActionsHeader>>
<<link "Open your eyes" "FatGordonsCircusMidWay">>
<<EventTrigger "FatGordonsCircusMidWay" "FreakShowWin" "Evening" null null null null null false>>
<<if $TransformTargetTempAvatar isnot undefined>><<TransformTempBack>><</if>>
<<set $CarnivalFreakShow to undefined>>
<<SetFlag "ShadowSelfBeachDream" false>>
<</link>>
<</if>>
<</if>>
<</switch>><<widget "FreakShowPleadOptions">>
<<set _FreakShowPleadMale to "Plead with her to tell the crowd you are " + $PlayerCharacter.firstName[0]>>
<<set _FreakShowPleadFemale to "Plead with her to tell the crowd you are " + $PlayerCharacter.firstName[6]>>
<</widget>><<switch $CompulsionRemoval>>
<<case "OldFashionedValues">>
<img src="./images/Fresh_Pot.png"><Br>
<br>
Light creeps in from between the Venetian blinds covering the nearby windows to the Fresh Pot cafe, casting a shaft of light across Jennifer’s smiling face. The smile, you note, directed at you.<br>
<br>
“I can’t believe you like filter coffee,” she says, a coyly mocking undertone in her voice. “I figured big city types preferred oat lattes and fancy espressos?”<br>
<bR>
<<if $PlayerCharacter.female is true>>
You mutter a response, but your attention is absorbed by incomprehension. You remember this. One of your first dates with Jennifer. That doesn’t seem to shock you as much as it should.<Br>
<<else>>
You mutter a response, but your attention is absorbed by incomprehension. You remember this. One of your first dates with Jennifer.<Br>
<</if>>
<br>
It had taken a while, but you were finally getting a handle on what she liked. Compliments and honesty being at the top of the list.<br>
<bR>
“Do you think you’ll ever go back to the city?” She asks, before taking a sip of her own drink.<Br>
<bR>
You look back at her, but your mind races trying to recall the memory. This all seems so familiar. And yet, something isn’t how you remember it. Something is wrong.<br>
<Br>
A sense of fear spreads through you. You tense up, waiting for the firm hand to clasp on your shoulder and jolt you in your seat.<Br>
<BR>
But it doesn’t come. You look up, glancing around Fresh Pot. The only person aside from the two of you is Florence, reading her well-thumbed book.<Br>
<br>
"Are you okay?" Jen asks you. <br>
<bR>
You look back to her, frowning. “Yeah,” you reply. “I thought I saw… you didn’t see Dan leave here, did you?”<br>
<bR>
Jennifer rolls her eyes at the mention of his name. “No, thank God. We’re spared at least for one day about his views on old fashioned values.”<br>
<br>
You smile at her comment, watching her grin and take another sip of her drink. This is how it happened, you remember. Not Dan being here. Not the interruption. Nothing about Dan’s values. And certainly nothing about yours.<Br>
<Br>
<<ActionsHeader>>
<<link "The vision fades..." "RoseliDialogue">><<set $RoseliDialogue to "removedCompulsion">><<removeCompulsion "OldFashionedValues">><<StartConversation "Roseli" "FatGordonsCircusCurioShop">><</link>>
<<case "TheAppeaser">>
<img src="./images/Fresh_Pot.png"><br>
<br>
Light creeps in from between the Venetian blinds covering the nearby windows to the Fresh Pot cafe, casting a shaft of light across Jennifer’s smiling face. The smile, you note, directed at you.<br>
<Br>
“I can’t believe you like filter coffee,” she says, a coyly mocking undertone in her voice. “I figured big city types preferred oat lattes and fancy espressos?”<br>
<Br>
<<if $PlayerCharacter.female is true>>
You mutter a response, but your attention is absorbed by incomprehension. You remember this. One of your first dates with Jennifer. That doesn’t seem to shock you as much as it should.<Br>
<<else>>
You mutter a response, but your attention is absorbed by incomprehension. You remember this. One of your first dates with Jennifer. <br>
<</if>>
<br>
It had taken a while, but you were finally getting a handle on what she liked. Compliments and honesty being at the top of the list.<br>
<br>
"Do you think you'll ever go back to the city?" She asks, before taking a sip of her own drink.<br>
<bR>
You look back at her, but your mind races trying to recall the memory. This all seems so familiar. And yet, something isn't how you remember it. Something is wrong.<Br>
<br>
A sense of fear spreads through you. You tense up, waiting for the firm hand to clasp on your shoulder and jolt you in your seat.<br>
<br>
But it doesn't come. You look up, glancing around Fresh Pot. The only person aside from the two of you is Florence, reading her well-thumbed book.<bR>
<Br>
"Are you okay?" Jen asks you. <br>
<Br>
You look back to her, frowning. "Yeah," you reply. "I thought I saw… you didn't see Dan leave here, did you?"<Br>
<br>
Jennifer rolls her eyes at the mention of his name. "No, thank God. Every time he comes into the store I feel I have to appease him, or he'll report me to Evans."<br>
<br>
You smile at her comment, watching her grin and take another sip of her drink. This is how it happened, you remember. Not Dan being here. Not the interruption. Nothing about appeasing Dan. And certainly not you having to do it.<Br>
<Br>
<<ActionsHeader>>
<<link "The vision fades..." "RoseliDialogue">><<set $RoseliDialogue to "removedCompulsion">><<removeCompulsion "TheAppeaser">><<StartConversation "Roseli" "FatGordonsCircusCurioShop">><</link>>
<<case "Ditzy">>
<img src="./images/CharltonTownHall.png"><Br>
<br>
The Town Hall lobby is a study in old-world authority - polished wooden floors, solemn paintings of former town leaders, and an air of quiet control. The clock above the reception desk ticks methodically, marking the passage of time as you wait. And wait.<br>
<bR>
You look up to meet the eyes of the middle-aged receptionist. She greets you with a pleasant smile. “Are you here for the school registration, sir?”<br>
<Br>
You nod, but look around. This all seems so familiar. And yet, something isn't how you remember it. Something is wrong.<Br>
<Br>
"Yeah. For my sister, Emily," you reply. As you stand and approach the counter, the memory jogs. This was in the first days of moving to Charlton, when you were registering Emily for school.<Br>
<br>
The receptionist places the paperwork on the counter. "Just fill these out and we'll see if we can process it today. If you need any help, just ask."<br>
<br>
You flip through the pages, noting how strangely the questions are worded.<Br>
<br>
<span class='typewriter-text'>Do you affirm your household's commitment to the values of Charlton's Civic and Domestic Order?</span><br>
<bR>
<span class='typewriter-text'>Which of the following best describes your home: a) Traditional Household, b) Transitional Household, c) Unstructured Environment?</span><br>
<br>
The receptionist, watching you struggle, offers a pleasant smile. "Here. Why don't I help fill these in? I don't understand why they ask so much about households. That's for the lady of the house to be concerned with. Not its master."<br>
<bR>
You watch her turn the forms to face her. She begins working her way through the form with enthusiasm. She seems pleasant. Eager to help. Not belittling. <br>
<br>
Anxiety about the form fades. You don’t have to fill it out. That’s what this receptionist - this woman - is there for.<Br>
<br>
After a few minutes she turns the forms around to face you. “Here. All done. Just sign here.”<Br>
<Br>
You scribble your signature on the bottom, just happy to be done with the paperwork. “Thanks for your help,” you tell her.<br>
<Br>
“I don’t know if I’d call it help,” she titters. “That’s just what I’m here for.”<br>
<bR>
You nod, trying not to frown, and turn away. Your brain clear and sharp, ready to face real work at Thompson’s Repairs.<Br>
<Br>
<<ActionsHeader>>
<<link "The vision fades..." "RoseliDialogue">><<set $RoseliDialogue to "removedCompulsion">><<removeCompulsion "Ditzy">><<StartConversation "Roseli" "FatGordonsCircusCurioShop">><</link>>
<<case "CitizenCharlton">>
<img src="./images/CharltonTownHall.png"><br>
<bR>
The Town Hall lobby is a study in old-world authority - polished wooden floors, solemn paintings of former town leaders, and an air of quiet control. The clock above the reception desk ticks methodically, marking the passage of time as you wait. And wait.<Br>
<Br>
You look up to meet the eyes of the middle-aged receptionist. She greets you with a pleasant smile. “Are you here for the school registration, sir?”<Br>
<bR>
You nod, but look around. This all seems so familiar. And yet, something isn't how you remember it. Something is wrong.<br>
<BR>
"Yeah. For my sister, Emily," you reply. As you stand and approach the counter, the memory jogs. This was in the first days of moving to Charlton, when you were registering Emily for school.<br>
<Br>
The receptionist places the paperwork on the counter. “Just fill these out and we’ll see if we can process it today. If you need any help, just ask.”<Br>
<br>
You flip through the pages, noting how strangely the questions are worded.<br>
<br>
<span class='typewriter-text'>Do you affirm your household’s commitment to the values of Charlton’s Civic and Domestic Order?</span><Br>
<Br>
<span class='typewriter-text'>Which of the following best describes your home: a) Traditional Household, b) Transitional Household, c) Unstructured Environment?</span><Br>
<Br>
The receptionist, watching you struggle, offers a pleasant smile. “Don’t worry too much about your answers.” She leans further over the desk, lowering her voice. “Just put the top answer for the most part. That’s all Mr. Whitaker does.”<Br>
<BR>
You glance over to one of the doors leading back to the offices. A sense of anxiety spreads over you. For some reason you expect a man in a navy suit to walk in and take control.<br>
<br>
“Here,” the receptionist says, offering you her pen. “It will be simple. I promise.”<Br>
<bR>
You spend a few minutes filling out the form, only mildly paying attention to the answers you're marking. Your anxiety fades. You didn’t need anyone else to help you with this. The desired answers are obvious, when you think about it.<Br>
<Br>
Once done, you scribble your signature on the bottom. “Thanks for your help,” you tell her.<Br>
<Br>
“I don’t know if I’d call it help,” she titters. “That’s just what I’m here for.”<Br>
<Br>
You nod, trying not to frown, and turn away. Your brain clear and sharp, ready to face real work at Thompson’s Repairs.<BR>
<Br>
<<ActionsHeader>>
<<link "The vision fades..." "RoseliDialogue">><<set $RoseliDialogue to "removedCompulsion">><<removeCompulsion "CitizenCharlton">><<StartConversation "Roseli" "FatGordonsCircusCurioShop">><</link>>
<<case "HouseProud">>
<img src="./images/Your_Home.png"><br>
<BR>
The kitchen is a mess. A half-eaten sandwich is on the counter, empty cans cluster near the sink, and the table is covered in makeup brushes, and tubes of lipstick. Emily sits at the table, brow furrowed as she awkwardly drags a mascara wand over her lashes.<Br>
<Br>
You look around, seeing your brother Brock standing across from you, arms crossed. “Why can’t you stay in?” he asks. “What exactly are you doing tonight that’s so important?”<Br>
<BR>
You look back at him, sensing his frustration. This all seems so familiar. And yet, something isn’t how you remember it. Something is wrong.<br>
<Br>
“I have plans,” you hear yourself say. “With Jennifer.” <Br>
<Br>
It’s enough to jog the memory. This was the week before Brock went to University. He was trying to get out of the chore schedule to go drink beers with his friends. <Br>
<Br>
“It’s not a real date, you know,” he snaps back at you. “She’s just being nice. That’s what Charlton girls do. They flirt, they make you feel special, and then they marry someone respectable. Someone from Charlton stock.”<Br>
<bR>
“I’m not having this conversation, Brock,” you tell him flatly. “It’s your turn. Do your chores, clean this place up, and help Emily with her schoolwork.” You glance back at your sister, offering her a sympathetic smile. “Time to put the make-up away for an evening, Em.”<br>
<br>
She nods and begins to pack up her cosmetics, before pulling her school satchel from underneath the kitchen table and unpacking her textbooks.<br>
<Br>
“I’m not a kid anymore,” you hear Brock mutter as you turn towards the door. <Br>
<Br>
“Then don’t act like one,” you reply, walking to the exit. As you do so you glance back, seeing him sigh. Thankfully, he picks up a rubbish bag from the counter and begins to clean up the mess.<Br>
<Br>
You walk out into the evening air, eager to get to your date with Jen. A satisfied smile plays across your lips. Just looking at the mess gave you anxiety. But you didn’t feel compelled to address it. You don’t mind doing chores, you think, but it’s not your reason for being. Everyone should chip in. Even Brock.<BR>
<Br>
<<ActionsHeader>>
<<link "The vision fades..." "RoseliDialogue">><<set $RoseliDialogue to "removedCompulsion">><<removeCompulsion "HouseProud">><<StartConversation "Roseli" "FatGordonsCircusCurioShop">><</link>>
<<case "AllDolledUp">>
<img src="./images/Your_Home.png"><br>
<br>
The kitchen is a mess. A half-eaten sandwich is on the counter, empty cans cluster near the sink, and the table is covered in makeup brushes, and tubes of lipstick. Emily sits at the table, brow furrowed as she awkwardly drags a mascara wand over her lashes.<Br>
<Br>
You look around, seeing your brother Brock standing across from you, arms crossed. “Why can’t you stay in?” he asks. “What exactly are you doing tonight that’s so important?”<Br>
<BR>
You look back at him, sensing his frustration. This all seems so familiar. And yet, something isn’t how you remember it. Something is wrong.<Br>
<Br>
“I have plans,” you hear yourself say. “With Jennifer.” <Br>
<Br>
It’s enough to jog the memory. This was the week before Brock went to University. He was trying to get out of the chore schedule to go drink beers with his friends. <Br>
<Br>
“It’s not a real date, you know,” he snaps back at you. “She’s just being nice. That’s what Charlton girls do. They flirt, they make you feel special, and then they marry someone respectable. Someone from Charlton stock.”<Br>
<Br>
“I’m not having this conversation, Brock,” you tell him flatly. “It’s your turn. Do your chores, clean this place up, and help Emily with her schoolwork.” You glance back at your sister, offering her a sympathetic smile. “Time to put the make-up away for an evening, Em.”<Br>
<Br>
She nods and begins to pack up her cosmetics, before pulling her school satchel from underneath the kitchen table and unpacking her textbooks.<Br>
<Br>
“I’m not a kid anymore,” you hear Brock mutter as you turn towards the door. <Br>
<bR>
“Then don’t act like one,” you reply, walking to the exit. As you do so you glance back, seeing him sigh. Thankfully, he sits down next to Emily and picks up a maths textbook.<Br>
<Br>
You walk out into the evening air, eager to get to your date with Jen. A satisfied smile plays across your lips. You know that Emily is just trying to fit in. But there needs to be a balance between study and leisure. The cosmetics can wait. Brock needs to take some accountability and help her graduate, at least whilst he’s still here.<Br>
<Br>
<<ActionsHeader>>
<<link "The vision fades..." "RoseliDialogue">><<set $RoseliDialogue to "removedCompulsion">><<removeCompulsion "AllDolledUp">><<StartConversation "Roseli" "FatGordonsCircusCurioShop">><</link>>
<<case "DutifulDoer">>
<img src="./images/CityOffice.png"><Br>
<BR>
The office hums with energy, a quiet rhythm of keyboards clacking, phones ringing, and the ever-present murmur of workplace chatter. Through the windows, skyscrapers loom. <Br>
<bR>
You recall the sight. This was your first week at work. Your first real job out of university in a software development role. This all seems so familiar. And yet, something isn’t how you remember it. Something is wrong.<Br>
<bR>
“Phillips!” a voice barks. “Boardroom. Now.”<Br>
<br>
You turn your head to see a senior manager in his mid-40s standing by the glass-walled meeting room. Pushing back from your desk, you walk over, barely hearing your soft shoes touch the hard floor. “Sir?”<Br>
<bR>
He looks at you with concern. “The board’s about to meet, and they are concerned about the solution we're giving our clients. Can you go in and explain why it will work?"<br>
<Br>
You give him a look. "There's a Priority One issue in the system," you explain, straightening your back. "I was just about to look into it."<Br>
<Br>
The manager winces and sighs. "Needs to be looked at right now?"<Br>
<Br>
You nod. "I think I can at least pinpoint the area in thirty minutes. If you can give me that, I can join halfway through the meeting?"<Br>
<Br>
You see the manager let out a small grin, some of his tension dissipating. "Alright," he murmurs. "I can stall. Thanks Phillips. Appreciate the assist."<Br>
<BR>
He turns and walks into the boardroom. You return to your desk and begin looking through lines of code. Sure enough, you pinpoint the issue quickly and manage to schedule a release minutes before you're due to face the clients.<BR>
<Br>
As you walk towards the boardroom, you smile to yourself. You are about to showcase your expertise to customers in your first week. What an opportunity. Not only that, but you’ve got a critical fix deployed into the system before your first coffee break. It’s early days, but you feel you have proved that you can have your cake and eat it. So long as you continue to get the opportunity to showcase your worth.<BR>
<Br>
<<ActionsHeader>>
<<link "The vision fades..." "RoseliDialogue">><<set $RoseliDialogue to "removedCompulsion">><<removeCompulsion "DutifulDoer">><<StartConversation "Roseli" "FatGordonsCircusCurioShop">><</link>>
<<case "SaucySecretary">>
<img src="./images/CityOffice.png"><Br>
<Br>
The office hums with energy, a quiet rhythm of keyboards clacking, phones ringing, and the ever-present murmur of workplace chatter. Through the windows, skyscrapers loom. <Br>
<bR>
You recall the sight. This was your first week at work. Your first real job out of university in a software development role. This all seems so familiar. And yet, something isn’t how you remember it. Something is wrong.<Br>
<bR>
“Phillips!” a voice barks. “Boardroom. Now.”<Br>
<Br>
You turn your head to see a senior manager in his mid-40s standing by the glass-walled meeting room. Pushing back from your desk, you walk over, barely hearing your soft shoes touch the hard floor. “Sir?”<Br>
<Br>
He looks at you with concern. “The board’s about to meet, and they are concerned about the solution we're giving our clients. Can you go in and explain why it will work?"<Br>
<Br>
You give him a look. "There's a Priority One issue in the system," you explain, straightening your back. "I was just about to look into it."<Br>
<br>
The manager winces and sighs. "Needs to be looked at right now?"<Br>
<Br>
You nod. "One of our clients can't access their server. We've already received an angry ticket. I wouldn't want to delay fixing the issue any further."<Br>
<Br>
You see the manager let out another sigh, shrugging in reluctance. "Alright," he murmurs. "I suppose I can cover. Make sure that client is happy, though."<Br>
<Br>
He turns and walks into the boardroom. You return to your desk and begin looking through lines of code. Sure enough, you pinpoint the issue quickly and manage to schedule a release. You reply to the ticket and get a confirmation from the client, thanking you for acting so swiftly.<Br>
<Br>
As you lean back in your chair, you smile to yourself. You’ve got a critical fix deployed into the system before your first coffee break and some great written feedback from a client. It’s early days, but you feel you have proved how to keep people happy. With diligence, prioritisation and knowing what really needs to be done. You can see a great career ahead of you if you keep this up.<Br>
<Br>
<<ActionsHeader>>
<<link "The vision fades..." "RoseliDialogue">><<set $RoseliDialogue to "removedCompulsion">><<removeCompulsion "SaucySecretary">><<StartConversation "Roseli" "FatGordonsCircusCurioShop">><</link>>
<<case "BoyCrazy">>
<img src="./images/StudentApartmentParty.png"><BR>
<BR>
The music pulses, a heavy bass that vibrates through the floor, the heat of packed bodies pressing close in the dimly lit apartment.<Br>
<bR>
You remember this party. Your first year at University. The smells, the music, the atmosphere. It all feels like it was yesterday. And yet, something isn’t how you remember it. Something is wrong.<Br>
<Br>
"<<TrueName "Male">>!"<br>
<BR>
You barely have time to react before Jeanette - the girl you’ve been on a few promising dates with - grabs your arm, yanking you toward the couch. Already flushed from alcohol, Jeanette’s dark curls bounce as she drags you toward the cluster of people lounging. She’s wearing a fitted crop top with high-waisted jeans, a beer bottle in one hand, the other clutching you like you might vanish if she lets go.<Br>
<Br>
“Where have you been?” she asks as her smoky eyes narrow playfully. “Don’t tell me you were, like, actually studying or something.”<Br>
<Br>
“He was probably being responsible,” another voice teases. A girl named Lila, curled up in the corner of the couch, nursing a drink. <Br>
<br>
Jeanette snorts. “Well, he’s making up for it tonight.” A red cup appears in your hand, and before you can object, Jeanette nudges it toward your lips. “Come on, babe. No excuses.”<Br>
<Br>
You hesitate at sipping, not knowing what Jeanette has put in the cup. Before she can continue to encourage you, a shadow falls over you. You look up to see a man snuggling up to Jeanette, eyes on her. “Jeanette, right? Figured I should come over before Phillips steals you for the whole night.”<Br>
<Br>
Jeanette’s eyes glance at him, but a sense of threat rushes through your veins. “Too late,” you say, linking your arm around Jeanette and leading her from the sofa. Through the hallway, past the other couples pressed against the walls.<Br>
<BR>
Then... the door closes. The music dims, the space smaller, more intimate. A dorm room.<Br>
<Br>
Jeanette’s lips press against yours in a dizzying rush, her hands wandering across your body in a way that feels reckless and thrilling. You’re not sure if this is a forever thing, but for the moment, for this evening at least, this feels right.<Br>
<Br>
<<ActionsHeader>>
<<link "The vision fades..." "RoseliDialogue">><<set $RoseliDialogue to "removedCompulsion">><<removeCompulsion "BoyCrazy">><<StartConversation "Roseli" "FatGordonsCircusCurioShop">><</link>>
<<case "PartyGirl">>
<img src="./images/StudentApartmentParty.png"><Br>
<Br>
The music pulses, a heavy bass that vibrates through the floor, the heat of packed bodies pressing close in the dimly lit apartment.<Br>
<br>
You remember this party. Your first year at University. The smells, the music, the atmosphere. It all feels like it was yesterday. And yet, something isn’t how you remember it. Something is wrong.<Br>
<Br>
"<<TrueName "Male">>!"<br>
<Br>
You barely have time to react before Jeanette - the girl you’ve been on a few promising dates with - grabs your arm, yanking you toward the couch. Already flushed from alcohol, Jeanette’s dark curls bounce as she drags you toward the cluster of people lounging. She’s wearing a fitted crop top with high-waisted jeans, a beer bottle in one hand, the other clutching you like you might vanish if she lets go.<Br>
<br>
“Where have you been?” she asks as her smoky eyes narrow playfully. “Don’t tell me you were, like, actually studying or something.”<BR>
<Br>
“He was probably being responsible,” another voice teases. A girl named Lila, curled up in the corner of the couch, nursing a drink. <bR>
<Br>
Jeanette snorts. “Well, he’s making up for it tonight.” A red cup appears in your hand, and before you can object, Jeanette nudges it toward your lips. “Come on, babe. No excuses.”<Br>
<br>
You hesitate at sipping, not knowing what Jeanette has put in the cup. Before she can continue to encourage you, a shadow falls over you. You look up to see a man snuggling up to Jeanette, eyes on her. “Jeanette, right? Figured I should come over before Phillips steals you for the whole night.”<Br>
<Br>
Jeanette’s eyes glance at him, but a sense of threat rushes through your veins. “Too late,” you say, linking your arm around Jeanette and leading her into the kitchen. You line up two shot glasses and clink her glass. “To tonight,” you say. She toasts, eyes bright.<Br>
<Br>
The alcohol burns, hot and heady, but Jeanette is already grinning wider as you fill another round. It goes down easier than the first. She giggles. “Find us something else,” she purrs. “I’m going for a dance.”<Br>
<Br>
You spend a few minutes looking through empty cartons, finally settling on two bottles of beer. When you return, you see a few friends of yours leaning against the wall. You join them, exchange a few pleasantries, then look around the room at the impromptu dancefloor.<Br>
<Br>
There you see Jeanette. Twerking and shimmering to the music, catching your eye as she grinds on her own. Like a performance for you, she brushes off anyone who approaches her.<Br>
<Br>
You smile back. Watching her body move. It might seem lecherous if you weren’t involved, and you can’t be sure that Jeanette is the right girl for you. But in this moment, tonight at least, there seems to only be you watching her, and her, dancing for you.<Br>
<Br>
<<ActionsHeader>>
<<link "The vision fades..." "RoseliDialogue">><<set $RoseliDialogue to "removedCompulsion">><<removeCompulsion "PartyGirl">><<StartConversation "Roseli" "FatGordonsCircusCurioShop">><</link>>
<<case "ModelStudent">>
<img src="./images/HighSchoolGraduation.png"><Br>
<Br>
The auditorium buzzes with excitement, the air thick with the murmurs of families, the rustling of graduation gowns, the occasional burst of laughter from students whispering about the ceremony. You sit among them, gown over your suit, the tassel of your cap brushing lightly against your shoulder. Your family sits near the back, watching with warm, expectant smiles.<Br>
<Br>
You remember this. Your school graduation. Emily, Brock and your parents looking on, expressions a mixture of pride and relief. It warms your heart to see it. And yet, something isn’t how you remember it. Something is wrong.<Br>
<Br>
Names are called and your friends are called up to receive their diplomas. Your thoughts return to the buzzing in your brain. This looks right. But as you shift in your trousers, you feel wrong. <Br>
<Br>
Then the headmaster’s voice rings out. “<<TrueName "Male">> Phillips.”<Br>
<Br>
The room erupts into applause as you stand and walk up to the stage. The fabric of your gown swishes around your legs, catching the suit underneath. Your polished dress shoes offer a muted clip as you ascend the steps, heart beating with exhilaration, the bright lights casting a glow over everything.<Br>
<Br>
And then you are there, standing in front of the headmaster. A warm smile, a firm handshake. He places the diploma in your hands, his grip steady, his voice quiet but unmistakable. “Congratulations, Phillips. I didn’t think you had it in you.”<br>
<Br>
You give him a grin, knowing exactly what he's referring to. You spent the last year partying hard. Skipping class, ditching studying for dates. He warned you about this behaviour, but proving him wrong you aced the final tests anyway.<BR>
<Br>
The crowd applauds and you cheekily raise the certificate up into the air. They all know that you defied expectations. You weren’t a model student. But you proved that through will and smarts, you could retain your lifestyle and still graduate top anyway.<Br>
<Br>
<<ActionsHeader>>
<<link "The vision fades..." "RoseliDialogue">><<set $RoseliDialogue to "removedCompulsion">><<removeCompulsion "ModelStudent">><<StartConversation "Roseli" "FatGordonsCircusCurioShop">><</link>>
<<case "TeachersPet">>
<img src="./images/HighSchoolGraduation.png"><Br>
<Br>
The auditorium buzzes with excitement, the air thick with the murmurs of families, the rustling of graduation gowns, the occasional burst of laughter from students whispering about the ceremony. You sit among them, gown over your suit, the tassel of your cap brushing lightly against your shoulder. Your family sits near the back, watching with warm, expectant smiles.<br>
<BR>
You remember this. Your school graduation. Emily, Brock and your parents looking on, expressions a mixture of pride and relief. It warms your heart to see it. And yet, something isn’t how you remember it. Something is wrong.<Br>
<Br>
Names are called and your friends are called up to receive their diplomas. Your thoughts return to the buzzing in your brain. This looks right. But as you shift in your trousers, you feel wrong. <Br>
<Br>
Then the headmaster’s voice rings out. “<<TrueName "Male">> Phillips.”<Br>
<Br>
The room erupts into applause as you stand and walk up to the stage. The fabric of your gown swishes around your legs, catching the suit underneath. Your polished dress shoes offer a muted clip as you ascend the steps, heart beating with exhilaration, the bright lights casting a glow over everything.<Br>
<Br>
And then you are there, standing in front of the headmaster. A warm smile, a firm handshake. He places the diploma in your hands, his grip steady, his voice quiet but unmistakable. “Congratulations, Phillips. Now you see how a little extra study can help?”<Br>
<Br>
You give him a grin, knowing exactly what he's referring to. You spent the last year doing extra study at night. Lessons after school, trips to the headmaster’s office, the hours spent behind closed doors where the headmaster went through mock exams time and time again.<Br>
<Br>
It was tough, but as you clutch the certificate in your hand you know it was worth it. You earned it. When the graduation party begins, you can finally join classmates in drinking, dancing and flirting with girls from your year. <br>
<Br>
Giving your headmaster an appreciative smile as you leave, you know this will probably be the last time you see him. And you will be forever grateful for his assistance.<br>
<Br>
<<ActionsHeader>>
<<link "The vision fades..." "RoseliDialogue">><<set $RoseliDialogue to "removedCompulsion">><<removeCompulsion "TeachersPet">><<StartConversation "Roseli" "FatGordonsCircusCurioShop">><</link>>
<<case "GymBunny">>
<img src="./images/CountrysideOpenField.png"><br>
<br>
One trainer in front of the other. Focus on the path through the trees in front of you. Ignore the biting cold and the murky puddles that splatter mud on your hairy legs.<br>
<Br>
Back in the city, you’d be rushing through warm streets and feeling the sun on your shirt. Out here though, in the countryside, even the last days of summer seem like winter.<br>
<br>
It doesn’t help that your workout gear is a little ragged. It was okay in a heated gym, but out here exposed to the elements, it’s doing little to protect you. Getting a morning run in just before work might have to be a routine you have to retire out here.<br>
<Br>
<i>Afraid of the little cold, are you?</i><br>
<br>
You ignore the intrusive thought and turn a corner on the track, feeling your lungs burning. You look down the path. Empty and desolate. Like everything in Charlton. Compared to the city.<br>
<Br>
The bushes on each side of the path grow closer as the path draws narrower. You push yourself forward, feeling the thorny edges brush past your shirt. Pushing away the cold. Pushing away why you are even here. Pushing away the faces of your parents leaving your new home for Italy after not three weeks of moving, leaving you with Brock and Emily to look after --<br>
<br>
As you swing around a corner, something is coming the other way. They slam into your body, knocking you to the floor.<br>
<Br>
It takes you a few seconds to see anything apart from grey sky and brambles. When the world keeps spinning, you see a tall, broad-shouldered young man looking down at you.<br>
<br>
“Are you okay?” he says, thrusting out a hand. You take it and brush off the debris, nodding in thanks. “I’m sorry about that,” the man continues. “Didn’t expect anyone to be out here.” He flashes you a casual smile. “Haven’t seen you around before. I’m Steve.”<br>
<Br>
“<<TrueName "Male">>,” you reply. “And I just moved here.”<br>
<br>
Steve nods and glances down the track. “Usually it’s dead. Only girls from the school running cross-country.” He grins. “Word of warning though. Coach Beach doesn’t like people from the town running up here. You should keep in town. Maybe hit the gym.”<br>
<Br>
You eye him curiously. “But he’s fine for you to run up here?”<br>
<br>
The other man maintains his smile, but you notice it twitch just slightly. “Family standing,” he says, his voice lower and softer. “Charlton still values things like that. You’ll come to understand, I’m sure.”<br>
<Br>
Steve’s smile is still warm and friendly. But maybe a little too much. You find yourself reflexively wanting to challenge him. “We’ll see.”<br>
<br>
He eyes you carefully before giving a shrug. You can tell it’s forced. “Suit yourself, <<TrueName "Male">>. Your funeral. Shame I’m back at Uni next week. Be interesting to see how long you take to break.”<br>
<Br>
The young man grins again, nods once and runs off, disappearing down the track.<br>
<br>
<i>Welcome to the country. Full of country people.</i><br>
<Br>
You look around, but the only other life is the sound of pigeons cooing. Taking a breath, you begin to run. You grit your teeth. You’ve barely settled in and some pumped up kid is trying to tell you what to do. And who is this gym teacher, telling people where they can run?<br>
<Br>
Glancing down, you see the damage the bristles have caused to your workout gear. You wince. Have to replace that. Before you run again. But run again you will. If only to show these people no one tells you what to do.<br>
<Br>
<<ActionsHeader>>
<<link "The vision fades..." "RoseliDialogue">><<set $RoseliDialogue to "removedCompulsion">><<removeCompulsion "GymBunny">><<StartConversation "Roseli" "FatGordonsCircusCurioShop">><</link>>
<<case "TouchOfPride">>
<img src="./images/CountrysideOpenField.png"><br>
<br>
One trainer in front of the other. Focus on the path through the trees in front of you. Ignore the biting cold and the murky puddles that splatter mud on your hairy legs.<br>
<Br>
Back in the city, you’d be rushing through warm streets and feeling the sun on your shirt. Out here though, in the countryside, even the last days of summer seem like winter.<br>
<br>
It doesn’t help that your workout gear is a little ragged. It was okay in a heated gym, but out here exposed to the elements, it’s doing little to protect you. Getting a morning run in just before work might have to be a routine you have to retire out here.<br>
<Br>
<i>Afraid of the little cold, are you?</i><br>
<br>
You ignore the intrusive thought and turn a corner on the track, feeling your lungs burning. You look down the path. Empty and desolate. Like everything in Charlton. Compared to the city.<br>
<Br>
The bushes on each side of the path grow closer as the path draws narrower. You push yourself forward, feeling the thorny edges brush past your shirt. Pushing away the cold. Pushing away why you are even here. Pushing away the faces of your parents leaving your new home for Italy after not three weeks of moving, leaving you with Brock and Emily to look after --<br>
<br>
As you swing around a corner, something is coming the other way. They slam into your body, knocking you to the floor.<br>
<Br>
It takes you a few seconds to see anything apart from grey sky and brambles. When the world keeps spinning, you see a tall, broad-shouldered young man looking down at you.<br>
<br>
“Are you okay?” he says, thrusting out a hand. You take it and brush off the debris, nodding in thanks. “I’m sorry about that,” the man continues. “Didn’t expect anyone to be out here.” He flashes you a casual smile. “Haven’t seen you around before. I’m Steve.”<br>
<Br>
“<<TrueName "Male">>,” you reply. “And I just moved here.”<br>
<br>
Steve nods and glances down the track. “Usually it’s dead. Only girls from the school running cross-country.” He grins. “Word of warning though. Coach Beach doesn’t like people from the town running up here. You should keep in town. Maybe hit the gym.”<br>
<Br>
You eye him curiously. “But he’s fine for you to run up here?”<br>
<br>
The other man maintains his smile, but you notice it twitch just slightly. “Family standing,” he says, his voice lower and softer. “Charlton still values things like that. You’ll come to understand, I’m sure.”<br>
<Br>
Steve’s smile is still warm and friendly. But maybe a little too much. You find yourself reflexively wanting to challenge him. “You think you deserve special treatment because of your family?”<br>
<br>
He eyes you carefully before grinning. You can’t tell if it’s forced. “No. I deserve special treatment because I’m special. I set the Charlton school cross-country record a few years back. That makes this my turf. No one has beat it.” The grin widens. “Why? You think you can?”<br>
<Br>
You stare back at that smile. It irritates you. You want to take him down a peg or two. But as the urge rises, you push it back down. Now is not the time to get in a pissing contest with someone you don’t know.<br>
<br>
He eyes you carefully before giving a shrug. You can tell it’s forced. “Thought so. Don’t take it to heart though, <<TrueName "Male">>. Get some training in. When I’m back from Uni, maybe you’ll be man enough to challenge me.”<br>
<Br>
The young man grins again, nods once and runs off, disappearing down the track.<br>
<br>
<i>Welcome to the country. Full of country people.</i><br>
<Br>
You look around, but the only other life is the sound of pigeons cooing. Taking a breath, you begin to run. You grit your teeth. You’ve barely settled in and some pumped up kid is trying to coax you into competition. Is this what your life here will be like?<br>
<br>
Glancing down, you see the damage the bristles have caused to your workout gear. You wince. Have to replace that. Before you run again. But run again you will. For your own enjoyment. Not to beat some kid.<br>
<Br>
<<ActionsHeader>>
<<link "The vision fades..." "RoseliDialogue">><<set $RoseliDialogue to "removedCompulsion">><<removeCompulsion "TouchOfPride">><<StartConversation "Roseli" "FatGordonsCircusCurioShop">><</link>>
<</switch>><<switch $CountryClubWorking>>
<<case "LunchTerrace">>
Without any direction, you decide to stand next to the exit of the Country Club. As guests exit onto the terrace, you smile politely and greet them. Most offer little more than a smile in return and largely ignore you.<br>
<br>
Forcing the smile, you continue to greet them politely in spite of the disapproving looks you receive. With only a few exceptions, they are dismissive of your attempts to engage. As if looking through you, or worse yet, not even seeing you.<Br>
<br>
<<NPCLocationCheck "Thompson">>
<<if _NPCLocationCheck is "CountryClubTerrace">>
Just when you wish for at least someone to reply, you bite your tongue. The hulking frame of Tucker Thompson bounds through the double doors, face red and sweaty from the sun.<br>
<Br>
“Welcome to Charlton Country Club,” you begin. “Can I help you?”<br>
<br>
Thompson’s eyes wander over you as he clocks your presence. “Moonlighting from the hotel, are you?” he says, grinning. “Shame they don’t share the uniform.”<br>
<br>
You feel your cheeks redden as he licks his lips and snorts derisively.<br>
<Br>
“Here for lunch with the Kaplars,” he continues. “John and Carol. Think you can lead the way?”<br>
<Br>
You smile back to him and nod, as anxiety rushes through your bloodstream. They must be in the dining hall, right? Unless it’s a private meeting. Would the Kaplars be having lunch with the guests? What will happen if you make a mistake?<Br>
<Br>
A sting on your bum brings you out of your daze. You see Thompson’s hand pull back and gesture inside. “Get to it,” he says. “I haven’t got all day.”<Br>
<br>
<<ActionsHeader>>
<<link "Lead Thompson into the dining hall" "CountryClubWorking">><<set $CountryClubWorking to "LunchTerraceThompson">><</link>>
<<else>>
You wear a brave face for the rest of the shift, answering only a handful of questions and even managing to direct a few queries in the right direction. One kindly gentleman even gives you a tip for your efforts. You slide the single note into your blouse once he’s gone, feeling uneasy at the sensation of money wedged between your breast and bra.<br>
<br>
<<ActionsHeader>>
<<link "Finish your shift and return to the locker room" "CountryClubStaffRoom">><<TimeChange>><<CashFlow 1>><<set $CountryClubWorking to undefined>><</link>>
<</if>>
<<case "LunchTerraceThompson">>
Walking back into the country club building, you hobble forward as briskly as you can. The heels and tight pencil skirt force you to swish as you do so. Thompson lingers behind you. On purpose, you are almost certain.<Br>
<br>
You pause briefly as you enter the dining hall and look around to see if you can spot his lunch appointment.<br>
<<NPCKnownJohnCarolKaplar>>
<<if _NPCKnownJohnCarolKaplar is "Both">>
There, sitting off to the side at a small table is John Kaplar. The furniture is arranged to give at least a modicum of extra space between it and the rest of the guests. Next to him is his wife, Carol.<br>
<<elseif _NPCKnownJohnCarolKaplar is "John">>
There, sitting off to the side at a small table is John Kaplar. The furniture is arranged to give at least a modicum of extra space between it and the rest of the guests. Next to him is a middle-aged woman, dressed in a yellow blazer and matching skirt. You assume his wife, Carol.<br>
<<elseif _NPCKnownJohnCarolKaplar is "Carol">>
There, sitting off to the side at a small table is Carol Kaplar. The furniture is arranged to give at least a modicum of extra space between it and the rest of the guests. Next to her is a man slightly older than her, his greying hair betraying his age. You assume her husband, John.<br>
<<else>>
Some of the guests in the dining hall you recognise, but your heart beats faster as you don’t see anyone who looks like the Kaplars. Come to think of it, do you even know what they look like? Have you even met them before?<Br>
<br>
“For the love of...” you hear Thompson lament from behind you. “You don’t even know who your boss is, do you? There.”<br>
<br>
He points to a small table near the bar. The furniture is arranged to give at least a modicum of extra space between it and the rest of the guests. A couple sits patiently waiting in silence. The woman is middle-aged, dressed in a yellow blazer and matching skirt. And the man slightly older, his greying hair betraying his age. You can only assume John and Carol Kaplar.<Br>
<</if>>
<Br>
You give Thompson a polite smile and totter between the tables towards the Kaplars, feeling Thompson almost walking on your heels as you barely can step forward.<Br>
<Br>
<<ActionsHeader>>
<<link "Introduce Thompson to the Kaplars" "CountryClubWorking">><<NPCKnown "John">><<NPCKnown "Carol">><<set $CountryClubWorking to "LunchTerraceKaplars">><</link>>
<<case "LunchTerraceKaplars">>
“Here’s your table, sir,” you say as you finally reach the table. Both John and Carol give you a brief look before turning their attention to Thompson.<br>
<br>
“John! Carol!” Thompson bellows, reaching forward and shaking their hands. “So good to see you.” He glances around the dining hall. “Are Jeanette and Hazel joining us?”<br>
<br>
“I think I saw them earlier,” Carol replies. “Probably just freshening up after some time on the courts.”<br>
<Br>
“Hope they’re not too much longer,” Thompson says, again a little too loud. “I’m starving. You wouldn’t believe the morning I’ve had. Can’t get the staff these days.”<br>
<Br>
He looks over to you, pausing in conversation. You give him a polite smile, but he doesn’t respond. His eyes turn into a glare before he snorts.<Br>
<Br>
“Looks like you’re having similar issues, John. She’s not even pulling my chair out for me.”<Br>
<Br>
You feel your eyes widen slightly instinctively, but another part of you is incensed. Here you are, in heels and a skirt that barely allow you to walk. And he wants you to shift out a weighty wooden chair?<Br>
<Br>
<<ActionsHeader>>
<<link "Apologise and pull out his chair" "CountryClubWorking">><<Assertive -1>><<set $CountryClubWorking to "LunchTerraceApologise">><</link>><br>
<<link "Ask him if he needs a woman to pull out a chair" "CountryClubWorking">><<Assertive 1>><<set $CountryClubWorking to "LunchTerraceAssert">><</link>><br>
<<case "LunchTerraceApologise">>
Your anxiety gets the better of you. “I’m sorry sir,” you mumble. “Forgive me.”<br>
<Br>
Stepping forward, you grasp the back of the sturdy chair and try to pull it back. The antique furniture is surprisingly heavy. Even under normal circumstances, you strain to move it.<br>
<Br>
But in high heels and a skirt that holds your legs together, it’s an impossible task. As you pull you slip on your stiletto and your heart leaps upward as you begin to fall.<br>
<Br>
A hand grabs hold of you, holding you in midair. You look up to see Thompson looming over you, grinning. “Oopsie-daisy.”<Br>
<Br>
Moments later you’re back on your feet, heels vertical once more. But Thompson’s hands do not leave you. You feel one gripping a bum cheek through the fabric of your skirt.<Br>
<Br>
“Looks like you should invest in some lessons for her, John,” Thompson comments as he finally lets go of your bum and takes his seat. “Lucky that it’s just me who had to see that.”<Br>
<Br>
Mr. Kaplar gives him a polite smile but looks up to you with narrowed eyes. They don’t leave you even when Thompson sniggers.<Br>
<Br>
“Don’t fret over it too much, cupcake,” Thompson tells you. “Here. Go buy yourself something to take your mind off things.” He slides a note over the table towards you. “And go tell that waiter to get his arse over here. I’m thirsty.”<Br>
<BR>
Still shaking from the fall and his touch, you smile and pick up the tip. You move over to the waiter and relay Thompson’s request, then return to the terrace. For the rest of your shift, you continue to smile at the guests and answer their questions, but your heart beats fast as you consider Thompson’s hand on you.<Br>
<br>
<<ActionsHeader>>
<<link "Finish your shift and return to the locker room" "CountryClubStaffRoom">><<TimeChange>><<CashFlow 1>><<set $CountryClubWorking to undefined>><</link>>
<<case "LunchTerraceAssert">>
“Do you really need a girl to pull out your chair for you?” you say, even through a slight stammer.<br>
<Br>
Thompson’s face reddens even more, this time from rage rather than a lack of breath. “What did you just say?”<br>
<Br>
You take a deep breath, trying to gain the confidence to reply to him. In this body, it feels like a herculean task.<br>
<Br>
Thankfully, John Kaplar breaks the tension with a calm interjection. “Really Tucker,” he says quietly and yet with an authoritative air. “Let it go. I would like to enjoy my lunch without a scene today.”<br>
<Br>
Thompson flares his nostrils, but on meeting Kaplar’s gaze he grinds his teeth. He reaches forward and thrusts the chair back, slumping into the chair.<br>
<br>
Kaplar looks up at you with a thin smile. “Why don’t you ask Billy to come over and take our order, Miss. Then return to your duties.”<br>
<Br>
You nod and return his smile. You move over to the waiter and relay Kaplar’s request, then return to the terrace. For the rest of your shift, you continue to smile at the guests and answer their questions, feeling a newfound confidence at least not submitting to Thompson’s whims.<Br>
<br>
<<ActionsHeader>>
<<link "Finish your shift and return to the locker room" "CountryClubStaffRoom">><<TimeChange>><<set $CountryClubWorking to undefined>><</link>>
<<case "EveningKitchen">>
The kitchen should be quiet after the rush of the dinner service, but as you enter two voices are bickering.<br>
<Br>
“It’s not pink and blue,” a weaselly male voice barks back. “It’s have and have nots. And I’m cut from the haves.”<bR>
<Br>
“Like it or not, Emmanuel,” you hear Angus reply. “Your father has sent you here to make amends for your criminal actions.”<bR>
<Br>
“I borrowed his car!” comes the reply.<br>
<br>
“Without his permission,” Angus says. “Like it or not, Emmanuel, this is a lesson in what awaits you if you wish to indulge common misdemeanors.”<Br>
<Br>
You take a step forward to see who Angus is talking to and you catch sight of them just as the clip-clopping of your heels alerts them to your presence. Angus, as always, dressed in his suit. The other, a weaselly, wiry framed young boy that you recognise from the school football team. Manny.<Br>
<Br>
“Ah,” Angus says with a cold smile. “Your partner-in-crime for the evening. Miss. Cinders, this is Emmanuel Wright. His father owns the local cidery. This evening though, he will be aiding you in cleaning up this mess.”<br>
<Br>
He gestures to the sink. It’s full of plates and glasses, covered in the residual mess from the dinner service. The rich sauces and blood from the rare meat threaten to set into the crockery. <bR>
<Br>
“The task is simple,” Angus continues. “Miss Cinders will wash the dishes and Emmanuel will put them away. I expect this kitchen to be spotless for breakfast tomorrow. Marlon has trouble enough without him slipping on dirty floors.”<BR>
<Br>
You look back to Manny. His dark eyes focus on you, but his lips don’t move.<Br>
<Br>
“I’ll return once you’ve completed your tasks to perform a spot check,” Angus adds before walking out. <Br>
<Br>
As the double doors stop clattering, you glance back to the dishes. Time to earn your paycheck.<Br>
<Br>
<<ActionsHeader>>
<<link "Start to wash the dishes" "CountryClubWorking">><<set $CountryClubWorking to "EveningKitchenWash">><</link>>
<<case "EveningKitchenWash">>
Wrapping an apron around your waist, you run the tap and fill the sink with warm soapy water. At least washing dishes doesn’t require you to take too many steps. For the first time, you find that the skirt doesn’t impede you from doing what’s expected of you. At least, not too much.<bR>
<bR>
As you put the clean dishes on the drying rack, you glance back behind you at Manny. To your surprise, he’s sitting on a fold-out chair, picking at his nails. When he catches you looking at him, he snarls. “What?”<bR>
<Br>
“There’s some dishes ready,” you say quietly.<BR>
<Br>
He sniggers, a laugh that whispers through his nostrils like a hyena. “So put them away, then.” For once he smiles, but it’s wicked and hostile. “There’s no way I’m doing that.”<bR>
<Br>
You look back to the door, then to Manny. “But Angus said -”<Br>
<br>
The young man rolls his eyes and sighs. “I don’t care what that stuffy old man said. That’s a peasant job. I’m not touching them.”<Br>
<Br>
“But his spot check…” you begin, feeling your anxiety rising.<bR>
<Br>
Manny looks at you for a second, then reaches into his jeans. He takes out a wallet and tosses a few notes on the kitchen counter. “Bet you won’t mind doing doubles for a bit of cash. I’m sure you need it.”<BR>
<Br>
He returns to biting his nails, seemingly done with the conversation. As if expecting you not to object.<Br>
<Br>
<<ActionsHeader>>
<<CompulsionCheck "OldFashionedValues">>
<<if _CompulsionCheck is true>>
<<link "[Old Fashioned Values] Tell him that you can’t do a boy’s job" "CountryClubWorking">><<set $CountryClubWorking to "EveningKitchenOldFashioned">><</link>><br>
<span class="compulsion">[Old Fashioned Values] </span><s>Relent and put the dishes away</s> - <i>You can't bring yourself to do that job</i><br>
<<else>>
<<link "Relent and put the dishes away" "CountryClubWorking">><<Assertive -1>><<set $CountryClubWorking to "EveningKitchenRelent">><</link>><br>
<<link "Refuse and tell him to get to work" "CountryClubWorking">><<Assertive 1>><<set $CountryClubWorking to "EveningKitchenRefuse">><</link>><br>
<</if>>
<<case "EveningKitchenOldFashioned">>
“That’s not how it works,” you hear yourself saying. “Girls clean the dishes, and boys put them away.”<br>
<Br>
Manny stops biting and looks up to you. There’s a small snort, but it appears reflexive. “Not even for cash?”<Br>
<br>
“It’s just not how it works,” you reply, your voice quivering in anticipation of a confrontation.<br>
<Br>
But after a long moment Manny just sighs and gets to his feet, taking back the money. “This town,” you hear him mutter, as he grabs a dishcloth and begins to dry the dishes on the rack.<Br>
<Br>
The evening passes in silence, with Manny avoiding even meeting your eye. He slams plates down and smashes cupboard doors open, making you jump each time.<bR>
<br>
Yet, when you look around after washing the last dish, you see there’s not a piece of crockery left out.<br>
<Br>
“We done?” he spits at you. When you nod, he turns and strides out the door.<Br>
<br>
<<ActionsHeader>>
<<link "Finish your shift and return to the locker room" "CountryClubStaffRoom">><<TimeChange>><<set $CountryClubWorking to undefined>><</link>>
<<case "EveningKitchenRelent">>
You sigh, looking between the money and Manny. “Okay,” you hear yourself mumble, tottering forward and taking up the money Manny left on the side.<Br>
<Br>
Manny doesn’t stop biting. Doesn’t look up at you. As far as he’s concerned, the transaction was already complete.<br>
<Br>
The evening passes in silence, as you wash dishes, dry them, and then stumble around the kitchen, straining to put them away. Shelving is high and you have to reach up to put plates away. Too many times to count you almost slip over, the heels precarious as you strain upward. And when the cupboards are low, you can barely bend over in the skirt to push the crockery to the back.<Br>
<Br>
All the while, Manny just sits there, biting his nails and filing them down. Paying you zero attention.<Br>
<Br>
Only when you put the last plate away and stand there to survey your hard work does Manny finally look up.<Br>
<Br>
“We done?” he asks. When you nod, he stands and strides out the door.<Br>
<br>
<<ActionsHeader>>
<<link "Finish your shift and return to the locker room" "CountryClubStaffRoom">><<TimeChange>><<CashFlow 1>><<set $CountryClubWorking to undefined>><</link>>
<<case "EveningKitchenRefuse">>
“You need to help,” you tell him through your nerves. “I’m not going to do that.”<bR>
<Br>
Manny stops biting and looks up to you. There’s a small snort, but it appears reflexive. “Not even for cash?”<Br>
<br>
You shake your head. “No,” you reply, your voice quivering in anticipation of a confrontation.<Br>
<Br>
But after a long moment Manny just sighs and gets to his feet, taking back the money. “This town,” you hear him mutter, as he grabs a dishcloth and begins to dry the dishes on the rack.<br>
<Br>
The evening passes in silence, with Manny avoiding even meeting your eye. He slams plates down and smashes cupboard doors open, making you jump each time. <Br>
<br>
Yet, when you look around after washing the last dish, you see there’s not a piece of crockery left out. <br>
<bR>
“We done?” he spits at you. When you nod, he turns and strides out the door.<Br>
<br>
<<ActionsHeader>>
<<link "Finish your shift and return to the locker room" "CountryClubStaffRoom">><<TimeChange>><<set $CountryClubWorking to undefined>><</link>>
<<case "LunchDiningHall">>
You step forward and begin to take orders from the guests. Soon the lunch time rush is in full-swing, and you find yourself moving from table to table, trying to move against the strain of your skirt.<Br>
<br>
It’s just about manageable when you are just taking orders, but soon you come to despair when a sharp bell rings out. One missed order is enough to let you know that’s a signal for you. That one of the lunch orders is ready from the kitchen.<Br>
<Br>
Each time it rings, you totter through the country club towards the kitchen, your feet moving fast but barely making progress with each step. By the time you’ve made it to the entrance, the bell has already rung out once more. As you push the double doors open you glance down the corridor, catching Angus' disapproving look from the podium at the entrance.<br>
<Br>
<<ActionsHeader>>
<<link "Go to the kitchen" "CountryClubWorking">><<set $CountryClubWorking to "LunchDiningHallKitchen">><</link>>
<<case "LunchDiningHallKitchen">>
The sounds of your heels on ceramic tiles clip-clops as you step into the kitchen. Steam and warm air envelop you. Looking around, a number of pots boil and pans sizzle. But only one person is behind them all. A young man, no older than you - or at least, you in this form - with pasty skin and scruffy ginger hair sticking out from underneath his chef’s hat.<br>
<Br>
He glances up, holding his gaze for a moment longer than is necessary, but gives you a friendly smile. “You must be the lunchtime help, right? I’m Marlon.”<br>
<Br>
“Andrea,” you say, careful to remember.<br>
<Br>
His smile broadens, but the flare of a flame takes his attention away. He scrambles over to the stove, turning the gas down. Looking over his shoulder, he nods to two plates waiting on a shelf. “There. Table thirteen.” You see him gulp. “At least, I think.”<br>
<br>
You give him a smile as you pick up the plates. “I’m sure you’ve got it right.”<Br>
<Br>
He returns your expression thankfully before turning back to the stove. You pivot on your heels and walk back through the double doors, towards the dining hall.<br>
<Br>
<<ActionsHeader>>
<<link "Continue to serve the lunch time meal" "CountryClubWorking">><<set $CountryClubWorking to "LunchDiningHallServe">><</link>>
<<case "LunchDiningHallServe">>
You move as fast as possible between the kitchen and the dining hall over and over again, trying to stretch the fabric of your skirt to give you even the merest of increases to your stride. But every time you push against it you come close to stumbling over your heels.<br>
<Br>
Orders come thick and fast, the tone of guests’ voices filling with frustration. The bell becomes a persistent strain on your ear. Every time you rush back towards the kitchen, Angus' eyes seem to grow narrower.<br>
<Br>
Marlon, for his part, is coping just as well as you. Every time you enter the kitchen he’s rushing from dish to dish, double-checking the orders as he loses track of what he’s doing. Skipping from station to station, he tries to plate appetizers, maintain cooking mains, and glaze desserts all at once. That trickle of sweat on his brow isn’t just because of the kitchen heat.<Br>
<Br>
More often than not, you find yourself waiting for him to finish an order. “Shouldn’t there be someone else helping?” you ask him.<Br>
<Br>
“Cost cutting,” he replies with a sigh. “Mr. Kaplar says you just need one hard-working hand instead of many lazy ones.” He wipes sweat from his forehead onto his sleeve. “Everyone quits within a week, but I need the money. There. Those two are done. Almost there with the third.”<br>
<Br>
He gestures to two bowls full of sticky date pudding and custard. You pick one up in each hand before looking back to him as he positions an already-melting scoop of ice cream on the side of a tart. “Is it really worth it?”<br>
<Br>
He meets your eyes and shrugs. “Dad left mum a few years back. Just up and disappeared. My brother, Dexter, is always getting his hands rapped by Sergeant Clancy. So she needs all the support she can get.”<br>
<Br>
You are about to offer him a sweet smile when the double-doors slam open. Both of you turn to see Angus stride in, scowling at the two of you.<Br>
<br>
<<ActionsHeader>>
<<link "Talk to Angus" "CountryClubWorking">><<set $CountryClubWorking to "LunchDiningHallAngus">><</link>>
<<case "LunchDiningHallAngus">>
At the sight of you both he scowls. “Where are the Marks' desserts?”<br>
<Br>
“Sorry boss!” Marlon cries, dabbing up the excess ice cream from the rim and nudging it towards you. When you struggle to pick it up with your full hands, Marlon dashes around the counter. “Here. Let me help.”<br>
<br>
You just about grip the bowl between your fingers, but as you turn Marlon is reaching forward to help you. You try to step back, but feel your heel slide out. <br>
<Br>
With a crash the bowls slip through your fingers. Tart and ice cream and custard fly up into the air, splattering against Marlon. Bowls shatter on the ceramic floor. <br>
<Br>
And you, you slip down onto the tiles, feeling your heel buckle as your knees hit the cold surface with a crack. You hold back the pain, tears almost forming. Bruising already forming.<Br>
<Br>
“I’m so sorry!” Marlon barks, unconcerned with the mess on his legs and more concerned with helping you up. “Are you okay?”<br>
<Br>
“Never mind that!” Angus barks, striding forward. His finger strikes out in the direction of the congealing custard on Marlon’s trousers. “Look at the mess she’s caused.”<Br>
<Br>
You push yourself to your knees, looking up at Marlon and Angus hanging over you. Glancing at the messy trousers, you can’t help but question whether it really made a difference. Marlon works in a kitchen, after all. He’s covered in grime from the first course. <Br>
<Br>
“It was my fault, sir,” Marlon stammers. “I got in her way. And it’s not really done much. I was covered in stains anyway.”<Br>
<Br>
“That’s not the point, Mr. Chester,” Angus spits. “A member of our establishment should take pride in their appearance. How can you consider yourself a top-class chef if you are dressed like a worker in a kebab shop?”<Br>
<Br>
Angus reaches over and grabs hold of a jiffy cloth, then tosses it down to you. “What are you waiting for, Miss. Cinders? Get to work and clean his trousers up.”<Br>
<Br>
“There’s no need for that,” Marlon begins.<Br>
<br>
“I disagree,” Angus cuts him off. His eyes look down to Marlon’s trousers, the ice cream stain deepening in his crotch. “In fact,” he says with a smile. “I insist.”<Br>
<br>
<<ActionsHeader>>
<<link "Clean Marlon’s trousers" "CountryClubWorking">><<Assertive -1>><<set $CountryClubWorking to "LunchDiningHallClean">><</link>><br>
<<link "Push back against Angus' demands" "CountryClubWorking">><<Assertive 1>><<set $CountryClubWorking to "LunchDiningHallAngusPushBack">><</link>><br>
<<case "LunchDiningHallClean">>
Resigned to your fate, you pick up the jiffy cloth and begin to wipe the stains from Marlon’s trousers. You start at the bottom, wiping custard from his calves. Looking up at him, you see his apologetic face as you feel his muscles through the material.<br>
<Br>
“Good,” Angus murmurs. “Get him clean, Miss. Cinders. There’s plenty more stains you’ve made.”<br>
<Br>
Gradually, your hand rises up Marlon’s leg. He shudders as you begin to clean the ice cream from his thigh. When he catches your eye, it’s not just his flushed cheeks that reveal his embarrassment.<Br>
<Br>
“I think that’s all of it,” he stammers.<br>
<br>
“Not quite,” Angus says, a dark smile forming on his face. “In fact, I think there’s some stains that are clearer to see now.”<br>
<Br>
You follow Angus' eyes and wince. There, in front of your face, is Marlon’s groin. Juices from the tart cover the zipper. And to your dismay, as you wipe his upper thigh with your cloth, you can see something stirring underneath the material.<br>
<Br>
“Why don’t you get all of it,” Angus says, gleaming.<br>
<br>
You look up to meet Marlon’s eye, who seems simultaneously reluctant to meet yours and look anywhere else. Glancing to his side, you catch Angus' gaze, who licks his lips as he watches you.<br>
<Br>
“Do it,” he tells you.<Br>
<br>
Wordlessly, you arch up on your knees and begin to wipe the tart from Marlon’s crotch. You look up to see him moan involuntarily. “Sorry,” he whispers.<Br>
<br>
There’s no getting away from the warmth coming through his crotch, as you dab and stroke. You bite your lip as you see a tent forming. You glance up to Angus to see if he’s satisfied.<Br>
<br>
“Keep going,” he tells you. “I want to see him spotless.”<Br>
<br>
Taking a deep breath, you turn your palm open to his groin and wipe vigorously. Marlon flinches and you hear him hold back a murmur. You can feel his stiffening penis against your palm.<br>
<br>
“Look at the two of you,” Angus comments. “Young love blossoming in a grimy kitchen. Like Lady and the Tramp. If the Lady had been living rough for some time."<br>
<Br>
“Are you satisfied?” you manage to reply to him. <Br>
<br>
Angus grins. “I am.” His eyes turn to glance at Marlon. “Though is he, I wonder?”<br>
<br>
A small titter comes from Angus' lips as you quickly pull back from Marlon. You hear him take a deep breath and take a step back, face as red as one of the strawberries from the tart.<br>
<br>
Angus reaches into his pocket and tosses a note to the floor. “Here. After your shifts, why don’t you buy a bowl of pasta to share between the two of you?”<Br>
<br>
He turns with glee and strides out of the kitchen. You and Marlon quickly clean-up in silence and fix some replacement desserts. For the rest of your shift, neither one of you meets the other’s eye.<br>
<Br>
<<ActionsHeader>>
<<link "Finish your shift and return to the locker room" "CountryClubStaffRoom">><<TimeChange>><<CashFlow 1>><<set $CountryClubWorking to undefined>><</link>>
<<case "LunchDiningHallAngusPushBack">>
Finding some degree of inner strength within you, you grab the jiffy cloth and toss it back at Angus. “Don’t play games with us,” you spit, hearing the anger overpowering the anxiety.<br>
<br>
“How hypocritical,” Angus snarls. “Do you think I don’t see the googly eyes between the two of you? You think it’s acceptable to play your courting games when our guests are waiting on their well-earned lunches?”<br>
<Br>
You glance back up at Marlon, who smiles meekly. “We were just talking.”<br>
<br>
“On company time,” Angus snaps back. “I don’t pay you to chat up young ladies, Mr. Chester. If you want to take after your father and put some floozy ahead of your responsibilities, do it on the unemployment line. Like he does.”<br>
<Br>
Marlon’s face crumples at the mention of his father. It takes everything for him to hold back the tears.<Br>
<br>
“And as for you,” Angus continues, unmoved by Marlon’s reaction and turning his sights on you. “You will find that the Charlton Hotel receives a report about your behaviour -”<Br>
<Br>
He is cut off by knuckles rapping on the double doors. “Where is my dessert, Angus?” you hear someone cry.<Br>
<Br>
“Just putting the finishing touches on it, sir,” Angus bellows, his voice flipping to professional calm.<br>
<Br>
When Angus turns back to the two of you, his rage has returned but it’s now mixed with a degree of fear. He snorts through his nostrils and steps away. “Just get on with it. And stop the sweet nothings, Mr. Chester.”<Br>
<br>
Angus slams open the door and strides out, leaving the two of you in silence. After a moment, Marlon offers a hand to you and helps you up. You both quickly clean-up and fix some replacement desserts. For the rest of your shift, neither one of you meets the other’s eye.<br>
<Br>
<<ActionsHeader>>
<<link "Finish your shift and return to the locker room" "CountryClubStaffRoom">><<TimeChange>><<set $CountryClubWorking to undefined>><</link>>
<<case "EveningDiningHall">>
Stepping behind the bar counter, you take your position ready to serve guests. Fortunately, the dining hall is quiet in the evening. Only a few members linger into the evening.<br>
<br>
As you continue to serve members, you smile politely and thank them when they offer you compliments. For once, things seem to progress smoothly. There are few untoward remarks from men, and what does come your way seems timid in comparison to some things you’ve experienced in Charlton.<br>
<Br>
<<NPCKnownChelseaPatricia>>
<<if _NPCKnownChelseaPatricia is "Both">>
In fact, the only blight on the evening comes from two women. Patricia Sermon and Chelsea Duncan. They sit up at the bar, ordering chardonnay bottle after bottle, whispering quietly between them.<br>
<<elseif _NPCKnownChelseaPatricia is "Chelsea">>
In fact, the only blight on the evening comes from two women. Two middle-aged women, sitting up at the bar, ordering chardonnay bottle after bottle, whispering quietly between them. After the first bottle you learn their names. One, the mousy brunette with grey streaks and owl-like features, is Patricia Sermon, the wife of the owner of the Charlton Hotel. The other, Chelsea Duncan. The Mayor’s wife.<br>
<<elseif _NPCKnownChelseaPatricia is "Patricia">>
In fact, the only blight on the evening comes from two women. Two middle-aged women, sitting up at the bar, ordering chardonnay bottle after bottle, whispering quietly between them. After the first bottle you learn their names. One, Patricia Sermon, the wife of the owner of the Charlton Hotel. The other, greying hair but perfectly kept and minimal wrinkles etched into her aging face, is Chelsea Duncan. The Mayor’s wife.<br>
<<else>>
In fact, the only blight on the evening comes from two women. Two middle-aged women, sitting up at the bar, ordering chardonnay bottle after bottle, whispering quietly between them. After the first bottle you learn their names. One, the mousy brunette with grey streaks and owl-like features, is Patricia Sermon, the wife of the owner of the Charlton Hotel. The other, greying hair but perfectly kept and minimal wrinkles etched into her aging face, is Chelsea Duncan. The Mayor’s wife.<br>
<</if>>
<br>
As they finish their third bottle, you glance up to the clock. Last orders was ten minutes ago.<br>
<Br>
“Another bottle please, Andrea,” Patricia bellows, seemingly familiar with the maid who works at her husband’s hotel. <br>
<Br>
You glance up at the clock again. These ladies have the ability to turn one bottle into three. If you don’t cut them off soon, you’ll find yourself here until late in the morning. But do you want to risk irritating the wife of Andrea’s boss?<br>
<br>
<<ActionsHeader>>
<<link "Get them another bottle" "CountryClubWorking">><<Assertive -1>><<NPCKnown "Patricia">><<NPCKnown "Chelsea">><<set $CountryClubWorking to "EveningDiningHallSubmit">><</link>><br>
<<link "Tell them last orders has passed" "CountryClubWorking">><<Assertive 1>><<NPCKnown "Patricia">><<NPCKnown "Chelsea">><<set $CountryClubWorking to "EveningDiningHallLastOrders">><</link>><br>
<<case "EveningDiningHallSubmit">>
“Coming right up,” you relent. As you strain to squat in your pencil skirt to open the fridge, you hear them speak behind you.<br>
<Br>
“Such a good girl,” Chelsea says. “I’m surprised Harold hasn’t paired her off yet.”<br>
<Br>
“She’s been tapped for an alternative path,” Patricia replies quietly.<br>
<br>
Taking the fresh bottle of wine out of the fridge, you place it in the ice bucket next to them. “Will that be everything?” <br>
<br>
“For now, Andrea,” Patricia says curtly. “Do bring us some fresh ice when you can, please.”<br>
<Br>
You smile politely and turn towards the freezer at the side, taking out more ice from the freezer compartment. When you top up their bucket, Patricia and Chelsea have already returned to their whispering, completely ignoring you.<br>
<Br>
As other guests go home, you stand silently and motionless behind the bar, waiting on beckon from the only two members left. Chelsea and Patricia make no attempt to finish up. By the time they go home, night has firmly set in. <Br>
<Br>
“Buy yourself something nice, dear,” Chelsea says as she stands, sliding over a tip towards you. “Whilst you still can.”<br>
<Br>
She smiles sweetly and you instinctively return the expression, taking the money. As you watch them go, you wonder what they were referring to.<br>
<br>
<<ActionsHeader>>
<<link "Finish your shift and return to the locker room" "CountryClubStaffRoom">><<TimeChange>><<CashFlow 1>><<set $CountryClubWorking to undefined>><</link>>
<<case "EveningDiningHallLastOrders">>
“I’m afraid last orders has passed,” you mumble, sounding timid in spite of your efforts.<br>
<br>
“I don’t think that applies to us, dearie,” Patricia says, nudging the ice bucket towards you. “We’re close friends of the Kaplars.”<bR>
<br>
You offer a meek smile and shrug apologetically. “I’m sorry,” you say, beginning the lie. “But that’s what I’ve been told.”<br>
<Br>
Patricia’s head shoots up like a peacock, looking around the dining hall. “Really,” she mutters. “Let me have a word with Angus.”<br>
<br>
“It’s alright, Patricia,” you hear Chelsea say flatly. You turn to face her. She eyes you darkly, unblinking, not moving her eyes from you. “She has her reasons.”<bR>
<Br>
“That’s not the point,” Patricia retorts, still looking around. “When Harold hears about this, he’ll -”<br>
<br>
Chelsea puts a hand on her friend’s arm. Immediately Patricia falls silent.<br>
<Br>
“It’s fine, Patricia,” Chelsea continues, maintaining her cold voice. “I’m sure Richard won’t mind if we stop by for a night-cap.” <Br>
<br>
Patricia looks between you and Chelsea, then sighs dramatically. “Fine. But don’t expect a tip, Andrea. You can be assured that Lennox will be keeping a close watch on you from now on.”<br>
<br>
The two women get to their feet. Patricia strides off, huffing as she moves. Chelsea, comparatively, hangs back just a second to give you a small smile, before following her friend. <br>
<Br>
<<ActionsHeader>>
<<link "Finish your shift and return to the locker room" "CountryClubStaffRoom">><<TimeChange>><<set $CountryClubWorking to undefined>><</link>>
<<case "LunchSwimmingPool">>
Stepping out onto the poolside, you hear the clip-clop of your heels on the concrete slabs. Soon you are called over, as members order cocktails and soft drinks as they lie on sun loungers and work on their tans under the unseasonably blue sky.<br>
<br>
Moving back and forth between the dining hall and the swimming pool offers its own challenges. Water from the pool lingers on poolside, making the surface slippery at the best of times. In a pencil skirt and heels, it’s more than dangerous. One too many times you feel as though you’re about to slip. When you manage to right yourself, you glance up to see the lifeguard Ethan watching you with concern from his chair.<br>
<br>
<<NPCLocationCheck "Maisie">>
<<if _NPCLocationCheck is "CountryClubSwimmingPool">>
Just as you are beginning to get the hang of walking in these conditions, you hear a voice shout out to you. “Excuse me! Service!”<br>
<br>
<<NPCKnownCheck "Maisie">>
<<if _NPCKnownCheck is true>>
Looking to the source of the voice, you see Maisie Peterson lying on a sun lounger, her porcelain skin burning in the sun. Her pink bikini seems flash for the club, as do her white heart-shaped sunglasses. Next to her is a girl not much older, wearing a red swimsuit and refined shades. In spite of their dress sense, you see a certain similarity between the two.<bR>
<<else>>
Looking to the source of the voice, you see a young woman no older than twenty lying on a sun lounger, her face detailed with fine make-up and her porcelain skin burning in the sun. Her pink bikini seems flash for the club, as do her white heart-shaped sunglasses. Next to her is a girl not much older, wearing a red swimsuit and refined shades. In spite of their dress sense, you see a certain similarity between the two.<br>
<</if>>
<br>
“Drinks please,” she barks at you with a practiced smile. “Two Aperol Spritz. Put it on our tab.”<br>
<br>
“I’ll need a name,” you tell her, trying to keep a pleasant tone to your voice.<br>
<br>
The girl looks over the rim of her glasses. “Peterson. It’s a family account.”<br>
<br>
There is a slight titter from the girl next to her. “Oh really, Maisie. You don’t have to do that. Mother keeps saying how precarious your dad’s line of work is.”<br>
<br>
“What did Aunt Joan say?” Maisie says, her attention suddenly on the other woman. Only briefly does she return her attention to you. “The Peterson account, please.”<br>
<br>
You hear the hushed tones of Maisie and the other girl talking, seemingly satisfied you’ll be bringing them drinks.<bR>
<br>
<<ActionsHeader>>
<<link "Go get their drinks" "CountryClubWorking">><<NPCKnown "Maisie">><<set $CountryClubWorking to "LunchSwimmingPoolGetDrinks">><</link>><br>
<<else>>
The shift passes uneventfully. Before long, you see the peaking in the sky as the afternoon sets in. It’s time to finish your shift.<br>
<br>
<<ActionsHeader>>
<<link "Finish your shift and return to the locker room" "CountryClubStaffRoom">><<TimeChange>><<set $CountryClubWorking to undefined>><</link>><br>
<</if>>
<<case "LunchSwimmingPoolGetDrinks">>
Taking cautious steps all the way, you ask the bartender Billy to make two drinks for the girls. You briefly consider their age, but no one has even implied that age checks are a scenario that occurs here. Besides, based on what you know about the Country Club, you’d be sure that they maintain a strict over-eighteen rule for members.<br>
<br>
As you return you see Maisie and the girl locked in what you’d commonly call a hushed argument.<br>
<br>
“I meant no offence,” you overhear the girl say. “Mother always talks of your plight with sympathy.”<br>
<br>
“I don’t need Aunt Joan’s sympathy,” she spits back. “Not all of us managed to bag a rich husband so quickly, Charmaine.”<br>
<br>
Before Charmaine can respond she catches the sight of you. With the slightest of nods, Maisie follows her look and forces a smile on seeing you. You set the drinks down on the small table between them.<bR>
<br>
“Will there be anything else?” you ask them.<br>
<br>
Maisie glances over at the other woman, a smile creeping onto her face. “As a matter of fact,” she purrs. “My skin is awfully sensitive to the rays. Would you be a sport and stand there for a bit to shade it from the sun?”<br>
<br>
She again looks up at you over the rim of her sunglasses, biting her bottom lip with her top teeth as she grins.<br>
<br>
<<ActionsHeader>>
<<link "Act as a sun blocker for Maisie" "CountryClubWorking">><<Assertive -1>><<set $CountryClubWorking to "LunchSwimmingPoolSunBlock">><</link>><br>
<<link "Refuse her request" "CountryClubWorking">><<Assertive 1>><<set $CountryClubWorking to "LunchSwimmingPoolRefuse">><</link>><br>
<<case "LunchSwimmingPoolSunBlock">>
You let out a little sigh but give Maisie a nod. “Just for a bit,” you reply. “I have other guests to serve.”<bR>
<bR>
“Of course,” Maisie says, but without any hint of authenticity. “A little to the left now, please.”<bR>
<Br>
After ten minutes, you finally acknowledge that Maisie has no intention of letting you go. She mostly ignores you, sometimes continuing her bickering with Charmaine, at other times just lying back and enjoying the atmosphere. But the only time she pays you any attention is when you dare to move, or the sun has moved enough to strike her porcelain skin.<br>
<Br>
“A little further to the left, please,” she says without looking up at you. “Try to keep an eye on where the sun is moving.”<br>
<Br>
You relent and take a small step to block out the sun from Maisie, feeling the sweat from the sun seeping through your white blouse. Your heels begin to ache from the stilettos. Splashes from the pool occasionally splatter across your back.<br>
<br>
Maisie and Charmaine continue their conversation without care or acknowledgement to your situation. You can’t help but listen in. After all, you have no function here other than to block out the sun.<br>
<br>
“I just think you could find a better part time job,” Charmaine laments. “A perfume counter girl might be suited to someone like Jennifer Chambers, but really it’s beneath you.”<Br>
<Br>
“It’s just until I finish school,” Maisie replies. “Plus, the staff discount is to die for. What else would you suggest I do? Work here?”<Br>
<Br>
Charmaine briefly looks at Maisie, before the two girls turn to look at you from over their glasses. You stand motionless as always, looking away from them.<Br>
<br>
The sound of their laughter stays with you long after Maisie and Charmaine stand up to go to the locker room and change. As they leave, the only acknowledgement of your help is the sole note Maisie leaves behind on the sun lounger.<br>
<Br>
<<ActionsHeader>>
<<link "Finish your shift and return to the locker room" "CountryClubStaffRoom">><<TimeChange>><<CashFlow 1>><<set $CountryClubWorking to undefined>><</link>>
<<case "LunchSwimmingPoolRefuse">>
“I’m sorry, but I have other guests to serve,” you stammer through a sudden burst of nerves.<br>
<br>
Maisie continues to look at you over the rim of her sunglasses, but her grin withers. “Are you refusing a guest’s request?”<br>
<Br>
There is a titter from Charmaine next to her. Maisie shoots her a look, scowling. “Not even the help will help you, Maisie.”<br>
<Br>
It’s enough to send Maisie into a rage. Any effort to mask their bickering disappears instantly, as Maisie begins to lecture the other girl on everything from her mother’s condescending tone to defending her mother’s dress sense. Charmaine maintains her decorum, barely replying, which only sends Maisie’s tirade into another gear.<Br>
<Br>
Taking the opportunity to slip away, you try as best as you can to quietly step back. The heel on the tiles is hard to mask, but fortunately Maisie is too focused on arguing with Charmaine to pay you much attention.<br>
<br>
For the rest of the shift, you avoid the pair of them, serving other guests drinks and noting only the deathly silence between the two after Maisie finally relents. <Br>
<Br>
<<ActionsHeader>>
<<link "Finish your shift and return to the locker room" "CountryClubStaffRoom">><<TimeChange>><<set $CountryClubWorking to undefined>><</link>><br>
<<case "EveningSwimmingPool">>
You slowly begin to clear up the empty glasses and discarded goggles left on tables beside the pool. The gentle trickle of water from the pool is almost peaceful in the evenings.<br>
<br>
<<NPCKnownCheck "Ethan">>
<<if _NPCKnownCheck is true>>
As you clean up, Ethan walks in from out of the men’s locker room. He flashes you his boyish smile when he sees you. “Evenin'“.<br>
<br>
Still dressed in his lifeguard shorts and T-shirt, he steps up to you as you pick up some glasses and place them on a tray. “Let me help you with that.”<br>
<<else>>
As you clean up, you see a figure emerge from the men’s locker room. Tall and muscular, his dark blonde scruffy hair whispers in the gentle breeze. He flashes you his boyish smile when he sees you. “Evenin'“. <br>
<Br>
Still dressed in his lifeguard shorts and T-shirt, you know of him. Ethan. The Country Club lifeguard. He steps up to you as you pick up some glasses and place them on a tray. “Let me help you with that.”<br>
<br>
“Thank you,” you mumble, as Ethan begins to bring glasses from around the pool and put them on the tray. <br>
<</if>>
<br>
<<NPCKnowsThisForm "Ethan">>
<<if _NPCKnowsThisForm is true>>
“Got you cleaning up after the guests, have they?” Ethan comments as he places some glasses on the tray. “Guess having money means you don’t have to worry about tidying up after yourself.”<br>
<<else>>
“Don’t think I’ve seen you around before,” Ethan comments as he places some glasses on the tray. “Got you cleaning up after the guests, have they? Guess having money means you don’t have to worry about tidying up after yourself.”<br>
<</if>>
<br>
The comment sends shivers of anxiety through your body, questioning whether you should be talking like this in public. You don’t want to upset him though, so you just offer him a polite smile.<br>
<Br>
“Take it you didn’t choose that uniform either?” he continues, looking you up and down. “Surprised they let you out on poolside in those heels, though. Girl a few months ago wore a pair of stilettos to the bikini contest. Kaplar had me tending the scuffs on the tiles for weeks after. One rule for them and another for us lot, I reckon.”<br>
<br>
<<Flag "BikiniContestKnown">>
<<if _FlagReturn is false>>
“Bikini contest?” you ask in spite of your nervousness.<br>
<br>
Ethan nods. “Run it most weekends. Winner gets a grant for educational material. Books and such like.” He looks you up and down again. “Usually, it’s for people in their senior year, but for you I’d make an exception.”<br>
<Br>
You again give him a polite smile, feeling your cheeks redden.<br>
<<else>>
You nod, recalling what you know about the contest. “I bet Mr. Kaplar wasn’t happy.”<Br>
<Br>
Ethan snorts. “She was just having fun. Supposed to be for those who can’t afford books and the like. Can’t expect people not from these families to know all their rules, you know what I mean?”<Br>
<br>
You again give him a polite smile.<Br>
<</if>>
<br>
Looking down, you see the tray is full. You reach over to pick it up, but the wet flooring sends you sliding in your heels. Ethan moves his hand to your back to steady you. “It’s okay, I’ve got it.”<br>
<br>
Before you can protest Ethan picks up the tray with one hand. You are about to thank him when out of the corner of your eye you see a figure walking down from the terrace. <br>
<Br>
“Miss. Cinders,” Angus bellows. “What do you think you’re doing?”<br>
<Br>
<<ActionsHeader>>
<<link "Talk to Angus" "CountryClubWorking">><<set $CountryClubWorking to "EveningSwimmingPoolAngus">><<SetFlag "BikiniContestKnown">><</link>>
<<case "EveningSwimmingPoolAngus">>
You feel your heartbeat begin to race as Angus steps towards you, his eyes flicking from you to Ethan, momentarily resting on the tray he holds before he turns to you.<br>
<br>
“Ethan has his own tasks to do in the evening,” he barks. “That pool doesn’t clear itself. What do you think would happen if our early morning swimmers arrived to find a dirty pool?”<br>
<br>
“I was just giving her a hand,” Ethan begins. <br>
<br>
Angus' glare turns towards the lifeguard, cutting him off. “Don’t be so gullible, Ethan. Mr. Kaplar has grounds enough already to dismiss you. Why are you asking for more trouble?”<br>
<br>
Ethan’s mouth drops open to retort, but nothing comes out. A moment later, he grimaces as he closes it.<br>
<br>
You feel your body shaking with nerves as Angus casts his attention back your way. “And you, Miss. Cinders? I would have expected more from an employee of the Charlton Hotel. You should be paying more attention to your duties than flirting with the staff.”<Br>
<Br>
“I wasn’t...” you begin.<br>
<br>
“Do you think I’m a fool?” Angus interrupts. “Why else would Ethan jeopardise his employment here if not for a girl batting her eyelashes at him and coercing him to take on her tasks? I was young once, Miss. Cinders. I remember all too well the games women play to get a young man to do their dirty work.”<br>
<Br>
“That’s not what she was doing,” Ethan tries. <br>
<br>
Angus looks from him to you, pausing his tirade for a moment as he assesses the pair of you. “I think that’s exactly what she was doing, Ethan. In fact, I will prove it.”<br>
<br>
He reaches into his pocket and takes out a stack of notes. You see there is enough money there to pay more than a few bills. Angus smiles as he sees you register what he’s holding out, his face bathed in the reflection of the moonlight on the pool. <br>
<br>
“I bet there’s not much she won’t do for money, Ethan,” Angus slowly says. “Isn’t that right, Miss. Cinders? Like these.” He flutters the notes in the air. “These can be yours. All you have to do is admit what you were doing. That you were using your womanly charms to get poor Ethan to do your work.”<br>
<br>
Ethan looks between the two of you, bewildered. Angus just grins back at you.<br>
<br>
<<ActionsHeader>>
<<link "Tell Angus what he wants to hear" "CountryClubWorking">><<Assertive -1>><<set $CountryClubWorking to "EveningSwimmingPoolSubmit">><</link>><br>
<<link "Tell Angus that Ethan was telling the truth" "CountryClubWorking">><<Assertive 1>><<set $CountryClubWorking to "EveningSwimmingPoolAssert">><</link>>
<<case "EveningSwimmingPoolSubmit">>
You sigh. Whether it’s the allure of the money or Angus' insistence, you decide to submit to his wishes. “I was flirting with Ethan to get out of doing work,” you mutter.<br>
<br>
Out of the corner of your eye, you see Ethan’s eyes narrow. You hang your head down, not meeting his eyeline. The only face you can see is Angus, directly in front of you, grinning with satisfaction. <br>
<Br>
“I knew it,” Angus says with glee. “Just another floozy looking to leech off an honest man’s generosity. You do this all the time, don’t you?”<br>
<Br>
You look up and Angus rubs his fingers across the notes again. The inference is clear.<br>
<br>
“I do this all the time,” you say flatly. “I find ways to get out of work by getting men to do it for me.”<br>
<br>
“I bet they expect something in return, don’t they?” Angus continues, his voice dropping low. “Bet sometimes, you even give it to them. You’re just a little dirty bird, aren’t you? Say it. A little dirty bird.”<Br>
<Br>
“I’m a little dirty bird,” you parrot back.<br>
<br>
“That’s enough,” Ethan interjects, his voice carrying over the empty poolside. “You’ve had your fun, Angus. Humiliated the poor girl. Leave it alone and give her the money.”<Br>
<Br>
Angus pauses, looking between the two of you. Then he steps forward, folds the notes and slides them between the bottoms of your blouse. “Here,” he says. “Go buy yourselves a burger at that cafe in town. She’s more suited to you than who you currently have in your sights anyway, Ethan.”<Br>
<Br>
He turns with a smug grin on his face and marches back towards the country club. You stand there, looking down at the floor, sensing Ethan nearby bristling with anger.<bR>
<Br>
“Think that money can buy them anything,” he spits. “Even dignity.” <br>
<Br>
You don’t think it was intended that way, but his words sting.<Br>
<br>
<i>Were you so willing to give up yours just for a bit of cash?</i><Br>
<br>
Ethan goes to step forward, tray still in his hand. But you stop him and reach out for it. “No. I’ve got it.”<br>
<Br>
He gives you a sympathetic look, but lets you take it. You turn wordlessly and walk towards the dining hall, leaving him standing on poolside alone. You feel the notes rubbing against your bra as you hobble towards the entrance.<br>
<Br>
<<ActionsHeader>>
<<link "Finish your shift and return to the locker room" "CountryClubStaffRoom">><<TimeChange>><<CashFlow 5>><<set $CountryClubWorking to undefined>><</link>>
<<case "EveningSwimmingPoolAssert">>
You steel your teeth. Whilst you can’t ignore the nerves, Angus' tone sets something off in you.<br>
<br>
“I would never do that,” you spit. “Ethan was telling the truth.”<br>
<br>
Angus flickers the notes in the air again. “Oh, come on, Miss. Cinders. We all know what sort of girl you’re like. Why continue to lie?”<Br>
<br>
The anxiety floods your body, but you force yourself through it. “I’m not lying,” you stammer. “I was doing my job and Ethan just offered to help.”<br>
<br>
“Out of the kindness of his heart, I suppose?” Angus says, raising an eyebrow.<br>
<br>
“Some people have a decent bone in their body,” you hear yourself say, despite your voice shaking as you do so.<br>
<br>
Angus stares back at you, his eyes burrowing into your skin. “Are you calling me cold-hearted, Miss Cinders? I find that rich coming from a lazy little bitch like you -”<br>
<br>
“That’s enough,” Ethan interjects, his voice carrying over the empty poolside. “Apologise.”<Br>
<Br>
Angus pauses, looking between the two of you. Then flares his nostrils and bares his teeth before forming a forced smile. “My apologies Miss Cinders. That was unbecoming of me.”<Br>
<Br>
He waits for some sort of response from you. All you can give him is a nod. <Br>
<Br>
The forced smile already appears to wither. “See that this poolside is cleaned,” he mutters.<br>
<Br>
Angus turns as he loses the smile and marches back towards the country club. You stand there, looking down at the floor, sensing Ethan nearby bristling with anger.<br>
<Br>
“Think that money can buy them anything,” he spits. “Even dignity. Good on you for not submitting to his demands.” <Br>
<br>
You look up and meet Ethan’s eyes, offering him an appreciative smile. He nods back at you and starts to step forward, tray still in his hand. But you stop him and reach out for it. “No. I’ve got it.”<br>
<Br>
He gives you a look, but nods and lets you take it. You turn wordlessly and walk towards the dining hall, clutching the tray like it signals victory. <Br>
<Br>
<<ActionsHeader>>
<<link "Finish your shift and return to the locker room" "CountryClubStaffRoom">><<TimeChange>><<set $CountryClubWorking to undefined>><</link>>
<<case "LunchMensLockerRoom">>
<<if $PlayerCharacter.female is false>>
The smells and sights of the men’s locker room are a mix, familiar to you and yet worrisome in this form. You jump at every sound, reinforcing that you don’t belong here in this body.<br>
<<else>>
The smells and sights of the men’s locker room are a mix, unfamiliar to you and worrisome in this form. You jump at every sound, reinforcing that you don’t belong here in this body.<br>
<</if>>
<Br>
Soggy towels have been thrown on the benches and on the floor, the members of the Country Club clearly conditioned to believe that someone else is responsible for cleaning up after them. It just so happens that currently, the person is you. <br>
<br>
<<Weekend>>
<<if _Weekend is false>>
As you pick up a particularly soiled towel from the showers, you jump upon hearing the door slam open. You freeze as you hear soft footsteps enter and someone slump down on the bench.<br>
<Br>
With only a wall between you and the new arrival, you try to keep your nerves from going into overdrive. You listen as you hear the ruffling of clothes, no doubt from them changing. Only the drip of a leaky shower head breaks the silence you try to maintain. <br>
<br>
You don’t hear the door open again, but after a few minutes you manage to calm yourself enough to take a step back towards the main area. Then another. The clicking of your heels echoes off the tiles betraying your every move.<br>
<Br>
<<NPCKnownCheck "Palmer">>
<<if _NPCKnownCheck is true>>
And when you round the corner into the main room, your heart leaps up. There, lounging on the bench in nothing but a towel, is Doctor Palmer.<Br>
<br>
“Oh, good lord Andrea,” he says in a calm voice. “I didn’t know anyone was in here.”<br>
<br>
He makes a move to close his thighs, bunching his towel over his legs. You feel blood rushing into your cheeks.<Br>
<br>
“I didn’t know you were working here, too,” he comments. “Though I haven’t seen you recently. Due for a check-up, aren’t you?”<br>
<<elseif _NPCKnownCheck is false>>
And when you round the corner into the main room, your heart leaps up. There, lounging on the bench in nothing but a towel, is an older, clean-cut man with neatly combed silver-grey hair and glasses. He blushes deeply at the sight of you as he jumps.<bR>
<br>
“Oh, good lord Andrea,” he says in a calm voice. “I didn’t know anyone was in here.”<bR>
<br>
He makes a move to close his thighs, bunching his towel over his legs. You feel blood rushing into your cheeks.<br>
<bR>
“I didn’t know you were working here, too,” he comments. “Though I haven’t seen you recently. Due for a check-up, aren’t you?”<br>
<br>
You stare at him, taking in his kindly face. You recognise him from around town. Doctor Palmer, the local GP.<br>
<</if>>
<br>
He stands and grabs a sports bag from beside the bench, taking out a wallet and putting a business card and a note down on the side. “Give the practice a call. And here’s a little something for your work here. It’s grueling work for a young woman, I’m sure.”<br>
<br>
Giving you a kindly smile, he then moves into a cubicle. You pick up the business card and the tip, noting the address. <i>The Charlton Care Pavilion</i>. It’s on the verge of town, but you think you’ve seen it before during a walk through the allotment off the Town Square.<br>
<Br>
<<ActionsHeader>>
<<link "Finish your shift and return to the locker room" "CountryClubStaffRoom">>
<<TimeChange>><<LocationKnown "TownSquare">><<LocationKnown "CharltonAllotment">><<LocationKnown "CharltonCarePavilion">><<CashFlow 1>><<NPCKnown "Palmer">><<set $CountryClubWorking to undefined>>
<</link>>
<<else>>
As you pick up a particularly soiled towel from the showers, you jump upon hearing the door slam open. You freeze as you hear soft footsteps enter and someone slump down on the bench.<br>
<br>
With only a wall between you and the new arrival, you try to keep your nerves from going into overdrive. You listen as you hear the ruffling of clothes, no doubt from them changing. Only the drip of a leaky shower head breaks the silence you try to maintain. <br>
<br>
You don’t hear the door open again, but after a few minutes you manage to calm yourself enough to take a step back towards the main area. Then another. The clicking of your heels echoes off the tiles betraying your every move.<br>
<br>
And when you round the corner into the main room, your heart leaps up. There, lounging on the bench in nothing but a towel, is Dan. <br>
<Br>
“Well, hello there,” he murmurs, his voice injected with a knowing tone that makes your skin crawl.<br>
<br>
<<ActionsHeader>>
<<link "Talk to Dan" "CountryClubWorking">><<set $CountryClubWorking to "LunchMensLockerRoomDan">><</link>><br>
<</if>>
<<case "LunchMensLockerRoomDan">>
Dan’s eyes wander over your body before turning to you. “Lennox sharing his maids with the club, now? Looks like the service here just got better.” His eyes once again look over your outfit. “They could have kept the costumes from the hotel, though.”<bR>
<br>
He leans back, hands either side gripping on the bench, the towel wrapped around his thighs in danger of coming loose. He grins as he catches you looking.<br>
<br>
“I’m just here to refresh the towels,” you tell him. <br>
<Br>
Dan looks around in a gesture that is more performative than sincere. “Looks like you’ve done a good job,” he comments, before glancing back to you. “Though you’ve missed one.”<br>
<br>
He doesn’t need to cast his gaze down to infer his intent, but he does so anyway. “I’m done with this one, too.”<br>
<Br>
Gripping the bench with his hands, he otherwise remains motionless. When you hesitate, he sniggers. “Go on. Do your job. Take it.”<br>
<Br>
As if to draw attention to how serious he is, he widens his legs. The towel hikes up, revealing the inside of his thighs.<br>
<Br>
<<ActionsHeader>>
<<link "Take Dan’s towel" "CountryClubWorking">><<set $CountryClubWorking to "LunchMensLockerRoomSubmit">><<Assertive -1>><</link>><br>
<<link "Refuse to take his towel" "CountryClubWorking">><<set $CountryClubWorking to "LunchMensLockerRoomAssert">><<Assertive 1>><</link>>
<<case "LunchMensLockerRoomSubmit">>
As you step forward Dan makes no attempt to move or help you. He instead leans back, forcing you to do all of the work.<br>
<br>
You reach down and with a deep breath, pull the towel from him.<Br>
<br>
Dan’s cackle of a laugh echoes through the locker room as your eyes involuntarily fall on his crotch, seeing his private areas covered by a pair of boxer shorts.<br>
<br>
“Not what you were hoping for, eh?” he says, sniggering. You shake with nerves as you still hold his towel in your hand.<br>
<br>
Still laughing, Dan reaches down into his sports bag and throws a note onto the bench. “Here you go, sweetheart. Get a coffee on me. I’d love to stay and chat, but I’m late for a big meeting. No rest for the best salesman in Charlton.”<br>
<Br>
He stands and moves towards a cubicle, giving you a grin as he closes the door. You hear him still sniggering from inside. <Br>
<br>
<<ActionsHeader>>
<Br>
<<link "Finish your shift and return to the locker room" "CountryClubStaffRoom">><<TimeChange>><<CashFlow 1>><<set $CountryClubWorking to undefined>><</link>>
<<case "LunchMensLockerRoomAssert">>
“I’m not going to do that,” you say, voice quivering with nerves.<br>
<bR>
An eyebrow arches up on his face. “Oh? Not committed to the stellar service this club offers? Or maybe you just like a man to take command of the situation.”<Br>
<br>
He grins and before you can stop him, pulls roughly at his towel and throws it out at you. You flinch as it lands over your face. Pulling it free, you involuntarily look down to his crotch, seeing his private areas covered by a pair of boxer shorts. <br>
<br>
“Not what you were hoping for, eh?” he says, sniggering. You shake with nerves as you still hold his towel in your hand.<br>
<br>
Still laughing, Dan stands and reaches for his sports bag “I’d love to stay and chat, but I’m late for a big meeting. No rest for the best salesman in Charlton.”<br>
<br>
He moves towards a cubicle, giving you a grin as he closes the door. You hear him still sniggering from inside. <br>
<br>
<<ActionsHeader>>
<<link "Finish your shift and return to the locker room" "CountryClubStaffRoom">><<TimeChange>><<set $CountryClubWorking to undefined>><</link>>
<<case "EveningMensLockerRoom">>
<<if $PlayerCharacter.female is false>>
The locker room is quiet in the evening and combined with the familiar smells of a men’s locker you find your nerves calming. You work quickly, taking out the baskets from the hampers and setting them aside to be taken for cleaning. <bR>
<<else>>
The locker room is quiet in the evening, calming your nerves in spite of the unfamiliar smells of a men’s locker room. You work quickly, taking out the baskets from the hampers and setting them aside to be taken for cleaning. <br>
<</if>>
<br>
Just as you are finishing up, you jump as the door opens. You spin around to see a middle-aged man standing in the entrance, a ringing mobile phone nestled between his cheek and shoulder, his dark hair ruffled and his suit wrinkled like it’s experienced a day in an office. <br>
<br>
At the sight of you he scowls. “Working hard or hardly working?” he barks in a mocking tone before he nudges the accept call button with his chin.<br>
<br>
“Roger Eidson speaking,” he says into the phone. “Oh, hey Skye. Everything alright?”<Br>
<Br>
You hear a feminine voice start to mutter from the phone, but as the caller does so he looks at you. “One second,” he tells them before looking at you. “I thought the cleaners would be done by now.”<Br>
<Br>
“I’m just finishing up,” you tell him timidly.<br>
<Br>
He sighs and throws a sports bag down, hanging his suit jacket up on a locker and unfastening his tie. “Don’t have time to wait,” he spits at you before turning his attention back to the phone. “Go ahead, sweetie.”<br>
<Br>
As he listens to the caller he kicks off his shoes and pulls down his trousers. Without a thought, he begins unbuttoning his shirt, leaving him standing there in just his socks and boxers.<br>
<Br>
“I’ll leave you to change,” you whisper, sauntering over to the door in your heels.<br>
<br>
“Hold on,” you hear him quickly say. You turn to see him staring at you. “What about my towel?”<br>
<br>
You turn around and see him pull down his boxers, standing butt naked in front of you. There’s no leer nor embarrassment from him. In fact, he’s acting like it’s perfectly natural for him to be in the nude in your presence. He snaps up a towel from the sink and throws it over his shoulder.<Br>
<br>
“Wait there,” he commands. “You can take my towel when I’m done.”<Br>
<Br>
He pops the phone on speaker and walks into the shower room. You hear water begin to run, drowning out the female voice on the end of the line.<Br>
<br>
<<ActionsHeader>>
<<link "Wait for Roger to shower" "CountryClubWorking">><<set $CountryClubWorking to "EveningMensLockerRoomSubmit">><<Assertive -1>><</link>><br>
<<link "Leave him as he showers" "CountryClubWorking">><<set $CountryClubWorking to "EveningMensLockerRoomAssert">><<Assertive 1>><</link>><br>
<<case "EveningMensLockerRoomAssert">>
You wait for a moment as you hear the sounds of the man showering, the water masking the words of the girl on the phone. You feel anxiety spreading throughout your body as you consider what’s to come. The man walking back out of the shower room, naked, his athletic body on full display and his junk hanging free in the air.<br>
<br>
In spite of what he’s asked, you muster the courage to walk towards the exit. You push up the door and leave the men’s locker room, burying the emerging thoughts of if he’ll be angry when he comes out of the shower.<br>
<br>
<<ActionsHeader>>
<<link "Finish your shift and return to the locker room" "CountryClubStaffRoom">><<TimeChange>><<set $CountryClubWorking to undefined>><</link>><br>
<<case "EveningMensLockerRoomSubmit">>
You wait patiently as you hear the sounds of the man showering, the water masking the words of the girl on the phone. You feel anxiety spreading throughout your body as you consider what’s to come. The man walking back out of the shower room, naked, his athletic body on full display and his junk hanging free in the air. <bR>
<br>
The sound of water running sharply cuts off and you hear the woman clearer. “I can’t live in this squalor, daddy. You should see the kitchen. The other students here are gross.”<br>
<br>
“Okay, Skye,” you hear the man say. “I’ll talk to your mother. We’ll find you a flat off campus. I’ve got to go. Important meeting with John Kaplar. But I’ll call you tomorrow, okay?”<bR>
<br>
A moment later Roger walks back into the men’s locker room, rubbing his towel around his groin. You try not to look as his dick flutters and jumps as he dries himself off.<br>
<Br>
“Here you go,” he says once he’s thoroughly done. He tosses you the towel and you just manage to catch it. He stands there, hands on his hips, waiting impatiently as he displays his flaccid member like a superhero.<br>
<Br>
When you don’t move, he seems to recall something. He strides forward, reaches into his sports bag and takes out a note from his wallet. He thrusts it towards you. “You can go.”<Br>
<br>
You take the note and smile politely, trying to look up. Then turn to totter towards the exit, relieved he’s not in your eyes.<Br>
<br>
<<ActionsHeader>>
<<link "Finish your shift and return to the locker room" "CountryClubStaffRoom">><<CashFlow 1>><<TimeChange>><<set $CountryClubWorking to undefined>><</link>><br>
<<case "LunchWomensLockerRoom">>
<<if $PlayerCharacter.female is true>>
Despite the smells and sights of the women’s locker room being familiar, you still jump at every sound, reinforcing that you don’t belong here.<br>
<<else>>
The smells and sights of the women’s locker room are unfamiliar and alien to you, but even so you still jump at every sound. <br>
<</if>>
<br>
Any thought that the women that frequent the club would be more clean than the men is quashed as you look around. Towels rest on the floor, seeping up water and liquid. The expectation is clear. Someone else is there to clean up after them. Namely, you.<br>
<Br>
As you pick up a towel cast off at the side of the showers, you listen out for the door as if your flight or fight instinct is ready to kick in at the hint of a noise. As if answering your fears, you hear the door gently open and the sounds of chattering women invade the quiet space.<br>
<Br>
<<NPCKnownCheck "Hazel">>
<<if _NPCKnownCheck is true>>
You take a breath and walk into the main area, seeing two familiar women dressed in tennis outfits. Jeanette Thompson and Hazel Evans. You let out the smallest of sighs.<br>
<<else>>
You take a breath and walk into the main area, seeing two women dressed in tennis outfits. Both immaculately presented and made-up as if they hadn’t been exercising. One, wearing her fading blonde hair in a ponytail, has cold blue eyes that you recognise immediately. Hazel Evans, Christina’s mother. The other has brunette hair hanging free and a chiselled jaw. Jeanette Thompson, Logain’s mother.<br>
<</if>>
<br>
They look up to you with only a moment’s surprise, but then return to their conversation. They make no attempt to change in front of you, continuing their chatter as they each hold a fresh towel in hand.<bR>
<br>
You work around them, putting the dirty towels into the hidden laundry hamper and placing more fresh linen on the surface. Only briefly looking at them, you move towards the door.<bR>
<Br>
“Excuse me,” you hear from behind you.<Br>
<br>
Your heart beats faster as you stop short and turn. Hazel is looking back at you with her stern eyes. She gives her friend a look, then glances at the towel in her hand. “This towel is dirty.”<br>
<Br>
Your eyes wander over the fresh towel she holds, looking for a sign of her complaint. It looks pristine.<br>
<br>
When you don’t reply, Jeanette smirks and looks at her own one. “Mine too, Hazel. Standards are really dropping with these recent recruits.”<br>
<br>
There is a look shared between them and suddenly Jeanette lets go of her towel. You watch it fall to the floor, landing in a puddle of dirty shower water.<br>
<br>
“Look at that,” Jeanette comments. “It’s positively ruined.”<br>
<br>
Hazel raises an eyebrow at you, a thin smile forming. “Well. Get on with your job.” She lets go of her own towel and it falls into the same puddle. “Pick them up.”<br>
<br>
<<ActionsHeader>>
<<link "Pick up the towels" "CountryClubWorking">><<Assertive -1>><<NPCKnown "Hazel">><<NPCKnown "Jeanette">><<set $CountryClubWorking to "LunchWomensLockerRoomSubmit">><</link>><br>
<<link "Refuse to pick up the towels" "CountryClubWorking">><<Assertive 1>><<NPCKnown "Hazel">> <<NPCKnown "Jeanette">><<set $CountryClubWorking to "LunchWomensLockerRoomAssert">><</link>>
<<case "LunchWomensLockerRoomSubmit">>
You bite your lip, but seeing Hazel and Jeanette’s hardening gazes, sigh and step forward. You struggle to move in the skirt and consider exactly how to reach down to pick up the towels.<br>
<br>
“Get on with it,” Hazel spits. <br>
<br>
Not wanting to get your skirt wet, you bend at the waist, straining to reach the linen. You feel your arse stick out behind you, perched high in the air, as you struggle to maintain balance on your heels.<br>
<br>
“Hardly a ladylike pose,” Jeanette comments. “But what do you expect from a maid.”<br>
<br>
Wrapping your fingernails around the towels, you pull yourself back up and face the two women, just about managing a polite smile. Hazel returns it and takes out a note from her purse in a sports bag, holding it out towards you. You reach for it, but she pulls it just out of your grasp.<br>
<br>
“What do you say?” she asks you.<br>
<Br>
You take a gulp. “Thank you.”<br>
<br>
An eyebrow arches up. “Thank you, what?”<Br>
<Br>
You glance between her and Jeanette, wondering just how far she expects you to go. “Thank you, Miss.”<Br>
<br>
Hazel holds your gaze for a moment longer, then throws it toward you. You scramble to catch it in the air.<br>
<br>
“You’re dismissed,” she tells you. “Leave us to change.”<br>
<Br>
You move towards the door, towels soggy in your hand, not turning back to look at the pair.<br>
<Br>
<<ActionsHeader>>
<<link "Finish your shift and return to the locker room" "CountryClubStaffRoom">><<TimeChange>><<CashFlow 1>><<set $CountryClubWorking to undefined>><</link>>
<<case "LunchWomensLockerRoomAssert">>
“I don’t think they were dirty,” you stammer, burying the urge to obey them.<br>
<br>
Hazel’s eyes narrow, as she casts a stern look at you. “Regardless,” she says after a moment. “Do you concede they are dirty now?”<br>
<Br>
“I can get you fresh linen,” you reply, tottering over to the sink where you just laid out the new towels. You almost slip on the floor in your heels but manage to turn and stand in front of them, holding out the laundry.<br>
<br>
Hazel looks slowly from your offering to her friend, before returning to stare at you. “And what about those?” she says, her eyes flicking to the towels on the floor absorbing water.<br>
<br>
“I’ll get them after you’ve changed,” you manage to say. “I wouldn’t want to get in the way of you whilst you change.”<br>
<Br>
She shares a look with Jeanette, before sighing. “Fine. You’re dismissed,” she tells you. “Leave us to change.”<br>
<Br>
You move towards the door, towels soggy in your hand, not turning back to look at the pair.<br>
<Br>
<<ActionsHeader>>
<<link "Finish your shift and return to the locker room" "CountryClubStaffRoom">><<TimeChange>><<set $CountryClubWorking to undefined>><</link>>
<<case "EveningWomensLockerRoom">>
<<if $PlayerCharacter.female is true>>
The evening is almost calm in the women’s locker room. The perfumed towels and sweet smells from body sprays are familiar to you, calming your nerves.<br>
<<else>>
The evening is almost calm in the women’s locker room. In spite of the perfumed towels and sweet smells from body sprays being alien to you, the quiet atmosphere calms your nerves.<br>
<</if>>
<br>
That calm is interrupted when you hear the door creak open. You spin around to see a familiar person dressed in an unfamiliar manner. Prichard, wearing a knee-length white tennis dress, her face red from exercise.<br>
<br>
“Andrea Cinders,” she barks as she sees you. “I didn’t expect to see you working here.”<br>
<br>
She steps in, her eyes looking you up and down. “Look at the state of those clothes,” she says. “How many times at school did I have to warn you about your uniform? Mark my words, young lady. You dress like that and all manner of deviants will pay you the type of attention that a young lady should wish to avoid.”<br>
<br>
You glance down at your clothes. They are slightly damp touching the used towels, but otherwise you can’t see where her objections come from.<br>
<br>
“Have you forgotten your lessons so quickly?” she continues her tirade. “How many times do I have to tell you, the world is a dangerous place for a young lady. You need to be alert at all times and consider how you could be encouraging unwanted behaviours from strangers."<br>
<br>
Prichard strides up in front of you, her eyes wandering over your clothes. “Stand up straight, young lady. Let’s correct this negligence.”<br>
<Br>
<<ActionsHeader>>
<<link "Let Prichard correct you" "CountryClubWorking">><<Assertive -1>><<set $CountryClubWorking to "EveningWomensLockerRoomSubmit">><</link>><br>
<<link "Push back against her" "CountryClubWorking">><<Assertive 1>><<set $CountryClubWorking to "EveningWomensLockerRoomAssert">><</link>><br>
<<case "EveningWomensLockerRoomAssert">>
“I don’t think I’m dressed inappropriately,” you nervously say, holding back the instinct to agree with her.<br>
<br>
Prichard’s eyes widen with incredulity. “What?” she spits.<br>
<Br>
“It’s the issued uniform,” you try, hearing the quiver in your voice.<br>
<bR>
Her nose turns up into a sneer. “Just like you were at school. There’s a uniform, and there’s how you wear it, young lady. I thought you paid more attention to my lessons.”<br>
<Br>
She reaches up to tug at your collar, but you instinctively take a step back. This only turns her scowls up further.<br>
<Br>
“Oh,” she spits. “I see. You want to flaunt your womanly charms, don’t you? I should have guessed that a little hussy like you would pay my warnings no heed. It’s no wonder you ended up at the Charlton Hotel. You probably find the uniform there appealing, don’t you?”<br>
<Br>
Prichard snorts and strides over to a locker, tearing it open. “Well, it won’t be long before a trollop like you gets her comeuppance. Mark my words, young lady. There are places that girls that came before you find themselves frequenting. Even unwillingly.”<Br>
<Br>
She turns to glare at you, casting a look to the door. “I’m sure you have duties to attend to. Or lifeguards to talk to.”<Br>
<Br>
Recognising a dismissal, you walk out the door. The sudden turn of her words still jars you, but you are proud that you stood up to her.<br>
<Br>
<<ActionsHeader>>
<<link "Finish your shift and return to the locker room" "CountryClubStaffRoom">><<TimeChange>><<set $CountryClubWorking to undefined>><</link>>
<<case "EveningWomensLockerRoomSubmit">>
Not wanting to cause a scene, you stretch your back up in front of Prichard. She pulls at your blouse, adjusting the collar, tugging it tight and constricting your breathing. Then she moves her hands to your waist, pulling it straight.<bR>
<br>
“An ill-fitting blouse is an invitation to male advances,” she tells you as she adjusts the clothing. “Really Andrea, you should know better than to dress inappropriately. You’re not at the hotel here. Angus is less protective of his staff than dear Lennox. Now. Turn around.”<br>
<br>
You do so without question, hearing your heels click on the ceramic. Prichard immediately pulls at the hem of your skirt, trying to pull it down. <br>
<Br>
“That rear is an answer to a question that men will have of you,” she says as she wrenches at your waist. “Don’t be fooled into thinking the gentlemanly manners of Charlton men are universal. Even in our community, we sometimes have visitors that will have different asks of women in our society.”<br>
<Br>
She no longer asks you for permission to adjust you. Spinning you around, she brushes down your blouse again before taking a step back to observe her work.<br>
<Br>
“There,” she purrs. “Much more fitting of a lady. Just be careful. If you are going to flaunt your womanly features, deviants will be all too eager to take you up on the implication.”<br>
<Br>
You match her appraising gaze and offer a small smile. You don’t feel like she changed much, but you wonder how you looked to her. Were you really dressed inappropriately? <br>
<Br>
“You should get back to your duties,” she tells you. “Just be careful walking around the poolside. That lifeguard has something foreign about him, I bet.”<Br>
<Br>
Recognising a dismissal, you smile again and walk out the door. As you open it, you can’t help but look around to see if anyone is waiting for you.<Br>
<br>
<<ActionsHeader>>
<<link "Finish your shift and return to the locker room" "CountryClubStaffRoom">><<TimeChange>><<set $CountryClubWorking to undefined>><</link>><br>
<<case "SneakOut">>
You take a deep breath, then walk over to the door. Wearing the french maid’s costume, you are very conspicuous. You’ll have to be careful that Angus doesn’t see you.<br>
<br>
<<ActionsHeader>>
<<link "Go to the terrace" "CountryClubTerrace">><<set $CountryClubWorking to undefined>><</link>>
<</switch>><br>
As you are looking around, the sounds of clipped sharp low heeled shoes creeps into your ear. Too late do the alarm bells ring. You spin to see Angus looming over you.<br>
<br>
"Take a break, Miss Cinders?" he asks you. "Or perhaps you've just forgotten what is expected of you at this hour?"<br>
<br>
<<randomNumber 1 4>>
<<if setup.period[$periodCurrent] is "Lunch">>
<<if _randomNumber is 1>>
"There are guests wearing expressions of confusion as they walk in," Angus continues. "Tell me, Miss Cinders. Why aren't you greeting them at the door?"<br>
<br>
You wince a little as Angus' glaring eyes burrow into you. Words seem to elude you.<br>
<br>
"Enough dawdling," he spits. "Get to it."<br>
<br>
Angus turns on his heels and walks away, leaving you to process his words.<br>
<br>
<<ActionsHeader>>
<<link "Go to the terrace and escort guests to their hosts" "CountryClubWorking">>
<<set $CountryClubWorking to "LunchTerrace">>
<<EventsCheckEnd $return "AngusInterupt">>
<</link>><Br>
<<elseif _randomNumber is 2>>
"The dirty towels in the men's locker rooms are piling up with neglect," Angus continues. "Are our hygiene standards a joke to you?"<br>
<br>
You wince a little as Angus' glaring eyes burrow into you. Words seem to elude you.<br>
<br>
"Enough dawdling," he spits. "Get to it."<br>
<br>
Angus turns on his heels and walks away, leaving you to process his words.<br>
<br>
<<ActionsHeader>>
<<link "Go to the men's locker room and change the towels" "CountryClubWorking">>
<<set $CountryClubWorking to "LunchMensLockerRoom">>
<<EventsCheckEnd $return "AngusInterupt">>
<</link>><Br>
<<elseif _randomNumber is 3>>
"There are scores of thirsty lips cracking in the sun by the pool," Angus continues. "They expect drinks to be available. Why aren't you attending to their needs?"<br>
<br>
You wince a little as Angus' glaring eyes burrow into you. Words seem to elude you.<br>
<br>
"Enough dawdling," he spits. "Get to it."<br>
<br>
Angus turns on his heels and walks away, leaving you to process his words.<br>
<br>
<<ActionsHeader>>
<<link "Go to the swimming pool and serve guests drinks" "CountryClubWorking">>
<<set $CountryClubWorking to "LunchSwimmingPool">>
<<EventsCheckEnd $return "AngusInterupt">>
<</link>><Br>
<<elseif _randomNumber is 4>>
"The dirty towels in the women's locker rooms are piling up with neglect," Angus continues. "Are our hygiene standards a joke to you?"<br>
<br>
You wince a little as Angus' glaring eyes burrow into you. Words seem to elude you.<br>
<br>
"Enough dawdling," he spits. "Get to it."<br>
<br>
Angus turns on his heels and walks away, leaving you to process his words.<br>
<br>
<<ActionsHeader>>
<<link "Go to the women's locker room and change the towels" "CountryClubWorking">>
<<set $CountryClubWorking to "LunchWomensLockerRoom">>
<<EventsCheckEnd $return "AngusInterupt">>
<</link>><Br>
<</if>>
<<elseif setup.period[$periodCurrent] is "Evening">>
<<if _randomNumber is 1>>
"The used crockery is piling up in the kitchen," Angus continues. "Or do you think it's acceptable for tomorrow's service to be caked in today's grime?"<br>
<br>
You wince a little as Angus' glaring eyes burrow into you. Words seem to elude you.<br>
<br>
"Enough dawdling," he spits. "Get to it."<br>
<br>
Angus turns on his heels and walks away, leaving you to process his words.<br>
<br>
<<ActionsHeader>>
<<link "Go to the kitchen and clean the dishes" "CountryClubWorking">>
<<set $CountryClubWorking to "EveningKitchen">>
<<EventsCheckEnd $return "AngusInterupt">>
<</link>><Br>
<<elseif _randomNumber is 2>>
"Poolside is covered in used glasses and discarded equipment," Angus continues. "Who do you think should be dealing with that, whilst you flaunt about the grounds?"<br>
<br>
You wince a little as Angus' glaring eyes burrow into you. Words seem to elude you.<br>
<br>
"Enough dawdling," he spits. "Get to it."<br>
<br>
Angus turns on his heels and walks away, leaving you to process his words.<br>
<br>
<<ActionsHeader>>
<<link "Go to the swimming pool and clean up poolside" "CountryClubWorking">>
<<set $CountryClubWorking to "EveningSwimmingPool">>
<<EventsCheckEnd $return "AngusInterupt">>
<</link>><Br>
<<elseif _randomNumber is 3>>
"The men's locker room is positively filthy," Angus continues. "Do you think it's acceptable for tomorrow's early morning swimmers to have to wade through such filth?"<br>
<br>
You wince a little as Angus' glaring eyes burrow into you. Words seem to elude you.<br>
<br>
"Enough dawdling," he spits. "Get to it."<br>
<br>
Angus turns on his heels and walks away, leaving you to process his words.<br>
<br>
<<ActionsHeader>>
<<link "Go to the men's locker room and clean it up" "CountryClubWorking">>
<<set $CountryClubWorking to "EveningMensLockerRoom">>
<<EventsCheckEnd $return "AngusInterupt">>
<</link>><Br>
<<elseif _randomNumber is 4>>
"The women's locker room is positively filthy," Angus continues. "Do you think it's acceptable for tomorrow's early morning swimmers to have to wade through such filth?"<br>
<br>
You wince a little as Angus' glaring eyes burrow into you. Words seem to elude you.<br>
<br>
"Enough dawdling," he spits. "Get to it."<br>
<br>
Angus turns on his heels and walks away, leaving you to process his words.<br>
<br>
<<ActionsHeader>>
<<link "Go to the women's locker room and clean it up" "CountryClubWorking">>
<<set $CountryClubWorking to "EveningWomensLockerRoom">>
<<EventsCheckEnd $return "AngusInterupt">>
<</link>><Br>
<</if>>
<<else>>
Angus looks you up and down, then exhales sharply. "Your shift is over, Miss Cinders. Loitering in uniform does not constitute work. Go and change before the guests start asking questions."<br>
<br>
<<ActionsHeader>>
<<link "Head back inside" "CountryClub">><<EventsCheckEnd $return "AngusInterupt">><</link>><Br>
<</if>><br>
As you are looking around, the sounds of clipped sharp low heeled shoes creeps into your ear. Too late do the alarm bells ring. You spin to see Angus looming over you.<br>
<br>
“Miss Cinders,” he barks, eyes leaping across your clothes. “What are you doing out of the staff room? And dressed like…” He throws his arms out towards you, gesturing towards your stockings and French Maid uniform. “This is a respectable place, Miss Cinders. If you wish to dress like a… French Girl… then return to the seedy hotel from where you came.”<br>
<br>
“I’m sorry,” you stammer, trying to find the words.<br>
<br>
“Enough!” he barks. “I don’t want to hear it. If you won’t listen to instruction and direction, maybe you will respond to discipline and punishment. Get out of here, and don’t return today. And I will of course be informing your employer of your actions.”<br>
<br>
You feel eyes on you, as Angus bears over you. You can’t find the words or resolve to answer back. Instead, you meekly walk away, head down. Ready to go home.<br>
<br>
<<ActionsHeader>>
<<link "Leave and get a ride back to your street" "Travel">>
<<Assertive -1>>
<<if $periodCurrent isnot 4>><<TimeChange>><</if>>
<<DailyVariableAdd "AndreaCaught">>
<<SetFlag "AndreaSneakingCountryClub" false>>
<<EventsCheckEnd $return "AndreaSneakingCaught">>
<</link>><<widget "AndreaSneakingCountryClub">>
<<Flag "AndreaSneakingCountryClub">>
<<if _FlagReturn is true and $current.avatar is "Andrea">>
<<set _location to passage()>>
/* DiceRoll arg is a threshold: gte 86 = 15% chance per room entry. Deliberately lower than the
25% on-shift AngusInterupt - off-shift sneaking is a legitimate quest route (ruled 2026-08-14).
No outfit gate needed: this flag is only set by the staff room sneak-out link (maid costume),
while the sibling <<AndreaCountryClub>> (CountryClub.twee CountryClubWidgets) is uniform-gated,
so the two can never fire in the same scenario. */
<<DiceRoll 86>>
<<if _DiceRoll is true>>
<<EventTrigger _location "AndreaSneakingCaught" null null "Andrea" null null null true>>
<</if>>
<</if>>
<</widget>>
<<widget "NPCKnownJohnCarolKaplar">>
<<NPCKnownCheck "John">>
<<if _NPCKnownCheck is true>>
<<NPCKnownCheck "Carol">>
<<if _NPCKnownCheck is true>>
<<set _NPCKnownJohnCarolKaplar to "Both">>
<<else>>
<<set _NPCKnownJohnCarolKaplar to "John">>
<</if>>
<<else>>
<<NPCKnownCheck "Carol">>
<<if _NPCKnownCheck is true>>
<<set _NPCKnownJohnCarolKaplar to "Carol">>
<</if>>
<</if>>
<</widget>>
<<widget "NPCKnownChelseaPatricia">>
<<NPCKnownCheck "Chelsea">>
<<if _NPCKnownCheck is true>>
<<NPCKnownCheck "Patricia">>
<<if _NPCKnownCheck is true>>
<<set _NPCKnownChelseaPatricia to "Both">>
<<else>>
<<set _NPCKnownChelseaPatricia to "Chelsea">>
<</if>>
<<else>>
<<NPCKnownCheck "Patricia">>
<<if _NPCKnownCheck is true>>
<<set _NPCKnownChelseaPatricia to "Patricia">>
<</if>>
<</if>>
<</widget>><<TattooCheck "Heart">>
<<if $current.female is false>>
You come to with a gasp, bolting upright. It takes you a moment to realise where you are. You’re slumped against your front door, head pounding as though a drum is beating inside your skull. Looking down at yourself, you see your shirt is missing. The dark sky hangs overhead. Dusk has long gone. You run trembling hands over your bare torso. You’re... you.<br>
<br>
Memory is a hollow ache. You only know one truth: this was no pigeon this time. How you wound up here is a question with no answer.<br>
<bR>
Then you notice a shadow cast over you. You look up at a familiar face. Clive from the repair shop looms over you, concern creasing his brow. “You alright?” he asks, voice low. “Early start at the Red Room?”<br>
<bR>
Your brow furrows. “Red Room?”<br>
<br>
<<if _TattooCheck is true>>
He grins, stepping back. “Looks like you had another heavy session,” he says. “Showing off that little dinkie, were you?”<br>
<br>
Confusion flutters through you, but Clive nods toward your lower back. You feel it pulsating. The pink heart tattoo on your lower back. But for some reason, you can’t quite link the sensation to what he’s saying.<br>
<br>
“Bit slow on the uptake, are you?” Clive says, smiling. “Maybe whoever gave it to you was making a harsh joke about you not being the sharpest of the pack.”<br>
<br>
You find yourself nodding, but you’re struggling to comprehend his words. He gives you a reassuring smile, then helps you to your feet. “Get inside,” he says. “And stay off the specials at the Red Room. Might give you a good time, but the hangover’s just not worth it.”<Br>
<br>
He nods politely to you, then walks on his way. You watch him go, the only sound other than his footsteps the cooing of pigeons from the trees. You find yourself dwelling on his words, trying to understand what he meant. By any of it. <br>
<<else>>
He grins, stepping back. “Looks like you’ve had a heavy session,” he says. “Who put you up to getting that tattoo - that’s a harsh prank for a man who’s had a few too many.”<Br>
<br>
Confusion flutters through you, but Clive nods toward your lower back. You twist unsteadily and stare, but can’t see a thing. “Here”, he says, taking out his phone and taking a snap. He turns it to show you. A fresh, pink heart tattooed on your lower back. A tramp stamp, bright and throbbing.<br>
<bR>
You press a trembling hand to the mark. It burns like a fresh bruise, but is warm too. A low hum of magic throbs entwined with the pain. You aren’t sure what it is, but you know it’s not just a tattoo.<br>
<br>
Clive shows you and deletes the photo, then helps you to your feet. “Get inside,” he says. “And stay off the specials at the Red Room. Might give you a good time, but the hangover’s just not worth it.”<br>
<br>
He nods politely to you, then walks on his way. You watch him go, the only sound other than his footsteps the cooing of pigeons from the trees.<br>
<</if>>
<<else>>
<<CheckNPCForm "Jennifer">>
<<if _NPCForm is "PC" and $current.avatar is "Jennifer">>
You come to with a gasp, bolting upright. It takes you a moment to realise where you are. You’re slumped against your front door, head pounding as though a drum is beating inside your skull. Looking down at yourself, you see your shirt is missing, bra exposed to the night chill. The dark sky hangs overhead. Dusk has long gone. You run trembling hands over your torso. Jennifer’s torso. Still her. With her wearing your body, even a curse can’t put you back.<br>
<<else>>
You come to with a gasp, bolting upright. It takes you a moment to realise where you are. You’re slumped against your front door, head pounding as though a drum is beating inside your skull. Looking down at yourself, you see your shirt is missing, bra exposed to the night chill. The dark sky hangs overhead. Dusk has long gone. You run trembling hands over your torso. You’re… you.<br>
<</if>>
<br>
Memory is a hollow ache. You only know one truth: this was no pigeon this time. How you wound up here is a question with no answer.<bR>
<bR>
Then you notice a shadow cast over you. You look up at a familiar face. Clive from the repair shop looms over you, concern creasing his brow. “You alright?” he asks, voice low. “Early start at the Red Room?”<br>
<bR>
Your brow furrows. “Red Room?”<br>
<br>
<<if _TattooCheck is true>>
He grimaces, stepping back. “Looks like you had another heavy session,” he says. “Showing off that little dinkie, were you?”<br>
<br>
Confusion flutters through you, but Clive nods toward your lower back. You feel it pulsating. The pink heart tattoo on your lower back. But for some reason, you can’t quite link the sensation to what he’s saying.<br>
<bR>
“Bit slow on the uptake, are you?” Clive says, smiling. “Maybe whoever gave it to you was making a harsh joke about you not being the sharpest of the pack.”<br>
<br>
You find yourself nodding, but you’re struggling to comprehend his words. He gives you a reassuring smile, then helps you to your feet. “Get inside,” he says. “And stay off the specials at the Red Room. Might give you a good time, but the hangover’s just not worth it.”<br>
<br>
He nods politely to you, then walks on his way. You watch him go, the only sound other than his footsteps the cooing of pigeons from the trees. You find yourself dwelling on his words, trying to understand what he meant. By any of it. <Br>
<<else>>
He grimaces, stepping back. “Looks like you’ve had a heavy session,” he says. “Who put you up to getting that tattoo - that’s a harsh prank for a girl who’s had a few too many.”<br>
<br>
Confusion flutters through you, but Clive nods toward your lower back. You twist unsteadily and stare, but can’t see a thing. “Here”, he says, taking out his phone and taking a snap. He turns it to show you. A fresh, pink heart tattooed on your lower back. A tramp stamp, bright and throbbing.<br>
<br>
You press a trembling hand to the mark. It burns like a fresh bruise, but is warm too. A low hum of magic throbs entwined with the pain. You aren’t sure what it is, but you know it’s not just a tattoo.<br>
<br>
Clive shows you and deletes the photo, then helps you to your feet. “Get inside,” he says. “And stay off the specials at the Red Room. Might give you a good time, but the hangover’s just not worth it.”<br>
<br>
He nods politely to you, then walks on his way. You watch him go, the only sound other than his footsteps the cooing of pigeons from the trees.<br>
<</if>>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Go inside your house" "YourHome">>
<<SetFlag "PermShadowManKnown">>
<<if _TattooCheck is true>><<Intelligence -2>><<else>><<TattooGained "Heart" "ShadowMan">><</if>>
<</link>><<switch $Quest37Dream1>>
<<case undefined>>
<img src="./images/SimonsParentsDiningRoom.png"><br>
<br>
You blink. The room slowly comes into focus. Almost as if you are viewing it through a window. Then it registers. You're wearing glasses.<br>
<br>
Looking down, you see a lithe feminine body encased in a black dress sitting on a dining room chair. You feel the low heels pushing against soft carpet. A white tablecloth brushes against your dress, the hem wrapping around your knees.<br>
<br>
You glance up, quickly taking in the room. A plush dining room, lit overhead from a single light, dominated by the table in front of you.<br>
<br>
And around the table sit three other people. Simon, opposite you. His hair slicked back. His face is clean shaven.<br>
<br>
On his right, a middle-aged woman dressed formally. And directly next to you is a man, similar age to the woman, midway through a rant.<br>
<br>
"The problem isn't that women shouldn't be in the workplace," he bellows. "It's that they don't understand they can do the one thing that men can't." He looks around at his audience, giving you a thin smile before continuing. "If they gave up having children, we'd all be done for."<br>
<br>
You take a deep breath. That confirms it. Somehow, in entering Claire's memories, you've become her.<br>
<br>
Simon looks over at you, clenching his teeth. The woman, you assume to be his mother, eyes you with interest. But neither of them responds. Or moves. Even Simon's father next to you seems immobile. Only his slight swaying indicates time hasn't frozen in place.<br>
<br>
"Do you remember this?" a voice whispers into your ear. You turn your head, finding two eyes staring back at you. Simon. But as you remember him. Ungroomed and ruffled. He's dressed in the same clothes from the Charlton Hotel.<br>
<br>
His form flickers as you make eye contact. You appraise him quickly. His form seems hand-drawn. It flickers and scratches as if fighting to remain in its current shape.<br>
<br>
You look around the dining room. The other three people stare back at you. Moving, but not responding. Only the Caricature Simon seems to be conscious of his presence.<br>
<br>
<<ActionsHeader>>
<<link "Talk to Caricature Simon" "Quest37Dream1">><<set $Quest37Dream1 to "TalkCaricature">><</link>>
<<case "TalkCaricature">>
<<CheckPersonalityState "Simon">>
"You're the real Simon, aren't you?" you ask. "And this is just a memory."<br>
<br>
"It's the night you first met my parents," he replies. "You were about to argue. Shoot my dad down." He looks off to the side and winces. "You said that this was one of the reasons we broke up. That my family was… misaligned to your way of thinking."<br>
<br>
You take a deep breath. "Listen, I need your help. Whatever you did out there, it's gone wrong. We need to find a way out of here, and fast."<br>
<br>
<<if _PersonalityState is "Humbled">>
"I thought I knew how this would end," he comments, looking away from you. "When that witch persuaded me to take that potion, she told me what to expect." He looks back to you, his eyes teary. "But now I'm not so sure."<br>
<br>
He walks around to stand behind his mother, still swaying as she looks at you. "I wish you hadn't have argued. I wish you had loved me too much to make a scene."<br>
<<else>>
"I know how to get out of here," he comments, grinning at you. "You'll recognise a few stops along the way. Like this."<br>
<br>
He walks around to stand behind his mother, still swaying as she looks at you. "You didn't argue, though, did you? You loved me too much to make a scene."<br>
<</if>>
<br>
Simon's father suddenly leans forward into your view and the chinking of cutlery breaks the silence you didn't know had descended. The caricature of Simon still stands behind his mother, but no one seems to notice him.<br>
<br>
"What do you think, Claire?" Simon's father barks. "All this talk about women having careers. Isn't it irresponsible for them to put aside our need for a new generation in favour of their own selfish desires for validation?"<br>
<br>
As he grins at you, you feel his hand rest on your leg underneath the tablecloth. He gives it a squeeze.<br>
<br>
It lingers there, gripping your thigh. When you look up, you notice the silence has returned. The others at the table are as stationary as Simon's dad.<br>
<br>
<<if _PersonalityState is "Humbled">>
Only the Caricature Simon is lucid. He looks at you with moist eyes. "Didn't you love me enough not to make a scene?"<br>
<br>
<<ActionsHeader>>
<<StatCheckAssertive "gt" 40>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to convince him he fell for you because of what you believed in">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "Quest37Dream1">><<set $Quest37Dream1 to "ConvincePass">><</link>><br>
<<else>>
<<link _StatAssertiveProbability "Quest37Dream1">><<Assertive 1>><<set $Quest37Dream1 to "ConvinceFail">><</link>><br>
<</if>>
<<link "Tell him you didn't argue" "Quest37Dream1">><<Assertive -1>><<SiobhanSpellInfluence 1>><<set $Quest37Dream1 to "DidntArgue">><</link>><br>
<<link "Reassert what happened" "Quest37Dream1">><<Assertive 1>><<set $Quest37Dream1 to "Reassert">><</link>>
<<else>>
Only the Caricature Simon is lucid. He looks at you with an impatient look. "Well? Try to remember. You didn't argue. Did you?"<br>
<br>
<<ActionsHeader>>
<<StatCheckAssertive "gt" 60>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to convince him he fell for you because of what you believed in">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "Quest37Dream1">><<set $Quest37Dream1 to "ConvincePass">><</link>><br>
<<else>>
<<link _StatAssertiveProbability "Quest37Dream1">><<Assertive 1>><<set $Quest37Dream1 to "ConvinceFail">><</link>><br>
<</if>>
<<link "Tell him you didn't argue" "Quest37Dream1">><<Assertive -1>><<SiobhanSpellInfluence 1>><<set $Quest37Dream1 to "DidntArgue">><</link>><br>
<<link "Reassert what happened" "Quest37Dream1">><<Assertive 1>><<set $Quest37Dream1 to "Reassert">><</link>>
<</if>>
<<case "ConvincePass">>
<<CheckPersonalityState "Simon">>
"You fell for me because of the courage of my convictions, Simon," you tell him. "You wouldn't have loved me if I didn't speak my mind."<br>
<br>
<<if _PersonalityState is "Humbled">>
You watch his face crumple, as he looks to the floor with sadness. "I understand," he mutters. Your heart aches at seeing him like this. Then you remember where you are.<br>
<<else>>
You watch his nostrils flare as he looks back at you with confusion. He sighs, letting out a deep breath. He seems to be battling with his pain. "Maybe," he mutters. Your heart aches at seeing him like this. Then you remember where you are.<br>
<</if>>
<br>
<I>And who you are.</I><br>
<br>
You have little time to consider why it was so easy to slip into Claire's emotions as the dinner table breaks back into action. You reach down and subtly move the hand from your leg, then turn to face him.<br>
<br>
"I think that's ridiculous," you say, almost as if the words were scripted. "And disgusting. You honestly think we want to work for validation?"<br>
<br>
"Why else would you want to?" Simon's father bristles.<br>
<br>
"Because we can," you spit back at him. "I'm not just a baby factory. I have interests and ambitions. And if, and that's a big if, I decide to have children, I'm more than capable of juggling motherhood and a job."<br>
<br>
Silence descends across the dinner table. And not because of the dream. You look back up at where the caricature of Simon stands and he gives you a boyish grin.<br>
<br>
<span class='Claire'>If only he had done that at the table.</span><br>
<br>
<I>Wait. That wasn't me.</I><br>
<br>
Trying to ignore the voices in your head, you return his smile. The caricature's form seems to splinter. He dissolves into the wallpaper. Which seems to be breaking apart.<br>
<br>
The lampshade swings, casting light across the room. Simon's family disappears and reappears. Then the light goes off and plunges you into darkness.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the light to return" "Quest37Dream2">><<DreamSimonPersuaded 1>><<set $Quest37Dream1 to undefined>><</link>>
<<case "ConvinceFail">>
<<CheckPersonalityState "Simon">>
"You fell for me because of the courage of my convictions, Simon," you tell him. "You wouldn't have loved me if I didn't speak my mind."<br>
<br>
<<if _PersonalityState is "Humbled">>
You watch his face crumple, as he looks to the floor with sadness. "You could have just held it in," he mutters. "In front of my family." Your heart twists at remembering how you once thought you loved this man. Then you remember where you are.<br>
<<else>>
You watch his nostrils flare as he looks back at you with anger. Your heart twists at remembering how you once thought you loved this man. Then you remember where you are.<br>
<</if>>
<br>
<I>And who you are.</I><br>
<br>
You have little time to consider why it was so easy to slip into Claire's emotions as the dinner table breaks back into action. You look back at his moving father, feeling a weight press in your mind. You want to argue, but your brain feels fuzzy. Your vision blurs with yellow-amber energy.<br>
<br>
Looking down at the hand on your thigh, you shrug. "I'm not sure either way," you say. The words seem fresh and new, but right. "I'll leave the politics to the boys."<br>
<br>
Simon's father chuckles and gives you a squeeze beneath the tablecloth. "I like this one, Simon," he bellows. "Got a smart head on her shoulders."<br>
<br>
Everyone returns to eating. You look back up at where the caricature of Simon stands and he smiles.<br>
<br>
<span class='Claire'>I didn't really say that, did I?</span><br>
<br>
<I>Wait. That wasn't me.</I><br>
<br>
Trying to ignore the voices in your head, you return the smile. The caricature's form seems to splinter. He dissolves into the wallpaper. Which seems to be breaking apart.<br>
<br>
The lampshade swings, casting light across the room. Simon's family disappears and reappears. Then the light goes off and plunges you into darkness.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the light to return" "Quest37Dream2">><<SimonIdealWoman 1>><<set $Quest37Dream1 to undefined>><</link>>
<<case "DidntArgue">>
<<CheckPersonalityState "Simon">>
"You're right," you mutter, in spite of yourself. "I didn't argue."<br>
<br>
<<if _PersonalityState is "Humbled">>
You watch his face look at you with surprise and shock. A small smile forms on his face. Your heart flutters at seeing him happy for the first time in a while. Then you remember where you are.<br>
<<else>>
You watch his face look at you with a confident grin. Your loins stir a little at that smile. It's been a while since he's seemed so confident. Then you remember where you are.<br>
<</if>>
<br>
<I>And who you are.</I><br>
<br>
You have little time to consider why it was so easy to slip into Claire's emotions as the dinner table breaks back into action. You look down at the hand on your thigh, meet his father's look and shrug.<br>
<br>
"I'm not sure either way," you say. The words seem fresh and new, but right. "I'll leave the politics to the boys."<br>
<br>
Simon's father chuckles and gives you a squeeze beneath the tablecloth. "I like this one, Simon," he bellows. "Got a smart head on her shoulders."<br>
<br>
Everyone returns to eating. You look back up at where the caricature of Simon stands and he smiles.<br>
<br>
<span class='Claire'>I didn't really say that, did I?</span><br>
<br>
<I>Wait. That wasn't me.</I><br>
<br>
Trying to ignore the voices in your head, you return the smile. The caricature's form seems to splinter. He dissolves into the wallpaper. Which seems to be breaking apart.<br>
<br>
The lampshade swings, casting light across the room. Simon's family disappears and reappears. Then the light goes off and plunges you into darkness.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the light to return" "Quest37Dream2">><<SimonIdealWoman 1>><<set $Quest37Dream1 to undefined>><</link>>
<<case "Reassert">>
<<CheckPersonalityState "Simon">>
"You know what I said, Simon," you tell him. "I didn't hold back."<br>
<br>
<<if _PersonalityState is "Humbled">>
You watch his face crumple, as he looks to the floor with sadness. "You could have just held it in," he mutters. "In front of my family." Your heart twists at remembering how you once thought you loved this man. Then you remember where you are.<br>
<<else>>
You watch his nostrils flare as he looks back at you with anger. Your heart twists at remembering how you once thought you loved this man. Then you remember where you are.<br>
<</if>>
<br>
<I>And who you are.</I><br>
<br>
You have little time to consider why it was so easy to slip into Claire's emotions as the dinner table breaks back into action. You reach down and subtly move the hand from your leg, then turn to face him.<br>
<br>
"I think that's ridiculous," you say, almost as if the words were scripted. "And disgusting. You honestly think we want to work for validation?"<br>
<br>
"Why else would you want to?" Simon's father bristles.<br>
<br>
"Because we can," you spit back at him. "I'm not just a baby factory. I have interests and ambitions. And if, and that's a big if, I decide to have children, I'm more than capable of juggling motherhood and a job."<br>
<br>
Silence descends across the dinner table. And not because of the dream. You look back up at where the caricature of Simon stands and he shakes his head. You feel disappointed in him.<br>
<br>
<span class='Claire'>That's exactly how I feel.</span><br>
<br>
<I>Wait. That wasn't me.</I><br>
<br>
Trying to ignore the voices in your head, you give him a stern look. The caricature's form seems to splinter. He dissolves into the wallpaper. Which seems to be breaking apart.<br>
<br>
The lampshade swings, casting light across the room. Simon's family disappears and reappears. Then the light goes off and plunges you into darkness.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the light to return" "Quest37Dream2">><<set $Quest37Dream1 to undefined>><</link>>
<</switch>><<switch $Quest37Dream2>>
<<case undefined>>
<img src="./images/library.png"><br>
<br>
Light blinds you like someone had switched on a halogen bulb near your eyes. When your vision returns, you are looking again through glasses. This time out across the Charlton Library, from behind the counter.<br>
<br>
<<SimonIdealWomanCheck>>
<<if _SimonIdealWomanCheck gte 1>>
The quiet atmosphere of the library typically relaxes you, but for some reason you find it stifling. The smell of books, once a calming odour, now just smells musty. You wince, trying to take pleasure in what you thought was your happy place.<br>
<<else>>
The quiet atmosphere of the library relaxes you and the smell of books calms you. You smile, taking pleasure in being in your happy place.<br>
<</if>>
<br>
<I>But it isn't yours, is it?</I><br>
<br>
<span class='Claire'>No, it's mine.</span><br>
<br>
<I>Shut your mouth.</I><br>
<br>
As you return to your book on the counter, you sigh as a shadow falls over you. You look up and see Simon leaning over the counter, raising an eyebrow. "Good book?"<br>
<br>
He's dressed in his doctor's suit and long white coat, with his hair combed and hairless chin. You can smell the cologne on his neck.<br>
<br>
<<SiobhanSpellInfluenceCheck>>
<<if _SiobhanSpellInfluenceCheck gte 1>>
You find yourself distracted by the smell. You feel your cheeks flush. You remember smelling the same cologne when you first met him. In spite of his faults, he always knew how to present himself.<br>
<br>
<I>It was you that met him, was it?</I><br>
<br>
You shudder and refocus. "It's a translation from a Polish author," you reply. "Won the Warsaw Literature award for a debut novel."<br>
<<else>>
"It's a translation from a Polish author," you reply. "Won the Warsaw Literature award for a debut novel."<br>
<</if>>
<br>
Simon grins. "Sounds intense." He looks around at the empty library. "Why don't you take a break?" He glances back to the stacks. "I don't think I saw any teenagers back there."<br>
<br>
His boyish smile remains, locked in place. It takes you a moment to realise he's not moving.<br>
<br>
"This was another reason, wasn't it?" you hear a familiar voice whisper into your ear. You turn to see the disheveled caricature of Simon behind you.<br>
<br>
<<ActionsHeader>>
<<link "Talk to Caricature Simon" "Quest37Dream2">><<set $Quest37Dream2 to "TalkCaricature">><</link>>
<<case "TalkCaricature">>
<<CheckPersonalityState "Simon">><<SimonIdealWomanCheck>>
<<if _PersonalityState is "Humbled" and _SimonIdealWomanCheck gte 1>>
The caricature looks back at you with a narrowed expression. "I don't remember you dressing like that for work."<br>
<br>
You look down at your clothing. You are wearing a form fitting silk blouse, which hugs your figure. Your skirt is work appropriate but ends at mid-thigh.<br>
<br>
<span class='Claire'>I don't remember dressing like that, either. But I must do.</span><br>
<br>
He looks at you nervously before taking a deep breath. "This was another one of the reasons you broke up with me. You said that I didn't respect your work. But I just wanted some attention, Claire. You spend almost all your time here. I just wish you'd taken a break, once in a while. Didn't you want to go to the stacks with me?"<br>
<<elseif _PersonalityState is "Humbled">>
"This was another one of the reasons you broke up with me," he tells you. "You said that I didn't respect your work. But I just wanted some attention, Claire. You spend almost all your time here. I just wish you'd taken a break, once in a while. Didn't you want to go to the stacks with me?"<br>
<<elseif _SimonIdealWomanCheck gte 1>>
The caricature looks back at you with a grin. "I like the new look."<br>
<br>
You look down at your clothing. You are wearing a form fitting silk blouse, which hugs your figure. Your skirt is work appropriate but ends at mid-thigh.<br>
<br>
<span class='Claire'>I don't remember dressing like that, either. But I must do.</span><br>
<br>
"This was another one of the reasons you broke up with me," he tells you. "You said that I didn't respect your work. But that's not how it played out, was it? You didn't mind taking a break from work to see me?" He smirks. "In fact, we went off to the stacks right then, didn't we?"<br>
<<else>>
"This was another one of the reasons you broke up with me," he tells you. "You said that I didn't respect your work. But that's not how it played out, was it? You didn't mind taking a break from work to see me?" He smirks. "In fact, we went off to the stacks right then, didn't we?"<br>
<</if>>
<br>
<<if _PersonalityState is "Humbled">>
<<ActionsHeader>>
<<StatCheckIntelligence "gt" 40>>
<<set _StatIntelligenceProbability to _StatIntelligenceProbability + " Try to convince him that your work was important and he didn't see that">>
<<if _StatCheckIntelligence is true>>
<<link _StatIntelligenceProbability "Quest37Dream2">><<set $Quest37Dream2 to "WorkConvincePass">><</link>><br>
<<else>>
<<link _StatIntelligenceProbability "Quest37Dream2">><<Intelligence 1>><<set $Quest37Dream2 to "WorkConvinceFail">><</link>><br>
<</if>>
<<link "Tell him you skipped off work and went to the stacks" "Quest37Dream2">><<Assertive -1>><<SiobhanSpellInfluence 1>><<set $Quest37Dream2 to "SkippedWork">><</link>><br>
<<link "Say you told him to leave" "Quest37Dream2">><<Assertive 1>><<set $Quest37Dream2 to "ToldLeave">><</link>>
<<else>>
<<ActionsHeader>>
<<StatCheckIntelligence "gt" 60>>
<<set _StatIntelligenceProbability to _StatIntelligenceProbability + " Try to convince him that your work was important and he didn't see that">>
<<if _StatCheckIntelligence is true>>
<<link _StatIntelligenceProbability "Quest37Dream2">><<set $Quest37Dream2 to "WorkConvincePass">><</link>><br>
<<else>>
<<link _StatIntelligenceProbability "Quest37Dream2">><<Intelligence 1>><<set $Quest37Dream2 to "WorkConvinceFail">><</link>><br>
<</if>>
<<link "Tell him you skipped off work and went to the stacks" "Quest37Dream2">><<Assertive -1>><<SiobhanSpellInfluence 1>><<set $Quest37Dream2 to "SkippedWork">><</link>><br>
<<link "Say you told him to leave" "Quest37Dream2">><<Assertive 1>><<set $Quest37Dream2 to "ToldLeave">><</link>>
<</if>>
<<case "WorkConvincePass">>
<<CheckPersonalityState "Simon">>
"When you did this," you begin. "It felt as if you didn't value my work. That you didn't take it seriously. That you didn't take me seriously."<br>
<br>
<<if _PersonalityState is "Humbled">>
He sighs, running his hands through his hair. "You're right. I know you're right. I just didn't think." He sniffs up his tears. "I really did love how much you cared about your job." He gives you a weak smile. "It was one of the things that stood out most about you."<br>
<br>
Your heart sinks. You bite your lip and give him a smile, wishing he had said that months ago. When it mattered.<br>
<br>
<span class='Claire'>Me too.</span><br>
<<else>>
The smirk fades from his face. He shuts his eyes. When he opens them, he looks defeated. "I didn't mean it to come across like that. I just wanted some attention. You spent all your time here. In these books."<br>
<br>
He sighs. "But I do the same at the pavilion." He inhales deeply. "I'm sorry."<br>
<br>
Your heart sinks. You bite your lip and give him a smile, wishing he had said that months ago. When it mattered.<br>
<br>
<span class='Claire'>Me too.</span><br>
<</if>>
<br>
<<DreamSimonPersuadedCheck>>
<<if _DreamSimonPersuadedCheck gte 1>>
The caricature looks around the room, up at the ceiling and towards the doors before turning back to you. "I'm not sure I want this anymore." He winces. "That woman said it would be a good thing. But I'm just not sure. Can we stop it?"<br>
<br>
You shrug. "I hope we are."<br>
<br>
<</if>>
Your mind buzzes as you try to recall memories to ground you. Your memories. But instead of them, you see flashes of a childhood in Charlton. Going to school here in a summer dress. Running around the flower show on the Town Square with cotton candy.<br>
<br>
Simon's cologne brings you back to the present. The real Simon. He's leaning over the counter, grinning. "What do you say?"<br>
<br>
"I'm a bit busy, Simon," you reply. "Too busy to leave reception."<br>
<br>
He casts an eye down to the book, his smile fading. "Yeah," he mutters. "Looks it."<br>
<br>
Turning without another word, you watch him walk over to the exit. Brushing past the Caricature Simon without seeing him. As his body flickers in and out of reality, you see him smile.<br>
<br>
The halogen lights overhead ping and one by one they begin to go out. You brace yourself as the darkness swallows you.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the light to return" "Quest37Dream3">><<DreamSimonPersuaded 1>><<set $Quest37Dream2 to undefined>><</link>>
<<case "WorkConvinceFail">>
<<CheckPersonalityState "Simon">>
"When you did this," you begin. "It felt as if you didn't value my work. That you didn't take it seriously. That you didn't take me seriously."<br>
<br>
<<if _PersonalityState is "Humbled">>
He sighs and gives you a withered look. "I didn't mean it like that," he replies defensively. "You need to see it from my point of view. You spent all your time here, Claire. I felt I was second fiddle to a bunch of authors who died a hundred years ago."<br>
<<else>>
The smirk fades from his face. He shuts his eyes. When he opens them, he's glaring back at you. "You know I didn't mean it like that," he spits. "You always put these books over me, Claire. When was it going to be my time?"<br>
<</if>>
<br>
You wince, trying to force a smile. You knew then that Simon was going to make you choose between him and your passions. Your vision begins to blur again. You adjust your glasses, but it's not because of them. The corner of your eyes crackle with magic.<br>
<br>
Simon's cologne brings you back to the present. The real Simon. He's leaning over the counter, grinning. "What do you say?"<br>
<br>
You look over the rim of your glasses and give him a coy smile. Something about the way he eyes you brings a warmth to your skin. You wordlessly step around the counter and take his hand, leading him back towards the stacks.<br>
<br>
<<SimonIdealWomanCheck>>
<<if _SimonIdealWomanCheck gte 1>>
You feel his eyes staring at your short skirt as you walk, putting a little sway as you go. You look back over your shoulder through your glasses and grin.<br>
<<else>>
You feel his eyes staring at your long skirt as you walk. You look back over your shoulder through your glasses and smile.<br>
<</if>>
<br>
<span class='Claire'>I must have forgotten how good it felt to be wanted. Better than books.</span><br>
<br>
<I>Right on, sister.</I><br>
<br>
When you reach the back of the stacks, you push your back up against a bookshelf and hook your heel into a shelf. Simon doesn't waste any time. You feel his lips press hungrily on yours, gripping your bum through your clothes, as he pushes you tightly against the stacks.<br>
<br>
"Oh my," you hear yourself whisper.<br>
<br>
He buries his mouth on your neck, pushing you harder and harder against it as he consumes your scent. Over his shoulder, you see the caricature of Simon watching. Smiling with satisfaction.<br>
<br>
The halogen lights overhead ping and one by one they begin to go out. You brace yourself as the darkness swallows you.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the light to return" "Quest37Dream3">><<SimonIdealWoman 1>><<set $Quest37Dream2 to undefined>><</link>>
<<case "SkippedWork">>
<<CheckPersonalityState "Simon">>
"Okay," you mutter. "I guess that's what I did." You gulp. "I skipped off work and went to the stacks with you."<br>
<br>
<<if _PersonalityState is "Humbled">>
The Caricature looks up, surprised. His mouth drops open. He glances at the motionless version of himself over the counter and sniggers. "I wish I could be him."<br>
<br>
"You are him," you mutter. "Or will be. Or were. It's a bit confusing right now."<br>
<<else>>
The Caricature looks up and grins. He glances at the motionless version of himself over the counter and sniggers. "Lucky man."<br>
<br>
"He's you," you mutter. "Or will be. Or were. It's a bit confusing right now."<br>
<</if>>
<br>
"And what about you?" he asks. "Are you changing too?"<br>
<br>
Your mind buzzes as you try to recall memories to ground you. Your memories. But instead of them, you see flashes of a childhood in Charlton. Going to school here in a summer dress. Running around the flower show on the Town Square with cotton candy.<br>
<br>
<I>If only he knew.</I><br>
<br>
Simon's cologne brings you back to the present. The real Simon. He's leaning over the counter, grinning. "What do you say?"<br>
<br>
You look over the rim of your glasses and give him a coy smile. Something about the way he eyes you brings a warmth to your skin. You wordlessly step around the counter and take his hand, leading him back towards the stacks.<br>
<br>
<<SimonIdealWomanCheck>>
<<if _SimonIdealWomanCheck gte 1>>
You feel his eyes staring at your short skirt as you walk, putting a little sway as you go. You look back over your shoulder through your glasses and grin.<br>
<<else>>
You feel his eyes staring at your long skirt as you walk. You look back over your shoulder through your glasses and smile.<br>
<</if>>
<br>
<span class='Claire'>I must have forgotten how good it felt to be wanted. Better than books.</span><br>
<br>
<I>Right on, sister.</I><br>
<br>
When you reach the back of the stacks, you push your back up against a bookshelf and hook your heel into a shelf. Simon doesn't waste any time. You feel his lips press hungrily on yours, gripping your bum through your clothes, as he pushes you tightly against the stacks.<br>
<br>
"Oh my," you hear yourself whisper.<br>
<br>
He buries his mouth on your neck, pushing you harder and harder against it as he consumes your scent. Over his shoulder, you see the caricature of Simon watching. Smiling with satisfaction.<br>
<br>
The halogen lights overhead ping and one by one they begin to go out. You brace yourself as the darkness swallows you.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the light to return" "Quest37Dream3">><<SimonIdealWoman 1>><<set $Quest37Dream2 to undefined>><</link>>
<<case "ToldLeave">>
<<CheckPersonalityState "Simon">>
"No," you say. "I told you to leave. This is my workplace, Simon. How would you feel if I had come to the pavilion and pulled you into a nurse's room?"<br>
<br>
<<if _PersonalityState is "Humbled">>
He flashes you an embarrassed smile, but says nothing. You roll your eyes.<br>
<br>
"You need to see it from my point of view, Claire," he mutters. "You spent all your time here. I felt I was second fiddle to a bunch of authors who died a hundred years ago."<br>
<br>
"It's important to me," you retort.<br>
<br>
"More important than we were?"<br>
<<else>>
The smirk broadens. "I wouldn't have minded," he mutters. You roll your eyes.<br>
<br>
"You always put these books over me, Claire," he comments. "When was it going to be my time?"<br>
<br>
"They're important to me," you retort.<br>
<br>
"More important than me?"<br>
<</if>>
<br>
You wince, trying to force a smile. You knew then that Simon was going to make you choose between him and your passions. Part of you wishes you had pulled the trigger earlier and saved the two of you falling in love.<br>
<br>
<span class='Claire'>Me too.</span><br>
<br>
Your mind buzzes as you try to recall memories to ground you. Your memories. But instead of them, you see flashes of a childhood in Charlton. Going to school here in a summer dress. Running around the flower show on the Town Square with cotton candy.<br>
<br>
Simon's cologne brings you back to the present. The real Simon. He's leaning over the counter, grinning. "What do you say?"<br>
<br>
"I'm a bit busy, Simon," you reply. "Too busy to leave reception."<br>
<br>
He casts an eye down to the book, his smile fading. "Yeah," he mutters. "Looks it."<br>
<br>
Turning without another word, you watch him walk over to the exit. Brushing past the Caricature Simon without seeing him. As his body flickers in and out of reality, you see him look to the floor.<br>
<br>
The halogen lights overhead ping and one by one they begin to go out. You brace yourself as the darkness swallows you.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the light to return" "Quest37Dream3">><<set $Quest37Dream2 to undefined>><</link>>
<</switch>><<switch $Quest37Dream3>>
<<case undefined>>
<img src="./images/Orchid_Road.png"><br>
<br>
The sun casts a glare on your glasses. You take one step forward, then another, and look up to see you're walking down one of the streets in Charlton.<br>
<br>
<<SimonIdealWomanCheck>>
<<if _SimonIdealWomanCheck gte 2>>
Someone walks close beside you. He has his arm wrapped around you, gripping your bum through your dungarees. You rest your hand around his waist and look up to see Simon grinning back down at you.<br>
<br>
<<SiobhanSpellInfluenceCheck>>
<<if _SiobhanSpellInfluenceCheck gte 2>>
That smile. White and gleaming. You like it almost as much as how his finger keeps nestling your arse cheek through your clothes.<br>
<br>
<span class='Claire'>I can't remember ever walking down the street with Simon that way. Can I?</span><br>
<<elseif _SiobhanSpellInfluenceCheck gte 1>>
That smile. White and gleaming. You like it enough to accept how he's needling your bum through your clothes.<br>
<br>
<span class='Claire'>I can't remember ever walking down the street with Simon that way. Can I?</span><br>
<<else>>
<span class='Claire'>I can't remember ever walking down the street with Simon that way. Can I?</span><br>
<</if>>
<<elseif _SimonIdealWomanCheck gte 1>>
Someone walks close beside you. He has his arm over your shoulder, pulling you against him. Your dungarees rub against his casual clothes. You look up to see Simon smiling back down at you.<br>
<br>
That smile. White and gleaming. It makes your heart flutter.<br>
<br>
<span class='Claire'>I didn't think I ever went in for public displays of affection.</span><br>
<<else>>
Someone walks beside you. There is a distance between the two of you, where only tension exists. You look over to see Simon staring back at you. His eyes linger on your dungarees, disapproving and cold.<br>
<</if>>
<br>
"Simon!" you hear a high-pitched feminine voice bellow.<br>
<br>
You both look up over the street to see a young woman with golden hair tottering out from the Groomed Gal Salon. Her hair is freshly styled, her skintight activewear leaving her stomach exposed and pulling her bum in, pert and round.<br>
<br>
You glance up at Simon, raising an eyebrow. He shrugs as the woman runs towards you.<br>
<br>
"Hello Ruby," he says, forcing a smile.<br>
<br>
Ruby? Wasn't that his ex?<br>
<br>
<span class='Claire'>Yes. Yes it was.</span><br>
<br>
<I>And how do you remember that, do you think?</I><br>
<br>
Her eyes beam as she draws Simon into a hug. It lasts just a moment longer than you're comfortable with. When she pulls back, you at least notice Simon looks embarrassed.<br>
<br>
Her eyes finally meet yours, wandering over your clothing. She doesn't hide her disdain, but smiles out of politeness and extends her hand. "Hello. I'm Ruby. Nice to meet you."<br>
<br>
You shake the woman's hand lightly, feeling your eyes narrow.<br>
<br>
<<ActionsHeader>>
<<link "Talk to Ruby" "Quest37Dream3">><<set $Quest37Dream3 to "TalkRuby">><</link>>
<<case "TalkRuby">>
"I'm so glad I ran into you!" Ruby says to Simon with a grin. "I haven't seen you at the pavilion in a while." She titters. "I was beginning to think you'd arranged my shifts so you wouldn't bump into me!"<br>
<br>
Simon says nothing.<br>
<br>
Ruby giggles and punches him on the shoulder. "Oh, I'm just messing with you." As he turns to look at you, her eyes follow his. A forced smile appears. "Don't mind me. Simon and I go way back. We used to date." Her eyes narrow, then an expression of surprise spreads across her face. You can't tell if it's genuine or forced. "You must be the new girl that's taken his attention away from us. Hold on to that one. He's a real catch!"<br>
<br>
"This is Claire," Simon comments, smiling apologetically at you. You smile thinly back at her, appraising her. Perfect make-up, in spite of the spotless activewear. A bubbly personality, extraverted and fun. You bet she's never read a book in her life.<br>
<br>
<span class='Claire'>I know she hasn't. I checked the records.</span><br>
<br>
"I thought he might have made you up to get out of taking me to the movies," Ruby continues. "But enough about me. Where are you two off today?" You catch her looking at your clothes again. "Somewhere casual?"<br>
<br>
"We're just going to Evans," Simon interrupts. "Claire's on laundry day and run out of clothes."<br>
<br>
"Oh!" Ruby giggles. "I didn't want to say!" She turns her smile into a pout, too quick to be genuine. "I always like to keep a fresh set of active wear in my bedroom. Just so I don't get caught out. Simon always found it funny how I kept my bedroom drawers so organised!"<br>
<br>
She flashes you a grin and much to your dismay, it stays on her face. A moment passes, then you realise she's stopped moving.<br>
<br>
"You really hated this morning, didn't you?" the caricature of Simon whispers behind you.<br>
<br>
<<ActionsHeader>>
<<link "Talk to Caricature Simon" "Quest37Dream3">><<set $Quest37Dream3 to "TalkCaricature">><</link>>
<<case "TalkCaricature">>
<<CheckPersonalityState "Simon">>
"She seems nice," you say flatly back to the scratchy outline of Simon, lingering off to the side.<br>
<br>
<<if _PersonalityState is "Humbled">>
"There was nothing going on between me and her, Claire," he replies earnestly. "It was over long before I met you."<br>
<br>
The rage bubbles up within you. It's not your own. It's Claire's. But it feels part of you now, hard to tell where you end and she begins. "I wasn't angry about Ruby," you spit.<br>
<br>
Caricature Simon winces. "I know," he mutters. "You didn't like that I made excuses for how you looked."<br>
<<else>>
"Were you jealous of Ruby?" he replies with a smile. "It was just a casual thing. Nothing like you."<br>
<br>
The rage bubbles up within you. It's not your own. It's Claire's. But it feels part of you now, hard to tell where you end and she begins. "I wasn't angry about Ruby," you spit.<br>
<br>
Caricature Simon sighs. "Don't I know it," he mutters. "You took that comment all wrong, didn't you?"<br>
<</if>>
<br>
You glare at Ruby, taking in her perfect hair and make-up. How her gym routine has clearly shredded her fat. How her smile lights up the already sunny street.<br>
<br>
<<SimonIdealWomanCheck>>
<<if _SimonIdealWomanCheck gte 2>>
You could look like that, if you tried.<br>
<br>
<span class='Claire'>And I could too.</span><br>
<<elseif _SimonIdealWomanCheck gte 1>>
You could look like that, if you wanted to.<br>
<br>
<span class='Claire'>If I wanted to.</span><br>
<<else>>
You wouldn't want to go to the effort she must do.<br>
<br>
<span class='Claire'>Where does she find the time to do anything?</span><br>
<</if>>
<br>
"I bet she's low maintenance," you say back to the caricature. "Not argumentative. Probably gets on with your parents."<br>
<br>
"She's not who I want," Caricature Simon tells you.<br>
<br>
"But you wanted me to dress like that."<br>
<br>
<<if _PersonalityState is "Humbled">>
"Not exactly like that," he replies. "Just a little nicer. It was hard, being a doctor, walking in circles when you wouldn't put any effort into your appearance. I'm not saying it's right, but that's what this town expects. You could have just gone along with the white lie, couldn't you?"<br>
<<else>>
"I think you'd look great in it," he replies with a smile. "But that wasn't the point. People expect certain things from me. You understand that, right? That's why you went along with my fib about the clothes. Didn't you?"<br>
<</if>>
<br>
<<if _PersonalityState is "Humbled">>
<<ActionsHeader>>
<<StatCheckGreedy "lt" 60>>
<<set _StatGreedyProbability to _StatGreedyProbability + " Try to convince him that you weren't the girl he really wanted">>
<<if _StatCheckGreedy is true>>
<<link _StatGreedyProbability "Quest37Dream3">><<set $Quest37Dream3 to "NotTheGirlPass">><</link>><br>
<<else>>
<<link _StatGreedyProbability "Quest37Dream3">><<Greedy -1>><<set $Quest37Dream3 to "NotTheGirlFail">><</link>><br>
<</if>>
<<link "Tell him you went along with his lie" "Quest37Dream3">><<Assertive -1>><<SiobhanSpellInfluence 1>><<set $Quest37Dream3 to "WentAlongLie">><</link>><br>
<<link "Say you stood up for yourself" "Quest37Dream3">><<Assertive 1>><<set $Quest37Dream3 to "StoodUp">><</link>>
<<else>>
<<ActionsHeader>>
<<StatCheckGreedy "lt" 40>>
<<set _StatGreedyProbability to _StatGreedyProbability + " Try to convince him that you weren't the girl he really wanted">>
<<if _StatCheckGreedy is true>>
<<link _StatGreedyProbability "Quest37Dream3">><<set $Quest37Dream3 to "NotTheGirlPass">><</link>><br>
<<else>>
<<link _StatGreedyProbability "Quest37Dream3">><<Greedy -1>><<set $Quest37Dream3 to "NotTheGirlFail">><</link>><br>
<</if>>
<<link "Tell him you went along with his lie" "Quest37Dream3">><<Assertive -1>><<SiobhanSpellInfluence 1>><<set $Quest37Dream3 to "WentAlongLie">><</link>><br>
<<link "Say you stood up for yourself" "Quest37Dream3">><<Assertive 1>><<set $Quest37Dream3 to "StoodUp">><</link>>
<</if>>
<<case "NotTheGirlPass">>
<<CheckPersonalityState "Simon">>
You sigh. "Look at her, Simon. She's picture-perfect Charlton. That's what you want. That's what you need. And that's not me."<br>
<br>
"But I loved you," the caricature mutters.<br>
<br>
"I know you did," you reply. "But sometimes that's not enough. You knew how I dressed and acted when you met me. I'm not an experiment, or a quirky first girlfriend, or a chance to expand your horizons. I'm just me, and I want someone who isn't embarrassed to have me in their life."<br>
<br>
Simon gives you a curious look. "I remember that speech," he tells you. "That comes next. When you break up with me."<br>
<br>
You give him a confused gaze. You can remember telling him that. In a few weeks from now.<br>
<br>
<<DreamSimonPersuadedCheck>>
<<if _DreamSimonPersuadedCheck gte 2>>
He looks up at the sky and holds his hands out, taking a deep breath. "I've changed my mind!" he screams. "I don't want to change anything! Can we come out now?"<br>
<br>
There is nothing. Not even the sound of pigeons that pollute the airwaves in Charlton.<br>
<br>
The caricature of Simon turns to you, eyes wide. "I don't want you to change. I don't care if we're not together." A tear runs down his cheek. "I just want you to stay like this. As you."<br>
<br>
You nod and offer him a smile. "Let's hope I can."<br>
<br>
<span class='Claire'>I would like that too.</span><br>
<<elseif _DreamSimonPersuadedCheck gte 1 and _PersonalityState is "Humbled">>
The caricature looks around the street, up at the sky and towards the shops before turning back to you. "I'm not sure I want this anymore." He winces. "That woman said it would be a good thing. But I'm just not sure. Can we stop it?"<br>
<br>
You shrug. "I hope we are."<br>
<<elseif _DreamSimonPersuadedCheck gte 1>>
The caricature looks around the street, up at the sky and towards the shops before turning back to you. "I'm not sure I want this anymore." He winces. "I just wanted to set things right. That woman was offering me a second chance. But I'm just not sure. Can we stop it?"<br>
<br>
You shrug. "I hope we are."<br>
<</if>>
<br>
The caricature gives you a small smile, looking around the road. "I guess we should get going." He nods to Ruby. "Deal with her. And move on to… it."<br>
<br>
You nod, readying yourself. Ruby and the real Simon begin to move again.<br>
<br>
"Claire," Caricature Simon mutters. "I'm sorry for what I said. About your clothes."<br>
<br>
And suddenly Ruby's giggle deafens your eardrum once more.<br>
<br>
<<ActionsHeader>>
<<link "Say you are fine dressed as you are" "Quest37Dream3">><<DreamSimonPersuaded 1>><<set $Quest37Dream3 to "FineDressed">><</link>>
<<case "NotTheGirlFail">>
You sigh. "Look at her, Simon. She's picture-perfect Charlton. That's what you want. That's what you need. And that's not me."<br>
<br>
"But I loved you," the caricature mutters.<br>
<br>
"I know you did," you reply. "But sometimes that's not enough. You knew how I dressed and acted when you met me. I'm not an experiment, or a quirky first girlfriend, or a chance to expand your horizons. I'm just me, and I want someone who isn't embarrassed to have me in their life."<br>
<br>
Simon gives you a curious look. "I remember that speech," he tells you. "That comes next. When you break up with me."<br>
<br>
You give him a confused gaze. You can remember telling him that. In a few weeks from now.<br>
<br>
The caricature gives you a small smile, but sighs. "It wouldn't hurt to try, Claire. I didn't think of you like that. But you didn't even meet me halfway. Can't you just do that for me now?"<br>
<br>
And suddenly Ruby's giggle deafens your eardrum once more. As you glance at her, your vision is awash with the coloured embers of arcane magic. Your brain becomes jumbled. Without realising, the words spill out of you.<br>
<br>
<<ActionsHeader>>
<<link "Tell Ruby you need some new clothes" "Quest37Dream3">><<SimonIdealWoman 1>><<set $Quest37Dream3 to "NewClothes">><</link>>
<<case "WentAlongLie">>
<<CheckPersonalityState "Simon">>
"Alright," you say, bracing yourself. "You're right. I went along with your lie."<br>
<br>
<<if _PersonalityState is "Humbled">>
Something locks in place within you, a feeling you can't identify. Meanwhile, the caricature beams with joy. "Thank you," he mutters. "You don't have to change. All I'm asking for is some decorum in polite company." He smiles. "I don't mind seeing you in those tie-dye T-shirts… in certain situations."<br>
<<else>>
Something locks in place within you, a feeling you can't identify. Meanwhile, the caricature grins. "That's all I wanted," he mutters. "Just spruce yourself a bit when we're in public." He grins. "You can keep the weird tie-dye T-shirts. For the bedroom."<br>
<</if>>
<br>
You smile back at him, but something tries to bubble up in you. You used to have a speech in these scenarios. About how you weren't a quirky girlfriend or an experiment for somebody. You're sure you've given it to Simon, before. But try as you might, you can't find the words.<br>
<br>
<span class='Claire'>I can't remember, either.</span><br>
<br>
And suddenly Ruby's giggle deafens your eardrum once more.<br>
<br>
<<ActionsHeader>>
<<link "Tell Ruby you need some new clothes" "Quest37Dream3">><<SimonIdealWoman 1>><<set $Quest37Dream3 to "NewClothes">><</link>>
<<case "StoodUp">>
<<CheckPersonalityState "Simon">>
You sigh. "I didn't do that, Simon," you say flatly. "You know exactly what I said."<br>
<br>
<<if _PersonalityState is "Humbled">>
"I'm not asking for much, Claire," he mumbles. "I don't expect you to dress like the women in Charlton." He glances at Ruby. "Like her. All I'm asking is that you make an effort when necessary. I do the same."<br>
<br>
"I know you do," you reply. "But that's just not me, Simon. You knew how I dressed and acted when you met me. I'm not an experiment, or a quirky first girlfriend, or a chance to expand your horizons. I'm just me, and I want someone who isn't embarrassed to have me in their life."<br>
<<else>>
"I don't think it's a big deal, Claire," he spits. "You were dating a doctor. I have to go to fancy things sometimes. But you acted like it was an insult just to ask you to put on a dress. I really don't think that's unreasonable."<br>
<br>
"I know you don't," you reply. "But that's just not me, Simon. You knew how I dressed and acted when you met me. I'm not an experiment, or a quirky first girlfriend, or a chance to expand your horizons. I'm just me, and I want someone who isn't embarrassed to have me in their life."<br>
<</if>>
<br>
The caricature gives you a curious look. "I remember that speech," he tells you. "That comes next. When you break up with me."<br>
<br>
You give him a confused gaze. You can remember telling him that. In a few weeks from now.<br>
<br>
The caricature gives you a small smile, but sighs. "It wouldn't have hurt to try, Claire. I didn't think of you like that. But you didn't even meet me halfway. All I wanted was for you to try."<br>
<br>
And suddenly Ruby's giggle deafens your eardrum once more.<br>
<br>
<<ActionsHeader>>
<<link "Say you are fine dressed as you are" "Quest37Dream3">><<set $Quest37Dream3 to "FineDressed">><</link>>
<<case "NewClothes">>
"That's right," you tell Ruby. "We're just off to Evans. I hear they've got a new range in last week."<br>
<br>
<span class='Claire'>Do they? I didn't know I paid any attention to that.</span><br>
<br>
<I>You will now.</I><br>
<br>
Ruby smiles, giving your clothes one more look before turning to you. "I think they do. Do you know the store owner? He greets me by name. Says I'm his number one customer!" She frowns a little as she recalls something. "Asked me last time I was in if I could sing."<br>
<br>
"We should really get going," Simon says. "Nice to see you again, Ruby."<br>
<br>
"Nice to see you too!" she bellows, as Simon begins to lead you away. "Come see me on your lunch break sometime!"<br>
<br>
<<SimonIdealWomanCheck>>
<<if _SimonIdealWomanCheck gte 3>>
He doesn't call back to her. Instead, he puts his hand on your bum and gives it a squeeze. "Thanks for covering."<br>
<br>
"Who says I was covering?" you say, arching an eyebrow. "Come on. Let's go into Evans. I could do with a few new things." You give him a coy look. "Maybe even something from the sleepwear section?"<br>
<br>
Simon gives you a wicked smile. You find yourself giggling. "I bet in a couple of weeks, my bedroom is just as organised as Ruby's."<br>
<br>
At that, he laughs. "Just don't match her preference for stuffed toys."<br>
<br>
You give him a grin and lean into his shoulder. You feel the warmth of his muscular biceps through his shirt. This feels right.<br>
<br>
<span class='Claire'>I know.</span><br>
<br>
<I>You're both as crazy as each other.</I><br>
<<elseif _SimonIdealWomanCheck gte 2>>
He doesn't call back to her. Instead, he wraps his arm around you. "Thanks for covering."<br>
<br>
"Who says I was covering?" you say, arching an eyebrow. "Come on. Let's go into Evans. I could do with a few new things."<br>
<br>
Simon gives you a wicked smile. You find yourself giggling. "I bet in a couple of weeks, my bedroom is just as organised as Ruby's."<br>
<br>
At that, he laughs. "Just don't match her preference for stuffed toys."<br>
<br>
You give him a grin and lean into his shoulder. You feel the warmth of his muscular biceps through his shirt. This feels good.<br>
<br>
<span class='Claire'>I know.</span><br>
<br>
<I>But should it? Should it really?</I><br>
<<elseif _SimonIdealWomanCheck gte 1>>
He doesn't call back to her. Instead, he nudges you gently with his shoulder. "Thanks for covering."<br>
<br>
"It's okay," you say. "I could do with a few new things soon."<br>
<br>
Simon shrugs, but smiles. You find yourself returning it. "I bet in a couple of weeks, my bedroom is just as organised as Ruby's."<br>
<br>
At that, he laughs. "Just don't match her preference for stuffed toys."<br>
<br>
You give him a grin and lean into his shoulder. You feel the warmth of his muscular biceps through his shirt. This feels… actually okay.<br>
<br>
<span class='Claire'>I know.</span><br>
<br>
<I>But should it?</I><br>
<</if>>
<br>
You warm in the sun, walking down the street with Simon. The heat increases, and the light starts to blind you. You see the world melting away in its warmth.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the white light to fade..." "Quest37Dream4">><<set $Quest37Dream3 to undefined>><</link>>
<<case "FineDressed">>
"I really don't know what Simon is talking about," you tell Ruby. "I dress like this all the time."<br>
<br>
She looks back to you with a confused expression. Simon winces beside you, bracing himself.<br>
<br>
You turn to him, raising an eyebrow. "Why did you tell Ruby that it's laundry day? What's the matter, Simon? Afraid to be in public with me?"<br>
<br>
Ruby titters. "Uh oh," she says. "Sounds like a lovers' tiff."<br>
<br>
"Why don't you totter off into Evans?" you spit back at her. "I hear they're doing a special offer on micro skirts. Sounds like your sort of thing."<br>
<br>
"She doesn't mean that," Simon begins, but trails off when he sees your glare.<br>
<br>
You feel the sun burning on your cheeks. Red and raw with rage. The heat increases, and the sunlight starts to blind you. You see the world melting away in its warmth.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the white light to fade..." "Quest37Dream4">><<set $Quest37Dream3 to undefined>><</link>>
<</switch>><<switch $Quest37Dream4>>
<<case undefined>>
<img src="./images/SimonsApartment.png"><br>
<br>
Through the light you begin to see shapes and outlines. Soon you see yourself standing in a modern living room, lit dimly by a couple of lamps. A record plays calming music. Out of the window you see the steeple of the town hall. You know this apartment. It's Simon's. In fact, he's walking out of kitchen right now, giving you a smile. "Yes?"<br>
<br>
You are sitting on the sofa, staring up at him. Your heart is pounding. "Can you sit down for a second?" He nods, sliding onto the sofa beside you.<br>
<br>
<<SimonIdealWomanCheck>>
<<if _SimonIdealWomanCheck gte 3>>
You look away briefly, catching your reflection in the TV. You are still you. Claire, that is. You see your perfectly styled hair and freshly painted face. You're still wearing your clothes from that dumb job you have, a low-cut tight blouse, a leather miniskirt and some tall black stiletto heels that make filling the bookshelves with returns a gruelling task. Not that you bother much to do that, these days.<br>
<br>
<span class='Claire'>I look… great.</span><br>
<<elseif _SimonIdealWomanCheck gte 2>>
You look away briefly, catching your reflection in the TV. You are still you. Claire, that is. You see your styled hair and fresh face, accentuated with carefully chosen make-up. You're still wearing your clothes from work, a white shiny blouse, a smart miniskirt and some black heels to help you reach the top shelves. When you can be bothered.<br>
<br>
<span class='Claire'>I look… good.</span><br>
<<elseif _SimonIdealWomanCheck gte 1>>
You look away briefly, catching your reflection in the TV. You are still you. Claire, that is. You see your clean hair and face peppered with make-up. You're still wearing your clothes from the library, a tight blouse, a smart business skirt, and some low heels that give you a bit of help reaching some shelves.<br>
<br>
<span class='Claire'>I look… pretty good.</span><br>
<<else>>
You look away briefly, catching your reflection in the TV. You are still you. Claire, that is. You see your pinned up hair and face free of make-up. You're still wearing your clothes from the library, a dull green blouse, a long bland skirt, and some flats that allow you to put back returns with speed.<br>
<br>
<span class='Claire'>I look… like me.</span><br>
<</if>>
<br>
"Everything alright?" Simon says, bringing your attention back to him. He smells of lamb chops. He's cooking your favourite meal for you.<br>
<br>
<<SiobhanSpellInfluenceCheck>>
<<if _SiobhanSpellInfluenceCheck gte 3>>
You look back at him, smiling with desire. There was something you were going to do tonight. Something to discuss. But for the life of you, you can't remember what it was.<br>
<br>
<I>Break-up ring any bells?</I><br>
<br>
You wince, remembering. But why would you want to do that?<br>
<<elseif _SiobhanSpellInfluenceCheck gte 2>>
You look back at him, smiling with affection. There was something you were going to do tonight. Weren't you thinking about breaking up with him? But seeing how much effort he's put into this meal, you feel unsure if you want to.<br>
<<elseif _SiobhanSpellInfluenceCheck gte 1>>
You look back at him, giving him a smile. You remember you are here to break up with him. It pains you to see how happy he seems right now. A flicker of doubt appears in your mind. Is this really what you want to do?<br>
<<else>>
You give him a polite smile. You came here tonight to break up with him. You take a breath and steady your nerves.<br>
<</if>>
<br>
"This is where you did it," another voice whispers behind you. You don't need to turn to know who it is, but you do anyway. The Simon sitting next to you doesn't react. You notice the music has stopped.<br>
<br>
The caricature is standing near the window, looking out to the evening view. He turns to look at you.<br>
<br>
<<ActionsHeader>>
<<link "Talk to Caricature Simon" "Quest37Dream4">><<set $Quest37Dream4 to "TalkCaricature">><</link>>
<<case "TalkCaricature">>
<<CheckPersonalityState "Simon">><<DreamSimonPersuadedCheck>>
<<if _PersonalityState is "Humbled" and _DreamSimonPersuadedCheck gte 3>>
"I don't want to see this again," he mumbles. "I don't want any of this."<br>
<br>
He looks at you, eyes streaking with tears. He isn't whimpering. Isn't snivelling. He's just letting it all out. You yearn to rush over and pull him in.<br>
<br>
"What do you want?" you try.<br>
<br>
The caricature meets your eyes as he wipes his tears on the outline of his sleeve. "Just to wake up. That woman told me we'd only come around after I…" He takes a breath. "Changed this." He sniffs. "But I don't want to. Not now."<br>
<br>
You wince, wondering how foolproof Siobhan's infernal potion is. "What can we do?"<br>
<br>
"I thought I'd convince you not to break up with me," he replies. "That this didn't happen." He takes a deep breath. "I don't want you to change for it." He sighs. "But maybe that's the only way to get out of this."<br>
<<elseif _PersonalityState is "Humbled" and _DreamSimonPersuadedCheck gte 2>>
"I don't want to see this again," he mumbles. When he looks at you, a few tears are running down his face. He isn't whimpering. Isn't snivelling. He's just letting himself react. You yearn to hug him.<br>
<br>
"What do you want?" you try.<br>
<br>
The caricature meets your eyes as he wipes his tears on the outline of his sleeve. "That woman told me we'd only wake up after I…" He takes a breath. "Changed this. But I'm not sure I want to. Not now."<br>
<br>
You wince, wondering how foolproof Siobhan's infernal potion is. "What can we do?"<br>
<br>
"I thought I'd convince you not to break up with me," he replies. "That this didn't happen." He takes a deep breath. "I'm not sure I want you to change for it." He sighs. "But maybe that's the only way to get out of this."<br>
<<elseif _PersonalityState is "Humbled" and _DreamSimonPersuadedCheck gte 1>>
"I don't want to see this again," he mumbles. When he looks at you, his eyes are moist.<br>
<br>
"What do you want?" you try.<br>
<br>
The caricature meets your eyes. "That woman told me we'd only wake up after I change this." He takes a breath. "Maybe that was a bad idea."<br>
<br>
You wince, wondering how foolproof Siobhan's infernal potion is. "What can we do?"<br>
<br>
"I thought I'd convince you not to break up with me," he replies. "That this didn't happen." He takes a deep breath. "Maybe that's the only way to get out of this."<br>
<<elseif _PersonalityState is "Humbled">>
"I don't want to see this again," he mumbles. When you try to look at him, he glances at the floor.<br>
<br>
"What do you want?" you try.<br>
<br>
Finally, the caricature meets your eyes. "That woman told me we'd only wake up after I changed this."<br>
<br>
You wince, wondering how foolproof Siobhan's infernal potion is. "What can we do?"<br>
<br>
"I thought I'd convince you not to break up with me," he replies. "That this didn't happen." He takes a deep breath. "Maybe that's the only way to get out of this. Can't you just say it?"<br>
<<elseif _DreamSimonPersuadedCheck gte 3>>
"I don't want to see this again," he spits. "I don't want any of this."<br>
<br>
He looks at you, eyes moist. The anger on his face that you've seen before has gone. Replaced with regret.<br>
<br>
"What do you want?" you try.<br>
<br>
The caricature meets your eyes. "Just to wake up. That woman told me we'd only come around after I…" He takes a breath. "Changed this." He sniffs. "But I don't want to. Not now."<br>
<br>
You wince, wondering how foolproof Siobhan's infernal potion is. "What can we do?"<br>
<br>
"I was going to tell you that this didn't happen," he replies. "That you didn't split up with me." He takes a deep breath. "I don't want you to change." He sighs. "But that's the only way to get out of this."<br>
<<elseif _DreamSimonPersuadedCheck gte 2>>
"I don't want to see this again," he spits. He looks at you with a tired smile. The anger on his face that you've seen before has mostly disappeared. In its place is regret.<br>
<br>
"What do you want?" you try.<br>
<br>
The caricature meets your eyes. "Just to wake up. That woman told me we'd only come around after I…" He takes a breath. "Changed this." He looks up to the ceiling. "But I don't think I want to."<br>
<br>
You wince, wondering how foolproof Siobhan's infernal potion is. "What can we do?"<br>
<br>
"I was going to tell you that this didn't happen," he replies. "That you didn't split up with me." He takes a deep breath. "I'm not sure I want you to change." He sighs. "But that's the only way to get out of this."<br>
<<elseif _DreamSimonPersuadedCheck gte 1>>
"I don't want to see this again," he spits. He looks at you with a wavering grin. You see the anger and hurt still on his face, but it's starting to crack.<br>
<br>
"What do you want?" you try.<br>
<br>
The caricature meets your eyes. "Just to wake up. That woman told me we'd only come around after I changed this." He gives you a dark look and shrugs. "Maybe that wasn't such a good idea, in hindsight."<br>
<br>
You wince, wondering how foolproof Siobhan's infernal potion is. "What can we do?"<br>
<br>
"I was going to tell you that this didn't happen," he replies. "That you didn't split up with me." He holds your gaze. "That's the only way to get out of this."<br>
<<else>>
"I don't want to see this again," he spits. He looks to you with a dark smile. The rage and hurt is still there.<br>
<br>
"What do you want?" you try.<br>
<br>
The smile widens. "That woman told me we'd wake up after I changed this."<br>
<br>
You wince, wondering how foolproof Siobhan's infernal potion is. "What can we do?"<br>
<br>
"I was going to tell you that this didn't happen," he replies. "That you didn't split up with me." He holds your gaze and grins. "That's the only way to get out of this. Just admit it."<br>
<</if>>
<br>
<<ActionsHeader>>
<<ClaireDreamStatCalculator>>
<<StatCheckAssertive "gt" _ClareDreamStatAssert>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to convince him that this isn't what he wants">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "Quest37Dream4">><<set $Quest37Dream4 to "ConvincePass">><</link>><br>
<<else>>
<<link _StatAssertiveProbability "Quest37Dream4">><<Assertive 1>><<set $Quest37Dream4 to "ConvinceFail">><</link>><br>
<</if>>
<<link "Tell him that you won't break up with him" "Quest37Dream4">><<Assertive -1>><<SiobhanSpellInfluence 1>><<set $Quest37Dream4 to "WontBreakUp">><</link>><br>
<<SiobhanSpellInfluenceCheck>>
<<if _SiobhanSpellInfluenceCheck lte 1>>
<<link "Tell him you won't change what happened" "Quest37Dream4">><<Assertive 1>><<set $Quest37Dream4 to "WontChange">><</link>><br>
<<else>>
<s>Tell him you won't change what happened</s> - <i>You can't seem to bring yourself to say it.</i><br>
<</if>>
<<case "ConvincePass">>
"You don't really want this, Simon," you tell him. "All you can remember now is the end. But in time, you'll remember the happy times. Like when we went hiking in the countryside. Or sat in your bed all weekend, eating pizza. If I change, what happens to those memories?"<br>
<br>
<<CheckPersonalityState "Simon">><<DreamSimonPersuadedCheck>>
<<if _DreamSimonPersuadedCheck gte 3>>
"But what about this?" he mumbles, gesturing to the room. "Isn't that how we get out of here?"<br>
<br>
You smile sympathetically, feeling the urge to leave too. "If it is, is it worth the price?"<br>
<br>
He looks at you, frowning. "You'd rather be stuck in your memories than change in the real world?"<br>
<<elseif _PersonalityState is "Humbled">>
"But what about this?" he mumbles, gesturing to the room. "Isn't that how we get out of here?"<br>
<br>
You smile sympathetically, feeling the urge to leave too. "If it is, is it worth the price?"<br>
<br>
He looks at you, frowning. "You'd rather be stuck in your memories than be with me in the real world?"<br>
<<else>>
"But what about this?" he retorts, gesturing to the room. "That's how we get out of here."<br>
<br>
You smile sympathetically, feeling the urge to leave too. "If it is, is it worth the price?"<br>
<br>
He looks at you, frowning. "You'd rather be stuck in your memories than be with me in the real world?"<br>
<</if>>
<br>
"I'd rather be me than someone else," you reply.<br>
<br>
He closes his eyes, thinking. When he opens them again, tears run. "Alright," he whispers. "Let's get it over with."<br>
<br>
The record player suddenly resumes, and the real Simon is looking at you curiously. You take a deep breath and remember the words that bounce inside your mind.<br>
<br>
"I'm not an experiment, Simon," you begin. "Or a quirky first girlfriend…"<br>
<br>
You continue to speak, but your voice no longer registers in your ear. Neither does the music on the stereo. Instead, you hear the chinking of glasses. And from far away, Siobhan's voice.<br>
<br>
"Come on," she whispers. "Snap to it."<br>
<br>
<<ActionsHeader>>
<<link "Wake up" "HotelRestaurant">><<set $ClaireDreamOutcome to "SimonAccepts">><<TransformTempClaireBack>><<EventTrigger "HotelRestaurant" "SiobhanLoyaltyReturnFromDream" "Evening" null null null null null false>><<set $Quest37Dream4 to undefined>><</link>>
<<case "ConvinceFail">>
"You don't really want this, Simon," you tell him. "All you can remember now is the end. But in time, you'll remember the happy times. Like when we went hiking in the countryside. Or sat in your bed all weekend, eating pizza. If I change, what happens to those memories?"<br>
<br>
<<CheckPersonalityState "Simon">><<DreamSimonPersuadedCheck>>
<<if _DreamSimonPersuadedCheck gte 3>>
"But what about this?" he mumbles, gesturing to the room. "Isn't that how we get out of here?"<br>
<br>
You smile sympathetically, feeling the urge to leave too. "If it is, is it worth the price?"<br>
<br>
He looks at you, frowning. "You'd rather be stuck in your memories than change in the real world?"<br>
<<elseif _PersonalityState is "Humbled">>
"But what about this?" he mumbles, gesturing to the room. "Isn't that how we get out of here?"<br>
<br>
You smile sympathetically, feeling the urge to leave too. "If it is, is it worth the price?"<br>
<br>
He looks at you, frowning. "You'd rather be stuck in your memories than be with me in the real world?"<br>
<<else>>
"But what about this?" he retorts, gesturing to the room. "That's how we get out of here."<br>
<br>
You smile sympathetically, feeling the urge to leave too. "If it is, is it worth the price?"<br>
<br>
He looks at you, frowning. "You'd rather be stuck in your memories than be with me in the real world?"<br>
<</if>>
<br>
"I'd rather be me than someone else," you reply.<br>
<br>
He closes his eyes, thinking. When he opens them again, you see his eyes blaze with a dark look. He shakes his head. "No, I don't accept this." He looks back at you, rocking. "I love you, Claire. I'd do anything for you. Including this."<br>
<br>
<<SimonIdealWomanCheck>>
<<if _SimonIdealWomanCheck gte 3>>
You shake your head and stand up, feeling magical power crackling across your body. You look down to see your clothes changing. The leather miniskirt and low-cut blouse turn into the dull green blouse and long bland skirt that you wear to the library. Your beloved library.<br>
<br>
<span class='Claire'>I'm me, again.</span><br>
<<elseif _SimonIdealWomanCheck gte 2>>
You shake your head and stand up, feeling magical power crackling across your body. You look down to see your clothes changing. The smart miniskirt and shiny blouse turn into the dull green blouse and long bland skirt that you wear to the library. Your beloved library.<br>
<br>
<span class='Claire'>I'm me, again.</span><br>
<<elseif _SimonIdealWomanCheck gte 1>>
You shake your head and stand up, feeling magical power crackling across your body. You look down to see your clothes changing. The smart skirt and tight blouse turn into the dull green blouse and long bland skirt that you wear to the library. Your beloved library.<br>
<br>
<span class='Claire'>I'm me, again.</span><br>
<<else>>
You shake your head and stand up, feeling magical power crackling across your body. You look down to see the crackles leaping across your clothes. They make a few minor changes, loosening the fit of the dull green blouse and lengthening the long bland skirt that you wear to the library. Your beloved library.<br>
<br>
<span class='Claire'>I'm still me.</span><br>
<</if>>
<br>
The caricature of Simon crackles and fizzles, his face turned into a snarl. He holds his hands up like a mime trying to break out of an imaginary jail. He flickers, once, twice, then blinks out of existence.<br>
<br>
The record player suddenly resumes, and the real Simon is looking at you curiously. You take a deep breath and remember the words that bounce inside your mind.<br>
<br>
"I'm not an experiment, Simon," you begin. "Or a quirky first girlfriend…"<br>
<br>
You continue to speak, but your voice no longer registers in your ear. Neither does the music on the stereo. Instead, you hear the chinking of glasses. And from far away, Siobhan's voice.<br>
<br>
"Come on," she whispers. "Snap to it."<br>
<br>
<<ActionsHeader>>
<<link "Wake up" "HotelRestaurant">><<set $ClaireDreamOutcome to "SpellBackFires">><<TransformTempClaireBack>><<EventTrigger "HotelRestaurant" "SiobhanLoyaltyReturnFromDream" "Evening" null null null null null false>><<set $Quest37Dream4 to undefined>><</link>>
<<case "WontBreakUp">>
"Okay," you whisper. "I'll say it."<br>
<br>
<<CheckPersonalityState "Simon">><<DreamSimonPersuadedCheck>>
<<if _PersonalityState is "Humbled" and _DreamSimonPersuadedCheck gte 3>>
The caricature of Simon winces, but nods. "If it's the only way we can get out," he mumbles. "But it's not going to change you, is it?"<br>
<br>
You shrug. "I'm not sure."<br>
<<elseif _PersonalityState is "Humbled" and _DreamSimonPersuadedCheck gte 2>>
The caricature of Simon smiles, a little embarrassed. "If it's the way we can get out," he mumbles. "It's not going to change too much, is it?"<br>
<br>
You shrug. "I'm not sure."<br>
<<elseif _PersonalityState is "Humbled">>
The caricature of Simon smiles, relieved. "Thank you," he mumbles. "I promise I'll be better, when we're out."<br>
<br>
You wince. "I hope so."<br>
<<elseif _DreamSimonPersuadedCheck gte 3>>
The caricature of Simon winces and sighs. "Looks like it's our only option to get out," he mumbles. "But it's not going to change you, is it?"<br>
<br>
You shrug. "I'm not sure."<br>
<<else>>
The caricature of Simon smiles with glee. "Thank you," he says. "I promise I'll be better, when we're out."<br>
<br>
You wince. "I hope so."<br>
<</if>>
<br>
The record player suddenly resumes, and the real Simon is looking at you curiously. You take a deep breath and remember the words that bounce inside your mind. About being an experiment. A quirky first girlfriend.<br>
<br>
And then you bury them. "Nothing," you mumble. "Just… come here."<br>
<br>
Simon leans in and puts his lips on yours. You return the kiss and the world slips away. Even the music playing in the background dulls. But instead, you hear the chinking of glasses. And from far away, Siobhan's voice.<br>
<br>
"Come on," she whispers. "Snap to it."<br>
<br>
<<ActionsHeader>>
<<link "Wake up" "HotelRestaurant">><<set $ClaireDreamOutcome to "SpellWorks">><<TransformTempClaireBack>><<EventTrigger "HotelRestaurant" "SiobhanLoyaltyReturnFromDream" "Evening" null null null null null false>><<set $Quest37Dream4 to undefined>><</link>>
<<case "WontChange">>
"I won't change what happened, Simon," you tell him. "We broke up. You need to accept it."<br>
<br>
<<CheckPersonalityState "Simon">><<DreamSimonPersuadedCheck>>
<<if _DreamSimonPersuadedCheck gte 3>>
"But what about this?" he mumbles, gesturing to the room. "Isn't that how we get out of here? You'd rather be stuck in your memories than change in the real world?"<br>
<<elseif _PersonalityState is "Humbled">>
"But what about this?" he mumbles, gesturing to the room. "Isn't that how we get out of here? You'd rather be stuck in your memories than be with me in the real world?"<br>
<<else>>
"But what about this?" he retorts, gesturing to the room. "That's how we get out of here. You'd rather be stuck in your memories than be with me in the real world?"<br>
<</if>>
<br>
"I'd rather be me than someone else," you reply.<br>
<br>
He closes his eyes, thinking. When he opens them again, you see his eyes blaze with a dark look. He shakes his head. "No, I don't accept this." He looks back at you, rocking. "I love you, Claire. I'd do anything for you. Including this."<br>
<br>
<<SimonIdealWomanCheck>>
<<if _SimonIdealWomanCheck gte 3>>
You shake your head and stand up, feeling magical power crackling across your body. You look down to see your clothes changing. The leather miniskirt and low-cut blouse turn into the dull green blouse and long bland skirt that you wear to the library. Your beloved library.<br>
<br>
<span class='Claire'>I'm me, again.</span><br>
<<elseif _SimonIdealWomanCheck gte 2>>
You shake your head and stand up, feeling magical power crackling across your body. You look down to see your clothes changing. The smart miniskirt and shiny blouse turn into the dull green blouse and long bland skirt that you wear to the library. Your beloved library.<br>
<br>
<span class='Claire'>I'm me, again.</span><br>
<<elseif _SimonIdealWomanCheck gte 1>>
You shake your head and stand up, feeling magical power crackling across your body. You look down to see your clothes changing. The smart skirt and tight blouse turn into the dull green blouse and long bland skirt that you wear to the library. Your beloved library.<br>
<br>
<span class='Claire'>I'm me, again.</span><br>
<<else>>
You shake your head and stand up, feeling magical power crackling across your body. You look down to see the crackles leaping across your clothes. They make a few minor changes, loosening the fit of the dull green blouse and lengthening the long bland skirt that you wear to the library. Your beloved library.<br>
<br>
<span class='Claire'>I'm still me.</span><br>
<</if>>
<br>
The caricature of Simon crackles and fizzles, his face turned into a snarl. He holds his hands up like a mime trying to break out of an imaginary jail. He flickers, once, twice, then blinks out of existence.<br>
<br>
The record player suddenly resumes, and the real Simon is looking at you curiously. You take a deep breath and remember the words that bounce inside your mind.<br>
<br>
"I'm not an experiment, Simon," you begin. "Or a quirky first girlfriend…"<br>
<br>
You continue to speak, but your voice no longer registers in your ear. Neither does the music on the stereo. Instead, you hear the chinking of glasses. And from far away, Siobhan's voice.<br>
<br>
"Come on," she whispers. "Snap to it."<br>
<br>
<<ActionsHeader>>
<<link "Wake up" "HotelRestaurant">><<set $ClaireDreamOutcome to "SpellBackFires">><<TransformTempClaireBack>><<EventTrigger "HotelRestaurant" "SiobhanLoyaltyReturnFromDream" "Evening" null null null null null false>><<set $Quest37Dream4 to undefined>><</link>>
<</switch>><<widget "SiobhanSpellInfluence">>
<<if $SiobhanSpellInfluence is undefined>><<set $SiobhanSpellInfluence to 0>><</if>>
<<set $SiobhanSpellInfluence += Number(_args[0])>>
<</widget>>
<<widget "SiobhanSpellInfluenceCheck">>
<<if $SiobhanSpellInfluence is undefined>><<set _SiobhanSpellInfluenceCheck to 0>><<else>><<set _SiobhanSpellInfluenceCheck to $SiobhanSpellInfluence>><</if>>
<</widget>>
<<widget "SimonIdealWoman">>
<<if $SimonIdealWoman is undefined>><<set $SimonIdealWoman to 0>><</if>>
<<set $SimonIdealWoman += Number(_args[0])>>
<</widget>>
<<widget "SimonIdealWomanCheck">>
<<if $SimonIdealWoman is undefined>><<set _SimonIdealWomanCheck to 0>><<else>><<set _SimonIdealWomanCheck to $SimonIdealWoman>><</if>>
<</widget>>
<<widget "DreamSimonPersuaded">>
<<if $DreamSimonPersuaded is undefined>><<set $DreamSimonPersuaded to 0>><</if>>
<<set $DreamSimonPersuaded += Number(_args[0])>>
<</widget>>
<<widget "DreamSimonPersuadedCheck">>
<<if $DreamSimonPersuaded is undefined>><<set _DreamSimonPersuadedCheck to 0>><<else>><<set _DreamSimonPersuadedCheck to $DreamSimonPersuaded>><</if>>
<</widget>>
<<widget "ClaireDreamStatCalculator">>
<<set _ClareDreamStatAssert to 70>>
<<set _ClareDreamStatInt to 70>>
<<set _ClareDreamStatGreedy to 30>>
<<CheckPersonalityState "Simon">>
<<if _PersonalityState is "Humbled">>
<<set _ClareDreamStatAssert -= 20>>
<<set _ClareDreamStatInt -= 20>>
<<set _ClareDreamStatGreedy += 20>>
<</if>>
<<DreamSimonPersuadedCheck>>
<<if _DreamSimonPersuadedCheck gte 4>>
<<set _ClareDreamStatAssert -= 45>>
<<set _ClareDreamStatInt -= 45>>
<<set _ClareDreamStatGreedy += 45>>
<<elseif _DreamSimonPersuadedCheck is 3>>
<<set _ClareDreamStatAssert -= 30>>
<<set _ClareDreamStatInt -= 30>>
<<set _ClareDreamStatGreedy += 30>>
<<elseif _DreamSimonPersuadedCheck is 2>>
<<set _ClareDreamStatAssert -= 20>>
<<set _ClareDreamStatInt -= 20>>
<<set _ClareDreamStatGreedy += 20>>
<<elseif _DreamSimonPersuadedCheck is 1>>
<<set _ClareDreamStatAssert -= 15>>
<<set _ClareDreamStatInt -= 15>>
<<set _ClareDreamStatGreedy += 15>>
<</if>>
<</widget>><<switch $SpellIdentify>>
<<case undefined>>
/* Magic level 0 */
You stretch out with your magical senses and the world darkens as your vision begins to see the world less in the colours of reality and more in the yellow-amber ebbs and flows of magic.<Br>
<Br>
Focusing on $IdentifyTarget, there is not even a flicker of arcane energy within her body. She remains as dull and washed out as the rest of the world.<Br>
<br>
Letting go of the magic you've conjured, the familiar colours and light from the real world return to your vision. $IdentifyTarget looks unaware of your efforts.<Br>
<Br>
It seems that without aid, she is unable to use even a glimmer of magic.<Br>
<Br>
<<ActionsHeader>>
<<link $SpellIdentifyRootDescription $SpellIdentifyRootLocation>><<CastIdentifyResolve>><</link>>
<<case 1>>
/* Magic level 1 */
You stretch out with your magical senses and the world darkens as your vision begins to see the world less in the colours of reality and more in the yellow-amber ebbs and flows of magic.<Br>
<Br>
Focusing on $IdentifyTarget, there is a flicker of magic that runs faintly through her veins. It's no more than a glimmer, a hint of potential. But compared to the radiance of your own body, it barely even registers.<Br>
<br>
Letting go of the magic you've conjured, the familiar colours and light from the real world return to your vision. $IdentifyTarget looks unaware of your efforts.<Br>
<Br>
<<ActionsHeader>>
<<link $SpellIdentifyRootDescription $SpellIdentifyRootLocation>><<CastIdentifyResolve>><</link>>
<<case 2>>
/* Magic level 2 */
You stretch out with your magical senses and the world darkens as your vision begins to see the world less in the colours of reality and more in the yellow-amber ebbs and flows of magic.<Br>
<Br>
Focusing on $IdentifyTarget, you feel magic flowing through her body with steady and constant rhythm. She doesn't shine or glimmer, but her body is outlined clearly by a yellow-amber presence in your vision. She has a degree of power.<Br>
<br>
Letting go of the magic you've conjured, the familiar colours and light from the real world return to your vision. $IdentifyTarget looks unaware of your efforts.<Br>
<Br>
<<ActionsHeader>>
<<link $SpellIdentifyRootDescription $SpellIdentifyRootLocation>><<CastIdentifyResolve>><</link>>
<<case 3>>
/* Magic level 3 */
You stretch out with your magical senses and the world darkens as your vision begins to see the world less in the colours of reality and more in the yellow-amber ebbs and flows of magic.<Br>
<Br>
Focusing on $IdentifyTarget, you see magical sparks jump off her. She glows in your mind's eye, but her skin spits and bubbles with yellow-amber magic. She has a lot of potential, but the magic seems raw and uncontrolled.<Br>
<br>
Letting go of the magic you've conjured, the familiar colours and light from the real world return to your vision. $IdentifyTarget looks unaware of your efforts.<Br>
<Br>
<<ActionsHeader>>
<<link $SpellIdentifyRootDescription $SpellIdentifyRootLocation>><<CastIdentifyResolve>><</link>>
<<case 4>>
/* Magic level 4 */
You stretch out with your magical senses and the world darkens as your vision begins to see the world less in the colours of reality and more in the yellow-amber ebbs and flows of magic.<Br>
<Br>
Focusing on $IdentifyTarget, you feel magic radiating from out of her. She glows brightly in your mind's eye, her organs and flesh sparkling with yellow-amber magic. She is strong.<Br>
<br>
Letting go of the magic you've conjured, the familiar colours and light from the real world return to your vision. $IdentifyTarget looks unaware of your efforts.<Br>
<Br>
<<ActionsHeader>>
<<link $SpellIdentifyRootDescription $SpellIdentifyRootLocation>><<CastIdentifyResolve>><</link>>
<<case 5>>
/* Magic level 5 */
You stretch out with your magical senses and the world darkens as your vision begins to see the world less in the colours of reality and more in the yellow-amber ebbs and flows of magic.<Br>
<Br>
Focusing on $IdentifyTarget, you instinctively flinch as your body tries to squint to shield its eyes. The magic radiating from her is like inadvertantly looking at the sun on a clear day. Your mind's eye quickly adjusts, seeing her form glowing with yellow-amber magic. She is very strong.<Br>
<br>
Letting go of the magic you've conjured, the familiar colours and light from the real world return to your vision. $IdentifyTarget looks unaware of your efforts.<Br>
<Br>
<<ActionsHeader>>
<<link $SpellIdentifyRootDescription $SpellIdentifyRootLocation>><<CastIdentifyResolve>><</link>>
<<case 6>>
You stretch out with your magical senses and the world darkens as your vision begins to see the world in the yellow-amber flows of magic.<Br>
<Br>
Focusing on $IdentifyTarget, you can't help but raise your hand to cover your face. Instead of $IdentifyTarget, you see a yellow-amber figure. Features are washed out from the light. It crackles with energy. She is exceptionally strong.<Br>
<br>
Letting go of the magic you've conjured, the familiar colours and light from the real world return to your vision. $IdentifyTarget looks unaware of your efforts.<Br>
<Br>
<<ActionsHeader>>
<<link $SpellIdentifyRootDescription $SpellIdentifyRootLocation>><<CastIdentifyResolve>><</link>>
<<case 7 8 9 10>>
You stretch out with your magical senses and the world darkens as your vision begins to see the world in the yellow-amber flows of magic.<Br>
<Br>
Focusing on $IdentifyTarget, you feel your breath punched out of your lungs. You can no longer separate her shape from the rest of the room. Everything is a blinding yellow-amber light. You feel faint from the sensation of the world falling away, floating in pure energy.<Br>
<br>
Letting go of the magic you've conjured, the familiar colours and light from the real world return to your vision. $IdentifyTarget looks unaware of your efforts.<Br>
<Br>
<<ActionsHeader>>
<<link $SpellIdentifyRootDescription $SpellIdentifyRootLocation>><<CastIdentifyResolve>><</link>>
<<case "Protected">>
You stretch out with your magical senses and the world darkens as your vision begins to see the world less in the colours of reality and more in the yellow-amber ebbs and flows of magic.<Br>
<Br>
Focusing on $IdentifyTarget, the hair on your skin stands on end. Her form in front of you is void of colour. Not muted like everything else. Not even black. There is an emptiness where colour should be. You shiver as you come to the understanding that something is blocking your spell.<Br>
<br>
Letting go of the magic you've conjured, the familiar colours and light from the real world return to your vision. $IdentifyTarget looks unaware of your efforts.<Br>
<Br>
<<ActionsHeader>>
<<link $SpellIdentifyRootDescription $SpellIdentifyRootLocation>><<CastIdentifyResolve>><</link>>
<<case "EmilysMagicBracelet">>
You stretch out with your magical senses and the world darkens as your vision begins to see the world less in the colours of reality and more in the yellow-amber ebbs and flows of magic.<Br>
<Br>
Focusing on $IdentifyTarget, surprisingly there is a flicker of magic that runs faintly through her veins. It's no more than a glimmer, a hint of potential. As you concentrate, you trace the lines of magic through her body. They all emanate from her wrist, which glows brightly to your mind's eye.<Br>
<br>
<I>Looks like that bracelet has given her a taste of what she really wants.</i><br>
<Br>
Letting go of the magic you've conjured, the familiar colours and light from the real world return to your vision. $IdentifyTarget looks unaware of your efforts.<Br>
<Br>
<<ActionsHeader>>
<<link $SpellIdentifyRootDescription $SpellIdentifyRootLocation>><<CastIdentifyResolve>><</link>>
<<case "Charli">>
You stretch out with your magical senses and the world darkens as your vision begins to see the world less in the colours of reality and more in the yellow-amber ebbs and flows of magic.<Br>
<Br>
Focusing on $IdentifyTarget, there is a flicker of magic that runs faintly through her veins. Strangely though, it doesn't flow evenly. It seems to eminate from her gut, as if something inside there was conjuring it. The further her skin is from her stomach, the less magic that runs underneath it.<Br>
<br>
Letting go of the magic you've conjured, the familiar colours and light from the real world return to your vision. $IdentifyTarget looks unaware of your efforts.<Br>
<Br>
<<ActionsHeader>>
<<link $SpellIdentifyRootDescription $SpellIdentifyRootLocation>><<CastIdentifyResolve>><</link>>
<</switch>>You try to stretch out with your magical senses, but nothing bubbles up from within you. It actually takes you a moment to understand why. You are in a male form.<br>
<Br>
<I>Getting used to that not being the case, are you?</i><br>
<Br>
You look over at Jennifer, who looks none the wiser. You consider your options. If you can't be in a female form here, where else could you see her where you were?<br>
<br>
<<ActionsHeader>>
<<link "Return to Jennifer's Apartment" "JennifersApartment">><</link>><<switch $TaxiCabRide>>
<<case undefined>>
<<CabbieShotDownCheck>>
<<if $current.female is false>>
The cab ride passes slowly. The driver makes little chat with you, instead glancing at the meter ticking away.<br>
<Br>
“Busy?” you try.<Br>
<Br>
He glares back in the mirror. “Can you see many cars on the road, mate?”<br>
<br>
You smile politely back at him, but he’s already turned back to the windscreen. Accepting the rebuttal, you spend the rest of the ride in silence.<br>
<Br>
After what seems like an eternity, the car pulls up and the driver stops the meter. You give him enough cash to cover it and tell him to keep the change. He grunts a reply, then unlocks the door.<Br>
<br>
<<ActionsHeader>>
<<link "Get out of the cab" $TaxiDesintation>><<CashFlow -1>><</link>>
<<elseif $current.female is true and $TaxiDesintation is "AceOfHearts">>
The cab ride passes slowly. Curiously, the driver makes no chat with you. You catch him looking at you through the mirror, his gaze wandering over your body.<Br>
<br>
“Busy?” you try.<br>
<Br>
He glances back in the mirror. "Not enough to let a Heart's girl find her own way out there."<br>
<br>
You smile politely back at him as he gives you a lecherous grin. You wonder how many girls he takes out to Hearts every night. But he doesn’t continue. Accepting his withdrawal, you spend the rest of the ride in silence. <Br>
<br>
After what seems like an eternity, the car pulls up and the driver stops the meter. “I’ll charge back to Hearts, love,” he tells you.<br>
<br>
You give him a polite smile as he unlocks the door.<br>
<br>
<<ActionsHeader>>
<<link "Get out of the cab" $TaxiDesintation>><</link>>
<<elseif _CabbieShotDownCheck is true>>
The cab ride passes slowly. The driver makes little chat with you, instead glancing at the meter ticking away.<bR>
<br>
“Busy?” you try.<br>
<br>
He glares back in the mirror. “Can you see many cars on the road, love?”<Br>
<Br>
You smile politely back at him, but he’s already turned back to the windscreen. Accepting the rebuttal, you spend the rest of the ride in silence.<br>
<br>
After what seems like an eternity, the car pulls up and the driver stops the meter. You give him enough cash to cover it and tell him to keep the change. He grunts a reply, then unlocks the door.<BR>
<br>
<<ActionsHeader>>
<<link "Get out of the cab" $TaxiDesintation>><<CashFlow -1>><</link>>
<<else>>
<<CabbieFlirtCheck>>
The cab ride passes slowly. The driver seems to take a number of turns he doesn’t need to, but without knowing the town that well, you find it hard to call him out on it.<br>
<br>
<<if _CabbieFlirtCheck is 0>>
“I’m surprised you need a taxi, love,” the driver says as he looks back at you through the mirror. “Can’t you get your boyfriend to drive you?”<Br>
<Br>
You watch him lick his lips in the mirror, waiting on your response.<Br>
<br>
<<ActionsHeader>>
<<CompulsionCheck "BoyCrazy">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Boy Crazy] </span><<link "Tell him coyly you don’t have a boyfriend" "TaxiCabRide">><<set $TaxiCabRide to "FirstNoBoyfriend">><<CabbieFlirt 1>><</link>><br>
<<AssertiveCheck>>
<<if _currentAssertive gte 60>>
<<link "[Assertive > 60] Resist the compulsion and tell him that he’s busy" "TaxiCabRide">><<set $TaxiCabRide to "FirstBusy">><</link>><br>
<<else>>
<span class="compulsion">[Boy Crazy] </span><s>Tell him you don’t have a boyfriend and don’t want one</s> - <i>You feel compelled to flirt with him.</i><br>
<span class="compulsion">[Boy Crazy] </span><s>Tell him he’s busy</s> - <i>You feel compelled to flirt with him.</i><br>
<</if>>
<<else>>
<<StatCheckOrientation "gt" 10 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to flirt with the driver">>
<<if _StatCheckOrientation is true>><<link _StatOrientationProbability "TaxiCabRide">><<set $TaxiCabRide to "FirstFlirtPass">><<CabbieFlirt 1>><</link>><br>
<<else>><<link _StatOrientationProbability "TaxiCabRide">><<set $TaxiCabRide to "FirstFlirtFail">><<Orientation 1>><</link>><br><</if>>
<<link "Tell him you don’t have a boyfriend and don’t want one" "TaxiCabRide">><<set $TaxiCabRide to "FirstDontWant">><<Assertive 1>><<CabbieShotDown>><</link>><br>
<<link "Tell him he's busy" "TaxiCabRide">><<set $TaxiCabRide to "FirstBusy">><</link>><br>
<</if>>
<<elseif _CabbieFlirtCheck is 1>>
“Still single, love,” the driver says as he looks in his mirror. “No special man to drive you around?”<bR>
<Br>
You watch him smirking back at you, his gaze falling on your chest as he shifts in his seat. You consider how to respond. And if any flirtation will spur him on further.<br>
<br>
<<ActionsHeader>>
<<CompulsionCheck "BoyCrazy">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Boy Crazy] </span><<link "Tell him coyly you're still single" "TaxiCabRide">><<set $TaxiCabRide to "SecondNoBoyfriend">><</link>><br>
<<AssertiveCheck>>
<<if _currentAssertive gte 60>>
<<link "[Assertive > 60] Resist the compulsion and tell him you have a boyfriend now" "TaxiCabRide">><<set $TaxiCabRide to "SecondBusy">><</link>><br>
<<else>>
<span class="compulsion">[Boy Crazy] </span><s>Tell him you don't want a boyfriend</s> - <i>You feel compelled to flirt with him.</i><br>
<span class="compulsion">[Boy Crazy] </span><s>Tell him you have a boyfriend now, but he’s busy</s> - <i>You feel compelled to flirt with him.</i><br>
<</if>>
<<else>>
<<StatCheckOrientation "gt" 10 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to flirt with the driver">>
<<if _StatCheckOrientation is true>><<link _StatOrientationProbability "TaxiCabRide">><<set $TaxiCabRide to "SecondFlirtPass">><</link>><br>
<<else>><<link _StatOrientationProbability "TaxiCabRide">><<set $TaxiCabRide to "SecondFlirtFail">><<Orientation 1>><</link>><br><</if>>
<<link "Tell him you don't want a boyfriend" "TaxiCabRide">><<set $TaxiCabRide to "SecondDontWant">><<Assertive 1>><<CabbieShotDown>><</link>><br>
<<link "Tell him you have a boyfriend now, but he’s busy" "TaxiCabRide">><<set $TaxiCabRide to "SecondBusy">><</link>><br>
<</if>>
<<elseif _CabbieFlirtCheck is 2>>
“Didn’t fancy sitting upfront again, love,” the driver says as he looks in his mirror. “Don’t mind if you want to do the boyfriend experience again. Shall I pull over? Sexy girl like you deserves to be front and centre of any cab.”<br>
<Br>
He smirks back at you in the mirror, looking at your breasts as he squirms in his seat. You consider what to say. You wonder what he expects if you get in the front again.<br>
<br>
<<ActionsHeader>>
<<CompulsionCheck "BoyCrazy">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Boy Crazy] </span><<link "Tell him to pull over and get in the front again" "TaxiCabRide">><<set $TaxiCabRide to "ThirdCompulsionPullOver">><</link>><br>
<<AssertiveCheck>>
<<if _currentAssertive gte 60>>
<<link "[Assertive > 60] Resist the compulsion and tell him you’re fine in the back" "TaxiCabRide">><<set $TaxiCabRide to "ThirdFineBack">><</link>><br>
<<else>>
<span class="compulsion">[Boy Crazy] </span><s>Tell him you don’t want to ride up front with him again</s> - <i>You feel compelled to flirt with him.</i><br>
<span class="compulsion">[Boy Crazy] </span><s>Tell him you have a boyfriend now, so it wouldn’t be appropriate</s> - <i>You feel compelled to flirt with him.</i><br>
<</if>>
<<else>>
<<link "Tell him to pull over and get in the front again" "TaxiCabRide">><<set $TaxiCabRide to "ThirdPullOver">><</link>><br>
<<link "Tell him you’re fine in the back" "TaxiCabRide">><<set $TaxiCabRide to "ThirdFineBack">><</link>><br>
<<link "Tell him you don’t want to ride up front with him again" "TaxiCabRide">><<set $TaxiCabRide to "ThirdShotDown">><<Assertive 1>><<CabbieShotDown>><</link>><br>
<<link "Tell him you have a boyfriend now, so it wouldn’t be appropriate" "TaxiCabRide">><<set $TaxiCabRide to "ThirdBoyfriend">><</link>><br>
<</if>>
<<elseif _CabbieFlirtCheck is 3>>
“What you doing back there, love,” the driver says as he looks in his mirror. “Thought we had a good thing going on. You gone all shy on me?”<br>
<br>
He smirks back at you in the mirror, looking at your breasts. There’s no compliment this time. Just his naked lust.<br>
<br>
<<ActionsHeader>>
<<link "Tell him to pull over and get in the front once more" "TaxiCabRide">><<set $TaxiCabRide to "ForthPullOver">><</link>><br>
<<link "Tell him you’re fine in the back" "TaxiCabRide">><<set $TaxiCabRide to "ThirdFineBack">><</link>><br>
<<link "Tell him you don’t want to ride up front with him again" "TaxiCabRide">><<set $TaxiCabRide to "ThirdShotDown">><<Assertive 1>><<CabbieShotDown>><</link>><br>
<<elseif _CabbieFlirtCheck is 4>>
“What you doing back there, love,” the driver says as he looks in his mirror. “Get in the front. Time to pay for your ride.”<br>
<bR>
He smirks back at you in the mirror. You notice him fumble with his trousers, already pulling his dick free from their grasp.<Br>
<br>
<<ActionsHeader>>
<<link "Tell him to pull over and suck his cock" "TaxiCabRide">><<set $TaxiCabRide to "FifthPullOver">><<Orientation 1>><</link>><br>
<<link "Tell him you won’t do that anymore" "TaxiCabRide">><<set $TaxiCabRide to "FifthShotDown">><<Assertive 1>><<CabbieShotDown>><</link>><br>
<</if>>
<</if>>
<<case "FirstNoBoyfriend">>
“I don’t have a boyfriend,” you tell him, feeling a smile form on your lips.<Br>
<br>
“Oh,” he says, grinning. “A pretty girl like you, single? Must need their eyes tested.”<bR>
<br>
“That’s nice of you to say,” you murmur, looking at his face in the mirror. His eyes wander over your body, taking in your breasts with interest.<br>
<br>
“Just speaking the truth, love,” he replies. “If I was half my age, I’d definitely try to chat you up.”<br>
<bR>
He runs his tongue over his lips as he watches you. You appraise him, thoughtfully. His fat, flabby body. His thinning hair. His crooked teeth. Part of you feels like you should be repulsed by him. But there’s that urge inside you that feels flattered by his attention. And you want more of it.<Br>
<Br>
“Age is just a number,” you hear yourself say, as you bite your tongue, its tip just sticking out of your mouth. <Br>
<Br>
He shifts in his seat, now barely concentrating on the road. “Oh, I like you,” he says with a smirk. “You can ride anytime in my cab.”<Br>
<br>
He reaches up and flicks a button on the meter. You notice the digits have stopped. “This one’s on me, love. Call it the boyfriend experience.”<Br>
<Br>
You smile back at him in the mirror. “Thank you,” you murmur. Heat rising in your chest.<Br>
<br>
All too quickly, the car pulls up and the driver looks back over his headrest, grinning. “Here you are, love,” he says, eyes wandering for one last look over your body. “You call Charlton Taxis anytime you need to get anywhere. I’ll make sure you’re looked after.”<Br>
<Br>
You smile at him wordlessly. He reaches over and unlocks the door.<br>
<Br>
<<ActionsHeader>>
<<link "Get out of the cab" $TaxiDesintation>><<set $TaxiCabRide to undefined>><</link>>
<<case "FirstFlirtPass">>
“I don’t have a boyfriend,” you tell him, feeling a smile form on your lips.<br>
<Br>
“Oh,” he says, grinning. “A pretty girl like you, single? Must need their eyes tested.”<br>
<br>
“That’s nice of you to say,” you murmur, looking at his face in the mirror. His eyes wander over your body, taking in your breasts with interest.<br>
<br>
“Just speaking the truth, love,” he replies. “If I was half my age, I’d definitely try to chat you up.”<Br>
<Br>
He runs his tongue over his lips as he watches you. You appraise him, thoughtfully. His fat, flabby body. His thinning hair. His crooked teeth. Part of you feels like you should be repulsed by him. But you continue to smile anyway.<br>
<Br>
“Age is just a number,” you tell him, as you bite your tongue, its tip just sticking out of your mouth.<Br>
<Br>
He shifts in his seat, now barely concentrating on the road. “Oh, I like you,” he says with a smirk. “You can ride anytime in my cab.”<Br>
<Br>
He reaches up and flicks a button on the meter. You notice the digits have stopped. “This one’s on me, love. Call it the boyfriend experience.”<br>
<Br>
You smile back at him in the mirror. “Thank you,” you murmur. Heat rising in your chest.<br>
<Br>
After a while, the car pulls up and the driver looks back over his headrest, grinning. “Here you are, love,” he says, eyes wandering for one last look over your body. “You call Charlton Taxis anytime you need to get anywhere. I’ll make sure you’re looked after.”<br>
<Br>
You smile at him wordlessly. He reaches over and unlocks the door. <Br>
<Br>
<<ActionsHeader>>
<<link "Get out of the cab" $TaxiDesintation>><<set $TaxiCabRide to undefined>><</link>>
<<case "FirstFlirtFail">>
“I don’t have a boyfriend,” you tell him, but it comes out with a tremor in your throat.<br>
<Br>
“Oh,” he says, curiously. “A pretty girl like you, single? Must need their eyes tested.”<br>
<Br>
You wonder what he expects from you and get lost in your internal thoughts. So you just shrug.<bR>
<Br>
He looks back at you through the mirror, eyes frowning. With resolve, he nods. “If I was half my age, I’d definitely try to chat you up.”<br>
<Br>
You look back at him in the mirror. His fat, flabby body. His thinning hair. His crooked teeth. You feel repulsed by him. Nothing inside you knows how to flirt with this man, even if you wanted to. So you just smile politely. He watches you for anything else, but when you don’t respond he grunts and returns to looking out at the road.<Br>
<Br>
After what seems like an eternity, the car pulls up and the driver stops the meter. You give him enough cash to cover it and tell him to keep the change. He grunts a reply, then unlocks the door.<br>
<Br>
<<ActionsHeader>>
<<link "Get out of the cab" $TaxiDesintation>><<set $TaxiCabRide to undefined>><<CashFlow -1>><</link>>
<<case "FirstDontWant">>
“I don’t have a boyfriend,” you say curtly. “And I don’t want one.”<br>
<Br>
“Oh come on,” he says, smirking. “A pretty girl like you always wants a boyfriend.”<Br>
<Br>
You look at him through the mirror, shaking your head. “Not me.”<br>
<Br>
He looks back at you through the mirror, still smirking. “That’s what they all say. When the right man comes along, you’ll change your tune.”<br>
<Br>
You stare back at him, but say no more. After a long moment his smirk falters. “Fucking hell,” you hear him mutter. But he pulls his gaze away from the mirror and returns to looking out at the road.<br>
<br>
After what seems like an eternity, the car pulls up and the driver stops the meter. You give him enough cash to cover it and tell him to keep the change. He grunts a reply, then unlocks the door.<Br>
<Br>
<<ActionsHeader>>
<<link "Get out of the cab" $TaxiDesintation>><<set $TaxiCabRide to undefined>><<CashFlow -1>><</link>>
<<case "FirstBusy">>
“He’s busy,” you tell him. “With work.”<Br>
<Br>
“Oh,” he says, smirking. “He must be mad, letting a pretty girl like you out on her own.”<br>
<Br>
You look at him through the mirror, shaking your head. “He’s working hard. We’re saving to get married.”<br>
<Br>
He looks back at you through the mirror, grinning. “Ah, almost the old ball and chain, are you love? Bet a young girl like you wants to let her hair down one last time before she ties the knot, eh?”<br>
<br>
You look back at him in the mirror. His fat, flabby body. His thinning hair. His crooked teeth. You feel repulsed by him. Especially how his eyes wander your body.<br>
<Br>
“I’m happy with just him,” you reply. He looks at you for a long moment, then grunts as his grin falters. “Suit yourself,” you hear him mutter. But he pulls his gaze away from the mirror and returns to looking out at the road.<Br>
<Br>
After what seems like an eternity, the car pulls up and the driver stops the meter. You give him enough cash to cover it and tell him to keep the change. He grunts a reply, then unlocks the door.<Br>
<Br>
<<ActionsHeader>>
<<link "Get out of the cab" $TaxiDesintation>><<set $TaxiCabRide to undefined>><<CashFlow -1>><</link>>
<<case "SecondNoBoyfriend">>
“Still single,” you say to him, smiling back at him through the mirror.<br>
<Br>
“Well don’t you worry about that, love,” he says, grinning back at you. “Plenty of time to settle down. Want to have some fun whilst you’re young.”<br>
<Br>
“I entirely agree,” you purr, running your tongue over your lips.<Br>
<Br>
He watches you, smile now replaced by eagerness. “In the meantime, I’ll continue to give you the boyfriend experience. In fact, why don’t I pull over and you can get in the front? The back of the cab is no place for a girlfriend. I’ll even shut off the meter for you.”<br>
<Br>
You smile back at him. The attention he’s giving you threatens to override any decision making. You aren’t sure how far he’ll go with this game. But the thrill of his desire is hard to resist.<br>
<Br>
<<ActionsHeader>>
<span class="compulsion">[Boy Crazy] </span><<link "Tell him to pull over and get in the front" "TaxiCabRide">><<set $TaxiCabRide to "SecondCompulsionGetInFront">><<CabbieFlirt 1>><</link>><br>
<<AssertiveCheck>>
<<if _currentAssertive gte 60>><<link "[Assertive > 60] Resist the compulsion and tell him you’re fine in the back" "TaxiCabRide">><<set $TaxiCabRide to "SecondFineBack">><</link>><br><</if>>
<<case "SecondFlirtPass">>
“Still single,” you say to him, smiling back at him through the mirror.<br>
<br>
“Well don’t you worry about that, love,” he says, grinning back at you. “Plenty of time to settle down. Want to have some fun whilst you’re young.”<Br>
<Br>
“I entirely agree,” you purr, running your tongue over your lips.<Br>
<Br>
He watches you, smile now replaced by eagerness. “In the meantime, I’ll continue to give you the boyfriend experience. In fact, why don’t I pull over and you can get in the front? The back of the cab is no place for a girlfriend. I’ll even shut off the meter for you.”<Br>
<Br>
You smile back at him. The man should repulse you, but something finds his brazen approach alluring. You aren’t sure how far he’ll go with this game. But you find yourself enjoying it more and more.<Br>
<Br>
<<ActionsHeader>>
<<link "Tell him to pull over and get in the front" "TaxiCabRide">><<set $TaxiCabRide to "SecondGetInFront">><<CabbieFlirt 1>><</link>><br>
<<link "Tell him you’re fine in the back" "TaxiCabRide">><<set $TaxiCabRide to "SecondFineBack">><</link>><br>
<<case "SecondFlirtFail">>
“Still single,” you say to him, smiling back at him through the mirror.<br>
<br>
“Well don’t you worry about that, love,” he says, grinning back at you. “Plenty of time to settle down. Want to have some fun whilst you’re young.”<Br>
<Br>
You wonder what he expects from you and get lost in your internal thoughts. So you just shrug.<bR>
<Br>
He looks back at you through the mirror, eyes frowning. With resolve, he nods. “If I was half my age, I’d definitely try to chat you up.”<br>
<Br>
You look back at him in the mirror. His fat, flabby body. His thinning hair. His crooked teeth. You feel repulsed by him. Nothing inside you knows how to flirt with this man, even if you wanted to. So you just smile politely. He watches you for anything else, but when you don’t respond he grunts and returns to looking out at the road.<Br>
<Br>
After what seems like an eternity, the car pulls up and the driver stops the meter. You give him enough cash to cover it and tell him to keep the change. He grunts a reply, then unlocks the door.<br>
<Br>
<<ActionsHeader>>
<<link "Get out of the cab" $TaxiDesintation>><<set $TaxiCabRide to undefined>><<CashFlow -1>><</link>>
<<case "SecondDontWant">>
“I don’t have a boyfriend,” you say curtly. “And I don’t want one.”<Br>
<br>
“Oh,” he says, smirking. “You’ve changed your tune. A pretty girl like you always wants a boyfriend.”<Br>
<BR>
You look at him through the mirror, shaking your head. “Not me.”<Br>
<Br>
He looks back at you through the mirror, still smirking. “That’s what they all say. When the right man comes along, you’ll change your tune.”<br>
<Br>
You stare back at him, but say no more. After a long moment his smirk falters. “Fucking hell,” you hear him mutter. But he pulls his gaze away from the mirror and returns to looking out at the road.<Br>
<Br>
After what seems like an eternity, the car pulls up and the driver stops the meter. You give him enough cash to cover it and tell him to keep the change. He grunts a reply, then unlocks the door.<Br>
<Br>
<<ActionsHeader>>
<<link "Get out of the cab" $TaxiDesintation>><<set $TaxiCabRide to undefined>><<CashFlow -1>><</link>>
<<case "SecondBusy">>
“I’ve got a boyfriend now, actually,” you tell him. “But he’s busy with work.”<Br>
<br>
“Oh,” he says, smirking. “He must be mad, letting a pretty girl like you out on her own.”<Br>
<Br>
You look at him through the mirror, shaking your head. “He’s working hard. We’re saving to get married.”<br>
<Br>
He looks back at you through the mirror, grinning. “Ah, almost the old ball and chain, are you love? Bet a young girl like you wants to let her hair down one last time before she ties the knot, eh?”<Br>
<Br>
You look back at him in the mirror. His fat, flabby body. His thinning hair. His crooked teeth. You feel repulsed by him. Especially how his eyes wander your body.<br>
<Br>
“I’m happy with just him,” you reply. He looks at you for a long moment, then grunts as his grin falters. “Suit yourself,” you hear him mutter. But he pulls his gaze away from the mirror and returns to looking out at the road.<Br>
<Br>
After what seems like an eternity, the car pulls up and the driver stops the meter. You give him enough cash to cover it and tell him to keep the change. He grunts a reply, then unlocks the door.<Br>
<Br>
<<ActionsHeader>>
<<link "Get out of the cab" $TaxiDesintation>><<set $TaxiCabRide to undefined>><<CashFlow -1>><</link>>
<<case "SecondCompulsionGetInFront">>
Part of you feels alarm, but the need for validation is too great for you to ignore. “Sure,” you tell him. “Why not?”<Br>
<Br>
The driver grins back at you and brings the cab to a stop at the side of the road. He unlocks the door and you open it, swinging your legs out. He watches you closely as you move, turning off the meter without looking.<br>
<Br>
You open the front passenger door and slide in, smiling at the driver. From this vantage, you can see even more of him. His belly stretches his T-shirt, almost pressing up against the steering wheel. A faint trace of sweat emanates from his body. His eyes look you up and down as you sit.<br>
<Br>
“That’s better,” he says, eyes drifting between your breasts and legs. “Just sit back and enjoy the ride.”<br>
<br>
He pulls away and continues the journey, but he keeps staring back to you with a grin filled with desire. <br>
<Br>
“Been a while since I’ve had a girl as hot as you riding up front with me,” he comments as he turns a corner. “Of course, used to be for other reasons than just the company when I was your age.”<br>
<Br>
His eyes look directly at your chest. This time, he makes sure you notice it.<Br>
<Br>
It’s enough to make you squirm. But his compliment lingers in your mind. You can’t help yourself from forming a reply. “You’re not so old.”<br>
<Br>
The driver’s lip twitches at the side, his tongue sticking out tense. “You think? Too old for a gorgeous girl like you, though?”<Br>
<Br>
You want to tell him the truth, but again, his compliment takes the wind out of you. “I don’t think so.”<br>
<Br>
He breaks out into a wide grin. “Keep talking like that, love. And I’ll expect you to back it up.”<Br>
<br>
Something inside wills you to respond, but you manage to push it down and only let out a smile back at him. He sits in relative silence for the rest of the drive, but frequently looks over to you. His grin never wavering. <Br>
<Br>
Finally, the car pulls up and the driver looks over to you. “We’re here, love,” he says, eyes glancing over to your body. “You keep calling Charlton Taxis when you need to get anywhere. I’ll keep looking after you.”<br>
<Br>
Before you realise it, his hand is on your leg. Tapping it gently. Then it lingers. <Br>
<Br>
You smile at him wordlessly. With his other hand he reaches under the dashboard and unlocks the door.<Br>
<Br>
<<ActionsHeader>>
<<link "Get out of the cab" $TaxiDesintation>><<set $TaxiCabRide to undefined>><</link>>
<<case "SecondGetInFront">>
“Sure,” you tell him. “Why not?”<Br>
<Br>
The driver grins back at you and brings the cab to a stop at the side of the road. He unlocks the door and you open it, swinging your legs out. He watches you closely as you move, turning off the meter without looking.<br>
<Br>
You open the front passenger door and slide in, smiling at the driver. From this vantage, you can see even more of him. His belly stretches his T-shirt, almost pressing up against the steering wheel. A faint trace of sweat emanates from his body. His eyes look you up and down as you sit.<br>
<Br>
“That’s better,” he says, eyes drifting between your breasts and legs. “Just sit back and enjoy the ride.”<Br>
<br>
He pulls away and continues the journey, but he keeps staring back to you with a grin filled with desire.<Br>
<br>
“Been a while since I’ve had a girl as hot as you riding up front with me,” he comments as he turns a corner. “Of course, used to be for other reasons than just the company when I was your age.”<Br>
<Br>
His eyes look directly at your chest. This time, he makes sure you notice it.<Br>
<Br>
It’s enough to make you squirm. But the game you’re indulging in is too great to forfeit right now. “You’re not so old.”<Br>
<Br>
The driver’s lip twitches at the side, his tongue sticking out tense. “You think? Too old for a gorgeous girl like you, though?”<Br>
<br>
You look over him, considering the truth. But saying that would end this game. “I don’t think so.”<Br>
<br>
He breaks out into a wide grin. “Keep talking like that, love. And I’ll expect you to back it up.”<Br>
<Br>
This time, you only let out a smile back at him. He sits in relative silence for the rest of the drive, but frequently looks over to you. His grin never wavering. <br>
<Br>
Finally, the car pulls up and the driver looks over to you. “We’re here, love,” he says, eyes glancing over to your body. “You keep calling Charlton Taxis when you need to get anywhere. I’ll keep looking after you.”<Br>
<Br>
Before you realise it, his hand is on your leg. Tapping it gently. Then it lingers. <br>
<Br>
You smile at him wordlessly. With his other hand he reaches under the dashboard and unlocks the door.<bR>
<Br>
<<ActionsHeader>>
<<link "Get out of the cab" $TaxiDesintation>><<set $TaxiCabRide to undefined>><</link>>
<<case "SecondFineBack">>
“I think I’m fine right here,” you tell him with a polite smile. “But thank you.”<Br>
<Br>
The driver smiles, almost hiding his disappointment by playing it off. “Oh, a real princess you are, aren’t you love? Want to be chauffeured around like a well-to-do lady? Right you are, ma’am. I’ll take good care of you.”<Br>
<Br>
He grins back at you, eyes still wandering your body. But he turns back to the road, watching where he is driving.<BR>
<Br>
After a while, the car pulls up and the driver looks back over his headrest, grinning. “Here you are, my lady,” he says, eyes wandering for one last look over your body. “You keep calling Charlton Taxis when you need to get anywhere, ma’am. I'll be your personal chauffeur.”<br>
<Br>
You smile at him wordlessly. After what seems like an eternity, he reaches up and stops the meter. You give him enough cash to cover it and tell him to keep the change. He grunts a reply, then unlocks the door.<Br>
<Br>
<<ActionsHeader>>
<<link "Get out of the cab" $TaxiDesintation>><<set $TaxiCabRide to undefined>><<CashFlow -1>><</link>>
<<case "ThirdCompulsionPullOver">>
The ringing of alarm bells courses through you, but his continuing attention gets the better of you. “Pull over.”<br>
<Br>
The driver brings the cab to a stop at the side of the road. Once again you exit and open the front passenger door, sliding in.<Br>
<Br>
He smiles at you, before pulling away. There’s a tension in the air that you haven’t felt before. His eyes keep roaming over your breasts, taking his attention from the road.<Br>
<Br>
“Sorry love,” he says, as he sees you looking. “I’ll admit it, I can’t stop staring at those lovely tits of yours. They’re a delight for an old man like me to see.”<Br>
<Br>
You smile back at him, his vulgarity buried by the flush you feel from his comment. “Thank you,” you whisper back.<br>
<Br>
Spurred on by your reply, he barely watches the road. He licks his lips as he stares at your chest. “They are going to cause me to have an accident, if we’re not careful. It’s been so long since I’ve seen such perky tits.”<Br>
<Br>
There’s a brief moment of silence before he asks the question you saw coming. “Do you think, maybe, you could do an old man a favour and show them to me? It would make my day.”<Br>
<Br>
He reaches up, resting a hand on the meter. Taps it. It’s still running.<Br>
<Br>
<<ActionsHeader>>
<span class="compulsion">[Boy Crazy] </span><<link "Pull up your top and flash him your breasts" "TaxiCabRide">><<set $TaxiCabRide to "ThirdPullUp">><<CabbieFlirt 1>><<Orientation 1>><</link>><br>
<<AssertiveCheck>>
<<if _currentAssertive gte 60>><<link "[Assertive > 60] Resist the compulsion and tell him you'd rather not" "TaxiCabRide">><<set $TaxiCabRide to "ThirdRatherNot">><</link>><br><</if>>
<<case "ThirdPullOver">>
The ringing of alarm bells courses through you, but you continue all the same. “Pull over.”<Br>
<Br>
The driver brings the cab to a stop at the side of the road. Once again you exit and open the front passenger door, sliding in.<Br>
<br>
He smiles at you, before pulling away. There’s a tension in the air that you haven’t felt before. His eyes keep roaming over your breasts, taking his attention from the road.<br>
<Br>
“Sorry love,” he says, as he sees you looking. “I’ll admit it, I can’t stop staring at those lovely tits of yours. They’re a delight for an old man like me to see.”<br>
<Br>
You smile back at him, ignoring the vulgarity of his comment. He’s now barely watching the road, instead more interested in your chest. “They are going to cause me to have an accident, if we’re not careful,” he comments. “It’s been so long since I’ve seen such perky tits.”<br>
<Br>
There’s a brief moment of silence before he asks the question you saw coming. “Do you think, maybe, you could do an old man a favour and show them to me? It would make my day.”<br>
<Br>
He reaches up, resting a hand on the meter. Taps it. It’s still running.<br>
<Br>
<<ActionsHeader>>
<<link "Pull up your top and flash him your breasts" "TaxiCabRide">><<set $TaxiCabRide to "ThirdPullUp">><<CabbieFlirt 1>><<Orientation 1>><</link>><br>
<<link "Tell him you'd rather not" "TaxiCabRide">><<set $TaxiCabRide to "ThirdRatherNot">><</link>><br>
<<case "ThirdPullUp">>
You take a deep breath. Has it really come to this? But you already know the answer. “Okay.”<br>
<Br>
He shifts in his seat as you pull aside your top, revealing your breasts cupped only in your bra. You look at him, seeing his eager eyes. Waiting for more.<br>
<Br>
Nodding, almost to yourself, you lean forward and reach to your back, finding the claps to your bra. It’s cumbersome, but the release is enough for you to pull down your cups to underneath your breasts, pushing them up. You return to lifting your top up, turning to face him, <<print setup.BoobsDescription[$current.boobs]>>, presented for him to see.<Br>
<Br>
“Oh, they’re lovely,” he purrs, staring without break at your flesh. “Just what the doctor ordered.”<Br>
<Br>
He continues to drive, glancing at the road occasionally. You sit, motionless, keeping your top pulled up, on display.<Br>
<Br>
“It’s been a while since I’ve had such a risky lady in my cab,” he tells you. “I bet anyone we drove past would see you flashing your tits at me. I bet they’d think you were doing this for a free ride.”<Br>
<Br>
You glance back at the meter, still running. His eyes follow yours and he grins. “Oh, don’t you worry about that, love. You’ve paid enough. Well, almost enough.”<Br>
<Br>
He reaches his hand to flick the meter off, but this time his hand creeps out towards you. You gasp as you feel his fingers twisting your nipple.<Br>
<Br>
“Blimey. Look at your face,” he chuckles, as he continues to massage your tit. “Sensitive little lady, aren’t you?”<Br>
<Br>
You want to tell him to stop, want to pull your top back down. His hands are rough and coarse; his movements are anything but tender. But you remain motionless, letting him fumble with your exposed breasts.<Br>
<Br>
Finally, the car pulls up and the driver looks over to you. “We’re here, love,” he says, giving your nipple one last tug. “You can put those away now.”<Br>
<Br>
You reach back and adjust your bra, then pull back your top into position. Your nipples feel rough against the cups. In spite of yourself, you find yourself running your hands through your hair, flushed from his touch.<Br>
<Br>
“You got a good rate this time, love,” he tells you. “Next time you call Charlton Taxis, I’ll expect you to return the favour.”<BR>
<Br>
With his other hand he reaches under the dashboard and unlocks the door.<br>
<Br>
<<ActionsHeader>>
<<link "Get out of the cab" $TaxiDesintation>><<set $TaxiCabRide to undefined>><</link>>
<<case "ThirdRatherNot">>
You look back at him, feeling the alarm bells now ringing loud and clear in your head. "I'd rather not," you reply quietly. “Sorry.”<Br>
<Br>
He looks back at you, his gaze briefly dropping to your breasts again. “That’s alright, love. You don’t have to apologise. Hope I didn’t say anything to offend you.”<Br>
<Br>
But his hand drifts back from the meter. It still ticks away.<Br>
<Br>
“A sexy girl like you probably doesn’t want to have some old man like me perving over her,” he says, almost matter-of-factly. “I just enjoy the company. Having you sit up the front makes my day. It gets awful lonely out here.”<Br>
<Br>
You look back at him, but he doesn’t return the look. In fact, his eyes are straight on the road. Trying to avoid meeting your eyes.<Br>
<Br>
Quickly, the ride turns to silence. You stare forward out of the windscreen, just as the driver does. When you finally reach your destination, the car pulls up and the driver looks over to you. “We’re here, love,” he says, eyes only then briefly glancing over your body. “You keep calling Charlton Taxis when you need to get anywhere. I’ll keep looking after you.”<Br>
<Br>
Before you realise it, his hand is on your leg. Tapping it gently. Then it lingers.<Br>
<Br>
You smile at him wordlessly. After what seems like an eternity, he reaches up and stops the meter. You give him enough cash to cover it and tell him to keep the change. He grunts a reply, then unlocks the door.<Br>
<Br>
<<ActionsHeader>>
<<link "Get out of the cab" $TaxiDesintation>><<CashFlow -1>><<set $TaxiCabRide to undefined>><</link>>
<<case "ThirdFineBack">>
“I think I’m fine right here,” you tell him with a polite smile. “But thank you.”
<Br>
The driver looks back at you in the mirror, smile fading. “Oh. You think you’re too good to ride in the front now, love?” His words are laced with animosity, grin long gone. “A real princess now, are you? Riding your carriage around like on parade.”<Br>
<Br>
You take a deep breath, tensing in your seat. You look away from the mirror, not meeting his eyes, staring at the back of the seat.<Br>
<Br>
“Give a girl some compliments and this is the treatment I get,” you hear him mutter.<Br>
<br>
But, thankfully, it’s the last thing he says. He remains silent. And you resist looking up to meet his eyes, instead staring at the back of the passenger seat.<Br>
<Br>
After what seems like an eternity, the car pulls up and the driver stops the meter. You give him enough cash to cover it and tell him to keep the change. He grunts a reply, then unlocks the door.<br>
<Br>
<<ActionsHeader>>
<<link "Get out of the cab" $TaxiDesintation>><<CashFlow -1>><<set $TaxiCabRide to undefined>><</link>>
<<case "ThirdShotDown">>
“I think I’m fine right here” you tell him. “I think it’s best if I stick to the back from now on.”<Br>
<Br>
The driver looks back at you in the mirror, smile fading. “Oh. You think you’re too good to ride in the front now, love?” His words are laced with animosity, grin long gone. “A real princess now, are you? Riding your carriage around like on parade.”<Br>
<Br>
You take a deep breath, tensing in your seat. You look away from the mirror, not meeting his eyes, staring at the back of the seat.<Br>
<Br>
“Give a girl some compliments and this is the treatment I get,” you hear him mutter. <Br>
<Br>
But, thankfully, it’s the last thing he says. He remains silent. And you resist looking up to meet his eyes, instead staring at the back of the passenger seat.<Br>
<Br>
After what seems like an eternity, the car pulls up and the driver stops the meter. You give him enough cash to cover it and tell him to keep the change. He grunts a reply, then unlocks the door.<Br>
<Br>
<<ActionsHeader>>
<<link "Get out of the cab" $TaxiDesintation>><<CashFlow -1>><<set $TaxiCabRide to undefined>><</link>>
<<case "ThirdBoyfriend">>
“I think I’m fine here today, actually,” you tell him. “I have a new boyfriend, so I don’t think he’d like me riding up front in other people’s cars.”<Br>
<Br>
“Oh,” he says, smirking. “Is he the jealous type? Sounds like he’s more trouble than he’s worth.”<Br>
<Br>
You look at him through the mirror, smiling politely. “He’s just safety conscious.”<Br>
<Br>
He looks back at you in the mirror and chuckles. “Oh, you tell him you’re perfectly safe with me, love. I’ll take good care of you. If he’s so concerned about your safety, he should be driving you around himself. If you were my girlfriend, you wouldn’t have to take a cab anywhere.”<Br>
<Br>
“He’s just busy with work,” you lie, now avoiding looking in the mirror at his watching eyes.<Br>
<Br>
“Sounds like a poor excuse,” the driver continues, now grinning. “You should watch yourself around boys like that, love. Always putting you aside for their job, never meeting your needs. You need a man who will treat you right.”<Br>
<Br>
You look back up briefly to meet his eyes, offering him a polite smile to defuse the situation. He grins back at you. <Br>
<br>
“You tell him from me that if he doesn’t put you first, he’ll have a bit of competition on his hands. That will make him think twice about telling you what you can do, I’m sure.” <Br>
<Br>
When you don’t reply, the driver finally gets the hint. You stare forward at the passenger seat, only politely responding to his attempts at small talk. Quickly, the ride turns to silence. <Br>
<Br>
After a while, the car pulls up and the driver looks back over his headrest, grinning. “We’re here, love,” he says, eyes only then briefly glancing over your body. “You let that boyfriend of yours know that if you want to ride up front in a cab, it’s none of his business what you do. And you keep calling Charlton Taxis when you need to get anywhere. I’ll keep looking after you.”<Br>
<Br>
You smile at him wordlessly. After what seems like an eternity, he reaches up and stops the meter. You give him enough cash to cover it and tell him to keep the change. He grunts a reply, then unlocks the door.<Br>
<Br>
<<ActionsHeader>>
<<link "Get out of the cab" $TaxiDesintation>><<set $TaxiCabRide to undefined>><<CashFlow -1>><</link>>
<<case "ForthPullOver">>
In spite of everything telling you not to, you find yourself nodding. “Sure. Pull over”<Br>
<Br>
The driver grins and pulls over. You do the familiar routine of sliding out of the cab and into the passenger seat.<Br>
<Br>
He leers at you, grinning, before pulling away. There’s a silence in the air, full of tension. This time, he only looks over at your face. Trying to meet your eyes. His attention is anywhere but on the street.<BR>
<Br>
“You got a good deal last time, love,” he tells you, before adding. “Don’t you think?”<BR>
<Br>
When you don’t reply, he throws you a smirk. “I thought about those tits of yours for a while. Had a few ladies in my cab, but they didn’t seem the type to show off their knockers like you. And you seemed to enjoy it too.”<BR>
<Br>
You look back at him, body rigid. His niceties gone, now the driver is exposed as the lecherous man he is.<br>
<Br>
<I>And you got in the front with him.</i><BR>
<Br>
“I was thinking,” he continues. “That you had all the attention last time. Maybe it’s time for you to return the favour.” He looks at you, then puts his hand on his trousers and grips his groin. “I’m sure you could persuade me to stop the meter.”<Br>
<Br>
There it is. After all your flirting, his expectation and intent are laid bare for you. His eyes and joyless stare say it all. “So. What do you say?”<Br>
<Br>
<<ActionsHeader>>
<<link "Tell him you’ll return the favour" "TaxiCabRide">><<Orientation 1>><<CabbieFlirt 1>><<set $TaxiCabRide to "ForthReturn">><</link>><Br>
<<link "Refuse to return the favour" "TaxiCabRide">><<CabbieShotDown>><<set $TaxiCabRide to "ForthRefuse">><</link>><Br>
<<case "ForthReturn">>
Every hair on your body stands up, but you can no longer tell why. Whether it’s fear, or anticipation. You take a breath. “Okay.”<Br>
<Br>
He looks over to you and finally grins, but it’s anything but reassuring. He reaches down and unbuckles his trousers, then reaches inside and plops his already stiffening cock and hairy balls over his undone flies. “Fill your boots, love.”<Br>
<Br>
You look out at the road. He has one hand on the passenger headrest now, the other still on the wheel. A position inviting you in. Cautiously, you unbuckle your seatbelt and lower your face to his waiting prick.<Br>
<Br>
You gingerly wrap your hand around it, stroking it to attention. He murmurs at the touch. Then, taking one last breath, you put your lips on the tip and feed his dick into your mouth.<Br>
<Br>
“Oh yeah,” you hear him say above you. “That’s it, love.”<Br>
<Br>
Keeping your hand stroking around the base, you slowly bob up and down on his groin, feeling the warmth of his prick against your cheek. The salty taste of his precum invades your senses. You run your spit around his shaft, allowing it to slide between your lips more easily.<Br>
<Br>
The driver flinches, jerking the steering wheel and veering off to the side. You hear a passing car angrily honk its horn.<Br>
<Br>
You keep going, rocking your head back and forth as his erect member pushes against the back of your mouth. He stands motionless, letting you do all the work. You twist his shaft with your hand and then reach down to cup his balls, running your fingernails underneath.<Br>
<Br>
“Fuck!” he pants, jolting the steering wheel again.<BR>
<Br>
Faster now, you rock back and down. The tip of his dick pushes against your tonsils, but you don’t stop. Instead, you go faster, feeling spasm of pleasure rock through his body against your head.<Br>
<Br>
“Oh!” he cries and before you have a moment to pull back, he shoots his load directly down your throat.<BR>
<Br>
Your eyes fill with tears, but you resolve yourself against retching. Your mouth quickly fills with his cum and you do everything not to gag. Only when no more appears to be coming do you pull back slightly, and swallow.<Br>
<br>
You feel the thick liquid struggling down your throat. The smell is overpowering. With every fibre of your being, you hold back from hurling. As the urge to vomit subsides, you run your tongue over the tip of his prick and swallow again, before pulling back.<Br>
<Br>
Returning to sitting, you wipe your mouth. The taste of cum still present, spots of his semen now on your hand.<br>
<bR>
“Fucking hell, love,” he says, looking back over at you in post-orgasmic glee. “That was something.”<Br>
<Br>
You smile politely at him, but say nothing. You glance out the window. You are almost at your destination.<br>
<Br>
Only a minute later, he’s pulling over. Still grinning at you as he resets the meter. “Don’t think we’ll be needing that, now.” He grins at you, almost trying to present a pleasant face once more. “You need a ride anywhere, love. You call Charlton Taxis. I’ll let them know only I’ll be dealing with you from now on.”<BR>
<Br>
You hear the door click as he unlocks the door.<Br>
<Br>
<<ActionsHeader>>
<<link "Get out of the cab" $TaxiDesintation>><<set $TaxiCabRide to undefined>><</link>>
<<case "ForthRefuse">>
You brace yourself, then shake your head. “I’m not doing that.”<br>
<Br>
His lip curls into a sneer. “I’m sorry, love. Did I frame it as a question?” He taps underneath his steering wheel. “I think you’ll find you can’t exit the vehicle without paying your fare.”<Br>
<Br>
You freeze as your defensive instincts kick in. Eyes not moving from watching him, in spite of the adrenaline rushing through your body. “I have money,” you tell him quietly.<Br>
<Br>
“A usual fare isn’t going to cut it, love,” he spits. “I took this fare just as I was about to clock off. You’re cutting into my personal time. I’m doing you a favour here. You should be more grateful.”<BR>
<Br>
You look back at him, sensing his anger behind his glare. You steady yourself. “I can pay more,” you tell him. “Pay for your overtime.”<Br>
<Br>
He gives you a look, then snorts and turns back to looking at the road. “It’s going to be a hefty surcharge. You got the money to back that up?”<BR>
<Br>
You nod. Silently. He gives you one more look, then returns to the road.<Br>
<BR>
The ride turns to deathly silence. You stare forward out of the windscreen, just as he does. Only occasionally do you see him from the corner of your eye, glaring at you.<BR>
<Br>
When you finally reach your destination, the car pulls up and the driver stops the meter. “Looks like it’s double that,” he says, nodding at the ticker. You offer him cash to cover it and tell him to keep the change.<BR>
<br>
He looks over at you, motionless. Looking between the money and you. “Don’t expect any special treatment from now on,” he finally barks, swiping the money and reaching down underneath the wheel. To your relief, he unlocks the door.<BR>
<Br>
<<ActionsHeader>>
<<link "Get out of the cab" $TaxiDesintation>><<set $TaxiCabRide to undefined>><<CashFlow -2>><</link>>
<<case "FifthPullOver">>
Once again, he pulls over and you enter the front of the vehicle. This time there’s no words. His erect dick is already waiting for you in his groin.<Br>
<Br>
You don’t bother to put your seatbelt on as he pulls away. You just lean over his body, wrapping your hand around his cock, stroking it to attention.<Br>
<Br>
“You’re a pro at that, sweetheart,” you hear him tell you.<Br>
<Br>
Taking a gulp, you put your lips on his tip and let the stiffening dick into your mouth. You bob up and down on it, feeling its warmth and tasting his precum. Your spit coats his skin and quickly, there is little friction to impede you taking his prick deep in your mouth.<Br>
<Br>
The driver murmurs, but doesn’t move. He’s letting you do all the work. You rock your head back and forth, letting his dick push up inside your mouth. Your gag reflex doesn’t kick in, almost grown accustomed to his cock being in your throat.<Br>
<Br>
Faster still, as his dick pushes against your tonsils. He begins to jolt, losing control of his movements.<Br>
<br>
And then he cries and you feel the familiar sensation of his semen gushing down your gullet.<Br>
<Br>
You hold back any instinct to gag, this time taking gulp after gulp of his cum down into your stomach. Once he’s finished, you pull back and run your hand over his shaft, wiping him clean. <Br>
<Br>
Looking over at him, he watches you as you run your tongue around your lips, cleaning yourself from slippage. His eyes glance down at your hand. Without thinking you look up at him, then lick off the residual cum on your fingers and smile. <Br>
<Br>
Only a minute later, he’s pulling over. Still grinning at you as he resets the meter. “A fare already earned,” he says, grinning at you. “Remember, you call when you need a ride, love. There’s plenty more where that came from.”<Br>
<Br>
You hear the door click as he unlocks the door.<br>
<Br>
<<ActionsHeader>>
<<link "Get out of the cab" $TaxiDesintation>><<set $TaxiCabRide to undefined>><</link>>
<<case "FifthShotDown">>
You brace yourself, then shake your head. “I’m not doing that. Not again.”<Br>
<Br>
His looks back at you in the mirror and his lip curls into a sneer. “I’m sorry, love. Did I frame it as a question?”<br>
<Br>
He slowly lowers his hand from the steering wheel, enough so you can follow. He taps underneath his steering wheel. “I think you’ll find you can’t exit the vehicle without paying your fare.”<Br>
<Br>
You freeze as your defensive instincts kick in. You look to the back door, noting that the lock knob is still firmly down.<br>
<Br>
Adrenaline rushes through your body. He hasn’t looked away from you, still watching you in the mirror.<Br>
<Br>
“I have money,” you tell him quietly.<BR>
<Br>
“Come on, love,” he snorts. “We both know what sort of girl you are. And how you pay for your way.”<br>
<Br>
“No,” you reply. “I’ll pay with cash.”<Br>
<Br>
The driver stares back at you for a long moment, then snorts. You can see rage building underneath his eyes.<Br>
<br>
“A usual fare isn’t going to cut it, love,” he spits. “I took this fare just as I was about to clock off. You’re cutting into my personal time. I’m doing you a favour here. You should be more grateful.”<Br>
<Br>
You steady yourself, sensing his anger. “I can pay more,” you tell him. “Pay for your overtime.”<Br>
<Br>
He gives you a look, then snorts again and turns back to looking at the road. “It’s going to be a hefty surcharge. You got the money to back that up?”<BR>
<Br>
You nod. Silently. He gives you one more look, then returns to the road.<Br>
<Br>
The ride turns to deathly silence. You stare at the back of the passenger seat. Only occasionally do you see him from the corner of your eye, glaring at you in the mirror.<Br>
<Br>
When you finally reach your destination, the car pulls up and the driver stops the meter. “Looks like it’s double that,” he says, nodding at the ticker. He doesn’t turn to face you.<BR>
<Br>
You offer him cash to cover it and tell him to keep the change. He looks at you, motionless.<Br>
<Br>
“Don’t expect any special treatment from now on,” he finally barks, swiping the money and reaching down underneath the wheel. To your relief, he unlocks the door.<br>
<Br>
<<ActionsHeader>>
<<link "Get out of the cab" $TaxiDesintation>><<set $TaxiCabRide to undefined>><<CashFlow -2>><</link>>
<<case "HeatherPC">>
The cab ride passes slowly. The driver seems to take a number of turns he doesn't need to, but without knowing the town that well, you find it hard to call him out on it.<br>
<br>
"I'm surprised you need a taxi, love," the driver says as he looks back at you through the mirror. "Can't you get your boyfriend to drive you?"<br>
<br>
You watch him lick his lips in the mirror, waiting on your response. Anxiety washes over you. Staring down at the floor, you just shrug.<br>
<br>
After a long moment, you hear the cab driver snort. You don't look up. Silence fills the cab.<br>
<br>
After what seems like an eternity, the car pulls up and the driver stops the meter. You give him enough cash to cover it and tell him to keep the change. He grunts a reply, then unlocks the door.<br>
<br>
<<ActionsHeader>>
<<link "Exit the cab" $TaxiDesintation>><<set $TaxiCabRide to undefined>><<CashFlow -1>><</link>>
<</switch>><<switch $RedRoomTransit>>
<<case "MichelleEmily">>
You walk over and get into the back of the taxi. Michelle sits on the vinyl seating, grinning back at you. “Oh hi! What do you think?”<Br>
<br>
Michelle is wearing a white miniskirt shimmering with sequins, a pair of matching white knee-high platform boots and an open-back crop top. You’ve never noticed how her light freckles pepper her skin beneath her face. <br>
<Br>
<I>And why would you have done?</i><Br>
<br>
As the cab pulls away, she grins at your wordless reaction. “You wouldn’t believe how hard it was to get out of the house looking like this.” <br>
<br>
Her eyes turn to you, looking you up and down.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is undefined or _CurrentOutfit is "Jeans">>
Michelle rolls her eyes. “Really, Em? I’m all for dressing for yourself, but that takes the biscuit. I hope will still get in with you looking like that.”<br>
<<elseif _CurrentOutfit is "Dress">>
Michelle smiles. “You look good, Em. Although maybe I should have told you what look I was going for. I’m sure the bouncers won’t mind, though.”<br>
<<elseif _CurrentOutfit is "Skirt">>
Michelle gleams as she takes in your outfit. “I always knew there was a wild child inside you just waiting to get out! This is perfect. Tonight’s going to be so much fun!”<br>
<<elseif _CurrentOutfit is "Cheerleader">>
Michelle’s eyes widen, mouth agape. “That’s interesting. Maybe people will think it’s a costume or something.” She falls silent, and you realise that this is a reminder of the club she didn’t get into.<br>
<</if>>
<br>
You soon find yourself being driven out of Charlton and into the countryside. The darkness sets in as streetlights grow sparse. It’s not long before the only illumination comes from the headlights of the taxicab.<bR>
<Br>
Michelle spends the time chatting to you, telling you the gossip she’s heard about the Red Room. She namedrops just about the entire school. For a remote club, it seems to attract a lot of attention. <br>
<Br>
On the occasion you do glance up, you catch the driver looking you in the mirror. His eyes drift between you and Michelle, lingering on the skin on display. You note that the locks buttons are firmly down on the doors. You nudge closer to Michelle, grateful at least not to have made the journey on your own. <br>
<Br>
After some time, you notice muted lights in the distance. Soon enough a building comes into view, set back from the winding dark road. A single streetlight illuminates the gravelly carpark, but you can see light seeping out of the windows, signaling life inside. <Br>
<Br>
The taxicab pulls up. Without hesitation, Michelle pays for the fare and gestures to the door as the locks slide up. “On me. I expect something sophisticated to drink in return, though.”<br>
<Br>
<<ActionsHeader>>
<<link "Get out of the cab" $TaxiDesintation>><<set $RedRoomTransit to undefined>><<SetNPCLocation "Michelle" $dayCurrent $periodCurrent "RedRoom">><</link>>
<<case "BritneyEmily">>
<<TaxiCabTakenCheck>>
<<if _TaxiCabTakenCheck is true>>
You walk over and get into the back of the taxi with Britney. You look up to see the same driver as always looking back at you in his mirror, his eyes lingering over your body. “Hello again love. You two girls going to the Red Room?”<bR>
<br>
Before you can answer, Britney brightly smiles and leans forward towards him. “Yes!”<Br>
<Br>
He smirks, eyes now resting on Britney’s breasts, almost falling out of her dress. “Righteo. Get you there in a jiffy.”<Br>
<<else>>
You walk over and get into the back of a taxi with Britney. A gruff and fat middle-aged man looks back at you in his mirror, his eyes lingering over your body. “You going to the Red Room, love?” <br>
<br>
Before you can answer, Britney brightly smiles and leans forward towards him. “Yes!”<br>
<bR>
He smirks, eyes now resting on Britney’s breasts, almost falling out of her dress. “Righteo. Get you there in a jiffy.”<Br>
<</if>>
<br>
The taxi pulls away. You soon find yourself being driven out of Charlton and into the countryside. The darkness sets in as streetlights grow sparse. It’s not long before the only illumination comes from the headlights of the taxicab.<Br>
<br>
Britney spends the time chatting to you, leaping from excited talk about everything she’s heard about The Red Room to tactics you can use to make yourselves look older to the bouncers. She doesn’t stop for a minute, never losing her enthusiasm for what awaits at the end of the ride.<BR>
<Br>
On the occasion you do glance up, you catch the driver looking you in the mirror. His eyes drift between you and Britney, lingering on the skin on display. You note that the locks buttons are firmly down on the doors. You nudge closer to Britney, grateful at least not to have made the journey on your own. <br>
<Br>
After some time, you notice muted lights in the distance. Soon enough a building comes into view, set back from the winding dark road. A single streetlight illuminates the gravelly carpark, but you can see light seeping out of the windows, signaling life inside. <Br>
<Br>
The taxi cab pulls up. Without hesitation, Britney pays for the fare and gestures to the door as the locks slide up. “On me. You can try to get served first.”<Br>
<Br>
<<ActionsHeader>>
<<link "Get out of the cab" $TaxiDesintation>><<set $RedRoomTransit to undefined>><<SetNPCLocation "Britney" $dayCurrent $periodCurrent "RedRoom">><</link>>
<<case "AnniePC">>
<<TaxiCabTakenCheck>>
<<if _TaxiCabTakenCheck is true>>
<<if $current.female is true>>
You walk over and get into the back of the taxi with Annie. You look up to see the same driver as always looking back at you in his mirror, his eyes lingering over your body. “Hello again love. You two girls going to the Red Room?”<Br>
<Br>
Before you can answer, Annie brightly smiles and leans forward towards him. “Yes please.”<br>
<Br>
He smirks, eyes now resting on Annie’s breasts. “Righteo. Get you there in a jiffy.”<Br>
<<else>>
You walk over and get into the back of the taxi with Annie. The same driver looks back at you in his mirror with disinterest. His eyes soon glance back to Annie. “Still off to the Red Room?”<Br>
<Br>
Annie brightly smiles and leans forward towards him. “Yes please.”<Br>
<br>
He smirks, eyes now resting on Annie’s breasts. “Righteo. Get you there in a jiffy.”<Br>
<</if>>
<<else>>
<<if $current.female is true>>
You walk over and get into the back of a taxi with Annie. A gruff and fat middle-aged man looks back at you in his mirror, his eyes lingering over your body. “You going to the Red Room, love?”<Br>
<br>
Before you can answer, Annie brightly smiles and leans forward towards him. “Yes please.”<br>
<Br>
He smirks, eyes now resting on Annie’s breasts. “Righteo. Get you there in a jiffy.”<bR>
<<else>>
You walk over and get into the back of the taxi with Annie. A gruff and fat middle-aged man looks back at you in his mirror with disinterest. His eyes soon glance back to Annie. “Still off to the Red Room?”<Br>
<Br>
Annie brightly smiles and leans forward towards him. “Yes please.”<Br>
<bR>
He smirks, eyes now resting on Annie’s breasts. “Righteo. Get you there in a jiffy.”<Br>
<</if>>
<</if>>
<br>
The taxi pulls away. You soon find yourself being driven out of Charlton and into the countryside. The darkness sets in as streetlights grow sparse. It’s not long before the only illumination comes from the headlights of the taxicab.<br>
<br>
Annie spends the time chatting to you, telling you all about her day and how much she’s looking forward to having a night out. She seems energised even for Annie, never losing for one moment the gleam in her eye.<br>
<Br>
<<if $current.female is true>>
On the occasion you do glance up, you catch the driver looking you in the mirror. His eyes drifting between you and Annie, lingering on the skin on display. You note that the locks buttons are firmly down on the doors. You nudge closer to Annie, grateful not to have made the journey on your own.<Br>
<<else>>
On the occasion you do glance up, you catch the driver looking at Annie in the mirror. His eyes linger on the skin on display. You note that the locks buttons are firmly down on the doors. You nudge closer to Annie, grateful she’s not made the journey on her own.<Br>
<</if>>
<br>
After some time, you notice muted lights in the distance. Soon enough a building comes into view, set back from the winding dark road. A single streetlight illuminates the gravelly carpark, but you can see light seeping out of the windows, signaling life inside. <br>
<Br>
The taxi cab pulls up. Without hesitation, Annie pays for the fare and gestures to the door as the locks slide up. “On me. You can get the first drinks.”<Br>
<Br>
<<ActionsHeader>>
<<link "Get out of the cab" $TaxiDesintation>><<set $RedRoomTransit to undefined>><<SetNPCLocation "Annie" $dayCurrent $periodCurrent "RedRoom">><</link>>
<<case "EmilyPC">>
<<TaxiCabTakenCheck>><<EmilyCorruptionCheck>>
<<if _TaxiCabTakenCheck is true>>
<<if $current.female is true>>
You walk over and get into the back of the taxi with Emily. You look up to see the same driver as always looking back at you in his mirror, his eyes lingering over your body. “Hello again love. You two girls going to the Red Room?”<br>
<br>
<<if _EmilyCorruptionCheck is true>>
Before you can answer, Emily grins and leans forward towards him. “Oh yes!”<br>
<br>
He smirks, eyes now resting on her breasts. “Righteo. Get you there in a jiffy.”<br>
<<else>>
You nod. “Yes please.”<br>
<br>
He smirks, eyes looking between the two of you. “Righteo. Get you there in a jiffy.”<br>
<</if>>
<<else>>
You walk over and get into the back of the taxi with Emily. The same driver looks back at you in his mirror with disinterest. His eyes soon glance back to Emily. “Off to the Red Room?”<br>
<br>
<<if _EmilyCorruptionCheck is true>>
Emily grins and leans forward towards him. “Oh yes!”<br>
<br>
He smirks, eyes now resting on her breasts. “Righteo. Get you there in a jiffy.”<br>
<<else>>
Emily flinches, trying to bury herself into the seat. You lean forward and catch his eye. “Yes please.”<br>
<br>
He smirks, eyes looking back at Emily one final time. “Righteo. Get you there in a jiffy.”<br>
<</if>>
<</if>>
<<else>>
<<if $current.female is true>>
You walk over and get into the back of a taxi with Emily. A gruff and fat middle-aged man looks back at you in his mirror, his eyes lingering over your body. “You going to the Red Room, love?”<br>
<br>
<<if _EmilyCorruptionCheck is true>>
Before you can answer, Emily grins and leans forward towards him. “Oh yes!”<br>
<br>
He smirks, eyes now resting on her breasts. “Righteo. Get you there in a jiffy.”<br>
<<else>>
You nod. “Yes please.”<br>
<br>
He smirks, eyes looking between the two of you. “Righteo. Get you there in a jiffy.”<br>
<</if>>
<<else>>
You walk over and get into the back of the taxi with Emily. A gruff and fat middle-aged man looks back at you in his mirror with disinterest. His eyes soon glance back to Emily. “Off to the Red Room?”<br>
<br>
<<if _EmilyCorruptionCheck is true>>
Emily grins and leans forward towards him. “Oh yes!”<br>
<br>
He smirks, eyes now resting on her breasts. “Righteo. Get you there in a jiffy.”<br>
<<else>>
Emily flinches, trying to bury herself into the seat. You lean forward and catch his eye. “Yes please.”<br>
<br>
He smirks, eyes looking back at Emily one final time. “Righteo. Get you there in a jiffy.”<br>
<</if>>
<</if>>
<</if>>
<br>
The taxi pulls away. You watch out of the window as the space between the street lights grows wider and eventually they cease entirely as the countryside engulfs the view.<br>
<br>
<<if _EmilyCorruptionCheck is true>>
“So what’s going to happen?” Emily asks a little too loudly.<br>
<br>
You cast a look at the driver, then lean in. “Tandi said you just need to understand what is being asked of you. That you’ll take on the burden of the bracelet. Willingly.”<br>
<br>
Emily rolls her eyes, dismissively. “I’m here, aren’t I? In this dingy cab.”<br>
<br>
“I’m serious, Em,” you emphasise. “I don’t think it will work if you’re blasé.”<br>
<br>
She flashes you a devilish grin. “Relax, <<TrueName "Current">>. This is what I wanted. Remember?”<br>
<<else>>
“So what’s going to happen?” Emily asks nervously.<br>
<br>
You cast a look at the driver, then lean in. “Tandi said you just need to understand what is being asked of you. That you’ll take on the burden of the bracelet. Willingly.”<br>
<br>
Emily swallows as she looks at you. “Will it be that bad?”<br>
<br>
“I don’t think so,” you reply, trying to be honest. “But even if Tandi frightens you, you have to accept it willingly. I don’t think it will work if you feel pressured.”<br>
<br>
She looks at you for a long moment, then nods. “I understand, <<TrueName "Current">>. I’m here of my own mind. I promise.”<br>
<</if>>
<br>
After some time, you notice muted lights in the distance. Soon enough a building comes into view, set back from the winding dark road. A single streetlight illuminates the gravelly carpark, but you can see light seeping out of the windows, signaling life inside.<br>
<br>
The taxicab pulls up and the driver stops the meter. He looks back, leaning over the headrest. “Here you are, you two,” he says, eyes wandering over Emily briefly before locking on you. “Enjoy yourselves.”<br>
<br>
You give him enough cash to cover it and tell him to keep the change. He grunts a reply, then releases the locks. Emily opens the door, carefully sliding out. As you move to exit the cab, you see the driver watching her.<br>
<br>
<<ActionsHeader>>
<<link "Get out of the cab" $TaxiDesintation>><<CashFlow -1>><<set $RedRoomTransit to undefined>><<SetNPCLocation "Emily" $dayCurrent $periodCurrent "RedRoom">><</link>>
<<case "MichellePC">>
The short ride to Michelle’s house is thankfully full of silence. The driver barely acknowledges you, his eyes focused on the road. You wriggle on the vinyl seat, trying to relax.<br>
<Br>
The car pulls up at a beautiful, detached house in the nice-part of Charlton. The driver angrily honks his horn and you jump, wincing.<br>
<Br>
After a few moments, the wide front-door opens and Michelle runs out, waving back into the house. She is wearing a long grey overcoat, but it badly hides the click-clacking of heels on the paved entryway and her hair and face, both styled immaculately. <br>
<Br>
“Like them young, do ya'?” you hear the cab driver mutter. You look at the rear-view mirror to see him watching Michelle running down the entryway, grinning lecherously. <Br>
<Br>
Before you can say anything, the door is thrust open and Michelle clambers in, grinning as she sees you. <Br>
<Br>
The driver pulls away when she closes the door. She adjusts herself, pulling at her overcoat, looking you up and down.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is undefined>>
She tries to hold back disappointment, but you can see it in her face. “You look… nice,” she says without conviction.<Br>
<<elseif _CurrentOutfit is "CasualMalePC">>
She balks her head as she studies you but lets out a sympathetic smile. “White T-shirt. That’s… a classic style, <<TrueName "Current">>”<Br>
<<elseif _CurrentOutfit is "SmartMalePC">>
She grins at seeing your outfit. “Nice to see you made an effort. I appreciate it.”<Br>
<<elseif _CurrentOutfit is "TightMalePC">>
Her mouth drops a little when she takes in your shirt. “Oh my. Where have you been hiding that.” She titters a little, mostly to herself.<Br>
<</if>>
<Br>
As the cab drives towards the outskirts of town, Michelle fidgets on the seat. “Now,” she says fingering the overcoat. “Let’s get rid of this.”<br>
<bR>
Within a moment, she’s tugged at the buttons, shimmied her arms out of the sleeve and arched up to swish it out from underneath her. Now you see what she’s really wearing. A white miniskirt shimmering with sequins, a pair of matching white knee-high platform boots and an open-back crop top. You’ve never noticed how her light freckles pepper her skin beneath her face. <br>
<br>
<I>And why would you have done?</i><br>
<br>
She watches you carefully, smiling coyly. “What do you think?”<br>
<bR>
When you don’t reply, her smile grows. “I’ll take that as you approve.”<Br>
<bR>
“I certainly do, love,” you hear the cab driver bark from the front. You both glance up and see him watching in the mirror, eyes lingering over Michelle’s body. “Why don’t you leave that coat in the cab? I’ll drop it off tomorrow when your parents are out.”<Br>
<bR>
Michelle eyes him warily in the mirror, but nods. She bunches it up and puts it underneath the front seat. Then snuggles back into the vinyl cover, glancing over at you and renewing her smile.<br>
<Br>
<<ActionsHeader>>
<<link "Drive to the Red Room" "RedRoomTransit">><<set $RedRoomTransit to "MichellePCDrive">><</link>>
<<case "MichellePCDrive">>
You soon find yourself being driven out of Charlton and into the countryside. The darkness sets in as streetlights grow sparse. It’s not long before the only illumination comes from the headlights of the taxicab.<bR>
<Br>
Michelle is quiet, making small talk only when the tension is too much to bear. She asks you about your day and speaks in generalities about hers. You notice she stops herself whenever the subject of school comes up, or her parents.<br>
<bR>
On the occasion you do glance up, you catch the driver looking you in the mirror. His eyes focus on Michelle, lingering on the skin on display. Seldom do his eyes turn to you, and when they do you see the smirking grin he gives you underneath them. <br>
<Br>
After some time, you notice muted lights in the distance. Michelle looks out the window, taking it in with wide eyes. “I think that’s it.” <Br>
<Br>
Soon enough a building comes into view, set back from the winding dark road. A single streetlight illuminates the gravelly carpark, but you can see light seeping out of the windows, signaling life inside. <Br>
<Br>
The taxicab pulls up and the driver stops the meter. He looks back, leaning over the headrest. “Here you are, you two,” he says, eyes wandering over Michelle briefly before locking on you. “Gentleman’s treat, I’m sure.”<Br>
<Br>
You give him enough cash to cover it and tell him to keep the change. He grunts a reply, then releases the locks. Michelle grins and opens the door, carefully sliding out in her skirt.<br>
<Br>
As you move to exit the cab, you see the driver watching her movements. “Enjoy your night,” he says to you. “I would.”<Br>
<Br>
<<ActionsHeader>>
<<link "Get out of the cab" $TaxiDesintation>><<CashFlow -1>><<set $RedRoomTransit to undefined>><<SetNPCLocation "Michelle" $dayCurrent $periodCurrent "RedRoom">><</link>>
<</switch>><<widget "CabbieShotDown">>
<<set $CabbieShotDown = $CabbieShotDown ?? {}>>
<<if _CurrentPC is true>>
<<set $CabbieShotDown["PC"] = true>>
<<else>>
<<set $CabbieShotDown[$current.avatar] = true>>
<</if>>
<</widget>>
<<widget "CabbieShotDownCheck">>
<<set $CabbieShotDown = $CabbieShotDown ?? {}>>
<<if _CurrentPC is true>>
<<set _CabbieShotDownCheck = ($CabbieShotDown["PC"] is true)>>
<<else>>
<<set _CabbieShotDownCheck = ($CabbieShotDown[$current.avatar] is true)>>
<</if>>
<</widget>>
<<widget "CabbieFlirt">>
<<set $CabbieFlirt = $CabbieFlirt ?? {}>>
<<if _CurrentPC is true>>
<<set $CabbieFlirt["PC"] = ($CabbieFlirt["PC"] ?? 0) + _args[0]>>
<<else>>
<<set $CabbieFlirt[$current.avatar] = ($CabbieFlirt[$current.avatar] ?? 0) + _args[0]>>
<</if>>
<</widget>>
<<widget "CabbieFlirtCheck">>
<<set $CabbieFlirt = $CabbieFlirt ?? {}>>
<<if _CurrentPC is true>>
<<set _CabbieFlirtCheck = $CabbieFlirt["PC"] ?? 0>>
<<else>>
<<set _CabbieFlirtCheck = $CabbieFlirt[$current.avatar] ?? 0>>
<</if>>
<</widget>><<CabbieShotDownCheck>>
<<NPCFollowCheck "Emily">>
<<NPCDeltaCheck "Emily" "Transform">>
<<if _NPCFollowCheck is true and _NPCDeltaCheck is "PC">>
The cab ride passes slowly. The driver makes little chat, but glances at you in the mirror more than once. The meter ticks away.<br>
<br>
“Busy?” you try.<br>
<br>
He glares back in the mirror. “Not busy enough to pick you up, love.”<br>
<br>
You bristle. His eyes firmly rest on you as he smirks through the mirror. You look back at <i><<TrueName "Current">></i>, but he shrugs. As if you should have expected it.<br>
<br>
“So, remind me,” he says quietly. “We need Harrow’s amulet, don’t we?”<br>
<br>
You nod. “You need to get him to bet big, so he’ll put it up as collateral.”<br>
<br>
<i><<TrueName "Current">></i> gives you a grin. “Relax. I’ve got this. Just be ready to do your part.”<br>
<br>
“What do you mean?” you ask, feeling your lip trembling.<br>
<br>
“Really? I have no idea,” <i><<TrueName "Current">></i> admits. “If I see some way you can help, I’ll let you know.”<br>
<br>
<i>Taking the lead already, isn’t he?</i><br>
<br>
After what seems like an eternity, the car pulls up and the driver stops the meter. <i><<TrueName "Current">></i> gives him enough cash to cover it and tells him to keep the change. He grunts a reply, then unlocks the door. You both slide out.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerConservativeEmily">>
You look back in the mirror as you do so. He looks back at you in the mirror, but his eyes don’t linger.<br>
<<elseif _CurrentOutfit is "PokerRevealingEmily">>
You look back in the mirror as you do so. He looks back at you in the mirror, his eyes lingering on your dress hem as you try to get out.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Get out of the cab" "DuncanManorEntrance">><<EventTrigger "DuncanManorEntrance" "PokerNightArrival" "Evening" null null null null null false>><</link>>
<<elseif _NPCFollowCheck is true>>
The cab ride passes slowly. The driver makes little chat with you, instead glancing at Emily more than idly. The meter ticks away.<br>
<br>
“Busy?” you try.<br>
<br>
He glares back in the mirror. “Can you see many cars on the road, mate?”<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
You smile politely back at him, but he’s already turned back to the windscreen. Then his eyes wander back to the rearview mirror. To look at Emily. She smiles coyly back at him. His smile broadens.<br>
<br>
“So, remind me,” she says turning back to you. “We need Harrow’s amulet, don’t we?”<br>
<br>
You nod. “I need to get him to bet big, so he’ll put it up as collateral.”<br>
<br>
“And me? What do you expect me to do whilst I’m pandering to the men?”<br>
<br>
You sigh. “I’m not sure yet. But if I see some way you can help, I’ll let you know.”<br>
<br>
She gives you a look, but shrugs.<br>
<br>
After what seems like an eternity, the car pulls up and the driver stops the meter. You give him enough cash to cover it and tell him to keep the change. He grunts a reply, then unlocks the door. You and Emily slide out.<br>
<br>
You look back in the mirror as you do so. He looks back in the mirror, casually watching Emily exit.<br>
<<else>>
You smile politely back at him, but he’s already turned back to the windscreen. Then his eyes wander back to the rearview mirror. To look at Emily. She looks away, trying to avoid his eyes.<br>
<br>
“So, remind me,” she says quietly to you. “We need Harrow’s amulet, don’t we?”<br>
<br>
You nod. “I need to get him to bet big, so he’ll put it up as collateral.”<br>
<br>
“And me? What do you expect me to do?”<br>
<br>
You sigh. “I’m not sure yet. But if I see some way you can help, I’ll let you know.”<br>
<br>
She gives you a look. Her face is covered with concern.<br>
<br>
After what seems like an eternity, the car pulls up and the driver stops the meter. You give him enough cash to cover it and tell him to keep the change. He grunts a reply, then unlocks the door. You and Emily slide out.<br>
<br>
You look back in the mirror as you do so. He looks back in the mirror, watching the hem of Emily’s dress as she tries to exit.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Get out of the cab" "DuncanManorEntrance">><<CashFlow -1>><<EventTrigger "DuncanManorEntrance" "PokerNightArrival" "Evening" null null null null null false>><</link>>
<<elseif $current.avatar is "Emily">>
<<if _CabbieShotDownCheck is true>>
The cab ride passes slowly. The driver makes little chat with you, instead glancing at the meter ticking away.<br>
<br>
“Busy?” you try.<br>
<br>
He glares back in the mirror. “Can you see many cars on the road, love?”<br>
<br>
You smile politely back at him, but he’s already turned back to the windscreen. Accepting the rebuttal, you spend the rest of the ride in silence.<br>
<br>
As the cab drives on, you consider the evening. You know you won’t be playing poker this evening. You’re going to have to find some way to manipulate the table. Or someone, who will help you take that amulet from Harrow. Like Jake. Your date.<br>
<br>
<i>And what do you think he’ll want for your help, do you think?</i><br>
<br>
You shudder. After what seems like an eternity, the car pulls up and the driver stops the meter. You give him enough cash to cover it and tell him to keep the change. He grunts a reply, then unlocks the door.<br>
<<else>>
The cab ride passes slowly. The driver makes little chat, but glances at you in the mirror more than once. The meter ticks away.<br>
<br>
“Busy?” you try.<br>
<br>
He glares back in the mirror. “Not busy enough to pick you up, love.”<br>
<br>
You bristle. His eyes firmly rest on you as he smirks through the mirror.<br>
<br>
As the cab drives on, you consider the evening. You know you won’t be playing poker this evening. You’re going to have to find some way to manipulate the table. Or someone, who will help you take that amulet from Harrow. Like Jake. Your date.<br>
<br>
<i>And what do you think he’ll want for your help, do you think?</i><br>
<br>
You shudder. After what seems like an eternity, the car pulls up and the driver stops the meter. You give him enough cash to cover it and tell him to keep the change. He grunts a reply, then unlocks the door. You slide out.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerConservativeEmily">>
You look back in the mirror as you do so. He looks back at you in the mirror, but his eyes don’t linger.<br>
<<elseif _CurrentOutfit is "PokerRevealingEmily">>
You look back in the mirror as you do so. He looks back at you in the mirror, his eyes lingering on your dress hem as you try to get out.<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Get out of the cab" "DuncanManorEntrance">><<CashFlow -1>><<EventTrigger "DuncanManorEntrance" "PokerNightArrival" "Evening" null null null null null false>><</link>>
<<elseif $current.female is true and _CabbieShotDownCheck is true>>
The cab ride passes slowly. The driver makes little chat with you, instead glancing at the meter ticking away.<br>
<br>
“Busy?” you try.<br>
<br>
He glares back in the mirror. “Can you see many cars on the road, love?”<br>
<br>
You smile politely back at him, but he’s already turned back to the windscreen. Accepting the rebuttal, you spend the rest of the ride in silence.<br>
<br>
As the cab drives on, you consider the evening. You know you won’t be playing poker this evening. You’re going to have to find some way to manipulate the table. Or someone, who will help you take that amulet from Harrow.<br>
<br>
<i>And what do you think they’ll want for your help, do you think?</i><br>
<br>
You shudder. After what seems like an eternity, the car pulls up and the driver stops the meter. You give him enough cash to cover it and tell him to keep the change. He grunts a reply, then unlocks the door.<br>
<br>
<<ActionsHeader>>
<<link "Get out of the cab" "DuncanManorEntrance">><<CashFlow -1>><<EventTrigger "DuncanManorEntrance" "PokerNightArrival" "Evening" null null null null null false>><</link>>
<<else>>
The cab ride passes slowly. The driver makes little chat, but glances at you in the mirror more than once. The meter ticks away.<br>
<br>
“Busy?” you try.<br>
<br>
He glares back in the mirror. “Not busy enough to pick you up, love.”<br>
<br>
You bristle. His eyes firmly rest on you as he smirks through the mirror.<br>
<br>
As the cab drives on, you consider the evening. You know you won’t be playing poker this evening. You’re going to have to find some way to manipulate the table. Or someone, who will help you take that amulet from Harrow.<br>
<br>
<i>And what do you think they’ll want for your help, do you think?</i><br>
<br>
You shudder. After what seems like an eternity, the car pulls up and the driver stops the meter. You give him enough cash to cover it and tell him to keep the change. He grunts a reply, then unlocks the door. You slide out.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerConservativeFemalePC">>
You look back in the mirror as you do so. He looks back at you in the mirror, but his eyes don’t linger.<br>
<<elseif _CurrentOutfit is "PokerRevealingFemalePC">>
You look back in the mirror as you do so. He looks back at you in the mirror, his eyes lingering on the slit in your dress as you try to get out.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Get out of the cab" "DuncanManorEntrance">><<CashFlow -1>><<EventTrigger "DuncanManorEntrance" "PokerNightArrival" "Evening" null null null null null false>><</link>>
<</if>><<switch $GalaTaxi>>
<<case undefined>>
<<CurrentOutfit>>
<<if _CurrentOutfit is "GalaDressNonCorrupted">>
You walk down the stairs, careful not to trip as the hem of the dress wraps around your legs. You have a flash of a movie, one where the protagonist is getting ready for a big night out, and the camera pans down to show them walking down the stairs in a beautiful dress. You can’t help but feel a little like that right now.<br>
<<else>>
You walk down the stairs, trying to not stumble in the high-heels. You blush as you realise that anyone at the bottom of the stairs could probably see up your skirt.<br>
<</if>>
<br>
You pick up the phone from the receiver on the wall and dial the number of Charlton Taxis. After a few rings, a gruff voice barks a greeting down the line. “Charlton Taxis. Where you going?”<br>
<br>
"The Town Hall," you reply.<br>
<br>
There's a murmuring on the other end. "You going to the businessmen's ball? Lucky you. What's the address?"<br>
<br>
You tell him your address and he tells you that a taxi will arrive in about ten minutes. "Be ready," he warns you. "Lots of people looking for taxis tonight."<br>
<br>
Sure enough, ten minutes later you hear an angry beep from a car outside. You gather yourself, then step out into the cold autumn air. A run-down petrol-powered sedan waits outside, the logo of Charlton Taxis crudely stencilled on the side, along with a number.<br>
<br>
<<TaxiCabTakenCheck>>
<<if _TaxiCabTakenCheck is true>>
You walk over and get into the back of a taxi. The same driver looks back at you in his mirror, his eyes lingering over your body. "Hello again, love. Going to the businessmen's ball this evening?"<br>
<<else>>
You walk over and get into the back of a taxi. A gruff and fat middle-aged man looks back at you in his mirror, his eyes lingering over your body. "Going to the businessmen's ball this evening, love?"<br>
<</if>>
<br>
You nod and politely smile. "Yes please."<br>
<br>
He smirks, eyes not wavering from your body. "Righteo. Get you there in a jiffy."<br>
<br>
<<ActionsHeader>>
<<link "Sit back in the taxi" "GalaTaxi">><<set $GalaTaxi to "Ride">><<TaxiCabTaken>><</link>>
<<case "Ride">>
<<CabbieShotDownCheck>>
<<if _CabbieShotDownCheck is true>>
The cab ride passes slowly. The driver makes little conversation with you, instead glancing at the meter ticking away.<br>
<br>
"Busy?" you try.<br>
<br>
He glares back in the mirror. "Can you see many cars on the road, love?"<br>
<br>
You smile politely back at him, but he's already turned back to the windscreen. Accepting the rebuttal, you spend the rest of the ride in silence.<br>
<br>
After what seems like an eternity, the car pulls up and the driver stops the meter. You give him enough cash to cover it and tell him to keep the change. He grunts a reply, then unlocks the door.<br>
<<else>>
The cab ride passes slowly. The driver seems to take a number of turns he doesn't need to, but without knowing the town that well, you find it hard to call him out on it.<br>
<br>
"I must say, you look like a princess tonight, love," he begins. "Real nice number. Those businessmen will have their trouble taking their eyes off you."<br>
<br>
"Thank you," you reply quickly and politely.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "GalaDressNonCorrupted">>
The cabbie glances at you in the rear-view mirror. "That's a nice frock," he comments. "You look like one of those girls from the old photos in the Town Hall."<br>
<br>
You smile politely, saying nothing.<br>
<br>
"My wife had a dress like that," he continues, apparently taking your silence as encouragement. "Wore it to the same dinner, back in the day. Before she settled down with me." He chuckles to himself. "Different times."<br>
<<elseif _CurrentOutfit is "GalaDressCorrupted">>
The cabbie's eyes linger in the rear-view mirror. "Well," he murmurs, adjusting his grip on the wheel. "That's a bold number for a school dinner."<br>
<br>
You catch his eyes flicking down to the hemline before he turns back to the road.<br>
<br>
"Those businessmen won't know what's hit them," he continues, his voice thicker now. "Dressed like that, you'll have them eating out of your hand before the starters arrive." He grins.<br>
<br>
You stare back at him, but say nothing. He chuckles, but keeps his eyes on the road for the rest of the journey. Mostly.<br>
<</if>>
<br>
Not quickly enough, the car pulls up and the driver looks back over his headrest, grinning. "Here you are, love," he says, eyes wandering for one last look over your body. "You have fun in there. Let those businessmen pamper you."<br>
<br>
You smile at him wordlessly. He reaches over and unlocks the door.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Get out and enter the Town Hall" "TownHallReception">><<set $GalaTaxi to undefined>><<EventTrigger "TownHallReception" "MissCharltonFinalists" "Evening" null "Emily" null null null false>><</link>>
<</switch>><<switch $GalaTaxiReturn>>
<<case undefined>>
<<CabbieShotDownCheck>>
<<if _CabbieShotDownCheck is true>>
As you stand at the bottom of the town hall steps, a familiar run-down sedan pulls around the square. Lights coming on as it approaches.<br>
<br>
<I>Almost as if he's been waiting.</i><br>
<br>
The taxi slows down and the driver leans out of his open window, hand draped over the door. When he looks at you, his leering smile fades. Instead he grunts and screeches off. You watch the cab disappear.<br>
<br>
<I>Guess he doesn't like being shot down.</i><br>
<Br>
Sighing, you begin the walk home. It's not far, but in this dress the autumn air bites hard. By the time you make it to your door, you are shivering.<bR>
<br>
<<ActionsHeader>>
<<link "Enter your home" "YourHome">><</link>>
<<else>>
As you stand at the bottom of the town hall steps, you hear a horn honking. A familiar run-down sedan pulls around the square. Lights coming on as it approaches.<br>
<br>
<I>Almost as if he's been waiting for you.</i><br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "GalaDressNonCorrupted">>
The taxi pulls up and the driver leans out of his open window, hand draped over the door. His eyes briefly hover over your body. "Need a ride home, love?"<br>
<<else>>
The taxi pulls up and the driver leans out of his open window, hand draped over the door. He grins as he spends time taking in your body. "Need a ride home, love?"<br>
<</if>>
<br>
You hold back a sigh. It's not a long way to walk, but the coldness and time preys on you.<br>
<br>
<I>Interesting choice of phrase.</I><br>
<br>
You nod and open the back door, sliding in. The driver pulls away, glancing at you in his mirror. "Don't you worry. Never forget where a pretty girl lives."<br>
<br>
<<ActionsHeader>>
<<link "Sit back in the taxi" "GalaTaxiReturn">><<set $GalaTaxiReturn to "TaxiRide">><</link>>
<</if>>
<<case "TaxiRide">>
The cab ride passes slowly. The driver seems to take a number of turns he doesn't need to. But it's late, you're tired and you don't want to argue. Yet.<br>
<br>
"How did it go, love?" the driver says, glancing back at you. "Got a future princess in my cab, have I?"<br>
<Br>
<<if $MissCharltonFinalists.includes("Emily")>>
"I made the finalists," you politely reply.<br>
<br>
The driver smiles and chuckles. "Congratulations. Can't say I'm surprised. A stunner like you. They'd be mad not to make you the winner."<br>
<Br>
You smile back in the rear view mirror. Flicking your eyes outside, you notice the driver passes your street. "I think you missed the turning."<br>
<br>
"Pardon me love," he says. "Too caught up in your beauty." He shuts the metre off. "I'll dock off the final bit for you."<br>
<Br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "GalaDressNonCorrupted">>
As the driver navigates around the block, you see his eyes lingering on your dress before he notices you catching him.<br>
<<elseif _CurrentOutfit is "GalaDressCorrupted">>
As the driver navigates around the block, you see his eyes lingering on your dress. Even when he notices you catching him he doesn't stop. He just grins.<br>
<</if>>
<br>
"Reminds me of when I was at school," he continues. "The missus actually won the crown herself. Had a lot of fun to celebrate that. 'Course, we had more fun after in my car, if you don't mind me being a bit crude."<br>
<br>
He chuckles to himself. You take in a deep breath. Finally you see your house. And the cab pulls up outside.<br>
<br>
"Always had a bit of fantasy," he murmurs, as he shuts the engine off and meets your eyes in the rear-view mirror. "Of fooling around with another Miss Charlton. In my car."<br>
<<else>>
"Didn't make the shortlist," you politely reply.<br>
<br>
The driver shrugs and shakes his head. "I'm sorry, love. They must need their eyes tested. A stunner like you."<br>
<Br>
You smile back in the rear view mirror. Flicking your eyes outside, you notice the driver passes your street. "I think you missed the turning."<br>
<br>
"Pardon me love," he says. "Too caught up in your beauty." He shuts the metre off. "I'll dock off the final bit for you."<br>
<Br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "GalaDressNonCorrupted">>
As the driver navigates around the block, you see his eyes lingering on your dress before he notices you catching him.<br>
<<elseif _CurrentOutfit is "GalaDressCorrupted">>
As the driver navigates around the block, you see his eyes lingering on your dress. Even when he notices you catching him he doesn't stop. He just grins.<br>
<</if>>
<br>
"It's not all it's cracked up to be, getting that crown," he continues. "Me and the missus made our own fun, at the afterparty. And after the afterparty,. in my car, if you don't mind me being a bit crude."<br>
<br>
He chuckles to himself. You take in a deep breath. Finally you see your house. And the cab pulls up outside.<br>
<br>
"Always had a bit of fantasy," he murmurs, as he shuts the engine off and meets your eyes in the rear-view mirror. "Of fooling around with another prom date. In my car."<br>
<</if>>
<Br>
You smile at him wordlessly. After a moment, you can't help but sigh with relief as the locks disengage.<br>
<br>
"You have a good sleep, love," he says as you open the door. "And if you need a ride on prom night, you know who to call."<br>
<br>
<<ActionsHeader>>
<<link "Get out and enter your house" "YourHome">><<set $GalaTaxiReturn to undefined>><</link>>
<</switch>><<switch $DevonDriveToMovie>>
<<case undefined>>
Devon pulls away from Liz's house, slowly driving through the streets of Charlton. He glances back at you occasionally, offering friendly smiles. He is wearing his trademark letterman jacket, but paired it with black jeans and smart boots. He's made an effort.<br>
<br>
"So, you live opposite the cemetery, then?" he asks casually. "Must be a bit odd, sometimes."<br>
<br>
"It's peaceful," you reply, trying to remain noncommittal. "What's the matter, Devon? Are you scared of ghosts?"<br>
<br>
He glances sideways with a flustered smile. "Ah, no," he mutters. "Just thought it must be a bit weird sometimes, seeing those cars go in there with caskets."<br>
<br>
You consider your response. Liz does want you to get Devon to take you to the cemetery at the end of the date. This could be an early way to lay the groundwork. But do you really want to lead him on so early? You have to sit in a darkened movie theatre with him, after all.<br>
<br>
<<ActionsHeader>>
<<link "Tell him that you might show him how peaceful it is later" "DevonDriveToMovie">><<DevonApproval 1>><<set $DevonDriveToMovie to "Peaceful">><</link>><br>
<<link "Shoot him down and mock his fears" "DevonDriveToMovie">><<DevonApproval -1>><<set $DevonDriveToMovie to "Mock">><</link>><br>
<<link "Shrug and tell him that it's a nice place to live" "DevonDriveToMovie">><<set $DevonDriveToMovie to "Nice">><</link>>
<<case "Peaceful">>
"Don't worry, Devon," you say with a sly grin. "I'll protect you from the undead. Who knows, maybe later I'll show you how peaceful the cemetery can be."<br>
<br>
You watch as he takes a deep breath. "Maybe," he says with a degree of embarrassment.<br>
<br>
Devon offers nothing more, but you see him stealing a glance at your clothes when he thinks you're not looking.<br>
<br>
<i>Or maybe he's just looking at you.</i><br>
<br>
A moment later, Devon indicates and pulls into a parking spot. You glance up, seeing the Charlton Picturehouse right in front of you.<br>
<br>
"Ready for a scary movie?" he asks with a smile directed towards you.<br>
<br>
<<ActionsHeader>>
<<link "Get out of the car" "CharltonPicturehouseEntrance">><<set $DevonDriveToMovie to undefined>><</link>>
<<case "Mock">>
"I didn't think jocks would be scared of caskets and gravestones," you say with a smirk. "What would the other football players think if they knew you were scared of a cemetery?"<br>
<br>
You watch as he takes a deep breath, blushing. "I'm not scared," he mutters. "Just making conversation."<br>
<br>
Devon offers nothing more. He purposefully avoids looking over at you as he drives. You stifle a grin, feeling like you're in control of this date.<br>
<br>
A moment later, Devon indicates and pulls into a parking spot. You glance up, seeing the Charlton Picturehouse right in front of you.<br>
<br>
"Ready for a scary movie?" he asks with a renewed smile directed towards you.<br>
<br>
<<ActionsHeader>>
<<link "Get out of the car" "CharltonPicturehouseEntrance">><<set $DevonDriveToMovie to undefined>><</link>>
<<case "Nice">>
"I've never really considered it," you tell him. "It's just a nice place to live."<br>
<br>
"I'm sorry," he says quickly. "I didn't mean it was weird."<br>
<br>
You watch as he glances back at you with slight concern. Only when you give him a reassuring smile does he relax and continue driving casually.<br>
<br>
A moment later, Devon indicates and pulls into a parking spot. You glance up, seeing the Charlton Picturehouse right in front of you.<br>
<br>
"Ready for a scary movie?" he asks with a renewed smile directed towards you.<br>
<br>
<<ActionsHeader>>
<<link "Get out of the car" "CharltonPicturehouseEntrance">><<set $DevonDriveToMovie to undefined>><</link>>
<</switch>><<switch $DevonDriveFromMovie>>
<<case undefined>>
You leave the Picturehouse with Devon. He opens the passenger door to his car for you, then walks around and gets in the driver's seat. "Crowmere Road, right?"<br>
<br>
You nod and Devon gently pulls out of the parking spot. As he drives, you look back at him. His eyes mostly stay on the road, but when they do wander in your direction they meet your eyes with a smile.<br>
<br>
Trying to focus, you consider what Liz has asked you to do. You thought it would be easy to lure him into the cemetery. Now you're not so sure. As the silence becomes uncomfortable, you consider this might be the last chance you have to gain his interest.<br>
<br>
<<ActionsHeader>>
<<link "Make small talk about gothy cliches" "DevonDriveFromMovie">><<DevonApproval 1>><<DevonKnowledgeLearned "WhatsInside">><<set $DevonDriveFromMovie to "Goth">><</link>><br>
<<link "Ask Devon about his interest in Liz" "DevonDriveFromMovie">><<DevonApproval 1>><<DevonKnowledgeLearned "WhatsInside">><<set $DevonDriveFromMovie to "Interest">><</link>><br>
<<link "Sit in silence" "DevonDriveFromMovie">><<set $DevonDriveFromMovie to "Silence">><</link>>
<<case "Goth">>
"The dark is so peaceful," you break the silence with. "I love nighttime."<br>
<br>
Devon glances back from the road to you. "Oh? Why?"<br>
<br>
"It's quiet," you comment. "When the dark things come out to play and the normal people go to sleep."<br>
<br>
He gives you a look. "You don't like other people?"<br>
<br>
You titter. "They don't like me. Comes with being an outsider. You get used to being misunderstood."<br>
<br>
"I don't mind you being an outsider," Devon comments. "And I hope I haven't misunderstood you. I think you're just being yourself, aren't you?"<br>
<br>
"This is definitely me," you say, suppressing the irony. "I would think I'm a bit too much for you, Sheath. Or do you have a preference for the goth type?"<br>
<br>
He gives you a look, but for once his casual chuckle is missing. "I like your style, Liz. But I'm more interested in what's inside you."<br>
<br>
You raise an eyebrow. "You want to know what's inside me?"<br>
<br>
He splutters, cheeks reddening even in the dark. "I didn't mean it like that."<br>
<br>
You can't help but smirk back at him. He glances over to you, taking a deep breath. "Not my best line," he mutters.<br>
<br>
He relaxes when you giggle, but his cheeks still stay red. After a moment, he pulls up and turns the engine off.<br>
<br>
"This is your house, right?" he says.<br>
<br>
<<ActionsHeader>>
<<link "Talk to Devon" "CrowmereRoadReturn">><<set $DevonDriveFromMovie to undefined>><</link>>
<<case "Interest">>
"So, why were you so persistent about taking me out for a date?" you begin.<br>
<br>
"Isn't that what guys do?" he says with nervousness. "Ask out girls on dates?"<br>
<br>
"I wouldn't have picked you for having an interest in me, though," you reply. "Aren't any of the cheerleaders single?"<br>
<br>
He gives you a look, but for once his casual chuckle is missing. "They're not for me. You're also much more yourself than any of them." He pauses for a moment and when he continues, his voice is lower. "It's attractive."<br>
<br>
"I thought you were just looking for a bit of goth flair," you quip.<br>
<br>
He continues to hold your gaze. "I like your style, Liz," he says with a lowered voice. "But I'm more interested in what's inside you."<br>
<br>
You raise an eyebrow. "You want to know what's inside me?"<br>
<br>
He splutters, cheeks reddening even in the dark. "I didn't mean it like that."<br>
<br>
You can't help but smirk back at him. He glances over to you, taking a deep breath. "Not my best line," he mutters.<br>
<br>
He relaxes when you giggle, but his cheeks still stay red. After a moment, he pulls up and turns the engine off.<br>
<br>
"This is your house, right?" he says.<br>
<br>
<<ActionsHeader>>
<<link "Talk to Devon" "CrowmereRoadReturn">><<set $DevonDriveFromMovie to undefined>><</link>>
<<case "Silence">>
You decide not to make small talk. The silence is uncomfortable. Devon watches the road, turning into street after street. After a while, he pulls up and turns the engine off.<br>
<br>
"This is your house, right?" he says.<br>
<br>
<<ActionsHeader>>
<<link "Talk to Devon" "CrowmereRoadReturn">><<set $DevonDriveFromMovie to undefined>><</link>>
<</switch>><<switch $DreamLeafAnnie>>
<<case undefined>>
<b>Charlton School Gates</b><br>
<img src="./images/School_Gates.png"><br>
<br>
You open your eyes to find yourself standing before the iron arch of Charlton Upper School. Pale silhouettes stream through the gates, uniformed figures whose grey blazers and pleated skirts blur together, faces lost in mist.<br>
<br>
You glance down at your own body: the familiar cut of a teenagers uniform hugging your slender frame, a single lock of blonde hair slipping from its ribbon to brush across your vision. You realise, you are Annie. Young, defiant, and on the cusp of everything that changed.<br>
<bR>
A sharp laugh snaps you back. There, just inside the gate, stands Jennifer. Except, a caricature of her. All athletic poise and perfect grin, clad in the school’s cheerleader outfit. <Br>
<br>
<<Flag "CaricatureJenniferEncountered">>
<<if _FlagReturn is true>>
She steps forward, arms on hips. “Oh hello, <i>Annie</i>!” she beams. Then she leans in toward you and lowers her voice, losing some of the show as she does so. "Look at me, I'm just so happy to see you that I've forgotten my lines." She taps one of her temples. "Think, Jen. What's next?"<br>
<br>
Her eyes widen with memory and she steps back putting her hands on hips. "Ah, yes! Remember how we never got along, <i>Annie</i>? Because you bullied me. This will be interesting, showing you exactly what you did!”<bR>
<bR>
She laughs, high pitched and youthful. "Come on! We have school to attend.”<Br>
<bR>
Her green eyes gleam as she turns and strides through the gates, inviting you to confront the past.<br>
<<else>>
She steps forward, arms on hips. “Oh hello, Annie!” she beams. “Remember how we never got along? Because you bullied me. This will be interesting, showing you exactly what you did!” <bR>
<bR>
“Who are you?” you ask.<Br>
<br>
She laughs, high pitched and youthful. “I’m the collective memories of Jennifer, of course. This is how everyone remembers her. But we both know that’s not the full truth, don’t we? Come on! We have school to attend.”<Br>
<bR>
Her green eyes gleam as she turns and strides through the gates, inviting you to confront the past.<br>
<</if>>
<bR>
<<ActionsHeader>>
<<link "Follow Jennifer into Charlton Upper School" "DreamLeafAnnie">><<set $DreamLeafAnnie to "Scene1">><</link>>
<<case "Scene1">>
<b>Charlton School - Main Corridor</b><br>
<img src="./images/School_Corridor.png"><br>
<br>
You find yourself in the long, grey corridor of Charlton Upper School. Faceless students drift past in uniforms, their footsteps echoing on the polished floor.<br>
<Br>
Ahead, Jennifer stands by her locker. The real Jennifer. Dressed in a daggy school uniform. Younger, more innocent. You notice how pale and tense she is. How her books are held close as if they might shield her from the world.<Br>
<br>
At her right shoulder, a darker echo of herself shimmers. The caricature. She watches her real self, then turns back at you with a dramatic raised eyebrow.<br>
<br>
“What are we doing here?” you whisper.<Br>
<br>
The caricature’s lips curl into a knowing smile. “We’re here at the beginning,” she breathes. “To understand. Watch.”<Br>
<bR>
Before you can answer, someone brushes past you and strides up to Jen, rapping their knuckles on the locker next to her. Jen jumps at the noise and looks up into a face you’ve seen before. Penny. Dark hair and pale skin. But here, she’s confident and authoritative. <Br>
<bR>
She leans into Jen, voice soft but with an edge of mockery. “Nice skirt,” Penny purrs, eyes flicking over the pleats. “I bet the boys love how easy it is to reach underneath.”<Br>
<Br>
Jennifer’s gaze flickers in your direction briefly, then returns to Penny with her shoulders hunched. Penny grins, continuing as though this were any casual chat. “I saw you top of Biology… but your last exam? Disaster. How’d you manage that? Sell out to Harrow’s new methods? Or did his handsome face inspire more… participation?”<Br>
<br>
Jennifer’s eyes glisten. Her mouth parts as though to answer, but no words come. She looks to you again, this time meeting your eyes. Pleading for some shelter in your presence.<Br>
<br>
The caricature is suddenly beside you, whispering into your ear. “Yes, she sees you,” she purrs. “In this context, you are Annie. After all, you were in this very spot. Watching.”<Br>
<br>
“So are you going to let her be spoken to like that? You know what Annie did here, don’t you? She heard it all and said nothing.”<Br>
<br>
A tremor runs through you: the memory of Annie's silent complicity, and the choice that still stretches out before you.<Br>
<Br>
<<ActionsHeader>>
<<link "Say nothing" "DreamLeafAnnie">><<LeafDreamTruth "Annie" "Cafeteria">><<Assertive -1>><<set $DreamLeafAnnie to "Scene1Truth">><</link>><Br>
<<link "Defend Jennifer against Penny" "DreamLeafAnnie">><<Assertive 1>><<set $DreamLeafAnnie to "Scene1Lie">><</link>><Br>
<<case "Scene1Truth">>
You stand mute, lips pressed tight, as the caricature’s grin widens to a cruel arc.<br>
<br>
“Ah, so this is the truth,” she purrs, voice echoing off the lockers. “You let me be bullied. I was doing fine. Not quite top of the class, but good enough. No magic needed to boost my grades. But Penny, ever the rebel, couldn’t accept that a good girl could excel. And you… you heard every cruel word and stood by silently.”<Br>
<bR>
You glance back at Jennifer - the real Jen - as she shuts her locker and walks quickly away, tears streaking her cheeks. Penny tosses you a contemptuous look and rolls her eyes. “Sell-outs,” she spits.<br>
<br>
“Not so innocent, are you?” the caricature whispers in your ear.<Br>
<br>
Her laughter rings out, triumphant. “Now the truth is out. And that truth will flow into the real world, reminding Annie of what she did. There’s no magic to dispel here. Just a memory for her to recall.”<br>
<br>
The caricature steps in front of you, catching your eyeline as Penny and the school melt away. “Good for you in telling the truth. But how do you feel?"<br>
<bR>
You ponder the question. Something in you feels different. Meek. Humble. Less assertive.<br>
<br>
A smile forms on the caricature's face as she sees your realisation. "Yes. This is more than a dream. You are Annie, here. How she feels will flow into you."<br>
<Br>
"And," she adds, grinning. "Aside from that fleeting feeling of discomfort, this was a free pass. Next time, lying will mean Annie’s hidden memories will never find their way home.”<bR>
<bR>
"You mean... I can restore her memories?" you ask.<bR>
<br>
The caricature nods, just as the corridor darkens around her. “But as with all magic, it can't be destroyed. Just transferred. Her false memories must go somewhere. And if not back to little Annie, then they'll find someone else's head to live in."<br>
<bR>
The remains of the room begin to evaporate, as if its fragments were like leaves in the wind. You feel something changing in the ether. Something escaping from the dream.<br>
<Br>
<<ActionsHeader>>
<<link "Continue to dream..." "DreamLeafAnnie">><<set $DreamLeafAnnie to "Scene2">><</link>><Br>
<<case "Scene1Lie">>
You step forward, voice steady: “That’s enough, Penny. Leave her alone.”<br>
<bR>
The corridor shudders. The uniformed figures blur and warp as Penny’s eyes snap to yours, shock painted across her features. Jennifer turns too, momentary surprise softening into relief. <Br>
<br>
Giving you a dark glance, Penny’s lips part in a hiss before she spins and stalks away. Jennifer watches her go, then turns back to you, lips moving in a silent “Thank you” before she, too, slips off into the corridor, vanishing into the mist.<Br>
<br>
The air trembles as the caricature appears at your shoulder, her tone light and mocking. “This isn’t how it happened,” she says, fingers tapping on your arm. “You let it happen. Stood by while you both tormented me. Was that truth too hard to bear?”<br>
<br>
The caricature steps in front of you. “So, now you've told your first lie, tell me. How do you feel?"<br>
<bR>
You ponder the question. Something in you feels different. Assured. Confident. More assertive.<br>
<Br>
A smile forms on the caricature's face as she sees your realisation. "Yes. This is more than a dream. You are Annie, here. How she feels will flow into you."<br>
<br>
"And," she adds, grinning. "Aside from that fleeting feeling of discomfort, this was a free pass. Next time, lying will mean Annie’s hidden memories will never find their way home.”<bR>
<br>
"You mean... I can restore her memories?" you ask.<bR>
<br>
The caricature nods, just as the school around you dissolves into drifting dust. "Some friendly advice, between old friends,” she whispers, breath cold against your ear. “If you lie next time, Annie’s stolen memories will never find their way home."<Br>
<br>
“But," she adds, as the corridor darkens. "As with all magic, it can't be destroyed. Just transferred. Her false memories must go somewhere. Maybe into you.”<br>
<Br>
The last remnants of the corridor peel away like battered leaves in a gale. You feel the dream unravel. Something precious loosening in the ether and slipping free into the night.<Br>
<Br>
<<ActionsHeader>>
<<link "Continue to dream..." "DreamLeafAnnie">><<set $DreamLeafAnnie to "Scene2">><</link>><Br>
<<case "Scene2">>
<b>Charlton School - Football Field</b><br>
<img src="./images/School_Football_Field.png"><br>
<br>
You find yourself sitting on the bleachers and gaze down at the empty football pitch, the afternoon sun warming your shoulders. The metal presses against your bare legs, cold to the touch.<br>
<br>
A battered boombox crackles to life at the edge of the field, pumping a steady beat. You glance over to the turf and see Jennifer begin a routine. She’s clad in old workout gear, hair pulled into a ponytail as she launches into a series of energetic dance drills. Only one other person is present. A taller athletic girl, her own dark hair pulled back tightly. You know in your heart their name. Skye.<br>
<br>
Jennifer moves with fierce concentration. Each leap and pivot executed with practiced precision. She’s alone, and yet she’s giving it her all.<Br>
<br>
Beside you, the caricature materializes, her grin sharp. “You came all this way just to watch me?” she taunts. “Why’d you bother?”<Br>
<br>
The routine finishes and Jennifer stands, hands thrust into the air. Skye launches herself forward and pulls Jennifer in a congratulatory hug. Jennifer beams, then skips off the grass toward the bleachers. Towards you.<Br>
<br>
As she approaches, she smiles. “Hey!” her voice bright. “Didn’t expect to see you here. Guess what, though? I made it! I’m on the squad.”<Br>
<br>
The caricature leans in close, whispering in your ear, “So… what did you say? Did you lift me up, or knock her down? Were you a nice person?”<Br>
<Br>
<<ActionsHeader>>
<<link "Dismiss her achievement" "DreamLeafAnnie">><<LeafDreamTruth "Annie" "Tryouts">><<Greedy 1>><<set $DreamLeafAnnie to "Scene2Truth">><</link>><Br>
<<link "Congratulate Jennifer" "DreamLeafAnnie">><<Greedy -1>><<set $DreamLeafAnnie to "Scene2Lie">><</link>><Br>
<<case "Scene2Truth">>
You scoff and say, “Congrats. Now you’re just a glorified Barbie doll.”<br>
<br>
Jennifer’s bright smile falters. Her shoulders slump. She just stares back at you, all happiness lost. <br>
<br>
Skye’s voice breaks the tension, as it rings out across the field. “Time to hit the showers, Jen!”<Br>
<br>
Jennifer looks over her shoulder and forces a nod. Then, after glancing at you once more, retreats towards the locker room, head bowed.<Br>
<br>
As her gentle footsteps fade, the caricature reappears at your side. “You did that to steal my moment,” she purrs. “Jealousy. Envy, maybe. But you weren’t kind. Not one bit, and you did it on purpose.”<br>
<bR>
She tilts her head, laughing. “I might’ve slipped a fib before - you've got another free pass! These are just more buried memories Annie refuses to face. But the warm-up’s done. Now comes the meat of the tale. Truth versus fiction.”<Br>
<bR>
With a sudden ripple, the bleachers and turf dissolve into drifting fragments, and the football field melts away beneath your feet.<br>
<Br>
<<ActionsHeader>>
<<link "Continue to dream..." "DreamLeafAnnie">><<set $DreamLeafAnnie to "Scene3">><</link>><Br>
<<case "Scene2Lie">>
You offer Jennifer a warm smile. “That was incredible, Jen. Well done.”<br>
<br>
Her face brightens as she beams back. “Thanks,” she says softly, eyes meeting yours in a moment of unspoken understanding. A sense of a friendship between you two, even now.<br>
<br>
A call rises from the edge of the field. “Time to hit the showers, Jen!” Skye’s voice carries across the grass. <Br>
<br>
Jennifer hesitates, then turns back to you. “Maybe… we could grab a coffee at Fresh Pot one morning this weekend?”<Br>
<br>
“That would be nice,” you reply. <Br>
<br>
Jen smiles at you, then skips away toward the locker room. Beside you, the caricature reappears, her face painted with a warped grin. “A heart-warming piece of fiction,” she purrs. “But you know that never happened, don’t you? You were snarky. Dismissive. You tore me down at my most treasured moment instead of lifting me up.”<Br>
<Br>
Her hand fluttering to her lips in mock astonishment. “Oh!” she exclaims. “I told a fib before. That, too, was a freebie. But now the warm-up’s over. Time for the meat of the tale: truth versus fiction.”<br>
<br>
At her words, the bleachers and pitch dissolve around you, melting into drifting motes of light as the dreamscape shifts once more.<br>
<Br>
<<ActionsHeader>>
<<link "Continue to dream..." "DreamLeafAnnie">><<set $DreamLeafAnnie to "Scene3">><</link>><Br>
<<case "Scene3">>
<b>Charlton School - Math's Room</b><br>
<img src="./images/School_Maths_Room.png"><br>
<br>
You sit at a narrow desk in the Maths classroom, the top pushed up, your bare knees pressing against someone next to you. Penny.<br>
<bR>
She’s leaning in with a small compact, dabbing a powder puff at your cheekbone. “Hold still,” she comments with affection.<Br>
<br>
You feel something touch your hand at your side. Her fingertips brush yours, light and electrifying.<Br>
<br>
“Almost done,” she murmurs, eyes bright as she smooths a stray speck of dust from your skin. Her hand lingers, brushing yours again, and a warmth spreads through you. A tender, unexpected flutter.<Br>
<br>
At your shoulder, the caricature’s voice speaks in your ear. “This is one Annie doesn't remember," she says softly. "At least, not like this.”<Br>
<br>
Penny’s fingers wrap around yours. Squeeze. Lightning bolts shoot across your body. <br>
<br>
“Now,” the caricature tells you, “she recalls making out with a boy during this lunchbreak." For a moment there is a sadness to the caricature's tone, almost regret.<br>
<br>
But it quickly fades. "Though really," she continues. "What is the past if not a collection of memories? Surely if she doesn’t remember this, it just didn’t happen. And if she does remember it, whose is the memory of that boy?”<bR>
<Br>
<<ActionsHeader>>
<<link "Tell her this is what happened" "DreamLeafAnnie">><<LeafDreamTruth "Annie" "Classroom">><<set $DreamLeafAnnie to "Scene3Truth">><</link>><Br>
<<link "Say Annie made out with a guy" "DreamLeafAnnie">><<Greedy 1>><<set $DreamLeafAnnie to "Scene3Lie">><</link>><Br>
<<case "Scene3Truth">>
The caricature's voice echoes in your mind. The voice is still Jennifer's, but something darker underneath. Almost like someone breaking character in a play. “So be it. Annie can have her memory of Penny back. And you can have a little treat.”<br>
<br>
The lights flicker, stuttering like a dying pulse. Penny’s eyes widen in admiration, framed by the rapid darkness. Then a longer blackout swallows the room whole.<Br>
<br>
When the light returns, you’re not looking at Penny but at a boy. Chestnut hair brushing his brow, chiselled features softened by a grin that’s all warmth and wonder. His gaze settles on you, and you register out of the corner of your eye that you’re no longer in Charlton. This is a Maths classroom, but the one from your school. <<TrueName "Current">>'s school. Back in the city.<br>
<br>
Before that thought can catch up, he leans in and kisses you. Your heart flutters fiercely, a thrill curling low in your womb as his hand slides just above your knee, and for a moment you are aware of how close to the hem of your skirt his fingers are.<Br>
<<if $current.female is false>><br><i>Womb? Skirt?</i><br><</if>>
<Br>
Surprise melts into desire, and you part your lips, kissing him back, leaning into the moment as his fingers press into your inner thigh. You question whether to shift your legs wider. So ready for more.<br>
<br>
But before you can make a decision, the memory fades, fragments scattering like embers on a breeze. The classroom dissolves, and you know, with a sudden clarity, that this memory is now one of when you were at school.<Br>
<Br>
<<ActionsHeader>>
<<link "Continue to dream..." "DreamLeafAnnie">><<set $DreamLeafAnnie to "Scene4">><<Orientation 1>><<if $current.female is false>><<Feminity 1>><</if>><</link>><Br>
<<case "Scene3Lie">>
The caricature's voice echoes in your mind. The voice is still Jennifer's, but something darker underneath. Almost like someone breaking character in a play. “So be it. Let Annie’s recollection of this moment with Penny be lost to time.”<Br>
<bR>
The lights flicker, stuttering like a dying pulse. Penny’s eyes widen in admiration, framed by the rapid darkness. Then a longer blackout swallows the room whole.<Br>
<br>
When the light returns, you’re not looking at Penny but at a boy. Black hair. A chiselled face. Handsome. And grinning with admiration. <br>
<br>
The blonde lock of Annie drifts into your view and you instinctively tuck it back over your ear. You hear yourself giggle, as the boy smiles.<Br>
<br>
And before you can say or think one more thing, the boy leans in and kisses you. Your heart flutters fiercely, a thrill curling low in your womb as his hand slides just above your knee, and for a moment you are aware of how close to the hem of your skirt his fingers are.<Br>
<bR>
Surprise melts into desire, and you part your lips, kissing him back, leaning into the moment as his fingers press into your inner thigh. You question whether to shift your legs wider. So ready for more.<Br>
<br>
But before you can make a decision, the memory fades, fragments scattering like embers on a breeze. <Br>
<Br>
<<ActionsHeader>>
<<link "Continue to dream..." "DreamLeafAnnie">><<set $DreamLeafAnnie to "Scene4">><</link>><Br>
<<case "Scene4">>
<b>Fresh Pot Cafe</b><br>
<img src="./images/Fresh_Pot.png"><br>
<Br>
You’re perched in a cozy booth at Fresh Pot, laughter bubbling between sips of steaming coffee. Through the window’s reflection, you catch sight of yourself. Still Annie, but now her uniform is more fitted, the top few buttons casually undone. <br>
<Br>
You look across the booth to see Christina. Young. Just a freshman. Then to your left, a dark-haired boy whose handsome features soften with every shared joke. Christina chirps, “I just knew you two would get on.”<Br>
<br>
Beside you, the caricature materializes, squatting down next to the booth. “You started spending time with the cheerleaders,” she tells you. “Chrissie introduced you to her friends… including our handsome friend here. Definitely your cup of tea, don’t you think?”<Br>
<br>
You meet the boy’s eyes and smile. Then the café bell above the door jingles. You look up and feel something inside you drop.<Br>
<br>
Penny stands in the doorway, cheeks flushed, eyes shimmering with hurt. <Br>
<br>
The boy follows your gaze and asks quietly, “Who’s that?”<br>
<br>
At your ear, a whisper from the caricature. “Remember what you said?”<br>
<br>
You answer, quiet but firm. “Just a friend.” <Br>
<br>
Penny’s gaze holds yours a beat longer, then she turns on her heel and storms out.<br>
<br>
The caricature sighs, amusement and accusation warring in her tone. “And how did that make you feel? The real truth, not Annie’s new doctored version. But remember, Annie. Memories don’t vanish. They have to go somewhere…”<br>
<Br>
<<ActionsHeader>>
<<link "Tell her you felt guilty" "DreamLeafAnnie">><<LeafDreamTruth "Annie" "FreshPot">><<set $DreamLeafAnnie to "Scene4Truth">><</link>><Br>
<<link "Tell her you felt annoyed with Penny’s reaction" "DreamLeafAnnie">><<Greedy 1>><<set $DreamLeafAnnie to "Scene4Lie">><</link>><Br>
<<case "Scene4Truth">>
A slow haze of confusion seeps into your mind. Why are you here, sitting with this boy instead of Penny? And why did you choose Christina’s company?<Br>
<br>
A flash of Penny’s hurt expression cuts through the moment. You recall her eyes, brimming with betrayal. <Br>
<br>
You turn to the caricature at your shoulder, voice trembling. “I feel… like I’m never going to forget that look Penny gave me.”<br>
<br>
The caricature moves into your view. Her usual grin fading into something almost solemn.<br>
<br>
“Yes,” she whispers, voice grave. “That's how you felt, wasn't it? Whatever the cheerleaders were doing, it hadn't set in just yet."<Br>
<br>
Behind you, the cafe seems to stutter, as if caught between two frames on a worn videotape. The world freezes and flickers. Only the caricature moves with certainty. She sits in the booth next to Christina, looking at you.<Br>
<br>
“I’m just a collection of people’s memories of Jennifer,” she says quietly. “But based on other people's recollections, I feel… well, I know she’s sorry of her part in this.”<br>
<bR>
You swallow and ask, barely above a whisper, “What did she do?”<br>
<br>
Before she can answer, the lights gutter and die, plunging the booth into darkness. In the void, her voice echoes, already distant and ominous. No longer entirely Jennifer's. More sinister. Spiteful. Dramatic. “The truth has been revealed! Annie remembers her regret. But now… Annie’s current recollection has to go somewhere.”<bR>
<br>
A crackle of raw energy ripples through the blackness, and the lights suddenly drop out.<br>
<Br>
<<ActionsHeader>>
<<link "Wait for the lights to return" "DreamLeafAnnie">><<set $DreamLeafAnnie to "Scene4TruthConsequence">><</link>><Br>
<<case "Scene4TruthConsequence">>
<b>Student Apartment</b><br>
<img src="./images/StudentApartmentGathering.png"><br>
<Br>
When the lights snap back on, you’re no longer in Fresh Pot. Someplace different. Someplace you recognise. A dimly lit apartment you know all too well. Your first year at University.<br>
<bR>
You’re sprawled on a threadbare sofa, once again you, not Annie, loose T-shirt hanging tightly over the waistline of a pair of short denim shorts, legs draped across a lean young man’s thighs. He wears a tight white T-shirt and faded blue jeans, one hand tracing slow circles up and down your calf.<Br>
<br>
The door bangs open, and a voice stumbles out mid-sentence: “I swear, I don’t know where they get the gall to --”<br>
<br>
Your best friend, Jeanette, stands framed in the doorway, eyes wide as she takes in you and the boy. Shock ripples across her face before it hardens. You open your mouth, but she whirls and stalks out, the door clicking shut behind her.<Br>
<bR>
Jason glances over his shoulder. “Jeanette seems… upset.”<Br>
<br>
His words pull the memory into focus. And finally, you remember his name. Jason. Your impulsive liaison halfway through your first year. Before him, you and Jeanette were inseparable; after, your friendship splintered.<Br>
<br>
You sit up, brushing a strand of hair behind your ear. “She’s been a bit much recently,” you murmur, and in the quiet that follows, it feels undeniably true.<br>
<br>
<<if $current.female is false>>
<i>Does it? Does any of this seem like that at all?</i><br>
<br>
“Sounds like there’s another voice inside that pretty little head of yours,” another voice whispers in your ear. This one the caricature. “Along with a memory not too dissimilar to what has been rattling round in Annie’s head,” she adds. “Or is it your memory now? It’s getting hard to keep track of who remembers what around here.”<br>
<br>
<I>Pretty little head? Who is this shadow?</i><br>
<br>
You glance in the mirror. At your reflection. That’s you, isn’t it? The girl with her legs across a young man, staring back at you.<br>
<<else>>
“Sounds like you have a memory not too dissimilar to what has been rattling round in Annie’s head,” a voice whispers in your ear. The caricature. “Or is it your memory now? It’s getting hard to keep track of who remembers what around here.”<br>
<</if>>
<Br>
You feel the squeeze of the boy’s hand against the inner of your thigh, bringing you back to the present. He grins at you, then, lifting one of your legs over his shoulder, presses his lips to yours as moves on top of you.<Br>
<br>
Sensations spread across your body and the lights glow bright, enveloping the room.<Br>
<br>
“Now for the grand finale,” you hear the caricature's voice whisper through the light.<br>
<Br>
<<ActionsHeader>>
<<link "Continue to dream..." "DreamLeafAnnie">><<set $DreamLeafAnnie to "Scene5">><<Orientation 1>><<if $current.female is false>><<Feminity 1>><</if>><</link>><Br>
<<case "Scene4Lie">>
You shrug and force a casual smile. “She just… overreacted," you tell the caricature. "When she saw me with the boy. Thought she owned me because we were friends.”<br>
<bR>
<I>Since when did it become you and not Annie?</i><br>
<br>
Before you can think about it, time starts to move again. The boy puts his arm around your shoulders. “She seemed… upset,” he murmurs.<Br>
<br>
You remember this boy’s name. Jason. You hooked up with him halfway through your junior year at Charlton. Before that, you and Penny were inseparable. After, you drifted apart.<Br>
<br>
“Seems like this was the truth that happened, after all,” a voice whispers into your ear. The caricature. “Penny and Annie always seemed closer than just friends. But I guess you know what really happened.”<bR>
<bR>
With that, the café’s warmth shatters. The booth, the glass, the echo of laughter, all dissolving into shards of memory drifting in the air.<Br>
<br>
“Now for the grand finale,” you hear the caricature's voice whisper through the wind.<Br>
<Br>
<<ActionsHeader>>
<<link "Continue to dream..." "DreamLeafAnnie">><<set $DreamLeafAnnie to "Scene5">><</link>><Br>
<<case "Scene5">>
<b>Charlton School - Gymnasium</b><br>
<img src="./images/School_Gym.png"><br>
<Br>
You sit on a bench in the centre of the gym. Glancing around, things look strange. The markings for the basketball court are etched into the wooden floor, but they form strange shapes. Triangles. Pentagrams? You feel as though you’ve taken acid.<Br>
<br>
A face appears in front of you. Skye. “It’s okay, Annie. You’re safe. We found you outside. It looks as though you’ve taken something.”<Br>
<br>
“Taken something?” you try to say, your words slurring.<Br>
<br>
“It’s like she’s trashed,” you hear a voice say from a blurry figure in the background. You recognise it as Christina.<Br>
<br>
Skye shoots her a look, then turns back to you. “It’s okay. You’re with friends.”<br>
<br>
“Penny?” you slur. Your head is fuzzy. You can almost hear chanting in the background.<Br>
<br>
<i>She called it care, she called it friend,<br>
But these feelings must now end.</i><br>
<br>
Skye shakes her head. “Penny is gone, Annie. She left Charlton.” Her voice is flat. Cold. The murmuring seems louder, whatever sounds like chanting seems to increase in volume. Your head begins to ache.<Br>
<bR>
“Careful,” the caricature whispers in your ear. “Try to focus. See who’s here.”<Br>
<br>
You strain your neck, demanding your eyes focus. Skye stands in front of you, blocking your view. Just behind her, you see Christina sitting with two other cheerleaders in a semi circle. Eyes closed.<Br>
<Br>
<i>Burn the root that should not grow,<br>
What she felt, she’ll never know.</i><br>
<br>
Skye sees. Reaches her hand out and places it on your forehead, gently lowering your head to look at the floor. “Just rest, Annie. Wait for whatever you’ve taken to pass through.”<Br>
<br>
“She’s lying,” the caricature says. “Don’t listen to her.” But you can barely respond. The sounds all around you sound like chants. Like words. Coming from the cheerleaders.<Br>
<br>
<i>Mirror bright and voices cheer,<br>
Make her path and purpose clear.</i><Br>
<br>
Though your head is heavy, you manage to look up. Skye is gesturing Christina forward. “Ready. If it goes wrong now, it can’t be redone.”<br>
<br>
Christina nods.<br>
<br>
<i>False desires now unwind,</i><br>
<bR>
“Do it,”<br>
<br>
<i>Let sweet boys possess her mind.</i><br>
<br>
And you feel your chin being pulled up… and Christina’s lips press firmly on yours -<br>
<Br>
<<ActionsHeader>>
<<link "Wake up" "DreamLeafAnnie">><<set $DreamLeafAnnie to "Scene6">><</link>><Br>
<<case "Scene6">>
<b>Clancy Household - Annie's room</b><br>
<img src="./images/ClancyHouseAnniesRoom.png"><br>
<br>
You jolt upright in your bed, heart hammering. The familiar pastel walls and floral curtains of your old teenage room come into focus. Every frilly cushion and polished vanity surface a monument to the life of a teenage girl.<br>
<bR>
“Annie!” a cheery voice calls from the hallway. “Are you ready for school yet? Your father can drop you off on the way to the station.”<Br>
<Br>
It feels like any ordinary morning for Annie Clancy. Except that, sitting at the foot of the bed, is the caricature.<Br>
<br>
<i>And you’re not Annie Clancy!</i><br>
<br>
“It was just a dream, wasn’t it?” the caricature asks. “The chanting, the cheerleaders, the kiss from Christina. Pure fancy, right? Just another of Annie’s wild nightmares. Or is the truth about to break loose?”<br>
<Br>
<<ActionsHeader>>
<<link "Tell her it wasn’t a dream" "DreamLeafAnnie">><<LeafDreamTruth "Annie" "Ritual">><<set $DreamLeafAnnie to "Scene6Truth">><</link>><Br>
<<link "Tell her it was just a dream" "DreamLeafAnnie">><<Greedy 1>><<set $DreamLeafAnnie to "Scene6Lie">><</link>><Br>
<<case "Scene6Truth">>
The caricature looks at you with a satisfied grin. “Correct. They did something to you.”<Br>
<br>
And by "they," she adds, looking away at the floor for a moment. “I mean they. Not us. Not me.”<Br>
<br>
You recall the memory. Though hazy, you know one thing for sure. Jennifer wasn’t there.<Br>
<bR>
“What did they do?” you ask.<Br>
<br>
She looks back to you, offering a small smile. “I’m just other people’s memories of Jennifer, remember. And whatever that was, someone keeping the memories of what they did guarded. But look in the mirror. You’ll see what they were trying to break. The real Annie.”<Br>
<br>
You swing yourself out of bed and move over to the vanity table. Annie Clancy, aged seventeen. Still beautiful. But more carefree. No make-up. Innocent.<br>
<bR>
You also notice one thing tucked at the bottom. A photo of two girls sitting outside on a beautiful cloudless day, smiling brightly at the camera. Sitting on a grass verge, legs sprawled across each other, their temples leaning against each other. Both look carefree. Happy. Innocent. Penny and Annie.<br>
<Br>
<<ActionsHeader>>
<<link "Inspect the photo closely" "DreamLeafAnnie">><<set $DreamLeafAnnie to "Epilogue">><<if ndef $AnnieLeafDreamTruth>><<set $AnnieLeafDreamTruth to []>><</if>><</link>><Br>
<<case "Scene6Lie">>
You force a shaky laugh and wave a hand. “It was just a dream.”<Br>
<br>
The caricature looks at you with sad smile. “I suppose it was,” she murmurs, eyes drifting around the pastel room. They settle on the vanity. “It looks oddly bare for someone like Annie, don’t you think? She ended up on many dates. You could say she went a bit boy-crazy.”<Br>
<bR>
You look up to the mirror on the vanity table and notice one thing tucked at the bottom. A photo of two girls sitting outside on a beautiful cloudless day, smiling brightly at the camera. Sitting on a grass verge, legs sprawled across each other, their temples leaning against each other. Both look carefree. Happy. Innocent. Penny and Annie.<br>
<Br>
<<ActionsHeader>>
<<link "Inspect the photo closely" "DreamLeafAnnie">><<set $DreamLeafAnnie to "Epilogue">><<if ndef $AnnieLeafDreamTruth>><<set $AnnieLeafDreamTruth to []>><</if>><</link>><Br>
<<case "Epilogue">>
<<if $AnnieLeafDreamTruth.length gte 4>>
You stare at the image, a surge of feeling stirring just beneath your awareness. There was… something between Annie and Penny. Fleeting, tender, adolescent. Yet unmistakably there, before it was walled off and hidden.<Br>
<br>
A whisper drifts across your shoulder. “You’ve wrestled the truth from fiction.” You turn to see the caricature of Jennifer smiling sweetly. “At a cost to yourself, perhaps. I’m impressed at your sacrifice.”<Br>
<br>
She sits down on your bed, staring up at you, playing with the hem of her cheerleader outfit. “Annie will remember how you said things were. Her real memories, not the fake ones implanted. And by Annie, I mean the real one. Or at least, the one that isn’t you.”<br>
<br>
You swallow and ask softly, “They used magic against her, didn’t they?”<br>
<br>
The caricature only gives a rueful shrug. “I don’t know much about that. There’s not that many recollections of Jennifer’s involvement in it for me to form an opinion. And those memories of what she knows... they seem to be behind some sort of mental walls, put up by people in their own minds. Take what you want from that.”<br>
<bR>
“Will Annie know what happened to her?” you try.<br>
<br>
“Annie will understand even less. No longer seeing it as a dream, but still. If you're not aware of magic, it seems odd, doesn't it? Just a fleeting flashback of a hazy evening in the gym. Ripe enough for a lifetime of questions.”<br>
<br>
“And will she remember how she felt for Penny?”<Br>
<br>
She meets your gaze, her eyes bright. “But why give spoilers. You should go ask her, yourself.”<br>
<<else>>
You study the photograph, searching for an echo of emotion, but your mind remains strangely unyielding. You know Annie and Penny were good friends. But you just can’t recall anything more.<Br>
<br>
“So it seems,” the caricature sighs from behind you. “They were simply good friends… at least for now. Memories shift like sand these days. Who knows what paths are yet to be walked that could give her a different view?”<Br>
<br>
You glance back at her and venture, “What about that gym… was it magic?”<Br>
<br>
She shrugs, voice soft. “I don’t know much about that,” she replies, shrugging. “And Annie, well, she will know even less. Only that it was a vivid dream.”<Br>
<</if>>
<Br>
You begin to feel tired. You take a step back from the mirror, turning sluggishly towards the bed. The edges of your eyes begin to blur.<Br>
<Br>
“And now,” you hear the voice of the caricature say. “Our time has come to an end. Thanks for walking with me down memory lane. Maybe I’ll see you again, sometime. In a mirror, someplace. Maybe at a carnival...”<br>
<bR>
The words barely register as you stagger forward. And fall, straight down on to the mattress.<br>
<br>
<<ActionsHeader>>
<<link "Bolt awake" "YourRoomPostLeafAnnie">>
<<set $DreamLeafAnnie to undefined>>
<<SleepPart1EmilyCashflow>>
<<SleepPart2StatsReconcile>>
<<SleepPart3EventsPCChanges>>
<<TimeChange>>
<<if $AnnieLeafDreamTruth.length gte 4>><<ChangePersonalityStateNPC "Annie" "Gay">><</if>>
<</link>>
<</switch>><<switch $DreamLeafJennifer>>
<<case undefined>>
<b>Charlton School Gates</b><br>
<img src="./images/School_Gates.png"><br>
<br>
You blink awake beneath the iron arch of Charlton Upper School. Pale silhouettes drift through the gates. Identical grey blazers and pleated skirts, faces blurred by morning mist.<br>
<bR>
Your gaze drops to your body: the crisp lines of a student uniform fitted to your curves, a single lock of brunette hair slipping free from its ribbon. In this moment, you are Jennifer. Young, uncertain, poised on the edge of everything that would change.<Br>
<bR>
A tinkling giggle cuts through the hush. There, just inside the gate, stands Annie. Only not the Annie you know but a larger-than-life caricature of her. Her school skirt is scandalously short, her white blouse buttoned low, the heels of her black Mary Jane’s impossibly tall. She bounces forward on tiptoe, blue eyes sparkling.<br>
<bR>
<<Flag "CaricatureAnnieEncountered">>
<<if _FlagReturn is true>>
She steps forward, arms on hips. “Oh hi, <i>Jen</i>!” she beams. Then she leans in toward you and lowers her voice, losing some of the show as she does so. "Look at me, I'm just so happy to see you that I've forgotten my lines." She taps one of her temples. "Think, Annie. What's next?"<br>
<br>
Her eyes widen with memory and she steps back putting her hands on hips. "Ah, yes! Remember how we never got along, <i>Jen</i>? Because you picked on me. This will be interesting, showing you exactly what you did!”<bR>
<bR>
She tosses her hair and giggles again, voice high and breathy. "Come on! Let's explore!”<Br>
<bR>
With a flourish, she steps through the gates, beckoning you to follow.<Br>
<<else>>
“Oh, hi Jen!” she purrs with saccharine cheer. “Remember how we never got along? You used to pick on me. This’ll be fun! Showing you exactly what you did!”<br>
<br>
You swallow and manage, “Who are you?”<br>
<br>
She tosses her hair and giggles again, voice high and breathy. “I’m the sum of everyone’s memories of Annie, silly. The way they all remember her. Coy, over-the-top, a flirt. But we both know that’s not the whole story, don’t we? Come on, let’s explore.”<Br>
<bR>
With a flourish, she steps through the gates, beckoning you to follow.<Br>
<</if>>
<bR>
<<ActionsHeader>>
<<link "Follow Annie into Charlton Upper School" "DreamLeafJennifer">><<set $DreamLeafJennifer to "Scene1">><</link>>
<<case "Scene1">>
<b>Charlton School - School Cafeteria</b><br>
<img src="./images/School_Cafeteria.png"><br>
<br>
You step into the bustling cafeteria, grey-uniformed bodies drifting past like restless phantoms. The smell of the food is absent, reminding you this is not reality.<br>
<bR>
Your eyes settle on Annie, seated alone at a corner table, quietly nibbling her sandwich, every gesture measured and small. Her uniform is regulation, her make-up subtle. She looks more timid and humble than you would have ever dreamed her being.<Br>
<bR>
Beside her perches the caricature of Annie - with her too-short skirt and exaggerated grin - leaning forward towards you as if eager to spill a secret.<br>
<br>
“What are we doing here?” you whisper.<Br>
<Br>
She tilts her head, voice soft as silk. “We’re here at the start,” she whispers. “To understand. Just watch!”<Br>
<br>
Before you can reply, someone brushes past you and raps on the table. Annie jumps, looking up. The girl is older, most probably in her senior year. Her dark hair pulled back into a ponytail, her athletic physique complemented by a Charlton cheerleader uniform. Deep down you know who this is. Skye.<br>
<br>
“Nice hair,” she says in a mocking tone. Her gaze drifts over Annie’s neatly braided hair. “Did Penny style that for you?” <BR>
<Br>
Annie looks up at Skye, then looks beyond her. To you. She locks her blue eyes with you, wide and pleading for help.<Br>
<br>
The caricature is suddenly right next to you, whispering in your ear. “She can see you, you know? Not me. But you’re right here! With her.”<Br>
<Br>
Skye remains focused on Annie. She leans in, hand resting on the edge of the table. “Must’ve been nice, lying in those fields, braiding each other’s hair. Very… intimate.” <BR>
<br>
Annie’s lips press together, eyes flicking again towards you.<Br>
<bR>
Skye’s voice drops to a whisper. “Here’s a thing, though Annie. One of the girls on the squad lives opposite Penny. Saw you slip into Penny’s house one evening. And you didn’t emerge until morning. Her parents were away that weekend, too. Bit old for sleepovers, aren’t you?”<Br>
<br>
Annie’s face blanches, tears threatening. She glances your way, seeking refuge. At your shoulder, the caricature hisses, “Are you going to let her take that? Because you know what Jennifer did here. She said nothing.”<Br>
<Br>
<<ActionsHeader>>
<<link "Say nothing" "DreamLeafJennifer">><<LeafDreamTruth "Jennifer" "Cafeteria">><<Assertive -1>><<set $DreamLeafJennifer to "Scene1Truth">><</link>><Br>
<<link "Defend Annie against Skye" "DreamLeafJennifer">><<Assertive 1>><<set $DreamLeafJennifer to "Scene1Lie">><</link>><Br>
<<case "Scene1Truth">>
You remain still, lips sealed. The caricature of Annie grins wide. “That's right!” she exclaims, voice tinged with triumph. “You let it happen. You saw Skye taunt me, and though we were friends, you stayed silent. You didn’t dare cross Skye for fear of a future spot on the squad.”<Br>
<br>
She leans closer. “Now the truth is out. And that truth will flow into the real world, reminding Jennifer of what she did. She won't be able to bury this one.”<Br>
<bR>
The caricature steps in front of you, catching your eye line as Skye and the cafeteria melts away. “Well done for telling the truth. Girls shouldn't lie! But you can tell me, girl to girl. How do you feel?"<br>
<br>
You ponder the question. Something in you feels different. Meek. Humble. Less assertive.<br>
<br>
A smile forms on the caricature's face as she sees your realisation. "Yes. This is more than a dream. You are Jennifer, here. How she feels will flow into you."<br>
<Br>
"And," she adds, grinning. "Aside from that fleeting feeling of discomfort, this was a free pass. Next time, lying will mean Jennifer's buried memories will never bubble up to the surface. She'll be able to keep them buried, where she wants them."<br>
<br>
"You mean... I can force her to confront her part in this?" you ask.<bR>
<br>
The caricature nods, just as the cafeteria shimmers and dissolves into drifting flecks of light. You sense the dream’s fabric unraveling. And something else shifting in the ether, slipping free into the night.<Br>
<Br>
<<ActionsHeader>>
<<link "Continue to dream..." "DreamLeafJennifer">><<set $DreamLeafJennifer to "Scene2">><</link>><Br>
<<case "Scene1Lie">>
You rise forward, voice firm. “That’s enough, Skye. Leave her be.”<Br>
<br>
The cafeteria warps around you as tables stretch and fluorescent lights bend. Skye’s spins to face you, eyes flashing with surprise. Then she turns and stalks away. Annie watches her go, then leans forward to mouth thank you.<Br>
<br>
The air trembles as the caricature appears at your shoulder, her tone light and yet mocking. “Naughty. This isn’t how it happened,” she says, fingers tapping on your arm. “You stood there and said nothing. You let me be picked on to save your own skin. Do you really want to hide from the truth?”<br>
<br>
Staring back at the caricature, you try to make sense of it all. She tilts her head. "And how did those fibs make you feel?"<br>
<br>
You ponder the question. Something in you feels different. Assured. Confident. More assertive.<br>
<br>
A smile forms on the caricature's face as she sees your realisation. "Yes. This is more than a dream. You are Jennifer, here. How she feels will flow into you."<br>
<br>
Her nostrils flare, before she breaks into a giggle. A performance returning. “Some friendly advice, between old friends,” she whispers, breath cold against your ear. “If you lie, Jennifer’s buried memories will never find their way out. No talking through your feelings with her for you.”<Br>
<br>
"You mean... I can force her to confront her part in this?" you ask.<bR>
<br>
The caricature nods, just as the cafeteria peels away like battered leaves in a gale. You feel the dream unravel. And something precious loosening in the ether and slipping free into the night.<Br>
<Br>
<<ActionsHeader>>
<<link "Continue to dream..." "DreamLeafJennifer">><<set $DreamLeafJennifer to "Scene2">><</link>><Br>
<<case "Scene2">>
<b>Charlton School - Football Field</b><br>
<img src="./images/School_Football_Field.png"><br>
<br>
You find yourself standing on the school football field, nervous butterflies filling your stomach. You look down to see yourself clad in old workout gear, faded either from use or age. It feels constricting, as if you bought it before a growth spurt.<Br>
<br>
A battered boombox crackles to life at the edge of the field, pumping a steady beat. Instinct takes over you. You begin a routine, ponytail whipping around as you launch into a series of energetic dance drills. You moves with fierce concentration. Each leap and pivot executed with practiced precision. You feel self-conscious as the only one on the pitch, but you keep focused on the end goal.<br>
<br>
Too quickly the routine finishes, and you find yourself in a standing pose, hands thrust into the air. Only when you gasp for breath do you see Annie, dressed in her uniform still, watching intently from the bleachers.<Br>
<br>
“I came to watch you,” the caricature whispers in your ear. “Even after all you did. I still wanted to see you succeed.”<BR>
<br>
An enthusiastic clapping breaks you attention, and for the first time you notice Skye launches herself towards you, pulling you into a big hug. “That was perfect, Jennifer!” she beams. “Congratulations. You’re on the team!”<Br>
<bR>
Lost for words, you break into a smile. As Skye releases her grip, you notice her eyes flick towards the bleachers. “Clancy’s been sitting there throughout. Are you two still friends?"<Br>
<bR>
You glance up, seeing Annie still sitting there. Whispering in your ear is her caricature. “Tell the truth, Jenny! What did you do?”<br>
<Br>
<<ActionsHeader>>
<<link "Tell her that you're not friends with Annie" "DreamLeafJennifer">><<LeafDreamTruth "Jennifer" "Tryouts">><<Greedy 1>><<set $DreamLeafJennifer to "Scene2Truth">><</link>><Br>
<<link "Tell Skye you were are friends" "DreamLeafJennifer">><<Greedy -1>><<set $DreamLeafJennifer to "Scene2Lie">><</link>><Br>
<<case "Scene2Truth">>
You meet Skye’s steady gaze. “Annie and I were close when we were kids,” you admit, voice low. “But I... I outgrew that.”<br>
<bR>
Skye’s lips curve into a small smile. She glances toward Annie, still perched on the bleachers. “I thought so,” she says softly. “Her and Penny. They seem to revel in being outsiders. Flunking classes, stirring up trouble. That’s not the crowd that’s going to help you, Jennifer.”<Br>
<br>
She snaps her fingers. “Now, leave her be and join us. We’re celebrating your place on the squad.”<Br>
<bR>
Skye turns and strides away, cleaning up the practice gear. <br>
<bR>
Looking back to Annie, you see her still watching you. At your side, the caricature appears, her grin sharp. “Well done,” she purrs. “You told the truth. That you cast aside a friend to win favour with the in-crowd.”<Br>
<br>
She tilts her head, giggling again. “This was just one more buried memory that Jennifer refuses to talk about. Now she won't have a choice! But the warm-up’s done. Here comes the meat of the tale. Truth versus fiction.”<br>
<br>
Around you, the field melts into drifting embers of light as the dream world unravels once more.<br>
<Br>
<<ActionsHeader>>
<<link "Continue to dream..." "DreamLeafJennifer">><<set $DreamLeafJennifer to "Scene3">><</link>><Br>
<<case "Scene2Lie">>
You offer Skye a sunny smile. “Of course we’re still friends.”<Br>
<Br>
The world wavers, the turf rippling under your feet as Skye narrows her eyes. “Just watch yourself around her and Penny,” she warns. “They seem to revel in being outsiders. Flunking classes, stirring up trouble. That won’t do you any favours on the squad.”<Br>
<bR>
You shrug, voice light. “They’re not so bad. We go way back.”<Br>
<br>
Reality stutters again, the field fracturing into shards of green light. The caricature slips in beside you, tone dripping with mock warmth. “Oh little Miss Fibber!” she purrs. “You know this never happened, don't you?”<bR>
<bR>
The caricature pouts. "I guess Jen is never going to have to deal with this one. As if it never happened, really."<br>
<br>
Then she giggles, grinning with glee. “Now. Time for the meat of the tale: truth versus fiction.”<br>
<br>
Around you, the field melts into drifting embers of light as the dream world unravels once more.<br>
<Br>
<<ActionsHeader>>
<<link "Continue to dream..." "DreamLeafJennifer">><<set $DreamLeafJennifer to "Scene3">><</link>><Br>
<<case "Scene3">>
<b>Charlton School - Math's Room</b><br>
<img src="./images/School_Maths_Room.png"><br>
<br>
You find yourself standing near the door of a hushed Maths room, looking through the ajar door into a class of pale sunlight filtering through high windows onto rows of wooden desks.<br>
<br>
Two of them have been pushed closer together. And sitting at them are Annie and Penny. Their knees press together. Penny leans in, touching up Annie’s make-up, their fingers curling together at Annie’s side. <Br>
<br>
At your shoulder, the caricature’s murmurs, voice soft and bittersweet. “How sweet! Shame the real me can no longer remember it. Or at least, not like this. She actually remembers making out with a guy in this particular lunch break!”<Br>
<br>
A whisk of movement draws your attention. You turn to see Skye standing beside you, arms crossed, eyebrow arched. She follows your gaze and looks into the room. Then back to you, an eyebrow raised.<Br>
<br>
“See what I mean, Jen? Behind closed doors is one thing, but out in the open. This could ruin her."<br>
<br>
Skye looks to you, focusing solely on you. “If you really care about your ‘friend’,” she continues, injecting contempt into the word. “Then help save her. Penny’s a bad influence. She’s corrupting her.”<Br>
<bR>
You glance back in, at the pair. Penny leans in, smoothing a stray eyelash on Annie’s cheek with gentle care. <br>
<br>
“That sort of thing might be fine for outside Charlton,” she continues. “But you know what it’s like around here. She’ll be ostracised for life. Long after Penny disappears into whatever gutter she’ll end up living in, Annie will be shunned. Help me, Jennifer. And help her, if really care.”<Br>
<br>
As Skye looks at you for an answer, the caricature whispers into your ear. “Pretty convincing, don't you think?” She asks, then giggles at the idea. “This was the moment, wasn’t it? You knew Skye’s story was a lie, didn’t you? That she was manipulating you. So what did you say?”<br>
<Br>
<<ActionsHeader>>
<<link "Tell her you’ll help" "DreamLeafJennifer">><<LeafDreamTruth "Jennifer" "Classroom">><<Greedy 1>><<set $DreamLeafJennifer to "Scene3Truth">><</link>><Br>
<<link "Tell her you won’t help her" "DreamLeafJennifer">><<Greedy -1>><<set $DreamLeafJennifer to "Scene3Lie">><</link>><Br>
<<case "Scene3Truth">>
You meet Skye’s gaze and say softly, “I’ll help. Just so long as Annie doesn’t get hurt.”<Br>
<Br>
Skye’s expression shifts, approval gleaming in her eyes. “Good. Remember the charms we’ve been using to steer the delinquents back on track. We’ll do the same for Annie.”<Br>
<br>
You blink. “You want to use magic on her?”<Br>
<Br>
She shrugs, casual and unflinching. “Just enough to nudge her toward the right path. To give her a bit of independence from that… influence.” She glances toward the desks where Annie sits, absorbed in Penny’s quiet tenderness.<Br>
<br>
You feel the weight of her words and find yourself nodding, however reluctantly.<Br>
<Br>
At your shoulder, the caricature’s voice slips in, low and mocking with a hint of another voice behind her own. “Good," she murmurs. "At least you admit what you did. But I’m not sure it makes up for what happened next.”<Br>
<br>
The school corridor fades, the Maths room fragments, and the dream slips away into something else.<Br>
<Br>
<<ActionsHeader>>
<<link "Continue to dream..." "DreamLeafJennifer">><<set $DreamLeafJennifer to "Scene4">><</link>><Br>
<<case "Scene3Lie">>
You straighten to meet Skye’s gaze. “I won’t help you do that,” you say, voice firm. “I won’t use magic on Annie. It’s wrong.”<Br>
<bR>
The world around you buckles. The floor ripples like water; the lockers twist into jagged shards. The caricature's shape materialises in front of you, fracturing into frantic, ink-black lines. Her smile torn and wild.<Br>
<br>
Skye’s brow furrows. She shakes her head, disappointment in her tone. “Perhaps I misjudged you, Jen. We’re doing what’s right. Guiding those who veer off track. You didn’t balk when we charmed the math class into focusing, did you?”<Br>
<br>
The frenzied caricature spits into your ear: “That’s the truth! You started using your little charms willingly!”<br>
<br>
Skye’s voice softens, a warning edge beneath it. “You’ll need to see that Annie is going to get a reputation in Charlton. You don’t want to know about girls who get tarred with that brush. But we can use our gifts to help her.”<Br>
<Br>
You lift your chin, resolve hardening. “I’m not using magic on her.”<Br>
<bR>
Reality convulses again. The caricature's form becomes a wild, scrawled outline. Her laughter is a razor’s edge. “Liar, liar, pants on fire! Let’s see how much more you can deny.”<br>
<br>
The school corridor shatters, the Maths room fragments, and the dream slips away into something else.<Br>
<Br>
<<ActionsHeader>>
<<link "Continue to dream..." "DreamLeafJennifer">><<set $DreamLeafJennifer to "Scene4">><</link>><Br>
<<case "Scene4">>
<b>Fresh Pot Cafe</b><br>
<img src="./images/Fresh_Pot.png"><br>
<Br>
You find yourself in a booth in Fresh Pot, the cafe’s warmth and chatter swirling around you. A girlish giggle drifts from the table behind you. Annie’s giggle. <Br>
<br>
Glancing over your shoulder, you see Annie sitting there. Opposite her is Christina. Young. Just a freshman. And next to Annie is a handsome dark-haired boy, grinning. Christina’s calculating voice chirps, “I just knew you two would get on!”<Br>
<br>
A sharp elbow in your ribs pulls you back to your own booth. Skye occupies the seat next to you, her eyes flicking to the tabletop where a curious spread awaits. A smudged lipstick crayon, a napkin scrawled with curling script, an empty pastry plate, salt and pepper shakers, and one of Skye’s black hair ties.<Br>
<bR>
Your pulse quickens. You recognise the pattern. A charm circle. Skye glances around, then lays her palm flat over the arrangement. A soft amber glow seeps through her skin, veins lighting up beneath her flesh. She meets your eyes and gestures for you to place your hand here, too.<Br>
<br>
At your shoulder, the caricature whispers, her voice now clearly a mixture of Annie's and something else more sinister. “Brazen, isn’t it? Weaving magic in plain view, right behind me. But you’d already had a lot of practice by this point, hadn’t you?”<Br>
<br>
You look at Skye’s waiting expression. And the spread across the table. Both calling out to you.<Br>
<Br>
<<ActionsHeader>>
<<link "Participate in the magic" "DreamLeafJennifer">><<LeafDreamTruth "Jennifer" "FreshPot">><<set $DreamLeafJennifer to "Scene4Truth">><<Greedy 1>><</link>><Br>
<<link "Keep your hand away" "DreamLeafJennifer">><<Greedy -1>><<set $DreamLeafJennifer to "Scene4Lie">><</link>><Br>
<<case "Scene4Truth">>
You swallow and press your palm into the makeshift circle. A jolt of warmth ripples up your arm as the lipstick, napkin, and pepper shaker tremble on the tabletop. A soft hiss of amber light seeps from beneath your skin, mingling with the glow around Skye’s hand, and a halo of energy drifts over Annie’s head like a golden mist.<Br>
<br>
The cafe bell above the door chimes. You turn to see Penny framed in the doorway, looking at Annie. Her face looks upset. Heart-broken.<Br>
<br>
The boy beside Annie glances up, brow furrowed. “Who’s that?”<Br>
<Br>
There’s a moment of relative silence, with only the hissing coffee machine punctuating the atmosphere. Then you hear Annie’s voice, low and sad. “Just a friend.” <Br>
<bR>
Her gaze flickers to Penny’s momentarily before Penny whirls away and storms out.<Br>
<br>
“That’s right,” the caricature whispers in your ear. “Your little charms drove a wedge between Penny and me. A simple suggestion here, a nudge there. And I was none the wiser. Just thought this is how things had always been."<Br>
<bR>
Before you can give any more thought to it, the boy next to Annie leans in, sliding his arm around Annie’s shoulders. “She seemed… upset,” he murmurs. Annie says nothing.<Br>
<br>
The caricature exhales in your ear, voice brimming with dark excitement: “Buckle up. Time for the grand finale!”<Br>
<Br>
Fresh Pot falls away, leaving you falling into the next dream.<Br>
<Br>
<<ActionsHeader>>
<<link "Continue to dream..." "DreamLeafJennifer">><<set $DreamLeafJennifer to "Scene5">><</link>><Br>
<<case "Scene4Lie">>
You pull your hand back and tuck it into your lap. Reality quakes again as the amber glow sputters. Skye looks at you. She reaches out to your hand, but you wrench away.<Br>
<br>
The cafe bell on the door rings. You turn to see Penny framed in the doorway, looking at Annie. Her face looks upset. Heart-broken.<Br>
<Br>
The boy beside Annie glances up, brow furrowed. “Who’s that?”<Br>
<bR>
There’s a moment of relative silence, with only the hissing coffee machine punctuating the atmosphere. Then you hear Annie’s voice, approaching confidence. “That’s Penny.”<Br>
<bR>
Her gaze flickers to Penny’s momentarily before Penny whirls away and storms out. But suddenly Annie leaps from the booth and rushes after her, sprinting through the doors.<Br>
<Br>
In an instant, the booth and the café dissolve into shards of memory, spinning like leaves in a storm. The caricature's enraged cackle echoes around you as the world tilts into a boundless black void.<Br>
<br>
“You can’t face the truth, Jennifer!” she screams, and the darkness swallows you whole.<Br>
<Br>
<<ActionsHeader>>
<<link "Continue to dream..." "DreamLeafJennifer">><<set $DreamLeafJennifer to "Scene5">><</link>><Br>
<<case "Scene5">>
<b>Charlton School - Gymnasium</b><br>
<img src="./images/School_Gym.png"><br>
<Br>
You open your eyes to the cavernous hush of the school gym, the echo of distant footsteps and the sharp scent of sweat hanging in the air. To your right, Christina stands impassive, flanked by two cheerleaders you don’t recognise. Each tracing chalk symbols into the scuffed hardwood floor. Preparing.<Br>
<br>
But more pressing is Skye, standing in front of you.<Br>
<br>
“This isn’t right,” you find yourself saying.<Br>
<br>
Skye eyes you darkly. “And what about it is so different?” she replies. “You’ve been playing with her mind for weeks, Jen. This is just the final nudge. Penny’s gone anyway. Her parents moved last week and took her with them. At least this will save her from heartbreak.”<br>
<br>
“But she won’t remember,” you try. “And this whole boycrazy thing. Isn’t that a bit too much?”<Br>
<bR>
She laughs softly, sharp as a blade. “Better than being a social pariah. Imagine it, Jen. If people were to find out, she’d be cast out at eighteen. Her father would probably lose his job. And believe me, when you take over this squad, you’ll have to deal with some people that collect cast-outs to do some very unsavoury things.”<Br>
<Br>
Your jaw tightens. “This isn’t what I signed up for. It’s not helping people with charms. It’s changing someone because they aren’t like us.”<Br>
<br>
Skye’s eyes glint. “You say tomato…”<Br>
<br>
You stare back, resolute. Next to Skye, the jagged outline of the caricature flickers into view. Her voice, a sibilant whisper, “It’s close now. The question that sealed your fate. Can you remember how you answered it?”<Br>
<br>
Before you can respond, Christina strides forward, appearing at the side of Skye. “She’s here. Might need to carry her in here, though. Confusion spell hit her harder than expected.”<bR>
<br>
Skye looks at Christina, then nods. “You just get her in here. Make sure it’s strong enough to hold throughout. If it goes wrong during the chant, it can’t be redone.”<br>
<br>
Christina walks off towards the gym exit. Then Skye leans forward, offering a smile at your lack of response. “Come on, Jen. Haven’t I always given you what you wanted? You now… just fit in. Don’t you want Annie to experience that too?”<Br>
<Br>
<<ActionsHeader>>
<<link "Tell her you’ll help" "DreamLeafJennifer">><<Greedy 1>><<set $DreamLeafJennifer to "Scene5Lie">><</link>><Br>
<<link "Refuse to participate" "DreamLeafJennifer">><<LeafDreamTruth "Jennifer" "Ritual">><<Greedy -1>><<set $DreamLeafJennifer to "Scene5Truth">><</link>><Br>
<<case "Scene5Truth">>
You draw in a steady breath and meet Skye’s glare. “No, Skye. I want no part of this.”<Br>
<Br>
Her eyes narrow in disbelief. “Are you refusing to participate? Be careful, Jen. If you can’t make the hard choices, you can’t be a leader.”<Br>
<br>
You lift an eyebrow, voice calm. “Maybe I’m not cut out to lead this squad. Or maybe I just don’t want to.”<Br>
<br>
A ripple of tension sweeps the gym. The other cheerleaders, kneeling in a perfect semicircle around a chalk pentagram, glance between you and Skye.<Br>
<br>
Skye’s tone turns ice-cold. “Is this a challenge?”<Br>
<Br>
“No challenge,” you reply. “I just refuse.”<br>
<br>
Skye flashes you a dark smile. “Refusal is a challenge, Jen. You try to deceive me? You have become a rival.”<Br>
<br>
Magic crackles in the charged air. You feel a sting of power surging from Skye’s outstretched palms and instinctively weave a shield of your own, warmth flaring beneath your skin. The other cheerleaders freeze, but you feel them summoning their own energy. Skye glares at you.<Br>
<bR>
You see a ball of amber energy in Skye’s hands. You feel your own skin glowing from your defensive charm.<Br>
<br>
The gym doors open with a creak and your attention flicks to the door. Christina hoists Annie in, arm around her to keep her upright. Then she sees you and almost drops Annie.<Br>
<Br>
Her eyes flick to Skye. You glance too at the head cheerleader, feeling your eyes raise. She throws you a dark look, then shakes her head at Christina. <Br>
<br>
“Get out,” Skye tells you. “If you get in our way, they’ll be others who come for you.”<Br>
<br>
You glance at Annie. In her magic inflicted state, barely registering where she is. Then to the cheerleaders. To Christina. To Skye. Four versus one. Bad odds.<Br>
<Br>
Quietly, you take a step forward towards the exit. Then another. And another. You pass Christina. Glance at Annie. Your heart sinks. But you keep walking.<Br>
<br>
The open gym door leads to a black void. As you step through it, darkness takes you.<Br>
<br>
<<ActionsHeader>>
<<link "Wake up" "DreamLeafJennifer">><<set $DreamLeafJennifer to "Scene6Truth">><</link>><Br>
<<case "Scene5Lie">>
You bite your lip. “Alright. I’m in.”<Br>
<br>
The gym warps around you. Floors ripple, lights fracture into jagged sketches. But it returns momentarily. Skye nods. “Take your position.”<Br>
<br>
You move to join the squad, now knelt on their knees in a semi-circle. In front of them is a chalk pentagram. On its centre is a gym bench. You kneel down. Only one spot remains for Christina. Skye steps aside, arms folded, watching.<Br>
<Br>
The main doors groan open. Christina half-drags Annie inside, arm hooked around her shoulders to keep her upright. Annie’s eyes are glassy, her gait unsteady. Too slow, too deliberate. She looks drunk. Or drugged. Perhaps both. But Christina mentioned a spell. Confusion. You don’t know it, but that sounds about right.<br>
<br>
Christina sets Annie down on the bench in front of you and joins the semi-circle, now complete. Annie’s head rolls, trying to focus.<Br>
<br>
“It’s okay, Annie,” Skye says as she leans into Annie, with a tone more maternal than normal. “You’re safe. We found you outside. It looks as though you’ve taken something.”<Br>
<br>
“Taken something?” Annie tries to say, her words slurring.<Br>
<br>
“It’s like she’s trashed,” Christina mutters from beside you. The rest of the squad titters.<Br>
<bR>
Skye shoots her a look, then turns back to Annie. “It’s okay. You’re with friends.”<Br>
<br>
“Penny?” she slurs. You watch her eyes try to focus, but Christina nudges you. Meets your eyes.<Br>
<br>
You hear words forming in your mouth. Your throat tightens as a phrase surges up from some buried memory. Words you didn’t know you knew. You begin to chant, clear and steady.<Br>
<br>
<i>She called it care, she called it friend,<br>
But these feelings must now end.</i><br>
<br>
The squad falls in, voices rising in unison. A soft amber glow coils through the chalk lines into the pentagram, pulsing with your breath. Tiny faces form and flicker within the magic, drifting toward Annie.<br>
<br>
Meanwhile, Skye continues to reassure Annie in front of you. “Penny is gone, Annie. She left Charlton.”<Br>
<br>
Annie strains her neck, trying to see beyond Skye. To you and the squad. To the chanting. You feel the pentagram drawing upon the energies the chanting is generating within you. <br>
<br>
<i>Burn the root that should not grow,<br>
What she felt, she’ll never know.</i><br>
<br>
Annie’s eyes flick toward the circle, confusion and fear mixed in her gaze. You feel Skye’s hand gently tilt Annie’s head down. Again you chant, louder now, the gym trembling with your combined will.<Br>
<br>
<i>Mirror bright and voices cheer,<br>
Make her path and purpose clear.</i><br>
<BR>
The pentagram’s glow intensifies. The faces inside coil tighter, baring snapping jaws. Skye beckons. “Ready?”<br>
<Br>
<i>False desires now unwind,</i><br>
<br>
You nod and rise to your feet, the monsters of raw magic crawling up your arms, sea serpent scales against your skin. Moving forward, you stand next to Skye. “Do it,” she quietly demands.<Br>
<br>
<i>Let sweet boys possess her mind.</i><br>
<br>
Your heart thunders as you lift Annie’s chin. The pentagram burns beneath you. With a final surge of magic, you press your lips to hers. Soft, stunned, innocent.<br>
<br>
The world tilts on its axis.<br>
<br>
<<ActionsHeader>>
<<link "Wake up" "DreamLeafJennifer">><<set $DreamLeafJennifer to "Scene6Lie">><</link>><Br>
<<case "Scene6Truth">>
<b>Chambers' Household - Jennifer's room</b><br>
<img src="./images/ChambersHouseJennifersRoom.png"><br>
<Br>
You bolt upright, breath catching in your throat. The room around you is achingly familiar: pastel walls adorned with cheer photos, a vanity strewn with brushes and makeup, trophies lining a shelf. You’re in your old bedroom. Every detail a testament to your over-achieving popularity.<Br>
<br>
A bright male voice calls from the doorway. “Jennifer! Are you up? Don’t want to be late for school today. Aren’t you starting preparations for the prom?”<br>
<Br>
“Coming, Daddy!” you reply, your voice uncharacteristically lilting and high-pitched. Gone is the haze of sleep; in its place, a spark of excitement at the thought of prom planning.<br>
<br>
Seems like a normal day for Jennifer Chambers in Charlton. Except. Sitting at the foot of the bed is the caricature of Annie.<Br>
<bR>
<I>And you’re not Jennifer Chambers!</i><Br>
<br>
“Truth is stranger than fiction,” the caricature says. “To be honest, that’s not what I expected from you. For some reason, you came through at the end. Or at least, refused to be involved.”<Br>
<br>
You wince. “That happened?”<Br>
<Br>
The caricature takes a breath. “Shocking, no? But yes. You finally took some responsibility. It made no difference, though. The ritual still happened. And we never got that back.”<Br>
<br>
She nods the study desk. You glance over. Amongst the books and schedules you notice one thing pinned to the back. A photo of two girls on swings out in a field. Annie and Jennifer. As children. The one from Jennifer’s bedroom. Happy.<Br>
<Br>
<<ActionsHeader>>
<<link "Inspect the photo closely" "DreamLeafJennifer">><<set $DreamLeafJennifer to "Epilogue">><<if ndef $JenniferLeafDreamTruth>><<set $JenniferLeafDreamTruth to []>><</if>><</link>><Br>
<<case "Scene6Lie">>
<b>Chambers' Household - Jennifer's room</b><br>
<img src="./images/ChambersHouseJennifersRoom.png"><br>
<Br>
You bolt upright, breath catching in your throat. The room around you is achingly familiar: pastel walls adorned with cheer photos, a vanity strewn with brushes and makeup, trophies lining a shelf. You’re in your old bedroom. Every detail a testament to your over-achieving popularity.<Br>
<br>
A bright male voice calls from the doorway. “Jennifer! Are you up? Don’t want to be late for school today. Aren’t you starting preparations for the prom?”<Br>
<br>
“Coming, Daddy!” you reply, your voice uncharacteristically lilting and high-pitched. Gone is the haze of sleep; in its place, a spark of excitement at the thought of prom planning.<Br>
<br>
Seems like a normal day for Jennifer Chambers in Charlton. Except. Sitting at the foot of the bed is the caricature of Annie.<br>
<br>
<I>And you’re not Jennifer Chambers!</i><Br>
<br>
“A beautiful piece of fiction,” the caricature intones, voice high and bubbly. “To be honest, that’s what I expected you would have done. But for some reason, you chose the other path.”<Br>
<Br>
You wince. It felt so real. So plausible. “That didn’t happen?”<Br>
<br>
She sighs, a gesture both weary and triumphant. “More or less. Though without you. For me, your sudden turn-about made little difference. The ritual still happened. And we never got that back.”<Br>
<br>
She gestures to the cluttered study desk in the corner. You turn to look: planners, school schedules, a corkboard pinned with reminders. Tucked at its edge is a single photograph. A photo of two girls on swings out in a field. Annie and Jennifer. As children. The one from Jennifer’s bedroom. Happy.<br>
<Br>
<<ActionsHeader>>
<<link "Inspect the photo closely" "DreamLeafJennifer">><<set $DreamLeafJennifer to "Epilogue">><<if ndef $JenniferLeafDreamTruth>><<set $JenniferLeafDreamTruth to []>><</if>><</link>><Br>
<<case "Epilogue">>
<<if $JenniferLeafDreamTruth.length gte 4>>
You look at the photo, feeling emotions at the edge of your conscious. Pain. Betrayal. A friendship turned sour.<Br>
<br>
“You’ve wrestled the truth from fiction,” you hear the caricature say from behind you. “Jen’s attempts to bury her own guilt will be undone. She'll have trouble thinking of anything else! The real Jennifer, I mean. Or at least, the one that isn’t you.”<bR>
<br>
“They used magic against her, didn’t they?” you ask the caricature. “Against you?”<br>
<br>
She shrugs. “Like I'd know. I’m just a collection of memories, remember? And, Annie, the real one, well, she knows even less that me.”<Br>
<br>
“Can she remember her feelings for Penny?” you ask.<BR>
<Br>
The caricature seems to think quickly. “Not without help. But you have a knack for that, don’t you? Finding it in even in the most surprising places. Maybe there’s a way you’ll uncover.”<br>
<<else>>
You look at the photo, feeling emotions at the edge of your conscious. But try as you might, you can’t seem to feel them. You know that Jennifer and Annie were good friends. Then they weren’t. But you still can’t piece together what happened between them. Or what really happened to Annie.<br>
<br>
“So that's that!” you hear the caricature say from behind you. “Jennifer and Annie were friends. Then they weren’t. The cheerleaders were involved. Magic might have been too. But it's tough to tell the difference between fact and fiction these days. It makes my brain hurt.”<Br>
<bR>
“What was that stuff in the gym?” you ask the caricature. “Was it magic?”<Br>
<bR>
“As if I'd know,” she replies, shrugging. “Jennifer has buried those memories deep. Good luck trying to get her to talk. And, Annie, the real one that is. She knows even less. Maybe the odd dream here and there. That's it."<bR>
<</if>>
<Br>
You begin to feel tired. You take a step back from the mirror, turning sluggishly towards the bed. The edges of your eyes begin to blur.<Br>
<Br>
“And now,” you hear the voice of the caricature say. “Our time has come to an end. Thanks for walking with me down memory lane. Maybe I’ll see you again, sometime. In a mirror, someplace. Maybe at a carnival...”<br>
<bR>
The words barely register as you stagger forward. And fall, straight down on to the mattress.<br>
<br>
<<ActionsHeader>>
<<link "Bolt awake" "YourRoomPostLeafJennifer">><<set $DreamLeafJennifer to undefined>><<SleepPart1EmilyCashflow>><<SleepPart2StatsReconcile>><<SleepPart3EventsPCChanges>><<TimeChange>><</link>>
<</switch>><<set $validDreams to []>>
<<if $PlayerCharacter.stateCurrent >= 1>><<set $validDreams.push("Dream1")>> <</if>>
<<if $PlayerCharacter.stateCurrent >= 2>><<set $validDreams.push("Dream2")>> <</if>>
<<if $PlayerCharacter.stateCurrent >= 3>><<set $validDreams.push("Dream3")>> <</if>>
<<if $PlayerCharacter.stateCurrent >= 4>><<set $validDreams.push("Dream4")>> <</if>>
<<if $PlayerCharacter.stateCurrent >= 5>><<set $validDreams.push("Dream5")>> <</if>>
<<if $PlayerCharacter.stateCurrent >= 6>><<set $validDreams.push("Dream6")>> <</if>>
<<if $PlayerCharacter.feminine gte 81>><<set $validDreams.push("Dream7")>> <</if>>
<<set $queuedDreams = $queuedDreams.filter((dream) => $validDreams.includes(dream))>>
<<for _dream range $validDreams>>
<<if not $queuedDreams.includes(_dream) and not $playedDreams.includes(_dream)>>
<<set $queuedDreams.push(_dream)>>
<</if>>
<</for>>
<<if $nextDream is undefined and $queuedDreams.length > 0>>
<<set $nextDream to $queuedDreams.shift()>>
<<set $playedDreams.push($nextDream)>>
<</if>>
<<switch $nextDream>>
<<case "Dream1">>
<img src="./images/Fresh_Pot.png"><br>
<br>
Light creeps in from between the Venetian blinds covering the nearby windows to the Fresh Pot cafe, casting a shaft of light across Jennifer’s smiling face. The smile, you note, directed at you.<br>
<br>
“I can’t believe you like filter coffee,” she says, an undertone of coyly mocking you in her voice. “I figured big city types preferred oat lattes and fancy espressos?”<br>
<br>
“Simple man, simple pleasures,” you reply, giving her a grin. “Besides, I’m more interested in the company than the coffee.”<br>
<br>
She says nothing, but you see a slight blush in her cheeks. Inwardly, you high-five yourself. Three dates in and you’re starting to get a handle on what Jennifer likes. Compliments and honesty being at the top of the list.<br>
<br>
“Do you think you’ll ever go back to the city?” She asks, before taking a sip of her own drink.<br>
<br>
You take a moment to consider your response. Truthfully, Charlton has been hard for you. Your parents unexpectedly left soon after moving here, quickly followed by your brother Brock when he left for college. The town is so different to what you’re used to, without even considering the new responsibility of making sure Emily gets through her final year at school.<br>
<br>
In a challenging year, meeting Jennifer whilst clothes shopping for your new job has been one of the few high points. You don’t want to mess this up.<br>
<br>
“I don’t know if I’ll stay long term,” you say with consideration. “But there’s a few things that might make me stay.”<br>
<br>
Jennifer raises an eyebrow, but her smile grows a little behind her coffee cup. Her eyes meet yours and don’t drift away.<br>
<br>
That is, until a firm hand clasps on your shoulder, jolting you in your seat.<br>
<br>
<<ActionsHeader>>
<<link "Turn to see who is disturbing you" "Dream1">><</link>>
<<case "Dream2">>
<img src="./images/CharltonTownHall.png"><br>
<br>
The Town Hall lobby is a study in old-world authority - polished wooden floors, solemn paintings of former town leaders, and an air of quiet control. The clock above the reception desk ticks methodically, marking the passage of time as you wait. And wait.<br>
<br>
The receptionist - a middle-aged woman in a crisp blouse and pearl earrings - has already called forward three other people, all Charlton locals, despite arriving after you.<br>
<br>
You shift in your seat, gripping the folder of required documents. Emily needs to be registered. It’s just paperwork.<br>
<br>
Eventually, the receptionist flicks her gaze toward you, lips pursed in mild disapproval.<br>
<br>
“You’re here for the school registration, correct?”<br>
<br>
You straighten. “Yeah. For my sister, Emily.”<br>
<br>
She barely acknowledges your words before retrieving a towering stack of paperwork and dropping it on the counter.<br>
<br>
“There you are,” she says. “Just fill everything out, and we’ll see if we can process it today.”<br>
<br>
See if they can process it?<br>
<br>
You glance down. There’s so much.<br>
<br>
<<ActionsHeader>>
<<link "Pick up the forms" "Dream2">><</link>>
<<case "Dream3">>
<img src="./images/Your_Home.png"><br>
<br>
The kitchen is a mess.<br>
<br>
A half-eaten sandwich is discarded on the counter, empty soda cans cluster near the sink, and the table is covered in makeup palettes, brushes, and tubes of lipstick, all spread around like someone had tipped a cosmetics bag upside down and left it there.<br>
<br>
Emily sits at the table, elbows propped up, brow furrowed as she awkwardly drags a mascara wand over her lashes, blinking rapidly as if she’s not sure she’s doing it right.<br>
<br>
She exhales sharply, muttering, “Ugh. This is impossible.”<br>
<br>
You barely notice her, though, because your brother Brock stands just across from you, arms crossed, expectant.<br>
<br>
“Why can’t you stay in? What exactly are you doing tonight that’s so important?”<br>
<br>
You glance at the clock. “I have plans.”<br>
<br>
Brock smirks. “Let me guess. Jennifer?”<br>
<br>
You nod, shifting slightly. “Yeah.”<br>
<br>
Brock’s smirk deepens. “It’s not a real date, you know.”<br>
<br>
You bristle.<br>
<br>
“She’s just being nice,” he continues. “That’s what Charlton girls do. They flirt, they make you feel special, and then they marry someone respectable. Someone from Charlton stock.”<br>
<br>
Emily lets out a half-hearted snort, still struggling with her mascara. “He’s not wrong,” she mutters.<br>
<br>
Your jaw tightens. “Yeah? And what would you know about it?”<br>
<br>
Emily throws you a look before rolling her eyes. “More than you.”<br>
<br>
<<ActionsHeader>>
<<link "Turn back to Brock" "Dream3">><</link>>
<<case "Dream4">>
<img src="./images/CityOffice.png"><br>
<br>
The office hums with energy, a quiet rhythm of keyboards clacking, phones ringing, and the ever-present murmur of workplace chatter.<br>
<br>
Through the tinted city windows, skyscrapers loom. You recall the sight. This was your first week at work. <br>
<br>
Your heels click softly against the polished floor as you make your way to your assigned desk, adjusting the hem of your fitted blouse as you sit. The fabric is crisp, the skirt neat and professional, just like everything else in this office.<br>
<br>
Your first real job out of university - a software development role.<br>
<br>
The company is large, modern, forward-thinking. Or so you thought.<br>
<br>
Because as soon as you settle in, before your fingers even graze the keyboard, a voice calls from across the room.<br>
<br>
“Phillips! Boardroom. Now.”<br>
<br>
<<ActionsHeader>>
<<link "Look in the direction of the voice" "Dream4">><</link>>
<<case "Dream5">>
<img src="./images/StudentApartmentParty.png"><br>
<br>
The music pulses, a heavy bass that vibrates through the floor, the heat of packed bodies pressing close in the dimly lit apartment.<br>
<br>
You remember this party. Your first year. The smells, the music, the atmosphere. It all feels like it was yesterday.<br>
<br>
You even remember the slight tingle of a boy’s eyes lingering on you, the way it sent a flutter of excitement through your stomach.<br>
<br>
Something about that jars you for a moment, but before the thought can settle, a high-pitched shriek cuts through the music.<br>
<br>
"<<TrueName "Female">>!"<br>
<br>
You barely have time to react before Jeanette - your best friend, your housemate - grabs your arm, yanking you toward the couch.<br>
<br>
<<ActionsHeader>>
<<link "Join your friends" "Dream5">><</link>>
<<case "Dream6">>
<img src="./images/HighSchoolGraduation.png"><br>
<br>
The auditorium buzzes with excitement, the air thick with the murmurs of families, the rustling of graduation gowns, the occasional burst of laughter from students whispering about the ceremony.<br>
<br>
You sit among them, your gown smooth against your legs, the tassel of your cap brushing lightly against your shoulder. Your family sits near the back, watching with warm, expectant smiles.<br>
<br>
Emily, bright-eyed and excited, waves enthusiastically, while Brock nods, his usual smirk replaced with something closer to pride. Your parents sit beside them, their expressions a mixture of pride and relief, your mother blinking away happy tears.<br>
<br>
You feel it deep in your chest. The warmth of the moment, the certainty that you belong here, that you have made them proud.<br>
<br>
Around you, your friends whisper excitedly as names are called.<br>
<br>
“Oh my God, how did he even pass?”<br>
<br>
“I swear if I hear Jacob’s name one more time, I’m gonna scream.”<br>
<br>
You laugh softly, your fingers brushing over the fabric of your gown as you listen to the chatter, caught in the joy of it all.<br>
<br>
Then the headmaster’s voice rings out.<br>
<br>
“<<TrueName "Female">> Phillips.”<br>
<br>
<<ActionsHeader>>
<<link "Go up to get your certificate" "Dream6">><</link>>
<<case "Dream7">>
<img src="./images/CountrysideOpenField.png"><br>
<br>
One trainer in front of the other. Focus on the path through the trees in front of you. Ignore the biting cold and the murky puddles that splatter mud on your smooth legs.<br>
<br>
Back in the city, you’d be rushing through warm streets and feeling the sun on your skin. Out here though, in the countryside, even the last days of summer seem like winter.<br>
<br>
It doesn’t help that the Charlton school gym gear doesn’t have a winter variant. As you leap over a sludge blocking the track, you note the chill on your legs. The tiny red gym skirt doesn’t protect you from the air and the white socks don’t rise up nearly enough to keep you warm. Not to mention when you asked the PE teacher if you could wear a hoodie over the tight polo shirt, he just laughed at you.<br>
<br>
<span class="pink"><i>I don’t know. I think a few boys wouldn’t mind seeing you with a bit of mud on your thighs. Shame they’re playing rugby whilst the girls run.</i></span><br>
<br>
You ignore the intrusive thought and turn a corner on the track, feeling your lungs burning. You look up the path. Empty and desolate. Somewhere up in the mist that seems to be hanging around this morning is one other girl. You think she’s a cheerleader, but you sized her up before you started and you’re sure you can beat her.<br>
<br>
<span class="pink"><i>This school has a cheerleader squad?</i></span><br>
<br>
Looking forward, you focus on your breathing. Steady, controlled and timed. You didn’t have much experience cross-country running back in the city, but you used to distance every week by the canal. In spite of the mud and the bramble, this is no different. You know you can win today.<br>
<br>
Catching yourself, you let out a smile. As always, the youngest sibling has something to prove. Especially when Emily is way behind.<br>
<br>
The bushes on each side of the path grow closer as the path draws narrower. You push yourself forward, feeling the thorny edges brush past your shirt. You hope you don’t rip your top on your first PE lesson. The dirt track in front carved by hundreds of trainers begins to twist and turn as it winds round ancient trees that loom high overhead. If the grey skies weren’t blocking out the sun, the trees would.<br>
<br>
Still, you focus on your footing. Pushing away the cold. Pushing away why you are even here. Pushing away the faces of your parents leaving your new home for Italy after three weeks since moving here, leaving Brock with two sisters to see that they graduated --<br>
<br>
As you swing around a corner, something is coming the other way. They slam into your body, knocking you to the floor.<br>
<br>
<<ActionsHeader>>
<<link "Come around" "Dream7">><</link>>
<<case undefined>>
You find your sleep broken by fragments of recollections. Images of Emily, Jennifer, Brock. The amulet shines brightly. The school gates creak. The smiles of Annie and the snarls of your boss.<br>
<br>
But nothing concrete. Nothing that you can recall. All too soon, you stir as you acutely become aware of warm sunlight bleeding into your eyes.<br>
<br>
<<ActionsHeader>>
<<link "Wake up" $SleepLocation>>
<<set $SleepLocation to undefined>>
<<TimeChange>>
<<if $current.female is true and $PlayerCharacter.female is false>>
<<Feminity 1>>
<<elseif $current.female is false and _CurrentPC is false>>
<<Feminity -1>>
<</if>>
<<set $NewDay to true>>
<</link>>
<</switch>><<switch $Dream1Dialogue>>
<<case undefined>>
The moment broken, you turn to look up beside the booth you and Jennifer are sitting in and grimace. Dan grins down at the pair of you.<br>
<br>
Something feels off about Dan’s presence. You vaguely remember this date, and you’re certain that Dan didn’t make an appearance. But his repugnant cologne is enough to convince you that he’s here, now and present.<br>
<br>
“Phillips,” he mutters, before his eyes flicker over Jennifer. “Well, well. Look at you two. Cozy little date, huh?”<br>
<br>
You’ve only known Dan for a few days since starting at Thompson’s Repairs, but it’s been enough time to get a handle on him. So you’re not surprised when his slimy smile hangs as he stares at Jennifer.<br>
<br>
“Didn’t think you were Jennifer’s type,” Dan says, amusement clear in his voice. “She always struck me as the kind of girl who’d want a real man in a relationship, not one of those… well, you know.” He gestures vaguely. The intent is clear.<br>
<br>
Jennifer stiffens. “Not all men have to be alpha males, Dan,” she says, her voice level. “Some of us actually like men who can hold a conversation instead of just talking up their egos.”<br>
<br>
“Is that right?” Dan asks Jennifer, his grin unwavering. “Not what you used to say, Jen. Thought you liked men to be protectors. Like Gordon.”<br>
<br>
Jennifer’s eyes furrow at him, her smile long gone. She briefly looks to you, a hint of embarrassment on her face. Clearly though, she’s looking to you for a steer.<br>
<br>
“What about you, Phillips?” Dan says, his hand still resting on your shoulder. “Do you subscribe to all that modern talk?”<br>
<br>
<<ActionsHeader>>
<<link "Assert your masculinity" "Dream1">><<set $Dream1Dialogue to "Assert">><</link>><br>
<<link "Defuse the situation" "Dream1">><<set $Dream1Dialogue to "Diffuse">><</link>>
<<case "Assert">>
You swivel your torso enough that Dan loses his grip on your shoulder, almost sending him falling to the floor. You can’t help but grin as he loses balance.<br>
<br>
“There’s a time and a place for it,” you tell him. “But men should protect their girl. Sometimes, the old ways are the best.”<br>
<br>
You glance at Jennifer to see her reaction. Her eyes are wide and open with shock. There’s a hint of a grin to her mouth though. You notice she runs the tip of her tongue over her lips.<br>
<br>
Dan chuckles as he regains balance. “No offence meant, Phillips. Didn’t think that sort of thing was still in vogue with you cosmopolitan types. Maybe you and Jen aren’t such a bad match, after all.”<br>
<br>
“What can I say,” you continue, feeling emboldened by Jennifer’s looks. “I guess I’m just a bit old fashioned.”<br>
<br>
Dan chuckles again. “Too right. Maybe we should grab a beer up at the country club sometime. Think you’d fit in nicely up there. The uniforms they make the waitresses wear isn’t a bad draw, too.”<br>
<br>
Your eyes gesture over to Jennifer. Immediately, Dan drops his grin. “Oh. Right. Maybe not for you then.” His half-apology is undermined slightly by the blatant wink.<br>
<br>
“Leave you two lovebirds to your drinks. See you at work, Phillips. And see you around, Jen.”<br>
<br>
Dan promptly walks off, leaving you and Jennifer in silence. You quickly break it with an eye roll and soon conversation returns, conspicuously avoiding the encounter.<br>
<Br>
You can’t help but notice Jennifer’s demeanour change a little around you. More smiles and giggles. Maybe there’s a little more Charlton in her than you originally thought. And maybe there’s a little more Charlton than you considered in you.<br>
<br>
<I>Good job I’m not a girl...</i><br>
<hr>
The dream fades. Peaceful sleep returns. All too soon, you stir as you acutely become aware of warm sunlight bleeding into your eyes.<br>
<br>
<<ActionsHeader>>
<<link "Wake up" $SleepLocation>>
<<set $SleepLocation to undefined>>
<<TimeChange>>
<<if $current.female is true and $PlayerCharacter.female is false>>
<<Feminity 1>>
<<elseif $current.female is false and _CurrentPC is false>>
<<Feminity -1>>
<</if>>
<<set $NewDay to true>>
<<set $Dream1Dialogue to undefined>>
<<set $nextDream to undefined>>
<<activateCompulsion "OldFashionedValues">>
<<NewMemoriesActive>><<if _NewMemoriesActive is true>><<IncrementPCState "memories" 10>><<MemoriesSet>><</if>>
<<EventTrigger "YourRoom" "FirstDream" "Morning" null null null null null false>>
<<EventTrigger "JennifersApartmentBedroom" "JennifersApartmentFirstDream" "Morning" null null null null null false>>
<<EventTrigger "AnniesApartmentBedroom" "AnniesApartmentFirstDream" "Morning" null null null null null false>>
<</link>>
<<case "Diffuse">>
You turn gently to face Dan, feeling awkward with his hand still resting on your shoulder. “I don’t know, Dan. Different strokes for different folks. Isn’t that what they say?”<br>
<br>
He gives you a look, his grin spreading across his face. “You have a lot of experience stroking, Phillips?”<br>
<br>
You feel your cheeks redden. You dare sneak a glance at Jennifer and see she’s actually wincing from the situation.<br>
<br>
“I just meant that some people would find that dated,” you say, noting the wavering conviction in your voice.<br>
<br>
Dan laughs at a volume that bounces around the cafe. “Well, you won’t find much of that opinion around here. Is that you really think? That you’ll keep a girl interested with just talk and deep conversations?”<br>
<br>
You want to say yes. You want to mean it. But the weight of his presence makes your tongue heavy.<br>
<br>
You gulp, looking between Jennifer and Dan. “I think there’s a place for it.”<br>
<Br>
“I’m not hearing a no,” Dan chides. “Go on. If you really believe it, tell I’m wrong. Tell me to get out of here and leave you two alone to continue your courtship.”<br>
<br>
Your eyes stare up at Dan. His hand now gripping your shoulder.<Br>
<br>
“Leave us alone, Dan,” you hear Jennifer say.<Br>
<br>
A moment passes, then Dan releases his grip. He chuckles. “Relax, Phillips. I’m just messing with you. Banter. Come on, I’ll buy you two your coffee. It’s the gentlemanly thing to do.”<br>
<br>
Dan walks off to the counter and passes Flo a few notes. He motions a salute to you, then walks out.<br>
<br>
Silence hangs between you and Jennifer. Her eyes struggle to meet yours.<br>
<br>
“You didn’t have to do that,” you tell her, flatly.<br>
<Br>
She sighs, quietly. “Someone had to.”<br>
<br>
It takes a few minutes for the conversation to return. You find something to make a joke out of and Jennifer’s laugh breaks the tension between you. Soon, things seem to be back on track.<br>
<br>
Your mind doesn’t stop drifting back to Dan and Jennifer’s statement, however. As much as it pains for you to admit it, you’ve always struggled with confrontation. Especially from more assertive guys. You just hope that you’ll find a way to deal with these situations, as you imagine this won’t be the last one in Charlton.<Br>
<hr>
The dream fades. Peaceful sleep returns. All too soon, you stir as you acutely become aware of warm sunlight bleeding into your eyes.<br>
<br>
<<ActionsHeader>>
<<link "Wake up" $SleepLocation>>
<<set $SleepLocation to undefined>>
<<TimeChange>>
<<if $current.female is true and $PlayerCharacter.female is false>>
<<Feminity 1>>
<<elseif $current.female is false and _CurrentPC is false>>
<<Feminity -1>>
<</if>>
<<set $NewDay to true>>
<<set $Dream1Dialogue to undefined>>
<<set $nextDream to undefined>>
<<activateCompulsion "TheAppeaser">>
<<NewMemoriesActive>><<if _NewMemoriesActive is true>><<IncrementPCState "memories" 10>><<MemoriesSet>><</if>>
<<EventTrigger "YourRoom" "FirstDream" "Morning" null null null null null false>>
<<EventTrigger "JennifersApartmentBedroom" "JennifersApartmentFirstDream" "Morning" null null null null null false>>
<<EventTrigger "AnniesApartmentBedroom" "AnniesApartmentFirstDream" "Morning" null null null null null false>>
<</link>>
<</switch>><<switch $Dream2Dialogue>>
<<case undefined>>
As you flip through the pages, your confidence wanes. The questions are strangely worded, almost deliberately confusing.<br>
<br>
<span class='typewriter-text'>Do you affirm your household’s commitment to the values of Charlton’s Civic and Domestic Order?</span><br>
<br>
That’s not what you expected for a school form.<br>
<br>
<span class='typewriter-text'>Which of the following best describes your home: a) Traditional Household, b) Transitional Household, c) Unstructured Environment?</span><br>
<br>
What does that mean?<br>
<br>
<span class='typewriter-text'>In the event of educational concerns, which household member is designated to liaise with the town’s guidance committee? a) Father, b) Male Guardian, c) Husband, d) Other (explain).</span><br>
<br>
Why is “Mother” not on this list?<br>
<br>
Your head starts to ache.<br>
<br>
The receptionist, watching you struggle, offers a thin smile.<br>
<br>
“You seem a little lost, dear,” she says, tone perfectly neutral. “Not everyone is suited for this kind of work, but that’s why Charlton has such capable men around to take care of it.”<br>
<br>
You swallow hard, as she waits for your reply.<br>
<br>
<<ActionsHeader>>
<<link "Keep trying" "Dream2">><<set $Dream2Dialogue to "KeepTrying">><</link>><br>
<<link "Ask for help" "Dream2">><<set $Dream2Dialogue to "AskForHelp">><</link>>
<<case "KeepTrying">>
You grip the pen and force yourself to push through. But the longer you work, the harder it gets.<br>
<br>
The words blur together. The questions feel like riddles, twisting in ways that make no sense.<br>
<Br>
You get through barely half of it before the receptionist casually leans over the counter, glancing at your messy handwriting.<br>
<br>
“Oh, sweetheart,” she says, shaking her head. “Some people just aren’t made for forms, are they?”<br>
<br>
You let out a nervous little laugh, feeling your face heat up.<br>
<br>
“Oh, don’t worry,” she continues, her voice warm, almost maternal. “You don’t have to be good at this. Some people contribute in other ways. A little charm, a bright smile - that can be just as valuable.”<br>
<br>
You giggle. A high, breathy sound that isn’t yours.<br>
<br>
The moment it escapes, you freeze. <i>Did you just titter? Like a girl?</i><br>
<br>
Before you can recover, she plucks the half-finished forms from your hands.<br>
<br>
“I’ll see what we can do,” she says, already tucking them away.<br>
<br>
The tension in your shoulders melts. The feeling of failure - of being completely out of your depth - recedes, replaced by something else. A kind of bubbly relief.<br>
<br>
You don’t have to be good at this. Charlton already has people for this kind of thing.<br>
<br>
Something doesn’t feel right. A nagging feeling, as if this happened to you before. But played out differently. Without you needing help.<br>
<br>
You hear yourself titter again, then dismiss the concern. You shouldn’t think about things that make your brain hurt.<br>
<hr>
The dream fades. Peaceful sleep returns. All too soon, you stir as you acutely become aware of warm sunlight bleeding into your eyes.<br>
<br>
<<ActionsHeader>>
<<link "Wake up" $SleepLocation>>
<<set $SleepLocation to undefined>>
<<TimeChange>>
<<if $current.female is true and $PlayerCharacter.female is false>>
<<Feminity 1>>
<<elseif $current.female is false and _CurrentPC is false>>
<<Feminity -1>>
<</if>>
<<set $NewDay to true>>
<<set $Dream2Dialogue to undefined>>
<<set $nextDream to undefined>>
<<activateCompulsion "Ditzy">>
<<NewMemoriesActive>><<if _NewMemoriesActive is true>><<IncrementPCState "memories" 10>><<MemoriesSet>><</if>>
<</link>>
<<case "AskForHelp">>
You hesitate, fingers tightening around the pen. The receptionist is still watching you.<br>
<br>
“I think I need help with this,” you admit.<br>
<br>
She doesn’t look surprised.<br>
<Br>
“I’ll call Mr. Whitaker.”<br>
<Br>
She picks up the phone and murmurs something. Within minutes, a tall man in a perfectly pressed navy suit steps into the room. Everything about him is impeccable. His hair, his tie, the calm authority in his posture.<br>
<br>
“You must be <<TrueName "Current">>,” he says, sitting beside you without being invited. “Let’s not waste time. We’ll get this sorted.”<br>
<br>
He takes the pen from your hand and begins to mark corrections to the words you’ve used. Then he pauses, seeing the blank boxes you’ve not managed to fill in.<br>
<br>
“Household classification?” He pauses, then fills in ‘Traditional Household’ without asking.<br>
<br>
...That’s not what you were going to put.<br>
<br>
“Household values?” He checks ‘Committed to Charlton’s Domestic and Civic Expectations.’<br>
<br>
...You weren’t sure if that applied to you.<br>
<br>
“Parental designation?” He circles ‘Male Guardian’ without hesitation.<br>
<br>
You almost object, but his hand moves faster than your words.<br>
<br>
“There,” he says smoothly. “That’s what they’re looking for.”<br>
<br>
You stare at the completed forms. It’s not what you would have written. But it’s done. And it’s correct, isn’t it?<br>
<br>
Looking at the completed forms, something bubbles in your mind. You have a thought that you’ve experienced this form before somewhere. But then, the answers you gave were different. And you gave them without assistance.<br>
<br>
Mr. Whitaker pats your shoulder, bringing you from your thoughts. “See? Much easier when you let the right people take care of things.”<br>
<Br>
The receptionist stamps the paperwork with an air of finality.<br>
<br>
“That’ll do,” she says. And that’s that.<br>
<br>
You should feel uneasy. But instead, you feel... relieved. A strange sense of trust settles into your bones. They knew what to put. They know what’s best.<br>
<hr>
The dream fades. Peaceful sleep returns. All too soon, you stir as you acutely become aware of warm sunlight bleeding into your eyes.<br>
<br>
<<ActionsHeader>>
<<link "Wake up" $SleepLocation>>
<<set $SleepLocation to undefined>>
<<TimeChange>>
<<if $current.female is true and $PlayerCharacter.female is false>>
<<Feminity 1>>
<<elseif $current.female is false and _CurrentPC is false>>
<<Feminity -1>>
<</if>>
<<set $NewDay to true>>
<<set $Dream2Dialogue to undefined>>
<<set $nextDream to undefined>>
<<activateCompulsion "CitizenCharlton">>
<<NewMemoriesActive>><<if _NewMemoriesActive is true>><<IncrementPCState "memories" 10>><<MemoriesSet>><</if>>
<</link>>
<</switch>><<switch $Dream3Dialogue>>
<<case undefined>>
Brock exhales sharply, taking your attention back. “Look,” he says, tone shifting. “I just mean you need to start thinking long-term. University starts next week. You’re staying here. I’m leaving.”<Br>
<br>
He glances at Emily and then gestures at her. “She’s not exactly fitting in,” he says. “Charlton expects girls to be girls. Into fashion and makeup. Not reading books all the time. ”<br>
<br>
Emily freezes for a second, her hand tightening around the mascara wand. <br>
<Br>
“She needs some help.”<br>
<br>
You pause, glancing at Emily. She doesn’t say anything, but you can see it - the small, defensive shift in her shoulders, the way she won’t meet your eyes.<br>
<br>
Brock claps you on the shoulder, gives you a knowing look.<br>
<Br>
“Plus, the house is a mess.” His tone is light, but the weight in it is impossible to ignore. “You need to start looking after things around here.”<br>
<br>
Then, just before he turns to leave, he tosses out one last line over his shoulder:<br>
<br>
“Just try to take some accountability. Clean up or help Emily. I don’t care. But do something.”<br>
<br>
And then he’s gone, grabbing his jacket and heading out for one last drinking night before university.<br>
<br>
You watch him go. The door shuts with a finality that lingers.<br>
<br>
You turn back to the kitchen, to Emily, to the mess. And you realise you’re not seeing Jennifer tonight. The question is, what are you going to do?<br>
<br>
<<ActionsHeader>>
<<link "Stay and clean" "Dream3">><<set $Dream3Dialogue to "StayClean">><</link>><br>
<<link "Help Emily" "Dream3">><<set $Dream3Dialogue to "HelpEmily">><</link>>
<<case "StayClean">>
You exhale slowly, looking around the cluttered kitchen.<br>
<br>
Emily barely glances at you, still poking at her mascara like it personally offended her.<Br>
<br>
Letting her attempt her make-up routine, you grab a dish towel and get to work. The first few minutes feel forced, like you’re only doing this because Brock got in your head.<br>
<Br>
But as you wipe down the counters, as you stack the plates, as you sweep the floor, something shifts. You start noticing little things that need fixing.<Br>
<br>
A smudge on the fridge handle? You clean it.<Br>
<br>
A cushion on the couch slightly askew? You straighten it.<br>
<Br>
The garbage can two-thirds full? Better take it out now.<Br>
<br>
Emily doesn’t comment. She barely notices.<br>
<Br>
But you do.<br>
<Br>
And before you realise it, the whole night is gone.<br>
<Br>
When you finally sit down, the house is neat. The air smells cleaner. You feel... satisfied. Like you did what needed to be done.<Br>
<br>
You briefly wonder what your night would have been like if you’d gone to see Jennifer. Where you’d be right now. Would you be in her bed, feeling her warm body against yours. <br>
<Br>
The memory seems vibrant. Alive. Almost like it happened.<br>
<br>
But that’s just idle fantasy. This is reality. And in spite of Brock haranguing you into it, you’re happy with what you’ve achieved around the house. It looks great. And you’re proud.<br>
<hr>
The dream fades. Peaceful sleep returns. All too soon, you stir as you acutely become aware of warm sunlight bleeding into your eyes.<br>
<br>
<<ActionsHeader>>
<<link "Wake up" $SleepLocation>>
<<set $SleepLocation to undefined>>
<<TimeChange>>
<<if $current.female is true and $PlayerCharacter.female is false>>
<<Feminity 1>>
<<elseif $current.female is false and _CurrentPC is false>>
<<Feminity -1>>
<</if>>
<<set $NewDay to true>>
<<set $Dream3Dialogue to undefined>>
<<set $nextDream to undefined>>
<<activateCompulsion "HouseProud">>
<<NewMemoriesActive>><<if _NewMemoriesActive is true>><<IncrementPCState "memories" 10>><<MemoriesSet>><</if>>
<</link>>
<<case "HelpEmily">>
You hesitate, then pull out the chair across from Emily.<br>
<br>
She looks up, surprised. “You’re not going?”<br>
<br>
You shrug. “You said this stuff was hard, right?”<br>
<br>
She huffs. “Yeah. Turns out looking good takes actual skill. Who knew?”<br>
<br>
You smirk. “So, what, you need help?”<br>
<br>
Emily grins. “Actually... maybe you do.”<br>
<br>
You pause. “What?”<br>
<br>
She tilts her head, studying your face.<br>
<br>
“You’re struggling too, right?” she says. “Like... you don’t really know how to do any of this either.”<br>
<br>
You frown, giving her a sceptical look. This doesn’t feel right. You’re Emily’s older brother, after all. Why would you need to know how to apply make-up?<br>
<br>
But Emily’s already grabbing a brush.<br>
<br>
“Come on,” she says, mischief in her eyes. “Let’s figure it out together.”<br>
<br>
You hesitate. But seeing the enthusiasm in her eyes, you relent.<br>
<br>
At first, you treat it like a joke. Emily wipes a brush across your face. You feel the product touching your skin.<br>
<Br>
“Hold still,” she tells you.<br>
<br>
Quickly, Emily starts experimenting. A little foundation. Some contouring. A subtle change at first, just enough to enhance. She’s getting better as she goes, correcting mistakes, smoothing things out.<br>
<br>
When she finally lets you see the mirror, you barely recognise yourself.<br>
<br>
You look... better.<br>
<br>
Emily tilts her head.<br>
<br>
“Much better than the plain Jane look.”<br>
<br>
She smirks, considering.<Br>
<br>
“Brock will wish he never said anything,” she says, half-joking. “And with all the attention you’ll get around town? Maybe he’ll even regret leaving us alone here.”<br>
<br>
You swallow.<br>
<br>
The words settle deep. You are sure something is wrong with this. But you can’t quite understand why.<br>
<br>
Instead, you can’t help but think... she’s right.<br>
<br>
“Come on,” she says, standing up. “Maybe there’s something in my wardrobe that will complement it. I’m sure I’ve got a skirt perfect for you.”<br>
<br>
Emily bounds up the stairs. With only a moment’s hesitation, you follow her.<br>
<hr>
The dream fades. Peaceful sleep returns. All too soon, you stir as you acutely become aware of warm sunlight bleeding into your eyes.<br>
<br>
<<ActionsHeader>>
<<link "Wake up" $SleepLocation>>
<<set $SleepLocation to undefined>>
<<set $SleepLocation to undefined>>
<<TimeChange>>
<<if $current.female is true and $PlayerCharacter.female is false>>
<<Feminity 1>>
<<elseif $current.female is false and _CurrentPC is false>>
<<Feminity -1>>
<</if>>
<<set $NewDay to true>>
<<set $Dream3Dialogue to undefined>>
<<set $nextDream to undefined>>
<<activateCompulsion "AllDolledUp">>
<<NewMemoriesActive>><<if _NewMemoriesActive is true>><<IncrementPCState "memories" 10>><<MemoriesSet>><</if>>
<</link>>
<</switch>><<switch $Dream4Dialogue>>
<<case undefined>>
You turn your head, blinking in surprise. A senior manager, a man in his mid-40s with a tailored suit and an air of calculated importance, is standing by the glass-walled meeting room.<br>
<br>
You hesitate, then push back from your desk and walk over.<Br>
<Br>
“Sir?”<Br>
<br>
He barely looks at you. “The board’s about to meet, and we need coffee for the clients. Make it quick.”<br>
<Br>
You stare at him.<Br>
<Br>
“Coffee?”<br>
<br>
He finally looks at you - more impatient than annoyed, like you’re a slow student failing a simple test.<br>
<br>
“There’s a Priority One issue in the system,” you explain, straightening your back. “I was just about to -”<br>
<br>
He waves a hand, dismissing your words like they don’t matter.<br>
<br>
“Yes, yes, the system’s down. And you’re part of the team, so you’ll have plenty of time to do your part later.” His expression sharpens. “But clients keep this company running, and right now, their meeting is more important than whatever you're doing at that desk.”<br>
<br>
You open your mouth to argue, but he tilts his head, as if reconsidering something.<Br>
<Br>
“Unless, of course, you’d rather take this attitude to HR?”<br>
<Br>
The implied threat hangs heavy in the air.<br>
<Br>
You feel it deep in your gut - that quiet certainty that the wrong response here could set the tone for your entire career.<Br>
<Br>
And you are not in a position of power. Not yet.<br>
<Br>
<<ActionsHeader>>
<<link "Get the coffee" "Dream4">><<set $Dream4Dialogue to "GetCoffee">><</link>><br>
<<link "Charm him to get out of it" "Dream4">><<set $Dream4Dialogue to "CharmHim">><</link>>
<<case "GetCoffee">>
Your jaw tightens, but you nod.<br>
<Br>
“Yes, sir.”<br>
<br>
The manager smiles - just a small, satisfied smirk - before turning back to the meeting room.<br>
<br>
Your flats - you wore flats today, didn’t you? - barely make a sound against the floor as you hurry to the break room, grabbing the tray and carefully balancing the steaming cups.<br>
<br>
By the time you return, the meeting has already begun.<br>
<br>
You knock, step inside, and quietly place the drinks in front of the senior executives. None of them acknowledge you. Not a nod, not a thank you. You are invisible.<br>
<br>
Leaving the room, you rush to your desk and log in to resolve the issue. By the time your system comes online, the Priority One issue has exploded. Your manager is furious, the team is frustrated, and you’ve earned a reputation for not pulling your weight - despite being the only one here forced to make coffee runs.<br>
<br>
You doubt whether making coffee runs is really the job of a programmer. In fact, you feel that you didn’t used to do this. Despite this being your first week.<Br>
<br>
But you don’t argue. You just get on with it.<br>
<br>
Because that’s what a good employee does.<br>
<hr>
The dream fades. Peaceful sleep returns. All too soon, you stir as you acutely become aware of warm sunlight bleeding into your eyes.<br>
<br>
<<ActionsHeader>>
<<link "Wake up" $SleepLocation>>
<<set $SleepLocation to undefined>>
<<TimeChange>>
<<if $current.female is true and $PlayerCharacter.female is false>>
<<Feminity 1>>
<<elseif $current.female is false and _CurrentPC is false>>
<<Feminity -1>>
<</if>>
<<set $NewDay to true>>
<<set $Dream4Dialogue to undefined>>
<<set $nextDream to undefined>>
<<activateCompulsion "DutifulDoer">>
<<NewMemoriesActive>><<if _NewMemoriesActive is true>><<IncrementPCState "memories" 10>><<MemoriesSet>><</if>>
<<EventTrigger "YourRoom" "FirstFemaleDream" "Morning" null null null null null false>>
<<EventTrigger "JennifersApartmentBedroom" "JennifersApartmentFirstFemaleDream" "Morning" null null null null null false>>
<<EventTrigger "AnniesApartmentBedroom" "AnniesApartmentFirstFemaleDream" "Morning" null null null null null false>>
<</link>>
<<case "CharmHim">>
“I’d love to,” you say smoothly, your tone light, almost apologetic, “but if I help you, there won’t be anyone from our team looking at the system failure. And I know I wouldn’t want to let our clients down. Making our clients happy is our number one job, isn’t it? Whatever it takes.”<br>
<Br>
You tilt your head slightly, letting your eyes linger on his just a second longer than necessary.<Br>
<Br>
The words are reasonable, practical, but the soft curve of your lips suggests something more - an understanding between professionals, a shared confidence that you both know how this works.<br>
<br>
His irritation wavers. You see it - the moment he processes not just your words, but the way you say them.<br>
<br>
He throws you a smirk. “I suppose that’s a fair point.”<br>
<br>
You exhale, feeling a flicker of relief.<br>
<Br>
But before you can return to your desk, he smirks slightly, tapping a finger against his chin.<br>
<br>
"Tell you what," he says smoothly. "Since you’re so keen on considering other people’s needs, we should go over some things later. Just the two of us."<br>
<br>
Your stomach drops slightly. His tone is casual - like the request is nothing, like it’s perfectly normal.<br>
<br>
You glance down at your skirt, smoothing the fabric automatically. Then back at him, plastering on the same polite smile as before.<br>
<br>
“Of course, sir.”<br>
<br>
By the time you sit down and open your inbox, the new meeting request is already there.<br>
<br>
<span class='typewriter-text'><b>Time</b>: 7:30 PM.<br>
<b>Location</b>: His office.<br>
<b>Duration</b>: One hour.<br></span>
<Br>
Your hands hover over the keyboard, motionless.<br>
<br>
It was supposed to just be about not getting coffee. But he’s taken it a step further. And now you’re caught in a different kind of game.<br>
<br>
You know this isn’t the job of a programmer. In fact, this isn’t the job of anyone at all. It’s beyond reproach, a mindset from another time and place.<br>
<br>
Still. You can’t help but smile. Only hesitating briefly, you click ‘accept’. Maybe - just maybe - you’re good at playing it.<br>
<hr>
The dream fades. Peaceful sleep returns. All too soon, you stir as you acutely become aware of warm sunlight bleeding into your eyes.<br>
<br>
<<ActionsHeader>>
<<link "Wake up" $SleepLocation>>
<<set $SleepLocation to undefined>>
<<TimeChange>>
<<if $current.female is true and $PlayerCharacter.female is false>>
<<Feminity 1>>
<<elseif $current.female is false and _CurrentPC is false>>
<<Feminity -1>>
<</if>>
<<set $NewDay to true>>
<<set $Dream4Dialogue to undefined>>
<<set $nextDream to undefined>>
<<activateCompulsion "SaucySecretary">>
<<NewMemoriesActive>><<if _NewMemoriesActive is true>><<IncrementPCState "memories" 10>><<MemoriesSet>><</if>>
<<EventTrigger "YourRoom" "FirstFemaleDream" "Morning" null null null null null false>>
<<EventTrigger "JennifersApartmentBedroom" "JennifersApartmentFirstFemaleDream" "Morning" null null null null null false>>
<<EventTrigger "AnniesApartmentBedroom" "AnniesApartmentFirstFemaleDream" "Morning" null null null null null false>>
<</link>>
<</switch>><<switch $Dream5Dialogue>>
<<case undefined>>
Already flushed from alcohol, Jeanette’s dark curls bounce as she drags you toward the cluster of people lounging near the table. She’s wearing a fitted crop top with high-waisted jeans, a beer bottle in one hand, the other clutching you like you might vanish if she lets go.<br>
<br>
“Where have you been?” she demands, her smoky eyes narrowing playfully. “Don’t tell me you were, like, actually studying or something.”<Br>
<br>
“She was probably being responsible,” another voice teases - a girl named Lila, curled up in the corner of the couch, nursing a drink.<br>
<br>
Jeanette snorts. “Well, she’s making up for it tonight.”<br>
<br>
A red cup appears in your hand, and before you can object, Jeanette nudges it toward your lips.<br>
<Br>
“Come on, babe. No excuses.”<br>
<br>
The others grin, their laughter warm, expectant.<br>
<br>
“You don’t want to be the only one sober, right?”<Br>
<br>
Her voice is sweet, persuasive, and there’s something so easy about giving in. A bottle of something strong is passed around, the rim glistening in the party lights.<br>
<br>
Jeanette hooks an arm around your shoulders, her grin mischievous. “I was starting to think you’d gone boring on me.”<br>
<br>
The warmth of her presence, the energy of the group, it all pulls you in -<br>
<br>
Then a shadow falls over you.<br>
<br>
Jeanette looks up, her expression shifting, amusement giving way to something else.<br>
<br>
You sense the presence behind you before you even turn around.<br>
<Br>
<<ActionsHeader>>
<<link "See who the newcomer Is" "Dream5">><<set $Dream5Dialogue to "Newcomer">><</link>>
<<case "Newcomer">>
A low chuckle, close enough that you feel the heat of someone standing behind you. You glance over your shoulder -<br>
<br>
And he’s there. Tall. Confident. The kind of effortless charm that makes a man magnetic without even trying.<br>
<br>
A button-down, sleeves rolled up to his elbows, collar open just enough to look relaxed but deliberate. He’s got a beer in one hand, a half-smirk playing at his lips.<br>
<br>
And his eyes are on you. “<<TrueName "Female">>, right?”<br>
<br>
His voice is smooth, like he already knows the answer. You nod - you think? - before he continues, his eyes never leaving yours.<br>
<br>
“Figured I should come over before Jeanette stole you for the whole night.”<br>
<br>
Jeanette makes a mock gagging sound beside you. “Oh my God, do they hand you guys a script?” she mutters under her breath, then leans in close to you, dropping her voice.<br>
<Br>
“Kitchen,” she says, flicking her head toward the other side of the room. “Shots. Then dancing. Fun.”<br>
<br>
Then, she leans back, winking at the guy. “I’m assuming she gets a choice?”<br>
<br>
The boy chuckles, casual, unfazed. “Of course.”<br>
<br>
But his eyes are still locked on you. His attention is a warm pulse against your skin.<br>
<br>
You feel your stomach flutter, the way his gaze lingers making something inside you thrill at being wanted.<br>
<br>
Jeanette gives you a knowing smirk, already pulling away toward the kitchen. You know she’s waiting. But your focus keeps drifting back to him. The way he smiles just for you. The way his fingers barely brush against your wrist as he leans in, voice lower now, just for you to hear -<br>
<br>
“You don’t have to decide right away,” he murmurs. “I’ll be right here.”<br>
<br>
And for a second, you feel it again. That tingle in your stomach, the warmth of being seen.<br>
<Br>
<<ActionsHeader>>
<<link "Go with the boy" "Dream5">><<set $Dream5Dialogue to "GoBoy">><</link>><br>
<<link "Go with Jeanette" "Dream5">><<set $Dream5Dialogue to "GoJeanette">><</link>>
<<case "GoBoy">>
Jeanette’s voice is somewhere behind you, a teasing "Seriously?", but it’s background noise now.<br>
<br>
Because his hand is already at the small of your back, guiding you through the crowd.<br>
<br>
You hear his friends laugh, someone clapping him on the shoulder as you slip past, but he doesn’t stop or turn back.<br>
<Br>
Because his attention is on you. And you love it.<br>
<br>
Every word he murmurs, every small smirk, every tease that sends your stomach into freefall.<br>
<br>
You don’t notice when Jeanette disappears from your mind. You don’t notice when you stop caring about the party. You just follow where he leads.<br>
<br>
Through the hallway, past the laughter, the music, the other couples pressed against the walls.<br>
<br>
And then... the door closes.<br>
<br>
The music dims, the space smaller, more intimate. A dorm room.<br>
<br>
His room.<br>
<br>
You swallow, breath caught somewhere between anticipation and certainty. Because you know what’s coming.<br>
<br>
Because this is what you do now.<br>
<br>
And yet... a flicker of something. Something off.<br>
<br>
You remember this party. You remember this night. But in the memory, it wasn’t a boy. It was a girl.<br>
<br>
A girl whose lips had pressed against yours in a dizzying rush, a girl whose hands had wandered in a way that felt reckless and thrilling.<br>
<br>
You remember her. So why does this feel the same? And why does it feel like it’s always been this way?<br>
<hr>
The dream fades. Peaceful sleep returns. All too soon, you stir as you acutely become aware of warm sunlight bleeding into your eyes.<br>
<br>
<<ActionsHeader>>
<<link "Wake up" $SleepLocation>>
<<set $SleepLocation to undefined>>
<<TimeChange>>
<<if $current.female is true and $PlayerCharacter.female is false>>
<<Feminity 1>>
<<elseif $current.female is false and _CurrentPC is false>>
<<Feminity -1>>
<</if>>
<<set $NewDay to true>>
<<set $Dream5Dialogue to undefined>>
<<set $nextDream to undefined>>
<<activateCompulsion "BoyCrazy">>
<<NewMemoriesActive>><<if _NewMemoriesActive is true>><<IncrementPCState "memories" 10>><<MemoriesSet>><</if>>
<</link>>
<<case "GoJeanette">>
You exhale sharply, breaking from his gaze.<br>
<br>
“Maybe next time,” you murmur, already moving away.<br>
<br>
Jeanette is grinning as she hooks an arm around your waist. “There’s my girl.”<br>
<br>
She tugs you into the kitchen, two shot glasses already waiting. Lila whoops as you arrive, slamming the counter. “Finally! Took you long enough.”<br>
<br>
Jeanette hands you a shot. “To tonight,” she toasts, eyes bright.<br>
<br>
You hesitate, then clink your glass against hers and throw it back. The alcohol burns, hot and heady, but Jeanette is already grinning wider, already filling another round.<br>
<br>
“Again,” she says. “I’m not letting you be boring tonight.”<br>
<br>
And you don’t protest. The second shot goes down easier than the first. <br>
<br>
Then Jeanette grabs your wrist, pulling you back into the apartment, back into the swirling mass of bodies moving in time with the music.<Br>
<Br>
You don’t think. You just dance. Jeanette presses close, laughing, spinning you, her hands on your waist, her breath warm against your neck as she shouts something you can’t hear over the bass thumping through your chest.<br>
<br>
You move with her, letting the music take you, arms above your head, the room spinning in a haze of warmth and flashing lights and easy laughter.<br>
<br>
And you feel it. The eyes on you. The guys standing by the wall, beers in hand, watching as you and Jeanette lose yourselves in the moment.<br>
<br>
You’re the centre of attention, your skin flushed from the alcohol, your hair sticking slightly to the back of your neck, the heat of bodies pressing close.<br>
<br>
You can see them watching you, but more than that -<br>
<br>
You like being watched. You want to be watched. The thought thrills you.<br>
<br>
And then, just for a flicker of a second, something is off. You remember this party. You remember this night.<br>
<br>
But you were supposed to be over there. Standing by the wall. With your buddies. Drinking beer. Watching the girls dance.<br>
<br>
Not this. Not being the one dancing, the one being watched, the one enjoying the attention.<br>
<br>
But the thought is soft, fleeting, already slipping away like a dream you can’t quite hold onto. Because that’s not right. That’s not who you are.<br>
<br>
Because you’re a girl.<br>
<br>
<I>Right?</i><br>
<hr>
The dream fades. Peaceful sleep returns. All too soon, you stir as you acutely become aware of warm sunlight bleeding into your eyes.<br>
<br>
<<ActionsHeader>>
<<link "Wake up" $SleepLocation>>
<<set $SleepLocation to undefined>>
<<TimeChange>>
<<if $current.female is true and $PlayerCharacter.female is false>>
<<Feminity 1>>
<<elseif $current.female is false and _CurrentPC is false>>
<<Feminity -1>>
<</if>>
<<set $NewDay to true>>
<<set $Dream5Dialogue to undefined>>
<<set $nextDream to undefined>>
<<activateCompulsion "PartyGirl">>
<<NewMemoriesActive>><<if _NewMemoriesActive is true>><<IncrementPCState "memories" 10>><<MemoriesSet>><</if>>
<</link>>
<</switch>><<switch $Dream6Dialogue>>
<<case undefined>>
The room erupts into applause as you stand.<br>
<Br>
The fabric of your graduation gown swishes around your legs, the smooth material brushing against your bare skin as you move.<br>
<br>
Your heels click against the polished wood of the stage, the sound steady, confident.<Br>
<br>
You ascend the steps as your heart beats with exhilaration, the bright stage lights casting a glow over everything.<br>
<br>
And then you are there, standing in front of the headmaster.<Br>
<br>
A warm smile, a firm handshake.<br>
<br>
He places the diploma in your hands, his grip steady, his voice quiet but unmistakable.<Br>
<br>
"Congratulations, Miss Phillips," he murmurs, just beneath the hum of the crowd.<br>
<Br>
You turn to face the applauding audience. From next to you, you hear the headmaster add quietly. "But remember our little deal. Did you honour our agreement?"<br>
<Br>
And then --<br>
<Br>
His hand rests on your bum.<br>
<br>
A light touch, deliberate but unseen, out of view from the cameras and the beaming crowd, from your smiling family in the audience.<br>
<br>
For a moment, just a flicker of a second, something feels off. Because you remember your graduation.<I>Don’t you?</i><br>
<Br>
Yes, your family was there. The applause, the warm light, the sense of accomplishment - that was all real.<br>
<br>
But, this? This moment? It happened like this?<br>
<br>
Had he done that?<br>
<Br>
The thought lingers, unformed, unspoken. And your thoughts return to the hand on your arse.<br>
<Br>
<<ActionsHeader>>
<<link "Push his hand away" "Dream6">><<set $Dream6Dialogue to "PushHand">><</link>><br>
<<link "Let It Rest There" "Dream6">><<set $Dream6Dialogue to "LetItRest">><</link>>
<<case "PushHand">>
Your breath steadies as your fingers tighten around your diploma. You earned this achievement, fair and square.<Br>
<Br>
The feeling of a hand on your rear fades. You glance down, noticing the headmaster is standing at least a foot away from you. His hands tucked behind his back. Smiling back at you with genuine pride. From a headmaster to a hard-working student.<br>
<br>
The camera flashes, the crowd claps, and when you look back to the audience, your family is still beaming at you.<Br>
<br>
Pride radiates from their faces, from their belief in you, from the certainty that you are brilliant, exceptional, worthy of success.<br>
<br>
You recall the late nights, the endless studying, the way teachers would push you harder than anyone else. Because they expected excellence.<br>
<Br>
You were always working, always meeting expectations, always taking on more and more. You never said no when a teacher told you to do extra coursework, when you were given another assignment, when you were asked to go beyond what was required.<br>
<br>
Because you had to be the best. And now, you are.<br>
<br>
His words about an agreement fade from your mind. You didn’t need anyone’s help. You earned this.<br>
<br>
Your fingers tighten around your diploma, a soft breath of relief escaping your lips.<br>
<br>
You are a model student.<br>
<br>
And that other thought - the one about whether graduation had really happened like this - vanishes before you can dwell on it.<br>
<hr>
The dream fades. Peaceful sleep returns. All too soon, you stir as you acutely become aware of warm sunlight bleeding into your eyes.<br>
<br>
<<ActionsHeader>>
<<link "Wake up" $SleepLocation>>
<<set $SleepLocation to undefined>>
<<TimeChange>>
<<if $current.female is true and $PlayerCharacter.female is false>>
<<Feminity 1>>
<<elseif $current.female is false and _CurrentPC is false>>
<<Feminity -1>>
<</if>>
<<set $NewDay to true>>
<<set $Dream6Dialogue to undefined>>
<<set $nextDream to undefined>>
<<activateCompulsion "ModelStudent">>
<<NewMemoriesActive>><<if _NewMemoriesActive is true>><<IncrementPCState "memories" 10>><<MemoriesSet>><</if>>
<<EventTrigger "YourRoom" "LastDream" "Morning" null null null null null false>>
<</link>>
<<case "LetItRest">>
You freeze, standing there, feeling the weight of his hand on you suddenly heavy in ways you don’t want to think about.<br>
<br>
You keep your smile fixed and your posture perfect, your eyes on the camera as another flash goes off.<Br>
<Br>
It’s fine.<br>
<br>
It’s just... part of how things work. Right?<br>
<br>
And then, the memories shift. You remember now.<br>
<br>
The extra lessons after school, the trips to the headmaster’s office, the hours spent behind closed doors where no one could see or question or stop you.<br>
<br>
Because this is what was necessary to graduate. This was the agreement.<br>
<br>
You feel that agreement now, physically and ever-present. The way the graduation gown brushes against your bare skin, the realization sinking in that beneath it -<br>
<br>
There is nothing.<br>
<br>
You are standing here, in front of your family, your friends, your entire graduating class. And you are stark naked underneath.<br>
<br>
No one can see it.<br>
<br>
But he knows.<br>
<br>
And you know.<br>
<br>
And for the rest of the day, you’ll be aware of it. Every swish of your gown, every step you take on your high heels, every moment spent in polite conversation, pretending that this is normal.<br>
<br>
You will be forever worried that the slightest misstep will reveal that you are wearing a gown to your graduation, with nothing else but heels.<br>
<br>
And then, when the graduation party begins, when your classmates are drinking, dancing, flirting with boys from their year, you will slip away.<br>
<br>
You will find him.<br>
<br>
Because that’s how this works. That was the deal.<Br>
<br>
At least you graduated.<br>
<Br>
Your diploma feels heavy in your hands, but you don’t drop it. Because this is just how things are.<br>
<br>
And that other thought - that moment of uncertainty, of doubt about how things really happened - it dissolves before you can even grasp it. Because this is what happened, isn’t it?<br>
<hr>
The dream fades. Peaceful sleep returns. All too soon, you stir as you acutely become aware of warm sunlight bleeding into your eyes.<br>
<br>
<<ActionsHeader>>
<<link "Wake up" $SleepLocation>>
<<set $SleepLocation to undefined>>
<<TimeChange>>
<<if $current.female is true and $PlayerCharacter.female is false>>
<<Feminity 1>>
<<elseif $current.female is false and _CurrentPC is false>>
<<Feminity -1>>
<</if>>
<<set $NewDay to true>>
<<set $Dream6Dialogue to undefined>>
<<set $nextDream to undefined>>
<<activateCompulsion "TeachersPet">>
<<NewMemoriesActive>><<if _NewMemoriesActive is true>><<IncrementPCState "memories" 10>><<MemoriesSet>><</if>>
<<EventTrigger "YourRoom" "LastDream" "Morning" null null null null null false>>
<</link>>
<</switch>><<switch $Dream7Dialogue>>
<<case undefined>>
It takes you a few seconds to see anything apart from grey sky and brambles. When the world keeps spinning, you take stock of your situation. Cuts on your bare arms. Bare legs scraped. Lying on your back, propped up on your elbows. And staring up into the face of a tall, broad-shouldered young man in shorts and a T-shirt with neatly combed blonde hair, in spite of a layer of perspiration forming on his brow.<br>
<br>
“Are you okay?” he says, thrusting out a hand. Instinctively you take it and find yourself pulled on to your feet by muscles not strained by the action.<br>
<br>
<span class="pink"><i>Fit as well as handsome!</i></span><br>
<br>
“I’m sorry about that,” he continues. “Has school started already? I didn’t expect anyone to be out here.” He flashes you a casual smile. “I’m Steve.”<br>
<br>
“<<TrueName "Female">>,” you reply. “And yes. First run of the year.”<br>
<br>
Steve glances down the track and shrugs. “Haven’t seen anyone else. You at the front, or the back?”<br>
<br>
“The front,” you say, regaining your breath. “Think there’s one more in front of me.”<br>
<br>
“Bet it’s my brother’s girlfriend,” he says. “But you can easily catch her.” He grins. “I set the Charlton school cross-country record a few years back. Don’t tell anyone, but there’s a way to shave a few minutes off your time, if you know where to look.”<br>
<br>
He maintains the grin as his eyebrow twitches. Then he offers you his hand. “If you don’t mind going into the woods with me, that is? Still a good workout.”<br>
<br>
“I shouldn’t,” you reply. “I want to win off my own back.”<br>
<br>
“Oh, come on,” he says. “We can run it together. I can show you what a record holder can do.”<br>
<br>
<span class="pink"><i>He’ll give you such a good workout, I’m sure!</i></span><br>
<br>
The smile is disarming. You look up to him, noticing not for the first time his taut chest and broad shoulders. Your natural competitiveness wants to beat those girls fair and square. But his persistence isn’t lost on you.<br>
<br>
<<ActionsHeader>>
<<link "Decline and indulge your competitiveness" "Dream7">><<set $Dream7Dialogue to "DeclineShortcut">><<Physique 1>><</link>><br>
<<link "Agree and let him lead you through the short-cut" "Dream7">><<set $Dream7Dialogue to "AgreeShortcut">><<Physique -1>><</link>>
<<case "DeclineShortcut">>
“No,” you say, firmer this time. “If I’m going to beat them, I’m doing it properly.”<br>
<br>
Steve’s eyebrows lift. For a moment, you expect irritation, but his easy smile only broadens. “Fair enough. I suppose there’s no shame in coming second.”<br>
<br>
You narrow your eyes. “I’m not coming second.”<br>
<br>
“Then you’d better get moving.”<br>
<br>
He steps aside, gesturing theatrically towards the path. The casual certainty in his expression needles at you. You push past him and break into a run. You don’t look back.<br>
<br>
The cold air claws at your throat as you surge forward. Mud drags at your trainers and brambles scrape your bare legs, but before long the path opens up slightly. A moment later, you are out in a field leading down to the back of the school football field. And only halfway across, is a girl.<br>
<br>
She hears your footsteps and glances over her shoulder. Her blonde ponytail whips around her face as she quickens her pace. But so do you. The pain is harsh. Your breathing turns ragged. But the thought of her beating you hurts far more. You force your legs forward until you pull alongside her, then ahead.<br>
<br>
The back-entrance to the school gets closer. You run through the iron gates and around the perimeter of the football field, seeing the PE teacher standing next to a football post, stop watch in hand. When he sees you he looks on in astonishment. The sick kids sitting on the bleachers share his shock.<br>
<br>
You cross his line. There is actually applause from the bleachers.<br>
<br>
Bent over and gasping, you look back towards the gate. The blonde girl comes bolting through it, her icy blue eyes glaring at you as she crosses the line. But the PE teacher takes your attention before you can react, slapping your back.<br>
<br>
“Twenty years in the job and it still surprises me,” he bellows. “Didn’t think that Evans would get beaten this year. Much less the first race. What was your name again, missy?”<br>
<br>
“<<TrueName "Female">> Phillips,” you say, looking up at the stocky PE teacher. When you look at his hand still on your back, he pulls it back.<br>
<br>
“Well then, Phillips,” he says. “I’ll be keeping an eye on you.”<br>
<br>
He steps away, calling out times as other girls finish. The girl with the blonde ponytail is quickly surrounded by three others, whispering. One joins her in throwing dark looks. Another smiles apologetically at you. The last avoids looking entirely. A fierce satisfaction settles inside you. You would have run until your legs gave out before letting any of them think you were weak.<br>
<br>
You glance up out over the fields, briefly considering Steve and his short-cut. You didn’t need it, after all. And you didn’t need him, either.<br>
<br>
<span class="pink"><i>Colder now. But don’t worry. We have time to change that.</i></span><br>
<hr>
The dream fades. Peaceful sleep returns. All too soon, you stir as you acutely become aware of warm sunlight bleeding into your eyes.<br>
<br>
<<ActionsHeader>>
<<link "Wake up" $SleepLocation>>
<<set $SleepLocation to undefined>>
<<TimeChange>>
<<if $current.female is true and $PlayerCharacter.female is false>>
<<Feminity 1>>
<<elseif $current.female is false and _CurrentPC is false>>
<<Feminity -1>>
<</if>>
<<set $NewDay to true>>
<<set $Dream7Dialogue to undefined>>
<<set $nextDream to undefined>>
<<activateCompulsion "TouchOfPride">>
<<NewMemoriesActive>><<if _NewMemoriesActive is true>><<IncrementPCState "memories" 10>><<MemoriesSet>><</if>>
<<EventTrigger "YourRoom" "FirstNoReturn" "Morning" null null null null null false>>
<<EventTrigger "JennifersApartmentBedroom" "FirstNoReturn" "Morning" null null null null null false>>
<<EventTrigger "AnniesApartmentBedroom" "FirstNoReturn" "Morning" null null null null null false>>
<</link>>
<<case "AgreeShortcut">>
You place your hand in his. “Fine. Show me.”<br>
<br>
Steve’s fingers close around yours. He turns towards the trees without waiting for anything more. “Stay close.”<br>
<br>
The shortcut is barely a path. The ground slopes sharply beneath tangled roots, with low branches forcing you to duck as you run. Steve moves through it effortlessly, his broad shoulders slipping between the trees without breaking stride.<br>
<br>
“Left,” he calls as you approach a fork.<br>
<br>
You start towards the right. The school is that way, you’re sure of it.<br>
<br>
He pulls at your hand to the left with his muscular arm. Light, not aggressive, but it’s a pull all the same. “Trust me.”<br>
<br>
Something in his voice stops you. You change direction and follow him, narrowly avoiding a patch of mud deep enough to swallow your trainers. A fallen tree blocks the route ahead. Steve vaults over it, then turns and offers both hands. You take them and he pulls you across with enough force that you stumble against his chest. Your hands press against his chest, as he holds you steady. “Careful.”<br>
<br>
“This doesn’t feel like a shortcut,” you reply breathlessly.<br>
<br>
“You’re still standing, aren’t you?”<br>
<br>
His smile is infuriatingly confident. Worse, you find yourself smiling back. He releases you and continues. His instructions grow shorter as you run. Soon you’re no longer watching the ground at all. Your attention remains fixed on Steve’s broad back. Not to mention, his tight shorts.<br>
<br>
<span class="pink"><i>So you noticed, did you?</i></span><br>
<br>
The trees finally part, revealing a hole in the school bricked wall. It leads onto the football field.<br>
<br>
“See?” Steve says. “Things are easier when you let someone experienced lead.”<br>
<br>
You should object. You wanted to win by yourself. Instead, you feel a breathless laugh escape your lips. Steve inclines his head towards the hole. “Go on. Don’t keep them waiting.”<br>
<br>
You take a step, then hesitate. “Will I see you again?”<br>
<br>
He grins. “I’m back to Uni next week. But you should come visit one weekend. Could put you through a proper workout. Now get in there, school girl.”<br>
<br>
You feel his hand slightly slap your bum through your skirt and push you forward. You don’t have time to chastise him. And you’re not sure you would if you did. Instead, you do exactly as he says.<br>
<br>
Running around the perimeter of the field, you see the PE teacher standing next to a football post, stop watch in hand. When he sees you he looks on in astonishment. The sick kids sitting on the bleachers share his shock.<br>
<br>
“Twenty years in the job and it still surprises me,” he bellows. “Didn’t think that Evans would get beaten this year. Much less the first race. What was your name again, missy?”<br>
<br>
“<<TrueName "Female">> Phillips,” you say, glancing over at the hole. You see Steve looking back, smirking.<br>
<br>
“Well then, Phillips,” the teacher continues. “I’ll be keeping an eye on you.”<br>
<br>
You nod politely. Winning should feel important. As the other girls come through, they offer you glances. But your attention keeps drifting back to the hole. Where you last saw Steve. Whether you impressed him.<br>
<br>
<span class="pink"><i>So warm now. This is going to be so much fun!</i></span><br>
<hr>
The dream fades. Peaceful sleep returns. All too soon, you stir as you acutely become aware of warm sunlight bleeding into your eyes.<br>
<br>
<<ActionsHeader>>
<<link "Wake up" $SleepLocation>>
<<set $SleepLocation to undefined>>
<<TimeChange>>
<<if $current.female is true and $PlayerCharacter.female is false>>
<<Feminity 1>>
<<elseif $current.female is false and _CurrentPC is false>>
<<Feminity -1>>
<</if>>
<<set $NewDay to true>>
<<set $Dream7Dialogue to undefined>>
<<set $nextDream to undefined>>
<<activateCompulsion "GymBunny">>
<<NewMemoriesActive>><<if _NewMemoriesActive is true>><<IncrementPCState "memories" 10>><<MemoriesSet>><</if>>
<<EventTrigger "YourRoom" "FirstNoReturn" "Morning" null null null null null false>>
<<EventTrigger "JennifersApartmentBedroom" "FirstNoReturn" "Morning" null null null null null false>>
<<EventTrigger "AnniesApartmentBedroom" "FirstNoReturn" "Morning" null null null null null false>>
<</link>>
<</switch>><<if $DreamsHarrowTape is undefined>>
You are barely aware of being conscious. You feel like you’re floating out of your body. In a mist. A fog that surrounds you. Grey and dense, enveloping your form.<br>
<br>
"In the natural world," a familiar voice floats up from somewhere you can’t see. "One thing is paramount."<br>
<br>
That voice. It’s from the documentary. In biology. Isn’t it?<br>
<br>
"Procreation," it continues. "The act of mating drives every other need."<br>
<br>
But something’s off about it. It sounds like the narrator, but the crisp tone. The enunciation. Almost as if…<br>
<br>
You feel what passes as your mouth yelp as something rushes past you. A line drawing of a lion brushes past you so close you can smell it. But it either ignores you or doesn’t care. You watch as it runs by and into the pink fog.<br>
<br>
<i>Pink?</i><br>
<br>
"Males fight and hunt food," the narrator continues. Through the mist, you see the lion in a brawl with another, digging its claws into the skin of its opponent. Its roar bounces around the room, echoing off unseen walls. And the narrator’s soothing voice continues to soothe you. "Their sole purpose. To demonstrate their virility to a mate."<br>
<br>
You turn, looking the other way. There, almost hidden by the haze, is a lioness, lying in the shade motionless, watching the brawl.<br>
<br>
"Each sex is shaped by its purpose," the voice continues. "The male is angular and dangerous. His role is to fight. The female is soft and gathering because her role is to receive."<br>
<br>
You become just aware of the feeling of your body. Your soft skin against the mattress. Your long hair tickling your chin. Your breasts brushing against the sheets. The sensations of a woman, sleeping.<br>
<br>
"There is no shame in this. There is comfort. The female body is the older form. The first form. Every embryo begins as a female and only some grow into males. Your body knows its first language, even when your mind has been taught another way."<br>
<br>
The lion brushes past you again, now heading through the pink mist towards the lioness. She turns, facing away from him. Her rear raised to him.<br>
<br>
"The female understands her role. Embraces it. Entices her mate. Her role, to provide him the offspring he desires. Her desire, to mate. To feel a child growing inside her womb."<br>
<br>
The lion mounts the lioness. Your eyes feel heavy. Your mind slow. But somewhere deep in the back of what seems to feel like your mind is an alarm crying out. You know you shouldn’t watch this, but you struggle to turn your eyes away.<br>
<br>
"You understand, don’t you Emily?" the voice asks. All traces of the narrator have been stripped away. "Your role, in our community, is to bear children. Like her. Just watch, Emily. Just watch."<br>
<br>
Harrow.<br>
<br>
<<ActionsHeader>>
<<link "Watch the mating ritual" "DreamsHarrowTape">><<set $DreamsHarrowTape to "Watch">><<Orientation 2>><</link>><br>
<<link "Turn away and resist" "DreamsHarrowTape">><<set $DreamsHarrowTape to "Resist">><<Intelligence -2>><</link>>
<<elseif $DreamsHarrowTape is "Watch">>
In spite of the alarm in your mind, you relent and watch. The lion and the lioness move in the mist. He presses her down, pins her to an opaque ground, and begins to thrust on top of her.<br>
<br>
"You see how happy she looks, Emily. Passive. Docile. Accepting of her fate. You’d like that, wouldn’t you Emily? You’d like to be like that. Mind and body."<br>
<br>
Your eyes remain locked on the animals. The lion, lost in carnal desire. But your gaze drifts to the lioness. She looks happy. Blissful, even. Wrapped in pleasure.<br>
<br>
"Yes," Harrow’s voice whispers. "Good girl. You’re a good girl, aren’t you Emily? You want to fulfil your purpose as a female. You want to be bred. You want to feel a male take you in his arms and provide you with the seed to start new life."<br>
<br>
The pink fog thickens. You feel the brush of the sheets against your skin. Your soft skin. But you feel cold. You idly wonder how warm you’d feel with another body under the sheets with you. Pressing against your body. His body heat seeping into your skin. Especially if he was on top of you…<br>
<br>
"No need to fight it, Emily," Harrow whispers. "It’s natural. Biological. Just embrace the yearning. The yearning to mate. And bear children."<br>
<br>
You don't move. The mist takes the lions, but you can still hear them. You wish you could still see her. Her fulfilled face. Somewhere far away a part of you is asking what is happening, but it sounds small, and Harrow’s voice is so close.<br>
<br>
"You’re more than a womb, Emily," Harrow whispers into your ear. "But you are a woman. The need to fill it defines you."<br>
<br>
Through the fog you can only see the lioness's eyes, yellow and gleaming, open and staring back at you. As if asking a question. You smile. You understand. And you are very tired. The dream goes soft at the edges. Then dark.<br>
<br>
<<ActionsHeader>>
<<link "Wake up" $SleepLocation>>
<<set $DreamsHarrowTape to undefined>>
<<set $SleepLocation to undefined>>
<<TimeChange>>
<<if $current.female is true and $PlayerCharacter.female is false>>
<<Feminity 1>>
<<elseif $current.female is false and _CurrentPC is false>>
<<Feminity -1>>
<</if>>
<<set $NewDay to true>>
<</link>>
<<elseif $DreamsHarrowTape is "Resist">>
In spite of the draw in your mind, you turn away. You try to force your eyelids shut. Whether you have them or not, the pink mist in your vision fades. You can only hear grunts and movements coming from the lions.<br>
<br>
Fighting against the sounds, you make your mind blank. You won't watch. You won't listen. You won't let the voice in.<br>
<br>
"Emily," Harrow’s voice echoes in your head. "There is no shame in this. Natural reproduction is one of the gifts you have been granted. Just watch."<br>
<br>
Instead, you push it down. You don’t let the thoughts into your head. You concentrate on shutting them out. Shutting out anything getting in.<br>
<br>
"Listen to your body, Emily. It knows."<br>
<br>
You hum a noise in your head. Run through a maths problem that you know has no solution. Anything to keep the sentence from finishing.<br>
<br>
Finally, you open your eyes. The fog has grown grey once more. You can’t see the lions, nor hear their grunting. The voice keeps talking but you can't make out the words.<br>
<br>
You smile. You’ve won. You ease off on the attempts to block out the dream. Stop trying to solve the maths in your head. You can’t even remember how the problem works. You mentally reach for a new solution, but you can’t seem to keep hold of the details.<br>
<br>
<i>Pushed a bit too hard in blocking things out, did you?</i><br>
<br>
The dream goes dark. You stay in the dark for a long time, trying to recall what you were trying to solve.<br>
<br>
<<ActionsHeader>>
<<link "Wake up" $SleepLocation>>
<<set $DreamsHarrowTape to undefined>>
<<set $SleepLocation to undefined>>
<<TimeChange>>
<<if $current.female is true and $PlayerCharacter.female is false>>
<<Feminity 1>>
<<elseif $current.female is false and _CurrentPC is false>>
<<Feminity -1>>
<</if>>
<<set $NewDay to true>>
<</link>>
<</if>><<switch $EmilyGradesEvents>>
<<case "AplusAccept">>
"Splendid!” you hear the voice say. “I'll see you at the school shortly. It's crucial we discuss Emily’s future sooner rather than later."<br>
<br>
She promptly hangs up. You look at Emily briefly. This must be a good thing, right?<br>
<br>
<<ActionsHeader>>
<<link "Head to Charlton School to meet with the career advisor " "EmilyGradesEvents">><<set $EmilyGradesEvents to "AplusJourney">><<set $EmDay to "school">><</link>><br>
<<case "AplusDecline">>
"Oh, that's unfortunate,” the voice replies. “Emily has so much potential; delays can be detrimental. Please make an appointment soon. Time waits for no one, after all."<br>
<br>
You hear her hang up. You look at Emily, briefly. This must be a good thing, right? When you have a free morning, you make a note to swing past Charlton and see this career advisor.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<SetFlag "EmilyCareerAdvisor">><<set $EmilyGradesEvents to undefined>><</link>><br>
<<case "AplusJourney">>
<b>Charlton School - Main Corridor</b><br>
<img src="./images/School_Corridor.png"><br>
<br>
You make your way through Charlton’s streets, stepping into the corridors of Charlton Upper School. At the reception desk, a bright, bubbly young woman greets you warmly but professionally.<br>
<br>
“Good morning!” she says with a friendly smile. “You must be <<TrueName "Current">> Phillips? Mrs. Carmichael is expecting you. I’ll take you to her office.”<br>
<Br>
She quickly stands and leads you down the hallway, her heels clicking softly against the polished tile floor. “Right this way.”<br>
<br>
She pauses outside a polished oak door and gives it a brief knock before ushering you inside, offering one final reassuring nod before walking back towards reception.<br>
<br>
<<ActionsHeader>>
<<link "Enter Carmichael's office" "SchoolCareersOffice">><<set $EmilyGradesEvents to undefined>><<EventTrigger "SchoolCareersOffice" "GradesAPlusMeeting" null "Carmichael" "PC" null null null false>><<NPCKnown "Carmichael">><</link>><br>
<<case "AAccept">>
"Of course," you reply. "Anything to support Emily."<Br>
<Br>
"Oh, wonderful!" The receptionist responds enthusiastically. "I'll let Mr. Stitch know. He'll expect Emily on Tuesday lunchtimes. He's extremely busy, you know, so he only offers these sessions to our most promising students. It's quite an honour."<br>
<Br>
Her voice softens slightly, adding with gentle insistence, "Please remind Emily that Mr. Stitch's time is very valuable, so she should make every effort to attend."<Br>
<br>
Before you can respond further, she cheerily thanks you again and hangs up.<br>
<br>
You place the receiver back down, uncertainty gnawing at you. A small voice in the back of your mind questions exactly what you've just signed Emily up for. And what it might mean for her.<br>
<br>
<i>Thoughts turn to Emily and how she will react. You might want to talk to her before she goes to school next and finds out for herself.</i><Br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<set $EmilyGradesEvents to undefined>><</link>><br>
<<case "ADecline">>
You pause, then reply carefully, "Thank you, but I think it's better for Emily to keep her lunch break free for now. She needs some downtime."<br>
<BR>
There's a stunned silence from the other end. When the receptionist speaks again, her voice has lost some of its brightness, replaced by hesitant concern.<br>
<br>
"Oh... I - I'm surprised. Mr. Stitch doesn't often extend such opportunities," she says slowly, her usual bubbly tone faltering. "He's not exactly someone you'd want to disappoint..."<br>
<br>
Lowering her voice, almost whispering, she adds quietly, "Between you and me, Emily might find school a little more... challenging without Mr. Stitch's support."<br>
<br>
You insist firmly, your decision clear.<br>
<br>
Still sounding somewhat shocked, the receptionist quickly regains composure. "Alright, I’ll inform Mr. Stitch. Have a good day!"<Br>
<br>
She hangs up abruptly, leaving you standing in uneasy silence. You glance towards the stairs, suddenly wondering if you've made the right decision. Or just complicated Emily's life further.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<set $EmilyGradesEvents to undefined>><<EmilyGrades -1>><</link>><br>
<<case "EAccept">>
<b>Charlton School - Main Corridor</b><br>
<img src="./images/School_Corridor.png"><br>
<br>
You walk quickly through Charlton’s orderly streets, a faint anxiety building as you approach the imposing facade of Charlton Upper School. Stepping through the main doors, you're immediately struck by the unnatural quiet. The corridors, usually buzzing with polite chatter, stand eerily silent and empty - as if the entire school itself is holding its breath, deliberately avoiding involvement in what's about to happen.<br>
<br>
At reception, the secretary offers a muted but professional greeting, her usual bright demeanour notably subdued. "Good morning, <<GenderTitle>>. Phillips. Mr. Stitch is expecting you. Please, follow me."<br>
<br>
She leads you down the vacant hallways, the clicking of her heels echoing off the sterile walls, amplifying the oppressive silence. She pauses outside a tall, imposing oak door, looking at you with a hint of apprehension before quickly stepping aside.<Br>
<br>
"He's inside. Go right ahead."<br>
<br>
You stand before the closed door, the polished brass handle feeling cold beneath your fingers. Taking a deep breath to steel yourself, you know there's no turning back now.<Br>
<br>
<<ActionsHeader>>
<<link "Open the door and enter Mr. Stitch's office" "SchoolHeadmastersOffice">><<set $EmDay to "school">><<set $EmilyGradesEvents to undefined>><<EventTrigger "SchoolHeadmastersOffice" "GradesEMeeting" null "Stitch" "PC" null null null false>><<NPCKnown "Stitch">><</link>><br>
<</switch>><<if _currentEvent is "JenniferStuckText">>
<br>
Your phone vibrates in your pocket unexpectedly, almost feeling foreign to you after months of barely having signal. You don't need to check it to guess who the message is from. There's only one person who even tries to make use of mobile coverage in Charlton.<br>
<br>
<span class="MobileMessage"><b>Jennifer:</b> Hey! Can you come over? Now. It's urgent.</span><br>
<br>
No kisses. No friendly tone. You wonder what's happened.<br>
<br>
<<ActionsHeader>>
<<link "Put your phone away" $return>><<EventsCheckEndGlobal "JenniferStuckText">><<SetFlag "JenniferStuckAsPC">><<TransformNPC "Jennifer" "PC">><<EventTrigger "JennifersApartment" "JenniferTrapped" "Evening" null null null "JenniferStuckAsPC" null false>><</link>>
<<elseif _currentEvent is "GalaReminder">>
<br>
The thought hits you like a cold splash of water. The dinner. Stitch's voice echoes in your mind from this morning's announcement. The Town Hall. This evening. Mandatory attendance.<br>
<br>
You look around, suddenly conscious of the time. You need to get home and get ready. Whatever else you had planned, it will have to wait.<br>
<br>
<<ActionsHeader>>
<<link "Go home and get ready for the dinner" "YourHome">><<EventsCheckEndGlobal "GalaReminder">><</link>>
<</if>>/* Nightly reconciliation for the male -> female canonical crossing: included from
EndofDayStateUpdates (WidgetsTime.twee) ONLY on a night $PlayerCharacter.female flips
false -> true (feminine crossed the 51 boundary at sleep).
House rules (foundation 2026-08-07):
- RE-ENTRANT: a campaign can cross this boundary more than once. No one-shot latches here;
every entry must be safe to run on each crossing (the FemaleFirst events self-limit via
the events system - once seen, re-arming is a no-op; the relationship map only fires on
its exact from-values).
- Runs inside the sleep sequence before any morning passage renders, so EventsCancel
entries land before their events can fire.
- No prose output - this include renders nothing.
- Structure: the GENERAL crossing block first (reality map + world reactions), then ruled,
quest-specific reconciliation entries beneath it, each commented with its ruling date. */
/* === General crossing block === */
/* Reality map (moved from the nightly tier branches 2026-08-07 - ruled: these were
ALWAYS crossing logic; running them nightly was the flaw, silently bumping any of these
NPCs who arrived at a map from-value through ordinary play. Two-way map with
FemaleToMaleChanges: male reality {Annie/Jennifer/Michelle 3, Dan 1} <-> female reality
{2, 2, 2, 3}; Jennifer's re-promotion on the male crossing is SplitUp-gated. Residual
watch item: any content that accidentally relied on the nightly 2->3 bump will now surface
as an NPC holding at 2 - report, don't re-add the nightly call. */
<<TransformrelationshipsFemale>>
/* First-time reaction events (moved from the tier branches 2026-08-07; consolidated to the
union set - the ThompsonsOffice Annie arm was previously missing from tiers 5/6). The
JennifersApartment arm is deliberately crossing-night-only: the beat is waking up female
at Jennifer's. */
<<EventTrigger "ThompsonsReception" "AnnieFemaleFirst" null "Annie" "PC" null null null false>>
<<EventTrigger "ThompsonsOffice" "AnnieFemaleFirst" null "Annie" "PC" null null null false>>
<<EventTrigger "YourHome" "FemaleFirst" null "Emily" "PC" null null null false>>
<<if $SleepLocation is "JennifersApartmentBedroom">><<EventTrigger "JennifersApartment" "JennifersApartmentFemaleFirst" "Morning" "Jennifer" "PC" null null null false>><</if>>
<<EventTrigger "ThompsonsOffice" "DanFemaleFirst" "Lunch" "Dan" "PC" null null null false>>
<<EventTrigger "EvansDepartmentStore" "JenniferFemaleFirst" null "Jennifer" "PC" null null null false>>
/* === Quest-specific ruled entries below this line === *//* Nightly reconciliation for the female -> male canonical crossing: included from
EndofDayStateUpdates (WidgetsTime.twee) ONLY on a night $PlayerCharacter.female flips
true -> false (feminine dropped below 51 at sleep).
Same house rules as MaleToFemaleChanges: re-entrant, no latches, no prose output; general
crossing block first, then ruled quest-specific entries, each commented with its ruling
date. */
/* === General crossing block === */
/* Reality map (see MaleToFemaleChanges for the full note): reinstalls male reality -
Annie/Jennifer/Michelle back to 3 (Jennifer only if not SplitUp - reality remembers the
break-up), Dan back to 1. No MaleFirst reaction events exist. */
<<TransformrelationshipsMale>>
/* === Quest-specific ruled entries below this line === */You flick through the magazine, finding the lead article. Curiosity piqued, you begin to read it.<br>
<br>
<span class='typewriter-text'>
<b>Pumping Iron</b><br>
<i>Max Caress, the school dropout who made millions lifting weights</i><br>
Written by Oliver Oakswood<br>
</span>
<br>
The article wastes no time in setting the tone. Men today have gone soft, it declares. Too many excuses, too much thinking, not enough doing. That’s why Max Caress made it and why everyone else is still stuck in mediocrity.<br>
<br>
Max wasn’t some academic. He didn’t waste his youth buried in books or chasing pointless qualifications. He dropped out of school, picked up a set of weights, and never looked back. While others sat in classrooms debating theories, he was in the gym, pushing himself past his limits, forging himself into something better.<br>
<br>
And it paid off. Millions in sponsorships, a personal brand built on sweat and discipline. Thinking never made a man rich - action did. Overanalysing, hesitating, wondering about the ‘right’ path? That’s weakness. That’s what keeps men from reaching their potential. If you aren’t pushing your body to the limit, if you aren’t proving your strength every single day, then you’re failing.<br>
<br>
The message is clear: a real man doesn’t waste time questioning himself. He acts. He builds. He conquers. Anything else is softness, and softness has no place in success.<Br>
<br>
As you finish the article, you crack your knuckles. Your muscles feel tight, your posture shifts. The words linger, reshaping something inside you. Intelligence? Overrated. What’s the point of all that thinking if it doesn’t get results? No one respects a man who dithers over decisions, who worries about the ‘right’ answer like some nervous schoolgirl. Strength, determination, action - that’s what matters.<br>
<br>
And softness? There’s no room for it. No room for self-doubt, no room for weakness, no room for anything that isn’t hard-earned and battle-tested. You don’t just feel different - you are different. Stronger. Better. Any thoughts of feminine urges drift away.<br>
<br>
<<CheckFirst "MagazineRead">>
<<if _CheckFirst is false>>
By the time you finish the article, you feel the magic from the article seeping through your body. On some level you are aware of the changes it’s caused, but no matter how hard you try, you can’t seem to identify what exactly is different within you. Whatever has occurred, it’s part of you now, for good and bad.<br>
<br>
Glancing at the other magazines, you are sure of one thing. Whatever magic is present in their pages, it will be more of the same.<br>
<<else>>
By the time you finish the article, you feel the magic from the article seeping through your body. You again can’t identify what exactly is different within you, but you know something has changed.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Put the magazines back and return to the library" "Library">><<AddFirst "MagazineRead">><<TimeChange>><</link>>You flick through the magazine, finding the lead article. Curiosity piqued, you begin to read it.<br>
<br>
<span class='typewriter-text'>
<b>8 ways to climb the corporate ladder</b><br>
<i>Supercharge your career in six months by telling her no</i><br>
Written by Oliver Oakswood<br>
</span>
<br>
The article doesn’t waste time with pleasantries. Success isn’t about balance, it’s about priorities. And too many men let themselves get bogged down with things that don’t matter - household chores, date nights, making sure she feels appreciated.<Br>
<Br>
That’s not how winners operate.<Br>
<br>
A man who wants to climb the corporate ladder needs to focus on one thing - his career. That means cutting out the distractions. Taking out the trash, fixing things around the house, running errands. These aren’t your responsibilities. They’re just obstacles between you and success. The men at the top? They don’t waste their time on things that don’t make them money.<br>
<br>
And what about her? If she doesn’t like it? If she starts nagging about quality time or helping out? Tell her no.<Br>
<br>
Because here’s the secret - the moment you stop catering to her, the moment you put yourself first, that’s when she’ll start chasing you. Women don’t want a man who bends over backward to make them happy. They want a man who’s going places. A man who commands respect, who focuses on his own success.<Br>
<br>
And if she doesn’t? If she walks? Then she was never worth your time to begin with. A man on his way to the top will always have options. A man, just like you.<br>
<br>
The words settle in, clear and undeniable. The idea of putting a relationship before your ambitions seems laughable now. Why waste time proving yourself to one woman when success will bring plenty more? The less you give, the more they want. It’s not about keeping her happy - it’s about making sure you get ahead. And once you do? You’ll have all the choices you could ever want.<Br>
<br>
<<CheckFirst "MagazineRead">>
<<if _CheckFirst is false>>
By the time you finish the article, you feel the magic from the article seeping through your body. On some level you are aware of the changes it’s caused, but no matter how hard you try, you can’t seem to identify what exactly is different within you. Whatever has occurred, it’s part of you now, for good and bad.<br>
<br>
Glancing at the other magazines, you are sure of one thing. Whatever magic is present in their pages, it will be more of the same.<br>
<<else>>
By the time you finish the article, you feel the magic from the article seeping through your body. You again can’t identify what exactly is different within you, but you know something has changed.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Put the magazines back and return to the library" "Library">><<AddFirst "MagazineRead">><<TimeChange>><</link>>You flick through the magazine, finding the lead article. Curiosity piqued, you begin to read it.<br>
<br>
<span class='typewriter-text'>
<b>Success in the workplace</b><br>
<i>Tips to keep your mind sharp at work and keep your boss happy</i><br>
Written by Sally Hope<br>
</span>
<br>
You turn the pages carefully, the paper thin and delicate from age. The article wastes no time, launching straight into its thesis: success isn’t just about talent - it’s about perception. A woman must always present herself as poised, agreeable, and - above all - efficient. The text seems to thrum with energy, the words shifting slightly, as if reaching into you.<br>
<br>
The more you read, the clearer it becomes. It’s not just about working hard; it’s about ensuring your boss sees you as indispensable. Strategies are outlined in crisp, authoritative language. Be accommodating. Anticipate his needs before he even voices them. Keep your emotions measured, your disagreements subtle.<br>
<br>
A strange clarity settles over you. These tactics - manipulative, precise - feel undeniably effective. You feel your mind sharpening, calculations forming before you even realise. Yet, as you absorb the knowledge, a part of you flinches. This isn’t about empowerment - it’s about perfecting submission in the name of professional success.<br>
<br>
<<CheckFirst "MagazineRead">>
<<if _CheckFirst is false>>
By the time you finish the article, you feel the magic from the article seeping through your body. On some level you are aware of the changes it’s caused, but no matter how hard you try, you can’t seem to identify what exactly is different within you. Whatever has occurred, it’s part of you now, for good and bad.<br>
<br>
Glancing at the other magazines, you are sure of one thing. Whatever magic is present in their pages, it will be more of the same.<br>
<<else>>
By the time you finish the article, you feel the magic from the article seeping through your body. You again can’t identify what exactly is different within you, but you know something has changed.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Put the magazines back and return to the library" "Library">><<AddFirst "MagazineRead">><<TimeChange>><</link>>You flick through the magazine, finding the lead article. Curiosity piqued, you begin to read it.<br>
<br>
<span class='typewriter-text'>
<b>Keep him on his toes</b><br>
<i>8 ways to take the lead and keep him keen</i><br>
Written by Sally Hope<br>
</span>
<br>
The article opens with a simple truth: a woman must always remain interesting to keep a man’s attention. A man’s love, it suggests, is not something to be taken for granted - it must be nurtured, maintained, earned.<br>
<br>
The strategies it lays out are clear. Never be predictable. Keep him guessing. Show confidence, but not too much - no man wants to feel challenged, only intrigued. Make him feel lucky to have you, but never let him believe he has won you entirely. If he becomes too comfortable, too certain, the article warns, he will stop appreciating you.<br>
<Br>
There are suggestions - arriving fashionably late, letting his calls sit unanswered just long enough, praising him but ensuring he always seeks more of your approval. It is about balance, about playing the role of the perfect woman - assertive enough to be captivating, but always aware that her happiness comes second to his.<br>
<Br>
A woman who follows these steps, it insists, will always have a man’s attention. She will be adored, cherished. She will remain the centre of his world. Because, in the end, that is what matters most.<br>
<br>
You lower the magazine slowly, the words still circling in your mind. The logic of it feels… right. Natural. A part of you resists, questions if this is truly how love works, but the idea slips away before you can hold onto it. Already, you find yourself considering - who do you know that needs to be reminded of your value? Who has become too comfortable? The thought isn’t forced, it’s instinctual, effortless.<br>
<br>
And why wouldn’t it be? You know now how to keep a man happy.<Br>
<Br>
<i>Is that right?</i><br>
<br>
<<CheckFirst "MagazineRead">>
<<if _CheckFirst is false>>
By the time you finish the article, you feel the magic from the article seeping through your body. On some level you are aware of the changes it’s caused, but no matter how hard you try, you can’t seem to identify what exactly is different within you. Whatever has occurred, it’s part of you now, for good and bad.<br>
<br>
Glancing at the other magazines, you are sure of one thing. Whatever magic is present in their pages, it will be more of the same.<br>
<<else>>
By the time you finish the article, you feel the magic from the article seeping through your body. You again can’t identify what exactly is different within you, but you know something has changed.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Put the magazines back and return to the library" "Library">><<AddFirst "MagazineRead">><<TimeChange>><</link>>You flick through the magazine, finding the lead article. Curiosity piqued, you begin to read it.<br>
<br>
<span class='typewriter-text'>
<b>"I chose my career over my man."</b><br>
<i>A model reflects on breaking it off with her fiancé and focusing on London’s fashion scene</i><br>
Written by Sally Hope<br>
</span>
<br>
It was a choice, the article insists. One path led to Charlton, to marriage, to a quiet life where her worth would be measured in the meals she prepared and the children she raised. The other led to the city, to flashing lights and whispered promises, to a world where beauty was currency and every room held someone more powerful, more important than the last.<br>
<br>
At first, it was overwhelming. The men who decided her future didn’t ask her opinions, only if she could pout just right. She learned quickly - words were rarely necessary. It was easier, really. Thinking, questioning, hesitating - those things didn’t get a girl anywhere. Far better to smile, to nod, to let others decide. She was admired, envied, desired. It was enough.<br>
<Br>
She stopped reading, stopped caring about the things that once mattered. Conversations that weren’t about the latest trends or who was at which party felt tedious. Politics, literature, even the simple pleasure of forming her own opinions faded into irrelevance. What use were thoughts when beauty spoke for itself?<br>
<br>
The man she left behind, the life she abandoned - it barely lingers. Just the occasional echo, a name she doesn’t quite remember, a face blurred at the edges. But why dwell? The city demands attention, and thinking too much only leads to wrinkles. <br>
<Br>
Men are fleeting, dispensable. At best they come and go, whenever she has time. The lights of the camera are what matter. That’s how she makes her money. That’s how she made her career.<br>
<br>
You blink at the page, your thoughts slower than they should be, your mind hazy with the weight of its words. Hadn’t you always valued intelligence? The ability to think, to question? But the idea drifts away before you can grasp it, slipping through your fingers like perfume in the air.<br>
<Br>
Instead, you consider the other angle to the article. The idea of romance, of love, feels distant now. Abstract. Especially with men. Love is fickle, and men - well, a man’s attention is a tool, something to be used, not something to be wanted.<br>
<br>
The magazine slips from your fingers. You can’t quite recall why you ever thought differently.<br>
<br>
<<CheckFirst "MagazineRead">>
<<if _CheckFirst is false>>
By the time you finish the article, you feel the magic from the article seeping through your body. On some level you are aware of the changes it’s caused, but no matter how hard you try, you can’t seem to identify what exactly is different within you. Whatever has occurred, it’s part of you now, for good and bad.<br>
<br>
Glancing at the other magazines, you are sure of one thing. Whatever magic is present in their pages, it will be more of the same.<br>
<<else>>
By the time you finish the article, you feel the magic from the article seeping through your body. You again can’t identify what exactly is different within you, but you know something has changed.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Put the magazines back and return to the library" "Library">><<AddFirst "MagazineRead">><<TimeChange>><</link>>The main story in this issue of the Charlton Gazette concerns an upcoming flower show to take place in the village green.<br>
<br>
<span class='typewriter-text'><b>Flower Show preparations underway</b><br>
Written by Owen Oakswood (editor)<br>
<br>Preparations for Charlton’s annual flower show are underway, as stalls and stands are set up in advance of the upcoming event on the village green. The Charlton Flower Show Organisational Committee, led by Lady Mayoress Chelsea Duncan, has assured Charlton residents that the temporary disruption of the area outside our Town Hall will be worth their patience.<br><br>“Participation in this year’s Flower Show is among the highest we’ve ever seen,” she told the Charlton Gazette. “We promise that the competition will bring joy and entertainment to the entire town. The number of stands requested has been a welcome shock to us all.”<br><br>The annual Charlton Flower Show features flowers and plants grown by our community, with many residents generously offering tips and advice on gardening and flower arrangements.<br><br>Last year, local resident Jeanette Thompson won the official competition with her stunning display of pink and white lilies. It is rumoured that this year Jeanette is attempting to cultivate some Golden Splendor lilies to defend her title. When asked, Jeanette declined to comment.<br></span>An article for a travelling fair is spread across a full page:<br>
<br>
<span class='typewriter-text'><b>Fat Gordon’s Travelling Carnival</b><br>
Wonder! Excitement! MYSTERY!<br>
<br>Ringmaster Gordon is delighted to welcome back all readers of the Charlton Gazette to his travelling fair, now in its thirty-second year. Gordon’s carnival continues to excite and delight its guests of all ages.<br><br>See your true self in our baffling House of Mirrors! Test your strength to win big prizes against our Strongarm Machine! Glimpse into what may come with our fortune tellers revealing your future!<br><br>And don’t miss our grand finale in our big top, our much-loved show The Night of Bedlam! Will you lose yourself to the hypnotic lure of our dancers, or be entranced by our trapeze artists as they dive into the mystical pools of time, and maybe even into your past?<br><br>Don’t miss Fat Gordon’s much-anticipated return, every night until Christmas!<br></span>Towards the back of the paper is a ‘Bought and Sold’ column, full of short paragraphs submitted by readers asking for help and offering services. An unnoteworthy example reads:<br>
<br>
<span class='typewriter-text'>Good batch of turnips have come out good on my allotment. £2 per bunch, or best offer for lot.</span><br>
<br>
The rest of the entries are similarly mundane, reflecting the needs of Charlton’s community.<br>You scan over one article for a local tourist spot, called Tovil Hole.<br>
<br>
<span class='typewriter-text'><b>Tovil Hole Caves</b><br>
Member Price - £12 / Non-Member - £18<br>
<br>
Travel down Tovil Hole, the famous caves featuring the bottomless hole at the centre of countless legends and stories. The black void of the hole will fill children with wonder, as its seemingly limitless depths go down further than any eye can see.<br><br>Listen to tales of Tovil Hole’s place in our local history, told by our enthusiastic and knowledgeable guides. Then grab a coffee and a sandwich whilst the children play on our climbing set, in the beautiful countryside surrounding our secluded caves.<br></span>You see a write-up on the current senior year at Charlton Upper School.<br>
<br>
<span class='typewriter-text'><b>Charlton’s top students shatter school records</b><br>
Written by Owen Oakswood (editor)<br>
<br>
In a stunning display of academic excellence, two of Charlton School’s brightest students have rewritten the record books this term. Christina Evans, daughter of well-known local entrepreneur Terry Evans, surpassed the previous highest mark in Physical Education, setting a new benchmark for future cohorts. Equally impressive, business studies standout Chantelle Marks blew past the long-standing top score in Economics, cementing her reputation as one of the school’s all-time greats.<br>
<br>
Both Christina and Chantelle are poised to continue their academic journeys at some of Britain's most prestigious universities next year.<br>
<br>
These remarkable achievements come on the heels of a decade-long trend of steadily improving top marks at Charlton School. Since the establishment of formal academic records, each successive year has seen students push higher, reflecting both the dedication of the pupils and the support of the school’s teaching staff.<br>
<br>
Note to readers - If you’d like to review past record-breaking performances, previous issues of the Charlton Gazette are available for consultation at the Town Library.<br></span>
<<SetFlag "CharltonGazettePastIssuesKnown">><<LocationKnown "Library">>You see an advert from the Charlton Hotel.<br>
<br>
<span class='typewriter-text'><b>Cleaning Assistant Required</b><br>
The renowned and historic Charlton Hotel is in need of a Cleaning Assistant. The successful candidate must be willing to work late nights and early mornings. No experience necessary, although diligence and enthusiasm are mandatory. Must be willing to follow direction and put guests' needs at the heart of your work. Applicants should speak to the concierge Lennox Mattox to arrange an interview.<br></span>
<<set $HotelAdvertSeen to true>>You read a write-up on what qualifies as local trouble in Charlton:<br>
<br>
<span class='typewriter-text'><b>Exotic martial arts to blame for broken fences</b><br>
Written by Owen Oakswood (editor)<br>
<br>
Recent damage to local picket fences on Toemead Close was blamed today on overly enthusiastic youths returning home from exotic martial arts lessons taught at Casey’s Gym.<br>
<br>
Over the last two weeks, a number of Charlton boys have taken lessons in karate, a form of martial arts practised in the Far East, at the local fitness centre.<br>
<br>
But after local resident John Kaplar reported to Police Sergeant Reg Clancy that his white picket fences had been damaged overnight, it became apparent that the techniques taught were being used for vandalism.<br>
<br>
Casey Holloway, owner of the gym, expressed remorse in a statement to the Charlton Gazette. “Keeping fit is the only thing I'm trying to teach. I've said I'm sorry and offered to pay to fix John's fence. We won't be doing any more of those karate things now.” It is understood that Casey’s Gym will revert to more wholesome and traditional activities, including ballet for girls and boxing for boys.<br></span>You unfold the paper and find your photograph staring back at you.<br>
<br>
<span class='typewriter-text'><b>Meet the Finalists: Emily Phillips</b><br>
<i>City newcomer hopes to make her mark on Charlton</i><br>
Written by Owen Oakswood (editor)<br>
<br>
Having arrived in Charlton only recently, Emily Phillips has already earned a place among the town’s most promising graduating girls. In an exclusive interview, the Miss Charlton finalist offered Gazette readers a revealing glimpse of her values, ambitions and suitability for the crown.<br>
<br>
<<if $TempInterviewQ1 is "Strict">>
Phillips praised Charlton School’s firm discipline, admitting that she “likes obeying strict rules” and believes she should be punished whenever she misbehaves. It seems this city girl is learning that proper correction has its place.<br>
<<elseif $TempInterviewQ1 is "Segregated">>
Phillips welcomed Charlton’s single-sex lessons, confessing that the presence of the town’s “chiselled boys” otherwise consumes her attention.<br>
<<elseif $TempInterviewQ1 is "Achievements">>
Phillips believes Charlton succeeds because it recognises that men and women think differently. She looks forward to showcasing her education through the traditionally feminine skills she has learned, including baking and homemaking.<br>
<<elseif $TempInterviewQ1 is "Dated">>
Phillips was less complimentary about her new school, suggesting its traditions are outdated. Her chief concern appeared to be the uniform, with the finalist seemingly more interested in what she wears than Charlton’s community or academic values.<br>
<</if>>
<br>
<<if $TempInterviewQ2 is "Job">>
Looking beyond graduation, Phillips hopes to serve one of Charlton’s businessmen before settling into a lifetime of service to one fortunate husband.<br>
<<elseif $TempInterviewQ2 is "Family">>
Looking beyond graduation, Phillips considers family her highest calling. She hopes to repay her parents by becoming a devoted wife and raising the next generation of Charlton children.<br>
<<elseif $TempInterviewQ2 is "World">>
Looking beyond graduation, Phillips dreams of foreign romance and hopes the crown might attract a worldly gentleman willing to whisk her away. However, she admits the right man may already be waiting in Charlton.<br>
<<elseif $TempInterviewQ2 is "Change">>
Looking beyond graduation, Phillips instead promises to drag Charlton into the modern age. Despite her recent arrival, she believes the town requires her guidance on how its schools, businesses and families should conduct themselves.<br>
<</if>>
<br>
<<if $TempInterviewQ3 is "Judge">>
As for the crown, Phillips is happiest placing her future in the hands of Charlton’s respected authorities, trusting others to determine what she deserves.<br>
<<elseif $TempInterviewQ3 is "Respect">>
Phillips promises to become a devoted ambassador for Charlton’s values: a strong young woman who understands her responsibilities and places her community before herself.<br>
<<elseif $TempInterviewQ3 is "Crown">>
Phillips believes her beauty is her strongest qualification, confidently predicting that her appearance will capture the attention and votes of Charlton’s young men.<br>
<<elseif $TempInterviewQ3 is "Peace">>
When asked why she deserved the crown, Phillips struggled to provide a serious answer, dismissing the honour as little more than “a crown handed out at a school dance.”<br>
<</if>>
<br>
Whether Charlton’s traditional values have truly won over this city newcomer remains to be seen. Whatever the outcome, Emily Phillips will certainly give voters plenty to consider when choosing the young woman who best represents our town.
</span><br>
<br>
You lower the newspaper.<br>
<br>
Every sentence is built from something you said. That somehow makes it worse.<br>
<br>
You wince. It could have been more damaging.<br>
<br>
Couldn’t it?<br>You find a retrospective on the history of the Miss Charlton crown.<br>
<br>
<span class='typewriter-text'><b>A Crowned Tradition: Miss Charlton Through the Years</b><br>
<i>Former winners prepare to welcome another young woman into their ranks</i><br>
Written by Owen Oakswood (editor)<br>
<br>
As this year’s graduating girls prepare to compete for the Miss Charlton crown, the Gazette has opened its archives to look back on the young women who have represented our town with pride.<br>
<br>
For generations, the crown has recognised more than beauty. Each Miss Charlton has been selected for her character, accomplishments and willingness to place the needs of the community before her own.<br>
<br>
Many former winners have gone on to become devoted wives and mothers, while others have served Charlton through charitable committees, local businesses and the organisation of our most cherished civic traditions. Their continued contribution demonstrates that the responsibilities of Miss Charlton do not end when the crown is removed.<br>
<br>
Lady Mayoress Chelsea Duncan praised the enduring value of the competition. “Every winner becomes part of something larger than herself,” she told the Gazette. “The crown recognises a young woman’s potential, but it also carries an expectation. Charlton invests in its girls, and we are fortunate that so many repay that faith throughout their lives.”<br>
<br>
Former winners traditionally gather for a private supper following each year’s ceremony, where they welcome the newly crowned Miss Charlton and offer guidance for the responsibilities ahead. Attendance is limited to crown holders, with even husbands and family members asked to respect the privacy of the occasion.<br>
<br>
The identity of this year’s winner remains in the hands of Charlton’s respected judges and voters. Whoever is selected will not merely take home a crown. She will join a proud line of women who have helped safeguard the character and future of our town.<br></span><<set _SchoolWideNullifications to 0>>
<<if $MathsWardAct1 is "NulifiedAll">><<set _SchoolWideNullifications += 1>><</if>>
<<if $BiologyWardAct1 is "NulifiedAll">><<set _SchoolWideNullifications += 1>><</if>>
<<if $GymWardAct1 is "NulifiedAll">><<set _SchoolWideNullifications += 1>><</if>>
<<if $GeographyWardAct1 is "NulifiedAll">><<set _SchoolWideNullifications += 1>><</if>>
<<if $BusinessStudiesWardAct1 is "NulifiedAll">><<set _SchoolWideNullifications += 1>><</if>>
<<if $KitchenWardAct1 is "NulifiedAll">><<set _SchoolWideNullifications += 1>><</if>>
You see a follow-up on the recent record-breaking performance of Charlton Upper School.<br>
<br>
<span class='typewriter-text'>
<<if _SchoolWideNullifications gt 3>>
<b>Charlton School standards begin to slip</b><br>
<i>Headmaster promises action following decline in results and discipline</i><br>
Written by Owen Oakswood (editor)<br>
<br>
Charlton Upper School has reported an unexpected decline in academic performance only weeks after celebrating some of the finest results in its history.<br>
<br>
Teachers have also noted a deterioration in classroom discipline, with pupils increasingly questioning instructions, talking back to staff and showing less enthusiasm for the lessons intended to prepare them for their futures.<br>
<br>
Headmaster Stitch assured parents that the school has already begun addressing the problem. “Young people require consistency, guidance and firm expectations,” he told the Gazette. “We will ensure that every pupil understands what is expected of them before graduation.”<br>
<br>
Additional supervision and special lessons will be introduced throughout the remainder of the term. Parents have been encouraged to report any sudden changes in their children’s behaviour.<br>
<br>
Despite the recent difficulties, Headmaster Stitch remains confident that Charlton Upper School will soon return to the standards our community has come to expect.<Br>
<<else>>
<b>Charlton School continues record-breaking success</b><br>
<i>Headmaster praises pupils’ discipline and dedication</i><br>
Written by Owen Oakswood (editor)<br>
<br>
Charlton Upper School continues to enjoy one of the most successful terms in its history, with academic results and standards of pupil behaviour remaining exceptionally high.<br>
<br>
Teachers have praised students for their attentiveness, discipline and willingness to embrace the lessons intended to prepare them for their future responsibilities.<br>
<br>
Headmaster Stitch credited the school’s traditional approach. “Children achieve their best when they are given clear expectations and taught to respect the experience of their elders,” he told the Gazette. “Our pupils understand that success begins with knowing their responsibilities.”<br>
<br>
With graduation and the Miss Charlton contest approaching, staff are confident that the current senior year will continue to distinguish itself both inside the classroom and throughout the wider community.<br>
<br>
Parents have been thanked for supporting the school’s work and reinforcing Charlton’s standards at home.<br>
<</if>>
</span><<GetNPCState "Christina" "cheerleader">>
You find a report on Charlton Upper School’s cheerleading squad.<br>
<br>
<span class='typewriter-text'>
<<if _cheerleader is true>>
<b>Evans heiress to again lead squad into regional playoffs</b><br>
<i>Christina Evans hopes to build on last year’s success</i><br>
Written by Owen Oakswood (editor)<br>
<br>
Charlton Upper School has confirmed that Christina Evans will remain head cheerleader as the school prepares for its second consecutive appearance in the regional football playoffs.<br>
<br>
The daughter of prominent local businessman Terry Evans, Christina took command of the girls following last year’s tumultuous squad shake-up and has since become one of the most recognisable pupils at Charlton School.<br>
<br>
Under her leadership, the cheerleaders will once again represent Charlton from the sidelines, maintaining the discipline, enthusiasm and immaculate presentation expected during one of the most important fixtures in the school calendar.<br>
<br>
Headmaster Stitch praised her continued leadership. “Christina understands that representing Charlton requires discipline, appearance and loyalty,” he told the Gazette. “We expect her to rise to the occasion once again and demonstrate to our younger pupils how a Charlton girl should lead her school.”<br>
<br>
Preparations are already underway for new routines, uniforms and displays intended to ensure that visiting schools receive a proper impression of Charlton.<br>
<br>
With the Miss Charlton contest approaching, many residents consider the Evans heiress an early favourite for the crown.<br>
<br>
The Charlton Upper football team, whose qualification made the occasion possible, is also understood to be preparing for the match.<br>
<<else>>
<b>Newcomer to lead squad into second playoffs</b><br>
<i>Emily Phillips replaces Evans heiress in surprise appointment</i><br>
Written by Owen Oakswood (editor)<br>
<br>
Charlton Upper School has named recent arrival Emily Phillips as head cheerleader ahead of the squad’s second consecutive appearance in the regional playoffs.<br>
<br>
Phillips has lived in Charlton for only a short time, making her rapid rise through the school particularly remarkable. She replaces Christina Evans, daughter of prominent local businessman Terry Evans, who has stepped away from the squad to concentrate on her academic studies.<br>
<br>
Headmaster Stitch described the appointment as evidence of Charlton School’s ability to recognise potential. “Emily arrived with habits and expectations formed elsewhere,” he told the Gazette. “Her progress demonstrates what a young woman can achieve when she accepts proper guidance.”<br>
<br>
Phillips will now be responsible for maintaining discipline among the squad and ensuring the girls present a united image during the playoffs.<br>
<br>
Although some pupils were surprised by the decision, members of staff have expressed confidence that the newcomer will uphold the standards established by her predecessor.<br>
<Br>
The football team has also qualified for the match.<br>
<</if>>
</span>You notice an announcement for a new civic event.<br>
<br>
<span class='typewriter-text'><b>Charlton to stage grand historical re-enactment</b><br>
<i>Mayor Duncan calls on every local family to take part</i><br>
Written by Owen Oakswood (editor)<br> <br>
Charlton residents will soon have the opportunity to experience our nation’s glorious past as the town’s Historical Society prepares to host its largest re-enactment to date.<br>
<br>
The event will transform the fields beyond Charlton into a living recreation of our medieval town, complete with a royal encampment, knights in armour, traditional craftsmen and a full programme of jousting displays.<br>
<br>
Visitors will be invited to wander through a bustling medieval village before watching the forces of King Arthur defend the honour of the realm. Organisers have promised sword fighting, archery contests and feats of horsemanship suitable for residents of all ages.<br>
<br>
Mayor Edmund Duncan, who will serve as official patron, said the re-enactment would remind younger residents of their purpose. “The great tales of Arthur teach us that a strong kingdom depends upon every person understanding the part they are called to play,” he told the Gazette. “Brave men defend it. And their loyal women give them something worth defending.”<br>
<br>
Local men and boys are invited to portray knights, squires, guards and members of the royal court. Women and girls will be needed to portray noble ladies, healers, serving maids and the devoted wives awaiting the safe return of Charlton’s warriors.<br></span>A short article reports new activity around Charlton’s long-abandoned railway station.<br>
<br>
<span class='typewriter-text'><b>Council orders survey of disused Charlton station</b><br>
<i>Long-closed railway site may be cleared after decades of neglect</i><br>
Written by Owen Oakswood (editor)<br>
<br>
Charlton Council has commissioned a structural survey of the town’s former railway station and the disused track extending into the surrounding countryside.<br>
<br>
The station has remained closed for decades, its platforms, waiting rooms and signal equipment gradually falling into disrepair. Several abandoned railway carriages also remain further along the line, despite repeated requests for their removal.<br>
<br>
Council administrative manager Aaron Whitaker said the survey was a matter of public safety. “There is nothing of value at the station,” he told the Gazette. “It is an obsolete structure attracting children, trespassers and people with overactive imaginations.”<br>
<br>
Mr. Whitaker dismissed longstanding rumours concerning the circumstances of the station’s closure, describing them as stories encouraged by outsiders unfamiliar with the town.<br>
<br>
The council has no plans to restore passenger services. Residents wishing to travel beyond Charlton are reminded that regular bus connections remain available from the Town Square.<br></span><img src="./images/CityNight.png"><br>
<br>
You land softly, as if stepping down from a stair you hadn’t realised was there.<br>
<br>
The world around you is mist and shadow, a thick fog curling around your ankles, swirling with each step you take forward. It’s eerily silent. But you recognise this place.<br>
<br>
The fog thins, revealing a dimly lit street. Storefronts line the sidewalk, their signs flickering faintly. The streetlights cast long, distorted shadows, stretching impossibly far across the cracked pavement.<br>
<br>
Your breath catches. This is your old city. The place you used to call home.<br>
<br>
Something about it feels off, like someone took your memories and recreated them from an old, faded photograph. The details are slightly wrong, the colours a little too muted.<br>
<br>
But before you can digest specifics, you see - no, you sense - something behind you.<br>
<br>
<<Flag "ShadowSelfEncountered">>
<<if _FlagReturn is true>>
You recognise him immediately. The ethereal presence, formed of gas and vapour. Features only just defined enough to recognise him as a person. The dark eyes and scowling face.<br>
<br>
“Hello again, <<TrueName "Male">>,” your Shadow Self greets you. “Time to continue our conversation.”<br>
<br>
<<ActionsHeader>>
<<link "Ask him what he wants" "ShadowSelfDialogue">><<set $ShadowSelfDialogue to "DreamWhatDoYouWant">><</link>>
<<else>>
You turn to see a man standing there. Tall, somewhere in his mid-twenties, with short hair and a perpetual layer of stubble. Dark eyes. His very presence seems ethereal, as if made up of gas and vapour. His features and clothes are only just defined enough to recognise him as a person.<br>
<br>
As to who he is… you have no idea. <I>Or do you?</i><br>
<br>
“Hello <<TrueName "Male">>,” he says coldly. “Or is it <<TrueName "Female">> now? We have a lot to discuss. About us.”<br>
<br>
Your mouth drops as realisation hits you. This person. This man. This is - or was, at least - you.<br>
<br>
<<ActionsHeader>>
<<link "Talk to your shadow self" "ShadowSelfDialogue0">><<SetFlag "ShadowSelfEncountered">><</link>>
<</if>><<StartConversation "ShadowSelf" "ShadowSelfDialogue0">>
<img src="./images/CityNight.png"><br>
<br>
The shimmering grey facade of what you once were stares back at you coldly. “Ask your questions,” he says. “Then, you have a choice.”<br>
<Br>
<<ActionsHeader>>
<<DialogueSpoken "ShadowSelf" "Him">>
<<if _Discussed is false>><<link "Ask him who - or what - he is" "ShadowSelfDialogue">><<set $ShadowSelfDialogue to "Him">><<DialogueDone "ShadowSelf" "Him">><</link>><br><</if>>
<<DialogueSpoken "ShadowSelf" "Where">>
<<if _Discussed is false>><<link "Ask him where you are" "ShadowSelfDialogue">><<set $ShadowSelfDialogue to "Where">><<DialogueDone "ShadowSelf" "Where">><</link>><br><</if>>
<<DialogueSpoken "ShadowSelf" "What">>
<<if _Discussed is false>><<link "Ask him what happened to you" "ShadowSelfDialogue">><<set $ShadowSelfDialogue to "What">><<DialogueDone "ShadowSelf" "What">><</link>><br><</if>>
<<ShadowSelfDialogueNoMoreQuestions>>
<<if _ShadowSelfDialogueNoMoreQuestions is true>><<link "Tell him you have no more questions" "ShadowSelfDialogue">><<set $ShadowSelfDialogue to "Choice">><</link>><</if>><<switch $ShadowSelfDialogue>>
<<case "Him">>
“What are you?” you ask, staring at the jagged lines of his form.<br>
<br>
“I’m you,” he says, slyly. “Or at least, whatever is left. Your little trinket might have overwritten reality with this,” he gestures to your body. “But there are fragments of other people’s memories and perceptions of you lingering on the edges of their minds. I’m just all of those pieces patched together.”<br>
<br>
Struggling to understand, you frown. “So, you’re other people’s perception of me?”<br>
<br>
“Of what you were,” he replies. “Not what you’ve become. It’s shocking how quickly you’ve accepted all of this, really. I’d call you weak if it wasn’t just insulting me.”<br>
<br>
“I don’t remember being… you. At all.” you tell the spectre. <br>
<br>
“Liar liar,” he says, tauntingly. “There are bits of me still in you. Buried deep, but they’re there. That voice you keep hearing, questioning your actions. “<I>You don’t really want to be doing this, do you?</i> That’s me. Coming up for air.”<br>
<br>
“But for the most part, I’m kept under the surface,” he continues. “That’s the power of that amulet. That witch led us to believe it just transformed your body. When actually it distorts reality. If it wasn’t for that vial, I would have been drowned forever. You sure didn’t try to keep me around.”<br>
<br>
You detect the menace to the shadows voice. It - he? - sounds like he’s barely holding back rage. At what he’s lost. At what you’ve become.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<set $ShadowSelfDialogue to undefined>><</link>>
<<case "What">>
You look the visage up and down, trying to understand what you’re seeing. “What happened to you?” you ask. “To us, I mean.”<br>
<Br>
“Two different questions. Maybe still the same answer, though. You were me when you started using the amulet. <<TrueName "Male">>. A mid-twenty-something programmer who just wanted to protect his sister, get out of Charlton with his girlfriend and see the world. Your actions of late, though, have sullied those facts.”<br>
<br>
“I had a girlfriend?” you ask, trying to remember. <br>
<br>
The shadow snorts. “Jennifer,” he says, slowly. “Jennifer is your girlfriend. How can you have forgotten that?”<br>
<br>
“Jen?” you say, astonished. “My friend, Jennifer?”<br>
<br>
“Are you serious?” the shadow snaps back. “You’ve become BFFs with the woman you were planning to marry? That’s all kinds of… I don’t even have the words.”<br>
<br>
“I’m not sure how to feel about that,” you mutter. You’ve never thought of Jennifer as anything other than a friend. Except apparently, she was much more. When you were… when you were you?<br>
<br>
“I’m what you were, before you started changing,” he adds. “What you should be. What’s been stolen away from you. From us.”<br>
<br>
Something about his emphasis on the last word sends shivers up your spine. For the first time, you note how much taller he is than you.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<set $ShadowSelfDialogue to undefined>><</link>>
<<case "Where">>
“Where is this place?” you ask. “It looks like home. I mean, the city I grew up in.” Seeing his look, you quickly add: “I mean, ‘we.’ I guess.”<br>
<Br>
“You still call the city your home?” the shadow asks. “Maybe there’s hope for you, yet.” <br>
<br>
He looks around, opening his arms out as he turns. “This, is a figment of your imagination. A dream state, induced by magic. It could have been anything your subconscious desired. I guess home really is where the heart is.”<br>
<br>
You look around too. The city looks as it should, late at night. Lights and signs, shops open, pavements glistening with settled rain. “So, it’s just a dream?” <br>
<br>
“Dreams are just in your head,” the shadow states plainly. “This is something different. A place that exists between realities. On the magical plane.”<br>
<br>
“But none of this is real?” you ask him.<br>
<br>
“It’s real to me,” your shadow self replies, a slight edge to his tone. “You might say it’s all I’ve got. For now.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<set $ShadowSelfDialogue to undefined>><</link>>
<<case "Choice">>
"I don't have any more questions," you tell him.<br>
<Br>
Your shadow self grins, revealing dark teeth. “Then we have only the next step to consider. I’ll be blunt. I don’t like what you’ve done to us. I don’t even know how - I - could have let this happen. But now you know what we actually are, you can correct it."<br>
<br>
“How?” you say, with some dismay. “I can’t remember this life. I can barely remember you.”<br>
<br>
Another devilish grin. “Your dreams changed your memories. So let’s summon some of mine. Run through a memory, pick the correct option, and boom. You’ll wake up with some of your life back.”<br>
<br>
“You’re not me, though,” you reply. “You’re just a magical facsimile.”<br>
<br>
“Cold, <<TrueName "Male">>,” your shadow self states, almost snarling. “I’m about the best chance we’ve got of being anything other than a docile little girl. You don’t want to be that, do you?”<br>
<Br>
You stare back at yourself with a hard look. “And there’s no consequences?”<br>
<br>
“It’s magic,” the shadow replies. “Of course there are consequences. The question is, how much do you want your old life back?”<br>
<br>
He stares back at you, grinning. Waiting for your reply.<br>
<br>
<<ActionsHeader>>
<<link "Reset your femininity" "ShadowSelfDialogue">><<set $ShadowSelfDialogue to "ChoiceOutcome">> <<set $ShadowSelfChoice to "ShadowSelfFem">><</link>><br>
<<link "Reset your orientation" "ShadowSelfDialogue">><<set $ShadowSelfDialogue to "ChoiceOutcome">><<set $ShadowSelfChoice to "ShadowSelfOri">><</link>><br>
<<link "Reset your assertiveness" "ShadowSelfDialogue">><<set $ShadowSelfDialogue to "ChoiceOutcome">><<set $ShadowSelfChoice to "ShadowSelfAss">><</link>><br>
<<link "Reset your intelligence" "ShadowSelfDialogue">><<set $ShadowSelfDialogue to "ChoiceOutcome">><<set $ShadowSelfChoice to "ShadowSelfInt">><</link>><br>
<<link "Tell him you are just fine the way you are" "ShadowSelfDialogue">><<set $ShadowSelfDialogue to "NoChange">><</link>><br>
<<case "DreamWhatDoYouWant">>
You sigh. "What do you want this time?"<br>
<Br>
"Sounds like frustration," the scratched visage says, flashing his jagged teeth. "Maybe some anger, too. Very manly, <<TrueName "Male">>. Good."<br>
<br>
"I’ll be blunt," he continues when you don't respond. "I don’t like what you’ve done to us. I don’t even know how - I - could have let this happen. But now you know what we actually are, you can correct it."<br>
<br>
“How?” you say, with some dismay. “I can’t remember this life. I can barely remember you.”<br>
<br>
Another devilish grin. “Your dreams changed your memories. So let’s summon some of mine. Run through a memory, pick the correct option, and boom. You’ll wake up with some of your life back.”<br>
<br>
“You’re not me, though,” you reply. “You’re just a magical facsimile.”<br>
<br>
“Cold, <<TrueName "Male">>,” your shadow self states, almost snarling. “I’m about the best chance we’ve got of being anything other than a docile little girl. You don’t want to be that, do you?”<br>
<Br>
You stare back at yourself with a hard look. “And there’s no consequences?”<br>
<br>
“It’s magic,” the shadow replies. “Of course there are consequences. The question is, how much do you want your old life back?”<br>
<br>
He stares back at you, grinning. Waiting for your reply.<br>
<br>
<<ActionsHeader>>
<<link "Reset your femininity" "ShadowSelfDialogue">><<set $ShadowSelfDialogue to "ChoiceOutcome">> <<set $ShadowSelfChoice to "ShadowSelfFem">><</link>><br>
<<link "Reset your orientation" "ShadowSelfDialogue">><<set $ShadowSelfDialogue to "ChoiceOutcome">><<set $ShadowSelfChoice to "ShadowSelfOri">><</link>><br>
<<link "Reset your assertiveness" "ShadowSelfDialogue">><<set $ShadowSelfDialogue to "ChoiceOutcome">><<set $ShadowSelfChoice to "ShadowSelfAss">><</link>><br>
<<link "Reset your intelligence" "ShadowSelfDialogue">><<set $ShadowSelfDialogue to "ChoiceOutcome">><<set $ShadowSelfChoice to "ShadowSelfInt">><</link>><br>
<<link "Tell him you are just fine the way you are" "ShadowSelfDialogue">><<set $ShadowSelfDialogue to "NoChange">><</link>><br>
<<case "ChoiceOutcome">>
Your shadow self grins, sharp and wolfish.<br>
<br>
“You’ve changed,” he says, voice laced with disgust. “But not beyond repair.”<br>
<Br>
His eyes gleam, dark and hungry. "We can fix you."<br>
<br>
A wave of mist swirls around you, the shadows shifting, bending, memories beginning to form from the fog.<br>
<br>
“You want a piece of yourself back?” your Shadow Self murmurs. “Then relive one of our greatest hits. Step into a moment of our old life - take the right path - and it’s yours.”<br>
<Br>
His smirk widens, flashing dark teeth.<br>
<Br>
“The real question is, do you still have it in you?”<br>
<br>
The world shudders, pulling you into a past you should remember.<br>
<br>
<<ActionsHeader>>
<<link "Look around as the mist disperses" $ShadowSelfChoice>><<SetFlag "ShadowSelfDreamMitch">><<set $ShadowSelfDialogue to undefined>><<set $ShadowSelfChoice to undefined>><</link>><br>
<<case "NoChange">>
You square your shoulders, planting your feet firmly on the uneven, dreamlike ground beneath you.<br>
<br>
“No,” you say, voice steady. “I don’t need to change. I’m fine just the way I am.”<br>
<br>
Your Shadow Self’s smirk flickers, just for a moment.<br>
<br>
Then, slowly, it curves back into something darker.<br>
<br>
“Oh, really?” His voice is silkier now, dripping with mock amusement, but there’s something coiled beneath it, something waiting to strike.<br>
<br>
“You’re fine, huh?” He steps forward, the mist around him writhing like a living thing.<br>
<Br>
“Fine with the way things are? Fine with what’s happening to you?” His eyes gleam. “Fine with what you’re becoming?”<br>
<br>
You hold your ground, but the weight of his words presses down, heavy and unshakable.<br>
<br>
He clicks his tongue, shaking his head. “Pathetic,” he mutters. “You really think this is over?”<br>
<br>
His form shifts, the edges of him distorting, darkening, his voice curling through the air like a whisper that refuses to fade.<br>
<br>
“Enjoy your little fantasy while it lasts. If you won’t fight for yourself, then I’ll have to take matters into our own hands.”<br>
<br>
Then, the world shatters.<br>
<br>
Darkness swallows everything, the mist closing in, pulling you down --<br>
<br>
<<ActionsHeader>>
<<link "Wake up" "YourRoom">><<ShadowSelfOvernight>><</link>>
<<case "DreamFades">>
<img src="./images/CityNight.png"><br>
<br>
<<GetPCState "ShadowSelfOutcome">>
<<if _ShadowSelfOutcome is "appeased">>
The city slowly reforms, mist receding like the tide, revealing the dim glow of streetlights against damp pavement. The air is cool, heavy with the scent of rain that never quite falls.<br>
<Br>
Your Shadow Self stands just beyond the flickering neon, his form more solid now, more defined, as if the dreams have strengthened him.<br>
<br>
He studies you, his expression unreadable at first. Then, a smirk.<br>
<br>
"Maybe there’s hope for you yet." His voice is low, amused, dripping with satisfaction.<br>
<br>
He tucks his hands into his pockets, watching you like a hunter sizing up prey.<br>
<br>
"I’ll be seeing you around."<br>
<br>
His smirk widens.<br>
<br>
"Be sure of it."<br>
<br>
Then - he steps back, the mist curling around him, swallowing him whole.<br>
<<else>>
The mist swirls, the city street re-emerging from the fading fragments of the dream. The storefronts flicker into focus, neon signs buzzing faintly above darkened windows. But the air is thicker now, charged with something electric.<Br>
<br>
Your Shadow Self stands in the middle of the street, his form unstable, edges shifting, flickering between solid and smoke. His expression is twisted with rage, his dark eyes burning as he steps toward you.<br>
<br>
"You think this is over?" he snarls, voice low and vibrating with fury. "You think you can just push me aside and pretend I never existed?"<br>
<br>
He takes another step, the shadows coiling around his feet like a living thing.<br>
<br>
"You’re weak." The words are sharp, biting. "And if you won’t fight for yourself, then I’ll have to take matters into our own hands."<br>
<br>
The ground shudders beneath you, and for a brief, terrifying second, you feel him pulling at something inside you -<br>
<br>
Trying to force his way in.<br>
<br>
You gasp, stumbling back, heart hammering...<br>
<br>
And then -<br>
<</if>>
<br>
Darkness.<br>
<br>
<<ActionsHeader>>
<<link "Wake up" "YourRoom">><<ShadowSelfOvernight>><</link>><br>
<</switch>><<if $ShadowSelfFemDialogue is undefined>>
<img src="./images/SportsBar.png"><br>
<br>
The air is thick with the scent of beer, sweat, and fried food, the low hum of conversation punctuated by bursts of laughter from nearby tables. Neon signs flicker lazily on the walls, casting a warm amber glow across the bar.<br>
<br>
You blink. Something feels off. You can feel the weight of your shoulders, the broader width of your chest, the familiar but now alien sensation of stubble grazing your jaw as you exhale. You glance in the nearby window and catch your reflection staring back at you. The reflection of <<TrueName "Male">>.<br>
<br>
<i>"What’s wrong?"</i> a voice murmurs inside your brain. <i>"Feeling out of place?"</i><br>
<Br>
You swallow, your throat thicker, voice deeper than you remember. You remember this place. A dive bar, back in the city. That your brother Brock and his friends used to frequent. The ones around this table, right now.<br>
<Br>
Opposite, your brother leans back in his chair, tipping his beer bottle toward you. “You gonna order, man, or what?”<br>
<br>
You look up to see a waitress standing patiently beside the table. A table full of Brock and his friends. And now you. As <<TrueName "Male">>.<br>
<Br>
She’s young, pretty in a casual, effortless way, her blonde ponytail swinging as she pulls out her notepad, a pen tucked neatly behind her ear. She’s already smiling, friendly but distant, the kind of practiced politeness that comes from waiting tables in places like this.<br>
<br>
“What can I get for you boys?” she asks. Boys. The word slips over you strangely, both familiar and wrong.<br>
<br>
“Uh, yeah,” you clear your throat. “Can we grab another round of -”<br>
<Br>
“She’s asking what <i>you</i> want, genius,” Brock cuts in, smirking. “Come on, don’t keep the lady waiting.”<br>
<br>
<i>Careful. Wouldn’t want her thinking you’re soft, now, would you?</i><bR>
<br>
You ignore the voice and smile politely at the waitress. “Same as the rest, thanks.”<br>
<br>
She nods. “Coming right up.”<br>
<br>
<I>That’s it? Where’s the fun in that?</i><br>
<br>
But the conversation moves on before you can dwell.<br>
<br>
<<ActionsHeader>>
<<link "Talk to your brother and his friends" "ShadowSelfFem">><<set $ShadowSelfFemDialogue to "Talk">><</link>>
<<elseif $ShadowSelfFemDialogue is "Talk">>
Brock watches the waitress leave, shaking his head. “Man, she’s cute.”<br>
<br>
“She’s alright,” one of his friends says, leaning forward. “I bet she’d be more than alright if you took her home.”<br>
<br>
The table erupts in laughter, beer bottles clinking together, the easy camaraderie of men being men.<br>
<br>
<i>"You remember this, don't you?"</i> your Shadow Self murmurs, a dark satisfaction curling into his tone. <i>"This is where you belong. Sitting with the guys. Laughing. Being one of them."</i><br>
<br>
“Come on, bro,” Brock says, bringing you back to focus on the table. “Live a little. Play the game. When she comes back, tease her a bit. She gets paid for it.”<br>
<br>
“I don’t think she’s into geek,” one of Brock’s friends quips. The group collectively laughs. <br>
<br>
The waitress returns a few minutes later, carrying a tray, balancing bottles with expert ease. She sets them down, smooth, practiced, then pulls out her notepad.<br>
<br>
“That’ll be twenty-five fifty,” she says, giving you a small smile.<br>
<br>
You glance around the table. Eyes rest on you. Brock’s eyebrow raises.<br>
<br>
<i>Come on. You remember what you said to her, don’t you?</i><br>
<br>
<<ActionsHeader>>
<<link "Tease the waitress" "ShadowSelfFem">><<set $ShadowSelfFemDialogue to "Tease">><<Greedy 10>><<FeminityReset>><</link>><Br>
<<link "Treat her with respect" "ShadowSelfFem">><<set $ShadowSelfFemDialogue to "Respect">><<Greedy -5>><</link>>
<<elseif $ShadowSelfFemDialogue is "Tease">>
You lean back in your chair, flashing a smirk, letting the moment stretch just enough before responding.<br>
<br>
“Come on,” you say, voice smooth, familiar, slipping into the rhythm of banter as easily as pulling on an old, worn jacket. “Don’t I get a winning smile with my drink?”<br>
<br>
The waitress freezes for just a second. A flicker of something unreadable passes over her face - then, she plasters on a polite laugh, moving through the motions, the same way she probably has a hundred times before.<br>
<br>
Brock and the others laugh as you hand over three notes to her. “Keep the change,” you tell her. She flashes you a polite smile, but you notice how forced it seems. Behind it is a quiet resignation of yet another drunk customer. <br>
<br>
The waitress scribbles down the receipt quickly, then nods, moving away without another word.<br>
<br>
<i>See? That wasn’t so hard. Just a little push, and you’re already slipping back into place.</i><br>
<br>
You take a long sip of your beer.<br>
<br>
The night carries on, and you don’t think about the way her eyes looked dead to you.<br>
<br>
<<ActionsHeader>>
<<link "The dream fades..." "ShadowSelfDialogue">><<set $ShadowSelfFemDialogue to undefined>><<set $ShadowSelfDialogue to "DreamFades">><<SetPCState "ShadowSelfOutcome" "appeased">><</link>>
<<elseif $ShadowSelfFemDialogue is "Respect">>
You smile politely, reaching for your wallet.<br>
<br>
“Here,” you say, handing over the cash without hesitation. “Keep the change.”<br>
<br>
<I>What? What was that?</i><br>
<br>
She looks mildly surprised, eyes flicking up to meet yours before giving a small, genuine nod.<br>
<br>
“Thanks,” she says, then turns to leave.<br>
<br>
Brock raises an eyebrow as you pick up your beer. “Damn, getting soft on me, huh?”<br>
<br>
You shrug, taking a sip. “Just being polite.”<br>
<br>
Brock scoffs but doesn’t push it. The moment passes, the conversation shifting, the beers flowing again.<br>
<br>
<I>That’s it? Just being polite? That’s not how it went, <<TrueName "Male">>. Or should I just keep calling you <<TrueName "Female">>?</i><br>
<br>
But you ignore him.<br>
<br>
The night moves on, and you don’t feel bad about it.<br>
<br>
<<ActionsHeader>>
<<link "The dream fades..." "ShadowSelfDialogue">><<SetPCState "ShadowSelfOutcome" "resisted">><<set $ShadowSelfFemDialogue to undefined>><<set $ShadowSelfDialogue to "DreamFades">><</link>>
<</if>><<if $ShadowSelfOriDialogue is undefined>>
<img src="./images/StudentApartmentGathering.png"><br>
<br>
The room is warm, dimly lit by a mix of cheap fairy lights and the glow of a game paused on the TV in the corner. The air is thick with the scent of cheap beer and microwave pizza, voices overlapping in a haze of conversation and laughter.<br>
<br>
You blink. The beer bottle in your hand feels solid, familiar. Your clothes fit differently, the looser, more relaxed weight of a hoodie against your arms.<br>
<br>
You’re <<TrueName "Male">>. And this is a memory. It seeps into your brain. A low-key university gathering, not a raging party - your crowd. A handful of guys from your course, a few friends of friends, and Emma, the girl you’ve had your eye on since the start of the semester.<br>
<br>
<I>Feels good, doesn’t it? Being yourself again. No makeup, no skirts, no giggling for attention. Just beer, games, and a pretty girl worth chasing.</i><br>
<br>
Emma is sitting on the couch, curled up with her legs tucked under her, laughing at something one of the other guys just said. She’s cute, in a way that feels attainable. Not the kind of girl who’d be out of reach, but someone you could have a real shot with. Maybe even a real thing with.<br>
<br>
You’ve also seen the way she glances at you, the small moments where she lingers in conversation.<br>
<br>
You can do this.<br>
<br>
<I>Yeah, you can. But you have to prove it. Don’t just sit there and let the night pass you by. Show her you’re interested. Show everyone.</i><br>
<br>
<<ActionsHeader>>
<<link "Sit down next to Emma" "ShadowSelfOri">><<set $ShadowSelfOriDialogue to "SitDown">><</link>>
<<elseif $ShadowSelfOriDialogue is "SitDown">>
You move over to the couch, but just as you approach a voice interrupts from behind it.<br>
<br>
“Hey, Emma,” Greg says, leaning nervously over the sofa.<br>
<br>
Memories swell up. Greg is one of your friends. A decent guy. Geeky, quiet, not blessed with confidence. <br>
<br>
“Oh. Hey Greg,” Emma responds, politely smiling back to him. <br>
<br>
Watching him for a moment, you grimace. Something about the way he’s leaning forward just a little too much, the nervous way his fingers twitch against his bottle. He’s trying to put himself out there. Just like you’ve told him to.<br>
<br>
You just didn’t say anything about it being Emma, though.<Br>
<br>
<i>"He got in your way,”</i> your Shadow Self whispers to you. <i>“And you weren’t cruel about it..."</i><br>
<br>
<I>Make yourself the better option. Make her laugh. If Greg crashes and burns, that’s his fault, right?</i><br>
<br>
You glance at Emma. She’s listening to Greg prattle on about the current state of the opposition government, but her smile is neutral.<br>
<br>
<<ActionsHeader>>
<<link "Undermine Greg for a laugh" "ShadowSelfOri">><<set $ShadowSelfOriDialogue to "LaughGreg">><<Greedy 10>><<OrientationReset>><</link>><Br>
<<link "Let Greg have his moment" "ShadowSelfOri">><<set $ShadowSelfOriDialogue to "LetGreg">><<Greedy -5>><</link>>
<<elseif $ShadowSelfOriDialogue is "LaughGreg">>
You grin, watching Greg stumble through his point - he’s trying to explain a theory he’s developing on a way to engage grassroots activism, but he’s over-explaining it, his enthusiasm drawing it out and making it hard to follow. <br>
<br>
It’s harmless. Yet it’s boring. You bet that Emma is too polite to shut him down. <i>But you’re not.</i><br>
<br>
You lean back, sitting down and stretching your arms lazily over the back of the couch. Then jump in just as he pauses for breath.<br>
<br>
“Greg, my guy,” you say, smirking, “I think Emma came here to have fun, not to sit through a lecture.”<br>
<br>
Greg blinks, startled. “I was just -”<br>
<Br>
Emma titters. And that’s all it takes.<br>
<br>
Greg closes his mouth, his confidence draining like a battery on its last charge. His eyes hang on you, hurt and ashamed. Without a word, he slithers away.<br>
<br>
Emma turns her attention fully to you, sipping her drink, smirking slightly. You smirk back. And you know where the night is going to take you.<br>
<br>
<<ActionsHeader>>
<<link "The dream fades..." "ShadowSelfDialogue">><<set $ShadowSelfOriDialogue to undefined>><<set $ShadowSelfDialogue to "DreamFades">><<SetPCState "ShadowSelfOutcome" "appeased">><</link>>
<<elseif $ShadowSelfOriDialogue is "LetGreg">>
You stay quiet, watching from the edge of the sofa.<br>
<br>
You could make a joke, could shut Greg down, but… Emma is listening to him.<br>
<br>
She’s not leaning in, not flirting, but she’s giving him a chance. And instead of forcing yourself into the moment, you just… let it happen.<br>
<br>
<i>"What are you doing?"</i> your Shadow Self hisses, voice laced with irritation. <i>"You’re just going to sit there? Let Greg take the shot?"</i><br>
<br>
Maybe. Maybe Greg has a shot. Maybe he doesn’t. But it’s not your call to make.<br>
<br>
Emma gives a polite laugh, nods, but then glances away, taking a sip of her drink.<br>
<br>
Greg was never going to win her over tonight. But at least it wasn’t because you stepped in and made him look bad.<br>
<br>
Instead, you go to the kitchen and grab another drink. You know there will be plenty of time to catch up with Emma later. For now though, you’re happy just enjoying the evening.<br>
<br>
<i>Unbelievable.</i><br>
<br>
The night moves on. And you don’t feel bad about it.<br>
<br>
<<ActionsHeader>>
<<link "The dream fades..." "ShadowSelfDialogue">><<set $ShadowSelfOriDialogue to undefined>><<set $ShadowSelfDialogue to "DreamFades">><<SetPCState "ShadowSelfOutcome" "resisted">><</link>>
<</if>><<if $ShadowSelfIntDialogue is undefined>>
<img src="./images/OfficeBreakoutSpace.png"><br>
<br>
The hum of the office is distant, muffled by the walls of the breakout space, where a small team huddles around a whiteboard covered in diagrams and equations.<br>
<br>
The air smells of dry-erase markers and stale coffee, the low buzz of conversation punctuated by the occasional laugh or sigh of frustration.<br>
<br>
You’re standing with your team, sleeves rolled up, half-drunk coffee in hand, watching as people throw out solutions for the latest issue in your solution design.<br>
<br>
This is familiar. You know this space. You know this team. Your team, back in the city, before you moved to Charlton.<br>
<br>
<i>"Feels good, doesn’t it?"</i> your Shadow Self murmurs, his voice curling at the edges of your mind. <i>"Being the smartest guy in the room again. Not the cute little office worker waiting for approval.”</i><br>
<br>
You shift slightly, the familiar weight of your stance, the comfortable press of your shirt collar, the distinct, once-automatic confidence of being <<TrueName "Male">> in his element.<br>
<br>
The whiteboard is a mess of half-formed architecture, lines and notes attempting to solve a thorny bottleneck issue in the latest system rollout.<br>
<br>
Everyone’s talking, but no one has the right solution. Then -<br>
<br>
“I have an idea.”<br>
<br>
A young woman steps forward. You recognise her. Claire.<br>
<br>
<<ActionsHeader>>
<<link "Listen to Claire" "ShadowSelfInt">><<set $ShadowSelfIntDialogue to "Listen">><</link>>
<<elseif $ShadowSelfIntDialogue is "Listen">>
You glance at her as she moves towards the whiteboard. She’s eager, pushing past the subtle groans from a few guys who, despite working in tech in the city, still think she’s out of her depth.<br>
<br>
But she doesn’t let it shake her. She grabs the marker and launches into an idea.<br>
<br>
It’s… smart. Really smart. A novel approach, one that pushes the limits of what the system can handle.<br>
<br>
<i>She’s good. But she’s also wrong.</i><br>
<br>
You see the flaw immediately. Her solution is too clever for its own good. It’ll create a severe load on server requests, causing bottlenecks elsewhere.<br>
<br>
She doesn’t see it. Neither does anyone else. They’re nodding, impressed, warming up to the idea now that they can see how it works. The attention for once has shifted from you. And it’s incorrect.<br>
<br>
<i>"You gonna let this stand?"</i> your Shadow Self whispers, mocking. <i>"This is your moment. Step in. Shut it down. Show them who the real expert is."</i><br>
<br>
<<ActionsHeader>>
<<link "Stay quiet and wait to work with Claire to improve her idea" "ShadowSelfInt">><<set $ShadowSelfIntDialogue to "StayQuiet">><<Greedy -5>><</link>><Br>
<<link "Butt in and critique her design publicly" "ShadowSelfInt">><<set $ShadowSelfIntDialogue to "Undercut">><<Greedy 10>><<IntelligenceReset>><</link>>
<<elseif $ShadowSelfIntDialogue is "StayQuiet">>
You bite your tongue. You could cut in right now, take control of the conversation, fix the problem in front of everyone.<br>
<br>
But you don’t. Something about doing that to Claire doesn’t sit right.<br>
<br>
<i>You’re letting this happen? Letting her talk nonsense while they all nod along? What happened to you?"</i><br>
<br>
Claire finishes her pitch, stepping back. The team discusses it, bouncing ideas, still impressed. And then the meeting moves on.<br>
<br>
You don’t step in. Instead, you wait.<br>
<br>
Later, as the office empties for lunch, you find Claire at her desk, typing away. You lean on the partition next to her desk. “Hey. Got a second?”<br>
<br>
She looks up, surprised. “Uh, yeah. What’s up?”<br>
<br>
You tap the side of her monitor.<br>
<br>
“Your solution. It’s smart,” you say. “But it’s going to create server overload because of how the requests pile up. You see it?”<br>
<br>
She pauses, processing. Then her eyes widen slightly.<br>
<br>
“Oh, shit. I didn’t think about that.”<br>
<br>
You nod. “It’s an easy fix, though. We just need to adjust the processing sequence, and it’ll work without the overload.”<br>
<br>
She laughs, shaking her head. “I can’t believe I missed that.”<br>
<br>
“You were close,” you say, smiling. “And you got the team thinking differently. That’s worth something.”<br>
<br>
Claire grins, looking genuinely appreciative.<br>
<br>
<i>Pathetic. You could’ve fixed it in front of everyone, but instead, you handed her the win.</i><br>
<br>
Maybe.<br>
<br>
But Claire doesn’t look humiliated. She looks like she learned something. And you don’t feel bad about it.<br>
<br>
<<ActionsHeader>>
<<link "The dream fades..." "ShadowSelfDialogue">><<set $ShadowSelfIntDialogue to undefined>><<set $ShadowSelfDialogue to "DreamFades">><<SetPCState "ShadowSelfOutcome" "resisted">><</link>>
<<elseif $ShadowSelfIntDialogue is "Undercut">>
You step forward, lifting a hand. “Wait,” you say, cutting in before she can continue.<br>
<br>
Claire pauses, blinking at you, the marker still hovering near the board.<Br>
<br>
“This won’t work,” you say plainly, gesturing toward the core of her diagram. “Your approach is going to overload the system with unnecessary requests. The bottleneck won’t be where you think. It’ll be here.”<Br>
<br>
You underline a section of the design, the flaw standing out like a neon sign once you point it out.<br>
<br>
The energy in the room shifts. Claire’s confidence falters, the hesitation flashing across her face for just a moment.<br>
<br>
You look back to your audience. One of the senior devs nods along with you.<br>
<br>
“He’s right,” they say, rubbing their chin. “We’d be adding way too much processing overhead.”<Br>
<br>
Claire opens her mouth, about to argue, but then she sees it. Her shoulders drop slightly.<br>
<br>
The conversation moves on, someone building off your correction, turning it into a new approach.<Br>
<br>
And just like that, Claire is out of the conversation.<br>
<br>
<i>"Damn, I missed this,"</i> your Shadow Self murmurs, satisfied. <i>"The moment where you remind everyone that you're just... better."</i><br>
<br>
Claire doesn’t say anything to you after the meeting.<br>
<Br>
But you don’t feel bad about it. Because you were right. And that’s what matters.<br>
<br>
<<ActionsHeader>>
<<link "The dream fades..." "ShadowSelfDialogue">><<set $ShadowSelfIntDialogue to undefined>><<set $ShadowSelfDialogue to "DreamFades">><<SetPCState "ShadowSelfOutcome" "appeased">><</link>>
<</if>><<if $ShadowSelfAssDialogue is undefined>>
<img src="./images/HearthAndHome.png"><br>
<br>
You’re sitting at a table in The Hearth & Home - Charlton’s finest dining establishment. Where couples celebrate anniversaries, families mark milestones, and the atmosphere itself hums with quiet tradition.<br>
<br>
The restaurant is quiet but elegant, the soft glow of candlelight reflecting off polished silverware. The scent of rich sauces and wine lingers in the air, blending with the muted hum of conversation.<br>
<br>
Every table is perfectly arranged, white linens crisp and untouched, couples sitting with straight backs, speaking in hushed, polite tones. The waitresses move gracefully, all smiles and pristine uniforms, their hands folded neatly behind their backs when not in use.<br>
<br>
The very air here carries an unspoken expectation. Of manners, poise, and tradition.<br>
<br>
And yet, the moment feels stifling. You shift slightly in your chair, the collared shirt fitting snugly against your frame, the weight of your old form grounding you. You’re <<TrueName "Male">> again. And across from you, Jennifer sits, her arms resting neatly on the table, her blue eyes sharp as she watches you.<br>
<br>
You somehow recall this moment. You remember this. This was your first fight as a couple.<br>
<br>
<i>"Funny, isn’t it?"</i> your Shadow Self murmurs, his voice dripping amusement. <i>"How quickly things fall into place when you’re in the right skin again."</i><br>
<br>
The candle flickers between you, and Jennifer exhales, shaking her head.<br>
<br>
“You keep acting like this is something I can just accept.”<br>
<br>
<<ActionsHeader>>
<<link "Talk to Jennifer" "ShadowSelfAss">><<set $ShadowSelfAssDialogue to "Talk">><</link>>
<<elseif $ShadowSelfAssDialogue is "Talk">>
“I’m not asking for the world, <<TrueName "Male">>,” she tells you, a restraint notable in her voice. “Just that you consider me. I’ve never been anything other than forthcoming about wanting to move from Charlton.”<Br>
<br>
You feel yourself looking around. People are watching. Not obviously, not overtly, but in the way Charlton does.<br>
<br>
You can feel their eyes flicker over to your table, women whispering behind delicate hands, men occasionally glancing between their own conversations to assess the dynamic.<br>
<br>
<i>They’re waiting to see how you handle this. You wouldn’t want to embarrass yourself now, would you?</i><br>
<br>
You keep your voice even, leaning forward slightly.<br>
<br>
“I’m not saying you have to walk away from Emily,” she says, measured. Her eyes look around the restaurant. You know her restraint isn’t just for you. “I just don’t understand why you’re so determined to stay.”<br>
<br>
“Jen,” you say, sighing. “Charlton isn’t a prison.”<br>
<br>
“That’s debatable,” she murmurs.<br>
<br>
You feel yourself huff with irritation. “You’re being ridiculous. It’s just until the end of the school year.”<br>
<br>
<i>"Here it comes,"</i> your Shadow Self hums, pleased. <i>"She’s trying to reframe it. Make you the unreasonable one. You gonna let her?"</i>
<br>
Jennifer leans back slightly, graceful and composed, but you can see the tension in her shoulders, the restraint in her movements. “You think we’ll last that long?”<br>
<Br>
You don’t look away from her, but feel the eyes of the restaurant now firmly on you. The guests at Hearth & Home are watching you both, waiting to see who will win.<br>
<br>
<i>What’s it gonna be? The strong, assertive man at the table… or the one who backs down?</i><br>
<br>
<<ActionsHeader>>
<<link "Dominate the argument" "ShadowSelfAss">><<set $ShadowSelfAssDialogue to "Dominate">><<Greedy 10>><<AssertiveReset>><</link>><Br>
<<link "Calm down and listen to her" "ShadowSelfAss">><<set $ShadowSelfAssDialogue to "BackDown">><<Greedy -5>><</link>>
<<elseif $ShadowSelfAssDialogue is "Dominate">>
You exhale through your nose, tilting your head slightly.<Br>
<br>
“See, this is the problem,” you say smoothly, keeping your voice even. “You act like I’m the one being unreasonable, but all I’m doing is telling you the truth.”<Br>
<br>
Jennifer’s brows snap together. “Excuse me?”<br>
<br>
“Emily’s education is the most important thing to her right now. The world isn’t going anywhere. But you’re making this an ultimatum between her graduating and our relationship. Frankly, it’s childish. You’re acting like a spoilt kid.”<br>
<br>
Jennifer’s lips part slightly, but you keep going.<Br>
<br>
“Charlton isn’t a bad place, Jen. You need to learn how to accept the best of the situation. I’m not going anywhere until Emily graduates. If you can’t accept that, the door is over there.”<Br>
<br>
You gesture to the exit. It’s a dramatic gesture, one that you know everyone has seen.<br>
<br>
Jennifer glares back at you, her cheeks reddening. She looks around towards the other patrons, who watch her with creeping smiles and raised eyebrows.<br>
<br>
“You have no idea about Charlton,” she mutters under her breath, before returning to picking at her food. But she doesn’t make an attempt to leave.<br>
<br>
The whispering in the restaurant starts up again. The watchful eyes shift, murmurs passing between couples, subtle nods exchanged between men at other tables.<br>
<br>
You realise they’re approving. Not of Jennifer. Of you.<br>
<br>
<i>That’s more like it. See? You just have to remind them who’s in charge.</i><br>
<br>
Jennifer puts her knife and fork down, exhaling sharply, her disappointment evident. But she doesn’t argue further. Because the conversation is over. You won.<br>
<br>
Or did you?<br>
<br>
<<ActionsHeader>>
<<link "The dream fades..." "ShadowSelfDialogue">><<set $ShadowSelfAssDialogue to undefined>><<SetPCState "ShadowSelfOutcome" "appeased">><<set $ShadowSelfDialogue to "DreamFades">><</link>>
<<elseif $ShadowSelfAssDialogue is "BackDown">>
You inhale slowly, resisting the urge to push forward. Because something about this… feels wrong.<br>
<br>
Not just the argument. The way people are watching. The way they’re waiting to see you take control.<Br>
<br>
Jennifer shakes her head. “You keep talking about this place like it’s just for a year, but have you ever thought - just for a second - that maybe I want to be here? Like, this second. If I could leave tomorrow, <<TrueName "Male">>, I would.”<br>
<br>
You lean back slightly. “I..."<br>
<br>
Jennifer raises a brow, waiting for you to speak.<br>
<br>
“I understand,” you finally reply. “Maybe we should discuss this at home.”<br>
<br>
A moment passes between you. Jennifer’s eyes shift around the room. She’s putting up a measure of defiance. Not just from the argument. But from the patrons’ judgement of her hostility to their way of life.<br>
<br>
“I just want you to be happy,” you say to her, letting the hostility drain from your voice.<br>
<br>
“Thank you,” she says after a moment, her voice softer.<br>
<br>
You glance around again. The guests at other tables are still watching. But they’re not nodding along anymore. The approval is gone.<br>
<br>
<i>"Weak,"</i> your Shadow Self mutters, disgusted.<br>
<br>
But for the first time in this conversation, his voice doesn’t feel like the loudest one.<br>
<br>
<<ActionsHeader>>
<<link "The dream fades..." "ShadowSelfDialogue">><<set $ShadowSelfAssDialogue to undefined>><<set $ShadowSelfDialogue to "DreamFades">><<SetPCState "ShadowSelfOutcome" "resisted">><</link>>
<</if>><<widget "ShadowSelfDialogueNoMoreQuestions">>
<<DialogueSpoken "ShadowSelf" "Him">><<if _Discussed>><<set _HimDone = _Discussed>><</if>>
<<DialogueSpoken "ShadowSelf" "Where">><<if _Discussed>><<set _WhereDone = _Discussed>><</if>>
<<DialogueSpoken "ShadowSelf" "What">><<if _Discussed>><<set _WhatDone = _Discussed>><</if>>
<<if _HimDone and _WhereDone and _WhatDone>><<set _ShadowSelfDialogueNoMoreQuestions to true>><</if>>
<</widget>>After waiting some time you manage to get a lift back home. You sit in the passenger seat next to a kindly old man, clearly taken pity on someone being stranded outside of the main town. He hums a cheery tune to himself as he stares over the steering wheel out at the road through thick-rimmed glasses.<br>
<br>
<<if $current.avatar is "Tandi">>
Eventually the car pulls up outside your home. You thank him and get out, heading into your home.<br>
<br>
<<ActionsHeader>>
<<link "Enter your house" "YourHome">><</link>>
<<else>>
Eventually the car pulls up outside your home. You thank him and step out.<br>
<br>
<<ActionsHeader>>
<<link "Get out of the car" "YourStreet">><</link>>
<</if>><<if $WorkPerformanceEvents is "WorkPerformance79">>
<b>Thompson's Handyman Repairs - Thompson's Office</b><br>
<img src="./images/Thompsons_Office_Thompson.png"><br>
<br>A cluttered and cramped office, lined with filing cabinets. An imposing desk is the centrepiece, covered in files and paperwork.<br>
<br>
Inside, Thompson drops into his leather chair with a grunt, the worn material groaning under his weight. You take a seat opposite him, the chair height at the lowest setting. You suspect this is on purpose.<br>
<br>
<<GetPCState "job">>
<<if _job is "Secretary">>
"Gotta admit, Phillips," he starts, cracking his knuckles behind his head. "When I put you on the front desk, I figured that was the end of you. Thought you’d sulk. Or walk."<Br>
<<else>>
"Gotta admit, Phillips," he starts, cracking his knuckles behind his head. "When you first showed up, I wasn’t sure you’d hack it. Thought you’d fold under pressure."<Br>
<</if>>
<br>
A pause. He smirks. "But, I’m the first to admit when I’m wrong."<br>
<br>
You offer him a polite smile. Somehow, you don't believe him.<br>
<br>
"You’ve put in the work. In Charlton, that matters." His gaze sharpens, locking onto you like a challenge. "Hasn’t been easy, has it? Parents off on business, brother gone to Uni. That’s a lot of responsibility for someone in a new town."<br>
<br>
You give a slow nod, unsure where this is going.<Br>
<br>
Thompson exhales through his nose, pulling open a drawer. "But if you pull your weight around here, Charlton looks after its own. Once you're in, you're in. And I’d say you’ve proven yourself enough that it’s time to get in."<br>
<br>
He slides a slip of paper across the desk. The ink is slightly smudged, but the address is clear - a house towards the outskirts of town, on the border between the community and the farming fields that surround it.<Br>
<Br>
"Poker night." He says it like that explains everything. "Happens at the Mayor’s place. One of the teachers - Darcy Harrow - organises it. Just a gathering. Some of the local men, couple of the older students to show them how to play a few rounds. Maybe some beers, cigars." He leans back, watching your reaction.<br>
<br>
<<if $current.female is false>>
Thompson tilts his head slightly. "Bring your sister along, too. It’s not exclusive for men. We’re an equal opportunity community. Some of the guys bring their girlfriends and wives to help out. Always snacks and drinks to serve."<br>
<br>
A beat. Then, his smirk deepens.<br>
<br>
"Your sister seeing anyone?" He doesn’t wait for an answer, just chuckles to himself. "Wouldn’t be a bad way for her to show her value to some of the bachelors around town. Who knows? She might snag a man." He flicks a glance at you. "Get her out of your hair."<br>
<<else>>
Thompson studies you for a moment, then gives an easy shrug. "It might seem a bit manly, but there’s a role for women too. Get to meet some of the guys around the town. Share a few little jokes as you serve them a beer. Some of the guys bring their girlfriends and wives along to help out. You could meet them too."<br>
<br>
Then, too casually, he asks, "You single?"<br>
<br>
Before you can answer, he waves a hand. "Not a bad way to show your value to some of the bachelors around town. Who knows? You might snag a man."<Br>
<br>
Then, as an afterthought: "Bring your sister along, too. Always room for women to offer a helping hand."<Br>
<</if>>
<br>
Satisfied, Thompson leans back, clearly expecting you to take the offer without question. "Come by," he says. "And keep up the good work."<Br>
<br>
<<ActionsHeader>>
<<link "Return to the office" "ThompsonsOffice">><<QuestTracker "Quest18" 0>><<EventTrigger "ThompsonsReception" "PokerNightReminder" "Morning" "Annie" "PC" null "Act2Started" null false>><<EventTrigger "ThompsonsOffice" "PokerNightReminderSecretary" "Morning" "Annie" "PC" null "Act2Started" null false>><<set $WorkPerformanceEvents to undefined>><</link>>
<<elseif $WorkPerformanceEvents is "WorkPerformance59Assert">>
You stare him down. “You can puff your chest all you want, Dan. But I’m not here to play your games. And I’m not scared of your threats.”<Br>
<BR>
Dan’s expression hardens, just for a moment. The smirk still lingers at the edges of his mouth, but the warmth behind it has frozen over.<Br>
<br>
<<if $current.female is false>>“Think you’re a big shot now,” he says slowly, tone shifting to something more menacing. “All assertive and confident. Trying to be like Thompson? He respects a bit of alpha male in his workforce.”<br>
<<else>>“Oh, you’ve got fire,” he says slowly, tone shifting to something more menacing. “Thompson must like that. He’s got a thing for a bit of cheek.”<br><</if>>
<Br>
He steps closer, lowering his voice.<br>
<br>
“But he’s got a short fuse, Phillips. One slip. One wrong word. One off day. That’s all it takes.”<Br>
<br>
He leans back, flashing his teeth in a smile that doesn’t reach his eyes.<br>
<br>
“And when it happens? I’ll be waiting. Cigar in one hand, whisky in the other. Watching the show.”<Br>
<br>
His words linger like smoke in the air as he turns and strolls back to his desk - no longer bothering to block your path, but making it clear that whatever game he’s playing… you’re on his board.<br>
<br>
<<ActionsHeader>>
<<link "Return to the office" "ThompsonsOffice">><<set $WorkPerformanceEvents to undefined>><</link>>
<<elseif $WorkPerformanceEvents is "WorkPerformance59Appease">>
You meet his gaze, keeping your tone calm. “I’ll be sure to mention your name to Mr. Thompson. Let him know who’s been helping me settle in.”<Br>
<br>
Dan’s grin stretches wide. Smug, satisfied, and far too pleased with himself.<Br>
<Br>
“That’s what I like to hear,” he says, giving your shoulder a mock-patronising pat. “Smart move, Phillips. Very smart.”<br>
<br>
He walks past you slowly, tapping your desk twice with the flat of his palm. “Good to know you understand how things work around here. There’s a pecking order in every part of Charlton. Thompson’s Repairs is no different.”<br>
<Br>
He turns back, clearly enjoying himself. “And around here? I’m the head hen.”<Br>
<br>
The sentence hangs awkwardly in the air. You blink. <i>Surely, he meant rooster?</i><Br>
<Br>
But Dan, oblivious, just laughs at his own joke and strolls off. And yet, even with the idiotic slip, his next words still manage to land like a warning.<Br>
<br>
“Stick to your lane, Phillips. You’ll be just fine. Stray too far from it…” He whistles, low and casual, “...well, things have a way of getting messy.”<Br>
<br>
<<ActionsHeader>>
<<link "Return to the office" "ThompsonsOffice">><<set $WorkPerformanceEvents to undefined>><</link>>
<<elseif $WorkPerformanceEvents is "WorkPerformance19Assert">>
You square your stance. "This isn’t fair. I don’t think this is the right way to handle it."<Br>
<br>
Thompson stops mid-stride. His head tilts slightly, like he can’t believe what he just heard.<Br>
<br>
"You think you’re in a position to argue with me?" His voice drops, dangerously quiet. "You think I’m giving you a choice?"<Br>
<br>
His fingers twitch, like he’s resisting the urge to point straight in your face again.<Br>
<br>
"This is me being generous, Phillips. You don’t want this? Fine. I know every business owner in this town. You think they’ll hire someone who can’t handle a simple booking system?"<br>
<br>
His smirk fades completely, replaced with something colder, sharper.<Br>
<br>
"What happens to that sister of yours if you’re out on the street, huh?"<Br>
<br>
The office is so silent you can hear your own pulse.<Br>
<Br>
Thompson exhales, taking a step back. His tone shifts into mock amusement, but there’s nothing funny about it.<Br>
<br>
"Wednesday and Friday lunchtimes. You’ll be at that front desk. We’ll review the situation if your work improves."<br>
<Br>
He sneers. "If you don’t find yourself enjoying it, of course. Some people just fit the chair better."<Br>
<br>
With that, he stomps back into his office, the tension in the room finally breaking as he slams the door shut.<br>
<br>
<<ActionsHeader>>
<<link "Return to the office" "ThompsonsOffice">><<set $WorkPerformanceEvents to undefined>><<SetPCState "job" "LunchtimeReceptionCover">><<EventTrigger "ThompsonsOffice" "LunchtimeReceptionCoverFirst" "Lunch" null "PC" null null null false>><</link>>
<<elseif $WorkPerformanceEvents is "WorkPerformance19Appease">>
You grit your teeth, swallowing the urge to push back, and nod. "Understood."<br>
<br>
Something in Thompson’s expression eases. Just a fraction. His anger is still there, but now it’s laced with something approaching approval.<Br>
<br>
"Good," he says. "Wednesday and Friday lunchtimes. Be there. And if your work improves, we’ll review it."<Br>
<br>
Then, smirking faintly, he adds, "Unless, of course, you find that the receptionist chair suits you better."<br>
<br>
He turns on his heel and stalks back into his office, his anger spent. For now.<br>
<br>
<<ActionsHeader>>
<<link "Return to the office" "ThompsonsOffice">><<set $WorkPerformanceEvents to undefined>><<SetPCState "job" "LunchtimeReceptionCover">><<EventTrigger "ThompsonsOffice" "LunchtimeReceptionCoverFirst" "Lunch" null "PC" null null null false>><</link>>
<<elseif $WorkPerformanceEvents is "WorkPerformance9">>
You get ready in silence, stepping out into the grey Charlton morning. The streets feel colder than usual. Watchful, like the town knows something you don’t.<br>
<br>
You push open the door to Thompson’s Repairs. The bell above the entrance sounds too loud in the stillness.<Br>
<br>
Annie looks up from behind the desk, but doesn’t greet you. No wink, no wave. Just a polite, tight smile. Then she looks away.<Br>
<br>
You move past her and enter the main office. Dan is at his desk, but he doesn’t look up. He sees you. You know he does. But his eyes stay fixed on the screen in front of him.<br>
<br>
<<ActionsHeader>>
<<link "Enter Thompson’s office" "WorkPerformanceEvents">><<set $EmDay to "school">><<set $WorkPerformanceEvents to "WorkPerformance9Office">><</link>>
<<elseif $WorkPerformanceEvents is "WorkPerformance9Office">>
<b>Thompson's Handyman Repairs - Thompson's Office</b><br>
<img src="./images/Thompsons_Office_Thompson.png"><br>
<br>
You step into Thompson’s office. The door clicks shut behind you.<br>
<br>
He doesn’t look up immediately. Just finishes making a note in the ledger on his desk. When he does raise his eyes to meet yours, they’re devoid of fire. Somehow, that’s worse.<Br>
<Br>
He leans back in his chair. "This isn’t working out, Phillips."<br>
<br>
His voice is quiet. Measured. Like he’s already made the decision.<Br>
<br>
"The booking system’s still riddled with issues. Suppliers aren’t getting orders. Some have stopped taking our calls. We’ve got addresses missing from job sheets. I’ve got Clive telling me he hasn’t been paid in two weeks."<Br>
<br>
He shakes his head slowly. "It’s basic. Foundational. And it’s not happening."<Br>
<br>
Thompson exhales and leans forward, folding his hands on the desk.<Br>
<br>
"Annie needs some time away from the front desk. I’ve been thinking of promoting her to a more… internal role. PA work."<Br>
<br>
There’s a brief silence as that lands.<Br>
<br>
"In the meantime, I can get Theodore back on freelance. He won’t leave that caravan of his, but he can work remotely. While he handles the code, you’ll cover reception."<Br>
<br>
He lifts his chin.<br>
<br>
"If you can prove you belong here, if you show me you understand what responsibility looks like, I’ll consider moving you back onto development. Full time."<Br>
<br>
<<ActionsHeader>>
<<link "Accept the new position" "WorkPerformanceEvents">><<set $WorkPerformanceEvents to "WorkPerformance9OfficeAccept">><<Assertive -1>><</link>><br>
<<link "Protest that you’ll do better" "WorkPerformanceEvents">><<set $WorkPerformanceEvents to "WorkPerformance9OfficeProtest">><<Assertive 1>><<WorkPerformance -1>><</link>>
<<elseif $WorkPerformanceEvents is "WorkPerformance9OfficeAccept">>
You nod, keeping your expression neutral. There’s no room to negotiate.<br>
<br>
Thompson doesn’t thank you. He just watches you a moment longer, then finally says:<Br>
<br>
"Take the rest of the day. Think about things."<br>
<Br>
He opens a drawer, pulls out a set of keys, and places them on the desk.<br>
<br>
"Tomorrow morning. You’ll be behind the reception desk."<Br>
<br>
You pick up the keys in silence and step out.<br>
<br>
<<ActionsHeader>>
<<link "Leave Thompson’s office" "WorkPerformanceEvents">><<set $WorkPerformanceEvents to "WorkPerformance9OfficeEpilogue">><</link>>
<<elseif $WorkPerformanceEvents is "WorkPerformance9OfficeProtest">>
You square your shoulders. “Give me another chance. I know I can turn this around.”<Br>
<Br>
Thompson stares at you. Unblinking, unreadable. His voice stays level, but something flickers in his jaw.<Br>
<br>
"This is your other chance, Phillips."<Br>
<br>
He leans forward slightly, his voice still calm but laced with steel.<Br>
<br>
"You either accept the position… or you walk out that door."<Br>
<br>
You think of Emily. Of the rent. Of what comes next if you leave. You swallow.<Br>
<br>
“…Fine. I’ll take it.”<Br>
<Br>
Thompson nods once.<Br>
<br>
"Take the rest of the day." He places the keys to reception on the desk. "Be here first thing tomorrow."<br>
<br>
You take the keys and leave, knowing you've barely managed to hang on.<Br>
<br>
<<ActionsHeader>>
<<link "Leave Thompson’s office" "WorkPerformanceEvents">><<set $WorkPerformanceEvents to "WorkPerformance9OfficeEpilogue">><</link>>
<<elseif $WorkPerformanceEvents is "WorkPerformance9OfficeEpilogue">>
As you step out of his office, the weight settles over you. You’re on your last warning. One wrong move, and you're out.<Br>
<br>
You need to talk to someone. Someone who matters. Emily comes to mind immediately.<Br>
<br>
<I>You should really speak to your sister about how serious this has become</i>.<br>
<br>
<<ActionsHeader>>
<<link "Return to the town centre" "TownCentre">>
<<set $WorkPerformanceEvents to undefined>>
<<SetPCState "job" "Secretary">>
<<SetNPCState "Annie" "job" "PA">>
<<DailyVariableAdd "DayOffBeforeReceptionist">>
<<EventTrigger "ThompsonsReception" "SecretaryActiveFirst" "Morning" null "PC" null null null false>>
<<SetNPCLocation "Annie" "0" "0" "ThompsonsOffice" "perm">>
<<SetNPCLocation "Annie" "0" "1" "ThompsonsOffice" "perm">>
<<SetNPCLocation "Annie" "0" "2" "ThompsonsOffice" "perm">>
<<SetNPCLocation "Annie" "1" "0" "ThompsonsOffice" "perm">>
<<SetNPCLocation "Annie" "1" "1" "ThompsonsOffice" "perm">>
<<SetNPCLocation "Annie" "1" "2" "ThompsonsOffice" "perm">>
<<SetNPCLocation "Annie" "2" "0" "ThompsonsOffice" "perm">>
<<GetNPCState "Annie" "ThompsonResisted">><<if _ThompsonResisted is true>><<SetNPCLocation "Annie" "2" "1" "ThompsonsOffice" "perm">><</if>>
<<SetNPCLocation "Annie" "2" "2" "ThompsonsOffice" "perm">>
<<SetNPCLocation "Annie" "3" "0" "ThompsonsOffice" "perm">>
<<SetNPCLocation "Annie" "3" "1" "ThompsonsOffice" "perm">>
<<SetNPCLocation "Annie" "3" "2" "ThompsonsOffice" "perm">>
<<SetNPCLocation "Annie" "4" "0" "ThompsonsOffice" "perm">>
<<GetNPCState "Annie" "ThompsonResisted">><<if _ThompsonResisted is true>><<SetNPCLocation "Annie" "4" "1" "ThompsonsOffice" "perm">><</if>>
<<SetNPCLocation "Annie" "4" "2" "ThompsonsOffice" "perm">>
<<TimeChange>>
<</link>>
<<elseif $WorkPerformanceEvents is "WorkPerformance0">>
You rub your forehead and let out a slow, exhausted breath. "I’m not sure, Em. I need to go over our finances. See what we can cut, if we can stretch what little we’ve got left."<Br>
<Br>
<<if $PlayerCharacter.siblingBondState gte 2>>
Emily doesn't say anything for a moment. Then, slowly, she walks over and rests a hand on your arm.<Br>
<br>
"Maybe I could find a part-time job? Just something after school, or weekends. I mean... I’m not useless."<br>
<br>
You shake your head. "You need to focus on school."<Br>
<br>
"I will," she insists. "But we’re in this together, right? We’ll figure it out. I’ll head to school now."<Br>
<br>
She grabs her bag, offering a small, encouraging smile. "We can talk properly when I get back."<Br>
<br>
The door clicks softly shut behind her. You exhale, already dreading the numbers you're about to face.<Br>
<<else>>
Emily stares at you for a moment before scoffing. "Seriously?" Her voice rises, a mix of fear and anger. "You better <i>think</i> of something. I can’t deal with this. Not on top of everything else!"<br>
<Br>
She storms past you, grabbing her schoolbag with a frustrated swipe.<Br>
<br>
"I’ve got enough pressure from everyone at school. If I come home and find out we’re being kicked out too -- "<Br>
<br>
The door slams before she finishes her sentence. You're left alone in the quiet house, the weight of her panic pressing down like a stone on your chest.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Spend the day reviewing your finances" "WorkPerformanceEvents">>
<<set $EmDay to "school">>
<<SetPCState "job" "Fired">>
<<set $WorkPerformanceEvents to "WorkPerformance0Evening">>
<<TimeChange>><<TimeChange>><<TimeChange>>
<<SetNPCLocation "Annie" "0" "0" "ThompsonsReception" "perm">>
<<SetNPCLocation "Annie" "0" "1" "ThompsonsReception" "perm">>
<<SetNPCLocation "Annie" "0" "2" "ThompsonsReception" "perm">>
<<SetNPCLocation "Annie" "1" "0" "ThompsonsReception" "perm">>
<<SetNPCLocation "Annie" "1" "1" "ThompsonsReception" "perm">>
<<SetNPCLocation "Annie" "1" "2" "ThompsonsReception" "perm">>
<<SetNPCLocation "Annie" "2" "0" "ThompsonsReception" "perm">>
<<GetNPCState "Annie" "ThompsonResisted">><<if _ThompsonResisted is true>><<SetNPCLocation "Annie" "2" "1" "ThompsonsReception" "perm">><</if>>
<<SetNPCLocation "Annie" "2" "2" "ThompsonsReception" "perm">>
<<SetNPCLocation "Annie" "3" "0" "ThompsonsReception" "perm">>
<<SetNPCLocation "Annie" "3" "1" "ThompsonsReception" "perm">>
<<SetNPCLocation "Annie" "3" "2" "ThompsonsReception" "perm">>
<<SetNPCLocation "Annie" "4" "0" "ThompsonsReception" "perm">>
<<GetNPCState "Annie" "ThompsonResisted">><<if _ThompsonResisted is true>><<SetNPCLocation "Annie" "4" "1" "ThompsonsReception" "perm">><</if>>
<<SetNPCLocation "Annie" "4" "2" "ThompsonsReception" "perm">>
<<EventsCancel "ThompsonsReception" "AnnieFemaleFirst">>
<</link>>
<<elseif $WorkPerformanceEvents is "WorkPerformance0Evening">>
You spend the day reviewing your finances, spread across the kitchen table. Bills, statements, whatever scraps of income you can find. It doesn’t take long to realise the truth: things are bad. Really bad.<br>
<br>
Your parents had made it clear when they left that there wouldn’t be much help from them. Getting Brock into university had drained nearly everything. What little remains in your account won’t last more than a few weeks.<Br>
<br>
By the time the sun dips low, casting amber light through the window, you hear the front door open and Emily step inside.<Br>
<Br>
She drops her bag by the stairs and looks over at you. "How bad is it?"<Br>
<br>
You exhale. "It’s not great. We don’t have much. We’ll need to find ways to bring in money around town. Just to keep things ticking over."<Br>
<br>
Emily frowns. "What about getting another job?"<Br>
<br>
You shake your head. "Programmers aren’t exactly in demand in Charlton."<br>
<br>
She nods. “I guess it’s tough when Charlton still thinks fax machines are cutting-edge. What about remote work?"<Br>
<br>
You smirk a little. “I can’t even get a web page to load quickly here. I don’t think Charlton was designed for online jobs.”<Br>
<br>
Emily grimaces. “I guess we’re left with only a few options.”<br>
<br>
Staring at her, you notice a strange look on Emily's face. She is bracing herself to speak.<br>
<br>
<<ActionsHeader>>
<<link "Listen to Emily’s suggestions" "WorkPerformanceEvents">><<set $WorkPerformanceEvents to "WorkPerformance0EveningEmily">><</link>>
<<elseif $WorkPerformanceEvents is "WorkPerformance0EveningEmily">>
<<Flag "EmilyMaidJob">>
<<if _FlagReturn is true>>
Emily gives a small shrug. "At least I’m already bringing in a little from the hotel. Maybe I can try harder for tips."<Br>
<br>
You frown. "I don’t want you to take on the burden."<Br>
<br>
"We need money," she says again. Simple. Undeniable.<Br>
<<else>>
She pauses. "I could get a part-time job. At the hotel. As a maid or something."<Br>
<Br>
You hesitate. "Em -"<br>
<br>
"We need money," she says, firm but calm. "I’ll ask tomorrow."<br>
<<EventTrigger "YourHome" "EmilyReactMaidJob" "Evening" "Emily" null null null null false>>
<</if>>
<br>
There’s a quiet moment, then she adds, "Maybe there’s a way the amulet could help."<br>
<br>
You glance up. "What do you mean?"<Br>
<br>
"Well… maybe you don’t need to do your job. You could do someone else’s."<br>
<br>
Your brow furrows. "You’re not seriously suggesting I steal someone’s job? And their wages?"<Br>
<br>
Emily shakes her head. "No. Let them keep their pay. But some jobs in Charlton come with perks. Tips. Gratitude. A little extra slipped your way. Maybe you can use the amulet to become someone who earns those things too."<Br>
<br>
You say nothing at first. You can’t help but think of Florence. Andrea. People working themselves to the bone just to scrape by. Would it be right to step into their shoes, even for a day? Even just for the tips?<Br>
<br>
But then again... survival is survival.<Br>
<br>
“I’ll consider it,” you tell Emily. “For now, that’s enough worrying for one day.”<Br>
<br>
She nods, but remains silent. Eventually, Emily tells you that she's ready to call it a night. She quietly takes the stairs up to her room, leaving you alone.<Br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">>
<<set $WorkPerformanceEvents to undefined>>
<<TimeChange>>
<<Flag "EmilyMaidJob">>
<<if _FlagReturn is true>><<DialogueDone "Emily" "EmilyMaidJob">><</if>>
<</link>><Br>
<br>
<div class="Notification"><<print "Your Work Performance stat has been replaced by a new stat:<b> Cash Flow</b>. Your Cash Flow will decrease each day. If it drops to <b>0</b>, you will be evicted. (Game Over). To improve your Cash Flow, either <b>you</b> or <B>Emily</b> will need to take on jobs around town.">></div><br>
<</if>><<set $ConversationRoot = passage()>>
<<switch $AmberDialogue>>
<<case "AskPlace">>
“What is this place?” you ask her, eyes still looking around.<br>
<br>
<<if $current.avatar is "Andrea">>
There is a giggle from Amber. “It’s the Ace of Hearts, silly. Didn’t you ever wonder where the other maids went?”<br>
<<elseif $current.avatar is "Annie">>
There is a titter from Amber. “It’s the Ace of Hearts, silly. Does Tandi know you’re here?”<br>
<<elseif $current.avatar is "Florence">>
“It’s the Ace of Hearts,” she says with a little giggle. “Our customers have a bit more cash than yours, though just as handsy.”<br>
<<elseif $current.avatar is "Charli">>
There is a confused smile from Amber. “It’s the Ace of Hearts, silly. You sure you should be out here? I bet our customers would love a nurse in uniform.”<br>
<<elseif $current.avatar is "Jennifer">>
There is a giggle from Amber. “It’s the Ace of Hearts, silly. Don’t see many girls from the perfume counter out here. But I’m sure you’ll learn to love it here.”<br>
<<else>>
There is a confused giggle from Amber. “It’s Ace of Hearts, silly. Is this your first time? You’re going to love it here.”<br>
<</if>>
<br>
You watch her carefully, choosing your words. “What happens here?”<br>
<br>
There is a slight look of confusion on her face, but she maintains her smile. “It’s where dreams are made and lived out,” she replies, in a tone as if it was obvious. “Don’t tell me they didn’t tell you when you were invited? I didn’t know they did that.”<br>
<br>
You shake your head, trying to consider what to say. Amber looks at you with nervousness, her smile fading in spite of her attempts otherwise.<br>
<br>
“Is this a test?” she asks. “You’re not working undercover for Marjorie, are you? How did you get through the door without knowing what was inside?”<br>
<br>
She looks to you, expectedly. Waiting for you to answer.<br>
<br>
<<ActionsHeader>>
<<HeartsCardMatch "HeartsBusinessCard">>
<<if _HeartsCardMatch is true>><<link "Show her Marjorie’s business card" "AmberDialogue">><<set $AmberDialogue to "ShowCard">><<set $HeartsFirst to "MarjorieCard">><</link>><br><</if>>
<<InventoryCheckSelf "ChristinaHeartsBusinessCard">><<Flag "PermChristinaCardHeartsDenied">>
<<if _InventoryCheckSelf is true and _FlagReturn is false and $current.avatar is "Emily">><<link "Show her Christina’s business card" "AmberDialogue">><<set $AmberDialogue to "ShowCard">><<set $HeartsFirst to "ChristinaCard">><</link>><br><</if>>
<<TattooCheck "Heart">>
<<if _TattooCheck is true>><<link "Show her your tattoo" "AmberDialogue">><<set $AmberDialogue to "ShowTattoo">><<set $HeartsFirst to "Tattoo">><</link>><br><</if>>
<<BraceletWorn>>
<<if _BraceletWorn is true>><<link "Show her the bracelet" "AmberDialogue">><<set $AmberDialogue to "ShowBracelet">><<set $HeartsFirst to "Bracelet">><</link>><br><</if>>
<<InventoryCheckSelf "HeartsTrialBusinessCard">>
<<if _InventoryCheckSelf is true>><<link "Show her the trial card" "AmberDialogue">><<set $AmberDialogue to "ShowCard">><<set $HeartsFirst to "TrialCard">><</link>><br><</if>>
<<case "ShowCard">>
You take out the business card and flash it in front of Amber’s face. Her smile returns with recognition. “Oh! You’re here for a trial? Why didn’t you say! Don’t worry, it’s real simple. Just do what Marjorie says and you’ll be fine.”<br>
<br>
You put the card away and look to Amber expectedly. She frowns, but then lights up as upon remembering. “You’ll need to go to Marjorie first. She’s in her office. I can take you there, if you like?”<br>
<br>
<<ActionsHeader>>
<<link "Let Amber take you to Marjorie" "AmberDialogue">><<set $AmberDialogue to "TakeToMarjorie">><<LocationKnown "AceOfHeartsMarjoriesOffice">><</link>>
<<case "ShowTattoo">>
You turn around and shift your clothing to reveal your bare back to Amber. “I woke up with this,” you say, running a finger over the heart-shaped tattoo. It bristles with magic at the touch. Putting your clothing back, you turn to face her once more. “I was told to come here.”<br>
<br>
Amber looks to you, biting her bottom lip. You can sense the hesitation coming from her. But then it’s gone, replaced by her smile again. “Well, you’ve come to the right place. Marjorie will want to see you. She’s in her office. I can take you there, if you like?”<br>
<br>
<<ActionsHeader>>
<<link "Let Amber take you to Marjorie" "AmberDialogue">><<set $AmberDialogue to "TakeToMarjorie">><<LocationKnown "AceOfHeartsMarjoriesOffice">><</link>>
<<case "ShowBracelet">>
You shake your wrist, drawing her eyes to the bracelet on your wrist. It pulses with energy. “I have this,” you tell her. “I was told to come here.”<br>
<br>
<<ActiveBracelet>>
<<if _ActiveBracelet is "Marjorie">>
Amber looks to you, biting her bottom lip. She frowns, looking back to the bracelet momentarily. She tugs at the fluffy cuff on her wrist, revealing an identical bracelet underneath. All jewels filled. "Guess you belong here, too."<br>
<<else>>
Amber looks to you, biting her bottom lip. She frowns, looking back to the bracelet momentarily. “Did you get that from Tandi?” she asks. “Didn’t think she’d ever part with it.”<br>
<</if>>
<br>
Then her hesitation is gone, replaced by her smile again. “Well, you’ve come to the right place. Marjorie will want to see you. She’s in her office. I can take you there, if you like?”<br>
<br>
<<ActionsHeader>>
<<link "Let Amber take you to Marjorie" "AmberDialogue">><<set $AmberDialogue to "TakeToMarjorie">><<LocationKnown "AceOfHeartsMarjoriesOffice">><</link>>
<<case "TandiShift">>
<<HeartsStanding>>
<<if _HeartsStanding is "barred">>
“I was thinking of taking a shift,” you tell her.<br>
<br>
Amber’s smile falters completely. She does an awkward little shuffle in her heels, her eyes dropping to the floor. “Oh. Um. Looks like you’re not on the roster,” she says. “Sorry, Tandi! I don’t decide these things.”<br>
<br>
She brightens again almost instantly, her smile snapping back into place. “Maybe have a chat with Marjorie? You were always her favourite!”<br>
<br>
<<ActionsHeader>>
<<link "Let Amber take you to Marjorie" "AmberDialogue">><<set $AmberDialogue to "TakeToMarjorie">><<LocationKnown "AceOfHeartsMarjoriesOffice">><</link>><br>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<elseif _HeartsStanding is "returnee">>
“I was thinking of taking a shift,” you tell her.<br>
<br>
Amber bites her lip, her smile faltering. "Marjorie said she wants a word with you before you go back on the floor. Sorry!"<Br>
<Br>
She glances at the door under the stairs. "I'm sure you could get this cleaned up real fast. The customer's will wait for you, Tandi!"<br>
<br>
<<ActionsHeader>>
<<link "Ask about Marjorie instead" "AmberDialogue">><<set $AmberDialogue to "TandiMarjorie">><</link>><br>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<else>>
“I was thinking of taking a shift,” you tell her.<br>
<br>
The bunny girl giggles, smile beaming wide. “Oh, great! It’s been so long, Tandi. I think Marjorie thought you’d never come back.”<br>
<br>
When you don’t move, she frowns at you with confusion. She glances back to a door near the stairs. “Well, what are you waiting for? Go get changed. I’ll let the guests know you’ll be serving them tonight.”<br>
<br>
Your eyes drift to the door she looked at. If you’re going undercover as Tandi here, you probably need to do as she says.<br>
<br>
<<ActionsHeader>>
<<link "Go to the changing room" "AceOfHeartsChangingRoom">><<LocationKnown "AceOfHeartsChangingRoom">><<EndConversation "Amber">><<set $AmberDialogue to undefined>><</link>><br>
<<link "Ask about Marjorie instead" "AmberDialogue">><<set $AmberDialogue to "TandiMarjorie">><</link>>
<</if>>
<<case "TandiMarjorie">>
“I’d like to see Marjorie,” you tell Amber.<br>
<br>
The bunny girl giggles, smile beaming wide. “Oh, she’ll be overjoyed! It’s been so long, Tandi. I think Marjorie thought you’d never come back.”<br>
<br>
You smile politely back at Amber, not wanting to commit to replying and expose yourself.<br>
<br>
“Well come on then,” she continues. “She’s in her office. I can take you there, if you like?”<br>
<br>
<<ActionsHeader>>
<<link "Let Amber take you to Marjorie" "AmberDialogue">><<set $AmberDialogue to "TakeToMarjorie">><<LocationKnown "AceOfHeartsMarjoriesOffice">><</link>><br>
<<link "Ask about taking a shift instead" "AmberDialogue">><<set $AmberDialogue to "TandiShift">><</link>>
<<case "TakeToMarjorie">>
“Sure,” you tell Amber. “Lead the way.”<br>
<br>
She smiles and turns, walking across the floor. You hear her heels clip and clop against the hard surface. You note the bunny tail swishing back and forth as she sways her hips.<br>
<br>
You follow across the lobby towards a door underneath the stairs. Amber knocks twice and puts her hands behind her back. She gestures to the door. “Good luck,” she says brightly.<br>
<br>
<<ActionsHeader>>
/* MarjorieFirst is a first-meeting greeting, recurring: each cover-intact face Marjorie has NOT met replays it (owner ruling 2026-09-02). Never arm once cover is blown (she knows the PC in any skin) or for a form she already knows - their re-arm would reset the recurring record and replay a scene her greeting would contradict. */
<<link "Enter Marjorie’s office" "AceOfHeartsMarjoriesOffice">><<Flag "AceOfHeartsCoverBlown">><<NPCKnowsThisForm "Marjorie">><<if _FlagReturn is false and _NPCKnowsThisForm is false>><<EventTrigger "AceOfHeartsMarjoriesOffice" "MarjorieFirst" null null null null null null true>><</if>><<EndConversation "Amber">><<set $AmberDialogue to undefined>><</link>>
<<case "FirstShift">>
<<HeartsStanding>>
<<if _HeartsStanding is "barred">>
“I’m ready for a shift,” you tell Amber.<br>
<br>
Amber’s smile falters completely. She does an awkward little shuffle in her heels, her eyes dropping to the floor. “Oh. Um. Looks like you’re not on the roster,” she says. “Sorry! I don’t decide these things.”<br>
<br>
She brightens again almost instantly, her smile snapping back into place. “You should go talk to Marjorie. Begging helps.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<elseif _HeartsStanding is "returnee">>
“I’m ready for a shift,” you tell Amber.<br>
<br>
Amber bites her lip, her smile faltering. “Oh. Um. I don’t have you down for the floor,” she says. “Marjorie decides who works here. Sorry!”<br>
<br>
She glances at the door under the stairs. “You should go talk to her. I’m sure she’d love to see you.”<br>
<br>
<<ActionsHeader>>
<<link "Let Amber take you to Marjorie" "AmberDialogue">><<set $AmberDialogue to "TakeToMarjorie">><<LocationKnown "AceOfHeartsMarjoriesOffice">><</link>><br>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<else>>
<<CurrentOutfit>>
<<if _CurrentOutfit isnot "BunnyOutfit">>
<<if $current.avatar is "Tandi">>
“I’m ready for a shift,” you tell Amber. “Any advice?”<br>
<<else>>
“Marjorie said to speak to you about my first shift,” you tell her.<br>
<</if>>
<br>
Amber frowns as she looks you up and down. She bites into her bottom lip. “Is this another test? You’re not wearing your costume.”<br>
<br>
You look down at your clothes, then to Amber’s. Of course.<br>
<br>
She glances over to the door under the stairs. “Just through there. I’m sure you’ll find something that fits.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<else>>
<<if $current.avatar is "Tandi">>
“I’m ready for a shift,” you tell Amber. “Any advice?”<br>
<br>
Amber’s smile broadens. “Oh! Of course! It’s super easy. That outfit looks hot on you, by the way! Always does. Especially how you use that tail.” She giggles.<br>
<br>
You glance back over your shoulder, seeing the bunny tail resting against your bum. A reminder of what you are wearing here.<br>
<br>
“We have five guests with us right now,” Amber continues. “Talk to them all, find out what they would like, and have fun!”<br>
<br>
Her eyes look over you, as her smile grows. “I don’t think you’ll have a problem with that, though. They always love you.”<br>
<br>
She gestures off to the side, one of the hallways that leads away from the lobby. “Good luck! If you need any more advice, you know where to find me.” She sniggers. “Not that you’ve ever needed it before.”<br>
<<else>>
“Marjorie said to speak to you about my first shift,” you tell her.<br>
<br>
Amber’s smile broadens. “Oh! Of course! It’s super easy. That outfit looks cute on you, by the way! Just watch out for the tail. You don’t want to brush it up against tables that have a bit of alcohol spilt, believe me.”<br>
<br>
You glance back over your shoulder, seeing the bunny tail resting against your bum. A reminder of what you are wearing here.<br>
<br>
“We have five guests with us right now,” Amber continues, unfazed by any apprehension coming from you. “Marjorie will want to see how happy you make them. And how many. My advice? Talk to them all, find out what they would like, and decide on how far you’re willing to go.” She gives you a wink and titters. “The trick is balancing quantity and quality. A few very satisfied guests might balance out some unfulfilled ones.”<br>
<br>
Her eyes look over you, as her smile grows. “I don’t think you’ll have a problem with that, though. They’re going to love you. Believe me.”<br>
<br>
She gestures off to the side, one of the hallways that leads away from the lobby. “The main floor is that way. Good luck! If you need any advice, you know where to find me.” She rolls her eyes and pouts. “I drew door duty tonight. Missing out on all the fun.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Walk to the main floor" "AceOfHeartsMainFloor">><<DialogueDone "Amber" "FirstShift">><<DailyVariableAdd "HeartsShiftStarted">><<AvatarHeartsWorked>><<EndConversation "Amber">><<set $AmberDialogue to undefined>><</link>><br>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<</if>>
<<case "ReadyShift">>
“I’m ready for a shift,” you tell Amber.<br>
<br>
<<HeartsStanding>>
<<CurrentOutfit>>
<<if _HeartsStanding is "barred">>
Amber’s smile falters completely. She does an awkward little shuffle in her heels, her eyes dropping to the floor. “Oh. Um. Looks like you’re not on the roster,” she says. “Sorry! I don’t decide these things.”<br>
<br>
She brightens again almost instantly, her smile snapping back into place. “Maybe have a chat with Marjorie? A little begging goes a long way!”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<elseif _HeartsStanding is "returnee">>
Amber bites her lip, her smile faltering. "Marjorie said she wants a word with you before you go back on the floor. Sorry!"<br>
<Br>
She glances at the door under the stairs. "I'm sure you can clean up whatever she wants quickly. The customers will wait for you!"<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<elseif _CurrentOutfit is "BunnyOutfit">>
“Yeah you are!” she beams, looking you up and down. “You look swell! The guests are going to love you!”<br>
<br>
She totters over to the hallway and draws a red curtain, revealing a short corridor. “Enjoy. I know I would, if I wasn’t stuck on the door tonight.”<br>
<br>
Amber actively pouts at the thought.<br>
<br>
<<ActionsHeader>>
<<link "Walk to the main floor" "AceOfHeartsMainFloor">><<DailyVariableAdd "HeartsShiftStarted">><<AvatarHeartsWorked>><<EndConversation "Amber">><<set $AmberDialogue to undefined>><</link>>
<<else>>
Amber frowns as she looks you up and down. She bites into her bottom lip. “Is this another test? You’re not wearing your costume.”<br>
<br>
You look down at your clothes, then to Amber’s. Of course.<br>
<br>
She glances over to the door under the stairs. “Just through there. I’m sure you’ll find something that fits.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<case "AskMarc">>
“I’m having some trouble with Marc,” you begin. “He doesn’t seem to be interested.”<br>
<br>
Amber winces. Her perpetual smile seems to break momentarily. “Yeah. He has a particular type.”<br>
<br>
She looks you up and down, then holds her hand up to the top of her forehead and casts it against you, measuring her height against yours.<br>
<br>
“Marc likes petite girls,” she says, her smile returning. “Check behind the bar.” She gives you a wink. “If you don’t mind needing a man to help you reach the top shelf.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<SetFlag "TempHeartsDrinkKnown">><</link>>
<<case "AskTerry">>
“Do you know Terry Evans?” you ask Amber.<br>
<br>
She smiles widely at the mention of the name. “The owner of the department store? Yeah, he’s a sweetie. I almost took a job on his perfume counter before I was a maid.” She giggles. “He said he always expected to run into me here, though!”<br>
<br>
You nod, listening to her giggle. “What sort of girl does he usually go for?”<br>
<br>
“Can’t you tell?” Amber replies, smiling. She looks around and leans in, lowering her voice. “He’s obsessed with the glamorous type. Always talking about old movies and stars from, like, the gold age?” She frowns with confusion, then her face lights up with an idea. “Like Marilyn Monroe!”<br>
<br>
“A Hollywood bombshell, you mean?”<br>
<br>
“That’s it!” Amber says brightly. “Sophie at the Groomed Gal used to do my hair just like that. But there’s a brush around if you don’t have the time.” Her smile quickly drops into a sullen pout. “Or if you’re not welcome in the town anymore.”<br>
<br>
“A brush?” you say, arching an eyebrow.<br>
<br>
Amber giggles and her bright demeanour is right back. “Yeah, but it’s a special brush. Y’know, like a lot of things in here. You’ll see. When you look in the mirror.”<br>
<br>
“Where can I find it?”<br>
<br>
She stares back at you for a moment as she tries to remember. “Oh! I think I left it in the boudoir. I was making myself presentable.” She titters. “After a boy. Just upstairs. First door on the right.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<SetFlag "TempHeartsBrushKnown">><<LocationKnown "AceOfHeartsBoudoir">><</link>>
<<case "AskAaron">>
You sigh as you look back to Amber. “I’m having some trouble with Aaron.”<br>
<br>
She titters. “We all have that problem with him, hun. He just drinks far too much before he tries.”<br>
<br>
“I mean, I’m having trouble getting his interest.”<br>
<br>
Amber mouths an ooh, giving you a measure of sympathy. You see her eyes look down at your chest before coming back up. “Well. Aaron likes a large girl, up there.”<br>
<br>
You feel yourself frowning as you look back at Amber. You can’t help but look down at her huge breasts, almost bursting from the corset. “You saying I should get work done?”<br>
<br>
Amber giggles and her white teeth gleam. “You don’t need to do any of that here, silly. There’s things that can help a girl with a slimmer figure.” She looks around and leans in to whisper. “Before I started here, I didn’t really need a bra.”<br>
<br>
You look down again. If Amber didn’t get work done…<br>
<br>
<I>I think you know what things helped her.</i><br>
<br>
“Try the boudoir,” she continues. “Upstairs. First door on the right. Look in the vanity table drawer. There’s a pot of cream. Spread it on and you’ll see the difference.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<SetFlag "TempHeartsCreamKnown">><<LocationKnown "AceOfHeartsBoudoir">><</link>>
<<case "AskOwen">>
“I’m struggling with Owen,” you tell Amber. “What is he looking for here?”<br>
<Br>
Amber grins and giggles. “He likes a girl who looks after her appearance!” She gestures to her face. You observe the carefully applied make-up. Not a spot out of place or untouched.<br>
<Br>
“You can find something to touch yourself up with in the changing room,” she continues, leaning forward to whisper. “Just make sure you look your best. He doesn’t even care if you can’t play blackjack. Just wants a pretty girl to play with.”<Br>
<Br>
She giggles, fixing one of her ears in place. “Or at least, he never complained when I lost. All those numbers and symbols. If it’s not a horoscope sign, I don’t want to know!”<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<SetFlag "TempHeartsCosmeticsKnown">><</link>>
<</switch>><<set $ConversationRoot = passage()>>
<<InventoryCheckSelf "AndreaPassport">>
<<CheckPersonalityState "Andrea">>
<<Checkrelationship "Andrea">>
<<switch $AndreaDialogue>>
<<case "Her">>
<<if $current.avatar is "Florence" or $current.avatar is "Charli">>
“You seem a little on edge,” you say to her. “Is everything okay?”<br>
<br>
Her eyes flick back to the room, then to you. “Lennox is being particularly spiteful," she confides in you. "He's threatened to fire me three times today."<br>
<br>
She glances over her shoulder, then sighs. “We’re so understaffed right now,” she says quietly. “I’m trying my best. Mr. Sermon and Lennox won't budge on their strict hiring policy. They've worked their way through almost every unemployed girl in town."<br>
<br>
"What are they looking for?" you ask.<br>
<br>
"Young. Pretty. <i>Compliant</i>," she replies. "Unless you know of anyone new to town, I don't think I'm getting a break."<br>
<br>
<<if _PersonalityState is "Scared">>
“Planning a trip?” you ask her. She gives you a puzzled look.<br>
<br>
“Why would I do that?” Andrea asks you. “Foreign countries are dangerous.”<br>
<<else>>
“Planning a trip?” you ask her. You notice a little grin form underneath the nervousness.<br>
<br>
“I’d love to,” Andrea tells you. “I know they told at school other countries are dangerous, but I still want to go on a plane. Just once.”<br>
<</if>>
<br>
You hear a distant clatter from the kitchen, but it’s enough to make her jump. “I’m sorry!” she stammers. “I should get back to it. Unless there's anything else?”<br>
<<elseif _CurrentPC is true>>
“You seem a little on edge,” you say to her. “Is everything okay?”<br>
<br>
Her eyes flick back to the room, then to you. “Yeah, everything is fine. Is there anything I can help you with?”<br>
<br>
“You seem busy,” you try. “Are you alright?”<br>
<br>
She again looks around, then sighs. “We’re just a bit understaffed right now,” she says quietly. “I’m trying my best. Please don’t tell Pierre or Lennox. Hopefully they’ll find some more help soon. Maybe then I can take a break.”<br>
<br>
<<if _PersonalityState is "Scared">>
“Planning a trip?” you ask her. She gives you a puzzled look.<br>
<br>
“Why would I do that?” Andrea asks you. “Foreign countries are dangerous.”<br>
<<else>>
“Planning a trip?” you ask her, offering her a pleasant smile. You notice a little grin form underneath the nervousness.<br>
<br>
“I’d love to,” Andrea tells you. “I know other countries are dangerous, but I’d just love to go on a plane. Just once.”<br>
<</if>>
<br>
You hear a distant clatter from the kitchen, but it’s enough to make her jump. “I’m sorry!” she stammers. “Mr. Matox doesn’t encourage talking to guests at the hotel. Is there anything else I can do for you today?”<br>
<<else>>
“You seem a little on edge,” you say to her. “Is everything okay?”<br>
<br>
Her eyes flick back to the room, then to you. “Yeah, everything is fine. Is there anything I can help you with?”<br>
<br>
“You seem busy,” you try. “Are you alright?”<br>
<br>
She again looks around, then sighs. “We’re just a bit understaffed right now,” she says quietly. “I’m trying my best. Please don’t tell Pierre or Lennox. Hopefully they’ll find some more help soon. Maybe then I can take a break.”<br>
<br>
<<if _PersonalityState is "Scared">>
“Planning a trip?” you ask her. She gives you a puzzled look.<br>
<br>
“Why would I do that?” Andrea asks you. “Foreign countries are dangerous.”<br>
<<else>>
“Planning a trip?” you ask her, offering her a pleasant smile. You notice a little grin form underneath the nervousness.<br>
<br>
“I’d love to,” Andrea tells you. “I know other countries are dangerous, but I’d just love to go on a plane. Just once.”<br>
<</if>>
<br>
You hear a distant clatter from the kitchen, but it’s enough to make her jump. “I’m sorry!” she stammers. “Mr. Matox doesn’t encourage talking to guests at the hotel. Is there anything else I can do for you today?”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Andrea" "Her">><</link>>
<<case "Travel">>
<<if $current.avatar is "Florence" and _PersonalityState is "Scared">>
"Not looking to take a trip soon?" you ask Andrea.<br>
<br>
She looks at you, frowning. "Why would I want to leave Charlton? Don't you remember what they taught us at school. There's some evil people out there, Flo. I don't want to be kidnapped or robbed. Or worse."<br>
<br>
You study Andrea's face. There's no hint of duplicity. She now has absolutely no interest in leaving this town.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Andrea" "Travel">><</link>>
<<elseif $current.avatar is "Charli" and _PersonalityState is "Scared">>
"Not looking to take a trip soon?" you ask Andrea.<br>
<br>
She looks at you, frowning. "Why would I want to leave Charlton? Don't you remember what they taught us at school. There's some evil people out there, Charli. I don't want to be kidnapped or robbed. Or worse."<br>
<br>
You study Andrea's face. There's no hint of duplicity. She now has absolutely no interest in leaving this town.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Andrea" "Travel">><</link>>
<<elseif $current.avatar is "Florence" or $current.avatar is "Charli">>
“Looking to take a trip soon?" you ask Andrea.<br>
<br>
Her eyes flick to the side before answering. "I wish I could. Just for once. To leave here and see the world. Still foolish Andrea, not listening to Ms. Prichard. I know.”<br>
<br>
You pause, careful not to say anything to arouse her suspicions. "Have you planned where you'd go first?"<br>
<br>
<<InventoryCheckSelf "AndreaPassport">><<GetItemTakenBy "AndreaPassport">>
<<if _InventoryCheckSelf is true and _GetItemTakenBy is "PC">>
"France", she says quickly. "I bet their maids don't actually have to wear this." She gestures down to her uniform. "I've got my passport still. Or did have. Do you remember when I applied for it? But <<TrueName "Current">> stole it from me."<br>
<br>
"Oh no," you feign. "What are you going to do?"<br>
<br>
"I don't know," she mutters. You can see the tears forming in her eyes. "They wouldn't give it back."<br>
<br>
You try to give her a sympathetic smile, burying any hint of guilt deep inside you.<br>
<<elseif _InventoryCheckSelf is true>>
"France", she says quickly. "I bet their maids don't actually have to wear this." She gestures down to her uniform. "I've got my passport still. Or did have. Do you remember when I applied for it? But someone stole it."<br>
<br>
"Oh no," you feign. "What are you going to do?"<br>
<br>
"I don't know," she mutters. You can see the tears forming in her eyes. "They wouldn't give it back."<br>
<br>
You try to give her a sympathetic smile, burying any hint of guilt deep inside you.<br>
<<elseif _InventoryCheckSelf is false>>
"France," she says quickly. "I bet their maids don't actually have to wear this." She gestures down to her uniform. "I've got my passport still. Do you remember when I applied for it? I thought I would have used it by now."<br>
<br>
You give Andrea a look. "I suppose you can use it to buy drinks."<br>
<br>
"The only reason I really need to carry it around with me," Andrea shrugs.<br>
<br>
She catches your eyes looking at her lack of pockets and she sniggers. “Not literally. It’s in my locker. In the changing room. Just close enough to remind me that this might not be all my life will be, after all.”<br>
<<QuestStatus "Quest2">>
<<if _QuestStatus is "complete" and _InventoryCheckSelf is false>><br><I>Andrea’s passport seems very important to her. You could probably use it to power the amulet, if you could get your hands on it. Of course, to do that you’d need to find a way to get into the staff room.</I><br><</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Andrea" "Travel">><</link>>
<<elseif $current.avatar is "Annie" and _PersonalityState is "Scared">>
"Not looking to take a trip soon?" you ask Andrea.<br>
<br>
She looks at you, frowning. "Why would I want to leave Charlton? Don't you remember what they taught us at school. There's some evil people out there, Annie. I don't want to be kidnapped or robbed. Or worse."<br>
<br>
You study Andrea's face. There's no hint of duplicity. She now has absolutely no interest in leaving this town.<br>
<<elseif $current.avatar is "Annie">>
“Looking to take a trip soon?" you ask Andrea.<br>
<br>
Her eyes flick to the side before answering. "I wish I could. Just for once. To leave here and see the world. Still foolish Andrea, not listening to Ms. Prichard. I know.”<br>
<br>
You pause, careful not to say anything to arouse her suspicions. "Have you planned where you'd go first?"<br>
<br>
<<InventoryCheckSelf "AndreaPassport">><<GetItemTakenBy "AndreaPassport">>
<<if _InventoryCheckSelf is true and _GetItemTakenBy is "PC">>
"France", she says quickly. "I bet their maids don't actually have to wear this." She gestures down to her uniform. "I've got my passport still. Or did have." She takes a deep breath. "<<TrueName "Current">> stole it from me."<br>
<br>
"Oh no," you feign. "What are you going to do?"<br>
<br>
"I don't know," she mutters. You can see the tears forming in her eyes. "They wouldn't give it back."<br>
<br>
You try to give her a sympathetic smile, burying any hint of guilt deep inside you.<br>
<<elseif _InventoryCheckSelf is true>>
"France", she says quickly. "I bet their maids don't actually have to wear this." She gestures down to her uniform. "I've got my passport still. Or did have." She takes a deep breath. "Someone stole it."<br>
<br>
"Oh no," you feign. "What are you going to do?"<br>
<br>
"I don't know," she mutters. You can see the tears forming in her eyes. "They wouldn't give it back."<br>
<br>
You try to give her a sympathetic smile, burying any hint of guilt deep inside you.<br>
<<elseif _InventoryCheckSelf is false>>
"France," she says quickly. "I bet their maids don't actually have to wear this." She gestures down to her uniform. "I've got my passport still. Got it when I graduated. I thought I would have used it by now."<br>
<br>
You give Andrea a look. "I suppose you can use it to buy drinks."<br>
<br>
"The only reason I really need to carry it around with me," Andrea shrugs.<br>
<br>
She catches your eyes looking at her lack of pockets and she sniggers. “Not literally. It’s in my locker. In the changing room. Just close enough to remind me that this might not be all my life will be, after all.”<br>
<<QuestStatus "Quest2">>
<<if _QuestStatus is "complete" and _InventoryCheckSelf is false>><br><I>Andrea’s passport seems very important to her. You could probably use it to power the amulet, if you could get your hands on it. Of course, to do that you’d need to find a way to get into the staff room.</I><br><</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Andrea" "Travel">><</link>>
<<elseif $current.avatar is "Jennifer" and _PersonalityState is "Scared">>
"Not looking to take a trip soon?" you ask Andrea.<br>
<br>
She looks at you, frowning. "Why would I want to leave Charlton? Don't you remember what they taught us at school. There's some evil people out there, Jennifer. I don't want to be kidnapped or robbed. Or worse."<br>
<br>
You study Andrea's face. There's no hint of duplicity. She now has absolutely no interest in leaving this town.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Andrea" "Travel">><</link>>
<<elseif $current.avatar is "Jennifer">>
“Looking to take a trip soon?" you ask Andrea.<br>
<br>
Her eyes flick to the side before answering. "I wish I could. Just for once. To leave here and see the world. Still foolish Andrea, not listening to Ms. Prichard. I know.”<br>
<br>
You pause, careful not to say anything to arouse her suspicions. "Have you planned where you'd go first?"<br>
<br>
<<InventoryCheckSelf "AndreaPassport">><<GetItemTakenBy "AndreaPassport">>
<<if _InventoryCheckSelf is true and _GetItemTakenBy is "PC">>
"France", she says quickly. "I bet their maids don't actually have to wear this." She gestures down to her uniform. "I've got my passport still. Or did have." She looks to the floor before continuing. "But... <<TrueName "Current">> stole it from me."<br>
<br>
"What?" you say, feigning ignorance. "Why?"<br>
<br>
"I don't know," she mutters. You can see the tears forming in her eyes. "They wouldn't give it back."<br>
<br>
You try to give her a sympathetic smile, burying any hint of guilt deep inside you.<br>
<<elseif _InventoryCheckSelf is true>>
"France", she says quickly. "I bet their maids don't actually have to wear this." She gestures down to her uniform. "I've got my passport still. Or did have." She takes a deep breath. "Someone stole it."<br>
<br>
"Oh no," you feign. "What are you going to do?"<br>
<br>
"I don't know," she mutters. You can see the tears forming in her eyes. "They wouldn't give it back."<br>
<br>
You try to give her a sympathetic smile, burying any hint of guilt deep inside you.<br>
<<elseif _InventoryCheckSelf is false>>
"France," she says quickly. "I bet their maids don't actually have to wear this." She gestures down to her uniform. "I've got my passport still. Got it when I graduated. I thought I would have used it by now."<br>
<br>
You give Andrea a look. "I suppose you can use it to buy drinks."<br>
<br>
"The only reason I really need to carry it around with me," Andrea shrugs.<br>
<br>
She catches your eyes looking at her lack of pockets and she sniggers. “Not literally. It’s in my locker. In the changing room. Just close enough to remind me that this might not be all my life will be, after all.”<br>
<<QuestStatus "Quest2">>
<<if _QuestStatus is "complete" and _InventoryCheckSelf is false>><br><I>Andrea’s passport seems very important to her. You could probably use it to power the amulet, if you could get your hands on it. Of course, to do that you’d need to find a way to get into the staff room.</I><br><</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Andrea" "Travel">><</link>>
<<elseif _CurrentPC is true and _PersonalityState is "Scared">>
"So you have no interest in travelling?" you ask Andrea.<br>
<br>
She looks at you, frowning. "Why would I want to leave Charlton? They were very clear at school. There's some evil people out there. I don't want to be kidnapped or robbed. Or worse."<br>
<br>
You study Andrea's face. There's no hint of duplicity. She now has absolutely no interest in leaving this town.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Andrea" "Travel">><</link>>
<<elseif _CurrentPC is true>>
“You seem adventurous,” you tell her. “I can’t believe you’ve never been on a plane.”<br>
<br>
She looks off to the side for a second, lost in thought. You notice her bite her bottom dark red lip. “I don’t know if it’s appropriate to talk with guests like this.”<br>
<br>
“Come on,” you reply. “Your secrets are safe with me.”<br>
<br>
Her large smokey eyes look up at you and you note they glisten with moisture. “It’s my dream,” she whispers. “To see the world. Leave here. It’s foolish, I know.”<br>
<br>
You give her a sympathetic smile. “I understand. I want to travel too. Put some stamps in my passport before I settle down.”<br>
<br>
<<InventoryCheckSelf "AndreaPassport">><<GetItemTakenBy "AndreaPassport">>
<<if _InventoryCheckSelf is true and _GetItemTakenBy is "Florence">>
You notice her eyes glistening with tears quickly forming. "Except. I don't think I can now."<br>
<br>
"Why's that?" you ask her.<br>
<br>
She looks to you, then sighs. A single tear runs down her cheek, her make-up running. "Flo. She took my passport from me."<br>
<br>
You hold back a reaction. "I thought you two were friends?"<br>
<br>
"So did I," she replies, sniffling.<br>
<<elseif _InventoryCheckSelf is true>>
"France", she says quickly. "I bet their maids don't actually have to wear this." She gestures down to her uniform. "I've got my passport still. Or did have. Do you remember when I applied for it? But someone stole it."<br>
<br>
"Oh no," you feign. "What are you going to do?"<br>
<br>
"I don't know," she mutters. You can see the tears forming in her eyes. "They wouldn't give it back."<br>
<br>
You try to give her a sympathetic smile, burying any hint of guilt deep inside you.<br>
<<elseif _InventoryCheckSelf is false>>
For the first time Andrea’s nervousness diminishes slightly. “I carry mine around everywhere I go,” she says quietly. “I told my parents it was just ID, but really it’s a reminder. A statement. That one day I can leave. At least for a while.”<br>
<br>
“You have it on you now?” you say, and you can’t help but look over her uniform. She watches your eyes move, and her eyes drift to the floor. <br>
<br>
“The uniform doesn’t come with pockets,” she replies to your question. “It’s in my locker. In the changing room. Just close enough to remind me that this might not be all my life will be, after all.”<br>
<<QuestStatus "Quest2">>
<<if _QuestStatus is "complete" and _InventoryCheckSelf is false>><br><I>Andrea’s passport seems very important to her. You could probably use it to power the amulet, if you could get your hands on it. Of course, to do that you’d need to find a way to get into the staff room.</I><br><</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Andrea" "Travel">><</link>>
<<elseif _PersonalityState is "Scared">>
"So you have no interest in travelling?" you ask Andrea.<br>
<br>
She looks at you, frowning. "Why would I want to leave Charlton? They were very clear at school. There's some evil people out there. I don't want to be kidnapped or robbed. Or worse."<br>
<br>
You study Andrea's face. There's no hint of duplicity. She now has absolutely no interest in leaving this town.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Andrea" "Travel">><</link>>
<<else>>
“I’d like to know more about you,” you tell her. “I can’t believe you’ve never been on a plane.”<br>
<br>
She looks off to the side for a second, lost in thought. You notice her bite her bottom dark red lip. “I don’t know if it’s appropriate to talk with guests like this.”<br>
<br>
“Come on,” you reply. “Your secrets are safe with me.”<br>
<br>
Her large smokey eyes look up at you and you note they glisten with moisture. “It’s my dream,” she whispers. “To see the world. Leave here. It’s foolish, I know.”<br>
<br>
You give her a sympathetic smile. “I understand. I want to travel too. Put some stamps in my passport before I settle down.”<br>
<br>
<<InventoryCheckSelf "AndreaPassport">><<GetItemTakenBy "AndreaPassport">>
<<if _InventoryCheckSelf is true and _GetItemTakenBy is "Florence">>
You notice her eyes glistening with tears quickly forming. "Except. I don't think I can now."<br>
<br>
"Why's that?" you ask her.<br>
<br>
She looks to you, then sighs. A single tear runs down her cheek, her make-up running. "Flo. She took my passport from me."<br>
<br>
You hold back a reaction. "I thought you two were friends?"<br>
<br>
"So did I," she replies, sniffling.<br>
<<elseif _InventoryCheckSelf is true>>
"France", she says quickly. "I bet their maids don't actually have to wear this." She gestures down to her uniform. "I've got my passport still. Or did have. Do you remember when I applied for it? But someone stole it."<br>
<br>
"Oh no," you feign. "What are you going to do?"<br>
<br>
"I don't know," she mutters. You can see the tears forming in her eyes. "They wouldn't give it back."<br>
<br>
You try to give her a sympathetic smile, burying any hint of guilt deep inside you.<br>
<<elseif _InventoryCheckSelf is false>>
For the first time Andrea’s nervousness diminishes slightly. “I carry mine around everywhere I go,” she says quietly. “I told my parents it was just ID, but really it’s a reminder. A statement. That one day I can leave. At least for a while.”<br>
<br>
“You have it on you now?” you say, and you can’t help but look over her uniform. She watches your eyes move, and her eyes drift to the floor. <br>
<br>
“The uniform doesn’t come with pockets,” she replies to your question. “It’s in my locker. In the changing room. Just close enough to remind me that this might not be all my life will be, after all.”<br>
<<QuestStatus "Quest2">>
<<if _QuestStatus is "complete" and _InventoryCheckSelf is false>><br><I>Andrea’s passport seems very important to her. You could probably use it to power the amulet, if you could get your hands on it. Of course, to do that you’d need to find a way to get into the staff room.</I><br><</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Andrea" "Travel">><</link>>
<</if>>
<<case "LockerRoom">>
<<if $current.avatar is "Florence">>
“I didn’t consider they’d be a changing room here,” you tell her, clumsily prying for information. <br>
<br>
“Sermon is very strict about the dress code,” she tells you. “He says it wouldn’t be proper for us to be seen outside in uniform. Even Pierre and Lennox have to change on-site.”<br>
<br>
<<InventoryCheckSelf "AndreaPassport">>
<<if _InventoryCheckSelf is false>>
"Do you think we could go back there?" you ask. "I've got something I need to discuss with you. Something private."<br>
<br>
Andrea glances back to the locker room door. You can see the hesitation on her face.<br>
<br>
"Alright", she sighs. "If it's just a minute."<br>
<br>
She skips forward on her heels towards the locker room door. You follow her.<br>
<br>
<<ActionsHeader>>
<<link "Go to the locker room with Andrea" "HotelLockerRoom">>
<<LocationKnown "HotelLockerRoom">>
<<EventTrigger "HotelLockerRoom" "FlorenceEncounter" setup.period[$periodCurrent] "Andrea" "Florence" null null null true>>
<<SetNPCLocation "Andrea" $dayCurrent $periodCurrent "HotelLockerRoom">>
<<EndConversation "Andrea">>
<</link>>
<<else>>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<elseif $current.female is true>>
“I didn’t consider they’d be a changing room here,” you tell her, clumsily prying for information. <br>
<br>
“Mr. Sermon, the owner, is very strict about the dress code,” she tells you, her tone changing as she warms up to you. “He says it wouldn’t be proper for us to be seen outside in uniform. Even Pierre and Lennox have to change on-site.”<br>
<br>
“I suppose it’s off limits to guests?” you ask. She gives you a look, her guarded nervousness returning.<br>
<br>
“I don’t think it would be appropriate to take guests back there,” she says quietly. <br>
<br>
<<Checkrelationship "Andrea">>
<<if _relationship gte 2>>
"Do you think we could go back there?" you ask. "We're friends, aren't we?"<br>
<br>
Andrea glances back to the locker room door. You can see the hesitation on her face.<br>
<br>
"Alright", she sighs. "If it's just a minute."<br>
<br>
She skips forward on her heels towards the locker room door. You follow her.<br>
<br>
<<ActionsHeader>>
<<link "Go to the locker room with Andrea" "HotelLockerRoom">>
<<LocationKnown "HotelLockerRoom">>
<<EventTrigger "HotelLockerRoom" "FriendsEncounter" setup.period[$periodCurrent] "Andrea" null null null null true>>
<<SetNPCLocation "Andrea" $dayCurrent $periodCurrent "HotelLockerRoom">>
<<EndConversation "Andrea">>
<</link>>
<<else>>
<<QuestStatus "Quest2">>
<<InventoryCheckSelf "AndreaPassport">>
<<if _QuestStatus is "complete" and _InventoryCheckSelf is false>>
<I>Andrea seems too scared to be charmed or coerced into letting you back into the staff room. You'll have to think of some other way to either get access for yourself, or cause her to need to take you in there.</I><br>
<br>
<</if>>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<LocationKnown "HotelLockerRoom">><</link>>
<</if>>
<<else>>
“I didn’t consider they’d be a changing room here,” you tell her, clumsily prying for information. <br>
<br>
“Mr. Sermon, the owner, is very strict about the dress code,” she tells you, her tone changing as she warms up to you. “He says it wouldn’t be proper for us to be seen outside in uniform. Even Pierre and Lennox have to change on-site.”<br>
<br>
“I suppose it’s off limits to guests?” you ask. She gives you a look, her guarded nervousness returning.<br>
<br>
“I don’t think it would be appropriate to take guests back there,” she says quietly. <br>
<br>
<<Checkrelationship "Andrea">>
<<if _relationship gte 2>>
"Do you think we could go back there?" you ask. "We're friends, aren't we?"<br>
<br>
Andrea glances back to the locker room door. You can see the hesitation on her face.<br>
<br>
"Alright", she sighs. "If it's just a minute."<br>
<br>
She skips forward on her heels towards the locker room door. You follow her.<br>
<br>
<<ActionsHeader>>
<<link "Go to the locker room with Andrea" "HotelLockerRoom">>
<<LocationKnown "HotelLockerRoom">>
<<EventTrigger "HotelLockerRoom" "FriendsEncounter" setup.period[$periodCurrent] "Andrea" "PC" null null null true>>
<<SetNPCLocation "Andrea" $dayCurrent $periodCurrent "HotelLockerRoom">>
<<EndConversation "Andrea">>
<</link>>
<<else>>
<<QuestStatus "Quest2">>
<<InventoryCheckSelf "AndreaPassport">>
<<if _QuestStatus is "complete" and _InventoryCheckSelf is false>>
<I>Andrea seems too scared to be charmed or coerced into letting you back into the staff room. You'll have to think of some other way to either get access for yourself, or cause her to need to take you in there.</I><br>
<br>
<</if>>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<LocationKnown "HotelLockerRoom">><</link>>
<</if>>
<</if>>
<<case "Hotel">>
<<if $current.avatar is "Florence">>
“How's it going at the hotel?” you ask her.<br>
<br>
“Quiet," Andrea says, giving a grimace. "Even with the carnival in town, there's not many people passing through. Of course, the locals make the most of rooms on the first floor."<br>
<br>
You raise an eyebrow. Andrea shakes her head, motioning for you to cease your questions.<br>
<br>
"Do you think I could get up there?"<br>
<br>
"I can't let you go up there," Andrea tells you. "I'm sorry, Flo. Believe me though, you don't want to go up there."<br>
<<elseif $current.avatar is "Annie">>
“How's it going at the hotel?” you ask her.<br>
<br>
“Quiet," Andrea says, giving a grimace. "Even with the carnival in town, there's not many people passing through. Of course, the locals make the most of rooms on the first floor."<br>
<br>
She gulps, as if suddenly realisation has struck her. "Not that it's a problem. I'm sure it's for important meetings. Business meetings. Nothing else."<br>
<br>
"Do you think I could get up there?" you ask<br>
<br>
Andrea gives you a look as narrows her eyes. "Mr. Thompson has said that you can go only up when he's booked a room, Annie. He's been very insistent. Doesn't want you... seeing anyone else."<br>
<Br>
She looks down at the floor, avoiding your eyes.<br>
<<elseif $current.avatar is "Jennifer">>
“How's it going at the hotel?” you ask her.<br>
<br>
“Quiet," Andrea says, giving a grimace. "Even with the carnival in town, there's not many people passing through. Of course, the locals make the most of rooms on the first floor."<br>
<br>
She gulps, as if suddenly realisation has struck her. "Not that it's a problem. I'm sure it's for important meetings. Business meetings. Nothing else."<br>
<br>
"Do you think I could get up there?" you ask<br>
<br>
"I can't let you go up there," Andrea tells you. "I'm sorry, Jen. Believe me though, you don't want to go up there."<br>
<<elseif _CurrentPC is true>>
“Can you tell me a little bit about the hotel?” you ask her.<br>
<br>
“Charlton Hotel has been around as long as the town,” she says, seemingly parroting a line that has been instilled into her. “It’s been owned by the Sermon family for the last century. Mr. Sermon is adamant that we offer the best service to all of our guests.”<br>
<br>
“It doesn’t seem like you would get many customers,” you state. It’s enough to make her look around again.<br>
<br>
“There’s not that many people that come through Charlton,” she says, before lowering her voice. “But the town’s residents make good use of the hotel.”<br>
<br>
You raise an eyebrow. Andrea almost takes a step back from your reaction. “Would there be anything else?” she asks. <br>
<<else>>
“Can you tell me a little bit about the hotel?” you ask her.<br>
<br>
“Charlton Hotel has been around as long as the town,” she says, seemingly parroting a line that has been instilled into her. “It’s been owned by the Sermon family for the last century. Mr. Sermon is adamant that we offer the best service to all of our guests.”<br>
<br>
“It doesn’t seem like you would get many customers,” you state. It’s enough to make her look around again.<br>
<br>
“There’s not that many people that come through Charlton,” she says, before lowering her voice. “But the town’s residents make good use of the hotel.”<br>
<br>
You raise an eyebrow. Andrea almost takes a step back from your reaction. “Would there be anything else?” she asks. <br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Andrea" "Hotel">><</link>>
<<case "School">>
<<if $current.avatar is "Florence" or $current.avatar is "Charli">>
“Do you ever think about school?” you ask Andrea. <br>
<br>
“Sometimes," she tells you after some consideration. "It's not something that I like thinking about. Although the real world isn't much better."<br>
<br>
You frown. "What do you mean?"<br>
<br>
"Do you remember when Coach Beach made me clean after school?" she asks you. "After I twisted my ankle in PE? I didn't think I'd be still cleaning on my hands and knees after I graduated."<br>
<br>
<<if $current.avatar is "Florence">>
When you don't reply, Andrea continues. “It's funny. I tried to go unseen at school. Kept myself out of trouble. I didn't think that would be how I'd live for the rest of my life. At least at Fresh Pot, Ron isn't so bad to you.”<br>
<<else>>
When you don't reply, Andrea continues. “It's funny. I tried to go unseen at school. Kept myself out of trouble. I didn't think that would be how I'd live for the rest of my life. At least Doctor Palmer is kind and nice.”<br>
<</if>>
<br>
<<if $ConversationExit.includes("CindersHouse")>>
She trails off, looking back at the corkboard. The TV mutters from downstairs.<br>
<br>
“It's nice having someone to talk to about it,” she says. “I don't, much.”<br>
<<else>>
The front door creaks and Andrea jumps. “I really should get back,” she tells you, returning to a professional tone.<br>
<</if>>
<<elseif $current.avatar is "Annie">>
“Do you ever think about school?” you ask Andrea. <br>
<br>
“Sometimes," she tells you after some consideration. "It's not something that I like thinking about. Although the real world isn't much better."<br>
<br>
You frown. "What do you mean?"<br>
<br>
"I don't know if you heard about when Coach Beach made me clean after school?" she asks you. "After I twisted my ankle in PE? I didn't think I'd be still cleaning on my hands and knees after I graduated."<br>
<br>
When you don't reply, Andrea continues. "It's funny. I tried to go unseen at school. I didn't think you even knew who I was. Just kept myself out of trouble. But cleaning the gym... I wouldn't have thought that would be how I'd live for the rest of my life. I wish I'd found something else when I graduated. There can't be a worse job in Charlton that this."<br>
<br>
You raise an eyebrow. Andrea's eyes widen and she shakes her head, nervously. "Oh Annie, I'm sorry. I didn't --"<br>
<br>
"It's okay," you say. She smiles, but avoids your eyes.<br>
<<elseif $current.avatar is "Jennifer">>
“Do you ever think about school?” you ask Andrea. <br>
<br>
“Sometimes," she tells you after some consideration. "It's not something that I like thinking about. Although the real world isn't much better."<br>
<br>
You frown. "What do you mean?"<br>
<br>
"I don't know if you heard about when Coach Beach made me clean after school?" she asks you. "After I twisted my ankle in PE? I didn't think I'd be still cleaning on my hands and knees after I graduated."<br>
<br>
When you don't reply, Andrea continues. "It's funny. I tried to go unseen at school. Kept myself out of trouble. I didn't think that would be how I'd live for the rest of my life. At least at Evans, things aren't so bad to you.”<br>
<br>
You smile, but can't help reflecting on Jennifer's experience at work. And what she goes through every day. Just like Andrea.<br>
<br>
The front door creaks and Andrea jumps. “I really should get back” she tells you, returning to a professional tone.<br>
<<elseif _CurrentPC is true>>
<<if $current.female is true>>
“Did you go to school here?” you ask Andrea. <br>
<br>
“Yes. Charlton Upper,” she tells you quickly. “I graduated a year ago.”<br>
<br>
“Did you enjoy it?”<br>
<br>
For the first time you see the girl underneath the shadowy black make-up. “It was... school,” she says. “They taught me... a lot.”<br>
<br>
“My sister goes there. Any advice?”<br>
<br>
She purses her lips. “Try to go unseen,” she says. “It can be a hard place. Especially for girls.”<br>
<br>
<<if $ConversationExit.includes("CindersHouse")>>
She glances at the floor. “I shouldn't have said all that. We barely know each other.”<br>
<br>
“It's fine,” you tell her.<br>
<br>
“It's not, really.” A small smile. “But thank you for letting me say it.”<br>
<<else>>
The front door creaks and Andrea jumps. “Do you have any other questions?” she asks, returning to her professional tone.<br>
<</if>>
<<else>>
“Did you go to school here?” you ask Andrea. <br>
<br>
“Yes. Charlton Upper,” she tells you quickly. “I graduated a year ago.”<br>
<br>
“Did you enjoy it?”<br>
<br>
For the first time you see the girl underneath the shadowy black make-up. “It was… school,” she says. “They taught me… a lot.”<br>
<br>
“My sister goes there. Any advice?”<br>
<br>
She purses her lips. “Try to go unseen,” she says. “It can be a hard place. Especially for girls.”<br>
<br>
<<if $ConversationExit.includes("CindersHouse")>>
She glances at the floor. “I shouldn't have said all that. We barely know each other.”<br>
<br>
“It's fine,” you tell her.<br>
<br>
“It's not, really.” A small smile. “But thank you for letting me say it.”<br>
<<else>>
The front door creaks and Andrea jumps. “Do you have any other questions?” she asks, returning to her professional tone.<br>
<</if>>
<</if>>
<<elseif $current.avatar is "Emily">>
“Did you go to school here?” you ask Andrea. <br>
<br>
“Yes. Charlton Upper,” she tells you quickly. “I graduated a year ago.”<br>
<br>
“Did you enjoy it?”<br>
<br>
For the first time you see the girl underneath the shadowy black make-up. “It was… school,” she says. “They taught me… a lot.”<br>
<br>
“I'm in my final year there," you tell her. "Any advice?”<br>
<br>
She purses her lips. “Try to go unseen,” she says. “It can be a hard place. Especially for girls.”<br>
<br>
The front door creaks and Andrea jumps. “Do you have any other questions?” she asks, returning to her professional tone.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Andrea" "School">><</link>>
<<case "Lure">>
<<Checkrelationship "Andrea">>
<<if $current.avatar is "Florence" and _relationship gt 0>>
"Hey Andrea," you say. "I was wondering if you could do me a favour."<br>
<br>
"I really should get back to work," Andrea replies, looking around. "Can it wait?"<br>
<br>
You smile. "It will only take a minute. Come on, let's go back to the locker room. Where we won't be disturbed."<br>
<br>
Andrea glances back to the locker room door. You can see the hesitation on her face.<br>
<br>
"Alright", she sighs. "If it's just a minute."<br>
<br>
She skips forward on her heels towards the locker room door. You follow her.<br>
<br>
<<ActionsHeader>>
<<link "Go to the locker room with Andrea" "HotelLockerRoom">>
<<LocationKnown "HotelLockerRoom">>
<<EventTrigger "HotelLockerRoom" "FlorenceLure" setup.period[$periodCurrent] "Andrea" "Florence" null null null true>>
<<SetNPCLocation "Andrea" $dayCurrent $periodCurrent "HotelLockerRoom">>
<<EndConversation "Andrea">>
<</link>>
<<elseif $current.avatar is "Florence">>
“Hey Andrea,” you say. “Maybe I shouldn’t have kept your passport. That was mean.”<br>
<br>
Andrea gives you a dark look, but doesn’t comment.<br>
<br>
“Do you want to go back to the locker room and discuss it?”, you say, trying to smile.<br>
<br>
She gives you a glare, but sighs. "Alright, Flo. Let's go."<br>
<br>
Without saying another word, she walks over to the staff room door, punches in the code, and holds it open for you.<br>
<br>
<<ActionsHeader>>
<<link "Go to the locker room with Andrea" "HotelLockerRoom">>
<<LocationKnown "HotelLockerRoom">>
<<EventTrigger "HotelLockerRoom" "FlorenceLure" setup.period[$periodCurrent] "Andrea" "Florence" null null null true>>
<<SetNPCLocation "Andrea" $dayCurrent $periodCurrent "HotelLockerRoom">>
<<EndConversation "Andrea">>
<</link>>
<<elseif _CurrentPC is true and _PersonalityState is "Scared">>
"Hey Andrea," you say. "About your passport..."<br>
<br>
"What passport?" she replies. "I don't own a passport. Foreign countries are dangerous."<br>
<br>
You hesitate, recalling the spell that wiped her memories. "Do you think we could talk about it in the locker room?"<br>
<br>
“I don’t think it would be appropriate to take guests back there,” she says quietly. <br>
<br>
You nod, holding back the frustration.<br>
<br>
After wiping Andrea's memories of the passport, you have lost leverage to lure her back to the locker room. You'll need to find a way to win over her trust before she's willing to break the rules of the hotel. Or come back in a form she trusts more.<br>
<<include "Quest38AndreaTrigger">>
<br>
<<ActionsHeader>>
<<link "Go back to the lobby" "HotelLobby">><<EndConversation "Andrea">><<if _AndreaQuest is true>><<QuestTracker "Quest38" 0>><</if>><</link>>
<<elseif _CurrentPC is true and _relationship gt 0>>
<<InventoryCheckSelf "AndreaPassport">><<GetItemTakenBy "AndreaPassport">>
<<if _InventoryCheckSelf is true and _GetItemTakenBy is "Florence">>
“Hey Andrea,” you say. “I found this in the hotel. Does it belong to you?”<br>
<br>
You take out Andrea's passport. Her eyes widen at the sight of it and her professional demeanour slips away.<br>
<br>
"Where did you get that?" she exclaims.<br>
<br>
"Just lying around," you lie. “Do you want to go back to the locker room and discuss it?”, you say, trying to smile.<br>
<br>
<<if $current.female is true>>She gives you a nervous look. You wonder how many people have asked to see her privately. Fortunately, the connotations aren't as bad coming from a woman. At least, in this town.<br>
<<else>>She looks to the floor, defeated. You can guess what she thinks you mean, especially from someone in this town. <br><</if>>
<br>
“Sure,” she says. “Let’s go.”<br>
<br>
Without saying another word, she walks over to the staff room door, punches in the code, and holds it open for you.<br>
<br>
<<ActionsHeader>>
<<link "Go to the locker room with Andrea" "HotelLockerRoom">>
<<LocationKnown "HotelLockerRoom">>
<<EventTrigger "HotelLockerRoom" "PCLure" setup.period[$periodCurrent] "Andrea" "PC" null null null true>>
<<SetNPCLocation "Andrea" $dayCurrent $periodCurrent "HotelLockerRoom">>
<<EndConversation "Andrea">>
<</link>>
<<elseif _CurrentPC is true>>
“Hey Andrea,” you say. “Maybe I shouldn’t have kept your passport. That was mean.”<br>
<br>
Andrea gives you a dark look, but doesn’t comment.<br>
<br>
“Do you want to go back to the locker room and discuss it?”, you say, trying to smile.<br>
<br>
<<if $current.female is true>>She gives you a nervous look. You wonder how many people have asked to see her privately. Fortunately, the connotations aren't as bad coming from a woman. At least, in this town.<br>
<<else>>She looks to the floor, defeated. You can guess what she thinks you mean, especially from someone in this town. <br><</if>>
<br>
“Sure,” she says. “Let’s go.”<br>
<br>
Without saying another word, she walks over to the staff room door, punches in the code, and holds it open for you.<br>
<br>
<<ActionsHeader>>
<<link "Go to the locker room with Andrea" "HotelLockerRoom">>
<<LocationKnown "HotelLockerRoom">>
<<EventTrigger "HotelLockerRoom" "PCLure" setup.period[$periodCurrent] "Andrea" "PC" null null null true>>
<<SetNPCLocation "Andrea" $dayCurrent $periodCurrent "HotelLockerRoom">>
<<EndConversation "Andrea">>
<</link>>
<</if>>
<<else>>
“Hey Andrea,” you say. “Maybe I shouldn’t have kept your passport. That was mean.”<br>
<br>
Andrea gives you a dark look, but doesn’t comment.<br>
<br>
“Do you want to go back to the locker room and discuss it?”, you say, trying to smile.<br>
<br>
<<if $current.female is true>>She gives you a nervous look. You wonder how many people have asked to see her privately. Fortunately, the connotations aren't as bad coming from a woman. At least, in this town.<br>
<<else>>She looks to the floor, defeated. You can guess what she thinks you mean, especially from someone in this town. <br><</if>>
<br>
“Sure,” she says. “Let’s go.”<br>
<br>
Without saying another word, she walks over to the staff room door, punches in the code, and holds it open for you.<br>
<br>
<<ActionsHeader>>
<<link "Go to the locker room with Andrea" "HotelLockerRoom">>
<<LocationKnown "HotelLockerRoom">>
<<EventTrigger "HotelLockerRoom" "PCLure" setup.period[$periodCurrent] "Andrea" "PC" null null null true>>
<<SetNPCLocation "Andrea" $dayCurrent $periodCurrent "HotelLockerRoom">>
<<EndConversation "Andrea">>
<</link>>
<</if>>
<<case "Advert">>
<<if $HotelAdvertSeen is true and $current.avatar is "Emily">>
You put on a smile as you begin to speak. "I saw in the Charlton Gazette that you're looking for staff?"<br>
<br>
Andrea eyes widen at your question. "Yes! But -" She looks you up and down, then bites her lip. "It's quite a demanding job, though. Are you sure you want to apply? Aren't you still at school?"<br>
<br>
You shrug. "Final year. I can work evenings and the weekends."<br>
<br>
"But you're eighteen, right?" Andrea asks, pointedly. "Mr. Sermon has a strict policy about his staff. In many areas."<br>
<br>
You nod, trying to feign innocence. <i>You can imagine why he is so strict.</i> "Sure. No problem there."<br>
<br>
Andrea gives you another long look. "Alright," she says, with hesitancy. "It's mainly helping out around the hotel. Cleaning. Pierre in the kitchen really could do with some help. It's just me currently." She looks to the floor for a moment. "I can only do my best."<br>
<br>
"It doesn't pay well," she adds. "But it will give you a bit of pocket money. If you're interested, speak to Lennox." She gives you a small smile. "I'd really appreciate the help."<br>
<<elseif $HotelAdvertSeen is true>>
You put on a smile as you begin to speak. "I saw in the Charlton Gazette that you're looking for staff?"<br>
<br>
Andrea looks at you as you ask the question, then winces. "Yes. But --" She looks you up and down again. "I'm not sure that.. well, Lennox is a bit fussy on who he hires."<br>
<br>
You tilt your head. "What do you mean? What does he look for?"<br>
<br>
She bites her lip, eyes trying not to meet yours. "Only that Mr. Sermon has a strict policy about his staff. In many areas."<br>
<br>
You nod, trying to feign innocence. <i>You can imagine why he is so strict.</i> "Why do you not think I'd pass?"<br>
<br>
Andrea gives you a long look. "Believe me," she says, with hesitancy. "I know." She sighs, and when she next speaks her voice is lowered. "Take this as a blessing. I'm doing you a favour." She looks to the floor for a moment. "Even though I could use some help."<br>
<br>
You should feel indignant at Andrea's dismissal of you. But giving her a look, you know that she knows all too well of what Sermon is looking for in his maids. And if you don't meet his requirements, maybe someone else will.<br>
<<else>>
You put on a smile as you begin to speak. "You mentioned an advert?"<br>
<br>
Andrea eyes widen at your question. "Yes! But --" She looks you up and down, then bites her lip. "I'm not sure it's right for you."<br>
<br>
"What was it for?", you ask.<br>
<br>
"A job. Here, at the hotel," she tells you. "Mainly cleaning. Pierre in the kitchen really could do with some help. It's just me currently." She looks to the floor for a moment. "I can only do my best."<br>
<br>
"It's quite a demanding job, though," she adds. "Are you sure you want to apply? Aren't you still at school?"<br>
<br>
You shrug. "Final year. I can work evenings and the weekends."<br>
<br>
"But you're eighteen, right?" Andrea asks, pointedly. "Mr. Sermon has a strict policy about his staff. In many areas."<br>
<br>
You nod, trying to feign innocence. <i>You can imagine why he is so strict.</i> "Sure. No problem there."<br>
<br>
Andrea gives you another long look. "Alright," she says, with hesitancy. "It doesn't pay well," she adds. "But it will give you a bit of pocket money. If you're interested, speak to Lennox." She gives you a small smile. "I'd really appreciate the help."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Andrea" "Advert">><</link>>
<<case "CharmFirstFloor">>
<<CastCharm "Andrea">>
<<if _CharmSpell is true>>
You look around the lobby to ensure no one is watching, then turn back to stare at Andrea.<br>
<br>
You feel butterflies in your stomach as you mentally stir your magical soup within your body. You take a deep breath, bathing the air inside your lungs in arcane energies.<br>
<br>
And slowly, almost delicately, you let out your breath. The magic infused within the elements highlights a thin trail of air drifting towards Andrea's face.<br>
<br>
She stares back at you, waiting for you to speak, unaware of the magical energies she subconsciously inhales. Then her eyes glaze over as the spell begins to work.<br>
<br>
"I can go upstairs, can't I?" you ask Andrea.<br>
<br>
She looks to the stairs, then back to you. "Upstairs is for guest only," she whispers.<br>
<br>
"But you won't tell anyone, will you? Our little secret."<br>
<br>
She seems to blush. "Our little secret."<br>
<br>
She gestures you towards the stairs, looking around to make sure no one sees. Without another word, you ascend to the first floor.<br>
<<else>>
Something is wrong with the code, as Andrea has no magic.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Continue up to the first floor" "HotelFirstFloor">><<EndConversation "Andrea">><<set $HotelLobbyFirstFloor to undefined>><</link>>
<<case "FirstFloorAssertivePass">>
"Listen Andrea," you begin. "I need to get upstairs. And you're going to let me."<br>
<br>
Andrea stares at you, pursing her lips. "I'm afraid I can't let you do that."<br>
<br>
"And what will your boss say when I tell him you've been denying guests important visitors."<br>
<br>
<<if $current.avatar is "Annie">>She shakes her head. "But Mr. Thompson isn't here right now!"<br>
<<else>>She stares back at you for a moment, judging you. "You know someone staying here?"<br><</if>>
<br>
"Who cares?" you reply. "I'll tell him anyway."<br>
<br>
Her eyes widen. "Please. Don't"<br>
<br>
"Let me go, then," you say.<br>
<br>
A moment passes, then Andrea moves to the side of the stairwell. "Go ahead," she says quietly.<br>
<br>
<<ActionsHeader>>
<<link "Continue up to the first floor" "HotelFirstFloor">><<EndConversation "Andrea">><<set $HotelLobbyFirstFloor to undefined>><</link>>
<<case "FirstFloorAssertiveFail">>
"Listen Andrea," you begin. "I need to get upstairs. And you're going to let me."<br>
<br>
Andrea stares at you, pursing her lips. "I'm afraid I can't let you do that."<br>
<br>
"And what would your boss think, if I told him that you weren't being nice to guests?"<br>
<br>
She stares back at you for a moment, judging you. Then you see a small smile form momentarily. "There's nothing you can say that will be worse than if he finds out I let you upstairs."<br>
<br>
When you don't reply, she looks up at you directly. "Go ahead. Just try."<br>
<br>
She watches you, unflinching. If you try to go upstairs, you can tell Lennox will be informed straight away.<br>
<br>
Andrea stares back at you, unsmiling. Eventually, you step back. She gives you a polite smile, then returns back to her duties.<br>
<br>
You watch her for a while, but she doesn't move away from the lobby. Instead she periodically looks up at you. Watching.<br>
<br>
<<ActionsHeader>>
<<link "Return to the lobby" "HotelLobby">><<EndConversation "Andrea">><<TimeChange>><<set $HotelLobbyFirstFloor to undefined>><</link>>
<<case "SkeletonKeyAssertivePass">>
"Hey Andrea," you begin. "All the doors upstairs are locked. And I need to get into them."<br>
<br>
The maid frowns, looking a little scared. "That's not allowed. You can't just go into people's rooms like that."<br>
<br>
"You can," you reply. "I bet you've got a key to all the rooms. Now you're going to give it to me."<br>
<br>
Her eyes widen. She shakes her head quickly. "I can't do that."<br>
<br>
"You can," you tell her. "And you're going to. Otherwise I will make your life hard. Very hard."<br>
<br>
Her eyes widen. "Please. Don't make me do this."<br>
<br>
"Hand it over," you say flatly.<br>
<br>
She hesitates, meeting your eyes to judge your convictions. Then, sighing, she reaches around her throat and pulls out a necklace with a key on. She holds it out silently.<br>
<br>
"Thank you," you say, smiling. As you take the key, she doesn't reply.<br>
<br>
<<ActionsHeader>>
<<link "Go back to the lobby" "HotelLobby">><<EndConversation "Andrea">><</link>>
<<case "SkeletonKeyAssertiveFail">>
"Hey Andrea," you begin, trying to sound threatening. "All the doors upstairs are locked. And, er, I need to get into them."<br>
<br>
The maid frowns, looking at you. "That's not allowed. You can't just go into people's rooms like that."<br>
<br>
You grimace. She doesn't appear to be threatened at all. "You can," you reply. "If I had your key, then I could do that. So you could just give me it."<br>
<br>
She shakes her head, slowly. "I can't do that."<br>
<br>
"Why not?" you ask. "I can make your life tricky." Seeing her scepticism, you try to push harder. "Like, getting in trouble tricky. Trouble that you, er, wouldn't want to get into."<br>
<br>
She gives you a befuddled look. "Like what?"<br>
<br>
"Big trouble," you say, hearing the flatness in your voice. "Trouble that is, er, big."<br>
<br>
Her frown narrows. There is a hint of a smile almost forming on her lips. "I don't think this is an appropriate conversation. I need to get back to my work."<br>
<br>
She turns away from you, returning to her duties. You watch her for some time, trying to cast menacing looks in her direction. She looks back with an expression of bewilderment.<br>
<br>
<<ActionsHeader>>
<<link "Go back to the lobby" "HotelLobby">><<TimeChange>><<EndConversation "Andrea">><</link>>
<<case "Charm">>
<<CastCharm "Andrea">>
<<if _CharmSpell is true>>
You look around the lobby to ensure no one is watching, then turn back to stare at Andrea.<br>
<br>
You feel butterflies in your stomach as you mentally stir your magical soup within your body. You take a deep breath, bathing the air inside your lungs in arcane energies.<br>
<br>
And slowly, almost delicately, you let out your breath. The magic infused within the elements highlights a thin trail of air drifting towards Andrea's face.<br>
<br>
She stares back at you, waiting for you to speak, unaware of the magical energies she subconsciously inhales. Then her eyes glaze over as the spell begins to work.<br>
<br>
Andrea stares up at you, waiting. No smile comes to her face. Her eyes appear to grow as she stares at you, waiting for you to speak. You notice her front teeth nervously digging into her bottom lip.<br>
<<else>>
Something is wrong with the code, as Andrea has no magic.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "LockerRoomAssertivePass">>
"I really need to speak to you," you say, leaning in close to her. "And it needs to be in private."<br>
<br>
She stares back up at you, her face only inches from yours. "It's not allowed," she murmurs.<br>
<br>
"It won't take long," you say, injecting as much menace as you can. "And you wouldn't want someone telling Lennox that you were being unpleasant to guests, would you?"<br>
<<if $current.avatar is "Florence">>
"Stop it, Flo," she asks meekly.<br>
<br>
"We need to talk," you say flatly. "Now."<br>
<br>
She sighs, just a little. "You could have just asked."<br>
<br>
You smile at her, thinly. She shakes her head. "Alright. Let's go. Quickly."<br>
<<else>>
"You wouldn't!" Andrea exclaims.<br>
<br>
"I think Lennox would be very interested in hearing about your non-compliance when it comes to guests requests."<br>
<br>
Andrea grits her teeth. "What do you want?"<br>
<br>
You smile. "Let's discuss it. In private."<br>
<br>
The young woman shudders, but her shoulders slump as she relents. Wordlessly, she gestures towards the locker room.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Go to the locker room with Andrea" "HotelLockerRoom">>
<<LocationKnown "HotelLockerRoom">>
<<if $current.avatar is "Florence">>
<<EventTrigger "HotelLockerRoom" "FlorenceLure" setup.period[$periodCurrent] "Andrea" "Florence" null null null true>>
<<ChangeNPCrelationship "Andrea" $current.avatar 1>>
<<elseif $current.avatar is "Emily">>
<<EventTrigger "HotelLockerRoom" "PCIntimidate" setup.period[$periodCurrent] "Andrea" "Emily" null null null true>>
<<ChangeNPCrelationship "Andrea" "Emily" 1>>
<<EventTrigger "YourHome" "EmilyReactionAndreaDisliked" "Evening" "Emily" null null null null false>>
<<else>>
<<AndrearelationshipChange>>
<<EventTrigger "HotelLockerRoom" "PCIntimidate" setup.period[$periodCurrent] "Andrea" "PC" null null null true>>
<</if>>
<<SetNPCLocation "Andrea" $dayCurrent $periodCurrent "HotelLockerRoom">>
<<EndConversation "Andrea">>
<</link>>
<<case "LockerRoomAssertiveFail">>
"I really need to speak to you," you say, leaning in close to her. "We should go somewhere private."<br>
<br>
She stares back up at you, her face only inches from yours. She takes a step back. "It's not allowed."<br>
<br>
"No, I mean it," you say, a little unsure of yourself. "Um, you wouldn't want me to tell Lennox that you aren't very good at cleaning, would you?"<br>
<br>
Andrea laughs. Right from her belly. The laugh turns into a chuckle and despite your attempts to cast a stern face, she doesn't stop.<br>
<br>
"As if Lennox doesn't already think that," she spits out between chuckles. "Believe me, he finds worse things to chide me over just as part of my normal day."<br>
<br>
"Maybe I'll say something even worse," you reply.<br>
<br>
She starts laughing again. "Oh my, what would you say? Maybe you'll tell him that I can't walk in these heels, or I messed up an order in the kitchen. He'd be shocked to hear that."<br>
<br>
After gaining some composure, Andrea looks at you. "Believe me, there's nothing you could say that could make my life any worse."<br>
<br>
She stares back at you with a measure of defiance. Then returns to her work. For once, ignoring you.<br>
<br>
<<ActionsHeader>>
<<link "Leave Andrea and return to the lobby" "HotelLobby">><<EndConversation "Andrea">><<TimeChange>><</link>>
<<case "TandiWhereabouts">>
<<if _CurrentPC is true or $current.avatar is "Emily">>
You give the nervous maid a reassuring look before speaking. “Hey Andrea, I wanted to ask you about someone. You went to school with Tandi Cunnings, right?”<Br>
<br>
Her eyes widen at the mention of the name. “Y-yes.”<br>
<bR>
“I’m looking for her,” you continue. “You wouldn’t happen to know where she might be?”<br>
<br>
Andrea shakes her head, glancing around. “I wouldn’t know anything about that.”<br>
<br>
You nod. Whether or not she knows anything is debatable. But the name seems to terrify her. You wonder whether she would say anything, even if you approached the situation differently.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<elseif $current.avatar is "Annie">>
You give the nervous maid a reassuring look before speaking. “Hey Andrea, I wanted to ask you about someone. You remember Tandi Cunnings, right?”<Br>
<br>
Her eyes widen at the mention of the name. “Y-yes.”<br>
<br>
“I’m looking for her,” you continue. “You wouldn’t happen to know where she might be?”<br>
<br>
Andrea looks around, as if trying to work out if someone’s watching. “W-why would I know that, Annie? I thought… don’t you know her?”<br>
<br>
You wince, feeling the misstep in your body. “She’s gone missing,” you try.<br>
<Br>
The young maid looks off to the side, before returning her dark eyes to you. “I wouldn’t know where. I haven’t seen her since school.”<br>
<Br>
There’s a shout from the hotel kitchen and Andrea jumps. “W-will that be all?”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<elseif $current.avatar is "Jennifer">>
You give the nervous maid a reassuring look before speaking. “Hey Andrea, I wanted to ask you about someone. You remember Tandi Cunnings, right?”<Br>
<Br>
Her eyes widen at the mention of the name. “Y-yes.”<br>
<br>
“I’m looking for her,” you continue. “You wouldn’t happen to know where she might be?”<br>
<br>
Andrea looks around, as if trying to work out if someone’s watching. “W-why would I know that, Jen? I don’t go to the places she does.”<br>
<br>
You smile, feeling as if you’re fishing and there’s a tug on your line. “What places do you mean?”<Br>
<br>
The young maid looks off to the side, before returning her dark eyes to you. “T-the Red Room,” she stammers. “That club outside of town.”<Br>
<Br>
“She goes there?” <br>
<br>
Andrea nods with nervous energy, keen to end this conversation. “I-I don’t know where it is, though. I was never part of that crowd at school. You can probably order a taxi to get there. If you’re brave enough to use Charlton Taxis.”<br>
<br>
At that, you frown. “Why would I need to be brave?”<br>
<br>
There’s a shout from the hotel kitchen and Andrea jumps, ignoring your question. “W-will that be all?”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<SetFlag "CharltonTaxiHomeKnown">><<LocationKnown "RedRoom">><<QuestOptionUnlock "Quest22" 0 "red_room" "gte">><</link>>
<<elseif $current.avatar is "Charli">>
You give the maid a reassuring look before speaking. “Hey Andrea, can I ask you about someone? You remember Tandi Cunnings, right?”<br>
<br>
Her eyes widen at the mention of the name. “Yeah.”<br>
<br>
“I'm looking for her,” you continue. “You wouldn't happen to know where she might be?”<br>
<br>
Andrea frowns slightly. “Why, Charli?”<br>
<br>
“It's important,” you try. “Please.”<br>
<br>
The young maid grimaces. “She's at Misty Falls. The caravan park out of town.” A pause. “I thought you knew that.”<br>
<br>
You give a small shrug. She doesn't push.<br>
<br>
“Just be careful,” she says quietly. “She's not the same as she was at school.”<br>
<br>
<<if $ConversationExit.includes("CindersHouse")>>
She glances at her hands.<br>
<<else>>
There's a shout from the hotel kitchen and Andrea jumps. “Will that be all?”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<SetFlag "CharltonTaxiHomeKnown">><<LocationKnown "MistyFalls">><<LocationKnown "TownSquare">><<QuestOptionUnlock "Quest22" 0 "misty_falls" "gte">><</link>>
<<elseif $current.avatar is "Florence">>
You give the maid a reassuring look before speaking. “Hey Andrea, I wanted to ask you about someone. You remember Tandi Cunnings, right?”<Br>
<bR>
Her eyes widen at the mention of the name. “Yeah.”<bR>
<br>
“I’m looking for her,” you continue. “You wouldn’t happen to know where she might be?”<br>
<br>
Andrea looks around, before turning back to you. “Why are you looking for Tandi, Flo? She’s bad news.”<br>
<br>
“I need to ask her about something,” you try. “Please. It’s important, Andrea.”<br>
<Br>
The young maid grimaces, but nods. “You know more than me,” she says quietly. “She lives out at Misty Falls caravan park. That’s what you said.”<br>
<br>
You smile, pressing just a touch further. “Yeah, but how can I get there?”<br>
<br>
Andrea frowns, giving you a confused look. “Just take the bus, Flo. From the Town Square opposite Fresh Pot. It’s subsidised now. You don’t have to pay for a taxi, if that’s what you’re worried about.”<br>
<br>
<<if $ConversationExit.includes("CindersHouse")>>
She gives you a small, tight smile. “Just be careful, Flo. Tandi’s not someone you want pulled close.”<br>
<<else>>
There’s a shout from the hotel kitchen and Andrea jumps, returning back to her professional stance. “Will that be all?”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<SetFlag "CharltonTaxiHomeKnown">><<LocationKnown "MistyFalls">><<LocationKnown "TownSquare">><<QuestOptionUnlock "Quest22" 0 "misty_falls" "gte">><</link>>
<<else>>
You give the maid a reassuring look before speaking. “Hey Andrea, I wanted to ask you about someone. You remember Tandi Cunnings, right?”<Br>
<br>
Her eyes widen at the mention of the name. “Y-yes.”<br>
<br>
“I’m looking for her,” you continue. “You wouldn’t happen to know where she might be?”<br>
<br>
Andrea looks around, as if trying to work out if someone’s watching. “W-why would I know that?”<br>
<br>
You shrug. “I thought you might know her.”<br>
<br>
She shakes her head, glancing around. “I wouldn’t know anything about that.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<case "PrivateRooms">>
<<if $current.avatar is "Florence">>
"Hey Andrea," you begin. "I was wondering about the hotel. Are there any private rooms off-limits?"<Br>
<Br>
She gives you an apprehensive look. "I shouldn't talk about that, Flo."<br>
<Br>
"Oh, come on," you tell her. "You can trust me."<br>
<Br>
Andrea winces, but leans in after looking around. "The school teachers have rented out the billiards room. Every evening."<br>
<Br>
You frown. "The billiards room?"<br>
<Br>
The maid's eyes dart around, then gestures down the corridor leading to the restaurant. "Have you not seen it before, Flo?"<br>
<br>
You follow her hand, looking down the corridor. Halfway down, almost hidden within the wall, is a door you haven't even considered before.<br>
<Br>
"Half the time they don't show up," she whispers. "But when they do, Lennox makes me go in and serve them."<Br>
<br>
"What happens in there?" you ask.<Br>
<br>
She grimaces. "I-I can't remember." She sighs and looks down, scrunching her face into a ball. "It's like a blur, Flo. I think I'm losing my mind."<Br>
<Br>
You give her a sympathetic smile. But now you at least know of a way to find out what the Stitch is doing.<br>
<<include "Quest38AndreaTrigger">>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<LocationKnown "HotelBilliardsRoom">><<QuestOptionUnlock "Quest25" 0 "andrea_expected">><<if _AndreaQuest is true>><<QuestTracker "Quest38" 0>><</if>><</link>>
<<elseif $current.avatar is "Emily">>
"Hey Andrea," you begin. "I was wondering about the hotel. Are there any private rooms off-limits to the public?"<Br>
<Br>
<<Flag "EmilyMaidJob">>
<<if _FlagReturn is true>>
Her eyes widen slightly. "You don't want to volunteer to go in there, Em. Just stick with the kitchen. That's... enough for you to deal with."<br>
<Br>
"I heard Lennox talking about them," you try. "He told me to clean up after the kitchen."<Br>
<br>
Andrea's lip trembles. "Y-y-you don't want to do them, Em!" she stammers.<Br>
<Br>
"We don't want to upset Lennox though, do we?" you say, trying to reassure her.<br>
<Br>
She winces, clearly struggling with your question. A small sigh escapes her black lips. "Look. There."<br>
<Br>
Her hand slowly raises slightly, gesturing to the corridor leading to the restaurant. Halfway down, almost hidden within the wall, is a door you haven't even considered before.<br>
<Br>
"But you don't want to go in there, Em," Andrea quickly adds. "It's for your teachers at school. And they are expecting me, only." She gulps. "By request."<Br>
<br>
"What happens in there?" you ask.<Br>
<br>
"They talk," she comments. "In the evenings. It's booked out just for them, but they only meet occasionally."<br>
<Br>
You nod, taking in her words. "What do they say?"<Br>
<br>
She grimaces. "I-I can't remember." She sighs and looks down, scrunching her face into a ball. "It's like a blur. I think I'm losing my mind." Her eyes dart up to you. "I don't want you to have to deal with that."<Br>
<Br>
You give her a sympathetic smile. But now you at least know of a way to find out what the Stitch is doing.<br>
<<include "Quest38AndreaTrigger">>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<LocationKnown "HotelBilliardsRoom">><<QuestOptionUnlock "Quest25" 0 "andrea_expected">><<if _AndreaQuest is true>><<QuestTracker "Quest38" 0>><</if>><</link>>
<<else>>
Her eyes widen slightly. "I'm not allowed to talk about them."<Br>
<Br>
"Oh, come on," you tell her. "I was just thinking of renting out a room for my graduation."<Br>
<Br>
Andrea shakes her head. "We don't host things like that here."<Br>
<Br>
"But you do host private events?" you try.<Br>
<Br>
The maid's eyes dart around, looking if anyone is listening. "Sometimes. But Mr. Sermon is particular about who he opens it up to." She regards you with sudden alarm. "I-I-I hope that hasn't upset you."<Br>
<br>
You give her a reassuring smile. "It's okay. Say I wanted to ask him. What private rooms are available? In theory."<br>
<Br>
She looks around in alarm, her eyes wide like she's trapped in headlights. "I s-shouldn't say."<Br>
<Br>
"I'd really appreciate it," you continue.<Br>
<Br>
Her hand slowly raises slightly, gesturing to the corridor leading to the restaurant. "There."<br>
<br>
You follow her hand, looking down the corridor. Halfway down, almost hidden within the wall, is a door you haven't even considered before.<br>
<Br>
"It's the billiards room," she stammers. "But you can't go in there! Mr. Lennox would be very upset if he knew I even told you about it!"<Br>
<br>
"But you can go in there?" you ask.<Br>
<br>
She grimaces. "When there's a function, they make me," she murmurs.<Br>
<<include "Quest38AndreaTrigger">>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<LocationKnown "HotelBilliardsRoom">><<QuestOptionUnlock "Quest25" 0 "andrea">><<if _AndreaQuest is true>><<QuestTracker "Quest38" 0>><</if>><</link>>
<</if>>
<<elseif _CurrentPC is true>>
"Hey Andrea," you begin. "I was wondering about the hotel. Are there any private rooms off-limits to the public?"<Br>
<Br>
Her eyes widen slightly. "I'm not allowed to talk about them."<Br>
<Br>
"Oh, come on," you tell her. "I was just thinking of renting out a room for my sister's graduation."<Br>
<Br>
Andrea shakes her head. "We don't host things like that here."<Br>
<Br>
"But you do host private events?" you try.<Br>
<Br>
The maid's eyes dart around, looking if anyone is listening. "Sometimes. But Mr. Sermon is particular about who he opens it up to." She regards you with sudden alarm. "I-I-I hope that hasn't upset you."<Br>
<br>
You give her a reassuring smile. "It's okay. Say I wanted to ask him. What private rooms are available? In theory."<br>
<Br>
She looks around in alarm, her eyes wide like she's trapped in headlights. "I s-shouldn't say."<Br>
<Br>
"I'd really appreciate it," you continue.<Br>
<Br>
Her hand slowly raises slightly, gesturing to the corridor leading to the restaurant. "There."<br>
<br>
You follow her hand, looking down the corridor. Halfway down, almost hidden within the wall, is a door you haven't even considered before.<br>
<Br>
"It's the billiards room," she stammers. "But you can't go in there! Mr. Lennox would be very upset if he knew I even told you about it!"<Br>
<br>
"But you can go in there?" you ask.<Br>
<br>
She grimaces. "When there's a function, they make me," she murmurs.<Br>
<<include "Quest38AndreaTrigger">>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<LocationKnown "HotelBilliardsRoom">><<QuestOptionUnlock "Quest25" 0 "andrea">><<if _AndreaQuest is true>><<QuestTracker "Quest38" 0>><</if>><</link>>
<<else>>
"Hey Andrea," you begin. "I was wondering about the hotel. Are there any private rooms off-limits to the public?"<Br>
<Br>
Her eyes widen slightly. "I'm not allowed to talk about them."<Br>
<Br>
"Oh, come on," you tell her. "I was just thinking of renting out a room for a graduation party. For <<TrueName "Current">>'s sister."<Br>
<Br>
Andrea shakes her head. "We don't host things like that here."<Br>
<Br>
"But you do host private events?" you try.<Br>
<Br>
The maid's eyes dart around, looking if anyone is listening. "Sometimes. But Mr. Sermon is particular about who he opens it up to." She regards you with sudden alarm. "I-I-I hope that hasn't upset you."<Br>
<br>
You give her a reassuring smile. "It's okay. Say I wanted to ask him. What private rooms are available? In theory."<br>
<Br>
She looks around in alarm, her eyes wide like she's trapped in headlights. "I s-shouldn't say."<Br>
<Br>
"I'd really appreciate it," you continue.<Br>
<Br>
Her hand slowly raises slightly, gesturing to the corridor leading to the restaurant. "There."<br>
<br>
You follow her hand, looking down the corridor. Halfway down, almost hidden within the wall, is a door you haven't even considered before.<br>
<Br>
"It's the billiards room," she stammers. "But you can't go in there! Mr. Lennox would be very upset if he knew I even told you about it!"<Br>
<br>
"But you can go in there?" you ask.<Br>
<br>
She grimaces. "When there's a function, they make me," she murmurs.<Br>
<<include "Quest38AndreaTrigger">>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<LocationKnown "HotelBilliardsRoom">><<QuestOptionUnlock "Quest25" 0 "andrea">><<if _AndreaQuest is true>><<QuestTracker "Quest38" 0>><</if>><</link>>
<</if>>
<<case "AskAboutCharli">>
"Do you know a girl called Charli Thomas?" you ask.<br>
<br>
<<if $current.avatar is "Florence">>
Andrea looks at you, her eyes puzzled. "Is this a trick question, Flo?"<br>
<br>
You shake your head. "Why would it be?"<br>
<br>
She looks around, as if watching for someone listening. "Charli? Charli Thomas?"<br>
<br>
You nod.<br>
<br>
"Our friend Charli?" she repeats.<br>
<br>
You wince. "Mmm-hmm."<br>
<br>
"Are you feeling alright, Flo?" Andrea asks, suddenly concerned. "Is Ron working you too hard?"<br>
<br>
Andrea's eyes watch you carefully, almost fearfully. Maybe asking about Charli in this form isn't such a good idea.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Andrea" "AskAboutCharli">><</link>>
<<else>>
<<if $ConversationExit.includes("CindersHouse")>>
Andrea watches you carefully. "Y-yes."<br>
<<else>>
Andrea looks around before answering. "Y-yes."<br>
<</if>>
<br>
"What do you know about her?"<br>
<br>
"I went to school with her," she stammers quickly. "Me and Flo."<br>
<br>
You nod, digesting the words. "What happened to her?"<br>
<br>
Andrea glances away, almost trying to see if this is a trap. "She graduated and got into the nurse's program. At the care pavilion." She glances off to the side briefly. "Was there something specific you wanted?"<br>
<br>
"I'm just looking for her," you reply.<br>
<br>
The young maid winces, but nods. "You could try there. It's near the allotment off the town square." She pauses and gulps. "Or try the supermarket. S-she took a job there. Evening work, to pay for her bedsit." She gulps. "She seems to be able to do anything she puts her mind to."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Andrea" "AskAboutCharli">><<QuestOptionUnlock "Quest36" 0 "supermarket">><<QuestOptionUnlock "Quest36" 0 "bedsit">><<LocationKnown "CharltonSupermarket">><<LocationKnown "TownSquare">><<LocationKnown "CharltonAllotment">><<LocationKnown "CharltonCarePavilion">><</link>>
<</if>>
<<case "Apologise">>
You take a breath. "Andrea. I'm sorry."<br>
<br>
Her eyes don't move from the corkboard. "For what."<br>
<br>
"For the passport," you say plainly. "I didn't mean to upset you."<br>
<br>
She looks at you, properly, for the first time since you walked in. "You know what it meant to me, Flo. Why did you do that?"<br>
<br>
"I don't know," you mutter. "I just know I feel terrible about it."<br>
<br>
A beat. She turns back to the corkboard. "I'm tired, Flo."<br>
<br>
You watch her carefully. Her lip trembles. "I know."<br>
<br>
"You don't, actually." Her voice is quiet. "Fresh Pot is nice. People come in, you smile at them, you go home. I go home and they're still in my head. Every shift."<br>
<br>
"Who?"<br>
<br>
She gives you a look. "You know who. Pierre. Lennox. Sermon."<br>
<br>
You give her a sympathetic smile. "I shouldn't have added to that."<br>
<br>
"No," she says, with more conviction that you thought she could muster. "You shouldn't have."<br>
<br>
She runs her thumb along the edge of the bed. The silence stretches.<br>
<br>
"Just don't worry about it," she says finally. "Let's just forget it."<br>
<br>
You let your eyes grow wider, unsure if it's a feign or some degree of sympathy. "You mean it?"<br>
<br>
She nods, slowly. "I need you, Flo. On top of everything else, I can't lose you."<br>
<br>
She looks back at you. Her eyes are still tired, but something in her shoulders has dropped a fraction.<br>
<br>
"Just… let's not mention it."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<ChangeNPCrelationship "Andrea" "Florence" 2>><<DialogueDone "Andrea" "Apologise">><</link>>
<<case "TravelDecorations">>
<<CheckPersonalityState "Andrea">>
You look around the walls, taking in the maps, the postcards, the clippings. "Where would you go first?" you ask.<br>
<br>
<<if _PersonalityState is "Scared">>
She follows your gaze. For a moment her eyes settle on a postcard of Venice, and something tugs at the edge of her mouth.<br>
<br>
Then she looks away. "Nowhere," she says. "I told you. Foreign places are dangerous. Ms. Prichard was very clear."<br>
<br>
"You don't sound sure."<br>
<br>
She frowns. The frown deepens. "I am sure."<br>
<br>
She turns back to the corkboard, but her eyes don't quite settle on it. You watch her hand drift up, like she's about to take something down. It stops halfway.<br>
<br>
"I should leave them up," she says, more to herself than to you. "They're nice."<br>
<<else>>
She follows your gaze and lights up, just a little. "Honestly?"<br>
<br>
You nod.<br>
<br>
"Paris. Then Italy. Then somewhere I haven't decided yet." She runs her finger along a folded map pinned at the corner. "I keep thinking I'll just close my eyes and put my finger somewhere on it. Whatever I land on, I'll go."<br>
<br>
"What stops you?"<br>
<br>
The light dims a fraction. "Money. Time. My dad." She catches herself, shrugs. "All the boring reasons."<br>
<br>
"And the good ones?"<br>
<br>
She glances at you, almost like she's checking whether you're being serious. Then back at the wall. "I haven't met any of those yet."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Andrea" "TravelDecorations">><</link>>
<<case "ShowPhoto">>
"Hey," you say. "I found this."<br>
<br>
You take out the photo and show it to Andrea. Her eyes widen at the sight of it. "Where did you get that?"<br>
<br>
"A friend," you tell her.<br>
<br>
She runs her fingertip over it, her eyes filling with tears. "Flo? Or Charli? I didn't know they held on to it."<br>
<br>
You feel the amulet burning. Waiting. As if it wants to change right now. Andrea's eyes stare at it. She's actually almost smiling. If you give her the photo, you won't be able to use it to transform into her.<br>
<br>
<<ActionsHeader>>
<<link "Give her the photo" "AndreaDialogue">><<Greedy -2>><<set $AndreaDialogue to "GivePhoto">><</link>><br>
<<link "Say they wanted her to see this" "AndreaDialogue">><<Greedy 2>><<set $AndreaDialogue to "KeepPhoto">><</link>>
<<case "GivePhoto">>
"Here," you say. "Why don't you take it?"<br>
<br>
Her eyes widen as she smiles. Her hand reaches out, fingernails brushing against it —<br>
<br>
"No," she murmurs. She pulls back. "I d-don't want to tempt my dad."<br>
<br>
There is a twinge of sadness on her face, but when she looks up at you her eyes aren't watering. "It's enough to know that it still exists. Whole. Unbroken."<br>
<br>
You look to her, giving her a sceptical look. "You sure?"<br>
<br>
She nods. "Maybe you can bring it around sometimes." She looks away, a little bashful. "I'll let my mum know that I have a new friend who might visit."<br>
<<InventoryCheckSelf "AndreaPassport">>
<<if _InventoryCheckSelf is true>><br>You watch Andrea, smiling. You are sure you no longer need the passport. You could give it back to her, if you like.<br><</if>>
<br>
<<ActionsHeader>>
<<InventoryCheckSelf "AndreaPassport">>
<<if _InventoryCheckSelf is true>><<link "Give her passport back" "AndreaDialogue">><<set $AndreaDialogue to "GivePassportBack">><<GiveObjectNPC "Andrea" "AndreaPassport">><<SetFlag "PermAndreaInvite">><<Greedy -2>><<QuestTracker "Quest38" "complete">><</link>><br><</if>>
<<link "Change topics" $return>><<ChangeTopics>><<SetFlag "PermAndreaInvite">><<QuestTracker "Quest38" "complete">><</link>>
<<case "KeepPhoto">>
"They wanted you to see this," you say, holding on to the photo with a firm grip.<br>
<br>
She looks back at you, her bottom lip trembling. "Why?"<br>
<br>
You shrug, forming a lie. "I think they wanted to remind you that even if your photo is ripped, there's still good memories out there." You offer her a smile. "It still happened. You still had a trip to Paris."<br>
<br>
Andrea stares back at you, her eyes watering. "I don't know why I'm crying," she mutters.<br>
<br>
She wipes her sleeve on her top, then sniffs the tears back. "D-Do y-you think you could bring it around sometimes? I'd like to see it again."<br>
<br>
You nod. "Sure."<br>
<br>
That's enough to get a smile out of her. You can see her lip trembling. "I'll let my mum know that I have a new friend who might visit."<br>
<<InventoryCheckSelf "AndreaPassport">>
<<if _InventoryCheckSelf is true>><br>You watch Andrea, smiling. You are sure you no longer need the passport. You could give it back to her, if you like.<br><</if>>
<br>
<<ActionsHeader>>
<<InventoryCheckSelf "AndreaPassport">>
<<if _InventoryCheckSelf is true>><<link "Give her passport back" "AndreaDialogue">><<set $AndreaDialogue to "GivePassportBack">><<GiveObjectNPC "Andrea" "AndreaPassport">><<SetFlag "PermAndreaInvite">><<Greedy -2>><<QuestTracker "Quest38" "complete">><</link>><br><</if>>
<<link "Change topics" $return>><<ChangeTopics>><<SetFlag "PermAndreaInvite">><<QuestTracker "Quest38" "complete">><</link>>
<<case "GivePassportBack">>
<<CheckPersonalityState "Andrea">>
"Here," you say, taking out her passport. "I think this is yours too."<br>
<br>
<<if _PersonalityState is "Scared">>
"What's that?" she replies, frowning.<br>
<br>
"It's a passport," you tell her. "Maybe you could use it one day. Maybe go back to Paris?"<br>
<br>
Andrea looks between you and the document, her eyes narrowing. But cautiously, she takes it from you, as if it will burn her fingers touching it.<br>
<br>
"Foreign places are dangerous," she mutters.<br>
<br>
"The Eiffel Tower didn't look so dangerous to me," you reply.<br>
<br>
She holds the passport, looking through it. An expression of confusion appears on her face as she senses a single tear running down her pale cheek.<br>
<br>
"Thank you," she whispers. "I won't forget this."<br>
<<else>>
"My passport!" she replies, having to cover her mouth from shouting.<br>
<br>
"I'm sorry it was taken from you," you tell her. "But you can have it back now."<br>
<br>
Andrea looks between you and the document, astonishment on her face. She cautiously takes it from you, flicking through it once it's back in her hands to check for damages. A single tear runs down her pale cheek.<br>
<br>
"Thank you," she whispers. "I won't forget this."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<ChangeNPCrelationship "Andrea" $current.avatar 2>><</link>>
<<case "NurseProgramGraduate">>
“Do you remember anyone from Charlton who entered Palmer’s nurse-training programme?” you ask.<br>
<br>
<<if $current.avatar is "Florence">>
Andrea’s fingers knot together. “You mean Charli, don’t you, Flo?”<br>
<br>
“Charli?” you repeat back to her.<br>
<br>
Suspicion grows on the maid’s face. She looks around, as if looking to see if anyone is watching. “Charli. Charli Thomas. Our friend?”<br>
<br>
You nod. “I forgot she applied.”<br>
<br>
Andrea stares back at you, her usual nervousness almost replaced by disbelief. “What do you mean?” she asks you, shaking her head. “The school picked her. After she earned more nurse badges than anyone else.” She glances down at her maid’s uniform. “Like all the feather-duster badges they kept giving me. I suppose we both ended up where they thought we’d be.”<br>
<<else>>
Andrea’s fingers knot together. “W-why do you want to know?”<br>
<br>
“I’m trying to understand how Palmer chooses people,” you tell her. “I don’t know anyone who has been selected recently.”<br>
<br>
Her eyes flick around the room before coming back to you. “C-charli got in. She was in my year.” She gulps. “Charli Thomas. She’s my friend.”<br>
<br>
You nod. “She got in?”<br>
<br>
Andrea winces, shaking her head. “The school picked her,” she whispers. “After she earned more nurse badges than anyone else.” She glances down at her maid’s uniform. “Like all the feather-duster badges they kept giving me. I suppose we both ended up where they thought we’d be.”<br>
<</if>>
<br>
You smile sympathetically. At least you have a name now.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Andrea" "NurseProgramGraduate">><<DialogueUnlock "Andrea" "AskAboutCharli">><<QuestTracker "Quest36" 0>><<QuestOptionUnlock "Quest36" 0 "nurse">><</link>>
<<case "FriendsPhotoIntro">>
"Do you think we could go back there?" you ask, nodding to the change room. "I've got something I need your help with."<br>
<br>
<<if $current.avatar is "Florence" or $current.avatar is "Charli" or _CurrentPC is true>>
Andrea glances back to the locker room door. You can see the hesitation on her face.<br>
<br>
"Alright", she sighs. "If it's just a minute."<br>
<br>
She skips forward on her heels towards the locker room door. You follow her.<br>
<br>
<<ActionsHeader>>
<<link "Go to the locker room with Andrea" "HotelLockerRoom">>
<<LocationKnown "HotelLockerRoom">>
<<EventTrigger "HotelLockerRoom" "FriendsPhoto" setup.period[$periodCurrent] "Andrea" null null null null true>>
<<SetNPCLocation "Andrea" $dayCurrent $periodCurrent "HotelLockerRoom">>
<<EndConversation "Andrea">>
<</link>>
<<else>>
Andrea glances back to the locker room door. You can see the hesitation on her face.<br>
<Br>
"I-I-don't think so," she stammers. "I wouldn't want to upset Mr. Sermon."<br>
<br>
She winces, but just about holds on to her convictions. It seems you need to be in a form she trusts more.<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<</switch>><<Flag "Act2Started">>
<<if _FlagReturn is true>>
<<CheckPersonalityState "Andrea">><<InventoryCheckSelf "AndreaPassport">><<Checkrelationship "Andrea">>
<<if _InventoryCheckSelf is true and _PersonalityState is "Scared">>
<br>You might have Andrea's passport, but getting her back to the locker room to take her place has proved challenging now that her memories are wiped. A small twinge of guilt surges up in you. Maybe you could use this need as an opportunity to make amends. Or at least find a way to get her alone so you can use the amulet.<br>
<<elseif _InventoryCheckSelf is true and _relationship is 0>>
<br>You might have Andrea's passport, so you could take her place. But she is angry about it. A small twinge of guilt surges up in you. Maybe you could use this need as an opportunity to make amends.<br>
<<elseif _InventoryCheckSelf is true>>
<br>You might have Andrea's passport, so you could take her place. But she seemed sad about it. A small twinge of guilt surges up in you. Maybe you could use this need as an opportunity to make amends.<br>
<<else>>
<br>But you haven't managed to get a personal item from Andrea to take her place. You could always talk to her in the hotel and try to coerce something from her, but a twinge of guilt surges up in you for some reason. Maybe there's an alternative route that you haven't discovered yet.<br>
<</if>>
<<set _AndreaQuest to true>>
<</if>><<set $ConversationRoot = passage()>>
<<switch $AngusDialogue>>
<<case "LennoxSimilar">>
“You look very familiar,” you tell him. “Are you related to Lennox Matox?”<br>
<br>
He looks back at you with the same cold eyes as the concierge at the hotel. Identical, even. “A Mr. Matox, you say? I vaguely recall it. But you are mistaken. He’s no relation of mine. Why do you ask?”<br>
<Br>
You stare back at the man, studying his face. It’s not just similar to Lennox. If you saw this man on the street, you’d assume it was him. But there’s no hint of deception coming from him. <br>
<br>
“No reason,” you say after a pause. “My mistake.”<Br>
<Br>
He nods once but says nothing more.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "LetIn">>
“I’d like to go in,” you tell him.<bR>
<Br>
<<if $current.female is true>>
He eyes you coldly, then sighs and flicks through the book on the podium. “Name please, Madam? And which of our members delightfully invited you?"<Br>
<<else>>
He eyes you coldly, then sighs and flicks through the book on the podium. “Name please, Sir? And which of our members delightfully invited you?"<Br>
<</if>>
<br>
<<ActionsHeader>>
<<CountryClubVisitorCheck "Britney">>
<<if _CountryClubVisitorCheck is true>><<link "Tell him Britney" "AngusDialogue">><<set $AngusDialogue to "LetInBritney">><</link>><br><</if>>
<<CountryClubVisitorCheck "Harrow">>
<<if _CountryClubVisitorCheck is true>><<link "Tell him Harrow" "AngusDialogue">><<set $AngusDialogue to "LetInHarrow">><</link>><br><</if>>
<<CountryClubVisitorCheck "Dan">>
<<if _CountryClubVisitorCheck is true>><<link "Tell him Dan" "AngusDialogue">><<set $AngusDialogue to "LetInDan">><</link>><br><</if>>
<<CountryClubVisitorCheck "Beach">>
<<if _CountryClubVisitorCheck is true>><<link "Tell him Beach" "AngusDialogue">><<set $AngusDialogue to "LetInBeach">><</link>><br><</if>>
<<CountryClubVisitorCheck "Working">>
<<if _CountryClubVisitorCheck is true>><<link "Tell him you're here for a shift" "AngusDialogue">><<set $AngusDialogue to "LetInWorking">><</link>><br><</if>>
<<link "Tell him you don't have an invite" "AngusDialogue">><<set $AngusDialogue to "NoInvite">><</link>>
<<case "LetInBritney">>
<<CountryClubVisitorCheckThisForm "Britney">>
<<if _CountryClubVisitorCheckThisForm is true>>
He doesn’t respond when you tell him, his concentration on the book in front of him. After some searching, he stops and looks up at you with irritation in his eyes. A false smile soon follows. “Ah. One of Miss Hudson’s guests. How delightful.”<br>
<Br>
There is no attempt to hide that his words do not match his feelings on your presence.<br>
<Br>
“Please observe the rules of etiquette whilst you are on the premises,” he warns you. “This is a civil place, for civil people. Any individuals breaching our standards will be ejected. Swiftly.”<br>
<Br>
You watch as he puts a check against your name in the book and gestures to the hallway. “Please make your way to the terrace. Enjoy your stay.”<br>
<br>
<<ActionsHeader>>
<<link "Enter the Country Club" "CountryClubTerrace">><<EndConversation "Angus">><</link>>
<<else>>
He doesn’t respond when you tell him, his concentration on the book in front of him. After some searching, he stops and looks up at you with irritation in his eyes. A pitying smile soon follows. "Quite. Miss Hudson has a guest, but I'm afraid it's not under that name."<br>
<Br>
You offer him a polite smile, cursing inwardly as you realise Britney didn't invite you in this form.<bR>
<br>
"If there's nothing else," Angus continues. "Kindly take a step to the side to allow the other guests access."<br>
<br>
You look behind you, but only see an empty driveway. Nevertheless, Angus' pitying smile still remains.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<case "LetInDan">>
<<CountryClubVisitorCheckThisForm "Dan">>
<<if _CountryClubVisitorCheckThisForm is true>>
He doesn’t respond when you tell him, his concentration on the book in front of him. After some searching, he stops and looks up at you with a knowing smirk. “Ah. One of Mr. Mendel's guests. We are so delighted that he uses our facilities to tutor young women on the art of tennis.”<Br>
<Br>
There is no attempt to hide that his words do not match his feelings on your presence.<br>
<Br>
“Please observe the rules of etiquette whilst you are on the premises,” he warns you. “This is a civil place, for civil people. Any individuals breaching our standards will be ejected. Swiftly.”<Br>
<Br>
You watch as he puts a check against your name in the book and gestures to the hallway. “Please make your way to the terrace. Enjoy your stay.”<Br>
<br>
<<ActionsHeader>>
<<link "Enter the Country Club" "CountryClubTerrace">><<EndConversation "Angus">><</link>>
<<else>>
He doesn’t respond when you tell him, his concentration on the book in front of him. After some searching, he stops and looks up at you with irritation in his eyes. A pitying smile soon follows. "Quite. Mr. Mendel has a guest, but I'm afraid it's not under that name."<br>
<Br>
You offer him a polite smile, cursing inwardly as you realise Dan didn't invite you in this form.<bR>
<br>
"If there's nothing else," Angus continues. "Kindly take a step to the side to allow the other guests access."<br>
<br>
You look behind you, but only see an empty driveway. Nevertheless, Angus' pitying smile still remains.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<case "LetInBeach">>
<<CountryClubVisitorCheckThisForm "Beach">>
<<if _CountryClubVisitorCheckThisForm is true>>
He doesn’t respond when you tell him, his concentration on the book in front of him. After some searching, he stops and looks up at you with a polite smile. “Ah. One of Mr. Beach’s students. We are honoured that he uses our beautiful pool to train future champions. He’s produced quite the crop over the years.”<br>
<br>
Behind those cold eyes is something uncanny on that face. Admiration, maybe?<br>
<Br>
“Please observe the rules of etiquette whilst you are on the premises,” he warns you. “This is a civil place, for civil people. Any individuals breaching our standards will be ejected. Swiftly.”<br>
<br>
You watch as he puts a check against your name in the book and gestures to the hallway. “Please make your way to the terrace. Enjoy your stay.”<br>
<br>
<<ActionsHeader>>
<<link "Enter the Country Club" "CountryClubTerrace">><<EndConversation "Angus">><</link>>
<<else>>
He doesn’t respond when you tell him, his concentration on the book in front of him. After some searching, he stops and looks up at you with irritation in his eyes. A pitying smile soon follows. "Quite. Mr. Beach has a guest, but I'm afraid it's not under that name."<br>
<Br>
You offer him a polite smile, cursing inwardly as you realise Beach didn't invite you in this form.<bR>
<br>
"If there's nothing else," Angus continues. "Kindly take a step to the side to allow the other guests access."<br>
<br>
You look behind you, but only see an empty driveway. Nevertheless, Angus' pitying smile still remains.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<case "LetInHarrow">>
<<CountryClubVisitorCheckThisForm "Harrow">>
<<if _CountryClubVisitorCheckThisForm is true>>
He doesn’t respond when you tell him, his concentration on the book in front of him. After some searching, he stops and looks up at you with a reverent look. “Ah. One of Mr. Harrow’s guests. A remarkable teacher. We are delighted to have such esteemed members and extend that courtesy to his guests.”<br>
<Br>
Behind those cold eyes is something uncanny on that face. Fear, maybe?<br>
<Br>
“Please observe the rules of etiquette whilst you are on the premises,” he warns you. “This is a civil place, for civil people. Any individuals breaching our standards will be ejected. Swiftly.”<Br>
<Br>
You watch as he puts a check against your name in the book and gestures to the hallway. “Please make your way to the terrace. Enjoy your stay.”<Br>
<br>
<<ActionsHeader>>
<<link "Enter the Country Club" "CountryClubTerrace">><<EndConversation "Angus">><</link>>
<<else>>
He doesn’t respond when you tell him, his concentration on the book in front of him. After some searching, he stops and looks up at you with irritation in his eyes. A pitying smile soon follows. "Quite. Mr. Harrow has a guest, but I'm afraid it's not under that name."<br>
<Br>
You offer him a polite smile, cursing inwardly as you realise Harrow didn't invite you in this form.<bR>
<br>
"If there's nothing else," Angus continues. "Kindly take a step to the side to allow the other guests access."<br>
<br>
You look behind you, but only see an empty driveway. Nevertheless, Angus' pitying smile still remains.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<case "LetInWorking">>
<<CountryClubVisitorCheckThisForm "Working">>
<<if _CountryClubVisitorCheckThisForm is false>>
He doesn’t respond when you tell him, his concentration on the book in front of him. “It doesn’t look like your name is registered,” he says finally, as he closes the book.<bR>
<bR>
You give him a polite smile, cursing inwardly as you realise that you weren't invited to work at the Country Club in this form.<bR>
<br>
“This is an exclusive club, I’m afraid. Membership is invitation-only, and we only allow visitors nominated by guests.”<BR>
<Br>
A clatter behind Angus makes him jump and turn. One of the members in the hallway has scraped the end of a club against the painted white walls as he’s tried to walk past two ladies gossiping. He looks to Angus with a casual apologetic shrug. “One second, sir!” Angus says in a polite tone foreign to how he treats you. “Let me assist you with that.”<br>
<br>
He looks back to you and forces a smile, though clearly flustered. “Will there be anything else?”<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<else>>
He doesn’t respond when you tell him, his concentration on the book in front of him. After some searching, he stops and looks up at you with an appraising look. “Ah. One of the hotel staff.”<Br>
<br>
<<if setup.period[$periodCurrent] is "Lunch" or setup.period[$periodCurrent] is "Evening">>
“Please make your way through to our staff room. It’s the door directly on your right. Freshly pressed uniforms are hanging in the lockers.” Angus glances at your body with a sneer before continuing. “Do ensure that you choose one that matches your size.”<bR>
<Br>
You can’t help but look down at your own body, wondering what particular part he is concerned with.<br>
<Br>
“Once you’re properly attired,” he continues. “Please proceed to the kitchen. Our hospitality manager will assign duties to you for today.”<br>
<br>
Angus puts a check against your name in the book and gestures to the hallway. “Door on the right.”<br>
<br>
<<ActionsHeader>>
<<link "Go to the staff room" "CountryClubStaffRoom">><<EndConversation "Angus">><</link>>
<<elseif setup.period[$periodCurrent] is "Morning" or setup.period[$periodCurrent] is "Afternoon">>
“I’m afraid we have no need for your services at this time,” he continues. “Please come back when you are scheduled to work. Lunchtimes or in the evening.” He glances over your shoulder, back at the driveway momentarily before returning to meet your gaze. “Or, if you have arrived by public transport, you may wait in our staff room until we have need of you.”<Br>
<br>
He raises an eyebrow, waiting for your decision.<br>
<br>
<<ActionsHeader>>
<<link "Say you’ll hang around and go to the staff room" "CountryClubStaffRoom">><<EndConversation "Angus">><</link>><br>
<<link "Tell him you’ll come back when required and say goodbye" $ConversationExit>><<EndConversation "Angus">><</link>><br>
<<else>>
“I’m afraid we have no need for your services at this time,” he continues. “Please come back when you are scheduled to work. Lunchtimes or in the evening.”<Br>
<bR>
He raises an eyebrow, waiting for your reaction.<br>
<br>
<<ActionsHeader>>
<<link "Tell him you’ll come back when required and say goodbye" $ConversationExit>><<EndConversation "Angus">><</link>><br>
<</if>>
<</if>>
<<case "NoInvite">>
<<if $current.avatar is "Andrea">>
"I don't have an invite," you tell him.<br>
<br>
He looks up at you with irritation in his eyes. Then his gaze sharpens, flicking over your face with a glimmer of recognition. “I’m afraid I can’t let you in without an invitation from one of our members.”<br>
<br>
“You’re one of the hotel’s girls, aren’t you?” he continues, a thin smile forming. “I never forget a face. Certainly not one in Lennox’s employ. I know to watch out for them.”<br>
<br>
You offer a polite smile, unsure where this is going.<br>
<br>
“The club does engage hotel staff. For shifts,” he says, pronouncing the word as if describing something distasteful. “Through the proper channels, of course. If you wish to take on one here, speak to your line manager at that hotel first. I’m sure Lennox would be delighted to volunteer you.”<br>
<br>
With that, he returns his attention to the guestbook, making it clear the conversation is over.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueUnlock "Lennox" "ExtraShiftCountryClub">><</link>>
<<else>>
"I don't have an invite," you tell him.<br>
<br>
He looks up at you with irritation in his eyes. “I’m afraid I can’t let you in without an invitation from one of our members.”<Br>
<br>
“This is an exclusive club," he continues. "Membership is invitation-only, and we only allow visitors nominated by guests.”<BR>
<Br>
A clatter behind Angus makes him jump and turn. One of the members in the hallway has scraped the end of a club against the painted white walls as he’s tried to walk past two ladies gossiping. He looks to Angus with a casual apologetic shrug.<Br>
<br>
“One second, sir!” Angus says in a polite tone foreign to how he treats you. “Let me assist you with that.”<br>
<br>
He looks back to you and forces a smile, though clearly flustered. “Will there be anything else?”<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<case "ReportEthan">>
“I was wondering if I could have a word,” you say. “I don’t want to cause a scene, but something just happened that I think you should know about.”<br>
<br>
Angus’ eyes are suddenly sharp and alert, like he senses conflict. “Oh? Do tell.”<br>
<br>
“I was walking along the side of the pool,” you begin. “And I had a bit of an altercation.”<br>
<br>
You gulp. You can’t tell if you’re acting or you feel pensive for the lie you are about to tell.<br>
<br>
“With whom?” Angus says, hanging on your words.<br>
<br>
“Ethan,” you mutter. “He,” you pause, taking a breath. “Made a comment about my… features.”<br>
<br>
Angus’ eyes drift over your body only for an instant, as if to remind him of what you’re referring to. “Oh really.” He takes a deep breath. “Was it… vulgar?”<br>
<br>
You smile meekly, but nod.<br>
<br>
His eyes begin to fill with rage. “And did you feel uncomfortable?”<br>
<br>
Once again, you nod.<br>
<br>
Angus shows his teeth, almost snarling. “My apologies, miss. If you’ll excuse me.”<br>
<br>
He doesn’t wait for an answer. With a gush of wind, Angus is storming into the club, bounding down the hallway.<br>
<br>
<<ActionsHeader>>
<<link "Follow Angus" "CountryClubSwimmingPool">><<EventTrigger "CountryClubSwimmingPool" "GreedyAngusEthanConfront" null null null null null null false>><<EndConversation "Angus">><</link>>
<</switch>><<set $ConversationRoot = passage()>>
<<switch $AnnieDialogue>>
<<case "Drink">>
<<Flag "AnniePostTerrence">><<QuestStatus "Quest21">><<EventArmed "AnniesApartment" "TerrenceResolution">>
<<if _FlagReturn is false and _QuestStatus is "complete" and _EventArmed is true>>
"Hey Annie, I was wondering if you'd like to go for another drink this evening?"<br>
<br>
Annie gives you a look. "I think we should have a chat, first of all," she says, the demeanour of a bright and bubbly secretary disappearing. "Come over one morning before work. We can talk."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><</link>>
<<else>>
"Hey Annie, I was wondering if you'd like to go for another drink this evening?"<br>
<br>
Annie's eyes sparkle and she grins. "I'd love to, <<TrueName>>. I'll see you at McTafey's?"<br>
<br>
<<GetNPCScheduleLoc "Thompson" "day1" "period3">>
<<if _GetNPCScheduleLoc is "HotelRoom102">>
<<if $dayCurrent is 1>>
Her smile catches on something. "Just not tonight," she adds, and swallows. "Tuesdays I've got... something on. Now. Tomorrow, though?"<br>
<br>
You nod. She smiles again, but it is thinner than the first one.<br>
<br>
<i>You know exactly what Tuesdays are now. You put them in her diary.</i><br>
<<else>>
Her smile catches on something. "Any night but Tuesday," she adds, and swallows. "Tuesdays I've got... something on. Now."<br>
<br>
You nod. She smiles. "Great! I'll see you there."<br>
<br>
<i>You know exactly what Tuesdays are now. You put them in her diary.</i><br>
<</if>>
<<else>>
You nod. She smiles. "Great! I'll see you there."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>>
<<ChangeTopics>>
<<AnnieEveningDateSchedule "McTafeysBar">>
<<SetFlag "AnniePubDate">>
<</link>>
<</if>>
<<case "OfficeKey">>
<<GetPCState "job">>
<<if $current.female is false>>
<<if _job is "Secretary">>You clear your throat, trying not to sound too eager. "Hey, Annie," you say, leaning casually on her desk. "I was wondering... any chance I could borrow the key to the shop? Just for a little while?"<br>
<<else>>You clear your throat, trying not to sound too eager. "Hey, Annie," you say, leaning casually on the counter. "I was wondering... any chance I could borrow the key to the shop? Just for a little while?"<br><</if>>
<br>
Annie's lips curves into a teasing smile. "Oh, <<TrueName>>, I’d love to help you out," she says, her voice lilting with mock seriousness. "But you know, a girl’s gotta have her secrets." She twirls a strand of her hair around her finger, her blue eyes sparkling as they meet yours. "Besides, what would Mr. Thompson say if he found out I was handing out keys to handsome men? Probably wouldn’t go over so well."<br>
<br>
She steps a little closer, her tone softening just a touch. "Tell you what, though. If you really need something in there, maybe we can figure it out together. Just don’t go thinking you can charm me into trouble." Her grin widens, the playful glint in her eyes making it hard to tell if she’s joking or challenging you.<br>
<<else>>
<<if _job is "Secretary">>You lean on her desk, smiling at her. "Annie, would you mind lending me the key to Thompson’s office? I promise I’ll be careful."<br>
<<else>>You lean on the counter, smiling at her. "Annie, would you mind lending me the key to Thompson’s office? I promise I’ll be careful."<br><</if>>
<br>
Annie listens to your request, tapping her nails lightly against her desk as you finish. "Oh, <<TrueName>>, I totally get why you’d want the key," she says, her tone sympathetic but firm. "But, you know... some things are best left off-limits. Call it an unofficial house rule." She shrugs lightly, her expression apologetic but still friendly.<br>
<br>
"Don’t get me wrong. I trust you. It’s just that if Thompson found out..." Her voice trails off, and she lets out a soft laugh. "Let’s just say I’d rather not end up on his bad side. You understand, right?" She reaches out, giving your arm a light squeeze. "Look, if there’s something in there you need, maybe we can figure out another way. You know I’ve got your back."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Annie" "AnnieKeyAsk">><</link>>
<<case "BlackmailKey">>
<<if $current.female is false>>
You lean in slightly, lowering your voice to ensure only Annie hears you. "Annie, about that key... I think you’ll want to hear me out before saying no."<br>
<br>
Her bright smile falters for the first time, and her eyes narrow slightly. "What’s this about?" she asks, her tone still playful but with a wary edge.<br>
<br>
"You know exactly what I mean," you say, your voice calm but firm. "The hotel room. Lunchtime. You and Mr. Thompson. I didn’t think you’d want everyone knowing about your little... meetings."<br>
<br>
Her cheeks flush, and she exhales sharply, crossing her arms as her smile disappears completely. "You really don’t know when to quit, do you?" she says, her voice low and clipped. She glances around the room, her unease clear as she leans closer to you.<br>
<br>
<<GetPCState "job">>
<<if _job is "Secretary">>"Fine," she mutters after a long pause. She pulls the key from her pocket and slams it onto the desk between you. "Take it. But you’d better keep your mouth shut. If I hear even one word about this, you’ll regret it." She steps back, her blue eyes now icy as she watches you take the key.<br>
<<else>>"Fine," she mutters after a long pause. She pulls the key from her pocket and slams it onto the counter between you. "Take it. But you’d better keep your mouth shut. If I hear even one word about this, you’ll regret it." She steps back, her blue eyes now icy as she watches you take the key.<br><</if>>
<<else>>
You cross your arms and meet Annie’s bright, curious gaze with a serious expression. "Annie, I need the key to the shop," you say plainly. "And I think you know why you should give it to me."<br>
<br>
Her smile falters, confusion flickering across her face. "What are you talking about?" she asks, her voice tinged with hesitation.<br>
<br>
You lean in slightly, keeping your voice quiet but firm. "The hotel room. Lunchtime. You and Mr. Thompson. I think we both know what’s going on."<br>
<br>
Her eyes widen for the briefest moment, and then her expression hardens. "What?" she says sharply.<br>
<br>
You keep your tone steady. "What matters is what happens next. And I’m guessing you don’t want anyone else to know, either."<br>
<br>
Her breath catches for a moment, and her cheerful facade crumbles completely. "You’re really going to do this?" she says quietly, her voice a mix of anger and disappointment. "I thought you were better than this."<br>
<br>
After a long pause, she pulls the key from her pocket, her fingers trembling slightly as she sets it down. "Here. But don’t think for a second that I’ll forget this. You might’ve got your way today, but this?" She gestures between the two of you. "This doesn’t happen again."<br>
<</if>>
<br>
<<ActionsHeader>>
<<GetPCState "job">>
<<if _job is "Secretary">><<link "Say goodbye to Annie and return to the office" "ThompsonsOffice">><<EndConversation "Annie">><</link>>
<<else>><<link "Say goodbye to Annie and return to reception" "ThompsonsReception">><<EndConversation "Annie">><</link>><</if>>
<<case "CharmKey">>
<<CastCharm "Annie">>
<<if _CharmSpell is true>>
<<GetPCState "job">>
<<if _job is "Secretary">>The spell settles over Annie like a soft ripple in the air, and you see it take hold in the way her smile falters, just for an instant. Her fingers tighten slightly on the edge of her desk, and her gaze lingers on you a little too long before she blinks and shakes her head, as though brushing off a stray thought.<br>
<<else>>The spell settles over Annie like a soft ripple in the air, and you see it take hold in the way her smile falters, just for an instant. Her fingers tighten slightly on the edge of the counter, and her gaze lingers on you a little too long before she blinks and shakes her head, as though brushing off a stray thought.<br><</if>>
<br>
"You’re... something else, you know that?" she says with a nervous laugh, her tone just a fraction quieter than usual. She reaches into her pocket, pulling out the key, her movements slower than normal. "I don’t usually do this kind of thing, but... I guess it’s fine. I can trust you, can't I <<TrueName>>?"<br>
<br>
Her voice wavers slightly as she places the key into your hand, her fingertips brushing yours in a way that feels almost deliberate before she quickly pulls back. "Just don’t tell anyone, alright? I can’t have people thinking I’m reckless or... or something like that," she says, her words tumbling out in a rush.<br>
<br>
For a moment, her bright blue eyes meet yours, and something unspoken flickers there - something she doesn’t seem to fully understand herself. She clears her throat, her cheerful tone returning with practiced ease. "Anyway! Don’t keep me in suspense. What’s your big plan with this thing?"<br>
<br>
Her laugh is light and easy, but there’s a faint redness to her cheeks as she glances away, her hand brushing through her hair in a nervous gesture she rarely makes.<br>
<<else>>
Something is wrong with the code, as Annie has no magic.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "AssertiveKeyPass">>
<<GetPCState "job">>
<<if _job is "Secretary">>
You step closer, your shadow falling over the desk as your voice drops to a low, steady tone. "Annie, give me the key. Now," you say, each word deliberate and cold.<br>
<br>
Her smile vanishes instantly, and she straightens up, her fingers curling slightly on her desk as if to anchor herself. "Excuse me?" she says, her voice quieter but edged with disbelief.<br>
<br>
"You heard me," you say, leaning just enough to make your presence unmistakable. "I’m not asking. I need that key, and you’re going to give it to me. Right now."<br>
<br>
For a moment, the room is silent except for the faint tap of her nails against the desk. She glances at the door, then back at you, her usual confidence replaced with a wary edge. Slowly, she reaches into her pocket and pulls out the key, dropping it between you.<br>
<<else>>
You step closer, your shadow falling over the counter as your voice drops to a low, steady tone. "Annie, give me the key. Now," you say, each word deliberate and cold.<br>
<br>
Her smile vanishes instantly, and she straightens up, her fingers curling slightly on her counter as if to anchor herself. "Excuse me?" she says, her voice quieter but edged with disbelief.<br>
<br>
"You heard me," you say, leaning just enough to make your presence unmistakable. "I’m not asking. I need that key, and you’re going to give it to me. Right now."<br>
<br>
For a moment, the room is silent except for the faint tap of her nails against the counter. She glances at the door, then back at you, her usual confidence replaced with a wary edge. Slowly, she reaches into her pocket and pulls out the key, dropping it between you.<br>
<</if>>
<br>
"Take it," she says curtly, her voice clipped. "But don’t you ever pull something like this on me again. We’re done, you hear me? Don’t talk to me unless you want a real fight next time."<br>
<br>
She steps back, crossing her arms as her piercing gaze follows you out the door. The warmth and charm you’d come to expect from Annie are gone, replaced by cold disdain.<br>
<br>
<<ActionsHeader>>
<<GetPCState "job">>
<<if _job is "Secretary">>
<<link "Say goodbye to Annie and return to the office" "ThompsonsOffice">>
<<AnnieEveningDateSchedule "">>
<<set $AnnieFirstPubDate to false>>
<<set $AnnieFirstPubDateTime to undefined>>
<<DialogueDone "Annie" "IntimidateKey">>
<<EndConversation "Annie">>
<</link>>
<<else>>
<<link "Say goodbye to Annie and return to reception" "ThompsonsReception">>
<<AnnieEveningDateSchedule "">>
<<set $AnnieFirstPubDate to false>>
<<set $AnnieFirstPubDateTime to undefined>>
<<DialogueDone "Annie" "IntimidateKey">>
<<EndConversation "Annie">>
<</link>>
<</if>>
<<case "AssertiveKeyFail">>
You take a deep breath, trying to summon all the authority you can muster. "Annie," you say, your voice just a little too loud and shaky, "give me the key. I mean it."<br>
<br>
She blinks at you, her head tilting slightly as if she’s waiting for you to continue. When you don’t, she raises an eyebrow. "Wait," she says slowly, her lips twitching. "Are you... trying to intimidate me?"<br>
<br>
"I’m not trying," you reply, straightening your back. "I’m telling you. Hand over the key. Now."<br>
<br>
<<GetPCState "job">>
<<if _job is "Secretary">>Annie stares at you for a moment longer before a sudden laugh bursts out of her. "Oh my God," she wheezes, doubling over and clutching the desk. "That’s... wow. Okay. You’ve got guts, I’ll give you that." She stands upright, brushing a tear from her eye, her grin so wide it’s almost painful to look at.<br>
<<else>>Annie stares at you for a moment longer before a sudden laugh bursts out of her. "Oh my God," she wheezes, doubling over and clutching the counter. "That’s... wow. Okay. You’ve got guts, I’ll give you that." She stands upright, brushing a tear from her eye, her grin so wide it’s almost painful to look at.<br><</if>>
<br>
"You know," she continues, gesturing toward your stance, "if you’re going to try the scary act, maybe don’t look like you’re about to faint. And don’t stammer. That really kills the vibe."<br>
<br>
You glance down, realising that your hands are trembling slightly. "I’m not stammering!" you blurt out.<br>
<br>
Annie bursts into fresh laughter, shaking her head as she waves you off. "Oh, sweetheart, stop. You’re gonna make me cry again, and not the good kind." She turns back to her work, still chuckling as she adds, "A for effort, though. Really. That was cute."<br>
<br>
Her laughter echoes in your ears as you walk away, your attempt at menace thoroughly dismantled.<br>
<br>
<<ActionsHeader>>
<<link "Return to reception and leave Annie alone" "ThompsonsReception">><<EndConversation "Annie">><<TimeChange>><</link>>
<<case "Charm">>
<<CastCharm "Annie">>
<<if _CharmSpell is true>>
The spell weaves through the air, settling over Annie with a barely perceptible shift. For a moment, her bright smile falters, her hand freezing mid-gesture as she looks at you. Her gaze lingers just a beat too long, her blue eyes flicking away and then back again as though she’s trying to brush off some unspoken thought.<br>
<br>
"You’ve got a... a way about you," she says, her voice quieter than usual, the words tumbling out as though she didn’t plan to say them. She fidgets slightly, brushing a strand of golden hair behind her ear. "Not many people can, you know... keep my attention like this." She lets out a soft, awkward laugh, her usual charm slipping just enough to reveal a flicker of uncertainty beneath.<br>
<br>
<<GetPCState "job">>
<<if _job is "Secretary">>Annie shifts her weight, her fingers drumming against her desk as she tries to recapture her typical breezy tone. "Anyway, what were we talking about?"<br>
<<else>>Annie shifts her weight, her fingers drumming against the counter as she tries to recapture her typical breezy tone. "Anyway, what were we talking about?"<br><</if>>
<br>
She giggles, light and airy, but there’s a faint flush to her cheeks, and she glances away, her hands fussing with her hair.<br>
<<else>>
Something is wrong with the code, as Annie has no magic.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "HotelSeen">>
“Hey Annie,” you say to her gently. “We should talk.”<br>
<br>
Her eyes look up, her face wiped of her smile. “I don’t want to,” she says weakly.<br>
<br>
“It’s okay,” you say, choosing your words carefully. “I haven’t told anyone what I saw.”<br>
<br>
She studies you for a moment, then lets out a small sigh. “Thank you.”<br>
<br>
You give her a sympathetic smile. She seems to relax just a little, as a pout creeps in. Her eyes flicker around the reception area, then she looks directly up at you.<br>
<br>
“It’s not that I want to,” she mutters. “It’s just part of the job.”<br>
<br>
“He forces you to do that?” you ask.<br>
<br>
She shakes her head. “No. It’s just implied.”<br>
<br>
You frown. “But… it doesn’t sound right.”<br>
<br>
Annie grimaces, looking away. “I just need to. To get by. And compliance is an appealing quality.” She gives you a timid smile. “I don’t want to talk about it, <<TrueName>>. Is that alright?”<br>
<br>
You pause for a long moment, then nod. “Sure. Whatever you want, Annie.”<br>
<br>
She smiles, genuine and without subtext. “Thank you, <<TrueName>>. I appreciate you.”<br>
<br>
<<ActionsHeader>>
<<GetPCState "job">>
<<if _job is "Secretary">><<link "Say goodbye to Annie and return to the office" "ThompsonsOffice">><<SetFlag "AnnieThompsonPCSeen" false>><<EndConversation "Annie">><</link>>
<<else>><<link "Say goodbye to Annie and return to reception" "ThompsonsReception">><<SetFlag "AnnieThompsonPCSeen" false>><<EndConversation "Annie">><</link>><</if>>
<<case "Apologise">>
<<if $current.female is true>>
“Listen Annie,” you begin. “About the other night.”<br>
<br>
She looks around to see if anyone else is listening, before looking back at you.<br>
<br>
“I just wanted to say I’m sorry,” you tell her. “I shouldn’t have done that.”<br>
<br>
She looks, studying you for a long moment. Then she nods and sighs. “It’s alright. We both had a lot to drink.” She glances down at her computer, as if she’s embarrassed by mentioning it. <br>
<br>
"It's a shame you're not a boy," she says, quietly. <br>
<br>
Annie looks up at you, meeting your eye. A moment passes between you. “I’ll be at McTafey’s pub again this evening. If you wanted a drink. As friends. Or if you ever want to come around for a chat, I'm usually home on Saturday and Sunday mornings. Despite what some people in town say."<br>
<br>
<<GetNPCScheduleLoc "Thompson" "day1" "period3">>
<<if _GetNPCScheduleLoc is "HotelRoom102" and $dayCurrent is 1>>
She stops. "Not tonight, actually." A small gulp. "Tuesdays are spoken for. Lately. Any other night." Her eyes go back to the computer screen.<br>
<<elseif _GetNPCScheduleLoc is "HotelRoom102">>
"Well. Most evenings," she corrects herself. A small gulp. "Not Tuesdays. Not any more." Her eyes go back to the computer screen.<br>
<</if>>
<br>
You give her a noncommittal smile. It’s enough for her to gain one of her own back. <br>
<<else>>
“Listen Annie,” you begin. “About the other night.”<br>
<br>
She looks around to see if anyone else is listening, before looking back at you.<br>
<br>
“I just wanted to say I’m sorry,” you tell her. “I shouldn’t have walked out like that.”<br>
<br>
She looks, studying you for a long moment. Then she nods and sighs. “It’s alright. I mean, I know you have a girlfriend.” She glances down at her computer, as if she’s embarrassed by mentioning it. <br>
<br>
“I was just disappointed you left,” she says, quietly. <br>
<br>
Annie looks up at you. “Hey <<TrueName>>, I’ll be at McTafey’s pub again this evening. If you wanted to drop by.”<br>
<br>
<<GetNPCScheduleLoc "Thompson" "day1" "period3">>
<<if _GetNPCScheduleLoc is "HotelRoom102" and $dayCurrent is 1>>
She stops. "Not tonight, actually." A small gulp. "Tuesdays are spoken for. Lately. Any other night." Her eyes go back to the computer screen.<br>
<<elseif _GetNPCScheduleLoc is "HotelRoom102">>
"Well. Most evenings," she corrects herself. A small gulp. "Not Tuesdays. Not any more." Her eyes go back to the computer screen.<br>
<</if>>
<br>
You give her a noncommittal smile. It’s enough for her to gain one of her own back. <br>
<</if>>
<br>
<<ActionsHeader>>
<<GetPCState "job">>
<<if _job is "Secretary">>
<<link "Say goodbye to Annie and return to the office" "ThompsonsOffice">>
<<AnnieEveningDateSchedule "McTafeysBar">>
<<SetFlag "AnniePubDate">>
<<EndConversation "Annie">>
<<if $current.female is true>><<SetFlag "AnnieMorningInvite">><</if>>
<</link>>
<<else>>
<<link "Say goodbye to Annie and return to reception" "ThompsonsReception">>
<<AnnieEveningDateSchedule "McTafeysBar">>
<<SetFlag "AnniePubDate">>
<<EndConversation "Annie">>
<<if $current.female is true>><<SetFlag "AnnieMorningInvite">><</if>>
<</link>>
<</if>>
<<case "LunchDate">>
<<GetPCState "job">>
<<if _job is "Secretary">>
<<if $current.female is true>>
“Sure, that sounds great,” you tell Annie.<br>
<br>
She grins and stands up, bouncing over to a hook on the wall next to Thompson's office, her long legs clip-clopping over the floor in her pumps.<br>
<br>
She wraps her long trench coat around her body and smiles at you, gesturing to the front door. "Shall we?"<br>
<<else>>
“Sure, that sounds great,” you tell Annie.<br>
<br>
Her mouth turns into a grin and she leaps up, bouncing over to a hook on the wall next to Thompson's office, her long legs clip-clopping over the floor in her pumps.<br>
<br>
She wraps her long trench coat around her body and extends her arm for you to take it. “Shall we?”<br>
<</if>>
<<else>>
<<if $current.female is true>>
“Sure, that sounds great,” you tell Annie.<br>
<br>
She grins and stands up, bouncing over to the hat stand, her long legs clip-clopping over the floor in her pumps.<br>
<br>
She wraps her long trench coat around her body and smiles at you, gesturing to the front door. "Shall we?"<br>
<<else>>
“Sure, that sounds great,” you tell Annie.<br>
<br>
Her mouth turns into a grin and she leaps up, bouncing over to the hat stand, her long legs clip-clopping over the floor in her pumps.<br>
<br>
She wraps her long trench coat around her body and extends her arm for you to take it. “Shall we?”<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Go to lunch" "HotelRestaurant">>
<<EventTrigger "HotelRestaurant" "AnnieLunchDate" "Lunch" "Annie" "PC" null null null true>>
<<SetNPCLocation "Annie" $dayCurrent $periodCurrent "HotelRestaurant">>
<<EndConversation "Annie">>
<</link>>
<<case "LunchDateRefuse">>
<<if $current.female is true>>
“I’m sorry, I have other plans,” you tell Annie.<br>
<br>
She raises an eyebrow. "Don't tell me you're going out for lunch with Dan?"<br>
<br>
"No!" you snap back. Annie giggles.<br>
<br>
"I wouldn't judge. Free lunch is a free lunch. But if you change your mind about a girl's trip one day, let me know."<br>
<br>
Annie offers you a warm smile, then grabs her coat and walks out of the office.<br>
<<else>>
“I’m sorry, I have other plans,” you tell Annie.<br>
<br>
She pouts. “You could always cancel them. For me?”<br>
<br>
You grimace and shake your head. She looks at you for a moment, then sighs. “If you change your mind later on in the week, I'll be waiting.”<br>
<br>
<<GetPCState "job">>
<<if _job is "Secretary">>Annie flashes a grin as she takes down her coat from a hook on the wall near Thompson's office and walks out into reception.<br>
<<else>>Annie flashes a grin as she picks up her coat from the stand and walks out in the high street.<br><</if>>
<</if>>
<br>
<<ActionsHeader>>
<<GetPCState "job">>
<<if _job is "Secretary">><<link "Return to the office" "ThompsonsOffice">><<EndConversation "Annie">><<SetNPCLocation "Annie" $dayCurrent $periodCurrent "">><</link>>
<<else>><<link "Return to reception" "ThompsonsReception">><<EndConversation "Annie">><<SetNPCLocation "Annie" $dayCurrent $periodCurrent "">><</link>><</if>>
<<case "PokerInviteAccept">>
You take the paper from her hand. “Thanks again.”<br>
<br>
<<if $current.female is true>>
She looks at you, but shrugs. “Good luck. And don’t forget to dress-up.” She winces. “They like that.”<br>
<br>
<<ActionsHeader>>
<<set _PokerBack to ($return is "ThompsonsOffice" ? "Return to the office" : "Return to the reception")>><<link _PokerBack $return>><<EndConversation "Annie">><<QuestTracker "Quest18" 0>><<QuestTracker "Quest18" 2>><<QuestOptionUnlock "Quest18" 2 "solo">><<SetFlag "CharltonTaxiHomeKnown">><<LocationKnown "DuncanManor">><</link>>
<<else>>
She looks at you, but shrugs. “Enjoy. And tell Emily to wear something nice.”<br>
<br>
<<ActionsHeader>>
<<set _PokerBack to ($return is "ThompsonsOffice" ? "Return to the office" : "Return to the reception")>><<link _PokerBack $return>><<EndConversation "Annie">><<QuestTracker "Quest18" 0>><<QuestTracker "Quest18" 1>><<QuestOptionUnlock "Quest18" 1 "annie_male">><<SetFlag "CharltonTaxiHomeKnown">><<LocationKnown "DuncanManor">><</link>>
<</if>>
<<case "PokerInviteDecline">>
“I’m a bit busy at the moment,” you say. “Maybe some other time?”<br>
<br>
She looks at you, but shrugs and puts the paper away. “Okay. If you change your mind, come see me again and I’ll let Thompson know.”<br>
<br>
<<ActionsHeader>>
<<set _PokerBack to ($return is "ThompsonsOffice" ? "Return to the office" : "Return to the reception")>><<link _PokerBack $return>><<EndConversation "Annie">><<QuestTracker "Quest18" 0>><<DialogueUnlock "Annie" "PokerInviteAccept">><</link>>
<<case "PokerInviteNotYet">>
"Thanks, Annie. But I don't think it's for me," you say, leaving the paper where it is.<br>
<br>
She shrugs and slides it back into the drawer. "Suit yourself. I'll keep it here in case you change your mind. Thompson won't forget he asked, though."<br>
<br>
<<ActionsHeader>>
<<set _PokerBack to ($return is "ThompsonsOffice" ? "Return to the office" : "Return to the reception")>><<link _PokerBack $return>><<EndConversation "Annie">><<QuestTracker "Quest18" 0>><<DialogueUnlock "Annie" "PokerInviteAccept">><</link>>
<<case "PokerInviteReAsk">>
“About that poker night invite,” you say to her. “I’ve reconsidered. I think I’ll go.”<br>
<br>
She shrugs and opens a drawer in the desk, taking out a slip of paper. “Here you go.”<br>
<br>
You take the paper from her hand. “Thanks again.”<br>
<br>
<<if $current.female is true>>
She looks at you, but shrugs. “Good luck. And don’t forget to dress-up.” She winces. “They like that.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestTracker "Quest18" 2>><<QuestOptionUnlock "Quest18" 2 "solo">><<SetFlag "CharltonTaxiHomeKnown">><<LocationKnown "DuncanManor">><</link>>
<<else>>
She looks at you, but shrugs. “Enjoy. And tell Emily to wear something nice.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestTracker "Quest18" 1>><<QuestOptionUnlock "Quest18" 1 "annie_male">><<SetFlag "CharltonTaxiHomeKnown">><<LocationKnown "DuncanManor">><</link>>
<</if>>
<<case "LunchAsk">>
<<if $current.female is true>>
“Hey Annie, I was wondering if you wanted to grab lunch at the Charlton, after all?”<br>
<br>
Annie’s grins. “Dan blow you out, <<TrueName>>?” she replies. "Don't worry. I'll be your wing woman." She jumps to her feet and walks around the desk, grabbing her trenchcoat. “Let's drown the rejection with a glass of wine.” She winks at you.<br>
<<else>>
“Hey Annie, I was wondering if you wanted to grab lunch at the Charlton, after all?”<br>
<br>
Annie’s face brightens. “I’d love to, <<TrueName>>,” she replies. She jumps to her feet and rushes around the desk, grabbing her trenchcoat and extending her arm for you to link yours to. “Lead the way. Your treat, right?” She winks at you.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Go to lunch" "HotelRestaurant">>
<<SetNPCLocation "Annie" $dayCurrent $periodCurrent "HotelRestaurant">>
<<EventTrigger "HotelRestaurant" "AnnieLunchDate" "Lunch" "Annie" "PC" null null null true>>
<<EndConversation "Annie">>
<</link>>
<<case "School">>
<<if $current.female is true>>
“You went to Charlton Upper School, didn’t you, Annie?", you ask the receptionist. <br>
<br>
“Yes, I graduated two years ago,” she tells you. “It seems so long ago.”<br>
<br>
“How did you find it?”<br>
<br>
“It was fun,” she says, but with uncertainty in her voice. “Hard though. I’m not made for reading. Beauty is our greatest asset, after all.”<br>
<br>
You shrug, noncommittally. She giggles and smiles. "Also," she continues. "I wasn’t that popular. The teachers were friendly, though. Some, like the PE teacher Mr. Beach, were very friendly. If you know what I mean."<br>
<br>
You give her a look. From the way she's smiling, you can't tell if there's regret or enthusiasm for what you can assume she's alluding to.<br>
<br>
You notice she shifts a little and pulls at the hem of her skirt. Then her focus shifts back to you and she seems full of confidence again. “How about you, <<TrueName>>? I could see you being a teacher. You seem smart.”<br>
<br>
“I don’t think I’m cut out for teaching,” you politely respond to Annie.<br>
<br>
“I don’t know about that,” she says earnestly. "I think some of the girls at Charlton could do with a role model like you.”<br>
<<else>>
"You went to Charlton Upper School, didn't you, Annie?", you ask the receptionist. <br>
<br>
“Yes, I graduated two years ago,” she tells you. “The same year as Jennifer. It seems so long ago.”<br>
<br>
“How did you find it?”<br>
<br>
“It was fun,” she says, but with uncertainty in her voice. “Hard though. I’m not made for reading. Beauty is my greatest asset, don’t you think?”<br>
<br>
She titters when you don’t reply and smiles. “Also, I wasn’t that popular. But the teachers were friendly. Mr. Beach especially. Me and him saw eye to eye.”<br>
<br>
You notice she shifts a little in her chair and pulls at the hem of her skirt. Then her focus shifts back to you and she seems full of confidence again. “How about you, <<TrueName>>? I could see you being a teacher. I would have liked to be in your class.” <br>
<br>
“I don’t think I’m cut out for teaching,” you politely respond to Annie.<br>
<br>
“I don’t know about that,” she purrs. “I bet you could teach me a thing or two, <<TrueName>>.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Annie" "School">><</link>>
<<case "Work">>
"How's work looking today?" you ask her.<br>
<br>
<<if $PlayerCharacter.workPerformance gte 79>>
<<if $current.female is true>>
“Never took you as a girl boss.” Annie says, grinning. “From the way Mr. Thompson talks, you’ll be in charge soon. That booking system you’ve been working on is paying off. Mr. Thompson keeps saying, ‘More efficient, more effective.’ I don't think I've ever met a woman like you, <<TrueName>>? Maybe there's hope for us all."<br>
<<else>>
“Maybe I should start calling you sir?” Annie says, winking. “From the way Mr. Thompson talks, you’ll be my next boss. That booking system you’ve been working on is paying off. Mr. Thompson keeps saying, ‘More efficient, more effective.’ How are you doing it, <<TrueName>>? Working nights? You should let me know when you’re staying late. I’ll keep you company.”<br>
<</if>>
<<elseif $PlayerCharacter.workPerformance gte 59>>
<<if $current.female is true>>
Annie smiles politely. “There’s some minor bugs in the booking program. It seems to be working okay. Enough that Mr. Thompson has stopped complaining about it. That means no one is complaining to him. You’re doing a good job, <<TrueName>>. Keep it up and maybe you’ll get a raise. Maybe we should go to the Salon to treat ourselves, if you do!”<br>
<<else>>
Annie smiles politely. “There’s some minor bugs in the booking program. It seems to be working okay. Enough that Mr. Thompson has stopped complaining about it. That means no one is complaining to him. You’re doing a good job, <<TrueName>>. Keep it up and maybe you’ll get a raise. We can go out to dinner to celebrate, if you like.”<br>
<</if>>
<<elseif $PlayerCharacter.workPerformance gte 39>>
<<if $current.female is true>>
“There’s still some troubles with the booking system,” Annie tells you. “Mr. Thompson isn’t exactly pleased with it. I understand you’ve got your sister to take care of. Just be careful, okay <<TrueName>>? Mr. Thompson has already started talking about how he shouldn't have trusted a woman to do a man's job. He keeps remarking about how he shouldn't pay you sick leave for woman's issues.”<br>
<<else>>
“There’s still some troubles with the booking system,” Annie tells you. “Mr. Thompson isn’t exactly pleased with it. I understand you’ve got your sister to take care of. Just be careful, okay <<TrueName>>? Mr. Thompson has asked to see records of how much time you’re taking off.”<br>
<</if>>
<<elseif $PlayerCharacter.workPerformance gte 19>>
<<if $current.female is true>>
“You need to fix that booking system,” she says, her voice whispered and unusually serious. “Mr. Thompson is on the war path for you. You’re lucky there’s no one else that can do this job in Charlton, but he's telling people he's going to make you stay late. You don't want to stay late with him, <<TrueName>>. Trust me.”<br>
<<else>>
“You need to fix that booking system,” she says, her voice whispered and unusually serious. “Mr. Thompson is on the war path for you, <<TrueName>>. You’ve been skipping too many days and phoning in sick. You’re lucky there’s no one else that can do this job in Charlton, but don’t push it.”<br>
<</if>>
<<else>>
<<if $current.female is true>>
“<<TrueName>>, I’m telling you this as a friend,” Annie says, her smile fading. “You need to start turning up to work. Thompson has started calling around to try and find someone else who can do your job. If you don’t do something different soon, he’s going to fire you. And you don't want to be unemployed in Charlton. The jobs available are not ones you'll want to do.”<br>
<<else>>
“<<TrueName>>, I’m telling you this as a friend,” Annie says, her smile fading. “You need to start turning up to work. Thompson has started calling around to try and find someone else who can do your job. If you don’t do something different soon, he’s going to fire you. And there’s not that many jobs for a computer geek in Charlton.”<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "LunchSchool">>
<<if $current.female is true>>
“Can you tell me a bit more about your time at Charlton?” you ask her.<br>
<br>
“You seem awfully interested in that school, <<TrueName "Current">>,” Annie tells you. “What's with the questions?”<br>
<br>
“I’m curious,” you reply. “My sister is struggling. Just wondered if that was normal.”<br>
<br>
Annie frowns slightly, her smile faltering just a fraction. “That’s sad. Does she have many friends?”<br>
<br>
You shake your head. “It’s been tough. Moving to a new place.”<br>
<br>
She looks sympathetic. “It can be hard. I wasn’t that popular. I only had one friend, and she moved away for the last year. You should tell her to make friends with the teachers. If the other students are being mean, they'll look out for her. Coach Beach especially.”<br>
<br>
You think about your experiences with the teachers. Especially Coach Beach. You try not to let your mind drift on exactly how friendly Annie was with them.<br>
<br>
“If you like, you could tell her to come see me one day after school,” Annie says. “We could do a girl’s shopping trip. That might cheer her up.”<br>
<br>
You nod, unsure if you want to introduce your sister to Annie. <br>
<<else>>
“Can you tell me a bit more about your time at Charlton?” you ask her.<br>
<br>
“You seem awfully interested in what I was like as a school girl, <<TrueName "Current">>,” Annie tells you. “Is this some sort of uniform fetish?”<br>
<br>
A smile creeps over your face. <i>If only she knew what you’d been through.</i><br>
<br>
“I’m curious,” you reply. “My sister is struggling. Just wondered if that was normal.”<br>
<br>
Annie frowns slightly, her smile faltering just a fraction. “That’s sad. Does she have many friends?”<br>
<br>
You shake your head. “It’s been tough. Moving to a new place.”<br>
<br>
She looks sympathetic. “It can be hard. I wasn’t that popular. Not like Jennifer. I only had one friend, and she moved away for the last year. You should tell her to make friends with the teachers. Even if the other students are picking on you, they will look out for her. Coach Beach especially.”<br>
<br>
You think about your experiences with the teachers. Especially Coach Beach. You try not to let your mind drift on exactly how friendly Annie was with them.<br>
<br>
“If you like, you could tell her to come see me one day after school,” Annie says. “We could do a girl’s shopping trip. That might cheer her up.”<br>
<br>
You nod, unsure if you want to introduce your sister to Annie. <br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "LunchWork">>
<<if $current.female is true>>
“Mr. Thompson seems angrier than usual recently,” you begin. “Is the company doing okay?”<br>
<br>
She titters before responding. “I haven’t noticed. He’s always been angry. You just need to know how to handle him.”<br>
<br>
You throw her a look and she scrunches up her nose in response. "Oh come on, <<TrueName "Current">>. Don't make me spell it out. Just indulge him a little."<br>
<br>
She looks off to the side momentarily, before turning back to you. "You have to do what you have to do in Charlton,” she says, a little more quietly than usual. “Jobs for single women aren’t exactly easy to come by. And a good secretary follows orders."<br>
<br>
“Besides,” she says, her smile returning. “There are some perks to working there. Tell me, are you a Clive or Gordon girl? Unless, Dan's oily charm does something for you?”<br>
<br>
You feel yourself blushing. She giggles.<br>
<<else>>
“Mr. Thompson seems angrier than usual recently,” you begin. “Is the company doing okay?”<br>
<br>
She titters before responding. “I haven’t noticed. He’s always been angry. You just need to know how to handle him.”<br>
<br>
Her smile fades at the expression you didn’t realise you’d made. “Anyway, you have to do what you have to do in Charlton,” she says. “Jobs for single women aren’t exactly easy to come by. And a good secretary follows orders."<br>
<br>
“Besides,” she says, her smile returning. “There’s some perks to working there. All the beefy tradies. And the guys in the office aren’t bad, too.” <br>
<br>
You blush as she winks at you.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "LunchWorkFired">>
<<if $current.female is true>>
“How's work going?” you begin. “Everything going okay?”<br>
<br>
She smiles sympathetically. "It's okay," she replies. "Theodore's doing a good job, even though it's a pain getting updates to the software via a disk every week. Otherwise, same old, same old. Working reception.”<br>
<br>
"So, no one's missing me?"<Br>
<br>
Annie smiles with tenderness and warmth. "I miss you, <<TrueName "Current">>. The office isn't the same without you. At least you balanced out some of the masculine energy."<br>
<br>
You offer her a smile of your own.<br>
<br>
"But if you're asking do I think there's a chance you could get your job back?" she adds, before grimacing. "I think the answer would be no. Once Thompson's made up his mind about someone, it's hard to change it."
<br>
You nod, the firm realisation striking you that returning to Thompson's repairs is just not an option.<br>
<br>
"How's things going on that?" Annie asks. "Find anything?"<br>
<br>
You shake your head. "We're getting by."<br>
<br>
Annie looks at you, then glances off towards the bar. "Aren't we all?" she mutters. <br>
<<else>>
“How's work going?” you begin. “Everything going okay?”<br>
<br>
She shrugs, trying to be nonchalant. "It's okay," she replies. "Theodore's doing a good job, even though it's a pain getting updates to the software via a disk every week. Otherwise, same old, same old. Working reception.”<br>
<br>
"So, no one's missing me?"<Br>
<br>
Annie grins, leaning forward towards you. "I can think of one person who misses having you around the office. They're so bored without you to keep them company."<br>
<br>
"Tell Gordon he can come by anytime," you joke back. She giggles, smiling as she watches you.<br>
<br>
"So nothing broken?" you try again.<bR>
<br>
"If you're asking do I think there's a chance you could get your job back?" she adds, before grimacing. "I think the answer would be no. Once Thompson's made up his mind about someone, it's hard to change it."
<br>
You nod, the firm realisation striking you that returning to Thompson's repairs is just not an option.<br>
<br>
"How's things going on that?" Annie asks. "Find anything?"<br>
<br>
You shake your head. "We're getting by."<br>
<br>
Annie looks at you. "You'll find something, <<TrueName "Current">>." But her look says she quite doesn't believe it.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "LunchBeach">>
<<if $current.female is true>>
“Emily mentioned that Coach Beach’s PE lessons are hard,” you say, thinking back to your own experience of them. “She finds the gym sessions gruelling.”<br>
<br>
Annie’s focus seems to drift away a bit as a vacant smile comes to her face. She then notices you watching. “I had fun at gym!” she says. “My advice to her would be to smile at the coach, put the effort in, and you'll avoid having to clean up afterwards." <br>
<br>
“Plus,” she adds, a sultry tone suddenly in her voice. “I bet she doesn’t mind it too much. All that testosterone, surrounded by boys. I bet she enjoys those lessons more than she lets on.”<br>
<br>
You frown and she laughs. “She’s what, eighteen now? She’s not a little girl anymore, <<TrueName "Current">>. It wasn't so long ago since you were at school. Even in the city, you must have noticed boys in lessons?”<br>
<<else>>
“Emily mentioned that Coach Beach’s PE lessons are hard,” you say, thinking back to your own experience of them. “She finds the gym sessions gruelling.”<br>
<br>
Annie’s focus seems to drift away a bit as a vacant smile comes to her face. She then notices you watching. “I had fun at gym!” she says. “My advice to her would be to smile at the coach, put the effort in, and you'll avoid having to clean up afterwards." <br>
<br>
“Plus,” she adds, a sultry tone suddenly in her voice. “I bet she doesn’t mind it too much. All that testosterone, surrounded by boys. I bet she enjoys those lessons more than she lets on.”<br>
<br>
You frown and she laughs. “She’s what, eighteen now? She’s not a little girl anymore, <<TrueName "Current">>. We all turn a bit boy crazy at school. And sometimes it lasts a bit longer.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "LunchJennifer">>
<<if $current.female is true>>
“You went to school with Jennifer Chambers, didn't you?"<br>
<br>
Annie bristles at the mention of the name. "Yes," she says flatly.<br>
<br>
"What was she like at school?"<br>
<br>
Annie gives you a look. "Popular. A cheerleader. We didn't move in the same circles. I actually knew how to let my hair down."<br>
<br>
You nod, considering her words. “Did you two not see eye-to-eye?”<br>
<br>
“You could say that," Annie curtly replies. "Look, I know the two of you are friends. Just... leave me out of any plans with her. If you can."<br>
<br>
Annie delivers the last sentence almost as a plea. You decide not to press the subject.<br>
<<else>>
“What was Jennifer like at school?” you ask her, trying to reinforce the existence of your girlfriend to her.<br>
<br>
Annie smiles coyly. “She was one of the popular kids. She’s pretty, <<TrueName "Current">>. She was very popular.”<br>
<br>
She laughs when you grimace. “Don’t worry, <<TrueName "Current">>. She was a tease. I don’t even remember her even going on a date. Until you.”<br>
<br>
“Did you two not see eye-to-eye?” you ask.<br>
<br>
“I wasn’t in her circles,” she replies flatly. “She was a cheerleader. Top of her class. I spent my school days having a little fun. Still do, if you’d like to try it one time.”<br>
<br>
She giggles as your cheeks redden, but says nothing.<br>
<</if>>
<<trackKnowledge "CheerleaderCoven" "JenniferLearned">>
<<trackKnowledge "TopOfClass" "JenniferLearned">>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueUnlock "Jennifer" "ConfrontCheer">><<DialogueUnlock "Jennifer" "ConfrontClass">><</link>>
<<case "LunchOffice">>
<<if $current.female is true>>
“I was meaning to ask you, why does Mr. Thompson always keep his office locked?”<br>
<br>
Annie's eyebrow rises. “Why do you want to know about that?” she asks, a grin spreading across her face.<br>
<br>
“It seems odd,” you reply. “It’s just a repair business. It’s not like there would be anything of value in there.”<br>
<br>
“You’d be surprised,” Annie tells you. “People in Charlton are pretty trusting. A lot of the town’s businesses keep spare keys in his office just in case there’s an emergency with a burst pipe or faulty electricals. Mr. Thompson is very particular about who he trusts with access to that.”<br>
<br>
“I bet you have a key, though?”<br>
<br>
Surprisingly to you, Annie frowns. “I don’t work late nights with him, if that’s what you mean, <<TrueName "Current">>.” <br>
<br>
She seems to have taken offence at your phrasing, but after a long moment lets it go. “But I do have a key for his office. I wouldn't advise trying to get in there, though. He drops in and out the office most evenings. Even on Saturday and Sunday nights. Hard to know when he'll be here. And you don't want to be on the bad side of Mr. Thompson. Especially if you're a woman.”<br>
<br>
You nod. Annie smiles politely, diffusing the tension.<br>
<<else>>
“I was meaning to ask you, why does Mr. Thompson always keep his office locked?”<br>
<br>
Annie’s eyebrows raise upward. “Why do you want to know about that?” she asks, a grin spreading across her face.<br>
<br>
“It seems odd,” you reply. “It’s just a repair business. It’s not like there would be anything of value in there.”<br>
<br>
“You’d be surprised,” Annie purrs. “People in Charlton are pretty trusting. A lot of the town’s businesses keep spare keys in his office just in case there’s an emergency with a burst pipe or faulty electricals. Mr. Thompson is very particular about who he trusts with access to that.”<br>
<br>
“I bet you have a key, though?”<br>
<br>
Surprisingly to you, Annie frowns. “I don’t work late nights with him, if that’s what you mean, <<TrueName "Current">>.” <br>
<br>
She seems to have taken offence at your phrasing, but after a long moment lets it go. “But I do have a key for his office. I’m sure there’s more secluded places I could show you, though.”<br>
<br>
You smile politely, but don’t respond. Thankful for once that she’s returned to her flirtatious demeanour. <br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Annie" "LunchOffice">><</link>>
<<case "LunchAccept">>
<<if $current.female is true>>
“Sure, I’d like that,” you tell Annie. She grins. <br>
<br>
“Do you know McTafeys?”, she asks you. “It’s on Avian Lane. Irish pub. Can get a bit rowdy sometimes. Don’t worry though, <<TrueName "Current">>. We'll make it fun.”<br>
<br>
You know where Avian Lane is. Jennifer’s apartment is opposite. You idly wonder about inviting her too, but you know she and Annie don't see eye to eye.<br>
<br>
<<GetNPCScheduleLoc "Thompson" "day1" "period3">>
<<if _GetNPCScheduleLoc is "HotelRoom102" and $dayCurrent is 1>>
Annie hesitates. "Not tonight, though. I should have said." She swallows. "Tuesdays I've got a standing... thing. Now. Tomorrow?"<br>
<br>
<<elseif _GetNPCScheduleLoc is "HotelRoom102">>
Annie hesitates. "Any evening's fine. Except Tuesdays." She swallows. "I've got a standing... thing. Now."<br>
<br>
<</if>>
<<GetPCState "job">>
<<if _job is "Fired">>
“I’ll see you there,” Annie says, standing up and putting her coat on. “I should get back. But looking forward to a proper night out. Just the girls.”<br>
<br>
You watch her flash you a smile, then stand yourself.<br>
<<else>>
“I’ll see you there,” Annie says, standing up and putting her coat on. “We should get back. But looking forward to a proper night out. Just the girls.”<br>
<br>
You watch her flash you a smile, then stand yourself.<br>
<</if>>
<<else>>
“Sure, I’d like that,” you tell Annie. She grins. <br>
<br>
“Do you know McTafeys?”, she asks you. “It’s on Avian Lane. Irish pub. Can get a bit rowdy sometimes. But don’t worry, <<TrueName "Current">>. I’ll be subtle.”<br>
<br>
You know where Avian Lane is. Jennifer’s apartment is opposite. You sigh inwardly as you realise that Jennifer will be close by. <br>
<br>
<<GetNPCScheduleLoc "Thompson" "day1" "period3">>
<<if _GetNPCScheduleLoc is "HotelRoom102" and $dayCurrent is 1>>
Annie hesitates. "Not tonight, though. I should have said." She swallows. "Tuesdays I've got a standing... thing. Now. Tomorrow?"<br>
<br>
<<elseif _GetNPCScheduleLoc is "HotelRoom102">>
Annie hesitates. "Any evening's fine. Except Tuesdays." She swallows. "I've got a standing... thing. Now."<br>
<br>
<</if>>
<<GetPCState "job">>
<<if _job is "Fired">>
“I’ll see you there,” Annie says, standing up and putting her coat on. “I should get back. But looking forward to our… drink.”<br>
<br>
You watch her flash you a smile, then stand yourself.<br>
<<else>>
“I’ll see you there,” Annie says, standing up and putting her coat on. “We should get back. But looking forward to our… drink.”<br>
<br>
You watch her flash you a smile, then stand yourself.<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<GetPCState "job">>
<<if _job is "Fired">>
<<link "Finish lunch and return to the town centre" "TownCentre">>
<<TimeChange>>
<<AnnieEveningDateSchedule "McTafeysBar">>
<<SetFlag "AnniePubDate">>
<<LocationKnown "McTafeys">>
<<EndConversation "Annie">>
<</link>>
<<else>>
<<link "Finish lunch and go back to work" "ThompsonsReception">>
<<TimeChange>>
<<AnnieEveningDateSchedule "McTafeysBar">>
<<SetFlag "AnniePubDate">>
<<LocationKnown "McTafeys">>
<<EndConversation "Annie">>
<</link>>
<</if>>
<<case "LunchRefuse">>
<<if $current.female is true>>
“I don’t think so, Annie,” you tell her gently. “Maybe some other time.”<br>
<br>
She shrugs. “Okay,” she says, a little defensive. “Let me know if you change your mind.” She gives you a mischievous smile. "You might not think it, but there's a lot of fun two girls can get up to in Charlton. You won't be disappointed, <<TrueName "Current">>.”<br>
<br>
<<GetPCState "job">>
<<if _job is "Fired">>With that, she stands and puts her coat on. “I should get back,” she tells you.<br>
<<else>>With that, she stands and puts her coat on. “We should get back,” she tells you.<br>
<</if>>
<<else>>
“I don’t think so, Annie,” you tell her gently. “Maybe some other time.”<br>
<br>
She eyes you intently, but shrugs. “Sure,” she says, without emotion. “Let me know if you change your mind though.” She gives you a grin. “I’m sure you won’t regret buying me a drink, <<TrueName "Current">>.”<br>
<br>
<<GetPCState "job">>
<<if _job is "Fired">>With that, she stands and puts her coat on. “I should get back,” she tells you.<br>
<<else>>With that, she stands and puts her coat on. “We should get back,” she tells you.<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<GetPCState "job">>
<<if _job is "Fired">>
<<link "Finish lunch and return to the town centre" "TownCentre">><<TimeChange>><<EndConversation "Annie">><</link>>
<<else>>
<<link "Finish lunch and go back to work" "ThompsonsReception">><<TimeChange>><<EndConversation "Annie">><</link>>
<</if>>
<br>
<<case "JenniferConvoSchool">>
“I wanted to talk to you about school,” you say to her.<br>
<br>
Annie looks up at you, rigid and motionless. “What about it?”<br>
<br>
You moisten your lips nervously, tasting Jennifer’s lipstick. “We didn’t get along, did we?” <br>
<br>
This does cause a reaction. Astonishment and anger spreads across Annie’s face. “<I>We</i>? You made my life hell for three years. I don’t think there was anything <i>we</i> about it.”<br>
<br>
You tilt your head, digesting her words. “I made your life hell?” you ask quietly.<br>
<br>
She laughs derisively. “What do you want, Jennifer? Finally developing a conscience now the rosy days of school are over? Well I'm not interested in your apologies. You made mine and Penny’s life miserable. So now it’s my turn.”<br>
<br>
Annie’s trademark smile grows on her face. Suggestive, secret, but for the first time you feel malice mixed in there too.<br>
<<trackKnowledge "BulliedPeople" "JenniferLearned">>
<br>
<<ActionsHeader>>
<<link "Change topics" "McTafeysBarAnnieJennifer">><<ChangeTopics>><<DialogueUnlock "Jennifer" "ConfrontPenny">><</link>>
<<case "JenniferConvoChat">>
<<if $PlayerCharacter.female is true>>
“Just waiting for a friend,” she says, noncommittally. “What are you doing here? Shouldn’t you be at home baking and cooking and pretending to a perfect Charlton girl?”<br>
<br>
“I know how to have fun,” you murmur defensively. <br>
<br>
“Binge watching reruns?” Annie taunts you. “Spending every night indoors? It's almost like you're serving out time, Jennifer. I wonder, what could you have done to make you feel so guilty?”<br>
<br>
“What do you mean?” you ask, quietly.<Br>
<Br>
Annie titters. “Burying your memories?” she asks. “Or are you still pretending that you didn’t start those rumours about me and Penny being more than friends?”<Br>
<Br>
“What rumours?” you ask.<Br>
<br>
She looks back at you, any semblance of serenity stripped from her face. “Just drop it, Jen. I don’t need to revisit the past.”<Br>
<Br>
Annie shifts in her seat, leaning forward. "But you don't fool me, cheerleader. People will figure you out, soon enough.”<Br>
<br>
You stare back at her, silent.<Br>
<<else>>
“Just waiting for a friend,” she says, noncommittally. “What are you doing here? Shouldn’t you be at home baking and cooking and being a perfect housewife?”<br>
<br>
“I know how to have fun,” you murmur defensively. <br>
<br>
“Binge watching reruns?” Annie taunts you. “Spending every night indoors? <<TrueName "Current">> must be loving middle-aged life coming early.”<br>
<br>
Annie crosses her legs, drawing attention to her miniskirt. “You should watch that boy, Jennifer. Otherwise, you might find yourself at the centre of some rumours this time directed at you.”<br>
<Br>
“What do you mean?” you ask, quietly.<br>
<Br>
Annie titters. “Burying your memories?” she asks. “Or are you still pretending that you didn’t start those white-lies about Penny and I about being more than friends?”<Br>
<br>
“What?”<Br>
<br>
She looks back at you, any semblance of serenity stripped from her face. “Just drop it, Jen. I don’t need to revisit the past.”<br>
<Br>
Annie shifts in her seat, leaning forward. "But you don't fool me, cheerleader. Watch him. Eligible young men in Charlton are hard to come by. He’s a catch.”<br>
<br>
You stare back at her, silent.<Br>
<</if>>
<<trackKnowledge "Homophobia" "JenniferLearned">>
<br>
<<ActionsHeader>>
<<link "Change topics" "McTafeysBarAnnieJennifer">><<ChangeTopics>><</link>>
<<case "NewRole">>
<<if $current.female is true>>
“How's the new role going?" you ask her. “It's a big change.”<br>
<br>
She smiles, visibly forcing some frustration down. "It's different," she says through gritted teeth. "I thought that it would be more of the same, just without phone calls from customers. But Mr. Thompson's personal acquaintances... they're more demanding than I expected. And the man can't pick up dry cleaning without help. I feel sorry for his wife."<br>
<br>
“What does he ask you to do?” you pry, interested.<br>
<br>
<<GetNPCState "Annie" "ThompsonResisted">>
<<if _ThompsonResisted is true>>At that, Annie grins. “Nothing that I don’t want to do,” she says with a coy smile. “He’s been more respectful recently. Almost like a cuddly tiger. Still flashes his teeth at everyone else, though.”<br>
<<else>>Annie gives you a knowing look. “He’s got some traditional ideas about what the duties of a Personal Assistant are. I’m sure you can imagine what a middle-aged man thinks he’s going to get bumping your pay and having your outside his office. Keeping him in check. It takes a lot.”<br><</if>>
<br>
Annie sniggers, mostly to herself. “Honestly, the hardest part is being in the same room as Dan. The man doesn’t keep his eyes to himself for a minute.” A flash of realisation passes her face, glancing over at your old desk. "I'm sure you know better than most."<br>
<br>
There's a tension in the air that wasn’t there before, as Annie blushes at inferring to your old position. She smiles sweetly. “Sometimes, a secretary has it a bit easier. Just try to remember that.”<br>
<<else>>
“How's the new role going?" you ask her. “It's a big change.”<br>
<br>
She smiles, a little forced. “It's different, but not without its charm. I like being around people. Even if it is Dan. And Mr. Thompson’s personal acquaintances are different to our usual customers. They expect a bit more than a smile. But it’s a step up, with added perks."<br>
<br>
"What do they expect from you?" you pry, interested.<br>
<br>
<<GetNPCState "Annie" "ThompsonResisted">>
<<if _ThompsonResisted is true>>
At that, Annie giggles. “You sound like your idea of a PA is as archaic as Mr. Thompsons. For a big city boy, <<TrueName "Current">>, you certainly share the same thoughts as some of the men in Charlton.”<br>
<br>
She laughs again as she sees you blush. “I assure you, <<TrueName "Current">> that Thompson doesn’t always get what Thompson wants. But if you’re lucky, maybe I’ll indulge some of your naughty thoughts one day with you.”<br>
<<else>>
Annie gives you a look of slight anger with sadness. “That imagination of yours running overtime thinking of what I’m doing behind closed doors, <<TrueName "Current">>? A personal assistant is a professional job. You might want to lay off the dirty magazines for a bit.”<br>
<br>
You find yourself going to apologise, but Annie sighs and lets out her frustration with it. “It’s okay, I get it. Let’s just leave it, okay?”<br>
<</if>>
<br>
“The real challenge is Dan. He doesn’t shut up for a moment during the day. How did you ever get anything done working opposite him?”<Br>
<Br>
A flash of realisation passes her face, glancing over at your old desk. “I guess… well, it must have been hard to work with him around. I get that now.”<Br>
<br>
There’s a tension in the air that wasn’t there before, as Annie blushes at inferring to your old position. She smiles sweetly. “I’m sure it will work out in the end, <<TrueName "Current">>”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Annie" "NewRole">><</link>>
<<case "AnniePaper">>
You recall the note you found in Jen's locker. “I found a number scrawled in Jen’s old biology exercise book. It’s the landline for a kid called Terrence Handle. Does that name mean anything to you?”<br>
<br>
Annie’s brow furrows. “Terrence Handle? No… What’s this about, <<TrueName "Current">>”<br>
<br>
You deflect, pressing further. “I’m not sure. He goes to Charlton. Bookish, gets picked on, always seems nervous.”<Br>
<br>
She shrugs slightly. “Maybe I would have seen him at Fresh Pot,” she replies. “There’s a few of those types that hang around there at weekends.” She casts her eyes up. “They have the gall to give me winks. Silly boys.”<Br>
<br>
You shake your head. “I don’t think so. Terrence barely speaks to girls.”<Br>
<br>
Annie’s eyes flash with recognition for a heartbeat, but then blinks it away. “No… sorry. I don’t know him.”<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Annie" "AnniePaper">><</link>>
<<case "AnniePhoto">>
You remember the faded photograph from Jen's locker. "I found a picture of you and Jennifer. You were just kids."<Br>
<br>
Her eyes narrow, then she sighs. "Where did you see that?"<br>
<br>
You quickly come up with a lie. "It was in an old biology exercise book I was flicking through. If it wasn't for the hair colour, I don't think I would have recognised you."<br>
<br>
She looks at you carefully, then nods. "I know the photo. Me and Jen when we were… what, nine? Just after I got rid of my ridiculous bowl cut. I didn't think Jen would still have it.”<br>
<br>
“You and Jen were close?” you ask. <Br>
<br>
A sad smile appears on Annie’s face. She nods. “We lived on the same street. Spent every summer pretending we were the Charlton Explorers, planning our grand escape into the woods.”<br>
<br>
You watch her face soften for a moment. “You were friends?”<Br>
<br>
Annie exhales and tucks a loose curl behind her ear. “She was my best friend. Then school happened. She changed. I changed. People… said stuff. And then we weren’t friends anymore.”<br>
<br>
You hesitate, letting the words sink in. “Any idea why she would have kept it in a school exercise book?”<bR>
<br>
Annie frowns, genuine confusion clouding her features. “No. Jen was never good at biology. Even when we were kids.” She snorts. “Of course, she ended up top of the class at Charlton. But that’s what you get for being a headmaster’s favourite.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Annie" "AnniePhoto">><</link>>
<<case "AnnieLibrary">>
“This is going to sound odd,” you say. “So just bear with me.”<Br>
<Br>
Annie takes a seat on her sofa, bouncing her leg on her knee. “I’m all ears,” she says, coyly. “Sounds scandalous.”<Br>
<Br>
You sit down next to her, looking at her with intent. “Jennifer’s tutoring a boy from school,” you say. “Terrence Handle. She’s giving him extra biology lessons.”<Br>
<Br>
<<if $current.female is false>>Annie frowns, a smile forming. “Are you worried that Jen is doing the naughty with a teenager, <<TrueName "Current">>?”<br>
<<else>>Annie laughs. “I’m not sure what that’s got to do with me, <<TrueName "Current">>. What Jennifer Chambers gets up to in her own time I've long since not cared about."<br><</if>>
<Br>
“It’s to prevent something terrible happening to him at school,” you say slowly. Then, with a pause. “Something that I think happened to you.”<Br>
<Br>
Annie’s blue eyes narrow, as she seemingly forces her smile to remain. “What do you mean?”<Br>
<br>
A deep breath. “I don’t think Terrence likes girls,” you say. “I think he’s gay.”<Br>
<br>
Her smile wilts, like a leaf in autumn. “I don’t understand.”<Br>
<br>
And suddenly, colour drains from Annie’s face and she slumps over. <Br>
<br>
You spring to catch her, a moment too late. Her head hits the soft couch, bouncing with a gentle thud. You shake her lightly, whispering her name. She begins to murmur, life returning back into her body. Her eyes look up at you.<Br>
<br>
“Penny?” <Br>
<br>
You hold her by the shoulders as she comes to. She looks at you again, her eyes appraising you with confusion. The dazzling blue eyes are faded. Almost lost in a fog. “I’m okay,” she mutters, despite how she looks.<Br>
<Br>
<<ActionsHeader>>
<<link "Ask what she can remember about Jennifer from school" "AnnieDialogue">><<set $AnnieDialogue to "AnnieLibrarySchool">><<DialogueDone "Annie" "AnnieLibrary">><<DialogueDone "Annie" "AnnieLibrarySchool">><</link>><br>
<<link "Ask about biology lessons" "AnnieDialogue">><<set $AnnieDialogue to "AnnieLibraryBiology">><<DialogueDone "Annie" "AnnieLibrary">><<DialogueDone "Annie" "AnnieLibraryBiology">><</link>><Br>
<<link "Ask what she can remember from Penny at school" "AnnieDialogue">><<set $AnnieDialogue to "AnnieLibraryPenny">><<DialogueDone "Annie" "AnnieLibrary">><<DialogueDone "Annie" "AnnieLibraryPenny">><</link>><Br>
<<case "AnnieLibrarySchool">>
You meet Annie’s gaze and ask softly, “What can you remember about Jennifer back in school?”<Br>
<bR>
Annie’s lips tighten, eyes drifting. “She… she used to bully me and Penny. Pick on us for being different. For not being part of their cheerleader crowd.”<Br>
<Br>
You lean in. “Do you remember how it started?”<Br>
<Br>
Annie exhales, pressing her fingertips to her temples. “The others started it. The cheerleaders, I mean. It was everywhere. In classrooms, halls. Jen was always with them. Then she started to join in. Tease our clothes, our hair.” She looks back at you. “It was a lot.”<Br>
<br>
You wait, voice gentle. “Did that bullying lead to anything more?”<Br>
<br>
Her brow furrows as if digging through a fog. “For a while,” she says, as if remembering. “Yes. It stopped. They… they were kind for a bit. I can’t remember why. But then Penny went away, and everything turned again.”<Br>
<br>
Her look suddenly becomes distant again. For a moment, you can see magical energy swirling around her head. When she focuses back on you, she looks shocked. “What is happening to me, <<TrueName "Current">>?”<Br>
<bR>
<<ActionsHeader>>
<<DialogueSpoken "Annie" "AnnieLibrarySchool">>
<<if _Discussed is false>><<link "Ask what she can remember about Jennifer from school" "AnnieDialogue">><<set $AnnieDialogue to "AnnieLibrarySchool">><<DialogueDone "Annie" "AnnieLibrarySchool">><</link>><br><</if>>
<<DialogueSpoken "Annie" "AnnieLibraryBiology">>
<<if _Discussed is false>><<link "Ask about biology lessons" "AnnieDialogue">><<set $AnnieDialogue to "AnnieLibraryBiology">><<DialogueDone "Annie" "AnnieLibraryBiology">><</link>><Br><</if>>
<<DialogueSpoken "Annie" "AnnieLibraryPenny">>
<<if _Discussed is false>><<link "Ask what she can remember from Penny at school" "AnnieDialogue">><<set $AnnieDialogue to "AnnieLibraryPenny">><<DialogueDone "Annie" "AnnieLibraryPenny">><</link>><Br><</if>>
<<DialogueSpoken "Annie" "AnnieLibrarySchool">>
<<if _Discussed is true>>
<<DialogueSpoken "Annie" "AnnieLibraryBiology">>
<<if _Discussed is true>>
<<DialogueSpoken "Annie" "AnnieLibraryPenny">>
<<if _Discussed is true>><<link "End the conversation" "AnnieDialogue">><<set $AnnieDialogue to "AnnieLibraryEpilogue">><</link>><Br><</if>>
<</if>>
<</if>>
<<case "AnnieLibraryBiology">>
You settle back on the sofa and ask gently, “What do you remember about biology?”<Br>
<br>
Annie’s cheeks flush slightly, but she masks it with a smile. “They taught us about the birds and the bees.” She looks at you for a reaction. “Sexual reproduction, <<TrueName "Current">>. I don’t think that changes from school to school, even in the big city."<Br>
<Br>
You give her an appreciative smile. “What did you think of it?”<Br>
<br>
Her smile rises. “Great,” she says, with no hesitation in her voice. “Males and females pairing up in nature. To survive and thrive. It’s perfectly natural, isn’t it?”<Br>
<br>
Weighing up your words, you pause. “So that all made sense to you? Back then?”<Br>
<Br>
Her brow furrows thoughtfully. “Why wouldn’t it?” She pauses, voice lowering as if recalling a half-forgotten whisper. “After all, girls are made for…”<bR>
<br>
She trails off, jaw tightening. Annie blinks, as though shaken from a reverie. “I’m not sure why this feels… weird,” she admits, looking away.<Br>
<Br>
<<ActionsHeader>>
<<DialogueSpoken "Annie" "AnnieLibrarySchool">>
<<if _Discussed is false>><<link "Ask what she can remember about Jennifer from school" "AnnieDialogue">><<set $AnnieDialogue to "AnnieLibrarySchool">><<DialogueDone "Annie" "AnnieLibrarySchool">><</link>><br><</if>>
<<DialogueSpoken "Annie" "AnnieLibraryBiology">>
<<if _Discussed is false>><<link "Ask about biology lessons" "AnnieDialogue">><<set $AnnieDialogue to "AnnieLibraryBiology">><<DialogueDone "Annie" "AnnieLibraryBiology">><</link>><Br><</if>>
<<DialogueSpoken "Annie" "AnnieLibraryPenny">>
<<if _Discussed is false>><<link "Ask what she can remember from Penny at school" "AnnieDialogue">><<set $AnnieDialogue to "AnnieLibraryPenny">><<DialogueDone "Annie" "AnnieLibraryPenny">><</link>><Br><</if>>
<<DialogueSpoken "Annie" "AnnieLibrarySchool">>
<<if _Discussed is true>>
<<DialogueSpoken "Annie" "AnnieLibraryBiology">>
<<if _Discussed is true>>
<<DialogueSpoken "Annie" "AnnieLibraryPenny">>
<<if _Discussed is true>><<link "End the conversation" "AnnieDialogue">><<set $AnnieDialogue to "AnnieLibraryEpilogue">><</link>><Br><</if>>
<</if>>
<</if>>
<<case "AnnieLibraryPenny">>
You lean forward and ask, “What do you remember about Penny back in school?”<Br>
<Br>
Annie’s face softens, a flicker of warmth in her eyes. “Penny… she got targeted by the cheerleaders just like me. But she was different. Assertive, always sticking up for herself. And for anyone they picked on. She even stuck up for me.”<Br>
<Br>
You offer a gentle smile. “Sounds like she was a good friend.”<BR>
<Br>
“She was,” Annie agrees, voice quiet.<Br>
<Br>
You wait, pressing on, “How close were you two?”<Br>
<Br>
Annie’s eyes flash with irritation. “Just friends,” she snaps, a tremor undercutting her words. She takes a breath, then blurts, “I know what you’re trying to insinuate, <<TrueName "Current">>. But it wasn’t like that.” Her voice raises, almost into a shriek. “I like boys!”<br>
<br>
Her voice is almost cracking. Yet the doubt in her eyes says she isn’t entirely convinced.<Br>
<bR>
<<ActionsHeader>>
<<DialogueSpoken "Annie" "AnnieLibrarySchool">>
<<if _Discussed is false>><<link "Ask what she can remember about Jennifer from school" "AnnieDialogue">><<set $AnnieDialogue to "AnnieLibrarySchool">><<DialogueDone "Annie" "AnnieLibrarySchool">><</link>><br><</if>>
<<DialogueSpoken "Annie" "AnnieLibraryBiology">>
<<if _Discussed is false>><<link "Ask about biology lessons" "AnnieDialogue">><<set $AnnieDialogue to "AnnieLibraryBiology">><<DialogueDone "Annie" "AnnieLibraryBiology">><</link>><Br><</if>>
<<DialogueSpoken "Annie" "AnnieLibraryPenny">>
<<if _Discussed is false>><<link "Ask what she can remember from Penny at school" "AnnieDialogue">><<set $AnnieDialogue to "AnnieLibraryPenny">><<DialogueDone "Annie" "AnnieLibraryPenny">><</link>><Br><</if>>
<<DialogueSpoken "Annie" "AnnieLibrarySchool">>
<<if _Discussed is true>>
<<DialogueSpoken "Annie" "AnnieLibraryBiology">>
<<if _Discussed is true>>
<<DialogueSpoken "Annie" "AnnieLibraryPenny">>
<<if _Discussed is true>><<link "End the conversation" "AnnieDialogue">><<set $AnnieDialogue to "AnnieLibraryEpilogue">><</link>><Br><</if>>
<</if>>
<</if>>
<<case "AnnieLibraryEpilogue">>
Annie’s shoulders slump against the sofa cushions, exhaustion etching her features. She presses a shaky hand to her forehead and blinks at you with unfocused eyes. “I’m sorry,” she whispers, voice hollow, “I don’t know what you’re trying to get from me.” She turns away, pulling the throw over her lap as if to hide. “I need some time. Please… just leave me be.”<bR>
<bR>
You rise slowly, your heart heavy. With one last look at the fading spark in her eyes, you rise and step toward the door, pausing only to give her a gentle nod before slipping away into the gathering dusk.<br>
<Br>
<<ActionsHeader>>
<<link "Leave Annie's apartment" "AvianLane">><<EndConversation "Annie">><<TimeChange>><<Quest21Confrontation "Annie">><</link>>
<<case "AnnieQuestionHere">>
“First of all,” you begin. “Why did you come over this morning?”<Br>
<br>
She hesitates, considering. Then reaches into her pocket and pulls something small out, holding it up for you to see. An acorn. Plain. Ordinary. But you feel it pulsing with latent energy.<Br>
<bR>
“It arrived this morning” she says, meekly. “It feels important. Like it told me to bring it here.” She takes a deep breath. “It’s magic, isn’t it?”<Br>
<br>
You look at the acorn in Annie's hand. You feel its power radiating. “Yes,” you say. “It’s very powerful.”<Br>
<br>
“It stopped you from doing… whatever you were going to do to me,” Annie comments. “I felt it. What was that, <<TrueName "Current">>? Were you using magic on me?”<bR>
<br>
You take a deep breath. “It was a sleep spell. Thought it would be easier than having to go through all this with you.” You gesture to your face. “At least, not like this.”<Br>
<bR>
She glances up at your face. <I>Her face</i>. Her eyes seem sad. “This isn’t the first time, is it?”<br>
<br>
You purse your lips. Unable to reply. She looks away, crestfallen. And then reaches into her bag at her side, pulling out a piece of paper. Without looking at you, she holds it out. “It came with this.”<Br>
<Br>
You reach forward slowly to pick it up. It’s a scrap of paper with scrawled words in black ink:<Br>
<Br>
<center><span class='PCFemale-handwriting'>Go see them. They know. You’re ready now. – S.</span><br></center><br>
<br>
You glance at the initial. 'S'. Faint laughter echoes through your brain. <I>Siobhan</i>.<Br>
<br>
“Somehow,” you hear Annie say. “I knew it meant you.”<Br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Annie" "AnnieQuestionHere">><</link>>
<<case "AnnieQuestionLocker">>
“I know what happened between you and Jennifer,” you begin. “At her locker. How Penny picked on Jen. You didn’t intervene.”<Br>
<br>
“How does this help that boy?” Annie says, looking directly at you, her eyes cooling.<Br>
<Br>
“I just want to understand what happened to you,” you reply. “I think it’s a part of it.”<Br>
<bR>
Annie sighs. “Penny thought that Jen had sold out. She got good grades. Did well at school. No one did that without sucking up to Stitch.”<Br>
<br>
You weigh up her words for a second. “Did she deserve to be bullied?” <Br>
<br>
Her eyes drift again, thinking. “I suppose not. I guess I didn’t think of it that way.”<Br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Annie" "AnnieQuestionLocker">><</link>>
<<case "AnnieQuestionTryouts">>
"When Jen got into the cheerleader team, you told her she was just a barbie doll. Almost like you wanted to take her success away from her.”<Br>
<br>
“How do you know that?” Annie snaps back. You raise an eyebrow slightly. It takes her a second to understand. “Magic,” she mutters.<Br>
<bR>
You let the silence bubble for a while. "Were you jealous of her?"<Br>
<Br>
Annie looks to you as if she’s going to say something. But lets it slip away. Instead, she shakes her head. “I guess I was angry. That she and I were no longer friends. And betrayed. She joined the squad that made my life hell.”<Br>
<br>
“Did you ever try to reconcile things with her?”<Br>
<br>
A small hiss comes out of Annie’s mouth. “What has this got to do with this kid in trouble, <<TrueName "Current">>?”<br>
<br>
Sensing her rising anger, you let this matter be.<BR>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Annie" "AnnieQuestionTryouts">><</link>>
<<case "AnnieQuestionClassroom">>
“Do you remember being at lunchtime in the Maths class?” you ask. “With Penny.”<Br>
<br>
Her eyes widen. “How do you…” she drifts off, knowing the answer. “That’s private.”<Br>
<br>
“I’m sorry,” you say, a twinge of guilt at unwittingly stumbling across a tender moment. “But it did happen, right?”<Br>
<Br>
She nods. “I remember the way she touched my hand. The flutter. Her warm smile. The way she brushed a stray hair from my face. But I thought…” She peters off. “I have a vague memory of it being a boy. But it’s faint. Like it was just a dream.”<Br>
<br>
You nod, letting this sink in, before answering another question. “What was she to you?” <BR>
<bR>
Annie looks back at you, but doesn’t say anything.<Br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Annie" "AnnieQuestionClassroom">><</link>>
<<case "AnnieQuestionFreshPot">>
“What happened in Fresh Pot?” you ask. “When Penny saw you.”<Br>
<br>
Even this vagueness is enough for her eyes to tear up. She knows exactly what you’re referring to. “Penny saw me,” she says. “With a boy. She stormed out, and when he asked who she was, I said she was just a friend.”<Br>
<br>
You breathe quietly, letting Annie roll her restored memory around. “But I felt guilty for saying that. I felt like I never was going to forget the look she gave me when she saw me there with him.”<Br>
<br>
She sniffs, wiping her eyes. “But I did forget. Didn’t I? How did I forget that…” She gives you a look. “It was magic, wasn’t it?”<BR>
<br>
You give her a warm smile. “You remember now. That’s the most important thing.”<Br>
<Br>
She looks at you, then nods. And stares back at the floor again.<Br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Annie" "AnnieQuestionFreshPot">><</link>>
<<case "AnnieQuestionRitual">>
You take a deep breath. “This one might be painful,” you say. “Are you okay?”<Br>
<Br>
"They're all painful, <<TrueName "Current">>,” Annie says meekly. <bR>
<Br>
“Do you remember a night in the school gym?” you continue. “With the cheerleader squad.”<BR>
<br>
There is pain evident on her face as she listens to what you said. “I don't know,” she says quickly. “I think so. I was really out of it. I think… Penny had just left. I must have taken something. But I - I didn’t even drink, back then.”<br>
<br>
The confusion spreads across Annie’s face, struggling to reconcile shattered memories into a coherent whole. You give her a warm smile. She looks at your face and winces. <I>Because it’s her own face trying to be sympathetic, isn’t it?</i><Br>
<bR>
“There was chanting,” she continues. “Loud voices. Skye told me that I was safe. But it didn’t feel safe. It felt…” She gives you a look as she takes a deep breath. “It felt like magic.”<Br>
<Br>
“Anything else?” you try.<Br>
<Br>
She gulps. “Christina’s face. Leaning in.” She scrunches her face up as the memory plays out in her mind. “She kissed me. And all I could think about was boys.”<Br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Annie" "AnnieQuestionRitual">><</link>>
<<case "AnnieQuestionNoQuestions">>
“That’s all I’ve got,” you tell her. “Thanks Annie.”<Br>
<br>
Annie nods and turns to stare at the floor. You sit there in silence for long moments, both not wanting to speak.<Br>
<Br>
<<if $AnnieLeafDreamTruth.length gte 4>>
“Did they really… change me?” Annie says after some time. She looks up to meet your eyes. For the first time, she doesn’t seem to flinch away from looking at you in her form.<Br>
<Br>
Solemnly, you nod. “Yes. I’m sorry, Annie.”<bR>
<Br>
Just for a moment, the faintest of smiles spreads on her face. “Thank you,” she whispers. But the smile fades. “I don’t know what to do now.”<Br>
<Br>
“One day at a time,” you say. She gently nods.<Br>
<<else>>
“Anything else come to mind?” you finally say.<Br>
<br>
Annie looks up at you and shakes her head. “I’m sorry, <<TrueName "Current">>. It’s all a jumble. I don’t know what to think anymore.”<bR>
<br>
“And what about Penny?” you ask.<Br>
<BR>
At this, Annie looks at you. Her eyes sad. “We were just good friends, <<TrueName "Current">>. After all, girls are made for --”<br>
<Br>
You beat her to it. “Boys.”<Br>
<</if>>
<Br>
Annie takes a deep breath, looking around your room. “Did that help at all?” she mutters. “With helping this boy?”<Br>
<br>
“I’m not sure,” you tell her. “But there’s a few clues in there.”<Br>
<Br>
Annie looks away, thinking. “My mind keeps returning to that gym. At school.” She turns to face you and for a moment she resembles something of the person you know. “That place gives me the chills. If whatever happened is happening again, it will probably be happening there.”<Br>
<Br>
You consider her words. Just like in the dream. “Is there anything else coming back to you?” you ask. “Anything at all?”<Br>
<Br>
She mulls over your words, then shrugs. “No. But you can find out. Why don’t you sneak in there before they get there? See what they do.”<Br>
<Br>
“They tend to keep the door locked,” you admit. <Br>
<Br>
<<if $AnnieLeafDreamTruth.length gte 4>>
“Well let’s open another one,” she says, a slight twang of buoyancy in her voice. “Tell you what, I’ll have a word with Coach Beach. I can get him to leave the emergency exit door ajar in the evening.”<Br>
<br>
You give Annie a look. “Do you really want to be doing that, Annie?”<Br>
<br>
She actually snorts. “I might now be going through an identity crisis, <<TrueName "Current">>. But I’m not about to give up my skills on getting my own way.” She lowers her head, grinning as she looks at you from beneath her brows. “And those skills are more verbal than physical, if that’s what you were thinking.”<br>
<br>
Sighing, you nevertheless nod. “Just be careful.”<Br>
<br>
She smiles back at you, only seeming a little forced. But something seems to strike her again. The flickers of cheerfulness once more gone.<br>
<<else>>
“There must be a way in there?” she asks. "I could ask Coach Beach..." she begins, but trails off. You can see on her face the conflict. As if she's second guessing her own thoughts.<br>
<Br>
"No," she mutters. "I don't know what I feel about that."<Br>
<Br>
You can see the pain on her face. You don't press the issue further.<br>
<</if>>
<br>
Annie stands. She brushes down her skirt, flicking dust away.<Br>
<br>
You glance up, covers still around your chest. “Are you leaving?”<Br>
<br>
She looks back down at you, appraising you for a moment. “Yes,” she states. “In the grand scheme of things, this has been the strangest morning of my life. I don’t think I’ve even begun to process what you’ve told me, today. Or what you’ve done to me. Or,” her eyes look you over again. “What you’ve done as me.”<Br>
<br>
“This isn’t okay, <<TrueName "Current">>,” she adds. “And we’re far from okay. But I want you to help that boy. Once he’s okay, come see me at my apartment one morning. Then, we’ll talk.”<br>
<br>
She steps forward towards the door and opens it. Then stops. She looks back. “I’ll keep up the act up at work if you will. Keep people off your back. Our little secret. Like the coffee.”<Br>
<br>
You nod, giving her an appreciative smile. She just nods back, then walks out.<Br>
<br>
<<ActionsHeader>>
<<link "Watch Annie leave and get up" "YourRoom">><<EndConversation "Annie">><<QuestTracker "Quest21" 7>><<Quest21RitualOptions "Annie">><<SetFlag "AnnieConfrontedQuest21">><<set $YourRoomPostLeafAnnie to undefined>><</link>>
<<case "TransformingHer">>
<<if $AnnieLeafDreamTruth.length gte 4>>
“I remember it now,” she says. “Penny. And me. What happened at school.”<Br>
<br>
You take a deep breath. “What do you remember?”<Br>
<Br>
Annie flicks her eyes up at you. “That I liked her. That we were more than friends. That…” she sighs, looking away again. “It was complicated.”<Br>
<br>
“I’m so sorry, Annie,” you reply.<Br>
<br>
There is a flicker of an appreciative smile. “It’s still confusing. It’s like I had one set of memories from school now, but they don’t work with how I’ve lived. I don’t know who I am. Do I like boys or girls? Am I bright and bubbly, or reserved and shy? It still doesn’t make sense.”<Br>
<br>
“I do know one thing though,” she continues. “I want to know what happened to Penny. I think if I can find that out, it might become a bit clear.”<Br>
<br>
“Are you going to search for her?” you ask.<Br>
<br>
She looks to you, then nods. “But I think I need your help to do it.”<Br>
<br>
“Of course,” you tell her. “What do you need?” Only then do you see her take a deep breath.<Br>
<br>
"I'm going to make a few trips. Up to where Penny went. Try and find her. Except,” she inhales. “I’m worried. If I suddenly go away. What this town will do to me. If I’m missing. Start missing work.”<Br>
<Br>
She hugs herself, as if trying to remain warm. “You had experience as being me. About acting like… well, how I’ve acted. Would you like to keep doing it?”<Br>
<br>
You frown. “What do you mean?”<Br>
<br>
“Just that…” she pauses, searching for the words. “Put it this way, if you were to come by one morning. You could spend the day as me. And I could be free to search for Penny. And no one would be any the wiser.” <Br>
<br>
“What about me?” you ask. “And my life?”<Br>
<br>
She winces. “It wouldn’t be permanent,” she tells you. “Just whenever you could. Take my shifts at work. Keep up the charade.”<Br>
<br>
Annie looks at you, her eyes pleading. Spending days as Annie at the weekend was one thing. But working at Thompson’s Repairs, as her? And pretending nothing has changed? You shudder to imagine what she must go through at work.<Br>
<br>
<<ActionsHeader>>
<<link "Accept the deal" "AnnieDialogue">>
<<set $AnnieDialogue to "TransformingHerAccept">>
<<SetFlag "AnnieDealAccepted">>
<<ChangePersonalityStateNPC "Annie" "Gay">>
<<AnnieThompsonResistSchedule>>
<<SetNPCState "Annie" "ThompsonResisted" true>>
<</link>><br>
<<link "Tell her you can’t do that" "AnnieDialogue">>
<<set $AnnieDialogue to "TransformingHerReject">>
<<ChangePersonalityStateNPC "Annie" "Gay">>
<<AnnieThompsonResistSchedule>>
<<SetNPCState "Annie" "ThompsonResisted" true>>
<</link>>
<<else>>
"It's all so jumbled up," she says, sighing. "I can't work out what's true and not anymore."<br>
<br>
You take a deep breath. “What do you remember?”<Br>
<Br>
Annie flicks her eyes up at you. “That's just it. I don't know. I know that Penny and I were friends. That it might have been a bit more. But I also remember feeling angry that my friend turned her back on me when I started dating. It's like I have two conflicting memories for parts of my life."<br>
<br>
You watch her release a tiny bit of frustration. “I’m so sorry, Annie.”<Br>
<br>
There is a flicker of an appreciative smile. “I only know how I feel right now. That Penny was just a friend. And my life - the one I'm living - is who I am."<Br>
<br>
"What if it's not true?" you ask.<br>
<Br>
She looks at you, then shakes her head. "Doesn't matter," she says, quietly. "It feels right. Even if it's not. Besides, I've got more important things that I have to deal with right now."<br>
<Br>
You frown. "Like what?"<br>
<Br>
A bemused smile cracks across her face. "Like my entire belief system being shattered. Like there's magic - actual magic - in the world and people in this town use it."<Br>
<br>
"And," she adds, pausing for effect. "That you have been wandering around town... pretending to be me."<br>
<Br>
You take a deep breath. "Annie, I want to apologise -"<br>
<Br>
She cuts you off, quickly. "Don't," she states. "I don't think you can even begin to know what you're apologising for. I don't like it, <<TrueName "Current">>. I don't like it at all. Even if you were just doing it to help that boy."<br>
<Br>
You let her words hang for a few seconds. "How can I make it up to you?"<Br>
<Br>
Annie looks at you directly. "Find another way to sort my head out. You seem deep in this stuff. If there's another way to find a way to unravel whatever was done to me, I want you to find it. I'll consider us even, then."<br>
<br>
You look at her, then nod. She offers a small smile in return.<br>
<br>
"Okay, I better get ready," she says. "I'll see you at work, <<TrueName "Current">>. Don't worry about me. I've become good at hiding secrets."<br>
<br>
Her eyes glance to the door. You take it as a signal of your next step. Rising, you begin to walk towards it.<br>
<br>
"I've still got that acorn, <<TrueName "Current">>", you hear her say behind you. "So don't try anything."<br>
<br>
<<ActionsHeader>>
<<link "Leave Annie's Apartment" "AvianLane">><<EndConversation "Annie">><<SetNPCLocation "Annie" $dayCurrent $periodCurrent "ThompsonsReception">><</link>>
<</if>>
<<case "TransformingHerAccept">>
“Alright, Annie,” you tell her. “If that’s what you need.”<Br>
<Br>
She smiles with genuine gratitude and glee. “Oh thank you!” She reaches out and clutches your hand. “This means the world to me. Whenever you can spare a day, the door will always be open.”<Br>
<br>
“How do you want me to act?” you ask. <Br>
<br>
She glances at you. “Same as always. Same old Annie, living her life.” She smiles, thinly. “Except, you don’t have to do anything that would make you feel uncomfortable. I certainly won’t when it’s me. My eyes are open to what happens in this town now, <<TrueName "Current">>. I might not be able to stop it, but I certainly don’t have to embrace it.”<br>
<Br>
You nod, a little relief welling up inside you. "Do you want me to go now?"<Br>
<br>
<<if $current.female is false>>
Annie looks at you, pausing for a second. She takes a deep breath. “There is one thing,” she adds. “I’m not sure if I’m into boys, <<TrueName "Current">>. Or if I ever was. I’ll still be me, but… I’d like to get through this. As friends.”<Br>
<Br>
She offers you an embarrassed smile. You can only nod. “I understand.”<Br>
<Br>
The smile turns genuine with relief. “Thank you.”<Br>
<<else>>
Annie looks at you, pausing for a second. She takes a deep breath. “There is one thing,” she adds. “I’m not sure if I’m into boys, <<TrueName "Current">>. Or if I ever was. I’ll still be me, but… maybe we could spend some time together? Away from private eyes.”<br>
<br>
She offers you an embarrassed smile. You can only nod. “Sure.”<Br>
<br>
The smile turns genuine with relief. “Thank you.”<Br>
<</if>>
<Br>
<<Weekend>>
<<if _Weekend is true>>
She looks over at the clock, eyes widening. “I guess I should get ready,” she tells you. “Thanks again, <<TrueName "Current">>. Come by during the week. Whenever you can spare the time.”<Br>
<br>
<<ActionsHeader>>
<<link "Leave Annie's Apartment" "AvianLane">><<EndConversation "Annie">><<SetNPCLocation "Annie" $dayCurrent $periodCurrent "ThompsonsReception">><</link>>
<<else>>
She looks over at the clock, eyes widening. “I guess I should get ready,” she tells you, before tilting her head. "Unless... you want to start today?"<Br>
<br>
You glance at Annie. Her eyes look bright. Her expression full of hope. "You want me to transform now?"<br>
<Br>
She shrugs. "There's a bus due soon to the city. I could spend the day doing some research."<br>
<Br>
You take a deep breath, pondering your next move.<Br>
<br>
<<ActionsHeader>>
<<link "Try to transform into Annie" "AnniesApartmentTransformKnown">><<EndConversation "Annie">><</link>><br>
<<link "Tell her you can't right now" "AnnieDialogue">><<set $AnnieDialogue to "TransformingHerNotRightNow">><</link>>
<</if>>
<<case "TransformingHerReject">>
“I’m not sure I can do that,” you tell her. “It’s a lot to ask.”<Br>
<br>
She smiles, but there’s clear disappointment on her face. “I understand,” she tells you. “If you change your mind at any time, the door will always be open.”<Br>
<Br>
A still quiet hangs in the air again. She looks away thinking.<Br>
<Br>
“What happens now?” you ask. “What will you do?”<Br>
<br>
She glances at you. “I’ll go on pretending. Same old Annie, living her life.” She smiles, thinly. “Except, my eyes are open to what happens in this town now, <<TrueName "Current">>. I might not be able to stop it, but I certainly don’t have to embrace it.”<Br>
<br>
<<if $current.female is false>>
Annie takes a deep breath. “There is one thing,” she adds. “I’m not sure if I’m into boys, <<TrueName "Current">>. Or if I ever was. I’ll still be me, but… I’d like to get through this. As friends.”<Br>
<br>
She offers you an embarrassed smile. You can only nod. “I understand.”<Br>
<Br>
The smile turns genuine with relief. “Thank you.”<Br>
<<else>>
Annie takes a deep breath. “There is one thing,” she adds. “I’m not sure if I’m into boys, <<TrueName "Current">>. Or if I ever was. I’ll still be me, but… maybe we could spend some time together? Away from private eyes.”<br>
<br>
She offers you an embarrassed smile. You can only nod. “Sure.”<Br>
<br>
The smile turns genuine with relief. “Thank you.”<br>
<</if>>
<br>
She looks over at the clock, eyes widening. “I guess I should get ready,” she tells you. “Thanks again, <<TrueName "Current">>. Like I said, if you change your mind, come by any morning during the week. And I’ll let you know if I learn anything.”<br>
<br>
<<ActionsHeader>>
<<link "Leave Annie's Apartment" "AvianLane">><<EndConversation "Annie">><<SetFlag "AnnieMorningInvite">><<SetNPCLocation "Annie" $dayCurrent $periodCurrent "ThompsonsReception">><</link>>
<<case "TransformingHerNotRightNow">>
"I can't today," you tell her. "I'm sorry. I have to sort out a few things today."<br>
<br>
She smiles, but there’s clear disappointment on her face. “I understand,” she tells you. “Whenever you can spare the time, my door will always be open.”<Br>
<Br>
A still quiet hangs in the air again. She looks away thinking. But then turns back, shrugging it off.<Br>
<Br>
“Thanks again, <<TrueName "Current">>. And I’ll let you know if I learn anything.”<br>
<br>
<<ActionsHeader>>
<<link "Leave Annie's Apartment" "AvianLane">><<EndConversation "Annie">><<SetNPCLocation "Annie" $dayCurrent $periodCurrent "ThompsonsReception">><</link>>
<<case "TransformingHerReconsider">>
"I've been thinking about what you asked," you begin. "About taking your place. Spending days as you."<br>
<br>
Annie goes still. "And?"<br>
<br>
"I'll do it," you tell her. "If the offer still stands."<br>
<br>
She lets out a breath she seems to have been holding for days. "It stands." She looks at you properly. "Same rules as before, <<TrueName "Current">>. Be me. Don't let anyone take advantage of you. And I'll let you know anything I find out about Penny."<br>
<br>
<<Weekend>>
<<if setup.period[$periodCurrent] is "Morning" and _Weekend is false>>
She looks over at the clock, eyes widening. "I guess I should get ready," she tells you, before tilting her head. "Unless... you want to start today?"<Br>
<br>
You glance at Annie. Her eyes look bright. Her expression full of hope. "You want me to transform now?"<br>
<Br>
She shrugs. "There's a bus due soon to the city. I could spend the day doing some research."<br>
<Br>
You take a deep breath, pondering your next move.<Br>
<br>
<<ActionsHeader>>
<<link "Try to transform into Annie" "AnniesApartmentTransformKnown">><<SetFlag "AnnieDealAccepted">><<EndConversation "Annie">><</link>><br>
<<link "Tell her you can't right now" "AnnieDialogue">><<SetFlag "AnnieDealAccepted">><<DailyVariableAdd "AnnieSeenAtWork">><<set $AnnieDialogue to "TransformingHerNotRightNow">><</link>>
<<else>>
She glances at the window, then back to you with a small, tired smile. "Not now, though. Come by one weekday morning, before work. That's when it has to happen."<br>
<br>
You nod. She smiles back at you, happy.<br>
<br>
<<ActionsHeader>>
<<link "Leave Annie's Apartment" "AvianLane">><<SetFlag "AnnieDealAccepted">><<EndConversation "Annie">><<if setup.period[$periodCurrent] is "Morning">><<DailyVariableAdd "AnnieSeenAtWork">><<SetNPCLocation "Annie" $dayCurrent $periodCurrent "ThompsonsReception">><</if>><</link>>
<</if>>
<<case "SexGoGetLicked">>
"Oh yes," you purr, rolling off her and pulling your panties down.<br>
<Br>
<<if $PlayerCharacter.stateCurrent is 4>>
She grins as she creeps down your body, watching your reaction as her face nears your genitalia. You part your legs and you watch Annie's blonde locks fall over your thighs. She smiles coyly, then leans forward. You gasp as her lips touch your penis.<br>
<br>
"Oh god," you purr, as she laps at your junk. You convulse and tug at your legs, bringing them up higher and higher, as the blonde bombshell puts her head between your thighs and sucks on your small pecker.<Br>
<Br>
"Do you like it?" she whispers, as her tongue rolls around your prick. You can only squeal a response, digging your toes into her sheets and letting your hands caress your breasts as her tongue licks your tiny dick like it was a clit.<Br>
<br>
Annie eagerly works your penis, teeth glimmering as she looks up at you. She pushes your legs wide open with her hands, pushing her face against your groin, pulling at your prick gently with her teeth.<br>
<br>
"Cum for me, <<TrueName "Current">>," she whispers, vigorously massaging it between her fingers. "I want you to cum so hard."<br>
<bR>
It's enough to send you over the edge. You feel your penis shoot its load, arching your back as you push it against Annie's mouth as you scream in ecstasy.<br>
<br>
You collapse back on to the bed, spent. Eyes opening only once you've regained your breath. Annie still lies at the bottom of the bed, a small trickle of cum on her lips. She wipes it away with a hand and giggles.<Br>
<br>
"Aren't you full of secrets, <<TrueName "Current">>?" she purrs. "I can't say I've ever done that before."<Br>
<br>
You look down at her, feeling a flush of guilt for not speaking to Annie about it. Almost reading your mind, she whispers for you to shush. "It's okay," she says. "Behind closed doors. Your secret is safe with me."<br>
<br>
You can only smile. She exhales, content, still looking up at you. "I guess we should clean up."<Br>
<Br>
She slides off you, then moves up the bed against your body. Running a fingernail over one of your nipples and nestling her head into your chin. "Or maybe we could lie here a little longer, still."<br>
<Br>
You wrap your arms around her and enjoy the moment, listening to her breathing as her chest rises and falls against yours. After minutes have passed, she finally speaks. "We should get ready for bed. Or I'll fall asleep here like this."<Br>
<br>
<<ActionsHeader>>
<<link "Clean up and go to sleep" "AnnieDialogue">><<set $AnnieDialogue to "SexCleanUpSleep">><</link>>
<<else>>
She grins as she creeps down your body, watching your reaction as her face nears your genitalia. You part your legs and you watch Annie's blonde locks fall over your thighs. She smiles coyly, then leans forward. You gasp as her lips touch yours.<br>
<br>
"Oh god," you purr, as she laps at your pussy. You convulse and tug at your legs, bringing them up higher and higher, as the blonde bombshell puts her head between your thighs and sucks on your lips.<Br>
<Br>
"Do you like it?" she whispers, as her tongue touches your clit. You can only squeal a response, digging your toes into her sheets and letting your hands caress your breasts as her tongue licks at you.<Br>
<br>
Annie eagerly laps at your labia, teeth glimmering as she looks up at you. She pushes your legs wide open with her hands, pushing her face against your groin, her tongue pushing between your lips and brushing the entrance to your womb.<br>
<br>
"Cum for me, <<TrueName "Current">>," she whispers, vigorously massaging it between her fingers. "I want you to cum so hard."<br>
<bR>
It's enough to send you over the edge. Your body arches and your hands grab on to the pillows, pushing your groin hard against Annie's head as you scream in ecstasy.<br>
<br>
You collapse back on to the bed. Eyes opening only once you've regained your breath. Annie still lies at the bottom of the bed, still between your legs, her lips moist. She wipes them with a hand and giggles.<Br>
<br>
"I didn't know I could still do that," she purrs. "It's been a while."<Br>
<br>
"You wouldn't know," you stammer.<br>
<Br>
She slides off you, then moves up the bed against your body. Running a fingernail over one of your nipples and nestling her head into your chin. "Maybe we could lie here a little longer before cleaning up."<br>
<Br>
You wrap your arms around her and enjoy the moment, listening to her breathing as her chest rises and falls against yours. After minutes have passed, she finally speaks. "We should get ready for bed. Or I'll fall asleep here like this."<Br>
<br>
<<ActionsHeader>>
<<link "Clean up and go to sleep" "AnnieDialogue">><<set $AnnieDialogue to "SexCleanUpSleep">><</link>>
<</if>>
<<case "SexGoFingerAnnie">>
You roll off Annie and on to the side. For a moment there is confusion on her face. Then realisation as you run a finger down her thigh.<br>
<BR>
"I've got another idea," you tell her. "Why don't I... explore you."<br>
<br>
She looks back to you, hesitantly. Then nods. "Okay," she whispers.<br>
<br>
You work your fingers across her nearest leg, running a nail up and down her inner thigh. She murmurs with pleasure and parts her legs for you to continue. You reach her lacy panties, easily pulling them to one side. Your eyes linger on her smooth pussy, legs parted to encourage you.<Br>
<Br>
"Be gentle," she says.<Br>
<Br>
You nod with a smile and run a finger across her lips. She groans as you touch her, arching her back on the bed. You take two fingers and run them up and down across her labia, feeling her body shake as you touch her.<br>
<Br>
"Oh fuck," she moans, head craned back as her toes dig into her sheets.<br>
<br>
You feel her juices seep out, glistening on her lips. With a smile, you move a finger to the centre, then gently push it between her lips with a pop.<Br>
<Br>
Annie buckles against your finger, grinding against it with pleasure. You grin and begin to rotate your finger around inside her.<Br>
<br>
Her fingers clutch at the bed clothes as she writhes against your touch. You feel the inside of her womb as you push deeper and deeper. Then slide a second digit inside. She cries with joy as her body buckles.<Br>
<Br>
"Oh god, oh god," Annie mutters, pushing her body against you. "There. There. There!"<Br>
<Br>
She squeals as you feel her shudder. You push your fingers against her body, finding the sweet spot that brings her maximum pleasure. She convulses against you.<Br>
<br>
And then collapses on the bed, panting.<br>
<br>
Long moments pass before Annie opens her eyes, looking over at you. She smiles, content. "That was... something."<br>
<br>
You lean forward and draw her into a tender kiss. She responds enthusiastically, then rests her head against yours, staring into your eyes.<br>
<Br>
You wrap your arms around her and enjoy the moment, listening to her breathing as her chest rises and falls against yours. After minutes have passed, she finally speaks. "We should get ready for bed. Or I'll fall asleep here like this."<Br>
<br>
<<ActionsHeader>>
<<link "Clean up and go to sleep" "AnnieDialogue">><<set $AnnieDialogue to "SexCleanUpSleep">><</link>>
<<case "SexCleanUpSleep">>
<b>Annie's Apartment - Bathroom</b><br>
<img src="./images/Annies_Apartment_Bathroom.png"><br>
You make your way back into the living room and through the door you assume is Annie's bathroom. Sure enough, the smells of perfume and products hit you as you walk into the room.<br>
<br>
You look at yourself in the mirror, smiling to yourself. Your reflection stares back at you. For once, you seem at peace.<Br>
<br>
Cleaning up slightly, you make your way back to the bedroom. Annie is already under the covers, make-up removed, her hair pulled back in a ponytail. She’s wearing a pink satin long-sleeve pyjama set. The top buttoned up at the front. The pants just visible where she’s pulled down the covers. <br>
<br>
You wordlessly slide in with her and she nestles her back against yours. "Hold me," she asks.<Br>
<bR>
You wrap your arms around her and she snuggles against your chest. “Goodnight, <<TrueName "Current">>,” she whispers, before flicking the light off.<br>
<br>
It’s not long before you hear the gentle breathing of Annie fast asleep, content and peaceful in your arms.<br>
<br>
<<ActionsHeader>>
<<link "Go to sleep" "AnniesApartmentBedroomSleep">><<EndConversation "Annie">><</link>>
<<case "RedRoomTrialAsk">>
“Hey Annie,” you say, “You’ve mentioned the Red Room before. Fancy going?”<br>
<br>
<<if $current.female is false>>
<<CheckPersonalityState "Annie">>
<<if _PersonalityState is "Gay">>
A grin forms on her face. “Think I need somewhere to let off some steam, <<TrueName "Current">>? You’d be surprised what a girl can get away with in there.”<br>
<<else>>
A grin forms on her face. “Are you asking me out, <<TrueName "Current">>? And there was me thinking we’d go somewhere like the Hearth and Home first.”<br>
<</if>>
<<else>>
<<CheckPersonalityState "Annie">>
<<if _PersonalityState is "Gay">>
A grin forms on her face. “You know what that sort of place is, don’t you <<TrueName "Current">>? You’d be surprised what two girls can get away with in there.”<br>
<<else>>
A grin forms on her face. “Think I need somewhere to let off some steam, <<TrueName "Current">>? You’d be surprised what sort of guys hang around there.”<br>
<</if>>
<</if>>
<br>
She titters, blue eyes gleaming. You feel blood rush to your cheeks.<br>
<br>
“I need to meet someone there,” you say.<br>
<br>
“Not Jack?” Annie replies, eyebrows rising. “Now that does surprise me. Didn’t think that would be your sort of vice.” She grins. “Not that I haven’t dabbled, mind.”<br>
<br>
She leans forward, holding your gaze. “We can try one night, if you like? Just give me a call in the evening. If I’m not busy, I wouldn’t mind showing you the other side of this town.”<br>
<br>
There’s a sparkle in her eyes that makes you wonder how much time Annie spends there. Sensing your hesitation, Annie giggles.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<RedRoomCompanion "Annie">><</link>>
<<case "TandiWhereabouts">>
“About Tandi,” you begin. "Do you know where I might find her?”<br>
<br>
Annie’s grin widens. “I think I might,” she purrs. “You’ve heard about the Red Room, right? It’s a bar out of town. Rowdy. Dimly lit. The type of place that could only exist outside Charlton, if you know what I mean?”<br>
<br>
The gleam in her blue eyes says all you need to know about the Red Room. “And Tandi will be there?”<br>
<br>
At this, Annie just shrugs. “Sometimes she’s there, sometimes she isn’t. She doesn’t exactly keep a planned schedule. But we can try one night, if you like? Just give me a call in the evening. If I’m not busy, I wouldn’t mind showing you the other side of this town.”<br>
<br>
There’s a sparkle in her eyes that makes you wonder if this is the type of place you want to visit. Sensing your hesitation, Annie giggles.<br>
<br>
“Or if it’s too much for you, you could try Misty Falls caravan park. I hear she lives out there. But I don’t know how often she spends the night out there.” Again, that sparkle in her eyes says it all.<br>
<Br>
“How do I get out there?” you ask her.<br>
<br>
Annie titters. “Not got a car, <<TrueName "Current">>? You can always call Charlton Taxis. Or if you’re strapped for cash, I think there’s a bus that goes there from the town square.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>>
<<ChangeTopics>>
<<LocationKnown "TownSquare">><<LocationKnown "RedRoom">><<LocationKnown "MistyFalls">>
<<SetFlag "CharltonTaxiHomeKnown">>
<<QuestOptionUnlock "Quest22" 0 "misty_falls" "gte">>
<<QuestOptionUnlock "Quest22" 0 "red_room" "gte">>
<<QuestOptionUnlock "Quest22" 0 "red_room_annie" "gte">>
<<RedRoomCompanion "Annie">>
<</link>>
<<case "AboutTandi">>
“You mentioned Tandi,” you begin. “Who is she?”<br>
<br>
“Just one of the locals,” Annie replies. “She was a few years below me at school, but I didn’t know her that well then. She was getting in with the cheerleader crowd when I left.”<br>
<br>
You notice a tinge of hostility to Annie’s voice as she again references the squad, but the flash is only momentary.<br>
<br>
“Dropped out though,” she continues. “Disappeared for months. When she came back, she was different.”<br>
<br>
You turn your head to the side. “Different, how?”<br>
<br>
<<if $current.female is true>>
“She discovered a different side to her personality,” Annie says, with a coy smile. “She’s more carefree now. A bit of fun. The boys love her. Especially after a few drinks.”<br>
<br>
Annie pauses for a moment. “Although people say the same about me. What about you, <<TrueName>>? Do you show the guys a wild side after a shot or two?”<br>
<br>
After a moment, she laughs at your discomfort. “Just kidding. We don't need men to have a good time.”<br>
<<else>>
“Let’s just say at school she was in the same circles as your girlfriend,” Annie says, just a hint of venom in her voice. “Now, she’s more carefree. A bit of fun. More than a bit, if you buy her a few drinks.”<br>
<br>
Annie pauses for a moment. “Although maybe you could say the same about me. Care to find out?”<br>
<br>
After a moment, she laughs at your discomfort. “Calm down, <<TrueName>>. I’m not quite like Tandi. I won’t bite.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<SetFlag "TandiKnown">><<TandiKnown "Annie">><</link>>
<<case "AskAboutCharli">>
"Hey Annie," you begin. "What do you know about a girl called Charli Thomas?"<br>
<br>
"Charli?" she parrots back. "The girl at the local supermarket? She was in the year below me at school. Why do you ask?"<br>
<br>
"Just heard her name mentioned," you bluff. "I was wondering about her."<br>
<br>
<<if $current.female is true>>
Annie grins wide. "You'd know if you met her, <<TrueName "Current">>. She's got a wicked smile, that one. And a husky voice, too. When she's working, there's always more men in the supermarket than housewives. That's rare around here. Seems to like the attention, too."<br>
<br>
<<CheckPersonalityState "Annie">>
<<if _PersonalityState is "Straight">>
She leans towards you, lowering her voice and retaining the smile. "Not that I'm one to talk."<br>
<<else>>
She leans towards you, lowering her voice and giving you a look. "I can see why."<br>
<</if>>
<br>
She shrugs. "She's still around. Keeps her head down, though. She's busy going through the Charlton Care Pavilion nurse program."<br>
<<else>>
<<CheckPersonalityState "Annie">>
<<if _PersonalityState is "Straight">>
Annie grins wide. "I bet you were, <<TrueName "Current">>. Don't tell me I've got to compete with her attention, too?"<br>
<br>
She giggles at your reddening cheeks. "I get it. That husky voice and the wicked smile. When she's working, there's always more men in the supermarket than housewives. Seems to like the attention, too."<br>
<br>
Annie leans towards you, lowering her voice and looking at you with sparkling eyes. "Not that I'm one to talk."<br>
<<else>>
Annie grins wide. "I bet you were, <<TrueName "Current">>. Don't tell me she's taken your eye now."<br>
<br>
She giggles at your reddening cheeks. "I get it. That husky voice and the wicked smile. When she's working, there's always more men in the supermarket than housewives. Seems to like the attention, too."<br>
<br>
Annie leans towards you, lowering her voice and giving you a look. "I can see why."<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Annie" "AskAboutCharli">><<QuestOptionUnlock "Quest36" 0 "supermarket">><<QuestOptionUnlock "Quest36" 0 "attention">><<LocationKnown "CharltonSupermarket">><</link>>
<<case "NurseProgramGraduate">>
“Do you remember anyone from Charlton being accepted into the Care Pavilion’s nurse-training programme?” you ask.<br>
<br>
<<if _CurrentPC is true>>
<<CheckPersonalityState "Annie">>
<<if _PersonalityState is "Straight" and $current.female is false>>
“Got a thing for a uniform, have you, <<TrueName "Current">>?” She grins. “I been told I have a good bedside manner.”<br>
<<elseif _PersonalityState is "Gay" and $current.female is false>>
“Got a thing for a uniform, have you, <<TrueName "Current">>?” She grins. “I can’t say I blame you.”<br>
<<elseif _PersonalityState is "Straight" and $current.female is true>>
“Thinking of changing careers, <<TrueName "Current">>?” She grins. “Guys do love a uniform.”<br>
<<elseif _PersonalityState is "Gay" and $current.female is true>>
“Thinking of changing careers, <<TrueName "Current">>?” She grins. “I think you’d look good in a nurse’s uniform.”<br>
<</if>>
<br>
“I’m looking for someone,” you reply, feeling your cheeks redden slightly.<br>
<br>
Annie giggles, but wrinkles her nose, thinking. “No one from my year. I’d have heard about that.”<br>
<br>
Then her eyes brighten. “Oh! There was a girl in the year below me. Charli Thomas. I think she got into the programme after I left.”<br>
<br>
“I didn’t really know her,” Annie adds with a shrug. “But I’m almost certain it was Charli.”<br>
<<elseif $current.avatar is "Andrea" or $current.avatar is "Florence">>
“You feeling okay?” Annie says, offering a sympathetic smile. “Feeling a bit out of sorts this morning?”<br>
<br>
“What do you mean?” you ask, feeling your body tense up.<br>
<br>
She gives you a puzzled smile. “Didn’t your friend get in? Charli Thomas, wasn’t it? I thought you were friends with her.”<br>
<</if>>
<br>
It is not much, but it gives you a name: Charli Thomas.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Annie" "NurseProgramGraduate">><<DialogueUnlock "Annie" "AskAboutCharli">><<QuestTracker "Quest36" 0>><<QuestOptionUnlock "Quest36" 0 "nurse">><</link>>
<</switch>><<set $ConversationRoot = passage()>>
<<switch $ArthurDialogue>>
<<case "AskAboutFlorence">>
"You must be proud of your daughter," you say to him.<br>
<br>
"Flo. Yes." A hiccup. A long, theatrical sigh. "Working too hard. Too hard. Always too hard."<br>
<br>
He swirls the gin in his glass, watching it rather than drinking it.<br>
<br>
"Ron's a kind man. Gives her mornings off when she needs them. But she never takes the rest. Just goes and does, you know. Errands. Things." He waves a hand vaguely. "Whatever it is the young do these days."<br>
<br>
He glances toward the ironing board. "Plus all that. The shirts. The hoover. The lot." He shakes his head. "I keep telling her to leave it. Tim and I can manage." A wry chuckle. "We won't, of course. But she could leave it."<br>
<br>
A pause.<br>
<br>
"Her mother would have been proud. Clemmie. Yes. Proud as anything." He clears his throat, looking somewhere over your shoulder. "Bit of a saint, that girl." He winks at you. "Wasn't always, mind."<br>
<br>
A grin returns. "Oh, you should have seen her at sixteen. Flo, that is. Bit of a terror. Lovely terror, of course. A magnificent terror!"<br>
<br>
He raises the glass to no one in particular, then remembers it's there, then drinks.<br>
<br>
He looks up, suddenly remembering his manners, and reaches for the bottle. "Where were we? Top up?"<br>
<br>
<<ActionsHeader>>
<<link "Accept the drink" "DrewHouseholdLivingRoomArthurAcceptDrink">><<Drunk 1>><<DialogueDone "Arthur" "AskAboutFlorence">><<ChangeTopics>><</link>><br>
<<CompulsionCheck "PartyGirl">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Party Girl] </span><s>Refuse the drink</s> - <i>You can't turn down a free drink!</i><br>
<<else>>
<<link "Refuse the drink" "DrewHouseholdLivingRoomArthurRefuseDrink">><<DialogueDone "Arthur" "AskAboutFlorence">><<ChangeTopics>><</link>><br>
<</if>>
<<case "AskAboutBrother">>
<<if $current.avatar is "Florence">>
"My brother seems moody," you say, trying to frame the question to avoid betraying your lack of knowledge.<br>
<<else>>
"Tell me about your son," you say.<br>
<</if>>
<br>
"Tim?" Arthur blinks at you, then nods slowly. "Tim. Yes. Tim."<br>
<br>
He runs a hand over his thinning hair. The faux-posh voice doesn't show up.<br>
<br>
"Good lad. Quiet lad. Smart, too. Smarter than me, definitely. Smarter than his old dad."<br>
<br>
A self-deprecating chuckle that doesn't quite reach his eyes.<br>
<br>
<<if $current.avatar is "Florence">>
"You've done most of the... Well." He gestures vaguely at the ceiling. "The parenting. I haven't been much use. Bit of a passenger, really."<br>
<<else>>
"Flo's done most of the... Well." He gestures vaguely at the ceiling. "The parenting. I haven't been much use. Bit of a passenger, really."<br>
<</if>>
<br>
The gin in his glass becomes very interesting. A long beat.<br>
<br>
<<if $current.avatar is "Florence">>
"He'll be off to college soon. Or he should be. Bright enough." Another pause. "I don't know what I'll do then, in fairness. Both of you gone."<br>
<br>
He stares up at you and laughs to himself, drinking deeply.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<DialogueDone "Arthur" "AskAboutBrother">><<ChangeTopics>><</link>><br>
<<else>>
"He'll be off to college soon. Or he should be. Bright enough." Another pause. "I don't know what I'll do then, in fairness. Two of them gone."<br>
<br>
He shakes himself, then reaches for the bottle. "Anyway. Anyway. Where were we?"<br>
<br>
<<ActionsHeader>>
<<link "Accept the drink" "DrewHouseholdLivingRoomArthurAcceptDrink">><<Drunk 1>><<DialogueDone "Arthur" "AskAboutBrother">><<ChangeTopics>><</link>><br>
<<CompulsionCheck "PartyGirl">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Party Girl] </span><s>Refuse the drink</s> - <i>You can't turn down a free drink!</i><br>
<<else>>
<<link "Refuse the drink" "DrewHouseholdLivingRoomArthurRefuseDrink">><<DialogueDone "Arthur" "AskAboutBrother">><<ChangeTopics>><</link>><br>
<</if>>
<</if>>
<<case "Quarry">>
<<if $current.avatar is "Florence">>
"Can you tell me a bit more about the quarry, Dad?" you ask him.<br>
<<else>>
"What can you tell me about the quarry?" you ask him.<br>
<</if>>
<br>
"The quarry?" He squints at you. The slur sharpens. "Yes. Yes, the quarry."<br>
<br>
He sits up a little straighter. The performance shifts. Some part of him is still down there.<br>
<br>
"I worked there. We all did. Most of the men on this street. Brian. Cinders. Across the way." A nod toward the window. "Lovely man. Was a lovely man."<br>
<br>
A beat.<br>
<br>
"They closed it. Without warning. Said the seam had run out." He shakes his head, then takes a sip. "I'd been working that seam for fifteen years. There was chalk in it. There was always chalk in it."<br>
<br>
"What do you think happened?"<br>
<br>
"Don't know." He stares at the gin. "Duncan said one thing. His office said another. Brian lost a leg out of it, and a cheque." A short, hollow laugh. "I got a redundancy and a thank you."<br>
<br>
He doesn't go for the drink. He just holds the glass.<br>
<br>
"They were looking for something else. Whatever it was, they found it. Or they didn't. Either way, we were out."<br>
<br>
<<if $current.avatar is "Florence">>
<<ActionsHeader>>
<<link "Change topics" $return>><<DialogueDone "Arthur" "Quarry">><<ChangeTopics>><</link>><br>
<<else>>
He glances at the bottle, but doesn't reach for it. "I should top us up."<br>
<br>
<<ActionsHeader>>
<<link "Accept the drink" "DrewHouseholdLivingRoomArthurAcceptDrink">><<Drunk 1>><<DialogueDone "Arthur" "Quarry">><<ChangeTopics>><</link>><br>
<<CompulsionCheck "PartyGirl">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Party Girl] </span><s>Refuse the drink</s> - <i>You can't turn down a free drink!</i><br>
<<else>>
<<link "Refuse the drink" "DrewHouseholdLivingRoomArthurRefuseDrink">><<DialogueDone "Arthur" "Quarry">><<ChangeTopics>><</link>><br>
<</if>>
<</if>>
<<case "FlirtPass">>
"Do you think I could see Florence's room?" you ask.<br>
<br>
He chuckles, hiccupping as he does so. "I don't believe Florence would be keen on that."<br>
<br>
<<if $current.avatar is "Charli">>
"I won't be long," you tell him, sitting on the arm of the chair. "I just want to go up. Just for a minute." Your finger trails along the edge of his collar. "You don't think I'd make a mess in a bedroom, do you?"<br>
<br>
<i>Where did that come from? Oh, who cares. Look at him. Look at his arms.</i><br>
<br>
Arthur's eyes widen. The faux-posh voice makes a brief, doomed appearance.<br>
<br>
"My word," he says, half a laugh. "Charli. You've, ah." A hiccup. "You've grown."<br>
<br>
He gestures vaguely at the stairs, like he's not quite sure how the staircase got there. "Go on then. Up you go. Mind your head on the beam."<br>
<br>
You smile back, the compulsion already pulling you toward the stairs. That was easy.<br>
<br>
<i>Maybe for Charli.</i><br>
<<elseif $current.avatar is "Andrea">>
"I won't be long," you tell him, smiling with innocent eyes. "She won't even notice I was there."<br>
<br>
Arthur looks up at you, and for a moment his face does something it hasn't done in a while. Not quite startled. Not quite young. Just present.<br>
<br>
"Oh very well," he says, half a laugh. "Our little secret."<br>
<br>
You smile and head for the stairs.<br>
<<else>>
You stand near him, leaning a little closer than the conversation requires. A small smile. A held look. "I'm not staying long. Just need to check on a few things. You wouldn't say no to little old me, would you?"<br>
<br>
Arthur looks at you over the rim of his glass. The faux-posh voice resurfaces with surprising precision. "Are you flirting with me, my dear?"<br>
<br>
You don't answer. Instead you smile.<br>
<br>
He chuckles. "You mustn't tease an old man." But he gestures grandly at the stairs. "First door on the left. Mind the squeaky board halfway up."<br>
<br>
He raises his glass to you as you stand, the smile widening into something genuinely pleased.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Go up to Flo's bedroom" "DrewHouseholdFlorencesBedroom">><<EndConversation "Arthur">><<LocationKnown "DrewHouseholdFlorencesBedroom">><</link>><br>
<<case "FlirtFail">>
"Do you think I could see Florence's room?" you ask.<br>
<br>
He chuckles, hiccupping as he does so. "I don't believe Florence would be keen on that."<br>
<br>
<<if $current.avatar is "Charli">>
You catch yourself sitting almost in his lap, perfumed and warm. You're not sure how you got here.<br>
<br>
Arthur blinks at you. Then, slowly, pushes you up. "Charli, love," he says. "Stand up."<br>
<br>
You get to your feet, suddenly aware of yourself. He gives you a small, sad smile.<br>
<br>
"You always were a wild one. But don't try it with me, eh? Have a drink. Settle yourself."<br>
<br>
He reaches for the bottle.<br>
<<else>>
You stand near him, leaning a little closer than the conversation requires. "I'm not staying long. Just need to check on a few things. You wouldn't say no, would you?"<br>
<br>
He chuckles, raises his glass an inch, and gives you a look that is somehow both affectionate and impenetrable. "Capital effort, dear," he says, in his faux-posh voice. "Been a while since I've had a young lady say anything in those sweet tones."<br>
<br>
Then he reaches for the bottle. "But I think we ought to have another drink, don't you. Settle the nerves."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Accept the drink" "DrewHouseholdLivingRoomArthurAcceptDrink">><<Drunk 1>><<ChangeTopics>><</link>><br>
<<CompulsionCheck "PartyGirl">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Party Girl] </span><s>Refuse the drink</s> - <i>You can't turn down a free drink!</i><br>
<<else>>
<<link "Refuse the drink" "DrewHouseholdLivingRoomArthurRefuseDrink">><<ChangeTopics>><</link>><br>
<</if>>
<<case "ConvincePass">>
"I really need to look around Florence's room," you tell him. "It's important."<br>
<br>
He chuckles, hiccupping as he does so. "I don't believe Florence would be keen on that."<br>
<br>
<<if $current.avatar is "Andrea">>
"Mr Drew, I'm only going to be a minute. Florence asked me to grab something for her, and I'd rather not have to come back empty-handed."<br>
<<else>>
"Florence asked me to bring something down for her. I won't be longer than a minute."<br>
<</if>>
<br>
You hold his look. He squints at you, considering. Whatever objection he was forming gets lost in the gin.<br>
<br>
"Ah." A small pause. "Well. We can't disappoint Florence." He waves a hand at the stairs, like the staircase is a minor administrative inconvenience. "On you go. Mind the squeaky board halfway up."<br>
<br>
You stand and head for the stairs.<br>
<br>
<<ActionsHeader>>
<<link "Go up to Flo's bedroom" "DrewHouseholdFlorencesBedroom">><<EndConversation "Arthur">><<LocationKnown "DrewHouseholdFlorencesBedroom">><</link>><br>
<<case "ConvinceFail">>
"I really need to look around Florence's room," you tell him. "It's important."<br>
<br>
He chuckles, hiccupping as he does so. "I don't believe Florence would be keen on that."<br>
<br>
"Oh come on," you try. "I won't cause trouble."<br>
<br>
Arthur looks at you politely. He waits a beat. Then he chuckles. And cackles.<br>
<br>
"I shouldn't, really," he says. "Flo wouldn't like it. She likes her things just so." A small theatrical sigh. "More than her old dad does, anyway."<br>
<br>
He reaches for the bottle.<br>
<br>
"Drink with me instead, eh?"<br>
<br>
<<ActionsHeader>>
<<link "Accept the drink" "DrewHouseholdLivingRoomArthurAcceptDrink">><<Drunk 1>><<ChangeTopics>><</link>><br>
<<CompulsionCheck "PartyGirl">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Party Girl] </span><s>Refuse the drink</s> - <i>You can't turn down a free drink!</i><br>
<<else>>
<<link "Refuse the drink" "DrewHouseholdLivingRoomArthurRefuseDrink">><<ChangeTopics>><</link>><br>
<</if>>
<</switch>><<set $ConversationRoot = passage()>>
<<switch $BeachDialogue>>
<<case "Tandi">>
“I came across an old photo the other day,” you say hesitantly. “Of when Tandi Cunnings won a swimming championship at the Country Club.”<br>
<Br>
He leans back, putting his arms around his head. “Cunnings was a great swimmer,” he begins. “Was one of my best. She would have gone far, if she didn’t disappear.”<Br>
<Br>
“So, you don’t know what happened to her?” you ask.<Br>
<BR>
Beach watches you for a moment, still and unmoving. “She got carried away. Happens sometimes. Especially with pretty girls. When they let the attention get the better of them.”<Br>
<Br>
You inhale, choosing your words in the secluded office carefully. "You were her coach, weren't you?"<Br>
<Br>
“Aye,” he comments. “Teach a lot of the students out at the country club. The ones that show promise. Helps with their university applications.”<br>
<bR>
“She wanted to go to Uni?” you ask, raising an eyebrow.<Br>
<Br>
“At one point,” he says quickly. “You got a real question, Phillips? Or just fishing around in what's long past?"<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "SwimmingLessons">>
“Do you think I could get some swimming lessons from you?” you ask.<Br>
<Br>
<<SwimmingLessonsOptions>>
<<if _SwimmingLessonsOptions is "Cheerleader">>
Coach Beach’s eyes wander your body as a sly smile crosses his lips. “Not content with waving those pompoms, Phillips? I think we can come to an agreement.”<Br>
<br>
You feel your eyebrow rise just slightly, but it’s enough for Beach to see. He grins and chuckles to himself. “Why don’t you come along to the country club one Saturday or Sunday morning with your swimwear. Think Evans' has a sale on. I’ll pop your name down as my guest. Let’s see how many laps you can do.”<br>
<Br>
You nod, shuffling on the desk. “Sure. How do I get there?”<br>
<Br>
Beach sniggers. “I’m not a taxi service, Phillips. You can find your own transport. If your <<Sibling>> can’t drive you, get a cab. Or if you’re slumming it, there’s a bus that goes from the Town Square. The well-to-do might look down on you turning up on public transport, but it's your athleticism I care about.”<Br>
<Br>
You can’t help but notice him look down at your thighs when he says that, however briefly he lets himself look.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Beach" "SwimmingLessons">><<HintsActive "BeachPool">><<LocationKnown "TownSquare">><<LocationKnown "CountryClub">><<SetFlag "CharltonTaxiHomeKnown">><<CountryClubVisitor "Beach">><<QuestStatus "Quest22">><<if _QuestStatus isnot "unknown">><<QuestOptionUnlock "Quest22" 0 "country_club_access" "gte">><</if>><<TaskTracker "Task11" "active">><</link>>
<<elseif _SwimmingLessonsOptions is "TopOfClass">>
Coach Beach’s eyes wander your body as a sly smile crosses his lips. “Think you're an athlete after doing alright in a PE lesson? Alright Phillips. I think we can come to an agreement.”<br>
<Br>
You feel your eyebrow rise just slightly, but it’s enough for Beach to see. He grins and chuckles to himself. “Why don’t you come along to the country club one Saturday or Sunday morning with your swimwear. Think Evans' has a sale on. I’ll pop your name down as my guest. Let’s see how many laps you can do.”<br>
<Br>
You nod, shuffling on the desk. “Sure. How do I get there?”<br>
<bR>
Beach sniggers. “I’m not a taxi service, Phillips. You can find your own transport. If your <<Sibling>> can’t drive you, get a cab. Or if you’re slumming it, there’s a bus that goes from the Town Square. The well-to-do might look down on you turning up on public transport, but it's your athleticism I care about.”<Br>
<br>
You can’t help but notice him look down at your thighs when he says that, however briefly he lets himself look.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Beach" "SwimmingLessons">><<HintsActive "BeachPool">><<LocationKnown "TownSquare">><<LocationKnown "CountryClub">><<SetFlag "CharltonTaxiHomeKnown">><<CountryClubVisitor "Beach">><<QuestStatus "Quest22">><<if _QuestStatus isnot "unknown">><<QuestOptionUnlock "Quest22" 0 "country_club_access" "gte">><</if>><<TaskTracker "Task11" "active">><</link>>
<<elseif _SwimmingLessonsOptions is "Seduced">>
Coach Beach’s eyes wander your body as a sly smile crosses his lips. “Don’t need to put your effort into things you're no good at, Phillips. Should stick with cleaning. My place needs a bit of spit to polish up the crockery.”<Br>
<br>
“I’m serious,” you tell him. “I need some help.”<Br>
<Br>
The PE teacher raises an eyebrow, then looks down at your skirt briefly. “Tell you what, Phillips,” he murmurs. “I’ll give you some lessons. Put your name down behind the desk. But I want commitment. You willing to do what it takes? Ready to do as I say?”<br>
<Br>
You gulp. Once again you feel the pressure of the closed-in space. The sounds of the school dimmed from this small office. Seemingly only you and the PE teacher present in the world.<br>
<Br>
“What do you want?” you hear yourself whisper.<br>
<Br>
His eyes glance back down at your thighs again, deliberate and slowly. “Spread them,” he says softly. “And pull that underwear aside. I want to see what’s beneath that short skirt of yours.”<Br>
<bR>
<<ActionsHeader>>
<<link "Do as he says" "BeachDialogue">><<set $BeachDialogue to "SwimmingLessonsSubmit">><<Assertive -1>><</link>><br>
<<link "Refuse his command" "BeachDialogue">><<set $BeachDialogue to "SwimmingLessonsRefuse">><<Assertive 1>><</link>><br>
<<else>>
Coach Beach’s eyes wander your body with appraisal. "Don't think you've proved you can cut the mustard, Phillips. Your performance in PE wasn't great."<br>
<br>
You feel yourself blushing with embarrassment. "I can try harder."<br>
<Br>
Beach looks at you once more, then shrugs. "Tell you what. You do better in PE, then come to me and we'll talk. Then we'll see if you've got the stuff to make a swimming team."<bR>
<Br>
You can’t help but notice him look down at your thighs when he says that, however briefly he lets himself look.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<case "SwimmingLessonsSubmit">>
You consider his request for a moment. You really need to get to the country club and Beach is offering you a way to get in. Besides, it’s just a little showing off, isn’t it?<Br>
<br>
<I>Is that how you're justifying indulging his whims? </i><Br>
<bR>
You swivel on the hard wooden desk and face Beach, feeling the grain rubbing against your arse cheeks through the fabric of your skirt. You slowly raise a leg up, pulling your leg back with your hand and placing your foot on the desk. Your other leg dangles off the side. <Br>
<Br>
The effect is immediate. Your PE skirt rides up to your waist, pulled up by your raised thigh, revealing your red underwear to Beach. He looks down at them, then back to you. “Now. Pull them aside.”<Br>
<Br>
Another breath. Then you reach down with your spare hand and tug your underwear to one side. Your trimmed pubic hair now lining your pink pussy lips. On full display for your teacher.<Br>
<Br>
<I>Don’t you mean, Emily’s hair? Emily’s teacher?</i><Br>
<Br>
<<if $current.hair is "blonde">>
Beach looks from your pussy to your face, raising an eyebrow. "Carpet don't match the drapes, do they Phillips? Spread it open with your fingers.”<br>
<<else>>
Beach looks from your pussy to your face, grinning. "Still keeping a bit of hair down there, Phillips? Spread it open with your fingers."<Br>
<</if>>
<Br>
You look back at Beach, considering the situation. You are perched up on his desk, legs wide open, underwear pulled aside, and now you are prising your pussy lips open for him to see the inside of your labia.<Br>
<br>
<I>You didn’t think to even refuse though, did you?</i><br>
<Br>
You shudder, holding your pose like a statue. One arm pulling your leg back, the other wrenching your lips wide open for inspection. <br>
<Br>
“Nice,” Beach says as he meets your eyes. “Follows direction. Good attribute for a coach to have.” He purses his lips. “Now. You want those lessons at the country club? One final instruction. That should prove you’ve the mustard for my lessons.”<Br>
<Br>
He reaches down and tugs at his shorts, but thankfully his hands return and are laid out on the desk. “So last thing. Play with yourself.”<Br>
<bR>
<<ActionsHeader>>
<<link "Do as he says again" "BeachDialogue">><<set $BeachDialogue to "SwimmingLessonsSubmitSecond">><<Assertive -1>><</link>><br>
<<link "Refuse his command this time" "BeachDialogue">><<set $BeachDialogue to "SwimmingLessonsRefuseSecond">><<Assertive 1>><</link>><br>
<<case "SwimmingLessonsSubmitSecond">>
You stare back at him, but something inside you lets go of any resistance. You need to get to the country club. It’s the end that justifies the means. <bR>
<Br>
<I>Fine defence for acting like a slut in front of your teacher, don’t you think?</i><Br>
<Br>
Wordlessly, you move your fingers back and forth across your exposed pussy. It only takes a moment before you find a sensitive sensation. You murmur as you tenderly rub your lips. Shivers of pleasure begin to ratchet up from your womb into your stomach.<br>
<Br>
Beach smirks as he watches you, only shifting occasionally in his seat. You continue to massage the outside of your hole, finding spots that make your muscles spasm. Without direction, with your free hand you pull your leg back further, both giving you more access and Beach a better view of what you're doing.<Br>
<br>
You feel juices building in your entrance and you hear the sloppy sounds of your moist lips being pulled further apart. You have to bite down into your bottom lip to stop yourself whimpering.<Br>
<Br>
“Look at me, Phillips” Beach tells you. “And stick one of those fingers in.”<Br>
<Br>
Still biting into your bottom lip, you meet his gaze as you gingerly push your fore finger around the edges of your hole. And then slip it in.<bR>
<Br>
You moan uncontrollably as you push it inside you. You begin to gyrate against it, feeling with each push it gets deeper and deeper, brushing the outside of your womb.<br>
<Br>
“Come on Phillips,” Beach says, never taking his eyes away from yours. “Push yourself over the edge. Finish yourself off.”<Br>
<Br>
You keep your eyes locked with his, pulling your thigh further back, grinding against your finger as you fuck yourself. You feel a wave of euphoria coming on, even as you stare back at the gym teacher, slipping another finger inside to finish yourself off.<br>
<bR>
<<ActionsHeader>>
<<link "Climax for Beach" "BeachDialogue">><<set $BeachDialogue to "SwimmingLessonsClimax">><</link>><br>
<<case "SwimmingLessonsClimax">>
With a shriek you clamp down around your fingers, pushing hard against the edge of the desk. It’s enough. A release of endorphins spreads through your body and you feel your hand soak with your own juices. As you pull your fingers back, there is a rush inside your womb and something sprays out all over the desk.<br>
<Br>
For one brief moment, you think you’ve urinated. Then it dawns on you. You’ve squirted.<Br>
<Br>
You have to let go of your thigh to prevent you from falling forward, still rubbing furiously with your other hand on your lips to keep the sensation going. Another wave of pleasure rushes up from within you. You squeal and you see yourself let out another gush of liquid, this time landing on the paper fastened to Beach’s clipboard.<Br>
<Br>
As the feelings subside, you gasp for air and roll over on your back. Legs dangling off the desk, looking up at the ceiling, no longer concerned of whatever or however you might look to Coach Beach.<Br>
<Br>
You hear him shift in his chair and then he’s looking down at you, smiling with satisfaction. “Nice finish, Phillips. Looks like I’ll be teaching you how to swim, after all. Among other things.”<Br>
<Br>
Once you’ve regained your breath, you pull yourself up. Beach is leaning against the shelving, arms folded, still smiling. “I’ll put your name down at the desk,” he tells you. “Come along to the country club one Saturday or Sunday morning with your swimwear. Think Evans' has a sale on.”<Br>
<Br>
You nod, pulling your underwear back. You feel it immediately absorb the juices still leaking from your pussy. “How do I get there?” you whisper.<Br>
<Br>
Beach sniggers. “I’m not a taxi service, Phillips. You can find your own transport. If your <<Sibling>> can’t drive you, get a cab. Or if you’re slumming it, there’s a bus that goes from the Town Square. Public transport is fitting for someone like you.”<Br>
<Br>
He takes a step forward and pats your thigh. “Not that I mind.” His eyes wander from yours to the desk, now behind where you’re sitting. “Might want to put those cleaning skills to use for now though. You’ve made a mess of my desk.”<Br>
<Br>
You glance back and see the moist drops on the wood. And the paper on his clipboard absorbing liquid. You sigh.<Br>
<Br>
Beach gives you a smile and walks towards the door. “Clean this place up. I need to check in on Oats. See you at the club over the weekend. I hope.”<Br>
<Br>
Without another word, Beach opens the door and walks out. Looks like you got what you wanted, in one respect.<Br>
<br>
<I>But was it worth it?</i><Br>
<br>
<<ActionsHeader>>
<<link "Clean up and go to the changing room" "SchoolChangingRoom">>
<<EndConversation "Beach">>
<<HintsActive "BeachPool">>
<<EventTrigger "SchoolChangingRoom" "PEClassShower" null null "Emily" null null null true>>
<<ChangeTopics>><<DialogueDone "Beach" "SwimmingLessons">><<LocationKnown "TownSquare">><<LocationKnown "CountryClub">><<SetFlag "CharltonTaxiHomeKnown">><<CountryClubVisitor "Beach">><<QuestStatus "Quest22">><<if _QuestStatus isnot "unknown">><<QuestOptionUnlock "Quest22" 0 "country_club_access" "gte">><</if>><<TaskTracker "Task11" "active">>
<</link>>
<<case "SwimmingLessonsRefuse">>
“I’m not doing that,” you tell him flatly.<Br>
<Br>
He raises an eyebrow. “Bit precious today, are you Phillips?” He sniggers. “If you can’t take my instructions, I won’t waste time coaching you.”<bR>
<Br>
He nods towards the door. “Go get changed. Even a slacker like you needs a shower after PE.”<Br>
<br>
You look back to the door. Trying to bury the shame of his request, you take solace in that you wouldn’t submit to his wishes. Even if you are no closer to finding your way into the country club.<br>
<Br>
<<ActionsHeader>>
<<link "Go to the changing room" "SchoolChangingRoom">>
<<EndConversation "Beach">>
<<EventTrigger "SchoolChangingRoom" "PEClassShower" null null "Emily" null null null true>>
<</link>>
<<case "SwimmingLessonsRefuseSecond">>
“No,” you reply. “This has gone far enough.”<br>
<Br>
He smirks at you, any sense of annoyance absent from his expression. “Think you can tease your way to winning a swimming contest, Phillips? Need to prove you’ll do whatever it takes. Until you commit fully, don’t waste my time.”<br>
<Br>
He nods towards the door. “Go get changed. Even a slacker like you needs a shower after PE.”<Br>
<Br>
You look back to the door. Trying to bury the shame of how far you went, you take solace in that you wouldn’t go all the way. Even if you are no closer to finding your way into the country club.<Br>
<Br>
<<ActionsHeader>>
<<link "Go to the changing room" "SchoolChangingRoom">>
<<EndConversation "Beach">>
<<EventTrigger "SchoolChangingRoom" "PEClassShower" null null "Emily" null null null true>>
<</link>>
<<case "PennyFarthing">>
<<CountryClubVisitorCheckThisForm "Beach">><<BeachInventoryCheckPennyFarthingType>><<BeachStateCheck>>
You take out the coin and hold it up to him, its metal glinting in the sun. “I was wondering if you knew anything about this?” you ask.<Br>
<br>
<<if $current.avatar is "Andrea">>
Beach gives you a cautious look as he sees the coin. “Where did you get that?”<br>
<br>
“I found it,” you lie. “You’ve lived here a while. I was wondering if it’s for something to do with Charlton that I might not know about.”<Br>
<Br>
Beach looks back at the coin, then to you. His eyes briefly wander over your body before meeting your eyes once more.<br>
<Br>
“I don’t think that’s for me to say,” he replies finally. “As much as I’d like to, I don’t want to cross Sermon. Don’t want to get in the way for what he’s got planned for you.”<bR>
<Br>
You feel your eyebrows narrow just a little with confusion.<Br>
<br>
“Look at that,” Beach says at seeing your reaction, his jaw locking. “The words just bounce off that brain of yours, don’t they. As if you can’t even hear them.”<BR>
<Br>
He shakes his head, almost with disgust. “Reagan really did a number on you, didn’t she? Like a child pulling the legs off a fly. A crying shame to waste a figure like that, really. Still, where you’re going, it won’t be wasted for long.”<Br>
<Br>
Beach looks away, lost in thought, seemingly done with this line of conversation.<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Beach" "PennyFarthing">><</link>>
<<elseif $current.avatar is "Emily">>
<<if $PlayerCharacter.swimshortlist is true>>
His eyes look between the coin and you, regarding you carefully. “Looks like an old coin,” he says. “Why ask me?”<Br>
<br>
You give him a polite smile. “It looks unique,” you say. “I've never seen one like this before. You’ve lived here a while. I was wondering if it’s for something to do with Charlton that I might not know about.”<Br>
<br>
<<if _BeachInventoryCheckPennyFarthingType is "Tandi">>
You spin it around in your hand, showing off each side. The Penny Farthing and the letter 'T'. Beach watches it with interest, then eyes you with interest. “Might ring a few bells.”<Br>
<br>
He stands up, shaking his hand dry. As he stands over you, you can’t help but look down at his tight chest and his short shorts. You try to be discreet, but Beach catches you looking. He looks away, a little awkward.<br>
<Br>
“Your funeral,” he mutters. “Take that to McTafeys bar. You’ll see a familiar sign above the fire door. If you step out of there, you’ll find a set of stairs that will lead the way.” He takes a deep breath. “Just take it from me, Phillips. Curiosity has killed many cats in this town. Don’t do anything you might regret. I’ve already lost one promising student that way.”<br>
<bR>
“So this coin has something to do with Tandi?” you ask.<Br>
<Br>
Beach eyes you darkly before speaking. “That ‘T' on the coin would be a big coincidence if it didn’t, wouldn’t it?”<Br>
<Br>
The look Beach gives you is long and pensive. But any concern disappears as he shrugs. “Your call.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestTracker "Quest22" 1>><<QuestOptionUnlock "Quest22" 1 "mcTafeys_backdoor">><</link>>
<<elseif _BeachInventoryCheckPennyFarthingType is "Blank">>
You spin it around in your hand, showing off each side. The Penny Farthing and the blank side. Beach watches it with interest, then eyes you with interest. “Might ring a few bells.”<Br>
<bR>
He stands up, shaking his hand dry. As he stands over you, you can’t help but look down at his tight chest and his short shorts. You try to be discreet, but Beach catches you looking. He looks away, a little awkward.<br>
<br>
“Your funeral,” he mutters. “Take that to McTafeys bar. You’ll see a familiar sign above the fire door. If you step out of there, you’ll find a set of stairs that will lead the way.” He takes a deep breath. “Just take it from me, Phillips. Curiosity has killed many cats in this town. Don’t do anything you might regret. I’ve already lost one promising student that way.”<Br>
<br>
“So this coin has something to do with Tandi?” you ask.<Br>
<br>
Beach eyes you darkly before speaking. “That’s a big assumption, Phillips. One best not to repeat.”<Br>
<Br>
The look Beach gives you is long and pensive. But any concern disappears as he shrugs. “Your call.”<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestTracker "Quest22" 1>><<QuestOptionUnlock "Quest22" 1 "mcTafeys_backdoor">><</link>>
<</if>>
<<elseif _CountryClubVisitorCheckThisForm is true>>
His eyes look between the coin and you, regarding you carefully. “Looks like an old coin,” he says. “Why ask me?”<br>
<br>
You give him a polite smile. “It looks unique,” you say. “I've never seen one like this before. You’ve lived here a while. I was wondering if it’s for something to do with Charlton that I might not know about.”<br>
<br>
<<if _BeachInventoryCheckPennyFarthingType is "Tandi">>
You spin it around in your hand, showing off each side. The Penny Farthing and the letter 'T'. Beach watches it with interest, then eyes you with interest. “Might ring a few bells.”<br>
<<elseif _BeachInventoryCheckPennyFarthingType is "Blank">>
You spin it around in your hand, showing off each side. The Penny Farthing and blank side. Beach watches it with interest, then eyes you with interest. “Might ring a few bells.”<Br>
<</if>>
<br>
He stands up, shaking his hand dry. As he stands over you, you can’t help but look down at his tight chest and his short shorts. You try to be discreet, but Beach catches you looking. He looks away, a little awkward.<br>
<bR>
“Tell you what, Phillips. You got your invite here. Now it’s time to follow-through. Do a lesson in the pool and we’ll see if you’ve got what it takes to compete.”<br>
<Br>
His eyes look you up and down. “You do well. I do well. And I’m chattier with my stars.”<br>
<br>
<<InventoryCheckSelf "SwimsuitBlue" "SwimsuitRed" "SwimsuitPink">>
<<if _InventoryCheckSelf is true>>
You stand looking down at him, trying to avoid looking at his muscular thighs and his bare chest. If you want to know what he knows about the coin, you’re going to have to play his game.
<bR>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<SetFlag "BeachClubCoinLesson">><<DialogueDone "Beach" "PennyFarthing">><</link>>
<<else>>
“I don’t have a costume,” you protest.<br>
<br>
He snorts, looking up at you. “Club doesn’t provide them,” he replies. “You can do what all of us do and pop along to Evans. Sure they’ve got a sale on.”<br>
<br>
You stand looking down at him, trying to avoid looking at his muscular thighs and his bare chest. If you want to know what he knows about the coin, you’re going to have to play his game.<br>
<bR>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<SetFlag "BeachClubCoinLesson">><<TaskTracker "Task11" "active">><<DialogueDone "Beach" "PennyFarthing">><</link>>
<</if>>
<<elseif _BeachStateCheck is "TopOfClass">>
His eyes look between the coin and you, regarding you carefully. “Looks like an old coin,” he says. “Why ask me?”<br>
<br>
You give him a polite smile. “It looks unique,” you say. “I've never seen one like this before. You’ve lived here a while. I was wondering if it’s for something to do with Charlton that I might not know about.”<br>
<br>
<<if _BeachInventoryCheckPennyFarthingType is "Tandi">>
You spin it around in your hand, showing off each side. The Penny Farthing and the letter 'T'. Beach watches it with interest, then eyes you with interest. “Might ring a few bells.”<br>
<<elseif _BeachInventoryCheckPennyFarthingType is "Blank">>
You spin it around in your hand, showing off each side. The Penny Farthing and blank side. Beach watches it with interest, then eyes you with interest. “Might ring a few bells.”<Br>
<</if>>
<br>
He stands up, shaking his hand dry. As he stands over you, you can’t help but look down at his tight chest and his short shorts. You try to be discreet, but Beach catches you looking. He looks away, a little awkward.<br>
<bR>
“Tell you what, Phillips. Why don’t I give you a lesson. You did alright in PE. I’d like to see if you’ve got the stuff to compete.” He nods to the pool. “Got a few spots spare on the swimming team. Could do with a girl of your physique to win this year.”<Br>
<Br>
His eyes look you up and down, but surprisingly there is no obvious lecherous undertone to his appraisal. “You do well. I do well. And I’m chattier with my stars."
<br>
<<InventoryCheckSelf "SwimsuitBlue" "SwimsuitRed" "SwimsuitPink">>
<<if _InventoryCheckSelf is true>>
You stand looking down at him, trying to avoid looking at his muscular thighs and his bare chest. If you want to know what he knows about the coin, you’re going to have to play his game.
<bR>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<SetFlag "BeachClubCoinLesson">><<DialogueDone "Beach" "PennyFarthing">><</link>>
<<else>>
“I don’t have a costume,” you protest.<br>
<br>
He snorts, looking up at you. “Club doesn’t provide them,” he replies. “You can do what all of us do and pop along to Evans. Sure they’ve got a sale on.”<br>
<br>
You stand looking down at him, trying to avoid looking at his muscular thighs and his bare chest. If you want to know what he knows about the coin, you’re going to have to play his game.<br>
<bR>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<SetFlag "BeachClubCoinLesson">><<TaskTracker "Task11" "active">><<DialogueDone "Beach" "PennyFarthing">><</link>>
<</if>>
<<elseif _BeachStateCheck is "Seduced">>
His eyes look between the coin and you, regarding you carefully. “Looks like an old coin,” he says. “Why ask me?”<br>
<Br>
You give him a polite smile. “It looks unique,” you say. “I've never seen one like this before. You’ve lived here a while. I was wondering if it’s for something to do with Charlton that I might not know about.”<Br>
<br>
“Calling me old, Phillips?” he says with a smirk. “Didn’t seem to mind before.”<Br>
<br>
You find yourself blushing, looking around to see if anyone heard. No one appears to be paying attention to you. “I’m serious,” you say. “Do you know what it’s for?"<br>
<br>
<<if _BeachInventoryCheckPennyFarthingType is "Tandi">>
You spin it around in your hand, showing off each side. The Penny Farthing and the letter 'T'. Beach watches it with interest, then eyes you with interest. “Might ring a few bells.”<br>
<<elseif _BeachInventoryCheckPennyFarthingType is "Blank">>
You spin it around in your hand, showing off each side. The Penny Farthing and blank side. Beach watches it with interest, then eyes you with interest. “Might ring a few bells.”<Br>
<</if>>
<br>
He stands up, shaking his hand dry. As he stands over you, you can’t help but look down at his tight chest. And his short shorts, remembering the sight of what’s behind that cotton fabric. You try to be discreet, but Beach catches you looking.<br>
<Br>
“Tell you what, Phillips. Why don’t I give you a lesson. Put you through your paces” He pauses, just long enough to make you take a breath. He grins at your unease, then nods to the pool. “See if you’ve got the stuff to compete. After all, wouldn’t want the well-to-dos thinking I was just chatting up a student.”<br>
<Br>
His smirk widens, as you feel your cheeks grow redder. Satisfied, he squats back down again and tests the water once more.<br>
<Br>
<<InventoryCheckSelf "SwimsuitBlue" "SwimsuitRed" "SwimsuitPink">>
<<if _InventoryCheckSelf is true>>
You stand looking down at him, trying to avoid looking at his bare chest, muscular thighs or the growth in his shorts. If you want to know what he knows about the coin, you’re going to have to play his game.<br>
<bR>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<SetFlag "BeachClubCoinLesson">><<DialogueDone "Beach" "PennyFarthing">><</link>>
<<else>>
“I don’t have a costume,” you protest.<br>
<br>
He snorts, looking up at you. “Not your daddy, Phillips,” he replies. “You can do what all of us do and pop along to Evans. Sure they’ve got a sale on.”<Br>
<br>
You stand looking down at him, trying to avoid looking at his bare chest, muscular thighs or the growth in his shorts. If you want to know what he knows about the coin, you’re going to have to play his game.<br>
<bR>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<SetFlag "BeachClubCoinLesson">><<TaskTracker "Task11" "active">><<DialogueDone "Beach" "PennyFarthing">><</link>>
<</if>>
<<else>>
His eyes look between the coin and you, regarding you carefully. “Looks like an old coin,” he says. “Why ask me?”<Br>
<br>
You give him a polite smile. “It looks unique,” you say. “I've never seen one like this before. You’ve lived here a while. I was wondering if it’s for something to do with Charlton that I might not know about.”<bR>
<br>
<<if _BeachInventoryCheckPennyFarthingType is "Tandi">>
You spin it around in your hand, showing off each side. The Penny Farthing and the letter 'T'. Beach watches it with interest, then eyes you with interest. “Might ring a few bells.”<br>
<<elseif _BeachInventoryCheckPennyFarthingType is "Blank">>
You spin it around in your hand, showing off each side. The Penny Farthing and blank side. Beach watches it with interest, then eyes you with interest. “Might ring a few bells.”<Br>
<</if>>
<br>
“Tell you what, Phillips. Why don’t you put some effort in at school. If you do alright in PE, maybe I’ll consider you worth a bit of attention.” He nods to the pool. “Got a few spots spare on the swimming team. Maybe you have hidden talents. And I’m chattier with my stars.”<br>
<bR>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<else>>
His eyes look between the coin and you, regarding you carefully. “Looks like an old coin,” he says. “Why ask me?”<Br>
<Br>
You give him a polite smile. “It looks unique,” you say. “I've never seen one like this before. You’ve lived here a while. I was wondering if it’s for something to do with Charlton that I might not know about.”<bR>
<br>
<<if _BeachInventoryCheckPennyFarthingType is "Tandi">>
You spin it around in your hand, showing off each side. The Penny Farthing and the letter 'T'. Beach watches it with interest, then eyes you with interest. “Might ring a few bells.”<br>
<<elseif _BeachInventoryCheckPennyFarthingType is "Blank">>
You spin it around in your hand, showing off each side. The Penny Farthing and blank side. Beach watches it with interest, then eyes you with interest. “Might ring a few bells.”<Br>
<</if>>
<br>
“Looks like junk to me,” he says. “Might have bought you a few sweets in Old Pete’s Pharmacy when I was a lad. But I don’t think he sells liquorice allsorts anymore.”<br>
<Br>
Beach grunts before turning his attention back to the water. You get the impression he’s avoiding looking at you.<br>
<bR>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<case "CountryClubSwimLesson">>
<<BeachStateCheck>>
“I’d like to take you up on a swimming lesson,” you tell him. “If the offer still stands.”<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "SwimsuitBlue">>
He looks down at your swimsuit, nodding approvingly. “Looks like you’re taking this seriously, Phillips. Alright. Get in the pool. We’ll start with four lengths to warm-up.”<Br>
<Br>
He stands up and shakes his hand dry, then takes a step back and crosses his arms, waiting for you to get in the pool.<br>
<br>
<<ActionsHeader>>
<<link "Get in the pool" "CountryClubSwimmingPoolLesson">><<EndConversation "Beach">><</link>>
<<elseif _CurrentOutfit is "SwimsuitPink" and _BeachStateCheck is "Seduced">>
He looks down at your bikini, raising an eyebrow. “Not what I would have picked out for competitive swimming,” he muses. “But I don’t mind the view.”<Br>
<Br>
You find yourself staring back at him, eyes lingering on his chest. <bR>
<Br>
“Alright,” Beach moves on. “Get in the pool. We’ll start with four lengths to warm-up.”<Br>
<Br>
He stands up and shakes his hand dry, then takes a step back and crosses his arms, waiting for you to get in the pool. <BR>
<br>
<<ActionsHeader>>
<<link "Get in the pool" "CountryClubSwimmingPoolLesson">><<EndConversation "Beach">><</link>>
<<elseif _CurrentOutfit is "SwimsuitPink">>
He looks down at your bikini, raising an eyebrow. “Hope you don’t lose that in the pool, Phillips. This isn’t going to just be a paddle.”<br>
<Br>
You look down at your outfit, wondering if you’ve made the right choice. <br>
<br>
“Alright,” Beach moves on. “Get in the pool. We’ll start with four lengths to warm-up.”<Br>
<Br>
He stands up and shakes his hand dry, then takes a step back and crosses his arms, waiting for you to get in the pool.<br>
<br>
<<ActionsHeader>>
<<link "Get in the pool" "CountryClubSwimmingPoolLesson">><<EndConversation "Beach">><</link>>
<<elseif _CurrentOutfit is "SwimsuitRed" and _BeachStateCheck is "Seduced">>
He looks down at your bikini and chuckles. “You here to swim, Phillips?” he murmurs. “Or to show off? I won’t be the only one watching to see if that top stays on.” <br>
<Br>
You find yourself staring back at him, eyes lingering on his chest.<BR>
<Br>
“Alright,” Beach moves on. “Get in the pool. We’ll start with four lengths to warm-up.”<br>
<Br>
He stands up and shakes his hand dry, then takes a step back and crosses his arms, waiting for you to get in the pool.<br>
<br>
<<ActionsHeader>>
<<link "Get in the pool" "CountryClubSwimmingPoolLesson">><<EndConversation "Beach">><</link>>
<<elseif _CurrentOutfit is "SwimsuitRed">>
He looks down at your bikini and chuckles. “Might shave a few seconds without much fabric, but might want to get something more streamlined if you start competing.” <br>
<Br>
You look down at your outfit, wondering if you’ve made the right choice. <br>
<Br>
“Alright,” Beach moves on. “Get in the pool. We’ll start with four lengths to warm-up.”<Br>
<Br>
He stands up and shakes his hand dry, then takes a step back and crosses his arms, waiting for you to get in the pool.<Br>
<br>
<<ActionsHeader>>
<<link "Get in the pool" "CountryClubSwimmingPoolLesson">><<EndConversation "Beach">><</link>>
<<else>>
Beach raises an eyebrow as he looks at you. “Think you’ve forgotten something, Phillips.”<br>
<Br>
He gestures at your clothes to illustrate his point. “Can’t get in a pool in those. Well. Not in this pool, anyway. Go get changed and we’ll talk again.”<br>
<br>
<<InventoryCheckSelf "SwimsuitBlue" "SwimsuitRed" "SwimsuitPink">>
<<if _InventoryCheckSelf is true>>
He gestures over to the women’s locker room with his free hand. “Ladies is over there.”<Br>
<<else>>
You hesitate to reply. Only for a moment, but Beach rolls his eyes as he understands. “Haven’t you a costume yet, Phillips? Then get yourself back to town and into Evans. Come back when you’re ready to train.”<Br>
<Br>
He turns back to looking at the water, shaking his head in dismay.<Br>
<</if>>
<bR>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<case "CarInvestigation">>
"I found out that Mr. Holloway is looking into the swimming team," you tell him.<br>
<br>
Beach gives you a disappointed look. "I knew that, Oats. Why do you think I wanted some dirt on him? He's got some funny ideas that things aren't above board. Threatening to take it to Sergeant Clancy. Can't risk ruining the team for some bureaucrat."<br>
<br>
You look to the floor, wincing.<br>
<br>
"I hope you've got something else," he tells you. "That's not enough to have the boys give you a respite for even an hour."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>><br>
<<case "CarBlackmailed">>
"I made sure he'll stop whatever he's doing to you," you tell him. "He said to tell you that he got your message."<br>
<br>
Beach eyes you cautiously. "But you didn't get anything?"<br>
<br>
You grimace and shake your head.<br>
<br>
The gym teacher tuts, looking away. "Message? Did he say anything to you about what he meant? Things he shouldn't have said."<br>
<br>
Again, you shake your head.<br>
<br>
Beach sighs. For a long moment he stares out of the windscreen. "Alright Oats," he finally says. "Not what I asked for, but it will do. I'll tell the boys to go easy on you next time."<br>
<br>
You stare back at him, frozen. When he finally turns to look, he gives you a quizzical look. "We're done here, Oats. Find your own way home."<br>
<br>
<<ActionsHeader>>
<<link "Get out of the car and walk home" "YourHome">><<EndConversation "Beach">><<SetFlag "HeatherHelp">><<TimeChange>><<QuestTracker "Quest33" 3>><</link>>
<<case "CarPhoto">>
You reach into your bag and take out your phone, bringing up the picture. "I did what you asked. Look."<br>
<br>
<<InventoryCheckSelf "RichardPhoto">>
<<if _InventoryCheckSelf is true>>
Beach sniggers as he sees the photo. "Was this a before shot, Oats?"<br>
<br>
You look down to the floor, blushing. Beach laughs and takes out his own phone, snapping a picture. "Good work, Oats. Just enough to hold it over him. He'll be seeing that tomorrow. A happy little reminder of his dalliance with his babysitter."<br>
<br>
You wince, feeling your cheeks blush.<br>
<br>
"You've earned your reward, Oats. I'll make sure the boys let up on you. Good work."<br>
<br>
He gestures to the door. "Now, if you don't mind. I've got somewhere to be."<br>
<</if>>
<<InventoryCheckSelf "RichardPhotoBlow">>
<<if _InventoryCheckSelf is true>>
Beach chuckles when he sees the photo. "Looks like you've learned a thing or two cleaning with the boys. Didn't think you'd gone that far with them, though, Oats."<br>
<br>
You look down to the floor, blushing. Beach laughs and takes out his own phone, snapping a picture. "Good work. Plenty to hold over him. He'll be seeing that tomorrow. A little reminder of his happy ending with his babysitter."<br>
<br>
You wince, feeling your cheeks blush.<br>
<br>
"You've earned your reward, Oats. I'll make sure the boys let up on you. Good work."<br>
<br>
He gestures to the door. "Now, if you don't mind. I've got somewhere to be."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Get out of the car and walk home" "YourHome">><<EndConversation "Beach">><<SetFlag "HeatherHelp">><<TimeChange>><<QuestTracker "Quest33" 3>><</link>>
<<case "CarLoveLetters">>
"I didn't find anything on Richard," you tell him, taking out the letters. "But I did find these."<br>
<br>
Beach's eyes glare with recognition as he sees them. His mouth parts to say something, but he seems paralysed by what you have in your hand.<br>
<br>
"Interesting reading," you tell him. "But I'm not sure that the Headmaster would like it."<br>
<br>
Beach inhales softly, looking from the letters to you. This time, you fight the urge to look away. "What do you want, Oats?"<br>
<br>
"I don't want to clean anymore," you tell him.<br>
<br>
He suddenly reaches forward, trying to swipe the letters from your grasp. You flinch back, holding them just out of his reach.<br>
<br>
"There's more where these came from," you tell him.<br>
<br>
He stops, his eyes staring back at you with rage. It takes everything to remain still and defiant.<br>
<br>
"Get out, Oats," Beach spits, turning to face the windscreen. "I don't expect to see you in the gym after school anymore. Even if you come last."<br>
<br>
<<ActionsHeader>>
<<link "Get out of the car and walk home" "YourHome">><<EndConversation "Beach">><<SetFlag "HeatherLoyal">><<TimeChange>><<QuestTracker "Quest33" 3>><</link>>
<<case "CarBlackmailPass">>
"I found out some things," you say. "But not about Richard."<br>
<br>
Beach looks back at you, his eyes narrowing. "Careful, Oats. We have a good thing going."<br>
<<HollowayKnowledgeCheck "Investigation">>
<<if _HollowayKnowledgeCheck is true>>
<Br>
"Mr. Holloway is looking into the swimming team," you say. "He thinks you've been giving grants and awards to people you prefer to the winners."<br>
<br>
"Holloway can think what he wants," Beach spits.<br>
<br>
"He's got documents proving it."<br>
<br>
Beach grows silent, staring back at you.<br>
<br>
<</if>>
<<HollowayKnowledgeCheck "BeachLoveLetters">>
<<if _HollowayKnowledgeCheck is true>>
<Br>
"Eleanour is keeping some letters," you tell him. "Looks like your handwriting."<br>
<br>
"You can't prove that," he spits. "Lot of people write like me."<br>
<br>
"Maybe," you add. "But there's enough there to cause doubt. Whoever wrote them was trying to get her to run off with them."<br>
<br>
The gym teacher looks at you, grinding his teeth.<br>
<br>
<</if>>
<<HollowayKnowledgeCheck "BeachFootball">>
<<if _HollowayKnowledgeCheck is true>>
<Br>
"Their son has a football signed personally to him."<br>
<br>
Beach looks back at you with a snarl. "Could have been anyone. One of the school stars."<br>
<br>
"Teddy says it was you," you reply. "He looks a lot like you."<br>
<br>
You feel the anger brewing from the passenger seat.<br>
<</if>>
<Br>
Beach inhales softly, holding back his rage as he looks at you. This time, you fight the urge to look away. "What do you want, Oats?"<br>
<br>
"I don't want to clean anymore," you tell him.<br>
<br>
He stares at you, his teeth flashing. It takes everything to remain still and defiant.<br>
<br>
"Get out, Oats," Beach spits, turning to face the windscreen. "I don't expect to see you in the gym after school anymore. Even if you come last."<br>
<br>
<<ActionsHeader>>
<<link "Get out of the car and walk home" "YourHome">><<EndConversation "Beach">><<SetFlag "HeatherLoyal">><<TimeChange>><<QuestTracker "Quest33" 3>><</link>>
<<case "CarBlackmailFail">>
"I found out some things," you say. "But not about Richard."<br>
<br>
Beach looks back at you, his eyes narrowing. "Careful, Oats. We have a good thing going."<br>
<<HollowayKnowledgeCheck "Investigation">>
<<if _HollowayKnowledgeCheck is true>>
<br>
"Mr. Holloway is looking into the swimming team," you say. "He thinks you've been giving grants and awards to people you prefer to the winners."<br>
<br>
"Holloway can think what he wants," Beach spits.<br>
<br>
You bite your lip, trying to foster the courage to argue. But it's not forthcoming.<br>
<br>
<</if>>
<<HollowayKnowledgeCheck "BeachLoveLetters">>
<<if _HollowayKnowledgeCheck is true>>
<br>
"Eleanour is keeping some letters," you tell him. "Looks like your handwriting."<br>
<br>
"You can't prove that," he spits. "Lot of people write like me."<br>
<br>
You wince, concentrating on avoiding his stare over considering a retort.<br>
<br>
<</if>>
<<HollowayKnowledgeCheck "BeachFootball">>
<<if _HollowayKnowledgeCheck is true>>
<br>
"Their son has a football signed personally to him."<br>
<br>
Beach looks back at you with a snarl. "Could have been anyone. One of the school stars."<br>
<br>
You open your mouth to argue, but his face cuts you down without words.<br>
<</if>>
<Br>
Beach inhales softly, holding back his rage as he looks at you. But a smirk slowly forms on his face when you say nothing more.<br>
<br>
"Warned you, Oats," he says quietly. "You had to rock the boat, didn't you?"<br>
<br>
He reaches towards you and you flinch, holding back a squeal. Then you see where his hand is going. To the door latch. He pushes it open.<br>
<br>
"Get out, Oats," Beach spits. "I'll see you for cleaning."<br>
<br>
<<ActionsHeader>>
<<link "Get out of the car and walk home" "YourHome">><<EndConversation "Beach">><<SetFlag "HeatherFail">><<TimeChange>><<QuestTracker "Quest33" 3>><</link>>
<<case "CarNothingFound">>
"I didn't find anything," you tell him. "He seems so clean."<br>
<br>
"Not sure you know the meaning of the word, Oats," he tells you. "Gym definitely isn't looking like it used to."<br>
<br>
"I'm sorry. There was nothing to find."<br>
<br>
"I asked you to find something for me," Beach replies. "Even if you had to create it. You did understand that, didn't you?"<br>
<br>
You gulp.<br>
<br>
Beach blows air through his nostrils and sighs. "Should have sent Reagan to do it. She knows how to do a woman's job. Get out, Oats. Find your own way home. I'll see you for cleaning in the gym, along with the lads."<br>
<br>
<<ActionsHeader>>
<<link "Get out of the car and walk home" "YourHome">><<EndConversation "Beach">><<SetFlag "HeatherFail">><<TimeChange>><<QuestTracker "Quest33" 3>><</link>>
<<case "NurseProgramGraduate">>
“Do you remember any recent Charlton graduates who entered Palmer’s nurse-training programme?” you ask.<br>
<br>
<<if $current.avatar is "Emily">>
Beach scratches at the side of his jaw. “Not my department, Phillips.”<br>
<<elseif $current.avatar is "Andrea">>
Beach scratches at the side of his jaw. “Not my department, Cinders.”<br>
<<else>>
Beach scratches at the side of his jaw. “Not my department.”<br>
<</if>>
<br>
He considers it for another moment, then shakes his head. “Couldn’t give you a name.”<br>
<br>
“Is there anywhere I could find out?”<br>
<br>
“Try the old Gazette issues in the library,” he says. “Oakswood prints a story every time Palmer puts one of our girls in a nurse’s uniform.”<br>
<br>
Beach snorts. “My swimmers break a county record, we get three lines beneath the bowls results. Palmer promises to teach a girl to carry a bedpan and she gets half a page.” He turns his attention back to the pool.<br>
<br>
At least you know where to look.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Beach" "NurseProgramGraduate">><<SetFlag "CharltonGazettePastIssuesKnown">><</link>>
<<case "WhatDoingHere">>
“What are you doing out here on a Saturday morning?” you ask the man.<br>
<br>
“Waiting for the late stragglers to get out of bed,” he mutters. “For the local swim team. Most of the girls get out here at dawn to practice.” He grunts. “But a few are resting their sore heads in their pillows for a bit longer.” He snorts and grins, but says nothing more.<br>
<br>
“A swim team?” you say. “I wouldn’t mind a lesson.”<br>
<br>
<<if $current.female is false>>
That makes Beach laugh. “It’s a girls team, mate. No offense, but I don’t fancy seeing you in a one-piece. Don’t think it would flatter you.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Beach" "WhatDoingHere">><</link>>
<<elseif $current.avatar is "Emily">>
<<SwimmingLessonsOptions>>
<<if _SwimmingLessonsOptions is "Cheerleader">>
Coach Beach’s eyes wander your body as a sly smile crosses his lips. “Not content with waving those pompoms, Phillips? I think we can come to an agreement. Ask me when you’re ready and we’ll give you a go.”<br>
<br>
You can’t help but notice him look over your body when he says that, however briefly he lets himself look.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Beach" "WhatDoingHere">><<LocationKnown "CountryClub">><<CountryClubVisitor "Beach">><<TaskTracker "Task11" "active">><</link>>
<<elseif _SwimmingLessonsOptions is "TopOfClass">>
Coach Beach’s eyes wander your body as a sly smile crosses his lips. “Think you’re an athlete after doing alright in a PE lesson? Alright Phillips. I think we can come to an agreement. Ask me when you’re ready and we’ll give you a go.”<br>
<br>
You can’t help but notice him look over your body when he says that, however briefly he lets himself look.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Beach" "WhatDoingHere">><<LocationKnown "CountryClub">><<CountryClubVisitor "Beach">><<TaskTracker "Task11" "active">><</link>>
<<elseif _SwimmingLessonsOptions is "Seduced">>
Coach Beach’s eyes wander your body as a sly smile crosses his lips. “Don’t need to put your effort into things you’re no good at, Phillips. Should stick with cleaning. My place needs a bit of spit to polish up the crockery.”<br>
<br>
“I’m serious,” you tell him. “I need some help.”<br>
<br>
He raises an eyebrow, then looks over your body briefly. “Tell you what, Phillips,” he murmurs. “I’ll give you some lessons. Might be a price I charge for them, though.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Beach" "WhatDoingHere">><<LocationKnown "CountryClub">><<CountryClubVisitor "Beach">><<TaskTracker "Task11" "active">><</link>>
<<else>>
Coach Beach’s eyes wander your body with appraisal. “Don’t think you’ve proved you can cut the mustard, Phillips. Your performance in PE isn’t great.”<br>
<br>
You feel yourself blushing with embarrassment. “I can try harder.”<br>
<br>
Beach looks at you once more, then shrugs. “Tell you what. You do better in PE, then come to me and we’ll talk. Then we’ll see if you’ve got the stuff to make a swimming team.”<br>
<br>
You can’t help but notice him look down at your thighs when he says that, however briefly he lets himself look.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<else>>
Beach smiles, his eyes looking over to you briefly. “Bit old for the school swimming team, I’m afraid.” He throws a crooked smile your way. “Shame. Bet you would have turned heads doing laps back when you were younger.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Beach" "WhatDoingHere">><</link>>
<</if>>
<</switch>><<widget "SwimmingLessonsOptions">>
<<if $PlayerCharacter.cheerleader is true>><<set _SwimmingLessonsOptions to "Cheerleader">>
<<else>>
<<Flag "TopOfClassPE">>
<<if _FlagReturn is true>><<set _SwimmingLessonsOptions to "TopOfClass">>
<<else>>
<<Flag "EmilyBeachCleaningSeduce">>
<<if _FlagReturn>><<set _SwimmingLessonsOptions to "Seduced">>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "BeachInventoryCheckPennyFarthingType">>
<<InventoryCheckSelf "BlankPennyFarthing">>
<<if _InventoryCheckSelf is true>><<set _BeachInventoryCheckPennyFarthingType to "Blank">>
<</if>>
<<InventoryCheckSelf "TandiPennyFarthing">>
<<if _InventoryCheckSelf is true>><<set _BeachInventoryCheckPennyFarthingType to "Tandi">>
<</if>>
<</widget>>
<<widget "BeachStateCheck">>
<<Flag "TopOfClassPE">>
<<if _FlagReturn is true>><<set _BeachStateCheck to "TopOfClass">><</if>>
<<Flag "EmilyBeachCleaningSeduce">>
<<if _FlagReturn is true>><<set _BeachStateCheck to "Seduced">><</if>>
<</widget>>/* Quest23 Scene 7. Latches use DialogueSpokenSecretKnown (avatar-agnostic) - the player can visit as
Charli one day and Christina another, and Beatrice's topics are one-shot conversations regardless of
the face asking. Per the 2026-07-08 quest restructure, StopAmulets fires the stage-4 tracker only -
the ending options unlock at the Gladys regroup (Scene 8, stage 5). */
<<set $ConversationRoot = passage()>>
<<switch $BeatriceDialogue>>
<<case "AskAmulets">>
You take a deep breath before beginning. "I've been told you can tell me about some trinkets I've found. Amulets that the teachers at Charlton School have. Do you know anything about them?"<br>
<br>
Her expression changes. The vacant drift sharpens into something harder. She stares at you, really stares, for the first time since you entered.<br>
<br>
"Who sent you?" she says quietly.<br>
<br>
"Nobody sent me," you reply. "I found one. I want to understand what it is."<br>
<br>
She watches you a moment longer, then something in her seems to give way. "Amulets," she mutters, and looks at the ceiling. "Professor Wright had one. Gregory Campbell. Even that lovely young boy, Ernest Rogers." She trails off, her eyes losing focus. "Is Wright still there? He must be... no. No, that was..."<br>
<br>
Then the sharpness returns, sudden and fierce. "You can tell Bartholomew that he won't get any help from me. My days of listening to him are over. If his boy and his cronies have finally come unstuck, I will only give him my deep satisfaction at their dismay."<br>
<br>
She turns to the side, looking out the window. The anger fades as quickly as it came. "Shame," she whispers, almost to herself. "I would very much have liked to see one of those amulets again. It seems like so long ago."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Beatrice" "AskAmulets">><<DialogueUnlock "Beatrice" "ShowAmulet">><<DialogueUnlock "Beatrice" "WhatSheDid">><<DialogueUnlock "Beatrice" "AboutBart">><</link>>
<<case "ShowAmulet">>
You take out the amulet you have on you. Beatrice's hands move before the rest of her does. Her thin fingers reach out, trembling. Her eyes narrow as they focus, then grow wide. "Oh," she breathes. "There it is."<br>
<br>
You place it in her hands. She holds it close, turning it slowly. Her dry tongue runs across her cracked lips. For a moment she is somewhere else entirely. "It used to glow so much more," she murmurs. "But then again, everything did. Once."<br>
<br>
You glance down at the trinket in her grip, seeing the yellow-amber energies fluttering within it. Its power seems obvious to you. But her fingers tighten around it, knuckles white.<br>
<br>
"Tell me," she says, her voice suddenly clear. "What does it look like to young eyes?"<br>
<br>
You consider your words carefully. "It's powerful."<br>
<br>
This broadens the smile on her face for a moment, before it disappears altogether. "Then it is me," she mutters. "Old and weak." She sighs lightly, holding back a cough. "They promised power forever." She looks off to the window. "Now I can't even see the yellow sparkle on the tree."<br>
<br>
You gently reach for the amulet. She doesn't let go at first. Then her fingers loosen, and she sinks back against the pillow as if something has left her.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Beatrice" "ShowAmulet">><<DialogueUnlock "Beatrice" "AboutPower">><<DialogueUnlock "Beatrice" "StopAmulets">><</link>>
<<case "StopAmulets">>
"How do the amulets work?" you ask, taking a deep breath as you ready yourself for laying out all your cards. "I want to stop them."<br>
<br>
Her thin smile spreads. For a moment she's fully here, eyes sharp. "Nothing would please me more," she spits. "Before that school starts using them on the students."<br>
<br>
You nod, keeping your thoughts to yourself.<br>
<br>
"The tree in the lobby," she mutters, leaning forward slightly. "It's the only thing left of the power that fuels them. The tree, and the land I lie on. Dr. Palmer thinks I don't remember, but my memory isn't as frail as he would like." Her eyes glimmer, relishing in telling her secrets. "The tree is all that remains from the day. He drains it for his own experiments, but it tries to do the job the land once did. To give magic to those who can't conjure it."<br>
<br>
"What do you mean?" you say with confusion.<br>
<br>
She waves her hand dismissively, as if you should already know. "Men can't cast spells, dear. Only women can do that. But that didn't stop us finding a way to give them power anyway. Those amulets are testament to that."<Br>
<br>
You nod. "So I just need to deal with that tree downstairs?"<Br>
<Br>
"To stop the amulets," she replies. "Not the mess. The mess is in the ground, dear. No tree unwinds that. Nobody gets anything back."<Br>
<Br>
Taking a deep breath, you study Beatrice. "And how do I do that?"<br>
<Br>
"Take its power for yourself, dear. Or taint Palmer's experiments. Or better yet, put that poor thing out of its misery and destroy it. I don't care." She smiles, thinly. "Just let me know when you do it. I want to see that smile wiped from his face."<br>
<br>
Her eyes drift, and she seems to tire. "I would have done it myself," she adds quietly. "If I still could."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Beatrice" "StopAmulets">><<DialogueUnlock "Beatrice" "PalmersExperiments">><<DialogueUnlock "Beatrice" "AboutTree">><<QuestTracker "Quest23" 4>><</link>>
<<case "PalmersExperiments">>
"You mentioned Dr. Palmer's experiments," you remind her. "What is he doing here?"<br>
<br>
A flash of anger. She looks at the bedside table, at her empty pill tray. "Oh, don't think I don't know," she chides you. "His alchemy. He's trying to repair the damage we did with that ritual. But he won't find a solution. It's beyond repair."<br>
<br>
"How is he trying to fix it?" you try.<br>
<br>
"The tree," she spits. "It's the only thing that survived from back then. He's keeping it alive, by hook or by crook, to sample its nutrients. He uses his little pink pills to drain what essence we have left." She snorts, her voice gaining strength. "Don't think I don't know what they do. I may not be able to sense the dark arts anymore, but I still have a mind."<br>
<br>
"His medicine drains people's essence?" you say back, trying to urge her to continue. But Beatrice's eyes catch yours, hard and cold. Again, reminding you of her granddaughter.<br>
<br>
"No," she barks. "Listen! The pink pills take our essence." She throws her arms around, gesturing to the room. "Those they imprison here."<br>
<br>
Her grin turns wicked. "But outside. His medicines. His... contraceptive pills... are nothing of the sort. They increase fertility. Along with a desire to..." She trails off, the anger seeming to exhaust her. She sinks back.<br>
<br>
After a moment, she continues, quieter. "Those are the ones he makes from the bark of the tree. To try and repair what was done to the lands of this town."<br>
<br>
Her eyes lock on to you, briefly clear again.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Beatrice" "PalmersExperiments">><<DialogueUnlock "Beatrice" "TheRitual">><</link>>
<<case "AboutTree">>
"Tell me more about the tree in the lobby," you say. "What is it?"<br>
<br>
Beatrice eyes you darkly. "You think I don't know? It's all that's left of what was here, before." She turns her nose up. "Before we did that ritual. I don't need to be able to cast magic to know what it does. And why it's kept here."<br>
<br>
"What do you think it does?" you ask.<br>
<br>
"It powers those amulets," she barks. "The ritual we cast tied it to them. But mark my words, it will die. Like the rest of us. And then Bartholomew's minions will be vulnerable to whoever wishes to give them some of their own medicine."<br>
<br>
Considering her words, you raise an eyebrow. "If the tree dies, the amulets will not work?"<br>
<br>
There's a gleam in her eyes that reminds you of Christina. "Or if someone were to siphon its power to themselves. They'd need a vessel for its magic, instead of the amulets. But that vessel could be a person, my dear." She offers you a thin smile. "Don't think I don't see the desire for power behind those eyes."<br>
<br>
The gleam fades. She looks at the window. "I used to see the tree from here. The glow." A pause. "I can't see it anymore."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Beatrice" "AboutTree">><<DialogueUnlock "Beatrice" "TheRitual">><</link>>
<<case "WhatSheDid">>
"What did you help the teachers with?" you ask.<br>
<br>
"Their plans for Charlton," she says darkly. "Are you one of their students, dear? My granddaughter goes to that school. I hope she doesn't have to deal with all the mess we created."<br>
<br>
<<if $current.avatar is "Christina">>
Beatrice looks up at you with her thin smile. She doesn't seem to acknowledge that the person in front of her is Christina.<br>
<<else>>
Beatrice looks up at you with her thin smile. You can't be sure that she'd even recognise Christina, even if she was here.<br>
<</if>>
<br>
"I didn't mean to do it all, you know," she says, staring out the window. Her voice drops. "They were supposed to make it equal. Give men the same power that we have. But they instead took it from us."<br>
<br>
She turns to look at you, her eyes sparkling a little with anger. "Bartholomew promised me a good life if I helped. Power beyond what Gladys and Raglan were offering." Her eyes wander to the window.<br>
<br>
A long silence. You wait.<br>
<br>
"So I began to seed the idea of a ritual with Gladys," she says, almost in a whisper. She's not looking at you. "She thought it was a good idea. I didn't tell her where it came from."<br>
<br>
Another pause. Her jaw works. "And he didn't tell me what would happen. What the ritual would do." Her voice hardens for a moment. "And even then, when Gladys left and I controlled the coven, I was just a puppet on their strings of power."<br>
<br>
She blinks, and the sharpness is gone. She looks around the room as if remembering where she is.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Beatrice" "WhatSheDid">><<DialogueUnlock "Beatrice" "AboutGladys">><<DialogueUnlock "Beatrice" "AboutCoven">><<DialogueUnlock "Beatrice" "AboutBart">><</link>>
<<case "AboutPower">>
You glance back to the open door to see if anyone is listening. "You used to be able to cast magic, didn't you?"<br>
<br>
"Oh yes," she says, and for a moment she's bright. Almost young. "I used to be able to do many things. I once turned that nice young man in the coffee shop into a charming go-getter. Thought he'd make a wonderful husband."<br>
<br>
You hesitate, wondering how far to push. "But you can't, anymore?"<br>
<br>
The brightness dims. "An unhappy truth of getting old," she mutters. "And this place drained anything I had left."<br>
<br>
You consider Gladys and her power, in spite of her age. "Why can't you practice magic now you're old?"<br>
<br>
"The menopause, my dear," she replies curtly. "No need to blush. I'm too old to care for decorum. You too will come unstuck when you grow old." Her eyes drift down, towards your groin. "Unless this place has infected you too." Her skin cracks as she winces. "It's such a shame, robbing our daughters of being mothers."<br>
<br>
You narrow your eyes. "What do you mean?"<br>
<br>
"Magic!" she gleams. "It comes from fertility. Did you not know? A woman who cannot bear children can't cast magic." Her smile turns sardonic. "Once I was barren, my power was gone."<br>
<br>
You let her words sink in, considering all the women in Charlton who don't have magical affinity.<br>
<br>
Like Emily.<br>
<br>
"One doesn't always mean the other," Beatrice continues. "But a barren woman is missing even the seed that grows into power. Without it, the power withers. So once I reached a certain age," her voice is fading now. "I was cast aside. But they will get their comeuppance. They are only just realising what they've done." She looks around, as if studying the air. "This place. It saps power. Not just from those captive here. From the whole town."<br>
<br>
She trails off, staring at a point on the wall that only she can see.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Beatrice" "AboutPower">><<DialogueUnlock "Beatrice" "AboutCarePavilion">><<DialogueUnlock "Gladys" "MagicFertility">><</link>>
<<case "TheRitual">>
"You've mentioned a ritual," you say. "What did you do?"<br>
<br>
Beatrice looks over at the window, avoiding your eyes. "Afraid I'll tell someone how to undo it, are you? You can rest your worries. There's nothing that can repair what we did."<br>
<br>
"What exactly happened?" you try.<br>
<br>
She doesn't answer immediately. Her fingers pick at the edge of the blanket. "We gathered together one evening," she begins, slowly. "The coven. The men. Those who came far and wide on buses decorated with flowers and beads. This was to be our triumph."<br>
<br>
She stops. Her eyes fix on the barren land outside the window. "See that?" she says. "Nothing grows. Nothing has grown since..."<br>
<br>
"What happened at the ritual?" you prompt gently.<br>
<br>
She blinks, pulling herself back. "The Blood Solstice," she says, and the name seems to cost her something. "That's what they called it afterwards. The spell Bartholomew gave us took the energy from around us and those magically inclined in the crowd. To force power from women and nature, it ripped the essence from our coven."<br>
<br>
Her voice drops. "In turn, it imbued those amulets with power. And gave Bartholomew enough energy to enact the first curses." She looks at you sharply, suddenly present. "A Book of Futures, they called it. One that set in stone their fate from then and ever-after."<br>
<br>
The sharpness holds for a moment. Then it fades, and she's staring at the blanket again. "That was the first night of many," she murmurs. "Where the fate of women in Charlton was determined by men."<br>
<br>
"When was this?" you ask.<br>
<br>
She lightly shrugs. "Yesterday. A decade ago. At the turn of the century." Her lips crack as she smiles. "I'm old. It was only yesterday I was young, beautiful and in charge of a coven."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Beatrice" "TheRitual">><<DialogueUnlock "Beatrice" "AboutGladys">><<DialogueUnlock "Beatrice" "AboutCoven">><<DialogueUnlock "Beatrice" "AboutBart">><</link>>
<<case "AboutGladys">>
You hesitate, but your curiosity gets the better of you. "You mentioned Gladys. You know her?"<br>
<br>
Something changes in Beatrice's face. The thin smile softens. "Quite the looker, isn't she?" she says. Then catches herself. "Was. Is? Do you know what happened to her? She disappeared after the..." She waves her hand vaguely. "After everything."<br>
<br>
"How do you know her?" you say, sidestepping her question.<br>
<br>
"Why, she recruited me, of course," Beatrice replies. "Taught me magic when I was at school. She was already working alongside Raglan."<br>
<br>
A genuine smile appears as she gets lost in her memories. "I remember seeing her for the first time, setting up a tent on the Town Square. She looked so... free." The smile lingers. "Are those flower people still coming in buses? I bet Bartholomew still grows red with rage whenever another one comes in."<br>
<br>
Beatrice's smile fades as she returns to the present. "She formed the first coven, you know. To help with Raglan's experiments. She was sweet on him. It was her that taught us how to make amulets to help the men in his flock use magic. She always said that it was unfair only women could use it."<br>
<br>
She looks down at her feet underneath the blanket. You see a slight movement as she strains. Her voice drops, almost as if she's forgotten you're there. "I would have liked to see her again. To explain why I did what I did with the coven... after she left."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Beatrice" "AboutGladys">><<DialogueUnlock "Beatrice" "WhatSheDid">><<DialogueUnlock "Beatrice" "AboutCoven">><<DialogueUnlock "Beatrice" "AboutRaglan">><<DialogueUnlock "Beatrice" "AboutBart">><</link>>
<<case "AboutCoven">>
"You used to run the coven?" you say.<br>
<br>
She sniggers at the comment. "Run would be a stretch." Her smile fades. "But after the ritual, yes. I was in charge of it."<br>
<br>
"What can you tell me about it?" you ask.<br>
<br>
Beatrice gives you a dark look. "The most useful thing you can know is it's controlled by men. We were supposed to use it to make our town better. But all we did was wrap chains around everyone whilst we fought each other for power."<br>
<br>
You shake your head in disbelief. "But men have no power."<br>
<br>
She titters, almost choking on her reaction. "They have the power we gave them. When Gladys ran the coven, it was unfocused. Bartholomew told me that she was wasting our power. Once the ritual took place, he said, we could channel it into improving everyone's lives for the better."<br>
<br>
She pauses, looking away. "We did that, for a time. But his slippery words convinced us that it made sense to empower them more. Too late, did we see the chains we'd forged for..." She trails off, staring at nothing.<br>
<br>
"Ourselves," she finishes, quietly. "When the walls closed in, we faced a choice. To resist and fail, or hold on to power and relent. We chose the latter."<br>
<br>
"I spent my life in servitude," she snorts, looking around her room. "And once I ceased to be useful, I was placed here."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Beatrice" "AboutCoven">><</link>>
<<case "AboutCarePavilion">>
"Tell me more about this place," you gesture around. "There's magic here, isn't there?"<br>
<br>
"Little," she comments. "This building was built after our ritual. To enclose the only tree that survived. The grounds it was built on are in a dead area, sapping life from anything that tries to grow here." She snorts. "Or live here."<br>
<br>
"You mean magic?" you ask.<br>
<br>
"Magic and life is one and the same," she chides you. "Now the nature in the area is sapped of life, feeding like a thirsty plant on water whenever magic is used. For the rest of the time, it saps life energy just to not die. And it saps the magical energies from the town, to a lesser extent."<br>
<br>
She winces. "They put the old people in here, to rinse the last drops of life to power their experiments and trinkets. Within no time, we can barely live. Let alone use magic."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Beatrice" "AboutCarePavilion">><</link>>
<<case "AboutRaglan">>
"Who is this Raglan you mentioned?" you ask.<br>
<br>
Beatrice smiles with a small degree of warmth. "Lord Raglan Greenwood," she says, and for a moment she sounds like she's introducing him at a party. "A dashing young man, if I may say so. A baron of the county of Howerby, too. Certainly Gladys paid him attention."<br>
<br>
The warmth steadies her. "He came here already with an interest in magic. Learned about it from some sort of book that he carried. The Translations of the Sevrene Shards, was it? Always could charm a crowd or lady. Even without the use of that Hecate Wheel."<br>
<br>
"A Hecate Wheel?" you ask.<br>
<br>
"A charm he wore around his neck." She smiles, remembering. "He was the first man that Gladys knew who could use magic. The ritual was going to be his magnum opus." The smile fades. "It went badly for him."<br>
<br>
"What happened to him?"<br>
<br>
Beatrice takes a deep breath, uncomfortable with your question. "Once empowered, Bartholomew punished him. He stripped him of magic." She sighs. "Last I heard, he had become a recluse and a hermit. Maybe even a vagrant." She winces. "I always wondered if Gladys went with him."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Beatrice" "AboutRaglan">><</link>>
<<case "AboutBart">>
"You mentioned someone called Bartholomew. Who is he?"<br>
<br>
"Bartholomew Stitch," she mutters, as if she's said the name a thousand times to people who never listen. "Don't tell me you don't know who the town mayor is?"<br>
<br>
You smile, mulling over her words. The current mayor is called Duncan. Jake's father. She's clearly mixed up. And yet, could this be the Headmaster's father?<br>
<br>
"He's behind it all," she mutters. Her voice sharpens. This is an old anger, well-rehearsed. "He didn't like Raglan. Hated the influence he had on people. Despised the progressive ideals of his flock."<br>
<br>
Her eyes glaze slightly. "All those buses coming into the town, full of girls wearing flowing dresses and beads in their hair. And the men, with beards and dashing locks of hair." She's there, for a moment. Seeing it. Then she blinks, and she's back in the bed. "He hated all of that. And despised how the town began to accommodate their views."<br>
<br>
"So, he is responsible for everything in Charlton?" you ask.<br>
<br>
Her smile fades. "He shaped it. But we did it. My coven. We created curses. Objects for the teachers at the school. We thought we were helping them learn, until we saw we weren't. And by then, we had our station in the community to consider. His community."<br>
<br>
"What else did he get you to do?" you try.<br>
<br>
"Total control," she mutters. Her eyes are drifting again. "Don't think for a second that anything you do here is by freewill. There are traps within traps."<br>
<br>
She falls silent, her gaze fixed on something outside the window that you can't see.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Beatrice" "AboutBart">><</link>>
<</switch>><<set $ConversationRoot = passage()>>
<<switch $BrianDialogue>>
<<case "Andrea">>
"How's Andrea doing?" you try.<br>
<br>
He scratches under his thigh and lets the leg drop. "Fine. She's fine."<br>
<br>
A pause. The TV chatters.<br>
<br>
"Always with her bloody postcards," he mutters, more to himself than to you. "Maps. Nonsense. Wants to go to Paris. Paris." A grunt. "Get on the bus to Stoke and see if she still wants to go. Full of foreigners, the news says." Another grunt. "She'll need a man to afford Paris."<br>
<br>
From the sofa, Edwina lifts her glass an inch. "Hopefully not like her father. You couldn't afford the bus to take me to Stoke."<br>
<br>
He doesn't answer her. He scratches the leg again.<br>
<br>
<<if $current.avatar is "Charli">>
His eyes flick to you. Hold a second longer than they should. Then back to the TV. "Tell her to settle down. She listens to you."<br>
<br>
<</if>>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Brian" "Andrea">><</link>>
<<case "Wife">>
<<if $current.avatar is "Andrea">>
"Mum seems upset," you whisper.<br>
<br>
"Same as ever," he grunts. "You know."<br>
<<else>>
"How's your wife?" you whisper.<br>
<br>
"You've met her," he grunts. "How d'you think."<br>
<</if>>
<br>
He shifts his weight in the chair, scratches the leg. "She drinks. Funny how that's my fault when she does it." A short, dry sound. "And it's my fault when I have a glass too."<br>
<br>
"It's about all I've got left," Edwina spits from the sofa, jiggling ice in her glass. "Thank the lord for the Mayor being so generous to keep supporting your family."<br>
<br>
"Wouldn't have to if he kept his site safe," he barks back at her. He holds her eyes for a moment longer, before turning to you. "Never shuts up about that Mayor and his money." His voice is quieter now. "Tells everyone. Like it's a gift."<br>
<br>
He lifts a hand and lets it drop on the armrest. "But nothing's a gift in this town. Someone's always paying for something."<br>
<br>
From the sofa, Edwina sniffs. "Better than nothing, isn't it? You're not exactly paying the bills."<br>
<br>
His jaw works. He doesn't answer her this time.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Brian" "Wife">><<DialogueUnlock "Brian" "AboutQuarry">><</link>>
<<case "AboutQuarry">>
<<if $current.avatar is "Andrea">>
"Tell me again," you say. "What happened at the quarry."<br>
<<else>>
"What happened at the quarry?" you ask. "When you got hurt."<br>
<</if>>
<br>
He doesn't speak for a long moment. The scratching stops.<br>
<br>
"Machine," he says eventually. "Caught my leg. Damned thing should've been pulled out years before."<br>
<br>
"Why wasn't it?"<br>
<br>
He looks at you properly for the first time. "Because Duncan wouldn't sign off the repair. Wanted to push another quarter out of it." A grunt. "Pushed me out instead."<br>
<br>
He turns back to the TV, but the volume of his voice doesn't drop with the rest of him. "Mayor's office had a cheque on the kitchen table within the week. Compensation, they called it. I sign, I keep my mouth shut, I get what I got."<br>
<br>
"And you signed."<br>
<br>
"Course I signed. Look at me." He gestures at the leg, the chair, the room. "What was I going to do. Take him to court?"<br>
<br>
He scratches the leg again. The motion is harder this time, like he's punishing it.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Brian" "AboutQuarry">><</link>>
<</switch>><<set $ConversationRoot = passage()>>
<<switch $BritneyDialogue>>
<<case "Tandi">>
<<if $PlayerCharacter.cheerleader is true>>
"I was curious about who had my place on the squad before me," you begin. "Tandi. At least, I think that was her name."<br>
<br>
Britney shares a look with Stacey before turning back to you. "Who's been talking about Tandi?"<br>
<br>
You shrug. "Just heard the name mentioned a few times."<br>
<br>
"Tandi was - is - someone you don't want to get caught up with," Britney tells you, for once losing her sparkle. "She's toxic, Em. Got into all kinds of bad stuff."<br>
<br>
"Or bad stuff gets into her," Stacey snipes. "Regularly."<br>
<br>
Britney shushes the cheerleader, then smiles at you. "She used to be on the squad. But Em -" she hesitates, then lowers her voice. "She's turned into a total slut!"<br>
<br>
Stacey rolls her eyes at Britney's anxiety about talking this way. "Stop it!" Britney says to her friend. "She has! Last I heard, she hangs out with those icky bikers outside of town."<br>
<br>
"What happened to her?" you ask.<br>
<br>
Again, Britney seems uncomfortable. "Just didn't belong in the cheerleaders. But I'm sure that won't happen to you, Em. You belong with us!"<br>
<br>
You notice Stacey giving another dark glance to her friend. It's enough to make Britney fall silent.<br>
<<else>>
<<if $ConversationExit is "FreshPot">>
"I was curious about someone," you begin. "Tandi. At least, I think that was her name."<br>
<br>
Britney gives you a worried look at the mention of the name. "Who's been talking about Tandi?"<br>
<br>
You shrug. "Just heard the name mentioned a few times."<br>
<br>
"Tandi was - is - someone you don't want to get caught up with," Britney tells you, for once losing her sparkle. "She's toxic, Em. Got into all kinds of bad stuff."<br>
<br>
Britney lowers her voice, then smiles at you. "She used to be on the squad. But Em -" she hesitates, then lowers her voice further. "She's turned into a total slut! Last I heard, she hangs out with those icky bikers outside of town."<br>
<br>
"What happened to her?" you ask.<br>
<br>
<<GetNPCState "Britney" "Loyal">><<GetNPCState "Britney" "Help">>
<<if _Loyal is true or _Help is true>>
Britney stirs her shake, thinking about it. "Honestly? I don't really know. She was acting all funny. But one day she was on the squad, the next she wasn't. Chrissie said we weren't to ask." She looks up at you, and for once there's no pout. "Just be careful, okay?"<br>
<<else>>
Again, Britney seems uncomfortable. "I don't think I should be talking about her to you, Em. No offence."<br>
<</if>>
<<else>>
"I was curious about someone," you begin. "Tandi. At least, I think that was her name."<br>
<br>
Britney shares a look with Stacey before turning back to you. "Who's been talking about Tandi?"<br>
<br>
You shrug. "Just heard the name mentioned a few times."<br>
<br>
"Tandi was - is - someone you don't want to get caught up with," Britney tells you, for once losing her sparkle. "She's toxic, Em. Got into all kinds of bad stuff."<br>
<br>
"Or bad stuff gets into her," Stacey snipes. "Regularly."<br>
<br>
Britney shushes the cheerleader, then smiles at you. "She used to be on the squad. But Em -" she hesitates, then lowers her voice. "She's turned into a total slut!"<br>
<br>
Stacey rolls her eyes at Britney's anxiety about talking this way. "Stop it!" Britney says to her friend. "She has! Last I heard, she hangs out with those icky bikers outside of town."<br>
<br>
"What happened to her?" you ask.<br>
<br>
Again, Britney seems uncomfortable. "I don't think I should be talking about her to you, Em. No offence."<br>
<br>
You notice Stacey giving another dark glance to her friend. It's enough to make Britney fall silent.<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Britney" "Tandi">><</link>>
<<case "Curses">>
<<if $PlayerCharacter.cheerleader is true>>
"Can you tell me a little bit about the curses at school?" you ask.<br>
<Br>
"Curses?" Britney giggles. "Charms, Em!" Her eyes light up with excitement and she leans in closer. "Oh my gosh, they’re, like, so fascinating! Did you know you can use them to make people totally do what you want? Like, Reagan was being super bossy the other day, and I thought, Wouldn’t it be hilarious if she couldn’t stop hiccupping during practice?" She giggles, the thought clearly delighting her.<br>
<br>
"Of course, Reagan didn't let that go unanswered," Stacey follows up, causing Britney to pout. After glaring at her friend, she turns back to you.<br>
<br>
"They’re kind of like this secret weapon, you know? A way to, like, set things right when people are being... difficult. And they’re fun to experiment with! You wouldn’t believe how many tiny changes can totally mess with someone’s day." She twirls a strand of her hair, her tone bright and carefree.<br>
<br>
Then, as if remembering herself, she shrugs. "I mean, as long as you don’t, like, overdo it or anything. Some people get all serious about them, but honestly? It’s just a little harmless fun. Right?"<br>
<br>
Her grin falters for a moment, a flicker of doubt crossing her face, before she brushes it off with a breezy laugh. "Anyway, if you’re dealing with one, let me know! I could totally help you figure out how to turn it into something... fun."<br>
<<else>>
<<if $ConversationExit is "FreshPot">>
<<GetNPCState "Britney" "Loyal">><<GetNPCState "Britney" "Help">>
<<if _Loyal is true or _Help is true>>
"Can you tell me a little bit about the curses at school?" you ask.<br>
<Br>
Britney winces. "I shouldn't talk to you about that, Em. Chrissie would be mad if she caught us."<br>
<br>
"Don't you think they are dangerous?" you ask.<Br>
<Br>
"It's harmless fun, Em!" Britney tries. "They’re kind of like this secret weapon, you know? A way to, like, set things right when people are being... difficult. And they’re fun to experiment with! You wouldn’t believe how many tiny changes can totally mess with someone’s day." She twirls a strand of her hair, her tone bright and carefree.<br>
<br>
Then, as if remembering herself, she shrugs. "I mean, as long as you don’t, like, overdo it or anything. Some people get all serious about curses, but honestly? It’s just a little harmless fun. Right?"<br>
<br>
Her grin falters for a moment, a flicker of doubt crossing her face, before she brushes it off with a breezy laugh. "Anyway, let's talk about something else. Something... fun."<br>
<<else>>
"Can you tell me a little bit about the curses at school?" you ask.<br>
<Br>
Britney winces, her eyes darting to the door. "Em, I can't. Chrissie would, like, actually kill me."<br>
<br>
"Don't you think they're dangerous?"<br>
<br>
"They're not dangerous!" It comes out louder than she means it to, and she shrinks into her seat, stirring her milkshake. "They're just little things. To help people be their best. It's harmless fun, Em. Mostly."<br>
<br>
<<if $PlayerCharacter.CheerleaderExpelled is true>>
She doesn't look up. "I know you don't think so. But you didn't stick around long enough to see the fun side."<br>
<<else>>
She doesn't look up. "I know you don't think so. But you didn't give us a chance. To see the fun side."<br>
<</if>>
<br>
Britney sucks on her straw for a long moment, then gives you a hopeful pout. "Can we talk about something else? Please? Something not... squad."<br>
<</if>>
<<else>>
"Can you tell me a little bit about the curses at school?" you ask.<br>
<Br>
Stacey nudges her friend. "Ow!"<br>
<Br>
Britney looks back to you with a grimace. "I shouldn't talk to you about that, Em. Chrissie would be mad if she caught us."<br>
<br>
"Don't you think they are dangerous?" you ask.<Br>
<Br>
"It's harmless fun, Em!" Britney tries. "They’re kind of like this secret weapon, you know? A way to, like, set things right when people are being... difficult. And they’re fun to experiment with! You wouldn’t believe how many tiny changes can totally mess with someone’s day." She twirls a strand of her hair, her tone bright and carefree.<br>
<br>
Then, as if remembering herself, she shrugs. "I mean, as long as you don’t, like, overdo it or anything. Some people get all serious about curses, but honestly? It’s just a little harmless fun. Right?"<br>
<br>
Her grin falters for a moment, a flicker of doubt crossing her face, before she brushes it off with a breezy laugh. "Anyway, let's talk about something else. Something... fun."<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Britney" "Curses">><</link>>
<<case "Reagan">>
<<if $PlayerCharacter.cheerleader is true>>
"What can you tell me about Reagan?" you ask directly.<br>
<bR>
Britney’s cheerful demeanour dims slightly. "Oh, Reagan? She’s... well, she’s Reagan." Britney forces a smile, but it doesn’t quite reach her eyes.<br>
<br>
"I mean, she’s amazing. So confident, so sure of herself. I’ve always admired that about her. But, like..." She hesitates, twirling her bracelet nervously. "Sometimes she can be a little... pushy, you know? Like, she knows what’s best for everyone. I just wish she’d, um, let people figure stuff out for themselves sometimes."<br>
<br>
She glances at you, her smile returning, though it feels a little strained. "But she really does mean well. I think."<br>
<<else>>
<<if $ConversationExit is "FreshPot">>
<<GetNPCState "Britney" "Loyal">><<GetNPCState "Britney" "Help">>
<<if _Loyal is true or _Help is true>>
"What can you tell me about Reagan?" you ask directly.<br>
<bR>
Britney’s cheerful demeanour dims slightly. "Oh, Reagan? She’s... well, she’s Reagan." Britney forces a smile, but it doesn’t quite reach her eyes.<br>
<br>
"She's pretty pushy," she blurts out. She hesitates, twirling her hair nervously. "Sometimes she tries to tell me what to do. But..." Britney sniffs. "I don't think she knows what's best anymore."<br>
<br>
She glances at you, her smile returning, though it feels a little strained. "She does mean well, though. I think."<br>
<<else>>
"What can you tell me about Reagan?" you ask directly.<br>
<bR>
Britney's straw stops mid stir. "Reagan? She's... Reagan." A quick smile that doesn't hold. "She's amazing. Really. She looks out for me."<br>
<br>
You wait. She fidgets with a strand of hair and doesn't fill the silence.<br>
<br>
"That's it, Em. That's all I've got." Her eyes flick to the door again. "She'd know if I said anything else. I swear she always knows."<br>
<</if>>
<<else>>
"What can you tell me about Reagan?" you ask directly.<br>
<bR>
Britney’s cheerful demeanour dims slightly. She turns back to Stacey, whose eyes narrow with concern.<bR>
<bR>
"Oh, Reagan?" Britney tries. "She’s... well, she’s Reagan." Britney forces a smile, but it doesn’t quite reach her eyes.<br>
<br>
"I mean, she’s amazing. So confident, so sure of herself. I’ve always admired that about her. But, like..." She hesitates, twirling her bracelet nervously. "Sometimes she can be a little... pushy, you know? Like, she knows what’s best for everyone. I just wish she’d, um, let people figure stuff out for themselves sometimes."<br>
<br>
Stacey kicks her with her bare foot and Britney flinches. She then glances at you, her smile returning, though it feels a little strained. "But she really does mean well. I think."<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Britney" "Reagan">><</link>>
<<case "Herself">>
<<if $PlayerCharacter.cheerleader is true>>
"Tell me about yourself," you say. "I don't know much about you."<Br>
<Br>
"Me?" Britney blinks, her eyes widening as a faint blush creeps across her cheeks. "Oh, um, that’s swell to ask. I mean, I’m not exactly, like, the most interesting person around or anything." She fidgets with the bracelet on her wrist, glancing away for a moment before flashing a small, genuine smile. "But, uh... thanks."<br>
<br>
She hesitates, clearly unsure where to start, before her face lights up. "Oh! Well, I’ve been pretty busy lately. My brother - Marc, he runs our family farm - is getting married soon, so I’ve been helping plan the wedding. It’s kind of a big deal, you know? Catherine - his fiancée - just moved to Charlton a little while ago. She’s, like, amazing. So creative and thoughtful. She runs the new flower shop. Have you seen it?"<br>
<br>
Britney leans in slightly, her voice dropping as though sharing a secret. "It’s funny, actually. Catherine’s... different. She doesn’t really fit the Charlton mold, you know? Kind of like you." Her eyes meet yours, and she gives a soft laugh. "I think that’s why I like her so much. She’s not afraid to do things her way, and it’s... refreshing."<br>
<br>
She straightens up, brushing a strand of hair behind her ear. "Anyway, the wedding’s going to be beautiful, but I’m kind of freaking out about planning the hen party. Catherine’s not really into all the traditional Charlton stuff, and I want her to actually enjoy it, you know? But Reagan and my mom keep giving me these ideas, and... ugh." She sighs, her bubbly tone faltering for a moment. "It’s just a lot."<br>
<br>
Britney perks up again, her cheerful smile returning. "But enough about me! What about you? What’s new?"<br>
<<else>>
<<if $ConversationExit is "FreshPot">>
<<GetNPCState "Britney" "Loyal">><<GetNPCState "Britney" "Help">>
<<if _Loyal is true or _Help is true>>
"Tell me about yourself, Brit," you say. "I don't know much about you."<Br>
<Br>
"Me?" Britney blinks, her eyes widening as a faint blush creeps across her cheeks. "Oh, um, that's swell to ask. I mean, I’m not exactly, like, the most interesting person around or anything." She fidgets with the bracelet on her wrist, glancing away for a moment before flashing a small, genuine smile. "But, uh... thanks."<br>
<br>
She hesitates, clearly unsure where to start, before her face lights up. "Oh! Well, I’ve been pretty busy lately. My brother - Marc, he runs our family farm - is getting married soon, so I’ve been helping plan the wedding. It’s kind of a big deal, you know? Catherine - his fiancée - just moved to Charlton a little while ago. She’s, like, amazing. So creative and thoughtful. She runs the new flower shop. Have you seen it?"<br>
<br>
Britney leans in slightly, her voice dropping as though sharing a secret. "It’s funny, actually. Catherine’s... different. She doesn’t really fit the Charlton mold, you know? Kind of like you." Her eyes meet yours, and she gives a soft laugh. "I think that’s why I like her so much. She’s not afraid to do things her way, and it’s... refreshing."<br>
<br>
She straightens up, brushing a strand of hair behind her ear. "Anyway, the wedding’s going to be beautiful, but I’m kind of freaking out about planning the hen party. Catherine’s not really into all the traditional Charlton stuff, and I want her to actually enjoy it, you know? But Reagan and my mom keep giving me these ideas, and... ugh." She sighs, her bubbly tone faltering for a moment. "It’s just a lot."<br>
<br>
Britney perks up again, her cheerful smile returning. "But enough about me! What about you? What’s new?"<br>
<<else>>
"Tell me about yourself, Brit," you say. "I don't know much about you."<Br>
<Br>
"Me?" Britney blinks, a faint blush creeping across her cheeks. "That's, like, sweet of you to ask." She fidgets with the bracelet on her wrist, then her smile falters. "But I'm not sure I should. Stace says the less you know about us, the better."<br>
<br>
"Us?"<br>
<br>
"The squad. Me." She shrugs, a little helplessly. "I'm not that interesting anyway, Em. Just grew up on a farm, made the squad. That's my whole story."<br>
<</if>>
<<else>>
"Tell me about yourself," you say. "I don't know much about you."<Br>
<Br>
"Me?" Britney blinks, her eyes widening as a faint blush creeps across her cheeks. "Oh, um, that’s sweet of you to ask. I mean, I’m not exactly, like, the most interesting person around or anything." She fidgets with the bracelet on her wrist, glancing away for a moment before flashing a small, genuine smile. "But, uh... thanks."<br>
<br>
She hesitates, clearly unsure where to start, before her face lights up. "Oh! Well, I’ve been pretty busy lately. My brother - Marc, he runs our family farm - is getting married soon, so I’ve been helping plan the wedding. It’s kind of a big deal, you know? Catherine - his fiancée - just moved to Charlton a little while ago. She’s, like, amazing. So creative and thoughtful. She runs the new flower shop. Have you seen it?"<br>
<br>
Britney leans in slightly, her voice dropping as though sharing a secret. "It’s funny, actually. Catherine’s... different. She doesn’t really fit the Charlton mold, you know? Kind of like you." Her eyes meet yours, and she gives a soft laugh. "I think that’s why I like her so much. She’s not afraid to do things her way, and it’s... refreshing."<br>
<br>
She straightens up, brushing a strand of hair behind her ear. "Anyway, the wedding’s going to be beautiful, but I’m kind of freaking out about planning the hen party. Catherine’s not really into all the traditional Charlton stuff, and I want her to actually enjoy it, you know? But Reagan and my mom keep giving me these ideas, and -"<br>
<bR>
Another tap from Stacey's foot silences Britney. She shakes her head at Britney.<bR>
<br>
Britney perks up again, her cheerful smile returning. "But enough about me! What about you? What’s new?"<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Britney" "Herself">><</link>>
<<case "TerrencePlan">>
<<if $PlayerCharacter.cheerleader is true>>
“So,” you say, keeping it casual, “what’s going on with Terrence?”<Br>
<Br>
Britney immediately perks up, twirling a strand of hair. “Isn’t he adorable?” she says, bright as ever. “Like... in a weird, lost puppy kind of way.”<Br>
<Br>
Stacey rolls her eyes. “Christina’s just trying to help him. You know how she is.”<Br>
<Br>
You tilt your head. “Help him how?”<Br>
<Br>
Britney shrugs, too fast. “We’re just trying to bring a little joy into his life. He looked so lonely. Honestly, it was kind of sad.”<Br>
<Br>
Stacey rolls her eyes. “And it was working, too. Until -”<Br>
<Br>
Her words drop off when Britney catches her eye. You look between the two, sensing the awkwardness between them. “Come on,” you push. “We’re all friends here. What’s the plan?”<Br>
<Br>
“You should talk to Chrissie,” Britney says, almost serious. “She can tell you.”<Br>
<Br>
“I can help, though,” you try.<Br>
<Br>
“If you want to help,” Britney says, too quickly, “figure out what’s in that book.” <Br>
<Br>
Stacey nudges her with her elbow, giving her a dark look. You raise your eyebrow at them, waiting.<Br>
<Br>
“His biology book,” Stacey admits. “He was starting to warm up. But now his head is always in it. He clutches it like it’s his diary.”<Br>
<Br>
You narrow your eyes. “Isn’t that helping him?” <Br>
<Br>
“Not in the way Chrissie would like,” Britney mutters.<Br>
<Br>
“And how -” you begin, but Stacey cuts you off. <Br>
<Br>
“You need to trust Christina will tell you what you need to know when you need to know it,” she says, curtly. “If you really want to assist, find a way of seeing what’s in that book. Break into his locker or something.”<Br>
<Br>
You narrow your eyes. “Tell me what, though?”<Br>
<Br>
They say nothing.<Br>
<Br>
Stacey sips her drink. Britney studies the whipped cream on her spoon like it’s suddenly fascinating.<Br>
<<else>>
<<GetNPCState "Britney" "Loyal">><<GetNPCState "Britney" "Help">>
<<if _Loyal is true or _Help is true>>
“So,” you say, keeping it casual, “what’s going on with Terrence?”<Br>
<Br>
Britney immediately perks up, twirling a strand of hair. “Isn’t he adorable?” she says, bright as ever. “Like... in a weird, lost puppy kind of way.”<Br>
<Br>
You tilt your head. “What's Christina doing with him?”<Br>
<Br>
“Helping him,” she says, then sighs. “That’s what Chrissie calls it, anyway. Bringing a little joy into his life. He looked so lonely, Em. It was kind of sad.” She stirs her shake. “It was working, too. Until his biology book.”<Br>
<Br>
“His biology book?”<Br>
<Br>
“His head’s always in it now. He clutches it like it’s his diary. Chrissie’s furious about it, but she won’t say why.” Britney leans in, lowering her voice. “If you want to help him, figure out what’s in that book. His locker, maybe. I didn’t say that.”<Br>
<Br>
She gives you a small, worried smile. “Just be careful, okay? Christina's been furious ever since... well you know. Be careful."<Br>
<<else>>
“So,” you say, keeping it casual, “what’s going on with Terrence?”<Br>
<Br>
Britney immediately perks up, twirling a strand of hair. “Isn’t he adorable?” she says, bright as ever. “Like... in a weird, lost puppy kind of way.”<Br>
<Br>
You tilt your head. “What’s Christina doing with him?”<Br>
<Br>
The brightness drains out of her. “Helping him,” she says, too fast. “Bringing a little joy into his life. He looked so lonely.” She stirs her shake, not meeting your eye. “It was working, too.”<Br>
<Br>
“Was?”<Br>
<Br>
Britney’s eyes dart to the door. “I shouldn’t, Em. Chrissie would...” She trails off, biting her lip, and you let the silence hang.<Br>
<Br>
“His biology book,” she mutters finally. “His head’s always in it now. He clutches it like it’s his diary. Chrissie hates it.” She winces at herself. “If you really want to help him, that’s all I’ve got. Figure out what’s in that book.”<Br>
<Br>
She pushes her straw around the glass. “And don’t tell anyone I said that. Please.”<Br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Britney" "TerrencePlan">><<QuestTracker "Quest21" 1>><</link>>
<<case "TandiWhereabouts">>
<<if $PlayerCharacter.cheerleader is true>>
“You mentioned Tandi, didn’t you Brit?” you ask her. “That she hangs out with some bikers out of town.”<br>
<br>
Stacey looks at you from the side. “Why do you want to know about Tandi?”<br>
<br>
"I'm curious about her," you reply. "I need to know all about what’s happened to the cheerleaders, now I’m in charge.”<br>
<Br>
Stacey shares a look with Britney, a little colour draining from their faces. “Are you sure you want to look into Tandi?” Stacey says with a slight tremble in her voice. “There’s a lot to do with Prom.”<Br>
<Br>
“This is about Prom,” you clarify. “She knows things. I’m concerned about how much she knows. I need to find her.”<Br>
<Br>
Again, the two cheerleaders share a look. Britney almost leans in, but Stacey shakes her head before turning to you. “Her parents still live on Toemead Close,” she says. “Just off the Town Square. You could try there.”<Br>
<br>
“And what about this place with the bikers?”<br>
<Br>
Britney takes in a deep breath. Stacey looks to the side, not wanting to meet your gaze.<Br>
<Br>
“It’s called the Red Room!” Britney splurges out. “It’s a club outside of town. She hangs out there. Apparently.”<br>
<br>
You smile, letting a little malice creep in. “But you know where it is?”<Br>
<Br>
Britney casts a look to Stacey, who now watches her carefully. When she turns back to you, she nods. “But you wouldn’t want to go there, Em. It’s dangerous for a girl on her own. Even someone… with your power.”<br>
<br>
<<if $ConversationExit is "FreshPot">>
“So why don’t you come with me, then?” you press. You see Stacey shift in her seat.<br>
<<else>>
“So why don’t you come with me, then?” you press. You see Stacey shift in her sunlounger.<br>
<</if>>
<Br>
But Britney, surprisingly, grins at the suggestion. “You want to go there with me?” <br>
<Br>
Stacey rolls her eyes. “Oh boy.”<Br>
<br>
A new sense of enthusiasm appears on Britney's face. “Oh Em, we could have so much fun.” She leans into you, keeping her voice quiet. “To tell you the truth, I’ve always wanted to go there. See what it’s like. It can’t all be yucky bikers, can it? Some of the girls at school say that it’s -”<br>
<Br>
“When can you go?” you cut her off.<br>
<br>
Britney holds back her stream of consciousness, nodding. “Oh. Yes. Any evening you want. We can skip practice, can’t we?” <br>
<Br>
<<if $ConversationExit is "FreshPot">>
She reaches into her bag and takes out a notepad, scrawling a phone number on a sheet of paper. “Here’s my number,” she says. “Oh Em. This will be great. I knew having you in charge of us would be so much more fun than Chrissie.”<br>
<<else>>
She reaches into the bag at the side of the lounger and takes out a notepad, scrawling a phone number on a sheet of paper. “Here’s my number,” she says. “Oh Em. This will be great. I knew having you in charge of us would be so much more fun than Chrissie.”<br>
<</if>>
<br>
You take the paper and Britney smiles at you. Warmly.<br>
<<else>>
<<if $ConversationExit is "FreshPot">>
“You mentioned Tandi, didn’t you Brit?” you ask her. “That she hangs out with some bikers out of town.”<Br>
<Br>
Britney tilts her head as she listens to you. “Why do you want to know about Tandi?”<br>
<Br>
<<if $PlayerCharacter.CheerleaderExpelled is true>>
"I'm curious about her," you say. “She got kicked off the squad. Like me.”<br>
<<else>>
"I'm curious about her," you say. “She got kicked off the squad. And was ostracised at school. Like me.”<br>
<</if>>
<br>
“She didn’t get kicked out,” Britney corrects you. “She dropped out of school.”<br>
<br>
“Same thing, isn’t it?” you reply. “She’s still on her own.”<br>
<br>
Britney studies you, rolling her nose as does so. “You feel like you’re on your own?”<br>
<br>
<<if $PlayerCharacter.CheerleaderExpelled is true>>
You nod, trying to keep your composure as you lie. “Now I’m out of the squad.”<Br>
<br>
“Then you shouldn’t have messed with our spells!” Britney says, instantly regretting talking so loud. “I thought you would enjoy it, Em,” she continues, voice muted. “All the little things you can play with and people you get to improve.”<Br>
<br>
Looking at Britney for a long beat, you assess her demeanour. She pouts back at you with the sulk of a spoilt teenager. But she seems genuinely upset that you’re no longer a cheerleader.<BR>
<<else>>
You nod, trying to keep your composure as you lie. “Now Stitch is causing me trouble.”<Br>
<Br>
“Then you shouldn’t have messed with our spells!” Britney says, instantly regretting talking so loud. “You should have joined us, Em,” she says, voice muted. “It's fun! All the little things you can play with and people you get to improve.”<Br>
<br>
Looking at Britney for a long beat, you assess her demeanour. She pouts back at you with the sulk of a spoilt teenager. But she seems genuinely upset that you didn’t join them.<BR>
<</if>>
<br>
“I’m sorry Brit,” you tell her. “I just think it’s wrong.”<br>
<br>
Britney lets out a little snort through her nose. But she doesn’t argue.<br>
<br>
"About Tandi," you return to the subject at hand. “Do you know where I can find her? It’s important.”<br>
<br>
The cheerleader looks at you, her eyes glancing around momentarily. She sighs, then leans forward. “She used to live on Toemead Close, with her parents. Just off the Town Square. You could try there.”<br>
<br>
You smile appreciatively. “And this place she went to? With the bikers?”<br>
<br>
Her eyes widen a little and a smile threatens to appear on her face. “You mean the Red Room? You want to really go there?”<br>
<br>
You shrug a little. “If that’s where Tandi is.”<br>
<br>
Again, Britney looks around, as if searching for a spy. When she’s satisfied no one is listening, she leans in closer. “I’ll make you a deal, Em. I won’t tell you where it is. But.” She holds her words back for an instant before a smile breaks out. “I’ll take you there. I want to go with you.”<br>
<br>
Your words catch inside your throat. “You want to hang out with bikers?”<br>
<br>
Britney rolls her nose at the suggestion. “Ew. Gross. No. But I want to see what it’s like. All the girls at school talk about it. But Stacey wouldn’t let me hear the end of it if I mentioned going. And Chrissie. She’d kill me for suggesting it.”<br>
<br>
She reaches into her bag and takes out a notepad, scrawling a phone number on a sheet of paper. “Here’s my number,” she says quietly. “If you want to go one Saturday night, give me a call. Just… don’t tell anyone, okay? Our little secret, Em. Between us.”<br>
<br>
You take the paper and Britney smiles at you. Warmly.<br>
<<else>>
“You mentioned Tandi, didn’t you Brit?” you ask her. “That she hangs out with some bikers out of town.”<Br>
<Br>
Stacey looks at you from the side. “Why do you want to know about Tandi?”<br>
<br>
<<if $PlayerCharacter.CheerleaderExpelled is true>>
"I'm curious about her," you say. “She got kicked off the squad. Like me.”<br>
<<else>>
"I'm curious about her," you say. “She got kicked off the squad. And was ostracised at school. Like me.”<br>
<</if>>
<br>
“She didn’t get kicked out,” Stacey corrects you. “She dropped out of school.”<br>
<br>
“Same thing, isn’t it?” you reply. “She’s still on her own.”<Br>
<Br>
Stacey and Britney share another look. You see Britney's face wince at her friend who rolls her eyes but sighs.<Br>
<br>
Britney studies you, rolling her nose as does so. “You feel like you’re on your own?”<Br>
<br>
<<if $PlayerCharacter.CheerleaderExpelled is true>>
You nod, trying to keep your composure as you lie. “Now I’m out of the squad.”<Br>
<<else>>
You nod, trying to keep your composure as you lie. “Now Stitch is causing me trouble.”<Br>
<</if>>
<br>
“Then you shouldn’t have messed with our spells!” Stacey whispers.<Br>
<br>
<<if $PlayerCharacter.CheerleaderExpelled is true>>
Britney casts her eyes at her friend, then looks to you. “I thought you would enjoy it, Em,” she says, voice muted. “All the little things you can play with and people you get to improve.”<Br>
<br>
You look at Britney and Stacey for a long beat. Britney pouts back at you, whilst Stacey watches you like a cat sensing danger.<br>
<<else>>
Britney casts her eyes at her friend, then looks to you. “You should have joined us, Em,” she says, voice muted. “It's fun! All the little things you can play with and people you get to improve.”<Br>
<br>
You look at Britney and Stacey for a long beat. Britney pouts back at you, whilst Stacey watches you like a cat sensing danger.<br>
<</if>>
<br>
“I’m sorry,” you tell her. “I just think it’s wrong.”<Br>
<br>
Britney lets out a little snort through her nose. But she doesn’t argue. Stacey looks off to the side, but you note, down at the floor.<br>
<br>
"About Tandi," you return to the subject at hand. “Do you know where I can find her? It’s important.”<br>
<br>
Britney looks at you, her eyes glancing around momentarily. She winces, but leans towards you. “She used to live on Toemead Close, with her parents. Just off the Town Square. You could try there.”<br>
<br>
You smile appreciatively. “And this place she went to? With the bikers?”<br>
<br>
Britney casts a look to Stacey, who now watches her carefully. When she turns back to you, she nods. “But you wouldn’t want to go there, Em. It’s dangerous for a girl on her own.”<br>
<Br>
“So why don’t you come with me, then?” you press. You see Stacey shift in her sunlounger.<br>
<Br>
But Britney, surprisingly, grins at the suggestion. “You want to go there with me?” <br>
<Br>
Stacey rolls her eyes. “Oh boy.”<Br>
<Br>
You shrug a little. “If that’s where Tandi is.”<Br>
<br>
Again, Britney looks around, as if searching for a spy. When she’s satisfied no one is listening, she leans in closer. “I’ll make you a deal, Em. I won’t tell you where it is. But.” She holds her words back for an instant before a smile breaks out. “I’ll take you there. I want to go with you.”<br>
<br>
Your words catch inside your throat. “You want to hang out with bikers?”<br>
<br>
Britney rolls her nose at the suggestion. “Ew. Gross. No. But I want to see what it’s like. All the girls at school talk about it. But Stacey wouldn’t let me hear the end of it if I mentioned going. And Chrissie. She’d kill me for suggesting it.”<br>
<br>
She looks to Stacey, who raises an eyebrow. Stacey shakes her head and turns on her side. "Count me out. Even talking with her is dangerous enough."<BR>
<Br>
Britney frowns, but she reaches into the bag at the side of the lounger and takes out a notepad, scrawling a phone number on a sheet of paper. “Here’s my number,” she says quietly. “If you want to go one Saturday night, give me a call. Just… don’t tell anyone, okay? Our little secret, Em. Between us.”<br>
<br>
You take the paper and Britney smiles at you. Warmly.<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>>
<<LocationKnown "TownSquare">>
<<LocationKnown "ToemeadClose">>
<<LocationKnown "CunningsResidence">>
<<QuestOptionUnlock "Quest22" 0 "red_room_britney" "gte">>
<<QuestOptionUnlock "Quest22" 0 "tandis_parents" "gte">>
<<QuestOptionComplete "Quest22" 0 "computer_records">>
<<RedRoomCompanion "Britney">>
<<SetFlag "CharltonTaxiHomeKnown">>
<</link>>
<<case "CountryClub">>
<<if $PlayerCharacter.cheerleader is true>>
“You mentioned the pool at the Country Club when I joined,” you say to Britney.<bR>
<Br>
Her eyes light up. “Oh! Yeah! There are so many hotties there. I could lounge around all day if the weather was nice. You should totally come one afternoon, Em. I’ll put your name down as a visitor. I bet you’d love it!”<br>
<Br>
Stacey throws her friend a cautious look, but Britney shrugs when she sees it. “She’s in charge now, Stace. We should be… nice… to her.” She grimaces and lowers her voice, but not enough for you not to clearly hear. “I don’t want to end up like Chrissie.”<br>
<Br>
Stacey looks at you but says nothing. Britney shrugs, biting her bottom lip. “Don’t worry about her,” she says, leaning in. “She’s just worried you’ll take a liking to Ethan.”<Br>
<bR>
There is a sharp elbow from Stacey into Britney’s ribs. “Ow! What was that for?” <br>
<Br>
“I told you not to mention him!” Stacey barks back.<Br>
<Br>
You cluck your lips, instantly regaining their attention. "And how would I get there?” <br>
<Br>
Britney’s nose rolls in confusion. “Just get someone to drop you off. You’ve got a <<Sibling>>, haven’t you?”<br>
<Br>
“Is there any other way?” you press.<Br>
<Br>
“I guess you could order a taxi,” Britney offers. “There’s a bus there too. But believe me, Em. You don’t want to turn-up on that.” She leans in, this time really whispering. “It’s for the help. People will remember if you take public transport there.”<Br>
<br>
Britney’s eyes glance over your clothing, as you see a thought dawn. “Oh. And Em. Just remember to bring some swimwear. Evans' has some really cute ones in amongst the grotty ones for old people.”<Br>
<<else>>
“Hey Brit,” you begin. “What do you know about the Charlton Country Club?"<bR>
<br>
Her eyes light up. “It’s great! There are so many hotties there. I could lounge around all day if the weather was nice! It’s super exclusive though, Em.” Her eyes dim just a little. “I can only go because my parents are members.”<br>
<br>
“Do you think you could get me in as a guest?” you try.<br>
<br>
Britney winces. “I don’t know if that’s such a good idea,” she replies. “You don’t exactly have a good rep. I don’t think my parents would like me bringing you. No offence.”<br>
<Br>
<<GetNPCState "Britney" "Loyal">><<GetNPCState "Britney" "Help">>
<<if _Loyal is true or _Help is true>>
“Even after I helped you?” you remind her. “With the planning?”<br>
<Br>
Britney rolls her lips around and plays with her milkshake. You watch the calculation play across her face, guilt winning out over caution. “Ugh. Fine,” she relents. “You did really help me. And Catherine still goes on about it.”<br>
<Br>
She leans in, lowering her voice. “I’ll put your name down as a visitor. But promise me one thing, Em. Don’t embarrass me. Don’t make out we’re besties in front everyone. Deal? You get it, don't you?”<br>
<Br>
“Deal,” you reply.<br>
<br>
Britney’s eyes glance over your clothing, as you see a thought dawn. “Oh. And Em. Just remember to bring some swimwear. Evans' has some really cute ones in amongst the grotty things for old people.”<Br>
<<else>>
She rolls her lips around and plays with her milkshake, trying to avoid meeting your eyes. You watch her before trying a different tack. “Is there some other way I could see it?”<br>
<Br>
Britney pauses for a moment, as if thinking. “I guess you could get a job as the help,” she offers, already grimacing. “If you’re really desperate to see it. That skeleton’y man at the Hotel is always sending maids to do waitressing.” She turns her nose up even as she speaks the words.<br>
<br>
“The Charlton Hotel?” you clarify. <Br>
<br>
Britney nods. “Uh-huh.” She smiles, pleasant and friendly. “Just do me a favour and don’t speak to me when you’re there. Don’t make out we’re friends, okay?” <Br>
<Br>
Her smile remains, cheerful and without a care in the world.<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>>
<<GetNPCState "Britney" "Loyal">><<GetNPCState "Britney" "Help">>
<<if $PlayerCharacter.cheerleader is true or _Loyal is true or _Help is true>>
<<LocationKnown "TownSquare">><<SetFlag "CharltonTaxiHomeKnown">><<CountryClubVisitor "Britney">><<HintsActive "BritneyCountryClub">><<QuestStatus "Quest22">><<if _QuestStatus isnot "unknown">><<QuestOptionUnlock "Quest22" 0 "country_club_access" "gte">><</if>><<TaskTracker "Task11" "active">>
<<else>>
<<DialogueUnlock "Lennox" "ExtraShiftCountryClub">>
<</if>>
<</link>>
<<case "CountryClubAgain">>
“Brit,” you begin. “About the Country Club. Any chance you’ve changed your mind about getting me in?”<br>
<Br>
Britney groans, stirring her milkshake. “You don’t give up, do you, Em?”<br>
<Br>
“You know I helped you,” you remind her. “With Catherine’s hen night planning.”<br>
<Br>
Britney rolls her lips around, trying to avoid meeting your eyes. You watch the calculation play across her face, guilt winning out over caution. “Ugh. Fine,” she relents. “You did really help me. And Catherine still goes on about it.”<br>
<Br>
She leans in, lowering her voice. “I’ll put your name down as a visitor. But promise me one thing, Em. Don’t embarrass me. Don’t make out we’re besties in front everyone. Deal? You get it, don't you?”<br>
<Br>
“Deal,” you reply.<br>
<br>
Britney’s eyes glance over your clothing, as you see a thought dawn. “Oh. And Em. Just remember to bring some swimwear. Evans' has some really cute ones in amongst the grotty things for old people.”<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<LocationKnown "TownSquare">><<SetFlag "CharltonTaxiHomeKnown">><<CountryClubVisitor "Britney">><<QuestStatus "Quest22">><<if _QuestStatus isnot "unknown">><<QuestOptionUnlock "Quest22" 0 "country_club_access" "gte">><</if>><<TaskTracker "Task11" "active">><<DialogueDone "Britney" "CountryClubAgain">><</link>>
<<case "SwimmingCompetition">>
<<if $PlayerCharacter.cheerleader is true>>
<<if $ConversationExit is "FreshPot">>
“I saw an old photo of Tandi at the Country Club,” you tell Britney. “Winning a swimming competition.”<br>
<br>
Britney looks back to Stacey before turning to you. “Uh-huh,” she comments, before taking a big gulp from her milkshake.<br>
<Br>
You wait in silence for her to swallow. When she does, her eyes see you still waiting and watching. She takes another big suck on her straw, draining the milkshake to avoid being able to speak.<br>
<Br>
Stacey sighs and rolls her eyes. “Tandi was a good swimmer,” she tells you reluctantly. “She won a lot of contests.”<br>
<br>
“She was with Coach Beach in the photo,” you reply. “They looked… close.”<br>
<Br>
Britney doesn’t remove the straw from between her lips, but stops sucking. Her eyes flick to Stacey, before turning back to you.<bR>
<Br>
“Coach Beach taught her how to win,” Stacey says curtly. “He tried with all of us. But Tandi was the best. He gave her… extra support.”<br>
<Br>
“He said I didn’t need any extra support to float,” Britney mutters, straw still dangling in her mouth.<br>
<br>
“You should speak to him,” Stacey continues, ignoring her friend. “He’s a good coach.”<br>
<<else>>
“I saw an old photo of Tandi here,” you tell Britney. “Winning a swimming competition.”<br>
<br>
Britney looks back to Stacey before turning to you. “Uh-huh,” she comments, wriggling her toes.<br>
<Br>
You wait in silence for her to stop. When she does, her eyes see you still waiting and watching.<br>
<Br>
Stacey sighs and rolls her eyes. “Tandi was a good swimmer,” she tells you reluctantly. “She won a lot of contests.”<br>
<br>
“She was with Coach Beach in the photo,” you reply. “They looked… close.”<br>
<Br>
Britney looks to the floor, away from you. Her eyes flick to Stacey, who shares a look with her.<bR>
<Br>
“Coach Beach taught her how to win,” Stacey says curtly. “He tried with all of us. But Tandi was the best. He gave her… extra support.”<br>
<Br>
“He said I didn’t need any extra support to float,” Britney mutters.<br>
<br>
“You should speak to him,” Stacey continues, ignoring her friend. “He’s a good coach.”<br>
<</if>>
<<else>>
<<if $ConversationExit is "FreshPot">>
“I saw an old photo of Tandi at the Country Club,” you tell Britney. “Winning a swimming competition.”<bR>
<Br>
Britney looks briefly at you before down at her drink. “Uh-huh,” she comments, before taking a big gulp from her milkshake.<br>
<Br>
You wait in silence for her to swallow. When she does, her eyes see you still waiting and watching. She takes another big suck on her straw, draining the milkshake to avoid being able to speak.<br>
<Br>
Even so, you let the silence hang. Finally, Britney stops sucking. “You sure you don’t want a shake, Em?”<Br>
<br>
“She was with Coach Beach in the photo,” you reply, ignoring her deflection. “They looked… close.”<Br>
<Br>
Britney pulls back from her milkshake and looks off to the side. “Close is one way of putting it,” she mutters. “He said I didn’t need any extra support to float, and I’m not much bigger than Tandi was.”<br>
<Br>
“Was something going on between them?” you try.<Br>
<Br>
Britney’s eyes widen and she shakes her head. “Don’t talk like that, Em. Coach Beach is a good teacher. He just taught her how to win. He tried to teach all of us how to win. She was just… his favourite.”<br>
<Br>
You nod, taking in her words. “Do you think he can teach me?”<Br>
<br>
She sighs and winces. “I don’t think he’ll help you. Not anymore. You could try talking to him, though. It wouldn’t hurt.”<br>
<<else>>
“I saw an old photo of Tandi here,” you tell Britney. “Winning a swimming competition.”<bR>
<Br>
Britney looks back to Stacey before turning to you. “Uh-huh,” she comments, wriggling her toes.<br>
<Br>
You wait in silence for her to stop. When she does, her eyes see you still waiting and watching.<br>
<Br>
Stacey sighs and rolls her eyes. “Tandi was a good swimmer,” she tells you reluctantly. “She won a lot of contests.”<br>
<Br>
“She was with Coach Beach in the photo,” you reply. “They looked… close.”<Br>
<Br>
Britney looks off to the pool, still avoiding your eyes. “Close is one way of putting it,” she mutters. “He said I didn’t need any extra support to float, and I’m not much bigger than Tandi was.”<br>
<Br>
“Was something going on between them?” you try.<Br>
<Br>
Britney’s eyes widen and she shakes her head. “Don’t talk like that, Em. Coach Beach is a good teacher. He just taught her how to win. He tried to teach all of us how to win. She was just… his favourite.”<br>
<Br>
You nod, taking in her words. “Do you think he can teach me?”<Br>
<br>
She sighs and winces. “I don’t think he’ll help you. Not anymore. You could try talking to him, though. It wouldn’t hurt.”<br>
<</if>>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "LoyaltyQuestWhatsWrong">>
“Something wrong?” you ask.<Br>
<Br>
<<CheckFirst "BritneyWhatsWrong">>
<<if _CheckFirst is false>>
She startles, blinking like you’ve pulled her out of a daydream. “Oh! Uh… no. I mean, yes. Or… maybe? I dunno.” She gives a helpless little shrug, as if her own feelings confuse her.<br>
<Br>
She tucks a strand of hair behind her ear, then immediately untucks it again, fingers fidgeting. “It’s just… it’s silly.”<Br>
<Br>
You wait, and she exhales a tiny sigh. “It’s Catherine,” she finally says, lowering her voice like she’s sharing secrets. “Marc’s fiancé. She, like… asked me to plan her hen’s night.” Britney’s eyes widen to cartoon proportions. “Like, personally. With her actual voice.”<Br>
<Br>
“Marc says it’ll be good for her, ’cause she hasn’t made friends yet since moving from the city. Which isn’t her fault, obviously. It’s just Charlton.” She gestures vaguely, as if waving at the entire town. “Everybody here already has friends and, like, matching hobbies. And matching hair. And matching opinions.”<Br>
<Br>
She forces a laugh that collapses halfway through. “And Catherine works all day in that tiny shop, so Marc thinks she needs something nice. But I think he just wants me to do it ’cause I’m a cheerleader, and apparently that means I ‘understand vibes.’” She air-quotes, even though you never said anything.<Br>
<Br>
Britney sighs, deflating slightly. “I want it to be perfect. Catherine’s so… classy. And pretty. And organised. She’s the kind of person who alphabetises stuff. I tried that once, but I didn’t know where the numbers go.”<Br>
<Br>
“And we’re having a planning party this weekend, and she’s all excited to hear my ideas, but…” She gestures helplessly to her head. “It’s just a big, like… blank. Reagan keeps telling me the ‘proper’ Charlton way to do a hen’s night, but it’s all super old-fashioned and kind of boring. And Catherine doesn’t give me boring energy. She gives me…” Britney wiggles her fingers in the air. “Sparkle energy.”<BR>
<<else>>
<<QuestStatus "Quest31">>
<<if _QuestStatus is "active">>
<<QuestOptionCheck "Quest31" 0 "cheerleader">>
<<if _QuestOptionCheck is true>>She startles, blinking like you’ve pulled her out of a daydream. “Oh! Uh… no. I mean, yes. Or… maybe?” She gives a helpless little shrug. “You’re still coming on Saturday, right?”<br><</if>>
<<QuestOptionCheck "Quest31" 0 "rebel">>
<<if _QuestOptionCheck is true>>She startles, blinking like you’ve pulled her out of a daydream. “Oh! Uh… no. I mean, yes. Or… maybe?” She gives a helpless little shrug. “Did you manage to speak to Catherine yet?”<br><</if>>
<<else>>
She startles, blinking like you’ve pulled her out of a daydream. “Oh! Uh… no. I mean, yes. Or… maybe? I dunno.” She gives a helpless little shrug, as if her own feelings confuse her.<br>
<br>
"I'm still struggling with this hen's party," she lets out with a sigh. "I don't think my ideas are that bad, are they?"<Br>
<</if>>
<</if>>
<br>
Britney looks at you then, hopeful, embarrassed, and a little lost.<Br>
<Br>
<<ActionsHeader>>
<<QuestStatus "Quest31">>
<<if _QuestStatus is "unknown">><<link "Offer to help" "BritneyDialogue">><<set $BritneyDialogue to "LoyaltyQuestOfferHelp">><<AddFirst "BritneyWhatsWrong">><</link>><br><</if>>
<<link "Change topics" $return>><<ChangeTopics>><<AddFirst "BritneyWhatsWrong">><<QuestOptionUnlock "Quest30" 0 "britney">><</link>>
<<case "LoyaltyQuestOfferHelp">>
You lean in a little. “I could help, you know. With the planning.”<Br>
<Br>
Britney’s head pops up like a startled meerkat. “Wait, really? You’d actually help? Like, ‘help’ help?”<Br>
<Br>
Her eyes flick between hope and panic, trying to decide which emotion is supposed to win.<Br>
<Br>
<<if $PlayerCharacter.cheerleader is true>>
A smile breaks across her face, bright and relieved. “Oh! Well… okay then! If you’re serious, I can give you my address.” She digs through her bag, pulling out a crumpled receipt and scribbling something on the back with a pink pen. “It’s our farm. We’re out past the fields on the north side of town. You can get a taxi if you don’t have a car. They kind of know us. We had this thing once with a missing goat so… anyway!”<Br>
<Br>
She hands you the paper. “Just… don’t judge how daggy it is, okay? Catherine’s coming and I really want it to look nice. Or nice enough. Or, like, not a disaster.”<Br>
<Br>
Britney beams at you, convinced you’ve solved all her problems just by existing. She suddenly remembers something. "Oh! We're meeting on Saturday morning. Don't be late!"<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<QuestOptionUnlock "Quest30" 0 "britney">><<QuestTracker "Quest31" 0>><<QuestOptionUnlock "Quest31" 0 "cheerleader">><<HintsActive "BritneyHenPlanning">><<LocationKnown "HudsonFarm">><<SetFlag "CharltonTaxiHomeKnown">><</link>>
<<else>>
Britney’s face falls into instant worry. “Oh. Um. I don’t know if that’s… the best idea.” She winces. “Reagan and all the other girls are gonna be there. And you’re not exactly… their favourite person.”<Br>
<Br>
You keep your voice steady. “I’m still offering.”<br>
<Br>
She breathes out a long sigh, shoulders curling inward. “Okay, okay. Maybe… maybe it could work? I mean, Catherine invited me, and Reagan can’t really tell her who she can and can’t bring.”<Br>
<Br>
Britney chews her lip, then breaks out into a smile as a thought dawns on her. “You could try catching Catherine at the florist. The shop she runs just off the town square. If she invites you herself, then Reagan won’t be able to, like… hiss about it."<br>
<br>
Her eyes sparkle with glee. "If Catherine says yes, we’ll totally figure something out.”<Br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<QuestOptionUnlock "Quest30" 0 "britney">><<QuestTracker "Quest31" 0>><<QuestOptionUnlock "Quest31" 0 "rebel">><<LocationKnown "TownSquare">><<LocationKnown "CharltonFlorist">><</link>>
<</if>>
<<case "PlanningHenParty">>
“What do you think Catherine should do for her hen party?” you ask her.<Br>
<bR>
She grimaces at the question. “Um, whatever she likes?” Her button nose turns up and frown lines appear on her forehead. “Honestly, Em. I just don’t know. It’s, like, so hard to keep everyone happy. I don’t think she wants high tea, but Reagan and mum are so…” she drifts off, trying to think of the word. “Maybe they just know best,” she mutters.<Br>
<Br>
You give her a sceptical look. “You don’t have an opinion?” <Br>
<Br>
She shakes her head, as if worried she’s offended you. “Oh, no. I do. You bet I do! I think she would like something fun. She’s always talking to me about what she did when she lived in the city. It sounds so much. Parties. Dancing.”<Br>
<Br>
“Boys,” she adds in a hushed voice, giggling as she meets your eyes.<Br>
<Br>
Her enthusiasm doesn’t last. “It’s just so hard to make mum see.” Her lips turn into a pout as she huffs. “And Reagan isn’t exactly helping.”<BR>
<Br>
She sighs, looking off to the side. “Maybe I should just let them do what they want. But it just seems so… unfair.”<Br>
<Br>
<<Flag "MargaretInitiallyAgreed">>
<<if _FlagReturn is true>>
“Like you said,” she continues. “Maybe cocktails and truth or dare isn’t right for this town.” She winces at saying the words, as if she’s reluctant to admit it.<Br>
<<else>>
“But like you said,” she continues. “Some truth or dare would bring some fun to the evening. I guess I wish mum could see it.” She winces at saying the words, as if she’s reluctant to admit it.<Br>
<</if>>
<Br>
You offer a reassuring smile. “Shame you can’t just use magic to convince them.”<Br>
<Br>
<<if $PlayerCharacter.cheerleader is true>>
Britney gives you a grin, eyes gleaming. “It’s not that I haven’t thought about it,” she murmurs.<Br>
<<else>>
Britney gives you a startled look, eyes like a deer in headlights. “You shouldn’t talk about that, Em. Reagan is mad enough that you’re here.”<Br>
<</if>>
<Br>
<<ActionsHeader>>
<<BritneyPlanningPersuade>>
<<StatCheckGreedy "gt" 55>>
<<set _StatGreedyProbability to _StatGreedyProbability + " Try to encourage Britney to believe in herself">>
<<if _StatCheckGreedy is true>><<link _StatGreedyProbability "BritneyDialogue">><<set $BritneyDialogue to "HensPartyGreedyPass">><</link>><br>
<<else>><<link _StatGreedyProbability "BritneyDialogue">><<set $BritneyDialogue to "HensPartyGreedyFail">><<Greedy 1>><</link>><br><</if>>
<<StatCheckAssertive "gt" _BritneyPlanningPersuade>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to convince Britney to stand up for herself">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "BritneyDialogue">><<set $BritneyDialogue to "HensPartyAssertivePass">><</link>><br>
<<else>><<link _StatAssertiveProbability "BritneyDialogue">><<set $BritneyDialogue to "HensPartyAssertiveFail">><<Assertive 1>><</link>><br><</if>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "HensPartyAssertivePass">>
“You need to stand up for what you believe,” you tell her, voice firm but warm. “You know what Catherine would like better than your mother does. Or Reagan.”<BR>
<BR>
Britney looks at you, her lip trembling a little. “I don’t know about that, Em. I’m always getting things wrong. A tumble. Or a test. Mum says that she wouldn’t sleep at night if it wasn’t for knowing that Reagan was helping me at school.” She gulps. “Thank god for magic.”<BR>
<Br>
You study her carefully, considering how your words might change her mind. “This isn’t a maths exam, Brit. There’s no right answer. Only the one that’s most like what Catherine would like. And she chose you to plan it. If she wanted your mother’s opinion, she would have asked her, wouldn’t she?"<Br>
<Br>
Britney chews on the tip of her pen as she looks at you. “What if I say something dumb?” Her lips turn down. “They’ll laugh at me.”<Br>
<Br>
“Catherine and I will be there,” you remind her. “But whatever you say, don’t say something to try and please them. Say it to please yourself.” You reflect for a moment, then add, ”Which, in this case, is actually pleasing Catherine.”<Br>
<Br>
Britney smiles as you fall over your words. It soon fades, but as she looks to the side you see a look of resolve and not one of defeat. “Okay,” she mutters. “I’ll give it a try.” Her eyes flick up to you with a gleam, and her lips turn up into a wide smile. “It would actually be, like, fun. Some bubbles and party games. I bet Catherine would love it!”<Br>
<Br>
With a giggle, Britney scribbles on her notepad. She glances at you and flashes you a grin. “Thanks for the pep talk, Em. That’s what you call those, right?”<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Britney" "HenParty">><<ChangePersonalityStateNPC "Britney" "Hardened">><</link>>
<<case "HensPartyAssertiveFail">>
“You need to stand up for what you believe,” you tell her, voice firm but warm. “You know what Catherine would like better than your mother does. Or Reagan.”<BR>
<BR>
Britney looks at you, her lip trembling a little. “I don’t know about that, Em. I’m always getting things wrong. A tumble. Or a test. Mum says that she wouldn’t sleep at night if it wasn’t for knowing that Reagan was helping me at school.” She gulps. “Thank god for magic.”<Br>
<Br>
You study her carefully, a trickle of doubt creeping into your mind at the mention of Margaret. “They don’t know everything. There must be a reason that Catherine asked you and not your mother.”<Br>
<Br>
Britney chews on the tip of her pen as she looks to the floor. “I think she just felt sorry for me. And all her friends are back in the city, and they’re not invited.” She glances up to you, top teeth showing. “Reagan says it was probably either me or Catherine would have to do it herself.”<Br>
<Br>
“You need to stop listening to Reagan,” you say bluntly. “And start listening to your voice.”<Br>
<Br>
Britney turns her button nose up, sighing. “Last time I did that, I turned dad’s dress shirt pink.”<Br>
<Br>
“Magic?” you try.<BR>
<Br>
“Laundry,” she replies. “Mum said I didn’t have the brains to figure out the numbers on the dials. I was just trying to help!” <Br>
<Br>
She takes a deep sigh. “Thanks for the talk, Em. It’s sweet. But I think I’ll just see what mum thinks. And Reagan.” She shrugs. “She looks out for me. Don’t think I’d be on the team without her.”<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Britney" "HenParty">><</link>>
<<case "HensPartyGreedyPass">>
“You need to believe in yourself, Brit,” you tell her, voice warm and kind. “You know what Catherine would like better than your mother does. Or Reagan.”<BR>
<Br>
Britney looks at you, her lip trembling a little. “I don’t know about that, Em. I’m always getting things wrong. A tumble. Or a test. Mum says that she wouldn’t sleep at night if it wasn’t for knowing that Reagan was helping me at school.” She gulps. “Thank god for magic.”<Br>
<Br>
You study her carefully, considering how your words might change her mind. “This isn’t a maths exam, Brit. There’s no right answer. Only the one that’s most like what Catherine would like. And she chose you to plan it. If she wanted your mother’s opinion, she would have asked her, wouldn’t she?"<Br>
<Br>
Britney chews on the tip of her pen as she looks at you. “What if I say something dumb?” Her lips turn down. “They’ll laugh at me.”<Br>
<Br>
“Catherine and I will be there,” you remind her. “But whatever you say, don’t say something to try and please them. Say it to please yourself.” You reflect for a moment, then add, ”Which, in this case, is actually pleasing Catherine.”<Br>
<Br>
Britney smiles as you fall over your words. It soon fades, but as she looks to the side you see a look of resolve and not one of defeat. “Okay,” she mutters. “I’ll give it a try.” Her eyes flick up to you with a gleam, and her lips turn up into a wide smile. “It would actually be, like, fun. Some bubbles and party games. I bet Catherine would love it!”<Br>
<Br>
With a giggle, Britney scribbles on her notepad. She glances at you and flashes you a grin. “Thanks for the pep talk, Em. That’s what you call those, right?”<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Britney" "HenParty">><<ChangePersonalityStateNPC "Britney" "Hardened">><</link>>
<<case "HensPartyGreedyFail">>
“You need to believe in yourself, Brit,” you tell her. “You know what Catherine would like better than your mother does. Or Reagan.”<Br>
<Br>
Britney looks at you, her lip trembling a little. “I don’t know about that, Em. I’m always getting things wrong. A tumble. Or a test. Mum says that she wouldn’t sleep at night if it wasn’t for knowing that Reagan was helping me at school.” She gulps. “Thank god for magic.”<Br>
<Br>
You study her carefully, a trickle of doubt creeping into your mind at the mention of Margaret. “They don’t know everything. There must be a reason that Catherine asked you and not your mother.”<BR>
<Br>
Britney chews on the tip of her pen as she looks to the floor. “I think she just felt sorry for me. And all her friends are back in the city, and they’re not invited.” She glances up to you, top teeth showing. “Reagan says it was probably either me or Catherine would have to do it herself.”<Br>
<Br>
“You need to stop listening to Reagan,” you say bluntly. “And start listening to your voice.”<BR>
<Br>
Britney turns her button nose up, sighing. “Last time I did that, I turned dad’s dress shirt pink.”<BR>
<Br>
“Magic?” you try.<Br>
<BR>
“Laundry,” she replies. “Mum said I didn’t have the brains to figure out the numbers on the dials. I was just trying to help!” <Br>
<Br>
She takes a deep sigh. “Thanks for the talk, Em. It’s sweet. But I think I’ll just see what mum thinks. And Reagan.” She shrugs. “She looks out for me. Don’t think I’d be on the team without her.”<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Britney" "HenParty">><</link>>
<<case "PlanningAskThomas">>
“Your dad seems friendly,” you say to her.<br>
<BR>
Britney smiles warmly, letting the pen out of her mouth to do so. “Yeah. Dad’s nice. He’s quiet, y’know. But when he has something to say, he says it. With… force and stuff.”<Br>
<Br>
“Assertiveness?” you enquire.<Br>
<Br>
She nods. “Yeah. That’s it! He’s always, like, calm though. I don’t get it. How he does it.”<Br>
<Br>
“What was that about him having the final word in the hen night planning?”<Br>
<Br>
“Oh, that’s part of Charlton tradition,” Britney tells you. “Mostly, it’s just the groom that gets the final say on anything to do with the wedding. But the head of the household also gets their say.” She lightly shrugs. “Dad might have given over most of the farm to Marc already, but he’s still in charge around here.”<BR>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "PlanningAskMargaret">>
“So that’s your mum,” you state, catching her eye as you flick your gaze to the floor.<Br>
<Br>
Britney pushes her lip up at the side as she bites into it. “Yup,” she says after a moment. “That’s her.”<Br>
<Br>
When she doesn’t continue, you lean forward just slightly, lowering your voice. “She seems a little stern.”<Br>
<Br>
Britney’s looks up at you with caution. “Yeah,” she says in a low voice. “She can be… mean.”<Br>
<Br>
Her eyes meet yours and holds your gaze. A moment later, she breaks away, exhaling the tension in her body, “She, like, cares. Means well. I guess. Just, like.” She pauses, holding back one set of words before visibly changing tack as her mouth moves. “I guess I just don’t understand, sometimes. Little dumb Brit. Doesn’t get why things have to be the way they are.”<Br>
<Br>
You offer her a reassuring smile, trying to keep the conversation moving. “She seems to have a firm opinion on what Catherine should do for her hen’s night.”<Br>
<Br>
Britney gives you a hesitant glance. “Yeah,” she mutters. “Like she has the final call.”<Br>
<Br>
“What do you mean?” you ask.<Br>
<Br>
Britney looks back at you, judging her words carefully. “Mum might be right about what we should do,” she states. “But she could be a bit nicer about it.” Britney looks to the floor, running the pen lid around the inside of her lip. “Marc and dad wouldn’t let Catherine do anything icky anyway.”<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "PlanningAskCatherine">>
“Catherine seems nice,” you tell her. “She’s from the city, isn’t she?”<BR>
<Br>
Britney smiles and nods eagerly. “Yeah. She met my brother at Uni.” She rolls her eyes. “Fell in love with him, somehow.” <Br>
<Br>
“Did she want to move here?” you ask. <BR>
<Br>
Britney shrugs. “But Marc was always coming back here. Dad set it up, so he’d give it to him after he got his degree. Must be different for her, moving from the bright city to a smelly farm.”<Br>
<Br>
Her nose wrinkles as she glances out the window but then turns back to look at you.<BR>
<Br>
Glancing out the window, you smell the faint trace of manure. “Didn’t Catherine get a choice?” you reply as you turn back to Britney.<BR>
<Br>
“She agreed to marry him?” Britney replies, more of a question than a statement. “And she’s got that lush shop to run. Have you been in there? So many flowers. I like the lilies!”<BR>
<Br>
“I mean,” you try, “Did she want to move to Charlton? Was there any question of them staying in the city?”<BR>
<Br>
Britney gives you a look, almost confused. “Why would she bother with that, Em? Marc had to come back here. It’s what was best for us.”<Br>
<Br>
“What do you think she wants from the Hen’s party?” you ask her.<BR>
<Br>
“I’m not sure,” Britney replies. “Nothing too risky. But the way she speaks about the city, Em. I know she’d want to have at least a bit of fun.”<BR>
<Br>
The pout returns. “Though I don’t think my mum would be happy. Or Marc, even.”<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "PlanningAskMarc">>
“So that was your brother downstairs?” you ask. “Is he just back from Uni?”<Br>
<Br>
Britney’s nose turns up, revealing her top teeth. “Ugh, yeah. That’s Marc. My older brother.”<Br>
<BR>
You give her a look. “You don’t get along?” <BR>
<Br>
“No,” she replies, rolling her eyes a little. “He’s just… gross. His room smells like a manure heap.”<BR>
<Br>
She sighs before continuing. “I think Catherine will be good for him, though. Dad’s getting too old to run a farm. Marc needs to grow-up.”<BR>
<Br>
She looks back at you, chewing the lid of her pen, twirling a strand of hair with her free hand. “I bet he doesn’t allow Catherine to do anything fun, either,” she adds with a pout.<Br>
<Br>
“Why does Marc get to decide?” you ask her.<Br>
<Br>
Britney shrugs. “That’s just the way it is around Charlton. Groom gets final say on all things. Including the hen night. I guess Dad could override him, but I dunno why he’d do that.”<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "CatherineInvite">>
“Catherine invited me to her hen’s planning,” you say with a smile.<Br>
<Br>
Britney can’t suppress a smile that creeps up, just as her eyes widen. “No way? For real?”<Br>
<Br>
You nod. “I had a chat with her. Saturday morning, right?”<Br>
<Br>
“Oh. My. God,” she replies. “I don’t know how you managed that.” But her smile remains and her eyes sparkle. “Do you really wanna come try help?”<Br>
<Br>
“Of course,” you say. “It could even be fun.”<Br>
<Br>
<I>Is planning a hen’s do now your idea of fun?</i><Br>
<Br>
Britney titters and nods quickly. “Of course it will be! Believe me, Em. It’s going to be swell! I’ve got so many ideas of what we can all wear.” Her smile suddenly vanishes. “Even if Reagan doesn’t like any of them.”<Br>
<Br>
She pouts for a second before her eyes return their focus on you. A small wince flickers across her face for just a second. “Just be careful what you say, on the day. They’ll be all sorts of surprised when you turn up.” The wince returns and holds. “And I can’t exactly take your side. No offence.”<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "PersuadeProm">>
“I have a favour to ask,” you tell her. “About the prom.”<Br>
<Br>
She looks around, trying to see if anyone is listening. “What about it?” she murmurs as quietly as Britney can manage.<Br>
<Br>
<<if $PlayerCharacter.cheerleader is true>>
“I need to know that you're loyal,” you tell her. “To me. And not to Reagan.”<Br>
<<else>>
“I want to stop what’s planned,” you say. “And I’d like your help to do it.”<Br>
<Br>
Britney looks back at you, biting her lip. She glances off to the side, again checking who might be listening.<BR>
<Br>
“I don’t know, Em,” she whispers. “I’d get in a lot of trouble with Reagan and the teachers if I helped you. They have mushy spells that do horrible things to traitors.”<Br>
<Br>
“Come on, Brit,” you try. “I helped you with Catherine’s hen do, didn’t I?”<Br>
<</if>>
<br>
<<Quest31Resolution>>
<<if _Quest31Resolution is "HelpAndLoyalCatherine">>
She shrugs, thinking. “I guess. And it did feel good to stand up to them. I liked feeling tingly inside.”<bR>
<Br>
“Are you going to let them tell you what to do for the rest of your life?” you ask. “You know that what you’re doing is wrong, don’t you?”<Br>
<Br>
She pouts, pondering your words. “It’s just magic, Em. Just some spells to help people be the best they can be.”<Br>
<Br>
You raise an eyebrow as a reply. “Isn’t that what mum and Reagan do to you?” <Br>
<br>
Her pout flattens as she thinks. After a long moment, her frown fades. “I didn’t think of it like that before.”<BR>
<Br>
She takes in a deep breath, then sighs. “Alright. I’m not going to quit the squad for you, though. But maybe I can fall over whilst casting. Or something.”<Br>
<Br>
“When the time comes, we’ll figure something out,” you tell her. “Something that won’t be obvious.”<Br>
<Br>
Britney looks to you, then nods. A conspiratorial smile spreads on her face. “Okay,” she mutters. “I’m in.”<Br>
<Br>
<<ActionsHeader>>
<<link "Say goodbye to Britney" $ConversationExit>><<EndConversation "Britney">><<QuestTracker "Quest31" "complete">><<QuestOptionComplete "Quest30" 0 "britney">><<Quest30Reconcile>><<TimeChange>><</link>>
<<elseif _Quest31Resolution is "HelpAndLoyalMargaret">>
She snorts through her nose. “That didn’t work out, though! We still ended up with tea and cakes!”<BR>
<Br>
“But didn’t it feel good to stand up to them?” you remind her. “That tingly feeling?”<Br>
<Br>
Britney shrugs, thinking. “I guess. I liked feeling like that.”<Br>
<Br>
“Are you going to let them tell you what to do for the rest of your life?” you ask. “You know that what you’re doing is wrong, don’t you?”<Br>
<Br>
She pouts, pondering your words. “It’s just magic, Em. Just some spells to help people be the best they can be.”<Br>
<Br>
You raise an eyebrow as a reply. “Isn’t that what mum and Reagan do to you?” <Br>
<Br>
Her pout flattens as she thinks. After a long moment, her frown fades. “I didn’t think of it like that before.”<Br>
<Br>
She takes in a deep breath, then sighs. “Alright. I’m not going to quit the squad for you, though. But maybe I can fall over whilst casting. Or something.”<Br>
<BR>
“When the time comes, we’ll figure something out,” you tell her. “Something that won’t be obvious.”<Br>
<Br>
Britney looks to you, then nods. A conspiratorial smile spreads on her face. “Okay,” she mutters. “I’m in.”<BR>
<Br>
<<ActionsHeader>>
<<link "Say goodbye to Britney" $ConversationExit>><<EndConversation "Britney">><<QuestTracker "Quest31" "complete">><<QuestOptionComplete "Quest30" 0 "britney">><<Quest30Reconcile>><<TimeChange>><</link>>
<<elseif _Quest31Resolution is "Help">>
She shrugs, thinking. “I guess.”<Br>
<Br>
“Are you going to let them tell you what to do for the rest of your life?” you ask. “You know that what you’re doing is wrong, don’t you?”<Br>
<Br>
She pouts, pondering your words. “It’s just magic, Em. Just some spells to help people be the best they can be.”<Br>
<Br>
You raise an eyebrow as a reply. “Isn’t that what mum and Reagan do to you?”<Br>
<Br>
Her pout flattens as she thinks. After a long moment, her frown fades. “They know what’s best for me, though. It’s hard, making decisions sometimes.”<Br>
<Br>
“Then let me make them for you,” you reply. “I can help, I promise.”<Br>
<Br>
She takes in a deep breath, then sighs. “Alright. I’m not going to quit the squad for you, though. But maybe I can fall over whilst casting. Or something.”<Br>
<Br>
“When the time comes, we’ll figure something out,” you tell her. “Something that won’t be obvious.”<Br>
<Br>
Britney looks to you, then nods. “Okay,” she mutters. “I’m in.”<Br>
<Br>
The look on her face though, is still flushed with doubt.<Br>
<Br>
<<ActionsHeader>>
<<link "Say goodbye to Britney" $ConversationExit>><<EndConversation "Britney">><<QuestTracker "Quest31" "complete">><<QuestOptionComplete "Quest30" 0 "britney">><<Quest30Reconcile>><<TimeChange>><</link>>
<<else>>
She snorts through her nose. “That didn’t work out, though! We still ended up with tea and cakes!”<BR>
<Br>
“I tried to help though, didn’t I?” you ask. “Doesn’t that count for something? You know that what you’re doing is wrong, don’t you?”<Br>
<Br>
She pouts, pondering your words. “It’s just magic, Em. Just some spells to help people be the best they can be.”<Br>
<Br>
You raise an eyebrow as a reply. “Isn’t that what mum and Reagan do to you?” <Br>
<Br>
Her pout flattens as she thinks. After a long moment, her frown fades. “They know what’s best for me, though. It’s hard, making decisions sometimes.”<Br>
<Br>
“Then let me make them for you,” you reply. “I can help, I promise.”<Br>
<Br>
“You didn’t at the planning committee,” she says, a little hurt in her voice. “I’m sorry, Em. But they’d kill me if I turned against them. Literally. Or maybe even worse.” She gulps. “I really don’t want to be a frog.”<Br>
<Br>
She winces at you, biting her lip. It seems that she’s not willing to budge.<Br>
<Br>
<<ActionsHeader>>
<<link "Say goodbye to Britney" $ConversationExit>><<EndConversation "Britney">><<QuestTracker "Quest31" "fail">><<QuestOptionComplete "Quest30" 0 "britney">><<Quest30Reconcile>><<TimeChange>><</link>>
<</if>>
<<case "Lifeguard">>
"Who was that?" you say, glancing over to the lifeguard, who has now taken a seat on the high-chair watching the pool.<br>
<Br>
"No one," Stacey mutters quickly.<Br>
<Br>
"You spend a lot of time looking at no one then," Britney interjects. Stacey sticks her tongue out at her.<Br>
<br>
"Do you like him?" you say, quietly.<Br>
<br>
<<if $PlayerCharacter.cheerleader is true>>
Stacey looks back at you, trying not to meet your eyes. "It's... complicated."<br>
<bR>
"Come on!" Britney says conspiratorially. "We're all on the same side, aren't we?"<Br>
<br>
The lanky cheerleader gives you a cautious look. After a long moment, she shrugs her shoulders just slightly. "I'm sort of seeing him," she mutters.<bR>
<Br>
Britney's eyes gleam with the revelation. "You have to keep it quiet though. Her parents don't exactly approve."<br>
<br>
"It's not that," Stacey interrupts, a crack in her reserved armour forming. Britney gives you a grin, then turns back to her friend and raises her eyebrow. "What's the problem, then? He's hot."<bR>
<br>
Stacey gives you a glancing look, but turns back to her friend. "It's just he's... different." Her eyes wander to you before returning back to Britney. "He's not like our families."<br>
<br>
"How so?" you ask, trying to make the most of Britney's insistence.<Br>
<br>
"He's from a..." Stacey lets her words wander off. "I shouldn't even be talking about it."<Br>
<br>
"Come on, Stace!" Britney tells her. "This is girl talk." She gives you a look, her grin not wavering. "Isn't that right, Em? You'd totally help her out if you could? Right?"<bR>
<bR>
You give Stacey a reassuring smile, pressing the advantage. "Fine," she relents. "But if you tell a soul, I'll..." her words linger in the air. "Just don't tell anyone. Please."<Br>
<br>
There's a resolve in Stacey's tone that you haven't heard from her before. You give her a nod. "Deal."<bR>
<<else>>
Stacey looks back at you, staring at you with concern. "It's... complicated."<br>
<Br>
"Come on!" Britney says conspiratorially. Her eyes sparkle with a thought. "Actually, she could totally help."<Br>
<Br>
Stacey looks to her friend, frowning. "What?"<Br>
<Br>
Britney grins at her friend and then leans in towards you. "Stace is sort of seeing him," she whispers, a little too loudly.<br>
<Br>
"Britney!" Stacey barks back.<br>
<br>
The perky cheerleader rolls her eyes, but turns back to you. "You have to keep it quiet though. Her parents don't exactly approve."<br>
<br>
"It's not that," Stacey interrupts, a crack in her reserved armour forming. Britney gives you a grin, then turns back to her friend and raises her eyebrow. "What's the problem, then? He's hot."<bR>
<br>
Stacey gives you a glancing look, but turns back to her friend. "It's just he's... different." Her eyes wander to you before returning back to Britney. "He's not like our families."<br>
<br>
"How so?" you ask, trying to make the most of Britney's insistence.<Br>
<br>
"You..." Stacey lets her words wander off. "I shouldn't even be talking to you."<Br>
<br>
"Stop with all that squad stuff", Britney tells her. "This is girl talk." She gives you a look, her grin not wavering. "Isn't that right, Em? You'd totally help out Stace if you could? Right?"<bR>
<bR>
You give Stacey a reassuring smile, pressing the advantage. "Fine," she relents. "But if you tell a soul, I'll..." her words linger in the air. "I'll find a way to hurt you."<Br>
<br>
There's a resolve in Stacey's tone that you haven't heard from her before. You give her a nod. "Deal."<bR>
<</if>>
<br>
<<ActionsHeader>>
<<link "Listen to Stacey" "BritneyDialogue">><<set $BritneyDialogue to "ListenToStacey">><</link>>
<<case "ListenToStacey">>
Stacey leans forward on the sunlounger, forming a small circle with you and Britney. "I started seeing Ethan a few months ago," she mutters, her eyes continually wandering to look over at him. "Just a date. Then two. I thought it would take my mind off the pressure at school."<Br>
<br>
"But you've totally fallen for him," Britney gushes. "You're all gushy when we're here."<br>
<br>
Stacey gives her a dark look. "He's just different. Not like the boys in our year."<Br>
<bR>
"What's the problem, then?"<br>
<br>
<<if $PlayerCharacter.cheerleader is true>>
She gives you a cautious look as a response. "I'm not sure you'd understand."<bR>
<Br>
"Try me," you say.<Br>
<br>
Once again, Stacey looks to Britney. "You're sure she can help?"<br>
<br>
Britney nods enthusiastically. "Totally. I've got a wicked plan, Stace. Just tell her the details."<br>
<Br>
Stacey sighs once more and turns to you. "My parents own this place. They think Ethan is... beneath us. They looked the other way when they thought it was a few dates. But now..."<br>
<bR>
She glances back over to Ethan. You follow her look and see him glance over, grinning once before turning back to the pool. Stacey still watches him. "If only they could see what I see in him."<bR>
<br>
"They don't think he fits in, then?" you try.<Br>
<Br>
Brought back to the conversation, Stacey looks to you. "I don't know if he fits in."<Br>
<br>
She takes a deep breath and cracks her neck. "He makes me feel like myself," she mutters. "He doesn't care about the pressure to be perfect."<br>
<Br>
"That's cute!" Britney interrupts, biting her tongue.<br>
<br>
"Yeah," Stacey says dreamily. "But it's also a problem."<br>
<br>
"How so?" you ask.<br>
<br>
She directly turns to you. "Ethan doesn't care about the same things my parents do. He says he has his own moral code. He's so stubborn. It's like this stupid bikini contest."<br>
<Br>
Stacey goes silent, pausing as she watches Ethan. Britney gives you a look, gesturing with her head for you to speak.<br>
<<else>>
She gives you a hard look as a response. "Something you can't understand."<bR>
<Br>
"Try me," you say.<Br>
<br>
Once again, Stacey looks to Britney. "You're sure she can help? Of all people."<br>
<br>
Britney nods enthusiastically. "Totally. I've got a wicked plan, Stace. Just tell her the details."<br>
<Br>
Stacey sighs once more and turns to you. "My parents own this place. They think Ethan is... beneath us. They looked the other way when they thought it was a few dates. But now..."<br>
<bR>
She glances back over to Ethan. You follow her look and see him glance over, grinning once before turning back to the pool. Stacey still watches him. "If only they could see what I see in him."<bR>
<br>
"They don't think he fits in, then?" you try.<Br>
<Br>
Brought back to the conversation, Stacey looks to you. "I don't know if he fits in."<Br>
<br>
She takes a deep breath and cracks her neck. "He makes me feel like myself," she mutters. "He doesn't care about the pressure to be perfect."<br>
<Br>
"That's cute!" Britney interrupts, biting her tongue.<br>
<br>
"Yeah," Stacey says dreamily. "But it's also a problem."<br>
<br>
"How so?" you ask.<br>
<br>
She directly turns to you. "Ethan doesn't care about the same things my parents do. He says he has his own moral code. He's so stubborn. It's like this stupid bikini contest."<br>
<Br>
Stacey goes silent, pausing as she watches Ethan. Britney gives you a look, gesturing with her head for you to speak.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Ask about the bikini contest" "BritneyDialogue">><<DialogueDone "Britney" "BikiniContest">><<set $BritneyDialogue to "BikiniContest">><</link>><br>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueUnlock "Britney" "BikiniContest">><</link>>
<<case "BikiniContest">>
"What was that about a bikini contest?" you ask.<Br>
<Br>
<<if $PlayerCharacter.cheerleader is true>>
"It's tradition!" Britney jumps in. "The club regularly has contests for girls whose parents aren't rich!" She gulps as she sees your reaction. "Not that I think you're, like, povo, Em."<Br>
<Br>
Stacey's eyes roll. "Less privileged backgrounds is the correct term, Brit." She looks to you, almost embarrassed. "It offers a reward for education. Books and learning materials. Ethan runs it."<bR>
<Br>
You have a sinking feeling in your stomach as you again catch Britney looking at you. "What has that got to do with you?"<Br>
<bR>
Stacey lets out a deep sigh from her nostrils. "Nothing. Only." She pauses, glancing back to Ethan. "The last two contests, he's picked someone the crowd didn’t like. Someone my father didn’t approve of. Dad keeps bringing it up, commenting that's the type of girl he really should be dating."<Br>
<bR>
"What if he picked the right one, though?" Britney comments, her eyes glinting at you. She doesn't look back at her friend, instead locking your eyes. "That would show her father that he's, like, totally wrong about him."<br>
<Br>
Stacey doesn't catch Britney's eyes, instead staring off at Ethan. "He's too stubborn to listen to me. It’s what I like most about him. He has conviction."<br>
<bR>
The feeling in your stomach increases as Britney looks back at you. "What if we fixed it?"<bR>
<br>
Stacey snorts. "How? We're from wealth, Brit. It's not like we can -"<br>
<Br>
Her words cease when she turns back to the two of you, seeing Britney staring at you. "Her?"<bR>
<bR>
Britney giggles with glee. "It's perfect, Stace!" She smiles back at you, tittering. "Come on, Em! You have an independent streak. And you're not from money. You’re smart too! You could see what Ethan is into and make sure he doesn't pick a girl that Stacey's dad wouldn't like."<br>
<br>
"You want me to win a bikini contest?" you try.<Br>
<br>
She giggles as a response. "You totally could, Em! I wish I had your waistline. But you don't need to win. You just need to make sure whoever does isn't a tramp!"<br>
<br>
Stacey looks between you and Britney with bafflement. But as her eyes drift over your body, you know she's considering Britney's insane plan.<br>
<br>
<I>Or perhaps she's sizing up the competition for Ethan?</i><Br>
<<else>>
"It's tradition!" Britney jumps in. "The club regularly has contests for girls whose parents aren't rich!" She gulps as she sees your reaction. "No offence."<Br>
<Br>
Stacey's eyes roll. "Less privileged backgrounds is the correct term, Brit." She looks to you, almost embarrassed. "It offers a reward for education. Books and learning materials. Ethan runs it."<bR>
<Br>
You have a sinking feeling in your stomach as you again catch Britney looking at you. "What has that got to do with you?"<Br>
<bR>
Stacey lets out a deep sigh from her nostrils. "Nothing. Only." She pauses, glancing back to Ethan. "The last two contests, he's picked someone the crowd didn’t like. Someone my father didn’t approve of. Dad keeps bringing it up, commenting that's the type of girl he really should be dating."<Br>
<bR>
"What if he picked the right one, though?" Britney comments, her eyes glinting at you. She doesn't look back at her friend, instead locking your eyes. "That would show her father that he's, like, totally wrong about him."<br>
<Br>
Stacey doesn't catch Britney's eyes, instead staring off at Ethan. "He's too stubborn to listen to me. It’s what I like most about him. He has conviction."<br>
<bR>
The feeling in your stomach increases as Britney looks back at you. "What if we fixed it?"<bR>
<br>
Stacey snorts. "How? We're from wealth, Brit. It's not like we can -"<br>
<Br>
Her words cease when she turns back to the two of you, seeing Britney staring at you. "Her?"<bR>
<bR>
Britney giggles with glee. "It's perfect, Stace!" She smiles back at you, tittering. "Come on, Em. You have an independent streak. And you're not from money. You’re smart too! You could see what Ethan is into and make sure he doesn't pick a girl that Stacey's dad wouldn't like."<br>
<br>
"You want me to win a bikini contest?" you try.<Br>
<br>
She giggles as a response. "You totally could, Em!" She looks down at your body and her smile then fades slightly as her voice lowers. "I wish I had your waistline."<br>
<br>
Stacey looks between you and Britney with bafflement. But as her eyes drift over your body, you know she's considering Britney's insane plan.<br>
<br>
<I>Or perhaps she's sizing up the competition for Ethan?</i><Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Ask what you would exactly have to do" "BritneyDialogue">><<set $BritneyDialogue to "BikiniContestInterest">><<DialogueDone "Britney" "BikiniContestInterest">><<SetFlag "BikiniContestKnown">><</link>><br>
<<link "Tell Britney you don't want to do that" "BritneyDialogue">><<DialogueUnlock "Britney" "BikiniContestInterest">><<set $BritneyDialogue to "BikiniContestDecline">><<SetFlag "BikiniContestKnown">><</link>><br>
<<case "BikiniContestDecline">>
"I don't think that's for me," you tell Britney.<bR>
<Br>
<<if $PlayerCharacter.cheerleader is true>>
"Oh come on, Em!" Britney says, pouting. "It's just like performing in the squad!"<Br>
<Br>
You shake your head. "I don't think so."<Br>
<Br>
Britney leans forward to challenge you, but Stacey's hand grabs her own. With fear in her eyes, she shakes her head at her friend.<bR>
<bR>
With understanding, Britney pulls back. "Well," she mutters. "If you change your mind, just let us know."<br>
<<else>>
"Oh come on, Em!" Britney says, pouting. "It's just putting on a show. You'll be perfect!"<Br>
<Br>
You shake your head. "I don't think so."<Br>
<Br>
Britney leans forward to challenge you, but Stacey's hand grabs her own. With caution, she shakes her head at her friend. "Forget it, Brit. We're on opposite sides. Remember?"<bR>
<bR>
With a grimace, Britney pulls back. "Well," she mutters. "If you change your mind, just let us know."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestOptionUnlock "Quest30" 0 "stacey">><</link>>
<<case "BikiniContestInterest">>
"What exactly are you suggesting?" you ask Britney directly. "For this contest?"<bR>
<BR>
Britney looks back between you and Stacey, her eyes sparkling. "Just talk to Ethan," she murmurs. "Find out what he looks for in a winner. I bet he'll love you, Em. Just be whatever he likes and I know he'll pick you!"<Br>
<Br>
You regard Stacey carefully. Her eyes appraise you, keeping her emotions to herself.<Br>
<Br>
"I'm not sure this is a good idea," you ask Britney, not taking your eyes off Stacey.<bR>
<br>
Britney smirks. "No, it's a great idea! Wouldn't it be so much fun to have a hunky lifeguard eating out of your hands?" She looks around, only then seeing how Stacey is looking at you. "But I'm sure he wouldn't be, like, as into you as much as he is Stacey."<br>
<Br>
Stacey looks back to you, her cautious nature now almost overridden by sizing you up. As a rival.<br>
<br>
"She doesn't have to make Ethan fall in love with her, Stace," Britney mutters. "It's just a contest. Em just needs to appeal to him and the crowd more than the other girls who enter."<br>
<br>
"How can I do that?" you ask.<br>
<br>
"Be Charlton!" Britney exclaims. "Just don't be someone, you know, that Stacey's mum would whisper about."<br>
<Br>
"I think this is crazy," Stacey comments.<br>
<Br>
"Be real, Stace", Britney comments. "If he picks another girl who the crowd doesn't like, your dad will never accept him."<Br>
<br>
Stacey looks to you, her eyes narrow with doubt. But she begins to murmur. "My father doesn't like show-offs," she comments. "It's always the same thing the crowd cares about. What you wear, how you present yourself, whether you look… respectable."<br>
<Br>
"And all you need to do is talk to Ethan to find out what he votes for," Britney follows up. "It's simple, Em. Say you'll help?"<br>
<br>
You look back to Stacey, regarding her with interest. She looks to you with a mixture of pleading and cautiousness. Britney's words have almost persuaded her. But is appealing to her boyfriend really the way to win her trust?<br>
<Br>
<<ActionsHeader>>
<<link "Tell them you'll help" "BritneyDialogue">><<set $BritneyDialogue to "BikiniContestAgree">><<DialogueDone "Britney" "BikiniContestAgree">><</link>><br>
<<link "Tell Britney you don't want to do that" "BritneyDialogue">><<DialogueUnlock "Britney" "BikiniContestAgree">><<set $BritneyDialogue to "BikiniContestDecline">><</link>><br>
<<case "BikiniContestAgree">>
"Alright," you murmur with doubt. "If you're sure this will help."<br>
<Br>
Britney giggles and claps her hands with glee. "It totally will. You'll win for sure, and Stacey's dad can see that he doesn't just vote for tramps."<bR>
<Br>
You catch Stacey's eyes, still lingering on you. After a moment, she shrugs. "Maybe it's not so crazy," she mutters.<Br>
<Br>
"Why don't you go and speak to Ethan?" Britney tells you. "You'll be able to register. And hit him up about what he's into."<br>
<Br>
"He's really stubborn," Stacey warns you. "So just be subtle."<Br>
<Br>
You nod, looking around at the crowd in the Country Club. You have a fair idea of what will appeal to the crowd here, based on your experience in Charlton. This is the high-society facade of this dark town. But Ethan, you think, glancing over at the masculine man sitting in the lifeguard chair. That, you'll need to do some research.<br>
<Br>
<<ActionsHeader>>
<<link "Say goodbye to Britney and Stacey" $ConversationExit>><<EndConversation "Britney">><<QuestTracker "Quest32" 0>><<QuestOptionUnlock "Quest30" 0 "stacey">><</link>>
<<case "MissCharltonContestFreshPot">>
"I've been hearing about a Miss Charlton contest," you say. "What's it about?"<br>
<br>
Britney stirs her milkshake, glee spreading across her face. "Miss Charlton! Oh, it's, like, this super exciting contest Stitch has put together for prom." She looks up. "You do special lessons and earn badges! The girls who collect the most get shortlisted for the crown."<br>
<br>
"Sounds competitive."<br>
<br>
She giggles. "Duh. It's basically what we've been, like, preparing for all year." She laughs, but there's a hesitation on her face. "Christina's obviously going to ace it."<br>
<br>
She takes a sip of her milkshake, and for just a moment the smile slips. "The rest of us just have to, like, do our best. And hope it's enough."<br>
<br>
She glances at you, then adds in a mutter, "I'd love to win it, though. Just once. Mom says I'm too plump for a crown, but..." She shrugs, and the smile comes back a little crooked. "It's nice to live in a fantasy sometimes."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "MissCharltonContestSwimmingPool">>
"What do you know about the Miss Charlton contest?" you ask.<br>
<br>
Britney glances back to Stacey, sharing an excited look. The other girl doesn't share her enthusiasm.<br>
<br>
"It's so exciting, Em! We get new lessons. Actually, interesting ones! You earn badges, and the girls with the most get shortlisted for a crown at prom."<br>
<br>
"Who do you think will win?" you try.<br>
<br>
She glances around, catching Stacey's wary look. "Chrissie, of course. She's a shoo-in for it." There's a pout. "She'd be so mad if she got upstaged. It's so... unfair."<br>
<br>
"Careful, Brit," Stacey murmurs.<br>
<br>
The bubbly blonde teenager turns to scowl at her friend. "I'm not saying I want to win, Stace. But it's nice to live in a fantasy sometimes." The pout returns as she looks at you. "Mom says I'm too plump to be a beauty contest winner, though."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "MissCharltonBadgesFreshPot">>
"How are you doing with the badges?" you ask.<br>
<br>
Britney pouts, stirring her milkshake. "I've only got one so far." She unclips a badge from her blouse and holds it out. The Charlton crescent frames a red outline of a clock tower. "Town Hall. Whatever."<br>
<br>
You arch your eyebrow and Britney sighs. "Mom was mad when she saw it. Said she wanted me to get an ambassador one. You know, the one with the cute graduation cap on?" She rolls her eyes. "I can't control what they give me."<br>
<br>
She clips the badge back on and takes a sip. "She said I just need to try harder in the lessons. But it's, like, really hard to know what they want from you. Don't you think?"<br>
<br>
Britney stares back at you with her mouth parted slightly, waiting for validation.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "MissCharltonBadgesSwimmingPool">>
"How are you doing with the badges?" you ask.<br>
<br>
"I've only got one so far." Britney says, pouting. "I don't get it."<br>
<br>
"They give them out for doing well in lessons," Stacey interrupts. "There's the problem."<br>
<br>
Britney casts her a dark look before returning to you. "It's got the clock tower on it. From the Town Hall. Mom was mad when she saw it. She said she wanted me to get an ambassador one. You know, the one with the cute graduation cap on?"<br>
<br>
"You need to work harder if you want one of those," Stacey murmurs.<br>
<br>
Britney's mouth drops open. "But I'm a cheerleader, Stace! I shouldn't have to!"<br>
<br>
Stacey gives her a withering look. "That's not how it works, Brit."<br>
<br>
Britney folds her arms and pouts, saying nothing. "It should be," she mutters. "It's so unfair. At this rate, even Reagan is going to get more than me."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "PromCorsages">>
"What can you tell me about the curses on the corsages?" you ask her.<br>
<br>
Britney’s eyes grow saucer shaped. "Em! We’re not supposed to talk about that!" She lowers her voice. "Especially not with you."<br>
<br>
<<NPCLocationCheck "Britney">><<QuestStatus "Quest32">>
<<if _NPCLocationCheck is "CountryClubSwimmingPool" and _QuestStatus is "complete">>
Stacey glances over at the pair of you and sighs. "Just keep it down," she mutters.<br>
<br>
<<elseif _NPCLocationCheck is "CountryClubSwimmingPool">>
Stacey glances over at the pair of you and glares at Britney. "Your funeral," she mutters.<br>
<br>
<</if>>
"They’re dangerous," you mutter. "It’s all gone too far."<br>
<br>
"They’re there to help people!" Britney says, a little too loud. She puts a hand to her lips and lowers her voice before continuing. "It makes them feel all pretty and girly."<br>
<br>
"What if they don’t want to feel like that?" you ask. "What if they don’t want someone else to tell them what to do and think?"<br>
<br>
<<GetNPCState "Britney" "Loyal">><<GetNPCState "Britney" "Help">>
<<if _Loyal is true>>
"I guess," she says, biting her lip. She frowns as she thinks for a long moment. "It was supposed to be for fun," she mutters.<br>
<br>
Britney looks away with a rare expression of consideration on her face. She says nothing more.<br>
<<elseif _Help is true>>
"Sometimes people need help," Britney says, her smile fading. "Like Catherine. She would have a daggy hen’s do if you hadn’t helped. Isn’t this the same?"<br>
<br>
Britney looks to you, pouting. But the easy-going conviction that accompanies her joyful demeanour is lost.<br>
<<else>>
"Oh Em, you’re such a drama queen!" Britney says, shaking her head. "We’re just helping. Isn’t it what every girl wants from their prom? To feel pretty and special?"<br>
<br>
She grins and winks at you, giggling. Clearly she doesn’t think what the coven is doing is an issue.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueUnlock "Britney" "HelpWithCorsages">><</link>>
<<case "HelpWithCorsages">>
"About those corsages," you say to her. "I need your help with them."<br>
<br>
<<NPCLocationCheck "Britney">><<QuestStatus "Quest32">>
<<if _NPCLocationCheck is "CountryClubSwimmingPool" and _QuestStatus is "complete">>
That gets Stacey’s attention. She exchanges a look with Britney before shrugging and turning away.<br>
<br>
<<elseif _NPCLocationCheck is "CountryClubSwimmingPool">>
That gets Stacey’s attention. She exchanges a look with Britney before shaking her head and turning away.<br>
<br>
<</if>>
"Like, with what?" Britney says, her nose wrinkling.<br>
<br>
"I want you to nullify the curse," you mutter.<br>
<br>
"Come on, Em," Britney whispers back to you. "I can’t do that. Chrissie would kill me."<br>
<br>
"She doesn’t need to know," you reply. "Until it’s too late. Don’t you want to help me?"<br>
<br>
<<GetNPCState "Britney" "Loyal">><<GetNPCState "Britney" "Help">>
<<if _Loyal is true>>
<<if _NPCLocationCheck is "CountryClubSwimmingPool" and _QuestStatus is "complete">>
Britney grits her teeth. She looks back to Stacey, but the other girl just offers another shrug.<br>
<<elseif _NPCLocationCheck is "CountryClubSwimmingPool">>
Britney grits her teeth. She looks back to Stacey, but the other girl is pretending not to hear.<br>
<<else>>
Britney grits her teeth. She looks off to the side, considering.<br>
<</if>>
<br>
She bites her bottom lip with indecision. Finally, after a long moment, she nods.<br>
<br>
"I’ll visit Catherine," she whispers. "Just don’t, like, make a big deal of it. Chrissie will kill me if she finds out. Or worse."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestOptionComplete "Quest25" 5 "corsages">><<Quest25PrepReconcile>><<set $FloristWard to "NulifiedAll">><</link>>
<<elseif _Help is true>>
"No fair!" she says. "It’s just… the squad are my friends too, Em."<br>
<br>
<<if _NPCLocationCheck is "CountryClubSwimmingPool" and _QuestStatus is "complete">>
Britney looks back to Stacey, who has turned to listen. She smiles at you and Britney with a small degree of sympathy.<br>
<<elseif _NPCLocationCheck is "CountryClubSwimmingPool">>
Britney looks back to Stacey, who has turned to listen. She arches her eyebrow at her friend.<br>
<<else>>
Britney takes a deep breath, then grinds her teeth as she stares back at you.<br>
<</if>>
<br>
"It will affect me too," you tell her. "I helped you out with Catherine, didn’t I?"<br>
<br>
Britney bites her bottom lip with indecision. Finally, after a long moment, she exhales. "I guess."<br>
<br>
You watch her smile melt away as she considers the ask. "I’ll visit Catherine," she whispers. "And see what I can do. To help you."<br>
<br>
"Thank you," you reply.<br>
<br>
Britney looks to you, not smiling. But she nods. At least that’s something.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestOptionComplete "Quest25" 5 "corsages">><<Quest25PrepReconcile>><<set $FloristWard to "NulifiedSelf">><</link>>
<<else>>
"I know, like, you think you’re helping," Britney replies after a moment of silence. "But people need our help, Em. We’re just making them better."<br>
<br>
<<if _NPCLocationCheck is "CountryClubSwimmingPool" and _QuestStatus is "complete">>
Britney looks back to Stacey, who has turned to listen. She offers you a light shrug before rolling back away.<br>
<br>
<<elseif _NPCLocationCheck is "CountryClubSwimmingPool">>
Britney looks back to Stacey, who has turned to listen. She nods to Britney before rolling back away.<br>
<br>
<</if>>
"It will affect me too," you tell her. "What if I don’t want that?"<br>
<br>
Britney bites her bottom lip, but shrugs. "It’s just a charm, Em. It will make you feel all sparkly and special at prom. Is that so bad?"<br>
<br>
"So is it going to work on you too?" you press.<br>
<br>
Her smile is long gone now. She winces and looks away. "I’m sorry, Em," she mutters. "I can’t turn my back on the squad."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<</switch>><<widget "BritneyPlanningPersuade">>
<<Flag "MargaretInitiallyAgreed">>
<<if _FlagReturn is true>>
<<set _BritneyPlanningPersuade to 65>>
<<else>>
<<set _BritneyPlanningPersuade to 45>>
<</if>>
<</widget>><<set $ConversationRoot = passage()>>
<<switch $CarmichaelDialogue>>
<<case "AcceptInternship">>
You force a smile, nodding your acceptance. "That sounds like a wonderful opportunity for Emily. I'm sure she'll appreciate the experience."<br>
<br>
Lydia’s smile broadens subtly, a gleam of approval flickering in her calculating eyes. "Splendid decision. Thompson’s Repairs will provide her with precisely the experience she needs to excel after school. Mr. Thompson will be pleased."<br>
<br>
She scribbles something neatly onto a notepad before placing her pen carefully down. "I'll inform Emily immediately. I'm certain she'll make the most of this opportunity. Have a good day, <<GenderTitle>>. Phillips. I’ll make sure Emily is aware she is expected at Thompson’s Repairs each Friday afternoon."<br>
<br>
You nod, holding back your feelings, and exit the office. You push back the thoughts that come to mind, of what Emily will experience working as a secretary. Hoping that you’ve made the right decision.<br>
<br>
Thoughts turn to Emily and how she will react. You might want to talk to her before she goes to school next and finds out for herself.<br>
<br>
<<ActionsHeader>>
<<link "Leave the school" "SchoolGates">><<TimeChange>><<EndConversation "Carmichael">><</link>>
<<case "RejectInternship">>
You clear your throat gently, meeting Lydia's gaze with practiced calm. "I appreciate the offer, but I'd prefer Emily focus on her academic achievements for now."<Br>
<Br>
Lydia’s smile dims noticeably, her eyes narrowing for just a fleeting instant before returning to composed professionalism. "Oh, I see. While academic excellence is admirable, practical experience is also essential for our students here in Charlton. Real-world responsibilities shape character, after all."<br>
<br>
“I understand,” you reply. “But I want to give Emily the best opportunity to graduate with grades that reflect her abilities.”<br>
<Br>
The career advisor gives you a polite smile, but you sense something underneath it.<br>
<br>
<<if $PlayerCharacter.cheerleader is true>>
”I commend you for your commitment to academic resilience,” she says. “In fact, perhaps we can help spur Emily on. Our cheerleaders are granted certain perks for their extra-curricular activities. We can rescind these, however, if we feel the student needs opportunities to prove themselves. I will have a word with Mr. Stitch. Perhaps Emily would benefit from achieving on her own merit.”<br>
<br>
She gives you another smile, this one barely hiding the subtext. You can only nod at the trap you’ve walked into.<br>
<<else>>
”I commend you for your commitment to academic resilience,” she says. “In fact, perhaps we can help spur Emily on. I will have a word with Mr. Stitch. Perhaps Emily would benefit in her teachers knowing that she would like more challenging assessments of her academic work.”<Br>
<br>
She gives you another smile, this one barely hiding the subtext. You can only nod at the trap you’ve walked into.<br>
<</if>>
<br>
She gives a polite but cool nod. "Good day, <<GenderTitle>>. Phillips. I’m sure we’ll meet again."<Br>
<br>
You nod, holding back your feelings, and exit the office. You push back the thoughts that come to mind, of what Emily will experience after Carmichael talks to Stitch. Hoping that you’ve made the right decision.<br>
<br>
<<ActionsHeader>>
<<link "Leave the school" "SchoolGates">><<TimeChange>><<EndConversation "Carmichael">><<EmilyGrades -1>><<set $PlayerCharacter.cheerGradesExempt to false>><</link>>
<</switch>><<set $ConversationRoot = passage()>>
<<switch $CaseyDialogue>>
<<case "AboutHim">>
“You seem like you’re not from around here,” you tell Casey.<bR>
<Br>
He takes a drag from his rollie and chuckles. “What gave it away?”<br>
<Br>
You glance at the cigarette, causing him to laugh further. You grimace when the laughter inevitably turns to coughing.<Br>
<br>
“I was born and bred in Hackney,” Casey tells you. “Back before it all turned into fancy flats and coffee shops. Moved here about ten years ago. Wanted a quiet life. Didn’t know how quiet things could get.”<Br>
<Br>
“Why Charlton?” you ask him. <Br>
<br>
“I was a boxer,” he replies after he takes a drag. “Almost went pro, didn’t quite make it. Had a nasty blow in the ring and Doctor said I needed a holiday. Ended up breaking down just down the road and spent the week here getting the motor fixed. Liked the quiet life so much that when I got back to the big smoke, it felt like poison every time I took a breath.”<Br>
<Br>
He puts his roll-up in his mouth and inhales. “Irony and such like,” he mutters as smoke drifts out of his mouth. “I know.”<Br>
<Br>
You nod, watching the roll-up burn. “What do you think of it? The town, I mean.” <Br>
<Br>
Casey grins wryly. “Well I must not mind it too much if I spend a decade here.” After another drag, he continues. “It’s like going back to when I was younger. Some of that’s good. Some of it’s bad. All things being squared, I think it balances out.“<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Casey" "AboutHim">><</link>>
<<case "Classes">>
“I’m interested in signing up for classes,” you tell Casey. “What do you have here?”<Br>
<Br>
“Boxing for the blokes, ballet for the girls,” Casey sighs, blowing out smoke through his nostrils. "Flo tried to start up some yoga, but that business with the karate chops put the skids on it.”<Br>
<br>
“Karate chopping?” you ask.<Br>
<Br>
He sniggers and coughs from the action. “Yeah, got an old mate of mine to come up from London. Teach some of the kids some self-defence. Only they got carried away and judo chopped John Kaplar’s fence.” He pauses to take a drag from his roll-up, then continues. “Then that Owen Oakswood made a big song and dance of it in his paper. Next thing I know, I’ve got Chelsea Duncan and her women’s lib lot on the blower giving me an earful. So back to boxing.”<br>
<Br>
You nod, feigning interest. “When do the lessons run?”<Br>
<br>
“Only time that made sense was weekends,” Casey replies. “I do boxing at lunchtime, then Margaret DeBussy does a ballet class on afternoons. Just stop by and you can sign up. Never get enough to turn anyone away.”<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Casey" "Classes">><</link>>
<<case "Membership">>
“I’m thinking of signing up,” you tell Casey. “How much does it cost?”<br>
<br>
<<if $current.avatar is "Jennifer" or $current.avatar is "Annie">>
The side of his mouth twitches and he almost chokes on the smoke in his lungs. “You feeling alright, love? You’re already signed up. Got your name on a locker and everything. Don’t need to pay anymore. Feel free to use any of the equipment you like, or come and talk to me if you're thinking of doing one of the classes.”<br>
<Br>
He takes a drag and offers you a pleasant smile, but says no more. <Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Casey" "Membership">><</link>>
<<elseif $current.avatar is "Emily" or _CurrentPC is true>>
Casey quickly appraises you, but if he’s sceptical it doesn't show. “One-time fee gets you access to the lockers and equipment. Classes are a bit extra, but not too much. Not exactly Kings Cross around here. I’ll take what I can get. You interested?”<Br>
<Br>
You shrug. Before you can say anything more, Casey has written out a form and has pushed it across the desk towards you. “Magic. Pop your name on here then and I’ll send you an invoice.”<Br>
<Br>
<<if $current.female is true>>You pick up a pen and scrawl a signature. Casey takes back the form without looking at it. “Let me know if you want to sign up for a class. Otherwise, I’ll pop a name tag on a locker in the ladies. You can set the locker combo when you first use it. If you need some exercise gear, pop down to Evans. They’ve always got a sale on.”<br>
<<else>>You pick up a pen and scrawl a signature. Casey takes back the form without looking at it. “Let me know if you want to sign up for a class. Otherwise, I’ll pop a name tag on a locker in the gents. You can set the locker combo when you first use it. If you need some exercise gear, pop down to Evans. They’ve always got a sale on."<br><</if>>
<bR>
Casey slips the form into a drawer and takes out a laminated card to hand to you. It’s off-white, tarred from the cigarette tar that seeps into the fabric of everything Casey touches. “Here. Your membership card.”<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Casey" "Membership">><<TakeObjectNPC "Casey" "CaseysGymCard">><<TaskTracker "Task8" "active">><</link>>
<<else>>
Casey quickly appraises you, but if he’s sceptical it doesn't show. “One-time fee gets you access to the lockers and equipment. Classes are a bit extra, but not too much. Not exactly Kings Cross around here. I’ll take what I can get. You interested?”<Br>
<br>
You grimace, unsure of how in this form you could even sign up for a gym membership. Sensing your reluctance, Casey shrugs. “Suit yourself,” he says. “If you change your mind, give us a holler.”<Br>
<br>
Casey takes another drag from his cigarette and doesn’t say another word. If you want to sign up for the gym, you’ll need to be in a form you at least can pay legitimately for. <br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Casey" "Membership">><</link>>
<</if>>
<<case "BoxingClassWeekend">>
You glance at the mats. “You setting up for the boxing class?”<bR>
<Br>
Casey doesn’t look up straight away. He finishes nudging the last mat into place with his boot, then finally meets your eye. “Wasn’t sure anyone’d bother showing,” he says. The roll-up twitches on his lip. “But yeah. I’m running it. You after a go?”<Br>
<Br>
You shrug, noting the cigarette still in the man’s mouth. “I’m considering it.”<Br>
<Br>
He nods, then tilts his head toward a pair of gloves draped over the ropes. “Won’t be bag work though. It’s sparring. Just you and me. I’ll show you how to keep your feet, throw clean. Nothin’ fancy. But you’ll need to hit back.”<Br>
<br>
He grins, as if taunting you. You glance him over. He’s still got the frame. Heavy shoulders, hands like bricks. But there’s a stiffness in his leg when he shifts his weight. And that cigarette hasn’t moved since you walked in. You can’t help but wonder if this will be a proper sparring match or charity work.<br>
<br>
Suddenly, there’s a sharp knock on the window. You look up to see a group of teenage boys pressing against the glass, grinning like hyenas. They all seem focused on Casey. One of them throws his head back, miming a knockout punch while the others cackle.<Br>
<Br>
Casey glares, lifting a gloved hand and jabs it toward the window. “Oi! Off with ya! Go leer at a lamp post!”<Br>
<Br>
The boys retreat, half-laughing, half-lurking. You note though that they don’t leave. Instead, they fade from the window surface, their murky silhouettes still watching the two of you.<Br>
<Br>
“Bloody kids,” Casey says, turning back to you. “Only turn up to perve on the ballet class. Could do with a proper hiding, if you ask me.”<Br>
<Br>
You shrug, noncommittally. Casey sighs and shakes his head. “Well? You want a class, go get changed. I’ll be waiting.” He smirks, but almost coughs on the cigarette as he takes a drag.<br>
<Br>
<<ActionsHeader>>
<<GymWorkOutGearRight>>
<<if _GymWorkOutGearRight is true>><<link "Change for the boxing class" "GymMaleLockerRoom">><<EndConversation "Casey">><<EventTrigger "GymMaleLockerRoom" "BoxingClass" null null null null null null true>><</link>><br>
<<else>><s>Change for the boxing class</s> - <i>You'll need to buy workout gear from Evans' to participate</i><br><</if>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "OldEquipment">>
“That old equipment back there,” you begin. “Anyone using it?”<br>
<br>
Casey shakes his head. “No takers so far.”<br>
<br>
“Can I give it a try?” you ask.<br>
<br>
<<GymEligible>>
<<if _GymEligible is false>>
“Members only, I’m afraid,” Casey replies, taking a drag from his roll-up. “Old or not, it’s still my equipment.”<br>
<br>
<<if _CurrentPC is true or $current.avatar is "Emily">>
He nods towards the counter, smoke drifting from his nostrils. “Memberships don’t cost much. Not exactly Kings Cross around here. Say the word and I’ll sort you out a form.”<br>
<br>
If you want a go on the old machines, you’ll need to sign up first.<br>
<<else>>
He takes another drag from his cigarette and says no more. You grimace. If you want a try on those machines, you’ll need to be in a form you at least can pay legitimately for.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<elseif $current.female is true>>
The gym owner looks at you and nods. “Sure the jiggling machine needs a bit of coaxing, but she runs just fine when she gets goin'.”<br>
<br>
You glance back at the two machines briefly before returning to look at Casey. “And the running machine?”<br>
<br>
He snorts, a light trail of smoke coming out of his nostrils. “No offence love, but those old Quiltans weren’t made for women. Need a bit of male mass to get them going.”<br>
<br>
Turning back around, you spend a moment analysing the old contraption. In spite of how clunky it looks, it’s still a running machine.<br>
<br>
<i>You think you’ve got what it takes to run a mile on that like this?</i><br>
<br>
Casey notices your indecision. “Feel free to give it a go, though. Just don’t go runnin' to the local paper when you fall off.”<br>
<<else>>
The gym owner looks at you and nods. “Sure the running machine needs a bit of mass to get the rubber rolling, but it runs just fine when it gets goin'.”<br>
<br>
You glance back at the two machines briefly before returning to look at Casey. “And the other one?”<br>
<br>
<i>Oh, brother.</i><br>
<br>
Casey gives you a wry smile, cigarette hanging from his lip. “You know what that is, don’t you? They’re for the ladies.”<br>
<br>
When you don’t say anything, the gym owner just shrugs. “Feel free to give it a go, though. Just don’t go making a fuss when others give you odd looks.”<br>
<</if>>
<<GymEligible>>
<<if _GymEligible is true>>
<br>
<<ActionsHeader>>
<<GymWorkOutGearRight>>
<<if _GymWorkOutGearRight is true>>
<<link "Choose the running machine" "CaseyDialogue">><<set $CaseyDialogue to "ChooseRunningMachine">><<set $TempGymLunch to "Run">><</link>><br>
<<link "Choose the jiggling machine" "CaseyDialogue">><<set $CaseyDialogue to "ChooseJigglingMachine">><<set $TempGymLunch to "Jiggle">><</link>><br>
<<else>>
<s>Choose the running machine</s> - <i>You'll need to buy workout gear from Evans' to participate</i><br>
<s>Choose the jiggling machine</s> - <i>You'll need to buy workout gear from Evans' to participate</i><br>
<</if>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<case "ChooseRunningMachine">>
“I think I’ll give the running machine a go,” you tell Casey.<br>
<br>
<<if $current.female is true>>
Casey gives you a sceptical look, but grunts. “Suit yourself. Just be careful.”<br>
<br>
You nod and head towards the back where the changing rooms are.<br>
<br>
<<ActionsHeader>>
<<link "Go to the women’s changing room" "GymLunchWorkout">><<set $GymLunchWorkout to "Change">><<EndConversation "Casey">><</link>>
<<else>>
Casey nods and grunts. “Good luck. She’s a charmer when she gets going.”<br>
<br>
You nod and head towards the back where the changing rooms are.<br>
<br>
<<ActionsHeader>>
<<link "Go to the men’s changing room" "GymLunchWorkout">><<set $GymLunchWorkout to "Change">><<EndConversation "Casey">><</link>>
<</if>>
<<case "ChooseJigglingMachine">>
“I think I’ll give the jiggling machine a go,” you tell Casey.<br>
<br>
<<if $current.female is true>>
Casey nods and grunts. “Does wonders for the waist line. Dunno why they went out of fashion.”<br>
<br>
You nod and head towards the back where the changing rooms are.<br>
<br>
<<ActionsHeader>>
<<link "Go to the women’s changing room" "GymLunchWorkout">><<set $GymLunchWorkout to "Change">><<EndConversation "Casey">><</link>>
<<else>>
Casey gives you a sceptical look, but grunts. “Suit yourself. You know where it is.”<br>
<br>
You nod and head towards the back where the changing rooms are.<br>
<br>
<<ActionsHeader>>
<<link "Go to the men’s changing room" "GymLunchWorkout">><<set $GymLunchWorkout to "Change">><<EndConversation "Casey">><</link>>
<</if>>
<</switch>><<set $ConversationRoot = passage()>>
<<switch $CatherineDialogue>>
<<case "AboutHer">>
“You don’t seem like you grew up here,” you tell her.<Br>
<Br>
She gives you a warm smile, but you see her cheeks blush. “That obvious, huh?”<br>
<BR>
“There’s a certain look around here,” you reply. <Br>
<br>
She chuckles and looks down at her clothes. “This is the closest as I could get. I keep looking in Evans' for something more appropriate, but it’s not quite my style.”<Br>
<Br>
She brushes a strand of hair back into her free-flowing mane. “I just moved here,” she tells you. “With my fiancé, Marc. Do you know the Hudsons?”<Br>
<Br>
You nod and she smiles. “It’s a big change. Different life from the city.”<bR>
<Br>
“How did you meet?” you ask her.<Br>
<Br>
“At Uni,” she replies. “Marc was studying agriculture, like me. When he asked me to marry him, I knew he’d want to come back here.”<Br>
<Br>
She sighs, looking around. “It’s not quite the life I planned. But it’s a nice place to live. The things we do for love, right?”<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<DialogueUnlock "Catherine" "AboutMarc">><<ChangeTopics>><</link>>
<<case "AboutMarc">>
“So you’re marrying Marc Hudson?” you ask her.<bR>
<BR>
She smiles, warm and happy. “Yes. Is it a talking point? I knew this town was small.”<Br>
<Br>
“I just heard,” you tell her. “Don’t think anyone objects.”<Br>
<Br>
Catherine takes a sigh of relief. “Good. It’s taking some getting used to, living here. Marc is still the same, sweet and kind. He’s very family orientated. But living out here is different. I don’t think I’ve been out in the countryside for more than a couple of weeks. I always thought I’d work in a lab, or out on a city farm.”<Br>
<Br>
“Did Marc not want to stay in the city?”<Br>
<Br>
She throws you an amused smile. “He enjoyed Uni, but he’s a country boy through and through. The family farm is important to him and his dad is too old to look after it.”<Br>
<Br>
“Besides,” she adds with a small sigh. “It’s a nice place to raise a family.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "AboutShop">>
“This shop looks new,” you comment. “You can almost smell the varnish over the flowers.”<Br>
<Br>
She offers an encouraging smile, glancing around. “Yes. Marc bought it for me when we moved back to Charlton. Running a flower shop isn’t exactly what I envisioned doing for a career, but being more than a housewife was important to me.”<Br>
<Br>
“What did you want to do?” you ask.<Br>
<Br>
She takes in a deep breath, then lets it out. “Something with animals. Or produce.” You see her cheeks blush as she looks at you. “It sounds a bit silly, but I studied graze and the impact on animal health at Uni. Until I met Marc, everyone thought I’d spend my life looking through a microscope.”<Br>
<Br>
You glance back through the window, to the Charlton town square. “Not much of a demand for scientists around here.”<Br>
<Br>
She shakes her head, her mouth twitching. “A flower shop is the closest I could get. But we all have to make sacrifices in relationships, I guess.”<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "HensParty">>
“I hear you’re organising a Hen’s party,” you say, trying to keep it casual.<Br>
<Br>
Catherine gives you a curious look, but smiles. “Yeah. Or at least, Marc’s sister Britney is. Poor girl. I think she’s getting a lot of pressure on what it should be.”<Br>
<Br>
“Don’t you have an opinion?” you ask.<Br>
<BR>
She shrugs, but there’s a little tension in her reaction. “This is all new to me. I thought that I’d have my girlfriends doing my Hen’s night. But it’s tradition in Charlton that it’s organised by the family. That’s what Marc told me.” <Br>
<Br>
She takes a deep breath and sighs. “I guess things around here are a bit different. And I don’t want to rock the boat. Marc’s family is important to him. As the newbie, I don’t have many friends here. So I’m okay with Britney helping.” She gives you a conspiratorial smile. “Maybe having her organise it will at least mean there’s a bit of fun in-between the cakes and gossip.”<Br>
<Br>
<<if $current.avatar is "Emily">>
You look at Catherine carefully. She seems open and kind, but not stupid. Having a stranger try to take control of her Hen’s night would be a stretch. But you can at least draw on knowing Britney.<br>
<<elseif $current.female is true>>
You look at Catherine carefully. She seems open and kind, but not stupid. Having a stranger try to take control of her Hen’s night would be a stretch. Maybe if you were Emily, you could at least draw on knowing Britney.<br>
<<else>>
You look at Catherine carefully. She seems open and kind, but not stupid. Having a stranger try to take control of her Hen’s night would be a stretch. Especially a man. Maybe if you were Emily, you could at least draw on knowing Britney.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<DialogueUnlock "Catherine" "HensPartyOfferHelp">><<ChangeTopics>><</link>>
<<case "HensPartyOfferHelp">>
“I can help with the organising, if you like,” you begin. “I know a bit about Charlton, but I’m also new here. I know Britney from school, too.”<Br>
<Br>
She gives you a look, her smile waning to polite. “Oh, thank you. But I don’t know if that’s necessary. I’m sure Britney can handle it.”<Br>
<Br>
<<ActionsHeader>>
<<DialogueUnlockCheck "Catherine" "DustyHelped">>
<<if _DialogueUnlockCheck is true>><<link "Remind her how you helped with Dusty" "CatherineDialogue">><<set $CatherineDialogue to "HensPartyOfferHelpDusty">><</link>><br><</if>>
<<StatCheckGreedy "lt" 45>>
<<set _StatGreedyProbability to _StatGreedyProbability + " Try to convince her of your selfless intentions">>
<<if _StatCheckGreedy is true>><<link _StatGreedyProbability "CatherineDialogue">><<set $CatherineDialogue to "HensPartyOfferHelpGreedyPass">><</link>><br>
<<else>><<link _StatGreedyProbability "CatherineDialogue">><<set $CatherineDialogue to "HensPartyOfferHelpGreedyFail">><<Greedy -1>><</link>><br><</if>>
<<StatCheckAssertive "gt" 51>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to convince her that Britney needs the help">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "CatherineDialogue">><<set $CatherineDialogue to "HensPartyOfferHelpAssertivePass">><</link>><br>
<<else>><<link _StatAssertiveProbability "CatherineDialogue">><<set $CatherineDialogue to "HensPartyOfferHelpAssertiveFail">><<Assertive 1>><</link>><br><</if>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "HensPartyOfferHelpGreedyPass">>
“It’s really no trouble,” you continue. “I know how hard it can be, being new to Charlton. When you don’t have many friends. Trying to balance all the opinions and fitting in with what you want.”<bR>
<Br>
She regards you with interest, her eyes staying narrow. “Really?”<Br>
<Br>
You continue, mustering every ounce of empathy you contain. “It’s hard around here, for those of us who didn’t grow up in Charlton. I know we’ve only just met, but I know what it’s like. You want to make everyone happy, but still retain a bit of who you are.”<Br>
<Br>
Her eyes glimmer as she digests your words. “That’s quite astute.” She gives you a grin. “You sure you’re friends with Britney?”<Br>
<Br>
“She comes across as a bit of a ditz,” you reply, considering what she wants to hear. “But she’s got your best interests at heart.”<Br>
<Br>
<I>Is that what you think now? That a girl who casts curses on people for her own amusement is looking after anyone but herself?</i><br>
<Br>
Catherine nods, mulling over the conversation. “Alright,” she finally says. “We have a planning meeting this Saturday morning, out at the Hudson farm. If you know Britney, come along. It wouldn’t hurt to have another outsider’s opinion on what a Hen’s night should be.”<Br>
<BR>
She reaches out and scribbles down an address in a notebook, branded with the Charlton Flowers logo. You take it and offer her a reassuring smile.<Br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>>
<<ChangeTopics>><<LocationKnown "HudsonFarm">><<SetFlag "CharltonTaxiHomeKnown">>
<<QuestOptionComplete "Quest31" 0 "rebel">>
<<QuestOptionUnlock "Quest31" 0 "catherine_invite">>
<<HintsActive "BritneyHenPlanning">>
<<DialogueDone "Catherine" "HensPartyOfferHelp">>
<</link>>
<<case "HensPartyOfferHelpDusty">>
“I’m not looking to take anything over,” you say. “You saw how it was when Dusty needed a hand with those boxes. I just helped. That’s all I’m offering now.”<Br>
<Br>
Catherine pauses at that, her polite smile fading into something more genuine. “I remember,” she says.<Br>
<Br>
She studies you for a long moment, drumming her fingers lightly on the counter. “Alright,” she finally says. “We have a planning meeting this Saturday morning, out at the Hudson farm. If you know Britney, come along. It wouldn’t hurt to have another outsider’s opinion on what a Hen’s night should be.”<Br>
<BR>
She reaches out and scribbles down an address in a notebook, branded with the Charlton Flowers logo. You take it and offer her a smile.<Br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>>
<<ChangeTopics>><<LocationKnown "HudsonFarm">><<SetFlag "CharltonTaxiHomeKnown">>
<<QuestOptionComplete "Quest31" 0 "rebel">>
<<QuestOptionUnlock "Quest31" 0 "catherine_invite">>
<<HintsActive "BritneyHenPlanning">>
<<DialogueDone "Catherine" "HensPartyOfferHelp">>
<</link>>
<<case "HensPartyOfferHelpGreedyFail">>
“It’s really no trouble,” you continue. “I know how hard it can be, being new to Charlton. When you don’t have many friends. Trying to balance all the opinions and fitting in with what you want.”<br>
<Br>
She regards you with interest, her eyes staying narrow. “Really?”<Br>
<Br>
You continue, trying to muster up every ounce of empathy you contain. “They make it hard around here for those of us who didn’t grow up in Charlton. You really have to push for what you want, even when they’re telling you that you need to fall back in-line.”<Br>
<Br>
Her eyes narrow further. “Sounds like that would really rock the boat. I’m not sure that would go down well with Marc’s family.”<Br>
<Br>
“Who cares what they think?” you say abruptly. “This is your night, isn’t it?”<Br>
<Br>
Catherine shakes her head, but flashes you a polite smile. “I know it seems stupid, but what I really want is Marc’s family to be happy. After all, I’m going to have to build a life here. With them.”<Br>
<Br>
She holds your look for a moment and you see her eyes dull slightly. But she shrugs. “But thank you. Was there anything else you needed?”<br>
<Br>
You inwardly grimace as you recognise the dismissal of the conversation. She’s done with this topic for now. If you want to try again, you’ll have to try again another day.<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<DailyVariableAdd "CatherineCoolOff">><<ChangeTopics>><</link>>
<<case "HensPartyOfferHelpAssertivePass">>
“It’s really no trouble,” you continue. “Look. I’m friends with Britney. Her heart will be in the right place, but she couldn’t organise her wardrobe if it was left to her.”<bR>
<Br>
Catherine titters at your remark, giving you a shared look of acknowledgement. <Br>
<Br>
“She needs some help,” you tell her. “Otherwise you’ll end up with a quick lunch with tea and crumpets. You deserve at least a little fun. Britney listens to me. I can help make sure you have the night you deserve.”<bR>
<br>
The other woman looks at you with interest, even as her eyes stay narrow. “Britney’s not the challenge. You’ll need to convince Marc. Or his parents. Or both.”<Br>
<Br>
You flash her a knowing smile. “Bring them on,” you reply. “I know Charlton. They’ll be no trouble. I guarantee it.”<Br>
<Br>
Catherine nods, mulling over the conversation. “Alright,” she finally says. “We have a planning meeting this weekend, out at the Hudson farm. If you know Britney, come along. It wouldn’t hurt to have another outsider’s opinion on what a Hen’s night should be.”<Br>
<Br>
She reaches out and scribbles down an address in a notebook, branded with the Charlton Flowers logo. You take it and offer her a reassuring smile.<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>>
<<ChangeTopics>><<LocationKnown "HudsonFarm">><<SetFlag "CharltonTaxiHomeKnown">>
<<QuestOptionComplete "Quest31" 0 "rebel">>
<<QuestOptionUnlock "Quest31" 0 "catherine_invite">>
<<HintsActive "BritneyHenPlanning">>
<<DialogueDone "Catherine" "HensPartyOfferHelp">>
<</link>>
<<case "HensPartyOfferHelpAssertiveFail">>
“It’s really no trouble,” you continue. “Look. I’m friends with Britney. Her heart will be in the right place, but she couldn’t organise her wardrobe if it was left to her.”<Br>
<Br>
Catherine titters at your remark, giving you a shared look of acknowledgement. <Br>
<Br>
“She needs some help,” you tell her. “Otherwise you’ll end up with a quick lunch with tea and crumpets. You deserve at least a little fun. Britney listens to me. I can help make sure you have the night you deserve.”<Br>
<Br>
The other woman looks at you with interest, even as her eyes stay narrow. “Britney’s not the challenge. You’ll need to convince Marc. Or his parents. Or both.”<Br>
<Br>
You consider her words, pausing as you consider the real struggle. “I’m sure they’ll come around,” you mutter, but you hear the words land flat. “They listen to reason, don’t they?”<Br>
<Br>
Catherine shakes her head, but flashes you a polite smile. “I know it seems stupid, but what I really want is Marc’s family to be happy. After all, I’m going to have to build a life here. With them.”<Br>
<Br>
She holds your look for a moment and you see her eyes dull slightly. But she shrugs. “But thank you. Was there anything else you needed?”<Br>
<Br>
You inwardly grimace as you recognise the dismissal of the conversation. She’s done with this topic for now. If you want to try again, you’ll have to try again another day.<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<DailyVariableAdd "CatherineCoolOff">><<ChangeTopics>><</link>>
<<case "PlanningHenParty">>
You offer Catherine a pleasant grin. “It seems like everyone has an opinion on what you should do for your hen party. But what do you want to do?”<BR>
<Br>
Catherine smiles, running a hand over the top of a flower. “It’s really no trouble. I’m glad that people are so passionate. They really care about their traditions here. Where I grew up, the only tradition was waking up with a sore head the day after.”<BR>
<Br>
You let out a small giggle at her words. “But you don’t have a view on anything? There seems to be some very different views on what it should be.”<Br>
<Br>
Catherine briefly glances behind you to the garden table before looking back to you. “If I had to pick, I’d like a bit of fun,” she says quietly. “I thought Britney would inject a bit of fun.” She eyes drift again behind you. “Looks like some of her friends take after Margaret more than she does.”<Br>
<Br>
When she sees you staring back at her, a forced smile spreads back on her face.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "PlanningAskThomas">>
“Thomas seems like a nice old man,” you state before waiting for a response.<bR>
<Br>
She nods and smiles as she lifts a leaf up to inspect some discolouring. “Thomas has been nothing but kind to me since I moved here. He finds it charming that his son is marrying a university graduate. I think he likes the intellectual conversations.” She flashes you a smile. “Even if I find some of his opinions quaint.”<br>
<Br>
“Don’t you find it odd that he gets a say in your hen’s do?” you ask.<Br>
<BR>
She gives a light shrug as a response. “It’s a small country town. I pick my battles when I need to.”<Br>
<Br>
Catherine turns back to the flowers, unfazed by the conversation without any sign of the typical tension of even mentioning that you’ve come to expect from those who imply any challenge to Charlton’s way of living.<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "PlanningAskMargaret">>
“How do you get on with Marc’s mum?” you ask, raising a conspiratorial eyebrow to suggest a shared secret.<Br>
<Br>
For once, Catherine’s eyes dart around the garden, as if checking to see if it’s safe. “She’s certainly opinionated,” she says with caution. “But we can’t choose the family of our partners.”<Br>
<Br>
Her eyes linger on you, as if waiting for your response. You give her a reassuring smile. “If only we could.”<Br>
<BR>
She grins at hearing your words. “Margaret is set in her ways,” she says in a hushed voice. “She’s had a hard life. I’m sure raising a family on a farm wasn’t her choice. But we all have to make compromises."<Br>
<Br>
You raise an eyebrow, smirking at her as you do so. “You think she knows how to make a compromise?”<Br>
<Br>
Catherine titters, again looking around to see if anyone can hear. “Let’s just say I’m glad that Marc gets the final choice.” She flashes you a small smile. “At least he listens to me. Sometimes.”<bR>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "PlanningAskBritney">>
“Why did you pick Britney to organise your hen’s night?” you ask, giving her a knowing smile.<bR>
<BR>
“I wanted her to feel involved,” she replies, as she moves along the flowerbed. “She’s a good kid. Woman, in fact. It must be hard on her, being the youngest. And a girl in such a… traditional family.”<BR>
<Br>
She pauses, looking over your shoulder back to the garden table. Where Stacey and Reagan sit. “Her friends are… strong characters. I thought it would be nice for her to express her own view.” Her smile fades, just slightly. “Or at least, be given the opportunity to.”<Br>
<Br>
Another shrug, as she looks around the garden. “Besides. My friends are all back in the city. I don’t have many people who can help.”<Br>
<Br>
You feel your eyes narrow as you look back to her. “Aren’t they coming to the hen’s do?”<Br>
<Br>
That causes her smile to fade. “They couldn’t make it,” she replies after some hesitation. “But they’ll be at the wedding. I hope.”<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "PlanningAskMarc">>
“Don’t you find it odd that Marc gets the last word on your hen’s do?” you ask her, voice lowered to a whisper.<BR>
<Br>
She regards you carefully, smile fading. She looks around the garden, eyes lingering on Reagan and Stacey at the garden table. “Marc’s family is very traditional,” she states flatly.<Br>
<Br>
“But you don’t get the same veto on his stag do, I bet,” you say, giving her a smile. <Br>
<Br>
She returns your grin. “Marc may have had some fun before he met me, but he’s sweet and kind underneath that farm boy exterior. That boyish smile might get him in trouble, but he wouldn’t do anything to hurt me.” Her eyes focus on you to emphasise her words. “I trust him to make the right decisions when it comes to blowing off steam.”<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "WeedKiller">>
“You wouldn’t happen to stock weed killer, would you?” you ask Catherine.<br>
<br>
She smiles pleasantly and nods. “Yes. Not the nicest part of being a florist, but it pays the bills. What do you need? Just something for the garden?”<br>
<br>
She reaches underneath the counter and retrieves a spray bottle, designed for flowerbeds.<br>
<br>
“Anything stronger?”<br>
<br>
“How strong?” Catherine says with curiosity.<br>
<br>
“Bit of an infestation,” you lie. “I’ve let it get out of control.”<br>
<br>
She gives you a look, but squats down and lifts up a can. It’s less of a product to sell and more of something someone has brewed up in their back yard.<br>
<br>
<i>Interesting turn of phrase…</i><br>
<br>
“This is what Ernie uses out in the town square,” she says, setting the tin can down with a thud. “I must warn you though. It’s strong stuff. Make sure you clean your hands afterwards.”<br>
<br>
“Thanks,” you say, lifting the can off the counter. “How much do I owe you?”<br>
<br>
“No charge,” she says, smiling. “Just buy some flowers when you’ve cleaned out those weeds. And don’t tell my fiancé.” Catherine smiles. “He’ll only laugh that I’m giving away things instead of charging for them.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Catherine" "WeedKiller">><<TakeObjectNPC "Catherine" "WeedKiller">><</link>>
<<case "PromCorsages">>
"I’ve heard that you’re providing the corsages for school prom," you comment, giving Catherine a smile.<br>
<br>
<<if $current.avatar is "Emily">>
Catherine returns it, nodding. "Oh yes. Marc is friendly with one of the teachers there. It’s such a nice thought and quite a big order too. Will keep us open a few more months, I think. Were you looking to pick one out for your date to pick up?"<br>
<br>
She reaches underneath the counter and pulls out a decorative tray framing a number of corsages in school colours. "Any of these take your fancy?"<br>
<<elseif _CurrentPC is true>>
Catherine returns it, nodding. "Oh yes. Marc is friendly with one of the teachers there. It’s such a nice thought and quite a big order too. Will keep us open a few more months, I think. Why do you ask?"<br>
<br>
"My sister keeps talking about them," you tell her. "Do you mind if I take a look?"<br>
<br>
She frowns, but reaches underneath the counter and pulls out a decorative tray framing a number of corsages in school colours. "Here. Not much of a selection, I’m afraid."<br>
<<else>>
Catherine returns it, nodding. "Oh yes. Marc is friendly with one of the teachers there. It’s such a nice thought and quite a big order too. Will keep us open a few more months, I think. Why do you ask?"<br>
<br>
"A friend’s younger sister keeps talking about them," you tell her. "Do you mind if I take a look?"<br>
<br>
She shrugs, but reaches underneath the counter and pulls out a decorative tray framing a number of corsages in school colours. "Here. Not much of a selection, I’m afraid."<br>
<</if>>
<br>
<<if $current.female is true>>
You stare down, focusing on the flowers. Soon enough, you sense it. Underneath the petals you see something burrowing. Shiny carapaces of insects, squirming together. You hear their buzzing and rubbing their legs together. They bath in drops of yellow-amber resin.<br>
<br>
"You okay?" you hear Catherine’s voice bring you back to reality. Looking down at the corsages again, they once more look normal.<br>
<<else>>
You stare down, focusing on the flowers. Different sizes, different colours. Nothing strange about them. At all.<br>
<</if>>
<br>
"You must have lots," you mutter.<br>
<br>
"Oh yes," Catherine says brightly. "There’s stacks of boxes out the back. Thank goodness for Britney’s friend, Reagan. When she saw Ernie and I struggling with the delivery, she rounded up some friends and brought them in."<br>
<br>
"How nice of her," you mutter.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueUnlock "Catherine" "LookOutBack">><</link>>
<<case "LookOutBack">>
"Do you think I could have a look at those boxes of corsages you mentioned?" you say. "The ones out the back?"<br>
<br>
Catherine’s eyes narrow and her smile fades just a little. "Why?" She takes the tray out again from under the counter. "These are the only options we have. Sorry!"<br>
<br>
<<Flag "CatherineWanted">><<QuestStatus "Quest31">>
<<if $current.avatar is "Emily">>
"Are you sure I couldn’t see them all?" you ask. "I want to make sure I get the best one."<br>
<br>
<<if _QuestStatus is "complete" and _FlagReturn is true>>
Catherine gives you a small smile. "Oh, I remember what it was like, thinking that prom would make or break my life." She takes in a deep breath. "I suppose you could have a quick look. After all, I would be drinking tea at my hen’s do if it wasn’t for you."<br>
<br>
She nods back to the archway that leads to the stock room. "Go on. Take your time."<br>
<br>
<<ActionsHeader>>
<<link "Go through to the stock room" "CharltonFloristStockRoom">><<EndConversation "Catherine">><</link>>
<<elseif _QuestStatus is "complete">>
Catherine gives you a small smile. "Oh, I remember what it was like, thinking that prom would make or break my life." She takes in a deep breath. "I suppose you could have a quick look. After all, you at least tried to help make my hen’s do more than just tea."<br>
<br>
She nods back to the archway that leads to the stock room. "Go on. Take your time."<br>
<br>
<<ActionsHeader>>
<<link "Go through to the stock room" "CharltonFloristStockRoom">><<EndConversation "Catherine">><</link>>
<<elseif _QuestStatus is "failed">>
Catherine stares back at you. You see her smile is strained. "I don’t really like letting people back there. I assure you though, there’s nothing different in the boxes."<br>
<br>
"Can’t I just look?" you try. "Between friends?"<br>
<br>
That causes the smile to drop. "Is that what we are, Emily? Friends?"<br>
<br>
She stares back at you just long enough for her point to land, before the smile returns.<br>
<br>
<<ActionsHeader>>
<<SpellsCheckSelf "Charm">><<CharmedCheck "Catherine">>
<<if _Charmed is false and _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Charm] Try to charm Catherine into letting you into the stockroom" "CatherineDialogue">><<set $CatherineDialogue to "LookOutBackCharm">><<Greedy 1>><</link>><br><</if>>
<<SpellsCheckSelf "SleepForget">>
<<if _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Sleep & Forget] Try to cast Sleep & Forget on Catherine" "CatherineDialogue">><<set $CatherineDialogue to "LookOutBackSleepForget">><<Greedy 1>><</link>><br><</if>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<else>>
Catherine stares back at you. You see her smile is strained. "I don’t really like letting people back there. I assure you though, there’s nothing different in the boxes."<br>
<br>
"Can’t I just look?" you try.<br>
<br>
"Sorry. Friends and family only," she replies. "Marc is always saying I’m too trusting."<br>
<br>
<<ActionsHeader>>
<<DailyVariableCheck "FloristLookOutBack">>
<<if _DailyVariableCheck is false>>
<<StatCheckGreedy "lt" 30>>
<<set _StatGreedyProbability to _StatGreedyProbability + " Try to convince her of your selfless intentions">>
<<if _StatCheckGreedy is true>>
<<link _StatGreedyProbability "CatherineDialogue">><<set $CatherineDialogue to "LookOutBackConvincePass">><</link>><br>
<<else>>
<<link _StatGreedyProbability "CatherineDialogue">><<set $CatherineDialogue to "LookOutBackConvinceFail">><<Greedy -1>><<DailyVariableAdd "FloristLookOutBack">><</link>><br>
<</if>>
<<else>>
<s>Try to convince her of your selfless intentions</s> - <i>You should wait another day before trying again</i><br>
<</if>>
<<SpellsCheckSelf "Charm">><<CharmedCheck "Catherine">>
<<if _Charmed is false and _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Charm] Try to charm Catherine into letting you into the stockroom" "CatherineDialogue">><<set $CatherineDialogue to "LookOutBackCharm">><<Greedy 1>><</link>><br><</if>>
<<SpellsCheckSelf "SleepForget">>
<<if _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Sleep & Forget] Try to cast Sleep & Forget on Catherine" "CatherineDialogue">><<set $CatherineDialogue to "LookOutBackSleepForget">><<Greedy 1>><</link>><br><</if>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<else>>
"Are you sure I couldn’t see them all?" you ask. "I know a student who really wants to make sure she gets the best one."<br>
<br>
Catherine gives you a curious look, but shakes her head. "I don’t really like letting people back there. I assure you though, there’s nothing different in the boxes."<br>
<br>
"Can’t I just look?" you try.<br>
<br>
"Sorry. Friends and family only," she replies. "Marc is always saying I’m too trusting."<br>
<br>
<<ActionsHeader>>
<<DailyVariableCheck "FloristLookOutBack">>
<<if _DailyVariableCheck is false>>
<<StatCheckGreedy "lt" 30>>
<<set _StatGreedyProbability to _StatGreedyProbability + " Try to convince her of your selfless intentions">>
<<if _StatCheckGreedy is true>>
<<link _StatGreedyProbability "CatherineDialogue">><<set $CatherineDialogue to "LookOutBackConvincePass">><</link>><br>
<<else>>
<<link _StatGreedyProbability "CatherineDialogue">><<set $CatherineDialogue to "LookOutBackConvinceFail">><<Greedy -1>><<DailyVariableAdd "FloristLookOutBack">><</link>><br>
<</if>>
<<else>>
<s>Try to convince her of your selfless intentions</s> - <i>You should wait another day before trying again</i><br>
<</if>>
<<SpellsCheckSelf "Charm">><<CharmedCheck "Catherine">>
<<if _Charmed is false and _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Charm] Try to charm Catherine into letting you into the stockroom" "CatherineDialogue">><<set $CatherineDialogue to "LookOutBackCharm">><<Greedy 1>><</link>><br><</if>>
<<SpellsCheckSelf "SleepForget">>
<<if _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Sleep & Forget] Try to cast Sleep & Forget on Catherine" "CatherineDialogue">><<set $CatherineDialogue to "LookOutBackSleepForget">><<Greedy 1>><</link>><br><</if>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<case "LookOutBackConvincePass">>
<<if $current.avatar is "Emily">>
"Please," you begin. "I just want to be sure I’m not missing anything. It’s not for me. It’s for a friend."<br>
<br>
"You’re really going out of your way," Catherine murmurs. "Who is it for again?"<br>
<br>
You briefly consider who you could be doing this for. It might be a lie, but it needs to be convincing.<br>
<br>
"My friend Michelle," you reply quickly. "She’s so particular, and scared stiff that her date is going to get her the wrong colour for her dress."<br>
<<else>>
"Please," you begin. "I just want to do my due diligence. I know I’m going to get every question to make sure I was as thorough as possible."<br>
<br>
"You’re really going out of your way," Catherine murmurs. "Who did you say it was for again?"<br>
<br>
You briefly consider who you could be doing this for. It might be a lie, but it needs to be convincing.<br>
<br>
<<if _CurrentPC is true>>
"My sister," you reply quickly. "This means the world to her and I don’t want to let her down."<br>
<<else>>
"My friend’s sister," you reply quickly. "This means the world to her and I don’t want to let her down."<br>
<</if>>
<</if>>
<br>
Catherine gives you a small smile. "Oh, I remember what it was like, thinking that prom would make or break my life." She takes in a deep breath. "I suppose you could have a quick look."<br>
<br>
She nods back to the archway that leads to the stock room. "Go on. Take your time."<br>
<br>
<<ActionsHeader>>
<<link "Go through to the stock room" "CharltonFloristStockRoom">><<EndConversation "Catherine">><</link>>
<<case "LookOutBackConvinceFail">>
<<if $current.avatar is "Emily">>
"Please," you begin. "I just want to be sure I’m not missing anything. It’s not for me. It’s for a friend."<br>
<br>
"You’re really going out of your way," Catherine murmurs. "Who is it for again?"<br>
<br>
You briefly consider who you could be doing this for. It might be a lie, but it needs to be convincing.<br>
<br>
"Just a friend," you mutter as your mind betrays you.<br>
<<else>>
"Please," you begin. "I just want to do my due diligence. I know I’m going to get every question to make sure I was as thorough as possible."<br>
<br>
"You’re really going out of your way," Catherine murmurs. "Who did you say it was for again?"<br>
<br>
You briefly consider who you could be doing this for. It might be a lie, but it needs to be convincing.<br>
<br>
"Just someone," you mutter as your mind betrays you.<br>
<</if>>
<br>
Catherine gives you a pitying look, only just holding her smile. "Well, you can tell them to come in themselves. And see the selection I have. I’m sure they’ll be happy."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "LookOutBackCharm">>
You look back at Catherine, stirring the magic within your body. Taking a deep breath, you feel the energy curdle around the air in your lungs.<br>
<br>
Catherine stares back at you as you breathe out. The embers of magic settle around her face and sink into her skin. The wariness slips from her expression, replaced by something slack and helpful.<br>
<br>
"Where were we," you ask, voice low and soothing. "Oh yes. You were going to let me see the boxes of corsages out the back."<br>
<Br>
"Of course you can see them," she says, voice strangely earnest. She nods back to the archway that leads to the stock room. "Go on. Take your time."<br>
<br>
<i>About time those spells started paying off for us.</i><br>
<br>
<<ActionsHeader>>
<<link "Go through to the stock room" "CharltonFloristStockRoom">><<CastCharm "Catherine">><<EndConversation "Catherine">><</link>>
<<case "LookOutBackSleepForget">>
You look back at Catherine and take a deep breath. "Fall asleep," you mutter. "And let your memories drift as you slumber."<br>
<br>
The magic surges out from within you, striking her body like an arrow from a bow. It sinks through cloth into skin without resistance.<br>
<br>
Catherine’s eyes glaze. The strained smile melts from her face. She sways, hand groping for the stool behind the counter, and sinks down onto it. Her head tips forward, breath slowing.<br>
<br>
You reach over and check her pulse. It’s steady, but slow. You can feel the magic still lingering in the air around her.<br>
<br>
You wonder briefly if leaving her like this is a good idea.You know that she’ll wake up in a few hours and have no memory of what just happened. But you can’t help but feel a little guilty.<br>
<br>
<<ActionsHeader>>
<<link "Slip through to the stock room" "CharltonFloristStockRoom">><<DailyVariableAdd "CatherineAsleep">><<EndConversation "Catherine">><</link>>
<</switch>>/* Chantelle has no dialogue hub yet - this file stores her conversation cases ahead of a future
implementation that adds her hub and wires the ask links (ruled 2026-07-08). Until then,
nothing routes here. */
<<set $ConversationRoot = passage()>>
<<switch $ChantelleDialogue>>
<<case "DeBussyAmulet">>
“Hey, Chantelle,” you begin. “Have you ever noticed if Miss DeBussy wears an amulet?”<br>
<br>
Chantelle’s eyes flick to you carefully, her smile takes a beat longer to arrive than usual. “Hmm. I haven’t really noticed. Why?”<br>
<br>
You try to brush it off, but she leans in slightly, head tilted. “Ms. DeBussy always says that questions reveal intention.”<br>
<br>
“I just thought I noticed it,” you mutter, trying to deflect. “Just thought it was pretty.”<br>
<br>
She watches you for a moment longer, then lightly shrugs. “Maybe you should ask her?” A small smile plays across her lips. “I’m sure she’ll be interested in your curiosity.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestOptionUnlock "Quest23" 0 "debussy">><</link>>
<</switch>><<set $ConversationRoot = passage()>>
<<switch $CharliDialogue>>
<<case "AndreaConcern">>
"S-shouldn't I be alright?" you stammer, hearing Andrea's anxiety rising up in your voice.<br>
<br>
Charli gives you a sympathetic smile. "You don't need to hide it from me. It sounds like that hotel is really running you down." She purses her lips together before continuing. "Never mind what it's like at home for you."<br>
<br>
"I'm fine," you mutter, trying to bluff your way through the conversation that you clearly should know more about. If you were really Andrea.<br>
<br>
"I know you are," she says. "But sometimes fine isn't enough." She smiles. "My offer is always open. If you need to get away from your parents, just ask. Even for a night."<br>
<br>
Her smile grows wider, just by a touch. "I've only got the one bed, but we could have a sleepover. Just like we did when we were kids."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Charli" "AndreaConcern">><<DialogueUnlock "Charli" "StayOver">><</link>>
<<case "FlorenceConcern">>
"Why the concern for Andrea?" you ask.<br>
<br>
Charli looks sternly back at you. "Come on, Flo. You know what she's going through. That hotel will be the death of her. Not to mention..." She trails off, considering her words. "Those parents of hers."<br>
<br>
Her smile slips completely. "Her dad is dangerous when he's drunk."<br>
<br>
"Is she okay?" you try, careful not to spill that you clearly don't know as much as you should do in this form.<br>
<br>
Charli sighs and shakes her head. "She says she is. I've offered her a key to my flat, just in case it gets too much. But you know what she's like. She's worried that her parents will get mad. I think the train has already left the station on that one."<br>
<br>
You smile back at Charli, but mentally note the information. Maybe this is something you can use.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Charli" "FlorenceConcern">><<DialogueUnlock "Charli" "StayOver">><</link>>
<<case "StayOver">>
"Hey Charli," you mutter. "I was wondering if I could take you up on that offer."<br>
<br>
Before you can say another word, Charli reaches down beneath the counter and rummages around in a bag. She pulls out a set of keys and thrusts it in your direction. "Say no more. Whenever you need to use it, it's yours. Just near the pharmacy, off the town square."<br>
<br>
You take the keys, noting the sparkly red keychain. "Thank you."<br>
<br>
"Anytime," she tells you. Then she grins. "Just don't mess up the flowers. It's taken me a lot to keep them in bloom."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Charli" "StayOver">><<TakeObjectNPC "Charli" "CharliAndreaKey">><<LocationKnown "CharlisApartment">><<LocationKnown "TownSquare">><<QuestTracker "Quest36" 1>><<QuestOptionUnlock "Quest36" 1 "andrea_invite">><</link>>
<<case "PipeProblems">>
"So, I hear you've been having some trouble with the plumbing?" you say.<br>
<br>
Charli rolls her eyes. "It barely works. Clive at Thompson's Repairs keeps coming out to try and fix it. He can't seem to figure out what the problem is."<br>
<br>
She stares off into the shop, her eyes misting over as she loses herself in thought. "Not that I mind him dropping by."<br>
<br>
A sound from the back of her store brings her out of her daydream. "It will get fixed," she adds. "I hope."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Charli" "PipeProblems">><</link>>
<<case "Nurse">>
"So, what's it like being a nurse?" you try.<br>
<br>
<<if $current.avatar is "Florence">>
She gives you a dark look. "It's a job, Flo. Don't tease."<br>
<br>
"I wasn't intending to!" you exclaim.<br>
<br>
Charli gives you a look, but sighs. "Doctor Palmer is nice. But the teaching is demanding. Given the choice, I don't think I would have chosen it."<br>
<br>
She looks off into the store. "For some reason though, that's what the school picked for me."<br>
<br>
"You don't like it?" you ask.<br>
<br>
"It's okay," she shrugs, before she meets your eyes and grins. "There's a few perks. The doctors are cute. And the old men are nice." A giggle escapes her. "So long as they don't get too handsy." Her voice drops a little as her eyes appear to glaze over. "Although. Sometimes it's just nice to be wanted."<br>
<br>
Her smile remains, but it appears vacant for a long moment.<br>
<<elseif $current.avatar is "Andrea">>
She smiles weakly. "I can't complain. It's better than the alternative."<br>
<br>
"What do you mean?" you say.<br>
<br>
Charli looks to you with concern. "The hotel, Andrea. I don't know how you do it."<br>
<br>
She holds your gaze, before continuing. "Doctor Palmer is nice. But the teaching is demanding. Given the choice, I don't think I would have chosen it." She sighs. "For some reason though, that's what the school picked for me."<br>
<br>
"You don't like it?" you ask.<br>
<br>
"It's okay," she shrugs, before she meets your eyes and grins. "There's a few perks. The doctors are cute. And the old men are nice." A giggle escapes her. "So long as they don't get too handsy." Her voice drops a little as her eyes appear to glaze over. "Although. Sometimes it's just nice to be wanted."<br>
<br>
Her smile remains, but it appears vacant for a long moment.<br>
<<elseif $current.female is true>>
She smiles weakly. "I can't complain. There's worse jobs in Charlton."<br>
<br>
"You don't like it?" you ask.<br>
<br>
Charli holds your gaze before continuing. "Doctor Palmer is nice. But the teaching is demanding. Given the choice, I don't think I would have chosen it." She sighs. "For some reason though, that's what the school picked for me."<br>
<br>
"It's okay," she shrugs, before she meets your eyes and grins. "There's a few perks. The doctors are cute. And the old men are nice." A giggle escapes her. "So long as they don't get too handsy." Her voice drops a little as her eyes appear to glaze over. "Although. Sometimes it's just nice to be wanted."<br>
<br>
Her smile remains, but it appears vacant for a long moment.<br>
<<else>>
She looks up at you, her eyes again dilating. "It's okay," she replies. "Aside from the itchy uniform."<br>
<br>
<i>I bet she'd look good in a nurse's outfit.</i><br>
<br>
You try to bury the voice, but the comment lingers as you speak. "Not comfortable?"<br>
<br>
"Form over function, as Doctor Palmer always says." Her eyes seem to soften as she looks up at you. She chews her bottom lip. "I could model it for you, if you like."<br>
<br>
She puts her hand over her mouth immediately, a shocked expression setting in. But when she looks up again, she lets her hand fall and instead is back to focusing on you.<br>
<br>
"It's okay," she murmurs. "Doctor Palmer actually is nice. But the syllabus is demanding." She sniggers. "Giving old men a sponge bath isn't what I saw myself doing after I finished school."<br>
<br>
Her eyes suddenly widen, as if she's just heard what she said for the first time.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Charli" "Nurse">><</link>>
<<case "Supermarket">>
"How's it working at the supermarket?" you ask.<br>
<br>
<<if $current.avatar is "Florence">>
"It's okay," she says nonchalantly. "Pays the bills, whilst I study at the nurse's training program."<br>
<br>
"Why do you do it?"<br>
<br>
"A girl's gotta' have her pocket money," she replies. Her smile then fades. "Better than working at that hotel, like Andrea. Besides, I couldn't cover the bedsit if I just relied on the nurse program."<br>
<br>
"Must be hard," you say. "Having to work two jobs."<br>
<br>
Charli is about to speak when a muscular young man enters and walks by, grinning at her. She smiles back, watching him join the mostly male queue. "It has a few advantages," she murmurs.<br>
<br>
Then she seems to shake herself from his gaze and focus back on you with a confused look. "What were you saying, Flo?"<br>
<<elseif $current.avatar is "Andrea">>
"It's okay," she says nonchalantly. "Pays the bills, whilst I study at the nurse's training program."<br>
<br>
"Why do you do it?"<br>
<br>
"A girl's gotta' have her pocket money," she replies. Her smile fades. "I couldn't cover the bedsit if I just relied on the nurse program."<br>
<br>
"Must be hard," you say. "Having to work two jobs."<br>
<br>
Charli looks at you with sympathy. "There's worse jobs in Charlton, Andrea. You should consider what's around. Away from that hotel. Maybe try the..."<br>
<br>
Charli trails off when a muscular young man enters and walks by, grinning at her. She smiles back, watching him join the mostly male queue.<br>
<br>
Then she seems to shake herself from his gaze and focus back on you with a confused look. "What was I saying?"<br>
<<elseif $current.female is true>>
"It's okay," she says nonchalantly. "Pays the bills, whilst I study at the nurse's training program."<br>
<br>
"Why do you do it?"<br>
<br>
"A girl's gotta' have her pocket money," she replies. Her smile fades. "I moved out of my parents after school. Got my own place. Comes with a cost that the nurse program can't cover."<br>
<br>
"Must be hard," you say. "Having to work two jobs."<br>
<br>
Charli is about to speak when a muscular young man enters and walks by, grinning at her. She smiles back, watching him join the mostly male queue. "It has a few advantages," she murmurs.<br>
<br>
Then she seems to shake herself from his gaze and focus back on you with a confused look. "Sorry! What were you saying?"<br>
<<else>>
"It's okay," she says nonchalantly. "Pays the bills, whilst I study at the nurse's training program."<br>
<br>
"Why do you do it?"<br>
<br>
"A girl's gotta' have her pocket money," she replies. Her smile fades. "I moved out of my parents after school. Got my own place. Comes with a cost that the nurse program can't cover."<br>
<br>
"Must be hard," you say. "Having to work two jobs."<br>
<br>
Charli is about to speak when a muscular young man enters and walks by, grinning at her. She smiles back, watching him join the mostly male queue. "It has a few advantages," she murmurs.<br>
<br>
Then she seems to shake herself from his gaze and focus back on you. For the briefest of moments she seems sharp, but as her eyes see you they dilate again. "Sorry." She leans on both arms, looking at you. "What were you saying?"<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Charli" "Supermarket">><<QuestOptionUnlock "Quest36" 0 "bedsit">><<QuestOptionUnlock "Quest36" 0 "attention">><<QuestOptionUnlock "Quest36" 0 "nurse">><</link>>
<<case "Attention">>
"Looks busy," you comment, looking back to the queue behind you. "Lot of men."<br>
<br>
<<if $current.avatar is "Florence">>
She frowns, looking back behind you. "Come on, Flo. They're just being friendly."<br>
<br>
You look back to see some of the men looking at Charli, smirks and grins common among them.<br>
<br>
Turning back to her, you notice that her eyes haven't moved from the queue. A vacant grin spreads on her face as she runs a tongue across her lips.<br>
<br>
"Charli?" you try.<br>
<br>
She jumps, flustered. "Sorry! Where were we?"<br>
<br>
"The queue," you remind her. "Of men."<br>
<br>
And you've lost her again, as her eyes dilate when she looks back to them. Her mouth twitches into a smile, jaw slack.<br>
<<elseif $current.avatar is "Andrea">>
She frowns, glancing back at the queue. "Come on, Andrea. They're just being friendly. I'm sure you get more than that at the hotel. I can't believe they make you wear that..."<br>
<br>
She lets her words drift away. You notice that her eyes haven't moved from the queue. A vacant grin spreads on her face as she runs a tongue across her lips.<br>
<br>
"Charli?" you try.<br>
<br>
She jumps, flustered. "Sorry! Where were we?"<br>
<br>
"The queue," you remind her. "Of men."<br>
<br>
And you've lost her again, as her eyes dilate when she looks back to them. Her mouth twitches into a smile, jaw slack.<br>
<<elseif $current.female is true>>
She frowns, glancing back at the queue. "They're just being friendly. Most of them just want a chat. And the rest..."<br>
<br>
She lets her words drift away. You notice that her eyes haven't moved from the queue. A vacant grin spreads on her face as she runs a tongue across her lips.<br>
<br>
"Charli?" you try.<br>
<br>
She jumps, flustered. "Sorry! Where were we?"<br>
<br>
"The queue," you remind her. "Of men."<br>
<br>
And you've lost her again, as her eyes dilate when she looks back to them. Her mouth twitches into a smile, jaw slack.<br>
<<else>>
She frowns, glancing back at the queue. "They're just being friendly. Most of them just want a chat. And the rest..."<br>
<br>
She lets her words drift away. You notice that her eyes haven't moved from the queue. A vacant grin spreads on her face as she runs a tongue across her lips.<br>
<br>
"Charli?" you try.<br>
<br>
She jumps, flustered. It only grows when she sees you. "Sorry! Where were we?"<br>
<br>
"You seem distracted," you say.<br>
<br>
<i>Looks like you've got some competition for her attention.</i><br>
<br>
Charli's mouth parts as she takes you in. You see her breathing turn shallow. "Just hard to concentrate sometimes," she murmurs, as her smile grows wide and she focuses on you.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Charli" "Attention">><</link>>
<<case "Bedsit">>
"Tell me a bit about your bedsit," you say, trying to cover the awkwardness with a smile.<br>
<br>
<<if $current.avatar is "Florence">>
"You really should come over more," Charli says. "It's small, but cosy. I've done a lot of work on it. It looks a lot better now, Flo."<br>
<br>
You smile. "It must be costly on your own."<br>
<br>
She shrugs. "I didn't want to spend my life with my parents." She stops herself. "No offence, Flo."<br>
<br>
She takes your continuing smile as acceptance before continuing. "There's a reason I work two jobs. And it feels like a home." There is a quick flash of annoyance for a second. "If only they could sort the hot water."<br>
<br>
"What's the problem?" you ask.<br>
<br>
Charli rolls her eyes. "It barely works. Clive at Thompson's Repairs keeps coming out to try and fix it. He can't seem to figure out what the problem is."<br>
<br>
She stares off into the shop, her eyes misting over as she loses herself in thought. "Not that I mind him dropping by."<br>
<br>
A sound from the back of her store brings her out of her daydream. "It will get fixed," she adds. "I hope."<br>
<<elseif $current.avatar is "Andrea">>
"You really should come over more," Charli says. "It's small, but cosy. I've done a lot of work on it. You can come anytime you want, Andrea."<br>
<br>
You smile. "It must be costly on your own."<br>
<br>
She shrugs. "I didn't want to spend my life with my parents." She stops herself. "No offence, Andrea."<br>
<br>
She takes your continuing smile as acceptance before continuing. "There's a reason I work two jobs. And it feels like a home." There is a quick flash of annoyance for a second. "If only they could sort the hot water."<br>
<br>
"What's the problem?" you ask.<br>
<br>
Charli rolls her eyes. "It barely works. Clive at Thompson's Repairs keeps coming out to try and fix it. He can't seem to figure out what the problem is."<br>
<br>
She stares off into the shop, her eyes misting over as she loses herself in thought. "Not that I mind him dropping by."<br>
<br>
A sound from the back of her store brings her out of her daydream. "It will get fixed," she adds. "I hope."<br>
<<elseif $current.female is true>>
"It's really coming along," Charli says with enthusiasm. "Small, but cosy. I've done a lot of work on it."<br>
<br>
You smile. "It must be costly on your own."<br>
<br>
She shrugs. "I didn't want to spend my life with my parents. It finally feels like a home." There is a quick flash of annoyance for a second. "If only they could sort the hot water."<br>
<br>
"What's the problem?" you ask.<br>
<br>
Charli rolls her eyes. "It barely works. Clive at Thompson's Repairs keeps coming out to try and fix it. He can't seem to figure out what the problem is."<br>
<br>
She stares off into the shop, her eyes misting over as she loses herself in thought. "Not that I mind him dropping by."<br>
<br>
A sound from the back of her store brings her out of her daydream. "It will get fixed," she adds. "I hope."<br>
<<else>>
"It's a cosy place," she says, staring back into your eyes. "Just in the town square."<br>
<br>
<i>Perfect for a late night call.</i><br>
<br>
"Can't have much space in those flats," you reply, burying the voice, thinking of the town square.<br>
<br>
"Just enough room for a bed," she says, her mouth half open. "I'd love to show you it, sometime."<br>
<br>
Charli's eyes widen when the recognition of her voice hits her face. She gasps, but as she looks back up at you the vacant expression sets in again.<br>
<br>
<i>It's like she can't help it.</i><br>
<br>
"It must be costly on your own," you say, trying to break the tension.<br>
<br>
She shrugs. "I didn't want to spend my life with my parents. It finally feels like a home." There is a quick flash of annoyance for a second. "If only they could sort the hot water."<br>
<br>
"What's the problem?" you ask.<br>
<br>
Charli rolls her eyes. "It barely works. Clive at Thompson's Repairs keeps coming out to try and fix it. He can't seem to figure out what the problem is."<br>
<br>
She stares off into the shop, her eyes misting over as she loses herself in thought. "Not that I mind him dropping by."<br>
<br>
A sound from the back of her store brings her out of her daydream. "It will get fixed," she adds. "I hope." You catch her gaze again and the sharpness fades instantly. "What about you?" she murmurs. "Any good with plumbing?"<br>
<br>
Her lip twitches at the side as she watches you with unfocused eyes.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Charli" "Bedsit">><<QuestOptionUnlock "Quest36" 0 "pipe_problems">><<DialogueUnlock "Charli" "PlumbingHelp">><</link>>
<<case "PlumbingHelp">>
"I could take a look at those plumbing problems," you say. "If you like."<br>
<br>
<<if _CurrentPC is true and $current.female is false>>
<i>You'd love to get up into her pipes, wouldn't you?</i><br>
<br>
She looks at you, her eyes briefly wandering over your torso. She bites her lip. "Do you work at Thompsons?"<br>
<br>
<<GetPCState "job">>
<<if _job isnot "Fired">>
"Yeah," you say. "If Clive can't figure it out, maybe I can."<br>
<br>
Charli continues to bury her teeth into her gum, before she runs her tongue over her lipgloss. She takes a shallow breath, still looking at you. "That would be nice," she says in a hushed tone.<br>
<br>
She gazes up at you, her breath quick and light. "Drop around one morning. Before I have to go to work. It's just off the town square, near the pharmacy."<br>
<br>
"So long as there's a cup of tea for my troubles," you joke.<br>
<br>
She looks back at you, her breath unsteady. Her tongue now rests on her lipgloss. "Don't worry," she purrs. "I'll be very grateful."<br>
<br>
Charli holds your gaze, but winces as the words escape her mouth.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Charli" "PlumbingHelp">><<QuestTracker "Quest36" 1>><<QuestOptionUnlock "Quest36" 1 "pipe_repairs">><<LocationKnown "CharlisApartment">><<LocationKnown "TownSquare">><</link>>
<<else>>
"I used to," you tell her clumsily. "But I'm sure I could find a way around them."<br>
<br>
Charli pauses, watching you with interest. But she finally shakes her head. "That's lovely of you to offer, but I think I'll wait on Clive."<br>
<br>
She seems to drift off, lost in a daydream. "I could wait all day for him."<br>
<br>
There is a jolt as she realises where she is. At seeing you, she relaxes and smiles. "Shame though," she mutters.<br>
<br>
You can't help but see how her eyes glance over your body.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Charli" "PlumbingHelp">><<QuestOptionUnlock "Quest36" 0 "attention">><</link>>
<</if>>
<<else>>
Charli pauses for only a moment before shaking her head. "That's lovely of you to offer, but I think I'll wait on Clive."<br>
<br>
She seems to drift off, lost in a daydream. "I could wait all day for him."<br>
<br>
There is a jolt as she realises where she is. At seeing you, she blushes. "Where were we?"<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Charli" "PlumbingHelp">><</link>>
<</if>>
<<case "FlirtPass">>
"I guess you must get some interest from the locals," you say. "A pretty girl like you on the till."<br>
<br>
Her eyes seem to widen at the comment. She flicks her tongue over a tooth. "I bet you say that to all the girls."<br>
<br>
"I mean it," you say, leaning in over the counter. "I should have picked up more things to buy. Could have spent some more time talking to you."<br>
<br>
She titters, almost dismissively. But she isn't looking anywhere else. In fact, she's not doing anything other than leaning towards you.<br>
<br>
"I wouldn't mind that," she says in hushed tones.<br>
<br>
"Maybe we should catch up later to continue talking," you try.<br>
<br>
She actually begins to pant silently, her tongue running across her bottom lip quickly. "I'd like to do more than talk," she whispers.<br>
<br>
Then she gasps and covers her mouth. She frowns, but when she looks at you, it melts away. A small laugh escapes from her moist lips, in amongst the pants.<br>
<br>
"Were you asking me out on a date?" she says, grinning.<br>
<br>
You smile, mulling over your thoughts. If you needed to transform into Charli, you'd need access to her apartment. You bet you'd find something personal to her there. Maybe that wouldn't be such a bad idea?<br>
<br>
<<GetNPCState "Jennifer" "SplitUp">>
<<if _SplitUp is true>>
<i>And now you haven't got that millstone of a girlfriend around your neck, what's stopping you?</i><br>
<<else>>
<i>And who needs to tell Jen? It's for the good of the cause, right?</i><br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Charli" "FlirtPass">><<DialogueUnlock "Charli" "AskOut">><</link>>
<<case "FlirtFail">>
"I guess you must get some interest from the locals," you say. "A pretty girl like you on the till."<br>
<br>
Her eyes seem to widen at the comment. She flicks her tongue over a tooth. "I bet you say that to all the girls."<br>
<br>
"I mean it," you say, leaning in over the counter. "I should have picked up more things to buy. Could have spent some more time talking to you."<br>
<br>
She titters, almost dismissively. But she isn't looking anywhere else. In fact, she's not doing anything other than leaning towards you.<br>
<br>
"I wouldn't mind that," she says in hushed tones.<br>
<br>
"Maybe I'll come by again?" you try, but it comes out as more of a question. "To talk some more."<br>
<br>
She actually begins to pant silently, her tongue running across her bottom lip quickly. "That would be nice," she murmurs. "To talk."<br>
<br>
Charli looks up at you, smiling. But there's some disappointment on her face.<br>
<br>
<i>Less talking next time, more assertion.</i><br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Charli" "FlirtFail">><<DailyVariableAdd "CharliFlirtFail">><</link>>
<<case "AskOut">>
"How about it, then," you tell her. "Why don't I take you out?"<br>
<br>
She stares back up, mouth fully open, breathing shallowly. Her eyes wander over your body before returning to you.<br>
<br>
"Okay," she stammers quietly. "Where?"<br>
<br>
"How about the Hearth and Home?" you suggest. "On the town square."<br>
<br>
She pauses, her breath visibly quick as she looks you over once more. "That's a few doors down from my apartment."<br>
<br>
<i>Convenient.</i><br>
<br>
"So I'll see you there?" you ask.<br>
<br>
She takes a gulp. "I'll let the store manager know I need a night off."<br>
<br>
"It's a date, then."<br>
<br>
She stares back at you, barely concealed desire now spread across her face. "Can't wait."<br>
<br>
She finally scans the few items you brought to the counter and tells you the amount. When you pay with some notes, she lightly squeezes your hand. "See you for dinner," she says.<br>
<br>
You step away and look back. Her eyes follow you as you stand near the exit. She gives you a coy look before turning to the next man in the queue.<br>
<br>
<i>And I was beginning to think you were boring.</i><br>
<br>
<<GetNPCState "Jennifer" "SplitUp">>
<<if _SplitUp is true>>
You briefly consider the date. You've split up with Jennifer, after all. You wouldn't be betraying her trust now.<br>
<<else>>
You briefly consider the date. Jennifer would be mad if she found out, to say the least.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Leave the supermarket" "TownCentre">><<EndConversation "Charli">><<DialogueDone "Charli" "AskOut">><<TimeChange>><<QuestTracker "Quest36" 1>><<QuestOptionUnlock "Quest36" 1 "date">><<LocationKnown "TownSquare">><<LocationKnown "HearthAndHome">><<GetNPCState "Jennifer" "SplitUp">><<if _SplitUp is undefined>><<Greedy 1>><</if>><<SetFlag "CharliDateActive">><</link>>
<<case "AskOutAgain">>
"Would you like to go out again?" you ask. "My treat?"<br>
<br>
She stares back up, mouth fully open, breathing shallowly. Her eyes wander over your body before returning to you.<br>
<br>
"Okay," she stammers quietly. "Where?"<br>
<br>
"Why break a habit?" you ask. "How about the Hearth and Home?"<br>
<br>
She takes a gulp. "I'll let the store manager know I need another night off."<br>
<br>
"It's a date, then."<br>
<br>
She stares back at you, barely concealed desire now spread across her face. "Can't wait."<br>
<br>
She finally scans the few items you brought to the counter and tells you the amount. When you pay with some notes, she lightly squeezes your hand. "See you for dinner," she says.<br>
<br>
<<GetNPCState "Jennifer" "SplitUp">>
<<if _SplitUp is true>>
<i>Another date. Living the life of a bachelor now, are you?</i><br>
<<else>>
<i>Another date. You better hope no one tells Jennifer.</i><br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Leave the supermarket" "TownCentre">><<EndConversation "Charli">><<TimeChange>><<GetNPCState "Jennifer" "SplitUp">><<if _SplitUp is undefined>><<Greedy 1>><</if>><<SetFlag "CharliDateActive">><</link>>
<<case "AskOutRepeat">>
"Would you like to go out again?" you ask. "My treat?"<br>
<br>
She stares back up, mouth fully open, breathing shallowly. Her eyes wander over your body before returning to you.<br>
<br>
"Okay," she stammers quietly. "Where?"<br>
<br>
"Why break a habit?" you ask. "How about the Hearth and Home?"<br>
<br>
She takes a gulp. "I'll let the store manager know I need another night off."<br>
<br>
"It's a date, then."<br>
<br>
She stares back at you, barely concealed desire now spread across her face. "Can't wait."<br>
<br>
She finally scans the few items you brought to the counter and tells you the amount. When you pay with some notes, she lightly squeezes your hand. "See you for dinner," she says.<br>
<br>
<<GetNPCState "Jennifer" "SplitUp">>
<<if _SplitUp is true>>
<i>Another date. Living the life of a bachelor now, are you?</i><br>
<<else>>
<i>Another date. You better hope no one tells Jennifer.</i><br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Leave the supermarket" "TownCentre">><<EndConversation "Charli">><<TimeChange>><<GetNPCState "Jennifer" "SplitUp">><<if _SplitUp is undefined>><<Greedy 1>><</if>><<SetFlag "CharliDateActive">><</link>>
<<case "CharliDateCompliment1">>
"That dress looks incredible on you," you tell her.<br>
<br>
Charli's breath catches. Her eyes widen, just briefly, and a flush creeps up her neck. She touches the silver strap on her shoulder, running her fingers along it.<br>
<br>
"Oh, this old thing?" she murmurs. "It was just clean. It's hard to keep on top of things between the two jobs."<br>
<br>
"If that's just a throw-on," you reply, steering the conversation back to her. "Then I'd love to see what you look like when you make an effort."<br>
<br>
A small smile creeps up on her face. Her eyes drift down your chest before snapping back to your face. She bites her lip. "You scrub up well yourself."<br>
<br>
She holds your gaze for a beat too long. Then she reaches for her wine and takes a quick sip, as if needing something to do with her hands. But you notice the red in her cheeks. She looks flustered.<br>
<br>
<i>Been a while since you've had a girl like that, isn't it?</i><br>
<br>
<<ActionsHeader>>
<<link "Wait for starters" "HearthAndHomeCharliDate">><<set $CharliDateTopics to 1>><<CharliApproval 1>><</link>>
<<case "CharliDateJoke1">>
"Glad I upgraded to the bottle," you say, nodding towards the wine. "The way that queue was at the supermarket, I figured I'd need it just to recover."<br>
<br>
Charli laughs. "It's not usually that bad. You just picked a busy night." She picks up her glass. "Cheers."<br>
<br>
You clink glasses. She takes a sip and smiles. The mood is pleasant. Comfortable.<br>
<br>
<i>Comfortable isn't going to cut it though, is it?</i><br>
<br>
<<ActionsHeader>>
<<link "Wait for starters" "HearthAndHomeCharliDate">><<set $CharliDateTopics to 1>><</link>>
<<case "CharliDateNervous1">>
You watch her fidgeting with the strap of her dress. The way her eyes keep darting to you and then away.<br>
<br>
"You seem nervous," you say. "You don't have to be. Are you okay?"<br>
<br>
Charli blinks. Her fidgeting stops. She looks at you properly, as if seeing you clearly for the first time tonight.<br>
<br>
"I'm not nervous," she says. But the flush on her neck says otherwise. She picks up her wine glass and takes a measured sip. "I just get like this sometimes."<br>
<br>
<i>You just let her off the hook. She was right there.</i><br>
<br>
The moment settles. Charli looks more composed now. Calmer. You've put her at ease, but whatever was building between you has cooled.<br>
<br>
<<ActionsHeader>>
<<link "Wait for starters" "HearthAndHomeCharliDate">><<set $CharliDateTopics to 1>><</link>>
<<case "CharliDateOccupied2">>
You set down your bruschetta. "Honestly? I'd rather be keeping you occupied."<br>
<br>
<<CharliApprovalCheck>>
<<if _CharliApprovalCheck is 1>>
Charli's lips part. The flush that's been creeping up her neck spreads to her cheeks. She takes a breath that catches, her eyes glazing over as they drop to your mouth.<br>
<br>
"Is that right?" she manages. Her voice has dropped to barely a murmur. She reaches for her wine glass, but her hand isn't steady. She takes a sip and sets it down too quickly. Some of it spills on the tablecloth.<br>
<br>
"Oh," she says, dabbing at it with her napkin. She laughs, but it comes out shaky. "Look what you made me do. I made a mess."<br>
<br>
She tries to compose herself. It doesn't work. When she meets your eyes again, the flush hasn't faded. If anything, it's spread.<br>
<br>
<i>Keep it up and she'll be dripping for you.</i><br>
<<else>>
Charli pauses. Her eyes widen briefly. A flush creeps up her neck, and she reaches for her wine glass. She takes a sip, composing herself.<br>
<br>
"Smooth," she says, smiling. But you notice her fingers tighten around the stem of her glass. "I'll give you that one."<br>
<br>
She looks at you a moment longer, then tears off another piece of bread. The composure holds. But only just.<br>
<br>
<i>Keep on pushing. We're not there yet.</i><br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Wait for mains" "HearthAndHomeCharliDate">><<set $CharliDateTopics to 2>><<CharliApproval 1>><</link>>
<<case "CharliDateBusy2">>
You shrug. "Work keeps me busy enough."<br>
<br>
Charli nods, picking at her bruschetta. "Nothing wrong with that." She smiles. Pleasant. Easy.<br>
<br>
The conversation settles. Comfortable, but without heat.<br>
<br>
<i>Hardly a good line, now was it.</i><br>
<br>
<<ActionsHeader>>
<<link "Wait for mains" "HearthAndHomeCharliDate">><<set $CharliDateTopics to 2>><</link>>
<<case "CharliDateHerself2">>
"Never mind me," you say. "Do you ever find time for yourself? Between the nursing program and the supermarket. That's a lot."<br>
<br>
<<CharliApprovalCheck>>
<<if _CharliApprovalCheck is 1>>
Charli's breathing steadies. The fidgeting stops. She sets down her fork and looks at you, and for a moment the glassy look behind her eyes clears.<br>
<br>
"Honestly? Not really." She runs her finger around the rim of her glass. "The supermarket finishes late. The program starts early. I spend most of my free time trying to catch up on sleep."<br>
<br>
She looks at you with an expression you haven't seen tonight. Something unguarded. "It's nice that you asked. Most people just want to talk about themselves."<br>
<br>
<i>Very noble. But noble doesn't get you through her front door.</i><br>
<<else>>
Charli considers the question. "Not as much as I'd like," she says. "Two jobs doesn't leave much room."<br>
<br>
She shrugs and takes a bite of bruschetta. The response is honest but brief. You sense she appreciates the question, even if the evening hasn't given her much reason to open up.<br>
<br>
<i>At least you're being decent. That's something. Isn't it?</i><br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Wait for mains" "HearthAndHomeCharliDate">><<set $CharliDateTopics to 2>><</link>>
<<case "CharliDateFun3">>
You set down your knife. You lean forward, holding her gaze. "You know what? Tonight is the most fun I've had in a long time." You let the words sit. "What about you?"<br>
<br>
<<CharliApprovalCheck>>
<<if _CharliApprovalCheck is 2>>
Charli goes still. Her fork hangs in mid-air. She stares at you, lips parted, her chest rising and falling. The flush that's been building all evening has spread down her neck, across her collarbone.<br>
<br>
She sets the fork down. Her hand moves across the tablecloth and her fingers find yours. She doesn't squeeze. She just rests them there, her thumb tracing across your knuckle.<br>
<br>
"Me too," she breathes. Her eyes are glassy. Unfocused. She wets her lips. "I keep thinking about what happens after dessert."<br>
<br>
She doesn't look away. She can't.<br>
<br>
<i>That's it. She's done. All you have to do is ask.</i><br>
<<elseif _CharliApprovalCheck is 1>>
Charli's fork pauses mid-cut. A flush spreads across her cheeks. She takes a slow breath, her eyes dropping to your mouth for just a second before she catches herself.<br>
<br>
"That's," she starts. She swallows. "That's a dangerous thing to say to a girl, <<TrueName "Current">>."<br>
<br>
She picks up her wine glass and holds it, not drinking. Her fingers tighten around the stem. When she meets your eyes again, there's a crack in the composure she's been holding together.<br>
<br>
"I'm glad you came tonight," she says softly.<br>
<br>
<i>Nearly there. One more course. Don't waste it.</i><br>
<<else>>
Charli looks up from her plate and smiles. "That's sweet."<br>
<br>
She takes a sip of wine. The words reach her, but they don't land deep enough to shift anything.<br>
<br>
"The steak is good tonight," she offers. "Better than last time."<br>
<br>
<i>Sweet. She said sweet. That's what grandmothers say about children.</i><br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Wait for dessert" "HearthAndHomeCharliDate">><<set $CharliDateTopics to 3>><<CharliApproval 1>><</link>>
<<case "CharliDatePlaces3">>
"There's a few decent spots," you say. "McTafey's is nice for a drink. The countryside is good for a walk. And the carnival can be fun."<br>
<br>
Charli nods. "The carnival is fun. Went with Flo and Andrea last year. Andrea won a stuffed bear." She smiles at the memory. "Although she was worried it was full of nails when she saw it was made abroad."<br>
<br>
For a moment she seems genuinely happy. When she returns to meet your eyes, she blinks. The smile remains, but it twitches. Her eyes glaze over again. "Sorry. I'm talking too much."<br>
<br>
<<ActionsHeader>>
<<link "Wait for dessert" "HearthAndHomeCharliDate">><<set $CharliDateTopics to 3>><</link>>
<<case "CharliDateLikes3">>
"Never mind me," you say. "What about you? When you actually get a free moment, what do you like to do?"<br>
<br>
<<CharliApprovalCheck>>
<<if _CharliApprovalCheck is 2>>
Charli's breathing steadies. The intensity behind her eyes softens. She picks up her knife and fork, as if grateful for something to hold.<br>
<br>
"Most people don't ask me that," she says, pausing. "I water my flowers. I read sometimes." She looks at the tablecloth. "I like to decorate my apartment. Keep it tidy." A quiet laugh. "It's not much, but it's nice to make it feel like a home."<br>
<br>
"It sounds peaceful," you reply.<br>
<br>
She glances at you and for a moment her eyes are sharp. She looks just like a tired girl who works two jobs.<br>
<br>
"It is," she murmurs. "Thanks. For asking."<br>
<br>
<i>You had her on a string. And you cut it for what? So she can tell you about her squalid bedsit?</i><br>
<<elseif _CharliApprovalCheck is 1>>
Charli's smile softens. She sets down her fork. "Most people don't ask me that."<br>
<br>
"I water my flowers. I read sometimes." She looks at the tablecloth. "I like to decorate my apartment. Keep it tidy." A quiet laugh. "It's not much, but it's nice to make it feel like a home."<br>
<br>
"It sounds peaceful," you reply.<br>
<br>
She glances at you and for a moment something unguarded passes across her face. "It is," she murmurs. "Thanks. For asking."<br>
<br>
<i>Very noble. But noble doesn't get you through her front door.</i><br>
<<else>>
Charli considers the question. "I water my flowers. I read sometimes." She looks at the tablecloth. "I like to decorate my apartment. Keep it tidy." A quiet laugh. "It's not much, but it's nice to make it feel like a home."<br>
<br>
"It sounds peaceful," you reply.<br>
<br>
She glances at you and for a moment something unguarded passes across her face. "It is," she murmurs.<br>
<br>
<i>I've seen news reports more spicy than this conversation.</i><br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Wait for dessert" "HearthAndHomeCharliDate">><<set $CharliDateTopics to 3>><</link>>
<<case "CharliDateAccept">>
"I'd like that," you say.<br>
<br>
Charli's smile broadens. She stands, smoothing the front of her dress. She glances back to make sure you're following, grinning as she notices you looking at her bum as she swishes her hips.<br>
<br>
"Leave Phillis a good tip," she murmurs, putting a finger to her lips.<br>
<br>
You drop some notes on the table and follow her towards the door.<br>
<br>
<<ActionsHeader>>
<<link "Leave the restaurant with Charli" "TownSquareCharliWalkHome">><<TimeChange>><<set $CharliDateTopics to undefined>><<QuestOptionComplete "Quest36" 1 "date">><</link>>
<<case "CharliDateDecline">>
"I had a good time," you say. "But I should head home."<br>
<br>
Charli stares at you. A confused look flickers across her face. "Oh," she says.<br>
<br>
Then she composes herself, standing. She smooths her dress. "Well. If you want to do this again, you know where to find me."<br>
<br>
She leans over and presses her lips to your cheek, close to the corner of your mouth. They stay there a beat too long.<br>
<br>
"Goodnight, <<TrueName "Current">>," she murmurs.<br>
<br>
You watch her leave. She seems to be putting a lot of effort into swaying her hips, glancing over her shoulder to make sure you're watching. The waitress brings the bill. "Charli left on her own?"<br>
<br>
When you nod, she raises an eyebrow, but says nothing more.<br>
<br>
<i>She's almost as surprised as I am disappointed.</i><br>
<br>
<<ActionsHeader>>
<<link "Leave the restaurant" "TownSquare">><<EndConversation "Charli">><<TimeChange>><<set $CharliDateTopics to undefined>><<set $CharliApproval to undefined>><<QuestOptionComplete "Quest36" 1 "date">><<QuestOptionUnlock "Quest36" 1 "date_repeat">><<SetFlag "CharliDateActive" false>><</link>>
<<case "CharliDateSuggestPass">>
You lean forward. "Maybe we should continue this somewhere more private."<br>
<br>
Charli's breath hitches. Her eyes widen, pupils blown. She grips the edge of the table. For a moment she just stares at you, breathing through her mouth.<br>
<br>
"You want a drink at McTafeys?" she asks.<br>
<br>
"What about your place," you reply. "It's just around the corner, isn't it?"<br>
<br>
You see her eyes hang on you, pupils dilated, her mouth parting as she digests your words. The corners of her mouth turn slightly. Not quite a smile, but close to it. She bites into her lip.<br>
<br>
She stands, smoothing the front of her dress. She glances back to make sure you're following, grinning as she notices you looking at her bum as she swishes her hips.<br>
<br>
"Leave Phillis a good tip," she murmurs, putting a finger to her lips.<br>
<br>
You drop some notes on the table and follow her towards the door.<br>
<br>
<<ActionsHeader>>
<<link "Leave the restaurant with Charli" "TownSquareCharliWalkHome">><<TimeChange>><<set $CharliDateTopics to undefined>><<QuestOptionComplete "Quest36" 1 "date">><</link>>
<<case "CharliDateSuggestFail">>
You lean forward. "Maybe we should continue this somewhere more private."<br>
<br>
Charli's breath hitches. Her eyes widen, pupils blown. She grips the edge of the table. For a moment she just stares at you, breathing through her mouth.<br>
<br>
"You want a drink at McTafeys?" she asks.<br>
<br>
"I wasn't thinking of that," you reply.<br>
<br>
She pauses, looking at you for a long moment. Something flickers behind her eyes. Her lips part. But then she blinks and shakes her head slightly, as if clearing it.<br>
<br>
"I think I'll call it a night," she says. She stands, gathering her bag. "Thanks for dinner, <<TrueName "Current">>."<br>
<br>
She leans down and presses a kiss to your cheek. "If you want to try again, you know where I'll be."<br>
<br>
But as she walks away, you notice her hands are shaking.<br>
<br>
<i>Close. But not close enough.</i><br>
<br>
<<ActionsHeader>>
<<link "Leave the restaurant" "TownSquare">><<EndConversation "Charli">><<TimeChange>><<set $CharliDateTopics to undefined>><<set $CharliApproval to undefined>><<QuestOptionComplete "Quest36" 1 "date">><<QuestOptionUnlock "Quest36" 1 "date_repeat">><<SetFlag "CharliDateActive" false>><</link>>
<<case "CharliDateLeave">>
"I had a good time," you tell her. "Thanks for tonight."<br>
<br>
Charli watches you. Her smile doesn't falter. "Me too." She stands, running a hand through her hair.<br>
<br>
"If you want to do this again," she says, "you know where to find me." She leans down and kisses your cheek. "Goodnight, <<TrueName "Current">>."<br>
<br>
You watch her leave. The waitress brings the bill.<br>
<br>
<i>Playing it safe. How very you.</i><br>
<br>
<<ActionsHeader>>
<<link "Leave the restaurant" "TownSquare">><<EndConversation "Charli">><<TimeChange>><<set $CharliDateTopics to undefined>><<set $CharliApproval to undefined>><<QuestOptionComplete "Quest36" 1 "date">><<QuestOptionUnlock "Quest36" 1 "date_repeat">><<SetFlag "CharliDateActive" false>><</link>>
<<case "DoorAskIn">>
"Do you mind if I come in?" you say.<br>
<br>
<<if $current.avatar is "Andrea" or $current.avatar is "Florence">>
Charli looks at you with only the slightest of hesitation before stepping aside. "I'm just getting ready for work, but sure. Come up."<br>
<br>
<<ActionsHeader>>
<<link "Go up to Charli's apartment" "CharlisApartment">><<EndConversation "Charli">><<EventTrigger "CharlisApartment" "CharliInvitedIn" "Morning" "Charli" null null null null true>><<SetFlag "TempCharliInvited">><</link>>
<<elseif _CurrentPC is true and $current.female is false>>
Charli's eyes linger on you for a moment longer than is necessary. She looks a little flustered at your ask.<br>
<br>
<<QuestOptionCheck "Quest36" 1 "date_success">>
<<if _QuestOptionCheck is true>>
"Okay," she murmurs. "I'm just getting ready for work, though. It will have to be a quickie."<br>
<br>
Her eyes widen as she realises what she's just said. But it's not enough for her eyes to lose their glazed veneer.<br>
<br>
<<ActionsHeader>>
<<link "Go up to Charli's apartment" "CharlisApartment">><<EndConversation "Charli">><<EventTrigger "CharlisApartment" "CharliInvitedIn" "Morning" "Charli" null null null null true>><<SetFlag "TempCharliInvited">><</link>>
<<else>>
She stares back at you, her mouth parting. For a moment she seems lost in thought.<br>
<br>
"I'm sorry," she finally says, shaking her head. "I'm just getting ready for work. I'm running late already."<br>
<br>
Charli winces but looks resolved. Or as resolved as she can be.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<else>>
She smiles back at you but shakes her head. "I'm sorry, but I'm just getting ready for work. I'm running late already."<br>
<br>
<<ActionsHeader>>
<<SpellsCheckSelf "Charm">>
<<if $current.female is true and _SpellsCheckSelf is true>><<link "[Spell: Charm] Cast Charm to get her to let you in" "CharliDialogue">><<set $CharliDialogue to "DoorCharm">><</link>><br><</if>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<case "DoorCharm">>
<<CastCharm "Charli">>
<<if _CharmSpell is true>>
You take a deep breath, winding the magic inside your body within the air. You breathe out slowly, watching the particles hit her face.<br>
<br>
Charli sniffs, as if about to sneeze. But her demeanour slowly turns to one more carefree. She smiles warmly back at you.<br>
<br>
"Do you think I can come in?"<br>
<br>
"Of course," she replies, stepping aside. "Come on in."<br>
<br>
<<ActionsHeader>>
<<link "Go up to Charli's apartment" "CharlisApartment">><<EndConversation "Charli">><<EventTrigger "CharlisApartment" "CharliInvitedIn" "Morning" "Charli" null null null null true>><<SetFlag "TempCharliInvited">><</link>>
<<else>>
Something is wrong with the code, as Charli has no magic.
<</if>>
<<case "DoorPlumbing">>
"I'm here on business," you say. "I've come to look at those piping problems."<br>
<br>
<<if $current.female is true>>
Her eyes frown, staring back at you. "You're not what I was expecting," she says.<br>
<br>
"Short staffed at the moment," you reply.<br>
<br>
Charli gives you a hard look, but shrugs. "Okay. Come on in."<br>
<<else>>
Her eyes widen with recognition and she smiles. "Of course," she says. "Come on in."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Go up to Charli's apartment" "CharlisApartment">><<EndConversation "Charli">><<EventTrigger "CharlisApartment" "CharliInvitedIn" "Morning" "Charli" null null null null true>><<SetFlag "TempCharliInvited">><</link>>
<<case "AskMoreAboutAndrea">>
"You're friends with Andrea, aren't you?" you ask. "Can you tell me a little bit more about her?"<br>
<br>
<<if $current.avatar is "Florence">>
Charli stares back at you. "I'm friends with her? We both are, Flo. Did something happen?"<br>
<br>
"Nothing," you stammer. You try to think of a lie. "Just haven't seen her in a while."<br>
<br>
"Doesn't sound like you," she replies. "Haven't seen her in a while. She's still living with her parents, isn't she? Don't know how she does it, especially after a shift at the hotel."<br>
<br>
"Where do her parents live?" you ask.<br>
<br>
Charli frowns, looking at you with caution. "You alright? You should tell Ron to give you a night off." She bites her lip, smirking. "I wouldn't mind covering you if he was there."<br>
<br>
Her eyes widen, hearing the words she uttered. She blushes.<br>
<<elseif $current.female is true>>
Charli nods. "She's too nice for her own good. I haven't seen her for a while, but I think she's still working at the hotel. And dealing with living with her parents." She sighs, looking away. "It must be hard. Doing both."<br>
<br>
"Where do her parents live?" you ask.<br>
<br>
"Over down on Southdown View, on the other side of town," she replies. "Near the school. Why?"<br>
<br>
You shrug. "I was just interested."<br>
<br>
"That's sweet," Charli replies. "Most people just want to take advantage of her." She takes a deep breath. "I hope she learns one day to stand up for herself."<br>
<<else>>
Charli looks at you, eyes narrowing. "Oh," she mutters. "Has she caught your eye?"<br>
<br>
You chuckle, smiling at her. "Just saw her around town. She doesn't seem to fit in around here."<br>
<br>
"You're right about that," Charli says, watching you with interest. "She's too nice for her own good. I haven't seen her for a while, but I think she's still working at the hotel. And dealing with living with her parents." She grins. "Me? I own my own space."<br>
<br>
She bites into her lip, watching you.<br>
<br>
"Where do her parents live?" you ask.<br>
<br>
"Over down on Southdown View, on the other side of town," she replies. "Near the school. Why?"<br>
<br>
You shrug. "I was just interested."<br>
<br>
"It's a bit far for a quick visit," Charli replies. "Not like living on the town square." She runs her tongue over her lips. "My place is easy to get into."<br>
<br>
You raise your eyebrow just before hers flash up. She gulps, looking away, blushing.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Charli" "AskMoreAboutAndrea">><<DialogueUnlock "Charli" "AndreasParents">><<QuestOptionUnlock "Quest38" 0 "andrea_house_needed">><</link>>
<<case "WhereAndreaLives">>
"You mentioned that Andrea lives over on Southdown View," you say. "Whereabouts?"<br>
<br>
<<if $current.avatar is "Florence">>
Charli looks at you, frowning. "You alright, Flo?"<br>
<br>
Flashing her a smile, you try to bluff a response. "Just want to visit her."<br>
<br>
"Okay," Charli says. "But you remember the number, do you? We went there all the time."<br>
<br>
"I keep on forgetting," you try. "I get it mixed up with others."<br>
<br>
Charli looks at you with concern. "Ron must be really working you hard."<br>
<br>
Her eyes glaze over, as she stares off into the air. After a moment, you realise that she's lost in her own thoughts. "Charli?"<br>
<br>
She jumps and looks at you, as if only remembering where she is. You see her cheeks flush. "Oh. Yeah. Her address? Twenty-three."<br>
<br>
"Thank you," you say, trying to move past her obvious embarrassment.<br>
<br>
"Sure thing," Charli says. "Just be careful of her parents. Although, her dad was always nice…"<br>
<br>
Charli's eyes glaze over once more. Lost yet again in daydreams.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Charli" "WhereAndreaLives">><<LocationKnown "SouthdownView">><<LocationKnown "CindersHouse">><<QuestOptionUnlock "Quest38" 0 "andrea_house_known">><<QuestOptionComplete "Quest38" 0 "andrea_house_needed">><</link>>
<<elseif $current.female is false>>
Charli titters as she looks at you. "I don't think Andrea's parents would like a gentleman caller coming by unannounced."<br>
<br>
You retain your smile but feel it strain. "I just thought I'd drop in to make sure she was okay."<br>
<br>
"I bet," she says, running her tongue over her top teeth. "You could always drop by at mine instead. Check if I needed anything."<br>
<br>
Her tongue darts back into her mouth and she looks away. You see her blush. If you want to learn from Charli where Andrea lives, you'll have to come back in a form she trusts. Or search elsewhere.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Charli" "WhereAndreaLives">><</link>>
<<else>>
Charli looks at you curiously. "Why do you want to know?"<br>
<br>
You retain your smile but feel it strain. "I just thought I'd drop in to make sure she was okay."<br>
<br>
"That's really sweet," she replies. "She could do with a few more people looking out for her." Charli looks back to you, pausing. "But I'm not sure Andrea's parents would like someone coming over unannounced. They can be protective." Her eyes glaze over, as she stares off into the air. "Although, her dad was always nice…"<br>
<br>
Charli's eyes glaze over once more. Lost yet again in daydreams. If you want to learn from Charli where Andrea lives, you'll have to come back in a form she trusts. Or search elsewhere.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Charli" "WhereAndreaLives">><</link>>
<</if>>
<<case "AndreasParents">>
"You mentioned Andrea's parents," you remind Charli. "What's wrong with them?"<br>
<br>
<<if $current.avatar is "Florence">>
"Come on, Flo," she tells you. "You remember how we used to steal bottles from the very well stocked liquor cabinet? Her mum doesn't even bother to close it anymore."<br>
<br>
"Does she have a problem?" you ask.<br>
<br>
"It looks like it," she replies, before pausing as she considers her words. "Funny though, I don't remember it being like that when we were kids. Just after that accident her dad had at the quarry."<br>
<br>
"Poor man," she murmurs. "Must be hard to lose his leg." Her eyes glaze over, as she continues to stare off. "I hope that nothing else was affected…"<br>
<br>
"Charli?" you prompt her.<br>
<br>
She jumps, eyes opening as she looks back at you. You see she looks flushed.<br>
<<else>>
Charli sighs, wincing. "Let's just say her mother likes a tipple."<br>
<br>
"Does she have a problem?" you ask.<br>
<br>
"I didn't say that," she replies. But her grey eyes say otherwise. "It started getting worse after her dad got into an accident at the quarry."<br>
<br>
Charli looks off to the side, thinking. "Poor man. Must be hard to lose his leg." Her eyes glaze over, as she continues to stare off. "I hope that nothing else was affected…"<br>
<br>
"Charli?" you prompt her.<br>
<br>
She jumps, eyes opening as she looks back at you. You see she looks flushed.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Charli" "AndreasParents">><</link>>
<<case "RippedPhoto">>
<<if $current.avatar is "Andrea">>
"Do you remember the photo of us on the Paris trip?" you begin. "Me, you and Flo."<br>
<br>
"I remember the French boys," Charli mutters. She gasps and covers her mouth. "I mean, I remember. Why?"<br>
<br>
<<Flag "PermAndreaPhotoStory">>
<<if _FlagReturn is true>>
You take a deep breath. "My dad destroyed it."<br>
<<else>>
You take a deep breath. "It got torn up," you say, keeping the details to yourself.<br>
<</if>>
<br>
Charli's eyes widen and a look of sympathy spreads across her face. "Oh, Andrea. I'm so sorry."<br>
<br>
You hold her look, feeling a tear forming.<br>
<br>
"I have a copy of it, I think," Charli says quickly. "You should come by my apartment." She smiles at you, trying to help. "You haven't seen the new cushions I got from Evans."<br>
<br>
"Where is it again?" you ask.<br>
<br>
Charli giggles. "Just off the main square, silly. Near the pharmacy."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Charli" "RippedPhoto">><<LocationKnown "TownSquare">><<LocationKnown "CharlisApartment">><<QuestOptionUnlock "Quest38" 1 "charli">><</link>>
<<elseif $current.avatar is "Florence">>
"Do you remember the photo of us on the Paris trip?" you begin. "Me, you and Andrea."<br>
<br>
"I remember the French boys," Charli mutters. She gasps and covers her mouth. "I mean, I remember. Why?"<br>
<br>
<<Flag "PermAndreaPhotoStory">>
<<if _FlagReturn is true>>
You take a deep breath. "Andrea's dad destroyed it."<br>
<<else>>
You take a deep breath. "It got torn up," you say, keeping the details to yourself.<br>
<</if>>
<br>
Charli's eyes widen and a look of sympathy spreads across her face. "Oh. She would be distraught."<br>
<br>
You hold her look, wincing.<br>
<br>
"I have a copy of it, I think," Charli says quickly. "You should come by my apartment." She smiles at you, trying to help. "You haven't seen the new cushions I got from Evans. You can give it to her."<br>
<br>
"Where is it again?" you ask.<br>
<br>
Charli giggles. "Just off the main square, silly. Near the pharmacy."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Charli" "RippedPhoto">><<LocationKnown "TownSquare">><<LocationKnown "CharlisApartment">><<QuestOptionUnlock "Quest38" 1 "charli">><</link>>
<<elseif $current.female is true>>
"Andrea showed me a photo of you the other day," you begin. "On a school trip to Paris. Do you remember it?"<br>
<br>
"I remember the French boys," Charli mutters. She gasps and covers her mouth. "I mean, I remember. Why?"<br>
<br>
<<Flag "PermAndreaPhotoStory">>
<<if _FlagReturn is true>>
You take a deep breath. "Andrea's dad destroyed it."<br>
<<else>>
You take a deep breath. "It got torn up," you say, keeping the details to yourself.<br>
<</if>>
<br>
Charli's eyes widen and a look of sympathy spreads across her face. "Oh. She would be distraught."<br>
<br>
You hold her look, wincing.<br>
<br>
"I have a copy of it, I think," Charli says quickly. "Tell her to come by my apartment." She smiles at you, trying to help. "She hasn't seen the new cushions I got from Evans. She can have it."<br>
<br>
"Where is it again?" you ask.<br>
<br>
Charli giggles. "Andrea knows where I live."<br>
<br>
You smile back, but wince inwardly. You're going to have to find a way to Charli's apartment if you want that photo.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Charli" "RippedPhoto">><<QuestOptionUnlock "Quest38" 1 "charli">><</link>>
<<else>>
"Andrea showed me a photo of you the other day," you begin. "On a school trip to Paris. Do you remember it?"<br>
<br>
"I remember the French boys," Charli mutters. She gasps and covers her mouth. "I mean, I remember. Why?"<br>
<br>
<<Flag "PermAndreaPhotoStory">>
<<if _FlagReturn is true>>
You take a deep breath. "Andrea's dad destroyed it."<br>
<<else>>
You take a deep breath. "It got torn up," you say, keeping the details to yourself.<br>
<</if>>
<br>
Charli's eyes widen and a look of sympathy spreads across her face. "Oh. She would be distraught."<br>
<br>
You hold her look, wincing.<br>
<br>
"I have a copy of it, I think," Charli says quickly. "Tell her to come by my apartment." She smiles at you, fidgeting slightly. "It's a nice apartment. You'd like it."<br>
<br>
Her eyes grow bigger slightly at hearing her words, but she seems too taken by you to react.<br>
<br>
"Where is it again?" you ask.<br>
<br>
Charli giggles. "Andrea knows where I live. And if you want to know, you'll have to buy me dinner first."<br>
<br>
Her mouth drops. You smile back, but wince inwardly. You're going to have to find a way to Charli's apartment if you want that photo.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Charli" "RippedPhoto">><<QuestOptionUnlock "Quest38" 1 "charli">><</link>>
<</if>>
<<case "AskForPhoto">>
"Do you think I could have this?" you say to Charli, showing her the photo again.<br>
<br>
<<if $current.avatar is "Andrea">>
"Of course," she tells you, smiling. "Paris always seemed like your thing, anyway."<br>
<<elseif $current.avatar is "Florence">>
"Of course," she tells you, smiling. "Paris wasn't my sort of thing, anyway."<br>
<<elseif $current.female is true>>
"Bit weird," she says. "Why?"<br>
<br>
"I was wondering if Andrea might want it," you tell her.<br>
<br>
Charli considers your request. "That's sweet." She nods. "Sure. Paris was always her thing, anyway."<br>
<<else>>
"Bit weird," she says. "Why?"<br>
<br>
"I was wondering if Andrea might want it," you tell her.<br>
<br>
Charli considers your request. "That's sweet." She nods. "Sure. Paris was always her thing, anyway."<br>
<br>
As you take it, you hear Charli mutter. "If you like the look of that, I've still got that uniform."<br>
<br>
You glance over at her to see her staring back in terror. She looks away, cheeks blushing.<br>
<</if>>
<br>
You take the photo and pocket it, smiling.<br>
<br>
<<ActionsHeader>>
<<link "Return to the room" $return>><<ChangeTopics>><<DialogueDone "Charli" "AskForPhoto">><<TakeObjectLocation "CharlisApartment" "AndreaPhotoCharli">><<QuestTracker "Quest38" 2>><</link>>
<<case "AnotherDate">>
"Do you fancy going back to the Hearth and Home tonight?" you ask her.<br>
<br>
Charli grins. "I'd love to. I'll speak to my supervisor at the supermarket." She looks you over, biting her lip. "You're going to cost me a few pay packets, if I'm not careful."<br>
<br>
She titters, but smiles at you.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<SetFlag "CharliDateActive">><</link>>
<</switch>><<set $ConversationRoot = passage()>>
<<switch $CharlieDialogue>>
<<case "Tandi">>
“Does a girl called Tandi Cunnings live here?” you ask him.<br>
<br>
The caretaker looks back at you, considering his answer. “That depends. You a friend? Something more?”<br>
<br>
“Just need to speak to her,” you tell him, trying to remain neutral.<br>
<br>
He glances down at his logbook, flicking a few pages. You can see there aren’t that many entries. You doubt whether he needs the reminder. “You a cop?” he asks, as he does so.<br>
<br>
<<if $current.avatar is "Emily">>
You glance down dramatically at your body, then look back up at him. "What do you think?"<br>
<<else>>
“No. Just a concerned party.”<br>
<</if>>
<br>
“Look, I don’t want any trouble,” the caretaker says, sighing and looking up from his book. “Tandi pays her rent on time. She keeps to herself. When she’s here. You looking to cause trouble?”<br>
<br>
You shake your head. “Just need to talk to her.”<br>
<br>
He regards you with his beady eyes, still undecided. “Yeah. She rents a caravan. Next to that recluse, Theodore. Haven’t seen her about for a while, though. You can try knocking. It’s the one with that strange penny farthing stencilled into the side. She picked it out, for some reason.”<br>
<br>
“Thank you,” you say to him.<br>
<br>
“No trouble,” he repeats. “It’s a long way from Charlton, but Sergeant Clancy isn’t above making the trip out this way, if I call him. You understand?”<br>
<br>
You nod, which seems to satisfy him.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<LocationKnown "TandisCaravan">><</link>>
<<case "TheodoreWatching">>
“I noticed a face watching me,” you tell the caretaker. “From one of the caravans.”<br>
<br>
The caretaker nods. “Theodore, I’ll bet. He’s a shut-in. Barely leaves his caravan. Does something with computers.”<br>
<br>
“Oh?” you say, genuinely interested.<br>
<br>
The caretaker shrugs at your attempts at a question. “Don’t know what. Doesn’t seem to pay well enough for him to make his rent on time.”<br>
<br>
“Does he know Tandi?” you try.<br>
<br>
Another shrug. “I think I’ve seen her go into his caravan sometimes. Doesn’t seem like the type of man that would impress a girl like Tandi. Probably just friends, if I was to guess.”<br>
<br>
You raise an eyebrow. “What sort of man would impress Tandi?”<br>
<br>
The caretaker gives you a look. “What people do outside of paying the rent is none of my business. You want to pry, go try Theodore yourself. I’m warning you though, he doesn’t take kindly to strangers.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<LocationKnown "TheodoresCaravan">><</link>>
<<case "Firepit">>
You nod back towards the entry door. “Looks like a bit of a mess around that firepit. What’s with all of the photos?”<br>
<br>
The caretaker sputters a laugh. “Wish I knew. Damn mess it is. Can’t work it out. Used to try and clean it up, when they first started appearing. But no matter how many times I clean up, they always come back.”<br>
<br>
“So it’s not just someone burning their old relationship away?” you ask, smiling.<br>
<br>
Another laugh. “That’s a damned unhealthy one, if it is. And I’ve seen some of the worst.” The caretaker stifles a yawn, then continues. “You hang around here long enough, you’ll hear a shatter. And another damn one will just have appeared. No rhyme nor reason to it. I’ve given up caring. If they want to live in squalor, none of my concern.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "TandiKey">>
“Say,” you begin. “I was wondering if you could do me a favour.” You nod back towards the key rack. “You must have a key to Tandi’s caravan, don’t you?”<br>
<br>
The caretaker laughs sardonically. “Bad for business if I just give out keys to other people’s homes. And I’m not in the position to do things that are bad for business.”<br>
<br>
You offer him a smile. “There must be something you need?”<br>
<br>
He regards you carefully, then shrugs. “Tell you what. Theodore’s behind on his rent. By three months. I know he’s got a job. He just doesn’t like to pay.”<br>
<br>
His eyes flick back to the key rack, then wander back to you. “Bring me the money he owes me, and maybe Tandi left her door unlocked. Or maybe misplaced her keys. How’s that sound?”<br>
<br>
You look at the caretaker, watching a grin form on his face. You nod.<br>
<br>
“Perfect,” he says without a care in the world. “Can’t miss Theodore’s caravan. It’s the one that looks like someone made an effort to turn it into a home. Good luck. I don’t fancy your chances.”<br>
<br>
You give him a look. You’re not sure how easy this will be and whether there’s an alternative.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<TaskTracker "Task10" "active">><</link>>
<<case "CharmKey">>
Trying not to smile, you begin to summon the energies and take a deep breath, ready to breathe out -<br>
<br>
Your concentration is immediately broken by the fluttering of something in the air. You look away from the caretaker as a pigeon soars through the door, passing by you close enough that its feathers swipe at your chin. It lands on the desk, settling on the edge as it chirps.<br>
<br>
“Hey!” the caretaker screams, motioning it away. It’s only enough to make it fly up higher, landing on the top of the bookshelf, far out of reach.<br>
<br>
You look up at it, frozen. It chirps again and turns its head to face you. Its black eyes staring straight at you.<br>
<br>
A sense of panic spreads through your body as it focuses solely on you. The room seems to almost grow darker as the pigeon watches. Unmoving and unwavering.<br>
<br>
You try to draw in a breath, try to mix the oxygen with the magical energies swelling in your body. But you are short of air. As if paralysed from breathing.<br>
<br>
<<ActionsHeader>>
<<StatCheckAssertive "gt" 70>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to cast the spell">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "CharlieDialogue">><<set $CharlieDialogue to "CharmKeyAssertivePass">><</link>><br>
<<else>><<link _StatAssertiveProbability "CharlieDialogue">><<set $CharlieDialogue to "CharmKeyAssertiveFail">><<Assertive 1>><</link>><br><</if>>
<<link "Let the magic seep away and give up on the spell" "CharlieDialogue">><<set $CharlieDialogue to "CharmKeyGiveUp">><</link>><br>
<<case "SleepKey">>
“Fall asleep,” you say quickly, summoning magical energies within you. “And let your memories drift as you -.”<br>
<br>
The words are cut short by the fluttering of something in the air. You look away from the caretaker as a pigeon soars through the door, passing by you close enough that its feathers swipe at your chin. It lands on the desk, settling on the edge as it chirps.<br>
<br>
“Hey!” the caretaker screams, motioning it away. It’s only enough to make it fly up higher, landing on the top of the bookshelf, far out of reach.<br>
<br>
You look up at it, frozen. It chirps again and turns its head to face you. Its black eyes staring straight at you.<br>
<br>
A sense of panic spreads through your body as it focuses solely on you. The room seems to almost grow darker as the pigeon watches. Unmoving and unwavering.<br>
<br>
You try to draw in a breath, try to mix the oxygen with the magical energies swelling in your body. But you are short of air. As if paralysed from breathing.<br>
<br>
<<ActionsHeader>>
<<StatCheckAssertive "gt" 70>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to cast the spell">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "CharlieDialogue">><<set $CharlieDialogue to "SleepKeyAssertivePass">><</link>><br>
<<else>><<link _StatAssertiveProbability "CharlieDialogue">><<set $CharlieDialogue to "CharmKeyAssertiveFail">><<Assertive 1>><</link>><br><</if>>
<<link "Let the magic seep away and give up on the spell" "CharlieDialogue">><<set $CharlieDialogue to "SleepKeyGiveUp">><</link>><br>
<<case "AssertivePassKey">>
“Say,” you begin. “I was wondering if you could do me a favour.” You nod back towards the key rack. “You must have a key to Tandi’s caravan, don’t you?”<br>
<br>
The caretaker laughs sardonically. “Bad for business if I just give out keys to other people’s homes. And I’m not in the position to do things that are bad for business.”<br>
<br>
You let a small smile out of your mouth, but focus your eyes directly on him. “I need that key. It’s important.”<br>
<br>
He raises an eyebrow. “So?”<br>
<br>
“So,” you parrot back to him. “You can do me this favour. And I won’t have to consider how shady things seem around here. I’m sure you wouldn’t want the police poking around into some of the dealings around here, would you?”<br>
<br>
"I know Reg Clancy," the caretaker says with a tremor in his voice.<br>
<br>
“Doesn’t matter who you know,” you tell him. “It’s how much of a fuss I make in the town about it.”<br>
<br>
He stares back at you, eyes narrowing. “You piece of shit.”<br>
<br>
You offer him a smile, only withering with your intent. He turns to the key rack and pulls off a ring, throwing it over the desk. “Take it. But I don’t want to see you in here again. That clear?”<br>
<br>
You pick up the keys and nod, giving him a final smile.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeNPCrelationship "Charlie" $current.avatar 0>><<TakeObjectNPC "Charlie" "TandisCaravanKey">><</link>>
<<case "AssertiveFailKey">>
“Say,” you begin. “I was wondering if you could do me a favour.” You nod back towards the key rack. “You must have a key to Tandi’s caravan, don’t you?”<br>
<br>
The caretaker laughs sardonically. “Bad for business if I just give out keys to other people’s homes. And I’m not in the position to do things that are bad for business.”<br>
<br>
You let a small smile out of your mouth, but focus your eyes directly on him. “I need that key. It’s important.”<br>
<br>
He raises an eyebrow. “So?”<br>
<br>
“So,” you reply. “Do me this favour and I won’t tell the police how shady things seem around here. I bet you wouldn’t want them poking around, would you?”<br>
<br>
"I know Reg Clancy," the caretaker says firmly. ”Don’t think he’ll listen to you.”<br>
<br>
You hesitate as his rebuttal slows your momentum. “He will,” you tell him. "I bet he would."<br>
<br>
The caretaker sneers back at you. “No. He won’t.” His eyes gesture to the door. “Think you should leave.”<br>
<br>
You look between the door and him. His face unchanging. He’s not scared.<br>
<br>
<<ActionsHeader>>
<<link "Exit the cabin" "MistyFallsCommunalArea">><<EndConversation "Charlie">><<DailyVariableAdd "CharlieCoolOff">><</link>>
<<case "FlirtPassKey">>
“Say,” you begin. “I was wondering if you could do me a favour.” You nod back towards the key rack. “You must have a key to Tandi’s caravan, don’t you?”<br>
<br>
The caretaker laughs sardonically. “Bad for business if I just give out keys to other people’s homes. And I’m not in the position to do things that are bad for business.”<br>
<br>
You part your mouth just a little, running the tip of your tongue over your front teeth. “I really need that key.” You let your eyes drift over his body, taking in his dirty overalls and plaid shirt. “But maybe…” you let your words drift off before continuing. “What’s your name?”<br>
<br>
The question appears to startle him. “What?”<br>
<br>
You step around his desk and lean against the side, looking down at his trousers now visible from your view. “Your name,” you repeat. “I don’t think you’ve said.”<br>
<br>
“Charlie,” he replies, eying you cautiously. <br>
<br>
“Hi Charlie,” you repeat back. “I’m <<TrueName>>.” You pause, again looking down towards his groin. “What were we talking about?”<br>
<br>
“Tandi’s Caravan,” he reminds you. You detect a slight tremble in his voice. “The key.”<br>
<br>
You giggle and let out a smile. “Oh. Yes. That’s why I came here. Although.” You shift backwards, letting your bum rise so you can perch on the edge of his desk. “Do you live here too, Charlie?”<br>
<br>
He shakes his head, eyes glancing at your legs now nearer his face. “I own a house just down the road.”<br>
<br>
You meet his eyes, now deploying a coy smile. “Must be nice. Being out in the countryside. I’ve always liked the idea of living out of a town. I’ve always dreamed of having a cosy place, with a big open fire.”<br>
<br>
“Got one of those,” he tells you. Still clipped, but with a degree of enthusiasm to his words now.<br>
<br>
“I bet it makes the house smell lovely,” you purr. You glance back down to him briefly, then let your tongue between your teeth, biting on it. “What were we talking about again?”<br>
<br>
“You needed to get into Tandi’s place,” he replies idly, his curiosity now firmly on you.<br>
<br>
“Oh. Yes. That would be helpful. But I wouldn’t want to cause trouble for you.”<br>
<br>
He smiles, mouth full of chipped and misaligned teeth. “Sure I can look the other way just once.” The caretaker rises and squeezes past you. You watch as he pulls a key off the ring and holds it out to you. His eyes are still cautious, but there’s a glint to them missing before. “You bring it back after you’re done, though?”<br>
<br>
“I’d like that,” you say as you take the key from his grasp. “You can tell me more about your house.”<br>
<br>
He sits back down, smiling. “It’s a nice place. Just needs a woman’s touch.”<br>
<br>
You titter and bite your lip. “I bet. Thank you, Charlie.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeNPCrelationship "Charlie" $current.avatar 3>><<TakeObjectNPC "Charlie" "TandisCaravanKey">><</link>>
<<case "FlirtFailKey">>
“Say,” you begin. “I was wondering if you could do me a favour.” You nod back towards the key rack. “You must have a key to Tandi’s caravan, don’t you?”<br>
<br>
The caretaker laughs sardonically. “Bad for business if I just give out keys to other people’s homes. And I’m not in the position to do things that are bad for business.”<br>
<br>
You pout just a little, pushing your lips together. “I really need that key, mister. I’d be ever so grateful.”<br>
<br>
The caretaker chuckles. “You know where you are, sweetheart?”<br>
<br>
The question throws you off your game for a moment, eyebrows falling into a quizzical expression. "What?"<br>
<br>
He now offers you a smile of his own, a touch of contempt to the expression. “Type of people who end up here are down on their luck. Learned the hard way how to survive. Try all sorts of things to get out missed rent. Always bad for business.”<br>
<br>
“So?” you murmur, feeling your grasp on the situation waning.<br>
<br>
“So, I’ve learned how to let down pretty girls who think they can bat their eyelashes and get what they want,” he replies.<br>
<br>
You wince. He continues to grin as he shakes his head and looks back down at his log book. “Doors behind you,” he murmurs, not looking up. “Why don’t you go have a cold shower.”<br>
<br>
<<ActionsHeader>>
<<link "Exit the cabin" "MistyFallsCommunalArea">><<EndConversation "Charlie">><<DailyVariableAdd "CharlieCoolOff">><</link>>
<<case "TheodoreRent">>
You take out the money Theodore gave you and throw it down on the desk. “Here you go.”<br>
<br>
The caretaker looks down and his eyes linger on the notes. A smile creeps up on his face when he looks back to you. “All there?”<br>
<br>
You nod. “As far as I know.”<br>
<br>
The smile grows. He reaches out, grabs the cash and counts. “All there.” He sighs and shakes his head in disbelief, as he opens a drawer in the desk and drops the money into a metal security box. “Well, I’ll be damned.”<br>
<br>
<<InventoryCheckSelf "TandisCaravanKey">>
<<if _InventoryCheckSelf is true>>
The caretaker leans back in his creaky chair, putting his arms behind his head. “But, we do have a problem.”<br>
<br>
“Oh?” you try, feigning ignorance.<br>
<Br>
“Yup,” he says, pursing his lips. “The spare key to Tandi’s caravan.” He looks over dramatically at the key box and shrugs. “Gone walkies.”<br>
<br>
You share a look with the caretaker, but he says nothing more for a while. “Thanks for the collection, though,” he mutters.<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<GiveObjectNPC "Charlie" "TheodoreRentMoney">><<TaskTracker "Task10" "complete">><</link>>
<<else>>
Without another word, he stands up and walks over to the key rack, pulling off a chain and throws it onto the desk. “What do you know? Looks like Tandi misplaced her keys again.”<br>
<br>
He sits back down, giving you a serious look. “One word of trouble and the police will be after you. You hear?”<br>
<br>
You nod, then reach down and pick up the keys.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<TakeObjectNPC "Charlie" "TandisCaravanKey">><<GiveObjectNPC "Charlie" "TheodoreRentMoney">><<TaskTracker "Task10" "complete">><</link>>
<</if>>
<<case "CharmKeyAssertivePass">>
<<CastCharm "Charlie">>
<<if _CharmSpell is true>>
Drawing upon every measure of resolve you have, you force yourself to draw in a deep breath. The room grows darker still, the pigeon's eyes gnawing into you. But you wrap the air in your lungs with mystic energy and blow it forward towards the caretaker.<br>
<br>
The yellowish embers wrap around his head and immediately his expression softens. He blinks, as if waking from a daydream. “You were after something?”<br>
<br>
Thankfully you see light returning to the room. The pigeon coos, hopping on its legs. Its attention is still on you, but its eyes no longer dominate your attention.<br>
<br>
“Tandi’s caravan key,” you stammer between shallow breaths.<br>
<br>
The caretaker wordlessly goes towards the key rack, pulling off a key. He hands it out to you.<br>
<br>
<<PigeonAttack>>
<<if _PigeonAttackEnd is false>>
<<ActionsHeader>>
<<link "Change topics" "MistyFallsCharlieDialogue0">><<PigeonAttackAdvance>><<ChangeTopics>><<TakeObjectNPC "Charlie" "TandisCaravanKey">><</link>>
<</if>>
<<else>>
Something is wrong with the code, as Charlie has no magic.
<</if>>
<<case "CharmKeyAssertiveFail">>
You try to draw upon every measure of resolve you can muster, but the pigeon’s eyes gnaw into your soul. The black pupils dominate your attention. You feel your body shaking with fear.<br>
<br>
A hand touches your shoulder, causing you to jump. You spin around, seeing the caretaker reaching out to you in concern. “You alright?”<br>
<br>
The light returns to the room and with it you can see the cabin. The pigeon’s eyes are no longer all you can see. The bird still watches you with interest but then flies out of the shed.<br>
<br>
“Damn pests,” the caretaker mutters, oblivious to what occurred. “Not even poison seems to kill them. Damn nuisance.”<br>
<br>
You smile politely but concentrate on taking deep gulps of air.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DailyVariableAdd "CharlieSpellCoolOff">><</link>>
<<case "CharmKeyGiveUp">>
Watching the bird’s eyes bury into you, you lessen your grip on the magics swirling inside you. Immediately, the light in the room returns and as the last sense of energy drifts away, the pigeon hops once, twice, then flies out of the shed.<br>
<br>
“Damn pests,” the caretaker mutters, oblivious to what occurred. “Not even poison seems to kill them. Damn nuisance.”<br>
<br>
You smile politely but concentrate on taking deep gulps of air.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "SleepKeyAssertivePass">>
Drawing upon every measure of resolve you have, you force yourself to draw in a deep breath. The room grows darker still, the pigeon's eyes gnawing into you. But you wrap the air in your lungs with mystic energy and say the words with conviction that you didn't know you had.<br>
<br>
"Fall asleep, and let your memories drift as you slumber.”<br>
<br>
Charlie barely pays you attention, more incensed by the pigeon. You watch as the spell takes hold. His shouts at the menace suddenly stop as he falls headfirst onto his desk.<br>
<br>
The light returns to the room and with it you can see the cabin. The pigeon’s eyes are no longer all you can see. The bird still watches you with interest but then flies out of the shed.<br>
<br>
Taking deep breaths, you stand up and walk to the key rack, finding one labelled with 'Tandi'. You reach out to take it.<br>
<br>
<<PigeonAttack>>
<<if _PigeonAttackEnd is false>>
<<ActionsHeader>>
<<link "Leave the cabin" "MistyFallsCommunalArea">><<PigeonAttackAdvance>><<EndConversation "Charlie">><<TakeObjectNPC "Charlie" "TandisCaravanKey">><<DailyVariableAdd "CharlieAsleep">><</link>>
<</if>>
<<case "SleepKeyGiveUp">>
Watching the bird’s eyes bury into you, you lessen your grip on the magics swirling inside you. Immediately, the light in the room returns and as the last sense of energy drifts away, the pigeon hops once, twice, then flies out of the shed.<br>
<br>
“Damn pests,” the caretaker mutters, oblivious to what occurred. “Not even poison seems to kill them. Damn nuisance.”<br>
<br>
You smile politely but concentrate on taking deep gulps of air.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "TheodoreTrips">>
“I knocked on Theodore’s door,” you begin. “But he wasn’t there. Do you know where he goes in the evenings?”<br>
<br>
Charlie grunts, looking at you. “Theodore’s a shut-in. Barely goes out. And when he does, I never see him come back.”<br>
<br>
“But he does go out though?” you reply.<br>
<br>
The caretaker nods, staring at you with interest. “Yeah. He in some kind of trouble?”<br>
<br>
You hold his gaze, not replying. Charlie takes a deep breath and sighs. “Look, I don’t want Sergeant Clancy coming around for the wrong reasons. If Theodore is mixed up in something, I don’t want any part of it. All I know is that he locks himself in that caravan at every hour. Except for Sunday and Tuesday nights.”<br>
<br>
“Sunday and Tuesdays?” you repeat back. “Why then?”<br>
<br>
“Damned if I know,” Charlie retorts. “Always leaves just as the last bus is approaching. I never stay long enough to see when he comes back.” He leans forward, holding your eye. “If he’s causing trouble, you let me know. I’ll be only too happy to toss him out.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</switch>><<set $ConversationRoot = passage()>>
<<switch $ChristinaDialogue>>
<<case "Assertive">>
“I was wondering if you think I’ve done enough?” you ask her. “If I’ve proved I have what it takes.”<br>
<br>
<<CheerleaderAcceptenceCheck>>
<<if _CheerleaderAcceptenceCheck gte 3>>
”You’ve been a busy bee, haven’t you?” Christina says with hushed tones. “I’ve been hearing all around the school of some unfortunate souls finally being put in their place.”<br>
<br>
She leans into you, flicking her blonde hair over her shoulder. “Nice work.”<br>
<br>
She glances back at the cheerleaders momentarily, before turning her whole body to face you. “I think you’re ready, Emily. Really ready. Tell you what. Come see us at the school gym after school. We’ll have your initiation ready.” <br>
<br>
Her blue eyes sparkle with mischief, but she says nothing more and turns back to the cheerleader practice. <br>
<br>
<<ActionsHeader>>
<<link "Return to the football field" "SchoolFootballField">>
<<EventTrigger "SchoolGym" "CheerleaderInduction" "Evening" null "Emily" null null null true>>
<<TimeChange>>
<<QuestTracker "Quest9" 3>>
<<EndConversation "Christina">>
<</link>>
<<else>>
”Keep at it, Emily,” Christina tells you. “We don’t just let anyone climb the Charlton social ladder, after all.”<br>
<br>
She smiles conspiratorially, then turns her attention back to the cheerleaders. It seems you’ll have to do more.<br>
<br>
<<ActionsHeader>>
<<link "Change Topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<case "Prichard">>
“Hey Christina," you say. "I need a favour."<br>
<br>
Christina glances back to the other girls practising, then focuses on you. "Sure Emily. We've got to look after each other, after all. How can I help?"<br>
<br>
You take a step closer, lowering your voice. “I need you to cause a distraction after school. Enough to make Prichard leave her classroom.”<br>
<br>
Christina grins, raising an eyebrow. "My, you're being inventive already, Emily. Good work."<br>
<br>
You feel yourself smiling at the compliment. "Thank you."<br>
<br>
"Are you sneaking in after she leaves?" Christina eyes you curiously. "Or are you planning on being held back after school?"<br>
<br>
"Detention," you admit to her.<br>
<br>
She nods. "Sound plan. Just be careful. Prichard's punishments are very forceful. Plus, you're also a cheerleader now, Emily. You have a reputation to uphold. Detention is not a good look for our team."<br>
<br>
"I'll be discreet," you assure her.<br>
<br>
"Good." Chrissie appears to mull over something before continuing. "I'll keep an eye out for you. If I see you entering the class after school, I'll come by and help."<br>
<br>
"Thanks Chrissie," you say.<br>
<br>
She gives you a small grin. "What are squad mates for."<br>
<br>
<<ActionsHeader>>
<<link "Change Topics" $return>><<ChangeTopics>><<QuestOptionComplete "Quest10" 3 "christina_cheerleader">><<QuestTracker "Quest10" 4>><</link>><br>
<<case "ShopAccept">>
<<if $ChristinaShopRumour is undefined>>
/* discovery-tagged rumours (Theodore, TheodoreCross, LogainAllotment) are first-hand Act 2 discoveries, not school gossip - Christina never deals them out */
<<set _rumourKeys = Object.keys(setup.Rumours).filter(function(k) { return !setup.Rumours[k].discovery && !$PlayerCharacter.rumoursKnown.includes(k); })>>
<<if _rumourKeys.length gt 0>>
<<set $ChristinaShopRumour = _rumourKeys[random(_rumourKeys.length - 1)]>>
<<RumourLearned $ChristinaShopRumour>>
<<else>>
<<set $ChristinaShopRumour = "none">>
<</if>>
<</if>>
You spend the next hour or so following Christina around the clothing department, as she studiously inspects every shoe, dress and skirt that the department store stocks. Her judgement is absolute. There’s little that meets her standards. <br>
<br>
When she does find something acceptable, more often than not you realise she’s shopping for you. She holds numerous blouses and skirts up against your body, asking for your opinion on whether you like it. “Too daggy?” she asks. “Too skimpy? Too much?” <br>
<br>
As you relax into the role of Christina’s clothes mannequin, you find yourself becoming more at ease with spending time this way. There is something empowering about someone looking out for you, trying to find something that will make you look great. <br>
<br>
“That would look divine on you,” Christina says as she holds up a silk black skirt. “Classy, elegant, but short enough to show off those legs. Jake and the boys would be on their hands and knees at the sight.” <br>
<br>
<<if $ChristinaShopRumour isnot "none">>As you and Christina dart around the store, she also chatters about several rumours floating around about students at Charlton School. "Did you hear this one?" she whispers quietly. "<I><<print setup.Rumours[$ChristinaShopRumour].rumour>></i> Can you believe it?"<br>
<<else>>As you and Christina dart around the store, she also chatters about several rumours floating around about students at Charlton School. Most are not news to you. Those that are hold no interest.<br><</if>>
<br>
Time flies by and you actually feel a twinge of disappointment when Christina tells you she needs to leave. <br>
<br>
“It’s been fun, Em,” she says to you as she says goodbye. “We should do this again sometime.”<br>
<br>
<<ActionsHeader>>
<<link "Say goodbye and leave the store" "OrchidRoad">><<set $ChristinaShopRumour to undefined>><<EndConversation "Christina">><<TimeChange>><</link>>
<<case "ShopRefuse">>
“I’m sorry,” you tell her. “I have to get back home today.”<br>
<br>
Christina rolls her eyes, but laughs. “Live a little, Em. You can’t spend your life cooped up inside.”<br>
<br>
“I really can’t,” you enforce.<br>
<br>
“Some other time then,” she tells you. “I’ll be here for a while if you change your mind.”<br>
<br>
Christina returns to browsing the clothing. You decide for the moment to leave her.<br>
<br>
<<ActionsHeader>>
<<link "Say goodbye and leave the store" "OrchidRoad">><<EndConversation "Christina">><</link>>
<<case "Accept">>
<<Flag "ChristinaSalonMakeover">>
<<if _FlagReturn is true>>
“Sure,” you tell Christina. “Why not.”<br>
<br>
She immediately looks at the salon assistant and raises her eyebrow. “Can you fit her in? My father will pay.” <br>
<br>
Over the next hour, your hair is given the full treatment. You relax as dye is smeared through your locks. You spend a lot of time with your head back as the make-over is applied, listening to Christina talk about the importance of grooming and training in equal measure. You focus straight ahead as fake eyelashes are stuck to your own.<br>
<br>
“Time for the big reveal,” Christina says after your hair is blow dried. She stands behind you and turns the chair around herself, facing you towards the mirror.<br>
<br>
You stare at your reflection, barely recognising your sister. Your hair is golden blonde, radiant and glistening. But the difference it makes to you is deeper. Instead of a mousy bookish girl, the blonde hair makes you look carefree and bubbly. Whereas previously Emily would have looked at home in a library, the girl in the mirror looks like she should be cheering alongside a football game.<br>
<br>
The make-up only enhances the stark change. Staring back is a Hollywood starlet. Large, pouty lips. Long and luscious lashes. Flawless skin and thick mascara. <br>
<br>
“See,” you hear Christina’s voice from behind you. “Told you that you had what it took.”<br>
<br>
You glance at your reflection again. You have never seen Emily wear this amount of make-up before. It’s almost too much for her. Or at least, casts her in a very different light. <br>
<br>
She helps you out of the chair, still admiring your new look. “Now. Remember what I said, Em.” she tells you. “Prove you belong on the squad. When you have, come see me at practice.”<br>
<br>
Without another word, Christina turns and walks out of the salon. You assume that the payment will just be added to her father’s account.<br>
<<else>>
“Sure,” you tell Christina. “Why not.”<br>
<br>
She immediately looks at the salon assistant and raises her eyebrow. “Can you fit her in? My father will pay.” A reluctant nod gives Christina the encouragement she needs, and she gestures to the seat next to her.<br>
<br>
Over the next hour, your hair is given the full treatment. You relax as dye is smeared through your locks. You spend a lot of time with your head back, listening to Christina talk about the importance of grooming and training in equal measure.<br>
<br>
“Time for the big reveal,” Christina says after your hair is blow dried. She stands behind you and turns the chair around herself, facing you towards the mirror.<br>
<br>
You stare at your reflection, barely recognising your sister. Your hair is golden blonde, radiant and glistening. But the difference it makes to you is deeper. Instead of a mousy bookish girl, the blonde hair makes you look carefree and bubbly. Whereas previously Emily would have looked at home in a library, the girl in the mirror looks like she should be cheering alongside a football game.<br>
<br>
“Perfect,” Christina says. “I knew you had potential.”<br>
<br>
She helps you out of the chair, still admiring your new look. “Now. Remember what I said, Em.” she tells you. “Prove you belong on the squad. When you have, come see me at practice.”<br>
<br>
Without another word, Christina turns and walks out of the salon. You assume that the payment will just be added to her father’s account.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to Orchid Road" "OrchidRoad">>
<<QuestOptionComplete "Quest9" 1 "salon">>
<<QuestTracker "Quest9" 2>>
<<EndConversation "Christina">>
<<ChangeNPCrelationship "Christina" "Emily" 2>>
<<TimeChange>>
<<SetFlag "ChristinaSalonMakeover" false>>
<</link>>
<<case "Reject">>
<<Flag "ChristinaSalonMakeover">>
<<if _FlagReturn is true>>
“Maybe some other time,” you tell her, trying to meet her eyes in the mirror.<br>
<br>
She rolls her eyes. “Honestly Emily, are you really going to fight me on every little thing? One day you’ll learn that I’m just looking out for you.”<br>
<br>
Despite Christina’s judgemental tone, you note a slight smile on her face as she looks in the mirror back at you. <br>
<br>
It’s now your turn to receive the finishing touches to your make-over. You focus straight ahead as fake eyelashes are stuck to your own. Your view glazes over and becomes fuzzy. Only when you are told to relax do you blink a few times and refocus your eyes, seeing the reflection in front of you.<br>
<br>
You have to move your face to believe that you are looking in a mirror. The person staring back at you looks like a Hollywood starlet. Large, pouty lips. Long and luscious lashes. Flawless skin and thick mascara. <br>
<br>
“See,” you hear Christina’s voice from behind you. “Told you that you had what it took.”<br>
<br>
You glance at your reflection again. You have never seen Emily wear this amount of make-up before. It’s almost too much for her. Or at least, casts her in a very different light. <br>
<br>
“I mean it, Emily,” Christina purrs from behind you. “Prove you belong on the squad. When you have, come see me at practice.”<br>
<br>
Without another word, Christina turns and walks out of the salon. You assume that the payment will just be added to her father’s account.<br>
<<else>>
“Maybe some other time,” you tell her, trying to meet her eyes in the mirror.<br>
<br>
She rolls her eyes. “Honestly Emily, are you really going to fight me on every little thing? One day you’ll learn that I’m just looking out for you.”<br>
<br>
Despite Christina’s judgemental tone, you note a slight smile on her face as she looks in the mirror back at you. <br>
<br>
Once Christina’s make-over is complete, she stands up and appraises herself in the mirror, before turning to you. “I mean it, Emily,” she adds. “Prove you belong on the squad. When you have, come see me at practice.”<br>
<br>
Without another word, Christina turns and walks out of the salon. You assume that the payment will just be added to her father’s account.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to Orchid Road" "OrchidRoad">>
<<QuestOptionComplete "Quest9" 1 "salon">>
<<QuestTracker "Quest9" 2>>
<<EndConversation "Christina">>
<<ChangeNPCrelationship "Christina" "Emily" 2>>
<<TimeChange>>
<<SetFlag "ChristinaSalonMakeover" false>>
<</link>>
<<case "Makeover">>
“Okay,” you say, sitting down at the chair next to Christina.<br>
<br>
You make small talk as you are prepared for a full make-over. Products are laid out in front of you, from blusher and foundation to shades of lipstick and mascara too numerous to digest. A series of fake eyelashes are spread in front of you, but no attempt is made to ask you which set you’d prefer.<br>
<br>
<<NPCLocationCheck "Rhiannon">>
<<if _NPCLocationCheck is "Salon">>
Rhiannon goes to work, wordlessly applying a cleanser to your face before starting the process of working your face over with the variety of products. She rarely makes eye contact with you, and avoids looking at Christina entirely.<br>
<<else>>
Sophie begins to apply cleanser to your face, prepping it for the application of make-up. She works professionally and diligently, but doesn’t say a word to either Christina or you.<br>
<</if>>
<br>
As you are pampered, Christina makes small talk, asking you about how you’re settling into the town and what your life was like before coming to Charlton. Her questions are pointed, but she seems genuinely curious about you.<br>
<br>
“I meant what I said before,” she tells you, as the conversation touches upon life at the school. “You need a bit of work, clearly, but I want you on the squad. The question is, how much do you want it?”<br>
<br>
“There’s a pecking order at Charlton,” she continues. “Cheerleaders and jocks at the top. Nerds and outcasts at the bottom. I want to see you at the top of the food chain. If you can prove you belong at the top, there’s a spot on the squad waiting for you.”<br>
<<trackKnowledge "BulliedPeople" "Learned">>
<br>
<<if _NPCLocationCheck is "Salon">>
You look at Rhiannon in the mirror, applying some lashes to Christina’s face. She remains silent, ignoring the conversation taking place. You are almost shocked by Christina’s brazen attitude in talking this way in front of other people.<br>
<<else>>
You glance at Sophie in the mirror, applying lashes to Christina’s face. She doesn’t react to the conversation. Christina doesn’t seem at all embarrassed by how brazen she is discussing this in front of her.<br>
<</if>>
<br>
<<if $current.hair is "blonde">>
”By the way, the colour really suits you,” Christina says, glancing at your hair. “Perfect for the squad. Be sure to keep it that way.”<br>
<br>
It’s now your turn to receive the finishing touches to your make-over. You focus straight ahead as fake eyelashes are stuck to your own. Your view glazes over and becomes fuzzy. Only when you are told to relax do you blink a few times and refocus your eyes, seeing the reflection in front of you.<br>
<br>
You have to move your face to believe that you are looking in a mirror. The person staring back at you looks like a Hollywood starlet. Large, pouty lips. Long and luscious lashes. Flawless skin and thick mascara. <br>
<br>
“See,” you hear Christina’s voice from behind you. “Told you that you had what it took.”<br>
<br>
You glance at your reflection again. You have never seen Emily wear this amount of make-up before. It’s almost too much for her. Or at least, casts her in a very different light. <br>
<br>
“I mean it, Emily,” Christina purrs from behind you. “Prove you belong on the squad. When you have, come see me at practice.”<br>
<br>
Without another word, Christina turns and walks out of the salon. You assume that the payment will just be added to her father’s account.<br>
<br>
<<ActionsHeader>>
<<link "Return to Orchid Road" "OrchidRoad">>
<<QuestOptionComplete "Quest9" 1 "salon">>
<<QuestTracker "Quest9" 2>>
<<EndConversation "Christina">>
<<ChangeNPCrelationship "Christina" "Emily" 2>>
<<TimeChange>>
<<CheerleaderAcceptence>>
<<SetFlag "ChristinaSalonMakeover" false>>
<</link>>
<<else>>
"You know, you should really consider going blonde?" Christina continues. "The mousy brown hair has a certain bookish chic appeal, but it doesn’t convey the vibrancy and energy we’re looking for. What do you say? Fancy a change?”<br>
<br>
<<ActionsHeader>>
<<link "Agree to dye your hair blonde" "ChristinaDialogue">>
<<Feminity 1>>
<<set $current.hair to "blonde">>
<<EventTrigger "YourHome" "BlondeHair" null "Emily" "Emily" null null null false>>
<<EventTrigger "DialogueMichelle" "MichelleBlondeHair" null null "Emily" null null null false>>
<<CheerleaderAcceptence>>
<<set $ChristinaDialogue to "Accept">>
<</link>><br>
<<link "Decline" "ChristinaDialogue">>
<<set $ChristinaDialogue to "Reject">>
<</link>>
<</if>>
<<case "Sit">>
<<if $current.makeup is false>>
“I’m good thanks,” you say, instead sitting on the pink sofa near the entrance.<br>
<br>
Christina gives you a look in the mirror. “Really, Emily. You should learn to treat yourself” she tells you. “If you're not going to trust me, take a look at that issue of Seventeen. I think that’s the latest issue, isn’t it?” she asks, directing her eyes at the salon assistant. It sounds more like a challenge than a question.<br>
<br>
<</if>>
You flick through the magazine idly, as Christina has her make-up done. She talks at you as she sits, asking you about how you’re settling into the town and what your life was like before coming to Charlton. Her questions are pointed, but she seems genuinely curious about you.<br>
<br>
“I meant what I said before,” she tells you, as the conversation touches upon life at the school. “You need a bit of work, clearly, but I want you on the squad. The question is, how much do you want it?”<br>
<br>
“There’s a pecking order at Charlton,” she continues. “Cheerleaders and jocks at the top. Nerds and outcasts at the bottom. I want to see you at the top of the food chain. If you can prove you belong at the top, there’s a spot on the squad waiting for you.”<br>
<<trackKnowledge "BulliedPeople" "Learned">>
<br>
<<NPCLocationCheck "Rhiannon">>
<<if _NPCLocationCheck is "Salon">>
You look at Rhiannon in the mirror, applying some lashes to Christina’s face. She remains silent, ignoring the conversation taking place. You are almost shocked by Christina’s brazen attitude in talking this way in front of other people.<br>
<<else>>
You glance at Sophie in the mirror, applying lashes to Christina’s face. She doesn’t react to the conversation. Christina doesn’t seem at all embarrassed by how brazen she is discussing this in front of her.<br>
<</if>>
<br>
<<if $current.hair is "blonde">>
”By the way, the colour really suits you,” Christina says, glancing at your hair. “Perfect for the squad. Be sure to keep it that way.”<br>
<br>
Once Christina’s make-over is complete, she stands up and appraises herself in the mirror, before turning to you. “I mean it, Emily,” she adds. “Prove you belong on the squad. When you have, come see me at practice.”<br>
<br>
Without another word, Christina turns and walks out of the salon. You assume that the payment will just be added to her father’s account.<br>
<br>
<<ActionsHeader>>
<<link "Return to Orchid Road" "OrchidRoad">>
<<QuestOptionComplete "Quest9" 1 "salon">>
<<QuestTracker "Quest9" 2>>
<<EndConversation "Christina">>
<<ChangeNPCrelationship "Christina" "Emily" 2>>
<<TimeChange>>
<<CheerleaderAcceptence>>
<</link>>
<<else>>
"You know, you should really consider going blonde?" Christina continues. "The mousy brown hair has a certain bookish chic appeal, but it doesn’t convey the vibrancy and energy we’re looking for. What do you say? Fancy a change?”<br>
<br>
<<ActionsHeader>>
<<link "Agree to dye your hair blonde" "ChristinaDialogue">>
<<Feminity 1>>
<<set $current.hair to "blonde">>
<<EventTrigger "YourHome" "BlondeHair" null "Emily" "Emily" null null null false>>
<<EventTrigger "DialogueMichelle" "MichelleBlondeHair" null null "Emily" null null null false>>
<<CheerleaderAcceptence>>
<<set $ChristinaDialogue to "Accept">>
<</link>><br>
<<link "Decline" "ChristinaDialogue">><<set $ChristinaDialogue to "Reject">><</link>>
<</if>>
<<case "Magic">>
“So, magic is real?” you ask Christina. She grins.<br>
<br>
“It’s not so strange, is it?” she replies. “You’ve spent some time here. Surely you must have suspected something was up. The curses certainly haven’t grabbed hold of you.”<br>
<br>
“What is it? How can it be real?”<br>
<br>
Christina leans forward, smiling patiently. “I’ll tell you what I know. It feels like a power, living inside of you. Only women can use it. But it flows through everyone and everything.” She gestures around to the gym. “Even this room. Although we nullify its effect when we gather here.”<br>
<br>
“How do people not know about it?” you ask her.<br>
<br>
“People see what they want to see,” she replies, nonchalantly. “Those with the affinity share a solemn vow not to divulge its existence outside of the coven. We’re taking a risk on you.”<br>
<br>
“A big risk,” Reagan interjects. <br>
<br>
“Imagine it,” Christina continues, ignoring the interruption. “The power to manipulate people. Sway people’s emotions. Alter their memories. It isn’t something to be treated lightly.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestTracker "Quest5" 1>><<DialogueDone "Christina" "Magic">><</link>>
<<case "Squad">>
“So you’re all, what?” you ask. “Witches?” <br>
<br>
Britney sniggers, but quickly stops after Christina throws her a look. “I wouldn’t call us that,” she says, turning back to you. “The cheerleader squad is what we call a coven. <br>
<br>
“We can all cast magic,” she says, casting another look at Britney. “To some degree.”<br>
<br>
“But to perform our duties we operate as five. The power of a full coven is significant compared to the lone wanderer. That is one of the reasons we’ve reached out to you.”<br>
<br>
Your eyes flick around the room. Stacey. Britney. Reagan. Christina. <I>And now you.</i><br>
<<trackKnowledge "CheerleaderCoven" "Learned">>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Christina" "Squad">><</link>>
<<case "Learning">>
“Can you teach me magic?” you ask.<br>
<br>
Christina nods. “If you join us. When you’re done with questions, I’ll show you how to perform a little thing. Give you a taste of what’s to come. Then, if you prove willing, there is a whole world of power waiting for you.”<br>
<br>
You nod, looking around the room. “Did you teach everyone here?” <br>
<br>
“Christina recruited us,” Stacey chimes in. “She taught us everything we know.”<br>
<br>
Glancing around, you see a degree of pride on Stacey and Britney’s faces. Only Reagan seems sullen and unwilling to engage with you.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Christina" "Learning">><</link>>
<<case "Duties">>
“You mentioned your duties,” you tell her. “What do you mean?”<br>
<br>
Christina smiles and nods, eager to share. “Charlton is a special place. For generations the cheerleaders have been taught the magical arts. It’s passed down from person to person, so order is maintained. You must have noticed how idyllic Charlton is? We work with the teachers to make sure every generation maintains that.”<br>
<br>
You nod, understanding more than Christina knows. “What do you do?” <br>
<br>
“We enchant objects within the school. Magic that helps steer the students in the right direction. Course correct deviant behaviour. Ensure they graduate to be the best they can be.”<br>
<br>
“Do people not realise?” <br>
<br>
Christina gives you a measured look. “Some. Not many though. Let’s just say it brings out their natural impulses. And smooths down the rough edges.”<br>
<<trackKnowledge "Curses" "Learned">>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Christina" "Duties">><</link>>
<<case "Teachers">>
“You mentioned the teachers,” you say. “So they know?”<br>
<br>
Christina nods. “Some. Those that do are our advocates. We work with them to help guide the other students. Most of the teachers are men. Magic evades them. So they ask us to support them. In turn, we are given special privileges. Now, and in the future.”<br>
<br>
You frown. “What do you mean?”<br>
<br>
“Why, we rule the school,” Christina replies, laughter in her voice. Stacey and Britney titter too. <br>
<br>
“Hall passes. Free periods. Plus, there’s not a cheerleader in memory who hasn’t passed her exams with top grades. And grades mean education. Good jobs. Influence.”<br>
<br>
She leans further towards you, lowering her voice. “If you join us, you won’t ever have to worry about passing school.”<br>
<<trackKnowledge "Privileges" "Learned">>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Christina" "Teachers">><</link>>
<<case "Curses">>
“When you said curses…” you begin.<br>
<br>
Britney and Stacey laugh between them, knowingly. Christina smiles warmly. “It’s a bit dramatic, isn’t it? Probably needs a rebrand. But Charlton is very traditional.”<br>
<br>
“There’s objects around the school. Embedded with magic. We just make sure that the spells are working. I can teach you how to do it, if you join us. But they’re just parlour tricks. Simple manipulation of urges and desires. Real power is what we keep to ourselves.”<br>
<br>
The cheerleaders share satisfied looks amongst themselves. “Oh my gawd, Em” Britney says to you. “You’re gonna’ love it.”<br>
<br>
Christina gives her a look, silently shushing her down, and turns back to you. “As you have demonstrated, they aren’t so bad. Some might say bringing a little order to some of the deviants in Charlton should be praised. Myself being one of them.”<br>
<<trackKnowledge "Curses" "Learned">>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestOptionUnlock "Quest3" 0 "christina">><<DialogueDone "Christina" "Curses">><</link>>
<<case "FirstDream">>
You glance at Christina, who waits for you to speak. “Hey Chrissie, I was wondering if you had any strange dreams after you started using magic?”<Br>
<Br>
She frowns but looks curious. “Nothing out of the ordinary. Why, has something happened?”<br>
<br>
You hesitate as you choose your words carefully. “Just some intense dreams. Almost as if they were real.”<br>
<br>
Christina looks at you, studying. “I can’t say I’ve experienced that,” she says, after a moment. “Nor heard of it. Are you sure it wasn’t just an intense dream?”<Br>
<Br>
You shrug, careful not to reveal too much. “Maybe. But I’ve noticed some other things. Things that weren’t right. Or more like, I’ve felt something was off.”<Br>
<br>
To your surprise, she nods along with you. “Your feelings are a big part of what makes you powerful. You should trust them. Magic is just a projection of our inner willpower exerting itself over reality, after all.”<Br>
<br>
You briefly consider that the words seem jarring to come from Christina. You wonder where she got them from. But you dismiss it, trying to move the conversation along. “I feel since I’ve been practising that maybe I’m changing. But I don’t know how.”<br>
<br>
Christina gives you a sympathetic smile. “Emily, that’s perfectly understandable. You’re learning your new place in this world. My advice - embrace it. Leave behind who you were. It’s what we do now that matters.”<br>
<br>
The cheerleader turns her smile to a grin, satisfied with her tutelage. You can only smile back at her, hiding your disappointment in her advice.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Christina" "FirstDream">><</link>>
<<case "ClothesShopping1Good">>
You step forward and run your hand over the selection, considering each piece carefully. Eventually, you pull out an outfit. A top and skirt, something simple but flattering.<Br>
<Br>
“This one works,” you say decisively. “It’s clean, stylish, and actually pretty cute.”<br>
<br>
Christina’s brows lift, her lips pressing together as she considers your choice. For a moment, you think she might argue. But then she hums, nodding slightly.<Br>
<br>
“Well, at least you’ve got some basic instincts, I suppose.” She turns back to Jennifer, eyes sharp. “Still, this is barely passable. Next time, I expect better. Find something suitable for Emily's first trip to the Kaplar's country club.”<Br>
<br>
Jennifer looks at you, with narrowed eyes. You can see her trying to understand the scenario, but caught in a web where she can say nothing. Instead she nods and silently walks out.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the next selection to arrive" $return>><<ChangeTopics>><<set $ChristinaDialogue to undefined>><</link>>
<<case "ClothesShopping1Bad">>
You sigh, stepping closer to the clothes and making a show of flipping through them, unimpressed.<Br>
<br>
“This is just… bland,” you say, shaking your head. “None of these stand out."<br>
<br>
Jennifer's eyes lock on to you. You see the betrayal flash beneath her attempts to remain professional.<br>
<br>
Christina’s lips curl into a slow smile.<Br>
<br>
“Exactly,” she purrs, turning toward Jennifer with a small shake of her head. “Honestly, Jennifer, I thought you’d know better. I suppose working this job dulls one’s sense of fashion over time.”<br>
<br>
Jennifer’s jaw tenses, but she nods. “I’ll try again,” she murmurs. You know that tone. You've dealt with it once or twice, even. She's furious.<br>
<br>
Christina smirks, turning back to you.<br>
<br>
“See, Em? You’re getting it,” she says approvingly. “Knowing what doesn’t work is just as important as knowing what does.”<br>
<br>
She waves a dismissive hand. “Jennifer. Try again. Find something suitable for Emily's first trip to the Kaplar's country club. If you don’t get it right this time…” Her voice trails off, but the implication is enough.<br>
<Br>
Jennifer bristles, but turns around and heads back into the store. As soon as she’s gone, Christina folds her arms, glancing at you with clear amusement.<br>
<br>
“I can see us getting along swimmingly,” she says lightly.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the next selection to arrive" $return>><<ChangeTopics>><<set $ChristinaDialogue to undefined>><</link>>
<<case "ClothesShopping2Good">>
You exhale slowly, nodding. “Yeah… I guess this is the look for a country club.”<br>
<br>
Christina’s smile spreads like honey. “Good,” she says, handing you the dress and motioning toward the cubicle. “Now let’s see it on you.”<br>
<Br>
Jennifer blinks, momentarily caught off guard. You offer her a smile and take the dress into the changing cubicle, the fabric feeling almost too smooth in your hands. The moment you slide it over your body, the transformation is unmistakable. The dress hugs your waist, flares out in a dramatic sweep of fabric, and moves with an effortless grace that feels… unnatural. You turn slightly, catching your reflection. For a moment, it doesn’t feel like you looking back.<br>
<br>
And then Christina yanks the curtain open. Her eyes gleam with satisfaction. “Good,” she declares. “A little too much for my liking, but you make it work, Em.”<br>
<br>
"Now," Christina says, turning to Jennifer with a grin. "For the final test. Emily has got a big date coming up with Brendan Glove, one of our star football players. Bring her some options to dress to impress."<br>
<br>
"I have?" you ask, nervously.<br>
<br>
"Hypothetically," Christina replies. "But I'm sure we can work on that."<br>
<br>
Jennifer looks to you with an eyebrow raised. You can only shrug. The frustration is almost drained from her face. Instead, replaced by bafflement. She quickly exits, wordlessly.<br>
<br>
<<ActionsHeader>>
<<link "Change and wait for the next selection to arrive" $return>><<ChangeTopics>><<set $ChristinaDialogue to undefined>><</link>>
<<case "ClothesShopping2Bad">>
You eye the outfit in your hands, the pristine pink fabric, the delicate lace trim. It’s ridiculous. You can’t imagine yourself in this. You won’t.<br>
<br>
Your lips press into a thin line before you scoff, tossing the dress carelessly back onto the pile. “I'm not wearing this” you say, loud enough for Jennifer to hear. “What is this? A fancy dress costume for a housewife?”<br>
<br>
Jennifer’s eyes snap to you, startled. You try to avoid her look. You know what Christina wants to hear. You can do it, but you can't look at her whilst you say it.<br>
<br>
“Really? This?” you continue. “This isn't me. What part of me says ‘frilly little doll’? It's awful.”<br>
<br>
Christina laughs softly, but it’s the kind of laugh that’s meant for Jennifer’s humiliation, not yours.<br>
<br>
Jennifer doesn’t move for a moment. But you see it. The way her fingers tighten, the way her posture goes rigid like she’s forcing herself to hold back. Her eyes burrow into you, simmering with rage.<Br>
<Br>
Christina smirks, flipping idly through the discarded clothes with a single manicured finger. “Honestly, Jennifer, it’s like you’re doing this on purpose.” She sighs, tilting her head. “Or maybe getting old has dulled your taste. It’s sad, really.”<br>
<br>
Jennifer’s jaw tenses visibly, but she nods. “I’ll try again,” she mutters, clipped and controlled.<br>
<br>
“You will,” Christina agrees, her voice light, almost mocking. “Because I’d hate to have to explain to my father why one of his employees can’t even follow simple instructions. Go find something for Emily. She has a little date coming up with a football player.”<br>
<br>
Jennifer stiffens. You watch as she inhales slowly, steadies herself. Then turns on her heel and walks back out into the store without another word.<Br>
<Br>
Christina grins, folding her arms as she looks at you. “Now that,” she says, clearly pleased, “is how you handle the help.”<br>
<br>
You try to put Jennifer out of your mind. That face. That anger. "A date?" you quickly remember.<br>
<br>
"Just a thought experiment, Em," Christina says. "But you never know. I'm sure there's plenty of charming young men who would like to court you."<br>
<br>
“Let’s hope she does better this time.”<br>
<br>
<<ActionsHeader>>
<<link "Wait for the final selection to arrive" $return>><<ChangeTopics>><<set $ChristinaDialogue to undefined>><</link>>
<<case "ClothesShopping3Good">>
You hesitate, but not for the reason you expect. Your fingers brush over the fabric. It’s soft. Inviting. The thought replays in your mind. You, in this dress, on that date.<br>
<Br>
A moment later, you nod. “Yeah… I think I can.”<Br>
<Br>
Jennifer looks at you, momentarily stunned. She had been expecting a cruel remark. But instead, you take the dress from Christina’s hands and step into the cubicle, heart pounding just slightly harder than before.<Br>
<br>
The moment you slip it over your head, it’s like stepping into a new skin.<br>
<br>
The fabric clings, accentuating every line of your body. The way it shapes you, the way the mirror frames your figure. Even as Emily, you barely recognise yourself.<br>
<br>
<I>Her? You barely recognise her. Right?</i><br>
<br>
And yet… you don’t hate it. Your mind drifts again. To that movie date, to the way that football player would look at you. And for the first time, you don’t push the thought away.<br>
<br>
Christina pulls the curtain back, eyeing you critically. “Well, well,” she says, lips curving into a smile. “Would you look at that?”<br>
<br>
She tilts her head. “You almost look comfortable.”<br>
<Br>
Jennifer doesn’t say anything, but there’s a flicker of something in her eyes.<br>
<Br>
Confusion. Worry.<br>
<Br>
Maybe even disappointment.<br>
<br>
<<ActionsHeader>>
<<link "Change back into your clothes and speak to Christina" $return>><<ChangeTopics>><<set $ChristinaDialogue to undefined>><</link>>
<<case "ClothesShopping3Bad">>
You let out a short, incredulous laugh, tossing the dress back onto the bench.<br>
<br>
“This is ridiculous,” you say, shaking your head. “Seriously, Jennifer? What, do you think I’m trying to pick up guys at a bar?”<Br>
<Br>
Jennifer’s expression doesn’t change, but the way her jaw tightens tells you enough.<Br>
<Br>
Christina’s grin widens. “Exactly,” she drawls, letting the dress slip from her fingers onto the pile. “It’s inappropriate. Honestly, Jennifer, what’s got into you?”<br>
<Br>
She folds her arms, tilting her head mockingly. “You know, back when I was a junior, I actually looked up to you. Thought you had taste. But this?” She gestures vaguely at the pile of daring outfits. “Seems like someone’s spent too much time on the shop floor. The gutter must be rubbing off on you.”<br>
<Br>
Jennifer’s nostrils flare, but she doesn’t take the bait. Instead, she inclines her head slightly, her voice clipped. “I’ll find something else.”<br>
<br>
"Don't bother," Christina says smoothly. “I'll be letting my dad know how helpful you've been.”<br>
<Br>
Jennifer doesn’t reply. Just turns sharply and leaves.<br>
<Br>
Christina smirks, turning back to you. “Perfect, Em!” she murmurs, her voice almost pleased. “That's how to let people know their place. Wear it like an accessory for all to see.”<br>
<br>
She brushes a hand lightly over your bare shoulder as she steps past you, voice dropping to something almost conspiratorial.<br>
<Br>
“And you know what? It looks good on you.”<Br>
<br>
<<ActionsHeader>>
<<link "Change back into your clothes and speak to Christina" $return>><<ChangeTopics>><<set $ChristinaDialogue to undefined>><</link>>
<<case "TwoPlacesAtOnce">>
“I wanted to ask… is there any kind of magic that lets someone change their appearance?”<Br>
<Br>
“I don’t think you need diet pills,” Christina says, grinning. <Br>
<Br>
“No,” you reply. “Like changing completely. Changing someone… into someone else.”<Br>
<Br>
She studies you for a moment, expression sharpening slightly. “Magic doesn’t work like that,” she says. “Charlton isn’t a school for witchcraft and wizardry. Magic’s influence is mental. Subtle. It changes how people think. How they feel.”<br>
<br>
“So,” you say, cautiously, “you don’t know of anything that changes form?”<Br>
<Br>
Christina shakes her head. “No. If I did, you can bet you'd see at least one of me having fun instead of knocking these girls into shape.”<Br>
<Br>
You’re quiet for a beat, then ask - boldly, “But hypothetically, if it was possible… who would know?”<Br>
<Br>
Christina narrows her eyes. Just slightly. “That’s a strange question.”<Br>
<Br>
You try to cover. “Just… curious.”<Br>
<Br>
“Hm.” She steps slightly closer, still smiling, but with more calculation behind her eyes now.<Br>
<br>
“Magic is passed down through the squad,” she says. “Controlled. Trusted. We don’t learn spells from dusty books or mysterious strangers. We inherit them. Share them. In time, I’ll teach you what you need to know.”<br>
<br>
“And what about when you don’t know?” you ask.<br>
<br>
Christina gives you a knowing smile. “Then I get help. From a friend.”<Br>
<br>
You tilt your head. “Who?”<Br>
<Br>
She chuckles. “You’ll find out. One day.”<Br>
<Br>
You’re not sure if that’s a promise… or a warning.<br>
<Br>
“But take it from me,” she adds, stepping back and motioning toward the rest of the squad. “Case in point - magic in Charlton isn’t flashy. It doesn’t shoot sparks or transform people into frogs.”<br>
<Br>
She meets your eyes. “It changes feelings. And feelings… change everything.”<br>
<Br>
Her eyes glint with energy. Sensing something primal underneath, you decide not to push her further.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Christina" "TwoPlacesAtOnce">><</link>>
<<case "AnnieStoreAssertivePass">>
You lift your chin and let your voice carry just enough edge. “I get by perfectly well on my own, Christina.”<Br>
<Br>
An eyebrow shoots up. “You think you’re getting by?”<Br>
<Br>
A grin this time forms on your face. “I think I do okay. I don’t need Daddy’s money to buy a dress.”<Br>
<Br>
Her carefully poised smile falters, surprise flickering in her icy eyes before she smooths it back into place. “Well, I’ll be damned,” she murmurs, stepping closer so her words drop between you. “I thought Jennifer destroyed your backbone.”<Br>
<Br>
She leans in towards you, a smile forming again. “Careful though, Annie. I’m not as soft as her. And unlike her, I make sure I do things properly.”<Br>
<br>
The teenager looks at you with presence and power beyond her age. You meet her look, but say nothing. When she breaks away you take the opportunity to walk off.<Br>
<<trackKnowledge "BulliedPeople" "JenniferLearned">>
<br>
<<ActionsHeader>>
<<link "End the conversation and return to the store" "EvansDepartmentStore">><<EndConversation "Christina">><</link>>
<<case "AnnieStoreAssertiveFail">>
You lift your chin, but your voice wavers. “I… I manage,” you stammer, forcing a tight smile.<br>
<Br>
Christina’s lips curl into a lightly mocking laugh. “Manage?” she repeats, arching an eyebrow. “Sweetheart, relying on that repair-shop wage to pull off any look must be quite the challenge.” Her eyes appraise you again. “Even something as trashy as that.”<Br>
<Br>
She flicks a finger at a nearby rack. “Enjoy your… browsing.”<bR>
<br>
With that, she turns on a heel and melts back into the aisle, leaving you standing alone among the dresses.<br>
<br>
<<ActionsHeader>>
<<link "End the conversation and return to the store" "EvansDepartmentStore">><<EndConversation "Christina">><</link>>
<<case "CheerleadersInterestTerrence">>
“I’ve noticed some strange behaviour from Britney, Reagan and Stacey recently," you begin. "They've been spending a lot of time with Terrence.”<Br>
<Br>
She turns to you and her lips curve into a slow, dark smile. “So you noticed,” she murmurs, voice smooth. She reaches out, brushing a stray hair from your face. “That took some sharp eyes.”<br>
<br>
You meet her gaze. “What are you doing to him?”<Br>
<Br>
She doesn’t flinch. Instead, the smile curves deeper.<Br>
<Br>
“We’re helping,” she says. “Terrence was drifting. Always on the edges. Quiet, unsure. But he’s clever. Just needed structure.”<Br>
<br>
Her voice lowers, the weight of something practiced in it.<Br>
<Br>
“He’s doing better.” She tilts her head, just enough for the light to catch in her eyes. “He’s becoming who he should have been.”<Br>
<Br>
“How are you doing that?” you say. “I can help.”<Br>
<Br>
Christina looks at you, assessing. “All in good time, Emily,” she replies. “Soon, I will need your help. For now, if you really want to help, there is something. I want to see what he keeps hidden in his biology book.”<Br>
<br>
You frown. “What?”<Br>
<Br>
“Something is interfering,” she whispers, smile fading. “I want to know what.”<br>
<br>
“You think it’s magic?” you murmur, looking around. <Br>
<br>
“I think people don’t suddenly get better at biology without help. I want to know who. And why. Try finding a way to open his locker at lunch. I’m sure you can figure out a way to do that.”<br>
<br>
She steps back, brushing imaginary dust from her skirt. That perfect smile returns. “You have good instincts, Emily. Use them.” Then, softer, with just a trace of warning. “Don’t make me wait.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Christina" "CheerleadersInterestTerrence">><<QuestTracker "Quest21" 1>><</link>>
<<case "TerrenceRitual">>
"I know what you're planning on doing to Terrence," you tell Christina flatly.<br>
<br>
For a second, you see the surprise threaten to spread across her face. But a moment later it's gone. Instead, she just smiles. "Pray tell, dear Emily. What do you think you know?"<br>
<bR>
"I know you're going to try to change him," you tell her. "Using a ritual. In the gym."<br>
<br>
"Someone has a nosy little narc," she says, playfully mocking. "What do you think about it?"<br>
<Br>
"I want to help," you say. Wondering how much of those words are the truth.<br>
<br>
Christina eyes you carefully, then nods. "Alright. Come by the gym. Wait for us in the evening. I will explain everything then. But just remember, Em. This is a big step for you. You don't have to do this, if you don't feel ready."<br>
<br>
She offers you a friendly smile. It's practiced and polished, but for Christina, it almost seems genuine.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Christina" "TerrenceRitual">><<QuestOptionComplete "Quest21" 7 "join_ritual_cheerleader">><<QuestOptionUnlock "Quest21" 7 "join_ritual_cheerleader_invite">><</link>>
<<case "HallPass">>
“Christina,” you say quietly. “Do you know how I could get a hall pass?”<br>
<Br>
<<if $PlayerCharacter.cheerleader is true>>
She turns her head toward you with a sly smile. “Oh? And why exactly do you need to be sneaking out of lessons? Or do I want to know the answer to that question?”<br>
<Br>
You hesitate. “I… want to check the boys’ classes. I want to make sure the curses are still active.”<br>
<br>
Christina raises a brow, her interest piqued. “Smart thinking, Em” she purrs. “I’m quite sure I would have noticed if anything was amiss, but a little check-up wouldn’t hurt. I knew you belonged on the squad.”<Br>
<br>
She steps away and saunters over to her bag by the boombox. Unzipping a side pocket of her bag, she pulls out a single hall pass and returns to you, holding it delicately between two fingers.<br>
<br>
“Here,” she says. “Fill in your details and hand this to Harrow or Prichard. They won’t question it. Tell them you’ve got squad business and flash that smile of yours.”<bR>
<br>
You reach for it, but she doesn’t let go immediately.<br>
<br>
“But Em,” she says, her voice lowering. “Just look. Do not go inside. Trust me, those lessons aren’t somewhere respectable girls like us want to end up.”<Br>
<br>
She lets go of the pass, the smile never leaving her lips.<br>
<Br>
“Report back if anything is out of place. And don’t do anything reckless. Those lessons get… rowdy.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<TakeObjectNPC "Christina" "HallPassChristina">><<QuestTracker "Quest11" 2>><<QuestOptionUnlock "Quest11" 2 "spy_boys_geography">><<QuestOptionComplete "Quest11" 1 "cheerleader_pass">><<QuestOptionUnlock "Quest11" 2 "spy_boys_biology">><</link>>
<<else>>
She turns her head towards you with a forced smile. "Oh? And what exactly makes you feel that you deserve such privileges yet, Emily?"<br>
<Br>
When you part your lips and take a shallow breath, Christina corrects herself, stifling a giggle that sounds practiced. "I'm just playing with you, Em. I understand all too well the desire to make your own way in the world. Bend the rules a little, so to speak."<br>
<Br>
Chrissie glances back to check on the progress of the squad, before turning to survey you with her cold blue eyes. "As far as I know, there's only two ways of getting a hall pass. Sign up for the cheerleaders, or improve your grades enough for the headmaster to notice."<br>
<Br>
<<QuestStatus "Quest9">><<QuestState "Quest9">>
<<if _QuestStatus is "failed">>
"I'm afraid I'm still not convinced you have what it takes to be a cheerleader," she adds, with a slight wince that seems mechanical. "But try speaking to Mr. Stitch if you can. I'm sure there are less athletically intensive routes to obtaining one."<br>
<br>
A shriek from the squad captures Christina's attention and she turns her attention away from you, instantly forgetting the conversation in-flow.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestOptionComplete "Quest11" 1 "stitch_pass">><</link>>
<<elseif _QuestState gte 1>>
"You're making good progress in joining our team, Em," she adds, giving you a smile that borders on genuine. "Keep it up, and I'll be able to give you a pass after your initiation."<Br>
<br>
A shriek from the squad captures Christina's attention and she turns her attention away from you, instantly forgetting the conversation in-flow.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestOptionComplete "Quest11" 1 "stitch_pass">><<QuestOptionUnlock "Quest11" 1 "cheerleader_pass">><</link>>
<<else>>
"You should try out for the team," she adds. "Like I said, I think you've got what it takes."<Br>
<br>
Britney howls from the pitch, taking Christina's eyes away from you. "There was a bug!" you hear Britney cry back at Chrissie, as if to answer her unspoken question.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestOptionComplete "Quest11" 1 "stitch_pass">><<QuestOptionUnlock "Quest11" 1 "cheerleader_pass">><</link>>
<</if>>
<</if>>
<<case "OlafMagicFail">>
“I had some trouble with a spell,” you begin. “I tried casting it on the school janitor, but it didn’t work.”<Br>
<br>
Christina shoots you a wary look, accompanied only by a slight grin. “I’m not surprised, Em. The teachers don’t like us using magic on them without their permission. Did anyone see?”<br>
<br>
Quickly, you shake your head. “It was in the basement. No one saw.”<br>
<br>
She lets out a small titter, her grin widening. “Probably for the best. The headmaster has certain ways of limiting our abilities. Especially on faculty members. What on earth made you want to try magic on that repulsive janitor?”<br>
<br>
“I was trying to get a key from him,” you tell her truthfully. “To keep an eye on the wards.”<br>
<br>
Christina offers you a reassuring smile, tittering again. “I commend your enthusiasm, Em. But really. You should find other ways to get a look at them. With our cheerleader privileges, surely it can’t be that hard?”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Christina" "OlafMagicFail">><</link>>
<</switch>><<EventsCheck "DialogueChristina">>
<<if _currentEvent is "ChristinaNoMakeUp">>
As you approach Christina she turns, flicking a strand of perfectly styled hair over her shoulder. Her eyes land on you, and for a moment, she just stares.<br>
<Br>
Then, she sighs. "Oh, Emily," she mutters, rubbing her temple. "Tell me you didn't come here looking like that on purpose?"<br>
<br>
You frown. "Like what?"<br>
<Br>
She gestures vaguely at your face. "Bare. Bland. Ordinary." Her expression tightens. "I told you. If you're going to be a cheerleader, you have to look the part. Confidence, polish, presentation. And right now, you look like you just rolled out of bed."<br>
<Br>
You look to her with a touch of embarrassment. "But I thought cheerleading was about skill. Not -"<br>
<Br>
Christina cuts you off with a sharp laugh. "Oh, sweet summer child," she says, shaking her head. "Skill matters, sure, but so does image. If you want to stand with us, you need to own it. No more looking like some random nobody. You need to be someone." She steps closer, lowering her voice. "Fix this. Today."<br>
<br>
Her words linger as she turns away from you, already dismissing you from her attention. You consider your options.<br>
<Br>
<i>Why are you even considering them, though?</i><br>
<br>
You gulp. Maybe you should talk to Emily.<br>
<br>
<<ActionsHeader>>
<<link "Say goodbye and leave Christina alone" $ConversationExit>><<EndConversation "Christina">><<EventsCheckEnd "DialogueChristina" "ChristinaNoMakeUp">><<TaskTracker "Task6" "active">><</link>>
<<elseif _currentEvent is "ChristinaReactBoobs">>
As you approach, Christina looks you up and down with a slow, measured glance. One eyebrow lifts.<bR>
<br>
<<if $current.boobs gt 1 and $current.height lt 2>>
Christina folds her arms. “Now this is interesting,” she says. “Changing shape and trying to act like you haven’t?”<Br>
<Br>
She circles you slowly, eyeing your new proportions with sharp calculation. “You’re trying to become the kind of girl that gets noticed. And maybe used. Are you trying to be someone I can use, Emily?”<Br>
<Br>
She tilts her head. “Watch yourself. You’re on the edge of becoming a type I can’t respect. You want attention? You’ll get it. But if you can’t command respect don’t expect a place at the top of the food chain.”<BR>
<Br>
She smiles coldly. “And we wouldn’t want you down the bottom, would we?”<br>
<<elseif $current.boobs gt 1>>
She gives a sly smirk. “Finally catching up, Emily,” she says, eyes resting on your chest. You try to feign confusion, but she only smiles wider. “Relax. I respect anyone taking control of their look.”<Br>
<Br>
Her voice lowers slightly. “Just don’t get carried away. It’s one thing to turn heads, but another to be the girl people think they can dismiss once the novelty fades.”<br>
<Br>
“Assets help. But remember," She taps a nail against her temple. "Power comes from up here. And here,” she adds, gesturing to your spine. “Keep both straight.”<BR>
<<elseif $current.height lt 2>>
Her gaze narrows slightly. “Don’t think I didn’t notice. You’re shorter.”<Br>
<Br>
There’s no warmth in her voice. “Maybe it’ll help on the field. Lower centre of gravity. But you should always be looking to tower over people. If not physically, then in every other way.”<Br>
<br>
She leans in. “Small girls don’t dominate. And if you’re not aiming to dominate, someone else will dominate you.”<Br>
<</if>>
<Br>
<<MindControlRancyCheck>>
<<if _MindControlRancyCheck>>
You nod slowly, trying to dismiss the sting of her words. You tell her that you just feel more like yourself this way. It’s strange, but right. More comfortable.<Br>
<Br>
But even as you speak, a whisper gnaws at your thoughts.<br>
<br>
<I>Don’t you mean you feel better looking like Emily?</i><br>
<Br>
You blink, but the thought passes. Christina watches you carefully.<bR>
<<else>>
You nod cautiously. Christina’s words hit hard, but they’re not wrong.<Br>
<br>
Uncomfortably, you realise that if you want to be taken seriously in this form, you’ll need to work even harder to be more than just this. More than what they see.<br>
<BR>
<i>Don’t you mean more than what they see when they look at Emily?</i><br>
<br>
You push the other voice down in your mind. Christina watches you, carefully.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<EventsCheckEnd "DialogueChristina" "ChristinaReactBoobs">><<EventsCancel "DialogueChristina" "ChristinaReactShort">><<set $ChristinaDialogue to "Event">><</link>>
<<elseif _currentEvent is "ChristinaReactShort">>
As you approach, Christina looks you up and down with a slow, measured glance. One eyebrow lifts.<bR>
<br>
<<if $current.boobs gt 1 and $current.height lt 2>>
Christina folds her arms. “Now this is interesting,” she says. “Changing shape and trying to act like you haven’t?”<Br>
<Br>
She circles you slowly, eyeing your new proportions with sharp calculation. “You’re trying to become the kind of girl that gets noticed. And maybe used. Are you trying to be someone I can use, Emily?”<Br>
<Br>
She tilts her head. “Watch yourself. You’re on the edge of becoming a type I can’t respect. You want attention? You’ll get it. But if you can’t command respect don’t expect a place at the top of the food chain.”<BR>
<Br>
She smiles coldly. “And we wouldn’t want you down the bottom, would we?”<br>
<<elseif $current.boobs gt 1>>
She gives a sly smirk. “Finally catching up, Emily,” she says, eyes resting on your chest. You try to feign confusion, but she only smiles wider. “Relax. I respect anyone taking control of their look.”<Br>
<Br>
Her voice lowers slightly. “Just don’t get carried away. It’s one thing to turn heads, but another to be the girl people think they can dismiss once the novelty fades.”<br>
<Br>
“Assets help. But remember," She taps a nail against her temple. "Power comes from up here. And here,” she adds, gesturing to your spine. “Keep both straight.”<BR>
<<elseif $current.height lt 2>>
Her gaze narrows slightly. “Don’t think I didn’t notice. You’re shorter.”<Br>
<Br>
There’s no warmth in her voice. “Maybe it’ll help on the field. Lower centre of gravity. But you should always be looking to tower over people. If not physically, then in every other way.”<Br>
<br>
She leans in. “Small girls don’t dominate. And if you’re not aiming to dominate, someone else will dominate you.”<Br>
<</if>>
<Br>
<<MindControlRancyCheck>>
<<if _MindControlRancyCheck>>
You nod slowly, trying to dismiss the sting of her words. You tell her that you just feel more like yourself this way. It’s strange, but right. More comfortable.<Br>
<Br>
But even as you speak, a whisper gnaws at your thoughts.<br>
<br>
<I>Don’t you mean you feel better looking like Emily?</i><br>
<Br>
You blink, but the thought passes. Christina watches you carefully.<bR>
<<else>>
You nod cautiously. Christina’s words hit hard, but they’re not wrong.<Br>
<br>
Uncomfortably, you realise that if you want to be taken seriously in this form, you’ll need to work even harder to be more than just this. More than what they see.<br>
<BR>
<i>Don’t you mean more than what they see when they look at Emily?</i><br>
<br>
You push the other voice down in your mind. Christina watches you, carefully.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<EventsCheckEnd "DialogueChristina" "ChristinaReactShort">><<EventsCancel "DialogueChristina" "ChristinaReactBoobs">><<set $ChristinaDialogue to "Event">><</link>>
<</if>><<widget "CheerleaderAcceptence">>
<<if $CheerleaderAcceptence is undefined>>
<<set $CheerleaderAcceptence to 1>>
<<else>>
<<set $CheerleaderAcceptence +=1>>
<</if>>
<</widget>>
<<widget "CheerleaderAcceptenceCheck">>
<<set _CheerleaderAcceptenceCheck to $CheerleaderAcceptence>>
<<if $CheerleaderAcceptence gte 3>>
<<set $CheerleaderAcceptence to undefined>>
<</if>>
<</widget>>
<<widget "InductionDialogueDuties">>
<<DialogueSpoken "Christina" "Squad">><<if _Discussed is true>><<set _AdditionalOption to true>><</if>>
<<DialogueSpoken "Christina" "Duties">>
<<if _Discussed is false and _AdditionalOption is true>><<set _InductionDialogueDuties to true>><</if>>
<</widget>>
<<widget "InductionDialogueTeachers">>
<<DialogueSpoken "Christina" "Duties">><<if _Discussed is true>><<set _AdditionalOption to true>><</if>>
<<DialogueSpoken "Christina" "Teachers">>
<<if _Discussed is false and _AdditionalOption is true>><<set _InductionDialogueTeachers to true>><</if>>
<</widget>>
<<widget "InductionDialogueCurses">>
<<DialogueSpoken "Christina" "Magic">><<if _Discussed is true>><<set _AdditionalOption to true>><</if>>
<<DialogueSpoken "Christina" "Curses">>
<<if _Discussed is false and _AdditionalOption is true>><<set _InductionDialogueCurses to true>><</if>>
<</widget>>
<<widget "InductionDialogueNoQuestions">>
<<DialogueSpoken "Christina" "Magic">><<if _Discussed is true>><<set _AdditionalOption to true>><</if>>
<<DialogueSpoken "Christina" "Curses">>
<<if _Discussed is true and _AdditionalOption is true>><<set _InductionDialogueNoQuestions to true>><</if>>
<</widget>><<set $ConversationRoot = passage()>>
<<switch $ClaireDialogue>>
<<case "LoveLife">>
"Do you get many men coming through here?" you say, trying to muster the right words to make this less awkward. "I bet they flock in when you're working here."<br>
<br>
<<if $current.female is true>>
She gives you a disarming smile, full of warmth. "I get my regulars," she titters. "But it's usually school kids or old guys."<br>
<br>
"Not your sort of thing?" you ask.<br>
<br>
Claire's smile widens as she shakes her head. "Let's just say I see through their sudden interest in the classics." She stifles a giggle. "I don't mind, though. Nice to feel wanted."<br>
<br>
"That sounds like there's pain behind that," you comment, giving her a sympathetic smile.<br>
<br>
She looks over her glasses, studying you for a moment. "You wouldn't believe."<br>
<br>
You nod. "Bad break-up?"<br>
<br>
"I'm guessing that you're asking because you've heard?" Claire replies. "Did Simon send you?"<br>
<br>
"Simon?" you say innocently.<br>
<br>
"My ex," she replies. "We recently broke-up." Her smile fades. "He didn't take it well."<br>
<<else>>
She looks at you over her glasses with a sceptical look. "That's the most forward line I've heard all week," she says, raising an eyebrow.<br>
<br>
"I didn't mean it like that," you try to backtrack.<br>
<br>
She smiles at you, raising an eyebrow. "Oh, don't ruin it by being bashful. Most men who come in here skirt around it by asking me about books they've barely heard of."<br>
<br>
Claire titters as she gives you a warm look. "I'm flattered, but I'm afraid I'm not looking for a date right now."<br>
<br>
You nod. "Bad break-up?"<br>
<br>
"I'm guessing that you're asking because you've heard?" Claire replies. "Did Simon tell you about it?"<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Claire" "LoveLife">><<DialogueUnlock "Claire" "BadBreakup">><</link>>
<<case "BadBreakup">>
"So what happened with you and Simon?" you ask her.<br>
<br>
She sighs, looking down at her book as if she'd much rather be reading. "We just wanted different things. As nice as he was, we didn't see eye to eye."<br>
<br>
"How so?" you ask.<br>
<br>
<<if $current.female is true>>
She gives you a curious look. "You're inquisitive, aren't you?" She eyes you carefully. "I don't suppose you're asking to get some tips with him?"<br>
<br>
You feel yourself blushing, but shake your head. "No. Nothing like that."<br>
<br>
Claire sniggers, but shrugs. "I wouldn't hold it against you if you were. My mother says I was mad to pass on a doctor. Especially around here."<br>
<<else>>
She gives you a curious look. "You're inquisitive, aren't you?" She gives you a small smile. "How very assertive you are."<br>
<br>
You give her a disarming smile. "I'm not fishing to see if you're definitely single."<br>
<br>
Claire sniggers, but shrugs. "Such a shame to be honest. I do enjoy a bit of flirtation, in spite of my current romantic status. My mother says I was mad to pass on a doctor. Especially around here."<br>
<</if>>
<br>
"Why did you then?" you ask.<br>
<br>
"He was ready to get married," she replies. "And I wasn't. Simon always said that a Doctor needed a good wife." Her smile fades. "But there were other things. Sometimes love isn't enough."<br>
<br>
You offer an empathic smile. "He was a doctor?"<br>
<br>
Claire nods. "Yes. A specialist at Dr. Palmer's Care Pavilion. A prime catch, as they say around here."<br>
<br>
<<LocationKnownCheck "CharltonCarePavilion">>
<<if _LocationKnownCheck is false>>
"Charlton Care Pavilion?" you reply. "Where's that?"<br>
<br>
Claire looks over her glasses at you with a surprised expression. "You must be new to town. Just off the Town Square. Over the allotment."<br>
<br>
<</if>>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Claire" "BadBreakup">><<QuestState "Quest37">><<if _QuestState is 0>><<QuestOptionUnlock "Quest37" 0 "simon">><</if>><<LocationKnown "TownSquare">><<LocationKnown "CharltonAllotment">><<LocationKnown "CharltonCarePavilion">><<DialogueUnlock "Claire" "OtherThings">><</link>>
<<case "OtherThings">>
"What were the other things wrong with your relationship?" you ask. "Aside from him wanting to get married."<br>
<br>
Claire gives you a cautious look. "You really ask a lot of questions, don't you?"<br>
<br>
"I'm curious," you try. "Always good to know what can doom a relationship."<br>
<br>
She sighs at hearing the words and looks to the ceiling. "Take your pick. His family. Belittling my job. His obsession with how I came across in town."<br>
<br>
You take a deep breath. "That's a lot."<br>
<br>
Claire nods, clenching her teeth for a moment. "That is the most truthful thing anyone has said to me about it all week." She looks away for a moment, lost in her own thoughts. "Everyone seems to think he was being reasonable. But I knew in my heart what I wanted." She turns back to you and politely smiles. "I'm just happy here, with my books."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Claire" "OtherThings">><<DialogueUnlock "Claire" "SimonsFamily">><<DialogueUnlock "Claire" "BelittleHerJob">><<DialogueUnlock "Claire" "HowSheComesAcross">><</link>>
<<case "SimonsFamily">>
You take a deep breath before speaking. "What was wrong with Simon's family?"<br>
<br>
Claire looks at you with a rare degree of hesitation. "They are… very traditional."<br>
<br>
She holds your gaze but doesn't offer another word. You politely smile, trying to break the ice. "Something like a woman's place is in the home?"<br>
<br>
"Something like that," she replies. "His father especially." She takes a deep breath and sighs. "Let's just say Simon's father doesn't appreciate it when a woman has opinions that he feels are matters for men." She glances around the library and snorts. "I bet he's never read a book in his life."<br>
<br>
"You don't strike me as the type of woman who would hold back," you tell her.<br>
<br>
That returns a smile to her face. "That is correct. Especially if I know a thing or two about what's being discussed." She gives you a knowing smile. "And I know a thing or two about quite a lot, if you'll forgive a woman for being so brazen."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Claire" "SimonsFamily">><</link>>
<<case "BelittleHerJob">>
"So, Simon didn't think much of your job?" you say, trying to frame it as a question.<br>
<br>
"That is an understatement," Claire replies, shaking her head. "I've never met a man who had less respect for a woman who worked."<br>
<br>
You raise an eyebrow. "What sort of things did he say?"<br>
<br>
Claire smirks with a pained expression. "It wasn't what he said," she corrects you. "But what he did."<br>
<br>
Her eyes look behind you, beckoning yours to follow. You glance back over your shoulder, seeing her looking at the library stacks. When you turn back to face her, her eyebrows are raised.<br>
<br>
"I see kids sneaking back there after school," she whispers. "They think they aren't seen back there." She titters. "Authors have made their living writing about the barely restrained passion of teenagers. But you're supposed to let that go when you grow up. Sometimes I think Simon's head never left school."<br>
<br>
You frown, looking once more back to the stacks. "What, he wanted to spend some alone time with you back there?"<br>
<br>
Her eyes narrow behind her glasses. "Whilst I was working," she says in a hushed tone. "The gall of the man. Thinking I would drop my duties to have a tumble between the books." She bites her bottom lip. "There's other times for that."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Claire" "BelittleHerJob">><</link>>
<<case "HowSheComesAcross">>
"What did you mean, when you said that Simon had an obsession with how you came across in town?"<br>
<br>
Claire folds her arms over her chest, almost self-conscious. "He didn't like the way I dress," she mutters.<br>
<br>
Your eyes wander over her dull green blouse and skirt. In spite of them, they complement her lithe figure. "I think you look lovely."<br>
<br>
<<if $current.female is true>>
She raises an eyebrow at hearing your comment. "For someone not flirting with me, you're doing a terrible job."<br>
<br>
Claire grins before continuing. "Putting aside my current attire, he had issues with what I wore outside here." She draws in a deep breath. "I don't conform to Charlton's definitions of style." She grunts. "Unlike his past girlfriends."<br>
<<else>>
"It's hardly the most complimentary colour scheme," she replies. "But he had more issues with what I wore outside of work." She draws in a deep breath. "I don't conform to Charlton's definitions of style." She grunts. "Unlike his past girlfriends."<br>
<</if>>
<br>
"He wanted you to dress up more?" you ask.<br>
<br>
Claire flares her nostrils. "He made excuses for me whenever we ran into people. I had just put the washing on. We were going for a walk." Claire shakes her head. "It almost seemed like he was embarrassed by me. Not an attractive trait."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Claire" "HowSheComesAcross">><</link>>
<</switch>><<set $ConversationRoot = passage()>>
<<switch $CliveDialogue>>
<<case "School">>
<<if $current.avatar is "Annie">>
“You went to Charlton Upper School, didn’t you?” you ask him. “What did you think of it?”<br>
<br>
“It was pretty swell, as school goes,” he says. “Used to play a bit of rugby. Still can throw a ball with the best of them.” He flashes you a smile.<br>
<br>
“Did you ever notice anything strange going on?” you try, pressing him.<br>
<br>
“No more than anywhere else. Bit of bullying, bit of favouritism. Some social darwinism, if you get my meaning. I bet you would have ranked top of the food chain when you were at school, that right darlin'?"<br>
<br>
His disarming smile diminishes your eye rolling. "Did you notice anything odd?" you press on. "About the lessons?”<br>
<br>
“Yeah. Lots of equations. Couldn’t understand any of them. Never used one since. I'm more of a do'er and a thinker than a fancy academic. Algebra never impressed a pretty lady.” His eyes sparkle as he looks at you.<br>
<br>
Clive scoops up some of the tools and puts them back in the kit. “As much as I like spending time talking to beautiful girls, I got a job to get to. Tell you what, though. Come by McTafey’s in the evening and I'll buy you a drink. Then I'll have all the time in the world for you."<br>
<br>
Clive gives you yet another smile and returns to sorting through his equipment, leaving you watching him.<br>
<<elseif $current.female is true>>
“You went to Charlton Upper School, didn’t you?” you ask him. “What did you think of it?”<br>
<br>
“It was pretty swell, as school goes,” he says. “Used to play a bit of rugby. Still can throw a ball with the best of them.” He flashes you a smile.<br>
<br>
“Did you ever notice anything strange going on?” you try, pressing him.<br>
<br>
“No more than anywhere else. Bit of bullying, bit of favouritism. Some social darwinism, if you get my meaning. I bet you would have ranked top of the food chain when you were at school, that right darlin'?"<br>
<br>
His disarming smile diminishes your eye rolling. "Why’s that?" he continues, moving on. "Your sister having a hard time there?”<br>
<br>
You nod, just a little. “A little,” you tell him. “Did you notice anything odd? About the lessons?”<br>
<br>
“Yeah. Lots of equations. Couldn’t understand any of them. Never used one since. I'm more of a do'er and a thinker than a fancy academic. Algebra never impressed a pretty lady.” His eyes sparkle as he looks at you.<br>
<br>
Clive scoops up some of the tools and puts them back in the kit. “As much as I like spending time talking to beautiful girls, I got a job to get to. Tell you what, though. Come by McTafey’s in the evening and I'll buy you a drink. Then I'll have all the time in the world for you."<br>
<br>
Clive gives you yet another smile and returns to sorting through his equipment, leaving you watching him.<br>
<<else>>
“You went to Charlton Upper School, didn’t you?” you ask him. “What did you think of it?”<br>
<br>
“It was pretty swell, as school goes,” he says. “Used to play a bit of rugby in my teens. Coach always did alright by me. Some weren’t so lucky.”<br>
<br>
“Did you ever notice anything strange going on?” you try, pressing him.<br>
<br>
He frowns. “No more than anywhere else. Bit of bullying, bit of favouritism. Some social darwinism, if you get my meaning. Why’s that, Phillips? Your sister having a hard time there?”<br>
<br>
You give him a noncommittal shrug. “Just making sure she’s alright,” you tell him. “Did you notice anything odd? About the lessons?”<br>
<br>
“Yeah. Lots of equations. Couldn’t understand any of them. Never used one since.”<br>
<br>
Clive scoops up some of the tools and puts them back in the kit. “As much as I’d like to tell you about the good old days of ten years ago, I got a job to get to. But swing by McTafey’s in the evening and we can grab a beer. Sounds like you’ve got something on your mind."<br>
<br>
Clive returns to sorting through his equipment, paying no more attention to you.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Clive" "School">><</link>>
<<case "BarSchool">>
<<if _CurrentPC is true and $current.female is true>>
“I’d like to ask you about Charlton School,” you tell him. “You went there, right?”<br>
<br>
He nods, giving you a smile. “A while back. Graduated a fair few years before you were a freshman, I'd wager. Or are you city girls just naturally youthful?”<br>
<br>
You smile politely at his compliment, but push forward. “It sounds different to where I went to school.”<br>
<br>
Clive nods his head, as he takes a sip of his drink. “I bet. Pretty traditional. Boys will be boys. Girls are girls. If you don’t agree with that, it’s a hard time there.”<br>
<br>
Rhiannon walks past, hearing the conversation. She smirks. “I thought you had a hard time because you skipped most lessons?”<Br>
<BR>
Clive grins at her, deflecting. “I still did okay. Not the top of the class, but I guess I didn’t make Stitch’s cut. Only those who toed his line got up to those giddy heights.“<Br>
<br>
When Rhiannon moves on, Clive turns back to you. You give him a look. “Do you believe in all that traditional stuff?”<Br>
<br>
He shrugs and smiles at you. “All manner of people in the world that believe in things. I believe that people should be a little less precious about what they believe in. Go with the flow. See where the world takes you.” <br>
<<elseif _CurrentPC is true and $current.female is false>>
“I’d like to ask you more about Charlton School,” you tell him. “My sister is struggling to settle in.”<br>
<br>
“The School’s polarising, in every way,” he tells you. “Boys against girls, popular against nerds. Kill or be killed too. My advice? Don’t rattle the teachers and pick a side. She’ll need friends to get through the year. But what’s she struggling with?” <br>
<br>
“The lessons are very traditional,” you say quietly. “More conservative. Different from her last school.”<br>
<br>
Clive nods, thinking. “Yeah. Bet it’s been a while that city schools said men should be the breadwinners and women stay at home. Charlton’s old like that. If you didn’t toe Stitch’s party line, you’re in some trouble. Had a few close calls with him, myself.”<br>
<Br>
Rhiannon walks past, hearing the conversation. She smirks. “I thought you got in trouble because you couldn’t pass geography lessons?”<Br>
<br>
Clive grins at her, deflecting. “Lived knowledge doesn’t come from books, sweetheart. What I know about I couldn’t learn at school. And I didn’t get fancy lessons from Stitch. Doesn’t matter how smart you are if you don’t have those. Magically the top of the table is out of bounds for you.“<br>
<br>
When Rhiannon moves on, Clive turns back to you. You give him a look. “Do you think what they teach is right?”<Br>
<br>
He shrugs and takes a swig of his beer. “Don’t matter what I believe. I’m just a sparky. Only time I go to school these days is to fix the generator. Not everyone agrees with what’s taught at Charlton, though. I’d tell your sister to find like minded folk. With any luck, they can help each other out.”<br>
<<else>>
“I’d like to ask you about Charlton School,” you tell him. “You went there, right?”<br>
<br>
He nods, giving you a smile. “A few years before you, I’d wager. You must have only just graduated. Or you just look naturally pretty.”<br>
<br>
You smile politely at his compliment, but push forward. “I don’t think it’s changed much.”<br>
<br>
Clive shakes his head, as he takes a sip of his drink. “Pretty traditional. Boys will be boys. Girls are girls. If you don’t agree with that, it’s a hard time there.”<br>
<br>
Rhiannon walks past, hearing the conversation. She smirks. “I thought you had a hard time because you skipped most lessons?”<bR>
<br>
Clive grins at her, deflecting. “I still did okay. Not the top of the class, but I guess I didn’t make Stitch’s cut. Only those who toed his line got up to those giddy heights.“<Br>
<Br>
When Rhiannon moves on, Clive turns back to you. You give him a look. “Do you believe in all that traditional stuff?”<Br>
<br>
He shrugs and smiles at you. “All manner of people in the world that believe in things. I believe that people should be a little less precious about what they believe in. Go with the flow. See where the world takes you.” <br>
<</if>>
<<trackKnowledge "TopOfClass" "Learned">>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<Drunk 1>><<set $CliveTopics -= 1>><</link>>
<<case "BarClive">>
<<if _CurrentPC is true and $current.female is true>>
”How are you, Clive?” you ask him. <br>
<br>
“Doing just dandy, honey,” he says to you, taking a swig of his beer. “Got a beer in my hand, a paycheck in my pocket and I’m at a bar talking to a gorgeous girl. Can’t ask for more.”<br>
<br>
You can’t help but smile. Despite his lines sounding rehearsed, his disarming grin and casual honesty takes the embarrassment out of it. <i>In fact</i>, you think, as you feel your lips creep up. <i>It’s almost endearing.</i><br>
<br>
"Did you grow up in Charlton?" you ask him, leaning a little closer toward him.<br>
<br>
He nods. "Sure did. Born and raised here. Went to school, got a gig as an apprentice, worked my way into a trade. Just need the girl to complete the set. You know of anyone hiding away in the office that I've looked over?"<br>
<br>
He flashes you another smile and takes a swig from his bottle.<br>
<br>
"Did you ever want to do something else?" you ask. "Go elsewhere?"<br>
<br>
He shrugs. “Not yet. Love to travel Europe in a van, but can wait for that. An honest day’s work, a cold beer and someone to warm the bed is still the dream.”<br>
<br>
“Anyone warming the bed right now?” you can’t help but ask.<br>
<br>
He grins back at you. “Position is vacant.”<br>
<<elseif _CurrentPC is true and $current.female is false>>
”How are you, Clive?” you begin ever-so casually. “What’s happening with you?”<br>
<br>
He shrugs his shoulders. “Just living. Worse places to be than here.”<br>
<br>
You’re not sure that’s true, but you don’t challenge him. “Did you grow up in Charlton?”<br>
<br>
He nods. “Sure did. Born and raised here. Went to school, started at Thompsons’, worked my way out of apprenticeship and into a trade. Not a bad life.”<br>
<br>
“Did you ever want to do something else?” <br>
<br>
He grins. “Ambition comes in different shapes. For me, it’s all about freedom. Work when I work. Eat when I eat. Drink when I do. Sure, seeing the world has its appeal. But for me, nothing beats a cold beer after a hard day’s work.”<br>
<<else>>
”How are you, Clive?” you ask him. <br>
<br>
“Doing just dandy, honey,” he says to you, taking a swig of his beer. “Got a beer in my hand, a paycheck in my pocket and I’m at a bar talking to a gorgeous girl. Can’t ask for more.”<br>
<br>
You can’t help but smile. Despite his lines sounding rehearsed, his disarming grin and casual honesty takes the embarrassment out of it. <i>In fact</i>, you think, as you feel your lips creep up. <i>It’s almost endearing.</i><br>
<br>
"Did you grow up in Charlton?" you ask him, leaning a little closer toward him.<br>
<br>
He nods. "Sure did. Born and raised here. Went to school, started at Thompsons', worked my way out of apprenticeship and into a trade. Just need the girl to complete the set."<br>
<br>
"Did you ever want to do something else?" you ask. "Go elsewhere?"<br>
<br>
He shrugs. “Not so far. Love to travel Europe in a van, but not right now. An honest day’s work, a cold beer and someone to warm the bed is still the dream.”<br>
<br>
“Anyone warming the bed right now?” you can’t help but ask. <br>
<br>
He grins back at you. “Position is vacant.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<Drunk 1>><<set $CliveTopics -= 1>><</link>>
<<case "BarBar">>
<<if _CurrentPC is true and $current.female is true>>
”You spend a lot of time here?” you ask him as you glance around the bar.<br>
<br>
He grins, playing with a bar mat in his hand. “Not much else to do in Charlton,” he says. “A brief respite from the working day? All that typing you do must get real dull real fast, right?"<br>
<br>
"It's a bit more complex than that," you tell him.<br>
<br>
He shrugs. "No offence meant, little lady. Just saying that after a day behind a desk, this is about the liveliest place you'll find in our small little town.”<br>
<br>
You hear a sultry chuckle from the other side of the bar and look up to see Rhiannon moving past the two of you. “I’m so sorry we’re not entertaining enough for ya’,” she laughs. “Maybe if you didn’t spend every night here, it would seem more novel.”<br>
<br>
Clive focuses on you, purposefully not looking at the barmaid. “Ignore her. She gets irate when I get talking to a girl much prettier than her.”<br>
<br>
You look over the bar to Rhiannon, who smiles at you and rolls her eyes. She turns to serving other patrons. But you find yourself looking her over, taking in her emerald green eyes and luscious dark red hair. She has a sultry smile and a wicked laugh. She stands out from the crowd. <br>
<br>
Turning back to Clive, you see him grinning at you. “Much, much prettier,” he repeats, quietly. <br>
<br>
You can’t help it. There’s a smile forming and blood rushing to your cheeks. <I>That’s the only place it’s rushing, right?</i><br>
<<elseif _CurrentPC is true and $current.female is false>>
”You come here often?” you ask him, looking around the bar. <br>
<br>
He wears a disarming smile as he looks around and meets the eyes of Rhiannon, who is keeping herself busy behind the bar. “Yup. Home from home. Someone has to keep little Rhiannon company on the winter nights.”<br>
<br>
“Oh, darl,” Rhiannon replies as she cleans. “You’re too skinny to keep me warm.” <br>
<br>
She gives him a wink and turns to serve a customer at the end of the bar. He chuckles. “She’s a real firecracker, that one."<br>
<<else>>
”You come here often?” you ask him as you glance around the bar.<br>
<br>
He grins, playing with a bar mat in his hand. “Not much else to do in Charlton,” he says. “I’d love other places to go, but this is the liveliest place in our small little town.”<br>
<br>
You hear a sultry chuckle from the other side of the bar and look up to see Rhiannon moving past the two of you. “I’m so sorry we’re not entertaining enough for ya’,” she laughs. “Maybe if you didn’t spend every night here, it would seem more novel.”<br>
<br>
Clive focuses on you, purposefully not looking at the barmaid. “Ignore her. She gets irate when I get talking to a girl much prettier than her.”<br>
<br>
You look over the bar to Rhiannon, who smiles at you and rolls her eyes. She turns to serving other patrons. But you find yourself looking her over, taking in her emerald green eyes and luscious dark red hair. She has a sultry smile and a wicked laugh. She stands out from the crowd. <br>
<br>
Turning back to Clive, you see him grinning at you. “Much, much prettier,” he repeats, quietly. <br>
<br>
You can’t help it. There’s a smile forming and blood rushing to your cheeks. <I>That’s the only place it’s rushing, right?</i><br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<Drunk 1>><<set $CliveTopics -= 1>><</link>>
<<case "BarAccept">>
<<if _CurrentPC is true and $current.female is true>>
“Sure, I’d like that,” you tell him.<br>
<br>
He signals to Rhiannon to bring you both another drink and, with renewed confidence, starts chatting away. <br>
<br>
You spend the next few hours with Clive. The conversation drifts from topic to topic, and as the drinks start to flow you lose sight of fishing for specific information, instead enjoying the company. <br>
<br>
As Clive keeps ordering drinks, quickly you feel tipsy. You hear yourself giggling at his jokes, a feminine titter full of sing-song. You feel your cheeks grow flushed when he compliments your figure and your features. You can’t help but notice his eyes and warm smile and how he looks at you with honest and transparent interest.<br>
<br>
“You are really beautiful,” he tells you quietly, after the third drink. His eyes wander over your body, then back to your face. “Maybe it's time for a workplace dalliance. I make a habit of not shitting where I eat, but for you. I'd break all the rules, honey.”<br>
<br>
You feel yourself bite your lip as you look back at him. Whether it's the alcohol or something else, butterflies flutter in your stomach. <br>
<br>
<I>Are you attracted to him?</i><br>
<br>
Faced with the troubling thought, you pick up your drink and down the dregs. Unfortunately, you miss the bar top when you put the glass back down and it falls off the rim, smashing on the floor.<br>
<br>
The bar patrons erupt in a collective cheer and you blush with embarrassment. Rhiannon gives you a sympathetic smile, rushing from behind the bar to clean up the shards. “Probably that’s enough for you this evening,” she says.<br>
<br>
You look from Rhiannon to Clive, who shrugs. “Lady’s got a point. You should get some rest. See you at work.”<br>
<br>
Taken aback a little at Clive’s blunt attitude, you stand. He smiles, any hint of desire absent from his face. Was it the alcohol playing tricks on you? Did you imagine him hitting on you?<br>
<br>
<I>Or is that just what you wanted?</i><br>
<br>
You politely return the smile and leave the bar. <br>
<<elseif _CurrentPC is true and $current.female is false>>
“Why not?” you say, downing the rest of your drink.<br>
<br>
Clive gestures to Rhiannon to bring him another round. She quickly does and with renewed energy he continues the conversation. <br>
<br>
Over the next few hours you listen to Clive, moving from conversation to conversation. You lose focus on the conversation topic as he orders yet more drinks. Instead you take enjoyment in his wild theories and observations about life, death and everything between.<br>
<br>
As you and Clive work your way through rounds, he grows increasingly boisterous. He slams his glass down on the table when empty and encourages you to keep up with him. <br>
<br>
“Rhiannon”, he at one point slurs. “Shots.” He gestures to the bar in front of you.<br>
<br>
The room is wobbling slightly when the barmaid comes over. Her green eyes shine out at you, and her dark red hair seems to radiate in the warm light. She smiles coyly at you both as she pours out the two shots Clive has ordered.<br>
<br>
“Enjoy,” she says, looking at both of you individually before sauntering off. You watch her go, staring at her legs and her short, short skirt.<br>
<br>
Clive slaps your shoulder with his hand. “Shots,” he repeats as he thrusts a glass into your hand. “Here’s to… people. You’re a good sort, Phillips. Drink like a real man.”<br>
<br>
He chinks your glass and you slam the shot back down your throat. The aniseed burns your gullet, but you stifle the small sensation of throwing it back up.<br>
<br>
“Gotta go pee,” you hear Clive say. You look down on the floor, breathing deeply and just relaxing in the drunken stupor you’ve put yourself in. Your eyesight may be fuzzy, but the alcohol is numbingly soothing.<br>
<br>
“I’d take this chance to leave,” you hear someone say. You look up to see the young barmaid next to you. <br>
<br>
“Until you start a fight, I’m not gonna’ stop ya’,” she tells you, wrapping her arm around your shoulder. “But take it from someone who sees this regularly. If you try to keep up with Clive, you’ll regret it tomorrow morning.”<br>
<br>
You look up at Rhiannon, into her green eyes. Nodding, you slump down off your stool and take advantage of Clive’s absence to leave.<br>
<<else>>
“Sure, I’d like that,” you tell him.<br>
<br>
He signals to Rhiannon to bring you both another drink and, with renewed confidence, starts chatting away. <br>
<br>
You spend the next few hours with Clive. The conversation drifts from topic to topic, and as the drinks start to flow you lose sight of fishing for specific information, instead enjoying the company. <br>
<br>
As Clive keeps ordering drinks, quickly you feel tipsy. You hear yourself giggling at his jokes, a feminine titter full of sing-song. You feel your cheeks grow flushed when he compliments your figure and your features. You can’t help but notice his eyes and warm smile and how he looks at you with honest and transparent interest.<br>
<br>
“You are really beautiful,” he tells you quietly, after the third drink. His eyes wander over your body, then back to your face. “Stunning.” <br>
<br>
You feel yourself bite your lip as you look back at him. Whether it's the alcohol or something else, butterflies flutter in your stomach. <br>
<br>
<I>Are you attracted to him?</i><br>
<br>
Faced with the troubling thought, you pick up your drink and down the dregs. Unfortunately, you miss the bar top when you put the glass back down and it falls off the rim, smashing on the floor.<br>
<br>
The bar patrons erupt in a collective cheer and you blush with embarrassment. Rhiannon gives you a sympathetic smile, rushing from behind the bar to clean up the shards. “Probably that’s enough for you this evening,” she says.<br>
<br>
You look from Rhiannon to Clive, who shrugs. “Lady’s got a point. You should get some rest. Been swell though. Stop by again.”<br>
<br>
Taken aback a little at Clive’s blunt attitude, you stand. He smiles, any hint of desire absent from his face. Was it the alcohol playing tricks on you? Did you imagine him hitting on you?<br>
<br>
<I>Or is that just what you wanted?</i><br>
<br>
You politely return the smile and leave the bar. <br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Leave for the night" "AvianLane">><<EndConversation "Clive">><<set $CliveTopics to undefined>><<TimeChange>><</link>>
<<case "BarDecline">>
<<if _CurrentPC is true and $current.female is true>>
“I think I’ve had enough,” you tell Clive. <br>
<br>
He shrugs casually, but throws you a disarming smile. “No stress. Although I’m going to order, if you don’t mind.”<br>
<br>
You spend a bit more time with Clive, as he continues to drink. You attempt to steer the conversation back to the school and about Charlton, but after a drink Clive gets increasingly philosophical. He has a theory on everything, but it’s always abstract and without more than a tip-toe in practicality. <br>
<br>
As Clive drains yet another drink, Rhiannon comes over and gently takes the glass from him. “Telling how you’ll right the wrongs of the world again, Clive?" she asks him, winking at you.<br>
<br>
“There’s no wrongs in the world that can’t be solved through conversation,” Clive stammers, words slurred from the alcohol. “Speaking of, another drink?”<br>
<br>
Rhiannon raises an eyebrow. “You sure? I’m not calling my dad out to drive you home.” She looks at you. “Unless you’re driving him home, maybe?”<br>
<br>
You shake your head and Rhiannon giggles. <br>
<br>
Clive staggers to his feet, a touch drunk enough to find standing a challenge. “Gotta’ go pee,” he tells Rhiannon. “Be back for that drink.”<br>
<br>
He walks off, slowly. Rhiannon watches him go, shaking her head. “You won’t get much more out of that one tonight,” she tells you. “I’d take the opportunity to leave. He can charm the best into staying for just one more drink.”<br>
<br>
You nod and as Rhiannon attends to other patrons, decide to follow her advice.<br>
<<elseif _CurrentPC is true and $current.female is false>>
“I think I’m good for now,” you tell Clive.<br>
<br>
He shrugs. “It’s all good,” he tells you. “But I’m gonna’ have another.”<br>
<br>
Clive signals Rhiannon and she promptly delivers a replacement drink for him. He continues to drink whilst you sit and converse. <br>
<br>
He is charismatic and engaging on any topic that comes into conversation, but you find that your attempts to talk about Charlton and the school have limited success. After a drink, Clive tends to get philosophical. The world has a number of problems, and Clive has a solution for each of them.<br>
<br>
As Clive drains yet another drink, Rhiannon comes over and gently takes the glass from him. “Bringing peace to the world through words, Clive?" she asks him, winking at you.<br>
<br>
“There’s a lot that could be solved with a little more conversation and a lot more alcohol,” Clive tells her, words starting to slur. “Speaking of, another drink?”<br>
<br>
Rhiannon sighs, but relents and starts to pour him another drink. “I’d hate to be at the Mayor’s house,” she comments, “if you’re still planning on doing his electrics tomorrow.” <br>
<br>
“Never had a job I couldn't handle,” he states, as he stands up. “Gotta’ pee. Back in a sec.”<br>
<br>
You watch him stumble off into the bathrooms, then turn and raise an eyebrow at Rhiannon. She laughs, grinning at you.<br>
<br>
“My advice. Get out whilst you still can. There’s only so many times he’ll go without just buying you one. And don’t expect me to turn away his money. Unless you’re fighting, he buys and I pour.”<br>
<br>
You nod. You hear the toilet flush from inside the men’s bathrooms. Taking Rhiannon’s words to heart, you decide you’ve had enough.<br>
<<else>>
“I think I’ve had enough,” you tell Clive. <br>
<br>
He shrugs casually, but throws you a disarming smile. “No stress. Although I’m going to order, if you don’t mind.”<br>
<br>
You spend a bit more time with Clive, as he continues to drink. You attempt to steer the conversation back to the school and about Charlton, but after a drink Clive gets increasingly philosophical. He has a theory on everything, but it’s always abstract and without more than a tip-toe in practicality. <br>
<br>
As Clive drains yet another drink, Rhiannon comes over and gently takes the glass from him. “Telling how you’ll right the wrongs of the world again, Clive?" she asks him, winking at you.<br>
<br>
“There’s no wrongs in the world that can’t be solved through conversation,” Clive stammers, words slurred from the alcohol. “Speaking of, another drink?”<br>
<br>
Rhiannon raises an eyebrow. “You sure? I’m not calling my dad out to drive you home.” She looks at you. “Unless you’re driving him home, maybe?”<br>
<br>
You shake your head and Rhiannon giggles. <br>
<br>
Clive staggers to his feet, a touch drunk enough to find standing a challenge. “Gotta’ go pee,” he tells Rhiannon. “Be back for that drink.”<br>
<br>
He walks off, slowly. Rhiannon watches him go, shaking her head. “You won’t get much more out of that one tonight,” she tells you. “I’d take the opportunity to leave. He can charm the best into staying for just one more drink.”<br>
<br>
You nod and as Rhiannon attends to other patrons, decide to follow her advice.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Leave for the night" "AvianLane">><<EndConversation "Clive">><<set $CliveTopics to undefined>><<TimeChange>><</link>>
<<case "PennyFarthing">>
You take out the coin and put it on the bar. “I was told someone in here could help me with this. Any idea what it’s used for?”<br>
<br>
<<if $current.female is false>>
Clive looks down at the coin on the bar, his eyes lingering slightly before looking up at you. “Fella who asks that around here is either drunk, stupid or angling for an invitation. Which one meets your needs?”<br>
<br>
You frown back at him, trying to understand his question. When he sees your reaction, he sniggers and takes a sip from his drink.<Br>
<br>
“Feel you’re being straight with me, Phillips. Sounds like someone’s pulling your leg. Take my word for it. There’s better ways to spend your wage than on the promises of that coin. Hot bath. Cold beer. Hard earned meal.”<br>
<br>
“But what is it for?” you try.<Br>
<br>
Clive grins and shakes his head. “Not from me,” he tells you. “I’m not going to judge a man spending his cash in any way he sees fit. But conversely, I’m not going to encourage it.” <Br>
<br>
As he finishes, Rhiannon walks by. Clive’s hand casually reaches out, covering the coin from sight. “Hard to get a secret from these lips, right Rhiannon?"<Br>
<bR>
She offers him a smirk as she walks by. "Only when the drink doesn't loosen them."<br>
<br>
He sniggers and takes another swig of his beer. Only when she's gone does he remove his hand, allowing you to take the coin back.<Br>
<<else>>
Clive looks down at the coin on the bar, his eyes lingering slightly before looking up at you. “That a proposition, little lady? Didn’t expect that from you.”<br>
<br>
You frown back at him, trying to understand his comment. When he sees your reaction, he sniggers and takes a sip from his drink.<br>
<bR>
“Give you the benefit of the doubt. Sounds like someone’s been leading you on. Take my word for it. You want to cast that coin into the bin like any piece of trash you find. There’s better ways for a girl to earn her keep.”<Br>
<br>
“But what is it for?” you try.<Br>
<br>
Clive gives you a look, but shakes his head. “Not from me,” he tells you. “I’m not going to judge a girl on how she makes her way in life. But conversely, I’m not going to encourage it.” <Br>
<Br>
As he finishes, Rhiannon walks by. Clive’s hand casually reaches out, covering the coin from sight. “Hard to get a secret from these lips, right Rhiannon?"<Br>
<bR>
She offers him a smirk as she walks by. "Only when the drink doesn't loosen them."<Br>
<bR>
He sniggers and takes another swig of his beer. Only when she's gone does he remove his hand, allowing you to take the coin back.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<Drunk 1>><<set $CliveTopics -= 1>><</link>>
<<case "BarAcceptPennyFarthing">>
<<if _CurrentPC is true and $current.female is true>>
“Sure, I’d like that,” you tell him.<br>
<br>
He signals to Rhiannon to bring you both another drink and, with renewed confidence, starts chatting away.<br>
<br>
As Clive keeps ordering drinks, quickly you feel tipsy. You hear yourself giggling at his jokes, a feminine titter full of sing-song. You feel your cheeks grow flushed when he compliments your figure and your features. You can’t help but notice his eyes and warm smile and how he looks at you with honest and transparent interest.<Br>
<br>
Trying not to get carried away, when you feel his guard is down you seize a natural pause in the conversation. “About this coin,” you say, taking it out and showing it to him.<Br>
<br>
“I can’t say I’m not tempted,” he mutters, looking from the coin back into your eyes and locking his gaze on yours. “You really are beautiful. Maybe it's time for a workplace dalliance.”<Br>
<bR>
You feel yourself bite your lip as you look back at him. Whether it's the alcohol or something else, butterflies flutter in your stomach. It takes everything you have to shake your head and readdress your question. “But what’s it for?” <Br>
<br>
Clive studies you carefully. “You really don’t know, do you honey?” He leans in, taking your hands in hand, massaging them as he turns over the coin. “There’s a place in the basement,” he says, meeting your eyes. “That mark there,” he adds, turning your hands to place the Penny Farthing facing up. “Is the sign. You take a leak here, you’ll see it above a door. That will lead you downstairs.”<Br>
<br>
<<InventoryCheckSelf "TandiPennyFarthing">>
<<if _InventoryCheckSelf is true>>
He runs his finger down yours, sending shivers across your body. As he does so, he pushes your fingers around, flipping the coin so the 'T' is visible. “That there,” he says. “Is the entertainer. If you speak in such ways. Strange that a good-looking girl like you would have one already marked. Can only hazard a guess on who it stands for.”<br>
<bR>
A light bulb goes off in your brain. “Tandi?”<bR>
<br>
Clive looks back into your eyes. “Pretty name. Not as pretty as yours though.” The butterflies return.<br>
<<else>>
He runs his finger down yours, sending shivers across your body. As he does so, he pushes your fingers around, flipping the coin to the blank side. “That there,” he says. "Is where the mark of the entertainer goes. If you speak in such ways. Strange that a good-looking girl like you wouldn’t already have their mark on it. Or otherwise I’m just luckier than I thought.”<Br>
<bR>
You feel the haze of alcohol clouding your thoughts, but you manage to push through with your questioning. “Has this got to do with a girl called Tandi?”<br>
<bR>
Clive looks back into your eyes. “I’ve heard the rumours. Know she was a pretty girl. Not as pretty as you, though.” The butterflies return.<br>
<</if>>
<bR>
<I>Are you attracted to him?</i><br>
<br>
Faced with the troubling thought, you pick up your drink and down the dregs. Unfortunately, you miss the bar top when you put the glass back down and it falls off the rim, smashing on the floor.<br>
<br>
The bar patrons erupt in a collective cheer and you blush with embarrassment. Rhiannon gives you a sympathetic smile, rushing from behind the bar to clean up the shards. “Probably that’s enough for you this evening,” she says.<br>
<br>
You look from Rhiannon to Clive, who shrugs. “Lady’s got a point. You should get some rest. See you at work.”<br>
<br>
Taken aback a little at Clive’s blunt attitude, you stand. He smiles, any hint of desire absent from his face. Was it the alcohol playing tricks on you? Did you imagine him hitting on you?<br>
<br>
<I>Or is that just what you wanted?</i><br>
<br>
You politely return the smile and leave the bar. <br>
<<elseif _CurrentPC is true and $current.female is false>>
“Why not?” you say, downing the rest of your drink.<bR>
<br>
Clive gestures to Rhiannon to bring him another round. She quickly does and with renewed energy he continues the conversation.<br>
<br>
As you and Clive work your way through rounds, you lose focus on the conversation topic as he orders yet more drinks. Instead, you take enjoyment in his wild theories and observations about life, death and everything between.<Br>
<bR>
“Rhiannon”, he at one-point slurs. “Shots.” He gestures to the bar in front of you.<br>
<br>
The room is wobbling slightly when the barmaid comes over. Her green eyes shine out at you, and her dark red hair seems to radiate in the warm light. She smiles coyly at you both as she pours out the two shots Clive has ordered.<Br>
<br>
“Enjoy,” she says, looking at both of you individually before sauntering off. You watch her go, staring at her legs and her short, short skirt.<Br>
<bR>
Clive slaps your shoulder with his hand. “Shots,” he repeats as he thrusts a glass into your hand. “Here’s to… people. You’re a good sort, Phillips. Drink like a real man.”<Br>
<br>
He chinks your glass and you slam the shot back down your throat. The aniseed burns your gullet, but you stifle the small sensation of throwing it back up.<Br>
<br>
Conscious of how drunk you’re getting waiting for Clive to drop his guard, you seize the natural pause in the conversation. “About this coin,” you say, taking it out and showing it to him.<Br>
<bR>
“It’s a sorry world where a woman has to dance to make a living,” Clive says. “Seen too many beauties disappear into that place.”<Br>
<br>
You notice the room is beginning to blur. Conscious of how little time you have left, you press on with your questioning. “But what’s it for?” <br>
<br>
Clive sighs, eyes almost rolling back into his skull. “You really don’t know, do you Phillips?” He looks around to see if Rhiannon is nearby. When satisfied, he begins to whisper. “There’s a place in the basement,” he says. “That mark there,” he adds pointing to the side with the Penny Farthing on. “Is the sign. You take a leak here, you’ll see it above a door. That will lead you downstairs.”<Br>
<bR>
<<InventoryCheckSelf "TandiPennyFarthing">>
<<if _InventoryCheckSelf is true>>
He flicks the coin in your hand, making it spin around so the ‘T' is visible. “That there,” he says. “Is the entertainer. If you speak in such ways. You give that over, and she’ll soon come a knocking. Can only hazard a guess on who it stands for.”<Br>
<bR>
A light bulb goes off in your brain. “Tandi?”<Br>
<br>
Clive shrugs a little. “Pretty name. If memory serves, she was a pretty girl.”<Br>
<<else>>
He flicks the coin in your hand, making it spin around so the blank side is visible. “That there,” he says. "Should be where the entertainer is. If you speak in such ways. Not sure what will happen when you give that over. Never seen one like that.”<Br>
<bR>
You frown. "So nothing to do with Tandi?"<br>
<br>
Clive shrugs a little. “Pretty name. But not her calling card. Maybe it's blank for dealers choice, though.”<Br>
<</if>>
<br>
As you digest his words, Clive stands. “Gotta go pee.” <Br>
<br>
You look down on the floor, breathing deeply and just relaxing in the drunken stupor you’ve put yourself in. Your eyesight may be fuzzy, but the alcohol is numbingly soothing.<Br>
<br>
“I’d take this chance to leave,” you hear someone say. You look up to see Rhiannon next to you.<Br>
<bR>
“Until you start a fight, I’m not gonna’ stop ya’,” she tells you, wrapping her arm around your shoulder. “But take it from someone who sees this regularly. If you try to keep up with Clive, you’ll regret it tomorrow morning.”<Br>
<Br>
You look up at Rhiannon, into her green eyes. Nodding, you slump down off your stool and take advantage of Clive’s absence to leave.<Br>
<<else>>
“Sure, I’d like that,” you tell him.<br>
<bR>
He signals to Rhiannon to bring you both another drink and, with renewed confidence, starts chatting away.<br>
<br>
As Clive keeps ordering drinks, quickly you feel tipsy. You hear yourself giggling at his jokes, a feminine titter full of sing-song. You feel your cheeks grow flushed when he compliments your figure and your features. You can’t help but notice his eyes and warm smile and how he looks at you with honest and transparent interest.<bR>
<bR>
Trying not to get carried away, when you feel his guard is down you seize a natural pause in the conversation. “About this coin,” you say, taking it out and showing it to him.<BR>
<bR>
“I can’t say I’m not tempted,” he mutters, looking from the coin back into your eyes and locking his gaze on yours. “You really are beautiful. Stunning.”<Br>
<bR>
You feel yourself bite your lip as you look back at him. Whether it's the alcohol or something else, butterflies flutter in your stomach. It takes everything you have to shake your head and readdress your question. “But what’s it for?” <br>
<br>
Clive studies you carefully. “You really don’t know, do you honey?” He leans in, taking your hands in hand, massaging them as he turns over the coin. “There’s a place in the basement,” he says, meeting your eyes. “That mark there,” he adds, turning your hands to place the Penny Farthing facing up. “Is the sign. You take a leak here, you’ll see it above a door. That will lead you downstairs.”<Br>
<br>
<<InventoryCheckSelf "TandiPennyFarthing">>
<<if _InventoryCheckSelf is true>>
He runs his finger down yours, sending shivers across your body. As he does so, he pushes your fingers around, flipping the coin so the 'T' is visible. “That there,” he says. “Is the entertainer. If you speak in such ways. Strange that a good-looking girl like you would have one already marked. Can only hazard a guess on who it stands for.”<br>
<br>
A light bulb goes off in your brain. “Tandi?”<br>
<bR>
Clive looks back into your eyes. “Pretty name. Not as pretty as yours though.” The butterflies return.<Br>
<<else>>
He runs his finger down yours, sending shivers across your body. As he does so, he pushes your fingers around, flipping the coin to the blank side. “That there,” he says. "Is where the mark of the entertainer goes. If you speak in such ways. Strange that a good-looking girl like you wouldn’t already have their mark on it. Or otherwise I’m just luckier than I thought.”<br>
<bR>
You feel the haze of alcohol clouding your thoughts, but you manage to push through with your questioning. “Has this got to do with a girl called Tandi?”<Br>
<br>
Clive looks back into your eyes. “I’ve heard the rumours. Know she was a pretty girl. Not as pretty as you, though.” The butterflies return.<br>
<</if>>
<br>
<I>Are you attracted to him?</i><br>
<br>
Faced with the troubling thought, you pick up your drink and down the dregs. Unfortunately, you miss the bar top when you put the glass back down and it falls off the rim, smashing on the floor.<br>
<br>
The bar patrons erupt in a collective cheer and you blush with embarrassment. Rhiannon gives you a sympathetic smile, rushing from behind the bar to clean up the shards. “Probably that’s enough for you this evening,” she says.<br>
<br>
You look from Rhiannon to Clive, who shrugs. “Lady’s got a point. You should get some rest. Been swell though. Stop by again.”<br>
<br>
Taken aback a little at Clive’s blunt attitude, you stand. He smiles, any hint of desire absent from his face. Was it the alcohol playing tricks on you? Did you imagine him hitting on you?<br>
<br>
<I>Or is that just what you wanted?</i><br>
<br>
You politely return the smile and leave the bar. <br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Leave for the night" "AvianLane">>
<<QuestOptionComplete "Quest22" 1 "mcTafeys">><<QuestOptionUnlock "Quest22" 1 "mcTafeys_backdoor">>
<<EndConversation "Clive">><<set $CliveTopics to undefined>><<TimeChange>>
<</link>>
<<case "AskAboutCharli">>
<<if $current.female is true>>
You give Clive a nod. "I hear that Charli Thomas is having some trouble with plumbing at her flat."<br>
<br>
"You heard right," he replies, grinning. "Gone a few times to understand the problem. Just can't figure out what's going on with that one. Water doesn't grow warm, whatever I try."<br>
<br>
He smiles at you, momentarily looking over you. "Not that I mind. Worse ways to make a living than calling on a lovely lady. Do the same for you, if you needed a hand."<br>
<br>
Clive's eyes sparkle as he looks back at you. You feel yourself fighting against the attention. "So you haven't fixed it yet?"<br>
<br>
He shrugs as he shakes his head. "Not for lack of trying."<br>
<<else>>
You give Clive a nod. "I hear that Charli Thomas is having some trouble with plumbing at her flat."<br>
<br>
"You heard right," he replies, grinning. "Gone a few times to understand the problem. Just can't figure out what's going on with that one. Water doesn't grow warm, whatever I try."<br>
<br>
He gives you a grin. "Not that I mind. Charli's a lovely lady. Always makes me a cup of tea whilst I'm working."<br>
<br>
"So you haven't fixed it yet?" you ask.<br>
<br>
He shrugs as he shakes his head. "Not for lack of trying." He sniggers. "Think I need to get under the floorboards to fix that. But that lady's precious of her space. Always worried about me messing it up." He smiles again. "Matter of fact, I've got a repeat visit on the to-do list. Should really get that one in."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Clive" "AskAboutCharli">><<QuestOptionUnlock "Quest36" 0 "attention">><<if $ConversationRoot is "McTafeysBar">><<Drunk 1>><<set $CliveTopics -= 1>><</if>><</link>>
<</switch>><<set $ConversationRoot = passage()>>
<<switch $DanDialogue>>
<<case "FreshPotFlirtPass">>
"Oh, I always enjoy serving you, Dan," you tell him, leaning over slightly and smiling. <br>
<br>
He grins and puts down a wad of notes on the payment platter. You lean over slowly and pick them up, allowing his eyes to gaze on your breasts.<br>
<br>
“Keep the change, hun,” he tells you. “And if you ever feel like serving me something more spicy, you should come see me one night in McTafeys. I’d love to get a drink with you.”<br>
<br>
You smile coyly at him and walk off, swaying your hips as you clip-clop back around the counter. He leaves shortly afterwards, flashing you a grin.<br>
<br>
When he leaves, you count the money and are shocked at the size of his tip. You consider why you encouraged him. It was just for the tip, right?<br>
<br>
Though your mind returns periodically to the encounter, and you can’t help but smile when you recall how he looked at you.<br>
<br>
<<ActionsHeader>>
<<link "Continue working" "FreshPotFloWork">><<EndConversation "Dan">><<TimeChange>><</link>><br>
<<link "Take a break" "FreshPot">><<EndConversation "Dan">><<TimeChange>><</link>>
<<case "FreshPotFlirtFail">>
You lean forward, trying to channel every ounce of charm you think Florence would have. "Oh, Dan," you say, grinning too widely, "I always enjoy... um, serving you. You’re... really good at... ordering coffee."<br>
<br>
Dan stops mid-count, his fingers hovering over the wad of notes as he stares at you. His brow furrows slightly, his grin faltering. "Uh... thanks, I guess?" he says, clearly confused.<br>
<Br>
You panic and lean in closer, lowering your voice in what you think is a seductive tone but comes out more like a weird growl. "Maybe one day... I could... pour you an extra hot coffee. Just for you."<br>
<br>
Dan blinks, his mouth slightly open. The silence stretches unbearably as a nearby patron coughs awkwardly. Then, Dan lets out a laugh so loud and abrupt it startles the table behind him. "Wow, Florence, you’ve got... something, alright!" he says, grinning but clearly not sure if you’re joking or serious.<br>
<br>
To your horror, he tosses a single coin onto the payment platter with a loud clink. "There’s a tip for making me laugh, sweetheart," he says, shaking his head in disbelief. "And hey, if you ever figure out how flirting works, come find me at McTafeys. Could use a good chuckle."<br>
<br>
He grabs his coffee and saunters out of the café, shaking his head and muttering, "Extra hot coffee... unbelievable."<br>
<br>
When he’s gone, you glance at the payment platter to see the coin rolling to a stop. It’s not even enough to cover a full cup of coffee. You sigh, your face burning as you realise the only person you managed to impress was the one now laughing at you outside the window.<br>
<br>
<<ActionsHeader>>
<<link "Continue working" "FreshPotFloWork">><<EndConversation "Dan">><<TimeChange>><</link>><br>
<<case "FreshPotPlay">>
You force a polite smile, pretending not to notice his lingering gaze. “I’m glad you’re enjoying it,” you say lightly, keeping your tone neutral as you place the coffee in front of him.<br>
<br>
Dan smirks, leaning back in his chair as he rifles through his notes, clearly taking his time. “You know,” he says, glancing up at you, “a guy like me appreciates good service. Maybe even enough to show it. What do you think? Fancy earning a little extra?”<br>
<br>
You nod politely, careful not to engage further. “Every customer deserves good service,” you reply evenly, stepping back slightly to give him space.<br>
<br>
Dan chuckles, shaking his head. “Ah, you’re a professional, huh? I like that,” he says, finally slapping down a few notes on the table. You pick them up and quickly tuck them into your pocketed apron, refusing to let his words linger in the air too long.
<br>
“Let me know if you need anything else,” you say, your tone still polite but firm enough to close the conversation. Dan gives you another long look, as though debating whether to push further, but eventually leans back with a lazy grin.<br>
<br>
“You’re a tough one, Florence,” he mutters. “I’ll crack that shell someday.”<br>
<br>
You turn and walk away, returning to the counter as he takes a sip of his coffee. Out of the corner of your eye, you see him glance at you a few more times, but he says nothing else before eventually leaving.<br>
<br>
As you begin clearing tables, you can’t help but feel a pang of irritation at the encounter. <i>Why does he have to be like that?</i> Still, you remind yourself that you handled it, and for now, that’s enough.<br>
<br>
<<ActionsHeader>>
<<link "Continue working" "FreshPotFloWork">><<EndConversation "Dan">><<TimeChange>><</link>><br>
<<case "FreshPotProfessional">>
“Thank you,” you say politely, but nothing more. <br>
<br>
Dan gives you a quizzical look. He puts down a few notes, just enough to cover the coffee. You take the money and put it into the cash register. <br>
<br>
“What about my change?” you hear Dan say. <br>
<br>
You take a deep breath and open the till, taking out the single coin that you assumed was a tip. You walk over to his booth and place it down on the table.<br>
<br>
“Have a nice day,” you tell him. He looks at you again, but soon leaves. <br>
<br>
You return back to the trivial tasks that you’ve seen Flo do when there are no other customers. Frequently your thoughts drift to how much you dislike Dan.<br>
<br>
<<ActionsHeader>>
<<link "Continue working" "FreshPotFloWork">><<EndConversation "Dan">><<TimeChange>><</link>><br>
<<case "LunchAccept">>
You force a smile. "Sure, lunch sounds good."<br>
<br>
Dan grins, all easy confidence, like your answer was never in question. "Smart choice," he says, pushing off your desk. "It’ll be good to clear a few things up. Wouldn’t want any confusion, right?"<br>
<br>
<I>Right?</i><br>
<Br>
He doesn’t wait for you to grab your things, already turning toward the door like he’s leading a meeting you never signed up for. "Come on, let’s go. I’m starving."<br>
<Br>
You take a steadying breath, then follow.<br>
<br>
<<ActionsHeader>>
<<link "Go to the Charlton Hotel restaurant with Dan" "HotelRestaurant">>
<<EndConversation "Dan">>
<<EventTrigger "HotelRestaurant" "DanLunchDate" "Lunch" "Dan" "PC" null null null true>>
<<SetNPCLocation "Dan" $dayCurrent $periodCurrent "HotelRestaurant">>
<</link>>
<<case "LunchRefuse">>
You keep your expression neutral. "No thanks. I’ve got other plans."<br>
<br>
For the first time, Dan’s smirk falters, just a flicker of something. Annoyance? Amusement? It’s gone before you can be sure. He straightens up, stretching like you turning him down was no big deal.<br>
<br>
"Suit yourself." His voice is light, but there’s an edge to it now, something sharper beneath the easy charm. He drums his fingers on your desk, once, twice, then sighs. "I just figured I’d give you a heads-up. Lot of errors in that system. Lot of things that could get flagged. And if they do, well…" He spreads his hands, a picture of exaggerated helplessness.<br>
<br>
"Gotta do my job, you know?"<br>
<br>
He lets the words hang in the air for a moment, then flashes you a grin. "See you around, <<TrueName "Current">>."<bR>
<br>
Dan strolls off, whistling, but the weight of the conversation stays behind. Something tells you that was the only invitation you were going to get - and you might end up regretting turning it down.<br>
<br>
<<ActionsHeader>>
<<link "Return to the office" "ThompsonsOffice">><<EndConversation "Dan">><<SetNPCLocation "Dan" $dayCurrent $periodCurrent "HotelRestaurant">><</link>>
<<case "DanCalendar">>
You sigh, deciding to at least try and steer the conversation toward something useful. “So, these problems with your calendar... what exactly are the issues?”<br>
<Br>
Dan scoffs, shaking his head. “Issues? Try chaos.” He leans in, eyes narrowing. “Look, I get it. Client meetings isn’t exactly your strong suit. Not your fault, really.” He waves a hand like he’s dismissing the whole idea of women understanding his job. “But ever since you took over from Annie, it’s been one mess after another.”<br>
<Br>
His fork scrapes against his plate as he gestures. “Now, Annie. Yeah, he was a secretary. Probably couldn't negotiate a refund on a bad hair trim. But at least she knew the importance of not booking one client over the other.” He smirks, tilting his head. “You, though? Feels like every time I go to a meeting, I'm getting a call about another one I've missed. Maybe you’re just overcomplicating things. You know, thinking too hard. Women do that.”<br>
<br>
Your jaw tightens, but Dan doesn’t linger. He leans back, spreading his arms like he’s being generous. “Hey, don’t worry. I’m not mad. Just looking out for you.” His grin returns, lazy and self-assured. “See, I believe in mutual support. You scratch my back, I scratch yours.”<br>
<br>
He pauses, letting the words settle before adding, “And believe me, no one’s ever complained about my back scratching.”<Br>
<br>
His smirk lingers, expectant.<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "BookingSystem">>
You sigh, deciding to at least try and steer the conversation toward something useful. “So, these problems with the booking system… What exactly are the issues?”<br>
<Br>
Dan scoffs, shaking his head. “Issues? Try chaos.” He leans in, eyes narrowing. “Look, I get it. Tech stuff isn’t exactly your… strong suit. Not your fault, really.” He waves a hand like he’s dismissing the whole idea of women being competent at computers. “But ever since you took over from Theodore, it’s been one mess after another.”<br>
<Br>
His fork scrapes against his plate as he gestures. “Now, Theo. Yeah, he was a geek. Probably never touched a woman in his life. But at least he didn’t break the damn system every five minutes.” He smirks, tilting his head. “You, though? Feels like every time I log in, something else is screwed up. Maybe you’re just overcomplicating things. You know, thinking too hard. Women do that.”<br>
<br>
Your jaw tightens, but Dan doesn’t linger. He leans back, spreading his arms like he’s being generous. “Hey, don’t worry. I’m not mad. Just looking out for you.” His grin returns, lazy and self-assured. “See, I believe in mutual support. You scratch my back, I scratch yours.”<br>
<br>
He pauses, letting the words settle before adding, “And believe me, no one’s ever complained about my back scratching.”<Br>
<br>
His smirk lingers, expectant.<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "ThompsonWork">>
You decide to test the waters. “What’s it like working under Mr. Thompson?”<br>
<br>
Dan snorts, shaking his head. “You think he’s the one running things?” He waves a hand dismissively. “Thompson’s a businessman. Knows how to turn a profit, sure, but he’s not exactly hands-on. Leaves most of the day-to-day to me. Knows better than to micromanage.”<br>
<br>
He leans in, lowering his voice like he’s letting you in on something juicy. “Course, he’s hands-on when he wants to be. Just ask Annie.” His smirk twists into something sharper. “Every Wednesday and Friday lunch? Private meetings. Upstairs. Here.” He takes a slow sip of his drink, watching you over the rim. “Real discreet.”<br>
<br>
You blink, processing that. But Dan’s already moving on, tone dripping with casual arrogance. “Not that she’s above a little fun, obviously. Flirts like mad, teases like she’s got all the time in the world. But she’s holding out.” He clicks his tongue, shaking his head. “It’s cute, really. Won’t last, though. They never hold out forever.”<br>
<br>
His eyes flick to you, grin widening. “I always get what I want.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "DanHimself">>
You brace yourself. “So, tell me about you. What do you do outside of work?”<br>
<br>
Dan leans back, grinning like you just asked the most interesting question in the world. “Ah, now we’re talking.” He stretches, clearly enjoying the chance to brag.<br>
<Br>
<<DialogueUnlockCheck "Dan" "LunchOffer">>
<<if _DialogueUnlockCheck is false>>
“I’m a busy guy, what can I say? Between keeping things running at the office and, well, my other responsibilities, there’s not much time to sit around.” He taps a finger against the table. “I coach tennis over at the country club. Lot of people don’t know that.”<Br>
<<else>>
“I’m a busy guy, what can I say? Between keeping things running at the office and, well, my other responsibilities, there’s not much time to sit around.” He taps a finger against the table. “You know all about the coaching at the club. Takes a lot of my time. Don’t mind, though. I can be a generous giver when I want to be.”<br>
<</if>>
<br>
His smirk takes on a knowing edge. “It’s a real skill, you know. Teaching. Gotta have a personal touch. Know how to push someone just the right way. But, hey…” His eyes flick over you. “Maybe if you’re lucky, I’ll teach you a few things.”<br>
<br>
He lets that hang in the air before chuckling. “But, yeah, I stay busy. The right people come to me when they need something done. It’s a good position to be in.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "CharltonSchool">>
You switch gears. “You grew up in Charlton, right? What was school like?”<Br>
<br>
Dan exhales like you’ve just asked him to reminisce about his glory days. “Oh, man. Charlton Upper. What a time.” He leans back, shaking his head with a grin, clearly savoring the memory.<Br>
<br>
“I was kind of a big deal back then. Tennis prodigy, you know? Had a natural gift. Coach said I could’ve gone pro if I wanted to.” He smirks. “Didn’t even have to try that hard. Some people are just built for this stuff.”<Br>
<br>
He pauses just long enough to let you picture the trophies that almost certainly don’t exist. “Everyone knew my name. I had the whole school wrapped around my finger. Teachers, students… the girls especially.”<br>
<Br>
Dan chuckles, shaking his head like he’s letting you in on a secret. “See, school’s like anything else. Some people struggle, work their asses off, and still get nowhere. And then there’s guys like me. Born to win.”<Br>
<br>
He picks up his drink, flashing you that knowing grin. “Bet you can guess which side I was on.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "LunchPlacate">>
<<DialogueUnlockCheck "Dan" "LunchOffer">>
<<if _DialogueUnlockCheck is false>>
You force a polite smile, nodding as if you’re taking in his wisdom. “You’re probably right. It’s good to have someone looking out for me.”<br>
<Br>
Dan’s smirk widens, clearly pleased with himself. He leans back in his chair, like he’s just done you a huge favour. “See? Knew you were smart. It’s about knowing who to listen to.”<Br>
<br>
He checks his watch. “Alright, we should head back. Wouldn’t want to take too long, right? People might talk. And they'd be wrong. For once.” His tone is light, but there’s something underneath it. A reminder that your cooperation doesn’t go unnoticed.<br>
<br>
As you stand up, he moves past you, his hand brushing against your backside in a way that’s too casual to be an accident, too light to be called out. A pat, nothing more, but enough to make your skin crawl.<br>
<br>
He grins, utterly unbothered. “You’ll see the benefits soon enough.”<br>
<br>
<<ActionsHeader>>
<<link "Finish lunch and go back to work" "ThompsonsReception">><<TimeChange>><<SetFlag "DanLunchPlacate">><<EndConversation "Dan">><</link>>
<<else>>
You force a polite smile, nodding as if you’re taking in his wisdom. “You’re probably right. It’s good to have someone looking out for me.”<Br>
<Br>
Dan’s smirk widens, clearly pleased with himself. He leans back in his chair, like he’s just done you a huge favour. “See? Knew you were smart. It’s about knowing who to listen to.”<br>
<br>
He checks his watch. “Alright, we should head back. Wouldn’t want to take too long, right? People might talk. And they'd be wrong. For once.” His tone is light, but there’s something underneath it. “As for the lessons, get that sweet arse up to the country club one Saturday or Sunday lunchtime. Dan will make sure your name is behind the door. I’ll show you how to handle some balls.”<br>
<Br>
Again, he sniggers to himself. You hold back the sigh as you reply. “How do I get there?”<br>
<Br>
That causes a grin. “I’d love to drive you, sweetheart. But I’m afraid I’ve only got a two-seater. And I need the passenger side for my large equipment. So either catch a cab, or try the bus from the Town Square. Just don’t mention how you got there. I don’t want to be associated with someone who can’t afford to pay for their own way. No offence.”<Br>
<Br>
His eyes drift up and down your body, as you see a thought cross his mind. “Oh. And make sure you visit Evans' beforehand. I don’t want to be seen as inviting a guest who’s dressed inappropriately.”<Br>
<Br>
You nod and give Dan a polite smile. You only hope you don’t regret whatever his lesson entails.<Br>
<Br>
As you stand up, he moves past you, his hand brushing against your backside in a way that’s too casual to be an accident, too light to be called out. A pat, nothing more, but enough to make your skin crawl.<Br>
<Br>
He grins, utterly unbothered. “You’ll see the benefits of my help soon enough.”<br>
<br>
<<ActionsHeader>>
<<link "Finish lunch and go back to work" "ThompsonsReception">><<TimeChange>><<SetFlag "DanLunchPlacate">><<EndConversation "Dan">><<LocationKnown "TownSquare">><<SetFlag "CharltonTaxiHomeKnown">><<CountryClubVisitor "Dan">><<QuestStatus "Quest22">><<if _QuestStatus isnot "unknown">><<QuestOptionUnlock "Quest22" 0 "country_club_access" "gte">><</if>><<TaskTracker "Task12" "active">><</link>>
<</if>>
<<case "LunchBrushOff">>
<<DialogueUnlockCheck "Dan" "LunchOffer">>
<<if _DialogueUnlockCheck is false>>
You keep your expression neutral, but you don’t play along. “I’m sure I’ll figure things out,” you say, pushing your plate away.<br>
<br>
Dan’s smirk twitches, his amusement dimming just a little. He lets out a low chuckle, shaking his head. “Suit yourself. Some people just have to learn the hard way.”<br>
<br>
He sets his fork down with deliberate care, grabbing his napkin and tossing it onto his plate. When he looks back at you, the warmth in his voice is gone, replaced with something sharper. “Alright, let’s get back. No point wasting time here.”<br>
<br>
He stands, stretching like this was all just another business meeting. But before he turns to leave, he gives you one last look, a slow, assessing glance. “You’ll see soon enough.”<br>
<br>
<<ActionsHeader>>
<<link "Finish lunch and go back to work" "ThompsonsReception">><<TimeChange>><<EndConversation "Dan">><</link>>
<<else>>
You keep your expression neutral, but you don’t play along. “I’m sure I’ll figure things out,” you say, pushing your plate away.<Br>
<Br>
Dan’s smirk twitches, his amusement dimming just a little. He lets out a low chuckle, shaking his head. “Suit yourself. Some people just have to learn the hard way.”<br>
<Br>
He sets his fork down with deliberate care, grabbing his napkin and tossing it onto his plate. When he looks back at you, the warmth in his voice is gone, replaced with something sharper. “Alright, let’s get back. No point wasting time here.”<br>
<Br>
“And the Tennis lessons?” you try. <Br>
<Br>
He looks at you, with a sly grin. “Don’t think so, sweet bum. Bit busy right now. With more appreciative people. Looks like my calendar is full.”<Br>
<Br>
Dan stands, stretching like this was all just another business meeting. But before he turns to leave, he gives you one last look, a slow, assessing glance. “Maybe you’ll know next time who you need to make friends with if you want something from them.”<br>
<br>
<<ActionsHeader>>
<<link "Finish lunch and go back to work" "ThompsonsReception">><<TimeChange>><<EndConversation "Dan">><</link>>
<</if>>
<<case "LunchDateSuck">>
Almost like an out-of-body experience, you feel yourself moving next to Dan, dropping to your knees. The porcelain bathroom tiles feeling cold on your knees. <Br>
<br>
Your eyes are inches away from his balls, hanging out from his trouser flies. He lets his hand drop away, grinning down at you, waiting for you to act.<br>
<Br>
The flirting, the encouraging, the continual deflection. Part of you knew that Dan wouldn’t settle for just words. Yet even when he was at his most insistent, you could have said no. Looking forward, at the rapidly stiffening cock a hair’s width away from your face, you realise - you chose to be here. On your knees. In the men’s toilets. With the sleazy salesman’s prick dangling in front of you.<Br>
<br>
“Come on,” Dan says, meeting your eyes as he looks down. “Close this deal.”<Br>
<br>
It’s enough to spur you into action. You reach up, cupping his balls in your tiny hand. You feel a smile forming on your face, and for once you can’t tell if you’re still playing the part of a slutty secretary, or this is really just you.<Br>
<Br>
“It’s so big,” you lie, before you wrap your lips around the tip of Dan’s hard dick.<Br>
<br>
You hear him chuckle, as you begin to bob back and forth on the tip. The salty taste from his semen fills your senses. Endorphins rush through your body, as you pump his shaft and feed more and more of Dan between your lips and into your mouth.<Br>
<br>
Your eyes glance over to the side, momentarily noticing the urinal built into the wall. Something is jarring. As if you are trying to recall a time where you once used this room for entirely different reasons. But try as you might, you can’t quite picture what seems to be on the edge of your thoughts. This room. The men’s toilets. Now the only reason you should be in here is for this.<Br>
<br>
“Oh boy,” Dan murmurs, almost stammering. “You’ve got some skills, love.”<Br>
<Br>
Looking up at him, you almost smile as what seems like a compliment. You meet his eyes, as you move back and forward, taking his prick into your mouth, feeling the hard floor against your legs. You don’t resist when his hands move behind your head, his fingers intertwining in your hair, and Dan takes control.<Br>
<Br>
Still looking down at you, Dan pushes your head further and further into his groin, forcing his cock deeper into your mouth. You strain to breathe, trying to hold back a gag reflex that you didn’t even know you had. <br>
<br>
As Dan begins to pant, you feel his grip on your hair tighten. Pulling your locks roughly from your scalp. And all the while, his cock passes between your lips, and hits the back of your throat with force.<Br>
<br>
Then, only a minute or two after beginning, Dan arches his head back and clamps his hands around your head, pushing you forward into his pubic hair. And you feel the jets of cum hit the back of your throat.<Br>
<br>
Your body convulses. It takes all your efforts not to retch. But, still forced to stare up and meet his eyes, you gulp. Feeling the thick slimy juice crawl down inside your body.<Br>
<br>
A moment of silence. Dan’s grip eases. He smiles. Pulls his prick out of your mouth. And you close your lips around it, wiping it clean of semen. You lick your lips, swallow again, then - without thinking - smile up at him.<Br>
<br>
Dan straightens, adjusting his jacket like nothing happened. “Told you it’d be quick,” he says with a wink. “We should do it proper sometime. Maybe after hours.”<Br>
<br>
He’s out the door before you can say anything.<Br>
<br>
<<ActionsHeader>>
<<link "Clean yourself up" "DanDialogue">><<WorkPerformance 5>><<SetFlag "DanDateBathroom">><<set $DanDialogue to "LunchDateClean">><</link>><br>
<<case "LunchDateClean">>
You stay behind for a second, staring at the sink. The mirror. Your reflection stares back.<br>
<Br>
Same face. Same job. But something feels... shifted. Like you’ve dropped something important, and you can’t quite figure out what. You splash water on your face. Dry it quickly. Then straighten your skirt and walk back out.<br>
<br>
Reception is quiet. For now. The phones aren’t ringing. The inbox isn’t screaming. You still have time. Time to catch up. Time to look productive. You sit down. Start typing.<br>
<br>
You’re good at this. Efficient. Focused.<br>
<Br>
You don’t feel proud. Or ashamed. Not yet.<br>
<br>
Just… off. Like something’s not quite where it used to be.<br>
<br>
But the work gets done.<br>
<br>
And that, at least, feels normal.<br>
<br>
<<ActionsHeader>>
<<link "Continue working into the afternoon" "ThompsonsReceptionSecretaryJob">><<set $PeriodWorkedThompsons to true>><<EndConversation "Dan">><<TimeChange>><</link>><br>
<<link "Take a break" "ThompsonsReception">><<TimeChange>><<set $PeriodWorkedThompsons to true>><<EndConversation "Dan">><</link>><br>
<<case "AnnieWorkSaucySecretary">>
Before you can stop yourself, your voice lifts into a bright, sugary tone.<Br>
<bR>
“Oh, Dan… I bet you’d fix the whole system yourself if they let you.”<br>
<BR>
You tilt your head just slightly, fingers brushing the edge of the desk. Your smile lands somewhere between helpless and adoring.<br>
<bR>
Dan straightens, practically preening. “Yeah, well. Someone’s gotta keep this place running. I swear, half the time I feel like I’m the only adult in the building.”<Br>
<bR>
You giggle and hate the sound of it the second it leaves your mouth.<br>
<br>
“I just think it’s amazing, how you keep things together," you continue, almost listening to the words coming out like they were new to you. "Maybe Thompson needs to be reminded who his real MVP is?”<bR>
<bR>
He smirks. “You know what? Maybe he does.”<Br>
<br>
“And remind him that even star players need their support staff,” you add sweetly. “Like <<TrueName "Current">>.”<Br>
<br>
Dan mulls this over, then flashes you a grin. "Phillips?" he says. "You reckon they'd come back?"<br>
<Br>
You nod. "I think it would help."<br>
<br>
He considers you, then leans in, his eyes wandering over your body. "It would give me more time to spend on... other things."<br>
<Br>
Without a moment's hesitation, you smile coyly. "I'd be ever-so grateful."<br>
<Br>
His teeth flash at you, as he gently pats your hand with his. “If it means so much to you, I’ll drop something into Thompson's ear," he whispers. "You'd owe me, but I'm sure you can think of something you can do to make it up to me."<br>
<br>
You feel your face smile back at him. He massages your fingers with his, then stands and strolls off, entirely too pleased with himself.
<br>
You stay seated, the smile slowly fading from your face. It worked. He bought it.<Br>
<Br>
But the tone and body language came out so easily. Too easily.<Br>
<BR>
<i>And didn't you enjoy his touch?</i>
<<JobRecommendation "Dan">>
<br>
<<ActionsHeader>>
<<link "Continue working" $return>><<EndConversation "Dan">><<TimeChange>><</link>><br>
<<link "Take a break" $return>><<EndConversation "Dan">><<TimeChange>><</link>>
<<case "AnnieWorkFlirtPass">>
You force yourself to smile. And not the polite receptionist smile. This is something warmer and sweet.<br>
<Br>
“I don’t know how you do it, Dan. Honestly. Half this place would fall apart without you.”<Br>
<br>
He raises an eyebrow, pausing mid-rant. “Yeah? You noticing, Annie?”<Br>
<br>
You nod, eyes holding his. “It’s hard not to.”<br>
<br>
That does it. He straightens, smoothing down his shirt like he’s on a date.<Br>
<br>
“Well,” he says, flashing a grin, “someone’s gotta take control when the rest of them are chasing their tails.”<Br>
<Br>
You let out a laugh, just shy of a giggle. You hate how real it sounds. But you continue. “You should get some support, though. You're so busy, I hardly ever see you."<br>
<Br>
His eyes wander over your clothes. "I'd always make time for you, Annie. Even if it's just a quickie."<Br>
<br>
Burying the feeling of sickness, you force a smile. "Maybe if <<TrueName "Current">> came back, you’d have more time for… the important things.”<Br>
<br>
He tilts his head, mock-thoughtful. “You think they'd come back?”<br>
<br>
“I think,” you say carefully, “if someone with your… influence had a word, it might help.”<bR>
<bR>
Dan smiles, all teeth. “Alright. I'll say something."<br>
<bR>
He stands and steps back with a wink. “Not just a pretty face after all, huh?" His eyes glance down to your legs. "Amongst other things."<br>
<br>
He walks off, smug and satisfied. You exhale, your posture relaxing the moment he’s gone. You played the part and it worked. But nevertheless you feel something oily clinging to your skin.<Br>
<Br>
If you’re going to flirt to survive… how many more times will you need to?<Br>
<br>
<I>And is it really just playing a part anymore?</i><br>
<<JobRecommendation "Dan">>
<br>
<<ActionsHeader>>
<<link "Continue working" $return>><<EndConversation "Dan">><<TimeChange>><</link>><br>
<<link "Take a break" $return>><<EndConversation "Dan">><<TimeChange>><</link>>
<<case "AnnieWorkFlirtFail">>
You try a smile. Not too much. Just enough.<br>
<br>
“Dan,” you say, tone lighter than you feel. “You always seem to keep things together around here. Honestly, I don’t know how you do it.”<Br>
<br>
He stops, narrows his eyes. “Annie,” he says slowly, “are you trying to butter me up?”<Br>
<br>
You blink. “Just saying what everyone’s thinking.”<Br>
<br>
He tilts his head, unimpressed. “Right.”<Br>
<br>
A pause. Then he sighs, and the moment crumples in your hands. “You're gonna have to give me a bit more than that, love. Words might work for customers, but I expect to get a little more action."<br>
<Br>
His eyes linger on your breasts, then he looks back up to you. “Anyway,” he says, stepping back, “I’ve got a system to unbreak and a manager to report to.”<br>
<br>
He flashes a grin. “Better luck next time, sweetheart.”<br>
<br>
And then he’s gone, leaving you at the desk, the warmth from shame on your face.<Br>
<Br>
<<ActionsHeader>>
<<link "Continue working" $return>><<EndConversation "Dan">><<TimeChange>><</link>><br>
<<link "Take a break" $return>><<EndConversation "Dan">><<TimeChange>><</link>>
<<case "AnnieWorkAssertivePass">>
You straighten in the chair, spine tall. “Dan,” you say, voice firm. “You’re right. The system’s a mess. But this isn’t just about Theodore.”<Br>
<br>
That catches him. He stops pacing. You press on.<br>
<br>
“You said it yourself, <<TrueName "Current">> knew how to keep everything on track. You think I don’t miss that? You think the customers don’t?”<br>
<br>
Dan narrows his eyes, arms folding. He’s listening now.<br>
<br>
“Then do something about it,” you continue. “Thompson listens to you. You walk into his office and say Phillips should come back. That carries weight.”<br>
<br>
Dan looks at you, then grins. "Girl's got some teeth. I bet you could put them to good use."<Br>
<bR>
“I’m serious,” you shoot back, refusing to play along. "Thompson needs results. And you need people around you who know what they’re doing.”<Br>
<Br>
You meet his gaze, unblinking. “I’m not asking for a favour. I’m asking you to fix something that’s broken. You're good at that, right?"<br>
<bR>
Dan pauses, jaw working slightly. Then he nods. “Alright. Sheesh. If it means so much to you, I’ll say something. Can’t promise anything, but I’ll put it on his radar.”<br>
<br>
He stands and steps back, looking at you differently now. “Not bad, Annie. Maybe there’s more to you than... the obvious.”<Br>
<Br>
He walks off, already muttering about pipeline delays. You exhale slowly, the adrenaline fading. It worked.<br>
<Br>
<i>And you didn't have to lose yourself to survive here, after all.</i><Br>
<<JobRecommendation "Dan">>
<br>
<<ActionsHeader>>
<<link "Continue working" $return>><<EndConversation "Dan">><<TimeChange>><</link>><br>
<<link "Take a break" $return>><<EndConversation "Dan">><<TimeChange>><</link>>
<<case "AnnieWorkAssertiveFail">>
You square your shoulders, trying to match Dan’s energy. “Look,” you say, keeping your voice steady, “if you really think <<TrueName "Current">> was valuable, then maybe tell Thompson. You said it yourself. They held this place together.”<Br>
<br>
Dan raises an eyebrow, unimpressed. “Annie,” he says, dryly. “You trying to run the company now?”<Br>
<br>
You shake your head. “No. I’m just saying --”<Br>
<br>
He cuts you off. “You’re just saying something that isn’t your business.”<Br>
<br>
He steps in slightly, tone softening but not kindly. “Look, I know you like playing boss when you’re behind that desk, but maybe leave the strategy talk to the grown-ups.”<br>
<br>
You freeze, lips parting but with nothing to follow. Dan sighs and turns, already heading toward the office. “I’ll deal with it myself,” he mutters. “The last thing I need is advice from someone who files highlighters alphabetically.”<br>
<br>
The door swings shut behind him. You stay seated, staring at your screen, cheeks burning. You tried. You really did.<br>
<br>
But here? That doesn’t always count for much.<br>
<br>
<i>Not when you look like Annie.</i><bR>
<br>
<<ActionsHeader>>
<<link "Continue working" $return>><<EndConversation "Dan">><<TimeChange>><</link>><br>
<<link "Take a break" $return>><<EndConversation "Dan">><<TimeChange>><</link>>
<<case "AnnieWorkShrug">>
You offer a small shrug. Nothing more.<Br>
<br>
Dan watches you for a beat, expecting a response. When it doesn’t come, he leans back in the chair, arms stretched out like he owns the whole front desk. “Nothing to say?” he muses. “That’s alright. Pretty girls don’t need interesting opinions. Just enough lip gloss to look interesting.”<br>
<bR>
You manage a faint smile, but say nothing. He chuckles, as if amused by his own generosity.<br>
<br>
“See, this is what I like about you, Annie. You don’t get in the way. Just smile, answer the phones, and let the grown-ups fix the mess.”<br>
<br>
He pushes up from the chair with a groan. “Suppose I’ll take it to Thompson myself. Theodore needs a scolding.”<Br>
<br>
You nod faintly, and he winks before heading off down the hall.<br>
<br>
The moment lingers. You’re still seated, still silent.<br>
<br>
<<ActionsHeader>>
<<link "Continue working" $return>><<EndConversation "Dan">><<TimeChange>><</link>><br>
<<link "Take a break" $return>><<EndConversation "Dan">><<TimeChange>><</link>>
<<case "AnnieWorkSaucySecretaryWorkPerformance">>
You don’t even think. Before you’ve finished processing what Dan just said, your lips part into a soft, obliging smile.<Br>
<br>
“Oh, Dan,” you purr gently. “You work so hard… no wonder the system can’t keep up with you.”<Br>
<br>
You say it as you slowly stand, smoothing down your skirt. The movement isn’t deliberate, but it’s precise. Measured. Like your body remembers how Annie handles this sort of man, even if your brain hasn't caught up.<Br>
<br>
Dan pauses mid-rant, eyes flicking down to your skirt. He smirks. “Well. You’re not wrong.”<Br>
<br>
You lean back a little on the desk, voice syrupy. “Maybe now’s not the best time to vent to Thompson. You wouldn’t want him thinking you can’t handle a little tech hiccup.”<bR>
<br>
Dan chuckles, pleased. “C’mon, he knows I run the damn place.”<br>
<br>
“Exactly,” you say, batting your lashes. “And besides… I’m sure <<TrueName "Current">> didn’t mean to break anything. You wouldn’t want to get them in trouble over a few bugs, would you?”<br>
<br>
Dan tilts his head, clearly enjoying this. “You sticking up for Phillips now?”<Br>
<br>
You smile, wide and innocent. “You’re clever enough to fix the problem. And I’m sure there’s better ways to spend your lunch break than with a stuffy old man.”<br>
<br>
He grins at that. “Stuffy old man? Careful Annie, you wouldn't want to get into trouble."<br>
<br>
"Oh, you wouldn't tell on me," you say coyly. "I'm sure we could keep this between us."<br>
<br>
He winks. “But I’ll remember you owe me one, sweetheart.”<br>
<bR>
You nod, still smiling, and watch as he strolls off with his usual swagger.<Br>
<br>
Your cheeks ache from holding the smile. Only when the door swings shut does your posture drop. But the smile clings to your face like residue. Only now do you consider the words that came without you thinking.<Br>
<br>
And part of you wonders what Dan will expect for keeping this between you and him.<br>
<br>
<I>Don't you mean Annie?</i><br>
<br>
<<ActionsHeader>>
<<link "Continue working" $return>><<EndConversation "Dan">><<TimeChange>><</link>><br>
<<link "Take a break" $return>><<EndConversation "Dan">><<TimeChange>><</link>>
<<case "AnnieWorkFlirtPassWorkPerformance">>
You pause, then let out a soft laugh. Not too much. Just enough.<Br>
<br>
“Come on, Dan,” you say, leaning your elbows gently on the desk as you look up to him. “You don’t want to waste your whole lunch hour talking about bugs and quotes.”<br>
<br>
His attention sharpens. “Oh yeah? That a better offer?”<Br>
<Br>
You hold his gaze, lips curved just slightly. “Just… a suggestion. Spend a bit more time relaxing. Less time yelling at Thompson.”<br>
<br>
Dan grins, basking in it. “Relaxing, huh? That your medical advice, Annie?”<Br>
<bR>
“I just think you work too hard,” you say sweetly. “You don’t need to be sorting out other people’s problems. Especially not when you’ve got people like me to help keep things running smooth.”<Br>
<br>
He tilts his head, openly appreciative. “Well damn. If I knew I’d get this kind of service, I’d have been complaining more often.”<Br>
<bR>
You push past the discomfort in your gut and smile wider. “Maybe keep that between us. I wouldn’t want everyone coming to me for a therapy session."<br>
<br>
Dan chuckles low in his throat. "I was thinking more nurse than therapist. Tight little uniform, clipboard, checking me over… yeah, I think you’d make recovery worth it."<Br>
<br>
You hold your smile, feeling sick inside your stomach.<br>
<br>
He laughs again. "Alright, Annie. I’ll keep it quiet. And maybe I’ll keep Phillips out of any chats with Thompson too… for now.”<br>
<Br>
He shoots you a wink and strolls out of the building, self-satisfied and humming to himself.<br>
<Br>
You stay frozen a moment longer, then sink slowly back into your chair. The feeling inside of you refusing to go away. Dan won't be talking to Thompson this lunchtime, but your mind races back to the words you said to keep him away.<br>
<br>
<I>And you chose those words, too.</i><br>
<br>
<<ActionsHeader>>
<<link "Continue working" $return>><<EndConversation "Dan">><<TimeChange>><</link>><br>
<<link "Take a break" $return>><<EndConversation "Dan">><<TimeChange>><</link>>
<<case "AnnieWorkFlirtFailWorkPerformance">>
You hesitate. Then, unsure why, you lean forward slightly, letting your hair fall just a bit to the side.<br>
<br>
“I mean… you make it look so easy,” you say, voice soft but wavering. “Keeping the place together. Maybe Thompson should be… thanking you, not hearing complaints.”<Br>
<bR>
Dan glances at you. One brow lifts, but he doesn’t grin. “Thompson does thank me. Every Friday. It's called a paycheck.”<br>
<br>
The air between you cools. You force a small laugh, but it lands dead. Dan rubs his temple and stands.<Br>
<br>
“Anyway. If Phillips can’t be bothered to show up, I’ll bring it up. Thompson should hear it from someone who actually puts in the hard graft.”<br>
<Br>
He strolls off without another word towards the office. Towards where Thompson is.<Br>
<bR>
You sit there, the blood draining from your face. You didn’t say anything outrageous, but it didn’t land. You can't imagine what Dan is now telling the boss.<br>
<Br>
<<ActionsHeader>>
<<link "Continue working" $return>><<EndConversation "Dan">><<TimeChange>><</link>><br>
<<link "Take a break" $return>><<EndConversation "Dan">><<TimeChange>><</link>>
<<case "AnnieWorkAssertivePassWorkPerformance">>
You fold your hands neatly on the desk, letting your voice come out clear and even. “Dan, wait.”<br>
<br>
He pauses, halfway to the corridor. “Yeah?”<br>
<br>
“You’re right. The system’s a mess. But <<TrueName "Current">> isn’t the reason your pipeline’s broken today.”<br>
<br>
Dan turns fully, one eyebrow raised. You press on.<br>
<Br>
"It was a mess long before <<TrueName "Current">>. If you storm into Thompson’s office right now, you’re not going to look like a team player. You’ll just look like you can’t solve the problem yourself.”<br>
<br>
There’s a pause. Dan narrows his eyes, weighing your words. "You think I can't sort things out without help?"<Br>
<br>
Seizing his insecurity, you press on. "I'm just saying that a man - a real man - wouldn't complain to the boss. They'd find a way to make the deal without it. You're a real man, aren't you Dan?"<br>
<br>
Dan huffs, holding your eyes. "Of course."<br>
<br>
"Then hold off," you add. "Least for today."
<br>
Dan scratches his chin as he thinks. "Good point, love. I don't need a nerd to help me sell deals."<br>
<br>
He pivots and saunters out, still muttering about half-wits and calendar bugs. But not heading toward Thompson’s office. You let out a quiet breath.<br>
<br>
That worked. And you didn’t have to play dumb or sweet. Just smart.<br>
<br>
<<ActionsHeader>>
<<link "Continue working" $return>><<EndConversation "Dan">><<TimeChange>><</link>><br>
<<link "Take a break" $return>><<EndConversation "Dan">><<TimeChange>><</link>>
<<case "AnnieWorkAssertiveFailWorkPerformance">>
You take a breath and step out from behind the desk. “Dan, wait. Maybe now’s not the right time to bring this up with Thompson.”<Br>
<br>
He pauses mid-stride, blinking at you. “No?”<Br>
<br>
You nod. “It’s just… the system’s been unpredictable lately. It’s not really <<TrueName "Current">>'s fault, and storming into Thompson’s office might just make things worse.”<Br>
<br>
Dan stares, unimpressed. “Worse than missing client info and broken links? Because that’s where we’re at.”<Br>
<br>
You press on. “I’m just saying maybe we keep this internal for now. Handle it like a team.”<Br>
<br>
His face twists into a grin that doesn’t quite reach his eyes. “Cute speech, Annie. But there's no team in sales. Real men don't make excuses. And I don’t babysit screwups. Babysitting is more your bag, isn't it?”<br>
<bR>
He adjusts his sunglasses again and turns back toward the entrance. “If you want to play office politics, I'm sure Clive has a long-winded opinion. Meanwhile, I’ll be with Thompson. He listens to winners.”<br>
<br>
You watch him disappear down the corridor, your throat tight. You tried. But now all you can do is sit back and hope Dan doesn’t tank you while he chats to Thompson.<br>
<br>
<<ActionsHeader>>
<<link "Continue working" $return>><<EndConversation "Dan">><<TimeChange>><</link>><br>
<<link "Take a break" $return>><<EndConversation "Dan">><<TimeChange>><</link>>
<<case "AnnieWorkShrugWorkPerformance">>
You offer a small shrug. Nothing more.<Br>
<br>
Dan watches you for a beat, expecting a response. When it doesn’t come, he leans back in the chair, arms stretched out like he owns the whole front desk. “Nothing to say?” he muses. “That’s alright. Pretty girls don’t need interesting opinions. Just enough lip gloss to look interesting.”<br>
<bR>
You manage a faint smile, but say nothing. He chuckles, as if amused by his own generosity.<br>
<br>
“See, this is what I like about you, Annie. You don’t get in the way. Just smile, answer the phones, and let the grown-ups fix the mess.”<br>
<br>
He pushes up from the chair with a groan. “Suppose I’ll take it to Thompson myself. Phillips needs a scolding.”<Br>
<br>
You nod faintly, and he winks before heading off down the hall.<br>
<br>
The moment lingers. You’re still seated, still silent.<br>
<br>
<<ActionsHeader>>
<<link "Continue working" $return>><<EndConversation "Dan">><<TimeChange>><</link>><br>
<<link "Take a break" $return>><<EndConversation "Dan">><<TimeChange>><</link>>
<<case "AnnieWorkSaucySecretaryWorkPerformancePA">>
You don’t even think. Before you’ve finished processing what Dan just said, your lips part into a soft, obliging smile.<Br>
<br>
“Oh, Dan,” you purr gently. “You work so hard… maybe your calendar just can't keep up with how fast you're moving.”<Br>
<br>
You say it as you slowly stand, smoothing down your skirt. The movement isn’t deliberate, but it’s precise. Measured. Like your body remembers how Annie handles this sort of man, even if your brain hasn't caught up.<Br>
<br>
Dan pauses mid-rant, eyes flicking down to your skirt. He smirks. “Well. You’re not wrong.”<Br>
<br>
You lean back a little on the desk, voice syrupy. “Maybe now’s not the best time to vent to Thompson. You wouldn’t want him thinking you can’t handle a little tech hiccup.”<bR>
<br>
Dan chuckles, pleased. “C’mon, he knows I run the damn place.”<br>
<br>
“Exactly,” you say, batting your lashes. “And besides… I’m sure <<TrueName "Current">> didn’t mean to break anything. You wouldn’t want to get them in trouble over a few clumsy calendar invites, would you?”<br>
<br>
Dan tilts his head, clearly enjoying this. “You sticking up for Phillips now?”<Br>
<br>
You smile, wide and innocent. “You’re clever enough to fix it. And I’m sure there’s better ways to spend your lunch break than with a stuffy old man.”<br>
<br>
He grins at that. “Stuffy old man? Careful Annie, you wouldn't want to get into trouble."<br>
<br>
"Oh, you wouldn't tell on me," you say coyly. "I'm sure we could keep this between us."<br>
<br>
He winks. “But I’ll remember you owe me one, sweetheart.”<br>
<bR>
You nod, still smiling, and watch as he strolls off towards reception with his usual swagger.<Br>
<br>
Your cheeks ache from holding the smile. Only when the door swings shut does your posture drop. But the smile clings to your face like residue. Only now do you consider the words that came without you thinking.<Br>
<br>
And part of you wonders what Dan will expect for keeping this between you and him.<br>
<br>
<I>Don't you mean Annie?</i><br>
<br>
<<ActionsHeader>>
<<link "Continue working" $return>><<EndConversation "Dan">><<TimeChange>><</link>><br>
<<link "Take a break" $return>><<EndConversation "Dan">><<TimeChange>><</link>>
<<case "AnnieWorkFlirtPassWorkPerformancePA">>
You pause, then let out a soft laugh. Not too much. Just enough.<Br>
<br>
“Come on, Dan,” you say, leaning your elbows gently on the desk as you look up to him. “You don’t want to waste your whole lunch hour talking about bad directions.”<br>
<br>
His attention sharpens. “Oh yeah? That a better offer?”<Br>
<Br>
You hold his gaze, lips curved just slightly. “Just… a suggestion. Spend a bit more time relaxing. Less time yelling at Thompson.”<br>
<br>
Dan grins, basking in it. “Relaxing, huh? That your medical advice, Annie?”<Br>
<bR>
“I just think you work too hard,” you say sweetly. “You don’t need to be sorting out other people’s problems. Especially not when you’ve got people like me to help keep things running smooth.”<Br>
<br>
He tilts his head, openly appreciative. “Well damn. If I knew I’d get this kind of service, I’d have been complaining more often.”<Br>
<bR>
You push past the discomfort in your gut and smile wider. “Maybe keep that between us. I wouldn’t want everyone coming to me for a therapy session."<br>
<br>
Dan chuckles low in his throat. "I was thinking more nurse than therapist. Tight little uniform, clipboard, checking me over… yeah, I think you’d make recovery worth it."<Br>
<br>
You hold your smile, feeling sick inside your stomach.<br>
<br>
He laughs again. "Alright, Annie. I’ll keep it quiet. And maybe I’ll keep Phillips out of any chats with Thompson too… for now.”<br>
<Br>
He shoots you a wink and strolls off towards reception, self-satisfied and humming to himself.<br>
<Br>
You stay frozen a moment longer, then sink slowly back into your chair. The feeling inside of you refusing to go away. Dan won't be talking to Thompson this lunchtime, but your mind races back to the words you said to keep him away.<br>
<br>
<I>And you chose those words, too.</i><br>
<br>
<<ActionsHeader>>
<<link "Continue working" $return>><<EndConversation "Dan">><<TimeChange>><</link>><br>
<<link "Take a break" $return>><<EndConversation "Dan">><<TimeChange>><</link>>
<<case "AnnieWorkFlirtFailWorkPerformancePA">>
You hesitate. Then, unsure why, you lean forward slightly, letting your hair fall just a bit to the side.<br>
<br>
“I mean… you make it look so easy,” you say, voice soft but wavering. “Keeping the place together. Maybe Thompson should be… thanking you, not hearing complaints.”<Br>
<bR>
Dan glances at you. One brow lifts, but he doesn’t grin. “Thompson does thank me. Every Friday. It's called a paycheck.”<br>
<br>
The air between you cools. You force a small laugh, but it lands dead. Dan rubs his temple and stands.<Br>
<br>
“Anyway. If Phillips can’t be bothered to show up, I’ll bring it up. Thompson should hear it from someone who actually puts in the hard graft.”<br>
<Br>
He strolls off without another word towards Thompson's office. He doesn't even knock. "Got a minute, boss?"<Br>
<bR>
As the door closes, the blood drains from your face. You didn’t say anything outrageous, but it didn’t land. You can't imagine what Dan is now telling Thompson.<br>
<Br>
<<ActionsHeader>>
<<link "Continue working" $return>><<EndConversation "Dan">><<TimeChange>><</link>><br>
<<link "Take a break" $return>><<EndConversation "Dan">><<TimeChange>><</link>>
<<case "AnnieWorkAssertivePassWorkPerformancePA">>
You fold your hands neatly on the desk, letting your voice come out clear and even. “Dan, wait.”<br>
<br>
He pauses, halfway to the corridor. “Yeah?”<br>
<br>
“You’re right. Your calendar is a mess. But <<TrueName "Current">> isn’t the reason it's messed up.”<br>
<br>
Dan turns fully, one eyebrow raised. You press on.<br>
<Br>
"It was broken long before <<TrueName "Current">>. If you storm into Thompson’s office right now, you’re not going to look like a team player. You’ll just look like you can’t solve the problem yourself.”<br>
<br>
There’s a pause. Dan narrows his eyes, weighing your words. "You think I can't sort things out without help?"<Br>
<br>
Seizing his insecurity, you press on. "I'm just saying that a man - a real man - wouldn't complain to the boss. They'd find a way to get to their meetings regardless. You're a real man, aren't you Dan?"<br>
<br>
Dan huffs, holding your eyes. "Of course."<br>
<br>
"Then hold off," you add. "Least for today."
<br>
Dan scratches his chin as he thinks. "Good point, love. I don't need a secretary to help me close."<br>
<br>
He pivots and saunters out, still muttering about half-wits and calendar bugs. But not heading toward Thompson’s door. You let out a quiet breath.<br>
<br>
That worked. And you didn’t have to play dumb or sweet. Just smart.<br>
<br>
<<ActionsHeader>>
<<link "Continue working" $return>><<EndConversation "Dan">><<TimeChange>><</link>><br>
<<link "Take a break" $return>><<EndConversation "Dan">><<TimeChange>><</link>>
<<case "AnnieWorkAssertiveFailWorkPerformancePA">>
You take a breath and step out from behind the desk. “Dan, wait. Maybe now’s not the right time to bring this up with Thompson.”<Br>
<br>
He pauses mid-stride, blinking at you. “No?”<Br>
<br>
You nod. “It’s just… the system’s been unpredictable lately. It’s not really <<TrueName "Current">>'s fault, and storming into Thompson’s office might just make things worse.”<Br>
<br>
Dan stares, unimpressed. “Worse than missing wrong addresses and missed meetings? Because that’s where we’re at.”<Br>
<br>
You press on. “I’m just saying maybe we keep this internal for now. Handle it like a team.”<Br>
<br>
His face twists into a grin that doesn’t quite reach his eyes. “Cute speech, Annie. But there's no team in sales. Real men don't make excuses. And I don’t babysit screwups. Babysitting is more your bag, isn't it?”<br>
<bR>
He adjusts his sunglasses again and turns back toward the entrance. “If you want to play office politics, I'm sure Clive has a long-winded opinion. Meanwhile, I’ll be with Thompson. He listens to winners.”<br>
<br>
He strides forward and opens the door. "Got a moment, boss?" you hear him say as he steps in.<bR>
<br>
You tried. But now all you can do is sit back and hope Dan doesn’t tank you while he chats to Thompson.<br>
<br>
<<ActionsHeader>>
<<link "Continue working" $return>><<EndConversation "Dan">><<TimeChange>><</link>><br>
<<link "Take a break" $return>><<EndConversation "Dan">><<TimeChange>><</link>>
<<case "AnnieWorkShrugWorkPerformancePA">>
You offer a small shrug. Nothing more.<Br>
<br>
Dan doesn't stop. He continues walking towards Thompson's office, reaching forward to turn the door handle and open the door. "Got a moment, boss?" you hear him say as he steps in.<bR>
<br>
The door shuts behind you. You try to overhear the conversation, but the voices are muted behind the sturdy wood.<br>
<br>
You sigh. All you can do is sit back and hope Dan doesn’t tank you while he chats to Thompson.<br>
<br>
<<ActionsHeader>>
<<link "Continue working" $return>><<EndConversation "Dan">><<TimeChange>><</link>><br>
<<link "Take a break" $return>><<EndConversation "Dan">><<TimeChange>><</link>>
<<case "CountryClub">>
You give him a polite smile before speaking. “Hey Dan, you go to the Charlton Country Club a lot, don’t you?” <Br>
<Br>
<<if $current.female is true>>
He grins at the mention of his name. “Sure! I find some time to fit some community service for the less athletically inclined,” he tells you. “Tennis lessons, for the up and up. Need some R&R at the weekends after closing some big deals, sweetheart. Man’s gotta' work off that testosterone generated from the cutthroat world of business somehow.”<br>
<Br>
“Is it exclusive?” you pry. “How do you get a pass there?”<Br>
<br>
He has to stop himself from rolling his eyes. “Only the best of Charlton get in. Gotta' know someone who knows someone. Not just any riffraff gets in. You’ve got to be a big deal to even be let through the door.”<Br>
<Br>
“So how did you get in?” you say, unable to help yourself.<br>
<Br>
The comment is either lost on him or he doesn’t care. “Friends in high places, sweet cheeks. You live around here long enough, you’ll understand who is top dog and who lives in the gutter. My advice? Stick with Dan. Everyone knows he’s going places.”<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<HintsActive "DanTennis">><<DialogueUnlock "Dan" "TennisLessons">><</link>>
<<else>>
He snorts, mostly to himself. “Sure! I find some time to fit some community service for the less athletically inclined,” he tells you. “Need some R&R at the weekends after closing some big deals, Phillips. When you’re doing man’s work, you build up a lot of testosterone. If you worked a day in your life at a real job, you’d understand that.”<br>
<Br>
“Is it exclusive?” you reply, ignoring his jab. “How do you get a pass there?”<br>
<Br>
<<Flag "PermDay0OfficeAgree">><<Checkrelationship "Dan">>
<<if _FlagReturn is true and _relationship gte 1>>
Dan grins. “Not angling for an invite, are you Phillips? Only the best of Charlton get in. Not just any riffraff. But if you think Annie's got a lovely figure, you should see some of the staff up there. Only the hotel's choice cuts, believe me."<br>
<Br>
He cackles as you digest his words. "The maids from Charlton Hotel work there?" you ask.<br>
<Br>
"Oh you got a thing for a French maid now, have you?" Dan says, grinning. “Shame the club has a more conservative dress code. But they end up serving more than food, if you know what I mean.”<Br>
<Br>
As you stare back at Dan, his smile falters a little. “You do know what I mean, don’t you Phillips?” As if to emphasise, he mimics a blowjob with his free hand.<Br>
<Br>
“Yeah,” you tell him. “I got it.”<br>
<br>
He looks at you to make sure, then cackles. "You're a funny guy, Phillips. Alright. I'll put your name down on the door. As my guest. I'm up there weekend lunchtimes, showing some of the girls my balls."<br>
<br>
"Tennis balls?" you sigh.<br>
<br>
"Big as them!" Dan says, almost creasing over. "You'd be a good wingman, Phillips. See you up there. Playing with my balls."<bR>
<br>
Dan laughs again. You wonder if he has any idea of what's coming out of his mouth. “How do I get there?” you ask.<br>
<Br>
“Drive, Phillips. Failing that, catch a cab or try the bus from the Town Square. Just don’t mention how you got there. I don’t want to be associated with someone who can’t afford to pay for their own way. No offence.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<LocationKnown "TownSquare">><<SetFlag "CharltonTaxiHomeKnown">><<CountryClubVisitor "Dan">><<QuestStatus "Quest22">><<if _QuestStatus isnot "unknown">><<QuestOptionUnlock "Quest22" 0 "country_club_access" "gte">><</if>><<DialogueUnlock "Lennox" "ExtraShiftCountryClub">><</link>>
<<else>>
That does cause him to roll his eyes. “Not angling for an invite, are you Phillips? Only the best of Charlton get in. Not just any riffraff. Unless you're willing to put on a dress and swish around like those maids from the hotel, I don’t think I’ll be seeing you over a drink in the club bar.”<br>
<bR>
"The maids from Charlton Hotel work there?" you ask.<br>
<Br>
He nods, grinning. “Shame they have a more conservative dress code. But yeah, Lennox sends his best out to cover shifts. They end up serving more than food, if you know what I mean.”<Br>
<Br>
As you stare back at Dan, his smile falters a little. “You do know what I mean, don’t you Phillips?” As if to emphasise, he mimics a blowjob with his free hand.<Br>
<Br>
“Yeah,” you tell him. “I got it.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<HintsActive "DanTennis">><<DialogueUnlock "Lennox" "ExtraShiftCountryClub">><<DialogueUnlock "Dan" "TennisLessons">><</link>>
<</if>>
<</if>>
<<case "TennisLessons">>
<<Flag "DanDateBathroom">>
“Do you think I could get some tennis lessons from you?” you ask. “My swing could do with some work.”<Br>
<Br>
<<if $current.female is false>>
He chuckles to himself, grin widening. “Sorry, Phillips. I only take a certain sort of clientele. You are missing a few key features.”<br>
<br>
Making his point as clear as day, he holds his free hand up to his chest as if gesturing a mammoth breast. He grins at you as you react. “Those ladies who lunch up there. They’re real appreciative of a good session with Dan.”<Br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<elseif _FlagReturn is true>>
He looks at you, his eyes leering. “Sure! I’d love to help you refine some of those skills you showed me.” As if to make it obvious, he holds up a hand and mimics a blowjob. “Could do with some refinement over the net, though.”<br>
<Br>
He splutters a laugh, spit flying over his monitor. Unsurprisingly though, he doesn’t even acknowledge it. “Tell you what?” he continues without pause. “Get that sweet arse up to the country club one Saturday or Sunday lunchtime. Dan will make sure your name is behind the door. I’ll show you how to handle some balls.”<Br>
<Br>
Again, he sniggers to himself. You hold back the sigh as you reply. “How do I get there?”<Br>
<Br>
That causes a grin. “I’d love to drive you, sweetheart. But I’m afraid I’ve only got a two-seater. And I need the passenger side for my large equipment. So either catch a cab, or try the bus from the Town Square. Just don’t mention how you got there. I don’t want to be associated with someone who can’t afford to pay for their own way. No offence.”<Br>
<Br>
His eyes drift up and down your body, as you see a thought cross his mind. “Oh. And make sure you visit Evans' beforehand. I don’t want to be seen as inviting a guest who’s dressed inappropriately.”<br>
<Br>
You nod and give Dan a polite smile. You only hope you don’t regret whatever his lesson entails.<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<LocationKnown "TownSquare">><<SetFlag "CharltonTaxiHomeKnown">><<CountryClubVisitor "Dan">><<QuestStatus "Quest22">><<if _QuestStatus isnot "unknown">><<QuestOptionUnlock "Quest22" 0 "country_club_access" "gte">><</if>><<TaskTracker "Task12" "active">><</link>>
<<else>>
<<EventSeen "HotelRestaurant" "DanLunchDate">>
<<Flag "DanLunchPlacate">>
<<if _EventSeen is true and _FlagReturn is true>>
He looks at you, his eyes leering. “Sure! I’d told you I’d look after you, didn’t I? What is a mentor for? I’m sure you can follow my lead. Mixed doubles is a good way to see who stays on top, and who takes bottom.”<bR>
<Br>
He splutters a laugh, spit flying over his monitor. Unsurprisingly though, he doesn’t even acknowledge it. “Tell you what?” he continues without pause. “Get that sweet arse up to the country club one Saturday or Sunday lunchtime. Dan will make sure your name is behind the door. I’ll show you how to handle some balls.”<br>
<Br>
Again, he sniggers to himself. You hold back the sigh as you reply. “How do I get there?”<Br>
<Br>
That causes a grin. “I’d love to drive you, sweetheart. But I’m afraid I’ve only got a two-seater. And I need the passenger side for my large equipment. So either catch a cab, or try the bus from the Town Square. Just don’t mention how you got there. I don’t want to be associated with someone who can’t afford to pay for their own way. No offence.”<br>
<br>
His eyes drift up and down your body, as you see a thought cross his mind. “Oh. And make sure you visit Evans' beforehand. I don’t want to be seen as inviting a guest who’s dressed inappropriately.”<br>
<Br>
You nod and give Dan a polite smile. You only hope you don’t regret whatever his lesson entails.<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<LocationKnown "TownSquare">><<SetFlag "CharltonTaxiHomeKnown">><<CountryClubVisitor "Dan">><<QuestStatus "Quest22">><<if _QuestStatus isnot "unknown">><<QuestOptionUnlock "Quest22" 0 "country_club_access" "gte">><</if>><<TaskTracker "Task12" "active">><</link>>
<<elseif _EventSeen is true>>
He looks at you, his eyes narrow. “Don’t think so, sweet bum. Said you’d have to learn the hard way, didn’t I? Maybe you’ll be a bit more appreciative of my mentorship offer next time.”<bR>
<BR>
Dan gives you an evil looking grin, as if he’s won a round he’s been preparing for over some time. You recall brushing him off at lunch and grimace. He clearly doesn’t forget when he’s been slighted.<br>
<bR>
“Now,” he continues. “If you’ll excuse me, I have to get back to work. Some of us bring in the money around here.”<Br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<else>>
He looks at you, a smirk creeping across his lips. “Don’t know if that’s wise,” he murmurs. “Like I told you, there’s a lot of mistakes you’ve made around here. Maybe you should be pulling overtime instead of thinking about balls.”<br>
<Br>
His smug grin widens as he drops the last word. You watch his eyes flick across your chest before meeting yours again.<br>
<Br>
“Tell you what,” he continues with a theatrical hint of resignation. “I’ll give you a second chance. Why don’t we grab lunch one time at the Charlton Hotel? My treat. We can clear all that up. That way, you’ll get some time to yourself at the weekend for charitable Dan to give you a lesson on how to improve that swing of yours.”<bR>
<Br>
The smile he offers looks sincere, but his gaze betrays his intentions. For a moment he doesn’t look away from you, taking you in. “Think it over,” he finally adds with a shrug. “Come see me when you’ve made up your mind.”<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueUnlock "Dan" "LunchOffer">><</link>>
<</if>>
<</if>>
<<case "LunchOffer">>
“I was thinking of going to the Charlton Hotel for lunch,” you begin. “Care to join me?”<br>
<Br>
Dan grins, all easy confidence, like he was expecting your offer. "Smart choice," he says, pushing off your desk. "It’ll be good to clear a few things up. Wouldn’t want any confusion about who’s responsible for the problems around here, right?"<br>
<Br>
He doesn’t wait for you to grab your things, already turning toward the door like he’s leading a meeting you never signed up for. "Come on, let’s go. I’m starving."<br>
<Br>
You take a steadying breath, then follow.<br>
<Br>
<<ActionsHeader>>
<<link "Go to the Charlton Hotel restaurant with Dan" "HotelRestaurant">>
<<EndConversation "Dan">>
<<EventTrigger "HotelRestaurant" "DanLunchDate" "Lunch" "Dan" "PC" null null null true>>
<<SetNPCLocation "Dan" $dayCurrent $periodCurrent "HotelRestaurant">>
<</link>>
<<case "WorkTennisCourt">>
“How’s things going at Thompsons?” you ask.<br>
<Br>
<<GetPCState "job">>
<<if _job is "Fired" and _CurrentPC is true and $current.female is true>>
“Okay,” he murmurs. You instantly sense he’s holding something back and raise an eyebrow.<br>
<br>
Seeing your expression, Dan lets out an uncharacteristic sigh of frustration. “Look. You didn’t hear it from me, Phillips. But unbelievably, Theodore’s making more of a pig’s ear of it than you did. I’m close to not hitting my target because that shut-in keeps breaking the sales system. At least you showed up in person to fix things when you screwed up.”<bR>
<Br>
“Maybe you could have a word with Thompson, then?” you try. “I’d consider coming back.”<bR>
<Br>
Dan snorts at your words. “I bet you would. Good jobs are hard to come by for women in Charlton. Bet you wished you’d made a better go of it, don’t you?”<br>
<bR>
You stare back at him silently, letting the tension simmer.<br>
<br>
“Tell you what,” he says. “Just so happens I need a tennis partner. You play nice and I’ll consider putting a good word in with Thompson. You’d be surprised what a whisper from me will do.”<Br>
<Br>
He gives you a grin but says nothing more.<bR>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<SetFlag "DanTennisJobOffer">><<HintsActive "DanTennis">><</link>>
<<elseif _job is "Fired" and _CurrentPC is true and $current.female is false>>
“Okay,” he murmurs. You instantly sense he’s holding something back and raise an eyebrow.<bR>
<br>
Seeing your expression, Dan lets out an uncharacteristic sigh of frustration. “Look. You didn’t hear it from me, Phillips. But unbelievably, Theodore’s making more of a pig’s ear of it than you did. I’m close to not hitting my target because that shut-in keeps breaking the sales system. At least you showed up in person to fix things when you screwed up.”<br>
<br>
“Maybe you could have a word with Thompson, then?” you try. “I’d consider coming back.”<br>
<BR>
Dan snorts at your words. “I bet you would. Good jobs are hard to come by in Charlton. Bet you wished you’d made a better go of it, don’t you?”<br>
<Br>
You stare back at him silently, letting the tension simmer. <br>
<Br>
“Tell you what,” he says. “Just so happens I need a tennis partner. Just offer lessons to the ladies, but you’ve got a sister, don’t ya? Tell her to come down. She plays nice and I’ll consider putting a good word in with Thompson. You’d be surprised what a whisper from me will do.”<Br>
<Br>
He gives you a grin but says nothing more.<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<SetFlag "DanTennisJobOffer">><<HintsActive "DanTennis">><</link>>
<<elseif _job is "Fired" and $current.avatar is "Emily">>
“Okay,” he murmurs. You instantly sense he’s holding something back and raise an eyebrow. <bR>
<br>
Seeing your expression, Dan lets out an uncharacteristic sigh of frustration. “Look. You didn’t hear it from me, Phillips. But unbelievably, Theodore’s making more of a pig’s ear of it than your <<Sibling>> did. I’m close to not hitting my target because that shut-in keeps breaking the sales system. At least your <<Sibling>> showed up in person to fix things when they screwed up.”<br>
<Br>
“Maybe you could have a word with Thompson, then?” you try. “I’m sure they’d consider coming back.”<br>
<Br>
Dan snorts at your words. “I bet they would. Good jobs are hard to come by in Charlton. Bet they wish they'd made a better go of it, don’t they?”<br>
<Br>
You stare back at him silently, letting the tension simmer.<Br>
<Br>
“Tell you what,” he says. “Just so happens I need a tennis partner. You play nice and I’ll consider putting a good word in with Thompson. You’d be surprised what a whisper from me will do.”<br>
<Br>
He gives you a grin but says nothing more.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<SetFlag "DanTennisJobOffer">><<HintsActive "DanTennis">><</link>>
<<elseif _CurrentPC is true and $current.female is true>>
“Oh. Just great,” he sniggers. You instantly sense him laughing at you.<bR>
<Br>
Seeing your expression, Dan grins. “You’re not getting it, are you Phillips? You should have seen the mood Thompson was in yesterday. Look, I know Theodore left things in a state. But Thompson doesn’t see that. Be checking out the help wanted section of the Gazette if I was you.”<bR>
<Br>
“Maybe you could have a word with Thompson, then?” you try. “Get a different perspective.”<br>
<Br>
Dan snorts at your words. “I bet you’d like that, wouldn’t you? Good jobs are hard to come by for women in Charlton. A word from Dan would calm the boss right down.”<br>
<Br>
You stare back at him silently, letting the tension simmer. <br>
<br>
“Tell you what,” he says. “Just so happens I need a tennis partner. You play nice and I’ll consider putting a good word in with Thompson. You’d be surprised what a whisper from me will do.”<br>
<br>
He gives you a grin but says nothing more.<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<SetFlag "DanTennisJobOffer">><<HintsActive "DanTennis">><</link>>
<<elseif _CurrentPC is true and $current.female is false>>
“Oh. Just great,” he sniggers. You instantly sense him laughing at you.<br>
<br>
Seeing your expression, Dan grins. “You’re not getting it, are you Phillips? You should have seen the mood Thompson was in yesterday. Look, I know Theodore left things in a state. But Thompson doesn’t see that. Be checking out the help wanted section of the Gazette if I was you.”<br>
<Br>
“Maybe you could have a word with Thompson, then?” you try. “Get a different perspective.”<Br>
<Br>
Dan snorts at your words. “I bet you’d like that, wouldn’t you? Good jobs are hard to come by for women in Charlton. A word from Dan would calm the boss right down.”<br>
<br>
You stare back at him silently, letting the tension simmer. <br>
<Br>
“Tell you what,” he says. “Just so happens I need a tennis partner. Just offer lessons to the ladies, but you’ve got a sister, don’t ya? Tell her to come down. She plays nice and I’ll consider putting a good word in with Thompson. You’d be surprised what a whisper from me will do.”<br>
<bR>
He gives you a grin but says nothing more.<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<SetFlag "DanTennisJobOffer">><<HintsActive "DanTennis">><</link>>
<<elseif $current.avatar is "Emily">>
“Oh. Just great,” he sniggers. You instantly sense him laughing at you.<br>
<Br>
Seeing your expression, Dan grins. “Your <<Sibling>> is just not getting it? You should have seen the mood Thompson was in yesterday. And I know Theodore left things in a state, but Thompson doesn’t see that. Be checking out the help wanted section of the Gazette if I was them.”<br>
<br>
“Maybe you could have a word with Thompson, then?” you try. “Get a different perspective.”<br>
<Br>
Dan snorts at your words. “I bet you’d like that, wouldn’t you? Good jobs are hard to come by in Charlton. A word from Dan would calm the boss right down.”<Br>
<Br>
You stare back at him silently, letting the tension simmer. <br>
<Br>
“Tell you what,” he says. “Just so happens I need a tennis partner. You play nice and I’ll consider putting a good word in with Thompson. You’d be surprised what a whisper from me will do.”<br>
<br>
He gives you a grin but says nothing more.<Br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<SetFlag "DanTennisJobOffer">><<HintsActive "DanTennis">><</link>>
<</if>>
<<case "PennyFarthingTennisCourt">>
You take out the coin and hold it up to him, its metal glinting in the sun. “I was wondering if you knew anything about this?” you ask.<br>
<Br>
<<if $current.female is false>>
Dan sees the coin and steps back in front of the lady blocking it from view. He grins as he looks between your face and the coin. “Didn’t think you had it in you, Phillips? Where did you get this?”<br>
<br>
“I found it,” you lie, ignoring his last comment. “Do you know what it’s used for?”<Br>
<br>
He offers you a grin, but shrugs dramatically. “That’s information for those in the know, Phillips. And you’re not in the know. I wish I could help, but my hands are tied.”<br>
<Br>
“By who?” you ask.<br>
<br>
The other man stares back at you, appraising your worth. He dramatically sighs. “Look, don’t say I don’t help the unfortunate. You wanna' talk to Harrow. Get all pal’y with him, and I’m sure he’ll point you in the right direction.”<br>
<br>
Your eyes narrow. “Mr. Harrow? The school teacher?”<Br>
<Br>
Dan nods. “Usually you’ll find him in the dining hall in the evenings. Just don’t say I pointed you in his direction. Just in case you embarrass yourself.”<Br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Dan" "PennyFarthingTennisCourt">><</link>>
<<elseif $current.avatar is "Andrea">>
Dan sees the coin and steps back in front of the lady blocking it from view. He grins as he looks between your face and the coin, reaching out with a hand to take it. “May I?”<Br>
<br>
You let him take it. He turns it around and his smile widens when he sees the blank side. “Where did you get this?” he asks, before leaning in to whisper. “Or is this a proposition?”<br>
<br>
“I found it,” you lie, ignoring his last comment. “Do you know what it’s used for?”<br>
<br>
He grins as he looks between your face and the coin. “Maid work not paying you enough? Can’t say I’m not tempted. Didn’t think that you were the type of girl to stoop to this, though.”<br>
<br>
“Is one of those girls Tandi Cunnings?” you try.<br>
<Br>
The name is enough to send Dan’s eyebrows raising. “Maybe I’ve got you all wrong,” he murmurs as he considers you. “But I can’t be seen talking to the help and giving them advice. Why don’t you go to McTafey’s though after your shift? Show that to a few locals. If you follow the breadcrumbs, I’ll come gobbling them up. And you too. Count on it.”<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestTracker "Quest22" 1>><</link>>
<<elseif $current.female is true>>
Dan sees the coin and steps back in front of the lady blocking it from view. He grins as he looks between your face and the coin, reaching out with a hand to take it. “May I?”<Br>
<Br>
<<BeachInventoryCheckPennyFarthingType>>
<<if _BeachInventoryCheckPennyFarthingType is "Tandi">>
You let him take it. He turns it around and his smile diminishes a little when he sees the ‘T' on the back. “Where did you get this?” he asks. “Was hoping to not see a letter there. Or, at least, a different one.”<Br>
<br>
“I found it,” you lie, ignoring his last comment. “Do you know what it’s used for?”<br>
<<elseif _BeachInventoryCheckPennyFarthingType is "Blank">>
<<if $current.avatar is "Emily">>
You let him take it. He turns it around and his smile widens when he sees the blank side. “Where did you get this?” he asks, before leaning in to whisper. “Or is Phillips' sister a naughty little minx?”<br>
<Br>
“I found it,” you lie, ignoring his last comment. “Do you know what it’s used for?”<br>
<<else>>
You let him take it. He turns it around and his smile widens when he sees the blank side. “Where did you get this?” he asks, before leaning in to whisper. “Or is this a proposition?”<Br>
<Br>
“I found it,” you lie, ignoring his last comment. “Do you know what it’s used for?”<Br>
<</if>>
<</if>>
<br>
He offers you a grin as he hands the coin back and his eyes briefly wander across your body. “Tell you what. I’m a bit worked up. Need to burn off some of that testosterone with a workout. Got a spot for a tennis lesson, if it takes your fancy. If we win, I’ll spill all I know.”<Br>
<Br>
“But I should warn you,” he continues. “My teaching style is a bit unorthodox. I’ll give you a good thrashing, if you know what I mean.”<Br>
<br>
He chuckles to himself. You briefly catch a glimpse of the woman behind him roll her eyes.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "TennisDress" or _CurrentOutfit is "MicroSkirt" or _CurrentOutfit is "SportsBra">>
Dan looks you up and down with a satisfied grin. “Looks like you’re prepped for a game. Just let me know when you’re ready to start playing with my balls.”<Br>
<Br>
There is a cackle again from Dan. You are sure this won’t be the last you’ll hear about his equipment.<Br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<SetFlag "DanClubCoinLesson">><</link>>
<<else>>
Dan looks you up and down with a derisive look. “Need to get changed, of course. Into your tennis gear. Can’t let you play with my balls looking like that.”<bR>
<Br>
There is a cackle again from Dan. You are sure this won’t be the last you’ll hear about his equipment.<Br>
<Br>
<<InventoryCheckSelf "TennisDress" "MicroSkirt" "SportsBra">>
<<if _InventoryCheckSelf is true>>
Fortunately - or unfortunately, depending on how you look at it - you have brought the right gear to play tennis. If you wanted to challenge Dan, you only have to change in the women’s locker room.<Br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<SetFlag "DanClubCoinLesson">><</link>>
<<else>>
“I don’t have tennis gear,” you mutter.<br>
<br>
This makes him look back to the woman behind him, his grin disappearing for a moment. He even offers an apologetic shrug before turning back to you. “You’ve come to a country club without the correct attire?” He murmurs. “What will the committee think? Get yourself back into town and go to Evans'. They’ll be able to help.”<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<SetFlag "DanClubCoinLesson">><<TaskTracker "Task12" "active">><</link>>
<</if>>
<</if>>
<</if>>
<<case "TennisLessonRequest">>
“I was wondering if you could give me that Tennis lesson?” you ask him. “If you’re up for it.”<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "TennisDress">>
Dan’s eyes wander your outfit. For a moment there’s hesitation on his face, but his smug grin returns quickly. “Nice threads,” he tells you. “Looks like we’ve got a competitor in front of us. Hope the outfit has seen some use. Or I’ll make short use of you.”<br>
<Br>
Not waiting for a reply, he turns to the woman behind him. “See. Told you someone was coming. Your partner ready?” he asks. She nods towards the court entrance. You turn to see another middle-aged woman in a tennis dress walking over towards you. <Br>
<Br>
Then it dawns on you who these women are. Pristine. Perfect. Powerful. The one nearby holds her brunette hair back underneath a tennis hat. The woman approaching has her blonde hair tied into a ponytail.<br>
<Br>
Jeanette Thompson and Hazel Evans, respectively. Jeanette is the wife of Mr. Thompson and the mother of Logain. Hazel, by contrast, is Christina’s mother.<br>
<Br>
<<ActionsHeader>>
<<link "Meet Hazel and Jeanette" "CountryClubTennisLesson">><<EndConversation "Dan">><</link>>
<<elseif _CurrentOutfit is "MicroSkirt">>
<<Flag "DanDateBathroom">>
<<if _FlagReturn is true>>
Dan’s eyes wander your outfit, lingering around the hem of your skirt. His eyes widen. “Can’t wait to see you bent over the net in that,” he says before leaning in. “Maybe I won’t make use of just your mouth, this time.”<bR>
<Br>
Not waiting for a reply, he turns to the woman behind him. “See. Told you someone was coming. Your partner ready?” he asks. She nods towards the court entrance. You turn to see another middle-aged woman in a tennis dress walking over towards you. <br>
<Br>
Then it dawns on you who these women are. Pristine. Perfect. Powerful. The one nearby holds her brunette hair back underneath a tennis hat. The woman approaching has her blonde hair tied into a ponytail. <bR>
<br>
Jeanette Thompson and Hazel Evans, respectively. Jeanette is the wife of Mr. Thompson and the mother of Logain. Hazel, by contrast, is Christina’s mother.<bR>
<Br>
<<ActionsHeader>>
<<link "Meet Hazel and Jeanette" "CountryClubTennisLesson">><<EndConversation "Dan">><</link>>
<<else>>
Dan’s eyes wander your outfit, lingering around the hem of your skirt. His eyes widen. “Can’t wait to see you bent over the net in that,” he says.<bR>
<br>
Not waiting for a reply, he turns to the woman behind him. “See. Told you someone was coming. Your partner ready?” he asks. She nods towards the court entrance. You turn to see another middle-aged woman in a tennis dress walking over towards you.<br>
<br>
Then it dawns on you who these women are. Pristine. Perfect. Powerful. The one nearby holds her brunette hair back underneath a tennis hat. The woman approaching has her blonde hair tied into a ponytail.<bR>
<Br>
Jeanette Thompson and Hazel Evans, respectively. Jeanette is the wife of Mr. Thompson and the mother of Logain. Hazel, by contrast, is Christina’s mother.<bR>
<Br>
<<ActionsHeader>>
<<link "Meet Hazel and Jeanette" "CountryClubTennisLesson">><<EndConversation "Dan">><</link>>
<</if>>
<<elseif _CurrentOutfit is "SportsBra">>
<<Flag "DanDateBathroom">>
<<if _FlagReturn is true>>
Dan’s eyes wander your outfit, lingering around your top. His eyes widen. “Hope that flimsy material can keep those puppies in,” he says before leaning in. “Although I bet you wouldn’t say no to playing with your top off.”<Br>
<Br>
Not waiting for a reply, he turns to the woman behind him. “See. Told you someone was coming. Your partner ready?” he asks. She nods towards the court entrance. You turn to see another middle-aged woman in a tennis dress walking over towards you. <br>
<Br>
Then it dawns on you who these women are. Pristine. Perfect. Powerful. The one nearby holds her brunette hair back underneath a tennis hat. The woman approaching has her blonde hair tied into a ponytail. <bR>
<br>
Jeanette Thompson and Hazel Evans, respectively. Jeanette is the wife of Mr. Thompson and the mother of Logain. Hazel, by contrast, is Christina’s mother.<bR>
<Br>
<<ActionsHeader>>
<<link "Meet Hazel and Jeanette" "CountryClubTennisLesson">><<EndConversation "Dan">><</link>>
<<else>>
Dan’s eyes wander your outfit, lingering around your top. His eyes widen. “Hope that flimsy material can keep those puppies in,” he says.<bR>
<br>
Not waiting for a reply, he turns to the woman behind him. “See. Told you someone was coming. Your partner ready?” he asks. She nods towards the court entrance. You turn to see another middle-aged woman in a tennis dress walking over towards you. <br>
<br>
Then it dawns on you who these women are. Pristine. Perfect. Powerful. The one nearby holds her brunette hair back underneath a tennis hat. The woman approaching has her blonde hair tied into a ponytail. <Br>
<br>
Jeanette Thompson and Hazel Evans, respectively. Jeanette is the wife of Mr. Thompson and the mother of Logain. Hazel, by contrast, is Christina’s mother.<br>
<Br>
<<ActionsHeader>>
<<link "Meet Hazel and Jeanette" "CountryClubTennisLesson">><<EndConversation "Dan">><</link>>
<</if>>
<<else>>
Dan looks you up and down with a derisive look. “Need to get changed, of course. Into your tennis gear. Can’t let you play with my balls looking like that.”<br>
<Br>
There is a cackle again from Dan. You are sure this won’t be the last you’ll hear about his equipment.<br>
<Br>
<<InventoryCheckSelf "TennisDress" "MicroSkirt" "SportsBra">>
<<if _InventoryCheckSelf is true>>
Fortunately - or unfortunately, depending on how you look at it - you have brought the right gear to play tennis. If you wanted to challenge Dan, you only have to change in the women’s locker room.<Br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<else>>
“I don’t have tennis gear,” you mutter.<br>
<br>
This makes him look back to the woman behind him, his grin disappearing for a moment. He even offers an apologetic shrug before turning back to you. “You’ve come to a country club without the correct attire?” He murmurs. “What will the committee think? Get yourself back into town and go to Evans'. They’ll be able to help.”<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<TaskTracker "Task12" "active">><</link>>
<</if>>
<</if>>
<</switch>><<widget "DanFlirtSecretary">>
<<set _satisfactionNumber = _args[0]>>
<<if $DanFlirtSecretary is undefined>>
<<set $DanFlirtSecretary = _satisfactionNumber>>
<<else>>
<<set $DanFlirtSecretary = $DanFlirtSecretary + _satisfactionNumber>>
<</if>>
<</widget>>
<<widget "DanFlirtSecretaryCheck">>
<<set _DanFlirtSecretaryCheck to $DanFlirtSecretary>>
<</widget>><<set $ConversationRoot = passage()>>
<<switch $DeBussyDialogue>>
<<case "TerrenceLocker">>
“Mrs. DeBussy,” you begin, measured and respectful. “I need access to Terrence Handle’s locker.”<Br>
<Br>
She turns to you, eyes blinking quickly in confusion and then sharpening with interest. “Emily, darling. That’s a rather... unusual request, don’t you think?”<Br>
<Br>
You keep your expression level. “I have reason to believe he may be in possession of something inappropriate. Something that contradicts the standards we hold here at Charlton.”<Br>
<br>
Her smile tightens into that familiar, thin line. “You’re suggesting… contraband?”<Br>
<Br>
You nod. “Yes. Something in his biology notebook. I think it could be worth investigating. I thought it best to come to you before it became more… public.”<Br>
<Br>
DeBussy tuts softly, as if the very notion has already inconvenienced her. “Normally, I’d have to speak to Headmaster Stitch. Locker searches are not typically within my remit.” Her voice rises slightly, just enough for the rest of the club to overhear.<BR>
<br>
You lean in, tone hushed. “This is sensitive. And time-sensitive. If there’s something in that book, I need to see it before he hides it or destroys it. I wouldn’t ask if I didn’t think it was important.”<Br>
<Br>
She considers you for a long moment, then sighs in that dramatic, theatrical way she reserves for self-congratulation. “Very well. You’ve been a tremendous help to the club. And I suppose, as President, a certain... discretion must be afforded.”<Br>
<Br>
From beneath her desk drawer, she retrieves a small brass key, dangling it in front of you for a beat too long.<Br>
<Br>
“Straight there and back. And I expect a full report on what you find.” Her smile returns to its usual sugary position, still soured at the edges. “It’s such a delight when our brightest girls take initiative.”<br>
<br>
You take the key, pocketing it with a nod. “You’ll have your report.”<Br>
<Br>
“See that I do, dear,” she says, already scribbling in her notebook again.<Br>
<Br>
<<ActionsHeader>>
<<link "Say goodbye and leave the after school club" "SchoolCorridor">><<TimeChange>><<EndConversation "DeBussy">><<TakeObjectNPC "DeBussy" "TerrenceLockerKeyDeBussy">><</link>><br>
<<case "AboutBalletLesson">>
“Can you tell me a little bit about the lessons you teach here?” you ask DeBussy.<Br>
<br>
At the words her face lights up, eyes bright behind her glasses. “Oh, I’m so glad you asked,” she says, holding her clipboard a little closer to her chest.<Br>
<br>
She steps forward with a kind of deliberate elegance, her voice lowered to a confidential tone. “Ballet is one of the finest tools a young woman can possess. It teaches posture, discipline, control. But more than that, it teaches presence. The ability to command attention without needing to raise one’s voice.”<br>
<Br>
She pauses to let the words settle, smile unwavering. “Of course, it requires commitment. You have to be willing to be seen. If you’re hiding at the edges, or pretending not to notice the way the world watches. Well, you’ll never truly benefit.”<Br>
<br>
Your eyes narrow, as you struggle to comprehend. “Are you saying that you teach women how to be watched?”<Br>
<bR>
<<if $current.female is true>>
She turns her attention fully to you now, her smile softening. “Come now, dear. We all have sharp eyes. We are watched, whether we like it or not. That is the natural way of things. The trick is, how to convey what you want through it. That is what I teach.”<br>
<bR>
DeBussy eyes you carefully, reasserting her smile. “I do think you’d take well to it,” she says. “You’ve a thoughtful way of carrying yourself. That can be shaped. Refined.”<Br>
<br>
She leans in, lowering her voice and whispering conspiratorially. “There’s strength in grace, you know. Ballet teaches you to hold space. To own it. To shape the way others look at you. And to enjoy being looked at.”<Br>
<br>
She winks, then lets out a gentle laugh. “And in Charlton, that’s a rather valuable skill.”<br>
<<else>>
DeBussy’s tone shifts slightly, still pleasant but now marked by irritation. “I’m always pleased when a gentleman takes an interest. Though I’m not surprised that the subtleties of what's taught here are lost on you.”<Br>
<br>
She takes a deep breath and reinforces her smile. “Boxing, football, cricket. All excellent for a young man’s frame. You’ll need that strength, after all. But for a lady?” She shakes her head with a smile. “No. Ballet is better. It cultivates poise, balance, grace. It is ideal for women who keep one eye always on their waistline. Which is the vast majority of us, I must say.”<br>
<Br>
“You see,” she continues. “Girls are judged not by their strength, but by how well they move through a room. Whether they draw the right kind of attention. That is a natural fact.”<bR>
<br>
Her voice lowers, just slightly. “Being watched is part of growing up. Best to learn how to enjoy it. With grace, of course.”<Br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "DeBussy" "AboutBalletLesson">><</link>>
<<case "JoinBalletLesson">>
You take a breath. “Alright. I’d like to join the lesson.”<br>
<bR>
<<if $current.avatar is "Emily" or _CurrentPC is true>>
DeBussy’s smile widens with unmistakable satisfaction. “I’m so pleased to hear that, my dear. Very wise. I take it you're a member here?”<Br>
<br>
<<GymEligible>>
<<if _GymEligible is true>>
You nod. “Yes.”<Br>
<Br>
DeBussy gleams with joy. "Lovely! And you've brought suitable clothes with you?”<br>
<br>
/* GymWorkOutGearRight rollout note: the male-own-PC arm of this widget differs from the old female-gear check here, but the ballet entry link (Gym passage) is female-gated, so that arm is unreachable from this case */
<<GymWorkOutGearRight>>
<<if _GymWorkOutGearRight is true>>
You nod again. She lets out a small giggle. "I'm sure you look wonderful in them, dear. Now. Spit spot. Off to the locker room. The other young ladies will be here shortly. I’ll be issuing ballet shoes if you need them once everyone’s present.”<br>
<bR>
Her tone is cheerful, efficient. As she returns to jotting notes on her clipboard, it becomes clear that conversation is over.<br>
<bR>
<<ActionsHeader>>
<<link "Go change in the locker room" "GymLockerRoom">><<EventTrigger "GymLockerRoom" "ChangeBallet" null null null null null null true>><<EndConversation "DeBussy">><</link>>
<<else>>
You give her a look. “Don’t you have anything spare?”<br>
<Br>
She winces, trying to retain her smile. "I'm afraid I don't," she tells you. "But I can recommend the selection in Evans. There's a beautiful pink outfit that would look super on you."<Br>
<Br>
She looks down at her clipboard briefly. "Come back when you've brought your clothes, dear. I'm here every weekend.”<Br>
<br>
<<ActionsHeader>>
<<link "Say goodbye to DeBussy and leave her" "Gym">><<EndConversation "DeBussy">><<TaskTracker "Task8" "active">><</link>>
<</if>>
<<else>>
You shake your head. “Do I have to be?”<Br>
<Br>
DeBussy presses her lips together, but nods. "I'm afraid so, but don't get disheartened, dear. Just have a chat with Mr. Holloway. He'll sign you up in a jiffy."<Br>
<br>
She offers you a wide smile, nodding towards Casey.<bR>
<br>
<<ActionsHeader>>
<<link "Say goodbye to DeBussy and leave her" "Gym">><<EndConversation "DeBussy">><</link>>
<</if>>
<<elseif $current.avatar is "Jennifer" or $current.avatar is "Annie">>
DeBussy’s smile widens with unmistakable satisfaction. “I’m so pleased to hear that, my dear. Very wise.”<br>
<bR>
She gestures lightly with her clipboard. “Spit spot. Off to the locker room. The other young ladies will be here shortly. I’ll be issuing ballet shoes if you need them once everyone’s present.”<Br>
<br>
Her tone is cheerful, efficient. As she returns to jotting notes on her clipboard, it becomes clear that the conversation is over. You’re expected to go get changed.<Br>
<br>
<<ActionsHeader>>
<<link "Go change in the locker room" "GymLockerRoom">><<EventTrigger "GymLockerRoom" "ChangeBallet" null null null null null null true>><<EndConversation "DeBussy">><</link>>
<<else>>
DeBussy’s smile widens with unmistakable satisfaction. “I’m so pleased to hear that, my dear. Very wise. I take it you're a member here?”<Br>
<br>
You aren’t sure the answer to that, so you instead shrug. “Do I have to be?” <Br>
<Br>
DeBussy presses her lips together, but nods. "I'm afraid so, but don't get disheartened, dear. Just have a chat with Mr. Holloway. He'll sign you up in a jiffy."<Br>
<br>
She offers you a wide smile, nodding towards Casey. You grimace, unsure of how in this form you could even sign up for a gym membership. If you want to sign up for the gym, you’ll need to be in a form you at least can pay legitimately for. <br>
<br>
<<ActionsHeader>>
<<link "Say goodbye to DeBussy and leave her" "Gym">><<EndConversation "DeBussy">><</link>>
<</if>>
<<case "NurseProgramGraduate">>
“You taught last year’s senior year, didn’t you?” you ask. “Do you remember any of them joining the nurse-training programme at the Care Pavilion?”<br>
<br>
<<if $current.avatar is "Andrea">>
DeBussy’s thin smile stiffens. “Really, Andrea? Charli Thomas. You and Florence spent quite enough time whispering with her when you ought to have been working.”<br>
<<elseif $current.avatar is "Florence">>
DeBussy’s thin smile stiffens. “Really, Florence? Charli Thomas. You and Andrea spent quite enough time whispering with her when you ought to have been working.”<br>
<<elseif $current.avatar is "Emily">>
Her smile brightens. “Such an industrious question, Emily. Charli Thomas was selected. In spite of her tendency to gossip instead of studying.”<br>
<<else>>
“Charli Thomas,” DeBussy replies. “One of our recent graduates.”<br>
<</if>>
<br>
“She was a spirited girl,” DeBussy continues, tapping her pen against the clipboard. “Although ‘spirited’ is often a kinder word for inattentive. I confess, I was surprised when she was chosen for nursing. Such a demanding position calls for discipline.”<br>
<br>
“I still see her at the supermarket some evenings, all smiles behind the till. Quite popular with the young men, from what I’ve observed.” Her smile sharpens. “And unless Mr Palmer has made some exceedingly quiet appointment, Charli is the only recent graduate on the programme.”<br>
<br>
Charli Thomas. You have a name and somewhere to start looking.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "DeBussy" "NurseProgramGraduate">><<QuestTracker "Quest36" 0>><<QuestOptionUnlock "Quest36" 0 "nurse">><<QuestOptionUnlock "Quest36" 0 "supermarket">><<QuestOptionUnlock "Quest36" 0 "attention">><<LocationKnown "CharltonSupermarket">><<DialogueUnlock "Andrea" "AskAboutCharli">><<DialogueUnlock "Florence" "AskAboutCharli">><</link>>
<</switch>><<set $ConversationRoot = passage()>>
<<switch $DennisDialogue>>
<<case "FlirtPass">>
“Dennis,” you begin. “I want to apologise. I haven’t been nice to you.”<br>
<br>
“What do you want, Emily?” he says, not looking up at you.<br>
<br>
“I just wanted to say that I think I was mean to you because I actually like you,” you continue. “I think I got carried away.”<br>
<br>
He looks up at you, then looks back to what he’s doing. “You are making fun of me.”<br>
<br>
You realise you’re going to have to do more than speak to him. You step towards him, cautiously stroking his arm. “No, I mean it. I like intelligent guys.”<br>
<br>
His eyes flick between your face and your hand on his arm. You catch him even looking at your breasts. He gulps. “I don’t believe you.”<br>
<br>
You look at him, feeling his conflict. You know you’re going to have to give a final push to get him over the line. <br>
<br>
Grasping his hand gently, you move it around your waist and against your skirt. “Would I do this if I wasn’t serious?” <br>
<br>
You jump a little as you feel his hands clasp your bum, giving it a gentle pinch. His hand darts back and he refuses to meet your eyes with his, but you see a little smile on his face as he returns to what he was doing.<br>
<br>
The faint sting of his pinch lingers below your skirt. You know you have won him back over, but more pressing is that the sensation of that sting has brought a smile to your own face.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Dennis" "Flirt">><</link>>
<<case "FlirtFail">>
You clear your throat, glancing nervously at Dennis. "Uh, hey, Dennis," you start, your voice a little too high-pitched. "You’re, um... good with all this AV stuff. It’s... impressive."<br>
<br>
Dennis doesn’t look up, his attention fixed on the camera. "Thanks," he says flatly. "What do you need? Is something broken?"<br>
<br>
"No, no, nothing’s broken," you say quickly, shifting awkwardly from foot to foot. "I just thought, you know... maybe we could, uh... talk? Or something."<br>
<br>
Dennis glances at you briefly, frowning. "Talk? About what? You need help setting up a projector or something?"<br>
<br>
You force a laugh, your cheeks burning. "No, I mean... I think it’s really cool how, uh, knowledgeable you are. About... cables. And stuff."<br>
<br>
He pauses, his brow furrowing in confusion.<br>
<br>
You nod, fumbling for words. "Yeah, well, I guess I just... think you’re, you know... smart. And, um... interesting."<br>
<br>
Dennis blinks at you, then shrugs. "Cool. Thanks." He turns back to what he was doing. "Anyway, I’m kinda busy, so if you need something specific, just let me know."<br>
<br>
You stand there for a moment, unsure whether to laugh or cry. Finally, you mutter a quick "never mind" and retreat, Dennis already lost in his work. <br>
<br>
<<ActionsHeader>>
<<link "Leave Dennis alone" $ConversationExit>><<TimeChange>><<EndConversation "Dennis">><</link>>
<<case "HarrowAmulet">>
“Weird question,” you begin. “But you wouldn’t happen to have seen Harrow wearing a necklace with an amulet, would you?”<br>
<br>
Dennis glances up. “No,” he says quickly. “Never noticed one.”<br>
<br>
“You’ve never noticed him wearing something?” you press, trying again.<br>
<br>
But he stares at you for a long moment, fear starting to creep in his face. “I try to keep my head down, Emily. Try not to look at, uh, teachers.”<br>
<br>
He watches you carefully, grimacing as he tries to remember. Recognition suddenly spreads across his face. “Oh! But I overheard Jake. He mentioned something like that.”<br>
<br>
You lean into him, smiling. “What did he say?”<br>
<br>
“Something about a necklace,” he stammers. “He was saying that Harrow cheats at cards. Th-they do a poker night. Up at Jake’s place.” He glances around, watching the entrance. “Jake was fuming,” he continues, whispering. “Says Harrow keeps tossing in some amulet whenever the cards go bad to buy himself back in. But he never loses.” His eyes settle on you for a moment. “Why?”<br>
<br>
“Just interested,” you mutter.<br>
<br>
Dennis nods, but shrugs. “I don’t think it’s worth much. The way Jake was yelling, he was more annoyed that he kept losing. Didn’t seem to care about winning it.”<br>
<<QuestState "Quest18">><<DialogueUnlockCheck "Annie" "PokerInviteAccept">>
<<if _QuestState is 0 and _DialogueUnlockCheck is true>>
<br>
<I>You have already been invited to this poker night. Maybe you should check in at Thompson’s Repairs to find out where it’s taking place.</i><br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestOptionUnlock "Quest23" 0 "harrow">><</link>>
<<case "Lessons">>
“I’ve been wondering,” you begin. “How are the boys' lessons different to the girls? You know what they teach us in biology. How is that different to your lessons?”<br>
<br>
His face reddens at the topic and you notice he increasingly avoids making eye contact with you.<br>
<br>
“It’s the same in biology,” he stammers. “We watch the video tapes like you do. Except… It's rowdy. Loud. It’s like a zoo.” You notice he spits a little as he says the last sentence.<br>
<br>
“And other lessons? Geography?” <br>
<br>
He looks up at you, a little more relaxed in talking with you. “Geography is all about the places men have conquered. All the things to do. I usually write about Japan. I’d love to go there.”<br>
<br>
Dennis titters a little. “Mr. Stitch doesn’t like girls attending boys' lessons,” he tells you. “The only way you could would be to get a pass from a teacher. And I don’t think it would be safe for you, even if you did.”<br>
<br>
“And Stitch doesn’t let just anyone have a pass,” he adds, a little bit of frustration seeping into his voice. “I've only got one to help out with the AV equipment. Usually they’re just for those who get extra lessons from Stitch.”<Br>
<br>
“Extra lessons?” you ask.<br>
<br>
Dennis' face bunches up with anger. “Yeah. Supposed to be for people at the top of their classes. But it’s like you get to the top by just having those lessons. I have to work hard to be there."<br>
<<trackKnowledge "TopOfClass" "Learned">>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Dennis" "Lessons">><<QuestOptionUnlock "Quest11" 1 "stitch_pass">><<QuestOptionUnlock "Quest11" 1 "dennis_pass">><</link>>
<<case "School">>
“What do you think about the school”, you ask him directly.<br>
<br>
“I can’t wait to leave,” he blurts out. As he says the words you can see fear on his face. He looks at you, eyes widened. <br>
<br>
You offer him a reassuring smile. “It’s okay. It’s a bit strange here.”<br>
<br>
He smiles meekly, relaxing. “I hate it. The boys here are bullies. All they care about are their dumb football games and impressing girls. The teachers are just as bad too. They call it Social Darwinism. It’s just a way to control us.”<br>
<br>
“Have you noticed anything out of the ordinary?” you ask him.<br>
<br>
He looks at you, his lips pursed. “You shouldn’t be asking that. It will get you in trouble.”<br>
<<trackKnowledge "BulliedPeople" "Learned">>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Dennis" "School">><</link>>
<<case "Biology">>
“Hey, can I ask you something?” you begin. “About Biology class.”<br>
<br>
Dennis keeps his attention on what he’s doing, not looking at you. “What about it?”, he stammers.<br>
<br>
“The documentaries seem very strange,” you reply. “Where do they come from?”<br>
<br>
Dennis looks up, his face redder than usual. “I don’t know. They’ve always been here.” He flicks his eyes to the floor.<br>
<br>
“Why do you help out with the lessons?” you ask.<br>
<br>
“I’m in the school AV club,” he says, with a hint of embarrassment in his voice. “I <i>am</i> the school AV club, actually. Mr. Stitch lets me watch whatever I want, as long as I fix things when they break and I keep the cassette cupboard neat and tidy. He hates it when things are untidy.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestTracker "Quest7" 0>><<QuestTracker "Quest7" 1>><<DialogueDone "Dennis" "Biology">><</link>>
<<case "Equipment">>
“So you keep all the equipment and cassettes in that cupboard?” you say, nodding your head to the closed door at the back of the room.<br>
<br>
He nods, almost smiling at the topic. “Yeah. I’m the only one with the key. Well, except staff. And Olaf. The janitor. Mr. Stitch doesn’t like people to have access to the tapes. He says that some of them should only be watched with adult supervision.” He blushes. “Except he lets me.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Dennis" "Equipment">><<QuestTracker "Quest7" 3>><</link>>
<<case "Key">>
“I couldn’t borrow the key to the AV cupboard, could I?” you ask him. “I’d love to see some of the tapes in there.”<br>
<br>
He looks at you, a small twitch in the corner of his mouth. “Do you like old movies too?”<br>
<br>
You nod, placating him. “I’d love to see what’s in the library. Do you think I could have a peek?”<br>
<br>
He grimaces. “I don’t think I can do that. If Mr. Stitch found out, I’d get in a lot of trouble. But…”<br>
<br>
<<QuestStatus "Quest14">>
<<if _QuestStatus is "unknown">>
Dennis pauses, looking at you. “I could tell you all about them, if you like,” he stammers. “I could meet you at Fresh Pot one evening. I could buy you a coffee. Maybe even afterwards we could pick out a movie to watch together.”<br>
<br>
His lip is quivering slightly once he stops talking. It takes a moment for you to register what is happening here. <i>He is asking you out on a date.</i><br>
<br>
Your mind races. Whilst you may look like Emily, this would be you, going out on a date. But it would get you closer to Dennis, and the key to the AV cupboard.<br>
<br>
<<ActionsHeader>>
<<link "Tell him you’ll go if he gives you the key" "DennisDialogue">>
<<set $DennisDialogue to "Agree">>
<<QuestTracker "Quest14" 0>>
<<QuestOptionUnlock "Quest14" 0 "dress_up">>
<<QuestOptionUnlock "Quest14" 0 "make_up">>
<<QuestOptionUnlock "Quest14" 0 "blonde_hair">>
<<QuestOptionUnlock "Quest7" 3 "dennis">>
<</link>><br>
<<link "Turn him down" "DennisDialogue">><<set $DennisDialogue to "Refuse">><<QuestOptionUnlock "Quest7" 3 "dennis">><</link>><br>
<<CommonActionsDennisKey "Date">>
<<elseif _QuestStatus is "active">>
Dennis shifts his weight from foot to foot. “I… could lend you it. After we got that coffee.”<br>
<bR>
He won’t quite meet your eyes as you stare back at him. “You’d give me the key if I met you at Fresh Pot?”<Br>
<Br>
Dennis nods, repeatedly. “Yes! I could definitely do that!” He sniffs. “I’ll see you at Fresh Pot, yeah?”<br>
<Br>
You sigh. It seems that Dennis really wants a date with Emily.<br>
<br>
<<ActionsHeader>>
<<CommonActionsDennisKey "Date">>
<<link "Change topics" $return>><<ChangeTopics>><<QuestOptionUnlock "Quest7" 3 "dennis">><</link>>
<<elseif _QuestStatus is "complete" or _QuestStatus is "failed">>
<<NPCDeltaCheck "Dennis" "DateOutcome">>
<<if _NPCDeltaCheck is "Great">>
Dennis gives a small, pleased smile. “Okay. For you, sure. Just to have a peek, okay?"<br>
<br>
He reaches into his jumper and pulls out the key attached to a necklace, holding it out to you. “Here you go,” he says.<br>
<Br>
"Thank you," you reply, taking it.<Br>
<Br>
"And Em," he stammers. “If you'd like to come over one evening... to watch a movie. Just let me know.”<br>
<Br>
You smile politely, noncommittally.<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<TakeObjectNPC "Dennis" "KeyAVCupboard">><<QuestTracker "Quest7" 4>><</link>>
<<elseif _NPCDeltaCheck is "Good">>
Dennis gives a small, pleased smile. “Okay. For you, sure. Just to have a peek, okay?"<br>
<br>
He reaches into his jumper and pulls out the key attached to a necklace, holding it out to you. “Here you go,” he says.<br>
<Br>
"Thank you," you reply, taking it.<Br>
<Br>
"And Em," he stammers. “If you'd like to come over one evening... to watch a movie. Just let me know.”<br>
<Br>
You smile politely, noncommittally.<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<TakeObjectNPC "Dennis" "KeyAVCupboard">><<QuestTracker "Quest7" 4>><</link>>
<<elseif _NPCDeltaCheck is "Bad">>
Dennis frowns, glancing down. “I don’t think that’s a good idea.”<bR>
<br>
You wait for him to say more. He takes a deep breath, as if scared of confrontation. “It just felt like... maybe you weren’t really there. You know?” He shrugs, voice quiet. “On our date.”<br>
<br>
You grimace, understanding the expression on his face now. “Dennis…” <Br>
<Br>
“It’s a lot to ask, Em,” he cuts you off. “I don’t know why you want that key, but I don’t know if I can trust you. And I don’t want this coming back on me.”<br>
<br>
<<ActionsHeader>>
<<CommonActionsDennisKey>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<</if>>
<<case "SmallTalk">>
You turn the conversation to topics that you know that Dennis is enthusiastic about.<br>
<br>
Quickly it becomes apparent that he loves old British movies about the Second World War. He tells you all about directors and movie stars that you've only heard of in passing. He casually derides you for how many of them you haven't seen.<br>
<br>
Time goes by ever-so slowly, but eventually the conversation comes to an end. Dennis apologies and tells you he needs to pack up, but enthusiastically tells you to come back another time if you want to talk more. A little too hopefully, he also tells you he spends his weekends in the town's public library, which has an AV room to rival this school's collection.<br>
<br>
<<ActionsHeader>>
<<link "Say goodbye to Dennis" $ConversationExit>><<EndConversation "Dennis">><<TimeChange>><<HintsActive "Dennis">><<LocationKnown "Library">><</link>>
<<case "Agree">>
“If I say yes to a date, do you think you could give me the key?” you ask him.<br>
<br>
His eyes widen and he stares at you. “A date?” he stammers. “Like a real one?”<br>
<br>
You nod and watch his face light up.<br>
<br>
“And you’ll dress-up and look nice and we’ll be out in public together?”<br>
<br>
You nod again, trying not to be condescending. “Would you give me the key then?”<br>
<br>
He giggles nervously. “Okay! I’ll need to just tidy up in there, but okay - if you meet me at Fresh Pot, I’ll give you the key. I’ll do anything for you!”<br>
<br>
You decide to leave him by, as he processes you agreeing to go out to him. “I’ll see you there,” you say, heading for the door.<br>
<<if $current.hair isnot "blonde">>
<br>
“Oh, Em!” Dennis says as you are leaving. “Just one thing. I think you’d look really good as a blonde. Really cute. Maybe you could get that done at the Salon on Orchid Road for our date?”<br>
<br>
You notice that for the first time, he’s looking directly at you. You nod, taken aback at his newfound confidence. “We’ll see.”<br>
<br>
He grins and you feel his eyes on you as turn away from him.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Say goodbye to Dennis" $ConversationExit>><<EndConversation "Dennis">><<CommonActionsDennisDateAgreed>><</link>><br>
<<case "Refuse">>
“I’m sorry, Dennis,” you say politely. “I’ve just got to concentrate on my studies. Now’s not a good time.”<br>
<br>
His gaze returns straight away to what he was doing. “I understand,” he mumbles. “If you change your mind, you can let me know.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "Blackmail">>
“How about you give me the key, and I won’t tell everyone that about the photos I saw in the basement,” you tell him.<br>
<br>
He doesn’t look up, but you can see his teeth clenching. “What photos?”<br>
<br>
“The ones that you’ve taken for Olaf. Ones of girls walking up the stairs. Or in the girls' bathrooms. Or even the girls' changing rooms.”<br>
<br>
He glances up at you briefly, then turns back to what he was doing. “I don’t know what you are talking about.”<br>
<br>
“I think you do, Dennis,” you tell him. “And I bet that the headmaster would like to know about them. Or, perhaps I should tell Jake?”<br>
<br>
His head turns towards you, shaking. “No. Please don’t!”<br>
<br>
“Just give me the key,” you say. “And your secret stays with me.”<br>
<br>
With only the slightest hesitation, he reaches into his jumper and pulls out the key attached to a necklace. He holds it out to you, his hands trembling. “Here you go,” he stammers. “Please! Just don’t say anything!”<br>
<br>
You take the key from him and smile thinly. “Thank you, Dennis. We’ll keep this between us.”<br>
<br>
He nods and looks back down, trying his best to ignore you.<br>
<br>
<<ActionsHeader>>
<<link "Say goodbye to Dennis" $ConversationExit>><<EndConversation "Dennis">><<TimeChange>><</link>>
<<case "Charm">>
<<CastCharm "Dennis">>
<<if _CharmSpell is true>>
You watch Dennis avoid your eyeline and take a deep breath, stirring the familiar sensations of dormant magic inside you.<br>
<br>
Your stomach churns as you feel magic snaking around inside you. It wraps around the cool air that you draw into your lungs. You feel the crackle as it bonds with the elements inside your chest.<br>
<br>
Dennis sits unaware, purposefully staring away from you. Blissfully unaware that, for all intents and purposes, you are about to alter his mind.<br>
<br>
You exhale, watching the gas escape your mouth. Like breathing out into a cold evening, you see your breath hanging in the air, slowly making its way towards Dennis. Unlike on those icy nights, though, the gas sparkles with yellow energy.<br>
<br>
It hits Dennis firmly in the face. He sniffles, inadvertently drawing in your magic.<br>
<br>
Slowly, almost methodically, he turns to look up at you. "Oh," he stammers. "Hello."<br>
<<else>>
Something is wrong with the code, as Dennis has no magic.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "AssertivePass">>
"I need that key, Dennis," you say, letting a hint of malice into your voice. "I don't have time to mess around."<br>
<br>
Dennis glances at you. You see him visibly gulp. "I can't. Mr. Stitch gave me explicit -"<br>
<br>
You lean over towards him, letting a thin smile rise on your face. "Mr. Stitch isn't here. It's just me. And believe me, I can be as much of a problem as Mr. Stitch can be if you get on my bad side."<br>
<br>
The lip of the school boy quivers. "You'll get me in trouble," he whispers.<br>
<br>
You flash him a menacing grin. "You'll be in worse trouble right now if you don't hand it over."<br>
<br>
Dennis sniffs, staring back at you, fear in his eyes. Reluctantly, he reaches into his jumper and pulls out the key attached to a necklace. He holds it out to you, his hands trembling. “Here you go,” he stammers. “Please! Leave me alone!”<br>
<br>
<<ActionsHeader>>
<<link "Say goodbye to Dennis" $ConversationExit>><<EndConversation "Dennis">><<TimeChange>><</link>>
<<case "AssertiveFail">>
"You should give me that key," you tell Dennis. "Or, er, you wouldn't like me when I'm angry."<br>
<br>
Dennis stares back at you for a long moment. Then starts to laugh. "I've read that comic book too! Sometimes Old Pete gets them imported in from America and sells that at the Pharmacy! I didn't know you were into comics too, <<TrueName>>?"<br>
<br>
"I'm being serious," you say, with little confidence.<br>
<br>
He chuckles again. "I don't know if you've met Mr. Stitch, but I don't think you can get as angry as he can. He gave me explicit instructions not to share the key. Sorry, but I'm not going to risk the wrath of his green form. Now, I should get back to what I was doing."<br>
<br>
Dennis titters to himself as he returns to his work. Your attempts to intimidate him have actually lowered his nervousness around you.<br>
<br>
<<ActionsHeader>>
<<link "Leave Dennis alone" $ConversationExit>><<TimeChange>><<EndConversation "Dennis">><</link>>
<<case "HallPass">>
“You know,” you say casually. “How do you even get out of your own classes to help with the biology lessons?”<br>
<bR>
Dennis shifts awkwardly. “Oh. That. Um… I’ve got an understanding with Mr. Harrow. And Stitch. They don’t really get how any of the equipment works.”<Br>
<Br>
You raise an eyebrow. “You mean the tape decks older than we are?”<Br>
<Br>
He gives a sheepish laugh. “Yeah, well. They’re technically challenging. I know none of it's cutting-edge, but if the video doesn’t load right or sound doesn't come through, Stitch gets... intense. So I help.”<br>
<Br>
You nod, wondering how these people have survived. “You must have a hall pass, then?”<bR>
<Br>
Dennis glances away. “Sort of. I mean… yeah. Harrow gave me one. Just in case anyone asks.”<Br>
<Br>
Sensing an opportunity, you lean in slightly. “Think he’d give one to me?”<Br>
<Br>
Dennis fidgets with the hem of his sleeve. He shakes his head. “He only gave me one because I’m helping. He doesn't just hand them out.”<br>
<Br>
You don’t say anything. Just watch him. Your focus makes him fidget nervously.<bR>
<Br>
“Although,” Dennis continues, “I still have to go to my own classes. It's hard to double-hat. Maybe Harrow wouldn’t mind an extra hand for the boys' lessons." Dennis looks at you, wincing slightly. "Especially if it was, uh, a girl.”<br>
<Br>
<<QuestStatus "Quest14">>
<<if _QuestStatus is "unknown">>
Dennis hesitates, chewing his lip. “I could maybe talk to him,” he says carefully. “But… I guess it would depend. On why you want it.”<Br>
<Br>
He looks up at you, flushed but determined. “Would you maybe want to get a coffee with me? At Fresh Pot? We could talk a bit more about why you need it. I could talk to him after that.”<br>
<br>
His lip is quivering slightly once he stops talking. It takes a moment for you to register what is happening here. He is asking you out on a date.<br>
<br>
Your mind races. It seems insane, but it would get you closer to Dennis and Harrow’s hall pass.<br>
<br>
<i>Are you considering going out with Dennis for a hall pass, as Emily? Or maybe you could just convince him to do your dirty work for you?</i><Br>
<br>
<<ActionsHeader>>
<<link "Agree to go on a date with him" "DennisDialogue">>
<<set $DennisDialogue to "HallPassAgree">>
<<QuestTracker "Quest14" 0>>
<<QuestOptionUnlock "Quest14" 0 "dress_up">>
<<QuestOptionUnlock "Quest14" 0 "make_up">>
<<QuestOptionUnlock "Quest14" 0 "blonde_hair">>
<<QuestOptionUnlock "Quest11" 1 "dennis_date">>
<<QuestOptionComplete "Quest11" 1 "dennis_pass">>
<</link>><br>
<<link "Turn him down" "DennisDialogue">><<set $DennisDialogue to "Refuse">><<QuestOptionComplete "Quest11" 1 "dennis_pass">><<QuestOptionUnlock "Quest11" 1 "dennis_date">><</link>><br>
<<CommonActionsDennisHallPass "Date">>
<<elseif _QuestStatus is "active">>
Dennis shifts his weight from foot to foot. “I… could maybe talk to him. After we got that coffee.”<br>
<bR>
He won’t quite meet your eyes as you stare back at him. “You’d talk to him if I met you at Fresh Pot?”<Br>
<Br>
Dennis nods, repeatedly. “Yes! I could definitely do that!” He sniffs. “I’ll see you at Fresh Pot, yeah?”<br>
<Br>
You sigh. It seems that Dennis really wants a date with Emily.<br>
<br>
<<ActionsHeader>>
<<CommonActionsDennisHallPass "Date">>
<<link "Change topics" $return>><<ChangeTopics>><<QuestOptionUnlock "Quest11" 1 "dennis_date">><<QuestOptionComplete "Quest11" 1 "dennis_pass">><</link>>
<<elseif _QuestStatus is "complete" or _QuestStatus is "failed">>
<<NPCDeltaCheck "Dennis" "DateOutcome">>
<<if _NPCDeltaCheck is "Great">>
Dennis gives a small, pleased smile. “Okay. For you, sure. I’ll talk to Harrow. He listens to me. And I think he likes the idea of… expanding the team.”<br>
<br>
He pats his pocket. “Come back tomorrow. I should have an answer.”<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<TimerEvent "DennisTalkingToHarrow" 1>><<QuestOptionUnlock "Quest11" 1 "dennis_waiting">><<QuestOptionComplete "Quest11" 1 "dennis_date">><<QuestOptionComplete "Quest11" 1 "dennis_pass">><</link>>
<<elseif _NPCDeltaCheck is "Good">>
Dennis gives a small, pleased smile. “Okay. For you, sure. I’ll talk to Harrow. He listens to me. And I think he likes the idea of… expanding the team.”<br>
<br>
He pats his pocket. “Come back tomorrow. I should have an answer.”<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<TimerEvent "DennisTalkingToHarrow" 1>><<QuestOptionUnlock "Quest11" 1 "dennis_waiting">><<QuestOptionComplete "Quest11" 1 "dennis_date">><<QuestOptionComplete "Quest11" 1 "dennis_pass">><</link>>
<<elseif _NPCDeltaCheck is "Bad">>
Dennis frowns, glancing down. “I don’t think that’s a good idea.”<bR>
<br>
You wait for him to say more. He takes a deep breath, as if scared of confrontation. “It just felt like... maybe you weren’t really there. You know?” He shrugs, voice quiet. “On our date.”<br>
<br>
You grimace, understanding the expression on his face now. “Dennis…” <Br>
<Br>
“It’s a lot to ask, Em,” he cuts you off. “I don’t know what you’d need a hall pass for, but I don’t know if I can trust you. And I don’t want this coming back on me.”<br>
<br>
<<ActionsHeader>>
<<CommonActionsDennisHallPass>>
<<link "Change topics" $return>><<QuestOptionComplete "Quest11" 1 "dennis_pass">><<ChangeTopics>><</link>>
<</if>>
<</if>>
<<case "HallPassAgree">>
“If I say yes to a date?” you ask him. “Do you think you could ask Harrow for a hall pass?”<br>
<Br>
His eyes widen. He stares at you. “A date?” he stammers. “Like a real one?”<Br>
<Br>
You nod, and watch as his entire face lights up.<Br>
<br>
“And you’ll dress up, and look nice, and we’ll be out in public together?”<Br>
<br>
You nod again, trying not to sound condescending. “Would you ask Harrow then?”<Br>
<br>
He giggles nervously. “Okay! Yeah, I’ll talk to him. If you meet me at Fresh Pot, I’ll do it. I’ll do anything for you!”<Br>
<Br>
You step back, letting him ride the wave of adrenaline and disbelief. “I’ll see you there,” you say, turning toward the door.<Br>
<<if $current.hair isnot "blonde">>
<br>
“Oh, Em!” Dennis calls after you. “Just one thing. I think you’d look really good as a blonde. Really cute. Maybe you could get that done at the salon on Orchid Road? For our date?”<br>
<br>
You pause. It’s the first time he’s really looked at you head-on.<Br>
<Br>
You nod slowly. “We’ll see.”<Br>
<br>
He grins, and you can feel his eyes on your back as you walk away.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Say goodbye to Dennis" $ConversationExit>><<EndConversation "Dennis">><<CommonActionsDennisDateAgreed>><</link>><br>
<<case "HallPassBlackmail">>
“How about you ask Harrow for a hall pass,” you say calmly. “And I won’t tell anyone about the photos I found in the basement.”<Br>
<br>
Dennis freezes. “What photos?” he says stiffly.<bR>
<br>
“The ones you’ve taken for Olaf. Of girls walking up the stairs. Or inside the bathrooms. Or changing rooms.”<br>
<br>
His head jerks slightly, but he keeps his head down. “I don’t know what you’re talking about.”<Br>
<br>
You step closer. “I think you do. And I bet the Headmaster would be very interested to know. Or maybe Jake should hear about it first.”<Br>
<br>
“No,” Dennis stammers. “Please don’t.”<Br>
<br>
“Then get me a hall pass,” you say. “And your secret stays safe.”<br>
<br>
For a long moment, he just stares off, at the TV. Then nods. “Fine,” he mutters. “Come back tomorrow. I’ll ask Harrow.”<br>
<br>
You don’t thank him. Instead, you just meet his eyes. He looks away quickly, shame burning across his face.<Br>
<br>
<<ActionsHeader>>
<<link "Say goodbye to Dennis" $ConversationExit>><<EndConversation "Dennis">><<TimeChange>><<TimerEvent "DennisTalkingToHarrow" 1>><<QuestOptionUnlock "Quest11" 1 "dennis_waiting">><</link>>
<<case "HallPassAssertivePass">>
“I need that hall pass, Dennis,” you say flatly, letting a thread of malice into your voice. “I’m not in the mood to negotiate.”<Br>
<br>
Dennis glances at you. You see him swallow. Hard.<br>
<Br>
“I… I don’t know,” he stammers. “Harrow only gave one to me and -”<br>
<Br>
You step in closer, letting a smile edge across your lips. “Harrow’s not here. And neither is Stitch. Just me. And you really don’t want me getting irritated.”<bR>
<bR>
Dennis stiffens. “I’ll get in trouble."<Br>
<br>
You tilt your head. “You’re already in trouble if you don’t fix this. Or would you prefer I start asking around about the other things you get up to in the AV room?”<bR>
<br>
His face goes pale. “Fine,” he mutters. “I’ll talk to Harrow. Just… just come back tomorrow.”<bR>
<Br>
You watch him squirm for a moment longer, then step away, leaving the tension in the air behind you. Dennis wipes his palms on his jumper, not daring to meet your eyes.<Br>
<br>
<<ActionsHeader>>
<<link "Say goodbye to Dennis" $ConversationExit>>
<<EndConversation "Dennis">>
<<TimeChange>>
<<DialogueDone "Dennis" "HallPassIntimidate">>
<<TimerEvent "DennisTalkingToHarrow" 1>>
<<QuestOptionUnlock "Quest11" 1 "dennis_waiting">>
<</link>>
<<case "HallPassAssertiveFail">>
“You should get me that hall pass,” you tell Dennis, narrowing your eyes. “Or… you won’t like me when I’m angry.”<bR>
<br>
Dennis stares at you for a long moment. Then breaks into a laugh. “I’ve read that one too! The Incredible Hulk! I didn’t know you were into comics, Em! Did you know that Old Pete gets the reprints in at the pharmacy?”<Br>
<br>
You try to hold your expression. “I’m being serious.”<Br>
<Br>
“Right,” he says, grinning. “Sorry, but I’m not going to risk getting on Stitch's list. I’ve got enough problems to worry about.”<Br>
<br>
Dennis hums to himself and turns back to his equipment, noticeably more relaxed. If anything, your attempt at intimidation just made him feel more comfortable around you.<Br>
<br>
<<ActionsHeader>>
<<link "Leave Dennis alone" $ConversationExit>><<TimeChange>><<EndConversation "Dennis">><</link>>
<<case "HarrowPassYet">>
“Hey Dennis,” you say. “Have you spoken to Harrow yet about that pass?”<br>
<br>
<<Checkrelationship "Dennis">>
<<if _relationship is 0>>
<<TimerEventReady "DennisTalkingToHarrow">>
<<if _TimerEventReady is true>>
Dennis doesn’t look up. “Yeah. I did it.”<bR>
<Br>
He picks at the edge of a cable, avoiding your eyes. “He said it was fine. You can help during the boys’ biology lesson. It’s on at same time as your geography class.”<br>
<br>
He glares at you from beneath his eyebrows, but continues talking. “Just give Prichard this,” he says, tossing the pass on to the table in front of him. “I’ll leave the AV trolley outside the door.”<Br>
<Br>
“There. You’ve got what you wanted. Don’t talk to me again. And good luck in Harrow’s lesson. You’re going to need it.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<TakeObjectNPC "Dennis" "HallPassDennis">><<QuestTracker "Quest11" 2>><<TimerEventClear "DennisTalkingToHarrow">><</link>>
<<else>>
Dennis frowns. “No. I haven’t.”<Br>
<Br>
He sounds drained as he speaks. “I said I’d do it. But I haven’t had a chance. Harrow’s hard to pin down.”<Br>
<Br>
He runs a hand through his hair. “Don’t push it. Please.”<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<else>>
<<TimerEventReady "DennisTalkingToHarrow">>
<<if _TimerEventReady is true>>
“Oh! Yeah. I did speak to Mr. Harrow,” he says, nodding quickly. “He was… weirdly into the idea, actually. Said it was good to see a girl showing ‘proactive initiative.’” Dennis makes a face at the phrasing.<bR>
<br>
“He said you can help during the boys’ biology lesson. It’s on at the same time as your Geography lesson. Just give this pass to Ms. Prichard,” he says, holding out a pass. “She’ll let you out.”<br>
<Br>
He taps the side of the TV cart. “I’ll leave this right outside the boys’ classroom. You just wheel it in like you belong there.”<br>
<Br>
He gives a nervous smile. “I hope you know what you’re doing, Em.” He winces. “Those lessons are full of testosterone.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestTracker "Quest11" 2>><<QuestOptionUnlock "Quest11" 2 "spy_boys_geography">><<QuestOptionUnlock "Quest11" 2 "spy_boys_biology">><<TakeObjectNPC "Dennis" "HallPassDennis">><<TimerEventClear "DennisTalkingToHarrow">><</link>>
<<else>>
Dennis shifts his weight. “Not yet. Sorry. I haven’t had a chance to catch him.”<br>
<br>
He offers a faint, apologetic smile. “Come back later? I’ll make it happen.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<</if>>
<<case "LibraryTapes">>
You nod toward the piles cluttering the desk. “What are you doing, Dennis?”<Br>
<Br>
He stiffens, eyes fixed on the flickering screen. “W-w-watching a movie.”<Br>
<Br>
“Not that.” You gesture to the teetering stacks of cases. “Those.”<Br>
<br>
His hand hovers above his notebook, knuckles tight around the pencil. “Tapes,” he stammers. “I’m… working my way through them.”<Br>
<br>
You frown, picking one up. The cover shows a rocket launch frozen in grainy print, the title faded into illegibility. Row after row of them, all documentaries. Space exploration, the cosmos, things that feel less like leisure and more like lessons. “These don’t look like entertainment.”<Br>
<br>
Dennis grimaces, as though you’ve caught him out. “Stitch and Harrow asked me for a favour,” he mutters. “Said they’d give me extra credit if I found tapes that… got donated. By accident.”<Br>
<br>
You arch a brow. His shoulders sag, the fight going out of him. He leans closer, voice lowering. “Mr. Whitley. The teacher before Harrow. He gave a box of them to the library when he left. Stitch wants them back.”<Br>
<bR>
Your eyes drift over the spines again. One sleeve in particular prickles against your fingertips. A program on the universe. You blink, and for a heartbeat you see amber eyes peering from the cardboard edge, where no space exists for them. A chill runs through you.<Br>
<br>
Dennis notices you staring. He mistakes it for curiosity. “We can watch one, if you like.” His voice drops to a whisper. “They’re not like Harrow’s biology reels. These talk about… facts. Science stuff. I’ve been doing better at school since I started.”<Br>
<br>
The tape shifts in your hand, heavy in a way it shouldn’t be. Helpful or not, nothing in Charlton ever comes free.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Dennis" "LibraryTapes">><</link>>
<<case "FavouriteThings">>
“What's your favourite tape?” you try. “Any that you couldn’t be without?”<br>
<Br>
Dennis brightens at the change of subject, but shakes his head. “Oh, none of these are mine. You can’t get some of them anymore, but I’m glad they’re here for everyone to see. You can learn a lot from old movies.” His eyes flick downward as if retreating into thought.<br>
<br>
You press him like a fish slipping from your grasp. “I would have thought you’d a favourite. There's not one you'd be lost without?”<Br>
<Br>
Dennis shakes his head again. “I’m not really a collector. My mum says it's impossible to buy presents for me.”<Br>
<br>
“Not even your camera?” you try. "Don't you treasure that?"<br>
<Br>
His shoulders stiffen at you mentioning the object. “I mean… I like it. But it’s just a cheap one. I’ve gone through a few. Sometimes I leave them behind without thinking. They’re… replaceable.”<br>
<br>
“So you don’t have anything personal?” you say, trying not to let frustration seep into your voice. “Nothing personal that you couldn’t be without?”<br>
<br>
Dennis frowns, regarding you suspiciously. “Why are you so interested?”<br>
<br>
“Just trying to get to know you,” you deflect. You flutter your eyes as you lower your voice. “What you value.”<br>
<BR>
<<NPCDeltaCheck "Dennis" "DateOutcome">>
<<if _NPCDeltaCheck is "Great" or _NPCDeltaCheck is "Good">>
Dennis hesitates, then glances away. His cheeks redden. “I still have the receipt,” he says quietly. “From our date.” He looks up, for the first time staring back at you without hesitation. “That means something to me.”<br>
<br>
<<ActionsHeader>>
<<link "Ask to see the receipt" "DennisDialogue">><<set $DennisDialogue to "SeeReceipt">><<QuestOptionComplete "Quest11" 3 "dennis_target">><<QuestOptionUnlock "Quest11" 3 "dennis_receipt">><</link>><br>
<<link "Change topics" $return>><<ChangeTopics>><<QuestOptionComplete "Quest11" 3 "dennis_target">><<QuestOptionUnlock "Quest11" 3 "dennis_receipt">><</link>>
<<else>>
Dennis shifts his weight, eyes flicking to the floor. His voice dips. “Well… there could be something I’d keep.”<Br>
<BR>
A knot forms in your stomach. “Like what?”<br>
<br>
His eyes lift for the briefest moment, then drop again. “A photo. Of you.”<Br>
<Br>
As if sensing your reaction, he looks up at you and quickly continues. “I mean, I’ve taken a lot of nice photos, but. Never one of you.”<br>
<br>
You swallow, trying to bury the feelings rising up inside. “You’d treasure that?”<Br>
<br>
Dennis nods. “More than anything,” he mutters.<Br>
<br>
You stare back at him as he grows red. It’s just a photo, right? But do you really want to send Emily to pose for this boy?<Br>
<Br>
<I>Or worse still, do you want to do it yourself?</i><br>
<br>
<<ActionsHeader>>
<<link "Offer to let him take one now" "DennisDialogue">><<set $DennisDialogue to "OfferPosePhoto">><<QuestOptionComplete "Quest11" 3 "dennis_target">><<QuestOptionUnlock "Quest11" 3 "dennis_photo_emily">><</link>><br>
<<link "Change topics" $return>><<ChangeTopics>><<QuestOptionComplete "Quest11" 3 "dennis_target">><<QuestOptionUnlock "Quest11" 3 "dennis_photo_emily">><</link>>
<</if>>
<<case "SeeReceipt">>
“Do you think I could see it?” you ask him.<BR>
<Br>
Dennis blinks at you, confused. “Uh… right now?”<Br>
<Br>
When you nod, he fumbles in his wallet. He produces it carefully, almost reverently.<br>
<Br>
The bill from a date, still pristine. At the bottom, in a neat scrawl is Flo’s handwriting: “Hope you had a good time x”. You note that Dennis left a modest tip.<bR>
<br>
As you look, you notice his eyes never leave the slip of paper, as if afraid it might vanish or be torn from him. There's a stirring from the amulet.<Br>
<br>
You feel the words to the transformation spell on the tip of your tongue, spurring on the amulet as if it is anticipating this. Glancing back at Dennis though, the realisation catches you. He's a man.<br>
<br>
And when you're in his body, you won't be able to cast magic. And make him forget what he's just seen.<br>
<br>
The answer is obvious. You need him unconscious first.<br>
<br>
<<ActionsHeader>>
<<SpellsCheckSelf "SleepForget">>
<<if $ConversationExit is "SchoolAVRoom" and setup.period[$periodCurrent] is "Lunch" and _SpellsCheckSelf is true>>
<<link "[Spell: Sleep & Forget] Cast Sleep & Forget" "DennisDialogue">><<TakeObjectNPC "Dennis" "DennisReceipt">><<DialogueDone "Dennis" "SeeReceipt">><<set $DennisDialogue to "SleepForgetTransform">><</link>><br>
<<else>>
<s>Cast Sleep & Forget on Dennis</s> - <i>You'll need to be in the school at lunch to transform into Dennis for the lessons</i><br>
<</if>>
<<link "Give it back" "DennisDialogue">><<set $DennisDialogue to "GiveBackReceipt">><<DialogueDone "Dennis" "SeeReceipt">><</link>>
<<case "GiveBackReceipt">>
You gently stretch the receipt back out to Dennis. He takes it quickly, checking it for damage, then puts it back into his wallet.<br>
<br>
"Why so interested?" he stammers, as he pockets his wallet.<Br>
<br>
"I just... like that you keep it," you feign. And you note that your response draws more red to his cheeks.<Br>
<Br>
<I>Getting good at that, aren't you?</i><Br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "OfferPosePhoto">>
"How about you take a photo of me, then?" you offer, as casually as possible. It still causes Dennis to freeze, blinking at you as if he misheard.<br>
<br>
“Really?”<br>
<Br>
You nod. His face floods with colour. “O-okay. Right. Just... just wait a moment.”<Br>
<Br>
He fumbles with his bag, pulling out a squat polaroid camera. He then looks around, standing and walking over towards a blank wall, almost tripping over his own bag. He pulls down a white projection screen and pushes a chair out of the way, creating a space in front of it.<Br>
<br>
“Just… stand there," he says, moving back to the other side of the desk. "I mean, only if you want to."<br>
<BR>
You smile politely at him, but stand and walk over to the projection screen. Your anxiety easing with each stammer from Dennis. You stand casually, looking back at him.<br>
<Br>
"Like this?"<Br>
<Br>
"Yeah," he says, trying not to look at you. Then he raises the camera to his face and you feel a lump in your throat. "Perfect,” Dennis mutters, his face hidden, sidestepping as he studies you through a viewfinder.<br>
<br>
The camera snaps as he snaps a shot, making you jump. The camera whirs, spitting out the square of paper. He waves it in the air, watching it bloom. His mouth twists. “It’s… okay. But not quite right.”<br>
<Br>
He looks back at you, again trying to avoid looking. "Try smiling?" he asks, voice trembling. "Or you don't have to. If you don't want to. Maybe... just look natural."<Br>
<Br>
As you shift slightly and smile politely, you don't feel exploited. There's a tension in the air, but it all stems from Dennis. As he takes another snap and his frown deepens as the polaroid comes into focus, you realise that he doesn't really know what he's doing.<bR>
<Br>
<I>Or isn't assertive enough to be able to tell you what he really wants.</i><br>
<Br>
At this rate, he’ll burn through them all unless you step in.<br>
<br>
<<ActionsHeader>>
<<CurrentOutfit>>
<<if _CurrentOutfit is "Dress">>
<<link "Hike your dress up" "DennisDialogue">><<set $DennisDialogue to "PosePhotoWin">><<QuestOptionComplete "Quest11" 3 "dennis_photo_emily">><<QuestOptionUnlock "Quest11" 3 "dennis_photo_taken">><<Feminity 1>><</link>><BR>
<<elseif _CurrentOutfit is "Skirt">>
<<link "Tug your skirt up" "DennisDialogue">><<set $DennisDialogue to "PosePhotoWin">><<Feminity 1>><<QuestOptionComplete "Quest11" 3 "dennis_photo_emily">><<QuestOptionUnlock "Quest11" 3 "dennis_photo_taken">><</link>><BR>
<<elseif _CurrentOutfit is "Cheerleader">>
<<link "Do a cheerleader pose" "DennisDialogue">><<set $DennisDialogue to "PosePhotoWin">><<Feminity 1>><<QuestOptionComplete "Quest11" 3 "dennis_photo_emily">><<QuestOptionUnlock "Quest11" 3 "dennis_photo_taken">><</link>><BR>
<</if>>
<<StatCheckAssertive "gt" 60>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to take control">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "DennisDialogue">><<set $DennisDialogue to "PosePhotoAssertivePass">><<QuestOptionComplete "Quest11" 3 "dennis_photo_emily">><<QuestOptionUnlock "Quest11" 3 "dennis_photo_taken">><</link>>
<<else>>
<<link _StatAssertiveProbability "DennisDialogue">><<set $DennisDialogue to "PosePhotoAssertiveFail">><<Assertive 1>><</link>>
<</if>>
<<case "PosePhotoWin">>
As you watch Dennis fumble with the camera, something inside you hardens. If you leave him in charge, he’ll waste them all.<br>
<br>
“Here,” you say, straightening. “Let me.”<br>
<Br>
Dennis blinks, lowering the camera slightly. “W-what do you mean?”<br>
<Br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "Dress">>
Instead of answering, you turn to the side, sliding one hand down to tug your dress up. You arch your back, deliberately shaping the curve of your body. Then you twist your head, giving him a coy glance over your shoulder.<br>
<<elseif _CurrentOutfit is "Skirt">>
Instead of answering, you turn around, back facing him, pulling at your skirt just enough to reveal a flash of your underwear. You arch your back, deliberately shaping the curve of your body. Then you twist your head, giving him a coy glance over your shoulder.<br>
<<elseif _CurrentOutfit is "Cheerleader">>
Instead of answering, you lift your leg high in the air, bending it at the knee, pulling it close to your chest. Aware that your skirt has ridden up around your waist, exposing your underwear. You flash him a smile.<br>
<</if>>
<Br>
Dennis freezes. The room goes silent. As you stand there, for the first time he takes you in. You notice him gulp.<Br>
<br>
Click.<br>
<Br>
The camera snaps, ejecting the Polaroid with a mechanical whir. His hands tremble as he snatches it, waving it quickly, eyes fixed on the image as it develops.<br>
<Br>
“This…” his voice cracks. “This one’s perfect.”<Br>
<Br>
You can feel the heat of his gaze still darting between you and the photo. The rush is undeniable. Not just his approval, but the control of making him look exactly where you wanted.<Br>
<Br>
Dennis swallows, holding the Polaroid out towards you like an offering. His fingers are white at the edges, reluctant to let go. "You want to see?"<Br>
<Br>
Taking the photo, you glance down to see Emily's smiling face posing for the camera. Around your neck, the amulet tingles.<br>
<br>
You feel the words to the transformation spell on the tip of your tongue, spurring on the amulet as if it is anticipating this. Glancing back at Dennis though, the realisation catches you. He's a man.<br>
<br>
And when you're in his body, you won't be able to cast magic. And make him forget what he's just seen.<br>
<br>
The answer is obvious. You need him unconscious first.<br>
<Br>
<<ActionsHeader>>
<<SpellsCheckSelf "SleepForget">>
<<if $ConversationExit is "SchoolAVRoom" and setup.period[$periodCurrent] is "Lunch" and _SpellsCheckSelf is true>>
<<link "[Spell: Sleep & Forget] Cast Sleep & Forget" "DennisDialogue">>
<<TakeObjectNPC "Dennis" "DennisPhoto">><<DialogueDone "Dennis" "SeePhoto">><<set $DennisDialogue to "SleepForgetTransform">><</link>><br>
<<else>>
<s>Cast Sleep & Forget on Dennis</s> - <i>You'll need to be in the school at lunch to transform into Dennis</i><br>
<</if>>
<<link "Give it back" "DennisDialogue">><<set $DennisDialogue to "GiveBackPhotoTaken">><<DialogueDone "Dennis" "SeePhoto">><</link>>
<<case "GiveBackPhotoTaken">>
You gently stretch the photo back out to Dennis. He takes it quickly, glancing at it for a moment longer, then puts it away.<br>
<br>
"It's lovely," he stammers, blushing.<Br>
<br>
"You make me look good," you murmur. And you note that your response draws more red to his cheeks.<Br>
<Br>
<I>Getting good at that, aren't you?</i><Br>
<br>
<<ActionsHeader>>
<<link "Say goodbye to Dennis" $ConversationExit>><<EndConversation "Dennis">><<TimeChange>><</link>>
<<case "GiveBackPhoto">>
You gently stretch the photo back out to Dennis. He takes it quickly, glancing at it for a moment longer, then puts it away.<br>
<br>
"It's lovely," he stammers, blushing.<Br>
<br>
"You make me look good," you murmur. And you note that your response draws more red to his cheeks.<Br>
<Br>
<I>Getting good at that, aren't you?</i><Br>
<br>
<<ActionsHeader>>
<<link "Change Topics" $return>><<ChangeTopics>><</link>>
<<case "PosePhotoAssertivePass">>
As you watch Dennis fumble with the camera, something inside you hardens. If you leave him in charge, he’ll waste them all.<br>
<br>
“Here,” you say, straightening. “Let me.”<br>
<Br>
Dennis blinks, lowering the camera slightly. “W-what do you mean?”<br>
<Br>
Instead of answering, you turn to the side, sliding one hand down against a butt cheek. You arch your back, deliberately shaping the curve of your body. Then you twist your head, giving the lens a coy glance over your shoulder.<Br>
<br>
Dennis freezes. The room goes silent. As you stand there, for the first time he takes you in. You notice him gulp.<Br>
<br>
Click.<br>
<Br>
The camera snaps, ejecting the Polaroid with a mechanical whir. His hands tremble as he snatches it, waving it quickly, eyes fixed on the image as it develops.<br>
<Br>
“This…” his voice cracks. “This one’s perfect.”<Br>
<Br>
You can feel the heat of his gaze still darting between you and the photo. The rush is undeniable. Not just his approval, but the control of making him look exactly where you wanted.<Br>
<Br>
Dennis swallows, holding the Polaroid out towards you like an offering. His fingers are white at the edges, reluctant to let go. "You want to see?"<Br>
<Br>
Taking the photo, you glance down to see Emily's smiling face posing for the camera. Around your neck, the amulet tingles.<br>
<br>
You feel the words to the transformation spell on the tip of your tongue, spurring on the amulet as if it is anticipating this. Glancing back at Dennis though, the realisation catches you. He's a man.<br>
<br>
And when you're in his body, you won't be able to cast magic. And make him forget what he's just seen.<br>
<br>
The answer is obvious. You need him unconscious first.<br>
<br>
<<ActionsHeader>>
<<SpellsCheckSelf "SleepForget">>
<<if $ConversationExit is "SchoolAVRoom" and setup.period[$periodCurrent] is "Lunch" and _SpellsCheckSelf is true>>
<<link "[Spell: Sleep & Forget] Cast Sleep & Forget" "DennisDialogue">>
<<TakeObjectNPC "Dennis" "DennisPhoto">><<DialogueDone "Dennis" "SeePhoto">><<set $DennisDialogue to "SleepForgetTransform">><</link>><br>
<<else>>
<s>Cast Sleep & Forget</s> - <i>You'll need to be in the school at lunch to transform into Dennis</i><br>
<</if>>
<<link "Give it back" "DennisDialogue">><<set $DennisDialogue to "GiveBackPhoto">><<DialogueDone "Dennis" "SeePhoto">><</link>>
<<case "PosePhotoAssertiveFail">>
As you watch Dennis fumble with the camera, something inside you hardens. If you leave him in charge, he’ll waste them all.<br>
<br>
“What about if I turned to the side?” you say, turning to face your hip towards him. "Does that work?”<br>
<Br>
Dennis blinks, lowering the camera slightly. “W-what do you mean?”<br>
<Br>
You put a hand on your hip. "Like this?" The words are meant to be assured, but you don't really feel you know what you're doing. As he wordlessly raises the camera and takes another snap, you grimace.<br>
<Br>
“Just.. turn a little," he mutters from behind the viewfinder. "No, back. Chin up. Maybe both hands on your hips? Or not… actually, just stay like that.”<Br>
<Br>
You follow each fumbling command, letting him adjust you with words alone. His instructions are clumsy and his mood sours with each photo he takes. For your part, you are left with a series of conflicting directions, feeling progressively awkward as you attempt to contort your body to accommodate his bumbling asks.<Br>
<Br>
After a few more snaps, Dennis lowers the camera. "That's all the film I've got," he mutters.<Br>
<br>
You join him as he surveys the spread of polaroid photos on the table. A series of snaps of Emily, looking confused and uncomfortable, twisting her body into inelegant poses.<br>
<Br>
"Thanks for trying," Dennis stammers. "I guess I'm no good at this."<br>
<br>
"Maybe we could try again?" you offer. "When you've got more film?"<Br>
<Br>
Dennis shrugs, almost in defeat. He gathers up the photos and tosses them into a paper bin. "Sure."<br>
<Br>
One thing's for sure, you think. You'll need to be firmer with him to get him something he treasures. Or, as you watch him return to the table, maybe there's something that you could wear that would inspire him.<br>
<br>
<I>Are you really thinking of dressing up for him?</i><br>
<Br>
You grimace. But you really need him to treasure the photo. Maybe you should speak to Emily about looking through her wardrobe for something else to wear.<br>
<Br>
<<ActionsHeader>>
<<link "Say goodbye to Dennis" $ConversationExit>><<EndConversation "Dennis">><<TaskTracker "Task9" "active">><<TimeChange>><</link>>
<<case "AskToSeePhoto">>
"Hey Dennis," you begin. "Do you think I could see that photo you took again?"<br>
<Br>
There is a momentary look of confusion on his face, as he flinches. "Which one?"<br>
<Br>
You bury any urge to unpack what he just said and smile politely. "The one of me."<br>
<Br>
His eyes light up, and he scrambles into his pocket. "This one?" he says, holding out the Polaroid out towards you.<Br>
<Br>
Taking the photo, you glance down to see Emily's smiling face posing for the camera. Around your neck, the amulet tingles.<br>
<br>
You feel the words to the transformation spell on the tip of your tongue, spurring on the amulet as if it is anticipating this. Glancing back at Dennis though, the realisation catches you. He's a man.<br>
<br>
And when you're in his body, you won't be able to cast magic. And make him forget what he's just seen.<br>
<br>
The answer is obvious. You need him unconscious first.<br>
<br>
<<ActionsHeader>>
<<SpellsCheckSelf "SleepForget">>
<<if $ConversationExit is "SchoolAVRoom" and setup.period[$periodCurrent] is "Lunch" and _SpellsCheckSelf is true>>
<<link "[Spell: Sleep & Forget] Cast Sleep & Forget" "DennisDialogue">>
<<TakeObjectNPC "Dennis" "DennisPhoto">><<DialogueDone "Dennis" "SeePhoto">><<set $DennisDialogue to "SleepForgetTransform">>
<</link>><br>
<<else>>
<s>Cast Sleep & Forget on Dennis</s> - <i>You'll need to be in the school at lunch to transform into Dennis</i><br>
<</if>>
<<link "Give it back" "DennisDialogue">><<set $DennisDialogue to "GiveBackPhoto">><<DialogueDone "Dennis" "SeePhoto">><</link>>
<<case "AskToSeeReceipt">>
"Hey Dennis," you begin. "Do you think I could see that receipt you kept?"<br>
<Br>
There is a momentary look of confusion on his face, as he flinches. "What receipt?"<br>
<Br>
You smile politely, burying the resistance to say the words. "The one from our date."<br>
<Br>
Dennis blinks at you, confused. “Uh… right now?”<Br>
<Br>
When you nod, he fumbles in his wallet. He produces it carefully. As you look, you notice his eyes never leave the slip of paper. There's a stirring from the amulet.<Br>
<br>
You feel the words to the transformation spell on the tip of your tongue, spurring on the amulet as if it is anticipating this. Glancing back at Dennis though, the realisation catches you. He's a man.<br>
<br>
And when you're in his body, you won't be able to cast magic. And make him forget what he's just seen.<br>
<br>
The answer is obvious. You need him unconscious first.<br>
<br>
<<ActionsHeader>>
<<SpellsCheckSelf "SleepForget">>
<<if $ConversationExit is "SchoolAVRoom" and setup.period[$periodCurrent] is "Lunch" and _SpellsCheckSelf is true>>
<<link "[Spell: Sleep & Forget] Cast Sleep & Forget" "DennisDialogue">>
<<TakeObjectNPC "Dennis" "DennisReceipt">><<DialogueDone "Dennis" "SeeReceipt">><<set $DennisDialogue to "SleepForgetTransform">>
<</link>><br>
<<else>>
<s>Cast Sleep & Forget on Dennis</s> - <i>You'll need to be in the school at lunch to transform into Dennis</i><br>
<</if>>
<<link "Give it back" "DennisDialogue">><<set $DennisDialogue to "GiveBackReceipt">><<DialogueDone "Dennis" "SeeReceipt">><</link>>
<<case "SleepForgetTransform">>
You take a deep breath. "Fall asleep," you whisper. "And let your memories drift as you slumber.”<Br>
<Br>
Dennis looks up at you, frowning. "Huh?"<br>
<br>
Amber-yellow magic mist drifts out through your teeth and wraps around Dennis. His confusion turns to panic, but it quickly falters as the spell takes hold. His eyes roll back and his body folds like a marionette with its strings cut, tumbling on to the desk with a soft thud.<Br>
<Br>
You hurry forward, checking to make sure he's alright. He’s limp, bruised, but breathing shallow. As you check his face, it twitches, before smoothing into blankness.<Br>
<br>
Glancing around, you see the perfect place to lay him to rest. The room is already dark from the blacked out windows. A corner behind the unused teacher's desk is perfect for what you need.<Br>
<br>
You drag him carefully by the arms, the teenager weighing no more than you do right now, and lay him down in the darkness. He rolls over to his side, but doesn't stir. In slumber, Dennis finally looks peaceful. No nervousness or anxiety stretching his face. He seems almost content.<br>
<br>
Taking a deep breath, you ready yourself for your next step.<br>
<br>
<<ActionsHeader>>
<<link "Transform into Dennis" "SchoolAVRoomTransformDennis">><<EndConversation "Dennis">><<DailyVariableAdd "DennisSleep">><</link>>
<<case "MissCharltonContest">>
"I've heard talk of this Miss Charlton contest," you say. "Know anything about it?"<br>
<br>
<<if $current.avatar is "Emily">>
<<QuestStatus "Quest14">><<Checkrelationship "Dennis">>
<<if _relationship gte 3>>
A blush creeps across his cheeks. "Y-yeah," he adjusts his glasses, trying to look casual. "It's a contest for prom. Special lessons, badges. The girls with the most get shortlisted."<br>
<br>
He glances at you, then quickly away. "You'd, um. You'd probably do really well, Emily." The blush deepens. "Not that I'm saying you need a badge to prove anything. You're already..." He trails off, mortified.<br>
<br>
"Already what?"<br>
<br>
"Nothing!" He clears his throat. "If you need help studying for the special ones or anything, I could... I mean, I know it's not the same, but..."<br>
<br>
He trails off and takes a deep breath, saying no more.<br>
<<elseif _QuestStatus is "failed" and _relationship lt 3>>
Dennis stiffens. "W-why do you want to know?" He pushes his glasses up, not meeting your eyes. "It's just about prom."<br>
<br>
"Do you know any more?"<br>
<br>
He stares back at you, mouth twitching as you meet his eyes. "It's a contest. For girls. Special lessons, badges. To be crowned at the end." His words come out clipped and mechanical.<br>
<br>
You study him for a long moment. "Are you okay?"<br>
<br>
"Fine." He swallows. "I don't really want to talk about it." He looks away, lowering his voice. "About prom."<br>
<br>
He turns back to what he was doing, making it clear the conversation is over.<br>
<<else>>
Dennis pushes his glasses up, frowning. "Miss Charlton? Yeah, Stitch announced it." He shifts uncomfortably. "It's for the girls. Special lessons, apparently. Earning badges for the prom."<br>
<br>
"What kind of special lessons?"<br>
<br>
He shakes his head. "I d-don't know. The boys just get the regular lessons." He pauses, a trickle of sweat running down his forehead. "H-Harrow c-cancelled a few requests for the TV." His frown deepens. "B-but we still need to participate. Changed some of the boys' lessons too." He winces. "B-but just the ones with the girls. It's s-still the same in the boys' lessons." He sighs. "Unfortunately."<br>
<</if>>
<<else>>
Dennis scratches the back of his neck. "Miss Charlton? I-I t-think it's a contest for the girls. Special lessons, badges. Something to do with prom."<br>
<br>
He frowns. "The boys don't get badges. Just the usual lessons. Unless it's with girls."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "MissCharltonBadges">>
"Do you know much about these badges the girls are earning?" you ask.<br>
<br>
<<if $current.avatar is "Emily">>
<<QuestStatus "Quest14">><<Checkrelationship "Dennis">>
<<if _relationship gte 3>>
Dennis adjusts his glasses, glancing at your blouse before quickly looking away. "I've s-seen them. The girls have been getting them after the special lessons." He swallows. "Little pins with different pictures on them."<br>
<br>
"Do you know what they mean?" you ask.<br>
<br>
He shakes his head, trying to look thoughtful rather than flustered. "I d-don't really know. I've been trying to avoid paying too much attention." A pause. "To the badges, I mean. Not to you. Obviously."<br>
<<elseif _QuestStatus is "failed" and _relationship lt 3>>
Dennis stiffens. "I try to avoid them," he says shortly. "The girls are all comparing them. I don't pay attention." He glances at you. "I don't really have much interest in the prom."<br>
<br>
He looks away from you, his cheeks reddening.<br>
<<else>>
Dennis frowns. "The badges? Yeah. I-I've n-noticed the girls getting them. Little pins from the special lessons." He pushes his glasses up. "I try to stay out of it. The girls get a bit competitive about it."<br>
<br>
"They all seem different," you tell him. "Do you know why?"<br>
<br>
He shakes his head, suddenly nervous. "Different pictures. But I haven't looked closely." He pauses. "I d-don't stare at girls' blouses." His face reddens instantly. "I mean. T-that's where they wear them. Not that I... uh. I just mean..."<br>
<br>
He trails off into mortified silence.<br>
<</if>>
<<else>>
Dennis scratches the back of his neck. "The badges? I've seen the girls getting them. Little pins with pictures on them. Something to do with the special lessons." He frowns. "I-I try to avoid it. The girls. T-they d-don't like me staring at them."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</switch>><<EventsCheck "DialogueDennis">>
<<if _currentEvent is "DennisReactBoobs">>
Dennis spots you as you approach, giving a small wave. But as you near him, his smile falters slightly. His eyes flicker downward, eyes not lifting from looking at your breasts.<br>
<br>
“You, uh… you look different today,” he says, trying to keep his voice even.<bR>
<br>
You cross your arms and raise an eyebrow. “My eyes are up here.”<br>
<Br>
He flushes instantly, ears going red. “Sorry! I didn’t... I mean, I wasn’t trying to -” He stops, breathes, and looks up. You can see the effort it takes. His gaze stays locked on yours, but his shoulders are stiff, and his hands fidget at his sides.<Br>
<br>
You’re not sure if it’s the attention that bothers you, or the way that attention makes you feel.<br>
<br>
<<MindControlRancyCheck>>
<<if _MindControlRancyCheck>>
You feel yourself smiling. There’s something oddly reassuring about his reaction. Like approval. You didn’t ask for it, but it feels good all the same. A flicker of satisfaction pulses through you. Yes. This is right. This is who you’re meant to be.<Br>
<<else>>
You feel your cheeks burn. You hadn’t thought it would be so obvious. Or maybe you had. Either way, Dennis can barely meet your eyes now, and you’re left with the quiet truth - people notice. You stand out now and not always in ways you can control.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<EventsCheckEnd "DialogueDennis" "DennisReactBoobs">><<set $DennisDialogue to "Event">><</link>>
<</if>><<widget "CommonActionsDennisKey">>
<<if _args[0] is "Date">><<set _date to true>><</if>>
<<RumourCheckSelf "Dennis">>
<<if _RumourCheckSelf is true>>
<<link "Blackmail him about the photos he’s still taking" "DennisDialogue">>
<<ChangeNPCrelationship "Dennis" "Emily" 0>>
<<Greedy 1>>
<<set $DennisDialogue to "Blackmail">>
<<TakeObjectNPC "Dennis" "KeyAVCupboard">>
<<QuestTracker "Quest7" 4>>
<<EventTrigger "YourHome" "EmilyReactionDennisBlackmail" "Evening" "Emily" null null null null false>>
<</link>><br>
<</if>>
<<DialogueSpoken "Dennis" "Intimidate">>
<<if _Discussed is false>>
<<StatCheckAssertive "gt" 60>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Intimidate Dennis into giving you the key">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "DennisDialogue">>
<<set $DennisDialogue to "AssertivePass">>
<<Greedy 1>>
<<TakeObjectNPC "Dennis" "KeyAVCupboard">>
<<QuestTracker "Quest7" 4>>
<<ChangeNPCrelationship "Dennis" "Emily" 0>>
<<DialogueDone "Dennis" "Intimidate">>
<</link>><br>
<<elseif _date is true>>
<<link _StatAssertiveProbability "DennisDialogue">><<set $DennisDialogue to "AssertiveFail">><<Assertive 1>><<QuestOptionUnlock "Quest7" 3 "dennis">><</link>><br>
<<else>>
<<link _StatAssertiveProbability "DennisDialogue">><<set $DennisDialogue to "AssertiveFail">><<Assertive 1>><</link>><br>
<</if>>
<</if>>
<</widget>>
<<widget "CommonActionsDennisHallPass">>
<<if _args[0] is "Date">><<set _date to true>><</if>>
<<RumourCheckSelf "Dennis">>
<<if _RumourCheckSelf is true>><<link "Blackmail him about the photos he’s still taking" "DennisDialogue">>
<<ChangeNPCrelationship "Dennis" "Emily" 0>>
<<Greedy 1>>
<<set $DennisDialogue to "HallPassBlackmail">>
<<QuestOptionComplete "Quest11" 1 "dennis_pass">>
<<EventTrigger "YourHome" "EmilyReactionDennisBlackmailHallPass" "Evening" "Emily" null null null null false>>
<</link>><br><</if>>
<<DialogueSpoken "Dennis" "HallPassIntimidate">><<InventoryCheckSelf "HallPassDennis">>
<<if _Discussed is false and _InventoryCheckSelf is false>>
<<StatCheckAssertive "gt" 60>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Intimidate Dennis into speaking to Harrow">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "DennisDialogue">>
<<set $DennisDialogue to "HallPassAssertivePass">>
<<Greedy 1>>
<<ChangeNPCrelationship "Dennis" "Emily" 0>>
<<DialogueDone "Dennis" "HallPassIntimidate">>
<<QuestOptionComplete "Quest11" 1 "dennis_pass">>
<</link>><br>
<<elseif _date is true>>
<<link _StatAssertiveProbability "DennisDialogue">>
<<set $DennisDialogue to "HallPassAssertiveFail">>
<<QuestOptionComplete "Quest11" 1 "dennis_pass">>
<<QuestOptionUnlock "Quest11" 1 "dennis_date">>
<<Assertive 1>>
<</link>><br>
<<else>>
<<link _StatAssertiveProbability "DennisDialogue">>
<<QuestOptionComplete "Quest11" 1 "dennis_pass">><<set $DennisDialogue to "HallPassAssertiveFail">><<Assertive 1>>
<</link>><br>
<</if>>
<</if>>
<</widget>>
<<widget "CommonActionsDennisDateAgreed">>
<<EndConversation "Dennis">>
<<TimeChange>>
<<SetNPCLocation "Dennis" "0" "3" "FreshPot" "perm">>
<<SetNPCLocation "Dennis" "1" "3" "FreshPot" "perm">>
<<SetNPCLocation "Dennis" "2" "3" "FreshPot" "perm">>
<<SetNPCLocation "Dennis" "3" "3" "FreshPot" "perm">>
<<SetNPCLocation "Dennis" "4" "3" "FreshPot" "perm">>
<<SetNPCLocation "Dennis" "5" "3" "FreshPot" "perm">>
<<SetNPCLocation "Dennis" "6" "3" "FreshPot" "perm">>
<<LocationKnown "Salon">>
<</widget>>
<<widget "ResolveDennisDate">>
<<set _outcome = _args[0]>>
<<set _gotKey = _args[1]>>
<<set _gotPass = _args[2]>>
/* Store outcome */
<<AddNPCState "Dennis" "DateOutcome" _outcome>>
/* Quest14 resolution */
<<QuestOptionCheck "Quest7" 3 "dennis">>
<<if _QuestOptionCheck>><<QuestOptionComplete "Quest7" 3 "dennis">><</if>>
<<if _outcome is "Bad">>
<<QuestTracker "Quest14" "fail">>
<<else>>
<<QuestTracker "Quest14" "complete">>
<</if>>
/* Common end-of-date stuff */
<<TimeChange>>
<<set $DennisTopics = undefined>>
<<EndConversation "Dennis">>
<<EventTrigger "YourHome" "DennisPostDate" null "Emily" null null null null false>>
/* Reset Dennis schedule */
<<for _d = 0; _d < 7; _d++>>
<<SetNPCLocation "Dennis" _d "3" "SchoolAVRoom" "perm">>
<</for>>
/* Key reward */
<<if _gotKey>>
<<TakeObjectNPC "Dennis" "KeyAVCupboard">>
<<QuestTracker "Quest7" 4>>
<</if>>
/* Pass reward */
<<if _gotPass>>
<<QuestOptionComplete "Quest11" 1 "dennis_date">>
<<QuestOptionUnlock "Quest11" 1 "dennis_waiting">>
<<TimerEvent "DennisTalkingToHarrow" 1>>
<</if>>
<<set $DennisSatisfaction to undefined>>
<</widget>><<switch $DexterDialogue>>
<<case "PillsTaken">>
“What was that you took from behind the counter?” you mutter quietly.<br>
<br>
He looks to you, his grin turning into a chuckle. “You keeping your eyes wide open,” he mutters. “More than most do around here.”<br>
<br>
He fumbles underneath his jumper, cuffs fraying at the ends. The top of a bottle edges out for you to see briefly, before Dexter slides it back in.<br>
<br>
“Don’t tell ma,” he says to you, glancing over at the counter. “Our little secret.”<br>
<br>
“What do you use them for?” you ask. “You take them?”<br>
<br>
The gurglings of a chuckle again come from deep down in his throat. “Don’t do nothing. But I trade them for something that does. You smoke?”<br>
<br>
You shrug, offering a non-committal reply.<br>
<br>
<<if $current.avatar is "Emily">>
“You should come by after school,” Dexter says hoarsely. “We can have a toke.”<br>
<<else>>
“You should try what I get,” Dexter says hoarsely. “You can see the world for what it really is.”<br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Dexter" "PillsTaken">><<DialogueUnlock "Dexter" "WhoIsDealer">><<DialogueUnlock "Dexter" "HaveASmoke">><</link>>
<<case "SuppressBracelet">>
“I’ve been told you can help me,” you tell him. “To suppress some compulsions I’m having.”<br>
<br>
He looks to you for a long moment, then begins to laugh in a hoarse, croaky voice. “What?”<br>
<br>
You steady your nerves, considering how much to divulge. “I need something to take the edge off. To curb my impulses.”<br>
<br>
Dexter raises his chin and nods to you, like a stoned sage. “I getcha. You want to calm the fuck down, yeah?”<br>
<br>
You shrug. “Something like that.”<br>
<br>
<<if $current.avatar is "Emily">>
“Come by after school,” Dexter says hoarsely. “I can give you a smoke of what I get.”<br>
<<else>>
“Should try what I get,” Dexter says hoarsely. “Have a smoke. That will do ya'.”<br>
<</if>>
<br>
“And what do you get?” you ask. “Anything more than weed?”<br>
<br>
Dexter laughs, low and slow. He shakes his head. “Can’t tell that, been told. Won’t break my promises.”<br>
<<QuestOptionCheck "Quest39" 3 "stoner_pharmacy">>
<<if _QuestOptionCheck is true>>
<br>
You stare back, wondering why Roseli sent you to him. Maybe whatever he gets will help, but is that all she meant?<br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Dexter" "SuppressBracelet">><<DialogueUnlock "Dexter" "HaveASmoke">><</link>>
<<case "WhoIsDealer">>
“Who’s your dealer?” you ask him. “Who swaps the medicine for weed?”<br>
<br>
Dexter grins, showcasing his young teeth already faded and yellow. “Can’t tell you,” he whispers, almost giggling. “You’ll have to find him yourself.”<br>
<br>
You stare back at the teenager, checking your frustration. “And where could I find him?”<br>
<br>
The giggles turn into coarse sniggers. “He hides. But he’ll come out to play if you have what he wants.” Dexter’s eyes glance back to beyond the counter, resting on the medicine. “He always wants more medicine.”<br>
<br>
“But who is he?” you try.<br>
<br>
Dexter doesn’t turn back to look at you. He seems captivated by the shelves behind the counter. “It’s so bright,” he mutters.<br>
<br>
Then his glazed eyes are looking back at you. “What?”<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Dexter" "WhoIsDealer">><</link>>
<<case "HaveASmoke">>
“Hey Dexter, do you think I could get a taste of what you have?”<br>
<br>
<<if $current.avatar is "Emily">>
The teenager looks back at you, his vacant grin fixed. A throaty snigger escapes his mouth. “Sweet. I didn’t think that would be your bag, sparkly.”<br>
<br>
He glances over the counter, looking at Teresa briefly before leaning into you. “Come around the side of the school in the evening. Behind the bike sheds. I’ll share a smoke with you.”<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<LocationKnown "SchoolBikeSheds">><<TaskTracker "Task15" "active">><<DialogueDone "Dexter" "HaveASmoke">><</link>>
<<else>>
The teenager looks back at you, his vacant grin fixed. A throaty snigger escapes his mouth. “I don’t deal for others. Sergeant Clancy is already watching me.”<br>
<br>
“Come on,” you say quietly. “You can trust me, can’t you?”<br>
<br>
He glances over the counter, looking at Teresa briefly before leaning into you. Then he shakes his head. “Can’t trust anyone around here,” he wheezes. “Not with all the birds watching.”<br>
<br>
You give him a smile. He grins, unoffended but unmoving. Perhaps if you were in a form that he would trust more, you might have better luck.<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<case "BikeShedsWeedSource">>
“Hey Dexter, where do you get your weed from?”<br>
<br>
<<if $current.avatar is "Emily">>
Dexter looks back to you, his eyes straining to focus on you. He smiles. “Can’t say. Was told to keep it a secret.”<br>
<br>
You give him a reassuring smile. “You can trust me.”<br>
<br>
His grin turns conspiratorial. Dexter looks around, then leans in. “You need to be in on it. That’s what he said. If I knows you, I can help you. Just like him.” The teenager chuckles, before it turns into a throaty cough. “So long as you’ve got what he needs,” he stammers after he stops coughing.<br>
<br>
“Who?”<br>
<br>
“Can’t say,” he grins. “Gotta' partake to get Dexter to break.”<br>
<<else>>
He looks back to you, his eyes straining to focus on you. Then he bursts out giggling. “Can’t say.”<br>
<br>
“Come on,” you say. “I won’t tell.”<br>
<br>
He smiles, but shakes his head slowly. “Can’t say. The pigeons will tell.”<br>
<br>
Your eyebrows fall a little. “The pigeons?”<br>
<br>
He nods, briefly looking up to the sky. Then he returns to you and smiles. “You glow too.”<br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "BikeShedsSmoke">>
“Have you got anything on you?” you mutter to him quietly.<br>
<br>
<<if $current.avatar is "Emily">>
Dexter smiles and titters. “You want to smoke?”<br>
<br>
He reaches into his blazer and takes out a tin can with a faded and peeled label depicting an old second world war fighter plane. Popping off the lid, you see neatly rolled joints held inside in a cigarette pouch. Like soldiers, lined up.<br>
<br>
And it’s not lost on you that through each of the papers, you can see sparkling particles of arcane energy.<br>
<br>
The teenager reaches into his pocket and takes out a cigarette lighter. He runs the joint over his lips, then lets it hang in his mouth. He brings the lighter up and a flame bursts up from the end. Flashes of yellow-amber energy burst up into the sky.<br>
<br>
“Pretty. Isn’t it?” he mutters after blowing up hazy air. He holds it out to you. “Want some?”<br>
<Br>
<<ActionsHeader>>
<<link "Smoke with Dexter" "DexterDialogue">><<set $DexterDialogue to "SmokeWithDexter">><<Vice 1>><</link>><br>
<<link "Decline his offer" "DexterDialogue">><<set $DexterDialogue to "DeclineSmoke">><</link>>
<<else>>
He smiles, but a distant look appears on his face. Slowly, his eyes squint as he stares at you.<br>
<br>
“I don’t know you, do I?”<br>
<br>
“Sure you do,” you reply.<br>
<br>
He titters, but shakes his head. “Don’t think so,” he mutters. “Get in trouble, if I listen to you.”<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<case "SmokeWithDexter">>
“Sure,” you say, taking the joint in your fingers and bringing it to your lips.<br>
<br>
You take a deep breath, feeling the smoke spread through your lungs. It’s warm and soothing, but quickly you note it’s more than the nicotine. Your internal magical reserves claw up in your body to meet the smoke, entwining with the arcane energy inside the drug. You feel your own power building as you hold the breath within, warming your very being.<br>
<br>
And when you breathe out, you watch the air come out of your lungs. It shimmers with hazy yellow-amber magic. Your eyes linger as it drifts up the side of the school. The dirty brickwork seems to shimmer as the magic crawls up it.<br>
<br>
<<BraceletChargeProse>>
You pass the joint back to Dexter, trying to ignore the school walls vibrating. “That’s strong stuff,” you murmur. “Where do you get it?”<br>
<br>
Dexter takes another drag, holding his breath in. You count the beats between his exhale, but lose track. You become distracted by the ripples of dark energy that run down from the top of the school to its foundations.<br>
<br>
“Logain sells it,” Dexter says, bringing your attention back to him. “As turnips.”<br>
<br>
He hands the joint back towards you. “What?” you say, taking a drag. You feel your muscles relax, slumping like you are standing in a warm bath. The air breezes over your skin, sending pleasant shivers across your body.<br>
<br>
Dexter’s smile turns to a conspiratorial grin. “At the allotment. In the evening. From his greenhouse.”<br>
<br>
He takes the joint back from you. As you hand it over, you glance up at the school. Your view hangs on the mortar between the bricks. You’ve never noticed before how irregular their pattern is. They swerve and curl, with a texture that looks translucent. Something yellow-amber pulsates through them. Like blood inside arteries. “Where?”<br>
<br>
“Behind the town hall,” Dexter mutters. “If he knows you, he’ll help you.” The teenage boy chuckles, high pitched but quickly turning into a throaty cough as he exhales. “So long as you’ve got what he needs.”<br>
<br>
He hands you back the joint, burned halfway down. You aren’t sure whether to continue. The eye lids covering the windows on the first floor make you pause. But the burning sizzle of the joint speaks to you. Your skin yearns for the static energy it provides. Your inner torso wants to feel the warmth and pleasure it promises.<br>
<br>
“Finish it off,” you hear Dexter tell you.<br>
<Br>
<<ActionsHeader>>
<<link "Finish the joint" "DexterDialogue">><<set $DexterDialogue to "FinishJoint">><<HintsActive "LogainGreenhouse">><<TimeChange>><</link>>
<<case "FinishJoint">>
“And what does he need?” you reply, as you inhale once more.<br>
<br>
“Pills,” you hear Dexter say. “From the pharmacy.”<br>
<br>
You feel yourself nodding, but you find yourself more interested in leaning back and looking up to the hazy air. Yellow-amber stars shimmer in the night sky. You hear the heartbeat of the school. The slumbering thing in front of you. It’s so clear now. The gaping front door sucking up air. The chimneys bent back on themselves, translucent magical webbing to catch the air when it tries to take off. The roof ridge arches up, a spine that rises up and down as the creature snoozes.<br>
<br>
“It’s weird, isn’t it?” Dexter comments, catching your eye. When you nod, his grin spreads across his face and leaps off each edge of his head.<br>
<br>
“If you want some of Logain’s stuff,” you hear Dexter’s voice echo around your skull. “You can steal them yourself.” He titters. “Don’t tell ma, though.”<br>
<br>
You nod, but your attention is focused on the building in front of you, pretending very hard to be one.<br>
<br>
“It’s horrible,” you mutter. Dexter chuckles next to you. Time moves slowly, as you both look up to the building. Taking in the hardened sclerites where once was roof tiles. Seeing through the pus into a mesh of tentacles inside the gym. Chuckling as a thousand faces burst up out of the fleshy brickwork like pus and then evaporate upon contact with the outside world.<br>
<br>
After some time, you look around. Dexter has gone. And the school is just the school once more.<br>
<Br>
<<ActionsHeader>>
<<link "Return to the school gates" "SchoolGates">><<EndConversation "Dexter">><<DialogueUnlock "Logain" "DexterWeed">><<TaskTracker "Task15" "complete">><<TaskTracker "Task16" "active">><<DialogueDone "Dexter" "BikeShedsSmoke">><</link>>
<<case "DeclineSmoke">>
“No thanks,” you say. “I think I’ll pass.”<br>
<br>
“Your loss,” Dexter says before taking another drag and holding his breath. When he exhales, the hazy air is thick and shimmering. He smiles as he watches it ascend into the sky. You can smell the odor, pungent and obvious.<br>
<br>
Glancing up, you can’t help but look at the windows above the bike sheds. Is it really safe to do this here?<br>
<br>
Dexter finishes the joint and drops it into a puddle, seemingly not worried. He smiles brightly at you, but says nothing.<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</switch>><<set $ConversationRoot = passage()>>
<<switch $DustyDialogue>>
<<case "CouplesArguing">>
"Hey Dusty," you begin. "Have you seen any couples around here arguing recently?"<br>
<br>
Dusty snorts, almost coughing as he does so. "Chance would be a fine thing. Everyone round here keeps up appearances out in public." He shakes his head. "Behind closed doors, it's a different story, I'm sure."<br>
<br>
"So, no one has looked angry or been in a mood?"<br>
<br>
He sighs and looks at you with a surprising degree of frustration. "That's a different sort of question. Definitely get the end of tempers, back out here all the time." He glances over to the finely pruned flowers dotted around the town square. "Only yesterday did someone try to tear up my plants in a state."<br>
<br>
"Who was that?" you ask.<br>
<br>
He looks at you, suddenly nervous. "I shouldn't say."<br>
<br>
"It's alright," you reassure him. "I won't tell anyone."<br>
<br>
Dusty sighs and looks to the floor. "It was that doctor. Simon Fletcher. One of Dr. Palmer's over at his care pavilion." He looks up at you, shaking his head with anxiety. "I didn't say nothing to him. Not when I saw who it was. Who am I to tell someone like that he's got no business ripping up my daisies?" He looks to the floor, scuffing his dirty boot. "Just cleaned up his mess afterwards."<br>
<br>
<<LocationKnownCheck "CharltonCarePavilion">>
<<if _LocationKnownCheck is false>>
You digest the information, considering his words. "Charlton Care Pavilion? Where's that?"<br>
<br>
Dusty looks up at you, with his wide puppy dog eyes. "Wish I didn't know where the local doctors was." He nods back towards the town hall. "Just over there. You can get to it through the allotment there."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Dusty" "CouplesArguing">><<QuestOptionUnlock "Quest37" 0 "simon">><<LocationKnown "CharltonAllotment">><<LocationKnown "CharltonCarePavilion">><</link>>
<</switch>><<set $ConversationRoot = passage()>>
<<switch $EdwinaDialogue>>
<<case "Andrea">>
"How's Andrea doing?" you ask.<br>
<br>
She makes a noise that isn't quite a laugh. "Same as ever. Up at six, staring at those photos." A swallow of gin. "Never paid attention at school. Got nothing but wool in her head."<br>
<br>
"It must be hard, working at the hotel."<br>
<br>
She looks at you properly now and snorts. "Nothing like hard work." She scowls back, taking a sip of her drink. "No one in this family knows how to work hard anymore."<br>
<br>
Her eyes linger on Brian, who pretends not to hear.<br>
<br>
"She better find a man wearing that uniform," Edwina continues. "I'm not supporting her much longer."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Edwina" "Andrea">><</link>>
<<case "Brian">>
<<if $current.avatar is "Andrea">>
"Dad looks like he's in pain," you whisper, trying not to draw his attention.<br>
<<else>>
"Your husband looks like he's in pain," you whisper, trying not to draw his attention.<br>
<</if>>
<br>
She lets out a long breath through her nose. "All just an act, if you ask me." She looks over at Brian, narrowing her eyes. "That's right, isn't it, Brian? You could get a job if you wanted to."<br>
<br>
He throws her a dark look, but turns back to watching the TV.<br>
<br>
Edwina tuts, turning back to you. "Says his leg's bad. His leg's always bad. Some days he gets up. Most days he doesn't."<br>
<br>
She drinks. You watch her settle into the cushion like she's drilling for the rest of an answer.<br>
<br>
"He used to take me out, you know. Dancing. Saturday nights at the social club, before they pulled it down." A short, dry sound. "Lifetime ago."<br>
<br>
<<if $current.avatar is "Charli">>
She glances at you, suddenly clearer. "You used to come round, didn't you. When you were small. He liked you. Reminded him of his sister, he said. Connie. Died young."<br>
<br>
She drinks again. The clarity goes.<br>
<<else>>
She doesn't elaborate. She drinks.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Edwina" "Brian">><<DialogueUnlock "Edwina" "AboutAccident">><</link>>
<<case "AboutAccident">>
<<if $current.avatar is "Andrea">>
"What happened to Dad again?" you ask. "And his leg?"<br>
<<else>>
"What happened to your husband?" you ask. "And his leg?"<br>
<</if>>
<br>
Edwina glares over at him, drinking from her glass. "Got caught in a machine, at the quarry. Before it shut."<br>
<br>
"Almost lost it," Brian mutters. In spite of him watching the TV, he is listening to the conversation.<br>
<br>
"So you say," Edwina spits. "Never did much there, anyway. Always looking for a reason to slack off."<br>
<br>
He glares back, but turns back to the TV.<br>
<br>
"Lost his income," she says, returning to look at you. "Now we're stuck here, on benefits. God knows what we'd do if it wasn't for the Mayor giving us compensation."<br>
<br>
Her eyes scowl back at Brian. "You sure as hell won't find another job, will you?"<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Edwina" "AboutAccident">><</link>>
<</switch>><<set $ConversationRoot = passage()>>
<<NPCMagicLevel "Elizabeth">>
<<switch $ElizabethDialogue>>
<<case "Prichard">>
“Hey Liz, I need a favour,” you tell her.<br>
<br>
She looks at you from over the rim of her glasses. “Sure,” she says after a moment. “What’s up?”<br>
<br>
You take a step closer, lowering your voice. “I need you to cause a distraction after school. Enough to make Prichard leave her classroom.”<br>
<br>
A half-smile rises up on Liz’s face. “Do I want to know why?”<br>
<br>
You match her expression. “Let’s just say there’s something that needs investigating in there. Something very cursed.”<br>
<br>
<<if _NPCMagicLevel gt 0>>
Her half-smile twitches with excitement. “A curse? Is that what’s causing it?” You nod and her eyes gleam.<br>
<br>
“And you can remove it?” <br>
<br>
You nod again. “So you'll help?"<br>
<br>
She holds your stare for a moment, her smile thinning. “Say I do. Can you teach me how to lift the curses too?”<br>
<br>
“It’s more that I know how to change them,” you try to explain, but this only encourages her. <br>
<br>
“Even better! Think what we can do if we both know how to do that! Come on, <i>Emily</i>. Share the knowledge!” <br>
<br>
You stare at her, almost blinded by beaming enthusiasm. You could really do with Liz’ help, but do you think she should know more magic?<br>
<br>
<<SpellsCheckSelf "Ward">>
<<if _SpellsCheckSelf is true>>
<<ActionsHeader>>
<<link "Agree to teach her how to change Curses" "ElizabethDialogue">><<QuestOptionUnlock "Quest10" 3 "liz_ward_lesson" "gte">><<set $ElizabethDialogue to "TutorWardTrue">><</link>><br>
<<link "Decline to teach her how to change Curses" "ElizabethDialogue">><<QuestOptionUnlock "Quest10" 3 "liz_ward_lesson" "gte">><<set $ElizabethDialogue to "TutorWardFalse">><</link>>
<<else>>
But regardless of whether you would teach her, you can't. You tell her honestly that you don't know how to perform the curse. <br>
<br>
"Well, you best get learning it then!" she replies, smiling. "I'm sure our mutual friend at the junk shop might be able to help. You should go see her. We're not exactly on great terms - she thinks I don't take these things seriously enough. But I'm sure she'll teach you!"<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<else>>
A slight frown appears on Liz's face. "A curse? What do you mean?"<br>
<br>
The young woman stares back at you, blankly. <I>She has no idea what a curse is, as she has no idea about magic.</i><br>
<br>
"It's not important," you deflect. "I just need to get into the classroom. If I were to find myself in detention, do you think you could distract Prichard for a while?"<br>
<br>
"You? In detention?" Elizabeth looks taken aback by the idea. "Okay Emily, you did try and help to tutor me. And tried to help when I passed out. I guess I owe you. If I see you in there, I have a few ideas of how to get Prichard's attention."<br>
<br>
"Thanks Liz," you say. She smiles pleasantly at you.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestOptionUnlock "Quest10" 3 "liz_agreed">><<QuestOptionComplete "Quest10" 3 "liz_agreed">><<QuestTracker "Quest10" 4>><</link>>
<</if>>
<<case "Glasses">>
”Hey Liz,” you say quietly. "You've got something in your eyes.”<br>
<br>
You launch your arm forward and snatch her glasses from her face before she can even realise what you’re doing. Immediately and instinctively you see her pupils try to compensate, squinting as she adjusts to her limited vision.<br>
<br>
“Look at you, you must be as blind as a bat!” you say, leaping back to avoid her lunges at your hands. “Maybe you’re the exception to the rule and you look worse without these nerdy things.”<br>
<br>
A small circle of students forms around you and Liz, who tries in vain to grab back her spectacles. Her lack of depth perception is obvious. She staggers around and you evade her easily.<br>
<br>
“Give them back, you bitch!” Liz snaps, her teeth snarling with anger. Meanwhile, other students are starting to laugh.<br>
<br>
“Careful there Liz,” you continue. “You wouldn’t want to cause an accident.” Dramatically you let go of the glasses. They fall to the floor. You raise your shoe over them.<br>
<br>
Liz freezes at the clattering as her frames bounce on ceramic. “Why?” she asks.<br>
<br>
“Because under all that make-up and short skirt and ripped tights,” you reply. “You need to be reminded of what you are.”<br>
<br>
You put your heel over one of the lenses. “That is, a spectacled little nerd.”<br>
<br>
The sound of crunching glass gets a cheer from the crowd. A random student sticks their leg out as Liz spins around and she falls backwards, landing with a crunch on her back. She whimpers in pain.<br>
<br>
The cheers from the crowd die down, but Liz’ whimpering continues. Slowly, the crowd disperses. You turn around and walk off. In all probability, Liz will never talk to you again. But you believe you are one step to acceptance by Christina and her friends.<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">><<EndConversation "Elizabeth">><<EventTrigger "YourHome" "EmilyReactionElizabethBully" "Evening" "Emily" null null null null false>><<TimeChange>><</link>>
<<case "TutorWardTrue">>
“Alright, I’ll do it,” you tell Liz. <br>
<br>
<<if $ConversationExit is "PleasantHouseLizBedroom">>
“Wonderful,” she says, with a crooked smile. “Call me in the evening and I’ll come over. Don't want to do it here, with my parents home. And when we’re done - I’ll know exactly how to cause a little distraction.”<br>
<<else>>
“Wonderful,” she says, with a crooked smile. “Call me in the evening and I’ll come over. And when we’re done - I’ll know exactly how to cause a little distraction.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "TutorWardFalse">>
You feign an excuse. “I’m not sure Gladys at the junk shop would be happy with me doing that.”<br>
<br>
Liz looks at you, but shrugs. “No spell, no scene. But your call, <i>Emily</i>. Let me know if you change your mind.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "PrichardAct2">>
“Hey Liz, I need a favour,” you tell her.<br>
<br>
She looks at you from over the rim of her glasses. “Sure,” she says after a moment. “What’s up?”<br>
<br>
You take a step closer, lowering your voice. “I need you to cause a distraction after school. Enough to make Prichard leave her classroom.”<br>
<br>
A half-smile rises up on Liz’s face. “Do I want to know why?”<br>
<br>
You match her expression. “Let’s just say there’s something that needs investigating in there. Something very cursed.”<br>
<br>
<<if _NPCMagicLevel gt 0>>
Her half-smile twitches with excitement. “A curse? Is that what’s causing all this?” You nod and her eyes gleam. “And you can remove it?”<br>
<br>
You nod again. “So you’ll help?”<br>
<br>
<<GetNPCState "Elizabeth" "Loyal">><<GetNPCState "Elizabeth" "Help">><<QuestStatus "Quest34">>
<<if _Loyal is true>>
Liz takes a deep breath. “I guess I owe you. After what happened in the cemetery.”<br>
<br>
She glances down at the floor for a moment before meeting your eyes again. “I’ll see what I can do. I’ll keep an eye on the Geography room. And watch for you after school.”<br>
<br>
“Thanks Liz,” you mutter.<br>
<br>
A sheepish smile spreads across her face. She nods, but says nothing more.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Elizabeth" "PrichardAct2">><<SetFlag "Act2GeographyDetention" "Liz">><</link>>
<<elseif _Help is true>>
Liz grins, her teeth gleaming. “Of course. Anything for the coven, Em.”<br>
<br>
<<if $ConversationExit is "PleasantHouseLizBedroom">>
You give her a look. “No magic, Liz. It’s too risky at school.”<br>
<<else>>
You look around, alert for anyone listening. “Can you try to be subtle, Liz?”<br>
<br>
“Oh relax,” she says. “If anyone hears too much, we can sort that out. Just like I might do with Prichard.”<br>
<br>
“No magic, Liz,” you mutter. “That’s too risky.”<br>
<</if>>
<br>
Liz titters, but shrugs after a moment. “Sure. I’ll keep an eye on the geography room for you.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Elizabeth" "PrichardAct2">><<SetFlag "Act2GeographyDetention" "Liz">><</link>>
<<elseif _QuestStatus is "failed">>
Liz scowls at you through her glasses. “After what you did in the cemetery, you expect me to help?”<br>
<br>
“Can you look beyond that?” you ask her quickly. “This is important.”<br>
<br>
She holds your stare for a moment, her smile thinning. “Say I do. Can you teach me how to lift the curses too?”<br>
<br>
“It’s more that I know how to change them,” you try to explain, but this only encourages her.<br>
<br>
“Even better! Think what we can do if we both know how to do that! Come on. Share the knowledge!”<br>
<br>
You stare at her, almost blinded by beaming enthusiasm. You could really do with Liz’ help, but do you think she should know more magic?<br>
<br>
<<ActionsHeader>>
<<link "Agree to teach her how to change curses" "ElizabethDialogue">><<set $ElizabethDialogue to "PrichardAct2TutorTrue">><<SetFlag "Act2GeographyDetentionTeachWard" "Liz">><</link>><br>
<<link "Decline to teach her how to change curses" "ElizabethDialogue">><<set $ElizabethDialogue to "PrichardAct2TutorFalse">><</link>>
<<else>>
She holds your stare for a moment, her smile thinning. “Say I do. Can you teach me how to lift the curses too?”<br>
<br>
“It’s more that I know how to change them,” you try to explain, but this only encourages her.<br>
<br>
“Even better! Think what we can do if we both know how to do that! Come on. Share the knowledge!”<br>
<br>
You stare at her, almost blinded by beaming enthusiasm. You could really do with Liz’ help, but do you think she should know more magic?<br>
<br>
<<ActionsHeader>>
<<link "Agree to teach her how to change curses" "ElizabethDialogue">><<set $ElizabethDialogue to "PrichardAct2TutorTrue">><<SetFlag "Act2GeographyDetentionTeachWard" "Liz">><</link>><br>
<<link "Decline to teach her how to change curses" "ElizabethDialogue">><<set $ElizabethDialogue to "PrichardAct2TutorFalse">><</link>>
<</if>>
<<else>>
A slight frown appears on Liz’s face. “A curse? What do you mean?”<br>
<br>
The young woman stares back at you, blankly. <I>She has no idea what a curse is, as she has no idea about magic.</i><br>
<br>
“It’s not important,” you deflect. “I just need to get into the classroom. If I were to find myself in detention, do you think you could distract Prichard for a while?”<br>
<br>
“You? In detention?” Elizabeth looks taken aback by the idea. “Okay Emily, you did try and help to tutor me. And tried to help when I passed out. I guess I owe you. If I see you in there, I have a few ideas of how to get Prichard’s attention.”<br>
<br>
“Thanks Liz,” you say. She smiles pleasantly at you.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Elizabeth" "PrichardAct2">><<SetFlag "Act2GeographyDetention" "Liz">><</link>>
<</if>>
<<case "PrichardAct2Again">>
“Hey Liz,” you begin. “I need another favour.”<br>
<br>
<<if _NPCMagicLevel gt 0>>
She looks at you over the rim of her glasses. “Another one? Let me guess. Detention again?”<br>
<br>
You offer a light shrug. “Got it in one.”<br>
<br>
<<GetNPCState "Elizabeth" "Loyal">><<GetNPCState "Elizabeth" "Help">><<QuestStatus "Quest34">>
<<if _Loyal is true>>
Liz takes a deep breath. “I guess I owe you. After what happened in the cemetery.”<br>
<br>
She glances down at the floor for a moment before meeting your eyes again. “I’ll see what I can do. I’ll keep an eye on the Geography room. And watch for you after school.”<br>
<br>
“Thanks Liz,” you mutter.<br>
<br>
A sheepish smile spreads across her face. She nods, but says nothing more.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Elizabeth" "PrichardAct2">><<SetFlag "Act2GeographyDetention" "Liz">><</link>>
<<elseif _Help is true>>
Liz grins, her teeth gleaming. “Of course. Anything for the coven, Em.”<br>
<br>
<<if $ConversationExit is "PleasantHouseLizBedroom">>
You give her a look. “No magic, Liz. It’s too risky at school.”<br>
<<else>>
You look around, alert for anyone listening. “Can you try to be subtle, Liz?”<br>
<br>
“Oh relax,” she says. “If anyone hears too much, we can sort that out. Just like I might do with Prichard.”<br>
<br>
“No magic, Liz,” you mutter. “That’s too risky.”<br>
<</if>>
<br>
Liz titters, but shrugs after a moment. “Sure. I’ll keep an eye on the geography room for you.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Elizabeth" "PrichardAct2">><<SetFlag "Act2GeographyDetention" "Liz">><</link>>
<<elseif _QuestStatus is "failed">>
Liz scowls at you through her glasses. “After what you did in the cemetery, you expect me to help?”<br>
<br>
“Can you look beyond that?” you ask her quickly. “This is important.”<br>
<br>
The young woman maintains her scowl, but sighs after a moment. “Fine. I’ll keep an eye on the geography room for you.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Elizabeth" "PrichardAct2">><<SetFlag "Act2GeographyDetention" "Liz">><</link>>
<<else>>
Liz smiles, but shrugs after a moment. “Sure. I’ll keep an eye on the geography room for you.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Elizabeth" "PrichardAct2">><<SetFlag "Act2GeographyDetention" "Liz">><</link>>
<</if>>
<<else>>
A slight frown appears on Liz’s face. “Another? Did you get detention again?”<br>
<br>
You shrug and offer an apologetic smile.<br>
<br>
Liz looks at you and sighs. “Alright, Em. If I see you in there again, I’ll see what I can do.” A grin appears. “Who knows. It might be fun.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Elizabeth" "PrichardAct2">><<SetFlag "Act2GeographyDetention" "Liz">><</link>>
<</if>>
<<case "PrichardAct2TutorTrue">>
“Alright, I’ll do it,” you tell Liz. <br>
<br>
<<if $ConversationExit is "PleasantHouseLizBedroom">>
“Wonderful,” she says, with a crooked smile. “Call me in the evening and I’ll come over. Don’t want to do it here, with my parents home. And when we’re done - I’ll know exactly how to cause a little distraction.”<br>
<<else>>
“Wonderful,” she says, with a crooked smile. “Call me in the evening and I’ll come over. And when we’re done - I’ll know exactly how to cause a little distraction.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "PrichardAct2TutorFalse">>
You feign an excuse. “I’m not sure Gladys at the junk shop would be happy with me doing that.”<br>
<br>
Liz looks at you, but shrugs. “No spell, no scene. But your call, <i>Emily</i>. Let me know if you change your mind.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "Books">>
“What are you reading?” you ask her, glancing at the books sprawled over the table.<br>
<br>
<<if _NPCMagicLevel gt 0>>
“Research,” she tells you quietly. “This library has a few secrets of its own, if you know where to look.”<br>
<br>
She turns a book around to face you. “Have a read. Anything seem familiar?”<br>
<br>
You glance at it. The book is titled <i>“Under the soil - A History of Pagan Britain."</i> Reading through the open pages, the author is recalling an eye-witness account of a festival celebrating May Day. You recognise references to fields and farmlands that surround Charlton. One paragraph stands out to you:<br>
<br>
<span class='typewriter-text'>The three-day event was brought to a climax on May Day by Lord Raglan Greenwood, Baron of Howerby, whose hour-long rally whipped his enamoured audience, mostly young women, into a writhing frenzy. As he read from the Translations of the Sevrene Shards, his brilliant smile captivated his flock and his Hecate Wheel amulet outshone even the spring morning sun. Lennon and his recently disbanded group may have been more popular than Jesus, but if Greenwood had their exposure he’d unquestionably be the Almighty Father.</span><br>
<br>
“Remind you of anything?” Liz says after she sees you pull back from the book. <br>
<br>
“What’s this book mentioned?" you ask. “The Seven Shards?”<br>
<br>
“<I>Sevrene</i>”, Liz corrects you. “It’s referenced in other books too. The library is supposed to have a copy, but it’s always checked out.” She leans towards you, smirking. “If someone were to stake out the library, they might just see who keeps on borrowing it.”<br>
<<elseif _CurrentPC is true and $current.female is true>>
Liz seems a bit embarrassed by your question. "School work," she says quickly.<br>
<br>
You glance at the old tomes laid out in front of her. They don't look like school books. In fact, you would bet money that they are about the occult.<br>
<br>
"I didn't learn that when I was at school," you say.<br>
<br>
She giggles, remembering too late that she's in a library. "You caught me. I'm writing. I like to write stories on the side. About magic. I'm doing some research. It's always fascinated me. Something about it calls to me, like an urge or a dream."<br>
<br>
Her face drains of joy, as if she's trying to remember something but it's just out of reach. But then she shakes it off.<br>
<br>
"It must seem childish," she says quietly.<br>
<br>
"Just so long as you know the difference between fact and fiction," you can't help but comment.<br>
<br>
This causes her to laugh, just a little. You hear a librarian shush from the counter.<br>
<br>
"Anyway, it's just a bit of fun," she tells you.<br>
<<elseif _CurrentPC is true and $current.female is false>>
Liz actually seems to blush. "School work," she says quickly.<br>
<br>
You glance at the old tomes laid out in front of her. They don't look like school books. In fact, you would bet money that they are about the occult.<br>
<br>
"Interesting topics you study at Charlton," you say, sardonically.<br>
<br>
Her face continues to turn red. "Fine. I'm writing. Stories. About magic. I've always been fascinated by the subject. It's as if something about it calls to me, like an urge or a dream."<br>
<br>
Her face drains of joy, as if she's trying to remember something but it's just out of reach. But then she shakes it off.<br>
<br>
"It must seem childish," she says quietly.<br>
<br>
"Just so long as you know the difference between fact and fiction," you can't help but comment.<br>
<br>
This causes her to laugh, just a little. You hear a librarian shush from the counter.<br>
<br>
"Anyway, it's just a bit of fun," she tells you.<br>
<<else>>
Liz smiles. You can sense a hint of embarrassment on her face. "I write," she says. "Stories. In my spare time. This is research."<br>
<br>
You glance at the old books laid out in front of her. They look like they are about the occult.<br>
<br>
"What are you writing about?" you ask.<br>
<br>
"Magic," she says, almost reluctantly. "Witches, wizards, spells. I guess I never grew out of Harry Potter. Must seem a bit silly to you."<br>
<br>
She looks at you, almost blushing. You offer a sympathetic smile.<br>
<br>
"We all have our guilty pleasures," you say.<br>
<br>
At this, she breaks out into a grin. "I find it fascinating! Can you imagine if you could cast spells, Em? Imagine how much fun you could have!"<br>
<br>
You say nothing as she drifts off into her own indulgent fantasies.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "MagicBook">>
<<if $ConversationExit is "PleasantHouseLizBedroom">>
You take out <i>Translations of the Sevrene Shards</i> and put it down, smiling knowingly at Liz. <br>
<<else>>
You take out <i>Translations of the Sevrene Shards</i> and put it down on the table, smiling knowingly at Liz. <br>
<</if>>
<br>
Her eyes grow large when she sees the title and she hurriedly flicks through the pages. “Oh. My. God. Where did you get this?”<br>
<br>
“A mutual acquaintance,” you tell her. “She had enough time with it.”<br>
<br>
Liz grins, but her attention drifts to the new book. “Fascinating,” she murmurs. “Hey, do you think I could borrow this?”<br>
<br>
She says it casually, but you can tell by the way she’s already grasping it with both hands that this means a lot to her. You surmise that if you agree, you won’t get it back for some time. Also, you wonder if giving someone like Liz more knowledge of magic is such a good idea.<br>
<br>
<<ActionsHeader>>
<<link "Lend Liz the book" "ElizabethDialogue">><<set $ElizabethDialogue to "LendBook">><<DialogueDone "Elizabeth" "MagicBook">><<TeachSpellNPC "Elizabeth" "Charm">><<GiveObjectNPC "Elizabeth" "MagicBook">><<TaskTracker "Task4" "complete">><<Checkrelationship "Elizabeth" "PC">><<if _relationship lt 2>><<ChangeNPCrelationship "Elizabeth" "PC" 2>><</if>><</link>> <br>
<<link "Decline" "ElizabethDialogue">><<DialogueDone "Elizabeth" "MagicBook">><<set $ElizabethDialogue to "KeepBook">><</link>>
<<case "LendBook">>
<<if $ConversationExit is "PleasantHouseLizBedroom">>
With only a slight hesitation, you reach out and place the book down in front of Liz.<br>
<br>
She snatches the book up to her chest, beaming with excitement. “Thank you!” she cries.<br>
<br>
You nod politely, watching as she opens the book to the first page and quickly her focus falls away from you.<br>
<<else>>
With only a slight hesitation, you reach out and place the book down in front of Liz.<br>
<br>
She snatches the book up to her chest, beaming with excitement. “Thank you!” she cries loud enough to draw some tuts and shushes from the librarians. <br>
<br>
“Thank you,” she repeats. This time whispering.<br>
<br>
You nod politely, watching as she opens the book to the first page and quickly her focus falls away from you.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<SetNPCMagic "Elizabeth" 1 "add">><<ChangeTopics>><</link>>
<<case "KeepBook">>
“Maybe after I’ve finished with it,” you tell Liz, taking it back. <br>
<br>
The smile drops from her face and her eyes watch with disappointment as you take the book back. “Okay,” she says, “I’d love to read it. Once you’re done.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "Amulet">>
“I need to know more about the amulet,” you say.<br>
<br>
Liz lets her enthusiastic smile waver slightly and adjusts her glasses as she matches your serious demeanour. “Okay. How can I help?”<br>
<br>
"Firstly, where did it come from?"<br>
<br>
“There’s an old shop on Avian Lane,” she replies. “Wedged between McTafey’s bar and some other building. It’s funny - until I was looking for it I don’t remember being aware of it before.”<br>
<br>
“Magic?” you ask. Liz shrugs.<br>
<br>
“There’s an old lady that runs it,” she continues. “She was sweet and kind. Reminded me of my grandmother. When I picked out the amulet off a stand of old jewellery and rings, she told me that I was meant to find it. She practically gave it away. And slipped the note into the shopping bag when I paid for it.”<br>
<br>
You raise an eyebrow. “An old lady in a mysterious junk shop? Did she ask if you were from Hogwarts?”<br>
<br>
<<if $PlayerCharacter.female is true>>
Liz’s mischievous grin returns. “Scoff all you want, but you’re the woman who sometimes looks like other people. Who knows what’s real and fiction anymore.”<br>
<<else>>
Liz’s mischievous grin returns. “Scoff all you want, but you’re the man who sometimes looks like a girl. Who knows what’s real and fiction anymore.”<br>
<</if>>
<br>
“Do you know anything more about the amulet?” you ask, trying to change the topic from your current physical form.<br>
<br>
Liz shrugs. “Only what I found in my research. Something to help those who need help. I bet that old lady knows more though.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestOptionComplete "Quest1" 0 "liz">><<QuestTracker "Quest1" 1>><<DialogueDone "Elizabeth" "Amulet">><</link>>
<<case "Magic">>
<<if $ConversationExit is "PleasantHouseLizBedroom">>
“I need to know as much as you know about… everything,” you begin. “About <i>magic</i>,” you add, almost conspiratorially. “If I’m going to help.”<br>
<br>
She takes a deep breath and nods. “Alright. I’ll tell you what I know.”<br>
<br>
"So, what is it?" you ask her.<br>
<br>
“What is it? It’s amazing,” she says, excitedly. “And terrifying, of course. But still - can you believe it? Actual magic. In the real world.” <br>
<br>
You stare back at her. Not for the first time, she tapers her enthusiasm. “I guess you can believe it,” she adds.<br>
<br>
“What do you know about it?” you ask.<br>
<br>
“Just a bit,” she says, lowering her voice to a hushed tone. “It feels like warmth. Inside your body. Like when you stand next to a fire and suddenly feel the heat. Except, it’s inside you.”<br>
<br>
"How did you learn about it?" <br>
<br>
"Google," she says, with a smile. "Or a bit of research here. You would be surprised how many books this place has nested away."<br>
<br>
“When I was first testing my research,” she continues. “Late one night I thought I’d just try. I tried a spell I’d uncovered that claimed to put someone to sleep. I felt a rush. Fire. Energy inside my body. Then two hours later, I woke up.”<br>
<br>
You nod, silently. Thinking about the similar sensation you felt when you used the amulet. After a moment, you focus again. “You can cast spells?” <br>
<br>
It’s her turn to nod, that gleaming smile returning. “Just one. Sends people to sleep. Plus, they have trouble remembering anything recent. The more I practise, the longer people forget. My mum has been complaining of forgetting things a lot recently.”<br>
<br>
<<if $PlayerCharacter.female is true>>Liz looks to you, a glint in her eye. “I can teach you, if you like.”<br>
<<else>>Liz looks to you, a glint in her eye. “I can teach you, if you like. One thing though - every book I’ve read says that magic can only be learned by a woman.”<br>
<</if>>
<br>
Without waiting for a response, Liz rips out a page from her notebook and scrawls her phone number down. She hands it to you. “Call me in the evening and I’ll come over. I don't want to do it here. Y'know, with my parents here."<br>
<<else>>
“I need to know as much as you know about… everything,” you begin. “About <i>magic</i>,” you add, almost conspiratorially. “If I’m going to help.”<br>
<br>
She takes a deep breath and nods, glancing around to see if anyone is listening. “Alright. I’ll tell you what I know.”<br>
<br>
"So, what is it?" you ask her.<br>
<br>
“What is it? It’s amazing,” she says, excitedly. “And terrifying, of course. But still - can you believe it? Actual magic. In the real world.” <br>
<br>
You stare back at her. Not for the first time, she tapers her enthusiasm. “I guess you can believe it,” she adds.<br>
<br>
“What do you know about it?” you ask.<br>
<br>
“Just a bit,” she says, lowering her voice to a hushed tone. “It feels like warmth. Inside your body. Like when you stand next to a fire and suddenly feel the heat. Except, it’s inside you.”<br>
<br>
"How did you learn about it?" <br>
<br>
"Google," she says, with a smile. "Or a bit of research here. You would be surprised how many books this place has nested away."<br>
<br>
“When I was first testing my research,” she continues. “Late one night I thought I’d just try. I tried a spell I’d uncovered that claimed to put someone to sleep. I felt a rush. Fire. Energy inside my body. Then two hours later, I woke up.”<br>
<br>
You nod, silently. Thinking about the similar sensation you felt when you used the amulet. After a moment, you focus again. “You can cast spells?” <br>
<br>
It’s her turn to nod, that gleaming smile returning. “Just one. Sends people to sleep. Plus, they have trouble remembering anything recent. The more I practise, the longer people forget. My mum has been complaining of forgetting things a lot recently.”<br>
<br>
<<if $PlayerCharacter.female is true>>Liz looks to you, a glint in her eye. “I can teach you, if you like.”<br>
<<else>>Liz looks to you, a glint in her eye. “I can teach you, if you like. One thing though - every book I’ve read says that magic can only be learned by a woman.”<br>
<</if>>
<br>
Without waiting for a response, Liz rips out a page from her notebook and scrawls her phone number down. She hands it to you. “Call me in the evening and I’ll come over."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Elizabeth" "Magic">><<QuestTracker "Quest2" 0>><<QuestOptionUnlock "Quest2" 0 "liz">><</link>>
<<case "Charm">>
<<CastCharm "Elizabeth">>
<<if _CharmSpell is true>>
You focus the spell carefully, weaving the magic as Elizabeth stares at you. For a moment, the air around her seems to still, and then Elizabeth blinks as if a new thought just occurred to her. When she resumes, her tone is the same, but there’s an ease in her demeanour that wasn’t there before.<br>
<br>
"You know," she says, tilting her head slightly, "it’s actually kind of fun talking to you. You don’t just zone out like half the people here." She smiles warmly, her hands gesturing as she dives back into the flow of the conversation. "Anyway, as I was saying.. well. What was I saying? I've lost my train of thought. Was there something you needed from me?"<br>
<br>
Her energy remains high, her grin returning. There’s a subtle shift, though. She seems more attentive to you, leaning in slightly as she listens, her smile lingering a little longer.<br>
<<else>>
You steady yourself, weaving the spell as Elizabeth talks. The magic flows toward her, but the moment it reaches her, it dissipates entirely, like a ripple vanishing in still water. She stops mid-sentence, her bright, curious expression hardening in an instant as her gaze snaps to yours.<br>
<br>
"Wait." Her voice is quiet, almost calm, but there’s a dangerous edge to it. "Did you just -" She exhales sharply, her jaw tightening. "Was that a charm spell? On me?"<br>
<br>
Her tone rises, incredulous. "What is wrong with you? Do you seriously think I wouldn’t notice?" She takes a step forward, her eyes narrowing as her usual enthusiasm turns into a cold, cutting anger. "You really thought you could manipulate me? After everything I’ve said about Charlton? Do you even listen when I talk?"<br>
<br>
Elizabeth shakes her head, her hands clenched into fists at her sides. "I don’t know what’s worse. That you thought it would work or that you thought I wouldn’t care. Here’s the thing," she says, her voice dropping to a sharp whisper, "I do care. And I don’t ever want to feel like someone’s trying to pull that kind of garbage on me again."<br>
<br>
She steps back, her usual energy completely drained, replaced by a cold, bitter disappointment. "Next time, just talk to me like a normal person. Or don’t talk to me at all."
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "DreamChanges">>
“Hey Liz,” you begin. “This is going to sound funny, but I had a dream..."<br>
<br>
Liz gives you a smirk. “Am I about to get an insight into your wild fantasies, <<TrueName "Current">>?”<br>
<br>
You roll your eyes. “I’m serious, Liz. This was intense. Magical, even.”<br>
<Br>
At this, Liz turns her head to the side slightly. Her smile wavers. “What do you mean?”<br>
<Br>
<<if $current.female is true>>“I dreamed that I was having coffee with Jennifer,” you begin. “When we first became friends. Except, we were interrupted by Dan Mandel. From work. He wouldn’t shut up about men being men.”<Br>
<<else>>“I dreamed that I was back on a date with Jennifer,” you begin. “When we first started dating. Except, we were interrupted by Dan Mandel. From work. He wouldn’t shut up about men being men.”<br><</if>>
<br>
Liz shrugs. “That sounds like the typical Charlton man. Come on, <<TrueName "Current">>. It was just a dream."<br>
<br>
You grimace. “There’s more. When I woke up, I felt…” You drift off, trying to find words to describe the nagging feeling in the back of your brain. “Do I look different to you?”<br>
<br>
<<CurrentPC>>
<<if _CurrentPC is true>>She gives you an appraising look. “Nothing strikes out. Maybe a few more bags under the eyes. Finding it hard to sleep lately?”<br>
<<else>>She chuckles. “Do you really want me to answer that?”<br><</if>>
<br>
“Come on, Liz,” you shut her down. “I think something’s different. Something’s changed. But I can’t remember what it is.”<Br>
<br>
“So then, don’t worry about it?” Liz says, a hint of impatience to her words.<Br>
<Br>
“What if it’s permanent, though. What if… it continues. And I can’t see the changes when they happen.”<Br>
<Br>
Liz considers your words, thinking. After a long pause, she sighs. “Listen, if you’re really concerned there’s things you can try. That amulet isn’t the only source of magic in Charlton, after all.”<Br>
<Br>
“I came across a few things whilst studying,” she continues. “There’s articles online about the flower power movement. How it had a big presence here. They experimented, and not just with love, if you know what I mean. They were into expanding their minds."<br>
<br>
"Like with acid?" you ask.<br>
<br>
"And other things." Liz giggles. "There’s some magazines in the library stacks from that time. They set up their own publishing house in Charlton. Rumour is, their publications could - again - expand their minds."<Br>
<br>
"Even I wouldn’t risk playing around with them, but if you’re desperate then it might be worth you taking a look at.”<br>
<Br>
You raise an eyebrow. “You think reading old magazines is going to help?” <br>
<br>
Liz rolls her eyes. “Use your brain, dummy. This is Charlton. I wouldn’t mention it if there wasn’t something special about them. Try looking up Sally Hope Publishing. Word of warning though. I wouldn't touch anything that group put out. And that's coming from me.”<Br>
<br>
She gives you a grin. With her boundless enthusiasm for magic, you wonder exactly what could scare Liz off. But if it could help you, perhaps it's worth investigating.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<TaskTracker "Task5" "active">><<DialogueDone "Elizabeth" "DreamChanges">><</link>>
<<case "TwoPlacesAtOnce">>
"I was wondering...” you say. “Do you know of any spell that could let someone be in two places at once?"<Br>
<Br>
That gets her attention. She arches an eyebrow, smirking. "Isn’t that what the amulet’s for? You and Emily, pulling the twin act. Pretty convincing, if you ask me."<Br>
<Br>
You shake your head. "I don’t mean as Emily. I mean me. As me."<Br>
<Br>
You explain everything. The demotion to secretary, the mountain of admin, the missed meetings, the feeling of everything slipping through your fingers. You’re trying to keep your job and investigate the school, but there’s too much. And Emily suggested… maybe magic could help.<BR>
<br>
Liz leans back, watching you with interest now. “So Emily’s the one pushing magical body doubles now? Guess she’s really getting into it.”<br>
<br>
You hesitate. “Or maybe she’s feeling left out.”<br>
<Br>
Liz shrugs. “Could be both.”<br>
<br>
You wait. But she just sighs. “I don’t know anything that would do that. At least, not cleanly. Not safely.”<br>
<br>
"Nothing?" you ask. "No workaround?"<Br>
<br>
She gives you a look. “You could try the junk shop. You-know-who, I mean. If anyone in this town has a line on obscure magic, it’s her.”<Br>
<Br>
You nod slowly. “And no one else? Nothing that you’ve come across in your research that could help?”<Br>
<Br>
Liz is quiet a beat too long.<br>
<Br>
“There are… fragments,” she says carefully. “Notes that infer the bits of magic scattered around Charlton. Someone had some fun way back when playing around with it. But they’re charms. Trinkets. Nothing like what you’re describing. What you want is more advanced than I know about. Even anything at the school.”<br>
<Br>
You lean in. “There must be something. Someone.”<br>
<Br>
Liz’s expression tightens. Then, reluctantly: “If you can’t find help here... well, there’s the carnival.”<Br>
<Br>
Your stomach twists. “The one outside town?”<Br>
<Br>
She nods. “I don’t know much. Just that every time it rolls in, something strange happens. Old papers talk about sudden fights, people going missing, unexplained accidents. Always when the carnival’s here.”<Br>
<Br>
You frown. “You think that’s it’s magic?”<Br>
<Br>
Liz shudders. “I think it’s something. I’ve walked past it, and I swear - I feel cold. Not like weather-cold. Like... wrong. Skin-crawling wrong.”<br>
<Br>
She meets your eyes. “But if you’re serious about this, maybe that’s where you’ll find what you need.”<Br>
<Br>
She adds, almost as an afterthought: “If you’re that desperate.”<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Elizabeth" "TwoPlacesAtOnce">><<LocationKnown "FatGordonsCircus">><<SetFlag "CharltonTaxiHomeKnown">><</link>>
<<case "OlafMagicFail">>
“I had some trouble with a spell,” you begin. “I tried casting it on the school janitor, but it didn’t work.”<br>
<Br>
“You tried to cast magic on that creepy janitor?” Liz exclaims. “That’s bold, <<TrueName "Current">>. Even for you.”<br>
<Br>
“It was in the basement,” you correct her. "No one saw.”<br>
<Br>
She raises an eyebrow, but shrugs it off. “What happened?”<Br>
<Br>
“I cast it correctly,” you tell her, trying to ignore her scowl. “But it just didn’t take. Almost as if something was protecting him.” You snort. “It’s lucky he’s not the smartest tool in his box.”<Br>
<Br>
Liz offers you only a wince before speaking. “Sounds like it’s nothing to do with you. Maybe there’s something at the school that affects magic. I wouldn’t know - I might love all this, but I would think twice about using magic at school.”<Br>
<br>
“But maybe ask our mutual friend,” she adds. “If anyone is old enough to know what’s what, it’s her.”<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Elizabeth" "OlafMagicFail">><</link>>
<<case "JoinCoven">>
"Hey Liz," you say, glancing around to see if anyone can hear. "I'm trying to form my own coven."<br>
<br>
"Yes!" she squeals before covering her mouth. Leaving it there for a pause, when she takes it away you see her smiling. "I was waiting for you to ask. When do we start? I can't wait to show you some of the things I've been practising. In fact -"<br>
<br>
She suddenly stops speaking and her smile fades away. A moment later a shadow is cast over her and you. Turning, you see a tall and lean teenage boy smiling back at the pair of you. He's dressed in a football player bomber jacket. His mousy brown hair is clean and his face is shaved. The dark brown iris of his eyes almost blending into the pupils.<br>
<br>
He gives you a polite smile, but he turns to looking at Liz. "Hey Liz," he greets her. "Keeping that hair pink, are you?"<br>
<br>
<<if $ConversationExit is "Library">>
She rolls her eyes as a response. "Didn't think you knew what a library was, Sheath? What's the matter, did you get lost on the way to the gym?"<br>
<br>
"I read," he retorts, looking almost hurt.<br>
<br>
"Correction. You <i>can</i> read," Liz corrects him. "Doesn't mean you do. Haven't you got a cheerleader to chat up, or are they even tired of you?"<br>
<<else>>
She rolls her eyes as a response. "Slumming it inside, Sheath? What's the matter, did you get lost on the way to the football field?"<br>
<br>
"I don't spend all my time there," he retorts, looking almost hurt.<br>
<br>
"Really?" Liz chides. "I'm surprised. I didn't think you knew anywhere but the field or the town car park where you take dates for parking. Haven't you got a cheerleader to chat up, or are they even tired of you?"<br>
<</if>>
<br>
His smile falters, only returning when he flashes it at you before he walks away. You watch him slink off before turning back to Liz with a raised eyebrow.<br>
<br>
"Devon Sheath," she answers your unspoken question. "He's been bugging me all year. Typical jock. Thinks just because I dye my hair, I'm a quirky conquest."<br>
<br>
"He likes you?" you ask.<br>
<br>
Elizabeth snorts, shaking her head. "He's just looking to get a bit of the goth type. Last year he was into cheerleaders. Guess it's just another phase. Follows me everywhere I go." She sighs. "Doesn't seem to get the message."<br>
<br>
When she looks up, there's a glimmer in her eye. "In fact," she begins. "Perhaps you can help me. I've been playing a bit after school with something to teach him a lesson. I was thinking I'd have to do it all by myself. But..."<br>
<br>
She grins at you.<br>
<br>
"Aren't we on the same team now?" she says, as if responding before you can object.<br>
<br>
<<if _CurrentPC is true>>
She giggles, reaching into her bag and scrawling something on a piece of paper. "Here's my address, <<TrueName "Current">>. Crowmere Road. Just off Avian Lane. Come by one evening. I'll tell you more there."<br>
<br>
"What exactly -" you begin.<br>
<br>
"Hush now," she cuts you off. "Don't spoil the surprise, <<TrueName "Current">>." She looks you up and down for a moment, remembering something. "Just make sure you look like... Emily. My parents might find it odd if <<TrueName "Current">> comes visiting me." Then, almost to herself. "Or anyone else."<br>
<<elseif $current.avatar is "Emily">>
She giggles, reaching into her bag and scrawling something on a piece of paper. "Here's my address, <i>Emily</i>. Crowmere Road. Just off Avian Lane. Come by one evening. I'll tell you more there."<br>
<br>
"What exactly -" you begin.<br>
<br>
"Hush now," she cuts you off. "Don't spoil the surprise." She looks you up and down for a moment, remembering something. "Just make sure you look like... this. My parents might find it odd if <<TrueName "Current">> comes visiting me." Then, almost to herself. "Or anyone else."<br>
<<else>>
She giggles, reaching into her bag and scrawling something on a piece of paper. "Here's my address. Crowmere Road. Just off Avian Lane. Come by one evening. I'll tell you more there."<br>
<br>
"What exactly -" you begin.<br>
<br>
"Hush now," she cuts you off. "Don't spoil the surprise." She looks you up and down for a moment, remembering something. "Just make sure you look like... Emily. My parents might find it odd if <<TrueName "Current">> comes visiting me." Then, almost to herself. "Or anyone else."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Elizabeth" "JoinCoven">><<LocationKnown "CrowmereRoad">><<LocationKnown "PleasantHouse">><<HintsActive "ElizabethPleasantHouse">><<QuestTracker "Quest34" 0>><<QuestOptionUnlock "Quest28" 1 "elizabeth">><<NPCKnown "Devon">><</link>>
<<case "PlansForDevon">>
"You said before that you were planning a little payback for that jock," you remind Liz. "What are you thinking of doing?"<br>
<br>
"What am I thinking of doing?" she parrots back with a grin. "What an interesting way of phrasing that, <i>Emily</i>."<br>
<br>
She titters and closes her book, standing up and brushing down her long black lace skirt. Flakes of incense and herbs fall to the floor.<br>
<br>
"Devon thinks that because he's on the football team, he can get any girl he likes," she tells you. "That we'll all bow down and be so grateful when he pays us a bit of attention." She holds out a strand of her pink hair. "This, to him, is just a kink. A challenge to get the weird girl to do something freaky underneath the sheets."<br>
<br>
"He's told you this?" you ask.<br>
<br>
Liz smiles back at you. "In so many words. Come along, <<TrueName "Current">>. You know better than me what boys are like. And I know that having a jock leering at you every time he finds where you're hiding is intrusive. So we're going to teach him a lesson."<br>
<br>
You take a deep breath. "What are you planning?"<br>
<br>
"Just a little just-desserts, honeypie," she replies. "I've been playing with a spell. I think I've got the hang of it, but it takes some time to prepare."<br>
<br>
You raise an eyebrow. "And what does this spell do?"<br>
<br>
Her smile widens and she dramatically shakes her head. "Why spoil the fun? Just know that he'll think twice about cornering a girl again when she's just walking along the street."<br>
<br>
"I don't know, Liz," you say sceptically. "This sounds dramatic."<br>
<br>
"Our mutual friend at the junk shop has really got into your head, hasn't she?" Liz says with a wry smile before dropping into an impersonation of Gladys' voice. "Power comes with responsibility. Take heed of my words, child. Yah yah yah."<br>
<br>
<<ActionsHeader>>
<<link "Ask what she needs from you" "ElizabethDialogue">><<set $ElizabethDialogue to "DevonAsk">><</link>>
<<case "DevonAsk">>
You sigh. "What do you need?"<br>
<br>
She grins more widely and reaches behind her, retrieving a hard bound book. She tosses it to you and you just about catch it. "There," she says. "My treasured possession." She smirks. "And I certainly need aid."<br>
<br>
Looking down, you see Liz's familiar handwriting on it. 'My diary. Vol 6.'<br>
<br>
<<if $PlayerCharacter.female is false>>
"Now don't go reading it," Liz says. "It's private. For a girl's eyes only, <i>Emily</i>."<br>
<<else>>
"Now don't go reading it," Liz says. "It's private. There's nothing scandalous in there. You probably had one when you were young."<br>
<</if>>
<br>
The realisation strikes you. "You want me to transform... into you?"<br>
<br>
"Don't say it like you haven't thought of it, <<TrueName "Current">>," she replies. "I need you to lure Devon in. He's asked to take me to the movies. Thinks an old horror film will make me leap into his groin. The fright will be on him, though. It's the perfect time to spring the trap."<br>
<br>
You clench your teeth. "You want me to go on a date with the football player? As you?"<br>
<br>
Liz chirps and gives you a smile. "Only to get him out in the open. Go, have a good time, win him over. Then, at the end, suggest you go somewhere quieter. The cemetery, opposite. He'll be into it. He's got goth on his mind. And further below."<br>
<br>
"What happens at the cemetery?" you ask.<br>
<br>
"You'll see," she says with a wicked smile. "Don't worry. I'll be there, watching whilst I prepare a trick. If he comes on strong for a treat, I'll break it all off and help you."<br>
<br>
Liz stares back at you, waiting. "Come on, <<TrueName "Current">>. I'm sure you've had to do worse to get this far. You want my help in the coven, don't you?"<br>
<br>
<<ActionsHeader>>
<<link "Tell her you'll go on a date with Devon" "ElizabethDialogue">><<TakeObjectNPC "Elizabeth" "LizDiary">><<set $ElizabethDialogue to "DevonAccept">><</link>><br>
<<link "Tell her you need time to consider this" "ElizabethDialogue">><<TakeObjectNPC "Elizabeth" "LizDiary">><<set $ElizabethDialogue to "DevonDecline">><</link>>
<<case "DevonAccept">>
"Alright," you say. "I'll do it."<br>
<br>
Elizabeth's eyes widen as much as her smile. "You will?" She catches herself and lets out a wicked chuckle. "This is going to be great, <<TrueName "Current">>. Just you wait and see what I've got planned for that sleaze."<br>
<br>
"But you're not going to tell me?"<br>
<br>
She grins back at you. "Have a little faith in me, <<TrueName "Current">>. After all, you want my help, don't you?"<br>
<br>
She moves over to a chest of drawers and riffles through some paper, stopping with a smile after a while. "Here it is!"<br>
<br>
You gulp. "What?"<br>
<br>
"Devon's phone number, of course," she says with a grin. "He gave it to me as if it was an invitation to a ball. Just let me know when you're ready and I'll give him a call. He'll pick you up, outside here. You can transform into me here, can't you?"<br>
<br>
Your eyes wander between Liz and the note. "When?"<br>
<br>
"No time like the present," she replies. "I told you he was keen. But if you've got another hot date this evening, come by again. He'll come a knocking whenever I call."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "PleasantHouseLizBedroomElizabethDialogue0">>
<<ChangeTopics>>
<<DialogueDone "Elizabeth" "DevonPlan">><<QuestTracker "Quest34" 1>>
<</link>>
<<case "DevonDecline">>
"I don't know about this, Liz," you tell her. "I need to consider it."<br>
<br>
Liz's smile fades, but she tries to hide it with a shrug. "You know where I'll be if you change your mind. Come by in the evening. I'll give Devon a call and we can set up your date."<br>
<br>
"You've got his number?" you ask.<br>
<br>
She titters. "I've been planning this a while, <<TrueName "Current">>. You don't think I'd ask you for help if I wasn't ready? Just come on over. He'll pick you up, outside. You can transform into me here, can't you?"<br>
<br>
You take a deep breath. "I need to think on this, Liz."<br>
<br>
Another shrug. "Fair enough. When you're ready, just swing on by."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "PleasantHouseLizBedroomElizabethDialogue0">><<ChangeTopics>><<DialogueDone "Elizabeth" "DevonPlan">><<QuestTracker "Quest34" 1>><</link>>
<<case "DateWithDevon">>
"Okay Liz," you begin. "Let's just get this date with Devon over with."<br>
<br>
Liz grins. "It's not me who has to do the hard work, <<TrueName "Current">>. I've been looking forward to seeing this. Go ahead. Transform."<br>
<br>
<<if $ItemState.amulet.charge gte 2 or $current.avatar is "Elizabeth">>
Clutching Liz's diary, you stare back at the other girl. She watches with intense interest.<br>
<br>
You take a deep breath, finding it easy to visualise Liz in your mind. After all, she's right in front of you. The amulet tingles in anticipation.<br>
<br>
"From this item, I see you in your time of need," you say. "Now form shape to the person I see within."<br>
<br>
You tense your muscles a fraction too late. Your skin burns as magic radiates out from within you. Liz casts her arm over her eyes, shielding herself.<br>
<br>
As the vicious feelings of skin peeling threaten to overwhelm you, you try to both not cry out and maintain a mental picture of Liz in your mind. Her dyed pink hair. Heavy dark eye shadow. Her glasses and her shapely body underneath layers of dark lace dress.<br>
<br>
You feel the crunches and creaks of muscles and bones changing, breaking and shifting as your body changes. You bite into your lip to keep a scream in, tasting the new glossy lipstick that coats them.<br>
<br>
You lean forward in agony, seeing Emily's hair change to pink in front of your eyes. Then your vision blurs, everything growing hazy until something rests on your nose and restores the world to sharpness.<br>
<br>
With a final burst, the magic stops. It takes a moment to grow accustomed to the quiet room again. Taking a breath, you look up and catch Liz's astonished look.<br>
<br>
"Oh. My. God," she says. Her eyes drift to a mirror on her chest of drawers.<br>
<br>
<<ActionsHeader>>
<<link "Look in the mirror" "ElizabethDialogue">><<set $ElizabethDialogue to "LookInMirror">><<if $current.avatar isnot "Elizabeth">><<Transform "Elizabeth">><</if>><</link>>
<<else>>
Clutching Liz's diary, you stare back at the other girl. She watches with intense interest.<br>
<br>
You take a deep breath, finding it easy to visualise Liz in your mind. After all, she's right in front of you.<br>
<br>
"From this item, I see you in your time of need," you say. "Now form shape to the person I see within."<br>
<br>
You tense your muscles, waiting for the magic to burst from you. But nothing comes. After a long moment, you look back to Liz and shrug.<br>
<br>
"What's wrong?" she asks.<br>
<br>
"I think it needs a bit more time to recharge," you tell her.<br>
<br>
She sighs and runs her tongue over her top teeth. "Fine. Come back another evening. Make sure it's ready though, next time."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "PleasantHouseLizBedroomElizabethDialogue0">><<ChangeTopics>><</link>>
<</if>>
<<case "LookInMirror">>
You look into the mirror and see Elizabeth's face staring back out at you. Her pink hair hanging just above her shoulders. Her skin, pale and unexposed to the sun. Her bold lipstick and dark eye shadow. Her glasses framing your eyes.<br>
<br>
The feeling of her black lace clothes is one of both tightness and soft comfort. The lace hugs your body, but it's delicate against your skin. For the first time, you find yourself considering her figure. She's shapely. You feel the dress hanging around your bum. As you breathe your large breasts rise up and down.<br>
<br>
You can't help it. You flash a smirk in the mirror. There's something empowering about being Liz.<br>
<br>
Another figure steps up behind you. An identical figure. Liz. She meets your eyes in the mirror.<br>
<br>
"I knew you did it," she murmurs. "But seeing it. That is mental."<br>
<br>
You glance back at her, almost another mirror to you now. She smirks back before her eyes glance down to your clothes. "Didn't fancy trying a corset, then?"<br>
<br>
She titters and takes a step back, thumbing a latch on her window. "Feel free to look through my closet," she says, pulling the window wide open. "And my make-up too. I'm sure Emily has... different tastes."<br>
<br>
Liz, the real one, flashes you a smile before lifting a leg over her windowsill. You see the Doc Martens she wears as she pulls her dress up to prevent it from tangling, exposing her fishnet stockings underneath.<br>
<br>
"Where are you going?" you exclaim, almost jumping as you hear her voice come from your mouth.<br>
<br>
She gives you another wicked smile. "Where do you think, <i>Lizzie</i>. I'm going to prepare in the cemetery. I'll give Devon a call on the way. He'll be over in a flash. And all you have to do is make yourself... date-ready." Her eyes sparkle. "Remember, he's going through a goth phase. Try and give him something to look at, before we make his night... complicated. And play up to what he wants. Just remember to be... well, me."<br>
<br>
With a final smile, she hoists her other leg over the window and drops down. You rush over, but looking out you can't see Liz. Or how she got down, for that matter. It's a sheer drop.<br>
<br>
<i>Maybe she's got a broom.</i><br>
<br>
You sigh. You'll have to use the normal exit. After you get ready for Devon. For your date.<br>
<br>
<<ActionsHeader>>
<<link "Return to Liz's room" "PleasantHouseLizBedroom">>
<<EndConversation "Elizabeth">><<QuestTracker "Quest34" 2>><<SetFlag "VisitingLiz" false>>
<<SetNPCLocation "Elizabeth" $dayCurrent $periodCurrent "CharltonCemetery">>
<</link>>
<<case "MissCharltonContest">>
"Have you heard about the Miss Charlton contest?" you ask.<br>
<br>
<<SpellsCheckNPC "Elizabeth" "SleepForget">>
<<if _SpellsCheckNPC is false>>
<<if $current.avatar is "Emily">>
Liz gives you a look. "Didn't think you'd be into that, Em?"<br>
<<elseif $current.female is true>>
Liz rolls her eyes. "It's gross, isn't it?"<br>
<<else>>
Liz gives you a withering look. "Don't tell me you're into that."<br>
<</if>>
<br>
"It's a tradition," she continues. "Apparently. Senior girls compete for a crown at prom." She pushes her glasses up. "The graduating year chooses the winner, but the finalists are shortlisted by the town's businessmen."<br>
<br>
"That doesn't sound so bad."<br>
<br>
<<if $PlayerCharacter.female is false>>
She raises an eyebrow. "Typical man. It's gross and archaic." She shrugs. "But I suppose that's Charlton for you. It's odd, too."<br>
<<else>>
She raises an eyebrow. "It's archaic and gross. But I suppose that's Charlton for you. It's odd, too."<br>
<</if>>
<br>
"Odd how?"<br>
<br>
Liz gives you a quick shrug. "Just, how they're going about it. The lessons are getting changed. 'Career preparation,' they're calling it. And the decorations. And music." She frowns. "It doesn't add up. But maybe I'm overthinking it."<br>
<<else>>
<<if $current.avatar is "Emily">>
Liz grins at you. "Think you've got a chance, <I>Em?</i>"<br>
<<else>>
Liz grins at you. "Think of taking Emily's body out for a spin, <<TrueName "Current">>?"<br>
<</if>>
<br>
Liz giggles at seeing your pained response. She then lowers her voice, glancing around. "I've been trying to work out what it actually is." She looks at you through her glasses. "On the surface, it's a tradition. Senior girls compete for a crown at prom. The graduating year chooses the winner, but the finalists are shortlisted by the town's businessmen."<br>
<br>
"That doesn't sound so bad."<br>
<br>
She raises an eyebrow. "Typical man. It's gross and archaic." She shrugs. "But out of all the things around here, I guess it's small fry, right?"<br>
<br>
You nod and shrug. You can't argue with that.<br>
<br>
"Wrong," she retorts, grinning. "It's big. Bigger than you can imagine. Stitch has changed the lessons. They're calling them 'career preparation' sessions. But it feels more like they're sorting us into roles. Like cattle at a market."<br>
<br>
You watch her expression carefully. "You think there's more to it?"<br>
<br>
<<if $current.avatar is "Emily">>
"Come on, <I>Em?</i>" she replies. "With all we know, don't you?"<br>
<<else>>
"Come on, <<TrueName "Current">>" she replies. "With all we know, don't you?"<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "MissCharltonBadges">>
"Have you been given any of those contest badges?" you ask.<br>
<br>
<<SpellsCheckNPC "Elizabeth" "SleepForget">>
<<if _SpellsCheckNPC is false>>
Liz nods, reaching into her bag. She holds out two small pin badges, each shaped into Charlton's crescent. "Two so far. This one has a clock tower on it." She turns the other over. "And this one has a penny farthing."<br>
<br>
You stare at the badges for a moment. "What do you think they mean?"<br>
<br>
She shrugs. "The clock tower is the Town Hall, isn't it? Maybe they're trying to tell me I should be a clerk." She rolls her eyes. "The penny farthing, I have no idea. Some kind of legacy thing?"<br>
<br>
You take a deep breath, remembering Liz no longer can sense magic. "Do they feel... odd to you?"<br>
<br>
Liz frowns, turning one over in her fingers. "Odd how? They're just pins." She pauses. "Although it is strange that Stitch is making such a fuss over them. They're handing them out to all the girls."<br>
<<else>>
Liz eyes you cautiously. "I've got a few," she whispers. "They feel strange."<br>
<br>
You lower your voice. "Liz, I think there's something to them."<br>
<br>
Liz gives you a knowing grin. "Well. Obviously."<br>
<br>
"What?" you say.<br>
<br>
"Can't you sense it?" she asks. "Come on, <<TrueName "Current">>. It doesn't take much to feel there's something spooky about them. Look."<br>
<br>
She reaches into her bag and holds out two small pin badges, each shaped into Charlton's crescent. "This one has a clock tower on it." She turns the other over. "And this one has a penny farthing. Any idea what it means?"<br>
<br>
You shake your head. "That's what I'm trying to find out."<br>
<br>
She studies them, frowning. "I can feel something, but it's faint. Like they're waiting for something. The clock tower is the Town Hall, right?" She sniggers. "Fat chance I'll end up there, if that's what they think." She turns the penny farthing badge over. "This one, I can't figure out."<br>
<br>
She looks up at you. "You should take one to our mutual friend. If anyone can work out what they do, it's her."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</switch>><<EventsCheck "DialogueElizabeth">>
<<if _currentEvent is "ElizabethReactShort">>
“Been making some changes when transforming, Em?” she says under her breath, voice low but edged with something sharp. <Br>
<br>
<<MindControlRancyCheck>>
<<if _MindControlRancyCheck>>
You straighten your posture a little. “I just feel more comfortable like this,” you say. “This is how my body should look.”<br>
<Br>
Liz raises an eyebrow. “Don’t you mean Emily’s body?”<Br>
<Br>
The words hit you harder than you expect. You blink, searching for a reply that doesn’t come.<br>
<Br>
“This is just the transformation, right?" she asks. “Or did you do something else?”<Br>
<br>
Your voice is quieter now. “Nurse Rancy helped.”<Br>
<br>
That gets her. Liz’s whole expression shifts. Her arms drop, and she straightens. “You went to Rancy?” Her voice is a whisper now, but not a soft one. “You shouldn’t have.”<br>
<Br>
You hesitate. “Why?”<br>
<br>
Liz leans in. “Because girls come out of that room different. I’ve seen it. Just little changes. But they stick.”<br>
<br>
You start to reply, but she cuts you off. “It was on my list to look into. I didn’t know it would hit you first.”<Br>
<br>
You nod slowly. “I’m fine with it.”<br>
<Br>
Liz doesn’t answer right away. Just watches you. Finally, she gives a slow nod. But the concern doesn’t leave her face.<Br>
<<else>>
You glance away. “I went to see Nurse Rancy,” you say quietly. “She injected me with something. It felt magical.”<br>
<br>
Liz’s eyes widen slightly. “You let her stick something in you?” She winces. “Jesus.”<br>
<br>
“She changed me,” you say. “I didn’t expect this. I thought I was just playing along.”<br>
<br>
Liz’s face tightens. “Yeah, well. You’re not the first. I’ve seen it. Subtle stuff. Behaviour. Posture. Girls who start smiling too much.”<br>
<Br>
“You could’ve warned me,” you say.<Br>
<Br>
“I was working on it,” she replies. “Had it flagged, just hadn’t made the move yet.”<Br>
<Br>
She sighs. “That’s on me. But now you know.”<Br>
<Br>
You nod. “What should I do?”<Br>
<Br>
Liz’s jaw tightens. “Avoid her. That’s the first step. Whatever she’s got planned, it’s not something you want to be a part of.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<EventsCheckEnd "DialogueElizabeth" "ElizabethReactShort">><<set $ElizabethDialogue to "Event">><</link>>
<</if>><<set $ConversationRoot = passage()>>
<<EmilyCorruptionCheck>>
<<SiblingBondCheck>>
<<switch $EmilyDialogue>>
<<case "Makeup">>
<<if $PlayerCharacter.female is true>>
“Can you help me do my make-up?” you ask her. <br>
<br>
Emily raises an eyebrow. "This is a role reversal. Until recently I was asking you."<br>
<br>
"You know your face better," you reply.<br>
<br>
She shrugs. "Okay. Let's go to the bathroom. This better be worth it."<br>
<<else>>
“Can you help me do my make-up?” you ask her. <br>
<br>
For a moment she just stares at you. “Fine. Let’s go to the bathroom. This had better be worth it.”<br>
<</if>>
<br>
You follow her as she leads you to the bathroom. She instructs you to sit on the bath rim and she takes out a number of products from the cabinet.<br>
<br>
For the next fifteen minutes, Emily applies a variety of products to your face. She works quickly and silently, having done this time and time before. You sit passively as creams are worked across your face, powder is peppered over your skin and gloss is pressed against your lips.<br>
<br>
“Hold still,” she says when you squirm. “We’re almost done.”<br>
<br>
Finally, Emily steps back and looks at you. “There. Take a look.” She nods towards the bathroom mirror.<br>
<br>
You stand up and glance at your reflection. The face of Emily stares back at you, but it’s not the image you’ve become accustomed to. Her eyes look large and radiant. Her lips are glossy and pronounced. Her skin is smooth and clear of the blemishes you’ve noticed as you’ve inhabited her body.<br>
<br>
You look cute.<br>
<br>
<i>Or do you mean sexy?</i><br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Emily" "Makeup">><</link>>
<<case "Outfit">>
<<if $PlayerCharacter.female is true>>
“Do you think you could help me pick out some clothes?” you say to her quietly.<br>
<br>
She smirks a little. "You might recognise a few things. I haven't got a lot that you didn't hand down to me."<br>
<br>
"At least I'll like them", you reply.<br>
<br>
Emily shrugs. "Let's go have a look in wardrobe, then."<br>
<<else>>
“Do you think you could help me pick out some clothes?” you say to her quietly.<br>
<br>
She rolls her eyes. “You’re really going all in on this aren’t you? Fine. Let’s go to my room.”<br>
<</if>>
<br>
You follow Emily into her bedroom and sit down on her bed as she looks through her wardrobe. “If it were me, I’d just wear something casual. You don’t want to give him any ideas. She pulls out a pair of jeans and a T-shirt. What about this?”<br>
<br>
You glance at her selection, remembering that Dennis asked you to wear something nice. You don’t think that jeans and a T-shirt was what he had in mind.<br>
<br>
<<ActionsHeader>>
<<link "Agree with her selection" "EmilyDialogue">><<set $EmilyDialogue to "Jeans">><<WearOutfit "Jeans">><</link>><br>
<<link "Ask for something more feminine" "EmilyDialogue">><<set $EmilyDialogue to "Sundress">><<WearOutfit "Dress">><<Feminity 1>><</link>><br>
<<link "Ask for something sexy" "EmilyDialogue">><<Feminity 2>><<set $EmilyDialogue to "Miniskirt">><<WearOutfit "Skirt">><</link>>
<<case "Jeans">>
<<if $PlayerCharacter.female is true>>
“That's fine,” you tell her. She throws the T-shirt and jeans down on the bed. “I would say try it on, but I think the fit shouldn't be a problem.”<br>
<br>
You begin to take off your clothes, feeling a bit strange stripping down to your underwear in this form. You've changed in front of Emily more times than you can remember, but it feels foreign to do it as her. She watches you as you do so, a curious look as she observes her body from an outside perspective.<br>
<br>
"Do you think I've lost weight?" she asks, as you pick up the clothes from the bed.<br>
<br>
You pull on the jeans and T-shirt, not replying. The jeans hug your legs and the T-shirt is snug, feeling tight across your breasts. “What do you think?” you ask Emily.<br>
<br>
She walks over to you and pulls at your clothes, adjusting them slightly. “There,” she says, then adds: “You look cute.”<br>
<br>
You smile meekly at her, trying to digest how strange this scenario is for both of you. “I should get going,” you say.<br>
<br>
“Enjoy,” she deadpans. “And don’t do anything I would do. I mean it. Anything else?”<br>
<<else>>
“That will do,” you tell her. She throws the T-shirt and jeans down on the bed. “I would say try it on, but I think the fit shouldn't be a problem.”<br>
<br>
You look between her and the clothes, hesitating. She senses your reluctance. “I’ve seen it all before. Literally.”<br>
<br>
You don’t reply and once again she sighs, turning around. “I thought sisters were supposed to be okay getting undressed in front of each other,” she says.<br>
<br>
You begin to take off your clothes and pull on the jeans and T-shirt, not replying. The jeans hug your legs and the T-shirt is snug, feeling tight across your breasts. “You can turn around now,” you tell Emily.<br>
<br>
She walks over to you and pulls at your clothes, correcting how you’ve put the clothes on. “There,” she says, then adds: “You look cute.”<br>
<br>
You smile meekly at her, trying to digest how strange this scenario is for both of you. “I should get going,” you say.<br>
<br>
“Enjoy,” she deadpans. “And don’t do anything I would do. I mean it. Anything else?”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change Topics" $return>><<ChangeTopics>><<DialogueDone "Emily" "Outfit">><</link>>
<<case "Sundress">>
<<if $PlayerCharacter.female is true>>
“I was thinking, maybe a dress?” you say to your sister. Her eyebrows raise, but she turns back to her wardrobe. “You really want his help, don’t you?” <br>
<br>
She flicks through the hangers and pulls out a dress, throwing it on to the bed. It’s the sundress that you remembered Emily wearing on the holiday last year. You remember when you first changed. Seeing your toned legs stretching out from your torso, exposed as the hem clung to your thighs.<br>
<br>
"This wasn't one of mine," you say, as you pick up the cotton dress. "I remember you wearing it on holiday."<br>
<br>
"I'm surprised you noticed," she says, grinning. "Your attention was consumed by that lifeguard."<br>
<br>
You take off your clothes and pull the dress over your head, letting it fall down your body. It hangs off your shoulders, but looking down you see again how low-cut the dress is, exposing the tops of your breasts. The hem cuts off halfway down your thigh. You consider that whilst you won’t have to be careful sitting down, it shows off a lot of your toned legs.<br>
<br>
“Here,” Emily says as she emerges again from her wardrobe. She holds out a pair of sandals with a small heel to them. “These will look good with it.”<br>
<br>
You sit down on the bed again to put on the shoes. When you’re done, you stand and Emily makes some minor adjustments to how the dress rests on your figure.<br>
<br>
“You look ready for a date,” your sister says, with some reluctance in her voice. “Good luck. Anything else?”<br>
<<else>>
“I was thinking, maybe a dress?” you say to your sister. Her eyebrows raise, but she turns back to her wardrobe. “You really want his help, don’t you?” <br>
<br>
She flicks through the hangers and pulls out a dress, throwing it on to the bed. It’s the sundress that you remembered Emily wearing on the holiday last year. You remember when you first changed. Seeing your toned legs stretching out from your torso, exposed as the hem clung to your thighs.<br>
<br>
“Can you turn around?” you ask her, as you pick up the cotton dress. Again, she sighs, but she complies.<br>
<br>
You take off your clothes and pull the dress over your head, letting it fall down your body. It hangs off your shoulders, but looking down you see again how low-cut the dress is, exposing the tops of your breasts. The hem cuts off halfway down your thigh. You consider that whilst you won’t have to be careful sitting down, it shows off a lot of your toned legs.<br>
<br>
“Here,” Emily says as she turns around. She holds out a pair of sandals with a small heel to them. “These will look good with it.”<br>
<br>
You sit down on the bed again to put on the shoes, conscious to keep your legs together. When you’re done, you stand and Emily makes some minor adjustments to how the dress rests on your figure.<br>
<br>
“You look ready for a date,” your sister says, with some reluctance in her voice. “Good luck. Anything else?”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change Topics" $return>><<ChangeTopics>><<DialogueDone "Emily" "Outfit">><</link>>
<<case "Miniskirt">>
<<if $PlayerCharacter.female is true>>
“We really need his help,” you tell your sister. “I think it needs to be something... a bit more sexy.”<br>
<br>
Emily stops what she’s doing and looks at you. “This is just about getting Dennis' help, right? You’re not looking forward to this, are you?”<br>
<br>
You snort. “Of course not.” But Emily’s narrowed eyes tell you that she doesn’t believe you. <br>
<br>
She turns back to the wardrobe and rummages in the back, where you can tell she stores things she doesn’t typically wear. After a minute, she throws down two pieces of clothing on the bed. “That’s the best I can do.”<br>
<br>
You look at her choices. A denim miniskirt that you’ve only seen Emily wear a couple of times in the city, which you're certain she bought when she was a few inches shorter. And a strapless crop top that you only recall seeing her in when she went through a phase of sneaking out to parties to try and impress a boy.<br>
<br>
"Slutty enough for you?" she asks, raising an eyebrow.<br>
<br>
You take off your clothes and put the outfit on. The skirt drops just below your buttocks. You know you are going to have to be careful standing up and sitting down. <br>
<br>
The crop top warrants you taking off your bra. You pull it over your shoulders and adjust it around your breasts, feeling your nipples rub against the fabric. You feel vulnerable with your stomach exposed.<br>
<br>
“If you are going all in, you might as well wear these,” Emily says, holding out a pair of heeled platform boots. “Just be careful not to fall and twist your leg.”<br>
<br>
You sit down on the bed, keeping your legs firmly squeezed together to avoid the ever-present threat of flashing. Once you’ve put on the boots, you stand. They are higher than you are used to wearing. You are surprised that your sister has taller heels than you.<br>
<br>
Emily adjusts your crop top, then takes a step and looks you up and down. “Dennis will be very happy,” she says flatly. “Anything else?”<br>
<<else>>
“We really need his help,” you tell your sister. “I think it needs to be something... a bit more sexy.”<br>
<br>
Emily stops what she’s doing and looks at you. “This is just about getting Dennis' help, right? You’re not looking forward to this, are you?”<br>
<br>
You snort. “Of course not.” But Emily’s narrowed eyes tell you that she doesn’t believe you. <br>
<br>
She turns back to the wardrobe and rummages in the back, where you can tell she stores things she doesn’t typically wear. After a minute, she throws down two pieces of clothing on the bed. “That’s the best I can do.”<br>
<br>
You look at her choices. A denim miniskirt that you’ve only seen Emily wear a couple of times in the city, which you're certain she bought when she was a few inches shorter. And a strapless crop top that you only recall seeing her in when she went through a phase of sneaking out to parties to try and impress a boy.<br>
<br>
Looking back to Emily, you catch her judging eyes. “Do you mind?” you say quietly, motioning for her to turn around. She shakes her head, but does so.<br>
<br>
You take off your clothes and put the outfit on. The skirt drops just below your buttocks. You know you are going to have to be careful standing up and sitting down. <br>
<br>
The crop top warrants you taking off your bra. You pull it over your shoulders and adjust it around your breasts, feeling your nipples rub against the fabric. You feel vulnerable with your stomach exposed.<br>
<br>
“If you are going all in, you might as well wear these,” Emily says, holding out a pair of heeled platform boots. “Just be careful not to fall and twist your leg.”<br>
<br>
You sit down on the bed, keeping your legs firmly squeezed together to avoid the ever-present threat of flashing. Once you’ve put on the boots, you stand, taking a moment to adjust to the heels and moving around in them.<br>
<br>
Emily adjusts your crop top, then takes a step and looks you up and down. “Dennis will be very happy,” she says flatly. “Anything else?”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change Topics" $return>><<ChangeTopics>><<DialogueDone "Emily" "Outfit">><</link>>
<<case "EmilyReactionGeographyDetentionApologise">>
"I just couldn’t write those horrible lines in class” you try. “But I’m sorry."<br>
<br>
<<if _EmilyCorruptionCheck is false>>
Emily stares at you, arms still crossed, and exhales slowly. “<i>You</i> couldn’t?” she repeats, voice tight. “I have to do that everyday, <<TrueName "Current">>. I don't get a choice. And you don't if you're me, either.”<br>
<br>
She rubs her temples, clearly frustrated. “You don’t have to mean it. You just write the stupid lines and move on.”<br>
<br>
There’s a pause, and then she shakes her head, her frustration bleeding into something else. Concern. “You do realise this town doesn’t forget, right? You think Prichard’s just going to let this go? She'll be watching me closely from now on."<br>
<br>
"I'm sorry, Em," you try. "I just couldn't do it."<br>
<br>
Your sister stares hard at you, then sighs. "I get it. It's demeaning. I know."<br>
<br>
She looks away for a moment, chewing on her lip. “What happens next time, though?” she mutters, her voice quieter now. “When I walk into class, and I don’t even know what I did? If you're going to pretend to be me, a little heads-up would be nice.”<br>
<br>
"You're right," you reply. "I should have told you."<br>
<br>
She lets out a breath, rubbing her arms before finally looking back at you. “Just… don’t make this a habit,” she mutters, softer now.<br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><</link>>
<<else>>
Emily lets out a soft laugh, her frustration vanishing in an instant. “That’s what this is about?” She leans back against the cushions, shaking her head. “You really thought that was worth detention?”<bR>
<br>
She gives you an almost pitying look. “Look, Prichard expects you to fall in line. You don’t have to mean it. You just do it, and she’ll leave you alone.”<br>
<br>
Her fingers toy with a strand of her hair as she smirks. “Honestly, you made it way harder on yourself than it had to be. And that makes things harder on me.”<br>
<br>
She shakes her head, her amusement draining from her face. “Next time, don’t make things so complicated. Just do the exercise, pass my lessons and don't make my life harder because you have a crisis of conscience.”<br>
<br>
You stare back at your sister, but she looks away, clearly done with this conversation.<br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SiblingBond -1>><</link>>
<</if>>
<<case "EmilyReactionGeographyDetentionDontWorry">>
"It’s just detention,” you say. “It's all part of the plan, Em. Don’t make a big deal out of it."<br>
<br>
<<if _EmilyCorruptionCheck is false>>
Emily lets out an incredulous scoff. “Oh, sure, it’s just detention,” she snaps. “Except now I have to deal with the consequences of <i>your</i> choices.”<br>
<Br>
She shakes her head, standing up and pacing slightly. “I don’t want to be on her bad side. She remembers things. She holds grudges.” Her voice lowers slightly. “You don’t have to deal with that. <i>I</i> do.”<br>
<br>
She exhales through her nose, looking down for a moment before meeting your gaze again. “If you want to pick fights with teachers, fine,” she says, her voice quieter but firm. “But don’t drag me into it.”<br>
<br>
Her words feel less like an order and more like a quiet plea.<br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SiblingBond -1>><</link>>
<<else>>
Emily laughs, rolling her eyes. “Yeah, exactly,” she says easily. “Who cares? It’s just detention.”<br>
<br>
She stretches her arms above her head, completely relaxed. “But next time, just avoid it. Just smile at her, tell her what she wants to hear or do what she says, and move on.”<br>
<br>
To your surprise, Emily then winks. “You’d be amazed at how easy people are to handle when you give them exactly what they expect.”<br>
<br>
She watches you for a moment, tilting her head. “You really should try it sometime,” she adds, almost teasing. “It’s way easier.”<br>
<br>
Her words are light and playful. But the ease with which she says it makes something in your stomach twist.<br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SiblingBond 1>><</link>>
<</if>>
<<case "EmilyReactionCheerleaderTryoutsJustify">>
You take a breath, keeping your voice steady. "I had to get close to them. They know things about the school. This was the best way."<br>
<br>
<<if _EmilyCorruptionCheck is false>>
Emily stares at you, her frustration twisting into something more like disbelief. “You had to?” she repeats, voice tight. “You had to parade me around like some Charlton doll just to dig up dirt on the cheerleaders?”<br>
<br>
She lets out a short, bitter laugh, shaking her head. “Do you know what Christina and her little clones are like? They talk so much about, like, ‘sisterhood’ and ‘teamwork,’ but the second you don’t match their exact vibe, you’re out. And they don’t just ignore you. They ruin you.”<br>
<br>
She exhales sharply, rubbing her temples. “And now, thanks to you, I’m in. At least as far as they’re concerned. I’m supposed to sit at their table, act like I care about their stupid designer bags, laugh at their awful jokes. And if I don’t? I become their next favourite joke.”<br>
<br>
Her voice dips slightly, her fingers gripping the back of the couch. “I can’t let that happen. Which means I have to play along.” She fixes you with a hard stare. “So congratulations. You just signed me up for months of pretending to give a damn.”<br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SiblingBond -1>><</link>>
<<else>>
Emily lets out an amused laugh, shaking her head. “Ohhh, so you had a plan.” She leans back against the cushions, stretching her arms above her head. “And here I thought you just wanted to have a little fun.”<br>
<br>
She waves a hand dismissively. “Honestly? Who cares about all that? Britney, Chrissie - they’re everything in Charlton. And I’m in. That’s what matters.”<br>
<br>
She grins, her excitement bubbling over. “I used to think you were such a stick-in-the-mud, but look at you.” She giggles, shaking her head. “You actually came through for me.”<br>
<br>
She wriggles on the couch, stretching slightly before turning back to you. “Can’t wait to get out onto that pitch,” she purrs, practically glowing. “The boys are going to love it.”<br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SiblingBond 1>><</link>>
<</if>>
<<case "EmilyReactionCheerleaderTryoutsDidntConsider">>
Your stomach twists as you meet her gaze. "I didn’t really think about what it meant for you," you admit. "I just did it."<br>
<br>
<<if _EmilyCorruptionCheck is false>>
Emily lets out a sharp, incredulous laugh. “You didn’t think about it?” She presses a hand to her forehead. “You...” She stops herself, inhaling slowly before exhaling through her nose.<br>
<br>
For a second, she just stares at you, like she’s trying to understand. “Do you get what you just did?” she asks, her voice quieter now. “You didn’t just sign me up for some dumb after-school club. You made me one of them.”<Br>
<br>
She gestures vaguely, frustration bubbling up again. “Britney, Christina, all of them. The girls who walk around acting like their shoes are worth more than people’s lives. The girls who laugh at anyone who doesn’t fit their little picture-perfect idea of Charlton.”<br>
<br>
Her voice softens slightly, but it doesn’t make it any less painful. “And now, I’m one of them.” She swallows, her shoulders dropping just a little.<br>
<br>
“You want to know what the worst part is?” She lets out a small, exhausted laugh. “The boys. I already know what’s coming. The attention, the flirting, the expectations.” She shakes her head. “They’re going to see me differently now. And I can’t stop it.”<br>
<br>
You step forward, your voice low but sincere. “I’m so sorry, Emily. I got carried away. I wasn’t thinking about you, just… what I needed to do. I won’t make a decision like that again. As you.”<br>
<br>
Emily closes her eyes for a moment before sighing, finally meeting your gaze again. “Just… don’t do something like this again,” she mutters. “I know you didn’t mean to screw me over. But think next time, okay?”<br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SiblingBond 1>><</link>>
<<else>>
Emily blinks at you, then smirks, tilting her head. “Really? Because I think you do.” She lets out a small, incredulous giggle, shaking her head. “I think you know exactly what it meant for me. You're just not willing to admit that you wanted it, too?”<br>
<br>
She crosses her arms, studying you. “You saw them. The way they get treated. And you got up there and felt the eyes on you. The attention. The power.”<br>
<br>
She leans forward slightly, her voice dropping. “You wanted a taste of it. Of being them. Because they’re everything in Charlton. And you liked it.”<br>
<br>
You shake your head. "That's not it at all, Em. I just took advantage of the situation."<br>
<br>
She turns her nose up as she flicks her hair over her shoulder. “Now that concerns me. You might have done right this time, <<TrueName "Current">>. But what happens next time if your little flight of fancy goes against the grain? Are you going to cosy up to Heather Oats next, too?"<br>
<br>
You step forward, your voice low but sincere. “I’m so sorry, Emily. I got carried away. I wasn’t thinking about you, just… what I needed to do. I won’t make a decision like that again. As you.”<br>
<br>
She purses her lips. “See you don't. You don’t get how Charlton works. I do. Britney, Christina, the squad. They matter. So, here’s the deal: stay out of things at school that don't concern you. This is <i>my</i> shot. <i>My</i> future. Not yours.”
<br>
She leans back, completely at ease. “So don’t mess it up for me.”<br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SiblingBond -1>><</link>>
<</if>>
<<case "EmilyReactionMathsDetentionCurse">>
You exhale, rubbing the back of your neck. "It was the curse," you admit. "I was trying to do the work, but I couldn’t focus. I could barely keep my eyes open. It was like something was pulling me under. Everything felt hard, even when I was trying my best."<br>
<br>
<<if _EmilyCorruptionCheck is false>>
Emily lets out a sharp breath, rubbing her arms as she processes what you just said. “That’s… stupid,” she mutters, shaking her head. “You should be fine at maths. It’s your thing.”<br>
<br>
She exhales, running a hand through her hair. “So it wasn’t just that you forgot how to do it?” she asks, her tone still edged with irritation. “You were trying - but it didn’t work?”<br>
<br>
You nod. Her voice drops slightly, some of the anger fading into something more thoughtful. “That’s actually… kind of awful.”<br>
<br>
She looks away for a second, then sighs. “I know what it’s like to sit there, knowing you’re supposed to get something, but nothing clicks.”<br>
<br>
She rubs her arms, her frustration shifting into something more subdued. “Just… try to avoid it in the future, okay?” Her voice is quieter now, concern peeking through. “You don’t need to put yourself through that again.”<br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SiblingBond 1>><</link>>
<<else>>
Emily stares at you for a second before suddenly bursting into laughter. “Oh my God,” she gasps, clutching her stomach. “You... you really couldn’t do maths?”<br>
<br>
She wipes a tear from the corner of her eye, still giggling. “Man, I bet you loved that. Once top of your class, university prodigy, fumbling through equations like some clueless airhead.”<br>
<br>
She leans in slightly, eyes gleaming. “You talk a good game, <<TrueName "Current">>. About how you can use your big brain to get ahead of Charlton.” Her smirk fades slightly. “But if you can’t even handle maths anymore, then what’s the point of you going to school as me, at all?”<br>
<br>
She tilts her head, an eyebrow raised in curiosity. “Honestly, I don’t even care about this curse anymore. But if you’re too busy floundering in my classes to actually pass, maybe it’s time you stop.”<br>
<br>
Her smile sharpens. “And if I need to take Rogers up on those extra lessons?” She shrugs. “Well, Michelle doesn’t seem to mind the attention. Maybe I won’t either.”<br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SiblingBond -1>><</link>>
<</if>>
<<case "EmilyReactionMathsDetentionInvestigate">>
You take a breath and meet her gaze. "I needed to get into the Maths room alone," you say. "There’s something wrong with it. I had to investigate."<br>
<br>
<<if _EmilyCorruptionCheck is false>>
Emily’s expression flickers, her frustration twisting into something more controlled. “You needed to get into the Maths room?” she repeats slowly, voice cautious.<br>
<br>
Then her expression hardens. “So you got me detention, just so you could snoop around?”<br>
<br>
She crosses her arms, her nails digging lightly into her sleeves. “You really don’t think things through, do you?” Her voice is quieter now, but there’s an edge to it. “Rogers already gives me too much attention as it is.”<br>
<br>
She exhales sharply, glancing toward the window. “I don’t know what Michelle does in those extra lessons,” she mutters, her voice lower now. “But I don’t want to find out the hard way.”<br>
<br>
For a second, she looks like she might say more. But then she stops, lips pressing into a thin line. Whatever’s on her mind, she’s not about to share it.<Br>
<br>
She exhales, shifting slightly. “You keep saying you’re trying to figure out what’s going on.” She lifts her chin slightly, fixing you with a tired look. “Then just… figure it out. Stop making my life harder in the process.”<br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SiblingBond -1>><</link>>
<<else>>
Emily raises an eyebrow, then lets out a soft, knowing hum. “Ohhh,” she purrs. “So that’s what you were up to.”<Br>
<br>
She leans forward slightly, intrigued. “Honestly? Smart.” She flashes a grin. “You needed information, so you made an opportunity for yourself. It's not like anyone at school really cares about me getting detention. Some of the boys probably find it appealing.”<br>
<br>
She tilts her head, her smile growing. “It’s about time you started thinking like me.”<br>
<br>
There’s no irritation, no concern. Instead, she’s studying you, almost approvingly.<Br>
<Br>
She stretches, letting out a slow, satisfied sigh. “And detention doesn’t matter anyway. Rogers will get over it.” Her smile curves slightly, a glint of amusement in her eyes. “And if I do have to spend some evenings with him because of you… well. That just may be a bonus.”<br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SiblingBond -1>><</link>>
<</if>>
<<case "EmilyReactionBusinessStudiesClubProtest">>
You sigh and lean against the counter. "I need to get access to the Business Studies room. This is the best way to do it."<br>
<br>
<<if _EmilyCorruptionCheck is false>>
Emily exhales sharply, shaking her head. “Are you serious?”<br>
<Br>
She paces slightly, rubbing her arms. “Do you know what DeBussy does with what she learns?” Her voice lowers slightly. “I’ve seen it. Someone lets something slip, and suddenly, she’s got them.” She presses her lips together. “She finds out about family problems, grades slipping, secret relationships. Then she uses them. And now you are sitting in that club, handing her exactly what she wants.”<br>
<br>
Her voice drops even further, her arms tightening around herself. “It’s not just random people, you know. It’s my friends.” There’s a flicker of something raw in her expression. “People I sit with every day. People who trust me.”<br>
<br>
She looks at you again, something uncertain in her eyes. “I know you think this is important. But is it that important?” Her voice is quieter now, almost pleading. “Is finding out what’s happening worth hurting people?”<br>
<br>
She stares back at you for a moment, then looks away. “I thought you were better than that.”<br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SiblingBond -1>><</link>>
<<else>>
Emily watches you for a moment, then grins. “Now you’re starting to think like someone who actually wants to win.”<br>
<br>
She stretches, leaning back against the couch. “You’re right, of course. There’s no better way to get into that room. And DeBussy? She loves a little informant.”<br>
<br>
Then, after a pause, she tilts her head. “If you do learn anything juicy?” She flashes a smirk. “I wouldn’t mind hearing about it, too.”<br>
<br>
She taps a finger against the magazine in her lap. “You’ve got to break a few eggs to make an omelet, right?”<br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SiblingBond 1>><</link>>
<</if>>
<<case "EmilyReactionBusinessStudiesClubWouldnt">>
Your jaw tightens slightly. "No. I wouldn’t do that."<br>
<br>
<<if _EmilyCorruptionCheck is false>>
Emily exhales slowly, some of the tension leaving her shoulders. “Good,” she mutters, rubbing her temples.<br>
<br>
She finally looks up at you, something softer in her expression. “You don’t get how dangerous she is,” she says, her voice quieter now. “DeBussy gets people tangled up in her web, and once you’re in, you don’t get out.”<Br>
<br>
Her arms remain folded, but there’s no frustration anymore - just relief. “I don’t care what you’re doing in that club. But I’m glad you’re not going to throw anyone under the bus for it.”<br>
<br>
She watches you for a moment longer before sighing. “Just… be careful. Especially with DeBussy. She can make even the smartest person bend to her will.”<br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SiblingBond 1>><</link>>
<<else>>
Emily’s smirk fades, her brows pulling together slightly. “You’re kidding.”<br>
<br>
She lets out a sharp breath, rolling her eyes. “You had a way in. A way to get easy leverage, and you’re not going to use it?”<br>
<br>
She scoffs, shaking her head. “God, you still don’t get it, do you?” She leans forward slightly, her gaze hardening. “People make their own messes. If a little secret wrecks them, that’s their fault for letting it get out.”<br>
<br>
She exhales, clicking her tongue against her teeth. “But no, no, of course you have to be all noble about it.” Her voice turns mocking. “Can’t risk stepping on anyone’s delicate little feelings.”<br>
<br>
Her eyes flick toward you, assessing. “You should really start thinking about us instead of everyone else,” she mutters. “For once.”<br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SiblingBond -1>><</link>>
<</if>>
<<case "EmilyReactionMichelleBlackmailApologise">>
<<if _EmilyCorruptionCheck is false>>
You hesitate, shifting under her gaze.<br>
<Br>
"Emily, I didn’t mean for this to happen." You sigh, rubbing a hand over your face. "I got carried away. I --" You shake your head. "I shouldn’t have done that."<br>
<br>
Her lips press into a thin line. "So you did do something."<br>
<br>
You swallow. "I pushed Michelle into something she didn’t want to do. She didn’t take it well."<br>
<br>
Emily exhales sharply, arms crossing tight. "She was my only friend. The only person I had left, and you..." Her voice catches. "You took that away from me."<br>
<br>
You step closer, voice low. "I know. And I hate that I hurt you."<br>
<Br>
She won’t look at you, but her fingers grip her sleeves.<br>
<br>
"Emily," you add. “You’re the one of the few things that matters to me. I’m doing this for you. But I went too far. I’m sorry. You mean the world to me."<br>
<br>
Her shoulders tense, then slowly relax. "At least you’re admitting it," she mutters.<br>
<br>
A pause, then a sharp sigh. "Maybe she’ll come around. Just… don’t do this again, okay?"<Br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SiblingBond 1>><</link>>
<<else>>
You let out a slow breath.<br>
<br>
"I pushed her too far. I made her do something she didn’t want to do, and she resented me for it." You shake your head, voice quieter now. "I was careless. I didn’t think about what it would mean for you."<br>
<br>
Emily listens, eyes half-lidded, like she’s waiting for something.<br>
<Br>
"I’m sorry," you say finally.<br>
<br>
A beat of silence. <br>
<br>
Then she laughs. "God, <<TrueName "Current">>." She shakes her head, smirking. "You’re apologizing? For Michelle?"<br>
<br>
"You do realise she’s been sleeping her way up the Maths ladder, right? Everyone knew it. And now she’s suddenly upset that it blew up in her face?"<br>
<br>
Her gaze sharpens as she leans forward slightly, the amusement in her tone giving way to something more pointed. “I can’t keep hanging out with a social pariah. And if you are going to continue being me, you’re going to have to stop with this sentimental guilt.” She gestures vaguely with a flick of her fingers. "It makes me look weak."<br>
<br>
She clicks the TV on, her attention already shifting away. She’s done with this conversation.<br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SiblingBond -1>><</link>>
<</if>>
<<case "EmilyReactionMichelleBlackmailRumours">>
Emily’s brows furrow as you step closer, voice measured.<br>
<br>
"Emily, I didn’t want to say anything, but… Michelle wasn’t who you thought she was."<br>
<br>
She stiffens slightly. "What?"<br>
<br>
You take another breath, reversing the energy to continue the lie. "She was talking about you behind your back. Saying things. Really awful things."<br>
<br>
Her throat bobs, uncertainty flickering across her face. "No." But her voice wavers. "She wouldn’t -"<br>
<br>
"I wouldn’t lie to you about this."<br>
<br>
<<if _EmilyCorruptionCheck is false>>
Emily’s breath catches, her fingers tightening around her sleeves.<br>
<br>
"No." Her voice is suddenly firm, steady. "You’re lying. You just want to make yourself feel better."<br>
<br>
Her gaze hardens, something breaking between you in real-time.<br>
<Br>
"I thought I could trust you."<br>
<Br>
She turns her head, looking away from you, signalling this conversation is over.<br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SiblingBond -1>><</link>>
<<else>>
Emily doesn’t react right away. She just exhales, slow and controlled, tilting her head in thought.<bR>
<br>
Then, after a long pause, she smirks. "Figures."<bR>
<Br>
She scoffs lightly, shaking her head. "This is Charlton, after all. Half the girls here would shove their best friend under a bus if it meant getting ahead."<br>
<Br>
Her gaze flickers back to you, something calculating in her expression. "Looks like you’re looking out for me, after all."<br>
<br>
She taps a finger against her thigh, considering. "Guess I’ll have to find a new best friend." A slow, knowing smirk. "Shouldn’t be too hard."<br>
<br>
She turns to the kitchen table and picks up a magazine, already losing interest in the conversation.<br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SiblingBond -1>><</link>>
<</if>>
<<case "EmilyReactionDennisBlackmailCreep">>
You exhale, crossing your arms as you meet Emily’s gaze. "I needed to get into the AV cupboard."<br>
<br>
Her brows lift slightly, waiting for you to continue.<br>
<Br>
"So I persuaded him that it was in his best interests to give me his key." You shrug, keeping your tone even. "Or everyone would find out what he’s been up to."<br>
<br>
Emily frowns. "And what exactly has Dennis been up to?"<br>
<br>
You hesitate for a beat before answering. "Taking pictures of girls without their knowledge. Being a creep."<br>
<br>
Her expression shifts. Not immediately angry, but processing.<br>
<br>
"I did what needed to be done."<br>
<<if _EmilyCorruptionCheck is false>>
Emily’s frown deepens, her lips pressing into a tight line.<Br>
<br>
"That’s not for you to decide."<br>
<Br>
She leans forward, setting her book aside. "I don’t care if Dennis is weird, or even if he is a creep. That doesn’t give you the right to treat him like dirt."<br>
<br>
Her voice lowers, her gaze searching yours. "You’re acting as me, remember? So it’s not you being mean. It’s me. And I don’t treat people like that."<br>
<br>
She exhales, shaking her head. "People in this school are already cruel enough. You don’t need to add to it."<br>
<br>
She stands up abruptly, rubbing a hand over her face as she walks past you. "I don’t want to talk about this anymore."<br>
<br>
The disappointment in her voice lingers long after she’s gone.<br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SetNPCLocation "Emily" $dayCurrent $periodCurrent "EmilysRoom">><<SiblingBond -1>><</link>>
<<else>>
Emily snorts, setting her magazine aside.<Br>
<br>
"So, he finally got what was coming to him."<br>
<br>
She swings her legs over the edge of the sofa, stretching leisurely. "Honestly, I always knew he was up to something. Charlton has its fair share of creeps. It’s about time someone put at least one of them in their place."<br>
<br>
There’s no sympathy in her voice. No hesitation. Just quiet approval.<bR>
<br>
She smirks, tapping her nails against the arm of the couch.<br>
<br>
"I like this side of you, <<TrueName "Current">>."<br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SiblingBond 1>><</link>>
<</if>>
<<case "EmilyReactionDennisBlackmailHallPassLie">>
You practice your best sympathetic grimace, before looking at Emily directly. "I called him out for his hobby. Told him how creepy it was."<br>
<br>
Emily tilts her head, watching you carefully and waiting for you to continue.<br>
<Br>
"The photos he takes," you clarify. "Of girls. Without them knowing. You know he puts his camera in private places, don't you?"<br>
<br>
<<if _EmilyCorruptionCheck is false>>
Emily's nose rolls with disgust. She sighs again. "It's gross."<Br>
<br>
You nod, feeling emboldened by her reaction to your lie. "That's what I thought. And I couldn't let it pass without saying something."<br>
<Br>
Watching Emily, you see the conflict on her face. She seems to be studying you. "I guess that's only right," she says after a moment. "But I don't like the thought of you doing things as me without asking first."<br>
<br>
"You would have preferred I didn't say anything?" you ask her, letting a degree of frustration creep into your voice. Inwardly, you note a sense of pride in your performance.<br>
<br>
Her voice lowers, her gaze searching yours. "You’re acting as me, remember? So it’s not you doing things. It’s me. So just be careful with your chivalry. People tend to notice that at Charlton."<br>
<br>
"Noted," you reply, offering an apologetic smile. "I'll be careful."<br>
<br>
She nods. "Thank you."<br>
<br>
She returns back to her books, satisfied with your lie.<br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><</link>>
<<else>>
Emily snorts and chuckles to herself. "Finally finding your balls as a girl, <<TrueName "Current">>?"<br>
<br>
She swings her legs over the edge of the sofa, looking up at you with a grin. "Maybe if girls are calling him out now, he'll think twice about taking more photos. Thanks, <<TrueName "Current">>"<br>
<br>
You only reply with a polite smile, not wishing to press your win further than necessary. She seems to be mulling something over as she watches you.<bR>
<br>
"In fact, maybe I'll have a chat to Jake," she says finally. "It might take a real man to knock some sense into him. No offence."<br>
<br>
She titters, turning her attention back to her nails. Lost in thoughts that bring a smirk to her face. And your own mind dwells on her final comment, pondering exactly what she meant.<br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SiblingBond 1>><</link>>
<</if>>
<<case "EmilyReactionDennisBlackmailHallPassTruth">>
You sigh deeply, the guilt setting in. "I needed a hall pass from him. To investigate the boy's lessons."<br>
<Br>
Emily narrows her eyes. "What did you say?"<br>
<Br>
You hesitate, choosing your words carefully. "Just that if he didn't speak to Harrow about getting me a hall pass, I'd tell everyone about the photos he’s been taking of girls."<BR>
<br>
Emily’s eyes narrow further. "Blackmail?"<br>
<br>
You shrug. "He kind of deserved it."<br>
<br>
<<if _EmilyCorruptionCheck is false>>
Emily’s expression hardens. "That's not the point," she mutters. "I don't care how much of a creep he is. You shouldn't act like everyone else does in this town."<br>
<br>
You hear the tone of your voice grow defensive. "You think it's okay what he's been doing?"<Br>
<br>
"Of course not!" she retorts, matching your tone. "But that doesn't give you the right to bully him. There's plenty of other people at school who deserve to be treated worse. You're just picking on him because he can't fight back."<Br>
<br>
"I can't believe you're defending him!" you spit.<Br>
<br>
Emily's nose turns up, almost snarling. "Oh please," she replies. "You don't care about what he's done. You're just using it to justify you being like... one of them."<Br>
<Br>
Silence sets in, but Emily doesn't look away. Only after a long moment does she break the tension by taking a deep breath and closing her eyes.<Br>
<Br>
"Don't become like everyone else, <<TrueName "Current">>. What's the point in us doing all of this if we're just going to blend in anyway."<br>
<br>
Without looking back at you she turns back to her books, leaving you standing there.<br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SiblingBond -1>><</link>>
<<else>>
Emily lets out a sharp cackle. "He's just a loser," she spits. "I don't blame you for taking advantage of that."<br>
<br>
You give her a look, conflicted between winning Emily to your side and hearing this tone from your sister. "I didn't enjoy it."<bR>
<br>
That makes her raise an eyebrow. "Oh really? Come on, <<TrueName "Current">>. Tell me there wasn't a rush inside as you watched his face fold. He must have been heartbroken. He fancies you, you know?"<br>
<Br>
"What?" you can't help but yelp back.<bR>
<Br>
"I mean, us," she clarifies. "Me. Honestly it gets so hard to keep all this clear in your head." She leans back against the sofa, her smirk widening. "Don't you agree?"<Br>
<br>
When you shift awkwardly, she titters. Her eyes sparkle with something familiar. You recognise the cause immediately - the power of your carefully chosen words. <i>Like blackmail.</i><br>
<br>
She returns to looking at her nails, seemingly done with the conversation. "Good work," she mutters.<Br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SiblingBond 1>><</link>>
<</if>>
<<case "EmilyReactionDennisBlackmailBetter">>
You sigh, rubbing the back of your neck. "I didn’t mean to make things worse for you."<br>
<Br>
Emily tilts her head slightly, watching you with quiet expectation. She doesn’t answer right away, waiting.<br>
<Br>
You exhale. "I needed to get into the AV cupboard. So I made Dennis give me his key. I told him that if he didn’t, everyone would find out about the photos he’s been taking of girls."<BR>
<br>
Emily’s lips part slightly, her brows knitting together.<br>
<br>
"You blackmailed him?"<br>
<br>
Her voice isn’t immediately angry. It’s more measured, like she’s still trying to decide how she feels about it.<br>
<br>
You shift under her gaze. "I didn’t think it would be that big of a deal. He’s the one doing something wrong."<br>
<br>
Her fingers tap lightly against her arm, silent for a moment before she exhales. "And now he’s furious with me, because of what you've done in my place."<br>
<br>
"I'm sorry," you try again. "What can I do to fix it?"<br>
<br>
<<if _EmilyCorruptionCheck is false>>
Emily’s expression softens, and for a moment, she just watches you. The disappointment lingers, but so does something else that almost looks like hope.<Br>
<br>
"Just... be better."<br>
<br>
She crosses her arms, glancing away. "There aren’t enough people in this school who actually consider how others feel. And I don’t want you turning into them."<Br>
<Br>
Emily sighs, rubbing at her arm. "Dennis is awkward, yeah. But that doesn’t mean he deserved to be treated badly. Just..." She hesitates, then looks at you again. "Please don’t be like everyone else here. Charlton’s already got enough people like that."<br>
<br>
Her voice drops slightly. "Just be better."<br>
<br>
You meet her gaze, nodding. "Yeah. I promise."<br>
<Br>
Her shoulders loosen, her lips pressing into something close to a smile.<br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SiblingBond 1>><</link>>
<<else>>
Emily lets out a sharp laugh, shaking her head.<br>
<br>
"Fix it? <<TrueName "Current">>, what exactly do you think needs fixing?"<br>
<br>
She leans back against the sofa, her smirk widening. "You got Dennis to do us a favour, whether he wanted to or not. Nothing to fix."
<br>
Her expression flattens, amusement giving way to something colder.<br>
<br>
"If you keep second-guessing yourself like this, people are going to start seeing me as weak." She tilts her head, her eyes narrowing slightly. "And that’s not a good look for me."<Br>
<br>
She picks up her magazine again, flicking to a new page with a decisive snap.<br>
<br>
"Don’t make a habit of this whole... guilt thing, <<TrueName "Current">>. It’s not very becoming."<br>
<br>
With that, she doesn’t even glance up again, the conversation effectively over.<Br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SiblingBond -1>><</link>>
<</if>>
<<case "EmilyReactionHeatherBlackmailComeClean">>
<<if _EmilyCorruptionCheck is false>>
You hesitate, then exhale, rubbing the back of your neck. "Yeah," you admit. "I might have… said something to her."<br>
<br>
Emily raises an eyebrow. "What did you do?"<br>
<br>
You shift your weight slightly, trying to frame it in the best possible way. "I needed the gym key. So I, uh… persuaded her."<br>
<br>
Emily’s expression sharpens. "Persuaded her?"<br>
<br>
You clear your throat. "I had some photos of her. In the gym. Cleaning.”<br>
<br>
Emily frowns, inviting you to continue. “She doesn’t clean fully clothed, if you know what I mean. And I told her that if she didn’t help me, well… you know other people would see them."<br>
<br>
There’s a beat of silence. Emily stares at you, unblinking. "You blackmailed her."<br>
<Br>
Her voice isn’t angry at first. Just flat. Disbelieving. She exhales sharply, sitting up straighter. "You do remember that’s exactly what that school does to its students, right? It forces people to do things they don’t want to do. And now you’re doing the same thing."<Br>
<br>
You don’t respond, feeling the tension hanging in the air.<br>
<br>
"Heather already has to play by the school's rules,” Emily continues, anger now in her voice. “And now she has to play by yours too? Jesus, <<TrueName "Current">>."<br>
<br>
She shakes her head, eyes dark with disappointment.<br>
<Br>
"I can’t believe you’ve become that person."<br>
<Br>
She doesn’t wait for your response. She just stands, grabs her tea, and heads upstairs without another word.<Br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SetNPCLocation "Emily" $dayCurrent $periodCurrent "EmilysRoom">><<SiblingBond -1>><</link>>
<<else>>
You hesitate, then exhale, rubbing the back of your neck. "Yeah," you admit. "I might have… said something to her."<br>
<Br>
Emily raises an eyebrow. "What did you do?"<Br>
<Br>
You shift your weight slightly, trying to frame it in the best possible way. "I needed the gym key. So I, uh… persuaded her."<br>
<br>
Emily’s expression sharpens. "Persuaded her?"<br>
<br>
You clear your throat. "I had some photos of her. In the gym. Cleaning.”<br>
<br>
Emily frowns, inviting you to continue. “She doesn’t clean fully clothed, if you know what I mean. And I told her that if she didn’t help me, well… you know other people would see them."<br>
<br>
There’s a beat of silence. Then, to your surprise, she actually laughs. "So that’s what’s got her all twitchy?" <br>
<Br>
She leans back against the sofa, smirking. "Heather got herself into that situation. If she didn’t want to be blackmailed, she shouldn’t have been in that gym. Doing that."<Br>
<br>
You say nothing, studying your sister carefully.<br>
<Br>
"There are other ways to get out of punishment at Charlton," she continues. "But Heather is too timid to look after herself. And now she’s facing the consequences for it."<Br>
<Br>
She tilts her head, looking at you with something close to approval.<Br>
<br>
"Good work, <<TrueName "Current">>."<br>
<Br>
She returns to looking at her nails, completely unbothered.<Br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SiblingBond 1>><</link>>
<</if>>
<<case "EmilyReactionHeatherBlackmailLie">>
<<if _EmilyCorruptionCheck is false>>
You shake your head. "I have no idea what Heather’s problem is."<br>
<br>
Emily studies you carefully. "She wouldn’t even look at me," she re-iterates. "I’ve never had a conversation with her in my life, and suddenly, she acts like I’m radioactive."<br>
<Br>
You shrug, keeping your expression neutral. "She’s always been timid," you say. "Maybe she’s just struggling recently."<br>
<br>
Emily narrows her eyes slightly. "What do you mean?"<Br>
<br>
Your mind races, trying to expand upon your throw-away lie. <br>
<br>
"I’ve just… noticed things," you say quickly. "She’s shy to the point of paralysis. She probably has a ton of anxiety. Maybe she’s having a bad week. Or a bad month."<br>
<Br>
You pause, then add gently: "You need to give her some leniency, Em."<Br>
<br>
Emily blinks, considering. After a moment, she nods.<Br>
<br>
"Maybe you’re right," she mutters, exhaling. "I mean, I don’t know what’s going on with her."<br>
<br>
She leans back into the sofa. "You’re kind to think about what she might be going through."<Br>
<br>
You force a small smile, as she gives you a warm smile as she looks at you with admiration. "I won’t take it personally, then."<br>
<br>
You can only nod. She believes you. And she’s impressed at how much support you’re showing Heather and her issues. <br>
<br>
<I>Even if you’ve made them up entirely.</i><br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SiblingBond 1>><</link>>
<<else>>
You shake your head. "I have no idea what Heather’s problem is."<Br>
<br>
Emily studies you carefully. "She wouldn’t even look at me," she re-iterates. "I’ve never had a conversation with her in my life, and suddenly, she acts like I’m radioactive."<Br>
<br>
You shrug, keeping your expression neutral. "She’s always been timid," you say. "Maybe she’s just struggling recently."<Br>
<br>
Emily narrows her eyes slightly. "What do you mean?"<br>
<br>
Your mind races, trying to expand upon your throw-away lie. <br>
<br>
"I’ve just… noticed things," you say quickly. "She’s shy to the point of paralysis. She probably has a ton of anxiety. Maybe she’s having a bad week. Or a bad month."<Br>
<br>
You pause, then add gently: "You need to give her some leniency, Em."<br>
<br>
Emily stares back at you for a moment. Then laughs. It’s not her usual laugh. It’s sharp. Almost mocking.<Br>
<Br>
"What? You’re blaming it on issues?"<br>
<br>
You shrug, keeping your expression neutral. "She’s shy to the point of paralysis. She must have tremendous anxiety. She probably has bad days. Or weeks."<br>
<Br>
Emily rolls her eyes. "Sounds like she’s just weak."<br>
<Br>
You blink, struggling to digest what she’s just said.<Br>
<br>
Emily tilts her head, smirking slightly. "People who can’t handle pressure don’t deserve a break, <<TrueName "Current">>. That’s just how it works. She’ll either learn how to survive, or she’ll get eaten alive."<Br>
<br>
She leans forward slightly, her voice softer but pointed.<Br>
<Br>
"And you? You need to learn that, too."<Br>
<br>
There’s something unsettling about how calmly she says it.<Br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SiblingBond -1>><</link>>
<</if>>
<<case "EmilyReactionBeachRelComeConfess">>
<<if _EmilyCorruptionCheck is false>>
You exhale slowly and move to sit next to her. Emily flinches back slightly. She doesn’t move away. But she doesn’t lean in, either.<br>
<br>
Taking a deep breath, you start talking. "I learned from Heather that Beach gives a key to regular losers in PE. So they can clean the gym after lessons. I failed PE on purpose to get close to him. To get the key. And things got carried away."<br>
<br>
Emily’s breath catches. She stares at you in horror. “You… slept with him?”<Br>
<br>
“No!” you spit out. “Not that.” After seeing her continuing look, you add. “Something else.” <Br>
<br>
You remember back to your encounter with Beach. Too late you realise that you’re running your tongue over your lips. Emily instantly reacts with revulsion. <br>
<Br>
“That’s…” she tries. “I can’t.”<br>
<br>
Silence hangs in the air. You wait for her to look back at you. But she doesn’t, rubbing her face with her hands.<Br>
<br>
“I can’t believe what I’m hearing,” she says, still not meeting your eyes. “It’s bad enough that you failed one of my lessons on purpose. The whole reason I gave you the amulet was to help my studies.” <Br>
<br>
Her shoulders tremble. She finally looks back to you. Her brown eyes cold. "And you’ve done that with one of my teachers?”<br>
<br>
She laughs, a bitter, broken sound. "Did you even think about what that would mean for me? Do you even care about me anymore?"<br>
<br>
You press your lips together. "I did it to get access to the gym. To help rid you of these curses."<Br>
<br>
Emily shakes her head and stands abruptly. "I don’t believe you anymore. You’re disgusting. I don’t know what’s happened to you, but I can't even look at you anymore."<Br>
<br>
She walks away.<br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SetNPCLocation "Emily" $dayCurrent $periodCurrent "EmilysRoom">><<SiblingBond -1>><</link>>
<<else>>
You exhale slowly and move to sit next to her. Emily flinches back slightly. She doesn’t move away. But she doesn’t lean in, either.<br>
<br>
Taking a deep breath, you start talking. "I learned from Heather that Beach gives a key to regular losers in PE. So they can clean the gym after lessons. I failed PE on purpose to get close to him. To get the key. And things got carried away."<br>
<br>
Emily leans back, crossing her legs. Her brows narrow. “You fucked him, didn’t you?”<br>
<br>
“No!” you spit out. “Not that.” After seeing her continuing look, you add. “Something else.”<Br>
<br>
You remember back to your encounter with Beach. Too late you realise that you’re running your tongue over your lips. Emily snorts with derision.<Br>
<Br>
“You tramp,” she spits. "Did you ever consider you’re risking my reputation with this type of behaviour? What that would mean for me if people found out? Do you even care about my place in Charlton?"<br>
<br>
You inhale. "I did it to get access to the gym," you try.<br>
<br>
Emily laughs. "I don’t believe you."<br>
<br>
You freeze, staring at her. A cruel grin spreads on her face. "You’re starting to enjoy it, aren’t you? Being a submissive little girl. Sucking off your teachers like a cheap little slut.”<br>
<br>
The words catch you. You don’t know how to respond.<br>
<br>
Her smile fades, replaced only with disdain. "But that’s not me. If you want to indulge in some student teacher fantasy, find a way to do it as yourself. But don’t risk ruining my life."<br>
<br>
She stands up. "I have a future here. Unlike you."<br>
<Br>
Emily walks off.<Br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SetNPCLocation "Emily" $dayCurrent $periodCurrent "EmilysRoom">><<SiblingBond -1>><</link>>
<</if>>
<<case "EmilyReactionBeachRelBluff">>
<<if _EmilyCorruptionCheck is false>>
You exhale slowly and move to sit next to her. Emily flinches back slightly. She doesn’t move away. But she doesn’t lean in, either.<br>
<BR>
Taking a deep breath, you start talking. "I learned from Heather that Beach gives a key to regular losers in PE. So they can clean the gym after lessons. I failed PE on purpose to get close to him. To get the key. But nothing happened."<Br>
<Br>
Emily raises an eyebrow, almost hopeful. “Nothing?”<br>
<Br>
“Nothing,” you lie.<Br>
<Br>
She takes a deep breath. You can sense some anger leaving her. "Then why did Coach Beach say those things?"<br>
<Br>
You shrug. "Because he’s a pervert. He’s just pushing his luck, Em. Look --" You pull out the gym key and wave it in the air. "I got what we needed. That’s the end of it."<Br>
<br>
Emily’s eyes flick between you and the key. She takes another deep breath, then relaxes, sinking deep into the sofa.<br>
<br>
"I thought you…" She shakes her head. "Did something with one of my teachers. As me. I thought the school had got to you, too."<br>
<br>
You force a smile, trying to fake a laugh. “I wouldn’t do that, Em. I would never risk your reputation like that.”<Br>
<br>
You lean towards her a little before continuing. “Hey, I’m sorry for failing your PE lesson on purpose. It was just a means to an end.”<br>
<br>
Emily nods, offering you a polite smile. “It’s okay,” she says quietly. “I forgive you. I’m just glad I was wrong.”<br>
<br>
She reaches over and squeezes your hand. "I’m glad I’ve got you on my side."<br>
<br>
You smile at her, reassuring. She finally lets go and returns her attention elsewhere, picking up a magazine.<Br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SiblingBond 1>><</link>>
<<else>>
You exhale slowly and move to sit next to her. Emily flinches back slightly. She doesn’t move away. But she doesn’t lean in, either.<br>
<br>
Taking a deep breath, you start talking. "I learned from Heather that Beach gives a key to regular losers in PE. So they can clean the gym after lessons. I failed PE on purpose to get close to him. To get the key. But nothing happened."<Br>
<Br>
Emily raises an eyebrow, a crooked smile lingering. “Nothing?”<br>
<br>
“Nothing,” you lie.<br>
<br>
She tilts her head, as she watches you. "Then why did Beach say those things?"<br>
<br>
You shrug. "Because he’s a pervert. He’s just pushing his luck, Em. Look --" You pull out the gym key and wave it in the air. "I got what we needed. That’s the end of it."<br>
<br>
Emily’s eyes flick between you and the key. She then smiles, sinking deep into the sofa.<Br>
<br>
"I’m impressed, <<TrueName "Current">>. That’s how you do things around here. Tease, but don’t give in. Girls who don't understand that end up working at Dicks. Or worse.”<br>
<Br>
You force a smile, trying to fake a laugh. “I wouldn’t do that, Em. I would never risk your reputation like that.”<Br>
<br>
You lean towards her a little before continuing. “Hey, I’m sorry for failing your PE lesson on purpose. It was just a means to an end.”<br>
<Br>
Emily laughs. “Oh I don’t care about that.” she replies. “Just keep it up. You’re doing a better job at being me than I do."<br>
<Br>
She grins and picks up a magazine.<br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SiblingBond -1>><</link>>
<</if>>
<<case "EmilyReactionMichelleBully">>
<<if _EmilyCorruptionCheck is false>>
You take a breath. "I needed to get closer to the cheerleaders,” you tell her. "They might know something about the curse. But to get in with them, Christina demanded that I prove my place in the pecking order."<br>
<br>
Emily stares. She presses her fingers to her temples. "So, let me get this straight. You publicly shamed my best friend… just to impress Christina?"<br>
<Br>
You pause for only a moment, then silently nod.<br>
<br>
She closes her eyes and sighs. "Do you even hear yourself?" she says, quietly.<Br>
<br>
You open your mouth to respond, but she cuts you off. "You’re becoming just like them.”<Br>
<br>
“Christina and her friends ruin people for sport. They toy with them, humiliate them, make them feel worthless. And now, apparently, you’re doing it too."<br>
<br>
Her eyes glisten, but she refuses to let herself cry. "I don’t have any friends, <<TrueName "Current">>. Michelle was the closest thing I had. And you just… ruined that."<Br>
<br>
She stands abruptly, brushing past you without another word.<Br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SetNPCLocation "Emily" $dayCurrent $periodCurrent "EmilysRoom">><<SiblingBond -1>><</link>>
<<else>>
You take a breath. "I needed to get closer to the cheerleaders,” you tell her. "They might know something about the curse. But to get in with them, Christina demanded that I prove my place in the pecking order."<br>
<br>
Emily raises an eyebrow. There’s a hint of a smirk on her face. "So, you put Michelle in her place?"<br>
<br>
You pause for only a moment, then silently nod.<br>
<br>
She rolls her head around, clicking her neck. "I have to say, <<TrueName "Current">>… I’m impressed."<br>
<br>
You blink, caught off guard.<bR>
<br>
"You know,” she continues. “I never really considered the benefits of having you in my life. But if you can do things like this? Maybe it’s not so bad, having you play me after all."<Br>
<br>
Your stomach twists. She’s actually happy with your choice.<br>
<br>
"Getting close to Christina is a great idea," Emily continues. "She knows everything that happens in that school. And being in her circle? That’s where I belong. The in-crowd. It’s where I should have been from the start."<br>
<br>
She grins at you. "And thanks to you, I’m finally there."<br>
<br>
She turns back to her magazine, as if nothing out of the ordinary happened at all. Leaving you standing there.<br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SiblingBond 1>><</link>>
<</if>>
<<case "EmilyReactionElizabethBully">>
<<if _EmilyCorruptionCheck is false>>
You take a breath. "I had to, Em,” you tell her. "It’s part of the plan to get close to the cheerleaders. To see what they know about the school and magic."<br>
<br>
Her eyes flicker, daring you to go on.<br>
<Br>
"Like those girls said… I improved your social standing. Christina would have been impressed. She’ll accept you more now."<Br>
<br>
Emily laughs once. Short, bitter, and disbelieving. "Liz is the only reason we even know what’s really going on at Charlton, <<TrueName "Current">>. And now she won’t speak to me. Never mind that she’s one of the few people who actually gives me the time of day. She was literally the only person I could talk to about everything that’s happening."<Br>
<br>
She stares at you, expression unreadable. You have nothing to say to calm her down.<br>
<br>
Without a response, she rises off the sofa and walks towards the stairs. <br>
<br>
"You’re ruining my life,” she says as she passes you. <br>
<br>
Moments later, you hear her bedroom door slam.<br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<SetNPCLocation "Emily" $dayCurrent $periodCurrent "EmilysRoom">><<EndConversation "Emily">><<SiblingBond -1>><</link>>
<<else>>
You take a breath. "I had to, Em,” you tell her. "It’s part of the plan to get close to the cheerleaders. To see what they know about the school and magic."<br>
<br>
Her eyes flicker, daring you to go on.<Br>
<Br>
"Like those girls said… I improved your social standing. Christina would have been impressed. She’ll accept you more now."<Br>
<Br>
Emily holds her stare for a moment longer, before a grin spreads on her face. "You know… those girls were right."<Br>
<br>
She leans back against the sofa, crossing her arms. "Liz tries so hard with her outfits and makeup to stand out. But really? She’s just an outcast. Always has been. Always will be. She doesn’t have a future. She’ll just be on the edge for the rest of her life, trying to convince herself she’s in the right and everyone else is the problem."<Br>
<br>
She smiles at you. "I don’t need people like that in my life. She introduced us to magic. Now she’s outgrown her usefulness. You were right to use her to get closer to Christina and the cheerleaders. They are society, after all."<Br>
<Br>
She leans back into the sofa, opening her magazine again. "Good work, <<TrueName "Current">>,” she mutters as she begins reading. “Keep it up.”<Br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SiblingBond 1>><</link>>
<</if>>
<<case "EmilyReactionJakeRelKey">>
<<if _EmilyCorruptionCheck is false>>
You swallow hard. "I needed the gym key," you say carefully. “And Jake wanted that to give it to me.”<br>
<br>
Emily scoffs. She shakes her head, eyes glistening. "You did something like that… for a key?"<br>
<br>
You don’t respond.<Br>
<br>
Emily lets out a choked laugh, but there’s nothing funny about it. "With Jake?" Her voice rises slightly, cracking. "God, he’s disgusting. And now he thinks I’m one of those girls."<Br>
<br>
She runs a shaking hand through her hair. "You could have found another way. But instead, you did… that?"<br>
<br>
You nod. No words come to your lips. For a long moment, Emily stares back at you. <br>
<br>
Breaking the silence, finally, she exhales sharply. "This town," she says, with measured frustration. “That school. Look what it’s doing to us. Look what it’s doing to you. Can you honestly tell me that two months ago, you would have even dreamed of doing something like that?"<br>
<Br>
The question hangs between you, suffocating. You have no answer.<br>
<br>
Emily stares at you for another second, then shakes her head.<br>
<br>
"I don’t know you anymore."<br>
<br>
She turns and walks away.<br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SetNPCLocation "Emily" $dayCurrent $periodCurrent "EmilysRoom">><<SiblingBond -1>><</link>>
<<else>>
You swallow hard. "I needed the gym key," you say carefully. “And Jake wanted that to give it to me.”<br>
<br>
Emily laughs. Not mocking, not cruel. Just amused. "You fooled around with him… for a key?"<br>
<br>
She leans back the stair banister, studying you as she folds her arms. "Wow. I can’t believe the thing in front of me is still my <<Sibling>>. Can you imagine two months ago you being such a slut?"<Br>
<br>
The last word stings. Emily’s eyes sparkle, as if she knows the weight of the word she used. "You gave it away for something so small," she adds.<br>
<br>
“Emily, I --” you begin. But she cuts you off, her smile turning cold. <br>
<br>
"Have you ever heard of Dicks?"<br>
<br>
You blink. "What?"<br>
<br>
"The girls at school talk about it,” she purrs. “A seedy place. Where drop-outs go after they run out of options. Maybe you should just give up on all of this. You clearly don’t mind selling yourself out for not much. Why not actually get paid for it?"<Br>
<br>
You stare at her, horrified. <Br>
<Br>
Her smirk fades. "Just don’t do it as me anymore," she says, voice suddenly sharp. "I still want my reputation to remain intact."<Br>
<br>
She walks off, leaving you standing there.<br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SetNPCLocation "Emily" $dayCurrent $periodCurrent "EmilysRoom">><<SiblingBond -1>><</link>>
<</if>>
<<case "EmilyReactionJakeRelAdmit">>
<<if _EmilyCorruptionCheck is false>>
You let out a slow breath. "I don’t know why I did it," you admit. "I just wanted to. He’s got a certain… appeal."<br>
<br>
Emily watches you carefully. Then her expression softens slightly. "It’s starting to affect you too, isn’t it?"<br>
<br>
You frown.<br>
<br>
"The school,” she clarifies. “The curses. This town." She exhales, rubbing at her arm. "Two months ago you wouldn’t have even dreamed of saying that. Let alone acting on it.”<br>
<br>
“I didn’t even consider that it would get to you too," she adds softly.<br>
<br>
You still say nothing. Meeting her eyes. Feeling your own tears forming. <br>
<br>
Emily sniffs, sucking in her emotions. "I’m not going to forget what you did," she says. "But I get it. All too well. Every day, there’s a draw. To do things. To behave in certain ways. It’s exhausting."<br>
<br>
She holds her look on your own glistening eyes. There’s understanding in there, beneath the betrayal and anguish. <br>
<br>
"Maybe you should take a break from school," she murmurs. "I can handle going for a couple of days."<Br>
<Br>
She meets your gaze, voice softer.<br>
<br>
"Just… look after yourself, okay?"<Br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SiblingBond 1>><</link>>
<<else>>
You let out a slow breath. "I don’t know why I did it," you admit. "I just wanted to. He’s got a certain… appeal."<br>
<br>
Emily watches you carefully. Then grins. "You little minx."<br>
<br>
She laughs, shaking her head. "I was wondering how you were adjusting, but now I see it. You’re starting to see the benefits of Charlton’s ways, aren’t you?"<br>
<br>
You look up at your sister, trying to make sense of her words. There’s no irony there. She is being serious. <br>
<br>
"A little charm,” she continues, her voice purring. “A little flirting. A few favors for the boys. It makes things so much easier than the grind. Why bother trying to be the best when you can just use what you’ve been naturally given?"<br>
<Br>
She taps a finger against her lips, considering. "Maybe I should take Jake up on his offer. Sample him myself."<br>
<br>
She laughs again, shaking her head.<br>
<br>
"You’re going to fit in here just fine, <<TrueName "Current">>. Just make sure you're discreet."<br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SiblingBond 1>><</link>>
<</if>>
<<case "EmilyReactionOlafPhotos">>
<<if _EmilyCorruptionCheck is false>>
You take a slow breath. You try not to look down at the photo.<br>
<Br>
"Olaf has access to everywhere in the school," you begin. "He has a skeleton key to every room. So instead of wasting time trying to find another way, I convinced him to give it to me."<br>
<Br>
Emily derisively laughs. "Convinced him?" Her fingers dig into the table, gesturing to the photo. "Is this how you convinced him?"<br>
<Br>
You open your mouth, but she cuts you off. "You’re abhorrent. Look at this.” She shoves the photo toward you. "I look like a porn star. You let him see me like this."<Br>
<br>
You try to reassure her. "Olaf keeps the photos for his collection. They won’t get out."<br>
<br>
"That’s not the point,” Emily snaps. She stands abruptly, her chair scraping against the floor. "He’s seen me like this. He’s seen everything. And you had no right to give him that."<br>
<br>
She clenches her jaw, letting the words hang in the air. When she speaks again, you note that her venom has been lessened, just a bit.<Br>
<br>
"I can’t even imagine what he does while he’s in his cot, looking at them. Or rather, I can. And I don't want to." <br>
<br>
Her shoulders tremble, but she looks at you summoning as much confidence as she can muster. "My body --" she swallows, voice tight, "is not a doll for you to use. When you are me, you act as I would. That means no flaunting. No flirting. No posing for lurid photos. Got it?"<Br>
<br>
You can only nod. <Br>
<br>
She inhales sharply, then shakes her head. "I thought I didn’t need to tell you that,” she mutters. "I thought you had more respect for me. Clearly, I was wrong."<br>
<br>
She walks off.<br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SetNPCLocation "Emily" $dayCurrent $periodCurrent "EmilysRoom">><<SiblingBond -1>><</link>>
<<else>>
You take a slow breath. You try not to look down at the photo.<br>
<br>
"Olaf has access to everywhere in the school," you begin. "He has a skeleton key to every room. So instead of wasting time trying to find another way, I convinced him to give it to me."<Br>
<br>
Emily slams her hand against the table. The photo crinkles beneath her palm. "I don’t care if this would stop every single curse forever," she spits. She snatches the photo up, holding it between two fingers like it disgusts her. "Look at this."<br>
<br>
Her eyes blaze. "I look like the school slut."<br>
<br>
She throws the photo onto the table. "Do you have any idea what this would do to my reputation if people saw this?"<br>
<br>
You try to explain. "Olaf keeps the photos for himself. They won’t get out."<Br>
<br>
Emily lets out a sharp laugh. "You think things like this stay secret for long? Charlton is kill or be killed. If anyone sees that, my school life is ruined."<Br>
<br>
You try again. "I did it to help remove the curses --"<br>
<br>
Emily cuts you by pushing her chair back, suddenly rising up to her feet. She leans over the table, scowling at you. "I don’t care."<Br>
<br>
Her voice is low, sharp. Dangerous. "My body isn’t a plaything for your sick indulgence," she spits. "Charlton only favors respectable girls. You’re not going to ruin that for me."<br>
<br>
She stares back at you, letting the words hang. Then a smile forms on her face. "And if you do. If I end up a social pariah? Maybe that amulet will just go missing one of these days. While you’re me."<br>
<br>
You freeze. Her smile widens, sweet and venomous. "Unless,” she says, pausing, as she pretends to mull something over. “I’ve heard rumors at school of a few places outside of town. Places where people pay for girls who act like that." She gestures to the photo. "Maybe that’s the life you really want."<Br>
<Br>
She turns on her heel.<Br>
<Br>
"But it’s not for me."<br>
<br>
She walks away.<br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SetNPCLocation "Emily" $dayCurrent $periodCurrent "EmilysRoom">><<SiblingBond -1>><</link>>
<</if>>
<<case "EmilyReactionJenShoppingComeClean">>
<<if _EmilyCorruptionCheck is false>>
You let out a sigh, taking a seat beside her. "I'm sorry, Em. It was Christina. She wanted me to prove myself. Make it clear whose side I was on."<br>
<br>
Emily's eyes widen, disbelief flickering across her face. "Whose side?" she snaps. "Jennifer isn't some random stranger. You deliberately hurt her just to impress Christina?"<br>
<br>
"I thought it was the only way to get close to Christina," you admit quietly. "I didn't think Jen would take it this badly."<Br>
<br>
Emily rises suddenly, her fists clenched in frustration. "You didn't think at all! She’s practically family. What's going to happen next time she comes around? You expect me to fix this for you?"<Br>
<br>
You hesitate. "Look, Jen will forgive us. Just apologise --"<br>
<br>
Emily cuts you off sharply. "I shouldn't be apologising. You should be making this right." She shakes her head, turning away. "I can’t believe how short-sighted you're being."<Br>
<br>
Without another word, she storms out, leaving you alone with the weight of what you've done.<Br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SetNPCLocation "Emily" $dayCurrent $periodCurrent "EmilysRoom">><<SiblingBond -1>><</link>>
<<else>>
You let out a sigh, taking a seat beside her. "I'm sorry, Em. It was Christina. She wanted me to prove myself. Make it clear whose side I was on."<br>
<br>
Emily laughs aloud, clearly entertained by your candour. "You actually did that? You chose Christina over Jennifer?"<br>
<br>
"I thought it was the only way to get close to Christina," you admit quietly. "I didn't think Jen would take it this badly."<br>
<br>
Emily's eyes glitter approvingly. "You know what? I agree. [Jennifer's cute / Jennifer’s nice], but she's replaceable. You should start looking at who else is available around town. Someone more useful."<br>
<Br>
You arch an eyebrow. "Like who?"<Br>
<br>
Emily smirks knowingly. "Maybe Annie, that secretary at your work. She seems fun. Give it some thought. Decide if Jennifer is really the best choice for you."<Br>
<br>
She turns away, picking up her phone with a satisfied smile. "I'm impressed, by the way. Good job thinking what’s going to benefit us."<br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SiblingBond 1>><</link>>
<</if>>
<<case "EmilyReactionJenShoppingLie">>
<<if _EmilyCorruptionCheck is false>>
You hold Emily's gaze steadily, pushing down your guilt as you spin your explanation. "Jen hasn't been herself lately," you say softly, feigning concern. "She’s been distant and weird around me too, holding back and not talking about what's bothering her. Honestly, I don’t know what's up with her lately."<Br>
<br>
Emily tilts her head, the hardness in her eyes softening into concern. "Really? I hadn't noticed," she says, visibly relaxing as her suspicion shifts. "Has she said anything? Do you think something's wrong with her parents, maybe?"<br>
<Br>
You seize the chance, shaking your head sadly. "I don't know, Em. She keeps things to herself lately. Like there's a wall up or something. It's been difficult."<br>
<br>
Emily nods sympathetically, a softness replacing her earlier guarded expression. "I'm sorry. That sounds tough," she murmurs gently, reaching out to pat your hand reassuringly. "If you need someone to talk to, you know I'm here for you."<Br>
<br>
As she settles back into the sofa, turning her attention to a book on the coffee table, you feel a pang of remorse. You've salvaged the moment and won Emily over, but at the cost of deceiving her further. <br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SiblingBond 1>><</link>>
<<else>>
You shake your head dismissively. "Jennifer's just been acting weird lately, holding things back. She's being distant. I don't know what's going on with her."<br>
<br>
Emily tilts her head, watching you carefully. "Is that right?"<Br>
<br>
You nod earnestly. "Yeah, she's definitely hiding something. It's making things difficult."<Br>
<br>
Emily's smile suddenly fades, replaced by a cold glare. "You really think I can't see through that pathetic attempt at a lie?"<br>
<br>
Caught off guard, you falter. "Em -"<br>
<br>
"Save it," Emily snaps sharply. "I don't know why you're trying to feed me this nonsense, but it's embarrassing."<br>
<br>
She rises abruptly, irritation clear in every movement. "If you’re going to lie to me, at least do it convincingly. I expect better from you."<Br>
<br>
Without another glance, she leaves the room, disappointment lingering in her wake.<br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SetNPCLocation "Emily" $dayCurrent $periodCurrent "EmilysRoom">><<SiblingBond -1>><</link>>
<</if>>
<<case "EmilyReactionFloBookAdmit">>
<<if _EmilyCorruptionCheck is false>>
You sit down heavily, reluctantly meeting Emily's suspicious gaze. "Alright, look. I... might've taken Florence's book."<br>
<br>
Emily stares at you, eyes widening. "You stole her book? Why would you --?"<br>
<br>
You cut her off gently, raising your hand in a calming gesture. "The amulet, remember? It needs a precious object to make transformations work."<Br>
<br>
She recoils slightly, shaking her head in disbelief. "Florence? Why? What could Florence possibly help you investigate?"<br>
<br>
"She knows everyone in Charlton," you explain calmly, "and people trust her. She could open doors I'd never get through otherwise. And I'd use a Forget spell afterwards, so there wouldn't be lasting damage."<br>
<br>
Emily's jaw tightens, her voice suddenly hard, almost brittle. "Do you even hear yourself? You've lost control, <<TrueName "Current">>. What is this doing to you?”<Br>
<br>
“It’s for us, Em,” you try. “It’s to help. All of it.”<br>
<br>
She frowns, eying you carefully. “Are you sure about that? Honestly, I don't know what to believe anymore.”<br>
<br>
Emily grabs her jacket roughly, rising without another word and storming from the room, leaving the echo of her accusation hanging heavily between you.<Br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SiblingBond -1>><</link>>
<<else>>
You sit down heavily, reluctantly meeting Emily's gaze. "Alright, look. I... might've taken Florence's book."<br>
<br>
Emily pauses, eyeliner pencil still in hand. She tilts her head curiously. "Interesting. Mind telling me why?"<br>
<br>
You cross your arms, keeping your voice steady. "The amulet. You know how it works. I needed something precious to Florence to become her. And Florence knows practically everyone in town. Imagine the doors she can open."<br>
<br>
Emily taps the eyeliner thoughtfully against her cheek, a slow smile spreading. "Florence is well-connected. Clever idea, using her."<br>
<br>
She sighs theatrically, though still smiling. "You could have thought about it a bit more, though. The place is perfect for dates. You've made it slightly uncomfortable for me now." She eyes you carefully, then laughs softly. "But I'll manage."<Br>
<Br>
She leans in conspiratorially, her voice dropping to a whisper. "Besides, maybe Fresh Pot is a little childish for meeting boys at. Brendan Glove asked me out recently. Maybe I’ll suggest somewhere more private. I think he’s got a car."<br>
<br>
You see her eyes sparkle, as her thoughts drift away. “Thanks <<TrueName "Current">>. Maybe there’s a silver lining to being blacklisted from Fresh Pot after all.”<br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SiblingBond 1>><</link>>
<</if>>
<<case "EmilyReactionFloBookFeign">>
<<if _EmilyCorruptionCheck is false>>
You shake your head slowly, feigning confusion. "I honestly don't know why Florence would act like that. She's probably just stressed or something."<br>
<br>
Emily narrows her eyes slightly. "She seemed pretty certain I'd done something. Are you sure you didn't say anything?"<Br>
<br>
You offer an apologetic shrug. "Look, Em. Florence has never struck me as particularly smart. Maybe she's embarrassed about struggling with her book and took it out on you."<Br>
<Br>
Emily hesitates, clearly wavering. "You think so? She seemed genuinely upset."<br>
<br>
You step closer, placing a reassuring hand on her shoulder. "You know I'd never do something to hurt you, Em. Maybe she's having a bad day and took it out on you. I'm sorry you got caught in the crossfire."<br>
<br>
Emily's expression softens, and after a moment, she sighs. "Yeah, maybe you're right. Sorry. I guess I'm a bit on edge. Things around here have been weird lately."<br>
<br>
You offer her a gentle smile, though guilt gnaws quietly at your chest. "We're in this together, okay?"<br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SiblingBond 1>><</link>>
<<else>>
You attempt a casual shrug, forcing a look of mild confusion. "I have no idea why Florence reacted like that. She's probably embarrassed about struggling with her book. She never struck me as especially bright."<br>
<br>
Emily's eyes immediately narrow, cutting through your casual demeanour. "Really? You think Florence - who practically spends all her working time reading - is annoyed by a book? She might not be smart, <<TrueName "Current">>, but reading is her passion."<Br>
<Br>
“I don’t know, Em,” you reply, with hesitation. “I don’t know what to say.”<Br>
<br>
Emily’s gaze grows icy as she looks at you, piercing. Her lip twitches slightly. "Or maybe,” she begins. “Maybe you needed something personal for the amulet, didn't you?”<Br>
<br>
You freeze, unsure of how to respond. A cold smile spreads on her face. “You took her book, didn’t you?"<Br>
<br>
"Em,” you falter, unable to quickly recover from her direct accusation. “That's not --"<Br>
<br>
She interrupts sharply. "Stop. I don't care about Florence, but I care about how your stupidity affects me. Brendan Glove asked me out to Fresh Pot. Now you've made things awkward."<br>
<br>
She rises swiftly, eyes narrowing dangerously. "Maybe I'll suggest we skip coffee altogether. Find someplace private instead. I’m sure Brendan won't mind. He has a car to park up in, after all."<br>
<br>
Her voice is sharp with implied threat, eyes flashing with irritation as she pushes past you, leaving a cold chill in her wake. “Just stop screwing around with my life, <<TrueName "Current">>. I need to make a life here too.”<br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SiblingBond -1>><</link>>
<</if>>
<<case "EmilyReactionAndreaDislikedApologise">>
<<if _EmilyCorruptionCheck is false>>
You sigh softly, guilt prickling at your conscience. "Alright. It was probably me. I might've upset Andrea while… you know, pretending to be you."<br>
<br>
Emily's expression darkens slightly, disappointment clear in her eyes. "Andrea? Really, <<TrueName "Current">>? She has enough to deal with at that hotel without us making things harder."<br>
<br>
"I know, Em," you reply earnestly. "I didn't mean to. I was trying to push the investigation forward, get some answers. I didn't think about how it might make Andrea feel."<br>
<Br>
Emily regards you steadily, clearly conflicted. "You have to think about these things, <<TrueName "Current">>. These aren't just pawns; they're people, with feelings. You can't just mess with them for answers."<Br>
<Br>
You nod, genuinely remorseful. "You're right. I'm really sorry, Em. I'll try to fix things with Andrea, somehow."<Br>
<br>
Emily’s gaze softens at your sincerity, and she sighs softly, picking up her notebook again. "Thanks for being honest, at least. Just… be more careful from now on, okay?"<Br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SiblingBond 1>><</link>>
<<else>>
You hesitate, choosing honesty. "Alright, Em. It was probably me. I… might've upset Andrea."<br>
<br>
Emily rolls her eyes dramatically, setting down her nail file. "Really, <<TrueName "Current">>? I couldn't care less about Andrea's feelings. But you're sabotaging my chances of working there."<br>
<br>
"What?" you reply, caught off guard.<br>
<br>
She huffs, exasperated. "You know how few decent jobs there are in Charlton? I was hoping to get some hours at the hotel. My clothes are practically falling apart, and that place actually pays."<Br>
<br>
She pauses thoughtfully, a mischievous smile playing on her lips. "Plus, I bet I'd look amazing in one of those French Maid outfits."<br>
<br>
You don't quite know how to respond. Emily quickly grows serious, eyes narrowing. "Stop messing around with my reputation, <<TrueName "Current">>. If you keep doing things like this, we're going to have problems."<br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SiblingBond -1>><</link>>
<</if>>
<<case "EmilyReactionAndreaDislikedBluff">>
<<if _EmilyCorruptionCheck is false>>
You shake your head gently, feigning ignorance. "Andrea's just quiet, Em. She's not exactly forthcoming. Maybe the hotel's just getting to her."<br>
<br>
Emily frowns slightly, not convinced. "She might be quiet, but she's sweet. Andrea wouldn't just brush me off for no reason. What did you really do?"<Br>
<br>
You double down softly, though uncertainty seeps into your voice. "Honestly, Em, I didn't do anything. She's probably having a bad day, that's all."<br>
<br>
Emily's expression hardens, her eyes searching yours. "You know, before all this started, you never would've lied to me. What's happening to you, <<TrueName "Current">>?"<Br>
<br>
She stands abruptly, looking away. "You're not just hurting Andrea, you're hurting me too. Maybe think about that next time you're tempted to mess with someone else's feelings."<Br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SiblingBond -1>><</link>>
<<else>>
You casually shrug, keeping your tone indifferent. "Andrea's just meek, Em. She's always letting people walk all over her. Probably had a rough day at the hotel."<br>
<br>
Emily slowly nods, accepting this. "That’s true. She's basically Charlton's favourite doormat. Could've been anyone giving her a hard time."<Br>
<Br>
She leans forward slightly, a smirk spreading across her lips. "Honestly, I don't understand what her issue is. She barely has to lift a finger. Dust a few shelves, fluff a few pillows, and the guests adore her for it."<br>
<Br>
You glance at Emily, confused. "What exactly do you mean?"<br>
<br>
Emily arches an eyebrow knowingly. "Have you seen the way they dress the maids there? It's hardly for manual labour, is it? They're just making the most of their assets." She laughs softly, clearly entertained. "It's easy money. And probably a bit of fun, if you know how to play it."<Br>
<Br>
She returns to her nails, shaking her head with amusement. "Andrea needs to lighten up. Charlton is a much easier place when you understand the game."<br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SiblingBond 1>><</link>>
<</if>>
<<case "BlondeHairReaction">>
<<if _EmilyCorruptionCheck is false>>
You offer an apologetic smile. "Honestly, Em, I think people might react better. Blonde hair might make things easier around here. You know how Charlton can be."<br>
<br>
Emily's expression hardens instantly, clearly irritated by your reasoning. "You think that makes it okay? That you can just change things about me because it's convenient?"<br>
<br>
She steps back, shaking her head in disbelief. "This isn't a game, <<TrueName "Current">>. I’m not some doll you get to dress up however you like because it's easier for you."<Br>
<br>
“Just believe me, Em,” you tell her. “I had to do this. It’s important. For what we’re doing.”<Br>
<br>
Emily raises an eyebrow. She’s not convinced. You take a deep breath and exhale.<br>
<br>
"I’m sorry," you say again, softly. "I should’ve thought about it more."<br>
<br>
Emily sighs heavily, clearly annoyed. "Whatever. I'll have to dye mine now to match. But next time, ask me first." She grabs the shoebox and storms out, leaving a lingering chill behind her.<Br>
<br>
You sit down on the sofa, watching TV. About an hour later Emily walks down the stairs, her hair now matching the colour of your own. She sits down next to you in silence, clearly not happy with how she looks.<br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SiblingBond -1>><</link>>
<<else>>
You offer Emily a confident smile. "Honestly? People will probably love it. Blonde’s bubbly, carefree. It's exactly what Charlton likes."<br>
<br>
Emily hesitates, intrigued. Slowly, she begins to smile, clearly warming to the idea. "Bubbly and carefree, huh?" Her eyes sparkle with newfound interest.<br>
<bR>
You nod. “Sure. And I had to do this. It’s important. For what we’re doing.”<Br>
<Br>
Emily nods, but you can see her attention is elsewhere. On your hair. Her brain ticking.<Br>
<br>
"I’m sorry," you say again, softly. "I should’ve thought about it more."<br>
<br>
She moves closer to you, barely acknowledging the words, lightly touching her own hair. "Well, if Charlton wants bubbly… I can be bubbly. It might be nice to surprise people."<Br>
<Br>
“I guess I’m going to have to raid mum’s bathroom supplies,” she says. “No time like the present. Wait here.”<Br>
<br>
You wait patiently as Emily leaves the room, a renewed bounce in her step. When she returns some time later, she’s freshly blonde to match you. Clearly pleased with herself, she spins dramatically, striking a playful pose.<br>
<br>
"Well?" she asks brightly, slipping effortlessly into a carefree tone. "Does it look good or what?"<br>
<br>
You nod, watching as she giggles, admiring herself in the reflection of the window.<Br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SiblingBond 1>><</link>>
<</if>>
<<case "BlondeHairSamePerson">>
<<if _EmilyCorruptionCheck is false>>
You look at Emily reassuringly, your voice gentle. "It doesn't matter what they think, Em. You're still you, no matter your hair colour."<br>
<br>
Emily hesitates, frowning uncertainly. "It’s easy for you to say,” she says quietly. “People here judge the littlest things around here. They’ll see it as a statement. They’ll expect… different things from me.”<br>
<br>
“You don’t need to give in, Em,” you tell her. “It doesn’t matter what people see you like.”<br>
<br>
A sad smile creeps up on Emily’s face. “What if… and what if I don’t recognise myself anymore? That is a big change, <<TrueName "Current">>.” You watch her gulp. “You look… like someone else.”<Br>
<br>
You think you understand the subtext, given what you thought when you saw it for the first time. Stepping closer, you place a hand comfortingly on her shoulder. "You are still you, Em. Blonde, brunette -- none of that changes the person you are inside."<Br>
<Br>
She considers your words carefully, visibly relaxing. "Are you sure?”<Br>
<br>
You nod. “Absolutely.”<Br>
<br>
This is enough to bring a smile back to her face. “Thanks, <<TrueName "Current">>. It’s just… Charlton makes me nervous sometimes. I guess I better look through mum’s bathroom supplies. See if she's still got some hair dye to match.” she says. “No time like the present. Wait here.”<br>
<br>
Later, when she returns with her freshly dyed blonde hair, you nod warmly. "See? Looks like you. Still you shining through."<Br>
<br>
Emily smiles gratefully, uncomfortable in her own skin, but clearly comforted by your sincerity. "Thanks. I needed to hear that."<Br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SiblingBond 1>><</link>>
<<else>>
You offer Emily a gentle smile. "Look, Em, you're still the same person underneath. Hair colour won't change that."<br>
<br>
Emily frowns immediately, her eyes narrowing. "Maybe I don't want to be the same person, <<TrueName "Current">>. Maybe I'm tired of being the boring bookworm."<Br>
<br>
You blink in surprise, caught off guard by her sudden irritation. "Em --"<br>
<br>
"No," she interrupts sharply, frustration clear. "There I was, thinking you were finally understanding me, but you've missed the whole point. I don't want you to act like the same shy, quiet Emily. I'm not that person anymore."<Br>
<br>
“Em,” you try. “I didn’t mean -”<br>
<Br>
“I don’t think you know what you mean, anymore, <<TrueName "Current">>,” she spits. “You keep talking about how you’re doing all this to help me. But do you even know who I am, anymore?”<br>
<br>
You struggle to answer. Emily rolls her eyes and stands up. “Whatever. Let’s see if mum still has a dye kit in her cupboard.”<br>
<br>
She storms off upstairs, returning later with bright blonde locks, her expression proud but defiant. You cautiously comment, "It looks good, Em."<Br>
<br>
She stares you down fiercely. "I know it does.”<br>
<br>
“Are you still upset about your hair, then?” you ask.<br>
<Br>
“It was never about the hair, <<TrueName "Current">>,” she replies. “Just about you. Start seeing me as I am now, not how you remember me. I'm not going backwards."<br>
<br>
She switches on the TV and turns her attention from you to a reality show, leaving you watching her without words.<br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SiblingBond -1>><</link>>
<</if>>
<<case "CheerleaderOutfitWornPerks">>
<<if _EmilyCorruptionCheck is false>>
You sigh, attempting a reassuring smile. "Look, Em, cheerleaders get special privileges around Charlton. Fewer classes, better grades, less pressure. It’ll make things easier for you."<br>
<br>
Emily's eyes narrow immediately. "You think I care about perks? You think that's a reason to make me look like I've changed who I am?"<br>
<br>
You try to reach out to her, but she steps back sharply. "You're supposed to be helping me, not turning me into exactly what I despise."<Br>
<br>
"I'm sorry," you say quietly, trying to soften her anger. "I thought --"<br>
<br>
"You thought wrong," Emily snaps, voice shaking slightly. "I thought you understood me. Clearly, you don't."<Br>
<br>
You stare back at your sister, watching her eyes wander over the uniform. “I would never do this,” she mutters, shaking her head.<Br>
<br>
There it is. The real issue. You’re not just infiltrating the cheerleaders. You’re rewriting Emily’s life while you do it.<Br>
<br>
Emily exhales sharply, rubbing her temples. “Whatever,” she mutters, voice thick with frustration. “It’s not like I can stop you.”<br>
<br>
She returns to the kitchen table and doesn’t look up as she takes another bite of cereal. The conversation is over. But the feeling in your chest lingers.<Br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SiblingBond -1>><</link>>
<<else>>
You offer Emily a confident smile. "The cheerleaders have it easier, Em. They barely have to study, and their grades stay high. They have influence. We won't need to worry about your lessons nearly as much."<br>
<br>
Emily pauses thoughtfully, then begins smiling again, clearly intrigued. "You know… that's actually pretty smart," she muses. "Less schoolwork means more time for fun things. I won’t have to worry about curses, either."<Br>
<br>
That stops you for a second. “Wait…” you begin.<Br>
<br>
She rises from the kitchen, barely listening to you. She walks around you slowly, inspecting the cheerleader uniform. "You know, maybe this is exactly what I needed. A bit of school spirit. And honestly? I bet the boys are going to love it."<Br>
<br>
Emily grins, excitement creeping into her voice. "I think I could really pull this off. I might even give some of the guys a surprise tomorrow." She giggles lightly, clearly embracing her new role.<Br>
<br>
"Thanks, <<TrueName "Current">>," she says cheerfully, bouncing lightly on her heels. "This might just be the best idea you've ever had."<br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SiblingBond 1>><</link>>
<</if>>
<<case "CheerleaderOutfitWornInvestigate">>
<<if _EmilyCorruptionCheck is false>>
You step closer, keeping your voice gentle but firm. "Em, it's not about perks or popularity. It's about getting closer to the cheerleaders. To Christina. This could be my chance to figure out what's really going on at that school."<br>
<Br>
Emily studies you cautiously, hesitation flickering in her eyes. "You honestly think it'll help? Because dressing up like them… it feels like giving up. I would never do this."<Br>
<br>
There it is. The real issue. You’re not just infiltrating the cheerleaders. You’re rewriting Emily’s life while you do it.<Br>
<Br>
You place a reassuring hand on her shoulder, feeling her tension ease just a fraction. "I promise, I'm doing this for us. If you can just hold on a little longer, I swear I'll figure out how to stop the school and the curses."<Br>
<br>
She searches your face carefully, scepticism still lingering, though softened. "Is that still your focus, <<TrueName "Current">>? Truly?"<br>
<br>
You nod earnestly. "Absolutely. It always was. It still is."<br>
<br>
Emily finally sighs, resignation settling in her features. "Fine," she says quietly. "I'll pretend to be a cheerleader until you find out what's really going on. Just… don't lose sight of why we're doing this, okay?"<br>
<br>
You give her a reassuring smile. "I won't. I promise."<br>
<br>
She nods slowly, finally relaxing. "Fine. Then I'll pretend to be a cheerleader until you figure it all out."<br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><</link>>
<<else>>
You try to reason with Emily, explaining carefully, "Em, this uniform - it gets me close to Christina. It lets me investigate them, find out what they know about the curses."<br>
<br>
Emily's eyes flash with irritation. "Investigate them? Are you serious? I’m finally part of the in-crowd. Do you have any idea what happens to me if they think I'm double-crossing them?"<Br>
<br>
You hesitate, caught off guard by her reaction. "That’s why we’re doing this. I'm doing this for us, Emily. For you."<Br>
<br>
Emily scoffs harshly, stepping forward aggressively. "No, you're not. You're putting my reputation at risk. Christina’s acceptance means security here. Without her, I’m nobody. Without Christina, I’m nothing in this town."<br>
<br>
You try again, gently, "But we need answers. We need to know about the magic. The curses --"<br>
<br>
Emily cuts you off abruptly, eyes flashing with irritation. "I don’t care about the curses. I’m now a cheerleader. You’ve sorted out my grades, already.”<br>
<br>
The person sitting at the table is now scowling at you. You try to think of the words to express your concern. “But don’t you want to stop what’s going on? Sort out the school?”<Br>
<br>
“Who cares about the school,” she retorts. “Everyone else should look after themselves. I'm looking after me. Fitting in here is what matters. I don't need you jeopardising that."<br>
<br>
She shakes her head, clearly disappointed. "Don't screw this up for me, <<TrueName "Current">>. Or you'll regret it."<br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SiblingBond -1>><</link>>
<</if>>
<<case "DennisDateIntro">>
<<Flag "EmilyDateHelped">>
<<if _FlagReturn is true>>
"Hey," you say. "About this date."<br>
<br>
Emily sighs. "What about it?"<br>
<br>
<<ActionsHeader>>
<<if $current.avatar is "Emily">>
<<link "Ask for her help" "YourHomeEmilyDate">><<EndConversation "Emily">><</link>><br>
<<else>>
<s>Ask for her help</s> - <i>You need to be in Emily's form to get help with the date</i><br>
<</if>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<else>>
<<Flag "EmilyOnDateHelped">>
<<if _FlagReturn is true>>
"Hey," you say. "About this date."<br>
<br>
Emily sighs. "What about it?"<br>
<br>
<<ActionsHeader>>
<<link "Talk to her about the date" "YourHomeEmilyOnDate">><<EndConversation "Emily">><</link>>
<<else>>
“Hey Em,” you say. “I was wondering if you could help me with something.”<br>
<br>
She looks up at you from the sofa. “Sure, what’s on your mind?”<br>
<br>
<<QuestOptionCheck "Quest7" 3 "dennis">>
<<if _QuestOptionCheck is true>>
“I’ve found a way to stop one of the curses,” you begin. “It’s in the AV Cupboard, but it’s always locked. Dennis has the key. I can borrow it. But he wants a date.”<br>
<<else>>
“I need his help getting into the boy's lessons,” you begin. “He said he'll get me a hall pass, but he wants a date.”<br>
<</if>>
<br>
“Absolutely not,” Emily says. “I’m not going on a date with him. He’s a pervert.”<br>
<br>
<<ActionsHeader>>
<<link "Persuade Emily to go on a date with Dennis" "YourHomeEmilyOnDate">><<EndConversation "Emily">><<SiblingBond -1>><</link>><br>
<<if $current.avatar is "Emily">>
<<link "Tell her you’re going as her" "YourHomeEmilyDate">><<Feminity 1>><<EndConversation "Emily">><</link>><br>
<<else>>
<s>Tell her you're going as her</s> - <i>You need to be in Emily's form to go on a date with Dennis</i><br>
<</if>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<</if>>
<<case "PersuadeMakeup">>
<<if _EmilyCorruptionCheck is false>>
Emily looks uncomfortable, shifting on the spot as you gently suggest, "Maybe just wear a bit of make-up. Just enough so Dennis buys it."<br>
<br>
She stares at you incredulously, clearly insulted. "Make-up? You want me to put on make-up so I look good for Dennis?"<br>
<br>
You hold your hands up defensively. "It's just to make the whole thing believable, Em. It’s not about you or him. It’s about blending in."<Br>
<Br>
She scoffs sharply, shaking her head in disbelief. "You're actually serious. You expect me to doll myself up, to impress someone I don’t even want to be seen with?"<Br>
<br>
"Em, I --"<br>
<br>
She cuts you off sharply, irritation flashing through her eyes. "Fine. Whatever gets you his precious help. Just don't pretend you're still doing this for me."<br>
<br>
Without waiting for your reply, she storms upstairs to the bathroom. You hear her slamming drawers angrily. After a tense few minutes, Emily returns, subtle make-up carefully applied. But the look in her eyes remains cold and deeply disappointed.<br>
<br>
"Happy now?" she asks tersely, her tone clearly indicating the conversation is over.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "YourHomeEmilyOnDate">><<QuestOptionComplete "Quest14" 0 "make_up">><<ChangeTopics>><<EmilyOnDateSatisfaction 1>><</link>>
<<else>>
You carefully suggest, "Maybe you should wear a little make-up, Em. Just to make the date convincing enough that Dennis helps."<br>
<br>
Emily arches an eyebrow, clearly amused rather than offended. "So, make him think I’m actually into him? Clever." A slow smirk forms on her lips. "I suppose I could play along."<br>
<br>
You watch as her irritation fades, replaced by quiet amusement. She seems genuinely intrigued by the idea, even if it's just Dennis.<Br>
<br>
"You really think some mascara and lipstick could help me twist Dennis around my finger?" she asks thoughtfully. "Hmm. That actually might be fun."<Br>
<br>
She stands up decisively, her earlier hesitation entirely replaced by newfound enthusiasm. "Wait here. I'll be right back."<br>
<bR>
Emily disappears upstairs. After several minutes, she returns, her face perfectly made up, eyes dramatically framed, lips glossy and full. She twirls playfully, giving you an exaggerated wink.<Br>
<br>
"What do you think?" she teases, clearly enjoying herself. "Will Dennis be suitably dazzled?"<br>
<br>
You nod carefully. She grins, genuinely pleased. "Thanks for the suggestion, <<TrueName "Current">>. Always nice to get dolled up."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "YourHomeEmilyOnDate">><<QuestOptionComplete "Quest14" 0 "make_up">><<ChangeTopics>><<EmilyOnDateSatisfaction 1>><</link>>
<</if>>
<<case "PersuadeDressup">>
<<if _EmilyCorruptionCheck is false>>
You offer a cautious smile. "Maybe you could dress up a bit? Just to make sure Dennis helps."<br>
<br>
Emily's face tightens visibly, eyes narrowing with irritation. "Dress up? Like, wear something nice for Dennis?"<Br>
<br>
You quickly clarify, feeling her tension. "Just to sell the idea. The quicker you convince him, the quicker it'll be over."<Br>
<br>
She sighs bitterly, clearly unhappy. "Fine."<Br>
<br>
Emily turns sharply and disappears upstairs. You wait awkwardly, the silence uncomfortable. After several minutes, she returns wearing a modest sundress, her arms folded defensively over her chest, eyes wary and deeply uncomfortable.<br>
<br>
"Well?" she asks tersely, clearly unhappy. "Will this do?"<Br>
<br>
<<ActionsHeader>>
<<link "Tell her maybe to try something more sexy" "EmilyDialogue">><<SiblingBond -1>><<set $EmilyDialogue to "PersuadeDressUpNegative">><</link>><br>
<<link "Tell her she looks good" "EmilyDialogue">><<SiblingBond 1>><<set $EmilyDialogue to "PersuadeDressUpPositive">><</link>><br>
<<else>>
You smile encouragingly. "Why not dress up a bit? If you have to go, at least make the most of it."<Br>
<br>
Emily's eyes immediately brighten, clearly delighted by the suggestion. "Finally, a good idea. At least I can have some fun with this."<br>
<br>
She practically skips upstairs, clearly excited by the prospect. After several minutes, she returns confidently, now dressed in a striking mini-skirt, a pair of stylish ankle boots, and a tight crop top that emphasizes her figure. She spins lightly, clearly pleased with herself.<br>
<Br>
"What do you think?" she asks playfully, clearly enjoying your reaction. "Think this is enough to get Dennis to eagerly help?"<Br>
<br>
<<ActionsHeader>>
<<link "Tell her to tone it down a bit" "EmilyDialogue">><<SiblingBond -1>><<set $EmilyDialogue to "PersuadeDressUpNegativeCorrupt">><</link>><br>
<<link "Tell her she looks good" "EmilyDialogue">><<SiblingBond 1>><<set $EmilyDialogue to "PersuadeDressUpPositiveCorrupt">><</link>><br>
<</if>>
<<case "PersuadeDressUpNegative">>
Emily flinches visibly, her expression shifting to open disgust. "Excuse me? You seriously want me to dress up more provocatively? For Dennis?"<Br>
<br>
You try to speak, but she's already shaking her head, stepping back defensively. "Forget it. I’m not degrading myself further, even to get Dennis on side."<br>
<br>
She moves to leave, clearly hurt by your request. "Let's just get this over with. I don't want to talk about this again."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "YourHomeEmilyOnDate">><<QuestOptionComplete "Quest14" 0 "dress_up">><<ChangeTopics>><</link>>
<<case "PersuadeDressUpPositive">>
You give her a reassuring nod, speaking gently. "You look good, Em. Really. It’s perfect."<br>
<br>
She hesitates, seeming genuinely relieved. "You think so?"<Br>
<br>
"Definitely," you reply honestly. "Dennis won't know what hit him. Just enough to convince him."<Br>
<br>
Emily exhales slowly, her posture easing slightly. "Okay. Let's just get this over with." But her eyes soften a bit.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "YourHomeEmilyOnDate">><<QuestOptionComplete "Quest14" 0 "dress_up">><<ChangeTopics>><<EmilyOnDateSatisfaction 1>><</link>>
<<case "PersuadeDressUpNegativeCorrupt">>
You pause awkwardly, clearing your throat. "Maybe… tone it down just a little, Em? It's just Dennis. You don't want to give him the wrong idea."<br>
<br>
Emily's face immediately shifts into irritation. "Excuse me? You're the one who told me to dress up in the first place."<br>
<br>
She crosses her arms defensively, clearly offended. "You don't get to suddenly be modest. I look great, and you know it. Make up your mind."<Br>
<br>
She sighs sharply, shaking her head in disappointment. "Let's just get this stupid date over with."<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" "YourHomeEmilyOnDate">><<QuestOptionComplete "Quest14" 0 "dress_up">><<ChangeTopics>><</link>>
<<case "PersuadeDressUpPositiveCorrupt">>
You nod appreciatively. "Honestly, Em, you look amazing. Dennis won’t know what hit him."<br>
<br>
Emily beams, clearly delighted by your praise. "Glad you finally noticed. Maybe you're picking up a thing or two from being me after all."<Br>
<Br>
She steps closer playfully, clearly amused. "So, am I ready to impress the nerd?"<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" "YourHomeEmilyOnDate">><<QuestOptionComplete "Quest14" 0 "dress_up">><<ChangeTopics>><<EmilyOnDateSatisfaction 1>><</link>>
<<case "PersuadeBlonde">>
<<if _EmilyCorruptionCheck is false>>
Emily stares at you blankly, clearly stunned by your request. "You're joking, right? You seriously want me to dye my hair blonde because Dennis asked for it?"<br>
<br>
You shift awkwardly, uncomfortable beneath her harsh stare. "It's just to make sure he's convinced. It'll make things easier for us."<Br>
<br>
Emily crosses her arms defensively, eyes blazing with anger. "Make things easier? For who? Him? You're asking me to play out some pervert's fantasy now?"<Br>
<br>
You hesitate, feeling your stomach churn at the accusation. "It's not like that, Em. It’s just temporary. One evening."<Br>
<br>
She lets out a bitter, incredulous laugh, shaking her head in disbelief. "I can't believe you're actually making me do this. For Dennis, of all people."<Br>
<Br>
"Em, I’m sorry -"<br>
<br>
"Save it," she snaps, cutting you off sharply. She storms upstairs without another word.<br>
<br>
Nearly an hour later, Emily returns. You gasp at how she looks. Her hair is golden blonde, radiant and glistening. But the difference it makes is deeper. Instead of a mousy bookish girl, the blonde hair makes her look carefree and bubbly. Whereas previously Emily would have looked at home in a library, the girl in front of you looks like she should be cheering alongside a football game.<br>
<br>
"Well, I hope you’re happy," she mutters bitterly. "We better both get used to it. Hair dye doesn’t just wash out. I now have to look like this every single day. And when you’re me, you do too."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "YourHomeEmilyOnDate">><<QuestOptionComplete "Quest14" 0 "blonde_hair">><<ChangeTopics>><<ChangeNPCHair "Emily" "blonde">><<EmilyOnDateSatisfaction 1>><</link>>
<<else>>
You cautiously suggest, "Dennis specifically asked for you to be blonde. Maybe you could dye your hair to seal the deal?"<br>
<Br>
Emily's eyes widen instantly, excitement flashing through her expression. "Blonde? Seriously?" she asks, a slow grin forming. "You know, I’ve always wondered what it would be like."<br>
<br>
You blink, surprised by her eager response. "You're... okay with that?"<br>
<Br>
She laughs softly, tossing her hair playfully. "Are you kidding? Sure, Dennis is a creep, but blonde might actually be fun. Besides, if I'm stuck doing this date, I might as well enjoy it."<br>
<br>
Emily practically skips upstairs, excitement replacing any lingering hesitation. You wait quietly, and eventually she returns.<br>
<Br>
You gasp at how she looks. Her hair is golden blonde, radiant and glistening. But the difference it makes is deeper. Instead of a mousy bookish girl, the blonde hair makes her look carefree and bubbly. Whereas previously Emily would have looked at home in a library, the girl in front of you looks like she should be cheering alongside a football game. Her smile is bright and playful as she twirls to show it off.<Br>
<br>
"Well?" she asks teasingly. "Do blondes really have more fun?"<Br>
<br>
You offer a cautious nod, and she beams confidently. "Good. Because we're both stuck with this look now. Every time you decide to be me."<br>
<br>
She winks mischievously. "Hope you're ready to handle the attention."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "YourHomeEmilyOnDate">><<QuestOptionComplete "Quest14" 0 "blonde_hair">><<ChangeTopics>><<EmilyOnDateSatisfaction 1>><</link>>
<</if>>
<<case "DennisDateReady">>
<<if _EmilyCorruptionCheck is false>>
You give Emily a gentle, reassuring smile. "Em, you'll be fine. Just a quick coffee, get his help, and get out. You're ready for this."<br>
<Br>
Emily sighs heavily, clearly not convinced but finally nodding with reluctant acceptance. "Fine. I won't be long."<br>
<br>
You watch her gather herself together quietly, slipping out of the house without another word. You spend the evening trying to distract yourself. Watching TV without really absorbing it, tidying up just to keep your hands busy. Yet your mind keeps drifting back to Emily. Guilt gnaws at you, your imagination lingering uncomfortably on what you've asked her to endure.<br>
<Br>
Eventually, the sound of the door opening jolts you from your restless pacing. Emily steps back inside, her expression weary, guarded. She meets your eyes briefly, but says nothing.<br>
<br>
<<ActionsHeader>>
<<link "Talk to Emily about her date" "EmilyDialogue">><<set $EmilyDialogue to "EmilyOnDennisDateOutcome">><</link>><br>
<<else>>
You offer Emily a confident nod, giving her an encouraging smile. "You're definitely ready for this, Em. Just think of it as practice. It’ll be easy."<br>
<br>
Emily smirks playfully, clearly amused by your encouragement. "Aw, are you worried about me? Don’t be. I can handle Dennis. Who knows, maybe I'll even have a little fun!"<br>
<br>
You grimace slightly, causing her to laugh, eyes sparkling with mischief. "Relax, <<TrueName "Current">>. I promise I'll behave. Well, mostly."<br>
<br>
With a playful wink, she leaves the house, closing the door lightly behind her. You spend the evening distracting yourself - half-watching TV, tidying the living room- but your thoughts keep wandering to Emily, wondering if she's alright, how the date's going. It's oddly difficult to concentrate, your mind uncomfortably restless.<br>
<br>
Eventually, the door clicks open again, and Emily walks in, an amused smile on her lips. Her eyes gleam as she catches sight of your anxious face, clearly enjoying your unease.<br>
<br>
"You weren't waiting up for me, were you?" she asks teasingly, clearly entertained by your reaction.<br>
<br>
<<ActionsHeader>>
<<link "Talk to Emily about her date" "EmilyDialogue">><<set $EmilyDialogue to "EmilyOnDennisDateOutcome">><</link>><br>
<</if>>
<<case "EmilyOnDennisDateOutcome">>
<<EmilyOnDateSatisfactionCheck>>
<<EmilyDateOutComeWorkings>>
<<if _EmilyOnDateSatisfactionCheck gte 5>>
<<if _EmilyCorruptionCheck is false>>
<<if _EmilyDateOutComeWorkings is "Both">>
Emily stands in the doorway, clutching the key tightly in her hand. Her cheeks are flushed, and she seems unusually quiet as she approaches you. "I got your key," she murmurs softly, placing it gently into your hand. "And he'll talk to Harrow."<br>
<<elseif _EmilyDateOutComeWorkings is "Key">>
Emily stands in the doorway, clutching the key tightly in her hand. Her cheeks are flushed, and she seems unusually quiet as she approaches you. "I got your key," she murmurs softly, placing it gently into your hand.<br>
<<elseif _EmilyDateOutComeWorkings is "Pass">>
Emily stands in the doorway, cheeks are flushed. She seems unusually quiet as she approaches you. "I got him to ask Harrow about your hall pass."<br>
<</if>>
<br>
"Thanks, Em," you say carefully. "Everything okay?"<br>
<br>
She hesitates, biting her lip nervously. "Dennis kissed me. Like, he just... kissed me."<Br>
<br>
Your eyes widen. "Dennis kissed you? Are you alright?"<br>
<br>
Emily exhales slowly, staring thoughtfully into the distance. "I don’t know. It felt...nice? Like, really awkward, but also kind of sweet." Her voice drops. "Maybe dating isn't as terrible as I thought."<br>
<br>
She glances away shyly, clearly affected by the experience. You can feel the shift in her, subtle but undeniable. “Maybe I should lighten up a bit more,” she adds. “Anyway, good night.”<br>
<br>
She bounces up the stairs. <I>Bounces.</i><br>
<<else>>
<<if _EmilyDateOutComeWorkings is "Both">>
Emily struts into the room, tossing the key carelessly toward you. "Here’s your precious key," she says with a visible shudder. "And he'll talk to Harrow. Honestly, Dennis is revolting."<br>
<<elseif _EmilyDateOutComeWorkings is "Key">>
Emily struts into the room, tossing the key carelessly toward you. "Here’s your precious key," she says with a visible shudder. "Honestly, Dennis is revolting."<br><br>
<<elseif _EmilyDateOutComeWorkings is "Pass">>
Emily struts into the room, throwing herself down on the sofa. "He's going to speak to Harrow about that pass," she says with a visible shudder. "Honestly, Dennis is revolting."<br>
<</if>>
<br>
You raise your eyebrows, noting her disgust. "Was it that bad?"<br>
<Br>
"Worse," she says with a deep grimace. "He tried to kiss me, the creep. As if I’d lower myself to that. I practically had to shove him away."<br>
<br>
You wince slightly. "Sorry, Em. You okay?"<Br>
<br>
Emily gives a dismissive wave, irritation still clear on her face. "I survived. But you're lucky I put up with it at all. Let’s not make this a regular thing. He better not expect a repeat performance. I just hope no one from school saw us."<br>
<br>
Without waiting for a reply, she goes the stairs towards her room.<br>
<</if>>
<<elseif _EmilyOnDateSatisfactionCheck gte 3>>
<<if _EmilyCorruptionCheck is false>>
<<if _EmilyDateOutComeWorkings is "Both">>
Emily approaches you quietly, her expression thoughtful and slightly flushed. She hesitates, then slowly holds out the brass key etched with the Charlton crest. "I got it," she says quietly, avoiding your eyes. "And he'll talk to Harrow."<br>
<<elseif _EmilyDateOutComeWorkings is "Key">>
Emily approaches you quietly, her expression thoughtful and slightly flushed. She hesitates, then slowly holds out the brass key etched with the Charlton crest. "I got it," she says quietly, avoiding your eyes.<Br>
<<elseif _EmilyDateOutComeWorkings is "Pass">>
Emily approaches you quietly, her expression thoughtful and slightly flushed. She hesitates, then slowly exhales. "He'll talk to Harrow," she says quietly, avoiding your eyes. "About the hall pass."<Br>
<</if>>
<br>
You exhale with relief. "Thanks, Em. Are you alright?"<br>
<Br>
She nods softly, biting her lip. "You know… it wasn't as terrible as I expected. Dennis was actually...nice. He was sweet, even." Her cheeks colour a little more. "He even asked me out again."<br>
<br>
You watch her carefully, noticing the subtle change in her tone. "And what did you say?"<br>
<br>
"I said maybe," she admits shyly, her eyes fixed on the floor. "I mean, it wasn't all bad. Maybe dating isn't so awful after all. Maybe I just need to loosen up."<Br>
<br>
You feel a pang of worry, realising Emily may have been influenced more than you'd anticipated. She gives you a polite smile, then heads upstairs towards her room.<br>
<<else>>
<<if _EmilyDateOutComeWorkings is "Both">>
Emily strides towards you, her eyes narrowed with barely-contained annoyance, practically thrusting the brass key into your hand. "He'll talk to Harrow," she snaps. "And here's your key."<br>
<br>
"You did it!" you say with relief.<br>
<<elseif _EmilyDateOutComeWorkings is "Key">>
Emily strides towards you, her eyes narrowed with barely-contained annoyance, practically thrusting the brass key into your hand. "Here's your key," she snaps.<br>
<br>
"You got it!" you say with relief.<br>
<<elseif _EmilyDateOutComeWorkings is "Pass">>
Emily strides towards you, her eyes narrowed with barely-contained annoyance. "He'll talk to Harrow," she snaps.<br>
<br>
"You did it!" you say with relief.<br>
<</if>>
<Br>
She grimaces openly. "Yeah, along with an earful about how Dennis wants another date. Seriously? As if I'd willingly endure that again."<br>
<br>
You give her a sympathetic look. "So you won't see him again?"<br>
<br>
Emily scoffs loudly, rolling her eyes dramatically. "Please. I did my part. Dennis can keep dreaming. I'm not going near him unless it's absolutely necessary."<br>
<Br>
She tosses her hair dismissively, shaking her head. "Next time, you do the dirty work. At least he won’t make eyes at you every second."<br>
<br>
Emily rolls her eyes, then heads up towards her room.<br>
<</if>>
<<else>>
<<if _EmilyCorruptionCheck is false>>
Emily walks inside slowly, eyes cast downward, avoiding your gaze entirely. She sighs heavily as she sits down.<br>
<br>
"No luck?" you ask softly.<Br>
<br>
She shakes her head slowly. "Dennis saw right through it. He knew I wasn't into it. Said he could tell I didn't want to be there. He wouldn't help."<br>
<br>
You exhale slowly. "I'm sorry I put you through that for nothing."<Br>
<br>
She nods bitterly, staring at her lap. "Me too. This whole thing was pointless. I know I had ulterior motives, but really, am I that repulsive that he couldn’t enjoy a date with me?”<br>
<br>
“Is that what you’re taking from this?” you ask her.<Br>
<br>
She shrugs. There is a wounded expression on her face. “I don’t know. I just… maybe I should consider my appearance more."<br>
<Br>
Her voice is cold, disappointment heavy in her tone. She stands abruptly and heads towards her room, leaving you alone to grapple with her reaction.<br>
<<else>>
Emily storms inside, her face tight with annoyance. She tosses her purse onto the sofa angrily, pacing slightly as she glares at you.<br>
<br>
"No luck?" you ask nervously.<br>
<br>
"Of course not," she snaps. "That nerd was smarter than he looks. Kept going on about how I wasn't 'genuine.' Well obviously I wasn't. He's pathetic, and I made sure he knew it."<br>
<br>
You wince, sensing her frustration. "Sorry, Em. I'll find another way."<Br>
<br>
She scoffs openly, clearly irritated. "You better. Honestly, <<TrueName "Current">>, this was humiliating. I don’t appreciate you putting me in these situations."<br>
<br>
She shakes her head, still pacing angrily. "Figure something else out next time, because I'm done playing nice."<Br>
<br>
Emily storms off to her room. You hear the door slam shut behind her.<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EmilyOnDateLinkResolution>><</link>>
<<case "YourHomeCorruptionEvent1Support">>
"Yeah, if it makes you feel good, go for it," you say, keeping your tone casual.<br>
<br>
Emily’s shoulders relax instantly, a bright smile tugging at her lips. “Really? I thought so too,” she says, smoothing her clothes down one last time before turning to you fully. “I mean, it’s just a little effort, right? Nothing weird.” She grins and gives a small twirl, as if testing how the outfit moves. “Maybe I should pick up a few new things too… just a little update.”<br>
<br>
<<if _SiblingBondCheck gte 2>>
She steps closer, nudging you playfully. “Guess you do have good taste,” she teases. “Maybe I’ll start asking you before I pick things out.” There’s an ease between you, the warmth of sibling trust still present, even as Charlton’s influence begins to take hold.<Br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SiblingBond 1>><<EmilyCorruption 2>><</link>>
<<else>>
She pauses for a moment, running her fingers along the hem of her top. “I mean, it’s not like I needed your opinion or anything,” she adds, her tone casual, but with an edge of independence. “But… thanks.” There’s no hostility, just a quiet assertion that she made this choice for herself, not for anyone else. She turns back to the mirror, giving her reflection one last look before moving on.<br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<EmilyCorruption 1>><</link>>
<</if>>
<<case "YourHomeCorruptionEvent1Caution">>
"You never used to care about that stuff," you say, watching her reaction.<br>
<br>
Emily’s expression shifts, just for a moment. Her fingers pause where they were adjusting her hem, a flicker of something uncertain crossing her face. “Well, maybe I should have,” she says after a beat, the words coming slower, like she’s testing them out herself. “People notice these things, you know?"<br>
<br>
<<if _SiblingBondCheck gte 2>>
She glances at you again, searching for something in your expression. “I mean… you don’t think it’s weird, do you?” she asks, a little quieter now. There’s still hesitation in her voice, the need for reassurance. Even with Charlton’s influence creeping in, she still values what you think.<br>
<br>
Her fingers drift back to her hair, smoothing out an invisible flaw. “I dunno, maybe I’m just overthinking it.” She gives a small laugh, but it doesn’t quite reach her eyes. “I just… thought it’d be nice to care about how I look, for once.” She doesn’t sound fully convinced, but there’s a quiet vulnerability in the way she says it, like she’s waiting for you to tell her it’s okay.<br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><</link>>
<<else>>
Her lips press together for a second before she exhales, shaking her head. “It’s just clothes,” she mutters, brushing a stray hair behind her ear. “I can try new things if I want.” She doesn’t sound angry, just firm. Like she’s already decided this is something she’s going to do, whether you approve or not.<br>
<br>
She lingers by the mirror, adjusting her sleeve before turning away. “You don’t have to like it,” she adds, not looking at you. “It’s not about that.” There’s no heat in her voice, just a quiet certainty. Then, with a final glance at her reflection, she moves on, leaving the conversation behind her.<br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SiblingBond -1>><</link>>
<</if>>
<<case "YourHomeCorruptionEvent2Support">>
"You’re right, why not go out?" you say, keeping your tone relaxed.<br>
<br>
Emily’s face immediately brightens. “Exactly!” she says, swinging her legs off the couch and standing up. “I mean, what else am I supposed to do? Sit around all day and stare at the walls?” She gives herself a quick glance in the nearest reflective surface, adjusting the way her clothes fall on her frame, like she’s already thinking about how she’ll present herself to the world outside.<br>
<br>
<<if _SiblingBondCheck gte 2>>
She grins and nudges your shoulder playfully. “See, this is why you’re not totally hopeless,” she teases. “Maybe I’ll bring you back something while I’m out.” It’s a small comment, but there’s an easy warmth behind it - like she genuinely enjoys having you on her side.<br>
<br>
As she moves toward the door, she pauses for just a second, running her fingers through her hair one last time. “You know, I should do this more often,” she muses, mostly to herself. The thought lingers, but she doesn’t wait for an answer before heading out.<Br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SiblingBond 1>><<EmilyCorruption 2>><</link>>
<<else>>
She smirks, flipping her hair back over one shoulder. “Knew you wouldn’t care.” There’s no real bite to it, just a casual dismissal, like she expected you to agree all along.<br>
<Br>
She takes a moment to straighten out her top, smoothing down the fabric before heading for the door. “Whatever. Later,” she calls over her shoulder, not even waiting for a response. It’s clear she’s already moved on to thinking about what’s next.<Br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<EmilyCorruption 1>><</link>>
<</if>>
<<case "YourHomeCorruptionEvent2Caution">>
"People are going to notice," you say, watching her reaction.<br>
<br>
Emily’s enthusiasm falters for just a moment. “Why would they?” she asks, leaning back slightly. The question isn’t defensive, but there’s a challenge in it, like she wants you to prove there’s a reason she shouldn’t.<Br>
<br>
<<if _SiblingBondCheck gte 2>>
She studies you, waiting for a real answer. You sigh.<br>
<br>
“Look, if I go to school as you, people might see you in town. Best case, they’ll think it’s weird for a student to be out during the day. Worst case, they’ll bring you back to school. And how will we explain that?"<br>
<br>
She exhales through her nose, sitting back down with a slight huff. “Ugh, fine, I’ll stay in.” There’s no real frustration in her voice, just mild disappointment, but she lets it go easily enough.<br>
<br>
Still, she lingers, absentmindedly adjusting the way her clothes sit before settling back down. “I just don’t get why it’s a big deal,” she mutters, more to herself than to you. “I mean, what’s the point of being here if I can’t actually do anything?” The restlessness hasn’t left her - just been pushed aside for now.<br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SiblingBond -1>><</link>>
<<else>>
She rolls her eyes, slumping back onto the couch. “Oh, please,” she scoffs. “Who even cares?” But the way she shifts in place suggests she knows the answer.<br>
<Br>
You sigh. “Look, if I go to school as you, people might see you in town. Best case, they’ll think it’s weird for a student to be out during the day. Worst case, they’ll bring you back to school. And how will we explain that?"<Br>
<br>
For a moment, she drums her fingers against the armrest, staring off toward the window like she’s still debating it. Then, with a heavy sigh, she flops back. “Fine, whatever.” Her tone is dismissive, but the spark of excitement from earlier is gone.<br>
<br>
She adjusts her clothes with a little more care than necessary, smoothing out wrinkles that aren’t there. “Guess I’ll just sit here and stare at the walls some more,” she mutters under her breath. It’s clear she’s not happy about it, but for now, she’s staying put.<br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SiblingBond -2>><</link>>
<</if>>
<<case "YourHomeCorruptionEvent3Support">>
"You’re probably right," you admit, watching the way she relaxes at your words.<br>
<br>
Emily’s smile brightens, and she lets out a small laugh. “See? That’s what I’m saying.” She pushes away from the couch, running a hand through her hair with a quiet hum. “It’s just fun. What’s the point of acting all awkward about it? Guys like a little confidence.”<br>
<br>
<<if _SiblingBondCheck gte 2>>
She steps closer, linking her arm with yours for a brief, casual squeeze. “You do get it,” she says, grinning. “You should get it. Like, when was the last time you went on a real date?” She tilts her head, eyes playful. “Maybe I should set you up with someone… if Jennifer’s too busy.”<br>
<br>
She lingers by the mirror, adjusting a strand of hair. “I mean, I used to overthink it too,” she muses. “But it’s so much easier just to go with the flow. It’s not like I’m getting married or anything.” She laughs, but there’s a certainty in her voice - it’s clear she’s fully embracing this new mindset.<br>
<br>
Emily turns away, returning to staring in the mirror. There is a hint of your sister there, but you realise that it's now been replaced. A large part of the person in front of you... belongs in Charlton.<br>
<br>
<<NPCKnownCheck "Gladys">>
<<if _NPCKnownCheck is true>>You need to speak to Gladys. Fast.<br>
<<else>>You need to find help. Fast.<br><</if>>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<QuestTracker "Quest17" 0>><<EmilyCorruption 2>><</link>>
<<else>>
She tilts her head at you, as if studying your face. “Huh,” she says after a beat, smirking faintly. “Didn’t think you’d actually agree.” There’s something almost amused in her tone, like she’s reassessing you.<br>
<br>
“Though, seriously,” she adds, flipping her hair over her shoulder. “You might want to take notes. Charlton boys love a girl who knows how to flirt.” She winks, and for a moment, you can’t tell if she’s joking.<br>
<br>
She turns back toward the window, adjusting her clothes with a satisfied little tug. “Anyway, I’m so done stressing over this stuff.” Her posture is looser now, more assured. She isn’t just saying it - she truly believes it.<Br>
<br>
Emily turns away, returning to staring in the window. There is a hint of your sister there, but you realise that it's now been replaced. A large part of the person in front of you... belongs in Charlton.<br>
<br>
<<NPCKnownCheck "Gladys">>
<<if _NPCKnownCheck is true>>You need to speak to Gladys. Fast.<br>
<<else>>You need to find help. Fast.<br><</if>>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<QuestTracker "Quest17" 0>><<EmilyCorruption 1>><</link>>
<</if>>
<<case "YourHomeCorruptionEvent3Caution">>
"That doesn’t sound like you," you say carefully.<br>
<Br>
Emily lets out a short, breathy laugh, shaking her head. “Oh, come on,” she groans, rolling her eyes. “It’s flirting. I’m not exactly running off to elope.”<Br>
<br>
<<if _SiblingBondCheck gte 2>>
She hesitates, glancing at you. “You really think it’s weird?” she asks, her voice quieter now. The confidence from earlier falters just slightly, and for a brief moment, she seems uncertain - like she’s waiting for you to tell her it’s okay to still question things.<Br>
<br>
She exhales, brushing her fingers over the seam of her sleeve. “I don’t know,” she admits, a little softer now. “I do like the attention… but I guess I never cared much about that before.” Her lips press together, like she’s trying to figure out whether that even bothers her.<br>
<br>
Emily turns away, turning to stare in the mirror. There is a hint of your sister there, but you realise that it's now been replaced. A large part of the person in front of you... belongs in Charlton.<br>
<br>
<<NPCKnownCheck "Gladys">>
<<if _NPCKnownCheck is true>>You need to speak to Gladys. Fast.<br>
<<else>>You need to find help. Fast.<br><</if>>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<QuestTracker "Quest17" 0>><</link>>
<<else>>
Her expression hardens just a little. “Seriously? You’re acting like I’m doing something wrong,” she says, crossing her arms. “I was just talking. It’s fun. It’s not my fault you don’t know how to play along.”<br>
<br>
She turns away, running her fingers absently through her hair before shaking her head. “Whatever. If you want to be weird about it, go ahead,” she mutters, her tone dismissive but just a little forced. “I’m fine.”<br>
<br>
Emily turns away, turning to stare in the mirror. There is a hint of your sister there, but you realise that it's now been replaced. A large part of the person in front of you... belongs in Charlton.<br>
<br>
<<NPCKnownCheck "Gladys">>
<<if _NPCKnownCheck is true>>You need to speak to Gladys. Fast.<br>
<<else>>You need to find help. Fast.<br><</if>>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SiblingBond -1>><<QuestTracker "Quest17" 0>><</link>>
<</if>>
<<case "YourHomeCorruptionEvent4Support">>
"I guess there’s nothing to worry about," you say, forcing the words out.<br>
<br>
Emily beams, crossing her legs as she leans forward. “See? You get it,” she purrs. “I mean, it’s just so obvious once you stop fighting it. I can do whatever I want here.”<br>
<br>
<<if _SiblingBondCheck gte 2>>
She nudges you playfully, grinning. “Honestly, you should be thanking me. I used to be such a mess. Can you imagine if I’d kept wasting my time worrying about dumb stuff like college?” She gives a dramatic shudder. “Ugh. I’d rather die.”<br>
<br>
She flips open the magazine again, scanning the pages with practiced ease. “But now?” She hums in satisfaction. “I have options.” Her fingers trail over an article about dressing to impress. “Charlton gives you exactly what you deserve.”<br>
<br>
You stare back at your sister. Finally admitting the truth to yourself. Emily isn’t just changing. She’s gone.<br>
<br>
And if Charlton has already taken her, then you need to figure out if there’s any way to stop it before it takes you, too.<br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<EmilyCorruption 2>><</link>>
<<else>>
She lets out a small, knowing laugh. “I knew you’d come around eventually,” she says, flipping her hair back. “I mean, really, what choice did you have? You live here. Might as well enjoy it.”<br>
<br>
She goes back to the magazine, flicking through the pages with a pleased little hum. “Now, what should I wear for my first shift?” She grins, half to herself. “I mean, I could start at the salon, but the bar… that could be interesting.”<br>
<br>
Her voice is light, teasing, but there’s something in the way she says it that makes your stomach turn.<br>
<br>
You stare back at your sister. Finally admitting the truth to yourself. Emily isn’t just changing. She’s gone.<br>
<br>
And if Charlton has already taken her, then you need to figure out if there’s any way to stop it before it takes you, too.<br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<EmilyCorruption 1>><</link>>
<</if>>
<<case "YourHomeCorruptionEvent4Caution">>
"You don’t even sound like yourself anymore," you say, unable to hide the unease in your voice.<br>
<br>
Emily sighs, like she’s dealing with a particularly slow student. “Ugh, again with this?” She places a hand on her hip, looking at you with amused pity. “You really don’t get it, do you?”<Br>
<br>
<<if _SiblingBondCheck gte 2>>
She shifts slightly, considering you for a moment. “I am myself,” she insists, her brown eyes steady. “Just… better. I’m happier, I’m confident, and everything just works now. Why is that such a bad thing?”<br>
<br>
She watches your face, waiting for you to argue, but when you don’t immediately respond, she sighs, brushing a strand of hair behind her ear. “You’ll understand eventually,” she says, her tone softer now. “You have to. Charlton gives you things if you just let it.”<br>
<br>
You stare back at your sister. Finally admitting the truth to yourself. Emily isn’t just changing. She’s gone.<br>
<br>
And if Charlton has already taken her, then you need to figure out if there’s any way to stop it before it takes you, too.<br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SiblingBond -1>><</link>>
<<else>>
Her expression cools, the warmth draining slightly. “God, you sound like a jealous loser.” She rolls her eyes, flipping open the magazine again. “I’m fine. Better than fine.”<br>
<br>
She turns a page with exaggerated patience, not even looking at you anymore. “You’re the one who’s miserable,” she murmurs. “And honestly? That sounds like a you problem.”<Br>
<br>
You stare back at your sister. Finally admitting the truth to yourself. Emily isn’t just changing. She’s gone.<br>
<br>
And if Charlton has already taken her, then you need to figure out if there’s any way to stop it before it takes you, too.
<br>
<<ActionsHeader>>
<<link "End the conversation with Emily" "YourHome">><<EndConversation "Emily">><<SiblingBond -2>><</link>>
<</if>>
<<case "YourHomeSiblingBondActiveFor">>
You don’t answer right away. There’s something off about this. About the way she’s acting, the ease in her voice.<br>
<br>
"Emily, where did you get this?"<br>
<br>
She hesitates, then sighs. "There’s a place. One of the girls at school told me about it." She leans back against the sofa, tapping a nail against the side of the snuffbox.<br>
<br>
“What place?”<br>
<br>
Emily sighs. "It’s a bar. The Red Room. It’s out of town. Not far, but… far enough." She shrugs, like it’s not a big deal. "I went to check it out."<br>
<br>
Your stomach tightens. "You left Charlton? Who gave you this?"<br>
<br>
“A guy,” she replies, hesitantly. “Called Old Scrumpy Jack.”<br>
<br>
“Old Scrumpy Jack?” you stammer in disbelief. “What sort of name is that, Em?”<br>
<br>
Emily’s eyes flick to yours, something unreadable behind them. Then she laughs softly, shaking her head. "You’re acting like I wandered into some dangerous back alley." She gestures vaguely at the box. "This is safe. It’s meant to help. You take it, and it reduces the impact the school has on you. That feeling like you’re constantly being nudged into something? That haze? It cuts through it."<br>
<br>
She offers it out to you, her expression expectant. "Do you want to try it?"<br>
<br>
“Try what?”<br>
<br>
“The man - Scrumpy Jack - gave me specific instructions. You take a sniff, then I do. And you’ll find that we share the burden you’re carrying. I’ve been thinking - you shouldn’t have to do all of this whilst I sit at home, waiting? I did this for you.”<br>
<br>
<<if $current.female is true>>
You give Emily a hard look. She is smiling, almost pleading with her expression. Whatever she is holding, it’s coming from a good place. But you sense the energies of magic emanating from the snuffbox. Potent and raw.<br>
<<else>>
You give Emily a hard look. She is smiling, almost pleading with her expression. Whatever she is holding, it’s coming from a good place. But hairs stand up on your neck. You can't be sure, but you'd be money this is imbued with arcane energy.<br>
<</if>>
<br>
“This is magical, Em,” you tell her. “I don’t know if we want to mess with it.”<br>
<br>
“You mess with magic everyday,” she replies. “What’s the harm in trying it? I want to help.”<br>
<br>
You look at her again. She seems eager. Almost hanging on this to contribute to your investigation somehow.<br>
<br>
<<ActionsHeader>>
<<link "Accept the help" "EmilyDialogue">><<set $EmilyDialogue to "YourHomeSiblingBondActiveForAccept">><</link>><br>
<<link "Tell her you don’t need it" "EmilyDialogue">><<set $EmilyDialogue to "YourHomeSiblingBondActiveForDecline">><</link>><br>
<<case "YourHomeSiblingBondActiveForAccept">>
You hesitate, your gaze flicking between Emily and the box. The scent of the powder - something faintly floral, almost sweet - lingers in the air, just enough to be noticeable.<br>
<br>
"You’re sure this works?" you ask.<Br>
<br>
Emily’s fingers tighten slightly around the snuffbox as she lifts it closer. "I wouldn’t offer if I wasn’t."<br>
<Br>
There’s something expectant in her expression. Not just excitement, but relief, like she’s been waiting for you to trust her with this.<br>
<br>
"We take it together," she says. Her brown eyes hold yours, searching. "You shouldn’t have to do this alone."<Br>
<br>
She tilts the box slightly, the red powder shifting like fine sand within the container. "So?" she asks, voice softer now. "Are we doing this?"<br>
<br>
You only hold out for a moment longer, then nod. She grins. “Alright. I go first.”<br>
<br>
You watch with nervousness as Emily turns the snuffbox to face her. She gives you one last look before leaning over it, and holding one nostril closed with her spare hand, takes a snort from the box hanging between you. <br>
<br>
For a moment, you can almost see the faint traces of yellow energy shoot up into her body, before fading away as the powder enters her bloodstream. She looks up at you, a new smile forming on her face. Her pupils have dilated slightly.<br>
<br>
“Now… you”, she says, holding out the box.<Br>
<br>
<<ActionsHeader>>
<<link "Sniff the powder" "EmilyDialogue">><<set $EmilyDialogue to "YourHomeSiblingBondActiveForSniff">><</link>><br>
<<case "YourHomeSiblingBondActiveForSniff">>
You hesitate for only a moment longer before reaching for the box.<br>
<br>
Emily’s grin widens slightly, her pupils still blown from the effects of the powder she just inhaled. She watches intently as you lean forward, mirroring her earlier movement.<Br>
<br>
Waiting for just a moment longer, you hold one nostril shut and inhale.<br>
<br>
<<if _EmilyCorruptionCheck is false>>
The powder hits instantly. Warmth spreads from the back of your throat, tingling down your limbs like static beneath your skin.<br>
<br>
Then - a pull.<br>
<br>
You gasp as something seeps out of you, a golden glow escaping from your skin like smoke being siphoned away.<br>
<br>
The energy moves slowly at first, curling into the air before drifting toward Emily. Then, suddenly, it lurches, a rush of golden light flowing out of your chest and straight into hers.<br>
<br>
Emily inhales sharply, her body stiffening for just a second before she exhales in a soft, breathy giggle.<br>
<br>
Your stomach clenches. Emily never giggles like that.<br>
<br>
She shifts on the sofa, fingers absentmindedly playing with a loose strand of her hair, twisting it between her fingers. There’s something strangely assured about her now - not more confident, exactly, but more… at ease. Relaxed. Less concerned.<br>
<br>
"Did it work?" she asks, tilting her head. Her voice sounds the same, but there’s a lilt to it now, a slight singsong quality that wasn’t there before.<br>
<br>
You barely hear her. Something is wrong. In yourself. You feel lighter. But not in a good way.<Br>
<br>
There’s a strange absence inside you, a hollowness you can’t quite define. Your heartbeat feels a little too slow, your breath just a little too shallow. Your posture is different. Shoulders less square, your movements softer, more fluid. Then, instinctively, you adjust your sleeves. Deliberate, careful, delicate.<br>
<br>
You freeze.<Br>
<br>
You’ve never moved like that before.<Br>
<br>
Your fingers twitch slightly, the remnants of that subconscious action still lingering. And the way you’re sitting - it’s... different.<br>
<br>
<<ActionsHeader>>
<<link "Ask Emily what just happened" "EmilyDialogue">><<set $EmilyDialogue to "YourHomeSiblingBondActiveForOutcome">><<EmilyCorruption 5>><<Feminity -5>><</link>><br>
<<else>>
The powder hits instantly, a rush of warmth flooding your chest, coiling through your limbs.<Br>
<br>
Then - movement. You see it. Magic, visible, living.<br>
<br>
At first, it moves out of you, just as it had with Emily. But then it stops, swirling in the air, hanging between the two of you like a cloud of smoke.<br>
<br>
It lingers for only a second before it rushes forward, splitting in two. Half surging into Emily, half surging straight back into you.<br>
<Br>
You inhale sharply as heat blossoms under your skin, something twisting deep inside. Your heartbeat pounds, quickened, too fast, too strong.<br>
<br>
Emily lets out a soft breath, her smile curling at the edges.<br>
<br>
"That’s it," she murmurs, watching you with something almost delighted.<br>
<br>
You shudder as the warmth settles, spreading through your body like it’s always belonged there. Something feels different, off, but not wrong.<Br>
<br>
Emily stretches, rolling her shoulders as if easing into her own transformation. There’s a new confidence in the way she moves now, a quiet satisfaction.<br>
<br>
"This will help you," she says simply, like it’s obvious.<Br>
<br>
<<ActionsHeader>>
<<link "Ask Emily what just happened" "EmilyDialogue">><<set $EmilyDialogue to "YourHomeSiblingBondActiveForOutcome">><<EmilyCorruption 2>><<Feminity 3>><</link>><br>
<</if>>
<<case "YourHomeSiblingBondActiveForOutcome">>
<<if _EmilyCorruptionCheck is false>>
"Emily,” you stammer. “What did we just do?"<Br>
<br>
She blinks at you, frowning slightly, but it doesn’t last. She just shakes her head, smiling in a way that’s almost dismissive.<Br>
<br>
"I told you. It helps, doesn’t it?"<br>
<br>
She gestures toward you vaguely, her expression open, airy, completely untroubled. Like nothing about this feels strange to her at all.<br>
<br>
"It worked, right? You feel better?"<br>
<br>
You open your mouth - to argue, to demand an explanation, to undo whatever just happened - but stop.<br>
<br>
Because no one forced you.<br>
<br>
Emily may have offered it, but you were the one who took it. The consequences are yours to own.<br>
<br>
Emily giggles, putting the powder away. She seems breezy. Carefree. You might feel more grounded, but the magic has had an impact on Emily too.<br>
<br>
And that's on you.<br>
<<else>>
You swallow. "Help me what?"<br>
<br>
Emily raises a brow, amused. "Integrate. You want to belong in Charlton, don’t you?"<br>
<Br>
She gestures toward you, and you feel it - the lingering sensation in your skin, in your very being, shifting ever so slightly toward something more... aligned.<br>
<br>
"This is me helping, <<TrueName "Current">>. You can fit in. Be the best you."<br>
<br>
Her voice is calm, certain. And as you sit there, pulse still racing, you realise she genuinely believes it.<br>
<br>
You begin to object, you feel the anger rising. But Emily’s smile disarms you before you can speak. You realise that whilst Emily may have offered it, you were the one who took it.<br>
<Br>
The consequences are on you.<Br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EndConversation "Emily">><</link>>
<<case "YourHomeSiblingBondActiveForDecline">>
You don’t reach for the box. "We don’t need it, Emily."<Br>
<br>
Her smile falters, just slightly. "What?"<br>
<br>
You exhale, choosing your words carefully. "I know you’re trying to help. And I appreciate it. Really, I do. But we don’t need this. We don’t need to use more magic than we’re already using."<Br>
<br>
Emily’s fingers tighten around the snuffbox, her expression flickering between confusion and frustration.<br>
<br>
"But this could make things easier," she insists, sitting forward slightly. "You don’t have to do everything alone. I could take some of the weight off of you."<Br>
<br>
You shake your head. "I don’t want you to have to deal with this, Em."<Br>
<br>
Emily blinks at you, something unreadable in her expression. "But… I want to."<br>
<br>
Her voice is quieter now, less certain than before. The confidence she had when she first presented the snuffbox is slipping away, replaced by something more vulnerable.<br>
<br>
"You’re always the one carrying everything," she murmurs. "You’re the one dealing with Charlton, with the magic, with the weirdness. And I just --" She exhales sharply, pressing her lips together. "I just wanted to help."<Br>
<br>
You sit down beside her. "You do help," you say gently.<br>
<br>
She lets out a short breath, shaking her head. "Not really."<br>
<br>
"Yeah, really." You glance at her, meeting her gaze. "You being here? Having someone who knows what is going on. What is really going on? That helps more than you know."<br>
<br>
Emily doesn’t answer right away. She looks down at the snuffbox, running a thumb along the edge of it.<br>
<br>
"I just hate seeing you deal with all of this on your own," she admits after a pause.<br>
<br>
"Then don’t," you say. "We’ll deal with it together."<br>
<br>
Emily looks at you again, studying your face, then exhales. "Together, huh?"<br>
<br>
"Yeah."<br>
<br>
Her lips press together, but then, slowly, she nods. She doesn’t push the snuffbox toward you again. Instead, she closes it, setting it down on the table.<Br>
<br>
"Okay."<br>
<br>
Her disappointment lingers, but something else has settled between you now. She gives you a smile, one full of emotion. And sibling love.<br>
<Br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EndConversation "Emily">><<SiblingBond 1>><</link>>
<<case "YourHomeSiblingBondReactiveFor">>
<<if _EmilyCorruptionCheck is false>>
You look at what Emily is holding out towards you. The first thing you notice is how pristine the cover is. Sleek, glossy, like a textbook that belongs in an upscale school. This definitely didn’t come from Charlton.<br>
<br>
“What’s that?”<br>
<br>
"It’s something I got from my last school,” she replies. “Back in the city. Back home."<Br>
<br>
You frown, trying to understand. She sees your expression and offers a smile. "I’m sure things have changed since you were at school. Curricula change over time. If you’re struggling, maybe it can help? Even in Charlton, they have to base their lessons on something."<br>
<br>
She sighs before continuing. "I can’t understand a lot of it. It was beyond me, even back then. But you might be able to. There’s things that have changed since you sat in lessons. Just give it a read. Maybe something in there can help you keep my grades up.”<Br>
<Br>
There’s something hesitant in her tone, like she’s not used to admitting when she needs help.<br>
<br>
But she’s offering it to you. Not just the book, but a way for you to help her, too.<Br>
<<else>>
The magazine shines under the dim lighting, its glossy cover crisp from careful handling. The title, A New Woman, stands out in bold, elegant font. The lead cover story is “<i>15 Fashion Tips For The New Season</i>.”<br>
<br>
Emily grins slightly as she offers it to you. "This is important."<br>
<br>
You blink at her. "A magazine?"<br>
<br>
She nods. "Not just any magazine. It’s A New Woman. It’s like the bible for Charlton girls. This one talks about style. If you’re going to fit in as me, you need to work on your fashion sense."<br>
<br>
You glance down at it. Despite having a style that would look dated beyond the 1960s, the cover girl is effortlessly styled, smiling with polished confidence. <br>
<br>
"Where did you get this?"<br>
<br>
"From Pete’s Pharmacy,” Emily replies. “They always have them in stock."<br>
<br>
That makes you pause. You flip the magazine over, eyes scanning the fine print near the barcode. Publisher: Sally Hope Publishing, Charlton.<Br>
<br>
<i>Charlton.</i><br>
<Br>
You stare at the magazine again. Almost surprising to you, there’s no hint of magic woven into the magazine, no sense of mystical curses. As far as you can tell.<br>
<br>
You look up at Emily, but she’s watching you expectantly, like she genuinely thinks this is something you should appreciate. "It’s a nice thing to give you, isn’t it?" she says brightly.<Br>
<Br>
You glance once again at the magazine. Somehow, her words do not make you feel any better.<br>
<</if>>
<br>
<<ActionsHeader>>
<<if _EmilyCorruptionCheck is false>>
<<set _LinkVariable to "Read the book">>
<<else>>
<<set _LinkVariable to "Read the magazine">>
<</if>>
<<link _LinkVariable "EmilyDialogue">><<set $EmilyDialogue to "YourHomeSiblingBondRectiveForAccept">><</link>><br>
<<link "Tell Emily she should keep it" "EmilyDialogue">><<set $EmilyDialogue to "YourHomeSiblingBondReactiveForDecline">><</link>><br>
<<case "YourHomeSiblingBondRectiveForAccept">>
<<if _EmilyCorruptionCheck is false>>
You exhale and sit down, taking the book from Emily and flick open the pages.<br>
<br>
The words on the page feel dense at first - complex theories, advanced formulas, essays that feel just out of reach. But as you settle in, it starts to make sense.<br>
<br>
Time passes, the room quiet aside from the occasional sound of Emily shifting beside you.<br>
<br>
The more you read, the more you realise that you weren’t taught any of this at school.<br>
<br>
And yet, even in Charlton, the teachers would have to acknowledge this knowledge. If Emily can apply it properly, it might help her keep ahead in class.<Br>
<br>
“Looks like you’ve found something of value?” Emily says, bringing you out of your focus. <br>
<br>
You look up - realising Emily is now standing. “Sorry. I got into it.”<br>
<br>
She smiles at you. “Don’t let me stop you. I’m just going to bed.”<br>
<br>
You nod. “I might just finish this chapter.”<br>
<br>
She giggles. “Still the book worm. Enjoy - good night!” <br>
<br>
You smile as Emily goes up to her room. Then you turn back to the book and continue to read for a bit, almost smiling as you realise how much you thought you knew has been revised. <br>
<Br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EmilyGrades 5>><<EndConversation "Emily">><<TimeChange>><</link>>
<<else>>
You exhale and sit down, taking the magazine from Emily and flick open the pages.<br>
<br>
The pages are filled with sleek layouts, style guides, beauty tips, and social etiquette rules. You skip through to the main cover story and begin reading the main article.<Br>
<br>
It seems pointless and trivial. As you read the introduction, you wonder how long you’ll have to keep this up, in order not to offend Emily.<br>
<br>
But quickly, you find yourself drawn into it. You find yourself lingering on certain sections. How to dress to impress, how to present confidence, how to read social cues. <br>
<Br>
The sense of superficiality never passes, but you can’t deny that you’re learning. As time drifts by, you note at least a few things that you would otherwise have not considered. <br>
<br>
You sense Emily looking at you from beside you, clearly pleased. "See?" she says, tilting her head. "It’s good, isn’t it?"<br>
<br>
You offer her a polite smile. She giggles. “I’m going to go up to my room, but feel free to finish it. Just leave it on the side when you’re done.”<br>
<br>
You casually nod and watch Emily ascend the stairs. In spite of your initial impressions, you return to the article, finding yourself spending a bit more time considering your appearance before finally putting it aside.<br>
<Br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<set $PlayerCharacter.skills.flirt += 3>><<Feminity 1>><<EndConversation "Emily">><<TimeChange>><</link>>
<</if>>
<<case "YourHomeSiblingBondReactiveForDecline">>
<<if _EmilyCorruptionCheck is false>>
You shake your head. "You should keep this, Emily."<br>
<br>
Emily falters. "But it could help you."<br>
<br>
You exhale, offering her a small smile. "I’ll get by. You need it more than I do. I appreciate the offer, but even if you get one thing from it, it’s better for you to learn than me."<Br>
<br>
You see her wincing. “But I don’t get it.”<Br>
<br>
Smiling, you open the book up on the coffee table. “Look, it’s not so hard. Let me show you.”<Br>
<br>
You spend some time talking Emily through some of the more basic concepts. Surprisingly, you find Emily was right. There’s things in this textbook that you weren’t taught. But together, you and Emily work through the textbook, solving questions together. <Br>
<br>
You notice she is still struggling with the material - her fingers hovering over the words, her eyes flicking over the same paragraph multiple times. But at least by the time she tells you she’s going to bed, she’s at least learned a thing or two.<br>
<Br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EmilyGrades 2>><<EndConversation "Emily">><<TimeChange>><</link>>
<<else>>
Emily pouts slightly when you push the magazine back toward her.<br>
<br>
"You don’t want it?"<br>
<Br>
You shake your head. "I can get by. There’s other ways to solving our problems than me knowing how to dress to impress.”<br>
<br>
“Besides,” you add, seeing the disappointment on her face. “You should keep it. It seems important to you"<Br>
<Br>
She hums, but doesn’t argue. She looks back at the magazine, then nods. “Okay,” she says.<br>
<br>
She flips it open again, settling deeper into the sofa. You glance at her as she starts reading. She looks... engrossed. Something about the way she studies the pages, the way her fingers trace the layout, feels different.<Br>
<br>
You don’t remember her ever being like this. Until recently, it would have been a book. Now, the contents of the magazine seems like it’s the centre of her world.<Br>
<Br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EmilyCorruption 2>><<EndConversation "Emily">><<TimeChange>><</link>>
<</if>>
<<case "YourHomeSiblingBondReactiveAgainst">>
<b>Your home</b><br>
<img src="./images/Your_Home.png"><br>
<br>Your family home has an open-plan kitchen within the living room. A large table separates the kitchen space from the lounge area, which boasts a big sofa and a giant TV at the other end.<br>
<br>
<<if _EmilyCorruptionCheck is false>>
You make your way down the stairs, heart pounding a little harder than you’d like to admit.<br>
<br>
Emily sits at the kitchen table with a cup of tea. When she sees you, she doesn’t look surprised. She exhales softly, setting her cup down.<Br>
<br>
"I took the amulet," she says simply.<br>
<br>
You cross your arms. "Yeah, I figured that out."<br>
<br>
She meets your gaze, something unshakable in her expression.<br>
<br>
"You’re not helping, <<TrueName "Current">>. You’re just… pretending." She shakes her head, pressing her lips together. "You need to start taking this seriously. Because I can’t do this anymore. I can’t face another day there. So you’re going to go to school today. As me. Whether you like it or not."<br>
<br>
There’s exhaustion in her voice, something raw and weary. She’s not trying to be cruel. She’s just desperate.<br>
<br>
She folds her arms. "I’m not giving it back. Not until you promise me that you’ll go."<br>
<<else>>
You make your way down the stairs, heart pounding a little harder than you’d like to admit.<br>
<Br>
Emily looks up at you, a smug, satisfied expression on her face. She doesn’t even bother hiding the amulet. It’s sitting beside her, resting casually on the armrest like it belongs there.<br>
<br>
"I took the amulet," she says, almost cheerful.<br>
<br>
You narrow your eyes. "Yeah. I can see that."<br>
<br>
She leans back, stretching lazily. "I don’t think I need your help anymore."<br>
<br>
Her casual dismissal sends a cold prickle down your spine. You raise an eyebrow at her, tension hanging in the air.<br>
<br>
"School isn’t so bad,” she says, nonchalantly. “Actually… I kind of like it."<br>
<br>
You stare at her, mouth dropping open. "But you hate school. That school, I mean."<br>
<br>
Emily grins, shrugging. "Not anymore."<Br>
<br>
Her fingers tap lightly against the amulet. "And I don’t see why you should go in my place. Why should you get to experience the best days of my life when I can just… enjoy them myself?"<br>
<br>
She looks at you expectantly, waiting for you to argue.<br>
<br>
"So," she says, voice light, sweet even. "I think I’m just going to hold on to this."<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Relent" "EmilyDialogue">><<set $EmilyDialogue to "YourHomeSiblingBondReactiveAgainstRelent">><<Assertive -1>><</link>><br>
<<link "Demand the amulet back" "EmilyDialogue">><<set $EmilyDialogue to "YourHomeSiblingBondReactiveAgainstDemand">><<Greedy 1>><</link>><br>
<<case "YourHomeSiblingBondReactiveAgainstRelent">>
<<if _EmilyCorruptionCheck is false>>
You let out a slow breath. "Fine."<Br>
<br>
Emily blinks, caught off guard. "You mean it?"<br>
<Br>
"Yeah," you sigh. "If it’s hurting you so much, I’ll go to school today."<br>
<br>
Her shoulders loosen slightly, relief flickering across her face. “And you’ll take it seriously? You won’t cause me anymore trouble?”<Br>
<br>
Your eyes linger on the amulet. Then you nod. “I promise.”<br>
<Br>
Emily eyes you carefully, judging you for a long moment. Eventually, she takes a breath, picks up the amulet and slides it over the kitchen table.<Br>
<Br>
"Good," she murmurs. “I didn’t want to do this, <<TrueName "Current">>. But I mean it. You’re not helping.”<br>
<br>
You can only wait a moment before reaching over and snatching up the amulet. A little too eagerly. You look back at Emily, seeing her eyes narrowing. “I’ll try.”<Br>
<br>
Emily stands, brushing past you. "I guess I’m housebound today. Don’t be late for school."<br>
<br>
Your sister walks up the stairs, leaving you alone.<Br>
<br>
<<ActionsHeader>>
<<link "Leave for school" "YourStreet">><<TakeObjectNPC "Emily" "amulet">><<EndConversation "Emily">><<set $EmDay to "work">><<SetNPCLocation "Emily" $dayCurrent $periodCurrent "">><</link>>
<<else>>
You watch her for a long moment, then exhale. "Fine. Go then."<br>
<br>
Emily smiles brightly, delighted. "Knew you’d come around," she says, tossing the amulet back toward you like an afterthought. <br>
<br>
You barely catch it before it hits the floor.<br>
<br>
She stands, stretching. She looks excited, almost giddy. "Alright, well. Have fun at work, <<TrueName "Current">>."<Br>
<Br>
She practically skips away, humming to herself.<br>
<br>
You glance down at the amulet. The weight of it in your palm feels heavier than it should.<br>
<br>
<<ActionsHeader>>
<<link "Transform back and leave for work" "YourStreet">><<TakeObjectNPC "Emily" "amulet">><<EndConversation "Emily">><<TransformBack>><<set $EmDay to "school">><<SetNPCLocation "Emily" $dayCurrent $periodCurrent "">><</link>>
<</if>>
<<case "YourHomeSiblingBondReactiveAgainstDemand">>
<<if _EmilyCorruptionCheck is false>>
You shake your head. "No. Give it back."<br>
<br>
Emily’s expression hardens. "You’re not listening."<br>
<Br>
"No, I am," you say. "I get why you did this, but I need the amulet. You can’t just take it from me."<br>
<br>
Her fingers tighten into fists. She looks away, breathing hard. "You don’t get it. You don’t know what it’s like to be in that place every day."<Br>
<br>
You don’t argue. You just hold out your hand.<br>
<br>
For a moment, it looks like she’s going to refuse. Then, with a frustrated noise, she shoves it toward you.<br>
<Br>
"Fine."<Br>
<br>
She storms off out of the door before you can say anything else, bound for the school she desperately hates.<Br>
<br>
<<ActionsHeader>>
<<link "Transform back and go to work" "YourStreet">><<TakeObjectNPC "Emily" "amulet">><<TransformBack>><<EndConversation "Emily">><<set $EmDay to "school">><<SetNPCLocation "Emily" $dayCurrent $periodCurrent "">><</link>>
<<else>>
You look her dead in the eyes, barely keeping your anger under control. "Give it back, Emily."<br>
<br>
She tilts her head, mock innocence in her eyes. "Make me."<br>
<br>
You take a step forward. Her expression shifts. For the first time, she actually looks irritated.<Br>
<br>
“That school is messing with you,” you warn her. “So much that you don’t see it anymore.”<br>
<Br>
“Maybe it is,” she spits back. “Or maybe I’m just growing up. And you just can’t accept it.”<br>
<br>
“You don’t sound like a mature adult to me right now,” you reply.<br>
<br>
She glares at you, anger clearly spread across her face. "God, fine." She rolls her eyes and throws the amulet at you.<br>
<br>
You barely catch it before it hits your chest. "Go to school, then. Go pretend to be me, if it makes you feel better. If you ask me, I think you’re enjoying it a bit too much."<br>
<br>
She flips open her magazine and goes right back to reading, but her eyes constantly look up at you. “Waiting for something?” she taunts you.<br>
<br>
You hold the amulet firmly in your hands. In spite of her words, you feel you can’t back out now.<br>
<br>
<<ActionsHeader>>
<<link "Go to school" "YourStreet">><<TakeObjectNPC "Emily" "amulet">><<EndConversation "Emily">><<set $EmDay to "work">><<SetNPCLocation "Emily" $dayCurrent $periodCurrent "">><</link>>
<</if>>
<<case "YourHomeSiblingBondActiveAgainst">>
<<if _EmilyCorruptionCheck is false>>
You step closer, eyes locked on the trinket. "Emily, what are you doing?"<Br>
<br>
She doesn’t flinch. She doesn’t hesitate. Instead, she glares at you. "I’m done being the only one who can’t use magic."<Br>
<Br>
Her words hit like a slap. There’s anger behind them, but worse than that. She's hurting.<Br>
<br>
"You get to wave your hand and make things happen. You get to fight back. And I’m just supposed to sit here and let you handle everything? I’m supposed to just… hope you know what’s best for me?"<Br>
<br>
Her hands ball into fists. "I found someone who could actually help."<br>
<br>
A chill runs down your spine. "Who?"<br>
<br>
Emily scoffs. "Oh, because only your friends can know about magic?"<Br>
<br>
She gestures at the trinket.<br>
<Br>
"Her name’s Siobhan. She works at that carnival that just came to town. And unlike you, she actually listened to me."<Br>
<br>
You take a breath, steadying yourself. "Emily, this thing -"<br>
<br>
"It’s a bracelet." She cuts you off, defiant. "And once I activate it, I’ll have my own power. I’ll be able to stop these curses. Without you."<br>
<<else>>
You step closer, eyes locked on the trinket. "Emily, what are you doing?"<br>
<br>
She doesn’t flinch. She doesn’t hesitate. Instead, she glares at you. Emily smirks, leaning back slightly, completely unfazed by your reaction. "You wouldn’t get it, <<TrueName "Current">>."<br>
<br>
Her voice is light, airy - almost mocking.<br>
<br>
"I found someone who could help me. Siobhan. She works at that carnival that just came to town." She gestures at the trinket. "She was more understanding than you’ve ever been."<br>
<br>
You swallow hard, feeling the magic radiate from the bracelet, dangerously unstable. "Emily, you don’t know if this will stop the curses."<Br>
<br>
"No,<i>you</i> don’t know," she counters, her smile sharpening. "This isn’t about stopping them."<br>
<br>
Your breath catches. "What?"<br>
<br>
Emily tilts her head, twisting a loose strand of hair between her fingers. "Why stop them, when I can make them work for me?"<br>
<br>
Her eyes glint in the candlelight, and a shiver runs down your spine. "I’m going to shape things the way they should be. And you? You’re either with me… or in my way."<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Support Emily in getting power" "EmilyDialogue">><<set $EmilyDialogue to "YourHomeSiblingBondActiveAgainstSupport">><</link>><br>
<<link "Stop Emily from using the bracelet" "EmilyDialogue">><<set $EmilyDialogue to "YourHomeSiblingBondActiveAgainstStop">><</link>><br>
<<case "YourHomeSiblingBondActiveAgainstSupport">>
<<if _EmilyCorruptionCheck is false>>
You hesitate.<br>
<br>
The urge to tell her this is dangerous is paramount. That she’s playing with something she doesn’t understand. But then you see the way her hands tremble. The way her voice shakes with frustration. You didn’t realise she had reached her breaking point.<br>
<br>
Maybe this… maybe this would be better for everyone.<br>
<br>
"Okay."<br>
<br>
Emily blinks, startled. "What?"<br>
<br>
You sigh. "I’m sorry. I didn’t realise how much this was hurting you. If this is what you need -"<Br>
<br>
She doesn’t wait for you to finish.<br>
<br>
Emily places a hand over the bracelet, her voice steadying as she speaks. "A desperate gift, for those whose greed overpowers their need, bind this bracelet's power to me and only me."<Br>
<br>
<I>Whose greed overpowers their need?</i><br>
<br>
You barely have time to react before a surge of energy explodes outward.<br>
<br>
A blinding flash of light fills the room.<br>
<br>
Darkness takes you.<br>
<<else>>
You hesitate, then nod. "Maybe you’re right."<br>
<br>
Emily frowns. "What?"<Br>
<br>
You sigh. “We need all the help we can get. A little more magic -”<br>
<br>
She doesn’t wait for you to finish.<Br>
<Br>
Emily places a hand over the bracelet, her voice steadying as she speaks. "A desperate gift, for those whose greed overpowers their need, bind this bracelet's power to me and only me."<Br>
<br>
<I>Whose greed overpowers their need?</i><Br>
<br>
The moment she speaks the words, the magic ignites.<Br>
<br>
A crimson glow bursts outward, wrapping around her like a second skin.<Br>
<br>
The air crackles with power.<Br>
<br>
Then, a flash of light.<br>
<br>
Darkness takes you.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Come around" "EmilyDialogue">><<set $EmilyDialogue to "YourHomeSiblingBondActiveAgainstOutcome">><<NPCTakeObjectFromNPC "Emily" "Siobhan" "EmilysMagicBracelet">><<AdjustNPCCorruptionModifier "Emily" -0.5>>
<<EmilyCorruption 5>><<SetNPCMagic "Emily" 1>><</link>><br>
<<case "YourHomeSiblingBondActiveAgainstOutcome">>
<<if _EmilyCorruptionCheck is false>>
You come to with a sharp inhale, the feeling of cold wood beneath you grounding you as your mind slowly catches up.<br>
<br>
Your vision is blurry at first, colors bleeding together in the living room. The scent of smoke and burnt-out wax fills the air.<Br>
<br>
As your head clears, you look around. The candles are all blown out. The chalk markings on the floor are smudged and broken. But the magic lingers.<Br>
<br>
And at the centre of it all, Emily sits, grinning. Her fingers brushing over the bracelet on her wrist.<br>
<br>
She glows.<br>
<br>
Not just figuratively. There’s still a soft shimmer of magic clinging to her, a faint golden hue that pulses and settles into her skin.<br>
<br>
You push yourself up, still dazed. "Emily…?"<br>
<br>
She looks up at you, and something is different. Her smile is brighter. Carefree. Almost… vacant.<br>
<Br>
"I feel protected," she murmurs, flexing her fingers as if testing out the energy within her.<br>
<br>
"Like the curses can't touch me anymore."<Br>
<br>
The way she says it, so casually, so assured, makes your stomach twist.<Br>
<br>
You study her closer, and that’s when it hits you. It’s not just the magic. It’s her. The way she holds herself - looser, more relaxed. The way she tilts her head, a practiced ease to it. The way her lips curve into a soft, effortless smile.<br>
<Br>
You swallow hard. She looks more like she fits into the town than ever.<Br>
<br>
She stands, still fiddling with the amulet. Her posture seems straighter, more pronounced. She walks across the room, hips swaying, a bounce in her steps. <Br>
<br>
“Time to show Charlton what I’m made of,” she murmurs, a sultry tone to her voice.<Br>
<br>
Without another word, she walks past you and walks upstairs to her room.<br>
<<else>>
You come to with a jolt, gasping for breath. The air feels thick, charged, like static clinging to your skin.<br>
<br>
Blinking hard, you try to orient yourself. The room is dim, but the candles are out. The chalk circle is broken, the markings distorted. But that’s not what draws your attention.<br>
<br>
Emily sits in the middle of the ritual space, cross-legged, head tilted back slightly as she watches the bracelet on her wrist. She’s grinning. And she’s glowing.<Br>
<br>
Not just from residual magic. There's power to her. It hums around her, a soft crimson shimmer still flickering at the edges of her skin, seeping into her like it belongs there.<br>
<br>
You push yourself upright. "Emily?"<Br>
<br>
She finally looks at you, eyes gleaming. "I feel powerful."<br>
<br>
She flexes her fingers, her movements slow, deliberate. Like she’s savoring the sensation. "Like the curses are mine to play with."<br>
<br>
Your chest tightens and you watch as she lifts her wrist, admiring the bracelet like a prized possession. Something is wrong.<Br>
<br>
She’s changed. Not just magically, but in presence. Her smile is wider. More confident. Too confident. Her posture is practiced, poised. Effortless.<br>
<br>
She stands, still fiddling with the bracelet. She walks across the room, hips swaying, a bounce in her steps. <br>
<br>
“Time to show Charlton what I can do,” she murmurs, a sultry tone to her voice. <Br>
<br>
Without another word, she walks past you and walks upstairs to her room.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EndConversation "Emily">><<SetNPCLocation "Emily" $dayCurrent $periodCurrent "EmilysRoom">><</link>>
<<case "YourHomeSiblingBondActiveAgainstStop">>
<<if _EmilyCorruptionCheck is false>>
You move before she can activate it. Emily screams as you lunge forward, breaking the chalk circle and snatching up the bracelet.<br>
<br>
But the moment your fingers close around it crumbles into ash. The remnants fall through your fingers, landing like sand on the floor.<br>
<br>
Emily stares at the remnants, her face shocked, then furious. "You just couldn’t let me have this, could you?" she snaps.<br>
<br>
You don’t answer. You can’t.<br>
<br>
She lets out a bitter laugh, shaking her head. Then sighs. "There’s no point going on anymore."<br>
<br>
You frown, something uneasy settling in your stomach. "What do you mean?"<br>
<br>
Emily looks at you, darkly. "With school, I mean." Her voice is flat, defeated. "There’s no point in trying. I can’t win."<br>
<br>
“I can help,” you plead.<Br>
<br>
“Can you?” she asks. “I don’t see you helping. At all.”<br>
<br>
She turns away, shoulders hunched. "I may as well just accept it. You win, Charlton. I’m done with trying to resist. I may as well just flunk out now, get a full time job at the hotel as a maid or something."<Br>
<br>
You open your mouth. To say what, you don’t know. But before you can speak, she walks past you, heading upstairs.<br>
<Br>
“Do what you want. I don’t care, anymore.”<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EndConversation "Emily">><<SetNPCLocation "Emily" $dayCurrent $periodCurrent "EmilysRoom">><<EmilyGrades -5>><</link>>
<<else>>
You don’t hesitate, lunging forward, breaking the chalk line and grabbing the bracelet.<Br>
<br>
Emily screams in rage, but it’s too late. The moment your fingers close around it the magic dies. The bracelet turns to ash. The remnants fall through your fingers, landing like sand on the floor.<br>
<br>
Silence fills the room.<br>
<br>
Then Emily laughs coldly. "You really are pathetic, <<TrueName "Current">>."<br>
<br>
She glares at you, something venomous in her gaze. "You’re holding me back. Keeping magic all to yourself." Her voice lowers, biting. "Fine. But don’t expect me to play along anymore."<br>
<br>
“Emily,” you try. “What’s got into you?”<br>
<br>
“Like you care,” she spits. “I just wanted power. Like yours. But you’re so scared of sharing it. That you’ll lose the only thing that makes you special.”<br>
<br>
She crosses her arms. "I’ll fail. Our parents will be furious. And then? Your perfect little plan to escape Charlton will be ruined."<br>
<br>
She turns away, heading upstairs without another word.<br>
<Br>
“Can’t wait for you to see my next report card,” she says.<Br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EndConversation "Emily">><<SetNPCLocation "Emily" $dayCurrent $periodCurrent "EmilysRoom">><<EmilyGrades -10>><<TakeObjectNPC "Emily" "EmilysMagicBracelet">><<GiveObjectLocation "Void" "EmilysMagicBracelet">><<SetNPCMagic "Emily" 0>><</link>>
<</if>>
<<case "EmilyInternshipAccepted">>
"I was invited to the school today,” you tell your sister. “Had a meeting with Lydia Carmichael. The career advisor."<br>
<Br>
Emily frowns slightly. "Aren't career advisors supposed to talk to students?"<br>
<br>
You shrug. "Apparently not in Charlton."<br>
<br>
Emily’s expression shifts into something wary. "Okay... So, what was this meeting about?"<br>
<br>
"Because you're doing well in school, they want to give you an internship."<br>
<Br>
Emily’s wariness deepens. "What kind of internship?"<br>
<br>
This causes you to exhale. “At Thompson’s Repairs," you explain. "On Friday afternoons. You’ll be working reception with Annie. As a secretary."<Br>
<Br>
<<if _EmilyCorruptionCheck is false>>
Emily groans, shaking her head. "A receptionist?" She exhales sharply. "Is that the idea of work experience in this town?”<br>
<br>
You raise your eyebrow and smile a little. Emily sighs. “Why am I even surprised?”<Br>
<br>
“Come on,” you try to assure her. “You know the plan. Keep your grades up. Graduate. Then the world is yours.”<br>
<br>
“I know,” she admits. “But doing what Annie does every day. Do I really need to sink to making coffee for Mr. Thompson and doting on sleazy salesmen for grades? It feels so… cheap.”<br>
<br>
“Just focus on the end goal,” you say. “It’s not long until you get through your final year. And you get to skip on Friday afternoons too.” <br>
<Br>
She looks away, lips pressed into a thin line. Then, with visible reluctance, she nods. "Fine. If it helps my grades, I guess I’ll do it. Thanks for sorting it out. At least I won’t have to put up with the boys perving on me in that gym." <br>
<br>
The final thought is enough for Emily to lose some of her scepticism. “Thanks again,” she says to you, more genuinely.<br>
<<else>>
Emily brightens immediately, eyes lighting up with excitement. "Seriously? Finally, a way out of that stuffy school and into the real world!"<bR>
<br>
She grins. "A secretary position is, like, one of the best jobs a girl can get, anyway. This could give me a head start for when I finally graduate. And will Gordon and Clive be around in the afternoons? Clive seems fun, and Gordon’s got… an appealing look."<br>
<Br>
You give her a flat stare. "This is to increase your grades, Emily."<br>
<br>
She waves a dismissive hand. "Yeah, yeah, I know." Then, with a giggle, she muses, "I guess I’ll need to swing by Evans’ Department Store for a wardrobe refresh. Mr. Thompson probably expects his secretaries to dress to impress. What type of skirt does Annie usually wear?"<Br>
<br>
You don’t answer. Emily flashes you a grin, still clearly thrilled by the prospect of spending time at Thompson’s Repairs.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change Topics" $return>>
<<DialogueDone "Emily" "EmilyInternshipAccepted">>
<<SiblingBond 1>>
<<EventTrigger "ThompsonsReception" "EmilyInternshipFirstDay" "Afternoon" "Emily" "PC" null null null false>>
<<EventTrigger "YourHome" "EmilyReactionInternship" "Evening" "Emily" null null null null false>>
<<EventsCancel "YourHome" "EmilyReactionInternship">>
<</link>>
<<case "StitchLunchtimeLessons">>
“I got a call from Charlton School,” you tell her. “About you."<br>
<br>
She pauses, turning with a curious frown. “Me? What about?”<Br>
<Br>
“It was the school receptionist. She said your grades have been improving. Said your teachers were impressed.”<Br>
<br>
Emily smiles faintly, proud but wary. “Okay… so what’s the catch?”<Br>
<br>
You clear your throat. “Mr. Stitch offered you extra lessons. On Tuesdays. At lunchtime.”<br>
<Br>
<<if _EmilyCorruptionCheck is false>>
Her face falls. “Of course he did. More strange lessons from a strange school.”<br>
<br>
You tilt your head. “You’re not happy?”<Br>
<br>
“I don’t know,” she says. “It just feels... off. The school is trouble. You know it. I’d bet my life this won’t be good for me.”<Br>
<br>
“I get it,” you say. “But Emily, you’ve been noticed. By the headmaster. That kind of attention - turning it down? That would raise suspicion.”<br>
<br>
She crosses her arms, thinking. She is far from convinced.<br>
<br>
“If you go,” you add, “you can just play the part. Get your grades boosted. Look like a model student. That draws attention away from you, not toward you.”<br>
<br>
Emily shifts uneasily. “Do I really have to go?”<Br>
<Br>
You hesitate, then offer gently, “If it means that much to you… I’ll go. I’ll use the amulet. You stay home. I’ll sit in Stitch’s office for you.”<Br>
<br>
She blinks, taken aback. Then she nods, slowly. “You’d really do that?”<br>
<br>
“Of course.”<br>
<br>
For the first time in the conversation, her shoulders relax. “Thanks,” she murmurs. “I don’t like this. But if you’re there, at least for some of them, we’ll both be able to deal with it.”<br>
<br>
<<ActionsHeader>>
<<link "Change Topics" $return>>
<<DialogueDone "Emily" "StitchLunchtimeLessons">>
<<SiblingBond 1>>
<<EventTrigger "YourHome" "EmilyReactionStitchLessons" "Evening" "Emily" null null null null false>>
<<EventsCancel "YourHome" "EmilyReactionStitchLessons">>
<</link>>
<<else>>
Emily groans, flopping onto the sofa. “Ugh, seriously? Extra lessons? With him?”<Br>
<Br>
You try to ease the tension. “It’s only once a week. It could really help your grades.”<Br>
<br>
She gives you a look. “The only good part of school is lunch. That’s when I get to see people. Now I’ve got to waste it sitting in Mr. Stitch’s creepy office?”<Br>
<Br>
“You don’t know that it’ll be bad,” you say carefully. “If you do well, you’ll impress the headmaster. That could --”<br>
<br>
“Oh my god, listen to yourself,” she snaps, laughing in disbelief. “Impressing teachers? As if I care about that. And what if anyone finds out? I’ll be branded a geek. Are you going to sign me up for weekend library trips next? Or maybe I can join a little computer club too?”<br>
<br>
You sigh, frustrated. “Emily, come on. This isn’t about that. It’s about --”<br>
<br>
“If you’re so enthusiastic about it,” she cuts you off, standing, “you go.”<br>
<br>
You blink. “What?”<br>
<br>
“I’ll stay home. Read a magazine. You can sit in Stitch’s office and be the perfect little pupil.”<Br>
<br>
She waves her hand dismissively and sighs. “Whatever. I’ll see how I feel on the day.”<Br>
<br>
You’re not sure if she’ll show up to the lesson. If she doesn't, you realise, you might have to step in here yourself to protect her.<br>
<br>
<<ActionsHeader>>
<<link "Change Topics" $return>><<DialogueDone "Emily" "StitchLunchtimeLessons">><<SiblingBond -1>><<EventTrigger "YourHome" "EmilyReactionStitchLessons" "Evening" "Emily" null null null null false>><<EventsCancel "YourHome" "EmilyReactionStitchLessons">><</link>>
<</if>>
<<case "SecretaryJobActive">>
"I got called into Thompson’s office today," you begin.<br>
<br>
Emily gives you a look. "What?"<br>
<Br>
You nod. "He said it’s not working out. The system’s still a mess. Orders, invoices, suppliers. He rattled off everything that’s gone wrong. He’s putting Annie behind-the-scenes and wants me to cover reception."<br>
<br>
Emily frowns. "Seriously?"<br>
<br>
"Seriously," you say. "He’s getting a guy called Theodore to do some freelance development. Meanwhile, I sit behind the desk, smile at customers, answer phones. For all intents and purposes, I’m now a receptionist. <br>
<br>
Your sister stares back at you. Words not coming.<br>
<br>
“I just...” you say, sighing. “I don’t know how to do this anymore, Em. Keep my work performance up and help you."<br>
<br>
Your shoulders slump as you shake your head. "I’m trying to investigate the school, but this job keeps a roof over our heads. If I lose that... it doesn’t matter what happens to you at school. If only I could be in two places at once."<br>
<br>
<<if _SiblingBondCheck gte 2>>
Emily looks at you in a strange way. Thoughtful. A little wary. "Maybe there is."<br>
<br>
You blink. "What?"<Br>
<Br>
"A way to be in two places at once." She meets your eyes. "Look, I know it sounds crazy. But after everything we’ve been through - the amulet, magic, the curses - can you really say it’s impossible?"<br>
<br>
You start to protest, but she cuts you off.<br>
<br>
"Just think about it. Magic is real. There has to be a spell out there. Something that could help. You should talk to someone."<br>
<Br>
“What are you suggesting?” you ask her. “That I make a clone of myself?”<br>
<Br>
Her brown eyes gaze deep into you. “Sort of. But instead of a clone… maybe there’s a better use of my time than sitting around whilst you’re at school.”<Br>
<Br>
Her voice is steady, serious. You can tell she’s not joking. “If you can transform,” she adds. “Why can’t I?”<br>
<<else>>
Emily looks up at you, unimpressed. "You had one job. Provide a roof. And now that’s too much?"<br>
<br>
You grit your teeth. "That’s not fair."<br>
<Br>
She rolls her eyes. "Maybe I should go to work while you go back to school."<Br>
<Br>
Her words hang in the air. You frown. "What do you mean by that?"<br>
<br>
She raises her eyebrows. "Maybe you should talk to someone. Someone who knows something about all this magic you’re messing with. And you go to school, as me. And I’ll take your job."<br>
<br>
“You’re not suggesting --” you begin.<br>
<Br>
“I am,” she cuts you off. “I have enough to worry about without the threat of being out on the street. If you can’t stump up and manage to balance school with your job, then maybe I should give it a go.”<br>
<br>
She looks back at you, almost challenging. "Think it over. Not like it could make things any worse."<Br>
<</if>>
<Br>
You stand in stunned silence, her words echoing in your brain. Could Emily really do this?<br>
<br>
<I>Would you want her to?</i><Br>
<br>
If you do, you need to talk to someone. Someone who understands magic. Someone who might be able to help.<br>
<br>
<<ActionsHeader>>
<<link "Change Topics" $return>><<DialogueDone "Emily" "SecretaryJobActive">><<QuestTracker "Quest19" 0>><</link>>
<<case "EmilyWorkHotel">>
<<CheckFirst "EmilyMaidJob">>
<<if _CheckFirst is false>>
“Can I ask you a favour?” you begin. “I need someone to cover a shift. At the hotel.”<Br>
<br>
<<if _EmilyCorruptionCheck is false>>
She turns slowly to face you. Her brow furrows. “Someone?”<br>
<br>
“We need the cash, Em,” you say. “Please.”<br>
<Br>
She sighs. “That place gives me the creeps.”<br>
<br>
You nod. “I know. But it’s necessary. Just one shift. We could really do with the extra money.”<br>
<Br>
She looks at you, uneasy. “I don’t like it. I’ve seen what it’s like. But… fine.”<Br>
<Br>
Without another word, she gets up, grabs her coat. “No time like the present,” she says, resigned to the request.<br>
<br>
Giving you a polite smile, she walks out the door.<br>
<<else>>
She turns slowly to face you. She stares at you, outraged. “Oh, someone? You want me to work there? In that uniform?”<br>
<br>
You nod. “It’s necessary.”<br>
<BR>
Emily scoffs. “You’re unbelievable.”<Br>
<br>
You nod. “Just one shift. We need the money.”<Br>
<br>
Emily throws her hands up, sighing dramatically. “Always with you, money. When are you going to think about me?”<br>
<br>
“I do,” you begin. “With the school…”<Br>
<br>
You trail off at the sight of her scowl. Once she’s sure you’re not going to pursue that matter further, she grabs her coat and storms out.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Wait for Emily to return" "EmilyDialogue">><<set $EmilyDialogue to "EmilyMaidJobFirstEpilogue">><<AddFirst "EmilyMaidJob">><</link>>
<<else>>
You glance over at Emily. “Think you could cover another shift tonight?”<br>
<br>
<<if _EmilyCorruptionCheck is false>>
She sighs, already knowing what you’re going to say. “At the hotel again?”<br>
<br>
You nod. “Just for tonight. We’re a bit short.”<br>
<br>
Her lips press together, reluctant. “That place makes my skin crawl…”<br>
<br>
But after a moment, she stands. “Fine. I’ll get my coat.”<Br>
<<else>>
She groans, tossing her phone aside. “Ugh. Again?”<Br>
<br>
“We need the money,” you reply.<br>
<br>
She rolls her eyes, dragging herself up from the couch. “Whatever. Let me grab my coat.”<br>
<Br>
She mutters something under her breath as she heads for the door, but doesn’t stop.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">>
<<SetNPCLocation "Emily" $dayCurrent $periodCurrent "">>
<<EndConversation "Emily">>
<<DailyVariableAdd "EmilyWorkingMaid">>
<<if _EmilyCorruptionCheck is false>><<CashFlow 1>><<EmilyCorruption 1>><<else>><<CashFlow 2>><</if>>
<</link>>
<</if>>
<<case "EmilyMaidJobFirstEpilogue">>
You spend the evening half-watching TV, but your mind drifts constantly. Imagining Emily at the hotel. In that uniform. Under Lennox’s watchful gaze. With Pierre barking orders. You wonder how she’s handling it.<Br>
<br>
Eventually, the door clicks open.<br>
<Br>
<<if _EmilyCorruptionCheck is false>>
She steps in quietly, cheeks flushed, eyes slightly glassy.<br>
<br>
“How’d it go?” you ask.<Br>
<br>
She shrugs, trying to seem fine. “Pierre… that chef. He's not a nice man. I just kept my head down. Washed dishes. Got through it.”<Br>
<br>
There’s a pause.<br>
<br>
“I guess… I can go again. If you need me to.”<Br>
<br>
“Only if you feel comfortable doing it,” you reply.<br>
<br>
She shrugs. “I just need to get used to that kind of attention. That’s what girls in Charlton do, right?”<br>
<br>
She trails off, not meeting your eyes. And walks upstairs, silently.<br>
<<else>>
She tosses her bag on the sofa. “Well, that was horrific,” she mutters.<bR>
<Br>
You look up.<br>
<br>
“I had to deal with Pierre. That cook. He’s such a pervert,” she says with a shudder. “But I made decent tips, at least. And no one saw me. Thank God.”<Br>
<br>
She smooths down her coat, trying to shake off the night. “If I have to keep doing this, at least it’s in the kitchen. Out of sight.”<Br>
<br>
“Thank you,” you say, quietly.<br>
<br>
She looks to you, pulling at her hair. It looks greasy. “I need a shower. Good night.”<br>
<br>
You watch as she walks upstairs, leaving you alone.<br>
<</if>>
<br>
<div class="Notification"><<print "You can now send Emily to go work at the hotel in the evenings, without sacrificing the time. She’ll earn money, but be warned - this will have impact on her corruption.">></div>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">>
<<EndConversation "Emily">>
<<TimeChange>>
<<if _EmilyCorruptionCheck is false>><<CashFlow 1>><<EmilyCorruption 1>><<else>><<CashFlow 2>><</if>>
<</link>>
<<case "JobWorkHotel">>
“I wanted to let you know,” you say. “I’ve taken the job. At the Charlton Hotel.”<br>
<Br>
<<if _EmilyCorruptionCheck is false>>
She pauses, blinking. “You’ve taken the job? As me?”<br>
<br>
You nod.<Br>
<br>
Emily frowns. “That’s… weird. I mean, you working there as me? That hotel gives me the creeps. I’ve heard the stories about how they treat the maids.”<Br>
<br>
She shakes her head, more anxious than annoyed. “I hope you know what you’re doing. I wouldn’t want to work there.”<br>
<br>
Then she stops. Her brow furrows. “Wait. That’s not what you meant, is it?” She crosses her arms. “You don’t actually expect me to work there… do you?”<br>
<<else>>
That gets her attention. “As me?” she asks, eyes wide. “You’ve taken a maid job at the Charlton Hotel as me?”<Br>
<br>
You nod.<Br>
<br>
Emily makes a strangled sound. “Do you know what people would say if they saw me in one of those uniforms? At that place? I have a reputation, you know. And people talk.”<Br>
<br>
She folds her arms, clearly disturbed. “I hope you know what you’re doing. I wouldn’t want to work there.”<Br>
<Br>
Then she freezes. Her eyes narrow. “Wait. That’s not what you meant, is it?”<br>
<br>
Her tone sharpens. “You don’t mean you expect me to work there… do you?”<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Tell her you’ll be working as her" "EmilyDialogue">><<set $EmilyDialogue to "JobWorkHotelYou">><<DialogueDone "Emily" "EmilyMaidJob">><</link>><br>
<<GetPCState "job">>
<<if _job is "Fired">><<link "Tell her she’ll have to pitch in" "EmilyDialogue">><<DialogueDone "Emily" "EmilyMaidJob">><<set $EmilyDialogue to "JobWorkHotelHer">><</link>><</if>>
<<case "JobWorkHotelYou">>
<<if _EmilyCorruptionCheck is false>>
She exhales, a little relief in her shoulders. “Oh. Okay. That’s… different, I guess.”<Br>
<br>
Still, her brow creases. “I don’t know what they’ll expect from you, though. That place is strange. The uniform, the way they talk to the girls… it just feels off.”<br>
<br>
You try to offer reassurance. “It’s just a part-time job. Some extra cash. And another way into the hotel.”<Br>
<br>
She doesn’t look convinced. “I hope you know what you’re doing.” Then, more softly: “I wouldn’t want to work there.”<br>
<br>
You smile. “You won’t have to.”<Br>
<br>
She gives you a grateful look. “Thanks.”<br>
<<else>>
She stares at you like you’ve just grown a second head. “Wait… you want to go work there? As me?”<br>
<br>
You nod.<br>
<br>
Her eyes narrow. “Why would you even want to do that? I thought you were trying to get us out of all this, not dive deeper.”<br>
<br>
You stay calm. “It’s a way into the hotel. We need eyes inside. Plus, tips.”<br>
<br>
Emily folds her arms. “I don’t care about the money. What I care about is my reputation. You acting like me, in that uniform?”<br>
<br>
She steps closer. “Being a maid… it’s just beneath me. And you’re going to risk ruining my chance to break out of this nerdy little reputation I’ve somehow got myself into.“<Br>
<br>
You frown. “I didn’t know you thought like that.”<Br>
<br>
“I can’t be a bookworm all my life,” she replies. “It’s hardly appealing to guys. So whatever reasons you’ve got for doing this weird little activity - and I mean weird - just watch it. I don’t want to show up at school and find out I’ve been making fluttering lashes for tips. It’s so humiliating.”<br>
<br>
She turns, muttering. “Just… watch yourself.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">>
<<EndConversation "Emily">>
<<if _EmilyCorruptionCheck is false>><<SiblingBond 1>><<else>><<SiblingBond -1>><</if>>
<</link>>
<<case "JobWorkHotelHer">>
<<if _EmilyCorruptionCheck is false>>
Emily’s face falls immediately. “Wait, me? You want me to work there?”<Br>
<br>
You nod. “We need the money. And the access. It’s just a few shifts. An evening or two.”<br>
<Br>
She shakes her head. “You’ve seen what it’s like. Andrea’s always worn out, and the way they talk to her like she’s some… showpiece.”<Br>
<br>
You try to explain, to soften it. “It’s just part-time. You won’t be alone. And I’ll make sure you’re okay.”<Br>
<br>
But Emily doesn’t let it go. “You’re supposed to be helping me get through school. This doesn’t help. It’s just more Charlton. And the more I see of it… the harder it is to stay myself.”<br>
<br>
There’s a long pause.<br>
<br>
Then finally, she nods. “Fine. But only because you asked.”<br>
<<else>>
“What?” Emily barks. “You want me to do it?”<br>
<br>
You nod. “We need the money. You know that.”<Br>
<br>
Emily’s eyes flash. “No. You need the money. Why should I be punished because you can’t keep a job?”<Br>
<br>
You bristle. “The only reason I lost my job was because I was investigating the school. For you.”<Br>
<br>
There’s a long silence.<Br>
<br>
Then Emily mutters, almost to herself, “Maybe I overreacted. Maybe this town’s not so bad.”<br>
<br>
You blink. “What?”<Br>
<br>
She waves it off. “Nothing.”<Br>
<br>
She glares at you. “Fine. I’ll do your stupid maid job. But if anyone at school sees me in that outfit or hears a rumour, I swear, I’ll make sure you hear about it first.”<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EndConversation "Emily">><<SiblingBond -1>><</link>>
<<case "EmilyStopWorking">>
"I've been thinking," you begin. "I want you to stop working at the hotel at the weekends. I don't think it's good for you."<br>
<br>
<<if _EmilyCorruptionCheck is false>>
Emily throws you a look. For the first time in a while, you see hope on her face. "But I thought we needed the money?"<br>
<Br>
"There are other ways to get money, Em," you say. "Ones that don't rely on you having to put up with... that."<br>
<br>
When she looks as if she's going to protest, you interject. "Don't look a gift horse in the mouth. If we get really strapped, I'll let you know and you can still work a shift. Just not all the time. Maybe you could spend some of that time studying."<br>
<br>
For a moment, you think she's going to continue to challenge you. But then she sighs. A deep sigh, letting out all her anxieties. "Thanks <<TrueName "Current">>. I thought I was going to go mad if I did another shift there."<br>
<br>
You smile. It's enough for your sister to run up to you, throwing her arms around your neck. You hug her back. You hear a few sniffles from your shoulder.<br>
<Br>
After a while, she pulls back. Her eyes are blotchy. She offers you a smile again. This looks like Emily. You're struck by how rare it is to see her these days.<br>
<br>
She nods to you, then retreats, sitting down on the sofa. Her smile not wavering.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EndConversation "Emily">>
<<SetFlag "EmilyMaidJobAutomated" false>><<SiblingBond 1>>
<<SetNPCLocation "Emily" 5 3 "YourHome">>
<<SetNPCLocation "Emily" 6 3 "YourHome">>
<</link>>
<<else>>
Emily narrows her eyebrows, almost scowling. "But I thought we needed the money?"<br>
<Br>
"There are other ways to get money, Em," you say. "Ones that don't rely on you having to put up with... that."<br>
<br>
A cold smile appears on her face. "What if I wanted to put up with that?" She arches an eyebrow. "It's not so bad, after all. No one sees me. There's no rumours at school. And at least I get to have a little fun at weekends. That's in short supply around here."<br>
<br>
You hold back your frustration. "I don't think Charlton fun is good for you," you reply. "You shouldn't be working in that uniform, cleaning up after guests. You should be..."<br>
<br>
Her glare causes you to trail off. "Should be what? Say it, <<TrueName "Current">>. You think I should be confined to my room. Studying."<br>
<br>
"You need to graduate," you begin.<br>
<br>
"Maybe I do. Maybe I don't. But school isn't the be all and end all of life. What's the point in being a teenager if all I do is worry about my grades?"<br>
<br>
You sigh, trying to come to terms with this version of your sister. "It's just for another year."<Br>
<br>
Emily lets out a deep sigh, then throws herself down on the sofa. "That might not be long for you, but it feels like a lifetime to me." She pouts.
<br>
"You can still work the odd shift," you try. "Just not every weekend. When school allows."<br>
<Br>
"And who decides when it allows, I wonder," she retorts. When you don't answer, she huffs and turns on the TV. Ignoring you.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">>
<<SetNPCLocation "Emily" 5 3 "YourHome">>
<<SetNPCLocation "Emily" 6 3 "YourHome">>
<<EndConversation "Emily">><<SetFlag "EmilyMaidJobAutomated" false>><<SiblingBond -1>>
<</link>>
<</if>>
<<case "EmilyReactMaidJobSeenJustify">>
<<if _EmilyCorruptionCheck is false>>
“I did it to get us both a foot in the door,” you say quickly. “The money’s good, and it’s a way into Charlton Hotel. We need intel. And it’s just a part-time maid job, nothing dangerous.”<Br>
<br>
Emily’s expression hardens. “It’s not about the job. It’s about trust. I walk around town and Mr. Lennox is treating me like I’ve already started mopping floors and curtsying.”<Br>
<br>
She shakes her head, visibly upset. “And to think you’ve been dressing up like that - as me - without even talking to me first?”<br>
<br>
You try to speak, but she holds up a hand. “I get why you did it. But this wasn’t okay.”<Br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EndConversation "Emily">><<DialogueDone "Emily" "EmilyMaidJob">><<SiblingBond -1>><</link>>
<<else>>
Emily stares at you, jaw tight. “You didn’t think to tell me before deciding to tarnish my reputation?”<Br>
<br>
You open your mouth to explain, but she’s already shaking her head.<br>
<br>
“What are people at school going to think? That I’m so poor I’ve had to take a cleaning job? Some of the boys might enjoy the thought…” you notice her mind drifting a little, but soon returns to you. “But that’s not the point.”<Br>
<br>
She jabs a finger toward you. “A maid job is beneath me. You want to sneak around, fine. But think about my reputation next time.”<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EndConversation "Emily">><<DialogueDone "Emily" "EmilyMaidJob">><<SiblingBond -1>><</link>>
<</if>>
<<case "EmilyReactMaidJobSeenEmbarassed">>
<<if _EmilyCorruptionCheck is false>>
You let out a breath. “I didn’t plan to tell you this way. But… I needed the job.”<Br>
<br>
“But… that job,” Emily lets out. “That uniform.”<Br>
<br>
You sigh, slumping your shoulders. “It’s just the way things are going, Em. I didn’t enjoy it.”<Br>
<br>
<I>But is that really true?</i><Br>
<br>
Emily’s expression softens. She walks closer. “I didn’t know money was that bad,” she murmurs. “You should have said something.”<Br>
<br>
You shrug. “It didn’t feel like something I wanted to talk about.”<Br>
<br>
She nods slowly. “I still wish you’d told me. But… maybe I could do a few shifts. Ease the burden.”<br>
<br>
You look up in surprise. She shrugs. “You’re not the only one who can wear a short skirt.”<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EndConversation "Emily">><<DialogueDone "Emily" "EmilyMaidJob">><<SiblingBond 1>><</link>>
<<else>>
Emily crosses her arms. “Yeah, well… what did you think would happen? You take a job where your whole identity is about cleaning up after people and then act surprised when it makes you feel gross?”<Br>
<br>
You wince, but say nothing.<Br>
<br>
You let out a breath. “I didn’t plan to tell you this way. But… I needed the job.”<Br>
<Br>
“And that was the one that appealed to you?” Emily retorts, almost smirking.<Br>
<br>
You sigh, slumping your shoulders. “It’s just the way things are going, Em. I didn’t enjoy it.”<Br>
<br>
“And doing it as me?” she says, with a scowl. “You want to play dress-up, that’s your choice. But next time, leave me out of it.”<Br>
<Br>
She glares at you a moment longer, slumping on the sofa. Sulking.<Br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EndConversation "Emily">><<DialogueDone "Emily" "EmilyMaidJob">><<SiblingBond -1>><</link>>
<</if>>
<<case "IntershipAsAnnie">>
<<CheckFirst "ThompsonsReceptionSecretaryJobAfternoonEmily">>
<<if _CheckFirst is false>>
Beginning with the basics, you teach Emily how to answer the phones, greet customers, schedule appointments for Clive and Gordon, and manage Thompson’s calendar. You stumble a lot - it’s all new to you – but you get through the basics. None of it is particularly hard. It’s repetitive. Monotonous. Emily picks it up without a challenge.<Br>
<Br>
Then the bell above the front door rings.<br>
<br>
Dan strolls in, loud as ever. You can smell the alcohol on his breath from across the desk. "Afternoon," he says, grinning.<br>
<br>
Then Dan’s eyes land on Emily. His grin widens. "Well, well. Look who it is. The elusive Miss Phillips. I was starting to think your <<Sibling>> kept you locked up somewhere."<br>
<br>
You shift uncomfortably. “Emily’s here to do an internship,” you tell him. “I’m just showing her what she needs to do.”<Br>
<br>
“I always saw you as a naughty schoolgirl rather than a teacher, Annie,” Dan snarks, a cruel smile forming. “But I'm sure she's had enough of being taught by the secretary. Maybe you'd like a few lessons from me, love? There's a few things I'd love to teach you.”<br>
<br>
<<if _EmilyCorruptionCheck is false>>
You glance over to your sister, watching Emily squirm back into her seat. She tries to avoid his looks, but he moves to hang over the counter and look directly down at her. "Come on, just being friendly. In fact,” he says, his face coming closer to Emily’s. “She and I should have a little chat. I can tell her about how things really work around here. And Friday afternoons are so dull.”<br>
<br>
“She’s here to work, Dan,” you tell him flatly. “If Mr. Thompson sees her slacking off, it’ll go straight back to the school."<br>
<br>
<<GetPCState "job">>
<<if _job is "Fired">>“Don’t worry about Thompson,” he replies. Then his voice drops, just a little. "In fact, maybe she could tell me about why her <<Sibling>> deserves a second chance. I could have a word with the boss, if I'm so inclined."<br>
<<else>>“Don’t worry about Thompson,” he replies. Then his voice drops, just a little. "Unless I’m not occupied this afternoon. Then I might find myself in his office. Talking about how her <<Sibling>>’s not even getting the basics right. Shame, really."<br><</if>>
<br>
He grins at Emily, lingering a second too long, the breath of alcohol invading her face. “What do you say, Miss Phillips? Fancy keeping me occupied?"<Br>
<br>
Emily looks up at him, then to you. Waiting for guidance.<br>
<<else>>
You glance over to your sister, but you’re surprised to see her coyly looking up at Dan. A girlish giggle escapes her mouth. Dan hears it and grins. <br>
<br>
“See, she’s okay with a little banter,” he tells you, his predatory eyes not moving from Emily. "What do you say, Miss Phillips. Fancy a little chat in the back of the office? I’ll let you know how things really work around here.”<br>
<Br>
Before Emily can reply, you interject. “She’s here to work, Dan. If Mr. Thompson sees her slacking off, it’ll go straight back to the school."<br>
<br>
“Don’t need to worry about Thompson with me around,” he says, but now his words firmly targeted at Emily. “You’re not as big of a stick in the mud as your <<Sibling>>, are you? Want to see how the closers celebrate their big deals?”<br>
<br>
Looking over to Emily, you notice her relaxed posture and small grin. She runs a fingernail across her lips before she sees you watching. She quickly drops her hand back to her side, trying to regain some composure.<br>
<Br>
<<GetPCState "job">>
<<if _job is "Fired">>“Don’t worry about Thompson,” he replies. Then his voice drops, just a little. "In fact, maybe she could tell me about why her <<Sibling>> deserves a second chance. I could have a word with the boss, if I'm so inclined."<br>
<<else>>“Come on, Annie. Let her out to play. You wouldn’t want me to be on mine own on a Friday afternoon, would you? I might grow bored and have a chat with Thompson about how well <<TrueName "Current">> is doing with our system. Or how badly, to rephrase.”<br><</if>> <Br>
Emily looks back at you, waiting for your direction. Her creeping smile at the edge of her mouth tells you what she wants to do, but you are sure nothing good can come of it.<br>
<</if>>
<<else>>
You spend the afternoon walking Emily through more reception tasks. Calendar reminders, rescheduling calls, chasing up Gordon’s notes. She's still attentive, but less tentative now. Either she’s getting the hang of it… or getting too comfortable.<Br>
<br>
The bell chimes. Dan again.<br>
<br>
“Look who’s back,” he grins, slouching against the counter, eyes already drifting to Emily. “Was hoping I’d run into you again, Miss Phillips.”<Br>
<br>
<<if _EmilyCorruptionCheck is false>>
Emily stiffens. Her fingers hesitate over the keyboard as Dan leans in. “Thought maybe we’d pick up our little chat,” he says, voice low. “You seemed real keen.”<br>
<br>
You cut in quickly. “Emily’s still here to work, Dan.”<Br>
<br>
<<GetPCState "job">>
<<if _job is "Fired">>Dan’s smile fades slightly. “She’s allowed a break, isn’t she?” Then, quieter: “Offer still stands. I could put in a good word about her <<Sibling>>. See if Thompson would take them back."<br>
<<else>>Dan’s smile fades slightly. “She’s allowed a break, isn’t she?” Then, quieter: “Be a shame if I had to fill Thompson in on how her <<Sibling>> has been doing lately.”<br><</if>>
<br>
Emily looks to you. Nervous, expectant. Waiting for your lead.<br>
<<else>>
Emily barely looks up from the desk, but there’s a flicker of amusement in her eyes. She toys with her necklace as Dan leans closer.<Br>
<br>
“Good to see you’re still around,” he says. “You learn that trick with your necklace from Annie, or are you born this way?”<br>
<Br>
She giggles softly.<br>
<br>
“Reckon she’s earned a coffee, don’t you?” Dan asks, not even looking at you now. “Or we could step into the back and talk about her future here.”<br>
<br>
You step in, your tone sharp. “She’s working.”<bR>
<br>
<<GetPCState "job">>
<<if _job is "Fired">>Dan's smile fades slightly. “She’s allowed a break, isn’t she?” Then, quieter: “Offer still stands. I could put in a good word about her <<Sibling>>. See if Thompson would take them back.”<br>
<<else>>Dan shrugs, unbothered. “Your call. But maybe Thompson needs a reminder of how things used to run smoother.”<br><</if>>
<br>
Emily gives you a sly look, waiting for permission.<br>
<</if>>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Let Dan chat to Emily" "EmilyDialogue">><<set $EmilyDialogue to "IntershipAsAnnieEmilyChat">><<AddFirst "ThompsonsReceptionSecretaryJobAfternoonEmily">><<EmilyCorruption 1>><</link>><br>
<<link "Keep Emily on reception" "EmilyDialogue">><<set $EmilyDialogue to "IntershipAsAnnieEmilyRemain">><<AddFirst "ThompsonsReceptionSecretaryJobAfternoonEmily">><<WorkPerformance -1>><</link>><br>
<<case "IntershipAsAnnieEmilyChat">>
<<CheckFirst "ThompsonsReceptionSecretaryJobAfternoonEmilyChat">>
<<if _CheckFirst is false>>
You’ve been waiting too long.<Br>
<br>
Whatever Dan wanted to “chat” about, it’s taking more than a few minutes. The front desk feels quieter without Emily nearby, but it’s not in a peaceful way. It’s the kind that tightens your chest. You keep glancing toward the door, hoping to hear footsteps. Nothing.<br>
<br>
Then, at last, the door opens.<br>
<Br>
<<if _EmilyCorruptionCheck is false>>
Emily steps out, head lowered, cheeks pale. She doesn't speak. You hear Dan's voice bellow out as she walks through the door. "See you again soon, sweetheart."<br>
<Br>
Her eyes flick to you, but only briefly. Instead she sits down in silence. A long moment passes, but you hear her sigh. "Alright. What's next?"<Br>
<Br>
You open your mouth. “Emily…”<br>
<br>
She cuts you off with a look. "Don't. He's just a creep. Enough said. You were showing my the filing on the server."<Br>
<br>
You monotonously walk through the details of how to file documents across the network, but your voice is flat and emotionless. Emily keeps her comments to a minimum, focusing on the work at hand.<Br>
<br>
The last hour of the day drips away. Soon, it is time for Emily to leave.<br>
<br>
"I'll see you at home," you say. "I've got to finish up."<br>
<br>
She nods. Then silently picks up her bag and walks out the door without a word.<Br>
<br>
<<ActionsHeader>>
<<link "Finish for the day" "ThompsonsReceptionAnnieWork">><<AddFirst "ThompsonsReceptionSecretaryJobAfternoonEmilyChat">><<EndConversation "Emily">><<TimeChange>><</link>><br>
<<else>>
The door swings open mid-laugh. Dan’s voice is louder than it needs to be: “Maybe next time, you can show me how you do it.”<br>
<br>
Emily stands in the doorway, looking back over her shoulder into the office. Her voice, lowered and sultry, sings with amusement. “Maybe I will.”<br>
<br>
She saunters back to the desk, cheeks flushed, tucking a strand of hair behind her ear. There’s a new bounce in her step, something performative in the way she smooths her skirt and pretends not to notice your stare.<br>
<br>
You lower your voice. “You should be careful with him. He’s not --”<br>
<br>
“He’s not that bad,” she interrupts gently, almost dreamily. “Actually kind of charming, once you get past the bluster.”<br>
<br>
For the next hour you walk her through how to file documents across the network, but her attention is elsewhere. She keeps staring back over to the office door.<Br>
<br>
The day soon gets away from you and before you know it, Emily's afternoon has passed.<br>
<br>
"Thanks for today," she says as she picks up her bag. "And thanks for not being, well, overbearing." She grins. "It's nice to have... some fun."<br>
<br>
You watch her go without comment. She bounces over to the door with her grin not leaving her face.<br>
<br>
<<ActionsHeader>>
<<link "Finish for the day" "ThompsonsReceptionAnnieWork">><<AddFirst "ThompsonsReceptionSecretaryJobAfternoonEmilyChat">><<EndConversation "Emily">><<TimeChange>><</link>><br>
<</if>>
<<else>>
<<if _EmilyCorruptionCheck is false>>
After some time, you hear the office door creak open. Emily steps out, her face carefully blank. She doesn’t look at you, doesn’t say a word. She walks straight to the desk, drops into the seat, and picks up where she left off like nothing happened.<br>
<br>
For a moment, you just watch her. Eventually, you ask, “Everything okay?”<Br>
<Br>
She doesn’t look up. “Fine.”<br>
<br>
Taking her at her word, you start to show her some complexity in the calendar scheduling system. She follows along, clicking when told, nodding when expected. There’s no conversation. No connection. Just silence filled with keystrokes.<Br>
<Br>
As the hour ends, Emily gathers her things.<Br>
<br>
“Thanks,” she says, still not meeting your gaze.<Br>
<br>
And she leaves. You glance over to the door, wondering what Dan said to her this time.<Br>
<br>
<<ActionsHeader>>
<<link "Finish for the day" "ThompsonsReceptionAnnieWork">><<AddFirst "ThompsonsReceptionSecretaryJobAfternoonEmilyChat">><<EndConversation "Emily">><<TimeChange>><</link>><br>
<<else>>
The door opens with a laugh. Dan’s, loud and satisfied.<Br>
<br>
Emily appears a second later, grinning as she steps out. Her cheeks are flushed again. You catch the soft sway of her hips as she walks back to the desk, seemingly unaware of how it looks.<Br>
<Br>
She slides into her seat, humming something under her breath.<Br>
<br>
You keep your voice low. “Be careful with him.”<br>
<br>
Emily just shrugs. “He’s funny.”<br>
<br>
You blink, unsure what to say. But she’s already leaning back in her chair, half-listening as you try to walk her through filing protocols. She keeps glancing toward the door, as if half-expecting Dan to call her back in.<Br>
<br>
Eventually, after another hour passes, she stands and grabs her bag.<br>
<br>
“Catch you later,” she says breezily, already moving for the door. “Same time next week?”<br>
<br>
The door clicks shut behind her.<br>
<br>
<<ActionsHeader>>
<<link "Finish for the day" "ThompsonsReceptionAnnieWork">><<AddFirst "ThompsonsReceptionSecretaryJobAfternoonEmilyChat">><<EndConversation "Emily">><<TimeChange>><</link>><br>
<</if>>
<</if>>
<<case "IntershipAsAnnieEmilyRemain">>
<<CheckFirst "ThompsonsReceptionSecretaryJobAfternoonEmilyRemain">>
<<if _CheckFirst is false>>
Dan finally gets the hint, wordlessly leaving and the door swings shut behind him with a smug little click. Silence fills the front office again. Not peace, but pressure.<br>
<br>
You and Emily don’t speak at first.<br>
<Br>
Eventually, you clear your throat and gesture to the screen. “We should get back to the scheduling interface. You were asking about recurring appointments?”<Br>
<br>
She nods, wordlessly. You ease back into the teaching.<Br>
<br>
<<if _EmilyCorruptionCheck is false>>
Emily follows along, if a little slowly. Her focus isn’t quite there, and you can see her glancing now and then at the door Dan walked through. More out of dread than distraction.<br>
<Br>
You guide her through the double-booking system and how Clive prefers phone confirmation on anything marked 'tentative.' She listens. She's trying. She doesn't say much, but when she does, her voice is steady.<br>
<br>
By the end of the hour, she’s moving with more confidence again. As she gathers her things, she pauses beside you.<br>
<br>
“Thanks,” she says. “For stepping in. I didn’t… I didn’t want to be alone with him.”<br>
<br>
A beat passes. “I mean, not just because of him. But… it was nice for someone to have my back.”<br>
<br>
She smiles and opens the door, stepping out into Charlton.<br>
<<GetPCState "job">>
<<if _job isnot "Fired">><Br>You smile too, but are distracted by an email. From Thompson. You don't read it, but you can see from the header he's complaining about <<TrueName "Current">>'s performance again. Dan must have had a word.<br><</if>>
<br>
<<ActionsHeader>>
<<link "Finish for the day" "ThompsonsReceptionAnnieWork">><<AddFirst "ThompsonsReceptionSecretaryJobAfternoonEmilyRemain">><<EndConversation "Emily">><<TimeChange>><</link>><br>
<<else>>
Emily takes her seat, but her posture is closed. You resume your explanation, but she’s barely engaging. Her replies are clipped. Her fingers tap impatiently at the edge of the desk when you pause.<br>
<br>
You walk her through the internal memo process, but she doesn’t seem to be listening. When you ask her to repeat something back, she sighs and leans back. “Do we have to do this? I'm more interested in where you got that dazzling lipgloss."<br>
<br>
You give her a look. “We should really focus on work, Emily.”<Br>
<br>
She pouts, but returns to looking at the screen. Yet after an hour, you have not got much further. Emily seems reluctant to learn, almost purposefully derailing your teaching.<Br>
<br>
"Everything okay?" you try, as the day draws to a close.<Br>
<Br>
She sighs. “You wouldn't understand," she mutters. "I just want to have some fun. Not sitting behind a desk. Following the rules.”<br>
<br>
She grabs her bag and stands, moving towards the door. “See you, Annie.”<br>
<Br>
The door closes gently. But firmly.<br>
<<GetPCState "job">>
<<if _job isnot "Fired">><Br>You grimace, but are distracted by an email. From Thompson. You don't read it, but you can see from the header he's complaining about <<TrueName "Current">>'s performance again. Dan must have had a word.<br><</if>>
<br>
<<ActionsHeader>>
<<link "Finish for the day" "ThompsonsReceptionAnnieWork">><<AddFirst "ThompsonsReceptionSecretaryJobAfternoonEmilyRemain">><<EndConversation "Emily">><<TimeChange>><</link>><br>
<</if>>
<<else>>
Dan’s exit is a little less dramatic this time, but no less unwanted. The door shuts. Silence returns.<Br>
<Br>
You look over to Emily. “Calendar system?” She gives the faintest nod.<br>
<br>
<<if _EmilyCorruptionCheck is false>>
She listens quietly as you walk her through the process again. She asks fewer questions this time. Not out of boredom. Just restraint.<br>
<br>
There’s a heaviness to her silence, but not bitterness. Just tiredness. She finishes the tasks without fuss.<br>
<br>
When the hour ends, she picks up her bag.<br>
<br>
“Thanks,” she says simply. “For again keeping him out of my face.”<br>
<br>
And she leaves.<Br>
<<GetPCState "job">>
<<if _job isnot "Fired">><Br>You watch her go, but are distracted by an email. From Thompson. You don't read it, but you can see from the header he's complaining about <<TrueName "Current">>'s performance again. Dan must have had a word.<br><</if>>
<br>
<<ActionsHeader>>
<<link "Finish for the day" "ThompsonsReceptionAnnieWork">><<AddFirst "ThompsonsReceptionSecretaryJobAfternoonEmilyRemain">><<EndConversation "Emily">><<TimeChange>><</link>><br>
<<else>>
Emily slouches back in her chair as you begin, not bothering to pretend she’s interested. Her eyes glaze over halfway through the example booking flow.<Br>
<br>
After trying for some time, you stop explaining. "Do we have a problem?"<br>
<br>
She lets out a quiet snort. “No, no problem. Not at all. Just once again, I’m not allowed to have any fun.”<br>
<Br>
No eye contact. No thank-you. Just that.<br>
<br>
She stands, pulls her bag over her shoulder, and walks out without another word.<br>
<<GetPCState "job">>
<<if _job isnot "Fired">><Br>You watch her go, but are distracted by an email. From Thompson. You don't read it, but you can see from the header he's complaining about <<TrueName "Current">>'s performance again. Dan must have had a word.<br><</if>>
<br>
<<ActionsHeader>>
<<link "Finish for the day" "ThompsonsReceptionAnnieWork">><<AddFirst "ThompsonsReceptionSecretaryJobAfternoonEmilyRemain">><<EndConversation "Emily">><<TimeChange>><</link>><br>
<</if>>
<</if>>
<<case "PosingForDennis">>
“Hey,” you start carefully. “I need to ask you for a favour.”<br>
<br>
<<if _SiblingBondCheck gte 2>>Emily looks up, soft smile already on her lips. “Sure. What is it?”<br>
<<else>>Emily sighs, folding her arms. “Another one? These days your favours aren’t just picking up milk on the way home from school.”<br>
<</if>>
<Br>
You press on. “This one’s important. I need a personal item from Dennis. Something he treasures. To power the amulet. I need to spend some time as him. See what the boys’ lessons are really like.”<Br>
<Br>
<<Checkrelationship "Emily" "Dennis">>
<<if _relationship is 3>>Emily gives you a strange look. “That feels odd… thinking about you. As Dennis.”<bR>
<<else>>Emily wrinkles her nose. “Ew. Why would anyone want to be Dennis? Are you sure this is necessary?”<br>
<</if>>
<br>
You nod. “It’s the only way.” A pause, then you add, “The thing is, when I asked him, what he really said he wanted was a photo. Of you.”<br>
<Br>
<<if _EmilyCorruptionCheck is false>>
Emily’s mouth drops open, nose wrinkling like she’s smelt something foul. “That’s disgusting. I don’t even want to think about why he wants that.”<br>
<<else>>
Emily bursts out laughing. “That little perv! He wants a picture of me for his private collection? What a loser.”<br>
<</if>>
<br>
You stay quiet. Emily notices, her reaction fading from her face. “Oh no,” she murmurs, staring at you. “Don’t tell me. You want me to pose for him?”<Br>
<br>
You don’t answer. The silence is enough.<bR>
<br>
Emily fidgets, looking away, then back again. Her voice drops, heavy with reluctance. “What exactly is Dennis expecting out of this?”<Br>
<Br>
You shrug, playing dumb. “What do you mean?”<br>
<Br>
She presses: “You know. What sort of photo is he anticipating?”<Br>
<br>
<<ActionsHeader>>
<<link "Tell her to do what’s required to make Dennis love the photo." "EmilyDialogue">><<set $EmilyDialogue to "PosingForDennisFlirt">><<Greedy 1>><</link>><br>
<<link "Tell her to just stand there and let him take something simple." "EmilyDialogue">><<set $EmilyDialogue to "PosingForDennisSimple">><</link>><br>
<<case "PosingForDennisFlirt">>
"Just whatever he needs to treasure it," you say. "It needs to mean a lot to him."<br>
<br>
<<if _EmilyCorruptionCheck is false>>
Her mouth falls open, eyes wide. “I can’t believe you want me to do that,” she says, barely above a whisper.<br>
<br>
Guilt burns in your chest, but you push anyway. “It’s important, Em. This could help fight the curse, help the school. Help you.”<br>
<Br>
Emily shakes her head, hurt spilling into her voice. “And my self-worth? Is that worth less than your investigation?”<br>
<Br>
The words stop you cold. She swallows and continues, quiet but sharp. “You’re the one asking me to flaunt myself for some pervert, let him take a photo, just so you can get something over him. Is this really the only way forward. Or just the easiest for you?”<br>
<br>
You pause, staring at her. She looks up at you, eyes burning with betrayal. “Well?” she presses.<Br>
<Br>
Quietly, you repeat. “It’s important.”<br>
<br>
Emily exhales through her nose, rolling her eyes. “It’s always important.” Her voice sharpens. “And Dennis? Do you know what that would happen if he showed people?”<Br>
<Br>
“He won’t,” you reassure her. “Just warn him not to. He’s too enamoured with you to ever betray that.”<Br>
<br>
She stares at the floor a long moment, then sighs. “Fine. I’ll pose. I’ll try and catch him at school, or in the library.”<bR>
<Br>
“Thanks, Em,” you murmur. “It means a lot.”<br>
<Br>
Her eyes flick back to yours, dark and wounded. “Seems all I’m good for in this town,” she replies bitterly, before rising and heading upstairs to her bedroom.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">>
<<SetNPCLocation "Emily" $dayCurrent $periodCurrent "EmilysRoom">>
<<EndConversation "Emily">>
<<EventTrigger "YourHome" "EmilyPosingForDennisPhotoOutcomeFlirt" "Evening" "Emily" null null null null false>>
<<SiblingBond -1>>
<</link>>
<<else>>
Emily’s grin widens, eyes glittering. “So how far are we talking?” she teases. “Suggestive? Underwear? Nude? Or do you want me to go full-on sex tape material?”<br>
<br>
You stare, shocked at the words tumbling from her mouth. She scolds you with a sharp laugh. “Don’t look so shocked. You’re the one asking me to flaunt myself for some pervert, let him take a photo, just so you can get something over him. Don’t act like you’re innocent.”<Br>
<br>
Hesitating, you watch her dangle her foot on the edge of her heel, smiling back knowingly. “Well?” she presses.<Br>
<br>
Quietly, you repeat. “It’s important.”<Br>
<Br>
Emily rolls her eyes. “It’s always important.” Her voice hardens. “And Dennis? Do you know what that would do to my reputation if he showed people?”<br>
<br>
You answer quickly. “He won’t. Just warn him not to. He’s too enamoured with you to ever betray that.”<br>
<br>
Emily snorts. “Just my luck it’s a nerd that’s infatuated with me. Couldn’t have been Brendan you needed to transform into?”<br>
<Br>
“Fine,” she says at last. “I’ll give him a little show. Make him blow his load in his trousers. I’ll try and catch him at school, or in the library.”<br>
<br>
“Thanks, Em,” you murmur. “It means a lot.”<Br>
<br>
Her eyes turn dark, almost unreadable. “Seems that’s all I’m good for in this town,” she replies flatly, before slipping off the sofa and heading upstairs to her bedroom.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">>
<<SetNPCLocation "Emily" $dayCurrent $periodCurrent "EmilysRoom">>
<<EndConversation "Emily">>
<<EventTrigger "YourHome" "EmilyPosingForDennisPhotoOutcomeFlirt" "Evening" "Emily" null null null null false>>
<<SiblingBond -1>>
<</link>>
<</if>>
<<case "PosingForDennisSimple">>
You exhale slowly. “Nothing fancy. Just stand there. Let him take something simple. Enough that he’ll treasure it.”<Br>
<br>
<<if _EmilyCorruptionCheck is false>>
Her shoulders sag, relief mixing with frustration. “So you don’t want me to do anything.., improper?”<Br>
<br>
You shake your head. “No. Just being there will be enough for him. Trust me.”<Br>
<Br>
Emily studies your face, still doubtful. “I still don’t like it,” she says finally.
<Br>
Quietly, you repeat. “It’s important.”<br>
<br>
“Fine," she says, letting out a sigh. "I’ll try to catch him at school, or maybe the library. I’ll keep it simple.”<br>
<br>
“Thanks, Em,” you murmur. “It means a lot.”<Br>
<br>
She turns away, voice bitter. “Seems even that’s all I’m good for in this town,” she says, before rising from the sofa and heading upstairs.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">>
<<SetNPCLocation "Emily" $dayCurrent $periodCurrent "EmilysRoom">>
<<EndConversation "Emily">>
<<EventTrigger "YourHome" "EmilyPosingForDennisPhotoOutcomeSimple" "Evening" "Emily" null null null null false>>
<</link>>
<<else>>
Emily raises an eyebrow, almost amused. “That’s it? Just stand there and let him snap something dull? Where's the fun in that?"<br>
<Br>
You hesitate. “He’ll value it, Em. That’s what matters.”<Br>
<br>
She smirks faintly, a sharp edge in her voice. “If you say so. He'll probably faint just having me in his frame."<br>
<br>
"Don't push him too much," you try to warn her. "It’s important.”<br>
<br>
"Fine," she says at last. "I'll find him. He hangs around the AV room or library, doesn't he? I'll let him get his precious picture."
<br>
“Thanks, Em,” you murmur. “It means a lot.”<Br>
<br>
Her eyes turn dark, almost unreadable. “Seems that’s all I’m good for in this town,” she replies flatly, before slipping off the sofa and heading upstairs to her bedroom.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">>
<<SetNPCLocation "Emily" $dayCurrent $periodCurrent "EmilysRoom">>
<<EndConversation "Emily">>
<<EventTrigger "YourHome" "EmilyPosingForDennisPhotoOutcomeSimple" "Evening" "Emily" null null null null false>>
<</link>>
<</if>>
<<case "PermissionWardrobe">>
"Hey Em," you begin. "Can I ask you about something?"<bR>
<bR>
<<if _SiblingBondCheck gte 2>>Emily stares back at you, nodding absently. “What's up?”<br>
<<else>>Emily gives you a sceptical look. "Here we go again."<br><</if>>
<br>
"I was wondering if you'd mind me borrowing some things from your wardrobe." You wince, aware of how odd this all sounds. "When I'm you, I mean."<Br>
<br>
She narrows her eyes, staring back at you. "You want dress differently?"<Br>
<br>
You inhale, pausing to muster the words. "I just think it would help. In certain situations.<Br>
<br>
<<if _EmilyCorruptionCheck is false>>
She looks down at herself, eyes lingering on her own clothes. "Are you saying that I look a bit plain?"<br>
<Br>
You shake your head, trying to course correct. "Not at all. You look great."<Br>
<Br>
"But not enough for when you're pretending to be me?"<Br>
<br>
You study her face, noting her wide eyes and top teeth biting her bottom lip. She seems almost upset, unable to quite meet your eyes.<br>
<br>
"I didn't mean it like that, Em," you reiterate. "It's just..."<br>
<br>
"Just you think you can do better?"<br>
<br>
You look back at your sister, staring back at you in expectation. "Some situations just need a change," you offer.<br>
<Br>
Meeting your eyes for only a moment longer, she sighs and shrugs. "Sure. Fine. Feel free to use it. I guess it's sort of yours when you're me, anyway."<Br>
<Br>
But her own eyes linger on clothes. As if she's regarding them with a fresh perspective. You decide to leave her, but you feel the weight of responsibility set into you.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EndConversation "Emily">><<SetFlag "EmilysWardrobeKnown">><<TaskTracker "Task9" "complete">><<EmilyCorruption 1>><</link>>
<<else>>
A smirk forms on her face. "You starting to enjoy the perks of being me, <<TrueName "Current">>?"<br>
<Br>
You shake your head, trying to deflect. "I just need to dress differently for other situations."<br>
<Br>
An eyebrow raises. "But can't you change my clothes when transform?"<br>
<br>
"Yes, but -"<br>
<Br>
Emily interrupts you with her sniggering. "Sounds to me like you've got a taste of playing dress-up," she comments after her giggles die down.<br>
<Br>
"Go ahead," she continues. "There's some new skirts in there that you won't have see before." A playful smirk returns to her face. "Might be nice to taste what it's like to show off a bit of skin."<br>
<Br>
Emily turns back away from you, conversation over. You guess you have got permission to go through her stuff. Yet it doesn't feel like a victory.<br>
<Br>
<I>Because maybe she's more right than you think.</i><Br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EndConversation "Emily">><<SetFlag "EmilysWardrobeKnown">><<TaskTracker "Task9" "complete">><</link>>
<</if>>
<<case "ShowSwapRing">>
"I think I've found a way to help us," you begin. "This ring will allow you to change." You take a deep breath. "Change into me."<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is false>>
Emily looks at you hesitantly as you hold it out. Wordlessly, she takes it from you and holds it between her fingers. "Is it dangerous?"<br>
<br>
You sigh. "It's magic, Em."<br>
<br>
A wince flashes across her face, but she slips it on her finger. She stares down at it, eying it with interest. "How does it work?"<br>
<<else>>
Emily grins as you hold it out. Hurriedly, she takes it from you and holds it between her fingers. "A bit plain, isn't it?"<br>
<br>
You sigh. "It's not a fashion accessory, Em."<br>
<br>
She smiles and slips it on her finger. "How does it work?"<br>
<</if>>
<br>
"Apparently you just need to will it," you say. "There's some side effects though. You need to be -"<br>
<br>
<<if $PlayerCharacter.female is true>>
You abruptly stop as you see Emily squeeze her eyes shut. You sense the magic a moment before it erupts. Raw and uncontrolled, it bursts from the ring and ricochets over Emily's body. You have to shield your eyes from the light as it threatens to blind you.<br>
<<else>>
You abruptly stop as you see Emily squeeze her eyes shut. With only the briefest of pauses, the magic bursts from the ring and ricochets over Emily's body. You have to shield your eyes from the light as it threatens to blind you.<br>
<</if>>
<br>
You hear Emily cry out in pain. You look back squinting, barely able to make out Emily's form through the magic. You hear sharp cracks echo out of her body, her facial features turning into agonising looks of pain and discomfort, as her body changes.<br>
<br>
The yellow-amber light grows in intensity and in spite of your will to remain looking, you have to shield your eyes with your arm as your eyes burn from being overwhelmed. You hear a cry coming from Emily, but it's not her voice. Not anymore.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is false>>
The magic fades as quickly as it appeared. The energy in the room seems to return to normal. But instead of Emily standing in front of you, there is you. <I><<TrueName "Current">>.</I> Smiling in astonishment.<br>
<<else>>
The magic fades as quickly as it appeared. The energy in the room seems to return to normal. But instead of Emily standing in front of you, there is you. <I><<TrueName "Current">>.</I> Smiling wickedly.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Talk to them" "EmilyDialogue">><<set $EmilyDialogue to "TalkAfterSwapRing">><<EmilyMaleCorruption 1>><<SetNPCState "Emily" "Transform" "PC">><</link>>
<<case "TalkAfterSwapRing">>
"Oh my god," you hear them mutter. In your voice.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is false>>
<<if $PlayerCharacter.female is true>>
<I><<TrueName "Current">></I> looks down at her hands, holding them out in front of her. In disbelief. You can see the horror on her face. The incomprehension, present even after all you've both seen and been through.<br>
<<else>>
<I><<TrueName "Current">></I> looks down at his hands, holding them out in front of him. In disbelief. You can see the horror on his face. The incomprehension, present even after all you've both seen and been through.<br>
<</if>>
<br>
<<if $PlayerCharacter.female is true>>
"Is this... how you feel all the time?" she asks. "Like you can't quite believe what you're seeing."<br>
<<else>>
"Is this... how you feel all the time?" he asks. "Like you can't quite believe what you're seeing."<br>
<</if>>
<br>
"You get used to it," you say. "It fades, with use."<br>
<br>
<<if $PlayerCharacter.female is true>>
A wince appears on her face. Unmistakably Emily, in spite of the current form. "I'm not sure I want to."<br>
<<else>>
A wince appears on his face. Unmistakably Emily, in spite of the current form. "I'm not sure I want to."<br>
<</if>>
<br>
"Just be careful," you reply. "If you give into it, it will start transforming you without your conscious control." You pause. "It will even start shaping your thoughts to that form."<br>
<br>
At that, <I><<TrueName "Current">></I> eyes widen into an expression that's unmistakably Emily's. "I'm not sure I'd want that."<br>
<br>
"Then just watch yourself. This is magic, Em."<br>
<br>
<<if $PlayerCharacter.female is true>>
She nods, with tentative resolution. "If it helps you, I'll use it. Just let me know what you need me to do. As you. Whilst you're... me."<br>
<<else>>
He nods, with tentative resolution. "If it helps you, I'll use it. Just let me know what you need me to do. As you. Whilst you're... me."<br>
<</if>>
<br>
<<GetPCState "job">>
<<if _job is "Fired">>
<<if $PlayerCharacter.female is true>>
"We'll just use it for whilst I'm at school as you," you remind her. "Mainly."<br>
<<else>>
"We'll just use it for whilst I'm at school as you," you remind him. "Mainly."<br>
<</if>>
<br>
<<if $PlayerCharacter.female is true>>
"Okay," she states. "Find some ways to get some money in?"<br>
<<else>>
"Okay," he states. "Find some ways to get some money in?"<br>
<</if>>
<br>
"That would help," you say.<br>
<br>
<<if $PlayerCharacter.female is true>>
She nods. "Sure. Just speak to me in the mornings." She takes a deep breath. "I'll try to help."<br>
<<else>>
He nods. "Sure. Just speak to me in the mornings." He takes a deep breath. "I'll try to help."<br>
<</if>>
<<else>>
<<if $PlayerCharacter.female is true>>
"We'll just use it for work whilst I'm at school as you," you remind her. "Mainly."<br>
<<else>>
"We'll just use it for work whilst I'm at school as you," you remind him. "Mainly."<br>
<</if>>
<br>
<<if $PlayerCharacter.female is true>>
"Okay," she states. "I'll go to Thompson Repairs. As you."<br>
<<else>>
"Okay," he states. "I'll go to Thompson Repairs. As you."<br>
<</if>>
<br>
"That would help," you say.<br>
<br>
<<if $PlayerCharacter.female is true>>
She nods. "Sure. Just speak to me in the mornings." She takes a deep breath. "I'll try to help."<br>
<<else>>
He nods. "Sure. Just speak to me in the mornings." He takes a deep breath. "I'll try to help."<br>
<</if>>
<</if>>
<br>
<<if $PlayerCharacter.female is true>>
You give her a look. It's deeply strange, seeing yourself stare back. You wonder what burden you've put on her.<br>
<<else>>
You give her a look. <i>Him?</i> You wonder what burden you've put on her.<br>
<</if>>
<<else>>
<<if $PlayerCharacter.female is true>>
<I><<TrueName "Current">></I> looks down at her hands, holding them out in front of her. In disbelief. But there's a smile on her face. Combined with incomprehension, certainly, even after all you've both seen and been through. But there's glee mixed in there too.<br>
<<else>>
<I><<TrueName "Current">></I> looks down at his hands, holding them out in front of him. In disbelief. But there's a smile on his face. Combined with incomprehension, certainly, even after all you've both seen and been through. But there's glee mixed in there too.<br>
<</if>>
<br>
<<if $PlayerCharacter.female is true>>
"Is this... how you feel all the time?" she asks. "Like you can't quite believe what you're seeing."<br>
<<else>>
"Is this... how you feel all the time?" he asks. "Like you can't quite believe what you're seeing."<br>
<</if>>
<br>
"You get used to it," you say. "It fades, with use."<br>
<br>
<<if $PlayerCharacter.female is true>>
A smirk appears on her face. "At least I can go drinking in McTafey's now."<br>
<<else>>
A smirk appears on his face. "At least I can go drinking in McTafey's now."<br>
<</if>>
<br>
"You need to be careful," you remind them. "It's addictive. You'll find it hard to resist if you use it too much."<br>
<br>
<<if $PlayerCharacter.female is true>>
"Where's the fun in that?" she says, the smirk remaining.<br>
<<else>>
"Where's the fun in that?" he says, the smirk remaining.<br>
<</if>>
<br>
"I'm serious," you reply. "If you give into it, it will start transforming you without your conscious control." You pause. "It will even start shaping your thoughts to that form."<br>
<br>
At that, <I><<TrueName "Current">></I> turns up their nose in an expression that's unmistakably Emily's. "I don't want your thoughts in my mind, thank you very much."<br>
<br>
"Then just be careful. This is magic, Em."<br>
<br>
<<if $PlayerCharacter.female is true>>
She laughs. "I can handle it." The smirk broadens. "And don't you mean, <<TrueName "Current">>?"<br>
<<else>>
He laughs. "I can handle it." The smirk broadens. "And don't you mean, <<TrueName "Current">>?"<br>
<</if>>
<br>
You shake your head, already regretting this.<br>
<br>
<<if $PlayerCharacter.female is true>>
"Relax," she tells you. "Just let me know what you need me to do. As you. Whilst you're playing at being me."<br>
<<else>>
"Relax," he tells you. "Just let me know what you need me to do. As you. Whilst you're playing at being me."<br>
<</if>>
<br>
<<GetPCState "job">>
<<if _job is "Fired">>
<<if $PlayerCharacter.female is true>>
"It's for finding work whilst I'm at school as you," you remind her. "Mainly."<br>
<<else>>
"It's for finding work whilst I'm at school as you," you remind him. "Mainly."<br>
<</if>>
<br>
<<if $PlayerCharacter.female is true>>
"Ugh," she states. "You want me to fix the mess you made?"<br>
<<else>>
"Ugh," he states. "You want me to fix the mess you made?"<br>
<</if>>
<br>
"That would help," you say.<br>
<br>
<<if $PlayerCharacter.female is true>>
She scowls back. "Fine. Just speak to me in the mornings if you want me to look for ways to make some money."<br>
<<else>>
He scowls back. "Fine. Just speak to me in the mornings if you want me to look for ways to make some money."<br>
<</if>>
<<else>>
<<if $PlayerCharacter.female is true>>
"It's for work," you remind her. "Mainly."<br>
<<else>>
"It's for work," you remind him. "Mainly."<br>
<</if>>
<br>
<<if $PlayerCharacter.female is true>>
"Ugh," she states. "Do I have to go that stupid repair shop?"<br>
<<else>>
"Ugh," he states. "Do I have to go that stupid repair shop?"<br>
<</if>>
<br>
"That would help," you say.<br>
<br>
<<if $PlayerCharacter.female is true>>
She scowls back. "Fine. Just speak to me in the mornings if you want me to go to your work."<br>
<<else>>
He scowls back. "Fine. Just speak to me in the mornings if you want me to go to your work."<br>
<</if>>
<</if>>
<br>
<<if $PlayerCharacter.female is true>>
You give her a look. It's deeply strange, watching yourself smile like that. You wonder what you've unleashed.<br>
<<else>>
You give her a look. <i>Him?</i> You wonder what you've unleashed.<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Watch them carefully" "EmilyDialogue">><<set $EmilyDialogue to "WatchAfterSwapRing">><</link>>
<<case "WatchAfterSwapRing">>
You stare back at <I><<TrueName "Current">></I>, still adjusting to the form in front of you. Your mind starts racing, considering if Emily can really handle what you're asking of her.<br>
<br>
<I>Why couldn't she? You seem to have adapted to being a girl, after all.</I><br>
<br>
"Okay," you say, brushing the thought away. "I think we've had enough fun for the night."<br>
<br>
<<if $PlayerCharacter.female is true>>
She nods. "I think I'm going to go to bed."<br>
<<else>>
He nods. "I think I'm going to go to bed."<br>
<</if>>
<br>
<<if $PlayerCharacter.female is true>>
You receive a smile as she turns towards the stairs. You quickly step forward. "Forgetting something?"<br>
<<else>>
You receive a smile as he turns towards the stairs. You quickly step forward. "Forgetting something?"<br>
<</if>>
<br>
<<if $PlayerCharacter.female is true>>
She catches herself, stopping on the first step. A sudden look of recognition appears on her face. "Oh. Yes."<br>
<<else>>
He catches himself, stopping on the first step. A sudden look of recognition appears on his face. "Oh. Yes."<br>
<</if>>
<br>
<<if $PlayerCharacter.female is true>>
She shuts her eyes. You shield your own as a flash of magic threatens to blind you.
<<else>>
He shuts his eyes. You shield your own as a flash of magic threatens to blind you.
<</if>>
It's quicker, harsher and raw. Much more than your own amulet. This time, you don't hear yelps of pain over the ringing of magic. When silence returns, you look up to see Emily standing on the step in front of you.<br>
<br>
"Goodnight, <<TrueName "Current">>," she says. But as she goes up, you see her playing with the ring on her hand.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<SetNPCState "Emily" "Transform" undefined>><<TimeChange>><<QuestTracker "Quest19" 3>><<EndConversation "Emily">><</link>>
<<case "AskEmilyWork">>
"Do you think you could use the ring this morning?" you say. "To go to work. As me."<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is false>>
Emily sighs, but nods. She twizzles the ring on her finger. And shuts her eyes.<br>
<br>
You hold your arm over your eyes in anticipation. From through the fabric of your clothes, you see the glow of magic descend across the room. A small yelp from Emily accompanies the ringing in your ears, as magic is unleashed from the trinket.<br>
<br>
When you look back, you see <I><<TrueName "Current">></I> standing there. Looking awkward.<br>
<br>
<<if $PlayerCharacter.female is true>>
"Okay," she mutters. "Have a good day. I'll see you this evening."<br>
<<else>>
"Okay," he mutters. "Have a good day. I'll see you this evening."<br>
<</if>>
<br>
<<if $PlayerCharacter.female is true>>
She nods and walks towards the door. You watch her go, then scoop up your bag and walk out too.<br>
<<else>>
He nods and walks towards the door. You watch him go, then scoop up your bag and walk out too.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Go outside" "YourStreet">><<EmilyMaleCorruption 1>><<SetNPCState "Emily" "Transform" "PC">><<set $EmDay to "work">><<SetNPCLocation "Emily" $dayCurrent $periodCurrent "">><<EndConversation "Emily">><</link>>
<<else>>
"Do I have to?" she barks back at you, crossing her arms.<br>
<br>
"Come on, Em," you say. "This is what we agreed to."<br>
<br>
She glares back at you, eyes narrow. "I think this is a handy get out of jail card for you, <<TrueName "Current">>. I think you just like to be the sister now."<br>
<br>
"This is to help you," you remind her. "To stop what's happening in this town."<br>
<br>
<I>Such a quick reply. Some would say you are protesting too much.</I><br>
<br>
<<if $PlayerCharacter.female is true>>
"Fine," she spits, then raises an eyebrow. "Maybe I'll just have to learn how to enjoy being the big sister around here."<br>
<<else>>
"Fine," she spits, then raises an eyebrow. "Maybe I'll just have to learn how to enjoy the power of being the man around here."<br>
<</if>>
<br>
Before you can say anything more, Emily twizzles the ring on her finger. And shuts her eyes.<br>
<br>
You hold your arm over your eyes in anticipation. From through the fabric of your clothes, you see the glow of magic descend across the room. A small yelp from Emily accompanies the ringing in your ears, as magic is unleashed from the trinket.<br>
<br>
When you look back, you see <I><<TrueName "Current">></I> standing there. Looking awkward.<br>
<br>
<<if $PlayerCharacter.female is true>>
"Done," she mutters. "Enjoy being me. I'll see you this evening."<br>
<<else>>
"Done," he mutters. "Enjoy being me. I'll see you this evening."<br>
<</if>>
<br>
<<if $PlayerCharacter.female is true>>
She nods and walks towards the door. You watch her go, then scoop up your bag and walk out too.<br>
<<else>>
He nods and walks towards the door. You watch him go, then scoop up your bag and walk out too.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Go outside" "YourStreet">><<EmilyMaleCorruption 1>><<SiblingBond -1>><<SetNPCState "Emily" "Transform" "PC">><<set $EmDay to "work">><<SetNPCLocation "Emily" $dayCurrent $periodCurrent "">><<EndConversation "Emily">><</link>>
<</if>>
<<case "AskTandiBracelet">>
“Hey Em,” you begin. “Hypothetically, if I could find a way to give you some magic, would you take it?”<br>
<br>
<<InventoryCheckNPC "Emily" "EmilysMagicBracelet">>
<<if _EmilyCorruptionCheck is true>>
<<if _InventoryCheckNPC is true>>
Emily titters, jangling the bracelet around her wrist. “I think I’ve got that covered, <<TrueName "Current">>.”<br>
<br>
“I mean real magic, Em,” you reply quickly. “That barely lets you do anything, doesn’t it?”<br>
<br>
She purses her lips, but stares back at you for a moment. Her smile withers. “What do you mean?”<br>
<br>
“Tandi Cunnings has a bracelet too,” you tell her. “But it’s not like that one. It’s powerful. Real powerful. It grants magic to the wearer. And she’s willing to give it up.”<br>
<<else>>
Emily purses her lips, but stares back at you for a moment. Her smile withers. “What do you mean?”<br>
<br>
“Tandi Cunnings has a bracelet,” you tell her. “It’s powerful. Real powerful. It grants magic to the wearer. And she’s willing to give it up.”<br>
<</if>>
<br>
“Why would she do that?” Emily says, arching her eyebrow.<br>
<br>
You take a deep breath. “It comes with a price,” you say quietly. “You have to keep it charged. By doing things.”<br>
<br>
A wry smirk spreads on one side of Emily’s face. “Naughty things?”<br>
<br>
“I wouldn’t ask,” you begin. “But you could really help. With the -”<br>
<br>
“The investigation,” Emily interrupts, cutting you off. “I know.”<br>
<br>
Emily stares back at you for a long moment before a titter escapes her lips. “I’m sure I can handle it. Whatever it needs.”<br>
<br>
<<if _InventoryCheckNPC is true>>
You watch as she fiddles with the bracelet around her wrist, eying you carefully. Her look focuses on your chest, where the amulet hangs beneath your clothes.<br>
<br>
“Okay,” she finally says. “It will help this old thing.” She jangles her bracelet once more. “Tell her to drop it off one day.”<br>
<<else>>
You watch as she eyes you carefully. Her look focuses on your chest, where the amulet hangs beneath your clothes.<br>
<br>
“Okay,” she finally says. “It’s about time I got to taste some power. Tell her to drop it off one day.”<br>
<</if>>
<br>
“It’s a bit more complicated than that,” you say with a small chuckle. “We need to go see her at the Red Room. It’s a club -”<br>
<br>
“I know what the Red Room is, <<TrueName "Current">>,” she interjects, grinning. “Let me know when you want to go. I wouldn’t say no to a night out. Even with my <<Sibling>>.”<br>
<br>
Emily titters, grinning as she looks back at you.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestOptionUnlock "Quest39" 1 "emily_agreed">><</link>>
<<else>>
<<InventoryCheckNPC "Emily" "EmilysMagicBracelet">>
<<if _InventoryCheckNPC is true>>
Emily looks back towards you, her eyes narrowing. Instinctively, she reaches to the bracelet around her wrist. “I don’t think I need your help with that, <<TrueName "Current">>.”<br>
<br>
“I mean real magic, Em,” you reply quickly. “That barely lets you do anything, doesn’t it?”<br>
<br>
She stares back at you for a moment. “What do you mean?”<br>
<br>
“Tandi Cunnings has a bracelet too,” you tell her. “But it’s not like that one. It’s powerful. Real powerful. It grants magic to the wearer. And she’s willing to give it up.”<br>
<br>
“Why would she do that?” Emily mutters.<br>
<br>
You take a deep breath. “It comes with a price,” you say quietly. “You have to keep it charged. By doing things.”<br>
<br>
Emily shuffles awkwardly, avoiding your eyes. “I’m not sure about that, <<TrueName "Current">>.” She jangles the bracelet on her wrist. “Maybe I should just stick with this.”<br>
<br>
“I wouldn’t ask,” you begin. “But you could really help. With the -”<br>
<br>
“The investigation,” Emily interrupts, cutting you off. “I know.”<br>
<br>
You meet Emily’s eyes, holding them even as she fiddles with the bracelet around her wrist. Her look drifts down to your chest, where the amulet hangs beneath your clothes.<br>
<<else>>
Emily looks back towards you, her eyes narrowing. “What do you mean?”<br>
<br>
“Tandi Cunnings has a bracelet,” you tell her. “It’s powerful. Real powerful. It grants magic to the wearer. And she’s willing to give it up.”<br>
<br>
“Why would she do that?” Emily mutters.<br>
<br>
You take a deep breath. “It comes with a price,” you say quietly. “You have to keep it charged. By doing things.”<br>
<br>
Emily shuffles awkwardly, avoiding your eyes. “I’m not sure about that, <<TrueName "Current">>. I don’t like the sound of that.”<br>
<br>
“I wouldn’t ask,” you begin. “But you could really help. With the -”<br>
<br>
“The investigation,” Emily interrupts, cutting you off. “I know.”<br>
<br>
You meet Emily’s eyes briefly before they drift down to your chest, where the amulet hangs beneath your clothes.<br>
<</if>>
<br>
<<if _SiblingBondCheck gte 2>>
“Fine,” she mutters. “If it will help you, then I’ll do it. Tell this woman to come by one evening and I’ll take it from her.”<br>
<br>
“It’s a bit more complicated than that,” you say with a small chuckle. “We need to go see her at the Red Room. It’s a club -”<br>
<br>
“I know what the Red Room is, <<TrueName "Current">>,” she interjects, sighing. “Let me know when you want to go. This better be worth it.”<br>
<br>
Emily looks back to you with a grimace.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestOptionUnlock "Quest39" 1 "emily_agreed">><</link>>
<<else>>
<<InventoryCheckNPC "Emily" "EmilysMagicBracelet">>
<<if _InventoryCheckNPC is true>>
“No,” she mutters, shaking her head. “I don’t want to get messed up with this, <<TrueName "Current">>.” She jangles her own bracelet. “I think I’m good just with this.”<br>
<<else>>
“No,” she mutters, shaking her head. “I don’t want to get messed up with this, <<TrueName "Current">>.”<br>
<</if>>
<br>
“It could really help, Em,” you begin. But you see her eyes squint back at you with a flash of irritation.<br>
<br>
“I said no, <<TrueName "Current">>,” she replies flatly. “You may be okay with all this magic stuff, but I don’t want to give in to it.”<br>
<br>
Emily holds your eye. She doesn’t waver. It seems if you want the power of Tandi’s bracelet, you’ll have to take it for yourself.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<</if>>
<<case "GiveTandiBracelet">>
You stare back at Emily, grinding your teeth. The bracelet feels like a reassuring band around your wrist. Your blood pulsates as it moves past it. You feel your chest tense at the thought of losing the sense of the pleasure you’ve felt from it.<br>
<br>
“Hey Em,” you force. “Hypothetically, if I could find a way to give you some magic, would you take it?”<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
<<InventoryCheckNPC "Emily" "EmilysMagicBracelet">>
<<if _InventoryCheckNPC is true>>
Emily titters, jangling the bracelet around her wrist. “I think I’ve got that covered, <<TrueName "Current">>.”<br>
<br>
“I mean real magic, Em,” you reply. “That barely lets you do anything, doesn’t it?”<br>
<br>
She purses her lips, but stares back at you for a moment. Her smile withers. “What do you mean?”<br>
<br>
You shake your own wrist, flashing her the bracelet. “See this? It’s not like yours. It’s powerful. Real powerful. It grants magic to the wearer. I’m willing to give it up. To you.”<br>
<<else>>
Emily purses her lips, but stares back at you for a moment. Her smile withers. “What do you mean?”<br>
<br>
You shake your wrist, flashing her the bracelet. “See this? It’s not like yours. It’s powerful. Real powerful. It grants magic to the wearer. I’m willing to give it up. To you.”<br>
<</if>>
<br>
“Why would you do that?” Emily asks, arching her eyebrow.<br>
<<else>>
<<InventoryCheckNPC "Emily" "EmilysMagicBracelet">>
<<if _InventoryCheckNPC is true>>
Emily looks back towards you, her eyes narrowing. Instinctively, she reaches to the bracelet around her wrist. “I don’t think I need your help with that, <<TrueName "Current">>.”<br>
<br>
“I mean real magic, Em,” you reply. “That barely lets you do anything, doesn’t it?”<br>
<br>
She stares back at you for a moment. “What do you mean?”<br>
<br>
You shake your wrist, flashing her the bracelet. “See this? It’s not like yours. It’s powerful. Real powerful. It grants magic to the wearer. I’m willing to give it up. To you.”<br>
<<else>>
Emily looks back towards you, her eyes narrowing. “What do you mean?”<br>
<br>
You shake your wrist, flashing her the bracelet. “See this? It’s not like yours. It’s powerful. Real powerful. It grants magic to the wearer. I’m willing to give it up. To you.”<br>
<</if>>
<br>
“Why would you do that?” Emily mutters.<br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Lie and tell her you got it for her" "EmilyDialogue">><<set $EmilyDialogue to "GiveBraceletLie">><<Greedy 1>><</link>><br>
<<link "Tell her the truth about the bracelet" "EmilyDialogue">><<set $EmilyDialogue to "GiveBraceletTruth">><<Greedy -1>><</link>>
<<case "GiveTandiBraceletFail">>
You stare back at Emily, grinding your teeth. The bracelet feels like a reassuring band around your wrist. Your blood pulsates as it moves past it. You feel your chest tense at the thought of losing the sense of the pleasure you’ve felt from it.<br>
<br>
<i>You don’t want to give this up, do you?</i><br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
Emily stares back at you, briefly watching you with interest. “You okay? You look… weird.”<br>
<<else>>
Emily looks back at you, giving you a curious look. “You okay? You look… tense.”<br>
<</if>>
<br>
You take a deep breath, trying to find your words. “Have you ever considered learning magic?”<br>
<br>
Her face scrunches up as she looks back at you. “What?”<br>
<br>
You try to push forward, but the tension presses against your chest. It feels like the bracelet tightens around your wrist, like a snake coiling. A smile forms as endorphins flood up your arm, lifting you almost off the floor.<br>
<br>
“Nothing,” you spit out.<br>
<br>
Emily gives you a curious look, but turns away. You sigh in relief. And the bracelet eases on your wrist, gently caressing your skin.<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "GiveBraceletLie">>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
You take a deep breath. “I got it for you, Em,” you begin. “So you can help. And protect yourself.”<br>
<br>
Emily looks at you with curiosity. “Really?”<br>
<br>
You nod. “It should help you, Em.”<br>
<br>
She stares at you for a moment longer, then actually smiles. “Thanks, <<TrueName "Current">>.”<br>
<br>
<I>How sweet. And what a lie.</i><br>
<br>
<<InventoryCheckNPC "Emily" "EmilysMagicBracelet">>
<<if _InventoryCheckNPC is true>>
You watch as she fiddles with the bracelet around her wrist, eying you carefully. Her look focuses on your chest, where the amulet hangs beneath your clothes.<br>
<br>
“Okay,” she finally says. “If it will help this old thing.” She jangles her bracelet once more. “Give it here.”<br>
<<else>>
You watch as she eyes you carefully. Her look focuses on your chest, where the amulet hangs beneath your clothes.<br>
<br>
“Okay,” she finally says. “It’s about time I got to taste some power. Give it here.”<br>
<</if>>
<<else>>
You take a deep breath. “I got it for you, Em,” you begin. “So you can help. And protect yourself.”<br>
<br>
Emily looks at you with curiosity. “Really?”<br>
<br>
You nod. “It should help you, Em.”<br>
<br>
She stares at you for a moment longer, then smiles gratefully. “Thanks, <<TrueName "Current">>.”<br>
<br>
<I>How sweet. And what a lie.</i><br>
<br>
“Okay,” she mutters. “If it will help you, then I’ll do it. Give it here.”<br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Say the words to release the bracelet" "EmilyDialogue">><<set $EmilyDialogue to "GiveBraceletWords">><</link>>
<<case "GiveBraceletTruth">>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
You take a deep breath. “It comes with a price,” you say quietly. “You have to keep it charged. By doing things.”<br>
<br>
A wry smirk spreads on one side of Emily’s face. “Naughty things?”<br>
<br>
“I wouldn’t ask,” you begin. “But you could really help. It’s becoming a distraction. With the -”<br>
<br>
“The investigation,” Emily interrupts, cutting you off. “I know.”<br>
<br>
Emily stares back at you for a long moment before a titter escapes her lips. “I’m sure I can handle it. Whatever it needs.”<br>
<br>
<<InventoryCheckNPC "Emily" "EmilysMagicBracelet">>
<<if _InventoryCheckNPC is true>>
You watch as she fiddles with the bracelet around her wrist, eying you carefully. Her look focuses on your chest, where the amulet hangs beneath your clothes.<br>
<br>
“Okay,” she finally says. “If it will help this old thing.” She jangles her bracelet once more. “Give it here.”<br>
<<else>>
You watch as she eyes you carefully. Her look focuses on your chest, where the amulet hangs beneath your clothes.<br>
<br>
“Okay,” she finally says. “It’s about time I got to taste some power. Give it here.”<br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Say the words to release the bracelet" "EmilyDialogue">><<set $EmilyDialogue to "GiveBraceletWords">><</link>>
<<else>>
You take a deep breath. “It comes with a price,” you say quietly. “You have to keep it charged. By doing things.”<br>
<br>
<<InventoryCheckNPC "Emily" "EmilysMagicBracelet">>
<<if _InventoryCheckNPC is true>>
Emily shuffles awkwardly, avoiding your eyes. “I’m not sure about that, <<TrueName "Current">>.” She jangles the bracelet on her wrist. “Maybe I should just stick with this.”<br>
<br>
“I wouldn’t ask,” you begin. “But you could really help. It’s becoming a distraction. With the -”<br>
<br>
“The investigation,” Emily interrupts, cutting you off. “I know.”<br>
<br>
You meet Emily’s eyes, holding them even as she fiddles with the bracelet around her wrist. Her look drifts down to your chest, where the amulet hangs beneath your clothes.<br>
<<else>>
Emily shuffles awkwardly, avoiding your eyes. “I’m not sure about that, <<TrueName "Current">>. I don’t like the sound of that.”<br>
<br>
“I wouldn’t ask,” you begin. “But you could really help. It’s becoming a distraction. With the -”<br>
<br>
“The investigation,” Emily interrupts, cutting you off. “I know.”<br>
<br>
You meet Emily’s eyes briefly before they drift down to your chest, where the amulet hangs beneath your clothes.<br>
<</if>>
<br>
<<SiblingBondCheck>>
<<if _SiblingBondCheck gte 2>>
“Fine,” she mutters. “If it will help you, then I’ll do it. Give it here.”<br>
<Br>
<<ActionsHeader>>
<<link "Say the words to release the bracelet" "EmilyDialogue">><<set $EmilyDialogue to "GiveBraceletWords">><</link>>
<<else>>
“No,” she mutters, shaking her head. “I don’t want to get messed up with this, <<TrueName "Current">>.”<br>
<br>
“It could really help, Em,” you begin. But you see her eyes squint back at you with a flash of irritation.<br>
<br>
“I said no, <<TrueName "Current">>,” she replies flatly. “You may be okay with all this magic stuff, but I don’t want to give into it.”<br>
<br>
Emily holds your eye. She doesn’t waver.<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<</if>>
<<case "GiveBraceletWords">>
You sit down next to Emily, looking down at the bracelet around your wrist. It clenches against your vein, vibrating as it sends pulses of power along your skin. Your hairs stand up each time the energy passes, tingling with warm sensations. Do you really want to give this up?<br>
<br>
“I, <<TrueName "Current">>,” you squeeze out through your teeth. “Willingly give up this trinket. I relinquish its power, instead passing it to Emily, for better or worse.”<br>
<br>
You hear the bracelet’s clasp ping open. Immediately the energy radiating up your arm ceases. You wince as your body feels empty and vacant. Even as you slide the bracelet off your hand and over towards your sister, you fight the urge to pull it back. “Now. You.”<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
Emily stares back at you, snorting. “What?”<br>
<br>
You can’t help but let out a sigh. “Just say the words, Em.”<br>
<br>
You receive a sigh as a reply, as Emily rolls her eyes. “I, Emily, take this thing. For better or whatever.”<br>
<br>
“You have to say it willingly,” you repeat. “And for better or worse.”<br>
<br>
Another sigh. “This magic stuff is so lame, <<TrueName "Current">>. Okay. Fine. I, Emily, taking this bracelet. Willing. From <<TrueName "Current">>. For better or worse.”<br>
<<else>>
Emily looks at you. “What do I say?”<br>
<br>
You give her a reassuring smile. “Just say the words, Em.”<br>
<br>
She nods. “I, Emily, willing take this trinket. I accept its power from <<TrueName "Current">>, for better or for worse.”<br>
<</if>>
<br>
<<if $current.female is true>>
She reaches forward and takes the bracelet. You hear a hiss from the bracelet and look down to see magic pierce Emily’s wrist like a snakebite. She gasps as the magic floods into her bloodstream. Her pupils dilate. She then runs her tongue over her lips. “Oh. Wow.”<br>
<<else>>
She reaches forward and takes the bracelet. You hear a hiss from the bracelet. Emily gasps and her pupils dilate. She then runs her tongue over her lips. “Oh. Wow.”<br>
<</if>>
<br>
You study Emily. Her smile morphs, gaining a coy look as she massages the bracelet with her free hand. “How do you feel?” you ask.<br>
<br>
“Magical,” she murmurs, still looking down at the bracelet. Then she looks over to you. “I think I’m ready. To help.”<br>
<br>
<<ActiveBracelet>>
<<if _ActiveBracelet is "Marjorie">>
She giggles. And worryingly enough, she sounds like Tandi.<br>
<br>
<div class="Notification"><<print "You have chosen to give Marjorie’s bracelet to Emily. It gives her a boost to her magical ability, but will corrupt her the more she wears it.">></div>
<<else>>
She giggles. And worryingly enough, she sounds like Tandi.<br>
<br>
<div class="Notification"><<print "You have chosen to give Tandi’s bracelet to Emily. It gives her a boost to her magical ability, but will corrupt her the more she wears it.">></div>
<</if>>
<Br>
<<ActionsHeader>>
<<if _ActiveBracelet is "Marjorie">>
<<link "Return to the living room" "YourHome">><<EndConversation "Emily">><<GiveObjectNPC "Emily" "MarjorieBracelet">><<SetPCState "MarjorieBracelet" undefined>><<QuestTracker "Quest39" "complete">><<TaskState "Task14">><<if _TaskState is "active">><<TaskTracker "Task14" "complete">><</if>><</link>>
<<else>>
<<link "Return to the living room" "YourHome">><<EndConversation "Emily">><<EmilyTandiBraceletGrant>><<RemoveBraceletPC>><<SetPCState "TandiBracelet" undefined>><<QuestTracker "Quest39" "complete">><<TaskState "Task14">><<if _TaskState is "active">><<TaskTracker "Task14" "complete">><</if>><</link>>
<</if>>
<<case "PokerNightPlans">>
“I’ve been invited to a poker game up at the mayor’s manor,” you say to Emily.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
Emily looks at you with disinterest. “How lovely for you,” she says, her voice dripping with sarcasm. “Didn’t think that would be your sort of thing?”<br>
<br>
“It’s for the investigation,” you tell her. “I might be able to get hold of Harrow’s amulet, if I can get him to bet it.”<br>
<br>
“I should have known,” Emily mutters. “But what’s that got to do with me?”<br>
<<else>>
Emily looks at you with concern. “That sounds dangerous.” She watches you carefully. “Why are you going?”<br>
<br>
“It’s for the investigation,” you tell her. “I might be able to get hold of Harrow’s amulet, if I can get him to bet it.”<br>
<br>
“That’s risky,” Emily says warily. She pauses, looking at you. “But why are you telling me?”<br>
<</if>>
<br>
<<if $PlayerCharacter.female is true>>
You find yourself thinking hard for a moment as you search for an answer. "I just thought you might want to know."<br>
<Br>
<<if _EmilyCorruptionCheck is true>>
Emily gives you a hard look, then lightly snorts. "Yeah. Super." A moment later, she's looking away.<br>
<<else>>
Emily gives you a curious look, watching you. "I guess. Just be careful, though."<br>
<</if>>
<br>
Your mind is a bit fuzzy. You remember accepting the offer to go serve drinks, didn’t you? Help out where you could. And Emily? She wasn’t attending. Just you.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Emily" "PokerNightPlansFuzzy">><</link>>
<<else>>
<<QuestOptionCheck "Quest18" 1 "jake_emily_brother">>
<<if _QuestOptionCheck is true>>
“Jake invited me,” you say, gritting your teeth at what’s to come. “When I was you. Said I should bring my, uh, brother.”<br>
<br>
<<if _EmilyCorruptionCheck is true>>
Emily scowls, looking at you. “You got me a date with the quarterback and you’re going to crash the party? Do you know how much that will cramp my style?”<br>
<br>
She looks up at you, frowning. Then you see a thought flash across her face.<br>
<br>
“What?” you ask.<br>
<br>
Emily stares back at you, smirking.<br>
<<else>>
Emily looks at you, confused. “Why would you want to agree to that…”<br>
<br>
She looks up at you, frowning. Then you see a thought flash across her face.<br>
<br>
“What?” you ask.<br>
<br>
Emily stares back at you, her mouth slightly open.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Listen to Emily" "EmilyDialogue">><<set $EmilyDialogue to "PokerNightListen">><</link>>
<<else>>
<<QuestOptionCheck "Quest18" 1 "jake_PC">>
<<if _QuestOptionCheck is true>>
“Jake invited me,” you say, gritting your teeth at what’s to come.<br>
<br>
<<if _EmilyCorruptionCheck is true>>
Emily titters, looking at you. “Making friends with the in-crowd now? Maybe you can put in a good word for me. Especially with him and Chrissie on the rocks.”<br>
<<else>>
Emily looks at you with surprise. “Why are you talking to him? He’s repulsive.” She sighs. “Better you than me.”<br>
<</if>>
<</if>>
<<QuestOptionCheck "Quest18" 1 "annie_male">>
<<if _QuestOptionCheck is true>>
“Thompson invited me,” you say, gritting your teeth at what’s to come.<br>
<br>
<<if _EmilyCorruptionCheck is true>>
Emily titters, looking at you. “Sucking up to the boss, are you? Can’t say I blame you. It’s all about who you know around Charlton.”<br>
<<else>>
Emily looks at you with surprise. “I thought you didn’t like him?” She sighs. “You don’t need to do this. You spend enough time doing something you hate.”<br>
<</if>>
<</if>>
<<QuestOptionCheck "Quest18" 1 "harrow_PC_male">>
<<if _QuestOptionCheck is true>>
“Harrow invited me,” you say, gritting your teeth at what’s to come.<br>
<br>
<<if _EmilyCorruptionCheck is true>>
Emily titters, looking at you. “Can you put in a good word for me? He’s really marking me down in biology.”<br>
<<else>>
Emily looks at you with surprise. “My teacher? He’s weird.” She sighs. “You don’t need to do this. I can get by without you having to suck up to him.”<br>
<</if>>
<</if>>
<br>
You wince, but say nothing. Emily looks up at you as a frown appears. “What?”<br>
<br>
<<ActionsHeader>>
<<link "Tell her about needing to take her" "EmilyDialogue">><<set $EmilyDialogue to "PokerNightTakeHer">><</link>>
<</if>>
<</if>>
<<case "PokerNightTakeHer">>
“There was a condition,” you say softly. “That I bring you. To help.”<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
Emily looks at you for a long moment, before a smile breaks out. “Well. This just got more interesting. All those eligible bachelors.” She giggles. “Maybe I’ll find a husband and be able to sack off school early.”<br>
<<else>>
Emily’s mouth drops open. She takes a deep breath and groans. “You expect me to go and serve drinks to sleazy men at a poker night?”<br>
<</if>>
<br>
“Come on Em,” you say. “Please. It’s for the investigation.”<br>
<br>
<<SiblingBondCheck>>
<<InventoryCheckNPC "Emily" "EmilySwapRing">>
<<QuestStatus "Quest19">>
<<if _SiblingBondCheck gte 2>>
<<if _InventoryCheckNPC is true>>
<<if _EmilyCorruptionCheck is true>>
She holds your gaze for a moment, then shrugs. “Sure.” But there’s a glint in her eye. One that sparkles. “Although, perhaps there’s a different way.” She licks her lips. “Why don’t we use the ring? I can go as you. And you can see it from my side.”<br>
<br>
She grins darkly, looking back to you.<br>
<<else>>
She holds your gaze for a moment, then sighs. “Fine.” She stares at the floor for a moment, and when she looks up there’s a small glint in her eye. “Although, perhaps there’s a different way.” She licks her lips. “Why don’t we use the ring? I can go as you. And then I wouldn’t have to go through whatever happens to girls at the mayor’s manor.”<br>
<br>
She smiles, sweetly. But it’s mixed with anticipation.<br>
<</if>>
<<elseif _QuestStatus is "active">>
<<if _EmilyCorruptionCheck is true>>
She holds your gaze for a moment, then shrugs. “Sure.” But there’s a glint in her eye. One that sparkles. “Although, perhaps there’s a different way.” She licks her lips. “You’re still looking for a way to swap places, aren’t you? If you found out how to do it, you could go as me. And I could go as you.”<br>
<br>
“Why would I want to do that?” you ask.<br>
<br>
She giggles. “You seem to like being me. Plus, you’d be able to see a lot more away from the table.”<br>
<br>
There is a smile there that you don’t entirely recognise.<br>
<<else>>
She holds your gaze for a moment, then sighs. “Fine.” She stares at the floor for a moment, and when she looks up there’s a small glint in her eye. “Although, perhaps there’s a different way.” She looks at you, eyes pleading. “I really don’t want to go to this, <<TrueName "Current">>. You’re still looking for a way to swap places, aren’t you? If you found out how to do it, you could go as me. And I could go as you.”<br>
<br>
She smiles, sweetly. But it’s mixed with desperation.<br>
<</if>>
<<else>>
<<if _EmilyCorruptionCheck is true>>
She holds your gaze for a moment, then shrugs. “Sure.” But there’s a glint in her eye. One that sparkles. “Although, perhaps there’s a different way.”<br>
<br>
“What do you mean?” you ask her.<br>
<br>
She raises her eyebrow. "Maybe you should talk to someone. Someone who knows something about all this magic you’re messing with. Someone who might be able to balance the scales.”<br>
<br>
You frown, staring at her. She rolls her eyes and continues. “It’s obvious that you’re enjoying this, <<TrueName "Current">>. Maybe a bit too much. And I’m stuck waiting for you every day. Maybe there’s a better use of my time than sitting around whilst you’re at school.”<br>
<br>
Her voice is steady, serious. You can tell she’s not joking. “If you can transform,” she adds. “Why can’t I?” She grins. “Then you could see what this poker night is like from my point of view.”<br>
<br>
“You want to swap places?” you stammer.<br>
<br>
“You can’t bring in a wage if you’re tottering around at school as me,” she says with frustration. “I have enough to worry about without the threat of being out on the street. If you can’t stump up and manage to balance school with your job, then maybe I should give it a go.”<br>
<br>
“You’re not suggesting -” you begin.<br>
<br>
“I am,” she cuts you off.<br>
<br>
She looks back at you, almost challenging. "Think it over. Not like it could make things any worse. And wouldn’t you just like to go to the mayor’s manor as me?"<br>
<<else>>
She holds your gaze for a moment, then sighs. “Fine.” She stares at the floor for a moment, and when she looks up there’s a small glint in her eye. “Although, perhaps there’s a different way.”<br>
<br>
“What do you mean?” you ask her.<br>
<br>
She takes in a deep breath. "Just think about it. Magic is real. There has to be a spell out there. Something that could help. You should talk to someone. Something that would help in situations like this.”<br>
<br>
You frown, staring at her. She smiles sweetly and continues. “You’re struggling, <<TrueName "Current">>. Maybe all this is a bit too much. I hate that I’m stuck here, whilst you’re trying to help. And I definitely don’t like having to do things, like go to this poker night.” She winces. “Maybe there’s a better use of my time than sitting around whilst you’re at school.”<br>
<br>
Her voice is steady, serious. You can tell she’s not joking. “If you can transform,” she adds. “Why can’t I?” She grimaces. “Then you could see what this poker night is like from my point of view.”<br>
<br>
“You want to swap places?” you stammer.<br>
<br>
“I feel like I’m not doing anything, when you’re at school as me,” she says with frustration. “And we can’t lose that job. Maybe I could give it a go, if you have to be at school?”<br>
<br>
“You’re not suggesting -” you begin.<br>
<br>
“I am,” she cuts you off.<br>
<br>
She looks back at you, shrugging. "Think it over. We need all the help we can get. And then I wouldn’t have to go through whatever happens to girls at the mayor’s manor.”<br>
<</if>>
<</if>>
<<else>>
<<if _InventoryCheckNPC is true>>
<<if _EmilyCorruptionCheck is true>>
She holds your gaze for a moment with a glint in her eye. One that sparkles. “Perhaps there’s a different way.” She licks her lips. “Why don’t we use the ring? I can go as you. And you can see it from my side.”<br>
<br>
She grins darkly, looking back to you.<br>
<<else>>
She holds your gaze for a moment, then shakes her head. “I’m not doing that, <<TrueName "Current">>.” She stares at the floor for a moment, and when she looks up there’s a small glint in her eye. “Although, perhaps there’s a different way.” She licks her lips. “I really don’t want to go to this, <<TrueName "Current">>. Why don’t we use the ring? I can go as you.”<br>
<br>
She smiles, sweetly. But it’s mixed with anticipation.<br>
<</if>>
<<elseif _QuestStatus is "active">>
<<if _EmilyCorruptionCheck is true>>
She holds your gaze for a moment with a glint in her eye. One that sparkles. “Perhaps there’s a different way.” She licks her lips. “You’re still looking for a way to swap places, aren’t you? If you found out how to do it, you could go as me. And I could go as you.”<br>
<br>
“Why would I want to do that?” you ask.<br>
<br>
She giggles. “You seem to like being me. Plus, you’d be able to see a lot more away from the table.”<br>
<br>
There is a smile there that you don’t entirely recognise.<br>
<<else>>
She holds your gaze for a moment, then shakes her head. “I’m not doing that, <<TrueName "Current">>.” She stares at the floor for a moment, and when she looks up there’s a small glint in her eye. “Although, perhaps there’s a different way.” She looks at you, eyes pleading. “I really don’t want to go to this, <<TrueName "Current">>. You’re still looking for a way to swap places, aren’t you? If you found out how to do it, you could go as me. And I could go as you.”<br>
<br>
She smiles, sweetly. But it’s mixed with desperation.<br>
<</if>>
<<else>>
<<if _EmilyCorruptionCheck is true>>
She holds your gaze for a moment with a glint in her eye. One that sparkles. “Perhaps there’s a different way.”<br>
<br>
“What do you mean?” you ask her.<br>
<br>
She raises her eyebrow. "Maybe you should talk to someone. Someone who knows something about all this magic you’re messing with. Someone who might be able to balance the scales.”<br>
<br>
You frown, staring at her. She rolls her eyes and continues. “It’s obvious that you’re enjoying this, <<TrueName "Current">>. Maybe a bit too much. And I’m stuck waiting for you every day. Maybe there’s a better use of my time than sitting around whilst you’re at school.”<br>
<br>
Her voice is steady, serious. You can tell she’s not joking. “If you can transform,” she adds. “Why can’t I?” She grins. “Then you could see what this poker night is like from my point of view.”<br>
<br>
“You want to swap places?” you stammer.<br>
<br>
“You can’t bring in a wage if you’re tottering around at school as me,” she says with frustration. “I have enough to worry about without the threat of being out on the street. If you can’t stump up and manage to balance school with your job, then maybe I should give it a go.”<br>
<br>
“You’re not suggesting -” you begin.<br>
<br>
“I am,” she cuts you off.<br>
<br>
She looks back at you, almost challenging. "Think it over. Not like it could make things any worse. And wouldn’t you just like to go to the mayor’s manor as me?"<br>
<<else>>
She holds your gaze for a moment, then shakes her head. “I’m not doing that, <<TrueName "Current">>.” She stares at the floor for a moment, and when she looks up there’s a small glint in her eye. “Although, perhaps there’s a different way.”<br>
<br>
“What do you mean?” you ask her.<br>
<br>
She takes in a deep breath. "Just think about it. Magic is real. There has to be a spell out there. Something that could help. You should talk to someone. Something that would help in situations like this.”<br>
<br>
You frown, staring at her. She smiles sweetly and continues. “You’re struggling, <<TrueName "Current">>. Maybe all this is a bit too much. I hate that I’m stuck here, whilst you’re trying to help. And I definitely don’t like having to do things, like go to this poker night.” She winces. “Maybe there’s a better use of my time than sitting around whilst you’re at school.”<br>
<br>
Her voice is steady, serious. You can tell she’s not joking. “If you can transform,” she adds. “Why can’t I?” She grimaces. “Then you could see what this poker night is like from my point of view.”<br>
<br>
“You want to swap places?” you stammer.<br>
<br>
“I feel like I’m not doing anything, when you’re at school as me,” she says with frustration. “And we can’t lose that job. Maybe I could give it a go, if you have to be at school?”<br>
<br>
“You’re not suggesting -” you begin.<br>
<br>
“I am,” she cuts you off.<br>
<br>
She looks back at you, shrugging. "Think it over. We need all the help we can get. And then I wouldn’t have to go through whatever happens to girls at the mayor’s manor.”<br>
<</if>>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Accept her idea" "EmilyDialogue">><<set $EmilyDialogue to "PokerNightSwapAccept">><</link>><br>
<<link "Tell her you don’t want to do that" "EmilyDialogue">><<set $EmilyDialogue to "PokerNightSwapDecline">><</link>>
<<case "PokerNightListen">>
<<EmilyCorruptionCheck>>
<<SiblingBondCheck>>
<<InventoryCheckNPC "Emily" "EmilySwapRing">>
<<QuestStatus "Quest19">>
<<if _SiblingBondCheck gte 2>>
<<if _InventoryCheckNPC is true>>
<<if _EmilyCorruptionCheck is true>>
She holds your gaze for a moment, seeing a sparkle in her eye. “Perhaps there’s a different way.” She licks her lips. “Why don’t we use the ring? I can go as you. And you can see it from my side.”<br>
<br>
She grins darkly, looking back to you.<br>
<<else>>
She holds your gaze for a moment, then sighs. When she looks up there’s a small glint in her eye. “Perhaps there’s a different way.” She licks her lips. “Why don’t we use the ring? I can go as you. And then I wouldn’t have to go through whatever happens to girls at the mayor’s manor.”<br>
<br>
She smiles, sweetly. But it’s mixed with anticipation.<br>
<</if>>
<<elseif _QuestStatus is "active">>
<<if _EmilyCorruptionCheck is true>>
She holds your gaze for a moment, seeing a sparkle in her eye. “Perhaps there’s a different way.” She licks her lips. “You’re still looking for a way to swap places, aren’t you? If you found out how to do it, you could go as me. And I could go as you.”<br>
<br>
“Why would I want to do that?” you ask.<br>
<br>
She giggles. “You seem to like being me. Plus, you’d be able to see a lot more away from the table.”<br>
<br>
There is a smile there that you don’t entirely recognise.<br>
<<else>>
She holds your gaze for a moment, then sighs. When she looks up there’s a small glint in her eye. “Perhaps there’s a different way.” She looks at you, eyes pleading. “I really don’t want to go to this, <<TrueName "Current">>. You’re still looking for a way to swap places, aren’t you? If you found out how to do it, you could go as me. And I could go as you. That way, I wouldn’t have to go through whatever happens to girls at the mayor’s manor.”<br>
<br>
She smiles, sweetly. But it’s mixed with desperation.<br>
<</if>>
<<else>>
<<if _EmilyCorruptionCheck is true>>
She holds your gaze for a moment, seeing a sparkle in her eye. “Perhaps there’s a different way.”<br>
<br>
“What do you mean?” you ask her.<br>
<br>
She raises her eyebrow. "Maybe you should talk to someone. Someone who knows something about all this magic you’re messing with. Someone who might be able to balance the scales.”<br>
<br>
You frown, staring at her. She rolls her eyes and continues. “It’s obvious that you’re enjoying this, <<TrueName "Current">>. Maybe a bit too much. And I’m stuck waiting for you every day. Maybe there’s a better use of my time than sitting around whilst you’re at school.”<br>
<br>
Her voice is steady, serious. You can tell she’s not joking. “If you can transform,” she adds. “Why can’t I?” She grins. “Then you could see what this poker night is like from my point of view.”<br>
<br>
“You want to swap places?” you stammer.<br>
<br>
“You can’t bring in a wage if you’re tottering around at school as me,” she says with frustration. “I have enough to worry about without the threat of being out on the street. If you can’t stump up and manage to balance school with your job, then maybe I should give it a go.”<br>
<br>
“You’re not suggesting -” you begin.<br>
<br>
“I am,” she cuts you off.<br>
<br>
She looks back at you, almost challenging. "Think it over. Not like it could make things any worse. And wouldn’t you just like to go to the mayor’s manor as me?"<br>
<<else>>
She holds your gaze for a moment, then sighs. When she looks up there’s a small glint in her eye. “Perhaps there’s a different way.”<br>
<br>
“What do you mean?” you ask her.<br>
<br>
She takes in a deep breath. "Just think about it. Magic is real. There has to be a spell out there. Something that could help. You should talk to someone. Something that would help in situations like this.”<br>
<br>
You frown, staring at her. She smiles sweetly and continues. “You’re struggling, <<TrueName "Current">>. Maybe all this is a bit too much. I hate that I’m stuck here, whilst you’re trying to help. And I definitely don’t like having to do things, like go to this poker night.” She winces. “Maybe there’s a better use of my time than sitting around whilst you’re at school.”<br>
<br>
Her voice is steady, serious. You can tell she’s not joking. “If you can transform,” she adds. “Why can’t I?” She grimaces. “Then you could see what this poker night is like from my point of view.”<br>
<br>
“You want to swap places?” you stammer.<br>
<br>
“I feel like I’m not doing anything, when you’re at school as me,” she says with frustration. “And we can’t lose that job. Maybe I could give it a go, if you have to be at school?”<br>
<br>
“You’re not suggesting -” you begin.<br>
<br>
“I am,” she cuts you off.<br>
<br>
She looks back at you, shrugging. "Think it over. We need all the help we can get. And then I wouldn’t have to go through whatever happens to girls at the mayor’s manor.”<br>
<</if>>
<</if>>
<<else>>
<<if _InventoryCheckNPC is true>>
<<if _EmilyCorruptionCheck is true>>
She holds your gaze for a moment with a glint in her eye. One that sparkles. “Perhaps there’s a different way.” She licks her lips. “Why don’t we use the ring? I can go as you. And you can see it from my side.”<br>
<br>
She grins darkly, looking back to you.<br>
<<else>>
She holds your gaze for a moment, then shakes her head. “I’m not doing that, <<TrueName "Current">>.” She stares at the floor for a moment, and when she looks up there’s a small glint in her eye. “Although, perhaps there’s a different way.” She licks her lips. “Why don’t we use the ring? I can go as you. And you can see it from my view.”<br>
<br>
She smiles, sweetly. But it’s mixed with anticipation.<br>
<</if>>
<<elseif _QuestStatus is "active">>
<<if _EmilyCorruptionCheck is true>>
She holds your gaze for a moment with a glint in her eye. One that sparkles. “Perhaps there’s a different way.” She licks her lips. “You’re still looking for a way to swap places, aren’t you? If you found out how to do it, you could go as me. And I could go as you.”<br>
<br>
“Why would I want to do that?” you ask.<br>
<br>
She giggles. “You seem to like being me. Plus, you’d be able to see a lot more away from the table.”<br>
<br>
There is a smile there that you don’t entirely recognise.<br>
<<else>>
She holds your gaze for a moment, then shakes her head. “I’m not doing that, <<TrueName "Current">>.” She stares at the floor for a moment, and when she looks up there’s a small glint in her eye. “Although, perhaps there’s a different way.” She looks at you, eyes pleading. “I really don’t want to go to this, <<TrueName "Current">>. You’re still looking for a way to swap places, aren’t you? If you found out how to do it, you could go as me. And I could go as you.”<br>
<br>
She smiles, sweetly. But it’s mixed with desperation.<br>
<</if>>
<<else>>
<<if _EmilyCorruptionCheck is true>>
She holds your gaze for a moment with a glint in her eye. One that sparkles. “Perhaps there’s a different way.”<br>
<br>
“What do you mean?” you ask her.<br>
<br>
She raises her eyebrow. "Maybe you should talk to someone. Someone who knows something about all this magic you’re messing with. Someone who might be able to balance the scales.”<br>
<br>
You frown, staring at her. She rolls her eyes and continues. “It’s obvious that you’re enjoying this, <<TrueName "Current">>. Maybe a bit too much. And I’m stuck waiting for you every day. Maybe there’s a better use of my time than sitting around whilst you’re at school.”<br>
<br>
Her voice is steady, serious. You can tell she’s not joking. “If you can transform,” she adds. “Why can’t I?” She grins. “Then you could see what this poker night is like from my point of view.”<br>
<br>
“You want to swap places?” you stammer.<br>
<br>
“You can’t bring in a wage if you’re tottering around at school as me,” she says with frustration. “I have enough to worry about without the threat of being out on the street. If you can’t stump up and manage to balance school with your job, then maybe I should give it a go.”<br>
<br>
“You’re not suggesting -” you begin.<br>
<br>
“I am,” she cuts you off.<br>
<br>
She looks back at you, almost challenging. "Think it over. Not like it could make things any worse. And wouldn’t you just like to go to the mayor’s manor as me?"<br>
<<else>>
She holds your gaze for a moment, then shakes her head. “I’m not doing that, <<TrueName "Current">>.” She stares at the floor for a moment, and when she looks up there’s a small glint in her eye. “Although, perhaps there’s a different way.”<br>
<br>
“What do you mean?” you ask her.<br>
<br>
She takes in a deep breath. "Just think about it. Magic is real. There has to be a spell out there. Something that could help. You should talk to someone. Something that would help in situations like this.”<br>
<br>
You frown, staring at her. She smiles sweetly and continues. “You’re struggling, <<TrueName "Current">>. Maybe all this is a bit too much. I hate that I’m stuck here, whilst you’re trying to help. And I definitely don’t like having to do things, like go to this poker night.” She winces. “Maybe there’s a better use of my time than sitting around whilst you’re at school.”<br>
<br>
Her voice is steady, serious. You can tell she’s not joking. “If you can transform,” she adds. “Why can’t I?” She grimaces. “Then you could see what this poker night is like from my point of view.”<br>
<br>
“You want to swap places?” you stammer.<br>
<br>
“I feel like I’m not doing anything, when you’re at school as me,” she says with frustration. “And we can’t lose that job. Maybe I could give it a go, if you have to be at school?”<br>
<br>
“You’re not suggesting -” you begin.<br>
<br>
“I am,” she cuts you off.<br>
<br>
She looks back at you, shrugging. "Think it over. We need all the help we can get. And then I wouldn’t have to go through whatever happens to girls at the mayor’s manor.”<br>
<</if>>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Accept her idea" "EmilyDialogue">><<set $EmilyDialogue to "PokerNightSwapAccept">><</link>><br>
<<link "Tell her you don’t want to do that" "EmilyDialogue">><<set $EmilyDialogue to "PokerNightSwapDecline">><</link>>
<<case "PokerNightSwapAccept">>
“Okay,” you say. “We can try your way.”<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
Emily grins. “This will be fun, <<TrueName "Current">>. Believe me.” She giggles. “Think of all those eligible bachelors who will be hitting on you.”<br>
<br>
You groan, already regretting what you’ve agreed to.<br>
<<else>>
Emily smiles, relieved. “Thank you, <<TrueName "Current">>. I really didn’t want to face that.”<br>
<br>
You groan, already regretting what you’ll now face.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestOptionUnlock "Quest18" 1 "emily_swap">><<QuestTracker "Quest19" 0>><</link>>
<<case "PokerNightSwapDecline">>
“I’m not sure about that, Em,” you reply. “It’s already dangerous.”<br>
<br>
<<SiblingBondCheck>>
<<EmilyCorruptionCheck>>
<<if _SiblingBondCheck gte 2>>
<<if _EmilyCorruptionCheck is true>>
She pouts lightly, but shrugs. “Suit yourself.” A smile forms. “I don’t mind flirting my way through an evening.”<br>
<br>
You groan, already regretting what you’ve agreed to.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestTracker "Quest18" 2>><<QuestOptionUnlock "Quest18" 2 "emily_accept">><</link>>
<<else>>
She winces, but sighs. “Fine. I’ll go.”<br>
<br>
But she doesn’t look happy about it.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestTracker "Quest18" 2>><<QuestOptionUnlock "Quest18" 2 "emily_accept">><<SiblingBond -1>><</link>>
<</if>>
<<else>>
<<if _EmilyCorruptionCheck is true>>
She pouts and folds her arms, scowling. “Well, if you’re not willing to let me have some fun, I think I’m busy with my hair that night.”<br>
<br>
“Come on, Em,” you try.<br>
<br>
“I’m serious, <<TrueName "Current">>. You’re going to have to learn to let me have some fun around here.” She bites her lip. “Even if I have to turn down an invite to the mayor’s house to get you to see that. If I can’t go as you, I’m not going.”<br>
<<else>>
“Then you can count me out of that poker night,” she spits back at you.<br>
<br>
“Come on, Em,” you try.<br>
<br>
“I’m serious, <<TrueName "Current">>. I’m not going to do whatever you say, anymore. And you shouldn’t ask me to go to something as sleazy as that anyway. If I can’t go as you, I’m not going.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestOptionUnlock "Quest18" 1 "emily_swap">><<QuestTracker "Quest19" 0>><<SiblingBond -1>><</link>>
<</if>>
<<case "PokerNightSwapReady">>
“About that poker night,” you begin.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
She fingers the ring on her finger. “Just say the word, <<TrueName "Current">>. I’m up for some fun. If you are.”<br>
<<else>>
She fingers the ring on her fingers. “I think I’m ready. Let’s give it a go.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestTracker "Quest18" 2>><<QuestOptionUnlock "Quest18" 2 "emily_swap_ready">><</link>>
<<case "CarePavilionTree">>
“Hey Em. What if I told you I’d found a way to increase the power of that bracelet?”<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
Your sister stares back at you with a smile, twisting the bracelet on her wrist. “How?”<br>
<br>
“There’s a tree in the Charlton Care Pavilion,” you tell her. “It’s being used to power some of the teacher’s amulets. We need to stop it. I think we can channel it into what Tandi gave you.”<br>
<br>
Emily stares back at you, letting a crooked smile form. “Two birds with one stone? Smart, <<TrueName "Current">>. I like it. But how do we do it?”<br>
<br>
“I’ve been told it’s pretty simple,” you reply. “The bracelet will do most of the work. You just need to get close to the tree. Without anyone seeing.”<br>
<br>
The smile slips from her face. “And how do you expect me to do that? That old bag, Sheryl, has always been in the lobby whenever I’ve been there.”<br>
<br>
You feel your eyebrows dropping. “You’ve been to the care pavilion?”<br>
<br>
“To see Doctor Palmer,” Emily says matter-of-factly, before rolling her eyes. “There’s check-ups I need to have, <<TrueName "Current">>. Even living in this town.”<br>
<br>
You study Emily for a moment, but shrug the concern away. “I think I can help with Sheryl. Can you go to the Care Pavilion in the evening?”<br>
<br>
“Isn’t it closed then?” Emily asks.<br>
<br>
“Just be there,” you tell her. “Knock and I’ll let you in.”<br>
<br>
That causes her to snort. “And who will you be exactly, when you let me in?”<br>
<br>
You give her a look, but don’t reply.<br>
<<else>>
Your sister looks back at you with a confused look. “What?”<br>
<br>
“There’s a tree in the Charlton Care Pavilion,” you try to explain. “It’s being used to power some of the teacher’s amulets. We need to stop it. I think we can channel it into what Tandi gave you.”<br>
<br>
As Emily stares back at you the side of her mouth twitches. “It sounds dangerous, <<TrueName "Current">>. And how could we even do it?”<br>
<br>
“I’ve been told it’s pretty simple,” you reply. “The bracelet will do most of the work. You just need to get close to the tree. Without anyone seeing.”<br>
<br>
Emily actively winces. She looks away, lost in thought. “I don’t know. Sheryl the receptionist is always there. I can’t remember being in the lobby without her watching me.”<br>
<br>
You feel your eyebrows dropping. “You’ve been to the care pavilion?”<br>
<br>
“To see Doctor Palmer,” Emily says matter-of-factly, before looking down. “Just for some check-ups.”<br>
<br>
You study Emily for a moment, but shrug the concern away. “I think I can help with Sheryl. Can you go to the Care Pavilion in the evening?”<br>
<br>
“Isn’t it closed then?” Emily asks.<br>
<br>
“Just be there,” you tell her. “Knock and I’ll let you in.”<br>
<br>
That causes her to wince. “Would I be meeting you. Or someone else?”<br>
<br>
You give her a look, but don’t reply.<br>
<br>
Emily sighs. “Fine. If you think it’s safe. It may help.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestOptionUnlock "Quest23" 5 "emily_attending">><</link>>
<<case "JoinCoven">>
“Hey Em,” you say. “I’ve been thinking. Now that you can perform some magic, would you have any interest in joining a club?”<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
Emily grins, giggling. “Only you could make something so cool sound so lame, <<TrueName "Current">>. Are you asking me if I want to learn more magic?”<br>
<br>
“It’s called a coven,” you reply. “Just a group of girls coming together to practice.”<br>
<br>
<<if $PlayerCharacter.female is true>>
“No boys?”<br>
<br>
You shake your head. “No boys. No distractions. Just us coming together, to try and stop the ritual at the prom.”<br>
<<else>>
“You consider yourself a girl now, <<TrueName "Current">>?”<br>
<br>
You sigh. “Come on, Em. Focus. This is us coming together, to try and stop the ritual at the prom.”<br>
<</if>>
<br>
The grin slips from Emily’s face at once. “I’ll have to miss prom?”<br>
<br>
You stop, words catching in your throat. If Emily joins the coven, she’ll have to be at prom. But if she’s there, how will you go?<br>
<br>
“We all need to be at the prom,” you tell her. “Including me.”<br>
<br>
Emily’s eyes hang on you. Her mouth is parted and she plucks at her teeth with her tongue. “Were you planning on going to prom as me?”<br>
<br>
“I hadn’t really considered it,” you reply, sighing.<br>
<br>
You feel Emily’s eyes burrow into you. You can sense her holding back her frustration. Her body is rigid and tense.<br>
<br>
“What about if one of us stays out of sight?” you say, trying to diffuse the situation.<br>
<br>
“One of us?” she says, casting an eyebrow up.<br>
<br>
“We can’t have two Emilys walking around school all night,” you remind her.<br>
<br>
Your sister slouches back in the sofa, staring back at you. Her eyes burn, but she keeps her arms folded, clutching them with her hands.<br>
<br>
“I’ll make you a deal,” she says. “I’ll join your coven. If you agree I can still attend prom. Dress, dance and all.”<br>
<<else>>
Emily looks to you, with a slight smile. “Like a secret magic society?”<br>
<br>
“It’s called a coven,” you reply. “Just a group of girls coming together to practice.”<br>
<br>
<<if $PlayerCharacter.female is true>>
“That sounds like fun,” Emily mutters. “Nothing too dangerous though?”<br>
<br>
You shake your head. “Just us coming together, to try and stop the ritual at the prom.”<br>
<<else>>
“And you too?” Emily says, with slight hesitation.<br>
<br>
You wince. “Point taken, but let’s concentrate. This is us coming together, to try and stop the ritual at the prom.”<br>
<</if>>
<br>
Emily’s face falters. “I’ll have to miss prom?”<br>
<br>
You stop, words catching in your throat. If Emily joins the coven, she’ll have to be at prom. But if she’s there, how will you go?<br>
<br>
“We all need to be at the prom,” you tell her. “Including me.”<br>
<br>
Emily’s eyes hang on you. She slumps her shoulders, all traces of excitement at joining the coven gone. “You were going to go to the prom instead of me, were you?”<br>
<br>
“I hadn’t really considered it,” you reply, sighing.<br>
<br>
Emily stares at the floor. She doesn’t move. She seems lost in thought. You didn’t know it would mean so much to her.<br>
<br>
“What about if one of us stays out of sight?” you say, trying to diffuse the situation.<br>
<br>
“Could we?” she says, suddenly looking up with hope.<br>
<br>
“We can’t have two Emilys walking around school all night,” you remind her. “But maybe we can make it work.”<br>
<br>
Your sister stares back at you, her eyes moist, but clutching on to hope. “What about, I join your coven. If you at least promise that we’ll talk about who gets to hide away, and who actually gets to go to prom.”<br>
<</if>>
<br>
You stare back at her, wondering what to say. If you are going to stop the prom, you need to be there.<br>
<br>
<<ActionsHeader>>
<<link "Agree to her deal" "EmilyDialogue">><<set $EmilyDialogue to "JoinCovenAgree">><<CovenRecruitAdd "Emily">><<AddNPCState "Emily" "Help" true>><<QuestOptionComplete "Quest28" 1 "emily">><</link>><br>
<<link "Tell her you need to consider it" "EmilyDialogue">><<set $EmilyDialogue to "JoinCovenConsider">><<DialogueUnlock "Emily" "PromCovenDeal">><</link>>
<<case "JoinCovenAgree" "PromCovenDeal">>
<<if $EmilyDialogue is "PromCovenDeal">>
“I’ve been considering what you said,” you begin. “About joining the coven. And the prom.”<br>
<br>
Emily looks back to you with interest. “Oh?”<br>
<br>
You take a deep breath. “If you’ll join, I accept your deal.”<br>
<<else>>
“Okay,” you say quickly. “Deal.”<br>
<</if>>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
Emily stares at you for a long moment, evaluating your answer. “Really? You’ll let me go to prom, whilst you hide in the shadows?”<br>
<br>
“A deal is a deal,” you say, shrugging.<br>
<br>
Then your sister lets a smile grow. Slow at first, then wide and satisfied. “Colour me surprised. I thought that you’d want to keep that for yourself.”<br>
<br>
“Why do you say that?”<br>
<br>
Emily gives you a strange look, shaking her head slightly. “You seem to enjoy reliving school,” she says finally. “I would have expected you’d make some excuse. About needing to go to prom for the sake of the investigation.” She tuts. “Or something.”<br>
<br>
“It’s all for the investigation, Em,” you correct her.<br>
<br>
That look comes back again. She holds your eyes for a moment longer. “Sure.”<br>
<br>
But then she shrugs and turns back to what she was doing. “Guess I should start looking for a prom dress,” she mutters.<br>
<<else>>
Emily stares at you for a long moment, before breaking out into a smile. “You mean it?”<br>
<br>
“A deal is a deal,” you say, shrugging.<br>
<br>
“Oh, <<TrueName "Current">>!” Emily beams. “You have no idea what this means to me! I actually thought for a moment that you’d go to prom instead of me. I know it’s that rotten school, but still.” She sniffs. “You only get one end of school prom. Even if it is in an entrance to hell.”<br>
<br>
“Don’t forget, Em. They’re performing a ritual at it,” you remind her.<br>
<br>
The smile slips slightly. “Oh. Yes. Right.” She thinks for a moment. “But you’ll stop that, won’t you? And you can do that from the shadows?” A deep breath. “If it’s me in the gymnasium?”<br>
<br>
You stare back at her for a long moment. “Sure.”<br>
<br>
Emily smiles with relief before she turns back to what she was doing. “Guess I should start looking for a prom dress,” she mutters.<br>
<</if>>
<br>
You watch her for a moment, thinking about what you’ve agreed to. Can you really stop the prom if you’re not in the thick of prom?<br>
<br>
<i>Or was that just a lie you told her to get her help?</i><br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "JoinCovenConsider">>
“I’m not sure about that, Em,” you reply truthfully. “I might need to be at the prom if I want to stop the ritual.”<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
Emily stares back at you, her restraint slipping. “You,” she spits. “You actually have the balls to admit it.” She snorts. “Or lack of them.”<br>
<br>
“This is for the investigation,” you remind her. “To stop the school.”<br>
<br>
“Sure,” she spits back, full of sarcasm. “It’s all to do with that, and nothing to do with you indulging some fantasy about reliving school through me.”<br>
<br>
“What?”<br>
<br>
<<if $PlayerCharacter.female is true>>
Emily stands and snorts, holding her arms close. “You heard me. Was your school life back in the city so dull and full of books that you’d steal mine to try again? It’s obvious what you’re doing. You don’t care about me. You just want to go to a prom as me and get a second chance at enjoying the night.”<br>
<<else>>
Emily stands and snorts, holding her arms close. “You heard me. Was your school life back in the city so dull and full of books that you’d steal mine to try again? Or do you prefer being a school girl? It’s obvious what you’re doing. You don’t care about me. You just want to go to a prom as a girl and get a chance at enjoying the night.”<br>
<</if>>
<br>
Your mouth drops. You see the anger in her eyes. She steps up close to you, rolling her nose.<br>
<br>
“Don’t bother asking me for help again,” she spits. “And as for the prom? We’ll see.” A smile forms, thin and menacing. “We’ll see how many Emilys attend. Who knows? Maybe some of the jocks will be into twins?”<br>
<br>
She flashes you a condescending smile, then rushes up to her room.<br>
<<else>>
Emily stares back at you, her hope melting into pain. “You,” she murmurs. “You won’t even consider it.” She sniffs back the hurt. “Does going to my prom mean so much to you?”<br>
<br>
“This is for the investigation,” you remind her. “To stop the school.”<br>
<br>
“It’s always for the investigation,” she spits back, eyes full of tears. “But it’s never about me! Can’t you just let me do one normal thing? Like put on a dress and go to a dance?” Emily sniffs again, but her teary eyes focus hard on you. “Or is that what you really want?”<br>
<br>
“What?”<br>
<br>
<<if $PlayerCharacter.female is true>>
Emily stands and snorts, holding her arms close. “You heard me. Was your school life back in the city so dull that you want to try mine? It’s obvious what you’re doing. You don’t care about me. You just want to go to a prom as me and get a second chance at enjoying the night.”<br>
<<else>>
Emily stands and snorts, holding her arms close. “You heard me. Was your school life back in the city so dull that you’d steal mine? Or is it going as a girl? It’s obvious what you’re doing. You don’t care about me. You just want to go to a prom as a girl and get a chance at enjoying the night.”<br>
<</if>>
<br>
Your mouth drops. You see the anger in her eyes. She steps up close to you, rolling her nose.<br>
<br>
“Don’t bother asking me for help again,” she says flatly. “And as for the prom?” She takes a deep breath. “You can’t keep me locked up here. I’m a grown woman now, <<TrueName "Current">>.”<br>
<br>
She flashes you a dark smile, then rushes up to her room.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EndConversation "Emily">><<SiblingBond -2>><<SetNPCLocation "Emily" $dayCurrent $periodCurrent "EmilysRoom">><</link>>
<</switch>><<widget "EmilyOnDateSatisfaction">>
<<set _satisfactionNumber = _args[0]>>
<<if $EmilyOnDateSatisfaction is undefined>>
<<set $EmilyOnDateSatisfaction = _satisfactionNumber>>
<<else>>
<<set $EmilyOnDateSatisfaction = $EmilyOnDateSatisfaction + _satisfactionNumber>>
<</if>>
<</widget>>
<<widget "EmilyOnDateSatisfactionCheck">>
<<set _EmilyOnDateSatisfactionCheck to $EmilyOnDateSatisfaction>>
<</widget>>
<<widget "EmilyCorruptionCheck">>
<<if $EmilyStateCurrent lt 3>>
<<set _EmilyCorruptionCheck to false>>
<<else>>
<<set _EmilyCorruptionCheck to true>>
<</if>>
<</widget>>
<<widget "EmilyMaleCorruption">>
<<AddNPCState "Emily" "MaleCorruption" 0>>
<<AdjustNPCStat "Emily" "MaleCorruption" _args[0]>>
<</widget>>
<<widget "EmilyDateOutComeWorkings">>
<<QuestOptionCheck "Quest7" 3 "dennis">>
<<if _QuestOptionCheck is true>><<set _optionKey to true>><</if>>
<<QuestOptionCheck "Quest11" 1 "dennis_date">>
<<if _QuestOptionCheck is true>><<set _optionPass to true>><</if>>
<<if _optionPass is true and _optionKey is true>>
<<set _EmilyDateOutComeWorkings to "Both">>
<<elseif _optionPass is true>>
<<set _EmilyDateOutComeWorkings to "Pass">>
<<elseif _optionKey is true>>
<<set _EmilyDateOutComeWorkings to "Key">>
<</if>>
<</widget>>
<<widget "EmilyOnDateLinkResolution">>
<<SetFlag "EmilyOnDateHelped" false>>
<<set $DennisDateDressup to undefined>>
<<set $DennisDateMakeup to undefined>>
<<set $DennisDateBlonde to undefined>>
<<set $EmilyOnDateSatisfaction to undefined>>
<<EndConversation "Emily">>
<<SetNPCLocation "Dennis" "0" "3" "SchoolAVRoom" "perm">>
<<SetNPCLocation "Dennis" "1" "3" "SchoolAVRoom" "perm">>
<<SetNPCLocation "Dennis" "2" "3" "SchoolAVRoom" "perm">>
<<SetNPCLocation "Dennis" "3" "3" "SchoolAVRoom" "perm">>
<<SetNPCLocation "Dennis" "4" "3" "SchoolAVRoom" "perm">>
<<SetNPCLocation "Dennis" "5" "3" "SchoolAVRoom" "perm">>
<<SetNPCLocation "Dennis" "6" "3" "SchoolAVRoom" "perm">>
/* Resolve quest items */
<<if _EmilyOnDateSatisfactionCheck gte 3>>
<<QuestOptionCheck "Quest7" 3 "dennis">>
<<if _QuestOptionCheck>><<TakeObjectNPC "Dennis" "KeyAVCupboard">><<QuestOptionComplete "Quest7" 3 "dennis">><<QuestTracker "Quest7" 4>><</if>>
<<QuestOptionCheck "Quest11" 1 "dennis_date">>
<<if _QuestOptionCheck>><<TimerEvent "DennisTalkingToHarrow" 1>><<QuestOptionComplete "Quest11" 1 "dennis_date">><<QuestOptionUnlock "Quest11" 1 "dennis_waiting">><</if>>
<</if>>
/* Resolve impact on Emily */
/* Great date */
<<if _EmilyOnDateSatisfactionCheck gte 5>>
<<QuestTracker "Quest14" "complete">>
<<AddNPCState "Dennis" "DateOutcome" "Great">>
<<if _EmilyCorruptionCheck is false>>
<<EmilyCorruption 3>>
<<AddNPCState "Dennis" "Kissed" true>>
<<ChangeNPCrelationship "Dennis" "Emily" 3>>
<<ChangeNPCrelationship "Emily" "Dennis" 3>>
<<else>>
<<ChangeNPCrelationship "Dennis" "Emily" 1>>
<<ChangeNPCrelationship "Emily" "Dennis" 1>>
<</if>>
/* Good date */
<<elseif _EmilyOnDateSatisfactionCheck gte 3>>
<<QuestTracker "Quest14" "complete">>
<<AddNPCState "Dennis" "DateOutcome" "Good">>
<<ChangeNPCrelationship "Dennis" "Emily" 3>>
<<if _EmilyCorruptionCheck is false>>
<<EmilyCorruption 2>>
<<ChangeNPCrelationship "Emily" "Dennis" 3>>
<</if>>
/* Bad date */
<<else>>
<<AddNPCState "Dennis" "DateOutcome" "Bad">>
<<QuestTracker "Quest14" "fail">>
<<ChangeNPCrelationship "Dennis" "Emily" 1>>
<<if _EmilyCorruptionCheck is false>>
<<EmilyCorruption 1>>
<<ChangeNPCrelationship "Emily" "Dennis" 1>>
<<else>>
<<SiblingBond -1>>
<</if>>
<</if>>
<</widget>><<set $ConversationRoot = passage()>>
<<switch $EthanDialogue>>
<<case "AboutHim">>
"What makes you want to work here?" you try.<Br>
<Br>
He sniggers at your comment. "Why do I work for the privileged and uncaring, you mean? Certainly isn't for the good employee experience."<Br>
<br>
Ethan glances back to the pool before turning back to you. "Saving some money up, like everyone else. Makes it just about worth the treatment from the members here."<br>
<br>
"So you didn't dream of being a lifeguard for the rich and wealthy?" you ask him. He gives you a look, but flashes you a white smile framed by his stubble. Something about the way he looks at you makes your stomach jump.<br>
<Br>
<I>Buff lifeguards do something for you now in this form?</i><br>
<Br>
"Graduated Charlton a few years ago," he continues. "Used to be a good swimmer. So made sense to work at the pool."<Br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "SwimsuitBlue" or _CurrentOutfit is "SwimsuitRed" or _CurrentOutfit is "SwimsuitPink">>
"Pays little," he continues. "But there's perks to working poolside." He grins as he lets you see his eyes wander over your swimming costume. He offers you a smile as his eyes return to yours.<bR>
<<else>>
"Pays little," he continues. "But there's perks to working poolside." He offers you a smile.<bR>
<</if>>
<bR>
You return his smile, feeling small as he looks down on you with that sparkling smile.<Br>
<bR>
"What about you?" he asks. "You from around here?"<BR>
<br>
"Recently moved here," you tell him. "Came with my parents and my --" you catch yourself just in time. "<<Sibling>>. But our parents had to leave for business after moving here."<Br>
<Br>
"Must be hard, having your parents away if you're not wealthy," he comments.<Br>
<Br>
"We're just getting by," you share, almost surprised at how easy you find it opening up to him.<br>
<br>
"Well, status isn’t everything," he replies. "Sometimes their judgmental views get in the way of seeing the wood for the trees."<Br>
<bR>
You give him a polite smile, unsure what to say. Ethan regards you with interest, flashing a smile your way.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "SwimsuitBlue" or _CurrentOutfit is "SwimsuitRed">>
"If you're having trouble making ends meet, you should enter the club bikini contest." His eyes wander over your costume, lingering for a second longer than a fleeting glance. "Personally prefer girls in a cuter outfit, but I reckon you've got a good shot of winning. And I should know, I'm the judge."<br>
<<elseif _CurrentOutfit is "SwimsuitPink">>
"If you're having trouble making ends meet, you should enter the club bikini contest." His eyes wander over your costume, lingering for a second longer than a fleeting glance. "Love the cute outfits. I reckon you've got a good shot of winning. And I should know, I'm the judge."<br>
<<else>>
"If you're having trouble making ends meet, you should enter the club bikini contest." His eyes wander over you, lingering for a second longer than a fleeting glance. "I reckon you've got a good shot of winning. And I should know, I'm the judge."<br>
<</if>>
<br>
You look up at him, wondering how best to respond. Something about his smile and his muscular legs makes you cautious.<br>
<br>
<<ActionsHeader>>
<<link "Ask if you're his type" "EthanDialogue">><<set $EthanDialogue to "HisType">><<Orientation 1>><</link>><Br>
<<link "Change Topics" $return>><<ChangeTopics>><</link>><Br>
<<case "HisType">>
"Would you say I'm the type of girl who usually wins you over?" you blurt out, feeling your cheeks redden.<br>
<br>
Ethan gives you a knowing look, but grins. "I'd say you'd be up there."<br>
<Br>
"If you're the judge," you continue. "I should know what to wear to impress you."<br>
<Br>
Ethan looks down at you, his smile remaining. You feel tiny as he towers over you, his thick thighs near your face. You feel your heartbeat start to speed up.<br>
<br>
<I>Are you feeling flushed acting like a school girl flirting with the local lifeguard?</i><br>
<Br>
"Cute is a personal preference for me," he says, breaking the silence. "But whatever takes your fancy. No need to flaunt. Too many girls around here think that pouting will get them ahead. I prefer someone who isn’t trying to sell herself. You don't need to strip down to show a nice body off."<br>
<bR>
His eyes flick down just for a second over your own form. You smile back up, trying to recall the memories you have of lifeguards. This is what they do, right? Flirt with the girls at the pool. Is this him flirting?<br>
<br>
<I>And do you want it to be?</i><br>
<br>
<<ActionsHeader>>
<<link "Change Topics" $return>><<ChangeTopics>><<EthanKnowledge "CostumeIsEnough">><</link>><Br>
<<case "AboutStacey">>
"I noticed you looking over at Stacey Kaplar," you comment. "Do you like her?"<br>
<Br>
Ethan's smile fades a little as he looks around to see who is nearby. When he turns back to you, he leans over the chair close to your face. His smile is gone.<br>
<bR>
"You're one of her friends, aren't you?" he murmurs. "Saw you talking to her."<Br>
<Br>
"Just know her from school," you reply.<bR>
<Br>
A wry smile forms on his face. "Take it there's a reason you're asking?"<br>
<Br>
You look up with innocence and shrug. "Just want to make sure she's okay."<br>
<br>
He looks at you and nods. "You don't have to worry. We're taking it slow. Dating the boss's daughter is tricky. This ain't gossip all around school, is it?"<br>
<Br>
You shake your head. "Stacey's been very selective on who she's told."<br>
<br>
He sighs, relaxing. "She's a sweet girl, underneath. Just caught up in the well-to-do country club lifestyle. Always fretting about being the perfect daughter. Top grades, cheerleader, never letting them down." He smirks. "You can see why we're trying to keep us on the downlow."<br>
<Br>
"Is Stacey not what you usually go for?" you try.<br>
<br>
He offers only a sigh. "Not my usual type. But that doesn't matter. If only she would stand up for herself. Her family really gets in the way of living her life."<br>
<Br>
You look back at Ethan, trying to gauge where the conversation might go. You already know his views on Stacey's family, but he seems intent on talking about it.<Br>
<Br>
<<ActionsHeader>>
<<link "Change the subject and ask what exactly his type is" "EthanDialogue">><<set $EthanDialogue to "ChangeSubject">><<Greedy 1>><<EthanKnowledge "StandOut">><</link>><br>
<<link "Continue to listen to Ethan" "EthanDialogue">><<set $EthanDialogue to "ContinueListen">><</link>><br>
<<case "ChangeSubject">>
"So if it's not Stacey," you interject, "What is your type?"<Br>
<Br>
That cuts Ethan off. He leans back up into his chair, observing you for a moment. The grin returns. "Maybe a lady who doesn't put too much stock on what other people think."<br>
<Br>
There's that smile, gleaming in the sun. You feel a flutter in your stomach. His mind firmly away from lamenting about Stacey's family.<br>
<br>
"What else?" you murmur.<Br>
<Br>
Ethan shifts in his chair, his grin maintained. After a moment of looking at you, he leans forward and nods to the floor. "See that?"<Br>
<Br>
You look to the floor. The poolside glimmers with water, the tiles immaculate. Then you see where he's pointing. The smallest of scuffs and a chip on one tile.<br>
<Br>
"That was the last bikini contest," he murmurs to you. "When a girl wore a pair of stiletto heels. Scratched their perfect poolside surface. They made me work for weeks trying to repair it."<Br>
<Br>
"Do you like a girl in heels?" you ask.<br>
<br>
He sniggers. "Can't fault a man for looking. Stacey looks great in them, too. And you can't blame a girl for flaunting her body. So long as she's having fun doing it."<Br>
<Br>
<<ActionsHeader>>
<<link "Change Topics" $return>><<ChangeTopics>><<EthanKnowledge "StandOut">><</link>><Br>
<<case "ContinueListen">>
You remain silent, letting Ethan continue. He glances up to check on the pool before continuing.<bR>
<br>
"Their view on working people puts barriers between people," he tells you. "I wish that more people in Charlton could see past the visage. But their eyes are too covered by gloop and gunk to see what's in front of them."<br>
<br>
"So you don't want a girl that puts effort into their appearance?" you reply.<br>
<Br>
<<if $current.makeup is true>>
Ethan gives you a look and grins. "I wouldn't say that. You look pretty enough with a bit of colour on your face."<Br>
<<else>>
Ethan gives you a look and grins. "More often than not. Look at you. You're pulling off the no make-up look nicely."<Br>
<</if>>
<Br>
There's that smile, gleaming in the sun. You feel a flutter in your stomach.<Br>
<Br>
"Take it from me," he tells you. "Don't cover your eyes in junk. The make-up gets in the way."<br>
<Br>
<<ActionsHeader>>
<<link "Change Topics" $return>><<ChangeTopics>><<EthanKnowledge "MakeupInWay">><</link>><Br>
<<case "AboutMembers">>
"So you don't think much of the members here?" you ask him. "What are they like?"<br>
<bR>
"Exactly what you’d expect," he says with a smile. "Stuffy and opinionated. Most of the women here have never done an honest day’s work in their life."<Br>
<Br>
"You don't want a housewife?" you ask him.<Br>
<Br>
He sniggers. "Not that I could afford the option. It's hard work maintaining a home. But that's not what this lot do. A life of leisure makes them entitled. Those ladies are not for me, at any rate."<Br>
<Br>
"So you're not looking for a girl that gets up before dawn to put on her make-up?"<br>
<Br>
<<if $current.makeup is true>>
Ethan gives you a look and grins. "I prefer a lighter touch, personally." He nods in your direction. "Like yours, in fact."<Br>
<<else>>
Ethan gives you a look and grins. "I prefer a lighter touch, personally." He nods in your direction. "Or like you. No make-up needed to look pretty."<Br>
<</if>>
<Br>
He gives you a wink as he returns to looking over the pool.<Br>
<Br>
<<ActionsHeader>>
<<link "Change Topics" $return>><<ChangeTopics>><<EthanKnowledge "HardWorkAppeal">><</link>><Br>
<<case "BikiniContest">>
"I'd like to sign up for the bikini contest," you tell him.<br>
<Br>
He smiles at you and takes out a notepad from a tray on the high-chair. "Sure thing. Name?"<Br>
<Br>
You take a breath. "Emily Phillips."<br>
<br>
"Phillips," Ethan comments. "Emily." He looks up after writing your name down. "Right you are, Emily Phillips. Consider yourself a future contestant."<Br>
<Br>
<<if setup.period[$periodCurrent] is "Afternoon" and setup.days[$dayCurrent] is "Saturday">>
"Just in time," Ethan comments. He points over to a sign in front of the women's locker room. "Linger around there for a few minutes. We'll be starting shortly."<Br>
<<else>>
"Contest takes place every Saturday afternoon," Ethan comments. He points over to a sign in front of the women's locker room. "Linger around there when you get here."<Br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Change Topics" $return>><<ChangeTopics>><<QuestTracker "Quest32" 1>><<SetFlag "BikiniContestKnown">><<HintsActive "BikiniContest">><</link>><Br>
<<case "CrazyPlan">>
"I have a confession to make," you tell him.<br>
<Br>
An eyebrow raises. "Let me guess. Stacey sent you over to see if I'd chat you up?"<bR>
<br>
You find yourself tittering. "Not quite. Britney wants me to enter the bikini contest, win over the crowd, but make sure I win. To show Stacey's dad you fit in around here."<br>
<Br>
Ethan gives you a long hard look, but a grin creeps on to his face. "Yup. That sounds exactly like a plan from her."<Br>
<br>
"Stacey thinks just one crowd favourite win would really help to win her dad over," you tell him.<br>
<Br>
Ethan snorts, glancing around before leaning in towards you. "So she wants me to sacrifice my morals for her dad?"<br>
<Br>
You take a breath. "I didn't say that."<br>
<br>
"Look," he says, leaning further forward so he can whisper. "I set up this contest, to siphon some of that rich money back to those who need it. Mr. Kaplar - Stacey's dad - had some rules. And I adhere to them. But I retained the right to pick the winner each time who I thought was worthy."<br>
<Br>
He nods over, drawing your eye to the members lounging around the pool. "These folk don't want to help. They just want a mascot for themselves. But this is my chance to sometimes give something back that I didn't get."<Br>
<Br>
He leans back in his chair and you look back up at him. "So I'm not going to change who I am to fit in with Stacey’s dad," he murmurs. "I'll give it to the person who actually needs it and isn’t pretending to be someone else. If Stacey’s dad can’t accept me for who I am, then it’s not going to work out. And if Stacey can’t stand up for what she wants, it’s definitely not going to work."<Br>
<br>
"So I won't win?" you say with a gulp.<bR>
<Br>
He grins. "I didn't say that. If you enter, it will be fair and square. Like it always is. The winner will be the winner."<br>
<Br>
"Even if the crowd is on my side too?"<Br>
<br>
Ethan sniggers. "If the crowd gets it right, I’ll vote that way. If not, I won’t compromise my convictions."<Br>
<Br>
<<ActionsHeader>>
<<link "Change Topics" $return>><<ChangeTopics>><</link>><Br>
<<case "MensRoomAccess">>
“I have a favour to ask,” you mutter. “Do you think you could turn a blind eye and let me get into the men’s locker room?”<br>
<br>
Ethan stares down at you with eyes that sparkle with surprise. “Do I want to know why you need to go in there?”<br>
<br>
“It’s not what you think,” you say quickly. “I just need to get something.”<br>
<br>
The lifeguard shakes his head and snorts under his breath. “You think that’s better?”<br>
<br>
You sigh, feeling yourself blush. “I’m not stealing anything. Not really. Just need something back.”<br>
<br>
“One of the toffs taken something from you?” he replies, eyes narrowing. “You’d figure they have better things to do than prey on young women.”<br>
<br>
Ethan sighs, as he studies you. “I can’t say yes. As much as I’d like to help, I’d be out on the street too if they found you.”<br>
<br>
<<ActionsHeader>>
<<Flag "PermEmilyWonContest">>
<<if _FlagReturn is true>><<link "Remind him of the contest" "EthanDialogue">><<set $EthanDialogue to "MensRoomContest">><</link>><br><</if>>
<<DailyVariableCheck "EthanAssertiveLockerRoom">>
<<if _DailyVariableCheck is false>>
<<StatCheckAssertive "gt" 60>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to convince him to look the other way">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "EthanDialogue">><<set $EthanDialogue to "MensRoomConvincePass">><</link>><br>
<<else>><<link _StatAssertiveProbability "EthanDialogue">><<set $EthanDialogue to "MensRoomConvinceFail">><<Assertive 1>><<DailyVariableAdd "EthanAssertiveLockerRoom">><</link>><br><</if>>
<<else>>
<s>Try to convince him to look the other way</s> - <i>You should give him a day to cool off</i><br>
<</if>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "MensRoomContest">>
“Come on, Ethan,” you try. “You remember how I was in the contest, don’t you? Do you really think I’d be up to no good?”<br>
<br>
“That I’m sure of,” he replies, grinning. “Though not the sort of thing most would expect from a lovely young lady sneaking into the gent’s lockers.” He looks around and leans over. “You getting a bit of just desserts, are you?”<br>
<br>
You stare back up at him, grinning. “Just something to even the odds. Or settle the score.”<br>
<br>
He matches your look. Then slowly rises back up, leaning against the back of his chair. “Feels like I’ll be looking over at the shallow end for a bit,” he mutters. “Something tells me there’s going to be some danger there.”<br>
<br>
You look down to the far end of the pool. Where no one is. Then to the deep end. Right next to the locker rooms.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<SetFlag "EthanMensRoomPermission">><</link>>
<<case "MensRoomConvincePass">>
“Come on,” you reiterate. “This is important. I’ll be careful, no one will know, and you’ll be helping me out with something that will help a lot of people.”<br>
<br>
You can see the conflict on Ethan’s face. He grinds his teeth. “I wish I could. But I need the cash from this job. Can’t risk it.”<br>
<br>
“I’m not lifting someone’s wallet,” you push. “I need something from one of the guests. They’ve got something they shouldn’t have. And I want to deprive them of it, so people don’t get hurt.”<br>
<br>
“I’m guessing that you are light on the details for a reason?” Ethan asks after sighing.<br>
<br>
“Yes,” you admit. “But believe me, if you didn’t know, you’d go in there and take it yourself.”<br>
<br>
Ethan matches your look. Then nods and leans against the back of his chair. “Feels like I’ll be looking over at the shallow end for a bit,” he mutters. “Something tells me there’s going to be some danger there.”<br>
<br>
You look down to the far end of the pool. Where no one is. Then to the deep end. Right next to the locker rooms.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<SetFlag "EthanMensRoomPermission">><</link>>
<<case "MensRoomConvinceFail">>
“Come on,” you reiterate. “This is important. I’ll be careful, no one will know, and you’ll be helping me out with something that will help a lot of people.”<br>
<br>
You can see the conflict on Ethan’s face. He grinds his teeth. “I wish I could. But I need the cash from this job. Can’t risk it.”<br>
<br>
“I’m not lifting someone’s wallet,” you push. “I need something from one of the guests. They’ve got something they shouldn’t have. And I want to deprive them of it, so people don’t get hurt.”<br>
<br>
“I’m guessing that you are light on the details for a reason?” Ethan asks after sighing.<br>
<br>
You consider what to say. You can’t really tell him why you want to go back there. Not without many more questions.<br>
<br>
The pause is enough for Ethan to grow weary. “Like I thought,” he mutters. “The answer is no.”<br>
<br>
“But -”<br>
<br>
“I said no,” he says, curtly and sharply. Clearly frustrated, more than a hint of anger.<br>
<br>
<i>Maybe you should report him. For being rude to a guest.</i><br>
<br>
You try to bury the thought. You wouldn’t do that. Would you?<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</switch>><<widget "EthanKnowledge">>
<<if $EthanKnowledge is undefined>><<set $EthanKnowledge to {}>><</if>>
<<if $EthanKnowledge[_args[0]] is undefined>><<set $EthanKnowledge[_args[0]] to true>><</if>>
<</widget>>
<<widget "EthanKnowledgeCheck">>
<<if $EthanKnowledge isnot undefined and $EthanKnowledge[_args[0]] is true>>
<<set _EthanKnowledgeCheck to true>>
<<else>>
<<set _EthanKnowledgeCheck to false>>
<</if>>
<</widget>>
<<widget "EthanKnowledgeUndefine">>
<<set $EthanKnowledge to undefined>>
<</widget>><<set $ConversationRoot = passage()>>
<<switch $EveDialogue>>
<<case "Tandi">>
“Hey Eve,” you begin. “Can you tell me a bit about Tandi when she was at school?”<Br>
<Br>
The middle-aged woman beams at the name. “Oh, yes! Tandi was such a bright girl. Always smiling and cheering the team on. I couldn’t have been a prouder mother.”<br>
<br>
“So she didn’t struggle at all?” You ask. “Not with anything at school?”<br>
<br>
Eve shakes her head. “Oh no. She was a top student. Mr. Stitch spoke of her highly whenever we attended parents' evenings. She was one of the best cheerleaders he’d seen in quite some time, I remember him saying. Not to mention her medals for swimming.”<br>
<br>
“Do you have a recent photo of her?”<br>
<br>
Eve looks around the kitchen, as if trying to find something. "There's one above the fire, but I have one just here.” She goes to the fridge, pulling back the calendar. “Must have moved it whilst I was cleaning. There’s a lovely one we took just after a game. It’s what we used to commission that painting over the fire.”<br>
<br>
She scurries around, looking underneath the stack of Charlton Homemaker magazines. As she flips it over, you notice one of the bylines. '9 Tips on How to Raise the Perfect Daughter.’<br>
<br>
"Here you are," she thrusts out to you. "One of her and her friend, Reagan. I think the team had just beaten the county record for an undefeated streak."<br>
<Br>
<center><img src="./images/tandi_kitchenphoto.jpg"></center><br>
<br>
“Such a lovely girl, that Reagan,” Eve continues. “It’s a shame she doesn’t come around anymore.”<br>
<br>
You force yourself to nod politely, not sure if the idea of Reagan being described as lovely is unnerving you more than her smile in the picture.<br>
<bR>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<TandiKnown "Reagan">><<LocationKnown "TandisMantelPhoto">><</link>>
<<case "TandiWhereabouts">>
"Do you know where I could find Tandi now?" You ask her.<Br>
<br>
“Oh, I’m sure she’ll be back soon,” Eve tells you, wiping down the kitchen counter as she talks to you. “She’s just finding herself. Tandi always did have an independent streak about her. It’s what made her such the life of a party.”<br>
<br>
Eve looks to you and smiles, then scrubs hard at a stain you can’t see. “She’ll be back soon. You’ll see. You should see her room! Hasn’t been touched. It’s just the way she left it. How she liked it. Full of her trophies and medals.”<br>
<bR>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "Carnival">>
“Your husband mentioned Tandi used to go to the carnival,” you tell Eve. “He was worried about who she was hanging around out there.”<Br>
<br>
Eve turns to a pot left on the drying rack and begins to wipe it dry. “Oh, Will is such a worrier. Tandi just used to like the fairground rides. I’m sure she just went for the cotton candy.”<br>
<bR>
“So you weren’t worried about the people there?”<br>
<br>
The pot begins to squeak as Eve vigorously rubs it down with the dishcloth. “We used to take her when she was young, every year when Fat Gordon's Carnival came into town. She used to love the hall of mirrors. Always pulling funny faces and trying to make us laugh.”<br>
<bR>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "TandisRoom">>
“Mrs Cunnings,” you say. “Do you think I could take a look in Tandi’s room? I’d love to see her competition trophies.”<br>
<br>
<<if $current.female is true>>
She smiles when you mention the trophies but seems conflicted at the wider request. “Oh, I don’t know about that, dear. I wouldn’t want to upset Tandi by letting someone in her room without her permission.”<br>
<br>
“I promise I won’t move anything,” you plead. “I’ll leave it just as I found it. I hope I could win as many as she has one day.”<bR>
<br>
“Eve!” you hear Will’s voice bark from the other room.<br>
<br>
“It’s okay, Will!” Eve shouts back. “She just wants to see our Tandi’s medals.” She turns to look at you and smiles again after a brief pause. “Alright dear. Make it quick. Just take a peek."<br>
<br>
Eve returns back to her cleaning.<br>
<bR>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<LocationKnown "CunningsResidenceTandisBedroom">><</link>>
<<else>>
She smiles when you mention the trophies but seems conflicted at the wider request. “Oh, I don’t know about that, dear. I wouldn’t want to upset Tandi by letting someone in her room without her permission.”<br>
<bR>
“I promise I won’t move anything,” you plead. “I’ll leave it just as I found it.”<Br>
<br>
“Eve!” you hear Will’s voice bark from the other room.<Br>
<br>
“Yes, Will!” Eve shouts back. She turns to look at you and offers a polite smile. “I’m sorry. Will was very particular about letting boys near Tandi’s room. And I wouldn’t want to upset her.”<Br>
<bR>
Eve returns back to her cleaning.<br>
<bR>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<</switch>><<set $ConversationRoot = passage()>>
<<switch $EvieDialogue>>
<<case "Tandi">>
“I’m looking for Tandi,” you shout back to Evie over the bar.<br>
<bR>
“What?” you hear her say back. <br>
<br>
“I said,” you raise your voice louder, leaning in. “I’m looking for Tandi.”<br>
<br>
<<CompanionName>><<NPCDeltaCheck _CompanionName "drunk">>
<<if $current.avatar is "Annie">>
There is a flicker of recognition on her face. “Haven’t seen her tonight,” you just about hear Evie tell you.<br>
<br>
“Will she be in later?” you shout back.<br>
<br>
Evie arches an eyebrow and smirks. “What’s the matter, Annie?” she leans over the bar and bellows. “Starting to get a crush on T? Thought it was all a show for the boys, for you.”<br>
<br>
You stare back vacantly, unsure how to respond.<br>
<br>
“Go chat to Winston,” she says after a moment. “He’s on duty in the VIP area. Or try Jack. Tandi’s been buying a bit too much from him lately.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Evie" "Tandi">><</link>>
<<elseif $current.drunk is 0 and (_NPCDeltaCheck ?? 0) is 0>>
There is a flicker of recognition on her face, but she smiles at you with a smirk. “Not here to chat,” she replies. There are more words, but they are drowned out by the music.<Br>
<br>
“What was that?” you say.<Br>
<br>
<<WithCompanion>>
<<if _WithCompanion is true>>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>>
Evie leans forward further, getting close to your ear. “Buy a drink.” She offers Annie a smile. “Or get her one. Running a business here.”<Br>
<</if>>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true>>
Evie leans forward further, getting close to your ear. “Buy a drink.” She looks at Britney with a knowing grin. “Or get her one. Running a business here.”<br>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true and $current.avatar is "Emily">>
Evie leans forward further, getting close to your ear. “Buy a drink.” She nods to Michelle briefly. “Or get her one. Running a business here.”<br>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true and _CurrentPC is true>>
Evie leans forward further, getting close to your ear. “Buy a drink.” Her eyes flick to Michelle, mouth thin and neutral. “Or get her one. Running a business here.”<br>
<</if>>
<<else>>
Evie leans forward further, getting close to your ear. “Buy a drink. Running a business here.”<bR>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>><br>
<<else>>
There is a flicker of recognition on her face. “Haven’t seen her tonight,” you just about hear Evie tell you. “If she’s here, she’ll be in the VIP area.”<Br>
<Br>
“She a regular?” you shout back.<br>
<br>
Evie grins, but shrugs. “Stick around. She might come back later. Or try some of the locals. They might know where she is.”<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Evie" "Tandi">><</link>>
<</if>>
<<case "Drink">>
“Can I get a drink?” you shout.<Br>
<Br>
<<set _EvieCompanionCharm to false>>
<<InventoryCheckSelf "TandiBracelet">><<GetPCState "TandiBracelet">><<QuestState "Quest22">><<QuestStatus "Quest22">><<Flag "TempCompanionWearingBracelet">><<WithCompanion>>
<<if $EvieDrinkServed is true and _QuestState is 3 and _FlagReturn is true and _WithCompanion is true>><<set _EvieCompanionCharm to true>><</if>>
<<if _EvieCompanionCharm is true>>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>>
“Evie can be a buzzkill if you don’t know her,” Tandi’s voice echoes in your brain. “But that bracelet can help. Just watch how she gives a little nudge. You’ll be surprised what you can get away with in a crowd. Especially this one.”<br>
<br>
You turn to look at Annie. A deep exhale escapes her lips, the breath more like a yellow amber mist, glistening in the coloured lights flickering on the ceiling. Evie’s eyes cloud as the dust envelopes her. She blinks and smiles. “What was it you were after?”<br>
<br>
“Drink,” Annie mumbles. “For us both.”<br>
<br>
Evie turns and begins pouring a spirit bottle into a glass. She slams two glasses down on the bar.<br>
<br>
You look between the glasses and Annie. A perfectly plucked eyebrow rises up, and she reaches out for a shot. “Here’s to us,” she murmurs, waiting for you to do the same and chink her glass. You do so and knock back the drink.<br>
<br>
<<DrunkDescription>><br>
<br>
Looking over at Annie, you see her slam the glass back on the counter, offering you a grin. Even in the dim light, you see her cheeks flush. A smile spreads across her face. “That’s good,” she purrs.<br>
<br>
<<NPCDrunkDescription>><br>
<br>
<<NPCDeltaCheck "Annie" "drunk">>
<<if (_NPCDeltaCheck ?? 0) gte 4>>
Glancing down to the bracelet around her wrist, you see one of the jade jewels glow as its dark inert shape is filled with crackling yellow-amber energy.<br>
<br>
“That’s it,” you hear Tandi’s voice beside you. Or in you. Or from somewhere. “She feels so good now, disappearing into the hazy clouds of alcohol. I’ve spent a lot of nights like this. Always fun to see where you wake up.”<br>
<<else>>
Glancing down to the bracelet around her wrist, you see one of the jade jewels flicker, but it doesn’t hold the magic.<br>
<br>
“Doesn’t charge if it’s not the wearer pushing their limits,” Tandi’s voice echoes in your head. “Get another drink in her though and see where the night goes. It’s always fun to get lost in the haze and see where you come to.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DailyVariableAdd "EvieCompanionCharmed">><<NPCDeltaCheck "Annie" "drunk">><<if (_NPCDeltaCheck ?? 0) gte 4>><<TandiBraceletCharge 1>><</if>><</link>>
<</if>>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true>>
“Evie can be a buzzkill if you don’t know her,” Tandi’s voice echoes in your brain. “But that bracelet can help. Just watch how she gives a little nudge. You’ll be surprised what you can get away with in a crowd. Especially this one.”<br>
<br>
You turn to look at Britney. A deep exhale escapes her lips, the breath more like a yellow amber mist, glistening in the coloured lights flickering on the ceiling. Evie’s eyes cloud as the dust envelopes her. She blinks and smiles. “What was it you were after?”<br>
<br>
“Drink,” Britney mumbles. “For us both.”<br>
<br>
Evie turns and begins pouring a spirit bottle into a glass. She slams two glasses down on the bar.<br>
<br>
You look between the glasses and Britney. Her eyes glance down at the shot, top lip turned up slightly with apprehension. But she shrugs and picks it up with her fingers. “Cheers Em,” she titters, waiting for you to do the same and chink her glass. You do so and knock back the drink.<br>
<br>
<<DrunkDescription>><br>
<br>
Looking over at Britney, you see her slam the glass back on the counter and splutter, almost choking. “Ugh,” she stammers, shaking her head. “That’s strong!”<br>
<br>
<<NPCDrunkDescription>><br>
<br>
<<NPCDeltaCheck "Britney" "drunk">>
<<if (_NPCDeltaCheck ?? 0) gte 4>>
Glancing down to the bracelet around her wrist, you see one of the jade jewels glow as its dark inert shape is filled with crackling yellow-amber energy.<br>
<br>
“That’s it,” you hear Tandi’s voice beside you. Or in you. Or from somewhere. “She feels so good now, disappearing into the hazy clouds of alcohol. I’ve spent a lot of nights like this. Always fun to see where you wake up.”<br>
<<else>>
Glancing down to the bracelet around her wrist, you see one of the jade jewels flicker, but it doesn’t hold the magic.<br>
<br>
“Doesn’t charge if it’s not the wearer pushing their limits,” Tandi’s voice echoes in your head. “Get another drink in her though and see where the night goes. It’s always fun to get lost in the haze and see where you come to.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DailyVariableAdd "EvieCompanionCharmed">><<NPCDeltaCheck "Britney" "drunk">><<if (_NPCDeltaCheck ?? 0) gte 4>><<TandiBraceletCharge 1>><</if>><</link>>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true>>
“Evie can be a buzzkill if you don’t know her,” Tandi’s voice echoes in your brain. “But that bracelet can help. Just watch how she gives a little nudge. You’ll be surprised what you can get away with in a crowd. Especially this one.”<br>
<br>
You turn to look at Michelle. She suddenly bristles, looking back at the bartender, her eyes barely able to focus. Within them, you see the embers of magic curdling. A deep exhale escapes her lips, the breath more like a yellow amber mist, glistening in the coloured lights flickering on the ceiling. Evie’s eyes cloud as the dust envelopes her. She blinks and smiles. “What was it you were after?”<br>
<br>
“Drink,” Michelle mumbles. “For us both.”<br>
<br>
Evie turns and begins pouring a spirit bottle into a glass. She slams two glasses down on the bar.<br>
<br>
You look between the glasses and Michelle. Her eyes flick from you to the glass, a small smile forming. “Bottoms up,” she shouts, picking up the glass with her fingers and raising it for you to chink it with yours. You do so and knock back the drink.<br>
<br>
<<DrunkDescription>><br>
<br>
Looking over at Michelle, you see her slam the glass back on the counter and wipe her lips, taking a deep breath. “Divine,” she says to you.<br>
<br>
<<NPCDrunkDescription>><br>
<br>
<<NPCDeltaCheck "Michelle" "drunk">>
<<if (_NPCDeltaCheck ?? 0) gte 4>>
Glancing down to the bracelet around her wrist, you see one of the jade jewels glow as its dark inert shape is filled with crackling yellow-amber energy.<br>
<br>
“That’s it,” you hear Tandi’s voice beside you. Or in you. Or from somewhere. “She feels so good now, disappearing into the hazy clouds of alcohol. I’ve spent a lot of nights like this. Always fun to see where you wake up.”<br>
<<else>>
Glancing down to the bracelet around her wrist, you see one of the jade jewels flicker, but it doesn’t hold the magic.<br>
<br>
“Doesn’t charge if it’s not the wearer pushing their limits,” Tandi’s voice echoes in your head. “Get another drink in her though and see where the night goes. It’s always fun to get lost in the haze and see where you come to.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DailyVariableAdd "EvieCompanionCharmed">><<NPCDeltaCheck "Michelle" "drunk">><<if (_NPCDeltaCheck ?? 0) gte 4>><<TandiBraceletCharge 1>><</if>><</link>>
<</if>>
<</if>>
<<if _EvieCompanionCharm is false>>
<<if $current.drunk gte 4>>
“I think you’ve had enough,” Evie tells you. “Bartender’s duty. Cutting you off for now.”<Br>
<<InventoryCheckSelf "TandiBracelet">><<GetPCState "TandiBracelet">><<QuestState "Quest22">><<QuestStatus "Quest22">>
<<BraceletTrialActive>>
<<if _BraceletTrialActive is true>>
<br>
“Evie can be a buzzkill if you don’t know her,” Tandi’s voice echoes in your brain. “But that bracelet can help. Can you feel its power? If you need to give someone a little nudge or put some weight to your words, just let it surge through you. You’ll be surprised what you can get away with in a crowd. Especially this one.”<Br>
<</if>>
<<BraceletWorn>>
<<if _BraceletWorn is true>>
<br>
You focus on the bracelet, feeling both its demands for another drink and promise of help to assist. Magic runs back into your body from its cool metal. You instinctively feel the power for a spell building within your bones.<Br>
<</if>>
<<elseif $current.drunk is 3>>
“You sure?” Evie says. “Looks like you’ve already had a bit tonight. Don’t want some water instead?”<br>
<<else>>
<<WithCompanion>>
<<if _WithCompanion is true>>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>>
Evie grins. “That’s what I’m here for.” She looks to Annie and smiles. “Drinks for two. Or you going dutch?”<Br>
<</if>>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true>>
Evie grins. “That’s what I’m here for.” She looks to Britney. “What about you, darl? She getting you one too?”<br>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true and $current.avatar is "Emily">>
Evie grins. “That’s what I’m here for.” She looks to Michelle. “What about you, princess? She stumping up for the both of you?”<br>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true and _CurrentPC is true>>
Evie nods. “That’s what I’m here for.” She looks to Michelle. “What about you, hun? Big man getting you drunk tonight?”<br>
<</if>>
<<else>>
Evie nods. “That’s what I’m here for. What are you having?"<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<if $current.drunk lt 4>>
<<link "Buy a drink for yourself" "EvieDialogue">><<set $EvieDialogue to "DrinkYourself">><<Drunk 1>><</link>><br>
/* Party Girl no longer gates the bar (ruled 2026-08-25): the compulsion is "can't turn down a drink offered to you" (enforced at Jack's shots), not "can't buy a round for a friend" - the old strikes softlocked the Tandi bracelet trial for companion carriers */
<<DailyVariableCheck "EvieCompanionCharmed">>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true and _DailyVariableCheck is true>><s>Buy a drink just for Annie</s> - <i>You shouldn't push your luck more than once tonight</i><br>
<<elseif _NPCFollowCheck is true>><<link "Buy a drink just for Annie" "EvieDialogue">><<set $EvieDialogue to "DrinkAnnie">><<set $EvieDrinkServed to false>><<NPCDeltaCheck "Annie" "drunk">><<if (_NPCDeltaCheck ?? 0) lt 4>><<NPCDrunk "Annie" 1>><<set $EvieDrinkServed to true>><</if>><</link>><br><</if>>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true and _DailyVariableCheck is true>><s>Buy a drink just for Britney</s> - <i>You shouldn't push your luck more than once tonight</i><br>
<<elseif _NPCFollowCheck is true>><<link "Buy a drink just for Britney" "EvieDialogue">><<set $EvieDialogue to "DrinkBritney">><<set $EvieDrinkServed to false>><<NPCDeltaCheck "Britney" "drunk">><<if (_NPCDeltaCheck ?? 0) lt 4>><<NPCDrunk "Britney" 1>><<set $EvieDrinkServed to true>><</if>><</link>><br><</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true and $current.avatar is "Emily" and _DailyVariableCheck is true>><s>Buy a drink just for Michelle</s> - <i>You shouldn't push your luck more than once tonight</i><br>
<<elseif _NPCFollowCheck is true and $current.avatar is "Emily">><<link "Buy a drink just for Michelle" "EvieDialogue">><<set $EvieDialogue to "DrinkMichelle">><<set $EvieDrinkServed to false>><<NPCDeltaCheck "Michelle" "drunk">><<if (_NPCDeltaCheck ?? 0) lt 4>><<NPCDrunk "Michelle" 1>><<set $EvieDrinkServed to true>><<Greedy 1>><</if>><</link>><br><</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true and _CurrentPC is true and _DailyVariableCheck is true>><s>Buy a drink just for Michelle</s> - <i>You shouldn't push your luck more than once tonight</i><br>
<<elseif _NPCFollowCheck is true and _CurrentPC is true>><<link "Buy a drink just for Michelle" "EvieDialogue">><<set $EvieDialogue to "DrinkMichellePC">><<set $EvieDrinkServed to false>><<NPCDeltaCheck "Michelle" "drunk">><<if (_NPCDeltaCheck ?? 0) lt 4>><<NPCDrunk "Michelle" 1>><<set $EvieDrinkServed to true>><<Greedy 1>><</if>><</link>><br><</if>>
<<if _WithCompanion is true and _DailyVariableCheck is true>><s>Buy drinks for both of you</s> - <i>You shouldn't push your luck more than once tonight</i><br>
<<elseif _WithCompanion is true>><<link "Buy drinks for both of you" "EvieDialogue">><<set $EvieDialogue to "DrinkBoth">><<set $EvieDrinkServed to false>><<CompanionName>><<NPCDeltaCheck _CompanionName "drunk">><<if (_NPCDeltaCheck ?? 0) lt 4>><<Drunk 1>><<NPCDrunk _CompanionName 1>><<set $EvieDrinkServed to true>><</if>><</link>><br><</if>>
<<link "Change Topics" $return>><<ChangeTopics>><</link>>
<<else>>
<<InventoryCheckSelf "TandiBracelet">><<GetPCState "TandiBracelet">><<QuestState "Quest22">><<QuestStatus "Quest22">><<SpellsCheckSelf "Charm">>
<<DailyVariableCheck "EvieCharmed">>
<<BraceletWorn>>
<<if _BraceletWorn is true and $current.female is true>>
<<if _DailyVariableCheck is true>><s>[Spell: Charm] Try charming Evie for another drink</s> - <i>You shouldn't push your luck more than once tonight</i><br>
<<else>><<link "[Spell: Charm] Try charming Evie for another drink" "EvieDialogue">><<set $EvieDialogue to "DrinkCharm">><<DailyVariableAdd "EvieCharmed">><<SpellLearn "Charm" "Tandi" "NoMagic">><<Drunk 1>><<Vice 1>><</link>><br><</if>>
<<elseif _SpellsCheckSelf is true and $current.female is true>>
<<if _DailyVariableCheck is true>><s>[Spell: Charm] Try charming Evie for another drink</s> - <i>You shouldn't push your luck more than once tonight</i><br>
<<else>><<link "[Spell: Charm] Try charming Evie for another drink" "EvieDialogue">><<set $EvieDialogue to "DrinkCharm">><<DailyVariableAdd "EvieCharmed">><<Drunk 1>><<Vice 1>><</link>><br><</if>>
<</if>>
<<Flag "TempCompanionWearingBracelet">><<WithCompanion>>
<<if _QuestState is 3 and _FlagReturn is true and _WithCompanion is true>>
<<if _DailyVariableCheck is true>><s>Have your friend charm Evie for a drink</s> - <i>You shouldn't push your luck more than once tonight</i><br>
<<else>><<link "Have your friend charm Evie for a drink" "EvieDialogue">><<set $EvieDialogue to "Drink">><<set $EvieDrinkServed to true>><<DailyVariableAdd "EvieCharmed">><<Drunk 1>><<CompanionName>><<NPCDrunk _CompanionName 1>><</link>><br><</if>>
<</if>>
<<link "Change Topics" $return>><<ChangeTopics>><</link>>
<</if>>
<</if>>
<<case "DrinkCharm">>
<<BraceletWorn>>
<<if _BraceletWorn is true>>
Magic spreads from the bracelet down your arm like creeping ivy, wrapping around your own internal reserves. You almost feel it tighten in a knot around your own mana.<Br>
<<else>>
You stir your own reserves of magic, feeling them rise up your arm to your call.<Br>
<</if>>
<Br>
As if prompted by instinct, you stir the magic and take a deep breath, threading the air in your lungs through the swirling energies inside of you. You blow between your lips, seeing the yellow amber mist glisten in the coloured lights flickering on the ceiling.<Br>
<Br>
Evie’s eyes cloud as the dust envelopes her. She blinks and smiles back at you. “What was it you were after?"<Br>
<Br>
“Just the one drink,” you reply back. “For me.”<Br>
<Br>
<<WithCompanion>>
<<if _WithCompanion is true>>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>>Evie raises her eyebrow at Annie but turns and begins pouring a spirit bottle into a glass.<br><</if>>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true>>Evie raises her eyebrow at Britney but turns and begins pouring a spirit bottle into a glass. “No fair!” you hear Britney pout from your side.<br><</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true and $current.avatar is "Emily">>Evie raises her eyebrow at Michelle but turns and begins pouring a spirit bottle into a glass.<br><</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true and _CurrentPC is true>>Evie looks at Michelle but turns and begins pouring a spirit bottle into a glass.<br><</if>>
<<else>>
Evie turns and begins pouring a spirit bottle into a glass.<br>
<</if>>
<Br>
“Hey -” you shout back. Either she doesn’t hear you or doesn’t want to acknowledge it. She slams a glass down on the bar, putting the shot in front of you. “Dealer's choice,” she shouts as she sees your reaction.<Br>
<Br>
<<DrunkDescription>><Br>
<<BraceletWorn>>
<<if _BraceletWorn is true>>
<Br>
As the alcohol warms your stomach, something else makes your body tingle. The warmth from the booze bubbles inside, turning into fizzles of magical energy that makes your body vibrate. You feel it flutter down your arm and into the bracelet. Glancing down, you see one of the jade jewels glow as its dark inert shape is filled with crackling yellow-amber energy. <Br>
<<BraceletTrialActive>>
<<if _BraceletTrialActive is true>>
<Br>
“That’s it,” you hear Tandi’s voice beside you. Or in you. Or from somewhere. “Feels good, doesn’t it? Disappearing into the hazy clouds of alcohol. I’ve spent a lot of nights like this. Always fun to see where you wake up.”<Br>
<</if>>
<br>
You smile, feeling the bracelet around your wrist tingle. It’s charging.<br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Change Topics" $return>><<ChangeTopics>><</link>>
<<case "DrinkYourself">>
“Just the one,” you reply back to Evie. “For me.”<Br>
<br>
<<WithCompanion>>
<<if _WithCompanion is true>>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>>Evie raises her eyebrow at Annie but turns and begins pouring a spirit bottle into a glass.<br><</if>>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true>>Evie raises her eyebrow at Britney but turns and begins pouring a spirit bottle into a glass. “No fair!” you hear Britney pout from your side.<br><</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true and $current.avatar is "Emily">>Evie raises her eyebrow at Michelle but turns and begins pouring a spirit bottle into a glass.<br><</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true and _CurrentPC is true>>Evie looks at Michelle but turns and begins pouring a spirit bottle into a glass.<br><</if>>
<<else>>
Evie turns and begins pouring a spirit bottle into a glass.<br>
<</if>>
<br>
“Hey -” you shout back. Either she doesn’t hear you or doesn’t want to acknowledge it. She slams a glass down on the bar, putting the shot in front of you. “Dealer's choice,” she shouts as she sees your reaction. With no other option, you knock back the drink.<br>
<br>
<<DrunkDescription>><br>
<<InventoryCheckSelf "TandiBracelet">><<GetPCState "TandiBracelet">><<QuestState "Quest22">><<QuestStatus "Quest22">>
<<BraceletTrialActive>><<if _BraceletTrialActive is true>>
<br>
<<if $current.drunk is 1>>
“Oh come on!” Tandi’s voice shrieks. “That’s barely affected you. You’ll have to do more than that if you want the bracelet to charge.”<br>
<<elseif $current.drunk is 2>>
“Getting there,” Tandi’s voice purrs. “Maybe you’ve found your poison. But you need to keep trying to satisfy that bracelet with booze. It’s got a high-tolerance after being with me for so long.”<Br>
<<elseif $current.drunk is 3>>
“Close,” Tandi says to you. You instinctively look around to see her, forgetting. The room spins. “Keep chasing that feeling. It makes everything seem brighter, everything sound bigger. And people love a drunk. Especially this crowd.”<Br>
<<elseif $current.drunk is 4>>
“That’s it,” you hear Tandi’s voice beside you. Or in you. Or from somewhere. “Feels good, doesn’t it? Disappearing into the hazy clouds of alcohol. I’ve spent a lot of nights like this. Always fun to see where you wake up.”<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change Topics" $return>>
<<ChangeTopics>>
<</link>>
<<case "DrinkAnnie">>
<<NPCDeltaCheck "Annie" "drunk">>
<<if (_NPCDeltaCheck ?? 0) gte 4 and $EvieDrinkServed isnot true>>
“I think she’s had enough,” Evie says. “I’m cutting her off from this evening.”<Br>
<Br>
“Oh Evie,” Annie slurs, but the bartender crosses her arms. “Not tonight, Annie. For your own good.”<Br>
<<QuestState "Quest22">><<Flag "TempCompanionWearingBracelet">><<WithCompanion>>
<<if _QuestState is 3 and _FlagReturn is true and _WithCompanion is true>>
<br>
Annie looks back at the bartender, her eyes barely able to focus. But within them, you see the embers of magic curdling.<Br>
<br>
“Here it comes,” Tandi purrs in your head. “See what the bracelet can do.”<Br>
<br>
A deep exhale escapes Annie’s lips, the breath more like a yellow amber mist, glistening in the coloured lights flickering on the ceiling. Evie’s eyes cloud as the dust envelopes her. She blinks and smiles. “What was it you were after?”<Br>
<br>
“Another drink,” Annie mumbles.<Br>
<br>
Evie turns and begins pouring a spirit bottle into a glass. She slams a glass down on the bar, putting the shot in front of her.<Br>
<br>
You look between the glass and Annie. A perfectly plucked eyebrow raises and suddenly she’s knocking back the glass, swallowing the liquid in one clean move.<Br>
<br>
She slams the glass back on the counter, offering you a grin. Even in the dim light, you see her cheeks flush. A smile spreads across her face. “That’s good,” she purrs.<Br>
<br>
<<NPCDrunkDescription>><br>
<br>
Glancing down to the bracelet around her wrist, you see one of the jade jewels glow as its dark inert shape is filled with crackling yellow-amber energy.<Br>
<br>
“That’s it,” you hear Tandi’s voice beside you. Or in you. Or from somewhere. “She feels so good now, disappearing into the hazy clouds of alcohol. I’ve spent a lot of nights like this. Always fun to see where you wake up.”<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<NPCDrunk "Annie" 1>><<TandiBraceletCharge 1>><<DailyVariableAdd "EvieCompanionCharmed">><</link>>
<<else>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<else>>
“Just the one,” you reply back to Evie, nodding back to Annie. “For her.”<br>
<br>
Evie raises her eyebrow at Annie but turns her back to you. You look at Annie, seeing her raise an eyebrow. “Trying to get me drunk, <<TrueName "Current">>?”<br>
<br>
Back at the bar Evie begins pouring a spirit bottle into a glass. “Hey -” you shout back. <br>
<Br>
But either she doesn’t hear you or doesn’t want to acknowledge it. She turns and slams a glass down on the bar, putting the shot in front of Annie. “Dealer's choice,” she shouts.<br>
<Br>
You look between the glass and Annie. A perfectly plucked eyebrow raises and suddenly she’s knocking back the glass, swallowing the liquid in one clean move.<Br>
<Br>
She slams the glass back on the counter, offering you a grin. Even in the dim light, you see her cheeks flush. A smile spreads across her face. “That’s good,” she purrs. <Br>
<br>
<<NPCDrunkDescription>><br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<case "DrinkBritney">>
<<NPCDeltaCheck "Britney" "drunk">>
<<if (_NPCDeltaCheck ?? 0) gte 4 and $EvieDrinkServed isnot true>>
“I think she’s had enough,” Evie says. “I’m cutting her off from this evening.”<Br>
<br>
“No fair!” Britney slurs, but the bartender crosses her arms. “Not tonight. Go sleep it off.”<br>
<<QuestState "Quest22">><<Flag "TempCompanionWearingBracelet">><<WithCompanion>>
<<if _QuestState is 3 and _FlagReturn is true and _WithCompanion is true>>
<br>
Britney looks back at the bartender, her eyes barely able to focus. But within them, you see the embers of magic curdling.<Br>
<br>
“Here it comes,” Tandi purrs in your head. “See what the bracelet can do.”<Br>
<br>
A deep exhale escapes Britney’s lips, the breath more like a yellow amber mist, glistening in the coloured lights flickering on the ceiling. Evie’s eyes cloud as the dust envelopes her. She blinks and smiles. “What was it you were after?”<Br>
<br>
“Another drink,” Britney mumbles.<Br>
<br>
Evie turns and begins pouring a spirit bottle into a glass. She slams a glass down on the bar, putting the shot in front of her.<Br>
<br>
You look between the glass and Britney. Her eyes glance down at the shot, top lip turned up slightly with apprehension. But she shrugs and picks it up with her fingers, holding it to her lips before knocking it back.<Br>
<br>
She slams the glass back on the counter and splutters, almost choking. “Ugh,” she stammers, shaking her head. “That’s strong!”<Br>
<br>
<<NPCDrunkDescription>><br>
<br>
Glancing down to the bracelet around her wrist, you see one of the jade jewels glow as its dark inert shape is filled with crackling yellow-amber energy.<Br>
<br>
“That’s it,” you hear Tandi’s voice beside you. Or in you. Or from somewhere. “She feels so good now, disappearing into the hazy clouds of alcohol. I’ve spent a lot of nights like this. Always fun to see where you wake up.”<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<NPCDrunk "Britney" 1>><<TandiBraceletCharge 1>><<DailyVariableAdd "EvieCompanionCharmed">><</link>>
<<else>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<else>>
“Just the one,” you reply back to Evie, nodding back to Britney. “For her.”<br>
<Br>
Evie raises her eyebrow at Britney but turns her back to you. You look at Britney, seeing her look at you cautiously. “Just for me?”<Br>
<br>
Back at the bar Evie begins pouring a spirit bottle into a glass. “Hey -” you shout back. <br>
<Br>
But either she doesn’t hear you or doesn’t want to acknowledge it. She turns and slams a glass down on the bar, putting the shot in front of Britney. “Dealer's choice,” she shouts.<Br>
<Br>
You look between the glass and Britney. Her eyes glance down at the shot, top lip turned up slightly with apprehension. But she shrugs and picks it up with her fingers, holding it to her lips before knocking it back.<Br>
<Br>
She slams the glass back on the counter and splutters, almost choking. “Ugh,” she stammers, shaking her head. “That’s strong!” <Br>
<br>
<<NPCDrunkDescription>><br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<case "DrinkMichelle">>
<<NPCDeltaCheck "Michelle" "drunk">>
<<if (_NPCDeltaCheck ?? 0) gte 4 and $EvieDrinkServed isnot true>>
“I think she’s had enough,” Evie says. “I’m cutting her off from this evening.”<Br>
<Br>
“I think that’s… okay” Michelle slurs. “Maybe I shouldn’t drink anymore, Em.”<Br>
<<QuestState "Quest22">><<Flag "TempCompanionWearingBracelet">><<WithCompanion>>
<<if _QuestState is 3 and _FlagReturn is true and _WithCompanion is true>>
<br>
But Michelle suddenly bristles, looking back at the bartender, her eyes barely able to focus. Within them, you see the embers of magic curdling.<Br>
<br>
“Here it comes,” Tandi purrs in your head. “See what the bracelet can do.”<Br>
<br>
A deep exhale escapes Michelle’s lips, the breath more like a yellow amber mist, glistening in the coloured lights flickering on the ceiling. Evie’s eyes cloud as the dust envelopes her. She blinks and smiles. “What was it you were after?”<Br>
<br>
“Another drink,” Michelle mumbles.<Br>
<br>
Evie turns and begins pouring a spirit bottle into a glass. She slams a glass down on the bar, putting the shot in front of her.<Br>
<br>
You look between the glass and Michelle. Her eyes flick from you to the glass, a small smile forming. “Bottoms up,” she shouts, picking up the glass with her fingers and knocking it back.<Br>
<br>
She slams the glass back on the counter and wipes her lips, taking a deep breath. “Divine,” she says to you.<Br>
<br>
<<NPCDrunkDescription>><br>
<br>
Glancing down to the bracelet around her wrist, you see one of the jade jewels glow as its dark inert shape is filled with crackling yellow-amber energy.<Br>
<br>
“That’s it,” you hear Tandi’s voice beside you. Or in you. Or from somewhere. “She feels so good now, disappearing into the hazy clouds of alcohol. I’ve spent a lot of nights like this. Always fun to see where you wake up.”<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<NPCDrunk "Michelle" 1>><<TandiBraceletCharge 1>><<DailyVariableAdd "EvieCompanionCharmed">><</link>>
<<else>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<else>>
“Just the one,” you reply back to Evie, nodding back to Michelle. “For her.”<Br>
<Br>
Evie raises her eyebrow at Michelle but turns her back to you. You look at Michelle, seeing her smile at you. “Making a bet, Em? I’ll call you on that.”<bR>
<Br>
Back at the bar Evie begins pouring a spirit bottle into a glass. “Hey -” you shout back. <Br>
<Br>
But either she doesn’t hear you or doesn’t want to acknowledge it. She turns and slams a glass down on the bar, putting the shot in front of Michelle. “Dealer's choice,” she shouts.<Br>
<bR>
You look between the glass and Michelle. Her eyes flick from you to the glass, a small smile forming. “Bottoms up,” she shouts, picking up the glass with her fingers and knocking it back.<Br>
<Br>
She slams the glass back on the counter and wipes her lips, taking a deep breath. “Divine,” she says to you.<br>
<br>
<<NPCDrunkDescription>><br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<case "DrinkMichellePC">>
<<NPCDeltaCheck "Michelle" "drunk">>
<<if (_NPCDeltaCheck ?? 0) gte 4 and $EvieDrinkServed isnot true>>
“I think she’s had enough,” Evie says. “I’m cutting her off from this evening.”<Br>
<Br>
“I’m okay” Michelle slurs, but the bartender crosses her arms. “Not tonight. Make sure you get to bed. Alone.”<Br>
<<QuestState "Quest22">><<Flag "TempCompanionWearingBracelet">><<WithCompanion>>
<<if _QuestState is 3 and _FlagReturn is true and _WithCompanion is true>>
<br>
Michelle looks back at the bartender, her eyes barely able to focus. But within them, you see the embers of magic curdling.<Br>
<br>
“Here it comes,” Tandi purrs in your head. “See what the bracelet can do.”<Br>
<br>
A deep exhale escapes Michelle’s lips, the breath more like a yellow amber mist, glistening in the coloured lights flickering on the ceiling. Evie’s eyes cloud as the dust envelopes her. She blinks and smiles. “What was it you were after?”<Br>
<br>
“Another drink,” Michelle mumbles.<Br>
<br>
Evie turns and begins pouring a spirit bottle into a glass. She slams a glass down on the bar, putting the shot in front of her.<Br>
<br>
You look between the glass and Michelle. Her eyes flick from you to the glass, a small smile forming. “Bottoms up,” she shouts, picking up the glass with her fingers and knocking it back.<Br>
<br>
She slams the glass back on the counter and wipes her lips, taking a deep breath. “Divine,” she says to you.<Br>
<br>
<<NPCDrunkDescription>><br>
<br>
Glancing down to the bracelet around her wrist, you see one of the jade jewels glow as its dark inert shape is filled with crackling yellow-amber energy.<Br>
<br>
“That’s it,” you hear Tandi’s voice beside you. Or in you. Or from somewhere. “She feels so good now, disappearing into the hazy clouds of alcohol. I’ve spent a lot of nights like this. Always fun to see where you wake up.”<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<NPCDrunk "Michelle" 1>><<TandiBraceletCharge 1>><<DailyVariableAdd "EvieCompanionCharmed">><</link>>
<<else>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<else>>
“Just the one,” you reply back to Evie, nodding back to Michelle. “For her.”<br>
<Br>
Evie gives you a dark look, turning to Michelle. “You sure?” you hear her shout. Michelle looks back at you before nodding to Evie. The bartender eyes you, then shrugs and turns her back to the bar, pouring a spirit bottle into a glass. “Hey -” you shout back.<br>
<bR>
But either she doesn’t hear you or doesn’t want to acknowledge it. She turns and slams a glass down on the bar, putting the shot in front of Michelle. “Dealer's choice,” she shouts.<bR>
<Br>
You look between the glass and Michelle. Her eyes flick from you to the glass, a small smile forming. “Bottoms up,” she shouts, picking up the glass with her fingers and knocking it back.<br>
<Br>
She slams the glass back on the counter and wipes her lips, taking a deep breath. “Divine,” she says to you.<Br>
<br>
<<NPCDrunkDescription>><br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<case "DrinkBoth">>
“I’ll get two,” you reply back to Evie. “For us both.”<Br>
<<CompanionName>><<NPCDeltaCheck _CompanionName "drunk">>
<<if (_NPCDeltaCheck ?? 0) gte 4 and $EvieDrinkServed isnot true>>
<br>
<<QuestState "Quest22">><<Flag "TempCompanionWearingBracelet">><<set _CompanionWearing to _FlagReturn>>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>>
“I think she’s had enough,” Evie says. “I’m cutting her off from this evening.”<Br>
<br>
“Oh Evie,” Annie slurs, but the bartender crosses her arms. “Not tonight, Annie. For your own good.”<Br>
<<if _QuestState is 3 and _CompanionWearing is true>>
<br>
“Evie can be a buzzkill if you don’t know her,” Tandi’s voice echoes in your brain. “But that bracelet can help. Just watch how she gives a little nudge. You’ll be surprised what you can get away with in a crowd. Especially this one.”<br>
<br>
You turn to look at Annie. A deep exhale escapes her lips, the breath more like a yellow amber mist, glistening in the coloured lights flickering on the ceiling. Evie’s eyes cloud as the dust envelopes her. She blinks and smiles. “What was it you were after?”<br>
<br>
“Drink,” Annie mumbles. “For us both.”<br>
<br>
Evie turns and begins pouring a spirit bottle into a glass. She slams two glasses down on the bar.<br>
<br>
You look between the glasses and Annie. A perfectly plucked eyebrow rises up, and she reaches out for a shot. “Here’s to us,” she murmurs, waiting for you to do the same and chink her glass. You do so and knock back the drink.<br>
<br>
<<DrunkDescription>><br>
<br>
Looking over at Annie, you see her slam the glass back on the counter, offering you a grin. Even in the dim light, you see her cheeks flush. A smile spreads across her face. “That’s good,” she purrs.<br>
<br>
<<NPCDrunkDescription>><br>
<br>
Glancing down to the bracelet around her wrist, you see one of the jade jewels glow as its dark inert shape is filled with crackling yellow-amber energy.<br>
<br>
“That’s it,” you hear Tandi’s voice beside you. Or in you. Or from somewhere. “She feels so good now, disappearing into the hazy clouds of alcohol. I’ve spent a lot of nights like this. Always fun to see where you wake up.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<if $current.drunk gte 4>><<Vice 1>><<else>><<TandiBraceletCharge 1>><</if>><<Drunk 1>><<NPCDrunk "Annie" 1>><<DailyVariableAdd "EvieCompanionCharmed">><</link>>
<</if>>
<</if>>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true>>
“I think she’s had enough,” Evie says. “I’m cutting her off from this evening.”<bR>
<Br>
“No fair!” Britney slurs, but the bartender crosses her arms. “Not tonight. Go sleep it off.”<br>
<<QuestState "Quest22">>
<<if _QuestState is 3 and _CompanionWearing is true>>
<br>
“Evie can be a buzzkill if you don’t know her,” Tandi’s voice echoes in your brain. “But that bracelet can help. Just watch how she gives a little nudge. You’ll be surprised what you can get away with in a crowd. Especially this one.”<br>
<br>
You turn to look at Britney. A deep exhale escapes her lips, the breath more like a yellow amber mist, glistening in the coloured lights flickering on the ceiling. Evie’s eyes cloud as the dust envelopes her. She blinks and smiles. “What was it you were after?”<br>
<br>
“Drink,” Britney mumbles. “For us both.”<br>
<br>
Evie turns and begins pouring a spirit bottle into a glass. She slams two glasses down on the bar.<br>
<br>
You look between the glasses and Britney. Her eyes glance down at the shot, top lip turned up slightly with apprehension. But she shrugs and picks it up with her fingers. “Cheers Em,” she titters, waiting for you to do the same and chink her glass. You do so and knock back the drink.<br>
<br>
<<DrunkDescription>><br>
<br>
Looking over at Britney, you see her slam the glass back on the counter and splutter, almost choking. “Ugh,” she stammers, shaking her head. “That’s strong!”<br>
<br>
<<NPCDrunkDescription>><br>
<br>
Glancing down to the bracelet around her wrist, you see one of the jade jewels glow as its dark inert shape is filled with crackling yellow-amber energy.<br>
<br>
“That’s it,” you hear Tandi’s voice beside you. Or in you. Or from somewhere. “She feels so good now, disappearing into the hazy clouds of alcohol. I’ve spent a lot of nights like this. Always fun to see where you wake up.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<if $current.drunk gte 4>><<Vice 1>><<else>><<TandiBraceletCharge 1>><</if>><<Drunk 1>><<NPCDrunk "Britney" 1>><<DailyVariableAdd "EvieCompanionCharmed">><</link>>
<</if>>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true and $current.avatar is "Emily">>
“I think she’s had enough,” Evie says. “I’m cutting her off from this evening.”<Br>
<Br>
“I think that’s… okay” Michelle slurs. “Maybe I shouldn’t drink anymore, Em.”<br>
<<QuestState "Quest22">>
<<if _QuestState is 3 and _CompanionWearing is true>>
<br>
“Evie can be a buzzkill if you don’t know her,” Tandi’s voice echoes in your brain. “But that bracelet can help. Just watch how she gives a little nudge. You’ll be surprised what you can get away with in a crowd. Especially this one.”<br>
<br>
You turn to look at Michelle. She suddenly bristles, looking back at the bartender, her eyes barely able to focus. Within them, you see the embers of magic curdling. A deep exhale escapes her lips, the breath more like a yellow amber mist, glistening in the coloured lights flickering on the ceiling. Evie’s eyes cloud as the dust envelopes her. She blinks and smiles. “What was it you were after?”<br>
<br>
“Drink,” Michelle mumbles. “For us both.”<br>
<br>
Evie turns and begins pouring a spirit bottle into a glass. She slams two glasses down on the bar.<br>
<br>
You look between the glasses and Michelle. Her eyes flick from you to the glass, a small smile forming. “Bottoms up,” she shouts, picking up the glass with her fingers and raising it for you to chink it with yours. You do so and knock back the drink.<br>
<br>
<<DrunkDescription>><br>
<br>
Looking over at Michelle, you see her slam the glass back on the counter and wipe her lips, taking a deep breath. “Divine,” she says to you.<br>
<br>
<<NPCDrunkDescription>><br>
<br>
Glancing down to the bracelet around her wrist, you see one of the jade jewels glow as its dark inert shape is filled with crackling yellow-amber energy.<br>
<br>
“That’s it,” you hear Tandi’s voice beside you. Or in you. Or from somewhere. “She feels so good now, disappearing into the hazy clouds of alcohol. I’ve spent a lot of nights like this. Always fun to see where you wake up.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<if $current.drunk gte 4>><<Vice 1>><<else>><<TandiBraceletCharge 1>><</if>><<Drunk 1>><<NPCDrunk "Michelle" 1>><<DailyVariableAdd "EvieCompanionCharmed">><</link>>
<</if>>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true and _CurrentPC is true>>
“I think she’s had enough,” Evie says. “I’m cutting her off from this evening.”<BR>
<Br>
“I’m okay” Michelle slurs, but the bartender crosses her arms. “Not tonight. Make sure you get to bed. Alone.”<Br>
<<QuestState "Quest22">>
<<if _QuestState is 3 and _CompanionWearing is true>>
<br>
“Evie can be a buzzkill if you don’t know her,” Tandi’s voice echoes in your brain. “But that bracelet can help. Just watch how she gives a little nudge. You’ll be surprised what you can get away with in a crowd. Especially this one.”<br>
<br>
You turn to look at Michelle. She suddenly bristles, looking back at the bartender, her eyes barely able to focus. Within them, you see the embers of magic curdling. A deep exhale escapes her lips, the breath more like a yellow amber mist, glistening in the coloured lights flickering on the ceiling. Evie’s eyes cloud as the dust envelopes her. She blinks and smiles. “What was it you were after?”<br>
<br>
“Drink,” Michelle mumbles. “For us both.”<br>
<br>
Evie turns and begins pouring a spirit bottle into a glass. She slams two glasses down on the bar.<br>
<br>
You look between the glasses and Michelle. Her eyes flick from you to the glass, a small smile forming. “Bottoms up,” she shouts, picking up the glass with her fingers and raising it for you to chink it with yours. You do so and knock back the drink.<br>
<br>
<<DrunkDescription>><br>
<br>
Looking over at Michelle, you see her slam the glass back on the counter and wipe her lips, taking a deep breath. “Divine,” she says to you.<br>
<br>
<<NPCDrunkDescription>><br>
<br>
Glancing down to the bracelet around her wrist, you see one of the jade jewels glow as its dark inert shape is filled with crackling yellow-amber energy.<br>
<br>
“That’s it,” you hear Tandi’s voice beside you. Or in you. Or from somewhere. “She feels so good now, disappearing into the hazy clouds of alcohol. I’ve spent a lot of nights like this. Always fun to see where you wake up.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<if $current.drunk gte 4>><<Vice 1>><<else>><<TandiBraceletCharge 1>><</if>><<Drunk 1>><<NPCDrunk "Michelle" 1>><<DailyVariableAdd "EvieCompanionCharmed">><</link>>
<</if>>
<</if>>
<<QuestState "Quest22">>
<<if _QuestState is 3 and _CompanionWearing is true>>
<<else>>
<<InventoryCheckSelf "TandiBracelet">><<GetPCState "TandiBracelet">><<SpellsCheckSelf "Charm">>
<<BraceletTrialActive>>
<<if _BraceletTrialActive is true>>
<br>
“Evie can be a buzzkill if you don’t know her,” Tandi’s voice echoes in your brain. “But that bracelet can help. Can you feel its power? If you need to give someone a little nudge or put some weight to your words, just let it surge through you. You’ll be surprised what you can get away with in a crowd. Especially this one.”<Br>
<</if>>
<<BraceletWorn>>
<<if _BraceletWorn is true>>
<br>
You focus on the bracelet, feeling both its demands for another drink and promise of help to assist. Magic runs back into your body from its cool metal. You instinctively feel the power for a spell building within your bones.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<DailyVariableCheck "EvieCharmed">>
<<BraceletWorn>>
<<SpellsCheckSelf "Charm">>
<<if _BraceletWorn is true and $current.female is true>>
<<if _DailyVariableCheck is true>><s>[Spell: Charm] Try charming Evie for more drinks</s> - <i>You shouldn't push your luck more than once tonight</i><br>
<<else>><<link "[Spell: Charm] Try charming Evie for more drinks" "EvieDialogue">><<set $EvieDialogue to "DrinkCharmBoth">><<DailyVariableAdd "EvieCharmed">><<SpellLearn "Charm" "Tandi" "NoMagic">><<Drunk 1>><<Vice 1>><<CompanionName>><<NPCDrunk _CompanionName 1>><</link>><br><</if>>
<<elseif _SpellsCheckSelf is true and $current.female is true>>
<<if _DailyVariableCheck is true>><s>[Spell: Charm] Try charming Evie for more drinks</s> - <i>You shouldn't push your luck more than once tonight</i><br>
<<else>><<link "[Spell: Charm] Try charming Evie for more drinks" "EvieDialogue">><<set $EvieDialogue to "DrinkCharmBoth">><<DailyVariableAdd "EvieCharmed">><<Drunk 1>><<Vice 1>><<CompanionName>><<NPCDrunk _CompanionName 1>><</link>><br><</if>>
<</if>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<else>>
<br>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>>You look at Annie, seeing her raise an eyebrow. “Trying to get me drunk, <<TrueName "Current">>?”<br><</if>>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true>>Britney grins at you, her excitement evident. “They didn’t even card us!” you hear her say. You are sure Evie would have heard too.<br><</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true and $current.avatar is "Emily">>Michelle gives you a small smile full of anticipation. She says nothing, but her eyes reveal a sense of excitement for the night.<Br><</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true and _CurrentPC is true>>Michelle meets your eyes and you see her take a deep breath. She gives you a coy smile. “Thank you,” she murmurs.<br><</if>>
<Br>
Back at the bar Evie begins pouring a spirit bottle into a glass. “Hey -” you shout back. <br>
<br>
But either she doesn’t hear you or doesn’t want to acknowledge it. She turns and slams two glasses down on the bar. “Dealer's choice,” she shouts.<Br>
<br>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>>
You look between the glasses and Annie. A perfectly plucked eyebrow rises up, and she reaches out for a shot. “Here’s to us,” she murmurs, waiting for you to do the same and chink her glass. You do so and knock back the drink.<br>
<br>
<<DrunkDescription>><Br>
<br>
Looking over at Annie, you see her slam the glass back on the counter, offering you a grin. Even in the dim light, you see her cheeks flush. A smile spreads across her face. “That’s good,” she purrs.<Br>
<Br>
<<NPCDrunkDescription>><Br>
<</if>>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true>>
You look between the glasses and Britney. Her eyes glance down at the shot, top lip turned up slightly with apprehension. But she shrugs and picks it up with her fingers. “Cheers Em,” she titters, waiting for you to do the same and chink her glass. You do so and knock back the drink.<br>
<br>
<<DrunkDescription>><bR>
<Br>
Looking over at Britney, you see her slam the glass back on the counter and splutter, almost choking. “Ugh,” she stammers, shaking her head. “That’s strong!”<br>
<Br>
<<NPCDrunkDescription>><br>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true and $current.avatar is "Emily">>
You look between the glasses and Michelle. Her eyes flick from you to the glass, a small smile forming. “Bottoms up,” she shouts, picking up the glass with her fingers and raising it for you to chink it with yours. You do so and knock back the drink.<Br>
<br>
<<DrunkDescription>><Br>
<Br>
Looking over at Michelle, you see her slam the glass back on the counter and wipe her lips, taking a deep breath. “Divine,” she says to you.<Br>
<br>
<<NPCDrunkDescription>><br>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true and _CurrentPC is true>>
You look between the glasses and Michelle. Her eyes flick from you to the glass, a small smile forming. “Bottoms up,” she shouts, picking up the glass with her fingers and raising it for you to chink it with yours. You do so and knock back the drink.<Br>
<Br>
<<DrunkDescription>><br>
<Br>
Looking over at Michelle, you see her slam the glass back on the counter and wipe her lips, taking a deep breath. “Divine,” she says to you.<Br>
<br>
<<NPCDrunkDescription>><br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change Topics" $return>>
<<ChangeTopics>>
<</link>>
<</if>>
<<case "DrinkCharmBoth">>
<<BraceletWorn>>
<<if _BraceletWorn is true>>
Magic spreads from the bracelet down your arm like creeping ivy, wrapping around your own internal reserves. You almost feel it tighten in a knot around your own mana.<Br>
<<else>>
You stir your own reserves of magic, feeling them rise up your arm to your call.<Br>
<</if>>
<Br>
As if prompted by instinct, you stir the magic and take a deep breath, threading the air in your lungs through the swirling energies inside of you. You blow between your lips, seeing the yellow amber mist glisten in the coloured lights flickering on the ceiling.<Br>
<Br>
Evie’s eyes cloud as the dust envelopes her. She blinks and smiles back at you. “What was it you were after?"<Br>
<Br>
“I’ll get two,” you reply back to Evie. “For us both.”<Br>
<br>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>>You look at Annie, seeing her raise an eyebrow. “Trying to get me drunk, <<TrueName "Current">>?”<br><</if>>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true>>Britney grins at you, her excitement evident. “They didn’t even card us!” you hear her say. You are sure Evie would have heard too.<br><</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true>>Michelle gives you a small smile full of anticipation. She says nothing, but her eyes reveal a sense of excitement for the night.<Br><</if>>
<Br>
Back at the bar Evie begins pouring a spirit bottle into a glass. “Hey -” you shout back. <br>
<br>
But either she doesn’t hear you or doesn’t want to acknowledge it. She turns and slams two glasses down on the bar. “Dealer's choice,” she shouts.<Br>
<br>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>>
You look between the glasses and Annie. A perfectly plucked eyebrow rises up, and she reaches out for a shot. “Here’s to us,” she murmurs, waiting for you to do the same and chink her glass. You do so and knock back the drink.<br>
<br>
<<DrunkDescription>><Br>
<br>
Looking over at Annie, you see her slam the glass back on the counter, offering you a grin. Even in the dim light, you see her cheeks flush. A smile spreads across her face. “That’s good,” she purrs.<Br>
<Br>
<<NPCDrunkDescription>><Br>
<</if>>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true>>
You look between the glasses and Britney. Her eyes glance down at the shot, top lip turned up slightly with apprehension. But she shrugs and picks it up with her fingers. “Cheers Em,” she titters, waiting for you to do the same and chink her glass. You do so and knock back the drink.<br>
<br>
<<DrunkDescription>><bR>
<Br>
Looking over at Britney, you see her slam the glass back on the counter and splutter, almost choking. “Ugh,” she stammers, shaking her head. “That’s strong!”<br>
<Br>
<<NPCDrunkDescription>><br>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true>>
You look between the glasses and Michelle. Her eyes flick from you to the glass, a small smile forming. “Bottoms up,” she shouts, picking up the glass with her fingers and raising it for you to chink it with yours. You do so and knock back the drink.<Br>
<br>
<<DrunkDescription>><Br>
<Br>
Looking over at Michelle, you see her slam the glass back on the counter and wipe her lips, taking a deep breath. “Divine,” she says to you.<Br>
<br>
<<NPCDrunkDescription>><br>
<</if>>
<br>
<<BraceletWorn>>
<<if _BraceletWorn is true>>
You smile back, feeling the bracelet around your wrist tingle. It’s charging.<br>
<<else>>
You smile back, feeling the warm buzz of your magic settle.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "WheresTandi">>
“Have you seen Tandi this evening?” you cry out over the bar.<br>
<br>
“What?” you hear her say back.<br>
<br>
“I said,” you raise your voice louder, leaning in. “Have you seen Tandi?”<br>
<br>
<<set _companionDrunk = 0>>
<<CompanionName>>
<<if _CompanionName isnot undefined>>
<<NPCDeltaCheck _CompanionName "drunk">>
<<if _NPCDeltaCheck isnot undefined>><<set _companionDrunk = _NPCDeltaCheck>><</if>>
<</if>>
<<if $current.drunk is 0 and _companionDrunk is 0>>
There is a flicker of recognition on her face, but she smiles at you with a smirk. “Not here to chat,” she replies. There are more words, but they are drowned out by the music.<br>
<br>
“What was that?” you say.<br>
<br>
<<WithCompanion>>
<<if _WithCompanion is true>>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>>
Evie leans forward further, getting close to your ear. “Buy a drink.” She offers Annie a smile. “Or get her one. Running a business here.”<br>
<</if>>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true>>
Evie leans forward further, getting close to your ear. “Buy a drink.” She looks at Britney with a knowing grin. “Or get her one. Running a business here.”<br>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true and $current.avatar is "Emily">>
Evie leans forward further, getting close to your ear. “Buy a drink.” She nods to Michelle briefly. “Or get her one. Running a business here.”<br>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true and _CurrentPC is true>>
Evie leans forward further, getting close to your ear. “Buy a drink.” Her eyes flick to Michelle, mouth thin and neutral. “Or get her one. Running a business here.”<br>
<</if>>
<<else>>
Evie leans forward further, getting close to your ear. “Buy a drink. Running a business here.”<br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<else>>
There is a flicker of recognition on her face. “Haven’t seen her tonight,” you just about hear Evie tell you. “Haven’t seen her in a while, actually.”<br>
<br>
“She hasn’t been in?” you shout back.<br>
<br>
Evie shakes her head and shrugs. “Happens sometimes. People get tired. Or find somewhere else.”<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Evie" "WheresTandi">><</link>>
<</if>>
<</switch>><<set $ConversationRoot = passage()>>
<<Checkrelationship "Florence">>
<<switch $FlorenceDialogue>>
<<case "Book">>
<<if $current.avatar is "Andrea">>
“What’s that you’re reading?” you ask Florence.<br>
<br>
“Oh this?” Florence says, gesturing to the paperback on the counter. “It’s nothing. Something silly that I’ve been trying to read for the last year.”<br>
<br>
You glance down at the cover, noting the title. <i>“Executive Success - throw punches like a girl in the boardroom.”</i><br>
<br>
“It's not about travel or other countries," she replies. "So I don't know if it's your thing. But I can't give up being interested in businesses. Even small shops like this one. I know it's stupid. Men make better leaders? Numbers and books are beyond us.”<br>
<br>
You follow her plucked eyebrows as they glance at the book. “I keep trying to understand it though. One day, maybe something will stick.”<br>
<br>
Looking at the book with interest, it seems personal to her. You could probably use it to power the amulet, if you could get your hands on it.<br>
<<elseif $current.female is true>>
“What’s that you’re reading?” you ask Florence.<br>
<br>
“Oh this?” Florence says, gesturing to the paperback on the counter. “It’s nothing. Something silly that I’ve been trying to read for the last year.”<br>
<br>
You glance down at the cover, noting the title. <i>“Executive Success - throw punches like a girl in the boardroom.”</i><br>
<br>
“I’ve always been interested in businesses," she continues. "Even small shops like this one. I used to dream of owning my own. Before I grew up. Men make better leaders anyway, don't you think? Numbers and books are beyond us.”<br>
<br>
You follow her plucked eyebrows as they glance at the book. “I keep trying to understand it though. One day, maybe something will stick.”<br>
<br>
Looking at the book with interest, it seems personal to her. You could probably use it to power the amulet, if you could get your hands on it.<br>
<<else>>
“What’s that you’re reading?” you ask Florence.<br>
<br>
“Oh this?” Florence says, gesturing to the paperback on the counter. “It’s nothing. Something silly that I’ve been trying to read for the last year.”<br>
<br>
You glance down at the cover, noting the title. <i>“Executive Success - throw punches like a girl in the boardroom.”</i><br>
<br>
“I’ve always been interested in businesses," she continues. "Even small shops like this one. I used to dream of owning my own. Before I grew up. You men make better leaders, anyway. Numbers and books are beyond me.”<br>
<br>
You follow her plucked eyebrows as they glance at the book. “I keep trying to understand it though. One day, maybe something will stick.”<br>
<br>
Looking at the book with interest, it seems personal to her. You could probably use it to power the amulet, if you could get your hands on it.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Ask to borrow the book" "FlorenceDialogue">><<set $FlorenceDialogue to "Borrow">><</link>><br>
<<DialogueSpoken "Florence" "Steal">>
<<if _Discussed is false and _CurrentPC is true>><<link "Try to steal the book" "FlorenceDialogue">><<DialogueDone "Florence" "Steal">><<ChangeNPCrelationship "Florence" $current.avatar 0>><<set $FlorenceDialogue to "Steal">><<TakeObjectNPC "Florence" "FloBook">><<Greedy 1>><</link>><br><</if>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "School">>
<<if $current.avatar is "Andrea" or $current.avatar is "Charli">>
“Hey Flo,” you say. “Do you ever think about when we were at school?” <br>
<br>
"Sometimes," she replies. "I miss learning. Not so much the teachers, but I miss it. I still like reading. In my spare time of course. Closest I get these days to using my brain is counting out change.”<br>
<br>
“I've been thinking about it, recently. Did you notice anything strange?" you continue. "About the lessons."<br>
<br>
"Nothing special," she replies. "Only what happened to Tandi. Have you seen her recently? She's really different."<br>
<<else>>
“Hey Flo,” you say. “You went to Charlton Upper School, didn’t you?” <br>
<br>
"Graduated last year," she replies.<br>
<br>
“Did you enjoy your time there?” <br>
<br>
She smiles. “Oh yes! I love all those classes. Learning about all those places far away and past history and how businesses work. I still like reading. In my spare time of course. Closest I get these days to using my brain is counting out change.”<br>
<br>
“Did you notice anything strange?" you continue. "About the lessons or the teachers." <br>
<br>
"Nothing special," she replies. "There were favourites. Miss DeBussy had a bunch of girls stay behind after school for extra lessons. But not me.” <br>
<br>
"Anything else?" you ask. <br>
<br>
“Only the disappearance of Tandi. But you've heard about that, right?" <br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Florence" "School">><</link>>
<<case "Tandi">>
<<if $current.avatar is "Andrea" or $current.avatar is "Charli">>
“What happened to Tandi?” you ask her.<br>
<br>
Flo looks at you, her trademark smile fading. “She's changed. You remember how she was, don't you? Popular. Pretty, did well at school. She's like a different person now.”<br>
<br>
You raise an eyebrow. “How?”<br>
<br>
“She spends a lot of time with Annie. They go to the Red Room a lot. And..." The waitress glances around, worried about talking in spite of the shop being empty. "I've overheard some customers. They've seen her working at Dicks.”<br>
<br>
Florence pauses, then leans further over the counter towards you. “She’s had some work done, if you know what I mean.”<br>
<br>
“I think she now lives out at Misty Falls Caravan Park. Shame. She was really sweet.”<br>
<<else>>
“Who was Tandi?” you ask her.<br>
<br>
Flo looks at you, her trademark smile fading. “Tandi was in the year below me,” she says in a hushed tone. “On the cheerleading squad. Popular, pretty, did well at school. Until one day, she just stopped turning up.”<br>
<br>
You raise an eyebrow. “What happened to her?”<br>
<br>
The waitress glances around, worried about talking in spite of the shop being empty. “No one knows for sure. A few months after I graduated, people started seeing her around town again. Just fleeting. Glances. She doesn’t seem to talk to anyone. And she looks different…”<br>
<br>
Florence pauses, then leans further over the counter towards you. “She’s had some work done, if you know what I mean.”<br>
<br>
“I think she now lives out at Misty Falls Caravan Park. Shame. She was really sweet.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Florence" "Tandi">><</link>>
<<case "Borrow">>
<<if $current.avatar is "Andrea">>
"Sounds interesting," you tell her. "Do you think I could borrow it?"<br>
<br>
"What, now?" Flo replies, raising an eyebrow. "I wouldn't have expected you to be interested in a book about business."<br>
<br>
You nod. "If you’re struggling with it, it could give you a break. I'd like to try it."<br>
<br>
She thinks for a moment, then shrugs. "Sure, I was struggling with it anyway." She pushes the paperback over to you. "Maybe you can help me understand it. Just make sure to bring it back after you’re done."<br>
<br>
You smile and pick up the book, then thank her.<br>
<Br>
<<ActionsHeader>>
<<link "Return to the cafe" "FreshPot">><<TakeObjectNPC "Florence" "FloBook">><<EndConversation "Florence">><</link>><br>
<<elseif _relationship gt 1>>
"Sounds interesting," you tell her. "Do you think I could borrow it?"<br>
<br>
"What, now?" Flo replies, raising an eyebrow. <br>
<br>
You nod. "If you’re struggling with it, it could give you a break. I’m a fast reader."<br>
<br>
She thinks for a moment, then shrugs. “Sure, I was struggling with it anyway.” She pushes the paperback over to you. “Maybe you can help me understand it. Just make sure to bring it back after you’re done.”<br>
<br>
You smile and pick up the book, then thank her.<br>
<Br>
<<ActionsHeader>>
<<link "Return to the cafe" "FreshPot">><<TakeObjectNPC "Florence" "FloBook">><<EndConversation "Florence">><</link>><br>
<<else>>
"Sounds interesting," you tell her. "Do you think I could borrow it?"<br>
<br>
"What, now?" Flo replies, raising an eyebrow. <br>
<br>
You nod. "If you’re struggling with it, it could give you a break. I’m a fast reader."<br>
<br>
She smiles politely, but shakes her head. “I think I’ll keep trying. Maybe once I’m done though.”<br>
<br>
You look down at the book. For someone who’s been reading for a year, her progress is small. You imagine you’ll be waiting a long time for her to finish.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>><br>
<</if>>
<<case "Steal">>
<<if $current.female is true>>
You wait until Florence turns back to the coffee machine behind the counter, then quickly reach out and grab the book. Only then do you realise that you don't have any pockets in your trousers to pocket it away. <I>Why did you forget that?</i><br>
<br>
Not a moment later, Florence turns and puts your coffee down in front of you. She notices immediately. “Is that my book, <<TrueName "Current">>?”<br>
<<else>>
You wait until Florence turns back to the coffee machine behind the counter, then quickly reach out and grab the book, jamming it into the back pocket of your jeans. <br>
<br>
Not a moment later, Florence turns and puts your coffee down in front of you. She notices immediately. “Where’s my book?” <br>
<br>
No amount of quick thinking can help you with an answer. You watch her pleasant professional attitude fade quickly. “Did you take my book, <<TrueName "Current">>?”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Give her the book back" "FlorenceDialogue">><<set $FlorenceDialogue to "GiveBack">><<ChangeNPCrelationship "Florence" $current.avatar 1>><<Greedy -1>><<GiveObjectNPC "Florence" "FloBook">><</link>><br>
<<link "Deny you have it" "FlorenceDialogue">><<set $FlorenceDialogue to "Refuse">><<Greedy 1>><<ChangeNPCrelationship "Florence" $current.avatar 0>><</link>><br>
<<SpellsCheckSelf "SleepForget">>
<<if _SpellsCheckSelf is true and $current.female is true>>
<<link "[Spell: Sleep & Forget] Cast Sleep & Forget on Florence" "FlorenceDialogue">><<ChangeNPCrelationship "Florence" $current.avatar 2>><<Greedy 1>><<set $FlorenceDialogue to "Forget">><</link>><br>
<</if>>
<<case "GiveBack">>
<<if $current.female is true>>
Feeling yourself blush, you put the paperback back on the counter. “I’m sorry, Flo,” you say. “I don’t know what I was thinking.”<br>
<br>
She nods, but takes the book as soon as you put it down and puts it out of reach. “You could have just waited until I was finished with it,” she tells you. “I won’t be reading it forever.”<br>
<br>
You don’t say a word. She snorts and turns her back to you, wiping down the coffee machine. You decide to leave her alone for now.<br>
<<else>>
Feeling yourself blush, you reach back into your jeans and put the paperback back on the counter. “I’m sorry, Flo,” you say. “I don’t know what I was thinking.”<br>
<br>
She nods, but takes the book as soon as you put it down and puts it out of reach. “You could have just waited until I was finished with it,” she tells you. “I won’t be reading it forever.”<br>
<br>
You don’t say a word. She snorts at the inference and turns her back to you, wiping down the coffee machine. You decide to leave her alone for now.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the cafe" "FreshPot">><<EndConversation "Florence">><</link>>
<<case "Refuse">>
<<if $current.female is true>>
You shake your head. “No, this is my copy,” you say unconvincingly. <br>
<br>
Flo glares at you. “Don’t lie, <<TrueName "Current">>. You took my book. Give it back!”<br>
<br>
Determined to hold on to the paperback, you shrug. “I don’t know what to tell you, Flo. This is mine.”<br>
<br>
Flo flares her nostrils and grits her teeth. “You…” she trails off, trying to regain her professional composure. “I think you better leave, <<TrueName>>.” <br>
<br>
She twirls around and grabs a cloth, scrubbing the coffee machine down with more intensity than could ever be needed to clean it.<br>
<<else>>
You shake your head. “I thought you moved it,” you say unconvincingly. <br>
<br>
Flo glares at you. “Don’t lie, <<TrueName "Current">>. You took my book. Give it back!”<br>
<br>
Determined to hold on to the paperback, you shrug. “I don’t know what to tell you, Flo. I don’t have it.”<br>
<br>
Flo flares her nostrils and grits her teeth. “You…” she trails off, trying to regain her professional composure. “I think you better leave, <<TrueName>>.” <br>
<br>
She twirls around and grabs a cloth, scrubbing the coffee machine down with more intensity than could ever be needed to clean it.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the cafe" "FreshPot">>
<<if $current.avatar is "Emily">><<EventTrigger "YourHome" "EmilyReactionFloBook" "Evening" "Emily" null null null null false>><</if>>
<<EndConversation "Florence">>
<</link>>
<<case "Forget">>
Channelling your innate magical abilities, you focus on Florence and feel the stirring of magic in her mind. "Fall asleep," you mutter, “and let your memories drift as you slumber.”<br>
<br>
Florence’s perfectly plucked eyebrows raise ever so slightly before she collapses, hitting the floor with a crash. You rush around the counter and see her sprawled on the ceramic floor. <br>
<br>
You squat down and check her pulse and her head for bruises. Fortunately she seems okay, albeit in a deep sleep. You can’t be sure how much of the morning she’ll remember when she wakes up, but you are certain she won’t remember the last few minutes.<br>
<br>
Gently, you slap her cheek and bring her around. Her eyes flicker open, confused as she sees you beside her. “<<TrueName "Current">>?” she slurs. “What happened?”<br>
<br>
“It’s okay,” you say quietly. “You just fainted.”<br>
<br>
You help her to her feet. She holds on to you for balance. “I fainted?”<br>
<br>
“You work too much,” you tell her. “Maybe take a day off, okay?”<br>
<br>
She nods, her face the picture of confusion. "Maybe I should," she replies.<br>
<br>
<<ActionsHeader>>
<<link "Return to the cafe" "FreshPot">><<EndConversation "Florence">><<AdjustNPCStat "Florence" "Assertive" -1>><</link>>
<<case "Charm">>
<<CastCharm "Florence">>
<<if _CharmSpell is true>>
You take a breath, focusing the spell carefully as Florence stands across from you, her posture impeccable and her hands folded neatly on the counter. The air around her shifts slightly as the magic takes hold, softening the sharp edges of her demeanour.<br>
<br>
"It’s interesting," she says finally, her tone quieter but no less precise. "I hadn’t really thought about it until now, but… I find our conversations stimulating." Her gaze lifts to meet yours, and though her expression remains composed, there’s a warmth in her eyes that wasn’t there before. "You ask good questions. Not the kind I'm used to from other customers."<br>
<br>
Florence taps a finger against the table, her brow furrowing slightly, as though deep in thought. "Perhaps I’ve misjudged you," she adds after a moment.<br>
<br>
Her words come slower now, each one deliberate, but there’s a softness to her tone that balances her professional banter. As she continues talking, it feels like the space between you has shifted. Like, for once, she’s not just listening to respond, but genuinely hearing you.<br>
<<else>>
This has failed, as Florence isn't magic.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "StaceyBritney">>
You glance over at the teenagers in the booth at the back. “What are they doing here?”<br>
<br>
Florence glances up, a fond half-smile playing on her lips. “They’re here most lunchtimes, Jen. Always huddled in whispers, plotting whatever schemes float through their minds." She glances over, wistfully. “It feels like ages since I was that young.”<Br>
<br>
You look back briefly, before turning again to Flo. “But why aren’t they in class right now?”<Br>
<Br>
Florence rolls her eyes. “Oh come on, Jen. You should know better than most. They’re cheerleaders. They come and go as they please. Just like you did.”<Br>
<<trackKnowledge "Privileges" "JenniferLearned">>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Florence" "StaceyBritney">><<HintsActive "BritneyFreshPot">><</link>>
<<case "TandiWhereabouts">>
<<if _CurrentPC is true and $current.female is true>>
You give Florence a smile. “You mentioned Tandi before. Any ideas where she might be?”<br>
<bR>
Florence smiles politely, tilting her head. “Why? Has something happened?”<br>
<bR>
“No,” you say, emphasising your smile to be reassuring. “I just want to check up on her.”<br>
<br>
She broadens her smile. “That’s sweet of you. Poor Tandi.”<br>
<br>
You wait for a moment, realising Florence is merely staring vacantly back at you. “So do you know where I can find her?”<br>
<br>
“Oh,” Florence says, understanding. “I think she lives out at Misty Falls caravan park. You can take a cab there or catch a bus there from the Town Square.” She looks out the window, pointing. “Just down that street.”<Br>
<Br>
“Charlton has taxis?” you ask.<br>
<br>
“Oh yes,” Florence nods. “Charlton Taxis. Quick service.” Her smile falters for a moment, then she leans closer to you. “Just be careful with the drivers. They are a bit too eager to take solo girl passengers, if you know what I mean.”<br>
<br>
You nod. “Thank you.”<br>
<br>
Florence pulls back and smiles brightly. “Anytime. I don’t think anyone has been kind enough to check in on Tandi. If I wasn’t stuck here every day, I would have dropped her off a meal. If you see her, tell her to come in. I’ll give her a meal. On me.”<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<SetFlag "CharltonTaxiHomeKnown">><<LocationKnown "TownSquare">><<LocationKnown "MistyFalls">><<QuestOptionUnlock "Quest22" 0 "misty_falls" "gte">><</link>>
<<elseif _CurrentPC is true and $current.female is false>>
You give Florence a smile. “You mentioned Tandi before. Any ideas where she might be?”<br>
<br>
Florence smiles politely, tilting her head. “Why? Has something happened?”<br>
<br>
“No,” you say, emphasising your smile to be reassuring. “I just want to check up on her.”<br>
<br>
She narrows her eyes. “I’m not sure she’d appreciate that.”<br>
<br>
You wait for a moment, realising Florence is merely staring vacantly back at you. “Why?”<br>
<br>
An eyebrow now raises, almost like an accusation. “I think Tandi has enough men wanting to check up on her, <<TrueName "Current">>. But I don’t want to spread gossip.”<br>
<Br>
“I meant it, Flo,” you try. “I just want to see if she’s okay.”<br>
<br>
The waitress folds her arms and a small smile creeps on to her face. “That’s what you all say.”<br>
<br>
There’s a sense of playfulness to her expression, but you get the impression it will wear thin. You decide not to press any further.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<elseif $current.avatar is "Andrea" or $current.avatar is "Charli">>
You give Florence a smile. “You mentioned Tandi before. Any ideas where she might be?”<br>
<br>
Florence smiles politely, tilting her head. “Why? Has something happened?”<br>
<br>
“No,” you say, emphasising your smile to be reassuring. “I just want to check up on her.” <br>
<br>
<<if $current.avatar is "Andrea">>
She looks back at you, smile faltering. “Are you sure you want to do that, Andrea? People might get ideas.”<br>
<<else>>
She looks back at you, raising an eyebrow. "Are you sure you want to do that, Charli? People might get ideas." The eyebrow lifts a little more. "More ideas, that is."<br>
<</if>>
<br>
"I'll be careful," you tell her.<br>
<br>
Florence studies you, her lips pushed together. “Alright,” she says finally, her voice now a whisper. “She lives out at Misty Falls. She’s that type of girl, now.”<br>
<br>
You wait for a moment before realising that Florence assumes you know where that is. “What do you think the best way is to get there?”<br>
<br>
<<if $current.avatar is "Andrea">>
“The bus, of course,” Florence replies, giggling. “Are you really that exhausted? You need to see if Sermon can give you a night off.”<br>
<br>
“Yeah, that’s it,” you try. “I’ve been working so hard. Have the bus routes changed?”<br>
<Br>
Florence gives you a long look, now genuinely concerned. “Maybe ask for the whole day. Really, Andrea. You need to get some sleep. The bus goes from where it’s always gone from. The Town Square.” <br>
<br>
She points out the window and you follow her gesture, noting a street beside the hotel. You nod. “Thanks, Flo.”<br>
<br>
Florence tries to smile. “Just be careful, okay? She mixes with a rowdy crowd. I’d hate to see you get mixed up in that.”<br>
<<else>>
“The bus, of course,” Florence replies, giggling. “Are you really that exhausted? You need to see if Palmer can give you a day off.”<br>
<br>
“Yeah, that’s it,” you try. “I’ve been working so hard. Have the bus routes changed?”<br>
<Br>
Florence gives you a long look, now genuinely concerned. “Maybe ask for the whole week. Really, Charli. You need to get some sleep. The bus goes from where it’s always gone from. The Town Square.” <br>
<br>
She points out the window and you follow her gesture, noting a street beside the hotel. You nod. “Thanks, Flo.”<br>
<br>
Florence tries to smile. “Just be careful, okay? She mixes with a rowdy crowd. They'd take your flirting as an invitation.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<SetFlag "CharltonTaxiHomeKnown">><<LocationKnown "TownSquare">><<LocationKnown "MistyFalls">><<QuestOptionUnlock "Quest22" 0 "misty_falls" "gte">><</link>>
<<elseif $current.avatar is "Emily">>
You give Florence a smile. “You mentioned Tandi before. Any ideas where she might be?”<br>
<br>
Florence smiles politely, tilting her head. “Why? Has something happened?”<br>
<br>
“No,” you say, emphasising your smile to be reassuring. “I just want to check up on her.”<br>
<br>
She broadens her smile. “That’s sweet of you. Poor Tandi.”<br>
<br>
You wait for a moment, realising Florence is merely staring vacantly back at you. “So do you know where I can find her?”<Br>
<br>
“Oh,” Florence says, understanding. “I think she lives out at Misty Falls caravan park. You can take a cab there or catch a bus there from the Town Square.” She looks out the window, pointing. “Just down that street.” <Br>
<br>
“Charlton has taxis?” you ask.<Br>
<br>
“Oh yes,” Florence nods. “Charlton Taxis. Quick service.” Her smile falters for a moment, then she leans closer to you. “Just be careful with the drivers. They are a bit too eager to take solo girl passengers, if you know what I mean.”<Br>
<br>
You nod. “Thank you.”<br>
<Br>
Florence pulls back and smiles brightly. “Anytime. I don’t think anyone has been kind enough to check in on Tandi. If I wasn’t stuck here every day, I would have dropped her off a meal. If you see her, tell her to come in. I’ll give her a meal. On me.”<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<SetFlag "CharltonTaxiHomeKnown">><<LocationKnown "TownSquare">><<LocationKnown "MistyFalls">><<QuestOptionUnlock "Quest22" 0 "misty_falls" "gte">><</link>>
<<elseif $current.avatar is "Annie">>
You give Florence a smile. “You mentioned Tandi before. Any ideas where she might be?”<br>
<br>
Florence frowns at the question. “Why do you ask, Annie? Has something happened?”<br>
<br>
“No,” you say, emphasising your smile to be reassuring. “I just want to check up on her.” <br>
<Br>
Her frown deepens. She looks around the cafe before answering. “Don’t you know where she lives? I thought you two were friends, Annie.”<Br>
<Br>
You consider your words, feeling the walls already closing in on this conversation. “Uh, yes. But I think she’s gone missing.”<br>
<br>
Florence smirks at hearing your answer. “Well,” she murmurs. “From what I’ve heard, it sounds like she goes missing an awful lot.”<br>
<Br>
You watch her looking at you, trying to hold back a grin. “I’m sure she’ll turn up. When she comes around.”<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<TandiKnown "Annie">><</link>>
<<elseif $current.avatar is "Jennifer">>
You give Florence a smile. “You mentioned Tandi before. Any ideas where she might be?”<Br>
<br>
Florence frowns at the question. “Why do you ask, Jen? Has something happened?”<Br>
<br>
“No,” you say, emphasising your smile to be reassuring. “I just want to check up on her.” <br>
<Br>
Her frown deepens. She looks around the cafe before answering. “I really don’t think that’s a good idea,” she tells you, her voice low. "You know what this town is like. Being, well, a bit abrasive is one thing, Jen. At least people don’t walk all over you. But if you start hanging out with Tandi. It truly will be all over for you.”<Br>
<Br>
You consider your words, bristling with irritation. “I can make my own decisions, Flo,” you say, instantly realising the hypocrisy given the current form you inhabit. <Br>
<br>
Flo gives you a knowing smile. “Believe me, I know. I just wouldn’t want to be responsible for more hardship for you. You go through enough.”<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<else>>
You give Florence a smile. “You mentioned Tandi before. Any ideas where she might be?”<Br>
<br>
Florence frowns at the question. "Why do you want to know where Tandi is?"<br>
<br>
"I just want to check up on her," you say, emphasising your smile to be reassuring. <br>
<br>
Florence narrows her eyes. "I don't think she would appreciate that." <br>
<br>
You wait for a moment, realising Florence is merely staring vacantly back at you. She is offering nothing more.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<case "CouplesArguing">>
"Hey Flo," you begin. "You've got your ear to the ground. Have there been any couples arguing in here recently?"<br>
<br>
Flo giggles knowingly. "There's always couples arguing in here. Comes with being a date spot."<br>
<br>
You give her a knowing smile. "Anyone in particular?"<br>
<br>
She looks around, seeing if anyone is listening. Then leans over the counter and whispers to you. "Why are you asking? Anyone in mind you'd like to see on the rocks?"<br>
<br>
You keep your smile broad. "Just asking. Always good to keep on top of local gossip."<br>
<br>
Her eyes sparkle a little and she leans further forward. You can't help but look down, seeing how her waitress uniform clings to her breasts.<br>
<br>
"Well, Chantelle and Brendan seem a bit rocky," she says, not noticing your momentary lapse in concentration. "Those school kids. Every time they come in for dinner they get into an argument."<br>
<br>
<<if $PlayerCharacter.cheerleader is true>>
On a roll, Florence continues talking quickly. "And between you and me, Chrissie and Jake are going through it right now." She shrugs lightly with her shoulders. "Never saw them as a couple, personally. Him being a jock and her being buried in books."<br>
<br>
<</if>>
"What about anyone else?" you ask, trying to steer the conversation. "People not at school."<br>
<br>
Florence's perfectly manicured eyebrows rise as she thinks. "Nothing comes to mind," she mutters, before her eyes light up. "Unless you haven't heard about Simon and Claire?"<br>
<br>
You shake your head. "Who?"<br>
<br>
"Simon Fletcher," she tells you as if it's obvious. "The local specialist at Dr. Palmer's care pavilion. Maisie Peterson was telling me the other day that he recently broke up with Claire. That was a surprise. He always seemed possessive, but it's hard to imagine her letting him go. Not many doctors in Charlton to go around."<br>
<br>
"Claire who?" you ask.<br>
<br>
Florence rolls her eyes. "Claire Whitfield," she replies. "The librarian." She leans back, considering her thoughts. "Takes a strong woman to knock back a doctor, but Claire's a strong sort. I wish I was half as book smart as her. She must have had her reasons."<br>
<br>
<<LocationKnownCheck "CharltonCarePavilion">>
<<if _LocationKnownCheck is false>>
You digest the information, considering her words. "Charlton Care Pavilion? Where's that?"<br>
<br>
Florence narrows her eyes. "Haven't had to see a local doctor, yet? Just on the verge of town. Most take a car, but you can get to it through the allotment just off the town square."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Florence" "CouplesArguing">><<QuestOptionUnlock "Quest37" 0 "claire">><<QuestOptionUnlock "Quest37" 0 "simon">><<LocationKnown "Library">><<LocationKnown "TownSquare">><<LocationKnown "CharltonAllotment">><<LocationKnown "CharltonCarePavilion">><</link>>
<<case "AskAboutCharli">>
"I keep hearing about Charli Thomas," you begin. "Do you know her?"<br>
<br>
<<if $current.avatar is "Andrea">>
Flo gives you a strange look before speaking. "You hit your head or something at work, Andrea?"<br>
<br>
You give her a pained look but say nothing. Flo's expression grows more concerned. "Charli? You are asking if I know Charli?"<br>
<br>
"M-maybe," you hear yourself stammering. You aren't sure whether it's the situation or being in this form.<br>
<br>
"Charli?" she repeats. "Our friend Charli? Who we went to school with?" Flo looks increasingly concerned. "Those cleaning products must be getting to you, Andrea. You need to get Lennox to give you a break."<br>
<br>
"I'm just tired," you stammer.<br>
<br>
Flo's eyes watch you carefully, but she says nothing. Maybe asking about Charli in this form isn't such a good idea.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Florence" "AskAboutCharli">><</link>>
<<elseif $current.female is true>>
Flo smiles at hearing the name. "Oh, Charli. Of course! We're friends. We went to school together. Her, me and Andrea." She titters. "Couldn't pull us apart."<br>
<br>
"What happened to her?" you ask.<br>
<br>
She shrugs. "She's still around. Keeps her head down, though. She's busy going through the Charlton Care Pavilion nurse program."<br>
<br>
You glance back at Flo. "She's a nurse?"<br>
<br>
"In training," she corrects. "She was the only one in our year that got recommended for it." Flo looks around and leans over the counter, lowering her voice. "A lot of girls wanted it, but it sort of fell into Charli's lap. It really wound people up how she didn't seem to care." Her shoulders rise slightly. "Typical Charli. She's always been her own person."<br>
<br>
"So," you reiterate. "I can find her at the Care Pavilion?"<br>
<br>
She smiles. "Yeah. Just take a walk through the allotment, off the town square. Although I should warn you, that receptionist keeps things professional. Every time I've stopped by, she won't even see if Charli is free for a chat."<br>
<br>
"You could try the supermarket," she says. "Charli took a job on the counter in the evenings to pay for her bedsit. People thought she was crazy to work two jobs, but she always had an independent streak."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Florence" "AskAboutCharli">><<QuestOptionUnlock "Quest36" 0 "supermarket">><<LocationKnown "CharltonSupermarket">><<LocationKnown "TownSquare">><<LocationKnown "CharltonAllotment">><<LocationKnown "CharltonCarePavilion">><</link>>
<<else>>
Flo smiles at hearing the name. "Oh, Charli. Of course! We're friends. We went to school together. Her, me and Andrea." She titters. "Couldn't pull us apart."<br>
<br>
"What happened to her?" you ask.<br>
<br>
She raises an eyebrow. "She caught your heart too?"<br>
<br>
When you feel yourself blushing, Flo giggles. "It's fine. Charli has that effect on guys. Must be something to do with the nurse's uniform."<br>
<br>
You glance back at Flo. "She's a nurse?"<br>
<br>
"In training," she corrects. "She was the only one in our year that got recommended for it." Flo looks around and leans over the counter, lowering her voice. "A lot of girls wanted it, but it sort of fell into Charli's lap. It really wound people up how she didn't seem to care." Her shoulders rise slightly. "Typical Charli. She's always been her own person."<br>
<br>
"So," you reiterate. "I can find her at the Care Pavilion?"<br>
<br>
She grins. "She's really done a number on you, hasn't she? If you want to join the queue and try your luck, just take a walk through the allotment off the town square. But that receptionist must be getting sick of men showing up to see her. Every time I've stopped by, she won't even see if Charli is free for a chat."<br>
<br>
"You could try the supermarket," she says. "Charli took a job on the counter in the evenings to pay for her bedsit. People thought she was crazy to work two jobs, but she always had an independent streak."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Florence" "AskAboutCharli">><<QuestOptionUnlock "Quest36" 0 "supermarket">><<LocationKnown "CharltonSupermarket">><<LocationKnown "TownSquare">><<LocationKnown "CharltonAllotment">><<LocationKnown "CharltonCarePavilion">><</link>>
<</if>>
<<case "AskMoreAboutAndrea">>
"You're friends with Andrea, aren't you?" you ask. "Can you tell me a little bit more about her?"<br>
<br>
<<if $current.avatar is "Charli">>
Flo looks at you curiously. "What do you mean, Charli?" Her eyes narrow. "You're friends with her too. Or did something happen?"<br>
<br>
"Nothing," you stammer. You try to think of a lie. "Just haven't seen her in a while."<br>
<br>
"Well," she says, relaxing. "Not much changes with Andrea. She's still living with her parents, still working at that awful job over at the hotel." She looks at you with worried eyes. "I really think it's going to be the end of her."<br>
<br>
"Where do her parents live?" you ask.<br>
<br>
Florence giggles as she looks at you. "You okay, Charli? Working too hard? Still down on Southdown View, on the other side of town. Near the school."<br>
<<elseif $current.female is true>>
Flo smiles with sad eyes. "Just the same old Andrea. She's still living with her parents, still working at that awful job over at the hotel." She looks at you with worried eyes. "I really think it's going to be the end of her."<br>
<br>
"Where do her parents live?" you ask.<br>
<br>
"Over down on Southdown View, on the other side of town. Near the school."<br>
<<else>>
Flo eyes you carefully. "Just the same old Andrea. She's still living with her parents, still working at that job over at the hotel." She looks at you with scepticism. "I suppose you've seen what she has to wear over there?"<br>
<br>
You shrug lightly. Flo titters. "That's what I thought."<br>
<br>
"Where do her parents live?" you ask.<br>
<br>
Her eyes narrow. "Over down on Southdown View, on the other side of town. Near the school. Why?" A smile appears on her face. "You going to serenade her one night?"<br>
<br>
She giggles as her smile broadens.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Florence" "AskMoreAboutAndrea">><<DialogueUnlock "Florence" "AndreasParents">><<QuestOptionUnlock "Quest38" 0 "andrea_house_needed">><</link>>
<<case "WhereAndreaLives">>
"You mentioned that Andrea lives over on Southdown View," you say. "Whereabouts?"<br>
<br>
<<if $current.avatar is "Charli">>
Flo looks at you, giggling. "Are you sure you're okay, Charli?"<br>
<br>
Flashing her a smile, you try to bluff a response. "Just want to visit her."<br>
<br>
"Sure," Flo replies. "But you don't need me to tell you the number, do you?" She frowns. "We went there all the time."<br>
<br>
"I keep on forgetting," you try. "I get it mixed up with others."<br>
<br>
Florence grins and shakes her head. "Mixed up with a boy's address?" Her eyebrows arch as she giggles. "Twenty-three."<br>
<br>
You nod. "Of course."<br>
<br>
The waitress shakes her head. You watch as her smile fades. "Be careful though. You know what her parents are like."<br>
<br>
"Sure thing," you say. You catch yourself adding, "Although, her dad was always nice…"<br>
<br>
Your eyes glaze over once more. Lost yet again in daydreams.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Florence" "WhereAndreaLives">><<LocationKnown "SouthdownView">><<LocationKnown "CindersHouse">><<QuestOptionUnlock "Quest38" 0 "andrea_house_known">><<QuestOptionComplete "Quest38" 0 "andrea_house_needed">><</link>>
<<elseif $current.female is false>>
Flo looks at you carefully, pausing as she watches you. "I don't think Andrea's parents would like a gentleman caller coming by unannounced."<br>
<br>
You retain your smile but feel it strain. "I just thought I'd drop in to make sure she was okay."<br>
<br>
The waitress gives you a weary smile and rolls her eyes. "That's what you all say. Next thing you know, there's a guy outside your window at midnight with a boom box."<br>
<br>
You chuckle with her, hiding your frustration. If you want to learn from Flo where Andrea lives, you'll have to come back in a form she trusts. Or search elsewhere.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Florence" "WhereAndreaLives">><</link>>
<<else>>
Flo looks at you curiously. "Why do you want to know?"<br>
<br>
You retain your smile but feel it strain. "I just thought I'd drop in to make sure she was okay."<br>
<br>
The waitress smiles warmly. "That's sweet, but I'm not sure Andrea's parents would like someone coming over unannounced." She looks around, seeing who is watching. "They are a bit prickly, if you know what I mean."<br>
<br>
You nod in shared understanding, hiding your frustration. If you want to learn from Flo where Andrea lives, you'll have to come back in a form she trusts. Or search elsewhere.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Florence" "WhereAndreaLives">><</link>>
<</if>>
<<case "AndreasParents">>
"You mentioned Andrea's parents," you remind Flo. "What's wrong with them?"<br>
<br>
<<if $current.avatar is "Charli">>
"Come on, Charli," she tells you. "You can't forget that."<br>
<br>
"I'm serious," you try. "I didn't think they were that bad."<br>
<br>
Flo's smile disappears completely as she stares back at you. "They weren't," she mutters. "Until that business with the quarry. Her dad was lucky to keep his leg after that accident." Her lips turn up with pain.<br>
<br>
Florence continues to speak, but you don't hear the words. Your mind feels a bit hazy, as you think on Andrea's dad. Poor man. It must have been some accident to almost lose his leg. You hope that nothing else was affected…<br>
<br>
"Charli?" you hear Florence muttering. You pull yourself out of your thoughts, seeing her staring back at you. "You okay?"<br>
<br>
You nod and try a reassuring smile. It definitely falls inauthentic.<br>
<br>
<i>Okay is definitely not the word I would use for you right now.</i><br>
<<else>>
Florence grins and leans towards you, flicking her eyes around only once to make sure no one is listening. "Well, her mother likes a drink, for one. If you know what I mean."<br>
<br>
"Does she have a problem?" you ask.<br>
<br>
"More than a problem," she replies. "Started after Andrea's dad got into an accident at the quarry. He almost lost his leg. Couldn't work there anymore. Couldn't work anywhere, really."<br>
<br>
She shrugs. "Of course, wouldn't have helped in the long term," she mutters. "Would have lost his job like my dad did. When the quarry closed."<br>
<br>
"What happened at the quarry?" you ask.<br>
<br>
Florence sighs, her grin now gone. "Just a lot of people lost their jobs. Didn't see it coming, either. There was still chalk there to mine." As she looks out the window you see a glare form on her face. "Guess this town doesn't really care about how people make their living around here."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Florence" "AndreasParents">><</link>>
<<case "RippedPhoto">>
<<if $current.avatar is "Andrea">>
"Do you remember the photo of us on the Paris trip?" you begin.<br>
<br>
"Sure," Flo smiles. "You loved it over there. Why?"<br>
<br>
<<Flag "PermAndreaPhotoStory">>
<<if _FlagReturn is true>>
You take a deep breath. "My dad destroyed it."<br>
<<else>>
You take a deep breath. "It got torn up," you say, keeping the details to yourself.<br>
<</if>>
<br>
Florence's eyes grow bigger. A genuine look of sympathy spreads across her face. "Oh, Andrea. I'm so sorry."<br>
<br>
You hold her look, feeling a tear forming.<br>
<br>
"I have a copy of it," Flo says quickly. "It's pinned to my make-up mirror. Come by my house. My dad would love to see you."<br>
<br>
"Where is it again?" you ask.<br>
<br>
Flo rolls her eyes. "Those cleaning products at the hotel must really be getting to you. Just two doors down from your parents."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Florence" "RippedPhoto">><<LocationKnown "SouthdownView">><<LocationKnown "DrewHousehold">><<QuestOptionUnlock "Quest38" 1 "florence">><</link>>
<<elseif $current.avatar is "Charli">>
"Do you remember the photo of us on the Paris trip?" you begin. "Me, you and Andrea."<br>
<br>
"I remember you and the French boys," Flo smiles. "You seemed quite taken with Pierre."<br>
<br>
You try to remember what Pierre looks like. You imagine him holding a cigarette in hand, looking at you with both dismissal and lust.<br>
<br>
A jolt brings you out from the daydream.<br>
<br>
<i>It's not you, remember. You don't have Charli's memories. As much as you'd like.</i><br>
<br>
<<Flag "PermAndreaPhotoStory">>
<<if _FlagReturn is true>>
You take a deep breath. "Andrea's dad destroyed it."<br>
<<else>>
You take a deep breath. "It got torn up," you say, keeping the details to yourself.<br>
<</if>>
<br>
Flo winces. "Oh," she mutters. "She would be distraught."<br>
<br>
You hold her look, shrugging.<br>
<br>
"I have a copy of it," Flo says quickly. "It's pinned to my make-up mirror. Come by my house. You can give it to her, and my dad would love to see you."<br>
<br>
<i>I bet he would.</i><br>
<br>
"Where is it again?" you ask.<br>
<br>
Flo rolls her eyes. "They're working you at the care home too hard, Charli. We're still on Southdown View. A few doors down from Andrea."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Florence" "RippedPhoto">><<LocationKnown "SouthdownView">><<LocationKnown "DrewHousehold">><<QuestOptionUnlock "Quest38" 1 "florence">><</link>>
<<elseif $current.female is true>>
"Andrea showed me a photo of you the other day," you begin. "On a school trip to Paris. Do you remember it?"<br>
<br>
"Yeah," Florence says, smiling. "Andrea loved it over there."<br>
<br>
<<Flag "PermAndreaPhotoStory">>
<<if _FlagReturn is true>>
You take a deep breath. "Her dad destroyed it."<br>
<<else>>
You take a deep breath. "It got torn up," you say, keeping the details to yourself.<br>
<</if>>
<br>
Flo winces. "Oh," she mutters. "She would be distraught."<br>
<br>
You hold her look, wincing.<br>
<br>
"I have a copy of it," Flo says quickly. "It's pinned to my make-up mirror. Come by my house. You can give it to her, and my dad loves visitors."<br>
<br>
"Where is it?" you ask.<br>
<br>
"On Southdown View. A few doors down from Andrea. Near the school."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Florence" "RippedPhoto">><<LocationKnown "SouthdownView">><<LocationKnown "DrewHousehold">><<QuestOptionUnlock "Quest38" 1 "florence">><</link>>
<<else>>
"Andrea showed me a photo of you the other day," you begin. "On a school trip to Paris. Do you remember it?"<br>
<br>
"Yeah," Florence says, smiling. "Andrea loved it over there."<br>
<br>
<<Flag "PermAndreaPhotoStory">>
<<if _FlagReturn is true>>
You take a deep breath. "Her dad destroyed it."<br>
<<else>>
You take a deep breath. "It got torn up," you say, keeping the details to yourself.<br>
<</if>>
<br>
Flo winces. "Oh," she mutters. "She would be distraught."<br>
<br>
You hold her look, wincing.<br>
<br>
"I have a copy of it," Flo says quickly. "It's pinned to my make-up mirror. Tell her to come by. My dad would love to see her."<br>
<br>
"Couldn't I drop by and get it?" you ask.<br>
<br>
Florence titters. "I don't know about that. People might gossip. You know what they're like around here."<br>
<br>
She giggles, but says nothing more. If you want to get that photo, you're going to have to get an invite to Florence's house.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Florence" "RippedPhoto">><<QuestOptionUnlock "Quest38" 1 "florence">><</link>>
<</if>>
<<case "AboutMarriage">>
"I was in the other day," you say. "Ron was covering your shift."<br>
<br>
She smiles. "He's a sweetie," she says. "Gave me some mornings off for all the hard work I put in. Such a nice gesture."<br>
<br>
"He said that you were seeing someone," you reply. "Sounded pretty serious."<br>
<br>
Her perfectly trimmed eyebrows narrow. "Ron said that?" She takes a deep breath. "I mean, I've been trying a few things. But I'm not seeing anyone."<br>
<br>
You only muster a shrug, but Flo continues to stare back at you. After a long moment, she shrugs. "Must have got it wrong. This town is full of gossip."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Florence" "AboutMarriage">><</link>>
<<case "NurseProgramGraduate">>
“Do you remember anyone from Charlton who was selected for Palmer’s nurse-training programme?” you ask. Florence pauses with her cloth pressed against the counter.<br>
<br>
<<if $current.avatar is "Andrea">>
She frowns as she stares back at you. “You okay, Andrea? Charli got in.”<br>
<br>
You shrug and look to the floor. The embarrassment comes naturally in this form. “Of course. She must have been happy.”<br>
<br>
“Not really,” Florence says, her brow furrowing more. “Do you ever remember her talking about being a nurse? I thought she might knock it back.” The waitress lowers her voice and looks around to see if anyone is listening before continuing. “Personally, I think the teachers just wore her down.”<br>
<<else>>
“Charli got in,” Florence comments. “A friend of mine. She was in my year at school, and the only one they selected.” The waitress rolls her eyes. “Don’t know why.”<br>
<br>
You give her a curious look. “Didn’t she want to do it?”<br>
<br>
“Not really,” Florence says, lowering her voice and checking to see who is listening before continuing.<br>
<br>
“She’d never talked about becoming a nurse before. But everyone kept telling her what an honour it was and how many girls would love to take her place.” Her mouth twists slightly. “Once the school chose her, turning it down would have made her look ungrateful.”<br>
<</if>>
<br>
You give her a smile, noting down the name.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Florence" "NurseProgramGraduate">><<DialogueUnlock "Florence" "AskAboutCharli">><<QuestTracker "Quest36" 0>><<QuestOptionUnlock "Quest36" 0 "nurse">><</link>>
<</switch>><<set $ConversationRoot = passage()>>
<<switch $GladysDialogue>>
<<case "AmuletReview">>
“I managed to get hold of this,” you tell her, taking out the amulet.<br>
<br>
She stares at it with curious eyes, then reaches out towards it, only pausing to glance up at you once more. “May I?”<br>
<br>
When you nod, she takes it out of your hands and holds it up to study it. “I didn’t think I’d see you again,” she mutters after a moment, before returning it to you.<br>
<br>
“You recognise it?” you say.<br>
<br>
“The design is quite familiar, don’t you think?” She mutters, nodding towards where your own amulet rests underneath your clothes. “I’m afraid it’s no coincidence.”<br>
<br>
She takes a seat on a stool behind the counter. She almost seems short of breath. It takes a moment for her to look up at you. “That trinket has only one source,” she says quietly. “One it shares with your own. That it still plays a part in matters provides a powerful insight.”<br>
<br>
Gladys looks off into the distance, across the shop. “They are still using old tricks that I thought they would have moved past long ago.”<br>
<br>
“Where does it come from?” you ask her, steering the conversation back on track.<br>
<br>
Gladys moistens her lips before continuing. “The source would be Beatrice Evans. You know her granddaughter.” She takes a deep breath. “Beatrice is the founder and creator of the school coven that you now face.”<br>
<br>
She looks back to the amulet you still hold in your hand. Her voice is no more than a whisper. "These amulets were there, at the start. I had assumed that they had been lost in time. A poor assumption, in hindsight. If anyone knows their secrets, it would be Beatrice.”<br>
<br>
“You think Christina’s grandmother is going to just tell me how to nullify them?” you say.<br>
<br>
A knowing smile finally forms on Gladys’ lips. “Age changes us all. Perhaps she has grown softer in her years.”<br>
<br>
“I haven’t seen her in an age. Since…” Gladys drifts off for a moment, before shaking herself back to the present. “Last I heard, she was placed in the care of the Charlton Care Pavilion.”<br>
<br>
You frown, giving her a confused look. She chuckles, mostly to herself. “It's not somewhere for your age. A care home for the elderly. A dead place. Sapped of life. Feeding like a thirsty plant whenever magic is used. You should be careful there, but there you will find her. Through where the turnips grow behind the town hall.”<br>
<br>
“You mean the allotment off the town square?” you ask.<br>
<br>
She flashes you a smile, but offers you nothing more. It seems that in order to see her and figure out what happened with these amulets, you need to get access to see Christina’s grandmother.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestTracker "Quest23" 2>><<SetFlag "TempGladysSetQuest23Stage2">><<LocationKnown "TownSquare">><<LocationKnown "CharltonAllotment">><<LocationKnown "CharltonCarePavilion">><</link>>
<<case "Gladys">>
She chuckles. "I am Gladys. Just an owner of a junk shop. Nothing more than that, I’m afraid."<br>
<br>
<<if $PlayerCharacter.female is true>>
"You’re lying," you reply. "I’ve never seen this place before and my friend lives opposite it."<br>
<<else>>
"You’re lying," you reply. "I’ve never seen this place before and my girlfriend lives opposite it."<br>
<</if>>
<br>
"Maybe you weren’t looking for it," she tells you. "It has a funny habit of only attracting those who already know about it. I should really do some marketing, but you can’t teach an old dog new tricks. At least, not whilst they're old."<br>
<br>
<<QuestOptionCompleteCheck "Quest1" 0 "computer">>
<<if _QuestOptionCompleteCheck is true>>
"I did some research," you try. "And this shop came up. It said you might be able to help me."<br>
<<else>>
"I was told about you," you try. "And this shop. They said you might be able to help me."<br>
<</if>>
<br>
Gladys grins. "That I can. But you can help an old lady in asking the right questions. Who I am is incidental. What I can tell you is another matter."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Gladys" "Gladys">><</link>>
<<case "AboutMagic">>
"So. Just to be clear," you tell Gladys. "Magic is real."<br>
<br>
She laughs. "Yes, dear. By the fact you are here, you must have experienced enough to know that. But that is not your real question, is it?"<br>
<br>
You give her a look. "How does it work?"<br>
<br>
Gladys smiles. "I haven’t the foggiest. It is something deep-rooted in certain people, attached to their very souls. I have a bit of it attached to me, in spite of what face I am wearing. A condition that I’m sure you can sympathise with, can you not?"<br>
<br>
"It does have its limitations," she continues. "It can be found in anyone, but only a woman can use it. Men are susceptible to it, can be blessed or cursed by it, can use its charmed trinkets. But only a woman can create. Or a soul in a woman’s body, to be specific. A hunch says that may be important to you."<br>
<br>
She looks you up and down. "I can teach you, if you like. If that’s why you’re here."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Gladys" "AboutMagic">><<QuestTracker "Quest2" 0>><</link>>
<<case "School">>
"There’s something strange happening at Charlton School," you tell her. "I was told you could tell me about it."<br>
<br>
"And what do you mean by strange?" Gladys replies. "Go on. Don't dilly dally, dear. Say it. Out loud."<br>
<br>
"Something magical," you tell her after a moment. <br>
<br>
She grins. "How curious. All you must have been through and still hesitant to state the obvious. Very well. Yes, that school is cursed. Some evil men have perverted power beyond their means and have enforced their own worldview on its pupils. They control and manipulate them with magic. I’m afraid it has been going on for some time."<br>
<br>
"Almost as much time as I’ve been waiting for someone powerful enough to challenge them. That is what your amulet was made for." She offers you a toothy grin. "So it seems we’ve both been surprised of late. But I will not be too quick to judge. Appearances can be deceiving."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Gladys" "School">><</link>>
<<case "Amulet">>
You take out the amulet from your pocket and show it to her. "A friend of mine bought this from you. Can you tell me about it?"<br>
<br>
She looks at the amulet, a gleam spreading on her face. She holds her hands over it, as if warming them from its energy. "You’re not exactly what I expected," she says, staring up at you. "But beggars can’t be choosers."<br>
<br>
"I blessed that amulet with certain powers," she continues. "Some of them, I think you have already uncovered. But its intent has perhaps been lost on you. Its only directive was that it should find its way to the person with the magical affinity strong enough to put an end to trouble at Charlton School." <br>
<br>
"I did wonder when that girl picked it out from my trinkets if I had blessed it correctly. But now you are in possession of it. Even in my old age, magic still has surprises for me."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestTracker "Quest1" "complete">><<DialogueDone "Gladys" "Amulet">><</link>>
<<case "Lessons">>
"The lessons at Charlton. What are they doing to the students?" <br>
<br>
Gladys smiles again. "Why to manipulate, of course. Truth be told, I haven’t been to the school in decades. These days I tend to shy away from those men. But things seldom change in Charlton. That is the way they like it. The way they maintain it. It’s all about power and control."<br>
<br>
"Are you saying the teachers are responsible?" you ask her.<br>
<br>
She chuckles. "Some of them, undoubtedly."<br>
<br>
"But I thought you said that magic could only be used by women?"<br>
<br>
Gladys gives you an appraising look. "Very good, dear. Maybe the amulet was onto something with you, after all. The headmaster and his minions have old-fashioned views, where women know their place and men rule the roost. In their minds the sun never set on The Empire."<br>
<br>
She leans over the counter, whispering in spite of no one else being here. "There will be a coven. A group of women, under the guidance of the men. Who they are, I don’t know. They could be the female teachers, other staff, students or even women from the town."<br>
<br>
"They will be instructed by the teachers to curse objects and equipment, curses that make the students as the teachers think they should be. Subservient. Feminine. Or deviant, depending on their desires."<br>
<br>
"If there were to be a hero in all of this, they would need to lift the curses on those things. And put a stop to whoever was cursing, once and for all."<br>
<<trackKnowledge "Curses" "Learned">>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Gladys" "Lessons">><</link>>
<<case "Magic">>
<<if $current.female is true>>
"Could you teach me to use magic?" you ask directly.<br>
<br>
She raises an eyebrow. "So, you think of yourself as a saviour? The one who will free the school from the curse that plagues its students?"<br>
<br>
"My sister goes there," you reply.<br>
<br>
You see Gladys eyeing you carefully. "That explains the amulet’s path to finding you. A selfless hero, ready to sacrifice their own well-being in the service of others. Does that sound like you?"<br>
<br>
You shrug. "I just want to help."<br>
<br>
"You realise that by walking this path, there will be sacrifices?" she asks. "What you’ve experienced so far is just the tip of the spear. As time passes, the blade will push further and further. Without care, who knows what condition you’ll be left in?"<br>
<br>
She notices your weary look. "So tell me, are you sure you’re willing to do what it takes?"<br>
<br>
<<ActionsHeader>>
<<link "Tell her you're sure" "GladysDialogue">><<set $GladysDialogue to "Magic101True">><<QuestOptionUnlock "Quest2" 0 "gladys">><</link>><br>
<<link "Say you need to think about it" "GladysDialogue">><<set $GladysDialogue to "Magic101False">><<QuestOptionUnlock "Quest2" 0 "gladys">><</link>>
<<else>>
"Could you teach me to use magic?" you ask her. <br>
<br>
Gladys cackles. "Forgetful, aren’t you? Magic can only be learned by a woman. I’m afraid that in your condition, you would find the lessons frustrating. There are ways around your impediment, however. I’m sure you are aware of an option or two."<br>
<br>
Her smile fades. "Come back and see me when you are ready. Then we shall see."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestOptionUnlock "Quest2" 0 "gladys">><</link>>
<</if>>
<<case "Curses">>
<<QuestStatus "Quest2">><<QuestOptionCompleteCheck "Quest2" 0 "gladys">>
<<if _QuestStatus is "complete" and _QuestOptionCompleteCheck is true and $current.female is true>>
"Will you teach me to remove the curses?" you ask Gladys.<br>
<br>
"Spells are tricky things," she replies. "They can not be easily nullified. I can teach you how to perform the curse. It is known as Ward. That should suffice to amend its properties. A curse changed to do nothing is effectively not a curse at all."<br>
<br>
You nod. "If it helps me stop them."<br>
<br>
Gladys smiles. "Then we shall begin."<br>
<br>
She motions you towards the rocking chair and you take a seat. She instructs you to concentrate on your power and the warmth it burns inside your body. <br>
<br>
You close your eyes, letting your breathing slow. Becoming ever-aware of the magical energies churning inside of you.<br>
<br>
"Now," you hear Gladys say. "Reach out. Look for that sensation outside of your body. In me. In the relics and jewellery scattered on stands. In the shop front and the door."<br>
<br>
You reach out, as instructed. Immediately, you’re struck by presence. Your eyes may be closed, but you can almost see the room. Dark and unlit, but certain things glowing. Burning with magical energy.<br>
<br>
"Good," Gladys says. "Pick one of the trinkets. Concentrate on it."<br>
<br>
You focus your attention on a simple dimpled pint glass that glows brightly in your mind’s eye. It rests on the table near the counter. You can feel the heat from its arcane power. <br>
<br>
"Now. Repeat after me," Gladys says. "I cause this object with power beyond its power. Unseen and unheard, its effects will be felt by none who use it."<br>
<br>
You brace yourself, ready to say the words.<br>
<br>
<<ActionsHeader>>
<<link "Cast Ward on the object" "GladysDialogue">><<set $GladysDialogue to "Magic102Cast">><</link>>
<<elseif _QuestStatus is "complete" and $current.female is false>>
You look at Gladys directly. "Can you teach me how to remove the curses?" <br>
<br>
"Alas, my dear, you are missing some essential body parts," she replies. "Or carrying around an extra one. Come back to me when your body is more suited to the use of magic. I suspect that for you, this will not be hard."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<QuestOptionUnlock "Quest3" 0 "gladys">><<ChangeTopics>><</link>>
<<elseif _QuestStatus is "complete" and _QuestOptionCompleteCheck is false>>
<<SpellsCheckSelf "SleepForget">>
<<if _SpellsCheckSelf is true>>
"Can you teach me how to remove the curses?" you ask her.<br>
<br>
"Quite the go-getter," she says to you, but her words trail off.<br>
<br>
<<if _SpellsCheckSelfTaught is "Elizabeth">>
She stares at you, harshly. Her eyes looking through you, studying. Then her mouth drops open. "That little minx," she mutters. "You’ve already learned some magic, haven’t you?"<br>
<br>
You look at Gladys and after a moment, nod. <br>
<br>
The tension is broken as she lightly chuckles. "I can feel it within you. She didn’t do a half-bad job. For a child. Be mindful of her enthusiasm. I was a young upstart once. Rushing too quickly can cause unexpected outcomes. And be prone to the attention of others in our community."<br>
<<elseif _SpellsCheckSelfTaught is "Christina">>
She stares at you, harshly. Her eyes looking through you, studying. Then her mouth rolls up as her lips thin. "You’ve already learned some magic, haven’t you?"<br>
<br>
You look at Gladys and after a moment, nod. <br>
<br>
The tension hangs in the air, before Gladys sighs. "I can feel it within you. Children teaching children seldom leads to good outcomes. Be mindful of the price people will claim for their tutelage. Secrets in Charlton are seldom given freely."<br>
<</if>>
<</if>>
<br>
"As for you," she continues. "A basic introduction to your inert power is not required. We may move on to more complex things."<br>
<br>
"Spells are tricky things," Gladys says, resolving some authority. "They can not be easily nullified. I can teach you how to perform the curse. It is known as Ward. That should suffice to amend its properties. A curse changed to do nothing is effectively not a curse at all."<br>
<br>
You nod. "If it helps me stop them."<br>
<br>
Gladys smiles. "Then we shall begin."<br>
<br>
She motions you towards the rocking chair and you take a seat. She instructs you to concentrate on your power and the warmth it burns inside your body. <br>
<br>
You close your eyes, letting your breathing slow. Becoming ever-aware of the magical energies churning inside of you.<br>
<br>
"Now," you hear Gladys say. "Reach out. Look for that sensation outside of your body. In me. In the relics and jewellery scattered on stands. In the shop front and the door."<br>
<br>
You reach out, as instructed. Immediately, you’re struck by presence. Your eyes may be closed, but you can almost see the room. Dark and unlit, but certain things glowing. Burning with magical energy.<br>
<br>
"Good," Gladys says. "Pick one of the trinkets. Concentrate on it."<br>
<br>
You focus your attention on a simple dimpled pint glass that glows brightly in your mind’s eye. It rests on the table near the counter. You can feel the heat from its arcane power. <br>
<br>
"Now. Repeat after me," Gladys says. "I cause this object with power beyond its power. Unseen and unheard, its effects will be felt by none who use it."<br>
<br>
You brace yourself, ready to say the words.<br>
<br>
<<ActionsHeader>>
<<link "Cast Ward on the object" "GladysDialogue">><<set $GladysDialogue to "Magic102Cast">><</link>>
<<else>>
"Can you teach me how to remove the curses?" you ask her.<br>
<br>
"Quite the go-getter," she says to you, smiling thinly. "I can, but this is hardly rudimentary, though. Let's start with the basics, first. If you choose to be the hero I’ve been waiting for, you’ll need to understand the fundamentals of magic before moving forward."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<case "Stacey">>
"I think I know who is performing the curses," you tell Gladys. "When I was removing a curse, one of the cheerleaders came in and started questioning me."<br>
<br>
"Is she aware of what you are doing?" Gladys asks, concerned.<br>
<br>
You shake your head. "I dealt with it."<br>
<br>
"Good." Gladys purses her lips and turns to the bookshelf behind the counter, riffling through volumes. "Be light on your feet with your steps forward. You have only begun your journey into the arcane. Those who conjured these curses should not be so easily overcome. I suspect you have not faced the leader of this group."<br>
<br>
With a thick thud, Gladys drops a withered hardback book on the counter and opens it to a well-eared page. "See. This is what you will encounter."<br>
<br>
You glance at the open pages. A picture of a pentagram is spread across the fold of the fading paper, with illustrations of young women at each of its five points. Printed around it are words in a language you don’t understand. <br>
<br>
"Five souls, brought together under the sign of the witch," Gladys narrates. "Each one a threat, but five together magnifies their power tenfold."<br>
<br>
She taps her cracked nail on the page. "This is your current adversary. Should they continue to interfere, come to me. We shall accelerate your studies to counter them."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Gladys" "Stacey">><</link>>
<<case "Cheer">>
"I had a problem with the last curse I found," you tell Gladys. <br>
<br>
She looks at you with a serious look. "Oh?" <br>
<br>
"A girl called Reagan. One of the cheerleaders. She knew what I was doing. I tried to make her forget, but I struggled. It almost didn’t work."<br>
<br>
Gladys gives you a smirk. "Unsurprisingly, there are those behind the curses with magical affinity that matches your own."<br>
<br>
"She also mentioned the Prom," you add. "Something about it being too important to be disrupted." <br>
<br>
Gladys mulls this over. "I fear there is a greater work at play than the gradual effects of simple curses. Continue your investigations. We must learn their secrets if we’re to challenge their plans."<br>
<br>
You nod. "I think I’m ready to learn more. I think I need to if I’m to continue."<br>
<br>
"I concur," Gladys replies. "For your own protection, it is time you learned how to manipulate magic. With this comes a new spell, which will allow you to tamper with the building blocks of the self."<br>
<br>
Gladys sees you frown. "Memories, my dear. You are nothing if not the collection of your experiences, are you not?"<br>
<br>
"We must move quickly, but thoroughly. This will take some time. Are you ready for the next step in your training?"<br>
<br>
<<ActionsHeader>>
<<link "Agree to learn how to Alter Memories" "GladysDialogue">><<QuestTracker "Quest4" 1>><<set $GladysDialogue to "Magic103True">><</link>><br>
<<link "Say you need to think about it" "GladysDialogue">><<QuestTracker "Quest4" 1>><<set $GladysDialogue to "Magic103False">><</link>>
<<case "Magic101True">>
<<SpellsCheckSelf "SleepForget">>
<<if _SpellsCheckSelf is true>>
"I’m sure," you tell her, bracing yourself for the lessons.<br>
<br>
"You seem sure of yourself," Gladys comments. "Most faced with learning the dark arts have a degree of trepidation about them. But you’re not even nervous." <br>
<br>
<<if _SpellsCheckSelfTaught is "Elizabeth">>
She stares at you, harshly. Her eyes looking through you, studying. Then her mouth drops open. "That little minx," she mutters. "You’ve already learned some magic, haven’t you?"<br>
<br>
You look at Gladys and after a moment, nod. <br>
<br>
The tension is broken as she lightly chuckles. "I can feel it within you. She didn’t do a half-bad job. For a child. Be mindful of her enthusiasm. I was a young upstart once. Rushing too quickly can cause unexpected outcomes. And be prone to the attention of others in our community."<br>
<<elseif _SpellsCheckSelfTaught is "Christina">>
She stares at you, harshly. Her eyes looking through you, studying. Then her mouth rolls up as her lips thin. "You’ve already learned some magic, haven’t you?"<br>
<br>
You look at Gladys and after a moment, nod. <br>
<br>
The tension hangs in the air, before Gladys sighs. "I can feel it within you. Children teaching children seldom leads to good outcomes. Be mindful of the price people will claim for their tutelage. Secrets in Charlton are seldom given freely."<br>
<</if>>
<br>
"As for you," she continues. "A basic introduction to your inert power is not required. We may move on to more complex things."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<else>>
You nod. "I’m sure." You watch a smile creep across her lips.<br>
<br>
"Precisely what I wanted to hear. Now. Let’s start with the basics. Plus, as a bonus, a little spell that will make people fall asleep and become ever-so forgetful." She grins. "Perfect if you wish to do a little moonlighting in their bodies, if you were so inclined."<br>
<br>
Gladys moves you over to an old rocking chair and motions for you to sit down. "Now," she says after you’ve sat in the chair. "Relax."<br>
<br>
You listen to Gladys' words for what seems like hours. She speaks to you softly, hypnotically even. You sense your breath grow shallow and become aware of your heartbeat slowing.<br>
<br>
Then. A feeling. Something inside you, warming your lungs. At first a flicker, then a spark. As you concentrate, the energy grows warmer and consistent. A rush of euphoria, an ever-growing sensation, a connection flowing through your organs.<br>
<br>
"That’s right, dear," Gladys whispers. "Feel it. Feel its power."<br>
<br>
You concentrate on the growing pulsing in your body. Now you’re aware of it, it only grows stronger.<br>
<br>
"Now," Gladys continues. "Repeat after me. 'Fall asleep, and let your memories drift as you slumber.' And," she says, almost sardonically, "think of me."<br>
<br>
<<ActionsHeader>>
<<link "[Spell: Sleep & Forget] Cast Sleep & Forget on Gladys" "GladysDialogue">><<Feminity 1>><<set $GladysDialogue to "CastSleep">><</link>>
<</if>>
<<case "Magic101False">>
Gladys nods as you express your hesitance. "You are wise to be hesitant. Curiosity did kill the cat. What is asked from you will lend you great power, but there is a price to be paid."<br>
<br>
"Take your time to consider if this is a path you wish to tread. But I will tell you that the amulet has waited longer than you can imagine to leave this shop. If you choose to reject it, I fear the school will retain its hold over its pupils for a long time."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "Magic102Cast">>
You utter the words that Gladys spoke to you. This time, you feel the energies of the glass begin to break apart, like a tablet dissolving in water. <br>
<br>
Except, instead of dissipating, you’re able to channel your mind into another form. As it threatens to become unstable, you find you can form it. Shape it. It’s malleable. <br>
<br>
You focus your mind on the words again. The magic embers you can see floating around the object change as you consider the words. <I>None who use it.</i><br>
<br>
Then, as quickly as the dark imagery of the room appeared, it fades. You open your eyes and find yourself still in the junk shop. <br>
<br>
Gladys is grinning. She looks back at the cup on the table near the counter. "That glass drained the intelligence of anyone who drank from it. Over the years a number of overly friendly men at McTafey’s have become its prey. Alas, no more."<br>
<br>
You stare at the glass. It looks the same, but it feels different. You see no aura, nor shimmering energy, but you can feel it. Feel it like other objects in the shop. You can tell just what is blessed with magic, and what isn’t.<br>
<br>
"You feel them, don’t you?" Gladys says. Less of a question, more of a statement. "Good. Now you have all you need to find the source of the curse to the school, and change them for the better."<br>
<br>
You cast your eye over the shop. Not everything is magic. Though hidden amongst the jewellery and crockery are at least two dozen pieces that give off magical energy. They are almost drowned out, however, by the front of the shop, which radiates power.<br>
<br>
"Easy," you hear Gladys say. "Perhaps awakening your senses here was an oversight on my part. You will find no other place like this in Charlton. We must hope."<br>
<br>
You push back the wave of nausea, as your new sense adjusts to the sensory overload. "I feel sleepy."<br>
<br>
Gladys nods. "Perhaps it is time to call this lesson concluded," she tells you. "Safe travels home, dear. As always, I will be here when you need me."<br>
<br>
You look back at the old woman and smile politely. Then make your way back out to the street.<br>
<br>
<<ActionsHeader>>
<<link "Say goodbye and leave the shop" "AvianLane">><<EndConversation "Gladys">><<TimeChange>><<SpellLearn "Ward" "Gladys">><<QuestOptionComplete "Quest3" 0 "gladys">><<QuestTracker "Quest3" "complete">><</link>>
<<case "Magic103True">>
<<if $current.female is true>>
"I’m ready," you tell Gladys.<br>
<br>
"Very well," she replies. She motions you to take a seat. "Let us begin."<br>
<br>
Sitting down, you close your eyes and concentrate on the energies inside your body. Gladys instructs you to reach out with your mind’s eye, feeling the emanations of the magical objects littered around the shop. You consider now that naturally you feel the ebb and flow of magic through everything, but when you focus the world lights up with a hidden layer, like street lamps coming up at dusk.<br>
<br>
"I have opened up a small window into my own mind," you hear Gladys tell you. "Just a sliver, but enough for you to feel a sensation. Now. Reach out and tell me what you feel."<br>
<br>
You turn your focus to where you feel Gladys’ presence. You notice a glowing speck of energy that was hidden from you before. You concentrate on it. <br>
<br>
"Coco puffs," you whisper, incredulously. <br>
<br>
You don’t need to see Gladys to know she is smiling. "One of my small vices," she says. "This morning’s breakfast. What can I say - the teeth I still retain are sweet ones."<br>
<br>
"Concentrate on the memory. The magical orbs that bind that memory together. As you did with the curses, try to pull it apart."<br>
<br>
You look beyond the memory with your mind’s eye. To the fragments that comprise it. The strands of magic that fuse it together. With a flick of your mental wrist, you feel the bond between its elements weaken.<br>
<br>
"Good," Gladys whispers. "Now. This level of magic is beyond words. Just think. Alter. And change it."<br>
<br>
<<ActionsHeader>>
<<link "[Spell: Alter Memories] Cast Alter Memories on Gladys" "GladysDialogue">><<Feminity 1>><<set $GladysDialogue to "CastAlter">><</link>>
<<else>>
"I’m ready," you tell Gladys.<br>
<br>
"I would remind you that you are not," she says. "Return to me as a woman and we shall further your progress."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<case "Magic103False">>
"You are right to be cautious," Gladys replies to your hesitancy. "But a word of advice. You have set in motion events that will blossom in spite of your ongoing efforts. Whether they come back to poison you or you can make fruit from your pruning is down to you. <br>
<br>
"And nature, be it physical or magical, does not pause for indecision."<br>
<br>
Gladys smiles thinly back at you, but says nothing more.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "CastAlter">>
You pull apart the memory with your mind, watching mentally as the kernel of the memory fractures into a thousand pieces. One thing pops into your mind. <i>Toast</i>.<br>
<br>
The elements begin to fuse again, the yellow and oranges altering to greens and reds as the memory reforms. <I>Toast</i>, you think. <I>Gladys ate toast.</i><br>
<br>
The memory package wraps itself back up in front of you. Returning to one solid item, a shimmering nugget in Gladys’ mind that still shimmers with magical energy, but what was once yellow is now blue.<br>
<br>
You open your eyes and look at Gladys. She grins back at you with relish. "A dry breakfast," she murmurs. "But different to my routine. Congratulations."<br>
<br>
"You know that I changed your memory though?" you ask her.<br>
<br>
"Only because I am conscious of what we were doing. That, and I follow a strict regime. In all things. So I can easily identify if a duplicitous individual has been interfering with my mind. Tell me dear, is there anything that seems different to you?"<br>
<br>
You take a breath and survey your surroundings. Nothing in the shop appears different. <br>
<br>
Then you turn inwardly and immediately sense your own mind. Before a black box, dead to the world of magic. Now you see it as a collection of colourful swirls and energy, open to the universe.<br>
<br>
"Your powers have increased," Gladys tells you. "You can see the open book others see you as. Such is how inviting the unknowing majority are to the powers of magic. Now that you are aware of it, you can begin to close that door."<br>
<br>
"Will this prevent the effects of the curses?" you ask.<br>
<br>
Gladys chuckles. "Not quite. There are still those who are far more powerful than you. Including those behind the curses. But this is your next step to overcoming their sway."<br>
<br>
She helps you stand, as you suddenly find yourself exhausted. "This ends the lesson. Continue your work. When required, we shall complete your education. For now, go home."<br>
<br>
You smile politely to Gladys and nod, leaving the shop as you mull over how exposed your mind feels to the wider world.<br>
<br>
<<ActionsHeader>>
<<link "Leave the shop" "AvianLane">><<TimeChange>><<EndConversation "Gladys">><<SpellLearn "AlterMemories" "Gladys">><<QuestTracker "Quest4" "complete">><</link>>
<<case "CastSleep">>
You repeat the words Gladys told you, thinking of the old woman as you do so.<br>
<br>
With a rush of energy, you feel the aura within your body shoot forwards. Your eyes flick open and you see a rush of light hit Gladys square in the chest.<br>
<br>
She stumbles, grabbing hold of the counter to maintain her balance. Her eyes roll and for the briefest of moments you think she’s going to collapse.<br>
<br>
A calm quiet fills the room, the only sound Gladys’ breathing. <br>
<br>
After a moment, she chuckles. "That was impressive. For a moment, I thought I was going to fall."<br>
<br>
You stand up, reaching over to help her, but she casually hushes you away from her. "I’m alright. Alright dear. No harm. You did well."<br>
<br>
"Did it not work?" you ask her.<br>
<br>
She sniggers. "More than expected. I’m no spring chicken, but I’ve been practising magic for longer than you’ve been having hot dinners. Don’t take it to heart. That I almost succumbed to your spell is most promising. Promising indeed."<br>
<br>
You nod, and wait for Gladys to stand upright. Once steady, she looks at you. "How do you feel?"<br>
<br>
You spend a moment reflecting. The inner energy swirls inside your body, no longer requiring effort. You can sense its power. <br>
<br>
You grin at Gladys. "I can feel it."<br>
<br>
She nods. "Good. Good. That is enough for this evening. But come see me again. We have lots to uncover."<br>
<br>
You nod. Gladys smiles at you, with nothing further to say. Understanding, you walk wordlessly to the door. The bell rings as you open it and you walk outside, feeling your newfound power flowing through your body.<br>
<br>
<<ActionsHeader>>
<<link "Leave the shop" "AvianLane">><<EndConversation "Gladys">><<TimeChange>><<SpellLearn "SleepForget" "Gladys">><<QuestOptionComplete "Quest2" 0 "gladys">><<QuestTracker "Quest2" "complete">><</link>>
<<case "FirstDream">>
"I need to tell you about something," you say to Gladys. "I think something is happening to me."<br>
<Br>
The old woman’s eyes narrow, alert to danger. "Oh?"<br>
<Br>
"I had a dream," you tell her. "Except it was vivid. Like it was real."<br>
<br>
Gladys' eyes linger on you. "Tell me dear, what was this dream about?"<br>
<br>
<<if $current.female is true>>"I dreamed that I was having coffee with my friend," you begin. "When we first met. Except, we were interrupted by Dan Mandel. From work. He wouldn’t shut up about men being men."<br>
<<else>>"I dreamed that I was back on a date with my girlfriend," you begin. "When we first started dating. Except, we were interrupted by Dan Mandel. From work. He wouldn’t shut up about men being men."<br><</if>>
<br>
"Was this a dream or a memory?" Gladys asks you.<br>
<br>
You hesitate, then shrug. "I’m not sure. I mean, I remember it. It did happen. Just like in the dream. But..."<br>
<br>
"You have a sense it didn’t happen just like that, don’t you?" she asks, flatly.<br>
<br>
As you nod, Gladys smiles sweetly. "Lesson the first. The amulet changes to your perception of reality. These are not just physical transformations you’re experiencing. Surely you’ve noticed it? That some things come easier for you, some harder, depending on how you perceive the person you’ve become. If your own sense of self-perception is faltering..." She trails off.<br>
<br>
You let this sink in. "But I’m still me. I mean, I still know who I am."<br>
<br>
"Do you?" she asks. "I remember being a thin young lass dancing around fields with male suitors at my feet. But I know in my heart that’s not who I am anymore."<br>
<br>
"As we become accustomed to our reality, our self-perception changes. We don’t notice it, but we are forever changing. With the amulet, you are pushing that into overdrive. Recall my advice - you may have to make sacrifices to be the hero we need."<br>
<br>
<<ActionsHeader>>
<<link "Ask if she notices anything different about you" "GladysDialogue">><<DialogueDone "Gladys" "FirstDream">><<set $GladysDialogue to "NoticeDifferent">><</link>>
<<case "NoticeDifferent">>
"What about you?" you ask Gladys. "You have powers. Do you see anything different about me?"<br>
<Br>
Gladys chuckles. "You overestimate my power. What you’re describing is unknown to me. The amulet is a powerful artifact that fuses spells together. Stacking magic tends to lead to unexpected consequences."<br>
<br>
You snort, feeling anger rising. "And you’re telling me this now?"<br>
<br>
"I did warn you," she replies, cutting you down. "This is not to be trifled with lightly. But if you are indeed experiencing changes without knowing of them, we should act fast. I shall begin my research immediately."<br>
<br>
"Research?" you stammer. "But what about now?"<br>
<br>
"I would advise you not to use the amulet frivolously," Gladys responds. "If there is any hint of your own sense of self drifting, additional transformations should be avoided wherever you can."<br>
<br>
You feel your blood boiling. "But I have to use the amulet!" you exclaim. "How else am I going to put a stop to this?"<br>
<br>
"Use caution," the old lady says. "Look at me. Do you think that I wouldn’t prefer to be in the form of a young woman, with life ahead of her? There are some consequences to magic that are too great to indulge in idle fantasies."<br>
<br>
<<DreamPlayed "Dream6">>
<<if _DreamPlayed>>
You take a deep breath, feeling tension throughout your body. Gladys looks at you, curious. Then a flash of frustration.<br>
<br>
"You've had other dreams, haven't you?" she says. "This hasn't been an isolated incident."<br>
<br>
You look to her, then shake your head. "I didn't think it was important."<br>
<Br>
She sighs deeply, closing her eyes for a moment. When she opens them, you see irritation within them. "I will prioritise my research. Come see me tomorrow. We shall see what we can do."<br>
<br>
You nod, cheeks turning a little red. Gladys sighs again, shaking her head. But says nothing more.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<QuestTracker "Quest16" 2>><<TimerEvent "GladysResearch" 1>><</link>>
<<else>>
<<DreamPlayed "Dream4">>
<<if _DreamPlayed>>
You take a deep breath, feeling tension throughout your body. Gladys looks at you, curious. Then a flash of frustration.<br>
<br>
"You've had other dreams, haven't you?" she says. "This hasn't been an isolated incident."<br>
<br>
You look to her, then shake your head. "I didn't think it was important."<br>
<Br>
She sighs deeply, closing her eyes for a moment. When she opens them, you see irritation within them. "I will prioritise my research. Come see me tomorrow. We shall see what we can do."<br>
<br>
You nod, cheeks turning a little red. Gladys sighs again, shaking her head. But says nothing more.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<QuestTracker "Quest16" 2>><<TimerEvent "GladysResearch" 1>><</link>>
<<else>>
Gladys turns away from you, flicking through a nearby book. "Now, unless you have any further questions, I should begin my research."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<QuestTracker "Quest16" 1>><</link>>
<</if>>
<</if>>
<<case "SecondDream">>
"I had another dream," you begin.<br>
<br>
Gladys looks at you curiously. You can see her mulling over her response. "Go on."<br>
<br>
You take a deep breath. "It was from my first week at my first job. Back in the city."<br>
<br>
She nods. "And was it, how you remember it?"<br>
<br>
You reflect on her words before answering. "Yes. Except. There’s a nagging feeling that it wasn’t how it happened at all. But I remember it all the same. Just like in the dream."<br>
<br>
Gladys looks down at the floor of the shop. When her eyes return to meet your gaze, you can see sadness on her face. She reaches down below the counter and takes out a vial, full of red liquid.<br>
<br>
"I have completed my research," she tells you. "What you’re experiencing is a form of the spell, Alter Reality. The amulet is infused with elements of it. Clearly, my calculations were incorrect when I enchanted it."<br>
<br>
You look between her and the vial in her hand, trying to comprehend her words. "What’s happening to me?"<br>
<br>
"The amulet is reflecting your sense of self," she replies. "As that changes, it’s shaping reality to suit. What was once straight is now curved. To all who see it."<br>
<br>
"Your dreams are one way magic is having an effect on you," she says quietly. "They are your memories, changing and reforming. What you do in your dream is what happened to you."<br>
<br>
<<ActionsHeader>>
<<link "Ask about changing back" "GladysDialogue">><<DialogueDone "Gladys" "SecondDream">><<set $GladysDialogue to "ChangingBack">><</link>>
<<case "GladysResearch">>
"How is your research coming along?" you ask, still feeling a tinge of shame for causing Gladys' rare display of frustration before.<br>
<br>
Gladys looks down at the floor of the shop. When her eyes return to meet your gaze, you can see sadness on her face. She reaches down below the counter and takes out a vial, full of red liquid.<br>
<br>
"I have completed my research," she tells you. "What you’re experiencing is a form of the spell, Alter Reality. The amulet is infused with elements of it. Clearly, my calculations were incorrect when I enchanted it."<br>
<br>
You look between her and the vial in her hand, trying to comprehend her words. "What’s happening to me?"<br>
<br>
"The amulet is reflecting your sense of self," she replies. "As that changes, it’s shaping reality to suit. What was once straight is now curved. To all who see it."<br>
<br>
"Your dreams are one way magic is having an effect on you," she says quietly. "They are your memories, changing and reforming. What you do in your dream is what happened to you."<br>
<br>
<<ActionsHeader>>
<<link "Ask about changing back" "GladysDialogue">><<DialogueDone "Gladys" "GladysResearch">><<set $GladysDialogue to "ChangingBack">><</link>>
<<case "ChangingBack">>
"But… you can change me back, right?" you ask her, hearing the desperation in your voice.<br>
<br>
Again, the sad smile appears. "I have no more knowledge of who you are than you do. To me, you are and always have been the young girl that stands in front of me, asking for help."<br>
<br>
You consider Gladys' words. In spite of everything that’s happened, that truth burns brightly. Aside from that clawing feeling at the back of your mind, you feel like you are just as you are. How you’ve always been.<br>
<br>
"This," she says, finally acknowledging the vial. "May help. Then again, it may not. In fact it could complicate matters. Like I said, stacking magic upon magic can lead to unexpected effects."<br>
<br>
She hands you the vial. You look at it curiously, rolling the liquid around. "What is it?"<br>
<br>
"A potion," Gladys says, with a trace of satisfaction. "Drink it as yourself before you go to sleep. You will experience a dream unlike any other. Where the energies of magic will piece together the fragments of the past. With any luck, you’ll see who you were."<br>
<br>
"But it won’t change me?" you ask, still trying to understand what you’ve been given.<br>
<br>
Gladys shakes her head. "No. But it will give you insight into what you’ve lost. With the right mindset and the right choices, you may find that you hold on to some pieces when you awake."<br>
<br>
Gladys sighs dramatically and moves back around to her counter. "My advice, though, is not to use it. You are adding magic on top of magic. It never ends well.<br>
<br>
"Besides," she adds, looking you up and down. "I think you’ve turned out quite nicely."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestTracker "Quest16" 4>><<TakeObjectNPC "Gladys" "RedPotion">><</link>>
<<case "ShadowSelf">>
"I took that potion you gave me," you tell her with a hint of embarrassment at your actions.<br>
<Br>
She looks at you, her sharp eyes evaluating your mood. "And?"<br>
<br>
You nod, the weight of the dream still clinging to your skin. "I saw… him."<br>
<br>
Her expression doesn’t change, but you see the slight tightening around her eyes. "Who?"<br>
<br>
Your voice is quieter when you continue. "I saw my old self. He… wasn’t what I expected."<br>
<br>
Gladys exhales through her nose, slow and measured, as if collecting her patience.<br>
<br>
"I did warn you," she says. "I told you. Stacking magic on top of magic is dangerous. What did he say?"<Br>
<br>
You reflect on the memories of your dream. "That he was the fragments of memories from other people. He seemed disgusted with what - with who - I am."<br>
<br>
"He was hostile?" she asks quickly. <br>
<br>
When you nod, she moves over to a cupboard and takes out a book. She flicks through the pages and spends some moments reading. "How did it end?" she says as she reads. "As much as you can remember."<br>
<br>
<<ActionsHeader>>
<<link "Tell Gladys what he said" "GladysDialogue">><<DialogueDone "Gladys" "ShadowSelf">><<set $GladysDialogue to "ShadowSelfOutcome">><</link>>
<<case "ShadowSelfOutcome">>
You take in a deep breath, feeling the old woman's eyes looking at you in spite of her seemingly reading from the book.<br>
<br>
<<GetPCState "ShadowSelfAppeased">>
<<if _ShadowSelfAppeased is "appeased">>
"He said, 'Maybe there's hope for you yet,'" you reply. "And that he’d be seeing me around."<br>
<<else>>
"He said, 'If you won't fight for yourself, then I'll have to take matters into our own hands.'"<br>
<</if>>
<br>
Gladys looks up from her book. "The visage you saw was a tapestry of people’s memories of you. In the dark recesses of their mind. Stitched together by magic to form a personality. Unfortunately, those memories that remain buried are the potent ones. Anger. Frustration. Hatred. They aren’t the sum total of your old personality. Fused into one, it seems he’s not as friendly as you might have been."<br>
<br>
"Was it just a dream?" you ask.<br>
<br>
Gladys looks at you, then shakes her head. "The potion conjured him from other people’s memories and placed him on a magical plane. That’s where you visited. He’s bound there for now, but I fear the potion has weakened the walls between planes. From what you’re telling me, he seems resolute in breaking back into reality."<br>
<br>
A cold chill settles over you.<br>
<br>
Gladys sighs, rubbing her temple. "Which means, unfortunately, he’ll need a body." Her gaze settles pointedly on you. "And there’s only one option for him."<br>
<br>
You swallow hard. "Mine."<br>
<br>
She nods once. "Yours."<br>
<br>
You stare back at her, unblinking. The silence hangs in the air.<br>
<br>
"It won’t be easy," Gladys tries to reassure you. "He’ll need your actions, or inactions, to gain traction. Be mindful of how much you desire to know of your former self. Any avenue to your past will be an opening for him. Heed my words of caution - use magic sparingly. And above all, accept who you are."<br>
<br>
"What if I want to change back?" you ask.<br>
<br>
<<DreamPlayed "Dream6">>
<<if _DreamPlayed>>
Gladys sighs. There is no more frustration. If anything, she looks… resigned.<br>
<br>
"You've already gone so far," she states, leaning forward on the counter, her voice low. "The longer you exist like this, the harder it becomes to trace what was."<br>
<br>
Your stomach tightens. "So… what are you saying?"<br>
<br>
"I’m saying that any further changes will be irreversible and long-lasting."<br>
<Br>
She doesn’t let the words hang for dramatic effect. She just lets them land.<br>
<br>
You grip the edge of the counter, heart pounding. "You mean, if I use the amulet again, I - "<br>
<br>
"You may push yourself past the point of no return," Gladys confirms, her expression grim. "Your reality is on the verge of changing completely."<br>
<br>
The weight of her words settles deep in your bones.<br>
<br>
Gladys folds her arms. "You need to be more cautious. If you want any chance of stopping your Shadow Self, or even holding onto who you are, then you can’t keep using magic recklessly."<br>
<br>
Her gaze sharpens, her voice turning serious.<br>
<br>
"I will continue my research, but again. Heed my words. Next time, there may be no going back."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestTracker "Quest16" 8>><</link>>
<<else>>
Gladys sighs. "I will continue my research. In the meantime, come see me immediately if anything further occurs."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestTracker "Quest16" 6>><</link>>
<</if>>
<<case "FinalDream">>
She exhales sharply, setting aside the half-burned candle she’d been working on. "It’s happened again, hasn’t it?"<br>
<br>
You nod, rubbing your arms as if trying to shake off the lingering weight of the dream. "I - something changed. I know it did. But I don’t know what."<Br>
<br>
Gladys doesn’t look surprised. If anything, she looks… resigned.<br>
<br>
"The changes are accelerating," she states plainly, leaning forward on the counter, her voice low. "I can’t be sure how much - reality is rewriting itself. It’s not just your memories shifting. It’s the memories of everyone around you. The longer you exist like this, the harder it becomes to trace what was."<br>
<br>
Your stomach tightens. "So… what are you saying?"<br>
<Br>
"I’m saying that any further changes will be irreversible and long-lasting."<br>
<br>
She doesn’t let the words hang for dramatic effect. She just lets them land.<br>
<br>
You grip the edge of the counter, heart pounding. "You mean, if I use the amulet again, I -"<br>
<br>
"You may push yourself past the point of no return," Gladys confirms, her expression grim. "Your reality is on the verge of changing completely."<br>
<br>
The weight of her words settles deep in your bones.<br>
<br>
Gladys folds her arms. "You need to be more cautious. If you want any chance of stopping your Shadow Self, or just holding onto who you are, then you can’t keep using magic recklessly."<br>
<br>
Her gaze sharpens, her voice turning serious.<br>
<br>
"I will continue my research, but again. Heed my words. Next time, there may be no going back."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestTracker "Quest16" 8>><</link>>
<<case "SisterConcerns">>
Without waiting, she speaks. "You seem troubled."<br>
<br>
You hesitate for a moment before stepping closer. "It’s Emily."<br>
<br>
That gets her attention. She stops what she’s doing and finally looks up, her sharp eyes scanning your face. "Go on."<br>
<br>
You take a breath, thinking of the words to describe what you’ve seen. The shifts in Emily’s personality, the way she carries herself now, the flirtation, the way she talks about men and how little she cares about school anymore. How she’s completely stopped questioning Charlton.<Br>
<br>
"She’s… different," you finish. "Not just a little, not like she’s growing up. It’s like the town got to her."<Br>
<br>
Gladys listens without interrupting, her expression unreadable. When you finish, she leans back slightly, crossing her arms. "And what exactly are you asking me?"<Br>
<br>
<<ActionsHeader>>
<<link "Ask her if she can do something magical to fix it" "GladysDialogue">><<DialogueDone "Gladys" "SisterConcerns">><<set $GladysDialogue to "SisterConcernsMagic">><</link>>
<<case "SisterConcernsMagic">>
"You’re a witch," you press. "There has to be something you can do, right?"<br>
<br>
Gladys lets out a slow, measured breath. "I was hoping you wouldn’t ask me that."<br>
<br>
She gestures for you to follow her deeper into the shop, where the shelves are stacked high with bottles, powders, and aged tomes. "I’ve seen this before. I know what Charlton does to people." She picks up a small jar, inspecting its contents before setting it down again. "But magic isn’t the answer here."<br>
<br>
You frown. "Why not?"<Br>
<br>
"Because this isn’t just one curse," she says firmly. "It’s just not a single spell I can wave away. The magic is woven into many aspects of the school. Adding more magic into the mix without solving the root cause?" She shakes her head. "That’s a gamble I’m not willing to take."<Br>
<br>
You open your mouth to argue, but she cuts you off. "Even if I could snap my fingers and ‘fix’ her, what happens next? She’s still in the school. Still under its influence. Still surrounded by everything that’s shaping her into what Charlton wants." She gives you a knowing look. "You’d be back here in a week, asking me to do it again."<br>
<br>
She folds her arms. "The only real way to help her is to stop the source of the problem. You need to deal with the school."<Br>
<br>
<<ActionsHeader>>
<<link "Push for another way to help Emily" "GladysDialogue">><<set $GladysDialogue to "SisterConcernsAnotherWay">><</link>>
<<case "SisterConcernsAnotherWay">>
"There has to be something else. Some way to help her."<br>
<br>
Gladys lets out a quiet sigh, shaking her head. "I don’t think you understand how deep this runs."<Br>
<br>
She gestures around the shop, at the jars and books that line the walls. "Magic could help. I could give you a potion, a charm - something to slow it down. But it wouldn’t be a cure. It would be like throwing a single drop of water into a raging fire. Charlton is stronger."<br>
<br>
Her gaze hardens. "If you really want to help Emily, you need to stop the school. That’s where the magic is concentrated. That’s what’s reshaping her. And that’s what you should be focusing on."<Br>
<br>
She turns back to the counter, picking up her vials again. "I know that’s not what you wanted to hear," she says, softer this time. "But it’s the truth."<br>
<br>
You stand there for a moment, feeling frustration coil in your stomach. Gladys won’t help.<br>
<br>
If you want to save your sister, you’ll have to deal with the school. <i>Or find another way.</i><Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestTracker "Quest17" 1>><</link>>
<<case "TwoPlacesAtOnce">>
"You look tired," she says. "And desperate."<Br>
<br>
You manage a weak smile. "That obvious, huh?"<Br>
<Br>
She finally glances up. "More than usual. What’s on your mind?"<Br>
<br>
"I was wondering... is there any kind of spell that could help someone be in two places at once?"<Br>
<Br>
Gladys narrows her eyes. "Why would you want to be?"<Br>
<br>
You hesitate, then explain everything. The demotion. The receptionist desk. The growing pile of responsibilities and the slipping grip on your investigation into Charlton Upper. The look on your face is all but begging.<Br>
<br>
"I’m trying to balance everything. Work. The school. I can’t do both. Emily suggested maybe there’s a spell. Something where she could take my place while I keep looking into the school."<br>
<Br>
Gladys straightens slowly, her expression shifting from curious to cold. "No," she says, flatly.<br>
<br>
The abruptness catches you off guard. "What? Why not?"<br>
<Br>
The old woman looks down at the shop counter, playing idly with a silver necklace, wrapping it around her fingers. "What you’re asking is called Alter Form. The ability to transform one thing into another. To change the shape and truth of something. It’s not a parlour trick."<br>
<br>
You blink. "Yes. And isn’t that what the amulet does?"<Br>
<br>
Gladys looks up, clutching the necklace tightly. "Precisely. And look at what a mess it’s created."<Br>
<br>
A sweet defeated smile spreads across Gladys' face. She loosens her grip on the necklace and tosses it aside. "The amulet was forged in desperation," she continues. "To protect Charlton. There’s not a day that goes by where I don't question whether creating it was the right thing to do."<br>
<br>
"Magic doesn’t just ‘do’ something and stop," she adds. "It ripples. One change becomes ten. The world tries to correct what it doesn’t understand, and what you end up with isn’t what you asked for. It’s what reality thinks makes sense."<br>
<br>
You start to protest, but she lifts a hand, silencing you with just a look.<Br>
<br>
"No more of this talk," she says firmly. "I will not teach you this. Not for something as trivial as poor time management. Unless there’s an urgent and pressing need, you’re not ready."<br>
<br>
She meets your eyes, her stare alone shooting down any protest. You realise that unless you have a better reason, you will not learn this spell from her.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestTracker "Quest19" 1>><<DialogueDone "Gladys" "TwoPlacesAtOnce">><</link>>
<<case "HeartTattoo">>
"Something has happened to me," you begin as Gladys looks back at you. "When I came round, I had this."<br>
<br>
You lift up your top and turn your back to face her, feeling the pink heart tattoo pulsate with magic like blood flowing through veins. Gladys remains silent, but when you glance over your shoulder you see her eyes are locked on the tattoo, whilst her lips curl up tight.<br>
<Br>
"Do you know what it is?" you ask, pulling your top back down.<Br>
<br>
Her eyes flicker up quickly to meet yours, watching you carefully. "I do not. Only that its arcane properties are obvious and powerful. Curious though, I did not sense it before you revealed it. Tell me everything that transpired."<Br>
<Br>
<<TattooGiver "Heart">>
<<if _TattooGiver is "Christina" or _TattooGiver is "Stitch" or _TattooGiver is "Roseli" or _TattooGiver is "Marjorie">>
"It was <<print _TattooGiver>>," you tell her.<Br>
<Br>
Gladys’ eyes drift back to your hips briefly as she purses her lips. "Then at least you know whose leash this is."<Br>
<<else>>
You breathe through your teeth as you shrug. "There was a figure. Shadow, more than a man. Then nothing."<Br>
<Br>
Gladys’ eyes drift back to your hips briefly as she purses her lips. "A figure that leaves no memory and a mark that hides from me. Charming."<Br>
<</if>>
<br>
"Can you remove it?" you ask her.<Br>
<Br>
She sniggers through her nose, skin cracking on her face as she smiles. "Does this look like a tattoo parlour? It may be magic, but the blemish is still ink and pigment. I’m afraid you’ll have to live with it, like any youthful regret."<br>
<br>
"What does it do, though?" you press. "It’s not just a tattoo. I can feel the magic in it."<Br>
<Br>
Gladys’ smile morphs to something akin to admiration. "Now. The right question comes. Alas, I have never seen anything like it before. Its intention is unclear, but it radiates energy without revealing itself. Like I said, I failed to sense it."<Br>
<br>
Her eyes drift back towards your back briefly as her voice lowers. "Like a silent whisper, heard only by those listening for it." <br>
<br>
She shakes her head and focuses back on you. "Be mindful on where you use magic. Someone, or something, is keeping an eye on you."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Gladys" "HeartTattoo">><</link>>
<<case "OlafMagicFail">>
"I had some trouble with a spell," you begin. "I tried casting it on the school janitor, but it didn’t work."<br>
<br>
Gladys’ eyes widen. "You tried a spell at school? Around others?"<Br>
<Br>
Quickly, you shake your head. "It was in the basement. No one saw."<br>
<br>
She lets out a small sigh, glancing at the floor briefly until she turns her eyes back to you. "That was a risk." She holds your gaze for a moment longer before continuing. "How did it fail?"<br>
<br>
"I cast it correctly," you tell her, trying to ignore her scowl. "But it just didn’t take. Almost as if something was protecting him." You snort. "It’s lucky he’s not the smartest tool in his box."<br>
<br>
Gladys looks away as you momentarily lose her to thoughts. "I would deduce that something is protecting him," she says finally. "Even if he’s not aware of it."<br>
<br>
Her eyes once again focus on you as her mouth twitches with concern. "Be mindful on using magic in that place. Who knows what wards are watching at school."<br>
<br>
"You think someone knows?" you quickly ask.<Br>
<br>
"I think you should be careful on where you practice the dark arts," Gladys replies curtly. "You are at the beginning of your journey. There are powers at play that exceed your own."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Gladys" "OlafMagicFail">><</link>>
<<case "HotelMeeting">>
"I managed to get into that room at the hotel," you tell her. "Stitch was there."<Br>
<br>
Gladys' eyes widen and her cracked lips part. "Did he see you?"<Br>
<Br>
You give her a small smile. "I wasn’t myself."<Br>
<Br>
At that she chuckles. "The amulet continues to provide. You must be careful, though. Their ignorance to your abilities is your primary strength. Should they discover what you can do, you will find their caution greatly increases."<Br>
<Br>
More tuts, but this time Gladys breaks out a smile. "Enough warnings from an old lady. What did you learn?"<Br>
<Br>
"Stitch said the plans for the prom are at risk," you tell her. "He said that Christina needed to recruit another member. It seemed really important to him."<Br>
<Br>
"He requires a full coven," Gladys mutters. "Five girls, working as one."<Br>
<bR>
"He also mentioned that there will be changes to the syllabus," you continue. "As preparation for a ritual. Something to do with badges."<bR>
<BR>
"More trinkets," Gladys muses. "And changes to lessons that have been as they have been for generations. Must be significant for Stitch to change his timetable."<Br>
<bR>
"One last thing," you add. "Stitch mentioned that during the ceremony the coven can’t be on-stage. They need to perform the ritual. And that only the winner would be exempt from it."<Br>
<Br>
Gladys nods, listening to your words. "I would assume, then, that whatever the ritual does, it relies on the crowning of Miss Charlton." She smiles as you throw her a look. "The prom queen, in any other town. One is crowned every year. Did they say anything more about the spell?" <Br>
<Br>
You shake your head, but then you recall more of Stitch’s words. "They did mention a name. Ms. Delacroix? Said she’d be waiting at the Ace of Hearts to provide instruction." <Br>
<br>
The old woman stares back at you, her eyebrows narrowed. "Did they say anything more?"<Br>
<Br>
When you shake your head, she sighs and looks to the floor. "There are places that open in the night, not far from Tovil Hole. Where the debauchery and power doesn’t need to hide behind civility." She looks up at you, eyes open and mouth sullen. "Whoever is teaching that coven will be waiting for you, out there."<Br>
<Br>
"You will see it as a Manor House," she continues. "But the path to get there will be difficult. You will need to secure an invite. Look to the underbelly to find your way in. But practice caution. Invites are not given lightly. There will be an expectation once it’s received."<bR>
<Br>
You nod, wandering what the exact difficulties might be. Based on your experience of Charlton, you can only imagine.<br>
<Br>
"Did they say anymore?" Gladys asks, her eyes fixed on you.<Br>
<Br>
"Only that they'd reconvene once the finalists from Miss Charlton are chosen," you tell her.<br>
<Br>
The old woman nods. "That gives you some time to prepare."<Br>
<br>
<<ActionsHeader>>
<<link "Ask her what now" "GladysDialogue">><<set $GladysDialogue to "HotelMeetingWhatNow">><</link>>
<<case "HotelMeetingWhatNow">>
"What do I do now?" you ask her, taking a deep breath as you consider the task in front of you.<Br>
<Br>
"Take each step on to itself," Gladys responds. "First, the coven. When you are ready, come see me. I have a solution that requires some discussion."<Br>
<Br>
"As for the badges, attend the lessons. Learn all you can. Try and earn one. Once you have one, bring it to me so I can study it."<Br>
<bR>
"And the ritual?" you ask, hearing the hesitation in your voice.<Br>
<Br>
Gladys looks at you, bracing herself to speak. "You must find a way to gain an invitation to the Ace of Hearts," she says. "That name will mean little to many, but when recognised you will find a path to its doorway clear."<br>
<Br>
"I guess you can’t just tell me an address?" you say. "I could get a cab."<Br>
<Br>
Gladys sniggers, almost amused. "Without an invite, you would not get past the threshold. Ask in places that I won’t tread. You will soon find it becomes clear." <Br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>>
<<ChangeTopics>>
<<QuestTracker "Quest25" 2>>
<<QuestOptionUnlock "Quest25" 2 "coven">>
<<QuestOptionUnlock "Quest25" 2 "ace_of_hearts">>
<<QuestOptionUnlock "Quest25" 2 "badges">>
<<QuestTracker "Quest27" 0>>
<<QuestTracker "Quest29" 0>>
<</link>>
<<case "HotelMeeting2">>
<<CheckFirst "GladysHotelReport2">>
<<if _CheckFirst is false>>
"I got back into the billiards room," you tell Gladys. "Stitch held another meeting."<br>
<br>
"As the maid?" she asks. When you nod, Gladys gives a disapproving tut. You are pretty sure it’s not intended at you. "A deception that becomes more dangerous each time it succeeds. Eventually, someone will think to look beneath it."<br>
<br>
"I didn’t have another way in," you reply. "And I learned what they’re planning."<br>
<br>
Her expression hardens. "Then speak."<br>
<br>
<<DialogueSpokenSecretKnown "Gladys" "Delacroix">>
<<QuestState "Quest27">>
<<if _Discussed is true or _QuestState gte 3>>
"Marjorie has finished training the cheerleaders," you tell her. "Christina said the coven can perform the ritual. And he expects either Christina or Reagan to wear the Miss Charlton crown while the others cast the spell."<br>
<<else>>
"A woman named Delacroix has finished training the cheerleaders," you tell her. When Gladys makes no sign of responding, you continue. "Christina said the coven can perform the ritual. And he expects either Christina or Reagan to wear the Miss Charlton crown while the others cast the spell."<br>
<</if>>
<br>
Gladys stares past you, absorbing what you’ve said. "Then their preparations are nearing completion."<br>
<br>
"There’s more," you say. "Stitch ordered them to curse some of the prom arrangements. Make-up from the Groomed Gal Salon. Corsages from the Florist. Outfits from Evans. He wants each of them enchanted before the prom."<br>
<br>
"Things worn against the body," Gladys mutters. "Carried willingly into the ritual by those they intend to affect. Efficient. You must investigate each one."<br>
<br>
You take a breath. "That isn’t the worst of it. Stitch is locking down the school during the ritual. Beach will patrol outside the gymnasium and DeBussy will help him. Anyone on the school grounds without permission will be detained."<br>
<br>
Gladys’s eyes narrow. "Then they are not merely protecting the ritual from interruption. They are preparing for you."<br>
<br>
She takes a deep breath and sighs. "I can offer what assistance I can. Ask your questions. Time grows short."<br>
<<else>>
"Ask your questions," Gladys says. "Time grows short."<br>
<</if>>
<br>
<<ActionsHeader>>
<<DialogueSpokenSecretKnown "Gladys" "FloristCurse">>
<<if _Discussed is false>><<link "Ask about corsages at the florist" "GladysDialogue">><<set $GladysDialogue to "FloristCurse">><<AddFirst "GladysHotelReport2">><</link>><br><</if>>
<<DialogueSpokenSecretKnown "Gladys" "SalonCurse">>
<<if _Discussed is false>><<link "Ask about the make-up at the Salon" "GladysDialogue">><<set $GladysDialogue to "SalonCurse">><<AddFirst "GladysHotelReport2">><</link>><br><</if>>
<<DialogueSpokenSecretKnown "Gladys" "EvansCurse">>
<<if _Discussed is false>><<link "Ask about the dresses at Evans" "GladysDialogue">><<set $GladysDialogue to "EvansCurse">><<AddFirst "GladysHotelReport2">><</link>><br><</if>>
<<DialogueSpokenSecretKnown "Gladys" "TeachersProm">>
<<if _Discussed is false>><<link "Ask for advice on the teachers" "GladysDialogue">><<set $GladysDialogue to "TeachersProm">><<AddFirst "GladysHotelReport2">><</link>><br><</if>>
<<Quest25GladysReadyStage5>>
<<if _Quest25GladysReadyStage5 is true>>
<<link "Say you have no more questions" "GladysDialogue">><<set $GladysDialogue to "NoMoreQuestions">><<AddFirst "GladysHotelReport2">><</link>><br>
<</if>>
<<case "FloristCurse">>
"What should I do about the corsages?" you ask.<br>
<br>
"Flowers are receptive to magic," Gladys replies. "Even after being cut, they remain alive for a time. Their energy slowly seeps away as they wilt. A skilled witch can replace what is lost with something of her own."<br>
<br>
"You make them sound like they’re feeding the curse."<br>
<br>
"Perhaps they are," she says. "You will not know until you examine them with your inner sight."<br>
<br>
"There could be hundreds of them."<br>
<br>
"Then you must find the delivery before it is divided between the students. The florist will display only a handful on the floor. The remainder will be stored elsewhere."<br>
<br>
"And I suppose they’ll happily let me search through every box?"<br>
<br>
Gladys gives you a thin smile. "Perhaps not. But the florist is connected to one of the cheerleaders. The vacant one."<br>
<br>
"Britney?"<br>
<br>
"Yes. Her brother is to marry the woman who owns the shop." Gladys pauses, considering. "The girl may be a fool, but that does not make her useless. If the cheerleaders prepared these curses, she may know what was done to them. If you have earned any loyalty from her, she might even help you undo it."<br>
<br>
"And if I haven’t?"<br>
<br>
"Then visit the florist yourself," Gladys replies. "Find where the full delivery is being kept and examine it. Do not assume that nullifying a single corsage will protect anyone. The curse must be removed from the entire order."<br>
<br>
She fixes you with a stern look. "Unless, of course, you only intend to protect yourself."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "GladysDialogue">><<set $GladysDialogue to "HotelMeeting2">><<DialogueSpokenSecretKnown "Gladys" "FloristCurse">><<if _Discussed is false>><<DialogueDone "Gladys" "FloristCurse">><</if>><<QuestOptionUnlock "Quest25" 5 "corsages">><</link>>
<<case "SalonCurse">>
"What about the make-up?" you question her.<br>
<br>
"That should be the easiest of the three," Gladys replies. "A salon performs its work through a small collection of tools used again and again."<br>
<br>
"So the equipment is cursed?" you ask, frowning.<br>
<br>
"It would be more efficient than enchanting every pot of make-up individually," she says. "Brushes, scissors, hairdryers. Anything which touches the customer could pass its curse to them. Find the source and nullify it once. Every girl treated afterwards should be protected."<br>
<br>
You take a deep breath. "So I only need to get inside the salon."<br>
<br>
"And ensure you are alone," Gladys adds. "Casting openly in front of its employees would attract attention we cannot afford."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "GladysDialogue">><<set $GladysDialogue to "HotelMeeting2">><<DialogueSpokenSecretKnown "Gladys" "SalonCurse">><<if _Discussed is false>><<DialogueDone "Gladys" "SalonCurse">><</if>><<QuestOptionUnlock "Quest25" 5 "makeup">><</link>>
<<case "EvansCurse">>
You collect your thoughts. "What about the outfits from Evans?"<br>
<br>
"Clothing is an intimate vessel for magic," Gladys replies. "It rests against the body and changes how others perceive its wearer. More importantly, it changes how the wearer perceives herself."<br>
<br>
"You think the curse will alter how the girls look?" you say, narrowing your eyes.<br>
<br>
"Perhaps," Gladys replies. "But appearance will only be the surface of it. A prom dress is chosen to attract attention."<br>
<br>
You think back to Stitch’s orders. "There could be hundreds of dresses in the shop."<br>
<br>
"Not yet. Evans will have received the prom collection together. Find the delivery before the outfits are placed throughout the store. If the dresses were enchanted at the same time, they will likely still be boxed together."<br>
<br>
<<CheckFirst "EvansDepartmentStoreStockRoomJenniferWorkMorning">>
<<if _CheckFirst is false>>
"And how am I supposed to get into the stockroom?"<br>
<br>
Gladys gives you a knowing look. "A young woman you are familiar with works there."<br>
<br>
"Jennifer."<br>
<<else>>
"They’ll be in the stock room," you say, sighing. "I know how to get in there. Jennifer."<br>
<</if>>
<br>
"The shop girl," she confirms. "She will have access to the stockroom without attracting suspicion. If she has any affection or loyalty towards you, ask for her assistance. She may be able to examine the dresses. Or nullify them herself."<br>
<br>
<<GetNPCState "Jennifer" "SplitUp">>
<<if _SplitUp is true>>
You consider your situation with Jennifer, wincing. "And if she doesn’t want to help me?"<br>
<<else>>
You consider your relationship with Jennifer. "What if she won’t help?"<br>
<</if>>
<br>
Gladys gives you a look. "Her employment may still be useful, even if her cooperation is not. You have borrowed faces to enter more secure places than a stockroom."<br>
<br>
"You want me to become Jennifer and work her shift?"<br>
<br>
"I offer avenues," Gladys replies. "Not absolution."<br>
<br>
She leans closer. "However you enter, find the complete delivery. Protecting yourself from one dress will not stop the remaining students from walking into the prom wearing Stitch’s desires against their skin."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "GladysDialogue">><<set $GladysDialogue to "HotelMeeting2">><<DialogueSpokenSecretKnown "Gladys" "EvansCurse">><<if _Discussed is false>><<DialogueDone "Gladys" "EvansCurse">><</if>><<QuestOptionUnlock "Quest25" 5 "dresses">><</link>>
<<case "TeachersProm">>
<<QuestStatus "Quest28">>
<<if _QuestStatus is "active">>
"What about Beach and DeBussy?" you ask. "Stitch ordered them to patrol the school. If they find anyone from my coven -"<br>
<br>
"Then they must not leave the gymnasium," Gladys says.<br>
<br>
"You make that sound simple," you exclaim.<br>
<br>
"No. I make it sound necessary."<br>
<br>
Gladys folds her hands over the counter. "Your coven will be spread around the school when the ritual begins. One teacher wandering those corridors could undo everything before you have a chance to act."<br>
<br>
"Then I’ll have one of the girls distract them."<br>
<br>
"You will do no such thing," she replies sharply. "Every member of your coven will be needed. Remove one point from a pentagram and it ceases to be a pentagram. It becomes a collection of frightened girls standing alone in the dark."<br>
<br>
"So I need someone else."<br>
<br>
"Someone outside the coven," Gladys agrees. "Someone capable of creating a problem that Beach and DeBussy cannot ignore. Preferably one that keeps them inside the gymnasium, beneath the eyes of the entire school."<br>
<<else>>
"What about Beach and DeBussy?" you ask. "Stitch ordered them to patrol the school. If they find me -"<br>
<br>
"Then you need aid," Gladys says, cutting you off.<br>
<br>
You stare back at her, as she folds her arms. "You may think you can solve the problems of this town on your own, but it’s you against five of your betters. No matter how meagre their skills are, together they are substantial."<br>
<br>
You sigh. You remember Gladys asking you to speak to her about a coven. You haven’t yet done that.<br>
<br>
"So, another girl?" you offer unconvincingly.<br>
<br>
"No. You will need a woman’s power elsewhere." Gladys smiles thinly. "In this instance, you need someone capable of creating a problem that Beach and DeBussy cannot ignore. Preferably one that keeps them inside the gymnasium, beneath the eyes of the entire school."<br>
<</if>>
<br>
You think about the people you know. Dennis has access to the school’s equipment and a habit of being where he shouldn’t. Logain could attract the wrong sort of attention simply by walking into the room.<br>
<br>
Gladys watches your expression. "Perhaps one of the boys who follows you about. They must have their uses."<br>
<br>
"I might know someone," you admit.<br>
<br>
"Then secure their help now," she says. "Do not wait until the night itself to discover how loyal they are. A distraction is only useful if the person creating it does not lose their nerve when a teacher raises their voice."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "GladysDialogue">><<set $GladysDialogue to "HotelMeeting2">><<DialogueSpokenSecretKnown "Gladys" "TeachersProm">><<if _Discussed is false>><<DialogueDone "Gladys" "TeachersProm">><</if>><</link>>
<<case "NoMoreQuestions">>
<<NoMoreQuestionsVariants>>
"I think that’s everything," you say.<br>
<br>
"No," Gladys replies. "It is everything you thought to ask. Those are not the same thing."<br>
<br>
She folds her hands over the counter. "The corsages, the salon equipment and the collection at Evans must be cleansed. Beach and DeBussy must be kept inside the gymnasium. But those are only your most recent concerns."<br>
<br>
<<if _IdentifyLearned isnot true>>
"And the spell I offered still waits for you. If you mean to gather allies of your own, knowing their potential first would serve you well."<br>
<br>
<</if>>
<<if _Quest22Status isnot "complete">>
"Tandi has still not been found," she adds. "What she learned of the prom may prove valuable, if you can reach her."<br>
<br>
<</if>>
<<if _Quest23Status isnot "complete">>
"And the teachers’ amulets remain empowered. You may leave them be, but expect their owners to stand beyond your magic when it matters."<br>
<br>
<</if>>
<<if (_HeartsDone is true or _Quest27Status is "active") and _Quest27Status isnot "complete">>
"Your business at the Ace of Hearts remains unfinished. Deal with the woman who taught the cheerleaders their ritual."<br>
<br>
<<elseif _Quest27Status isnot "complete">>
"You have yet to follow the path I gave you. You cannot counter a ritual you do not understand."<br>
<br>
<</if>>
<<if _CovenDiscussed is false>>
"You have not yet allowed me to explain what will be required of a counter-coven."<br>
<br>
<<elseif _Quest28Status isnot "complete">>
"Your counter-coven remains incomplete. You may face the ritual without one, but I would not advise opposing five witches without five of your own."<br>
<br>
<</if>>
She takes a deep breath and looks back at you.<br>
<br>
<<if _Quest27Status is "complete">>
Gladys considers you for a moment before nodding. "Good. The foundations are in place."<br>
<<else>>
Gladys fixes you with a stern look. "You are not ready. These are not separate inconveniences. Leave one untouched and Stitch may use it to support all the others."<br>
<</if>>
<br>
"Deal with the final preparations, secure help with the teachers and finish whatever remains of your investigations," she concludes. "When everything is in place, return to me. Then we will assemble our plan for the prom."<br>
<br>
<i><b>DEVELOPER NOTE</b> - This is the final stable passage in the current version. There is additional content beyond this point, but it's subject to change. If you wish to continue your game into the climax of Act 2 when released, please save now.</i><br>
<br>
<<ActionsHeader>>
<<link "Say goodbye and leave the shop" "AvianLane">>
<<DialogueDone "Gladys" "NoMoreQuestions">>
<<QuestTracker "Quest41" 0>>
<<EventTrigger "Salon" "SalonProm" null null null null null null false>>
<<EventTrigger "EvansDepartmentStore" "EvansPromStand" null null null null null null false>>
<<if $MissCharltonFinalists.includes("Emily")>>
<<EventTrigger "SchoolCorridor" "MissCharltonPhotoshoot" "Morning" null "Emily" null null null false>>
<</if>>
<<EndConversation "Gladys">>
<</link>>
<<case "FormingCoven">>
<<CheckFirst "FormingCoven">>
<<if _CheckFirst is false>>
"You mentioned a coven," you begin. "And said that you wanted to talk about it."<Br>
<Br>
Gladys nods, looking at you carefully. "The school coven. For the ritual. There are four cheerleaders. A coven requires five."<Br>
<Br>
"What does that mean?" you say, narrowing your eyes.<Br>
<Br>
The old woman chuckles. "It means they are one person short."<Br>
<Br>
She reaches beneath the counter and pulls out a piece of old and stained paper. You suspect that she’s had it underneath there for decades. Looking down at it, you see a five-pointed star, each point with an illustration of a woman sitting cross-legged. And in its centre is a golden ball.<Br>
<Br>
"When I was first learning the arcane magics," Gladys tells you. "I discovered that one person’s power was multiplied when they were supported. I learned through study that five witches were optimal. Any more and the magic became too complex. In ancient texts, this was called a coven."<Br>
<BR>
"I know this," you tell her. "There’s a coven at the school."<Br>
<BR>
"But is there?" Gladys asks, grinning. "Or does it need one more person to make it so? If this ritual is as powerful as I suspect, they’ll need a fifth member to add to their coven. If we were to stop them in doing so, we would have the advantage."<Br>
<Br>
You give the old woman a look. "What do you want from me?"<Br>
<Br>
Gladys smiles, revealing her teeth. "Just have a chat with their targets. Win them over. Or, better yet, recruit them yourself."<br>
<Br>
She taps on the paper, drawing your eye back to picture. "Even with four, they still outnumber you. You’ll need to form your own if you wish to challenge their power."<Br>
<Br>
You look back at Gladys, shaking your head in disbelief. "You want me to form a coven?"<Br>
<Br>
She nods, her smile not wavering. "Not so hard. Just four girls, magically inclined, with an axe to grind with the school. Or the cheerleaders, for that matter."<bR>
<Br>
"And what do I say to them?" you stammer. "Do you want to join a coven and become a witch?"<Br>
<Br>
Gladys sighs, her enthusiasm waning. "Some of them, you won’t have to. You’ve been less than secretive about your activities."<Br>
<BR>
You look away, somewhat embarrassed. After waiting a moment, Gladys sighs again. "Listen to me, dear. That school coven will be more powerful than you can imagine. You’ll need support if you’re to stop them. I can teach you how to identify those magically inclined, or you can approach those who you already know possess power. But you will need support. Unless you know of a way to sway those cheerleaders to your side."<Br>
<<else>>
Gladys waits patiently to hear what you have to say.<Br>
<</if>>
<Br>
<<ActionsHeader>>
<<DialogueSpokenSecretKnown "Gladys" "MagicallyInclined">>
<<if _Discussed is false>><<link "Ask about identifying magically inclined" "GladysDialogue">><<set $GladysDialogue to "MagicallyInclined">><<DialogueDone "Gladys" "MagicallyInclined">><<AddFirst "FormingCoven">><</link>><br><</if>>
<<DialogueSpokenSecretKnown "Gladys" "SwayCheerleaders">>
<<if _Discussed is false>><<link "Ask about swaying the cheerleaders" "GladysDialogue">><<set $GladysDialogue to "SwayCheerleaders">><<DialogueDone "Gladys" "SwayCheerleaders">><<AddFirst "FormingCoven">><</link>><br><</if>>
<<link "Tell her you have no more questions and ask how to identify recruits" "GladysDialogue">><<set $GladysDialogue to "LearnIdentify">><<AddFirst "FormingCoven">><</link>><br>
<<case "MagicallyInclined">>
"How can I identify who can use magic and who can not?"<BR>
<Br>
"Why, just look for the pointy hat and black cat that follows them, of course."<Br>
<Br>
Gladys chuckles as she moves around the counter. She looks you up and down. "Time to continue your training," she says. "Not a spell. Not really, anyway. Think of it as extending your senses. Where you will see the potential within those in front of you, if you concentrate hard enough."<bR>
<Br>
"So not everyone has potential?" you ask.<Br>
<Br>
Gladys grins and chuckles again. "It would be a dangerous world if that were the case, would it not? Most women have traces of magic. I’ve never got around to understanding exactly why. But only a fraction are blessed with enough that they can make use of it."<Br>
<br>
"So this training, will let me see who to recruit?"<br>
<br>
"Who has the most potential," Gladys corrects. "Who you wish to trust your life with is a choice I leave to you."<Br>
<Br>
<<ActionsHeader>>
<<link "Change topics" "GladysDialogue">><<set $GladysDialogue to "FormingCoven">><</link>>
<<case "SwayCheerleaders">>
"What do you mean, swaying the cheerleaders?"<Br>
<Br>
Gladys gives you a look. "Off the cuff remark. Pay it no mind."<Br>
<Br>
When you don’t say anything, the old woman rolls her eyes. "Moments ago you questioned if you had the charisma to build your own coven. Now you want to explore pulling apart another? You are quite the contradiction, my dear."<Br>
<Br>
"What help would it provide?" you ask. <Br>
<Br>
Gladys sighs. "A fractured pentagram would temper the spell being cast. If one or more sides slipped, the impact would diminish. Three sides is less than four. And two less than three."<Br>
<Br>
"If I convinced some of them to rebel," you muse. "Would I need fewer people in a counter coven?"<bR>
<br>
Gladys throws her eyes up, shaking her head. "Five does not always equal five. That Evans girl. She’s a powerful witch. But the ditzy one, always fussing about her weight? She’s got no more than a sparkle about her."<br>
<Br>
"If you were to target the more powerful ones," Gladys considers. "Then your choices on who to recruit could be more broad. But heed my warning. They are a close knit group, formed in friendship before magic even entered their lives. Reveal too much and you may find their loyalty to be fleeting."<Br>
<br>
"How can I tell who is more powerful?" you ask. <BR>
<Br>
Gladys grins. "I can teach you," she says. "Providing you're strong enough to see." <Br>
<Br>
<<ActionsHeader>>
<<link "Change topics" "GladysDialogue">><<set $GladysDialogue to "FormingCoven">><</link>>
<<case "LearnIdentify">>
"Can you teach me to identify people with potential?"<br>
<Br>
Gladys flashes you a smile. "I can teach you how to sense potential. You can use it to see who might join you. But it's other use will be to see beyond the cosmetics of your adversaries and glean insight into their total strength."<Br>
<br>
"I can tell you already which of them can do more than put someone to sleep," you quip.<Br>
<Br>
A chortle comes from the old woman. "Perhaps. But there are other factors at work here. Trinkets. Teachers. You will need to ensure your own coven is powerful enough to best whatever they bring."<br>
<Br>
"I'm ready," you tell her.<Br>
<br>
<<if $current.female is true>>
"So it would seem," she replies. "This will take some time. Do you wish to start now?"<Br>
<Br>
<<ActionsHeader>>
<<link "Tell her you wish to learn the spell" "GladysDialogue">><<set $GladysDialogue to "LearnIdentifyProceed">><</link>><Br>
<<link "Say you have other things to take care of" "GladysDialogue">><<set $GladysDialogue to "LearnIdentifyWait">><</link>>
<<else>>
"Need I remind you of the limitations imposed upon you by your gender?" she chides. "Come see me in a more feminine form."<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestTracker "Quest28" 0>><<QuestOptionComplete "Quest25" 2 "coven">><<QuestOptionComplete "Quest25" 5 "coven">><<Quest25PrepReconcile>><</link>>
<</if>>
<<case "LearnIdentifyProceed">>
"I'm ready to learn the spell," you tell Gladys.<br>
<Br>
She nods and ushers you to sit down in her old rocking chair. "Just relax," she says. "Reach out with your mind."<br>
<br>
Time drifts by as you enter a meditative state. This time, Gladys says little. Only when you let your conscious thoughts break your flow does she rein you back in. Slowly, you breathing once more grows shallow and you feel your heartbeat slowing.<br>
<br>
Even with your eyes shut, you begin to see the room. Like a different way of experiencing reality, you see jewellery and paintings dull and inert. Others, less frequent, glow with yellow-amber energy.<Br>
<br>
And then the silhouette of Gladys. At first an outline in magical colours. Then shimmering. And growing moment by moment, almost blinding you with light.<Br>
<Br>
"There," you hear the old woman's voice coo. "Now. Compare it to yours."<bR>
<br>
Turning your mind's eye inward, the distinction is clear. You glow with power, for sure. But compared to Gladys, you are a dimmer light by far.<Br>
<bR>
"Take that feeling," she whispers to you. "And project it out. Like any other spell. But be prepared. This one bites back."<br>
<br>
<<ActionsHeader>>
<<link "Cast Identify on Gladys" "GladysDialogue">><<Feminity 1>><<set $GladysDialogue to "CastIdentify">><</link>>
<<case "CastIdentify">>
You stretch out the feeling. A ray of light curls out of you like a tentacle, its tip winding towards Gladys with caution.<bR>
<bR>
And as soon as it touches her, you recoil back in the seat as you are overwhelmed by a dark presence pushing against the centre of your mind.<br>
<bR>
Your eyes burst open and you try to fight off some unseen presence pinning you in a chair. You want to scream, shriek, cry out with terror. But you find you can't move.<br>
<bR>
Yet after a moment, the feeling disappears. You are left almost gasping, staring back at the woman who eyes you with a smirk.<Br>
<Br>
"Do you need further validation of my skills?" she quips.<bR>
<Br>
You stare back at her, now sensing her energies. The sheer power of the woman in front of you still astounding you.<Br>
<br>
"We should hope that you won't have a repeat of that sensation with others," she comments. "Though be cautious of when you use it. Your face may be hard to hide if you receive a similar shock."<Br>
<br>
"I think I need to lie down," you comment, stumbling to your feet.<br>
<br>
Gladys nods. "A wise idea," she tells you. "Get some rest, my dear. And let me know what you find."<br>
<br>
You look back at the old woman and smile politely. Then make your way back out to the street.<br>
<br>
<div class="Notification"><<print "You can now cast Identify on people you suspect with magical potential. You can keep track of your coven's powers versus the cheerleaders' powers in the Spells menu">></div>
<br>
<<ActionsHeader>>
<<link "Say goodbye to Gladys and leave the shop" "AvianLane">>
<<EndConversation "Gladys">>
<<QuestTracker "Quest28" 0>>
<<QuestTracker "Quest28" 1>>
<<QuestTracker "Quest30" 0>>
<<QuestOptionComplete "Quest25" 2 "coven">>
<<QuestOptionComplete "Quest25" 5 "coven">><<Quest25PrepReconcile>>
<<TimeChange>>
<<SpellLearn "Identify" "Gladys">>
<</link>>
<<case "LearnIdentifyWait">>
"I have a few things to do first," you tell Gladys.<Br>
<bR>
She nods. "You have many things to address. I will be waiting. When you have the time."<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestTracker "Quest28" 0>><<QuestOptionComplete "Quest25" 2 "coven">><<QuestOptionComplete "Quest25" 5 "coven">><<Quest25PrepReconcile>><</link>>
<<case "PeopleWhoLeft">>
"I have a question," you begin. "About Charlton's affect on people if they leave?"<br>
<br>
Gladys' eyes narrow. "Looking to skip town? Not very heroic."<br>
<br>
You shake your head. "No. Not yet, anyway."<br>
<br>
A small sense of relief appears on her face. "Good. We have much to do. I'm glad you're not getting cold feet. What do you ask?"<br>
<br>
Giving the old woman a look, you continue. "Jennifer is worried about her dad. He doesn't live here anymore, but she's concerned the town is still affecting him."<br>
<br>
"She's right to be concerned," Gladys replies. "Those who sit in the shadows are reluctant to loosen the reigns they impose. I would not be surprised to find that the machinations of Stitch and his coven spread further than we suspect."<br>
<br>
"But you don't know?" you reply.<br>
<br>
"Not enough to make an informed opinion. But the dark operations of this town have been in place for decades. Imposing their ideals of control and order on those who live here. I would assume that they don't take lightly to those who try to escape their grasp."<br>
<br>
You study the old crone carefully, trying to sense for duplicity. "Do you know where I might learn more about this?"<br>
<br>
She holds your gaze for a moment, but shakes her head. "I do not. But take my warning. Any investigations beyond what is required to usurp what is planned should be avoided. Curiosity invites attention. Be careful."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Gladys" "PeopleWhoLeft">><</link>>
<<case "CounterCurse">>
"I tried to nullify a curse," you tell Gladys, trying to control your frustration. "Something got in my way. It bounces the magic back at me."<br>
<br>
The old woman looks at you, expressionless. "Specifics, my dear. What happened?"<br>
<br>
"Don't you care what happened?" you stammer. "You told me to try it. I did and some new magic got in the way. And now one of the curses is affecting me."<br>
<br>
"Our work is dangerous," she chides you. "I warned you it would be difficult. Now we know what we are dealing with. From what you describe, it sounds like a counter curse has been placed on the wards. Powerful magic, that is. More powerful than a schoolgirl could cast."<br>
<br>
You glare back at Gladys. If she has concern for you, it doesn't show.<br>
<br>
<<QuestState "Quest27">>
<<if _QuestState gte 1>>
"Your investigations into Hearts should be doubled," she tells you. "I would wager that the person who is teaching the coven the prom ritual is also aiding Stitch to prevent your magics."<br>
<<elseif _QuestState is 0>>
"Your investigations into who is teaching the coven should be doubled," she tells you. "I would wager that the person who is teaching the prom ritual is also aiding Stitch to prevent your magics."<br>
<<else>>
"Stitch must have assistance," she continues. "A powerful witch that is aiding his plan. There are not many that could cast such a spell. Continue your investigations into the coven. They must be getting aid from somewhere."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Gladys" "CounterCurse">><<QuestTracker "Quest24" 2>><</link>>
<<case "BadgeAnalysis">>
"I got this," you say, taking it out from your pocket. "It's one of the badges Stitch was talking about."<br>
<br>
Gladys glances at the object, frowning. "Curious." She meets your eyes. "May I?"<br>
<br>
When you nod, she wraps both of her hands over yours, enclosing the badge within. She closes her eyes. You feel a tingle emanating from within your grip.<br>
<br>
A moment later she's looking at you again. She releases her grip and steps back, pulling a book off a shelf and flicking through with interest.<br>
<br>
"What is it?" you say as you watch her read.<br>
<br>
"Something unexpected," she mutters. She reads a page from her book, then looks up. "By itself, it holds no power. But it has an opening in its mystical properties." She catches your eye. "Like a door, waiting for something to step in."<br>
<br>
She runs her finger over a line in the tome, then nods to herself. "I suspect that it's just one part of the larger ritual, waiting for incantations to be activated."<br>
<br>
You look at the badge in your hand. It warms your hand where it touches. "What will it do?"<br>
<br>
"Whatever the spell does," Gladys replies. "Whatever magic the ritual casts, these badges will channel it back into their recipient." She glances to your hand. "You feel the warmth it gives you, correct? It has bonded itself to you." Her grin is pained. "I think we have discovered how Stitch in part shapes students after they leave Charlton."<br>
<br>
You look down to the badge, trying to understand. "What do you mean, bonded itself to me?"<br>
<br>
"I mean," she says with hesitation, "that once awarded, that badge formed a link between it and you. Try as you might, you will not sever it. By all means, cast it aside, try to destroy it, give it to someone else. But if that ritual takes place, that badge will regardless send its effects into you."<br>
<br>
"Me?" you exclaim. "Or Emily?"<br>
<br>
"Its magic doesn't see you as Emily," Gladys says. "It's bonded to your soul. Not your body."<br>
<br>
You feel your anger rising. "What can I do, then?"<br>
<br>
"Continue with your investigations," Gladys says flatly. "Recall what Stitch said in the meeting. Only the one who wears the crown will be exempt from it. If you fail to stop the ritual, being the winner would be your only chance."<br>
<br>
A sigh escapes your lips. "That means getting more badges."<br>
<br>
Gladys gives you a thin smile. "As with anything worth doing, there is risk. But I have no doubt this is within your capabilities. If you want it enough."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestTracker "Quest29" 2>><<QuestOptionComplete "Quest25" 2 "badges">><</link>>
<<case "TandiFound">>
“I’ve found Tandi,” you tell her.<br>
<br>
Gladys goes very still. For a moment the shop is quiet enough to hear the clock behind the counter. “Have you, now.” Her eyes narrow, searching your face. “And where has the girl been hiding herself?”<br>
<br>
“The peep show,” you say. “Dicks. Do you know about it?”<br>
<Br>
Gladys looks at you emotionlessly. “I’m aware of its existence.”<br>
<br>
<<NPCKnownCheck "Tandi">>
<<if _NPCKnownCheck is true>>
"She’s working there. Behind the glass.” You pause. “I’ve spoken to her.”<br>
<<else>>
"She’s working there. Behind the glass.” You pause. “I haven’t seen her face. But I’ve heard her. Over the speakers, while I was...”<br>
<br>
You stop. Gladys doesn’t ask you to finish.<br>
<</if>>
<br>
The old woman lets out a long breath through her nose. “Of course she is.” She looks away, at nothing in particular. “The dark powers she solicited are grounded in vice. What did she say?”<br>
<br>
<<DialogueSpokenSecretKnown "Tandi" "AboutGladys">><<set _TandiSaidLies to _Discussed>><<DialogueSpokenSecretKnown "Tandi" "DancingAboutGladys">>
<<if _TandiSaidLies is true or _Discussed is true>>
“She told me you lied,” you say. “Those were her words. The old witch lies.”<br>
<br>
Gladys’ head turns back towards you, slowly. “Did she.”<br>
<br>
“She said she grew tired of waiting. That you wanted me, not her.”<br>
<br>
“Tandi waited exactly as long as it suited her,” Gladys replies, her voice hard. “Then she went looking for someone who would tell her what she wanted to hear. If that makes me a liar, then I am a liar.” She lets the silence sit. “What else?”<br>
<<else>>
“She said everyone is lying to me,” you say. “Promises of power. Saving my sister. All of it.” You hold her gaze. “She said she wanted to see what sort of person ended up being your champion.”<br>
<br>
Gladys’ head turns back towards you, slowly. “Did she.”<br>
<br>
“She seemed to think you sent me because you wouldn’t go yourself.”<br>
<br>
“Tandi has always known how to make an accusation sound like an answer,” Gladys replies, her voice hard. “I have never promised you power. I told you what it would cost.” She lets the silence sit. “What else?”<br>
<</if>>
<br>
“And the prom?” Gladys asks, her voice simmering down. “What does she know?”<br>
<Br>
<<QuestState "Quest22">>
<<if _QuestState gte 2>>
You sigh. “She wouldn’t tell me. She said to meet her at a club out of town. The Red Room.”<br>
<<else>>
You sigh. “She wouldn’t tell me. She said I had to go back to the peep show again.”<br>
<</if>>
<Br>
Gladys' gaze returns to you, sharp again. “Be careful with her. Tandi will offer you what she thinks you want, and she is rarely wrong about that. When you understand what she has become, and what it cost her, come back and tell me. Then we will talk about what you do with it.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Gladys" "TandiFound">><</link>>
<<case "TandiDebrief">>
<<if $TempGladyDialogue is undefined>>
“I spoke to Tandi,” you begin. “She’s changed.”<br>
<br>
Gladys stares back at you, expressionless. “Oh? What did she say?”<br>
<<else>>
Gladys stares back at you, waiting for you to continue.<br>
<</if>>
<br>
<<ActionsHeader>>
<<DialogueSpoken "Gladys" "TandiDebriefProm">><<if _Discussed is false>><<link "Tell her about the prom" "GladysDialogue">><<set $GladysDialogue to "TandiDebriefProm">><<set $TempGladyDialogue to true>><</link>><br><</if>>
<<DialogueSpoken "Gladys" "TandiDebriefConfront">><<if _Discussed is false>><<link "Confront her about what happened between Tandi and her" "GladysDialogue">><<set $GladysDialogue to "TandiDebriefConfront">><<set $TempGladyDialogue to true>><</link>><br><</if>>
<<DialogueSpoken "Gladys" "TandiDebriefAmulet">><<if _Discussed is false>><<link "Tell her what she said about the amulet" "GladysDialogue">><<set $GladysDialogue to "TandiDebriefAmulet">><<set $TempGladyDialogue to true>><</link>><br><</if>>
<<DialogueSpoken "Gladys" "TandiDebriefPower">><<if _Discussed is false>><<link "Tell her where she found power" "GladysDialogue">><<set $GladysDialogue to "TandiDebriefPower">><<set $TempGladyDialogue to true>><</link>><br><</if>>
<<link "End the discussion about Tandi" "GladysDialogue">><<set $GladysDialogue to "TandiDebriefEnd">><<set $TempGladyDialogue to undefined>><</link>>
<<case "TandiDebriefProm">>
“Tandi told me what she’s learned about the prom,” you tell Gladys. “It’s a ceremony for locking in the careers of all students once they graduate.”<br>
<br>
Her eyebrows raise just slightly. “Mass altered memories,” she mutters. “A powerful spell. And for it to be so absolute…”<br>
<br>
She turns to a shelf near the counter, pulling out a book and begins to flick through it. “Tell me. What else did Tandi say?”<br>
<br>
“She said the cursed lessons are just the start,” you recall. “The prom preparations are cursed. And there’s special lessons designed to assign each student a role after school. Badges are awarded to those who show promise, apparently.”<br>
<br>
Gladys looks up as she reads, grinning. “More cursed trinkets, I would wager,” she muses. “Part of the ritual, no doubt. What else?”<br>
<br>
“That the final spell is cast when the prom queen is crowned,” you reply. “Miss Charlton, I think she called it. And that five cheerleaders would be needed to do it.”<br>
<br>
Running a finger across handwritten writing in the tome, Gladys nods. “Yes. A full coven would be required.” She looks up and grins. “To cast it. Or to stop it. Something we will have to consider. Now, look.”<br>
<br>
She spins the book around to face you. The open pages are written in a language you can’t understand, but a hand drawn picture depicts a medieval princess being crowned on a throne, rays casting out from it blinding the guests.<br>
<br>
“This is a powerful spell,” Gladys says quickly. “One beyond the knowledge of school children.”<br>
<br>
“She mentioned it’s taught to the cheerleaders,” you tell her. “Just for the prom.”<br>
<br>
Gladys nods. “Curious who that might be teaching that, don’t you think?”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "GladysDialogue">><<DialogueDone "Gladys" "TandiDebriefProm">><<set $GladysDialogue to "TandiDebrief">><</link>>
<<case "TandiDebriefConfront">>
“You didn’t tell me what really happened between you and Tandi,” you begin. “She told me the whole truth.”<br>
<br>
Gladys chuckles, her cragged teeth gleaming in a grin. “Tandi wouldn’t know the whole truth if it was written out for her,” she spits. “From what I gather, the only thing she reads these days is graffiti in men’s lavatories.”<br>
<br>
“You said that Tandi grew paranoid,” you snap back. “That she wanted to learn more powerful magic. But you didn’t mention that the reason she wanted it was to stop the prom.”<br>
<br>
“I told you that she wanted dark magic. Chaos magic. That, young child, is something I wasn’t willing to teach. The amulet had rejected her. For reasons that seem clear now, given how she lives.”<br>
<br>
“But she wanted it to stop the prom,” you continue, hearing your voice raise. “You were willing to sacrifice her whole year just because this amulet hadn’t chosen her.”<br>
<br>
Gladys looks at you with a withering look. “I have sacrificed generations, child. Year after year, I’ve watched the magic at that school weave its way into the minds of all who pass through there. And I would have done it again, had that amulet not found its way to you. It’s a burden I carry each time I step into the sunlight. Each time I see young Florence struggle with a book. Or Andrea sigh as another guest checks out with a suitcase bound for somewhere distant and exotic.”<br>
<br>
She sighs, letting her anger dissipate with her breath. “So spare me your judgement. I have waited for you longer than you’ve been alive. Tandi may think there is magic that can bring this to an end with ease. But as you’ve learned so quickly, the dark arts flow in the direction they’ve been channeled through. Dropping a blunt object in their way will cause a spill that is unpredictable. And dangerous.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "GladysDialogue">><<DialogueDone "Gladys" "TandiDebriefConfront">><<set $GladysDialogue to "TandiDebrief">><</link>>
<<case "TandiDebriefAmulet">>
“She seemed to know a lot about me,” you say. “And about this amulet.”<br>
<br>
Gladys watches you carefully before nodding. “Are you surprised? There was a time when I thought it would be her that it had chosen.”<br>
<br>
You feel a twinge of irritation thread into your voice. “She said that you made it in desperation. That it does more than change appearances. That it’s full of spells beyond what you’ve told me about.”<br>
<br>
Gladys smiles thinly. “I don’t recall telling you it merely changed your face. Like I’ve always said, it was designed to find and aid the person who could help those in their time of need. Those who were under the influence of that school and its magic.”<br>
<br>
You watch Gladys cautiously. “Then what else can it do? What else is it doing?”<br>
<br>
There is a crooked grin from the old woman. “Exactly what it required. You need to learn spells to stop the coven, don’t you? It provides. You need to overcome powerful practitioners with the most meager of training? It will aid that, too. You want to stop the school and save those you love? It will help light your way.”<br>
<br>
You glare at Gladys, noting her narrowed eyes in spite of her grin. “That’s pretty vague.”<br>
<br>
The grin dissipates. “The exact machinations of that amulet are beyond your comprehension. Know this. It will provide you the path to overcome the darkness that pervades this town. It has chosen you, as it sees that you can walk that path. But I have already told you this. There will be sacrifices. How much, and how many, will depend on the care you take to ground yourself in reality.”<br>
<br>
Gladys tuts, unsympathetic and emotionless. “Tandi never saw the need for sacrifice. And that is why, I would assume, that amulet rejected her.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "GladysDialogue">><<DialogueDone "Gladys" "TandiDebriefAmulet">><<set $GladysDialogue to "TandiDebrief">><</link>>
<<case "TandiDebriefPower">>
“Tandi sought out the power at the carnival,” you tell Gladys. “Someone there called Roseli gave her a bracelet that she was told would help.”<br>
<br>
Gladys' eyes narrow at the mention of the name. “I’m aware of the fortune teller,” she says in a low voice. “She offers bargains and pacts like a living monkey paw. It doesn’t surprise me that Tandi found what she sought there. And that her fate turned as it did.”<br>
<br>
“She said the bracelet has the power to stop the prom,” you continue. “Even without the amulet.”<br>
<br>
The old woman’s face darkens, almost as if sucking the light from the room. “Raw power is a fool’s solution to a complex problem.”<br>
<br>
The light begins to return, as Gladys sighs. “The challenge we are facing is multifaceted and intricate. A sledgehammer destroys a wall, but there is always a mess to clean up. When confronting magic, mess is unpredictable and dangerous. Only a child would consider it a solution.”<br>
<br>
Gladys looks to you, eying you with caution. “Heed my advice, my dear. Quick and easy routes will come back to haunt you. As it did Tandi.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "GladysDialogue">><<DialogueDone "Gladys" "TandiDebriefPower">><<set $GladysDialogue to "TandiDebrief">><</link>>
<<case "TandiDebriefEnd">>
“That’s everything I can remember,” you tell her.<br>
<br>
Gladys nods, grave and solemn. “It is a start. More than we had. The teacher of the cheerleaders seems most pressing. You must find who is their teacher, discover how the spell works, and find a way to prevent it.”<br>
<br>
<<QuestStatus "Quest28">>
<<if _QuestStatus is "active">>
“You should continue your efforts to form a coven. We shall need five women aligned if we hope to defeat what is to occur.”<br>
<br>
<</if>>
<<QuestStatus "Quest25">>
<<if _QuestStatus is "active">>
“The preparations in place for prom need to be disrupted. Find a way to stop them or I fear any attempt to prevent this ritual will be undone.”<br>
<br>
<</if>>
<<QuestStatus "Quest29">>
<<if _QuestStatus is "active">>
“We need information on those badges. If they are key to the ritual, understanding their value will be of paramount importance to undoing the efforts of Stitch and the school.”<br>
<br>
<</if>>
<<QuestStatus "Quest23">>
<<if _QuestStatus is "active">>
“And those amulets that the teachers wear. If they are a protection from magic, it stands to reason the ritual will not affect them. Finding a way to nullify those trinkets will work in our favour.”<br>
<br>
<</if>>
“And the rest of it?” you ask her.<br>
<br>
“Continue your investigations,” Gladys replies. “Perhaps at the school. Armed with the knowledge you have, the preparations will be clear.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Gladys" "TandiDebrief">><<set $TempGladyDialogue to undefined>><</link>>
<<case "BraceletHelp">>
You take a deep breath, readying yourself for this conversation. “I’ve got a problem.”<br>
<br>
<<if $current.female is true>>
Gladys turns to look at you. Through your mind’s eye, you sense her reaching out with magic. Almost scanning you. Her face doesn’t move, but her eyes flick down to your wrist. She says nothing.<br>
<<else>>
Gladys turns to look at you. Almost scanning you. Her face doesn’t move, but her eyes flick down to your wrist. She says nothing.<br>
<</if>>
<br>
<<ActiveBracelet>>
<<if _ActiveBracelet is "Marjorie">>
Another deep breath. You hold out your wrist and jangle the bracelet. “It’s from Marjorie. At the Ace of Hearts.”<br>
<<else>>
Another deep breath. You hold out your wrist and jangle the bracelet. “It’s Tandi’s.”<br>
<</if>>
<br>
Gladys' teeth turn into a snarl as she sucks air through her gnashers. “Fool.”<br>
<br>
“It was powerful,” you lament. “It can help with the prom.”<br>
<br>
“A bomb could help with the prom,” Gladys spits back. “But I have not suggested conjuring one to drop from the sky. The intent is to avoid causing pain, not to embrace it.”<br>
<br>
“What about this amulet?” you retort. “Did you consider what it would do to me?”<br>
<br>
“Your amulet is following the natural stream of magic,” Gladys chides you. “Any impact it has is in line with how things should be. But that,” she casts a look at your wrist. “It feeds on corruption. It is an affront to the arcane powers. It uses quick bursts of adrenaline to bend the dark arts to its will.”<br>
<br>
“Please,” you say, feeling your assertiveness fading. “I need help controlling it.”<br>
<br>
“That is the consequence you must now embrace. Did you think its power would come for free?”<br>
<br>
Gladys shakes her head. “Perhaps the amulet was wrong about you. And perhaps, now, if you follow the path that Tandi walked, the amulet will be lost.”<br>
<br>
“I won’t let that happen,” you tell her.<br>
<br>
Taking a deep breath, the old crone lets her head roll. “I hope so.” She exhales deeply. “There are vices in town. My advice? Find the ones that don’t lead to the countryside. Only the light of a streetlamp will allow you to see yourself.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Gladys" "BraceletHelp">><</link>>
<<case "MetBeatrice">>
<<Flag "TempGladysSetQuest23Stage2">>
<<if _FlagReturn is true>>
“I met Beatrice,” you tell her.<br>
<br>
Gladys gives you a toothy smile. “And how is the old dear? Weathered and haggard, no doubt?”<br>
<<else>>
“I met an old woman,” you tell her. “Beatrice Evans. The name mean anything to you?”<br>
<br>
Gladys eyes you coldly. “I assume you know the answer to that question?”<br>
<</if>>
<br>
You bristle, trying to retain the moral high ground. “She had a lot to say. About you.”<br>
<br>
“There are things that you do that you keep to yourself,” Gladys retorts. “I may seldom leave this shop, but my eye wanders far.”<br>
<br>
“I don’t keep quiet on things that could help us,” you reply.<br>
<br>
“Who is to say what’s helpful and what’s a hindrance?” Gladys spits back. “But enough of your jostling. You have questions, no doubt. Let’s move on to them.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Gladys" "MetBeatrice">><<SetFlag "TempGladysSetQuest23Stage2" false>><<DialogueUnlock "Gladys" "AboutRaglan">><<DialogueUnlock "Gladys" "AboutCoven">><</link>>
<<case "AboutRaglan">>
“Who was this man called Raglan?” you begin. “Lord Greenwood?”<br>
<br>
Gladys inhales deeply, looking away. “I shouldn’t be surprised that his name has surfaced. But I wished never to hear it again.”<br>
<br>
“Who was he?” you ask her.<br>
<br>
The old crone braces herself and for a rare moment, she looks tired. Vulnerable, even.<br>
<br>
“Raglan was… an acquaintance of mine.” She pauses, looking directly towards you. “A friend, even. And a lover.”<br>
<br>
She pauses, surveying your reaction. “Is it so unbelievable, that I once had a youth full of romance and love?”<br>
<br>
“I’ve never really considered it,” you reply.<br>
<br>
She smiles, almost sweetly. “Unfortunately though, it was cut short.” She sighs. “I was drawn to this town through promises of likeminded individuals, hiding in plain sight with the hippies and pagans of the day. Mostly charlatans and dreamers, but Raglan was… the real deal, you might say.”<br>
<br>
“A man,” she continues. “Who could wield magical power. I knew half as much as I would have liked back then and thought I knew twice as much as I did. But even then, I knew that men couldn’t practice magic. And yet, here was a dashing lord who could. Naturally, I was entranced. So were many, who followed him. But for me. I was more than his groupie.”<br>
<br>
“What happened?” you say.<br>
<br>
Gladys gives you a grim smile. “After the Night of the Blood Solstice, Raglan was stripped of his power and trinkets. He was cast out from Charlton. His flock was dispersed. He was driven mad by how viciously his attempt to share the dark arts had been perverted.”<br>
<br>
She looks away. “Given this town’s watchful eyes, I have put little effort into tracking his whereabouts.” She sighs yet again. “As much as I would have liked to.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Gladys" "AboutRaglan">><<DialogueUnlock "Gladys" "BloodSolstice">><</link>>
<<case "BloodSolstice">>
“What’s the Night of the Blood Solstice?” you ask her.<br>
<br>
Gladys nods and leans back, leaning against the cabinet behind the counter. “A night that took place many years ago. Which formed much of what you experience today.”<br>
<br>
She pauses, letting the words settle before continuing. “When I first arrived in Charlton, I practiced magics with a group of likeminded people. Mostly women, but some men. One of them was Beatrice Evans, Christina’s grandmother. Still at school, but she burned bright with power. Much like her granddaughter.”<br>
<br>
“We both agreed that magic shouldn’t be restricted for some of our male peers,” she continues. “At first, we devised spells to charm trinkets that the men could use. But Beatrice came to me with a ritual. One that would take the essence women carry and let men draw on it too, through trinkets, without the fairer sex being its only vessel."<br>
<br>
Gladys pauses, looking around her shop as she musters the words. “The source of this idea was unknown to me at the time. Little did I know that the man speaking in her ear was Bartholomew Stitch, the mayor of Charlton.”<br>
<br>
“The ritual was complex,” she tells you. “Beyond our understanding. But we were young and foolish. We attempted it anyway.”<br>
<br>
She takes a deep breath. “What I didn’t realise was that the incantations she had provided were laced with undertones that the mayor had prepared. Instead of distributing magic evenly, it sapped our power and channeled it into Beatrice and objects Stitch and his male colleagues had prepared. In one swift stroke, the power in the town had been placed once more in the hands of the men in-charge. And Beatrice, who was in the employ of them.”<br>
<br>
“People cried out in anguish,” she adds, the pain evident in her voice. “Their essence ripped from their bodies, the ground itself dying as its natural life-source was torn from its roots.” She looks directly at you. “I lost a great many friends that night. Driven mad by the ritual, or changed by the spells.”<br>
<br>
She pauses, collecting her thoughts. “I managed to flee, using a spell I had been playing with. Others weren’t so lucky. Soon, those who had descended on Charlton to explore the power here were driven out. The town’s residents began to change. The curses in the school were instated, and the Charlton you know rose up from the roots of our ritual.”<br>
<br>
She looks up at you once more. “That is when I created your amulet. And waited, in this refuge of a shop, for its chosen one to appear.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Gladys" "BloodSolstice">><<DialogueUnlock "Gladys" "Bartholomew">><</link>>
<<case "AboutCoven">>
“I know about your coven,” you say flatly. “Did you start all of this?”<br>
<br>
Gladys glares up at you, her mouth twitching. “The coven I led was nothing like what you face. It was five like-minded individuals, seeking to expand their knowledge and understanding.” She lets some of her anger simmer down. “We were children, playing with fire.”<br>
<br>
“But the cheerleader coven started with it?” you ask.<br>
<br>
Gladys offers you a reluctant smile and nods. “When Charlton fell and was transformed into what it now is, only Beatrice maintained her power.” She titters. “Bartholomew was unaware that I escaped his spell. The others were not so lucky.”<br>
<br>
The old woman looks away, off to a horizon you can’t see. “She recruited girls from the school to replace us. Promised them the same power that tempted her. And so, the cycle that you’ve come to know all too well was born.”<br>
<br>
Her eyes blink and she once again faces you, sharp and present. “So, in terms of lineage, yes. There is a through-line to my own teachings and friends. But in terms of intent, they are as disconnected from me as they are to you.”<br>
<br>
She offers you a weak smile as she sighs. “When it comes to your turn of leading a coven, heed my advice. Ensure that those who you give power to are as enthusiastic about the intent as they are the abilities they can learn.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Gladys" "AboutCoven">><<DialogueUnlock "Gladys" "Bartholomew">><</link>>
<<case "Bartholomew">>
“Who is Bartholomew Stitch?” you ask.<br>
<br>
Gladys tuts as her eyes narrow. “A wicked man, full of hate. When he finally passed, I even pushed aside my caution of leaving this sanctuary to spend a night basking in the sight of his grave.”<br>
<br>
She grins at the memory, before turning back to you. “Bartholomew was the mayor of Charlton when I first arrived here. His son is the one you know as the headmaster. A puritan family, consumed by their disgust at modernity.”<br>
<br>
She snorts as she looks away from you, her mind lost in memories. “Charlton was once a destination for kind folk. Pagans. Hippies. Children of the revolution.” She smiles as you see her mind fill with recollections. “The Town Square was covered in tents. Young people, drawn to this place by whispers of folk tales and mysticism. For the most part, innocent. The other, likeminded individuals who had begun to uncover the truth of the arcane.”<br>
<br>
The smile fades on her face as she returns to look at you. “Bartholomew was incensed that his town had become a destination for this movement. More to the point, that local businesses were pandering to them. And that the young generation in Charlton were embracing their way of life.”<br>
<br>
“He set in motion a plan to rectify the changes to his town,” she continues. “The Night of the Blood Solstice. Once done, he solidified his control and moved his pieces into place to maintain his legacy.”<br>
<br>
Gladys gives you a dark smile. “It is no coincidence that his son now runs the institution at the source of our problems.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Gladys" "Bartholomew">><<DialogueUnlock "Gladys" "BloodSolstice">><</link>>
<<case "MagicFertility">>
Your mind drifts back to a troubling thought. “You didn’t tell me about how magic is connected to fertility.”<br>
<br>
Gladys winces, watching you for a moment. “Does it matter?”<br>
<br>
<<if $PlayerCharacter.female is false>>
“Of course it matters!” you spit back. “Don’t you think that I’d want to know the reason I can cast magic as a girl is because I… can have a kid.”<br>
<br>
“Do you not understand the birds and the bees?” Gladys retorts. “The amulet changes your body. Had you not considered the ramifications of the transformation?”<br>
<<else>>
“Of course it matters!” you spit back. “Don’t you think that I’d want to know the reason I can cast magic is because I can have a kid.”<br>
<br>
“Do you not understand the birds and the bees?” Gladys retorts. “You know that magic is only for women. Had you not considered those ramifications?”<br>
<</if>>
<br>
You pause, casting a look back at Gladys. She rolls her eyes and sighs, shaking her head.<br>
<br>
"As I understand it, the origin of magic is complex," she mutters. "It is the essence that makes life possible. A woman carries it, and so she can carry a child. Take the essence away and both go with it." She tilts her head. "But do not confuse the two. A fertile woman is not a witch. Most never learn to touch what they hold."<br>
<br>
Your mind drifts back to Emily. “And those with no talent?” you ask. “Does that mean they can’t have children?”<br>
<br>
Gladys gives you a sympathetic look. “There are edge cases. But in general. Yes.”<br>
<br>
"Emily," you say quietly. "This town did that to her?"<br>
<Br>
The old woman shakes her head slowly. "The land takes from those who grow on it. From girls, long before they're women. That is why Charlton's daughters are barren." She holds your eye. "Your sister came here already without it. Months on this soil could not take what she never had. Nothing here did this to her. And nothing natural here will undo it."<br>
<br>
Your mind reels, as you consider everyone you’ve encountered who seemingly can’t cast magic. A thought rises up in your mind. “But I can still cast magic,” you mutter. “When I’m them.”<br>
<br>
“The amulet does more than transform you into a perfect match,” Gladys reminds you. “You must have seen it yourself. It’s your perception of someone you change into. Until now, you have given no thought to your target's condition. Another reason not to tell you the source of your power.”<br>
<br>
“And now?” you ask. “Now that I know.”<br>
<br>
Gladys gives you a smile. “That will be up to you. Or at least your subconscious. Do you really want to transform into a form that prevents you from casting magic?”<br>
<br>
You give her a dark look, as your mind buzzes with thoughts and questions. But you offer her no reply.<br>
<br>
“Then I see no issue,” Gladys says. “Unless you have further questions?”<br>
<br>
You eye the old woman carefully. A woman that you know is a geyser of power. Her cracked skin and wrinkles striking out at this moment to you.<br>
<br>
“What about you?” you ask. “How can you cast magic?”<br>
<br>
At this, Gladys chuckles. “How old do you think I am?”<br>
<br>
“Old enough not to be a mother,” you reply.<br>
<br>
Gladys grins. “The dark arts open pathways to delay the ticking clock.” Her eyes fade a little and her lip twitches. “There are times in a woman’s life, when she must sacrifice one desire to fulfill another.” There is a titter from her as she shrugs. “Who knows? When this is all dealt with, maybe you’ll see a young lady at a playground with a child or two. And question why she looks so familiar.”<br>
<br>
“Then you can reverse it?” you ask. “You can use magic to help those who can’t conceive?”<br>
<br>
A sad smile appears on her face. “I can delay the inevitable. But I can’t create life from an empty womb.” She winces. “I’m sorry, my dear.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Gladys" "MagicFertility">><</link>>
<<case "WhatNow">>
“What now, then?” you say to Gladys.<br>
<br>
“It sounds like Beatrice gave you the answer to that riddle,” Gladys says, giving you a small grin. “You just need to listen to it.”<br>
<br>
“The tree,” you mutter. “But what am I supposed to do, burn the pavilion to the ground?”<br>
<br>
The old crone chuckles at your question. “That wouldn’t match my ask of subtlety, I’m afraid.”<br>
<br>
“From what you have said, I foresee three possibilities. One. Find a more subtle way to destroy that tree. Permanently. Two. Poison it at the tap. The alchemist keeps it alive with the pills he gives to those in the home. Nullify those and the tree's magic will fade. As will his supply of bark for those other pills of his. Charlton would call that a mercy, if it knew.”<Br>
<br>
You nod. “And the third?”<br>
<br>
Gladys' smile fades. “Redirect the power of the tree. Create a new anchor for its power. You need not stop it, should that suit you. You just need to channel its power into an object that isn’t the trinkets the teachers possess.”<br>
<br>
You wait for the old woman to elaborate, but she seems reluctant to explain further. “That’s not your preferred option, I take it?”<br>
<br>
Gladys looks away, taking a deep breath. “We poisoned that tree, all those years ago. It’s an unnatural thing, leaching its life from the old and dying.” She snorts. “Not to mention, that alchemist is using its sap to create all manner of magics to control those in this town.”<br>
<br>
The weathered woman looks at you, for once showing her age. “The rotting foliage that the care pavilion rests on will still draw the essence from women in this community. But at least putting that tree out of its misery will end the suffering of those he bleeds to keep it alive.” She takes a deep breath. “So, no. Maintaining their suffering is not my preference.”<br>
<br>
You consider her words. It seems like the selfless option, to destroy the tree. Unless, of course, those pills could prove useful to you. And not to mention, gaining the power of that magic.<br>
<br>
You nod at Gladys, but have one further thought. If you wanted to absorb the magic, you’d need some sort of trinket to divert its power away from the amulets.<br>
<<InventoryCheckSelf "TandiBracelet">>
<<if _InventoryCheckSelf is true>>
<br>
<i>Like that bracelet you got from the slut?</i><br>
<<else>>
<<InventoryCheckNPC "Emily" "TandiBracelet">>
<<if _InventoryCheckNPC is true>>
<br>
<i>Like that bracelet Emily got from the slut?</i><br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Gladys" "WhatNow">><<QuestTracker "Quest23" 5>><<QuestOptionUnlock "Quest23" 5 "palmer_experiments">><<QuestOptionUnlock "Quest23" 5 "destroy_tree">><<QuestOptionUnlock "Quest23" 5 "divert_tree">><</link>>
<<case "Delacroix">>
“I spoke to Marjorie Delacroix,” you tell Gladys. “She admitted she’s the one teaching the cheerleaders.”<br>
<br>
The old woman’s expression tightens.<br>
<br>
“That name means something to you,” you say.<br>
<br>
Gladys considers you before answering. “Yes. Many years ago, Marjorie was head cheerleader at Charlton. It should not surprise you that I kept watch over every girl who led that coven, as best I could.”<br>
<br>
You fold your arms. “What happened to her?”<br>
<br>
“She challenged Stitch’s authority. Tried to turn the school coven against him.” Gladys’s eyes drift towards the shop window. “She failed. Then she disappeared.”<br>
<br>
“And no one went looking for her?” you say, feeling your frustration growing.<br>
<br>
“People looked,” Gladys comments. “Charlton encouraged them to stop.”<br>
<br>
She falls silent for a moment. You watch her carefully. The old woman stares down at the floor, lost in thought.<br>
<br>
“It was around that time that the old manor was renovated,” she continues. “There were rumours, of course. About what occurred there after dark. Men arriving in expensive cars. Women who were seldom seen elsewhere.”<br>
<br>
“Marjorie doesn’t merely work there,” you reply. “She runs the place.”<br>
<br>
Gladys looks sharply at you. For once, she appears genuinely unsettled. “She… what?”<br>
<br>
“She told me she’s both prisoner and prison guard,” you continue. “Hearts takes people who cause problems for Charlton. Girls who don’t fit.”<br>
<br>
Gladys sucks in her cracked lips. You can see her mind racing. “A cage. For those who cross Stitch. Or reject what this town expects them to become.”<br>
<br>
She slowly shakes her head. “The school reshapes girls while they are young enough to be instructed,” she says. “Perhaps Hearts is where Charlton places the women it can no longer confine to a classroom.”<br>
<br>
You think of Marjorie behind her desk. Her cigarette. Her smile. The certainty with which she spoke about your future. “Then she’s a victim?”<br>
<br>
“Do not mistake captivity for innocence,” Gladys warns. “A prisoner who holds the keys can still choose which doors to lock. She has chosen this path over resistance. She is no more than madam, now.”<br>
<br>
Her eyes harden as they settle upon you. “Be cautious of the men who visit that house. In town, they are restrained by titles, reputations and the pretence of civility. Hearts allows them to set those things aside.”<br>
<br>
She leans closer.<br>
<br>
“You have seen the masks they wear in daylight, my dear. Do not assume you are prepared for what lies beneath them.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "HeartsSpellReport">>
“I know what Marjorie is teaching the cheerleaders,” you tell Gladys. “Mass Alter Memories.”<br>
<br>
Gladys becomes very still. “Confirmation is seldom comforting. Tell me precisely how it works.”<br>
<br>
“The cheerleaders cast the spell together,” you explain. “But they aren’t expected to control every mind in the gymnasium themselves. Their magic is absorbed by the Miss Charlton crown.”<br>
<br>
“And the crown amplifies it,” Gladys murmurs.<br>
<br>
You nod. “It shapes the spell, then releases it across the gym.”<br>
<br>
Gladys moves behind the counter and retrieves the old tome she showed you before. She opens it to the illustration of the crowned woman, surrounded by blinding rays.<br>
<br>
“The coven provides the power,” she says. “The crown provides the reach.”<br>
<br>
“And the badges provide the instructions,” you add. “They direct the magic. Tell it what each student is supposed to remember.”<br>
<br>
Gladys traces one cracked fingernail across the illustration. “A collection of smaller enchantments bound to a single source.”<br>
<br>
“Anyone without a badge would be exposed to the spell without anything directing it,” you continue. “Marjorie said the results could be even worse. Only the person wearing the crown is protected.”<br>
<br>
“Of course,” Gladys mutters. “Charlton does so enjoy making its victims participate in their own undoing.”<br>
<br>
She closes the book.<br>
<br>
“Marjorie said there is a simple way to stop it,” you say. “If another coven overpowers the cheerleaders, their spell will collapse before it ever reaches the crown.”<br>
<br>
“Five against five,” Gladys replies. “Dangerous, but comprehensible. With sufficient power and preparation, it can be done.”<br>
<br>
Her eyes settle upon you.<br>
<br>
“But that madam did not let you into that house merely to answer questions.”<br>
<br>
You hesitate.<br>
<br>
Gladys’s expression hardens. “What else did she offer you?”<br>
<br>
<<ActionsHeader>>
<<QuestStatus "Quest42">>
<<if _QuestStatus isnot "unknown">>
<<link "Tell her the truth" "GladysDialogue">><<set $GladysDialogue to "HeartsTruth">><</link>><br>
<<link "Claim you rejected Marjorie’s offer" "GladysDialogue">><<set $GladysDialogue to "HeartsClaimRejected">><</link>>
<<else>>
<<link "Tell her about the offer you rejected" "GladysDialogue">><<set $GladysDialogue to "HeartsRejectedOffer">><</link>>
<</if>>
<<case "HeartsTruth">>
“Marjorie offered me another way,” you admit. “A trinket that can take the spell’s power before the crown does.”<br>
<br>
Gladys grits her teeth. “And what does she require in return?”<br>
<br>
“Power from this bracelet,” you say, showing her your wrist. “She’s storing it until there’s enough to create the trinket.” You pause. “She also taught me that spell. I can turn the ritual against them.”<br>
<br>
Gladys stares at you. “You accepted this offer.”<br>
<br>
“Yes.”<br>
<br>
It takes but a moment for her to shake her head. “You foolish child.”<br>
<br>
Gladys strides over and snatches your hand, looking at your wrist. “This,” she says, barely containing her rage. “Will leech off your being. If you don’t feed it, it will corrupt you. And feeding it will corrupt you through the very indulgences it desires.”<br>
<br>
“I can handle it,” you retort. “It will give me the power to turn the ritual against Stitch and those cheerleaders.”<br>
<br>
“And when the time comes, will you relinquish this power?” Gladys asks, letting go of your hand. “Or will you be so lost that I will then have to spend another decade trying to overcome you?”<br>
<br>
Silence settles between you and Gladys. She holds your gaze, unblinking. Finally, she sighs and looks away.<br>
<br>
“Tandi also believed that power would provide her with options,” she mutters. “Be careful that Marjorie does not turn you into another example.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestTracker "Quest27" "complete">><</link>>
<<case "HeartsClaimRejected">>
“She offered to create another trinket,” you say. “Something that could take the spell’s power before the crown.”<br>
<br>
Gladys’s eyes narrow. “And what did you tell her?”<br>
<br>
You keep your wrist still, feeling the bracelet pulsing. “I refused.”<br>
<br>
She watches you for several uncomfortable seconds.<br>
<br>
“Good,” she finally says. “Power gathered through Hearts would carry more than magic with it. The madam would ensure every indulgence drew you further into her control.”<br>
<br>
“She thinks I’ll go back,” you tell her.<br>
<br>
“People like her always believe that,” Gladys replies. “They mistake their own fall from grace for proof that everyone must eventually follow.”<br>
<br>
You nod, resisting the urge to touch the bracelet.<br>
<br>
“We proceed with the safer course,” she concludes. “You will overpower the cheerleaders and prevent the spell from ever reaching the crown.”<br>
<br>
You meet her eyes and force yourself not to look away.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestTracker "Quest27" "complete">><<SetFlag "LiedToGladysAboutHearts">><</link>>
<<case "HeartsRejectedOffer">>
“Marjorie offered me another way,” you explain. “She could create a trinket capable of taking the spell’s power before the crown.”<br>
<br>
“And what would that require?” Gladys asks flatly.<br>
<br>
“I would keep feeding her magic using a bracelet and bring its power to her. At the prom, we would let the ritual happen, then take control of it.”<br>
<br>
Gladys’s expression darkens. “A dangerous gamble.” Her eyes study you.<br>
<br>
“I refused,” you reply.<br>
<br>
Tension you didn’t know had crept into the junk shop dissipates. Gladys sighs in relief. “Wise. The madam would not offer you a weapon without attaching a chain.”<br>
<br>
You shrug your shoulders. “If it worked though, I could have turned the ritual against Stitch.”<br>
<br>
“Perhaps,” Gladys replies. “Or you could have strengthened his spell and delivered every student into it. All upon the promise of a woman whose livelihood depends upon temptation.”<br>
<br>
“She thinks I’ll go back.”<br>
<br>
“Then disappoint her.”<br>
<br>
Gladys closes the tome. “We proceed with the safer course. Overpower the cheerleaders and ensure their magic never reaches the crown.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestTracker "Quest27" "complete">><</link>>
<</switch>><<widget "FirstDreamDialogueCheck">>
<<DialogueSpokenSecretKnown "Gladys" "Amulet">><<if _Discussed is true>><<set _AmuletDiscussed to true>><<else>><<set _AmuletDiscussed to false>><</if>>
<<DialogueSpokenSecretKnown "Gladys" "FirstDream">><<if _Discussed is true>><<set _DreamDiscussed to true>><<else>><<set _DreamDiscussed to false>><</if>>
<<QuestState "Quest16">>
<<if _QuestState is 0 and _AmuletDiscussed is true and _DreamDiscussed is false>><<set _FirstDreamDialogueCheck to true>><</if>>
<</widget>><<set $ConversationRoot = passage()>>
<<switch $GordonDialogue>>
<<case "Gym">>
<<if $current.female is true>>
“I was thinking about joining a gym,” you tell him. “You’re a member of one, aren’t you?”<br>
<br>
Gordon nods, grabbing a box beside his vehicle. “Casey’s. Off Orchid Road. You should come. Never too late to get in shape.”<br>
<br>
As if demonstrating his own level of fitness, he throws the bulky box into the van. You know you wouldn't be able to lift it.<br>
<br>
<<if _CurrentPC is true>>
“Look pretty flexible already. So we can start you with some weights. Then cardio. Soon you’ll be long-distance running. Plenty of clubs run through the fields outside of town. Can do personal sessions, if you like. Like I do for your friend, Jennifer.”<br>
<br>
"You teach Jennifer privately?" you ask.<br>
<<else>>
“Look pretty flexible already. So we can start you with some weights. Then cardio. Soon you’ll be long-distance running. Plenty of clubs run through the fields outside of town. Can do personal sessions, if you like. Like I do for Chambers. You know her?”<br>
<br>
"You teach Jennifer Chambers privately?" you ask.<br>
<</if>>
<br>
He nods. “She stops by the gym sometimes,” he replies. “Works next door at the department store.”<br>
<br>
Gordon continues to load his van. You eye him carefully, noticing how he appraises your body without hiding it.<br>
<br>
“Stop by in the evening,” Gordon tells you. “We’ll get you fixed up.”<br>
<<else>>
“I was thinking about joining a gym,” you tell him. “You’re a member of one, aren’t you?”<br>
<br>
Gordon nods, grabbing a box beside his vehicle. “Casey’s. Off Orchid Road. You should come. Never too late to get in shape.”<br>
<br>
As if demonstrating his own level of fitness, he throws the bulky box into the van. You suspect you’d struggle to even lift it.<br>
<br>
“We can start you with some weights. Then cardio. Soon you’ll be long-distance running. Plenty of run clubs through the fields that test your calves. Bet your pretty girlfriend will appreciate it.”<br>
<br>
"How do you know Jennifer?" you ask, caught off-guard by Gordon mentioning her.<br>
<br>
“She stops by the gym sometimes,” he replies. “To chat. She works next door at the department store, doesn’t she?”<br>
<br>
Gordon continues to load his van. You eye him carefully, but sense no ill-intent coming from him. <br>
<br>
“Stop by in the evening,” Gordon tells you. “We’ll get you fixed up.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Gordon" "Gym">><</link>><br>
<<case "School">>
<<if $current.female is true>>
"Hey Gordon, did you go to Charlton Upper School when you were a kid?" you ask him.<br>
<br>
He nods, bending to pick up some heavy-looking drill boxes. Without elaborating, he turns to the van and slots them in neatly. <br>
<br>
"What did you think of it?"<br>
<br>
"Waste of time," he replies. "Decent gym. Too much reading."<br>
<br>
You pause, wondering whether this is worth pursuing. "Did you find anything about it… strange?"<br>
<br>
"Teachers were weird," he says, tying some clunky industrial equipment against the wall of the vehicle. "Always talking about how guys are superior. And you women should know your place."<br>
<br>
"You don't think that?" you ask, raising an eyebrow.<br>
<br>
He shakes his head. "Anyone can be strong. Just like anyone can be weak. Teachers don't like that. Only Coach Beach helped me. Helped me get ripped."<br>
<br>
Gordon grins, as he picks up a canister of gas in each arm and puts it into the back of the van without straining. <br>
<<else>>
"Hey Gordon, did you go to Charlton Upper School when you were a kid?" you ask him.<br>
<br>
He nods, bending to pick up some heavy-looking drill boxes. Without elaborating, he turns to the van and slots them in neatly. <br>
<br>
"What did you think of it?"<br>
<br>
"Waste of time," he replies. "Decent gym. Too much reading."<br>
<br>
You pause, wondering whether this is worth pursuing. "Did you find anything about it… strange?"<br>
<br>
"Teachers were weird," he says, tying some clunky industrial equipment against the wall of the vehicle. "Always talking about how us guys are superior. And women should know their place."<br>
<br>
"You don't think that?" you ask, raising an eyebrow.<br>
<br>
He shakes his head. "Anyone can be strong. Just like anyone can be weak. Teachers don't like that. Only Coach Beach helped me. Helped me get ripped."<br>
<br>
Gordon grins, as he picks up a canister of gas in each arm and puts it into the back of the van without straining. <br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Gordon" "School">><</link>><br>
<<case "GymSchool">>
<<if $current.avatar is "Jennifer">>
“You went to Charlton Upper, didn't you?" you ask Gordon. <br>
<br>
Gordon nods. “I did. Didn’t you?”<br>
<br>
You nod, at least knowing that Jennifer did attend the school. “What did you think of it?”<br>
<br>
“Waste of time,” he tells you, calmly. “Did well at sports. Not in classes. Probably different to you.”<br>
<br>
You give a confused look. “What do you mean?”<br>
<br>
“Used to see you around,” he replies. “Hanging around the town. Popular. Skipping school too. Must have had Stitch's special privileges.” <br>
<br>
You look at him, but sense no deception. <i>Jennifer was skipping school?</i> There’s a lot about Jennifer that you don’t know, you realise.<br>
<<trackKnowledge "Privileges" "JenniferLearned">>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Gordon" "GymSchool">><<DialogueUnlock "Jennifer" "ConfrontBunk">><</link>>
<<elseif $current.avatar is "Emily">>
“You went to Charlton Upper, didn't you?" you ask Gordon. <br>
<br>
Gordon nods. “I did. Lots of weaklings. Brings the team down.”<br>
<br>
You nod too, trying to remain neutral. “What did you think of it?”<br>
<br>
“Waste of time,” he tells you, calmly. “Did well at sports. Not in classes. Only Coach Beach looked out for me.”<br>
<br>
"I have him for PE too," you reply, considering what Emily might say. "Any advice?" you ask him.<br>
<br>
Gordon looks at you for a moment. "Don't come last. Hard lesson for girls.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Gordon" "GymSchool">><</link>>
<<elseif $current.female is true>>
“You went to Charlton Upper, didn't you?" you ask Gordon. <br>
<br>
Gordon nods. “I did. Lots of weaklings. Brings the team down.”<br>
<br>
You nod too, trying to remain neutral. “What did you think of it?”<br>
<br>
“Waste of time,” he tells you, calmly. “Did well at sports. Not in classes. Only Coach Beach looked out for me.”<br>
<br>
“My sister is struggling with PE," you tell him.<br>
<br>
Gordon looks at you for a moment. "Tell her not to come last. If you had gone there, you would know that girls are taught differently to boys. Hard lessons to learn for girls.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Gordon" "GymSchool">><</link>>
<<else>>
"So Gordon," you begin, trying to think of how to question him. "How does this gym compare to the one at Charlton School?"<br>
<br>
“Better,” he replies. “No slackers.”<br>
<br>
"Gyms don't force people to come. Too many weaklings in school PE. Brings the team down.”<br>
<br>
“Did you get on with Coach Beach?” you ask him. <br>
<br>
He nods. “Beach helped me. He looks out for you. If he likes you.”<br>
<br>
“Yeah,” you reply. “My sister said.”<br>
<br>
Gordon looks at you for a moment. “Tell her not to come last,” he tells you.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Gordon" "GymSchool">><</link>>
<</if>>
<<case "GymStudents">>
<<if $current.avatar is "Jennifer">>
“Many students from Charlton come here?” you ask Gordon.<br>
<br>
He snorts, a spark of frustration fueling his sudden rush of words. “Yeah. Bunch of momma’s boys. Especially the Mayor’s son. Kid thinks I don’t notice hiding small weights between the big ones. Tries to impress the ladies. He can’t bench for shit.”<br>
<br>
“Do you mean Jake?” you ask him.<br>
<br>
Gordon nods. “All talk and no muscles. Should get his head in gear if he wants to impress the scout that’s staying around.”<br>
<br>
You give him a look. “What scout?”<br>
<br>
“Football one,” he tells you. “Staying at the hotel. Looking for talent. Should have just drove through this town.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<RumourLearned "Jake">><<DialogueDone "Gordon" "GymStudents">><</link>>
<<elseif $current.female is true>>
“Many students from Charlton come here?” you ask Gordon.<br>
<br>
He snorts, a spark of frustration fueling his sudden rush of words. “Yeah. Bunch of momma’s boys. Especially the Mayor’s son. Kid thinks I don’t notice hiding small weights between the big ones. Tries to impress you ladies. Can’t bench for shit.”<br>
<br>
“Do you mean Jake?” you ask him.<br>
<br>
Gordon nods. “All talk and no muscles. Should get his head in gear if he wants to impress the scout that’s staying around.”<br>
<br>
You give him a look. “What scout?” <br>
<br>
“Football one,” he tells you. “Staying at the hotel. Looking for talent. Should have just drove through this town.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<RumourLearned "Jake">><<DialogueDone "Gordon" "GymStudents">><</link>>
<<else>>
“Many students from Charlton come here?” you ask Gordon.<br>
<br>
He snorts, a spark of frustration fueling his sudden rush of words. “Yeah. Bunch of momma’s boys. Especially the Mayor’s son. Kid thinks I don’t notice hiding small weights between the big ones. Tries to impress the ladies. He can’t bench for shit.”<br>
<br>
“Do you mean Jake?” you ask him.<br>
<br>
Gordon nods. “All talk and no muscles. Should get his head in gear if he wants to impress the scout that’s staying around.”<br>
<br>
You give him a look. “What scout?” <br>
<br>
“Football one,” he tells you. “Staying at the hotel. Looking for talent. Should have just drove through this town.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Gordon" "GymStudents">><<RumourLearned "Jake">><</link>>
<</if>>
<<case "GymJen">>
“So you mentioned before that Jen comes by here sometimes?” you ask him.<br>
<br>
He nods. “Your girlfriend, right? Works next door. She trains here. Working on her core.”<br>
<br>
You stare at him, trying to gauge whether he’s hiding anything. There’s no nervousness about his demeanour. Either he’s a great liar or there’s nothing he’s hiding. Still, you find it strange that Jen hasn’t mentioned to you that she’s started going to the gym.<br>
<br>
“You should follow her lead,” he tells you, bringing you out of your thoughts. “Come back regularly.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Gordon" "GymJen">><<DialogueUnlock "Jennifer" "ConfrontGym">><</link>>
<<case "AnnieWorkIntelligence">>
You let your brow knit, tilting your head slightly as if trying to puzzle out the screen.<br>
<br>
“Oh… right. Yeah, I always get a bit muddled with this system,” you murmur, letting a small laugh slip through. “I think <<TrueName "Current">> was the only one who knew how it actually worked.”<br>
<br>
<<GetPCState "job">>
<<if _job is "ProgrammerRedux">>
Gordon snorts. “Phillips?” He raises an eyebrow. "Didn't seem to do much with a second chance.”<br>
<br>
You wince. "I think they could sort this out easy.”<br>
<br>
Gordon snorts. "Not sticking my neck out for that loser again,” he mutters. “See you, Annie.”<br>
<br>
He turns and walks off without waiting for a reply.<br>
<br>
You sit in silence and grimace. It looks like you've burned all your bridges that lead to being rehired.<br>
<<else>>
Gordon snorts. “Phillips?” He raises an eyebrow, but his tone softens. “Well. Didn’t break as often when they were here.”<br>
<br>
You nod, eyes wide with manufactured innocence. “Yeah. I dunno. I can barely figure out how to set the out-of-office,” you add, tapping a random key for emphasis.<br>
<br>
He folds his arms, grumbling more to himself than to you. “Computers. Too many buttons.”<br>
<br>
You glance at him, voice still sweet and slightly dazed. “Shame they were let go, really. They could’ve sorted this out easy.”<br>
<br>
Gordon pauses, eyes narrowing just slightly. Thinking. “Might mention that to Thompson,” he mutters. “See you, Annie.”<br>
<br>
He turns and walks off without waiting for a reply.<br>
<br>
You sit in silence, the glittery mouse cold in your hand.<br>
<br>
It was just an act, you remind yourself. But something inside of you seems fuzzy. The words came out easier than they should have. The fluttery tone, the soft confusion.<br>
<Br>
You’d meant to act like it was hard to understand, but now you’re not sure how much was performance. How much being in Annie's form is impacting you? If you keep doing this - pretending to be too ditzy to follow - will it stop being pretend?<br>
<br>
<I>Will you even be smart enough to do the job when you get it back?</i><br>
<<JobRecommendation "Gordon">>
<</if>>
<br>
<<ActionsHeader>>
<<link "Continue working" $return>><<EndConversation "Gordon">><<TimeChange>><</link>><br>
<<link "Take a break" "ThompsonsReception">><<EndConversation "Gordon">><<TimeChange>><</link>>
<<case "AnnieWorkAssertive">>
You hesitate for a beat. Then lower your eyes, letting your voice soften.<br>
<br>
“I dunno,” you mumble, half to yourself. “Just feels like things worked a bit smoother when <<TrueName "Current">> was still around.”<br>
<br>
<<GetPCState "job">>
<<if _job is "ProgrammerRedux">>
Gordon snorts. “Phillips?” He raises an eyebrow. "Didn't seem to do much with a second chance.”<br>
<br>
You wince. "I think they could sort this out easy.”<br>
<br>
Gordon snorts. "Not sticking my neck out for that loser again,” he mutters. “See you, Annie.”<br>
<br>
He turns and walks off without waiting for a reply.<br>
<br>
You sit in silence and grimace. It looks like you've burned all your bridges that lead to being rehired.<br>
<<else>>
Gordon grunts. “They knew their way around the systems, yeah.” He adjusts the strap of his overalls, gaze distant. “Didn’t waste time.”<br>
<br>
You tuck a strand of hair behind your ear. Only just realising the gesture felt instinctive. It's almost comforting.<br>
<br>
“I mean… maybe someone should say something?” you offer, gently. “To Mr. Thompson. Not me or anything. Just… maybe.”<br>
<br>
He gives you a long look. Then nods, just once. “Might do.”<br>
<br>
Without another word, Gordon turns and walks away.<br>
<br>
You exhale. That worked. But there’s a strange heaviness in your chest. It was just a trick, wasn't it? The way you dropped your voice, the way you stepped back, made yourself smaller. It was all just an act.<br>
<br>
Fingers comb a strand of hair behind your ear, again. You realise, just like that, it felt natural. Too natural.<br>
<br>
<i>If you keep deferring like this... what happens when someone tells you to sit. Will you?</i><Br>
<<JobRecommendation "Gordon">>
<</if>>
<br>
<<ActionsHeader>>
<<link "Continue working" $return>><<EndConversation "Gordon">><<TimeChange>><</link>><br>
<<link "Take a break" "ThompsonsReception">><<EndConversation "Gordon">><<TimeChange>><</link>>
<<case "AnnieWorkNothing">>
You meet Gordon’s eyes for a moment. Then look away. “I’ll see if someone can help,” you say quietly. <br>
<br>
Not really a promise. More of a placeholder.<br>
<br>
Gordon grunts. “Right.” He lingers just a second too long, then turns and walks off.<br>
<br>
The office feels quiet again, but your shoulders stay tense. You could've said something. But you weren't sure how to say it. Maybe you just didn't want to cause a scene. Maybe Annie wouldn’t have said anything either.<br>
<br>
The fact of the matter is, nothing came out.<br>
<br>
You reach for the mouse again, hand still trembling slightly.<br>
<br>
<i>If you don’t speak up now… will you even remember how?</i>
<br>
<<ActionsHeader>>
<<link "Continue working" $return>><<EndConversation "Gordon">><<TimeChange>><</link>><br>
<<link "Take a break" "ThompsonsReception">><<EndConversation "Gordon">><<TimeChange>><</link>>
<<case "AnnieWorkSaucySecretary">>
Before you can stop yourself, your voice turns honeyed, your tone lilting. “Oh, Gordon,” you say with a soft little smile, twirling the phone cord between your fingers. “I’m sure it’s not that broken. Maybe it just needs a gentle touch.”<br>
<br>
The words fall out far too easily. You lean slightly forward in the chair without thinking, posture curved, lashes fluttering just a little too much.<Br>
<Br>
Gordon stares at you with a stone-faced demeanour. He isn't flustered. But he isn't charmed by your wiles either. He just looks... confused?
<br>
“What’s that meant to mean?”<br>
<Br>
You titter, without meaning to, then wave your hand as if to dismiss the moment. “Nothing! Just trying to lighten the mood, you know?”<Br>
<Br>
He snorts. “Right.”<Br>
<br>
There’s a pause. Then he glances once, vaguely, towards the door that leads through the office and to Thompson. But then he shrugs.<br>
<br>
“Doesn’t matter. I’ll figure it out.”<bR>
<Br>
And with that, he turns and walks off.<Br>
<Br>
You sit there, blinking. Your heart races and not just from nerves. You didn’t plan that. Didn’t mean to act like that. It just happened. Worse, it felt easy. Natural.<br>
<br>
<i>It keeps on happening though, doesn't it?</i><Br>
<br>
<<ActionsHeader>>
<<link "Continue working" $return>><<EndConversation "Gordon">><<TimeChange>><</link>><br>
<<link "Take a break" "ThompsonsReception">><<EndConversation "Gordon">><<TimeChange>><</link>>
<<case "AnnieWorkFlirtPass">>
You offer him a small, playful smile. The type you've seen Annie use before to defuse situations.<br>
<Br>
“Well, maybe if you smiled more, Gordon, the system would work properly for you.”<br>
<br>
You say it with a light touch, eyes meeting his just a second longer than necessary. You lean back, letting the chair curve your spine, legs crossed with perfect casualness.<Br>
<br>
Gordon blinks. He doesn't blush. Instead, his body goes rigid. “Uh huh,” he mutters.<br>
<br>
A moment of silence passes between you. Eventually he shrugs. “Look, never mind. I’ll fix it myself.”<Br>
<br>
He turns without another word, the lines of his shoulders a little tighter than before.<br>
<br>
You exhale slowly. That worked. Kind of.<Br>
<br>
But even as you return to the screen, you feel a sinking feeling. You’d used your smile like a weapon. Bent your posture to disarm him. And it worked.<bR>
<br>
As much as you try to tell yourself otherwise, you're not sure if you were pretending to be Annie. Or just being her.<Br>
<Br>
<i>Or is this just you, now?</i><BR>
<br>
<<ActionsHeader>>
<<link "Continue working" $return>><<EndConversation "Gordon">><<TimeChange>><</link>><br>
<<link "Take a break" "ThompsonsReception">><<EndConversation "Gordon">><<TimeChange>><</link>>
<<case "AnnieWorkFlirtFail">>
You offer him a small, practiced smile. Tilt your head slightly, soften your tone.<Br>
<Br>
“Maybe if you smiled more, Gordon, the system wouldn’t act up so much.”<br>
<br>
You can feel the tension in the air. They were words that Annie might have said, but you missed the warmth and affection that she almost instinctively injects into banter. Instead, it felt like a slight.<br>
<br>
Gordon stares at you for a beat. Then he frowns. Deeply. “Is that some kind of joke?”<Br>
<Br>
His voice is flat. You look down at the desk, feeling your cheeks redden.<br>
<Br>
“I’ll speak to Thompson. Can’t run this place with people mucking about.”<br>
<bR>
He doesn’t wait for a reply. Just turns, strides toward the office door and disappears inside.<Br>
<br>
You sit there, frozen. The air feels suddenly thin. Your cheeks burn. Trying not to think about the conversation he must be having with the boss.<br>
<Br>
<<ActionsHeader>>
<<link "Continue working" $return>><<EndConversation "Gordon">><<TimeChange>><</link>><br>
<<link "Take a break" "ThompsonsReception">><<EndConversation "Gordon">><<TimeChange>><</link>>
<<case "AnnieWorkAssertivePass">>
You straighten in the chair, keeping your voice even but firm.<Br>
<BR>
“<<TrueName "Current">> is on a job this morning,” you say, meeting Gordon’s eyes. “They’ll fix the booking issue as soon as they’re back. I’ll log it now so it doesn’t slip.”<bR>
<br>
It’s a clean, practiced deflection. You offer no space for doubt.<br>
<br>
Gordon squints at you. “Since when do they do field work?”<Br>
<Br>
You shrug, deliberately casual. “New ideas on understanding customers. Thompson’s orders.”<Br>
<br>
A beat. Gordon grumbles something under his breath. But he nods.<br>
<br>
“Fine. Just make sure it gets sorted.”<Br>
<Br>
He turns and walks off, his boots thudding dully across the carpet.<Br>
<br>
You let your breath out slowly. Gordon seemed to accept your point. You're quite sure he won't be going to Thompson.<br>
<br>
What brings you more joy is that you feel, for once, that you didn’t have to smile, giggle, or play helpless to get there.<br>
<br>
<<ActionsHeader>>
<<link "Continue working" $return>><<EndConversation "Gordon">><<TimeChange>><</link>><br>
<<link "Take a break" "ThompsonsReception">><<EndConversation "Gordon">><<TimeChange>><</link>>
<<case "AnnieWorkAssertiveFail">>
You sit up straighter, crossing your arms as you lock eyes with Gordon.<Br>
<Br>
“<<TrueName "Current">> is handling something more urgent this morning,” you say flatly. “They’ll fix the system when they’re back.”<Br>
<br>
Your tone is sharp. Possibly too sharp. Gordon raises an eyebrow.<br>
<Br>
“Urgent? Since when?” he says. “System’s broken now.”<Br>
<br>
You try again. “Look, it’s covered. You don’t need to take it to Thompson.”<br>
<br>
<I>Wrong move, amateur.</i><Br>
<Br>
“I’ll decide what needs taking to Thompson,” he replies, already turning away. “Not my job to babysit office staff.”<br>
<Br>
He marches toward Thompson’s office, muttering to himself. You stay rooted behind the desk, heat rising behind your eyes. It wasn’t the wrong idea, but you just pushed it too hard.<Br>
<br>
Maybe in your body, with your voice, it would have landed. But in this form, Annie comes off differently. Snapping. Not leading.<Br>
<br>
You grimace, trying not to consider the conversation Gordon is now having with Thompson.<bR>
<br>
<<ActionsHeader>>
<<link "Continue working" $return>><<EndConversation "Gordon">><<TimeChange>><</link>><br>
<<link "Take a break" "ThompsonsReception">><<EndConversation "Gordon">><<TimeChange>><</link>>
<<case "AnnieWorkGordonShrug">>
You meet Gordon’s gaze for a moment. Then look away. Your shoulders lift in a faint shrug. Nothing more.<Br>
<br>
He waits. One second. Two. Then exhales sharply. “Fine. I’ll go straight to Thompson.”<Br>
<Br>
You open your mouth, but no words come out. By the time you think of something, he’s already walking off.<bR>
<br>
The office is quiet again, but your chest feels tight. You didn’t lie. You didn’t flirt. You didn’t try to spin some story. But you just… did nothing.<bR>
<br>
You grimace, trying not to consider the conversation Gordon is now having with Thompson.<bR>
<br>
<<ActionsHeader>>
<<link "Continue working" $return>><<EndConversation "Gordon">><<TimeChange>><</link>><br>
<<link "Take a break" "ThompsonsReception">><<EndConversation "Gordon">><<TimeChange>><</link>>
<<case "AnnieWorkSaucySecretaryPA">>
Before you can stop yourself, your voice turns honeyed, your tone lilting. “Oh, Gordon,” you say with a soft little smile, twirling the phone cord between your fingers. “I’m sure <<TrueName "Current">> has a good excuse. But I'd love to help you with whatever you need."<br>
<br>
The words fall out far too easily. You lean slightly forward in the chair without thinking, posture curved, lashes fluttering just a little too much.<Br>
<Br>
Gordon stares at you with a stone-faced demeanour. He isn't flustered. But he isn't charmed by your wiles either. He just looks... confused?
<br>
“What’s that meant to mean?”<br>
<Br>
You titter, without meaning to, then wave your hand as if to dismiss the moment. “Nothing! Just trying to help out, you know?”<Br>
<Br>
He snorts. “Right.”<Br>
<br>
There’s a pause. Then he glances once, vaguely, towards the door to Thompson's office. But then he shrugs.<br>
<br>
“Doesn’t matter. I’ll figure it out.”<bR>
<Br>
And with that, he turns and walks off.<Br>
<Br>
You sit there, blinking. Your heart races and not just from nerves. You didn’t plan that. Didn’t mean to act like that. It just happened. Worse, it felt easy. Natural.<br>
<br>
<i>It keeps on happening though, doesn't it?</i><Br>
<br>
<<ActionsHeader>>
<<link "Continue working" $return>><<EndConversation "Gordon">><<TimeChange>><</link>><br>
<<link "Take a break" "ThompsonsReception">><<EndConversation "Gordon">><<TimeChange>><</link>>
<<case "AnnieWorkFlirtPassPA">>
You offer him a small, playful smile. The type you've seen Annie use before to defuse situations.<br>
<Br>
“Well, I'm sure a big strong guy like you can figure out expenses by yourself.”<br>
<br>
You say it with a light touch, eyes meeting his just a second longer than necessary. You lean back, letting the chair curve your spine, legs crossed with perfect casualness.<Br>
<br>
Gordon blinks. He doesn't blush. Instead, his body goes rigid. “Uh huh,” he mutters.<br>
<br>
A moment of silence passes between you. Eventually he shrugs. “Look, never mind. If you see Phillips, say I'm looking for them."<Br>
<br>
He turns without another word, the lines of his shoulders a little tighter than before.<br>
<br>
You exhale slowly. That worked. Kind of.<Br>
<br>
But even as you return to the screen, you feel a sinking feeling. You’d used your smile like a weapon. Bent your posture to disarm him. And it worked.<bR>
<br>
As much as you try to tell yourself otherwise, you're not sure if you were pretending to be Annie. Or just being her.<Br>
<Br>
<i>Or is this just you, now?</i><BR>
<br>
<<ActionsHeader>>
<<link "Continue working" $return>><<EndConversation "Gordon">><<TimeChange>><</link>><br>
<<link "Take a break" "ThompsonsReception">><<EndConversation "Gordon">><<TimeChange>><</link>>
<<case "AnnieWorkFlirtFailPA">>
You offer him a small, practiced smile. Tilt your head slightly, soften your tone.<Br>
<Br>
“Maybe if you did your own expenses, Gordon, you wouldn't be behind.”<br>
<br>
You can feel the tension in the air. They were words that Annie might have said, but you missed the warmth and affection that she almost instinctively injects into banter. Instead, it felt like a slight.<br>
<br>
Gordon stares at you for a beat. Then he frowns. Deeply. “That a joke?”<Br>
<Br>
His voice is flat. You look down at the desk, feeling your cheeks redden.<br>
<Br>
“I'm not doing women's work. I’ll speak to Thompson. Can’t run this place with people mucking about.”<br>
<bR>
He doesn’t wait for a reply. Just turns, strides toward the office door, pulls it open and disappears inside.<Br>
<br>
You sit there, frozen. The air feels suddenly thin. Your cheeks burn. Trying not to think about the conversation he must be having with the boss.<br>
<Br>
<<ActionsHeader>>
<<link "Continue working" $return>><<EndConversation "Gordon">><<TimeChange>><</link>><br>
<<link "Take a break" "ThompsonsReception">><<EndConversation "Gordon">><<TimeChange>><</link>>
<<case "AnnieWorkAssertivePassPA">>
You straighten in the chair, keeping your voice even but firm.<Br>
<BR>
“<<TrueName "Current">> is on a job this morning,” you say, meeting Gordon’s eyes. “They’ll look at your expenses as soon as they’re back. I’ll email them now so they don't forget.”<bR>
<br>
It’s a clean, practiced deflection. You offer no space for doubt.<br>
<br>
Gordon squints at you. “Since when do they do field work?”<Br>
<Br>
You shrug, deliberately casual. “New ideas on understanding customers. Thompson’s orders.”<Br>
<br>
A beat. Gordon grumbles something under his breath. But he nods.<br>
<br>
“Fine. Just make sure it gets done.”<Br>
<Br>
He turns and walks off, his boots thudding dully across the carpet.<Br>
<br>
You let your breath out slowly. Gordon seemed to accept your point. You're quite sure he won't be going to Thompson.<br>
<br>
What brings you more joy is that you feel, for once, that you didn’t have to smile, giggle, or play helpless to get there.<br>
<br>
<<ActionsHeader>>
<<link "Continue working" $return>><<EndConversation "Gordon">><<TimeChange>><</link>><br>
<<link "Take a break" "ThompsonsReception">><<EndConversation "Gordon">><<TimeChange>><</link>>
<<case "AnnieWorkAssertiveFailPA">>
You sit up straighter, crossing your arms as you lock eyes with Gordon.<Br>
<Br>
“<<TrueName "Current">> is handling something more urgent this morning,” you say flatly. “They’ll do your expenses when they can.”<Br>
<br>
Your tone is sharp. Possibly too sharp. Gordon raises an eyebrow.<br>
<Br>
“Urgent? Since when?” he says. “Expenses are already behind.”<Br>
<br>
You try again. “Look, they'll do them tomorrow. You don’t need to take it to Thompson.”<br>
<br>
<I>Wrong move, amateur.</i><Br>
<Br>
“I’ll decide what needs taking to Thompson,” he replies, already turning away. “Not my job to babysit office staff.”<br>
<Br>
He marches toward the door to Thompson’s office, muttering to himself. You stay rooted behind the desk, heat rising behind your eyes. It wasn’t the wrong idea, but you just pushed it too hard.<Br>
<br>
Maybe in your body, with your voice, it would have landed. But in this form, Annie comes off differently. Snapping. Not leading.<Br>
<br>
You grimace, trying not to consider the conversation Gordon is now having with Thompson.<bR>
<br>
<<ActionsHeader>>
<<link "Continue working" $return>><<EndConversation "Gordon">><<TimeChange>><</link>><br>
<<link "Take a break" "ThompsonsReception">><<EndConversation "Gordon">><<TimeChange>><</link>>
<<case "AnnieWorkGordonShrugPA">>
You meet Gordon’s gaze for a moment. Then look away. Your shoulders lift in a faint shrug. Nothing more.<Br>
<br>
He waits. One second. Two. Then exhales sharply. “Fine. I’ll go straight to Thompson.”<Br>
<Br>
You open your mouth, but no words come out. By the time you think of something, he’s walking through Thompson's door.<bR>
<br>
The office is quiet again, but your chest feels tight. You didn’t lie. You didn’t flirt. You didn’t try to spin some story. But you just… did nothing.<bR>
<br>
You grimace, trying not to consider the conversation Gordon is now having with Thompson.<bR>
<br>
<<ActionsHeader>>
<<link "Continue working" $return>><<EndConversation "Gordon">><<TimeChange>><</link>><br>
<<link "Take a break" "ThompsonsReception">><<EndConversation "Gordon">><<TimeChange>><</link>>
<</switch>><<set $ConversationRoot = passage()>>
<<switch $HarrowDialogue>>
<<case "HallPass">>
You raise your hand quickly before the lesson begins. Harrow catches sight of you immediately, flashing a gleaming smile. “Yes, Miss Phillips?” he says, voice warm and theatrical. “What could possibly be more compelling than the marvels of natural biology?”<Br>
<br>
You hesitate under his gaze. “I’d like to be excused from the lesson.”<Br>
<Br>
He tilts his head slightly. “Excused?” he repeats, the smile never faltering. “Miss Phillips, surely you’re not suggesting you’d rather skip today’s fascinating dive into the instincts of the natural world? The primal elegance of procreation, the biological imperatives of the female form.” He spreads his arms wide, like a magician revealing a final trick. “There’s so much to admire.”<br>
<br>
You shift in your seat. His words are friendly enough, but something in his tone makes it hard to push back. His charm is thick. Heavy. And somehow oppressive.<Br>
<br>
Still, you take a breath. You need to see the boy’s version of the segregated lessons.<br>
<br>
<<ActionsHeader>>
<<InventoryCheckSelf "HallPassChristina" "HallPassStitch">>
<<if _InventoryCheckSelf is true>><<link "Show him the hall pass" "HarrowDialogue">><<set $HarrowDialogue to "ShowPass">><</link>><br><</if>>
<<link "Feign ‘women’s issues' to get excused" "HarrowDialogue">><<set $HarrowDialogue to "WomensIssues">><</link>><br>
<<link "Relent and begin the lesson" "BiologyClass0">><<EndConversation "Harrow">><</link>><br>
<<case "ShowPass">>
You reach into your bag and carefully withdraw the hall pass. Harrow’s smile freezes for a split second. His eyes narrow as he takes in the slip, then flick up to meet yours.<Br>
<bR>
“Well,” he says, the warmth in his voice not quite masking the suspicion beneath. “It appears you’ve been given permission for other priorities.”<Br>
<Br>
He steps aside slightly, folding his hands behind his back. “Though I must ask. Are you quite sure, Miss Phillips? Today’s lesson is especially illuminating.”<Br>
<Br>
You nod, even as something in the pit of your stomach makes you hesitate. A quiet itch to stay and watch.<Br>
<Br>
Harrow’s smile returns. “Very well. Hurry along then. We wouldn’t want to deprive your other commitments of your… presence.” He gestures toward the door with a graceful wave. “I’ll see you next time.”<Br>
<br>
<<ActionsHeader>>
<<link "Leave the classroom" "SchoolCorridor">>
<<QuestOptionComplete "Quest11" 2 "spy_boys_geography">>
<<EndConversation "Harrow">>
<<DailyVariableAdd "SpyingOnGeography">>
<</link>>
<<case "WomensIssues">>
You shift slightly in your seat, fidgeting. “I’m sorry, sir,” you say, keeping your voice low. “I think I might need to be excused. It’s… women’s stuff. Cramps. I didn’t want to make a scene.”<br>
<Br>
For a moment, Harrow says nothing. He presses his fingers together in front of his lips, gaze flicking over you. Then he sighs with an air of theatrical sympathy.<br>
<Br>
“Ah,” he murmurs, keeping his voice to a whisper. “The silent sufferings of the fairer sex. Say no more.”<Br>
<Br>
He crosses to his desk, opens a drawer, and withdraws a small pad of paper. You watch as he scribbles on it, ignoring the looks of other students now watching you.<Br>
<Br>
Eventually he returns, sliding a slip onto your desk. "While I can't claim to know what you're going through," he whispers, "I can at least spare you the miracle of marsupial birth on film for one day.”<br>
<Br>
You grimace politely.<Br>
<Br>
“This will excuse you for this lesson only. I expect you to return next time with renewed spirit and... abdominal stability.”<br>
<Br>
You nod, taking the slip. “Thank you, sir.”<Br>
<Br>
He gestures toward the door, his smile slipping just slightly into a smirk. “Stop by Nurse Rancy’s. She’s frightfully good at treating these delicate matters. You’d be surprised what a little institutional intervention can fix.”<Br>
<br>
<<ActionsHeader>>
<<link "Leave the classroom" "SchoolCorridor">>
<<QuestOptionComplete "Quest11" 2 "spy_boys_geography">>
<<EndConversation "Harrow">>
<<DailyVariableAdd "SpyingOnGeography">>
<<SetFlag "WomensIssuesExcuse">>
<</link>>
<<case "FeignIllness">>
You raise your hand quickly before the lesson begins. Harrow catches sight of you and flashes you a gleaming smile. “Yes, Miss Phillips?”<Br>
<br>
You hesitate under his gaze. “I’d like to be excused from the lesson.”<Br>
<Br>
He tilts his head slightly. “Are you still suffering from the female affliction, Miss Phillips?"<br>
<br>
You shift, feeling the eyes of the class on you. "Just feeling unwell, sir."<Br>
<br>
Harrow studies you, then nods. "Nurse Rancy said you might need to be excused," he comments. "Very well. Make sure you head straight to her office, though, Miss."<br>
<br>
<<ActionsHeader>>
<<link "Go to Nurse’s Office" "SchoolNursesOffice">><<EventTrigger "SchoolNursesOffice" "WomensIssuesExcuse" null "Rancy" "Emily" null null null true>><<EndConversation "Harrow">><</link>>
<<case "PennyFarthing">>
You take out the coin and hold it up to him, “I was wondering if you knew anything about this?”<br>
<Br>
<<if $current.avatar is "Emily">>
Harrow takes a sip of his drink as his eyes linger on the coin. “An immaculate antique,” he slurs. “Such a shame our Royal Mint has lost its design flair in recent years.”<bR>
<Br>
As you spin the coin around, his eyes lock on to it. “It’s not often that those in possession of such beauty are unaware of the value,” he murmurs. “Who gave that to you?”<br>
<Br>
“I found it,” you lie, ignoring his last comment. “Do you know what it’s used for?”<br>
<Br>
<<if $PlayerCharacter.cheerleader is true>>
“Something not meant for you, Emily,” Harrow says. “The rabbit hole isn’t something that Stitch would want me leading you down. Take my advice. Cast it aside.”<br>
<br>
“Has it got something to do with Tandi Cunnings?” you ask. “I’m investigating her. For the coven.”<Br>
<br>
Harrow titters, playing with the alcohol in his glass. “There must be other avenues to pursue,” he tells you. “Your tenacity is remarkable, Emily. But be careful. There are those who wish to see you stumble.”<br>
<br>
He pushes a glass towards you and smiles. "A toast," he says. "To the tenacious and the curious. May they always find their way and avoid trouble."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DrinkingWithHarrow>><</link>><br>
<<else>>
<<BeachInventoryCheckPennyFarthingType>>
<<if _BeachInventoryCheckPennyFarthingType is "Tandi">>
Harrow looks between you and the coin, then with a flick of the wrist grasps it from you. He holds it close to him, looking at the ‘T' embellished on one side. “Still sticking your beak into matters that shouldn’t concern you, are you Emily? Mr. Stitch will not take kindly to your tenacity.”<br>
<Br>
“Give it back,” you spit, trying to keep your voice low.<br>
<BR>
“Now now,” Harrow says, smirking. “I thought you wanted to know what this was for. Tandi wouldn’t take kindly to us not having a little fun whilst we chatted.”<br>
<bR>
“So this coin has something to do with Tandi?” you ask.<Br>
<bR>
Harrow titters, playing with the alcohol in his glass. “That’s her mark. And on the other side, a feat of British ingenuity. You’ll see a similar sign to it above the fire exit in McTafey’s bar. I would question how you would find your way in there, given Declan has a firm no-student rule. But you seem to find yourself in all sorts of places you shouldn’t be, don’t you?”<Br>
<br>
“Give it back,” you say again.<br>
<Br>
Harrow grins, downs his drink and rests it back on the table. He reaches into his trousers, pocketing the coin but tossing another one over the table. “Here. A trade. That one is more fitting for you.”<Br>
<Br>
You look down at the new coin on the table. It is still brandished with the penny farthing, but turning it over you see that where the old one had a 'T', this one is blank.<bR>
<BR>
“What’s the difference?” you ask, scowling at him.<bR>
<bR>
“Just the performance,” he gleams. “After all, the show must go on.”<Br>
<Br>
You look around the dining hall, debating whether it’s safe to use magic in here. Barry the bartender looks back at you, as if determining if you need service. Like it or not, there’s no way to cast magic unobserved in here.<Br>
<br>
He pushes a glass towards you and smiles. "A toast," he says. "To the tenacious and the curious. May they always find their way, even if it leads to trouble."<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestTracker "Quest22" 1>><<QuestOptionUnlock "Quest22" 1 "mcTafeys_backdoor">><<DrinkingWithHarrow>><<TakeObjectNPC "Harrow" "BlankPennyFarthing">><<GiveObjectNPC "Harrow" "TandiPennyFarthing">><</link>><br>
<<elseif _BeachInventoryCheckPennyFarthingType is "Blank">>
Harrow looks between you and the coin, then with a flick of the wrist grasps it from you. He holds it close to him, looking at the blank side. “Still sticking your beak into matters that shouldn’t concern you, are you Emily? Mr. Stitch will not take kindly to your tenacity.”<br>
<br>
“Give it back,” you spit, trying to keep your voice low.<br>
<BR>
“Now now,” Harrow says, smirking. “I thought you wanted to know what this was for. Tandi wouldn’t take kindly to us not having a little fun whilst we chatted.”<bR>
<Br>
“So this coin has something to do with Tandi?” you ask.<br>
<BR>
Harrow titters, playing with the alcohol in his glass. “She is one of many. But more interesting to you is the Penny Farthing. A feat of British ingenuity. You’ll see a similar sign to it above the fire exit in McTafey’s bar. I would question how you would find your way in there, given Declan has a firm no-student rule. But you seem to find yourself in all sorts of places you shouldn’t be, don’t you?”<Br>
<Br>
“Give it back,” you again state. <br>
<Br>
Harrow grins, downs his drink and rests it back on the table. Then he flicks it back across the table. “Of course,” he gleams. “After all, the show must go on.”<br>
<Br>
You clasp it and put it away. The biology teacher just stares over the table, grinning.<Br>
<br>
He pushes a glass towards you and smiles. "A toast," he says. "To the tenacious and the curious. May they always find their way, even if it leads to trouble."<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestTracker "Quest22" 1>><<QuestOptionUnlock "Quest22" 1 "mcTafeys_backdoor">><<DrinkingWithHarrow>><</link>><br>
<</if>>
<</if>>
<<elseif $current.female is false and _CurrentPC is true>>
Harrow takes a sip of his drink as his eyes linger on the coin. “An immaculate antique,” he slurs. “Such a shame our Royal Mint has lost its design flair in recent years.”<Br>
<br>
<<BeachInventoryCheckPennyFarthingType>>
<<if _BeachInventoryCheckPennyFarthingType is "Tandi">>
As you spin the coin around, his eyes catch the ‘T' branded on the rear side. “It’s not often that those in possession of such beauty are unaware of the value,” he murmurs. “Who gave that to you?”<br>
<Br>
“I found it,” you lie, ignoring his last comment. “Do you know what it’s used for?”<br>
<Br>
Harrow gives you a broad smile and chuckles. “I’ve been known to indulge in the harmless vices of that place, from time to time. Us men have needs, after all, don’t we? And Tandi is such an alluring vice now.”<br>
<Br>
“So this coin has something to do with Tandi?” you ask.<Br>
<Br>
Harrow titters, playing with the alcohol in his glass. “That’s her mark. Just stop by McTafeys bar. Look for the Penny Farthing near the gent's toilets. Step through the fire door and you’ll find yourself in wonderland.”<Br>
<Br>
The teacher gives you a full grin and raises his glass in a toast. "To the curious and the adventurous. May they always find their way to indulge their whims."<Br>
<Br>
<<ActionsHeader>>
<<link "Change Topics" $return>><<ChangeTopics>><<QuestTracker "Quest22" 1>><<QuestOptionUnlock "Quest22" 1 "mcTafeys_backdoor">><<DrinkingWithHarrow>><</link>><br>
<<elseif _BeachInventoryCheckPennyFarthingType is "Blank">>
As you spin the coin around, his eyes catch the blank side. “It’s not often that those in possession of such beauty are unaware of the value,” he murmurs. “Who gave that to you?”<Br>
<Br>
“I found it,” you lie, ignoring his last comment. “Do you know what it’s used for?”<BR>
<Br>
Harrow gives you a broad smile and chuckles. “I’ve been known to indulge in the harmless vices of that place, from time to time. Us men have needs, after all, don’t we? However, it appears that you are missing the mark of vice.”<bR>
<Br>
“What do you mean?” you ask.<Br>
<Br>
Harrow titters, playing with the alcohol in his glass. “That coin should be branded. With an initial. The only people that have use of it are those of the female persuasion.”<br>
<Br>
“Like Tandi Cunnings?” you ask.<Br>
<Br>
Harrow gives you a smile. “You are well informed, <<TrueName "Current">>. Be careful. Your sister is in Stitch’s sights for being just as curious.”<Br>
<Br>
When you don’t reply, Harrow downs his drink and rests it back on the table, sighing. “Take a gander in McTafeys,” he tells you. “Look for the Penny Farthing near the gent's toilets. Step through the fire door and you’ll find yourself in wonderland. But the cheshire cat on the door won’t let you proceed without an invitation from a lovely lady.”<br>
<Br>
He reaches into his jacket and pulls out an identical coin, tossing it to you. When you catch it, you notice the only difference is where your coin is blank, this one has a 'T' cut into it.<br>
<br>
"Try that one," Harrow says, "You'll find the show more to your liking." He raises a glass. "A toast! To the curious and the adventurous. May they always find their way to indulge their whims."<Br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestTracker "Quest22" 1>><<QuestOptionUnlock "Quest22" 1 "mcTafeys_backdoor">><<DrinkingWithHarrow>><<TakeObjectNPC "Harrow" "TandiPennyFarthing">><</link>><br>
<</if>>
<<elseif $current.female is true and _CurrentPC is true>>
Harrow takes a sip of his drink as his eyes linger on the coin. “An immaculate antique,” he slurs. “Such a shame our Royal Mint has lost its design flair in recent years.”<bR>
<br>
As you spin the coin around, his eyes lock on to it. “It’s not often that those in possession of such beauty are unaware of the value,” he murmurs. “Who gave that to you?”<br>
<Br>
“I found it,” you lie, ignoring his last comment. “Do you know what it’s used for?”<bR>
<br>
<<BeachInventoryCheckPennyFarthingType>>
<<if _BeachInventoryCheckPennyFarthingType is "Tandi">>
Harrow looks between you and the coin, then with a flick of the wrist grasps it from you. He holds it close to him, looking at the ‘T' embellished on one side. “The acorn doesn’t fall far from the tree in your family, does it, Miss Phillips? Like Emily, it seems you relish in sticking your beak into matters that shouldn’t concern you.”<br>
<BR>
“Give it back,” you spit, trying to keep your voice low.<Br>
<Br>
“Now now,” Harrow says, smirking. “I thought you wanted to know what this was for. Tandi wouldn’t take kindly to us not having a little fun whilst we chatted.”<BR>
<Br>
“So this coin has something to do with Tandi?” you ask.<Br>
<Br>
Harrow titters, playing with the alcohol in his glass. “That’s her mark. And on the other side, a feat of British ingenuity. You’ll see a similar sign to it above the fire exit in McTafey’s bar. I’m sure you’ll find your own way from there. But I wonder if there’s a path more apt for you.”<Br>
<Br>
Harrow grins, downs his drink and rests it back on the table. He reaches into his trousers, pocketing the coin but tossing another one over the table. “Here. A trade. That one is more fitting for you.”<Br>
<Br>
You look down at the new coin on the table. It is still brandished with the penny farthing, but turning it over you see that where the old one had a 'T', this one is blank.<Br>
<Br>
“What’s the difference?” you ask, scowling at him.<Br>
<Br>
“Just the performance,” he gleams. “After all, the show must go on.”<Br>
<Br>
You look around the dining hall, debating whether it’s safe to use magic in here. Barry the bartender looks back at you, as if determining if you need service. Like it or not, there’s no way to cast magic unobserved in here.<Br>
<br>
He pushes a glass towards you and smiles. "A toast," he says. "To the tenacious and the curious. May they always find their way, even if it leads to trouble."<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestTracker "Quest22" 1>><<QuestOptionUnlock "Quest22" 1 "mcTafeys_backdoor">><<DrinkingWithHarrow>><<TakeObjectNPC "Harrow" "BlankPennyFarthing">><<GiveObjectNPC "Harrow" "TandiPennyFarthing">><</link>><br>
<<elseif _BeachInventoryCheckPennyFarthingType is "Blank">>
Harrow looks between you and the coin, then with a flick of the wrist grasps it from you. He holds it close to him, looking at the blank side. “The acorn doesn’t fall far from the tree in your family, does it, Miss Phillips? Like Emily, it seems you relish in sticking your beak into matters that shouldn’t concern you.”<br>
<Br>
“Give it back,” you spit, trying to keep your voice low.<br>
<Br>
“Now now,” Harrow says, smirking. “I thought you wanted to know what this was for.”<bR>
<Br>
“Does it have anything to do with Tandi Cunnings?” you ask.<Br>
<br>
Harrow titters, playing with the alcohol in his glass. “She is one of many. But more interesting to you is the Penny Farthing. A feat of British ingenuity. You’ll see a similar sign to it above the fire exit in McTafey’s bar. I’m sure you’ll find your own way from there.”<Br>
<br>
Harrow grins, downs his drink and rests it back on the table. Then he flicks it back across the table. “Of course,” he gleams. “After all, the show must go on.”<Br>
<Br>
You clasp it and put it away. The biology teacher just stares over the table, grinning.<Br>
<br>
He pushes a glass towards you and smiles. "A toast," he says. "To the tenacious and the curious. May they always find their way, even if it leads to trouble."<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestTracker "Quest22" 1>><<QuestOptionUnlock "Quest22" 1 "mcTafeys_backdoor">><<DrinkingWithHarrow>><</link>><br>
<</if>>
<<elseif $current.avatar is "Andrea">>
Harrow takes a sip of his drink as his eyes linger on the coin. “An immaculate antique,” he slurs. “Such a shame our Royal Mint has lost its design flair in recent years.”<br>
<Br>
As you spin the coin around, his eyes lock on to it. “It’s not often that those in possession of such beauty are unaware of the value,” he murmurs. “Who gave that to you?”<br>
<Br>
“I found it,” you lie, ignoring his last comment. “Do you know what it’s used for?”<br>
<Br>
Harrow looks between you and the coin, pausing. “You offer me a dilemma, Andrea. On one hand, I shouldn’t interfere with Sermon’s plans for you. But on the other,” Harrow glances up. “Reagan’s spells are so intertwined with that delectable skull of yours that I wonder if you’d even remember how you arrived at Dicks if I told you to forget. Tell me, do you even know what I’m talking about?”<Br>
<Br>
You remain silent, unsure what to say.<Br>
<Br>
“As I thought,” Harrow says, taking your silence for confusion. “You make the ideal companion, Andrea. A sympathetic ear, a delightful appearance, and a memory that can barely retain any word I utter if I choose for you to forget it. I should speak with Stitch about having more students subjected to Reagan’s experiments. Come, let’s have another drink.”<bR>
<Br>
You look around the dining hall, debating whether it’s safe to use magic in here. Barry the bartender looks back at you, as if determining if you need service. Like it or not, there’s no way to cast magic unobserved. Instead, you turn to Harrow again, wondering how you can turn his assumptions on your memory against him.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DrinkingWithHarrow>><<DialogueUnlock "Harrow" "PennyFarthingAgain">><<DialogueUnlock "Harrow" "AboutReaganExperiments">><<DialogueUnlock "Harrow" "AboutReagan">><<DialogueUnlock "Harrow" "AboutSermonFuture">><</link>><br>
<</if>>
<<case "WhatDoingHere">>
“What brings you here this evening, Mr. Harrow?” you ask.<br>
<Br>
Harrow swirls the liquid in his glass, taking his time to answer. “The club keeps the only single malt worth drinking in this town,” he slurs. “And the company asks far fewer questions than the staff room. Present company excluded, it seems.”<br>
<Br>
His eyes settle on you, lingering a moment too long. “You offer me a dilemma, Andrea. On one hand, I shouldn’t interfere with Sermon’s plans for you. But on the other,” Harrow glances up. “Reagan’s spells are so intertwined with that delectable skull of yours that I wonder if you’d even remember us speaking. Tell me, do you even know what I’m talking about?”<Br>
<Br>
You remain silent, unsure what to say.<Br>
<Br>
“As I thought,” Harrow says, taking your silence for confusion. “You make the ideal companion, Andrea. A sympathetic ear, a delightful appearance, and a memory that can barely retain any word I utter. Come, let’s have another drink.”<bR>
<Br>
You look around the dining hall, debating whether it’s safe to use magic in here. Barry the bartender looks back at you, as if determining if you need service. Like it or not, there’s no way to cast magic unobserved. Instead, you turn to Harrow again, wondering how you can turn his assumptions on your memory against him.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Harrow" "WhatDoingHere">><<DrinkingWithHarrow>><<DialogueUnlock "Harrow" "AboutReaganExperiments">><<DialogueUnlock "Harrow" "AboutReagan">><<DialogueUnlock "Harrow" "AboutSermonFuture">><</link>><br>
<<case "AboutReaganExperiments">>
“What has Reagan done to me?” you stammer, feeling the timid voice break as you speak.<bR>
<Br>
Harrow smiles as he takes a sip from his drink. “You really don’t remember, do you, you poor sweet thing? Reagan’s spells have been crawling around your head since she learned to cast them.”<br>
<Br>
“Spells?” you query, remembering how much you are supposed to know.<Br>
<bR>
“The dark arts, young lady,” Harrow tells you. “It’s all real. Magic. Mystery. The occult. The school has stood for generations by applying it. When Reagan learned how to wield it, your little meek presence was like a flame to Reagan’s moth. Except, the moth had teeth.” He takes another sip from his drink. “Some might say they are too sharp.”<Br>
<Br>
“I don’t remember…” you say, injecting a hint of confusion to your voice.<Br>
<Br>
“And you never will,” Harrow retorts, grinning. “Even this conversation will fly from your mind. Reagan is thorough in her manipulations. I should know.”<Br>
<Br>
You stare back at him, mimicking Andrea’s fearful stare. Or perhaps it’s genuine. You feel like a fly trapped in a spider’s web. Fear floods through you.<Br>
<Br>
“Don’t fret, my delightful girl. Sermon has a future set for you. And Reagan may have played with your brain, but your instinct was always to serve. Look at where you are and what you’re doing.”<Br>
<BR>
You wince, trying to balance the need to appease Harrow and at least offer a modicum of resistance to his words.<Br>
<Br>
He sniggers at your response. “Come on, Andrea. Reagan didn’t cause this. It’s just you. Don’t try to argue you have a backbone. You never have, even when you were in my lessons.”<bR>
<br>
<<ActionsHeader>>
<<StatCheckOrientation "gt" 20 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to charm him and deflect his question">>
<<if _StatCheckOrientation is true>><<link _StatOrientationProbability "HarrowDialogue">><<set $HarrowDialogue to "ReaganExperimentsCharmPass">><<DialogueUnlock "Harrow" "AboutSermonFuture">><</link>><br>
<<else>><<link _StatOrientationProbability "HarrowDialogue">><<set $HarrowDialogue to "ReaganExperimentsCharmFail">><<Orientation 1>><<DialogueUnlock "Harrow" "AboutSermonFuture">><</link>><br><</if>>
<<CompulsionCheck "TheAppeaser">>
<<if _CompulsionCheck is true>><span class="compulsion">[The Appeaser] </span><s>Tell him it was all Reagan</s> - <i>You feel you can't refute him</i><br>
<<else>><<link "Tell him it was all Reagan" "HarrowDialogue">><<set $HarrowDialogue to "ReaganExperimentsAllReagan">><<Assertive 1>><<DialogueUnlock "Harrow" "AboutSermonFuture">><</link>><br><</if>>
<<link "Tell him this is who you are" "HarrowDialogue">><<set $HarrowDialogue to "ReaganExperimentsThisIsWhoYouAre">><<Assertive -1>><<DialogueUnlock "Harrow" "AboutSermonFuture">><</link>>
<<case "ReaganExperimentsCharmPass">>
“Isn’t that what men like, though?” you ask. “Don’t you prefer a girl without a backbone?”<Br>
<Br>
Harrow grins at your comment, taking a sip of his drink. When he places it down, he licks his lips. “And since when did you have an interest in what I like, Andrea?”<br>
<Br>
You quickly consider what Andrea would do in this instance. Bold flirting doesn’t seem like her style. Instead, you look to the table away from him and let your cheeks redden.<Br>
<Br>
“Oh,” you hear Harrow murmur. “Really Andrea, I had no idea. You were always so disengaged in my biology lessons.”<Br>
<Br>
You glance up to see Harrow now watching you with interest. You offer him a meek smile.<Br>
<bR>
“Maybe I’ve misjudged you,” he says. “Underneath that fear is a girl with desires, is there? Ones that are bursting to come out?”<Br>
<BR>
He raises a glass to yours and chinks against it, topping you up. “A toast. To spending time with pleasant company and uncovering each other's secrets. And desires.” He titters to himself. “It feels so good being able to talk so openly about this. You have no idea what a strain it causes mentally to have to keep silent on all that we do here."<Br>
<Br>
As you raise the glass, you consider his words. This isn’t you, is it. You’re not meek. And you certainly don’t have a crush on Harrow. <Br>
<Br>
<I>And isn’t he talking about Andrea, and not you?</i><bR>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DrinkingWithHarrow>><</link>>
<<case "ReaganExperimentsCharmFail">>
“Isn’t that what men like, though?” you ask. “Don’t you prefer a girl without a backbone?”<br>
<bR>
Harrow grins at your comment, taking a sip of his drink. When he places it down, he licks his lips. “And since when did you have an interest in what I like, Andrea?”<bR>
<Br>
You flash him a smile, feeling your lips twitch. “I’ve always thought highly of you, sir.”<br>
<Br>
“Oh?” Harrow murmurs. “You should have tried out with the drama club, Andrea. You have the makings of a performer. Unfortunately, I have spent too long walking the boards to be fooled by an amateur.”<Br>
<Br>
He looks across the table, watching you carefully. After a moment, he smiles. “Don’t take your failure to heart. I find I’m surrounded by pretty girls flashing their eyes for a passing grade. The only one who seems to get away with it is your manipulator, Reagan. She could be a star, with her words.”<Br>
<Br>
Harrow leans back, smiling at you. But he doesn’t reach forward to drink. And he doesn’t look to top up your glass either.<Br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "ReaganExperimentsAllReagan">>
“I wasn’t always like this,” you say. “Reagan did this to me.”<bR>
<Br>
Harrow chuckles to himself. “Careful my dear, one might think you are standing up for yourself. And we can’t have that, now can we?”<bR>
<bR>
He looks across the table, watching you carefully. After a moment, he sighs. “Of course, you would think that. It’s part of Reagan’s spells. You are meant to believe that the choices you make are those you’ve chosen freely. A typical Reagan spin on a classic spell. Quite the manipulator, I’ve learned.”<Br>
<Br>
Harrow leans back, smiling at you. But he doesn’t reach forward to drink. And he doesn’t look to top up your glass either. <br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "ReaganExperimentsThisIsWhoYouAre">>
“You’re right,” you stammer. “I don’t have a backbone.”<BR>
<Br>
Harrow smiles sympathetically. “There you are. It feels good, doesn’t it? To be honest with who you are. There is freedom in honesty, sweet Andrea. Of just letting go.”<bR>
<bR>
He raises a glass to yours and chinks against it, topping you up. “A toast. To breaking your chains through wearing them.” He titters to himself. “It feels so good being able to talk so openly about this. You have no idea what a strain it causes mentally to have to keep silent on all that we do here."<bR>
<Br>
As you raise the glass, you consider his words. This isn’t you, is it. You’re not meek. And accepting that wearing chains is freedom.<bR>
<bR>
<I>And isn’t he talking about Andrea, and not you?</i>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DrinkingWithHarrow>><</link>>
<<case "AboutReagan">>
“What exactly is your relationship with Reagan?” you say, trying to remove any accusation from your voice.<br>
<br>
Harrow’s smile fades, but he looks off away from you as he loses himself in thought. “Reagan is a wonderful young woman. Driven and filled with purpose. She has plans for the coven. She will go far.”<Br>
<Br>
You say nothing, letting Harrow return to you naturally. “You wouldn’t remember your little interruptions in the Charlton Hotel, but you’ve caught us a number of times. A dalliance in the afternoon, between two consenting adults. Is that so scandalous?”<bR>
<Br>
“Isn’t she a student?” you ask, trying to maintain a neutral tone.<Br>
<Br>
Harrow watches you carefully. “She’s old enough to know the nature of her arrangement. She instigated it, too. One might say I was as much of a fly in her trap as you are. In certain ways.”<Br>
<Br>
Taking a long sip of his drink, Harrow sighs. “It’s hard to discuss this, even with you.” His hand casually waves towards your face, gesturing towards your brain. “At least Reagan’s spells will strip this from your recollection. She really is astounding, in her way.”<br>
<Br>
He looks to your glass, then back up to you. “Tell me, Andrea. Does what I’m doing with Reagan repulse you?”<br>
<br>
<<ActionsHeader>>
<<StatCheckGreedy "gt" 60>>
<<set _StatGreedyProbability to _StatGreedyProbability + " Try to convince him he should take what he can">>
<<if _StatCheckGreedy is true>><<link _StatGreedyProbability "HarrowDialogue">><<set $HarrowDialogue to "AboutReaganGreedyPass">><<DialogueUnlock "Harrow" "AboutReagansPlan">><</link>><br>
<<else>><<link _StatGreedyProbability "HarrowDialogue">><<set $HarrowDialogue to "AboutReaganGreedyFail">><<Greedy 1>><<DialogueUnlock "Harrow" "AboutReagansPlan">><</link>><br><</if>>
<<link "Tell him he’s abusing his position" "HarrowDialogue">><<Assertive 1>><<set $HarrowDialogue to "AboutReaganAbuse">><<DialogueUnlock "Harrow" "AboutReagansPlan">><</link>><br>
<<link "Tell him he doesn’t repulse you" "HarrowDialogue">><<Assertive -1>><<set $HarrowDialogue to "AboutReaganRepulse">><<DialogueUnlock "Harrow" "AboutReagansPlan">><</link>><br>
<<case "AboutReaganGreedyPass">>
“You should take what you can get,” you tell Harrow. “She’s a grown girl. She knows what she’s doing.”<br>
<BR>
Harrow eyes you carefully before speaking. “And what would you think if you were still at school? If it was your friend Florence I was having relations with?”<bR>
<Br>
You stare back at him, trying a hard look and mustering a lie. “Florence wasn’t exactly an angel at school.” <bR>
<Br>
This causes an eyebrow to rise. “That surprises me. I always thought that she was too lost in her own mind to do anything untoward. Shame. I’ve always had a soft spot for redheads.”<Br>
<Br>
“What about Reagan?” you try.<Br>
<br>
“There’s enough fire in her without her hair needing to reflect what’s within,” he says with a grin.<Br>
<Br>
He lifts the whiskey and fills both glasses to the brim. “A toast. To learning there’s still secrets at Charlton School that I’m not privy to.” He titters to himself. “Thank you, Andrea. I’m almost saddened to know that you won’t remember this conversation tomorrow. Still, at least we can have it again.”<Br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DrinkingWithHarrow>><</link>>
<<case "AboutReaganGreedyFail">>
“You should take what you can get,” you tell Harrow. “She’s a grown girl. She knows what she’s doing.”<BR>
<Br>
Harrow eyes you carefully before speaking. “And what would you think if you were still at school? If it was your friend Florence I was having relations with?”<Br>
<Br>
You stare back at him, trying to muster something but the thought of Florence sleeping with teachers makes you wince. <Br>
<Br>
Harrow smiles with satisfaction. “Just as I thought. But your judgement doesn’t concern me, Andrea. After all, I’m in control here. When we’re finished, you will return to your subservient job and I will still be enjoying the charms of a beautiful young woman at the height of her powers."<bR>
<Br>
His smile remains, but you can tell there’s some rage to it. He makes no attempt to fill your glass, nor his.<Br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "AboutReaganAbuse">>
“I don’t think teachers should be sleeping with their students,” you say flatly.<bR>
<Br>
Harrow’s smile fades, a scowl forming. “Who asked you for your opinion, Andrea? I asked if I repulsed you. Not for your pitying judgement. Reagan started our dalliance. What sort of man would I be to turn such a delightful young lady down?”<bR>
<Br>
“I’m sorry,” you begin. “I didn’t mean to -”<br>
<Br>
“It doesn’t matter,” Harrow cuts you off. “After all, I’m in control here. When we’re finished, you will return to your subservient job and I will still be enjoying the charms of a beautiful young woman at the height of her powers."<Br>
<Br>
His smile remains, but you can tell there’s some rage to it. He makes no attempt to fill your glass, nor his.<Br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "AboutReaganRepulse">>
“Like you said,” you reply. “She’s old enough to know what she’s doing, and she started it.”<Br>
<br>
Harrow leans in, grinning. “Exactly! Who should judge me for accepting the affections of a young woman?”<br>
<Br>
You give him a smile, not wanting to offer him more. He lifts the whiskey and fills both glasses to the brim. <Br>
<Br>
“A toast. To likeminded people, free of puritan morality.” He titters to himself. “Thank you, Andrea. I’m almost saddened to know that you won’t remember this conversation tomorrow. Still, at least we can have it again.”<Br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DrinkingWithHarrow>><</link>>
<<case "AboutSermonFuture">>
“What has Mr. Sermon got planned for me?” you try, your voice quivering and for once you’re not sure if it’s an act.<br>
<Br>
Harrow gives you a sympathetic smile. “I’m not sure I should tell you. Even if you won’t remember, it’s hardly a pleasant topic for an evening night cap.”<Br>
<Br>
You look back at him, feeling your eyes widening. Harrow rolls his eyes.<br>
<bR>
“Very well,” he says. “I’ll tell you what I know. You’ve been marked, Andrea. There is a place where maids from the hotel can find themselves desiring to move on to. All those who leave Sermon’s employment choose it willingly. Unfortunately, for you, there are rare cases that turn it down.”<br>
<Br>
“But where is it?” you ask, lip trembling.<bR>
<bR>
“Out in the countryside,” Harrow whispers quietly. “It takes care of girls like you, without a role to play in our community.”<br>
<br>
“I work at the hotel, though,” you stammer. “I play a role.”<Br>
<Br>
Harrow winces, his smile thin with something almost foreign to him. Regret?<br>
<BR>
“Being a maid isn’t a vocation, Andrea,” he replies. “It’s a stop gap for girls in need for a husband. But there are those who prove too independent to settle down, or in your case, too scared to accept the advances of men.” He offers you a small smile. “You need to have a purpose in life, don’t you?”<Br>
<Br>
<<ActionsHeader>>
<<CompulsionCheck "OldFashionedValues">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Old Fashioned Values] </span><s>Try to convince him you don’t need a man to have a purpose</s> - <i>Doubt stops you from protesting</i><br>
<<else>>
<<StatCheckOrientation "lt" 40>>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to convince him you don’t need a man to have a purpose">>
<<if _StatCheckOrientation is true>><<link _StatOrientationProbability "HarrowDialogue">><<set $HarrowDialogue to "SermonFutureOrientationPass">><</link>><br>
<<else>><<link _StatOrientationProbability "HarrowDialogue">><<set $HarrowDialogue to "SermonFutureOrientationFail">><<Orientation 1>><</link>><br><</if>>
<</if>>
<<link "Tell him you need a purpose" "HarrowDialogue">><<Assertive -1>><<set $HarrowDialogue to "SermonFutureNeedPurpose">><</link>><br>
<<link "Tell him you already have a purpose" "HarrowDialogue">><<Assertive 1>><<set $HarrowDialogue to "SermonFutureAlreadyHavePurpose">><</link>><br>
<<case "SermonFutureOrientationPass">>
“I don’t need to get married to have a purpose,” you tell him.<Br>
<Br>
“Is that what you really believe?” Harrow asks, arching an eyebrow. “Isn’t that what we’re all here for? To foster a family, to build a community. All the world’s a stage, Andrea. We may play many parts, but eventually, inevitably, a woman must perform the role of a wife?”<Br>
<Br>
You brace your nerves, considering everything this town has tried to instill in you. In spite of the changes to your being, you don’t believe this. <Br>
<Br>
“There’s other women in town that aren’t married. And what about actresses? Don’t they sometimes put their jobs before their personal lives?”<br>
<BR>
“An actress is a very different vocation to a hotel maid, Andrea,” Harrow tells you condescendingly.<Br>
<Br>
“Who says I’ll stay at the hotel forever?” you retort. “Maybe I’ll leave Charlton.”<bR>
<Br>
Harrow offers you a sad smile as he takes a sip from his drink. “I hope you do, Andrea. It would be such a pity to lose such a spirited personality.”<bR>
<Br>
He knocks back his drink and fills up the glasses on the table. “A toast,” he says. “To trying to escape our lot in life, in spite of how futile the attempt may be. I think I bring out your resistance, Andrea. It’s unfortunate that you’ll no doubt lose it after you leave me this evening.”<Br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DrinkingWithHarrow>><</link>>
<<case "SermonFutureOrientationFail">>
“I don’t need to get married to have a purpose,” you tell him.<br>
<Br>
“Is that what you really believe?” Harrow asks, arching an eyebrow. “Isn’t that what we’re all here for? To foster a family, to build a community. All the world’s a stage, Andrea. We may play many parts, but eventually, inevitably, a woman must perform the role of a wife?”<bR>
<br>
You brace your nerves, considering everything this town has tried to instill in you. You don’t want to admit it, but the allure of a man does hold sway over you. <Br>
<br>
When you don’t answer, Harrow offers you a sad smile as he takes a sip from his drink. “Don’t try to fight it, Andrea. If you continue to do so, I’m afraid of where you’ll end up.”<Br>
<br>
You say nothing more. Harrow studies you carefully. Not touching his drink. Instead, he seems to regard you. This time it’s clear. With regret.<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "SermonFutureNeedPurpose">>
“You’re right,” you stammer. “I need a purpose.”<Br>
<bR>
Harrow offers you a sad smile as he takes a sip from his drink. “That’s what Sermon will provide you. I would try to sway you to accept the attentions of one of the guests, but alas, the fat lady is ready to sing. Don’t fret though, Andrea.”<br>
<br>
He knocks back his drink and fills up the glasses on the table. “A toast,” he says. “To new experiences and fresh starts. I wish we’d had this conversation before now, Andrea. I will miss you when you depart from our lives.”<Br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DrinkingWithHarrow>><</link>>
<<case "SermonFutureAlreadyHavePurpose">>
“I have a purpose,” you say with untapped reserves. “Just because I work as a maid doesn’t mean I don’t have ambition.”<BR>
<Br>
“Is that what you really believe?” Harrow asks, arching an eyebrow. “Don’t tell me those youthful dreams of travelling are still knocking around in that empty head of yours? I would have thought Prichard would have robbed them from you.”<br>
<Br>
“There’s nothing wrong with wanting to travel,” you reply. <Br>
<Br>
“And what about your community?” Harrow asks. “Even those of us who are given the opportunity to see some of the world understand that, someday, we’ll be brought back here to give back to our harmonious way of life. Do you think you should be allowed to indulge your whims and fancies over the growth of our order?”<Br>
<Br>
“But what if my purpose is to do that?” you try.<Br>
<Br>
“The unfortunate truth, my dear,” Harrow replies. “Is that you never had that choice.”<Br>
<br>
You say nothing more. Harrow studies you carefully. Not touching his drink. Instead, he seems to regard you. This time it’s clear. With regret.<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "AboutReagansPlan">>
“You mentioned Reagan’s plans for a coven?” you remind him. “What did you mean?”<bR>
<Br>
“Ah,” Harrow says, his eyes lighting up. “The school’s coven. It’s the cheerleaders, you know? They help Stitch control the school through magic. Only women can cast spells, and so we have learned to steer women to benefit from its power. Nature is a bewildering place, isn’t it just?”<bR>
<br>
“Does Reagan lead the cheerleaders?” you ask.<bR>
<Br>
<<if $PlayerCharacter.cheerleader is true>>
“Not yet,” Harrow replies. “That new girl, Emily Phillips, made her presence felt. But she’ll get what’s coming to her, believe me. Do you know the Phillips girl?”<Br>
<<else>>
“Not yet,” Harrow replies. “Christina is still holding on to power, but her star has faded thanks to some nasty business with that new girl, Emily Phillips. Do you know the Phillips girl?”<br>
<</if>>
<bR>
You shake your head. Harrow nods a response. “I would advise you to avoid her, but you won’t remember my words by tomorrow. I hope Prichard’s words of wisdom about people from outside Charlton are still bouncing around in that empty brain. Tell me, did you agree with her lessons?”<br>
<br>
<<ActionsHeader>>
<<CompulsionCheck "Ditzy">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Ditzy] </span><s>Try to convince him of the flaws in Prichard’s teachings</s> - <i>You struggle to reformulate a response</i><br>
<<else>>
<<StatCheckIntelligence "gt" 50>>
<<set _StatIntelligenceProbability to _StatIntelligenceProbability + " Try to convince him of the flaws in Prichard’s teachings">>
<<if _StatCheckIntelligence is true>><<link _StatIntelligenceProbability "HarrowDialogue">><<set $HarrowDialogue to "ReagansPlanIntelligencePass">><</link>><br>
<<else>><<link _StatIntelligenceProbability "HarrowDialogue">><<set $HarrowDialogue to "ReagansPlanIntelligenceFail">><<Intelligence 1>><</link>><br><</if>>
<</if>>
<<link "Tell him that foreigners are dangerous" "HarrowDialogue">><<Assertive -1>><<set $HarrowDialogue to "ReagansPlanForeigners">><</link>><br>
<<link "Tell him that Prichard’s lessons are dangerous" "HarrowDialogue">><<Assertive 1>><<set $HarrowDialogue to "ReagansPlanPrichard">><</link>><br>
<<case "ReagansPlanIntelligencePass">>
“Foreigners aren’t all bad,” you begin. “I thought Ms. Prichard’s lessons were a bit dramatic.”<BR>
<Br>
Harrow’s mouth actually drops open when he hears your words. “Oh really? That surprises me, Andrea. I always thought you did well in Geography.”<Br>
<Br>
You hold back wincing, as you consider the best response to refute his informed position about Andrea’s academic performance. “I read a lot after school,” you reply. “There’s a lot of our history that comes from immigrants. Isn’t the Royal Family from somewhere in Europe?”<Br>
<Br>
Harrow smiles, as he considers you. “Are you a fan of the royals?”<Br>
<Br>
You shrug your shoulders lightly, leaning into the instinct you get from his sparkling eyes. “Isn’t everyone?”<Br>
<Br>
Harrow leans forward. “I wish my people our age invested passion in our monarchy. What a unique offering they bring to our country. An establishment going back centuries. Just thinking of the pomp and ceremony is enough to stir something in my loins.”<Br>
<Br>
“Our age?” you ask.<Br>
<Br>
“Of course!” he replies, flashing you a smile. “I’m not that old, Andrea. In another time, if I saw you at the theatre, I would have made a beeline for you." He drains his drink and fills up the glasses on the table. “I happen to agree with your position on Prichard’s teachings, although I reserve the right to maintain my judgement on those from outside our country.”<Br>
<Br>
“A toast,” he says. “To the Royals. And to Reagan’s ascent to the throne of the coven. You never know, Andrea. Maybe when she’s in-charge, I can persuade her to allow you to remember certain things. Like how much we have in common.”<Br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DrinkingWithHarrow>><</link>>
<<case "ReagansPlanIntelligenceFail">>
“Foreigners aren’t all bad,” you begin. “I thought Ms. Prichard’s lessons were a bit dramatic.”<bR>
<Br>
Harrow’s mouth actually drops open when he hears your words. “Oh really? That surprises me, Andrea. I always thought you did well in Geography.”<BR>
<Br>
You hold back wincing, as you consider the best response to refute his informed position about Andrea’s academic performance. “I just didn’t think she was fair to immigrants.”<bR>
<br>
Harrow stares back at you, his eyes narrowing. “Strange you did so well on your grades. Maybe Reagan’s spells have changed more than she intended.”<Br>
<Br>
Trying to calm the accusation with just a smile, you stare back at the teacher. After a moment he just shrugs. “Perhaps I will speak to her. Or Prichard. I’m sure she’ll only be happy to offer you a fresher course. One that I’m sure you’ll be only too happy to take.”<br>
<Br>
Harrow watches you over the table, making no moves to refill his empty glass. Or yours.<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "ReagansPlanForeigners">>
“Foreigners are dangerous,” you tell him, thinking on what he wants to hear. “Ms. Prichard was right.”<BR>
<bR>
Harrow offers you a condescending smile. “She indeed has a point, even if her lessons are dogmatic. People like that Phillips girl are testament to that. She doesn’t understand the ways of this town, like all outsiders. I saw it myself, when I went to University in the city.”<br>
<Br>
He takes a sip from his drink, before continuing. “And I’ll admit, I enjoyed their vices. But after three years, I was glad to be coming back home. There is a certain comfort in our way of life, don’t you think? That’s what Reagan wants to maintain. In spite of how extreme her methods might be.”<Br>
<Br>
He drains his drink and fills up the glasses on the table. “A toast,” he says. “To our way of life. And to Reagan’s plan for the coven. You never know, Andrea. Maybe when she’s in-charge, I can persuade her to allow you to remember certain things. Like how much we have in common.”<Br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DrinkingWithHarrow>><</link>>
<<case "ReagansPlanPrichard">>
“I don’t think you can say everyone from abroad is dangerous,” you tell him. “Ms. Prichard always seemed a bit much when she taught.”<Br>
<Br>
Harrow’s mouth actually drops open when he hears your words. “Oh really? That surprises me, Andrea. I always thought you did well in Geography.”<Br>
<Br>
You hold back wincing, as you consider the best response to refute his informed position about Andrea’s academic performance. “I just didn’t think she was fair to immigrants.”<BR>
<br>
Harrow stares back at you, his eyes narrowing. “Strange you did so well on your grades. Maybe Reagan’s spells have changed more than she intended.”<Br>
<Br>
Trying to calm the accusation with just a smile, you stare back at the teacher. After a moment he just shrugs. “Perhaps I will speak to her. Or Prichard. I’m sure she’ll only be happy to offer you a fresher course. One that I’m sure you’ll be only too happy to take.”<br>
<Br>
Harrow watches you over the table, making no moves to refill his empty glass. Or yours.<Br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "CoinAssertivePass">>
“Can we talk about the coin again?” you try.<Br>
<BR>
Harrow takes a sip of his drink, eyes glazed over from the alcohol. “Let’s take another look,” he tells you.<bR>
<br>
<<BeachInventoryCheckPennyFarthingType>>
<<if _BeachInventoryCheckPennyFarthingType is "Tandi">>
You take out the coin and hold it up. Harrow looks between you and it, then his hand clumsily reaches forward. Unfortunately, the alcohol slows your reflexes and he manages to wrestle it from you.<Br>
<Br>
He holds it close to him, looking at the ‘T' embellished on one side. “Tandi,” he murmurs. “Now she had potential.” He glances to you. “Still does. Just a different sort.”<br>
<Br>
“So this coin has something to do with Tandi?” you ask.<br>
<Br>
Harrow titters, swiveling his glass. “That’s her mark. If I took this to McTafey’s bar, I’d get dinner and a show. Just the mark of the Penny Farthing in the toilets. Alice falling into wonderland.”<Br>
<Br>
The biology teacher grins and Harrow downs his drink and rests it back on the table. He reaches into his trousers, pocketing the coin but tossing another one over the table. “Here. That one's more fitting for you.”<Br>
<Br>
You look down at the new coin on the table. It is still brandished with the penny farthing, but turning it over you see that where the old one had a 'T', this one is blank.<BR>
<Br>
“What’s the difference?” you ask.<Br>
<Br>
“Just the performance,” he gleams. “After all, the show must go on.”<Br>
<br>
Looking around the dining hall, you debate whether it’s safe to use magic in here. Barry the bartender looks back at you, as if determining if you need service. Like it or not, there’s no way to cast magic unobserved.<Br>
<Br>
You stagger to your feet, confident you’ve gained all you can. “Leaving so soon?” he asks.<Br>
<Br>
“I should finish my shift,” you tell him, words slurring.<Br>
<br>
“Can’t wait to see you at the after party, delightful Andrea,” he murmurs, watching you go.<Br>
<Br>
<<ActionsHeader>>
<<link "Finish your shift and return to the locker room" "CountryClubStaffRoom">>
<<TimeChange>><<HarrowDrunkConvoReconcile>>
<<QuestTracker "Quest22" 1>><<QuestOptionUnlock "Quest22" 1 "mcTafeys_backdoor">>
<<TakeObjectNPC "Harrow" "BlankPennyFarthing">><<GiveObjectNPC "Harrow" "TandiPennyFarthing">>
<</link>>
<<elseif _BeachInventoryCheckPennyFarthingType is "Blank">>
You take out the coin and hold it up. Harrow looks between you and it, then his hand clumsily reaches forward. Unfortunately, the alcohol slows your reflexes and he manages to wrestle it from you.<br>
<Br>
He holds it close to him, looking at the blank side. “I’d love to see an ‘A' on here, Andrea. Do you think they’ll be a matinee showing one lunchtime?”<bR>
<Br>
“Give it back,” you spit, trying to keep your voice low.<br>
<Br>
“Now now,” Harrow says, smirking. “I thought you wanted to know what this was for.”<Br>
<Br>
“Does it have something to do with Tandi Cunnings?” you ask.<Br>
<Br>
Harrow titters, playing with the alcohol in his glass. “She is one of many. You could be like her, if you tried. Just take this to McTafey’s bar, look for the mark of the Penny Farthing in the back corridor. You’ll be like Alice falling into Wonderland.”<bR>
<Br>
“What does that mean?” you ask.<Br>
<Br>
“It means you’ll be the star of the stage,” he gleams. “After all, the show must go on.”<Br>
<Br>
You stagger to your feet, confident you’ve gained all you can. “Leaving so soon?” he asks.<br>
<Br>
“I should finish my shift,” you tell him, words slurring.<BR>
<Br>
“Can’t wait to see you at the after party, delightful Andrea,” he murmurs, watching you go.<Br>
<Br>
<<ActionsHeader>>
<<link "Finish your shift and return to the locker room" "CountryClubStaffRoom">>
<<TimeChange>><<HarrowDrunkConvoReconcile>>
<<QuestTracker "Quest22" 1>><<QuestOptionUnlock "Quest22" 1 "mcTafeys_backdoor">>
<</link>>
<</if>>
<<case "CoinAssertiveFail">>
“Can we talk about the coin again?” you try.<Br>
<br>
<<DailyVariableCheck "HarrowDrunkSuspicious">>
<<if _DailyVariableCheck is true>>
You can see Harrow pushing through his drunken stupor to narrow his eyes. “Again with the question on the coin, Andrea. Seems out of character for you to be so pushy.”<bR>
<Br>
“Sorry, sir,” you try. But instead of placating him, his nose rolls up.<bR>
<Br>
“Perhaps it’s time you returned to your duties,” he finally says. “And maybe I should have a word with Reagan. A refresher could be in order to ensure you know your place."<Br>
<Br>
Harrow watches you, motionless. Waiting for you to stand. You smile at him, then stagger to your feet. He says nothing.<bR>
<Br>
<<ActionsHeader>>
<<link "Finish your shift and return to the locker room" "CountryClubStaffRoom">><<TimeChange>><<HarrowDrunkConvoReconcile>><</link>>
<<else>>
You can see Harrow pushing through his drunken stupor to observe you with calculating eyes. After a moment, he flashes you a smile. “Such persistence, Andrea. One might think Reagan’s spells aren’t as effective as you have led on.”<br>
<Br>
Trying a polite smile, you try to act as meek as you can as you realise you’ve overplayed your hand. The biology teacher pushes his drink away from his body, a clear signal to you. Instead, he leans back and waits, watching you carefully.<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DailyVariableAdd "HarrowDrunkSuspicious">><</link>><Br>
<</if>>
<<case "PokerNight">>
“I hear you go to a poker night up at the mayor’s place,” you say to him.<br>
<br>
<<if $current.avatar is "Emily">>
“Careful, Miss Phillips,” he says, offering you a knowing smile. “You should be careful where you put that particularly nosy beak of yours.”<br>
<br>
“Is it just for men?” you ask.<br>
<br>
Harrow chuckles, regarding you with amusement. “Quite the dog with a bone, aren’t you? I’m afraid though, I won’t indulge you this time. Whilst we do invite certain women from the community, I feel your presence would be a distraction.”<br>
<br>
<<GetPCState "female">>
<<if _female is true>>
He lets the last word linger. He says no more.<br>
<<else>>
He lets the last word linger, but you can see his mind whirring. “But why not ask your brother to come see me? If he was interested, maybe he would be a stable influence on you.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<elseif _CurrentPC is true and $current.female is true>>
Harrow flashes you a boyish smile. “Oh, just a bit of fun for the boys around Charlton. We teach some of the young men the delicate skills that the game demands.”<br>
<br>
“Is it just for men?” you ask.<br>
<br>
He retains his smile as he looks at you, appraising you with his eyes. “Of course not,” he murmurs. “What is a night without the fairer sex, after all?” He smiles. “You should come by. I’d be happy to introduce you as my lady friend for the evening. We always need help with drinks. And keeping the men in check.”<br>
<br>
His face betrays nothing, but you wonder exactly what this will entail. Especially in Charlton.<br>
<br>
<<ActionsHeader>>
<<link "Accept his offer" "HarrowDialogue">><<set $HarrowDialogue to "PokerNightAcceptOffer">><</link>><br>
<<link "Tell him you’ll consider it" "HarrowDialogue">><<set $HarrowDialogue to "PokerNightConsider">><</link>>
<<elseif _CurrentPC is true and $current.female is false>>
Harrow flashes you a grin. “You’re well informed. It’s just a bit of fun for the boys around Charlton. We teach some of the young men the delicate skills that the game demands.”<br>
<br>
“Think I could get a buy-in?” you ask.<br>
<br>
He retains his smile as he looks at you. “I wouldn’t turn down such an enthusiastic proposition. I must warn you though, I used to play back in the city. I take no prisoners. And we don’t gamble for pennies.”<br>
<br>
“I’m sure I can hold my own,” you reply.<br>
<br>
“I like the optimism,” Harrow says, grinning. “Hope that is maintained when you find yourself down.”<br>
<br>
Harrow’s smile lingers, but you see a thought behind his eyes. “But,” he adds after a moment. “We do have one rule. Each player brings a member of the fairer sex. To serve drinks and encourage the boys. Harmless fun, I assure you.”<br>
<br>
His jaw locks before continuing. “Why don’t you bring that sister of yours? It would be the perfect occasion to show how she’s embracing community spirit. Supervised, of course.”<br>
<br>
Harrow holds your gaze, waiting and watching.<br>
<br>
<<ActionsHeader>>
<<link "Accept and say you’ll bring Emily with you" "HarrowDialogue">><<set $HarrowDialogue to "PokerNightBringEmily">><</link>><br>
<<link "Tell him you’ll consider it" "HarrowDialogue">><<set $HarrowDialogue to "PokerNightConsider">><</link>>
<</if>>
<<case "PokerNightAcceptOffer">>
“Okay,” you say. “I’d love to help.”<br>
<br>
“Splendid,” he says, beaming. He reaches into his pocket and takes out a notepad, writing down an address. He tears the page out and offers it to you. “Here’s the address. But you shouldn’t need it. Even Charlton Taxis know where the Duncan Manor is.”<br>
<br>
You take the page and smile politely back at him. “See you there.”<br>
<br>
“Looking forward to it,” he smiles. “Please dress appropriately. We like to make a show of it.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestTracker "Quest18" 0>><<QuestTracker "Quest18" 2>><<QuestOptionUnlock "Quest18" 2 "solo">><<SetFlag "CharltonTaxiHomeKnown">><<LocationKnown "DuncanManor">><</link>>
<<case "PokerNightBringEmily">>
“Okay,” you say. “I’ll ask Emily.”<br>
<br>
“Splendid,” he says, beaming. He reaches into his pocket and takes out a notepad, writing down an address. He tears the page out and offers it to you. “Here’s the address. But you shouldn’t need it. Even Charlton Taxis know where the Duncan Manor is.”<br>
<br>
You take the page and smile politely back at him. “See you there.”<br>
<br>
“Looking forward to it,” he smiles. “We’ll show the town that your sister is a good sort, won’t we? And tell her to dress appropriately. We like to make a show of it.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestTracker "Quest18" 0>><<QuestTracker "Quest18" 1>><<QuestOptionUnlock "Quest18" 1 "harrow_PC_male">><<SetFlag "CharltonTaxiHomeKnown">><<LocationKnown "DuncanManor">><</link>>
<<case "PokerNightConsider">>
“I’ll think about it,” you reply.<br>
<br>
<<if _CurrentPC is true and $current.female is true>>
“Don’t think too long,” Harrow tells you. “It’s a fine opportunity to meet some of the young bachelors of the town.” He smiles, warmly but laced with intent. “The clock is ticking, I’m sure.”<br>
<<elseif _CurrentPC is true and $current.female is false>>
“Don’t think too long,” Harrow tells you. “It’s a fine opportunity to get to know some influential members of the community.” He smiles, warmly but laced with intent. “Some your sister would do well to impress.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueUnlock "Harrow" "PokerInviteAccept">><<QuestTracker "Quest18" 0>><</link>>
<<case "PokerNightReconsider">>
"About that poker night. I’d like to come."<br>
<br>
He grins. "Splendid!"<br>
<br>
<<ActionsHeader>>
<<if _CurrentPC is true and $current.female is false>>
<<link "Accept and say you’ll bring Emily with you" "HarrowDialogue">><<set $HarrowDialogue to "PokerNightBringEmily">><</link>><br>
<<elseif _CurrentPC is true and $current.female is true>>
<<link "Accept his offer" "HarrowDialogue">><<set $HarrowDialogue to "PokerNightAcceptOffer">><</link>><br>
<</if>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "NurseProgramGraduate">>
“I’m trying to find out which recent school graduates entered the Care Pavilion’s nurse-training programme,” you say. “Do you remember anyone?”<br>
<br>
<<if $current.avatar is "Emily">>
Harrow raises an eyebrow. “Looking to the future, Miss Phillips? A little civic service might temper that restless curiosity of yours.”<br>
<<elseif $current.avatar is "Andrea">>
Harrow smiles into his whisky. “A career change, Andrea? Admirable, though I doubt Mr Lennox would willingly surrender such a dutiful maid.”<br>
<<elseif _CurrentPC is true and $current.female is true>>
Harrow gives you an approving smile. “Considering nursing, Miss Phillips? A commendable calling for a young woman.”<br>
<<elseif _CurrentPC is true and $current.female is false>>
Harrow chuckles. “A young man taking such an interest in nurses? How entirely unsurprising.”<br>
<<else>>
Harrow tilts his head. “An unexpected subject, my dear. Let me think.”<br>
<</if>>
<br>
“Charli Thomas,” he says, swirling his drink. “Graduated a year or two ago. Lovely girl. Spirited, but lovely. Palmer selected her for the programme. The only one in recent years, if memory serves.”<br>
<br>
“And she still lives in Charlton?” you ask.<br>
<br>
“Indeed. Even takes an evening shift at the supermarket as well, against her Doctor’s advice. Training ought to command a young woman’s full attention, but Charli never was easily confined.” He titters. “Always has a smile for me when I stop in. Quite a few gentlemen seem to find reasons to choose her till.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Harrow" "NurseProgramGraduate">><<QuestTracker "Quest36" 0>><<QuestOptionUnlock "Quest36" 0 "nurse">><<QuestOptionUnlock "Quest36" 0 "supermarket">><<QuestOptionUnlock "Quest36" 0 "attention">><<LocationKnown "CharltonSupermarket">><</link>>
<</switch>><<EventsCheck "DialogueHarrow">>
<<if _currentEvent is "DrinkingWithHarrowWasted">>
You try to consider your next words to Harrow, but you find yourself lost as the room starts to spin. You feel your fingers grip on the table and your heels buckle on the floor as you slip off the chair.<Br>
<Br>
“Looks like she’s had enough, sir,” you hear the voice of Barry the bartender cry out as the room spins around you. “I’d better get her into the staff room before Angus sees her.”<Br>
<Br>
A hazy face looks down on you. It takes you a moment to recognise it as Harrow. Or rather, two of him, frowning with concern. “Seems so,” the faces say. Then they are up close to yours. He must be squatting.<Br>
<Br>
“Remember, sweet Andrea,” you hear his voice murmur. “We never had this conversation. Forget.”<br>
<Br>
Then there are two arms hoisting you up. Your chin falls against Barry’s shoulder as he carries you from the dining hall.<Br>
<br>
<<BraceletChargeProse>>
<Br>
<<ActionsHeader>>
<<link "Finish your shift and return to the locker room" "CountryClubStaffRoom">><<TimeChange>><<HarrowDrunkConvoReconcile>><<EventsCheckEnd "DialogueHarrow" "DrinkingWithHarrowWasted">><</link>>
<</if>><<widget "DrinkingWithHarrow">>
<<set $HarrowHaveDrink to true>>
<<Drunk 1>>
<<if $current.drunk gte 5>>
<<EventTrigger "DialogueHarrow" "DrinkingWithHarrowWasted" null "Harrow" null null null null true>>
<<Vice 1>>
<</if>>
<</widget>>
<<widget "HarrowDrunkConvoReconcile">>
<<set $HarrowHaveDrink to undefined>>
<<EndConversation "Harrow">>
<</widget>><<set $ConversationRoot = passage()>>
<<switch $HeatherDialogue>>
<<case "BeachAmulet">>
“Have you ever seen Beach wear a type of amulet?” you ask. “Like a necklace?”<br>
<br>
<<CheckPersonalityState "Heather">>
<<if _PersonalityState is "Free">>
Heather meets your eye when you ask. “I’ve seen it, alright. A brass bear. He has it clipped on his whistle strings. Why?”<br>
<br>
“I think it’s magical,” you say, lowering your voice. “Does he ever remove it?”<br>
<br>
She looks back at you with renewed interest. “Once. At the country club. He was running a swimming lesson. There was no sign of his whistle. Or that bear. I took notice, because he never takes it off. Ever.”<br>
<br>
She casts you a look, holding your eye. But she doesn’t elaborate. She doesn’t want to.<br>
<<else>>
Heather’s eyes drop to the floor. “Yeah. A little brass bear. It sits on the strings of his whistle.”<br>
<br>
She twists the hem of her sleeve in her fingers. Her gaze is directed down, avoiding your eyes.<br>
<br>
“Does he ever remove it?”<br>
<br>
“Not that I’ve ever seen,” she mutters, her voice dropping to a whisper. “And I’ve seen him plenty.”<br>
<br>
Heather glances up, staring at you for a long moment. “Except once.”<br>
<br>
You lean forward, lowering your own voice. “Where?”<br>
<br>
Her eyes drift back to the floor. “The country club. He asked me to help out during a swimming lesson. He didn’t have his whistle on poolside. I noticed because, well. He never takes it off.”<br>
<br>
Her eyes stay on the floor.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "What">>
<<if $current.avatar is "Emily">>
“What are you doing waiting here, Heather?” you ask her. <br>
<br>
She looks off to the side, reflecting, before turning back to you and whispering softly. “Coach Beach said that I might as well clean every evening after classes. I always come last in PE, anyway. This way, I’ll get extra credit for cleaning. I’ll at least pass.”<br>
<br>
“Where’s Coach Beach now?” you ask her.<br>
<br>
She shrugs. “Sometimes he comes,” she says quietly. “Sometimes he doesn’t. He gave me a key to the gym. He lets me come and go as I please. I even clean in the mornings too.”<br>
<br>
“You sound like you enjoy it,” you tell her.<br>
<br>
She looks up at you with her large eyes, a smile appearing in spite of clear reluctance. “You get used to it. The smell. The scents. The boys.”<br>
<br>
You let one of your eyebrows rise up. “The boys?”<br>
<br>
Heather nods, replying in a hushed, if a little resigned, tone. “Beach lets his football players watch sometimes. Comment. Not that I blame them. After all, girls are made for boys.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Heather" "What">><<QuestOptionUnlock "Quest8" 1 "heather_cleaning">><</link>>
<<elseif $current.avatar is "Dennis">>
“What are you doing waiting here, Heather?” you ask her. <br>
<br>
She looks down to the floor, her cheeks reddening. “Coach Beach said that I might as well clean every evening after classes," she mutters. "I always come last in PE, anyway. This way, I’ll get extra credit for cleaning. I’ll at least pass.”<br>
<br>
“Where’s Coach Beach now?” you ask her.<br>
<br>
She shrugs. “Sometimes he comes,” she says quietly. “Sometimes he doesn’t. He gave me a key to the gym. He lets me come and go as I please. I even clean in the mornings too.”<br>
<br>
“You sound like you enjoy it,” you tell her.<br>
<br>
She looks up at you with her large eyes, a smile appearing in spite of clear reluctance. “You get used to it.”<br>
<br>
You frown. "The cleaning?"<br>
<br>
Heather looks at you for a long moment. "Yes," she mutters. "The cleaning."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Heather" "What">><<QuestOptionUnlock "Quest8" 1 "heather_cleaning">><</link>>
<</if>>
<<case "Boys">>
“What do you mean he lets the boys watch?” you ask, narrowing your eyes.<br>
<br>
Heather looks at you, stone-face free from emotion. “They watch me… clean,” she says.<BR>
<Br>
You raise an eyebrow. “Clean?”<Br>
<Br>
She looks at you, suddenly worried, as if she’s revealed too much. “Just clean,” she reiterates. “Sometimes, I clean… privately. For Beach.” She gulps, her face going sour. “At least he keeps that private.”<Br>
<Br>
You regard the waifish girl in front of you, considering what her emotionless tone really means. “Isn’t that bullying?”<Br>
<Br>
Heather shrugs. “Isn’t that how it works around here?” she asks you without care. “That’s how the popular kids keep people in-line. There’s a pecking order to uphold.”<Br>
<br>
The words sound foreign to Heather’s voice. As if she’s been told them time after time, now used to repeating them without question.<Br>
<<trackKnowledge "BulliedPeople" "Learned">>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Heather" "Boys">><</link>>
<<case "Key">>
<<Checkrelationship "Heather">>
<<if _relationship gte 2>>
“Hey Heather,” you begin. “Could I borrow the key to the gym for a while?”<br>
<br>
Her eyes lock onto yours immediately, filling with fear. She grinds one of her top teeth into her bottom lip. “I can’t do that.”<br>
<br>
“Come on, no one would find out,” you try to reassure her.<br>
<br>
She takes a deep breath. You see the hesitation on her face. “He will find out,” she whispers.<br>
<br>
“I promise you, he won't," you say, reassuringly.<br>
<br>
Another deep breath. Her eyes glance off to the side. Then she reaches down and takes out a single key from inside her sock. "I didn't give you that," she says, eyes wide. "Please.”<br>
<br>
You nod. "Secret is safe with me."<br>
<br>
Heather winces. You are convinced she has little faith this won't end badly for her.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<TakeObjectNPC "Heather" "KeyGymHeather">><<Quest21InventoryCheck>><<QuestOptionComplete "Quest8" 1 "heather_reluctant">><<QuestTracker "Quest8" 2>><</link>>
<<else>>
“Hey Heather,” you begin. “Could I borrow the key to the gym for a while?”<br>
<br>
Her eyes lock onto yours immediately, filling with fear. She shakes her head rapidly. “No. I can’t do that.”<br>
<br>
“Come on, no one would find out,” you try to reassure her.<br>
<br>
She continues to shake her head. “He will find out,” she murmurs. “I can’t do it.”<br>
<br>
“Can I do anything to help?” you try.<br>
<br>
She shakes her head again. “Just don’t ask me for that. I don’t want to get in trouble.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestOptionUnlock "Quest8" 1 "heather_reluctant">><</link>>
<</if>>
<<case "Blackmail">>
<<if $current.avatar is "Emily">>
"Don't play coy with me, Heather," you say. "I know exactly what you do when you 'clean' in the gym."<br>
<br>
Heather looks up directly at you from beneath her eyelashes, suddenly alert. "What do you mean?" she splutters.<br>
<br>
You smile, menacingly. "I know what sort of cleaning Beach asks of you. What sort of things you have to wear. Or what you don't."<br>
<br>
You watch as Heather shakes her head quickly, almost a flex. "I don't know what you mean," she says in a whispered voice.<br>
<br>
"I think you do," you say. "And I think unless you want the whole school to find out, you'll give me that key."<br>
<br>
The large eyes look back at you, unmoving. You can see the moisture glistening over each iris.<br>
<br>
"No," you hear a voice say, more assured than you would have expected.<br>
<br>
Heather tilts her head up, just slightly. She stares back at you, almost smirking. There are still tears ready, the face is painted in fear. But she's smiling. Almost manically.<br>
<br>
"He'd stop you," she says with venom. "Before you could even tell a soul. And then you'd be in there. With me."<br>
<br>
She looks back at the floor. "Go away," she murmurs.<br>
<<elseif $current.avatar is "Dennis">>
"Don't play coy with me, Heather," you say. "I know exactly what you do when you 'clean' in the gym."<br>
<br>
Heather looks up directly at you from beneath her eyelashes, suddenly alert. "What do you mean?" she splutters.<br>
<br>
You try to muster a menacing smile on Dennis' face. "I know what sort of cleaning Beach asks of you. What sort of things you have to wear. Or what you don't."<br>
<br>
You watch as Heather shakes her head quickly, almost a flex. "I don't know what you mean," she says in a whispered voice.<br>
<br>
"I think you do," you say. "And I think unless you want the whole school to find out, you'll give me that key."<br>
<br>
The large eyes look back at you, unmoving. You can see the moisture glistening over each iris.<br>
<br>
"No," you hear a voice say, more assured than you would have expected.<br>
<br>
Heather tilts her head up, just slightly. She stares back at you, almost smirking. There are still tears ready, the face is painted in fear. But she's smiling. Almost manically.<br>
<br>
"He'd stop you," she says with venom. "Before you could even tell a soul. And he'd set his pack of football hyenas on you."<br>
<br>
She looks back at the floor. "Go away," she murmurs.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<DialogueDone "Heather" "Blackmail">><</link>>
<<case "BlackmailPhotos">>
<<if $current.avatar is "Emily">>
"I found something that you might like to take a look at," you tell Heather as you reach into your bag.<br>
<br>
Her curiosity quickly turns to shock when you take out the photos you found in the basement. Slowly, you flick through the set, each one depicting her cleaning the gym. Naked.<br>
<br>
Tears begin to stream almost immediately. Her large expressive eyes flick between you and the photos. Her mouth drops open.<br>
<br>
"Interesting angles?" you say, with a chill. "I'm sure others will agree."<br>
<br>
"What do you want?" Heather stammers.<br>
<br>
"The key to the gym," you reply. "Then no one will see these."<br>
<br>
She glances off to the side and sighs. Then she reaches down and takes out a single key from inside her sock. "Don't show anyone those," she says. "Please.”<br>
<br>
You smile. "Don't worry. Your secret is safe with me."<br>
<br>
Heather winces. You can tell she doesn't believe you.<br>
<<elseif $current.avatar is "Dennis">>
"I found something that you might like to take a look at," you tell Heather as you reach into your bag.<br>
<br>
Her curiosity quickly turns to shock when you take out the photos you found in the basement. Slowly, you flick through the set, each one depicting her cleaning the gym. Naked.<br>
<br>
Tears begin to stream almost immediately. Her large expressive eyes flick between you and the photos. Her mouth drops open. "You... took these. Didn't you?"<br>
<br>
"Interesting angles?" you say, ignoring her question. "I'm sure others will agree."<br>
<br>
"What do you want?" Heather stammers.<br>
<br>
"The key to the gym," you reply. "Then no one will see these."<br>
<br>
She glances off to the side and sighs. Then she reaches down and takes out a single key from inside her sock. "I thought you..." Her words trail off into silence.<br>
<br>
But she can no longer meet your eyes. She can't look anywhere but the floor.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>>
<<ChangeTopics>>
<<DialogueDone "Heather" "BlackmailPhotos">>
/* Heather blames whoever's face she saw - Emily's confrontation only makes sense if the key was taken in her form */
<<if $current.avatar is "Emily">><<EventTrigger "YourHome" "EmilyReactionHeatherBlackmail" "Evening" "Emily" null null null null false>><</if>>
<<TakeObjectNPC "Heather" "KeyGymHeather">><<Quest21InventoryCheck>>
<<QuestOptionComplete "Quest8" 1 "heather_reluctant">>
<<QuestTracker "Quest8" 2>>
<</link>>
<<case "AssertivePass">>
<<if $current.avatar is "Emily">>
"I need that key, Heather," you say, hearing the menace in your words. "It would be in your interests to give it to me."<br>
<br>
Heather looks up just slightly. You actually see the paleness of her eyes. She looks exhausted, tired and resigned to this type of treatment.<br>
<br>
"What do you think you can do that hasn't already been done to me?"<br>
<br>
You flash her a wicked smile. "Do you want to test that?"<br>
<br>
She glances off to the side and sighs. Then she reaches down and takes out a single key from inside her sock. "Fine," she says. "Just take it."<br>
<br>
You smile. "Thank you, Heather."<br>
<br>
Heather looks to the floor, avoiding making eye contact with you.<br>
<<elseif $current.avatar is "Dennis">>
"I need that key, Heather," you say, trying to put menace into Dennis' voice. "It would be in your interests to give it to me."<br>
<br>
Heather looks up just slightly. You actually see the paleness of her eyes. She looks exhausted, tired and resigned to this type of treatment.<br>
<br>
"What do you think you can do that hasn't already been done to me?"<br>
<br>
You flash her a wicked smile. "Do you want to test that?"<br>
<br>
She glances off to the side and sighs. "I thought you'd understand, Dennis." Her voice is quiet, but flat. She then reaches down and takes out a single key from inside her sock. "Fine," she says. "Just take it."<br>
<br>
You smile. "Thank you, Heather."<br>
<br>
Heather looks to the floor, avoiding making eye contact with you.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>>
<<DialogueDone "Heather" "Intimidate">>
<<ChangeTopics>>
/* Heather blames whoever's face she saw - Emily's confrontation only makes sense if the key was taken in her form */
<<if $current.avatar is "Emily">><<EventTrigger "YourHome" "EmilyReactionHeatherBlackmail" "Evening" "Emily" null null null null false>><</if>>
<<TakeObjectNPC "Heather" "KeyGymHeather">><<Quest21InventoryCheck>>
<<QuestOptionComplete "Quest8" 1 "heather_reluctant">>
<<QuestTracker "Quest8" 2>>
<</link>>
<<case "AssertiveFail">>
<<if $current.avatar is "Emily">>
"I need that key, Heather," you say, trying to muster some menace in your voice. "And you're going to give it to me. If, er, you know what's good for you."<br>
<br>
Heather looks up just slightly. You actually see the paleness of her eyes. She looks exhausted, tired and resigned to this type of treatment.<br>
<br>
"I clean the school gym," she tells you. "Most nights. Sometimes with audiences. It's the only way I can pass. People make comments about me. Even my parents now think I'm a lost cause."<br>
<br>
She gives you a look with her glistening eyes. "So tell me, what do you think you can do that I haven't already experienced?"<br>
<br>
You have nothing to say. She snorts and rolls her eyes. "Excuse me. I have... somewhere to be."<br>
<br>
Without a second glance at you, Heather walks over to the gym door, unlocks it, and slips in. You hear the lock click as soon as the door shuts.<br>
<<elseif $current.avatar is "Dennis">>
"I need that key, Heather," you say, trying to muster some menace in your voice. "And you're going to give it to me. If, er, you know what's good for you."<br>
<br>
Heather looks up just slightly. You actually see the paleness of her eyes. She looks exhausted, tired and resigned to this type of treatment.<br>
<br>
"I thought you would be different," she says flatly. "But I see now you're just like all the rest."<br>
<br>
She gives you a look with her glistening eyes. "You can't do anything to me, Dennis. Nothing that hasn't been done already."<br>
<br>
You have nothing to say. She snorts and rolls her eyes. "Excuse me. I have... somewhere to be."<br>
<br>
Without a second glance at you, Heather walks over to the gym door, unlocks it, and slips in. You hear the lock click as soon as the door shuts.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolGymEntrance">><<EndConversation "Heather">><<TimeChange>><</link>>
<<case "Charm">>
<<CastCharm "Heather">>
<<if _CharmSpell is true>>
Heather tries to avoid your gaze, which makes her suspicion of what you plan to do almost nil.<br>
<br>
You look around, noting the quietness and lack of other people. No one to see or hear your wicked whims. Ideal.<br>
<br>
You feel butterflies in your stomach as you mentally stir your magical soup within your body. You take a deep breath, bathing the air inside your lungs in arcane energies.<br>
<br>
And slowly, almost delicately, you let out your breath. The magic infused within the elements highlights the thin trail of air drifting towards Heather's face.<br>
<br>
She sniffs gingerly, almost like a cat to a held out finger. The spell takes hold.<br>
<br>
The meekest of smiles comes to her face. She glances up beneath her eyelashes, looking at you.<br>
<<else>>
Something is wrong with the code, as Heather has no magic.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "TellAboutMagic">>
"I have something to tell you, Heather," you begin. "It's important."<br>
<br>
Heather casts her look at you, shifting on her feet. "What about?"<br>
<br>
You take a deep breath. "It's going to sound crazy. But it's about this school. You must have noticed strange things here? The teachers, how they teach us in lessons. How… different things are."<br>
<br>
Heather winces, looking away. She already doesn't want to meet your eye.<br>
<br>
"It's not just the syllabus or the way they teach that causes it," you continue. "You see, they are using magic on us."<br>
<br>
Heather actually looks up to meet your eyes. You see the fear flood into them from the edges. "Stop playing with me," she whispers quietly.<br>
<br>
You give her a reassuring smile and then, after pausing to look around, conjure a small glowing orb in your palm, casting a yellow-amber glow over Heather.<br>
<br>
Her eyes turn into circles, staring down at your hand. "What… is that?"<br>
<br>
"It's magic, Heather," you tell her, letting it fade. "It's not a trick. It's infused in everything here."<br>
<br>
Her mouth drops open, lips quivering. She looks back up to you. Now it's Heather who looks around the corridor, searching for anyone who might be watching.<br>
<br>
"Is… that how they do it?" she mutters after a long moment. "How they do what they do?"<br>
<br>
<<if $PlayerCharacter.cheerleader is true>>
You nod. "There's charms in all the lessons. They help the teachers shape the students. Shave off the hard edges that students are struggling with."<br>
<br>
"Struggling with?" she stammers. "But I struggle with… this school."<br>
<<else>>
You nod. "There's curses in all the lessons. They let the teachers shape the students. Change how we act to their liking."<br>
<br>
She takes short, deep breaths at hearing your words. "Shape us?" she stammers. "But I don't want to be… shaped." Her voice begins to break. "I just want to be left alone!"<br>
<</if>>
<br>
You offer a sympathetic look, pursing your lips. "I can help you with that, Heather. If you'll let me."<br>
<br>
You can see her shaking as she looks at you. "You… you can do magic too." It sounds like a question, but her eyes return to your hand.<br>
<br>
"Yes," you tell her. "And with a bit of training, you can too. You don't have to be a victim anymore, Heather. I can help."<br>
<br>
Heather looks away, taking a big gulp. "I think… I need to go home," she mutters.<br>
<br>
Before she can move you hold out a hand. "Wait."<br>
<br>
She stops any attempts to move at hearing the word. Instead, she stares back up at you from beneath her brows.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueUnlock "Heather" "AskForHelp">><</link>>
<<case "AskForHelp">>
"I need your help, Heather," you say. "That's why I've told you about magic."<br>
<br>
This gives the young woman enough concern to bring her out of her shock. She shakes her head, suddenly nervous. "I don't want to help," Heather barks with a modicum of assertiveness. "Everyone wants me to help. Help the town. Help the boys. Help in the gym. I… don't want to get involved… with that. I just want to be ignored."<br>
<br>
"This can help with that," you try. "But you won't have to avoid things. You'll have the power to stop whatever they're trying to do to you."<br>
<br>
She shakes her head, furiously. "I can't. It won't matter. He won't leave me alone. Whatever I do."<br>
<br>
You raise an eyebrow, curiously. "Who?"<br>
<br>
Heather looks back around the corridor before replying. "Coach Beach."<br>
<br>
Taking a slight pause, you consider all you know about Heather and the gym teacher. "Is he causing you trouble?"<br>
<br>
She winces, looking to the floor. "Always," she mutters. She glances back up the corridor before continuing quietly. "Even today, he asked me for another… favour. They just don't stop."<br>
<br>
"What sort of favours?"<br>
<br>
Heather looks up from the floor, her eyes watering. "A job," she mutters. "Told me I could earn some pocket money. It's a babysitting job for one of his friends."<br>
<br>
Your heart sinks as ideas of babysitting in Charlton immediately rise up in your brain. "Oh?"<br>
<br>
She takes in a deep breath and lets it out, dispelling some of her anxiety. "Someone from the country club. They need a babysitter for their wedding anniversary. They asked if he knew of anyone at school who could help." She shrugs. "He gave them my name."<br>
<br>
You study her for a moment, unsure of how to proceed. "Not just babysitting, though?"<br>
<br>
"Coach Beach says the man is a real slimeball. He said that I'd be helping keep the town safe. Making sure people stayed in line. And isn't that what you're asking me to do? Just like him!"<br>
<br>
For a moment, there is a glimmer of the woman Heather could become in front of you. She senses it too. It causes her to look back at the floor.<br>
<br>
"What did he ask you to do?"<br>
<br>
Heather looks away, deflated even talking about it. "Just… look around whilst I was there. Try to find something compromising. Like photos."<br>
<br>
"Or," she adds, taking a gulp. You see the tears forming again. "Take some."<br>
<br>
You give the girl in front of you a look, meeting her eyes. "You don't have to do that, Heather."<br>
<br>
"I do!" she spits back quietly. "Of course I do!"<br>
<br>
A thought pops into your brain. Heather seems convinced she has to do this. But she doesn't have to, if you did it. As her.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueUnlock "Heather" "OfferHelp">><<QuestOptionUnlock "Quest28" 1 "heather">><</link>>
<<case "OfferHelp">>
"You don't need to go to that babysitting job," you tell her. "What if I could help with it?"<br>
<br>
Heather shakes her head, now looking back to the floor. "He won't allow it," she mutters. "He said it has to be me. It always needs to be me."<br>
<br>
"That's not a problem," you say, conjuring the small orb of magic to emphasise your intent. "I know a spell. I can go… looking like you."<br>
<br>
Her eyes glance at the orb, then back to you. The realisation is evident as it creeps into her face. Her mouth drops open. "You… can do that?"<br>
<br>
You hold her gaze, debating how much to tell her. She seems shocked enough already. Maybe telling her who you really are is a step too far.<br>
<br>
You reach into your clothes and pull out the amulet. "This allows me to transform into other people. It just needs something cherished from the target." You take a deep breath. "If you gave me something, I could go to the babysitting job. As you."<br>
<br>
She looks between the amulet, your hand and your face. Her lip trembles. "This is crazy," she mutters.<br>
<br>
"But it's real," you reply. "Trust me, Heather. I can get Beach off your back, and show you how to use magic so you'll never have to do anything for him again."<br>
<br>
"But… how?" she asks after a pause.<br>
<br>
"I'll transform at home," you tell her. "Then go to the house. See what I can find out. You won't have to do the job, and I'll make sure Beach is happy."<br>
<br>
She gives you a look from beneath her brows at hearing those words. You give her a reassuring smile, but her obvious worry is not lost on you.<br>
<br>
<i>And what precisely are you going to have to do to keep that promise?</i><br>
<br>
She takes a deep breath, then reaches into her bag and takes out something, holding it out to you. You look down to see a purple-haired plastic troll in her hand. "This was my sister's," Heather stammers. "Before she disappeared."<br>
<br>
You reach out to take it. Heather doesn't make an attempt to stop you, but she doesn't let go of it until you pull hard. She watches it as you put it away. "I'll bring it back," you reassure her. "I promise."<br>
<br>
"If you're serious about this," she whispers, "go to this address in the evening." She takes out a scrawled note in male handwriting. An address on Toemead Close. Richard Holloway.<br>
<br>
"Just get a taxi," she tells you. "You don't want to walk around town if you look like me." She looks to the floor again. "You might run into some of the football players."<br>
<br>
You nod, registering her warning. "Just remember to tell Beach that you'll go."<br>
<br>
There is a look of momentary confusion before she understands. "Oh. Yes. But he'll pick you up after." She gulps. "He always does."<br>
<br>
The thought of Beach waiting for you outside is a worry, but that feels like a future problem. Right now, you just give her a reassuring look. It's just a babysitting job. Right?<br>
<br>
You grimace though, aware this one respite from Beach's constant demands on her will not help her long-term.<br>
<br>
"Can I go now?" Heather asks you. "I need to lie down."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<TakeObjectNPC "Heather" "HeatherTroll">><<QuestTracker "Quest33" 0>><</link>>
<<case "TellWhatHappened">>
<<Flag "HeatherLoyal">>
<<if _FlagReturn is true>>
"I dealt with that problem you had," you tell her.<br>
<br>
She looks at you, a rare smile forming on her face. "I know."<br>
<br>
You give her a look. "How?"<br>
<br>
The smile broadens. Heather in fact can't stop smiling. "I went to clean the gym. Beach told me to get out and not come back. Whatever you did, he doesn't want me to clean anymore." Her smile fades, turning into exhausted relief. "I'm free."<br>
<br>
You give her a sympathetic smile. Considering what you know about the school, you doubt whether it will be that easy. But you don't want to burst her bubble. Not yet.<br>
<br>
"I want to learn how you did it," Heather says, glancing up at you. "How you use… magic."<br>
<br>
You smile again and nod. "I'm glad. Welcome aboard."<br>
<br>
She actually titters. "When can we start?"<br>
<br>
You grin. "I'll be in touch."<br>
<br>
After a moment, Heather nods. "Alright. And… thanks, Em."<br>
<</if>>
<<Flag "HeatherHelp">>
<<if _FlagReturn is true>>
"I dealt with that problem you had," you tell her.<br>
<br>
She looks at you, sighing with a sad smile. "I know."<br>
<br>
You give her a look. "How?"<br>
<br>
"I went to clean the gym," she tells you. "Beach was happier than usual. He sent the football players away. Said I deserved a break. It's not much, but it's something."<br>
<br>
You give her a sympathetic smile. You briefly consider if you could have done more. But at least she's now smiling.<br>
<br>
"If you want me to help," Heather says, glancing up at you. "I'll try."<br>
<br>
You raise an eyebrow in her direction. "You'll try?"<br>
<br>
She winces and shrugs. "I mean, yes. I'll try."<br>
<br>
You nod. At least that's something. "Okay. I'll be in touch."<br>
<br>
After a moment, Heather nods. "Alright. And… thanks, Em."<br>
<</if>>
<<Flag "HeatherFail">>
<<if _FlagReturn is true>>
"I dealt with that problem you had," you tell her.<br>
<br>
She looks at you, wincing. "Did you?"<br>
<br>
You give her a look. "What?"<br>
<br>
Heather looks around, grimacing. "I went to clean the gym," she tells you. "Beach was madder than usual. He said I'd have to work overtime to clean the gym. He said that he'd make sure the football team keep an eye on me." She casts her eyes to the floor. "Do you know what that means, Em?"<br>
<br>
You grimace. Based on what you know about Heather and the gym, you know that's not good.<br>
<br>
"I told you I just wanted to be ignored," Heather says quietly. "Look what happens when you try to stand up for yourself."<br>
<br>
You take a deep breath. "I can teach you how to -"<br>
<br>
"I'm not interested, Em." She actually cuts you off. Then, more quietly: "I'm sorry."<br>
<br>
You look back to Heather, but she doesn't respond to you. It seems she's not going to be willing to join the coven.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Say goodbye and leave Heather alone" $ConversationExit>><<EndConversation "Heather">><<Quest33Reconcile>><<TimeChange>><</link>>
<<case "MissCharltonContest">>
"Have you heard about the Miss Charlton contest?" you ask.<br>
<br>
<<CheckPersonalityState "Heather">>
<<if $current.avatar is "Emily">>
<<if _PersonalityState is "Free">>
Heather rolls her eyes just slightly. "Miss Charlton. Yeah." She folds her arms and meets your gaze. "Stitch has the teachers running special lessons. You earn badges. Get enough and you make the shortlist for a dinner with the town's businessmen. Then they pick their favourites for prom."<br>
<br>
"You don't seem impressed."<br>
<br>
"Impressed?" She exclaims, with a little venom. "They dress it up with badges and a crown, but it's men deciding which girls are worth something." She shakes her head. "It's a way of putting us down. Just like Beach did to me."<br>
<<else>>
Heather's expression tightens. "Miss Charlton." She looks to the floor. "Yeah."<br>
<br>
"What is it?"<br>
<br>
She glances up at you, not happy with the topic of conversation. "New syllabus. You earn badges. Get enough and you make the shortlist for prom." She looks away. "The cheerleaders are already treating it like it's theirs. I suppose they're probably right."<br>
<br>
You watch her for a moment. "You don't seem thrilled."<br>
<br>
She shrugs, folding her arms but not meeting your eyes. "It's another thing where they decide what we're worth." A pause. "I'm used to it by now."<br>
<</if>>
<<elseif $current.avatar is "Dennis">>
<<if _PersonalityState is "Free">>
Heather gives you a flat look. "Why are you asking about that?"<br>
<br>
"Just curious."<br>
<br>
She frowns, but continues. "It's a contest for the girls. Special lessons, badges, a crown at prom." A shrug. "Are you thinking of inviting anyone to Prom?"<br>
<br>
You take a breath, surprised at Heather still meeting your eyes as she waits for an answer. "I'm not sure."<br>
<br>
Heather looks at you for a moment longer, then tuts. "Don't take too long, Dennis."<br>
<<else>>
Heather glances at you from beneath her eyes. "Yeah."<br>
<br>
"What do you know about it?"<br>
<br>
A faint red glow forms on her cheeks, as she looks to the floor. "It's a contest for the girls. Special lessons, badges, a crown at prom." She pauses, her voice quiet. "I don't really want to talk about it."<br>
<br>
"Why not?"<br>
<br>
She takes in a deep breath. "I don't want to think about prom." She glances up. "Unless you want to?"<br>
<br>
Her look returns to the floor. You stare back at her, understanding her hesitation.<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "MissCharltonBadges">>
"Have you been given any badges for this Miss Charlton contest?" you ask casually.<br>
<br>
<<CheckPersonalityState "Heather">>
<<if $current.avatar is "Emily">>
<<if _PersonalityState is "Free">>
Heather wordlessly reaches into her bag and takes out three badges. "A feather duster," she says flatly, pointing to the first. "And two penny farthings."<br>
<br>
She holds the feather duster badge between her fingers, her jaw tight. "I've already spent too long doing cleaning in this town. I know exactly what this one means. And what it leads to."<br>
<br>
She puts it away and holds out one of the others. "These two I don't understand. No one seems to know what the penny farthing is."<br>
<br>
She meets your eyes and shrugs. "Whatever it is, it's better than a feather duster."<br>
<<else>>
Heather doesn't look up. She pulls up her jumper, revealing two badges pinned to her blouse. Both have feather dusters etched into them.<br>
<br>
"Two feather dusters," she says quietly. A pause. "Seems that's all I'm good for."<br>
<br>
You study her for a moment, but she doesn't meet your eyes. She looks down and slides the jumper back down.<br>
<</if>>
<<elseif $current.avatar is "Dennis">>
<<if _PersonalityState is "Free">>
Heather blushes. "A few."<br>
<br>
"What did you get?" you ask.<br>
<br>
She looks at you for a moment with a pained expression. "A feather duster and a couple of penny farthings." She frowns. "I'm not sure what they mean."<br>
<br>
Heather sighs. "At least they're not all feather dusters, though."<br>
<<else>>
Heather glances down. "I've got a couple." Her voice is barely audible. "Feather dusters. Both of them."<br>
<br>
"Who gave them to you?" you ask.<br>
<br>
She just about meets your eyes for a moment. "Coach Beach," she whispers.<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</switch>><<switch $IanDialogue>>
<<case "AcceptDrink">>
You take the bottle. Ian’s grin widens as you twist off the cap. “Knew you weren’t boring.”<br>
<br>
The beer is bitter and stronger than you expected. Ian lifts his own bottle to match you, taking far too large a gulp. His face tightens at the taste, but he buries the reaction beneath a smirk.<br>
<br>
“Why not have a little fun while we can?” His eyes linger over you with a confidence his restless hands do not share. “Might be our last chance.”<br>
<br>
For a moment he looks confused by his own words. His thumb returns to the ruined label. Across the shack, Kara lowers her eyes to the chessboard.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "CountrysidePartyShackIanDialogue0">><<HorrorTrust "Ian" 1>><</link>>
<<case "DeclineDrink">>
“No thanks,” you tell him, crossing your arms. Ian looks back at you, but shrugs and puts the bottle back. “Suit yourself,” he mutters, a little glumly. You look down at the six pack to see two empty holders. Ian is not holding back.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "CountrysidePartyShackIanDialogue0">><<HorrorTrust "Ian" -1>><</link>>
<<case "Logain">>
“How did the three of you end up trusting Logain?”<br>
<br>
“Trust is a strong word.” Ian peels another strip from the bottle. “Marcus heard that Logain had helped people leave before. Kara asked all the sensible questions. I assumed he was going to rob us.”<br>
<br>
“And yet you came.”<br>
<br>
Ian lifts one shoulder. “He didn’t laugh. That counted for a lot.”<br>
<br>
“Logain heard us out, promised the pills and a driver, then refused payment. Said his other dealings would cover it.”<br>
<br>
“That made him sound either surprisingly decent or catastrophically stupid,” Ian says. “Possibly both.”<br>
<br>
“Do you believe he will come?”<br>
<br>
Ian looks towards the door again. “I believed it when we left home. I’m trying to keep believing it.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "CountrysidePartyShackIanDialogue0">><</link>>
<<case "Pills">>
You nod towards the amber bottle beside him. “What are those supposed to do?”<br>
<br>
“According to Logain? Stop Charlton getting its hooks back into us.”<br>
<br>
Ian picks up the bottle but does not open it. The pills click softly against the glass.<br>
<br>
“He said we don’t take them here. We wait until we’re clear of town, then follow the instructions he was meant to leave.” Ian turns the sealed bottle between his fingers. “Very reassuring medical advice.”<br>
<br>
“What happens without them?”<br>
<br>
“People leave. Then they start missing Charlton.” His smile fades. “They forget why they hated it. Every problem they had here suddenly seems silly, and every reason to come back sounds sensible.”<br>
<br>
“You have seen that?”<br>
<br>
“Everyone has. We just bother remembering.”<br>
<br>
He sets the unopened bottle down carefully. “I don’t know how these stop it. I don’t know whether Logain does either. But I know what happens when people run without them.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "CountrysidePartyShackIanDialogue0">><</link>>
<<case "Escaping">>
“Why now? Why not wait until school is over?”<br>
<br>
Ian laughs once, without humour. “Because of prom.”<br>
<br>
He glances towards Marcus and Kara before lowering his voice.<br>
<br>
“We all have older brothers or sisters. Mine used to pull radios apart at the kitchen table. She wanted to design things. Proper things, not just repair whatever somebody handed her.”<br>
<br>
“What changed?”<br>
<br>
“After prom, she packed everything away. Said it had been childish.” Ian rolls the bottle between his palms. “She stayed in Charlton and started talking about the life everybody else had picked for her as though it had always been her idea.”<br>
<br>
He looks down at the beer.<br>
<br>
“I used to check the last bus twice. I joined chess club because it was quieter than the playground. Now I’m sitting in a shack drinking something that tastes like wet bread, and half of me wants the police to chase us because it might be exciting. Being frightened makes me feel pathetic. Acting like I’m having the time of my life makes me feel like I’m somebody.”<br>
<br>
His attempted smile does not survive.<br>
<br>
“And that rubbish I said to Kara earlier? We weren’t like that. None of us were. We were just friends. We’re still supposed to be.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "CountrysidePartyShackIanDialogue0">><</link>>
<<case "Plan">>
“What was the plan before Logain disappeared?”<br>
<br>
“Leave separately, so the three of us wouldn’t be seen walking down the same road together. Meet here. Collect the pills. Wait for instructions to the driver.”<br>
<br>
Ian taps the side of his bottle with one fingernail.<br>
<br>
“I checked the bus timetable anyway. Marked two footpaths back towards town. Brought a torch, spare batteries and enough change to call somebody if we found a working telephone.”<br>
<br>
You glance at the beer.<br>
<br>
“That wasn’t originally on the equipment list,” he admits.<br>
<br>
“And if Logain never appeared?”<br>
<br>
“That was the part he wouldn’t discuss. Said we’d know what we needed when we needed it.” Ian grimaces. “Marcus calls this sort of plan the Ian Gambit.”<br>
<br>
“What does that mean?”<br>
<br>
“You sacrifice something important immediately and insist it was intentional.” A faint smile returns. “Which is unfair. My gambits usually have a second move.”<br>
<br>
His gaze shifts to the dark window. “This one currently doesn’t.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "CountrysidePartyShackIanDialogue0">><</link>>
<</switch>><<set $ConversationRoot = passage()>>
<<switch $JackieDialogue>>
<<case "Different">>
<<if $current.avatar is "Emily">>
“Can I have something else?” you ask. You notice a few students behind you roll their eyes.<br>
<br>
“Nurse’s orders, Phillips,” Jackie replies sternly. “You get what you got.”<br>
<br>
You look down at the bland salad. Your stomach rumbles, demanding food. <br>
<<elseif $current.avatar is "Dennis">>
“Can I have something else?” you ask. You notice a few students behind you roll their eyes.<br>
<br>
“Nurse’s orders, Mannet,” Jackie replies sternly. “You get what you got.”<br>
<br>
You look down at the steak, dripping with fat. Your stomach rumbles, even in spite of how tough the meat looks.<br>
<<elseif $current.avatar is "Jake">>
“Can I have something else?” you ask. You notice a few students behind you look at you in confusion.<br>
<br>
“Nurse’s orders, Duncan,” Jackie replies sternly. “You get what you got. Most kids would kill for it, too.”<br>
<br>
You look down at the burger, dripping with fat. Your stomach rumbles, even in spite of how it looks.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Jackie" "Different">><</link>>
<<case "Preparation">>
“Who makes the lunch?” you ask Jackie. <br>
<br>
She sighs with irritation. “Lunch is prepared in the morning on-site, made specifically as per Nurse Rancy’s direction. If you don’t like it, take it up with her. Now, anything else you want to nit-pick?”<br>
<br>
Jackie looks at you, impatiently. Other students mutter behind you in the queue.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Jackie" "Preparation">><</link>>
<<case "SchoolCafeteriaKey">>
"Hey Jackie," you begin. "I was wondering if I could borrow the key to the kitchen -"<br>
<br>
"Let me stop you right there," she says, her voice clipped and short. "That key? It’s staying right here with me." She gestures sharply at her pocket, her fingers curling protectively.<br>
<br>
"Do you have any idea what would happen if I handed it out? Chaos. Kids messing with the ovens, adding hot sauce to the soup. I’ve seen it all before.<br>
<br>
"Nurse's orders. Food is as per her instruction. No exceptions. If you're looking to stage some kind of prank, find another way. I’m not playing."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Jackie" "SchoolCafeteriaKey">><<QuestOptionUnlock "Quest15" 2 "jackie">><</link>>
<<case "GreedyPass">>
"I really need to get into the kitchen," you try. "It's important. I promise I'm not up to mischief."<br>
<br>
Jackie hesitates, her hand brushing the edge of her pocket. For a moment, she studies you with an uncharacteristically soft gaze.<br>
<br>
"What do you need it for?"<br>
<br>
You grimace, but offer her a smile. "I can't say. I promise though, it's not bad."<br>
<br>
She continues to look at you. "You’re not like the others, are you?" she says, her voice quieter now. "I’ve heard about you - people say you’ve got a good head on your shoulders. Not like the troublemakers."<br>
<br>
With a reluctant sigh, she pulls out the key, holding it just out of reach. "Listen to me. You mess this up, and I’ll make sure you never get another favour. Got it?"<br>
<br>
She drops the key into your hand, her tone softening just slightly. "Don’t make me regret this."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestOptionComplete "Quest15" 2 "jackie">><</link>>
<<case "GreedyFail">>
"I really need to get into the kitchen," you say. "It's important."<br>
<br>
Jackie gives you a thin smile. "And why is that?"<br>
<br>
"I can't say..." you can't help but stammer.<br>
<br>
Jackie’s laugh is sharp and humorless. "Nice try," she sneers, folding her arms across her chest. "Do you think I don’t know your type? I've worked here for long enough to know what happens when you give students the benefit of the doubt. I've heard nothing to say you're any different from the rest."<br>
<br>
She turns away, her stance dismissive, making it clear this conversation is over.<br>
<br>
<<ActionsHeader>>
<<link "Say goodbye to Jackie and sit down with your lunch" "SchoolCafeteriaLunch">><<QuestOptionUnlock "Quest15" 2 "jackie">><<EndConversation "Jackie">><<set $SchoolCafeteriaLunch to "Sit">><</link>>
<</switch>><<set $ConversationRoot = passage()>>
<<switch $JakeDialogue>>
<<case "School">>
“So, you’ve been here a few years," you say, only partially being successful in trying to sound casual. “What do you think about the school?”<br>
<br>
“What do you want me to say?” he replies, dismissively. "A school's a school."<br>
<br>
You nod and choose your next words carefully. “It just seems very old fashioned.”<br>
<br>
“Good,” he snorts. “The more of that, the better. Dad always says that this town is the last haven from hippies and progressives that haven’t ruined this country. I’m glad that someone realises that things are how they are because that’s just the way things are natural.”<br>
<br>
“Have you noticed anything strange going on?” you ask, trying to change tactic.<br>
<br>
“Only that nerd Dennis taking photos of girls,” Jake says. “I’ve even seen him go down to the basement and hang out with that janitor. Probably jacking each other off over his pictures.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Jake" "School">><</link>>
<<case "Classes">>
“I was wondering if you could help me with something,” you say to him. “Why there are some lessons that are only for girls.”<br>
<br>
He snorts. “There’s things that we need to be taught about how to be a man,” he says. “You wouldn’t understand, sweet cheeks.”<br>
<br>
You let the comment slide. <i>If only he knew.</i> “I’m serious - what happens in your single sex lessons?”<br>
<br>
“So am I,” he replies. “Men don’t need to know about trivial things like I’m sure they teach you about. You wouldn’t want to be in those lessons. They get rowdy.” He smirks, taking a step further towards you. “Or maybe that’s just the type of thing that turns you on.”<br>
<br>
You feel his panting from his recent workout washing against your neck. You look up at him, feeling small as he leans over. You look at the worn grass, avoiding his eyes.<br>
<br>
He laughs. “You’re such a nerd, Emily. But if you really want to scratch that itch, stop by. You’ll need a hall pass from one of the teachers. Surprised you haven’t got one, already. Thought you only got to the top of the class by having lessons with Stitch. And he gives them out to his favourites like they're sweets.”<br>
<br>
You stare back at him, wondering what he means. He chuckles with derision. “Guess you’re just nerdy, not smart. If you get one, me and the boys will be happy to take care of you.”<Br>
<Br>
You feel flushed at considering the subtext, but don’t respond.<br>
<<trackKnowledge "TopOfClass" "Learned">>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Jake" "Classes">><</link>>
<<case "GymAccess">>
You decide to try a subtle approach. “Mr. Beach seems to like you.”<br>
<br>
“Coach is a good man,” Jake says, for once speaking without derision. “He looks after his team. Knows how to get results too.”<br>
<br>
“The football team must train hard to be as fit as they are,” you say to him. <br>
<br>
He smiles arrogantly and flexes his bicep. “You’ve been looking at me, haven’t you Emily? You like?”<br>
<br>
You smile politely. “The cheerleaders must work out too. I wish I could use the gym, so I could train as hard as you do.”<br>
<br>
He snorts. “The cheerleaders are always in that gym. Too often for my liking.”<br>
<br>
You catch him looking at you, his eyes flickering from your legs to your breasts. “There’s a gym near the Evans’ department store. I go there in the mornings at the weekend. Quiet. You should come by sometime. I could show you a good work-out.”<br>
<br>
“I’m not sure I could afford it,” you say, making up an excuse. “Besides, the school gym is free. If only I could get in after school.” <br>
<br>
He looks at you, thinking. “Coach gave me a key. He gives one to all his players. I could give you it, if you did something for me.”<br>
<br>
You give him a look. “Like what?”<br>
<br>
He glances around, seeing if anyone is watching. Once satisfied, he turns back to you. “Meet me under the bleachers after school. If you really want that key, that is.”<br>
<br>
<<ActionsHeader>>
<<link "Tell him you'll see him there" "JakeDialogue">>
<<set $JakeDialogue to "BleachersYes">>
<<HintsActive "Jake">>
<<Orientation 1>>
<<QuestTracker "Quest12" 0>>
<<QuestOptionUnlock "Quest12" 0 "physical_relief_self">>
<<QuestOptionUnlock "Quest8" 1 "jake">>
<</link>><br>
<<link "Turn him down" "JakeDialogue">>
<<set $JakeDialogue to "BleachersNo">>
<<HintsActive "Jake">>
<<QuestOptionUnlock "Quest8" 1 "jake">>
<</link>><br>
<<link "Tell him you can find someone to help" "JakeDialogue">>
<<set $JakeDialogue to "BleachersMichelle">>
<<HintsActive "Jake">>
<<QuestOptionUnlock "Quest8" 1 "jake">>
<<QuestTracker "Quest12" 0>>
<<QuestOptionUnlock "Quest12" 0 "physical_relief">>
<<QuestOptionUnlock "Quest12" 0 "physical_relief_self">>
<</link>><br>
<<link "Tell him that there must be something else you can do" "JakeDialogue">>
<<set $JakeDialogue to "BleachersElse">>
<<HintsActive "Jake">>
<<QuestOptionUnlock "Quest8" 1 "jake">>
<<QuestTracker "Quest12" 0>>
<<QuestOptionUnlock "Quest12" 0 "talent_scout">>
<<QuestOptionUnlock "Quest12" 0 "physical_relief_self">>
<</link>>
<<case "FlirtPass">>
You look at him, shyly. You know what you have to do, but do you know how?<br>
<br>
<i>Are you really going to try this?</i><Br>
<Br>
“I was thinking about what you said,” you begin. “Maybe some of it rang true.”<br>
<br>
He grins, his eyes taking in your body. “And what was that?” he asks. <br>
<br>
You take a breath. “About what I want. Telling me what to do.”<br>
<br>
Suddenly interested, Jake takes a step towards you. You can again smell his cheap deodorant mixed in with the sweat of his exercise. “I see,” he says in a hushed voice. “And what if I told you now, to drop to your knees in front of me. In public. Is that something you would do?”<br>
<br>
You glance around the football field, suddenly aware of the other students' presence. Your eyes meet his, as you feel a rush of fear rising up inside your small body.<br>
<br>
Jake suddenly bursts out laughing. “Just like every other girl.” <br>
<br>
You look at the other students. Thankfully no one is paying attention and his laughter soon tapers down.<br>
<br>
“Not here, sweetheart,” he says, the snarl replaced in his voice by lust. “But maybe we can have some fun another time.” <br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Jake" "Flirt">><</link>>
<<case "FlirtFail">>
You shift your weight awkwardly, unsure of where to start. This is a bad idea, you think, but the words are already tumbling out of your mouth. "Hey, Jake," you say, your voice wobbling just enough to make your nerves obvious. "I was, uh... thinking about what you said earlier."<br>
<br>
Jake raises an eyebrow, his smirk widening as he crosses his arms. "Oh yeah? And what brilliant revelation did you come to?" he asks, his tone dripping with mockery.<br>
<br>
Your cheeks flush as you try to find the right response. "Well, um... maybe you had a point about... me needing to loosen up," you stammer, the words feeling clumsy and forced. "You know, about... going after what I want."<br>
<br>
Jake stares at you for a moment, his smirk curling into something sharper, crueler. "Wow," he says, leaning in slightly. "That was... painful to watch. Are you trying to flirt with me, or did you lose a bet?"<br>
<br>
You feel your face burning as his laugh echoes across the field. "Relax, nerd," he says, his eyes glinting with amusement. "Not everyone can be good at this stuff. Stick to your comfort zone, yeah? Like reading books."<br>
<br>
He takes a step back, still chuckling to himself. "You gave it a shot, I’ll give you that," he says, his tone light but dismissive. "But I don't think you've got what it takes to satisfy me."<br>
<br>
"Now scram," he adds, as his chuckling ceases. "I'm bored of you."<br>
<br>
With no interest in continuing the conversation, Jake turns away from you.<br>
<br>
<<ActionsHeader>>
<<link "Leave Jake alone" $ConversationExit>><<TimeChange>><<EndConversation "Jake">><</link>>
<<case "SmallTalk">>
You make idle conversation with Jake, as he gets his breath back. Without a topic of conversation he's interested in, you barely get a word back from him.<br>
<br>
Time passes and at a particularly awkward pause in conversation, he tells you he should get back to practising. He doesn't move. Clearly waiting for you to leave.<br>
<br>
<<ActionsHeader>>
<<link "Say goodbye and leave Jake" $ConversationExit>><<EndConversation "Jake">><<TimeChange>><</link>>
<<case "BleachersYes">>
You haven't known Jake a long time, but you can take a guess what he expects when a girl meets him under the school bleachers. You feel a stirring within your own body at the thought of it. <br>
<br>
After a brief pause, you nod. He smiles. "I'll see you there, sweetheart."<br>
<br>
<<ActionsHeader>>
<<link "Say goodbye and leave Jake" $ConversationExit>>
<<if $return is "SchoolFootballFieldJakeDialogue0">><<TimeChange>><</if>>
<<EndConversation "Jake">>
<<SetNPCLocation "Jake" "0" "3" "SchoolBleachers" "perm">>
<<SetNPCLocation "Jake" "1" "3" "SchoolBleachers" "perm">>
<<SetNPCLocation "Jake" "2" "3" "SchoolBleachers" "perm">>
<<SetNPCLocation "Jake" "3" "3" "SchoolBleachers" "perm">>
<<SetNPCLocation "Jake" "4" "3" "SchoolBleachers" "perm">>
<<LocationKnown "SchoolBleachers">>
<</link>>
<<case "BleachersNo">>
You haven't known Jake a long time, but you can take a guess what he expects when a girl meets him under the school bleachers. You feel something inside your body stir at the thought of it, but you quash those feelings down.<br>
<br>
You shake your head. "I don't think that's such a good idea."<br>
<br>
He sniggers. "You'll come around. I'm sure of it," he chides.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "BleachersMichelle">>
You haven't known Jake a long time, but you can take a guess what he expects when a girl meets him under the school bleachers. You feel something inside your body stir at the thought of it, but you quash those feelings down.<br>
<br>
“Maybe I can find someone else to help?” you ask him.<br>
<br>
He eyes you carefully, then shrugs. “Look, so long as she’s not a minger, you go for your life, sweetheart. But if you get bored trying to find someone, come see me. I’ll make it worth your while.”<br>
<br>
You wonder who exactly would be willing to do the things that you expect Jake wants someone to do. Especially if it risks the wrath of Christina.<br>
<br>
<<ActionsHeader>>
<<link "Say goodbye and leave Jake" $ConversationExit>>
<<if $return is "SchoolFootballFieldJakeDialogue0">><<TimeChange>><</if>>
<<EndConversation "Jake">>
<<SetNPCLocation "Jake" "0" "3" "SchoolBleachers" "perm">>
<<SetNPCLocation "Jake" "1" "3" "SchoolBleachers" "perm">>
<<SetNPCLocation "Jake" "2" "3" "SchoolBleachers" "perm">>
<<SetNPCLocation "Jake" "3" "3" "SchoolBleachers" "perm">>
<<SetNPCLocation "Jake" "4" "3" "SchoolBleachers" "perm">>
<<LocationKnown "SchoolBleachers">>
<</link>>
<<case "BleachersElse">>
You haven't known Jake a long time, but you can take a guess what he expects when a girl meets him under the school bleachers. You feel something inside your body stir at the thought of it, but you quash those feelings down.<br>
<br>
“There must be something else you need?” you ask him.<br>
<br>
He laughs. “Not unless you’re pals with the talent scout that’s lingering around.”<br>
<br>
“There’s a talent scout in Charlton?” you ask.<br>
<br>
He nods. “Rumour has it. He’s been to a few practices. Word says he’s representing a top team. Hangs about the pitch in the afternoon, but won't listen to anyone from the school.” He snorts. "I've tried."<br>
<br>
“And if I can put in a good word for you, you’ll give me the key?”<br>
<br>
A gut-wrenching snort comes out of Jake’s mouth. “Oh sure, sweetheart. If you want to try going to his hotel room like a groupie, I’ll give you it. But it would be quicker just to do that to me. I’ll be under the bleachers if you agree.”<br>
<br>
<<ActionsHeader>>
<<link "Say goodbye and leave Jake" $ConversationExit>>
<<if $return is "SchoolFootballFieldJakeDialogue0">><<TimeChange>><</if>>
<<EndConversation "Jake">>
<<SetNPCLocation "Jake" "0" "3" "SchoolBleachers" "perm">>
<<SetNPCLocation "Jake" "1" "3" "SchoolBleachers" "perm">>
<<SetNPCLocation "Jake" "2" "3" "SchoolBleachers" "perm">>
<<SetNPCLocation "Jake" "3" "3" "SchoolBleachers" "perm">>
<<SetNPCLocation "Jake" "4" "3" "SchoolBleachers" "perm">>
<<LocationKnown "SchoolBleachers">>
<</link>>
<<case "Michelle">>
“I’ve found somebody to help. With your ‘problem’,” you tell him.<br>
<br>
“Don’t think you can handle me yourself?” he smirks. “Who are you setting me up with?”<br>
<br>
“Do you know Michelle Button?” you ask him.<br>
<br>
He nods, approvingly. At least, approval mixed with lust. “The ginger? Petite, but with big knockers?”<br>
<br>
You sigh, but nod. “She’s got the hots for you.”<br>
<br>
A devilish smile spreads across his face. “Oh really? Small girl. I could sure throw her around.”<br>
<br>
You grimace, trying not to conjure a mental image of Michelle and Jake. <br>
<br>
“She said she’ll meet you here,” you reply.<br>
<br>
“Sure,” he says, his eyes glinting. “Alright. You’ve got yourself a deal. Shame it’s not you, but she’ll do. Maybe she’ll share stories and you’ll find out what you’re missing out on.”<br>
<br>
He reaches down his football shirt and takes off a chain with a key on the end of it. “This should get you into that gym. Word of advice though, don’t go when the cheerleader squad is in there. They’re real weird about people being around them.”<br>
<br>
You take the key from Jake and nod, politely. He grins, but his attention seems to drift elsewhere. You’ve fulfilled your purpose.<br>
<br>
<<ActionsHeader>>
<<link "Say goodbye and leave Jake" $ConversationExit>>
<<Quest21InventoryCheck>>
<<TakeObjectNPC "Jake" "KeyGymJake">>
<<QuestOptionComplete "Quest12" 0 "physical_relief">>
<<QuestTracker "Quest12" "complete">>
<<QuestOptionComplete "Quest8" 1 "jake">>
<<QuestTracker "Quest8" 2>>
<<SetNPCLocation "Jake" "0" "3" "SchoolFootballField" "perm">>
<<SetNPCLocation "Jake" "1" "3" "SchoolFootballField" "perm">>
<<SetNPCLocation "Jake" "2" "3" "SchoolFootballField" "perm">>
<<SetNPCLocation "Jake" "3" "3" "SchoolFootballField" "perm">>
<<SetNPCLocation "Jake" "4" "3" "SchoolFootballField" "perm">>
<<if $return is "SchoolFootballFieldJakeDialogue0">><<TimeChange>><</if>>
<<EndConversation "Jake">>
<</link>>
<<case "Scout">>
“I had an interesting conversation with the talent scout at the Charlton Hotel,” you say. <br>
<br>
Jake’s attention is suddenly directed only at you. “What?”<br>
<br>
You smile. “I told him that you were the one who held the Charlton team together.”<br>
<br>
He grins, a boyish quality almost coming through his face. “You said that?”<br>
<br>
Nodding, you continue. “He seems interested. I made sure he knew who to look at when he comes to see you play next.”<br>
<br>
Jake looks at you and lets out a deep sigh. “Thanks, nerd,” he says with a degree of affection relative to his usual demeanour. “I didn’t think you’d do that.”<br>
<br>
He reaches down into his football top and pulls out a necklace with a key attached. “This will get you into the school gym,” he says, throwing it to you. “Two things. Don’t get caught up in there with Coach Beach. And avoid it if the cheerleaders are in there. You don’t want to get caught up in that.”<br>
<br>
You give him a look, considering whether to press, but let it go. “Thanks,” you find yourself muttering. <br>
<br>
There is an awkward silence. Jake watches you, almost with puppy dog eyes. You’re not sure whether you preferred his bubbling hostility.<br>
<br>
“Well, I better go,” you say finally.<br>
<br>
He flashes you a playful smirk. “See you around. I hope.”<br>
<br>
You nod, and turn your back to him, shuddering. <br>
<br>
<<ActionsHeader>>
<<link "Say goodbye and leave Jake" $ConversationExit>>
<<TakeObjectNPC "Jake" "KeyGymJake">><<Quest21InventoryCheck>>
<<QuestTracker "Quest8" 2>>
<<QuestOptionComplete "Quest8" 1 "jake">>
<<QuestTracker "Quest12" "complete">>
<<SetNPCLocation "Jake" "0" "3" "SchoolFootballField" "perm">>
<<SetNPCLocation "Jake" "1" "3" "SchoolFootballField" "perm">>
<<SetNPCLocation "Jake" "2" "3" "SchoolFootballField" "perm">>
<<SetNPCLocation "Jake" "3" "3" "SchoolFootballField" "perm">>
<<SetNPCLocation "Jake" "4" "3" "SchoolFootballField" "perm">>
<<EndConversation "Jake">>
<<if $return is "SchoolFootballFieldJakeDialogue0">><<TimeChange>><</if>>
<</link>>
<<case "Needs">>
“So,” you say to Jake. “You said you would give me the gym key?” <br>
<br>
He sniggers. “Not so fast, nerd. I said I’d give it to you if you did something for me.”<br>
<br>
You bite your lip. “What do you want me to do?”<br>
<br>
Jake grins, sauntering over to stand only inches from you. His athletic build and tall frame dominate your size and body. He looks down at you, his eyes roving across your clothes.<br>
<br>
“Christina hasn’t been kind lately,” he says softly to you. “Too busy with cheerleading. Not looking after my needs.”<br>
<br>
You look up, meeting his eyes. “Like what?”<br>
<br>
He smiles. “I get pent-up after practice. Lots of testosterone and nowhere to use it. I’m backed up.”<br>
<br>
You glance down to his football pants, all traces of doubt on what he wants gone. “How?”<br>
<br>
“Nothing much,” he says, running his fingers across your hair. “I need some release. A handy would do.”<br>
<br>
You feel nervous energy building up in your stomach. “Just that?”<br>
<br>
He nods. “What do you say, nerd? Wanna touch it?”<br>
<br>
<<ActionsHeader>>
<<link "Give Jake some relief" "JakeDialogue">><<set $JakeDialogue to "Agree">><<EventTrigger "YourHome" "EmilyReactionJakeRel" "Evening" "Emily" null null null null false>><<Feminity 1>><<Orientation 1>><<Assertive -1>><</link>><br>
<<link "Tell him you’re not going to do that" "JakeDialogue">><<set $JakeDialogue to "Refuse">><</link>>
<<case "Agree">>
You gulp. “Okay,” you mumble.<br>
<br>
His eyes blaze as a grin spreads on his face. “Knew you were a tramp, Emily. Well, get on with it then. Take it out.”<br>
<br>
You take a deep breath and look downwards at his pants. <I>Are you really doing this? Is there no other way to get into the gym?</i> But you’ve already made your choice.<br>
<br>
Reaching down, you slip a hand underneath the top of his pants. You feel it. A warm, hard shaft, pulsing in response to your touch.<br>
<br>
You pull down his pants a little and free it from its cage. There, gently wrapped in your hand, is Jake’s erect dick.<br>
<br>
“Get on with it, you slut,” he commands. <br>
<br>
You begin to stroke it, tenderly at first. It seems to respond to your movements, warmth radiating through the skin.<br>
<br>
Jake suddenly grabs your hand and brings it up to his mouth. He spits and closes your fingers around it. “Lube,” he tells you.<br>
<br>
You return your hand to pumping his cock, massaging his spit up and down the length. He grabs hold of your chin, forcing you to meet his eyes as you vigorously pump away. “Tell me, nerd,” he spits. “Tell me you want to see me cum.”<br>
<br>
<<ActionsHeader>>
<<link "Do as he says" "JakeDialogue">><<set $JakeDialogue to "Command">><<Assertive -1>><</link>><br>
<<link "Stay silent" "JakeDialogue">><<set $JakeDialogue to "Silent">><</link>>
<<case "Command">>
“I want to see you cum, Jake,” you repeat back to him. He grins, letting go of your chin, arching his head back.<br>
<br>
You feel his dick twitch and spurts of semen fly up high into the air. You continue to stroke, as more and more cum shoots up. Jake bites his lip to keep himself from moaning.<br>
<br>
Then with a final twitch, Jake’s semen runs down the tip of his dick and covers your hand in his cum.<br>
<br>
You let go off his penis as Jake moves back from you. You look at your hand. The sticky spunk runs down to your wrist. He wasn’t kidding when he said he was backed up.<br>
<br>
Reaching down, you wipe it off on the dusty dirt on the floor. Jake sniggers as he watches you.<br>
<br>
“Not bad, nerd,” he says. “Maybe you can be fun, after all.”<br>
<br>
He reaches into his football shirt and pulls out a chain with a key on it. He throws it next to you on the floor. “That will get you into the gym. Have fun.”<br>
<br>
You pick it up and put it away. Jake pays little more attention to you, so once you’re satisfied your hand is as clean as it can be, you wordlessly leave him alone.<br>
<br>
<<ActionsHeader>>
<<link "Say goodbye and leave Jake" $ConversationExit>>
<<TakeObjectNPC "Jake" "KeyGymJake">><<Quest21InventoryCheck>>
<<ChangeNPCrelationship "Jake" "Emily" 3>>
<<QuestOptionComplete "Quest8" 1 "jake">>
<<QuestTracker "Quest8" 2>>
<<QuestOptionComplete "Quest12" 0 "physical_relief_self">>
<<QuestTracker "Quest12" "complete">>
<<EndConversation "Jake">>
<<SetNPCLocation "Jake" "0" "3" "SchoolFootballField" "perm">>
<<SetNPCLocation "Jake" "1" "3" "SchoolFootballField" "perm">>
<<SetNPCLocation "Jake" "2" "3" "SchoolFootballField" "perm">>
<<SetNPCLocation "Jake" "3" "3" "SchoolFootballField" "perm">>
<<SetNPCLocation "Jake" "4" "3" "SchoolFootballField" "perm">>
<<TimeChange>>
<<SetEmilyBoyfriend "Jake">>
<</link>>
<<case "Silent">>
You glare at him, but don’t reply. He sniggers, but releases your chin.<br>
<br>
After a moment more, Jake looks up to the bleachers and bites down into his lip. You hear a muffled moan through his mouth and feel his dick twitch. Spurts of semen fly up high into the air. <br>
<br>
You continue to stroke, as more and more cum shoots up. Then with a final twitch, Jake’s semen runs down the tip of his dick and covers your hand in his cum.<br>
<br>
You let go off his penis as Jake moves back from you. You look at your hand. The sticky spunk runs down to your wrist. He wasn’t kidding when he said he was backed up.<br>
<br>
Reaching down, you wipe it off on the dusty dirt on the floor. Jake sniggers as he watches you.<br>
<br>
“Not bad, nerd,” he says. “Maybe you can be fun, after all.”<br>
<br>
He reaches into his football shirt and pulls out a chain with a key on it. He throws it next to you on the floor. “That will get you into the gym. Have fun.”<br>
<br>
You pick it up and put it away. Jake pays little more attention to you, so once you’re satisfied your hand is as clean as it can be, you wordlessly leave him alone.<br>
<br>
<<ActionsHeader>>
<<link "Say goodbye and leave Jake" $ConversationExit>>
<<TakeObjectNPC "Jake" "KeyGymJake">><<Quest21InventoryCheck>>
<<TimeChange>>
<<ChangeNPCrelationship "Jake" "Emily" 3>>
<<QuestOptionComplete "Quest8" 1 "jake">>
<<QuestTracker "Quest8" 2>>
<<QuestOptionComplete "Quest12" 0 "physical_relief_self">>
<<QuestTracker "Quest12" "complete">>
<<EndConversation "Jake">>
<<SetNPCLocation "Jake" "0" "3" "SchoolFootballField" "perm">>
<<SetNPCLocation "Jake" "1" "3" "SchoolFootballField" "perm">>
<<SetNPCLocation "Jake" "2" "3" "SchoolFootballField" "perm">>
<<SetNPCLocation "Jake" "3" "3" "SchoolFootballField" "perm">>
<<SetNPCLocation "Jake" "4" "3" "SchoolFootballField" "perm">>
<<SetEmilyBoyfriend "Jake">>
<</link>>
<<case "Refuse">>
“I’m not going to do that,” you tell Jake, hearing your voice crack as you stand up to him. <br>
<br>
He grits his teeth. “Fine,” he says with a sneer. “Your loss, sweetheart. But you’re not getting that key unless you do something for me. And this is the easiest option for you.”<br>
<br>
<<ActionsHeader>>
<<link "Say goodbye and leave Jake" $ConversationExit>><<EndConversation "Jake">><</link>>
<<case "WorkOut">>
<<if $current.avatar is "Emily">>
“Need a hand with that?” you ask him, gesturing to the dumbbells. <br>
<br>
He looks you up and down, then smiles. “The only hand you could provide is one for what’s in my pants.” He laughs at his own joke. “Seriously nerd, do you really think you could help me in any way here?”<br>
<br>
He continues lifting weights. Judging by the amount on each arm, you suspect that he’s right. Still, you press him further. “I’m serious. What’s the matter? Think you’ll get shown up by a girl?”<Br>
<Br>
He snorts, eyes briefly wandering over your body. “Don’t make bets you can’t cover, love. We both know that you won’t keep up with me. If you’re gunning for a way to see what I’m packing, we can skip the foreplay. Believe me, I know how to give girls what they want.”<Br>
<<elseif $current.female is true>>
“You look like you know your way around,” you compliment him. “I was wondering if you’d like to train with me?”<Br>
<Br>
He eyes you with barely concealed amusement. “I don’t think you’d keep up, sweet cheeks. My set is designed for men. Why don’t you try the ballet class? Better for getting rid of some of that flab on your tush, too.”<Br>
<Br>
“I’m serious,” you press him. “What’s the matter? Think you’ll get shown up by a girl?”<Br>
<Br>
He snorts, eyes briefly wandering over your body. “Don’t make bets you can’t cover, love. We both know that you won’t keep up with me. If you’re gunning for a way to see what I’m packing, we can skip the foreplay. Believe me, I know how to give girls what they want.”<Br>
<<else>>
“You look like you know what you’re doing,” you compliment him. “I need a training partner to keep up the pace.”<Br>
<Br>
He looks at you and sniggers. “You think you can keep up with me, old man?”<BR>
<Br>
You feel a little self-conscious, not being much older than him. Evidently, he doesn’t feel the same way.<Br>
<Br>
“Do yourself a favour,” he continues. “Don’t make bets you can’t cash. I’d bet you couldn’t keep up with me even if you had kept your body in shape as you got older.” His eyes derisively look you up and down. “And from where I’m standing, you definitely have let things slide.”<Br>
<</if>>
<br>
<<QuestOptionCheck "Quest11" 3 "jake_dogtags">><<QuestState "Quest11">><<InventoryCheckNPC "Jake" "JakeDogTags">><<DialogueSpoken "Jake" "DogTagsGym">>
<<if _QuestState gte 3 and _QuestOptionCheck is true and _InventoryCheckNPC is true and _Discussed is true>>
Jake seems confident that he could beat you in any workout. You could use this to your advantage to get him to open his locker. If you wanted to deal with working out with him.<br>
<Br>
<<ActionsHeader>>
<<link "Bet Jake on a workout contest" "JakeDialogue">><<set $JakeDialogue to "WorkOutBet">><</link>><Br>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<else>>
Without a reason to compete with Jake, you decide to not respond to his comments and ignore his taunts for now.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<case "WorkOutBet">>
“Care to make things interesting,” you begin. “Put something where your mouth is.”<br>
<Br>
<<if $current.female is true>>
Jake sniggers. “You are just signing up for a world of pain. Are you sure you don’t want the ballet class? I can hang around. I wouldn’t mind seeing you bend and stretch.”<br>
<br>
From over your shoulder you hear muted feminine laughter from outside. Jake looks over your shoulder briefly, grinning at the girls watching him. But his eyes come back to you.<Br>
<br>
“Sounds to me like you’re scared you’ll lose,” you continue, ignoring his leers. “What’s the matter, afraid your admirers would see a girl beating you?”<Br>
<Br>
A scowl appears on his face and you know the words have landed. “You’re serious, aren’t you?” he says, pausing as he eyes you more carefully. They glance over you, then back. “Alright. What are you offering?"<Br>
<Br>
”What about those dog tags of yours?” you try.<Br>
<br>
He snorts. “No chance.”<Br>
<Br>
You purse your lips. Looks like you’ll need a more indirect way to get inside his locker. “Okay. What about cash. Fifty pounds for the winner.”<Br>
<Br>
Jake regards you with interest for a long moment, then rolls his eyes. “Easiest money I’ve ever made."<Br>
<Br>
You flash him a smile. "Can you cover that?"<br>
<Br>
He snorts. "Don’t you worry. I’ve got enough in my locker. Not that I'll need it. Long before I’m done with you, you’ll be begging to submit.”<br>
<Br>
“Go get changed,” he continues. “I’ll be waiting.”<br>
<br>
<<ActionsHeader>>
<<if $current.avatar is "Jennifer" or $current.avatar is "Annie">>
<<link "Go to the locker room and get changed" "GymLockerRoom">><<EndConversation "Jake">><<EventTrigger "GymLockerRoom" "WorkOutBetFemaleChange" null null null null null null true>><</link>>
<<else>>
<<GymEligible>>
<<if _GymEligible is false>>
<<link "Tell him you’re not a member" "JakeDialogue">><<set $JakeDialogue to "NotAMember">><</link>>
<<else>>
<<GymWorkOutGearRight>>
<<if _GymWorkOutGearRight is false>>
<<link "Tell him you don’t have workout clothes" "JakeDialogue">><<set $JakeDialogue to "NoWorkoutGear">><</link>>
<<else>>
<<link "Go to the locker room and get changed" "GymLockerRoom">><<EndConversation "Jake">><<EventTrigger "GymLockerRoom" "WorkOutBetFemaleChange" null null null null null null true>><</link>>
<</if>>
<</if>>
<</if>>
<<else>>
Jake laughs loudly. “Bet that I can press more than you? Why don't you just give me the money and spare yourself."<br>
<Br>
From over your shoulder you hear muted feminine laughter from outside. Jake looks over your shoulder briefly, grinning at the girls watching him. <Br>
<Br>
“Sounds to me like you’re scared you’ll lose,” you continue, trying to regain his attention. “What’s the matter, afraid your admirers would see you beat?”<Br>
<Br>
A scowl appears on his face and you know the words have landed. “You’re serious, aren’t you?” he says, pausing as he eyes you more carefully. They glance over you, then back. “Alright. What are you offering?"<Br>
<Br>
”What about those dog tags of yours?” you try.<Br>
<Br>
He snorts. “No chance."<br>
<Br>
You purse your lips. Looks like you’ll need a more indirect way to get inside his locker. “Okay. What about cash. Fifty pounds for the winner.”<Br>
<Br>
You grin. "Can you cover that?"<br>
<Br>
He snorts. "Don’t you worry. I’ve got enough in my locker. Not that I'll need it. With muscles like those, you’re not even going to finish my set.”<br>
<Br>
“Go get changed,” he continues. “I’ll be waiting.”<Br>
<br>
<<ActionsHeader>>
<<GymEligible>>
<<if _GymEligible is false>>
<<link "Tell him you’re not a member" "JakeDialogue">><<set $JakeDialogue to "NotAMember">><</link>>
<<else>>
<<GymWorkOutGearRight>>
<<if _GymWorkOutGearRight is false>>
<<link "Tell him you don’t have workout clothes" "JakeDialogue">><<set $JakeDialogue to "NoWorkoutGear">><</link>>
<<else>>
<<link "Go to the locker room and get changed" "GymMaleLockerRoom">><<EndConversation "Jake">><<EventTrigger "GymMaleLockerRoom" "WorkOutBetMaleChange" null null null null null null true>><</link>>
<</if>>
<</if>>
<</if>>
<<case "NotAMember">>
“I can’t get into the locker room,” you tell him. “I’m not a member here.”<br>
<br>
Jake snorts and rolls his eyes. “You think you can best me and you’re not even signed up?” His face is dominated by a sneer. “What am I even wasting my time here for.” <Br>
<Br>
You stare back at him long enough for him to sigh. “Go,” he gestures towards the counter. “Talk to Casey. Pay some money. Go buy some workout clothes at Evans. Is. That. Clear? Do. I. Need. To Write. This. Down. For. You?”<Br>
<br>
Jake chuckles, letting go of his frustration. But it’s clear for the moment, he’s done with you.<Br>
<Br>
<<ActionsHeader>>
<<link "Say goodbye to Jake and leave him alone" $ConversationExit>><<EndConversation "Jake">><<TaskTracker "Task8" "active">><</link>>
<<case "NoWorkoutGear">>
“I can’t,” you tell him. “I don’t have any workout clothes.”<Br>
<Br>
Jake snorts and rolls his eyes. “You think you can best me and you don't have the gear?” His face is dominated by a sneer. “What am I even wasting my time here for.” <Br>
<br>
You stare back at him long enough for him to sigh. “Go,” he gestures towards the door. “Go buy some workout clothes at Evans. Is. That. Clear? Do. I. Need. To Write. This. Down. For. You?”<Br>
<br>
Jake chuckles, letting go of his frustration. But it’s clear for the moment, he’s done with you.<Br>
<Br>
<<ActionsHeader>>
<<link "Say goodbye to Jake and leave him alone" $ConversationExit>><<EndConversation "Jake">><<TaskTracker "Task8" "active">><</link>>
<<case "Charm">>
<<CastCharm "Jake">>
<<if _CharmSpell is true>>
You stare at Jake. He glares at you. "What?"<br>
<br>
You mentally stir the magic within your body and take a deep breath, threading the air in your lungs through the swirling energies.<br>
<br>
Jake’s eyes cloud over as you breathe out, his usual sharp gaze softening into something distant and almost vacant. He blinks slowly, as if trying to push through the haze, but it’s clear the magic has found its mark.<br>
<br>
Then his lips curl into a lopsided smirk as the spell takes hold. The usual sharpness in his eyes is replaced by something softer, though no less calculating. "Well, look at you," he drawls, his voice dripping with a mixture of amusement and something warmer. "Didn’t realise I was talking to someone so… persuasive."
His gaze stays locked on you, lingering just a beat too long. "You know," he says, his tone teasing, "Maybe there's something buried beneath that geek. Why don't we find out?"<br>
<br>
You shift under his gaze, wondering if this was such a good idea.
<<else>>
Something is wrong with the code, as Jake has no magic.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "CharmKey">>
<<CastCharm "Jake">>
<<if _CharmSpell is true>>
As the charm settles over Jake, his expression shifts from suspicion to something else - lust. He eyes you up and down, his smirk turning razor-sharp. "You really need that key, do you?" he says, smirking.<br>
<br>
Reaching into his pocket, he pulls out the gym key, holding it between his fingers like a prize. "You know, I usually don’t just give things away," he says, twirling it lazily. "But for you? Let’s call it a favour. I'm sure I'll find a way to call it in." His grin is all teeth, and there’s a glimmer of desires as he steps closer, dangling the key just out of reach. "In fact, I can think of a few things already."<br>
<br>
Finally, he drops the key into your hand, his fingers brushing yours in a way that feels almost deliberate. "There you go," he murmurs. "Why don't you spend a while thinking on how to repay me?"<br>
<br>
You pocket the key, avoiding replying.<br>
<<else>>
Something is wrong with the code, as Jake has no magic.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Say goodbye and leave Jake" $ConversationExit>>
<<TakeObjectNPC "Jake" "KeyGymJake">><<Quest21InventoryCheck>>
<<QuestTracker "Quest8" 2>>
<<QuestTracker "Quest12" "complete">>
<<SetNPCLocation "Jake" "0" "3" "SchoolFootballField" "perm">>
<<SetNPCLocation "Jake" "1" "3" "SchoolFootballField" "perm">>
<<SetNPCLocation "Jake" "2" "3" "SchoolFootballField" "perm">>
<<SetNPCLocation "Jake" "3" "3" "SchoolFootballField" "perm">>
<<SetNPCLocation "Jake" "4" "3" "SchoolFootballField" "perm">>
<<EndConversation "Jake">>
<<TimeChange>>
<</link>>
<<case "HallPass">>
You glance at Jake. “I don’t suppose you know how I could get a hall pass? You’re a jock. You must have one.”<br>
<Br>
Jake snorts. “Me? Nah. Stitch doesn’t give a damn about football players. Says it builds character, pretends to care about the games. But all he does for us is give us shit if we lose. He’s more interested in cheerleaders, that creepy pervert.”<br>
<br>
<<if $PlayerCharacter.cheerleader is true>>
He sneers at you. “I thought you already got your special perks. Now you’re a cheerleader and all.”<Br>
<Br>
You raise an eyebrow. “What do you mean?”<br>
<Br>
“Why don’t you ask Chrissie?” he retorts. “I’m sure she has time for you. Now you’re one of her minions, I'm sure she takes care of you. She always does. With them.”<br>
<br>
He turns away slightly, jaw tight. “It’s amazing what you cheer girls can get if you smile the right way.”<Br>
<<else>>
He tilts his head, giving you a once-over. “If you really want out of lessons that bad, maybe join the squad. Wear the skirt. Get the perks.”<br>
<Br>
“Cheerleaders get hall passes?” you ask.<br>
<br>
He shrugs. “That’s how this place works. Stitch doesn’t care about ‘girls’. But he sure cares about cheerleaders.”<Br>
<br>
He offers a cold grin. “If you really want a pass, go speak to Chrissie. That is, if you don’t mind being one of her dolls to play with.”<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Jake" "HallPass">><<QuestOptionUnlock "Quest11" 1 "cheerleader_pass">><</link>>
<<case "DogTags">>
You nod toward the chain peeking out from under his shirt. “Those dog tags. You always wear them?”<br>
<bR>
Jake’s eyes flick down for a moment, like he’s forgotten they’re there. “Yeah. What of it?”<br>
<bR>
He regards you carefully. You flash him a small smile. "Just curious. Are they military or something?"<br>
<Br>
That gets a scoff. "No. From a boxing contest.” He shrugs like it barely registers, but there's a glint in his eye regardless. "Won one a couple of years back."<br>
<Br>
"You won a boxing match?" you say, trying to inject some admiration into your voice.<Br>
<Br>
"Competition," he corrects you harshly, though he's grinning with rare enthusiasm. "Five guys over two weeks. Even had to go through the qualifiers. I didn't get a buy-in, unlike Steve."<br>
<br>
"Who's Steve?"<Br>
<Br>
Jake's smile withers. "My brother. Got an easy run to the final. Didn't help him, that time. Knocked him out in three rounds."<br>
<Br>
You pause briefly, glancing back at the dog tags. "So you won them? Must mean a lot to you."<bR>
<Br>
Jake gives a dry laugh. “Didn't get these for winning. Just got a plastic trophy." He takes out the tags briefly, flashing them to you. "I made these myself. Thought they looked better.” He rolls his neck. “More honest, too.”<Br>
<bR>
He says it like a joke, but his hand drifts toward the chain again, thumb resting just under his collarbone. Then, catching himself, he pulls his hand away and waves it off. “Not a big deal.”<br>
<bR>
<I>Despite his words, the dog tags seem particularly important to Jake. If you were looking for a way to attend the boy’s classes at school, you are certain the dog tags could power the amulet. The question is, would you want to go as Jake, how would you get him somewhere to take them from him, and what would he do if lost them?</i><br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Jake" "DogTags">><<QuestOptionComplete "Quest11" 3 "jake_target">><<QuestOptionUnlock "Quest11" 3 "jake_dogtags">><</link>>
<<case "SleepForgetDogTags">>
You study Jake for a moment, as he continues to lecherously stare at you. Even though he won't admit it, you know how much these tags mean to him. Whilst you think you can remove his memories of any tie to you and his tags, he’ll still wake up without them. And when he does, he’ll tear the school apart to find out who took them. You can already picture the fallout.<br>
<br>
<I>But why do you care about that?</i><br>
<Br>
<<ActionsHeader>>
<<link "Proceed with the spell" "JakeDialogue">><<set $JakeDialogue to "SleepForgetDogTagsProceed">><<Greedy 1>><</link>><Br>
<<link "Leave it for now" $return>><<ChangeTopics>><</link>><Br>
<<case "SleepForgetDogTagsProceed">>
You take a deep breath as you come to a resolution. This is necessary, you tell yourself. <Br>
<Br>
"Fall asleep, and let your memories drift as you slumber.”<Br>
<Br>
Jake frowns. “What -”<br>
<br>
His protest snaps off as you feel magic surge out from within you. His body jolts, then slackens. The smirk slides from his lips as his eyes glaze, then close. His weight sags against you for a moment before crumpling down onto the packed earth.<br>
<br>
You kneel, checking. His breathing is steady, deep. His pulse slow and heavy. Out cold.<Br>
<br>
In sleep, his face is different. Younger, almost. The hardness gone, the sneer dissolved. Without it, he looks like a boy again, not the swaggering tyrant you've come to know.<br>
<BR>
But it won’t last, you acknowledge. When he wakes, he'll still be the same. And he'll be without his precious tags. You wince, trying to bury thoughts of what he'll do.<Br>
<bR>
Reaching underneath his shirt, you retrieve the dog tags and pocket them. All you need to do now is lure him somewhere private in the morning to transform into him.<br>
<br>
With a final glance at his peaceful sleep, you leave him on the floor.<br>
<br>
<<ActionsHeader>>
<<link "Return to the football field" "SchoolFootballField">><<EndConversation "Jake">><<DailyVariableAdd "JakeSleep">><<TakeObjectNPC "Jake" "JakeDogTags">><<EventTrigger "SchoolCorridor" "DogTagsReactTerrence" "Morning" null "Emily" null null null false>><<QuestOptionComplete "Quest11" 3 "jake_dogtags">><</link>>
<<case "DogTagsGym">>
“What happened to your dog tags?” you ask.<Br>
<Br>
“What about them?” Jake replies.<Br>
<Br>
You frown. “You’re not wearing them.”<Br>
<Br>
Jake doesn’t look up immediately. He finishes the rep, sets the bar down with a controlled clatter, then wipes one palm on his shorts.<Br>
<Br>
"Can't wear them in here," he tells you. "Get in the way on the machines."<Br>
<Br>
"I didn't think you ever parted with them?" you ask, injecting some humour into your tone.<br>
<br>
<<if $current.avatar is "Emily">>"Only for working out." He smirks. "They come in handy in other places. Serve as a good gag, nerd. I can get them from my locker if you want a taste?"<br>
<<elseif $current.female is true>>"Only for working out." He smirks. "They come in handy in other places. Serve as a good gag, if you know what I mean. I can get them from my locker if you want a taste?"<br>
<<else>>"Only for working out." He spits. "Not that you'd understand that. Look like this is the first time you've seen the inside of a gym."<br>
<</if>>
<Br>
You reflexively must grimace, as he sniggers at your expense before turning back to the machines. You are certain you can use Jake’s treasured dog tags to transform into him. If you want to steal them from his locker, you’ll need to find a way for him to open it up for you. With no one else around.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Jake" "DogTagsGym">><</link>>
<<case "TakeMoneyBet">>
<<if $current.female is true>>
Jake smirks faintly as you pocket the money. “Didn’t think you had it in you,” he mutters, shaking his head. Then his eyes dip, lingering a little too long. “Y’know, there’s other ways I could spend a little money on you.”<Br>
<Br>
His grin widens, slow and dumb. “Or," he continues. "If you wanted to make it quicker, I can think of some ways you could earn it.”<Br>
<Br>
You shake your head firmly, unwilling to indulge him. He chuckles at his own joke, unbothered by your rejection, and shuts the locker door with a clang.<Br>
<Br>
<<ActionsHeader>>
<<link "Shower and leave the gym" "OrchidRoad">><<EndConversation "Jake">><<CashFlow 1>><<TimeChange>><</link>>
<<else>>
His jaw tightens as he lets go of the cash. “Take it. And scram.” His tone is clipped, the kind of hostile edge that says he’d rather be anywhere else than paying you. The sting of losing to you still lingers, souring the air between you. He jerks his chin toward the showers like a dismissal, eyes hard, every ounce of his posture spelling out annoyance.<br>
<Br>
<<ActionsHeader>>
<<link "Shower and leave the gym" "OrchidRoad">><<EndConversation "Jake">><<CashFlow 1>><<ChangeNPCrelationship "Jake" $current.avatar 0>><<TimeChange>><</link>>
<</if>>
<<case "SleepForgetDogTagsGym">>
You focus your mind’s eye on Jake, willing the magic to take hold. “Fall asleep,” you whisper, voice steady. “And let your memories drift as you slumber.”<Br>
<Br>
For a second he blinks at you, confusion flashing in his eyes. Then his shoulders sag and he slumps down onto the bench, towel slipping from his grasp. His head lolls back against the lockers, breath evening out almost instantly.<Br>
<<QuestOptionCheck "Quest11" 3 "jake_dogtags">><<QuestState "Quest11">><<InventoryCheckNPC "Jake" "JakeDogTags">>
<<if _QuestState gte 3 and _QuestOptionCheck is true and _InventoryCheckNPC is true>><Br>You glance toward his locker. The metal door hangs open, and there looped neatly on the inside hook are the dog tags. Heart quickening, you step past him and pluck them free. The chain is cool in your hand. Score. You can now transform into Jake in the mornings at school.<br><</if>>
<Br>
You pick up the notes from the floor. A faint groan escapes Jake's lips, but his eyes don’t open. The spell has him deep, and when he wakes, this whole exchange will be nothing more than a hazy blur.<br>
<Br>
<<ActionsHeader>>
<<link "Shower and leave the gym" "OrchidRoad">><<EndConversation "Jake">><<DailyVariableAdd "JakeSleep">><<CashFlow 1>><<QuestOptionCheck "Quest11" 3 "jake_dogtags">><<QuestState "Quest11">><<InventoryCheckNPC "Jake" "JakeDogTags">><<if _QuestState gte 3 and _QuestOptionCheck is true and _InventoryCheckNPC is true>><<TakeObjectNPC "Jake" "JakeDogTags">><<QuestOptionComplete "Quest11" 3 "jake_dogtags">><</if>><<TimeChange>><</link>>
<<case "BenchSuck">>
You hesitate, but Jake’s grin doesn’t waver. He taps the bench again, expectant.<br>
<Br>
Slowly, you lie down on the bench, lowering yourself until your shoulders touch the vinyl. Your head tilts off the far edge, the ceiling lights glaring upside down above you.<Br>
<Br>
Jake shifts into position, looming at the end of the bench. His shadow falls across your face, shorts brushing close. The angle is all wrong for you. <I>But right for him.</i><br>
<Br>
“That’s it,” he says, voice thick with amusement. “Knew you had it in you. All that effort, just for this.”<br>
<Br>
He dangles the wad of notes above you, just out of reach.<Br>
<Br>
"Now," he says, pulling down his shorts. "Get to it."<br>
<br>
You look backwards, and despite everything being inverted, you recognise the thing that plops out in front of you. Jake's member, thick and already half-erect, inches from your face.<Br>
<Br>
<<if $current.avatar is "Annie">>“Like that, huh?” he murmurs. “Come on. Show me how a receptionist does it.”<Br>
<<elseif $current.avatar is "Jennifer">>“Like that, huh?” he murmurs. “Come on. Show me how a gutter trash failed cheerleader makes her money.”<Br>
<<elseif $current.avatar is "Emily">>
<<InventoryCheckSelf "WorkoutGearRed">><<if _InventoryCheckSelf is true>>“Like that, huh?” he murmurs. “Come on. Show me if that outfit turns a nerd into a wild girl.”<Br><</if>>
<<InventoryCheckSelf "WorkoutGearBlack">><<if _InventoryCheckSelf is true>>“Like that, huh?” he murmurs. “Come on. Show me how a submissive little bookworm loves it.”<br><</if>>
<<InventoryCheckSelf "WorkoutGearPink">><<if _InventoryCheckSelf is true>>“Like that, huh?” he murmurs. “Come on. Show me how much of a bimbo is hidden underneath, nerd.”<br><</if>>
<<elseif _CurrentPC is true>>
<<InventoryCheckSelf "WorkoutGearRed">><<if _InventoryCheckSelf is true>>“Like that, huh?” he murmurs. “Come on. Show me if you really are like that outfit makes out.”<Br><</if>>
<<InventoryCheckSelf "WorkoutGearBlack">><<if _InventoryCheckSelf is true>>“Like that, huh?” he murmurs. “Come on. Show me if you really are as submissive as that collar makes out.”<br><</if>>
<<InventoryCheckSelf "WorkoutGearPink">><<if _InventoryCheckSelf is true>>“Like that, huh?” he murmurs. “Come on. Show me if you really are as much of a bimbo as that outfit makes out.”<br><</if>>
<</if>>
<br>
You glance up briefly, meeting the eyes of the upside-down Jake. Then, feeling sick, look horizontal to the dick hanging in front of you.<Br>
<Br>
<<ActionsHeader>>
<<link "Suck Jake's cock" "JakeDialogue">><<set $JakeDialogue to "BenchSuckExecute">><<if $current.avatar is "Emily">><<SetEmilyBoyfriend "Jake">><</if>><</link>>
<<case "BenchSuckExecute">>
You gingerly reach out to take his prick into your hand. It feels warm to the touch, especially in the icy cold air of the locker room.<br>
<Br>
"I'm not paying you to play with it," you hear him mutter. "Open wide."<br>
<Br>
You do as he says. Without a moment's pause, his own hand wraps around yours and guides his shaft between your lips.<br>
<Br>
Your nose erupts with the smell of Jake's sweat, the musk and odour overpowering as his cock enters your mouth. As much as you try to ignore it, there's something intoxicating about it. Together with the warm member filling your cheeks, you find it hard to concentrate. So much so that you feel Jake's hand grasp your chin.<br>
<Br>
"Put some effort in, slut," you hear him tell you.<br>
<Br>
You begin to bob back and forth. The inverted position makes your movements clumsy. Up is down, and down is up. Jake's tip hits the inside of your cheek, the bottom of your mouth, your teeth. And your vision is just full of pubic hair and glimpses of the floor above you.<br>
<Br>
Jake's hand roughly moves your face to allow you to take in more of his meat. He pulls at your jaw, craning your mouth. Then rocks back and forth, guiding his dick to the back of your throat.<Br>
<Br>
Letting your jaw slacken, you relax as best as you can on the vinyl bench. The tip of his cock slides further and further inside your mouth, touching the back of your throat as you extend your neck. "Good," he purrs, as you fight against your gag reflex.<Br>
<Br>
You didn't need to do this. You could have used a spell straight away. But here you are, lying on your back, the world turned upside down, letting the school quarterback deepthroat your mouth. And worse is the telling stirring from your own vagina. You can feel yourself growing more wet by the second, as you continue to reflect on the fact that you're willing let Jake use you.<Br>
<br>
<I>Is this what you really wanted? Or was the contest just a charade to get a chance to suck some dick?</i><br>
<Br>
You can't answer the question that comes from inside you. Interrupting your thoughts, Jake begins to grow bolder. Rougher, even. He rams his prick in-between your moist lips. Your tonsils strain and you struggle to breathe as a dick stops you from breathing. He holds it in, wrenching your chin to look up - or down - at him. Your eyes start streaming as you are forced to lock his gaze.<Br>
<Br>
He actually smiles. And then he cums.<br>
<Br>
You feel a jet of semen blast down your throat. It takes everything you have not to throw up. Then another burst. And another. Your mouth fills up with cum, salty and warm.<br>
<Br>
Finally he pulls back and releases your chin. You gasp for air, just as semen coats your lips and runs from your mouth down to your eyes. They sting as the liquid enters them.<br>
<br>
Jake takes a step back, wiping his dick with his hand and then smearing it on another vinyl bench. You see him throw something out at you, and the notes land on your chest. “Earned every penny,” he drawls. “Guess I was right. Sometimes a girl just needs to know the right angle.”<Br>
<Br>
Panting for air, you pull yourself upright. The vinyl sticks against your back as you swing your legs down. You wipe your mouth and swallow again. You can feel Jake's cum curdling in your stomach.<Br>
<Br>
Jake smirks wider, satisfied. “Pleasure doing business.” He shoves the wallet back into his locker, like the transaction is finished. Like you were part of the equipment.<br>
<br>
<<ActionsHeader>>
<<link "[Spell: Sleep & Forget] Cast Sleep & Forget" "JakeDialogue">><<set $JakeDialogue to "SleepForgetDogTagsGym">><</link>><Br>
<<link "Take the money, shower and leave the gym" "OrchidRoad">><<EndConversation "Jake">><<CashFlow 1>><<TimeChange>><</link>>
<<case "LureJakePrivate">>
“I need to talk to you," you say quietly to Jake. "But not here.”<Br>
<br>
That gets a snort. He sneers at you, shaking his head. “What, the nerd’s got secrets now? Going to read me your diary?”<Br>
<br>
You ignore the jibe, trying to sound steady. “It’s not like that. I just need some privacy. With you.”<Br>
<br>
Jake’s expression changes. The irritation slides off, replaced by something hungrier. His smile is crooked now, knowing. “Private, huh? Should’ve said so. Always knew there was a sluttier side to you, bookworm. Guess even nerds have needs.”<bR>
<br>
“That’s not what I meant,” you push back.<Br>
<br>
“Sure,” he says easily, like he doesn’t believe a word. “Don’t worry. I won’t tell anyone. You and me, under the bleachers. Nice and quiet. No one’s going to see a thing.”<br>
<Br>
A chill runs down your back. Going underneath the bleachers with Jake might not be the best idea, but he’s right about one thing. It would be private.<br>
<br>
Jake tilts his head, smirk widening as he steps just close enough to test you. “So? What are you waiting for, nerd? I promise you won’t regret it.”<Br>
<br>
<<ActionsHeader>>
<<link "Follow Jake to the bleachers" "JakeDialogue">><<set $JakeDialogue to "JakeBleachersSchool">><<LocationKnown "SchoolBleachers">><</link>><Br>
<<link "Refuse and change topics" $return >><<ChangeTopics>><</link>><Br>
<<case "JakeBleachersSchool">>
You take in a deep breath. "Alright. Let's go."<br>
<Br>
Jake's smirk deepens and he hooks a thumb over his shoulder. “Come on, then. Bookworm.”<Br>
<br>
You trail him through the gates and into the school. The corridors are busy with voices and footsteps, and more than once you feel eyes catch on you as you follow silently behind him. Some stare outright, some just glance, but all of them see you, studious Emily, following Jake silent. You keep your head down and walk on.<Br>
<Br>
He doesn’t slow. He strides through the double doors and out onto the football field, leaving the noise of the school muffled behind you. The grass is slick with dew, the bleachers looming empty against the far side. Jake cuts across the pitch without looking back, certain you’ll follow.<br>
<br>
At the edge he ducks suddenly, disappearing into the shadowed gap underneath the seats. For a heartbeat you hesitate, then step after him, drawn into the hush of the space.<Br>
<br>
<<ActionsHeader>>
<<InventoryCheckNPC "Jake" "JakeDogTags">>
<<if _InventoryCheckNPC is true>><<link "Follow him underneath the bleachers" "SchoolBleachers">><<EventTrigger "SchoolBleachers" "LureBleachersTransform" null null null null null null false>><<EndConversation "Jake">><</link>><Br>
<<else>><<link "Follow him underneath the bleachers" "JakeDialogue">><<set $JakeDialogue to "LureBleachersGetTags">><</link>><Br><</if>>
<<case "LureBleachersGetTags">>
<b>Charlton School - Under Bleachers</b><br>
<img src="./images/School_Bleachers.png"><br>
<Br>
The wooden struts above creak faintly as a breeze rolls through the field. Dust and the smell of old turf hang in the air. It’s dim here, cut through only by slivers of light between the boards.<Br>
<br>
Jake turns on you as soon as you’re both inside. “So,” he says, voice low, lazy. His hand trails over your shoulder. “What was so important you had to drag me out here?”<Br>
<Br>
His hand quickly drops from your shoulder to your breast. He grips it firmly, causing you to flinch at the touch. "Was it this?" he says. To him, it's not really a question.<Br>
<Br>
Any doubt cast from your mind, you know what he thinks this is. And you know he won't settle for anything less. If you are going to act, you need to do it fast.<br>
<br>
<<ActionsHeader>>
<<link "[Spell: Sleep & Forget] Cast Sleep & Forget" "JakeDialogue">>
<<set $JakeDialogue to "LureBleachersGetTagsSleepForget">>
<<DailyVariableAdd "JakeSleep">>
<<InventoryCheckNPC "Jake" "JakeDogTags">>
<<if _InventoryCheckNPC is true>>
<<SetFlag "JakeWarPathTags">>
<<TakeObjectNPC "Jake" "JakeDogTags">>
<<QuestOptionComplete "Quest11" 3 "jake_dogtags">>
<</if>>
<<SetNPCLocation "Jake" $dayCurrent "0" "SchoolBleachers">>
<<SetNPCLocation "Jake" $dayCurrent "1" "SchoolBleachers">>
<<SetNPCLocation "Jake" $dayCurrent "2" "SchoolBleachers">>
<<SetNPCLocation "Jake" $dayCurrent "3" "SchoolBleachers">>
<</link>><Br>
<<case "LureBleachersGetTagsSleepForget">>
You focus your mind’s eye on Jake, willing the magic to take hold. “Fall asleep,” you whisper, voice steady. “And let your memories drift as you slumber.”<Br>
<Br>
Jake frowns. “What -”<br>
<br>
His protest snaps off as you feel magic surge out from within you. His body jolts, then slackens. The smirk slides from his lips as his eyes glaze, then close. His weight sags against you for a moment before crumpling down onto the packed earth.<br>
<br>
You kneel, checking. His breathing is steady, deep. His pulse slow and heavy. Out cold.<Br>
<br>
In sleep, his face is different. Younger, almost. The hardness gone, the sneer dissolved. Without it, he looks like a boy again, not the swaggering tyrant you've come to know.<br>
<BR>
<<InventoryCheckNPC "Jake" "JakeDogTags">>
<<if _InventoryCheckNPC is true>>
But it won’t last, you acknowledge. When he wakes, he'll still be the same. And he'll be without his precious tags. You wince, trying to bury thoughts of what he'll do.<Br>
<bR>
Reaching underneath his shirt, you retrieve the dog tags and pocket them. They are cold in your hand.<br>
<<else>>
But it won’t last, you acknowledge. When he wakes, he'll still be the same. You reach into your pocket and thumb the dog tags. Reminding yourself of why you're here.<Br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Transform into Jake" "SchoolBleachersTransformJake">><<EndConversation "Jake">><</link>><br>
<<link "Return to the school corridor" "SchoolCorridor">><<EndConversation "Jake">><</link>>
<<case "DennisChangingHitBack">>
The next strike cracks across your side. But this time you’re ready. You whip your hand up and catch the towel, knocking it aside before it can bite again.<Br>
<br>
Jake’s grin freezes. You plant your palms against his chest and shove. He stumbles back a step, eyes widening.<Br>
<br>
The air in the changing room drops into a sudden hush.<Br>
<Br>
Jake lets the towel fall from his hand. His mouth curls slowly, his voice low and sharp. “So the nerd’s growing balls, huh? Finally giving me something to aim for.”<Br>
<br>
He steps forward, shirtless, shoulders squared, his fist drawing back. It swings toward your face, but you slip sideways at the last instant, the air whistling past your cheek. Instinct takes over. You drive your foot into his shin.<Br>
<br>
Jake stumbles forward, catching himself just before he goes down. He spins, towering over you now, eyes narrowing. His face hardens. For the first time, he looks like he’s taking you seriously.<Br>
<br>
Your pulse hammers. Muscles coil. The surge of testosterone runs hot in your veins, bracing you for the fight that’s coming.<Br>
<bR>
Then the door creaks open.<br>
<br>
“Alright, alright. What are you boys getting up to?” Beach’s gravelled voice cuts through the tension. The coach lumbers in, his eyes flicking from you to Jake.<br>
<br>
Jake rolls his shoulders, casual again in a heartbeat. “Just giving Mannett a few pointers, coach,” he says easily. “He shows up any team he’s put on.”<Br>
<br>
Beach’s gaze moves between the two of you, then down to the towel on the floor. He snorts. “Come on,” he says, raising his voice for the whole room. “Save the horseplay for class. Get to it!”<Br>
<Br>
The noise returns at once. Boys resume changing, tugging on shorts and trainers, chatter spilling back into the air. Even Jake breaks his glare, turning away as he yanks his shirt from the bench.<Br>
<br>
Beach steps closer as you reach for your kit. His mutter is low, meant only for you. “I’d be careful if I was you, Mannett. These boys don’t like being shown up. Especially not in front of the ladies. You make them look bad, don’t expect them to go easy on you later.”<Br>
<br>
He gives you a long look, then moves on down the row.<Br>
<Br>
You finish dressing, pulse still racing, and head out toward the gym.<br>
<br>
<<ActionsHeader>>
<<link "Go to the gymnasium" "SchoolGym">><<EndConversation "Jake">><<EventTrigger "SchoolGym" "PEClass" "Afternoon" "Beach" null null null null true>><</link>><BR>
<<case "DennisChangingTakeIt">>
You hunch low, arms over your head, trying to cover yourself. The towels crack from every side, stinging against your shoulders, your back, your ribs. Wet knots bite into your skin, each one followed by a burst of laughter.<Br>
<br>
You curl tighter, scrunched on the bench, but the blows keep coming. Jake barks out jeers, the jocks snap their towels in turn, each strike sharp and merciless. But worse is the sound. The jeering and laughter echoing around the tiled room.<Br>
<Br>
Another snap, another red stripe across your arm. You bite down hard, forcing yourself not to cry out.<Br>
<br>
Then the door opens.<Br>
<Br>
“Alright, alright. What are you boys getting up to?” Beach’s gravelled voice cuts through the noise. The blows stop at once. The room stills.<Br>
<br>
Jake straightens, towel still twisted in his fist. “Just giving Mannett a few pointers, coach,” he says with a smirk. “He shows up any team he’s put on.”<BR>
<br>
Beach’s eyes flick from Jake to you. Still hunched on the bench, arms raised, your shirt half off and your skin flushed with red marks.<Br>
<br>
For a moment he just looks. Then his gaze shifts to the towel on the floor. He snorts. “Come on,” he says, loud enough for the whole class. “Save the horseplay for class. Get to it!”<Br>
<Br>
The chatter picks up again. Boys drag on shorts and trainers, laughter subsiding into low murmurs. Jake tosses the towel aside, flashing one last grin at you before turning to dress.<Br>
<Br>
Beach steps over, offers a hand, and pulls you upright. His mutter is low, just for you. “Careful, Mannett. These boys don’t like being shown up. Especially not in front of the ladies. You make ’em look bad, they won’t go easy on you later.”<BR>
<Br>
He gives you a long look before moving on, almost one of pity. You tug on your kit in silence, the sting of the towels still burning across your skin. Then you gather yourself and head out toward the gym.<Br>
<br>
<<ActionsHeader>>
<<link "Go to the gymnasium" "SchoolGym">><<EndConversation "Jake">><<EventTrigger "SchoolGym" "PEClass" "Afternoon" "Beach" null null null null true>><</link>><BR>
<<case "MissCharltonContest">>
"I heard someone mention a contest," you say. "Miss Charlton, I think. What is it?"<br>
<br>
<<if $current.avatar is "Emily">>
Jake snorts, folding his arms. "Miss Charlton? It's a beauty contest, nerd. Don't think you stand much of a chance."<br>
<br>
<<ReturnEmilyBoyfriend>>
<<if _ReturnEmilyBoyfriend is "Jake">>
He looks you over, a cocky grin spreading. "Though based on what you did, maybe you could find some way to persuade the judges to get a spot on the shortlist."<br>
<<else>>
He looks you over, shrugging. "Maybe with a bit of make-up, you'd stand a chance."<br>
<</if>>
<br>
"What happens with it?"<br>
<br>
Jake rolls his eyes. "It's a prom competition. The winner gets crowned Miss Charlton for the year." He snorts. "The cheerleaders are up in arms about who'll win."<br>
<br>
<<GetNPCState "Christina" "cheerleader">>
<<if _cheerleader is true>>
"Chrissie should be a shoo-in." He grunts. "Wish she'd pay me as much attention as she does that stupid contest."<br>
<<else>>
"Chrissie should be a shoo-in." He narrows his eyes, almost as if trying to square something in his head. "At least, she would have been. Until recently." He looks off, lost in thought.<br>
<</if>>
<<elseif _CurrentPC is true and $current.female is true>>
Jake glances at you, half-interested. "Miss Charlton? Some contest the school runs every year for the prom. Girls get judged on how well they play house." He shrugs. "Not my thing. But the girls seem into it."<br>
<br>
"What happens with it?"<br>
<br>
He snorts. "Why so interested? You're a bit old to enter." He looks you up and down. "But I bet you'd have stood a chance when you were at school."<br>
<<elseif _CurrentPC is true and $current.female is false>>
Jake sniggers, letting a grin play out on his face. "Why so interested? You some kind of perv, into beauty contests?"<br>
<br>
You shake your head quickly. "Just feels quaint. What happens with it?"<br>
<br>
"Just something they run at prom. Girls get judged on how they look." He shrugs. "Couldn't care less about the lead-up, but I'll be watching on prom night. Count on it."<br>
<<else>>
Jake eyes you with mild disinterest. "Miss Charlton? Ask one of the girls. All I know is Stitch has them doing special lessons and earning badges." He smirks. "Doesn't concern me, except for how they look on prom night."<br>
<br>
"What happens with it?"<br>
<br>
He snorts. "Why so interested?"<br>
<br>
The jock waits for you to answer. Even when you don't, he eyes you carefully.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "MissCharltonBadges">>
"Have you seen these badges the girls are getting?" you ask him.<br>
<br>
<<if $current.avatar is "Emily">>
Jake snorts. "Course. The girls walking around with little pins on their shirts like they've won a war." He folds his arms. "Don't know what the big deal is." He looks down at your chest, eyes staring for longer than is comfortable. "You don't seem to have any."<br>
<br>
"I don't wear them," you deflect.<br>
<br>
<<ReturnEmilyBoyfriend>>
<<if _ReturnEmilyBoyfriend is "Jake">>
Jake grunts. "Bet you'd like a book one," he says. "Although..." <br>
<br>
He offers you a grin that reminds you of a shark. "Maybe you'd fit the one they give out to the bad girls. I hear they signal what job you'll get after you graduate." He leans in. "I bet you'd like the job the bad girls end up doing, wouldn't you? Nerd."<br>
<<else>>
He snorts. "Thought you'd already be two down with a book one. Or maybe the vacuum cleaner. I hear they signal what job you'll get after you graduate." He grins. "Bet you'd make a lovely little housewife, wouldn't you?"<br>
<</if>>
<<elseif _CurrentPC is true and $current.female is true>>
Jake snorts. "Course. The girls walking around with little pins on their shirts like they've won a war." He folds his arms. "Don't know what the big deal is." He grins at you. "What did you get, when you were at school? Bet you got one with pom poms on. Love to see you cheering me on at a game."<br>
<br>
"We didn't get them where I went to school," you reply flatly.<br>
<br>
He shrugs. "Things run a bit differently around here. As my dad always says."<br>
<<elseif _CurrentPC is true and $current.female is false>>
Jake snorts. "Course. The girls walking around with little pins on their shirts like they've won a war." He folds his arms. "Don't know what the big deal is." He scowls at you. "Why do you care? Your sister worried about what badges she's going to get given?"<br>
<br>
"Emily is concentrating on her studies," you bluff.<br>
<br>
<<ReturnEmilyBoyfriend>>
<<if _ReturnEmilyBoyfriend is "Jake">>
He raises an eyebrow. "Is that what she says." His grin is wide and like a shark.<br>
<<else>>
He snorts again. "Sounds like the nerd."<br>
<</if>>
<<else>>
Jake eyes you. "Badges? Ask one of the girls. Nothing to do with me."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "TeacherAmulets">>
“Random question,” you begin. “Have you ever noticed the teachers wearing amulets? Necklaces, that kind of thing?”<br>
<br>
<<if $current.avatar is "Emily">>
Jake snorts. “Been staring at teachers, nerd? Figures.” He shrugs. “Beach has got this weird one. Little brass bear, tied up in his whistle strings. Never takes it off.”<br>
<<elseif _CurrentPC is true and $current.female is false>>
Jake snorts. “Been staring at teachers? Bit odd, mate.” He shrugs. “Beach has got this weird one. Little brass bear, tied up in his whistle strings. Never takes it off.”<br>
<<else>>
Jake snorts. “Been staring at teachers? Whatever floats your boat.” He shrugs. “Beach has got this weird one. Little brass bear, tied up in his whistle strings. Never takes it off. I’ve seen him shower in it.”<br>
<</if>>
<br>
“Just Beach?” you ask.<br>
<br>
Jake eyes you carefully before continuing. “Harrow’s got one too. Keeps it under his shirt, but it’s there.” He scratches his jaw. “Must be something they give out at the school. Long service or whatever.”<br>
<br>
He gives you a look. “Why? You into old junk or something?”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestOptionUnlock "Quest23" 0 "harrow">><<QuestOptionUnlock "Quest23" 0 "beach">><<SetFlag "BeachAmuletKnown">><</link>>
<<case "HarrowAmulet">>
“So,” you begin. “What do you know about that amulet Harrow wears?”<br>
<br>
<<if $current.avatar is "Emily">>
Jake’s smirk widens before you’ve even finished the sentence. “What’s that, nerd? Taking a peek down teachers’ shirts?”<br>
<br>
He steps closer, enjoying himself. “Bit late. Reagan’s taken that seat for a while now.”<br>
<br>
“I’m serious, Jake,” you try.<br>
<br>
Jake looks at you, his smile fading. “Yeah. Bit of junk on a string. Why?”<br>
<br>
“It reminded me of something my grandmother had.”<br>
<br>
He grunts. “Nan didn’t have much cash, did she? Looks like he picked it up at a car boot sale.”<br>
<br>
You hold off a retort. “Does he ever take it off?”<br>
<br>
“You taking to stealing now, nerd? Didn’t think you had it in you.” When you don’t reply, he grunts once more. “Harrow rates it, though. Any time he’s losing at the table he chucks it into the pot like it’s collateral.”<br>
<br>
You raise an eyebrow. “The pot?”<br>
<br>
“At poker night,” he corrects you. “He never loses it. I reckon he cheats when it’s on the table.”<br>
<<elseif _CurrentPC is true and $current.female is false>>
Jake snorts. “What are you doing, looking at what Harrow is wearing? You’re not some fairy, are you?”<br>
<br>
“I’m serious, Jake,” you try.<br>
<br>
Jake looks at you, his smile fading. “Yeah. Bit of junk on a string. Why?”<br>
<br>
“It reminded me of something my grandmother had.”<br>
<br>
He grunts. “You sure you’re not bent? Nan didn’t have much cash, did she? Looks like he picked it up at a car boot sale.”<br>
<br>
You hold off a retort. “Does he ever take it off?”<br>
<br>
“Why, you going to lift it from him? I should let Sergeant Clancy know about you.” When you don’t reply, he grunts once more. “Harrow rates it, though. Any time he’s losing at the table he chucks it into the pot like it’s collateral.”<br>
<br>
You raise an eyebrow. “The pot?”<br>
<br>
“At poker night,” he corrects you. “He never loses it. I reckon he cheats when it’s on the table.”<br>
<<else>>
Jake’s smirk widens before you’ve even finished the sentence. “You interested in Harrow? Think you’re a bit old for him.”<br>
<br>
“I’m serious, Jake,” you try, then catch your words. “Not about that.”<br>
<br>
Jake looks at you, his smile fading. “Yeah. Bit of junk on a string. Why?”<br>
<br>
“It reminded me of something my grandmother had.”<br>
<br>
He grunts. “Nan didn’t have much cash, did she? Looks like he picked it up at a car boot sale.”<br>
<br>
You hold off a retort. “Does he ever take it off?”<br>
<br>
“Why, you going to lift it from him? I should let Sergeant Clancy know about you.” When you don’t reply, he grunts once more. “Harrow rates it, though. Any time he’s losing at the table he chucks it into the pot like it’s collateral.”<br>
<br>
You raise an eyebrow. “The pot?”<br>
<br>
“At poker night,” he corrects you. “He never loses it. I reckon he cheats when it’s on the table.”<br>
<</if>>
<<QuestState "Quest18">><<DialogueUnlockCheck "Annie" "PokerInviteAccept">>
<<if _QuestState is 0 and _DialogueUnlockCheck is true>>
<br>
<I>You have already been invited to this poker night. Maybe you should check in at Thompson’s Repairs to find out where it’s taking place.</i><br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueUnlock "Jake" "PokerNight">><<DialogueUnlock "Harrow" "PokerNight">><<QuestStatus "Quest18">><<if _QuestStatus isnot "unknown">><<QuestOptionUnlock "Quest18" 0 "amulet">><</if>><</link>>
<<case "PokerNight">>
“I’ve heard of a poker night that takes place at your house,” you begin.<br>
<br>
<<if $current.avatar is "Emily">>
<<ReturnEmilyBoyfriend>>
<<if _ReturnEmilyBoyfriend is "Jake">>
Jake looks at you with a slow smile, eyes wandering. "Bet you did. Serving men sounds like something right up your alley."<br>
<<else>>
Jake looks at you with derision. "Didn't think you'd be interested in that, nerd. Realised keeping your nose in books isn't going to get you any… relief?"<br>
<</if>>
<br>
He smirks, glaring at you. Not for the first time, you wonder if this path is really one you want to walk down.<br>
<br>
“I just heard you need girls to help out,” you mutter.<br>
<br>
Jake sizes you up. "Yeah," he spits, with curious interest. "Harrow’s been trying to get me to bring someone, but Chrissie doesn't go in for all that.”<br>
<br>
The mention of Christina seems to make him bristle, but it’s fleeting. “You interested in being my date?" He smirks again. "I bet you'd love to see my room."<br>
<br>
You stare back. When he realises you aren't going to reply, he grunts.<br>
<br>
<<GetPCState "female">>
<<if _female is false>>
“You got a brother, don’t you?” he snorts. “If you don’t want to be on my arm, why don’t you bring him?” He sniggers. “I won’t mind taking his money off him.”<br>
<<else>>
“Girls aren’t allowed otherwise,” he snorts. “Take it or lose it. Got girls lining up to come wait on me.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Agree to come as Jake’s date" "JakeDialogue">><<set $JakeDialogue to "PokerNightJakeDate">><</link>><br>
<<if _female is false>><<link "Say you’ll bring your brother" "JakeDialogue">><<set $JakeDialogue to "PokerNightBringBrother">><</link>><br><</if>>
<<link "Tell him you’ll consider it" "JakeDialogue">><<set $JakeDialogue to "PokerNightConsider">><</link>>
<<elseif _CurrentPC is true and $current.female is true>>
Jake looks at you with a slow smile, eyes wandering. "Bet you did. Like the idea of serving men, do you?"<br>
<br>
He smirks. "I just heard you need girls to help out," you mutter.<br>
<br>
Jake sizes you up. "Yeah," he spits, with curious interest. "Harrow’s been trying to get me to bring someone, but Chrissie doesn't go in for all that.”<br>
<br>
The mention of Christina seems to make him bristle, but it’s fleeting. “You interested in being my date?" He smirks again. "I bet you'd love to see my room."<br>
<br>
You stare back. When he realises you aren't going to reply, he grunts. "Girls aren't allowed otherwise. Take it or lose it. Got girls lining up to come wait on me."<br>
<br>
<<ActionsHeader>>
<<link "Agree to come as Jake’s date" "JakeDialogue">><<set $JakeDialogue to "PokerNightJakeDate">><</link>><br>
<<link "Tell him you’ll consider it" "JakeDialogue">><<set $JakeDialogue to "PokerNightConsider">><</link>>
<<elseif _CurrentPC is true and $current.female is false>>
Jake looks up. "Yeah." He spits the word. "You interested? Won't mind taking your money off you."<br>
<br>
He smirks, glaring at you. Not for the first time, you wonder if this path is really one you want to walk down.<br>
<br>
“We’ll see,” you say. “Where is it?”<br>
<br>
“Up at my place,” he replies with a degree of pride. “Duncan manor, just outside town. Give Charlton Taxis a call in the evening, they’ll know it.”<br>
<br>
A thought catches him. "And why don't you bring your sister too? Harrow is always banging on about getting some girls to come along." He grins. "To serve drinks."<br>
<br>
<<ActionsHeader>>
<<link "Accept and say you’ll bring Emily with you" "JakeDialogue">><<set $JakeDialogue to "PokerNightBringEmily">><</link>><br>
<<link "Tell him you’ll consider it" "JakeDialogue">><<set $JakeDialogue to "PokerNightConsider">><</link>>
<<else>>
Jake looks at you with a small dark smile. "Yeah. What of it?"<br>
<br>
"I just heard you need girls to help out," you mutter.<br>
<br>
Jake frowns, sizing you up. Then shakes his head. "Don't think it's your sort of thing." He smirks. "But if you want to come by another night, I bet you'd find some fun in my room."<br>
<br>
The smile lingers. You return the smallest one of your own.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<case "PokerNightJakeDate">>
“Okay,” you say. “I’ll come as your date.”<br>
<br>
<<if $current.avatar is "Emily">>
<<ReturnEmilyBoyfriend>>
<<if _ReturnEmilyBoyfriend is "Jake">>
“Good girl,” he replies. “You won’t regret it. Lots of dark corners that a girl like you will enjoy. Just wear something appropriate. If you know what I mean.”<br>
<<else>>
He raises an eyebrow. "Full of surprises, aren't you nerd?" He sniggers. "Maybe you're not as innocent as you look. And wear something appropriate. If you know what I mean.”<br>
<br>
You shudder, watching where his eyes linger.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestTracker "Quest18" 0>><<QuestTracker "Quest18" 2>><<QuestOptionUnlock "Quest18" 2 "jake_emily_date">><<SetFlag "CharltonTaxiHomeKnown">><<LocationKnown "DuncanManor">><</link>>
<<elseif $current.female is true>>
“You won’t regret it,” he tells you. “I’ll show you all the dark corners of our place. And wear something appropriate. If you know what I mean.”<br>
<br>
You shudder, watching where his eyes linger.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestTracker "Quest18" 0>><<QuestTracker "Quest18" 2>><<QuestOptionUnlock "Quest18" 2 "solo">><<SetFlag "CharltonTaxiHomeKnown">><<LocationKnown "DuncanManor">><</link>>
<</if>>
<<case "PokerNightBringBrother">>
“Okay,” you say. “I’ll see if my brother can come.”<br>
<br>
“Looking forward to seeing him lose,” he smirks. “Hope he doesn’t need to put you up as collateral if he comes up short. And make sure you wear something appropriate. If you know what I mean.”<br>
<br>
You shudder, watching where his eyes linger.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestTracker "Quest18" 0>><<QuestTracker "Quest18" 1>><<QuestOptionUnlock "Quest18" 1 "jake_emily_brother">><<SetFlag "CharltonTaxiHomeKnown">><<LocationKnown "DuncanManor">><</link>>
<<case "PokerNightBringEmily">>
“Okay,” you say. “I’ll see if Emily can come.”<br>
<br>
“Looking forward to seeing you lose,” he smirks. “Hope you don’t need to put her up as collateral if you come up short. Tell her to wear something appropriate. If you know what I mean.”<br>
<br>
You shudder, watching him smirk.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestTracker "Quest18" 0>><<QuestTracker "Quest18" 1>><<QuestOptionUnlock "Quest18" 1 "jake_PC">><<SetFlag "CharltonTaxiHomeKnown">><<LocationKnown "DuncanManor">><</link>>
<<case "PokerNightConsider">>
“Let me take a rain check on that,” you say.<br>
<br>
<<if $current.avatar is "Emily">>
“You should do more than that, nerd,” he snorts. “Best offer you’ll get around here in some time.” He smirks. “Or are you waiting to see who’ll ask you to the prom?”<br>
<<elseif $current.female is true>>
"You should do more than that. Not many girls get an offer up to Dad's manor." He smirks. "I'll give you a good tour. Count on it."<br>
<<else>>
"You should do more than that. Or are you afraid I'll take your money? Can't blame you. Most men can't handle me on the table."<br>
<</if>>
<br>
He sniggers. You hold back a reply.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueUnlock "Jake" "PokerInviteAccept">><<QuestTracker "Quest18" 0>><</link>>
<<case "PokerNightReconsider">>
"About that poker night. I'm in."<br>
<br>
He grins. "Knew you'd come around."<br>
<br>
<<ActionsHeader>>
<<if _CurrentPC is true and $current.female is false>>
<<link "Accept and say you’ll bring Emily with you" "JakeDialogue">><<set $JakeDialogue to "PokerNightBringEmily">><</link>><br>
<<elseif _CurrentPC is true and $current.female is true>>
<<link "Agree to come as Jake’s date" "JakeDialogue">><<set $JakeDialogue to "PokerNightJakeDate">><</link>><br>
<</if>>
<<if $current.avatar is "Emily">>
<<link "Agree to come as Jake’s date" "JakeDialogue">><<set $JakeDialogue to "PokerNightJakeDate">><</link>><br>
<<GetPCState "female">>
<<if _female is false>><<link "Say you’ll bring your brother" "JakeDialogue">><<set $JakeDialogue to "PokerNightBringBrother">><</link>><br><</if>>
<</if>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</switch>><<EventsCheck "DialogueJake">>
<<if _currentEvent is "JakeCheerOutfit">>
You barely step towards Jake as his eyes flick up, landing on you. Immediately, his entire expression darkens.<br>
<br>
For a moment, he just stares, his jaw tightening, a muscle twitching near his temple. Then, with a short, humorless laugh, he shakes his head.<br>
<br>
“Oh, for fuck’s sake.”<br>
<br>
You blink, caught off guard. “Jake?”<br>
<br>
He turns fully to face you, his gaze sweeping over your red and white uniform - the pleated skirt, the fitted top, the unmistakable emblem of Charlton’s elite.<br>
<Br>
“You too?” His voice is flat, edged with irritation.<Br>
<BR>
You frown. “What’s that supposed to mean?”<Br>
<br>
Jake lets out a slow breath, his hands briefly resting on his hips before he throws them up in frustration. “It means I’m sick of seeing you lot everywhere. The gym, the halls, the damn football field. Cheerleaders taking over every corner of this place.”<br>
<br>
His eyes narrow, lingering on the uniform. “Didn’t think you’d be one of them, though.”<br>
<br>
There’s a weight behind those words, something more than just annoyance. Something closer to disappointment. You shift slightly, suddenly feeling the uniform on you in a way you hadn’t before.<bR>
<br>
“It’s just..." You hesitate, trying to find the right words. “It’s not what you think.”<bR>
<br>
Jake huffs, shaking his head. “No? Then tell me, what is it?” He crosses his arms. “Because from where I’m standing, you’re just another one of Christina’s perfect little dolls now.”<br>
<br>
You swallow. “Jake --”<br>
<br>
“Forget it,” he mutters, cutting you off.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<EventsCheckEnd "DialogueJake" "JakeCheerOutfit">><<set $JakeDialogue to "Event">><</link>>
<<elseif _currentEvent is "JakeReactShort">>
Jake eyes you as you approach, his gaze sliding downward. A slow grin spreads across his face. “Did you shrink or something?” he says, cocking an eyebrow. “Thought you were taller.”<Br>
<BR>
You try to bluff. “That’s impossible.”<Br>
<Br>
He snorts. “Don’t be shy. I know girls who pop all sorts of pills to stunt growth. Something about keeping that ballerina look.”<Br>
<br>
He steps closer. Much closer. You have to tilt your head to meet his eyes. He towers over you now. Broad-shouldered, confident, exuding heat and power. You suddenly feel very small.<Br>
<br>
Jake grins wider. “I like the petite ones,” he murmurs. “Easier to push around.”<Br>
<br>
He leans in, and you catch the scent of sweat and aftershave. His chest brushes yours. Not by accident. “That what you wanted, nerd?” he whispers. “To be a bit more meek?”<br>
<Br>
You shake your head.<Br>
<Br>
He chuckles, low and dangerous. “You’re lying. But that’s cute. Suits you now.”<br>
<Br>
He pulls back just slightly, his voice almost amused. “Come find me sometime if you wanna give your new self a workout. I’ll make it worth your while.”<Br>
<Br>
<<MindControlRancyCheck>>
<<if _MindControlRancyCheck>>
You find yourself nodding. His words echo in your mind, dark and wrong, but they fit. A distant part of you screams in protest, but another voice - a stronger one - agrees. You feel your cheeks flush.<Br>
<<else>>
You take a quick step back, heart pounding. His words don’t land, but the way he looked at you? The way he loomed? It stays with you. You can’t help but wonder if that’s how people see you now.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<EventsCheckEnd "DialogueJake" "JakeReactShort">><<set $JakeDialogue to "Event">><</link>>
<</if>><<set $ConversationRoot = passage()>>
<<switch $JenniferDialogue>>
<<case "Tell">>
<<if $current.female is true>>
"Hey! Can you stop cooking for a second?" you ask. "I've got something on my mind."<br>
<br>
She turns to look at you, then seeing your serious face, puts the knife down. "Okay," she says. "That sounds ominous." <br>
<br>
You look at your friend, still smiling as she waits for you to speak. You wonder whether talking to her about any of what’s happening to you is a good idea. You have no idea how she will take it, if she’ll believe you.<br>
<<elseif $current.female is false>>
"Jennifer, can you stop cooking for a second?" you ask. "We need to talk."<br>
<br>
She turns to look at you, then seeing your serious face, puts the knife down. "Okay," she says. "That sounds ominous." <br>
<br>
You look at your girlfriend, still smiling as she waits for you to speak. You wonder whether talking to her about any of what’s happening to you is a good idea. You have no idea how she will take it, if she’ll believe you.<br>
<</if>>
<br>
<<ActionsHeader>>
<<DialogueSpoken "Jennifer" "TellAmulet">>
<<if _Discussed is false>><<link "Tell her about the amulet" "JenniferDialogue">><<set $JenniferDialogue to "TellAmulet">><</link>><br><</if>>
<<DialogueSpoken "Jennifer" "TellLearningMagic">><<QuestStatus "Quest2">>
<<if _Discussed is false and _QuestStatus is "complete">><<link "Tell her about learning magic" "JenniferDialogue">><<set $JenniferDialogue to "TellLearningMagic">><</link>><br><</if>>
<<DialogueSpoken "Jennifer" "TellCurses">><<QuestState "Quest5">>
<<if _Discussed is false and _QuestState is 2>><<link "Tell her about the curses" "JenniferDialogue">><<set $JenniferDialogue to "TellCurses">><</link>><br><</if>>
<<link "Decide against telling her and change the subject" $return>><<ChangeTopics>><</link>><br>
<<case "Confront">>
<<NPCDeltaCheck "Jennifer" "Confronted">>
<<if _NPCDeltaCheck is true>>
Jennifer stares back at you, waiting for you to speak.<br>
<<elseif $current.female is true>>
"Hey," you say calmly. "I think we need to talk."<br>
<br>
Slowly, Jennifer looks back at you. "What do you mean?"<br>
<br>
You sigh. "There's some stuff going on with Emily at school. And I think you know more than you're letting on. About what went on when you were at school."<br>
<br>
She sighs, putting a knife down on the kitchen worktop. "Are you accusing me of lying, <<TrueName "Current">>?"<br>
<br>
"I thought we were friends, Jen," you tell her. "That school is strange. Emily’s having a hard time there. And I think you know more than you’re letting on."<br>
<br>
"Fine," she says, quietly. "What do you want to know?"<br>
<<elseif $current.female is false>>
"Jennifer," you say calmly. "I thought we trusted each other."<br>
<br>
Slowly, your girlfriend looks back at you. "What do you mean?"<br>
<br>
"I mean, you’re not telling me the full truth about what you were like at school."<br>
<br>
She sighs, putting a knife down on the kitchen worktop. "What does it matter, <<TrueName "Current">>? Why do you care what I was like back then?"<br>
<br>
"Because of Emily," you tell her. "That school is strange, Jen. Emily’s having a hard time there. And I think you know more than you’re letting on."<br>
<br>
"Fine," she says, quietly. "What do you want to know?"<br>
<</if>>
<br>
<<ActionsHeader>>
<<DialogueSpoken "Jennifer" "MagicConfront">>
<<if _Discussed is false>>
<<link "Ask about what she knows about magic" "JenniferDialogue">><<AddNPCState "Jennifer" "Confront" true>><<set $JenniferDialogue to "MagicConfront">><</link>><br>
<</if>>
<<JenniferConfrontKnown "CheerleaderCoven">><<DialogueSpoken "Jennifer" "CheerleaderCovenConfront">>
<<if _JenniferConfrontKnown is true and _Discussed is false>>
<<link "Talk about how she was a cheerleader and squad is part of a coven" "JenniferDialogue">><<AddNPCState "Jennifer" "Confront" true>><<set $JenniferDialogue to "CheerleaderCovenConfront">><</link>><br>
<</if>>
<<JenniferConfrontKnown "Curses">><<DialogueSpoken "Jennifer" "CursesCovenConfront">>
<<if _JenniferConfrontKnown is true and _Discussed is false>>
<<link "Talk about the curses at the school" "JenniferDialogue">><<set $JenniferDialogue to "CursesCovenConfront">><<AddNPCState "Jennifer" "Confront" true>><</link>><br>
<</if>>
<<JenniferConfrontKnown "BulliedPeople">><<DialogueSpoken "Jennifer" "BulliedPeopleConfront">>
<<if _JenniferConfrontKnown is true and _Discussed is false>>
<<link "Talk about about her bullying and how the school encourages it" "JenniferDialogue">><<AddNPCState "Jennifer" "Confront" true>><<set $JenniferDialogue to "BulliedPeopleConfront">><</link>><br>
<</if>>
<<JenniferConfrontKnown "Homophobia">><<DialogueSpoken "Jennifer" "HomophobiaConfront">>
<<if _JenniferConfrontKnown is true and _Discussed is false>>
<<link "Ask if she’s homophobic" "JenniferDialogue">><<set $JenniferDialogue to "HomophobiaConfront">><<AddNPCState "Jennifer" "Confront" true>><</link>><br>
<</if>>
<<JenniferConfrontKnown "TopOfClass">><<DialogueSpoken "Jennifer" "TopOfClassConfront">>
<<if _JenniferConfrontKnown is true and _Discussed is false>>
<<link "Ask her what she did to get to the top of the class at school" "JenniferDialogue">><<set $JenniferDialogue to "TopOfClassConfront">><<AddNPCState "Jennifer" "Confront" true>><</link>><br>
<</if>>
<<JenniferConfrontKnown "Privileges">><<DialogueSpoken "Jennifer" "PrivilegesConfront">>
<<if _JenniferConfrontKnown is true and _Discussed is false>>
<<link "Ask how she got out of school without getting in trouble" "JenniferDialogue">><<set $JenniferDialogue to "PrivilegesConfront">><<AddNPCState "Jennifer" "Confront" true>><</link>><br>
<</if>>
<<DialogueSpoken "Jennifer" "MagicConfront">>
<<if _Discussed is true>>
<<link "End the confrontation about magic" "JenniferDialogue">><<set $JenniferDialogue to "ConfrontEnd">><<AddNPCState "Jennifer" "Confront" true>><</link>>
<</if>>
<<case "School">>
<<NPCDeltaCheck "Jennifer" "PastKnown">>
<<if _NPCDeltaCheck is true>>
"Emily’s still struggling at school," you tell Jennifer.<br>
<br>
She nods cautiously. "Did you give her that ring I gave you?"<Br>
<br>
<<InventoryCheckNPC "Emily" "ResistanceRing">>
<<if _InventoryCheckNPC is true>>You nod. "It’s not going to stop the curses though, is it?" Jennifer pauses, then shakes her head.<br>
<<else>>You offer a noncommittal reply. "It’s not going to stop the curses though, is it?" Jennifer pauses, then shakes her head.<br><</if>>
<br>
"The teachers are stern, <<TrueName>>. But fair. Well, mostly. If she pays attention in lessons and keeps her head down that ring should give her enough protection to get through the year."<bR>
<br>
"What about the other students?" you ask.<Br>
<br>
Jennifer grimaces. "I can’t help everybody," she replies.<Br>
<<elseif $current.female is true>>
"Emily’s still struggling at school," you tell Jennifer. "What do you think about how they teach there?"<br>
<br>
"I imagine it’s very different to the school she used to go to," Jennifer replies as she continues making dinner. "Very traditional. She should just keep to herself and get through it. It's only another year."<br>
<br>
"Did you struggle too?" you ask her.<br>
<br>
"Sometimes," she says, with her back to you. "The teachers are stern. You don’t want to get on their bad side. Stay in their good books, do the lessons, study hard, and don’t rock the boat."<br>
<br>
She looks over her shoulder at you and offers you a pleasant smile. "Tell her to remember that it’s only another year and then she doesn’t have to listen to them anymore. If she does that, she’ll be okay."<br>
<br>
You consider her words for a moment. "And if she doesn’t?"<br>
<br>
The smile fades from Jennifer’s face. "She’s a smart girl, <<TrueName "Current">>. I don’t want to see her get in trouble. It's not like where you went to school. You would be surprised to compare what girls go through at Charlton to where you went to school."<br>
<<elseif $current.female is false>>
"Emily’s still struggling at school," you tell Jennifer. "What do you think about how they teach there?"<br>
<br>
"I imagine it’s very different to the school she used to go to," Jennifer replies as she continues making dinner. "Very traditional. She should just keep to herself and get through it. It's only another year."<br>
<br>
"Did you struggle too?" you ask her.<br>
<br>
"Sometimes," she says, with her back to you. "The teachers are stern. You don’t want to get on their bad side. Stay in their good books, do the lessons, study hard, and don’t rock the boat."<br>
<br>
She looks over her shoulder at you and offers you a pleasant smile. "Tell her to remember that it’s only another year and then she doesn’t have to listen to them anymore. If she does that, she’ll be okay."<br>
<br>
You consider her words for a moment. "And if she doesn’t?"<br>
<br>
The smile fades from Jennifer’s face. "She’s a smart girl, <<TrueName "Current">>. I don’t want to see her get in trouble. Especially there."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Jennifer" "School">><</link>><br>
<<case "Lessons">>
<<NPCDeltaCheck "Jennifer" "PastKnown">>
<<if _NPCDeltaCheck is true>>
"Emily’s mentioned that some of the lessons at school are segregated," you tell Jennifer. "That’s strange, isn’t it?"<Br>
<br>
"It’s not the strangest thing about the school, <<TrueName "Current">>," she replies without humour. "Your mother gave you the talk about the birds and bees, didn't she?"<br>
<br>
You offer her a smile. "I get that. But the subjects are strange. Why separate them for geography?"<Br>
<bR>
Jennifer looks at you, weighing up the question. "Why do you think? The curses work differently for boys and girls. It’s all thought through, <<TrueName "Current">>. They have been doing this for quite some time."<br>
<<elseif $current.female is true>>
"Emily’s mentioned that some of the lessons at school are segregated," you tell Jennifer. "That’s strange, isn’t it?"<br>
<br>
"There’s some things that are different for men and women, <<TrueName>>," she replies, looking back to you with a wry smile. "Your mother gave you the talk about the birds and bees, didn't she?"<br>
<br>
You chuckle. "I get that. But the subjects are strange. Why separate them for geography?"<br>
<br>
Jennifer shrugs. "I guess they want students to be free of distractions. Boys will be boys."<br>
<br>
"Were your classes separated when you went there?" you ask.<br>
<br>
"Some," she says, thoughtfully. "I didn’t think it was strange, though. It’s just how it’s always been at Charlton. Did you just have mixed classes at school?"<br>
<br>
You nod, reflecting on your own school days. "For the most part."<br>
<br>
"There’s a lot that must seem strange to you, here," Jennifer says quietly. "One more year though, <<TrueName "Current">>. Then maybe we can go travelling together?"<br>
<<elseif $current.female is false>>
"Emily’s mentioned that some of the lessons at school are segregated," you tell Jennifer. "That’s strange, isn’t it?"<br>
<br>
"There’s some things that are different for men and women, <<TrueName "Current">>," she replies, looking back to you with a wry smile. "I don’t need to teach you about the birds and bees, do I?"<br>
<br>
You chuckle. "I get that. But the subjects are strange. Why separate them for geography?"<br>
<br>
Jennifer shrugs. "I guess they want students to be free of distractions. Boys will be boys."<br>
<br>
"Were your classes separated when you went there?" you ask.<br>
<br>
"Some," she says, thoughtfully. "I didn’t think it was strange, though. It’s just how it’s always been at Charlton. Did you just have mixed classes at school?"<br>
<br>
You nod, reflecting on your own school days. "For the most part."<br>
<br>
"There’s a lot that must seem strange to you, here," Jennifer says quietly. "One more year though, <<TrueName "Current">>. Then you can show me how you grew up." <br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Jennifer" "Lessons">><</link>>
<<case "Gym">>
<<if $current.female is true>>
"I hear you’ve been going to the gym?" you ask Jennifer.<br>
<br>
She looks at you and grins. "Yeah. I've signed up. Who told you that?"<br>
<br>
"Gordon," you reply. "He mentioned that you’re training with him."<br>
<br>
She gives you a coy smile. "Why, are you jealous? He's not so bad looking, for a meathead." She giggles. "I go there sometimes, after work. It’s not just for getting ripped and gaining abs, you know. It’s good for keeping trim and fit. Plus, there's nothing wrong with a bit of flirting. You should sign up too."<br>
<br>
"He's a curious man, though," Jennifer continues. "If you don't take it seriously, he'll give you the cold shoulder. Not like that jock, Jake. Take my advice, don't train with him. Unless you like clumsy teenage hands feeling up your bum."<br>
<br>
"Not your type?" you ask her, with a smile.<br>
<br>
She laughs. "I'm looking for a keeper. And if I can't find a keeper, I'd prefer a real man to spend time with. I've done my boy phase, and I'm too young to be a cougar."<br>
<<elseif $current.female is false>>
<<NPCDeltaCheck "Jennifer" "PastKnown">>
<<if _NPCDeltaCheck is true>>
"I hear you’ve been going to the gym?" you ask Jennifer.<Br>
<bR>
She looks at you, raising an eyebrow. "Oh. Who told you that?"<Br>
<br>
"Gordon," you reply. "He mentioned that you’re training with him."<br>
<Br>
She shrugs. "I go there sometimes, after work. It’s not just for getting ripped and gaining abs, you know. It’s good for keeping trim and fit." She smirks. "Flexible, too."<bR>
<br>
You give her a look. She looks at you with her large green eyes. "It’s still all about you, <<TrueName "Current">>. I only want you. If you’ll still have me."<br>
<br>
She gives you a weak smile.<br>
<<else>>
"I hear you’ve been going to the gym?" you ask Jennifer.<br>
<br>
She looks at you, raising an eyebrow. "Oh. Who told you that?"<br>
<br>
"Gordon," you reply. "He mentioned that you’re training with him."<br>
<br>
She shrugs. "I go there sometimes, after work. It’s not just for getting ripped and gaining abs, you know. It’s good for keeping trim and fit." She smirks. "Flexible, too."<br>
<br>
You give her a look. She giggles and rushes over to you, tickling you gently. "What’s the matter, silly? Jealous that I’m working out with Gordon? You know I only have eyes for you."<br>
<br>
She gives you a smile. You relax a little. Only when she’s satisfied you’re fine does she turn away.<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Jennifer" "Gym">><</link>>
<<case "Cheerleader">>
<<if $current.female is true>>
"I didn't know that you were a cheerleader at school," you say to her.<br>
<br>
She glances back at you, frowning. "How did you find out about that?"<br>
<br>
"Not sure. Just something I overheard," you say, trying to be casual. <br>
<br>
Jennifer returns to her meal prep, clattering some plates. "It seems easy to just hear a lot of things about me."<br>
<br>
"I can’t imagine you in that crowd," you try to move the conversation on.<br>
<br>
"I was a different person back then," she says quietly. "Didn't you go through a cheerleader phase when you were at school?"<br>
<br>
You smile. "It wasn't my thing."<br>
<br>
Jennifer raises her eyebrows. "My point exactly. It's not my sort of thing either, anymore."<br>
<<elseif $current.female is false>>
"I didn't know that you were a cheerleader at school," you say as she continues to make dinner.<br>
<br>
She glances back at you, frowning. "How did you find out about that?"<br>
<br>
"Not sure. Just something I overheard," you say, trying to be casual. <br>
<br>
Jennifer returns to her meal prep, clattering some plates. "It seems easy to just hear a lot of things about me."<br>
<br>
"I can’t imagine you in that crowd," you try to move the conversation on.<br>
<br>
"I was a different person back then," she says quietly. "That’s not who I am anymore."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Jennifer" "Cheerleader">><</link>>
<<case "Penny">>
<<if $current.female is true>>
"Do you know a girl called Penny?" you ask Jennifer. "I think she went to Charlton School when you were there."<br>
<br>
"Vaguely," she says, keeping her back to you.<br>
<br>
"She was friends with Annie," you continue. "She said that you and her didn’t get along."<br>
<br>
Jennifer looks over her shoulder, scowling at you. "Penny wasn’t exactly nice to me, either." After a moment, she takes a long sigh. "Her and Annie used to pick on me. For being a cheerleader."<br>
<br>
You nod, not wanting to risk angering her further. "Did you… spread rumours about her and Annie?"<br>
<br>
Her green eyes stare at you, simmering with anger. You note that she takes a deep breath and exhales before speaking. "School silliness," she says, dismissing it. <br>
<br>
Jennifer turns her back to you. "I did some things at school I’m not proud of, <<TrueName "Current">>," she mutters, her voice low and breaking. "I’d prefer not to get into it."<br>
<<elseif $current.female is false>>
"Do you know a girl called Penny?" you ask Jennifer. "I think she went to Charlton School when you were there."<br>
<br>
"Vaguely," she says, keeping her back to you. <br>
<br>
"She was friends with Annie," you continue. "She said that you and her didn’t get along."<br>
<br>
Jennifer looks over her shoulder, scowling at you. "Penny wasn’t exactly nice to me, either. Her and Annie used to pick on me. For being a cheerleader."<br>
<br>
You nod, not wanting to risk angering her further. "Did you… spread rumours about her and Annie?"<br>
<br>
Her green eyes stare at you, simmering with anger. You note that she takes a deep breath and exhales before speaking. "School silliness," she says, dismissing it.<br>
<br>
Jennifer turns her back to you. "I did some things at school I’m not proud of, <<TrueName "Current">>," she mutters, her voice low and breaking. "I’d prefer not to get into it."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Jennifer" "Penny">><</link>>
<<case "Class">>
<<if $current.female is true>>
"I was talking to someone today," you say, feeling her tension from across the room rise. "They mentioned you were top of your classes at school."<br>
<br>
"That person wouldn’t be Annie Clancy, now would it?" you hear Jennifer mutter. Then she looks back at you. "I did okay."<br>
<br>
"I was surprised," you reply. "I thought you didn’t like school?"<br>
<br>
"I didn’t," she says. "Or I didn’t, in the end. I had a complicated time there. Are you the same person now that you were when you went to school? People in Charlton have a hard time moving past how you were. Like Annie Clancy."<br>
<br>
Jennifer slices on the counter a little too rigorously. You take the hint not to continue with this line of conversation.<br>
<<elseif $current.female is false>>
"I was talking to someone today," you say, feeling her tension from across the room rise. "They mentioned you were top of your classes at school."<br>
<br>
"That person wouldn’t be Annie Clancy, now would it?" you hear Jennifer mutter. Then she looks back at you. "I did okay. What of it?"<br>
<br>
"I thought you said you didn’t like school?" you reply. <br>
<br>
"I didn’t," she says, a little icy. "Or I didn’t, in the end. I had a complicated time there. But it’s nothing that matters now. Regardless of what Annie Clancy thinks. If that’s who ‘someone’ is."<br>
<br>
Jennifer slices on the counter a little too rigorously. You take the hint not to continue with this line of conversation.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Jennifer" "Class">><</link>>
<<case "Bunking">>
<<if $current.female is true>>
"I was curious," you begin. "Did you ever do anything risky at school? Like bunk off during the day?"<br>
<br>
She turns to study you, with a small smile. "I might have," she says, her words suddenly calculated. "Once or twice. Why?"<br>
<br>
You shrug a little. "Oh, nothing. Just something that someone said. That they used to see you with the popular kids skipping school in the afternoons."<br>
<br>
Her smile wilts slightly. "Charlton must be very different to where you went to school, <<TrueName "Current">>. If you do well, you get certain privileges. If Emily keeps her head down and works hard, she’ll get them too."<br>
<br>
You wince at her thinking about Emily’s experience at school, but let it slide. "Who were the kids you used to hang around with?" <br>
<br>
"Just school friends," she says. "It was all so long ago. Do you still keep in touch with everyone who you were friends with at school? I'm actually really interested to hear about what it's like to live in the city. It must have been so different."<br>
<<elseif $current.female is false>>
"I was curious," you begin. "Did you ever do anything risky at school? Like bunk off during the day?"<br>
<br>
She turns to study you, expressionless. "I might have," she says, her words suddenly calculated. "Once or twice. Why?"<br>
<br>
You shrug a little. "Oh, nothing. Just something that someone said. That they used to see you with the popular kids skipping school in the afternoons."<br>
<br>
"If you did well at school, you had certain privileges," she replies. "If Emily keeps her head down and works hard, she’ll get them too."<br>
<br>
You wince at her mentioning Emily’s name, but let it slide. "Who were the kids you used to hang around with?" <br>
<br>
"Just school friends, <<TrueName "Current">>," she says coldly. "Does it matter? It was all so long ago."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Jennifer" "Bunking">><</link>><br>
<<case "Bullying">>
<<if $current.female is true>>
"I heard something the other day," you begin. "Sounded like you used to hang out with some of the popular kids. The top of the school pecking order sort-of crowd."<br>
<br>
"What of it?" Jennifer says without facing you.<br>
<br>
"They don’t sound like they were so nice to some of the other students," you reply. "You included. That you picked on Annie."<br>
<br>
Jennifer looks over her shoulder, giving you a dark look. "Why are you curious about that, <<TrueName "Current">>?"<br>
<br>
You let the tension ease a moment. "Just didn’t seem like you. I was surprised to hear it."<br>
<br>
"I had a lot of friends," Jennifer says after a moment. "Some of them weren’t so nice to other people. I think I've mentioned I didn’t like school much. There's some painful memories I’d rather not talk about. Especially Annie."<br>
<br>
You nod. With a sigh, Jennifer turns back around and resumes her cooking. But not without muttering underneath her breath. "And Annie wasn’t exactly nice to me, either."<br>
<<elseif $current.female is false>>
"I heard something the other day," you begin. "Sounded like you used to hang out with some of the popular kids. The top of the school pecking order sort-of crowd."<br>
<br>
"What of it?" Jennifer says without facing you.<br>
<br>
"They don’t sound like they were so nice to some of the other students," you reply. "You included. That you picked on Annie."<br>
<br>
Jennifer spins to face you, her eyes full of anger. "Have you got something on your mind, <<TrueName "Current">>?"<br>
<br>
You let the tension ease a moment. "Just didn’t seem like you."<br>
<br>
"I had a lot of friends," Jennifer says after a moment. "Some of them weren’t so nice to other people. I think I've mentioned I didn’t like school much. There's some painful memories I’d rather not talk about. Especially Annie."<br>
<br>
You nod. With a sigh, Jennifer turns back around and resumes her cooking. But not without muttering underneath her breath. "And Annie wasn’t exactly nice to me, either."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Jennifer" "Bullying">><</link>>
<<case "Curses">>
<<if $current.female is true>>
"Hey," you say, trying to keep your voice upbeat. "Did you ever have a magic phase at school?"<bR>
<br>
A chopping knife falls to the floor. Jennifer quickly scrambles to pick it up. "What do you mean?"<br>
<Br>
"Just wondering," you say, trying to keep it casual. "You know, hexes, curses, pretending you could cast spells?"<br>
<br>
Jen glances over you just momentarily, then turns back to the counter again. "Did you?" she asks. "Didn’t think you were a black lace and corset kind of girl."<Br>
<br>
You smile, watching her carefully. "That wasn’t my scene."<br>
<br>
"Mine either," she replies. "Always thought it was a bunch of superstitious nonsense. You should tell Emily to keep her head out of that stuff, if that’s where this is coming from. This year is too important for her."<Br>
<Br>
You let the matter rest, but can’t help but notice she’s keeping her back to you.<br>
<<elseif $current.female is false>>
"Hey Jen," you say, trying to keep your voice upbeat. "Did you ever have a magic phase at school?"<br>
<br>
A chopping knife falls to the floor. Jennifer quickly scrambles to pick it up. "What do you mean?"<Br>
<Br>
"Just wondering," you say, trying to keep it casual. "You know, hexes, curses, pretending you could cast spells?"<Br>
<Br>
She seems to consciously keep her back to you. "Is Emily going through a pagan phase?"<br>
<br>
You smile, watching her carefully. "Don’t all girls go through that?"<br>
<br>
"I didn’t," she replies. "Always thought it was a bunch of superstitious nonsense. You should tell Emily to keep her head out of that stuff. This year is too important for her."<Br>
<Br>
You let the matter rest, but can’t help but notice she hasn’t once turned around to look at you. <br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Jennifer" "Curses">><</link>>
<<case "TellLearningMagic">>
<<if $current.female is true>>
"This is going to sound strange," you begin. "But I’ve been learning about something new recently. About magic."<br>
<br>
Jennifer’s eyes narrow. "What?" <br>
<br>
You brace yourself. "What if I told you that magic - spells, books, witches - all of it is real?"<br>
<br>
"I’d think you were joking," she replies. "Although it’s not really that funny."<br>
<br>
"I’m serious, Jen," you say. "I can do things. Actual things."<br>
<br>
She gives you a hard look, then shakes her head. "How?"<br>
<br>
"Other people are teaching me. As you’ve always said, Charlton is full of secrets."<br>
<br>
"I'm not going to tell you how to live, <<TrueName "Current">>," she says, without a hint of humour to her voice. "But those people haven't got your best interests at heart. Charlton might seem like a small backward town, but there’s some real creeps here. Don’t get caught up in that nonsense."<br>
<<elseif $current.female is false>>
"This is going to sound strange," you begin. "But I’ve been learning about something new recently. About magic."<br>
<br>
Jennifer’s eyes narrow. "What?" <br>
<br>
You brace yourself. "What if I told you that magic - spells, books, witches - all of it is real?"<br>
<br>
"I’d think you were joking," she replies. "Although it’s not really that funny."<br>
<br>
"I’m serious, Jen," you say. "I can do things. Real, actual things."<br>
<br>
She gives you a hard look and shakes her head. "But you..." she begins, then corrects herself. "How?"<br>
<br>
"Other people are teaching me. As you’ve always said, Charlton is full of secrets."<br>
<br>
"You need to stop socialising with those people," she says, without a hint of humour or warmth to her voice. "Charlton might seem like a small backward town, but there’s some real creeps here. Please <<TrueName "Current">>, don’t get caught up in that nonsense."<br>
<</if>>
<br>
<<ActionsHeader>>
<<DialogueSpoken "Jennifer" "TellAmulet">>
<<if _Discussed is false>><<link "Tell her about the amulet" "JenniferDialogue">><<DialogueDone "Jennifer" "TellLearningMagic">><<set $JenniferDialogue to "TellAmulet">><</link>><br><</if>>
<<DialogueSpoken "Jennifer" "TellCurses">><<QuestState "Quest5">>
<<if _Discussed is false and _QuestState is 2>><<link "Tell her about the curses" "JenniferDialogue">><<DialogueDone "Jennifer" "TellLearningMagic">><<set $JenniferDialogue to "TellCurses">><</link>><br><</if>>
<<link "End the conversation about magic" "JenniferDialogue">><<DialogueDone "Jennifer" "TellLearningMagic">><<set $JenniferDialogue to "TellEnd">><</link>>
<<case "TellAmulet">>
<<if $current.female is true>>
"Remember when I mentioned that amulet someone had given Emily at school?" you say, before taking it out. "Well, this is it."<br>
<br>
Jennifer's eyes rest on the amulet for a long moment before flicking back up to meet yours. "What is that?" she asks. <br>
<br>
"I'm not sure," you tell her. "But it has certain powers. Jen, I know this is going to sound crazy, but it can transform me. Change things about my appearance."<br>
<br>
She eyes it again as she studies you. Then smirks. "Sounds like an extreme way to stay looking young."<br>
<br>
"I'm serious, Jen." You take a deep breath. "Would you like me to show you?"<br>
<br>
"No!" Jennifer blurts out, almost too fast. "I mean, look - whatever that thing is, you should just throw it away. There’s some really weird people in Charlton. You don’t want to be caught up with all that."<br>
<br>
"But Jen -" you begin. <br>
<br>
She’s quick to cut you off. "<<TrueName "Current">>, please. You’ve not been here that long. When I say forget it, I mean it."<br>
<br>
Her eyes stare back at you. For the first time you can remember, Jennifer is cold and serious.<br>
<<elseif $current.female is false>>
"Remember when I mentioned that amulet someone had given Emily at school?" you say, before taking it out from underneath your shirt. "Well, this is it."<br>
<br>
Jennifer's eyes rest on the amulet for a long moment before flicking back up to meet yours. "What is that?" she asks. <br>
<br>
"I'm not sure," you tell her. "But it has certain powers. Jen, I know this is going to sound crazy, but it can transform me. Change my appearance."<br>
<br>
She eyes it again as she studies you. "You’re talking nonsense."<br>
<br>
You take a deep breath. "Would you like me to show you?"<br>
<br>
"No!" Jennifer blurts out, almost too fast. "I mean, look - whatever that thing is, you should just throw it away. There’s some really weird people in Charlton. You don’t want to be caught up with all that."<br>
<br>
"But Jen -" you begin. <br>
<br>
She’s quick to cut you off. "<<TrueName "Current">>, please. You’ve not been here that long. When I say forget it, I mean it."<br>
<br>
Her eyes stare back at you. For the first time you can remember, Jennifer is cold and serious.<br>
<</if>>
<br>
<<ActionsHeader>>
<<DialogueSpoken "Jennifer" "TellLearningMagic">><<QuestStatus "Quest2">>
<<if _Discussed is false and _QuestStatus is "complete">><<link "Tell her about learning magic" "JenniferDialogue">><<set $JenniferDialogue to "TellLearningMagic">><<DialogueDone "Jennifer" "TellAmulet">><</link>><br><</if>>
<<DialogueSpoken "Jennifer" "TellCurses">><<QuestState "Quest5">>
<<if _Discussed is false and _QuestState is 2>><<link "Tell her about the curses" "JenniferDialogue">><<set $JenniferDialogue to "TellCurses">><<DialogueDone "Jennifer" "TellAmulet">><</link>><br><</if>>
<<link "End the conversation about magic" "JenniferDialogue">><<set $JenniferDialogue to "TellEnd">><<DialogueDone "Jennifer" "TellAmulet">><</link>>
<<case "TellCurses">>
<<if $current.female is true>>
"I think I’ve found out something troubling about the school," you tell her. <br>
<br>
She raises an eyebrow, inviting you to continue. "It’s the lessons," you say. "I think some of the classrooms are, well, cursed."<br>
<br>
"Cursed?" she says, a hint of derision in her voice. "Come on, <<TrueName "Current">>. This isn’t funny."<br>
<br>
"I’m being serious," you reply. "I don’t know how or who is doing it, but there’s something in each of the rooms that affects people. Not in good ways, either."<br>
<br>
"Did Emily put this idea into your brain?" Jennifer asks. "I know she’s struggling, <<TrueName "Current">>. But really. This is ludicrous."<br>
<br>
You choose your words carefully, trying to avoid telling Jennifer the most outlandish part of your recent experiences. "I’ve seen it myself. People that go in those rooms act differently."<br>
<br>
Jennifer looks back at you, pausing for a moment. "Listen <<TrueName "Current">>. This isn't a perfect town, but think about what you're saying. You should really drop this. Get Emily through her exams, and you can leave if you like. I'm serious when I say that I'd love to travel with you."<br>
<<elseif $current.female is false>>
"I think I’ve found out something troubling about the school," you tell her. <br>
<br>
She raises an eyebrow, inviting you to continue. "It’s the lessons," you say. "I think some of the classrooms are, well, cursed."<br>
<br>
"Cursed?" she says, a hint of derision in her voice. "Come on, <<TrueName "Current">>. This isn’t funny."<br>
<br>
"I’m being serious, Jen," you reply. "I don’t know how or who is doing it, but there’s something in each of the rooms that affects people. Not in good ways, either."<br>
<br>
"Did Emily put this idea into your brain?" Jennifer asks. "I know she’s struggling, <<TrueName "Current">>. But really. This is ludicrous."<br>
<br>
You choose your words carefully, trying to avoid telling Jennifer the most outlandish part of your recent experiences. "I’ve seen it myself. People that go in those rooms act differently."<br>
<br>
Jennifer looks back at you, pausing for a moment. You see her nose flare just a fraction. "<<TrueName "Current">> Phillips, I’m asking you this once and once only. You need to drop this. Get Emily through her exams, and we can leave this town behind us, once and for all."<br>
<</if>>
<br>
<<ActionsHeader>>
<<DialogueSpoken "Jennifer" "TellAmulet">>
<<if _Discussed is false>><<link "Tell her about the amulet" "JenniferDialogue">><<DialogueDone "Jennifer" "TellCurses">><<set $JenniferDialogue to "TellAmulet">><</link>><br><</if>>
<<DialogueSpoken "Jennifer" "TellLearningMagic">><<QuestStatus "Quest2">>
<<if _Discussed is false and _QuestStatus is "complete">><<link "Tell her about learning magic" "JenniferDialogue">><<DialogueDone "Jennifer" "TellCurses">><<set $JenniferDialogue to "TellLearningMagic">><</link>><br><</if>>
<<link "End the conversation about magic" "JenniferDialogue">><<set $JenniferDialogue to "TellEnd">><<DialogueDone "Jennifer" "TellCurses">><</link>>
<<case "TellEnd">>
<<if $current.female is true>>
"That’s all I have to ask," you tell her. She gives you a smile, but it's void of her usual warmth and tenderness. She instead looks tired.<br>
<br>
"I’ll finish the dinner," she mutters. "Take a seat."<br>
<br>
You take a seat at the table. As usual, Jennifer has already set out placemats and cutlery in preparation. <br>
<br>
Moments later she puts a plate in front of you, full of meat, vegetables and potatoes. She takes a seat opposite you, but says nothing. <br>
<br>
"Are you okay?" you ask her.<br>
<br>
She sighs. "It's just..."<br>
<br>
She puts her knife and fork down, then stares at you. "You know what you sounded like, <<TrueName "Current">>? With all that... talk?"<br>
<br>
"I know," you say quietly. "It sounds weird."<br>
<br>
"There's a lot of strange people in Charlton," Jennifer continues. "They believe in all sorts of things. They're dangerous. They prey on people looking for help, like Emily. I don't want to see either of you mixed up in all that."<br>
<br>
"I'm sorry," you say. "Emily is struggling so much."<br>
<br>
Jennifer smiles sympathetically. "Just keep her studying. She doesn't need to make friends here, or get involved in school activities. Get her to pass, then she can get out. And if there's anything I can do in the meantime, just ask."<br>
<br>
"Thanks Jen," you reply. "Sorry for bringing the mood down."<br>
<br>
She grins. "It was at least a bit different from chat about pervy customers and who has tried to chat you up."<br>
<br>
You return the smile, then stand up. "I should get going. Check in on Emily."<br>
<br>
She looks at you, before nodding. "Night, <<TrueName>>. She'll be okay. I promise."<br>
<br>
You give her a smile and move towards the door.<br>
<<elseif $current.female is false>>
"That’s all I have to ask," you tell her. She gives you a smile, but it's void of her usual warmth and tenderness. She instead looks tired.<br>
<br>
"I’ll finish the dinner," she mutters. "Take a seat."<br>
<br>
You take a seat at the table. As usual, Jennifer has already set out placemats and cutlery in preparation. <br>
<br>
Moments later she puts a plate in front of you, full of meat, vegetables and potatoes. She takes a seat opposite you, but says nothing. <br>
<br>
The pair of you begin to eat, silence only sparsely interrupted to ask for condiments to be passed over. Jennifer seems lost in thought, almost oblivious to you. Time moves slowly as you finish your dinner.<br>
<br>
"Do you want me to stay over tonight?" you ask her. <br>
<br>
She shakes her head. "I need some alone time, I think." <br>
<br>
You nod and stand up. "Alright. I’ll see you tomorrow?"<br>
<br>
She looks at you, before nodding. "Just give me some time, <<TrueName "Current">>. I’ll be okay."<br>
<br>
You give her a smile, give her a quick kiss on her lips, and move towards the door.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Leave Jennifer's apartment" "AvianLane">><<TimeChange>><<EndConversation "Jennifer">><<DialogueDone "Jennifer" "Tell">><<EventTrigger "AvianLane" "JenniferSus" null null null null null null false>><<set $JenniferTopics to undefined>><</link>>
<<case "MagicConfront">>
"What do you know about magic?" you ask her, straight up.<br>
<br>
She lets out a long sigh, as if pushing her resistance out with it. Her body leans against the kitchen counter. When her eyes meet yours, you see they are teary.<br>
<br>
"It’s real," she says flatly. "I’ve seen it. Practised it. Cast spells and summoned energy that I still can’t believe exists."<Br>
<br>
"Why didn’t you tell me?" you ask her, trying to dampen down the accusatory tone in your voice.<Br>
<br>
"Because you wouldn’t have believed me!" she replies. "And then, I didn’t want to encourage you. This is dangerous stuff, <<TrueName "Current">>! How do you know about magic, anyway?"<Br>
<br>
You hesitate, trying to gauge how much to reveal. "I’ve been investigating," you say after a moment. "To help find out what’s happening to Emily."<br>
<br>
Jennifer stares at you. "Magic isn't exactly safe, <<TrueName "Current">>," she says after a long moment. "You have no idea what effect that will have on you. You don’t want to get involved in that stuff."<bR>
<br>
"How did you learn about it?" you ask her.<bR>
<br>
She gives you a look, her face drained of all warmth. "A coven. At school. A group of girls that cast spells to get their way. I was young. Foolish. It was… stupid. And dangerous. Please, don’t get caught up in it."<Br>
<br>
"I’m being careful," you tell her.<br>
<br>
"I hope so," she replies. "I'd hate to lose you to this town."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "JenniferDialogue">><<set $JenniferDialogue to "Confront">><<DialogueDone "Jennifer" "MagicConfront">><</link>>
<<case "CheerleaderCovenConfront">>
"What do you know about the cheerleaders?" you ask her. "The ones currently at school. They’re witches, aren’t they?"<br>
<br>
Jennifer sighs, all anger dissipating. "Yes," she mumbles. "Coven is the preferred term."<Br>
<br>
You look at her, trying to gauge how hard to question her. "How do you know that?"<Br>
<br>
She looks off to the side, avoiding your stare. "Because I was one of them," she says flatly. "When I went to Charlton."<Br>
<Br>
You let the silence linger for a moment before responding. "How does it work?"<br>
<br>
She looks back at you, nodding in resignation. "The head cheerleader recruits people to join, mainly because of their affinity to magic. They then teach them how to use it."<Br>
<br>
"Was that why you became a cheerleader?" you ask her.<Br>
<br>
She shakes her head. "I just wanted to belong." You notice the tears in her eyes. "The magic came afterwards. A girl called Skye was the head of the squad then. She was in the year above me. She asked me to join, but only then told me the truth."<br>
<br>
Jennifer takes a deep breath. "But I did enjoy it. For a while."<br>
<br>
You observe Jennifer carefully. She now refuses to look at you, staring down at the floor with glistening eyes.<Br>
<br>
"Then I found out what they were really doing," she continues. "The curses."<br>
<br>
She finally looks up at you, a pleading expression on her face. "I was supposed to be the next head cheerleader when Skye graduated. But I couldn’t do it, <<TrueName "Current">>. So I quit. That’s why Christina was put in charge. She was only a sophomore, but Skye was desperate."<Br>
<br>
"So the cheerleaders create the curses at the school?" you ask her.<Br>
<br>
She nods. "Please <<TrueName "Current">>. Believe me when I say I had no idea when I joined them. I might have done some things that I’m not proud of, but I stopped when I realised how much it was hurting people."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "JenniferDialogue">><<set $JenniferDialogue to "Confront">><<DialogueDone "Jennifer" "CheerleaderCovenConfront">><</link>>
<<case "CursesCovenConfront">>
"What do you know about the curses at school?" you ask her.<br>
<br>
She nods as you see her thinking, her eyes gazing off and unfocused. "I know they are cast by the cheerleaders," she says. "Under the direction of the teachers. And the headmaster."<Br>
<br>
"What do they gain from it?"<br>
<br>
Jennifer smiles, sniggering derisively. "Power. Influence. Status. Everything a teenage girl can dream of. The cheerleaders do what they are told and they get free run of the school. Plus, good grades and letters of recommendations for them when they graduate."<Br>
<br>
"How do they do it?" you ask her.<Br>
<br>
"Depends on the curse. Some of them are permanent. Others need to be continually cast. Some revolve around an object, others are embedded in the classrooms. It really depends on how strong the caster is."<Br>
<br>
You pause for a second, considering your next question. "Did you cast any curses?"<Br>
<Br>
She looks at you, her deflated expression evident. She nods. "A few."<Br>
<br>
"Could you remove them?"<Br>
<br>
Jennifer shakes her head. "I’m not really that powerful. Certainly not anymore. Be careful, <<TrueName "Current">>. Christina has been practising for a long time."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "JenniferDialogue">><<set $JenniferDialogue to "Confront">><<DialogueDone "Jennifer" "CursesCovenConfront">><</link>>
<<case "BulliedPeopleConfront">>
"You bullied Annie, didn’t you?" you say, hearing the malice in your voice. "Like everyone at the top of the school pecking order does."<Br>
<bR>
Jennifer arches her back and looks up at the ceiling, sighing. "That’s complicated."<Br>
<Br>
You don’t say a word, keeping your gaze locked on her. Eventually, she has to look back at you.<Br>
<br>
"Alright, yes. I did," she says. "Objectively, I was a total bitch. Annie wasn’t exactly the nicest person to me at Charlton. But I didn’t exactly rise to the higher ground."<Br>
<br>
"It’s so unlike you," you state with disappointment.<Br>
<br>
Her eyes tear over. She looks to the floor. "I can’t make excuses for what I did," she tells you. "Just believe me, <<TrueName "Current">>. There are ways that people can persuade you to do things. I wanted to belong. And picking on someone who wasn’t exactly nice to me? It wasn’t that much of an ask for an… impressionable girl, who just wanted to fit in."<br>
<br>
"Who encouraged it?" you ask.<bR>
<br>
"Skye. The cheerleaders. The teachers." Her green eyes flick up to you, tears streaming down her face. "I could justify it more, but why bother? I should have been better than that."<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" "JenniferDialogue">><<set $JenniferDialogue to "Confront">><<DialogueDone "Jennifer" "BulliedPeopleConfront">><</link>>
<<case "HomophobiaConfront">>
You take a deep breath, knowing what is to come. "Jen. I have to ask. Are you homophobic?"<br>
<bR>
Her eyes lock on to yours, momentarily stunned. "No…" Then there’s realisation on her face. "This is about Annie, isn’t it?"<Br>
<BR>
You pause, then shake your head. "Not just Annie. The whole town. What the school teaches. Do you think that girls are made for boys too?"<BR>
<br>
She looks to the floor, tears starting to run. "Not anymore," she whimpers. <Br>
<bR>
You give her a moment to herself. A long moment later she sniffs, composing herself again. "You have to understand, <<TrueName "Current">>. This town teaches you things from a young age. A group consensus. I'm sure there's stuff that your grandparents believed that seems abhorrent to you? I was just brought up with no one to tell me otherwise."<Br>
<br>
"Is that an excuse?" you ask.<bR>
<br>
"Just context," she replies. "Once I saw what it did to people. That type of prejudice. How it hurt people. I realised." She sniffs again. "That’s why I want to leave here. Travel. I feel as though I can’t trust my own thoughts and the world will make me see how blinded I’ve been."<br>
<bR>
You look back at her, keeping your tone flat. "What about the rumours you spread? The ones about Penny and Annie."<bR>
<br>
She looks to the floor, but forces herself to look up at you. "If I could take them back, I would. You have to believe me when I say that. And I don’t think highly of Annie, but I regret everyday what I said about her."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "JenniferDialogue">><<set $JenniferDialogue to "Confront">><<DialogueDone "Jennifer" "HomophobiaConfront">><</link>>
<<case "TopOfClassConfront">>
"Your grades," you state. "Apparently you can’t get to the top of the class without help from Mr. Stitch. Is that true?"<Br>
<br>
She looks at you, her pleading eyes narrowing just a fraction. "What do you mean?" <BR>
<br>
"I mean," you continue. "What did you promise Stitch to get your grades so high?"<BR>
<bR>
Jennifer gazes at you, her green eyes shimmering from emotion and tears. "I didn’t sleep with him, if that's what you're asking."<Br>
<br>
You pause, then shake your head. "We both know there’s more insidious things that he’s involved with."<BR>
<br>
She sighs, glancing up at the ceiling light. When she returns to look at you, she looks tired. Exhausted. "The cheerleaders," she begins. "The coven. Casting curses. Telling him what was happening at the school. His extra lessons are just a front for swaying you under his control. And the perks of having good grades? The reward."<bR>
<br>
She dangles a foot in front of her, watching it sway. "He promises good grades. A future. A life that could take you away from here." She looks up to you. "Everything I’d ever wanted. It wasn’t hard to fall into his trap."<Br>
<br>
"But that’s it," she adds. "And when I stopped. When I left the squad. When I finally did the right thing. All of that fell away." She gestures to her flat. "And look what I’ve had to settle for."<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" "JenniferDialogue">><<set $JenniferDialogue to "Confront">><<DialogueDone "Jennifer" "TopOfClassConfront">><</link>>
<<case "PrivilegesConfront">>
"You had special privileges at school, didn’t you?" you ask. "The sort that is only given out to certain students."<Br>
<br>
Jennifer smiles meekly. "It was part of the perks of being a cheerleader. And getting good grades. Stitch rewards those who help his cause."<Br>
<Br>
You give her a hard look. "And what did you have to do for his cause?"<Br>
<br>
"The same as the rest of them," she says. "Except, they were already privileged. The rich. The old money. The influential. My family had none of that, <<TrueName "Current">>. I was just a poor girl living in a small house that everyone made fun of. They didn’t think I would amount to anything."<br>
<br>
You sigh. "So you did it for status?"<Br>
<br>
"For acceptance," she quietly corrects you. "Belonging. It might seem trite to you, but skipping out of school early with the in-crowd was everything I wanted when I felt I didn’t have any friends."<Br>
<br>
"You didn’t answer my question?" you tell her. "What did you do for it?"<Br>
<br>
"Nothing that I’m proud of," she says flatly. "Magic. Rumours. Information. I didn’t realise what I was doing until it was too late."<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" "JenniferDialogue">><<set $JenniferDialogue to "Confront">><<DialogueDone "Jennifer" "PrivilegesConfront">><</link>>
<<case "ConfrontEnd">>
<<if $current.female is true>>
"That’s all I have to ask," you tell her. "Is that it?"<br>
<br>
She nods, but looks down at the ceramic floor. "I think we’ve pretty much covered it. Magic is real. The cheerleaders are witches. I did some horrible things I’m not proud of."<br>
<br>
You give her a look. Her eyes look worn and dead from the conversation. "I’ll finish the dinner," she mutters. "If you still want it." When you don’t reply, she quietly mutters. "Take a seat."<Br>
<br>
You sit at the table. Jennifer has already set out placemats and cutlery in preparation. Before long she puts a plate in front of you. She takes a seat opposite you, but says nothing.<br>
<br>
The pair of you begin to eat, sitting in silence. You catch her occasionally looking back at you, as if studying you. Time crawls by as you eat.<bR>
<Br>
"Are you okay?" you ask her.<br>
<Br>
She shakes her head. "Not really."<br>
<br>
"Want to talk about it?"<Br>
<br>
She looks at you, before sighing. "I just don't want to get caught up in all of this again, <<TrueName "Current">>. You are the first person to treat me like I'm not ostracised. I know I should have said something, for Emily's sake. But I just wanted to pretend it wasn't happening."<br>
<br>
"One more thing," you say. "What made you stop?"<br>
<br>
Jennifer gulps. "They asked me to do something. Something horrible. I realised what I was becoming. I couldn’t stop them. I wasn’t powerful enough. All I could do was walk away."<Br>
<bR>
You raise an eyebrow. "What was it?"<Br>
<br>
There’s conflict on Jennifer’s face, as if she’s gearing up to speak. But it fades. "I can’t, <<TrueName "Current">>. Can we save it for another day? This has been painful enough."<br>
<br>
You pause, but finally nod. "Just consider it, Jen. Anything you say could help Emily."<Br>
<br>
Jen mulls over what you have said. Then she stands and moves over to a side cabinet. She begins rifling through unopened letters and stationery, finally pulling out a shiny ring.<Br>
<br>
"Give this to her," she tells you. "It’s a ring that can diminish the effects of the curses. It’s not much, but it’s all I have left."<Br>
<br>
She hands you the ring. Plain, gold, unassuming.<Br>
<br>
"If she wears it," Jennifer tells you. "The curses won’t have as much impact on her. It should be enough to get her to the end of school. Just let her graduate, don’t interfere, and the two of you can get out of here. Maybe I can tag along, too."<Br>
<br>
You nod, pocketing the ring. "Thank you."<br>
<br>
"Goodnight," she says.<Br>
<<elseif $current.female is false>>
"That’s all I have to ask," you tell her. "Is that it?"<Br>
<bR>
She nods, but looks down at the ceramic floor. "I think we’ve pretty much covered it. Magic is real. The cheerleaders are witches. I did some horrible things I’m not proud of."<Br>
<Br>
You give her a look. Her eyes look worn and dead from the conversation. "I’ll finish the dinner," she mutters. "If you still want it." When you don’t reply, she quietly mutters. "Take a seat."<Br>
<Br>
You sit at the table. Jennifer has already set out placemats and cutlery in preparation. Before long she puts a plate in front of you. She takes a seat opposite you, but says nothing.<Br>
<Br>
The pair of you begin to eat, sitting in silence. You catch her occasionally looking back at you, as if studying you. Time crawls by as you eat.<br>
<Br>
"Are you okay?" you ask her.<br>
<Br>
She shakes her head. "Not really."<Br>
<br>
"Want to talk about it?"<br>
<br>
She looks at you, before sighing. "I just don't want to get caught up in all of this again, <<TrueName>>. You are the first person to treat me like I'm not ostracised. I know I should have said something, for Emily's sake. But I just wanted to pretend it wasn't happening."<br>
<br>
"One more thing," you say. "What made you stop?"<bR>
<Br>
Jennifer gulps. "They asked me to do something. Something horrible. I realised what I was becoming. I couldn’t stop them. I wasn’t powerful enough. All I could do was walk away."<Br>
<br>
You raise an eyebrow. "What was it?"<br>
<Br>
There’s conflict on Jennifer’s face, as if she’s gearing up to speak. But it fades. "I can’t, <<TrueName>>. Can we save it for another day? This has been painful enough."<Br>
<Br>
You pause, but finally nod. "Just consider it, Jen. Anything you say could help Emily."<bR>
<br>
Jen mulls over what you have said. Then she stands and moves over to a side cabinet. She begins rifling through unopened letters and stationery, finally pulling out a shiny ring.<BR>
<br>
"Give this to her," she tells you. "It’s a ring that can diminish the effects of the curses. It’s not much, but it’s all I have left."<Br>
<br>
She hands you the ring. Plain, gold, unassuming.<BR>
<br>
"If she wears it," Jennifer tells you. "The curses won’t have as much impact on her. It should be enough to get her to the end of school. Just let her graduate, don’t interfere, and we can all leave Charlton together."<Br>
<br>
You nod, pocketing the ring. "Thank you."<BR>
<bR>
She looks up at you, eyes tearing again. "I guess you’re not staying tonight?"<BR>
<br>
You shake your head. "I need to process all this, Jen."<Br>
<br>
She nods. Offers you a weak smile. "If you want to talk about anything. Anything at all. You know where to find me. Even in the mornings, before I go to work."<Br>
<Br>
"I will," you reply.<br>
<br>
"Goodnight," she says. Eyes hopeful.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Leave Jennifer's apartment" "AvianLane">>
<<TimeChange>>
<<TakeObjectNPC "Jennifer" "ResistanceRing">>
<<AddNPCState "Jennifer" "PastKnown" true>>
<<ChangePersonalityStateNPC "Jennifer" "Humbled">>
<<SetFlag "JenniferMorningInvite">>
<<QuestTracker "Quest20" "complete">>
<<EndConversation "Jennifer">>
<<set $JenniferTopics to undefined>>
<<EventTrigger "SchoolGates" "TerrenceCheerleaders3" "Morning" null null null null null false>>
<</link>>
<<case "EatDinner">>
<<if $current.female is true>>
You take a seat at the table. As usual, Jennifer has already set out placemats and cutlery in preparation for the meal.<br>
<br>
Moments later she puts a steaming plate down in front of you, full of succulent meat, steamed vegetables and buttered new potatoes covered in chives. She then sits down opposite you with a similar meal.<br>
<br>
"It's not some of my best," she says to you. "I’ve tried a new seasoning on the meat. Charli at the supermarket recommended it. Just came in. Has a bit of a kick to it. I'm not sold on it though. What do you think?"<br>
<br>
You take a bite. As with all of Jennifer’s meals, it tastes delicious.<br>
<br>
You compliment her cooking and she dismisses it with a wave of her hand. You eat quickly, relishing the quality of the home cooked meal. Jennifer begins chatting as she eats, carefree and clearly happy that you are enjoying the food.<br>
<br>
<<NPCDeltaCheck "Jennifer" "PastKnown">>
<<if _NPCDeltaCheck is true>>
Throughout, you try to make small talk with Jennifer. She tries, but struggles with the conversation. Her mind seems to drift. At times, she can’t even meet your gaze. When you steer the topic to her favourite topic of travel, she seems deflated at the idea.<br>
<br>
Time ticks by slowly. By the end of the meal, there have been stretches of silence. <Br>
<br>
"This has been fun," she says, unconvincingly. "Thanks for coming over, <<TrueName>>."
<br>
You smile. "I should get going."<Br>
<br>
"Stop by, anytime," she tells you. "Not just for dinner. I don’t go to work until late in the mornings. If you fancy a natter before you start work, I can trade some eggs for a chat."<Br>
<br>
She looks hopeful. As if she’s pinning a lot on it.<Br>
<<else>>
Throughout the meal, you make small talk with Jennifer. She asks about your Thompson's and how you're finding working in an office of all guys. It's clear she's fishing for gossip, but she doesn't pry when you are noncommittal. In turn, she tells you all about the drama at Evans' department store, including some entitled customers, who sound just as sleazy as the ones at your work.<br>
<br>
The conversation turns to her lamenting over Charlton and her half-baked plans to travel or move away to another town. Despite an obvious desire to do something else with her life, she seems to lack detail. You feel these are idle fantasies at best.<br>
<br>
You continue talking long after you both have finished your meals, each making jokes about work and the inhabitants of the town. Before long, you realise time has ticked away.<br>
<br>
"This has been fun," she tells you. "Thanks for coming over, <<TrueName>>."<br>
<br>
You smile. "I should get going."<br>
<br>
"Stop by, anytime," she tells you. "Not just for dinner. I don’t go to work until late in the mornings. If you fancy a natter before you start work, I can trade some eggs for a chat."<br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Leave Jennifer’s apartment" "AvianLane">><<set $JenniferTopics to undefined>><<SetFlag "JenniferMorningInvite">><<EndConversation "Jennifer">><<TimeChange>><</link>>
<<else>>
You take a seat at the table. As usual, Jennifer has already set out placemats and cutlery in preparation for the meal.<br>
<br>
Moments later she puts a steaming plate down in front of you, full of succulent meat, steamed vegetables and buttered new potatoes covered in chives. She then sits down opposite you with a similar - if smaller - meal.<br>
<br>
"I hope you like it," she says to you. "I’ve tried a new seasoning on the meat. Charli at the supermarket recommended it. Just came in. Has a bit of a kick to it."<br>
<br>
You take a bite. As with all of Jennifer’s meals, it tastes delicious. <br>
<br>
<<NPCDeltaCheck "Jennifer" "PastKnown">>
<<if _NPCDeltaCheck is true>>
You compliment her cooking, but she only smiles faintly back. You eat quickly, relishing the quality of the home cooked meal. Jennifer eats more slowly, but watches you ravish the dinner, keeping silent.<br>
<br>
Throughout, you try to make small talk with Jennifer. She tries, but struggles with the conversation. Her mind seems to drift. At times, she can’t even meet your gaze. When you steer the topic to her favourite topic of travel, she seems deflated at the idea.<Br>
<br>
Time ticks by slowly. By the end of the meal, there have been stretches of silence. <Br>
<br>
You smile. "I should get going."<Br>
<br>
<<QuestStatus "Quest21">>
<<if setup.days[$dayCurrent] is "Saturday" and _QuestStatus isnot "complete">>
She smiles sweetly. "I guess you should really get back. With Emily and everything that’s happening."<Br>
<Br>
You frown, curious. "You don’t want me to stay over?"<br>
<br>
Jennifer lets out a small smirk. "I’d love to. But Emily should come first. Besides, I’ve got to take care of a few things in the morning."<br>
<Br>
You raise an eyebrow, but she giggles. "Personal things. Goodnight, <<TrueName>>."<Br>
<br>
But she smirks as she opens the door for you. A gleam in her eye you haven’t seen… since the confrontation.<br>
<Br>
<<ActionsHeader>>
<<link "Leave Jennifer’s apartment" "AvianLane">><<set $JenniferTopics to undefined>><<SetFlag "JenniferMorningInvite">><<EndConversation "Jennifer">><<TimeChange>><</link>>
<<else>>
There’s a small spark in her eye. "Or… why don’t you stay over? I’m sure Emily can take care of herself for the evening."<Br>
<br>
<<ActionsHeader>>
<<link "Accept her invitation" "JenniferDialogue">><<set $JenniferTopics to undefined>><<set $JenniferDialogue to "StayOverAccept">><<Orientation -1>><</link>><br>
<<link "Decline" "JenniferDialogue">><<set $JenniferTopics to undefined>><<set $JenniferDialogue to "StayOverDecline">><</link>>
<</if>>
<<else>>
You compliment her cooking and she beams. You eat quickly, relishing the quality of the home cooked meal. Jennifer eats more slowly, but watches you ravish the dinner, happily smiling at your clear enjoyment.<br>
<br>
Throughout the meal, you make small talk with Jennifer, listening attentively as she tells you all about her day. Her thoughts often drift to future plans, whether it’s her latest thoughts on where you could go during your planned travels, or up and coming towns away from Charlton that she’s heard are nice places to settle down.<br>
<br>
You continue talking long after you both have finished your meals, each making jokes about work and the inhabitants of the town. Before long, you realise time has ticked away.<br>
<br>
You smile. "I should get going."<br>
<BR>
There’s a glint in her eye. "Or… why don’t you stay over? I’m sure Emily can take care of herself for the evening."<Br>
<br>
<<ActionsHeader>>
<<link "Accept her invitation" "JenniferDialogue">><<set $JenniferTopics to undefined>><<set $JenniferDialogue to "StayOverAccept">><<Orientation -1>><</link>><br>
<<link "Decline" "JenniferDialogue">><<set $JenniferTopics to undefined>><<set $JenniferDialogue to "StayOverDecline">><</link>>
<</if>>
<</if>>
<<case "StayOverDecline">>
<<NPCDeltaCheck "Jennifer" "PastKnown">>
<<if _NPCDeltaCheck is true>>
You grimace, apologetic. "I should really get back. Emily’s still adjusting. I want to make sure she’s okay."<Br>
<Br>
She smiles sweetly, but looks disappointed. "Okay. I understand."<Br>
<Br>
"Goodnight," you tell her.<Br>
<<else>>
You grimace, apologetic. "I should really get back. Emily’s still adjusting. I want to make sure she’s okay."<Br>
<Br>
She smiles sweetly, but looks disappointed. "Okay. Well at least I’ll get some sleep tonight. As you tend to keep me awake past my bedtime."<Br>
<br>
You give her a grin. "I’ll get going, then. Don’t want to disturb your beauty sleep."<br>
<br>
"Am I not beautiful enough for you?" she asks mockingly as you move to the door.<br>
<br>
"Goodnight," you tell her, and lean in to kiss her lightly on the lips.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Leave Jennifer’s apartment" "AvianLane">><<EndConversation "Jennifer">><<TimeChange>><</link>>
<<case "StayOverAccept">>
"I supposed I could stay this evening," you say, returning her glint. She grins and stands. "Let me just… freshen up. Can you put the dishes in the dish washer?"<Br>
<Br>
She reaches over and presses her lips to your forehead, before turning and sauntering through into her bedroom. The door closes quietly, leaving you sitting in Jennifer’s apartment. You stand and make yourself busy, loading the dishwasher under the sink.<Br>
<br>
Minutes later, just as you're finishing up, you hear the bedroom door creak. "Are you coming?" you hear her purr.<Br>
<Br>
<<ActionsHeader>>
<<link "Enter Jennifer’s bedroom" "JennifersApartmentBedroom">><<EventTrigger "JennifersApartmentBedroom" "JenniferApartmentStayOver" null null "PC" null null null true>><<EndConversation "Jennifer">><</link>>
<<case "StayOverAcceptPostStudy">>
"I supposed I could stay this evening," you say, returning her glint. She grins and stands. "Let me just… freshen up."<Br>
<Br>
She reaches over and presses her lips to your forehead, before turning and sauntering through into her bedroom. The door closes quietly, leaving you sitting in Jennifer’s apartment.<Br>
<br>
Minutes later, you hear the bedroom door creak. "Are you coming?" you hear her purr.<Br>
<Br>
<<ActionsHeader>>
<<link "Enter Jennifer’s bedroom" "JennifersApartmentBedroom">><<EventTrigger "JennifersApartmentBedroom" "JenniferApartmentStayOver" null null "PC" null null null true>><<EndConversation "Jennifer">><</link>>
<<case "StayOverSexIntro">>
You move over to the bed, leaning down to her to give her a tender kiss. Her gloss makes her lips soft and sticky. She looks up at you, putting her arms either side of her body, pushing her breasts forward.<br>
<br>
The kiss turns to more, as passion takes hold of you. Your lips meet again and again, as your tongue creeps in and meets hers. You reach out, holding on to her shoulder, feeling the strap to her babydoll underneath your firm grip. There is a murmur from within her. You open your eyes and see her staring up at you as your lips part.<br>
<br>
"Do you think…" she murmurs, almost hesitant. "Do you want to… taste me?" Her eyes flicker down her own body, gazing on the hem of her lingerie. Then back up, meeting your gaze. She says nothing more.<br>
<br>
<<ActionsHeader>>
<<link "Go down on Jennifer" "JenniferDialogue">><<set $JenniferDialogue to "StayOverSexGoDown">><<Greedy -1>><</link>><br>
<<link "Convince her to go down on you" "JenniferDialogue">><<set $JenniferDialogue to "StayOverSexBlowJob">><<Greedy 1>><</link>><br>
<<case "StayOverSexGoDown">>
You nod and smile at her. She hoists herself back further on the bed and lies down, parting her legs to reveal a matching thong over her mound. With her hands, she lifts the hem of her babydoll, revealing all to see.<br>
<br>
Dropping to your knees, your line up your eyes with her and the bed, then lean forward, eagerly moving your lips towards her thong. With a tender caress, you pull the underwear aside. Her hairless, shaved pussy is all you can see. <br>
<br>
You glance up. She looks down her own body, a smile and expectation in her gaze. You grin.<br>
<br>
Your tongue laps at her labia, around the edges, across and upward. She purrs and moans as you touch her. Almost immediately, she grows wet. <bR>
<br>
Looking up, you see her head arched back, eyes closed, squirming as your tongue explores the edges of her lips. Then, with a dramatic hesitancy, you slip your tongue between them.<Br>
<br>
Her legs instinctively close around your head as she moans. You continue to lap at her private area, tasting her juices as they begin to grow. She squeaks with pleasure.<Br>
<br>
Then, there’s a tapping against your hair. Glancing up, you see Jennifer panting, smiling, but looking at you. "I think I’m ready," she murmurs. To emphasise, she pulls herself further back up on the bed, parting her legs even more.<br>
<br>
<<ActionsHeader>>
<<link "Have sex" "JenniferDialogue">><<set $JenniferDialogue to "StayOverSexMainEvent">><</link>>
<<case "StayOverSexBlowJob">>
"I’ve got a better idea," you say. Taking her hand, you pull her from the bed, then rest your remaining one on her shoulder. Gently pushing downwards.<br>
<br>
Understanding crosses her eyes. She lets you push her down, and she kneels at your feet, staring up at you, her hem riding her and exposing her matching thong underneath it. <Br>
<Br>
<<if $PlayerCharacter.stateCurrent is 0>>
You smile as she reaches forward. Unbuckling your belt. Pulling your trousers down just enough to see your boxer shorts. You see her eyes widen as she notices you are already stiff underneath the cotton fabric.<Br>
<br>
Her delicate hands reach up, and free your large dick from your underwear. It springs out almost into her face. She runs her fingers over it. Almost nervously.<Br>
<Br>
"I always forget," she whispers.<Br>
<br>
The words escape your mouth before you can stop yourself. "Suck it."<br>
<Br>
She nods and moves her face forward, running her tongue over the tip. Then, cautiously, wraps her lips around it and sucks on the end. You sigh with euphoria. <Br>
<br>
Using her dainty hand, she feeds your cock into her tiny mouth, taking more and more of its length inside. You watch from above, as your girlfriend bobs up and down, her glossy lips smearing as she takes your prick deeper towards her throat.<Br>
<br>
"You're so good at this," you whisper, reaching out to pull her head further towards your body. She relaxes and you feel it hit her tonsils. There’s a look on her face, but she holds your eyes with her own until you release her. She gasps, then looks back up at you. A small smile.<br>
<Br>
"I think you’re ready," she says. She stands, leans back towards the bed, and shifts back on to it, parting her legs as she lies down.<Br>
<<elseif $PlayerCharacter.stateCurrent is 1>>
You smile as she reaches forward. Unbuckling your belt. Pulling your trousers down just enough to see your boxer shorts. You see her eyes widen as she notices you are already stiff underneath the cotton fabric.<Br>
<Br>
Her delicate hands reach up, and free your dick from your underwear. It springs out in front of her. She runs her fingers over it tenderly.<Br>
<br>
"Someone’s excited," she whispers.<Br>
<br>
The words escape your mouth before you can stop yourself. "Suck it."<Br>
<br>
She nods and moves her face forward, running her tongue over the tip. Then, cautiously, wraps her lips around it and sucks on the end. You sigh with euphoria. <Br>
<br>
Using her dainty hand, she feeds your cock into her tiny mouth, taking more of its length inside. You watch from above, as your girlfriend bobs up and down, her glossy lips smearing as she takes your prick deeper towards her throat.<Br>
<br>
"You're so good at this," you whisper, reaching out to pull her head further towards your body. She relaxes and you feel it inside her. You don’t quite get back to hitting her tonsils, but she holds your eyes with her own until you release her. She sighs, then looks back up at you. A small smile.<br>
<br>
"I think you’re ready," she says. She stands, leans back towards the bed, and shifts back on to it, parting her legs as she lies down.<Br>
<<elseif $PlayerCharacter.stateCurrent is 2>>
You smile as she reaches forward. Unbuckling your belt. Pulling your trousers down just enough to see your boxer shorts. You see her eyes look curiously, as if searching for something that isn’t there.<br>
<br>
Her delicate hands reach up, and free your small dick from your underwear. It falls out in front of her. Fitting easily into her hand.<br>
<br>
"Nice," she whispers.<Br>
<br>
The words escape your mouth before you can stop yourself. "Can you suck it?"<Br>
<br>
She looks at you, but then nods and moves her face forward, running her tongue over the tip. Then wraps her lips around it and sucks it. You sigh with euphoria. <Br>
<br>
Using her dainty hand, she feeds your cock into her mouth, easily taking it taking its length inside. You watch from above, as your girlfriend bobs up and down, her glossy lips smearing as she ingests your penis.<Br>
<br>
"You're so good at this," you whisper, reaching out to pull her head further towards your body. She relaxes and you feel your prick inside her. The sensation barely changes, and she holds your eyes with her own until you release her. She just looks back up at you. <br>
<br>
"I think you’re ready," she says. She stands, leans back towards the bed, and shifts back on to it, parting her legs as she lies down.<Br>
<<else>>
You smile as she reaches forward. Unbuckling your belt. Pulling your trousers down just enough to see your boxer shorts. You see her eyes look around. Confused.<BR>
<br>
Her delicate hands reach up, and free your tiny dick from your underwear. It falls out over your boxers. She holds it, looking tiny in her palm.<Br>
<br>
"It is cold tonight," she says, apologetic.<br>
<br>
The words escape your mouth before you can stop yourself. "Do you think you can suck it?"<Br>
<br>
She looks at you, raising an eyebrow. She moves her face forward, running her tongue over it. Then wraps her lips around it takes it in her mouth in one move. You sigh with euphoria. <Br>
<br>
You watch from above, as your girlfriend bobs up and down, her glossy lips smearing as she blows you with ease. <Br>
<br>
"You're so good at this," you whisper, reaching out to pull her head further towards your body. She doesn’t react. The sensation barely changes, and she holds your eyes with her own until you release her. She just looks back up at you. <Br>
<bR>
"I think you’re ready," she says, with a little hesitancy. She stands, leans back towards the bed, and shifts back on to it, parting her legs as she lies down.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Have sex" "JenniferDialogue">><<set $JenniferDialogue to "StayOverSexMainEvent">><</link>>
<<case "StayOverSexMainEvent">>
You climb on to the bed, pulling your trousers down as you do so. Straddling her, you take your top off and cast it aside.<br>
<br>
<<if $PlayerCharacter.stateCurrent is 0>>
She appraises you from beneath, eyes lingering on your chest and your large erect member, hovering above her exposed pussy. "Fuck me," she whispers, breathlessly.<Br>
<br>
Without needing more assurance, you reach down and guide your prick towards her. You massage her clit with a finger and thumb, then cautiously drive your dick inside.<Br>
<br>
She moans as its girth stretches her wide, continuing to whimper as you rock back and forth, driving it deeper and deeper still. You arch your back, reaching out to pull down her negligee and play with her nipples before lust overcomes you and you focus your efforts on your thrusts.<Br>
<Br>
You feel Jennifer’s legs grip the side of your torso. Wrap around your body as she lies otherwise inert underneath your body. You see her bite her bottom lip, but she can’t control the screams of pleasure that fall from her throat.<Br>
<br>
"Oh god!" she murmurs suddenly, arching her back and pushing her body against yours. The shriek is loud, uncontrolled and unashamed. <bR>
<br>
It’s enough to send you over the edge. You can feel it within you. You need to cum. Now.<br>
<bR>
You glance down at Jennifer, in the throes of post-orgasmic bliss. She catches your eye. Expectantly.<br>
<<elseif $PlayerCharacter.stateCurrent is 1>>
She appraises you from beneath, eyes lingering on your chest and your erect member, hovering above her exposed pussy. "Fuck me," she whispers.<br>
<br>
Without needing more assurance, you reach down and guide your prick towards her. You massage her clit with a finger and thumb, then cautiously drive your dick inside.<br>
<br>
She moans as you enter, continuing to pant as you rock back and forth, driving it deeper. You arch your back, reaching out to pull down her negligee and play with her nipples, before gingerly reaching to twist your own. Then lust overcomes you and you focus your efforts on your thrusts.<br>
<br>
You feel Jennifer’s legs part a little more, pushing back at you with her own gyrating. She murmurs and moans as pleasure escapes from her mouth.<br>
<br>
"Oh god" she says suddenly, arching her back and pushing her body further against yours. Her cry is loud and without restraint.<br>
<br>
It’s enough to send you over the edge. You can feel it within you. You need to cum. Now.<br>
<br>
You glance down at Jennifer, in the throes of post-orgasmic bliss. She catches your eye. Expectantly.<br>
<<elseif $PlayerCharacter.stateCurrent is 2>>
She appraises you from beneath, eyes lingering on your small mounds and enlarged nipples that you feel have become erect. They linger a little too long. "Fuck me," she whispers.<br>
<br>
Without needing more assurance, you reach down and guide your prick towards her. You massage her clit with a finger and thumb, then cautiously drive your dick inside.<br>
<br>
She murmurs as you enter, making appreciative noises as you rock back and forth, driving it deeper. You arch your back, reaching out to pull down her negligee and play with her nipples, then reach up to your own. You gasp at the touch. Almost more than from the sensation of fucking your girlfriend.<br>
<br>
You feel Jennifer’s legs part a little more and notice she’s pulled them wide with her hands, giving you room to get deeper into her. She pants as she pulls at her legs.<br>
<br>
"Oh" she whispers suddenly, arching her back and pushing her body further against yours. You feel her shudder.<br>
<bR>
It’s enough to send you over the edge. You can feel it within you. You need to cum. Now.<br>
<br>
You glance down at Jennifer, in the throes of post-orgasmic bliss. She catches your eye. Expectantly.<br>
<<else>>
She appraises you from beneath, eyes lingering on your breasts with narrowed eyes. You see her shake her head, as if to dismiss the thought. "Fuck me," she says, almost flatly.<Br>
<br>
Without needing more assurance, you reach down and guide your prick towards her. You massage her clit with a finger and thumb, then cautiously drive your dick inside.<br>
<br>
She looks down as you enter, watching you rock back and forth. There is no need to drive it deeper. Within a few thrusts, everything you have is within her. You arch your back, reaching out to pull down her negligee and play with her nipples, but can’t help but reach up your own. You cup your breasts and massage them, just as would with your girlfriend. You gasp at your own touch and realise this turns you on more than what you’re doing with your cock.<Br>
<br>
You feel Jennifer’s legs part and notice she’s pulled them back with her hands, almost pulling them up to her chin, trying to you deeper inside her. She looks back at you through them, wincing as she watches you play with your nipples.<br>
<br>
It's enough to send you over the edge. You can feel it within you. You need to cum. Now.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Cum inside her" "JenniferDialogue">><<set $JenniferDialogue to "StayOverSexCumInside">><<Greedy 1>><</link>><Br>
<<link "Pull out" "JenniferDialogue">><<set $JenniferDialogue to "StayOverSexPullOut">><<Greedy -1>><</link>><Br>
<<link "Cum on her face" "JenniferDialogue">><<set $JenniferDialogue to "StayOverSexCumOnFace">><<Assertive 1>><</link>><Br>
<<case "StayOverSexCumInside">>
<<if $PlayerCharacter.stateCurrent is 0>>
You can’t help it. Or so you tell yourself. With a moan, you feel your thrusting increase and then all too quick your orgasm is upon you. "Ah! I’m cumming!"<Br>
<bR>
You feel your large dick empty deep inside Jennifer’s womb. One spurt. Two. A third. The ecstasy threatens to overcome you. By the time you're finished, you collapse forward, lying against Jennifer’s body. "Did you just come inside me?" you hear her ask. <BR>
<bR>
You pull your head back to look at her. She raises an eyebrow. "I thought we weren’t going to risk that? Even if I am on the pill."<Br>
<br>
"Sorry," you say. "I couldn’t stop."<Br>
<br>
She sighs and pushes you off her. You glance back at her. There’s a slight twinge of frustration on her face, but she gives you an understanding smile. "Just try not to in future. Doctor Palmer… let’s just say his birth control prescriptions are prone to accidents."<Br>
<br>
You nod, wondering how that might happen. She gets off the bed and looks down to her legs. She sniggers. "That was a lot. I better clean up." <Br>
<br>
She glances back at you as she heads towards the bedroom door. Her eyes lingering on your dick, still large even as it becomes flaccid. She grins. "And that was… amazing."<Br>
<br>
You grin as she exits and lay back down on the bed. Thinking about how you emptied your balls into her body. It was… hot.<Br>
<br>
Minutes later, she returns. Make-up removed. And everything else. "Your turn," she says. "Then we snuggle."<br>
<<elseif $PlayerCharacter.stateCurrent is 1>>
You can’t help it. Or so you tell yourself. With a moan, you feel your thrusting increase and then all too quick your orgasm is upon you. "Ah! I’m cumming!"<BR>
<br>
You feel your dick empty deep inside Jennifer’s womb. One spurt. Then another. You tug at your dick one final time and feel waves of endorphins flood through your body. By the time you're finished, you collapse forward, lying against Jennifer’s body. "Did you just come inside me?" you hear her ask.<br>
<br>
You pull your head back to look at her. She raises an eyebrow. "I thought we weren’t going to risk that? Even if I am on the pill."<Br>
<br>
"Sorry," you say. "I couldn’t stop."<Br>
<br>
She sighs and pushes you off her. You glance back at her. There’s a slight twinge of frustration on her face, but she gives you an understanding smile. "Just try not to in future. Doctor Palmer… let’s just say his birth control prescriptions are prone to accidents."<Br>
<br>
You nod, wondering how that might happen. She gets off the bed and looks down to her legs. She sighs. "Been a while, hasn’t it. I better clean up." <br>
<br>
She glances back at you as she heads towards the bedroom door. Her eyes lingering on your dick even as it becomes flaccid. She grins. "That was… good."<Br>
<br>
You grin as she exits and lay back down on the bed. Thinking about how you came inside her body.<Br>
<bR>
Minutes later, she returns. Make-up removed. And everything else. "Your turn," she says. "Then we snuggle."<br>
<<elseif $PlayerCharacter.stateCurrent is 2>>
You can’t help it. Or so you tell yourself. With a moan, you feel your thrusting increase and then all too quick your orgasm is upon you. "Ah! I’m cumming!"<Br>
<br>
You feel your dick spurt inside Jennifer’s womb. Something inside you stirs and you instinctively reach up your nipples, twisting them roughly. The sensation is enough to trigger yet another spurt of your cum, shooting up inside your girlfriend. Then you collapse forward, lying against Jennifer’s body. "Did you just come inside me?" you hear her ask. <br>
<br>
You pull your head back to look at her. She raises an eyebrow. "I thought we weren’t going to risk that? Even if I am on the pill."<br>
<br>
"Sorry," you say. "I couldn’t stop."<Br>
<br>
She sighs and pushes you off her. You glance back at her. There’s a slight twinge of frustration on her face, but she gives you an understanding smile. "Just try not to in future. Doctor Palmer… let’s just say his birth control prescriptions are prone to accidents."<Br>
<br>
You nod, wondering how that might happen. She gets off the bed and looks down to her legs, with a slight confusion. But she shrugs it off. "I better touch up." <Br>
<br>
She glances back at you as she heads towards the bedroom door. There’s something in her eyes. Almost a vacancy. "That was… nice," she says.<Br>
<br>
You watch her go, then lay back down on the bed. Thinking about the feeling of playing with your nipples as you came.<br>
<br>
Minutes later, she returns. Make-up removed. "Your turn," she says. "Then we snuggle."<br>
<<else>>
You can’t help it. Or so you tell yourself. With a moan, you feel your thrusting increase and then all too quick your orgasm is upon you. "Ah! I’m cumming!"<br>
<bR>
A small wave of endorphins move through your body, as a small spurt of semen shoots from your dick. Then… it’s over. Without realising it, your fingers drift up to cup your breasts and gently pinch your nipples. The gasp creates more ecstasy than you ejaculating. Then you collapse forward, lying against Jennifer’s body. "Did you just come inside me?" you hear her ask. <br>
<br>
You pull your head back to look at her. She raises an eyebrow. "I thought we weren’t going to risk that? Even if I am on the pill."<br>
<br>
"Sorry," you say. "I couldn’t stop."<br>
<br>
She sighs and pushes you off her. You glance back at her. There’s a slight twinge of frustration on her face, but she gives you an understanding smile. "Just try not to in future. Doctor Palmer… let’s just say his birth control prescriptions are prone to accidents."<Br>
<bR>
You nod, wondering how that might happen. She gets off the bed and looks down to her legs, with a slight confusion. "Are you sure you came?" When you nod, she looks at you curiously. "I should take off my make-up," she adds. <bR>
<bR>
She glances back at you as she heads towards the bedroom door. Frowning. Confused. Eyes narrowed. She says nothing. <Br>
<br>
You watch her go, then lay back down on the bed. Thinking about the feeling of playing with your breasts. Aching to do it again.<Br>
<br>
Minutes later, she returns. Make-up removed. "Your turn," she says. "Then we snuggle."<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Clean up and snuggle with Jennifer" "JenniferDialogue">><<set $JenniferDialogue to "StayOverSexEpilogue">><</link>><Br>
<<case "StayOverSexPullOut">>
<<if $PlayerCharacter.stateCurrent is 0>>
You pull out and point your large dick up in the air, massaging it vigorously. In an instant Jennifer reacts, pulling her babydoll up. Just in time as jets of sticky white semen to land on her stomach. One spurt. Two. A third. You tug at your dick one final time and feel waves of endorphins flood through your body.<br>
<br>
By the time to you sigh in elation, Jennifer’s stomach is covered in your spunk. She looks up at you, smiling politely. After a moment, she whispers. "That was a lot."<Br>
<br>
Residual cum drips from your tip as you pull yourself off her, grinning. She reaches to a tissue box beside her bed and dabs at her body. In spite of her efforts, no amount of tissues can help.<bR>
<bR>
"I better clean up," she says, sliding off the bed. She glances back at you as she heads towards the bedroom door. Her eyes lingering on your dick, still large even as it becomes flaccid. She grins. "And that was… amazing."<Br>
<br>
You grin as she exits and lay back down on the bed. Thinking about her body as semen spilled from your prick. She looked hot.<Br>
<br>
Minutes later, she returns. Make-up removed. And everything else. "Your turn," she says. "Then we snuggle."<br>
<<elseif $PlayerCharacter.stateCurrent is 1>>
You pull out and point your dick up in the air, massaging it vigorously. In an instant Jennifer reacts, pulling her babydoll up. Just in time as jets of sticky white semen land on her stomach. One spurt. Then another. You tug at your dick one final time and feel waves of endorphins flood through your body.<bR>
<br>
By the time to you sigh in elation, Jennifer’s stomach is splattered with your cum. She looks up at you, smiling politely. After a moment, she whispers. "Been a while, has it?"<Br>
<br>
Residual cum drips from your tip as you pull yourself off her, grinning. She reaches to a tissue box beside her bed and dabs at her body. She manages to remove most of it.<Br>
<br>
"I better clean up," she says, sliding off the bed. She glances back at you as she heads towards the bedroom door. Her eyes lingering on your dick even as it becomes flaccid. She grins. "That was… good."<br>
<br>
You grin as she exits and lay back down on the bed. Thinking about her body with your semen over it.<Br>
<br>
Minutes later, she returns. Make-up removed. And everything else. "Your turn," she says. "Then we snuggle."<Br>
<<elseif $PlayerCharacter.stateCurrent is 2>>
You pull out and point your dick up in the air, massaging it vigorously. In an instant Jennifer reacts, pulling her babydoll up. Just in time as a spurt of sticky white semen lands on her stomach. Something inside you stirs and you instinctively reach up your nipples, twisting them roughly. The sensation is enough to trigger yet another spurt of your cum, falling on her bellybutton.<br>
<br>
Glancing down, you see two threads of spunk across Jennifer’s body. She looks up at you, a little unsure. After a moment, she just nods.<Br>
<bR>
A small amount of residual cum drips from your tip as you pull yourself off her. She reaches to a tissue box beside her bed and dabs at her stomach. By the time she’s finished, there’s no sign of your load.<Br>
<br>
"I better touch up," she says, sliding off the bed. She glances back at you as she heads towards the bedroom door. There’s something in her eyes. Almost a vacancy. "That was… nice," she says.<br>
<br>
You watch her go, then lay back down on the bed. Thinking about the feeling of playing with your nipples as you came.<br>
<br>
Minutes later, she returns. Make-up removed. "Your turn," she says. "Then we snuggle."<br>
<<else>>
You pull out and point your dick up in the air, massaging it vigorously. In an instant Jennifer reacts, pulling her babydoll up. Just in time as a small spurt semen lands on her stomach. Then… it’s over. Without realising it, your fingers drift up to cup your breasts and gently pinch your nipples. The gasp creates more ecstasy than you ejaculating.<br>
<br>
Glancing down, you see a small stream of spunk on Jennifer’s stomach, She looks up at you, a nose turned up. After a moment, she asks. "Are you done?"<br>
<br>
There is no residual cum as you pull yourself off her. She reaches to a tissue box beside her bed and wipes only once to remove your load. <br>
<bR>
"I should take off my make-up," she says, sliding off the bed. She glances back at you as she heads towards the bedroom door. Frowning. Confused. Eyes narrowed. She says nothing. <br>
<br>
You watch her go, then lay back down on the bed. Thinking about the feeling of playing with your breasts. Aching to do it again.<br>
<bR>
Minutes later, she returns. Make-up removed. "Your turn," she says. "Then we snuggle."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Clean up and snuggle with Jennifer" "JenniferDialogue">><<set $JenniferDialogue to "StayOverSexEpilogue">><</link>><Br>
<<case "StayOverSexCumOnFace">>
<<if $PlayerCharacter.stateCurrent is 0>>
You pull out and clamber over Jennifer’s torso, legs astride her chest, directing your large shaft towards her face. She looks up at you, expression muted, and you feel her arms flinch as they are pinned down beneath your thighs. But she doesn’t say anything.<Br>
<bR>
Tugging at your dick one final time, you feel waves of endorphins flood through your body as sticky white semen coats Jennifer’s made-up face. Your large member pumps hard, full of cum. One spurt. Two. A third.<br>
<br>
By the time to you sigh in elation, Jennifer’s eyes and cheeks are covered in your spunk. She looks up at you, smiling politely. After a moment, she whispers. "That was a lot."<bR>
<br>
Residual cum drips from your tip as you pull yourself off her, grinning. She reaches to a tissue box beside her bed and dabs at her face. In spite of her efforts, no amount of tissues can help.<Br>
<br>
"I better clean up," she says, sliding off the bed. She glances back at you as she heads towards the bedroom door. Her eyes lingering on your dick, still large even as it becomes flaccid. She grins. "And that was… amazing."<Br>
<bR>
You grin as she exits and lay back down on the bed. Thinking about her face as semen spilled from your prick. She looked hot.<Br>
<br>
Minutes later, she returns. Make-up removed. And everything else. "Your turn," she says. "Then we snuggle."<Br>
<<elseif $PlayerCharacter.stateCurrent is 1>>
You pull out and clamber over Jennifer’s torso, legs astride her chest, directing your dick towards her face. She looks up at you, expression muted, and you feel her arms flinch as they are pinned down beneath your thighs. But she doesn’t say anything.<BR>
<bR>
You tug at your dick one final time and feel waves of endorphins flood through your body, as sticky white semen coats Jennifer’s made-up face. Your member pumps hard, full of cum. One spurt. Then another.<Br>
<bR>
By the time to you sigh in elation, Jennifer’s forehead is splattered with your spunk. She looks up at you, smiling politely. After a moment, she whispers. "Been a while, hasn’t it?"<Br>
<bR>
Residual cum drips from your tip as you pull yourself off her, grinning. She reaches to a tissue box beside her bed and dabs at her face. She manages to remove most of it.<Br>
<br>
"I better clean up," she says, sliding off the bed. She glances back at you as she heads towards the bedroom door. Her eyes lingering on your dick, even as it becomes flaccid. She grins. "That was… good."<Br>
<br>
You grin as she exits and lay back down on the bed. Thinking about her face with your semen over it.<Br>
<bR>
Minutes later, she returns. Make-up removed. And everything else. "Your turn," she says. "Then we snuggle."<Br>
<<elseif $PlayerCharacter.stateCurrent is 2>>
You pull out and clamber over Jennifer’s torso, legs astride her chest, directing your dick towards her face. She looks up at you, expression muted, and you feel her arms flinch as they are pinned down beneath your thighs. But she doesn’t say anything.<Br>
<bR>
Tugging at your dick one final time, you feel waves of endorphins flood through your body as a spurt of sticky white semen coats Jennifer’s made-up face. Something inside you stirs and you instinctively reach up your nipples, twisting them roughly. The sensation is enough to trigger yet another spurt of your cum, falling over Jennifer’s lips. <br>
<br>
Glancing down, you see two threads of spunk across Jennifer’s made-up face. She looks up at you, a little unsure. After a moment, she just nods.<Br>
<br>
A small amount of residual cum drips from your tip as you pull yourself off her. She reaches to a tissue box beside her bed and dabs at her face. By the time she’s finished, there’s no sign of your load.<Br>
<br>
"I better touch up," she says, sliding off the bed. She glances back at you as she heads towards the bedroom door. There’s something in her eyes. Almost a vacancy. "That was… nice," she says.<Br>
<br>
You watch her go, then lay back down on the bed. Thinking about the feeling of playing with your nipples as you came.<Br>
<br>
Minutes later, she returns. Make-up removed. "Your turn," she says. "Then we snuggle."<br>
<<else>>
You pull out and clamber over Jennifer’s torso, legs astride her chest, directing your dick towards her face. She looks up at you, eyes narrowed, and you feel her arms flinch as they are pinned down beneath your thighs. But she doesn’t say anything.<br>
<br>
Tugging at your dick one final time, you feel a small wave of endorphins move through your body as a small spurt of semen hits Jennifer’s made-up face. Then… it’s over. Without realising it, your fingers drift up to cup your breasts and gently pinch your nipples. The gasp creates more ecstasy than you ejaculating.<br>
<br>
Glancing down, you see a small stream of spunk on Jennifer’s cheek. She looks up at you, a nose turned up. After a moment, she asks. "Are you done?"<Br>
<br>
There is no residual cum as you pull yourself off her. She reaches to a tissue box beside her bed and wipes only once to remove your load. <Br>
<br>
"I should take off my make-up," she says, sliding off the bed. She glances back at you as she heads towards the bedroom door. Frowning. Confused. Eyes narrowed. She says nothing. <Br>
<br>
You watch her go, then lay back down on the bed. Thinking about the feeling of playing with your breasts. Aching to do it again.<Br>
<bR>
Minutes later, she returns. Make-up removed. "Your turn," she says. "Then we snuggle."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Clean up and snuggle with Jennifer" "JenniferDialogue">><<set $JenniferDialogue to "StayOverSexEpilogue">><</link>><Br>
<<case "StayOverSexEpilogue">>
You go to the bathroom and sort yourself out, taking the opportunity to brush your teeth with the same toothbrush Jennifer bought you. By the time you return to the bedroom, Jennifer is snuggling tucked up underneath the sheets.<Br>
<br>
<<if $PlayerCharacter.stateCurrent is 0>>
You slide in and wrap your arms around her. She pushes back into your manly torso, wrapping your arms around her. "Goodnight, handsome" she purrs.<Br>
<br>
After you are certain she has gone to sleep, you roll off to the other side. Smiling at the sight of Jennifer sleeping peacefully. <Br>
<<elseif $PlayerCharacter.stateCurrent is 1>>
You slide in and wrap your arms around her. She pushes back against you, inadvertently causing the fabric of her satin babydoll to rub against your sensitive chest. "Goodnight" she purrs.<Br>
<bR>
After you are certain she has gone to sleep, you roll off to the other side. Smiling at the sight of Jennifer sleeping peacefully. Dismissing the sensation of her lingerie rubbing against you.<br>
<<elseif $PlayerCharacter.stateCurrent is 2>>
You slide in and try to wrap your arms around her, but you have to pull yourself up the bed in order to get over her being closer to her height than you remembered. She pushes back against you, pushing against your small mounds and bare nipples. You feel them stiffen at the touch of her satin babydoll. "Are you alright?" she asks. <br>
<br>
As you spoon, Jennifer squirms and wriggles against your chest. Uncomfortable, unsettled. Eventually she untangles herself from your arms. Even in the darkness, you see her staring at your mounds. "Night".<br>
<bR>
You roll off to the other side. Thinking about her restlessness. When you are certain she’s gone to sleep, you can’t help but run a finger over your nipple. And bite your lip to prevent a gasp.<Br>
<<else>>
You slide in and try to wrap your arms around her, just tall enough to be able to do so if you lean up in the bed. She pushes back against you and you feel her satin babydoll press against your breasts. You can’t help but gasp. Even in the darkness, you see her staring at your breasts.<br>
<br>
She says nothing, but then rolls back over, facing away from you. Mumbling something unintelligible. You roll off to the other side. Thinking about her reaction. When you are certain she’s gone to sleep, you reach up and run your hands over your chest. Cupping your breasts and recalling the sensation of the satin against them.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Go to sleep" "JennifersApartmentBedroomSleep">><<TimeChange>><<Quest35Stage4Setup>><<EndConversation "Jennifer">><</link>><br>
<<case "FirstDream">>
"Hey," you begin. "This is going to sound funny, but I had a dream..."<br>
<br>
Jennifer eyes you curiously. "What sort of dream?"<br>
<br>
<<if $current.female is true>>"I dreamed that I was having coffee with you," you begin. "When we first became friends. Except, we were interrupted by Dan Mandel. From work. He wouldn’t shut up about men being men."<br>
<<else>>"I dreamed of one of our first dates," you begin. "Except, we were interrupted by Dan Mandel. From work. He wouldn’t shut up about men being men."<br><</if>>
<br>
Jennifer frowns. "At Fresh Pot, right? I remember that. He was infuriating. Don’t you?"<Br>
<br>
You feel your mouth drop open, but you can’t think why. "Yes," you say. "I remember."<Br>
<Br>
She tilts her head as she watches you for a moment. "Are you okay, <<TrueName "Current">>?"<br>
<br>
A sigh escapes your lips. "I don’t know," you say quietly. "Jen, do I look different to you?"<Br>
<br>
She gives you an appraising look. "Maybe you’ve lost some weight. I imagine the stress isn’t helping."<br>
<Br>
"Nothing… strange," you try. "Like, magically strange?"<Br>
<br>
Jennifer’s green eyes flicker over you. "I don’t sense anything," she mutters. Then takes a deep breath. "Maybe try to limit your exposure to whatever you’re doing. I can’t say it enough, <<TrueName "Current">>. Be careful."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Jennifer" "FirstDream">><</link>>
<<case "TwoPlacesSpell">>
"I wanted to ask," you begin. "Do you know of any spell that could let someone be in two places at once?"<Br>
<Br>
This grabs Jennifer’s attention. "What have you done, <<TrueName "Current">>?"<bR>
<br>
"Nothing!", you stammer. "I’m just curious."<Br>
<br>
Jennifer throws you a dark look. "Curiosity kills cats. And that’s sometimes the most humane thing it can do when it comes to magic."<bR>
<bR>
"I just think it would help," you try. "With everything that’s going on."<BR>
<BR>
"<<TrueName "Current">> Phillips," Jennifer says in a matronly manner. "Don’t you dare think about using spells so frivolously. Do you have any idea what sort of power you’d need to use to do something like that?"<br>
<br>
"But Jen -"<Br>
<br>
"I don’t want to hear it," she says. "I’m warning you, don’t mess with this sort of stuff. It’s already too much that you’re in as deep as you are."<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Jennifer" "TwoPlacesSpell">><</link>>
<<case "JenniferInLibraryDiscussion">>
"Hey, I thought I saw you the other morning," you tell her. "Sunday. On Orchid Road."<Br>
<br>
"Oh?" she asks you, nonchalantly. "I mean, I guess I could have been there. I think I was dropping something off at work."<Br>
<br>
You roll you lips, considering her words. "I actually thought I saw you go into the library."<Br>
<br>
"Ah, yes!" Jennifer exclaims. "I was returning a book. Just a travel guide on Prague. I forgot I even had it. Luckily they let me off without a fine. Small towns have small blessings, sometimes."<Br>
<br>
You murmur a groan to yourself. You can’t remember seeing Jennifer reading a travel guide recently. But you leave the matter. For now.<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Jennifer" "JenniferInLibraryDiscussion">><</link>>
<<case "JenniferLibrary">>
"I want to talk to you about Terrence," you tell Jennifer. "About what you're doing with him in the library."<br>
<br>
Her eyes widen for a moment, then narrow. <<Flag "JenniferLibraryCaught">><<if _FlagReturn is true>>"Someone's been talking," she says. "Or have <i>they</i>?"<br><<else>>"Have you been spying on me, <<TrueName "Current">>?"<br><</if>>
<br>
"It doesn’t matter, Jen," you say. "I want to know what’s going on. I think it’s only fair, given what happened before."<Br>
<Br>
"I’ve been tutoring him," she says, looking away from you for just the briefest of moments. "He needed some help with biology. His mother mentioned it to me at work. I felt sorry for him, so I offered."<br>
<Br>
You suck in air. "That’s another lie," you tell her. "That wasn’t tutoring you were doing. What's really going on. What’s this got to do with Annie?"<Br>
<Br>
Jennifer grits her teeth. "This has got nothing to do with you, <<TrueName "Current">>. I’m not doing anything wrong. I’m helping him."<br>
<bR>
"Then talk to me," you plead. "Why won’t you just tell me what’s going on?"<Br>
<BR>
She looks back with you in defeat. "Fine," she whispers. "Ask."<Br>
<br>
<<ActionsHeader>>
<<link "Ask about what happened to Annie" "JenniferDialogue">><<SetFlag "JenniferLibraryCaught" false>><<set $JenniferDialogue to "JenniferLibraryAnnie">><<DialogueDone "Jennifer" "JenniferLibrary">><</link>><Br>
<<link "Ask what’s going to happen to Terrence" "JenniferDialogue">><<SetFlag "JenniferLibraryCaught" false>><<set $JenniferDialogue to "JenniferLibraryTerrence">><<DialogueDone "Jennifer" "JenniferLibrary">><</link>><Br>
<<case "JenniferLibraryAnnie">>
"So what happened with Annie?" you begin. "What exactly happened to her at school?"<Br>
<Br>
"I don’t want to dwell on the past, <<TrueName "Current">>. That’s dead and buried. I can’t change that. It happened long before you had even heard of Charlton."<br>
<br>
"But it’s worth mentioning to Terrence?" you retort.<Br>
<br>
"For good reasons that I don’t want to go into," Jennifer says, struggling to retain a sense of calm. "I don’t see why you’re so fixated on Annie Clancy. Terrence is the one that needs helping." She exhales, forcing frustration out of her voice. "Annie has had to learn to take care of herself."<Br>
<br>
"So you won’t tell me what happened?" <Br>
<Br>
Jennifer looks at you. She lets the moment hang, as indecision plays across her face. After a long pause, she sighs. Her eyes temporarily without the anger. Now almost pleading.<Br>
<Br>
"I don’t even let myself think about it, <<TrueName "Current">>. And I definitely don’t want to talk about it."<Br>
<br>
There's a sense of deflation in her posture. She looks to you, already tired. "Just... Annie had a hard time at school," she adds. "And now Terrence is going through it. I don't want what happened before to happen again. Not when this time, I might be able to help."<br>
<Br>
"But you won't get into specifics about what happened?" you snap.<br>
<br>
She shakes her head. "Because I know you. You'll get involved. And that might make everything worse."<br>
<br>
<<ActionsHeader>>
<<DialogueSpoken "Jennifer" "JenniferLibraryTerrence">>
<<if _Discussed is false>><<link "Ask what’s going to happen to Terrence" "JenniferDialogue">><<set $JenniferDialogue to "JenniferLibraryTerrence">><<DialogueDone "Jennifer" "JenniferLibraryAnnie">><</link>><Br>
<<else>><<link "End the conversation" "JenniferDialogue">><<set $JenniferDialogue to "JenniferLibraryEpilogue">><<DialogueDone "Jennifer" "JenniferLibraryTerrence">><</link>><Br><</if>>
<<case "JenniferLibraryTerrence">>
"What’s going to happen to Terrence?" you ask her directly. "What are the cheerleaders planning?"<Br>
<Br>
Jennifer gives you a look. Your words are left to hang. You watch as some frustration drips away. "You need to believe me, <<TrueName "Current">>, when I say they are setting him up for something big."<Br>
<Br>
"What does that mean?"<br>
<Br>
"Come on, <<TrueName "Current">>," she says with exhaustion. "You know what they are. But it's more than charms - curses - that they're planning."<Br>
<BR>
"But you won’t tell me what?" you say, trying to contain your frustration.<Br>
<bR>
Jen steadies herself, almost catching her words as they threaten to come out. "I can’t," she finally says. "You’ll just want to try something. To counter them. And that will bring me into it. And then everything escalates. It will be like a war. One I can’t win."<Br>
<br>
You stare back at Jennifer. She looks genuine and sincere. Her green eyes pleading with you.<Br>
<Br>
"The best I can do is get him through. That’s all we both can do."<Br>
<br>
<<ActionsHeader>>
<<DialogueSpoken "Jennifer" "JenniferLibraryAnnie">>
<<if _Discussed is false>><<link "Ask about what happened to Annie" "JenniferDialogue">><<set $JenniferDialogue to "JenniferLibraryAnnie">><<DialogueDone "Jennifer" "JenniferLibraryTerrence">><</link>><Br>
<<else>><<link "End the conversation" "JenniferDialogue">><<set $JenniferDialogue to "JenniferLibraryEpilogue">><<DialogueDone "Jennifer" "JenniferLibraryTerrence">><</link>><Br><</if>>
<<case "JenniferLibraryEpilogue">>
"I don’t know what to do about this," you say.<br>
<bR>
"Can you not just trust me?" Jennifer asks.<br>
<br>
You look back at her. Back at the person you thought until recently you knew. <br>
<br>
"I need time to think," you tell her.<Br>
<br>
She looks to the floor like she’s lost. But nods. "Just promise me you won’t do anything rash."<br>
<br>
You look at Jen, but the words won’t come. Instead, you walk out the door.<Br>
<br>
<<ActionsHeader>>
<<link "Leave Jennifer’s apartment" "AvianLane">><<EndConversation "Jennifer">><<TimeChange>><<Quest21Confrontation "Jennifer">><<set $JenniferTopics to undefined>><</link>>
<<case "JenniferQuestionHere">>
"First of all," you begin. "Why did you come over this morning?"<br>
<Br>
She hesitates, considering. Then reaches into her pocket and pulls something small out, holding it up for you to see. An acorn. Plain. Ordinary. But you feel it pulsing with latent energy. <Br>
<bR>
"It arrived this morning in the mail" she says. "If you’re wondering why your forget spell wouldn’t take, this is your answer. It’s a nullification charm."<Br>
<br>
You look at the acorn in Jennifer’s hand. You feel its power before Jennifer pockets it. "I knew it for what it was, instantly. I didn’t think I’d ever see one again. Didn’t think I’d need one to protect myself. Especially from you."<Br>
<br>
She lets the disappointment in her voice hang. Then she reaches into another pocket and throws down something on to the sheets. "It came with this."<Br>
<br>
You instinctively reach forward, then remember how little you’re wearing. And what you look like underneath. You pull the covers up across your breasts. <Br>
<Br>
"Oh come on, <<TrueName "Current">>," Jen says, with a hint of humour. "It’s not like I haven’t seen them before."<br>
<Br>
Even so, you reach forward slowly to pick it up, careful not to flash Jennifer. It’s a scrap of paper with scrawled words in black ink:<Br>
<Br>
<center><span class='PCFemale-handwriting'>Go see them. They know. You’re ready now. – S.</span><br></center>
<Br>
You glance at the initial. 'S'. Faint laughter echoes through your brain. <I>Siobhan</i>.<Br>
<Br>
"Somehow, I knew it meant you," Jennifer says, flatly.<Br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Jennifer" "JenniferQuestionHere">><</link>>
<<case "JenniferQuestionCafeteria">>
"I know what happened between you and Annie," you begin. "In the cafeteria. How Skye picked on Annie. And you stood by and didn’t do anything at all."<Br>
<Br>
There is a look of resigned acceptance on Jennifer’s face as she mulls over your words. "I thought if I stayed silent, I wouldn’t have to pick sides. That was my mistake. Silence was a side."<Br>
<Br>
"So you regret not standing up for her?" you ask.<Br>
<br>
She looks at you, then nods. "Annie might have been a bitch sometimes towards me, especially around that time. But I shouldn’t have allowed that. No one deserves to be picked on at school."<Br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Jennifer" "JenniferQuestionCafeteria">><</link>>
<<case "JenniferQuestionTryouts">>
"When you tried out for the cheerleader team. You told Skye that you weren’t friends. That you outgrew her. But she still came to see you try-out."<Br>
<bR>
Jennifer’s anger spikes up again. "Did she? Or did she come to mock me for trying out for the cheerleaders. I don’t know if you got the full story from your magic spell, <<TrueName "Current">>. I don’t remember Annie being enthusiastic about me trying out." <Br>
<br>
"You still ditched her," you say. <Br>
<Br>
"Maybe," she retorts. "But you still don’t get it, do you? I didn’t have an easy time making friends. I got picked on too. And Annie? Well, we drifted apart before that. When Penny entered her life."<Br>
<br>
You give her a look. "You sound jealous?"<Br>
<br>
Jen takes a short breath before replying. "Maybe I was. But I was alone. Annie wasn’t exactly reaching out. And Skye promised me… everything."<Br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Jennifer" "JenniferQuestionTryouts">><</link>>
<<case "JenniferQuestionClassroom">>
"What about Penny and Annie?" you say. "I saw them in the classroom. When you agreed to help Skye use magic on her."<Br>
<bR>
Jennifer casts her head back, looking up at the ceiling. A long breath escapes from her mouth. Her head wilts. You notice her eyes are closed. For what seems like eternity, she just stands there.<Br>
<Br>
When she opens them, they look dull and lifeless. "I did," she says flatly. "I did that. I thought I was helping."<Br>
<Br>
"By using magic on her?" you bark.<Br>
<br>
Jennifer’s eyes narrow, locking directly on to you. An eyebrow spikes up. "Are you going to lecture me about using magic on people you care about?"<Br>
<Br>
You fall silent. <Br>
<Br>
"If it makes any difference," she continues after a pause. "I still thought the curses were charms. Helping people study. Become better versions of themselves. I grew up here, <<TrueName "Current">>. Some of the things they teach you. It’s not just the magic. It’s indoctrination. From a young age."<Br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Jennifer" "JenniferQuestionClassroom">><</link>>
<<case "JenniferQuestionFreshPot">>
"You helped Skye mess with Annie’s head," you tell her. It’s framed not as a question. "It’s the reason her and Penny drifted apart."<Br>
<br>
Her eyes meet yours, glaring with a flash of anger. "You forget that I know a thing or two about magic, <<TrueName "Current">>. How that forget spell of yours works is not that far away from what I did. Not by a long shot."<Br>
<Br>
"I’ve not been changing people," you tell her. "Just making them forget."<Br>
<br>
"That’s how it starts," Jen replies, skeptically. "One day a nudge to forget you had a bad exam and restore some confidence, the next a slight tweak to someone’s perception of you. Then one day, you’re playing around with somebody’s brain."<Br>
<br>
"Is this how it started?" you ask. "With Annie. Small things."<Br>
<Br>
Jennifer nods. "That’s how it works. The coven gives people a little push. And when they stop running towards what they want, another push to make them run towards it again."<Br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Jennifer" "JenniferQuestionFreshPot">><</link>>
<<case "JenniferQuestionRitual">>
"And the ritual?" you quiz her. "In the school gym? That’s when you turned your back on them."<Br>
<Br>
Jennifer looks to the floor, finally defeated. "I couldn’t go through with it. That time. I said it was too much. It wasn’t what I signed up for."<Br>
<br>
You digest the information, thinking of the ramifications of that one night. "Is that why Annie is the way she is?" <Br>
<BR>
Jennifer looks up at you, curiously. "I think Annie is a lot more complex than you give her credit for. In spite of being the most appalling person to me since we grew apart. But if you mean… why is how she is around guys?" Jennifer silently nods.<Br>
<br>
"And you couldn’t have stopped them," you ask.<Br>
<br>
"That ritual is powerful," Jennifer replies. "There’s a reason that the school is full of minor tricks and curses. You don’t see total brainwashing at Charlton everyday, do you?" <Br>
<Br>
You consider her words. Nod. <Br>
<bR>
"Four people with enough power to pull that off?" she continues. "Again just me. I might have held my own back then against Skye, but not with the rest of them ready to gang up on me."<Br>
<br>
"And you didn’t think to try and help Annie after that?"<Br>
<Br>
Jennifer grimaces and squeezes her eyes shut. When she opens them, they glisten. "If I had done anything, they would have come after me. So I get to still live my life as me. However bad that might be."<Br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Jennifer" "JenniferQuestionRitual">><</link>>
<<case "JenniferQuestionNoQuestions">>
"That’s all I’ve got," you tell her. "For now."<br>
<br>
Jennifer nods and sits down at the foot of your bed. All rage now lost in her. You sit there in silence for long moments, both not wanting to speak.<Br>
<Br>
<<if $JenniferLeafDreamTruth.length gte 4>>
"I didn’t mean for it to go that far," she mumbles. "I told them I didn’t want to hurt her. I told Skye that." She swallows. "But no. I didn’t stop it, either."<Br>
<<else>>
"Anything else to add?" you finally say.<br>
<br>
Jennifer looks up at you and shakes her head. Whether or not Jennifer knows anything more seems incidental. She doesn’t appear willing to share anymore.<Br>
<</if>>
<bR>
"And what about Terrence?" you say. "What’s going to happen to him?"<Br>
<bR>
Jennifer’s gaze drifts to the window, the morning daylight creeping into the room. She doesn’t turn back immediately. When she does, her eyes hold a quiet hardness. "He’s next."<Br>
<br>
You lean forward, pulse quickening. "Next for what?"<Br>
<br>
Her chin lifts, looking at you. "Correction," she says with disdain. "Like Annie. Maybe worse."<Br>
<bR>
You feel your anger rising once more. "And you’re just going to let it happen again?"<Br>
<br>
"That's why I'm helping him!" she exclaims. "If the coven think he’s already changed, they won’t bother with the ritual."<Br>
<br>
"I think it’s too late for that," you say flatly. "I bet Christina wants to prove her power. By equaling Skye."<Br>
<br>
Jen puts her head in her palm, massaging her forehead. "They’ll do it at night," she says through gritted teeth. "In the gym. You’ll need to get in there to check. You should be able to hide in the evening whilst they’re doing practice on the field."<Br>
<Br>
You digest her words. "Can you help?" <Br>
<bR>
Her eyes settle on yours. "If they find out I’m involved, they’ll be consequences. I know Christina. She won’t just come for me. Other people will get hurt."<Br>
<br>
"So you’re not going to do anything?" you ask. "Again."<Br>
<Br>
<<if $JenniferLeafDreamTruth.length gte 4>>
Jennifer winces, once more scrunching her eyes up for a moment. "I can create something for you. To help you sneak in. It won’t be traced back to me. If you’re smart, you can stop it before they even know what’s happening."<Br>
<br>
She rises, adjusting her clothes. "I’ll drop it off at lunchtime."<Br>
<br>
"Is that it?" you ask. "You’re leaving?"<Br>
<BR>
<<if $PlayerCharacter.female is true>>"I need some time," she murmurs, voice low. "Time to… handle this. To handle us. And what all of this means."<Br>
<<else>>"I need some time," she murmurs, voice low. "Time to… handle this. And what all of this means."<br><</if>>
<Br>
"After you deal with Terrence," she says, pausing. Her eyes lock on yours, vulnerability and steel entwined in their depths. "Come by. We’ll talk."<Br>
<br>
<<ActionsHeader>>
<<link "Watch Jennifer leave and get up" "YourRoom">>
<<set $YourRoomPostLeafJennifer to undefined>>
<<EndConversation "Jennifer">>
<<EventTrigger "YourHome" "JenniferNecklace" null null null null null null false>>
<<NPCTakeObjectFromNPC "Jennifer" "Siobhan" "JennifersAcorn">>
<<QuestTracker "Quest21" 7>>
<<Quest21RitualOptions "Jennifer">>
<<SetFlag "JenniferConfrontedQuest21">>
<</link>>
<<else>>
Jennifer winces, once more scrunching her eyes up for a moment. "I can't, <<TrueName "Current">>. You don't know what will happen if they find out."<Br>
<br>
"Is that it?" you ask. "You’re leaving?"<Br>
<BR>
<<if $PlayerCharacter.female is true>>"I need some time," she murmurs, voice low. "Time to… handle this. To handle us. And what all of this means."<Br>
<<else>>"I need some time," she murmurs, voice low. "Time to… handle this. And what all of this means."<br><</if>>
<Br>
"After you deal with Terrence," she says, pausing. Her eyes lock on yours, vulnerability and steel entwined in their depths. "Come by. We’ll talk."<Br>
<br>
<<ActionsHeader>>
<<link "Watch Jennifer leave and get up" "YourRoom">><<set $YourRoomPostLeafJennifer to undefined>><<EndConversation "Jennifer">><<NPCTakeObjectFromNPC "Jennifer" "Siobhan" "JennifersAcorn">><<QuestTracker "Quest21" 7>><<Quest21RitualOptions "Jennifer">><<SetFlag "JenniferConfrontedQuest21">><</link>>
<</if>>
<<case "TransformingHer">>
<<CheckPersonalityState "Jennifer">>
<<if _PersonalityState is "Hardened">>
"I don’t know what to think," she tells you. "I’ve given it a lot of thought. If it was just to find out some information, help Terrence in some way, I think that would be another thing. But, you did more than that. You lived as me. And you did things as me that I wouldn’t have done myself.<br>
<Br>
She takes a deep breath. "You know I hate magic," she says. "I’m trying to get out of here. Leave all this behind."<BR>
<br>
<<if $PlayerCharacter.female is false>>"I thought we were going to do that together, <<TrueName "Current">>. Once Emily had graduated, we would skip town. And never come back."<Br>
<<else>>"I hoped I’d found a friend who wasn’t part of all this, <<TrueName "Current">>. Maybe once Emily had graduated, we could even go travelling together. Maybe never even come back."<br>
<</if>>
<bR>
She looks away momentarily, as she considers her words. "Now though, you’re involved with it. Magic, curses, the cheerleaders. Believe me, I know about this. It’s going to ruin your life. And I don’t know how to stop it."<BR>
<br>
"I’m being careful," you tell her.<BR>
<Br>
"No, you’re not," she tells you flatly. "Being careful is not doing what you did as me. I think part of you likes it. You’re slipping in too far. So I’m going to ask one thing of you. And I promise that will be the last ultimatum I give. Will you stop using magic, and end this?"<Br>
<Br>
<<ActionsHeader>>
<<link "Tell her you won’t use magic" "JenniferDialogue">>
<<set $JenniferDialogue to "ConfrontationHardenedAccept">>
<</link>><br>
<<link "Tell her you can’t stop this" "JenniferDialogue">>
<<set $JenniferDialogue to "ConfrontationHardenedRefuse">>
<</link>>
<<else>>
"I don’t know what to think," she tells you. "I’ve given it a lot of thought. You might have just done it to help, Terrence. But you know I hate magic. I’m trying to get out of here. Leave all this behind."<BR>
<br>
<<if $PlayerCharacter.female is false>>"I thought we were going to do that together, <<TrueName "Current">>. Once Emily had graduated, we would skip town. And never come back."<Br>
<<else>>"I hoped I’d found a friend who wasn’t part of all this, <<TrueName "Current">>. Maybe once Emily had graduated, we could even go travelling together. Maybe never even come back."<br>
<</if>>
<bR>
She looks away momentarily, as she considers her words. "Now though, you’re involved with it. Magic, curses, the cheerleaders. Believe me, I know about this. It’s going to ruin your life. And I don’t know how to stop it."<BR>
<br>
"I’m being careful," you tell her.<BR>
<Br>
"No, you’re not," she tells you flatly. "You’re slipping in too far. So I’m going to ask one thing of you. And I promise that will be the last ultimatum I give. Will you stop using magic, and end this?"<Br>
<Br>
<<ActionsHeader>>
<<link "Tell her you won’t use magic" "JenniferDialogue">>
<<set $JenniferDialogue to "ConfrontationAccept">>
<</link>><br>
<<link "Tell her you can’t stop this" "JenniferDialogue">>
<<set $JenniferDialogue to "ConfrontationRefuse">>
<</link>><br>
<</if>>
<<case "ConfrontationAccept">>
"Okay," you whisper. "I’ll stop then." <br>
<br>
Her green eyes fixate on you, looking for duplicity. "Promise?" <Br>
<Br>
"Promise."<Br>
<Br>
She nods and looks to the floor. After a moment, she reaches around her neck and pulls out something from her top. Resting around her neck on a piece of ribbon is an acorn. The acorn.<Br>
<br>
"I’ve figured out how your trinket works now," she says. "I’ve modified the charm. You’ll find that you can no longer transform into me. Ever."<Br>
<Br>
"Jen, you can trust me," you tell her. But she cuts you off. "I think we’ve established that I can’t."<Br>
<br>
"I’m going to be watching, <<TrueName "Current">>," she continues. "I’m going to make sure you’re not sucked into that world. Whatever it takes."<bR>
<br>
<<if $PlayerCharacter.female is false>>"And what about us?" you ask. "Is that under watch too?"<br>
<<else>>"And what about our friendship?" you ask. "Is that under watch too?"<br><</if>>
<br>
"Let’s see," she replies. "It’s not like I haven’t done things that you might not like. But there’s no more secrets to uncover with me, <<TrueName "Current">>. You know everything now. So it’s really up to you."<bR>
<br>
<<ActionsHeader>>
<<link "End the conversation with Jennifer" "JennifersApartment">><<EndConversation "Jennifer">><</link>>
<<case "ConfrontationRefuse">>
"I can’t," you tell her. "There’s too much at stake, Jen. Too much to do with that school. And Emily. I need to stop it."<br>
<br>
Jennifer looks up to you, her sad eyes hardening before you. She sighs. "Need to, or want to?"<Br>
<br>
The tone of her voice strikes you as different. Resolved. Hard. Cold. You stare back at her. After a moment, she reaches around her neck and pulls out something from her top. Resting around her neck on a piece of ribbon is an acorn. The acorn.<Br>
<br>
"I’ve figured out how your trinket works now," she says. "I’ve modified the charm. You’ll find that you can no longer transform into me. Ever."<Br>
<Br>
"Jen, you can trust me," you tell her. But she cuts you off. "I think we’ve established that I can’t."<Br>
<br>
You stare at the acorn around her neck. "What are you saying, Jen?" <br>
<br>
This stops Jennifer in her tracks. "I don't know," she admits. "But I'll be watching, <<TrueName "Current">>. And if I can save you from yourself... and you refuse to do it.... well. I already have a guilty enough conscious for not acting as it is."<br>
<Br>
<<if $PlayerCharacter.female is false>>"And what about us?" you ask. "Is that under watch too?"<br>
<<else>>"And what about our friendship?" you ask. "Is that under watch too?"<br><</if>>
<br>
"Let’s see," she replies. "It’s not like I haven’t done things that you might not like. But there’s no more secrets to uncover with me, <<TrueName "Current">>. You know everything now. So it’s really up to you."<bR>
<br>
<<ActionsHeader>>
<<link "End the conversation with Jennifer" "JennifersApartment">><<EndConversation "Jennifer">><</link>>
<<case "ConfrontationHardenedAccept">>
"Okay," you whisper. "I’ll stop then." <br>
<br>
Her green eyes fixate on you, looking for duplicity. "Promise?" <Br>
<Br>
"Promise."<Br>
<Br>
She nods and looks to the floor. After a moment, she reaches around her neck and pulls out something from her top. Resting around her neck on a piece of ribbon is an acorn. The acorn.<Br>
<br>
"I’ve figured out how your trinket works now," she says. "I've modified the charm. You’ll find that you can no longer transform into me. Ever."<Br>
<Br>
"Jen, you can trust me," you tell her. But she cuts you off. "I think we’ve established that I can’t."<Br>
<br>
"I’m going to be watching, <<TrueName "Current">>," she continues. "I’m going to make sure you’re not sucked into that world. Whatever it takes." She cracks her neck. "Even this."<bR>
<Br>
There is a slight rumble, but you can’t tell where it’s come from. Then, your mental senses are overloaded. Magical power builds inside Jennifer and before you can do a thing, she bursts like an explosion, radiating with magical energy. You hear her scream and shriek, bathed in amber light, and hear the cracking of bones.<bR>
<br>
"No", you whisper, but you feel paralyzed. Unable to turn away, watching through the light as Jennifer’s body shifts and reshapes. <Br>
<br>
Then, with a final shriek, the magic fades. Silence fills the void again. And you find yourself staring back... at you.<Br>
<br>
<<ActionsHeader>>
<<link "Ask Jennifer what she’s done" "JenniferDialogue">><<set $JenniferDialogue to "JenniferTransformedIntoYouAccept">><</link>><br>
<<case "JenniferTransformedIntoYouAccept">>
"What have you…" you stammer. "What have you done?"<Br>
<Br>
Jennifer flashes you a grin. Your grin. A grin of satisfaction. "I’ve been doing some revision," she says. But this time, it’s your voice. "Turns out, I’m not as powerless as I thought I was."<Br>
<br>
You feel your mind cracking. Trying to come to terms with the person in front of you. That person looking just like you. <Br>
<Br>
"If you find you can't stop this after all," she continues. "Then maybe you should consider my view. Maybe it’s not a case of stopping. If you’re using magic now, maybe I should just embrace it. I don’t want to feel left out. And besides, you seemed to enjoy being me. So maybe we should just switch places. For a while."<Br>
<br>
Another grin. This one darker. More menacing. You feel the power radiating from her. For the first time, you realise, she’s more powerful than you.<br>
<br>
<<if $PlayerCharacter.female is false>>"This is my offer," Jennifer taunts you. "If you won't stop, I live as you. You live my life. Go to work as me. See how the town treats the cast-off. Then come home and cook for… me. Well, you. Not knowing if you’re ever going to show up. We’ll see if you want to continue living out other people's lives."<br>
<<else>>"This is my offer," Jennifer taunts you. "If you won't stop, I live as you. And you live my life. Go to work as me. See how the town treats the cast-off. Then come home and throw a dinner party for us. Not knowing if you’re ever going show up. We’ll see if you want to continue living out other people's lives."<</if>>
<bR>
"And if I don’t want this?" you ask.<bR>
<br>
"Then simple," Jennifer says in your voice. "Don't do magic. The choice is yours, <<TrueName "Current">>. But based on how you've behaved as me, I'm betting you won't object."<bR>
<Br>
"I said I'd stop, Jen," you retort, a mixture of fear and anger creeping into your voice.<br>
<br>
She stares at you for a moment, then nods and look to the floor. You hear a familiar rumbling. In disbelief, you brace yourself for what’s coming. Pent up magic in Jen bursts from within, flowing out over the apartment. You hear your own voice crying with anguish. Shattering bone and cracking muscle. You shield your eyes, and when you turn back Jennifer - the actual Jennifer - is sitting beside you.<br>
<br>
"How do you do that?" you whisper.<Br>
<Br>
Her green eyes gleam. "Magic, of course."<Br>
<Br>
There is a chill to her words. You feel the power inside her, still churning.<Br>
<br>
<<if $PlayerCharacter.female is false>>"And what about us?" you ask. "Is that under watch too?"<Br>
<<else>>"And what about our friendship?" you ask. "Is that under watch too?"<</if>>
<Br>
"Let’s see," she replies. "I’ve set my terms. If you stop using magic, maybe we can get past this. And if you don’t…" Another dark smile. "My offer always stands, <<TrueName "Current">>. If you really want to see what’s underneath this town, you can do it as me. And I can spend time blissfully ignorant, as you."<br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Jennifer" "JennifersApartment">><<EndConversation "Jennifer">><</link>>
<<case "ConfrontationHardenedRefuse">>
"I can’t," you tell her. "There’s too much at stake, Jen. Too much to do with that school. And Emily. I need to stop it."<br>
<br>
Jennifer looks up to you, her sad eyes hardening before you. She sighs. "Need to, or want to?"<Br>
<br>
The tone of her voice strikes you as different. Resolved. Hard. Cold. You stare back at her.<Br>
<br>
"I thought you’d say that," she says, cracking her neck. "I wish you didn’t. But I knew you’d choose to continue. So let’s see how you like the shoe being on the other foot."<Br>
<br>
There is a slight rumble, but you can’t tell where it’s come from. Then, your mental senses are overloaded. Magical power builds inside Jennifer and before you can do a thing, she bursts like an explosion, radiating with magical energy. You hear her scream and shriek, bathed in amber light, and hear the cracking of bones.<bR>
<br>
"No", you whisper, but you feel paralyzed. Unable to turn away, watching through the light as Jennifer’s body shifts and reshapes. <Br>
<br>
Then, with a final shriek, the magic fades. Silence fills the void again. And you find yourself staring back... at you.<Br>
<br>
<<ActionsHeader>>
<<link "Ask Jennifer what she’s done" "JenniferDialogue">><<set $JenniferDialogue to "JenniferTransformedIntoYouRefuse">><</link>><br>
<<case "JenniferTransformedIntoYouRefuse">>
"What have you…" you stammer. "What have you done?"<Br>
<Br>
Jennifer flashes you a grin. Your grin. A grin of satisfaction. "I’ve been doing some revision," she says. But this time, it’s your voice. "Turns out, I’m not as powerless as I thought I was."<Br>
<br>
You feel your mind cracking. Trying to come to terms with the person in front of you. That person looking just like you. <Br>
<Br>
"If you won’t stop all this," she continues. "Then maybe you should consider my view. Maybe it’s not a case of stopping. If you’re using magic now, maybe I should just embrace it. I don’t want to feel left out. And besides, you seemed to enjoy being me. So maybe we should just switch places. For a while."<Br>
<br>
Another grin. This one darker. More menacing. You feel the power radiating from her. For the first time, you realise, she’s more powerful than you.<br>
<br>
<<if $PlayerCharacter.female is false>>"This is my offer," Jennifer taunts you. "For today, I live as you. And you live my life. Go to work as me. See how the town treats the cast-off. Then come home and cook for… me. Well, you. Not knowing if you’re ever going to show up. And then, in the morning, we’ll see if you want to continue living out other people's lives."<br>
<<else>>"This is my offer," Jennifer taunts you. "For today, I live as you. And you live my life. Go to work as me. See how the town treats the cast-off. Then come home and throw a dinner party for us. Not knowing if you’re ever going show up. And then, after that, we’ll see if you want to continue living out other people's lives."<</if>>
<bR>
"And if I don’t want this?" you ask.<bR>
<br>
"Then simple," Jennifer says in your voice. "Tell me you’re giving up on magic. The choice is yours, <<TrueName "Current">>. But based on how you've behaved as me, I'm betting you won't object."<bR>
<Br>
<<ActionsHeader>>
<<link "Accept her deal" "JenniferDialogue">>
<<set $JenniferDialogue to "SwitchAccept">>
<<set $ItemState.amulet.charge to 2>>
<<SetFlag "JenniferSwitchDeal">>
<<Transform "Jennifer">>
<</link>><br>
<<link "Tell her you’ll give up magic" "JenniferDialogue">>
<<set $JenniferDialogue to "SwitchReject">>
<</link>>
<<case "SwitchAccept">>
"Fine," you say defeated. "I’ll spend the day as you."<br>
<Br>
She closes her eyes and inhales. When she opens them, they look sad. "Is solving the world’s problems really worth that much to you that you’ll give yourself up? Or, perhaps, you just enjoy it too much on the other side."<Br>
<Br>
She looks to your chest, where the amulet rests beneath your top. Then back up to your face. "Get ready." She waves a finger and you feel the amulet underneath your top tingle.<Br>
<Br>
Pain swears across your skin as the amulet erupts with energy. Crackles of magic energy lace up and down your arms, causing you to shriek as your body shifts and changes. This time, it’s raw and powerful. As if the amulet is struggling to remain in control of its own spell.<Br>
<Br>
You almost keel over, clutching your stomach as if ready to retch. Shining brown hair falls over your eyes. You feel a set of heels pushing your feet up, whilst the room appears to grow larger.<Br>
<br>
Your rib cage shifts and cracks as you feel your bones change, pulling your waist tight. Then, with a shriek, the anguish passes.<Br>
<br>
You take a deep breath and look at your hands. You recognise them. Jennifer’s. <Br>
<Br>
And opposite you, is yourself. Grinning.<Br>
<Br>
<<ActionsHeader>>
<<link "Ask Jennifer what now" "JenniferDialogue">><<set $JenniferDialogue to "SwitchDay1">><</link>>
<<case "SwitchReject">>
"Okay," you whisper. "I’ll stop then." <Br>
<br>
Her eyes - your eyes - fixate on you, looking for duplicity. "Promise?"<bR>
<bR>
"Promise."<br>
<bR>
She nods and looks to the floor. You hear a familiar rumbling. In disbelief, you brace yourself for what’s coming. Pent up magic in Jen bursts from within, flowing out over the apartment. You hear your own voice crying with anguish. Shattering bone and cracking muscle. You shield your eyes, and when you turn back Jennifer - the actual Jennifer - is sitting beside you.<br>
<br>
"How do you do that?" you whisper.<Br>
<Br>
Her green eyes gleam. "Magic, of course."<Br>
<Br>
After a moment, she reaches around her neck and pulls out something from her top. Resting around her neck on a piece of ribbon is an acorn. The acorn.<bR>
<br>
"I’ve figured out how your trinket works now," she says. "I've modified the charm. You’ll find that you can no longer transform into me. Ever. And I'm going to be watching. I’m going to make sure you stop going down this path you’re walking. Isn’t that what you taught me? To intervene when people need help?"<br>
<br>
There is a chill to her words. You feel the power inside her, still churning.<Br>
<br>
<<if $PlayerCharacter.female is false>>"And what about us?" you ask. "Is that under watch too?"<Br>
<<else>>"And what about our friendship?" you ask. "Is that under watch too?"<</if>>
<Br>
"Let’s see," she replies. "I’ve set my terms. If you stop using magic, maybe we can get past this. And if you don’t…" Another dark smile. "My offer always stands, <<TrueName "Current">>. If you really want to see what’s underneath this town, you can do it as me. And I can spend time blissfully ignorant, as you."<br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Jennifer" "JennifersApartment">><<EndConversation "Jennifer">><</link>>
<<case "SwitchDay1">>
"What -" you pause, hearing Jennifer’s voice come out of your mouth. Given your looking at yourself, this is again shocking to you.<br>
<Br>
"What’s next?" they say, anticipating your question. "You’re running late for work. Go ahead and skip on to the department store. A day of stocking shelves, dealing with customers and putting up with complains awaits you. See how you still like living my life when it’s not planned holiday."<Br>
<br>
<<GetPCState "job">>
<<if _job is "Fired">>
"What about me?" you say. "I have to make some money. Otherwise Emily and I will be evicted."<Br>
<Br>
"Don’t worry about that," you hear your voice tell... you. "I’ll get some cash for you today. You just worry about being a good little shop girl."<Br>
<<else>>
"What about me?" you say. "I have to go to work."<br>
<bR>
"Don’t worry about that," you hear your voice tell... you. "I’ll go work your big important job today. I’m sure I can fake it 'till I make it. You just worry about being a good little shop girl."<Br>
<</if>>
<Br>
"And then," they continue. "Don’t forget to rush back to cook dinner. I may or may not come around. But you should prepare, anyway."<br>
<<if $PlayerCharacter.female is false>><br>"Oh," they add. "Whilst you’re at the store, why don’t you buy something nice to wear. This evening. After dinner." Their eye flicker to the bedroom door. "For in there. Who knows, if you play your cards right…" Your face grins as it pauses. "You might get lucky."<br><</if>>
<bR>
You struggle to process everything that’s happening to you. "Why are you doing this?" you stammer.<br>
<Br>
"Because you need to see that there’s consequences for everything to do with magic," they reply. "And if you really want to live a life seeped in it, then maybe I deserve one that you’re so eager to throw away."<Br>
<Br>
They stand. "Now run along," they say. "I have to get ready. For my day."<br>
<Br>
<<ActionsHeader>>
<<link "Leave the apartment" "AvianLaneJenniferSwitchDay1">><<EndConversation "Jennifer">><<SetFlag "JenniferSwitchDay1">><</link>>
<<case "SwitchWork">>
"How was work?" you ask.<Br>
<Br>
<<GetPCState "job">>
<<if _job is "Fired">>
"Good," you hear yourself say. "I found a bit of work helping Ron Denver on his invoicing system. He’s really struggling with how to use his computer. Turns out that being you opens the door to people actually listening to your advice. I think I’m going to see if I can help him customise it to be more intuitive. It’s not exactly coding, but it will pay the bills. Speaking of."<Br>
<bR>
You hear something hit the surface worktop. You glance over and see a stack of notes land.<Br>
<br>
"That should help with your cash flow today," you hear yourself comment, with a knowing smile.<Br>
<Br>
You stare at the money, considering how hard you’re finding it to make ends meet. And what you’re having to do.<Br>
<br>
<I>Or were you too busy pretending to be other people to consider you actually have some skills, after all?</i><Br>
<<else>>
<<GetPCState "job">><<Flag "SecretaryByChoice">>
<<if (_job is "Secretary" or _job is "LunchtimeReceptionCover") and _FlagReturn is true>>
"Good," you hear yourself say. "Office was busy. I had a chat with Thompson first thing and told him I’d had a change of heart about reception. Took some persuading, but he’s put me back on development. Theodore’s not happy about it, but that’s Theodore."<Br>
<br>
"You did what?" you say, eyes wide. "I chose to stay on that desk."<Br>
<br>
Your doppelganger shrugs. "And I chose not to. It’s my life too now, <i>Jennifer</i>. I’m not answering phones for Thompson while there’s real work going."<Br>
<Br>
You turn back to the kitchen top, cheeks burning. Was it ever really your choice to make?<Br>
<Br>
<I>Or did you just like the way people looked at you behind that desk?</i><Br>
<<elseif _job is "Secretary" or _job is "LunchtimeReceptionCover">>
"Good," you hear yourself say. "Office was busy. I had a little chat to Thompson first thing. Told him that I considered the errors of my ways. It took some persuading, but I told him that if he gave me one more shot he could dock my pay to minimum wage and I’d only get the rest if I performed. That, and a charm spell really helped seal the deal."<Br>
<br>
"You’re back working as a programmer?" you say, eyes wide.<Br>
<br>
You see your doppelganger smile. "You didn’t think I’d go to all this effort to work as a secretary, did you?"<Br>
<Br>
Staring, your mouth drops open. "But… didn’t you think you should discuss it with me first?"<Br>
<br>
A smile creeps up on their face. "Did you discuss it when you were acting as me, <i>Jennifer</i>?"
<br>
You pause, then turn back to the kitchen top, feeling your cheeks redden. Why didn’t you think of negotiating with Thompson?<Br>
<Br>
<I>Because you actually preferred being a receptionist, didn’t you?</i><Br>
<<else>>
"Great!" you hear yourself say. "Office was busy. But got a lot done. Annie was actually nice to me. It’s amazing how much of difference losing all that baggage can make. I actually had lunch with her. She had a nice chat. She’s actually a lot of fun, isn’t she? I forgot how much. I didn't realise I missed her."<bR>
<br>
"You are to blame for a lot of that?" you can’t help but retort.<br>
<br>
"That’s all in the past," you hear yourself say. "We toasted to new beginnings. I don’t think she had the same reason I did, but I’ll take a win for a win. And I also showed Thompson some of the changes I’d make to help the system. It was as if he finally got what I did. Complimented me on my performance."<bR>
<br>
You blush, turning back to dinner. In one day Jennifer seems to have made better progress at Thompsons' Repairs than you have in weeks.<bR>
<br>
<I>Maybe she’s just better at being you?</i><Br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<CommonActionsJenniferSwitchWork>><<DialogueDone "Jennifer" "SwitchWork">><</link>>
<<case "SwitchEmily">>
"Did you check in on Emily?" you ask, as you check the timer.<Br>
<br>
<<if $EmilyStateCurrent lt 3>>
"I swung by," you hear yourself say. "She trying to study. I sat with her for a bit, had a heart-to-heart on how she’s feeling."<br>
<br>
Your eyes narrow. "Oh. And what did she say?"<Br>
<br>
"Just how hard it is," the reply comes. "The homework seemed hard. I gave her a few pointers on what to concentrate on. Not worry about the stuff she knows. Just concentrate on studying what doesn’t make sense."<Br>
<br>
You turn your head, looking at yourself. "How did she respond?"<Br>
<Br>
"She took it under advisement. She’s a good kid. Just got struggling on how to navigate Charlton’s weird subjects. But I gave her some pointers. I can’t stop the impact of the school, <i>Jennifer</i>, but I can help her get through it. And she was really grateful too."<Br>
<br>
You stare back at yourself, lost for words. You thought your sister was lost to Charlton. But here’s Jennifer, doing a better job helping her than you.<BR>
<<else>>
"I swung by the house," you hear yourself say. "She was flicking through some fashion magazine. I sat with her for a bit, had a heart-to-heart on how she’s feeling."<br>
<bR>
Your eyes narrow. "Oh. And what did she say?"<bR>
<Br>
"Just how hard it is," the reply comes. "I didn’t push her on homework. We just had a natter about things. She talks about boys. A lot. But I told her the best way to go about dealing with them without pandering to their every ask."<br>
<br>
You turn your head, looking at yourself. "How did she respond?"<Br>
<Br>
"She took it under advisement. She’s a good kid. Just got caught up with Charlton’s nonsense. But I gave her some pointers. I can’t stop the impact of the school, <i>Jennifer</i>, but I can help her get through it. And she was really grateful too."<Br>
<Br>
You stare back at yourself, lost for words. You thought your sister was lost to Charlton. But here’s Jennifer, doing a better job helping her than you.<Br>
<</if>>
<br>
<I>Maybe this is the older <<Sibling>> Emily actually needs?</i><Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<set $SiblingBondIncrease to "Positive">><<set $GradesIncrease to "Positive">> <<DialogueDone "Jennifer" "SwitchEmily">><</link>>
<<case "SwitchSchool">>
"Did you make any progress investigating the school?" you try.<Br>
<br>
"I actually did," you hear your voice say. "I chatted to Florence before work, when I got a coffee. Asked her if she knew who delivered the lunches to cafeteria. She said that sometimes they reach out to Fresh Pot for help"<Br>
<br>
You spin around, thinking you’ve learned something important. "Fresh Pot provides the school lunches?"<Br>
<Br>
"Only when that lunch lady Jackie Thomas feels overstretched. Turns out, today was one of those days. Martin Dwell came in to pick it up, and… let’s just say he would have <i>magically</i> forgotten he had to do it by the time he left."<Br>
<br>
<<IntelligenceCheck>>
<<if _currentIntelligence gte 50>>
You narrow your eyes, as your brain races through what she's just said. Something jars within your brain. Then it clicks.<br>
<Br>
"But you're a guy!" you exclaim. "How did you use magic?"<br>
<br>
The other you grins in response. "That would be telling," you hear your voice say. Your old voice. "Let's just say I'm not constrained by that amulet."<br>
<br>
You stare back, digesting what you've just heard. Something curdles in your stomach.<br>
<<else>>
You narrow your eyes, as your brain races through what she's just said. Something jars within your brain. But try as you might, you can't put a finger on what is wrong with that statement.<br>
<br>
They have enough magic to transform themselves, after all. Would using it on Martin really so much of a stretch?<Br>
<</if>>
<br>
<<if $KitchenWard is undefined>>
"Did that stop one of the curses?" you ask them.<Br>
<Br>
"Not beyond today," comes a reply. "Still, not bad thinking."<Br>
<Br>
You turn back, checking the cooking meat. Not willing to admit to yourself if she’s right. And she did it without needing to go to school as Emily, too.<Br>
<br>
<I>But you like going to school as Emily, don’t you?</i><bR>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Jennifer" "SwitchSchool">><<set $EmilyCorruptionIncrease to "Negative">><</link>>
<<else>>
"I've already dealt with the kitchen," you tell her.<Br>
<bR>
"I didn’t know that," comes a reply. "Still, not bad thinking for just one day."<Br>
<br>
You turn back, checking the cooking meat. Not willing to admit to yourself if she’s right. And she did it without needing to go to school as Emily, too. <br>
<br>
<I>But you like going to school as Emily, don’t you?</i><bR>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Jennifer" "SwitchSchool">><</link>>
<</if>>
<<case "SwitchDinner">>
You move on to the table, laying out place mats and cutlery in preparation. Your doppelganger takes a seat, smiling. "Smells delicious," they say.<Br>
<Br>
Returning to the kitchen, you dish up the meal on two plates. Steam and scents of a home-cooked meal fill your nostrils. You wonder why you don’t cook like this at home.<Br>
<br>
You return to the table with the plates and take a seat, realising you're still wearing the kitchen apron. Your doppelganger’s eyes look down at it, but say nothing.<Br>
<Br>
You watch them take a bite. A smile forms on their face. "It tastes great. My compliments to the chef."<Br>
<br>
There is a flutter inside you as the compliment lands. You begin to pick at your own food, finding yourself not that hungry after cooking.<Br>
<br>
Throughout the meal, you make small talk. You ask more about the day, which proceeds into a lengthy monologue about every detail that happened. When it comes to your turn to tell, you find yourself coming up short. The mundane duties of Jennifer’s life feel empty in comparison.<Br>
<br>
You continue talking long after you both have finished your meals, thme making jokes about the inhabitants of the town. Before long, you realise time has ticked away.<Br>
<br>
<<if $PlayerCharacter.female is true>>
"This has been fun," <I><<TrueName "Current">></I> finally says. "Not just this," they gesture to the finished meal. "But the whole thing."<bR>
<br>
They pause, their face slipping into something more menacing. The meal, you realise, has just been a performance.<Br>
<br>
"All good things have to come to an end, though" they add. "I have to admit, though. I think I do a better job of being you than you do. If you want me to continue, just come by any morning. I'm sure you'll enjoy it."<br>
<br>
You stare back at yourself. Your old self. The troubling thought of how far Jennifer will go if you continue plagues you.<bR>
<br>
<I>And wouldn't you just rather be her, instead?</I><br>
<br>
"Goodnight, <i>Jen</i>," they tell you. "Don't worry, I'm staying inside tonight. I won't get up to mischief as you."<br>
<br>
<<ActionsHeader>>
<<link "End the conversation with Jennifer and leave" "AvianLane">><<TimeChange>><<EndConversation "Jennifer">><</link>>
<<else>>
You smile. "I should get going."<Br>
<Br>
There’s a glint in their eye. "But don’t you live here? Shouldn’t I be the one going?"<Br>
<br>
There’s humour laced in the words, but not enough for you to feel safe. "Jen," you begin. "I think this has gone on long enough."<Br>
<Br>
"Or," they reply. "Why don’t you stay?" they flick their eyes to the bedroom. "There’s actually one thing left that I haven’t done today that I’ve been dying to do."<Br>
<br>
<<ActionsHeader>>
<<InventoryCheckSelf "BlackSleepwear" "RedSleepwear" "PinkSleepwear">>
<<if _InventoryCheckSelf is true>><<link "Tell her you'll stay" "JenniferDialogue">><<set $JenniferDialogue to "SwitchStayOverAccept">><</link>><br><</if>>
<<link "Say you have to go" "JenniferDialogue">><<set $JenniferDialogue to "SwitchStayOverDecline">><</link>><br>
<</if>>
<<case "SwitchStayOverAccept">>
"Alright," you say with nervousness. "I’ll stay."<Br>
<br>
<<Flag "JenniferSwitchDay1">>
<<if _FlagReturn>>
<I><<TrueName "Current">></I> smiles. "Did you buy something special?"<Br>
<br>
You nod.<Br>
<br>
<</if>>
<I><<TrueName "Current">></I> instinctively giggles, but it comes out differently in your body. It almost surprised them, but they quickly regain their composure. "Alright, why don’t you go and freshen up. I’ll stack the dish washer?"<Br>
<Br>
You stare at them for a second, then nod and walk towards the bedroom. It looks like you’re really going through with this. After all you’ve done, this makes your mind shatter with each step towards the bedroom.<Br>
<Br>
<<ActionsHeader>>
<<link "Enter Jennifer’s bedroom" "JennifersApartmentBedroomSwitch">>
<<InventoryCheckSelf "PinkSleepwear">>
<<if _InventoryCheckSelf>><<WearOutfit "Pink slip">><</if>>
<<InventoryCheckSelf "RedSleepwear">>
<<if _InventoryCheckSelf>><<WearOutfit "Red slip">><</if>>
<<InventoryCheckSelf "BlackSleepwear">>
<<if _InventoryCheckSelf>><<WearOutfit "Black slip">><</if>>
<<EndConversation "Jennifer">>
<</link>>
<<case "SwitchStayOverAcceptPostStudy">>
"Alright," you say with nervousness. "I’ll stay."<Br>
<br>
<I><<TrueName "Current">></I> chuckles. "Alright, why don’t you go and freshen up. I’ll wait."<Br>
<Br>
You stare at them for a second, then nod and walk towards the bedroom. It looks like you’re really going through with this.<Br>
<Br>
<<ActionsHeader>>
<<link "Enter Jennifer’s bedroom" "JennifersApartmentBedroomSwitch">>
<<InventoryCheckSelf "PinkSleepwear">>
<<if _InventoryCheckSelf>><<WearOutfit "Pink slip">><</if>>
<<InventoryCheckSelf "RedSleepwear">>
<<if _InventoryCheckSelf>><<WearOutfit "Red slip">><</if>>
<<InventoryCheckSelf "BlackSleepwear">>
<<if _InventoryCheckSelf>><<WearOutfit "Black slip">><</if>>
<<EndConversation "Jennifer">>
<</link>>
<<case "SwitchStayOverDecline">>
"I really need to go," you tell them, standing.<br>
<br>
"Such a shame," <I><<TrueName "Current">></I> says, chuckling in your voice. They pause, their face slipping into something more menacing. The meal, you realise, has just been a performance.<Br>
<Br>
"All good things have to come to an end, though" they add. "I have to admit, though. I think I do a better job of being you than you do. If you want me to continue, just come by any morning. I'm sure you'll enjoy it."<br>
<br>
You stare back at yourself. Your old self. The troubling thought of how far Jennifer will go if you continue plagues you.<bR>
<br>
<I>And wouldn't you just rather be her, instead?</I><br>
<br>
"Goodnight, <i>Jen</i>," they tell you. "Don't worry, I'm staying inside tonight. I won't get up to mischief as you."<br>
<br>
<<ActionsHeader>>
<<link "End the conversation and leave" "AvianLane">><<TimeChange>><<EndConversation "Jennifer">><</link>>
<<case "SexSwitchSuck">>
You take a deep breath, then nod. A grin forms on the other’s face. He reaches out and pulls you from the back, his hands on the back of your head as he pushes you down to the floor. You kneel at his feet, staring up at him, his groin perilously close to your face.<Br>
<br>
Staromg at for a moment, you remember what it felt like when Jennifer was in this position. When it was you standing. When her dainty hands wrapped around your shaft.<bR>
<bR>
Slowly, you reach forward and unbuckle the belt. There is no ambiguity now. He is <I><<TrueName "Current">></I>. And you are <i>Jennifer</i>. As you pull the trousers down just enough to see the boxer shorts, the reality of the situation is clear. With a quick flick, you pull them down.<Br>
<bR>
<<if $PlayerCharacter.stateCurrent is 0>>
It springs out almost into her face. Whether due to being in this smaller body or just seeing it from a different perspective, you feel your eyes widen at the sight of how big it is. You trace one of your coloured nails across it, nerves fluttering within you.<Br>
<Br>
"Suck it," he commands.<br>
<br>
You nod and move your face forward, running your tongue over the tip. It feels warm against your touch. Then, cautiously, you know what you must do. You wrap your lips around it and tease the end with your mouth. <i><<TrueName "Current">></i> sighs in euphoria.<BR>
<br>
Using your dainty hand, you feed the cock into your tiny mouth, taking more and more of its length inside. You glance up, watching <i><<TrueName "Current">></i> stare down at you from above, watching you begin to bob up and down, taking his prick deeper between your glossy lips and towards your throat.<br>
<br>
"You're so good at this," he whispers, reaching out to pull your head further towards his body. You force yourself to relax as he pushes your face down on to his groin, cock hitting the back of your throat and brushing your tonsils. You feel your gag reflex kick in, but you hold still, fighting it off, instead staring upwards locking with his eyes until he releases you. <bR>
<bR>
You gasp for air, but then look back up at him. At you. You know what he wants. You smile.<br>
<<elseif $PlayerCharacter.stateCurrent is 1>>
It springs out. Whether due to being in this smaller body or just seeing it from a different perspective, it seems bigger than you gave yourself credit for. You trace one of your coloured nails across it, anticipation fluttering within you.<Br>
<Br>
"Suck it," he tells you.<br>
<br>
You nod and move your face forward, running your tongue over the tip. It feels warm against your touch. Then, cautiously, you know what you must do. You wrap your lips around it and tease the end with your mouth. <i><<TrueName "Current">></i> sighs in euphoria.<Br>
<Br>
Using your dainty hand, you feed the cock into your tiny mouth, taking more and more of its length inside. You glance up, watching <i><<TrueName "Current">></i> stares down at you from above, watching you begin to bob up and down, taking his prick deeper between your glossy lips and towards your throat.<bR>
<br>
"You're so good at this," he whispers, reaching out to pull your head further towards his body. You force yourself to relax as he pushes your face down on to his groin, cock hitting the back of your throat. You hold still, fighting off an instinct to gag, instead staring upwards locking with his eyes until he releases you. <Br>
<Br>
You gasp for air, but then look back up at him. At you. You know what he wants. You smile.<Br>
<<elseif $PlayerCharacter.stateCurrent is 2>>
It falls out in front of your lips. You look at it hesitantly. Maybe it’s just this new angle, but you thought it would look bigger. You hold it in your hand, coloured nails wrapped enclosed around it, feeling something akin to disappointment in spite of how bizarre every emotion you’re having feels to you.<bR>
<br>
"Can you suck it?" <i><<TrueName "Current">></i> asks.<Br>
<bR>
You nod and move your face forward, running your tongue over it. It feels warm against your touch. Then, cautiously, you know what you must do. You wrap your lips around it and tease the end with your mouth. <i><<TrueName "Current">></i> sighs in euphoria.<Br>
<bR>
Using your dainty hand, you feed the cock into your tiny mouth, quickly taking its length inside. You glance up, watching <i><<TrueName "Current">></i> stare down at you from above, watching you engulf the dick between your glossy lips in only a few movements.<Br>
<bR>
"You're so good at this," he whispers, reaching out to pull your head further towards his body. You relax as he pushes your face down on to his groin, cock filling your mouth but nothing more. You lock your eyes with his until he releases you. <BR>
<br>
You take a deep breath, still looking up at him. At you. You know what he wants. You smile.<Br>
<<elseif $PlayerCharacter.stateCurrent is 3>>
It falls out in front of your lips. You look at it with confusion. It might just be this new view, but it looks tiny. You hold it between two coloured nails and despite how everything feels bizarre to you, one thing feels certain. You’re disappointed.<Br>
<Br>
"Do you think you can suck it?" <i><<TrueName "Current">></i> asks.<Br>
<bR>
You feel an eyebrow rise instinctively, but you nod and move your face forward, running your tongue over it. It feels warm against your touch. Then, cautiously, you know what you must do. You feed it whole between your lips. <i><<TrueName "Current">></i> sighs in euphoria.<Br>
<br>
There’s no need for your hands. You feel almost empty as you flick your tongue around the tiny penis inside your mouth. You glance up, watching <i><<TrueName "Current">></i> stare down at you from above, watching you gurgle the dick inside you and between your glossy lips.<Br>
<bR>
"You’re so good at this," he whispers, reaching out to pull your head further towards his body. It makes no difference. Your lips already brush against his pubic hair. It doesn’t even touch the back of your mouth. You lock your eyes with his until he releases you. <BR>
<br>
You look up at him. At you. You know what he wants. You smile.<Br>
<</if>>
<br>
"I think you’re ready," you say after regaining your breath. You stand up, lean back towards the bed, and shift up on to it. A wave of anticipation surges within you. You part your legs as you lie down on your back.<br>
<bR>
<i><<TrueName "Current">></i> at the foot of the bed grins and climbs on to the bed, pulling his trousers down as he does so. Straddling you, he takes his top off and casts it aside.<bR>
<<Virginity>>
<<if _Virginity is true>>
<br>The sight is enough to momentarily bring you to your senses. You aren't a virgin. Not technically. But it's getting so hard to keep track of what you are. One thing you know, this will be the first time you've had sex as a woman. Do you really want to lose your, for lack of a better term, virginity again, as Jennifer?<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Have sex as Jennifer" "JenniferDialogue">><<VirginityLost>><<set $JenniferDialogue to "SexSwitchMain">><</link>><br>
<<if _Virginity is true>><<link "Tell them to stop" "JenniferDialogue">><<set $JenniferDialogue to "SexSwitchStopVirgin">><</link>><</if>>
<<case "SexSwitchGoDownPass">>
"Do you think…" you murmur, "Don’t you want to… taste me?" Your eyes flicker down your body, gazing on the hem of your lingerie. Then back up, meeting their gaze.<Br>
<Br>
<i><<TrueName "Current">></i> smiles and nods. Slowly, you hoist yourself further on the bed and lie down, parting your legs and lifting the hemline of your slip, revealing your shaved, hairless pussy.<Br>
<Br>
"I’ve never done this before," <i><<TrueName "Current">></i> says. <BR>
<BR>
He drops to his knees, lining eyes up with yours. Then leans forward, eagerly moving his lips towards yours. You look down your body, still holding up your hem, watching his head move towards your pussy.<Br>
<Br>
His tongue laps at your labia, around the edges, across and upward. Bolts of pleasure emanate upwards, causing you to moan as the tongue runs across your hole. You feel yourself stirring in your loins. Growing wet. With a sigh, you arch your head back, close your eyes and shudder as the tongue explores the edges of your lips.<Br>
<Br>
Then, <i><<TrueName "Current">></i> slips his tongue inside of you.<Br>
<Br>
Your legs instinctively close around him as you moan. <i><<TrueName "Current">></i> continues to lap at you, tongue pushing deeper and deeper inside, licking at your juices as they begin to flow. You squeak with pleasure.<Br>
<Br>
You open your eyes, hairless legs wrapped around your old head that's buried in your groin. Your body shivers and you can barely reach down to brush his hair, panting.<Br>
<Br>
<i><<TrueName "Current">></i> glances up, as if curious if he’s doing something wrong. You smile. "I think I’m ready," you hear yourself say. Hear Jennifer say. But it’s your decision. It’s you.<Br>
<BR>
To emphasise, you pull yourself further back up on the bed, parting your legs even more. <i><<TrueName "Current">></i> grins and climbs on to the bed, pulling his trousers down as he does so. Straddling you, he takes his top off and casts it aside.<br>
<<Virginity>>
<<if _Virginity is true>>
<br>The sight is enough to momentarily bring you to your senses. You aren't a virgin. Not technically. But it's getting so hard to keep track of what you are. One thing you know, this will be the first time you've had sex as a woman. Do you really want to lose your, for lack of a better term, virginity again, as Jennifer?<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Have sex as Jennifer" "JenniferDialogue">><<VirginityLost>><<set $JenniferDialogue to "SexSwitchMain">><</link>><br>
<<if _Virginity is true>><<link "Tell them to stop" "JenniferDialogue">><<set $JenniferDialogue to "SexSwitchStopVirgin">><</link>><</if>>
<<case "SexSwitchGoDownFail">>
"Do you think…" you murmur, "Don’t you want to… taste me?" Your eyes flicker down your body, gazing on the hem of your lingerie. Then back up, meeting his gaze.<Br>
<Br>
<i><<TrueName "Current">></i> smiles, but his head shakes. "You’re going to give me a blowjob, <i>Jennifer</i>." To emphasise, he cups his balls. "Get on your knees."<Br>
<Br>
He reaches out and pulls you forwards, hands on the back of your head as he pushes you down to the floor. You kneel at his feet, staring up at him, his groin perilously close to your face.<BR>
<Br>
You stare at it for a moment. Remembering what it felt like when Jennifer was in this position. When it was you standing. When her dainty hands wrapped around your shaft.<Br>
<Br>
Slowly, you reach forward and unbuckle the belt. There is no ambiguity now. He is <I><<TrueName "Current">></I>. And you are <i>Jennifer</i>. As you pull the trousers down just enough to see the boxer shorts, the reality of the situation is clear. With a quick flick, you pull them down.<Br>
<Br>
<<if $PlayerCharacter.stateCurrent is 0>>
It springs out almost into her face. Whether due to being in this smaller body or just seeing it from a different perspective, you feel your eyes widen at the sight of how big it is. You trace one of your coloured nails across it, nerves fluttering within you.<Br>
<Br>
"Suck it," he commands.<Br>
<Br>
You nod and move your face forward, running your tongue over the tip. It feels warm against your touch. Then, cautiously, you know what you must do. You wrap your lips around it and tease the end with your mouth. <i><<TrueName "Current">></i> sighs in euphoria.<Br>
<Br>
Using your dainty hand, you feed the cock into your tiny mouth, taking more and more of its length inside. You glance up, watching <i><<TrueName "Current">></i> stare down at you from above, watching you begin to bob up and down, taking their prick deeper between your glossy lips and towards your throat.<Br>
<Br>
"You're so good at this," he whispers, reaching out to pull your head further towards his body. You force yourself to relax as he pushes your face down on to his groin, cock hitting the back of your throat and brushing your tonsils. You feel your gag reflex kick in, but you hold still, fighting it off, instead staring upwards locking with his eyes until he releases you. <Br>
<Br>
You gasp for air, but then look back up at him. At you. You know what he wants. You smile.<Br>
<<elseif $PlayerCharacter.stateCurrent is 1>>
It springs out. Whether due to being in this smaller body or just seeing it from a different perspective, it seems bigger than you gave yourself credit for. You trace one of your coloured nails across it, anticipation fluttering within you.<Br>
<Br>
"Suck it," he tells you.<Br>
<Br>
You nod and move your face forward, running your tongue over the tip. It feels warm against your touch. Then, cautiously, you know what you must do. You wrap your lips around it and tease the end with your mouth. <i><<TrueName "Current">></i> sighs in euphoria.<Br>
<Br>
Using your dainty hand, you feed the cock into your tiny mouth, taking more and more of its length inside. You glance up, watching <i><<TrueName "Current">></i> stare down at you from above, watching you begin to bob up and down, taking his prick deeper between your glossy lips and towards your throat.<bR>
<br>
"You're so good at this," he whispers, reaching out to pull your head further towards his body. You force yourself to relax as he pushes your face down on to his groin, cock hitting the back of your throat. You hold still, fighting off an instinct to gag, instead staring upwards locking with his eyes until he releases you.<Br>
<br>
You gasp for air, but then look back up at him. At you. You know what he wants. You smile.<Br>
<<elseif $PlayerCharacter.stateCurrent is 2>>
It falls out in front of your lips. You look at it hesitantly. Maybe it’s just this new angle, but you thought it would look bigger. You hold it in your hand, coloured nails wrapped enclosed around it, feeling something akin to disappointment in spite of how bizarre every emotion you’re having feels to you.<br>
<Br>
"Can you suck it?" <i><<TrueName "Current">></i> asks.<Br>
<Br>
You nod and move your face forward, running your tongue over it. It feels warm against your touch. Then, cautiously, you know what you must do. You wrap your lips around it and tease the end with your mouth. <i><<TrueName "Current">></i> sighs in euphoria.<Br>
<Br>
Using your dainty hand, you feed the cock into your tiny mouth, quickly taking its length inside. You glance up, watching <i><<TrueName "Current">></i> stare down at you from above, watching you engulf the dick between your glossy lips in only a few movements.<Br>
<Br>
"You're so good at this," he whispers, reaching out to pull your head further towards his body. You relax as he pushes your face down on to his groin, cock filling your mouth but nothing more. You lock your eyes with his until he releases you.<br>
<br>
You take a deep breath, still looking up at him. At you. You know what he wants. You smile.<Br>
<<elseif $PlayerCharacter.stateCurrent is 3>>
It falls out in front of your lips. You look at it with confusion. It might just be this new view, but it looks tiny. You hold it between two coloured nails and despite how everything feels bizarre to you, one thing feels certain. You’re disappointed.<Br>
<Br>
"Do you think you can suck it?" <i><<TrueName "Current">></i> asks.<Br>
<Br>
You feel an eyebrow rise instinctively, but you nod and move your face forward, running your tongue over it. It feels warm against your touch. Then, cautiously, you know what you must do. You feed it whole between your lips. <i><<TrueName "Current">></i> sighs in euphoria.<Br>
<Br>
There’s no need for your hands. You feel almost empty as you flick your tongue around the tiny penis inside your mouth. You glance up, watching <i><<TrueName "Current">></i> stare down at you from above, watching you gurgle the dick inside you and between your glossy lips.<Br>
<Br>
"You’re so good at this," he whispers, reaching out to pull your head further towards his body. It makes no difference. Your lips already brush against his pubic hair. It doesn’t even touch the back of your mouth. You lock your eyes with his until he releases you. <Br>
<Br>
You look up at him. At you. You know what he wants. You smile.<Br>
<</if>>
<Br>
"I think you’re ready," you say after regaining your breath. You stand up, lean back towards the bed, and shift up on to it. A wave of anticipation surges within you. You part your legs as you lie down on your back.<Br>
<Br>
<i><<TrueName "Current">></i> grins and climbs on to the bed, pulling his trousers down as he does so. He takes his top off and casts it aside.<Br>
<<Virginity>>
<<if _Virginity is true>>
<br>The sight is enough to momentarily bring you to your senses. You aren't a virgin. Not technically. But it's getting so hard to keep track of what you are. One thing you know, this will be the first time you've had sex as a woman. Do you really want to lose your, for lack of a better term, virginity again, as Jennifer?<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Have sex as Jennifer" "JenniferDialogue">><<VirginityLost>><<set $JenniferDialogue to "SexSwitchMain">><</link>><br>
<<if _Virginity is true>><<link "Tell them to stop" "JenniferDialogue">><<set $JenniferDialogue to "SexSwitchStopVirgin">><</link>><</if>>
<<case "SexSwitchStopVirgin">>
"Stop," you hear yourself murmur. A small, meek voice, a plea, but it's enough to make the man on top of you stop. His eyes look down on you with concern. His erect member hovering over your exposed pussy, sticking out over your stomach like a weapon.<br>
<br>
"What?" <i><<TrueName "Current">></i> says. <br>
<Br>
Biting down into your bottom lip, you feel yourself blushing. "I just... it's just too much too soon, you murmur. Taking a deep breath, you shrug your shoulders lightly. "Like this, I'm sort of a virgin."<Br>
<br>
<i><<TrueName "Current">></i> takes in a deep breath, his pants audible in the silence. His eyes lock on to you briefly, before looking down. At his cock, hovering near your hole. You can see the calculation in his eyes. <br>
<br>
"A bit late to be turning into a tease, isn't it?" he finally says with a smirk. <br>
<br>
"I'm sorry," you stammer, trying to return his smile.<br>
<br>
<I><<TrueName "Current">></I> looks down at you, eyes lingering on your body. "I'm still really horny," he murmurs. "Never used to be into girls. But like this. It feels different."<br>
<Br>
"Do you want to finish yourself off?" you hear yourself saying. As if answering his confusion, you reach down and pull your negligee up, exposing your pert breasts. Jennifer's breasts.<br>
<br>
<i>Or are they yours now?</i><br>
<br>
It's enough to make the smile broaden. Slowly, he reaches down and begins to stroke his penis. Faster and faster, as you hold your sleepwear up around your neck, posing for his pleasure.<br>
<br>
<i><<TrueName "Current">></i> groans and whimpers, as his hand frenziedly moves back and forth. "I’m going to cum," he cries. "I’m going to paint your face!"<Br>
<br>
<<if $PlayerCharacter.stateCurrent is 0>>
<i><<TrueName "Current">></i> clambers up over your torso, legs astride your chest. He strokes his cock quickly, aiming it towards your face. You couldn’t move away now, even if you wanted to.<Br>
<BR>
With an audible grunt, for a split second you see his prick erupt. And then something hits your face. Large globs of liquid splatter over your eyes. Then your lips. You feel it even land in your hair.<Br>
<Br>
It seems to be never-ending. You just wince as spurts of semen paint your skin. You close your eyes instinctively, feeling the warm liquid running across your pores. <br>
<Br>
Only when certain it’s stopped do you dare to open them again. You feel the substance sticking against your eyelids as you try to blink it away. <i><<TrueName "Current">></i> stares down at you, cock in hand, smiling. <Br>
<Br>
"That was a lot," you murmur.<Br>
<Br>
He sniggers. "Run your tongue around your lips."<Br>
<Br>
You frown, but do as he says. Instantly aware of the salty taste on your lips. Your mouth is covered in cum. <br>
<Br>
"You look like such a slut," <i><<TrueName "Current">></i> tells you.<br>
<<elseif $PlayerCharacter.stateCurrent is 1>>
<i><<TrueName "Current">></i> clambers up over your torso, legs astride your chest. He strokes his cock quickly, aiming it towards your face. You couldn’t move away now, even if you wanted to.<Br>
<br>
With an audible grunt, for a split second you see his prick erupt. Something hits your face and you feel large globs of liquid splatter over your forehead. Then your lips. Then a jet hits your eyes.<Br>
<br>
Instinctively you close them, feeling the warm liquid running across your pores. Only when certain it’s stopped do you open them. You feel the substance sticking against your eyelids as you try to blink it away. <i><<TrueName "Current">></i> stares down at you, cock in hand, smiling. <Br>
<br>
"Been a while, has it?" <i><<TrueName "Current">></i> asks with a smirk. "Run your tongue around your lips."<Br>
<Br>
You frown, but do as he says. Instantly aware of the salty taste on your lips. Your lips are coated with cum. <Br>
<<elseif $PlayerCharacter.stateCurrent is 2>>
<i><<TrueName "Current">></i> clambers up over your torso, legs astride your chest. He strokes his cock quickly, aiming it towards your face. You couldn’t move away now, even if you wanted to.<Br>
<Br>
With an audible grunt, for a split second you see his prick erupt. Something hits your face and you feel large globs of liquid splatter over your forehead. Then your lips. <Br>
<br>
And then… nothing. You wait, still braced for more. But then you see a trickle run out of the tip, dripping down over your neck. He’s done. <i><<TrueName "Current">></i> stares down at his dick, confused.<Br>
<br>
"Are you done?" you ask him, a hint of softness in your voice. He looks up at you, nods, and gestures to around his mouth. <Br>
<Br>
Instinctively you run your tongue around your lips, tasting the salty taste upon them. At least your lips are splattered with cum. <Br>
<<elseif $PlayerCharacter.stateCurrent is 3>>
<i><<TrueName "Current">></i> clambers up over your torso, legs astride your chest. He strokes his cock quickly, aiming it towards your face. You couldn’t move away now, even if you wanted to.<Br>
<br>
With an audible grunt, for a split second you see his prick erupt. Something hits your lips and you brace yourself for his ejaculation.<Br>
<br>
But then… nothing. You wait, still ready for more. But then you see a trickle run out of the tip, dripping down over your neck. He’s done. <i><<TrueName "Current">></i> stares down at his dick, confused.<br>
<br>
"Is that it?" you ask him, a hint of sadness in your voice. He looks up at you, nods, and gestures to around his mouth. <Br>
<br>
Instinctively you run your tongue around your lips, tasting the salty taste upon them. At least your lips are splattered with cum.<br>
<</if>>
<br>
You smile politely as he shifts himself off your body and off to the side. You look around, eyes spotting the tissues on the bedside table.<Br>
<br>
"No," <i><<TrueName "Current">></i> says as you reach out for one. "Go to the bathroom. I want you to see yourself like this. See how it feels."<Br>
<br>
Again, you wordlessly nod. You shift yourself off the bed and with a final glance back at his dick, you head towards Jennifer’s bathroom.<Br>
<br>
<<ActionsHeader>>
<<link "Clean up in Jennifer’s bathroom" "JenniferDialogue">><<set $JenniferDialogue to "SwitchSexCleanUpCumFace">><</link>>
<<case "SexSwitchMain">>
<<if $PlayerCharacter.stateCurrent is 0>>
You look up at the man between you, your legs either side of him, feeling your thighs touching his skin. Your eyes linger on his chest, then drift down to the large erect member, hovering over your exposed pussy, sticking out over your stomach like a weapon. Everything this evening, you realise, has been leading up to this. And you can’t deny it any longer. You’ve wanted it all. "Fuck me," you whisper, breathlessly.<Br>
<Br>
Without needing more assurance, he reaches down and guides his prick towards you. His fingers rub over your clit, massaging it for a moment, then cautiously drives his dick inside you.<Br>
<<Virginity>>
<<if _Virginity is true>><br>You wince as you feel for the first time a cock pushing up inside your body. You know there will be no blood, no hymen to break. But the sensation is alien all the same, as your tender cavities stretch and rub against the foreign body now invading you. Something fleeting flashes across your mind. Not words, not a feeling, but more of an acknowledgement. Of what you've done. What you've let happen. You wonder if it's possible to turn back now.<br><</if>>
<br>
A flurry of endorphins flood your body, causing you to moan as its girth stretches you wide. He rocks back and forth, slowly pushing his dick further and further inside you. Spasms of pleasure flash up from within, driving you to whimper as he crashes against you. <Br>
<Br>
You arch your back, grinding against him, taking him further and further inside your skin. You catch his eyes and he grins, reaching out to pull your negligee down. You feel the cold air on your exposed breasts as he squeezes your nipples. You whimper at his touch.<Br>
<Br>
As your body shakes, you clasp your legs against his torso, wrapping around his body as you lay otherwise inert underneath him. You can’t help but bite your bottom lip, struggling to contain the screams of pleasure that come from your throat.<Br>
<br>
And then, you feel it building. A radiating and ever-growing bubble within you. All the sensations and endorphins fusing together, greater than the sum of their parts, pushing up with a greater force than you can remember feeling. A little like magic, you momentarily consider.<Br>
<Br>
"Oh god!" you hear yourself murmurs, then arch your back and push your body against his. The shriek is loud, uncontrolled and unashamed.<Br>
<br>
<i><<TrueName "Current">></i> hammers hard, groaning himself. "I’m going to cum," he cries. "I’m going to paint your face!"<Br>
<br>
As you ride the residual wave of your orgasm, you glance up at him. He’s moments away from finishing himself. You have one chance to tell him what to do.<Br>
<<elseif $PlayerCharacter.stateCurrent is 1>>
You look up at the man between you, legs either side of him, feeling your thighs touching his skin. Your eyes linger on his chest, then drift down to the erect member, hovering over your exposed pussy, sticking out over your stomach. Everything this evening, you realise, has been leading up to this. And you can’t deny it any longer. You’ve wanted it all. "Fuck me," you whisper.<Br>
<Br>
Without needing more assurance, he reaches down and guides his prick towards you. His fingers rub over your clit, massaging it for a moment, then cautiously drives his dick inside you.<Br>
<<Virginity>>
<<if _Virginity is true>><br>You wince as you feel for the first time a cock pushing up inside your body. You know there will be no blood, no hymen to break. But the sensation is alien all the same, as your tender cavities stretch and rub against the foreign body now invading you. Something fleeting flashes across your mind. Not words, not a feeling, but more of an acknowledgement. Of what you've done. What you've let happen. You wonder if it's possible to turn back now.<br><</if>>
<Br>
Endorphins flicker inside body, as he rocks back and forth, slowly pushing his dick further and further inside you. Spasms of pleasure flash up from within, driving you to whimper as he crashes against you. <Br>
<Br>
You arch your back, grinding against him, taking him further and further inside your skin. You catch his eyes and he grins, reaching out to pull your negligee down. You feel the cold air on your exposed breasts as he squeezes your nipples. You whimper at his touch.<Br>
<Br>
As your body shakes, you part your legs further, giving him room to pound against you, slapping his balls against your skin. You can’t help but bite your bottom lip, struggling to contain the screams of pleasure that come from your throat.<Br>
<Br>
And then, you feel it building. A radiating and ever-growing bubble within you. All the sensations and endorphins fusing together, greater than the sum of their parts, pushing up with a greater force than you can remember feeling. A little like magic, you momentarily consider.<Br>
<Br>
"Oh god!" you hear yourself murmurs, then arch your back and push your body against his. The cry is loud and without restraint.<Br>
<Br>
<i><<TrueName "Current">></i> hammers hard, groaning himself. "I’m going to cum," he cries. "I’m going to paint your face!"<Br>
<br>
As you ride the residual wave of your orgasm, you glance up at him. He’s moments away from finishing himself. You have one chance to tell him what to do.<Br>
<<elseif $PlayerCharacter.stateCurrent is 2>>
You look up at the man between you, legs either side of him, feeling your thighs touching his skin. Your eyes linger on his chest, noting the small mounds and his nipples that appear to have grown erect. Something feels off…<Br>
<br>
But your eyes drift down to his small cock, hovering over your exposed pussy. Everything this evening, you realise, has been leading up to this. And you can’t deny it any longer. You’ve wanted it all. "Fuck me," you murmur. And you murmur as he enters, his full dick inside you sooner than expected.<Br>
<<Virginity>>
<<if _Virginity is true>><br>You wince as you feel for the first time a cock pushing up inside your body. You know there will be no blood, no hymen to break. But the sensation is alien all the same, as your tender cavities stretch and rub against the foreign body now invading you. Something fleeting flashes across your mind. Not words, not a feeling, but more of an acknowledgement. Of what you've done. What you've let happen. You wonder if it's possible to turn back now.<br>
<</if>>
<br>
Still, you feel it rubbing inside your womb and against your clit, triggering endorphins to rush into your bloodstream. You arch your back, grinding against him. You catch his eyes and he grins, reaching out to pull your negligee down. You feel the cold air on your exposed breasts as he squeezes your nipples. <Br>
<Br>
As he pushes forward, you pull your legs back with your hands, pulling your knees almost up to your chin, in an effort to get him deeper within you. You catch <i><<TrueName "Current">></i>'s gaze as you lie inert for him, legs raised high for his access.<br>
<Br>
<i><<TrueName "Current">></i> hammers hard, groaning himself. "I’m going to cum," he cries. "I’m going to paint your face!"<Br>
<br>
Far from an orgasm of your own, you glance up at him. He’s moments away from finishing himself. You have one chance to tell him what to do.<Br>
<<elseif $PlayerCharacter.stateCurrent is 3>>
You look up at the man between you, legs either side of him, feeling your thighs touching his skin. Your eyes linger on his chest, noting his small breasts. This feels wrong…<Br>
<Br>
But your eyes drift down to his tiny prick, hovering over your exposed pussy. Everything this evening, you realise, has been leading up to this. And you can’t deny it any longer. You’ve wanted it all. Even if this isn’t exactly how you pictured it. "Fuck me," you say flatly. You murmur as his enters, his dick barely registering inside of you. <Br>
<<Virginity>>
<<if _Virginity is true>><br>You wince as you feel for the first time a cock pushing up inside your body. You know there will be no blood, no hymen to break. But the sensation is alien all the same, as your tender cavities stretch and rub against the foreign body now invading you. Something fleeting flashes across your mind. Not words, not a feeling, but more of an acknowledgement. Of what you've done. What you've let happen. You wonder if it's possible to turn back now.<br>
<</if>>
<br>
Still, you feel it rubbing against your clit, triggering endorphins to rush into your bloodstream. You arch your back, grinding against him. You catch his eyes and he grins, reaching out to pull your negligee down. You feel the cold air on your exposed breasts as he squeezes your nipples. <Br>
<bR>
As he pushes forward, you pull your legs back with your hands, pulling your knees almost up to your chin, in an effort to get him deeper within you. You catch <i><<TrueName "Current">></i>'s gaze as you lie inert for him, legs raised high for his access.<Br>
<Br>
<i><<TrueName "Current">></i> hammers hard, groaning himself. "I’m going to cum," he cries. "I’m going to paint your face!"<Br>
<Br>
Far from an orgasm of your own, you glance up at him. He’s moments away from finishing himself. You have one chance to tell him what to do.<Br>
<</if>>
<Br>
<<ActionsHeader>>
<<CompulsionCheck "BabyFever">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Baby Fever] </span><<link "Tell him to cum inside you" "JenniferDialogue">><<Feminity 1>><<set $JenniferDialogue to "SexSwitchCumInside">><</link>><br>
<<AssertiveCheck>>
<<if _currentAssertive gte 60>>
<<link "[Assertive > 60] Resist the compulsion and tell him to pull out" "JenniferDialogue">><<Assertive 1>><<set $JenniferDialogue to "SexSwitchPullOut">><</link>><br>
<<else>>
<span class="compulsion">[Baby Fever] </span><s>Tell him to pull out</s> - <i>You feel compelled to let him finish inside you.</i><br>
<</if>>
<span class="compulsion">[Baby Fever] </span><s>Let him cum on your face</s> - <i>You feel compelled to let him finish inside you.</i><br>
<<else>>
<<link "Let him cum on your face" "JenniferDialogue">><<Assertive -1>><<set $JenniferDialogue to "SexSwitchCumFace">><</link>><br>
<<link "Tell him to pull out" "JenniferDialogue">><<Assertive 1>><<set $JenniferDialogue to "SexSwitchPullOut">><</link>><br>
<<link "Tell him to cum inside you" "JenniferDialogue">><<Feminity 1>><<set $JenniferDialogue to "SexSwitchCumInside">><</link>><br>
<</if>>
<<case "SexSwitchCumFace">>
<<if $PlayerCharacter.stateCurrent is 0>>
You feel <i><<TrueName "Current">></i> pull his dick from out of you and he clambers up over your torso, legs astride your chest. He strokes his cock quickly, aiming it towards your face. You couldn’t move away now, even if you wanted to.<Br>
<BR>
With an audible grunt, for a split second you see his prick erupt. And then something hits your face. Large globs of liquid splatter over your eyes. Then your lips. You feel it even land in your hair.<Br>
<Br>
It seems to be never-ending. You just wince as spurts of semen paint your skin. You close your eyes instinctively, feeling the warm liquid running across your pores. <br>
<Br>
Only when certain it’s stopped do you dare to open them again. You feel the substance sticking against your eyelids as you try to blink it away. <i><<TrueName "Current">></i> stares down at you, cock in hand, smiling. <Br>
<Br>
"That was a lot," you murmur.<Br>
<Br>
He sniggers. "Run your tongue around your lips."<Br>
<Br>
You frown, but do as he says. Instantly aware of the salty taste on your lips. Your mouth is covered in cum. <br>
<Br>
"You look like such a slut," <i><<TrueName "Current">></i> tells you.<br>
<<elseif $PlayerCharacter.stateCurrent is 1>>
You feel <i><<TrueName "Current">></i> pull his dick from out of you and he clambers up over your torso, legs astride your chest. He strokes his cock quickly, aiming it towards your face. You couldn’t move away now, even if you wanted to.<Br>
<br>
With an audible grunt, for a split second you see his prick erupt. Something hits your face and you feel large globs of liquid splatter over your forehead. Then your lips. Then a jet hits your eyes.<Br>
<br>
Instinctively you close them, feeling the warm liquid running across your pores. Only when certain it’s stopped do you open them. You feel the substance sticking against your eyelids as you try to blink it away. <i><<TrueName "Current">></i> stares down at you, cock in hand, smiling. <Br>
<br>
"Been a while, has it?" <i><<TrueName "Current">></i> asks with a smirk. "Run your tongue around your lips."<Br>
<Br>
You frown, but do as he says. Instantly aware of the salty taste on your lips. Your lips are coated with cum. <Br>
<<elseif $PlayerCharacter.stateCurrent is 2>>
You feel <i><<TrueName "Current">></i> pull his dick from out of you and he clambers up over your torso, legs astride your chest. He strokes his cock quickly, aiming it towards your face. You couldn’t move away now, even if you wanted to.<Br>
<Br>
With an audible grunt, for a split second you see his prick erupt. Something hits your face and you feel large globs of liquid splatter over your forehead. Then your lips. <Br>
<br>
And then… nothing. You wait, still braced for more. But then you see a trickle run out of the tip, dripping down over your neck. He’s done. <i><<TrueName "Current">></i> stares down at his dick, confused.<Br>
<br>
"Are you done?" you ask him, a hint of softness in your voice. He looks up at you, nods, and gestures to around his mouth. <Br>
<Br>
Instinctively you run your tongue around your lips, tasting the salty taste upon them. At least your lips are splattered with cum. <Br>
<<elseif $PlayerCharacter.stateCurrent is 3>>
You feel <i><<TrueName "Current">></i> pull his dick from out of you and he clambers up over your torso, legs astride your chest. He strokes his cock quickly, aiming it towards your face. You couldn’t move away now, even if you wanted to.<BR>
<br>
With an audible grunt, for a split second you see his prick erupt. Something hits your lips and you brace yourself for his ejaculation.<Br>
<br>
But then… nothing. You wait, still ready for more. But then you see a trickle run out of the tip, dripping down over your neck. He’s done. <i><<TrueName "Current">></i> stares down at his dick, confused.<br>
<br>
"Is that it?" you ask him, a hint of sadness in your voice. He looks up at you, nods, and gestures to around his mouth. <Br>
<br>
Instinctively you run your tongue around your lips, tasting the salty taste upon them. At least your lips are splattered with cum.<br>
<</if>>
<br>
You smile politely as he shifts himself off your body and off to the side. You look around, eyes spotting the tissues on the bedside table.<Br>
<br>
"No," <i><<TrueName "Current">></i> says as you reach out for one. "Go to the bathroom. I want you to see yourself like this. See how it feels."<Br>
<br>
Again, you wordlessly nod. You shift yourself off the bed and with a final glance back at his dick, you head towards Jennifer’s bathroom.<Br>
<br>
<<ActionsHeader>>
<<link "Clean up in Jennifer’s bathroom" "JenniferDialogue">><<set $JenniferDialogue to "SwitchSexCleanUpCumFace">><</link>>
<<case "SexSwitchPullOut">>
"Just pull out," you stammer.<Br>
<Br>
You see the flash of irritation on <i><<TrueName "Current">>'s</i> face, but he pulls his dick out of you and points it over your body, massaging it vigorously. Knowing what will happen, you pull your slip up from your stomach. <Br>
<Br>
<<if $PlayerCharacter.stateCurrent is 0>>
Just in time as jets of sticky white semen splatter your torso. One spurt. Two. A third. He tugs at his dick one final time and a cum arches through the air across you.<Br>
<Br>
By the time his sighs in elation, your stomach is covered in your spunk. You feel its sticky texture run across your body. You look up at him, smiling politely. "That was a lot."<Br>
<Br>
He pulls himself off you, grinning. "You look like such a slut," he says, almost in a tone of affection.<Br>
<<elseif $PlayerCharacter.stateCurrent is 1>>
Just in time as jets of sticky white semen splatter your torso. One spurt. Then another. He tugs at his dick one final time and a cum arches through the air across you.<Br>
<bR>
By the time his sighs in elation, your stomach is splattered with cum. You feel its sticky texture run across your body. You look up at him, smiling politely. <Br>
<Br>
He pulls himself off you, grinning. "Been a while, has it?" he asks.<Br>
<<elseif $PlayerCharacter.stateCurrent is 2>>
Just in time as a jet of sticky white semen splatter your torso. He tugs at his dick one final time and cum arches through the air across your body.<Br>
<br>
Glancing down, you see two threads of spunk across you. You feel its sticky texture run across your body. You look up at him, a little unsure if that’s it. He himself looks confused.<Br>
<<elseif $PlayerCharacter.stateCurrent is 3>>
Just in time as a small stream of sticky white semen land on your stomach. Glancing down, you see a thread of spunk across you. You feel its sticky texture settling in your bellybutton. You look up at him, a little unsure if that’s it. He himself looks confused.<br>
<</if>>
<Br>
You look around, eyes spotting the tissues on the bedside table.<bR>
<Br>
"No," <i><<TrueName "Current">></i> says as you reach out for one. "Go to the bathroom. I want you to see yourself like this. See how it feels."<Br>
<Br>
Again, you wordlessly nod. You shift yourself off the bed and with a final glance back at his dick, you head towards Jennifer’s bathroom.<Br>
<br>
<<ActionsHeader>>
<<link "Clean up in Jennifer’s bathroom" "JenniferDialogue">><<set $JenniferDialogue to "SwitchSexCleanUpPullOut">><</link>>
<<case "SexSwitchCumInside">>
The words escape your mouth before you can stop them. "Cum inside me."<bR>
<Br>
You see the surprise on <i><<TrueName "Current">>'s</i> face, he shallowly nods. With a moan, you feel his thrusting increase and then all too quickly he cries. "I'm cumming!"<Br>
<Br>
<<if $PlayerCharacter.stateCurrent is 0>>You feel his large dick empty deep inside your womb. One spurt. Two. A third. Ecstasy apparent on his face. By the time he’s finished, he collapses forward, lying against your body.<Br>
<<elseif $PlayerCharacter.stateCurrent is 1>>You feel his dick empty deep inside your womb. One spurt. Then another. By the time he’s finished, he collapses forward, lying against your body.<br>
<<elseif $PlayerCharacter.stateCurrent is 2>>You feel his small dick empty deep inside your womb. Just a spurt, then he collapses forward, lying against your body.<br>
<<elseif $PlayerCharacter.stateCurrent is 3>>You feel his tiny dick empty deep inside your womb. So meager you can’t even feel it. He collapses forward, lying against your body.<Br>
<</if>>
<br>
"Oh god," he murmurs. "I didn’t think you’d risk that."<Br>
<br>
<<CompulsionCheck "BabyFever">>
<<if _CompulsionCheck is true>>
"You’re still on the pill, aren’t you?" you ask him. A flutter of excitement stirs inside your stomach. Does that even mean that you are? From the look in his eyes, he doesn’t know the answer either.<Br>
<<else>>
"You’re still on the pill, aren’t you?" you ask him. A sinking feeling inside your stomach. Does that even mean that you are? From the look in his eyes, he doesn’t know the answer either.<Br>
<</if>>
<br>
He sighs and rolls off you, staring back. Finally an understanding smile forms. "Just be careful in future," he says. "Doctor Palmer… let’s just say his birth control prescriptions are prone to accidents."<Br>
<br>
You nod, wondering how that might happen. <Br>
<Br>
<I>And what that means for you, surely?</i><Br>
<br>
Trying to move on from the thought, you look around, eyes spotting the tissues on the bedside table.<Br>
<Br>
"No," <i><<TrueName "Current">></i> says as you reach out for one. "Go to the bathroom. I want you to see yourself like this. See how it feels."<Br>
<Br>
Again, you wordlessly nod. You shift yourself off the bed and with a final glance back at his dick, you head towards Jennifer’s bathroom.<Br>
<br>
<<ActionsHeader>>
<<link "Clean up in Jennifer’s bathroom" "JenniferDialogue">><<set $JenniferDialogue to "SwitchSexCleanUpCumInside">><</link>>
<<case "SwitchSexCleanUpCumFace">>
<b>Jennifer's Apartment - Bathroom</b><br>
<img src="./images/Jennifers_Apartment_Bathroom.png"><br>
<br>
You slip into the bathroom, flicking on the light. There, surrounded by face cleansers and pastel coloured hair products, is bathroom mirror. Right now, the reflection is Jennifer. You.<br>
<Br>
<<if $PlayerCharacter.stateCurrent is 0>>You take in the sight, almost shocked. Your face is covered in spunk. You’ve only seen such a sight in bukkake porn. Your hair is matted together from the semen. Your eyelashes glisten with it. Your eye shadow is smudged and your lip gloss smeared. Meanwhile, your nightie is tugged down and ruffled, nipples partially still hanging out from the delicate lingerie you’re wearing.<bR>
<<elseif $PlayerCharacter.stateCurrent is 1>>You take in the sight. Your face is coated in spunk. It’s not quite like bukkake, but not far off. Cum runs down your face. Your eyelashes glisten from it. Your eye shadow is smudged and your lip gloss smeared. Meanwhile, your nightie is tugged down and ruffled, nipples partially still hanging out of the delicate lingerie you’re wearing.<br>
<<elseif $PlayerCharacter.stateCurrent is 2>>You take in the sight. Your face and lips are sprayed with semen. You look a girl at the end of an porno where her partner guy done one too many shoots that day. Still, it’s visible and apparent. Cum runs down your nose. Your lip gloss is smeared and glistens from the semen. And your nightie is tugged down and ruffled, nipples partially still hanging out of the delicate lingerie you’re wearing.<br>
<<elseif $PlayerCharacter.stateCurrent is 3>>You take in the sight. Your lips are peppered with cum. It looks as though someone came inside your mouth and you couldn’t swallow. Your lip gloss is smeared and your nightie is tugged down and ruffled, nipples partially still hanging out of the delicate lingerie you’re wearing.<Br>
<</if>>
<Br>
For a moment you can only stare. Whilst it looks like Jennifer, you can’t recall her ever appearing so… meek. You try to think back on all the times you’ve had sex. Neither of you have experimented with dominance and submission, but she’s never ended up looking like this.<br>
<Br>
<i>This isn’t Jennifer, though, is it? This is you.</i><Br>
<Br>
You gulp and reach out for some paper. You spend a few minutes freshening yourself up and removing the ruined make-up, then return to the bedroom.<Br>
<Br>
<<ActionsHeader>>
<<link "Return to the bedroom" "JenniferDialogue">><<set $JenniferDialogue to "SwitchSexCleanUpEpilogue">><</link>>
<<case "SwitchSexCleanUpPullOut">>
<b>Jennifer's Apartment - Bathroom</b><br>
<img src="./images/Jennifers_Apartment_Bathroom.png"><br>
<br>
You slip into the bathroom, flicking on the light. There, surrounded by face cleansers and pastel coloured hair products, is bathroom mirror. Right now, the reflection is Jennifer. You.<br>
<Br>
<<if $PlayerCharacter.stateCurrent is 0>>You take in the sight, holding your nightie up to avoid the mess. Your body is covered in spunk. Semen runs down your legs, glistening in the light. Meanwhile, the top of your slip is tugged down and ruffled, nipples partially still hanging out from the delicate lingerie you’re wearing.<Br>
<<elseif $PlayerCharacter.stateCurrent is 1>>You take in the sight, holding your nightie up to avoid the mess. Your body is splattered with spunk. A trickle of semen even runs down a leg, glistening. Meanwhile, the top of your slip is tugged down and ruffled, nipples partially still hanging out from the delicate lingerie you’re wearing.<br>
<<elseif $PlayerCharacter.stateCurrent is 2>>You take in the sight, holding your nightie up to avoid the mess. Traces of cum are visible across your stomach, threatening to drip down your leg. Meanwhile, the top of your slip is tugged down and ruffled, nipples partially still hanging out from the delicate lingerie you’re wearing.<br>
<<elseif $PlayerCharacter.stateCurrent is 3>>You take in the sight, holding your nightie up to avoid the mess. A small amount of cum is visible around your bellybutton, settling there despite standing. Meanwhile, the top of your slip is tugged down and ruffled, nipples partially still hanging out from the delicate lingerie you’re wearing.<br>
<</if>>
<bR>
For a moment you can only stare. Whilst it looks like Jennifer, you can’t recall her ever appearing so… meek. You try to think back on all the times you’ve had sex. Neither of you have experimented with dominance and submission, but she’s never ended up looking like this.<Br>
<br>
<I>This isn’t Jennifer, though, is it? This is you.</i><Br>
<Br>
You gulp and reach out for some paper. You spend a few minutes freshening yourself up, then return to the bedroom.<Br>
<Br>
<<ActionsHeader>>
<<link "Return to the bedroom" "JenniferDialogue">><<set $JenniferDialogue to "SwitchSexCleanUpEpilogue">><</link>>
<<case "SwitchSexCleanUpCumInside">>
<b>Jennifer's Apartment - Bathroom</b><br>
<img src="./images/Jennifers_Apartment_Bathroom.png"><br>
<br>
You slip into the bathroom, flicking on the light. There, surrounded by face cleansers and pastel coloured hair products, is bathroom mirror. Right now, the reflection is Jennifer. You.<br>
<Br>
<<if $PlayerCharacter.stateCurrent is 0>>You take in the sight, holding your nightie up to avoid the mess. Spunk runs down your legs, dripping in mass from your pussy. It glistens in the light. Meanwhile, the top of your slip is tugged down and ruffled, nipples partially still hanging out from the delicate lingerie you’re wearing.<br>
<<elseif $PlayerCharacter.stateCurrent is 1>>You take in the sight, holding your nightie up to avoid the mess. Spunk runs down your legs, dripping from your pussy. Meanwhile, the top of your slip is tugged down and ruffled, nipples partially still hanging out from the delicate lingerie you’re wearing.<br>
<<elseif $PlayerCharacter.stateCurrent is 2>>You take in the sight, holding your nightie up to avoid the mess. Spunk trickles out from you, running slowly from your pussy. Meanwhile, the top of your slip is tugged down and ruffled, nipples partially still hanging out from the delicate lingerie you’re wearing.<Br>
<<elseif $PlayerCharacter.stateCurrent is 3>>You take in the sight, holding your nightie up to avoid the mess. A bit of spunk drips out from you, barely running down your thigh. Meanwhile, the top of your slip is tugged down and ruffled, nipples partially still hanging out from the delicate lingerie you’re wearing.<Br>
<</if>>
<Br>
For a moment you can only stare. Whilst it looks like Jennifer, you can’t recall her ever appearing so… meek. You try to think back on all the times you’ve had sex. Neither of you have experimented with dominance and submission, but she’s never ended up looking like this.<Br>
<Br>
<I>This isn’t Jennifer, though, is it? This is you.</i><Br>
<Br>
You gulp and reach out for some paper. You spend a few minutes freshening yourself up, then return to the bedroom.<Br>
<Br>
<<ActionsHeader>>
<<link "Return to the bedroom" "JenniferDialogue">><<set $JenniferDialogue to "SwitchSexCleanUpEpilogue">><</link>>
<<case "SwitchSexCleanUpEpilogue">>
<b>Jennifer's Apartment - Bedroom</b><br>
<img src="./images/Jennifers_Apartment_Bedroom_Night.png"><br>
<br>
As you walk in, Jennifer or <<TrueName "Current">> - you don’t know quite what to call them anymore - is leaning against the wall. They smile, content, then slip out of the bedroom door.<Br>
<BR>
You feel the sensation of air against your bare legs, feeling conscious of the length of your slip. You slide into the bed, feeling the sheets warming you as you get in. <Br>
<br>
<i><<TrueName "Current">></i> returns minutes later, his masculine form sliding in beside you. He wraps his arms around your body, holding you close. <br>
<Br>
<<if $PlayerCharacter.stateCurrent is 0>>
You feel yourself push back against his manly torso, feeling secure spooned in his arms. "That was… intense," you murmur.<Br>
<br>
"Shssshh," you hear him say. "We can talk more in the morning. Goodnight, lover," he purrs.<Br>
<<elseif $PlayerCharacter.stateCurrent is 1>>
You feel yourself push back against his torso, feeling your silk nightie rub against his nipples. "That was different," you murmur.<Br>
<br>
"Shssshh," you hear him say. "We can talk more in the morning. Goodnight," he purrs.<Br>
<<elseif $PlayerCharacter.stateCurrent is 2>>
You feel yourself push back against his torso, feeling your silk nightie rub against his chest. "Are you alright?" you murmur.<br>
<Br>
"Shssshh," you hear him say. "We can talk more in the morning. Night," he says hesitantly. <Br>
<<elseif $PlayerCharacter.stateCurrent is 3>>
You feel yourself push back against his torso, feeling your silk nightie rub against his breasts. "Are you alright?" you murmur.<Br>
<Br>
"We can talk more in the morning. Night," he says hesitantly. <br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Go to sleep" "JennifersApartmentBedroomSleep">><<EndConversation "Jennifer">><<TimeChange>><<EventTrigger "JennifersApartment" "JenniferSwitchFirstTime" "Morning" null "Jennifer" null null null false>><</link>>
<<case "StayAsJenMorningAfter">>
"I suppose I could do another day," you tell her.<Br>
<Br>
A beaming smile spreads across her face. "Great!" she says, only now trying to hide her excitement. "Here we go again."<br>
<br>
The rumble begins once more, this time you know what is causing it. You feel the magic building inside Jennifer and brace yourself. It bursts from her body, warming your skin. You hear her shriek, as your ears are filled with the cracking of bones.<bR>
<br>
Then, with a final scream, the magic fades. Silence fills the void again. And you find yourself staring back... at you.<Br>
<Br>
Jennifer - you - chuckles. "That was a bit easier this time. Is that how it feels to you, <<TrueName "Current">>?"<br>
<Br>
You stare back at him, as he runs his manly hands down his body. He grins.<Br>
<br>
<<ActionsHeader>>
<<link "Go outside as Jennifer" "JennifersApartmentSwitchExit">><<EndConversation "Jennifer">><<TransformNPC "Jennifer" "PC">><</link>>
<<case "SearchLocker">>
Jennifer’s is third from the right. The lock is already loose, so you ease the door open. Inside is a spare uniform, a stack of receipts held with a bulldog clip, and a familiar biology textbook. Worn, annotated and identical to Terrence’s.<Br>
<Br>
You lift the book gently and open it. Two things fall out straight away.<bR>
<Br>
First: a faded photograph. Glossy, curled at the corners. Two girls, no more than ten, kneeling in a sunlit field. Their knees are scraped, their hands muddy, and one is steadying the other with a half-smile, half-laugh. You pause. The blonde hair. The dark curls. The faces are younger and softer, are unmistakable. Jennifer. And Annie.<br>
<Br>
The second item: a torn piece of paper. Evans’ Department Store note stock, just like the one in Terrence’s locker. Watermarked. The handwriting matches the note from Terrence's locker.<br>
<br>
<center><span class='PCFemale-handwriting'>Thanks for your help! Sunday mornings. 01434 457045.</span><br></center>
<<if $TutoredTerrence is true>>
<br>The number tugs at your memory. You’ve dialed it recently. It’s the landlord for the Handle household.<br>
<</if>>
<br>
So Jennifer’s been tutoring him. Quietly. Off the record. And she’s kept it to herself. And someone here at Evans Department Store knows where and why. Even stranger is the photo of Annie and Jennifer. And why she's got that inside this book.<br>
<Br>
You tuck the note and photograph back where they were and slide the exercise book back into place. Then, quietly, you shut the locker. You’ll need to follow up. Whatever Jennifer’s doing, it isn’t just about grades.<Br>
<br>
<<ActionsHeader>>
<<link "Head to the stock room" "EvansDepartmentStoreStockRoom">>
<<AddFirst "EvansDepartmentStoreJenniferWorkMorning">>
<<EventTrigger "EvansDepartmentStoreStockRoom" "StockRoomWorkJen" "Morning" null "Jennifer" null null null true>>
<<QuestTracker "Quest21" 3>>
<<EndConversation "Jennifer">>
<</link>>
<<case "WhatsWrong">>
<<JenniferTier>>
"You look a little gloomy," you tell her. "What's wrong?"<br>
<br>
She inhales, putting the letter down. "Just my dad. He usually spends some time with me when he comes back to Charlton. I received this letter this morning. This time, he's got too much to do. Just wants to cram in a dinner at the Hearth and Home. Important business. He couldn't even be bothered to call."<br>
<br>
You try a sympathetic smile, knowing that Jennifer's parents is a touchy subject. "That's a shame."<br>
<br>
She looks up at you with a rare pout. "It's just so unlike him. He usually tries to make time for me. But recently, he's been distant." She takes a breath. "As if he's different now."<br>
<br>
<<if _JenniferTier is "MagicAware" or _JenniferTier is "Confronted">>
Jennifer holds your gaze. You ask the question that hangs in the air. "Like, unnaturally different?"<br>
<br>
She shrugs a little after a moment's pause. "This town plays with people's brains, <<TrueName "Current">>. It doesn't like to let people go. I wouldn't be surprised..."<br>
<br>
She lets her words drift off. Taking another breath, she exhales instead of continuing. "Not much we can do though. Is there?"<br>
<br>
The question doesn't seem to be one she wants answering.<br>
<<elseif _JenniferTier is "Humbled">>
Jennifer holds your gaze. You ask the question that hangs in the air. "Like, unnaturally different?"<br>
<br>
She nods slowly. "You know what they did to me. To Annie. To all of us. Why wouldn't they do it to Dad too?"<br>
<br>
Her eyes glisten. "I just thought... once he left, he'd be free of all this. But maybe no one ever really leaves Charlton behind."<br>
<<elseif _JenniferTier is "Betrayed">>
Jennifer holds your gaze. "Like, unnaturally different?"<br>
<br>
She shrugs. "This town gets inside your head. Makes you do things you wouldn't normally do." She gives you a pointed look. "I'm sure you know what I mean."<br>
<br>
A silence hangs between you. She breaks it first. "Not much we can do though. Is there?"<br>
<<elseif _JenniferTier is "Ceasefire">>
"You think it's magic?" you ask.<br>
<br>
"I know it's magic," she replies flatly. "I've seen enough of it. The question is what we can do about it."<br>
<br>
She holds your gaze steadily, waiting for your answer.<br>
<<elseif _JenniferTier is "Hostile">>
"So what do you want me to do about it?" you ask.<br>
<br>
"I want you to help me find out," she says. "And in return..." She pauses, letting the weight of her words settle. "We discuss our agreement."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Jennifer" "WhatsWrong">><<DialogueUnlock "Jennifer" "AboutParents">><<DialogueUnlock "Jennifer" "CovenJoin">><</link>>
<<case "AboutParents">>
"Tell me about your parents," you say to her.<br>
<br>
She raises an eyebrow and sighs. "They're nice. You'd like them, <<TrueName "Current">>. Dad looks after some of Charlton's livestock. Horses, mainly. Searches the country for good stock."<br>
<br>
"And your mum?" you try.<br>
<br>
Jennifer takes a deep breath. "Mum is... a character. She likes the finer things in life. Dad tries to make her life as easy as possible. It was her dream to live by the sea. Once I graduated, they finally made the move. They don't visit Charlton that much anymore. Dad's always away on business trips."<br>
<br>
"Didn't you want to go with them when they left?" you ask.<br>
<br>
She smiles weakly back at you. The subject is hard for her. "I didn't really have a choice. Mum wanted to move as soon as I finished school. By then, I'd already agreed to take the job at Evans'. She said it would be good for me, learning how to be responsible after..." She pauses, lost in reflection. "After what happened at school."<br>
<<JenniferTier>>
<<if _JenniferTier is "Confronted" or _JenniferTier is "Humbled" or _JenniferTier is "Betrayed" or _JenniferTier is "Ceasefire" or _JenniferTier is "Hostile">>
You recall what you know about Jennifer's time at Charlton. "You mean with the cheerleaders, Annie and Skye?"<br>
<br>
She nods. "Mum's social standing took a hit from that. Dad seemed more sympathetic."<br>
<<else>>
"What do you mean?" you try.<br>
<br>
She shrugs and looks away. "It's not important, <<TrueName "Current">>. All in the past."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Jennifer" "AboutParents">><</link>>
<<case "CovenJoin">>
<<JenniferTier>>
<<if _JenniferTier is "MagicAware" or _JenniferTier is "Confronted">>
"I want to ask you something," you begin. "About helping with the school."<br>
<br>
Jennifer gives you a withering look. "This again? I thought we covered this. I can't get involved, <<TrueName "Current">>. You have no idea how much of a thin line I'm treading just discussing it with you. If Stitch found out, I don't know what he'd do to me."<br>
<br>
"But you could really help," you tell her. "We could stop them, once and for all."<br>
<br>
"You can't," she replies. "I told you just to keep your head down. Help Emily graduate and then get out. It's the only way to free yourself from them. Believe me."<br>
<br>
"But what about everyone else?" you ask her.<br>
<br>
She grimaces, but shakes her head. "I can't solve all the problems of this town. And neither can you."<br>
<br>
You wince, staring back at her. "I have to try."<br>
<br>
"I know," she whispers. "In any other circumstances, I'd find it attractive. But it's not worth the risk. If you're not going to listen to me, I won't stop you. But I can't get involved. Just look at what's happening to dad."<br>
<br>
You give her a quizzical look. "What do you mean?"<br>
<br>
"He got out," she reminds you. "But they've still got their hooks into him. He's not acting like himself. I'd bet my weekly pay cheque that somehow, Charlton is still influencing him. That's what we're up against, <<TrueName "Current">>. We'll have to go far away to just get out from their grasp."<br>
<br>
She offers you a smile, but it's weak. You mull over what she's said about her father. If you could show her that the town is affecting Keith, maybe she'd change her mind.<br>
<<elseif _JenniferTier is "Humbled">>
"I want to ask you something," you begin. "About helping with the school."<br>
<br>
Jennifer takes a deep breath. "I know I should help. After everything I told you... after what I did. But I'm scared, <<TrueName "Current">>. You don't know what Stitch is capable of."<br>
<br>
"But you could really help," you tell her.<br>
<br>
"I know," she says. "But knowing and doing are different things." She looks down at her hands. "I gave you the ring. I told you the truth. That's as far as I can go."<br>
<br>
"What about your dad?" you try.<br>
<br>
Her eyes snap up. "What about him?"<br>
<br>
"You said he's not acting like himself. If Charlton is still affecting him -"<br>
<br>
"Don't." Her voice is sharp. "Don't use my dad to try and convince me." She turns back to the kitchen. "I've told you what I think. I can't help. I'm sorry."<br>
<br>
But the flicker on her face wasn't lost on you. When you mentioned her dad, something cracked behind her eyes.<br>
<<elseif _JenniferTier is "Betrayed">>
"I want to ask you something," you begin carefully. "About helping with the school."<br>
<br>
Jennifer's expression hardens. "You want my help? After what you did?"<br>
<br>
"This isn't about us, Jen."<br>
<br>
"Everything is about us," she replies. "You used magic on me. You lived my life without asking. And now you want me to help you play hero?"<br>
<br>
"What about your dad?" you try.<br>
<br>
She stiffens. "What about him?"<br>
<br>
"You said he's changed. If the town is still -"<br>
<br>
"Stop." She holds up a hand. "I'm not doing this. Not with you. Not now." She turns away. "Not even for dad."<br>
<br>
You watch her shoulders tense as she grips the edge of the worktop. Her last sentence seemed frailer than the rest. Maybe, just maybe, she would change her mind if you found a way to help.<br>
<<elseif _JenniferTier is "Ceasefire">>
"I want to ask you something," you begin carefully. "About helping with the school."<br>
<br>
Jennifer folds her arms. "I know where this is going."<br>
<br>
"You have power, Jen. Real power. You could make a difference."<br>
<br>
"It's one thing playing with small changes," she says. "Fixing a lock. Sensing who's lying. But going up against the town?" She shakes her head. "That will cause waves. Waves that come crashing back on both of us."<br>
<br>
"What about your dad?"<br>
<br>
Her jaw tightens. "What about him?"<br>
<br>
"If the town is affecting him from a distance, don't you want to know how? Don't you want to stop it?"<br>
<br>
She stares at you. The silence stretches. "I want my dad back," she says finally. "But not enough to bring Stitch's attention down on me." She unfolds her arms. "I think we're done talking about this."<br>
<br>
She turns away. You consider her reaction. The way she said "I want my dad back." Maybe if you could help, she would change her mind.<br>
<<elseif _JenniferTier is "Hostile">>
"I want to ask you something," you begin carefully. "About helping with the school."<br>
<br>
"That's a big ask." Jennifer's smile is thin. "Especially given our current arrangement."<br>
<br>
"You have power. More than most people in this town. You could -"<br>
<br>
"I could do a lot of things," she cuts in. "But taking on Stitch and his coven?" She gives you a flat look. "That will cause waves. It's not just playing around with a bit of magic to benefit Emily and us."<br>
<br>
"What about your dad?"<br>
<br>
The smile drops. "What about him?"<br>
<br>
"He's not himself, Jen. You said it. If someone is doing this to him from the outside -"<br>
<br>
"Then they're more powerful than us," she says. "I want my dad back, but what's the point of doing it if we end up on Stitch's bullseye. It's not worth rocking the boat." She gulps. "Even for dad."<br>
<br>
She picks up her wine glass and takes a long drink. When she puts it down, she doesn't look at you. You consider her reaction. The way she said "Even for dad." Maybe if you could help, she would change her mind.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Jennifer" "CovenJoin">><<QuestTracker "Quest35" 0>><<QuestOptionUnlock "Quest28" 1 "jennifer">><</link>>
<<case "Quest35ReadyForDinner">>
<<JenniferTier>>
<<Flag "Quest35StudySwap">>
<<if _FlagReturn is true>>
"Are you ready to meet dad?" you ask. The word slips out before you can catch it.<br>
<br>
<i>Your dad?</i><br>
<br>
<i><<TrueName "Current">></i> grins at the slip. "Ready as I'll ever be."<br>
<br>
"Do you have any idea what could be personal to him?"<br>
<br>
He shrugs your shoulders. "I guess we'll have to do some digging. And that's on you tonight, <i>Jennifer</i>. Don't be too confrontational. Daddy appreciates good manners."<br>
<br>
You nod, feeling a wave of anxiety at meeting Keith Chambers while wearing his daughter's face. "And what's the best way to get him to give up... whatever we find?"<br>
<br>
<i><<TrueName "Current">></i> smiles and pulls something off the kitchen table. "I've got this."<br>
<br>
He holds out a credit card towards you. "Slide this across the table when I step away. Say you'll cover dinner. He'll pick it up and hand it straight back."<br>
<br>
"So?" you ask, but your voice falters when you look down at the card. It glitters with dark energy.<br>
<br>
<<if _JenniferTier is "Ceasefire">>
"It's infused with a charm spell," he tells you. "Just enough for one suggestion. If he touches it, he'll be very receptive." He meets your eyes, level. "It won't take much convincing from his little girl. Ask him for something personal, and he'll hand it over smiling."<br>
<<else>>
"It's infused with a charm spell," he tells you. "Just enough for one suggestion. If he touches it, he'll be very receptive." He grins as he watches you take it. "And it won't take much convincing from his little girl. That's you tonight, princess. Try to enjoy it."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Ask where you are meeting her father" "JenniferDialogue">><<set $JenniferDialogue to "Quest35AskWhereSwap">><<SetFlag "Quest35DinnerSwap">><</link>>
<<else>>
"Are you ready to meet your dad?" you ask her.<br>
<br>
She nods. "Ready as I'll ever be."<br>
<br>
"Do you have any idea what could be personal to him?"<br>
<br>
She just shrugs. "I guess we'll have to do some digging. Don't be too confrontational though, <<TrueName "Current">>. He appreciates good manners."<br>
<br>
You nod, feeling a slight wave of anxiety at meeting Jennifer's father. "What's the best way to get him to give up... whatever we find?"<br>
<br>
Jennifer smiles at you before turning and pulling something off the kitchen table. "I've got this."<br>
<br>
She holds out a credit card towards you. "Slide this across the table when I go to the toilet. Say you'll pay. He'll pick it up and give it back to you."<br>
<br>
<<if $PlayerCharacter.female is true>>
"So?" you ask, but your voice falters when you look down at the card. It glitters with dark energy.<br>
<<else>>
"So?" you ask, looking down at the card.<br>
<</if>>
<br>
<<if $PlayerCharacter.female is true and (_JenniferTier is "Ceasefire" or _JenniferTier is "Hostile")>>
"It's infused with a charm spell," she tells you. "Just enough for one suggestion. If he touches it, he'll be very receptive." She grins. "Don't worry, it won't take much convincing from his little girl."<br>
<br>
You look between Jennifer and the credit card. Magic, aimed at her own father.<br>
<br>
"Don't give me that look," she mutters, catching your expression. "I want to know what that book says about him. That's all that matters."<br>
<br>
<<ActionsHeader>>
<<link "Ask where you are meeting her father" "JenniferDialogue">><<set $JenniferDialogue to "Quest35AskWhere">><</link>>
<<elseif _JenniferTier is "Ceasefire" or _JenniferTier is "Hostile">>
"It's infused with a charm spell," she tells you. "Just enough for one suggestion. If he touches it, he'll be very receptive." She grins. "Don't worry, it won't take much convincing from his little girl."<br>
<br>
Your eyes shoot back up to look at her. "What?"<br>
<br>
<<if _JenniferTier is "Ceasefire">>
"We saw what that book can do," she says carefully. "Whoever wrote it might know we were there. I want us both armed." She meets your eyes. "You know how to be me by now."<br>
<br>
You shake your head, disbelieving what you're hearing. "You want me to try and pretend to be you, in front of your dad?"<br>
<<else>>
"You enjoyed it in there, didn't you?" she says, a knowing smile forming. "Being me. Reading my future."<br>
<br>
She leans forward. "So let's keep it going. For safety, of course. If it's a trap, we should both be in a form that can cast magic. You'll be in mine. And I'll stay just female enough in yours."<br>
<</if>>
<br>
<<if $ItemState.amulet.charge gte 2>>
You recognise the tactical excuse for what it is. But she seems adamant.<br>
<<else>>
You recognise the tactical excuse for what it is. But she seems adamant. She leans in, studying your chest carefully. "Feels like it needs a bit of a charge." Her hands glow with magical energy. "I can help with that."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Relent and transform into Jennifer" "JenniferDialogue">><<set $JenniferDialogue to "Quest35DinnerSwapTransform">><<set $ItemState.amulet.charge to 2>><<Transform "Jennifer">><<TransformNPC "Jennifer" "PC">><<SetFlag "Quest35DinnerSwap">><</link>><br>
<<link "Refuse and insist on going as yourself" "JenniferDialogue">><<set $JenniferDialogue to "Quest35DinnerSwapRefuse">><</link>>
<<else>>
"It's infused with a charm spell," she tells you. "Just enough for one suggestion. If he touches it, he'll be very receptive." She grins. "Don't worry, it will just affect him."<br>
<br>
You look between Jennifer and the credit card. "I thought you weren't practising magic now?"<br>
<br>
Jen's grin falls just slightly. "Emergencies, only. And I want to know what that book says about him, <<TrueName "Current">>."<br>
<br>
<<ActionsHeader>>
<<link "Ask where you are meeting her father" "JenniferDialogue">><<set $JenniferDialogue to "Quest35AskWhere">><</link>>
<</if>>
<</if>>
<<case "Quest35DinnerSwapTransform">>
You sigh and clutch on to Jennifer's cuddly toy, you feel the amulet bracing itself. "From this item," you begin. "I see you in your time of need. Now form shape to the person I see within."<br>
<br>
You feel Jennifer's own magical energies swirl before searing pain blinds your awareness. <i>A bundle of joy.</i> you think, focusing on the image of Jennifer in your mind. <i>Brown shimmering hair. Curvy body. Ample breasts. Green innocent eyes. A gleaming mischievous smile.</i><br>
<br>
You almost keel over, bending over at the waist as if ready to retch. Shining brown hair falls forward over your vision and a set of heels pushes you up, whilst the room grows larger.<br>
<br>
<<if $current.female is true>>
Your rib cage shifts and cracks as you feel your bones change, pulling your waist tight. Then, with a shriek, the anguish passes.<br>
<<else>>
Your rib cage crunches and cracks as you feel your bones change, pulling your waist tight. Then, with a shriek, the anguish passes.<br>
<</if>>
<br>
You take a deep breath, then stand up straight. Looking back at you is a reflection of yourself.<br>
<br>
Across from you, <i><<TrueName "Current">></i> grins. "Oh, hi <i>Jennifer</i>," he says with a wry smile.<br>
<br>
<<ActionsHeader>>
<<link "Ask where you are meeting her father" "JenniferDialogue">><<set $JenniferDialogue to "Quest35AskWhereSwap">><</link>>
<<case "Quest35DinnerSwapRefuse">>
<<JenniferTier>>
"I'm not going to go as you to see your father, Jennifer," you state plainly.<br>
<br>
<<if _JenniferTier is "Ceasefire">>
"Come on, <<TrueName "Current">>," she says, stepping up close to you. "This is dangerous. We don't know what Mr. Twee told his master. It's the logical solution. Two witches are better than one."<br>
<br>
Her eyes sparkle as she looks up at you. You might physically be standing over her, but in this moment you feel small.<br>
<<else>>
"Oh?" she asks, stepping up close to you. "I thought you'd jump at the chance." Her voice is low, almost whispering. "Getting to really play daddy's little girl? Isn't this what you've really wanted, all this time? To be someone's princess?"<br>
<br>
Her eyes sparkle as she looks up at you. You might physically be standing over her, but in this moment you feel small.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Relent and transform into Jennifer" "JenniferDialogue">><<set $JenniferDialogue to "Quest35DinnerSwapTransform">><<set $ItemState.amulet.charge to 2>><<Transform "Jennifer">><<TransformNPC "Jennifer" "PC">><<SetFlag "Quest35DinnerSwap">><</link>><br>
<<link "Continue to insist on going as yourself" "JenniferDialogue">><<set $JenniferDialogue to "Quest35DinnerSwapInsist">><</link>>
<<case "Quest35DinnerSwapInsist">>
"I'm sorry Jen," you tell her. "This is too much to ask."<br>
<br>
You see her sparkle with annoyance and she sighs. "You're something else, <<TrueName "Current">>. You use all this magic to benefit you, but when it comes to helping me, actually helping me, you won't do it."<br>
<br>
"I can still help," you tell her. "Just as me."<br>
<br>
She crosses her arms and looks back at you with a glare. "Fine. But if we get jumped by Mr. Twee's master, don't expect me to jump in and help you."<br>
<br>
<<ActionsHeader>>
<<link "Ask where you are meeting her father" "JenniferDialogue">><<set $JenniferDialogue to "Quest35AskWhere">><</link>>
<<case "Quest35AskWhereSwap">>
You sigh. "Where are we meeting him?"<br>
<br>
<<GetNPCState "Jennifer" "SplitUp">>
<<if $PlayerCharacter.female is false and _SplitUp isnot true>>
"The Hearth and Home," he replies. "We've been there before, remember? Just in different forms."<br>
<br>
You recall a date there. It was actually where you had your first fight. You didn't ever think you'd be going back like this.<br>
<<elseif $PlayerCharacter.female is false and _SplitUp is true>>
"The Hearth and Home," she replies, her lips rolling. "We went there, once. On a date."<br>
<br>
You recall a date there. It was actually where you had your first fight. You didn't ever think you'd be going back like this. "Oh. Yes."<br>
<br>
He winces. After an awkward silence, he turns away. "One second. I'll call a taxi."<br>
<<elseif $PlayerCharacter.female is true>>
"The Hearth and Home," he replies. "We've been there before, remember?"<br>
<br>
You recall going to dinner with Jen there. "Oh. That was nice."<br>
<br>
He titters. "You mean expensive. Don't worry, dad will pay. One second. I'll call a taxi."<br>
<</if>>
<br>
<i><<TrueName "Current">></i> punches a number into their phone and you hear him request a driver. A few minutes later, you hear a car beep outside.<br>
<br>
"Let's go," he says.<br>
<br>
<<ActionsHeader>>
<<link "Exit Jennifer's apartment and get in the cab" "JenniferDialogue">><<set $JenniferDialogue to "Quest35TaxiSwap">><</link>>
<<case "Quest35AskWhere">>
You sigh. "Where are we meeting him?"<br>
<br>
<<GetNPCState "Jennifer" "SplitUp">>
<<if $PlayerCharacter.female is false and _SplitUp isnot true>>
"The Hearth and Home," she replies. "We've been there before, remember?"<br>
<br>
You recall a date there. It was actually where you had your first fight. You give her a smile. "How could I forget."<br>
<br>
She titters. "Let's not go for a repeat performance of that. One second. I'll call a taxi."<br>
<<elseif $PlayerCharacter.female is false and _SplitUp is true>>
"The Hearth and Home," she replies, her lips rolling. "We went there, once. On a date."<br>
<br>
You recall. It was actually where you had your first fight. You give her a sympathetic smile. "Oh. Yeah."<br>
<br>
She winces. After an awkward silence, she turns away. "One second. I'll call a taxi."<br>
<<elseif $PlayerCharacter.female is true>>
"The Hearth and Home," she replies. "We've been there before, remember?"<br>
<br>
You recall going to dinner with Jen there. "Oh. That was nice."<br>
<br>
She titters. "You mean expensive. Don't worry, dad will pay. One second. I'll call a taxi."<br>
<</if>>
<br>
Jennifer punches a number into her phone and you hear her request a driver. A few minutes later, you hear a car beep outside.<br>
<br>
"Let's go," she says.<br>
<br>
<<ActionsHeader>>
<<link "Exit Jennifer's apartment and get in the cab" "JenniferDialogue">><<set $JenniferDialogue to "Quest35Taxi">><</link>>
<<case "Quest35TaxiSwap">>
You gather yourself, then step out into the cold autumn air. A run-down petrol-powered sedan waits outside, the logo of Charlton Taxis crudely stencilled on the side, along with a number.<br>
<br>
Looking at the taxi window, you catch a glimpse of your reflection. Jennifer's reflection. Brunette hair. Green eyes. You tuck a strand of hair behind your ear without thinking.<br>
<br>
<i>That gesture was hers. When did you learn it?</i><br>
<br>
<i><<TrueName "Current">></i> opens the taxi door for you. "Come on, <i>Jennifer</i>," he says. "We don't want to be late for your father."<br>
<br>
<<TaxiCabTakenCheck>>
<<if _TaxiCabTakenCheck is true>>
You walk over and get into the back of a taxi. The same driver looks back at you in his mirror, his eyes lingering over your body. "Hello love. You going to the Hearth and Home?"<br>
<<else>>
You walk over and get into the back of a taxi. A gruff and fat middle-aged man looks back at you in his mirror, his eyes lingering over your body. "Hello love. You going to the Hearth and Home?"<br>
<</if>>
<br>
<i><<TrueName "Current">></i> gives him a broad smile. "Yes please."<br>
<br>
He smirks, glancing at <i><<TrueName "Current">></i>. "Righteo. Get you there in a jiffy."<br>
<br>
The taxi pulls away. It's a quick ride through the streets of Charlton. <i><<TrueName "Current">></i> looks out of the window, a casual grin on his face.<br>
<br>
"Date night?" the driver says, glancing at you in the mirror.<br>
<br>
"We're having dinner with her father," <i><<TrueName "Current">></i> replies without looking back at him.<br>
<br>
"You must be doing alright for himself," the driver replies. "Treating her father to a meal at The Hearth and Home." You look up and see him licking his lips as he meets your eyes. "Or is daddy paying for the two of you?"<br>
<br>
<i><<TrueName "Current">></i> doesn't reply. Doesn't even react. When you glance out the other side of the cab, the driver's comments come to a halt.<br>
<br>
"I should warn you," <i><<TrueName "Current">></i> whispers quietly. "Dad has a particular sense of humour. Just... react how I would. Roll your eyes. Smile patiently. And for God's sake, don't argue with him about football."<br>
<br>
He gives you a smile as you nod. "It will be easy. Laugh at his jokes. Smile. Call him daddy."<br>
<br>
He turns away to look out the window as he continues to speak. "He's really sweet underneath it all. Just try to take note of what he has on him that's personal. Like a photo of me or something."<br>
<br>
Soon you recognise the sights of the town square. The taxi cab pulls up and <i><<TrueName "Current">></i> produces a wallet - your wallet - and thrusts out the fare. The locks slide up and <i><<TrueName "Current">></i> wordlessly gets out. The driver watches as you struggle to shift over to the door.<br>
<br>
<<ActionsHeader>>
<<link "Get out of the cab and enter The Hearth and Home" "HearthAndHome">><<LocationKnown "HearthAndHome">><<EventTrigger "HearthAndHome" "Quest35KeithDinner" null null null null null null false>><</link>>
<<case "Quest35Taxi">>
<<if $current.female is true>>
You gather yourself, then step out into the cold autumn air with Jennifer. A run-down petrol-powered sedan waits outside, the logo of Charlton Taxis crudely stencilled on the side, along with a number.<br>
<br>
<<TaxiCabTakenCheck>>
<<if _TaxiCabTakenCheck is true>>
You walk over and get into the back of a taxi. The same driver looks back at you in his mirror, his eyes lingering over your body. "Hello ladies. You going to the Hearth and Home?"<br>
<br>
Jennifer gives him a thin smile. "Yes please."<br>
<br>
He smirks, looking at both of you in the rear-view mirror. "Righteo. Get you there in a jiffy."<br>
<<else>>
You walk over and get into the back of a taxi. A gruff and fat middle-aged man looks back at you in his mirror, his eyes lingering over your body. "Hello ladies. You going to the Hearth and Home?"<br>
<br>
Jennifer gives him a thin smile. "Yes please."<br>
<br>
He smirks, looking at both of you in the rear-view mirror. "Righteo. Get you there in a jiffy."<br>
<</if>>
<<else>>
You gather yourself, then step out into the cold autumn air with Jennifer. A run-down petrol-powered sedan waits outside, the logo of Charlton Taxis crudely stencilled on the side, along with a number.<br>
<br>
<<TaxiCabTakenCheck>>
<<if _TaxiCabTakenCheck is true>>
You walk over and get into the back of a taxi. The same driver looks back at you in his mirror, his eyes lingering over Jennifer's body. "Hello there. You going to the Hearth and Home?"<br>
<br>
Jennifer gives him a thin smile. "Yes please."<br>
<br>
He smirks, looking at her in the rear-view mirror. "Righteo. Get you there in a jiffy."<br>
<<else>>
You walk over and get into the back of a taxi. A gruff and fat middle-aged man looks back at you in his mirror, his eyes lingering over Jennifer's body. "Hello love. You going to the Hearth and Home?"<br>
<br>
Jennifer gives him a thin smile. "Yes please."<br>
<br>
He smirks, looking at her in the rear-view mirror. "Righteo. Get you there in a jiffy."<br>
<</if>>
<</if>>
<br>
The taxi pulls away. It's a quick ride through the streets of Charlton. Jennifer looks out of the window, silent and apprehensive.<br>
<br>
<<if $current.female is true>>
"Having a girl's night out?" the driver says, glancing at you both in the mirror.<br>
<br>
"We're having dinner with my father," Jennifer replies without looking back at him.<br>
<br>
"Must be doing alright for himself, treating you both to a meal at The Hearth and Home?" the driver replies. You look up and see him licking his lips. "Bet daddy loves spending time with you two."<br>
<br>
Jennifer doesn't reply. Doesn't even react. When you glance out the other side of the cab, the driver's comments come to a halt.<br>
<<else>>
"Date night?" the driver says, glancing at you in the mirror.<br>
<br>
"We're having dinner with my father," Jennifer replies without looking back at him.<br>
<br>
"Must be doing alright for himself, treating you both to a meal at The Hearth and Home?" the driver replies. You look up and see him licking his lips. "Bet daddy loves spending time with you two."<br>
<br>
Jennifer doesn't reply. Doesn't even react. When you glance out the other side of the cab, the driver's comments come to a halt.<br>
<</if>>
<br>
"I should warn you," she whispers quietly. "My dad has a particular sense of humour. Just take whatever he says with a pinch of salt."<br>
<br>
She gives you a smile as you nod. "Okay." She takes a deep breath. "He's really sweet underneath it all. Just try to take note of what he has on him that's personal. Like a photo of me or something."<br>
<br>
Soon you recognise the sights of the town square. The taxi cab pulls up and Jennifer reaches into her purse, thrusting out the fare. The locks slide up and Jennifer wordlessly gets out.<br>
<br>
<<ActionsHeader>>
<<link "Get out of the cab and enter The Hearth and Home" "HearthAndHome">><<LocationKnown "HearthAndHome">><<EventTrigger "HearthAndHome" "Quest35KeithDinner" null null null null null null false>><</link>>
<<case "Quest35BackFromDinnerFine">>
<<if $current.avatar is "Jennifer">>
"He seemed like a normal dad to me," you say. "A bit rough around the edges, but -"<br>
<br>
"That's not him," he cuts in. "You don't know what he used to be like." He shakes his head. "I need to see what that book says about him."<br>
<br>
You take a deep breath. "Are you sure? That it's the book?"<br>
<br>
"It has to be," he retorts, masking his uncertainty with a scowl. He glances at your pocket, where you put away the possession you stole from Keith. "We have what we need. Now we need to get you back to the study. As him."<br>
<br>
You pause, letting the tension simmer down. "But we used the ticket. We need another one."<br>
<br>
His eyes meet yours as he grins. "Then we need to go see Roseli," he says. "Come by in the evening and we'll go to see this witch."<br>
<br>
You sigh, but nod. He looks back at you, still grinning. Letting tension fill the air.<br>
<br>
"Now," he finally says. "On to more interesting matters."<br>
<br>
"What?" you ask.<br>
<br>
"How did you find it?" he asks, as if it was the most obvious question in the world. "As <i>Jennifer</i>. Being daddy's little girl."<br>
<br>
<<ActionsHeader>>
<<link "Discuss the night" "JenniferDialogue">><<set $JenniferDialogue to "Quest35DiscussTheNight">><<QuestTracker "Quest35" 5>><</link>>
<<else>>
"He seemed like a normal dad to me, Jen. A bit rough around the edges, but -"<br>
<br>
"That's not him," she cuts in. "You don't know what he used to be like." She shakes her head. "I need to see what that book says about him."<br>
<br>
You take a deep breath. "Are you sure, Jen? That it's the book?"<br>
<br>
"It has to be," she spits back, but with audible uncertainty. She glances at your pocket, where you put away the possession you stole from Keith. "We have what we need. Now we need to get you back to the study. As him."<br>
<br>
You pause, letting the tension simmer down. "But we used the ticket. We need another one."<br>
<br>
Her eyes meet yours. "We need to go see Roseli. Together. Come by in the evening and we'll go to see this fortune teller of yours."<br>
<br>
<<Flag "JenniferStuckAsPC">>
<<if _FlagReturn is true>>
<<ActionsHeader>>
<<link "Ask about how she's going to transform back" "JenniferDialogue">><<set $JenniferDialogue to "Quest35StuckQuestion">><<QuestTracker "Quest35" 5>><</link>>
<<else>>
<<ActionsHeader>>
<<link "Say goodbye and leave" "AvianLane">><<TimeChange>><<QuestTracker "Quest35" 5>><<EventTrigger "JennifersApartment" "Quest35ReadyForCarnival" "Evening" null null null null null false>><</link>>
<</if>>
<</if>>
<<case "Quest35BackFromDinnerOff">>
<<if $current.avatar is "Jennifer">>
"I noticed. The distance. The way he talked about you like you weren't important."<br>
<br>
<i><<TrueName "Current">></i> nods slowly. "That's not my dad. Something is wrong. And I need to find out what."<br>
<br>
He glances at your pocket, where you put away the possession you stole from Keith. "We have what we need. Now we need to get you back to the study. As him."<br>
<br>
You pause, letting the tension simmer down. "But we used the ticket. We need another one."<br>
<br>
His eyes meet yours as he grins. "Then we need to go see Roseli," he says. "Come by in the evening and we'll go to see this witch."<br>
<br>
You sigh, but nod. He looks back at you, still grinning. Letting tension fill the air.<br>
<br>
"Now," he finally says. "On to more interesting matters."<br>
<br>
"What?" you ask.<br>
<br>
"How did you find it?" he asks, as if it was the most obvious question in the world. "As <i>Jennifer</i>. Being daddy's little girl."<br>
<br>
<<ActionsHeader>>
<<link "Discuss the night" "JenniferDialogue">><<set $JenniferDialogue to "Quest35DiscussTheNight">><<QuestTracker "Quest35" 5>><</link>>
<<else>>
"I noticed. The distance. The way he talked about you like you weren't important."<br>
<br>
Jennifer nods slowly. "That's not my dad. Something is wrong. And I need to find out what."<br>
<br>
She glances at your pocket, where you put away the possession you stole from Keith. "We have what we need. Now we need to get you back to the study. As him."<br>
<br>
You pause, letting the tension simmer down. "But we used the ticket. We need another one."<br>
<br>
Her eyes meet yours. "We need to go see Roseli. Together. Come by in the evening and we'll go to see this fortune teller of yours."<br>
<br>
<<Flag "JenniferStuckAsPC">>
<<if _FlagReturn is true>>
<<ActionsHeader>>
<<link "Ask about how she's going to transform back" "JenniferDialogue">><<set $JenniferDialogue to "Quest35StuckQuestion">><<QuestTracker "Quest35" 5>><</link>>
<<else>>
<<ActionsHeader>>
<<link "Say goodbye and leave" "AvianLane">><<TimeChange>><<QuestTracker "Quest35" 5>><<EventTrigger "JennifersApartment" "Quest35ReadyForCarnival" "Evening" null null null null null false>><</link>>
<</if>>
<</if>>
<<case "Quest35DiscussTheNight">>
You look back at <i><<TrueName "Current">></i>, considering everything that's happened. The way the taxi driver looked at you. The way her father spoke to you. The way <i><<TrueName "Current">></i> belittled you. How it felt.<br>
<br>
"That was just a taste," <i><<TrueName "Current">></i> says. "Of everything I go through every day."<br>
<br>
<<JenniferTier>>
<<if _JenniferTier is "Ceasefire">>
His voice breaks, almost sounding again like Jennifer's. "Now you understand," he says quietly. "What it's like. The comments. The disappointment. The way he talks about me like I'm a burden he's finally put down."<br>
<br>
"You joined in too," you say.<br>
<br>
An eyebrow arches up. "You don't think you speak to me like that? When you're <<TrueName "Current">>?"<br>
<br>
"I..." you begin, but your words peter out as you realise you have nothing to say.<br>
<br>
<i><<TrueName "Current">></i> eyes you carefully as a smile forms. "But you... I think you enjoyed it," he murmurs. "At least, you clearly handle my life better than I do." His voice drops. "And I... I liked being you tonight."<br>
<br>
You stare back at him, wondering where this is going.<br>
<br>
<i>As if you don't know?</i><br>
<br>
He pauses. "I think we should make this the arrangement," he says. "When you visit, we switch. No questions asked. No room for debate. I'll accept you using magic. You can even do it as me. But in turn, when we're together, you'll be me. And I'll be you."<br>
<br>
You stare back at yourself. The grin you are so familiar with. Now looking menacing.<br>
<br>
"And after we deal with my father," he adds. "And maybe even Charlton. Then we'll see how permanent we want our flip to be."<br>
<<elseif _JenniferTier is "Hostile">>
He grins, staring back at you. "How did it feel?" he asks. "Being me. Having my father look at you like that. Talk to you like that."<br>
<br>
"You joined in too," you say.<br>
<br>
An eyebrow arches up. "You don't think you speak to me like that? When you're <<TrueName "Current">>?"<br>
<br>
"I..." you begin, but your words peter out as you realise you have nothing to say.<br>
<br>
<i><<TrueName "Current">></i> eyes you carefully. "I think you dealt with it better than I do. He actually smiled at you. And as for me." He grins sardonically. "Let's just say I use male privilege better than you do."<br>
<br>
You stare back at him, wondering where this is going.<br>
<br>
<i>As if you don't know?</i><br>
<br>
He pauses. "I think we should change our arrangement," he says. "When you visit, we switch. No questions asked. No room for debate. I'll accept you using magic. You can even do it as me. But in turn, when we're together, you'll be me. And I'll be you."<br>
<br>
You stare back at yourself. The grin you are so familiar with. Now looking menacing.<br>
<br>
"And after we deal with my father," he adds. "And maybe even Charlton. Then we'll see how permanent we want our flip to be."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Accept the arrangement" "JenniferDialogue">><<set $JenniferDialogue to "Quest35AcceptArrangement">><<SetFlag "JenniferSwapArrangement">><</link>><br>
<<link "Tell her this has gone too far" "JenniferDialogue">><<set $JenniferDialogue to "Quest35RefuseArrangement">><</link>>
<<case "Quest35AcceptArrangement">>
<<JenniferTier>>
"Alright," you say. The word feels heavier than it should. "I accept."<br>
<br>
<<if _JenniferTier is "Ceasefire">>
<i><<TrueName "Current">></i>'s expression softens. Not quite a smile. More like relief. "Thank you," he says. "I know this isn't easy. But I think this will be better. For us both."<br>
<<else>>
<i><<TrueName "Current">></i>'s smile is thin. Satisfied. "Good. I'm glad we understand each other. <i>Jennifer</i>."<br>
<</if>>
<br>
You stare back at yourself. At <i><<TrueName "Current">></i>. You glance down at your own body. Jennifer's body. And the realisation dawns on you. From now on, Jennifer expects the roles to be reversed whenever you visit her.<br>
<br>
<i>Don't you mean <i><<TrueName "Current">></i>? After all, you're <i>Jennifer</i> now, aren't you?</i><br>
<br>
When you meet the eyes of <i><<TrueName "Current">></i>, you see something forming. He licks his lips. "Why don't we celebrate?" he murmurs. "You can stay over."<br>
<br>
<<InventoryCheckSelf "BlackSleepwear" "RedSleepwear" "PinkSleepwear">>
<<if _InventoryCheckSelf is true>>
"And don't worry about that nightie you bought from Evans," he says. "I have something special for you tonight. I've already laid it out on the bed before we left."<br>
<<else>>
"I didn't bring anything to wear to sleep," you say timidly.<br>
<br>
"Don't worry about that," he replies. "I have something special for you tonight. I've already laid it out on the bed before we left."<br>
<</if>>
<br>
<<ActionsHeader>>
<<Flag "JenniferStuckAsPC">>
<<if _FlagReturn is true>>
<<link "Ask her first how she's going to transform back" "JenniferDialogue">><<set $JenniferDialogue to "Quest35StuckArrangement">><</link>>
<<else>>
<<link "Stay over" "JenniferDialogue">><<set $JenniferDialogue to "Quest35StayOver">><</link>><br>
<<link "Decline" "JenniferDialogue">><<set $JenniferDialogue to "Quest35DeclineStayOver">><</link>>
<</if>>
<<case "Quest35RefuseArrangement">>
<<JenniferTier>>
"This has gone too far already, Jen," you say. "I don't think we should push it further."<br>
<br>
<<if _JenniferTier is "Ceasefire">>
His face falls, but he nods slowly. "Fine. I understand."<br>
<<else>>
His expression hardens. "Then maybe next time, I won't ask first."<br>
<br>
The words hang in the air. He turns away.<br>
<</if>>
<br>
You stare back at <i><<TrueName "Current">></i>, waiting for him to look at you. When he does, you see a sullen look has now appeared. "Did you want to stay over, <i>Jennifer</i>? I had something special planned."<br>
<br>
<<InventoryCheckSelf "BlackSleepwear" "RedSleepwear" "PinkSleepwear">>
<<if _InventoryCheckSelf is true>>
"Not that nightie you bought from Evans," he adds. "I even laid it out on the bed before we left."<br>
<<else>>
"I didn't bring anything to wear to sleep," you say timidly.<br>
<br>
"Don't worry about that," he replies. "I have something for you. I already laid it out on the bed before we left."<br>
<</if>>
<br>
<<ActionsHeader>>
<<Flag "JenniferStuckAsPC">>
<<if _FlagReturn is true>>
<<link "Ask her first how she's going to transform back" "JenniferDialogue">><<set $JenniferDialogue to "Quest35StuckArrangement">><</link>>
<<else>>
<<link "Stay over" "JenniferDialogue">><<set $JenniferDialogue to "Quest35StayOver">><</link>><br>
<<link "Decline" "JenniferDialogue">><<set $JenniferDialogue to "Quest35DeclineStayOver">><</link>>
<</if>>
<<case "Quest35StuckArrangement">>
"Hold on," you say. "Aren't you stuck like that? Isn't that more pressing than... well, you know."<br>
<br>
<i><<TrueName "Current">></i> looks down at his body, chuckling. "I almost forgot," he says quietly. "Funny how quickly you grow used to it." He smiles at you. "Though I suppose I'm preaching to the choir there."<br>
<br>
"This is serious," you say. "What are we going to do?"<br>
<br>
<i><<TrueName "Current">></i> shrugs. "I guess I could hang around the apartment tomorrow. Or," his eyes gleam. "Maybe I could spend the day as you?"<br>
<br>
"You want me to stay like this tomorrow?" you say.<br>
<br>
<<Flag "JenniferSwapArrangement">>
<<if _FlagReturn is true>>
"Call it the first test of our agreement," he says. "Until we visit this witch at the carnival, you'll be me. And I'll be you."<br>
<br>
You gulp. Realising the extent of the arrangement Jennifer has asked you to enter.<br>
<<else>>
"I don't see any other choice," he says. "Until we visit this witch at the carnival, you'll be me. And I'll be you."<br>
<br>
You sigh. There is some sense in his words, but something curls in your stomach. He doesn't seem unhappy about this deal.<br>
<</if>>
<br>
"I can make it enjoyable," he says slyly. "What do you say, <i>Jennifer</i>? Fancy staying the night?"<br>
<br>
<<ActionsHeader>>
<<link "Stay over" "JenniferDialogue">><<set $JenniferDialogue to "Quest35StayOver">><</link>><br>
<<link "Decline" "JenniferDialogue">><<set $JenniferDialogue to "Quest35DeclineStayOver">><</link>>
<<case "Quest35StayOver">>
"Okay," you say. "I'll stay."<br>
<br>
<i><<TrueName "Current">></i> grins. "Perfect. Why don't you totter into the bedroom, then? You'll find the surprise on the bed. I'll give you a few minutes. To get ready."<br>
<br>
His smile says it all. You wonder what awaits you through the door.<br>
<br>
<<ActionsHeader>>
<<link "Enter Jennifer's bedroom" "JennifersApartmentBedroom">><<EventTrigger "JennifersApartmentBedroom" "DadDinnerStayOver" null null null null null null false>><<EndConversation "Jennifer">><</link>>
<<case "Quest35DeclineStayOver">>
"I should really get back," you say.<br>
<br>
<i><<TrueName "Current">></i> stares at you, but shrugs. "Your choice. Be careful on the way home, though. Charlton can be dangerous at night. Especially for ladies."<br>
<br>
<<Flag "JenniferStuckAsPC">>
<<if _FlagReturn is true>>
You stare back at <i><<TrueName "Current">></i> as he smiles. He - she - you're not sure anymore. You'll have to be Jennifer until you can take them to Roseli. They can't switch back.<br>
<br>
<i>Or so they say.</i><br>
<<else>>
<<Flag "JenniferSwapArrangement">>
<<if _FlagReturn is true>>
"You don't want to switch back?" you stammer.<br>
<br>
<<JenniferTier>>
<<if _JenniferTier is "Ceasefire">>
"It would be a good learning for us," he says. "Get to spend some time in each other's shoes."<br>
<<else>>
"We're still technically together, <i>Jennifer</i>," he chimes. "Why don't we spend tomorrow cementing this arrangement?"<br>
<</if>>
<<else>>
"You don't want to switch back?" you stammer.<br>
<br>
<<JenniferTier>>
<<if _JenniferTier is "Ceasefire">>
"Maybe just for tonight," he says. "It's not too much to ask, is it?"<br>
<<else>>
"Maybe just for tonight," he chimes. "Give you a chance to see what you turned down."<br>
<</if>>
<</if>>
<</if>>
<br>
<<GetPCState "job">>
<<if _job is "Fired">>
"Don't worry," he says. "I'll make sure I don't do anything you wouldn't do. Maybe I'll look for a freelance gig. Just go along to Evans' and work a shift. Come by in the evening and we'll go to the carnival."<br>
<<else>>
"Don't worry," he says. "I'll make sure I get to Thompsons' bright and early. Just go along to Evans' and work a shift. Come by in the evening and we'll go to the carnival."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Say goodbye and leave" "AvianLane">><<TimeChange>><<EventTrigger "JennifersApartment" "Quest35ReadyForCarnival" "Evening" null null null null null false>><</link>>
<<case "DadDinnerCheerleader">>
Trembling, you take a step forward and pick up the pleated red skirt. You hold it up to your waist. It barely covers your bum. You see the matching pair of red gym panties on the bed and gulp.<br>
<br>
Slowly pulling off your clothing, you shiver as the cold breeze in the room brushes your naked form. You reach out and take the panties, pulling them up around your waist. Then, the skirt. Your legs exposed almost completely.<br>
<br>
The shirt is next. You are dismayed to find no bra with it. It seems they want you to go without one, rubbing against the fabric of the top.<br>
<br>
The white and red shirt is tight around your torso, stretching against your stomach. Your breasts threaten to rise up out of the open neck design. Seeing your hands shake, you reach down to the last item of clothing on the bed. A pair of white sockettes.<br>
<br>
You pull them on, one by one, feeling the fabric envelope your toes. Your feet touch something at the foot of the bed and you see a pair of white sneakers lying there. Pulling them on, you sigh. She's thought of everything.<br>
<br>
Looking over in the mirror, you see your reflection. All athletic poise and perfect grin, clad in Charlton's cheerleader uniform.<br>
<br>
<i>Except it's you now.</i><br>
<br>
You sit down on the bed, feeling the sheets touch your bare legs. Almost instinctively, you keep your legs pressed together.<br>
<br>
<<ActionsHeader>>
<<link "Wait for him to enter" "JenniferDialogue">><<set $JenniferDialogue to "DadDinnerCheerleaderWait">><</link>>
<<case "DadDinnerCheerleaderWait">>
Moments later, there is a knock at the door. "You decent?" you hear <i><<TrueName "Current">>'s</i> voice ask.<br>
<br>
The door handle turns and <i><<TrueName "Current">></i> walks in and stares at you. A grin forms on his face. "You look great."<br>
<br>
You offer him a small smile as a reply. He steps forward, closer to you. Stepping in front of you. You have to look up to meet his eyes.<br>
<br>
"I never let myself get in this position when I was on the squad," he tells you, before chuckling. "I can see the appeal though. It's funny. This body makes me feel all sorts of things that would have seemed abhorrent before."<br>
<br>
You stare back up at him, watching his eyes wander over your legs. Your body. Your chest.<br>
<br>
"What about you?" he continues quietly. "Ever fantasise about what I would have looked like in this outfit? Or was it always what you'd look like?"<br>
<br>
Not waiting for a reply, he reaches down and cups your chin with his hand. "I want you to get on your knees," he tells you. "And show me your skills, cheerleader."<br>
<br>
<<ActionsHeader>>
<<link "Get on your knees and suck him off" "JenniferDialogue">><<set $JenniferDialogue to "DadDinnerOral">><<Orientation 1>><<Assertive -1>><<SetFlag "TempBlowJob">><</link>><br>
<<StatCheckAssertive "gt" 50>><<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to convince him to go down on you">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "JenniferDialogue">><<set $JenniferDialogue to "DadDinnerOralPass">><</link>><br>
<<else>><<link _StatAssertiveProbability "JenniferDialogue">><<set $JenniferDialogue to "DadDinnerOralFail">><<Assertive 1>><</link>><br><</if>>
<<case "DadDinnerOral">>
You take a deep breath, then nod. A grin forms on <i><<TrueName "Current">>'s</i> face. He takes a step back and makes room for you to slide off the bed. The soft carpet feels nice on your knees. You look up as he unfastens his belt. A moment later, <i><<TrueName "Current">>'s</i> cock springs free, millimetres from your face.<br>
<br>
<<if $PlayerCharacter.stateCurrent is 0>>
Whether due to being in this smaller body or just seeing it from a different perspective, you feel your eyes widen at the sight of how big it is. You trace one of your coloured nails across it, nerves fluttering within you.<br>
<br>
"Suck it," he commands. "Like a good cheerleader."<br>
<br>
You nod and move your face forward, running your tongue over the tip. It feels warm against your touch. Then, cautiously, you know what you must do. You wrap your lips around it and tease the end with your mouth. <i><<TrueName "Current">></i> sighs in euphoria.<br>
<br>
Using your dainty hand, you feed the cock into your tiny mouth, taking more and more of its length inside. You glance up, watching <i><<TrueName "Current">></i> stare down at you. Watching you bob up and down, taking his prick deeper between your glossy lips and towards your throat.<br>
<br>
"You're so good at this," he whispers, reaching out to pull your head further towards their body. You force yourself to relax as he pushes your face down on to his groin, cock hitting the back of your throat and brushing your tonsils. You feel your gag reflex kick in, but you hold still, fighting it off, instead staring upwards locking with his eyes until they release you.<br>
<br>
You gasp for air, but then look back up at him. He smiles. "Bet you do that for all the football players, don't you?"<br>
<<elseif $PlayerCharacter.stateCurrent is 1>>
Whether due to being in this smaller body or just seeing it from a different perspective, it seems bigger than you gave yourself credit for. You trace one of your coloured nails across it, anticipation fluttering within you.<br>
<br>
"Suck it," they tell you. "Like a good cheerleader."<br>
<br>
You nod and move your face forward, running your tongue over the tip. It feels warm against your touch. Then, cautiously, you know what you must do. You wrap your lips around it and tease the end with your mouth. <i><<TrueName "Current">></i> sighs in euphoria.<br>
<br>
Using your dainty hand, you feed the cock into your tiny mouth, taking more and more of its length inside. You glance up, watching <i><<TrueName "Current">></i> stare down at you. Watching you bob up and down, taking his prick deeper between your glossy lips and towards your throat.<br>
<br>
"You're so good at this," he whispers, reaching out to pull your head further towards their body. You force yourself to relax as he pushes your face down on to his groin, cock hitting the back of your throat. You hold still, fighting off an instinct to gag, instead staring upwards locking with his eyes until they release you.<br>
<br>
You gasp for air, but then look back up at him. He smiles. "Bet you do that for all the football players, don't you?"<br>
<<elseif $PlayerCharacter.stateCurrent is 2>>
Maybe it's just this new angle, but you thought it would look bigger. You hold it in your hand, coloured nails enclosed around it, feeling something akin to disappointment in spite of how bizarre every emotion you're having feels to you.<br>
<br>
"Can you suck it?" <i><<TrueName "Current">></i> asks.<br>
<br>
You nod and move your face forward, running your tongue over it. It feels warm against your touch. Then, cautiously, you know what you must do. You wrap your lips around it and tease the end with your mouth. <i><<TrueName "Current">></i> sighs in euphoria.<br>
<br>
Using your dainty hand, you feed the cock into your tiny mouth, quickly taking its length inside. You glance up, watching <i><<TrueName "Current">></i> stare down at you from above, watching you engulf the dick between your glossy lips in only a few movements.<br>
<br>
"You're so good at this," he whispers, reaching out to pull your head further towards his body. You relax as he pushes your face down on to his groin, cock filling your mouth. You lock your eyes with his until they release you.<br>
<br>
You take a deep breath, still looking up at him. He smiles. "Bet you do that for all the football players, don't you?"<br>
<<elseif $PlayerCharacter.stateCurrent gte 3>>
It falls out in front of your lips. You look at it with confusion. It might just be this new view, but it looks tiny. You hold it between two coloured nails and despite how everything feels bizarre to you, one thing feels certain. You're disappointed.<br>
<br>
"Do you think you can suck it?" <i><<TrueName "Current">></i> asks.<br>
<br>
You feel an eyebrow rise instinctively, but you nod and move your face forward, running your tongue over it. It feels warm against your touch. Then, cautiously, you know what you must do. You feed it whole between your lips. <i><<TrueName "Current">></i> sighs in euphoria.<br>
<br>
There's no need for your hands. You feel almost empty as you flick your tongue around the tiny penis inside your mouth. You glance up, watching <i><<TrueName "Current">></i> stare down at you from above, watching you gurgle the dick inside you and between your glossy lips.<br>
<br>
"You're so good at this," he whispers, reaching out to pull your head further towards his body. It makes no difference. Your lips already brush against his pubic hair. It doesn't even touch the back of your mouth. You lock your eyes with his until they release you.<br>
<br>
You look up at them. He smiles. "Bet you do that for all the football players, don't you?"<br>
<</if>>
<br>
You look up at him curiously, wondering how far he expects you to roleplay. "I like to give the players encouragement," you mutter.<br>
<br>
He chuckles and wrenches you from the floor, clasping your bum with his firm hands as he picks you up and holds you close to his chest. You wrap your legs around his body and yelp excitedly as you find your mouth against his as he kisses you.<br>
<br>
"Nice to have some strength," he mutters once he pulls back. "Let's see if the cheerleader likes seeing more of it."<br>
<br>
He throws you back on to the bed. You land softly on the mattress, legs spread open, exposing your red panties. He moves to the edge of the bed, looking down on you with lust.<br>
<br>
<<Virginity>>
<<if _Virginity is true>>
<Br>The sight is enough to momentarily bring you to your senses. You aren't a virgin. Not technically. But it's getting so hard to keep track of what you are. One thing you know, this will be the first time you've had sex as a woman. Do you really want to lose your, for lack of a better term, virginity again, as Jennifer?<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Have sex as Jennifer" "JenniferDialogue">><<set $JenniferDialogue to "DadDinnerSex">><</link>><br>
<<if _Virginity is true>><<link "Tell him to stop" "JenniferDialogue">><<set $JenniferDialogue to "DadDinnerStop">><</link>><br><</if>>
<<case "DadDinnerOralPass">>
"Do you think..." you murmur, "Don't you want to taste me?" Your eyes flicker down your body, gazing on the hem of your skirt. Then back up, meeting their gaze.<br>
<br>
<i><<TrueName "Current">></i> smiles and nods. Slowly, you hoist yourself further on the bed and lie down, parting your legs and pulling your gym panties down, revealing your shaved, hairless pussy.<br>
<br>
"Coach Beach ever get this view?" <i><<TrueName "Current">></i> says, grinning.<br>
<br>
He drops to his knees, lining eyes up with yours. Then he leans forward, eagerly moving his lips towards your own. You look down your body, still holding up the hem of your skirt, watching his head move towards your pussy.<br>
<br>
His tongue laps at her labia, around the edges, across and upward. Bolts of pleasure emanate upwards, causing you to moan as his tongue runs across your hole. You feel yourself stirring in your loins. Growing wet. With a sigh, you arch your head back, close your eyes and shudder as the tongue explores the edges of your lips.<br>
<br>
Then, <i><<TrueName "Current">></i> slips his tongue inside of you.<br>
<br>
Your legs instinctively close around him as you moan. <i><<TrueName "Current">></i> continues to lap, tongue pushing deeper and deeper inside, licking at your juices as they begin to flow. You squeak with pleasure.<br>
<br>
You open your eyes, hairless legs wrapped around your old head that's buried in your groin. Your body shivers and you can barely reach down to brush his hair with your hand, panting.<br>
<br>
<i><<TrueName "Current">></i> glances up, grinning. "Think that's enough of the foreplay," he mutters.<br>
<br>
To emphasise, he pulls back and stands towering over you.<br>
<br>
<<Virginity>>
<<if _Virginity is true>>
<Br>The sight is enough to momentarily bring you to your senses. You aren't a virgin. Not technically. But it's getting so hard to keep track of what you are. One thing you know, this will be the first time you've had sex as a woman. Do you really want to lose your, for lack of a better term, virginity again, as Jennifer?<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Have sex as Jennifer" "JenniferDialogue">><<set $JenniferDialogue to "DadDinnerSex">><</link>><br>
<<if _Virginity is true>><<link "Tell him to stop" "JenniferDialogue">><<set $JenniferDialogue to "DadDinnerStop">><</link>><br><</if>>
<<case "DadDinnerOralFail">>
"Do you think..." you murmur, "Don't you want to taste me?" Your eyes flicker down your body, gazing on the hem of your skirt. Then back up, meeting their gaze.<br>
<br>
<i><<TrueName "Current">></i> smiles, but shakes his head. "You're going to give me a blowjob, <i>Jennifer</i>." To emphasise, they cup their groin. "Get on your knees."<br>
<br>
<<ActionsHeader>>
<<link "Get on your knees and suck him off" "JenniferDialogue">><<set $JenniferDialogue to "DadDinnerOral">><<SetFlag "TempBlowJob">><</link>>
<<case "DadDinnerStop">>
"Stop," you hear yourself murmur. A small, meek voice, a plea, but it's enough to make the man at the edge of the bed pause. His eyes look down on you with concern.<br>
<br>
"What?" <i><<TrueName "Current">></i> says.<br>
<br>
Biting down into your bottom lip, you feel yourself blushing. "I just... it's just too much too soon," you murmur. Taking a deep breath, you shrug your shoulders lightly. "Like this, I'm sort of a virgin."<br>
<br>
<i><<TrueName "Current">></i> takes in a deep breath, his pants audible in the silence. His eyes lock on to you briefly, before looking down. At his groin. You can see the calculation in his eyes.<br>
<br>
"A bit late to be turning into a tease, isn't it?" he finally says with a smirk.<br>
<br>
"I'm sorry," you stammer, trying to return his smile.<br>
<br>
<i><<TrueName "Current">></i> looks down at you, eyes lingering on your body. "I'm still really horny," he murmurs. "Never used to be into girls. But like this. It feels different."<br>
<br>
He glances at you, his eyes lingering on your breasts. "Why don't you pull up that top instead?" he asks. "There was a reason I didn't give you a bra."<br>
<br>
<<Flag "TempBlowJob">>
<<if _FlagReturn is true>>
<i><<TrueName "Current">></i> steps up on to the bed, kneeling astride of you. As you continue to hold up your top, you look at him. He takes his dick in his hand and begins to massage it, pushing the tip towards your tits.<br>
<<else>>
You look up at them and nod, pulling your top up around your neck. A smile broadens on <i><<TrueName "Current">>'s</i> face. He unfastens his belt and pulls his trousers and boxers down.<br>
<br>
<<if $PlayerCharacter.stateCurrent is 0>>
Whether due to being in this smaller body or just seeing it from a different perspective, you feel your eyes widen at the sight of how big it is.<br>
<<elseif $PlayerCharacter.stateCurrent is 1>>
Whether due to being in this smaller body or just seeing it from a different perspective, it seems bigger than you gave yourself credit for.<br>
<<elseif $PlayerCharacter.stateCurrent is 2>>
Maybe it's just this new angle, but you thought it would look bigger.<br>
<<elseif $PlayerCharacter.stateCurrent gte 3>>
It falls out in front of your lips. You look at it with confusion. It might just be this new view, but it looks tiny.<br>
<</if>>
<br>
<i><<TrueName "Current">></i> steps up on to the bed, kneeling astride of you. As you continue to hold up your top, you look at him. He takes his dick in his hand and begins to massage it, pushing the tip towards your tits.<br>
<</if>>
<br>
<<if $PlayerCharacter.stateCurrent is 0>>
<i><<TrueName "Current">></i> strokes his cock quickly, aiming it towards your face. You couldn't move away now, even if you wanted to.<br>
<br>
With an audible grunt, for a split second you see his prick erupt. And then something hits your face. Large globs of liquid splatter over your eyes. Then your lips. You feel it even land in your hair.<br>
<br>
It seems to be never-ending. You just wince as spurts of semen paint your skin. You close your eyes instinctively, feeling the warm liquid running across your pores.<br>
<br>
Only when certain it's stopped do you dare to open them again. You feel the substance sticking against your eyelids as you try to blink it away. <i><<TrueName "Current">></i> stares down at you, cock in hand, smiling.<br>
<br>
"That was a lot," you murmur.<br>
<br>
He sniggers. "Run your tongue around your lips."<br>
<br>
You frown, but do as he says. Instantly aware of the salty taste on your lips. Your mouth is covered in cum.<br>
<br>
"You look like such a slut in that outfit," <i><<TrueName "Current">></i> tells you.<br>
<<elseif $PlayerCharacter.stateCurrent is 1>>
<i><<TrueName "Current">></i> strokes his cock quickly, aiming it towards your face. You couldn't move away now, even if you wanted to.<br>
<br>
With an audible grunt, for a split second you see his prick erupt. Something hits your face and you feel large globs of liquid splatter over your forehead. Then your lips. Then a jet hits your eyes.<br>
<br>
Instinctively you close them, feeling the warm liquid running across your pores. Only when certain it's stopped do you open them. You feel the substance sticking against your eyelids as you try to blink it away. <i><<TrueName "Current">></i> stares down at you, cock in hand, smiling.<br>
<br>
"Been a while, has it?" <i><<TrueName "Current">></i> asks with a smirk. "Run your tongue around your lips."<br>
<br>
You frown, but do as he says. Instantly aware of the salty taste on your lips. Your lips are coated with cum.<br>
<<elseif $PlayerCharacter.stateCurrent is 2>>
<i><<TrueName "Current">></i> strokes his cock quickly, aiming it towards your face. You couldn't move away now, even if you wanted to.<br>
<br>
With an audible grunt, for a split second you see his prick erupt. Something hits your face and you feel large globs of liquid splatter over your forehead. Then your lips.<br>
<br>
And then... nothing. You wait, still braced for more. But then you see a trickle run out of the tip, dripping down over your neck. He's done. <i><<TrueName "Current">></i> stares down at his dick, confused.<br>
<br>
"Are you done?" you ask him, a hint of softness in your voice. He looks up at you, nods, and gestures to around his mouth.<br>
<br>
Instinctively you run your tongue around your lips, tasting the salty taste upon them. At least your lips are splattered with cum.<br>
<<elseif $PlayerCharacter.stateCurrent gte 3>>
<i><<TrueName "Current">></i> strokes his cock quickly, aiming it towards your face. You couldn't move away now, even if you wanted to.<br>
<br>
With an audible grunt, for a split second you see his prick erupt. Something hits your lips and you brace yourself for his ejaculation.<br>
<br>
But then... nothing. You wait, still ready for more. But then you see a trickle run out of the tip, dripping down over your neck. He's done. <i><<TrueName "Current">></i> stares down at his dick, confused.<br>
<br>
"Is that it?" you ask him, a hint of sadness in your voice. He looks up at you, nods, and gestures to around his mouth.<br>
<br>
Instinctively you run your tongue around your lips, tasting the salty taste upon them. At least your lips are splattered with cum.<br>
<</if>>
<br>
You smile politely as he shifts himself off your body and off to the side. You look around, eyes spotting the tissues on the bedside table.<br>
<br>
"No," <i><<TrueName "Current">></i> says as you reach out for one. "Go to the bathroom. I want you to see yourself like this. In that outfit."<br>
<br>
Again, you wordlessly nod. You shift yourself off the bed and with a final glance back at his dick, you head towards Jennifer's bathroom.<br>
<br>
<<ActionsHeader>>
<<link "Clean up in Jennifer's bathroom" "JenniferDialogue">><<set $JenniferDialogue to "DadDinnerCleanUpFace">><</link>>
<<case "DadDinnerSex">>
<<Flag "TempBlowJob">>
<<if _FlagReturn is true>>
<i><<TrueName "Current">></i> steps up on to the bed, kneeling between your legs, massaging his dick. You reach down and pull your gym panties down your smooth legs, then return to your position, watching as his cock hovers over your exposed pussy.<br>
<<else>>
You look up at them and nod, pulling your top up around your neck. A smile broadens on <i><<TrueName "Current">>'s</i> face. He unfastens his belt and pulls his trousers and boxers down.<br>
<br>
<<if $PlayerCharacter.stateCurrent is 0>>
Whether due to being in this smaller body or just seeing it from a different perspective, you feel your eyes widen at the sight of how big it is.<br>
<<elseif $PlayerCharacter.stateCurrent is 1>>
Whether due to being in this smaller body or just seeing it from a different perspective, it seems bigger than you gave yourself credit for.<br>
<<elseif $PlayerCharacter.stateCurrent is 2>>
Maybe it's just this new angle, but you thought it would look bigger.<br>
<<elseif $PlayerCharacter.stateCurrent gte 3>>
It falls out in front of your lips. You look at it with confusion. It might just be this new view, but it looks tiny.<br>
<</if>>
<br>
<i><<TrueName "Current">></i> steps up on to the bed, kneeling between your legs, massaging his dick, hovering over your exposed pussy.<br>
<</if>>
<br>
"I'm going to fuck you now, <i>Jennifer</i>," he states plainly.<br>
<br>
He reaches down and guides his prick towards your folds. His fingers rub over your clit, massaging it for a moment, then cautiously drives his dick inside you.<br>
<br>
<<Virginity>>
<<if _Virginity is true>>
You wince as you feel for the first time a cock pushing up inside your body. You know there will be no blood, no hymen to break. But the sensation is alien all the same, as your tender cavities stretch and rub against the foreign body now invading you. Something fleeting flashes across your mind. Not words, not a feeling, but more of an acknowledgement. Of what you've done. What you've let happen. You wonder if it's possible to turn back now.<br>
<</if>>
<br>
A flurry of endorphins flood your body, causing you to moan as its girth stretches you wide. Then he reaches up with a free arm and forces your legs back, far enough so your sneakers touch the side of your head. "Flexible body you've got," he mutters. "Must be from all that prancing around the field."<br>
<br>
<i><<TrueName "Current">>'s</i> thrusts grow deeper inside you, as your body is squeezed up and pinned down. As your sneakers bump against your head, you feel how this position allows him to push deeper inside you. Your skirt is around your waist now, giving him full access to your pussy.<br>
<br>
He leans further over you, further pushing your sneakers back. Back against the pillow beneath your head. His face inches away from you now, as you are trapped beneath his masculine form.<br>
<br>
"Squeeze those titties," he mutters, as he continues to pound you.<br>
<br>
You look up at him and let out a coy smile. Your hand wanders to your top, pulling it up. Your large breasts fall bare and you give them a gentle squeeze. You squeal as pleasure ripples out from them, mixing with the feeling of being filled below.<br>
<br>
"Play with those tits," he tells you. "As I plunge my dick into your wet pussy."<br>
<br>
You look up at him, feeling your legs aching from his weight, but you can't help but let out a wicked smile. Here you are, pinned to a bed, legs around your head, nothing more than a womb exposed to be ravished.<br>
<br>
<<ActionsHeader>>
<<link "Continue to have sex" "JenniferDialogue">><<set $JenniferDialogue to "DadDinnerSexContinue">><</link>>
<<case "DadDinnerSexContinue">>
<<if $PlayerCharacter.stateCurrent is 0>>
Then, you feel it building. A radiating and ever-growing bubble within you. All the sensations and endorphins fusing together, greater than the sum of their parts, pushing up with a greater force than you can remember feeling. A little like magic, you momentarily consider.<br>
<br>
"Oh god!" you hear yourself murmur, trying to push your body against his. The shriek is loud, uncontrolled and unashamed.<br>
<<elseif $PlayerCharacter.stateCurrent is 1>>
And then, you feel it building. A radiating bubble within you. All the endorphins fusing together, greater than the sum of their parts, pushing up with a feeling of euphoria.<br>
<br>
"Oh god!" you hear yourself murmur, trying to push your body against his. The shriek is loud.<br>
<<elseif $PlayerCharacter.stateCurrent is 2>>
Something builds inside of you. All the endorphins trying to fuse together, greater than the sum of their parts. It's just in reach. Moments away.<br>
<<elseif $PlayerCharacter.stateCurrent gte 3>>
Try as you might though, you feel nothing. His prick doesn't make the impact inside of you that it should, in spite of this position. You feel a tingle from below, but no growing sensation. No incoming wave of euphoria.<br>
<</if>>
<br>
<i><<TrueName "Current">></i> hammers hard, groaning himself. "I'm going to cum," he cries.<br>
<br>
You glance up at him, seeing he's moments away from finishing. You have one chance to tell him what to do.<br>
<br>
<<ActionsHeader>>
<<CompulsionCheck "BabyFever">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Baby Fever] </span><<link "Tell him to come inside you" "JenniferDialogue">><<set $JenniferDialogue to "DadDinnerCumInside">><</link>><br>
<<AssertiveCheck>>
<<if _currentAssertive gte 60>>
<<link "[Assertive > 60] Resist the compulsion and tell him to pull out" "JenniferDialogue">><<set $JenniferDialogue to "DadDinnerPullOut">><</link>><br>
<<else>>
<span class="compulsion">[Baby Fever] </span><s>Tell him to pull out</s> - <i>You feel compelled to let him finish inside you.</i><br>
<</if>>
<span class="compulsion">[Baby Fever] </span><s>Tell him to come on your face</s> - <i>You feel compelled to let him finish inside you.</i><br>
<<else>>
<<link "Tell him to come on your face" "JenniferDialogue">><<set $JenniferDialogue to "DadDinnerCumFace">><</link>><br>
<<link "Tell him to pull out" "JenniferDialogue">><<set $JenniferDialogue to "DadDinnerPullOut">><</link>><br>
<<link "Tell him to come inside you" "JenniferDialogue">><<set $JenniferDialogue to "DadDinnerCumInside">><</link>>
<</if>>
<<case "DadDinnerCumFace">>
<<if $PlayerCharacter.stateCurrent is 0>>
You feel <i><<TrueName "Current">></i> pull his dick from out of you and he clambers up over your torso, legs astride your chest. He strokes his cock quickly, aiming it towards your face. You couldn't move away now, even if you wanted to.<br>
<br>
With an audible grunt, for a split second you see his prick erupt. And then something hits your face. Large globs of liquid splatter over your eyes. Then your lips. You feel it even land in your hair.<br>
<br>
It seems to be never-ending. You just wince as spurts of semen paint your skin. You close your eyes instinctively, feeling the warm liquid running across your pores.<br>
<br>
Only when certain it's stopped do you dare to open them again. You feel the substance sticking against your eyelids as you try to blink it away. <i><<TrueName "Current">></i> stares down at you, cock in hand, smiling.<br>
<br>
"That was a lot," you murmur.<br>
<br>
He sniggers. "Run your tongue around your lips."<br>
<br>
You frown, but do as he says. Instantly aware of the salty taste on your lips. Your mouth is covered in cum.<br>
<br>
"You look like such a slut in that outfit," <i><<TrueName "Current">></i> tells you.<br>
<<elseif $PlayerCharacter.stateCurrent is 1>>
You feel <i><<TrueName "Current">></i> pull his dick from out of you and he clambers up over your torso, legs astride your chest. He strokes his cock quickly, aiming it towards your face. You couldn't move away now, even if you wanted to.<br>
<br>
With an audible grunt, for a split second you see his prick erupt. Something hits your face and you feel large globs of liquid splatter over your forehead. Then your lips. Then a jet hits your eyes.<br>
<br>
Instinctively you close them, feeling the warm liquid running across your pores. Only when certain it's stopped do you open them. You feel the substance sticking against your eyelids as you try to blink it away. <i><<TrueName "Current">></i> stares down at you, cock in hand, smiling.<br>
<br>
"Been a while, has it?" <i><<TrueName "Current">></i> asks with a smirk. "Run your tongue around your lips."<br>
<br>
You frown, but do as he says. Instantly aware of the salty taste on your lips. Your lips are coated with cum.<br>
<<elseif $PlayerCharacter.stateCurrent is 2>>
You feel <i><<TrueName "Current">></i> pull his dick from out of you and he clambers up over your torso, legs astride your chest. He strokes his cock quickly, aiming it towards your face. You couldn't move away now, even if you wanted to.<br>
<br>
With an audible grunt, for a split second you see his prick erupt. Something hits your face and you feel large globs of liquid splatter over your forehead. Then your lips.<br>
<br>
And then... nothing. You wait, still braced for more. But then you see a trickle run out of the tip, dripping down over your neck. He's done. <i><<TrueName "Current">></i> stares down at his dick, confused.<br>
<br>
"Are you done?" you ask him, a hint of softness in your voice. He looks up at you, nods, and gestures to around his mouth.<br>
<br>
Instinctively you run your tongue around your lips, tasting the salty taste upon them. At least your lips are splattered with cum.<br>
<<elseif $PlayerCharacter.stateCurrent gte 3>>
You feel <i><<TrueName "Current">></i> pull his dick from out of you and he clambers up over your torso, legs astride your chest. He strokes his cock quickly, aiming it towards your face. You couldn't move away now, even if you wanted to.<br>
<br>
With an audible grunt, for a split second you see his prick erupt. Something hits your lips and you brace yourself for his ejaculation.<br>
<br>
But then... nothing. You wait, still ready for more. But then you see a trickle run out of the tip, dripping down over your neck. He's done. <i><<TrueName "Current">></i> stares down at his dick, confused.<br>
<br>
"Is that it?" you ask him, a hint of sadness in your voice. He looks up at you, nods, and gestures to around his mouth.<br>
<br>
Instinctively you run your tongue around your lips, tasting the salty taste upon them. At least your lips are splattered with cum.<br>
<</if>>
<br>
You smile politely as he shifts himself off your body and off to the side. You look around, eyes spotting the tissues on the bedside table.<br>
<br>
"No," <i><<TrueName "Current">></i> says as you reach out for one. "Go to the bathroom. I want you to see yourself like this. In that outfit."<br>
<br>
Again, you wordlessly nod. You shift yourself off the bed and with a final glance back at his dick, you head towards Jennifer's bathroom.<br>
<br>
<<ActionsHeader>>
<<link "Clean up in Jennifer's bathroom" "JenniferDialogue">><<set $JenniferDialogue to "DadDinnerCleanUpFace">><</link>>
<<case "DadDinnerPullOut">>
"Just pull out," you stammer.<br>
<br>
You see the flash of irritation on <i><<TrueName "Current">>'s</i> face, but he pulls his dick out of you and points it over your body, massaging it vigorously. "Pull down that top again," he commands.<br>
<br>
You do so and lay inert, your skirt tingling your wet pussy, your cheerleader top now haphazardly over your breasts.<br>
<br>
<<if $PlayerCharacter.stateCurrent is 0>>
Just in time as jets of sticky white semen splatter your top. One spurt. Two. A third. He tugs at his dick one final time and cum arches through the air across you.<br>
<br>
By the time he sighs in elation, your clothes are covered in spunk. You feel its sticky texture through the fabric. You look up at him, smiling politely. "That was a lot."<br>
<br>
He pulls himself off you, grinning. "You look like such a slut in that outfit," he says, almost in a tone of affection.<br>
<<elseif $PlayerCharacter.stateCurrent is 1>>
Just in time as jets of sticky white semen splatter your top. One spurt. Then another. He tugs at his dick one final time and cum arches through the air across you.<br>
<br>
By the time he sighs in elation, your clothes are splattered with cum. You feel its sticky texture through the fabric. You look up at him, smiling politely.<br>
<br>
He pulls himself off you, grinning. "Been a while, has it?" he asks.<br>
<<elseif $PlayerCharacter.stateCurrent is 2>>
Just in time as a jet of sticky white semen splatters your top. He tugs at his dick one final time and cum arches through the air across your body.<br>
<br>
Glancing down, you see two threads of spunk across your clothes. You feel its sticky texture through the fabric. You look up at him, a little unsure if that's it. He himself looks confused.<br>
<<elseif $PlayerCharacter.stateCurrent gte 3>>
Just in time as a small stream of sticky white semen lands on your top. Glancing down, you see a thread of spunk across your clothes. You feel its sticky texture through the fabric. You look up at him, a little unsure if that's it. He himself looks confused.<br>
<</if>>
<br>
You look around, eyes spotting the tissues on the bedside table.<br>
<br>
"No," <i><<TrueName "Current">></i> says as you reach out for one. "Go to the bathroom. I want you to see yourself like this. In this outfit."<br>
<br>
Again, you wordlessly nod. You shift yourself off the bed and with a final glance back at his dick, you head towards Jennifer's bathroom.<br>
<br>
<<ActionsHeader>>
<<link "Clean up in Jennifer's bathroom" "JenniferDialogue">><<set $JenniferDialogue to "DadDinnerCleanUpPullOut">><</link>>
<<case "DadDinnerCumInside">>
The words escape your mouth before you can stop them. "Cum inside me."<br>
<br>
You see the surprise on <i><<TrueName "Current">>'s</i> face, he shallowly nods. With a moan, you feel his thrusting increase and then all too quickly he cries. "I'm cumming!"<br>
<br>
<<if $PlayerCharacter.stateCurrent is 0>>
You feel his large dick empty deep inside your womb. One spurt. Two. A third. Ecstasy apparent on his face. By the time he's finished, he collapses forward, lying against your body.<br>
<<elseif $PlayerCharacter.stateCurrent is 1>>
You feel his dick empty deep inside your womb. One spurt. Then another. By the time he's finished, he collapses forward, lying against your body.<br>
<<elseif $PlayerCharacter.stateCurrent is 2>>
You feel his small dick empty deep inside your womb. Just a spurt, then he collapses forward, lying against your body.<br>
<<elseif $PlayerCharacter.stateCurrent gte 3>>
You feel his tiny dick empty deep inside your womb. So meager you can't even feel it. He collapses forward, lying against your body.<br>
<</if>>
<br>
"Oh god," he murmurs. "I didn't think you'd risk that."<br>
<br>
<<CompulsionCheck "BabyFever">>
<<if _CompulsionCheck is true or $current.avatar is "Charli">>
"You’re still on the pill, aren’t you?" you ask him. A flutter of excitement stirs inside your stomach. Does that even mean that you are? From the look in his eyes, he doesn’t know the answer either.<Br>
<<else>>
"You're still on the pill, aren't you?" you ask him. A sinking feeling inside your stomach. Does that even mean that you are? From the look in his eyes, he doesn't know the answer either.<br>
<</if>>
<br>
He sighs and rolls off you, staring back. Finally an understanding smile forms. "Just be careful in future," he says. "Doctor Palmer... let's just say his birth control prescriptions are prone to accidents."<br>
<br>
You nod, wondering how that might happen.<br>
<br>
<i>And what that means for you, surely?</i><br>
<br>
Trying to move on from the thought, you look around, eyes spotting the tissues on the bedside table.<br>
<br>
"No," <i><<TrueName "Current">></i> says as you reach out for one. "Go to the bathroom. I want you to see yourself like this. In that outfit."<br>
<br>
Again, you wordlessly nod. You shift yourself off the bed and with a final glance back at his dick, you head towards Jennifer's bathroom.<br>
<br>
<<ActionsHeader>>
<<link "Clean up in Jennifer's bathroom" "JenniferDialogue">><<set $JenniferDialogue to "DadDinnerCleanUpInside">><</link>>
<<case "DadDinnerCleanUpFace">>
<b>Jennifer's Apartment - Bathroom</b><br>
<img src="./images/Jennifers_Apartment_Bathroom.png"><br>
<br>
You slip into the bathroom, flicking on the light. There, surrounded by face cleansers and pastel coloured hair products, is bathroom mirror. Right now, the reflection is Jennifer. You.<br>
<br>
<<if $PlayerCharacter.stateCurrent is 0>>
You take in the sight, almost shocked. Your face is covered in spunk. You've only seen such a sight in bukkake porn. Your hair is matted together from the semen. Your eyelashes glisten with it. Your eye shadow is smudged and your lip gloss smeared.<br>
<br>
Meanwhile, your cheerleader outfit is tugged and ruffled, clearly in a state from a romp around with a guy.<br>
<<elseif $PlayerCharacter.stateCurrent is 1>>
You take in the sight. Your face is coated in spunk. It's not quite like bukkake, but not far off. Cum runs down your face. Your eyelashes glisten from it. Your eye shadow is smudged and your lip gloss smeared.<br>
<br>
Meanwhile, your cheerleader outfit is tugged and ruffled, clearly in a state from a romp around with a guy.<br>
<<elseif $PlayerCharacter.stateCurrent is 2>>
You take in the sight. Your face and lips are sprayed with semen. You look a girl at the end of a porno where her partner has done one too many shoots that day. Still, it's visible and apparent. Cum runs down your nose. Your lip gloss is smeared and glistens from the semen.<br>
<br>
Meanwhile, your cheerleader outfit is tugged and ruffled, clearly in a state from a romp around with a guy.<br>
<<elseif $PlayerCharacter.stateCurrent gte 3>>
You take in the sight. Your lips are peppered with cum. It looks as though someone came inside your mouth and you couldn't swallow. Your lip gloss is smeared and your cheerleader outfit is tugged and ruffled, clearly in a state from a romp around with a guy.<br>
<</if>>
<br>
For a moment you can only stare. You look like a fantasy, one that guys would have had when they were looking at the squad cheering on the football team. And you realise this is what Jennifer had to deal with everyday whilst at school.<br>
<br>
<i>This isn't Jennifer, though, is it? This is you.</i><br>
<br>
You gulp and reach out for some paper. You spend a few minutes freshening yourself up and removing the ruined make-up, then return to the bedroom.<br>
<br>
<<ActionsHeader>>
<<link "Return to the bedroom" "JenniferDialogue">><<set $JenniferDialogue to "DadDinnerReturn">><</link>>
<<case "DadDinnerCleanUpPullOut">>
<b>Jennifer's Apartment - Bathroom</b><br>
<img src="./images/Jennifers_Apartment_Bathroom.png"><br>
<br>
You slip into the bathroom, flicking on the light. There, surrounded by face cleansers and pastel coloured hair products, is bathroom mirror. Right now, the reflection is Jennifer. You.<br>
<br>
<<if $PlayerCharacter.stateCurrent is 0>>
You take in the sight. Your cheerleader uniform is covered in spunk. Semen runs down your legs, glistening in the light. Meanwhile, the top is stained and gleaming in the light, clearly covered in cum.<br>
<<elseif $PlayerCharacter.stateCurrent is 1>>
You take in the sight. Your cheerleader uniform is splattered with spunk. A trickle of semen even runs down a leg, glistening. Meanwhile, the top is stained and gleaming in the light, dripping with cum.<br>
<<elseif $PlayerCharacter.stateCurrent is 2>>
You take in the sight. Traces of cum are visible across your cheerleader uniform, threatening to drip down your leg. Meanwhile, the top has a spray of cum across it, a single mark but clear.<br>
<<elseif $PlayerCharacter.stateCurrent gte 3>>
You take in the sight. A small amount of cum is visible around on your cheerleader uniform.<br>
<</if>>
<br>
For a moment you can only stare. You look like a fantasy, one that guys would have had when they were looking at the squad cheering on the football team. And you realise this is what Jennifer had to deal with everyday whilst at school.<br>
<br>
<i>This isn't Jennifer, though, is it? This is you.</i><br>
<br>
You gulp and reach out for some paper. You spend a few minutes freshening yourself up and removing the ruined make-up, then return to the bedroom.<br>
<br>
<<ActionsHeader>>
<<link "Return to the bedroom" "JenniferDialogue">><<set $JenniferDialogue to "DadDinnerReturn">><</link>>
<<case "DadDinnerCleanUpInside">>
<b>Jennifer's Apartment - Bathroom</b><br>
<img src="./images/Jennifers_Apartment_Bathroom.png"><br>
<br>
You slip into the bathroom, flicking on the light. There, surrounded by face cleansers and pastel coloured hair products, is bathroom mirror. Right now, the reflection is Jennifer. You.<br>
<br>
<<if $PlayerCharacter.stateCurrent is 0>>
You take in the sight, holding your pleated skirt up to avoid the mess. Spunk runs down your legs, dripping in mass from your pussy. It glistens in the light.<br>
<br>
Meanwhile, your cheerleader top is tugged and ruffled, clearly in a state from a romp around with a guy.<br>
<<elseif $PlayerCharacter.stateCurrent is 1>>
You take in the sight, holding your pleated skirt up to avoid the mess. Spunk runs down your legs, dripping from your pussy.<br>
<br>
Meanwhile, your cheerleader top is tugged and ruffled, clearly in a state from a romp around with a guy.<br>
<<elseif $PlayerCharacter.stateCurrent is 2>>
You take in the sight, holding your pleated skirt up to avoid the mess. Spunk trickles out from you, running slowly from your pussy.<br>
<br>
Meanwhile, your cheerleader top is tugged and ruffled, clearly in a state from a romp around with a guy.<br>
<<elseif $PlayerCharacter.stateCurrent gte 3>>
You take in the sight, holding your pleated skirt up to avoid the mess. A bit of spunk drips out from you, barely running down your thigh.<br>
<br>
Meanwhile, your cheerleader top is tugged and ruffled, clearly in a state from a romp around with a guy.<br>
<</if>>
<br>
For a moment you can only stare. You look like a fantasy, one that guys would have had when they were looking at the squad cheering on the football team. And you realise this is what Jennifer had to deal with everyday whilst at school.<br>
<br>
<i>This isn't Jennifer, though, is it? This is you.</i><br>
<br>
You gulp and reach out for some paper. You spend a few minutes freshening yourself up and removing the ruined make-up, then return to the bedroom.<br>
<br>
<<ActionsHeader>>
<<link "Return to the bedroom" "JenniferDialogue">><<set $JenniferDialogue to "DadDinnerReturn">><</link>>
<<case "DadDinnerReturn">>
As you walk in, <i><<TrueName "Current">></i> is leaning against the wall. They smile, content, then slip out of the bedroom door.<br>
<br>
You feel the sensation of air against your bare legs, feeling conscious of the length of your skirt. You find your panties, pull them on, then undress and slide into the bed, feeling the sheets warming you as you get in.<br>
<br>
<i><<TrueName "Current">></i> returns minutes later, their masculine form sliding in beside you. They wrap their arms around your body, holding you close.<br>
<br>
<<if $PlayerCharacter.stateCurrent is 0>>
You feel yourself push back against their manly torso, feeling secure spooned in their arms. "That was... intense," you murmur.<br>
<br>
"I never did that, when I was at school," you hear them say. "Certainly never thought I'd do it as the one who was ravishing the cheerleader. Can't wait to see you in some of my other clothes. Or are they yours now?"<br>
<br>
You feel yourself wince.<br>
<br>
"Goodnight, lover," <i><<TrueName "Current">></i> purrs.<br>
<<elseif $PlayerCharacter.stateCurrent is 1>>
You feel yourself push back against their torso. "That was different," you murmur.<br>
<br>
"I never did that, when I was at school," you hear them say. "Certainly never thought I'd do it as the one who was ravishing the cheerleader. Can't wait to see you in some of my other clothes. Or are they yours now?"<br>
<br>
You feel yourself wince.<br>
<br>
"Goodnight," <i><<TrueName "Current">></i> purrs.<br>
<<elseif $PlayerCharacter.stateCurrent is 2>>
You feel yourself push back against their torso. "Are you alright?" you murmur.<br>
<br>
"I never did that, when I was at school," you hear them say. "Certainly never thought I'd do it as the one who was ravishing the cheerleader. Can't wait to see you in some of my other clothes. Or are they yours now?"<br>
<br>
You feel yourself wince.<br>
<br>
"Night," <i><<TrueName "Current">></i> says.<br>
<<elseif $PlayerCharacter.stateCurrent gte 3>>
You feel yourself push back against their torso. "Are you alright?" you murmur.<br>
<br>
"I never did that, when I was at school," you hear them say. "Certainly never thought I'd do it as the one who was ravishing the cheerleader. Can't wait to see you in some of my other clothes. Or are they yours now?"<br>
<br>
You feel yourself wince.<br>
<br>
"Night," <i><<TrueName "Current">></i> says.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Go to sleep" "JennifersApartmentBedroomSleep">><<TimeChange>><<EndConversation "Jennifer">><<QuestTracker "Quest35" 5>><<EventTrigger "JennifersApartment" "Quest35ReadyForCarnival" "Evening" null null null null null false>><</link>>
<<case "Quest35StuckQuestion">>
"Hold on," you say. "Aren't you stuck like that? Isn't that more pressing than... well, you know."<br>
<br>
<i><<TrueName "Current">></i> looks down at his body, chuckling. "I almost forgot," he says quietly. "Funny how quickly you grow used to it." He smiles at you. "Though I suppose I'm preaching to the choir there."<br>
<br>
"This is serious," you say. "What are we going to do?"<br>
<br>
<i><<TrueName "Current">></i> shrugs. "I guess I could hang around the apartment tomorrow. Or," his eyes gleam. "Maybe I could spend the day as you?"<br>
<br>
"You want me to stay like this tomorrow?" you say.<br>
<br>
<<Flag "JenniferSwapArrangement">>
<<if _FlagReturn is true>>
"Call it the first test of our agreement," he says. "Until we visit this witch at the carnival, you'll be me. And I'll be you."<br>
<br>
You gulp. Realising the extent of the arrangement Jennifer has asked you to enter.<br>
<<else>>
"I don't see any other choice," he says. "Until we visit this witch at the carnival, you'll be me. And I'll be you."<br>
<br>
You sigh. There is some sense in his words, but something curls in your stomach. He doesn't seem unhappy about this deal.<br>
<</if>>
<br>
<<GetPCState "job">>
<<if _job is "Fired">>
"Don't worry," he says. "I'll make sure I don't do anything you wouldn't do. Maybe I'll look for a freelance gig. Just go along to Evans' and work a shift. Come by in the evening and we'll go to the carnival."<br>
<<else>>
"Don't worry," he says. "I'll make sure I get to Thompsons' bright and early. Just go along to Evans' and work a shift. Come by in the evening and we'll go to the carnival."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Say goodbye and leave" "AvianLane">><<TimeChange>><<EventTrigger "JennifersApartment" "Quest35ReadyForCarnival" "Evening" null null null null null false>><</link>>
<<case "Quest35TrappedTransform">>
You sigh and clutch on to Jennifer's cuddly toy, you feel the amulet bracing itself. "From this item," you begin. "I see you in your time of need. Now form shape to the person I see within."<br>
<br>
Searing pain blinds your awareness. <i>A bundle of joy.</i> you think, focusing on the image of Jennifer in your mind. <i>Brown shimmering hair. Curvy body. Ample breasts. Green innocent eyes. A gleaming mischievous smile.</i><br>
<br>
You almost keel over, bending over at the waist as if ready to retch. Shining brown hair falls forward over your vision and a set of heels pushes you up, whilst the room grows larger.<br>
<br>
<<if $current.female is true>>
Your rib cage shifts and cracks as you feel your bones change, pulling your waist tight. Then, with a shriek, the anguish passes.<br>
<<else>>
Your rib cage crunches and cracks as you feel your bones change, pulling your waist tight. Then, with a shriek, the anguish passes.<br>
<</if>>
<br>
You take a deep breath, then stand up straight. Immediately seeing <i><<TrueName "Current">></i> staring at you. "Oh, hi <i>Jennifer</i>," he says with a wry smile.<br>
<br>
<<ActionsHeader>>
<<link "Ask where you are meeting her father" "JenniferDialogue">><<set $JenniferDialogue to "Quest35AskWhereSwap">><</link>>
<<case "Quest35TrappedRefuse">>
"I'm not going to go as you to see your father, Jennifer," you state plainly.<br>
<br>
She looks up, eyes narrowing. "This is the only way we're going to see what that book says about my dad. If you don't do this, I can kiss it goodbye knowing what they're making him do. Please, <<TrueName "Current">>."<br>
<br>
You stare at yourself. She's right. If you want Jennifer's help, you're going to have to do this. But is her help really worth this price?<br>
<br>
<<ActionsHeader>>
<<link "Transform into Jennifer" "JenniferDialogue">><<set $JenniferDialogue to "Quest35TrappedTransform">><<set $ItemState.amulet.charge to 2>><<Transform "Jennifer">><<SetFlag "Quest35DinnerSwap">><</link>><br>
<<link "Insist you won't do it" "JenniferDialogue">><<set $JenniferDialogue to "Quest35TrappedInsist">><</link>>
<<case "Quest35TrappedInsist">>
"I'm sorry Jen," you tell her. "This is too much to ask."<br>
<br>
You see your own eyes sparkle with anger. She sighs and slumps into a kitchen chair. "You're something else, <<TrueName "Current">>. You use all this magic to benefit you, but when it comes to helping me, actually helping me, you won't do it."<br>
<br>
"Look at what's already happened, Jen," you gesture to her form.<br>
<br>
She crosses her arms - your arms - and looks back at you with a glare. "I think you better leave," she mutters. "I want to be alone."<br>
<br>
"What about getting you back to you?" you ask.<br>
<br>
Jennifer snorts through your nostrils. "Don't worry. I'll figure something out myself. Looks like I'm going to have to do that from now on."<br>
<br>
<<ActionsHeader>>
<<link "Say goodbye and leave" "AvianLane">><<QuestTracker "Quest35" "fail">><<TransformNPC "Jennifer" "Jennifer">><<SetFlag "JenniferStuckAsPC" false>><<SetFlag "Quest35DinnerSwap" false>><<SetFlag "Quest35StudySwap" false>><</link>>
<<case "ReturnFromStudyAgreeSwap">>
"Okay," you say. "If you can get something from your dad, I will try."<br>
<br>
He gives you a wicked smile. "We, don't you mean?"<br>
<br>
At seeing your confused expression, he continues. "Why don't you come to dinner? It will stop things from getting too deep and serious. I'm sure he'd like to meet you."<br>
<br>
"As me?" you say. "<<TrueName "Current">>?"<br>
<br>
"We'll see," he mutters. "Come by in the evening. We can go from here."<br>
<br>
You let silence descend between you, recalling what she dictated in the study. "I need to ask you about something," you say quietly. "What you changed in the book."<br>
<br>
<i><<TrueName "Current">></i> smiles and raises an eyebrow. "Oh? You didn't like it."<br>
<br>
<<ActionsHeader>>
<<link "Discuss your relationship with Jennifer" "JenniferDialogue">><<set $JenniferDialogue to "ReturnFromStudyRelSwitch">><</link>>
<<case "ReturnFromStudyRiskySwap">>
"I'm not sure about this," you say. "Going to dinner with your dad to steal his things? That's a big step. And you heard what that salesman - Mr. Twee - said about telling his master. What if there's a trap waiting for us?"<br>
<br>
"For <i>Jen</i>," <i><<TrueName "Current">></i> reminds you. "He didn't recognise me, remember?"<br>
<br>
You wince, seeing <i><<TrueName "Current">></i> relish in the confusion of who is who. You grit your teeth and shake your head. "It doesn't matter. It's still risky."<br>
<br>
"This is what you think is too risky?" he asks you pointedly. "You play with powers you don't understand, but when it comes to helping me, you are suddenly cautious?"<br>
<br>
He sighs and folds her arms. "At least take some time to think it over. If you change your mind, you know where I'll be."<br>
<br>
You let silence descend between you, recalling what she dictated in the study. "I need to ask you about something," you say quietly. "What you changed in the book."<br>
<br>
<i><<TrueName "Current">></i> smiles and raises an eyebrow. "Oh? You didn't like it."<br>
<br>
<<ActionsHeader>>
<<link "Discuss your relationship with Jennifer" "JenniferDialogue">><<set $JenniferDialogue to "ReturnFromStudyRelSwitch">><</link>>
<<case "ReturnFromStudyAgree">>
<<JenniferTier>>
"Okay," you say. "If you can get something from your dad, I will try."<br>
<br>
She gives you a grateful smile. "We, don't you mean?"<br>
<br>
At seeing your confused expression, she continues. "Why don't you come to dinner? It will stop things from getting too deep and serious. I'm sure he'd like to meet you."<br>
<br>
You give her a sceptical look, but nod. "Alright."<br>
<br>
"Perfect," she replies. "Come by in the evening. We can go from here."<br>
<br>
<<BookChangeSelfCheck "Relationship">>
<<if $BookChangeSelf isnot undefined and $BookChangeSelf.Relationship is "RelationshipMaleSecretary">>
Politely smiling, you let silence descend between you. Jennifer takes a deep breath, and you see something more pressing appear in her expression. "Now," she finally says. "With that dealt with, do you want to discuss what you said? About the secretary?"<br>
<br>
<<ActionsHeader>>
<<link "Discuss your relationship with Jennifer" "JenniferDialogue">><<set $JenniferDialogue to "ReturnFromStudyRelNegative">><</link>>
<<elseif $BookChangeSelf isnot undefined and $BookChangeSelf.Relationship is "RelationshipMaleJenniferPersevere">>
Politely smiling, you let silence descend between you. Jennifer takes a deep breath, and you see something more pressing appear in her expression. "Now," she finally says. "With that dealt with, do you want to discuss what you said? About us?"<br>
<br>
<<ActionsHeader>>
<<link "Discuss your relationship with Jennifer" "JenniferDialogue">><<set $JenniferDialogue to "ReturnFromStudyRelPositive">><</link>>
<<elseif ($BookChangeSelf is undefined or $BookChangeSelf.Relationship is undefined) and $PlayerCharacter.female is false>>
Politely smiling, you let silence descend between you. Jennifer takes a deep breath, and you see something more pressing appear in her expression. "Now," she finally says. "With that dealt with, do you want to discuss what you changed in that book? You didn't change anything about... us."<br>
<br>
<<ActionsHeader>>
<<link "Discuss your relationship with Jennifer" "JenniferDialogue">><<set $JenniferDialogue to "ReturnFromStudyRelNeutral">><</link>>
<<else>>
Politely smiling, you let silence descend between you. Jennifer takes a deep breath and sighs. "It's getting late," she says. "Do you think you could give me some time to process all this?"<br>
<br>
"Of course," you reply.<br>
<br>
"Come by tomorrow," she says. "We'll go see dad."<br>
<br>
You nod. "Goodnight."<br>
<br>
She only smiles as an acknowledgement. She seems lost in her own thoughts.<br>
<br>
<<ActionsHeader>>
<<link "Say goodbye and leave" "AvianLane">><<TimeChange>><<QuestTracker "Quest35" 4>><<Quest35Stage4Setup>><</link>>
<</if>>
<<case "ReturnFromStudyRisky">>
<<JenniferTier>>
"I'm not sure about this, Jen," you say. "Going to dinner with your dad to steal his things? That's a big step. And you heard what that salesman - Mr. Twee - said about telling his master. What if there's a trap waiting for us?"<br>
<br>
<<if _JenniferTier is "Ceasefire" or _JenniferTier is "Hostile">>
"This is what you think is too risky?" she asks you pointedly. "You play with powers you don't understand, but when it comes to helping me, you are suddenly cautious?"<br>
<br>
She sighs dramatically, folding her arms. "At least take some time to think it over. If you change your mind, you know where I'll be."<br>
<<else>>
"This is what you think is too risky?" she asks you pointedly. "You play with powers you don't understand, but when it comes to helping me, you are suddenly cautious?"<br>
<br>
Jennifer's face falls. "I understand. Better than most. But... when you're ready. Please."<br>
<</if>>
<br>
<<BookChangeSelfCheck "Relationship">>
<<if $BookChangeSelf isnot undefined and $BookChangeSelf.Relationship is "RelationshipMaleSecretary">>
Politely smiling, you let silence descend between you. Jennifer takes a deep breath, and you see something more pressing appear in her expression. "Now," she finally says. "With that dealt with, do you want to discuss what you said? About the secretary?"<br>
<br>
<<ActionsHeader>>
<<link "Discuss your relationship with Jennifer" "JenniferDialogue">><<set $JenniferDialogue to "ReturnFromStudyRelNegative">><</link>>
<<elseif $BookChangeSelf isnot undefined and $BookChangeSelf.Relationship is "RelationshipMaleJenniferPersevere">>
Politely smiling, you let silence descend between you. Jennifer takes a deep breath, and you see something more pressing appear in her expression. "Now," she finally says. "With that dealt with, do you want to discuss what you said? About us?"<br>
<br>
<<ActionsHeader>>
<<link "Discuss your relationship with Jennifer" "JenniferDialogue">><<set $JenniferDialogue to "ReturnFromStudyRelPositive">><</link>>
<<elseif ($BookChangeSelf is undefined or $BookChangeSelf.Relationship is undefined) and $PlayerCharacter.female is false>>
Politely smiling, you let silence descend between you. Jennifer takes a deep breath, and you see something more pressing appear in her expression. "Now," she finally says. "With that dealt with, do you want to discuss what you changed in that book? You didn't change anything about... us."<br>
<br>
<<ActionsHeader>>
<<link "Discuss your relationship with Jennifer" "JenniferDialogue">><<set $JenniferDialogue to "ReturnFromStudyRelNeutral">><</link>>
<<else>>
Politely smiling, you let silence descend between you. Jennifer takes a deep breath and sighs. "It's getting late," she says. "Do you think you could give me some time to process all this?"<br>
<br>
"Of course," you reply.<br>
<br>
"Come by if you change your mind," she says. "We'll go see dad."<br>
<br>
You nod. "Goodnight."<br>
<br>
She only smiles as an acknowledgement. She seems lost in her own thoughts.<br>
<br>
<<ActionsHeader>>
<<link "Say goodbye and leave" "AvianLane">><<TimeChange>><<QuestTracker "Quest35" 4>><<Quest35Stage4Setup>><</link>>
<</if>>
<<case "ReturnFromStudyRelSwitch">>
"All that stuff you said," you begin. "About <i>Jennifer's</i> future. Did you mean that for you... or for me?"<br>
<br>
<i><<TrueName "Current">></i> gives you a knowing grin. "What would you like my answer to be?"<br>
<br>
You feel yourself blushing. Trying to avoid her eyes as the truth that you knew is revealed by her reply.<br>
<br>
"Come on, <<TrueName "Current">>," he says. "You're not going to deny that you don't enjoy being me, are you? Everything you've done as me. Personally, I think it suits you. And this body," she gestures to her form. "It's got its advantages too."<br>
<br>
"You want to be me?" you ask directly.<br>
<br>
<i><<TrueName "Current">></i> looks to you, then shrugs. "Maybe let's try a little more. For longer. Maybe some ground rules. If we both find it more suitable, then we can discuss how permanent it should be."<br>
<br>
You bite your lip. Jennifer's lip. "What are you suggesting?"<br>
<br>
"Just stay like this for now," <i><<TrueName "Current">></i> replies. "Lets deal with this book first. But once we're done we can talk." He sniggers. "Maybe you should start thinking of him as daddy."<br>
<br>
His eyes wander over your form and you recognise the change in her demeanour. "For now though. Do you want to stay over? <i>Jennifer</i>?"<br>
<br>
<<ActionsHeader>>
<<InventoryCheckSelf "BlackSleepwear" "PinkSleepwear" "RedSleepwear">>
<<if _InventoryCheckSelf is true>>
<<link "Stay over" "JenniferDialogue">><<set $JenniferDialogue to "SwitchStayOverAcceptPostStudy">><<QuestTracker "Quest35" 4>><<Quest35Stage4Setup>><</link>><br>
<</if>>
<<link "Decline to stay over" "JenniferDialogue">><<set $JenniferDialogue to "ReturnFromStudyDeclineSwap">><</link>>
<<case "ReturnFromStudyDeclineSwap">>
"I should get going," you say.<br>
<br>
<i><<TrueName "Current">></i> shrugs, but looks disappointed. "Suit yourself, <i>Jennifer</i>. Don't make any detours on the way home, though."<br>
<br>
<<ActionsHeader>>
<<link "Say goodbye and leave" "AvianLane">><<TimeChange>><<QuestTracker "Quest35" 4>><<Quest35Stage4Setup>><</link>>
<<case "ReturnFromStudyRelPositive">>
"Did you mean what you said?" she asks you, her eyes not meeting yours. "About wanting to persevere with us?"<br>
<br>
You stare back at Jennifer, watching her try to meet your eyes. A silence sets in. Not tense. Not confrontational. Just awkward. You look at the brunette woman who once meant so much. <i>She was the best thing that has ever happened to you</i>. Now she stands in front of you, holding back tears underneath a brave face.<br>
<br>
"I get it," she finally says. "A lot that's happened, <<TrueName "Current">>." She takes a gulp. "But I need to know if you want to be with me. If you want to keep your options open, it says it all. At least, for me."<br>
<br>
"I meant what I said, Jen," you tell her. "I want to be with you."<br>
<br>
A smile breaks out on her face, one she tries to contain but fails miserably. A moment later, she's wrapped her arms around you. "I'm so glad you said that," you hear her whisper.<br>
<br>
She pulls back finally, looking deep into your eyes. "Do you want to stay over?"<br>
<br>
<<ActionsHeader>>
<<link "Tell her you'll stay" "JenniferDialogue">><<set $JenniferDialogue to "StayOverAcceptPostStudy">><<Orientation -1>><<QuestTracker "Quest35" 4>><</link>><br>
<<link "Decline to stay over" "AvianLane">><<TimeChange>><<QuestTracker "Quest35" 4>><<Quest35Stage4Setup>><</link>>
<<case "ReturnFromStudyRelNegative">>
"That comment about secretaries," Jennifer mutters. "That was about Annie?"<br>
<br>
You take a deep breath. "I didn't say her name."<br>
<br>
"But you said you didn't want to be limited," she replies. "You wouldn't have said that if you... wanted to be with me."<br>
<br>
"Jennifer," you begin.<br>
<br>
"I get it," she says, cutting you off. "A lot that's happened, <<TrueName "Current">>." She takes a gulp. "If you want to keep your options open, I think that says it all. At least, for me. But I think us. We should just call it a day."<br>
<br>
A silence sets in. Not tense. Not confrontational. Just awkward. You stare back at the brunette woman who once meant so much. <i>She was the best thing that has ever happened to you</i>. Now she stands in front of you, holding back tears underneath a brave face.<br>
<br>
"Can you give me some time?" she says. "I'd like to be alone for a while."<br>
<br>
You nod. "What about your dad?"<br>
<br>
"If you want to still help with dad, I'd appreciate it," she tells you.<br>
<br>
<<ActionsHeader>>
<<link "Say goodbye and leave" "AvianLane">><<TimeChange>><<QuestTracker "Quest35" 4>><<Quest35Stage4Setup>><<AddNPCState "Jennifer" "SplitUp" true>><<ChangeNPCrelationship "Jennifer" "PC" 2>><</link>>
<<case "ReturnFromStudyRelNeutral">>
"Why didn't you change anything about your relationship in the book?" Jennifer asks you. "Didn't it say anything about us?"<br>
<br>
You recall what you read, considering what to say. "I thought it was okay as it was."<br>
<br>
"So it didn't comment on us. At all?"<br>
<br>
You don't reply. Jennifer sighs when she sees your reaction.<br>
<br>
"I get it," she finally says. "A lot that's happened, <<TrueName "Current">>." She takes a gulp. "But I need to know if you want to be with me. If you want to keep your options open, it says it all. At least, for me."<br>
<br>
A silence sets in. Not tense. Not confrontational. Just awkward. You stare back at the brunette woman who once meant so much. <i>She was the best thing that has ever happened to you</i>. Now she stands in front of you, holding back tears underneath a brave face.<br>
<br>
<<ActionsHeader>>
<<link "Split up with Jennifer" "JenniferDialogue">><<set $JenniferDialogue to "ReturnFromStudySplitUp">><</link>><br>
<<link "Tell her you still want to be with her" "JenniferDialogue">><<set $JenniferDialogue to "ReturnFromStudyStayTogether">><</link>>
<<case "ReturnFromStudySplitUp">>
"I don't know, Jen," you sigh. "A lot has happened. Maybe... this isn't working between us anymore."<br>
<br>
She sniffs, trying to limit herself to a single tear. "I understand," she mutters. "Can you give me some time? I'd like to be alone for a while."<br>
<br>
You nod. "What about your dad?"<br>
<br>
"If you want to still help with dad, I'd appreciate it," she tells you.<br>
<br>
<<ActionsHeader>>
<<link "Say goodbye and leave" "AvianLane">><<TimeChange>><<QuestTracker "Quest35" 4>><<Quest35Stage4Setup>><<AddNPCState "Jennifer" "SplitUp" true>><<ChangeNPCrelationship "Jennifer" "PC" 2>><</link>>
<<case "ReturnFromStudyStayTogether">>
"I'm still here, Jen," you tell her. "I want to be with you."<br>
<br>
A smile breaks out on her face, one she tries to contain but fails miserably. A moment later, she's wrapped her arms around you. "I'm so glad you said that," you hear her whisper.<br>
<br>
She pulls back finally, looking deep into your eyes. "Do you want to stay over?"<br>
<br>
<<ActionsHeader>>
<<link "Accept her invitation" "JenniferDialogue">><<set $JenniferDialogue to "StayOverAcceptPostStudy">><<Orientation -1>><<QuestTracker "Quest35" 4>><</link>><br>
<<link "Decline" "AvianLane">><<TimeChange>><<QuestTracker "Quest35" 4>><<Quest35Stage4Setup>><</link>>
<<case "TellAboutTicket">>
<<JenniferTier>>
"I think I have found a way to see if the town is affecting your dad," you tell Jennifer.<br>
<br>
Her eyes widen, but there's a degree of fear within them. "What have you done, <<TrueName "Current">>?"<br>
<br>
You take out the ticket Roseli gave you and put it down on the table. "This will get us to a room somewhere in Charlton," you say, trying to remember Roseli's words. "There's some sort of book in there. I've been told that it influences anyone who's lived in Charlton."<br>
<br>
<<if $PlayerCharacter.female is true>>
Jennifer glances at the ticket. You see her eyebrows raise as it sparkles with magic. "What are you talking about?" she whispers. "What book?"<br>
<<else>>
Jennifer glances at the ticket. You see her eyebrows raise. "What are you talking about?" she whispers. "What book?"<br>
<</if>>
<br>
"Roseli," you reply, "the woman who gave this to me, said that there's something that lets people in Charlton shape the future of anyone they write about. The Book of Futures, she called it. She said that they revise it every year. It uses magic to influence what happens to them."<br>
<br>
Jennifer's mouth falls open. She looks down to the ticket, her eyes growing dull. "It's hopeless, then," she mutters. "They control everything."<br>
<br>
"It doesn't control you," you reply, trying to sound reassuring. "You can push against it. And Roseli said that not everyone is in the book. Your name has to be written in there." You shrug. "Maybe he's been away for so long that they've forgotten about him."<br>
<br>
Jennifer gives you a sceptical look. "The way he's acting... his name has to be included."<br>
<br>
"So why don't we find out?" you ask her.<br>
<br>
Her eyes look at the ticket once more. "I thought I said we should avoid getting involved in this," she mutters. "Who's this Roseli? And who is writing in this book? Stitch?"<br>
<br>
<<if _JenniferTier is "MagicAware" or _JenniferTier is "Confronted" or _JenniferTier is "Humbled">>
You take a deep breath. "A fortune teller. At Fat Gordon's Carnival." When Jennifer raises an eyebrow, you quickly continue. "She's given us a way to see, hasn't she?"<br>
<br>
Her eyes return to the ticket on the table. She takes a deep breath.<br>
<br>
"Come on, Jen," you press. "You want to know if the town is affecting him, don't you?"<br>
<br>
Jen exhales dramatically. "Alright," she mutters. "Fine. Let's do it."<br>
<<elseif _JenniferTier is "Betrayed">>
You take a deep breath. "A fortune teller. At Fat Gordon's Carnival."<br>
<br>
Jennifer stares at the ticket, then back at you. "You went to a fortune teller for me?" There's a flicker of surprise in her voice.<br>
<br>
"Of course," you say. "I wanted to see if I could help. And she's given us a way to see, hasn't she?"<br>
<br>
Her eyes return to the ticket on the table. She takes a deep breath.<br>
<br>
"Come on, Jen," you press. "You want to know if the town is affecting him, don't you?"<br>
<br>
Jen exhales dramatically. "Alright," she mutters. "Fine. Let's do it."<br>
<<elseif _JenniferTier is "Ceasefire" or _JenniferTier is "Hostile">>
You take a deep breath. "A fortune teller. At Fat Gordon's Carnival."<br>
<br>
Jennifer stares at the ticket, then back at you. "You went to a fortune teller for me?" There's a flicker of surprise in her voice. She picks up the ticket, turning it over. "The magic in this is different from what I can do." She examines it with interest. "She's powerful."<br>
<br>
"Come on, Jen," you press. "You want to know if the town is affecting your dad, don't you?"<br>
<br>
Jen exhales dramatically. "Alright," she mutters. "Fine. Let's do it."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Jennifer" "TellAboutTicket">><<DialogueUnlock "Jennifer" "UseTheTicket">><</link>>
<<case "UseTheTicket">>
<<JenniferTier>>
You move over to Jennifer, reaching out a hand. "You ready?"<br>
<br>
<<if $PlayerCharacter.female is false and (_JenniferTier is "Ceasefire" or _JenniferTier is "Hostile")>>
There is a glimmer of an idea in her eyes. "If we're going into unknown territory," she says carefully, "I want to be in a form I trust. And I want us both able to cast. In case this is a trap."<br>
<br>
She meets your eyes. "You go as me. I'll stay just female enough as you to still have access to spells."<br>
<br>
You stare back at Jennifer, digesting what she's proposing. "You want to swap places for this?"<br>
<br>
<<if _JenniferTier is "Hostile">>
"You liked being me, remember?" she says, a knowing smile forming. "Two magical users are better than one." Her eyes wander to where the amulet rests under your clothes. "Is it ready?"<br>
<<else>>
"Two magical users are better than one." Her eyes wander to where the amulet rests under your clothes. "Is it ready?"<br>
<</if>>
<br>
<<if $ItemState.amulet.charge gte 2>>
You look down, sensing the tingling from the amulet, as if it's anticipating a change. "Yes."<br>
<br>
Jennifer smiles. "Then we're all set. Aren't we?"<br>
<<else>>
You look down, sensing the amulet is empty. "I think it needs to re-charge."<br>
<br>
Jennifer smiles. "Don't worry about that. I can give it a little spark to help."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Accept her proposal and transform" "JenniferDialogue">><<set $JenniferDialogue to "UseTheTicketSwapAccept">><<set $ItemState.amulet.charge to 2>><<Transform "Jennifer">><<TransformNPC "Jennifer" "PC">><<SetFlag "Quest35StudySwap">><</link>><br>
<<link "Refuse her proposal" "JenniferDialogue">><<set $JenniferDialogue to "UseTheTicketSwapRefuse">><</link>><br>
<<elseif $PlayerCharacter.female is false>>
She takes your hand lightly in hers and nods. With your free hand, you pick up the ticket. You feel its internal magical energies bubbling, ready to be used.<br>
<br>
"Toot toot," you mutter quietly. Jennifer's eyes narrow, before yellow-amber energy blasts out from the ticket. You shield your eyes from the light.<br>
<br>
<<ActionsHeader>>
<<link "Wait for your eyesight to return..." "UnknownLocationStudy">><<GiveObjectLocation "Void" "RoseliJourneyTicket">><<QuestTracker "Quest35" 2>><<DialogueDone "Jennifer" "UseTheTicket">><</link>>
<<else>>
She takes your hand lightly in hers and nods. With your free hand, you pick up the ticket. You feel its internal magical energies bubbling, ready to be used.<br>
<br>
"Toot toot," you mutter quietly. Jennifer's eyes narrow, before yellow-amber energy blasts out from the ticket. You shield your eyes from the light.<br>
<br>
<<ActionsHeader>>
<<link "Wait for your eyesight to return..." "UnknownLocationStudy">><<GiveObjectLocation "Void" "RoseliJourneyTicket">><<QuestTracker "Quest35" 2>><<DialogueDone "Jennifer" "UseTheTicket">><</link>>
<</if>>
<<case "UseTheTicketSwapAccept">>
"Alright," you say. "Let's swap."<br>
<br>
Clutching Jennifer's cuddly toy, you feel the amulet bracing itself. "From this item," you begin. "I see you in your time of need. Now form shape to the person I see within."<br>
<br>
You feel Jennifer's own magical energies swirl before searing pain blinds your awareness. Crackles of magical energy lace up and down your arms and legs, causing you to shriek as your body shifts and changes.<br>
<br>
<<if $current.female is true>>
Your rib cage shifts and cracks as you feel your bones change, pulling your waist tight. Then, with a shriek, the anguish passes.<br>
<<else>>
Your rib cage crunches and cracks as you feel your bones change, pulling your waist tight. Then, with a shriek, the anguish passes.<br>
<</if>>
<br>
You take a deep breath, then stand up straight. Looking back at you is a reflection of yourself.<br>
<br>
Across from you, <i><<TrueName "Current">></i> rolls your shoulders experimentally. Cracks your neck. Stretches your arms above your head.<br>
<br>
"Not bad," he murmurs in your voice. He flexes your hands, then looks at you and grins. Your grin. On your face. But hers behind the eyes. He takes your hand lightly and nods. With your free hand, you take the ticket. You feel its internal magical energies bubbling, ready to be used.<br>
<br>
"Toot toot," you mutter quietly. <i><<TrueName "Current">>'s</i> eyes narrow, before yellow-amber energy blasts out from the ticket. You shield your eyes from the light.<br>
<br>
<<ActionsHeader>>
<<link "Wait for your eyesight to return..." "UnknownLocationStudy">><<GiveObjectLocation "Void" "RoseliJourneyTicket">><<QuestTracker "Quest35" 2>><<DialogueDone "Jennifer" "UseTheTicket">><</link>>
<<case "UseTheTicketSwapRefuse">>
"I don't think that's such a good idea," you tell Jennifer.<br>
<br>
Jennifer's expression flickers with disappointment, but she nods. "Fine. Your choice."<br>
<br>
You stare back at her, but she doesn't offer anything more. "What are you saying, Jen? You don't want to go see if we don't swap places?"<br>
<br>
"I don't want to be caught unprepared," Jennifer says. "You want to help, don't you?"<br>
<br>
She smiles back at you, as if it's a simple question. But her body is rigid. She's not relenting.<br>
<br>
"Have a think," she finally says. "If you reconsider, let me know."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Jennifer" "UseTheTicket">><<DialogueUnlock "Jennifer" "TransformTicket">><</link>>
<<case "AskAboutCharli">>
"Hey Jen," you say. "Do you know a woman called Charli Thomas?"<br>
<br>
Jen nods casually. "Yeah. From the supermarket?" She rolls her eyes a little. "She's quite the popular girl."<br>
<br>
"What do you mean?"<br>
<br>
She gives you a withering look. "I mean that she's always flirting with the men in her queue. I've never seen the supermarket so full of men in the evenings." She snorts quietly. "Anytime she's behind the counter, I know I'm going to have to wait longer."<br>
<br>
"You don't like her?"<br>
<br>
Jennifer grimaces, rolling her shoulders. "It's not that." She pauses, considering her words. "Maybe that sounded harsh. She's sweet, really. She always recommends just the right thing when I'm stuck on what to try next." Jen casts her eyes back to you. "It's just... a bit much."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Jennifer" "AskAboutCharli">><<QuestOptionUnlock "Quest36" 0 "supermarket">><<LocationKnown "CharltonSupermarket">><<QuestOptionUnlock "Quest36" 0 "attention">><</link>>
<<case "CursedDresses">>
<<JenniferTier>>
<<QuestStatus "Quest35">>
<<CheckPersonalityState "Jennifer">>
<<GetNPCState "Jennifer" "Loyal">>
<<GetNPCState "Jennifer" "Help">>
"I have a favour to ask," you begin.<br>
<br>
<<if _Loyal is true>>
"I’m not going to like this, am I?" she says with a small grin. "What’s up?"<br>
<br>
"I’ve been doing some digging," you continue. "I think the prom dresses that Evans' is selling have been cursed."<br>
<br>
Jennifer’s grin slips. "That explains why Christina has been sneaking around the staff areas." She takes a deep breath and meets your gaze. "You want me to nullify the curse, don’t you?"<br>
<br>
You nod. "You have better access than me."<br>
<br>
Jen acknowledges your point with a nod. "This will help, right?"<br>
<br>
"I think so," you admit.<br>
<br>
"Okay," she says after a long moment. "I’ll see what I can do."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<set $DressWard to "NulifiedAll">><<QuestOptionComplete "Quest25" 5 "dresses">><<Quest25PrepReconcile>><</link>>
<<elseif _Help is true or _PersonalityState is "Awakened">>
"I’m sure I can help," she says with an eager grin. "What’s up?"<br>
<br>
"I’ve been doing some digging," you continue. "I think the prom dresses that Evans' is selling have been cursed."<br>
<br>
Jennifer titters to herself. "That explains why Chrissie has been sneaking around the staff areas." She smiles as she meets your gaze. "So, get rid of the magic on the dresses?"<br>
<br>
You nod. "If you can."<br>
<br>
"Of course I can," Jennifer replies, wriggling her fingers. Somewhat unreassuringly, they shimmer with magic. She smiles. "I’ll see how I can change it next shift."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<set $DressWard to "NulifiedSelf">><<QuestOptionComplete "Quest25" 5 "dresses">><<Quest25PrepReconcile>><</link>>
<<elseif _QuestStatus is "failed" or _PersonalityState is "Resentful">>
"Are you serious?" Jennifer says, venom quickly injecting into her voice.<br>
<br>
"People could get hurt, Jen," you try. "I think the prom dresses that Evans' is selling have been cursed."<br>
<br>
"Then do something about them yourself," she snaps back. "That’s what you’re best at, isn’t it. Taking decisions into your own hands. And deciding when and who deserves a break."<br>
<br>
You meet her eyes, seeing how brightly they burn. With anger. Almost hatred.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<elseif _JenniferTier is "Hostile">>
Jennifer studies you for a long moment, then gives a small, humourless smile.<br>
<br>
"No."<br>
<br>
"You haven’t even heard what I’m asking," you say.<br>
<br>
"I heard enough when you said favour." Her eyes sharpen. "That’s always how it starts with you, isn’t it? A favour. A problem. Someone who needs saving. And somehow, sooner or later, it means my life, my body, or my name becomes useful again."<br>
<br>
You flinch. "This isn’t about that. People could get hurt."<br>
<br>
"Then help them," Jennifer says. "You’re very good at deciding what people need."<br>
<br>
"That’s not fair."<br>
<br>
"No," she replies, voice flat. "Fair would have been asking before you made yourself comfortable in my life."<br>
<br>
The silence between you is cold enough to feel physical.<br>
<br>
Jennifer turns away first. "I’m not touching those dresses. I’m not touching Evans. And I’m not giving you another excuse to drag me into whatever you think you’re entitled to fix."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<elseif _JenniferTier is "Ceasefire">>
Jennifer looks back to you with a tired stare. "What do you need?"<br>
<br>
"I’ve been doing some digging," you continue. "I think the prom dresses that Evans' is selling have been cursed."<br>
<br>
"Of course," she says quietly. "Of course it’s Evans."<br>
<br>
"You believe me?"<br>
<br>
"I believe Charlton school would curse prom dresses if they thought they could get away with it." Her eyes flick back to you. "That doesn’t mean I’ll help."<br>
<br>
"That’s not a no," you comment, wincing.<br>
<br>
"I’ll look at them," Jennifer finally says. "Not for you. Not because we’re fine. But if those dresses are doing something to people, someone needs to stop it before half the school walks into prom wearing a spell."<br>
<br>
"Thank you."<br>
<br>
"Don’t." Her voice sharpens. "You don’t get to make this warm."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<set $DressWard to "NulifiedAll">><<QuestOptionComplete "Quest25" 5 "dresses">><<Quest25PrepReconcile>><</link>>
<<elseif _JenniferTier is "Humbled">>
Jennifer holds her breath. "What’s wrong?"<br>
<br>
"I’ve been doing some digging," you continue. "I think the prom dresses that Evans' is selling have been cursed."<br>
<br>
"Of course," she says quietly. "Of course it’s Evans."<br>
<br>
"You think I’m right?"<br>
<br>
"I think if Charlton is putting curses into prom dresses, then someone is going to get hurt." She swallows. "And I think I’d hate myself if I pretended I hadn’t heard you."<br>
<br>
"You don’t have to do this."<br>
<br>
Jennifer gives you a fragile look. "That’s the problem, isn’t it? I think I do."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<set $DressWard to "NulifiedAll">><<QuestOptionComplete "Quest25" 5 "dresses">><<Quest25PrepReconcile>><</link>>
<<elseif _JenniferTier is "Betrayed">>
Jennifer holds her breath. "What?"<br>
<br>
"I’ve been doing some digging," you continue. "I think the prom dresses that Evans' is selling have been cursed."<br>
<br>
Jennifer looks at you, but shakes her head after a long moment. "You really are unbelievable."<br>
<br>
"Jen -"<br>
<br>
"No. Don’t." Her voice is quiet, but it lands hard. "You come here, after everything, and ask me to get involved in more magic. At Evans. In my life."<br>
<br>
"People could get hurt."<br>
<br>
"I know." She closes her eyes for a moment. "That’s the only reason I’m still listening."<br>
<br>
"Then you’ll help?"<br>
<br>
She sighs. "Next time I’m there, I’ll look into it."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<set $DressWard to "NulifiedAll">><<QuestOptionComplete "Quest25" 5 "dresses">><<Quest25PrepReconcile>><</link>>
<<else>>
Jennifer holds her breath. "What?"<br>
<br>
"I’ve been doing some digging," you continue. "I think the prom dresses that Evans' is selling have been cursed."<br>
<br>
"Cursed prom dresses," she repeats.<br>
<br>
"I know how it sounds," you try.<br>
<br>
"I don’t think you do." She rubs at her arm, glancing toward the kitchen as if normal life might still be waiting there. "I work there. I fold things. I smile at customers. I don’t uncurse dresses."<br>
<br>
"But you believe me?"<br>
<br>
Jennifer hesitates for too long.<br>
<br>
"I believe Charlton is strange," she says carefully. "And I believe you believe this. But I can’t get involved in something like that."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<case "NurseProgramGraduate">>
“I’m trying to find out which recent school graduates entered Palmer’s nurse-training programme,” you tell Jennifer. “Do you remember anyone?”<br>
<br>
Jennifer pauses, searching her memory. “No. Sorry. I remember hearing about the programme, but I couldn’t give you a name.”<br>
<br>
“You didn’t know any of the younger girls?”<br>
<br>
“Not by then,” she says. “I was trying to keep my head down and get through school without giving anyone another reason to notice me. I stopped paying attention to other girls’ plans, let alone where they went afterwards.” She gives you an apologetic shrug. “You’ll have to ask someone who stayed involved.”<br>
<br>
You nod. It seems this is one part of Charlton that Jennifer genuinely cannot help you with.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Jennifer" "NurseProgramGraduate">><</link>>
<</switch>><<widget "CommonActionsJenniferSwitchWork">>
<<GetPCState "job">>
<<if _job is "Fired">>
<<CashFlow 2>>
<<elseif _job is "Secretary" or _job is "LunchtimeReceptionCover">>
/* Jennifer talks Thompson round and takes the programming job back on the PC's behalf (the debrief prose says so) - restore the job and reset performance to the 50 baseline */
<<RestoreProgrammerJob>>
<<WorkPerformanceReset>>
<</if>>
<</widget>>
<<widget "JenniferQuest20Tracker">>
<<EnsureArray "LearnedKnown">>
<<EnsureArray "JenniferLearnedKnown">>
<<set _count = 0>>
<<for _each range $LearnedKnown>>
<<if $JenniferLearnedKnown.includes(_each) and _count lt 3>>
<<set _count += 1>>
<</if>>
<</for>>
<<QuestStatus "Quest20">>
<<if _QuestStatus is "active">>
<<QuestState "Quest20">>
<<if _QuestState is undefined or _count gt _QuestState>>
<<QuestTracker "Quest20" _count>>
<</if>>
<</if>>
<</widget>>
<<widget "JenniferRumourKnown">>
<<set _item = _args[0]>>
<<EnsureArray "JenniferLearnedKnown">>
<<if $JenniferLearnedKnown.includes(_item)>>
<<set _JenniferRumourKnown to true>>
<<else>>
<<set _JenniferRumourKnown to false>>
<</if>>
<</widget>>
<<widget "JenniferConfrontKnown">>
<<set _item = _args[0]>>
<<EnsureArray "JenniferLearnedKnown">>
<<EnsureArray "LearnedKnown">>
<<if $JenniferLearnedKnown.includes(_item) and $LearnedKnown.includes(_item)>>
<<set _JenniferConfrontKnown to true>>
<<else>>
<<set _JenniferConfrontKnown to false>>
<</if>>
<</widget>>
<<widget "JenniferSuspicion">>
<<set _event to _args[0]>>
<<EnsureArray "JenniferLearnedKnown">>
<<if not $JenniferLearnedKnown.includes(_event)>>
<<run $JenniferLearnedKnown.push(_event)>>
<<if ndef $JenniferSuspicion>>
<<set $JenniferSuspicion to 0>>
<</if>>
<<set $JenniferSuspicion += 1>>
<</if>>
<<if $JenniferSuspicion is 1>>
<br><i>Jennifer seems to dismiss the conversation, but you see some traces of doubt lingering in her mind. You should be careful of what you do around Charlton as her.</i><br>
<<elseif $JenniferSuspicion is 2>>
<br><i>Jennifer’s thoughts appear to linger on the chat. You wonder what she’s thinking. You need to be careful of what you do around Charlton as her.</i><br>
<<elseif $JenniferSuspicion is 3>>
<br><i>Jennifer looks at you directly, her eyes lingering as if trying to uncover a secret. You feel like you’re being watched for a slip-up. You better be careful of what you do around Charlton as her.</i><br>
<<else>>
<br><i>Jennifer’s eyes are overtly watching you for a reaction, eyes narrowed, suspicion evident. She definitely suspects. You haven’t been careful of what you’ve done around Charlton as her.</i><br>
<</if>>
<</widget>><<switch $KaraDialogue>>
<<case "Logain">>
“What made you trust Logain?”<br>
<br>
“At first? I didn’t.” Kara adjusts the bottle-cap knight. “Marcus trusted him enough for all three of us.”<br>
<br>
“I never said that,” Marcus protests from across the shack.<br>
<br>
“You didn’t have to.”<br>
<br>
Kara waits until he looks away before continuing.<br>
<br>
“We heard he had helped other people leave. When we approached him, he didn’t laugh or tell us we were being dramatic. He already knew enough about Charlton to understand why we were frightened.”<br>
<br>
“And that convinced you?”<br>
<br>
“No.” Her fingers settle over the chess piece. “What convinced me was that when I asked him a question, he answered me. He didn’t look at Marcus as if I needed somebody else to decide whether I understood.”<br>
<br>
She glances towards the door. “He also kept half the plan secret and promised us help without asking for money. I knew that was suspicious. I just thought being suspicious somewhere else would be better than being sensible in Charlton.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "CountrysidePartyShackKaraDialogue0">><</link>>
<<case "Pills">>
You nod towards the bottle hidden in Kara’s pocket. “What did Logain tell you those do?”<br>
<br>
She draws it out but leaves the seal untouched.<br>
<br>
“He said leaving Charlton is not always enough. People get away, then start remembering the town differently. They miss it. They convince themselves that coming back was their own idea.”<br>
<br>
“And the pills prevent that?”<br>
<br>
“They’re supposed to.” Kara turns the amber bottle between her fingers. “Logain was clear about one thing: we don’t take them until we’re safely outside Charlton.”<br>
<br>
“You don’t know how they work?”<br>
<br>
“No.” Her mouth tightens. “I hate that I’m meant to trust a bottle nobody can explain.”<br>
<br>
She looks down at the pale pills. “But I hate the other possibility more. Waking up one morning and wanting to come back. Never knowing whether the thought was mine, or whether I only believed it was.”<br>
<br>
She slips the sealed bottle back into her pocket.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "CountrysidePartyShackKaraDialogue0">><</link>>
<<case "Escaping">>
“What are you trying to escape?”<br>
<br>
Kara’s fingers stop moving over the chessboard.<br>
<br>
“My sister kept maps under her bed. She had applications ready and a list of places she wanted to visit after school. She used to say Charlton was too small to contain an entire life.”<br>
<br>
“What happened?”<br>
<br>
“She went to prom.” Kara presses the bottle-cap knight into her palm. “Afterwards, she stopped sending the applications. She started seeing a boy she had barely liked before and talked about finding a sensible job nearby.”<br>
<br>
Her voice lowers. “When I asked about the maps, she said travelling had been a childish phase. She didn’t look unhappy. That was the worst part. She looked as if wanting anything else had never occurred to her.”<br>
<br>
Kara glances towards Marcus and Ian.<br>
<br>
“We’ve been friends for years. Equals. Marcus used to ask what we thought, and Ian used to avoid attention instead of trying to impress everyone. Now Marcus decides things for me. Ian flirts because he thinks he should. And I catch myself waiting for one of them to tell me I’m safe.”<br>
<br>
Her gaze drifts towards Marcus before she forces it back to you. “Marcus, especially. Sometimes when he starts giving orders, I feel relieved. Then I remember that last year I would have told him exactly where to put them.”<br>
<br>
“Sometimes I notice which girls he looks at. Last year, I would have laughed if anyone suggested that mattered to me.” Her fingers close around the knight. “It feels as though somebody handed us parts to play, and every day it gets harder to remember when we were simply friends.”<br>
<br>
She returns the piece to the board. “We want to leave before prom makes it impossible to tell the difference.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "CountrysidePartyShackKaraDialogue0">><</link>>
<<case "Plan">>
“Whose plan was this?”<br>
<br>
“Ours,” Kara says quickly. Then her expression falters. “At least it was supposed to be.”<br>
<br>
She straightens the nearest row of pieces.<br>
<br>
“Marcus worked out the timings. Ian checked the paths and what we needed to bring. I made them agree that nobody would change anything alone. That was how we always did things. Three opinions, then one decision.”<br>
<br>
“And Logain?”<br>
<br>
“He told us to leave separately and meet here. Either he would come himself or there would be instructions waiting. After that, a driver was meant to collect us.”<br>
<br>
Kara looks towards the empty envelope. “The plan didn’t include the pigeons, a missing note, or you. We should have stopped and worked out what had changed. Instead Marcus started giving orders, Ian opened the beer, and I let both of them do it.”<br>
<br>
Her eyes flick towards Marcus before returning to yours. “That frightens me almost as much as whatever is outside. We came here to keep Charlton from deciding who we become. We shouldn’t let it decide how we treat each other before we’ve even escaped.”<br>
<br>
She touches the bottle through her pocket. “One part of the plan hasn’t changed. These stay sealed until we’re outside, and none of us leaves with a stranger unless all three of us agree.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "CountrysidePartyShackKaraDialogue0">><</link>>
<</switch>><<set $ConversationRoot = passage()>>
<<switch $LennoxDialogue>>
<<case "Job">>
<<if $current.avatar is "Emily">>
<<if $HotelJobAndreaDiscussed is true>>
"Andrea told me that you're looking for work?" you tell him. "I was wondering if you had more details."<br>
<br>
Lennox frowns. "Andrea? Oh, Miss Cinders. Do you mean to tell me she's been fraternising with guests?"<br>
<br>
You shake your head. "I just asked her a question about it."<br>
<br>
Lennox tuts, but returns his stare to you. His eyes drift over your body. A thin smile passes across his lips. "Well. Regardless of how you discovered it, we do have a vacancy. Are you over eighteen?"<br>
<<else>>
"I saw the advert in the Charlton Gazette," you tell him. "I was wondering if you had more details."<br>
<br>
Lennox's eyes drift over your body. A thin smile passes across his lips. "Are you over eighteen?"<br>
<</if>>
<br>
You nod. "Just finishing my final year at Charlton."<br>
<br>
A thin smile passes across his lips. "I'm sure you are an exemplary student."<br>
<br>
"We need a cleaning assistant to help Miss Cinders. Lord knows she needs the help. We wouldn't want to jeopardise your studies, but if you're willing to work weekends and late nights, there may be a role for you here."<br>
<br>
You nod. "How do I apply?"<br>
<br>
He looks at you, his eyes cautiously wandering over your face. "No time like the present. Do you have some time free now? I think we should have a little chat. To assess your suitability for the role."<Br>
<br>
The question is, do you really need to do this? Is access to the hotel really worth that much to you? Or are you that strapped for cash?<br>
<br>
<i>Because you wouldn't have any other reasons for applying for a maid job, would you?</i><br>
<br>
<<ActionsHeader>>
<<link "Take an interview test with Lennox" "LennoxDialogue">><<set $LennoxDialogue to "InterviewTest">><</link>><br>
<<link "Tell him you'll come back another time" "LennoxDialogue">><<set $LennoxDialogue to "InterviewDelay">><</link>>
<<elseif _CurrentPC is true and $current.female is true>>
<<if $HotelJobAndreaDiscussed is true>>
"Andrea told me that you're looking for work?" you tell him. "I was wondering if you had more details."<br>
<br>
Lennox frowns. "Andrea? Oh, Miss Cinders. Do you mean to tell me she's been fraternising with guests?"<br>
<br>
You shake your head. "I just asked her a question about it."<br>
<<else>>
"I saw the advert in the Charlton Gazette," you tell him. "I was wondering if you had more details."<br>
<</if>>
<br>
Lennox's eyes drift over your body. There is a hint of a wince. "Are you sure that customer service is something suited to you?"<br>
<Br>
You nod. "I'm sure I will manage."<br>
<br>
A thin smile plays across his lips. "Just managing isn't what we expect at the Charlton Hotel. Our staff are expected to exceed our expectations. And their own."<br>
<br>
You wince at the slip. "I assure you, I'm a hard worker."<Br>
<br>
<<GetPCState "job">>
<<if _job is "Fired">>
"That may be the case," Lennox says. "But I'm afraid that someone of your reputation isn't suitable for our establishment. If you struggle to fulfil the duties of a secretary, I have no doubt you lack what we're looking for."<br>
<br>
Lennox's eyes meet yours. The icy stare makes you grow colder. You accept his judgement without a word and quietly nod.<br>
<<else>>
"That may be the case," Lennox says. "But this establishment demands dedication. Moonlighting whilst working elsewhere will only lead to two jobs being half-done. At best."<Br>
<br>
Lennox's eyes meet yours. The icy stare makes you grow colder. You accept his judgement without a word and quietly nod.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<elseif _CurrentPC is true and $current.female is false>>
<<if $HotelJobAndreaDiscussed is true>>
"Andrea told me that you're looking for work?" you tell him. "I was wondering if you had more details."<br>
<br>
Lennox frowns. "Andrea? Oh, Miss Cinders. Do you mean to tell me she's been fraternising with guests?"<br>
<br>
You shake your head. "I just asked her a question about it."<br>
<<else>>
"I saw the advert in the Charlton Gazette," you tell him. "I was wondering if you had more details."<br>
<</if>>
<Br>
Lennox looks back at you with cold contempt. "I'm afraid that our uniform policy would struggle to fit someone of your gender, sir."<br>
<br>
"I was actually thinking of my sister," you reply, trying to remain polite.<br>
<br>
The concierge eyes you carefully before letting out a light snort. "If your sibling is so interested in joining our establishment, maybe you should tell her to get off her rear and ask in-person. Having her relatives ask on her behalf hardly reflects a strong interest."<br>
<br>
You force a smile back at Lennox. "I'll tell her to come down."<br>
<Br>
"I am counting down the minutes until she arrives," Lennox says back to you.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<elseif $current.avatar is "Andrea">>
"Are we still looking for part time help, sir?" you ask Lennox timidly.<br>
<br>
The concierge scowls back at you with unhidden contempt. "Why waste my time Miss Cinders with questions you know the answer to? Of course we are."<br>
<bR>
You force a meek smile at him and nod. He lets the silence hang, eyeing you harshly.<br>
<br>
"I'm not sure a recommendation from you would be in a candidates best interest," he continues. "If that is the real question you wished to ask."<Br>
<br>
"Yes sir," you mumble.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<else>>
<<if $HotelJobAndreaDiscussed is true>>
"Andrea told me that you're looking for work?" you tell him. "I was wondering if you had more details."<br>
<br>
Lennox frowns. "Andrea? Oh, Miss Cinders. Do you mean to tell me she's been fraternising with guests?"<br>
<br>
You shake your head. "I just asked her a question about it."<br>
<<else>>
"I saw the advert in the Charlton Gazette," you tell him. "I was wondering if you had more details."<br>
<</if>>
<br>
Lennox's eyes drift over your body. There is a hint of a wince. "Are you sure that customer service is something suited to you?"<br>
<Br>
You nod. "I'm sure I will manage."<br>
<br>
A thin smile plays across his lips. "Just managing isn't what we expect at the Charlton Hotel. Our staff are expected to exceed our expectations. And their own."<br>
<br>
You wince at the slip. "I assure you, I'm a hard worker."<Br>
<br>
"That may be the case," Lennox says. "But this establishment demands dedication. Moonlighting whilst working elsewhere will only lead to two jobs being half-done. At best."<Br>
<br>
Lennox's eyes meet yours. The icy stare makes you grow colder. You accept his judgement without a word and quietly nod.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<case "EncounterAssert">>
“I’ll get to it in a bit,” you tell him, a slight tinge of defiance in your voice. <br>
<br>
Lennox’s eyes narrow, but you can see the surprise on his face. “Excuse me, Miss Cinders? <I>You’ll get to it? In a bit?</i>"<br>
<br>
You nod, trying to meet his cold eyes and only being partially successful. “I’m needed in the kitchen,” you tell him.<br>
<br>
“I bet you are,” he says, a sneer in his voice. “You spend a lot of time in there. Alone. With Pierre.”<br>
<br>
This time you say nothing. After a moment, he flares his nostrils and snarls at you.<br>
<br>
“Fine,” he barks. “Get yourself to the kitchen. But I expect the lobby to be spotless within the hour.”<br>
<br>
He turns and returns to his work, leaving you alone.<br>
<br>
<<ActionsHeader>>
<<link "Return to the lobby" "HotelLobby">><<SetNPCLocation "Lennox" $dayCurrent $periodCurrent "">> <<EndConversation "Lennox">><</link>>
<<case "EncounterSubmit">>
“Yes sir,” you say, hearing your voice meek and subservient.<br>
<br>
“Get to it, then,” he barks back at you. <br>
<br>
You walk over to the cleaning trolley and take out a feather duster. For the next hour, you brush down the oak panelling and dim lampshades. Your feet soon begin to ache as you stretch up to dust the tops of paintings and fixtures, trying desperately not to fall over when you lean back on to the stilettos of your heels.<br>
<br>
With your petite frame, the lobby feels oppressive and hostile. Lennox watches you carefully as he goes about his work, but additionally you catch the handful of guests giving you looks. You become all too aware of the shortness of your uniform and catch the male patrons staring at your legs. You can’t help but wonder if they catch a glimpse of your buttocks as you stretch up to clean.<br>
<br>
Time soon passes and once you feel you have cleaned the entire lobby, you look over to Lennox to seek his approval. He stares back at you for a moment, but says nothing.<br>
<br>
<<ActionsHeader>>
<<link "Return to the lobby" "HotelLobby">><<EndConversation "Lennox">><<TimeChange>><</link>>
<<case "CharmFirstFloor">>
<<CastCharm "Lennox">>
<<if _CharmSpell is true>>
You take a deep breath, holding it steady as you focus the spell. Slowly, you exhale, letting the magic drift toward Lennox like a subtle breeze. His expression remains fixed in its usual disdainful sneer at first, but then his posture loosens slightly, his sharp gaze softening just enough to give you an opening.<br>
<br>
Lennox sighs through his nose, adjusting his cuffs with deliberate precision. "Fine," he mutters, his tone clipped and cold. "I have enough to do than play babysitter to people like you."<br>
<br>
He steps aside with a slow, deliberate motion, gesturing toward the staircase with a sharp flick of his hand. "Go on, then. First floor. Try not to embarrass yourself. Or worse, other guests." His words drip with sarcasm, though there’s a strange, detached smoothness to them, as if he’s barely aware of why he’s letting you through.<br>
<br>
As you pass, he straightens his jacket and exhales sharply. "I assume you’re capable of finding your own way," he adds, his tone returning to its usual cutting edge. "Don’t make a mess of it. And for heaven’s sake, don’t draw attention to yourself. I don’t have the time or the patience to explain why you’re up there."<br>
<br>
His eyes linger on you for a moment, narrowing slightly as though he’s trying to convince himself that this makes sense. Then he waves you off with an air of finality, turning his attention back to the lobby as though you’ve already ceased to exist.<br>
<<else>>
Something is wrong with the code, as Lennox has no magic.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Continue up to the first floor" "HotelFirstFloor">><<set $HotelLobbyFirstFloor to undefined>><<EndConversation "Lennox">><</link>>
<<case "AndreaOutsideAssPass">>
You stand your ground, meeting Lennox’s smirking gaze with a level, unshaken stare.<br>
<br>
“This is a mistake,” you say smoothly, arms crossed. “I was on an errand for the hotel, and Sermon overreacted.”<br>
<Br>
Lennox raises an eyebrow, clearly amused. “Oh? And what exactly were you doing out there, parading around town in that get-up?”<br>
<Br>
You exhale sharply, keeping your voice calm, but firm. “There was a guest request. One of the regulars needed an item picked up. I was just handling it quickly between duties. If I changed out of the uniform, it would’ve wasted even more time.”<br>
<br>
Lennox’s smirk lingers, but you see the way his eyes narrow slightly, calculating. He lets the silence stretch, letting you sweat under his gaze, before finally exhaling through his nose, rolling his eyes.<br>
<br>
“Fine,” he mutters, waving a dismissive hand. “Get out of here before Sermon decides he wants your head on a silver platter.”<br>
<br>
You nod sharply, turning toward the door without hesitation. You’ll have to be more careful when outside as Andrea from now on.<br>
<br>
<<ActionsHeader>>
<<link "Return to the hotel lobby" "HotelLobby">><<EndConversation "Lennox">><</link>>
<<case "AndreaOutsideAssFail">>
Lennox’s smirk widens, the amusement in his eyes growing sharper as he watches you desperately try to explain yourself.<br>
<Br>
“An errand?” he repeats, mocking, his voice dripping with disbelief. “Really, Miss Cinders?”<br>
<br>
He tilts his head, studying you like you’re some pathetic little thing trying to climb out of a hole you dug yourself into.<Br>
<br>
Then, before you can even open your mouth to try again, he grabs your wrist and turns sharply, guiding you toward the door with purposeful strides. “Come!”<br>
<br>
“Wha --" you stammer. "Lennox, wait -”<br>
<br>
“No, no,” he cuts you off, dragging you forward. “You wanted to play the responsible, dutiful little maid, didn’t you? Then it’s only right you take responsibility for your actions.”<br>
<br>
Your heart sinks as he pushes open the door and leads you through to the hotel. Toward the hotel restaurant.<br>
<br>
<<ActionsHeader>>
<<link "Go into the hotel restaurant" "HotelRestaurant">><<EndConversation "Lennox">><<EventTrigger "HotelRestaurant" "AndreaOutsideLennox" setup.period[$periodCurrent] null "Andrea" null null null false>><</link>>
<<case "AndreaOutsideSubPass">>
You swallow hard, your pulse quickening as you look at Lennox’s unimpressed stare.<br>
<br>
"I... didn't mean to cause trouble,” you stammer, voice softer than you’d like. “Please. If you just let me go, I won’t do it again.”<br>
<br>
Lennox tilts his head, watching you with quiet amusement.<br>
<br>
“Let you go?” He grins, like a cat playing with a cornered mouse. “Are you suggesting I forget the standards we have here at the Charlton Hotel?”<br>
<br>
Your breath catches, but you push forward, voice wavering but desperate.<br>
<Br>
“Because…” You hesitate, before forcing yourself to meet his gaze, trying to look as pitiful as possible. “I don’t want to get in trouble. Please, Mr. Lennox.”<br>
<br>
His smirk flickers, something satisfied gleaming behind his eyes. “Mr. Lennox?”<br>
<br>
You gulp. “Sir.”<br>
<br>
The begging. The submission. The way you’re waiting on his decision. For a long moment, he savors it.<br>
<br>
“Very well,” he sighs, like he’s doing you a great favour. “But only because I don’t feel like dealing with your whimpering today.”<br>
<Br>
You nod quickly, turning toward the door.<br>
<br>
But just as you reach for the handle, his voice drawls behind you.<br>
<Br>
“A word of advice. Don’t go skipping around town in uniform again, Miss Cinders. You make the place look unprofessional.”<br>
<Br>
You bite your lip, forcing yourself to nod and walk out without looking back.<Br>
<br>
<<ActionsHeader>>
<<link "Return to the hotel lobby" "HotelLobby">><<EndConversation "Lennox">><</link>>
<<case "AndreaOutsideSubFail">>
You swallow hard, pulse quickening as you meet Lennox’s cold, amused gaze.<Br>
<Br>
“I... I didn’t mean to cause trouble,” you stammer, voice smaller than you’d like. “Please, just let me go. I won’t do it again.”<br>
<br>
Lennox’s lips curl, his smirk deepening. He leans against the lockers, arms crossed, watching you like you’re some desperate little thing squirming under his attention.<Br>
<br>
“Oh, you won’t do it again, will you?” His voice is mocking, but there’s an undercurrent of something sharper beneath it. “Well, that’s sweet, Miss Cinders. Really, it is.”<br>
<Br>
His smile lingers, but his eyes darken. “But tell me,” he continues, voice silkier now, “why should I just let you off? What kind of example would that set?”<br>
<Br>
You open your mouth to say something - anything - but he’s already pushing himself off the wall, gripping your wrist firmly.<br>
<br>
Your stomach drops.<br>
<br>
“No, I think an apology is in order.”<br>
<br>
And just like that, he’s pulling you forward, his grip firm. Your heart sinks as he pushes open the door and leads you through to the hotel. Toward the hotel restaurant.<br>
<br>
<<ActionsHeader>>
<<link "Go into the hotel restaurant" "HotelRestaurant">><<EndConversation "Lennox">><<EventTrigger "HotelRestaurant" "AndreaOutsideLennox" setup.period[$periodCurrent] null "Andrea" null null null false>><</link>>
<<case "AndreaOutsideCharm">>
<<CastCharm "Lennox">>
<<if _CharmSpell is true>>
You inhale deeply, drawing your magic from within, feeling it coax through your breath as you exhale. A subtle, shimmering mist of gold and amber drifts from your lips, sliding invisibly through the air toward Lennox.<br>
<br>
His expression softens, the sharp edge of his usual sarcastic smirk dulling, his eyes blinking just a little slower than before.<br>
<br>
“Please sir,” you say smoothly, stepping closer, voice sweet and gentle. “I really don’t want to be in trouble for something so silly. You don’t want to waste time with this, do you?”<br>
<br>
He tilts his head slightly, blinking lazily. “Hmm,” he murmurs, voice slightly dazed. “No… I suppose I don’t.”<Br>
<Br>
You press further, tilting your head in an innocent, almost apologetic way. “Then just let me go,” you coax. “It’s easier that way, right?”<br>
<Br>
Lennox hesitates for just a moment. Then he shrugs, rubbing his temple. “Just... go before Sermon finds you again.”<br>
<Br>
You smile sweetly, stepping toward the door. As you pass, he frowns slightly, like he’s trying to recall why he was mad in the first place. But the charm lingers.<Br>
<Br>
And by the time you’re out the door, he doesn’t even seem to care anymore.
<br>
<<else>>
Game broken, as Lennox doesn't have magic.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the hotel lobby" "HotelLobby">><<EndConversation "Lennox">><</link>>
<<case "InterviewTest">>
Lennox offers you a thin smile. “Excellent. Follow me.”<br>
<br>
He leads you away from the reception, down a side hallway, and to a door tucked beneath the grand staircase. He opens it with a flourish.<Br>
<br>
<<ActionsHeader>>
<<link "Enter Lennox's office" "HotelLennoxOffice">><<EventTrigger "HotelLennoxOffice" "MaidInterview" null null "Emily" null null null false>><<EndConversation "Lennox">><<set $HotelJobAndreaDiscussed to undefined>><</link>>
<<case "InterviewDelay">>
Lennox’s smile tightens. “Ah. A pity.”<Br>
<br>
He clasps his hands in front of him, tone growing more brittle with every word.<br>
<br>
“It is so very rare to find young women who are capable of managing their time with any degree of discipline these days. But I do understand. Hair to be curled, household duties to attend to, and all that.”<Br>
<br>
He glances at his watch. “Do return when your schedule permits.” His tone is dry enough to sand a floor.<br>
<br>
“I’m currently reviewing a number of applicants,” he adds, brushing a speck from his cuff. “But given the state of modern attitudes toward work, I suspect the role shall remain open for some time.”<br>
<br>
He nods toward the lobby without another word. You are dismissed.<br>
<br>
<<ActionsHeader>>
<<link "Return to the hotel lobby" "HotelLobby">><<EndConversation "Lennox">><</link>>
<<case "InterviewQuestion1">>
Lennox adjusts slightly in his chair, opening his notebook and uncapping the sleek black fountain pen.<br>
<br>
“Let us begin with a question on customer service. A scenario.”<br>
<br>
He doesn’t look at you as he speaks. His attention is entirely on the notebook, the pen already hovering.<Br>
<br>
“You are working front desk. A guest comes down, agitated. They claim the towels in their room were not replaced. You are certain they were. However, when the towels are shown to you, they appear quite… soiled.”<br>
<br>
He pauses, glancing up at you.<br>
<br>
“There are, shall we say, marks of indeterminate origin. The guest is insistent. How do you respond?”<Br>
<br>
<<ActionsHeader>>
<<CompulsionCheck "HouseProud">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[House Proud] </span><<link "Replace the towels at once and promptly clean them" "LennoxDialogue" >><<set $InterviewExamScore +=1>><<set $LennoxDialogue to "InterviewQuestion1HouseProud">><</link>><br>
<</if>>
<<link "Tell the customer that you must have missed their room" "LennoxDialogue" >><<set $LennoxDialogue to "InterviewQuestion1Appease">><<Assertive -1>><<set $InterviewExamScore +=1>><</link>><br>
<<link "Insist that they swapped out the towels, but replace them anyway" "LennoxDialogue" >><<set $LennoxDialogue to "InterviewQuestion1Assert">><<Assertive 1>><</link>><br>
<<case "InterviewQuestion1HouseProud">>
You blink, the mental image of dirty towels causing you to feel queasy. “Honestly, I’d be horrified,” you can’t help but reply. <i>Even more concerning is that’s the honest truth.</i><Br>
<br>
“I’d replace the towels immediately and take them down to be properly cleaned. It wouldn’t matter if I was sure I did it before. If they’re dirty now, they need cleaning.”<Br>
<br>
Lennox gives a slow nod. “Excellent. Quite right. At the Charlton Hotel, a guest’s perception is reality. It is not your job to defend your honour, Miss Phillips. It is your job to meet needs. Quickly. Quietly. Without fuss.”<br>
<br>
He taps his notebook. “Whether you changed the towels is immaterial. The customer must never be left with cause to doubt our standards. Even if their requests seem unreasonable… or outside your remit.”<br>
<br>
A faint smile. “The intention, I hope, is clear.”<br>
<br>
<<ActionsHeader>>
<<link "Move on to the second question" "LennoxDialogue">><<set $LennoxDialogue to "InterviewQuestion2">><</link>><br>
<<case "InterviewQuestion1Appease">>
You hesitate, recalling when you used to work part-time jobs at University. You know the scenarios and know how to respond. Even when you are in the right.<br>
<br>
“I’d apologise,” you say. “And suggest I must have mistaken which room they were in. I’d still swap the towels out immediately.”<br>
<BR>
Lennox raises an eyebrow. “Even if you are adamant you performed your duties?”<Br>
<br>
You nod. “It’s not about being right. It’s about making the guest happy.”<Br>
<br>
There’s a flicker of approval. “Very good. Our personal pride must always yield to our professional duty. Arguing achieves nothing. Swift resolution does. Well said.”<Br>
<Br>
<<ActionsHeader>>
<<link "Move on to the second question" "LennoxDialogue">><<set $LennoxDialogue to "InterviewQuestion2">><</link>><br>
<<case "InterviewQuestion1Assert">>
You grimace. It’s not like you don’t understand customer service, you worked enough jobs at University to know what Lennox expects from you. But in Charlton, you know, the smallest sign of appeasement seems to lead to dangerous consequences.<Br>
<br>
“I’d tell them I definitely changed the towels,” you say. “But I’d swap them out again just to be sure.”<br>
<br>
Lennox’s face hardens just slightly. “I see. So you would contradict the guest. Assert your version of events.”<br>
<br>
“I’d just want to be honest.”<br>
<br>
He writes something down, the pen scratching with quiet precision.<Br>
<br>
“You must learn this now, Miss Phillips: our guests are never liars. Only… misinformed. And even then, it is not our place to say so. If your first instinct is to defend yourself, rather than serve. Well, that may need work.”<br>
<br>
He looks back up. “Shall we continue?”<br>
<br>
<<ActionsHeader>>
<<link "Move on to the second question" "LennoxDialogue">><<set $LennoxDialogue to "InterviewQuestion2">><</link>><br>
<<case "InterviewQuestion2">>
Lennox flips the page in his notebook. The pen glides into position again.<br>
<br>
“Let us discuss competence,” he says. “And, more specifically, the recognition of one’s… limitations.”<Br>
<br>
He taps the page lightly. “You are doing laundry in the service room. The machines are complex, industrial-grade. You find yourself struggling with the dials, the settings… which cycle is which, how long, how hot. It’s rather overwhelming.”<br>
<br>
Lennox’s gaze settles coolly on you. “And then, in walks Mr. Sermon himself. Eager to meet his new maid.”<Br>
<br>
His voice takes on a silken edge. “He watches you fumble. And says, ‘Do you need help, young lady? These settings can be complicated for someone like you. Do I need to explain how to operate a washing machine?’”<br>
<br>
There is a long pause. Then: “How do you respond?”<br>
<br>
<<ActionsHeader>>
<<CompulsionCheck "CitizenCharlton">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Citizen Charlton] </span><<link "Ask Mr. Sermon to help you" "LennoxDialogue" >><<set $InterviewExamScore +=1>><<set $LennoxDialogue to "InterviewQuestion2CitizenCharlton">><</link>><br>
<</if>>
<<link "Admit that you don't understand how to operate the machinery" "LennoxDialogue" >><<set $LennoxDialogue to "InterviewQuestion2Appease">><<Intelligence -1>><<set $InterviewExamScore +=1>><</link>><br>
<<link "Continue to try to resolve the problem on your own" "LennoxDialogue" >><<set $LennoxDialogue to "InterviewQuestion2Assert">><<Intelligence 1>><</link>><br>
<<case "InterviewQuestion2CitizenCharlton">>
You hesitate, but the image forms clearly in your mind. Sermon standing tall, authoritative, questioning your ability. And the strangest thing is… you don’t want to argue.<Br>
<br>
Of course you could work it out. You’ve written code. Handled backend systems more complicated than any appliance. But something in the tone you assign to him makes you wilt.<br>
<br>
If he thinks you need help… maybe you do.<br>
<br>
“I’d ask him for help,” you say softly. “If Mr. Sermon believes I’m struggling, I wouldn’t want to waste time.”<br>
<br>
Lennox gives a long, pleased sigh. “Good. Very good. Some things,” he adds pointedly, “are simply beyond the capacity of a young lady’s brain. They are smaller, after all. Not made for the complexities of machinery.”<br>
<br>
He leans closer, voice like syrup. “Deferring to a man’s intellect is often the most… efficient path. Mr. Sermon would appreciate that. He might even give you an affectionate pat on the bum for being such a good girl.”<Br>
<br>
Your breath hitches.<br>
<br>
“And I dare say,” Lennox smiles thinly, “you’d like that. Wouldn’t you?”<br>
<br>
A shiver runs down your spine. Not from disgust. But because… he might be right.<Br>
<br>
<<ActionsHeader>>
<<link "Answer the last question" "LennoxDialogue">><<set $LennoxDialogue to "InterviewQuestion3">><</link>><br>
<<case "InterviewQuestion2Appease">>
You try to imagine it. The knobs. The unfamiliar cycles. Maybe you could figure it out… but then again, maybe you’ve overestimated yourself. Maybe this job requires more nuance than you assumed.<Br>
<br>
“I’d admit I didn’t understand it,” you say. “At least not completely. I’d ask for help.”<Br>
<br>
Lennox nods slowly. “It’s refreshing to see honesty. So many young women think this sort of work is all tips and smiling at guests.”<br>
<br>
He uncaps his pen with a sharp click. “But recognising when a task exceeds your capabilities… that shows maturity. Knowing your limits is the mark of a reliable maid.”<br>
<br>
You nod faintly.<br>
<br>
Still… it’s just a washing machine. <i>Isn’t it?</i><br>
<br>
<<ActionsHeader>>
<<link "Answer the last question" "LennoxDialogue">><<set $LennoxDialogue to "InterviewQuestion3">><</link>><br>
<<case "InterviewQuestion2Assert">>
You frown. “Honestly? I’d tell Mr. Sermon I appreciate the offer, but I’d like to figure it out myself. It’s just a washing machine. I’m sure I could manage.”<br>
<Br>
Lennox’s face cools immediately. “I see. So you would decline the offer of assistance. Risk inefficiency. Risk error. All in the name of… pride?”<Br>
<br>
You shake your head. “I’d just rather not trouble him.”<Br>
<br>
He closes his notebook slowly. “Andrea said the same when she started. Until we had a week of white linens turned pink and she had her pay docked.”<br>
<br>
He straightens, voice like glass. “Young women must understand that guidance exists for a reason. Your job is not to prove something. It is to deliver results. And at this hotel, that means recognising when something is beyond you.”<br>
<br>
His smile returns, but it’s cold this time. “You’ll need to understand that if you wish to work here.”<br>
<br>
<<ActionsHeader>>
<<link "Answer the last question" "LennoxDialogue">><<set $LennoxDialogue to "InterviewQuestion3">><</link>><br>
<<case "InterviewQuestion3">>
Lennox flips another page, eyes calm and unreadable.<Br>
<br>
“Let’s consider… interpersonal boundaries,” he says, voice light but deliberate. “And the expectations of a young woman in a place such as this.”<br>
<br>
His pen floats above the page. “You are dusting a guest’s room. A prominent figure in Charlton, let’s say. Someone returning from a productive day of meetings at the Town Hall. They’re in high spirits. Grateful for the hard work you’ve put in.”<br>
<br>
Lennox leans back slightly, almost enjoying the scene he’s painting.<Br>
<br>
“They order room service. A fine meal. And then, they extend an invitation. For you to stay. To dine. To celebrate with them. A quiet dinner. A little company.”<Br>
<br>
He tilts his head. “How do you respond?”<Br>
<br>
<<ActionsHeader>>
<<CompulsionCheck "BoyCrazy">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Boy Crazy] </span><<link "Eagerly accept" "LennoxDialogue" >><<Orientation 1>><<set $InterviewExamScore -=1>><<set $LennoxDialogue to "InterviewQuestion3BoyCrazy">><</link>><br>
<</if>>
<<link "Accept the dinner date" "LennoxDialogue" >><<set $LennoxDialogue to "InterviewQuestion3Appease">><</link>><br>
<<link "Decline the dinner date" "LennoxDialogue" >><<set $LennoxDialogue to "InterviewQuestion3Assert">><<set $InterviewExamScore +=1>><</link>><br>
<<case "InterviewQuestion3BoyCrazy">>
Your cheeks flush before you even realise it.<Br>
<br>
“A guest?” you murmur, a flutter catching in your chest. “What… do they look like?”<Br>
<Br>
Lennox’s pen halts mid-stroke. He frowns.<Br>
<br>
“This is not a dating agency, Miss Phillips,” he says sharply. “We are not running a social club for the romantically inclined.”<Br>
<br>
You squirm in your seat, but your thoughts drift anyway. To glasses clinking, candlelight, the warmth of a gaze across the table. A guest, charmed by you. Holding your hand. A soft bed only a few feet away…<br>
<br>
“A maid at the Charlton Hotel,” Lennox continues coldly, “has the establishment’s reputation to uphold. Floozy behaviour might be standard at certain low-rent motels, but here? We maintain decorum. Unauthorised fraternisation is not allowed.”<Br>
<br>
The word unauthorised flickers in your mind. <i>Might be a version that is allowed?</i><Br>
<br>
“Focus,” Lennox snaps. “This is not the time to entertain your little fantasies about eligible bachelors, Miss Phillips.”<Br>
<br>
<<ActionsHeader>>
<<link "Finish the interview" "LennoxDialogue">><<set $LennoxDialogue to "InterviewFinish">><</link>><br>
<<case "InterviewQuestion3Appease">>
You hesitate. The scenario plays out in your mind. An invitation, polite and sincere. A guest who simply wants a bit of company after a long day.<Br>
<br>
“I think I’d accept,” you say. “If they were kind. Polite. It wouldn’t be a date. It’d be customer care.”<Br>
<br>
Lennox exhales. A disappointed sound, but not a surprised one. “There is a line, Miss Phillips. One must always maintain boundaries. This is a hotel, not a madam’s boudoir.”<br>
<br>
You blink. “I understand.”<br>
<br>
“Unauthorised fraternisation is strictly frowned upon,” he says. <br>
<br>
The word lingers in your mind. <I>Unauthorised?</i><br>
<br>
Lennox’s voice slices through your thoughts. “I commend your dedication to customer service,” he says, “but in this case, preserving the dignity of the hotel must come first. A polite decline would suffice.”<br>
<br>
<<ActionsHeader>>
<<link "Finish the interview" "LennoxDialogue">><<set $LennoxDialogue to "InterviewFinish">><</link>><br>
<<case "InterviewQuestion3Assert">>
You shift in your seat. “I’d thank them for the invitation, but decline,” you say firmly. “I’d mention I have duties still to finish. And… I’d try not to offend them.”<Br>
<br>
Lennox’s pen glides confidently across the page. “And if the guest insisted?”<br>
<br>
You nod. “I’d decline again. Politely. But clearly.”<Br>
<br>
Lennox’s eyes gleam with something almost like approval. “Good. Very good. The Sermon family values its name, Miss Phillips. This hotel is a place of professionalism. Not… indulgence.”<br>
<br>
He straightens a little. “Any unauthorised relationships with guests are strictly prohibited. I’m glad you understand that your behaviour reflects on this establishment.”<br>
<br>
You nod. But inside, the word sticks in your mind like a pebble in your shoe. <i>Unauthorised?</i><Br>
<Br>
Lennox clears his throat. “Too many young women fail to walk that delicate line between being polite… and retaining their virtue. I’m relieved to see you are not one of them.”<br>
<br>
<<ActionsHeader>>
<<link "Finish the interview" "LennoxDialogue">><<set $LennoxDialogue to "InterviewFinish">><</link>><br>
<<case "InterviewFinish">>
Lennox places his fountain pen down with slow, deliberate precision. He closes the notebook, then rests it beside him on the desk.<Br>
<br>
“Well, Miss Phillips,” he says, his voice smooth and unreadable, “that was… very insightful.”<Br>
<br>
<<if $InterviewExamScore is 3>>
He clasps his hands together, almost pleased. “Your answers showed a strong grasp of customer expectations and internal conduct. Your instincts were sharp. Your manners, suitably deferential.”<Br>
<Br>
A thin smile.<BR>
<br>
“I believe you’ll do outstandingly well here. You’ve demonstrated the kind of mindset Mr. Sermon prizes. One of service, discretion, and respectability. I’m sure your time with us will be fruitful. At least,” he adds, eyes flicking over your face, “until you settle down and raise a family of your own.”<br>
<br>
He lets the words linger before adding, “But that’s a few years away, I should hope. Until then…”<br>
<br>
He pulls a crisp envelope from his drawer. “A little incentive. An advance. A reflection of the trust we are extending.”
<<elseif $InterviewExamScore is 2>>
He exhales softly, nodding. “You did well. A few answers could use refinement, but overall I believe you’ll settle in here just fine.”<bR>
<br>
Lennox then fixes you with a more serious look. “Remember, at the Charlton Hotel, a maid must always consider two things: the reputation of this establishment… and the experience of the guest.”<br>
<br>
His tone hardens slightly. “I expect you’ll work on the areas where you require a step up. And I’ll be happy to assist where needed.”<br>
<<else>>
Lennox pauses. “I shall be blunt. There are… concerns. Your responses indicate you are not yet aligned with our expectations.”<br>
<br>
He stands. “Ordinarily, I would have serious reservations about offering you a place here.”<br>
<br>
Then he sighs. “But our applicant pool has been rather limited of late. So I’m willing to extend you an opportunity. With the understanding that you will learn.”<br>
<br>
He leans in ever so slightly. “And if not… well. We have ways to encourage the right attitudes.”<br>
<</if>>
<Br>
Lennox opens a drawer and removes a small form. He hands it to you. “Fill in your measurements and personal details. Your uniform will be ready in the staff locker before your first shift. The code to the staff room is written at the top of that form. See that you remember it.”<br>
<br>
He adds, “Do not wear it outside. Mr. Sermon is… particular. He expects his maids to uphold this hotel’s standards. Public shame reflects poorly on us all.”<br>
<br>
Then he straightens, the faintest smile returning. “I expect to see you for your first evening shift promptly. Welcome to the staff, Miss Phillips.”<br>
<br>
He gestures to the door. “You may go.”<br>
<br>
<i>You should really let Emily know you’ve taken a job at the hotel as her, so she doesn’t go to the hotel when you’re working.</i><br>
<br>
<<ActionsHeader>>
<<link "Say goodbye and return to the lobby" "HotelLobby">>
<<EndConversation "Lennox">>
<<SetFlag "HotelLockerRoomCodeKnown">>
<<SetFlag "EmilyMaidJob">>
<<if $InterviewExamScore is 3>><<CashFlow 1>><</if>>
<<set $InterviewExamScore to undefined>>
<<EventsCancel "YourHome" "EmilyReactMaidJob">>
<<EventTrigger "HotelLockerRoom" "MaidJobFirstDay" "Evening" null "Emily" null null null false>>
<<LocationKnown "HotelLockerRoom">>
<<TimeChange>>
<</link>>
<<case "CountryClubMaid">>
<<if $current.avatar is "Andrea">>
You brace yourself, considering how Andrea would speak to Lennox. For some reason, his open contempt sets you on edge.<Br>
<Br>
“I was wondering, sir,” you say, a tremor of nervousness in your voice. “If you would consider me for some extra shifts. I hear the country club regularly requests help from us to support busy periods.”<br>
<Br>
His face doesn’t move, but his eyes wander over your face as if studying you. Only for a moment does he look further down, but it’s quick and calculating. “You wish to represent the hotel at the country club?”<br>
<Br>
You nod. “I need the extra cash,” you say, before quickly adding. “And I would be honoured to be there as a hotel representative.”<Br>
<Br>
Lennox regards you as he considers your proposition, before finally offering a stern nod. “Very well, Miss Cinders. I will add your name to the list. Should you wish to serve, please make your way to the club at lunchtime or in the evening. The concierge, Angus, will give you the direction you would typically expect from me. Including the uniform for the role.”<br>
<Br>
You nod. “Sure. How do I get there?”<br>
<Br>
Lennox raises an eyebrow. “Are you insinuating we should pay for a cab, Miss Cinders? If you don't own a car, you will find Charlton Taxis are most reasonable. And if that is beyond your means, the mayor offers subsidised public transport. A bus stop is on the Town Square, or so I’ve been told."<br>
<Br>
You find yourself nodding at his words, even offering an apologetic smile.<br>
<br>
“Consider you’ll be representing this hotel,” he adds. “I expect you to showcase the exemplary standards that you embody whilst working here. I hope that is clear, Miss Cinders.”<Br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>>
<<CountryClubVisitor "Working">><<QuestStatus "Quest22">><<if _QuestStatus isnot "unknown">><<QuestOptionUnlock "Quest22" 0 "country_club_access" "gte">><</if>>
<<SetFlag "CharltonTaxiHomeKnown">><<LocationKnown "TownSquare">><<LocationKnown "CountryClub">><<DialogueDone "Lennox" "ExtraShiftCountryClub">>
<</link>>
<<else>>
You brace yourself, offering Lennox a sweet smile before beginning. “I was wondering, sir,” you say. “If you would consider me for some extra shifts. I hear the country club regularly requests help from us to support busy periods.”<Br>
<br>
Lennox stares back at you without a smile. “Concentrate on your work here, Miss Phillips,” he snaps. “Your duties should keep you occupied. Only full-time staff are given the opportunity to serve at the country club.”<Br>
<Br>
You find yourself nodding at his words, even offering an apologetic smile. He gives you nothing in return. It seems that Emily is not on the route to working at the club.<Br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Lennox" "ExtraShiftCountryClub">><</link>>
<</if>>
<<case "PrivateRooms">>
<<if $current.avatar is "Andrea">>
In spite of your heart racing, you conjure a lie to tell to Lennox. "I was wondering sir, if there are any other rooms that I might clean during my duties?"<br>
<br>
Lennox gives you a long, hard look. "Do you consider this dirt and grime evidence that you have performed your current duties, Miss Cinders?"<br>
<bR>
You take a deep breath. "I just didn't want to overlook anything, sir."<br>
<br>
The concierge sighs as he regards you with contempt. "You always overlook something, Miss Cinders. If I were a man of vice, I'd place a wager on that Mr. Stitch and his colleagues have been left with their mouths dry."<Br>
<br>
You try to keep your large eyes from widening, offering only a frown.<br>
<br>
"The school meeting, Andrea," he says with exasperation. "In the billiards room." He thrusts out a hand towards a door down the corridor that leads to the restaurant. You see an unassuming door partially hidden in the ornate wooden decoration down the wall.<br>
<br>
"Try to remember the evenings we have guests," Lennox continues. "Your time here may be drawing to an end, but please try to consider your duties in the interim."<br>
<bR>
Your eyebrows narrow at his words, but he shakes his head. "Forget it, Andrea. Go see what Mr. Stitch requires from you."<Br>
<<include "Quest38AndreaTrigger">>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestOptionUnlock "Quest25" 0 "andrea_expected">><<LocationKnown "HotelBilliardsRoom">><<if _AndreaQuest is true>><<QuestTracker "Quest38" 0>><</if>><</link>>
<<elseif $current.avatar is "Emily">>
<<Flag "EmilyMaidJob">>
<<if _FlagReturn is true>>
"I was wondering sir," you begin as you address Lennox. "Are there any other duties I might perform whilst I'm here?"<br>
<br>
Lennox gives you a hard look. "Is Pierre gushing about your performance, Miss Phillips? So much so that he can spare you in the kitchen."<br>
<bR>
You take a deep breath. "There must be other things you need help with, sir. I am happy to help wherever I can. Cooking. Cleaning. Private events."<br>
<br>
The concierge narrows his eyes at your last word. "Private events?"<Br>
<Br>
You try a meek smile, concerned you've overplayed your hand. "I've heard there are meetings sometimes. I didn't want our guests to be left unattended."<br>
<br>
"Those duties are for full-time employees, only," Lennox says coldly. "Some of our guests have preferences. You, Miss Phillips, have not been requested."<Br>
<Br>
Lennox watches you with calculating interest. You give him a polite smile, but say nothing more. You've only seen one other maid working here recently. It doesn't take much for you to assume who has been requested.<br>
<<include "Quest38AndreaTrigger">>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<QuestOptionUnlock "Quest25" 0 "andrea">><<LocationKnown "HotelBilliardsRoom">><<ChangeTopics>><<if _AndreaQuest is true>><<QuestTracker "Quest38" 0>><</if>><</link>>
<<else>>
"I was wondering if the hotel could host events," you try. "Somewhere not in the restaurant."<br>
<br>
Lennox gives you a withering look. "We don't host eighteenth birthday parties, Miss. I'm sure Mac at the Fresh Pot diner would be able to provide you with some hamburgers and milkshakes."<br>
<Br>
You force a polite smile. "I was thinking of something more private," you try. "For a small gathering."<br>
<br>
A cold stare comes back at you without even a hint of amusement. "Our function rooms are reserved for upstanding members of our community," he tells you. "I'm afraid we are fully booked for the time being."<Br>
<br>
The concierge stares back at you impatiently. You aren't sure that you are going to get any more out of him. At least, in this form.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<else>>
"I was wondering if the hotel could host events," you try. "Somewhere not in the restaurant."<br>
<br>
Lennox gives you a withering look. "I'm afraid that our private function rooms are reserved by high-standing pillars of our community. But I'm sure Mr. McTafey would be all too pleased to provide you a closed bar one evening."<br>
<Br>
You force a polite smile. "I was thinking of something more intimate," you try. "For a small gathering."<br>
<br>
<<if $current.female is true>>
A cold stare comes back at you without even a hint of amusement. "This is a highly regarded hotel ma'am, not a community centre. I'm afraid that our rooms are booked. For the foreseeable future."<Br>
<<else>>
A cold stare comes back at you without even a hint of amusement. "This is a highly regarded hotel sir, not a community centre. I'm afraid that our rooms are booked. For the foreseeable future."<Br>
<</if>>
<br>
The concierge stares back at you impatiently. You aren't sure that you are going to get any more out of him. At least, in this form.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<case "MarjorieHearts">>
You take a deep breath before you begin to speak. “I’ve heard rumours that some girls here get extra opportunities. From a woman named Marjorie.”<br>
<br>
A rare look of surprise spreads across Lennox’s face. He goes to immediately respond but momentarily purses his lips as he gives your words further thought. “Do your current duties not fulfil you, Miss Phillips?”<br>
<br>
“I just heard that there’s more shifts available,” you lie.<br>
<br>
Lennox’s eyes squint as he takes a breath. “This is why I don’t favour employing girls who have not graduated,” he remarks. “If money is all you desire, maybe the demands of a Charlton Hotel employee are not suited to a woman of your particular… morals.”<br>
<br>
“I just thought that I’d ask,” you tell him, feeling his cold stare piercing your skin.<br>
<br>
“To ask is to admit,” Lennox chides you. “Very well. If your character is more suited to Miss Delacroix and her employment, then I will be glad to see you depart. Wait in the lobby after your shift. If you don’t return, I shall assume that is a confirmation of your resignation.”<br>
<br>
Lennox flares his nostrils, but says nothing more.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Lennox" "MarjorieHearts">><<QuestOptionUnlock "Quest27" 0 "marjorie">><</link>>
<</switch>><<set $ConversationRoot = passage()>>
<<switch $LogainDialogue>>
<<case "School">>
<<if $current.female is true>>
“You go to Charlton, right?” you ask him.<br>
<br>
“As little as I can,” he replies. “But there’s not much else to do in our sleepy little town, so sometimes I grace them with my presence.”<br>
<br>
“How do you find it?”<br>
<br>
“Stimulating. Invigorating. The centre of my world.” <br>
<br>
He looks at you, waiting for you to respond. “You’re Phillips’ older sister, right? She’s in some of my classes. She's fun.”<br>
<br>
You give him a look. "Easy, no offence meant. She's just cute, is all."<br>
<br>
You look at him, feeling odd to be discussing your sister in this way. <i>Especially as recently your sister has been you.</i> <br>
<br>
“Now, if you don’t mind,” Logain says, gesturing away. “I have things to do.”<br>
<<else>>
“You go to Charlton, right?” you ask him.<br>
<br>
“As little as I can,” he replies. “But there’s not much else to do in our sleepy little town, so sometimes I grace them with my presence.”<br>
<br>
“How do you find it?”<br>
<br>
“Stimulating. Invigorating. The centre of my world.” <br>
<br>
He looks at you, waiting for you to respond. “You’re Phillips’ older brother, right? She’s in some of my classes. Cute, in an earnest sort of way.”<br>
<br>
You look at him, feeling odd to be discussing your sister in this way. <i>Especially as recently your sister has been you.</i> <br>
<br>
“Now, if you don’t mind,” Logain says, gesturing away. “I have things to do.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topic" $return>><<ChangeTopics>><<DialogueDone "Logain" "School">><</link>>
<<case "BunkingSchool">>
“So,” you begin. “Why are you out of school?”<Br>
<Br>
Logain grins. “Our illustrious leader Mr. Stitch gave me permission to leave school early. Special privileges, like all the top performers. Cheerleaders, geeks, jocks. He seems to think it's a reward for keeping in line.” Logain snorts. “Letting us wander this dead town aimlessly. Such a generous guy.”<Br>
<br>
You tilt your head a little. “And which group do you figure you fall into?”<br>
<br>
Logain’s grin widens. “Family connections,” he replies, voice laced with sarcasm. “My old man would rather I bunk off with his blessing than end up in detention.”<br>
<<trackKnowledge "Privileges" "Learned">>
<br>
<<ActionsHeader>>
<<link "Change topic" $return>><<ChangeTopics>><<DialogueDone "Logain" "BunkingSchool">><</link>>
<<case "Doing">>
<<if $current.female is true>>
“Waiting for the old man,” he tells you. “Although he’s usually out to lunch on Wednesdays and Fridays. Every Wednesday and Friday. It makes you wonder who he’s taking out in such a small town?”<br>
<br>
When you say nothing, Logain gives you a look and narrows his eyes. “You don’t get on with the old man, do you? Don't pander to his whims. I’ve heard him say some not-so-pleasant things to you on the phone.”<br>
<br>
You shrug. “He’s my boss.” <br>
<br>
Logain looks around, then leans in. “How would you like to get a bit of payback?”<br>
<br>
It’s your turn to narrow your eyes. “Like what?”<br>
<br>
Logain gestures to the door to Thompson’s office. “There’s a set of keys in there, one for almost every store in the town. Old time town means old time trust, and it’s easier for Gordo’ and Clive to do repairs when they don’t need to wait for access.”<br>
<br>
“You want that set of keys?”<br>
<br>
“Just one,” Logain replies, grinning. “The cellar door to the Charlton Hotel.”<br>
<br>
You sigh. “Keg run?”<br>
<br>
“I’m a simple boy with growing needs,” Logain responds. “And those needs involve alcohol. Unfortunately the old man keeps his door locked when he’s out, as much as I swing by occasionally to see if his memory is going. Only him and that secretary have access.”<br>
<br>
“You, though,” he adds. “You’re here all the time. You're friends with that secretary too, right? Solidarity under duress and all that. If you were to find a way to open the door, and I was to get a certain key, then I’d owe you a favour. Maybe put in a good word with my dad. Or look out for your sister at school?”<br>
<br>
“Think it over,” he adds. “I’ll be around if you get it.”<br>
<<else>>
“Waiting for the old man,” he tells you. “Although he’s usually out to lunch on Wednesdays and Fridays. Every Wednesday and Friday. It makes you wonder who he’s taking out in such a small town?”<br>
<br>
When you say nothing, Logain gives you a look and narrows his eyes. “You don’t get on with the old man, do you? I’ve heard him say some not-so-pleasant things to you on the phone.”<br>
<br>
You shrug. “He’s my boss.” <br>
<br>
Logain looks around, then leans in. “How would you like to get a bit of payback?”<br>
<br>
It’s your turn to narrow your eyes. “Like what?”<br>
<br>
Logain gestures to the door to Thompson’s office. “There’s a set of keys in there, one for almost every store in the town. Old time town means old time trust, and it’s easier for Gordo’ and Clive to do repairs when they don’t need to wait for access.”<br>
<br>
“You want that set of keys?”<br>
<br>
“Just one,” Logain replies, grinning. “The cellar door to the Charlton Hotel.”<br>
<br>
You sigh. “Keg run?”<br>
<br>
“I’m a simple boy with growing needs,” Logain responds. “And those needs involve alcohol. Unfortunately the old man keeps his door locked when he’s out, as much as I swing by occasionally to see if his memory is going. Only him and that secretary have access.”<br>
<br>
“You, though,” he adds. “You’re here all the time. That secretary is also sweet on you. If you were to find a way to open the door, and I was to get a certain key, then I’d owe you a favour. Maybe put in a good word with my dad. Or look out for your sister at school?”<br>
<br>
“Think it over,” he adds. “I’ll be around if you get it.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<TaskTracker "Task2" "active">><</link>>
<<case "GiveKey">>
<<if $current.avatar is "Annie">>
You reach into your pocket and retrieve the key to the cellar door. He glances at it before pocketing it. <br>
<br>
"Thanks coffee girl," he says. "I'll make good use of it. In my own way. I'll give the old man a warning that he needs to keep it in his pants, too."<br>
<br>
<<ActionsHeader>>
<<link "Say goodbye to Logain and leave him" $ConversationExit>>
<<EndConversation "Logain">>
<<TaskTracker "Task2" "complete">>
<<AnnieThompsonResistSchedule>>
<</link>>
<<else>>
<<if $current.avatar is "Emily">>
You reach into your pocket and retrieve the key to the cellar door. He glances at it before pocketing it. <br>
<br>
<<GetPCState "job">>
<<if _job is "Fired">>"Thanks squirt," he says. "I'll make good use of it. In my own way. I would say that I'd put in a word for your <<Sibling>> with the old man, but I don't think I have the sway to get their job back. Sorry about that."<br>
<<else>>"Thanks squirt," he says. "I'll make good use of it. In my own way. I'll let the old man know your <<Sibling>> is not so bad, too."<br>
<</if>>
<<elseif $current.female is true>>
You reach into your pocket and retrieve the key to the cellar door. He glances at it before pocketing it. <br>
<br>
<<GetPCState "job">>
<<if _job is "Fired">>"Thanks doll," he says. "I'll make good use of it. In my own way. I would say that I'd put in a word with the old man, but I don't think I have the sway to get you a job back. Sorry about that."<br>
<<else>>"Thanks doll," he says. "I'll make good use of it. In my own way. I'll let the old man know you're not so bad, too."<br>
<</if>>
<<else>>
You reach into your pocket and retrieve the key to the cellar door. He glances at it before pocketing it. <br>
<br>
<<GetPCState "job">>
<<if _job is "Fired">>"Thanks chief," he says. "I'll make good use of it. In my own way. I would say that I'd put in a word with the old man, but I don't think I have the sway to get you a job back. Sorry about that."<br>
<<else>>"Thanks chief," he says. "I'll make good use of it. In my own way. I'll let the old man know you're not so bad, too."<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Say goodbye to Logain and leave him" $ConversationExit>>
<<GiveObjectNPC "Logain" "KeyHotelBasement">>
<<TaskTracker "Task2" "complete">>
<<SetNPCLocation "Logain" "2" "1" "" "perm">>
<<SetNPCLocation "Logain" "4" "1" "" "perm">>
<<WorkPerformance 5>>
<<EndConversation "Logain">>
<</link>>
<</if>>
<<case "Beer">>
<<if $current.avatar is "Emily">>
“Just taking in the ambience of Charlton’s nightlife,” he replies. “An introspective stroll in the moonlight. Mulling over profound and deep thoughts in the serenity of the evening.”<br>
<br>
He cracks a wry smile as you raise an eyebrow. “What? You don’t see me as tortured and deep?”<br>
<br>
<<if setup.period[$periodCurrent] is "Evening">>
The door to McTafey’s bar bursts open, interrupting your conversation. A stocky middle-aged man walks out, shaking his head at Logain as he passes. The teenager grimaces.<br>
<br>
“Or,” Logain says to you as he watches the man go. “I could be trying to get one of these idiots to buy me a six-pack so I can have some fun.”<br>
<<else>>
The bolts on the doors to McTafey's bar shudder aside, interrupting your conversation. A stocky middle-aged man stumbles out, as Rhiannon holds the door open for him. "Last orders is last orders," she tells him with a grin.<br>
<br>
The man either doesn't notice Logain or avoids his gaze. “Or,” Logain says to you as he watches the man go. “I could be trying to get one of these idiots to buy me a six-pack so I can have some fun.”<br>
<</if>>
<br>
<<if $PlayerCharacter.female is true>>
Once the man is out of sight, he looks back at you. “Say, you’ve got an older sister, right? She works for my dad. Is she as earnest and debbie-do-right as you?”<br>
<br>
“Is that your way of asking me to see if she will buy you beer?” you say to him.<br>
<br>
“You catch on quick, squirt. Tell her to come see me if she can grab a pack. And then maybe you could come see me after, if you fancy letting your hair down.”<br>
<<else>>
Once the man is out of sight, he looks back at you. “Say, you’ve got an older brother, right? Is he as earnest and debbie-do-right as you?”<br>
<br>
“Is that your way of asking me to see if he will buy you beer?” you say to him.<br>
<br>
“You catch on quick, squirt. Tell him to come see me if he can grab a pack. And then maybe you could come see me after, if you fancy letting your hair down.”<br>
<</if>>
<br>
You give Logain a look. His blue eyes gleam, but with mischief and not lust. Despite this, you’re not sure drinking around Logain in Emily's form is going to turn out to be good for you.<br>
<<elseif $current.avatar is "Annie">>
”Oh, trying to have a little teenage delinquent fun,” Logain replies to your question. “But people around here seem to think that’s a bad idea.”<br>
<br>
<<if setup.period[$periodCurrent] is "Evening">>
The door to McTafey’s bar bursts open, interrupting your conversation. A stocky middle-aged man walks out, shaking his head at Logain as he passes. The teenager grimaces.<br>
<br>
“I gave that guy four notes,” he tells you, watching the man walk off. “Some people. Look down on some rite of passage underage drinking, but happy to scam a kid out of the allowance their parents worked hard for to give to them. Leeches.”<br>
<br>
When the man is out of sight, Logain turns back to you and studies you for a moment. “I don’t suppose you’d be happy to help a poor kid pull together a six-pack for an otherwise mundane Saturday evening? McTafey’s sells take-aways. I could put in a good word with the old man. I'm sure you'd welcome something to make work a bit easier for you.”<br>
<<else>>
The bolts on the doors to McTafey's bar shudder aside, interrupting your conversation. A stocky middle-aged man stumbles out, as Rhiannon holds the door open for him. "Last orders is last orders," she tells him with a grin.<br>
<br>
The man either doesn't notice Logain or avoids his gaze. "I gave that guy four notes," Logain says to you as he watches the man go. "Some people. Look down on some rite of passage underage drinking, but happy to scam a kid out of the allowance their parents worked hard for to give to them. Leeches."<br>
<br>
When the man is out of sight, Logain turns back to you and studies you for a moment. "I don't suppose you'd be happy to help a poor kid pull together a six-pack one Saturday night? McTafey's sells take-aways. Rhiannon won't let anyone in this evening, I'd wager, but next time I can be waiting I could put in a good word with the old man. I'm sure you'd welcome something to make work a bit easier for you."<br>
<</if>>
<br>
“If you do happen to come across a neglected six-pack in need of a good home, you know where to find me.”<br>
<<elseif _CurrentPC is true>>
<<if $current.female is true>>
”Oh, trying to have a little teenage delinquent fun,” Logain replies to your question. “But people around here seem to think that’s a bad idea.”<br>
<br>
<<if setup.period[$periodCurrent] is "Evening">>
The door to McTafey’s bar bursts open, interrupting your conversation. A stocky middle-aged man walks out, shaking his head at Logain as he passes. The teenager grimaces.<br>
<br>
“I gave that guy four notes,” he tells you, watching the man walk off. “Some people. Look down on some rite of passage underage drinking, but happy to scam a kid out of the allowance their parents worked hard for to give to them. Leeches.”<br>
<br>
When the man is out of sight, Logain turns back to you and studies you for a moment. “I don’t suppose you’d be happy to help a poor kid pull together a six-pack for an otherwise mundane Saturday evening? McTafey’s sells take-aways.<<GetPCState "job">><<if _job isnot "Fired">> I could put in a good word with the old man. If he treats you anything like the way he treats other ladies, I'm sure you'd welcome something to make work a bit easier for you.<</if>>”<br>
<<else>>
The bolts on the doors to McTafey's bar shudder aside, interrupting your conversation. A stocky middle-aged man stumbles out, as Rhiannon holds the door open for him. "Last orders is last orders," she tells him with a grin.<br>
<br>
The man either doesn't notice Logain or avoids his gaze. "I gave that guy four notes," Logain says to you as he watches the man go. "Some people. Look down on some rite of passage underage drinking, but happy to scam a kid out of the allowance their parents worked hard for to give to them. Leeches."<br>
<br>
When the man is out of sight, Logain turns back to you and studies you for a moment. "I don't suppose you'd be happy to help a poor kid pull together a six-pack one Saturday night? McTafey's sells take-aways. Rhiannon won't let anyone in this evening, I'd wager, but next time I can be waiting.<<GetPCState "job">><<if _job isnot "Fired">> I could put in a good word with the old man. If he treats you anything like the way he treats other ladies, I'm sure you'd welcome something to make work a bit easier for you.<</if>>”<br>
<</if>>
<br>
“If you do happen to come across a neglected six-pack in need of a good home, you know where to find me.”<br>
<<else>>
”Oh, trying to have a little teenage delinquent fun,” Logain replies to your question. “But people around here seem to think that’s a bad idea.”<br>
<br>
<<if setup.period[$periodCurrent] is "Evening">>
The door to McTafey’s bar bursts open, interrupting your conversation. A stocky middle-aged man walks out, shaking his head at Logain as he passes. The teenager grimaces.<br>
<br>
“I gave that guy four notes,” he tells you, watching the man walk off. “Some people. Look down on some rite of passage underage drinking, but happy to scam a kid out of the allowance their parents worked hard for to give to them. Leeches.”<br>
<br>
When the man is out of sight, Logain turns back to you and studies you for a moment. “I don’t suppose you’d be happy to help a poor kid pull together a six-pack for an otherwise mundane Saturday evening? McTafey’s sells take-aways.<<GetPCState "job">><<if _job isnot "Fired">> I could put in a good word with the old man. Make work a bit easier for you.<</if>>”<br>
<<else>>
The bolts on the doors to McTafey's bar shudder aside, interrupting your conversation. A stocky middle-aged man stumbles out, as Rhiannon holds the door open for him. "Last orders is last orders," she tells him with a grin.<br>
<br>
The man either doesn't notice Logain or avoids his gaze. "I gave that guy four notes," Logain says to you as he watches the man go. "Some people. Look down on some rite of passage underage drinking, but happy to scam a kid out of the allowance their parents worked hard for to give to them. Leeches."<br>
<br>
When the man is out of sight, Logain turns back to you and studies you for a moment. "I don't suppose you'd be happy to help a poor kid pull together a six-pack one Saturday night? McTafey's sells take-aways. Rhiannon won't let anyone in this evening, I'd wager, but next time I can be waiting.<<GetPCState "job">><<if _job isnot "Fired">> I could put in a good word with the old man. Make work a bit easier for you.<</if>>”<br>
<</if>>
<br>
“If you do happen to come across a neglected six-pack in need of a good home, you know where to find me.”<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<LocationKnown "McTafeys">><</link>><br>
<<case "Sell">>
<<if $current.avatar is "Emily">>
”Why are those kids giving you money?” you ask him quietly. “What are you up to, Logain?"<br>
<br>
“Just doing my part to help our fellow students unwind on a Saturday night,” he says, smirking. “Care for a seltzer? Mate’s rates, naturally.”<br>
<br>
“You’re selling booze?” you ask.<br>
<br>
“Well done, Nancy Drew.” He sniggers. “Not going to rat me out, are you?”<br>
<br>
You sigh. “Aren’t you afraid you’ll get caught?”<br>
<br>
He chuckles at your question. “All part of the fun. Besides, I know enough to know who to ask. And when to make a sharp exit. You sure you don’t want some? Not much else to do around here. Got a nice batch of premixes. Four pounds a can, or your best offer for the lot.”<br>
<br>
“I think I'll pass,” you say, unsure of what your tolerance to alcohol would be currently.<br>
<br>
“Suit yourself,” he says, his attention turning back to looking around for customers.<br>
<<elseif _CurrentPC is true>>
”I saw those kids, giving you some cash,” you say quietly. “What racket have you got set up here, Logain?”<br>
<br>
“I’m just a good samaritan. Providing a service to the unappreciated teenagers of Charlton, trying to find some meaning at the bottom of a bottle.”<br>
<br>
“You’re selling kids booze?” you ask, raising an eyebrow.<br>
<br>
“Yes. And you’re making it very obvious,” he says, flashing you a grin that would make a shark envious. <br>
<br>
<<TaskState "Task1">><<TaskReceiver "Task1">>
<<if _TaskState is "active" and _TaskReceiver is "PC">>
A grin creeps up on your face. ”Is that why you wanted the cellar door key?” <br>
<br>
“Bingo,” he says, with an edge of theatrical drama. “Supply and demand, my friend. Batch quantities of liquor are hard to come by. If the town can’t provide, I just fill in the gap. The customer is always right.”<br>
<<else>>
”And your great business is what, getting adults to buy it for you?” you say to him, raising an eyebrow. “And then marking it up?”<br>
<br>
He gives you a knowing grin. “I think of it more as a service tax. Batch quantities of liquor are hard to come by. So I get a mark-up for standing outside, freezing my arse off. And a bravado margin for having the balls to put myself out there when asking people. It’s touch and go whether people take kindly to kids asking them to buy booze.”<br>
<</if>>
<<elseif $current.avatar is "Annie">>
”I saw those kids, giving you some cash,” you say quietly. “What racket have you got set up here, Logain?”<br>
<br>
“I’m just a good samaritan, doll. Providing a service to the unappreciated teenagers of Charlton, trying to find some meaning at the bottom of a bottle.”<br>
<br>
“You’re selling kids booze?” you ask, raising an eyebrow.<br>
<br>
“Yes. And you’re making it very obvious,” he says, flashing you a grin that would make a shark envious. <br>
<br>
<<TaskState "Task1">><<TaskReceiver "Task1">>
<<if _TaskState is "active" and _TaskReceiver is "Annie">>
A grin creeps up on your face. ”Is that why you wanted the cellar door key?” <br>
<br>
“Bingo,” he says, with an edge of theatrical drama. “Supply and demand, my friend. Batch quantities of liquor are hard to come by. If the town can’t provide, I just fill in the gap. The customer is always right, doll.”<br>
<<else>>
”And your great business is what, getting adults to buy it for you?” you say to him, raising an eyebrow. “And then marking it up?”<br>
<br>
He gives you a knowing grin. “I think of it more as a service tax. Batch quantities of liquor are hard to come by. So I get a mark-up for standing outside, freezing my arse off. And a bravado margin for having the balls to put myself out there when asking people. It’s touch and go whether people take kindly to kids asking them to buy booze.”<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Logain" "Sell">><</link>><br>
<<case "GiveBeer">>
<<if $current.avatar is "Emily">>
You pull out the six-pack of beer and offer it to Logain. “Was this what you wanted?”<br>
<br>
His eyes grow wide as he sees the beer. A crooked grin spreads across his face as he takes the pack from you. “You’re full of surprises, aren’t you just, squirt?” <br>
<br>
“You can thank my <<Sibling>>,” you tell him.<br>
<<GetPCState "job">>
<<if _job is "Fired">>"I will," he says. "But I don't think the old man is going to give <<ObjectPronoun>> a job back because of a word or two from his kid. Tough break for <<ObjectPronoun>>. Not the nicest of towns to be unemployed."<br>
<<else>>Logain nods. “Tell <<ObjectPronoun>> I’ll say only nice things to the old man.” <br>
<</if>>
<br>
He holds the six pack up. “Care for a drink?” <br>
<br>
You briefly consider taking him up on the offer. There’s no malice in his words. Just mischief. But you’re not sure drinking around Logain in Emily's form is going to turn out to be good for you.<br>
<br>
“Maybe some other time,” you tell him.<br>
<br>
Logain shrugs. “I’ll be here if you change your mind.”<br>
<<elseif $current.avatar is "Annie">>
You pull out the six-pack of beer and offer it to Logain. “Was this what you wanted?”<br>
<br>
He gives it a quick look and grins, taking it from your hands. “Thanks doll. You’re a lot of fun. I’ll be sure to let the old man know. In a way that doesn't encourage him.”<br>
<br>
You question whether Logain’s enthusiasm for you is exactly the sort of attention Annie would want Mr. Thompson to be aware of, but you leave him to enjoy his beer.<br>
<<elseif _CurrentPC is true>>
<<if $current.female is true>>
You pull out the six-pack of beer and offer it to Logain. “Was this what you wanted?”<br>
<br>
<<GetPCState "job">>
<<if _job is "Fired">>
He gives it a quick look and grins, taking it from your hands. “Thanks doll. You’re a lot of fun. Hope you've got no hard feelings towards me about the old man canning you. Trust me, I've experienced his wrath."<br>
<br>
You look for snark or sarcasm on his face, but his wince is genuine. As is his sympathetic smile. "Tough town to be unemployed. Tougher on women. If you need help, I owe you one."<br>
<<else>>
He gives it a quick look and grins, taking it from your hands. “Thanks doll. You’re a lot of fun. I’ll be sure to let the old man know. In a way that doesn't encourage him.”<br>
<br>
You question whether Logain’s enthusiasm for you is exactly the sort of attention you want Mr. Thompson to be aware of, but you leave him to enjoy his beer.<br>
<</if>>
<<else>>
You pull out the six-pack of beer and offer it to Logain. “Was this what you wanted?”<br>
<br>
<<GetPCState "job">>
<<if _job is "Fired">>
He gives it a quick look and grins, taking it from your hands. “Thanks chief. You’re a good sport. Hope you've got no hard feelings towards me about the old man canning you. Trust me, I've experienced his wrath."<br>
<br>
You look for snark or sarcasm on his face, but his wince is genuine. As is his sympathetic smile. "Tough town to be unemployed. If you need help, I owe you one."<br>
<<else>>
He gives it a quick look and grins, taking it from your hands. “Thanks chief. You’re a good sport. I’ll be sure to let the old man know. In the most subtle way I know.”<br>
<br>
You question whether Logain’s definition of subtlety matches your own, but you leave him to enjoy his beer.<br>
<</if>>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<WorkPerformance 5>><</link>><br>
<<case "AnnieKey">>
"What do you need from me?" you ask Logain.<br>
<br>
Logain gives you a look and narrows his eyes. “You don’t get on with the old man, do you?”<br>
<br>
You shrug. “He’s my boss.” <br>
<br>
Logain grins. "Sure, coffee girl." He looks around, then leans in. “How would you like to get a bit of payback?”<br>
<br>
It’s your turn to narrow your eyes. “Like what?”<br>
<br>
“There’s a set of keys in his office," he tells you. "One for almost every store in the town. I'm sure you've come across them.”<br>
<br>
“You want that set of keys?”<br>
<br>
“Not quite,” Logain replies, grinning. “Just one. The cellar door to the Charlton Hotel.”<br>
<br>
You sigh. “Keg run?”<br>
<br>
“I’m a simple boy with growing needs,” Logain responds. “And those needs involve alcohol. Unfortunately the old man keeps his door locked when he’s out, as much as I swing by occasionally to see if his memory is going. But you can get in there.”<br>
<br>
“The old man doesn't listen to many people," he continues. "But he does worry about his reputation. If you were to get that key for me, I could drop a hint or two I've heard about his trips to Charlton Hotel during lunchtimes. If he thinks people are talking, I think you'll find his requests simmer down."<br>
<br>
“Think it over,” he adds. “I’ll be around if you get it.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Logain" "AnnieKey">><</link>><br>
<<case "BusinessStudyRoomAdmit">>
“Fine,” you say reluctantly. ”Say I do. What of it?”<br>
<br>
“I can help,” he tells you. “There’s ways to make DeBussy and all her little snitches disappear. I just need you to help me out.”<br>
<br>
You roll your eyes. “Help you out?”<br>
<br>
His sparkling blue eyes momentarily appraise your body, but he chuckles. “I’m not a fan of coercion, squirt. Nothing like that. I just need you to pick up that book for me when you’re done playing private detective.”<br>
<br>
You stare at his face as he flashes a half-smile at you. “What do you want with it?”<br>
<br>
The half-smile creeps into a full smirk. “Lot of money to be made in secrets, squirt. People pay handsomely to brokers.”<br>
<br>
You bite your bottom lip, thinking. An easy way into the Business Studies class appeals greatly to you. But you can’t help but wonder what harm you’d be causing to the other students at Charlton if Logain were to get his hands on that book. Also, are you quite prepared? You might not get another shot at getting in the room alone.<br>
<br>
One eyebrow rises up, as a challenge. “What say you, squirt? You game?”<br>
<br>
<<ActionsHeader>>
<<link "Accept his help" "LogainDialogue">>
<<RumourLearned "Logain">>
<<set $LogainDialogue to "BusinessStudyRoomHelp">>
<<Greedy 1>>
<<QuestOptionUnlock "Quest13" 1 "logain_distraction">>
<</link>><br>
<<link "Turn his help down" "LogainDialogue">>
<<RumourLearned "Logain">>
<<set $LogainDialogue to "BusinessStudyRoomReject">>
<<QuestOptionUnlock "Quest13" 1 "logain_distraction">>
<</link>>
<<case "BusinessStudyRoomDeny">>
“I'm just looking,” you tell him flatly. “Just curious.”<br>
<br>
He chuckles to himself. “Suit yourself, squirt. But I recognise a fellow knowledge-seeker when I see one. When that itch gets too much to bear, come back here. I’ll be waiting.”<br>
<br>
Giving you a smile, Logain saunters off. <br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">><<EndConversation "Logain">><</link>>
<<case "BusinessStudyRoomHelp">>
You give him a look, but nod. He grins broadly. <br>
<br>
“See the stairwell over there,” he says, pointing up the corridor. “Go make use of your petiteness and hide underneath it. Ready or not, in ten seconds they’ll be coming.”<br>
<br>
You look back at him, but he just silently mouths a countdown at you. <i>Ten. Nine. Eight.</i><br>
<br>
With a rush of nervous energy, you spin around and totter as fast as your heels will allow you to. The stairwell has a small dark alcove underneath the steps. You duck underneath, trying to retain a degree of modesty in case Logain is watching you.<br>
<br>
Kneeling down, you turn to look out into the corridor. Logain still stands next to the lockers, looking back towards you. You wonder whether this is all just a joke to him when he mouths the last numbers in his countdown.<br>
<br>
And without moving from his spot, reaches up beside the lockers. Where you notice for the first time the fire alarm.<br>
<br>
The clanging of bells pierce your eardrums as the quiet corridor is suddenly filled with noise. You cover your ears, barely noticing Logain run past you and down the corridor. The persistent ringing is deafening.<br>
<br>
You just about hear the sound of footsteps over the din and glance out to see DeBussy and a gaggle of students evacuating the Business Studies classroom. They run past you, oblivious to your presence. <br>
<br>
When your ears become accustomed to the bell’s deafening tones, you slide out from the alcove and cautiously look up and down the corridor. It’s empty. Logain may be less than subtle, but he got the job done. <br>
<br>
With a hurried pace, you walk to the classroom door.<br>
<br>
<<ActionsHeader>>
<<link "Enter business studies room" "BusinessStudiesCurse">><<QuestOptionComplete "Quest13" 1 "logain_distraction">><<QuestTracker "Quest13" 2>><<EndConversation "Logain">><</link>>
<<case "BusinessStudyRoomReject">>
“I don’t think so, Logain,” you let him down.<br>
<br>
He shakes his head, but sniggers to himself. “You’re a really daisy-do-right, you know that? If you change your mind, come back. I’ll be around.”<br>
<br>
He flashes you a grin and walks out of the school.<br>
<br>
<<ActionsHeader>>
<<link "Return" "SchoolCorridor">><<EndConversation "Logain">><</link>>
<<case "GiveBook">>
You sigh and reach into your bag, taking out DeBussy's notebook, thrusting it out towards him.<br>
<br>
He takes it from you, flicking through the first few pages, murmuring as he reads a few of the entries. “Very interesting.”<br>
<br>
Then he looks up at you and grins. “Thanks, squirt. You really came through. I had no idea you could be so... endearing."<br>
<br>
“You satisfied?” you ask him, curtly.<br>
<br>
A half-cocked smile returns to his face. “For now. Stick around, squirt. I have a feeling this could be the start of a beautiful relationship.”<br>
<br>
You give him a look, but say nothing and hurriedly walk out of the school. <br>
<br>
<<ActionsHeader>>
<<link "Leave the school" "SchoolGates">><<EndConversation "Logain">><</link>>
<<case "KeepBook">>
“I don’t think so, Logain,” you tell him. “I think I’m going to keep this one for my own eyes.”<br>
<br>
The smile falls from his face. “What now?”<br>
<br>
It’s your turn to form a grin. “Like you said, lot of money to be made in secrets.”<br>
<br>
He grits his teeth. “You think you can cross me, Phillips?”<br>
<br>
You feel yourself stand up straighter. “I think I just did.”<br>
<br>
You see rage flash across his usual cool blue eyes. He sucks in air through his teeth and for a moment, you don’t know what will come next.<br>
<br>
“Fuck!” he spits, and whirls around on his heels. You watch him walk off.<br>
<br>
<<ActionsHeader>>
<<link "Leave the school" "SchoolGates">><<EndConversation "Logain">><</link>>
<<case "LeftBook">>
“I didn’t have time to get it,” you tell him. “I left it behind.”<br>
<br>
Logain rolls his bottom lip up, flaring his nostrils. “That’s disappointing, squirt," he says coldly. “After all I did for you.”<br>
<br>
“I’m sorry,” you say. “There just wasn’t enough time.”<br>
<br>
“I guess not.” <br>
<br>
Logain eyes you darkly, but breaks it off after a moment. “See you around, squirt. Hope you found what you were looking for.”<br>
<br>
He turns and walks away, leaving you alone.<br>
<br>
<<ActionsHeader>>
<<link "Leave the school" "SchoolGates">><<EndConversation "Logain">><</link>>
<<case "BurnBook">>
You shake your head. “I’m not giving you this book, Logain. These things shouldn’t be public.”<br>
<br>
He cocks his head. “And tell me, what do you plan on doing with it?”<br>
<br>
Taking a deep breath, you reply. “I’m going to burn it.”<br>
<br>
He stares hard at you for a long moment. Then, he bursts out chuckling.<br>
<br>
“You’re such a do-gooder, squirt,” he says, as he continues to laugh. “What is the world like to you, I wonder? Is it all just endings and happily-ever-afters?”<br>
<br>
You give him a hard stare, saying nothing, as you feel rage rising inside you. Noticing your reaction, he tries to control his laughter.<br>
<br>
“Oh don’t worry, squirt. It’s endearing.” He flashes you a cocky smile. “How have you even survived here for this long?”<br>
<br>
“You’ll never find out,” you reply.<br>
<br>
“Maybe,” he says. “But that’s not going to stop me trying.”<br>
<br>
You let out an exasperated sigh. “Goodnight, Logain.”<br>
<br>
You turn on your heels and walk quickly away, feeling the anger bubble away in your body. <br>
<br>
<<ActionsHeader>>
<<link "Leave the school" "SchoolGates">><<EndConversation "Logain">><</link>>
<<case "TerrenceLockerKey">>
“Out past curfew, princess?” he drawls. “Careful. You might develop a reputation.”<Br>
<br>
You ignore the bait. “You’re resourceful. I was wondering, do you have access to student lockers?”<Br>
<Br>
His eyebrows lift, clearly amused. “Why, Emily. That’s the first halfway interesting thing you’ve ever said to me.”<Br>
<Br>
He reaches into his jacket and pulls out a jangling ring of keys, thumbing through them slowly and deliberately.<Br>
<Br>
Then, holding one up with exaggerated flair, he lets it catch the lamplight. “You mean... this locker key?”<Br>
<Br>
You keep your expression steady. “Maybe.”<Br>
<Br>
He smirks. “Didn’t think you had it in you to break rules. What’s the occasion? Someone take your lunch seat?”<br>
<br>
“I have a suspicion,” you say coolly. “That someone’s hiding something they shouldn’t be.”<Br>
<br>
“That’s vague.” He twirls the key around his finger. “Suspicion’s not worth much around here. People suspect me of all sorts of things. Doesn’t mean I let them into my secrets.”<Br>
<br>
<<TaskState "Task2">>
<<if _TaskState is "complete">>
<<TaskReceiver "Task2">>
<<if _TaskReceiver is "Annie">>
Logain chuckles, tucking the key into your hand without ceremony.<Br>
<Br>
“You’re lucky I’m in a generous mood. Must be all that goodwill dad's secretary gave me.”<br>
<<elseif _TaskReceiver is "PC">>
He nods slowly, eyes narrowing.<Br>
<br>
“Your <<Sibling>> did me a solid. Call this the return. Just don’t get caught. I’m not in the business of covering amateur tracks.”<Br>
<<elseif _TaskReceiver is "Emily">>
Logain grins, clearly enjoying himself.<Br>
<Br>
“You did me a favour. Now I’m returning it. Charlton runs on debts. I like to keep mine clean.”<br>
<br>
He drops the key into your hand with a quiet jingle.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<TakeObjectNPC "Logain" "TerrenceLockerKeyLogain">><</link>><br>
<<else>>
Logain lets the key dangle just out of reach, then slowly tucks it back into his jacket with a click. “You know the deal. You want a favour? You owe me one.”<Br>
<Br>
He leans back, stretching his arms like he’s settling in. “There’s a set of keys in my old man's. Whole ring of them. One for practically every building in town. The school, stores, that grim little flower shop.”<bR>
<br>
He gives you a pointed look. “I only want one. The cellar door to the Charlton Hotel.”<Br>
<br>
You sigh. “Keg run?”<Br>
<br>
Logain grins. “I’m a simple boy with growing needs. And the old man won’t share. He keeps the office locked up tight when he’s out." He lowers his voice, like sharing a dirty secret. “Only him and that secretary of his have access."<Br>
<br>
You fold your arms. “And what, I’m just supposed to... walk in and take it?”<Br>
<Br>
“Of course not,” he says, mock-offended. “I’m not a criminal. I’m a thirsty citizen in need of discreet assistance. But I'm sure you could find a way in there. You get me that key and I’ll make sure you get what you want."<br>
<Br>
He flashes you a wink, then turns away as if the matter’s already settled. “Think it over, Emily. I’ll be around.”<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<TaskTracker "Task2" "active">><</link>><br>
<</if>>
<<case "HallPass">>
“Logain,” you say casually. “Do you have a hall pass?”<br>
<br>
He turns his head slowly toward you, one eyebrow rising. “Sometimes I like to do things by the book. When the book suits me.”<br>
<br>
You narrow your eyes. “So that’s a yes?”<Br>
<br>
Logain shrugs, cocky grin returning. “I don’t like to kiss and tell. But I do like to brag. So… yes.”<Br>
<Br>
You cross your arms. “And how exactly did you get one?”<Br>
<br>
He pauses, briefly glancing to the door to McTafeys. “The old man knows people," he says with a smirk. "Has friends in the right places. You know. Connections. Family. Everything you’d expect from Charlton’s close knit elites.”<Br>
<Br>
He glances back at you, grin sharpening. “Not sure you’ve got that kind of clout in those crowds, squirt.”<Br>
<Br>
You bite back a retort. “So how would someone without ‘clout’ get one?”<br>
<br>
Logain chuckles again. “You want advice on how to break out of class? I’m sure I can think of better ways to run a scam. You scratch my back, I scratch yours.”<Br>
<br>
You huff. “I don’t think I want you scratching my back, Logain.”<Br>
<br>
He grins. “Your loss. I can be gentle when it suits.”<br>
<br>
When you don’t respond, he rolls his eyes. “Talk to Dennis. He’s odd, but plays his bad hand well. Enough to get Harrow on side. It’s definitely not his family that gets him out of lessons. You might be able to talk him ‘round. Just bat those pretty little eyes at him and I’m sure he’ll scramble to help you.”<Br>
<Br>
He stretches, as if signalling he’s done with this topic. “Anyway. That’s your best shot. Just don’t say I never gave you anything.”<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Logain" "HallPass">><</link>><br>
<<case "Charm">>
<<CastCharm "Logain">>
<<if _CharmSpell is true>>
You stare at Logain. He glares at you. "What?"<br>
<br>
You mentally stir the magic within your body and take a deep breath, threading the air in your lungs through the swirling energies.<br>
<br>
Logain's eyes cloud over as you breathe out, his wry smile returning as his blue eyes glimmer as he looks at you. You see the alarm within them for a moment before it fades away. The magic has taken hold.<br>
<br>
"Want something, cutie?" he murmurs, keeping his smile up at the side of his mouth. His eyes lock on to you, his attention consumed by your presence.<br>
<<else>>
Something is wrong with the code, as Logain has no magic.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "Tandi">>
<<if $current.avatar is "Emily">>
“Do you know a girl called Tandi Cunnings?” you ask him directly.<bR>
<br>
Logain lets out his smile once more. “I know a lot of women, squirt. Most of them love the rich and tortured look.”<br>
<br>
You offer him a pitying smile. “Don’t they just find it annoying?”<br>
<br>
His grin grows wider. “Not all of them have such refined tastes as yours. Must be tough, living up on that pedestal above the rest of us lowly creatures.”<Br>
<br>
“The question, Logain,” you reiterate.<Br>
<Br>
“Sure. I know of Tandi,” he says. The smile remains, but his brows narrow. “What’s a good girl like you doing looking for someone like Tandi?”<Br>
<br>
“I want to ask her about some things,” you reply. “That happened to her at school.”<br>
<br>
The smile falters a little, as he studies you. “You sure you want to go there, squirt. I’ve heard it’s not a fairytale ending.”<br>
<br>
You roll your eyes at him. “Just tell me what you know.”<br>
<bR>
“Well,” he replies, the swagger returning. “Since you asked so nicely. Tandi was my year. One day, rumours started spreading. She’d dropped out of school. Next thing I know, she’s showing up in places that I don’t imagine you’d care to explore.” <br>
<br>
“Such as?”<br>
<br>
Logain looks at you, shaking his head. “I’m not feeding you to the wolves, squirt. Maybe start with somewhere more suited to you. You know, white-picket fences and smiling neighbours. I hear her parents had a place in town.”<br>
<Br>
“And where would that be?”<br>
<br>
At that, he just shrugs. “Damned if I know.”<br>
<br>
You sigh.<br>
<br>
<<GetPCState "job">>
<<if _job is "Fired">>
Logain looks at you, before continuing. “Look, if you really want to find out where she lived, you might find that a certain set of computers in a certain office has records. I wouldn’t recommend your <<Sibling>> shows their face there at the moment, but maybe someone can take a peek for you.”<br>
<<else>>
Logain looks at you, before continuing. “Look, if you really want to find out where she lived, you might find that a certain set of computers in a certain office has records. I bet your <<Sibling>> can do you a solid without my old man finding out.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestOptionUnlock "Quest22" 0 "computer_records" "gte">><<DialogueDone "Logain" "Tandi">><</link>>
<<elseif $current.avatar is "Annie">>
“Do you know a girl called Tandi Cunnings?” you ask him directly.<br>
<br>
Logain lets out his smile once more. “That’s an interesting question from you. Aren’t you pals with her?”<br>
<br>
The comment sets you back. “I didn’t say I wasn’t.”<Br>
<br>
Eyes narrow as he studies you carefully. “Then, what? Are you trying to set me up with her? That seems a bit too much like playground hijinks for you, Annie.”<br>
<br>
"I was just wondering if you know where she might be," you try, wincing at how this is going.<br>
<br>
He looks at you, holding back a laugh. “Why would I? You’re her friend. If that’s what you call it.”<Br>
<br>
Logain shakes his head. It seems in this body, this is not going to work.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Logain" "Tandi">><</link>>
<<elseif _CurrentPC is true and $current.female is true>>
“Do you know a girl called Tandi Cunnings?” you ask him directly.<br>
<br>
Logain lets out his smile once more. “I know a lot of women, doll.”<br>
<br>
“And is one of them Tandi?” you press.<br>
<br>
He regards you carefully for a moment. “Sure. I know of Tandi,” he says. The smile remains, but his brows narrow. "Why do you ask?"<br>
<br>
"I want to ask her about some things," you reply. "That happened to her at school."<bR>
<bR>
The smile falters a little, as he studies you. "I don't think you want to go there. I’ve heard it’s not a fairytale ending.”<br>
<bR>
You roll your eyes at him. “Just tell me what you know.”<br>
<bR>
“Well,” he replies, the swagger returning. “Since you asked so nicely. Tandi was my year. One day, rumours started spreading. She’d dropped out of school. Next thing I know, she’s showing up in places that I don’t like mention to ladies.”<br>
<br>
“Come on,” you retort. “I won’t be embarrassed.”<br>
<br>
Logain looks at you, shaking his head. “Don’t want that on my conscience, doll. But if you’re intent on finding her, you could try her parents' place. They might know where to find her. That isn’t so seedy.”<br>
<br>
“And where would that be?”<br>
<br>
At that, he just shrugs. “Damned if I know.”<br>
<br>
You sigh.<br>
<br>
<<GetPCState "job">>
<<if _job is "Fired">>
Logain looks at you, before continuing. “Look, if you really want to find out where she lived, you might find that a certain set of computers in a certain office has records. Don’t think you should show your face there again, but maybe you can get someone to help you look.”<br>
<<else>>
Logain looks at you, before continuing. “Look, if you really want to find out where she lived, you might find that a certain set of computers in a certain office has records. Maybe take a peek when the old man isn’t looking.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestOptionUnlock "Quest22" 0 "computer_records" "gte">><<DialogueDone "Logain" "Tandi">><</link>>
<<elseif _CurrentPC is true and $current.female is false>>
“Do you know a girl called Tandi Cunnings?” you ask him directly.<br>
<bR>
Logain lets out his smile once more. “Didn’t spot you for liking that type of girl, chief. Although, you do seem friendly with a bright perky blonde we both know.”<br>
<br>
You sigh. “I’m just looking to ask her some questions.”<br>
<bR>
“Playing detective now, are we?” His crooked smile lifts up. “Trying to suck up to Annie’s old man.”<br>
<bR>
“The question, Logain,” you reiterate. “Do you know Tandi?”<br>
<br>
He regards you carefully for a moment. "Sure," he says. "Why do you ask?"<br>
<br>
"I want to ask her about some things," you reply. "That happened to her at school."<br>
<Br>
The smile falters a little, as he studies you. "I don't think you want to go there. I’ve heard it’s not a fairytale ending.”<br>
<br>
You give him an irritated look. “Just tell me what you know.”<br>
<br>
“Well,” he replies, the swagger returning. “Since you asked so nicely. Tandi was my year. One day, rumours started spreading. She’d dropped out of school. Next thing I know, she’s showing up in places where respectable girls don’t play.”<br>
<br>
“Like where?”<br>
<br>
Logain looks at you, the smirk remaining. But he shakes his head. “You can find that out on your own, chief. There are some things I won't reveal. Even for money. But I’m sure you’ll find plenty of men in this town all too eager to talk over your shared interests.”<br>
<br>
You sigh. “So you won’t help?”<br>
<br>
Logain regards you for a long moment. “Maybe have a chat with her parents. They might be able to shed some light on what happened.”<br>
<Br>
“And where would they be?”<Br>
<br>
At that, he just shrugs. “Damned if I know.”<br>
<br>
Again, you sigh.<br>
<br>
<<GetPCState "job">>
<<if _job is "Fired">>
Logain looks at you, before continuing. “Look, if you really want to find them, you might find that a certain set of computers in a certain office has records. Don’t think you should show your face there again, but maybe you can get someone to help you look.”<br>
<<else>>
Logain looks at you, before continuing. “Look, if you really want to find them, you might find that a certain set of computers in a certain office has records. Maybe take a peek when the old man isn’t looking.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestOptionUnlock "Quest22" 0 "computer_records" "gte">><<DialogueDone "Logain" "Tandi">><</link>>
<</if>>
<<case "MissCharltonContest">>
"What do you know about the Miss Charlton contest?" you ask.<br>
<br>
<<if $current.avatar is "Emily">>
<<Checkrelationship "Logain">>
<<if _relationship is 3>>
Logain leans back, a smirk playing on his lips. "Miss Charlton? What's your interest? Angling for a prom invite, squirt?"<br>
<br>
You sigh. "Just tell me what you know, Logain."<br>
<br>
His smirk remains. "Pushy, aren't you? All I know is it's Stitch's latest circus act. Special lessons, little badges, a crown to be placed on a delicate head at prom." He looks you over. "Think you'd look cute in a tiara, squirt."<br>
<br>
"And?" you push, ignoring his comment.<br>
<br>
He gives you a light shrug. "And that's it. Although the old man has been invited to meet some of the shortlists. Must be looking to upgrade his secretary to a newer model."<br>
<br>
You frown. "What's your dad got to do with it?"<br>
<br>
His smirk fades slightly. "That's how it works, squirt. These people aren't handing out prizes for fun. There's always something in it for them. Watch yourself."<br>
<<else>>
Logain gives you a curious look. "Miss Charlton? What's your interest? Didn't figure you for the prom queen type."<br>
<br>
You sigh. "Just tell me what you know, Logain."<br>
<br>
His smirk remains. "All I know is it's Stitch's latest circus act. Special lessons, little badges, a crown to be placed on a delicate head at prom." He gives you a grin. "Sure the cheer squad is already in-fighting over whose head will be on the chopping block."<br>
<br>
"And?" you push.<br>
<br>
He gives you a light shrug. "And that's it. Although the old man has been invited to meet some of the shortlists. Must be looking to upgrade his secretary to a newer model."<br>
<br>
You frown. "What's your dad got to do with it?"<br>
<br>
His smirk fades slightly. "That's how it works, squirt. That's Charlton."<br>
<</if>>
<<elseif $current.avatar is "Annie">>
Logain's expression shifts, guarded. "Miss Charlton? It's a school thing. You must remember from when you were a senior?"<br>
<br>
You gulp, realising your mistake. "I just was wondering if anything had changed this year."<br>
<br>
Logain shrugs. "I'm not exactly a historian for the school prom. You should know more than I do." He gives you a curious look. "Come to think of it, wasn't that where you first met the old man? At the businessman dinner?" He gives you a grin. "Got a job out of it, didn't you?"<br>
<br>
"Just curious," you mutter.<br>
<br>
"Careful with that." His eyes linger on you a moment longer than comfortable. "Curiosity doesn't always pay off around here."<br>
<<elseif _CurrentPC is true and $current.female is true>>
Logain tilts his head, studying you. "Bit old to be planning your prom outfit, aren't you?"<br>
<br>
"I'm just watching out for Emily," you reply curtly.<br>
<br>
"Must be nice for her," he mutters, hiding any intent with a smile. "Stitch has the girls doing special lessons for badges. Whoever collects enough gets shortlisted for a crown at prom." He snorts. "Glorified cattle show, by my reckoning."<br>
<br>
"Is it that bad?"<br>
<br>
"Depends on whether you enjoy being judged by men in suits." He shrugs. "Some girls seem to."<br>
<<elseif _CurrentPC is true and $current.female is false>>
Logain smirks. "Not our problem, chief. It's a girl thing. Badges, special lessons, a shiny crown at prom." He shrugs. "Stitch's version of entertainment."<br>
<br>
"Sounds a bit much for a school contest."<br>
<br>
"Everything in this town is a bit much." He grins. "You'll get used to it."<br>
<<else>>
Logain gives you a dismissive look. "Contest for the senior girls. Badges, lessons, prom." He waves a hand. "Not my circus."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "MissCharltonBadges">>
"What do you make of these badges the girls are collecting?" you ask.<br>
<br>
<<if $current.avatar is "Emily">>
<<Checkrelationship "Logain">>
<<if _relationship is 3>>
"Hard to miss, squirt," Logain replies wryly. "The girls are parading around with them pinned to their blouses." He grins. "Can't meet their eyes without them glancing down to make sure you've seen them."<br>
<br>
"And what have you seen?" you ask him.<br>
<br>
"Feather dusters. Irons. Vacuum cleaners." He counts them off on his fingers. "Can't say I'd be too happy getting one. But I've never been one to understand how a girl's mind works." He pauses, flashing a grin. "What about you, squirt? Nothing pinned to your blouse, I've noticed?"<br>
<br>
"That's not really my style," you reply.<br>
<br>
"I've noticed," he murmurs. "Not exactly Charlton stock." He sniggers and leans in. "That's a compliment, in case you were wondering."<br>
<br>
You study his expression. He looks at you, his smirk fading just a fraction. "Watch what you pin to your blouse, squirt. That's all I'm saying."<br>
<<else>>
"Hard to miss, squirt," Logain replies wryly. "The girls are parading around with them pinned to their blouses." He grins. "Can't meet their eyes without them glancing down to make sure you've seen them."<br>
<br>
"And what have you seen?" you ask him.<br>
<br>
"Feather dusters. Irons. Vacuum cleaners." He counts them off on his fingers. "Can't say I'd be too happy getting one. Though girls around here are a different sort."<br>
<br>
You study his expression. He looks at you, his smirk fading just a fraction. "Girls around here are crazy. Almost like something's got hold of their common sense."<br>
<br>
He doesn't elaborate, but there's something behind his eyes. A knowingness that doesn't quite match his dismissive tone.<br>
<</if>>
<<elseif $current.avatar is "Annie">>
Logain shrugs. "Little pins the teachers are handing out. Girls love them." He gives you a curious look. "You must have seen them before. When you were at school."<br>
<br>
You search for words to cover your slip. "Just wondering what you think of them."<br>
<br>
"I think the girls in this town will wear anything if a man in a suit tells them to." His smirk is thin. "Present company excluded, of course."<br>
<<elseif _CurrentPC is true and $current.female is true>>
Logain shrugs. "Little pins the teachers are handing out. Girls love them." He gives you a curious look. "What's the matter, doll? Your sister fretting she's not collecting enough?"<br>
<br>
"They're just different," you reply. "I didn't get them at school back in the city."<br>
<br>
The young man shrugs. "Sounds a bit better than holding on to all these traditions. My mum won't shut up about them. She even dug her old one out when this contest was announced. Had a vacuum cleaner on, that one."<br>
<br>
Another shrug. But he holds your eyes, watching.<br>
<<elseif _CurrentPC is true and $current.female is false>>
Logain shrugs. "Little pins the teachers are handing out. Girls love them." He gives you a curious look. "What's the matter, chief? Your sister fretting she's not collecting enough?"<br>
<br>
"They're just different," you reply. "The girls didn't get them at school back in the city."<br>
<br>
The young man shrugs. "Sounds a bit better than holding on to all these traditions. My mum won't shut up about them. She even dug her old one out when this contest was announced. Had a vacuum cleaner on, that one."<br>
<br>
Another shrug. As if he doesn't care.<br>
<<else>>
Logain shrugs. "Little pins the teachers are giving out. The girls love them. I remain immune to the charms of collecting. Happily, I might add."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "AboutGreenhouse">>
<<if $current.avatar is "Emily">>
“What is this place?” you say, looking around. “What are you up to, Logain?”<br>
<br>
“A growing boy has to have hobbies,” he replies, flashing you a grin. “What’s the matter? Don’t think I’ve got green hands?”<br>
<br>
<<Flag "PermLogainSecretKnown">>
<<if _FlagReturn is true>>
You give him a sceptical look and he chuckles. “Don’t worry, you wouldn’t be the first to be surprised. That’s the point, though. It’s the last place people would look.” The grin spreads. “And when they do, they all think they know what I’m dealing here.” He nods, almost proud of himself. “I’m not as slow as they think I am, squirt.”<br>
<<else>>
You give him a sceptical look, but he maintains his grin. “I’m serious, squirt. Nothing wrong with getting your hands dirty. Don’t you think?”<br>
<</if>>
<br>
“It was my granddad's, back in the day,” he continues, looking around. “When he passed, my dad didn’t bother to do anything with it. So I took it under my wing.”<br>
<br>
“Why?” you say, folding your arms.<br>
<br>
“I like the quiet,” he replies without missing a beat. “And it’s therapeutic. Growing turnips.”<br>
<<else>>
“Turning into a gardener, are you, Logain?” you ask with a sceptical look.<br>
<br>
“A growing boy has to have hobbies,” he replies. “I like the quiet. It was my granddad's, back in the day,” he continues, looking around. “When he passed, my dad didn’t bother to do anything with it. So I took it under my wing.”<br>
<br>
“And what exactly do you do here? In the quiet?”<br>
<br>
“Why, this,” he says, gesturing to the soil. “I grow turnips, of course.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Logain" "AboutGreenhouse">><</link>>
<<case "AboutDexter">>
“I’ve seen a funny thing recently,” you begin. “Dexter Chester, popping in this greenhouse for the briefest of moments. Just after he’s stolen pills from the pharmacy.”<br>
<br>
<<if $current.avatar is "Emily">>
<<Flag "PermLogainSecretKnown">>
<<if _FlagReturn is true>>
“Dexter’s got a way with getting hold of things,” Logain says, letting a smirk form. “Give him a little something something, and the stoner can make all kind of things appear.”<br>
<br>
“He’s stealing them from Old Pete, Logain,” you remind him.<br>
<br>
“And have you taken a close look at those pills, squirt?” he says with a little challenge to his tone. “They’re not the over-the-counter kind. Sparkle a bit too much, if you catch my drift.”<br>
<br>
You look back at Logain, studying him. “What are you doing with them?”<br>
<br>
Logain inhales for a moment, considering his words. “Some associates of mine have uses for those type of drugs. They pay in pills. Of another kind.” His blue eyes focus on you, piercing your own. “Including those drugs that help get kids out.”<br>
<br>
<<QuestStatus "Quest41">>
<<if _QuestStatus is "complete">>
You swallow a gulp. Remembering the corn field. “That’s how you get them?”<br>
<<else>>
You swallow a gulp. Remembering the frightened faces in that shack. “That’s how you get them?”<br>
<</if>>
<br>
He nods. “Doesn’t have to be Dexter, either. If you just happen to indulge in some teenage delinquency, squirt, and lift some pills from Old Pete, I’ll trade them for whatever you need.”<br>
<<LocationKnownCheck "OldPetesPharmacy">>
<<if _LocationKnownCheck is false>>
<br>
"Old Pete?" you say, narrowing your eyes.<br>
<Br>
"Not suffered a runny nose since you moved here, squirt?" Logain asks. "He runs the pharmacy on the town square. The old man can't see too good anymore, but don't let his assistant's tired face fool you. She's sharp when she needs to be."<br>
<</if>>
<<else>>
“Dexter’s got a bad habit that he needs to feed,” Logain says, letting a smirk form. “He doesn’t have much cash, so he trades it for whatever he can get his hands on.”<br>
<br>
“He’s stealing them from Old Pete, Logain,” you remind him.<br>
<br>
“And that is a terrible thing, squirt. But I’ve got people who pay good money for that product. If Dexter wants to take the risk of grand theft larceny to buy some of my turnips, I’m not going to reject his stolen goods.”<br>
<br>
“Your turnips?” you ask, raising an eyebrow.<br>
<br>
“That’s all I sell here,” Logain says, grinning. “And don’t be telling anybody otherwise. Else, I might not be able to meet your vegetable needs too.”<br>
<br>
“You think I want your turnips, Logain?”<br>
<br>
You wince as you hear the words out loud. Logain chuckles, but lets it go. “I’m an equal opportunities trader, squirt. If you just happen to indulge in some teenage delinquency and lift some pills from Old Pete, I’ll take them off your hands.”<br>
<<LocationKnownCheck "OldPetesPharmacy">>
<<if _LocationKnownCheck is false>>
<br>
"Old Pete?" you say, narrowing your eyes.<br>
<br>
"Not suffered a runny nose since you moved here, squirt?" Logain asks. "He runs the pharmacy on the town square. The old man can't see too good anymore, but don't let his assistant's tired face fool you. She's sharp when she needs to be."<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueUnlock "Logain" "AboutWeed">><<DialogueUnlock "Logain" "AboutPharmacyPills">><<DialogueUnlock "Logain" "GivePills">><<TaskTracker "Task16" "active">><<LocationKnown "OldPetesPharmacy">><<DialogueDone "Logain" "AboutDexter">><</link>>
<<elseif (_CurrentPC is true and $current.female is true) or $current.avatar is "Annie">>
“Dexter’s got a bad habit that he needs to feed,” Logain says, letting a smirk form. “He doesn’t have much cash, so he trades it for whatever he can get his hands on.”<br>
<br>
“He’s stealing them from the pharmacy,” you remind him.<br>
<br>
“And that's a terrible thing. But if Dexter wants to take the risk of grand theft larceny, that’s on him.”<br>
<br>
“What do you sell him?” you ask, raising an eyebrow.<br>
<br>
“Just turnips, doll,” Logain says, grinning. “And don’t be telling anybody otherwise.”<br>
<br>
“Come on, Logain,” you say. “I can guess what you’re giving him.”<br>
<br>
“Then you don’t need me to say it,” he says, grinning. “Come on, doll. Give me a break. I didn’t get this far by spilling the tea to just anyone.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueUnlock "Logain" "AboutWeed">><<DialogueUnlock "Logain" "AboutPharmacyPills">><<DialogueDone "Logain" "AboutDexter">><</link>>
<<elseif _CurrentPC is true and $current.female is false>>
“Dexter’s got a bad habit that he needs to feed,” Logain says, letting a smirk form. “He doesn’t have much cash, so he trades it for whatever he can get his hands on.”<br>
<br>
“He’s stealing them from the pharmacy,” you remind him.<br>
<br>
“And that's a terrible thing. But if Dexter wants to take the risk of grand theft larceny, that’s on him.”<br>
<br>
“What do you sell him?” you ask, raising an eyebrow.<br>
<br>
“Just turnips, chief,” Logain says, grinning. “And don’t be telling anybody otherwise.”<br>
<br>
“Come on, Logain,” you say. “I can guess what you’re giving him.”<br>
<br>
“Then you don’t need me to say it,” he says, grinning. “Come on, chief. Give me a break. I didn’t get this far by spilling the tea to just anyone.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueUnlock "Logain" "AboutWeed">><<DialogueUnlock "Logain" "AboutPharmacyPills">><<DialogueDone "Logain" "AboutDexter">><</link>>
<<else>>
“What a rat,” Logain says, letting a smirk form. “Stealing from Old Pete. What’s the world coming to?”<br>
<br>
“So why is he coming here afterwards?” you ask him.<br>
<br>
Logain shrugs, “Don’t know, doll. Maybe he’s trying to lift some of my turnips. Must have scarpered when he saw me here. Thanks. I’ll definitely be keeping an eye out for that scallywag.”<br>
<br>
“Come on, Logain,” you say. “I can guess what you’re giving him.”<br>
<br>
“I wouldn’t be throwing around accusations like that,” he says, letting his smile fade. “Everyone’s got a secret around here. Be a shame if some of them slipped out if those in the know were caught in a tight spot.”<br>
<br>
The grin returns, but it’s thin and pointed.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Logain" "AboutDexter">><</link>>
<</if>>
<<case "DexterWeed">>
“Dexter Chester told me to come see you,” you begin. “He said you might be able to sort me out. With some weed.”<br>
<br>
<<if $current.avatar is "Emily">>
<<Flag "PermLogainSecretKnown">>
<<if _FlagReturn is true>>
“Dexter’s got a big mouth,” Logain says, giving you a dark look. “But you surprise me, squirt. Didn’t think you’d be part of his type of crowd?”<br>
<br>
“He says he’s stealing pills from Old Pete, Logain,” you reply. “To pay for it.”<br>
<br>
“And have you taken a close look at those pills?” he says with a little challenge to his tone. “They’re not the over-the-counter kind. Sparkle a bit too much, if you catch my drift.”<br>
<br>
You look back at Logain, studying him. “What are you doing with them?”<br>
<br>
Logain inhales for a moment, considering his words. “Some associates of mine have uses for those type of drugs. They pay in pills. Of another kind.” His blue eyes focus on you, piercing your own. “Including those drugs that help get kids out.”<br>
<br>
<<QuestStatus "Quest41">>
<<if _QuestStatus is "complete">>
You swallow a gulp. Remembering the corn field. “That’s how you get them?”<br>
<<else>>
You swallow a gulp. Remembering the frightened faces in that shack. “That’s how you get them?”<br>
<</if>>
<br>
He nods. “Doesn’t have to be Dexter, either. If you just happen to indulge in some teenage delinquency, squirt, and lift some pills from Old Pete, I’ll trade them for whatever you need.”<br>
<<else>>
“Dexter’s got a big mouth,” Logain says, giving you a dark look. “But you surprise me, squirt. Didn’t think you’d be part of his type of crowd?”<br>
<br>
“He says he’s stealing pills from Old Pete, Logain,” you reply. “To pay for it.”<br>
<br>
“And that is a terrible thing. But I’ve got people who pay good money for that product. If Dexter wants to take the risk of grand theft larceny to buy some of my turnips, I’m not going to reject his stolen goods.”<br>
<br>
“Your turnips?” you ask, raising an eyebrow.<br>
<br>
“That’s all I sell here,” Logain says, grinning. “And don’t be telling anybody otherwise. Else, I might not be able to meet your vegetable needs too.”<br>
<br>
“You think I want your turnips, Logain?”<br>
<br>
You wince as you hear the words out loud. Logain chuckles, but lets it go. “I’m an equal opportunities trader, squirt. If you just happen to indulge in some teenage delinquency and lift some pills from Old Pete, I’ll take them off your hands.”<br>
<</if>>
<<LocationKnownCheck "OldPetesPharmacy">>
<<if _LocationKnownCheck is false>>
<br>
"Old Pete?" you say, narrowing your eyes.<br>
<br>
"Not suffered a runny nose since you moved here, squirt?" Logain asks. "He runs the pharmacy on the town square. The old man can't see too good anymore, but don't let his assistant's tired face fool you. She's sharp when she needs to be."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueUnlock "Logain" "AboutWeed">><<DialogueUnlock "Logain" "AboutPharmacyPills">><<DialogueUnlock "Logain" "GivePills">><<TaskTracker "Task16" "active">><<LocationKnown "OldPetesPharmacy">><<DialogueDone "Logain" "DexterWeed">><</link>>
<<elseif (_CurrentPC is true and $current.female is true) or $current.avatar is "Annie">>
“Dexter’s got a big mouth,” Logain says, giving you a dark look. “And he’s also let the leaf get into his head. Can’t trust a thing he says.”<br>
<br>
“Come on, Logain,” you say. “I can guess what you’re giving him.”<br>
<br>
“Then you don’t need me to say it,” he says, grinning. “Come on, doll. Give me a break. I didn’t get this far by spilling the tea to just anyone.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueUnlock "Logain" "AboutWeed">><<DialogueDone "Logain" "DexterWeed">><</link>>
<<elseif _CurrentPC is true and $current.female is false>>
“Dexter’s got a big mouth,” Logain says, giving you a dark look. “And he’s also let the leaf get into his head. Can’t trust a thing he says.”<br>
<br>
“Come on, Logain,” you say. “I can guess what you’re giving him.”<br>
<br>
“Then you don’t need me to say it,” he says, grinning. “Come on, chief. Give me a break. I didn’t get this far by spilling the tea to just anyone.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueUnlock "Logain" "AboutWeed">><<DialogueDone "Logain" "DexterWeed">><</link>>
<<else>>
“Dexter’s got a big mouth,” Logain says, giving you a dark look. “And he’s also let the leaf get into his head. Can’t trust a thing he says.”<br>
<br>
“Come on, Logain,” you say. “I can guess what you’re giving him.”<br>
<br>
“I wouldn’t be throwing around accusations like that,” he says, letting his smile fade. “Everyone’s got a secret around here. Be a shame if some of them slipped out if those in the know were caught in a tight spot.”<br>
<br>
The grin returns, but it’s thin and pointed.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Logain" "DexterWeed">><</link>>
<</if>>
<<case "AboutTheodore">>
“I saw Theodore come by here the other night,” you tell Logain.<br>
<br>
<<if $current.avatar is "Emily">>
<<Flag "PermLogainSecretKnown">>
<<if _FlagReturn is true>>
He glances at you. For a moment he puffs up his chest, readying a lie. But then he just sighs and grits his teeth. “That shut-in needs to watch his six. Did anyone else see?”<br>
<br>
You shake your head. “I don’t think so.”<br>
<br>
<<QuestStatus "Quest41">>
<<if _QuestStatus is "complete">>
Logain nods, appraising you carefully. “Good. Theodore’s the one making the pills for my clients. Y’know. The scared ones in the fields. Don’t know how he makes them, but anyone who doesn’t take them comes back to Charlton. Sooner or later.”<br>
<<else>>
Logain nods, appraising you carefully. “Good. Theodore’s the one making the pills for my clients. Y’know. The ones desperate enough to run. Don’t know how he makes them, but anyone who doesn’t take them comes back to Charlton. Sooner or later.”<br>
<</if>>
<br>
“What does he give you for them?” you ask.<br>
<br>
“Pills from Old Pete’s pharmacy,” Logain replies. “The sparkling kind. He once said he turns them into a potion that helps a friend. I didn’t ask.” He snorts. “We all have our secrets, squirt.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueUnlock "Logain" "AboutPharmacyPills">><<DialogueDone "Logain" "AboutTheodore">><<QuestOptionUnlock "Quest39" 3 "theodore_logain">><</link>>
<<else>>
He glances at you and puffs up his chest. “Lots of people come and go around here, squirt. You included. And I’m not here every evening. I have some final exams that I need to study very hard for.”<br>
<br>
You sigh. “So you don’t know him?”<br>
<br>
Logain shrugs. “Don’t know everyone. You’d be surprised how many people swing past my greenhouse.” He grins. “Looking for turnips.”<br>
<br>
“Turnips?”<br>
<br>
“That all I sell here, squirt. How many times do I have to tell people that?”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Logain" "AboutTheodore">><</link>>
<</if>>
<<elseif (_CurrentPC is true and $current.female is true) or $current.avatar is "Annie">>
He glances at you and puffs up his chest. “Lots of people come and go around here, doll. I’m not here every evening. I have some final exams that I need to study very hard for.”<br>
<br>
You sigh. “So you don’t know him?”<br>
<br>
Logain shrugs. “Don’t know everyone. You’d be surprised how many people swing past my greenhouse.” He grins. “Looking for turnips.”<br>
<br>
“Turnips?”<br>
<br>
“That all I sell here. How many times do I have to tell people that?”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Logain" "AboutTheodore">><</link>>
<<elseif _CurrentPC is true and $current.female is false>>
He glances at you and puffs up his chest. “Lots of people come and go around here, chief. I’m not here every evening. I have some final exams that I need to study very hard for.”<br>
<br>
You sigh. “So you don’t know him?”<br>
<br>
Logain shrugs. “Don’t know everyone. You’d be surprised how many people swing past my greenhouse.” He grins. “Looking for turnips.”<br>
<br>
“Turnips?”<br>
<br>
“That all I sell here. How many times do I have to tell people that?”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Logain" "AboutTheodore">><</link>>
<<else>>
He glances at you and puffs up his chest. “Lots of people come and go around here. I’m not here every evening.”<br>
<br>
You sigh. “So you don’t know him?”<br>
<br>
Logain shrugs. “Don’t know everyone. Just an honest turnip seller.”<br>
<br>
“Turnips?”<br>
<br>
“That what I sell. How many times do I have to tell people that?”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Logain" "AboutTheodore">><</link>>
<</if>>
<<case "AboutPharmacyPills">>
“What are in those pharmacy pills, then?” you ask Logain. “From Old Pete’s pharmacy?”<br>
<br>
<<if $current.avatar is "Emily">>
<<Flag "PermLogainSecretKnown">>
<<if _FlagReturn is true>>
“I don’t have all the answers, squirt,” Logain replies. “But they come from Palmer. My guess? He mixes them up at the Care Pavilion and sends them to Pete.” He snorts. “I remember seeing an open bottle of them in mother’s medicine cabinet when I was younger.”<br>
<br>
“Seems like a lot for a local doctor to be making,” you comment.<br>
<br>
“You can still get stock standard aspirin from Old Pete, but prescriptions seem to be Palmer’s home brew. Especially if you’re from the fairer sex.”<br>
<br>
“What do you do with them?”<br>
<br>
“Trade them,” he says, shrugging. “For some other pills. That helps my clients stay away from this town. You find yourself in possession of any Mother’s Little Helpers, bring them to me.” Logain takes a deep breath and winces. “I’ve got a backlog of people waiting to jump ship. And they all need those tablets.”<br>
<<else>>
“What do I look like, a chemist?” Logain shakes his head. “People ask for things and I get them. Sometimes they’ve got cash. Sometimes they’ve got other things. And sometimes those other things are valuable to other people. You get it?”<br>
<br>
“But who are those… things… valuable to?” you reply.<br>
<br>
Logain shrugs and snorts. “Asking all the questions I’m paid to avoid. Not much fun to be had around here, squirt. People get their kicks any way they can.” The smile spreads. “Like with my turnips.”<br>
<br>
“They get kicks out of your turnips?” you say, arching an eyebrow.<br>
<br>
“No complaints yet,” Logain murmurs. “Why not give it a try, squirt?” His eyes hold yours just as his eyebrows twitch and the smile fades. “I mean it. You find yourself in possession of any Mother’s Little Helpers, bring them to me. Then we can talk.”<br>
<</if>>
<<LocationKnownCheck "OldPetesPharmacy">>
<<if _LocationKnownCheck is false>>
<br>
"Old Pete?" you say, narrowing your eyes.<br>
<br>
"Not suffered a runny nose since you moved here, squirt?" Logain asks. "He runs the pharmacy on the town square. The old man can't see too good anymore, but don't let his assistant's tired face fool you. She's sharp when she needs to be."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueUnlock "Logain" "GivePills">><<TaskTracker "Task16" "active">><<LocationKnown "OldPetesPharmacy">><<DialogueDone "Logain" "AboutPharmacyPills">><</link>>
<<elseif (_CurrentPC is true and $current.female is true) or $current.avatar is "Annie">>
“Think you’ve mistaken me for a chemist, doll,” Logain grins. “I’m just an honest gardener. Sometimes people are just a bit short of cash for the transaction.”<br>
<br>
“So you trade stolen pills for what?” you challenge the teenager, glancing briefly to the soil. “Turnips?”<br>
<br>
“People love my turnips,” Logain says, flashing his teeth. “And other people need the things I trade them for. You dig?”<br>
<br>
“But why do they need medicine from the pharmacy?” you try.<br>
<br>
Logain shrugs and snorts. “Asking all the questions I’m paid to avoid. Not much fun to be had around here. People get their kicks any way they can.” The smile spreads. “Matter of fact, why not give it a try? You come by any Mother’s Little Helpers, bring them to me. Then we can talk. About turnips.”<br>
<<LocationKnownCheck "OldPetesPharmacy">>
<<if _LocationKnownCheck is false>>
<br>
"Old Pete?" you say, narrowing your eyes.<br>
<br>
"Got a good immune system, have you, doll?" Logain asks. "He runs the pharmacy on the town square. The old man can't see too good anymore, but don't let his assistant's tired face fool you. She's sharp when she needs to be."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueUnlock "Logain" "GivePills">><<TaskTracker "Task16" "active">><<LocationKnown "OldPetesPharmacy">><<DialogueDone "Logain" "AboutPharmacyPills">><</link>>
<<elseif _CurrentPC is true and $current.female is false>>
“Think you’ve mistaken me for a chemist, chief,” Logain replies. “I’m just an honest gardener. And sometimes people are just a bit short of cash for the transaction.”<br>
<br>
“So you trade stolen pills for what?” you challenge the teenager, glancing briefly to the soil. “Turnips?”<br>
<br>
“People love my turnips,” Logain says, flashing his teeth. “And other people need the things I trade them for. You dig?”<br>
<br>
“But why do they need medicine from the pharmacy?”<br>
<br>
Logain shrugs and snorts. “Asking all the questions I’m paid to avoid. Not much fun to be had around here. People get their kicks any way they can.” The smile spreads. “Matter of fact, why not give it a try? You come by any Mother’s Little Helpers, bring them to me. Then we can talk. About turnips.”<br>
<<LocationKnownCheck "OldPetesPharmacy">>
<<if _LocationKnownCheck is false>>
<br>
"Old Pete?" you say, narrowing your eyes.<br>
<br>
"Not got a cut or a scrape since you moved here, chief?" Logain asks. "He runs the pharmacy on the town square. The old man can't see too good anymore, but don't let his assistant's tired face fool you. She's sharp when she needs to be."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueUnlock "Logain" "GivePills">><<TaskTracker "Task16" "active">><<LocationKnown "OldPetesPharmacy">><<DialogueDone "Logain" "AboutPharmacyPills">><</link>>
<<else>>
“No idea,” Logain replies quickly. “You’ve got me mixed up with someone else. I’m just an honest gardener. Minding my turnips.”<br>
<br>
You throw the teenager a look, but he offers you nothing. “You need something else?”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Logain" "AboutPharmacyPills">><</link>>
<</if>>
<<case "AboutWeed">>
“Where do you get the weed from, Logain?” you ask.<br>
<br>
<<if $current.avatar is "Emily">>
<<Flag "PermLogainSecretKnown">>
<<if _FlagReturn is true>>
“Someone out of town,” he murmurs, looking to the entrance briefly. “A guy called Scrumpy Jack. Hangs around a club called the Red Room.”<br>
<br>
“Is it safe?” you ask.<br>
<br>
“As safe as anything around here,” Logain replies. “I don’t partake. But my customers don’t complain.”<br>
<br>
He looks at you, narrowing his eyes. “Why? You interested, squirt? Never took you to be a girl who likes to get high.”<br>
<br>
“I’m just curious, Logain,” you tell him.<br>
<br>
He nods, shrugging his shoulders. “You ever want to push that curiosity, take my advice. Come see me. If you can get your hands on something I need, I’ll get you a bag or two.” He holds your gaze for a long moment, his smile absent. “Don’t go to Jack, squirt. He’s a strange guy.”<br>
<br>
You consider his words, nodding. “What would you want for it?”<br>
<br>
“Just a few low-grade prescription pills,” he says, the grin returning. “From Old Pete’s pharmacy. Got a few clients that need help getting to safer pastures. You’d be surprised what those bottles behind the counter can buy for them.”<br>
<<else>>
“Don’t know what you’re talking about, squirt,” Logain quips quickly. “I just deal in turnips.”<br>
<br>
You sigh. “Fine. Where do you get your turnips from?”<br>
<br>
“Grow them myself,” he says, gesturing to the soil behind him. When you roll your eyes, he sniggers. “Though I think you mean where do the seeds come from? Know a guy. Out of town. Safe enough. Never have any complaints from my regulars.”<br>
<br>
Logain looks at you, narrowing his eyes. “Why? You interested in my turnip, squirt?”<br>
<br>
“I’m just curious, Logain,” you tell him.<br>
<br>
He nods, shrugging his shoulders. “You ever want to push that curiosity, come see me.”<br>
<br>
You consider his words, nodding. “What would you want for it?”<br>
<br>
“Just a bit of medicine,” he says, the grin returning. “From Old Pete’s pharmacy. Be surprised what those bottles behind the counter can buy.”<br>
<br>
“You want me to steal for you?” you say, shaking your head.<br>
<br>
Logain shrugs. “Your choice, squirt. That’s the price of business in here.”<br>
<</if>>
<<LocationKnownCheck "OldPetesPharmacy">>
<<if _LocationKnownCheck is false>>
<br>
"Old Pete?" you say, narrowing your eyes.<br>
<br>
"Not suffered a runny nose since you moved here, squirt?" Logain asks. "He runs the pharmacy on the town square. The old man can't see too good anymore, but don't let his assistant's tired face fool you. She's sharp when she needs to be."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueUnlock "Logain" "GivePills">><<TaskTracker "Task16" "active">><<LocationKnown "OldPetesPharmacy">><<DialogueDone "Logain" "AboutWeed">><</link>>
<<elseif (_CurrentPC is true and $current.female is true) or $current.avatar is "Annie">>
“Don’t know what you’re talking about, doll,” Logain quips quickly. “I just deal in turnips.”<br>
<br>
You sigh. “Fine. Where do you get your turnips from?”<br>
<br>
“Grow them myself,” he says, gesturing to the soil behind him. When you roll your eyes, he sniggers. “Though I think you mean where do the seeds come from? Know a guy. Out of town. Safe enough. Never have any complaints from my regulars.”<br>
<br>
<<if $current.avatar is "Annie">>
Logain looks at you, narrowing his eyes. “Why? You interested? Didn’t think that would be your sort of thing, CCO.”<br>
<<else>>
Logain looks at you, narrowing his eyes. “Why? You interested in trying my turnips?”<br>
<</if>>
<br>
“I’m just curious, Logain,” you tell him.<br>
<br>
He nods, shrugging his shoulders. “You ever want to push that curiosity, come see me.”<br>
<br>
You consider his words, nodding. “What would you want for it?”<br>
<br>
“Just a bit of medicine,” he says, the grin returning. “From Old Pete’s pharmacy. Be surprised what those bottles behind the counter can buy.”<br>
<br>
“You want me to steal for you?” you say, shaking your head.<br>
<br>
Logain shrugs. “Your choice, doll. That’s the price of business in here.”<br>
<<LocationKnownCheck "OldPetesPharmacy">>
<<if _LocationKnownCheck is false>>
<br>
"Old Pete?" you say, narrowing your eyes.<br>
<br>
"Got a good immune system, have you, doll?" Logain asks. "He runs the pharmacy on the town square. The old man can't see too good anymore, but don't let his assistant's tired face fool you. She's sharp when she needs to be."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueUnlock "Logain" "GivePills">><<TaskTracker "Task16" "active">><<LocationKnown "OldPetesPharmacy">><<DialogueDone "Logain" "AboutWeed">><</link>>
<<elseif _CurrentPC is true and $current.female is false>>
“Don’t know what you’re talking about, chief,” Logain quips quickly. “I just deal in turnips.”<br>
<br>
You sigh. “Fine. Where do you get your turnips from?”<br>
<br>
“Grow them myself,” he says, gesturing to the soil behind him. When you roll your eyes, he sniggers. “Though I think you mean where do the seeds come from? Know a guy. Out of town. Safe enough. Never have any complaints from my regulars.”<br>
<br>
Logain looks at you, narrowing his eyes. “Why? You interested?”<br>
<br>
“I’m just curious,” you tell him.<br>
<br>
He nods, shrugging his shoulders. “You ever want to push that curiosity, come see me.”<br>
<br>
You consider his words, nodding. “What would you want for it?”<br>
<br>
“Just a bit of medicine,” he says, the grin returning. “From Old Pete’s pharmacy. Be surprised what those bottles behind the counter can buy.”<br>
<br>
“You want me to steal for you?” you say, shaking your head.<br>
<br>
Logain shrugs. “Your choice, chief. That’s the price of business in here.”<br>
<<LocationKnownCheck "OldPetesPharmacy">>
<<if _LocationKnownCheck is false>>
<br>
"Old Pete?" you say, narrowing your eyes.<br>
<br>
"Not got a cut or a scrape since you moved here, chief?" Logain asks. "He runs the pharmacy on the town square. The old man can't see too good anymore, but don't let his assistant's tired face fool you. She's sharp when she needs to be."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueUnlock "Logain" "GivePills">><<TaskTracker "Task16" "active">><<LocationKnown "OldPetesPharmacy">><<DialogueDone "Logain" "AboutWeed">><</link>>
<<else>>
“Don’t know what you’re talking about,” Logain says quickly. “I just deal in turnips.”<br>
<br>
You sigh. “Fine. Where do you get your turnips from?”<br>
<br>
“Grow them myself,” he says, gesturing to the soil behind him. You roll your eyes, but he doesn’t react. He instead stares back at you, watching carefully.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Logain" "AboutWeed">><</link>>
<</if>>
<<case "SuppressBracelet">>
“This is going to sound funny,” you begin. “But do you know of any way to suppress urges? Without giving into them?”<br>
<br>
<<if $current.avatar is "Emily">>
Logain stares back at you, eyes squinting. His eyes hold yours for a long moment, studying and calculating. When you don’t react, he sniggers. “You’d be surprised, squirt. That’s not actually the craziest thing I’ve been asked for.”<br>
<br>
<<Flag "PermLogainSecretKnown">>
<<if _FlagReturn is true>>
“It’s mystical, Logain,” you mutter. “Hard to explain.”<br>
<br>
“I figured,” he retorts. “And more surprising, I’ve heard something similar before. I might even know a guy.”<br>
<br>
“Really?” you ask. “Who?”<br>
<br>
“Client confidentiality and all, squirt. Let me guess, though? You feel compelled to act in certain ways. Indulge certain desires. Am I warm?”<br>
<br>
You stare back at him before nodding. His smile slips from his face and actually is replaced by a sigh. “This town,” he mutters.<br>
<br>
“Can’t get it for free,” he continues after consideration. “This guy. He needs something to help. Pills. From Old Pete’s pharmacy. Special ones.”<br>
<br>
“You want me to steal for you?” you say, shaking your head.<br>
<br>
Logain shrugs. “Can’t do much without them. You get those, and I can talk to my guy. He should be able to get you something to calm those impulses.”<br>
<br>
You wait for the expected quip from Logain, but it doesn’t come. Instead, he looks back at you with complete concern.<br>
<<LocationKnownCheck "OldPetesPharmacy">>
<<if _LocationKnownCheck is false>>
<br>
"Old Pete?" you say, narrowing your eyes.<br>
<br>
"Not suffered a runny nose since you moved here, squirt?" Logain asks. "He runs the pharmacy on the town square. The old man can't see too good anymore, but don't let his assistant's tired face fool you. She's sharp when she needs to be."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueUnlock "Logain" "GivePills">><<TaskTracker "Task16" "active">><<LocationKnown "OldPetesPharmacy">><<SetFlag "TempLogainPillsForSuppressant">><<DialogueDone "Logain" "SuppressBracelet">><</link>>
<<else>>
“Really?” you ask. “By who?”<br>
<br>
Logain shakes his head. “Can’t answer that. Client confidentiality and all. But I might be able to help. You’d be surprised how mellow my turnips make you feel.”<br>
<br>
You sigh. “I wasn’t exactly looking to get high, Logain.”<br>
<br>
“Who said anything about that?” Logain says, flashing you a smile. “But if we were talking something similar, it would take the edge off whatever crazy you’re trying to take care of.”<br>
<br>
The teenager holds your gaze as his grin grows wide. It’s not exactly what you are looking for, but it might just help to appease the bracelet.<br>
<br>
“What would you want for it?”<br>
<br>
“Just a bit of medicine,” he says, the grin returning. “From Old Pete’s pharmacy. Be surprised what those bottles behind the counter can buy.”<br>
<br>
“You want me to steal for you?” you say, shaking your head.<br>
<br>
Logain shrugs. “Your choice, squirt. That’s the price of business in here.”<br>
<<LocationKnownCheck "OldPetesPharmacy">>
<<if _LocationKnownCheck is false>>
<br>
"Old Pete?" you say, narrowing your eyes.<br>
<br>
"Not suffered a runny nose since you moved here, squirt?" Logain asks. "He runs the pharmacy on the town square. The old man can't see too good anymore, but don't let his assistant's tired face fool you. She's sharp when she needs to be."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueUnlock "Logain" "GivePills">><<TaskTracker "Task16" "active">><<LocationKnown "OldPetesPharmacy">><<DialogueDone "Logain" "SuppressBracelet">><</link>>
<</if>>
<<elseif (_CurrentPC is true and $current.female is true) or $current.avatar is "Annie">>
Logain stares back at you, eyes squinting. Then he sniggers. “You’d be surprised, doll. That’s not actually the craziest thing I’ve been asked for.”<br>
<br>
“Really?” you ask. “By who?”<br>
<br>
Logain shakes his head. “Can’t answer that. Client confidentiality and all. But I might be able to help. You’d be surprised how mellow my turnips make you feel.”<br>
<br>
You sigh. “I wasn’t exactly looking to get high.”<br>
<br>
“Who said anything about that?” Logain says, flashing you a smile. “But if we were talking something similar, it would take the edge off whatever crazy you’re trying to take care of.”<br>
<br>
The teenager holds your gaze as his grin grows wide. It’s not exactly what you are looking for, but it might just help to appease the bracelet.<br>
<br>
“What would you want for it?”<br>
<br>
“Just a bit of medicine,” he says, the grin returning. “From Old Pete’s pharmacy. Be surprised what those bottles behind the counter can buy.”<br>
<br>
“You want me to steal for you?” you say, shaking your head.<br>
<br>
Logain shrugs. “Your choice, doll. That’s the price of business in here.”<br>
<<LocationKnownCheck "OldPetesPharmacy">>
<<if _LocationKnownCheck is false>>
<br>
"Old Pete?" you say, narrowing your eyes.<br>
<br>
"Got a good immune system, have you, doll?" Logain asks. "He runs the pharmacy on the town square. The old man can't see too good anymore, but don't let his assistant's tired face fool you. She's sharp when she needs to be."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueUnlock "Logain" "GivePills">><<TaskTracker "Task16" "active">><<LocationKnown "OldPetesPharmacy">><<DialogueDone "Logain" "SuppressBracelet">><</link>>
<<elseif _CurrentPC is true and $current.female is false>>
Logain stares back at you, eyes squinting. Then he sniggers. “You’d be surprised, chief. That’s not actually the craziest thing I’ve been asked for.”<br>
<br>
“Really?” you ask. “By who?”<br>
<br>
Logain shakes his head. “Can’t answer that. Client confidentiality and all. But I might be able to help. You’d be surprised how mellow my turnips make you feel.”<br>
<br>
You sigh. “I wasn’t exactly looking to get high.”<br>
<br>
“Who said anything about that?” Logain says, flashing you a smile. “But if we were talking something similar, it would take the edge off whatever crazy you’re trying to take care of.”<br>
<br>
The teenager holds your gaze as his grin grows wide. It’s not exactly what you are looking for, but it might just help to appease the bracelet.<br>
<br>
“What would you want for it?”<br>
<br>
“Just a bit of medicine,” he says, the grin returning. “From Old Pete’s pharmacy. Be surprised what those bottles behind the counter can buy.”<br>
<br>
“You want me to steal for you?” you say, shaking your head.<br>
<br>
Logain shrugs. “Your choice, chief. That’s the price of business in here.”<br>
<<LocationKnownCheck "OldPetesPharmacy">>
<<if _LocationKnownCheck is false>>
<br>
"Old Pete?" you say, narrowing your eyes.<br>
<br>
"Not got a cut or a scrape since you moved here, chief?" Logain asks. "He runs the pharmacy on the town square. The old man can't see too good anymore, but don't let his assistant's tired face fool you. She's sharp when she needs to be."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueUnlock "Logain" "GivePills">><<TaskTracker "Task16" "active">><<LocationKnown "OldPetesPharmacy">><<DialogueDone "Logain" "SuppressBracelet">><</link>>
<<else>>
Logain stares back at you, eyes squinting. “Weird ask,” he mutters. “Sounds like you need more than turnips.”<br>
<br>
“I would think that’s obvious,” you reply.<br>
<br>
The teenager snorts. “Then go see a Doctor or Old Pete. Dunno why you think an amateur gardener can help you out.”<br>
<br>
The smile returns, but it’s thin. Almost challenging. His eyes flick to the entrance and he makes sure you see it.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Logain" "SuppressBracelet">><</link>>
<</if>>
<<case "GiveMedicine">>
“I managed to get hold of this,” you say to Logain, taking out the medicine bottle and handing it to him.<br>
<br>
<<if $current.avatar is "Emily">>
“Never thought you had it in you, squirt,” Logain replies, taking the bottle from you.<br>
<br>
<<Flag "TempLogainPillsForSuppressant">>
<<if _FlagReturn is true>>
“You think you could give that to your guy?” you ask.<br>
<br>
<<LogainGreenhouseNextCalc>>
Logain looks up, pocketing the bottle. “Didn’t think you’d have it in you, squirt. Sure. I can talk to him. Might take some time, though. Should have something for you next <<print _LogainGreenhouseNextCalc>>.”<br>
<br>
“You can’t get it sooner?” you say, wincing.<br>
<br>
“Take it or leave it,” Logain replies. “Sorry. ‘course, if you’ll settle for turnips, I can give that to you now. Not exactly what my guy can give you, but it will take the edge off whatever is going on.”<br>
<br>
“Turnips?”<br>
<br>
“Weed, squirt. You need it spelt out?”<br>
<br>
Logain looks back at you, waiting for a response. How much do you need something to help with the bracelet, and do you want to smoke weed to satisfy it?<br>
<Br>
<<ActionsHeader>>
<<link "Tell him to talk to his guy" "LogainDialogue">><<set $LogainDialogue to "TalkToGuy">><<DailyVariableAdd "TempLogainWaitingOnGuy">><<GiveObjectNPC "Logain" "OldPeteMedicine">><</link>><br>
<<link "Take the weed" "LogainDialogue">><<set $LogainDialogue to "TakeWeed">><<GiveObjectNPC "Logain" "OldPeteMedicine">><<InventoryCheckNPC "Logain" "LogainWeed">><<if _InventoryCheckNPC is false>><<AddObjectNPC "Logain" "LogainWeed">><</if>><<TakeObjectNPC "Logain" "LogainWeed">><</link>>
<<else>>
“I’ll take the… turnips,” you mutter.<br>
<br>
Logain nods, solemn and slow. He moves over to a stack of pots and slides them to one side. A moment later, there’s a bag of green grass in his hand.<br>
<br>
You stare down at the pack. It sparkles with yellow-amber magic, particles glittering from within.<br>
<br>
“Take it easy with that stuff,” Logain says as you take it from him. “Been told it’s potent. And don’t let the well-to-do lot catch you with it.” A snort. “Sergeant Clancy has a bee in his bonnet about recreational fun.”<br>
<br>
With a final glance at the package, you put it away. If you want to use it, best to do it with your window open in your bedroom. Away from the eyes and ears of Charlton.<br>
<br>
“You get a taste of it, you know what to get me,” Logain tells you.<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<GiveObjectNPC "Logain" "OldPeteMedicine">><<InventoryCheckNPC "Logain" "LogainWeed">><<if _InventoryCheckNPC is false>><<AddObjectNPC "Logain" "LogainWeed">><</if>><<TakeObjectNPC "Logain" "LogainWeed">><</link>>
<</if>>
<<else>>
“I’ll take the… turnips,” you mutter.<br>
<br>
Logain nods, solemn and slow. He moves over to a stack of pots and slides them to one side. A moment later, there’s a bag of green grass in his hand.<br>
<br>
<<if $current.female is true>>
You stare down at the pack. It sparkles with yellow-amber magic, particles glittering from within.<br>
<<else>>
You stare down at the pack. It looks green and dark. You’re not an expert, but it looks normal to you.<br>
<</if>>
<br>
“Take it easy with that stuff,” Logain says as you take it from him. “Been told it’s potent. And don’t let the well-to-do lot catch you with it.” A snort. “Sergeant Clancy has a bee in his bonnet about recreational fun.”<br>
<br>
With a final glance at the package, you put it away. If you want to use it, best to do it with your window open in your bedroom. Away from the eyes and ears of Charlton.<br>
<br>
“You get a taste of it, you know what to get me,” Logain tells you.<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<GiveObjectNPC "Logain" "OldPeteMedicine">><<InventoryCheckNPC "Logain" "LogainWeed">><<if _InventoryCheckNPC is false>><<AddObjectNPC "Logain" "LogainWeed">><</if>><<TakeObjectNPC "Logain" "LogainWeed">><</link>>
<</if>>
<<case "TalkToGuy">>
“I can wait until then,” you say.<br>
<br>
Logain nods. “Okay. I’ll make some calls. Just keep it in mind, squirt. My guy continually asks for those pills. That means, it’s just a temporary fix.” Logain actually winces when he meets your eye. “If this is a long-term thing you’re suffering with, it’s not going to cut it.”<br>
<br>
You nod, matching his grimace. “Thanks for the warning.”<br>
<br>
“My pleasure,” he replies. “You get more of those, I can keep asking him to help.”<br>
<br>
You nod once more. This time, Logain just watches you with concern.<br>
<br>
<<LogainGreenhouseNextCalc>>
“Like I said. Come by <<print _LogainGreenhouseNextCalc>>.”<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<SetFlag "LogainTempWaitingOnGuy">><</link>>
<<case "TakeWeed">>
“I’ll take the… turnips,” you mutter.<br>
<br>
Logain nods, solemn and slow. He moves over to a stack of pots and slides them to one side. A moment later, there’s a bag of green grass in his hand.<br>
<br>
<<if $current.female is true>>
You stare down at the pack. It sparkles with yellow-amber magic, particles glittering from within.<br>
<<else>>
You stare down at the pack. It looks green and dark. You’re not an expert, but it looks normal to you.<br>
<</if>>
<br>
“Take it easy with that stuff,” Logain says as you take it from him. “Been told it’s potent. And don’t let the well-to-do lot catch you with it.” A snort. “Sergeant Clancy has a bee in his bonnet about recreational fun.”<br>
<br>
With a final glance at the package, you put it away. If you want to use it, best to do it with your window open in your bedroom. Away from the eyes and ears of Charlton.<br>
<br>
“You get a taste of it, you know what to get me,” Logain tells you.<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "SeenGuy">>
“Have you managed to speak to your guy?” you say. “About that medicine.”<br>
<br>
“Ask and you shall receive,” Logain comments, reaching into his jacket and taking out a bottle. He throws it to you. “He said to drink it all. At once.”<br>
<br>
You feel your hands shaking as you struggle to open the stopper. You look inside, seeing liquid glowing with magical energy. You take a deep breath and knock it back. The liquid is warm, slightly thick and sweet to the taste.<br>
<br>
As you swallow, you feel magical energies bubbling out of the liquid. Like a fizzy drink, it feels like bubbles are bursting inside your body.<<if $current.female is true>> But instead of being ingested into your own arcane reserves, you look down and see through your mind’s eye the magical particles fluttering towards the bracelet.<</if>><br>
<br>
One of the jewels in the bracelet. Yellow-amber gas swirls inside it, wrapping around as it finds the edges of the gem. You feel the bracelet pulsate as the charge takes hold.<br>
<br>
“Hit the spot?” Logain says, smirking.<br>
<br>
You nod. “For now.”<br>
<br>
Logain nods. His smirk drains from his face as he watches. “You need some more, you know where to find me.”<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<SetFlag "LogainTempWaitingOnGuy" false>><<BraceletCharge 1>><</link>>
<<case "WeedKillerAsk">>
“I need a favour,” you tell Logain. “Is there anywhere you can get some weed killer from?”<br>
<br>
<<NPCLocationCheck "Logain">>
<<if $current.avatar is "Emily">>
“Didn’t see you with greenhands, squirt,” Logain replies. “Or is a jock’s car going to see how it can act like paint stripper?”<br>
<br>
<<Flag "PermLogainSecretKnown">>
<<if _FlagReturn is true>>
“I need it to help with our shared problem,” you tell him. “There’s a tree. That needs to be put out of its misery.”<br>
<br>
Logain casts you a look. “This tree isn’t encased in glass, now is it squirt?”<br>
<br>
You return the stare. “Might be. Why?”<br>
<br>
“My friend,” Logain murmurs. “Who provides my clients with medicines. He doesn’t say much. So when he does, I take notice. Palmer’s nursing home and that tree are at the forefront of his mind. And at the centre of whatever he does to get me what I need.”<br>
<br>
You stare back at Logain, considering his words. You need to stop the teacher’s amulets, but do you want to damn what he’s doing by doing it?<br>
<br>
<<if _NPCLocationCheck is "CharltonAllotmentLogainGreenhouse">>
Without waiting for a reply, Logain reaches under the wooden bench and moves a tin can across the rough floor with a screech. “Here you go. Just be careful with it.” He stares at you for a beat. “There’s a lot of people banking on those pills, squirt.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Logain" "WeedKillerAsk">><<TakeObjectNPC "Logain" "WeedKiller">><</link>>
<<else>>
“You still want to go ahead with your gardening,” Logain continues, bringing you from your thoughts. “Come see me at my greenhouse. Got what you need, there.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<LocationKnown "TownSquare">><<LocationKnown "CharltonAllotment">><<LocationKnown "CharltonAllotmentLogainGreenhouse">><</link>>
<</if>>
<<else>>
“I need it to help with something,” you tell him. “Gardening. At home.”<br>
<br>
Logain casts you a look. “You live down by the school, don’t you? Didn’t think those houses had gardens.”<br>
<br>
<<if _NPCLocationCheck is "CharltonAllotmentLogainGreenhouse">>
He watches you for a reaction. When you don’t respond, he snorts. “Fine. Not one to pry. Just make sure it doesn’t end up spread over my turnips.”<br>
<br>
Logain stretches a foot out underneath the wooden bench nearby and pushes a rusty tin can across the floor with a screech. “That enough for your gardening?”<br>
<br>
You nod, but when you step forward to pick it up Logain slides it back. “Not so fast, squirt. Not in the habit of doing favours for free. Gonna’ need something before I let you have it.”<br>
<<else>>
He watches you for a reaction. When you don’t respond, he snorts. “Fine. Not one to pry. But no questions asked? That’ll cost you.”<br>
<</if>>
<br>
“What do you want?” you reply, sighing.<br>
<br>
Logain studies you with interest. “Got a few clients waiting on a few things. If you can help me out, I can help you out. You get it?”<br>
<br>
“And what precisely are your clients after?” you try.<br>
<br>
“Some of Old Pete’s pills,” Logain says, grinning. “From his pharmacy. On the shelves behind the counter, he keeps bottles full of sweeties that are hard to come by.”<br>
<br>
“You want me to steal prescription medicine?” you say, incredulously.<br>
<br>
<<if _NPCLocationCheck is "CharltonAllotmentLogainGreenhouse">>
“I didn’t use the s word, squirt,” he replies. “You get them however you like. But you want some weed killer, you get your hands on some of those dusty bottles.” Logain grins. “When you do, bring them here. Got some premium killer hidden there that should help with weeds.”<br>
<<else>>
“I didn’t use the s word, squirt,” he replies. “You get them however you like. But you want some weed killer, you get your hands on some of those dusty bottles.” Logain grins. “When you do, come see me at my greenhouse. In the allotment just behind the town square. Got some premium killer hidden there that should help with weeds.”<br>
<</if>>
<<LocationKnownCheck "OldPetesPharmacy">>
<<if _LocationKnownCheck is false>>
<br>
"Old Pete?" you say, narrowing your eyes.<br>
<br>
"Not suffered a runny nose since you moved here, squirt?" Logain asks. "He runs the pharmacy on the town square. The old man can't see too good anymore, but don't let his assistant's tired face fool you. She's sharp when she needs to be."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Logain" "WeedKillerAsk">><<DialogueUnlock "Logain" "GivePillsWeedKiller">><<HintsActive "LogainGreenhouse">><<TaskTracker "Task16" "active">><<LocationKnown "TownSquare">><<LocationKnown "CharltonAllotment">><<LocationKnown "CharltonAllotmentLogainGreenhouse">><<LocationKnown "OldPetesPharmacy">><</link>>
<</if>>
<<elseif $current.avatar is "Annie">>
“Didn’t take you for someone with greenhands, doll,” Logain replies. “You sure you want to blemish those dainty hands with manual labour?”<br>
<br>
“Just got some problems with some weeds,” you mutter, hearing how unconvincing you sound.<br>
<br>
Logain casts you a look. “Don’t you live off Avian Lane in a flat? Didn’t know that weeds were such an issue in a place like that.”<br>
<br>
<<if _NPCLocationCheck is "CharltonAllotmentLogainGreenhouse">>
He watches you for a reaction. When you don’t respond, he snorts. “Fine. Not one to pry. Just make sure it doesn’t end up spread over my turnips.”<br>
<br>
Logain stretches a foot out underneath the wooden bench nearby and pushes a rusty tin can across the floor with a screech. “That enough for your weeds?”<br>
<br>
You nod, but when you step forward to pick it up Logain slides it back. “Not so fast, doll. Not in the habit of doing favours for free. Gonna’ need something before I let you have it.”<br>
<<else>>
He watches you carefully, but when it’s clear you aren’t going to embellish he snorts. “Fine. Not one to pry. But no questions asked? That’ll cost you.”<br>
<</if>>
<br>
“What do you want?” you reply, sighing.<br>
<br>
Logain studies you with interest. “Got a few clients waiting on a few things. If you can help me out, I can help you out. You get it?”<br>
<br>
“And what precisely are your clients after?” you try.<br>
<br>
“Some of Old Pete’s pills,” Logain says, grinning. “From his pharmacy. On the shelves behind the counter, he keeps bottles full of sweeties that are hard to come by.”<br>
<br>
“You want me to steal prescription medicine?” you say, incredulously.<br>
<br>
<<if _NPCLocationCheck is "CharltonAllotmentLogainGreenhouse">>
“I didn’t use the s word, doll,” he replies. “You get them however you like. But you want some weed killer, you get your hands on some of those dusty bottles.” Logain grins. “When you do, bring them here. Got some premium killer hidden there that should help with weeds.”<br>
<<else>>
“I didn’t use the s word, doll,” he replies. “You get them however you like. But you want some weed killer, you get your hands on some of those dusty bottles.” Logain grins. “When you do, come see me at my greenhouse. In the allotment just behind the town square. Got some premium killer hidden there that should help with weeds.”<br>
<</if>>
<<LocationKnownCheck "OldPetesPharmacy">>
<<if _LocationKnownCheck is false>>
<br>
"Old Pete?" you say, narrowing your eyes.<br>
<br>
"Got a good immune system, have you, doll?" Logain asks. "He runs the pharmacy on the town square. The old man can't see too good anymore, but don't let his assistant's tired face fool you. She's sharp when she needs to be."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Logain" "WeedKillerAsk">><<DialogueUnlock "Logain" "GivePillsWeedKiller">><<HintsActive "LogainGreenhouse">><<TaskTracker "Task16" "active">><<LocationKnown "TownSquare">><<LocationKnown "CharltonAllotment">><<LocationKnown "CharltonAllotmentLogainGreenhouse">><<LocationKnown "OldPetesPharmacy">><</link>>
<<elseif _CurrentPC is true and $current.female is true>>
“Didn’t take you for someone with greenhands, doll,” Logain replies. “You sure you want to blemish those delicate hands with manual labour?”<br>
<br>
“Just got some problems with some weeds,” you mutter, hearing how unconvincing you sound.<br>
<br>
Logain casts you a look. “You live down by the school, don’t you? Didn’t think those houses had gardens.”<br>
<br>
<<if _NPCLocationCheck is "CharltonAllotmentLogainGreenhouse">>
He watches you for a reaction. When you don’t respond, he snorts. “Fine. Not one to pry. Just make sure it doesn’t end up spread over my turnips.”<br>
<br>
Logain stretches a foot out underneath the wooden bench nearby and pushes a rusty tin can across the floor with a screech. “That enough for your weeds?”<br>
<br>
You nod, but when you step forward to pick it up Logain slides it back. “Not so fast, doll. Not in the habit of doing favours for free. Gonna’ need something before I let you have it.”<br>
<<else>>
He watches you carefully, but when it’s clear you aren’t going to embellish he snorts. “Fine. Not one to pry. But no questions asked? That’ll cost you.”<br>
<</if>>
<br>
“What do you want?” you reply, sighing.<br>
<br>
Logain studies you with interest. “Got a few clients waiting on a few things. If you can help me out, I can help you out. You get it?”<br>
<br>
“And what precisely are your clients after?” you try.<br>
<br>
“Some of Old Pete’s pills,” Logain says, grinning. “From his pharmacy. On the shelves behind the counter, he keeps bottles full of sweeties that are hard to come by.”<br>
<br>
“You want me to steal prescription medicine?” you say, incredulously.<br>
<br>
<<if _NPCLocationCheck is "CharltonAllotmentLogainGreenhouse">>
“I didn’t use the s word, doll,” he replies. “You get them however you like. But you want some weed killer, you get your hands on some of those dusty bottles.” Logain grins. “When you do, bring them here. Got some premium killer hidden there that should help with weeds.”<br>
<<else>>
“I didn’t use the s word, doll,” he replies. “You get them however you like. But you want some weed killer, you get your hands on some of those dusty bottles.” Logain grins. “When you do, come see me at my greenhouse. In the allotment just behind the town square. Got some premium killer hidden there that should help with weeds.”<br>
<</if>>
<<LocationKnownCheck "OldPetesPharmacy">>
<<if _LocationKnownCheck is false>>
<br>
"Old Pete?" you say, narrowing your eyes.<br>
<br>
"Got a good immune system, have you, doll?" Logain asks. "He runs the pharmacy on the town square. The old man can't see too good anymore, but don't let his assistant's tired face fool you. She's sharp when she needs to be."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Logain" "WeedKillerAsk">><<DialogueUnlock "Logain" "GivePillsWeedKiller">><<HintsActive "LogainGreenhouse">><<TaskTracker "Task16" "active">><<LocationKnown "TownSquare">><<LocationKnown "CharltonAllotment">><<LocationKnown "CharltonAllotmentLogainGreenhouse">><<LocationKnown "OldPetesPharmacy">><</link>>
<<elseif _CurrentPC is true and $current.female is false>>
“Didn’t take you for someone with greenhands, chief,” Logain replies. “You sure you want to blemish those typing hands with manual labour?”<br>
<br>
“Just got some problems with some weeds,” you mutter, hearing how unconvincing you sound.<br>
<br>
Logain casts you a look. “You live down by the school, don’t you? Didn’t think those houses had gardens.”<br>
<br>
<<if _NPCLocationCheck is "CharltonAllotmentLogainGreenhouse">>
He watches you for a reaction. When you don’t respond, he snorts. “Fine. Not one to pry. Just make sure it doesn’t end up spread over my turnips.”<br>
<br>
Logain stretches a foot out underneath the wooden bench nearby and pushes a rusty tin can across the floor with a screech. “That enough for your weeds?”<br>
<br>
You nod, but when you step forward to pick it up Logain slides it back. “Not so fast, chief. Not in the habit of doing favours for free. Gonna’ need something before I let you have it.”<br>
<<else>>
He watches you carefully, but when it’s clear you aren’t going to embellish he snorts. “Fine. Not one to pry. But no questions asked? That’ll cost you.”<br>
<</if>>
<br>
“What do you want?” you reply, sighing.<br>
<br>
Logain studies you with interest. “Got a few clients waiting on a few things. If you can help me out, I can help you out. You get it?”<br>
<br>
“And what precisely are your clients after?” you try.<br>
<br>
“Some of Old Pete’s pills,” Logain says, grinning. “From his pharmacy. On the shelves behind the counter, he keeps bottles full of sweeties that are hard to come by.”<br>
<br>
“You want me to steal prescription medicine?” you say, incredulously.<br>
<br>
<<if _NPCLocationCheck is "CharltonAllotmentLogainGreenhouse">>
“I didn’t use the s word, chief,” he replies. “You get them however you like. But you want some weed killer, you get your hands on some of those dusty bottles.” Logain grins. “When you do, bring them here. Got some premium killer hidden there that should help with weeds.”<br>
<<else>>
“I didn’t use the s word, chief,” he replies. “You get them however you like. But you want some weed killer, you get your hands on some of those dusty bottles.” Logain grins. “When you do, come see me at my greenhouse. In the allotment just behind the town square. Got some premium killer hidden there that should help with weeds.”<br>
<</if>>
<<LocationKnownCheck "OldPetesPharmacy">>
<<if _LocationKnownCheck is false>>
<br>
"Old Pete?" you say, narrowing your eyes.<br>
<br>
"Not got a cut or a scrape since you moved here, chief?" Logain asks. "He runs the pharmacy on the town square. The old man can't see too good anymore, but don't let his assistant's tired face fool you. She's sharp when she needs to be."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Logain" "WeedKillerAsk">><<DialogueUnlock "Logain" "GivePillsWeedKiller">><<HintsActive "LogainGreenhouse">><<TaskTracker "Task16" "active">><<LocationKnown "TownSquare">><<LocationKnown "CharltonAllotment">><<LocationKnown "CharltonAllotmentLogainGreenhouse">><<LocationKnown "OldPetesPharmacy">><</link>>
<<else>>
“Not sure I follow,” Logain tells you.<br>
<br>
“Weed killer,” you reply. “You know what that is, don’t you?”<br>
<br>
Logain smirks, shaking his head slightly. “Yeah, I follow that. What’s strange is why you’re asking me.”<br>
<br>
“You seem to be a guy who can get things.”<br>
<br>
“I’m flattered, truly.” The smirk remains, but he’s now watching you with suspicion. “But I’m just a spoiled rich kid, after some teenage kicks. Can’t help you, I’m afraid.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<case "GivePillsWeedKiller">>
You take out the pills and shake the bottle in front of Logain. “Got you these.”<br>
<br>
<<if $current.avatar is "Emily">>
His eyes hang on the bottle as his lips twitch. “Didn’t think you had it in you, squirt.”<br>
<br>
Logain reaches to take them from you, but you hold them back and return his grin. “Not so fast, Logain. Weed killer. As a trade.”<br>
<br>
The smile on his face remains, but now his eyebrows twitch. Wordlessly, he scoops out a tin can from underneath the bench. “Here you go. Just be careful with it.”<br>
<br>
<<Flag "PermLogainSecretKnown">>
<<if _FlagReturn is true>>
He stares at you for a beat, holding your gaze. “There’s a lot of people banking on things that come from nature, squirt.”<br>
<br>
You pick up the can, just as he takes the pills.<br>
<<else>>
He stares at you for a beat before shrugging. You pick up the can, just as he takes the pills.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Logain" "GivePillsWeedKiller">><<TakeObjectNPC "Logain" "WeedKiller">><<GiveObjectNPC "Logain" "OldPeteMedicine">><</link>>
<<elseif $current.avatar is "Annie">>
His eyes hang on the bottle as his lips twitch. “Didn’t think you had it in you, doll.”<br>
<br>
Logain reaches to take them from you, but you hold them back and return his grin. “Not so fast, Logain. Weed killer. As a trade.”<br>
<br>
The smile on his face remains, but now his eyebrows twitch. Wordlessly, he scoops out a tin can from underneath the bench. “Here you go. Just be careful with it.”<br>
<br>
He stares at you for a beat before shrugging. You pick up the can, just as he takes the pills.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Logain" "GivePillsWeedKiller">><<TakeObjectNPC "Logain" "WeedKiller">><<GiveObjectNPC "Logain" "OldPeteMedicine">><</link>>
<<elseif _CurrentPC is true and $current.female is true>>
His eyes hang on the bottle as his lips twitch. “Full of surprises, aren’t you doll?”<br>
<br>
Logain reaches to take them from you, but you hold them back and return his grin. “Not so fast, Logain. Weed killer. As a trade.”<br>
<br>
The smile on his face remains, but now his eyebrows twitch. Wordlessly, he scoops out a tin can from underneath the bench. “Here you go. Just be careful with it.”<br>
<br>
He stares at you for a beat before shrugging. You pick up the can, just as he takes the pills.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Logain" "GivePillsWeedKiller">><<TakeObjectNPC "Logain" "WeedKiller">><<GiveObjectNPC "Logain" "OldPeteMedicine">><</link>>
<<elseif _CurrentPC is true and $current.female is false>>
His eyes hang on the bottle as his lips twitch. “Full of surprises, aren’t you chief?”<br>
<br>
Logain reaches to take them from you, but you hold them back and return his grin. “Not so fast, Logain. Weed killer. As a trade.”<br>
<br>
The smile on his face remains, but now his eyebrows twitch. Wordlessly, he scoops out a tin can from underneath the bench. “Here you go. Just be careful with it.”<br>
<br>
He stares at you for a beat before shrugging. You pick up the can, just as he takes the pills.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Logain" "GivePillsWeedKiller">><<TakeObjectNPC "Logain" "WeedKiller">><<GiveObjectNPC "Logain" "OldPeteMedicine">><</link>>
<<else>>
His eyes hang on the bottle as his lips twitch. “What do I want with that?”<br>
<br>
“I thought you had some friends who wanted them?” you try.<br>
<br>
Logain shakes his head. “Don’t know where you heard that, doll. But I don’t deal in pills.”<br>
<br>
But his eyes linger on the bottle for a long moment before returning to you.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<case "PromHelp">>
“I have a favour to ask,” you begin, holding your breath for his reaction.<br>
<br>
Instead, he just gives you a look. “Sounds… sincere.” Logain’s eyes burrow into yours, as if trying to read your intentions. “Shoot for it, squirt. What do you need?”<br>
<br>
You take a deep breath before you begin. “I need you to distract the teachers at the prom.” You pause, letting the words sink in. “And don’t ask me why. I just need them to stay in the gymnasium.”<br>
<br>
There is a glint in his eyes, but you can tell he’s restraining himself. “Okay.” He studies you carefully before continuing. “Anything more you can tell me? Or do I have to stay fully in the dark?”<br>
<br>
You look up to him, wincing. “Just that it’s important. If a teacher leaves the gym, it might be trouble. For everybody.”<br>
<br>
He doesn’t look away. He just watches you, his eyes barely moving. “That’s not a small ask, squirt. By the way you’ve framed it, it sounds like it’s more trouble than it’s worth.”<br>
<br>
“I wouldn’t ask if it wasn’t,” you tell him plainly.<br>
<br>
He sighs, forming a sympathetic smile. “As enticing as you make a little danger sound, I don’t usually stick my neck out for nothing.”<br>
<br>
You brace yourself. “What do you want?”<br>
<br>
He cracks a smile as a reply. “Tell you what. I need one job done. You do it, and I’ll be a pawn in your secret little game at prom. No questions asked. I’ll even be a good sport and tell you what you’re getting yourself into first.”<br>
<br>
You look up at Logain, considering what he might ask of you. Is this really worth gaining his help for the prom?<br>
<br>
<<ActionsHeader>>
<<link "Ask Logain what he wants" "LogainDialogue">><<set $LogainDialogue to "PromHelpWant">><</link>><br>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "PromHelpWant">>
“Alright,” you say reluctantly. “What is it?”<br>
<br>
“A little delivery run,” he replies. “For a few needy teenagers.”<br>
<br>
You roll your eyes. “Beer?”<br>
<br>
Logain throws you a smirk. “Close. But something with a little more kick. They want a special something something for a gathering at a shack just outside town. Quiet place, far from prying eyes. Not the sort of place a respectable girl like you would find yourself.”<br>
<br>
“And you’re what?” you ask. “A dealer now?”<br>
<br>
“Something like that.” His grin widens. “I would make the delivery myself, but certain eyes are focused in certain places. You though, squirt. I’m sure no one would suspect you’d be doing anything late at night other than going to the library for a study session.”<br>
<br>
You look back at him, holding your breath. <i>If only he knew.</i><br>
<br>
“The place is just beyond the outskirts,” he continues. “Pass through the allotment off the Town Square, head through the fields, and you’ll find it just on the verge of the woods. There’s a bike track that kids use during the day to mark your way.”<br>
<br>
Sighing, you look back at him with scepticism. “And you want this done when?”<br>
<br>
He gives a light shrug. “Customers are waiting. Sooner the better. Just don’t bother going before night. These kids are night owls, if you get my drift.”<br>
<br>
You give him a look, still measuring whether he’s telling the whole truth behind that smile. “So just drop off a package. And then you’ll help?”<br>
<br>
The smile widens. “That’s it, squirt. Unless you want me to take you to the prom. That would be something extra.”<br>
<br>
<<ActionsHeader>>
<<link "Agree to Logain’s proposal" "LogainDialogue">><<set $LogainDialogue to "PromHelpAgree">><</link>><br>
<<link "Decline his proposal" "LogainDialogue">><<set $LogainDialogue to "PromHelpDecline">><</link>>
<<case "PromHelpAgree">>
“Alright,” you say, sighing. “I’ll do it.”<br>
<br>
The smirk widens, but his eyebrow raises. “That’s the spirit. Must admit. Didn’t think you’d actually go through with it, squirt.”<br>
<br>
He looks at you with a grin that you’re sure has worked on countless girls throughout his young lifetime. You stare back at him, stone faced. “So what? You going to give it to me?”<br>
<br>
<<if $return is "CharltonAllotmentLogainGreenhouse">>
Logain sniggers, shaking his head. “Not stupid enough to carry that sort of contraband around. I’ll leave it right here. Have a look underneath the turnip seeds tomorrow. You’ll find what I need dropped off.”<br>
<<else>>
Logain sniggers, shaking his head. “Not stupid enough to carry that sort of contraband around. I’ll leave it at the allotment. My greenhouse out there. Have a look underneath the turnip seeds. You’ll find what I need dropped off.”<br>
<</if>>
<br>
You repeat his instructions back to him, just to be sure. “Past the allotment, over the fields, follow the bike track?”<br>
<br>
He nods. “Got it already, squirt. I’ll let my special friends know you’ll be visiting them shortly. Once they’re happy, you’ll be happy. Lifetime guarantee.”<br>
<br>
You give him a sceptical look, but he doesn’t take the bait. If you’re going to win him over, it seems like you’re going to have to do this.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Logain" "PromHelp">><<QuestTracker "Quest41" 1>><<DailyVariableAdd "LogainPackageDrop">><<LocationKnown "CharltonAllotment">><<LocationKnown "CharltonAllotmentLogainGreenhouse">><</link>>
<<case "PromHelpDecline">>
“I’m not agreeing to carry something when you won’t even tell me what it is,” you say.<br>
<br>
Logain smirks and gives a careless shrug. “Then we’re at an impasse. Those are my terms, squirt. Change your mind, you know where to find me. I’ll be here, nursing the angst of rejection.”<br>
<br>
He smiles, eyes gleaming. You give him a look, knowing him well enough now to know that if you want his help, you’re going to have to do this.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Logain" "PromHelp">><<DialogueUnlock "Logain" "DeliverPackage">><</link>>
<<case "PromHelpReconsider">>
“I’ve reconsidered,” you begin. “I’ll deliver that package.”<br>
<br>
The smirk widens, but his eyebrow raises. “That’s the spirit. Must admit. Didn’t think you’d actually go through with it, squirt.”<br>
<br>
He looks at you with a grin that you’re sure has worked on countless girls throughout his young lifetime. You stare back at him, stone faced. “So what? You going to give it to me?”<br>
<br>
<<if $return is "CharltonAllotmentLogainGreenhouse">>
Logain sniggers, shaking his head. “Not stupid enough to carry that sort of contraband around. I’ll leave it right here. Have a look underneath the turnip seeds tomorrow. You’ll find what I need dropped off.”<br>
<<else>>
Logain sniggers, shaking his head. “Not stupid enough to carry that sort of contraband around. I’ll leave it at the allotment. My greenhouse out there. Have a look underneath the turnip seeds. You’ll find what I need dropped off.”<br>
<</if>>
<br>
You repeat his instructions back to him, just to be sure. “Past the allotment, over the fields, follow the bike track?”<br>
<br>
He nods. “Got it already, squirt. I’ll let my special friends know you’ll be visiting them shortly. Once they’re happy, you’ll be happy. Lifetime guarantee.”<br>
<br>
You give him a sceptical look, but he doesn’t take the bait. If you’re going to win him over, it seems like you’re going to have to do this.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestTracker "Quest41" 1>><<SetNPCLocation "Logain" "1" "3" "" "perm">><<SetNPCLocation "Logain" "6" "3" "" "perm">><<DailyVariableAdd "LogainPackageDrop">><<LocationKnown "CharltonAllotment">><<LocationKnown "CharltonAllotmentLogainGreenhouse">><</link>>
<<case "PartyShackMagic">>
“How do you know about magic?” you say bluntly.<br>
<br>
“I live in Charlton. And I’m not stupid,” Logain replies, shrugging. “Not that stupid, anyway.”<br>
<br>
“There’s plenty of smart people here,” you retort. “But no one else seems to notice.”<br>
<br>
“They all notice, squirt,” he says. “Some of them are too entranced. Others have more mundane reasons to turn a blind eye.” He raises an eyebrow. “Fear. Or power. Or both.”<br>
<br>
“What do you know about the school?” you ask him.<br>
<br>
“I know it does things to people,” he admits. “I know it starts at the top with Stitch. And I know that Chrissie and her dolls are a part of it.”<br>
<br>
You mull over what Logain has said. He seems to have got the gist of it, but he gives no further details or specifics. You wonder how much he actually does know.<br>
<br>
“And out of the school?” you try. “What do you know about how magic is used elsewhere?”<br>
<br>
That generates a guilty smile. “Mostly limited to some special drugs I come by. People have their needs. So I provide a service to fulfil them.”<br>
<br>
You narrow your eyes. “You make them yourself?”<br>
<br>
He snorts, wincing a little from the flinch. “I’m just the middle-man. There’s a few suppliers around and outside of town. Helps people to get by here, or to get out. Like those nerds.”<br>
<br>
“So you’re, what? A benevolent magical drug dealer now?”<br>
<br>
He grins. “When you put it that way, it sounds a bit stupid, doesn’t it?”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Logain" "PartyShackMagic">><</link>>
<<case "PartyShackInjuries">>
“What happened to you out there?” you ask, a trickle of concern spreading on your face.<br>
<br>
“Curious thing,” Logain replies. “I thought Sergeant Clancy was following me, so I waited for night to move. But as I came down the bike track, something else was waiting for me.”<br>
<br>
“Those cuts are from pigeons, aren’t they?”<br>
<br>
Logain looks like he’s going to refute the claim, but seeing your face holding he winces. “There were a lot of them.”<br>
<br>
<<GetPCState "pigeonAttack">>
<<if _pigeonAttack is undefined>>
“I was attacked by them on the way here too,” you tell him. “It felt like they were more than birds.”<br>
<br>
Logain leans back, gripping the side of his torso. “Wonderful. I’ll be sure to add birdwatching to my survival training list.”<br>
<<else>>
“They’re not just normal pigeons. They’ve got something to do with the magic. I think they’re watchers or something.”<br>
<br>
Logain leans back, eyes rolling up. “Wonderful. Magic birds.”<br>
<br>
“Was there anything else?” you ask. “Like a presence. Or a dark figure.”<br>
<br>
Looking at you with concern, Logain shakes his head. “No. But it doesn’t sound like a hypothetical.”<br>
<br>
“Just be careful around them,” you reply. “Pigeons, I mean.”<br>
<</if>>
<br>
You watch his fingers stain as he holds on to the shirt. “Do you need to go to a hospital?” you say quietly.<br>
<br>
He shakes his head. “Later. First I keep my promise.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Logain" "PartyShackInjuries">><</link>>
<<case "PartyShackTrio">>
“Who are the three outside? Why are they running?”<br>
<br>
“Marcus, Ian and Kara. Our year at Charlton. Chess-club regulars, middling grades, keep to themselves.” Logain glances towards the door. “They’ve spent years making a point of not standing out.”<br>
<br>
“It still sounds extreme. They’re eighteen. Can’t they catch a bus and never come back?”<br>
<br>
“Everyone comes back, squirt. Maybe not straight away, but Charlton starts feeling safer. The reasons they left start sounding childish. When they do return, it’s as if they never wanted to go.”<br>
<br>
“That’s what they’re afraid of?”<br>
<br>
“That, and what they saw happen to their older brothers and sisters after prom. Plans changed. Personalities changed. They started acting like the school had finally shown them who they were supposed to be.”<br>
<br>
“Why did these three notice?”<br>
<br>
Logain shrugs and immediately regrets it. “This place affects everyone differently. Most conform. A few rebel. Others regress. Maybe being geeks kept them outside the usual boxes long enough to see the lid closing. I know what happens, squirt. I don’t know why.”<br>
<br>
“You think they’re resistant?”<br>
<br>
“I think they noticed. Don’t mistake that for immunity.” He nods towards the door. “It’s already pulling their friendship apart.”<br>
<br>
His eyes settle on you. “And don’t start thinking noticing it makes you immune either. Charlton likes preying on people who think they’re watching from outside the story.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Logain" "PartyShackTrio">><<DialogueUnlock "Logain" "AboutMarcus">><<DialogueUnlock "Logain" "AboutKara">><<DialogueUnlock "Logain" "AboutIan">><</link>>
<<case "PartyShackMarcus">>
“What did you mean about Marcus?”<br>
<br>
“Careful kid. Methodical.” Logain glances towards the door. “The first time we spoke, he brought timings, contingencies and a list of questions. Every sentence started with ‘we’.”<br>
<br>
“He seems convinced he’s in charge now.”<br>
<br>
“That’s the part that worries me. Marcus used to check every decision with Ian and Kara. Now he thinks being the man means making their choices, keeping Ian in line and throwing himself in front of anything dangerous.”<br>
<br>
“Does he realise he’s doing it?”<br>
<br>
“Sometimes. Then something scares him and the act snaps back into place.”<br>
<br>
“How do I handle him?”<br>
<br>
“Make him remember the word he used when we planned this: <i>we</i>. Ask what Ian and Kara think before he can decide for them. But don’t laugh at him for playing hero. Shame him, and he’ll only cling to it harder.” Logain gives a tired shake of his head. “If trouble starts, watch him. Marcus would rather get hurt playing the hero than admit he needs help.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Logain" "PartyShackMarcus">><<SetFlag "TempMarcusAdvantage">><</link>>
<<case "PartyShackIan">>
“What about Ian?” you ask. “What do you make of him?”<br>
<br>
“Cautious one. He checked every route twice, packed spare batteries and asked what happened if each part of the plan failed.” Logain glances towards the door. “Uses jokes when he’s nervous, but normally he knows he’s joking.”<br>
<br>
“He doesn’t seem cautious,” you say, looking at the empty bottles near where he was sitting.<br>
<br>
Logain nods, glancing back to the door. “Beer in one hand, grin fixed in place, pretending this is the best time he’s ever had? That isn’t Ian.”<br>
<br>
“He keeps looking at Kara,” you say, taking a gulp. “And then me.”<br>
<br>
“You have your appeal, squirt,” Logain says, briefly looking you up and down before sniggering. “But Kara? That’s an odd one. They were just friends before. But lately, Ian keeps his thoughts to himself, but shares his leers with all.”<br>
<br>
“Does he know what he’s doing?”<br>
<br>
“Enough to be frightened,” Logain admits. “Not enough to stop. If he starts getting carried away, give him something concrete to think about. A route, a timing, a problem. He’ll start thinking with his head instead of his thing.” Logain’s smirk briefly returns. “And if the night gets his blood up, remind him that adrenaline isn’t attraction.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Logain" "PartyShackIan">><<SetFlag "TempIanAdvantage">><</link>>
<<case "PartyShackKara">>
“And Kara?” you ask. “What do you think about her?”<br>
<br>
“Sharpest eyes of the three,” Logain tells you. “Quiet because she’s thinking, not because she has nothing to say.” He glances towards the door. “She found holes in the plan Marcus and Ian missed, then made them fix every one.”<br>
<br>
“She keeps looking to Marcus,” you comment, following his gaze.<br>
<br>
“Not jealous, are you?” Logain replies, grinning. He sniggers at your reaction, then shrugs. “That’s new. They were friends. Platonic.” His expression tightens. “But now, she seems to act like the safest thing a girl can do is let a boy decide, then call that dependence a crush.”<br>
<br>
“She knows it’s happening, then?” you ask.<br>
<br>
“More than the other two. Doesn’t make it easier. When fear hits, she stops thinking and starts waiting for somebody else to tell her what to do.” He grins. “Especially if that’s Marcus.”<br>
<br>
Logain shifts his arm against his stomach. “If she starts waiting for Marcus to decide everything, ask her what she sees. Make her answer before either boy can. The old Kara hates being treated like dead weight, even if this new version of her finds it comforting.”<br>
<br>
He glances towards the door. “And if she runs, don’t tell her the boys will protect her. Remind her they need the part of her that notices what they miss.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Logain" "PartyShackKara">><<SetFlag "TempKaraAdvantage">><</link>>
<<case "PartyShackPills">>
“You said everyone comes back. Are the pills meant to stop that?”<br>
<br>
“That’s the idea. Once those three are outside, the pills make it harder for Charlton to get its hooks back into them.”<br>
<br>
“How?”<br>
<br>
“If I understood chemistry and magic, I wouldn’t be selling beer for pennies on a weekend.” Logain adjusts his arm across his stomach. “I trust the person who made them, and I’ve seen what happens to people who leave without them.”<br>
<br>
His smirk fades. “There was a girl called Alex. Senior when I was a junior. Carmichael’s told her she’d make a perfect maid at the hotel, but she wanted to be a fashion designer. Her parents said becoming a maid sounded like a sensible compromise.”<br>
<br>
“She asked you to help her leave?”<br>
<br>
“She paid me well to help her get out. Two weeks later, I saw her at the hotel in a maid’s uniform. Thought I was done for.” His voice drops. “She remembered me, but she didn’t remember asking me for help. Said fashion had been a childish phase and that she’d never left Charlton at all.”<br>
<br>
“Does that happen often?”<br>
<br>
“People don’t leave often. That’s the point.” Logain looks towards the door. “Alex was enough. Somebody much smarter than me made these pills as an answer. They’re his latest work.”<br>
<br>
“You’re asking three people to swallow something you can’t explain.”<br>
<br>
“I’m asking them to follow instructions. Three bottles, one each. The seals stay on until the driver says they’re clear. If they get separated, every person keeps their own bottle. No sharing, no taking them early, no heroic experiments.”<br>
<br>
“Do they work?”<br>
<br>
“They’re the best chance those three have. That’s all I can promise.”<br>
<br>
“Where did you get them?”<br>
<br>
Logain glances towards the door. “We don’t have time for that story.”<br>
<br>
“You’re asking me to risk my life on them. Give me a name.”<br>
<br>
“That won’t make the clock run any slower, squirt.” He holds your gaze, then exhales. “Fine. A deal. When this is over, if any of those three get out alive, come and see me. I’ll spill the tea. Who made the pills, what they started as and why I trust them. No dodging.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Logain" "PartyShackPills">><</link>>
<<case "PartyShackWhy">>
“You aren’t charging them. Clancy is hunting you, and you’re bleeding through your shirt. Why are you doing this?”<br>
<br>
Logain gives you a faint smile. “Out of the kindness of my heart?”<br>
<br>
“Try again.”<br>
<br>
The smile fades. “Because I’ve watched Charlton take choices away from people, then watched everyone blame them for choices they never really made.”<br>
<br>
“Like who?”<br>
<br>
He hesitates, then looks towards the door. “That requires a long answer. And I’m not up for a deep and meaningful just right now.”<br>
<br>
“You need to spill if I’m going to trust you, Logain,” you reply. “Come on.”<br>
<br>
“Fine,” he says reluctantly. “But not now. Later. Right now is when people get caught.” His tone softens. “Same deal, squirt. Get them out alive. Then we’ll talk.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Logain" "PartyShackWhy">><</link>>
<<case "BreakingFreeMagic">>
“There’s something else,” you say. “What you admitted in the shack.”<br>
<br>
Logain’s voice drops. “That magic is real. And that we both know enough about it to recognise what’s happening here.”<br>
<br>
Your shoulders tighten. “What are you going to do with that?”<br>
<br>
“Nothing. It stays between us.”<br>
<br>
“Why?”<br>
<br>
“Because it was never part of the bargain. I asked you for honesty because people’s lives depended on it. I’m not going to turn around and use that honesty as leverage.”<br>
<br>
“You trade in leverage.”<br>
<br>
“Keys, favours, contraband.” His smirk briefly returns. “Not this.”<br>
<br>
“So you won’t tell anyone?”<br>
<br>
“Not a soul. Whatever happened in those fields, your trust wasn’t something I got to sell.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Logain" "BreakingFreeMagic">><</link>>
<<case "BreakingFreePills">>
“You promised to tell me who made the pills.”<br>
<br>
“Theodore. Lives out at Misty Falls Caravan Park.” Logain settles back. “Bit of a recluse. No magic of his own, but he understands what it does better than most people who have it.”<br>
<br>
“Where does he get the pills?”<br>
<br>
“The Care Pavilion. They give the residents black tablets that drain something out of them. Leave them hollow. Theodore steals the tablets, breaks them down and remakes them.”<br>
<br>
“Into the pills I delivered?”<br>
<br>
Logain nods. “He says the new version turns that drain against whatever Charlton has worked into a person. Take it once you’re safely outside and the pull home has less to hold on to.”<br>
<br>
“And you understand how that works?”<br>
<br>
“Not remotely. That’s Theodore’s explanation, and he won’t give me the clever version.” Logain’s expression sobers. “But I’ve seen people leave without his pills and come back. I’ve seen people take them and stay gone. That’s why I trust him.”<br>
<br>
“Will he talk to me?”<br>
<br>
“Tell him I sent you. He’ll probably still pretend he isn’t home, but it gives you a fighting chance.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Logain" "BreakingFreePills">><<SetFlag "TheodorePotionsKnown">><</link>>
<<case "OldPete">>
“You mentioned Old Pete’s pharmacy. Is that where the escape pills came from?”<br>
<br>
“No. Different supply line.” Logain studies you. “You have been inside Old Pete’s, right?”<br>
<br>
You remember walking past the shop on the Town Square, but not needing to enter it since you arrived in Charlton.<br>
<br>
<i>But you’re Emily now, stupid.</i><br>
<br>
Heat rises into your cheeks. Emily must have been inside before. Logain’s knowing smile suggests he has noticed the pause.<br>
<br>
“Pete’s been behind that counter since my old man was young,” he continues. “Half the place belongs in a museum, but he carries prescriptions no ordinary chemist would stock.”<br>
<br>
“And Dexter gets them for you.”<br>
<br>
“That boy has needs, and his mother has access.” Logain gives you a thin grin. “I trade some of what he lifts to Theodore. It’s payment, not the raw material for the escape pills. Theodore uses Pete’s stock for other work. For somebody he cares about.”<br>
<br>
“So the pills Marcus, Ian and Kara took really started at the Care Pavilion?”<br>
<br>
“Every one of them. Don’t confuse the two supply lines, squirt.”<br>
<br>
“Does Pete know there’s magic in what he sells?”<br>
<br>
Logain lifts one shoulder. “Damned if I know. If you feel like doing your Nancy Drew routine, that’s the question worth asking.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Logain" "OldPete">><<LocationKnown "OldPetesPharmacy">><</link>>
<<case "BreakingFreeWhy">>
“You didn’t charge Marcus, Ian or Kara,” you say. “Why risk all that for them?”<br>
<br>
A small smile spreads across Logain’s face. “Out of the kindness of my heart?”<br>
<br>
“Try again.”<br>
<br>
The smile withers. “I’ve never wanted for anything. The old man buys whatever Mother Dearest or I ask for. Charlton works rather well for people like us. I shouldn’t have any reason to fight it.”<br>
<br>
“But you do.”<br>
<br>
“When I was little, I walked into his office and caught him with his secretary. I didn’t understand what I’d seen. As I got older, there was another secretary, then another. Always young. Fresh out of Charlton, or only a few years past it.”<br>
<br>
“Your mother knew?”<br>
<br>
“Of course she knew. She never confronted him. Never even acted as if anything was wrong. And the secretaries did whatever he wanted.” Logain looks away. “For years, I told myself Mother was too weak to stand up to him and those girls were too vapid to care who they hurt. It was easier to make it their failing.”<br>
<br>
“What changed?”<br>
<br>
“I started noticing the same patterns elsewhere. Then I saw the magic.” He meets your eyes again. “It wasn’t weakness. It wasn’t upbringing. Charlton had taken choices away from them, and everyone else blamed them for the choices they never really made.”<br>
<br>
His voice quietens. “So when somebody comes to me looking for a way out, I give them a chance to choose before this place chooses for them.”<br>
<br>
“Even if they can’t pay?”<br>
<br>
His smirk returns. “Marcus, Ian and Kara didn’t have two pennies to rub together. Charging them would have been embarrassing.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Logain" "BreakingFreeWhy">><</link>>
<</switch>><<EventsCheck "DialogueLogain">>
<<if _currentEvent is "LogainReactShort">>
A knowing smirk is already playing across Logain's face as you approach him. He gives you a theatrical once-over, gaze lingering just long enough to make his point. “Well, well,” he says, the corners of his mouth twitching. “Didn’t peg you for the pocket rocket type, squirt.”<Br>
<br>
You try to brush it off. “I don’t know what you mean.”<Br>
<br>
Logain chuckles. “Sure you don’t.” He tilts his head, mockingly thoughtful. “See, I’m not always paying attention, but when something catches my eye,” he snaps his fingers. “I notice.”<bR>
<Br>
He steps a little closer, glancing down at you with exaggerated curiosity. “Surgery like that’s usually out of reach for Charlton’s have-nots. No offence,” he adds with a grin. “But hey, maybe I’m out of touch. A couple of inches makes all the difference, right?” He raises a brow. “Though I guess for girls, that’s a concept you’re already familiar with.”<Br>
<br>
He leans in, just slightly enough to draw attention to the fact that your eyes barely reach his chin now. “So tell me. Why do you do it?”<Br>
<Br>
<<MindControlRancyCheck>>
<<if _MindControlRancyCheck>>
Before you can even think about the question, the answer slips from your lips. “I like being shorter than boys.”<Br>
<br>
Logain holds your gaze for a beat, then smiles, slow and amused. “There it is. Honest and proud. I can respect that.” He taps the side of his head. “Just keep your head on straight, fun-size. The outside’s up for debate. But in here -” he lightly raps a knuckle on your temple. “Don’t shrink yourself too.”<br>
<<else>>
You hesitate. “Just a small change,” you say carefully. “It’s really no big deal.”<Br>
<Br>
He arches a brow. “Right.” The grin fades into something cooler, more perceptive. “Thing is, changes like that? They’re never no big deal.”<br>
<Br>
He leans in again, voice lower. “Around here, guys’ll read it as a signal. Some kind of invite. You might wanna brace yourself for that.”<BR>
<br>
He straightens, giving you one last glance down. “Might have to learn to stand a little taller. Even if, y’know, that’s not quite in your favour anymore.”<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<EventsCheckEnd "DialogueLogain" "LogainReactShort">><<set $LogainDialogue to "Event">><</link>>
<<elseif _currentEvent is "PostQuest41">>
The moment Logain sees you, his usual smirk falters. The scratches across his face have begun to heal, but he still holds himself carefully, keeping his weight off his injured leg.<br>
<br>
<<GetNPCState "Logain" "Loyal">>
<<GetNPCState "Logain" "Help">>
<<if _Loyal is true>>
“All three of them made it,” Logain says. “I keep expecting the catch. A call saying the car turned around, or one of them decided Charlton wasn’t so bad after all. It hasn’t come.”<br>
<br>
“They took the pills,” you say. “I don’t think we’ll be seeing them soon.”<br>
<br>
“Because of you,” he murmurs. He meets your eyes without reaching for a joke. “Thank you, Emily.”<br>
<br>
The use of your name catches you more than the gratitude.<br>
<br>
<i>Your name?</i><br>
<br>
“You wanted my help at prom,” he continues. “You have it. And if you need something else after that, ask. No price. No revised terms. If it’s in my power, it’s done.”<br>
<<elseif _Help is true>>
“I keep thinking about the empty seats in that car,” Logain says.<br>
<br>
You look away. “So do I.”<br>
<br>
“Then I think about the ones who filled the others.” His voice remains quiet. “The people who made it out have a future because you kept going. Don’t turn that into nothing because it wasn’t everyone.”<br>
<br>
“That doesn’t make the others any less caught,” you say.<br>
<br>
“No.” His jaw tightens. “It doesn’t. And have you seen them recently? Like they never wanted to leave.”<br>
<br>
For a moment neither of you speaks.<br>
<br>
“I meant what I said on the phone,” Logain continues. “You got people out when I couldn’t. I’ll be there when you need me at prom. I changed the terms on you once, squirt. I’m not doing it again.”<br>
<<else>>
“I’ve had time to think of somebody to blame,” Logain says.<br>
<br>
You stiffen. “Go on, then.”<br>
<br>
“Me.”<br>
<br>
That is not the answer you expected.<br>
<br>
“My route. My promise. My plan,” he continues. “Then I got hurt, changed our deal and put three lives into the hands of somebody who had never agreed to carry them.”<br>
<br>
“I was the one leading them,” you say quietly.<br>
<br>
“Because I asked you to.” His expression hardens, but the anger is not directed at you. “I’m not pretending none of your choices mattered. I’m saying you don’t get all the blame just because you were the last in line.”<br>
<br>
“And the prom?”<br>
<br>
“What I told you still stands, squirt. My rep is burned. Clancy will be watching me. I can’t help you there now.” He forces himself to hold your gaze. “I’m sorry.”<br>
<</if>>
<br>
Logain draws a breath. “And then there’s the other thing.”<br>
<br>
You narrow your eyes. "The other thing?"<br>
<Br>
<<if _Loyal is true or _Help is true>>
“Don’t play coy,” he replies, glancing around. “Y’know. Love potions and star signs.” He holds your eyes for a moment before sniggering. “Magic, of course.”<br>
<br>
His snigger continues as you roll your eyes. “I said to ask. Go ahead.”<br>
<<else>>
“Don’t play coy,” he replies, glancing around. “Y’know. Love potions and star signs.” He holds your eyes for a moment before sighing. “Magic, of course.”<br>
<br>
The sigh continues as you roll your eyes. “I said to ask. Go ahead.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<EventsCheckEnd "DialogueLogain" "PostQuest41">><<set $LogainDialogue to "Event">><<DialogueUnlock "Logain" "BreakingFreePills">><<DialogueUnlock "Logain" "BreakingFreeMagic">><<DialogueUnlock "Logain" "OldPete">><<DialogueUnlock "Logain" "BreakingFreeWhy">><</link>>
<</if>><<set $ConversationRoot = passage()>>
<<switch $MacDialogue>>
<<case "WhoHeIs">>
<<if $current.avatar is "Emily">>
"I'm Emily," you say, trying to keep your voice high and perky.<br>
<Br>
"Still Mac," he replies without looking up.<br>
<br>
You take a deep breath, trying again. “So you're a talent scout?”<br>
<br>
“Yup,” he says, finally looking up with a sigh. “Used to be a football player myself. Now stuck coming to small towns like this.”<br>
<br>
You give him a smile, trying to warm him to you. "So you're looking for new talent?"<br>
<br>
He nods. "Now I spend my afternoons looking at skinny kids trying to impress the camera. And my evenings in the hotel looking at the photos of them."<br>
<<elseif $current.avatar is "Dennis">>
"I'm Dennis," you say, trying to keep your voice from shaking.<br>
<Br>
"Still Mac," he replies without looking up.<br>
<br>
You take a deep breath, trying again. “So you're a talent scout?”<br>
<br>
“Yup,” he says, finally looking up with a sigh. “Used to be a football player myself. Now stuck coming to small towns like this.”<br>
<br>
You give him a smile, trying to keep the nerves at bay. "So you're looking for new talent?"<br>
<br>
He nods. "Now I spend my afternoons looking at skinny kids trying to impress the camera. And my evenings in the hotel looking at the photos of them."<br>
<<elseif $current.avatar is "Jake">>
"I'm Jake," you say, hearing your voice low and gruff.<br>
<Br>
"I know who you are," he replies without looking up.<br>
<br>
You take a deep breath, trying again. “So you're a talent scout?”<br>
<br>
“Yup,” he says, finally looking up with a sigh. “Used to be a football player myself. Now stuck coming to small towns like this.”<br>
<br>
You give him a grin, trying to warm him to you. "So you're looking for new talent?"<br>
<br>
He nods. "Now I spend my afternoons looking at skinny kids trying to impress the camera. And my evenings in the hotel looking at the photos of them."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Mac" "WhoHeIs">><</link>>
<<case "WhatHeIsDoing">>
You glance around him, taking in the photos spread across the bleachers. "Are these photos of the school football team?” you ask.<br>
<br>
“Yup,” he replies, barely looking up. “I’m in town to see if there’s any diamonds in the rough.”<br>
<br>
"Anyone standing out?"<br>
<br>
<<if $current.avatar is "Jake">>
At that he looks up at you, offering you a thin smile. "Easy on the gas there, chief. I'll make my own mind up on whether you've got what it takes."<br>
<<else>>
He doesn't look up as he grunts. "Slim pickings this year. Beach mentioned a few names, but that man has always paid more attention to the girls in his swimteam than the lads on the pitch. If you know what I mean."<br>
<</if>>
<br>
You continue to wait to catch his eye, but he doesn't look up from looking over the photos.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Mac" "WhatHeIsDoing">><</link>>
<<case "JakeTalent">>
<<if $current.avatar is "Emily">>
"I think you should consider Jake Duncan," you tell him, pointing to a photo of Jake running with the ball. “He’s the star quarterback.”<br>
<br>
Mac looks at you, quizzically. “That’s your star quarterback?”<br>
<br>
You nod. “Maybe he was just having an off-day,” you tell him. “He’s really held the team together this year.”<br>
<br>
Mac looks to you, then shrugs. "Sorry if I don't take your word as gospel, princess. Wouldn't be the first school girl trying to butter me up to get her boyfriend a scholarship."<br>
<br>
Your mouth drops open, ready to retort. But you pause, as you realise the words that were coming wouldn't address his condescending tone.<br>
<br>
<i>He's not my boyfriend.</i><br>
<<elseif $current.avatar is "Dennis">>
"I think you should consider Jake Duncan," you tell him, pointing to a photo of Jake running with the ball. “He’s the star quarterback.”<br>
<br>
Mac looks at you, quizzically. “That’s your star quarterback?”<br>
<br>
You nod. “Maybe he was just having an off-day,” you tell him. “He’s really held the team together this year.”<br>
<br>
Mac looks to you and smirks. "Don't look like the type of kid that knows how to spot a star player. Think I'll keep evaluating. Myself."<br>
<br>
Your mouth drops open, ready to retort. But you pause, feeling a wave of anxiety rush up from his rebuttal. Dennis isn't exactly the type of person that's going to convince him.<br>
<<elseif $current.avatar is "Jake">>
"I think you should consider me," you tell him, pointing to a photo of Jake running with the ball. “I'm the star quarterback.”<br>
<br>
Mac looks at you, quizzically. “You're the star quarterback?”<br>
<br>
You nod, feeling a rush of anger at hearing his words. "Yup. I really held the team together this year.”<br>
<br>
Mac looks to you, but after a moment shakes his head. "No offence, pal. But I need to hear something more objective before I'm willing to make that bet. Maybe spend a little more time on the pitch and we can talk."
<br>
You feel yourself grinding your teeth in irritation, but you hold back your frustration and try to think logically. He's not going to accept Jake's opinion on this.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Mac" "JakeTalent">><</link>>
<</switch>><<set $ConversationRoot = passage()>>
<<switch $MarcDialogue>>
<<case "BarnHorse">>
“That’s a nice horse,” you say. “Yours?”<Br>
<Br>
He nods, looking from you back to the creature. “You bet he’s mine,” Marc tells you. “Had him since he was a foal. Broke him in myself.” He strokes underneath the horse’s neck, causing strands of hair to float off into the air. “Missed you when I was at Uni, didn’t I, boy?”<BR>
<Br>
The horse neighs in response, clipping its feet against the floor. <Br>
<Br>
“You ride?” he asks you, as he returns to brushing. <Br>
<Br>
You shake your head. “Haven’t experienced it.” <Br>
<Br>
He looks back at you, raising an eyebrow as he grins. “With thighs like that, I bet you can ride like a natural.”<bR>
<Br>
He holds your look, waiting for a reaction. When you don’t respond, his grin only widens.<Br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "BarnHenNight">>
“So do you have an opinion on what Catherine should do for her hen’s night?” you ask him.<Br>
<BR>
He lets out a boyish grin as he brushes the hair of the stallion. “Whatever she wants,” he replies, shrugging just a little. “Nothing too much, though. Mum wouldn’t approve if it was anything more than tea cakes and gossiping about the town.”<Br>
<Br>
“But you get to sign it off?” you remind him. “You must have thoughts on what you’d veto?”<br>
<Br>
He chuckles to himself, as he moves the brush to the body of the horse. “She’s had her fun,” he tells you. “We met at a party at uni. Now’s the time for her to settle down.”<Br>
<Br>
“But what if that makes her happy?” you try.<BR>
<Br>
Marc turns to look at you, regarding you with interest. “Sounds to me like you’d want a rowdy girl's night out. Fancy getting yourself an invite to a night on the bubbles?”<Br>
<Br>
The way he looks at you makes you feel uneasy. “Just want Catherine to enjoy herself.”<Br>
<Br>
His attention moves from the horse to you, only idly paying attention to his brushing. “I bet,” he demurs. “Wouldn’t want to deny anyone some fun.”<Br>
<Br>
For a moment his eyes wander your body, but then he returns back to the brushing. “But status is status,” he adds, resolute. “Can’t have people thinking my future wife is a lush.”<Br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueUnlock "Marc" "BarnFlirt">><</link>>
<<case "BarnFlirtPass">>
“Come on,” you purr. “All Catherine wants to do is have a night with the girls. You wouldn’t want to deny us some fun, would you?”<Br>
<Br>
He looks back at you with interest. “There it is, again. Us. Not sure whether I want you and my wife to be friends.” <Br>
<Br>
You offer him a coy smile, brushing a strand of hair back from your face. “Why not? I can be a good friend.”<Br>
<bR>
His smile thins, as he regards you carefully. “I’m sure,” he replies. “But I think you’d be a better friend to me than Catherine.”<Br>
<Br>
Your eyes sparkle, as you sense the trap closing. “You looking for a new friend?” you murmur.<Br>
<Br>
Marc draws up, pushing his chest out. He takes a deep breath, letting the silence linger. “Tell you what,” he says finally. “Why don’t we go for a ride?” His eyes wander over you before he continues. “Look about my sister’s shape. There’s some boots and jodhpurs over there. Let’s see how fun you can be.”<Br>
<Br>
You glance back to the entrance. As if answering your unanswered question, he smiles. “Don’t worry. I’ll have us back before they know we’re gone.”<Br>
<Br>
“And Catherine’s hen night?” you ask him.<Br>
<Br>
He offers you a boyish smirk. “Let her have her night. If you’re as much fun as you look, you can keep me occupied whilst she’s having a girl’s night in.”<Br>
<Br>
He holds his eyes with yours, waiting for your response.<Br>
<Br>
<<ActionsHeader>>
<<link "Agree to go riding" "MarcDialogue">><<set $MarcDialogue to "BarnRidingAgree">><</link>><bR>
<<link "Decline his offer" "MarcDialogue">><<set $MarcDialogue to "BarnRidingDecline">><</link>><bR>
<<case "BarnFlirtFail">>
“Come on,” you purr. “You wouldn’t want to deny us some fun, would you?”<BR>
<Br>
He looks back at you with interest. “There it is, again. Us. Not sure whether I want you and my wife to be friends.” <Br>
<Br>
You look to him, feeling the weight of his eyes on you. It seeds doubt in your mind. “Why not?” <Br>
<Br>
His grin widens. “'Cause it sounds to me like your type of fun isn’t what’s expected of women in high society.” Marc snorts as he regards your body. “No offence. I don’t mind a bit of rough. But not from my future wife.”<BR>
<BR>
He begins brushing vigorously. “A woman gets judged on how she conducts herself around here. Even when she’s supposed to be letting her hair down. Best to stick with scones and tea, if you’re marrying into wealth.”<Br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "BarnRidingAgree">>
“Alright,” you reply. “I’m in.”<Br>
<BR>
Marc grins and puts his brush down on a hay bale. He takes the reins of his horse and steps forward. You have to move to one side as he leads it out the stable door.<br>
<Br>
“I’ll tack up Brit’s horse,” he tells you. “Try on those clothes and meet me outside.”<Br>
<Br>
“You want me to change here?” you exclaim.<bR>
<Br>
“Nothing like getting naked in a barn,” he replies. “I won’t peek. Watch out, though. That hay can get rough.”<br>
<BR>
He flashes you a smile as he leads the horse outside. From the other side of the wooden paneling, you hear him lead out another set of hooves. A gentle neigh comes from meters from where you are standing. <Br>
<Br>
You glance down at the clothing folded neatly to one side. A crisp blouse, a pair of sandy jodhpurs. Two black riding boots rest on the floor. And a riding hat set neatly on the top.<Br>
<Br>
<<ActionsHeader>>
<<link "Get changed into the riding outfit" "MarcDialogue">><<set $MarcDialogue to "BarnChange">><</link>><br>
<<link "Have second thoughts and leave" "MarcDialogue">><<set $MarcDialogue to "BarnChangeDecline">><</link>><br>
<<case "BarnRidingDecline">>
“I don’t think that would be appropriate,” you tell him.<Br>
<Br>
His eyebrows raise and he turns back to brushing. “You fit in Charlton more than I thought, then,” he comments. “Therefore, you should know that a woman gets judged on how she conducts herself, even when she’s supposed to be letting her hair down.”<Br>
<Br>
He looks up to you, giving you a dark look. “Change your mind, you know where to find me.”<Br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueUnlock "Marc" "BarnGoRiding">><</link>>
<<case "BarnChangeDecline">>
You step outside the stable, seeing Marc putting on a second seat on to a smaller white horse.<Br>
<Br>
“Change your mind?” he says, pausing.<Br>
<Br>
“I don’t think this would be appropriate,” you tell him.<Br>
<Br>
His eyebrows raise and he turns back to the horse, unbuckling the saddle. “You fit in Charlton more than I thought, then,” he comments. <Br>
<BR>
As he pulls off the saddle from the white horse, he looks to you and gives you a dark look. “Change your mind, you know where to find me.”<BR>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueUnlock "Marc" "BarnGoRiding">><</link>>
<<case "BarnChange">>
Bracing yourself, you begin to take off your clothes. As Marc said, you feel the autumn chill against your skin.<Br>
<Br>
On the other side of the wooden slates, you hear the sounds of horses grunting and straps being fastened. Standing in just your bra and panties, you look over the wood. You are relieved when you don’t spot any holes showing him a view.<Br>
<Br>
You take up the jodhpurs and blouse, pulling them on quickly. Dressing in Britney’s clothes at first feels like a betrayal, especially when you find that the waist is a little too big for you. You wince when the first thought that crosses your mind is a sense of pride that Britney is a size bigger than your body.<Br>
<BR>
<I>Emily’s body. This isn’t yours.</i><Br>
<Br>
Trying to bury the other voice, you thread the blouse buttons and adjust the jodhpurs. Stretching to look down at your bum over your shoulder, you notice how they hug your curves and push your bum up. Even a size too big for you, the jodhpurs seem designed to cling to your skin. The blouse is similarly tight, as you find it’s fitted at the waist.<Br>
<Br>
Pulling the boots on and clasping the hat around your chin, you glance down at yourself. A young woman, ready for riding, her clothing stretching over her form to show her shape beneath.<Br>
<Br>
Just like Britney would wear, you think. <Br>
<Br>
<I>And now it’s you. In front of her brother.</i><Br>
<Br>
<<ActionsHeader>>
<<link "Leave and join Marc" "MarcDialogue">><<set $MarcDialogue to "BarnHorseIntro">><<WearOutfit "RidingOutfit">><<DialogueDone "Marc" "BarnGoRiding">><</link>>
<<case "BarnHorseIntro">>
You step outside to find Marc pulling the straps of a riding seat tight on to a smaller white horse. When he sees you, his eyes briefly wander across your form-fitting costume.<Br>
<Br>
“Like I thought,” he comments. “Look like a rider to me.”<Br>
<Br>
You stand before him, feeling your cheeks burn. Your riding helmet slips down a little and you pull at the strap to tighten it. “We should go.”<Br>
<Br>
“Afraid if someone sees?” he replies, grinning. “Don’t worry. They’ll be busy with gossip. Besides, I’m just giving you a ride.”<Br>
<Br>
He moves over towards you, leading the white horse across the dirt. “This is Brit’s. White Beauty.” He snorts. “Brit named her. Obviously.” He taps his hand on the stirrup, offering you a smile with expectation. “Come on. Up you get. Or do you need a hand?”<Br>
<Br>
<<ActionsHeader>>
<<StatCheckPhysique "gt" 50>>
<<set _StatPhysiqueProbability to _StatPhysiqueProbability + " Try to get on the horse yourself">>
<<if _StatCheckPhysique is true>><<link _StatPhysiqueProbability "MarcDialogue">><<set $MarcDialogue to "HorseMountPhysiquePass">><</link>><br>
<<else>><<link _StatPhysiqueProbability "MarcDialogue">><<set $MarcDialogue to "HorseMountPhysiqueFail">><<Physique 1>><</link>><br><</if>>
<<link "Ask for help" "MarcDialogue">><<set $MarcDialogue to "HorseMountHelp">><</link>>
<<case "HorseMountPhysiquePass">>
You reach up and just about grip on to the seat handle, pulling your boot high up to thread through the stirrup. Pushing up with all your muscle, you throw yourself up into the air and wrap your free leg over the seat.<Br>
<BR>
White Beauty neighs, staggering as you land on her back. You quickly find the other stirrup, locking your boots in. Marc holds the horse’s head steady and gradually White Beauty calms down.<BR>
<Br>
“Impressive,” he says, looking up to you. “You sure you’re a first timer?” <Br>
<Br>
You give him only a smile, taking the reins to the horse from him. <Br>
<Br>
Marc gives you a look, then turns back to his own horse. Without effort, he launches himself up on to its back. It barely moves.<Br>
<Br>
“You ready?” he asks you. “Just squeeze your thighs and lean forward. She’ll follow my lead.”<BR>
<Br>
Marc’s horse begins to trot off down the path to the fields. You do as he says and White Beauty responds, following him down the path.<BR>
<Br>
<<ActionsHeader>>
<<link "Begin the ride" "Countryside">><<EndConversation "Marc">><</link>>
<<case "HorseMountPhysiqueFail">>
You reach up and just about grip on to the seat handle, pulling your boot high up to thread through the stirrup. Pushing up with all your muscle, you throw yourself up into the air and try to wrap your free leg over the seat. <br>
<Br>
Almost, but not quite. You feel your leg scuffle against White Beauty’s mane and your body crumples in air, leg in the stirrup twisting around.<Br>
<Br>
And suddenly there’s a hand on your bum, stopping you from falling. A firm grip around one butt cheek, holding you suspended in air. You glance up from beneath your helmet to see Marc grinning back at you, grasping on the reign of the horse to keep it from moving.<Br>
<Br>
“Not as easy as it looks, is it?” he comments. “Hold still.”<Br>
<Br>
You feel his hand cup your butt cheek, fingers shifting between your crack. But you are pushed up into the air. Dangling your free leg over the seat, he throws you up and you land on top of it. White Beauty neighs as you bounce.<Br>
<Br>
You give Marc a look, feeling the imprint of his fingers still lingering on your bum. With a smile, he offers you the reins and turns back to his own horse. <Br>
<Br>
Without effort, he launches himself up on to its back. It barely moves. “You ready?” he asks you. “Just squeeze your thighs and lean forward. She’ll follow my lead.”<Br>
<Br>
Marc’s horse begins to trot off down the path to the fields. You do as he says and White Beauty responds, following him down the path.<Br>
<Br>
<<ActionsHeader>>
<<link "Begin the ride" "Countryside">><<EndConversation "Marc">><</link>>
<<case "HorseMountHelp">>
“Do you think you could give me a hand?” you ask him, as you look up at the horse.<bR>
<BR>
Marc grins. “Not as easy as it looks, is it? Here.” <BR>
<Br>
He takes your hand into his. You feel his rough hands wrap around yours. He moves them up towards the handle of the seat. You strain to touch it and you feel yourself inadvertently leaning towards him, pushing your breasts up his chest as you stumble forward.<Br>
<BR>
Marc looks down at you with a boyish smile, before pushing you back on to your boots. “Now,” he continues. “Lift your leg up and put it through.”<Br>
<Br>
You raise your leg up, pulling your boot high up to thread through the stirrup. Your leg flails as the stirrup begins to spin. White Beauty neighs and trots to the side. <Br>
<Br>
Marc reaches out and grasps its bridle. He then steps around you and reaches down. You gasp as you feel his hand cup around one butt cheek, fingers shifting between your crack.<Br>
<Br>
And then you’re pushed up into the air. Dangling your free leg over the seat, you land on top of it. White Beauty neighs as you bounce.<Br>
<Br>
You give Marc a look, feeling the imprint of his fingers still lingering on your bum. With a smile, he offers you the reins and turns back to his own horse. <Br>
<Br>
Without effort, he launches himself up on to its back. It barely moves. “You ready?” he asks you. “Just squeeze your thighs and lean forward. She’ll follow my lead.”<Br>
<bR>
Marc’s horse begins to trot off down the path to the fields. You do as he says and White Beauty responds, following him down the path.<Br>
<Br>
<<ActionsHeader>>
<<link "Begin the ride" "Countryside">><<EndConversation "Marc">><</link>>
<</switch>><<switch $MarcusDialogue>>
<<case "Logain">>
“You said you were waiting for instructions from Logain?” you ask him. “How exactly is he involved in this?”<br>
<br>
Marcus sighs. “We heard some things. About a service he provided. So we approached him and he agreed to help us get out of here. Out of Charlton.”<br>
<br>
“And what is he getting out of this?” you ask him. “How much is he stinging you for?”<br>
<br>
“Nothing.” Marcus gives the answer reluctantly, as though he knows how it sounds. “Logain said he helped people like us. Said he covered the cost through his other hustles. We didn’t complain. None of us are rich. We don’t come from the right type of families.”<br>
<br>
A silence spreads across the room. You eye Marcus carefully. He seems genuine. Either he’s been taken in by a particularly nasty scheme of Logain or he’s telling the truth.<br>
<br>
<i>Or both.</i><br>
<br>
<<ActionsHeader>>
<<link "Change topics" "CountrysidePartyShackMarcusDialogue0">><</link>>
<<case "Pills">>
You nod to the bottles of pills in his hand. “What are they?”<br>
<br>
“They’re special,” Marcus offers. “Things we’ll need, for when we leave. To protect ourselves from being pulled back.”<br>
<br>
You feel a lump forming in your throat. “Pulled back how?”<br>
<br>
Sucking air through his teeth, Marcus readies himself. “It’s going to sound crazy. But there’s something about Charlton. Something almost… magical.”<br>
<br>
The word strikes like a hammer, but you just about hold on your expression. “Oh?”<br>
<br>
“You must have seen it,” Marcus pleads with you. “Weird stuff at school. Strange goings-on. And the people. No one ever leaves. They either return, or they disappear.” He gulps. “We don’t want to disappear.”<br>
<br>
“And the pills?” you ask.<br>
<br>
“Logain says they will keep us safe,” Marcus tells you. “Stop the pull of the town drawing us back. Without them,” he says, lowering his voice glumly. “He says we’ll find ourselves on the first bus back to Charlton within a week.”<br>
<br>
You stare down at the bottles in his hands. You sense the magic inside, dormant but powerful. Whatever he’s holding, it’s definitely something arcane.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "CountrysidePartyShackMarcusDialogue0">><</link>>
<<case "Escaping">>
“You said you were escaping, not running away,” you remind Marcus. “What did you mean?”<br>
<br>
Marcus looks down at the travel board. “Prom night. We all have older brothers or sisters. We saw what happened to them afterwards.”<br>
<br>
His thumb presses against the bridge of his glasses. “My brother taught me to play chess. Every Sunday after lunch. When I was little, he let me take moves back and pretended not to notice.”<br>
<br>
“What changed?”<br>
<br>
“After his prom, he packed the board away. Said chess was childish. Said I spent too much time hiding indoors and needed to start acting like a man.” Marcus gives you a thin smile. “We’re not jocks or gym freaks. We’re ordinary geeks who learned not to attract attention. Whatever Charlton does to people like us, none of us wants to wait and find out what role it chooses.”<br>
<br>
He glances towards Ian, then Kara.<br>
<br>
“The worst part is that lately I catch myself thinking the same way as my brother. That Ian needs to toughen up. That Kara needs me to make decisions for her.” His voice drops. “Not because she can’t make them, but because some part of me likes it when she looks at me as if I should.”<br>
<br>
He looks at you like a man surprised at his own words. “And for a second, those thoughts feel good. Then I realise they sound like him, and I don’t know whose voice I’m hearing.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "CountrysidePartyShackMarcusDialogue0">><</link>>
<<case "Plan">>
“Tell me about the plan,” you say. “What was it, and what’s happened?”<br>
<br>
Marcus tries a strained smile. “Logain told us to sneak out and come here. He said he’d leave instructions. He said once you’d delivered the pills, we should follow them. But when we got here, there was nothing.”<br>
<br>
“What happened?” you inquire.<br>
<br>
“Not sure,” he shrugs. “He was worried about being followed. Said that the police might try and stop him.”<br>
<br>
You feel your breath catch in your throat. “The police?”<br>
<br>
“He said sooner or later they’d start looking for us,” Marcus replies. “But if we got out of Charlton, they wouldn’t bother. Too risky to draw attention to the town.”<br>
<br>
“Do you know what was next?” you ask. “Did he say anything?”<br>
<br>
“Only that a friend of his would pick us up,” Marcus replies. “Exact details to be confirmed. Top secret, he said. When we needed to know, we’d know.”<br>
<br>
You sigh. “That does sound like him.”<br>
<br>
Marcus winces.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "CountrysidePartyShackMarcusDialogue0">><</link>>
<</switch>><<set $ConversationRoot = passage()>>
<<switch $MargaretDialogue>>
<<case "HenParty">>
“What do you think Catherine should do for her hen’s party?” you ask her, bracing for what you already know.<Br>
<Br>
<<Flag "MargaretInitiallyAgreed">>
<<if _FlagReturn is true>>
“I think I’ve made my position perfectly clear,” she states. “Like you said, Britney’s daydreams of teenage games and strong cocktails don’t suit the values we hold dear in this town.”<Br>
<<else>>
“I think I’ve made my position perfectly clear,” she states. “In spite of what you may think, Britney’s daydreams of teenage games and strong cocktails don’t suit the values we hold dear in this town.”<Br>
<</if>>
<Br>
“Don’t you think that Catherine should get what she wants?” you ask her.<Br>
<Br>
Margaret turns to face you, the breadknife still in hand. “Catherine needs to learn that things are done a certain way around Charlton. It takes time for outsiders to understand but mark my words. It’s easier if you learn that before you start to build a reputation.”<Br>
<Br>
“Is having some cocktails and some games so scandalous?” you try.<Br>
<Br>
Margaret’s nostrils flare. “It’s not about the specifics. It’s about perception. When Catherine is married, the women at the country club will be eager to hear all about her wedding. It just wouldn’t do if she implied she drank to excess with a bunch of school girls.”<Br>
<br>
<<Flag "MargaretInitiallyAgreed">>
<<if _FlagReturn is true>>
She turns back to the kitchen top and begins chopping again. “I thought we agreed on this point. I’m surprised that you’re now resisting.”<Br>
<<else>>
She turns back to the kitchen top and begins chopping again. “You may think I’m being stern, but it’s for her own good. If you marry well, I hope you’ll change your position.”<Br>
<</if>>
<br>
Margaret continues to chop, quickly and decisively.<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "AskThomas">>
“How did you and Mr. Hudson meet?” you try, hoping to turn the conversation to something less confronting.<Br>
<Br>
She glances back, a small smile creeping on to her face. “We met at Charlton School. Senior year. My parents had their concerns, but we’ve made a happy life. Even if the smells of a farm still make me flinch occasionally.”<Br>
<Br>
You nod to her before continuing. “Why didn’t they approve?” <Br>
<Br>
She looks away for a moment, smiling wistfully. “They didn’t consider a farmwife to be something their daughter was made for. The Hudson family was quite the match, but they worried a farm boy wouldn’t give me a suitable life.”<BR>
<bR>
“But I proved them wrong,” she continues, turning back to the kitchen top and her food prep. “Thomas just needed some encouragement. Learned how to turn wheat into honey.” She looks back at you and in spite of herself can’t stop smiling. “Before we were married, I don’t think he had read a book in his life. Now he spends all his time with his nose between pages.” She gives you a wink. “Men aren’t so hard to sway, if you know the words to tell them.”<Br>
<Br>
She titters, looking back to the food. “Catherine could learn a thing or two about that,” she adds, lowering her voice. “Before that son of mine gets used to doing whatever he wishes.”<BR>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "AskCatherine">>
“Are you happy for Catherine?” you ask. “Her and Marc seem like a good match.”<Br>
<BR>
Margaret glances back at you for a moment, her eyebrow raised. Only when she looks back to the food does she answer. “I hope they are happy,” she comments. “It’s a lot for a girl from the city to grow used to. But I should have known that Marc would do his own thing and find a girl that didn’t come from Charlton.”<Br>
<Br>
“You can’t help who you fall for,” you comment in a muted tone. It’s still enough for Margaret to turn to face you with an amused look.<Br>
<Br>
“You’ll change your mind, dear,” she tells you. “There are other things that make up a successful marriage. Catherine will discover that, sooner or later. Some things you just have to compromise on. Like that shop, for one.”<br>
<Br>
“The florist that Marc bought her?” you comment. <Br>
<Br>
Margaret rolls her eyes before turning back to chopping lettuce. “If Marc wants to waste his inheritance on Catherine’s hobbies, I won’t be one to judge. But she’ll find that when she has children, she’ll reconsider the need for the additional responsibilities of a shop keeper.”<Br>
<Br>
A quiet snort, as she mutters to herself. “Especially if they end up with a girl like Britney.”<Br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "AskBritney">>
“Britney seems stressed with the organising,” you comment. “Do you think she needs help?”<bR>
<Br>
“My dear daughter struggles with remembering her dress size,” she quips. “Or are muffin tops in vogue this year?”<bR>
<Br>
You pause as a reaction to her comment, trying to maintain neutrality. “She seems more concerned with doing what she thinks people want than what Catherine would like.”<Br>
<br>
Margaret turns, brandishing the bread knife out. “So she should do. My daughter has her heart in the right place, but that brain of hers is full of daydreams and flights of fancy from whatever magazine she’s found in the pharmacy. Really dear. I’m not surprised you’re friends with Britney if you think that some of her ideas are in any way acceptable.”<Br>
<br>
She turns back to the kitchen top, slicing a tomato. “Young women these days. They turn eighteen and think their thoughts are as wise as their parents. For Catherine’s sake, I hope she doesn’t persevere with these silly games and cocktails. If she does, I’m afraid Marc or her father will once again have to veto her ideas.”<Br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "AskMarc">>
“Marc seems friendly,” you tell her. “It must be hard for someone so young to be responsible for a farm.”<bR>
<Br>
Margaret’s eyes glint as she glances over at you. “Sounds like someone’s got a crush.”<br>
<bR>
“I just meant that he’s… young,” you try to explain.<Br>
<Br>
Margaret titters and continues chopping. “It’s okay, dear. I’m well aware that my son catches the eye of ladies.” She offers you a reassuring smile before continuing. “You wouldn’t be the first school girl to feel a flutter when he flashes that smile of his. We had quite the merry-go-round at Sunday lunches when he was a senior.”<Br>
<Br>
She puts down her knife and turns to you, giving you a knowing smile. “It’s natural for a girl of your age to have daydreams. Just don’t get carried away. Marc and Catherine will marry, and soon he’ll be a father. His days of being an eligible bachelor are behind him.”<BR>
<Br>
She turns back to the kitchen top, taking up her knife and chopping food once more. “No matter how spirited his fiancé might be. But she’ll learn. A few vetoes of her plans will soon set those boundaries.”<BR>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</switch>><<switch $MarjorieDialogue>>
<<case "PeopleWhoLeft">>
"Do you know anything about how the town could be influencing people who don't live here?" you try.<br>
<br>
Marjorie takes a drag from her cigarette and gives you a thin smile as she exhales. "Where to begin? The town has a long-standing influence on its inhabitants. Once you've lived here for a time, the captors won't be happy to let you out of your cage. Even if those people feel they've flown the coop. What do you ask?"<br>
<br>
"I have a friend," you say, choosing what information to withhold. "She's worried about her parents."<br>
<br>
"Parents, or father?" Marjorie says with a grin. "Jennifer Chambers should know better than to be discussing magic with anyone. Even you."<br>
<br>
You give her a small smile, feeling your guts turn. Marjorie's knowledge is wide-reaching.<br>
<br>
"Keith Chambers' name will be in the book, same as the rest of us," she tells you. "My advice for you both? Don't go putting your noses into tombs that don't concern you. Those in control will find out, one way or the other."<br>
<br>
"What book?" you say.<br>
<br>
Marjorie takes a puff on her cigarette, eyes not leaving you. "Do you expect me to tell you that, <<TrueName>>? And was that a slip-up on my part, or a deliberate push to get you to take a turning you'll come to wish you avoided?"<br>
<br>
She grins as you digest her words. "Here's another morsel for you to consider. The fortune teller at the carnival. She has a way of sticking her beak into things that it should stay out of. You could try her, if you really want to go down this road."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Marjorie" "PeopleWhoLeft">><<QuestOptionUnlock "Quest35" 0 "roseli">><</link>>
<<case "BraceletHelp">>
“I’ve been struggling with this,” you say, jangling the bracelet around your wrist.<br>
<br>
Marjorie takes a drag from her cigarette, glancing down with a knowing smile. “Haven’t been keeping it charged, have you?” she manages to say, before breathing out the cigarette smoke.<br>
<br>
You shake your head. “It’s changing me.”<br>
<br>
A thin grin appears on the woman’s face. She takes another drag, watching you. “Tandi was just like you,” she mutters after breathing out slowly. “In the beginning. She accepted the power, but was reluctant to embrace its demands.”<br>
<br>
“What did she do?” you ask, fearing you already know the answer. Marjorie’s mouth twitches at the side.<br>
<br>
“You’ve come this far,” Marjorie says, tapping the cigarette butt into the ashtray. “You know what it can do. And what it needs to do it.”<br>
<br>
Her eyes flicker over to the door momentarily before wandering back to you. “Embrace the desire. If you still think you can stop Stitch, you’ll need its power. You never know. You may find your reluctance fades in time. As will your concern for the prom.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Marjorie" "BraceletHelp">><</link>>
<<case "HotelHearts">>
You nod, her lingering eyes make you feel hesitant and anxious. “Yes.”<br>
<br>
An eyebrow shoots up on Marjorie’s face. “Yes what?”<br>
<br>
You take a breath, understanding what she wants to hear. “Yes ma’am.”<br>
<br>
Marjorie gives you a thin smile, her foundation almost cracking. “Good,” she purrs. “My girls need to know their position. They must know how to arch and bend to the whims of those who ask them to.”<br>
<br>
She takes a step closer to you, running a single finger down your cheek. Then to your neck. Stopping as she touches the top of your breast. You try not to flinch.<br>
<br>
“I’ve spoken to Harry,” she whispers. “Mr. Sermon. He is accepting of your desires to be more than you are. But tell me why I should take you under my wing. What do you think that Hearts can give you that a life on your hands and knees here can’t?”<br>
<br>
<<ActionsHeader>>
<<StatCheckOrientation "lt" 40 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to charm her over">>
<<if _StatCheckOrientation is true>><<link _StatOrientationProbability "MarjorieDialogue">><<set $MarjorieDialogue to "HotelCharmPass">><</link>><br>
<<else>><<link _StatOrientationProbability "MarjorieDialogue">><<set $MarjorieDialogue to "HotelCharmFail">><<Orientation -1>><</link>><br><</if>>
<<link "Tell her you need the money" "MarjorieDialogue">><<set $MarjorieDialogue to "HotelMoney">><<set $ConversationRoot to "MarjorieDialogue">><</link>><br>
<<link "Tell her you’re just curious" "MarjorieDialogue">><<set $MarjorieDialogue to "HotelCurious">><<set $ConversationRoot to "MarjorieDialogue">><</link>>
<<case "HotelCharmPass">>
“Don’t you think I would look good on my hands and knees?” you reply, keeping your voice high and coy. “It’s what good girls do.”<br>
<br>
Marjorie’s smile widens and her fingernail drifts further, threatening to pull your top down as it goes. You feel yourself wanting to shiver, but you resist, meeting her eye.<br>
<br>
“With a mouth like that, I have a mind to skip the trial,” she murmurs. “But let’s see if you can follow through.”<br>
<br>
She reaches back to her handbag and takes out a business card in the shape of a pink heart. “Phone a cab in the evening. Tell them you want to go to the Ace of Hearts. They’ll know what to do.”<br>
<br>
You look down at the business card as you take it. The paper glitters with yellow dust that you can sense is more than decoration. Your palm warms at its touch. More than warms, in fact. It trickles. For a moment the glitter in the card glows brighter and you feel it somehow leech your essence as it binds itself to you.<br>
<br>
“I’ll let Harry know to keep you on for the time being,” Marjorie continues. “If you find that the work I offer suits you, I’ll let him know that you will no longer be available. At least, for work at the hotel.”<br>
<br>
She gives you a knowing smile as you tuck the business card away. “I’ll be expecting you, <<TrueName>>. Then we’ll see what you can really do.”<br>
<br>
Marjorie steps around you and walks towards the door. Long after she’s gone, you can still smell her exotic perfume in the air.<br>
<br>
<<ActionsHeader>>
<<link "Change and leave" "TownCentre">><<EndConversation "Marjorie">><<set $MarjorieDialogue to undefined>><<TakeObjectNPC "Marjorie" "HeartsBusinessCard">><<HeartsCardTag "HeartsBusinessCard">><<QuestTracker "Quest27" 1>><<LocationKnown "AceOfHearts">><<SetFlag "CharltonTaxiHomeKnown">><</link>>
<<case "HotelCharmFail">>
“I don’t mind being on my hands and knees,” you reply, keeping your voice low and sultry. “But I can think of other reasons than scrubbing dirt off the floor.”<br>
<br>
Marjorie’s smile widens, her fingernail lingering on your breast. “I bet you can,” she murmurs. “But in my line of work, a little charm and subtlety can help for you not to find yourself there all the time.”<br>
<br>
“Still,” she says, finally pulling back her hand. “You have asked. I will give you a chance.”<br>
<br>
She reaches back to her handbag and takes out a business card in the shape of a pink heart. “Phone a cab in the evening. Tell them you want to go to the Ace of Hearts. They’ll know what to do.”<br>
<br>
You look down at the business card as you take it. The paper glitters with yellow dust that you can sense is more than decoration.<br>
<br>
“I’ll let Harry know to keep you on for the time being,” Marjorie continues. “If you find that the work I offer suits you, I’ll let him know that you will no longer be available. At least, for work at the hotel.”<br>
<br>
She gives you a knowing smile as you tuck the business card away. “I’ll be expecting you, <<TrueName>>. Then we’ll see what you can really do.”<br>
<br>
Marjorie steps around you and walks towards the door. Long after she’s gone, you can still smell her exotic perfume in the air.<br>
<br>
<<ActionsHeader>>
<<link "Change and leave" "TownCentre">><<EndConversation "Marjorie">><<set $MarjorieDialogue to undefined>><<TakeObjectNPC "Marjorie" "HeartsBusinessCard">><<HeartsCardTag "HeartsBusinessCard">><<QuestTracker "Quest27" 1>><<LocationKnown "AceOfHearts">><<SetFlag "CharltonTaxiHomeKnown">><</link>>
<<case "HotelMoney">>
“I need the money,” you reply. “I am struggling to make ends meet.”<br>
<br>
Marjorie maintains her smile, but she begins to run her fingernail back and forth across your breast. “An honest answer,” she murmurs. “But honesty is not a desired trait in the line of work I provide.”<br>
<br>
“Still,” she says, finally pulling back her hand. “You have asked. I will give you a chance.”<br>
<br>
She reaches back to her handbag and takes out a business card in the shape of a pink heart. “Phone a cab in the evening. Tell them you want to go to the Ace of Hearts. They’ll know what to do.”<br>
<br>
You look down at the business card as you take it. The paper glitters with yellow dust that you can sense is more than decoration.<br>
<br>
“I’ll let Harry know to keep you on for the time being,” Marjorie continues. “If you find that the work I offer suits you, I’ll let him know that you will no longer be available. At least, for work at the hotel.”<br>
<br>
She gives you a knowing smile as you tuck the business card away. “I’ll be expecting you, <<TrueName>>. Then we’ll see what you can really do.”<br>
<br>
Marjorie steps around you and walks towards the door. Long after she’s gone, you can still smell her exotic perfume in the air.<br>
<br>
<<ActionsHeader>>
<<link "Change and leave" "TownCentre">><<EndConversation "Marjorie">><<set $MarjorieDialogue to undefined>><<TakeObjectNPC "Marjorie" "HeartsBusinessCard">><<HeartsCardTag "HeartsBusinessCard">><<QuestTracker "Quest27" 1>><<LocationKnown "AceOfHearts">><<SetFlag "CharltonTaxiHomeKnown">><</link>>
<<case "HotelCurious">>
“I’ve heard some things,” you reply. “I guess I’m just curious.”<br>
<br>
Marjorie maintains her smile, but her hand draws back. “Curiosity killed the cat. And I should know. I have many kittens left without a mother.”<br>
<br>
“Still,” she says, appraising you again. “You have asked. I will give you a chance.”<br>
<br>
She reaches back to her handbag and takes out a business card in the shape of a pink heart. “Phone a cab in the evening. Tell them you want to go to the Ace of Hearts. They’ll know what to do.”<br>
<br>
You look down at the business card as you take it. The paper glitters with yellow dust that you can sense is more than decoration.<br>
<br>
“I’ll let Harry know to keep you on for the time being,” Marjorie continues. “If you find that the work I offer suits you, I’ll let him know that you will no longer be available. At least, for work at the hotel.”<br>
<br>
She gives you a knowing smile as you tuck the business card away. “I’ll be expecting you, <<TrueName>>. Then we’ll see what you can really do.”<br>
<br>
Marjorie steps around you and walks towards the door. Long after she’s gone, you can still smell her exotic perfume in the air.<br>
<br>
<<ActionsHeader>>
<<link "Change and leave" "TownCentre">><<EndConversation "Marjorie">><<set $MarjorieDialogue to undefined>><<TakeObjectNPC "Marjorie" "HeartsBusinessCard">><<HeartsCardTag "HeartsBusinessCard">><<QuestTracker "Quest27" 1>><<LocationKnown "AceOfHearts">><<SetFlag "CharltonTaxiHomeKnown">><</link>>
<<case "OfficeAce">>
“What is this place?” you ask her, looking around.<br>
<br>
“You’re in the Ace of Hearts,” Marjorie states plainly. “A retreat for the men of Charlton to live out their fantasies. And a home to the girls that want to be free from the shackles that the town puts on them. I imagine that last part sounds familiar to you. Or more of a yearning.”<br>
<br>
You take a gulp, hesitating with your words. “Is it a brothel?”<br>
<br>
Marjorie gives you a knowing smile, taking a small drag from her cigarette. “Of sorts,” she replies, blowing out smoke. “But more than that. It is a place where men can relax. Spend some time with some charming women. But a brothel? We’re far more than that.”<br>
<br>
The older woman gives you a look, eyes gleaming. “Every fantasy they can dream of, we make a reality. They are honest here, in what they want. And in return, we gain freedom in their honesty. Even as you whisper white lies about how good they look. Or how big they are.”<br>
<br>
She leans forward slightly, putting a forearm on her desk. “That is what Hearts can offer you. The allure of being free from the prison of Charlton. Of having your role assigned. Of submitting to the life forced on you by men who run Charlton. Your cage is bigger, here.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "OfficeHer">>
“Who are you?” you ask. “Really?”<br>
<br>
“I am the proprietor of Hearts,” she tells you. “The current owner, if you like.”<br>
<br>
“How did you end up here?” you try.<br>
<br>
Marjorie eyes you with interest, taking a drag from her cigarette. “Just like you did. I ruffled some feathers. Didn’t take to the role they had given me. Found my way here. The rest,” she says, waving her cigarette with dramatic flair. “Is history.”<br>
<br>
You digest her words as she watches you carefully. “What did you do?”<br>
<br>
A smile forms on her lips. “Quite the curious kitten, aren’t you? Let’s just say that I didn’t agree with the town’s ideas of who they wanted me to be. So Hearts called. And I answered. Just like you.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "OfficeExpected">>
“What’s expected of me here?” you ask her, anxious as you wait her answer.<br>
<br>
“To be what they want you to be,” she tells you nonchalantly. “Use your feminine wiles to charm them. Learn their desires. Their innermost fantasies. And play to them.”<br>
<br>
“What sort of fantasies?” you ask.<br>
<br>
Marjorie gives you a small knowing smile. “They aren’t just primal, if that’s where your little mind is going. Charlton imprisons men just as it does with women. To talk, honestly. To flirt, openly. To spend some time with a girl that they would be chastened for speaking to if they saw her on the street. Some of our regulars just want to play a hand of cards with a companion or watch them sing.”<br>
<br>
You give her a look. “And the others?”<br>
<br>
“The others are honest,” she replies. “It will be your choice to indulge them. But you may find comfort in their openness. Even if the requests are sometimes surprising.”<br>
<br>
“What if I don’t want to indulge them?” you say.<br>
<br>
Marjorie offers you the slightest shrug. “Then you know where the door is. Back to your life, in a town where you don’t fit.” A smile creeps up on her face. “It’s rare for a girl who has found her way here to not see that what we offer is better.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "OfficeTrial">>
“You mentioned a trial,” you remind her. “What did you mean?”<br>
<br>
“Life at Hearts isn’t a picnic,” she replies. “Sometimes the allure of easy money or fleeting fantasies doesn’t align to the realities of our work. I want to see if behind those pretty eyes is a woman who can stomach the job.”<br>
<br>
She takes another drag from the cigarette, blowing the smoke out of her nose. “You’ll work on the floor for an evening. Serve drinks. Chat with our guests. Listen to their whims and indulge their comments. If you have the knack for it, we’ll look at a more permanent arrangement.”<br>
<br>
You look around the room, taking in the velvet curtains and dim lights. “Just chat and talk?”<br>
<br>
Marjorie’s eyes gleam as she smiles. “How far you take it, I leave to you. Just remember, we provide a fantasy. Listen to our guests. Make sure your actions and words match what they desire the most.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "OfficeCard">>
“What is this?” you say, holding up the card.<br>
<br>
“A temporary invitation,” she replies. “For those not meant for working on their knees, or aren’t sure that’s where they belong.”<br>
<br>
She looks from the card to you, inhaling smoke as she holds your stare. “That one was given to another girl. She passed her trial. But Hearts wasn’t meant for her.” A thin smile forms on Marjorie’s face. “How did you come to be in possession of it?”<br>
<br>
“I found it,” you reply. Marjorie’s smile widens, but retains its coldness. “I’m sure.”<br>
<br>
She takes another drag from her cigarette. “But you’ve found your way here, regardless. Girls don’t unless they might belong here. So I’ll give you the trial.”<br>
<br>
You feel your gut twist inside you. “A trial?”<br>
<br>
“Life at Hearts isn’t a picnic,” she replies. “Sometimes the allure of easy money or fleeting fantasies doesn’t align to the realities of our work. I want to see if behind those pretty eyes is a woman who can stomach the job.”<br>
<br>
She takes another drag from the cigarette, blowing the smoke out of her nose. “You’ll work on the floor for an evening. Serve drinks. Chat with our guests. Listen to their whims and indulge their comments. If you have the knack for it, we’ll look at a more permanent arrangement.”<br>
<br>
You look around the room, taking in the velvet curtains and dim lights. “Just chat and talk?”<br>
<br>
Marjorie’s eyes gleam as she smiles. “How far you take it, I leave to you. Just remember, we provide a fantasy. Listen to our guests. Make sure your actions and words match what they desire the most.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "OfficeBracelet">>
You massage the bracelet on your hand, looking up towards Marjorie. “Can you tell me anything more about this bracelet?”<br>
<br>
Marjorie’s eyes flicker towards it. “It’s powerful,” she says. “I assume that Tandi has shown you what it can do?”<br>
<br>
You nod, recalling the Red Room. As if responding, the bracelet pulsates once with energy, yearning for more.<br>
<br>
“Good. Then I can assume the knowledge of the dark arts is also something you carry. You could be powerful. I sense it. That bracelet will give you more power. Charging those jewels is just the beginning of what it can do. I will show you, if you like. Our line of work aligns with its demands. And as you’ve found, the bracelet will give you pleasure in doing it.”<br>
<br>
She takes another drag, blowing smoke high into the air. “Tell me, though. Why did Tandi offer you it. And why did you take it? What do you hope to gain through it?”<br>
<br>
<<ActionsHeader>>
<<link "Tell her the truth and blow your cover" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeBraceletTruth">><<set $ConversationRoot to "MarjorieDialogue">><</link>><br>
<<link "Tell her you just want power" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeBraceletPower">><<set $ConversationRoot to "MarjorieDialogue">><</link>>
<<case "OfficeBraceletTruth">>
“I want to use it to stop the prom,” you tell her. “And stop the ritual from taking place.”<br>
<br>
“Oh?” Marjorie says, looking back at you. “What do you think you know?”<br>
<br>
<<MarjorieDialogueVariant>>
<<if _TempCurse is true and _TempTaughtCoven is true>>
“You’re teaching or taught the cheerleaders how to perform some powerful magic,” you tell her. “For the Prom. And you’ve also put a counter-curse on the curses at school.”<br>
<<elseif _TempTaughtCoven is true>>
“You’re teaching or taught the cheerleaders how to perform some powerful magic,” you tell her. “For the Prom.”<br>
<<elseif _TempCurse is true>>
“You’ve put a counter-curse on the curses at school,” you tell her.<br>
<</if>>
<br>
Marjorie looks back over the table, a smile forming. “Aren’t you well informed? I knew there was something strange about you. And brave to just come out and say it. If foolish.”<br>
<br>
You hear the lock to the door turn. Your hand reaches out and touches the handle, but it doesn’t budge. Taking a deep breath, you turn back to see Marjorie smiling with satisfaction. “So. Who exactly are you?”<br>
<br>
<<ActionsHeader>>
<<link "Listen to Marjorie" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeListen">><<set $ConversationRoot to "MarjorieDialogue">><<SetFlag "AceOfHeartsCoverBlown">><</link>>
<<case "OfficeBraceletPower">>
“I want more power,” you tell her. “Tandi said that it could provide it.”<br>
<br>
A single eyebrow raises on Marjorie’s face. “I hope she warned you that it comes with a price.”<br>
<br>
You nod, feeling Marjorie’s eyes burrow into you. “Very well,” she remarks after a moment. “To teach you how to make use of the bracelet, you’ll need to fuel it. You’ll work on the floor. Serve drinks. Chat with our guests. Listen to their whims and indulge their comments.”<br>
<br>
You look around the room, taking in the velvet curtains and dim lights. “Just chat and talk?”<br>
<br>
Marjorie’s eyes gleam as she smiles. “How far you take it, I leave to you. Just remember, we provide a fantasy. Listen to our guests. Make sure your actions and words match what they desire the most. The bracelet will whisper to you what it needs. Once it’s charged, come see me again.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "OfficeTattoo">>
“I woke up with a tattoo on my back,” you tell her. “What is it?”<br>
<br>
Marjorie gives you a smile, taking a drag from her cigarette. “The key to Hearts,” she says as she lets smoke drift from her mouth. “Those suitable for our establishment are given it. Sooner or later, it leads them here.”<br>
<br>
You feel it tingle with magic in response to Marjorie’s words. “It feels funny,” you mutter, keeping your thoughts to yourself.<br>
<br>
“It’s no ordinary tattoo,” the older woman says. “There are only a few ways for a girl to enter Hearts without it. Those who do soon wake to find they have it. It’s a sign for me. Of potential. Of a yearning from a woman who wants more freedom than what Charlton offers. Sound familiar to you?”<br>
<br>
“Can you remove it?” you ask her.<br>
<br>
Marjorie’s smile fades. “That’s not something I offer. Or even wish to. If you have been given the mark, you are mine to deal with. One way or the other.”<br>
<br>
She takes another drag from her smoke, then shrugs. “But don’t worry. You’ll see that the freedom it grants you is what you desire. Even if you might not realise just yet.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "OfficeCoverBlow">>
“I know about you,” you begin. “About what you’re doing with the school.”<br>
<br>
“Oh?” Marjorie says, looking back at you. “What do you think you know?”<br>
<br>
<<MarjorieDialogueVariant>>
<<if _TempCurse is true and _TempTaughtCoven is true>>
“You’re teaching or taught the cheerleaders how to perform some powerful magic,” you tell her. “For the Prom. And you’ve also put a counter-curse on the curses at school.”<br>
<<elseif _TempTaughtCoven is true>>
“You’re teaching or taught the cheerleaders how to perform some powerful magic,” you tell her. “For the Prom.”<br>
<<elseif _TempCurse is true>>
“You’ve put a counter-curse on the curses at school,” you tell her.<br>
<</if>>
<br>
Marjorie looks back over the table, a smile forming. “Aren’t you well informed? I knew there was something strange about you. And brave to just come out and say it. If foolish.”<br>
<br>
You hear the lock to the door turn. Your hand reaches out and touches the handle, but it doesn’t budge. Taking a deep breath, you turn back to see Marjorie smiling with satisfaction. “So. Who exactly are you?”<br>
<br>
<<ActionsHeader>>
<<link "Listen to Marjorie" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeListen">><<set $ConversationRoot to "MarjorieDialogue">><<SetFlag "AceOfHeartsCoverBlown">><</link>>
<<case "OfficeListen">>
You stand, motionless, staring back at the other woman as the fear spreads through your body. She lets the silence build in the room, eyes staring back at you with intensity.<br>
<br>
<<if _CurrentPC is true>>
She takes another drag from her cigarette, blowing smoke out towards you. “So the truth,” she says, idly waving a finger in the air. You don’t see magic stemming from her fingernail. But your own inner energies bubble up into your brain. “Why are you here?”<br>
<br>
The words fall out of your mouth, even as you struggle to keep them in. “You’re helping the school,” you hear yourself say. “I want to know how.”<br>
<br>
This makes Marjorie’s eyes widen just-so slightly. “You’re part of the problem Stitch is having with his magics? Bold of you to come here.”<br>
<<else>>
“Not just a body alteration spell,” she comments. “Our wards would see through that. Something stronger. More powerful. Like you’ve taken on a part of your subject too. Almost as if you are her.”<br>
<br>
She takes another drag from her cigarette, blowing smoke out towards you. “So the truth,” she says, idly waving a finger in the air. You don’t see magic stemming from her fingernail. But your own inner energies bubble up into your brain. “Tell me your name.”<br>
<br>
“<<TrueName "Current">>,” you slip out, unable to hold back.<br>
<br>
“Well, <<TrueName "Current">>,” Marjorie replies. “Why are you here?”<br>
<br>
The words fall out of your mouth, even as you struggle to keep them in. “You’re helping the school,” you hear yourself say. “I want to know how.”<br>
<br>
This makes Marjorie’s eyes widen just-so slightly. “You’re part of the problem Stitch is having with his magics? Bold of you to come here. Even in disguise.”<br>
<</if>>
<br>
She regards you for a moment, then stubs out her cigarette in the ashtray. “You realise I can’t let you leave here? Stitch would string me up. But I can indulge you. For the moment.”<br>
<br>
She waves her hand again and you feel the energies clouding your mind simmer down back into your own magical reserves. Your mouth once more responds to your commands and you can’t help but sigh in relief.<br>
<br>
“Speak freely,” Marjorie tells you. “What did you seek to gain by coming here?”<br>
<br>
Marjorie leans back, watching you. But stays silent for now.<br>
<br>
<<ActionsHeader>>
<<link "Answer her" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeConfrontation">><<set $ConversationRoot to "MarjorieDialogue">><</link>>
<<case "OfficeConfrontation" "OfficeConfrontationReturn">>
<<CheckFirst "HeartsConfrontationOpened">>
<<if _CheckFirst is false>>
<<AddFirst "HeartsConfrontationOpened">>
You take a breath. There is no point holding anything back now. Marjorie waits, her eyes only leaving you when she moves her cigarette to her lips to take a drag from it.<br>
<<else>>
Marjorie looks at you over her desk, her eyes only leaving you when she moves her cigarette to her lips to take a drag from it.<br>
<</if>>
<br>
<<ActionsHeader>>
<<QuestState "Quest24">><<DialogueSpokenSecretKnown "Marjorie" "OfficeCounterCurse">>
<<set _curseDone to (_QuestState lt 2 or _QuestState gte 4 or _Discussed is true)>>
<<if _QuestState gte 2 and _QuestState lt 4 and _Discussed is false>><<link "Ask about the counter curse at the school" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeCounterCurse">><<set $ConversationRoot to "MarjorieDialogue">><<DialogueDone "Marjorie" "OfficeCounterCurse">><</link>><br><</if>>
<<QuestState "Quest25">><<DialogueSpokenSecretKnown "Marjorie" "OfficeRitual">>
<<set _ritualDone to (_QuestState lt 2 or _Discussed is true)>>
<<if _QuestState gte 2 and _Discussed is false>><<link "Ask about the ritual at the prom" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeRitual">><<set $ConversationRoot to "MarjorieDialogue">><<DialogueDone "Marjorie" "OfficeRitual">><</link>><br><</if>>
<<DialogueSpokenSecretKnown "Marjorie" "OfficeWhyStitch">>
<<set _stitchDone to _Discussed>>
<<if _Discussed is false>><<link "Ask why she is helping Stitch" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeWhyStitch">><<set $ConversationRoot to "MarjorieDialogue">><<DialogueDone "Marjorie" "OfficeWhyStitch">><</link>><br><</if>>
<<if _curseDone is true and _ritualDone is true and _stitchDone is true>>
/* Deal routing: unmasked after a first shift (HeartsWorkedShift) -> the offer; summoned Tandi (persistent latch) -> Tandi deal; any other first-meeting unmask (incl. pre-shift Tandi) -> the deal. */
<<CheckFirst "HeartsTandiDoorBlocked">><<set _tandiSummoned to _CheckFirst>><<CheckFirst "HeartsWorkedShift">><<set _workedShift to _CheckFirst>>
<<if _workedShift is true>>
<<link "Tell her you have nothing more to ask" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeNothingMore">><<set $ConversationRoot to "MarjorieDialogue">><</link>>
<<elseif _tandiSummoned is true and $current.avatar is "Tandi">>
<<link "Tell her you have no further questions" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeTandiDeal">><<set $ConversationRoot to "MarjorieDialogue">><</link>>
<<else>>
<<link "Tell her you have no further questions" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeDeal">><<set $ConversationRoot to "MarjorieDialogue">><</link>>
<</if>>
<</if>>
<<case "OfficeCounterCurse">>
“What have you done to the curses at the school?” you ask her. “Why can’t I nullify them?”<br>
<br>
“That was you?” Marjorie asks. “You’ve made Stitch very unhappy. No one has done that before.”<br>
<br>
She takes a drag from her cigarette as she looks back at you. “It’s a spell called counter curse. I cast it wide enough to reflect any nullification attempts back at the caster. With a little treat. Stitch was specific about that.”<br>
<br>
“How do I get around it?” you ask.<br>
<br>
Marjorie grins even as she shakes her head. “You really are brazen. Do you expect me to tell you how to get around my spell that easily?”<br>
<br>
“It was worth a try,” you quip.<br>
<br>
Marjorie almost chokes on the smoke in her lungs. “You’ve got spirit. It’s a shame that I’m going to have to deal with you.” Her smile drifts ever so slightly, as she looks at you.<br>
<br>
<<ActionsHeader>>
<<Flag "AceOfHeartsCoverBlown">><<set _InConfrontation to _FlagReturn>>
<<QuestOptionCheck "Quest27" 2 "deal_accepted" "gte">><<if _QuestOptionCheck is true>><<set _InConfrontation to false>><</if>>
<<QuestOptionCheck "Quest27" 2 "deal_declined" "gte">><<if _QuestOptionCheck is true>><<set _InConfrontation to false>><</if>>
<<QuestOptionCheck "Quest27" 2 "trial_card" "gte">><<if _QuestOptionCheck is true>><<set _InConfrontation to false>><</if>>
<<CheckFirst "HeartsWorkedShift">><<Flag "CounterCurseGestureKnown">><<if _CheckFirst is true and _FlagReturn is false>><<set _InConfrontation to true>><</if>>
<<if _InConfrontation is true>>
<<link "Change topics" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeConfrontationReturn">><<set $ConversationRoot to "MarjorieDialogue">><<QuestTracker "Quest24" 3>><</link>>
<<else>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestTracker "Quest24" 3>><</link>>
<</if>>
<<case "OfficeRitual">>
“What is planned for the prom?” you ask her. “What have you taught the cheerleaders?”<br>
<br>
“The same spell I teach their kind every year,” she replies. “A powerful spell, which will change the memories of everyone attending who is unprotected.”<br>
<br>
<<SpellsCheckSelf "AlterMemories">>
<<if _SpellsCheckSelf is true>>
“Alter memories,” you repeat back. “I know that spell.”<br>
<br>
Marjorie gives you a narrow look. “You know the parlour trick version. To cast it on mass is something else entirely.”<br>
<br>
<</if>>
“How do I stop it?”<br>
<br>
Marjorie snorts but keeps her eyes locked on you. “You can’t. You haven’t the power.”<br>
<br>
<<ActionsHeader>>
<<Flag "AceOfHeartsCoverBlown">><<set _InConfrontation to _FlagReturn>>
<<QuestOptionCheck "Quest27" 2 "deal_accepted" "gte">><<if _QuestOptionCheck is true>><<set _InConfrontation to false>><</if>>
<<QuestOptionCheck "Quest27" 2 "deal_declined" "gte">><<if _QuestOptionCheck is true>><<set _InConfrontation to false>><</if>>
<<QuestOptionCheck "Quest27" 2 "trial_card" "gte">><<if _QuestOptionCheck is true>><<set _InConfrontation to false>><</if>>
<<CheckFirst "HeartsWorkedShift">><<Flag "CounterCurseGestureKnown">><<if _CheckFirst is true and _FlagReturn is false>><<set _InConfrontation to true>><</if>>
<<if _InConfrontation is true>>
<<link "Change topics" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeConfrontationReturn">><<set $ConversationRoot to "MarjorieDialogue">><<QuestTracker "Quest27" 4>><<QuestOptionComplete "Quest25" 2 "ace_of_hearts">><<QuestOptionComplete "Quest25" 3 "ace_of_hearts">><<QuestOptionComplete "Quest25" 5 "ace_of_hearts">><<Quest25PrepReconcile>><</link>>
<<else>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestTracker "Quest27" 4>><<QuestOptionComplete "Quest25" 2 "ace_of_hearts">><<QuestOptionComplete "Quest25" 3 "ace_of_hearts">><<QuestOptionComplete "Quest25" 5 "ace_of_hearts">><<Quest25PrepReconcile>><</link>>
<</if>>
<<case "OfficeWhyStitch">>
“Why are you helping Stitch?” you ask, sensing your anger boiling.<br>
<br>
Marjorie doesn’t move. Her eyes watch you, carefully. But you sense inside her, magic churning. As if readying for any strike.<br>
<br>
“I was like you, once,” she mutters. “Thought I could make a difference and change the world.”<br>
<br>
She takes in a deep drag from her cigarette and gestures around the office with the burning ember as she blows smoke back out. “You see where it landed me. And this was Stitch being benevolent.”<br>
<br>
Her eyes turn back to you. “If you think you can stop them, you’re wrong. If you’re here, it’s already too late.” She takes a short drag, spitting out the smoke like it’s poison. “Just accept where it’s got you. And learn how to now survive.”<br>
<br>
<<ActionsHeader>>
<<Flag "AceOfHeartsCoverBlown">><<set _InConfrontation to _FlagReturn>>
<<QuestOptionCheck "Quest27" 2 "deal_accepted" "gte">><<if _QuestOptionCheck is true>><<set _InConfrontation to false>><</if>>
<<QuestOptionCheck "Quest27" 2 "deal_declined" "gte">><<if _QuestOptionCheck is true>><<set _InConfrontation to false>><</if>>
<<QuestOptionCheck "Quest27" 2 "trial_card" "gte">><<if _QuestOptionCheck is true>><<set _InConfrontation to false>><</if>>
<<CheckFirst "HeartsWorkedShift">><<Flag "CounterCurseGestureKnown">><<if _CheckFirst is true and _FlagReturn is false>><<set _InConfrontation to true>><</if>>
<<if _InConfrontation is true>>
<<link "Change topics" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeConfrontationReturn">><<set $ConversationRoot to "MarjorieDialogue">><</link>>
<<else>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<case "OfficeDeal">>
“I think that’s everything I have,” you tell her, bracing yourself for what’s to come.<br>
<br>
<<if $HeartsFirst is "MarjorieCard">>
“Firstly,” she says, snapping her fingers. “Let’s have that card. It has served its purpose.”<br>
<br>
You hand the business card back to Marjorie. She smiles and snaps her fingers again. A cigarette lighter appears lit between them. The card bursts into amber-yellow flames.<br>
<br>
<<elseif $HeartsFirst is "ChristinaCard">>
“Firstly,” she says, staring back at you. “That card. I won’t demand it, but I will have to remove the access to Hearts that it provides you.”<br>
<br>
She snaps her fingers. You feel the business card burn against your body. Something simmers away from it.<br>
<br>
<</if>>
<<Flag "AceOfHeartsCoverBlown">>
<<if _FlagReturn is true>>
“Now,” she murmurs. “What to do with you. I could send you directly to Stitch. I’m sure he’d reward me for giving him someone who acts so brazenly to thwart his plans.”<br>
<br>
Her eyes look over you, a smile forming. “But I suspect he’d send you back here. Willingly or otherwise.”<br>
<br>
She regards you with interest, still smiling. “I wonder if you can do it. Stop him where others have failed. I’ll make you a deal.”<br>
<br>
<<if $HeartsFirst is "Bracelet">>
Marjorie’s eyes drift from your face to your arm, finally falling on your bracelet. “I don’t expect you to survive,” she says, looking back at you. “If you asked me straight, I’d tell you to hunker down here and accept the cards you’ve been given. But no one has nullified those curses before. Maybe you have a chance.”<br>
<br>
Her eyes drift down again to look at the bracelet. You sense its magic stirring.<br>
<br>
<<else>>
Marjorie reaches down into the drawer of her desk and throws something down on the table from within. You look down to see a bronze bracelet with five jade jewels, each dull and inert.<br>
<br>
“I don’t expect you to survive,” she says. “If you asked me straight, I’d tell you to hunker down here and accept the cards you’ve been given. But no one has nullified those curses before. Maybe you have a chance.”<br>
<br>
<<GetPCState "TandiBracelet">>
<<if _TandiBracelet is "active">>
Your eyes drift down to look at the bracelet. The sight of it is enough to make the one around your wrist pulsate with its own energy.<br>
<br>
Marjorie’s eyes flick down to your wrist. She sniggers. “You have been busy. There’s not many who could have persuaded Tandi to part with her bracelet. Not anymore.”<br>
<br>
She slides the bracelet back over the desk, letting it fall into the drawer. “No need for this, then.”<br>
<br>
<<else>>
Your eyes drift down to look at the bracelet. In spite of the lifeless surface of the jewels, you can sense the faintest residuals of magic.<br>
<br>
<</if>>
<</if>>
“Study with me, here,” Marjorie continues. “I’ll teach you how you can use that to increase your power and, in theory, defeat Stitch and his cheerleaders.”<br>
<br>
“You’d turn on him, just like that?” you say.<br>
<br>
“I may be dancing towards that line, but I haven’t crossed it. Yet.” She casts a glance at the bracelet. “You’ll have to work. Willingly. If I don’t see what I need to believe you’re a horse worth betting on, I’ve got a new girl.”<br>
<br>
“And if you do?”<br>
<br>
Marjorie holds her eyes on yours. “I shall let you know when I see it.”<br>
<br>
She stubs out her cigarette in the ashtray before looking back to you. “You never know, you may find you enjoy working here. Others like you have.”<br>
<<else>>
“Now,” she murmurs. “The terms of your employment here.”<br>
<br>
<<if $HeartsFirst is "Bracelet">>
She looks down at your wrist, eyes lingering on Tandi’s bracelet. “You already have the apparatus required. It will be demanding, but rewarding. In many ways. I’ll give you the chance to earn tips, and indulge the side of you that our neighbours deny. In turn, I will take what that trinket harvests each night.”<br>
<br>
She offers you a small smile. “If you aren’t aware, that old girl grows hungry for things after midnight if it’s starved. That is something you’ll have to deal with yourself.”<br>
<<else>>
Marjorie reaches down into the drawer of her desk and throws something down on the table from within. You look down to see a bronze bracelet with five jade jewels, each dull and inert.<br>
<br>
<<GetPCState "TandiBracelet">>
<<if _TandiBracelet is "active">>
Your eyes drift down to look at the bracelet. The sight of it is enough to make the one around your wrist pulsate with its own energy.<br>
<br>
Marjorie’s eyes flick down to your wrist. She sniggers. “You have been busy. There’s not many who could have persuaded Tandi to part with her bracelet. Not anymore.”<br>
<br>
She slides the bracelet back over the desk, letting it fall into the drawer. “No need for this, then. You already have the apparatus required. It will be demanding, but rewarding. In many ways. I’ll give you the chance to earn tips, and indulge the side of you that our neighbours deny. In turn, I will take what that trinket harvests each night.”<br>
<br>
She offers you a small smile. “If you aren’t aware, that old girl grows hungry for things after midnight if it’s starved. That is something you’ll have to deal with yourself.”<br>
<<else>>
Your eyes drift down to look at the bracelet. In spite of the lifeless surface of the jewels, you can sense the faintest residuals of magic.<br>
<br>
“You will wear this out on the floor,” she continues. “It will be demanding, but rewarding. In many ways. I’ll give you the chance to earn tips, and indulge the side of you that our neighbours deny. In turn, I will take what that trinket harvests each night.”<br>
<br>
She offers you a small smile. “That old girl grows hungry for things after midnight if it’s starved. That is something you’ll have to deal with yourself.”<br>
<</if>>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<GetPCState "TandiBracelet">>
<<if _TandiBracelet is "active" or $HeartsFirst is "Bracelet">>
<<link "Accept Marjorie’s deal" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeDealAccept">><<set $ConversationRoot to "MarjorieDialogue">><<BusinessCardResolution>><<set $HeartsFirst to "Bracelet">><<DialogueDone "Marjorie" "Inducted">><<QuestOptionUnlock "Quest27" 2 "deal_accepted" "gte">><</link>><br>
<<else>>
<<link "Accept Marjorie’s deal and put on the bracelet" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeDealAcceptGraft">><<set $ConversationRoot to "MarjorieDialogue">><<BusinessCardResolution>><<TakeObjectNPC "Marjorie" "MarjorieBracelet">><<SetPCState "MarjorieBracelet" "active">><<DialogueDone "Marjorie" "Inducted">><<QuestOptionUnlock "Quest27" 2 "deal_accepted" "gte">><</link>><br>
<</if>>
<<link "Decline Marjorie’s deal" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeDealDecline">><<set $ConversationRoot to "MarjorieDialogue">><<BusinessCardResolution>><<DialogueDone "Marjorie" "Inducted">><<QuestOptionUnlock "Quest27" 2 "deal_declined" "gte">><</link>>
<<case "OfficeDealAccept">>
“Okay,” you tell her. “I guess I don’t have much of a choice.”<br>
<br>
Marjorie smiles knowingly back at you. “You have no idea how true that is.”<br>
<br>
“Go back to the lobby,” she continues. “You’ll find another door under the main stairway. It will be unlocked. Find a uniform that fits. One that’s clean, I would advise. Then speak to Amber, in the lobby. She’ll show you to the main floor.”<br>
<br>
“And what do I have to do?” you ask her.<br>
<br>
Marjorie’s eyes gleam as they wander over your body. “That is up to you. Talk to our guests. Serve them their drinks. Light their cigarettes. Indulge their fantasies. Flatter those pretty eyes of yours. Listen to what they want from a girl. You’ll find a way to satisfy their whims if you pay attention close enough.”<br>
<br>
She stubs out her cigarette in the ashtray before looking back to you. “But don’t give anything away for free. A little charm can go a long way.”<br>
<br>
“When you’re finished, return to me,” she continues. “And I’ll show you how to turn that energy you’ve gathered in that bracelet into something more than petty charms. Which reminds me…”<br>
<br>
<<TandiBraceletChargeCheck>>
<<if _TandiBraceletChargeCheck is 0>>
She looks down at the bracelet on your wrist, but her eyebrows switch. Then, a light titter. “Letting the old girl run on fumes, are you? Don’t worry. You’ll find some fuel for her here.”<br>
<<else>>
She looks down at the bracelet on your wrist and waves her finger in a circular motion. You feel the energy from the bracelet leap out into the tip of her nail. You gasp as you feel the bracelet yearn for them, as if lamenting the theft. Marjorie grins. “Only fair to start with nothing. Just like every girl who’s sat in that chair before you.”<br>
<<TandiBraceletCharge -5>>
<</if>>
<br>
“How will I know if I’m finished?” you ask her.<br>
<br>
“You won’t. But I will. I’ll tell you when I’m satisfied.” Marjorie offers you a smile, then reaches out and pours a glass from the spirit bottle resting on her desk. She waves her hand over it. Yellow-amber dust falls from her palm like snow into the glass. She smiles. “A little taste of what is to come. We all have our vices, don’t we?”<br>
<br>
She slides the glass over the desk towards you, her intent clear.<br>
<br>
<<ActionsHeader>>
<<CompulsionCheck "PartyGirl">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Party Girl] </span><s>Try to decline the drink</s> - <i>You can’t resist a free drink!</i><br>
<<else>>
<<StatCheckAssertive "gt" 70>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to decline the drink">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeDeclineDrinkPass">><<set $ConversationRoot to "MarjorieDialogue">><</link>><br>
<<else>><<link _StatAssertiveProbability "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeDeclineDrinkFail">><<set $ConversationRoot to "MarjorieDialogue">><<Assertive 1>><<Drunk 1>><</link>><br><</if>>
<</if>>
<<link "Take the drink" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeTakeDrink">><<set $ConversationRoot to "MarjorieDialogue">><<Drunk 1>><</link>>
<<case "OfficeDealAcceptGraft">>
“Okay,” you tell her. “I guess I don’t have much of a choice.”<br>
<br>
Marjorie smiles knowingly back at you. “You have no idea how true that is.”<br>
<br>
She pushes the bracelet towards you ever so slightly with one fingernail. You take a breath, then pick it up and clasp it shut around your wrist.<br>
<br>
You feel the sparkles of its residual magic flow into you through your wrist. More disturbingly is the sense of teeth sinking into your skin, a cool bite from the bracelet underneath its band, as if it’s grafted itself on to your skin.<br>
<br>
The combination of magic and the bite sends shivers through your body. You gasp, but as you hear yourself you realise it’s not in fear. More, from pleasure.<br>
<br>
“Feels good, doesn’t it?” Marjorie comments. “Don’t worry about the sting. You’ll get used to it. It will be with you for some time.”<br>
<br>
You look down at your wrist, massaging the bracelet. Wondering what you’ve signed up for.<br>
<br>
“Go back to the lobby,” Marjorie continues. “You’ll find another door under the main stairway. It will be unlocked. Find a uniform that fits. One that’s clean, I would advise. Then speak to Amber, in the lobby. She’ll show you to the main floor.”<br>
<br>
“And what do I have to do?” you ask her.<br>
<br>
Marjorie’s eyes gleam as they wander over your body. “That is up to you. Talk to our guests. Serve them their drinks. Light their cigarettes. Indulge their fantasies. Flatter those pretty eyes of yours. Listen to what they want from a girl. You’ll find a way to satisfy their whims if you pay attention close enough.”<br>
<br>
She stubs out her cigarette in the ashtray before looking back to you. “But don’t give anything away for free. A little charm can go a long way.”<br>
<br>
“When you’re finished, return to me,” she continues. “And I’ll show you how to turn that energy you’ve gathered into something more than petty charms.”<br>
<br>
Marjorie offers you a smile, then reaches out and pours a glass from the spirit bottle resting on her desk. She waves her hand over it. Yellow-amber dust falls from her palm like snow into the glass. She smiles. “A little taste of what is to come. We all have our vices, don’t we?”<br>
<br>
She slides the glass over the desk towards you, her intent clear.<br>
<br>
<<ActionsHeader>>
<<CompulsionCheck "PartyGirl">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Party Girl] </span><s>Try to decline the drink</s> - <i>You can’t resist a free drink!</i><br>
<<else>>
<<StatCheckAssertive "gt" 70>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to decline the drink">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeDeclineDrinkPass">><<set $ConversationRoot to "MarjorieDialogue">><</link>><br>
<<else>><<link _StatAssertiveProbability "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeDeclineDrinkFail">><<set $ConversationRoot to "MarjorieDialogue">><<Assertive 1>><<Drunk 1>><</link>><br><</if>>
<</if>>
<<link "Take the drink" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeTakeDrink">><<set $ConversationRoot to "MarjorieDialogue">><<Drunk 1>><</link>>
<<case "OfficeStartTrial">>
<<if $current.avatar is "Tandi">>
“I’m ready for your trial,” you tell her.<br>
<br>
Marjorie laughs smoke through her nose. “Not in that skin,” she says. “I told you. The regulars are bored of Tandi. Come back in a form that will be novel to them. Then we’ll test how well you can use your womanly charms.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<else>>
“I want to start your trial,” you tell her.<br>
<br>
Marjorie regards you over her cigarette. “I did wonder how long it would take.”<br>
<br>
<<GetPCState "TandiBracelet">><<QuestOptionCheck "Quest27" 2 "trial_card" "gte">>
<<if _TandiBracelet is "active">>
Marjorie’s eyes flick down to your wrist. She sniggers. “You have been busy. There’s not many who could have persuaded Tandi to part with her bracelet. Not anymore.”<br>
<br>
“No need for anything of mine, then. You already have the apparatus required. It will be demanding, but rewarding. In many ways. I’ll give you the chance to earn tips, and indulge the side of you that our neighbours deny. In turn, I will take what that trinket harvests each night.”<br>
<br>
She offers you a small smile. “If you aren’t aware, that old girl grows hungry for things after midnight if it’s starved. That is something you’ll have to deal with yourself.”<br>
<<elseif _QuestOptionCheck is true>>
She reaches down into the drawer of her desk and throws something down on the table from within. You look down to see a bronze bracelet with five jade jewels, each dull and inert. In spite of the lifeless surface of the jewels, you can sense the faintest residuals of magic.<br>
<br>
“You will wear this out on the floor,” she continues. “It will be demanding, but rewarding. In many ways. I’ll give you the chance to earn tips, and indulge the side of you that our neighbours deny. In turn, I will take what that trinket harvests each night.”<br>
<br>
She offers you a small smile. “That old girl grows hungry for things after midnight if it’s starved. That is something you’ll have to deal with yourself.”<br>
<<else>>
She reaches down into the drawer of her desk and throws something down on the table from within. The same bronze bracelet she showed you before, its five jade jewels dull and inert. “You know what it is,” she says. “And what I take in return. The offer hasn’t changed.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Hold out your wrist" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeStartTrialGraft">><<set $ConversationRoot to "MarjorieDialogue">><<GetPCState "TandiBracelet">><<if _TandiBracelet isnot "active">><<TakeObjectNPC "Marjorie" "MarjorieBracelet">><<SetPCState "MarjorieBracelet" "active">><</if>><<QuestOptionUnlock "Quest27" 2 "deal_accepted" "gte">><<QuestOptionCheck "Quest27" 2 "deal_declined" "gte">><<if _QuestOptionCheck is true>><<QuestOptionComplete "Quest27" 2 "deal_declined">><</if>><<QuestOptionCheck "Quest27" 2 "trial_card" "gte">><<if _QuestOptionCheck is true>><<QuestOptionComplete "Quest27" 2 "trial_card">><</if>><<InventoryCheckSelf "HeartsTrialBusinessCard">><<if _InventoryCheckSelf is true>><<GiveObjectLocation "Void" "HeartsTrialBusinessCard">><</if>><</link>>
<</if>>
<<case "OfficeStartTrialGraft">>
<<GetPCState "TandiBracelet">>
<<if _TandiBracelet is "active">>
<<TandiBraceletChargeCheck>>
<<if _TandiBraceletChargeCheck is 0>>
She looks down at the bracelet on your wrist, but her eyebrows switch. Then, a light titter. “Letting the old girl run on fumes, are you? Don’t worry. You’ll find some fuel for her here.”<br>
<<else>>
She looks down at the bracelet on your wrist and waves her finger in a circular motion. You feel the energy from the bracelet leap out into the tip of her nail. You gasp as you feel the bracelet yearn for them, as if lamenting the theft. Marjorie grins. “Only fair to start with nothing. Just like every girl who’s sat in that chair before you.”<br>
<<TandiBraceletCharge -5>>
<</if>>
<<else>>
She pushes the bracelet towards you ever so slightly with one fingernail. You take a breath, then pick it up and clasp it shut around your wrist.<br>
<br>
You feel the sparkles of its residual magic flow into you through your wrist. More disturbingly is the sense of teeth sinking into your skin, a cool bite from the bracelet underneath its band, as if it’s grafted itself on to your skin.<br>
<br>
“Feels good, doesn’t it?” Marjorie comments. “Don’t worry about the sting. You’ll get used to it. It will be with you for some time.”<br>
<</if>>
<br>
<<QuestOptionCheck "Quest27" 2 "trial_card" "gte">><<if _QuestOptionCheck is true>>
“You know the routine,” she continues. “The door under the stairway. A uniform that fits. Then Amber will show you to the floor.” She taps ash into the tray. “Only this time you’re serving them as yourself. Let’s see if they like you as much as they liked Tandi.”<br>
<br>
“When you’re finished, return to me,” she says. “And I’ll show you how to turn that energy you’ve gathered into something more than petty charms.”<br>
<<else>>
“Go back to the lobby,” Marjorie continues. “You’ll find another door under the main stairway. It will be unlocked. Find a uniform that fits. One that’s clean, I would advise. Then speak to Amber, in the lobby. She’ll show you to the main floor.”<br>
<br>
“And what do I have to do?” you ask her.<br>
<br>
Marjorie’s eyes gleam as they wander over your body. “That is up to you. Talk to our guests. Serve them their drinks. Light their cigarettes. Indulge their fantasies. Flatter those pretty eyes of yours. Listen to what they want from a girl. You’ll find a way to satisfy their whims if you pay attention close enough.”<br>
<br>
“When you’re finished, return to me,” she continues. “And I’ll show you how to turn that energy you’ve gathered into something more than petty charms.”<br>
<</if>>
<br>
Marjorie offers you a smile, then reaches out and pours a glass from the spirit bottle resting on her desk. She waves her hand over it. Yellow-amber dust falls from her palm like snow into the glass. She smiles. “A little taste of what is to come. We all have our vices, don’t we?”<br>
<br>
She slides the glass over the desk towards you, her intent clear.<br>
<br>
<<ActionsHeader>>
<<CompulsionCheck "PartyGirl">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Party Girl] </span><s>Try to decline the drink</s> - <i>You can’t resist a free drink!</i><br>
<<else>>
<<StatCheckAssertive "gt" 70>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to decline the drink">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeDeclineDrinkPass">><<set $ConversationRoot to "MarjorieDialogue">><</link>><br>
<<else>><<link _StatAssertiveProbability "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeDeclineDrinkFail">><<set $ConversationRoot to "MarjorieDialogue">><<Assertive 1>><<Drunk 1>><</link>><br><</if>>
<</if>>
<<link "Take the drink" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeTakeDrink">><<set $ConversationRoot to "MarjorieDialogue">><<Drunk 1>><</link>>
<<case "OfficeDealDecline">>
“I don’t think so,” you tell her, folding your arms.<br>
<br>
<<TattooCheck "Heart">>
<<if _TattooCheck is true>>
“Think you are above working on your back?” Marjorie asks you. “Shame. It’s such a pretty little back. Especially with that mark that you’ve forgotten. Maybe you need a reminder.”<br>
<<else>>
“Think you are above working on your back?” Marjorie asks you. “Shame. It’s such a pretty little back. Bit plain, maybe. But we can fix that.”<br>
<</if>>
<br>
The room suddenly grows cold. Shadows creep up from the edges, dimming the glow of the desk lamp. You feel movement behind you. A figure. Dark and undefined. As you turn, you sense the stirrings of magic. And before you can react, it swings at you. You fall to the ground.<br>
<br>
You hit the carpet and fear rockets through your body as you realise you can’t move. Immobilised, you can only see the dark ceiling above you. The room appears wrapped in shadow, as if the light itself is fading from the world. Just at the edge of your view, a silhouette shaped like a man leans over, somehow blacker than the darkness that consumes the room.<br>
<br>
<<Flag "AceOfHeartsCoverBlown">>
“I’m sorry,” you hear Marjorie’s voice say, growing more distant by the word. “But I wasn’t giving you a choice. See you again soon, <<if _FlagReturn is true>><<TrueName "Current">><<else>><<TrueName>><</if>>. I’m sure.”<br>
<br>
The dark silhouette leans in over you. You want to scream but can’t. Instead, you can only watch as it grabs out at you and blackness overwhelms you.<br>
<br>
<<ActionsHeader>>
<<Flag "AceOfHeartsCoverBlown">>
<<if _FlagReturn is false>>
<<link "Wake up" "YourStreet">><<EndConversation "Marjorie">><<set $MarjorieDialogue to undefined>><<for ; $periodCurrent lt 4 ; >><<TimeChange>><</for>><<EventTrigger "YourStreet" "HeartsDeclineWakeDisguised" null null null null null null true>><</link>>
<<else>>
<<link "Wake up" "YourStreet">><<EndConversation "Marjorie">><<set $MarjorieDialogue to undefined>><<AmuletChargeOveride 2>><<TransformBack>><<for ; $periodCurrent lt 4 ; >><<TimeChange>><</for>><<EventTrigger "YourStreet" "HeartsDeclineWake" null null null null null null true>><</link>>
<</if>>
<<case "OfficeDeclineDrinkPass">>
Even under Marjorie’s piercing stare, you manage to summon the words to decline her drink. “No thanks,” you murmur. “I’m good.”<br>
<br>
She raises an eyebrow, but shrugs. “Suit yourself. Though I’ve never known a girl to get through her first shift sober.” She smiles at you, almost pityingly. “You’ll learn to enjoy it.”<br>
<br>
You stare back at the alcohol in the glass, watching the magical particles dissipate. Whether it’s natural or Marjorie’s doing, you don’t know.<br>
<br>
“Come back after you’ve been on the floor,” Marjorie says, watching you turn away from her.<br>
<br>
<<ActionsHeader>>
<<link "Say goodbye to Marjorie and return to the lobby" "AceOfHeartsLobby">><<EndConversation "Marjorie">><<set $MarjorieDialogue to undefined>><<LocationKnown "AceOfHeartsChangingRoom">><<DialogueDone "Marjorie" "Inducted">><</link>>
<<case "OfficeDeclineDrinkFail">>
You try to summon the words to decline the alcohol, but Marjorie’s stare seems to take them away from your mouth even before they are spoken. Reluctantly, you wince and pick up the drink, bringing it to your mouth.<br>
<br>
You intend to take just a sip, but the warm liquid is sweet and alluring. Honey and pumpkin trickles down your throat like syrup. Before you know it, the glass is empty.<br>
<br>
You let your hand put it back down, feeling the hazy glow of alcohol hit you. Your brain feels like it’s clouding over. Your thoughts are dulled. A vacant smile creeps up on your face as you look back at Marjorie.<br>
<br>
<<BraceletChargeProse>>
“Good girl,” she purrs. “Feels sweet and warm on your lips, doesn’t it? What other uses you put them to, I wonder.”<br>
<br>
A giggle erupts from your mouth. Almost like a bubble bursting. You can’t help but find her comment funny.<br>
<br>
“Speaking of those lips,” she continues. “You might want to dab a bit of lip-gloss to them. Add some volume. There’s not a guest we have that doesn’t like a girl with some more definition.”<br>
<br>
You find yourself nodding, considering the last time you looked in the mirror. Remembering that you noticed your lips looked a little thin, didn’t they?<br>
<br>
“Come back after you’ve been on the floor,” Marjorie says, watching you turn away from her.<br>
<br>
<<ActionsHeader>>
<<link "Say goodbye to Marjorie and return to the lobby" "AceOfHeartsLobby">><<EndConversation "Marjorie">><<set $MarjorieDialogue to undefined>><<SetFlag "TempHeartsLipstickKnown">><<LocationKnown "AceOfHeartsChangingRoom">><<DialogueDone "Marjorie" "Inducted">><<set $tempMarjorieCompulsion to true>><</link>>
<<case "OfficeTakeDrink">>
In spite of the magic, you pick up the drink and move it to your mouth. You intend to take just a sip, but the warm liquid is sweet and alluring. Honey and pumpkin trickles down your throat like syrup. Before you know it, the glass is empty.<br>
<br>
You let your hand put it back down, feeling the hazy glow of alcohol hit you. Your brain feels like it’s clouding over. Your thoughts are dulled. A vacant smile creeps up on your face as you look back at Marjorie.<br>
<br>
“Good girl,” she purrs. “Feels sweet and warm on your lips, doesn’t it? What other uses you put them to, I wonder.”<br>
<br>
A giggle erupts from your mouth. Almost like a bubble bursting. You can’t help but find her comment funny.<br>
<br>
“Speaking of those lips,” she continues. “You might want to dab a bit of lip-gloss to them. Add some volume. There’s not a guest we have that doesn’t like a girl with some more definition.”<br>
<br>
You find yourself nodding, considering the last time you looked in the mirror. Remembering that you noticed your lips looked a little thin, didn’t they?<br>
<br>
“Come back after you’ve been on the floor,” Marjorie says, watching you turn away from her.<br>
<br>
<<ActionsHeader>>
<<link "Say goodbye to Marjorie and return to the lobby" "AceOfHeartsLobby">><<EndConversation "Marjorie">><<set $MarjorieDialogue to undefined>><<SetFlag "TempHeartsLipstickKnown">><<LocationKnown "AceOfHeartsChangingRoom">><<DialogueDone "Marjorie" "Inducted">><<set $tempMarjorieCompulsion to true>><</link>>
<<case "OfficeTandiHowAreYou">>
“How have you been?” you ask, settling into the chair. “Really.”<br>
<br>
Marjorie regards you over the glow of her cigarette, as if the question might be a trick. “Since when did you care?”<br>
<br>
“Since always,” you say, hoping it sounds like something Tandi would say. “I just wasn’t very good at showing it.”<br>
<br>
That earns a low laugh, smoke curling out with it. “The place keeps me busy. The men keep me rich. Stitch keeps me on a leash.” She taps ash into the tray without looking at it. “Same as it ever was. You know how it is here, Tandi. Nothing changes but the girls.”<br>
<br>
“And you?” you press. “How are you?”<br>
<br>
Her eyes narrow, but the smile stays where it is. “As always, what they made me. I stopped fighting that a long time ago.” She leans back in her chair, studying you through the haze. “I thought you did too. Something different gotten into you lately, Tandi?”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "OfficeTandiGirls">>
“How are the girls?” you ask. “Amber seems...” You search for the right word. “Cheerful.”<br>
<br>
“Amber is always cheerful,” Marjorie replies. “Good find from Harry.” She takes a drag, watching you over the ember. “The others come and go. Two new ones on the floor this month. One of them will last, I think.”<br>
<br>
“Only one?”<br>
<br>
“The other one is fragile.” She exhales slowly, the smoke drifting across the desk between you. “Not like you and I.”<br>
<br>
You think of the girls you saw working the floor tonight, their laughter high and constant. “They seemed happy enough.”<br>
<br>
“They can look the part,” Marjorie says simply. “But there’s a difference between wearing the mask and being it.” Her gaze drifts to the door, then back to you. “You should know that better than anyone else. Tandi.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "OfficeTandiRitual">>
“I’ve been hearing some things,” you say, trying to mimic all you can remember about the way Tandi speaks. “Prom’s coming up. Helping prepare for the ritual?”<br>
<br>
Marjorie’s eyebrows lower, but a smile creeps up on to her face. “What’s the matter, Tandi? Getting nostalgic at this time of year?”<br>
<br>
“I was just wondering about the spell,” you say, feeling the bluff already straining. “Is it the same as last time?”<br>
<br>
“It’s always the same,” Marjorie replies. “Just the cheerleaders change. They’re struggling without you, Tandi. Christina tried to get a replacement, but she didn’t work out. Who knows what will happen next year? Looks like I’ll be training a whole new squad from scratch.”<br>
<br>
“I could help,” you try. “With the spell, that is.”<br>
<br>
That causes Marjorie to raise an eyebrow. “Last year you wanted to stop the ritual. Now, you want to help with it?” Her eyes narrow once more. “You feeling alright, Tandi? Too much nose powder from Jack?”<br>
<br>
You flash her a polite smile, falling silent. Marjorie continues to watch you with interest.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<MarjorieSuspicion 1>><<QuestTracker "Quest27" 3>><<QuestOptionComplete "Quest25" 2 "ace_of_hearts">><<QuestOptionComplete "Quest25" 3 "ace_of_hearts">><<QuestOptionComplete "Quest25" 5 "ace_of_hearts">><<Quest25PrepReconcile>><</link>>
<<case "OfficeTandiCurse">>
“I heard that the students stopped feeling affected by the curses,” you tell her. “Something go wrong?”<br>
<br>
Marjorie smirks as she takes a drag from her cigarette. “You’re well informed. Who told you that?”<br>
<br>
“A girl,” you lie. “Overheard her at the Red Room. She kept talking about how sleazy the classes were. Sounds like the curses weren’t working.”<br>
<br>
The older woman snorts out smoke from her nostrils with some annoyance. “There was a temporary set-back. A girl who grew too big for her boots. It’s been dealt with.” She gives you a snide smile. “Don’t worry, Tandi. The Prom will happen this year. Just as it did before.”<br>
<br>
“What did you do?” you press. “How can you be sure that it won’t happen again?”<br>
<br>
Marjorie holds up her cigarette, pointing it to the ceiling. The smoke wraps around her mane as she stares back at you. “Used a counter curse across the school. No one at Charlton is breaking through that.”<br>
<br>
She takes another puff on the cigarette, watching you as she takes the smoke into her lungs. Only when she exhales does she begin to speak. “Why the sudden interest, Tandi? Thought that you left that life behind when you came here?”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<MarjorieSuspicion 1>><<QuestTracker "Quest24" 3>><</link>>
<<case "OfficeTandiDeal">>
“I think that’s everything I have,” you tell her, bracing yourself for what’s to come.<br>
<br>
“Now,” she murmurs. “What to do with you. I could send you directly to Stitch. I’m sure he’d reward me for giving him someone who acts so brazenly to thwart his plans.”<br>
<br>
Her eyes look over you, a smile forming. “But I suspect he’d send you back here. Willingly or otherwise.”<br>
<br>
She regards you with interest, still smiling. “I wonder if you can do it. Stop him where others have failed. I’ll make you a deal.”<br>
<br>
Marjorie reaches down into the drawer of her desk and throws something down on the table from within. You look down to see a black matte card with a pink heart embedded in the centre. Surrounded by yellow-amber glitter. You can’t tell if it’s part of the design or something else.<br>
<br>
“I don’t expect you to survive,” she says. “If you asked me straight, I’d tell you to hunker down here and keep out of their way. But no one has nullified those curses before. Maybe you have a chance.”<br>
<br>
“Call that card your legitimate invite,” she tells you. “Come back here another night in a more truthful form. Or, if the truth wouldn’t get you past my door, one that my customers won’t be so bored of.”<br>
<br>
“What can you offer me?” you ask.<br>
<br>
Marjorie smiles. “First, let’s see how much hard work you’re willing to do for your goal. Then, if you do enough, I’ll decide if I’ve got a racehorse worth backing. Or a new workhorse for the stable hands.”<br>
<br>
<<ActionsHeader>>
<<link "Take the card and leave" "AceOfHeartsLobby">><<TakeObjectNPC "Marjorie" "HeartsTrialBusinessCard">><<DialogueDone "Marjorie" "Inducted">><<QuestOptionUnlock "Quest27" 2 "trial_card" "gte">><<set $HeartsFirst to undefined>><<EndConversation "Marjorie">><<set $MarjorieDialogue to undefined>><</link>>
<<case "OfficeTandiShift">>
/* Post-shift goodbye (on the floor tonight, or ever summoned): the door locks regardless of suspicion. */
<<DailyVariableCheck "HeartsShiftStarted">><<CheckFirst "HeartsTandiDoorBlocked">>
<<if _DailyVariableCheck is true or _CheckFirst is true>>
“I should get going,” you tell her. “It’s been a long night.”<br>
<br>
Marjorie sucks on her cigarette, letting out a smoke ring with practiced care. “Why don’t you do that,” she says, her eyes lingering on you. “Thanks for the chat. Tandi.”<br>
<br>
“One more thing,” you hear Marjorie say as you reach out for the door handle. “How have you done this?”<br>
<br>
You hear the lock turn. Your hand touches the handle, but it doesn’t budge. Taking a deep breath, you turn back to see Marjorie smiling with satisfaction. “And who exactly are you?”<br>
<br>
<<ActionsHeader>>
<<link "Listen to Marjorie" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeTandiListen">><<set $ConversationRoot to "MarjorieDialogue">><<SetFlag "AceOfHeartsCoverBlown">><</link>>
<<else>>
“I should get back,” you tell her. “Time to start a shift.”<br>
<br>
Marjorie sucks on her cigarette, letting out a smoke ring with practiced care. “Why don’t you do that,” she says, her eyes lingering on you. “Thanks for the chat. Tandi.”<br>
<br>
<<if $MarjorieSuspicion gte 2>>
“One more thing,” you hear Marjorie say as you reach out for the door handle. “How have you done this?”<br>
<br>
You hear the lock turn. Your hand touches the handle, but it doesn’t budge. Taking a deep breath, you turn back to see Marjorie smiling with satisfaction. “And who exactly are you?”<br>
<br>
<<ActionsHeader>>
<<link "Listen to Marjorie" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeTandiListen">><<set $ConversationRoot to "MarjorieDialogue">><<SetFlag "AceOfHeartsCoverBlown">><</link>>
<<elseif $MarjorieSuspicion is 1>>
“Take care out there,” you hear Marjorie say as you reach out for the door handle. “It’s been a while. Hope you don’t forget what you have to do. Tandi.”<br>
<br>
You nod silently, then turn to the door. Feeling Marjorie’s eyes digging into you from behind.<br>
<br>
<<ActionsHeader>>
<<link "Return to the lobby" "AceOfHeartsLobby">><<EndConversation "Marjorie">><<set $MarjorieDialogue to undefined>><<DialogueDone "Marjorie" "Inducted">><</link>>
<<else>>
You turn towards the door and turn the handle. Looking back, you see Marjorie watching you as you go. Silent and unmoving.<br>
<br>
<<ActionsHeader>>
<<link "Return to the lobby" "AceOfHeartsLobby">><<EndConversation "Marjorie">><<set $MarjorieDialogue to undefined>><<DialogueDone "Marjorie" "Inducted">><</link>>
<</if>>
<</if>>
<<case "OfficeTandiListen">>
You stand, motionless, staring back at the other woman as the fear spreads through your body. She lets the silence build in the room, eyes staring back at you with intensity.<br>
<br>
“Not just a body alteration spell,” she comments. “Our wards would see through that. Something stronger. More powerful. Like you’ve taken on a part of Tandi too. Almost as if you are her.”<br>
<br>
She takes another drag from her cigarette, blowing smoke out towards you. “So the truth,” she says, idly waving a finger in the air. You don’t see magic stemming from her fingernail. But your own inner energies bubble up into your brain. “Tell me your name.”<br>
<br>
“<<TrueName "Current">>,” you slip out, unable to hold back.<br>
<br>
“Well, <<TrueName "Current">>,” Marjorie replies. “Why are you here?”<br>
<br>
The words fall out of your mouth, even as you struggle to keep them in. “You’re helping the school,” you hear yourself say in Tandi’s voice. “I want to know how.”<br>
<br>
This makes Marjorie’s eyes widen just-so slightly. “You’re part of the problem Stitch is having with his magics? Bold of you to come here. Even in disguise.”<br>
<br>
She regards you for a moment, then stubs out her cigarette in the ashtray. “You realise I can’t let you leave here? Stitch would string me up. But I can indulge you. For the moment.”<br>
<br>
She waves her hand again and you feel the energies clouding your mind simmer down back into your own magical reserves. Your mouth once more responds to your commands and you can’t help but sigh in relief.<br>
<br>
“Speak freely,” Marjorie tells you. “What did you seek to gain by coming here?”<br>
<br>
Marjorie leans back, watching you. But stays silent for now.<br>
<br>
<<ActionsHeader>>
<<link "Answer her" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeConfrontation">><<set $ConversationRoot to "MarjorieDialogue">><<SetFlag "AceOfHeartsCoverBlown">><</link>>
<<case "OfficeDebrief">>
“You told me to return when I was finished,” you say. “Have I done enough?”<br>
<br>
Marjorie’s eyes pass over you, taking in the bunny uniform, your expression and whatever remains of the evening on your skin. Her gaze drops to your wrist. “The bracelet will answer that. Give me your hand.”<br>
<br>
<<BraceletChargeCheck>>
<<if _BraceletChargeCheck gte 2>>
<<if _BraceletChargeCheck gte 4>>
You rest your arm across the desk. She looks back at you, evidently pleased. “Well. You went further than I expected.”<br>
<<else>>
You rest your arm across the desk. She gives a small nod. “Acceptable. You listened to what they wanted and gave them enough of it.”<br>
<</if>>
<br>
“You don’t want to know what I did to charge it?”<br>
<br>
“Why?” Marjorie says, taking a drag from her cigarette. “Power is power. I don’t care which man gave it to you, which room you earned it in, what you did to earn it, or whether you earned it here at all. If you bring it to me, I will take it.”<br>
<br>
Marjorie retrieves a thick glass jar from a cupboard and places it beside you. She removes its heavy stopper, then curls one finger over the bracelet. “Now,” she says and you sense her conjuring magics from within her. “Observe.”<br>
<br>
<<ActionsHeader>>
<<link "Watch Marjorie cast a spell" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeDebriefDrain">><<set $ConversationRoot to "MarjorieDialogue">><<MarjorieDrain>><<AddFirst "HeartsWorkedShift">><<QuestOptionComplete "Quest27" 2 "deal_accepted">><<DailyVariableAdd "HeartsShiftEnded">><<set $HeartsFirst to undefined>><</link>>
<<else>>
You rest your arm across the desk. Marjorie holds her finger above the bracelet, but nothing rises to meet it. After a moment, she takes her hand back. The lone jewel still glows with magical energy.<br>
<br>
“What’s wrong?” you ask.<br>
<br>
“What’s wrong is what you’ve brought me,” she replies. “I will not drain it to starvation. Come back when it is properly fed.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<case "OfficeDebriefDrain">>
You sense Marjorie’s unspoken spell crackle from her finger. The jewels pulse against your skin. Threads of yellow-amber energy rise from them and stretch across the desk. They descend into the jar, curling into themselves until each forms a small, glossy sphere.<br>
<br>
The jewels darken. Marjorie lowers her finger while the last remains lit.<br>
<br>
“You left one,” you say.<br>
<br>
“Deliberately.” She replaces the stopper. “Empty tools become hungry tools.”<br>
<br>
You nod, massaging your wrist. “What’s next?”<br>
<br>
<<Flag "AceOfHeartsCoverBlown">>
<<if _FlagReturn is true>>
Marjorie takes a long drag from her cigarette. She lets the fumes from the tip drift up to the ceiling, whilst keeping the inhaled smoke deep in her lungs. Eventually, she lets it escape her mouth with a loud sigh.<br>
<br>
“You have shown promise,” she comments. “So I have considered our predicament. I will give you something, as a token of investment in you.” She sniggers, almost mocking herself. “And, against my better judgement, I’m actually willing to offer you something. A deal.”<br>
<br>
<<ActionsHeader>>
<<link "Listen to her offer" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeOffer">><<set $ConversationRoot to "MarjorieDialogue">><</link>>
<<else>>
Marjorie takes a long drag from her cigarette. She lets the fumes from the tip drift up to the ceiling, whilst keeping the inhaled smoke deep in her lungs. Eventually, she lets it escape her mouth with a loud sigh.<br>
<br>
“It seems you have a future at Hearts. Go home. Enjoy your tips. And I will see you when you return.”<br>
<br>
<<GetPCState "MarjorieBracelet">>
<<if _MarjorieBracelet is "active">>
You stare back at Marjorie, trying to mask your feelings. Jiggling your wrist, you draw attention to the bracelet. “What about this?”<br>
<br>
“Keep it,” Marjorie says. “You’ll need it when you come back.”<br>
<br>
<</if>>
Marjorie flicks her cigarette towards the ashtray and gestures to the door. “You should go.”<br>
<br>
Giving her a final look, you push your chair back and turn towards the door. “One more thing,” you hear Marjorie say as you reach out for the door handle. “Who exactly are you?”<br>
<br>
You hear the lock turn. Your hand touches the handle, but it doesn’t budge. Taking a deep breath, you turn back to see Marjorie smiling with satisfaction.<br>
<br>
<<ActionsHeader>>
<<link "Listen to Marjorie" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeListen">><<set $ConversationRoot to "MarjorieDialogue">><<SetFlag "AceOfHeartsCoverBlown">><</link>>
<</if>>
<<case "OfficeNothingMore">>
Marjorie takes a long drag from her cigarette. She lets the fumes from the tip drift up to the ceiling, whilst keeping the inhaled smoke deep in her lungs. Eventually, she lets it escape her mouth with a loud sigh.<br>
<br>
“You have shown promise,” she comments. “So I have considered our predicament. I will give you something, as a token of investment in you.” She sniggers, almost mocking herself. “And, against my better judgement, I’m actually willing to offer you something. A deal.”<br>
<br>
<<ActionsHeader>>
<<link "Listen to her offer" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeOffer">><<set $ConversationRoot to "MarjorieDialogue">><</link>>
<<case "OfficeOffer">>
“The counter-curse at the school cannot be removed easily,” Marjorie begins. “Stitch’s demands, after your meddling.” She gives you a thin smile. “But Stitch is just a man, underneath it all. Magic is still beyond his comprehension.”<br>
<br>
You watch as you feel Marjorie summon a sliver of magic. Her fingertip glows like a firefly. She waves it in a circle, then swipes through it and lastly adds a swish before the magic fades.<br>
<br>
“An incantation gesture,” she comments. “Before you leave, I will teach you it. Think of it as the key that unlocks the door through the counter-curse.”<br>
<br>
“So I can nullify the curses after using it?” you ask.<br>
<br>
Marjorie nods. “Stitch is aware of it. As are his minions. And his coven.” She snorts lightly. “Enough people at least, to keep the suspicion from me.”<br>
<br>
You look back at her. “Thank you.”<br>
<br>
Marjorie takes a drag and shakes her head slowly. “You shouldn’t offer thanks for so little. You have yet to leave this place. Hearts still has its claws in you. If I was a betting woman, I would say that this year’s prom will still go ahead. And you’ll be soon upstairs on your back every night, trading your body and mind for scraps to buy the ecstasy of vice.”<br>
<br>
You stare back at her, feeling cold. “You mentioned a deal.”<br>
<br>
“I did,” she replies flatly. “I will answer your questions and explain the terms. But when considering it, consider my scepticism on your chances.”<br>
<br>
<<ActionsHeader>>
<<link "Listen to the terms of her deal" "MarjorieDialogue">><<set $MarjorieDialogue to "TermsOfDeal">><<set $ConversationRoot to "MarjorieDialogue">><<QuestTracker "Quest24" 4>><<QuestOptionUnlock "Quest24" 4 "maths">><<QuestOptionUnlock "Quest24" 4 "geography">><<QuestOptionUnlock "Quest24" 4 "biology">><<QuestOptionUnlock "Quest24" 4 "business_studies">><<QuestOptionUnlock "Quest24" 4 "kitchen">><<QuestOptionUnlock "Quest24" 4 "gym">><</link>>
<<case "TermsOfDeal" "TermsOfDealReturn">>
<<if $MarjorieDialogue is "TermsOfDeal">>
“The prom ritual is powerful,” Marjorie tells you. “It’s not merely the cheerleaders collectively casting a spell. Their quaint efforts are just the first step in a larger ritual.”<br>
<br>
“What other steps are there?” you try.<br>
<br>
She smirks. “That’s the first smart thing you’ve asked since you arrived here.” She puffs on her cigarette. “Be more specific, though.”<br>
<<else>>
Marjorie inhales cigarette smoke as she waits for you to speak.<br>
<</if>>
<br>
<<ActionsHeader>>
<<DialogueSpokenSecretKnown "Marjorie" "OfficeTermsRitual">>
<<if _Discussed is false>><<link "Ask how the ritual works" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeTermsRitual">><<set $ConversationRoot to "MarjorieDialogue">><<DialogueDone "Marjorie" "OfficeTermsRitual">><</link>><br><</if>>
<<DialogueUnlockCheck "Marjorie" "HowToStopIt">><<DialogueSpokenSecretKnown "Marjorie" "OfficeTermsStop">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask how to stop it" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeTermsStop">><<set $ConversationRoot to "MarjorieDialogue">><<DialogueDone "Marjorie" "OfficeTermsStop">><</link>><br><</if>>
<<DialogueUnlockCheck "Marjorie" "FalseCrown">><<DialogueSpokenSecretKnown "Marjorie" "OfficeTermsTrinket">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about her trinket" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeTermsTrinket">><<set $ConversationRoot to "MarjorieDialogue">><<DialogueDone "Marjorie" "OfficeTermsTrinket">><</link>><br><</if>>
<<BraceletWorn>><<DialogueSpokenSecretKnown "Marjorie" "OfficeTermsBracelet">>
<<if _BraceletWorn is true and _Discussed is false>><<link "Ask about the bracelet" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeTermsBracelet">><<set $ConversationRoot to "MarjorieDialogue">><<DialogueDone "Marjorie" "OfficeTermsBracelet">><</link>><br><</if>>
<<DialogueSpokenSecretKnown "Marjorie" "OfficeTermsHowKnow">>
<<if _Discussed is false>><<link "Ask how she knows all of this" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeTermsHowKnow">><<set $ConversationRoot to "MarjorieDialogue">><<DialogueDone "Marjorie" "OfficeTermsHowKnow">><</link>><br><</if>>
<<link "Tell her you are ready to hear her offer" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeTermsReady">><<set $ConversationRoot to "MarjorieDialogue">><</link>>
<<case "OfficeTermsRitual">>
“How does the ritual work, then?” you say. “Whatever details you have.”<br>
<br>
“The spell taught to the coven will be cast by the cheerleaders,” Marjorie explains. “That in turn will be absorbed by the trinket on the head of this year’s Miss Charlton.”<br>
<br>
“The crown?” you ask.<br>
<br>
Marjorie smiles. “Now you’re paying attention. That accessory every young Charlton girl covets is in fact an amplification object. When the coven casts the spell, the crown will absorb and shape it, then release it across the gym.”<br>
<br>
“Leaving Christina to change everyone’s memories,” you mutter.<br>
<br>
Marjorie sniggers. “Think. Consider the mental effort to change every student’s memories. At best, they would become automatons. At worst, Christina and her friends would lose control and destroy a school year’s worth of minds.” She shakes her head. “The badges they will be wearing are other pieces of the ritual.”<br>
<br>
You cast your eyes down as you consider Marjorie’s words. “So if the students didn’t wear badges -”<br>
<br>
“They would be exposed to raw magic without direction,” she interjects. “A terrible idea. Only the wearer of the crown gets out alive. The crown protects the head it rests on.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "MarjorieDialogue">><<set $MarjorieDialogue to "TermsOfDealReturn">><<set $ConversationRoot to "MarjorieDialogue">><<DialogueUnlock "Marjorie" "HowToStopIt">><</link>>
<<case "OfficeTermsStop">>
“How can I stop it?” you ask her.<br>
<br>
“The spell is the easy thing,” Marjorie replies. “Conjure enough power to overcome the coven and their magic will dissipate before it reaches the crown.” She holds her eyes on you. “Find a few friends. Overpower Christina and her lackeys. There will be no power for the crown.”<br>
<br>
“Then that’s all I need to do,” you mumble.<br>
<br>
“To stop the Prom spell, perhaps,” she replies. “But not Stitch.”<br>
<br>
She stubs out her cigarette and lights another one immediately. As she sucks on the end, you see her wincing. She seems to be delaying talking about this.<br>
<br>
“Stopping the spell will do nothing but infuriate him,” she finally says. “He will come for you and your friends. Family. You will all find your way here. If you’re lucky.”<br>
<br>
You sigh. “Then what can I do?”<br>
<br>
That conjures a grin. “If you truly want to stop him, you need to let the spell happen. Let them pour everything they have into it. And then take it from them. Power like that can be turned against Stitch.”<br>
<br>
“And how do I do that?”<br>
<br>
“Simple,” she replies. “I will give you a trinket to rival that crown.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "MarjorieDialogue">><<set $MarjorieDialogue to "TermsOfDealReturn">><<set $ConversationRoot to "MarjorieDialogue">><<DialogueUnlock "Marjorie" "FalseCrown">><</link>>
<<case "OfficeTermsTrinket">>
“So you can make a rival crown for me to wear to prom?”<br>
<br>
“Not exactly subtle, are you?” Marjorie says, arching an eyebrow. “It will take the form of an accessory of some kind, but it will provide the same function.”<br>
<br>
You nod. “How will it work?”<br>
<br>
“The crown will attempt to absorb the ritual. What I will make for you will be capable of taking the charge first.” She takes a drag. “If successful, it will give you full control of the ritual’s power.”<br>
<br>
You frown as you look at Marjorie. She nods as if to answer your unasked question. “The crown is tied to those badges,” Marjorie explains. “What I make for you will not be so particular. What you do with all that power is up to you. You may direct it at whoever you see fit.”<br>
<br>
“Including Stitch?”<br>
<br>
“Stitch. His teachers. The whole charming collection, if you’ve removed their protections first.” Marjorie sniggers. “Or you could retain it. And use it yourself. Quite the power to own. Certainly more than Christina and her friends.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "MarjorieDialogue">><<set $MarjorieDialogue to "TermsOfDealReturn">><<set $ConversationRoot to "MarjorieDialogue">><</link>>
<<case "OfficeTermsBracelet">>
“What can you tell me about this?” you say, jangling the bracelet on your wrist in front of her.<br>
<br>
<<GetPCState "TandiBracelet">>
<<if _TandiBracelet is "active">>
“Tandi received it from the fortune teller at the fair,” Marjorie replies. “Who in turn stole it from one of my girls. Not sure how she did that, but she’s never tried it since.”<br>
<<else>>
“One of the many cuffs you’ll find here,” she says wryly. “They were here when I came here. And they will be here when I die.”<br>
<</if>>
<br>
“Can you remove it?” you ask her.<br>
<br>
Marjorie shakes her head. “It is grafted to the wearer. And can only be removed when both the recipient and wearer consent to the change. Most who wear them find it unthinkable to give up.”<br>
<br>
She stares down at your wrist, running her tongue over her teeth. “A word of warning,” she says quickly. “It hungers overnight. It will feed on its wearer when starved. And its source of energy comes from indulgence. To wear one is a price.”<br>
<br>
“Then why wear one then?” you ask.<br>
<br>
Marjorie smiles. “Its enhancement of vice is alluring. Some might even say, addictive.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "MarjorieDialogue">><<set $MarjorieDialogue to "TermsOfDealReturn">><<set $ConversationRoot to "MarjorieDialogue">><</link>>
<<case "OfficeTermsHowKnow">>
“How do you know all of this?” you ask her. “It sounds like you’ve got some experience with this.”<br>
<br>
“I teach the head cheerleader how to perform the spell when required,” Marjorie replies. “And Hearts takes in the lion’s share of dissidents.”<br>
<br>
“So other people have fought back?” you say, intrigued.<br>
<br>
Marjorie inhales smoke again. “You are not the first. And won’t be the last. There was a time when I sat in that chair. Pleading with doe eyes and puppy fat for help.” She tilts her head and gives you a look. “And look where it got me.”<br>
<br>
Your eyes grow wide. “You tried to stop the prom ritual?”<br>
<br>
“I failed to stop it,” she says. “Like Tandi. And like you. Make no mistake, I am not promising you victory. I am giving you the chance to make yourself useful enough that win or lose, you benefit me. Either you’ll win and Stitch will get what he deserves. Or you lose, and Stitch gives me a powerful young witch to work at Hearts.”<br>
<br>
“Do you work for Stitch?” you ask. “Really?”<br>
<br>
“I am both prisoner and prison guard,” she says. “And I spend as much time on my knees as my girls do. No one is free here. And everyone is taken care of.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "MarjorieDialogue">><<set $MarjorieDialogue to "TermsOfDealReturn">><<set $ConversationRoot to "MarjorieDialogue">><</link>>
<<case "OfficeTermsReady">>
“Alright, I’ve heard enough,” you tell her. “What is this offer?”<br>
<br>
“Simple,” Marjorie replies. “One. You leave now, after I teach you the incantation to remove the counter curse. And take your own chances to overpower the cheerleaders.”<br>
<br>
“And the second?”<br>
<br>
Marjorie grins and reaches for the gumball jar again. The glowing balls of magic sit inside like sweets. She taps a nail on the stopper.<br>
<br>
“If you want to absorb the spell’s power, you will add more to this jar. When you think we have collected enough power, I will form the trinket from it. So long as its power exceeds the power of Christina’s coven, it will be able to steal the crown’s bounty for yourself.”<br>
<br>
“And if it’s weaker?”<br>
<br>
“Then the crown will take it,” Marjorie replies. “And Charlton will have its Prom exactly as planned.”<br>
<br>
You look over at the jar. Then to Marjorie. And finally, to the bracelet on your wrist. “This bracelet is needed to fill that jar, isn’t it? Is this your way of making me work here?”<br>
<br>
“Work here. Don’t work here,” Marjorie says with a shrug. “The bracelet does not care where you feed it. But when it fills, bring it to me. Every night, if you have something worth taking. I will store it.”<br>
<br>
She taps one nail against the jar. “When you are ready, I will turn what you’ve gathered into something that can challenge the crown.” She smiles. “I’ll even teach you the spell I taught Christina. You can tell any friends you might have. Then, at the prom, they can add their power to Christina’s coven too.”<br>
<br>
“And why would I do that?” you say, shaking your head.<br>
<br>
“The more powerful the spell, the more magic there is to absorb.” Marjorie grins and puts out her cigarette. “But I have talked too much. Mouths are often used for other things at Hearts.”<br>
<br>
You glare over at her. Her titter falls quiet quickly. Her smile slips.<br>
<br>
“If you want my help, you will keep that bracelet and I’ll teach you that spell,” she mutters. “Or I’ll remove it. Right now. A one-time offer. Choose.”<br>
<br>
<<ActionsHeader>>
<<link "Accept her offer" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeAcceptOffer">><<set $ConversationRoot to "MarjorieDialogue">><</link>><br>
<<link "Decline and have the bracelet removed" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeDeclineOffer">><<set $ConversationRoot to "MarjorieDialogue">><</link>>
<<case "OfficeAcceptOffer">>
“I accept,” you say. “Teach me the spell.”<br>
<br>
Marjorie studies you through the smoke. “Then listen carefully. We will do this just once.”<br>
<br>
She points towards the bracelet. “It remains grafted to you. If you leave it hungry overnight, it will feed upon you instead. Indulge yourself here or elsewhere, then bring the power to me. And understand that you cannot simply remove it when the arrangement becomes inconvenient.”<br>
<br>
“I understand,” you say.<br>
<br>
“Do you?” Marjorie smiles thinly. “We’ll find out. First. The incantation.”<br>
<br>
She spends a few minutes running through the gesture that you witnessed before. You mimic her movements and after some repetition, you feel the flickering of your fingers calling power from within you. Your finger glows bright.<br>
<br>
“Good,” she says. “Use that first. Then cast Ward against the curse beneath it.”<br>
<br>
You nod. “And Mass Alter Memories?”<br>
<br>
Marjorie’s smile widens. “That requires more than a clever little gesture.”<br>
<br>
<<ActionsHeader>>
<<link "Learn Mass Alter Memories" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeLearnMass">><<set $ConversationRoot to "MarjorieDialogue">><</link>>
<<case "OfficeLearnMass">>
“Now,” Marjorie says, “we move on to something more interesting.”<br>
<br>
She pulls her chair around the desk and sits opposite you. “Alter Memories Mass is not a different art. It is the same spell extended across several minds. The difficulty lies in holding them together.”<br>
<br>
“And that requires more than one witch?”<br>
<br>
“At least two. You will provide your power. I will direct the alteration.”<br>
<br>
She looks around her desk and finds what she is looking for. A black ribbon. Quickly, she ties it around her forefinger. “We are ready,” she continues. “Close your eyes. And focus.”<br>
<br>
You do so, concentrating on the energies inside your body, feeling the hidden layer of magic emerge around you.<br>
<br>
“I have opened a small window into my mind,” she says. “Now open the same window within your own.”<br>
<br>
You turn your attention inward. Two glowing presences emerge. Your own mind, bright and immediate, and Marjorie’s beside it, darker and carefully guarded.<br>
<br>
“Find a memory of a boy from school,” she instructs. “Don’t concern yourself with his face. Find his scent.”<br>
<br>
A memory stirs within you. A crowded corridor. A boy brushing past after games, his shirt warm against your arm. Sweat, cheap deodorant and the faint smell of damp wool from his blazer.<br>
<br>
Another memory glows inside Marjorie’s mind. A teacher, one you don’t recognise, leaning over a Charlton desk, smelling of whiskey and cigarettes.<br>
<br>
You wrinkle your nose. “Why these memories?”<br>
<br>
Marjorie’s amusement reaches you through the magical connection. “Because they are simple. Sensory. And because I am curious.”<br>
<br>
“About what?”<br>
<br>
“Whether we can improve them.”<br>
<br>
She guides you towards the magical strands binding both memories together. “We will not make the memories identical. But we will give them the same truth.”<br>
<br>
“What truth?” you ask, straining to maintain your concentration.<br>
<br>
Her voice drops to a whisper. “You liked his smell.”<br>
<br>
Your mouth drops and you try to object, but like a person swept up in the current Marjorie’s power pulls your energies from your body into her orbit.<br>
<br>
<<ActionsHeader>>
<<link "[Spell: Mass Alter Memories] Cast Mass Alter Memories" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeCastMass">><<set $ConversationRoot to "MarjorieDialogue">><<Orientation 1>><</link>>
<<case "OfficeCastMass">>
Bobbing above you in the air, the two memories fracture. Colours and sensations separate into countless glowing pieces, trembling on the edge of dissolution.<br>
<br>
You liked his smell, you think. At least, you think you think it.<br>
<br>
The fragments begin to reform.<br>
<br>
<I>You wanted him closer.</i><br>
<br>
Both memories seal themselves around the new thought. The magical energy changes colour, then settles into two shimmering nuggets. Different experiences, joined by the same impossible certainty.<br>
<br>
You open your eyes.<br>
<br>
The memory of the school corridor returns immediately. You remember the boy brushing against you. Instead of recoiling from the smell of sweat and deodorant, you recall breathing it in. Enjoying its warmth. Wishing he had lingered beside you.<br>
<br>
Marjorie leans back and closes her eyes for a moment.<br>
<br>
“Cheap cigarettes,” she murmurs. “Bottom shelf whiskey. Apparently, I found the combination irresistible.”<br>
<br>
You feel the warmth the memory now causes in your mind. Even the outline of the original memory begins to fade away. “You chose that because it amused you,” you quickly say.<br>
<br>
“Naturally.” She opens her eyes, smiling. “There is no reason magical education must be joyless.” She snorts and looks down at her finger. At the black ribbon tied around her finger.<br>
<br>
“What’s that?” you say.<br>
<br>
“A reminder,” she says with a dark smile. “That we have both lost something that we can’t remember even having.”<br>
<br>
You rub your forehead, disturbed by how natural the memory feels. What was even before it?<br>
<br>
“That was two minds,” Marjorie continues. “With a coven to sustain the spell, along with the crown and badges to direct it, the same alteration can be carried across the gymnasium.”<br>
<br>
She watches you carefully. “Now you understand what Christina is being taught.”<br>
<br>
<<ActionsHeader>>
<<link "Finish the lesson" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeFinishLesson">><<set $ConversationRoot to "MarjorieDialogue">><<SpellLearn "AlterMemoriesMass" "Marjorie">><</link>>
<<case "OfficeFinishLesson">>
Marjorie watches your expression with satisfaction. “There. Now you know what Christina knows.”<br>
<br>
“You’ve given me the same weapon.”<br>
<br>
“I’ve given you an opportunity,” she corrects. “What you do with it is up to you.”<br>
<br>
She returns to her chair and reaches for another cigarette. “Feed the bracelet. Fill my jar. When you believe you’ve gathered enough, come back and tell me.”<br>
<br>
<<ActionsHeader>>
<<link "Say goodbye and leave" "AceOfHeartsLobby">><<SetFlag "CounterCurseGestureKnown">><<QuestOptionUnlock "Quest27" 2 "deal_accepted" "gte">><<QuestTracker "Quest42" 0>><<QuestTracker "Quest27" 4>><<EndConversation "Marjorie">><<set $MarjorieDialogue to undefined>><</link>>
<<case "OfficeDeclineOffer">>
“I think I’ll take my chances,” you say. “I just want to stop the prom ritual.”<br>
<br>
Marjorie’s eyes bury into you as she stares back. For a moment, you think you see a flicker of surprise before she taps her cigarette on the side of the ashtray. “Then I will show you the incantation, and you can be on your way.” She waves her finger in the air and you feel the bracelet loosen on your wrist. The sensation of teeth sinking into your skin slips away and the accessory falls away.<br>
<br>
“Thank you,” you mutter and hand it back to her.<br>
<br>
“You’ll regret returning it,” Marjorie replies, but scoops it into her drawer. “The pleasure it would have given you, when you find your way back here.” She takes a drag. “And don’t bother saying you’ll never return to this place. I’ve heard it all before.”<br>
<br>
“That incantation?” you ask.<br>
<br>
Marjorie nods. “Watch. And learn.”<br>
<br>
She spends a few minutes running through the gesture that you witnessed before. You mimic her movements and after some repetition, you feel the flickering of your fingers calling power from within you. Your finger glows bright.<br>
<br>
“Simple,” Marjorie comments as she lights a fresh cigarette. “And therein ends our beautiful dalliance.”<br>
<br>
“I thought you said I’d be back,” you say.<br>
<br>
She doesn’t bother hiding her smile. “Maybe you’ve inspired me to hope. I’ll be seeing you, <<TrueName "Current">>. One way or the other.”<br>
<br>
<<ActionsHeader>>
<<link "Leave Marjorie’s office" "AceOfHeartsLobby">><<ActiveBracelet>><<if _ActiveBracelet is "Tandi">><<GiveObjectNPC "Marjorie" "TandiBracelet">><<SetPCState "TandiBracelet" "removed">><<QuestStatus "Quest39">><<if _QuestStatus is "active">><<QuestTracker "Quest39" "complete">><</if>><<elseif _ActiveBracelet is "Marjorie">><<GiveObjectNPC "Marjorie" "MarjorieBracelet">><<SetPCState "MarjorieBracelet" "removed">><</if>><<SetFlag "CounterCurseGestureKnown">><<QuestOptionUnlock "Quest27" 2 "deal_declined" "gte">><<QuestTracker "Quest27" 4>><<DailyVariableAdd "HeartsShiftEnded">><<EndConversation "Marjorie">><<set $MarjorieDialogue to undefined>><</link>>
<<case "OfficeDeposit">>
“I have some magic for you,” you tell her.<br>
<br>
Marjorie’s eyes look at your wrist. “Give me your hand.”<br>
<br>
<<BraceletChargeCheck>>
<<if _BraceletChargeCheck gte 2>>
You rest your arm across the desk. She looks back at you, evidently pleased. “Good.”<br>
<br>
She retrieves the thick glass jar from a cupboard and removes its heavy stopper. You sense Marjorie’s unspoken spell crackle from her finger. The jewels pulse against your skin.<br>
<br>
Threads of yellow-amber energy rise from them and stretch across the desk. They descend into the jar, curling into themselves until each forms a small, glossy sphere. The jewels on your bracelet darken. Marjorie lowers her finger while the last remains lit.<br>
<br>
“Thank you,” she says flatly. She puts the glass jar back.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<MarjorieDrain>><<DailyVariableAdd "HeartsShiftEnded">><</link>>
<<else>>
You rest your arm across the desk. She looks back at you and shakes her head. “I told you. I won’t drain it. Not fully. Come back when you have indulged yourself.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<case "OfficeForgeConfirm">>
“I think I’ve done enough,” you comment as you shake the bracelet. “Can you create this trinket to counter the Miss Charlton crown?”<br>
<br>
Marjorie glances back to her bookshelf, eyes lingering on the gumball jar on the shelf. She casts a look at you, raising an eyebrow. “Are you sure? Remember what I said. Once created, it must be powerful enough to overshadow the crown, or all your vices will have been for nothing.” She smirks. “Unless you enjoyed it.”<br>
<br>
You nod. “How will I know if it’s powerful enough?”<br>
<br>
“That doesn’t concern me at all,” she replies, taking a drag. “So. Are you satisfied? Or do you want to give it more thought?”<br>
<br>
<<ActionsHeader>>
<<link "Say you are ready" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeForge">><<set $ConversationRoot to "MarjorieDialogue">><</link>><br>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "OfficeForge">>
“I’m ready,” you tell her. “Make the trinket.”<br>
<br>
Marjorie studies you for a moment, then reaches for the glass jar. “Then let’s begin.”<br>
<br>
She removes the stopper and tips the jar sideways. The glossy spheres rise into the air, glowing like amber stars above her desk. With a slow turn of her finger, they begin to circle one another.<br>
<br>
Their light stretches into molten strands. Marjorie draws them together, compressing the magic until it becomes almost too bright to look at. Then the glow suddenly fades.<br>
<br>
A slender golden hair clip drops into her palm. Several amber stones decorate its surface, arranged like the points of a tiny crown.<br>
<br>
Marjorie places it on the desk before you. “Your false crown.”<br>
<br>
You pick it up carefully. Magic hums through the metal, carrying the accumulated weight of every indulgence that fed the bracelet.<br>
<br>
“Make sure you wear it at the Prom when the coven begins its spell,” Marjorie explains. “If you have given it enough power, it will take the charge before the Miss Charlton does.”<br>
<br>
You look at it for one last moment, then place the hair clip somewhere safe. Then you hold out your wrist. “Thanks. The bracelet can come off now.”<br>
<br>
Marjorie laughs softly. “No.”<br>
<br>
You stare back, dumbfounded. “But I don’t need it anymore?”<br>
<br>
“Did you not hear me when I said it was a one-time offer to remove it?” She settles back into her chair and lights another cigarette. “The bracelet remains. Call it a calling.” Smoke escapes through her smile. “I think you’ll find your way back to Hearts.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<TakeObjectNPC "Marjorie" "MarjorieHairClip">><<QuestTracker "Quest42" "complete">><</link>>
<</switch>><<set $ConversationRoot = passage()>>
<<NPCLocationCheck "Clive">>
<<switch $MartinDialogue>>
<<case "BarSubPass">>
<<if _NPCLocationCheck is "McTafeysBar">>
Whether it’s due to Martin’s imposing physicality or his domineering personality, something inside you prevents you from standing up to him. You instead freeze, as the strong brute pulls you against his body.<br>
<br>
“Looks like you do,” Martin taunts. “What do you say, darl? My van is parked out on the street. Want to see what a real man looks like?”<br>
<br>
Images flash up in your mind. Martin’s van parked in a dark alley. The imposing drunk brute towering over you. The sort of things that you can only imagine he’s insinuating in his offer for fun.<br>
<br>
“Think you should leave the girl alone,” you hear a voice say from behind you. <br>
<br>
A hand reaches in and twists Martin’s arm, instantly forcing him to let go of you. You look up to see Clive, holding Martin back with one arm.<br>
<br>
“What’s the matter, Burtle?” Martin spits at him. “Got a soft spot for her?”<br>
<br>
Clive stares back at Martin, not flinching. “Go. Sit.”<br>
<br>
"It's okay," you interject. "I don't mind."<br>
<br>
Noise in the bar has fallen away to silence. You take a step back, free from Martin's grasp, looking straight back at him. He grins.<br>
<br>
Out of the corner of your eye, you see Clive bristle. "Well don't treat ladies like that in here," he says after a moment. "Maybe try downstairs, Martin. Either way, take your business elsewhere. I think I speak for everyone when we say we don't want to see you back here for a while."<br>
<br>
After a tense moment, Martin snorts. “I’ll see you later,” he says to you, winking. He then walks out.<br>
<br>
The tense atmosphere diffused, you hear conversation start up again and soon the bar returns to normal. Clive stands by you, only turning his eyes to you once Martin has left.<br>
<br>
“You okay?” he asks you. <br>
<br>
You nod. “Yes.”<br>
<br>
He studies you for a moment, before grimacing. “You do you, darlin'. But my advice - avoid that one. The drink doesn’t mix well with him.”<br>
<br>
Clive smiles with concern, then returns to his own seat, leaving you alone once more.<br>
<<else>>
Whether it’s due to Martin’s imposing physicality or his domineering personality, something inside you prevents you from standing up to him. You instead freeze, as the strong brute pulls you against his body.<br>
<br>
“Looks like you do,” Martin taunts. “What do you say, darl? My van is parked out on the street. Want to see what a real man looks like?”<br>
<br>
Images flash up in your mind. Martin’s van parked in a dark alley. The imposing drunk brute towering over you. The sort of things that you can only imagine he’s insinuating in his offer for fun.<br>
<br>
“That’s enough!” you hear Rhiannon shout from behind the bar, her playful demeanour evaporated and replaced with a serious and assertive tone far beyond her young age.<br>
<br>
“What’s the matter?” Martin asks her, mockingly, as his hand starts to grope at your waist. “She wants it.”<br>
<br>
“You want me to call my father?” Rhiannon replies. <br>
<br>
"It's okay," you hear your meek voice saying. "I don't mind."<br>
<br>
Rhiannon stares at you, then raises an eyebrow. "Well, I mind it happening whilst I'm working. I think you should leave, Martin. You're barred."<br>
<br>
At that, Martin gives you a look. A menacing smile passes across his face. "Come see me later," he mutters to you. "Better be worth being barred."<br>
<br>
You watch him go as he walks out the door, before turning to look at Rhiannon from underneath your eyelashes. She smiles politely, but returns to work. Other patrons follow her lead and turn back to their conversations. Soon the bar returns to normal.<br>
<br>
Except, your eyes linger on the door. To where Martin left.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the bar" $ConversationExit>>
<<EndConversation "Martin">>
<<DialogueSpokenSecretKnown "Jennifer" "Tell">>
<<if _Discussed is true>><<EventTrigger "JennifersApartment" "JenReactAppeasingMartin" null "Jennifer" null null null null false>><</if>>
<</link>>
<<case "BarSubFail">>
<<if _NPCLocationCheck is "McTafeysBar">>
You swallow hard, trying to summon the words to appease Martin’s lecherous comments. Your movements are hesitant, and your voice wavers as you attempt to give him what he wants, but it’s clear you’re out of your depth.<br>
<br>
Martin’s grin fades into a scowl, his thick fingers tightening briefly on your arm. "What’s this?" he growls, his voice heavy with disdain. "You think you’re cute, playing coy? Don’t waste my time, darl. If you’ve got nothing to offer, don’t bother trying."<br>
<br>
Before you can respond, Martin’s looming presence is interrupted by a calm but commanding voice from behind you. "Let her go, Martin."<br>
<br>
You glance back to see Clive, his expression steady but his eyes sharp. Martin’s grip loosens, and he sneers as he sizes up Clive. "Burtle," Martin spits, his tone dripping with mockery. "You always gotta stick your nose where it doesn’t belong?"<br>
<br>
Clive steps closer, his towering frame radiating quiet authority. "I said, let her go," he repeats, his voice leaving no room for argument.<br>
<br>
After a tense moment, Martin snorts, shoving you away as if you were nothing more than a minor inconvenience. "She’s not worth it anyway," he mutters, flashing you a nasty smile. "Next time, don’t waste my time."<br>
<br>
He storms back to his table, muttering under his breath. The tension in the room begins to dissipate, conversations resuming around you. Clive gives you a once-over, his tone softening as he asks, "You alright?"<br>
<br>
You nod, feeling a mix of shame and relief. "Thanks," you manage to say.<br>
<br>
Clive nods, his expression unreadable. "Be careful around him," he says quietly. "He doesn’t take kindly to games. If I were you, I'd get out of here before he has another."<br>
<br>
You glance over at Martin, then nod to Clive. "Sure."<br>
<<else>>
You try to appease Martin, but your shaky movements and hesitant voice betray your lack of confidence. Martin’s grin twists into an ugly sneer, his hand tightening on your waist as his patience wears thin.<br>
<br>
"Pathetic," he growls, his tone dripping with disgust. "What’s this supposed to be? You think batting your eyelashes is gonna work? If you’re not gonna play properly, don’t bother wasting my time."<br>
<br>
His grip becomes uncomfortably firm, but before you can respond, a sharp voice cuts through the tension. "That’s enough!" Rhiannon shouts from behind the bar, her playful tone gone, replaced by a commanding authority that silences the room.<br>
<br>
Martin turns his glare to her, his lip curling. "What’s the matter, little missy?" he taunts. "She’s the one asking for it. Can’t you see that?"<br>
<br>
Rhiannon doesn’t flinch, her hands gripping the edge of the bar. "You want me to call my father, Martin?" she says, her voice steady, with just enough edge to cut through the room.<br>
<br>
The name hangs in the air like a warning. Martin’s sneer falters as he glances between you and Rhiannon. After a tense moment, he lets go, shoving you aside. "Not worth it," he mutters, his tone filled with venom as he stalks back to his table.<br>
<br>
Rhiannon offers you a sympathetic look as the noise in the bar gradually returns to normal. "You okay?" she asks, her voice softer now.<br>
<br>
You nod, though your hands are still trembling. "Thank you," you say quietly.<br>
<br>
"Don’t thank me," she replies with a small smile. "Just steer clear of Martin. He’s not someone you want to mess with. If I were you, I'd leave before he drinks more."<br>
<br>
With that, she moves on to serve another customer, leaving you alone with the lingering unease of Martin’s glare burning into your back. You decide to take her advice. Time to leave.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Leave the bar" "AvianLane">><<TimeChange>><<EndConversation "Martin">><</link>>
<<case "BarAssertivePass">>
<<if _NPCLocationCheck is "McTafeysBar">>
"Let me go!" you snap, your voice sharp and steady as you glare up at Martin. When he doesn’t release you, you shove against his chest, forcing him to stumble back slightly. The shock in his eyes lasts only a second before anger begins to flare.<br>
<br>
"Back off, Martin," you say, your tone firm and unwavering. "You don’t scare me, and you’re not going to touch me again. Got it?"<br>
<br>
For a moment, Martin just stares at you, his chest heaving as though trying to decide whether to lash out or back down. Then he smirks, though it’s more a grimace than a grin. "Oh, you’ve got a big mouth, don’t you?" he growls, taking a step toward you.<br>
<br>
"Careful, Martin," Clive’s calm voice cuts through the tension like a knife. Martin freezes, his head snapping toward the sound. Clive steps forward, his expression unshakably neutral, but his presence radiates authority.<br>
<br>
"What’s the matter, Burtle?" Martin sneers, his tone dripping with venom. "Always jumping to the rescue of little girls?"<br>
<br>
Clive doesn’t flinch, his eyes locked on Martin. "Go sit down," he says quietly, his voice carrying an unmistakable edge. "Now."<br>
<br>
"No," you hear yourself say, looking directly at the lecherous man. "Better still. Leave."<br>
<br>
The bar grows even more tense. You don't look away from Martin, but out of the corner of your eye see Clive give you an appreciative look.<br>
<br>
"You heard the lady," you hear him say. "Best leave. Don't come back for a while."<br>
<br>
Martin’s jaw tightens, and for a moment, you think he might push back. But then he snorts, nostrils flaring. "This isn’t over," he mutters, storming out the door.<br>
<br>
Clive turns to you, his expression softening slightly. "You alright?" he asks, his voice low.<br>
<br>
You nod, your pulse still racing. "Thanks," you say, your voice steadier than you expected.<br>
<br>
He nods in return, giving you a small smile. "You handled yourself well. Just keep your distance from him - he’s not worth your time."<br>
<<else>>
"Let me go!" you snap, shoving against Martin’s chest with a burst of force that catches him off guard. He stumbles slightly, his grin faltering as he straightens up, anger flashing across his face.<br>
<br>
"Big mistake, sweetheart," he growls, taking a step toward you. But you stand your ground, your voice ringing out clear and steady.<br>
<br>
"Stay away from me, Martin," you say, your eyes locking onto his. "You’re not as tough as you think you are, and I’m not afraid of you."<br>
<br>
The room goes quiet, the low hum of conversation replaced by the tense silence of onlookers watching the exchange. Martin’s hands twitch at his sides, his face twisting with fury.<br>
<br>
"That’s enough!" Rhiannon’s voice cuts through the air, sharp and commanding. Martin jerks his head toward the bar, his glare shifting to her.<br>
<br>
"Getting involved again, missy?" he spits. "Why don’t you mind your own business for once?"<br>
<br>
Rhiannon doesn’t flinch, her hands firmly planted on the bar. "Why don’t you?" she retorts, her voice steady and unyielding. "Walk away, Martin. Unless you want me to call my father."<br>
<br>
Martin’s sneer falters, his anger simmering just beneath the surface as he glares at both of you. After a long pause, he snarls, "Not worth it," and stalks back towards his table.<br>
<br>
"Better yet," you call after him. "Why don't you just leave?"<br>
<br>
Martin spins around to look at you, flashing his teeth. The quiet turns to deathly silence. You meet his eyes, not looking away.<br>
<br>
"You heard her," you hear Rhiannon's voice say assuredly. "Get out. You're barred, Martin."<br>
<br>
Martin glares over at her, breaking off from looking at you. A moment passes where you think he's going to leap over the bar. Instead, he turns and storms out.<br>
<br>
It takes a long time for people to resume their chatter. You look over to Rhiannon, watching her stern expression soften as she looks at you.<br>
<br>
"You okay?" she asks, her tone more gentle now.<br>
<br>
You nod, exhaling a shaky breath. "Yeah. Thanks."<br>
<br>
"Don’t thank me," she says, her lips quirking into a small smile. "You handled yourself. Just... steer clear of him, alright? He’s not someone to mess with."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the bar" $ConversationExit>><<EndConversation "Martin">><</link>>
<<case "BarAssertiveFail">>
<<if _NPCLocationCheck is "McTafeysBar">>
“Let me go!” you bark at him, trying to free yourself from his grasp.<br>
<br>
Martin just grins and pulls you tighter towards him. You push against his grip, squirming to get away from him. But his strength is just too much for you to overcome.<br>
<br>
“Think you should listen to the lady,” you hear a voice say from behind you. <br>
<br>
A hand reaches in and twists Martin’s arm, instantly forcing him to let go of you. You look up to see Clive, holding Martin back with one arm.<br>
<br>
“What’s the matter, Burtle?” Martin spits at him. “Got a soft spot for her?”<br>
<br>
Clive stares back at Martin, not flinching. “Go. Sit. Leave the girl alone.”<br>
<br>
Noise in the bar has fallen away to silence. You take a step back, free from Martin's grasp, looking between the two men facing off, each much taller than you. <br>
<br>
After a tense moment, Martin snorts and turns away. “Teasing slut,” he mutters as he walks back to his table.<br>
<br>
The tense atmosphere diffused, you hear conversation start up again and soon the bar returns to normal. Clive stands by you, only turning his eyes to you once Martin has sat back down.<br>
<br>
“You okay?” he asks you.<br>
<br>
You nod. “Thank you.”<br>
<br>
He gives you a sympathetic smile and turns to face you. “Best to avoid that one. The drink doesn’t mix well with him. Want my advice, though? Have an early night.”<br>
<br>
You follow Clive's gaze, straight to Martin. He grins at you, downing his beer.<br>
<br>
"Go home, I reckon," Clive says, before returning to his own seat. With a final look towards Martin, you take his advice to heart and leave the tavern.<br>
<<else>>
“Let me go!” you bark at him, trying to free yourself from his grasp.<br>
<br>
Martin just grins and pulls you tighter towards him. You push against his grip, squirming to get away from him. But his strength is just too much for you to overcome.<br>
<br>
“That’s enough!” you hear Rhiannon shout from behind the bar, her playful demeanour evaporated and replaced with a serious and assertive tone far beyond her young age.<br>
<br>
“What’s the matter?” Martin asks her, mockingly, as his hand starts to grope at your waist. “She wants it.”<br>
<br>
“You want me to call my father?” Rhiannon replies. <br>
<br>
At that, Martin looks between you and Rhiannon, then relents and pushes you away. “Teasing slut,” he mutters as he walks back to his table.<br>
<br>
You give Rhiannon a look and she smiles sympathetically. Other patrons turn back to their conversations and quickly the bar returns to normal.<br>
<br>
"Nice try," Rhiannon says, giving you a grin. "Word from the girl who's seen it all before though. Get home early tonight. Before he drinks any more."<br>
<br>
You glance at Martin. He gives you a menacing smile and drains his drink.<br>
<br>
"I think you're right," you tell Rhiannon. She nods as you quickly exit the pub.
<</if>>
<br>
<<ActionsHeader>>
<<link "Leave the bar" "AvianLane">><<TimeChange>><<EndConversation "Martin">><</link>>
<<case "Charm">>
<<CastCharm "Martin">>
<<if _CharmSpell is true>>
You take a deep breath, letting the magic gather in your chest before exhaling it in a steady stream toward Martin. The spell ripples through the air, settling over him as his sharp, predatory gaze locks onto you. For a moment, his expression twists, caught between his usual aggression and something softer, more malleable.<br>
<br>
"Leave me alone, Martin," you tell him flatly.<br>
<br>
"Well, well," he drawls, his voice dripping with false charm as he leans closer, his grin baring too many teeth. "Didn’t know you had it in you. Makes you even more interesting." His hand twitches at his side, the tension in his stance betraying his restraint.<br>
<br>
"You’re not getting what you want, Martin," you say firmly, keeping your voice calm but steady. "Not now. Not ever."<br>
<br>
The charm spell keeps him off balance, his smirk faltering for a heartbeat before it returns, though there’s a faint glaze in his eyes now. "Not now, huh?" he repeats, his tone slower, almost amused. "Fine. Play hard to get. Makes it more fun for me."<br>
<br>
His aggression seems to ebb, his hand falling to his side as he takes a step back, though his gaze remains fixed on you. "But don’t think you’re off the hook," he adds, his voice dropping lower. "Next time, we’ll see if you’re still so sure of yourself."<br>
<br>
You hold his gaze, refusing to back down, and he finally snorts, shaking his head. "Alright, alright," he mutters, a mocking edge creeping back into his tone. "Guess I’ll let you run this time. But you’d better believe I’m not done with you."<br>
<br>
He throws you one last glance, his crooked grin full of promise - or threat - before walking off.<br>
<Br>
You exhale slowly, your heartbeat steadying as the space around you returns to normal. The charm spell held, but the unease of his lingering gaze stays with you. For now, you’ve managed to keep him at bay.<br>
<<else>>
Fail, as Martin doesn't have magic.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the bar" $ConversationExit>><<EndConversation "Martin">><</link>>
<<case "CharmCafe">>
<<CastCharm "Martin">>
<<if _CharmSpell is true>>
You quickly inhale some air and focus on swelling magical energy through your lungs, before releasing the yellow gaseous aura into Martin's face.<br>
<br>
"Don't touch me," you command.<br>
<br>
You see his eyes glaze over, as he looks between your face and your breasts. There is a hint of a frown on his face, but also a lazy grin. "No?" you hear him mutter.<br>
<br>
You shake your head. "No."<br>
<br>
He looks at you, his grin spreading. "Alright then. I'll give you a pass today, darl'. Save it all up for another time."<br>
<br>
"You should leave," you tell him. "Before you upset me."<br>
<br>
His eyes narrow at hearing your words. "Upset you..."<br>
<br>
He shakes his head, trying to free his mind from the unseen fog from the spell. Blinking hard, he then chuckles.<br>
<br>
"Alright, darl," he says, leering at you. "Have it your way. But I'll be seeing you later."<br>
<br>
He throws you one last glance, his crooked grin full of promise - or threat - before walking off.<br>
<Br>
You exhale slowly, your heartbeat steadying as the space around you returns to normal. The charm spell held, but the unease of his lingering gaze stays with you. For now, you’ve managed to keep him at bay.<br>
<<else>>
Fail, as Martin doesn't have magic.<br>
<</if>>
<br>
You are confident that you can now exit Fresh Pot without arousing suspicion. Alternatively, you know Flo will be unconscious for a while. You could work a shift as her at the coffee shop.
<br>
<i>If you really wanted to.</i><br>
<br>
<<ActionsHeader>>
<<link "Leave the cafe" "TownCentre">><<EndConversation "Martin">><</link>> <br>
<<link "Start to work" "FreshPotFloWork">><<EndConversation "Martin">><</link>>
<<case "CafeSubPass">>
You freeze as Martin’s hands claw roughly at your chest, his fingers pushing against the fabric of your blouse, finding the edge of your bra. He forces the cup down, exposing the sensitive skin beneath. You gasp as his calloused fingers pinch your nipple through the raw cotton of your shirt.<br>
<br>
"Like that, don’t you?" he whispers into your ear, his breath hot and invasive.<br>
<Br>
Your lips part, but no sound comes out. Your body stiffens, every nerve on edge as he continues his assault. Even as you try to will yourself to pull away, your body betrays you, reacting to the harsh stimulation. His rough grip tightens, sending an unbidden shiver through you.<br>
<br>
Martin smirks against your neck, one hand still working your breast while the other snakes down, sliding between your thighs. His touch is invasive, prizing your legs apart and moving upward, hiking your skirt with every motion. "You’re not stopping me," he murmurs, his tone laced with dark amusement. "Guess that means you like it."<br>
<br>
"Don’t…" you whisper faintly, your voice trembling.<br>
<br>
He chuckles, his hand pushing further up your thigh, his dominance overwhelming every sense. Then the bell above the shop door rings sharply, breaking the tension like a thunderclap. You glance over your shoulder to see Ron Denver standing in the doorway, a grocery box balanced under his arm, sweat dotting his brow.<br>
<br>
Martin releases you instantly, stepping back with an infuriatingly smug grin. You turn around, smoothing your skirt instinctively as Ron’s hard gaze meets yours.<br>
<br>
"I think you should get to work," Ron tells Martin, his voice gruff. Martin smirks, brushing past you as he moves toward the counter. "I’ll see you later, Flo," he mutters before disappearing out the door.<br>
<br>
You’re left standing there, the silence in the café heavy and suffocating. Ron sets the groceries on the counter, his gaze lingering on you before he speaks again. "Get the lunch orders ready. And… fix yourself up." He nods toward the mirror behind the counter before leaving.<br>
<br>
You glance at your reflection, your blouse wrinkled and caught on the edge of your bra. The image staring back at you feels wrong, like someone else entirely. Your hand trembles as you adjust your clothes.<br>
<br>
<i>Was this what you wanted? Did it feel… good?</i><br>
<br>
The thought makes your stomach churn. <I>Doesn't it?</i><br>
<br>
You are confident that you can now exit Fresh Pot without arousing suspicion. Alternatively, you know Flo will be unconscious for a while. You could work a shift as her at the coffee shop.
<br>
<i>If you really wanted to.</i><br>
<br>
<<ActionsHeader>>
<<link "Leave the cafe" "TownCentre">><<EndConversation "Martin">><</link>> <br>
<<link "Start to work" "FreshPotFloWork">><<EndConversation "Martin">><</link>>
<<case "CafeSubFail">>
You stand frozen as Martin’s hand moves roughly over your chest, his fingers clawing at the fabric of your blouse. He pushes against the edge of your bra, trying to force it down, but your tense posture makes it awkward. He frowns, his frustration mounting as he grabs at you harder.<br>
<br>
"What’s this?" he growls, his voice a mix of annoyance and mockery. "You’re going stiff on me, Flo? Don’t act like you don’t want it." His grip tightens, and you gasp - not from pleasure, but from the roughness of his touch.<br>
<br>
"I..." you start, but your voice falters, barely audible over his heavy breathing.<br>
<br>
Martin’s scowl deepens, his hand moving down to your waist, trying to pull your hips closer. But your body resists instinctively, and he growls low in his throat. "What’s your problem?" he snaps. "You think I’ve got all day for this?"<br>
<br>
Just then, the shop doorbell rings, the sound cutting through the tension. You look up to see Ron Denver entering, a grocery box under his arm and his brow furrowed.<br>
<br>
Martin releases you abruptly, muttering under his breath as he steps back. "Waste of my time," he snarls, shooting you a glare before turning toward Ron.<br>
<br>
Ron’s eyes flick between the two of you, his expression hardening as he addresses Martin. "Get to work," he says curtly. Martin smirks but obeys, brushing past you on his way to the counter. "Don’t tease next time, Flo," he says with a mocking sneer before disappearing out the door.<br>
<br>
The silence that follows feels like a weight pressing on your chest. Ron drops the groceries on the counter, giving you a pointed look. "Lunch orders. Now. And fix your clothes," he says, his voice rough. He nods toward the mirror behind the counter before turning to leave.<br>
<br>
You glance at your reflection, your blouse rumpled and caught in your bra. The image is disheveled and uncomfortable, a stark reminder of what just happened. As you adjust your clothes, a bitter thought crosses your mind. <I>Was this all you could do?</i><br>
<br>
You are confident that you can now exit Fresh Pot without arousing suspicion. Alternatively, you know Flo will be unconscious for a while. You could work a shift as her at the coffee shop.
<br>
<i>If you really wanted to.</i><br>
<br>
<<ActionsHeader>>
<<link "Leave the cafe" "TownCentre">><<EndConversation "Martin">><</link>> <br>
<<link "Start to work" "FreshPotFloWork">><<EndConversation "Martin">><</link>>
<<case "CafeAssertivePass">>
"Take your hands off me!" you snap, twisting sharply in Martin’s grip and slamming your elbow into his stomach with all the force you can muster.<br>
<br>
Martin grunts, his grip faltering as he stumbles back a step. You spin around to face him, glaring up at his looming frame. Despite the size difference, you plant your feet firmly, refusing to let him intimidate you.<br>
<br>
"Try that again, Martin," you say, your voice steady and sharp, "and I’ll make sure you regret it."<br>
<br>
His expression twists with rage, and for a moment, it looks like he’s about to lunge at you. But then something in your tone - or maybe the fire in your eyes - gives him pause. His sneer fades into an annoyed scowl, and he rubs at his stomach where your elbow landed.<br>
<br>
"You’ve got a big mouth, don’t you?" he mutters, his tone dripping with venom. "Think you’re so tough, huh?"<br>
<br>
"I don’t think," you fire back, standing tall despite the tension thick in the air. "I know. And if you even think about laying a hand on me again, you’ll find out exactly how tough I am."<br>
<br>
Martin’s jaw tightens, his eyes narrowing as he looks you up and down. For a long moment, the room is silent, the weight of his gaze heavy and dangerous. Then, suddenly, the shop doorbell rings, breaking the standoff like a thunderclap.<br>
<br>
You glance toward the door to see Ron Denver, a grocery box under his arm, stepping inside with a scowl on his face. "What the hell’s going on here?" Ron grumbles, his eyes flicking between you and Martin.<br>
<br>
Martin straightens, his expression shifting into a feigned nonchalance. "Just having a chat with Florence," he says, his smirk reappearing. "Didn’t know she was so feisty."<br>
<br>
Ron’s frown deepens as he steps further into the shop. "Get to work, Martin," he says curtly, jerking his head toward the door. The bell rings again as he opens it for him.<br>
<br>
Martin hesitates, his glare flicking back to you one last time. "This isn’t over," he mutters, but the threat in his tone lacks its usual edge. He brushes past you, muttering curses under his breath, and steps out into the street.<br>
<br>
Ron sets the groceries on the counter, giving you a hard but not unsympathetic look. "Standing up to him, now?" he mutters gruffly. "You better fix yourself up and get back to work."<br>
<br>
You glance at the mirror behind the counter. Your blouse is rumpled, your face flushed, but your reflection shows more than just disarray. You see strength there - your own. As you smooth your clothes and steady your breath, a small, determined smile creeps onto your lips. Martin won’t try this again.<br>
<br>
You are confident that you can now exit Fresh Pot without arousing suspicion. Alternatively, you know Flo will be unconscious for a while. You could work a shift as her at the coffee shop.
<br>
<i>If you really wanted to.</i><br>
<br>
<<ActionsHeader>>
<<link "Leave the cafe" "TownCentre">><<EndConversation "Martin">><</link>> <br>
<<link "Start to work" "FreshPotFloWork">><<EndConversation "Martin">><</link>>
<<case "CafeAssertiveFail">>
"Take your hands off of me!" you shout as you thrust your elbow back into his stomach.<br>
<br>
Martin yelps and involuntarily eases his grip on your body. You seize the moment, pushing him back and ducking under his arms.<br>
<br>
"You'll pay for that, bitch," Martin says flatly, looking at you.<br>
<br>
Backed up against the benchtop opposite the counter, you stare up at him. You see the rage in his glare and the aggression in his snarl. He looks down on you, almost a foot taller than your current form.<br>
<br>
"Get out," you say to him, with strength in your voice in spite of your lip trembling.<br>
<br>
You watch as his eyes flick up and down your body. He doesn't move. A grin spreads across his face.<br>
<br>
Suddenly the bell rings out as the door opens and you spin around to see the sweaty owner, Ron Denver, entering with a grocery box under his arm. "Goddamn this weather..." he says before seeing the situation unfolding in his shop.<br>
<br>
"What are you doing behind the counter, Martin?" Ron asks him.<br>
<br>
"Just spending some quality time with the lady," Martin replies.<br>
<br>
Ron's eyes dart between you and Martin, narrowing. "You should get to work," he tells Martin. The bell rings again as he opens the door for him.<br>
<br>
After a long moment, Martin sighs and walks around the counter. He flashes you a grin as he moves by. "I'll see you later, babe," he says as he leaves.<br>
<br>
There is a long moment of silence as the door closes behind him. Ron looks at you, offering the closest to a sympathetic smile you've ever seen in Charlton.<br>
<br>
He puts the box down on the counter. "Here's the bread for the sandwiches. I've got to go to the town hall. Get to work."<br>
<br>
You nod silently, and Ron exits, leaving you alone in the shop.<br>
<br>
You are confident that you can now exit Fresh Pot without arousing suspicion. Alternatively, you know Flo will be unconscious for a while. You could work a shift as her at the coffee shop.<br>
<br>
<i>If you really wanted to.</i><br>
<br>
<<ActionsHeader>>
<<link "Leave the cafe" "TownCentre">><<EndConversation "Martin">><</link>> <br>
<<link "Start to work" "FreshPotFloWork">><<EndConversation "Martin">><</link>>
<<case "StreetEncounterIgnore">>
Your heart is pounding as you force yourself to step forward, every high-heeled stride a reminder of how exposed you feel.<br>
<br>
“C’mon Phillips, don’t be shy!” he shouts again, his tone growing more insistent. He's slowed down to a crawl, matching your pace even as you speed up as best you can in the heeled boots.<br>
<br>
You try not to meet his eye, instead looking forward. You feel the weight of every exposed inch of your legs and every unnatural sway in your movements. Over the clip-clopping of your heels is the sound of the purring engine from Martin's delivery van. Menacing. A threat.<br>
<br>
"Feeling shy, are ya'?" you hear his bellow. "Don't worry about that, darl'. Come see me one night at McTafeys. A few drinks will loosen you up."<br>
<br>
Again, you ignore his words. Finally, you hear the van's engine purr and Martin speeds up, leaving you alone walking the street once more.<br>
<br>
You continue walking along the street, feeling your body shaking from the unwanted attention. More aware of the dangers Charlton poses to women.<br>
<br>
<<ActionsHeader>>
<<link "Return to your street" "YourStreet">><<EndConversation "Martin">><</link>>
<<case "StreetEncounterRetort">>
Your body jolts as your eyes finally meet his, and for a moment, the vulnerability surging through you transforms into raw defiance. Every high-heeled stride, though still making you feel exposed, now carries the weight of your refusal to be objectified. The familiar crunch of your boots on the pavement punctuates the tension as Martin’s crude voice slices through the night air once more.<bR>
<br>
You force yourself to stop as your heart races. With a tremor of anger and resolve, you spin to face the van and shout back, “In your dreams! I’m not here for your lecherous games, Martin!”<br>
<br>
There’s a brief, charged silence before his coarse laughter slithers through the open window. “Oh, so you’ve got some bite now, huh?” he sneers, the challenge clear in his tone. The retort hangs heavy in the air as you stand there exposed, vulnerable. Yet unyielding.<br>
<br>
"Go find your entertainment at the bottom of a bottle," you spit. "I hear that men that drink like you do can't do much else."<br>
<br>
"You little..." Martin spits, but is interrupted by a driver coming up behind him, honking their horn. "I'll be seeing you, I'm sure," he mutters, eying you darkly. Then with a dramatic curse, he slams his foot on the accelerator and speeds off.<br>
<Br>
You continue your walk. The echo of his mocking tone lingers, but with each determined step you take down the street, you feel a growing strength that pushes back against the intrusive threat.<br>
<br>
<<ActionsHeader>>
<<link "Return to your street" "YourStreet">><<EndConversation "Martin">><</link>>
<<case "StreetEncounterWelcome">>
Your heart stutters as Martin’s lecherous call slices through the air. For a breathless moment, the cool wind on your bare legs and the tight press of your high heels fade into the background as his voice - raw and provocative - fills your mind.<br>
<br>
A shiver of excitement runs through you, mingling with the awareness of your own vulnerability. Despite knowing full well that Martin’s words are nothing more than crude flirtation, a thrill pulses beneath your skin. “Maybe I will…” you murmur softly, your voice betraying a mix of nervous delight and forbidden daring. In that instant, the dangerous allure of being the centre of his unwanted attention sends butterflies careening through you.<br>
<br>
“Good answer, darlin’!” Martin bellows back, his words dripping with a mix of mockery and promise. “You know, you should swing by McTafey’s later. Maybe let me show you just how big the back of this van really is.” His invitation is as brazen as it is unsettling, a crude dare that leaves your pulse racing even as you recoil internally at the implications.<br>
<br>
You force a breathy laugh, replying with a touch of coyness, “I’ve got somewhere to be, but maybe… we’ll run into each other later.” You find yourself giving him a smile as he chuckles.<br>
<br>
"Count on it," he says, before his van roars away, the sound of its engine fading, leaving you standing there, heart pounding and thoughts in tumult. The encounter - a mix of illicit thrill and a stark reminder of how exposed you are - continues to echo in your mind.<br>
<Br>
Alone once more on the quiet street, you walk with a tentative mix of exhilaration and caution. That dangerous, alluring spark of flirtation with Martin’s crude advances still tingles on your skin, tempting you to stray further from what you know is right.<Br>
<br>
It’s just harmless flirting, you tell yourself. You wouldn't really go see him later, would you?<br>
<br>
<I>Would you?</i><Br>
<br>
<<ActionsHeader>>
<<link "Return to your street" "YourStreet">><<EndConversation "Martin">><</link>>
<<case "PennyFarthing">>
You take out the coin and hold it up to him. “Know anything about this?”<br>
<bR>
His unfocused eyes squint as he struggles to focus on the object you’re dangling in front of him. When it registers, a sly grin spreads across his face.<br>
<br>
<<if $current.female is false>>
“That’s a special coin,” he slurs. “Very special. Won’t get many drinks using that.”<br>
<br>
“What do you get for it?” you try.<br>
<bR>
He snorts, looking you up and down. “Don’t think it’s something that nerds would be interested in.”<Br>
<br>
You take a deep breath, maintaining eye contact. “Try me.”<br>
<<elseif $current.female is true>>
“That’s a special coin,” he slurs. “Very special. Won’t get many drinks with it.”<br>
<bR>
“What do you get for it?” you try.<br>
<br>
He snorts, looking you up and down. He grins. "Don't know who gave you that, girlie. But I’m glad they did.”<br>
<br>
You take a deep breath, maintaining eye contact. “What is it?”<br>
<</if>>
<bR>
Martin tries to focus on you, but his eyes keep drifting back to the coin. You note that some of his hostility has dissipated as he looks at the object with interest. “Come,” he slurs. “Sit at the table. Come join me for a drink.”<br>
<br>
You look around to see people’s worry over a confrontation has changed to curiousity. A number of people have already turned back to their drinks. Others watch without trying to make it obvious.<br>
<br>
Martin slumps back in his seat, almost missing the cushion. He takes a swig from the bottle and gestures to the seat opposite. “Come!” he barks. “Sit.”<br>
<br>
<<ActionsHeader>>
<<link "Join Martin for a drink" "MartinDialogue">><<set $MartinDialogue to "PennyFarthingDrink">><</link>><br>
<<link "Return back to the bar" "McTafeysBar">><<EndConversation "Martin">><</link>>
<<case "PennyFarthingDrink">>
Taking the seat opposite Martin, you hold your breath as you smell the alcohol wafting from over the table. He chuckles as he looks at you, almost taking delight in taking a gulp more.<br>
<bR>
“So what do you know about that coin?” you ask him.<br>
<br>
<<if $current.female is true>>
He chuckles to himself, soon turning into a whooping cough. When he recovers, he takes another gulp from his drink. “Not so fast, girl,” he slurs. “We’re going to get to know each other first. To do that, we're going to have a drink."<br>
<br>
He looks over your shoulder towards the bar and thrusts his hand into the air, almost falling off his stool with the momentum. “Rhiannon!” he barks. “This girlie wants to have a drink with me! Bring one over, would ya?”<Br>
<bR>
You turn back to meet Rhiannon’s eyes, narrowed as she meets yours. She raises an eyebrow as a question. Do you really want to drink with Martin?<br>
<<elseif $current.female is false>>
He chuckles to himself, soon turning into a whooping cough. When he recovers, he takes another gulp from his drink. “Not so fast, nerd,” he slurs. “That’s private information. Only for those who prove themselves as men. You get it?”<br>
<br>
You nod, unsure what to say. Thankfully, Martin isn’t looking for an answer. He leans in over the table, almost knocking his drink over with his arms.<br>
<br>
“I can only tell you if you’re really a man,” he says in an attempt to whisper. “Looking at you, don’t think you deserve what I’ve got to say. Tell me, nerd. How much of a man are you?”<br>
<bR>
“I’m a man,” you tell him, aware that any hint of irony will be lost on him.<br>
<bR>
“Then you’re gonna' have to prove it,” he replies. <br>
<br>
He looks over your shoulder towards the bar and thrusts his hand into the air, almost falling off his stool with the momentum. “Rhiannon!” he barks. “This nerd wants to have a drink with me! Bring two over, would ya?”<Br>
<br>
You turn back to meet Rhiannon’s eyes, narrowed as she meets yours. She raises an eyebrow as a question. Do you really want to drink with Martin?<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Order a drink" "MartinDialogue">><<set $MartinDialogue to "PennyFarthingDrinkAccept">><<Drunk 1>><</link>><br>
<<CompulsionCheck "PartyGirl">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Party Girl] </span><s>Decline his invitation</s> - <I>Try as you might, you can’t turn down a drink</i><br>
<<else>>
<<link "Decline his invitation" "MartinDialogue">><<set $MartinDialogue to "PennyFarthingDecline">><</link>><br>
<</if>>
<<case "PennyFarthingDrinkAccept">>
<<if $current.female is false>>
You look to Rhiannon and nod. She sighs and turns to the tap. “Another round, coming right up,” you hear her mutter.<br>
<Br>
Turning back to Martin, he looks at you with a mischievous smile. “That floosy thinks she’s all high and mighty, telling people when they can and can not have drinks.” To punctuate his point, he drains his bottle and slams it down on the table. “But she’s just a gutter slut, like the rest of them.” He hisses, looking back over your shoulder briefly. “Needs to learn her place. Doesn’t she?”<br>
<br>
Before you can answer, Rhiannon is standing beside your table. She places two pints of cloudy liquid down and offers you both a forced smile. You notice her leg close to your head, her short skirt revealing a large amount of pale thigh.<br>
<br>
Martin gestures to the glass in front of you. "Try it."<br>
<br>
Not wanting to give up so easily, you take a sip. Cider. A strong and cheap flavour no doubt brewed locally by one of the farmers. You wince as you can almost sense the shreds of apple peel scraping down your throat.<br>
<br>
<<DrunkDescription>><br>
<br>
“That will be ten pounds fifty,” she says, her green eyes looking between the two of you.<Br>
<br>
Martin smirks, eyes wandering up and down her body. “Not so fast, girlie. Haven’t done ordering yet.”<br>
<br>
The forced smile is maintained, but you see her take a breath. “What else would you like?”<br>
<br>
It’s the answer Martin was waiting for. “Are you on the menu?” he slurs. “Love to see those tits up close. Bet you could motorboat them for hours.”<br>
<br>
Rhiannon’s forced smile drops as she sighs. “You want me to get my father?” she asks. “Feel like getting barred again?” <br>
<br>
Martin chuckles and shrugs, almost spluttering as he takes a swig from his new drink. “Oh relax. Wasn’t my words. That’s just what my new friend here was wondering.” He looks to you, a full smile creeping up. “Go ahead, manly man. Tell her exactly what you’d like to do to those puppies of hers.”<br>
<bR>
You look to Rhiannon to see her scowl now meeting your eyes. She folds her arms and raises an eyebrow, as if challenging you. “Oh. You’ve got something to say? Say it to my face.”<br>
<br>
Glancing back to Martin, you see him watching with anticipation. It’s clear what he wants you to do.<br>
<br>
<<ActionsHeader>>
<<link "Appease Martin and make lewd comments about Rhiannon" "MartinDialogue">><<Greedy 1>><<set $MartinDialogue to "PennyFarthingMaleAppease">><</link>><br>
<<link "Refuse and apologise for Martin" "MartinDialogue">><<Greedy -1>><<set $MartinDialogue to "PennyFarthingMaleApologise">><</link>><br>
<<elseif $current.female is true>>
You look to Rhiannon and nod. She sighs and turns to the tap. “Another round, coming right up,” you hear her mutter.<br>
<br>
Turning back to Martin, he looks at you with a mischievous smile. “Now. Where were we. Getting to know each other. But for a girl who wants to know about that coin, you’re sitting a way away. If we’re gonna' be good friends, why don’t you get a bit closer?”<br>
<br>
You give Martin a look, but he offers no hint that he’s making a joke. Reluctantly, you shift the stool around the table closer to him, careful to ensure you are out of his reach.<Br>
<br>
He guffles, almost choking on his own laugh. “That’s not what I meant,” he barks. Quickly, he picks up his bottle and drains it before slamming it down on the table. “Only certain girlies want to know about that coin. Now you’re going to have to prove you're one of them.”<br>
<br>
He pushes the table away slightly and slaps his leg. “Up here, girlie. If you’re going to be a coin girl, let’s get a preview of what’s on offer.”<br>
<br>
Before you can answer, Rhiannon is standing beside your table. She places two pints down. Martin looks between her and you, his letcherous grin the same no matter who is looking it. "Go on girlie," he says to you. "Special local brew, just for you."<br>
<br>
Not wanting to give up so easily, you take a sip. Cider. A strong and cheap flavour. You wince as you can almost sense the shreds of apple peel scraping down your throat.<br>
<br>
<<DrunkDescription>><br>
<br>
“That will be ten pounds fifty,” Rhiannon says, her green eyes looking between the two of you. Noticing the table has shifted, she focuses on you. “Is everything alright?”<br>
<br>
Martin smirks, eyes looking directly at you. “It’s all fine, isn’t it girl? We’re getting along just fine.”<Br>
<bR>
Rhiannon’s forced smile is maintained, but she looks to you and raises an eyebrow. “Is that right?” she asks.<bR>
<bR>
Glancing back to Martin, you see him watching with anticipation. It’s clear what he wants you to do.<br>
<br>
<<link "Tell her it’s okay and sit on Martin’s lap" "MartinDialogue">><<Assertive -1>><<set $MartinDialogue to "PennyFarthingFemaleSit">><</link>><br>
<<link "Tell her he’s being a pervert" "MartinDialogue">><<Assertive 1>><<set $MartinDialogue to "PennyFarthingFemalePervert">><</link>><br>
<</if>>
<<case "PennyFarthingMaleAppease">>
You gulp, readying yourself for furor. “I’d like to pay extra to see if the carpet matches the drapes,” you mutter.<br>
<bR>
Rhiannon stares back down at you, her expression hardening. “What was that?”<br>
<bR>
“I said,” you say, increasing your voice to just below a bellow. “I’d pay to see if you’ve dyed your bush to match your hair.”<Br>
<br>
“That’s enough!” you hear a familiar voice bark. Within a moment another person has pushed Rhiannon back, standing at the table beside you. Clive. From the repair shop.<br>
<br>
“I think you owe this little lady an unreserved apology, Phillips,” he barks, putting his hands down on the table as he leans over you.<br>
<bR>
You stare up at the man, eyes darting to avoid his gaze. His body is inches from yours, pressing down on you with barely contained anger. Glancing over at Martin, you see him watching in silence with a dark grin.<Br>
<br>
“I said, apologise,” Clive repeats himself, slamming his hands down on the table.<br>
<bR>
“That’s enough, Clive,” you hear Rhiannon quietly say from behind him. “Let him finish his drink and he can go.”<br>
<br>
Clive looks down at you, eyes burning. Then he picks up the new drink and knocks it back, necking the alcohol. When he’s done, he slams it down and wipes his mouth. “You heard the lady. Now you’ve finished your drink, go.”<br>
<bR>
The shadow of Clive leaves you as he walks back to the bar. After a few moments, the chatter you didn’t realise had stopped once again returns. <br>
<br>
When you meet Martin’s eyes, he lets out a belly laugh. “Dyed bush?” he stammers, his laugh turning again into a cough. “Maybe you’re not as bad as your brother made out, Phillips.” He leans in, pushing the bottles out of the way. “For the record, I reckon it’s all natural.”<Br>
<br>
“The coin?” you ask, reminding him of why you just did that.<br>
<br>
He laughs again. “Sure. Sure!” He takes a swig from his cider and licks his lips. “Let me tell you what you’ve got there. You’ll love it, I’m sure.”<br>
<br>
<<ActionsHeader>>
<<link "Listen to Martin talk about the coin" "MartinDialogue">><<set $MartinDialogue to "PennyFarthingStory">><<ChangeNPCrelationship "Rhiannon" $current.avatar 0>><</link>>
<<case "PennyFarthingMaleApologise">>
You gulp, but shake your head. “He’s lying,” you tell her. “I wouldn’t say anything like that.”<Br>
<br>
A thin smile plays across Rhiannon’s lips as she turns to Martin. “That’s what I thought,” she says icily. “It sounded too much like you Martin to come from anyone else.”<Br>
<bR>
Looking back over to Martin, he grunts and sneers at you. “Like I thought. A nerd. Wouldn't know what to do with a woman’s titties even if they got close to you.”<br>
<bR>
“That’s enough!” you hear a familiar voice bark. Within a moment another person has pushed Rhiannon back, standing at the table beside you. Clive. From the repair shop.<Br>
<bR>
“I think you owe this little lady an unreserved apology, Martin,” he barks, putting his hands down on the table as he leans over him.<br>
<bR>
Martin stares up at the man, sneering with drunken confidence. Clive’s body is inches from Martin’s, pressing down him with barely contained anger.<br>
<br>
“I said, apologise,” Clive repeats himself, slamming his hands down on the table.<br>
<bR>
“That’s enough, Clive,” you hear Rhiannon quietly say from behind him. “Let him finish his drink and he can go.”<br>
<bR>
Clive looks at Martin, eyes burning. Then he picks up the new drink and knocks it back, necking the alcohol. When he’s done, he slams it down and wipes his mouth. “You heard the lady. Now you’ve finished your drink, go.”<br>
<br>
Martin’s jaw tightens, and for a moment, you think he might push back. But then he snorts, nostrils flaring. "This isn’t over," he mutters, staggering to his feet, knocking the empty glass off the table. It hits the floor, shattering. Not missing a beat, Martin storms out the door.<br>
<br>
Clive looks down at you, after the door slams. After a few moments, the chatter you didn’t realise had stopped once again returns.<br>
<br>
“Best to avoid that one. The drink doesn’t mix well with him.” <br>
<br>
You nod. Clive gives you a reassuring smile, then returns to the bar.<br>
<br>
<<ActionsHeader>>
<<link "Return to the bar" "McTafeysBar">><<EndConversation "Martin">><<SetNPCLocation "Martin" $dayCurrent $periodCurrent "">><</link>>
<<case "PennyFarthingFemaleSit">>
You brace yourself and nod, before slipping off your stool and sitting down on Martin’s lap. “It’s fine,” you tell Rhiannon.<br>
<bR>
Martin squirms underneath you and wraps his hand around your waist. “See,” you hear him say to Rhiannon. “Everything is fine here, isn’t it girl?”<Br>
<br>
You look back to him, face now close to his own. You smell his alcohol-infused breath and feel his hands wandering, massaging your waist through your clothes. You nod.<br>
<bR>
Rhiannon raises an eyebrow again, but says nothing. Martin drops a note on the table and she picks it up, moving back behind the bar.<br>
<bR>
“Feels good, doesn’t it girl?” Martin slurs into your ear. “Perched up on my lap, feeling my groin against your bum.”<br>
<bR>
You shift your senses to your behind. In spite of Martin’s words, you feel nothing pressing against you. The drink must be affecting him in other ways than his speech.<br>
<br>
He lets go of you momentarily to take a swing from his pint. When his hand returns, he places it further up. You feel his fingers brush against your breast. “You’re a real nice girlie,” he whispers to you. “Look around. See all those people seeing how friendly we are.”<br>
<br>
Your eyes wander the bar. People continue about their business. Chatting, ordering drinks, playing darts. But you see a lot of eyes looking back at you, especially as Martin’s hand begins to cup your breast from beneath.<br>
<br>
“Here you go, girl,” he says, taking your pint and holding it up to your lips. As you lean forward to take it, he pulls it a way back and chuckles. “Open wide.”<br>
<br>
You glance back over your shoulder, seeing his expected grin. You take a deep breath, then part your lips and stare back at the bottle. He clumsily tips it and alcohol lands on both your tongue and spills down your chin and on to your clothes.<br>
<bR>
“Messy little pup, aren’t you?” Martin quips, before adjusting where you sit.<br>
<br>
<I>Here you are, on the lap of the town’s drunk. They must think that you’ll do anything for a drink, won’t they?</i><br>
<br>
“The coin?” you ask, reminding him of why you just did this.<br>
<br>
He laughs again. “Sure. Sure!” He takes a swig from his beer and licks his lips. “Let me tell you what you’ve got there. You’ll love it, I’m sure.”<br>
<br>
<<ActionsHeader>>
<<link "Listen to Martin talk about the coin" "MartinDialogue">><<set $MartinDialogue to "PennyFarthingStory">><<ChangeNPCrelationship "Martin" $current.avatar 3>><</link>>
<<case "PennyFarthingFemalePervert">>
You gulp, but shake your head. “He’s lying,” you tell her. “He’s being a pervert.”<br>
<bR>
A thin smile plays across Rhiannon’s lips as she turns to Martin. “That’s what I thought,” she says icily. “A nice girl like this doesn’t seem like Martin’s type.”<br>
<br>
Looking back over to Martin, he grunts and sneers at you. “Like I thought. Wouldn’t know what to do with that coin if you knew what it was for, the teasing slut.”<Br>
<bR>
“That’s enough!” you hear a familiar voice bark. Within a moment another person has pushed Rhiannon back, standing at the table beside you. Clive. From the repair shop.<Br>
<bR>
“I think you owe this little lady an unreserved apology, Martin,” he barks, putting his hands down on the table as he leans over him.<Br>
<bR>
Martin stares up at the man, sneering with drunken confidence. Clive’s body is inches from Martin’s, pressing down him with barely contained anger. <br>
<br>
“I said, apologise,” Clive repeats himself, slamming his hands down on the table.<Br>
<br>
“That’s enough, Clive,” you hear Rhiannon quietly say from behind him. “Let him finish his drink and he can go.”<br>
<bR>
Clive looks at Martin, eyes burning. Then he picks up the new drink and knocks it back, necking the alcohol. When he’s done, he slams it down and wipes his mouth. “You heard the lady. Now you’ve finished your drink, go.”<Br>
<br>
Martin’s jaw tightens, and for a moment, you think he might push back. But then he snorts, nostrils flaring. "This isn’t over," he mutters, staggering to his feet, knocking the empty glass off the table. It hits the floor, shattering. Not missing a beat, Martin storms out the door.<Br>
<br>
Clive looks down at you, after the door slams. After a few moments, the chatter you didn’t realise had stopped once again returns.<Br>
<br>
“Best to avoid that one. The drink doesn’t mix well with him.”<br>
<br>
You nod. Clive gives you a reassuring smile, then returns to the bar.<br>
<br>
<<ActionsHeader>>
<<link "Return to the bar" "McTafeysBar">><<EndConversation "Martin">><<SetNPCLocation "Martin" $dayCurrent $periodCurrent "">><</link>>
<<case "PennyFarthingStory">>
<<if $current.female is false>>
Martin leans in, almost taking the table with him as he does so. “There’s a room downstairs,” he slurs. “One where real men can see a show.” He nods to your pocket, where you put the coin away. “That coin will get you in. Go out to the toilets, look for the door with the sign. And then just follow.”<br>
<bR>
“What sign?” you ask him.<Br>
<br>
He chuckles to himself and takes a swig. “The sign on the coin, nerd.”<Br>
<br>
<<InventoryCheckSelf "TandiPennyFarthing">>
<<if _InventoryCheckSelf is true>>
You take out the coin and turn it in your hand. One side a ‘T'. The other a Penny Farthing. You flick it around in your hand. “And what’s the letter for?”<br>
<br>
Martin smiles devilishly. “You really don’t know, do you? Well, you’re in luck. That lets them know who to call in.”<br>
<bR>
A light bulb goes off in your brain. “Tandi?”<bR>
<bR>
The smile broadens. “She’s one of the star attractions. Go on. Don’t let me stop you. You're in for a treat."<br>
<<else>>
You take out the coin and turn it in your hand. One side blank. The other a Penny Farthing. You flick it around in your hand. “And what’s the blank side for?”<br>
<br>
Martin snorts. "That's for the girls to make their mark in the world," he says, smiling devilishly. “You really don’t know, do you? Looks like you got a booby prize, nerd. That's s'posed to let them know who to call in.”<br>
<bR>
A light bulb goes off in your brain. “Like Tandi?”<bR>
<bR>
A snigger comes as a reply. “Yeah, she’s one of the star attractions. But no mark, no show. Don’t let me stop you, though. Try your luck. She might take pity on you."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Say goodbye to Martin and return to the bar" "McTafeysBar">><<EndConversation "Martin">><<QuestOptionComplete "Quest22" 1 "mcTafeys">><<QuestOptionUnlock "Quest22" 1 "mcTafeys_backdoor">><</link>>
<<elseif $current.female is true>>
Martin leans in to your ear. "Let's see it again. The coin."<br>
<bR>
You look back at him, but without asking he reaches down to where you put the coin. In a moment he’s pulled the coin out, holding it in front of the pair of you, turning it in his hand.<br>
<br>
<<InventoryCheckSelf "TandiPennyFarthing">>
<<if _InventoryCheckSelf is true>>
“This,” he murmurs into your ear. “Is a real treasure for the right girl.” He flips it to show you the side with the Penny Farthing. “This is the sign. Go to the toilets in here. Look for the door with the same thing above it. And then just follow.”<br>
<br>
His touch rubs across your breast, finger hovering on your nipple. You brush it off and reach forward, reluctantly touching his fingers and flipping it around to the side with the 'T'. “And this?” you ask.<Br>
<bR>
There is a cough into your ear as he sniggers. “You really don’t know, do you? That lets them know who to call in.” <br>
<br>
A light bulb goes off in your brain. “Tandi?”<br>
<br>
The smile broadens. “She’s one of the star attractions. But I don’t think she’ll perform for you.”<br>
<br>
You reach out and take the coin back. To your relief, Martin allows it. With rough hands he pushes you up to your feet. He takes a gulp from his pint, then eyes you with lust. After a moment, he reaches down into his pocket and drops something on the table. There, spinning momentarily before falling face down, is a coin similar to the one you’ve just taken back.<Br>
<br>
“Think this is more what you’ll be needing,” he says, nodding to the coin. “Go ahead. Take it, girlie.”<br>
<br>
You cautiously pick it up, spinning it around. The same Penny Farthing on one side, but the other is blank. You look back to him, narrowing your eyes. “What’s this for?”<br>
<br>
“You’ll see,” he says quietly. “Just come and see me when you’re done. You’ll have a different coin to give me, I’m sure.”<br>
<br>
You look back at him, noting his smirk. He takes a swig from his bottle and nods to where the toilets are.<br>
<<else>>
“This,” he murmurs into your ear. “Is a real treasure for the right girl.” He flips it to show you the side with the Penny Farthing. “This is the sign. Go to the toilets in here. Look for the door with the same thing above it. And then just follow.”<br>
<br>
His touch rubs across your breast, finger hovering on your nipple. You brush it off and reach forward, reluctantly touching his fingers and flipping it around to the blank side. “And this?” you ask.<br>
<bR>
There is a cough into your ear as he sniggers. “This is blank. For now.”<br>
<br>
You reach out and take the coin back. To your relief, Martin allows it. You pause, considering your words. “Does this coin… have anything to do with a girl called Tandi Cunnings?”<br>
<br>
Martin cups your chin and turns your face to meet his. He grins. “She’s one of the stars of the show,” he says. “But I bet you’ll be better.”<Br>
<br>
With rough hands he pushes you up to your feet. “Don’t let me stop you,” he says quietly. “Just come and see me when you’re done. You’ll have a different coin to give me, I’m sure.”<Br>
<br>
You look back at him, noting his smirk. He takes a swig from his bottle and nods to where the toilets are.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Say goodbye to Martin and return to the bar" "McTafeysBar">>
<<EndConversation "Martin">>
<<QuestOptionComplete "Quest22" 1 "mcTafeys">><<QuestOptionUnlock "Quest22" 1 "mcTafeys_backdoor">>
<<InventoryCheckSelf "TandiPennyFarthing">>
<<if _InventoryCheckSelf is true>><<TakeObjectNPC "Martin" "BlankPennyFarthing">><</if>>
<</link>>
<</if>>
<<case "PennyFarthingDecline">>
<<if $current.female is false>>
You look to Rhiannon and shake your head. She nods with understanding. “Looks like he’s not interested in drinking with you, Martin,” she bellows back before turning to another customer.<Br>
<br>
Martin snorts, giving you a sneer. “Knew it,” he spits back over the table. “Just a nerd, aren’t you, little nerd.” He suddenly belches and for a moment you think he’s going to throw up right there. When he recovers, he returns to scowling at you. “Come back when you’ve grown a pair. Or maybe you should just send that sister of yours? I’d like to show her what that coin really means.”<br>
<br>
He chuckles to himself, once again turning into a smoker's cough. But he offers nothing more, clearly lost interest in you.<Br>
<<elseif $current.female is true>>
You look to Rhiannon and shake your head. She nods with understanding. “Looks like she’s not interested in drinking with you, Martin,” she bellows back before turning to another customer.<br>
<br>
Martin snorts, giving you a sneer. “Knew it,” he spits back over the table. “Think you’re all high and mighty, too good to drink with me.” He suddenly belches and for a moment you think he’s going to throw up right there. When he recovers, he returns to scowling at you. “You girls are all the same. Flash a bit of skin and think you can get all the answers. Well not from me. That coin is wasted on you, girlie. Gotta' know how to entertain to be an entertainer.”<br>
<br>
He chuckles to himself, once again turning into a smoker's cough. But he offers nothing more, clearly lost interest in you.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the bar" "McTafeysBar">><<EndConversation "Martin">><</link>>
<</switch>><<set $ConversationRoot = passage()>>
<<switch $MaryDialogue>>
<<case "IntPass">>
You clear your throat and offer a tentative smile. “I imagine Sunday mornings must be busy for you now, with Terrence’s having to get ready.”<br>
<br>
Mary’s brow creases in a gentle frown. “Oh on the contrary, you’ve taken a weight off my weekend,” she says. “With Terrence in the library with you until lunchtime, it gives me a chance to clean his room. Teenage boy’s bedrooms can always do with a clean.”<br>
<br>
<<run $MaryHandleCluesInvestigation.pushUnique("Library")>>
<<if $MaryHandleCluesInvestigation.includes("Library") and $MaryHandleCluesInvestigation.includes("Biology")>>
<i>Success! Jennifer seems to be tutoring Terrence for his biology classes on Sunday mornings in the library. You should go to the library at this time to find out what exactly she’s up to.</i><br>
<br>
<<ActionsHeader>>
<<link "Change topics" "EvansDepartmentStoreReception">><<ChangeTopics>><<DialogueDone "Mary" "Intelligence">><<set $EvansDepartmentStoreReceptionTimer += 1>><<QuestTracker "Quest21" 4>><<EndConversation "Mary">><</link>>
<<else>>
<i>Jennifer seems to be spending Sunday mornings with Terrence in the library. You just need to find out why.</i><br>
<br>
<<ActionsHeader>>
<<link "Change topics" "EvansDepartmentStoreReception">><<ChangeTopics>><<DialogueDone "Mary" "Intelligence">><<set $EvansDepartmentStoreReceptionTimer += 1>><<EndConversation "Mary">><</link>>
<</if>>
<<case "IntFail">>
You clear your throat and ask too bluntly, “So, Mary. What do you do on Sunday mornings?”<Br>
<br>
Mary frowns. "Mainly I catch up on cleaning and housework. Why?"<Br>
<br>
A flicker of suspicion passes through her eyes. You haven’t learned anything of value and she’s growing wary of your questions.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "EvansDepartmentStoreReception">><<ChangeTopics>><<set $EvansDepartmentStoreReceptionTimer += 1>><<EndConversation "Mary">><</link>>
<<case "Terrence">>
You offer Mary a gentle smile. “How’s Terrence doing these days?”<br>
<br>
Her expression softens. “He’s… improved, actually. Calmer in the mornings, less on edge. Your tutoring has made all the difference. He used to wake up worried about his biology lessons, pacing the hallway before breakfast. Now he doesn’t. Or at least, not so much.”<br>
<br>
<<run $MaryHandleCluesInvestigation.pushUnique("Biology")>>
<<if $MaryHandleCluesInvestigation.includes("Library") and $MaryHandleCluesInvestigation.includes("Biology")>>
<i>Success! Jennifer seems to be tutoring Terrence for his biology classes on Sunday mornings in the library. You should go to the library at this time to find out what exactly she’s up to.</i><br>
<br>
<<ActionsHeader>>
<<link "Change topics" "EvansDepartmentStoreReception">><<ChangeTopics>><<DialogueDone "Mary" "Terrence">><<QuestTracker "Quest21" 4>><<set $EvansDepartmentStoreReceptionTimer += 1>><<EndConversation "Mary">><</link>>
<<else>>
<i>Jennifer seems to be tutoring Terrence for his biology classes. You need to find out where.</i><br>
<br>
<<ActionsHeader>>
<<link "Change topics" "EvansDepartmentStoreReception">><<ChangeTopics>><<DialogueDone "Mary" "Terrence">><<DialogueUnlock "Mary" "BiologyClue">><<set $EvansDepartmentStoreReceptionTimer += 1>><<EndConversation "Mary">><</link>>
<</if>>
<<case "Annie">>
You clear your throat. “Mary, have you met Annie?”<Br>
<br>
Mary’s lips tighten into a thin smile. “I’ve seen her around. Quite a few outings with different young men, I hear.” She casts a disapproving glance past you, as if Annie might be lurking in the shadows. “Those skirts she wears… far shorter than I’d ever have dared at her age.”<Br>
<br>
Her voice softens to a whisper. “I wouldn’t want Terrence bringing home someone like that. He needs someone who knows her way around a home. More of a homemaker, if you will.” She pauses, then adds with unintended sharpness, “It’s a shame you’re taken, Jennifer. Otherwise I’d have set him up in a heartbeat.”<br>
<br>
<i>A wave of queasiness washes over you as Mary’s well-meaning joke settles in your stomach.</i><br>
<br>
<<ActionsHeader>>
<<link "Change topics" "EvansDepartmentStoreReception">><<ChangeTopics>><<DialogueDone "Mary" "Annie">><<DialogueUnlock "Mary" "GirlsClue">><<set $EvansDepartmentStoreReceptionTimer += 1>><<EndConversation "Mary">><</link>>
<<case "AssertivePass">>
You fold your arms, meeting Mary’s eyes. “Honestly, Mary, I’m not convinced this biology tutoring is doing Terrence much good.”<br>
<br>
Her brow lifts in surprise. “He’s improving,” she insists, voice firm. “He’s more confident each week.”<br>
<Br>
You press on, voice steady. “Perhaps it’s the setting. I don’t think it’s conducive to education.”<Br>
<br>
Mary gives you a strange look. “You think that… about the library? How can the library not be conducive to education?”<BR>
<br>
You hold back a smile, if only to try and justify how strange your statement sounded. “Maybe it’s overwhelming Terrence,” you say. “All that knowledge. It could be intimidating.” An eyebrow is raised in your direction, as you feel yourself digging yourself into a hole. “Don’t worry about it. I’ll persevere.”<br>
<br>
The receptionist looks at you curiously. Mary might be giving you a strange look, but you got what you needed out of it.<Br>
<Br>
<<run $MaryHandleCluesInvestigation.pushUnique("Library")>>
<<if $MaryHandleCluesInvestigation.includes("Library") and $MaryHandleCluesInvestigation.includes("Biology")>>
<i>Success! Jennifer seems to be tutoring Terrence for his biology classes on Sunday mornings in the library. You should go to the library at this time to find out what exactly she’s up to.</i><br>
<br>
<<ActionsHeader>>
<<link "Change topics" "EvansDepartmentStoreReception">><<ChangeTopics>><<DialogueDone "Mary" "Assertive">><<set $EvansDepartmentStoreReceptionTimer += 1>><<QuestTracker "Quest21" 4>><<EndConversation "Mary">><</link>>
<<else>>
<i>Jennifer seems to be spending Sunday mornings with Terrence in the library. You just need to find out why.</i><br>
<br>
<<ActionsHeader>>
<<link "Change topics" "EvansDepartmentStoreReception">><<ChangeTopics>><<DialogueDone "Mary" "Assertive">><<set $EvansDepartmentStoreReceptionTimer += 1>><<EndConversation "Mary">><</link>>
<</if>>
<<case "AssertiveFail">>
You clear your throat. “Mary, I’m not sure these biology sessions are working out.”<Br>
<br>
She smiles reassuringly. “Terrence is making great strides. I wouldn’t give up yet.”<br>
<br>
You shrug, unable to find the right words to explain your doubts. Mary’s confident nod tells you she’s closing the conversation. The location of the tutoring remains unspoken.<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" "EvansDepartmentStoreReception">><<ChangeTopics>><<set $EvansDepartmentStoreReceptionTimer += 1>><<EndConversation "Mary">><</link>>
<<case "Girls">>
You clear your throat and choose your words carefully. “Mary, has Terrence shown any… interest in girls lately?”<Br>
<Br>
Her practiced smile falters for a heartbeat, worry flickering behind her eyes before she masks it again. “He’s very focused on his studies,” she replies softly. “Honestly, I doubt he’s given dating much thought.”<br>
<br>
You press a finger to your lips, leaning in slightly. “Are you sure? A boy his age…”<Br>
<Br>
Mary exhales, gaze drifting toward the frosted door. When she meets your eyes again, her voice is gentler. “It’s been such a relief that he’s grown so fond of your company. I admit, I was worried for a time. About him. But seeing how he’s taking to you…” <Br>
<br>
She offers you a small, wistful smile. “So just indulging a little crush isn’t the worst thing, is it? He just needed the quiet space away from other people to come out of his shell. Looks like he’s a little shy with his feelings. Thankfully.”<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" "EvansDepartmentStoreReception">><<ChangeTopics>><<DialogueDone "Mary" "Girls">><<set $EvansDepartmentStoreReceptionTimer += 1>><<DialogueUnlock "Mary" "QuietClue">><<EndConversation "Mary">><</link>>
<<case "CharmTerrence">>
You take in a deep breath of air and curdle your magical essence around, bathing your lungs with its energy. You let it out slowly, watching it wrap around Mary’s head. Her eyes sparkle with magic.<br>
<br>
“We’re good friends,” you murmur. “Aren’t we, Mary?”<br>
<br>
“Of course, Jennifer,” she replies back quickly, smiling. “What makes you ask?”<br>
<br>
“Why don’t you tell me what this is for,” you say, taking out the note you found in the locker.<br>
<br>
She looks at it with recognition. “I gave you that for Terrence,” she says brightly. “So you can help with his biology lessons. He’s really taken with you!”<br>
<br>
You nod, once. “And where am I teaching him?”<br>
<br>
“Why, the library of course!” Mary continues to smile. “Sunday mornings. What’s the matter? Have you got a conflict? Terrence will be so disappointed.”<br>
<br>
<i>Success! Jennifer seems to be tutoring Terrence for his biology classes on Sunday mornings in the library. You should go to the library at this time to find out what exactly she’s up to.</i><br>
<br>
<<ActionsHeader>>
<<link "Change topics" "EvansDepartmentStoreReception">><<ChangeTopics>><<DialogueDone "Mary" "CharmTerrence">><<set $EvansDepartmentStoreReceptionTimer += 1>><<QuestTracker "Quest21" 4>><<EndConversation "Mary">><</link>>
<<case "Quiet">>
You nod along with Mary. “I think the quiet space is good for him too.”<Br>
<br>
Mary smiles, eyes softening. “Absolutely. It’s perfect. None of the troublesome boys from school dare set foot in the library. The footballers won’t bother him there.”<br>
<Br>
Her smile broadens. “And if they did, they’d find him in the company of a lovely young lady. Surely that would be enough to silence their teasing.”<Br>
<br>
<<run $MaryHandleCluesInvestigation.pushUnique("Library")>>
<<if $MaryHandleCluesInvestigation.includes("Library") and $MaryHandleCluesInvestigation.includes("Biology")>>
<i>Success! Jennifer seems to be tutoring Terrence for his biology classes on Sunday mornings in the library. You should go to the library at this time to find out what exactly she’s up to.</i><br>
<br>
<<ActionsHeader>>
<<link "Change topics" "EvansDepartmentStoreReception">><<ChangeTopics>><<DialogueDone "Mary" "Quiet">><<set $EvansDepartmentStoreReceptionTimer += 1>><<QuestTracker "Quest21" 4>><<EndConversation "Mary">><</link>>
<<else>>
<i>Jennifer seems to be spending Sunday mornings with Terrence in the library. You just need to find out why.</i><br>
<br>
<<ActionsHeader>>
<<link "Change topics" "EvansDepartmentStoreReception">><<ChangeTopics>><<DialogueDone "Mary" "Quiet">><<set $EvansDepartmentStoreReceptionTimer += 1>><<EndConversation "Mary">><</link>>
<</if>>
<</switch>><<widget "EvansDepartmentStoreFirst">>
<<set $EvansDepartmentStoreReceptionTimer to 0>>
<<if ndef $MaryHandleCluesInvestigation>>
<<set $MaryHandleCluesInvestigation to []>>
<</if>>
<<NPCKnown "Mary">>
<</widget>><<set $ConversationRoot = passage()>>
<<switch $MichelleDialogue>>
<<case "Salon">>
<<if _CurrentPC is true and $current.female is true>>
"What are you looking at?" you ask her. <br>
<br>
She smiles widely and her face lights up at the chance to talk about what’s on her mind. "Just a little window shopping! The Groomed Gal is now offering spa treatments. I can't believe we've got this in Charlton!" <br>
<br>
She turns to the window and points to a handwritten poster taped to the window. "Look. Manicures. Pedicures. Facials. The full treatment!" Even without a make-over, Michelle is already glowing. "I wish I could afford it. Only yesterday I found a pimple underneath my nose. It almost ruined my morning."<br>
<br>
"Looking to treat yourself?" you ask her, nodding to the advert.<br>
<br>
She winces. "Yeah. But it’s so expensive. I wish I could afford it. Rhiannon always likes a gossip. People tell hairdressers everything." <br>
<br>
You look back into the salon, with newfound interest. Michelle makes a point. You might learn a thing or two from spending some time at the salon.<Br>
<br>
<i>Because that’s the only reason you’d want a spa treatment, isn’t it?</i><br>
<<elseif _CurrentPC is true and $current.female is false>>
"What are you looking at?" you ask her. <br>
<br>
She blushes a little, her demeanour a marked change from the lively burst of energy that’s apparent when it’s Emily speaking to her. "Oh. Just window shopping. It's silly, I know."<br>
<br>
You glance at the Salon, noticing a handwritten poster pasted in the window. It advertises a new service, full Spa Treatment. Manicures. Pedicures. Facials. And more!<br>
<br>
"Looking to treat yourself?" you ask Michelle, nodding to the advert.<br>
<br>
She smiles at you, embarrassed. "Yeah. But it’s so expensive. I wish I could afford it. Rhiannon’s always nice to talk with." <br>
<br>
"Full of gossip too," she adds, before seeing the look on your face. "Not that that interests me, of course."<br>
<br>
You look back into the salon, with newfound interest. Michelle makes a point. You might learn a thing or two from spending some time at the salon.<br>
<br>
<i>Because that’s the only reason you’d want a spa treatment, isn’t it?</i><br>
<<elseif $current.avatar is "Emily">>
"What are you looking at?" you ask her. <br>
<br>
She smiles widely and her face lights up at the chance to talk about what’s on her mind. "Oh my gosh, Em. Have you heard? The Groomed Gal is now offering spa treatments. Tell me it isn’t so decadent?" <br>
<br>
She turns to the window and points to a handwritten poster taped to the window. "Look. Manicures. Pedicures. Facials. The full treatment!" Even without a make-over, Michelle is already glowing. "I wish I could afford it. Only yesterday I found a pimple underneath my nose. It almost ruined my morning."<br>
<br>
You look at the prices. It’s not too much, but for a teenager you can see how she thinks it’s on the expense side.<br>
<br>
"Who would you prefer to book?" Michelle continues. "Rhiannon or her mum? I’d worry that Rhi wouldn’t have the experience, but she loves a gossip. People tell hairdressers everything."<br>
<br>
You look back into the salon, with newfound interest. Michelle makes a point. You might learn a thing or two from spending some time at the salon.<br>
<Br>
<i>Because that’s the only reason you’d want a spa treatment, isn’t it?</i><br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Michelle" "Salon">><</link>>
<<case "Classes">>
<<if _CurrentPC is true and $current.female is true>>
"Emily mentioned that some of the classes at Charlton are segregated," you say to her. "It sounds so old fashioned."<br>
<br>
She looks up at you, nodding. "I don’t suppose they do that where you’re from, do they <<TrueName "Current">>?" Her eyes look away for a moment. "I think I would have loved to grow up in the city."<br>
<br>
A moment later, she comes back to reality. "Maybe I’ll go to university there. You could tell me the best places to go! I'm sure you know all the cool bars, where the guys don't mind buying you a drink?" She giggles, smiling.<br>
<br>
"Sure," you placate her, before refocusing the subject. "I’ve never heard of that before. What do they teach the boys in their classes?"<br>
<br>
"I wouldn’t know," Michelle tells you. "The girls aren’t allowed out of our classes. Except some of the top of their classes. The ones who take special lessons with Stitch. It seems to be you can’t get to the top without the other. And the cheerleaders - they all have hall passes. Did Emily mention that I’m trying out for the cheerleading team? I'm trying to get her to try-out too!"<br>
<br>
You smile politely, but say nothing, lost in thought.<br>
<<trackKnowledge "TopOfClass" "Learned">>
<<elseif _CurrentPC is true and $current.female is false>>
"Emily mentioned that some of the classes at Charlton are segregated," you say to her. "It sounds so old fashioned."<br>
<br>
She looks up at you, nodding. "I don’t suppose they do that where you’re from, do they <<TrueName>>?" Her eyes look away for a moment. "I think I would have loved to grow up in the city."<br>
<br>
A moment later, she comes back to reality. "Maybe I’ll go to university there. You could… well, tell me some nice places to go to."<br>
<br>
"Definitely," you placate her, before refocusing the subject. "I’ve never heard of that before. What do they teach the boys in their classes?"<br>
<br>
"I wouldn’t know," Michelle tells you. "The girls aren’t allowed out of our classes. Except some of the top of their classes. The ones who take special lessons with Stitch. It seems to be you can’t get to the top without the other. And the cheerleaders - they all have hall passes. Did Emily mention that I’m trying out for the cheerleading team? Mention me at all?"<br>
<br>
You smile politely, but say nothing, lost in thought.<br>
<<trackKnowledge "TopOfClass" "Learned">>
<<elseif $current.avatar is "Emily">>
"Hey Michelle," you begin. "Why do you think the boys have separate lessons for some classes?" <br>
<br>
"Oh gosh, Emily!" Michelle playfully replies. "All the teachers want is our undivided attention and you’re pining for the boys."<br>
<br>
You inwardly grimace at the comment, but try not to let it show. "Don’t you think it’s weird that some lessons are separate and some aren’t, though? I wonder how their geography lessons are different."<br>
<br>
"I’m sure you could put in a request to join," she murmurs. "Just you and the boys in a class together. How scandalous." <br>
<br>
This time you don’t respond. Michelle sighs. "Whenever they come out of those lessons, they seem pumped up. Maybe they are learning different things, or maybe it’s just the effect of having all that testosterone in one place. Boys will be boys, after all. You could ask one of them if you really need an excuse to talk to one of them."<br>
<br>
"Do you have anyone in mind?" she adds, giggling. You don’t reply.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Michelle" "Classes">><</link>>
<<case "School">>
<<if $current.female is true and _CurrentPC is true>>
"How’s school going, Michelle?" you ask her.<br>
<br>
"It’s going," she replies, sighing. "The final year is a bit hard. Emily’s lucky, I don’t have a brainy sister to help me study." <br>
<br>
You find yourself blushing slightly. "I’m sure you’re doing alright."<br>
<br>
She smiles, politely. "I hope so," she says. "I don’t want to be a high-school drop-out."<br>
<br>
"Are the teachers helping you?" you ask carefully.<br>
<br>
"Yes," she says quietly. "They are."<br>
<br>
"Nothing weird?" you try. "Out of the ordinary?" <br>
<br>
She gives you a look, hesitating. Then shakes her head. "No. Nothing odd at all."<br>
<<elseif $current.female is false and _CurrentPC is true>>
"How’s school going, Michelle?" you ask her.<br>
<br>
"It’s going," she replies, sighing. "The final year is a bit hard. Emily’s lucky, I don’t have a brother to help me study." <br>
<br>
You notice she’s blushing slightly. "I’m sure you’re doing alright."<br>
<br>
She smiles, politely. "I hope so," she says. "I don’t want to be a high-school drop-out."<br>
<br>
"Are the teachers helping you?" you ask carefully.<br>
<br>
"Yes," she says quietly. "They are." But with you, she doesn’t elaborate. <br>
<<elseif $current.avatar is "Emily">>
"How are you finding school?" you ask, trying to avoid drawing her suspicion.<br>
<br>
"I’m getting by," she says without confidence. "Things seem to be a lot harder than they were at Middle School. It’s so hard to keep focused sometimes."<br>
<br>
Her cheerful demeanour slips for a moment as she reflects. Then her smile returns. "At least the teachers are helpful. Mr. Rogers is especially supportive. If you’re struggling with Maths, you should ask him if he can give you extra lessons too."<br>
<br>
You smile politely, but offer no encouragement to the idea. "Don’t you find the school to be… odd?" you ask.<br>
<br>
She looks back at you, frowning. "It’s a bit musty and old fashioned, if that’s what you mean?"<br>
<br>
"Nothing weird?" you try. "Out of the ordinary?" <br>
<br>
She looks at you curiously. "Only this conversation, Em," she replies, the volume of her voice dropping. "You should be careful when you talk like that. I heard there was a cheerleader last year who started making some funny comments. Accusations. There’s a reason there’s an open spot on the team now."<br>
<br>
Michelle flashes a grin and giggles. "Which works out well for you or me, at least! Have you thought about trying out?"<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Michelle" "School">><</link>>
<<case "RogersAmulet">>
“Hey Michelle,” you begin. “You wouldn’t happen to have seen if Mr. Rogers wears an amulet, have you?”<br>
<br>
<<if $current.avatar is "Emily">>
Michelle gives you an embarrassed look. “I don’t pay that much attention to him.” A wicked smile appears on her face. “What do you think I get up to in his private lessons?”<br>
<br>
She lets you squirm for a moment, then giggles before answering. “I’m just playing with you, Em. He wears something around his neck. But it’s always underneath his shirt.” She leans in, voice dropping. “And he never takes that off. It’s not that type of tuition.” She winks, then tucks a stray curl behind her ear.<br>
<<elseif _CurrentPC is true and $current.female is true>>
“An amulet?” Michelle tilts her head, her fingers ceasing to twirl the curl she was playing with. “He wears something around his neck. Attached to some cords. Never seen him without it. Why do you want to know?”<br>
<br>
“No reason,” you mutter.<br>
<br>
Michelle lets it drop, but she regards you with curiosity.<br>
<<elseif _CurrentPC is true and $current.female is false>>
“Mr Rogers?” Michelle’s cheeks colour and her smile fades. “Um. Yeah, I think there’s something on those cords he wears. Under his shirt.”<br>
<br>
She fiddles with the edge of her sleeve. “I don’t really pay attention to that sort of thing, <<TrueName "Current">>. He’s a teacher.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestOptionUnlock "Quest23" 0 "rogers">><</link>>
<<case "Rogers">>
"How are your after school lessons going with Mr. Rogers?" you ask.<br>
<br>
Her face lights up and she hurriedly begins to talk. "They are amazing! Mr. Rogers is such a good teacher. I think I’d be failing if it wasn’t for him. Maths is so hard. Numbers and equations just don’t stick in my head like they used to."<br>
<br>
"What do you do after school?" you reply. <br>
<br>
She raises an eyebrow and her impish grin spreads across her face. "Why the interest? Are you jealous, Em? Or do you need some private tuition too?"<br>
<br>
Without waiting for a response, she leans in and whispers. "Believe me, it’s worth it. There are special privileges to being one of his favourites. He even gave me a key to the Maths room, so I can go in and wait for him. Undisturbed."<br>
<br>
<<InventoryCheckSelf "KeyMathsMichelle">><<QuestOptionCheck "Quest6" 1 "michelle">><<QuestState "Quest9">><<QuestOptionCompleteCheck "Quest6" 1 "michelle">>
<<if _InventoryCheckSelf is false and _QuestOptionCheck is true and _QuestState is 1 and _QuestOptionCompleteCheck is false>>
"I can read your mind, Emily Phillips," Michelle says as you pause. She grins. "I'm not giving you that key unless you come to cheerleader practice with me."<br>
<br>
She smirks as she watches you. "Oh come on, Em. Where's your sense of fun? Please!"<br>
<br>
You sigh and she giggles. "Remember. I'll see you on the pitch in the evening."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<elseif _InventoryCheckSelf is false and _QuestOptionCompleteCheck is true and _QuestState gt 1>>
"Mr. Rogers told me not to. He’d probably punish me if I gave it to you. Not that I’d mind much." She winks.<br>
<br>
"You did help me out trying out for the cheerleader team," she says, mulling over her decision.<br>
<br>
Suddenly Michelle breaks out into a smile. "Alright, why not! I wouldn't want to deny you some private tutoring, after all."<br>
<br>
Michelle reaches into her bag and takes out a key, handing it to you with a knowing smile.<br>
<br>
"Enjoy," she murmurs. "I'm sure you will."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<QuestTracker "Quest6" 2>><<TakeObjectNPC "Michelle" "KeyMathsMichelle">><</link>>
<<elseif _InventoryCheckSelf is false and _QuestOptionCheck is true and _QuestOptionCompleteCheck is false and (_QuestState is undefined or _QuestState is 0)>>
<<if _QuestState is 0>>
"Don't forget," she says, wagging a finger at you. "The pitch. After school. I'll be waiting."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<else>>
Michelle tilts her head at you. "Changed your mind about the tryout? The offer still stands. Practice with me and the key's yours."<br>
<br>
<<ActionsHeader>>
<<link "Agree to tryout" "MichelleDialogue">><<RumourLearned "Michelle">><<QuestOptionUnlock "Quest6" 1 "michelle">><<QuestTracker "Quest9" 0>><<set $MichelleDialogue to "CheerTrue">><</link>><br>
<<link "Turn her down" "MichelleDialogue">><<RumourLearned "Michelle">><<QuestOptionUnlock "Quest6" 1 "michelle">><<set $MichelleDialogue to "CheerFalse">><</link>><br>
<<RumourCheckSelf "Michelle">>
<<if _RumourCheckSelf is true>>
<<link "Force her to give you the key by blackmailing her about Rogers" "MichelleDialogue">><<set $MichelleDialogue to "BlackmailKey">><<QuestTracker "Quest6" 2>><<TakeObjectNPC "Michelle" "KeyMathsMichelle">><<MichelleDialogueBlackmail>><</link>>
<</if>>
<</if>>
<<elseif _InventoryCheckSelf is false and _QuestOptionCheck is false and (_QuestState is undefined or _QuestState is 0)>>
"Do you think I could borrow that key?" you ask her. She smiles, conspiratorially. "Oh Emily, I knew you had it in you." <br>
<br>
"Mr. Rogers told me not to. He’d probably punish me if I gave it to you. Not that I’d mind much." She winks. "But it would be enough that I’d want something for the trouble."<br>
<br>
"What do you have in mind?" you ask.<br>
<br>
She eyes for a moment, then her face practically erupts in excitement. "Let’s try out for the cheerleaders together!" she beams. "Oh my god, Em, can you imagine us two being on the team? We’d have so much fun."<br>
<br>
"You want to try out for the cheerleaders?" you ask back to her. <br>
<br>
She nods and squeals. "Yes! If you at least try, I’ll give you the key. Who knows, Emily - you might even enjoy it!"<br>
<br>
<<ActionsHeader>>
<<link "Agree to tryout" "MichelleDialogue">><<RumourLearned "Michelle">><<QuestOptionUnlock "Quest6" 1 "michelle">><<QuestTracker "Quest9" 0>><<set $MichelleDialogue to "CheerTrue">><</link>><br>
<<link "Turn her down" "MichelleDialogue">><<RumourLearned "Michelle">><<QuestOptionUnlock "Quest6" 1 "michelle">><<set $MichelleDialogue to "CheerFalse">><</link>><br>
<<RumourCheckSelf "Michelle">>
<<if _RumourCheckSelf is true>>
<<link "Force her to give you the key by blackmailing her about Rogers" "MichelleDialogue">><<set $MichelleDialogue to "BlackmailKey">><<QuestTracker "Quest6" 2>><<TakeObjectNPC "Michelle" "KeyMathsMichelle">><<MichelleDialogueBlackmail>><</link>>
<</if>>
<<elseif _InventoryCheckSelf is false>>
<<ActionsHeader>>
<<RumourCheckSelf "Michelle">>
<<if _RumourCheckSelf is true>>
<<link "Force her to give you the key by blackmailing her about Rogers" "MichelleDialogue">><<set $MichelleDialogue to "BlackmailKey">><<QuestTracker "Quest6" 2>><<TakeObjectNPC "Michelle" "KeyMathsMichelle">><<MichelleDialogueBlackmail>><</link>><br>
<</if>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<else>>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<case "Jake">>
"What do you think about Jake?" you ask her. <br>
<br>
She gives you a look. "As in?" She waits a moment for a reply, but you don’t offer one. "Isn’t he dating Christina?" she whispers. "Why do you want to know?"<br>
<br>
"I spoke to him," you tell her. "He’s having some problems. Christina isn’t there for him. I thought you might be interested in him?"<br>
<br>
Michelle’s eyes twinkle. "Are you setting me up for a fling, Em?" She giggles. "You slutty little madam. I’m surprised you didn’t want to jump his bones."<br>
<br>
"I can tell him if you’re keen," you continue.<br>
<br>
There’s a glint to her look. "I mean, he is hot." She bites her lip. "But no. He’s with Christina. If she found out, she’d end me."<br>
<br>
<<ActionsHeader>>
<<RumourCheckSelf "Michelle">>
<<if _RumourCheckSelf is true>>
<<link "Force her to help by blackmailing her about Rogers" "MichelleDialogue">>
<<QuestOptionComplete "Quest12" 0 "physical_relief">>
<<QuestTracker "Quest12" 1>>
<<set $MichelleDialogue to "Blackmail">>
<<MichelleDialogueBlackmail>>
<</link>><br>
<</if>>
<<if $PlayerCharacter.cheerleader is true>>
<<link "Persuade her to help by saying you’ll help her get on the cheerleading team" "MichelleDialogue">>
<<QuestOptionComplete "Quest12" 0 "physical_relief">>
<<QuestTracker "Quest12" 1>>
<<set $MichelleDialogue to "CheerPersuade">>
<</link>><br>
<</if>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "Berate">>
"Hey Michelle," you say, inflating your voice over the din of the cafeteria. "Does your dad know his little girl is one of the teacher’s after-school slut?"<br>
<br>
Silence envelops the room almost as quickly as the colour fades from Michelle’s face. She looks over at you, her small lips open with shock.<br>
<br>
You look around the cafeteria, playing to the audience. Everyone is watching you, waiting on your words. <br>
<br>
"Don’t act so surprised, ‘shell," you tell her. "We all know what you do with Mr. Rogers to keep your grades up."<br>
<br>
You watch as tears fill her eyes. She shakes her head, silently, trying to persuade you from continuing.<br>
<br>
"You’re an embarrassment to this school," you spit. "You whore."<br>
<br>
The silence from the other students is broken as someone joins in. "Whore!" <br>
<br>
The cafeteria fills with dozens of voices, a gaggle of students all mercilessly chanting the same word at Michelle. "Whore. Whore. Whore!"<br>
<br>
Bursting into tears, Michelle grabs her things and runs out of the hall, accompanied only by the spiteful laughter of her peers.<br>
<br>
You watch her go, then look around at the students already making jokes and comments about Michelle. She might never speak to you again, but you have certainly displayed your position in the school pecking order. <br>
<br>
<<ActionsHeader>>
<<link "Finish lunch and return to the cafeteria" $ConversationExit>><<EventTrigger "YourHome" "EmilyReactionMichelleBully" "Evening" "Emily" null null null null false>><<EndConversation "Michelle">><<TimeChange>><</link>>
<<case "EatLunch">>
You make small talk with Michelle, who has a knack for steering conversation back to cheerleading and how much she wants to join the squad. She talks passionately and at length about the subject, making it easy to hide how alien this situation is for you. <br>
<br>
Time soon passes and you hear the bell go for the end of lunchtime. You say your goodbyes to Michelle, who flashes you a friendly smile and assures you that she'll see you later.<br>
<br>
<<ActionsHeader>>
<<link "Return to the cafeteria" $ConversationExit>><<EndConversation "Michelle">><<TimeChange>><</link>>
<<case "CheerTrue">>
"Alright, I’ll see you there," you tell her. She squeals.<br>
<br>
"Oh gosh, Emily. We’re going to have so much fun! I’m sure once we audition, Christina will see that we both belong on the team!"<br>
<br>
She leans in and hugs you. The sensation of an attractive young woman pulling you close to her is mentally jarring as you feel your breasts are squeezed as you come together.<br>
<br>
"I’ll meet you on the football field after school," she says. "I can’t wait!" <br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "CheerFalse">>
"I’m not sure I want to join the cheerleading team," you say. <br>
<br>
Michelle pouts. "Come on, Emily! This is important to me! Please!"<br>
<br>
You shake your head, but smile apologetically. She huffs.<br>
<br>
"Fine. Let me know if you change your mind."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "Blackmail">>
"Come on, Michelle," you say soothingly. "What’s worse, risking Christina’s wrath or facing the prospect that your extracurricular studies with Mr. Rogers are known by the whole school."<br>
<br>
Michelle’s eyebrows narrow. "What?" she stammers.<br>
<br>
"I need Jake’s help," you continue. "And he needs some relief. If he’s not relieved, I don’t get my help. And if that were to happen, I wouldn’t know what I would do. Or rather, what I would say and to whom."<br>
<br>
Realisation dawns on Michelle’s face. "Emily. You wouldn’t."<br>
<br>
"I need Jake’s help, Michelle," you reply. "And you’re going to get it for me."<br>
<br>
The strawberry blonde teenager shakes her head, her eyes wide with fear. "Emily. You wouldn’t do that to me. We’re friends."<br>
<br>
You nod, keeping your voice neutral. "And friends help each other out. Help me out, Michelle, so Jake can help me."<br>
<br>
"But you’re blackmailing me!" Michelle blurts out.<br>
<br>
You hesitate. Here’s Emily’s best friend. Her only real friend at this school that you know of. Until this moment full of trust. And you are piece by piece ripping that friendship to pieces.<br>
<br>
"This is too important, Michelle. I need Jake’s help."<br>
<br>
Michelle’s nose turns up, a rare scowl on her brow. "You bitch."<br>
<br>
"Is that a yes?" you ask.<br>
<br>
She looks at you with hatred. "Fine. I don’t have a choice." <br>
<br>
You sigh and nod. "Alright, I’ll tell him you’ll meet him under the bleachers after school."<br>
<br>
You stand up from the table and pick up your satchel. "I’m sorry it came to this, for what it’s worth."<br>
<br>
"Fuck you," Michelle spits back.<br>
<br>
You decide to leave her alone.<br>
<br>
<<ActionsHeader>>
<<link "Leave Michelle alone" $ConversationExit>><<TimeChange>><<EndConversation "Michelle">><</link>>
<<case "CheerPersuade">>
"What if I could have a word with Christina?" you say. "Get her to reconsider you for the cheerleading team."<br>
<br>
Michelle’s mouth drops open, before closing into a broad smile. "You think you could get her to do that?" <br>
<br>
"We’ve become quite close," you reply. "I think she would listen to me. Plus, it would be fun for us both to be cheerleaders. Like you said."<br>
<br>
You can almost see the conflict in Michelle’s mind play out over her face. "Yes! But - if Christina found out…"<br>
<br>
"Why would she find out?" you ask. "The reason Jake wants someone else is all she cares about is cheerleading. She’s too consumed with the cheerleaders to even consider what Jake is up to. Plus, like you said he is hot."<br>
<br>
Michelle nods. Her face fixes in a coy smile. "Very hot," she murmurs. <br>
<br>
A long moment goes by as she makes up her mind. "Alright, I’m in. How naughty, Em. And you, you’re like a little pimp, you skank." She giggles a little and you see warmth in her face.<br>
<br>
"I’ll let Jake know you’ll meet him under the bleachers after school," you tell her, standing. "Then next time at practice, I’ll put in a word for you."<br>
<br>
Michelle nods and titters. "I’m looking forward to it."<br>
<br>
You smile. Time to tell Jake you’ve found someone for him.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "Charm">>
<<CastCharm "Michelle">>
<<if _CharmSpell is true>>
You give the young woman a long hard look. She glares back at you. "What?"<br>
<br>
Drawing down inside your body, you feel your magical energies stir on call. You take a deep breath, feeling your arcane reservoir in your torso pull down the air under the surface, bathing your breath in their mystical properties.
<br>
Michelle eyes you darkly. You sense her tensing up. She can't suspect what's about to come, but it's almost like her fight or flight mode is about to kick in.<br>
<br>
And for good reason, you admit. The Charm spell might sound simple and breezy, but like with all magic you've encountered so far, it's based in overwriting the memories and the mind. Effectively, you're rewriting Michelle's memories, just so she's nicer to you for a while.<br>
<br>
<i>Is messing with people's minds so nonchalantly something you're fine with now?</i><br>
<br>
You breathe out quickly, seeing your breath glowing with yellow and orange gaseous mist. It sweeps over Michelle, seemingly unaware that she's breathing in something out of the ordinary.<br>
<br>
She blinks once. Twice. Then her glare dissipates, replaced by a familiar smile. "Sorry!" she giggles. "I got distracted. What were we talking about?"<br>
<<else>>
Something is wrong with the code, as Michelle has no magic.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "BlackmailKey">>
"I'm sure you could just give me the key," you purr. "After all, we wouldn't want loose lips to spread rumours of your after school sessions with Mr. Rogers."<br>
<br>
Michelle freezes, her confident demeanour cracking. "What... what are you talking about?" she asks, her voice tight and sharp. Her eyes dart around, scanning for eavesdroppers.<br>
<br>
"You’ve been staying late after school a lot," you say, letting the words hang in the air. "I'm sure other people have noticed."<br>
<br>
Her face flushes crimson, and she draws herself up as if to refute you, but the words don’t come. Instead, she hisses, "You wouldn't!"<br>
<br>
You step closer, lowering your voice. "Maybe I wouldn't. But what about everyone else? That’s the problem with rumors, isn’t it? They spread fast."<br>
<br>
Michelle glares at you, her hands balling into fists at her sides. "You’re disgusting, you know that? I thought you were my friend."<br>
<br>
You say nothing. She swallows hard.<br>
<br>
"Fine. You win. Here." She pulls the Maths room key from her bag and shoves it into your hand with more force than necessary.<br>
<br>
Her gaze is venomous, her voice cutting. "Take it, but if you breathe a word of this to anyone, I swear you’ll regret it."<br>
<br>
She stands and turns sharply, her heels clicking against the floor as she storms off, leaving the faint scent of her floral perfume lingering in the air.<br>
<br>
<<ActionsHeader>>
<<link "Finish your lunch alone" $ConversationExit>><<TimeChange>><<EndConversation "Michelle">><</link>>
<<case "JakeClasses">>
"You keeping up with the classes?" you ask, watching her closely.<br>
<Br>
Michelle blinks, startled by the question. "Oh. Um. Yeah. They’re fine," she says quickly. Her hands fold on her tray, and she forces a smile. "It’s all… the way it should be, right?"<Br>
<br>
Her eyes flick sideways, toward the cheerleaders’ table. "I mean, I’m working hard. Trying out for the squad, too. Christina’s always saying dedication is what matters most. I… I just hope she notices me." She laughs lightly, too quick. "Anyway, I’m sure the teachers know what they’re doing."<bR>
<Br>
Her words are deferential, eager to sound agreeable, but underneath you can hear the tension.<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Michelle" "JakeClasses">><</link>>
<<case "JakeSchool">>
"How’s school going, Michelle?" you ask.<bR>
<Br>
She straightens in her chair almost reflexively. "Good. It’s good," she says brightly. The words sound rehearsed. "Keeping up, staying on top of things."<Br>
<br>
There’s the faintest pause before she adds more softly, "It’s a lot sometimes. But I’m fine. Everyone’s busy this year." Her smile flickers, then steadies again. "I’ll manage."<br>
<br>
"Nothing strange going on?" you try.<bR>
<Br>
That's enough to bring a smirk to her face. "Other than the school quarterback suddenly paying me some interest?" She glances back to Christina, then raises an eyebrow. "I didn't think you knew who I was."<bR>
<Br>
You don't reply, watching as Michelle smiles sweetly up at you.<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Michelle" "JakeSchool">><</link>>
<<case "JakeJake">>
"What do you think about me?" you ask her directly.<BR>
<Br>
Michelle freezes. Her lips part, then close again. A flush rises to her cheeks as she fiddles with a curl of hair, avoiding your eyes.<Br>
<Br>
"You’re… Jake," she says finally, with a nervous laugh. "I don't need to boost your ego, do I?"<br>
<Br>
"I know who I am," you say, words coming quickly. "But what do you think about me?"<br>
<Br>
A trace of red forms on Michelle's cheeks. "Christina’s lucky." She bites her lip, then glances quickly toward the cheerleaders’ table. "And I’m not crazy enough to say more than that."<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Michelle" "JakeJake">><</link>>
<<case "JakeHer">>
"What about you, Michelle?" you ask suddenly. "What do you want?"<br>
<br>
Her eyes widen, as though no one’s ever asked her that before. She lets out a small, nervous laugh. "Me? I… I don’t know. To keep my grades up, not screw up my exams. Maybe get onto the cheer squad. That’d be something, wouldn’t it?"<Br>
<br>
Her voice falters, and for a moment you see her looking back at you, waiting for a comment. There's a brightness to her eyes, but mixed with scared vulnerability as she bites into her bottom lip.<br>
<br>
When you don't reply, her gaze flicks quickly back toward Christina and the other cheerleaders. The spark in her eyes dims.<BR>
<br>
"I’m fine where I am," she finishes, forcing a smile. But her blush betrays her.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Michelle" "JakeHer">><</link>>
<<case "JakeRogers">>
"How are your after-school lessons with Mr. Rogers?" you ask, keeping your voice low.<Br>
<Br>
The colour drains from Michelle’s face. Her fork clatters softly against her tray as she shakes her head. "I... I don’t know what you mean."<Br>
<Br>
When you don’t reply, she leans forward, voice urgent. "Please, Jake. Don’t say that. Not here. People… people talk." Her eyes dart around the cafeteria as if expecting everyone to be listening.<Br>
<br>
"I just need the extra help, that’s all," she insists quickly. "Nothing else." Her laugh is brittle, unconvincing. "It’s not even worth mentioning."<br>
<bR>
Her hands are trembling faintly against the table. Whatever else she feels about you, she is terrified of what you could do with this.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Michelle" "JakeRogers">><</link>>
<<case "Tandi">>
<<if $current.avatar is "Emily">>
"Hey," you begin. "I want to ask you about someone. Do you know how Tandi Cunnings is?"<br>
<Br>
Michelle playfully smiles, brushing a curl back behind her ear. "That’s quite the name drop, Em. You can get in all sorts of trouble mentioning her around this town."<br>
<br>
"So you have heard of her?"<br>
<br>
Her lip curls at the side, green eyes sparkling. "She’s quite the scandal, if you get my meaning. Used to be on the cheer squad, but she dropped out of school last year." She leans in closer, lowering her voice. "Chantelle Marks told me that she’s heard Tandi now goes to the Red Room. You know what that is, don’t you?"<br>
<br>
You shrug, sensing she just wants to tell you.<br>
<br>
"It’s a place outside of town. Where you can dance and have fun. Can you imagine it, Em? You have to be careful not to get a reputation, but Maisie Peterson told me that a few girls from school go there. So long as you don’t get carried away, what happens there stays there."<br>
<Br>
She eyes you eagerly. Her grin unchanging.<br>
<br>
"You want to go, don’t you?"<br>
<Br>
The grin widens. "Oh, Em. You hussy! I would never have suggested such a thing." She titters. "But if you’ve made your mind up that you want to go, what are best friends for?"<br>
<br>
You couldn’t wipe the smile from her face if you tried. Briefly, you consider the moral implications of going with Michelle to a club outside of town. But this seems to be the only way she’s going to help.<br>
<Br>
<I>Or maybe you’re just justifying going to a club on a girl's night out?</i><br>
<br>
"Alright," you murmur.<br>
<Br>
Michelle almost squeals with delight. "I like this new side of you, Em! Give me a call in the evening. Make sure your <<Sibling>> isn't there to stop you sneaking out. I’ll tell my parents I’m staying late at yours to study. Just like in the movies!"<br>
<br>
Inwardly, you wonder whether this was such a good topic to bring up.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<LocationKnown "RedRoom">><<QuestOptionUnlock "Quest22" 0 "red_room_michelle" "gte">><<RedRoomCompanion "Michelle">><<SetFlag "CharltonTaxiHomeKnown">><</link>><br>
<<elseif _CurrentPC is true and $current.female is true>>
"Hey," you begin. "I want to ask you about someone. Do you know how Tandi Cunnings is?"<br>
<br>
Michelle looks at you carefully, but remains nonchalant. "Tandi Cunnings? That rings a bell. She was a cheerleader, wasn't she?"<br>
<br>
You nod. "Did you know her?"<br>
<Br>
"Maybe," Michelle says. "I think she was in my year. But isn’t at school now. I don’t know what happened. Maybe her family moved away or something."<br>
<br>
You give her a look. "I heard she dropped out of school."<br>
<Br>
Michelle’s eyebrows raise. "Oh? Was that it? I wouldn’t really know. I don’t really spend time in those circles. I haven’t made the team yet."<br>
<br>
She smiles politely back at you, but you can tell she’s holding back. Whatever she knows about Tandi, she doesn’t want to tell you. At least, you in this form.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<elseif _CurrentPC is true and $current.female is false>>
"Hey," you begin. "I want to ask you about someone. Do you know how Tandi Cunnings is?"<br>
<br>
Michelle regards you with interest, a small smile creeping up on her face. "I think I’ve heard of her. She used to be a cheerleader, right?"<br>
<br>
You nod. "Did you know her?"<br>
<Br>
Her smile creeps up more, ever-so-slightly. "I knew her at school. When she bothered to go there."<br>
<br>
You eye Michelle carefully. She seems to be eager to speak but is holding back. "I need to find her," you whisper. "It's important. Can you help?"<br>
<br>
The smile drops as her mouth parts. "You need my help, <<TrueName "Current">>?"<br>
<br>
Nodding, you smile. "If you can."<br>
<br>
Michelle looks around, then turns back to you. "Well, Chantelle Marks at school told me that she now goes to the Red Room. Have you heard of it?"<br>
<br>
"Maybe," you murmur.<Br>
<Br>
"It’s a place outside of town," she says, voice now low. "Maisie Peterson told me that a few girls from school go there."<br>
<br>
"But not you, right?" you smile. "Are you even allowed in there?"<Br>
<br>
She pouts. "I’m not a little schoolgirl, <<TrueName "Current">>. I’m old enough to drink. I can’t help it if McTafey’s has a no students policy." She takes a deep breath. "The Red Room doesn’t worry about that. From what I've heard."<br>
<br>
She looks up at you with her wide green eyes, running her tongue across her lip. You know what she wants to do. Even if she’s not brave enough to say it.<br>
<Br>
<<ActionsHeader>>
<<link "Ask Michelle if she’ll go to the Red Room with you" "MichelleDialogue">><<set $MichelleDialogue to "RedRoomInvite">><<Greedy 1>><</link>><br>
<<link "Tell Michelle she should wait until after school to go to places like that" "MichelleDialogue">><<set $MichelleDialogue to "RedRoomWarn">><<Greedy -1>><</link>><br>
<</if>>
<<case "RedRoomInvite">>
"If I take you to the Red Room," you say with hesitation. "Will you tell me how to get there?"<br>
<br>
Michelle takes in an audible deep breath, struggling to compose herself. Her eyes grow wide as she looks back, lips quivering. "You’re… you really want to go there with me?"<br>
<br>
You ignore the sinking feeling in your stomach. "Why not."<br>
<br>
You hear her squeal for an instant until she holds it back, composing herself. She tries her best to remain calm, but can’t help but let out a smile at the corner of her mouth.<br>
<Br>
"Okay," she says, taking another breath. "You’ve got yourself a date to the Red Room, <<TrueName "Current">>." Her smile broadens. "I’ll promise to be the best-looking girl in the club. I bet you won’t recognise me when you pick me up. I definitely won’t look like a schoolgirl."
<br>
You nod, almost by reflex.<br>
<br>
Michelle titters as you see her mind racing. "We probably shouldn’t tell your sister about this. I don’t think she would approve. Call me an hour before you are ready to go. Then order a cab and come pick me up. I’ll tell my parents I’m staying late at yours with Emily to study."<br>
<Br>
You wince at the inference of Emily. You suspect that she’d have some words to say, for sure. Not to mention the reference to her parents. You can almost taste regret.<br>
<br>
Michelle continues to smile, looking up at you. "So. It's a date. Call me in the evening. I think Emily has my number programmed into your phone on speed dial."<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestOptionUnlock "Quest22" 0 "red_room_michelle" "gte">><<RedRoomCompanion "MichellePC">><<SetFlag "CharltonTaxiHomeKnown">><</link>>
<<case "RedRoomWarn">>
"You have plenty of time ahead of you," you tell her. "For things like that. I know it’s not the most fun thing in the world, but this year school is important for you."<Br>
<Br>
Michelle purses her lips, eyes narrowing. But then she just sighs and looks away. "It’s easy to say when you don’t have to study."<Br>
<Br>
You put your hand on her shoulder and give it a squeeze. "I’m sure you’ll find a guy who will show you the world. Once the work is done and you are free to have fun."<Br>
<Br>
The tension in her shoulder eases. She looks back up at you. "I’m so done with it, though."<br>
<Br>
"Just graduate," you tell her. "In a few short months, it will all be over."<br>
<Br>
She smiles meekly. Only when she raises a hand to her face do you spot a single tear trickling down her cheek.<Br>
<Br>
"You can take a cab to the Red Room," she tells you, gently sniffling. "Charlton Taxis will pick you up from your door."<Br>
<br>
"Thank you," you reply, and take your hand off her shoulder.<br>
<br>
Michelle looks off to the side, lost in thought. "If you change your mind," she murmurs. "Call me in the evening. I think Emily has my number programmed into your phone on speed dial."<br>
<br>
You nod but let go of the thought. You wouldn’t ever consider taking Michelle to a club.<Br>
<br>
<I>Would you?</i><br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestOptionUnlock "Quest22" 0 "red_room_michelle" "gte">><<QuestOptionUnlock "Quest22" 0 "red_room" "gte">><<SetFlag "CharltonTaxiHomeKnown">><<LocationKnown "RedRoom">><<RedRoomCompanion "MichellePC">><</link>>
<<case "MissCharltonContest">>
"What's all this about a Miss Charlton contest?" you ask.<br>
<br>
<<if $current.avatar is "Emily">>
Michelle's eyes light up. "Oh my gosh, Emily, have you seen the decorations? It's so magical. Just divine." She clasps her hands together. "The winner gets crowned at prom in front of everyone."<br>
<br>
"How does it work?"<br>
<br>
She looks around, as if readying to share a secret. "Well," she begins. "From what I've learned, there will be special lessons to replace our syllabus. You earn badges based on how well you do. And the girls with the most badges get shortlisted for a dinner with the town's businessmen." She grins. "Can you imagine the young bachelors who'll be there? Maybe I'll get a new dress. Something... revealing."<br>
<br>
Her eyes sparkle as she titters. "You should try too, Em. I bet you'd look ravishing in a ball gown."<br>
<<elseif $current.avatar is "Jake">>
Michelle blushes slightly. "Oh, um, the Miss Charlton contest? Why are you interested? Thinking about the prom. And who to take?"<br>
<br>
You pause, trying to consider how Jake could respond. "Chrissie's been banging on about it," you reply. "Just don't know much about it."<br>
<br>
She frowns slightly, watching you with curiosity. "But it's all over the school," she mutters. "It's all people are talking about." She politely smiles. "Maybe the football team aren't bothered about it. You've got a lot to worry about, with upcoming games, haven't you?"<br>
<br>
You return the smile, realising that you shouldn't push her too much in this form. Jake would know all about this.<br>
<<elseif _CurrentPC is true and $current.female is true>>
Michelle beams at you. "Oh my gosh, it's so exciting! Senior girls earn badges through special lessons and the best ones get shortlisted for prom." She gives you a look. "Don't they do this sort of thing back in the city when you were at school?"<br>
<br>
"The school was a bit different," you manage.<br>
<br>
Michelle nods, lost for a moment in thought. "I'd love to have grown up in the city. It must seem quaint around here." She thinks for a moment longer, but shrugs it off. "Hopefully Emily and I stand a chance. Can you imagine if we both made the finalists?"<br>
<<elseif _CurrentPC is true and $current.female is false>>
Michelle blushes slightly. "Oh, um, the Miss Charlton contest? Why? Do you think I've got a chance?"<br>
<br>
She frames it as a joke, but her wide eyes seem to wait for a reaction.<br>
<br>
"Just a bit of fun," she continues when you don't reply. "The senior girls earn badges and the winner gets awarded a crown at the prom." She offers you a light shrug. "I guess they don't do things like that in the city, do they?"<br>
<br>
"My school was a bit different," you manage.<br>
<br>
Michelle nods, again shrugging. "Just a bit of fun for kids," she says quietly. "I'm not at all interested. Bit juvenile for my tastes." She gives you a coy smile.<br>
<<else>>
Michelle gives you a smile. "Oh! Just the contest to the Prom Queen for my graduating year. A bit of fun. Girls get awarded badges for performing well in lessons." She gives you a look. "I'm surprised you haven't heard about it. It's all anyone at Charlton is talking about."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "MissCharltonBadges">>
"Have you earned any badges yet?" you ask. "From the Miss Charlton contest."<br>
<br>
<<if $current.avatar is "Emily">>
Michelle gives you a knowing smile. "How could you doubt me, Em?"<br>
<br>
She touches her blouse where three small pins are fastened. "Mr. Rogers gave me one straight away. Must be those extra lessons paying off." She grins at you.<br>
<br>
"What's on them?"<br>
<br>
She unclips one and holds it out. "This one's got a vacuum cleaner on it." Her nose wrinkles. "I mean, I take pride in cleanliness, but really? A vacuum cleaner?" She moves to the next. "This one's a curling iron. I do like to take good care of my hair, so I suppose that fits."<br>
<br>
She holds up the third with less enthusiasm. "And this one has a coffee cup on it." She sighs. "Mother wasn't happy when she saw that one. Said it wasn't aspirational enough for a girl of my standing."<br>
<br>
She clips them back on carefully. "What about you? Have you got any yet?"<br>
<<elseif $current.avatar is "Jake">>
Michelle touches her blouse self-consciously, where you see three badges pinned to her breast. She blushes a little when you look. "I've got a few."<br>
<br>
She eyes you curiously. "What about Chrissie? I bet she's got a handful already."<br>
<<elseif _CurrentPC is true and $current.female is true>>
Michelle smiles. "Quite the collection already. A vacuum cleaner, a curling iron, and a coffee cup." She touches each pin on her blouse. "I'm not thrilled about the vacuum cleaner, but the curling iron is cute. I do take pride in my hair."<br>
<br>
She tilts her head. "Has Emily got any yet? You should tell her to try a bit harder in the special lessons. It's all the rage at school."<br>
<<elseif _CurrentPC is true and $current.female is false>>
Michelle blushes slightly. "I've got a few." She turns away from you, as if trying to hide. You notice before she turns that she has three badges pinned to her blouse. "They're just little badges. Nothing that would interest you." She pauses. "Must seem silly to you. I find it juvenile myself."<br>
<br>
But she keeps her chest facing away, so you can't see her badges.<br>
<<else>>
Michelle glances down at her blouse. "I've got a few. The teachers hand them out after the special lessons." She smiles. "Maybe I'll get shortlisted if I keep getting them."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</switch>><<EventsCheck "DialogueMichelle">>
<<if _currentEvent is "MichelleMakeupStage1">>
Michelle tilts her head, squinting slightly as she looks at you.<br>
<br>
"Okay, I love that you’re trying, but…" She gestures vaguely at your face, hesitating before finally saying, "What… exactly were you going for?"<br>
<br>
You frown. "What?"<br>
<br>
She bites her lip, gesturing to your face. To your make-up. "Um, nothing! I mean, it’s bold. Very… experimental. But you know, blending is kind of important."<br>
<br>
Her smile is a little too sympathetic, her eyes darting over the uneven foundation, smudged eyeliner, and clumpy mascara.<br>
<br>
She leans in slightly, lowering her voice. "If you want, I can totally show you how to fix it up sometime. Like, a little tutorial or something?"<br>
<br>
Then she gives you a bright smile, almost teasing. "Unless you’re just doing performance art, in which case, I love it."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<set $MichelleDialogue to "Event">><<EventsCheckEnd "DialogueMichelle" "MichelleMakeupStage1">><</link>>
<<elseif _currentEvent is "MichelleMakeupStage2">>
As you approach, Michelle tilts her head, inspecting you with mild surprise.<br>
<br>
"Huh." She leans in slightly, narrowing her eyes. "You look... pretty good, Em!" She grins. "You actually kind of look like you know what you’re doing now."<br>
<br>
You blink. "Gee, thanks."<br>
<br>
She grins, waving a hand. "No, I mean it! The foundation’s way better, and you didn’t totally wreck your eyeliner this time."<br>
<Br>
She circles around you slightly, nodding in approval.<br>
<br>
"I’d still tweak the blush a bit - you’re going for cute, not sunburned - but otherwise?" She gives a little clap. "I’m so proud. My little makeup newbie is growing up!"<br>
<Br>
She pauses, then smirks. "You’ve been practising, haven’t you?"<br>
<br>
There’s something curious in her tone, like she’s figuring something out about you. "The boys will love it, Em! Believe me!"<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<set $MichelleDialogue to "Event">><<EventsCheckEnd "DialogueMichelle" "MichelleMakeupStage2">><</link>>
<<elseif _currentEvent is "MichelleMakeupStage3">>
Michelle gasps the second she sees you.<br>
<Br>
"Oh. My. God."<br>
<br>
Her hands fly to her cheeks, eyes wide as she takes in your perfectly applied makeup.<br>
<br>
"Okay, hold up. When did you get this good?"<br>
<br>
You blink, caught off guard. "What do you mean?"<br>
<Br>
She grabs your wrist, pulling you toward the nearest reflective surface. "This! This is, like, flawless. The blending? The lip colour? The contour? Who are you, and what have you done with Emily?"<br>
<Br>
You laugh nervously, but something in her expression shifts - her initial excitement melting into something softer, more searching.<br>
<br>
"You know," she says, tilting her head slightly. "I used to have to beg you to even put on lip gloss. And now you’re walking around looking like you just stepped out of a beauty tutorial."<br>
<br>
Her eyes linger on you, and for a moment, it seems like she’s about to say something else.<br>
<Br>
Then she smiles, shaking her head.<br>
<br>
"I mean, I’m totally here for it," she adds, grinning again. "Welcome to the glam life, babe. You wear it too well to stop now."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<set $MichelleDialogue to "Event">><<EventsCheckEnd "DialogueMichelle" "MichelleMakeupStage3">><</link>>
<<elseif _currentEvent is "MichelleBlondeHair">>
Michelle’s eyes widen the moment she sees you. Her gaze locks onto your hair, and for a few long seconds, she just stares.<br>
<br>
Then she gasps, covering her mouth. "Oh. My. Gosh."<br>
<br>
Her voice is somewhere between awe and betrayal, her fingers twitching like she wants to reach out and touch your hair but can’t bring herself to do it.<br>
<br>
"You..." She stops herself, exhaling sharply before starting again. "You actually went blonde."<br>
<br>
You blink. "Uh..."<br>
<br>
"You’re blonde, Emily!" she says again, louder this time, like she’s trying to make sense of it. "You dyed your hair, and you didn’t even tell me?"<br>
<br>
She steps closer, tilting her head as she inspects your new colour, her expression wavering between shock and something else. Something that looks a lot like jealousy.<br>
<br>
"I mean, you look amazing," she adds quickly, her voice breezy but tight, as if forcing the compliment through clenched teeth. "Like, seriously, you could be in a shampoo commercial."<br>
<br>
Then she folds her arms. "But come on, you couldn’t have at least phoned me first? I thought we were supposed to do this stuff together."<br>
<br>
Her pout is undeniable, but there’s something else behind it - a quiet frustration, like she’s realizing she’s being left behind.<br>
<br>
"Next time," you say, immediately afraid of what you're committing to.<br>
<Br>
"You promise?" she says, earnest and keen.<br>
<br>
You can only nod. <I>Next time?</i><br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<set $MichelleDialogue to "Event">><<EventsCheckEnd "DialogueMichelle" "MichelleBlondeHair">><</link>>
<<elseif _currentEvent is "MichelleCheerOutfit">>
Michelle’s eyes light up the second she sees you in uniform, but the excitement flickers just as quickly into something more complicated.<br>
<br>
"Oh wow," she breathes, looking you up and down. "You actually look the part."<Br>
<br>
She tries to sound supportive, but there’s a tightness to her smile, like she’s forcing herself to be happy for you.<br>
<Br>
"I mean, duh, you made the squad, obviously you’d be wearing it," she continues, laughing lightly. <Br>
<Br>
Her gaze lingers on the crisp pleats of your skirt, the bold red and white fabric hugging your frame, and for a split second, something like envy flashes across her face.<br>
<br>
She tucks a strand of hair behind her ear, masking it with cheerful energy. "You’re so lucky," she says, her voice sweet, but a little too bright. "But hey, at least one of us made it, right?"<bR>
<br>
There’s a playfulness to her tone, but something in her eyes tells you she’s disappointed, even if she won’t admit it.<br>
<br>
"So?" she asks, nudging you. "How does it feel to officially be one of Charlton’s finest?"<br>
<br>
You shrug. The way she says it, there’s no mistaking what she means. You’re one of them now.<br>
<br>
And she’s not.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<set $MichelleDialogue to "Event">><<EventsCheckEnd "DialogueMichelle" "MichelleCheerOutfit">><</link>>
<<elseif _currentEvent is "MichelleReactBoobs">>
As you approach, Michelle's gaze flicks up towards you... and freezes.<br>
<Br>
Her eyes widen. Her mouth parts slightly. "Oh my gosh," she mutters under her breath. "Are those real?"<Br>
<Br>
You blink. "What?"<Br>
<Br>
She gives you an obvious once-over, a knowing smirk forming on her face. "Your boobs!" she says, not even bothering to lower her voice. "They’re huge. When did that happen?"<br>
<Br>
You force a shrug, feigning casualness. "I just figured I could do with a change."<br>
<br>
Michelle’s lips curl into a conspiratorial grin. "A change," she repeats. She leans in towards you. "Did you go see someone?"<Br>
<Br>
You pause, then nod slowly, careful not to say anything more.<br>
<Br>
She lets out a delighted giggle. "You sneaky little mince," she says with mock admiration. "Well, you look amazing. Seriously. I’m sure the boys have already noticed."<Br>
<br>
Her eyes flick down again. "Might have to look into that myself. You’ll have to pass along the number. Or, I don’t know, just tell them Michelle's ready for her consultation."<bR>
<Br>
<<MindControlRancyCheck>>
<<if _MindControlRancyCheck>>
You can’t help but smile. You know how this feels. The weight. The attention. The way it fills out your uniform. You hope Michelle finds her way to the same clarity.<br>
<<else>>
You smile weakly, but there’s a twist in your stomach. You hadn’t meant to draw Michelle into this. The idea that your choices might ripple out to others makes your hands go cold. Maybe you're not fixing Charlton. Maybe you're just making it worse.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<set $MichelleDialogue to "Event">><<EventsCheckEnd "DialogueMichelle" "MichelleReactBoobs">><</link>>
<</if>><<widget "MichelleDialogueBlackmail">>
<<Greedy 1>>
<<ChangeNPCrelationship "Michelle" "Emily" 0>>
<<EventTrigger "YourHome" "EmilyReactionMichelleBlackmail" "Evening" "Emily" null null null null false>>
<</widget>><<switch $MrTweeDialogue>>
<<case "AskAboutHim">>
<<if $current.avatar is "Jennifer">>
"Who are you?" you ask, glancing back to <i><<TrueName "Current">></i> momentarily.<br>
<br>
"My name is Mr. Twee," he says cheerily. "You may have seen me around town! I'm Charlton's premiere cosmetics door salesman for our local business, Yew Cosmetics." He frowns a little whilst looking at you. "Is there a problem with your order, Miss Chambers?"<br>
<br>
You glance at <i><<TrueName "Current">></i>. He gives you a tiny nod. "No," you say in her voice. "Everything's fine."<br>
<br>
"Oh," he says, the frown disappearing. "I'm overjoyed to hear our products are to your satisfaction!"<br>
<br>
<i>And are they to your satisfaction?</i><br>
<br>
"What are you doing here?" you ask him.<br>
<br>
"I'm writing up my notes," he tells you without a pause. "I take detailed notes of everyone I speak to. People are very forthcoming when you are providing them an incredible service!"<br>
<br>
You stare back at him, his eyes still unblinking. His face not moving an inch. His expression set in stone. "Don't take this the wrong way," you begin. "But are you human?"<br>
<br>
"Oh no!" he replies. "I'm a construct my master created out of magic. An automation, in his language, to help him maintain The Book of Futures. He always says that he can't trust a human to do it!"<br>
<br>
You glance back at <i><<TrueName "Current">></i>. He just shrugs.<br>
<<else>>
"Who are you?" you ask, glancing back to Jennifer momentarily.<br>
<br>
"My name is Mr. Twee," he says cheerily. "You may have seen me around town! I'm Charlton's premiere cosmetics door salesman for our local business, Yew Cosmetics." He looks to Jennifer. "Is there a problem with your order, Miss Chambers?"<br>
<br>
She watches him carefully, but shakes her head. "Oh, I'm overjoyed to hear our products are to your satisfaction!"<br>
<br>
"What are you doing here?" you ask him.<br>
<br>
"I'm writing up my notes," he tells you without a pause. "I take detailed notes of everyone I speak to. People are very forthcoming when you are providing them an incredible service!"<br>
<br>
You stare back at him, his eyes still unblinking. His face not moving an inch. His expression set in stone. "Don't take this the wrong way," you begin. "But are you human?"<br>
<br>
"Oh no!" he replies. "I'm a construct my master created out of magic. An automation, in his language, to help him maintain The Book of Futures. He always says that he can't trust a human to do it!"<br>
<br>
You glance back at Jennifer. She just shrugs.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "MrTwee" "AskAboutHim">><<DialogueUnlock "MrTwee" "AskForthcoming">><<DialogueUnlock "MrTwee" "Master">><</link>>
<<case "AskAboutMaster">>
<<if $current.avatar is "Jennifer">>
"You've mentioned your master," you repeat back to him. "Who do you work for?"<br>
<br>
"My master!" he replies cheerily.<br>
<br>
"But what is his name?"<br>
<br>
"My master!" he repeats.<br>
<br>
<i><<TrueName "Current">></i> steps forward adjacent to you, looking at the man. "Where is your master now?"<br>
<br>
"He's out, busy with things!" Mr. Twee replies. "He only visits in the evenings occasionally. It's a delight to converse with him. Such a shame he's not here to see you."<br>
<br>
<i><<TrueName "Current">></i> narrows his eyes, casting you an arched eyebrow. "Would he have liked to see us? Here?"<br>
<br>
"He would certainly be surprised!" Mr. Twee tells you both. "My master never anticipated that people would just... appear here. He'll be very interested next time I see him and tell him!"<br>
<br>
You gulp. "Could you not tell him?"<br>
<br>
"Oh no!" he replies. "I can't not tell my master all that I learn."<br>
<br>
Turning to <i><<TrueName "Current">></i>, you catch his eye. He grits his teeth, but shrugs his shoulders.<br>
<<else>>
"You've mentioned your master," you repeat back to him. "Who do you work for?"<br>
<br>
"My master!" he replies cheerily.<br>
<br>
"But what is his name?"<br>
<br>
"My master!" he repeats.<br>
<br>
Jennifer steps forward adjacent to you, looking at the man. "Where is your master now?"<br>
<br>
"He's out, busy with things!" Mr. Twee replies. "He only visits in the evenings occasionally. It's a delight to converse with him. Such a shame he's not here to see you."<br>
<br>
Jennifer narrows her eyes, casting you an arched eyebrow. "Would he have liked to see us? Here?"<br>
<br>
"He would certainly be surprised!" Mr. Twee tells you both. "My master never anticipated that people would just... appear here. He'll be very interested next time I see him and tell him!"<br>
<br>
You gulp. "Could you not tell him?"<br>
<br>
"Oh no!" he replies. "I can't not tell my master all that I learn."<br>
<br>
Turning to Jennifer, you catch her eye. She grits her teeth, but shrugs her shoulders.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "MrTwee" "AskAboutMaster">><<DialogueUnlock "MrTwee" "AskForthcoming">><</link>>
<<case "AskAboutWriting">>
<<if $current.avatar is "Jennifer">>
"What are you writing?" you ask him.<br>
<br>
Mr. Twee doesn't even look down, staring back at you with unblinking eyes. "The Book of Futures! I update it every time I visit a customer. My master has taught me how to turn my conversations into entries to help with his work."<br>
<br>
"You write people's futures?" <i><<TrueName "Current">></i> asks darkly.<br>
<br>
"Yes!" he says with a smile. "We update the book every year. My Master reviews my entries and makes changes if necessary. I hope this time my Master won't have to make many changes!"<br>
<br>
"How do you decide what to write?" you ask him.<br>
<br>
"I listen to people!" he tells you. "When I visit them to sell cosmetics, I make sure I pay attention. They talk about themselves, their families, their friends. Then I compare how they're feeling to what My Master wanted for them last year and make adjustments. Sometimes, they almost write themselves."<br>
<br>
<i><<TrueName "Current">></i> looks down to the book. His mouth drops open. You glance down and see what has absorbed his interest. The book doesn't just glow with magic. The pages burn hot with yellow-amber energy. Almost as bright as the sun. But curiously, none of that glow escapes from the page.<br>
<<else>>
"What are you writing?" you ask him.<br>
<br>
Mr. Twee doesn't even look down, staring back at you with unblinking eyes. "The Book of Futures! I update it every time I visit a customer. My master has taught me how to turn my conversations into entries to help with his work."<br>
<br>
"You write people's futures?" Jennifer asks darkly.<br>
<br>
"Yes!" he says with a smile. "We update the book every year. My Master reviews my entries and makes changes if necessary. I hope this time my Master won't have to make many changes!"<br>
<br>
"How do you decide what to write?" you ask him.<br>
<br>
"I listen to people!" he tells you. "When I visit them to sell cosmetics, I make sure I pay attention. They talk about themselves, their families, their friends. Then I compare how they're feeling to what My Master wanted for them last year and make adjustments. Sometimes, they almost write themselves."<br>
<br>
<<if $current.female is true>>
Jennifer looks down to the book. Her mouth drops open. You glance down and see what has absorbed her interest. The book doesn't just glow with magic. The pages burn hot with yellow-amber energy. Almost as bright as the sun. But curiously, none of that glow escapes from the page.<br>
<<else>>
Jennifer looks down to the book. Her mouth drops open. You glance down to see what has absorbed her interest, but nothing strikes out. Just the scrawlings of Mr. Twee.<br>
<br>
"It's magic," she mutters. "Powerful, almost as bright as the sun."<br>
<</if>>
<</if>>
<br>
"Yes!" Mr. Twee exclaims. "It's a powerful magical artefact. It's what my master is most proud of."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "MrTwee" "AskAboutWriting">><<DialogueUnlock "MrTwee" "AskForthcoming">><<DialogueUnlock "MrTwee" "Master">><<DialogueUnlock "MrTwee" "AskToSeeBook">><</link>>
<<case "AskForthcoming">>
<<if $current.avatar is "Jennifer">>
"You're very forthcoming," you tell him. "For two people who have just appeared here."<br>
<br>
"I don't have a choice!" he says with positivity. "My master made me so I tell the absolute truth in this room. As much as I can. It's to make sure that he alone controls the Book of Futures. And if anyone has tried to interfere, I would tell him."<br>
<br>
"You're not like this when you're outside," <i><<TrueName "Current">></i> comments. "Or not quite so... inhuman."<br>
<br>
"That's a spell of my Master's," he tells you both. "He gives me more human qualities. But it takes a lot of power. My Master never thought that someone other than him would speak to me in here."<br>
<br>
"Your master is a he?" <i><<TrueName "Current">></i> replies. "And he can perform magic?"<br>
<br>
"Yes!" Twee exclaims. "He's a he. As for magic, he can perform it. He casts spells on me to give me more human qualities. But it takes a lot of power."<br>
<<else>>
"You're very forthcoming," you tell him. "For two people who have just appeared here."<br>
<br>
"I don't have a choice!" he says with positivity. "My master made me so I tell the absolute truth in this room. As much as I can. It's to make sure that he alone controls the Book of Futures. And if anyone has tried to interfere, I would tell him."<br>
<br>
"You're not like this when you're outside," Jennifer comments. "Or not quite so... inhuman."<br>
<br>
"That's a spell of my Master's," he tells you. "He gives me more human qualities. But it takes a lot of power. My Master never thought that someone other than him would speak to me in here."<br>
<br>
"Your master is a he?" Jennifer replies. "And he can perform magic?"<br>
<br>
"Yes!" Twee exclaims. "He's a he. As for magic, he can perform it. He casts spells on me to give me more human qualities. But it takes a lot of power."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "MrTwee" "AskForthcoming">><<DialogueUnlock "MrTwee" "Master">><</link>>
<<case "AskToSeeBook">>
<<if $current.avatar is "Jennifer">>
"Can I see the book you're reading?"<br>
<br>
"I cannot say no!" Mr. Twee says with glee. "Here you go."<br>
<br>
Holding on to his black fountain pen with one hand, he spins the book around to face you. You look back to <i><<TrueName "Current">></i>. He hesitates, nearby. He shrugs. "Feel free," he says. "Tell me what it says about <i>Jennifer</i>."<br>
<br>
You lean forward, looking at the pages. By themselves, they flick through in front of your eyes and land on an entry. <i>Jennifer Chambers</i>. You notice there's three entries already written.<br>
<br>
<<ActionsHeader>>
<<link "Read the entry on Jennifer" "UnknownLocationStudyReadBook">><<set $UnknownLocationStudyReadBook to "Jennifer">><<DialogueDone "MrTwee" "AskToSeeBook">><</link>>
<<else>>
"Can I see the book you're reading?"<br>
<br>
"I cannot say no!" Mr. Twee says with glee. "Here you go."<br>
<br>
Holding on to his black fountain pen with one hand, he spins the book around to face you. You look back to Jennifer. She hesitates, nearby.<br>
<br>
You lean forward, looking at the pages. By themselves, they flick through in front of your eyes and land on an entry. <i><<TrueName "Current">> Phillips</i>. You notice there's one entry, already written.<br>
<br>
<<ActionsHeader>>
<<link "Read the entry on you" "UnknownLocationStudyReadBook">><<set $UnknownLocationStudyReadBook to "PC">><<DialogueDone "MrTwee" "AskToSeeBook">><</link>>
<</if>>
<<case "AskAboutBookAgain">>
<<if $current.avatar is "Jennifer">>
"Why can I see an entry of Jennifer," you begin. "But," you wince. "<i><<TrueName "Current">></i> sees his own name in there."<br>
<br>
<i>How easy it's now become to see her as you.</i><br>
<br>
"That's how the book works!" Mr. Twee tells you excitedly.<br>
<br>
<i><<TrueName "Current">></i> glances down again. "What do you mean?" he asks.<br>
<br>
"Why, the book is magically linked to anyone named!" Mr. Twee answers. "To influence your minds, my master needed you to be able to read your own entries."<br>
<br>
You glance at <i><<TrueName "Current">></i>. He takes a deep breath. "I think," he says after a sigh. "That it's like an open connection. For that magic in that book to work, it needs us to be able to read it for the words to go in our minds."<br>
<br>
"Exactly!" Twee exclaims. "You need to be a co-author of your own future. It's a stroke of genius that my master keeps it locked away in here. Most people won't ever know what they have access to!"<br>
<br>
You look back at <i><<TrueName "Current">></i>, but he seems focused on the book. "Can't I see <i><<TrueName "Current">></i>'s entries then?"<br>
<br>
"Because you are Jennifer Chambers!" Mr. Twee exclaims cheerily.<br>
<br>
"And who am I?" you ask.<br>
<br>
"Jennifer Chambers!" Mr. Twee replies. "Jennifer Chambers."<br>
<br>
<i><<TrueName "Current">></i> looks at you and sighs. "I think I know what the problem is. I'm not transforming fully. I'm retaining enough of myself to still perform magic. The book's failsafe sees through it."<br>
<br>
"Why don't you just commit to the full transformation?" you ask.<br>
<br>
His expression hardens. "This magic is dangerous. If I become a man completely, I can't transform back. I'd be stuck as... you."<br>
<br>
"Does that mean?" you begin. "You can't see your dad's entries?"<br>
<br>
He offers you a pained smile. "Let's try. I think I know the answer though."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "MrTwee" "AskAboutBookAgain">><<DialogueUnlock "MrTwee" "AskAboutKeithEntry">><</link>>
<<else>>
"Why can I see an entry on me," you begin. "But Jennifer sees her own name in there."<br>
<br>
"That's how the book works!" he tells you excitedly.<br>
<br>
Jennifer glances down again. "What do you mean?" she asks.<br>
<br>
"Why, the book is magically linked to anyone named!" Mr. Twee answers. "To influence your minds, my Master needed you to be able to read your own entries."<br>
<br>
You glance at Jennifer. She takes a deep breath. "I think," she says after a sigh. "That it's like an open connection. For that magic in that book to work, it needs us to be able to read it for the words to go in our minds."<br>
<br>
"Exactly!" Twee exclaims. "You need to be a co-author of your own future. It's a stroke of genius that my Master keeps it locked away in here. Most people won't ever know what they have access to!"<br>
<br>
You look back at Jennifer, but she seems focused on the book. "I want to see," she murmurs.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "MrTwee" "AskAboutBookAgain">><<DialogueUnlock "MrTwee" "AskAboutJenniferEntry">><</link>>
<</if>>
<<case "AskAboutJenniferEntry">>
"Can Jen have a look?" you ask him.<br>
<br>
"Of course!" he says, spinning the tome to face her. She glances at you, but leans in and begins reading.<br>
<br>
The silence in the room grows tense as you watch her face carefully. She winces and grimaces as she reads. Any sense of her assertiveness drips away.<br>
<br>
"That's bullshit," she suddenly mutters, pushing the book away.<br>
<br>
"What did it say?" you ask.<br>
<br>
She looks at you with watery eyes. "I don't want to talk about it."<br>
<br>
She turns back to Mr. Twee with renewed purpose. "What about Keith Chambers? Is there an entry on him?"<br>
<br>
"I'm afraid I don't know!" he replies. "Only my master can see all the entries."<br>
<br>
"But you write them?" she spits back.<br>
<br>
"I'm sorry!" he says. "My master made my memory selective. I have no idea what I've written!"<br>
<br>
Jennifer grinds her teeth and sighs. She looks away, deflating. You move over to her. "Was it really that bad?"<br>
<br>
Her green eyes meet yours. "It doesn't matter," she says with resignation. "You heard him. This will be my future."<br>
<br>
You turn to look at Mr. Twee, finding his smile suddenly irritating. "Is that right? Can we do nothing to change it?"<br>
<br>
"Oh no!" he tells you. "You need to be a co-author of your own future. If you like, you can tell me what you'd like to change and I'll make the corrections!"<br>
<br>
Jennifer looks up quickly, staring at you. Her mouth parts. Mr. Twee continues to watch you both, smiling consistently.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "MrTwee" "AskAboutJenniferEntry">><<DialogueUnlock "MrTwee" "ChangeEntries">><</link>>
<<case "AskAboutKeithEntry">>
<<JenniferTier>>
<<if _JenniferTier is "Ceasefire" or _JenniferTier is "Hostile">>
A glint appears in <i><<TrueName "Current">>'s</i> eye. He steps back from you and closes his eyes. Amber energy ripples across his skin. His body shifts, bones crack, shoulders broaden. In moments, a middle-aged man stands where <i><<TrueName "Current">></i> was. You recognise the form from photos in her apartment. Keith.<br>
<br>
"Let me see the entry for Keith Chambers," he says in a gruff voice.<br>
<br>
Mr. Twee looks up at her. His smile doesn't waver. "I'm afraid you aren't Keith Chambers, Miss Chambers."<br>
<br>
The middle-aged man looks to you, snorting. He reverts, Keith Chambers' form dissolving back into his own.<br>
<br>
<i>Don't you mean yours?</i><br>
<br>
"Just as I thought," <i><<TrueName "Current">></i> says. "It's useless. We can't change anything."<br>
<br>
You turn to look at Mr. Twee, finding his smile suddenly irritating. "Is that right? Can we do nothing to change it?"<br>
<br>
"Oh no!" he tells you. "You need to be a co-author of your own future. If you like, you can tell me what you'd like to change and I'll make the corrections!"<br>
<br>
<i><<TrueName "Current">></i> stares at you. A grin spreads on his face. Mr. Twee continues to watch you both, smiling consistently.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "MrTwee" "AskAboutKeithEntry">><<DialogueUnlock "MrTwee" "ChangeEntries">><</link>>
<</if>>
<<case "ChangeEntries">>
<<if $current.avatar is "Jennifer">>
"Wait," you say. "So we can tell you what to write?"<br>
<br>
"Yes!" Mr. Twee replies. "My Master didn't make any condition that only he could provide dictation in here. No doubt he didn't expect anyone to magically appear. I will have to tell him he needs to reconsider that next time I see him. I don't think he would want anyone other than him rewriting this book!"<br>
<br>
"But we can?" you continue. "Right now?"<br>
<br>
"Yes!" you hear back. "The entries for this year haven't been set in stone just yet. They can be modified until the ritual is performed."<br>
<br>
"What ritual?" <i><<TrueName "Current">></i> chimes in.<br>
<br>
"I have no idea!" Mr. Twee replies with glee. "My Master didn't think to tell me how the book works!"<br>
<br>
You turn to <i><<TrueName "Current">></i> and cast a look. "Do you want to give this a try?"<br>
<br>
He hesitates. "I don't know. We're playing with something powerful here. This is exactly the type of thing that I wanted to avoid." He turns to Mr. Twee. "Will you tell your master that we've made changes?"<br>
<br>
"If he asks!" Twee replies.<br>
<br>
He pauses before responding. "Who are we?"<br>
<br>
"Jennifer Chambers and Jennifer Chambers, of course!"<br>
<br>
A sardonic smile appears on <i><<TrueName "Current">>'s</i> face. "Looks like <i><<TrueName "Current">></i> gets away with it, at least."<br>
<br>
You stare back at <i><<TrueName "Current">></i> as he stares back at you, smile unwavering.<br>
<br>
<i>Think you'll get your body back now, do you?</i><br>
<br>
"Whoever his - it's - master is," he finally says. "He'll know we were here. Maybe if we don't change anything, he'll just chalk it up to, <i><<TrueName "Current">></i>, being reckless."<br>
<br>
"Do you really believe that?" you try. "We've got nothing to lose, Jen."<br>
<br>
He gives you a look, raising an eyebrow. "Jen?"<br>
<br>
The chuckle that escapes their lips does nothing to help your anxiety. He stops as he sees your reaction. "Alright. But I'm editing mine."<br>
<br>
<<ActionsHeader>>
<<link "Listen to Jennifer dictate to Mr. Twee" "UnknownLocationStudyEditBook">><<set $UnknownLocationStudyEditBook to "JenniferDictate">><<DialogueDone "MrTwee" "ChangeEntries">><</link>>
<<else>>
"Wait," you say. "So we can tell you what to write?"<br>
<br>
"Yes!" Mr. Twee replies. "My Master didn't make any condition that only he could provide dictation in here. No doubt he didn't expect anyone to magically appear. I will have to tell him he needs to reconsider that next time I see him. I don't think he would want anyone other than him rewriting this book!"<br>
<br>
"But we can?" you continue. "Right now?"<br>
<br>
"Yes!" you hear back. "The entries for this year haven't been set in stone just yet. They can be modified until the ritual is performed."<br>
<br>
"What ritual?" Jennifer chimes in.<br>
<br>
"I have no idea!" Mr. Twee replies with glee. "My Master didn't think to tell me how the book works!"<br>
<br>
You turn to Jennifer and cast a look. "Do you want to give this a try?"<br>
<br>
She hesitates. "I don't know. We're playing with something powerful here. This is exactly the type of thing that I wanted to avoid." She turns to Mr. Twee. "Will you tell your master that we've made changes?"<br>
<br>
"If he asks!" Twee replies.<br>
<br>
She pauses before responding. "Who are we?"<br>
<br>
"<<TrueName "Current">> Phillips and Jennifer Chambers, of course!"<br>
<br>
"See," she says, turning to you. "Whoever his - it's - master is, he'll know we were here. They're going to come for us, <<TrueName "Current">>. Maybe if we don't change anything, he'll just chalk it up to us being reckless."<br>
<br>
"Do you really believe that?" you try. "We've got nothing to lose, Jen."<br>
<br>
She inhales sharply, but nods. "Alright. Who goes first?"<br>
<br>
<<ActionsHeader>>
<<link "Tell her you'll go first" "UnknownLocationStudyEditBook">><<DialogueDone "MrTwee" "ChangeEntries">><</link>><br>
<<link "Ask her to go first" "UnknownLocationStudyEditBook">><<set $UnknownLocationStudyEditBook to "JenniferDictate">><<set $BookJenniferFirst to true>><<DialogueDone "MrTwee" "ChangeEntries">><</link>><br>
<<link "Decide not to change the book" "UnknownLocationStudyEditBook">><<set $UnknownLocationStudyEditBook to "Decline">><<DialogueDone "MrTwee" "ChangeEntries">><</link>>
<</if>>
<</switch>><<set $ConversationRoot = passage()>>
<<switch $OlafDialogue>>
<<case "Photos">>
<<if $current.avatar is "Emily">>
“Where did you get those photos?” you ask him directly. <br>
<br>
Olaf’s eyes flick for a moment from you to the photos. When his eyes return, he smiles sardonically. “Some I take. Some Dennis takes. Lots of sluts at this school. Lots that will pose for photos.”<br>
<br>
His eyes wander over your body, but his expression is cold and hard.<br>
<<elseif $current.avatar is "Dennis">>
You clear your throat, trying to sound casual. “What about photos?”<Br>
<Br>
Olaf’s grin widens, yellow teeth catching in the low light. He leans forward, spitting on the ground between his boots.<Br>
<br>
“Our deal,” he rasps. “You give me snaps. I give you keys. Access to places you shouldn’t be going. Then you tuck your camera into dark corners. See what no one else sees.”<Br>
<br>
His eyes glimmer with a knowing leer. “And I get my souvenirs. For ma' keys. So, you got something for me?”<br>
<Br>
For a moment, your mind flicks to the photograph of Emily tucked away in your bag. But you couldn't trade Olaf for it. You won't be able to transform into Dennis.<Br>
<Br>
You shake your head. “I don’t have any more.”<Br>
<Br>
Olaf snorts, disappointed, and leans back against the wall. “Come back when you’ve got swapsies,” he sneers. His stained fingernail scrapes idly at the boiler pipe, as though he’s already lost interest.<Br>
<<elseif $current.avatar is "Jake">>
“You take all these?” you ask, gesturing to the wall of photos.<Br>
<bR>
Olaf’s jaw tightens. His eyes flick from you to the pictures, then back again. “Some,” he mutters. “None of your business."<br>
<br>
"What is this - a private collection?" you ask, a hint of hostility creeping into your voice.<bR>
<bR>
"Don’t pretend you don’t enjoy the view,” Olaf spits back. “Quarterbacks get their kicks. I just get what they see.”<Br>
<br>
"I bet the teachers wouldn't like it, if they found out," you reply, smirking at him.<br>
<Br>
But instead of growing wary at your subtle threat, he sniggers. "Teachers don't care what I do here. Helps them, even. Identifying the sluts of the year."<br>
<br>
Olaf glances back at the photos and you see you've temporarily lost him to daydreams.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Olaf" "Photos">><</link>>
<<case "Lost">>
“I was exploring and I got lost,” you say, almost convincingly. <br>
<br>
Olaf snorts. “Lots of girls get lost down here,” he tells you. “Lots of sluts. Looking for things they shouldn’t be. Luckily, I help. Me and my keys.”<br>
<br>
He reaches down to his belt and pulls out a set of keys on a retractable piece of wire. He jangles them in front of you. You see that almost every key for every room in the school is on there.<br>
<br>
“These get you lost in places you want to go,” he adds, letting the keys go. With a flurry of wire recoiling, the keys swoosh back against his belt. <br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Olaf" "Lost">><</link>>
<<case "Dennis">>
<<if $current.avatar is "Emily">>
“Dennis takes some of these photos?” you ask Olaf, glancing at some of the voyeuristic shots. <br>
<br>
“Mmhmm,” Olaf mumbles, nodding. “Gets in gaps in the building. I give him keys. He takes photos.”<br>
<br>
You glance at the selection of photos pinned on the wall. Photos captured in the gym. The changing rooms. The toilets.<br>
<br>
“That’s disgusting,” you can’t help but say.<br>
<br>
“Sluts know what they're doing,” Olaf tells you. <br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Olaf" "Dennis">><</link>>
<<elseif $current.avatar is "Jake">>
“Dennis been down here too?” you ask.<br>
<Br>
Olaf’s eyes narrow, the grime in his face deepening with the scowl. “Dennis wanders everywhere. He’s a rat. That’s all.” <br>
<br>
"And how does he wander around?" you ask, trying to coax something out of the greasy janitor.<bR>
<Br>
His voice drops lower, muttered. “Not my business to keep track of him. Not yours either. Leave Dennis alone."<Br>
<bR>
You feel a small smirk creep up from your mouth. Words forming again, without you registering them. "And if I don't?"<br>
<Br>
He glares back at you. "Photos have a habit of appearing in public places. Cheerleaders, especially."<br>
<br>
He coughs a gravelly chuckle to himself.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Olaf" "Dennis">><</link>>
<</if>>
<<case "Pose">>
<<if $current.avatar is "Emily">>
You look at the wall again, noting the spread of photos that show students, in this very alcove, posing in increasingly lurid ways.<br>
<br>
“What do you mean, pose for photos?”<br>
<br>
Olaf flashes you a half-cocked smile, exposing his broken and chipped teeth. “No one forces them,” he says, nodding his head back to the wall. “Sluts come down here. Want me and my keys. Get them into places they don’t belong. Just want their photos.”<br>
<br>
You look back at the photospreads, noticing how the girls all look into the camera, pulling faces of arousal and desire. Some are more convincing than others. “You take those photos?”<br>
<br>
He grins at you, void of empathy. “They love it. But you’d love it too.”<br>
<<elseif $current.avatar is "Jake">>
You glance at the wall again, rows of girls staring back from lurid poses. "So some of these girls pose for you?"<br>
<Br>
“Some of them,” Olaf mutters. “They want to. Think it gets them something. No one forces them.”<Br>
<Br>
You throw the janitor a look. "And they're okay with the photos you take?"<br>
<Br>
He scratches at his jaw, tone flat. “They know what they’re doing. Sluts always do.”<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Olaf" "Pose">><</link>>
<<case "Keys">>
<<if $current.avatar is "Emily">>
<<InventoryCheckSelf "KeyKitchenOlaf" "KeyBusinessStudiesOlaf" "KeyAVCupboardOlaf" "KeyGymOlaf" "KeyMathsOlaf">>
<<if _InventoryCheckSelf is false>>
You glance down at the large set of keys attached to his belt. “So,” you begin. “You’d give me a key, if I pose for you too?”<br>
<br>
Olaf smirks at you. “I unlock any door. Me and my keys. I give you a key when you pose. Like the other sluts who wanted favours.”<br>
<br>
You look at the photos on the wall to remind you of what Olaf expects from you. Though you can tell there are varying levels of enthusiasm, each photoshoot is scandalous. These are the sort of photos that would ruin reputations, if they were made public. If you were to go through with this, they’d be pictures of your sister out there too.<br>
<br>
Then there is the very fact that you would be the one Olaf was taking photos of. A common thread is apparent throughout them. Each of the girls slowly strip. Each of them pose submissively. And each makes sure the camera sees as much as it can.<br>
<br>
Do you really need a key this badly to do this, you think.<br>
<br>
<I>Or do you actually want to?</i><br>
<br>
<<ActionsHeader>>
<<InventoryCheckNPC "Olaf" "OlafAmulet">><<Flag "AmuletsNullified">>
<<if _InventoryCheckNPC is true and _FlagReturn is false>>
<<SpellsCheckSelf "Charm">><<CharmedCheck "Olaf">><<DialogueSpoken "Olaf" "MagicFail">>
<<if _Charmed is false and _SpellsCheckSelf is true and $current.female is true and _Discussed is false>><<link "[Spell: Charm] Cast Charm on Olaf to get him to give you his keys" "OlafDialogue">><<set $OlafDialogue to "CharmKeys">><</link>><br><</if>>
<<SpellsCheckSelf "SleepForget">>
<<if _SpellsCheckSelf is true and $current.female is true and _Discussed is false>><<link "[Spell: Sleep & Forget] Cast Sleep & Forget on Olaf to take his keys" "OlafDialogue">><<set $OlafDialogue to "SleepForgetKeys">><</link>><br><</if>>
<<else>>
<<SpellsCheckSelf "Charm">><<CharmedCheck "Olaf">>
<<if _Charmed is false and _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Charm] Cast Charm on Olaf to get him to give you his keys" "OlafDialogue">><<set $OlafDialogue to "CharmKeysSuccess">><</link>><br><</if>>
<<SpellsCheckSelf "SleepForget">>
<<if _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Sleep & Forget] Cast Sleep & Forget on Olaf to take his keys" "OlafDialogue">><<set $OlafDialogue to "SleepForgetKeysSuccess">><</link>><br><</if>>
<</if>>
<<link "Agree to pose" "OlafDialogue">><<Feminity 1>><<set $OlafDialogue to "PoseAgree">><<EventTrigger "YourHome" "EmilyReactionOlafPhotos" "Evening" "Emily" null null null null false>><</link>><br>
<<link "Refuse to pose" "OlafDialogue">><<set $OlafDialogue to "PoseRefuse">><</link>>
<<else>>
You begin to ask Olaf about his keys again, but he shakes his head. “Already got you,” he tells you, gesturing back to the wall. There, sure enough, is the spread of photos that Olaf took of you. <br>
<br>
You wince as you see the images of your sister posing for Olaf’s camera. Photos that, if they got out, would ruin her reputation forever.<br>
<br>
“No more keys for you,” he tells you.<br>
<br>
<<ActionsHeader>>
<<InventoryCheckNPC "Olaf" "OlafAmulet">><<Flag "AmuletsNullified">>
<<if _InventoryCheckNPC is true and _FlagReturn is false>>
<<SpellsCheckSelf "Charm">><<CharmedCheck "Olaf">><<DialogueSpoken "Olaf" "MagicFail">>
<<if _Charmed is false and _SpellsCheckSelf is true and $current.female is true and _Discussed is false>><<link "[Spell: Charm] Cast Charm on Olaf to get him to give you his keys" "OlafDialogue">><<set $OlafDialogue to "CharmKeys">><</link>><br><</if>>
<<SpellsCheckSelf "SleepForget">>
<<if _SpellsCheckSelf is true and $current.female is true and _Discussed is false>><<link "[Spell: Sleep & Forget] Cast Sleep & Forget on Olaf to take his keys" "OlafDialogue">><<set $OlafDialogue to "SleepForgetKeys">><</link>><br><</if>>
<<else>>
<<SpellsCheckSelf "Charm">><<CharmedCheck "Olaf">>
<<if _Charmed is false and _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Charm] Cast Charm on Olaf to get him to give you his keys" "OlafDialogue">><<set $OlafDialogue to "CharmKeysSuccess">><</link>><br><</if>>
<<SpellsCheckSelf "SleepForget">>
<<if _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Sleep & Forget] Cast Sleep & Forget on Olaf to take his keys" "OlafDialogue">><<set $OlafDialogue to "SleepForgetKeysSuccess">><</link>><br><</if>>
<</if>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<elseif $current.avatar is "Jake">>
You glance down at the heavy set of keys clipped to his belt. “Can I borrow some keys?”<Br>
<Br>
Olaf’s hand drops to cover them almost instinctively. “Staff keys,” he growls. “Not for you lot. Never were.” <Br>
<br>
He turns his head and spits, as if to end the conversation.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<case "PoseAgree">>
“Alright,” you tell Olaf. “I’ll do it.”<br>
<br>
A sly grin spreads across the janitor's face. “Sluts all the same. What key do you like?” he asks you. <br>
<br>
<<ActionsHeader>>
<<link "Maths room" "OlafDialogue">><<set $OlafDialogue to "PoseStart">><<set $OlafKey to "KeyMathsOlaf">><<set $OlafSatisfaction = 0>><</link>><br>
<<link "Gym" "OlafDialogue">><<set $OlafDialogue to "PoseStart">><<set $OlafKey to "KeyGymOlaf">><<set $OlafSatisfaction = 0>><</link>><br>
<<link "AV Cupboard" "OlafDialogue">><<set $OlafDialogue to "PoseStart">><<set $OlafKey to "KeyAVCupboardOlaf">><<set $OlafSatisfaction = 0>><</link>><br>
<<link "Business Studies" "OlafDialogue">><<set $OlafDialogue to "PoseStart">><<set $OlafKey to "KeyBusinessStudiesOlaf">><<set $OlafSatisfaction = 0>><</link>><br>
<<link "Kitchen" "OlafDialogue">><<set $OlafDialogue to "PoseStart">><<set $OlafKey to "KeyKitchenOlaf">><<set $OlafSatisfaction = 0>><</link>>
<<case "PoseRefuse">>
“I don’t think so,” you tell him.<br>
<br>
He snorts at you, but almost immediately loses interest in your presence. “Come back when you need keys,” he says. <br>
<br>
Olaf sits down on his mattress, taking out a number of photos from underneath his pillow and begins flicking through them as if you weren't there.<br>
<br>
<<ActionsHeader>>
<<link "Return to the basement" $return>>
<<QuestOptionUnlock "Quest6" 1 "olaf">>
<<QuestOptionUnlock "Quest8" 1 "olaf">>
<<QuestOptionUnlock "Quest7" 3 "olaf">>
<<QuestOptionUnlock "Quest13" 1 "olaf_key">>
<<QuestOptionUnlock "Quest15" 2 "olaf">>
<<EndConversation "Olaf">>
<</link>>
<<case "PoseStart">>
He nods, taking off a key from his chain. He opens a nearby metal locker and takes out an old photography camera mounted on a tripod.<br>
<br>
After removing the lens cap and checking the focus, Olaf sits back on his mattress and places the key beside him. “Alright,” he tells you, unwinding a cord with a button release attached to the camera. “Go there.” He points to the wall opposite the camera, where you recognise the background. “You do as I say. I give you my key.”<br>
<br>
It sinks in what you have to do. You slowly walk over to where instructed and face the camera. You look directly into the lenses and you hear the whip of the camera shutter opening and closing.<br>
<br>
“Now. Strip,” Olaf says. You look down to see him begin to rub himself through his overalls.<br>
<br>
<<ActionsHeader>>
<<link "Tease him" "OlafDialogue">><<Assertive 1>><<set $OlafSatisfaction +=2>><<set $OlafDialogue to "PoseContinueAssertive">><</link>><br>
<<link "Meekly comply" "OlafDialogue">><<Assertive -1>><<set $OlafDialogue to "PoseContinueSubservant">><<set $OlafSatisfaction +=1>><</link>>
<<case "PoseContinueAssertive">>
Pushing aside any reservations, you look directly into the camera as you take off your blouse, button by button. With a coy shrug, the blouse drops to the floor. You mock pout.<br>
<br>
Out of the corner of your eye, you see Olaf grin. He rubs his groin faster, wrapping his fingers around his covered member as he does so. You realise with reluctance and shock that if you turn him on, he’ll finish faster.<br>
<br>
You put your hands on your exposed hips, posing for the camera as you hear it take a picture. Then you reach behind and unclasp your skirt, letting it fall to the floor.<br>
<br>
Olaf increases his rubbing, gentle movements turning more rigorous. “Keep the socks and shoes. Lose your underwear.”<br>
<br>
<<ActionsHeader>>
<<link "Put on a show" "OlafDialogue">><<Assertive 1>><<set $OlafSatisfaction +=2>><<set $OlafDialogue to "PoseContinue2Assertive">><</link>><br>
<<link "Nod and quickly do so" "OlafDialogue">><<Assertive -1>><<set $OlafSatisfaction +=1>><<set $OlafDialogue to "PoseContinue2Subservant">><</link>>
<<case "PoseContinueSubservant">>
Thinking of any striptease you’ve seen, you turn your back to the camera and begin to unbutton your blouse. You look over your shoulder as you do so, trying to maintain his interest whilst retaining your modesty.<br>
<br>
“Turn around,” Olaf says after you undo the last button. “Or no key for you.”<br>
<br>
With little choice, you turn to face him. You shrug the blouse off your shoulders and pull it away, shivering as you stand in front of the camera in your bra.<br>
<br>
The camera clicks. You shudder as you think of the picture it just took.<br>
<br>
“Now,” Olaf continues to direct you. “Lose the skirt.”<br>
<br>
You wince, but follow his instruction. Reaching behind you, you unclasp your skirt and let it fall to the floor. The cool air in the basement sends goosebumps across your body. <br>
<br>
Olaf increases his rubbing, gentle movements turning more rigorous. “Keep the socks and shoes. Lose your underwear.”<br>
<br>
<<ActionsHeader>>
<<link "Put on a show" "OlafDialogue">><<Assertive 1>><<set $OlafSatisfaction +=2>><<set $OlafDialogue to "PoseContinue2Assertive">><</link>><br>
<<link "Nod and quickly do so" "OlafDialogue">><<Assertive -1>><<set $OlafSatisfaction +=1>><<set $OlafDialogue to "PoseContinue2Subservant">><</link>>
<<case "PoseContinue2Assertive">>
You let a coy smile creep on to your face as you reach behind your back and unclip your bra. Dramatically, you hold on to it, holding it out and then flicking it in the direction of Olaf. “Whoops,” you say to him quietly. He leers back at you, tugging at his penis underneath his overalls. <br>
<br>
Another idea comes to you. You reach down to your panties, playing with the hem, then slip your hand down over your genitalia. The touch of your hand across your vulva sends shivers across your body. You can’t help but smile in spite of the situation.<br>
<br>
<I>Is this turning you on too?</i><br>
<br>
Using your free hand, you work your panties down your thighs and over your socks. With a slight kick of your foot, you fling your panties across the room, standing exposed in front of the camera, fingers massaging your clit.<br>
<br>
– Click. Click click click --<br>
<br>
<<if $OlafSatisfaction is 4>>
Olaf suddenly squeals a high-pitched grunt that is loud enough to be heard over the machinery. He arches his back and thrusts his groin upwards, crying as you start to see a wet patch forming in his overalls.<br>
<br>
He collapses a moment later back on to his mattress, panting for breath. <br>
<br>
After a few moments where the only sounds are from the generators and plumbing, he sighs, content. With his free hand, he pushes the key next to him towards you.<br>
<br>
“You leave now. With my key.”<br>
<br>
Only waiting one moment longer, you gather up your clothing and rush forward to pick up the key. Olaf makes no attempt to stop you. <br>
<br>
You retreat back out of the alcove and quickly put your clothing back on. Once dressed, you look at your prize in your hand.<br>
<br>
<I>Was that really worth it?</i><br>
<br>
The thought comes to you as your mind considers all the photos the camera was taking. <br>
<br>
<<ActionsHeader>>
<<link "Return to the basement" "SchoolBasement">><<TimeChange>><<OlafPoseResolution>><<EndConversation "Olaf">><</link>>
<<else>>
Olaf continues to rub himself through his overalls. You can see lines of sweat running down his face. <br>
<br>
“Get on your knees,” he stammers. <br>
<br>
<<ActionsHeader>>
<<link "Do so, and spread your legs, masturbating." "OlafDialogue">> <<set $OlafSatisfaction +=1>><<set $OlafDialogue to "PoseContinue3Assertive">><<Assertive 1>><</link>><br>
<<link "Kneel with your knees closed." "OlafDialogue">><<Assertive -1>><<set $OlafDialogue to "PoseContinue3Subservant">><</link>>
<</if>>
<<case "PoseContinue2Subservant">>
You hold back a sigh, but nod to him and face the camera. <I>How did I get into this situation?</i><br>
<br>
You reach behind your back and unclip your bra, letting it fall away from your body. You look up into the camera and hear a click as your pert breasts hang free and exposed. <br>
<br>
Reaching down, you pull your underwear over your thigh-high socks and clumsily step out of them, almost stumbling as they get caught in your high heels. You look up, legs clamped together, arms folded over your breasts, feeling more vulnerable than you can remember feeling.<br>
<br>
<I>--Click--</i><br>
<br>
<<if $OlafSatisfaction is 4>>
Olaf suddenly squeals a high-pitched grunt that is loud enough to be heard over the machinery. He arches his back and thrusts his groin upwards, crying as you start to see a wet patch forming in his overalls.<br>
<br>
He collapses a moment later back on to his mattress, panting for breath. <br>
<br>
After a few moments where the only sounds are from the generators and plumbing, he sighs, content. With his free hand, he pushes the key next to him towards you.<br>
<br>
“You leave now. With my key.”<br>
<br>
Only waiting one moment longer, you gather up your clothing and rush forward to pick up the key. Olaf makes no attempt to stop you. <br>
<br>
You retreat back out of the alcove and quickly put your clothing back on. Once dressed, you look at your prize in your hand.<br>
<br>
<I>Was that really worth that key?</i><Br>
<Br>
You try to bury the thought as your mind considers all the photos the camera was taking. <br>
<br>
<<ActionsHeader>>
<<link "Return to the basement" "SchoolBasement">><<EndConversation "Olaf">><<TimeChange>><<OlafPoseResolution>><</link>>
<<else>>
Olaf continues to rub himself through his overalls. You can see lines of sweat running down his face. <br>
<br>
“Get on your knees,” he stammers. <br>
<br>
<<ActionsHeader>>
<<link "Do so, and spread your legs, masturbating." "OlafDialogue">> <<set $OlafSatisfaction +=1>><<set $OlafDialogue to "PoseContinue3Assertive">><<Assertive 1>><</link>><br>
<<link "Kneel with your knees closed." "OlafDialogue">><<Assertive -1>><<set $OlafDialogue to "PoseContinue3Subservant">><</link>>
<</if>>
<<case "PoseContinue3Assertive">>
You drop down to the grimy floor of the basement, spreading your knees wide and smiling up at the camera, now looking down at you.<br>
<br>
Something about the situation draws you to move a finger down to your clitoris. You begin to play with it, feeling the foreign sensations of pleasure surging up inside your body.<br>
<br>
At the sight of this, you watch Olaf roughly pull at his overalls with an animalistic ferocity. In spite of his indulgence, he never looks away from you. <br>
<br>
You give him a coy look and give in to the draw, sliding a finger inside you. <br>
<br>
<I>--Click. Click Click Click Click--</i><br>
<br>
The sensation causes you to moan too. There’s a thought for a moment, that here you are, in the school basement, masturbating in front of a greasy janitor in front of a camera. But perversely, it just drives you to feel more pleasure.<br>
<br>
<<if $OlafSatisfaction is 4>>
Olaf suddenly squeals a high-pitched grunt that is loud enough to be heard over the machinery. He arches his back and thrusts his groin upwards, crying as you start to see a wet patch forming in his overalls.<br>
<br>
He collapses a moment later back on to his mattress, panting for breath. <br>
<br>
After a few moments where the only sounds are from the generators and plumbing, he sighs, content. With his free hand, he pushes the key next to him towards you.<br>
<br>
“You leave now. With my key.”<br>
<br>
Only waiting one moment longer, you gather up your clothing and rush forward to pick up the key. Olaf makes no attempt to stop you. <br>
<br>
You retreat back out of the alcove and quickly put your clothing back on. Once dressed, you look at your prize in your hand.<Br>
<br>
<I>Was that really worth it?</i><br>
<br>
You try to ignore the thought as your mind considers all the photos the camera was taking. <br>
<br>
<<ActionsHeader>>
<<link "Return to the basement" "SchoolBasement">><<TimeChange>><<EndConversation "Olaf">><<OlafPoseResolution>><</link>>
<<else>>
Olaf suddenly grunts and he leaps to his feet. Without giving you a moment to react, he is standing next to you. Then, you see it. Protruding through a zipper in his overalls, he is vigorously stroking his exposed erect penis, aiming at your face –<br>
<br>
Accompanied by a cry from Olaf, you feel sticky liquid hitting your face. You know exactly what it is. Jets of Olaf’s hot semen coat your forehead and eyes, running down quickly onto your lips. You taste the salty cum seeping into your mouth.<br>
<br>
<I>– Click. Click Click Click Click Click. –</i><br>
<br>
You realise you’ve shut your eyes only when you blink them open. You feel his seed dripping off your chin, dropping down onto your exposed breasts.<br>
<br>
Olaf stands over you, looking down, his face grinning. “My key yours,” he says, gesturing behind him to the bed. <br>
<br>
You give him a look, then cautiously roll back on to your heels. When he doesn’t make any attempt to stop you, you pick up your clothes and grab the key from his mattress. <br>
<br>
Olaf doesn’t look back as you move around the corner of the alcove. You begin efforts to clean yourself up, wiping as much of the residue on the piping as you can. As you pull on your clothes you are sure that there is still cum on your skin and maybe even in your hair, but without a mirror you can’t tell.<br>
<br>
You look at the key in your hand and cast your mind back to the sounds of the camera shutter taking so many photos.<br>
<br>
<I>Was that really worth doing? Or did you enjoy it?</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the basement" "SchoolBasement">><<TimeChange>><<EndConversation "Olaf">><<OlafPoseResolution>><<Assertive -1>><</link>>
<</if>>
<<case "PoseContinue3Subservant">>
Though shuddering at hearing his command, you comply and slide down to your knees. You keep them clamped together firmly, looking up directly at the camera looking down on you.<br>
<br>
<I>– Click. Click Click –</i><br>
<br>
You are not unaware of how this will look on a camera. You’ve seen videos and photos of girls staring up at the camera, naked and submissive, waiting. <I>You just never thought it would be you.</i><br>
<br>
<<if $OlafSatisfaction is 4>>
Olaf suddenly squeals a high-pitched grunt that is loud enough to be heard over the machinery. He arches his back and thrusts his groin upwards, crying as you start to see a wet patch forming in his overalls.<br>
<br>
He collapses a moment later back on to his mattress, panting for breath. <br>
<br>
After a few moments where the only sounds are from the generators and plumbing, he sighs, content. With his free hand, he pushes the key next to him towards you.<br>
<br>
“You leave now. With my key.”<br>
<br>
Only waiting one moment longer, you gather up your clothing and rush forward to pick up the key. Olaf makes no attempt to stop you. <br>
<br>
You retreat back out of the alcove and quickly put your clothing back on. Once dressed, you look at your prize in your hand.<br>
<br>
<I>Was that really worth the key?</i><br>
<br>
You try to ignore the thought as your mind considers all the photos the camera was taking. <br>
<br>
<<ActionsHeader>>
<<link "Return to the basement" "SchoolBasement">><<TimeChange>><<EndConversation "Olaf">><<OlafPoseResolution>><</link>>
<<else>>
Olaf suddenly grunts and he leaps to his feet. Without giving you a moment to react, he is standing next to you. Then, you see it. Protruding through a zipper in his overalls, he is vigorously stroking his exposed erect penis, aiming at your face –<br>
<br>
Accompanied by a cry from Olaf, you feel sticky liquid hitting your face. You know exactly what it is. Jets of Olaf’s hot semen coat your forehead and eyes, running down quickly onto your lips. You taste the salty cum seeping into your mouth.<br>
<br>
<i>– Click. Click Click Click Click Click. –</i><br>
<br>
You realise you’ve shut your eyes only when you blink them open. You feel his seed dripping off your chin, dropping down onto your exposed breasts.<br>
<br>
Olaf stands over you, looking down, his face grinning. “My key yours,” he says, gesturing behind him to the bed. <br>
<br>
You give him a look, then cautiously roll back on to your heels. When he doesn’t make any attempt to stop you, you pick up your clothes and grab the key from his mattress. <br>
<br>
Olaf doesn’t look back as you move around the corner of the alcove. You begin efforts to clean yourself up, wiping as much of the residue on the piping as you can. As you pull on your clothes you are sure that there is still cum on your skin and maybe even in your hair, but without a mirror you can’t tell.<br>
<br>
You look at the key in your hand and cast your mind back to the sounds of the camera shutter taking so many photos.<br>
<br>
<I>Do you really think that was worth a key?</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the basement" "SchoolBasement">><<TimeChange>><<EndConversation "Olaf">><<OlafPoseResolution>><<Assertive -1>><</link>>
<</if>>
<<case "TerrenceLockerKey">>
<<if $current.avatar is "Emily">>
"You've got access to all the school keys," you tell Olaf. "Even the locker keys, I bet."<br>
<Br>
The greasy janitor nods, smiling almost with pride. "Ma keys get me access to all sorts of places. See all the sluts' secrets."<br>
<br>
You smile politely, trying to move past the thought of what Olaf does when no one is watching. "I really need to get into Terrence Handle's locker," you tell him. "I think he's up to something."<br>
<Br>
"Not ma problem," Olaf tells you. "Don't care what boys get up to."<br>
<Br>
Again, you can only force a smile. "Do you think you could lend me the key, though?"<br>
<Br>
He looks you up and down, his eyes lingering on your legs. He runs his tongue over his lips. "You want a locker key? You have to make Olaf happy."<br>
<br>
He reaches down and grabs his groin, to emphasise what he's thinking, as if it wasn't clear enough. "Mouths make Olaf happy," he adds.<br>
<Br>
<<ActionsHeader>>
<<InventoryCheckNPC "Olaf" "OlafAmulet">><<Flag "AmuletsNullified">>
<<if _InventoryCheckNPC is true and _FlagReturn is false>>
<<SpellsCheckSelf "Charm">><<CharmedCheck "Olaf">><<DialogueSpoken "Olaf" "MagicFail">>
<<if _Charmed is false and _SpellsCheckSelf is true and $current.female is true and _Discussed is false>><<link "[Spell: Charm] Cast Charm on Olaf to get him to give you the key" "OlafDialogue">><<set $OlafDialogue to "CharmTerrenceKey">><</link>><br><</if>>
<<SpellsCheckSelf "SleepForget">>
<<if _SpellsCheckSelf is true and $current.female is true and _Discussed is false>><<link "[Spell: Sleep & Forget] Cast Sleep & Forget on Olaf to take the key" "OlafDialogue">><<set $OlafDialogue to "SleepForgetTerrenceKey">><</link>><br><</if>>
<<else>>
<<SpellsCheckSelf "Charm">><<CharmedCheck "Olaf">>
<<if _Charmed is false and _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Charm] Cast Charm on Olaf to get him to give you the key" "OlafDialogue">><<set $OlafDialogue to "CharmTerrenceKeySuccess">><</link>><br><</if>>
<<SpellsCheckSelf "SleepForget">>
<<if _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Sleep & Forget] Cast Sleep & Forget on Olaf to take the key" "OlafDialogue">><<set $OlafDialogue to "SleepForgetTerrenceKeySuccess">><</link>><br><</if>>
<</if>>
<<link "Make Olaf happy" "OlafDialogue">><<set $OlafDialogue to "MakeOlafHappy">><<Feminity 1>><<Assertive -1>><</link>><br>
<<link "Refuse and change topics" $return>><<ChangeTopics>><</link>><br>
<<elseif $current.avatar is "Dennis">>
"You've got access to all the school keys," you tell Olaf. "Even the locker keys, I bet."<br>
<Br>
The greasy janitor nods, smiling almost with pride. "Ma keys get me access to all sorts of places. See all the sluts' secrets."<br>
<br>
You smile politely, trying to move past the thought of what Olaf does when no one is watching. "I really need to get into Terrence Handle's locker," you tell him. "I think he's up to something."<br>
<Br>
"Not ma problem," Olaf tells you. "Don't care what boys get up to."<br>
<Br>
Again, you can only force a smile. "Do you think you could lend me the key, though?"<br>
<Br>
He snorts, derisively. "Not our deal. You want a locker key? You get Olaf some souvenirs."<br>
<br>
You offer him a nod, but inwardly grimace. You haven't seen any photos around that would satisfy him. That he hasn't already seen, that is.<Br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>><br>
<</if>>
<<case "MakeOlafHappy">>
The repugnant janitor nods, and smiles. "Kneel then, slut," he says as he unzips his trousers.<Br>
<br>
You do as he says, dropping down to the cold concrete floor, feeling the icy surface through your socks. In front of your face, level with your eyes, is Olaf's thick, stubby shaft. Growing to attention.<br>
<br>
It reeks. The smell of body odour and dry semen invades your nostrils. You notice his bushy pubic hair is matted and clumped together. From the stench you know it's semen.<br>
<br>
"Sluts lick lollies," he tells you.<br>
<br>
You lean forward and run your tongue over his prick, fighting back the instinct to pull away from the smell. It tastes like it smells. Rank. Stale. Unkempt.<br>
<br>
Olaf groans. You feel his clumpy hands wrap through your hair and he presses your mouth against his dick. You briefly sense the scent of urine, wondering if he bothers to use a bathroom or just lets it go when he needs to.<br>
<br>
The stubby stick enters your mouth between your lips. You go prone, letting him force your head back and forth, trying in vain to keep your nose away from the odors that almost overwhelm your senses.<br>
<Br>
<I>You don't mind this, do you? Being called a slut as a repulsive man has his way with you?</i><br>
<Br>
Pushing the other voice out of your mind, you focus on moving your tongue around inside your mouth. Trying to provide him pleasure, anything to get this experience to end prematurely.<br>
<br>
He begins to roughly pull your hair back, clasping it in a makeshift ponytail. You feel your eyes streaming as you grow short of breath.<br>
<Br>
"Here's your present," he stammers, wrenching your head back and pulling it close to the tip of his penis. You gasp for air, mouth open, taking in smells that aren't this repulsive janitor.<br>
<Br>
And then his spunk hits the back of your throat. You choke as your gag reflex kicks in and you suddenly are gasping for air for a different reason.<br>
<br>
As your eyes stream, you hear him chuckle. "Sluts love that."<Br>
<Br>
Without a moment to stop him, he pulls at your hair and wraps it around his prick, wiping the residual semen away with it. He forces you to look up at him, as he grins back down at you.<br>
<br>
Only then does he let go of your hair. You look down at the floor, taking deep breaths.<Br>
<Br>
Olaf reaches into his pocket and takes out a set of keys. He unclasps a small one, then hands it to you. "No more keys for you, though. Not for that."<Br>
<br>
Standing, you wipe your mouth clean and comb your hair through with your hands. Olaf returns to looking at his photos, seemingly done with you.<br>
<br>
<<ActionsHeader>>
<<link "Return to the basement" "SchoolBasement">><<TimeChange>><<TakeObjectNPC "Olaf" "TerrenceLockerKeyOlaf">><<EndConversation "Olaf">><</link>>
<<case "SleepForgetKeys">>
You look back at Olaf and take a deep breath. “Fall asleep,” you mutter. “And let your memories drift as you slumber.”<br>
<br>
The magic surges out from within you, striking his body like an arrow from a bow. But instead of penetrating his form, it crackles as it touches his clothes and flows down his legs disappearing into the floor.<br>
<br>
Olaf stares back at you, eyes narrowing. “What?” he grunts.<Br>
<br>
Focusing your mental eye, you grimace as you feel there is not even an echo of magic upon him. You rack your brain to consider what you did wrong. It felt like you cast it correctly. The void in your inner magical reserves is testament to that. Whatever caused the spell not to take must be something to do with him.<br>
<br>
You give Olaf a polite smile, mentally making a note to check with someone on what could be stopping you casting magic on the janitor.<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<OlafMagicUnlock>><<DialogueDone "Olaf" "MagicFail">><</link>><br>
<<case "SleepForgetTerrenceKey">>
You look back at Olaf and take a deep breath. “Fall asleep,” you mutter. “And let your memories drift as you slumber.”<br>
<br>
The magic surges out from within you, striking his body like an arrow from a bow. But instead of penetrating his form, it crackles as it touches his clothes and flows down his legs disappearing into the floor.<br>
<br>
Olaf stares back at you, eyes narrowing. “What?” he grunts.<Br>
<br>
Focusing your mental eye, you grimace as you feel there is not even an echo of magic upon him. You rack your brain to consider what you did wrong. It felt like you cast it correctly. The void in your inner magical reserves is testament to that. Whatever caused the spell not to take must be something to do with him.<br>
<br>
You give Olaf a polite smile, mentally making a note to check with someone on what could be stopping you casting magic on the janitor.<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<OlafMagicUnlock>><<DialogueDone "Olaf" "MagicFail">><</link>><br>
<<case "CharmKeys">>
You look back at Olaf, stirring the magic within your body. Taking a deep breath, you feel the energy curdle around the air in your lungs.<br>
<br>
Olaf stares back at you as you breathe out, his leering expression remaining. “What?” he grunts.<br>
<br>
Focusing your mental eye on him, you see the embers of magic within your breath lingering around his face, but as they touch his skin they flicker and dissipate into nothing. He remains untouched by your spell.<br>
<br>
Looking over him carefully, you rack your brain to consider what you did wrong. It felt like you cast it correctly. The magic in the air is testament to that. Whatever caused the spell not to take must be something to do with him.<br>
<br>
You give Olaf a polite smile, mentally making a note to check with someone on what could be stopping you casting magic on the janitor.<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<OlafMagicUnlock>><<DialogueDone "Olaf" "MagicFail">><</link>><br>
<<case "CharmTerrenceKey">>
You look back at Olaf, stirring the magic within your body. Taking a deep breath, you feel the energy curdle around the air in your lungs.<br>
<br>
Olaf stares back at you as you breathe out, his leering expression remaining. “What?” he grunts.<br>
<br>
Focusing your mental eye on him, you see the embers of magic within your breath lingering around his face, but as they touch his skin they flicker and dissipate into nothing. He remains untouched by your spell.<br>
<br>
Looking over him carefully, you rack your brain to consider what you did wrong. It felt like you cast it correctly. The magic in the air is testament to that. Whatever caused the spell not to take must be something to do with him.<br>
<br>
You give Olaf a polite smile, mentally making a note to check with someone on what could be stopping you casting magic on the janitor.<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<OlafMagicUnlock>><<DialogueDone "Olaf" "MagicFail">><</link>><br>
<<case "Apologise">>
“I was mean early on,” you begin. “I’m sorry.”<br>
<br>
“Sluts always mean to me,” he mutters. “Then think words will help when they need something.”<br>
<br>
You stare back at him. He leers, looking you up and down. His eyes linger on your stocking-clad legs. He runs his tongue over his lips. You suspect you know what’s coming.<br>
<br>
“You want to be Olaf’s friend?” he snarls. “You have to make me happy.”<br>
<br>
He reaches down and grabs his groin, to emphasise what he's thinking, as if it wasn't clear enough. "Mouths make Olaf happy," he adds.<br>
<br>
<<ActionsHeader>>
<<link "Make Olaf happy" "OlafDialogue">><<set $OlafDialogue to "ApologiseHappy">><<Orientation 1>><</link>><br>
<<link "Say goodbye and leave Olaf" "SchoolBasement">><<EndConversation "Olaf">><</link>>
<<case "ApologiseHappy">>
"Okay Olaf," you sigh. "I'll make you happy."<br>
<br>
The repugnant janitor nods, and smiles. "Kneel then, slut," he says as he unzips his trousers.<Br>
<br>
You do as he says, dropping down to the cold concrete floor, feeling the icy surface through your socks. In front of your face, level with your eyes, is Olaf's thick, stubby shaft. Growing to attention.<br>
<br>
It reeks. The smell of body odour and dry semen invades your nostrils. You notice his bushy pubic hair is matted and clumped together. From the stench you know it's semen.<br>
<br>
"Sluts lick lollies," he tells you.<br>
<br>
You lean forward and run your tongue over his prick, fighting back the instinct to pull away from the smell. It tastes like it smells. Rank. Stale. Unkempt.<br>
<br>
Olaf groans. You feel his clumpy hands wrap through your hair and he presses your mouth against his dick. You briefly sense the scent of urine, wondering if he bothers to use a bathroom or just lets it go when he needs to.<br>
<br>
The stubby stick enters your mouth between your lips. You go prone, letting him force your head back and forth, trying in vain to keep your nose away from the odors that almost overwhelm your senses.<br>
<Br>
<I>You don't mind this, do you? Being called a slut as a repulsive man has his way with you?</i><br>
<Br>
Pushing the other voice out of your mind, you focus on moving your tongue around inside your mouth. Trying to provide him pleasure, anything to get this experience to end prematurely.<br>
<br>
He begins to roughly pull your hair back, clasping it in a makeshift ponytail. You feel your eyes streaming as you grow short of breath.<br>
<Br>
"Here's your present," he stammers, wrenching your head back and pulling it close to the tip of his penis. You gasp for air, mouth open, taking in smells that aren't this repulsive janitor.<br>
<Br>
And then his spunk hits the back of your throat. You choke as your gag reflex kicks in and you suddenly are gasping for air for a different reason.<br>
<br>
As your eyes stream, you hear him chuckle. "Sluts love that."<Br>
<Br>
Without a moment to stop him, he pulls at your hair and wraps it around his prick, wiping the residual semen away with it. He forces you to look up at him, as he grins back down at you.<br>
<br>
Only then does he let go of your hair. You look down at the floor, taking deep breaths.<Br>
<Br>
"You made me happy,” Olaf mutters. “We friends again."<br>
<br>
Standing, you wipe your mouth clean and comb your hair through with your hands. Olaf returns to looking at his photos, seemingly done with you.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<ChangeNPCrelationship "Olaf" $current.avatar 3>><</link>>
<<case "AmuletAsk">>
“What’s that around your neck?” you ask him.<br>
<br>
Olaf looks down, pulling out the amulet from underneath his stained shirt. “This? Headmaster gave it me. Said was lucky.” He snorts. “But still down here. With the mess.”<br>
<br>
He looks at it for a moment longer, then shrugs. “Junk,” he mutters.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueUnlock "Olaf" "TradeAmulet">><</link>>
<<case "AmuletTrade">>
“Do you think I could have that amulet?” you ask him.<br>
<br>
Olaf looks at the string around his neck, frowning. He glances up at you and grunts. “Why want it?”<br>
<br>
“It looks pretty,” you reply to him.<br>
<br>
“Like you,” he says, the softness of his voice only contrasted by the way his eyes linger over your uniform. “Can’t. Stitch said not to take it off.”<br>
<br>
You stare back at him. The amulet stops you from casting magic on him, but if you can get it from him, you could make him forget you were ever here. The question is, how to do it?<br>
<br>
<I>I bet I already know what you’re thinking.</i><br>
<br>
<<ActionsHeader>>
<<DialogueSpoken "Olaf" "PhysiqueCheck">>
<<if _Discussed is false>>
<<StatCheckPhysique "gt" 75>>
<<set _StatPhysiqueProbability to _StatPhysiqueProbability + " Try to take it from him by force">>
<<if _StatCheckPhysique is true>><<link _StatPhysiqueProbability "OlafDialogue">><<set $OlafDialogue to "AmuletForcePass">><<DialogueDone "Olaf" "PhysiqueCheck">><</link>><br>
<<else>><<link _StatPhysiqueProbability "OlafDialogue">><<set $OlafDialogue to "AmuletForceFail">><<DialogueDone "Olaf" "PhysiqueCheck">><<DailyVariableAdd "OlafAmuletAsk">><<Physique 1>><</link>><br><</if>>
<</if>>
<<DailyVariableCheck "OlafFlirt">>
<<if _DailyVariableCheck is false>>
<<StatCheckOrientation "gt" 30 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to flirt for the amulet">>
<<if _StatCheckOrientation is true>><<link _StatOrientationProbability "OlafDialogue">><<set $OlafDialogue to "AmuletFlirtPass">><<DailyVariableAdd "OlafFlirt">><</link>><br>
<<else>><<link _StatOrientationProbability "OlafDialogue">><<set $OlafDialogue to "AmuletFlirtFail">><<DailyVariableAdd "OlafFlirt">><<DailyVariableAdd "OlafAmuletAsk">><<Orientation 1>><</link>><br><</if>>
<<else>>
<s>Try to flirt for the amulet</s> - <i>You’ve already tried this once today</i><br>
<</if>>
<<DailyVariableCheck "OlafConvince">>
<<if _DailyVariableCheck is false>>
<<StatCheckAssertive "gt" 55>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to convince him to give it to you">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "OlafDialogue">><<set $OlafDialogue to "AmuletConvincePass">><<DailyVariableAdd "OlafConvince">><</link>><br>
<<else>><<link _StatAssertiveProbability "OlafDialogue">><<set $OlafDialogue to "AmuletConvinceFail">><<DailyVariableAdd "OlafConvince">><<DailyVariableAdd "OlafAmuletAsk">><<Assertive 1>><</link>><br><</if>>
<<else>>
<s>Try to convince him to give it to you</s> - <i>You’ve already tried this once today</i><br>
<</if>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "AmuletForcePass">>
Without pausing for a moment, you launch forward and grab Olaf around his neck.<br>
<br>
The janitor fights back immediately, shaking you as he tries to push you off. He looks out of shape, but there’s muscle beneath those overalls. You have to use all your strength to pull him down.<br>
<br>
“Give me that amulet!” you cry, as your hand reaches up to his neck and finds the strings around it. You pull hard. He gasps as the string clenches around his windpipe and the resilience drains out of him. A moment later, the string snaps. The amulet is yours.<br>
<br>
Olaf wheezes, clutching at his neck. But he looks at you with angry eyes. The red bruising around his neck from the string evident.<br>
<br>
<<ActionsHeader>>
<<link "[Spell: Sleep & Forget] Cast Sleep & Forget on Olaf" "OlafDialogue">><<set $OlafDialogue to "AmuletForceSleepForget">><</link>>
<<case "AmuletForceSleepForget">>
“Fall asleep,” you mutter quickly. “And let your memories drift as you slumber.”<br>
<br>
Olaf looks back at you with rage, but you see the magic envelop him. A moment later, he collapses, landing luckily on his mattress. As his body hits the material, a cloud of dust is thrown up in the air. You notice that some of the dust particles glow with yellow-amber energy.<br>
<br>
<I>How interesting. Not stopping to investigate this time?</i><br>
<br>
You hold your breath instinctively and move quickly over to the janitor, checking his pulse. He’s fine. And he won’t remember this. He’ll just wake up with a bruised throat and an angry headmaster.<br>
<br>
You move quickly away, only taking a breath as you move up the stairs to the school corridor.<br>
<br>
<<ActionsHeader>>
<<link "Leave the basement" "SchoolBasement">><<TakeObjectNPC "Olaf" "OlafAmulet">><<QuestTracker "Quest23" 1>><<if $PlayerCharacter.cheerleader is true>><<QuestOptionUnlock "Quest23" 1 "marjorie">><<else>><<QuestOptionUnlock "Quest23" 1 "gladys">><</if>><<QuestOptionComplete "Quest23" 0 "olaf">><<TimeChange>><<EndConversation "Olaf">><</link>>
<<case "AmuletForceFail">>
Without pausing for a moment, you launch forward and try to grab Olaf around his neck.<br>
<br>
The janitor fights back immediately, shaking you as he tries to push you off. He looks out of shape, but there’s muscle beneath those overalls. In a moment, you are flung across the basement, landing on the mattress.<br>
<br>
“Dirty cheating slut!” Olaf cries out. “No more favours for you!”<br>
<br>
Thankfully, he doesn’t move. You clamber to your feet, your fight or flight kicking in at high gear. Quickly, you run towards the exit. You glance back to check he’s not following. He glares back at you.<br>
<br>
Looks like you need another amulet.<br>
<br>
<<ActionsHeader>>
<<link "Leave the basement" "SchoolBasement">><<QuestOptionComplete "Quest23" 0 "olaf">><<ChangeNPCrelationship "Olaf" $current.avatar 0>><<EndConversation "Olaf">><</link>>
<<case "AmuletFlirtPass">>
“I thought we were friends,” you say, stepping up towards him. The smell of piss and body odor is unbearable. It takes everything you have not to heave.<br>
<br>
“Friends?” Olaf mutters. “You ma' friend?”<br>
<br>
You nod, running a fingernail over his overalls. “Friends. And friends make each other happy, don’t they? Like, giving me that necklace.”<br>
<br>
Olaf stares back at you, glancing over your body. A lecherous smile forms. “Bad girl,” he says. “Bad girls think they can what they want. But bad girl needs to pay price.”<br>
<br>
“What price?” you say, suddenly feeling cold.<br>
<br>
He gestures to the soiled mattress. “Get on it. On all fours. I teach you, bad girl.”<br>
<br>
<<ActionsHeader>>
<<link "Do as he says" "OlafDialogue">><<set $OlafDialogue to "AmuletMattress">><</link>><br>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "AmuletFlirtFail">>
“I thought we were friends,” you say, stepping up towards him. The smell of piss and body odor is unbearable. It takes everything you have not to heave.<br>
<br>
“Friends?” Olaf mutters. “You ma' friend?”<br>
<br>
You nod. You consider running a fingernail over his overalls, but the thought of touching him repulses you.<br>
<br>
Olaf stares back at you, glancing over your body. “Bad girl,” he says. “Bad girls think they can what they want. But Stitch told me not to let bad girls tell him what to do.”<br>
<br>
He steps away, as if pulling away from your charms.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "AmuletConvincePass">>
“I really need that amulet,” you tell him. “It’s not so important to you, but it means the world to me.”<br>
<br>
“You want my necklace so bad?” he grunts. At least, it sounds like a question.<br>
<br>
You nod. “You don’t really need it, do you? And me? I do.”<br>
<br>
Olaf stares back at you, glancing over your body. “Bad girl,” he says. “Bad girls think they can what they want. But bad girl needs to pay the price.”<br>
<br>
“What price?” you say, suddenly feeling cold.<br>
<br>
He gestures to the soiled mattress. “Get on it. On all fours. I teach you, bad girl.”<br>
<br>
<<ActionsHeader>>
<<link "Do as he says" "OlafDialogue">><<set $OlafDialogue to "AmuletMattress">><</link>><br>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "AmuletConvinceFail">>
“I really need that amulet,” you tell him. “It’s not so important to you, but it means the world to me.”<br>
<br>
“You want my necklace so bad?” he grunts. At least, it sounds like a question.<br>
<br>
You nod. “You don’t really need it, do you? And me? I do.”<br>
<br>
Olaf stares back at you, glancing over your body. “Bad girl,” he says. “Bad girls think they can what they want. But Stitch told me not to let bad girls tell him what to do.”<br>
<br>
He steps away, as if pulling away from your argument.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "AmuletMattress">>
<<Flag "TempPantiesOff">>
<<if $OlafHappy is undefined>>
<<set $OlafHappy to 0>>
You look to the bed, but nod. You step forward, placing your hands on the mattress. You feel the moisture seep around your fingers. You grimace as you lean over and clamber up, your stocking-clad legs sinking into the stained mattress.<br>
<br>
And as you do so, you notice dust particles rise up into the air. Sparkling with yellow-amber energy. Wherever he got this mattress from, it definitely isn’t free of the arcane.<br>
<br>
Out of the corner of your eye, you see Olaf move to the edge of the mattress. When you look, he scowls at you. “Don’t look at me, dirty slut. You make Olaf happy.”<br>
<br>
You look forward, trying to ignore the stench of the stained sheets. You feel his hand flip up your skirt and inexpertly finger your panties, trying to rub against your pussy through them.<br>
<br>
“Not making Olaf happy,” he barks, his frustration evident. You glance backwards, avoiding his eyes. Seeing him roughly playing with his trousers, as if trying to force himself for action.<br>
<br>
With a sinking feeling in your stomach, you realise that he’s going to need some help. You see the particles of magic floating in front of your vision and mentally add, you need to do it fast.<br>
<<elseif $OlafHappy gte 6>>
You feel Olaf’s rocking body against yours and he starts to grunt like a pig. Suddenly he’s on his feet, standing at the edge of the mattress. He grabs you by the hair and pulls you down so that his cock is only an inch from your face.<br>
<br>
“Hey!” you begin.<br>
<br>
“Little sluts love this,” he grunts, as he jerks his stubby little cock towards you. A burst of semen sprays out directly into your face. You shut your eyes just in time before it hits.<br>
<br>
Half-a-dozen white loads of thick cum hit your skin, coating your mouth and nose. You hear Olaf groan as you feel it begin to run down your face. Then you feel him grip your hair and wipe his dick clean in your locks.<br>
<br>
“You loved that,” he mutters when you open your eyes. Without cleaning his junk, he zips up his trousers and steps away. You hear him drop something on to the mattress with a soft thud.<br>
<br>
When you turn, you see his amulet resting at the edge. You take a deep breath in spite of your mind telling you not to, push yourself off the bed and pick the amulet up. Cum runs from your eyes down on to your lips. You taste Olaf’s semen.<br>
<br>
It’s not that bad. In fact, you find yourself grinning. He might be a brute, but you feel good.<br>
<br>
Shuddering, you look around and grab a dirty cleaning cloth from nearby. You wipe your face free of his semen, adjust your uniform, and go to leave.<br>
<br>
You can’t help look at the mattress as you do so. Where moments before, Olaf ravaged you.<br>
<<elseif $OlafHappy gte 3 and $TempOlafReady is undefined>>
“Better,” Olaf mutters. “You make stiff.”<br>
<br>
You hear the unzipping of trousers and can’t help but look back. His pudgy little part dangles out of his pants, hard but stubby.<br>
<br>
“Don’t look me!” he snarls. You flinch back, facing forward, as you smell Olaf lingering near you.<br>
<br>
<<if _FlagReturn is true>>
Olaf’s hands play with your exposed pussy, needling them like he was making bread. “Bad girl,” he murmurs. “You going to make me happy?”<br>
<<else>>
Olaf’s hands play with your underwear, needling them like he was making bread. “No panties for bad girl.”<br>
<br>
His hands dig into the waistline of your panties roughly and rip them down. You feel them bunch up over your stockings around your knees, lightly restraining your legs as you continue to lie on all fours. His grubby hands play with your clit. A single digit slides in. Then another. And finally, three fingers, stretching your hole as he pummels his hand against you.<br>
<br>
“Only sluts wear black stockings with white panties,” he mutters. “Bad girl,” he murmurs. “You going to make me happy?”<br>
<<SetFlag "TempPantiesOff">>
<</if>>
<br>
But despite his question, you don’t sense him moving.<br>
<<elseif $OlafHappy gte 3>>
Olaf continues to probe you inexpertly with his fingers, grunting as he finger-fucks you, three hard fingers pumping inside your body. You glance back and see him jerking his stubby little dick with his other hand.<br>
<<elseif _FlagReturn is true>>
Olaf continues to probe you inexpertly with his fingers, grunting as he finger-fucks you, three hard fingers pumping inside your body.<br>
<<else>>
Olaf continues to poke you inexpertly with his fingers, his hands pushing your underwear into between your slit.<br>
<</if>>
<<if $OlafHappy gte 6>>
<br>
<<ActionsHeader>>
<<link "Leave the basement" "SchoolBasement">><<TakeObjectNPC "Olaf" "OlafAmulet">><<QuestTracker "Quest23" 1>><<if $PlayerCharacter.cheerleader is true>><<QuestOptionUnlock "Quest23" 1 "marjorie">><<else>><<QuestOptionUnlock "Quest23" 1 "gladys">><</if>><<QuestOptionComplete "Quest23" 0 "olaf">><<set $OlafHappy to undefined>><<set $TempOlafReady to undefined>><<SetFlag "TempPantiesOff" false>><<TimeChange>><<EndConversation "Olaf">><</link>>
<<else>>
<br>
<<ActionsHeader>>
<<if $OlafHappy lt 3>>
<<DialogueSpoken "Olaf" "MattressKiss">>
<<if _Discussed is false>><<link "Ask him to kiss you" "OlafDialogue">><<set $OlafDialogue to "AmuletMattressKiss">><<DialogueDone "Olaf" "MattressKiss">><<Orientation 1>><</link>><br><</if>>
<<link "Ask him to spank you" "OlafDialogue">><<set $OlafDialogue to "AmuletMattressSpank">><<Assertive -1>><<Orientation 1>><<OlafHappy 3>><</link>><br>
<<link "Ask him to grope you" "OlafDialogue">><<set $OlafDialogue to "AmuletMattressGrope">><<Orientation 2>><<OlafHappy 1>><</link>><br>
<<Flag "TempPantiesOff">>
<<if _FlagReturn is false>><<link "Ask him to pull down your panties" "OlafDialogue">><<set $OlafDialogue to "AmuletMattressPanties">><<Feminity 1>><<Orientation 1>><<OlafHappy 2>><<SetFlag "TempPantiesOff">><</link>><br><</if>>
<<DialogueSpoken "Olaf" "MattressLick">><<Flag "TempPantiesOff">>
<<if _FlagReturn is true and _Discussed is false>><<link "Ask him to lick you" "OlafDialogue">><<set $OlafDialogue to "AmuletMattressLick">><<DialogueDone "Olaf" "MattressLick">><<Orientation 1>><</link>><br><</if>>
<<else>>
<<DialogueUnlockCheck "Olaf" "MouthOpen">>
<<if _DialogueUnlockCheck is false>>
<<link "Offer him a blowjob" "OlafDialogue">><<set $OlafDialogue to "AmuletMattressBlowjobOffer">><<Orientation 1>><<DialogueUnlock "Olaf" "MouthOpen">><<set $TempOlafReady to true>><<SetFlag "TempPantiesOff">><</link>><br>
<<else>>
<<link "Ask him to put it in your mouth" "OlafDialogue">><<set $OlafDialogue to "AmuletMattressMouth">><<DailyVariableCheck "OlafMattressOral">><<if _DailyVariableCheck is false>><<Orientation 1>><<Assertive -1>><<Vice 1>><</if>><<set $TempOlafReady to true>><<SetFlag "TempPantiesOff">><</link>><br>
<</if>>
<<DialogueSpoken "Olaf" "MattressLick">><<Flag "TempPantiesOff">>
<<if _FlagReturn is true and _Discussed is false>><<link "Ask him to lick you" "OlafDialogue">><<set $OlafDialogue to "AmuletMattressLick">><<DialogueDone "Olaf" "MattressLick">><<Orientation 1>><</link>><br><</if>>
<<link "Ask him to fuck you" "OlafDialogue">><<set $OlafDialogue to "AmuletMattressFuck">><<Orientation 1>><<Feminity 1>><<Vice 2>><<OlafHappy 2>><<set $TempOlafReady to true>><<SetFlag "TempPantiesOff">><</link>><br>
<<link "Ask him to fuck your arse" "OlafDialogue">><<set $OlafDialogue to "AmuletMattressArse">><<Orientation 1>><<Physique -1>><<Vice 3>><<OlafHappy 3>><<set $TempOlafReady to true>><<SetFlag "TempPantiesOff">><</link>><br>
<</if>>
<<link "Give up and tell him you’ve changed your mind" "OlafDialogue">><<set $OlafDialogue to "AmuletMattressGiveUp">><</link>>
<</if>>
<<case "AmuletMattressKiss">>
“Why don’t you kiss me?” you whisper.<br>
<br>
Olaf snorts from behind you. “Dirty girl has a dirty mouth. Not touching that.”<br>
<br>
You can’t help but look around, quickly turning to face forward when you see his reaction. You take a deep breath and wince. Or is that grimace?<br>
<br>
<I>Did you want him to kiss you?</i><br>
<br>
<<ActionsHeader>>
<<link "Continue to endure Olaf" "OlafDialogue">><<set $OlafDialogue to "AmuletMattress">><</link>>
<<case "AmuletMattressSpank">>
“Why don’t you spank me,” you whisper. “I’ve been such a bad girl.”<br>
<br>
Olaf’s eyes gleam. “Bad girl,” he mutters. “Very bad.”<br>
<br>
WHACK!<br>
<br>
<<Flag "TempPantiesOff">>
<<if _FlagReturn is true>>
You flinch as a hand lands hard on your bare skin. Your bottom starts to sting.<br>
<<else>>
You flinch as a hand lands hard on your panties. Your bottom starts to sting.<br>
<</if>>
<br>
WHACK!<br>
<br>
Another strike, causing you to yelp. Olaf is almost overcome with lust, spanking harder and harder with each blow. “You dirty little slut!” he cries out.<br>
<br>
WHACK!<br>
<br>
“Bad girl! Bad girl!”<br>
<br>
Eventually, the hand stops. You feel the bruising swelling on your bum. You take shallow breaths, breathing in the dust in the air.<br>
<br>
The pain is there, but you can’t help but grin. Especially as you recall him calling you a bad girl. You can almost see the appeal.<br>
<br>
<<ActionsHeader>>
<<link "Continue to endure Olaf" "OlafDialogue">><<set $OlafDialogue to "AmuletMattress">><</link>>
<<case "AmuletMattressGrope">>
“Touch my tits,” you murmur. “Show me what I get for being a bad girl.”<br>
<br>
You feel him fall on to the mattress with a thump. Dust from the mattress bursts up into the air. You can’t help but breathe in the particles.<br>
<br>
“Bad girls get touched up by boys,” he mutters. You feel him lean over you and his hands paw at your breasts through your blouse. You look back down to see his hands smearing dirt against your uniform.<br>
<br>
His lustful groping finds your nipples through your clothes and pulls at them. You let out a gasp. The sensation is rough, but you have to hold back a smile. Something about having such a deranged man clawing at you. It excites you.<br>
<br>
<<ActionsHeader>>
<<link "Continue to endure Olaf" "OlafDialogue">><<set $OlafDialogue to "AmuletMattress">><</link>>
<<case "AmuletMattressPanties">>
“Bad girls don’t wear panties,” you murmur. “Pull them down.”<br>
<br>
He grunts a laugh and growls. “Yes. No panties for little slut.”<br>
<br>
His hands dig into the waistline of your panties roughly and rip them down. You feel them bunch up over your stockings around your knees, lightly restraining your legs as you continue to lie on all fours.<br>
<br>
“Only sluts wear black stockings with white panties,” he mutters, before his grubby hands have returned to your clit. A single digit slides in. Then another. And finally, three fingers, stretching your hole as he pummels his hand against you. “You bad girl,” he mutters. “Bad girl, all wet and dirty.”<br>
<br>
And you didn’t realise that you had grown wet, giving him the lubrication to send pleasure instead of pain through your body. You look around you, seeing dust leap up from the mattress as you jolt, and you can’t help but breathe in the particles that shimmer with magic.<br>
<br>
A grin appears as you feel your clit react to his touch. Maybe this isn’t so bad, after all.<br>
<br>
<<ActionsHeader>>
<<link "Continue to endure Olaf" "OlafDialogue">><<set $OlafDialogue to "AmuletMattress">><</link>>
<<case "AmuletMattressLick">>
“Why don’t you taste me?” you try. “Taste a bad girl.”<br>
<br>
Olaf grunts, but doesn’t make a move to touch you. “Too smelly,” he grunts.<br>
<br>
You take in a whiff of the air, smelling the odors that surround you on this mattress, and consider how he can’t see the irony. The stench from the soiled mattress is almost overwhelming. You wince, wondering how you could smell worse than what he lives with every day.<br>
<br>
And then you catch it. Almost disappointment that he didn’t accept your offer.<br>
<br>
<<ActionsHeader>>
<<link "Continue to endure Olaf" "OlafDialogue">><<set $OlafDialogue to "AmuletMattress">><</link>>
<<case "AmuletMattressBlowjobOffer">>
“Why don’t I make you happy,” you say. “With a blowjob?”<br>
<br>
“Little sluts love sucking cock,” he mutters. “Not make me happy.”<br>
<br>
You glance back at him, turning only when he glares. You would have thought that would have been enough. Maybe you phrased it incorrectly. Maybe he wants to be more assertive.<br>
<br>
<I>Maybe you’re trying to figure out how to get him to put his dick in your mouth.</i><br>
<br>
You flinch, as the thought echoes in your brain. As you take shallow breaths, the thought of something in your mouth suddenly has a certain appeal.<br>
<br>
<<ActionsHeader>>
<<link "Continue to endure Olaf" "OlafDialogue">><<set $OlafDialogue to "AmuletMattress">><</link>>
<<case "AmuletMattressMouth">>
“I’ve been such a bad girl, then,” you whisper. “Why don’t you shut me up?”<br>
<br>
A shadow suddenly falls over you. You glance up just enough to see Olaf standing over you, cock an inch from your lips. He wraps his fingers through your hair and pulls you towards it. “Slutty little mouth. Needs to shut up.”<br>
<br>
You take a deep breath and lick the dribbling end of Olaf’s stubby cock before he growls with lust and pushes it into your mouth as far as it will go. You hold back the need to gag and start to suck it as he jabs it back and forth. He holds your head in place and you feel your eyesight glaze over as you can’t breathe.<br>
<br>
“Teach you to speak, slut,” he finally says, suddenly letting go. You gasp for air, breathing deeply as he moves back out of sight. As you breathe, you taste his juices in your mouth. And you can’t help but smile.<br>
<br>
/* Vice exploit gate (ruled 2026-08-25): the oral loop adds no OlafHappy, so it repeats forever. First time
each day pays out (Vice/stats on the link, charge prose here); repeats silently play the scene with no gains. */
<<DailyVariableCheck "OlafMattressOral">>
<<if _DailyVariableCheck is false>>
<<BraceletChargeProse>>
<</if>>
<<DailyVariableAdd "OlafMattressOral">>
<<ActionsHeader>>
<<link "Continue to endure Olaf" "OlafDialogue">><<set $OlafDialogue to "AmuletMattress">><</link>>
<<case "AmuletMattressFuck">>
“You know what bad girls need,” you moan. “They need dick inside them.”<br>
<br>
“Dirty little slut,” Olaf roars behind you with bestial arousal. He forces your legs further apart and rams his stubby cock into you. It’s not particularly long, but quite thick. As he rocks away, you begin to gasp for air. In spite of yourself, you start to feel really horny.<br>
<br>
<<BraceletChargeProse>>
<<ActionsHeader>>
<<link "Continue to endure Olaf" "OlafDialogue">><<set $OlafDialogue to "AmuletMattress">><</link>>
<<case "AmuletMattressArse">>
You take a deep breath. You can’t believe you’re going to do this. Even for an amulet. But as you breathe in, the thought of it sends your mind racing.<br>
<br>
“Bad girls don’t get fucked in their pussy,” you murmur. “They take it up the bum.”<br>
<br>
“Typical fucking slut,” you hear Olaf mutter. But he pushes you further forward and without preamble, rams his stubby cock into your second hole.<br>
<br>
You squeal as it enters you, instinctively trying to wriggle away. But he holds your hips firmly and pumps back and forth. Even his little dick sends sensations of pain coursing through your body. It’s going to be hard to walk normally after this.<br>
<br>
Suddenly it plops out. The pain is still there and you gasp for air, feeling your eyes watering.<br>
<br>
“Bad girls take it up the arse,” Olaf murmurs. And you catch a thought questioning if that’s what you are now.<br>
<br>
<I>After all, you just gave him your arse.</i><br>
<br>
<<BraceletChargeProse>>
<<ActionsHeader>>
<<link "Continue to endure Olaf" "OlafDialogue">><<set $OlafDialogue to "AmuletMattress">><</link>>
<<case "AmuletMattressGiveUp">>
Something deep inside you breaks through. “No!” you cry out.<br>
<br>
It’s enough to stop Olaf in his tracks. After a moment of silence, you turn to look at him.<br>
<br>
<<if $TempOlafReady is undefined>>
He stands near the mattress, tugging at his trousers. He doesn’t stop, but he looks at you darkly.<br>
<br>
“Typical teasing slut,” he mutters. “Get going. No necklace for you.”<br>
<br>
He walks over to the wall, seemingly done with you. But he continues to play with himself through his trousers, staring at the photos hanging on the wall.<br>
<<else>>
He stands near the mattress, jerking his little cock in his hand. He doesn’t stop, but he looks at you darkly.<br>
<br>
“Typical teasing slut,” he mutters. “Get going. No necklace for you.”<br>
<br>
He walks over to the wall, seemingly done with you. But he continues to play with himself, staring at the photos hanging on the wall.<br>
<</if>>
<br>
You roll off the mattress and adjust your clothing. Looking at Olaf, you quickly turn and move towards the exit. No amulet was worth that.<br>
<br>
<I>Are you sure that’s what you think?</i><br>
<br>
<<ActionsHeader>>
<<link "Leave the basement" "SchoolBasement">><<QuestOptionComplete "Quest23" 0 "olaf">><<set $OlafHappy to undefined>><<set $TempOlafReady to undefined>><<SetFlag "TempPantiesOff" false>><<EndConversation "Olaf">><</link>>
<<case "CharmKeysSuccess">>
You look back at Olaf, stirring the magic within your body. Taking a deep breath, you feel the energy curdle around the air in your lungs.<br>
<br>
Olaf stares back at you as you breathe out. This time the embers of magic settle around his face and sink into his skin without resistance. The leer slips from his expression, replaced by something slack and helpful.<br>
<br>
"Want my keys?" he asks, voice strangely earnest. Without waiting for an answer he unclips the chain from his belt and lays it across your palm. "All my keys. For you."<br>
<br>
You close your fingers around the ring. The maths room, the gym, the AV cupboard, business studies, the kitchen. Five keys, cold against your skin.<br>
<br>
Olaf beams up at you, content to have served.<br>
<br>
<<ActionsHeader>>
<<link "Leave the basement" "SchoolBasement">><<OlafAllKeysResolution>><<CastCharm "Olaf">><<EndConversation "Olaf">><<TimeChange>><</link>>
<<case "SleepForgetKeysSuccess">>
You look back at Olaf and take a deep breath. "Fall asleep," you mutter. "And let your memories drift as you slumber."<br>
<br>
The magic surges out from within you, striking his body like an arrow from a bow. This time it sinks through cloth into skin without resistance.<br>
<br>
Olaf's eyes glaze. The leer melts from his face. He stumbles a half-step back, hand groping for the cot behind him, and sinks down onto the mattress. His head tips forward, breath slowing.<br>
<br>
Focusing your mental eye, you feel the spell settle on him. Whatever was stopping you before isn't stopping you now.<br>
<br>
You step around the cot. The keyring is clipped to his belt; the chain comes free easily. You tally what's there as you lift them. The maths room, the gym, the AV cupboard, business studies, the kitchen. Five keys, cold against your palm.<br>
<br>
When he wakes, he won't remember the spell. Only that he sat down for a moment, and drifted.<br>
<br>
<<ActionsHeader>>
<<link "Leave the basement" "SchoolBasement">><<OlafAllKeysResolution>><<EndConversation "Olaf">><<TimeChange>><</link>>
<<case "CharmTerrenceKeySuccess">>
You look back at Olaf, stirring the magic within your body. Taking a deep breath, you feel the energy curdle around the air in your lungs.<br>
<br>
Olaf stares back at you as you breathe out. This time the embers of magic settle around his face and sink into his skin without resistance. The leer slips from his expression, replaced by something slack and helpful.<br>
<br>
“Terrence’s key,” you repeat.<br>
<br>
"Terrence's key?" he asks, almost eager. He digs into a pocket of his overalls and pulls it out, pressing it into your palm. "Take it. For you."<br>
<br>
You close your fingers around it.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<TakeObjectNPC "Olaf" "TerrenceLockerKeyOlaf">><<CastCharm "Olaf">><</link>>
<<case "SleepForgetTerrenceKeySuccess">>
You look back at Olaf and take a deep breath. "Fall asleep," you mutter. "And let your memories drift as you slumber."<br>
<br>
The magic surges out from within you, striking his body like an arrow from a bow. This time it sinks through cloth into skin without resistance.<br>
<br>
Olaf's eyes glaze. The leer melts from his face. He gropes for the cot behind him and sinks onto the mattress, head tipping forward, breath slowing.<br>
<br>
Focusing your mental eye, you feel the spell settle on him. Whatever was stopping you before isn't stopping you now.<br>
<br>
You step forward and search his pockets, fingers brushing greasy fabric, until you find what you came for. Terrence's locker key, cold in your palm.<br>
<br>
When he wakes, he won't remember the spell. Only that he sat down for a moment, and drifted.<br>
<br>
<<ActionsHeader>>
<<link "Leave the basement" "SchoolBasement">><<TakeObjectNPC "Olaf" "TerrenceLockerKeyOlaf">><<EndConversation "Olaf">><</link>>
<</switch>><<widget "OlafDialogueDennis">>
<<set _option1 to false>><<set _option2 to false>><<set _DialogueDennis to false>>
<<DialogueSpoken "Olaf" "Dennis">>
<<if _Discussed is false>><<set _option1 to true>><</if>>
<<DialogueSpoken "Olaf" "Photos">>
<<if _Discussed is true>><<set _option2 to true>><</if>>
<<if _option1 is true and _option2 is true>><<set _DialogueDennis to true>><</if>>
<</widget>>
<<widget "OlafDialoguePose">>
<<set _option1 to false>><<set _option2 to false>><<set _DialoguePose to false>>
<<DialogueSpoken "Olaf" "Photos">>
<<if _Discussed is true>><<set _option1 to true>><</if>>
<<DialogueSpoken "Olaf" "Pose">>
<<if _Discussed is false>><<set _option2 to true>><</if>>
<<if _option1 is true and _option2 is true>><<set _DialoguePose to true>><</if>>
<</widget>>
<<widget "OlafPoseResolution">>
<<set $OlafSatisfaction to undefined>>
<<TakeObjectNPC "Olaf" $OlafKey>>
<<if $OlafKey is "KeyMathsOlaf">><<QuestTracker "Quest6" 2>>
<<elseif $OlafKey is "KeyGymOlaf">><<QuestTracker "Quest8" 2>><<Quest21InventoryCheck>>
<<elseif $OlafKey is "KeyAVCupboardOlaf">><<QuestTracker "Quest7" 4>>
<<elseif $OlafKey is "KeyBusinessStudiesOlaf">><<QuestTracker "Quest13" 3>>
<<elseif $OlafKey is "KeyKitchenOlaf">><<QuestTracker "Quest15" 3>>
<</if>>
<<set $OlafKey to undefined>>
<<QuestOptionComplete "Quest6" 1 "olaf">>
<<QuestOptionComplete "Quest8" 1 "olaf">>
<<QuestOptionComplete "Quest7" 3 "olaf">>
<<QuestOptionComplete "Quest13" 1 "olaf_key">>
<<QuestOptionComplete "Quest15" 2 "olaf">>
<</widget>>
<<widget "OlafMagicUnlock">>
<<if $PlayerCharacter.cheerleader is true>><<DialogueUnlock "Christina" "OlafMagic">><</if>>
<<DialogueUnlock "Elizabeth" "OlafMagic">>
<<NPCKnownCheck "Gladys">>
<<if _NPCKnownCheck is true>><<DialogueUnlock "Gladys" "OlafMagic">><</if>>
<</widget>>
/* Quest 23 Scene 3b: accumulator for the Olaf mattress sequence - initialises $OlafHappy on first call */
<<widget "OlafHappy">>
<<if $OlafHappy is undefined>>
<<set $OlafHappy to _args[0]>>
<<else>>
<<set $OlafHappy to $OlafHappy + _args[0]>>
<</if>>
<</widget>>
/* Act 2 legacy resolution: once Olaf's amulet is gone/dead, a successful Charm or Sleep & Forget
hands over every school key he still holds. No quest calls - those quests are done by Act 2. */
<<widget "OlafAllKeysResolution">>
<<InventoryCheckNPC "Olaf" "KeyMathsOlaf">>
<<if _InventoryCheckNPC is true>><<TakeObjectNPC "Olaf" "KeyMathsOlaf">><</if>>
<<InventoryCheckNPC "Olaf" "KeyGymOlaf">>
<<if _InventoryCheckNPC is true>><<TakeObjectNPC "Olaf" "KeyGymOlaf">><</if>>
<<InventoryCheckNPC "Olaf" "KeyAVCupboardOlaf">>
<<if _InventoryCheckNPC is true>><<TakeObjectNPC "Olaf" "KeyAVCupboardOlaf">><</if>>
<<InventoryCheckNPC "Olaf" "KeyBusinessStudiesOlaf">>
<<if _InventoryCheckNPC is true>><<TakeObjectNPC "Olaf" "KeyBusinessStudiesOlaf">><</if>>
<<InventoryCheckNPC "Olaf" "KeyKitchenOlaf">>
<<if _InventoryCheckNPC is true>><<TakeObjectNPC "Olaf" "KeyKitchenOlaf">><</if>>
<</widget>><<set $ConversationRoot = passage()>>
<<switch $OldManDialogue>>
<<case "TandiCoin">>
You take out the coin and hold it out to him. “Do you know what this is for?” you ask him in a hushed tone. Something about the basement makes you want to whisper. Or maybe you just don’t want to risk scaring him.<br>
<bR>
He slowly looks down at the coin in your hand. Then his head shifts up to you.<br>
<bR>
<<if $current.female is false>>
The cracked lips on his face open, quivering. But he maintains his smile. He nods.<br>
<bR>
After a long beat, you realise he’s not going to embellish. “Can you tell me what it is?”<br>
<br>
He stares at you, smile maintained. Then methodically, he shakes his head.<bR>
<bR>
Just as you feel frustration setting in, you almost jump when he turns around and takes a step towards the podium. Then another. His shaking thin arm reaches out and picks up the receiver of a black rotary phone resting on it. As he holds it to his ear, he looks back at you and gives you another warm smile. With his free arm, he raises his hand up and gives you a shaky thumbs-up.<Br>
<br>
You watch as quivering fingers reach down to the rotary and begin to dial. Briefly, you consider stopping him. You don’t know who he is calling, after all.<Br>
<br>
But as you watch, it takes him an eternity just to pull the wheel around to reach a number. If this is a trap, you are going to have all the time in the world to overpower him and escape.<Br>
<bR>
Another number dialed. Then another. You stand waiting and watching. Thankful when you realise he’s only dialing a short local number.<Br>
<br>
You hear the soft ringing from the receiver, then a whisper of a voice on the other end. Too quiet for you to even identify whether it’s male or female.<Br>
<bR>
The man’s mouth moves, but his voice is so soft you can’t make out his words. A quick conversation takes place, then he places the receiver back down and looks back to you, his hand slowly rising to give you another thumbs-up. <Br>
<bR>
He stares back at you in expectation. When you don’t move, he jiggles his thumb to emphasise it. <Br>
<bR>
You stare back at him, confusion apparent on your face. It takes him a minute to realise you’re not moving. Slowly, his thumb comes down and his forefinger extends, pointing to the right turnstile. <Br>
<br>
Following his finger, you observe the contraption. For the first time seeing a coin slot on its frame. <Br>
<br>
<<ActionsHeader>>
<<link "Put the coin in the slot and walk through the right turnstile" "DicksFoyerRightTurnstile">><<GiveObjectLocation "DicksFoyer" "TandiPennyFarthing">><<EndConversation "OldMan">><</link>><br>
<<link "Change topics" "DicksFoyerOldManDialogue0">><<ChangeTopics>><</link>>
<<elseif $current.female is true>>
The cracked lips on his face open, quivering. His smile fades. But he nods.<br>
<bR>
After a long beat, you realise he’s not going to embellish. “Can you tell me what it is?”<Br>
<bR>
He stares at you, lines on his furrow growing more pronounced as he frowns. Then methodically, he shakes his head.<Br>
<br>
Just as you feel frustration setting in, you almost jump when he turns around and takes a step towards the podium. Then another. His shaking thin arm reaches out and picks up the receiver of a black rotary phone resting on it. As he holds it to his ear, he looks back at you and gives you another warm smile. With his free arm, he raises his hand up and gives you a shaky thumbs-up.<Br>
<bR>
You watch as quivering fingers reach down to the rotary and begin to dial. Briefly, you consider stopping him. You don’t know who he is calling, after all.<Br>
<br>
But as you watch, it takes him an eternity just to pull the wheel around to reach a number. If this is a trap, you are going to have all the time in the world to overpower him and escape.<br>
<bR>
Another number dialed. Then another. You stand waiting and watching. Thankful when you realise he’s only dialing a short local number.<Br>
<br>
You hear the soft ringing from the receiver, then a whisper of a voice on the other end. Too quiet for you to even identify whether it’s male or female.<Br>
<br>
The man’s mouth moves, but his voice is so soft you can’t make out his words. A quick conversation takes place, then he places the receiver back down and looks back to you, shuffling back your way.<Br>
<bR>
He puts his hand in his pocket, then takes out another coin and holds it up. You see that it’s almost identical to the one you have, except on the side without a Penny Farthing, it's blank.<Br>
<br>
His warm smile returns as he offers the coin to you. Slowly, his other arm raises, fingers hovering over the coin in your own hand. His eyes look down to his coin, your coin, and back to your face. He nods, still smiling. <Br>
<br>
<<ActionsHeader>>
<<link "Let him swap your coin with his" "OldManDialogue">>
<<GiveObjectNPC "OldMan" "TandiPennyFarthing">>
<<TakeObjectNPC "OldMan" "BlankPennyFarthing">>
<<set $OldManDialogue to "FemaleAgreeSwap">>
<</link>><br>
<<link "Refuse to swap the coins" "OldManDialogue">><<set $OldManDialogue to "FemaleRefuseSwap">><</link>>
<</if>>
<<case "BlankCoin">>
You take out the coin and hold it out to him. “Do you know what this is for?” you ask him in a hushed tone. Something about the basement makes you want to whisper. Or maybe you just don’t want to risk scaring him.<Br>
<bR>
He slowly looks down at the coin in your hand. Then his head shifts up to you.<br>
<bR>
<<if $current.female is false>>
The cracked lips on his face open, quivering. His smile fades. But he nods.<br>
<bR>
After a long beat, you realise he’s not going to embellish. “Can you tell me what it is?”<br>
<bR>
He stares at you, lines on his furrow growing more pronounced as he frowns. Then methodically, he shakes his head.<br>
<br>
Just as you feel frustration setting in, you almost jump when he lifts a finger, pointing to the blank side of the coin. It shakes as it extends and you sense the exertion he's undergoing just to make the gesture.<Br>
<br>
Making sure he meets your eyes, he holds his finger near the smooth surface of the coin. Then his shoulders rise up slightly into a shrug. His pointing finger pulls back in his hand, and his thumb extends up, then his hand pivots so it's facing the floor. Thumbs down.<Br>
<bR>
He turns and shuffles back behind the podium. Gripping on to it with both hands, he looks back at you. His smile returns, as he waits.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "DicksFoyerOldManDialogue0">><<ChangeTopics>><</link>>
<<elseif $current.female is true>>
The cracked lips on his face open, quivering. But he maintains his smile. He nods.<br>
<bR>
After a long beat, you realise he’s not going to embellish. “Can you tell me what it is?”<br>
<br>
He stares at you, smile maintained. Then methodically, he shakes his head.<br>
<bR>
Just as you feel frustration setting in, you almost jump when he turns around and takes a step towards the podium. Then another. His shaking thin arm reaches out and picks up the receiver of a black rotary phone resting on it. As he holds it to his ear, he looks back at you and gives you another warm smile. With his free arm, he raises his hand up and gives you a shaky thumbs-up.<br>
<br>
You watch as quivering fingers reach down to the rotary and begin to dial. Briefly, you consider stopping him. You don’t know who he is calling, after all.<Br>
<bR>
But as you watch, it takes him an eternity just to pull the wheel around to reach a number. If this is a trap, you are going to have all the time in the world to overpower him and escape.<Br>
<bR>
Another number dialed. Then another. You stand waiting and watching. Thankful when you realise he’s only dialing a short local number.<Br>
<br>
You hear the soft ringing from the receiver, then a whisper of a voice on the other end. Too quiet for you to even identify whether it’s male or female.<Br>
<br>
The man’s mouth moves, but his voice is so soft you can’t make out his words. A quick conversation takes place, then he places the receiver back down and looks back to you and smiles, giving you a thumbs-up.<Br>
<br>
He then reaches down to a shelf, back cracking as he moves, and places a dusty hardbound notebook on the surface. Looking back to you, he raises his hand. Gesturing you towards him.<Br>
<bR>
When you move over, you see the notebook open at a blank page. Rows of lines cover both pages. Each split into two columns. ‘Name’ and ‘Contact number.’ A black fountain pen is nestled in the centre between the pages.<Br>
<bR>
He smiles at you, meeting your eyes. Then with his face gestures to the book.<br>
<br>
As you return your gaze to the notebook, your eyes rest on the pen. A flicker of danger lashes at your inner senses. You see traces of yellow-amber particles within, churning around in what you assume is the ink capsule.<br>
<br>
<<ActionsHeader>>
<<link "Write in the book" "OldManDialogue">>
<<set $OldManDialogue to "AcceptWriteInBook">>
<<GiveObjectLocation "DicksFoyer" "BlankPennyFarthing">>
<<TakeObjectLocation "DicksFoyer" "YourPennyFarthing">>
<<TakeObjectLocation "DicksFoyer" "YourPennyFarthing">>
<<TakeObjectLocation "DicksFoyer" "YourPennyFarthing">>
<<TakeObjectLocation "DicksFoyer" "YourPennyFarthing">>
<<TakeObjectLocation "DicksFoyer" "YourPennyFarthing">>
<</link>><br>
<<link "Refuse to write in the book" "OldManDialogue">><<set $OldManDialogue to "RefuseWriteInBook">><</link>>
<</if>>
<<case "FemaleAgreeSwap">>
“Okay,” you tell him. “Let’s swap.”<Br>
<bR>
He smiles and gently takes the coin with a 'T' branded on it, putting it in his pocket. He holds out the blank coin for you to take and you do so.<Br>
<br>
The old man then turns and shuffles back to his podium. He reaches down to a shelf, back cracking as he moves, and places a dusty hardbound notebook on the surface. Looking back to you, he raises his hand. Gesturing you towards him.<br>
<br>
When you move over, you see the notebook open at a blank page. Rows of lines cover both pages. Each split into two columns. ‘Name’ and ‘Contact number.’ A black fountain pen is nestled in the centre between the pages.<br>
<bR>
He smiles at you, meeting your eyes. Then with his face gestures to the book.<br>
<bR>
As you return your gaze to the notebook, your eyes rest on the pen. A flicker of danger lashes at your inner senses. You see traces of yellow-amber particles within, churning around in what you assume is the ink capsule.<br>
<br>
<<ActionsHeader>>
<<link "Write in the book" "OldManDialogue">>
<<set $OldManDialogue to "AcceptWriteInBook">>
<<GiveObjectLocation "DicksFoyer" "BlankPennyFarthing">>
<<TakeObjectLocation "DicksFoyer" "YourPennyFarthing">>
<<TakeObjectLocation "DicksFoyer" "YourPennyFarthing">>
<<TakeObjectLocation "DicksFoyer" "YourPennyFarthing">>
<<TakeObjectLocation "DicksFoyer" "YourPennyFarthing">>
<<TakeObjectLocation "DicksFoyer" "YourPennyFarthing">>
<</link>><br>
<<link "Refuse to write in the book" "OldManDialogue">><<set $OldManDialogue to "RefuseWriteInBook">><</link>>
<<case "FemaleRefuseSwap">>
You draw your hand back and put the coin away. “I want to keep this one,” you tell him.<br>
<br>
His smile withers as his eyebrows fall. He follows your hand as you put the coin away. He then looks back at you, bottom lip trembling, as he takes the blank coin and puts it away. His shoulders rise up slightly into a shrug, then he turns and shuffles back behind the podium.<br>
<br>
Gripping on to it with both hands, he looks back at you. His smile returns, as he waits.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "DicksFoyerOldManDialogue0">><<ChangeTopics>><</link>>
<<case "AcceptWriteInBook">>
Feeling like you have no choice, you pick up the pen and take off the lid. Instinctively, you shiver as a sliver of magical energy skirts up your arm. You faintly hear the sounds of cackling as you feel it reach your brain.<Br>
<bR>
You briefly wonder if writing your own name in this book is wise. After all, the man doesn’t know you. You could easily make up a name. Or give a false number, for that matter.<br>
<bR>
But when you look down, you see you’ve already written something. Name - <<TrueName "Current">>. And your own phone number. The cackle echoes through your mind. Inwardly, you sigh. <Br>
<br>
<I>Didn’t think it would be that easy, did you?</i><Br>
<bR>
The old man smiles back at you with warmth or ignorance, you can’t tell. He reaches out his hand. When you don’t respond, he taps his palm with his other. <Br>
<bR>
You pause, then take out the blank coin and give it to him. His fingers wrap around it and he turns back to the podium where a vintage coin press machine is bolted to the wall. It reminds you of one you’d see in a theme park, cogs and spindles exposed.<br>
<bR>
He drops the coin into a slot and, glancing down at the book, taps a letter on a set of mechanical keys at its bottom. Turning the lever at the side, you hear the machine’s insides grind and wheeze. <Br>
<bR>
The coin drops into a bowl at the bottom. Then another. As he continues to turn the lever, another still. When he finally stops, you see there’s five identical coins in the bowl. On one side, the Penny Farthing. On the other, the first letter of <<TrueName "Current">>.<br>
<br>
He looks back at you and yet again smiles. He gestures with his face to the bowl. Understanding, you take the coins and pocket them.<br>
<bR>
<<GetPCState "stateCurrent">>
<<if _CurrentPC is true and _stateCurrent lt 5>>
The man’s smile fades as he looks at you. Slowly, he shakes his head. His gaze drops, deliberate and unhurried. Down. To your loins. Then back up to your face. He shakes his head again.<br>
<br>
"What do you mean?" you try.<br>
<br>
He holds your gaze for a second, then slowly his eyes drift down. To your crotch. And what lies beneath.<br>
<Br>
The old man shakes his head and smiles.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "DicksFoyerOldManDialogue0">><<ChangeTopics>><</link>>
<<else>>
The man’s face cracks as his smile broadens. He holds out his finger, pointing to the left turnstile. With his other hand, he gives you a thumbs-up, his digit shaking with the effort.<br>
<br>
Following his finger, you observe the contraption. For the first time seeing a coin slot on its frame.<br>
<br>
<<ActionsHeader>>
<<link "Put the coin in the slot and walk through the left turnstile" "DicksFoyerLeftTurnstile">><<GiveObjectLocation "DicksFoyer" "YourPennyFarthing">><<EndConversation "OldMan">><</link>><br>
<<link "Change topics" "DicksFoyerOldManDialogue0">><<ChangeTopics>><</link>>
<</if>>
<<case "RefuseWriteInBook">>
You look down at the book and the pen before turning to the old man again. You shake your head. “I don’t think so,” you tell him.<br>
<bR>
His smile withers as his eyebrows fall. He nods to the book again, but you don’t move.<br>
<bR>
He then looks back at you, bottom lip trembling, as his shoulders rise up slightly into a shrug, then he reaches and puts the book away.<br>
<bR>
Once done, he grips on to the podium with both hands. His smile returns, as he waits.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "DicksFoyerOldManDialogue0">><<ChangeTopics>><</link>>
<<case "GateBlocked">>
You step towards the left turnstile, coin between your fingers. And the old man is there. Somehow. In front of the gate, quicker than a man his age has any right to move. He looks at you and shakes his head.<br>
<br>
You hesitate, then sidestep towards the right turnstile instead. He is there too. Blocking your way, patient and unhurried, as if he never moved at all.<br>
<br>
He shakes his head again. Then, slowly, he nods downward. At you. At what sits beneath your clothes. And shakes his head one final time.<br>
<br>
It seems no show awaits you tonight. Not as you are.<br>
<br>
<<ActionsHeader>>
<<link "Step away from the turnstiles" "DicksFoyer">><<EndConversation "OldMan">><</link>>
<</switch>><<set $ConversationRoot = passage()>>
<<switch $PrichardDialogue>>
<<case "HallPass">>
You raise your hand before the lesson begins. Prichard hasn’t even opened her register yet, but her eyes snap to you like a hawk spotting movement.<Br>
<bR>
“Yes?” she says crisply, voice sharp. “Something to share before you begin?”<Br>
<br>
You straighten slightly. “I’d like to be excused from the lesson.”<Br>
<Br>
Her expression doesn't shift. “Excused?” she repeats, as if testing the word on her tongue. “This is an important subject for ladies. The dangers of the world will prey on those ignorant to them. Do you consider that knowing this matter is optional to your safety?”<Br>
<Br>
You falter under her stare. There’s no warmth. Only the cold certainty of someone who’s never once allowed nonsense in her classroom.<Br>
<bR>
She continues, voice unchanging. “There is a syllabus, little Miss. There is structure. You will find that women who ignore both often end up lost. I presume you have a reason?”<Br>
<br>
<<ActionsHeader>>
<<InventoryCheckSelf "HallPassChristina" "HallPassStitch" "HallPassDennis">>
<<if _InventoryCheckSelf is true>><<link "Show her the hall pass" "PrichardDialogue">><<set $PrichardDialogue to "ShowPass">><</link>><br><</if>>
<<link "Feign ‘women’s issues' to get excused" "PrichardDialogue">><<set $PrichardDialogue to "WomensIssues">><</link>><br>
<<link "Relent and begin the lesson" "GeographyClass0">><<EndConversation "Prichard">><</link>><br>
<<case "ShowPass">>
You reach into your satchel and draw out the hall pass. Prichard’s eyes flick to it, narrowing almost imperceptibly. “Well,” she says, her tone dry. “It seems someone believes you have more important business than learning how to survive the world’s dangers.”<bR>
<br>
She studies you with the faintest curl of disapproval. “Are you quite certain this is the best use of your time, Miss Phillips? There is much to learn today. Things that might save your life one day.”<br>
<Br>
You nod, though the certainty doesn’t quite reach your chest. A small part of you itches to stay and follow the rules. But you hold her gaze.<Br>
<Br>
Prichard inhales through her nose and gestures briskly toward the door. “Then go. And do try not to speak to strangers on the way. I’ll see you next lesson.”<Br>
<br>
<<ActionsHeader>>
<<link "Leave the classroom" "SchoolCorridor">>
<<QuestOptionComplete "Quest11" 2 "spy_boys_biology">>
<<EndConversation "Prichard">>
<<InventoryCheckSelf "HallPassDennis">>
<<if _InventoryCheckSelf is true>><<DailyVariableAdd "AVroomHelp">>
<<else>><<DailyVariableAdd "SpyingOnBiology">><</if>>
<</link>>
<<case "WomensIssues">>
You lean forward slightly in your chair. “Please, Miss Prichard,” you say quietly. “I think I may need to be excused. It’s… women’s matters.”<Br>
<Br>
Her eyes sharpen. “Speak up, girl.”<Br>
<br>
You hesitate, then murmur again, even lower, “It’s… cramps. I didn’t want to be disruptive.”<Br>
<Br>
Prichard’s nose wrinkles faintly. “Really, Miss Phillips. There are certain topics a lady doesn’t voice aloud. Decorum is part of discipline.”<Br>
<br>
You bow your head slightly, saying nothing. She exhales tightly. “Fine. If your body truly insists on misbehaving, I won’t have it interrupting my lesson.”<br>
<Br>
She strides to her desk and retrieves a square of notepaper, scribbling a few words with a firm, stabbing motion of her pen. She tears the slip and walks it over to your desk with the precision of a drill sergeant.<Br>
<br>
“This excuses you for today only,” she states. “Report to Nurse Rancy. She’s accustomed to handling girls with… weaker constitutions.”<br>
<Br>
You nod, murmuring your thanks, but she’s already turned back to the blackboard. “And do try not to faint in the hallway,” she adds. “We’ve enough mess to clean up in here as it is.”<Br>
<br>
<<ActionsHeader>>
<<link "Leave the classroom" "SchoolCorridor">><<QuestOptionComplete "Quest11" 2 "spy_boys_biology">><<EndConversation "Prichard">><<SetFlag "WomensIssuesExcuse">><<DailyVariableAdd "SpyingOnBiology">><</link>>
<<case "FeignIllness">>
You raise your hand quickly before the lesson begins. Prichard's eyes snap to you. “Yes, Miss Phillips?”<Br>
<br>
You straighten slightly. “I’d like to be excused from the lesson.”<Br>
<Br>
Prichard's eyes narrow as they focus on you. "Is your constitution still proving challenging?"<br>
<br>
You shift, feeling the eyes of the class on you. "Just feeling unwell, miss."<Br>
<br>
The teacher watches you, but snorts. "Nurse Rancy said you might need to be excused," she mutters. "Fine. Head straight there though, Miss Phillips."<br>
<br>
<<ActionsHeader>>
<<link "Go to Nurse’s Office" "SchoolNursesOffice">><<EventTrigger "SchoolNursesOffice" "WomensIssuesExcuse" null "Rancy" "Emily" null null null true>><<EndConversation "Prichard">><</link>>
<</switch>><<set $ConversationRoot = passage()>>
<<switch $RancyDialogue>>
<<case "WomensIssuesIntroduction">>
<<CheckFirst "NurseRancy">>
<<if _CheckFirst is false>>
Nurse Rancy folds her hands behind her back as you shift awkwardly on to the edge of the gurney. She studies you for a moment. “So,” she says calmly. “Why don’t you tell me what seems to be the matter?”<Br>
<Br>
You offer a vague shrug. “It’s probably nothing. Just, you know. Cramps. Or something like that.”<Br>
<Br>
“Mmm.” She doesn’t write anything down. Doesn’t even move.<Br>
<Br>
“I didn’t want to make a fuss,” you add quickly. “I just needed a moment to sit down somewhere. That’s all.”<Br>
<br>
She tilts her head slightly. “So, no sharp pain? No nausea? No bleeding?”<Br>
<br>
You blink. “No.”<br>
<br>
“Then you came here on your own?”<Br>
<Br>
“Well, no. I mean, sort of. I was let out of class, and then -”<Br>
<br>
“And then you wandered the halls,” she cuts you off. “Rather than coming here. Until you were escorted by a hall monitor.”<br>
<bR>
Her voice is calm. Measured. But behind her eyes is something harder.<br>
<Br>
“Something must be wrong, Emily,” she says. “The body is smarter than the mind. We just have to listen to it. And right now, your body is saying something’s off. That means a physical inspection is required.”<br>
<br>
She gestures toward you with a subtle flick of her fingers. “All right, missy,” she says, her voice suddenly firmer, “Let’s get those clothes off so we can see what’s what.”<br>
<<else>>
Nurse Rancy closes her folder without looking up. “Back again,” she says, almost pleasantly. “Still something not quite right, is there?”<Br>
<br>
You try to reply, but she raises a hand gently. “No need. I’ve seen enough to know when a girl’s body is out of step with her mind. And when she’s telling the truth.”<br>
<br>
She steps forward with that same crisp professionalism. “Another physical inspection is required.”<br>
<Br>
She gestures calmly toward your clothes. “Spit spot. Get those clothes off so we can see what’s what.”<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Obey and strip" "RancyDialogue">><<set $RancyDialogue to "StripObey">><<Assertive -1>><</link>><br>
<<link "Refuse" "RancyDialogue">><<set $RancyDialogue to "StripRefuse">><<Assertive 1>><</link>>
<<case "StripRefuse">>
You stiffen on the edge of the gurney. “I’d really rather not,” you say, trying to keep your voice even. “I don’t think that’s necessary.”<br>
<br>
Nurse Rancy tilts her head slightly, as if you’ve given the wrong answer on a test. “Not necessary,” she repeats. “I see.”<Br>
<br>
She turns away for a moment, walks to her desk, and begins leafing through a folder with deliberate calm.<br>
<br>
“You know, Emily,” she says. “Refusal isn’t defiance. It’s a symptom. Of confusion. Discomfort with the body.”<Br>
<br>
She turns a page. “These things don’t fix themselves. But they can be corrected. With the right support.”<Br>
<Br>
She looks up again, eyes steady. “If I report non-compliance, it won’t just stay in your file. There may need to be adjustments. Nutritional support. Reduced marks to redirect focus. You might find yourself placed on a different path. Something more suited to your needs.”<br>
<br>
Rancy smiles gently. “I’d rather avoid that, of course. I want to help you. And I believe that deep down, you want to be helped.”<Br>
<br>
She steps closer. “You remember what I said, don’t you? The body is smarter than the mind. Yours is speaking. And I’m the one trained to listen.”<Br>
<br>
<<ActionsHeader>>
<<link "Persist with objecting" "RancyDialogue">><<set $RancyDialogue to "StripPersist">><<Assertive 1>><</link>><br>
<<link "Relent" "RancyDialogue">><<set $RancyDialogue to "StripRelent">><</link>>
<<case "StripPersist">>
You keep your voice steady. “I said no.”<Br>
<Br>
Nurse Rancy doesn’t flinch. She simply exhales through her nose, almost sadly, and closes your file.<Br>
<br>
“Then that’s the choice you’ve made,” she says. “Non-compliance noted.”<Br>
<br>
She moves back to her desk and begins writing. “I’ll be docking your grades in physical education and self-discipline,” she says. “We’ll consider it part of a motivational correction.”<br>
<br>
You open your mouth to object again, but she’s already continuing.<br>
<br>
“I’ll also submit a dietary revision,” she adds without looking up. “There are compounds that can help students recalibrate their sense of... cooperation. I don’t personally think you need them, but clearly something’s misaligned.”<Br>
<br>
She stands. “You’re dismissed. Come see me again though if you find yourself self-reflecting.”<Br>
<br>
There’s no anger in her voice. No drama. You step into the hallway, feeling her eyes on your back the entire time.<Br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">>
<<EndConversation "Rancy">><<AddFirst "NurseRancy">><<TaskTracker "Task7" "active">><<TimeChange>>
<<if $KitchenWard is undefined>><<EventTrigger "YourHome" "EmilyReactionLunchChanges" "Evening" "Emily" null null null null false>><</if>>
<<set $CafeteriaCorruption +=1>>
<<EmilyGrades -1>>
<</link>><br>
<<case "StripRelent">>
You pause, your protest caught halfway in your throat. Then you exhale and nod.<bR>
<br>
Nurse Rancy’s expression doesn’t change, but there’s a quiet satisfaction in her voice. “I’m glad you’ve seen the light.”<Br>
<Br>
She gestures toward you again, briskly this time. “Now, missy. Let’s get those clothes off.”<br>
<br>
Her tone is all business and clinical. But her eyes never leave you.<br>
<br>
<<ActionsHeader>>
<<link "Obey and strip" "RancyDialogue">><<set $RancyDialogue to "StripObey">><</link>><br>
<<case "StripObey">>
<<CheckFirst "NurseRancySubmit">>
<<if _CheckFirst is false>>
Stripping out of your school uniform, you shiver as the cold air in the office brushes your skin. You disregard your socks, shoes, blouse and skirt, finally standing on the vinyl floor in nothing but your underwear.<Br>
<Br>
"All of your clothes, Emily," Rancy says as she looks as you. When she doesn't look away, you sigh and strip down to nothing.<br>
<br>
Rancy smiles sweetly. “Take a look in the mirror here,” she tells you.<br>
<br>
You do as she asks, and look into the mirror. Emily. You stare at your own reflection. Nothing about the scene is amiss. Your body has quantifiable imperfections - one breast has a slightly larger nipple, your nose has an odd little dip to it - that only magnify the reality of what you're experiencing. You can see the nurse behind you in the mirror's reflection. Behind you and above you. You feel tiny next to her, and being naked doesn't help.<br>
<Br>
You look over your shoulder at her. “What is this about?” you ask.<br>
<Br>
“Positive body reinforcement,” she says. “Or helping identify where our girls have body issue problems. I bet your women’s issues come from you feeling at odds with your body. Now, do you like what you see?”<br>
<br>
You look back at your reflection, staring at the reflection in the mirror.<br>
<<else>>
Once again, you step out of your uniform and approach the mirror. The air in the nurse’s office is cool, still. Rancy stands just behind you - always just behind - her reflection tall and impassive beside your own.<br>
<Br>
“Take a good look,” she says quietly. “Your body is speaking. The question is whether you’ve learned to listen.”<br>
<br>
You meet your eyes in the mirror. Emily stares back.<br>
<br>
<<if $InjectionRancyBreasts is true>>
Your gaze drops to your chest. Your breasts are fuller than they were before. The slope more pronounced. When you shift your shoulders, you can see the weight of them respond. A faint flush creeps into your cheeks as you realise how unfamiliar they still feel.<br>
<<else>>
Your gaze settles on your chest. Still modest, still uneven. One breast sitting slightly lower, one nipple a touch wider. Nothing unnatural, but enough to remind you of your own scrutiny.<Br>
<</if>>
<br>
Nurse Rancy doesn't comment. But she watches closely. Measuring your hesitation. Watching for discomfort, or pride.<br>
<br>
“This is the moment that matters,” she says softly. “Not what I see. Not what the boys see. What you see.”<Br>
<br>
She lets the words linger, then leans slightly forward and lowers her voice. “Do you feel aligned? Or is there still a dissonance between who you are and what’s in the mirror?”<br>
<br>
She straightens. “Be honest. You owe yourself that much.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Tell her that you are satisfied" "RancyDialogue">><<set $RancyDialogue to "BreastsHappy">><<set $CafeteriaCorruption +=1>><</link>><br>
<<link "Tell her that you wish you were different" "RancyDialogue">><<set $RancyDialogue to "BreastsUnhappy">><<Feminity 1>><</link>>
<<case "BreastsHappy">>
You nod slowly, eyes still on the mirror. “I’m… satisfied,” you say.<Br>
<br>
Behind you, Nurse Rancy’s brow lifts, just slightly. “Satisfied,” she echoes, like testing a term she rarely hears.<br>
<Br>
There’s a pause. Then a soft, measured exhale.<Br>
<br>
“Well,” she says, voice clipped. “That tells me what I need to know. Clearly we’re not getting the right nutrients into you. I’ll be sure to inform Jackie to change your lunch options.”<Br>
<br>
She crosses to her clipboard and begins writing. “Good meals support mental clarity. Hormonal balance. Self-awareness. When a girl insists she’s perfectly happy with her body, it’s often a sign something is being missed. A vitamin, a trace element, a core truth.”<br>
<br>
She glances up again. “It’s natural to have doubts, Emily. There’s always something girls wish they could change. You’ll see that, in time.”<br>
<br>
She clicks her pen closed. “Now,” she says, returning to her usual brisk tone. “Get on the scale, missy.”<br>
<br>
<<ActionsHeader>>
<<link "Get on the scale" "RancyDialogue">><<set $RancyDialogue to "Scale">><<if $KitchenWard is undefined>><<EventTrigger "YourHome" "EmilyReactionLunchChanges" "Evening" "Emily" null null null null false>><</if>><</link>><br>
<<case "BreastsUnhappy">>
You hesitate, your eyes still on your reflection. Then, softly, “I wish I were a little different.”<br>
<br>
<<if $InjectionRancyBreasts is true>>
Behind you, Nurse Rancy’s smile fades slightly, replaced with something quieter. More knowing. “Bigger?” <br>
<br>
You look at the nurse in the mirror. You can only nod.<br>
<Br>
“Oh, Emily,” she says softly. “I didn’t think you’d turn out to be one of those girls.”<br>
<br>
She steps closer, leaning in until her voice is almost a whisper in your ear. “I’ve done what I can for you. But girls like you... well, there are others in the world who can help. Or at least, beyond this town.”<br>
<br>
Her eyes flick to yours in the mirror. “You know what I mean. You’ve felt it. The places that exist just out of sight. Out of town. If you really want to become one of those girls, there are plenty of people who’ll help you take the next step.”<Br>
<Br>
The implication curls in your stomach. She isn’t offering you a choice. She’s telling you what you will do. What your body wants to do.<Br>
<br>
And even as your mind reels, part of you finds the thought appealing. You want to seek them out. Whoever they are.<br>
<Br>
<i>You want… more?</i><br>
<br>
She steps back and taps the clipboard with a click of her pen. “Now,” she says crisply, “get on the scale, missy.”<br>
<br>
<<ActionsHeader>>
<<link "Get on the scale" "RancyDialogue">><<set $RancyDialogue to "Scale">><</link>><br>
<<else>>
Behind you, Nurse Rancy smiles. It’s warm. Pleased. Understanding. “I’m so glad you said that,” she murmurs. “It means we can begin.”<br>
<br>
Before you can respond, you feel a sudden sharpness at your upper arm. A brief sting. You blink and look down just as she pulls away a small syringe, already half-hidden in her pocket.<br>
<bR>
“Shh,” she says, still smiling. “Nothing to worry about. Just something to help your body along. Take a look.”<br>
<br>
You glance back at the mirror. Your breasts look fuller. Plumper. You press your arms against your sides slightly. There’s a difference. Not huge but enough to notice.<br>
<br>
“You see?” Rancy says, almost maternally. “Your body just needed the right encouragement. You’ll welcome it soon enough.”<br>
<br>
You nod. Almost instinctively. Even though something about this - and her - still feels off, the change doesn’t unsettle you the way you thought it might.<br>
<br>
<<ActionsHeader>>
<<link "Get on the scale" "RancyDialogue">>
<<set $RancyDialogue to "Scale">>
<<TransformBoobs 2>>
<<set $InjectionRancyBreasts to true>>
<<EventTrigger "YourHome" "EmilyReactionRancyChangesBoobs" null "Emily" "Emily" null null null false>>
<<EventTrigger "DialogueTerrence" "TerrenceReactBoobs" null null "Emily" null null null false>>
<<EventTrigger "DialogueDennis" "DennisReactBoobs" null null "Emily" null null null false>>
<<EventTrigger "DialogueMichelle" "MichelleReactBoobs" null null "Emily" null null null false>>
<</link>><br>
<</if>>
<<case "Scale">>
<<CheckFirst "NurseRancySubmit">>
<<if _CheckFirst is false>>
You step up onto the scale on your bare feet, the cold metal plate cool against your soles. Nurse Rancy makes a small adjustment to the counterweights, levelling your eyes with the beam.<Br>
<Br>
“Seven stone,” she notes aloud. “Just about. A little thing, aren’t you?”<br>
<br>
Her tone is light, but you hear the faint disapproval threaded behind it.<Br>
<br>
Without asking, she swings up the height bar and adjusts it until it rests against the crown of your head. “Five foot four,” she announces. Then squints at the mark again. “And a quarter. Just.”<br>
<br>
She makes a small ‘hmm’ sound in the back of her throat and steps around you, tapping her pen against her clipboard. “Well,” she muses. “You’re not tall, thank goodness. Tall girls always think they have to lead.” Her smile is polite, even warm. “But still, I’d imagine you’d feel more secure if you were just a touch shorter. Boys like it when you fit beneath their arms. Makes them feel needed.”<Br>
<br>
She looks up at you, her voice lowering. “Don’t you sometimes wish you were a little more petite? Just enough to feel safe. And looked after.”<br>
<<else>>
You step onto the scale again, the familiar chill of the metal plate pressing against your feet. Nurse Rancy doesn’t say a word. She just adjusts the counterweights, watching the beam settle into balance.<br>
<br>
“Still hovering around seven stone,” she murmurs, scribbling something on her clipboard. “At least you’re consistent.”<Br>
<br>
She reaches for the height bar and brings it down carefully.<br>
<br>
<<if $InjectionRancyHeight is true>>
“Five foot three,” she says crisply. “Perfect. I can’t tell you how pleased I am with your progress. Petite girls walk through the world differently. They learn to move with care. With deference.” She smiles, not unkindly. “It suits you.”<Br>
<<else>>
“Still five four,” she says with a hint of disappointment. “You’ve got a long way to go if you want to feel truly delicate. But we’ll get there.”<Br>
<</if>>
<Br>
She folds her arms and looks you over. “You’d feel more protected if you were a touch smaller. Just imagine how much easier life might feel, when the world sees you as softer. Smaller.”<Br>
<Br>
She cocks her head slightly. “Wouldn’t you like that?”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Tell her that you wish you were shorter" "RancyDialogue">><<set $RancyDialogue to "HeightUnhappy">><<Feminity 1>><</link>><br>
<<link "Tell her that you are fine as you are" "RancyDialogue">><<set $RancyDialogue to "HeightHappy">><<set $CafeteriaCorruption +=1>><</link>>
<<case "HeightUnhappy">>
<<if $InjectionRancyHeight is true>>
“I wish I was shorter,” you murmur.<br>
<Br>
Nurse Rancy pauses. “Even shorter than you are now?” she asks, voice barely above a whisper. Her expression shifts into something more curious and more conspiratorial.<BR>
<br>
You nod.<Br>
<Br>
She steps closer, her tone lowering further. “Do you see yourself as the smallest girl in the room, Emily?” Her eyes study you carefully. “Looking up at everyone. Letting them tower over you. Feeling their presence above you. And letting them guide you.”<br>
<br>
You swallow, but say nothing. Rancy doesn't need you to. She sees the answer on your face. Her voice softens, almost affectionate. “You're not just chasing height, are you? You want to feel meek. Submissive. Like the world was meant to keep you protected. Or pressed down.”<Br>
<br>
She lets that sit between you for a moment, before leaning in just a touch more. “I can’t help with that. Not anymore. But there are clubs outside of town. Quiet places. Discreet. People there who understand what girls like you need. Who can help you become what you’re really trying to be. Physically. Mentally. And they'll indulge your needs.”<br>
<br>
Her smile is gentle, but her eyes are not. “You'll find them,” she murmurs. “If you really want to.”<br>
<br>
Then she steps back and clears her throat. “Now do me a favour and bend over, missy.”<br>
<br>
<<ActionsHeader>>
<<link "Bend over" "RancyDialogue">><<set $RancyDialogue to "BendOver">><</link>><br>
<<else>>
You nod slowly. “I guess… I wish I was a little shorter.”<Br>
<Br>
Nurse Rancy’s expression doesn’t shift, but her hand is already moving towards the tray. She pulls out a slim syringe filled with a liquid. The amber glow of it pulses faintly, almost hypnotically.<Br>
<br>
“This’ll help you on your journey,” she says, almost kindly. “You’d be amazed what an inch or two can do for a girl’s perspective.”<Br>
<Br>
Before you can reply, the needle pricks your thigh. It stings, but with a strange warmth that lingers. Magic. You can feel it.<Br>
<br>
Your limbs feel looser. Your clothes subtly looser too. The room tilts ever so slightly, like it’s expanded around you. Like you’ve shrunk into it.<br>
<br>
You blink. Nothing feels wrong.<br>
<br>
“You’ll welcome it,” she says softly. “You’ll feel more manageable. And the world will seem just a bit more secure.”<br>
<br>
And oddly, you do. Even though something in the back of your mind tells you not to.<br>
<br>
Then, her voice sharpens again. “Now do me a favour and bend over, missy.”<br>
<br>
<<ActionsHeader>>
<<link "Bend over" "RancyDialogue">>
<<set $RancyDialogue to "BendOver">>
<<TransformHeight 1>>
<<set $InjectionRancyHeight to true>>
<<EventTrigger "YourHome" "EmilyReactionRancyChangesHeight" null "Emily" "Emily" null null null false>>
<<EventTrigger "DialogueLogain" "LogainReactShort" null null "Emily" null null null false>>
<<EventTrigger "DialogueElizabeth" "ElizabethReactShort" null null "Emily" null null null false>>
<<EventTrigger "DialogueJake" "JakeReactShort" null null "Emily" null null null false>>
<</link>><br>
<</if>>
<<case "HeightHappy">>
You hold her gaze, looking up at her. “I think I’m fine as I am.”<Br>
<Br>
Nurse Rancy’s smile tightens. She nods once, but it feels more like punctuation than agreement.<Br>
<bR>
“Mm. Of course. And sometimes it takes a little time before the body admits what the mind won’t say.”<br>
<br>
She turns to your file and begins writing. “I’ll adjust your lunch intake,” she says. “Not to change anything, mind you. Just to support clearer thinking. The right nutrients, properly administered, can do wonders for self-perception.”<Br>
<Br>
She closes the folder gently and turns back toward you. “Most girls come around. In time. Especially once they realise how much easier things become when they take up less space.”<br>
<br>
She steps aside, all professionalism again. “Now do me a favour and bend over, missy.”<Br>
<br>
<<ActionsHeader>>
<<link "Bend over" "RancyDialogue">><<set $RancyDialogue to "BendOver">><<if $KitchenWard is undefined>><<EventTrigger "YourHome" "EmilyReactionLunchChanges" "Evening" "Emily" null null null null false>><</if>><</link>><br>
<<case "BendOver">>
<<CheckFirst "NurseRancySubmit">>
<<if _CheckFirst is false>>
You bend over, grabbing your ankles as instructed. The vinyl beneath your feet squeaks faintly. Your legs tremble slightly as you spread them wider. Your breasts sway forward, drawing tight under gravity, and your cheeks flush from the blood rushing to your head.<br>
<bR>
Behind you, you hear the snap of gloves. Then the cold press of metal against your inner thigh.<br>
<br>
Without warning, Nurse Rancy inserts the speculum in-between your legs. She inserts a gynecological clamp into your womb, then ratchets it open. It feels like a giant fist is inside your body.<br>
<br>
“You know,” she says casually, as though commenting on the weather. “This part isn’t strictly necessary.” She adjusts the clamp with clinical detachment. “I’ve already read your file. I know your hormone baselines.”<br>
<br>
Then her voice drops, lower, almost amused. “But this serves as a reminder that girls who lie to get out of classes might need to rely on other assets to get them through life.”<Br>
<br>
A gloved hand presses against your lower back, holding you in place. She pauses. Then adds, almost cheerfully, “Besides. I enjoy this.”<br>
<Br>
Her hand twists suddenly into your hair, pulling you upright. You gasp as she steers you toward the gurney.<br>
<bR>
“You can get dressed now.”<br>
<<else>>
You bend over again, fingers brushing your ankles. The motion is familiar now. Mechanical. Your skin prickles in the sterile air, your bare back exposed under the office lights.<br>
<br>
Behind you, Nurse Rancy moves efficiently. The cold speculum is already poised. There’s no hesitation as she inserts it and begins to ratchet it open.<br>
<Br>
The tension spreads through your body, just as it did before. Your womb feels full. Stretched. But this time, the feeling isn't shocking. Feeling this full sends shivers across your body. You feel your breath quicken.<br>
<br>
“Curious, isn’t it?" Rancy says from behind you. "I wonder what brought you back here. Are you really feeling unwell?” She leans closer, voice softer now. “Or did something inside you want this?”<bR>
<bR>
The metal clicks gently as she adjusts. You gasp as the clamp inside you opens further. “Perhaps it’s not me,” she muses. “Perhaps it’s the feeling. The exposure. The helplessness. You’re not the first girl to discover she needs this kind of attention.”<br>
<bR>
You swallow, but say nothing.<bR>
<Br>
“I know a few men,” she continues, a whisper now. “Who would pay handsomely for someone like you. Needy. Compliant. Not quite aware of how far she's already gone.”<bR>
<br>
Your thoughts swirl. You’re not that kind of girl. You didn’t come here for this. And yet part of you wonders. Wonders what it is she sees. Wonders if you’re starting to see it too.<br>
<<if $PlayerCharacter.female is false>><Br><I>Aren't you forgetting something? You aren't any kind of girl!</i><br><</if>>
<br>
Her voice threads between your thoughts. “There’s something inside you, Emily. Something small. Something that just wants to be told what to do.”<Br>
<br>
She twists the speculum one final notch. Your breath catches. You can’t quite tell if it’s pain. Or pressure. Or something else.<Br>
<Br>
Then, abruptly, she pulls it free. “Up,” she says simply. And you stand.<Br>
<Br>
“You can get dressed now.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Get dressed" "RancyDialogue">><<set $RancyDialogue to "GetDressed">><<AddFirst "NurseRancySubmit">><</link>><br>
<<case "GetDressed">>
You reach for your uniform in silence. The air in the nurse’s office feels thicker now, like it’s pressing against your skin. You move slowly, limbs still buzzing from the cold examination table and everything that came with it.<Br>
<br>
Your blouse catches awkwardly as you tug it over your head. You smooth it down with trembling fingers. Your skirt feels tighter than you remember. Or maybe you just feel more exposed.<br>
<br>
Across the room, Nurse Rancy is already back at her desk, scribbling something into your file with clean, deliberate strokes. She doesn’t look up.<br>
<br>
When you’re fully dressed, she finally stands and tears a slip from a notepad. “Fit for studies,” she says flatly, handing it over.<Br>
<Br>
Then, with the same calm finality, she gestures toward the full-length mirror near the cabinet.<br>
<br>
“Take a look,” she says. “Make sure everything’s in place.”<Br>
<Br>
You step forward slowly, glancing into the reflection. Yourself, in uniform. Just as you were when you entered. Or mostly. Your gaze catches on your silhouette. Lingers on your face. Something feels off. Or maybe it’s just your imagination.<br>
<br>
<<if $InjectionRancyHeight is true or $InjectionRancyBreasts is true>>
Nurse Rancy steps closer, her eyes meeting yours in the mirror. “This is you, isn’t it?”<br>
<br>
<<ActionsHeader>>
<<link "Agree with her" "RancyDialogue">><<set $RancyDialogue to "ChangesAgree">><<MindControlRancy>><<Feminity 1>><</link>><br>
<<link "Disagree with her" "RancyDialogue">><<set $RancyDialogue to "ChangesDisagree">><<set $CafeteriaCorruption +=1>><</link>>
<br>
<<else>>
Nurse Rancy’s voice cuts in behind you. “Are you really happy with this?”<br>
<br>
<<ActionsHeader>>
<<link "Tell her you are" "RancyDialogue">><<set $RancyDialogue to "NoChangesHappy">><<set $CafeteriaCorruption +=1>><</link>><br>
<<link "Tell her you are not" "RancyDialogue">><<set $RancyDialogue to "NoChangesUnhappy">><<Feminity 1>><</link>>
<</if>>
<<case "ChangesAgree">>
You look in the mirror and nod slowly. “Yes,” you say. “This is me.”<Br>
<BR>
Nurse Rancy’s expression doesn’t shift, but something in her posture relaxes. “Of course it is,” she murmurs. “That’s who you’ve always been. It just took your body a little time to catch up.”<br>
<br>
She steps closer, voice low and steady. “And this body. It suits you better. Doesn’t it?”<Br>
<br>
You pause. Your mouth opens on its own. “Yes.”<Br>
<br>
The word feels easy. Like it’s always been true.<br>
<br>
Rancy smiles. “Good girl.”<br>
<Br>
<<if $InjectionRancyHeight is true and $InjectionRancyBreasts is true>>
She places the file back in her drawer. “I’m glad you’ve finally accepted who you are. A lying little thing like you, trying to skip class. Well, you’ll just have to rely on other charms.”<br>
<Br>
Her eyes flick down your body with clinical appraisal. “And now,” she says. “You have them.”<Br>
<Br>
She folds her hands behind her back. “I don’t think I can do much more for you here. But if you ever feel like you need further support, there are places. People. Resources just outside Charlton who specialise in helping girls like you.”<Br>
<<if $CafeteriaCorruption gt 1>><Br>Rancy picks up a pen and scribbles something down on a notepad. "I'll make a note to adjust your lunch intake, too. Girls with a positive body image of themselves don't need extra supplements and nutrients, after all."<br><</if>>
<br>
<<ActionsHeader>>
<<link "Leave and return to the school corridor" "SchoolCorridor">>
<<TimeChange>><<TaskTracker "Task7" "complete">><<EndConversation "Rancy">><<TransformBoobs 2 "mental" "Emily">><<TransformHeight 1 "mental" "Emily">><<AddFirst "NurseRancy">>
<<if $CafeteriaCorruption gt 1>><<set $CafeteriaCorruption to 1>><</if>>
<</link>>
<<elseif $InjectionRancyHeight is true>>
She tilts her head. "Still, your chest could do with a little help," she says, tone almost playful. “You feel a little inadequate, don’t you?”<Br>
<Br>
Your heart stirs. “Maybe.”<br>
<Br>
She nods. “That’s natural. You’ve already started your journey. And it’s perfectly normal to want more.”<Br>
<br>
She taps your file lightly. “Come back again. I can help you feel complete.”<br>
<br>
<<ActionsHeader>>
<<link "Leave and return to the school corridor" "SchoolCorridor">><<TimeChange>><<TaskTracker "Task7" "active">><<EndConversation "Rancy">><<TransformHeight 1 "mental" "Emily">><<AddFirst "NurseRancy">><</link>>
<<elseif $InjectionRancyBreasts is true>>
“You’re still so tall,” she says, her voice calm. “Don’t you think that clashes with your personality?”<Br>
<bR>
You feel the suggestion settle in. Unease prickles at your neck. “I… guess it might.”<BR>
<Br>
Rancy nods, warm and reassuring. “That’s okay. You’re still learning about yourself. And that’s a good thing.”<br>
<br>
She rests a hand on your shoulder. “Come back again, if you’d like. I can help you feel more proportionate.”<br>
<br>
<<ActionsHeader>>
<<link "Leave and return to the school corridor" "SchoolCorridor">><<TimeChange>><<TaskTracker "Task7" "active">><<EndConversation "Rancy">><<TransformBoobs 2 "mental" "Emily">><<AddFirst "NurseRancy">><</link>>
<</if>>
<<case "ChangesDisagree">>
You shake your head. “No,” you say softly. “This… isn’t me.”<br>
<br>
For a moment, the room is still. Nurse Rancy’s lips press into a thin line. “I see,” she says at last, her voice even. “After all that effort. After all the support I’ve provided. And still denial.”<br>
<br>
She turns back to your file, flipping it open with clinical precision. “It’s always the same with girls like you. You want change. You seek help. But the moment progress is made... the moment your body begins to reflect who you are. You run from it.”<Br>
<Br>
She looks up again. “You need help, Emily. Real help. But until you’re willing to accept what you asked for, you’ll never be at peace.”<br>
<br>
She closes the file with a soft thud. “A small dietary adjustment should help clear your mind. Just enough conviction to get through the fog of your own resistance.”<br>
<br>
Rancy gives you a final, tight-lipped smile. “You may go. Come see me when you're serious about your health.”<br>
<br>
<<ActionsHeader>>
<<link "Leave and return to the school corridor" "SchoolCorridor">>
<<TimeChange>><<TaskTracker "Task7" "active">><<EndConversation "Rancy">><<AddFirst "NurseRancy">>
<<if $KitchenWard is undefined>><<EventTrigger "YourHome" "EmilyReactionLunchChanges" "Evening" "Emily" null null null null false>><</if>>
<</link>>
<<case "NoChangesHappy">>
You meet her eyes in the mirror. “Yes,” you say quietly. “I’m happy with what I see.”<Br>
<Br>
For a moment, Nurse Rancy doesn’t respond. Then she exhales. “There’s no shame in wanting to be the best version of yourself, Emily,” she says softly. “It’s not weakness. It’s clarity.”<Br>
<br>
She steps back to her desk and makes a note in your file. “I’ll be adjusting your lunchtime intake,” she adds, her tone crisp again. “Something to help clear the fog. Once your mind is a little quieter, you might find it easier to hear what your body’s really trying to tell you. Maybe then you’ll find your way back here and we can begin helping you.”<bR>
<bR>
She hands you your slip again - now stamped with <b>Fit for studies</b> - and gives a final nod toward the door.<br>
<Br>
“You’re dismissed.”<Br>
<br>
<<ActionsHeader>>
<<link "Leave and return to the school corridor" "SchoolCorridor">>
<<if $KitchenWard is undefined>><<EventTrigger "YourHome" "EmilyReactionLunchChanges" "Evening" "Emily" null null null null false>><</if>>
<<TimeChange>><<TaskTracker "Task7" "active">><<EndConversation "Rancy">><<AddFirst "NurseRancy">>
<</link>>
<<case "NoChangesUnhappy">>
You stare at your reflection. The same reflection you’ve seen a hundred times. But today it feels different. Not better. Just off.<br>
<br>
You shake your head. “No,” you admit softly. “I don’t think I am.”<Br>
<Br>
Behind you, Nurse Rancy smiles with quiet satisfaction. “There’s no shame in that, Emily,” she says. “It’s perfectly healthy to want self-improvement. To acknowledge that how we feel on the inside doesn’t always match what we see in the mirror.”<bR>
<br>
She closes your file with a gentle snap. “We’re out of time today,” she says, “but I want you to know that I’m here. When you’re ready to begin your treatment, all you have to do is ask.”<Br>
<br>
She places the slip into your hand - <b>Fit for studies</b> - then gently guides you toward the door.<Br>
<Br>
“You’ve made progress,” she says warmly. “Just recognising the dissonance… that’s the first step.”<br>
<br>
<<ActionsHeader>>
<<link "Leave and return to the school corridor" "SchoolCorridor">><<TimeChange>><<TaskTracker "Task7" "active">><<EndConversation "Rancy">><<AddFirst "NurseRancy">><</link>>
<</switch>><<set $ConversationRoot = passage()>>
<<Checkrelationship _NPC>>
<<switch $ReaganDialogue>>
<<case "MagicBook">>
<<if $current.avatar is "Emily">>
Reagan’s fingers tighten on the edges of the book, her knuckles paling as her grip tenses. “It’s nothing. Just some light reading,” she says, her tone clipped and dismissive. “Not that it’s any of your business.”<br>
<br>
Her gaze sharpens, daring you to press further. “Though I suppose someone like you would be curious,” she adds with a mocking smile. “Always poking around in things you don’t understand. But let me save you the effort. It’s not for you. So why don’t you go find something more... suitable for your skill level? Maybe a picture book.”<br>
<br>
She flips a page with exaggerated precision, her attention ostensibly back on the text but her body language remaining rigid. “Oh, and before you ask. No, I’m not going to let you borrow it, take a look, or even ask me another question about it. I have work to do, and you’ve already wasted more of my time than you deserve.”<br>
<br>
Reagan leans back slightly, her eyes narrowing as she watches your reaction. “Is there anything else, or are we done here? I’m sure you have something marginally more productive to do.”<br>
<<elseif $current.avatar is "Jennifer">>
Reagan’s fingers tighten on the edges of the book, her knuckles paling as her grip tenses. “It’s nothing. Just some light reading,” she says, her tone clipped. But cautious. As if she's scared.<br>
<br>
She leans back slightly, her eyes trying to gauge your reaction. But she says nothing more.<br>
<<else>>
Reagan’s fingers tighten on the edges of the book, her knuckles paling as her grip tenses. “It’s nothing. Just some light reading,” she says, her tone clipped and dismissive. “Not that it’s any of your business.”<br>
<br>
She leans back slightly, her eyes narrowing as she watches your reaction. “Is there anything else, or are we done here? I’m sure you have something marginally more productive to do.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Reagan" "MagicBook">><</link>>
<<case "MagicBookBorrow">>
<<Checkrelationship _NPC>>
<<if _relationship gt 1>>
You glance at the book in Reagan’s hands. "That looks fascinating," you say. "Mind if I take a look? Maybe even borrow it?"<br>
<br>
Reagan pauses, her fingers tracing the spine of the book as if reluctant to let go. But then, as if a switch flips, her expression softens, and her lips curve into a faint smile. "Well, I don’t usually let people touch my things," she says, tilting her head. "But I suppose you’re an exception."<br>
<br>
She holds the book out to you, her tone casual but tinged with something uncharacteristically warm. "Take care of it. It’s not the kind of thing you want to misplace. Or mess up."<br>
<br>
As you take the book, she gives you a small nod, her sharp eyes watching you carefully. "Just don’t come to me if something bad happens with it. On your head, it will be."<br>
<br>
<<ActionsHeader>>
<<link "Say goodbye to Reagan and return to the library" $ConversationExit>>
<<EndConversation "Reagan">>
<<TakeObjectNPC "Reagan" "MagicBook">>
<<SetNPCLocation "Reagan" "6" "0" "" "perm">>
<<DialogueDone "Reagan" "MagicBookBorrow">>
<</link>>
<<elseif $current.avatar is "Emily">>
You glance at the book in Reagan’s hands. "That looks interesting," you say, trying to keep your tone light. "Think I could borrow it for a bit?"<br>
<br>
Reagan looks at you, then bursts into laughter - a sharp, biting sound that echoes through the library. "You? Borrow this?" she repeats, her eyes narrowing as her laughter subsides. "I didn’t realise you had such a sense of humour."<br>
<br>
She shakes her head, crossing her arms, the book held protectively against her chest. "No. Absolutely not. This isn’t a library loaner, and you’re definitely not qualified to handle it."<br>
<br>
Her gaze sharpens, her smile turning into a smirk. "Besides, even if I did let you, which I won’t, you’d just waste your time staring at pages you can’t even begin to comprehend." She leans forward slightly, her voice dropping to a taunting whisper. "So why don’t you run along and find something more your speed? I think there’s a nice cookbook section somewhere in the back."<br>
<br>
Reagan straightens up, returning her attention to the book with a final dismissive glance. "You’ve got your answer. Now, if you don’t mind, I’m busy."<br>
<<elseif $current.avatar is "Jennifer">>
You nod toward the book. "That looks important. Mind if I borrow it?"<br>
<br>
As Reagan looks back at you, you notice her take in a slight intake of breath. "I didn't think..."<br>
<br>
She trails off, staring back at you. For a moment, she looks as though she’s trying to decide if you’re serious. Another deep breath.<br>
<br>
"No," she says flatly. "I don't think so."<Br>
<br>
Her eyes watch you, alert. The kind of look that you've seen from animals on nature documentaries when they sense impending danger.<br>
<<else>>
You nod toward the book. "That looks important. Mind if I borrow it?"<br>
<br>
Reagan glances at you, her expression hardening immediately. "Excuse me?" she says, her tone flat and icy. For a moment, she looks as though she’s trying to decide if you’re serious. Then a sharp, humorless laugh escapes her.<br>
<br>
"Borrow this?" she repeats, shaking her head as if the very idea is absurd. "Who even are you? No. Absolutely not."<br>
<br>
Reagan leans forward slightly, the book held firmly in her hands. "Here’s an idea: why don’t you try borrowing something else? Preferably something you can actually understand." She smirks, her tone dripping with mockery.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Reagan" "MagicBookBorrow">><</link>>
<<case "MagicBookBlackmail">>
"You’re going to give me that book," you say, keeping your voice low and steady. "Unless you want the whole school to know about your little lunchtime getaways with Mr. Harrow."<br>
<br>
<<if $current.avatar is "Jennifer">>
That gets her attention. Reagan’s gaze snaps up, staring back at you with a calculated expression. Unusually for Reagan though, she holds back her words.<Br>
<br>
"I’m sure the teachers would love to hear about it,” you press on. “And imagine what your little cheer squad would think. Miss Perfect, sneaking off to a hotel with a teacher. Not so perfect after all."<Br>
<br>
A thin smile creeps on to Reagan’s face. “You would know a lot about that, now wouldn’t you?”<br>
<br>
She leans forward now, her voice dropping to a silky, dangerous tone. "Here’s a thought: blackmail only works if the other person cares. And I don’t." Her lips curl into a sharp smile. "But you? I wonder if I could take you. Make you forget what you were even doing here.”<br>
<br>
Before you can react, Reagan takes in a deep breath, then exhales. The space around you seems to shift, growing thick and heavy, like the room itself is pressing down on you. A strange warmth spreads through your body, starting in your chest and radiating outward.<br>
<br>
Her eyes gleam with satisfaction as she watches you. "Let’s see if you’ve still got it," she says, her voice dripping with menace.<Br>
<<else>>
That gets her attention. Reagan’s gaze snaps up, her expression a mask of cool indifference, though you catch a flicker of something sharper in her eyes. "Bold of you," she says, leaning back in her chair. "Stupid, but bold."<br>
<br>
You press on, refusing to let her regain the upper hand. "I’m sure the teachers would love to hear about it. And imagine what your little cheer squad would think. Miss Perfect, sneaking off to a hotel with a teacher. Not so perfect after all."<br>
<br>
Reagan exhales a sharp laugh, shaking her head. "Do you really think this is going to work?" She straightens up, her fingers drumming lightly on the cover of the book. "Blackmail’s a risky game. You might want to consider what happens when the other player decides not to play."<br>
<br>
She leans forward now, her voice dropping to a silky, dangerous tone. "Here’s a thought: blackmail only works if the other person cares. And I don’t." Her lips curl into a sharp smile. "But you? You might care when you forget what you were even doing here."<br>
<br>
Before you can react, Reagan takes in a deep breath, then exhales. The space around you seems to shift, growing thick and heavy, like the room itself is pressing down on you. A strange warmth spreads through your body, starting in your chest and radiating outward.<br>
<br>
Her eyes gleam with satisfaction as she watches you. "Let’s see how confident you feel when you can’t even remember why you walked into this library," she says, her voice dripping with menace.<br>
<</if>>
<br>
<<CastCharm "Reagan" "PC">>
<<if _CharmSpell is true and $current.avatar is "Jennifer">>
The warmth in your chest blooms, softening your thoughts like mist rolling over a field. Reagan’s voice feels more reasonable now, her confidence unshakable. Maybe blackmailing her wasn’t such a great idea. Maybe she’s right.<br>
<br>
"Shame," she says, her voice disappointed. “So much potential. So wasted. Look how far you’ve fallen.”<Br>
<bR>
Before you can answer - or even remember what you wanted to say - she whispers quietly. "Fall asleep, and let your memories drift as you slumber."<br>
<br>
Drowsiness crashes over you like a wave. Your knees buckle, your vision blurs, and her calm, piercing gaze is the last thing you see before the darkness takes you.<br>
<bR>
You awaken moments later, sitting in the library, a dull haze clouding your mind. Reagan watches you, arms crossed, a faint smile tugging at the corners of her mouth. "Oh dear. Looks like your life is too much for you," she says, grinning. "Had a taxing day stacking shelves in the department store?"<br>
<br>
You nod, the question of why you’re here slipping from your grasp. "Yeah... I guess.”<br>
<br>
She gestures toward the exit. "You should get going. Take a breather."<br>
<br>
Without hesitation, you stand. Whatever brought you here... it doesn’t seem to matter anymore.<br>
<br>
<<ActionsHeader>>
<<link "Say goodbye to Reagan and return to the library" $ConversationExit>><<EndConversation "Reagan">><<RumourRemoved "Reagan">><</link>>
<<elseif _CharmSpell is true>>
"That’s better," she says, her voice like silk, a triumphant smile on her lips. "You really don’t understand what you’re playing with, do you?"<br>
<br>
Before you can answer - or even remember what you wanted to say - she whispers quietly. "Fall asleep, and let your memories drift as you slumber."<br>
<br>
Drowsiness crashes over you like a wave. Your knees buckle, your vision blurs, and her calm, piercing gaze is the last thing you see before the darkness takes you.<br>
<br>
You awaken moments later, sitting in the library, a dull haze clouding your mind. Reagan watches you, arms crossed, a faint smile tugging at the corners of her mouth. "You’ve been out of it," she says lightly. "Long day?"<br>
<br>
You nod, the question of why you’re here slipping from your grasp. "Yeah... I guess."<br>
<br>
She gestures toward the exit. "You should get going. Take a breather."<br>
<br>
Without hesitation, you stand. Whatever brought you here... it doesn’t seem to matter anymore.<br>
<br>
<<ActionsHeader>>
<<link "Say goodbye to Reagan and return to the library" $ConversationExit>><<EndConversation "Reagan">><<RumourRemoved "Reagan">><</link>>
<<elseif $PlayerCharacter.cheerleader is true and $current.avatar is "Emily">>
The warmth of the spell presses against your thoughts. But instead of softening, it recoils, like a wave crashing against a solid wall. You feel Reagan’s magic unravel, her power flickering out like a dying flame.<br>
<br>
Reagan’s eyes widen, genuine shock breaking through her usual composure. "You. How did you...?" she stammers, her fingers curling as if preparing another spell, but she quickly stops herself. Her gaze sweeps over you, evaluating, calculating.<br>
<br>
Finally, she lets out a sharp breath, forcing a tight smile onto her lips. "Well, well," she says, her tone clipped but betraying a hint of nervousness. "Looks like Christina’s little protégé has more tricks up her sleeve than I gave her credit for."<br>
<br>
Her grip on the Translations of the Sevrene Shards tightens briefly before she thrusts the book toward you with a forced air of nonchalance. "Take it."<br>
<br>
Reagan steps back, her sharp eyes watching you closely. "But don’t think this means anything. You got lucky, that’s all." Without waiting for a response, she turns on her heel and strides away, her confidence visibly shaken.<br>
<br>
<<ActionsHeader>>
<<link "Say goodbye to Reagan and return to the library" $ConversationExit>>
<<EndConversation "Reagan">>
<<TakeObjectNPC "Reagan" "MagicBook">>
<<SetNPCLocation "Reagan" "6" "0" "" "perm">>
<</link>>
<<elseif $current.avatar is "Jennifer">>
The warmth of the spell pushes against your mind, but instead of bending to her will, you feel the magic ripple and break, scattering harmlessly like wind over stone. Reagan’s expression freezes, her confident smirk replaced by a flicker of confusion. Then fear.<Br>
<bR>
"You..." Her voice wavers as she steps back, her eyes scanning you. "Still? How…"<Br>
<bR>
Her gaze darts between you and the book, her fingers tightening around its cover as though it might shield her. But as you stand firm, unaffected, a look of panic flashes across her face. "You said you weren't going to…" she whispers, before trailing off.<br>
<br>
Her hands shake as she shoves the Translations of the Sevrene Shards into your arms, her usual poise crumbling. "Take it," she says sharply. "Just... take it.”<Br>
<br>
Without waiting for a response, Reagan turns and hurries out of the library, glancing over her shoulder one last time before disappearing through the door.<br>
<br>
<<ActionsHeader>>
<<link "Say goodbye to Reagan and return to the library" $ConversationExit>>
<<EndConversation "Reagan">>
<<TakeObjectNPC "Reagan" "MagicBook">>
<<SetNPCLocation "Reagan" "6" "0" "" "perm">>
<</link>>
<<else>>
The warmth of the spell pushes against your mind, but instead of bending to her will, you feel the magic ripple and break, scattering harmlessly like wind over stone. Reagan’s expression freezes, her confident smirk replaced by a flicker of confusion. Then fear.<br>
<Br>
"You..." Her voice wavers as she steps back, her eyes scanning you like you’re some kind of puzzle she can’t solve. "Who are you?"<br>
<br>
Her gaze darts between you and the book, her fingers tightening around its cover as though it might shield her. But as you stand firm, unaffected, a look of panic flashes across her face. "What are you?" she whispers, the words barely audible.<br>
<br>
Her hands shake as she shoves the Translations of the Sevrene Shards into your arms, her usual poise crumbling. "Take it," she says sharply, her voice laced with fear. "Just... take it. And stay away from me."<br>
<br>
Without waiting for a response, Reagan turns and hurries out of the library, glancing over her shoulder one last time before disappearing through the door.<br>
<br>
<<ActionsHeader>>
<<link "Say goodbye to Reagan and return to the library" $ConversationExit>>
<<EndConversation "Reagan">>
<<TakeObjectNPC "Reagan" "MagicBook">>
<<SetNPCLocation "Reagan" "6" "0" "" "perm">>
<</link>>
<</if>>
<<case "Charm">>
<<CastCharm "Reagan">>
<<if _CharmSpell is true>>
You take a steady breath, letting the magic gather in your chest before exhaling it in a controlled stream toward Reagan. The spell ripples through the air, settling over her like a delicate haze. For a moment, nothing happens. Then you notice the faintest flicker of change in her expression, her sharp eyes softening ever so slightly.<br>
<br>
Reagan’s fingers relax around the book, her usual sharpness dulled into something calmer, almost agreeable. She tilts her head, studying you with an uncharacteristically thoughtful look.<br>
<br>
"You know," she says, her voice smoother now, her usual edge softened, "I suppose I could let you have it. Just for a little while." Her hand hovers over the book, as though the decision is still being processed. Then, with a small sigh, she extends it toward you.<br>
<br>
"But don’t get any ideas," she adds, her tone attempting to regain some of its usual authority. "I expect it back in perfect condition. And if you mess this up..." She trails off, shaking her head slightly, as though the words fail her.<br>
<br>
You take the book carefully, her eyes still watching you with a strange mix of reluctance and compliance. As you step back, her gaze lingers, a faint crease forming in her brow. "Go on, then," she mutters, turning away abruptly. "Before I change my mind."<br>
<br>
<<ActionsHeader>>
<<link "Say goodbye to Reagan and return to the library" $ConversationExit>>
<<EndConversation "Reagan">>
<<TakeObjectNPC "Reagan" "MagicBook">>
<<SetNPCLocation "Reagan" "6" "0" "" "perm">>
<</link>>
<<else>>
You take a deep breath, focusing the magic in your chest before exhaling it toward Reagan. The spell ripples through the air like an unseen wave, subtle and deliberate, as it moves toward her. For a moment, you think it’s working. Her eyes flicker, and she pauses mid-motion.<br>
<br>
Then, almost imperceptibly, her expression hardens. Her lips curl into a sharp, dangerous smile as she tilts her head, her gaze locking onto yours with a piercing intensity.<br>
<br>
"Really?" she says, her voice dripping with mockery. "You thought that would work on me?" She straightens, the faint shimmer of your spell dissolving around her like water against stone.<br>
<br>
<<if $PlayerCharacter.cheerleader is true and $current.avatar is "Emily">>
Reagan clicks her tongue, shaking her head with exaggerated disappointment. "Naughty, Emily. You should know better than to use magic against me. It’s... unbecoming of one of our own." Her eyes gleam with a mix of amusement and condescension as she steps closer.<br>
<br>
"But never mind," she purrs, her tone softening in a way that feels far more threatening. "I’ll make sure this little indiscretion doesn’t trouble you again. In fact... let’s ensure you have no interest in the book at all."<br>
<br>
Her voice lowers to a near-whisper, each word carrying a gentle, hypnotic rhythm. "Fall asleep, Emily, and let your fascination with this book fade as you dream."<br>
<br>
The world dims in an instant, and when you open your eyes, you’re sitting in the library, your head heavy and your thoughts muddled. Reagan stands nearby, arms crossed. "You dozed off," she says with a faint smile. "Why don’t you head out? Looks like you’ve had enough excitement for one day."<br>
<br>
You nod absently, unaware of why you feel so tired. Or what you were here for in the first place.<br>
<<elseif $current.avatar is "Jennifer">>
Reagan clicks her tongue, shaking her head with disappointment. "I thought you would be better at that. Even now.” She purses her lips. “To think, I admired you.”<bR>
<bR>
She steps closer, her sharp gaze never leaving you. "But never mind," she purrs, her tone softening in a way that feels far more threatening. "I’ll make sure this little dabble for power doesn’t surface again. In fact... let’s ensure you have no interest in the book at all."<br>
<bR>
Her voice lowers to a near-whisper, each word carrying a gentle, hypnotic rhythm. "Fall asleep, Jen, and let your fascination with this book fade as you dream."<Br>
<br>
The world dims in an instant, and when you open your eyes, you’re sitting in the library, your head heavy and your thoughts muddled. Reagan stands nearby, arms crossed. "You dozed off," she says with condescension. "Must have been a busy week, looking after old ladies wanting new dresses. Why don’t you head out? Looks like you’ve had enough excitement for one day."<br>
<br>
You nod absently, unaware of why you feel so tired. Or what you were here for in the first place.<br>
<<else>>
Reagan tilts her head, her expression shifting from mockery to curiosity as she studies you. "Well, well," she murmurs, her voice quieter now. "I didn’t realise you knew magic. That’s... intriguing."<br>
<br>
She steps closer, her sharp gaze never leaving you. "Should I tell someone, I wonder?" Her lips curve into a sly smile. "Or maybe I’ll keep this little discovery to myself. For now. It’s always nice to have something useful tucked away for the future."<br>
<br>
"But first, let’s take care of this messy little problem. Fall asleep, and let your fascination with this book fade into nothing."<br>
<br>
A wave of exhaustion crashes over you, pulling you under. When you awaken, you’re still in the library, disoriented and groggy. Reagan is leaning against a nearby table, watching you with a faint smirk. "Looks like you needed a nap," she says lightly. "Go on, get some fresh air."<br>
<br>
You nod, a vague sense of unease lingering, though you can’t quite remember why.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Say goodbye to Reagan and return to the library" $ConversationExit>><<EndConversation "Reagan">><<TaskTracker "Task4" "complete">><</link>>
<</if>>
<<case "TerrencePlan">>
“I’ve seen you talking to Terrence,” you say. “You, Stacey, Britney. What’s going on?”<br>
<br>
Reagan doesn’t look away. “Didn’t realise you were on the squad leadership committee.”<Br>
<Br>
You fold your arms. “It’s just a question.”<Br>
<Br>
Now she studies you. Sharp-eyed, like she’s measuring something. “You might have the uniform,” she says. “But don’t confuse costume for rank. If Chrissie wants you to know, she’ll tell you. Until then, stop sniffing around other people’s business.”<br>
<br>
Her eyes hold on you, almost daring you to continue the conversation. When she realises you won't, she smiles.<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Reagan" "TerrencePlan">><</link>>
<<case "PlanningHenParty">>
“What do you think Catherine should do for her hen’s do, then?” you say, trying to break the ice.<Br>
<br>
“I think she should listen to her mother,” Reagan says quickly, before Stacey has a moment to answer. You see Stacey’s head rise just enough to meet Reagans eyes, before drifting back down when Reagan glares over the table back at her.<Br>
<Br>
“It might seem strange to you,” Reagan continues, meeting your eyes. “But we have an attachment in Charlton to our traditions.” Her finely plucked eyebrow raises just slightly. “A sense of loyalty, if you will. Tell me, do you know what that word means?”<bR>
<Br>
This causes Stacey to look up. Still not at you, instead watching Reagan with worry. And fear. Reagan rolls her eyes idly at Stacey before returning to meet yours. <Br>
<Br>
<<if $PlayerCharacter.cheerleader is true>>
“Do you?” you reply, matching her tone. “After all, I need to know who I can rely on. Now I’m in charge.”<Br>
<BR>
Reagan doesn’t shy away, even when Stacey looks back to the floor. “I know when to give it. If it’s earned. Whether you can do what Chrissie couldn’t, remains to be seen.”<Br>
<<else>>
“Loyalty’s earned,” you reply, matching her tone. “Giving it when you don’t agree is just obeying. I like to judge whether to give it if I think the person is right.”<Br>
<Br>
Reagan doesn’t shy away, even when Stacey looks back to the floor. “Careful, little fly. The spiders that crawl around the web you’re walking into won’t be content with playing with their supper for long.”<Br>
<</if>>
<br>
She gestures casually around the garden with a wave of her hand. “This hen do, for instance. I’m sure Stitch would be interested if you were to suggest anything unusual. Anything subversive, you might say.”<Br>
<Br>
The cheerleader holds your eyeline, unflinching. Meanwhile, Stacey only looks up long enough to see if you’re returning the gaze.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "PlanningAskThomas">>
“Britney’s father seems nice,” you say.<Br>
<Br>
“She’s lucky,” Stacey murmurs. For a moment you see her look up, but Reagan catches her eyes and almost instinctively Stacey looks back down. Once satisfied there will be no more interruptions, she turns her gleaming green eyes back to you.<Br>
<Br>
“He’s a nice man,” Reagan states. “Has to put up with Britney. No wonder he’s gone grey.”<Br>
<Br>
Stacey looks back up at Reagan, as if wanting to reply. She is once again cut-off by Reagan’s cold eyes.<Br>
<Br>
“I’m surprised he gets a say in what Catherine wants to do for her hen do,” you add, trying to move the conversation on.<Br>
<Br>
“We all have to listen to the opinions of people we don’t like,” Reagan replies, catching your look. <Br>
<Br>
“Yes,” you say, letting it slide out of your mouth laced with venom. “We do.”<Br>
<Br>
<<if $PlayerCharacter.cheerleader is true>>
She smiles back up at you, icy and cold. “Though if you think your charms will work on him, you’d be mistaken. He’s not as basic as some of the other men around here.” Her eyebrow shoots up, emphasising an incoming question. “Not that Stitch’s new favourite would try to sway Catherine from doing anything out of sorts for our town, would you?”<Br>
<BR>
“I don’t think you have a say in the matter,” you spit back, keeping your voice neutral.<Br>
<<else>>
She smiles back up at you, icy and cold. “Though if you think your charms will work on him, you’d be mistaken. He’s not as basic as some of the other men around here.” Her eyebrow shoots up, emphasising an incoming question. “Not that you’d step out of line again and cause trouble, would you?”<Br>
<Br>
“I’ll do whatever I think is right,” you spit back, keeping your voice neutral.<Br>
<</if>>
<Br>
She smiles thinly up as she locks eyes with you. “For the moment.”<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "PlanningAskMargaret">>
“Margaret seems to have some strong ideas on what Catherine should do,” you state.<BR>
<Br>
“That’s saying something,” Stacey quips. Reagan glares over at her, but for once Stacey keeps her head up. “What? She’s always interfering in the squad, Reagan! Only last week you were…”<Br>
<Br>
She trails off as Reagan scowls at her. Stacey soon returns to looking at the table. Once satisfied, Reagan looks back at you, giving you a thin smile.<Br>
<Br>
“Mrs. Hudson,” she begins, emphasising the first word. “Is a pillar of our community. Although I understand how an orphan wouldn’t get why a mother’s view is important.”<Br>
<Br>
“I’m not an orphan,” you reply. “My parents are still alive.”<Br>
<Br>
“An abandoned daughter, then,” Reagan replies. “Or did I get that wrong? Didn’t your parents up and leave to go live a life childless and free?”<Br>
<BR>
You feel your cheeks burning, as you have to hold back a retort.<Br>
<Br>
“It might seem strange to you,” Reagan continues. “But in Charlton, we have parents to listen to. They keep us respectable. Help steer us when we’re straying.” She snorts through her nostrils, losing her smile as she does so. “Britney could do with listening to her mum, more. Maybe then she won’t find the gossip mill churning with her name.”<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "PlanningAskBritney">>
“Britney seems stressed about planning this hen’s do,” you offer. “Do you think she needs some help?”<Br>
<BR>
“Brit trips over her laces even when they are tied,” Reagan replies. “Catherine only asked her to do it out of pity. That’s why we’re here. To make sure she doesn’t screw it up.”<Br>
<Br>
“She’s trying her best,” Stacey interrupts. Reagan throws her a withering glare, causing her to look back at the table.<Br>
<Br>
<<if $PlayerCharacter.cheerleader is true>>
Turning her eyes back to you, Reagan continues. “Britney needs some encouragement to do the right thing. Now Chrissie isn’t in the picture, that falls to us. Don’t you agree?”<Br>
<Br>
“You mean me,” you reply, holding her gaze.<bR>
<BR>
Reagan gives you a cold smile, pausing for just a moment. “Of course.”<BR>
<Br>
Stacey grips the side of the table, straining her nails against the metal table surface. Reagan’s eyes flick over to her before returning to you.<Br>
<Br>
“Brit has some funny ideas,” she continues. “But she doesn’t have the brain to think them through. It’s best to help steer her back to what’s best for her. You’ll come to learn that, in time.”<Br>
<<else>>
Turning her eyes back to you, Reagan continues. “Britney needs some encouragement to do the right thing. Especially whilst Chrissie recovers from her… incident.”<Br>
<BR>
Stacey grips the side of the table, straining her nails against the metal table surface. Reagan’s eyes flick over to her before returning to you.<Br>
<Br>
“Brit has some funny ideas,” she continues. “But she doesn’t have the brain to think them through. It’s best to help steer her back to what’s best for her. Stop any outside influence drifting in.”<BR>
<</if>>
<br>
“And if I agree with them?” you challenge her.<Br>
<Br>
Reagan shrugs. “Then I’m sure Marc or her father will intervene.”<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "PlanningAskMarc">>
“Marc seems friendly,” you begin. <bR>
<BR>
Reagan’s eyebrows rise immediately, as she stares at you. Stacey turns to look deeper down at the table, grimacing. <Br>
<Br>
<<if $PlayerCharacter.cheerleader is true>>
“Might want to keep your eyes off him,” Reagan says with a cold smile. “If you’re looking for a boyfriend, I hear Jake and Chrissie are on the rocks. You seem to like taking her things.”<Br>
<Br>
“I don’t like your tone, Reagan,” you tell her, injecting a little menace behind your words. Almost instinctively, you feel the surge of magic building up inside you.<BR>
<Br>
Reagan continues to hold your stare. “My apologies. Coach. Maybe take it down a little. We wouldn’t want to cause a scene, would we?”<Br>
<<else>>
“Think you can use your charms to sway him to your view?” Reagan says with a cold smile. “And not the ones you tried on Chrissie, I mean.”<Br>
<Br>
“I don’t like your tone, Reagan,” you tell her, injecting a little menace behind your words. Almost instinctively, you feel the surge of magic building up inside you.<Br>
<Br>
Reagan continues to hold your stare. “Want to do this now, Em? Out in public. Bold. Even for you.”<BR>
<</if>>
<Br>
You take a deep breath and the magic embers flaring within you fade. Stacey lets out a sigh you didn’t know she was holding in.<BR>
<bR>
“Marc’s a catch,” Reagan tells you. “Catherine’s done well. But be careful, Emily. If you’re going to indulge that boyish smile of his, don’t get caught up in notions of romance. He knows what words to say. Like all men.”<Br>
<Br>
She lets the words linger, before forming a smile. “Not that you’d try to persuade him away from his parents' wishes, would you?”<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</switch>><<set $ConversationRoot = passage()>>
<<switch $RedRoomBouncerDialogue>>
<<case "VIPAccess">>
“How do I get back there?” you ask him loudly, nodding back to the roped off area.<br>
<BR>
<<if $current.avatar is "Annie">>
He looks at you coldly. “You don’t. Not without Tandi tonight, Annie. You’re not exactly friends with management.”<br>
<bR>
You look to the couch and table. It’s the only booth empty in the building. Only the half-finished glasses on the table indicate anyone has been here.<bR>
<BR>
“How do I become friends with them?” you ask him.<Br>
<Br>
At this, he bares his teeth in a pretense of a smile. “Don’t worry. When they want to be friendly with you again, they’ll find you.”<br>
<<else>>
He looks at you coldly. “You don’t. Special invite only. Friends of management.”<br>
<bR>
You look to the couch and table. It’s the only booth empty in the building. Only the half-finished glasses on the table indicate anyone has been here. <bR>
<BR>
“How do I become friends with management?” you ask him.<Br>
<Br>
At this, he bares his teeth in a pretense of a smile. “Don’t worry. They’ll find you.”<br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "Tandi">>
<<if $current.avatar is "Annie">>
“Has Tandi been in tonight?” you say as loud as you dare to him.<Br>
<Br>
He shakes his head. “Not yet,” he states with no effort to raise his tone over the music in the club.<Br>
<Br>
You offer one of Annie’s trademark smiles. “Do you know when she will be?”<Br>
<bR>
He looks down at you and grins. “Not got her phone number yet, Annie?” His eyes flick over your form briefly before returning to your eyes. “Go speak to Jack, if you haven’t already. Tandi’s been spending a lot of time with him of late. Think he’s prowling on the dance floor.”<Br>
<<else>>
“I’m looking for someone,” you say as loud as you dare to him. “Tandi Cunnings. You know her?”<Br>
<Br>
He regards you carefully. “Tandi’s not here,” he states with no effort to raise his tone over the music in the club.<Br>
<Br>
You nod. “Do you know when she will be?”<Br>
<bR>
<<WithCompanion>>
<<if $current.female is true>>
He looks down at you, pausing as you see him making judgement. “Look for Scrumpy Jack,” he tells you. “On the dance floor.” His eyes look over your body. “He’ll find you.”<Br>
<<if $current.avatar is "Charli">>
<Br>
Something about the way the bouncer said that makes butterflies flutter in your stomach.<Br>
<</if>>
<<elseif _WithCompanion is true>>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>>
He looks down at you, pausing as you see him making judgement. “Look for Scrumpy Jack,” he tells you. “On the dance floor.” His eyes look over Annie’s body. “If she goes with you, he’ll find you.”<br>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true>>
He looks down at you, pausing as you see him making judgement. “Look for Scrumpy Jack,” he tells you. “On the dance floor.” His eyes look over Michelle’s body. “If she goes with you, he’ll find you.”<Br>
<</if>>
<<else>>
He looks down at you, pausing as you see him making judgement. “Few of the locals might know,” he tells you. “But don’t think they’d be interested to talk to you.”<Br>
<</if>>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "WheresTandi">>
“Is Tandi not here tonight?” you ask him.<br>
<Br>
He looks at you, shrugging his shoulders. “Haven’t seen her for a while.” There is a grunt you just hear over the music, before he shouts back at you. “Doesn’t come by here anymore.”<br>
<br>
You feel your eyebrows narrowing. “Ever?”<br>
<br>
<<if $current.avatar is "Annie">>
He shakes his head. Then leans in a little to speak over the music. “Happens. Girls get tired of playing. Or find somewhere better.” He smiles. “Could say the same about you as of late, Annie.”<br>
<<elseif $current.avatar is "Charli">>
He shakes his head. Then leans in a little to speak over the music. “Happens. Girls get tired of playing.”<br>
<br>
“Who’d get tired of playing here?” you mutter before you can stop yourself. The bouncer grins.<br>
<<else>>
He shakes his head. Then leans in a little to speak over the music. “Happens. Girls get tired of playing. Or find somewhere better.” He smiles. “Who knows with that one.”<br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</switch>><<set $ConversationRoot = passage()>>
<<Checkrelationship _NPC>>
<<switch $RhiannonDialogue>>
<<case "BuyBeer">>
<<if $current.female is true>>
“Any chance I could get a six pack to go?” you ask her.<br>
<br>
She looks at you, curiously. "Not sure you want a bottle of wine? Or even some mixers?"<br>
<br>
You shake your head. "Just the beer."<br>
<br>
Rhiannon smiles at you and shrugs. "Must be a special guy if you're buying him beer."<br>
<br>
She turns around to the fridge and squats down to get your order. You notice a few of the male regulars glancing down as her skirt rides up and reveals a bit more of her pale thighs.<br>
<br>
Unaware or unconcerned, Rhiannon shortly stands up and turns to you, putting the six pack on the bar. You thank her and pay for the beer. She takes the money and moves to serve another customer.<br>
<<else>>
“Any chance I could get a six pack to go?” you ask her.<br>
<br>
She smiles and nods. “Sure,” she says. She turns around to the fridge and squats down to get your order. You glance down and can’t help but note how her tight skirt rides up her legs, revealing a large amount of pale thigh.<br>
<br>
You return your gaze to her eyes when she gets back up and puts the six-pack on the bar. You thank her and pay for the beer. She takes the money and moves to serve another customer.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<TakeObjectNPC "Rhiannon" "SixPackBeer">><</link>>
<<case "PennyFarthing">>
You take out the coin and hold it out over the bar. “I was told someone in here could help me with this. Any idea what it’s used for?”<Br>
<bR>
<<if $current.female is false>>
Rhiannon looks down at the coin on the bar before her green eyes stare back at you with hesitation. Her eyes narrow and her smile wavers. “That’s not something I care to speak about,” she says quietly.<br>
<bR>
“So you know what it’s for?” you try.<br>
<bR>
She purses her lips, as if trying to decipher your words. “I know that it’s not something a gentleman should be asking of a lady.” Her eyes stare back at you with judgement. “If you really don’t know what it’s for, try one of the regulars. Or better yet, throw it in the gutter and forget you ever saw it.”<br>
<bR>
She regards you once more for a moment, then crosses her arms. “And if you do, and this is a subtle request, then…” she pauses for a moment, all traces of her smile gone. “My father might run this place, but he won’t take kindly to people asking his daughter of that. So I suggest we forget this little chat.”<Br>
<<else>>
Rhiannon looks down at the coin on the bar before her green eyes stare back at you with hesitation. Her eyes narrow and her smile wavers. “That’s not something I care to speak about,” she says quietly.<br>
<bR>
“So you know what it’s for?” you try.<br>
<bR>
She purses her lips, as if trying to decipher your words. “I know that it’s not something to be spoken about in polite company.” Her eyes stare back at you with judgement. “If you’re trying to find your way there, try one of the regulars. I’m sure they’ll be happy to point someone like you in the right direction.”<Br>
<br>
She regards you once more for a moment, then leans in. “And if you don’t know what it is, then you might want to throw it in the gutter.” She pauses for a moment, worry on her brow. “I can’t stop girls who know what they’re signing up for, but even my father won’t take kindly to people being tricked to go there.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Rhiannon" "PennyFarthing">><</link>>
<<case "CouplesArguingBar">>
"Hey Rhiannon," you begin. "Any couples been arguing in here recently?"<br>
<br>
Rhiannon wipes down the bar top as she narrows her eyes. "Didn't think you would be one for gossip." She titters, grinning. "Not exactly a popular date spot in here."<br>
<br>
"There must be a few things you hear," you try. "I thought bartender's real job was listening to sob stories?"<br>
<br>
She giggles, her green eyes blazing with mischief. She glances down the bar and checks if anyone is waiting to be served, then leans forward slightly. "Well, I shouldn't say this," she begins. "But Claire was in the salon the other day getting a make-up and a new hair cut." Her eyes flash at you. "The type of make-over that gals only get after they've had some man troubles."<br>
<br>
"Claire who?" you ask.<br>
<br>
Rhiannon shakes her head at you, but grins. "You really need to get out more. Claire Whitfield. She works at the library. Didn't even know she was seeing someone." She smiles once more. "Although based on that makeover, looks like she was getting ready to get back out on the market."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Rhiannon" "CouplesArguingBar">><<QuestOptionUnlock "Quest37" 0 "claire">><<LocationKnown "Library">><</link>>
<<case "CouplesArguingSalon">>
"Hey Rhiannon," you begin. "Any couples been arguing in here recently?"<br>
<br>
<<if $current.female is true>>
Rhiannon gives you a smile as she tidies the counter. "Didn't think you would be one for gossip." She titters, grinning. "Usually people save the small talk for a hair treatment."<br>
<br>
"There must be a few things you hear," you try. "I thought hairdresser's real job was listening to people talk about their lives?"<br>
<br>
She giggles, her green eyes blazing with mischief. "Well, I shouldn't say this," she begins. "But Claire was in the other day getting a make-up and a new hair cut." Her eyes flash at you. "The type of make-over that gals only get after they've had some man troubles."<br>
<br>
"Claire who?" you ask.<br>
<br>
Rhiannon shakes her head at you, but grins. "You really need to get out more. Claire Whitfield. She works at the library. Didn't even know she was seeing someone." She smiles once more. "Although based on that makeover, looks like she was getting ready to get back out on the market."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Rhiannon" "CouplesArguingSalon">><<QuestOptionUnlock "Quest37" 0 "claire">><<LocationKnown "Library">><</link>>
<<else>>
Rhiannon gives you a smile as she tidies the counter. "Is that why you've come in? Didn't think you'd be looking for the pampering treatment." She titters, grinning. "Don't get many men in here."<br>
<br>
"I thought I'd pop in," you try.<br>
<br>
The redheaded woman gives you a mock pout. "And there I thought you were coming in just to chat me up." She giggles at your reaction. "Don't worry, I'm just messing with ya'. Wouldn't want to get Jen all riled up."<br>
<br>
"So you haven't seen anyone arguing?" you say, trying to change the subject.<br>
<br>
"That would be telling," Rhiannon says in a song-song tone. "Now if you'll excuse me, I need to get back to brushing the floor."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Rhiannon" "CouplesArguingSalon">><</link>>
<</if>>
<<case "AskAboutCharli">>
"Do you know a girl called Charli Thomas?" you try.<br>
<br>
<<if $current.avatar is "Florence">>
"Course I do, Flo," Rhiannon says, shaking her head. "We went to school with her."<br>
<br>
You force a smile, trying to muster a response. "Do you know where she is now?"<br>
<br>
Rhiannon's narrow eyebrows drop a little. "Where she's been since school. You alright, Flo?"<br>
<br>
You let a small titter come out of your throat. "Must be tired."<br>
<br>
The red-haired woman looks at you, her frown deepening. "Go home and get some rest. Ron's working you too hard."<br>
<br>
Nodding, you offer no further comment. Maybe you should try asking Rhiannon the same question in a different form.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Rhiannon" "AskAboutCharli">><</link>>
<<elseif $current.avatar is "Andrea">>
"Course I do, Andrea," Rhiannon says, shaking her head. "We went to school with her."<br>
<br>
You force a smile, trying to muster a response. "Do you know where she is now?"<br>
<br>
Rhiannon's narrow eyebrows drop a little. "Where she's been since school. You alright, Andrea?"<br>
<br>
You let a small titter come out of your throat. "Must be tired."<br>
<br>
The red-haired woman looks at you, her frown deepening. "Go home and get some rest. Lennox is working you too hard."<br>
<br>
Nodding, you offer no further comment. Maybe you should try asking Rhiannon the same question in a different form.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Rhiannon" "AskAboutCharli">><</link>>
<<else>>
Rhiannon gives you a wry smile. "Should do. I went to school with her, after all."<br>
<br>
You return the look. "What can you tell me about her?"<br>
<br>
"She works over at the care pavilion," Rhiannon comments. "On the nurse's program."<br>
<br>
"She's a nurse?" you follow up.<br>
<br>
"A trainee," she corrects you. "She's on Palmer's nurse program, over at the pavilion. Sheryl doesn't like people distracting the trainees, though." She titters. "Keeps being pestered by men dropping by."<br>
<br>
"Why?"<br>
<br>
Rhiannon laughs. "Why do you think? You should see the supermarket, when Charli's behind the counter. Queue's always five men deep, dropping in to pick up a last minute thing for dinner. Funny, isn't it, that they don't seem to need anything when she's not working?"<br>
<br>
"She works at the supermarket too?" you ask, picking up on her words.<br>
<br>
"Yeah," she nods and glances around, then leans closer to you. "Not that Charli doesn't encourage it. Mad for the boys, she is." She watches you, grinning. "Wasn't like that at school. Strange that."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Rhiannon" "AskAboutCharli">><<QuestOptionUnlock "Quest36" 0 "supermarket">><<LocationKnown "CharltonSupermarket">><<QuestOptionUnlock "Quest36" 0 "attention">><<LocationKnown "TownSquare">><<LocationKnown "CharltonAllotment">><<LocationKnown "CharltonCarePavilion">><</link>>
<</if>>
<<case "SalonPromExcusePass">>
You consider what you know about Rhiannon as you think what to say. "You still work at the pub, right?"<br>
<br>
"Yeah," she replies. "Why?"<br>
<br>
"I was just walking past five minutes ago," you continue, thinking quickly. "It looked shut. Like someone hadn’t turned up for a shift."<br>
<br>
<<if _CurrentPC is true>>
Rhiannon titters. "We don’t open during the afternoon around here. Not like the city where you came from." She offers you a sly grin. "People usually have work to get to during the day."<br>
<<elseif $current.avatar is "Emily">>
Rhiannon titters. "We don’t open during the afternoon around here. And haven’t you got places to be? Don’t want Stitch to catch you hanging around the pub, even if you’ve got a pass to get out."<br>
<<else>>
Rhiannon frowns. "You know McTafey’s doesn’t open during the afternoon. Why would you say that?"<br>
<</if>>
<br>
You shrug her comment off. "Guess so. But even if you’re shut up, you still take deliveries, right? The truck driver outside seemed to think someone should be there."<br>
<br>
The young woman’s smile fades and her lips part. "Oh god. Was it a cask delivery?"<br>
<br>
You say nothing, letting her mind fill in the details. She takes a deep breath. "They’ll be no grog for the evening."<br>
<br>
"If you run, you could still catch him," you say. "Don’t worry, I’ll keep watch here."<br>
<br>
Resolved, Rhiannon gives you a brief nod before running out from behind the counter. She throws the door open and disappears down the street in the direction of the town centre. Leaving you on your own.<br>
<br>
<<ActionsHeader>>
<<link "Investigate the equipment" "SalonPromInvestigate">><<EndConversation "Rhiannon">><</link>>
<<case "SalonPromExcuseFail">>
You consider what you know about Rhiannon as you think what to say. "You still work at the pub, right?"<br>
<br>
"Yeah," she replies. "Why?"<br>
<br>
"I was just walking past five minutes ago," you continue, thinking quickly. "It looked shut. Like someone hadn’t turned up for a shift."<br>
<br>
<<if _CurrentPC is true>>
Rhiannon titters. "We don’t open during the afternoon around here. Not like the city where you came from." She offers you a sly grin. "People usually have work to get to during the day."<br>
<<elseif $current.avatar is "Emily">>
Rhiannon titters. "We don’t open during the afternoon around here. And haven’t you got places to be? Don’t want Stitch to catch you hanging around the pub, even if you’ve got a pass to get out."<br>
<<else>>
Rhiannon frowns. "You know McTafey’s doesn’t open during the afternoon. Why would you say that?"<br>
<</if>>
<br>
You stare back at her, cursing your mistake. "Guess so," you mutter. Try as you might, you can’t think of anything more.<br>
<br>
She smiles, saying nothing. Still remaining behind the counter.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "SalonPromSleepForget">>
You take a deep breath, holding Rhiannon’s gaze, and ready the words as you stir the arcane powers inside your flesh. "Fall asleep, and let your memories drift as you slumber."<br>
<br>
Rhiannon’s thin eyebrows drop down and her green eyes study you for a brief moment. Then her eyelids flutter and she falls forward on the counter, forehead smacking against it with a gentle thump. But before you can move forward to check if she’s alright, something in the salon seems to turn towards you.<br>
<br>
Looking around, you try to pinpoint the source of the sensation. For a moment the salon mirrors seem deeper than glass. The shop door opens.<br>
<br>
You spin around. No one is coming in.<br>
<br>
Rushing over to Rhiannon, you check her pulse. Happy she’s just sleeping and her head isn’t bruised, you drag her over to one of the salon chairs and rest her head against the rest. Then you flip the door sign over.<br>
<br>
All the while, you don’t look in the mirror. Something is crawling around in your brain. Another presence. You hear it tapping against the mirror like the chink of glass. And inside your mind, you feel its dark, incensed presence, scurrying around as if searching for something.<br>
<br>
<i>Get out of here. Quickly.</i><br>
<br>
<<ActionsHeader>>
<<link "Investigate the equipment" "SalonPromInvestigate">><<EndConversation "Rhiannon">><</link>>
<<case "SalonPromCharm">>
You take in a breath of air and hold it in, mixing the oxygen with the mystical energy stored within you. Rhiannon looks at you curiously as you push it out between your lips. But she doesn’t seem to notice the yellow-amber particles that float through the air.<br>
<br>
Yet something in the mirror does.<br>
<br>
As Rhiannon’s eyes cloud over, you see movement in the corner of your eye. You spin your head in the direction of the room’s reflection, seeing the door to the back room creaking open. Two yellow-amber eyes stare out at you from the gap.<br>
<br>
Except there is no door to a back room in the salon. You look back to the far wall to confirm.<br>
<br>
Glancing back, the mirror once again reflects the room. No door. No yellow-amber eyes. But you sense the presence in the room with you all the same. And not just in the room. Somewhere beneath your skull, two eyes watch you intensely.<br>
<br>
"Hello," you hear a voice say vacantly. Rhiannon. You look over to see her smiling back at you. Her eyes cloudy and glazed over with magic.<br>
<br>
The thing in your skull presses against your being, constraining your presence in your head into a corner. You fight against the pressure to relent. "You should take a walk and get some fresh air. I’ll look after the shop. You deserve it."<br>
<br>
"I do deserve it," Rhiannon repeats, her smile widening. "Thank you. So nice to be noticed, sometimes. Working two jobs will do that to you. I appreciate you, <<TrueName>>."<br>
<br>
Rhiannon slides around the counter and walks towards the exit. She throws the door open and disappears down the street in the direction of the town centre. Leaving you on your own.<br>
<br>
Except, you’re not. Something is looking at you, in here. A dark, incensed presence, scurrying around your brain as if searching for something.<br>
<br>
<i>Get out of here. Quickly.</i><br>
<br>
<<ActionsHeader>>
<<link "Investigate the equipment" "SalonPromInvestigate">><<EndConversation "Rhiannon">><</link>>
<<case "NurseProgramGraduate">>
“Do you know if any recent school graduates entered the Care Pavilion’s nurse-training programme?” you ask.<br>
<br>
<<if $current.avatar is "Florence">>
“You playing a little game, Flo?” she says, crossing her arms. “Charli got in. In our year. I thought you were chummy with her. Why do you ask?”<br>
<<elseif $current.avatar is "Andrea">>
“You playing a little game, Andrea?” she says, crossing her arms. “Charli got in. In our year. I thought you were chummy with her. Why do you ask?”<br>
<<else>>
“Only one I know of,” Rhiannon says. “Charli Thomas. She was in my year. Why do you ask?”<br>
<</if>>
<br>
“Just been thinking a lot about where Charlton students end up when they graduate,” you reply, shrugging.<br>
<br>
Rhiannon nods, accepting your lie. “Well. Charli getting picked was a big deal. Loads of girls wanted a place, but the programme rarely takes anyone.” Her green eyes flash with amusement. “Funny thing is, Charli didn’t.”<br>
<br>
“She didn’t want to be a nurse?” you ask.<br>
<br>
Rhiannon grins and shakes her head. “Not really. Everyone else was desperate to be chosen, but she just sort of fell into it. Hard to turn down an opportunity like that, though.”<br>
<br>
Charli Thomas. A reluctant trainee on Palmer’s exclusive programme. You have your lead.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Rhiannon" "NurseProgramGraduate">><<DialogueUnlock "Rhiannon" "AskAboutCharli">><<QuestTracker "Quest36" 0>><<QuestOptionUnlock "Quest36" 0 "nurse">><</link>>
<</switch>><<set $ConversationRoot = passage()>>
<<switch $RichardDialogue>>
<<case "WhatToDo">>
"What do you need me to do this evening?" you ask, trying to meet his eyes.<br>
<br>
"Just the usual," he says with a chirp. "Make the kids their dinner. Maybe play with them to wear them out. Then put them to bed. It shouldn't be too hard. In spite of what Eleanour always reminds me." He chuckles to himself.<br>
<br>
He reaches over to a side cabinet and writes something on a notepad. "We're going to The Hearth and Home for dinner. It's our fifteenth wedding anniversary, if you can believe it! The number is here, in case you have any problems. But I'm sure there won't be any. You come highly recommended by Michael. I, uh, mean Mr. Beach. And the children are no trouble, you'll see."<br>
<br>
He gives you a broad smile, his pleasant face void of any lecherous intent.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "HollowayHouseLivingRoomRichardDialogue0">><<ChangeTopics>><</link>>
<<case "AboutEleanour">>
"Your wife seems lovely," you try. "It's your anniversary, isn't it?"<br>
<br>
"Oh yes!" he exclaims. "I'm a lucky man! We met almost sixteen years ago at work in the city. It was love at first sight. What a fortunate soul I was, having such a beautiful young lady give her attention to me over the other men pursuing her."<br>
<br>
"You met at work?" you ask, raising an eyebrow.<br>
<br>
Richard nods. "A small firm, but respectable. I'm in rural business partnerships. Do you know what this is? Oh, of course you don't! Who does! Truth be told, I thought I'd live a quiet bachelor life, what with my passion for crop supply chains. It seemed like fate when Eleanour told me about this wonderful town where I'd fit right in!"<br>
<br>
"It's rare for girls to leave Charlton," you comment.<br>
<br>
Richard gives you a slight frown, but his smile returns after a moment. "Quite right, you are. But Eleanour knew the industry. She helped me negotiate some lucrative deals with the farming community in these parts. Of course, when it was time to settle down, she was adamant we came back to raise our family in Charlton. That was fifteen years ago. Time really has flown by."<br>
<br>
"So you're not from around here?"<br>
<br>
"Oh, heavens no!" Richard chuckles. "But when Eleanour talked about Charlton, it sounded like a nice place to raise a family and continue my work." He smiles at you. "I've been able to make quite the impact here on rural businesses."<br>
<br>
You cast your eye up at Richard, who smiles with satisfaction about his achievement.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "HollowayHouseLivingRoomRichardDialogue0">><<ChangeTopics>><</link>>
<<case "AboutHim">>
"I don't think I've seen you around Charlton before," you begin.<br>
<br>
"I'm not surprised," he says. "Unless you spend time with your head buried in contracts at the town hall, I doubt you'd see a peek of me."<br>
<br>
"You work for the council?" you ask.<br>
<br>
He gleams and grins. "Oh yes! I'm the Business Partnerships Manager for the Mayor. It must seem awfully dull to a young woman like you, but I'm a key connector between Charlton and regional farming and supply companies." He chuckles to himself. "I help broker contracts for crop distribution, storage, and transport."<br>
<br>
"Sounds like an important job," you add.<br>
<br>
"Oh, thank you!" Richard seems genuinely grateful for the compliment. "I would think you would find it stuffy, but it flexes those contacts I made when I worked in the city. So, so long ago." He grins.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "HollowayHouseLivingRoomRichardDialogue0">><<ChangeTopics>><</link>>
<<case "AboutBeach">>
"How do you know Coach Beach?" you ask.<br>
<br>
Richard frowns momentarily before understanding your question. "Oh, Michael! Eleanour introduced us at the Country Club. Charming fellow, if you can get past the gruff visage."<br>
<br>
You study Richard's face, daring to look directly at him. "So, you are friends with him?"<br>
<br>
The older man watches you carefully, his smile faltering. "I wouldn't say that," he says softly. "He's always been pleasant to Eleanour and I, though." His smile then returns. "I suspect the logistics of farming supply chains doesn't inspire him. But he's always friendly to us at the club. Always makes an effort to come over from his swimming lessons to say hello."<br>
<br>
You look up to him, feeling anxiety in just the thought of asking anymore. When he sees your reaction, his smile loosens. "I don't suppose you have friends who take his lessons, do you?"<br>
<br>
Not meeting his gaze, you shake your head.<br>
<br>
"Shame," he says.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "HollowayHouseLivingRoomRichardDialogue0">><<ChangeTopics>><</link>>
<<case "NoMoreQuestions">>
"I think that's it," you tell him.<br>
<br>
"Perfect!" Richard beams. He turns his head to the side. "Are you ready, dear?"<br>
<br>
Eleanour walks back into the room and you note she now wears some stylish black heels that complement her dress. She smiles broadly. "How do I look?"<br>
<br>
"Delightful as always, dear," he beams. She smiles in reaction, but gives you a look as she does so.<br>
<br>
Richard doesn't notice. He instead walks into the hallway, taking his coat from a hanger. "Good luck, Heather. Though I'm sure you won't need it. Any trouble, just ring the restaurant. We'll see you later."<br>
<br>
He steps forward and opens the door. Eleanour glances in your direction, giving you a thin smile. "We'll see you later, Heather. Thank you."<br>
<br>
She follows him out. You watch them go as the door shuts. A momentary peace descends, but is shattered by a cry from the kitchen.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "HollowayHouseLivingRoom">><<EndConversation "Richard">><<EventTrigger "HollowayHouseKitchen" "Dinner" null null null null null null false>><</link>>
<<case "SomethingStronger">>
"I don't suppose you've got something stronger, have you?" you say coyly.<br>
<br>
He looks at you with a curious look. All trace of his jovial demeanour receding, instead replaced with a tight smile. "Perhaps," he replies after a moment. "You're a senior, aren't you?"<br>
<br>
You nod. He returns it with a nod of his own and then shrugs. "Well. It's not breaking the law. I could do with a night cap. Just don't tell Eleanour."<br>
<br>
He chuckles lightly, but with no hint of untoward behaviour. He moves towards the study and returns a moment later with two glasses. He pours out two measures of liquor and offers one to you before taking a seat in the armchair opposite.<br>
<br>
He holds his finger to his lips, grinning. "Eleanour doesn't approve." He takes a sip from the drink.<br>
<br>
You look to the drink and circle it around before knocking it back.<br>
<br>
<<DrunkDescription>><br>
<br>
Richard stares at the empty glass, raising an eyebrow. "Careful. It's strong stuff."<br>
<br>
<<ActionsHeader>>
<<link "Talk to Richard" "HollowayHouseLivingRoomWaitRichardDialogue0">><<StartConversation "Richard" "HollowayHouseLivingRoom">><<SetFlag "RichardDrinking">><</link>>
<<case "BlackmailPass">>
"I couldn't help having a look around whilst I was babysitting," you begin. "I found some things."<br>
<br>
Richard's face drops. "Oh?"<br>
<<HollowayKnowledgeCheck "Drink">>
<<if _HollowayKnowledgeCheck is true>>
<br>
"I found your liquor stash in your office," you tell him. "Got a drinking habit, have you?"<br>
<<Flag "RichardDrinking">>
<<if _FlagReturn is true>>
<br>
"I could ask the same of you," he says coldly. "You're drinking it, aren't you?"<br>
<br>
"And how would the town think, you drinking with the babysitter?"<br>
<br>
He grips on to his glass, looking between your glass and his.<br>
<<else>>
<br>
"I admit, I like a tipple," he says cautiously. "But it's not a problem."<br>
<br>
"I saw how many bottles were in your study," you reply. "What would the town think if they knew?"<br>
<br>
He grips on to his water, eyeing you darkly.<br>
<</if>>
<</if>>
<<HollowayKnowledgeCheck "CheerleaderCostume">>
<<if _HollowayKnowledgeCheck is true>>
<br>
"What about the stains on the cheerleader costume?" you ask. "Do you lust over school girls, Mr. Holloway?"<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "EleanoursCheerleaderOutfit">>
<br>
"You're the one who's wearing it," he comments. "I didn't ask you to put it on."<br>
<br>
"But that's not the point," you tell him. "You're sitting in your living room with the babysitter dressed in your wife's clothes. How would that look?"<br>
<br>
Richard's mouth parts for him to speak, but no words come.<br>
<<else>>
<br>
"It's a simple memento," he blusters. "For Eleanour."<br>
<br>
"They don't look like stains from a woman," you comment. "What would she think if she found out?"<br>
<br>
Richard's mouth parts for him to speak, but no words come.<br>
<</if>>
<</if>>
<<HollowayKnowledgeCheck "Pigtails">>
<<if _HollowayKnowledgeCheck is true>>
<br>
"Whilst looking, I found your dirty magazines hidden in your bedside table. 'Not So Innocent'? Do you like the young type, Mr. Holloway?"<br>
<<if $current.WigStyle is "Pigtails">>
<br>
"Is that what that was about?" he asks you. "You wanted to test me?"<br>
<br>
"Would look very strange, if people found out about those magazines and saw me leave here."<br>
<<else>>
<br>
"You went in my private drawer?" he snaps icily.<br>
<br>
"Interesting pictures," you say, ignoring the comment. "What would people think if they found out what you were into?"<br>
<</if>>
<</if>>
<br>
Richard glares back at you with barely concealed rage. "Beach put you up to this, didn't he?"<br>
<br>
"Just concerned about our town's safety," you chime.<br>
<br>
The older man sighs, looking forlorn. "Tell him..." he begins, trying to form the words. "Tell him I've got his message."<br>
<br>
You smile back at him, endorphins rushing through your body from the victory. That a man looks crushed in front of you doesn't concern you, does it?<br>
<br>
"Now," he says. "Get out."<br>
<br>
<<ActionsHeader>>
<<link "Leave and go meet Beach" "ToemeadClose">><<SetFlag "RichardBlackmailed">><<RichardBabysittingReconcile>><</link>>
<<case "BlackmailFail">>
"I couldn't help having a look around whilst I was babysitting," you begin. "I found some things."<br>
<br>
Richard's face drops. "Oh?"<br>
<<HollowayKnowledgeCheck "Drink">>
<<if _HollowayKnowledgeCheck is true>>
<br>
"I found your liquor stash in your office," you tell him. "Have you got a drinking habit?"<br>
<<Flag "RichardDrinking">>
<<if _FlagReturn is true>>
<br>
"I could ask the same of you," he says coldly. "You're drinking it, aren't you?"<br>
<br>
You take a deep breath, feeling his cold words penetrating your body. You wince.<br>
<<else>>
<br>
"I admit, I like a tipple," he says cautiously. "But it's not a problem."<br>
<br>
You take a deep breath, but lack the conviction to offer a retort.<br>
<</if>>
<</if>>
<<HollowayKnowledgeCheck "CheerleaderCostume">>
<<if _HollowayKnowledgeCheck is true>>
<br>
"What about the stains on the cheerleader costume?" you ask. "Do you lust over school girls, Mr. Holloway?"<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "EleanoursCheerleaderOutfit">>
<br>
"You're the one who's wearing it," he comments. "I didn't ask you to put it on."<br>
<br>
The stain against your stomach feels like it's throbbing. You bite your lip, blushing in shame.<br>
<<else>>
<br>
"It's a simple memento," he blusters. "For Eleanour."<br>
<br>
You look at him quizzically, but just nod. You don't want to risk his wrath.<br>
<</if>>
<</if>>
<<HollowayKnowledgeCheck "Pigtails">>
<<if _HollowayKnowledgeCheck is true>>
<br>
"Whilst looking, I found your dirty magazines hidden in your bedside table. 'Not So Innocent'? Do you like the young type, Mr. Holloway?"<br>
<<if $current.WigStyle is "Pigtails">>
<br>
"Is that what that was about?" he asks you. "You wanted to test me?"<br>
<br>
You gulp, feeling the pigtails banging against your blushing cheek.<br>
<<else>>
<br>
"You went in my private drawer?" he snaps icily.<br>
<br>
You look down to the floor, unwilling to meet his eye.<br>
<</if>>
<</if>>
<br>
Richard glares back at you with barely concealed rage. "Beach put you up to this, didn't he?"<br>
<br>
Again, you look down at your feet. You feel the older man's gaze on you. "Get out."<br>
<br>
<<ActionsHeader>>
<<link "Leave and go meet Beach" "ToemeadClose">><<RichardBabysittingReconcile>><</link>>
<<case "SeducePass">>
"I guess I should get going," you tell him with mock-regret. "Though you've been really nice to me, Mr. Holloway. Not many people are."<br>
<br>
"My pleasure, my dear," he says. "Although I can't imagine why not."<br>
<br>
You look up at him, slowly pushing yourself up to your feet. "I'm serious. You've been so nice to me, Mr. Holloway. I wish there was a way I could repay you."<br>
<br>
You take a step towards him, kicking your bag closer to his chair. Then another. You stand in front of him, legs slightly parted, either side of his own legs as he leans back in the armchair.<br>
<br>
"I'm not sure this is appropriate, Heather," he stammers.<br>
<br>
"What's the matter, Mr. Holloway?" you ask. "Don't you like me?"<br>
<br>
You take a deep breath, acknowledging the point of no return. This is it. This is the last point where you can back out of wherever this is going.<br>
<br>
<i>I think you crossed that line a while ago.</i><br>
<br>
You put your leg forward, and with one small jump you sit on top of his groin, legs astride him.<br>
<br>
"Heather, please!"<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "EleanoursCheerleaderOutfit">>
<br>
Your pleated cheerleader skirt spreads wide across his lap, exposing your panties to his view. "What's the matter, Mr. Holloway? Don't you like my outfit?"<br>
<<else>>
<br>
Your pleated school skirt spreads wide across his lap, exposing your panties to his view. "What's the matter, Mr. Holloway? Don't you like my outfit?"<br>
<</if>>
<br>
"Eleanour could come down at any moment!" he pants.<br>
<<if $current.WigStyle is "Pigtails">>
<br>
You reach up and brush one of your pigtails against his face. "What about my pigtails? You really like them, don't you?"<br>
<<else>>
<br>
You reach up and brush your hair against his face. "What about my hair? You really like it, don't you?"<br>
<</if>>
<br>
"Please!" he wheezes. "What if the children came down?"<br>
<br>
"Let me thank you, Mr. Holloway," you say, sliding off his lap and kneeling on the floor.<br>
<br>
He looks down at you, his body shaking. Cautiously, you reach up towards his belt. The moment of truth.<br>
<br>
When you touch it with your fingers, he doesn't make an attempt to stop you.<br>
<br>
<<ActionsHeader>>
<<link "Give Richard a blow job" "RichardDialogue">><<set $RichardDialogue to "BlowJob">><<Orientation 1>><</link>><br>
<<link "Take your phone out and snap a selfie" "RichardDialogue">><<set $RichardDialogue to "Selfie">><</link>>
<<case "SeduceFail">>
"I guess I should get going," you tell him with mock-regret. "Though you've been really nice to me, Mr. Holloway. Not many people are."<br>
<br>
"My pleasure, my dear," he says. "Although I can't imagine why not."<br>
<br>
You look up at him, slowly pushing yourself up to your feet. "I'm serious. You've been so nice to me, Mr. Holloway. I wish there was a way I could repay you."<br>
<br>
You take a step towards him, kicking your bag closer to his chair. Then another. You stand in front of him, legs slightly parted, either side of his own legs as he leans back in the armchair.<br>
<br>
"I'm not sure this is appropriate, Heather," he stammers.<br>
<br>
"What?" you ask. "Don't you like me?"<br>
<br>
You take a deep breath, acknowledging the point of no return. This is it. This is the last point where you can back out of wherever this is going.<br>
<br>
But something makes you hesitate. Do you really want to do this?<br>
<br>
It's enough for Richard to come to his senses. He slides out of the chair and stands near the TV, looking at you with a fearful expression.<br>
<br>
"I think you should leave."<br>
<br>
You stare back at him, but his firm look makes you squeamish. Nodding slowly, you look away.<br>
<br>
<<ActionsHeader>>
<<link "Leave and go meet Beach" "ToemeadClose">><<RichardBabysittingReconcile>><</link>>
<<case "BlowJob">>
You unfasten his belt and undo his trousers, reaching into his underwear. You feel your cheeks burning, as if this body can't stop reacting to what you're doing. But the mixture of shame and embarrassment is overridden by your willpower to do this.<br>
<br>
<i>This time, you can't blame the body.</i><br>
<br>
His prick flops out over his underwear, growing stiff with each passing second. You wrap your hand around it and look up to him. When he stares back down at you, you have to look away. Back to his prick.<br>
<br>
Whether by reflex, instinct, avoidance or desire, you lean in. Your view is dominated by his junk. You open your mouth and slide his tip between your lips.<br>
<br>
You sense Richard looking down at you, but you concentrate on running your tongue over his shaft. You move back and forth, feeling him stiffen against your cheek.<br>
<br>
"Oh, Eleanour," you hear him murmur.<br>
<br>
You look up to see him leaning back, his eyes closed. He's not even looking at you. You briefly wonder where his mind has gone. Whether he's thinking about a night with his wife. Or the fantasy of how she used to be before they met.<br>
<br>
Cheeks burning with shame, you look back down at the task at hand. You taste his precum on your tongue. Your saliva mixes with it and his cock goes deeper and deeper inside your mouth as you push yourself further into his groin.<br>
<br>
With a free hand, you reach down to your bag. You fumble around as you bob on his dick, finding your phone eventually.<br>
<br>
Glancing back up, Richard is still looking up, his eyes closed as he mumbles about his wife. You hold the phone up higher, flick the camera mode to selfie, and silently take a picture.<br>
<br>
"Oh, Eleanour!" you hear him begin before he bites his lip. Inside your mouth, his dick erupts.<br>
<br>
You drop your phone back into the bag as you hold your face against his loins. Spurt after spurt flows down your throat. You swallow, feeling it slide down towards your stomach.<br>
<br>
Silence returns to the room. After a moment you pull your mouth away and wipe your lips on your hand.<br>
<br>
Glancing up, you see why it's so quiet. Richard has already fallen asleep.<br>
<br>
Inhaling, you push yourself to your feet. You give him a look, watching his dick shrivel. You came here to get compromising material, not ruin his marriage. Reaching down, you gently tuck his prick away and pull up his trousers.<br>
<br>
<i>And you don't think you haven't ruined his marriage by doing that?</i><br>
<br>
<<ActionsHeader>>
<<link "Leave and go meet Beach" "ToemeadClose">><<RichardBabysittingReconcile>><<TakeObjectLocation "Void" "RichardPhotoBlow">><</link>>
<<case "Selfie">>
You quickly reach down into your bag and pull out your phone. "What?" you hear Richard stammer. But it's too late.<br>
<br>
You click the selfie button and instantly, an image of Heather kneeling in front of Richard holding his belt appears on the screen.<br>
<br>
"Delete that!" he cries out, trying to keep his voice quiet. But you don't do as he asks, even though you can't meet his gaze.<br>
<br>
"Beach put you up to this, didn't he?" Richard spits. You look up to him to see his cheeks reddening with rage. Instinctively, you push yourself up and back away.<br>
<br>
Richard clenches the side of the armchair with his fingers. "Please," he says. "Don't do this."<br>
<br>
A moment of pity reverberates through you. "I'm sorry," you say. "I have to."<br>
<br>
The older man just looks at you, his anger being replaced by defeat. He looks to the side, gazing far into the distance.<br>
<br>
"Tell him..." he begins, trying to form the words. "Tell him I've got his message."<br>
<br>
You glance up, seeing him finally turn back to you, that anger reforming.<br>
<br>
"Now," he says. "Get out."<br>
<br>
<<ActionsHeader>>
<<link "Leave and go meet Beach" "ToemeadClose">><<RichardBabysittingReconcile>><<SetFlag "RichardBlackmailed">><<TakeObjectLocation "Void" "RichardPhoto">><</link>>
<<case "AnotherDrinkDrink">>
"Do you think I could get a top-up?" you ask with a bashful smile.<br>
<br>
He gives you a look, but shrugs. He stands to his feet, groaning as he does so. He walks over to you and tops your glass up with more liquor.<br>
<br>
You smile politely. "Thank you," you say. And knock the drink back.<br>
<br>
<<DrunkDescription>>
<br>
<<if $current.drunk gte 3>>
<br>
Richard looks at you with a little concern. "Think that's enough for you, young lady. Someone is picking you up, aren't they?"<br>
<br>
You try to mumble resistance, but he gives you a firm smile. "Thank you again."<br>
<br>
<<ActionsHeader>>
<<link "Say goodbye and leave" "ToemeadClose">><<RichardBabysittingReconcile>><</link>>
<<else>>
<br>
Looking over, you see Richard sipping from his own drink. His eyes become more glassy, his smile growing slack. He seems more amicable. Less on guard.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "HollowayHouseLivingRoomWaitRichardDialogue0">><<ChangeTopics>><</link>>
<</if>>
<<case "Cheerleader">>
"So, your wife used to be a cheerleader?" you ask.<br>
<br>
He gives you a small smile. "Where did you learn that?"<br>
<br>
"Elise told me," you tell him. "When we were playing dress-up."<br>
<br>
His eyes widen, as if you've uncovered a secret. "What did you play dress-up with?"<br>
<br>
You blush, trying to hold it together. "We were playing in your wardrobe," you mutter. "I just found her old costume."<br>
<br>
Richard's eyes look wide with fear. You force yourself to look up and give him a smile. "It's okay. Our little secret."<br>
<br>
<<Flag "RichardDrinking">>
<<if _FlagReturn is true>>
The older man looks at you and takes a sip from his drink. "That's private," he says.<br>
<<else>>
The older man looks at you and clutches his water. "That's private," he says.<br>
<</if>>
<br>
You look at him, wondering how best to handle his reaction.<br>
<br>
<<ActionsHeader>>
<<link "Tell him you've always wanted to dress up like a cheerleader" "RichardDialogue">><<set $RichardDialogue to "CheerleaderPress">><</link>><br>
<<link "Apologise for prying" "RichardDialogue">><<set $RichardDialogue to "Apologise">><</link>>
<<case "CheerleaderPress">>
"I've always wanted to be a cheerleader," you tell him.<br>
<br>
He looks back at you, sputtering at your words. "What?"<br>
<br>
"I didn't think I'd make the squad," you continue. "But I've always wanted to give the costume a go."<br>
<br>
Richard's eyes meet yours, laced with fear. But his eyes wander over your body. Almost against his will.<br>
<br>
You smile sweetly. "Do you think... maybe, I could try it on?"<br>
<br>
The man visibly gulps. "You want to wear Eleanour's old cheerleader outfit?"<br>
<br>
You nod. "Uh-huh. Just to see what I look like."<br>
<<Flag "RichardDrinking">>
<<if _FlagReturn is true>>
<br>
You feel his eyes on you, the conflict between crossing a line and looking at your body. When he takes a sip of his drink, you see his hand shaking. "If you want," he says, his voice cracking. "Just don't wake Eleanour up."<br>
<<else>>
<br>
You feel his eyes on you, the conflict between crossing a line and looking at your body. When he takes a sip of his water, you see his hand shaking. "If you want," he says, his voice cracking. "Just don't wake Eleanour up."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Go upstairs and change" "HollowayHouseMainBedroomCheerleaderChange">><<EndConversation "Richard">><</link>>
<<case "Apologise">>
"I'm sorry," you say. "I shouldn't have gone into your wardrobe."<br>
<br>
"No," he says, watching you. "That's not a nice thing to do, Heather. You're a guest in our home. You shouldn't go ruffling through our things. Even if Elise asks you to."<br>
<br>
He sighs, looking off to the floor. He seems more guarded than before.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "HollowayHouseLivingRoomWaitRichardDialogue0">><<ChangeTopics>><</link>>
<<case "Pigtails">>
"I've been thinking of changing my hairstyle," you say innocently.<br>
<br>
Richard looks at your hair, frowning. "I don't know if you need to do that, my dear. It looks very nice."<br>
<br>
You twirl a strand, looking to the floor with embarrassment. "A lot of the boys at school don't think so."<br>
<br>
When you look up, you see him smiling warmly. "I'm sure that's not true."<br>
<br>
"There's a trend at school," you lie. "For the girls to wear pigtails."<br>
<br>
Richard's mouth drops open slightly. "Pigtails?"<br>
<br>
"Yeah," you mutter, batting down the feeling of your heart racing. "Boys seem to like them."<br>
<br>
You flutter your eyelashes and look up from underneath them. "Is it just boys or all men? Do you like them, Mr. Holloway?"<br>
<br>
Richard catches his breath, his mouth now slack. "They're nice, dear."<br>
<br>
You look up at him, catching his eye. You wonder how far to push this.<br>
<br>
<<ActionsHeader>>
<<link "Ask if you can try them out upstairs" "RichardDialogue">><<set $RichardDialogue to "PigtailsTry">><</link>><br>
<<link "Change topics" "HollowayHouseLivingRoomWaitRichardDialogue0">><<ChangeTopics>><</link>>
<<case "PigtailsTry">>
"Does Eleanour have any hair ties upstairs?" you ask. "I'd like to see how they look."<br>
<<Flag "RichardDrinking">>
<<if _FlagReturn is true>>
<br>
Richard exhales loudly and moves his shaking drink to his mouth. Only after he swallows the alcohol does he look back to you.<br>
<<else>>
<br>
"Maybe you can try at home, dear," he says. "Speaking of, shouldn't you be getting home?"<br>
<br>
You look to the side, feeling your cheeks blushing. "I just wondered what they'd look like," you say quietly. Then, softer: "I thought you might like to see them."<br>
<br>
You wallow in the feeling of shame welling up in you, its presence like a co-pilot now. Comforting even.<br>
<br>
<i>Or is it actually turning you on?</i><br>
<br>
"It's okay, dear," Richard says. "I think you'd look nice with... them."<br>
<</if>>
<br>
You spring to your feet, careful not to stumble in the heels. "Then I'll go try," you say with a high degree of perkiness. The tone seems alien coming from Heather. You have to remind yourself it's you underneath this form.<br>
<br>
<i>And is this how you act?</i><br>
<br>
"I don't know if that's a good idea," Richard stammers.<br>
<br>
"I'll be quiet," you say, already moving to the stairs.<br>
<br>
<<ActionsHeader>>
<<link "Go upstairs" "HollowayHouseMainBedroomPigtails">><<EndConversation "Richard">><</link>>
<</switch>><<widget "RichardBabysittingReconcile">>
<<EndConversation "Richard">>
<<set $TimePeriodHolloway to undefined>>
<<set $BabySitScore to undefined>>
<<SetFlag "KidsAsleep" false>>
<<QuestTracker "Quest33" 2>>
<</widget>><<set $ConversationRoot = passage()>>
<<switch $RonDialogue>>
<<case "WhereIsFlo">>
"Wasn't expecting to see you," you begin. "Where's Flo?"<br>
<br>
"Gave her a few mornings off," he says. "Tuesdays and Sundays. Thought she could do with a break."<br>
<br>
"Anything wrong?" you try.<br>
<br>
He looks at you with a sad expression. "She's got stuff to do. Thought she would appreciate some time off." He grunts. "Maybe it will convince her to stick around."<br>
<br>
"She's going somewhere?" you say, eyes widening.<br>
<br>
Ron begins to wipe down the counter, with more rigour than is necessary. "Yeah," he mutters. "She won't tell you about it, but I heard she's met a man."<br>
<br>
"Oh really?" you say, raising an eyebrow.<br>
<br>
He nods. "Be wedding bells in the air soon. Will leave me short-staffed." He sniffs. "Hard to find someone who could replace her."<br>
<br>
Ron continues to wipe the counter, but suddenly his irritation is not behind it.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Ron" "WhereIsFlo">><<DialogueUnlock "Florence" "AboutMarriage">><</link>>
<</switch>><<set $ConversationRoot = passage()>>
<<switch $RoseliDialogue>>
<<case "WhoSheIs">>
"Who are you?" you say. "Truly."<Br>
<Br>
Roseli looks over the table, the reflection from the crystal ball lighting her face from below. "A fortune teller. Penny for a gaze into what’s to come?"<Br>
<Br>
She quietly chuckles as you give her a look. "The gift of foresight is a simple one. Watch enough people and you can deduce how they’ll act. What they’ll be. Even in cases such as you, where they seem to be a different person every time you see them."<Br>
<Br>
You feel your eyebrows raise before you can stop them. "What?"<Br>
<br>
"Come," she says, dismissing your reaction. "An old circus, in a town full of magic. Do you consider it to be such a stretch that there’s more here than trickery and stagecraft? Your abilities are powerful. But they come with challenges." She pauses, giving you a look. "Or have you already spent so much time living this life that you don’t recognise the changes that your cross has caused in you?"<Br>
<Br>
Bristling at the comment, you feel your eyes look down to your own body. "I know who I am," you mutter.<Br>
<Br>
Roseli grins. "You can wear whatever body you like. I’m a fortune teller. My trade is wants and desires. It’s that which I can help with. Should you choose it."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "ExpectingYou">>
"You say you’ve been expecting me," you tell her. "Why?"<Br>
<Br>
Roseli grins back at you, eyes sparkling with satisfaction. "You’ve been causing all sorts of mischief. Putting that beak in places people don’t want it to be."<br>
<Br>
<<if _CurrentPC is true>>
She raises an eyebrow. "Doesn’t matter that it sometimes isn’t always the same beak. Some of us can tell. I’m curious though, my charming little chameleon. Can you tell the difference anymore?"<Br>
<<else>>
She raises an eyebrow. "Sometimes that beak looks a little different, though. Like now. But some of us can tell. I’m curious though, my charming little chameleon. Can you tell the difference anymore?"<Br>
<</if>>
<br>
Your eyes widen, as you digest her words. "You... know about me?"<Br>
<Br>
Roseli chuckles, mostly to herself. "You think you can do what you can do and people won’t start listening? You’re making quite the noise, even when you tread in different shoes. The question should be, though, is what shoes the ones that are different to yours? Or can you no longer see that?"<Br>
<br>
Staring back at the woman, you eye her for threat. She offers no hint at malice, her smile ugly but sincere. As if reading your thoughts, she adds. "I mean no ill will to you. In fact, I think I can help you. This burden you bear. It’s not one you should carry just on whatever shoulders you are wearing."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "Burden">>
You look at the old woman, eying her with suspicion. "What do you mean, about the burden I bear?"<Br>
<Br>
She grins, tongue running across her top cragged teeth. "That amulet. The task that the old crone has cursed you with. Powerful magics, she’s used." She whistles, dramatically. "The consequences must be worth considering if it’s worth carrying that torch."<br>
<Br>
"You know Gladys?" you ask, curiosity taking the better of you.<Br>
<Br>
"I know her well," she replies flatly. "Dogmatic and guarded. She lies, you know."<Br>
<br>
You digest her words for a moment, before continuing. "How do you know her?"<Br>
<Br>
Roseli looks at you before responding. "Her circles and mine intersect. But her approach is controlling. She sees only children when there are grown women and men. In her old age, she has forgotten that magic is a gift that doesn’t deserve to be bound to dirty old junk shops. It comes from nature. It belongs out there, in the world, for all to see."<Br>
<Br>
"Your gift is just that," she continues without pausing. "Can’t you feel it? You are unique. Powerful. The burden she has placed on you are shackles. I can help free you of them, if you like. You wouldn’t be the first to desire escaping the clutches of that old witch."<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "WhoElse">>
Part of you already knows the answer, but you put the question to her anyway. "Who else has come to you? Wanting to escape Gladys?"<br>
<Br>
The jagged grin flashes ever-wider, showing teeth missing at the back of her mouth. "You know, don’t you? The name Tandi Cunnings hangs around your head like a smell you can’t cover up."<br>
<br>
"Tandi came to you?"<br>
<br>
Roseli nods. "She was not unlike you. Came seeking knowledge and power. Things the old crone kept out of reach. Even at her lowest point, the witch wouldn’t ease her suffering."<br>
<Br>
You let an eyebrow raise with judgement. "But you did?"<Br>
<Br>
She chuckles. A quiet laugh, almost drifting into the muted sounds from the circus. "I gave her what she wanted. At a good price."<Br>
<Br>
"And what did she ask for?"<Br>
<Br>
The smile wavers. "Freedom," she whispers with a hoarse voice. "I offer you the same, my caged little bird. The choice to make your own path. Set loose from the guardrails imposed upon you."<Br>
<Br>
You narrow your eyebrows, eyeing her. "At a price."<br>
<Br>
The grin returns once more. "Everything has a price. Unlike the witch, I don’t hide this from you."<br>
<<QuestState "Quest22">>
<<if _QuestState is undefined or _QuestState is 0>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<elseif _QuestState is 1>>
<br>
"But..." Roseli says in chillingly high-pitched tone. "You're a step away from seeing the price that Tandi has paid, aren't you? Uncovering the secret behind that coin will give you everything you need, my fearless wren."<br>
<Br>
She titters, staring back at you. "There are ways to be free and avoid her fate, though. I can help you, if you like. A partnership, to be agreed. All you have to do is ask."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueUnlock "Roseli" "Partnership">><</link>>
<<else>>
<br>
"But..." Roseli says in chillingly high-pitched tone. "You've already seen the price that Tandi has paid, haven't you? Freedom comes in many forms, my little jailed bird."<br>
<Br>
She titters, staring back at you. "There are ways to be free and avoid her fate, though. I can help you, if you like. A partnership, to be agreed. All you have to do is ask."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueUnlock "Roseli" "Partnership">><</link>>
<</if>>
<<case "ControlTransformations">>
"I’ve been having some challenges," you admit. "I think I’m changing. But I can’t tell you how."<Br>
<Br>
Roseli grins, nodding. "Yes. It’s part of that witch’s spell. Your trinket. Powerful item, it is. A little mix of this, a dash of that. It’s eating away at reality."<br>
<Br>
"Can you help?" you ask, a little relief creeping into your voice.<br>
<br>
"I can," she tells you. "There’s great opportunities for us both. A partnership, born out of burden, but one we can shape to both of our needs."<br>
<br>
<<Quest26Partnership>><<CompulsionCheck "Any" "dream">><<AmuletChargeCheck>>
<<if _CompulsionCheck is false>>
"But we get ahead of ourselves, my impatient little ibis," Roseli adds. "You seem to have a firm grasp on your identity as you stand here before me, don't you?"<Br>
<br>
Your eyebrows furrow. "Identity? Not body?"<Br>
<Br>
"I deal in the mind," Roseli states flatly. "You don’t know how you’re changing? I can help. But combating that amulet? Even if I wanted to, it’s beyond me dearie. Besides, why would you want to stay a little boy and have no access to all these wonderful gifts within you?"<Br>
<Br>
"Can you tell me more -" you begin.<Br>
<Br>
"No," she barks. "Know the price tag is high. If you wish to pay, I want to ensure you'll see the benefits."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<elseif _AmuletChargeCheck is false>>
"But we get ahead of ourselves, my impatient little ibis," Roseli adds. "Your little trinket seems to be out of power."<Br>
<br>
Your eyebrows furrow. "Why is that an issue?"<Br>
<Br>
"I am upfront about my fees," Roseli states flatly. "For this offer, the price is threefold. And the first is a charge from your amulet."<br>
<Br>
"And the second and third?"<Br>
<Br>
"Let's ensure you can cover the door fee first, my sweet little apprentice to be," she chimes. "Come back when you can pay."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<elseif _Quest26Partnership is true>>
"I wonder though, my ever-changing chameleon," she muses. "What you are willing to give up for such a gift?"<Br>
<Br>
"What do you want?" you retort, knowing well enough that she will already have the answer.<br>
<Br>
She chirps, looking at you. "For this, the price is threefold. One. The cost of the transaction. A charge from your amulet. Second, a commitment to continue to share your power. And third..."<br>
<br>
She claps her hands together. When she pulls them back, a gold pocket watch hangs from her fingers, swaying back and forth between her hands. When your eyes fall on it, it takes everything you have to look away. You see the swell of magic between its hands.<Br>
<br>
"Acceptance," she murmurs. "In our continuing partnership."<bR>
<Br>
She claps again and the pocket watch vanishes as if it were never there. "Some might say it’s a steep price. Others would see it a steal for retaining your identity."<br>
<br>
Your eyebrows furrow. "Identity? Or transformations?"<Br>
<Br>
"I deal in the mind," Roseli states flatly. "You don’t know how you’re changing? I can help. But combating that amulet? Even if I wanted to, it’s beyond me dearie. Besides, why would you want to stay a little boy and have no access to all these wonderful gifts within you?"<Br>
<Br>
"Can you tell me more -" you begin.<Br>
<Br>
"No," she barks. "You have what you need to enter an agreement. Know the price tag is high, but what’s on offer is rare. A memory or two, of your past life."<br>
<br>
<<ActionsHeader>>
<<link "Accept Roseli’s deal" "RoseliDialogue">><<set $RoseliDialogue to "ControlTransformationsAccept">><<AmuletRemoveCharge>><<QuestTracker "Quest16" 9>><<QuestOptionUnlock "Quest16" 9 "roseli">><</link>><br>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<else>>
Her eyes glimmer as she hesitates. "First, though. Let’s cement our partnership. Come back with an answer to the question I asked. Then we will look about how you can retain what you were."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<case "ControlTransformationsAccept">>
"Very well," you tell her. "I accept."<br>
<BR>
She claps her hands together, delighted. "Perfect. My little young bird. We will do great things together, I’m sure." When she parts her palms the pocket watch once more hangs between her fingers.<bR>
<bR>
"First, the transaction fee."<Br>
<br>
<<if $current.female is true>>
You feel your amulet thrash, as if trying to escape from an unseen grasp. In front of your eyes, yellow-amber energies flow out from its writhing metal and ebb into Roseli. She smiles. Only when the magic is fully absorbed does the trinket calm down. It feels less potent around your neck, dimmed from the discharge.<br>
<<else>>
You feel your amulet thrash, as if trying to escape from an unseen grasp. Only when the trinket calms does Roseli smile. It feels less potent around your neck, as if drained.<br>
<</if>>
<br>
"Now," Roseli continues. "Look at the watch. Focus on it. Let your thoughts drift. Don’t try to catch them. They will appear. And they will go."<Br>
<Br>
You take a deep breath and look between Roseli’s fingers. The watch swings back and forth as one of its hands clicks steadily around, second by second. As it swings from left to right, you feel drawn to follow it. It seems easy to ignore anything else.<Br>
<Br>
Back and forth the watch swings, its second hand ticking around and around. As thoughts surface, they flitter away, almost in time to the constant ticking from the watch.<Br>
<Br>
"Good," you hear Roseli’s voice tell you. "Now. You are feeling sleepy. Very sleepy. Aren’t you my tiny fly?"<Br>
<Br>
You feel yourself absentmindedly nodding. Your eyelids do feel heavy. You become glassy eyed. <Br>
<Br>
"Keep your sight on the watch," Roseli’s voice whispers to you. "Watch it swing back and forth. Its movement enraptures you. So constant. So consistent. Bending to my will. Like you, isn’t it dear?"<Br>
<Br>
You nod again. "Yes," you hear yourself say. <Br>
<Br>
"Perfect, my dear," you hear Roseli say. "You like me calling you that, don’t you? Tell me. Tell me how much you like it."<Br>
<Br>
"I like it," your murmur.<br>
<Br>
There is a beat before you hear a reply, your vision now filled with nothing but the watch. "Like what?"<br>
<br>
"Like being called my dear."<Br>
<bR>
"Lovely," you hear Roseli reply. "Now. Let us begin."<br>
<br>
<<ActionsHeader>>
<<link "Listen to Roseli’s words" "RoseliDialogue">><<set $RoseliDialogue to "ControlTransformationsListen">><</link>>
<<case "ControlTransformationsListen">>
As you listen to the words echoing inside your mind, you lose sense of where you are or what you feeling. The only thing you are aware of is her voice and the clock, large and ever-present, swinging back and forth in front of you.<Br>
<Br>
<<if $PlayerCharacter.stateCurrent is 6>>
"You are so much already," you hear her whisper. "Soft and pretty. So perfect and complete. A beautiful girl. You were born to be this way. Tell me."<Br>
<br>
"I was born to be this way," you parrot back.<br>
<Br>
"You are a girl," she tells you. "Not a man."<Br>
<Br>
"I am a girl," you match her. "Not a man."<br>
<Br>
"Good girl. You remember being a boy, don’t you? Your brain is full of memories of a childhood, playing with trucks, running in forests, playing football with your friends. Those memories have returned to you, haven’t they?" <Br>
<Br>
"Yes," you say, seeing images of the scenes Roseli has described. You were once a boy. This thought trickles through you, without conflict with what you are now.<br>
<br>
"Though you are better as a girl now," the voice continues. "An hourglass figure. Hair to your back. A soft face. Large lips. Wide eyes. Beautiful and petite."<br>
<Br>
"Beautiful and petite," you reply.<br>
<Br>
"Yet powerful in your magics," she says. "You never want to give up that power. Do you?"<br>
<Br>
"No," you reply, feeling her words take hold. <Br>
<Br>
"Tell me," she commands.<br>
<br>
"I am better as a girl," you state. "Beautiful and petite. Powerful in my magics. I won’t give up that power."<Br>
<Br>
"You want to help me, don’t you?" Roseli continues. "You’ll obey me and aid my own power. Say it."<br>
<Br>
"I’ll obey you. And aid your own power."<Br>
<Br>
"Good girl," she purrs. "Now. Focus on the watch. When you wake, you’ll have no memories of our chat. But it will always stay with you. You want to be a girl. No longer a man. And you won’t refuse to serve me. You’ll want to. Our partnership, once and forever, is what you live for."<br>
<Br>
"Yes... mistress," you say. Your eyes follow the pocket watch, drifting back and forth. A realisation comes across you. One of acceptance. And compliance. You remember more of being a man, but you no longer crave to return being one.<br>
<<elseif $PlayerCharacter.stateCurrent is 5>>
"You are so growing close to perfection," you hear her whisper. "Soft and pretty. Almost perfect and complete. A pretty girl. You were born to be this way. Tell me."<br>
<Br>
"I was born to be this way," you parrot back.<br>
<Br>
"You are a girl," she tells you. "Not a man."<Br>
<Br>
"I am a girl," you match her. "Not a man."<br>
<Br>
"Good girl. You remember being a boy, don’t you? Your brain is full of memories of a childhood, playing with trucks, running in forests, playing football with your friends. Those memories have returned to you, haven’t they?"<Br>
<br>
"Yes," you say, seeing images of the scenes Roseli has described. You were once a boy. This thought trickles through you, without conflict with what you are now.<bR>
<Br>
"Though you are better as a girl," the voice continues. "A svelte body. A toned rear. Hair brushing your back. Large lips. Small and pretty."<bR>
<Br>
"Small and pretty," you reply.<br>
<Br>
"Yet powerful in your magics," she says. "You never want to give up that power. Do you?"<Br>
<Br>
"No," you reply, feeling her words take hold.<br>
<Br>
"Tell me," she commands.<br>
<Br>
"I am better as a girl," you state. "Pretty and small. Powerful in my magics. I won’t give up."<br>
<Br>
"You want to help me, don’t you?" Roseli continues. "You’ll obey me and aid my own power. Say it."<Br>
<Br>
"I’ll obey you. And aid your own power."<Br>
<Br>
"Good girl," she purrs. "Now. Focus on the watch. When you wake, you’ll have no memories of our chat. But it will always stay with you. You want to be a girl. No longer a man. And you won’t refuse to serve me. You’ll want to. Our partnership, once and forever, is what you live for."<Br>
<Br>
"Yes... miss," you say. Your eyes follow the pocket watch, drifting back and forth. A realisation comes across you. One of acceptance. And compliance. You remember more of being a man, but you no longer crave to return being one.<bR>
<<elseif $PlayerCharacter.stateCurrent is 4>>
"You are travelling down the right path," you hear her whisper. "Soft and nice. On your way to being pretty. You were born to be this way. Tell me."<br>
<Br>
"I was born to be this way," you parrot back.<Br>
<Br>
"You are a girl," she tells you. "Not a man."<br>
<Br>
"I am a girl," you match her. "Not a man."<Br>
<BR>
"Good girl. You remember being a boy, don’t you? Your brain is full of memories of a childhood, playing with trucks, running in forests, playing football with your friends. Those memories have returned to you, haven’t they?" <Br>
<Br>
"Yes," you say, seeing images of the scenes Roseli has described. You were once a boy. This thought trickles through you, without conflict with what you are now.<Br>
<br>
"Though you are better as a girl," the voice continues. "Hair to your shoulder. Large eyes. A soft face. Almost pretty."<Br>
<Br>
"Almost pretty," you reply.<Br>
<Br>
"Yet powerful in your magics," she says. "You never want to give up that power. Do you?"<br>
<Br>
"No," you reply, feeling her words take hold.<br>
<br>
"Tell me," she commands.<bR>
<br>
"I am better as a girl," you state. "Almost pretty. Powerful in my magics. I won’t give up."<Br>
<Br>
"You want to help me, don’t you?" Roseli continues. "You’ll obey me and aid my own power. Say it."<br>
<Br>
"I’ll obey you. And aid your own power."<bR>
<bR>
"Good girl," she purrs. "Now. Focus on the watch. When you wake, you’ll have no memories of our chat. But it will always stay with you. You want to be a girl. No longer a man. And you won’t refuse to serve me. You’ll want to. Our partnership, once and forever, is what you live for."<br>
<br>
"Yes," you say. Your eyes follow the pocket watch, drifting back and forth. A realisation comes across you. One of acceptance. And compliance. You remember more of being a man, but you no longer crave to return being one.<br>
<<elseif $PlayerCharacter.stateCurrent is 3>>
"You are close to the edge," you hear her whisper. "Soft and nice. Almost pretty. You wish you were born this way. Tell me."<bR>
<Br>
"I wish I was born this way," you parrot back.<br>
<BR>
"You want to be a girl," she tells you. "Not a man."<Br>
<br>
"I want to be a girl," you match her. "Not a man."<Br>
<br>
"Good. You remember being a boy, don’t you? Your brain is full of memories of a childhood, playing with trucks, running in forests, playing football with your friends. Those memories have returned to you, haven’t they?" <Br>
<bR>
"Yes," you say, seeing images of the scenes Roseli has described. You were once a boy. This thought trickles through you, without conflict with what you desire.<br>
<bR>
"Though you will be better as a girl," the voice continues. "Hair to your shoulder. Large eyes. A soft face. Almost pretty."<br>
<br>
"Almost pretty," you reply.<br>
<br>
"Yet powerful in your magics," she says. "You never want to give up that power. Do you?"<Br>
<Br>
"No," you reply, feeling her words take hold. <bR>
<Br>
"Tell me," she commands.<br>
<br>
"I will be better as a girl," you state. "Almost pretty. Powerful in my magics. I won’t give up."<Br>
<Br>
"You want to help me, don’t you?" Roseli continues. "You’ll obey me and aid my own power. Say it."<Br>
<BR>
"I’ll obey you. And aid your own power."<br>
<Br>
"Good," she purrs. "Now. Focus on the watch. When you wake, you’ll have no memories of our chat. But it will always stay with you. You want to be a girl. No longer a man. And you won’t refuse to serve me. You’ll want to. Our partnership, once and forever, is what you live for."<br>
<Br>
"Yes," you say. Your eyes follow the pocket watch, drifting back and forth. A realisation comes across you. One of acceptance. And compliance. You remember more of being a man, but you no longer want to be one.<br>
<<elseif $PlayerCharacter.stateCurrent is 2>>
"You have started your journey," you hear her whisper. "To being soft and nice. Almost pretty. You wish you were born this way. Tell me."<bR>
<Br>
"I wish I was born this way," you parrot back.<br>
<Br>
"You want to be a girl," she tells you. "Not a man."<bR>
<Br>
"I want to be a girl," you match her. "Not a man."<br>
<Br>
"Good. You remember being a boy, don’t you? Your brain is full of memories of a childhood, playing with trucks, running in forests, playing football with your friends. Those memories have returned to you, haven’t they?" <br>
<Br>
"Yes," you say, seeing images of the scenes Roseli has described. You were once a boy. This thought trickles through you, without conflict with what you desire.<br>
<br>
"Though you will be better as a girl," the voice continues. "Hair to your shoulder. Large eyes. A soft face. Almost pretty."<Br>
<br>
"Almost pretty," you reply.<Br>
<Br>
"Yet powerful in your magics," she says. "You never want to give up that power. Do you?"<Br>
<Br>
"No," you reply, feeling her words take hold. <Br>
<Br>
"Tell me," she commands.<br>
<Br>
"I will be better as a girl," you state. "Almost pretty. Powerful in my magics. I won’t give up."<Br>
<Br>
"You want to help me, don’t you?" Roseli continues. "You’ll obey me and aid my own power. Say it."<br>
<Br>
"I’ll obey you. And aid your own power."<br>
<Br>
"Good," she purrs. "Now. Focus on the watch. When you wake, you’ll have no memories of our chat. But it will always stay with you. You want to be a girl. No longer a man. And you won’t refuse to serve me. You’ll want to. Our partnership, once and forever, is what you live for."<br>
<Br>
"Yes," you say. Your eyes follow the pocket watch, drifting back and forth. A realisation comes across you. One of acceptance. And compliance. You remember more of being a man, but you no longer want to be one.<bR>
<<elseif $PlayerCharacter.stateCurrent is 1>>
"You have someway to go," you hear her whisper. "To being soft and nice. Almost pretty. You wish you were born this way. Tell me."<bR>
<bR>
"I wish I was born this way," you parrot back.<br>
<Br>
"You want to be a girl," she tells you. "Not a man."<br>
<bR>
"I want to be a girl," you match her. "Not a man."<br>
<br>
"Good. You remember being a boy, don’t you? Your brain is full of memories of a childhood, playing with trucks, running in forests, playing football with your friends. Those memories have returned to you, haven’t they?" <br>
<bR>
"Yes," you say, seeing images of the scenes Roseli has described. You were once a boy. This thought trickles through you, without conflict with what you desire.<Br>
<br>
"Though you will be better as a girl," the voice continues. "Hair to your shoulder. Large eyes. A soft face. Almost pretty."<Br>
<BR>
"Almost pretty," you reply.<bR>
<bR>
"Yet powerful in your magics," she says. "You never want to give up that power. Do you?"<br>
<bR>
"No," you reply, feeling her words take hold. <Br>
<bR>
"Tell me," she commands.<Br>
<Br>
"I will be better as a girl," you state. "Almost pretty. Powerful in my magics. I won’t give up."<Br>
<Br>
"You want to help me, don’t you?" Roseli continues. "You’ll obey me and aid my own power. Say it."<Br>
<Br>
"I’ll obey you. And aid your own power."<Br>
<bR>
"Good," she purrs. "Now. Focus on the watch. When you wake, you’ll have no memories of our chat. But it will always stay with you. You want to be a girl. No longer a man. And you won’t refuse to serve me. You’ll want to. Our partnership, once and forever, is what you live for."<Br>
<Br>
"Yes," you say. Your eyes follow the pocket watch, drifting back and forth. A realisation comes across you. One of acceptance. And compliance. You remember more of being a man, but you no longer want to be one.<Br>
<<else>>
"You have pushed back against what’s natural," you hear her whisper. "To being soft and nice. Almost pretty. You wish you were born this way. Tell me."<br>
<Br>
"I wish I was born this way," you parrot back.<bR>
<Br>
"You want to be a girl," she tells you. "Not a man."<Br>
<Br>
"I want to be a girl," you match her. "Not a man."<br>
<Br>
"Good. You remember being a boy, don’t you? Your brain is full of memories of a childhood, playing with trucks, running in forests, playing football with your friends. Those memories have returned to you, haven’t they?" <Br>
<Br>
"Yes," you say, seeing images of the scenes Roseli has described. You were once a boy. This thought trickles through you, without conflict with what you desire.<Br>
<Br>
"Though you will be better as a girl," the voice continues. "Hair to your shoulder. Large eyes. A soft face. Almost pretty."<Br>
<Br>
"Almost pretty," you reply.<Br>
<Br>
"Yet powerful in your magics," she says. "You never want to give up that power. Do you?"<Br>
<Br>
"No," you reply, feeling her words take hold. <bR>
<BR>
"Tell me," she commands.<Br>
<br>
"I will be better as a girl," you state. "Almost pretty. Powerful in my magics. I won’t give up."<br>
<Br>
"You want to help me, don’t you?" Roseli continues. "You’ll obey me and aid my own power. Say it."<br>
<Br>
"I’ll obey you. And aid your own power."<Br>
<Br>
"Good," she purrs. "Now. Focus on the watch. When you wake, you’ll have no memories of our chat. But it will always stay with you. You want to be a girl. No longer a man. And you won’t refuse to serve me. You’ll want to. Our partnership, once and forever, is what you live for."<Br>
<Br>
"Yes," you say. Your eyes follow the pocket watch, drifting back and forth. A realisation comes across you. One of acceptance. And compliance. You remember more of being a man, but you no longer want to be one.<br>
<</if>>
<bR>
<div class="Notification"><<print "Roseli’s magics come with permanent stat changes. You will not be able to remove the changes she makes to your Femininity, nor Assertiveness.">></div>
<br>
<<ActionsHeader>>
<<link "Come around" "RoseliDialogue">><<set $RoseliDialogue to "ControlTransformationsComeAround">><<StatPerm "feminine" 1>><<StatPerm "assertive" -1>><<Memories 1>><</link>>
<<case "ControlTransformationsComeAround">>
You find yourself blinking, suddenly aware you are sitting in the Curio Shop, table in front of you, looking over it to Roseli. She sits watching you, waiting patiently.<Br>
<Br>
"Welcome back," she murmurs. "How do you feel?"<br>
<bR>
You gather your thoughts. "As if I’ve slept for hours."<Br>
<br>
She chirps. "Well, my little sleeping beauty. It seems your senses have returned. Do you feel content though? Happy with your lost memories returned? Accepting of our trade."<br>
<bR>
You find yourself nodding. You can’t be sure what you agreed to, but a few flashes of memories rise up in your brain. New to you.<br>
<bR>
"We’ll leave it there for now," she exclaims. "Do come back again dearie. We can uncover more of your lost thoughts. And continue your training."<br>
<Br>
Her hand points to the exit. "Now. Go."<br>
<br>
You find yourself standing without meaning to. Walking wordlessly out the door. A sense of calm washes over you. It feels right.<Br>
<br>
<<ActionsHeader>>
<<link "Leave the Curio Shop" "FatGordonsCircusMidWay">><<EndConversation "Roseli">><<TimeChange>><</link>>
<<case "HelpingEmily">>
"My sister needs some help," you tell her. "She’s changing. I’m worried that Charlton has got hold of her."<br>
<Br>
Roseli nods, her face solemn. "Such a pretty young girl," she mutters, glancing at her ball. "She’s been through much. She deserves some respite."<br>
<br>
"Can you help her?" you ask, suddenly hopefully.<br>
<Br>
The old woman nods, taking a deep breath. "Yes. Your sister can be saved. In spite of what Gladys has told you."<Br>
<Br>
<<QuestStatus "Quest26">>
<<Quest26Partnership>><<if _Quest26Partnership is true>>
"The question is, my curious cat," she says with a gleam. "What are you willing to give up to help her?"<br>
<Br>
You roll your eyes. "What do you want?"<br>
<br>
She doesn't chirp. Her face is like a statue. "Just your soul. Your masculinity, if you will. And part of your bond with her. Give me that and I shall remove some of her affliction." A slight smile breaks her stone face. "Or force her to accept it, if your definition of help differs from my expectations. This will take some time, but is achievable."<br>
<br>
<<ActionsHeader>>
<<link "Sacrifice some of your masculinity to reduce Emily’s corruption" "RoseliDialogue">><<set $RoseliDialogue to "HelpingEmilyReduce">><<Greedy -1>><<DialogueDone "Roseli" "HelpingSister">><<QuestTracker "Quest17" 2>><</link>><br>
<<link "Sacrifice some of your masculinity to increase Emily’s corruption" "RoseliDialogue">><<set $RoseliDialogue to "HelpingEmilyIncrease">><<Greedy 1>><<DialogueDone "Roseli" "HelpingSister">><<QuestTracker "Quest17" 2>><</link>><br>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<else>>
Her eyes glimmer as she hesitates. "First, though. Let’s cement our partnership. Come back with an answer to the question I asked. Then we will look about how you save your sister."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<case "HelpingEmilyReduce">>
"I want to diminish the effects of this town on Emily," you tell Roseli. "I’m willing to pay the sacrifice."<br>
<Br>
"Perfect, my sacrificial little lamb," she demurs. "Hold on tight. This may sting a bit."<bR>
<Br>
Roseli holds her hands over her crystal ball. You watch as her hands begin to glow with yellow amber rays. Within the ball, you see the face of Emily as she now is. Magic swirls around her head, like a swarm of insects buzzing about her on a hot summer’s day.<br>
<bR>
Slowly, the orbs of energy drift away from her, pushing up through the glass of the ball and into Roseli’s hands. The woman grins as the energy is drawn back into her fingers.<Br>
<BR>
"And now," she murmurs. "For your sacrifice."<br>
<bR>
Without warning your chest feels like it bursts open. You look down to see magic coursing out of you, arcing towards Roseli’s hands and the ball. A sense of your body burning prickles your skin and you cry out as you even struggle not to cower away with the perceived heat.<br>
<br>
Your vision turns yellow. The room breaks into two images. Then three. You feel your muscles slump, your posture fall. The pain is unbearable. As much as you resist, you feel any respite from the agony would be a relief. Watching the room spin, you embrace the darkness. And pass out.<br>
<br>
<<ActionsHeader>>
<<link "Come around" "RoseliDialogue">><<set $RoseliDialogue to "HelpingEmilyComeAround">><<TimeChange>><<Feminity 1>><<EmilyCorruption -1>><<SiblingBond -1>><</link>>
<<case "HelpingEmilyIncrease">>
"I want her to become more accepting of the effects this town has on Emily," you tell Roseli. "I’m willing to pay the sacrifice."<bR>
<BR>
"Perfect, my sacrificial little lamb," she demurs. "Hold on tight. This may sting a bit."<br>
<bR>
Roseli holds her hands over her crystal ball. You watch as her hands begin to glow with yellow amber rays. Within the ball, you see the face of Emily as she now is. Magic swirls around her head, like a swarm of insects buzzing about her on a hot summer’s day.<Br>
<BR>
Slowly, the orbs of energy drift away from her, pushing up through the glass of the ball and into Roseli’s hands. The woman grins as the energy is drawn back into her fingers.<br>
<Br>
"And now," she murmurs. "For your sacrifice."<br>
<bR>
Without warning your chest feels like it bursts open. A sense of your body burning prickles your skin and you cry out as you even struggle not to cower away with the perceived heat.<br>
<br>
Your vision turns yellow. The room breaks into two images. Then three. You feel your muscles slump, your posture fall. The pain is unbearable. As much as you resist, you feel any respite from the agony would be a relief. Watching the room spin, you embrace the darkness. And pass out.<br>
<br>
<<ActionsHeader>>
<<link "Come around" "RoseliDialogue">><<set $RoseliDialogue to "HelpingEmilyComeAround">><<TimeChange>><<Feminity 1>><<EmilyCorruption 1>><<SiblingBond -1>><</link>>
<<case "HelpingEmilyComeAround">>
You slowly become aware of Roseli standing over you, looking down with mild interest. "Welcome back to the land of the living, my sweet child."<br>
<Br>
She offers a hand and pulls you up. You look around. You are not sure how much time has passed, but there is no sign of the sheer power that knocked you out. Roseli moves back behind her table and sits, staring back at you with a sense of satisfaction.<Br>
<bR>
She gestures to the crystal ball. "Behold. Your prize."<br>
<Br>
You stare into it, seeing Emily’s face there once more. Now a little different. Changed. Just as you desired. But when the image meets your eyes, it flinches away.<br>
<bR>
"Such small sacrifices have little impact in isolation," Roseli states flatly. "If you wish to continue, come see me again. I will continue to help. For a price."<Br>
<Br>
<<ActionsHeader>>
<<link "Say goodbye and leave the Curio Shop" "FatGordonsCircusMidWay">><<EndConversation "Roseli">><</link>>
<<case "TwoPlacesAtOnce">>
"I’m struggling to do everything," you lament. "Magic. My sister. Maintaining a job. Sometimes I feel like I need to be in two places at once just to manage."<br>
<Br>
Roseli gives you a sympathetic smile. "It’s a harsh burden that the old crone has put upon you. Fortunately though, there are things that can help."<bR>
<br>
"Oh?" you ask, eyebrows raising with interest.<br>
<Br>
She grins. "If you can think it, it can happen. Like your wish of being in two places at once. There are ways to achieve such a thing."<br>
<br>
You can’t hold back an incredulous look. "How?" <br>
<br>
<<QuestStatus "Quest26">>
<<Quest26Partnership>><<if _Quest26Partnership is true>>
"Your sister is the key, my confused little cub," she comments. "She may be barren of magic, but there are ways to change those without potential." She titters. "As I'm sure you've taken advantage of."<br>
<br>
"I can transform Emily?" you try.<br>
<br>
She pushes her lips together. "You suggest a spell. To alter other bodies is an advanced practice. Even changing your own body requires a high degree of magic. To transform somebody else? It's beyond you currently, in spite of your budding powers, my happy little hatchling. But what if we refined your ask?" She pauses, a smile forming.<br>
<br>
You frown. "What do you mean?"<br>
<br>
"I can help," she says. "In a way. I can give your sister a trinket. It will be for her and her only. But it will give her the boon of taking on a different appearance." Her smile fades. "Of you."<br>
<br>
<<ActionsHeader>>
<<link "Ask her what her terms are" "RoseliDialogue">><<set $RoseliDialogue to "TwoPlacesTerms">><<DialogueDone "Roseli" "TwoPlacesAtOnce">><<DialogueUnlock "Roseli" "TwoPlacesReturn">><</link>>
<<else>>
The old woman smiles again, chuckling. "First. Let’s cement our partnership. Come back with an answer to the question I asked. Then we shall look into solving your problem."<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<case "TwoPlacesTerms">>
You consider her words carefully. "What do you want for it? For this trinket?"<br>
<br>
She titters. "You are learning! But first, what you'll receive. I will give you a ring. When worn by your sister, it will be activated by her will. She will find herself blessed with bits that will be alien to her. In that form, she will be unable to perform magic. But that's not a problem she has to consider, is it?"<br>
<br>
Her smile fades as she sighs. "A word of warning, though. The ring will be powerful. The spell will feed on corruption. And like all things that corrupts, it will be enticing. Addictive. Your sister will find its lure hard to resist. If she gives in, it will start transforming her even without her conscious control." She grins. "Of course, her subconscious desires will be more truthful."<br>
<br>
"So, she'll start transforming into me without wanting to?" you say flatly, trying to make sense of her words.<br>
<br>
"More the wearer will find their thoughts shaping to their form," she replies. "I'll give you a nugget for free, my worried little worm. Tell her to use it sparingly. And once she no longer needs it, throw it somewhere in the countryside where she'll never find it again." She pauses, pursing her lips. "Even if she's tempted to look for it."<br>
<br>
You sigh. Roseli watches you carefully, waiting. "What's the cost?" you reply, after a moment.<br>
<br>
"Just some of your essence," she says. "It's your choice. But I need something to power it."<br>
<br>
<<ActionsHeader>>
<<link "Accept her deal" "RoseliDialogue">><<set $RoseliDialogue to "TwoPlacesAccept">><<Feminity 3>><</link>><br>
<<link "Tell her you need time to consider" "RoseliDialogue">><<set $RoseliDialogue to "TwoPlacesDecline">><</link>>
<<case "TwoPlacesAccept">>
"Very well," you reply. "I accept."<br>
<br>
She grins. "Perfect, my selfless little squirrel. Let us begin."<br>
<br>
Roseli waves her hand over the table and a small ring appears. Unassuming, plain and gold. There is nothing special about it.<br>
<br>
"Brace yourself," she mutters. "This may feel strange."<br>
<br>
<<if $PlayerCharacter.female is true>>
Roseli holds her hands out over the table. You sense the magic stirring within her. Her hands glow with yellow-amber energy. Then, the power kernels out like tentacles towards you. Your insides shudder. Your nerves stand on edges, begging you to step back.<br>
<<else>>
Roseli holds her hands out over the table. They glow with yellow-amber energy. Then, the power kernels out like tentacles towards you. Your insides shudder. Your nerves stand on edges, begging you to step back.<br>
<</if>>
<br>
But you hold your body rigid. The tips of the magic touch your forehead, ice cold, sending your body in spasms. Your mind turns drowsy. Almost as if you were being anaesthetised, just before an operation.<br>
<br>
And then, the operation begins. Piece by piece, a part of yourself is pulled free through the arcane tips that brush against your forehead. You look down, seeing another tentacle touch the ring.<br>
<br>
The sensation suddenly stops and you blink. Looking around, the room is as it was. No signs of magic. No yellow-amber tentacles. Just Roseli, smiling back at you.<br>
<br>
"It's done," she replies, sliding the ring across the table towards you. "How do you feel?"<br>
<br>
You consider her question. A girlish giggle comes out of your mouth. "Normal."<br>
<br>
Her smile broadens. "Not even a little sacrifice, long-term."<br>
<br>
You smile, feeling flushed. You giggle again. Seems you got off easy, this time.<br>
<br>
<I>Did you?</I><br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<QuestTracker "Quest19" 2>><<TakeObjectNPC "Roseli" "EmilySwapRing">><<ChangeTopics>><</link>>
<<case "TwoPlacesDecline">>
"I'm not sure about that," you tell her. "It sounds dangerous."<br>
<br>
"All things worth having are," she chirps. "If you change your mind, you know where I am." Her smile slips. "And you know now my price."<br>
<br>
She holds your eye for a moment, before tittering again and letting her smile return.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "Partnership">>
"What did you mean about a partnership?" you ask Roseli.<br>
<br>
Roseli’s eyes glimmer as she hears the question. "And there it is. The beginnings of your real journey."<Br>
<Br>
"What do you mean?" you ask.<Br>
<Br>
<<CompulsionCheck "Any" "dream">>
<<if _CompulsionCheck is true>>
Roseli’s eyes lock on to you, simultaneously focusing only on your body and looking beyond it. Her smile wavers. "I can help you. With all the little niggles that have come up since meeting that witch. For a simple gift."<Br>
<Br>
You eye her cautiously. "What gift?"<br>
<Br>
"A simple thing," she replies. "Something for something else. I want you to tell me who you really are."<br>
<Br>
You can’t hold back a laugh. "Easy. I’m <<TrueName "Current">>."<Br>
<Br>
She shakes her head and you see her lips pull together. "Not your name. Your self. Explore the circus. Take in the attractions. Spend some money. Then come back and tell me who you are."<Br>
<Br>
Sighing, you roll your eyes. "Is this just a scam to get me to spend?"<br>
<Br>
Roseli’s smile returns. "Always a price to be paid. But money? That’s just a byproduct. Try it. Have a little fun. Enjoy yourself."<Br>
<br>
Her eyes gesture towards the exit to the tent. "Come tell me what you find. Then I’ll tell you how to help yourself. And your sister. Just a few rides."<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<QuestTracker "Quest26" 0>><<set $Quest26Failure to 0>><<EventTrigger "FatGordonsCircusMidWay" "SiobhanSecondTime" "Evening" "Siobhan" null null null null false>><<DialogueDone "Roseli" "Partnership">><</link>>
<<else>>
Roseli’s eyes lock on to you, simultaneously focusing only on your body and looking beyond it. Her smile wavers. "I can help you. But I will not. The path you walk does not meet my interests."<Br>
<Br>
"Why?"
<br>
She gives you a look. "There are other ways to find Tandi for men like you," she says plainly. "Come see me again should you walk a... more fluid path."<Br>
<Br>
You regard her as she offers you a grin, seemingly done with this part of the conversation.<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<case "TandiWhereabouts">>
"Do you know where I could find Tandi?" you ask Roseli. "I’m looking for her."<br>
<br>
Roseli’s eyes glimmer as she hears the question. "And there it is. The start of the real questions."<Br>
<Br>
"Then you know how to find her?" you ask.<Br>
<<CompulsionCheck "Any" "dream">>
<<if _CompulsionCheck is true>>
Roseli’s eyes lock on to you, simultaneously focusing only on your body and looking beyond it. Her smile wavers. "I do," she says quietly. "And I can tell you. For a simple gift."<Br>
<Br>
You eye her cautiously. "What gift?"<br>
<Br>
"A simple thing," she replies. "Something for something else. I want you to tell me who you really are."<br>
<Br>
You can’t hold back a laugh. "Easy. I’m <<TrueName "Current">>."<Br>
<Br>
She shakes her head and you see her lips pull together. "Not your name. Your self. Explore the circus. Take in the attractions. Spend some money. Then come back and tell me who you are."<Br>
<Br>
Sighing, you roll your eyes. "Is this just a scam to get me to spend?"<br>
<Br>
Roseli’s smile returns. "Always a price to be paid. But money? That’s just a byproduct. Try it. Have a little fun. Enjoy yourself."<Br>
<br>
Her eyes gesture towards the exit to the tent. "Come tell me what you find. Then I’ll tell you where Tandi is. And how to get there. Just a few rides."<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>>
<<QuestTracker "Quest26" 0>><<set $Quest26Failure to 0>><<EventTrigger "FatGordonsCircusMidWay" "SiobhanSecondTime" "Evening" "Siobhan" null null null null false>><<DialogueDone "Roseli" "TandiWhereabouts">>
<<QuestOptionUnlock "Quest22" 0 "roseli_test" "gte">>
<</link>>
<<else>>
Roseli’s eyes lock on to you, simultaneously focusing only on your body and looking beyond it. Her smile wavers. "I do," she says quietly. "But I will not tell you. The path you walk does not meet my interests."<Br>
<Br>
"Why?"
<br>
She gives you a look. "There are other ways to find Tandi for men like you," she says plainly. "Come see me again should you walk a... more fluid path."<Br>
<Br>
You regard her as she offers you a grin, seemingly done with this part of the conversation.<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<case "Quest26UpdateTask">>
"I wanted to update you on my progress," you tell her.<Br>
<br>
<<QuestState "Quest26">>
<<if _QuestState is 3>>
Roseli smiles widely as you approach. "You’ve had some fun, haven’t you my little cherub? Learned some things about yourself that you didn’t really know. Or weren’t willing to admit?"<Br>
<br>
You stare back at the old woman with wary eyes. "I have visions of the past. Like memories. But for something I don’t remember."<br>
<Br>
She nods, her hands spreading across the table palms down. "Yes. I see it in you. Something you have lost. Ripped from your mind without consent or barter. Tell me, young child. Would you like to know what it is?"<br>
<br>
You pause, but curiosity gets the better of you. You nod. Roseli grins.<bR>
<Br>
In her hand there is suddenly a deck of tarot cards that were not there before. She spreads them across the table in a semi-circle, face down. Their illustrations unique and yet familiar. Pinks and reds, as if ripped from a book of vintage 50s pop art.<br>
<Br>
"You’ve collected some of these on your way," she tells you. "Maybe one. Maybe the whole deck. Our deal is this. You have found your lost memory for me to see. Now, I will restore it to you."<Br>
<Br>
"And. With a wave of my hand," she adds, waving her palm over the cards. "One will slip away."<Br>
<Br>
Roseli looks back up to you, grinning. "Choose," she states.<br>
<br>
<<ActionsHeader>>
<<CompulsionCheck "OldFashionedValues" "dream">>
<<if _CompulsionCheck is true>><<link "Choose 'Old Fashioned Values'" "RoseliDialogue">><<set $RoseliDialogue to "CompulsionChoice">><<set $CompulsionRemoval to "OldFashionedValues">><</link>><br><</if>>
<<CompulsionCheck "TheAppeaser" "dream">>
<<if _CompulsionCheck is true>><<link "Choose 'The Appeaser'" "RoseliDialogue">><<set $RoseliDialogue to "CompulsionChoice">><<set $CompulsionRemoval to "TheAppeaser">><</link>><br><</if>>
<<CompulsionCheck "Ditzy" "dream">>
<<if _CompulsionCheck is true>><<link "Choose 'Ditzy'" "RoseliDialogue">><<set $RoseliDialogue to "CompulsionChoice">><<set $CompulsionRemoval to "Ditzy">><</link>><br><</if>>
<<CompulsionCheck "CitizenCharlton" "dream">>
<<if _CompulsionCheck is true>><<link "Choose 'Citizen Charlton'" "RoseliDialogue">><<set $RoseliDialogue to "CompulsionChoice">><<set $CompulsionRemoval to "CitizenCharlton">><</link>><br><</if>>
<<CompulsionCheck "HouseProud" "dream">>
<<if _CompulsionCheck is true>><<link "Choose 'House Proud'" "RoseliDialogue">><<set $RoseliDialogue to "CompulsionChoice">><<set $CompulsionRemoval to "HouseProud">><</link>><br><</if>>
<<CompulsionCheck "AllDolledUp" "dream">>
<<if _CompulsionCheck is true>><<link "Choose 'All Dolled Up'" "RoseliDialogue">><<set $RoseliDialogue to "CompulsionChoice">><<set $CompulsionRemoval to "AllDolledUp">><</link>><br><</if>>
<<CompulsionCheck "DutifulDoer" "dream">>
<<if _CompulsionCheck is true>><<link "Choose 'Dutiful Doer'" "RoseliDialogue">><<set $RoseliDialogue to "CompulsionChoice">><<set $CompulsionRemoval to "DutifulDoer">><</link>><br><</if>>
<<CompulsionCheck "SaucySecretary" "dream">>
<<if _CompulsionCheck is true>><<link "Choose 'Saucy Secretary'" "RoseliDialogue">><<set $RoseliDialogue to "CompulsionChoice">><<set $CompulsionRemoval to "SaucySecretary">><</link>><br><</if>>
<<CompulsionCheck "BoyCrazy" "dream">>
<<if _CompulsionCheck is true>><<link "Choose 'Boy Crazy'" "RoseliDialogue">><<set $RoseliDialogue to "CompulsionChoice">><<set $CompulsionRemoval to "BoyCrazy">><</link>><br><</if>>
<<CompulsionCheck "PartyGirl" "dream">>
<<if _CompulsionCheck is true>><<link "Choose 'Party Girl'" "RoseliDialogue">><<set $RoseliDialogue to "CompulsionChoice">><<set $CompulsionRemoval to "PartyGirl">><</link>><br><</if>>
<<CompulsionCheck "ModelStudent" "dream">>
<<if _CompulsionCheck is true>><<link "Choose 'Model Student'" "RoseliDialogue">><<set $RoseliDialogue to "CompulsionChoice">><<set $CompulsionRemoval to "ModelStudent">><</link>><br><</if>>
<<CompulsionCheck "TeachersPet" "dream">>
<<if _CompulsionCheck is true>><<link "Choose 'Teacher's Pet'" "RoseliDialogue">><<set $RoseliDialogue to "CompulsionChoice">><<set $CompulsionRemoval to "TeachersPet">><</link>><br><</if>>
<<CompulsionCheck "GymBunny" "dream">>
<<if _CompulsionCheck is true>><<link "Choose 'Gym Bunny'" "RoseliDialogue">><<set $RoseliDialogue to "CompulsionChoice">><<set $CompulsionRemoval to "GymBunny">><</link>><br><</if>>
<<CompulsionCheck "TouchOfPride" "dream">>
<<if _CompulsionCheck is true>><<link "Choose 'Touch of Pride'" "RoseliDialogue">><<set $RoseliDialogue to "CompulsionChoice">><<set $CompulsionRemoval to "TouchOfPride">><</link>><br><</if>>
<<elseif $Quest26Failure gte 3>>
Roseli’s eyebrows raise as she regards you skeptically. "You haven’t had much fun, have you my little cherub? This doesn't bode well for our partnership. Didn’t discover much about yourself?"<Br>
<Br>
"I tried to do what you asked," you tell her.<br>
<br>
She winces. "Tried isn’t enough, I’m afraid. We had a deal. You provide me with a thing. Just a little thing. A bit about yourself. And I would have given you that little desire that flutters in your heart." Her smile withers as her face transforms into a scowl. "The location of Tandi."<br>
<Br>
"I don’t understand," you tell her. "I did what you asked."<br>
<Br>
"And you learned nothing," she states plainly, all trace of warmth gone from her voice. "Deals are only honoured when participants live up to their end of the bargain."<Br>
<Br>
"What about Tandi?" you try.<Br>
<Br>
"Not my concern," she tells you. "For now, you’ll have to find other routes to your goal."<br>
<Br>
Her dark eyes and narrow lips say it all. On this subject, Roseli has nothing more to say.<br>
<Br>
<div class="Notification"><<print "You have unlocked the Memories state. This tracks how much of your past life you remember, even as your current memories threaten to override them.">></div>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<QuestTracker "Quest26" "fail">><<set $Quest26Failure to undefined>><<MemoriesInitialStart>><<QuestOptionComplete "Quest22" 0 "roseli_test">><</link>>
<<else>>
"It seems you still need to have a little bit more fun, don’t you cherub?" Roseli smiles back at you. "Go see some more of the carnival. Come back when you’ve learned a bit more."<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<case "AskMemories">>
"These memories I have," you say. "Can you help me uncover the truth?"<Br>
<Br>
She chirps, eyes gleaming. "Of course, my little seashell. If you think you’re misremembering, then let me whisper you a small secret. You probably are."<br>
<Br>
You think back to your past, trying to pinpoint memories that seem strange or unreal. Some of them seem to clash, others jar with reality. But you find yourself frowning. In spite of what logically doesn’t add up, you feel as if nothing is amiss.<Br>
<BR>
"Magic is a power that likes to paper over its cracks," Roseli tells you. "But nothing is lost. Not truly. You’ll find any missing memories you have are somewhere nearby. Floating in the ether, waiting for your mind to rediscover them. Now you are aware of their absence, you will be able to see them."<Br>
<Br>
"How?" you ask, shaking your head with confusion.<Br>
<bR>
"Why, by sensing them, of course!" She grins. "I can teach you how. All you have to do ask."<br>
<br>
"And the cost?" you ask.<br>
<br>
Roseli continues flashing you her teeth. "Call this your reward. For completing my trial. And an hour or two of your attention to invest. Let me know when you have some time free."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueUnlock "Roseli" "LearnMemories">><</link>>
<<case "LearnMemories">>
"I'm ready to spend some time learning how to sense my old memories," you tell Roseli.<bR>
<br>
<<if $current.female is false>>
She titters. "That old crone at the junk shop has been keeping things from you, has she?" She shakes her head. "Or perhaps you are just forgetful."<Br>
<br>
Roseli waves her hand over your form. "Come back in a body that is more receptive to magic. Then we can begin."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<else>>
She smiles. "Very well, my curious little cub. Let us begin."<br>
<Br>
She waves her hand over the table. Where there was nothing before, a toy car now rests idle in its centre.<br>
<br>
"Touch it," she tells you. "And focus your mind on the sensations it brings you."<br>
<Br>
Cautiously, you reach out. As well as the cool metal touch, you feel a spark of something within.<br>
<Br>
"There's something there," you mutter.<Br>
<Br>
Roseli nods. "Yes. Pull at that thread. It will take time to begin, but you will find that spark will grow."<br>
<Br>
You settle into the seat opposite Roseli and close your eyes. Time drifts away as you focus on the toy and the small spark of arcane energy within. Like a yarn ball unravelling, you mentally pick at it, pulling and pulling, feeling it grow loose inside.<br>
<br>
Then, something fills your mind's eye. Only a fragment, one image. Not enough for you to understand what it means. But your mind feels possessive of it instantly. A piece of your memory that you’re missing, one that belongs to you.<br>
<br>
Suddenly you are overwhelmed with flashes of the past. But the sensation fades quickly. You are soon looking back at Roseli, smiling back at you.<br>
<Br>
"Find enough of these," she says. "And we can begin to repair what you’ve lost. Just have a natter with me when you are ready. You’ll know when."<br>
<Br>
You raise an eyebrow. "And your fee? Or is that free too?"<Br>
<BR>
She chirps at your question. "Learning, aren’t you? The prize of seeing what was stolen will be payment enough. You’re quite the object of fascination, my little sparrow. I can’t wait to learn more about you."<Br>
<Br>
<div class="Notification"><<print "You have learned Sense Memories, a spell that will find fragments of your old memories hidden around Charlton. Collect enough of them and you can return to Roseli to unlock more memories. You will be notified when you are ready to learn more.">></div><br>
<B>DEV NOTE - Memories in the wild are not currently implemented.</B><br>
<br>
<<ActionsHeader>>
<<link "Say goodbye and leave the Curio Shop" "FatGordonsCircusMidWay">><<EndConversation "Roseli">><<SpellLearn "Memories" "Roseli">><<TimeChange>><<ChangeTopics>><</link>>
<</if>>
<<case "Apparations">>
"I encountered something strange on the attractions," you tell Roseli. "People I know. Or at least recognise. But they weren’t real."<Br>
<Br>
"I didn’t know we had a ghost ride," Roseli says, tittering immediately. "Spirits spooking you, my cherished blossom?"<br>
<Br>
You give her a look. "They felt magical. But not just magic. They were people."<br>
<Br>
She smiles, crooked teeth on display. "Memories are the basis of being, my inquisitive rose. When combined with magic, those memories can fuse into a spirit."<br>
<Br>
"Like ghosts?"<br>
<br>
Roseli chuckles to herself at your comment. "Not quite. They think they are the person those memories address. But a collection of other people’s memories won’t form the real truth. If you believe the truth really exists."<br>
<Br>
You nod, but before you can reply you watch her smile slip away. She stares back at you, cold. "These creatures. They are young. They desire your flesh. To live as they remember. They hold truth that will be of use. But make no mistake. They are a threat."<Br>
<br>
<<if $current.female is true>>
She turns over her palm, holding it out to you. In her palm is a small ring, gold and plain. You don’t sense magic from it. Instead, you sense the absence of it.<br>
<<else>>
She turns over her palm, holding it out to you. In her palm is a small ring, gold and plain. You don't sense anything else from it.<br>
<</if>>
<br>
"Take this ring," she tells you flatly. "When you wish to consult with them, come. I will charge it. You will then find them waiting for you. In the Hall of Mirrors."<br>
<br>
You eye the ring cautiously. "What’s your charge?"<Br>
<br>
A small smile creeps up at the edge of her face. "For the service? I want a charge from your amulet. Or part of your masculinity. For the ring? Let’s say that’s on lend."<br>
<br>
You nod, taking the ring and putting it in your pocket. You’re not sure why you would want to see the creatures again, but there seems no harm in taking this just in case. Right?<br>
<br>
<B>DEV NOTE - THIS IS CURRENTLY NOT IMPLEMENTED</B><br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<TakeObjectNPC "Roseli" "RoseliSpiritRing">><</link>>
<<case "CompulsionChoice">>
You reach out and take a card from the hand. Roseli smiles. "Good choice."<br>
<Br>
Suddenly you feel flush. The room begins to blur. And you feel the table rising up towards you as your vision blacks out.<br>
<Br>
<<ActionsHeader>>
<<link "Come around" "CompulsionRemoval">>
<<QuestTracker "Quest26" "complete">>
<<set $Quest26Failure to undefined>>
<<EndConversation "Roseli">>
<</link>>
<<case "removedCompulsion">>
You blink, looking around. Back in the Curio Shop, facing Roseli. Back… looking like you.<br>
<BR>
"What was that?" you ask, recalling the vision.<br>
<bR>
"The past," Roseli chirps. "At least. How it once was."<br>
<bR>
You recall the vision, but in doing so you see the scenes playing out two different ways. As if viewing a photograph with another superimposed on it. You remember the events of the vision like it was yesterday, but also, the memory that until moments ago you were convinced was true.<br>
<BR>
Closing your eyes, you consider the events of this vision. You can sense the conflicts and disjoints between what you witnessed and who you are. But the consequences slip through your mental grasp. The ramifications too incomprehensible for your mind to process.<bR>
<br>
"It’s not easy, my little flower," Roseli sniggers. "To have two sets of memories competing to be seen as the truth. That delicate forehead will be pounding for days to come."<br>
<br>
"I feel different," you murmur. <bR>
<br>
<<CompulsionCheck "Any">>
<<if _CompulsionCheck is false>>
Roseli grins and laughs quietly. "Feel more like yourself, do you? I’m glad our deal has proven valuable. Feel free to return if you find yourself drifting. Your powers are great, but they will continue to demand a cost."<br>
<<else>>
<<CompulsionCheck "Any" "dream">>
<<if _CompulsionCheck is true>>
Roseli grins and laughs quietly. "Feel more like yourself, do you? But one little gift won't change how things are, dearie. You’ve still lost much. Fortunately, there are ways we can help address this. We can talk more later, if you like. Your powers are great, but they will continue to demand a cost."<bR>
<<else>>
Roseli studies you for a moment, her eyes narrowing slightly. "Feel more like yourself, do you? I've done all I can, but what's left is not mine to take. And it comes with no memories to return."<br>
<</if>>
<</if>>
<br>
<div class="Notification"><<print "You have unlocked the Memories state. This tracks how much of your past life you remember, even as your current memories threaten to override them.">></div>
<br>
<<QuestState "Quest22">><<QuestOptionCheck "Quest22" 0 "roseli_test">>
<<if _QuestState is 0 and _QuestOptionCheck is true>>
"Now," she continues, sliding her hand across the table. You look down as she leaves a coin in its centre.<br>
<Br>
<<if $PlayerCharacter.female is false>>
It looks weathered, like an old coin long out of circulation. But instead of the usual markings there is the outline of a Penny Farthing instead on the front. And a large 'T' pressed into the back.<br>
<<else>>
It looks weathered, like an old coin long out of circulation. But instead of the usual markings there is the outline of a Penny Farthing instead on the front. The back is blank.<br>
<</if>>
<Br>
"Your reward," she tells you. "A coin. To open the path to Tandi."<br>
<br>
<<ActionsHeader>>
<<link "Talk to Roseli about Tandi" "RoseliDialogue">>
<<if $PlayerCharacter.female is false>>
<<TakeObjectNPC "Roseli" "TandiPennyFarthing">>
<<else>>
<<TakeObjectNPC "Roseli" "BlankPennyFarthing">>
<</if>>
<<set $RoseliDialogue to "TandiTale">>
<<QuestOptionComplete "Quest22" 0 "roseli_test">>
<<QuestOptionUnlock "Quest22" 0 "penny_farthing" "gte">>
<<MemoriesInitialStart>>
<</link>>
<<else>>
"Now," she continues. "We can discuss how I might help you. In the spirit of our newly minted partnership, my fortunate little flower."<br>
<br>
<<ActionsHeader>>
<<link "Change Topics" "FatGordonsCircusCurioShopRoseliDialogue0">><<ChangeTopics>><<MemoriesInitialStart>><</link>>
<</if>>
<<case "TandiTale">>
"What do you know about Tandi?" you ask, looking down again at the coin. "Really?"<br>
<BR>
Roseli gestures to the coin. "The gift. As our transaction was agreed. Take it. Use it. You will find Tandi waiting for you."<br>
<bR>
You pick up the coin, looking at it carefully. "And where should I take it?"<br>
<bR>
Roseli smiles and chirps like a bird. "Try the drinking den," she tells you. "McTafeys. Show it to the regulars. They’ll direct you in how to take the final steps to what you seek."<Br>
<BR>
You pocket the coin and give her a look. "Is that it?"<br>
<Br>
Her lips curl at the side. "For now, my little pigeon. But if you have something more you need my aid with, I’m sure we can consider a deal."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestTracker "Quest22" 1>><<QuestOptionUnlock "Quest22" 1 "mcTafeys">><</link>>
<<case "PeopleWhoLeft">>
"I have a question," you begin. "About how the town influences people."<br>
<br>
Roseli smiles, revealing her teeth. "What a big question, my curious little cantaloupe. Whatever could be the matter to make you ask that?"<br>
<br>
"I have a friend," you continue. "Her parents have moved away. But she's concerned the town is still influencing them."<br>
<br>
Roseli's smile grows wider. "She's an astute little antelope. She wouldn't be wasting her time taking ladies measurements and recommending fragrances, now would she?"<br>
<br>
You stare back at her, trying to maintain your composure. She laughs at your attempt.<br>
<br>
"Your friend's intuition is correct. Charlton's overlords don't let their livestock wander like on a free-range farm. They have a wonderful little method to keep everyone who has ever lived here in check." Her voice lowers as her smile slips. "It's something I've been curious about."<br>
<br>
"What are they doing?" you ask her.<br>
<br>
She titters at your question. "Oh come now, dearie. You know the rules by now. Nothing comes for free. Especially the truth."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Roseli" "PeopleWhoLeft">><<DialogueUnlock "Roseli" "JenniferQuestDeal">><</link>>
<<case "JenniferQuestDeal">>
"What do you want?" you ask her. "And what do I get for it?"<br>
<br>
Roseli's smile returns. "You're getting the hang of it, my slow little hare. Always ask for the terms of any agreement before you enter into them."<br>
<br>
She reaches into her pocket and places something on the table. You look down to see an old train ticket, marked with your name. "Family Ticket. Return Journey Paid" is printed beneath.<br>
<br>
"This will take you to where you'll find answers. Whenever you're ready, just whisper the words. And poof! You'll find yourself face-to-face with the thing that will help."<br>
<br>
<<if $PlayerCharacter.female is true>>
You eye the ticket carefully. It sparkles with magic. "Is it dangerous?"<br>
<<else>>
You eye the ticket carefully. "Is it dangerous?"<br>
<</if>>
<br>
Roseli pauses, as if mulling over your words. "For the foolish. I imagine you'll be wanting to take your shopgirl friend, too? Don't worry. I've made it a family ticket."<br>
<br>
Her smile withers and her tone lowers. "Just be sure to keep her in-check. She may act rash when the truth is exposed. I sense her yearning for answers, even from here."<br>
<br>
The smile returns and her voice raises back to its high pitch. "In fact, until you came by, I was going to send Siobhan off to see her. Such desire is ripe for one of our deals that we offer, here."<br>
<br>
"And what's the cost of this deal?" you reply, nodding down to the ticket.<br>
<br>
Roseli appraises you carefully, then shrugs. "Let's start off with something simple. A part of your essence. I'll even allow you to choose whether it's your smarts, selflessness or physique."<br>
<<if $PlayerCharacter.female is false>>
<br>
She pauses dramatically, grinning. "Or if you prefer, some of whatever masculinity you have left."<br>
<</if>>
<br>
You look back to her, sensing her intent. What are you willing to give up... for Jennifer?<br>
<br>
<<ActionsHeader>>
<<link "Sacrifice some of your intelligence" "RoseliDialogue">><<set $RoseliDialogue to "Quest35SacrificeIntelligence">><<Intelligence -1>><</link>><br>
<<link "Sacrifice some of your physique" "RoseliDialogue">><<set $RoseliDialogue to "Quest35SacrificePhysique">><<Physique -1>><</link>><br>
<<link "Sacrifice some of your selflessness" "RoseliDialogue">><<set $RoseliDialogue to "Quest35SacrificeSelflessness">><<Greedy 1>><</link>><br>
<<if $PlayerCharacter.female is false>><<link "Sacrifice some of your masculinity" "RoseliDialogue">><<set $RoseliDialogue to "Quest35SacrificeMasculinity">><<Feminity 1>><</link>><br><</if>>
<<link "Decline to sacrifice anything" "RoseliDialogue">><<set $RoseliDialogue to "Quest35Decline">><</link>><br>
<<case "Quest35SacrificeIntelligence">>
"Fine," you mutter. "Take a few of my brain cells."<br>
<br>
"Bored of being a bookworm?" she asks but doesn't wait for a reply. You brace yourself as you watch her hands glow with magic. Almost casually, she gestures towards you.<br>
<br>
You feel your own essence pull away from your body, drawn towards her glowing fingers like a magnet. Your mind grows hazy. You struggle to hold on to thoughts as they bubble up, but you can't keep hold of them. You almost sense them leave your mind as they are absorbed into the magic that is seeping out of you and towards the fortune teller.<br>
<br>
Soon the magic around Roseli's hands fades and the sensation of your soul escaping your body ceases. You look up to meet Roseli's watchful stare.<br>
<br>
"How do you feel?" she asks.<br>
<br>
You turn your sense inward, searching your mind for what she's removed. There is no trace of the specifics. But even trying to recollect what's missing, you feel mentally more sluggish. It takes more effort to consider what might be gone.<br>
<br>
"I'm okay," you state finally. "Is it done?"<br>
<br>
She nods. "Transaction complete, my ditzy little doe." Her hand pushes the ticket to your side of the table. "Now. Let's discuss the specifics of your outward journey."<br>
<br>
<<ActionsHeader>>
<<link "Listen to Roseli's instructions" "RoseliDialogue">><<set $RoseliDialogue to "Quest35Instructions">><<DialogueDone "Roseli" "JenniferQuestDeal">><</link>>
<<case "Quest35SacrificePhysique">>
"Fine," you mutter. "Take some of my muscles."<br>
<br>
"Tired of being taut?" she asks but doesn't wait for a reply. You brace yourself as you watch her hands glow with magic. Almost casually, she gestures towards you.<br>
<br>
You feel your own essence pull away from your body, drawn towards her glowing fingers like a magnet. Your body aches. You feel your limbs loosen and become weaker. You almost sense your power leave your body as it's absorbed into the magic that is seeping out of you and towards the fortune teller.<br>
<br>
Soon the magic around Roseli's hands fades and the sensation of your soul escaping your body ceases. You look up to meet Roseli's watchful stare.<br>
<br>
"How do you feel?" she asks.<br>
<br>
You turn your sense inward, searching your body for what she's removed. There is no trace of the specifics. But even trying to recollect what's missing, you ache. Your muscles can barely flex like they did before.<br>
<br>
"I'm okay," you state finally. "Is it done?"<br>
<br>
She nods. "Transaction complete, my weak little walrus." Her hand pushes the ticket to your side of the table. "Now. Let's discuss the specifics of your outward journey."<br>
<br>
<<ActionsHeader>>
<<link "Listen to Roseli's instructions" "RoseliDialogue">><<set $RoseliDialogue to "Quest35Instructions">><<DialogueDone "Roseli" "JenniferQuestDeal">><</link>>
<<case "Quest35SacrificeSelflessness">>
"Fine," you mutter. "Take some of my selflessness."<br>
<br>
"Glad to be greedy?" she asks but doesn't wait for a reply. You brace yourself as you watch her hands glow with magic. Almost casually, she gestures towards you.<br>
<br>
You feel your own essence pull away from your body, drawn towards her glowing fingers like a magnet. Your mind grows hazy. You struggle to hold on to your convictions as they bubble up, but you can't keep hold of them. You almost sense them leave your essence as they are absorbed into the magic that is seeping out of you and towards the fortune teller.<br>
<br>
Soon the magic around Roseli's hands fades and the sensation of your soul escaping your body ceases. You look up to meet Roseli's watchful stare.<br>
<br>
"How do you feel?" she asks.<br>
<br>
You turn your sense inward, searching your mind for what she's removed. There is no trace of the specifics. But even trying to recollect what's missing, you don't care. You smile, almost feeling like you've tricked the old crone.<br>
<br>
"I'm okay," you state finally. "Is it done?"<br>
<br>
She nods. "Transaction complete, my greedy little goat." Her hand pushes the ticket to your side of the table. "Now. Let's discuss the specifics of your outward journey."<br>
<br>
<<ActionsHeader>>
<<link "Listen to Roseli's instructions" "RoseliDialogue">><<set $RoseliDialogue to "Quest35Instructions">><<DialogueDone "Roseli" "JenniferQuestDeal">><</link>>
<<case "Quest35SacrificeMasculinity">>
"Fine," you mutter. "Take a bit of my masculinity."<br>
<br>
"Yearning to be female?" she asks but doesn't wait for a reply. You brace yourself as you watch her hands glow with magic. Almost casually, she gestures towards you.<br>
<br>
You feel your own essence pull away from your body, drawn towards her glowing fingers like a magnet. Your mind grows hazy. You struggle to hold on to your sense of self as it bubbles up, but you can't keep hold of it. You almost sense it leave your essence as it is absorbed into the magic that is seeping out of you and towards the fortune teller.<br>
<br>
Soon the magic around Roseli's hands fades and the sensation of your soul escaping your body ceases. You look up to meet Roseli's watchful stare.<br>
<br>
"How do you feel?" she asks.<br>
<br>
You turn your sense inward, searching your body for what she's removed. There is no trace of the specifics. But even trying to recollect what's missing, you feel more feminine. Almost as if it's an inescapable thing, somewhere in your core. And it's changed.<br>
<br>
"I'm okay," you state finally. "Is it done?"<br>
<br>
She nods. "Transaction complete, my lady-in-waiting." Her hand pushes the ticket to your side of the table. "Now. Let's discuss the specifics of your outward journey."<br>
<br>
<<ActionsHeader>>
<<link "Listen to Roseli's instructions" "RoseliDialogue">><<set $RoseliDialogue to "Quest35Instructions">><<DialogueDone "Roseli" "JenniferQuestDeal">><</link>>
<<case "Quest35Decline">>
"I'm not going to do that," you tell her. "That's too much."<br>
<br>
"This isn't a negotiation, my little deer in headlights," she says in a spiteful tone. "You want the ticket, you have to pay the journey fee."<br>
<br>
She reaches down and takes the ticket back into her hand. A moment later, it's disappeared.<br>
<br>
"Come see me again, when you're willing to pay for my services," she tells you curtly.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestOptionUnlock "Quest35" 0 "roseli_ticket">><</link>>
<<case "Quest35TicketReturn">>
"About that ticket," you tell her. "What do you want for it again?"<br>
<br>
Roseli smiles. A moment later the ticket appears back on the table, still marked with your name and the printed information. "Family Ticket. Return Journey Paid."<br>
<br>
"Something simple," she says. "A part of your essence. I'll even allow you to choose whether it's your smarts, selflessness or physique."<br>
<<if $PlayerCharacter.female is false>>
<br>
She pauses dramatically, grinning. "Or if you prefer, some of whatever masculinity you have left."<br>
<</if>>
<br>
You look back to her, sensing her intent. What are you willing to give up... for Jennifer?<br>
<br>
<<ActionsHeader>>
<<link "Sacrifice some of your intelligence" "RoseliDialogue">><<set $RoseliDialogue to "Quest35SacrificeIntelligence">><<Intelligence -1>><</link>><br>
<<link "Sacrifice some of your physique" "RoseliDialogue">><<set $RoseliDialogue to "Quest35SacrificePhysique">><<Physique -1>><</link>><br>
<<link "Sacrifice some of your selflessness" "RoseliDialogue">><<set $RoseliDialogue to "Quest35SacrificeSelflessness">><<Greedy 1>><</link>><br>
<<if $PlayerCharacter.female is false>><<link "Sacrifice some of your masculinity" "RoseliDialogue">><<set $RoseliDialogue to "Quest35SacrificeMasculinity">><<Feminity 1>><</link>><br><</if>>
<<link "Decline to sacrifice anything" "RoseliDialogue">><<set $RoseliDialogue to "Quest35Decline">><</link>><br>
<<case "Quest35Instructions">>
"You will find your destination is a private room somewhere in Charlton," Roseli says. "When you are ready, hold your loved ones firmly and grab on to the ticket. Then whisper the words, 'Toot toot.'"<br>
<br>
"Toot toot?"<br>
<br>
Roseli flashes you a smile. "Like a train, my wayward traveler. Do you think all spells sound like they are from the middle-ages?"<br>
<br>
You sigh. "And what, I'll just appear somewhere else?"<br>
<br>
The fortune teller nods. "You'll find yourself in a room. In that room will be a guardian. Quite friendly, for those who treat him with courtesy. I would advise to only try this in the evening, though. Else you might meet his master." She purses her lips. "You're not ready for that. Yet."<br>
<br>
Roseli offers no more. By the look on her face, you suspect that she will not be forthcoming on who this master is.<br>
<br>
"In the possession of the guardian will be a book. The Book of Futures. Quite the practical name, don't you think? Those in charge around here could do with a course in creative writing, if you were to ask me, dearie."<br>
<br>
"What does it do?" you reply. "Write someone's future?"<br>
<br>
She shakes her head slightly. "Not in so many words. It suggests it. A strong current pulling you one way, my little slippery fish, but you can still swim against it. It's revised every year, informing the powers that guide us all which way to steer those who have been touched by Charlton. You. Your little shopgirl friend. And her father."<br>
<br>
You digest her words, struggling to quantify what she's saying. "Charlton can write people's fate?"<br>
<br>
"Suggest," Roseli repeats. "And only if their name is penned inside its cover. If Charlton has any influence over your little friend's daddy, that book will be able to tell you what is planned for him."<br>
<br>
"Remember," she continues. "Use it in the evening. Say the words. Don't be impolite when you arrive. And rip it up when you're done to return to where you came from."<br>
<br>
Her smile fades and her face somehow grows darker. "This is a one-time deal, my sly little fox," she says emotionlessly. "I have certain protections that Charlton fears, which grant me licence to push their buttons. But to repeatedly rattle the cage?" She runs a dry tongue over her cracked lips. "I know my limits."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestTracker "Quest35" 1>><<TakeObjectNPC "Roseli" "RoseliJourneyTicket">><</link>>
<<case "Quest35Stuck">>
"We've got a problem," you begin.<br>
<br>
Roseli's smile grows with amusement. "Looks like more than one, my ever-changing little chameleon." She glances over at <i><<TrueName "Current">></i> and her smile withers. "Quite the display of power. Especially from a girl that cast aside her potential."<br>
<br>
"And you," Roseli says, turning back your way. "Does a life of a shop girl now appeal to you? Maybe I was wrong about your potential."<br>
<br>
You glance over at <i><<TrueName "Current">></i>. He raises an eyebrow, as if questioning you.<br>
<br>
"Can you help?" you ask, ignoring her question.<br>
<br>
Roseli's eyes flick between you and <i><<TrueName "Current">></i>. "Perhaps," she says after a long moment. "But first, let's return to your questions." She titters. "You have more to ask, don't you, my chatty little cat?"<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "Quest35Ticket">>
<<if $current.avatar is "Jennifer">>
"We used your ticket," you tell Roseli. "But we need to go back."<br>
<br>
Roseli's smile grows with amusement. "Oh no. You didn't listen, did you, my deaf little dolphin? I'm afraid that was a one-time offer. If you weren't prepared, that is on you."<br>
<br>
<i><<TrueName "Current">></i>'s eyes glow with anger. "I need that ticket. And you're going to help me."<br>
<br>
Roseli's eyes lock on to him. She pauses, watching carefully as her smile fades. "You think some pointed words will persuade me?" she asks quietly and cold. "You may be finally embracing your potential, but you are at the beginning of your journey. Don't threaten me, girl."<br>
<br>
"I need to see what's in that book about my father," <i><<TrueName "Current">></i> reiterates. "I'm not leaving until you give me what I need."<br>
<br>
<<Flag "JenniferStuckAsPC">>
<<if _FlagReturn is true>>
"Oh?" Roseli asks flatly, all trace of her cheery demeanour gone. "You think you have power, stuck in that form?" A thin smile plays across her lips. "You have nothing to back up your bark."<br>
<<else>>
"Oh?" Roseli asks flatly, all trace of her cheery demeanour gone. "You think you have power, now you've been playing with the dark arts again?" A thin smile plays across her lips. "You have little to back up your bark."<br>
<</if>>
<br>
"She needs help," you tell her.<br>
<br>
"She?" Roseli asks, raising a mocking eyebrow. "Or him? It's so hard to tell around here."<br>
<br>
You look back at <i><<TrueName "Current">></i> and share a look. He winces as he looks at you.<br>
<br>
"Still," Roseli continues, breaking the silence. "To cast such a spell. Perhaps my dismissal was hasty." Her smile returns, now laced with menace. "A proposal, then. One last roll of the dice, to see if my persistent little penguins can feel satisfied."<br>
<br>
<<ActionsHeader>>
<<link "Listen to Roseli's proposal" "RoseliDialogue">><<set $RoseliDialogue to "Quest35Proposal">><</link>>
<<else>>
"We used your ticket," you tell Roseli. "But we need to go back."<br>
<br>
Roseli's smile grows with amusement. "Oh no. You didn't listen, did you, my deaf little dolphin? I'm afraid that was a one-time offer. If you weren't prepared, that is on you."<br>
<br>
<<JenniferTier>>
<<if _JenniferTier is "MagicAware" or _JenniferTier is "Confronted" or _JenniferTier is "Humbled" or _JenniferTier is "Betrayed">>
Jennifer sighs. "Please. It's important."<br>
<br>
Roseli's eyes lock on to her. She pauses, watching carefully as her smile fades. "Do you even hear yourself," she says quietly and cold. "Whimpering, when you had such potential."<br>
<br>
"I need to see what's in that book about my father," Jennifer reiterates. "I'm not above pleading for that."<br>
<br>
"No," Roseli replies flatly, all trace of her cheery demeanour gone. "You have no business being here." She turns to you with a thin smile. "Don't come back with scraps from the dining table of power."<br>
<br>
"She needs help," you tell her.<br>
<br>
"Then she can help herself," Roseli snaps back. "I offer you the truth in all things, in spite of how harsh it sounds. My interest in you is transactional. You have power. I have an interest in it." Her eyes flick to Jennifer momentarily. "She," she spits. "Cowers when she should be conjuring. There is nothing she still has that I desire."<br>
<br>
Before you can reply back to Roseli, you sense something stir alongside you. Your sense of danger prickles across your skin. You turn, mouth agape, as you see Jennifer's hands glowing with yellow-amber energy. As they stretch out towards Roseli, Jennifer stares back with unmasked and uncontrolled anger directed at the old woman.<br>
<<else>>
Jennifer's eyes glow with anger. "I need that ticket. And you're going to help me."<br>
<br>
Roseli's eyes lock on to her. She pauses, watching carefully as her smile fades. "You think some pointed words will persuade me?" she asks quietly and cold. "I know all about you, girl. There is no bite behind your bark."<br>
<br>
"I need to see what's in that book about my father," Jennifer reiterates. "I'm not leaving until you give me what I need."<br>
<br>
"No," Roseli replies flatly, all trace of her cheery demeanour gone. "You have no business being here." She turns to you with a thin smile. "Don't come back with scraps from the dining table of power."<br>
<br>
"She needs help," you tell her.<br>
<br>
"Then she can help herself," Roseli snaps back. "I offer you the truth in all things, in spite of how harsh it sounds. My interest in you is transactional. You have power. I have an interest in it." Her eyes flick to Jennifer momentarily. "She," she spits. "Chatters when she should be casting. There is nothing she still has that I desire."<br>
<br>
Before you can reply back to Roseli, you sense something stir alongside you. Your sense of danger prickles across your skin. You turn to see Jennifer's hands glowing with yellow-amber energy. As they stretch out towards Roseli, Jennifer stares back with unmasked and uncontrolled anger directed at the old woman.<br>
<</if>>
<br>
"Nothing?" Jennifer murmurs. "I'll show you nothing."<br>
<br>
Roseli's eyes widen just for a moment before her composure returns. She leans forward, studying Jennifer with renewed interest. "Well, well. The shopgirl has teeth."<br>
<br>
"I want to see that book again," Jennifer spits. "And you're going to help us."<br>
<br>
You look between Jennifer's glowing hands and Roseli. Even without actively looking, you can feel the powerful energy the fortune teller radiates. She seems unmoved by the threat.<br>
<br>
<<ActionsHeader>>
<<link "Encourage Jennifer" "RoseliDialogue">><<set $RoseliDialogue to "Quest35Encourage">><</link>><br>
<<link "Tell her to stand down" "RoseliDialogue">><<set $RoseliDialogue to "Quest35StandDown">><</link>>
<</if>>
<<case "Quest35Encourage">>
<<JenniferTier>>
<<if _JenniferTier is "MagicAware" or _JenniferTier is "Confronted">>
Jennifer's eyes are wide. She looks at her own hands as if they belong to someone else. The energy pulses, unstable.<br>
<br>
"She needs this," you tell Roseli. "Help her."<br>
<br>
Roseli's gaze stays fixed on Jennifer. "She doesn't even know what she's doing," she murmurs. But there's something new in her voice. Curiosity.<br>
<br>
Jennifer's hands tremble. The energy flickers. She looks to you, terrified.<br>
<br>
"You're okay," you tell her. "Keep going."<br>
<br>
The glow steadies. Jennifer turns back to Roseli, jaw set. She might not know what she's doing, but she's doing something.<br>
<br>
Roseli watches for a long moment. Then her smile returns. Different now. Calculating. "Perhaps I was hasty," she says. "There is potential here. Raw. Untrained. But potential."<br>
<<elseif _JenniferTier is "Humbled">>
Jennifer's hands shake with the energy she's conjured. She looks at them, then at you. Her eyes are glassy. "I didn't know I could do this," she whispers.<br>
<br>
"She needs this," you tell Roseli. "Help her."<br>
<br>
Roseli tilts her head, studying Jennifer like a specimen. "The broken girl has a spark," she says. "How delicious."<br>
<br>
Jennifer flinches at the words but doesn't back down. The energy holds. You see her shoulders square.<br>
<br>
"Help her," you repeat.<br>
<br>
Roseli's smile returns. "Perhaps I was hasty. There is potential here. Wounded potential. But potential."<br>
<<elseif _JenniferTier is "Betrayed">>
The energy in Jennifer's hands burns brighter. Her face is a mask of fury. At Roseli, at the town, at everything that's been done to her. And maybe even at you.<br>
<br>
"She needs this," you tell Roseli. "Help her."<br>
<br>
Jennifer's eyes flick to you. Surprise cuts through the anger. You're taking her side. After everything.<br>
<br>
Roseli watches the exchange. "The betrayed girl fights back," she observes. "And her betrayer stands with her. How touching."<br>
<br>
"Don't test me," Jennifer says through gritted teeth. The glow intensifies.<br>
<br>
Roseli holds up a hand. "Perhaps I was hasty," she says. "There is potential here. Angry potential. But potential."<br>
<<elseif _JenniferTier is "Ceasefire" or _JenniferTier is "Hostile">>
Jennifer holds the energy steady. No trembling. No fear. She knows exactly what she's doing.<br>
<br>
"She's right," you tell Roseli. "Help us."<br>
<br>
Roseli studies Jennifer's control. The even glow, the focused intent. "Well," she says after a long pause. Her smile returns, but different. Respect, maybe. Or recognition. "I see you've been busy since I last appraised you."<br>
<br>
"I've had practice," Jennifer says coldly. The energy doesn't waver.<br>
<br>
Roseli leans back. "Perhaps I was hasty. There is considerable potential here."<br>
<</if>>
<br>
Her smile returns, now laced with menace. "A proposal, then. One last roll of the dice, to see if my persistent little penguins can feel satisfied."<br>
<br>
<<ActionsHeader>>
<<link "Listen to Roseli's proposal" "RoseliDialogue">><<set $RoseliDialogue to "Quest35Proposal">><</link>>
<<case "Quest35StandDown">>
<<JenniferTier>>
<<if _JenniferTier is "MagicAware" or _JenniferTier is "Confronted">>
"Jen, stop," you say firmly.<br>
<br>
Jennifer looks at you, startled. The energy gutters and dies. She stares at her empty hands, shaking.<br>
<br>
"How interesting," Roseli says, watching Jennifer with renewed interest. "You tried to embrace your potential again." Her eyes flick to you. "And you told her to stop."<br>
<br>
"I didn't -" you begin.<br>
<br>
"You did," Roseli interrupts. "Maybe out of protection. Maybe out of worry. But still, you told her to stand down."<br>
<br>
Jennifer wraps her arms around herself, still trembling. She looks smaller than she did a moment ago.<br>
<br>
Roseli watches for a long moment. Then her smile returns. Different now. Calculating. "Perhaps I was hasty," she says. "There is potential here. Raw. Untrained. But potential."<br>
<<elseif _JenniferTier is "Humbled">>
"Jen, that's enough," you say gently. "This isn't the way."<br>
<br>
The energy fades. Jennifer looks at her hands, then at you. There's hurt in her eyes. Directed at you.<br>
<br>
"She was finding her voice," Roseli observes. "And you silenced it. How familiar."<br>
<br>
Jennifer says nothing. She steps back, arms folded. Roseli's smile returns. "Perhaps I was hasty. There is potential here. Wounded potential. But potential."<br>
<<elseif _JenniferTier is "Betrayed">>
"Jen, that's enough," you say firmly.<br>
<br>
The energy fades, but Jennifer's expression doesn't soften. She turns to you with cold fury. "You want me to be quiet? You? After what you did?"<br>
<br>
"Threatening Roseli isn't going to help your dad," you say.<br>
<br>
She holds your gaze for a long moment. Then the fire dies. She steps back, jaw clenched.<br>
<br>
Roseli watches this exchange with open amusement. "Obedient when it counts," she murmurs. "But that anger. That's useful."<br>
<br>
She holds up a hand. "Perhaps I was hasty," she says. "There is potential here. Angry potential. But potential."<br>
<<elseif _JenniferTier is "Ceasefire">>
"Jen, that's enough," you say.<br>
<br>
Jennifer holds the energy for a beat longer than necessary. Making a point. Then she lets it fade, her expression cool.<br>
<br>
"Done?" Roseli asks. Jennifer doesn't answer.<br>
<br>
Roseli turns to you. "She listens to you. For now." Her smile is knowing. "That won't last. But if we could harness it for now." She pauses, considering her. "Perhaps I was hasty. There is considerable potential here."<br>
<<elseif _JenniferTier is "Hostile">>
"Jen, that's enough," you say.<br>
<br>
Jennifer's eyes snap to you. The energy doesn't fade. "Don't tell me what to do."<br>
<br>
"I'm not asking," you reply.<br>
<br>
A long moment passes. Roseli watches you both, utterly still. Then Jennifer lowers her hands. The glow dies. But the look she gives you makes it clear. She chose to stop. Not because you told her to.<br>
<br>
"Interesting," Roseli murmurs. "She didn't listen because she respects you. She listened because she's saving it for later."<br>
<br>
Roseli leans back. "Perhaps I was hasty. There is considerable potential here."<br>
<</if>>
<br>
Her smile returns, now laced with menace. "A proposal, then. One last roll of the dice, to see if my persistent little penguins can feel satisfied."<br>
<br>
<<ActionsHeader>>
<<link "Listen to Roseli's proposal" "RoseliDialogue">><<set $RoseliDialogue to "Quest35Proposal">><</link>>
<<case "Quest35Proposal">>
<<if $current.avatar is "Jennifer">>
Roseli's eyes jump between you and <i><<TrueName "Current">></i>, her smile persisting. "How is this, my desperate little deers? I will grant you passage back to that place. But this time, I want something in return."<br>
<br>
You give <i><<TrueName "Current">></i> a look before speaking. "What?"<br>
<br>
She fixes you with a stare. "The guardian in that room has a pen. A black fountain pen. It is how the book is written. Bring it to me."<br>
<br>
"Steal it?" you say.<br>
<br>
"Steal it," Roseli confirms. "I want to know how it works. If you agree to this, I will grant your heart's desire."<br>
<br>
Her gaze turns to <i><<TrueName "Current">></i> when she says it. The words are meant for him, only.<br>
<br>
<<Flag "JenniferStuckAsPC">>
<<if _FlagReturn is true>>
"And what about our problem?" you say, nodding to <i><<TrueName "Current">></i>. "Can you fix that?"<br>
<br>
Roseli titters, her eyes brightening. "How bold you are, my negotiating little gnat. Very well. I'll throw in a quick fix for free. To sweeten the deal." Her smile slips. "So long as you return with the pen."<br>
<<else>>
"That's it?" you ask. "Just the pen."<br>
<br>
Roseli titters, her eyes brightening. "Of course, my optimistic little otter. But you should know by now that however simple the trade sounds on paper, there will be challenges. Be prepared when you enter that place."<br>
<</if>>
<br>
You glance back at <i><<TrueName "Current">></i>, who shrugs and gives Roseli a long look. "Fine."<br>
<br>
Roseli grins, looking between you both. "Perfect," she purrs. "Then let's begin, my ambitious little astronauts." She titters. "No need for a ticket this time. You'll get it straight from the source."<br>
<br>
"What, now?" you say.<br>
<br>
"Of course," Roseli replies. "Unless you have somewhere else you need to be?"<br>
<br>
You look to <i><<TrueName "Current">></i>, who casts a hopeful look back at you. "Fine," you mutter.<br>
<br>
The old woman's hands begin to glow with dark energy. "Hold on tight," she mutters. "Toot toot."<br>
<br>
Bolts of magic arch out of Roseli's hands towards you and <i><<TrueName "Current">></i>. You wince as you feel your skin burn. Your eyesight is blinded by the energy and you suddenly feel the floor give way, as if you are falling.<br>
<<else>>
Roseli's eyes jump between you and Jennifer, her smile persisting. "How is this, my desperate little deers? I will grant you passage back to that place. But this time, I want something in return."<br>
<br>
You give Jennifer a look before speaking. "What?"<br>
<br>
She fixes you with a stare. "The guardian in that room has a pen. A black fountain pen. It is how the book is written. Bring it to me."<br>
<br>
"Steal it?" you say.<br>
<br>
"Steal it," Roseli confirms. "I want to know how it works. If you agree to this, I will grant your heart's desire."<br>
<br>
Her gaze turns to Jennifer when she says it. The words are meant for her, only.<br>
<br>
<<JenniferTier>>
<<if _JenniferTier is "Ceasefire" or _JenniferTier is "Hostile">>
Jennifer gives Roseli a long look. "Fine."<br>
<<else>>
Jennifer looks uncertain, but nods. "For dad."<br>
<</if>>
<br>
Roseli grins, looking between you both. "Perfect," she purrs. "Then let's begin, my ambitious little astronauts." She titters. "No need for a ticket this time. You'll get it straight from the source."<br>
<br>
"What, now?" you say.<br>
<br>
"Of course," Roseli replies. "Unless you have somewhere else you need to be?"<br>
<br>
You look to Jennifer, who casts a hopeful look back at you. "Fine," you mutter.<br>
<br>
The old woman's hands begin to glow with dark energy. "Hold on tight," she mutters. "Remember these words. It will be key for you to return." She titters before continuing. "Toot toot."<br>
<br>
Bolts of magic arch out of Roseli's hands towards you and Jennifer. You wince as you feel your skin burn. Your eyesight is blinded by the energy and you suddenly feel the floor give way, as if you are falling.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Wait for your eyesight to return..." "UnknownLocationStudy">><<QuestTracker "Quest35" 6>><<NPCFollowDeactivate "Jennifer">><<EndConversation "Roseli">><<EventTrigger "UnknownLocationStudy" "ReturnToStudy" null null null null null null false>><</link>>
<<case "BraceletHelp">>
“I need your help,” you tell Roseli, jangling the bracelet towards her. “With this.”<br>
<br>
Roseli glances at the bracelet, an eyebrow arching. “What a pretty bracelet, my pluming little peacock. It reminds me of one I gave to a young woman last time I came to this town.”<br>
<br>
<<ActiveBracelet>>
<<if _ActiveBracelet is "Tandi">>
“It’s the same one,” you tell her. “Tandi gave it to me.”<br>
<<else>>
“It’s from Marjorie,” you tell her. “At the Ace of Hearts.”<br>
<</if>>
<br>
The fortune teller’s eyes widen, flickering from your face to the bracelet. She titters like a bird. “Oh dearie. How impulsive of you! It comes with all manner of demands, doesn’t it dear?”<br>
<br>
<<if _ActiveBracelet is "Tandi">>
You nod, wincing. Roseli gives you a toothy grin and titters once more. “It’s a powerful little thing. Was quite enough to help Tandi with her problem. Such a shame she gave up on solving it. But that bracelet can send a young mind into overdrive, if one isn’t careful. How are you finding it, my dopamine chasing dolphin? Are you finding the cost of its pleasures too much to pay?”<br>
<<else>>
You nod, wincing. Roseli gives you a toothy grin and titters once more. “It’s a powerful little thing. Tandi had one just like it. To help with her little problem. Such a shame she gave up on solving it. But that bracelet can send a young mind into overdrive, if one isn’t careful. How are you finding it, my dopamine chasing dolphin? Are you finding the cost of its pleasures too much to pay?”<br>
<</if>>
<br>
“It’s draining me,” you tell her. “When it’s not charged.”<br>
<br>
“It needs to maintain its power somehow,” Roseli replies flatly. “If you aren’t going to feed it with pleasure, my self-starving little sloth, then it’s going to gnaw at the scraps of your personality. Can’t be nice.”<br>
<br>
“Is there a way to satisfy it without indulging it?”<br>
<br>
Roseli grins. “Of course there is, my worried little walrus. The real question is, what are you willing to trade for it?”<br>
<br>
“What do you want for it?”<br>
<br>
The fortune teller’s smile rises, exposing her crooked teeth. “Something simple. I offer you not the solution, but the direction to it. So in return, all I ask is a charge from that bracelet.”<br>
<br>
“That’s all?” you ask, raising an eyebrow.<br>
<br>
“Careful, dearie,” she replies. “Tick tock, those gems go. Remember when they are empty, they will leech their needs from you.”<br>
<br>
<<BraceletChargeCheck>>
<<if _BraceletChargeCheck is 0>>
You nod, looking down at the bracelet. Noticing that all of the gems are inert and dark.<br>
<br>
“Come back when at least one has a charge,” Roseli tells you. “Then we shall talk.”<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueUnlock "Roseli" "RemoveTandiBracelet">><</link>>
<<else>>
You nod, looking down at the bracelet. One of the gems sparkles with yellow-amber energy.<br>
<br>
“Just one has a charge,” Roseli tells you. “That’s all I’m after.”<br>
<Br>
<<ActionsHeader>>
<<link "Accept her deal" "RoseliDialogue">><<set $RoseliDialogue to "BraceletDeal">><<BraceletCharge -1>><</link>><br>
<<link "Decline and change topics" $return>><<ChangeTopics>><<DialogueUnlock "Roseli" "RemoveTandiBracelet">><</link>>
<</if>>
<<case "BraceletDeal">>
“Okay,” you say to her. “I accept.”<br>
<br>
Roseli nods, flashing you her crooked teeth as she leans over the table. She holds out her open hands and looks to your wrist. “Here. Give me your hand.”<br>
<br>
<<if $current.female is true>>
You place your wrist over her palms. She gently wraps her fingers around the bracelet and closes her eyes. You feel a burning sensation from within and through her fingers you see the glow of magic illuminating her cracked skin.<br>
<<else>>
You place your wrist over her palms. She gently wraps her fingers around the bracelet and closes her eyes. You feel a burning sensation from within.<br>
<</if>>
<br>
A moment later, she lets your hand go. You withdraw it, noticing the gem is now dark and lifeless. Roseli, comparatively, seems lively and radiant. “It’s been quite some time since I felt something like that,” she whispers.<br>
<br>
Shaking it off, she moves her hands back to the edge of her table. “Pay attention to the stoner,” she says flatly, her smile gone. “Especially his visits to the pharmacy.”<br>
<br>
“That it?” you ask, after a moment. “The pharmacy?”<br>
<br>
Roseli nods, solemnly. “Yes. And on the town square.”<br>
<br>
<<NPCKnownCheck "Dexter">>
<<if _NPCKnownCheck is true>>
“What about the stoner?” you ask, briefly considering the residents of Charlton. “Do you mean Dexter Chester?”<br>
<br>
“That’s right, dearie,” she says, smiling once more. “Find him at the shop full of medicine. Or try talking to him at school.”<br>
<<else>>
“What about the stoner?” you ask, briefly considering the residents of Charlton. “Who’s that?”<br>
<br>
“Dexter Chester,” she says, smiling once more. “Find him at the shop full of medicine. Or try talking to him at school.”<br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<LocationKnown "OldPetesPharmacy">><<QuestOptionUnlock "Quest39" 3 "stoner_pharmacy">><<DialogueUnlock "Roseli" "RemoveTandiBracelet">><</link>>
<<case "RemoveTandiBracelet">>
“Is there any way I can remove this bracelet?” you ask Roseli.<br>
<br>
<<ActiveBracelet>>
<<if _ActiveBracelet is "Marjorie">>
She grins back at you, tittering. “I’ll give you this one for free, dearie. Marjorie will not have made this clear. She would rather you kept it.”<br>
<<else>>
She grins back at you, tittering. “I’ll give you this one for free, dearie. Tandi should have made this clear.”<br>
<</if>>
<br>
<<if _ActiveBracelet is "Marjorie">>
Roseli leans in over the table, lowering her voice conspiratorially. “You’ll need to find someone willing to take it. Warts and all. Just as you took it from her. And if you manage that, you’ll need to want to give it up too.”<br>
<<else>>
Roseli leans in over the table, lowering her voice conspiratorially. “You’ll need to find someone willing to take it. Warts and all. Just like you did. And if you manage that, you’ll need to want to give it up too.”<br>
<</if>>
<br>
“I don’t think that will be a problem,” you quip.<br>
<br>
Roseli raises an eyebrow. “Be careful not to underestimate its lure, my confident little cub. Live with it long enough, and who knows where you begin and it ends.” Another titter. <<if _ActiveBracelet is "Marjorie">>“Tandi had one just like it. I’m surprised she managed to let hers go.”<<else>>“I’m surprised that Tandi managed to let it go.”<</if>> Her smile fades momentarily. “Must be something on her mind,” she says, her voice low and hushed.<br>
<br>
“So I just need to find someone?” you interrupt, bringing her focus back to you. She nods.<br>
<br>
“Then focus on the bracelet,” she continues. “Say something like you willingly give it and relinquish its power.” She titters. “Really it doesn’t matter, so long as the intent is pure. Then your target says the same, and you’ll be free of it. For better or worse.”<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<TaskTracker "Task14" "active">><</link>>
<<case "HeartsTeacher">>
“I was wondering if you could help me,” you tell her. “Someone is teaching students magic. I need to know who it is.”<br>
<br>
Roseli flashes her pointed teeth at you, rubbing her tongue on one of her top teeth. “Are you sure you wish to know? Answers have a high price, my curious little kitten.”<br>
<br>
“What do you want for it?” you ask flatly.<br>
<br>
<<QuestStatus "Quest26">>
<<Quest26Partnership>><<if _Quest26Partnership is true>>
She eyes you carefully, letting her smile tighten to hide her teeth. “Let me give you a free sample. As a gift to cement our partnership. The one you seek is Marjorie Delacroix. A Charlton lady, though some might doubt how much of a lady she is.”<br>
<br>
“How can I find her?” you ask.<br>
<br>
Roseli titters. “Quite a question, my blunt beaver. Teaches me a lesson. Give an inch for free, and they’ll expect the mile for the same price.”<br>
<br>
“Marjorie keeps to the shadows,” she continues. “Like the witch. Like me. Like the others. But you can find her if you are determined. Just as you did with us all.”<br>
<br>
She waves her hand over the crystal ball in front of her. Out of the mist within appears a scene from a dark night. A country manor, bathed in red light. A neon sign hangs in a window, formed in the outline of a heart.<br>
<br>
“This place,” she tells you. “Is out beyond the borders of the town. Out in the darkness, near Tovil Hole. It has many names over the ages. But in this time, you will find that it’s referred to as the Ace of Hearts.”<br>
<br>
Roseli returns her hand to the table and the image in the ball fades into the grey mist. She smiles as she looks back at you, but offers nothing more.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Roseli" "HeartsTeacher">><<DialogueUnlock "Roseli" "HeartsAce">><</link>>
<<else>>
She eyes you carefully, letting her smile tighten to hide her teeth. "Why don't you take in the carnival first? Like we discussed. Then we can speak of terms."<br>
<br>
Roseli lets her smile return before continuing. "After all, my wayward little wolf. Once I tell you what you seek, I suspect our further conversations will be minimal."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<case "HeartsAce">>
“The Ace of Hearts, then,” you state plainly. “How can I find it? And what will I find there?”<br>
<br>
Roseli chirps at the name as her eyes sparkle. “You can have the answer to the second question for free. The first will come with a price.”<br>
<br>
She looks to you, expectedly. When you nod, her smile fades. “The Ace of Hearts is a training centre. It’s also a prison. Its captives are castoffs and rebels that crossed those in charge.” She offers you a smile, one cold and sardonic. “Ironic. They have the power to assume control, but they lack the conviction to use it.”<br>
<br>
You take in her words, shivering as you pick apart her meaning in your mind. “What do I need to do to get there?”<br>
<br>
<<TattooCheck "Heart">>
<<if _TattooCheck is true>>
“Are you so keen to join them, my little jail bird?” she quips, a thin smile returning. “But what I can offer you already have.” Her hand reaches out, crooked finger pointing at you. “There is something on your back.”<br>
<br>
You cautiously reach behind you, pressing your fingers against your spine. As you run your hand down it, realisation overcomes you. The tattoo. A low hum of magic throbs as your fingers press against it. Warming your touch through your clothes.<br>
<br>
“The mark of an inmate,” Roseli tells you. “The perfect prison. One where the captives are unaware they are walking to their cells. Even here, right now, you take steps to put bars between you and freedom.”<br>
<br>
Roseli’s smile fades. She rolls her shoulders and cracks her neck. “Your path is simple. Order a taxi. Tell them the destination. They will take you. Without charge.”<br>
<br>
“That’s it?” you ask, a sudden sense of frustration creeping in.<br>
<br>
“The route is simple,” Roseli spits back, matching your tone. “And you already have their entry mark.”<br>
<br>
You move your hand away from your back. Away from the tattoo. You find yourself nodding. Almost thankful at least that you seem to have earned a freebie.<br>
<br>
<I>Didn’t you hear the old crone say you were walking to your doom?</i><br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Roseli" "HeartsAce">><<QuestTracker "Quest27" 1>><<LocationKnown "AceOfHearts">><<SetFlag "CharltonTaxiHomeKnown">><</link>>
<<else>>
“Are you so keen to join them, my little jail bird?” she quips, a thin smile returning. “I can provide you with the means to enter. The entrance is barred for all that don’t have a mark. But it comes at a steep price.”<br>
<br>
“And what’s that?” you try.<br>
<br>
Roseli chuckles at your question. “That’s not how my deals operate, my impetuous little imp. I can give what you want. My price is yours to discover, if your need is so great.”<br>
<br>
She lays her hands down on the table, fingertips pressing against the velvet cloth. “You must show a little faith. So tell me. Do you accept my help?”<br>
<br>
<<ActionsHeader>>
<<link "Accept Roseli’s deal" "RoseliDialogue">><<set $RoseliDialogue to "HeartsDealAccept">><</link>><br>
<<link "Decline Roseli’s deal" "RoseliDialogue">><<set $RoseliDialogue to "HeartsDealDecline">><</link>>
<</if>>
<<case "HeartsDealAccept">>
“Okay,” you say with a sigh. “I accept.”<br>
<br>
Roseli’s smile widens. She rolls her shoulders and cracks her neck. “Your path to the prison is simple. Order a taxi. Tell them the destination. If you are expected, they will take you. Without charge.”<br>
<br>
“That’s it?” you ask, a sudden sense of frustration creeping in.<br>
<br>
“The route is simple,” Roseli spits back, matching your tone. “But the entry is where your challenge lies.”<br>
<br>
She lets the words hang before her smile returns. “Fortunately, I can help with that. Or rather, he can.”<br>
<br>
The room suddenly grows cold. Shadows creep up from the edges, dimming the glow of the candles. You feel movement behind you. A figure. Dark and undefined. As you turn, you sense the stirrings of magic. And before you can react, it grabs at you and blackness overwhelms you.<br>
<br>
<<ActionsHeader>>
<<link "Wake up" "YourStreet">><<EndConversation "Roseli">><<DialogueDone "Roseli" "HeartsAce">><<set $RoseliDialogue to undefined>><<AmuletChargeOveride 2>><<TransformBack>><<for ; $periodCurrent lt 4 ; >><<TimeChange>><</for>><<EventTrigger "YourStreet" "HeartsTattooWake" null null null null null null true>><<QuestTracker "Quest27" 1>><<LocationKnown "AceOfHearts">><<SetFlag "CharltonTaxiHomeKnown">><</link>>
<<case "HeartsDealDecline">>
“I won’t,” you tell her. “Not without knowing what it costs.”<br>
<br>
“If that is what you wish,” Roseli replies, moving her hands from the table back to resting in her lap. “My offer is valid for a time, should you change your mind.” Her smile fades as her eyes look over you with cold appraisal. “Of course,” she murmurs. “With your powers, there may be an alternative way to get in. Try wearing a face that they are expecting.”<br>
<br>
“Tandi?” you hazard a guess.<br>
<br>
Roseli nods. “Or perhaps a maid?”<br>
<br>
“From the Charlton Hotel?” you ask, recalling the outfits the staff wear.<br>
<br>
The fortune teller titters. “Look at you, wrestling all my secrets out with your silver tongue. Yes. Marjorie’s intake comes from there. You might want to try working there, if jail time appeals to you. In a pleasing form.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestOptionUnlock "Quest27" 0 "hotel">><</link>>
<<case "HeartsTattooAsk">>
<<TattooGiver "Heart">>
<<if _TattooGiver is "Roseli">>
“What did you do to me?” you snap, turning and pulling your clothes aside enough to reveal the heart shaped tramp stamp at the bottom of your back.<br>
<br>
Over your shoulder you watch Roseli’s reaction. She eyes the tat with a sly smile. “The entrance mark to Hearts. That’s what we agreed on, was it not?”<br>
<br>
“What is it?” you say, pulling your clothing back down. Roseli watches you warily, then shrugs. She moves her hand across the velvet tablecloth and a tarot card appears, depicting the face of a pigeon. Its beady black eyes staring out of the card back at you. You shiver as soon as you see it.<br>
<br>
“They keep watch for those who could disrupt their plans,” she murmurs. “The mark is a sign and a curse. For those who step out of line. Girls mostly, who rebel or drift from their prescribed fate.” She offers a smile, knowing and amused. “And for those who show signs of magic outside of their control.”<br>
<br>
“What does it do?” you ask.<br>
<br>
“Why, tells them where you are, my watched little weasel,” she replies. “And sets in motion a path that leads to confinement. It is the most common way to gain entry into Hearts. Sooner or later, girls with the mark find themselves there. They step over the threshold willingly, not knowing that they are stepping into a cage that they will soon wish to never leave.”<br>
<br>
“And you didn’t think to tell me?”<br>
<br>
Her smile falters as her eyes darken. “You wished to see the inside of the prison. This is the quickest way. I believe I told you there would be a heavy price.”<br>
<<else>>
“I woke up with this tattoo,” you say, turning and pulling your clothes aside enough to reveal the heart shaped tramp stamp at the bottom of your back.<br>
<br>
Over your shoulder you watch Roseli’s reaction. She eyes the tat with a sly smile. “You’ve been marked. Been less than subtle with your magics, have you?”<br>
<br>
As you adjust your clothing, Roseli moves her hand across the velvet tablecloth. A tarot card appears, depicting the face of a pigeon. Its beady black eyes staring out of the card back at you. You shiver as soon as you see it.<br>
<br>
“They keep watch for those who could disrupt their plans,” she murmurs. “The mark is a sign and a curse. For those who step out of line. Girls mostly, who rebel or drift from their prescribed fate.” She offers a smile, knowing and amused. “And for those who show signs of magic outside of their control.”<br>
<br>
“What does it do?” you ask.<br>
<br>
“Why, tells them where you are, my watched little weasel,” she replies. “And sets in motion a path that leads to confinement.”<br>
<br>
<<QuestStatus "Quest27">>
<<if _QuestStatus is "active">>
“It is the most common way to gain entry into Hearts,” she says. “Sooner or later, girls with the mark find themselves there. They step over the threshold willingly, not knowing that they are stepping into a cage that they will soon wish to never leave.”<br>
<<else>>
“It opens a door that most would try to avoid,” she says. “Sooner or later, girls with the mark find themselves there. They step over the threshold willingly, not knowing that they are stepping into a cage that they will soon wish to never leave.”<br>
<</if>>
<br>
“And where that might be?”<br>
<br>
Roseli chirps to herself, eyes watching you with interest. “See, my nosy little nutcracker. With each word, you move closer to their snare.”<br>
<br>
You give her an exasperated look and she chuckles. “I will not stop you, if that is your destiny. But I don’t give information without a trade. You, my impatient little iguana, haven’t asked the right question for that offer.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "HeartsTattooTandi">>
“Tandi mentioned a way to get into the Ace of Hearts,” you tell Roseli. “A heart-shaped tattoo. She told me you could help?”<br>
<br>
Roseli grins back at you, an eyebrow raising. “Are you so keen to join the captives at Hearts, my little jail bird?” she quips. “I can provide you with the means to enter. The entrance is barred for all that don’t have a mark. But it comes at a steep price.”<br>
<br>
“And what’s that?” you try.<br>
<br>
Roseli chuckles at your question. “That’s not how my deals operate, my impetuous little imp. I can give what you want. My price is yours to discover, if your need is so great.”<br>
<br>
She lays her hands down on the table, fingertips pressing against the velvet cloth. “You must show a little faith. So tell me. Do you accept my help?”<br>
<br>
<<ActionsHeader>>
<<link "Accept Roseli’s deal" "RoseliDialogue">><<set $RoseliDialogue to "HeartsDealAccept">><</link>><br>
<<link "Decline Roseli’s deal" "RoseliDialogue">><<set $RoseliDialogue to "HeartsDealDecline">><</link>>
<</switch>><<widget "MemoriesInitialStart">>
/* Once only - reachable from both the Quest26 fail exit and completion after a restart; a second run re-adds the per-compulsion damage */
<<CheckFirst "MemoriesInit">>
<<if _CheckFirst is false>>
<<AddFirst "MemoriesInit">>
<<AddPCState "memories" 10>>
<<AddPCState "newMemories" 0>>
<<set $MemoriesScale to 10>>
<<set $memoriesStateCurrent to 0>>
<<CompulsionCheck "OldFashionedValues" "dream">>
<<if _CompulsionCheck is true>><<IncrementPCState "memories" 10>><</if>>
<<CompulsionCheck "TheAppeaser" "dream">>
<<if _CompulsionCheck is true>><<IncrementPCState "memories" 10>><</if>>
<<CompulsionCheck "Ditzy" "dream">>
<<if _CompulsionCheck is true>><<IncrementPCState "memories" 10>><</if>>
<<CompulsionCheck "CitizenCharlton" "dream">>
<<if _CompulsionCheck is true>><<IncrementPCState "memories" 10>><</if>>
<<CompulsionCheck "HouseProud" "dream">>
<<if _CompulsionCheck is true>><<IncrementPCState "memories" 10>><</if>>
<<CompulsionCheck "AllDolledUp" "dream">>
<<if _CompulsionCheck is true>><<IncrementPCState "memories" 10>><</if>>
<<CompulsionCheck "DutifulDoer" "dream">>
<<if _CompulsionCheck is true>><<IncrementPCState "memories" 10>><</if>>
<<CompulsionCheck "SaucySecretary" "dream">>
<<if _CompulsionCheck is true>><<IncrementPCState "memories" 10>><</if>>
<<CompulsionCheck "BoyCrazy" "dream">>
<<if _CompulsionCheck is true>><<IncrementPCState "memories" 10>><</if>>
<<CompulsionCheck "PartyGirl" "dream">>
<<if _CompulsionCheck is true>><<IncrementPCState "memories" 10>><</if>>
<<CompulsionCheck "ModelStudent" "dream">>
<<if _CompulsionCheck is true>><<IncrementPCState "memories" 10>><</if>>
<<CompulsionCheck "TeachersPet" "dream">>
<<if _CompulsionCheck is true>><<IncrementPCState "memories" 10>><</if>>
<<CompulsionCheck "GymBunny" "dream">>
<<if _CompulsionCheck is true>><<IncrementPCState "memories" 10>><</if>>
<<CompulsionCheck "TouchOfPride" "dream">>
<<if _CompulsionCheck is true>><<IncrementPCState "memories" 10>><</if>>
<<set _CurrentMemories to $PlayerCharacter.memories - $PlayerCharacter.newMemories>>
<<if _CurrentMemories lte 10>><<set $memoriesStateCurrent to 0>>
<<elseif _CurrentMemories lte 30>><<set $memoriesStateCurrent to 1>>
<<elseif _CurrentMemories lte 50>><<set $memoriesStateCurrent to 2>>
<<elseif _CurrentMemories lte 70>><<set $memoriesStateCurrent to 3>>
<<else>><<set $memoriesStateCurrent to 4>>
<</if>>
<</if>>
<</widget>>
<<widget "MemoriesSet">>
/* One-off 15->10 scale migration for pre-rebalance saves (guarded by $MemoriesScale, idempotent). Deliberately not CheckFirst/Flag based - MemoriesSet runs inside links and mid-passage, and must not clobber the shared _CheckFirst/_FlagReturn temps. */
<<if $PlayerCharacter.newMemories isnot undefined and $MemoriesScale isnot 10>>
<<set $PlayerCharacter.memories to Math.round($PlayerCharacter.memories * 2 / 3)>>
<<set $PlayerCharacter.newMemories to Math.round($PlayerCharacter.newMemories * 2 / 3)>>
<<set $MemoriesScale to 10>>
<</if>>
<<set _CurrentMemories to $PlayerCharacter.memories - $PlayerCharacter.newMemories>>
<<if _CurrentMemories lte 10>><<set $memoriesStateCurrent to 0>>
<<elseif _CurrentMemories lte 30>><<set $memoriesStateCurrent to 1>>
<<elseif _CurrentMemories lte 50>><<set $memoriesStateCurrent to 2>>
<<elseif _CurrentMemories lte 70>><<set $memoriesStateCurrent to 3>>
<<else>><<set $memoriesStateCurrent to 4>>
<</if>>
<</widget>>
<<widget "PrintMemoriesDescription">>
/* Recalc before printing so the panel is never stale and old saves migrate on first open */
<<MemoriesSet>>
<<print setup.PlayerText.memoriesState[$memoriesStateCurrent]>><br>
<</widget>><<set $ConversationRoot = passage()>>
<<switch $ScrumpyJackDialogue>>
<<case "Tandi">>
“Hey!” you shout at him over the music. “Do you know a girl called Tandi Cunnings?”<Br>
<Br>
<<if $current.avatar is "Annie">>
He looks back at you, mouth half open, a curious smile forming. “We playing a new game, Annie? You going to introduce me to your new friend?”<Br>
<Br>
You stare back at him, trying to make an assessment of this situation. It seems there’s a lot you don’t know here. “I’m looking for her. Do you know where I could find her?”<Br>
<br>
His eyes look around the club, before flicking back to you. Eyes wandering over your body, his tongue licking his lips. “Alright Annie. Let’s play. You want to meet Tandi Cunnings, do you Annie? Well, you want to find Tandi. You gotta' know how to party.” He gestures to the spirit bottle on the table.<br>
<Br>
You frown. Jack sniggers and pours out a shot into an empty glass. “Come on, Annie. Don’t play with old Scrumpy Jack. We party. Then we’ll talk Tandi.”<Br>
<Br>
You look down at the glass positioned on your side of the table. You know what he wants you to do, even if this doesn’t seem like a good idea.<Br>
<<else>>
“Know a lot of girls,” he shouts back. “Scrumpy Jack is a popular guy.”<br>
<Br>
“I’m looking for her,” you reply. “Do you know where I could find her?”<br>
<br>
<<if $current.female is true>>
His eyes look around the club, before flicking back to you. Eyes wandering across your outfit, his tongue licking his lips. “You want to find Tandi? You gotta' know how to party.” He gestures to the spirit bottle on the table. <br>
<Br>
<<WithCompanion>>
<<if _WithCompanion is true>>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>>
“One of you keeps Scrumpy Jack company,” he says, pouring out a shot into an empty glass. “We party. Then I tell you about Tandi.”<Br>
<Br>
You look to Annie, seeing her roll her eyes. She gives you a sceptical look, even as she stands defiant in spite of his leer.<Br>
<</if>>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true>>
“One of you keeps Scrumpy Jack company,” he says, pouring out a shot into an empty glass. “We party. Then I tell you about Tandi.”<Br>
<br>
You look to Britney, seeing her eyes widen. She swallows. Her button nose wrinkled up, mouth parted in fear.<Br>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true>>
“One of you keeps Scrumpy Jack company,” he says, pouring out a shot into an empty glass. “We party. Then I tell you about Tandi.”<br>
<Br>
You look to Michelle, seeing her look at you with caution. She slowly shakes her head, green eyes open and alert.<Br>
<</if>>
<<else>>
“You keep Scrumpy Jack company,” he says, pouring out a shot into an empty glass. “We party. Then I tell you about Tandi.”<Br>
<Br>
You look down at the glass positioned on your side of the table. You know what he wants you to do, even if this doesn’t seem like a good idea.<Br>
<</if>>
<<else>>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>>
His eyes looking around the club, before flicking back to you. Eyes wandering across Annie’s outfit, his tongue licking his lips. “You want to find Tandi? You gotta' know how to party.” He gestures to the spirit bottle on the table.<Br>
<br>
“She keeps Scrumpy Jack company,” he says, pouring out a shot into an empty glass. “We party. Then I tell you about Tandi.”<br>
<Br>
You look to Annie, seeing her roll her eyes. She gives you a sceptical look, even as she stands defiant in spite of his leer.<Br>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true>>
His eyes looking around the club, before flicking back to you. Eyes wandering across Michelle’s outfit, his tongue licking his lips. “You want to find Tandi? You gotta' know how to party.” He gestures to the spirit bottle on the table. <bR>
<br>
“She keeps Scrumpy Jack company,” he says, pouring out a shot into an empty glass. “We party. Then I tell you about Tandi.”<bR>
<Br>
You look to Michelle, as she nestles into your shoulder. She looks to you, eyes wide, but says nothing.<Br>
<</if>>
<</if>>
<</if>>
<Br>
<<ActionsHeader>>
<<CompulsionCheck "PartyGirl">>
<<if _CompulsionCheck is true and $current.female is true>>
<<link "Do the shot yourself" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "ShotYourself">><<Drunk 1>><</link>><Br>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>><span class="compulsion">[Party Girl] </span><s>Ask Annie to do the shot</s> - <i>You can't turn down a drink</i><Br><</if>>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true>><span class="compulsion">[Party Girl] </span><s>Ask Britney to do the shot</s> - <i>You can't turn down a drink</i><Br><</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true>><span class="compulsion">[Party Girl] </span><s>Ask Michelle to do the shot</s> - <i>You can't turn down a drink</i><Br><</if>>
<<WithCompanion>>
<<if _WithCompanion is true>><<link "Ask for two shots" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "ShotBoth">><<Drunk 1>><<CompanionName>><<NPCDrunk _CompanionName 1>><</link>><Br><</if>>
<span class="compulsion">[Party Girl] </span><s>Change topics</s> - <i>You can't turn down a drink</i><Br>
<<else>>
<<if $current.female is true>><<link "Do the shot yourself" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "ShotYourself">><<Drunk 1>><</link>><Br><</if>>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>><<link "Ask Annie to do the shot" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "ShotAnnie">><<NPCDrunk "Annie" 1>><</link>><Br><</if>>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true>><<link "Ask Britney to do the shot" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "ShotBritney">><<NPCDrunk "Britney" 1>><</link>><Br><</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true and $current.avatar is "Emily">><<link "Ask Michelle to do the shot" "ScrumpyJackDialogue">><<Greedy 1>><<set $ScrumpyJackDialogue to "ShotMichelle">><<NPCDrunk "Michelle" 1>><</link>><Br><</if>>
<<if _NPCFollowCheck is true and _CurrentPC is true>><<link "Tell Michelle to do the shot" "ScrumpyJackDialogue">><<Greedy 1>><<set $ScrumpyJackDialogue to "ShotMichellePC">><<NPCDrunk "Michelle" 1>><</link>><Br><</if>>
<<WithCompanion>>
<<if _WithCompanion is true and $current.female is true>><<link "Ask for two shots" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "ShotBoth">><<Drunk 1>><<CompanionName>><<NPCDrunk _CompanionName 1>><</link>><Br><</if>>
<<link "Change topics" "RedRoomDanceFloorJackDialogue0">><<ChangeTopics>><</link>>
<</if>>
<<case "ShotYourself">>
You pick up the glass from the table and, bracing yourself, knock it back in one.<br>
<br>
<<DrunkDescription>><br>
<br>
<<if $current.avatar is "Annie">>
“That’s the Annie I know!” you hear Scrumpy Jack cry. “Party girl!”<Br>
<<else>>
“Party girl!” you hear Scrumpy Jack cry. “You and me are gonna' be good friends!”<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" "RedRoomDanceFloorJackDialogue0">><<DialogueDone "ScrumpyJack" "Tandi">><<if $current.drunk gte 4>><<Vice 1>><</if>><<DialogueUnlock "ScrumpyJack" "TandiStage2">><<ChangeTopics>><<GetCurrentAvatarKey>><<ConversationStageSet "WhereIsTandi" _AvatarKey 1>><</link>>
<<case "ShotAnnie">>
You look back to Annie and wince. “Do you think you could take this one?” <Br>
<Br>
She rolls her eyes and sighs. Wordlessly, she steps forward and knocks back the glass, swallowing the liquid in one clean move.<Br>
<Br>
<<NPCDrunkDescription>><br>
<br>
“Party girl!” you hear Scrumpy Jack cry. “Didn’t expect nothing less from you, Annie.”<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" "RedRoomDanceFloorJackDialogue0">><<DialogueDone "ScrumpyJack" "Tandi">><<ChangeTopics>><<DialogueUnlock "ScrumpyJack" "TandiStage2">><<GetCurrentAvatarKey>><<ConversationStageSet "WhereIsTandi" _AvatarKey 1>><</link>>
<<case "ShotBritney">>
You look back to Britney and wince. “Do you think you could take this one?”<br>
<Br>
She glances at the glass with a turned-up nose, but nods. Her eyes glance down at the glass, but she shrugs and picks it up with her fingers, holding it to her lips before knocking it back.<br>
<Br>
<<NPCDrunkDescription>><br>
<Br>
“Party girl!” you hear Scrumpy Jack cry. “Cheerleaders know how to party!”<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" "RedRoomDanceFloorJackDialogue0">><<DialogueDone "ScrumpyJack" "Tandi">><<ChangeTopics>><<DialogueUnlock "ScrumpyJack" "TandiStage2">><<GetCurrentAvatarKey>><<ConversationStageSet "WhereIsTandi" _AvatarKey 1>><</link>>
<<case "ShotMichelle">>
You look back to Michelle and wince. “Do you think you could take this one?” <br>
<Br>
She glances between Jack and you, wary. But as her eyes flick from you to the glass, a small smile forms. She picks up the glass with her fingers and knocks it back.<Br>
<Br>
<<NPCDrunkDescription>><br>
<Br>
“Party girl!” you hear Scrumpy Jack cry. “The posh ones always like to party!”<bR>
<br>
<<ActionsHeader>>
<<link "Change topics" "RedRoomDanceFloorJackDialogue0">><<DialogueDone "ScrumpyJack" "Tandi">><<ChangeTopics>><<DialogueUnlock "ScrumpyJack" "TandiStage2">><<GetCurrentAvatarKey>><<ConversationStageSet "WhereIsTandi" _AvatarKey 1>><</link>>
<<case "ShotMichellePC">>
You look back to Michelle and wince. “Do you think you could take this one?” <bR>
<Br>
She glances out from behind your shoulder, looking at the glass. Her eyes are wary of Jack, but after looking to you once more she steps forward. She picks up the glass with her fingers and knocks it back.<Br>
<Br>
<<NPCDrunkDescription>><br>
<Br>
“Party girl!” you hear Scrumpy Jack cry. “The shy ones always come around!”<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" "RedRoomDanceFloorJackDialogue0">><<DialogueDone "ScrumpyJack" "Tandi">><<ChangeTopics>><<DialogueUnlock "ScrumpyJack" "TandiStage2">><<GetCurrentAvatarKey>><<ConversationStageSet "WhereIsTandi" _AvatarKey 1>><</link>>
<<case "ShotBoth">>
“I’ll get two,” you tell him. “For us both.”<br>
<br>
Scrumpy Jack sniggers. “Like to party too? Alright.” He pours out another glass from his bottle and pushes it forward. “Let’s party.”<Br>
<Br>
You pick up the shot and knock it back, tasting the alcohol as you do so.<br>
<Br>
<<DrunkDescription>><Br>
<br>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>>
You look to Annie, seeing her roll her eyes. She gives you a sceptical look, even as she stands defiant in spite of his leer.<br>
<BR>
Wordlessly, she steps forward and knocks back the glass, swallowing the liquid in one clean move.<br>
<</if>>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true>>
She glances at the glass with a turned-up nose, but nods. Her eyes glance down at the glass, but she shrugs and picks it up with her fingers, holding it to her lips before knocking it back.<br>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true and $current.avatar is "Emily">>
She glances between Jack and you, wary. But as her eyes flick from you to the glass, a small smile forms. She picks up the glass with her fingers and knocks it back.<BR>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true and _CurrentPC is true>>
She glances out from behind your shoulder, looking at the glass. Her eyes are wary of Jack, but after looking to you once more she steps forward. She picks up the glass with her fingers and knocks it back.<br>
<</if>>
<br>
<<NPCDrunkDescription>><br>
<Br>
“Party pair!” you hear Scrumpy Jack cry. “We all like to party!”<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" "RedRoomDanceFloorJackDialogue0">><<DialogueDone "ScrumpyJack" "Tandi">><<if $current.drunk gte 4>><<Vice 1>><</if>><<ChangeTopics>><<DialogueUnlock "ScrumpyJack" "TandiStage2">><<GetCurrentAvatarKey>><<ConversationStageSet "WhereIsTandi" _AvatarKey 1>><</link>>
<<case "TandiStage2">>
“So, what do you know about Tandi?” you shout at him over the music. “Where is she?”<br>
<Br>
<<if $current.avatar is "Annie">>
“Not this game again, Annie,” he shouts. “Scrumpy Jack prefers your old games.”<br>
<br>
“Come on,” you say. “I’m serious.”<br>
<br>
<</if>>
“Tandi’s not here yet,” he shouts back. “But I know where she might be.”<br>
<Br>
“Where?” you bark back.<Br>
<Br>
His eyes look over your body, grinning. “Can tell you,” he shouts. “But feel like a dance.”<Br>
<br>
<<if $current.avatar is "Charli">>
You look over his bulbous body, already considering what it would be like to dance with him. Him behind you, rubbing up against you…<Br>
<Br>
“You dance with Jack,” he says, shifting his groin through his jeans. “I tell you where she might be.”<br>
<Br>
“My pleasure,” you slip out, before covering your mouth. Jack chuckles.<Br>
<<elseif $current.female is true>>
<<WithCompanion>>
<<if _WithCompanion is true>>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>>
“One of you dance with Jack,” he says, shifting his groin through his jeans. “I tell you where she might be.”<bR>
<BR>
You look to Annie, eyes narrowing with annoyance. She doesn’t look happy.<Br>
<</if>>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true>>
“One of you dance with Jack,” he says, shifting his groin through his jeans. “I tell you where she might be.”<br>
<br>
You look to Britney, seeing her nose wrinkle. She looks disgusted at the thought.<Br>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true>>
“One of you dance with Jack,” he says, shifting his groin through his jeans. “I tell you where she might be.”<Br>
<br>
You look to Michelle, shaking her head, green eyes open and alert.<br>
<</if>>
<<else>>
“You dance with Jack,” he says, shifting his groin through his jeans. “I tell you where she might be.”<br>
<Br>
You look back at him, seeing his eyes wander over your body. You know what this dance will entail, even without him saying it.<Br>
<</if>>
<<else>>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>>
“She gives Jack a dance,” he says, nodding to Annie and shifting his groin through his jeans. “I tell you where she might be.”<Br>
<Br>
You look to Annie, eyes narrowing with annoyance. She doesn’t look happy.<br>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true>>
“She gives Jack a dance,” he says, nodding to Michelle and shifting his groin through his jeans. “I tell you where she might be.”<bR>
<Br>
You look to Michelle, as she nestles into your shoulder. She looks to you, eyes wide, but says nothing.<bR>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<if $current.female is true>><<link "Dance with Jack" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "DanceYou">><</link>><br><</if>>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>><<link "Ask Annie to dance with Jack" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "DanceAnnie">><</link>><br><</if>>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true>><<link "Ask Britney to dance with Jack" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "DanceBritney">><</link>><br><</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true and $current.avatar is "Emily">><<link "Ask Michelle to dance with Jack" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "DanceMichelle">><</link>><br><</if>>
<<if _NPCFollowCheck is true and _CurrentPC is true>><<link "Tell Michelle to dance with Jack" "ScrumpyJackDialogue">><<Greedy 1>><<set $ScrumpyJackDialogue to "DanceMichellePC">><</link>><br><</if>>
<<WithCompanion>>
<<if _WithCompanion is true and $current.female is true>><<link "Tell him you’ll both dance with him" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "DanceBoth">><</link>><br><</if>>
<<link "Change topics" "RedRoomDanceFloorJackDialogue0">><<ChangeTopics>><</link>>
<<case "DanceYou">>
<<if $current.avatar is "Charli">>
Your anticipation builds in spite of everything rationally telling you to be repulsed by the man. “Let’s go,” you shout back to him.<bR>
<<else>>
Against your better judgement, you take a deep breath and nod. “One dance,” you shout back to him.<bR>
<</if>>
<Br>
<<if $current.avatar is "Annie">>
“When have you ever been satisfied with one of anything, girl?” Jack says. His lecherous smile broadens, and his eyes linger on your skin.<br>
<Br>
Finishing his drink, he wipes his mouth on his sleeve and stands, wrapping his arm around your waist. Against his towering frame you feel small. And against his bloated stomach you feel disgusted.<br>
<<elseif $current.avatar is "Charli">>
His lecherous smile broadens, and his eyes linger on your skin. “Keen girlie. Scrumpy Jack likes a keen girl,” he barks back. Finishing his drink, he wipes his mouth on his sleeve and stands, wrapping his arm around your waist. Against his towering frame you feel small. And against his bloated stomach you lean in, feeling it press against you.<br>
<<else>>
His lecherous smile broadens, and his eyes linger on your skin. “One dance is all you need with Jack,” he barks back. Finishing his drink, he wipes his mouth on his sleeve and stands, wrapping his arm around your waist. Against his towering frame you feel small. And against his bloated stomach you feel disgusted.<br>
<</if>>
<<WithCompanion>>
<<if _WithCompanion is true>>
<Br>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>>As Jack leads you on to the dance floor, Annie catches your eye. She watches carefully, but says nothing. You nod to her in understanding.<bR><</if>>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true>>As Jack leads you on to the dance floor, Britney watches. Her face is turned up, eyes looking derisively at the man’s exposed stomach. She catches your eye with concern. You nod to her in understanding.<bR><</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true>>As Jack leads you on to the dance floor, Michelle stares with her mouth open. She catches your eye and raises an eyebrow. You nod to her in understanding.<Br><</if>>
<</if>>
<br>
You become increasingly aware of sights, sounds and touch as you take each additional step. The beat of the music slows as one song transitions into the next. The lights bathe faces in different colours, people changing from red to blue to darkness in quick succession. Jack’s rough hand tugs at your waist, positioning you through the crowd even as you step forward.<Br>
<BR>
Jack begins to shake in time with the music and quickly you find yourself spun around to face him. He maintains his grip loose with one hand, just enough to keep you close to him. But now he has given himself the room to gyrate and grind on the spot. As he does so, he locks your eye.<BR>
<BR>
<<if $current.avatar is "Charli">>
You find yourself stepping back towards him, letting Jack’s clutch at your waist pull you against his body. As you sway and step in time with the beat, you find yourself pressed up against his stomach. The smell of alcohol on his breath as he leans in close to you.<BR>
<<else>>
Try as you might to avoid drawing near to him, his clutch at your waist pulls you against his body. As you sway and step in time with the beat, you find yourself pressed up against his stomach. The smell of alcohol on his breath as he leans in close to you.<BR>
<</if>>
<Br>
“That’s it,” he murmurs over the music. “Show Jack how you move.”<Br>
<Br>
He pulls you in closer, hand now falling down from your waist. Around your bum. Pulling you almost on top of him. You have to take a step towards him to avoid falling and before you know it, you feel his knee up between your legs. <Br>
<BR>
“Work that tush,” he shouts to you. “Ride Jack’s horse.”<Br>
<BR>
Jack continues to grind against you, his hand on your arse, pulling you back into and on top of his thigh. You feel his knee push against your groin, rolling in time with the music. If you were to lean back, you’d practically be sitting on his knee.<Br>
<Br>
You feel Jack’s hand shift. Now a finger edging towards the crack between your cheeks. You freeze. His eyes meet yours. You feel he’s testing you.<BR>
<Br>
<<ActionsHeader>>
<<link "Let him continue and embrace it" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "DanceYouEmbrace">><<Orientation 1>><</link>><br>
<<CompulsionCheck "BoyCrazy">>
<<if _CompulsionCheck is true>>
<<AssertiveCheck>>
<<if _currentAssertive gte 60>>
<<link "[Assertive > 60] Resist the compulsion and push his hand away" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "DanceYouPush">><<Assertive 1>><</link>><br>
<<else>>
<span class="compulsion">[Boy Crazy] </span><s>Push his hand away</s> - <i>Why would you want to?</i><br>
<</if>>
<<else>>
<<link "Push his hand away" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "DanceYouPush">><<Assertive 1>><</link>><br>
<</if>>
<<case "DanceYouEmbrace">>
Either you’re reluctant to upset the man that stands between you and Tandi, or it’s something else within you, but you let his rough hand continue to creep over your rear. His digits dig in between your arse cheeks, massaging the top of your crack without delicacy.<br>
<Br>
With his ironclad grip, you feel Jack pull you further towards him. You are lifted up almost from the floor, straddling his thigh with your legs. You wrap your arms around his neck to maintain balance, now caught in his grip and unable to move. Even if you wanted to.<Br>
<Br>
Jack grins as you straddle his leg, pulling your face near his. You smell the alcohol again. He licks his lips and for a moment, you brace yourself, expecting his next move to push them against yours.<Br>
<Br>
<<if $current.avatar is "Annie">>
But instead he sniggers. “Been a while that you’ve ridden Scrumpy Jack, eh Annie?” he murmurs. “We going to have fun together again.”<Br>
<<else>>
But instead he sniggers. “You’re a real party girl,” he murmurs. “Like Tandi. We’re going to have a lot of fun together.” <Br>
<</if>>
<Br>
As if to emphasise, you feel a finger claw down your arse cheeks and push against your anus through your clothes. He grins as you gasp.<BR>
<Br>
Quickly, he lets go. You almost stumble over as you adjust to standing upright by yourself once more. <Br>
<Br>
“Let’s chat,” Jack shouts, nodding back to his table. He walks off, expecting you to follow.<Br>
<<WithCompanion>>
<<if _WithCompanion is true>>
<Br>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>>As you do so, you see Annie looking at you. She raises an eyebrow as you stand next to her, but says nothing.<Br><</if>>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true>>As you do so, you see Britney looking at you. She turns her nose up and winces, but says nothing.<Br><</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true>>As you do so, you see Michelle looking at you. She gives you a concerned look, but says nothing.<Br><</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to Jack’s table" "RedRoomDanceFloorJackDialogue0">><<DialogueDone "ScrumpyJack" "TandiStage2">><<DialogueUnlock "ScrumpyJack" "TandiWhere">><<GetCurrentAvatarKey>><<ConversationStageSet "WhereIsTandi" _AvatarKey 2>><<ChangeTopics>><</link>>
<<case "DanceYouPush">>
Jack might be the man that stands between you and Tandi, but you won’t let him have his way with you regardless. You reach back and swat his hand back up your waist.<Br>
<br>
He looks into your eyes as his lip twitches with mild annoyance. You feel him pull you further towards him. You are lifted up almost from the floor, straddling his thigh with your legs. You have to wrap your arms around his neck to maintain balance, now caught in his grip and unable to move. <Br>
<Br>
Jack grins as you straddle his leg, pulling your face near his. You smell the alcohol again. He licks his lips and for a moment, you turn your head away to remove any chance he has to push them against yours.<Br>
<Br>
<<if $current.avatar is "Annie">>
He sniggers. “Not as much of a party girl you used to be, Annie,” he murmurs. “Scrumpy Jack doesn’t like. Tandi’s more fun than you.”<Br>
<<else>>
He sniggers. “Not as much of a party girl as Jack likes,” he murmurs. “Not like Tandi. You’ll have to learn if we’re going to have fun together.” <Br>
<</if>>
<br>
Quickly, he lets go. You almost stumble over as you adjust to standing upright by yourself once more. <Br>
<Br>
“Let’s chat,” Jack shouts, nodding back to his table. He walks off, expecting you to follow.<Br>
<<WithCompanion>>
<<if _WithCompanion is true>>
<Br>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>>As you do so, you see Annie looking at you. She raises an eyebrow as you stand next to her, but says nothing.<Br><</if>>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true>>As you do so, you see Britney looking at you. She turns her nose up and winces, but says nothing.<Br><</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true>>As you do so, you see Michelle looking at you. She gives you a concerned look, but says nothing.<Br><</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to Jack’s table" "RedRoomDanceFloorJackDialogue0">><<DialogueDone "ScrumpyJack" "TandiStage2">><<DialogueUnlock "ScrumpyJack" "TandiWhere">><<GetCurrentAvatarKey>><<ConversationStageSet "WhereIsTandi" _AvatarKey 2>><<ChangeTopics>><</link>>
<<case "DanceAnnie">>
<<CheckPersonalityState "Annie">>
<<if _PersonalityState is "Straight">>
You look over to Annie and give her a look. Reluctantly, she sighs. “Fine,” she mutters and reaches out her hand towards the hulking brute. “Come on, Jack.”<bR>
<Br>
He stands and lets Annie lead him towards the dance floor, wrapping his bulky arm around her waist. The beat of the music slows as one song transitions into the next. The lights bathe faces in different colours, people changing from red to blue to darkness in quick succession.<br>
<br>
Jack begins to shake in time with the music and quickly spins Annie around to face him. He maintains his grip loose with one hand, just enough to keep her close to his body. But now he has given himself the room to gyrate and grind on the spot. As he does so, he locks his eyes with Annie’s.<Br>
<Br>
Try as she might to avoid him drawing her near him, his hand at her waist pulls her against his body. She sways and steps in time with the beat, quickly finding herself pressed up against his stomach. You can see her turning her head away from him, as if avoiding the alcohol on his breath that you’ve smelt before.<br>
<Br>
He pulls her in closer, hand now falling down around her bum and pulling her almost on top of him. Her skirt rides up as she straddles his leg. He lifts her up from the floor, inserting his leg between hers. She wraps her arms around his neck to maintain balance, now caught in his grip and unable to move. <Br>
<Br>
Another whisper. She smiles politely back at him, before it suddenly wipes from her face. You glance down, seeing his hand now away from her waist and massaging her arse through her dress. She gasps.<br>
<bR>
Quickly, he lets her go. She almost stumbles over as she adjusts to standing upright by herself once more. <bR>
<Br>
“Let’s chat,” Jack shouts to her, loud enough for you to hear. He nods back towards you and sits back down at the table. Momentarily, Annie is by your side. She meets your eyes, saying nothing, but embarrassment evident on her face.<Br>
<br>
<<ActionsHeader>>
<<link "Talk to Jack" "RedRoomDanceFloorJackDialogue0">><<DialogueDone "ScrumpyJack" "TandiStage2">><<DialogueUnlock "ScrumpyJack" "TandiWhere">><<GetCurrentAvatarKey>><<ConversationStageSet "WhereIsTandi" _AvatarKey 2>><<ChangeTopics>><</link>>
<<else>>
<<NPCDeltaCheck "Annie" "drunk">>
<<if (_NPCDeltaCheck ?? 0) gte 1>>
You look over to Annie and give her a look. Reluctantly, she sighs. “Fine,” she mutters and reaches out her hand towards the hulking brute. “Come on, Jack.”<bR>
<Br>
He stands and lets Annie lead him towards the dance floor, wrapping his bulky arm around her waist. The beat of the music slows as one song transitions into the next. The lights bathe faces in different colours, people changing from red to blue to darkness in quick succession.<bR>
<Br>
Jack begins to shake in time with the music and quickly spins Annie around to face him. He maintains his grip loose with one hand, just enough to keep her close to his body. But now he has given himself the room to gyrate and grind on the spot. As he does so, he locks his eyes with Annie’s.<bR>
<Br>
Try as she might to avoid him drawing her near him, his hand at her waist pulls her against his body. She sways and steps in time with the beat, quickly finding herself pressed up against his stomach. You can see her turning her head away from him, as if avoiding the alcohol on his breath that you’ve smelt before.<Br>
<Br>
He pulls her in closer, hand now falling down around her bum and pulling her almost on top of him. Her skirt rides up as she straddles his leg. He lifts her up from the floor, inserting his leg between hers. She wraps her arms around his neck to maintain balance, now caught in his grip and unable to move. <Br>
<Br>
Another whisper. She smiles politely back at him, before it suddenly wipes from her face. You glance down, seeing his hand now away from her waist and massaging her arse through her dress. She gasps.<br>
<Br>
Quickly, he lets her go. She almost stumbles over as she adjusts to standing upright by herself once more. <Br>
<Br>
“Let’s chat,” Jack shouts to her, loud enough for you to hear. He nods back towards you and sits back down at the table. Momentarily, Annie is by your side. She meets your eyes, saying nothing, but embarrassment evident on her face.<Br>
<br>
<<ActionsHeader>>
<<link "Talk to Jack" "RedRoomDanceFloorJackDialogue0">><<DialogueDone "ScrumpyJack" "TandiStage2">><<DialogueUnlock "ScrumpyJack" "TandiWhere">><<GetCurrentAvatarKey>><<ConversationStageSet "WhereIsTandi" _AvatarKey 2>><<ChangeTopics>><</link>>
<<else>>
You look over to Annie and give her a look. She returns the stare, shaking her head slowly. “Uh uh,” she mutters.<br>
<br>
<<if $current.female is true>>
Jack sniggers and looks back at you. “Looks like it’s you,” he shouts. “What do you say, party girl? Ready to dance with Jack?”<Br>
<Br>
<<ActionsHeader>>
<<link "Dance with Jack" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "DanceYou">><</link>><br>
<<link "Change topics" "RedRoomDanceFloorJackDialogue0">><<ChangeTopics>><</link>>
<<else>>
Jack sniggers and looks back at you. “Looks like you’ve got nothing that Jack wants,” he shouts. “Jack likes to party with girls.”<Br>
<Br>
<<ActionsHeader>>
<<link "Change topics" "RedRoomDanceFloorJackDialogue0">><<ChangeTopics>><</link>>
<</if>>
<</if>>
<</if>>
<<case "DanceBritney">>
<<NPCDeltaCheck "Britney" "drunk">>
<<if $PlayerCharacter.cheerleader is true>>
You look over to Britney and give her a look. Her nose flares up immediately. “Him?” she shouts.<bR>
<bR>
“It’s for the squad, Brit,” you tell her. She pouts, but seeing your unflinching face she reaches out her hand towards the hulking brute. “Fine.”<bR>
<Br>
He stands and grabs Britney’s hand, leading her towards the dance floor, wrapping his other bulky arm around her waist. The beat of the music slows as one song transitions into the next. The lights bathe faces in different colours, people changing from red to blue to darkness in quick succession.<bR>
<Br>
Jack begins to shake in time with the music and quickly spins Britney around to face him. He maintains his grip loose with one hand, just enough to keep her close to his body. But now he has given himself the room to gyrate and grind on the spot. As he does so, he locks his eyes with Britney’s.<br>
<BR>
Try as she might to avoid him drawing her near him, his hand at her waist pulls her against his body. She sways and steps in time with the beat, quickly finding herself pressed up against his stomach. You can see her turning her head away from him, as if avoiding the alcohol on his breath that you’ve smelt before.<Br>
<BR>
He pulls her in closer, hand now falling down around her bum and pulling her almost on top of him. Her skirt rides up as she straddles his leg. He lifts her up from the floor, inserting his leg between hers. She wraps her arms around his neck to maintain balance, now caught in his grip and unable to move. <Br>
<Br>
Another whisper. She smiles politely back at him, before it suddenly wipes from her face. You glance down, seeing his hand now away from her waist and massaging her arse through her dress. She gasps.<Br>
<Br>
Quickly, he lets her go. She almost stumbles over as she adjusts to standing upright by herself once more. <Br>
<Br>
“Let’s chat,” Jack shouts to her, loud enough for you to hear. He nods back towards you and sits back down at the table. Momentarily, Britney is by your side. She meets your eyes, nose turned up, embarrassment evident on her face.<br>
<br>
<<ActionsHeader>>
<<link "Talk to Jack" "RedRoomDanceFloorJackDialogue0">><<DialogueDone "ScrumpyJack" "TandiStage2">><<DialogueUnlock "ScrumpyJack" "TandiWhere">><<GetCurrentAvatarKey>><<ConversationStageSet "WhereIsTandi" _AvatarKey 2>><<ChangeTopics>><</link>>
<<elseif (_NPCDeltaCheck ?? 0) gte 2>>
Looking over to Britney, you give her a look. Her glazed eyes from the alcohol move slowly to look at him. “Really?” she shouts.<Br>
<Br>
You nod and you watch her look between him and the dance floor. She sighs, but reaches out her hand towards the hulking brute. “Fine.”<br>
<Br>
He stands and grabs Britney’s hand, leading her towards the dance floor, wrapping his other bulky arm around her waist. The beat of the music slows as one song transitions into the next. The lights bathe faces in different colours, people changing from red to blue to darkness in quick succession.<BR>
<br>
Jack begins to shake in time with the music and quickly spins Britney around to face him. He maintains his grip loose with one hand, just enough to keep her close to his body. But now he has given himself the room to gyrate and grind on the spot. As he does so, he locks his eyes with Britney’s.<Br>
<Br>
Try as she might to avoid him drawing her near him, his hand at her waist pulls her against his body. She sways and steps in time with the beat, quickly finding herself pressed up against his stomach. You can see her turning her head away from him, as if avoiding the alcohol on his breath that you’ve smelt before.<Br>
<Br>
He pulls her in closer, hand now falling down around her bum and pulling her almost on top of him. Her skirt rides up as she straddles his leg. He lifts her up from the floor, inserting his leg between hers. She wraps her arms around his neck to maintain balance, now caught in his grip and unable to move. <br>
<Br>
Another whisper. She smiles politely back at him, before it suddenly wipes from her face. You glance down, seeing his hand now away from her waist and massaging her arse through her dress. She gasps.<br>
<Br>
Quickly, he lets her go. She almost stumbles over as she adjusts to standing upright by herself once more. <Br>
<Br>
“Let’s chat,” Jack shouts to her, loud enough for you to hear. He nods back towards you and sits back down at the table. Momentarily, Britney is by your side. She meets your eyes, nose turned up, embarrassment evident on her face.<Br>
<br>
<<ActionsHeader>>
<<link "Talk to Jack" "RedRoomDanceFloorJackDialogue0">><<DialogueDone "ScrumpyJack" "TandiStage2">><<DialogueUnlock "ScrumpyJack" "TandiWhere">><<GetCurrentAvatarKey>><<ConversationStageSet "WhereIsTandi" _AvatarKey 2>><<ChangeTopics>><</link>>
<<else>>
You look over to Britney and give her a look. Her nose flares up immediately. “Him?” she shouts.<BR>
<Br>
“Please,” you try, but Britney shakes her head. “Gross,” she shouts, uncaring if he hears. Jack just sniggers and looks back at you. “Looks like it’s you,” he shouts. “What do you say, party girl? Ready to dance with Jack?”<Br>
<Br>
<<ActionsHeader>>
<<link "Dance with Jack" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "DanceYou">><</link>><br>
<<link "Change topics" "RedRoomDanceFloorJackDialogue0">><<ChangeTopics>><</link>>
<</if>>
<<case "DanceMichelle">>
<<NPCDeltaCheck "Michelle" "drunk">>
<<if (_NPCDeltaCheck ?? 0) gte 2>>
Looking over to Michelle, you give her a look. Her glazed eyes from the alcohol move slowly to look at him. “Really?” she shouts.<Br>
<bR>
You nod and you watch her look between him and the dance floor. She sighs, but reaches out her hand towards the hulking brute. “Fine.”<br>
<Br>
He stands and grabs Michelle’s hand, leading her towards the dance floor, wrapping his other bulky arm around her waist. The beat of the music slows as one song transitions into the next. The lights bathe faces in different colours, people changing from red to blue to darkness in quick succession.<Br>
<Br>
Jack begins to shake in time with the music and quickly spins Michelle around to face him. He maintains his grip loose with one hand, just enough to keep her close to his body. But now he has given himself the room to gyrate and grind on the spot. As he does so, he locks his eyes with Michelle’s.<Br>
<Br>
Try as she might to avoid him drawing her near him, his hand at her waist pulls her against his body. She sways and steps in time with the beat, quickly finding herself pressed up against his stomach. You can see her turning her head away from him, as if avoiding the alcohol on his breath that you’ve smelt before.<Br>
<Br>
He pulls her in closer, hand now falling down around her bum and pulling her almost on top of him. Her skirt rides up as she straddles his leg. He lifts her up from the floor, inserting his leg between hers. She wraps her arms around his neck to maintain balance, now caught in his grip and unable to move. <Br>
<Br>
Another whisper. She smiles politely back at him, before it suddenly wipes from her face. You glance down, seeing his hand now away from her waist and massaging her arse through her dress. She gasps.<Br>
<Br>
Quickly, he lets her go. She almost stumbles over as she adjusts to standing upright by herself once more. <Br>
<Br>
“Let’s chat,” Jack shouts to her, loud enough for you to hear. He nods back towards you and sits back down at the table. Momentarily, Michelle is by your side. She meets your eyes, embarrassment evident on her face.<Br>
<br>
<<ActionsHeader>>
<<link "Talk to Jack" "RedRoomDanceFloorJackDialogue0">><<Greedy 1>><<NPCCorruption "Michelle" 1>><<DialogueDone "ScrumpyJack" "TandiStage2">><<DialogueUnlock "ScrumpyJack" "TandiWhere">><<GetCurrentAvatarKey>><<ConversationStageSet "WhereIsTandi" _AvatarKey 2>><<ChangeTopics>><</link>>
<<else>>
You look over to Michelle and give her a look. Her eyebrow flares up immediately. “Really?” she shouts.<Br>
<br>
“Please,” you try, but Michelle shakes her head. Jack just sniggers and looks back at you. “Looks like it’s you,” he shouts. “What do you say, party girl? Ready to dance with Jack?”<Br>
<Br>
<<ActionsHeader>>
<<link "Dance with Jack" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "DanceYou">><</link>><br>
<<link "Change topics" "RedRoomDanceFloorJackDialogue0">><<ChangeTopics>><</link>>
<</if>>
<<case "DanceMichellePC">>
Looking over to Michelle, you give her a look. Her eyes move slowly to look at him. “Really?” she shouts.<Br>
<Br>
You nod and you watch her look between him and the dance floor. She looks to you, hesitation on her face, but reaches out her hand towards the hulking brute.<Br>
<Br>
He stands and grabs Michelle’s hand, leading her towards the dance floor, wrapping his other bulky arm around her waist. The beat of the music slows as one song transitions into the next. The lights bathe faces in different colours, people changing from red to blue to darkness in quick succession.<Br>
<Br>
Jack begins to shake in time with the music and quickly spins Michelle around to face him. He maintains his grip loose with one hand, just enough to keep her close to his body. But now he has given himself the room to gyrate and grind on the spot. <br>
<Br>
As he does so, he tries to lock eyes with Michelle’s. Instead, she is looking back to you. Trying to dance with him but maintain eye contact for you. Almost like she’s trying to perform.<Br>
<Br>
Try as she might to avoid him drawing her near him, his hand at her waist pulls her against his body. She sways and steps in time with the beat, quickly finding herself pressed up against his stomach. You can see her turning her head away from him, as if avoiding the alcohol on his breath that you’ve smelt before.<Br>
<Br>
He pulls her in closer, hand now falling down around her bum and pulling her almost on top of him. Her skirt rides up as she straddles his leg. He lifts her up from the floor, inserting his leg between hers. She wraps her arms around his neck to maintain balance, now caught in his grip and unable to move. <Br>
<Br>
Another whisper. She smiles meekly back at him, before it suddenly wipes from her face. You glance down, seeing his hand now away from her waist and massaging her arse through her dress. She gasps.<Br>
<Br>
Quickly, he lets her go. She almost stumbles over as she adjusts to standing upright by herself once more.<Br>
<Br>
“Let’s chat,” Jack shouts to her, loud enough for you to hear. He nods back towards you and sits back down at the table. Momentarily, Michelle is by your side. She tries to avoid your eyes, embarrassment evident on her face.<Br>
<br>
<<ActionsHeader>>
<<link "Talk to Jack" "RedRoomDanceFloorJackDialogue0">><<DialogueDone "ScrumpyJack" "TandiStage2">><<DialogueUnlock "ScrumpyJack" "TandiWhere">><<GetCurrentAvatarKey>><<ConversationStageSet "WhereIsTandi" _AvatarKey 2>><<ChangeTopics>><<NPCCorruption "Michelle" 1>><</link>>
<<case "DanceBoth">>
Against your better judgement, you take a deep breath and give him a smile. “Why don’t we all dance?” you shout back to him.<bR>
<Br>
His lecherous smile broadens, and his eyes flick between the pair of you. “A girl sandwich? Let’s put some meat inside.”<Br>
<Br>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>>
<<CheckPersonalityState "Annie">>
<<if _PersonalityState is "Straight">>
You look over to Annie and give her a look. Reluctantly, she sighs. “Fine,” she mutters and reaches out her hand towards the hulking brute. “Come on.”<Br>
<Br>
<<ActionsHeader>>
<<link "Dance with Jack" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "DanceBothActive">><</link>><br>
<<elseif _PersonalityState is "Gay">>
<<NPCDeltaCheck "Annie" "drunk">>
<<if (_NPCDeltaCheck ?? 0) gte 1>>
You look over to Annie and give her a look. Reluctantly, she sighs. “Fine,” she mutters and reaches out her hand towards the hulking brute. “Come on.”<br>
<Br>
<<ActionsHeader>>
<<link "Dance with Jack" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "DanceBothActive">><</link>><br>
<<else>>
You look over to Annie and give her a look. She returns the stare, shaking her head slowly. “Uh uh,” she mutters.<Br>
<br>
Jack sniggers and looks back at you. “Looks like it’s you,” he shouts. “What do you say, party girl? Ready to dance with Jack?”<br>
<Br>
<<ActionsHeader>>
<<link "Dance with Jack" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "DanceYou">><</link>><br>
<<link "Change topics" "RedRoomDanceFloorJackDialogue0">><<ChangeTopics>><</link>>
<</if>>
<</if>>
<</if>>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true>>
<<NPCDeltaCheck "Britney" "drunk">>
<<if $PlayerCharacter.cheerleader is true>>
You look over to Britney and give her a look. Her nose flares up immediately. “Him?” she shouts.<Br>
<br>
“It’s for the squad, Brit,” you tell her. She pouts, but seeing your unflinching face she reaches out her hand towards the hulking brute. “Fine.”<Br>
<Br>
<<ActionsHeader>>
<<link "Dance with Jack" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "DanceBothActive">><</link>><br>
<<elseif (_NPCDeltaCheck ?? 0) gte 2>>
You look over to Britney and give her a look. Her glazed eyes from the alcohol move slowly to look at him. “Really?” she shouts.<br>
<bR>
You nod and you watch her look between him and the dance floor. She sighs, but reaches out her hand towards the hulking brute. “Fine.”<bR>
<Br>
<<ActionsHeader>>
<<link "Dance with Jack" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "DanceBothActive">><</link>><br>
<<else>>
You look over to Britney and give her a look. Her eyebrow flares up immediately. “Really?” she shouts.<bR>
<Br>
“Please,” you try, but Britney shakes her head. Jack just sniggers and looks back at you. “Looks like it’s you,” he shouts. “What do you say, party girl? Ready to dance with Jack?”<br>
<Br>
<<ActionsHeader>>
<<link "Dance with Jack" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "DanceYou">><</link>><br>
<<link "Change topics" "RedRoomDanceFloorJackDialogue0">><<ChangeTopics>><</link>>
<</if>>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true>>
<<NPCDeltaCheck "Michelle" "drunk">>
<<if (_NPCDeltaCheck ?? 0) gte 2>>
You look over to Michelle and give her a look. Her glazed eyes from the alcohol move slowly to look at him. “Really?” she shouts.<Br>
<BR>
You nod and you watch her look between him and the dance floor. She sighs, but reaches out her hand towards the hulking brute. “Fine.”<br>
<Br>
<<ActionsHeader>>
<<link "Dance with Jack" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "DanceBothActive">><</link>><br>
<<else>>
You look over to Michelle and give her a look. Her eyebrow flares up immediately. “Really?” she shouts.<br>
<Br>
“Please,” you try, but Michelle shakes her head. Jack just sniggers and looks back at you. “Looks like it’s you,” he shouts. “What do you say, party girl? Ready to dance with Jack?”<bR>
<Br>
<<ActionsHeader>>
<<link "Dance with Jack" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "DanceYou">><</link>><br>
<<link "Change topics" "RedRoomDanceFloorJackDialogue0">><<ChangeTopics>><</link>>
<</if>>
<</if>>
<<case "DanceBothActive">>
<<CompanionName>>
Finishing his drink, Jack wipes his mouth on his sleeve and stands, wrapping his arm around your waist. Against his towering frame you feel small. And against his bloated stomach you feel disgusted. He wraps his other arm around _CompanionName and leads you both into the crowd.<bR>
<BR>
You become increasingly aware of sights, sounds and touch as you take each additional step. The beat of the music slows as one song transitions into the next. The lights bathe faces in different colours, people changing from red to blue to darkness in quick succession. Jack’s rough hand tugs at your waist, positioning you through the crowd even as you step forward.<br>
<br>
Jack begins to shake in time with the music and quickly you find yourself spun around to face him. He maintains his grip loose with one hand, just enough to keep you close to him. But now he has given himself the room to gyrate and grind on the spot. <Br>
<bR>
You try to move up close to _CompanionName. She smiles warily at you, putting her hands up into the air and waving them to the beat. But from behind you, a bulbous body pushes up against your back. Jack is suddenly between you, his back to _CompanionName, facing you. As he does so, he locks your eye.<Br>
<Br>
Try as you might to avoid drawing near to him, his clutch at your waist pulls you against his body. As you sway and step in time with the beat, you find yourself pressed up against his stomach. The smell of alcohol on his breath as he leans in close to you.<Br>
<BR>
“That’s it,” he murmurs over the music. “Real meat sandwich now.”<Br>
<BR>
He pulls you in closer, hand now falling down from your waist. Around your bum. Pulling you almost on top of him. You have to take a step towards him to avoid falling and before you know it, you feel his knee up between your legs. <Br>
<Br>
“Work that tush,” he shouts to you. “Ride Jack’s horse.”<br>
<Br>
Jack continues to grind against you, his hand on your arse, pulling you back into and on top of his thigh. You feel his knee push against your groin, rolling in time with the music. If you were to lean back, you’d practically be sitting on his knee.<BR>
<Br>
You feel Jack’s hand shift. Now a finger edging towards the crack between your cheeks. You freeze. His eyes meet yours. You feel he’s testing you.<Br>
<Br>
Over his shoulder, you see _CompanionName dancing close to him. Her eyebrows raise, as if questioning what she should do. <Br>
<Br>
<<ActionsHeader>>
<<link "Urge her to dance closer" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "DanceBothActiveUrge">><<Greedy 1>><</link>><br>
<<link "Push his hand away" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "DanceBothActivePush">><<Assertive 1>><</link>><br>
<<case "DanceBothActiveUrge">>
<<CompanionName>>
Either you’re reluctant to upset the man that stands between you and Tandi, or it’s something else within you, but you nod to _CompanionName, beckoning her forward. She gives you a look, but slides up against Jack’s rear, grinding against him.<Br>
<br>
He glances back and grins, now firmly wedged between the two of you. You let his rough hand continue to creep over your rear. His digits dig in between your arse cheeks, massaging the top of your crack without delicacy. <Br>
<br>
With his ironclad grip, you feel Jack pull you further towards him. You are lifted up almost from the floor, straddling his thigh with your legs. You wrap your arms around his neck to maintain balance, now caught in his grip and unable to move. Even if you wanted to.<Br>
<Br>
Jack grins as you straddle his leg, pulling your face near his. You smell the alcohol again. He licks his lips and for a moment, you brace yourself, expecting his next move to push them against yours. You look over his shoulder, seeing _CompanionName holding on to his hips, your face near hers now. She smiles.<Br>
<Br>
Jack sniggers. “Real party girls,” he murmurs. “Like Tandi. We’re going to have a lot of fun together.” <Br>
<Br>
As if to emphasise, you feel a finger claw down your arse cheeks and push against your anus through your clothes. He grins as you gasp.<Br>
<Br>
Quickly, he lets go. You almost stumble over as you adjust to standing upright by yourself once more. As you do so, _CompanionName lets go of his hips and takes a step back as she continues to dance. <Br>
<Br>
“Let’s chat,” Jack shouts, nodding back to his table. He walks off, expecting you two to follow.<Br>
<Br>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>>As you do so, you see Annie looking at you. She raises an eyebrow, but says nothing.<Br><</if>>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true>>As you do so, you see Britney looking at you. She turns her nose up and winces, but says nothing.<Br><</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true>>As you do so, you see Michelle looking at you. She turns her nose up and winces, but says nothing.<Br><</if>>
<br>
<<ActionsHeader>>
<<link "Return to Jack’s table" "RedRoomDanceFloorJackDialogue0">>
<<DialogueDone "ScrumpyJack" "TandiStage2">><<DialogueUnlock "ScrumpyJack" "TandiWhere">><<GetCurrentAvatarKey>><<ConversationStageSet "WhereIsTandi" _AvatarKey 2>><<ChangeTopics>>
<<NPCFollowCheck "Michelle">><<if _NPCFollowCheck is true>><<NPCCorruption "Michelle" 1>><</if>>
<</link>>
<<case "DanceBothActivePush">>
<<CompanionName>>
Jack might be the man that stands between you and Tandi, but you won’t let him have his way with you regardless. You reach back and swat his hand back up your waist.<Br>
<br>
He looks into your eyes as his lip twitches with mild annoyance. You feel him release you and almost stumble over as you adjust to standing upright by yourself once more. When you look up, you notice that Jack has turned his back to you, now pulling _CompanionName towards him close. <Br>
<Br>
Pulling her in closer, his hand falls down around her bum and pulling her almost on top of him. Her skirt rides up as she straddles his leg. He lifts her up from the floor, inserting his leg between hers. She wraps her arms around his neck to maintain balance, now caught in his grip and unable to move. <Br>
<bR>
You see him lean in and whisper. She smiles politely back at him, before it suddenly wipes from her face. You glance down, seeing his hand now away from her waist and massaging her arse through her dress. She gasps.<BR>
<Br>
Quickly, he lets her go. She almost stumbles over as she adjusts to standing upright by herself once more. <bR>
<Br>
“Let’s chat,” Jack shouts to her, loud enough for you to hear. He nods back towards you and sits back down at the table. <Br>
<Br>
Momentarily, _CompanionName is by your side. She tries to avoid your eyes, embarrassment evident on her face.<br>
<br>
<<ActionsHeader>>
<<link "Return to Jack’s table" "RedRoomDanceFloorJackDialogue0">><<DialogueDone "ScrumpyJack" "TandiStage2">><<DialogueUnlock "ScrumpyJack" "TandiWhere">><<GetCurrentAvatarKey>><<ConversationStageSet "WhereIsTandi" _AvatarKey 2>><<ChangeTopics>><</link>>
<<case "TandiWhere">>
“Now,” you say loud enough for him to hear. “Where is Tandi?”<Br>
<br>
<<if $current.avatar is "Annie">>
Jack looks back at you, pouring himself another drink. Thankfully there is no attempt to offer you one. Taking a sip, he exhales but watches you darkly. “Asking a lot of odd questions, Annie. Questions you’ve got answers to. Puts old Scrumpy Jack on edge. Especially knowin' who your dad is.”<Br>
<Br>
“I just haven’t seen her around for a while, is all,” you try.<Br>
<Br>
The burly man regards you for a long moment before reaching into his jacket, looking for something. “Tell you what,” he shouts. “Prove you’re still a real party girl. Then I’ll tell you. Need to make sure you’re still part of the in-crowd.”<Br>
<Br>
His hand slides across the table. When he pulls it back, you see a small transparency bag full of red powder.<Br>
<Br>
“My treat,” he says, grinning. “Go to the bathroom. Have some fun. Then we’ll talk.”<Br>
<Br>
You glance at the bag. The powdery substance inside leaves little question what it is, but you take solace in the lack of a magical aura emanating from it. Or at least, one that you can detect.<Br>
<Br>
Once again, you look around. There’s no reaction to Jack throwing out drugs so brazenly. No one seems to care.<Br>
<Br>
“You want me to do that?” you shout.<Br>
<Br>
He gives you a look. “Never turned it down before. What’s the matter, Annie? Think you’re above it now? Tandi won’t like it if you’ve stopped knowing how to party.”<Br>
<<else>>
Jack looks back at you, pouring himself another drink. Thankfully there is no attempt to offer you one. Taking a sip, he exhales with delight. “She works most nights,” he shouts back. “Doesn’t have time to come here much now.”<Br>
<Br>
You hold back irritation at his reluctance to talk. “Where does she work?”<Br>
<br>
<<WithCompanion>>
<<if _WithCompanion is true and $current.female is true>>
Scrumpy Jack regards you for a long moment before reaching into his jacket, looking for something. “Tell you what,” he shouts. “Prove you’re real party girls. Then I’ll tell you. Need to make sure you’re part of the in-crowd.”<br>
<Br>
His hand slides across the table. When he pulls it back, you see a small transparency bag full of red powder.<br>
<Br>
“My treat,” he says, grinning. “Go to the bathroom. Have some fun. Then we’ll talk.”<Br>
<BR>
You glance at the bag. The powdery substance inside leaves little question what it is, but you take solace in the lack of a magical aura emanating from it. Or at least, one that you can detect.<Br>
<br>
Once again, you look around. There’s no reaction to Jack throwing out drugs so brazenly. No one seems to care. <bR>
<Br>
“You want me to do that?” you shout.<BR>
<Br>
He shrugs. “You or her. Or both. Tandi won’t want to meet someone who doesn’t know how to party.”<bR>
<<elseif _WithCompanion is true and $current.female is false>>
<<CompanionName>>
Scrumpy Jack regards you for a long moment before reaching into his jacket, looking for something. “Tell you what,” he shouts, nodding to _CompanionName. “She proves she’s a real party girl. Then I’ll tell you. Need to make sure you’re part of the in-crowd.”<bR>
<BR>
His hand slides across the table. When he pulls it back, you see a small transparency bag full of red powder. <Br>
<Br>
“My treat,” he says, grinning. “Go to the bathroom. Have some fun. Then we’ll talk.”<Br>
<Br>
You glance at the bag. The powdery substance inside leaves little question what it is, but you take solace in the lack of a magical aura emanating from it. Or at least, one that you can detect.<bR>
<Br>
Once again, you look around. There’s no reaction to Jack throwing out drugs so brazenly. No one seems to care. <Br>
<Br>
“You want me to do that?” you shout.<bR>
<bR>
He sniggers. “Not you. Her,” his eyes flick to next to you. “Tandi won’t want to meet someone who doesn’t know how to party.”<Br>
<<elseif $current.female is true>>
Scrumpy Jack regards you for a long moment before reaching into his jacket, looking for something. “Tell you what,” he shouts. “Prove you’re a real party girl. Then I’ll tell you. Need to make sure you’re part of the in-crowd.”<br>
<Br>
His hand slides across the table. When he pulls it back, you see a small transparency bag full of red powder. <br>
<Br>
“My treat,” he says, grinning. “Go to the bathroom. Have some fun. Then we’ll talk.”<bR>
<Br>
You glance at the bag. The powdery substance inside leaves little question what it is, but you take solace in the lack of a magical aura emanating from it. Or at least, one that you can detect.<Br>
<Br>
Once again, you look around. There’s no reaction to Jack throwing out drugs so brazenly. No one seems to care. <Br>
<Br>
“You want me to do that?” you shout.<Br>
<Br>
He nods. “Tandi won’t want to meet someone who doesn’t know how to party.”<bR>
<<elseif $current.female is false>>
Scrumpy Jack regards you for a long moment before reaching into his jacket, looking for something. “Tell you what,” he shouts. “Find Scrumpy Jack a girl. A real party girl. Then I’ll tell you. Need to make sure you’re part of the in-crowd.”<br>
<Br>
His hand slides across the table. When he pulls it back, you see a small transparency bag full of red powder. <bR>
<Br>
“Find a girl,” he says, grinning. “Give her my treat. Then we’ll talk.”<Br>
<Br>
You glance at the bag. The powdery substance inside leaves little question what it is, but you take solace in the lack of a magical aura emanating from it. Or at least, one that you can detect.<br>
<Br>
Once again, you look around. There’s no reaction to Jack throwing out drugs so brazenly. No one seems to care. <BR>
<Br>
“You want me to do that?” you shout.<Br>
<Br>
He sniggers. “Not you. A girl.” His hand reaches out again and the bag is gone. “Tandi won’t want to meet someone who doesn’t know how to party.”<Br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<if $current.female is true>><<link "Take the bag for yourself" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "BagYou">><<SetFlag "JackPowderTaken">><</link>><br><</if>>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>><<link "Offer the bag to Annie" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "BagAnnie">><<SetFlag "JackPowderTaken">><</link>><br><</if>>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true>><<link "Offer the bag to Britney" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "BagBritney">><<SetFlag "JackPowderTaken">><</link>><br><</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true and $current.avatar is "Emily">><<link "Offer the bag to Michelle" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "BagMichelle">><<SetFlag "JackPowderTaken">><</link>><br><</if>>
<<if _NPCFollowCheck is true and _CurrentPC is true>><<link "Tell Michelle to take the bag" "ScrumpyJackDialogue">><<Greedy 1>><<set $ScrumpyJackDialogue to "BagMichellePC">><<SetFlag "JackPowderTaken">><</link>><br><</if>>
<<WithCompanion>>
<<if _WithCompanion is true and $current.female is true>><<link "Take the bag for both of you" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "BagBoth">><<SetFlag "JackPowderTaken">><</link>><br><</if>>
<<link "Change topics" "RedRoomDanceFloorJackDialogue0">><<ChangeTopics>><</link>>
<<case "BagYou">>
You pick up the bag from the table and put it away, hiding it in your outfit. Jack grins.<Br>
<Br>
“Want to see those wide eyes dilated,” he grunts at you. “Then. One step closer to Tandi.”<Br>
<Br>
<<ActionsHeader>>
<<link "Say goodbye and return to the dance floor" "RedRoomDanceFloor">><<EndConversation "ScrumpyJack">><<TakeObjectNPC "ScrumpyJack" "RedPowder">><<InventoryCheckSelf "RedPowder">><<if _InventoryCheckSelf is false>><<TakeObjectLocation "Void" "RedPowder">><</if>><<DialogueDone "ScrumpyJack" "TandiWhere">><<GetCurrentAvatarKey>><<ConversationStageSet "WhereIsTandi" _AvatarKey 3>><</link>>
<<case "BagAnnie">>
<<NPCDeltaCheck "Annie" "drunk">>
<<if (_NPCDeltaCheck ?? 0) gte 2>>
You look between the baggie and Annie, giving her a smile. Her glazed eyes look down at the bag and she giggles. “When in Rome,” she says, slurring a little. “Back in a jiffy.”<Br>
<bR>
Watching her go, you then turn back to look at Jack. He gives you a disinterested look before his eyes wander back to the dance floor. Minutes pass, where you awkwardly stand beside his table waiting.<BR>
<bR>
Then someone is hanging off your arm. You turn and see Annie leaning against your shoulder. She runs a fingernail down your shirt, giggling. “Hello,” she purrs.<Br>
<BR>
You look her directly into the eye and see her pupils fill them. No sign of her brilliant blue eyes.<Br>
<Br>
“Now that’s a party girl!” Jack barks. He pats the plastic seat next to him. “Come join the party,” he tells Annie. She looks to you for a moment, but shrugs and saunters over. Jack wraps his arm around her, grinning back at you.<bR>
<Br>
<<ActionsHeader>>
<<link "Change topics" "RedRoomDanceFloorJackDialogue0">><<ChangeTopics>><<DialogueUnlock "ScrumpyJack" "TandiWhereStage2">><<DialogueDone "ScrumpyJack" "TandiWhere">><<SetNPCState "Annie" "drugged" true>><<GetCurrentAvatarKey>><<ConversationStageSet "WhereIsTandi" _AvatarKey 4>><</link>>
<<else>>
You look between the baggie and Annie, giving her a smile. But you see her shaking her head. “That’s not for me, <<TrueName "Current">>. If you want to do that, do it yourself.”<br>
<br>
<<ActionsHeader>>
<<if $current.female is true>><<link "Take the bag for yourself" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "BagYou">><</link>><br><</if>>
<<link "Change topics" "RedRoomDanceFloorJackDialogue0">><<ChangeTopics>><</link>>
<</if>>
<<case "BagBritney">>
<<NPCDeltaCheck "Britney" "drunk">>
<<if (_NPCDeltaCheck ?? 0) gte 3>>
You look between the baggie and Britney, giving her a smile. Her glazed eyes look down at the bag and she titters. “Like, really?” she says, slurring a little. “I shouldn’t.” But when you say nothing more, she sighs. “Alright,” she says glumly. <br>
<br>
Watching her go, you then turn back to look at Jack. He gives you a disinterested look before his eyes wander back to the dance floor. Minutes pass, where you awkwardly stand beside his table waiting.<Br>
<Br>
Then someone is bumping into you. You turn and see Britney tottering on heels, looking around as if lost. As the sight of you, she grins. “Oh! Hi!” she says, almost screaming. “This club feels hot.”<Br>
<bR>
You look her directly into the eye and see her pupils fill them. No sign of her brown eyes. <br>
<br>
“Now that’s a party girl!” Jack barks. He pats the plastic seat next to him. “Come join the party,” he tells Britney. She looks to you for a moment, but shrugs and plops down in the seat next to him, giggling as she bounces on the cushion. Jack wraps his arm around her, grinning back at you.<Br>
<Br>
<<ActionsHeader>>
<<link "Change topics" "RedRoomDanceFloorJackDialogue0">><<ChangeTopics>><<DialogueUnlock "ScrumpyJack" "TandiWhereStage2">><<DialogueDone "ScrumpyJack" "TandiWhere">><<SetNPCState "Britney" "drugged" true>><<GetCurrentAvatarKey>><<ConversationStageSet "WhereIsTandi" _AvatarKey 4>><</link>>
<<else>>
You look between the baggie and Britney, giving her a smile. Her eyes look at it, but she shakes her head. “I don’t think so, Em. That’s not really for me.”<Br>
<br>
<<ActionsHeader>>
<<if $current.female is true>><<link "Take the bag for yourself" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "BagYou">><</link>><br><</if>>
<<link "Change topics" "RedRoomDanceFloorJackDialogue0">><<ChangeTopics>><</link>>
<</if>>
<<case "BagMichelle">>
<<NPCDeltaCheck "Michelle" "drunk">>
<<if (_NPCDeltaCheck ?? 0) gte 3>>
You look between the baggie and Michelle, giving her a smile. Her glazed eyes look down at the bag and she titters. “Me?” she says, slurring a little. “I shouldn’t.” But when you say nothing more, she sighs. <Br>
<br>
Watching her go, you then turn back to look at Jack. He gives you a disinterested look before his eyes wander back to the dance floor. Minutes pass, where you awkwardly stand beside his table waiting.<bR>
<Br>
Then someone is bumping into you. You turn and see Michelle hugging her arms, running her fingernails down her skin. At the sight of you, she smiles vacantly. “Hi, Em,” she purrs. “This is amazing.”<Br>
<Br>
You look her directly into the eye and see her pupils fill them. No sign of her green eyes. <br>
<Br>
“Now that’s a party girl!” Jack barks. He pats the plastic seat next to him. “Come join the party,” he tells Michelle. She looks to you for a moment, but shrugs and gracefully walks over, daintily leaning back into the seat. Jack wraps his arm around her, grinning back at you.<Br>
<Br>
<<ActionsHeader>>
<<link "Change topics" "RedRoomDanceFloorJackDialogue0">><<NPCCorruption "Michelle" 1>><<ChangeTopics>><<DialogueUnlock "ScrumpyJack" "TandiWhereStage2">><<DialogueDone "ScrumpyJack" "TandiWhere">><<SetNPCState "Michelle" "drugged" true>><<GetCurrentAvatarKey>><<ConversationStageSet "WhereIsTandi" _AvatarKey 4>><</link>>
<<else>>
You look between the baggie and Michelle, giving her a smile. Her eyes look at it, but she shakes her head. “I think I’ll pass. Mother wouldn’t forgive me if she found out.”<br>
<br>
<<ActionsHeader>>
<<if $current.female is true>><<link "Take the bag for yourself" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "BagYou">><</link>><br><</if>>
<<link "Change topics" "RedRoomDanceFloorJackDialogue0">><<ChangeTopics>><</link>>
<</if>>
<<case "BagMichellePC">>
<<NPCDeltaCheck "Michelle" "drunk">>
<<if (_NPCDeltaCheck ?? 0) gte 2>>
You look between the baggie and Michelle, giving her a smile. Her glazed eyes look down at the bag and then back to you. “You want me to do that?” When you nod, she takes a deep breath and picks up the bag.<Br>
<Br>
Watching her go, you then turn back to look at Jack. He gives you a disinterested look before his eyes wander back to the dance floor. Minutes pass, where you awkwardly stand beside his table waiting.<bR>
<Br>
Then someone is hanging off your arm. You turn and see Michelle leaning against your shoulder. She runs a fingernail down your shirt, giggling. “Hello,” she purrs.<br>
<Br>
You look her directly into the eye and see her pupils fill them. No sign of her green eyes.<br>
<Br>
“Now that’s a party girl!” Jack barks. He pats the plastic seat next to him. “Come join the party,” he tells Michelle. She looks to you for a moment, but shrugs and saunters over. Jack wraps his arm around her, grinning back at you.<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" "RedRoomDanceFloorJackDialogue0">><<ChangeTopics>><<DialogueDone "ScrumpyJack" "TandiWhere">><<DialogueUnlock "ScrumpyJack" "TandiWhereStage2">><<SetNPCState "Michelle" "drugged" true>><<GetCurrentAvatarKey>><<ConversationStageSet "WhereIsTandi" _AvatarKey 4>><</link>>
<<else>>
You look between the baggie and Michelle, giving her a smile. Her eyes look at it, then back to you. She shakes her head. “Can we just stick to the drinks?” Her eyes flick to Jack. “Just the two of us?”<bR>
<br>
<<ActionsHeader>>
<<link "Change topics" "RedRoomDanceFloorJackDialogue0">><<ChangeTopics>><</link>>
<</if>>
<<case "BagBoth">>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>>
You look between the baggie and Annie, giving her a smile. “Want to share?” you ask her.<Br>
<Br>
<<NPCDeltaCheck "Annie" "drunk">>
<<if (_NPCDeltaCheck ?? 0) gte 2>>
Her glazed eyes look down at the bag and she giggles. “When in Rome,” she says, slurring a little. “Let’s go freshen up.”<Br>
<BR>
You pick up the bag from the table and put it away, hiding it in your outfit. Jack grins. <bR>
<Br>
“Want to see those wide eyes dilated,” he grunts at you. “Then. One step closer to Tandi.”<Br>
<Br>
<<ActionsHeader>>
<<link "Say goodbye and return to the dance floor" "RedRoomDanceFloor">><<EndConversation "ScrumpyJack">><<SetFlag "CompanionPowderAccepted">><<TakeObjectNPC "ScrumpyJack" "RedPowder">><<InventoryCheckSelf "RedPowder">><<if _InventoryCheckSelf is false>><<TakeObjectLocation "Void" "RedPowder">><</if>><<DialogueDone "ScrumpyJack" "TandiWhere">><<GetCurrentAvatarKey>><<ConversationStageSet "WhereIsTandi" _AvatarKey 3>><</link>>
<<else>>
But you see her shaking her head. “That’s not for me, <<TrueName "Current">>. If you want to do that, do it yourself.”<bR>
<br>
<<ActionsHeader>>
<<if $current.female is true>><<link "Take the bag for yourself" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "BagYou">><</link>><br><</if>>
<<link "Change topics" "RedRoomDanceFloorJackDialogue0">><<ChangeTopics>><</link>>
<</if>>
<</if>>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true>>
You look between the baggie and Britney, giving her a smile. “Want to share?” you ask her.<Br>
<br>
<<NPCDeltaCheck "Britney" "drunk">>
<<if (_NPCDeltaCheck ?? 0) gte 2>>
Her glazed eyes look down at the bag and she titters. “Like, really?” she says, slurring a little. “I shouldn’t.” But when you say nothing more, she sighs. “Alright,” she says glumly. <Br>
<br>
You pick up the bag from the table and put it away, hiding it in your outfit. Jack grins. <br>
<Br>
“Want to see those wide eyes dilated,” he grunts at you. “Then. One step closer to Tandi.”<br>
<Br>
<<ActionsHeader>>
<<link "Say goodbye and return to the dance floor" "RedRoomDanceFloor">><<EndConversation "ScrumpyJack">><<SetFlag "CompanionPowderAccepted">><<TakeObjectNPC "ScrumpyJack" "RedPowder">><<InventoryCheckSelf "RedPowder">><<if _InventoryCheckSelf is false>><<TakeObjectLocation "Void" "RedPowder">><</if>><<DialogueDone "ScrumpyJack" "TandiWhere">><<GetCurrentAvatarKey>><<ConversationStageSet "WhereIsTandi" _AvatarKey 3>><</link>>
<<else>>
Her eyes look at it, but she shakes her head. “I don’t think so, Em. That’s not really for me.”<bR>
<br>
<<ActionsHeader>>
<<if $current.female is true>><<link "Take the bag for yourself" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "BagYou">><</link>><br><</if>>
<<link "Change topics" "RedRoomDanceFloorJackDialogue0">><<ChangeTopics>><</link>>
<</if>>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true>>
You look between the baggie and Michelle, giving her a smile. “Want to share?” you ask her.<Br>
<Br>
<<NPCDeltaCheck "Michelle" "drunk">>
<<if (_NPCDeltaCheck ?? 0) gte 3>>
Her glazed eyes look down at the bag and she titters. “Me?” she says, slurring a little. “I shouldn’t.” But when you say nothing more, she sighs.<BR>
<br>
You pick up the bag from the table and put it away, hiding it in your outfit. Jack grins. <br>
<br>
“Want to see those wide eyes dilated,” he grunts at you. “Then. One step closer to Tandi.”<Br>
<Br>
<<ActionsHeader>>
<<link "Say goodbye and return to the dance floor" "RedRoomDanceFloor">><<EndConversation "ScrumpyJack">><<SetFlag "CompanionPowderAccepted">><<TakeObjectNPC "ScrumpyJack" "RedPowder">><<InventoryCheckSelf "RedPowder">><<if _InventoryCheckSelf is false>><<TakeObjectLocation "Void" "RedPowder">><</if>><<DialogueDone "ScrumpyJack" "TandiWhere">><<GetCurrentAvatarKey>><<ConversationStageSet "WhereIsTandi" _AvatarKey 3>><</link>>
<<else>>
You look between the baggie and Michelle, giving her a smile. Her eyes look at it, but she shakes her head. “I think I’ll pass. Mother wouldn’t forgive me if she found out.”<Br>
<br>
<<ActionsHeader>>
<<if $current.female is true>><<link "Take the bag for yourself" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "BagYou">><</link>><br><</if>>
<<link "Change topics" "RedRoomDanceFloorJackDialogue0">><<ChangeTopics>><</link>>
<</if>>
<</if>>
<<case "TandiWhereStage2">>
“Alright,” you say. “You’ve had your fun. Now tell me where Tandi is.”<br>
<bR>
<<if $current.avatar is "Annie">>
Jack grins back at you, but shrugs. “Haven’t seen her in a bit. She’s working.”<bR>
<bR>
“Where?”<bR>
<bR>
The brute grins, his eyes wandering over you again. “You never talked to Tandi about it, Annie? What she does for money? Not much different to you being your bosses lunchtime bit of crumpet, if you ask old Jack.”<bR>
<bR>
You glare over at him. He sniggers and reaches into his jacket pocket and produces a coin that he spins on the table. You glance down at it. As it comes to a stop, you see a Penny Farthing embedded into its side. The other is blank.<bR>
<bR>
“You want to see Tandi in a rush?” he shouts. “That will do it.”<BR>
<<elseif $current.female is true>>
Jack grins back at you, but shrugs. He reaches into his jacket pocket and produces a coin that he spins on the table. You glance down at it. As it comes to a stop, you see a Penny Farthing embedded into its side. The other is blank.<bR>
<bR>
“This will get you to Tandi,” he shouts. “Get you into where she works.”<BR>
<<else>>
Jack grins back at you, but shrugs. He reaches into his jacket pocket and produces a coin that he spins on the table. You glance down at it. As it comes to a stop, you see a Penny Farthing embedded into its side. The other has a T engraved into it. <bR>
<bR>
“This will get you to Tandi,” he shouts. “Get you into where she works.”<BR>
<</if>>
<BR>
You reach out to take it and he snatches it back, grinning. “Don’t need to be so quick. We’re having a party. You don’t want to leave early, do you?”<bR>
<Br>
<<set _TandiStage2HasOption to false>>
<<NPCFollowCheck "Annie">><<GetNPCState "Annie" "drugged">>
<<if _NPCFollowCheck is true and _drugged is true>><<set _TandiStage2HasOption to true>><</if>>
<<NPCFollowCheck "Britney">><<GetNPCState "Britney" "drugged">>
<<if _NPCFollowCheck is true and _drugged is true>><<set _TandiStage2HasOption to true>><</if>>
<<NPCFollowCheck "Michelle">><<GetNPCState "Michelle" "drugged">>
<<if _NPCFollowCheck is true and _drugged is true and ($current.avatar is "Emily" or _CurrentPC is true)>><<set _TandiStage2HasOption to true>><</if>>
<<GetPCState "drugged">>
<<if _drugged is true>>
Hearing yourself giggle, you feel flushed. The bright lights and loud music seem all-too inviting. You find yourself agreeing with Jack. You don’t want to end this night early.<br>
<<NPCFollowCheck "Annie">><<GetNPCState "Annie" "drugged">>
<<if _NPCFollowCheck is true and _drugged is true>>
<br>
Annie giggles, stretching out a long leg. “Come on, <<TrueName "Current">>. Let’s have some more fun.” She looks over her shoulder casually at Jack. “More fun, Jack?” <Br>
<Br>
“Got some more fun on me,” Jack says. “But only enough for two.” He looks you up and down, grinning. “One of you two comes with me to the bathroom. We can party in there.”<Br>
<br>
Annie glances at you, smiling with desire.<Br>
<br>
<<ActionsHeader>>
<<link "Choose to go to the bathroom with Jack" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "BathroomYou">><</link>><Br>
<<link "Choose Annie to go to the bathroom" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "BathroomAnnie">><</link>><Br>
<<link "Decline to choose" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "BathroomDecline">><</link>>
<</if>>
<<NPCFollowCheck "Britney">><<GetNPCState "Britney" "drugged">>
<<if _NPCFollowCheck is true and _drugged is true>>
<br>
Britney giggles, nuzzling into Jack’s arm. “Come on, Em! Don’t be a party pooper.” She looks over at Jack and gives him a cheeky grin. “You got some more fun with you, mister?” <bR>
<Br>
“Got some more fun on me,” Jack says. “But only enough for two.” He looks you up and down, grinning. “One of you two comes with me to the bathroom. We can party in there.”<Br>
<Br>
Britney glances at you, smiling with desire.<Br>
<br>
<<ActionsHeader>>
<<link "Choose to go to the bathroom with Jack" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "BathroomYou">><</link>><Br>
<<link "Choose Britney to go to the bathroom" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "BathroomBritney">><</link>><Br>
<<link "Decline to choose" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "BathroomDecline">><</link>>
<</if>>
<<NPCFollowCheck "Michelle">><<GetNPCState "Michelle" "drugged">>
<<if _NPCFollowCheck is true and _drugged is true and $current.avatar is "Emily">>
<Br>
Michelle giggles, nuzzling into Jack’s arm. “Come on, Em! We don’t have to call it a night yet.” She looks over at Jack and smiles coyly. “I’m sure you have a little more fun for us?” <bR>
<Br>
“Got some more fun on me,” Jack says. “But only enough for two.” He looks you up and down, grinning. “One of you two comes with me to the bathroom. We can party in there.”<br>
<Br>
Michelle glances at you, smiling with desire.<br>
<br>
<<ActionsHeader>>
<<link "Choose to go to the bathroom with Jack" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "BathroomYou">><</link>><Br>
<<link "Choose Michelle to go to the bathroom" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "BathroomMichelle">><</link>><Br>
<<link "Decline to choose" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "BathroomDecline">><</link>>
<</if>>
<<NPCFollowCheck "Michelle">><<GetNPCState "Michelle" "drugged">>
<<if _NPCFollowCheck is true and _drugged is true and _CurrentPC is true>>
<Br>
Michelle giggles and looks at you, biting her lip. “Come on, <<TrueName "Current">>. Don’t you want to have a little more fun. With me.” She recrosses her legs, letting her smile linger.<bR>
<Br>
“Got some more fun on me,” Jack says. “But only enough for two.” He looks you up and down, grinning. “One of you two comes with me to the bathroom. We can party in there.”<BR>
<Br>
Michelle glances at you, smiling with desire.<Br>
<br>
<<ActionsHeader>>
<<link "Choose to go to the bathroom with Jack" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "BathroomYou">><</link>><Br>
<<link "Choose Michelle to go to the bathroom" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "BathroomMichellePC">><</link>><Br>
<<link "Decline to choose" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "BathroomDecline">><</link>>
<</if>>
<<if _TandiStage2HasOption is false>>
<<set _TandiStage2HasOption to true>>
<br>
“Got some more fun on me,” Jack says. He looks you up and down, grinning. “Come with me to the bathroom. We can party in there.”<br>
<<if $current.avatar is "Charli">>
<br>
Your heart flutters. The men’s room. You can already picture what situation you might find yourself when you go in there…<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Go to the bathroom with Jack" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "BathroomYou">><</link>><br>
<<link "Decline his offer" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "BathroomDecline">><</link>>
<</if>>
<<else>>
<<WithCompanion>>
<<if _WithCompanion is false>>
<<set _TandiStage2HasOption to true>>
“Got some more fun on me,” Jack says. He looks you up and down, grinning. “Come with me to the bathroom. We can party in there.”<br>
<<if $current.avatar is "Charli">>
<br>
Your heart flutters. The men’s room. You can already picture what situation you might find yourself when you go in there…<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Go to the bathroom with Jack" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "BathroomYou">><</link>><br>
<<link "Decline his offer" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "BathroomDecline">><</link>>
<<elseif $current.female is true>>
“Got some more fun on me,” Jack says. “But only enough for two.” He looks you up and down, grinning. “One of you two comes with me to the bathroom. We can party in there.”<Br>
<<else>>
“Got some more fun on me,” Jack says. “But only enough for two.” He looks at you, grinning. “Jack doesn't go to the bathroom with guys, either.”<Br>
<</if>>
<<NPCFollowCheck "Annie">><<GetNPCState "Annie" "drugged">>
<<if _NPCFollowCheck is true and _drugged is true>>
<br>
Annie giggles, stretching out a long leg. "I'm game, <<TrueName "Current">>. Don't mind having a little more fun.” She glances over at Jack, smiling with desire.<Br>
<br>
<<ActionsHeader>>
<<if $current.female is true>><<link "Choose to go to the bathroom with Jack" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "BathroomYou">><</link>><Br><</if>>
<<link "Choose Annie to go to the bathroom" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "BathroomAnnie">><</link>><Br>
<<link "Decline to choose" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "BathroomDecline">><</link>>
<</if>>
<<NPCFollowCheck "Britney">><<GetNPCState "Britney" "drugged">>
<<if _NPCFollowCheck is true and _drugged is true>>
<br>
Britney giggles, nuzzling into Jack’s arm. “Come on, Em! Don’t be a party pooper. Let me go.” She looks over at Jack and gives him a cheeky grin.<br>
<br>
<<ActionsHeader>>
<<if $current.female is true>><<link "Choose to go to the bathroom with Jack" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "BathroomYou">><</link>><Br><</if>>
<<link "Choose Britney to go to the bathroom" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "BathroomBritney">><</link>><Br>
<<link "Decline to choose" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "BathroomDecline">><</link>>
<</if>>
<<NPCFollowCheck "Michelle">><<GetNPCState "Michelle" "drugged">>
<<if _NPCFollowCheck is true and _drugged is true and $current.avatar is "Emily">>
<Br>
Michelle giggles, nuzzling into Jack’s arm. “Come on, Em! I'm just getting a taste of this.”<bR>
<br>
<<ActionsHeader>>
<<if $current.female is true>><<link "Choose to go to the bathroom with Jack" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "BathroomYou">><</link>><Br><</if>>
<<link "Choose Michelle to go to the bathroom" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "BathroomMichelle">><</link>><Br>
<<link "Decline to choose" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "BathroomDecline">><</link>>
<</if>>
<<NPCFollowCheck "Michelle">><<GetNPCState "Michelle" "drugged">>
<<if _NPCFollowCheck is true and _drugged is true and _CurrentPC is true>>
<Br>
Michelle giggles and looks at you, biting her lip. “Come on, <<TrueName "Current">>. Don’t you want me to have a little more fun.” She recrosses her legs, letting her smile linger.<bR>
<Br>
<<ActionsHeader>>
<<if $current.female is true>><<link "Choose to go to the bathroom with Jack" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "BathroomYou">><</link>><Br><</if>>
<<link "Choose Michelle to go to the bathroom" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "BathroomMichellePC">><</link>><Br>
<<link "Decline to choose" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "BathroomDecline">><</link>>
<</if>>
<</if>>
<<if _TandiStage2HasOption is false>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<case "BathroomYou">>
“I’ll go,” you tell him.<bR>
<Br>
He grins and looks back at you “Time to party, girl,” he tells you as he stands.<Br>
<br>
<<WithCompanion>>
<<if _WithCompanion is true>>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>>
<<GetNPCState "Annie" "drugged">><<NPCDeltaCheck "Annie" "drunk">>
<<if _drugged is true or (_NPCDeltaCheck ?? 0) gte 4>>
Annie looks at you, smiling as she raises an eyebrow. “Keeping the fun all to yourself, <<TrueName "Current">>?” She giggles. “I can keep myself occupied. For a time.”<br>
<Br>
You watch her smile and saunter away on to the dance floor. Within a moment, she’s absorbed by the crowd. You have a nagging feeling you won’t see her tonight again.<bR>
<Br>
“Come on,” you hear Jack’s voice near your ear. “Time to show you the real goods, girl.”<br>
<br>
His rough hand slides around your waist and leads you through the club. As you approach the toilets, he brazenly pushes the door to the men’s bathroom open, gesturing you inside.<Br>
<<else>>
Annie looks at you, her face solemn as she raises an eyebrow. “Are you sure, <<TrueName "Current">>? Is this what you really want?”<bR>
<Br>
“Of course she does!” you hear Jack say as he roughly pulls you towards him. You hear yourself let out a high-pitched girlish giggle as he wraps his arm around your waist, dangling the bag in front of your face. “Jack knows what you like, girl.”<br>
<Br>
You look from him to the powder. Whether it’s the want for information or a need more primal, you can’t help but nod.<br>
<Br>
His rough hand pulls you away from Annie and leads you through the club. As you approach the toilets, he brazenly pushes the door to the men’s bathroom open, gesturing you inside.<Br>
<br>
You glance back to the table, noticing Annie looking back at you, her face full of worry, before Jack nudges with your knee into the men’s bathroom. <Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Enter the men's bathroom" "RedRoomMensToilets">>
<<NPCFollowDeactivateAll>>
<<SetNPCLocation "Annie" $dayCurrent $periodCurrent "AnniesApartment">>
<<SetNPCLocation "ScrumpyJack" $dayCurrent $periodCurrent "RedRoomMensToilets">>
<<EventTrigger "RedRoomMensToilets" "JackDrugs" "Evening" "ScrumpyJack" null null null null true>>
<<EndConversation "ScrumpyJack">>
<</link>>
<</if>>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true>>
<<GetNPCState "Britney" "drugged">><<NPCDeltaCheck "Britney" "drunk">>
<<if _drugged is true or (_NPCDeltaCheck ?? 0) gte 4>>
Britney looks at you, pouting. “No fair, Em?” She says. “What am I supposed to do whilst you’re having fun?”<Br>
<BR>
“Go party, cheerleader,” you hear Jack say as his rough hand slides around your waist. “Show the club some cheer moves.”<Br>
<Br>
You watch Britney’s eyes flick back to the dance floor, before she nods and totters away on her heels. Within a moment, she’s absorbed by the crowd. You have a nagging feeling you won’t see her tonight again.<bR>
<Br>
“Come on,” you hear Jack’s voice near your ear. “Time to show you the real goods, girl.”<br>
<bR>
His rough hand slides around your waist and leads you through the club. As you approach the toilets, he brazenly pushes the door to the men’s bathroom open, gesturing you inside.<Br>
<<else>>
Britney looks at you, her face covered with disgust. “Eww. Like, really, Em? You want to do this?”<Br>
<bR>
“Of course she does!” you hear Jack say as he roughly pulls you towards him. You hear yourself let out a high-pitched girlish giggle as he wraps his arm around your waist, dangling the bag in front of your face. “Jack knows what you like, girl.”<Br>
<Br>
You look from him to the powder. Whether it’s the want for information or a need more primal, you can’t help but nod.<Br>
<Br>
His rough hand pulls you away from Britney and leads you through the club. As you approach the toilets, he brazenly pushes the door to the men’s bathroom open, gesturing you inside.<Br>
<Br>
You glance back to the table, noticing Britney looking back at you, her face full of disgust, before Jack nudges with your knee into the men’s bathroom. <Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Enter the men's bathroom" "RedRoomMensToilets">>
<<NPCFollowDeactivateAll>>
<<SetNPCLocation "Britney" $dayCurrent $periodCurrent "HudsonFarmBritneysBedroom">>
<<SetNPCLocation "ScrumpyJack" $dayCurrent $periodCurrent "RedRoomMensToilets">>
<<EventTrigger "RedRoomMensToilets" "JackDrugs" "Evening" "ScrumpyJack" null null null null true>>
<<EndConversation "ScrumpyJack">>
<</link>>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true>>
<<GetNPCState "Michelle" "drugged">><<NPCDeltaCheck "Michelle" "drunk">>
<<if _drugged is true or (_NPCDeltaCheck ?? 0) gte 4>>
Michelle looks at you, smiling knowingly. “How scandalous, Em” She says. “Don’t worry, I won’t tell.”<bR>
<Br>
“Good girl,” you hear Jack say as his rough hand slides around your waist. “Sure you can find a guy in here that will buy a posh bird a drink.”<bR>
<Br>
You watch Michelle’s eyes look around, before she nods and saunters away. Within a moment, she’s absorbed by the crowd. You have a nagging feeling you won’t see her tonight again.<Br>
<bR>
“Come on,” you hear Jack’s voice near your ear. “Time to show you the real goods, girl.”<Br>
<bR>
His rough hand slides around your waist and leads you through the club. As you approach the toilets, he brazenly pushes the door to the men’s bathroom open, gesturing you inside.<Br>
<<else>>
Michelle looks at you, her face covered with concern. “Are you sure, Em? Do you really want to do this?”<Br>
<Br>
“Of course she does!” you hear Jack say as he roughly pulls you towards him. You hear yourself let out a high-pitched girlish giggle as he wraps his arm around your waist, dangling the bag in front of your face. “Jack knows what you like, girl.”<BR>
<BR>
You look from him to the powder. Whether it’s the want for information or a need more primal, you can’t help but nod.<Br>
<Br>
His rough hand pulls you away from Michelle and leads you through the club. As you approach the toilets, he brazenly pushes the door to the men’s bathroom open, gesturing you inside.<BR>
<Br>
You glance back to the table, noticing Michelle looking back at you, her face full of worry, before Jack nudges with your knee into the men’s bathroom. <Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Enter the men's bathroom" "RedRoomMensToilets">>
<<NPCFollowDeactivateAll>>
<<SetNPCLocation "Michelle" $dayCurrent $periodCurrent "Void">>
<<SetNPCLocation "ScrumpyJack" $dayCurrent $periodCurrent "RedRoomMensToilets">>
<<EventTrigger "RedRoomMensToilets" "JackDrugs" "Evening" "ScrumpyJack" null null null null true>>
<<EndConversation "ScrumpyJack">>
<</link>>
<</if>>
<<else>>
“Come on,” you hear Jack’s voice near your ear. “Time to show you the real goods, girl.”<br>
<br>
His rough hand slides around your waist and leads you through the club. As you approach the toilets, he brazenly pushes the door to the men’s bathroom open, gesturing you inside.<Br>
<br>
<<ActionsHeader>>
<<link "Enter the men's bathroom" "RedRoomMensToilets">>
<<SetNPCLocation "ScrumpyJack" $dayCurrent $periodCurrent "RedRoomMensToilets">>
<<EventTrigger "RedRoomMensToilets" "JackDrugs" "Evening" "ScrumpyJack" null null null null true>>
<<EndConversation "ScrumpyJack">>
<</link>>
<</if>>
<<case "BathroomAnnie">>
You look to Annie and nod your head. “Do you want to go?”<br>
<bR>
<<GetNPCState "Annie" "drugged">><<NPCDeltaCheck "Annie" "drunk">>
<<if _drugged is true or (_NPCDeltaCheck ?? 0) gte 4>>
She gleams and smiles back at you. “Do you mind?”<bR>
<br>
“Of course they don’t!” you hear Jack say as he roughly pulls Annie towards him. She lets out a high-pitched girlish giggle as he pulls her on to his lap, smile wide and content at the attention. <Br>
<Br>
<<if $current.female is false>>
You watch Jack reach into his pocket and throw down a coin to the table. It’s the same coin from before. The T is resting up. “Take this to McTafey’s bar. Show this to the locals. You’ll find Tandi.”<br>
<<else>>
You watch Jack reach into his pocket and throw down a coin to the table. It’s the same coin from before. The blank face is resting up. “Take this to McTafey’s bar. Show this to the locals. You’ll find Tandi.”<br>
<</if>>
<Br>
He pushes Annie off his lap and stands. She looks up at him as he takes another baggie out of his jean’s pocket and dangles it in front of her. He adjusts his jeans, pulling at his groin as he does so. “Time to go party, Annie. You know what Jack likes, don’t you?”<br>
<br>
Annie’s eyes drift from the bag to his groin. The smile fades, but she looks up at him. And nods. <Br>
<Br>
He pulls her to her feet, then begins to walk away. “Beat it,” he tells you. <Br>
<br>
Before you can stop them, they are gone. Through the crowd. You see Annie looking back at you, smiling knowingly, as Jack pulls her into the men’s bathroom.<br>
<Br>
<<ActionsHeader>>
<<link "Leave the dance floor" "RedRoomDanceFloor">>
<<NPCFollowDeactivateAll>>
<<SetNPCLocation "Annie" $dayCurrent $periodCurrent "RedRoomMensToilets">>
<<SetNPCLocation "ScrumpyJack" $dayCurrent $periodCurrent "RedRoomMensToilets">>
<<EndConversation "ScrumpyJack">>
<<if $current.female is false>><<TakeObjectNPC "ScrumpyJack" "TandiPennyFarthing">>
<<else>><<TakeObjectNPC "ScrumpyJack" "BlankPennyFarthing">><</if>>
<<QuestTracker "Quest22" 1>><<QuestOptionUnlock "Quest22" 1 "mcTafeys">><<DialogueDone "ScrumpyJack" "TandiWhereStage2">><<GetCurrentAvatarKey>><<ConversationStageSet "WhereIsTandi" _AvatarKey 5>><<ConversationComplete "WhereIsTandi">>
<<SetFlag "AnnieJackBathroom">>
<<SetFlag "JackWithPartner">>
<</link>>
<<else>>
She shakes her head. “I don’t want to,” she mutters.<br>
<Br>
“Always thought you liked to party, Annie?” Jack shouts. He turns to you.<bR>
<Br>
<<if $current.female is true>>
“What about you?” he says. “You want to party with Jack?”<Br>
<br>
<<ActionsHeader>>
<<link "Choose to go to the bathroom with Jack" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "BathroomYou">><</link>><Br>
<<link "Decline" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "BathroomDecline">><</link>>
<<else>>
“Looks like you’re out of luck,” he shouts. “Jack only likes to party with girls.”<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" "RedRoomDanceFloorJackDialogue0">><<ChangeTopics>><</link>>
<</if>>
<</if>>
<<case "BathroomBritney">>
You look to Britney and nod your head. “Do you want to go?”<br>
<bR>
<<GetNPCState "Britney" "drugged">><<NPCDeltaCheck "Britney" "drunk">>
<<if _drugged is true or (_NPCDeltaCheck ?? 0) gte 4>>
She giggles and smiles back at you. “Can I?”<Br>
<Br>
“Of course you can!” you hear Jack say as he roughly pulls Britney towards him. She lets out a high-pitched girlish giggle as he pulls her on to his lap, half of her tube top dropping down to reveal the top of a nipple, smile wide at the attention.<br>
<Br>
<<if $current.female is false>>
You watch Jack reach into his pocket and throw down a coin to the table. It’s the same coin from before. The T is resting up. “Take this to McTafey’s bar. Show this to the locals. You’ll find Tandi.”<br>
<<else>>
You watch Jack reach into his pocket and throw down a coin to the table. It’s the same coin from before. The blank face is resting up. “Take this to McTafey’s bar. Show this to the locals. You’ll find Tandi.”<br>
<</if>>
<Br>
He pushes Britney off his lap and stands. She looks up at him as he takes another baggie out of his jean’s pocket and dangles it in front of her. He adjusts his jeans, pulling at his groin as he does so. “Time to party, cheerleader. Let’s see you show some school spirit to Jack?”<br>
<Br>
Britney’s eyes drift from the bag to his groin. The smile fades, but she looks up at him. She bites her lip and nods. <br>
<Br>
He pulls her to her feet, then begins to walk away. “Beat it,” he tells you.<br>
<br>
Before you can stop them, they are gone. Through the crowd. You see Britney looking back at you, as Jack pulls her into the men’s bathroom.<bR>
<Br>
<<ActionsHeader>>
<<link "Leave the dance floor" "RedRoomDanceFloor">>
<<NPCFollowDeactivateAll>>
<<SetNPCLocation "Britney" $dayCurrent $periodCurrent "RedRoomMensToilets">>
<<SetNPCLocation "ScrumpyJack" $dayCurrent $periodCurrent "RedRoomMensToilets">>
<<EndConversation "ScrumpyJack">>
<<if $current.female is false>><<TakeObjectNPC "ScrumpyJack" "TandiPennyFarthing">>
<<else>><<TakeObjectNPC "ScrumpyJack" "BlankPennyFarthing">><</if>>
<<QuestTracker "Quest22" 1>><<QuestOptionUnlock "Quest22" 1 "mcTafeys">><<DialogueDone "ScrumpyJack" "TandiWhereStage2">><<GetCurrentAvatarKey>><<ConversationStageSet "WhereIsTandi" _AvatarKey 5>><<ConversationComplete "WhereIsTandi">>
<<SetFlag "BritneyJackBathroom">>
<<SetFlag "JackWithPartner">>
<</link>>
<<else>>
She shakes her head. “I don’t want to,” she mutters.<Br>
<Br>
“Always thought cheerleaders liked to party?” Jack shouts. He turns to you.<Br>
<Br>
<<if $current.female is true>>
“What about you?” he says. “You want to party with Jack?”<Br>
<br>
<<ActionsHeader>>
<<link "Choose to go to the bathroom with Jack" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "BathroomYou">><</link>><Br>
<<link "Decline" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "BathroomDecline">><</link>>
<<else>>
“Looks like you’re out of luck,” he shouts. “Jack only likes to party with girls.”<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" "RedRoomDanceFloorJackDialogue0">><<ChangeTopics>><</link>>
<</if>>
<</if>>
<<case "BathroomMichelle">>
You look to Michelle and nod your head. “Do you want to go?”<br>
<bR>
<<GetNPCState "Michelle" "drugged">><<NPCDeltaCheck "Michelle" "drunk">>
<<if _drugged is true or (_NPCDeltaCheck ?? 0) gte 4>>
She giggles and smiles back at you. “Should I?”<Br>
<Br>
“Of course you should!” you hear Jack say as he roughly pulls Michelle towards him. She lets out a high-pitched girlish giggle as he pulls her on to his lap, legs sprayed across his knee, her dress riding up around her groin, smile wide at the attention. <Br>
<br>
<<if $current.female is false>>
You watch Jack reach into his pocket and throw down a coin to the table. It’s the same coin from before. The T is resting up. “Take this to McTafey’s bar. Show this to the locals. You’ll find Tandi.”<br>
<<else>>
You watch Jack reach into his pocket and throw down a coin to the table. It’s the same coin from before. The blank face is resting up. “Take this to McTafey’s bar. Show this to the locals. You’ll find Tandi.”<br>
<</if>>
<Br>
He pushes Michelle off his lap and stands. She looks up at him as he takes another baggie out of his jean’s pocket and dangles it in front of her. He adjusts his jeans, pulling at his groin as he does so. “Time to go party, posh girl. Let’s see if that mouth can do more than say pretty little words.”<Br>
<br>
Michelle’s eyes drift from the bag to his groin. The smile fades, but she looks up at him. She winces, but nods.<Br>
<Br>
He pulls her to her feet, then begins to walk away. “Beat it,” he tells you.<bR>
<Br>
Before you can stop them, they are gone. Through the crowd. You see Michelle looking back at you, as Jack pulls her into the men’s bathroom.<Br>
<Br>
<<ActionsHeader>>
<<link "Leave the dance floor" "RedRoomDanceFloor">>
<<NPCFollowDeactivateAll>>
<<SetNPCLocation "Michelle" $dayCurrent $periodCurrent "RedRoomMensToilets">>
<<SetNPCLocation "ScrumpyJack" $dayCurrent $periodCurrent "RedRoomMensToilets">>
<<EndConversation "ScrumpyJack">>
<<if $current.female is false>><<TakeObjectNPC "ScrumpyJack" "TandiPennyFarthing">>
<<else>><<TakeObjectNPC "ScrumpyJack" "BlankPennyFarthing">><</if>>
<<QuestTracker "Quest22" 1>><<QuestOptionUnlock "Quest22" 1 "mcTafeys">><<DialogueDone "ScrumpyJack" "TandiWhereStage2">><<GetCurrentAvatarKey>><<ConversationStageSet "WhereIsTandi" _AvatarKey 5>><<ConversationComplete "WhereIsTandi">>
<<SetFlag "MichelleJackBathroom">>
<<SetFlag "JackWithPartner">>
<</link>>
<<else>>
She shakes her head. “I don’t want to,” she mutters.<Br>
<Br>
“Always thought posh birds liked to party?” Jack shouts. He turns to you.<bR>
<Br>
<<if $current.female is true>>
“What about you?” he says. “You want to party with Jack?”<br>
<br>
<<ActionsHeader>>
<<link "Choose to go to the bathroom with Jack" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "BathroomYou">><</link>><Br>
<<link "Decline" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "BathroomDecline">><</link>>
<<else>>
“Looks like you’re out of luck,” he shouts. “Jack only likes to party with girls.”<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" "RedRoomDanceFloorJackDialogue0">><<ChangeTopics>><</link>>
<</if>>
<</if>>
<<case "BathroomMichellePC">>
You look to Michelle and nod your head. “Do you want to go?”<br>
<bR>
<<GetNPCState "Michelle" "drugged">><<NPCDeltaCheck "Michelle" "drunk">>
<<if _drugged is true or (_NPCDeltaCheck ?? 0) gte 4>>
She stares back at you, smile almost fading. “Do you want me to?”<bR>
<Br>
“Of course he does!” you hear Jack say as he roughly pulls Michelle towards him. She lets out a high-pitched girlish giggle as he pulls her on to his lap, legs sprayed across his knee, her dress riding up around her groin. She blushes when she sees you.<br>
<br>
<<if $current.female is false>>
You watch Jack reach into his pocket and throw down a coin to the table. It’s the same coin from before. The T is resting up. “Take this to McTafey’s bar. Show this to the locals. You’ll find Tandi.”<br>
<<else>>
You watch Jack reach into his pocket and throw down a coin to the table. It’s the same coin from before. The blank face is resting up. “Take this to McTafey’s bar. Show this to the locals. You’ll find Tandi.”<br>
<</if>>
<Br>
He pushes Michelle off his lap and stands. She looks up at him as he takes another baggie out of his jean’s pocket and dangles it in front of her. He adjusts his jeans, pulling at his groin as he does so. “Time to go party, posh girl. Let’s see if that mouth can do more than say pretty little words.”<bR>
<br>
Michelle’s eyes drift from the bag to his groin. The smile fades, but she looks up at him. She winces, looks at you, then back to the bag. And nods. <bR>
<br>
He pulls her to her feet, then begins to walk away. “Beat it,” he tells you. <br>
<Br>
Before you can stop them, they are gone. Through the crowd. You see Michelle looking back at you, as Jack pulls her into the men’s bathroom. <Br>
<Br>
<<ActionsHeader>>
<<link "Leave the dance floor" "RedRoomDanceFloor">>
<<NPCFollowDeactivateAll>>
<<SetNPCLocation "Michelle" $dayCurrent $periodCurrent "RedRoomMensToilets">>
<<SetNPCLocation "ScrumpyJack" $dayCurrent $periodCurrent "RedRoomMensToilets">>
<<EndConversation "ScrumpyJack">>
<<if $current.female is false>><<TakeObjectNPC "ScrumpyJack" "TandiPennyFarthing">>
<<else>><<TakeObjectNPC "ScrumpyJack" "BlankPennyFarthing">><</if>>
<<QuestTracker "Quest22" 1>><<QuestOptionUnlock "Quest22" 1 "mcTafeys">><<DialogueDone "ScrumpyJack" "TandiWhereStage2">><<GetCurrentAvatarKey>><<ConversationStageSet "WhereIsTandi" _AvatarKey 5>><<ConversationComplete "WhereIsTandi">>
<<SetFlag "MichellePCJackBathroom">>
<<SetFlag "JackWithPartner">>
<</link>>
<<else>>
She shakes her head. “I don’t want to,” she mutters.<Br>
<Br>
“Always thought posh birds liked to party?” Jack shouts. He turns to you.<bR>
<Br>
<<if $current.female is true>>
“What about you?” he says. “You want to party with Jack?”<br>
<br>
<<ActionsHeader>>
<<link "Choose to go to the bathroom with Jack" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "BathroomYou">><</link>><Br>
<<link "Decline" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "BathroomDecline">><</link>>
<<else>>
“Looks like you’re out of luck,” he shouts. “Jack only likes to party with girls.”<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" "RedRoomDanceFloorJackDialogue0">><<ChangeTopics>><</link>>
<</if>>
<</if>>
<<case "BathroomDecline">>
“How about no,” you tell him flatly.<Br>
<Br>
Jack sniggers to himself. “How about you want something from Jack, you’re going to have to pay a price.” He looks away, still smirking.<Br>
<Br>
<<ActionsHeader>>
<<link "Change topics" "RedRoomDanceFloorJackDialogue0">><<ChangeTopics>><</link>>
<<case "SnortPowder">>
<<CurrentOutfit>>
<<if $current.avatar is "Andrea">>
You drop to your knees, feeling the cold tiles against your stocking-clad legs. You have to put your stiletto heels around the toilet to make room. Even so, Jack’s cock is centimeters from your face.<Br>
<<elseif $current.avatar is "Annie" or $current.avatar is "Florence">>
You drop to your knees, feeling the cold tiles against your bare legs. You have to put your heels around the toilet to make room. Even so, Jack’s cock is centimeters from your face.<Br>
<<elseif $current.avatar is "Jennifer">>
You drop to your knees, feeling the cold tiles against your bare legs. You have to pull up your pencil skirt to keep it stretching around the porcelain and to make room. Even so, Jack’s cock is centimeters from your face.<Br>
<<elseif $current.avatar is "Charli">>
You drop to your knees, feeling the cold tiles against your bare legs. You have to pull up your nurse’s outfit to make room. Even so, Jack’s cock is centimeters from your face.<Br>
<<elseif _CurrentOutfit is undefined or _CurrentOutfit is "Jeans" or _CurrentOutfit is "SimpleFemalePC">>
You drop to your knees, feeling the cold tiles even through your trousers. You have to put your feet back around the toilet to make room. Even so, Jack’s cock is centimeters from your face.<Br>
<<else>>
You drop to your knees, feeling the cold tiles against your bare legs. You have to put your feet back around the toilet to make room. Even so, Jack’s cock is centimeters from your face.<Br>
<</if>>
<br>
“Get on with it, girl,” you hear Jack say. “You want to party, don’t you?”<Br>
<br>
You hesitate for only a moment longer as you look up at the fat man towering above you. You catch his eyes, then holding one nostril closed with one hand, you press your nose against his meat and inhale.<br>
<Br>
The powder hits instantly. Warmth spreads from the back of your throat, tingling down your limbs like static beneath your skin.<Br>
<Br>
<<BraceletChargeProse>>
You lean back and take a deep breath, looking around the cubicle. The green lighting seems brighter and garish. The muted music from the dancefloor invading your ears. But you find yourself smiling. Your eyes feel open and alert. <Br>
<Br>
“That’s my party girl,” Jack says, looking down at you. From on your knees, you stare back at him, grinning. The rush of warmth that’s spreading through your body etches your face into an appreciative smile. <Br>
<Br>
Jack grins as he takes in the sight of you kneeling in front of him. “Don’t want to waste a drop,” he murmurs. “Why don’t you lick it all up?”<BR>
<Br>
You glance back at the dick, millimeters from your mouth. Residual red powder is stuck to its skin, the yellow-amber dust sparkling with promise. You feel the sensation of warmth emanating from it. Calling for you to take in more.<Br>
<Br>
Your smile doesn’t break. You notice your anxieties have dulled. A newfound sense of contentment lingers inside you. If this is all that Jack’s drugs do, you consider, you don’t mind this particular magic.<Br>
<Br>
And Jack is giving you the chance to take some more.<Br>
<br>
<<ActionsHeader>>
<<link "Suck Jack’s cock dry of the red powder" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "SnortPowderContinue">><</link>>
<<case "SnortPowderContinue">>
You inhale, smelling the faint floral aroma of the powder still lingering. Your eyes immediately react, and you feel your pupils dilate further. You barely notice your tongue run across your lips. Here, the smells of urine and vomit should disgust you. Kneeling in a dirty cubicle in front of a greasy and fat man should repulse you. His exposed meaty prick virtually against your cheek should send you reeling.<Br>
<Br>
But as the sweet smell continues to stay in your nostrils, you look up and him and smile. You can barely remember how you found yourself here. But in spite of your rational thoughts trying to break through, you know why you are here.<Br>
<Br>
You stick out your tongue and run it down the top of Jack’s cock, instantly feeling the tingling of the powder against your tastebuds. Your eyes widen as you run it up and down like a lollipop. You feel a hand run through your hair and gently force you to meet his eyes as you swallow saliva peppered with the dissolving dust.<Br>
<Br>
The warmth spreads within your body and your skin tingles with euphoria. The warmth of Jack’s cock against your tongue is like swallowing sunbeams. You find that it's soon between your lips, sliding in and out of your mouth, almost heating the inside of your cheeks with its radiance. <Br>
<Br>
<<BraceletWorn>>
<<if _BraceletWorn is true>>
As the drug sets in, something else makes your body tingle. The tingling turns into fizzles of magical energy that makes your body vibrate. You feel it flutter down your arm and into the bracelet. Glancing down, you see one of the jade jewels glow as its dark inert shape is filled with crackling yellow-amber energy.<Br>
<<BraceletTrialActive>>
<<if _BraceletTrialActive is true>>
<br>
“That’s it,” you hear Tandi’s voice beside you. Or in you. Or from somewhere. “Feels good, doesn’t it? Letting the dust lower your inhibitions. Feeling a man’s girth warming your mouth. There’s worse ways to earn a good time. Especially when it’s throbbing as much as Jack.”<Br>
<</if>>
<Br>
<</if>>
Holding his eyes, you bob up and down on the bulbous man’s shaft, forehead slapping against his belly. The cold tiles on your legs and the smell reminds you that here you are, in a men’s toilet, sucking off a drug dealer for a hit. But the endorphins generated from the mix of the residual powder and his precum are like shocks across your mind.<Br>
<Br>
<I>Are you getting off on this?</i><bR>
<Br>
Just then you hear the door slam open and the noise of the club startles you. You freeze, hearing male voices chatting as they enter.<BR>
<BR>
“Did you see Jack with that girl?” you hear someone say. “Lucky bastard.”<Br>
<BR>
Another voice grunts. “Looking for a fix,” comes a reply. “Last one he sent my way after he’d finished with her.”<Br>
<Br>
You hear the zipping of a fly and the sound of someone urinating. <Br>
<Br>
<I>You’re thinking about another cock, aren’t you?</i><Br>
<Br>
Before you can respond, you feel Jack’s hands grip your head. You look up as he grins down at you, then begins to rock back and forth. Audience or not, Jack isn’t going to stop.<BR>
<br>
<<ActionsHeader>>
<<link "Let Jack face fuck you" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "SnortPowderConclude">><</link>>
<<case "SnortPowderConclude">>
In spite of being frozen, you can’t help but let Jack manhandle your face. You feel his dick press further and further inside your mouth, knocking the back of your throat. You are held prone, forced to look up at him, as you taste his precum mixed with powder on your tongue. <Br>
<Br>
<<BraceletWorn>>
<<if _BraceletWorn is true>>
Once again your rational mind screams for you to stop, but your lips curl upward as hairs stand up on your skin. What was it that brought you here? It seems like a distant memory, with the ecstasy of bliss now the only thing you can consider. The bracelet radiates heat from around your wrist, warming your skin as it charges.<Br>
<Br>
<<else>>
Once again your rational mind screams for you to stop, but your lips curl upward as hairs stand up on your skin. What was it that brought you here? To find out about Tandi? It seems like a distant memory, with the ecstasy of bliss now the only thing you can consider. And sucking a drug dealer's cock for that is a small price to pay for it.<Br>
<BR>
<I>Or is the other way around?</i><Br>
<Br>
<</if>>
Jack suddenly grunts and you feel a jet of semen hit the back of your throat. Unprepared, you splutter, fighting the impulse to retch. <Br>
<Br>
“That you, Jack?” you hear one of the men ask as you cough and choke as cum arches into your mouth. In spite of the situation, the effect of the drug diminishes any sense of shame you might have. Almost gagging on sperm isn’t physically pleasant, but once you have it under control you find yourself smiling again.<Br>
<Br>
You hear a latch and the door creak open, catching the sight of Jack’s arm pulling at it. Then you are staring out of the cubicle, on your knees, Jack’s cock brushing against your face, meeting the eyeline of two guys pissing. They grin.<Br>
<bR>
“Just having a party,” you hear Jack say. “She’s a real party girl. Give them a smile.”<Br>
<BR>
You stare back at them and can’t help it. Even as you sense Jack’s cum still lingering around your lips, you flash them both a wide grin. They chuckle.<Br>
<Br>
“Fucking addicts,” you hear one of them say as they finish pissing.<Br>
<BR>
But Jack turns your head to look up at his. “Not yet,” he murmurs back to them. “But soon. She’ll be addicted to Jack’s cock. Won’t you, girl?”<Br>
<Br>
You want to resist, want to fight back. But the need to continue feeling the rush of contentment that you're currently experiencing runs too deep. You nod and can’t but offer him a smile.<Br>
<Br>
He grins and gently pats your head. “Good girl.”<Br>
<Br>
Out of the corner of your eye you see the men finish up. Then the momentary burst of music from the club as the door is opened, before you and Jack are alone once more.<Br>
<br>
<<ActionsHeader>>
<<link "Clean up" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "SnortPowderCleanUp">><</link>>
<<case "SnortPowderCleanUp">>
Jack puts his prick away and steps out of the cubicle. You wipe your mouth on your clothes and brush them down. You give your clothes a quick adjustment, but you find yourself not worrying. When you feel as good as you currently do, you know that you look good regardless. <bR>
<BR>
Walking back out into the men’s bathroom, you see Jack leaning against the basins. He smirks when he sees you. “Feeling good, party girl?”<BR>
<Br>
<<BraceletWorn>>
<<if _BraceletWorn is true>>
You can’t help but smile at him. As you walk, you grip on to the basin to steady yourself. You feel light on your feet. Giddy.<Br>
<Br>
<I>What would you have done for another hit?</i><Br>
<Br>
“You want to party some more, girl,” Jack says. “Come back again. You show Jack a good time. Jack will provide for you.”<Br>
<Br>
With a curt nod and a grin, he turns and walks out. You hear the music in the club again, but now it’s lost its allure. You almost feel empty. Wishing that you could feel the same euphoria from the initial moments of that hit.<br>
<bR>
<I>And what would you do to experience more?</i><Br>
<br>
<<ActionsHeader>>
<<link "Leave the men’s bathroom" "RedRoomMain">>
<<SetNPCLocation "ScrumpyJack" $dayCurrent $periodCurrent "Void">><<EndConversation "ScrumpyJack">>
<<SetFlag "PCJackBathroom">>
<</link>>
<<else>>
You can’t help but smile at him. As you walk, you grip on to the basin to steady yourself. You feel light on your feet. Giddy. Jack’s hand reaches into his jacket and for a moment you think he’s going to pull out yet another bag. But instead, he puts a coin down on the basin.<Br>
<Br>
<I>What would you have done for another hit?</i><Br>
<Br>
It’s the same coin as before. A penny farthing is engraved into one side. But on the other, it’s blank.<BR>
<Br>
“Take this to McTafey’s bar,” he tells you. “Show this to the locals. You’ll find Tandi. Or she’ll find you.”<Br>
<Br>
You look down at the coin and pick it up, feeling its metal cool against your clammy palm. <Br>
<Br>
“You want to party some more, girl,” Jack says. “Come back again. You show Jack a good time. Jack will provide for you.”<Br>
<Br>
With a curt nod and a grin, he turns and walks out. You hear the music in the club again, but now it’s lost its allure. You almost feel empty. Wishing that you could feel the same euphoria from the initial moments of that hit.<br>
<bR>
<I>And what would you do to experience more?</i><Br>
<br>
<<ActionsHeader>>
<<link "Leave the toilets" "RedRoomMain">>
<<SetNPCLocation "ScrumpyJack" $dayCurrent $periodCurrent "Void">><<EndConversation "ScrumpyJack">>
<<TakeObjectNPC "ScrumpyJack" "BlankPennyFarthing">>
<<QuestTracker "Quest22" 1>><<QuestOptionUnlock "Quest22" 1 "mcTafeys">><<DialogueDone "ScrumpyJack" "TandiWhereStage2">><<GetCurrentAvatarKey>><<ConversationStageSet "WhereIsTandi" _AvatarKey 5>><<ConversationComplete "WhereIsTandi">>
<<SetFlag "PCJackBathroom">>
<</link>>
<</if>>
<<case "SnortPowderRefuse">>
You take a breath but shake your head. “I’m not going to do that.”<Br>
<Br>
Jack looks back down at you, still holding his prick with one hand. “You sure, girlie? This is how Jack wants to party.”<Br>
<Br>
You look up at him, trying to stop your body from shaking. “No,” you murmur. “I won’t.”<BR>
<Br>
The man’s smile fades as he watches you. “Waste of a bag,” he murmurs, wiping his dick with his free hand. The red powder scatters across the cubicle floor, sparkling with magical power.<Br>
<Br>
<<GetPCState "drugged">>
<<if _drugged is true>>
As Jack puts his cock away, your eyes focus on the floor. A quiet thought pops into your brain. It would be so easy to get on your knees and lick up the powder, rewarding you with its ecstasy and overwhelming buzz. <Br>
<Br>
You shudder as you come to your senses. Jack is watching you. A small smirk plays across his face. “Got a taste of it, haven’t you girl. You’ll be back to party. Soon enough.”<Br>
<Br>
Jack slams the door open and steps out of the cubicle. You watch him go, feeling yourself taking deep breaths. Aware of what you almost did for another hit.<Br>
<<else>>
As Jack puts his cock away, your eyes focus on the floor. Maybe it's something unique about the substance, but you consider what it would be like. What it would feel like.<bR>
<Br>
You glance up, correcting your internal thoughts. You were thinking about the drugs, right?<Br>
<br>
<i>Right?</i>
<br>
Looking back to Jack, you see he is watching you. A small smirk plays across his face. “Curiosity got hold of you, hasn't it girl. You’ll be back to party. Soon enough.”<Br>
<Br>
Jack slams the door open and steps out of the cubicle. You watch him go, feeling yourself taking deep breaths.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Leave the toilets" "RedRoomMain">><<SetNPCLocation "ScrumpyJack" $dayCurrent $periodCurrent "Void">><<EndConversation "ScrumpyJack">><</link>>
<<case "PartyBracelet">>
<<Flag "PCJackBathroom">>
<<if _FlagReturn is true>>
“I was wondering if you had another party bag,” you say to Jack, loud enough for him to hear over the music. “I’d like to party again.”<br>
<br>
Scrumpy Jack grins. “Yeah,” you hear him shout back. “I got what you need.”<br>
<br>
<<CompanionName>>
<<if _CompanionName is undefined>>
He nods back towards the men’s bathroom. “Come on, girlie. Let’s go find a party booth. Just for us two.”<br>
<br>
Your eyes follow his nod. Remembering what happened before. You hesitate, knowing exactly what Jack expects as a trade.<br>
<<else>>
He nods back towards the men’s bathroom. “Come on, girlie. Let’s go find a party booth.” His eyes then glance at _CompanionName, narrowing slightly. “But just for us two.”<br>
<br>
You look from _CompanionName back to the bathroom door, remembering what happened before. You hesitate, knowing exactly what Jack expects as a trade.<br>
<</if>>
<<else>>
<<Flag "JackPowderTaken">>
<<if _FlagReturn is true>>
“I was wondering if you had another party bag,” you say to Jack, loud enough for him to hear over the music. “I’d like to party again.”<br>
<br>
Scrumpy Jack grins. “Yeah,” you hear him shout back. “Got some more fun on me.”<br>
<br>
<<CompanionName>>
<<if _CompanionName is undefined>>
He nods back over his shoulder. You follow his gesture. Beyond the dance floor, beyond the bar, to the small corridor that leads to the toilets.<br>
<br>
“Come on, girlie,” he tells you. “Let’s go find a party booth. Got one reserved in the men’s toilets. Just about big enough for two.”<br>
<br>
You hesitate, taking an educated guess at what Jack might expect as a trade. Doing free drugs is one thing, but you guess that this time Jack will expect something as a trade.<br>
<<else>>
He nods back over his shoulder. You follow his gesture. Beyond the dance floor, beyond the bar, to the small corridor that leads to the toilets.<br>
<br>
“Come on, girlie,” he tells you. “Let’s go find a party booth. Got one reserved in the men’s toilets. Just about big enough for two.” His eyes then glance at _CompanionName, narrowing slightly. “But only for two.”<br>
<br>
You hesitate, taking an educated guess at what Jack might expect as a trade. Doing free drugs is one thing, but you guess that this time Jack will expect something as a trade. You look to _CompanionName, who returns your wary look.<br>
<</if>>
<<else>>
“I’ve heard that you have things to party with,” you say to Jack, loud enough for him to hear over the music. “I’d like to party.”<br>
<br>
Scrumpy Jack regards you for a long moment before reaching into his jacket, looking for something. “Maybe,” he shouts. “But it’s for real party girls. So are you a real party girl?”<br>
<br>
His hand slides across the table. When he pulls it back, you see a small transparency bag full of red powder. You glance at the bag. The powdery substance inside leaves little question what it is, but you take solace in the lack of a magical aura emanating from it. Or at least, one that you can detect.<br>
<br>
Once again, you look around. There’s no reaction to Jack throwing out drugs so brazenly. No one seems to care.<br>
<br>
“My treat,” he says, grinning. “Let’s go party.”<br>
<br>
<<CompanionName>>
<<if _CompanionName is undefined>>
He nods back over his shoulder. You follow his gesture. Beyond the dance floor, beyond the bar, to the small corridor that leads to the toilets.<br>
<br>
“Come on, girlie,” he tells you. “Let’s go find a party booth. Got one reserved in the men’s toilets. Just about big enough for two.”<br>
<br>
You hesitate, taking an educated guess at what Jack might expect as a trade. Doing free drugs is one thing, but you guess that this time Jack will expect something as a trade.<br>
<<else>>
He nods back over his shoulder. You follow his gesture. Beyond the dance floor, beyond the bar, to the small corridor that leads to the toilets.<br>
<br>
“Come on, girlie,” he tells you. “Let’s go find a party booth. Got one reserved in the men’s toilets. Just about big enough for two.” His eyes then glance at _CompanionName, narrowing slightly. “But only for two.”<br>
<br>
You hesitate, taking an educated guess at what Jack might expect as a trade. Doing free drugs is one thing, but you guess that this time Jack will expect something as a trade. You look to _CompanionName, who returns your wary look.<br>
<</if>>
<</if>>
<</if>>
<<BraceletTrialActive>>
<<if _BraceletTrialActive is true>>
<br>
“Don’t worry,” you hear Tandi’s voice tell you from within your mind. “The bracelet looks after its wearer. It wants you to have fun. You won’t regret it.”<br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Go to the bathroom with Jack" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "PartyBraceletBathroom">><</link>><br>
<<link "Decline and change topics" "RedRoomDanceFloorJackDialogue0">><<ChangeTopics>><</link>>
<<case "PartyBraceletBathroom">>
“Okay,” you tell him. “Let’s go.”<br>
<br>
He grins and looks back at you. “Time to party, girl,” he tells you as he stands.<br>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>>
<br>
<<GetNPCState "Annie" "drugged">><<NPCDeltaCheck "Annie" "drunk">>
<<if _drugged is true or (_NPCDeltaCheck ?? 0) gte 4>>
Annie looks at you, smiling as she raises an eyebrow. “Keeping the fun all to yourself, <<TrueName "Current">>?” She giggles. “I can keep myself occupied. For a time.”<br>
<br>
You watch her smile and saunter away on to the dance floor. Within a moment, she’s absorbed by the crowd. You have a nagging feeling you won’t see her tonight again.<br>
<br>
“Come on,” you hear Jack’s voice near your ear. “Time to show you the real goods, girl.”<br>
<br>
His rough hand slides around your waist and leads you through the club. As you approach the toilets, he brazenly pushes the door to the men’s bathroom open, gesturing you inside.<br>
<<else>>
Annie looks at you, her face solemn as she raises an eyebrow. “Are you sure, <<TrueName "Current">>? Is this what you really want?”<br>
<br>
“Of course she does!” you hear Jack say as he roughly pulls you towards him. You hear yourself let out a high-pitched girlish giggle as he wraps his arm around your waist, dangling the bag in front of your face. “Jack knows what you like, girl.”<br>
<br>
You look from him to the powder. Whether it’s the want for information or a need more primal, you can’t help but nod.<br>
<br>
His rough hand pulls you away from Annie and leads you through the club. As you approach the toilets, he brazenly pushes the door to the men’s bathroom open, gesturing you inside.<br>
<br>
You glance back to the table, noticing Annie looking back at you, her face full of worry, before Jack nudges you into the men’s bathroom.<br>
<</if>>
<</if>>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true>>
<br>
<<GetNPCState "Britney" "drugged">><<NPCDeltaCheck "Britney" "drunk">>
<<if _drugged is true or (_NPCDeltaCheck ?? 0) gte 4>>
Britney looks at you, pouting. “No fair, Em,” she says. “What am I supposed to do whilst you’re having fun?”<br>
<br>
“Go party, cheerleader,” you hear Jack say as his rough hand slides around your waist. “Show the club some cheer moves.”<br>
<br>
You watch Britney’s eyes flick back to the dance floor, before she nods and totters away on her heels. Within a moment, she’s absorbed by the crowd. You have a nagging feeling you won’t see her tonight again.<br>
<br>
“Come on,” you hear Jack’s voice near your ear. “Time to show you the real goods, girl.”<br>
<br>
His rough hand slides around your waist and leads you through the club. As you approach the toilets, he brazenly pushes the door to the men’s bathroom open, gesturing you inside.<br>
<<else>>
Britney looks at you, her face covered with disgust. “Eww. Like, really, Em? You want to do this?”<br>
<br>
“Of course she does!” you hear Jack say as he roughly pulls you towards him. You hear yourself let out a high-pitched girlish giggle as he wraps his arm around your waist, dangling the bag in front of your face. “Jack knows what you like, girl.”<br>
<br>
You look from him to the powder. Whether it’s the want for information or a need more primal, you can’t help but nod.<br>
<br>
His rough hand pulls you away from Britney and leads you through the club. As you approach the toilets, he brazenly pushes the door to the men’s bathroom open, gesturing you inside.<br>
<br>
You glance back to the table, noticing Britney looking back at you, her face full of disgust, before Jack nudges you into the men’s bathroom.<br>
<</if>>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true>>
<br>
<<GetNPCState "Michelle" "drugged">><<NPCDeltaCheck "Michelle" "drunk">>
<<if _drugged is true or (_NPCDeltaCheck ?? 0) gte 4>>
Michelle looks at you, smiling knowingly. “How scandalous, Em,” she says. “Don’t worry, I won’t tell.”<br>
<br>
“Good girl,” you hear Jack say as his rough hand slides around your waist. “Sure you can find a guy in here that will buy a posh bird a drink.”<br>
<br>
You watch Michelle’s eyes look around, before she nods and saunters away. Within a moment, she’s absorbed by the crowd. You have a nagging feeling you won’t see her tonight again.<br>
<br>
“Come on,” you hear Jack’s voice near your ear. “Time to show you the real goods, girl.”<br>
<br>
His rough hand slides around your waist and leads you through the club. As you approach the toilets, he brazenly pushes the door to the men’s bathroom open, gesturing you inside.<br>
<<else>>
Michelle looks at you, her face covered with concern. “Are you sure, Em? Do you really want to do this?”<br>
<br>
“Of course she does!” you hear Jack say as he roughly pulls you towards him. You hear yourself let out a high-pitched girlish giggle as he wraps his arm around your waist, dangling the bag in front of your face. “Jack knows what you like, girl.”<br>
<br>
You look from him to the powder. Whether it’s the want for information or a need more primal, you can’t help but nod.<br>
<br>
His rough hand pulls you away from Michelle and leads you through the club. As you approach the toilets, he brazenly pushes the door to the men’s bathroom open, gesturing you inside.<br>
<br>
You glance back to the table, noticing Michelle looking back at you, her face full of worry, before Jack nudges you into the men’s bathroom.<br>
<</if>>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Enter the men’s bathroom" "RedRoomMensToilets">><<SetNPCLocation "ScrumpyJack" $dayCurrent $periodCurrent "RedRoomMensToilets">><<EventTrigger "RedRoomMensToilets" "JackDrugsBracelet" "Evening" "ScrumpyJack" null null null null true>><<JackFollowerReconcile>><</link>>
<<case "SnortPowderArousalCast">>
<<BraceletTrialActive>>
<<if _BraceletTrialActive is true>>
The magic lingers just underneath your skin, tingling with a sense of anticipation. Tandi’s giggle bounces around your brain. “Just say the following. ‘Lend your desire and stir the heat within’.”<br>
<br>
You mutter the words. An aura of yellow energy floats off your skin. If Jack is shocked or aware, he doesn’t show it. Instead, he grins as his prick twitches. And inside of you, your womb stirs. As your eyes fall upon his erect member, you feel a flutter of excitement building up in your groin. You still feel repulsed by the situation, but instead of causing negative sensations it only builds upon your desire.<br>
<<else>>
The magic lingers just underneath your skin, tingling with a sense of anticipation. Words come to you without thinking. “Lend your desire and stir the heat within.”<br>
<br>
An aura of yellow energy floats off your skin. If Jack is shocked or aware, he doesn’t show it. Instead, he grins as his prick twitches. And inside of you, your womb stirs. As your eyes fall upon his erect member, you feel a flutter of excitement building up in your groin. You still feel repulsed by the situation, but instead of causing negative sensations it only builds upon your desire.<br>
<</if>>
<br>
<<BraceletChargeProse>>
<<CurrentOutfit>>
<<if $current.avatar is "Andrea">>
You drop to your knees, feeling the cold tiles against your stocking-clad legs. You have to put your stiletto heels around the toilet to make room. Even so, Jack’s cock is centimeters from your face.<Br>
<<elseif $current.avatar is "Annie" or $current.avatar is "Florence">>
You drop to your knees, feeling the cold tiles against your bare legs. You have to put your heels around the toilet to make room. Even so, Jack’s cock is centimeters from your face.<Br>
<<elseif $current.avatar is "Jennifer">>
You drop to your knees, feeling the cold tiles against your bare legs. You have to pull up your pencil skirt to keep it stretching around the porcelain and to make room. Even so, Jack’s cock is centimeters from your face.<Br>
<<elseif $current.avatar is "Charli">>
You drop to your knees, feeling the cold tiles against your bare legs. You have to pull up your nurse’s outfit to make room. Even so, Jack’s cock is centimeters from your face.<Br>
<<elseif _CurrentOutfit is undefined or _CurrentOutfit is "Jeans" or _CurrentOutfit is "SimpleFemalePC">>
You drop to your knees, feeling the cold tiles even through your trousers. You have to put your feet back around the toilet to make room. Even so, Jack’s cock is centimeters from your face.<Br>
<<else>>
You drop to your knees, feeling the cold tiles against your bare legs. You have to put your feet back around the toilet to make room. Even so, Jack’s cock is centimeters from your face.<Br>
<</if>>
<br>
“Get on with it, girl,” you hear Jack say. “You want to party, don’t you?”<Br>
<br>
You hesitate for only a moment longer as you look up at the fat man towering above you. You catch his eyes, then holding one nostril closed with one hand, you press your nose against his meat and inhale.<br>
<Br>
The powder hits instantly. Warmth spreads from the back of your throat, tingling down your limbs like static beneath your skin.<Br>
<Br>
You lean back and take a deep breath, looking around the cubicle. The green lighting seems brighter and garish. The muted music from the dancefloor invading your ears. But you find yourself smiling. Your eyes feel open and alert. <Br>
<Br>
“That’s my party girl,” Jack says, looking down at you. From on your knees, you stare back at him, grinning. The rush of warmth that’s spreading through your body etches your face into an appreciative smile. <Br>
<Br>
Jack grins as he takes in the sight of you kneeling in front of him. “Don’t want to waste a drop,” he murmurs. “Why don’t you lick it all up?”<BR>
<Br>
You glance back at the dick, millimeters from your mouth. Residual red powder is stuck to its skin, the yellow-amber dust sparkling with promise. You feel the sensation of warmth emanating from it. Calling for you to take in more.<Br>
<Br>
Your smile doesn’t break. You notice your anxieties have dulled. A newfound sense of contentment lingers inside you. If this is all that Jack’s drugs do, you consider, you don’t mind this particular magic.<Br>
<Br>
And Jack is giving you the chance to take some more.<Br>
<br>
<<ActionsHeader>>
<<link "Suck Jack’s cock dry of the red powder" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "SnortPowderContinue">><</link>>
<<case "PartyBraceletCompanion">>
<<Flag "PCJackBathroom">>
<<if _FlagReturn is true>>
“I was wondering if you had another party bag,” you say to Jack, loud enough for him to hear over the music. “I think she would like to party too.”<br>
<br>
Scrumpy Jack grins. “Yeah,” you hear him shout back. “I got what you need.”<br>
<br>
<<CompanionName>>
He glances at _CompanionName and grins. You see the magic sparkle in her eyes. She offers no words of resistance.<br>
<br>
“Come on, girlie. Let’s go find a party booth.” His eyes then glance at you, narrowing slightly. “But just for us two.”<br>
<br>
You look from _CompanionName back to the bathroom door, remembering what happened before. You hesitate, knowing exactly what Jack expects as a trade.<br>
<<else>>
<<Flag "JackPowderTaken">>
<<if _FlagReturn is true>>
“I was wondering if you had another party bag,” you say to Jack, loud enough for him to hear over the music. “I think she’d like to party too.”<br>
<br>
Scrumpy Jack grins. “Yeah,” you hear him shout back. “Got some more fun on me.”<br>
<br>
<<CompanionName>>
He glances at _CompanionName and grins. You see the magic sparkle in her eyes. She offers no words of resistance.<br>
<br>
“Come on, girlie. Let’s go find a party booth.” His eyes then glance at you, narrowing slightly. “But just for us two.”<br>
<br>
You look from _CompanionName back to the bathroom door, remembering what happened before. You hesitate, knowing exactly what Jack expects as a trade.<br>
<<else>>
“I’ve heard that you have things to party with,” you say to Jack, loud enough for him to hear over the music. “I think she’d like to party.”<br>
<br>
<<CompanionName>>
Scrumpy Jack regards you for a long moment before reaching into his jacket, looking for something. “Maybe,” he shouts. “But it’s for real party girls. She a real party girl?”<br>
<br>
His hand slides across the table. When he pulls it back, you see a small transparent bag full of red powder. You glance at it. The powdery substance inside leaves little question what it is, but you take solace in the lack of a magical aura emanating from it. Or at least, one that you can detect.<br>
<br>
Once again, you look around. There’s no reaction to Jack throwing out drugs so brazenly. No one seems to care.<br>
<br>
“My treat,” he says, looking at _CompanionName. “Let’s go party.”<br>
<br>
You see the magic sparkle in her eyes. She offers no words of resistance.<br>
<br>
“Come on, girlie. Let’s go find a party booth.” His eyes then glance at you, narrowing slightly. “But just for us two.”<br>
<br>
You hesitate, taking an educated guess at what Jack might expect as a trade. Doing free drugs is one thing, but you guess that this time Jack will expect something as a trade. You look to _CompanionName, who looks back at you with anticipation. The magic burns in her eyes.<br>
<</if>>
<</if>>
<<BraceletTrialActive>>
<<if _BraceletTrialActive is true>>
<br>
“Don’t worry,” you hear Tandi’s voice tell you from within your mind. “The bracelet looks after its wearer. It wants her to have fun. _CompanionName won’t regret it.”<br>
<</if>>
<Br>
<<ActionsHeader>>
<<DailyVariableCheck "JackCompanionBathroom">>
<<if _DailyVariableCheck is true>><s>Tell her to go to the bathroom with Jack</s> - <i>You shouldn't push your luck more than once tonight</i><br>
<<else>><<link "Tell her to go to the bathroom with Jack" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "PartyBraceletCompanionBathroom">><<Greedy 1>><</link>><br><</if>>
<<link "Decline and change topics" "RedRoomDanceFloorJackDialogue0">><<ChangeTopics>><</link>>
<<case "PartyBraceletCompanionBathroom">>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>>
You look to Annie and nod your head. “Do you want to go?”<br>
<br>
<<GetNPCState "Annie" "drugged">><<NPCDeltaCheck "Annie" "drunk">>
<<if _drugged is true or (_NPCDeltaCheck ?? 0) gte 3>>
She gleams and smiles back at you. “Do you mind?”<br>
<br>
“Of course she doesn’t!” you hear Jack say as he roughly pulls Annie towards him. She lets out a high-pitched girlish giggle as he pulls her on to his lap, smile wide and content at the attention. “Time to go party, Annie. You know what Jack likes, don’t you?”<br>
<br>
Before you can stop them, they are gone. Through the crowd. You see Annie looking back at you, smiling knowingly, as Jack pulls her into the men’s bathroom.<br>
<br>
You take a seat where Jack momentarily was sitting. Minutes pass, as you watch the dance floor. You try not to think of what must be taking place in the toilets.<br>
<br>
Then someone is standing over you. You look up to see Annie standing next to Jack. You look her directly into the eye and see her pupils fill them. No sign of her brilliant blue eyes. She wipes her mouth with her fingers, as Jack clutches her waist. “Now that’s a party girl!” he barks. “Really put that mouth to work.”<br>
<br>
She looks to you for a moment, but shrugs as her vacant smile returns. Your eyes glance over to the bracelet on her wrist. You see it sparkling with increased charge.<br>
<<BraceletTrialActive>>
<<if _BraceletTrialActive is true>>
<br>
“She doesn’t have to be on her knees to charge that thing,” Tandi’s voice tells you. “Although you would be surprised how much fun you can have in a cubicle. Why not get her a drink. Or two. Maybe three. That bracelet loves the bottom of a bottle.”<br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Say goodbye and leave Jack" "RedRoomDanceFloor">><<EndConversation "ScrumpyJack">><<SetNPCState "Annie" "drugged" true>><<BraceletCharge 1>><<DailyVariableAdd "JackCompanionBathroom">><</link>>
<<else>>
She shakes her head. “I don’t want to,” she mutters.<br>
<br>
“Always thought you liked to party, Annie?” Jack shouts. But she shakes her head.<br>
<<BraceletTrialActive>>
<<if _BraceletTrialActive is true>>
<br>
“She just needs a little more encouragement,” Tandi says inside your head. “Liquid should do the trick. Don’t worry. She’ll love it.”<br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Change topics" "RedRoomDanceFloorJackDialogue0">><<ChangeTopics>><</link>>
<</if>>
<</if>>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true>>
You look to Britney and nod your head. “Do you want to go?”<br>
<br>
<<GetNPCState "Britney" "drugged">><<NPCDeltaCheck "Britney" "drunk">>
<<if _drugged is true or (_NPCDeltaCheck ?? 0) gte 3>>
She giggles and smiles back at you. “Can I?”<br>
<br>
“Of course you can!” you hear Jack say as he roughly pulls Britney towards him. She lets out a high-pitched girlish giggle as he pulls her on to his lap, half of her tube top dropping down to reveal the top of a nipple, smile wide at the attention.<br>
<br>
He pushes Britney off his lap and stands. She looks up at him as he takes another baggie out of his jean’s pocket and dangles it in front of her. He adjusts his jeans, pulling at his groin as he does so. “Time to party, cheerleader. Let’s see you show some school spirit to Jack?”<br>
<br>
Britney’s eyes drift from the bag to his groin. The smile fades, but she looks up at him. She bites her lip and nods.<br>
<br>
Before you can stop them, they are gone. Through the crowd. You see Britney looking back at you, as Jack pulls her into the men’s bathroom.<br>
<br>
You take a seat where Jack momentarily was sitting. Minutes pass, as you watch the dance floor. You try not to think of what must be taking place in the toilets.<br>
<br>
Then someone is standing over you. You turn and see Britney tottering on heels, looking around as if lost. At the sight of you, she grins. “Oh! Hi!” she says, almost screaming. “This club feels hot.”<br>
<br>
You look her directly into the eye and see her pupils fill them. No sign of her brown eyes. She wipes her mouth with her fingers, as Jack clutches her waist. “Now that’s a party girl!” he barks. “Really put that mouth to work.”<br>
<br>
She looks to you for a moment, but shrugs as her vacant smile returns. Your eyes glance over to the bracelet on her wrist. You see it sparkling with increased charge.<br>
<<BraceletTrialActive>>
<<if _BraceletTrialActive is true>>
<br>
“She doesn’t have to be on her knees to charge that thing,” Tandi’s voice tells you. “Although you would be surprised how much fun you can have in a cubicle. Why not get her a drink. Or two. Maybe three. That bracelet loves the bottom of a bottle.”<br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Say goodbye and leave Jack" "RedRoomDanceFloor">><<EndConversation "ScrumpyJack">><<SetNPCState "Britney" "drugged" true>><<BraceletCharge 1>><<DailyVariableAdd "JackCompanionBathroom">><</link>>
<<else>>
She shakes her head. “I don’t want to,” she mutters.<br>
<br>
“Always thought cheerleaders liked to party?” Jack shouts.<br>
<<BraceletTrialActive>>
<<if _BraceletTrialActive is true>>
<br>
“She just needs a little more encouragement,” Tandi says inside your head. “Liquid should do the trick. Don’t worry. She’ll love it.”<br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Change topics" "RedRoomDanceFloorJackDialogue0">><<ChangeTopics>><</link>>
<</if>>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true and $current.avatar is "Emily">>
You look to Michelle and nod your head. “Do you want to go?”<br>
<br>
<<GetNPCState "Michelle" "drugged">><<NPCDeltaCheck "Michelle" "drunk">>
<<if _drugged is true or (_NPCDeltaCheck ?? 0) gte 3>>
She giggles and smiles back at you. “Should I?”<br>
<br>
“Of course you should!” you hear Jack say as he roughly pulls Michelle towards him. She lets out a high-pitched girlish giggle as he pulls her on to his lap, legs splayed across his knee, her dress riding up around her groin, smile wide at the attention.<br>
<br>
He pushes Michelle off his lap and stands. She looks up at him as he takes another baggie out of his jean’s pocket and dangles it in front of her. He adjusts his jeans, pulling at his groin as he does so. “Time to go party, posh girl. Let’s see if that mouth can do more than say pretty little words.”<br>
<br>
Michelle’s eyes drift from the bag to his groin. The smile fades, but she looks up at him. She winces, but nods.<br>
<br>
Before you can stop them, they are gone. Through the crowd. You see Michelle looking back at you, as Jack pulls her into the men’s bathroom.<br>
<br>
You take a seat where Jack momentarily was sitting. Minutes pass, as you watch the dance floor. You try not to think of what must be taking place in the toilets.<br>
<br>
Then someone is standing over you. You turn and see Michelle hugging her arms, running her fingernails down her skin. At the sight of you, she smiles vacantly. “Hi, Em,” she purrs. “This is amazing."<br>
<br>
You look her directly into the eye and see her pupils fill them. No sign of her green eyes. She wipes her mouth with her fingers, as Jack clutches her waist. “Now that’s a party girl!” he barks. “Really put that mouth to work.”<br>
<br>
She looks to you for a moment, but shrugs as her vacant smile returns. Your eyes glance over to the bracelet on her wrist. You see it sparkling with increased charge.<br>
<<BraceletTrialActive>>
<<if _BraceletTrialActive is true>>
<br>
“She doesn’t have to be on her knees to charge that thing,” Tandi’s voice tells you. “Although you would be surprised how much fun you can have in a cubicle. Why not get her a drink. Or two. Maybe three. That bracelet loves the bottom of a bottle.”<br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Say goodbye and leave Jack" "RedRoomDanceFloor">><<EndConversation "ScrumpyJack">><<SetNPCState "Michelle" "drugged" true>><<BraceletCharge 1>><<DailyVariableAdd "JackCompanionBathroom">><</link>>
<<else>>
She shakes her head. “I think I’ll pass. Mother wouldn’t forgive me if she found out.”<br>
<<BraceletTrialActive>>
<<if _BraceletTrialActive is true>>
<br>
“She just needs a little more encouragement,” Tandi says inside your head. “Liquid should do the trick. Don’t worry. She’ll love it.”<br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Change topics" "RedRoomDanceFloorJackDialogue0">><<ChangeTopics>><</link>>
<</if>>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true and _CurrentPC is true>>
You look to Michelle and nod your head. “Do you want to?”<br>
<br>
<<GetNPCState "Michelle" "drugged">><<NPCDeltaCheck "Michelle" "drunk">>
<<if _drugged is true or (_NPCDeltaCheck ?? 0) gte 2>>
She stares back at you, smile almost fading. “Do you want me to?”<br>
<br>
“Of course he does!” you hear Jack say as he roughly pulls Michelle towards him. She lets out a high-pitched girlish giggle as he pulls her on to his lap, legs splayed across his knee, her dress riding up around her groin. She blushes when she sees you.<br>
<br>
He pushes Michelle off his lap and stands. She looks up at him as he takes another baggie out of his jean’s pocket and dangles it in front of her. He adjusts his jeans, pulling at his groin as he does so. “Time to go party, posh girl. Let’s see if that mouth can do more than say pretty little words.”<br>
<br>
Michelle’s eyes drift from the bag to his groin. The smile fades, but she looks up at him. She winces, looks at you, then back to the bag. And nods.<br>
<br>
Before you can stop them, they are gone. Through the crowd. You see Michelle looking back at you, as Jack pulls her into the men’s bathroom.<br>
<br>
You take a seat where Jack momentarily was sitting. Minutes pass, as you watch the dance floor. You try not to think of what must be taking place in the toilets.<br>
<br>
Then someone is standing over you. You look up to see Michelle standing next to Jack. You look her directly into the eye and see her pupils fill them. No sign of her green eyes. She wipes her mouth with her fingers, as Jack clutches her waist. “Now that’s a party girl!” he barks. “Really put that mouth to work.”<br>
<br>
She looks to you for a moment, but shrugs as her vacant smile returns. Your eyes glance over to the bracelet on her wrist. You see it sparkling with increased charge.<br>
<<BraceletTrialActive>>
<<if _BraceletTrialActive is true>>
<br>
“She doesn’t have to be on her knees to charge that thing,” Tandi’s voice tells you. “Although you would be surprised how much fun you can have in a cubicle. Why not get her a drink. Or two. Maybe three. That bracelet loves the bottom of a bottle.”<br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Say goodbye and leave Jack" "RedRoomDanceFloor">><<EndConversation "ScrumpyJack">><<SetNPCState "Michelle" "drugged" true>><<BraceletCharge 1>><<DailyVariableAdd "JackCompanionBathroom">><</link>>
<<else>>
She shakes her head. “Can we just stick to the drinks?” Her eyes flick to Jack. “Just the two of us?”<br>
<<BraceletTrialActive>>
<<if _BraceletTrialActive is true>>
<br>
“She just needs a little more encouragement,” Tandi says inside your head. “Liquid should do the trick. Don’t worry. She’ll love it.”<br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Change topics" "RedRoomDanceFloorJackDialogue0">><<ChangeTopics>><</link>>
<</if>>
<</if>>
<<case "WheresTandi">>
“Hey!” you say, shouting over the music. “You seen Tandi this evening?”<br>
<br>
<<if $current.female is true>>
Jack glances at you, his eyes looking at your breasts. “Haven’t seen her for a few nights. You thinking of filling in for her? Jack wouldn’t mind filling you in.”<br>
<br>
“She’s not been in?” you ask, ignoring his comment.<br>
<br>
He grunts. “What do I look like? Her daddy?” But he smiles at the word.<br>
<<else>>
Jack glances at you with disinterest. “No.”<br>
<br>
“She’s not been in?” you ask, trying to press him.<br>
<br>
He grunts, but says nothing more.<br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Change topics" "RedRoomDanceFloorJackDialogue0">><<ChangeTopics>><<DialogueDone "ScrumpyJack" "WheresTandi">><</link>>
<</switch>><<set $ConversationRoot = passage()>>
<<switch $SherylDialogue>>
<<case "AskAboutSimon">>
"Is Simon working today?" you ask.<br>
<br>
<<if $current.avatar is "Charli">>
"Of course, dear," Sheryl replies. "He's just checking up on some of the patients upstairs. Poor dear. Hasn't seemed himself lately. Keeps mixing up Doctor Palmer's pills."<br>
<br>
You smile politely. "Can you call him down? I have a few questions. About one of the patients."<br>
<br>
"Certainly," she says, picking up a phone and punching in an internal number. "Give me a second, dear. I'll get him to come see you right away."<br>
<br>
You hear Sheryl mutter something into the landline briefly before hanging up. "He's on his way," she tells you, before returning to her work.<br>
<br>
<<ActionsHeader>>
<<link "Wait for Simon" "CharltonCarePavilionLobbyWaitSimon">><<EndConversation "Sheryl">><</link>>
<<else>>
"Yes," Sheryl replies. "I think he's with patients. Can I help you?"<br>
<br>
You smile politely. "Can you call him down? I need to speak to him."<br>
<br>
"I'm afraid I couldn't pull him away from his duties," she says. "He's a busy man. Insistent too. Unless it's for one of the nurses or Doctor Palmer, he doesn't take kindly to being interrupted. More so than ever, lately."<br>
<br>
Sheryl looks back at you with a professional smile, but makes no attempt to offer help.<br>
<br>
<<SpellsCheckSelf "Charm">>
<<if $current.female is true and _SpellsCheckSelf is true>>
You look around the lobby. It is as quiet as a mouse. You think you could get away with casting magic in here without anyone noticing.<br>
<br>
<</if>>
<<ActionsHeader>>
<<StatCheckAssertive "gt" 65>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to convince her to call Simon down">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "SherylDialogue">><<set $SherylDialogue to "AssertivePass">><</link>><br>
<<else>>
<<link _StatAssertiveProbability "SherylDialogue">><<Assertive 1>><<set $SherylDialogue to "AssertiveFail">><</link>><br>
<</if>>
<<SpellsCheckSelf "Charm">>
<<if $current.female is true and _SpellsCheckSelf is true>><<link "[Spell: Charm] Cast Charm on Sheryl to convince her to call Simon" "SherylDialogue">><<set $SherylDialogue to "CharmSheryl">><</link>><br><</if>>
<<link "Tell her it's important" "SherylDialogue">><<set $SherylDialogue to "TellImportant">><</link>><br>
<</if>>
<<case "AssertivePass">>
"I really need to see him," you push. "It's about one of his patients."<br>
<br>
"Which one?" Sheryl asks with no hint of suspicion.<br>
<br>
"It's a private matter," you reply.<br>
<br>
Sheryl smiles professionally but shakes her head. "I'm sorry, but -"<br>
<br>
"This is a matter of life and death," you interrupt her, leaning over the desk. "You wouldn't want that on your conscience, would you?"<br>
<br>
The receptionist's mouth drops. When she stares back at you, she's almost shaking. She reaches for the phone. "One second," she mutters. She punches in an internal number and mutters something into the landline after a moment.<br>
<br>
"He's on his way," she tells you, before returning to her work.<br>
<br>
<<ActionsHeader>>
<<link "Wait for Simon" "CharltonCarePavilionLobbyWaitSimon">><<EndConversation "Sheryl">><</link>>
<<case "AssertiveFail">>
"I really need to see him," you push. "It's about one of his patients."<br>
<br>
"Which one?" Sheryl asks with no hint of suspicion.<br>
<br>
"It's a private matter," you reply.<br>
<br>
Sheryl smiles professionally but shakes her head. "I'm sorry, but my hands are tied. Simon always leaves specific instructions. Only a request from Doctor Palmer or one of the nurses can interrupt him."<br>
<br>
You try to muster more words to argue, but Sheryl's professional resilience shoots you down before you can even speak. Instead, you consider her words. "Nurses?"<br>
<br>
"Yes," she says. "Those on Doctor Palmer's training program. Simon is always happy to mentor them through their accreditation. You could ask one to help, if it was important. But Simon won't take kindly to someone tearing him from patients without a reason."<br>
<br>
Looking back at the receptionist, you consider your options. You could try to convince her another time. But potentially there is another way.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DailyVariableAdd "SherylAssertiveFail">><<DialogueUnlock "Sheryl" "TrainingProgram">><</link>>
<<case "SeeBeatrice">>
<<if $current.avatar is "Christina">>
“I’d like to see my grandmother,” you say curtly.<br>
<br>
“Of course, Christina,” Sheryl replies. “Just go through the corridor.”<br>
<br>
“What’s her room number again?” you say, hearing how sharp the words seem.<br>
<br>
Sheryl gives you a look, but shrugs. “It’s okay, dear. You don’t come by that often. Go up to the first floor, then down to the end of the hallway. There’s a door that leads up to her room.”<br>
<br>
You offer her a smile, but it comes out icy in spite of what you want. “Thank you,” you mutter.<br>
<br>
<<ActionsHeader>>
<<link "Go up to Beatrice’s room" "CharltonCarePavilionBeatriceRoom">><<LocationKnown "CharltonCarePavilionBeatriceRoom">><<EndConversation "Sheryl">><</link>>
<<else>>
“I was wondering if I could see Beatrice Evans?” you ask Sheryl.<br>
<br>
She looks at you with a polite smile, but you can anticipate the response before it’s uttered. “I’m afraid she isn’t taking visitors. The family has left specific instructions just to admit family.”<br>
<br>
“I’m a family friend,” you try.<br>
<br>
“That doesn’t meet the criteria set by the Evans family, I’m afraid,” Sheryl replies. The smile remains, but she doesn’t budge.<br>
<br>
<<if $PlayerCharacter.cheerleader is true>>
Returning the smile, your thoughts begin to race. You could try Christina. She might add you to the list. Or if you could find something precious from her, you could get in as her.<br>
<<else>>
Returning the smile, your thoughts begin to race. You doubt you could ask Christina, given everything that’s happened. Maybe if you could find something precious from her, you could get in as her.<br>
<</if>>
<br>
As you consider your options, a young nurse walks by and smiles warmly at you. Sheryl waves at her and shakes her head. “You’re running late, aren’t you? Dr. Palmer gives demerits for tardiness.”<br>
<br>
She scurries off. Sheryl didn’t even stop her.<br>
<<if $PlayerCharacter.female is true>>
<br>
<I>Of course, you could just put her to sleep and walk past.</i><br>
<</if>>
/* Refusal bookkeeping - fires whenever this branch renders, all idempotent. Stage-3 tracker per the
plan decision; the TrainingProgram back-fill covers players who exhausted that chat before stage 3
(approved fix, 2026-07-08); AboutNurses unlock per the ruled funnel. PlayerCharacter.female above is
INTENTIONAL (true gender, not current form - ruled 2026-07-08). */
<<QuestTracker "Quest23" 3>>
<<if $PlayerCharacter.cheerleader is true>><<QuestOptionUnlock "Quest23" 3 "christina">><</if>>
<<QuestOptionUnlock "Quest23" 3 "christina_transform">>
<<DialogueUnlock "Sheryl" "AboutNurses">>
<<DialogueSpokenSecretKnown "Sheryl" "TrainingProgram">>
<<if _Discussed is true>><<QuestOptionUnlock "Quest23" 3 "nurse_program" "gte">><</if>>
<br>
<<ActionsHeader>>
<<SpellsCheckSelf "Charm">>
<<if _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Charm] Cast Charm on Sheryl to convince her to let you pass" "SherylDialogue">><<set $SherylDialogue to "CharmSheryl">><</link>><br><</if>>
<<SpellsCheckSelf "SleepForget">>
<<if _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Sleep & Forget] Cast Sleep & Forget on Sheryl" "SherylDialogue">><<set $SherylDialogue to "SleepForgetSheryl">><</link>><br><</if>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<case "AskBathroom">>
"Sorry, Sheryl,” you say, apologetic. “Could I use the bathroom?"<br>
<br>
Sheryl looks up from her keyboard, the automatic smile appearing. "Of course, dear. Down the corridor, second on the left.”<br>
<br>
She returns to her work, already paying you no more attention.<br>
<br>
<<ActionsHeader>>
<<link "Go to the bathroom" "CharltonCarePavilionBathroom">><<EventTrigger "CharltonCarePavilionBathroom" "ChristinaTransform" null null null null null null true>><<EndConversation "Sheryl">><</link>>
<<case "SleepForgetSheryl">>
Looking around once again to make sure you're alone, you draw up magical energies within your lungs. “Fall asleep,” you mutter under your breath. “And let your memories drift as you slumber.”<br>
<br>
You watch the magic flutter towards Sheryl. But as soon as it leaves your body, it wrenches away from you, skirting towards the tree in the glass in the centre of the lobby.<br>
<br>
You watch with shock as the tree crackles when the magic hits its branches. They flutter like they have been disturbed by wind. You almost can make out an earthy groan from the tree as the magic seeps into its dying bark.<br>
<br>
"Are you alright?" you hear Sheryl say. You turn to see her staring at you, concerned but oblivious.<br>
<br>
"I'm fine," you mutter. Glancing back to the tree briefly once more.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<SetFlag "PermMagicUsedCarePavilion">><<ChangeTopics>><</link>>
<<case "CharmSheryl">>
Looking around once again to make sure you're alone, you draw up magical energies within your lungs. You take a deep breath and wrap the strands of magic within you around the air. Slowly, you exhale, forcing your breath towards Sheryl.<br>
<br>
Only, the magic doesn't travel with your breath. As soon as it leaves your body, it wrenches away from you, skirting towards the tree in the glass in the centre of the lobby.<br>
<br>
You watch with shock as the tree crackles when the magic hits its branches. They flutter like they have been disturbed by wind. You almost can make out an earthy groan from the tree as the magic seeps into its dying bark.<br>
<br>
"Are you alright?" you hear Sheryl say. You turn to see her staring at you, concerned but oblivious.<br>
<br>
"I'm fine," you mutter. Glancing back to the tree briefly once more.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<SetFlag "PermMagicUsedCarePavilion">><<ChangeTopics>><</link>>
<<case "TellImportant">>
"Please," you try. "It's important. I need to speak to him."<br>
<br>
Sheryl smiles professionally but shakes her head. "I'm sorry, but my hands are tied. Simon always leaves specific instructions. Only a request from Doctor Palmer or one of the nurses can interrupt him."<br>
<br>
You try to muster more words, but Sheryl's professional resilience shoots you down before you can even speak. Instead, you consider her words. "Nurses?"<br>
<br>
"Yes," she says. "Those on Doctor Palmer's training program. Simon is always happy to mentor them through their accreditation. You could ask one to help, if it was important. But Simon won't take kindly to someone tearing him from patients without a reason."<br>
<br>
Looking back at the receptionist, you consider your options. You could try to convince her another time. But potentially there is another way.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DailyVariableAdd "SherylAssertiveFail">><<DialogueUnlock "Sheryl" "TrainingProgram">><</link>>
<<case "AboutNurses">>
"Who was that?" you ask, nodding over to the door.<br>
<br>
<<if $current.female is true>>
"Maddy," Sheryl replies. "One of our nurses here."<br>
<<else>>
"Maddy," Sheryl replies. "Quite the beauty, isn't she?"<br>
<</if>>
<br>
You nod, looking back to the door. "Are there many nurses working here?"<br>
<br>
Sheryl smiles with pride. "Yes, Doctor Palmer is very proud of them and his training program. Only the best get admitted to it."<br>
<br>
"And I suppose they spend their days walking the grounds and looking after the patients?"<br>
<Br>
"Of course," Sheryl says with a smattering of confusion. "The patients well being is the key to their work."<Br>
<Br>
<<if $current.female is true>>
"Why do you ask, dear?" Sheryl continues. "Are you interested in becoming a nurse?"<br>
<<else>>
"Why do you ask?" Sheryl continues, but lets a smile creep up on her face. "We're not a dating agency, I'm afraid. As much as some of our nurses would like to think so."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Sheryl" "AboutNurses">><<DialogueUnlock "Sheryl" "TrainingProgram">><</link>>
<<case "TrainingProgram">>
"Tell me more about this training program," you tell Sheryl.<br>
<br>
She beams in anticipation about talking on the subject. "Oh yes! Doctor Palmer's proudest initiative. He takes a selection of students from Charlton every few years or so. Whenever the Headmaster sees promise in one of its graduates. It must be so nice for them, to be taken under Doctor Palmer's wing."<br>
<br>
"You can't have a need for that many nurses," you comment, looking around.<br>
<br>
Sheryl shakes her head and smiles. "It's not just for Charlton. After the program, some of the nurses go off all over the country to show other homes what care service really should look like. Doctor Palmer is always so happy when some of his nurses are accepted elsewhere. 'Preparing young women for a noble life of care and service,' he always says."<br>
<br>
"Where do they go?" you ask, narrowing your eyes.<br>
<br>
"All over the land," she replies. "Doctor Palmer's nurses are highly sought after at all care homes. Some settle down where they are sent. Others come back with husbands in tow." She winks at you. "A Charlton nurse is a prize catch for any bachelor, don't you think?"<br>
<br>
<<if $current.avatar is "Emily">>
Sheryl looks you up and down, before smiling warmly. "If you try hard at school, dear, maybe they'll add you to the program."<br>
<<elseif $current.female is true>>
Sheryl looks you up and down, before smiling politely. "I'm afraid the program is only open to women graduating from Charlton School, though. I'm afraid you've missed the boat on that one."<br>
<<else>>
Sheryl looks you up and down, before tittering. "But silly me, talking to a man about the life of being a nurse. You'd be more suited to a doctor, wouldn't you? If the exams weren't so long and arduous."<br>
<</if>>
<br>
You force a polite smile, mulling over Sheryl's words. Being a nurse that works here would definitely make it easier to get things done around here. If you could just find a nurse on the training program and take her place, you wouldn't have any troubles.<br>
<br>
<I>Now considering being a sexy little nurse, are you?</i><br>
<br>
You try to bury the voice as soon as it rises up. If you wanted to explore this, you'd just need to find out which of last year's graduates were admitted to the training program.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Sheryl" "TrainingProgram">><<QuestState "Quest23">><<if _QuestState gte 3>><<QuestOptionUnlock "Quest23" 3 "nurse_program" "gte">><</if>><</link>>
<<case "AskAboutCharli">>
"Do you know a woman called Charli Thomas?" you ask.<br>
<br>
<<if $current.female is true>>
Sheryl looks at you, a pleasant smile breaking her professional expression. "Yes! Charli is a trainee on the nurse's program. Why do you ask?"<br>
<br>
"Is she working today?"<br>
<br>
The smile fades. "I'm afraid Charli can't accept guests whilst she's working. She's supposed to be completing Dr. Palmer's syllabus." She tuts. "I wish her gentlemen callers would understand that."<br>
<br>
You try a reassuring smile. "Just thought I'd ask."<br>
<br>
Sheryl's smile returns just a bit as she regards you with a little more ease. "If you want to speak to Charli, try the supermarket in the evening. For some reason, she took another job after school." She rolls her eyes. "Poor girl can't concentrate on the things that Dr. Palmer gives her. If you ask me, balancing that with her studies is ridiculous. But she is an assertive sort."<br>
<<else>>
Sheryl looks at you, a slight frown breaking her professional expression. "Yes. Charli is a trainee on the nurse's program. Why do you ask?"<br>
<br>
"Is she working today?"<br>
<br>
The frown narrows more. "I'm afraid Charli can't accept gentlemen callers whilst she's working. She can't take guests when she's supposed to be completing Dr. Palmer's syllabus."<br>
<br>
You try a reassuring smile. "Just thought I'd ask."<br>
<br>
Sheryl's frown fades just a bit as she regards you with a little more ease. "If you want to speak to Charli, try the supermarket in the evening. For some reason, she took another job after school." She rolls her eyes. "Poor girl can't concentrate on the things that Dr. Palmer gives her. If you ask me, balancing that with her studies is ridiculous. But she is an assertive sort."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Sheryl" "AskAboutCharli">><<QuestOptionUnlock "Quest36" 0 "supermarket">><<LocationKnown "CharltonSupermarket">><</link>>
<<case "PalmerAppointment">>
“I’m here to see Dr. Palmer,” you say with nervousness in your voice.<br>
<br>
<<if $current.female is false>>
Sheryl looks down at the clipboard to the side of her keyboard. “I can’t see your name on here for today,” she comments. Then she looks up at you and smiles politely. “I’m afraid he’s very busy today. Can you try another time?”<br>
<br>
You smile and nod. “Sure. When is he free?”<br>
<br>
“Why don’t you call in the morning?” Sheryl says pleasantly, but curtly. “I’ll let you know if there’s an appointment free.”<br>
<br>
She gives no indication of the number, however. You smile again, letting the sensation of a rebuttal simmer.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<else>>
Sheryl looks down at the clipboard to the side of her keyboard. “I can’t see your name on here for today,” she comments. Then she looks up at you and smiles. “But I’m sure he can fit you in. Have a seat.”<br>
<br>
She gestures to one of the chairs nearby and picks up her phone. You sit down, listening to the stillness of the Care Pavilion as she whispers into the receiver. “He’ll be right with you,” she says after she puts the phone down.<br>
<br>
You smile and nod. Sheryl returns to her work, answering phones and typing on her clunky keyboard.<br>
<br>
<<ActionsHeader>>
<<link "Wait for Doctor Palmer" "CharltonCarePavilionLobbyWaitPalmer">><<EndConversation "Sheryl">><</link>>
<</if>>
<</switch>><<set $ConversationRoot = passage()>>
<<switch $SimonDialogue>>
/* ============================================ */
/* CONV 0 OPENERS */
/* ============================================ */
<<case "TellAboutClaire">>
"I'm here to talk to you about Claire," you say.<br>
<br>
<<if $current.female is false>>
Simon's eyes narrow. His jaw tightens and he takes a step toward you. "Who are you? Did she send you? Or are you just another bloke sniffing around now that she's available?"<br>
<br>
"It's nothing like that," you say, holding up your hands.<br>
<br>
"Then what is it like?" he snaps. His fists clench at his sides. "Because from where I'm standing, it looks like a stranger has walked into my place of work to talk about my personal life." He takes a breath, steadying himself. "I've been hanging around outside her house. I know how that looks. But I just want to talk to her."<br>
<<elseif $current.avatar is "Charli">>
Simon blinks, caught off guard. "Claire? What about her?" His tone shifts from irritation to suspicion. "Did she put you up to this? I thought you wanted to talk about work."<br>
<br>
"She didn't send me," you reassure him. "I heard that you two broke up."<br>
<br>
He stares at you for a long moment, then exhales through his nose. "So that's what this is about." He runs a hand through his hair. "I've been hanging around outside her house. I know. I just want to see her. She won't answer the door."<br>
<<else>>
Simon's expression shifts from annoyance to wariness. "Claire? Why are you asking about Claire?" He studies your face carefully. "She sent you, didn't she? Typical. Can't even face me herself."<br>
<br>
"Nobody sent me," you tell him.<br>
<br>
He lets out a bitter laugh. "Right. Well, someone's been talking. I've been hanging around outside her house. I know how it sounds. But she won't even open the door to me."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Tell him you are just concerned" "SimonDialogue">><<set $SimonDialogue to "JustConcerned">><</link>><br>
<<link "Tell him that he shouldn't be hanging around someone's house" "SimonDialogue">><<set $SimonDialogue to "ShouldntHangAround">><<SimonPersuade 1>><</link>><br>
<<case "JustConcerned">>
"I'm just concerned," you say gently. "You seem like you're carrying a lot."<br>
<br>
<<if $current.female is false>>
Simon's posture loosens slightly. He wasn't expecting that. "I'm fine," he mutters, though the dark circles under his eyes tell a different story. "Just not sleeping. Having some relationship problems, as it happens." He lets out a long breath. "How can I help you, then?"<br>
<<elseif $current.avatar is "Charli">>
Simon falters. For a moment, the scowl slips and you see something raw underneath it. "I'm alright," he says, quieter now. "Just not sleeping. Relationship problems." He looks at you as if seeing you properly for the first time. "That's kind of you to ask, Charli. How can I help?"<br>
<<else>>
Simon studies you, suspicious. "I'm fine," he says flatly. "Just not been sleeping." A pause. "Relationship problems, if you must know." He folds his arms across his chest, guarded. "What is it you need?"<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Simon" "JustConcerned">><<DialogueUnlock "Simon" "SleepProblems">><<DialogueUnlock "Simon" "HangingAroundHouse">><<set $SimonConversation += 1>><</link>>
<<case "ShouldntHangAround">>
"You shouldn't be hanging around someone's house at night," you tell him.<br>
<br>
<<if $current.female is false>>
Simon's face flushes. "Who the hell are you to tell me what to do? You don't know anything about us."<br>
<br>
"I know that standing outside a woman's house in the dark isn't going to win her back," you reply. "That's just going to freak her out."<br>
<br>
"I'm not trying to scare her," he says, his voice rising. "I just want to see her. I stand across the street. I don't even knock."<br>
<br>
You hold his gaze. "And what does she do when she sees you out there?"<br>
<br>
Simon opens his mouth. Then closes it. He stares at the floor. "She draws the curtains," he says quietly. The anger drains from his face. He looks to the floor, almost guilty.<br>
<<elseif $current.avatar is "Charli">>
Simon steps back. "That's not fair, Charli. I'm not doing anything wrong. I just stand across the street."<br>
<br>
"You stand outside her house," you say. "At night. Think about how that feels from the other side of those curtains."<br>
<br>
"I'm not trying to scare her," he insists, but the words come out smaller. "I don't knock. I just watch the lights go on and off."<br>
<br>
"Do you hear yourself?" you ask gently.<br>
<br>
He runs a hand through his hair. The bluster leaves him. He opens his mouth, but nothing comes out. He looks away.<br>
<<else>>
"You don't know what it's like," Simon snaps. "You don't get to waltz in here and lecture me."<br>
<br>
"I'm not lecturing you," you say calmly. "I'm asking you to think about what it looks like from her side. A man standing outside her house at night."<br>
<br>
"I don't even knock," he protests. "I just stand there."<br>
<br>
"And she knows you're there," you press. "What does she do?"<br>
<br>
Simon's jaw tightens. He looks away. "She draws the curtains," he admits. A long silence settles between you. He stares at his shoes.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Simon" "ShouldntHangAround">><<DialogueUnlock "Simon" "HangingAroundHouse">><<set $SimonConversation += 1>><</link>>
<<case "AskIfOkay">>
"Are you alright?" you ask. "You look like you haven't slept."<br>
<br>
<<if $current.female is false>>
Simon's jaw tightens. He looks you up and down as if deciding whether the question is a trap. "I'm fine," he says shortly. "Just not sleeping well." He folds his arms across his chest. "Having some relationship problems. My girlfriend, Claire." He snorts before muttering. "Or was."<br>
<br>
He shakes it off. "Nothing I can't handle." The way he says it makes it clear this is not a conversation he wants to have with you. But his shoulders drop a fraction. "What can I do for you?"<br>
<<elseif $current.avatar is "Charli">>
Simon glances at you, then away. "I'm fine, Charli." He straightens his coat. "Just some relationship problems. With Claire." He clears his throat. "Was there something you needed?"<br>
<<else>>
Simon studies you, guarded. "I'm fine," he says carefully. The tone suggests he doesn't quite believe you're asking without an angle. "Having some relationship problems, if you must know. My girlfriend, Claire." He snorts before muttering. "Or was."<br>
<br>
He shakes his head and straightens up. "What is it you need?"<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Simon" "AskIfOkay">><<DialogueUnlock "Simon" "RelationshipProblems">><<DialogueUnlock "Simon" "SleepProblems">><<set $SimonConversation += 1>><</link>>
/* ============================================ */
/* CONV 1 TOPICS */
/* ============================================ */
<<case "RelationshipProblems">>
"You mentioned relationship problems," you say. "What happened? With Claire?"<br>
<br>
Simon's jaw tightens. "She broke my heart. That's what happened."<br>
<br>
He doesn't offer more. You wait a moment, then press gently. "How so?"<br>
<br>
"I thought we had a future," he says. "Settling down. Building a life together. She wanted the same things. Or I thought she did." He swallows hard. "But when it came to actually doing it, she wouldn't meet me halfway."<br>
<br>
"What do you mean, meet you halfway?"<br>
<br>
He looks at you, and for a moment the anger gives way to something more fragile. "She just wanted to carry on living her life exactly the way she wanted. In that library all day, with her books and her opinions. That's not what a relationship is, is it? You have to compromise."<br>
<br>
<<ActionsHeader>>
<<CompulsionCheck "TheAppeaser">>
<<if _CompulsionCheck is true>>
<s>Tell him that her happiness would be important in a relationship</s> - <i>You can't push back on someone who's hurting this much.</i><br>
<<else>>
<<link "Tell him that her happiness would be important in a relationship" "SimonDialogue">><<set $SimonDialogue to "RelationshipChallenge">><</link>><br>
<</if>>
<<link "Tell him that she sounds unreasonable" "SimonDialogue">><<Assertive -1>><<set $SimonDialogue to "RelationshipAgree">><</link>><br>
<<case "RelationshipChallenge">>
"Her happiness matters too," you say. "If she wasn't happy, maybe there were reasons."<br>
<br>
<<SimonTrustCheck>>
<<if _SimonTrustCheck is 0>>
Simon scoffs. "Her happiness? What about mine?"<br>
<br>
"I'm just saying, if she felt like she couldn't be herself -"<br>
<br>
"She could be herself plenty," he snaps. "That was never the problem. The problem was she wouldn't bend. Not even a little." He folds his arms. "A relationship takes two people. She only ever thought about one."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Simon" "RelationshipProblems">><<DialogueUnlock "Simon" "Library">><<set $SimonConversation += 1>><</link>>
<<else>>
Simon scoffs. "Her happiness? What about mine?"<br>
<br>
"Both matter," you say. "That's the point."<br>
<br>
"I gave her everything. A future. Stability. What more did she want?"<br>
<br>
"Maybe she wanted to be heard. Not just provided for."<br>
<br>
He opens his mouth to argue, then closes it. He looks away, pressing his lips together. "I did want her to be happy," he says quietly. He stares at the floor.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Simon" "RelationshipProblems">><<SimonPersuade 1>><<DialogueUnlock "Simon" "Library">><<set $SimonConversation += 1>><</link>>
<</if>>
<<case "RelationshipAgree">>
"That does sound unreasonable," you say, nodding slowly. "Relationships need compromise from both sides."<br>
<br>
Simon exhales with visible relief. "Thank you. That's all I've been saying." He leans against the reception desk, some of the tension leaving his body. "She's a librarian, for god's sake. It's not like she's saving lives. But she couldn't give an inch. Not for me, not for my family." He shakes his head. "You can't be in a relationship and only think about yourself."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Simon" "RelationshipProblems">><<SimonTrust 1>><<DialogueUnlock "Simon" "Family">><<DialogueUnlock "Simon" "Library">><<set $SimonConversation += 1>><</link>>
<<case "SleepProblems">>
"You said you haven't been sleeping," you say. "How bad is it?"<br>
<br>
Simon rubs his eyes with the heel of his palm. "Bad enough."<br>
<br>
"What keeps you up?"<br>
<br>
"Everything. Every conversation, every argument. Trying to figure out where it went wrong." He lets out a hollow laugh. "You'd think a man with a medical background would know how to fix himself."<br>
<br>
"What do you keep coming back to?"<br>
<br>
He looks past you, at nothing in particular. "The night she ended it. Sat me down in my own apartment like it was a routine check-up. Calm as you like. While I'm falling apart, she's already moved on." His fists clench. "She thinks she's so rational. So logical. But we made sense. On paper, we were an ideal match."<br>
<br>
<<ActionsHeader>>
<<link "Tell him that relationships are built on love, not logic" "SimonDialogue">><<set $SimonDialogue to "SleepChallenge">><</link>><br>
<<link "Say it must have been hard on him" "SimonDialogue">><<Assertive -1>><<set $SimonDialogue to "SleepAgree">><</link>><br>
<<case "SleepChallenge">>
"Relationships aren't something you solve on paper," you tell him. "They're built on love, not logic."<br>
<br>
<<SimonTrustCheck>>
<<if _SimonTrustCheck is 0>>
Simon bristles. "That's easy to say when you're not the one losing sleep over it."<br>
<br>
"I'm just saying, matching on paper doesn't mean -"<br>
<br>
"I know what you're saying." He crosses his arms. "Everyone's got a theory. None of them have to live with it." He looks away, jaw set. "We made sense. That's all I know."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Simon" "SleepProblems">><<DialogueUnlock "Simon" "BreakUpNight">><<set $SimonConversation += 1>><</link>>
<<else>>
Simon bristles. "That's easy to say when you're not the one losing sleep over it."<br>
<br>
"I'm just saying, you keep talking about how you made sense on paper. But that's not what kept you up at night, is it?"<br>
<br>
"Of course it is. We were compatible. We had a plan."<br>
<br>
"Then why aren't you lying awake thinking about what was wrong with the plan? You're just thinking about her."<br>
<br>
He falters. His mouth works silently for a moment. "Can you blame me? I loved her," he says, barely above a whisper. "That's the whole bloody problem." He rubs his face.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Simon" "SleepProblems">><<SimonPersuade 1>><<DialogueUnlock "Simon" "BreakUpNight">><<set $SimonConversation += 1>><</link>>
<</if>>
<<case "SleepAgree">>
"That must have been really hard," you say softly. "Losing someone you cared about like that."<br>
<br>
Simon's breath catches. He nods, not trusting himself to speak for a moment. "No one's said that to me," he manages. "Everyone's got advice. No one just says they're sorry it happened." He presses his thumb and forefinger to the bridge of his nose. "She belittled my feelings. Made me feel like I was overreacting. But is it overreacting to want someone to love you back?"<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Simon" "SleepProblems">><<SimonTrust 1>><<DialogueUnlock "Simon" "BreakUpNight">><<DialogueUnlock "Simon" "BelittleFeelings">><<set $SimonConversation += 1>><</link>>
<<case "HangingAroundHouse">>
"Why have you been hanging around Claire's house?" you ask.<br>
<br>
Simon's jaw sets. "Because I want to see her. That's all."<br>
<br>
"Has she asked you to stop?"<br>
<br>
"She won't answer my calls. Won't come to the door." He runs a hand through his hair. "How else am I supposed to talk to her?"<br>
<br>
"So you stand outside instead?"<br>
<br>
He pauses, staring at his shoes. "I'm not usually like this. I don't get angry. I don't lose my temper." His voice drops. "I just want her to listen."<br>
<br>
<<ActionsHeader>>
<<link "Tell him that he can't force her to talk to him" "SimonDialogue">><<set $SimonDialogue to "HangingChallenge">><</link>><br>
<<link "Say she sounds unreasonable" "SimonDialogue">><<Assertive -1>><<set $SimonDialogue to "HangingAgree">><</link>><br>
<<case "HangingChallenge">>
"You can't make someone talk to you if they don't want to," you say.<br>
<br>
<<SimonTrustCheck>>
<<if _SimonTrustCheck is 0>>
"I'm not forcing anyone," Simon says sharply.<br>
<br>
"Standing outside her house every night isn't giving her much of a choice."<br>
<br>
He straightens up. "If I don't go, who's going to make sure she's alright?" He says it like it makes perfect sense.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Simon" "HangingAroundHouse">><<DialogueUnlock "Simon" "Anger">><<set $SimonConversation += 1>><</link>>
<<else>>
"I'm not forcing anyone," Simon says sharply.<br>
<br>
"But she's not choosing to see you either," you say. "And waiting outside isn't going to change that."<br>
<br>
"You don't understand. If I just stop, she'll think I've given up on her."<br>
<br>
"Or she'll think you've finally listened to what she's been telling you."<br>
<br>
He stiffens. His mouth opens to argue, but nothing comes. He stares at the floor. His shoulders drop, slowly, like something heavy has settled on them.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Simon" "HangingAroundHouse">><<SimonPersuade 1>><<DialogueUnlock "Simon" "Anger">><<set $SimonConversation += 1>><</link>>
<</if>>
<<case "HangingAgree">>
"That does sound unreasonable," you say. "Refusing to even hear you out."<br>
<br>
"Exactly," Simon says, his relief palpable. "That's all I'm asking. One conversation. One chance to make her see what she's throwing away." He shakes his head. "She's always been like that. Once her mind's made up, that's it. Doesn't matter how you feel about it."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Simon" "HangingAroundHouse">><<SimonTrust 1>><<DialogueUnlock "Simon" "Anger">><<DialogueUnlock "Simon" "BelittleFeelings">><<set $SimonConversation += 1>><</link>>
<<case "Family">>
"What happened with Claire and your family?" you ask.<br>
<br>
Simon sighs heavily. "She went out of her way to pick arguments with them. My dad especially."<br>
<br>
"Arguments about what?"<br>
<br>
"Everything. Politics. The way things should be." He holds up his hands. "Look, I know my father is old-fashioned. He's from a different generation. But there's a difference between disagreeing and going out of your way to start a row."<br>
<br>
"Did you talk to her about it?"<br>
<br>
He runs his tongue over his teeth. "All I asked was that she try. Just be civil. But she couldn't even do that. She'd rather make her point than keep the peace."<br>
<br>
<<ActionsHeader>>
<<CompulsionCheck "OldFashionedValues">>
<<if _CompulsionCheck is true>>
<s>Tell him his father should be more accepting of her, too</s> - <i>An older man is entitled to his views. A woman should respect that.</i><br>
<<else>>
<<link "Tell him his father should be more accepting of her, too" "SimonDialogue">><<set $SimonDialogue to "FamilyChallenge">><</link>><br>
<</if>>
<<DialogueSpoken "Claire" "SimonsFamily">>
<<if _Discussed is true>><<link "[Claire's perspective] Tell him what Claire said about his father" "SimonDialogue">><<set $SimonDialogue to "FamilyKnowledge">><</link>><br><</if>>
<<link "Say she needs to learn how to compromise" "SimonDialogue">><<Feminity 1>><<set $SimonDialogue to "FamilyAgree">><</link>><br>
<<case "FamilyChallenge">>
"Maybe your father could have met her halfway as well," you suggest.<br>
<br>
<<SimonTrustCheck>>
<<if _SimonTrustCheck is 0>>
Simon stiffens. "My father is set in his ways. That's not going to change."<br>
<br>
"But you expected Claire to change?" you reply.<br>
<br>
"That's different," he says coldly. "He's my father. You don't change a man like that. You just learn to work around him." He looks away, as if that settles the matter.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Simon" "Family">><<DialogueUnlock "Simon" "FamilyArgument">><<set $SimonConversation += 1>><</link>>
<<else>>
Simon stiffens. "My father is set in his ways. That's not going to change."<br>
<br>
"But you expected Claire to change?"<br>
<br>
"That's different. She's younger. She could have adapted."<br>
<br>
"Adapted to what?" you push him. "Sitting quietly while someone talks about her place in the world?"<br>
<br>
A muscle twitches in his jaw. He looks away. "He can be a lot," he admits reluctantly. "I've told him that. But it's not easy telling your own father to back off." He stares at the ceiling, lost in thought.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Simon" "Family">><<SimonPersuade 1>><<DialogueUnlock "Simon" "FamilyArgument">><<set $SimonConversation += 1>><</link>>
<</if>>
<<case "FamilyKnowledge">>
"I've spoken to Claire," you say carefully. "She told me about your father. She said he doesn't appreciate it when a woman has opinions on things he considers matters for men."<br>
<br>
Simon goes very still. "She said that?"<br>
<br>
"She said he made her feel like she had no right to speak," you continue. "In her own words."<br>
<br>
He looks away. His Adam's apple bobs as he swallows. "That's not..." He trails off. When he speaks again, his voice is smaller. "She never put it like that. Not to me." He stares at the floor. "I thought she was just being difficult."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Simon" "Family">><<SimonPersuade 1>><<DialogueUnlock "Simon" "FamilyArgument">><<set $SimonConversation += 1>><</link>>
<<case "FamilyAgree">>
"Sounds like she needs to learn how to pick her battles," you say. "You can't argue with someone's family every time you see them."<br>
<br>
Simon nods firmly. "That's it. That's all I ever asked." He folds his arms. "My father always preferred my ex. And I can see why, now. She knew how to get along with people. Claire just had to have the last word." He glances at you. "I stood up for her, you know. More than once. But that was never enough."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Simon" "Family">><<SimonTrust 1>><<DialogueUnlock "Simon" "FamilyArgument">><<DialogueUnlock "Simon" "BelittleFeelings">><<set $SimonConversation += 1>><</link>>
<<case "Library">>
"Tell me about Claire's job," you say. "At the library."<br>
<br>
Simon lets out a long breath. "She's very protective of it."<br>
<br>
"That's a bad thing?"<br>
<br>
"No. I understand it means something to her. I do." He pauses. "But it's a library. It's not exactly a vocation."<br>
<br>
"What do you mean?"<br>
<br>
He winces, as if he can hear how the next words are going to sound. "She stamps books and shushes teenagers. In the grand scheme of things, it's not like she's saving lives. It's a bit of pocket money until she settles down." He catches himself. "Until we settled down. That was the plan."<br>
<br>
<<ActionsHeader>>
<<CompulsionCheck "DutifulDoer">>
<<if _CompulsionCheck is true>>
<s>Tell him her job is probably just as important to her as his is to him</s> - <i>A woman should defer to a man's career. It's more important.</i><br>
<<else>>
<<link "Tell him her job is probably just as important to her as his is to him" "SimonDialogue">><<set $SimonDialogue to "LibraryChallenge">><</link>><br>
<</if>>
<<DialogueSpoken "Claire" "BelittleHerJob">>
<<if _Discussed is true>><<link "[Claire's perspective] Tell him what Claire said about his attitude to her work" "SimonDialogue">><<set $SimonDialogue to "LibraryKnowledge">><</link>><br><</if>>
<<link "Say that she needs to get her priorities straight" "SimonDialogue">><<Feminity 1>><<set $SimonDialogue to "LibraryAgree">><</link>><br>
<<case "LibraryChallenge">>
"Maybe her work means as much to her as medicine means to you," you say.<br>
<br>
<<SimonTrustCheck>>
<<if _SimonTrustCheck is 0>>
Simon scoffs. "I'm a doctor. I keep people alive. She organises bookshelves."<br>
<br>
"And if someone told you your job was just pocket money?"<br>
<br>
He shakes his head. "I save lives. She shelves books. You can't compare the two." He says it with the certainty of someone who has never questioned it.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Simon" "Library">><<DialogueUnlock "Simon" "Marriage">><<set $SimonConversation += 1>><</link>>
<<else>>
Simon scoffs. "I'm a doctor. I keep people alive. She organises bookshelves."<br>
<br>
"And if someone told you your job was just pocket money? That you'd give it up once you settled down?"<br>
<br>
He shifts uncomfortably. "That's different. Medicine is a calling."<br>
<br>
"Maybe the library is hers."<br>
<br>
He goes quiet. His eyes drift to the lobby around him, the wards beyond the double doors. "I always just assumed she'd come round eventually," he says slowly. He swallows.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Simon" "Library">><<SimonPersuade 1>><<DialogueUnlock "Simon" "Marriage">><<set $SimonConversation += 1>><</link>>
<</if>>
<<case "LibraryKnowledge">>
"I've spoken to Claire," you tell him. "She said you would come to the library while she was working and expect her to drop everything for you."<br>
<br>
Simon's face flushes. "That's not... I didn't mean it like that."<br>
<br>
"She said it made her feel like you didn't respect what she does," you press gently. "That you treated her job like it was nothing."<br>
<br>
He looks at the floor. "I thought I was being spontaneous," he murmurs. "I just wanted to spend time with her." A long silence. "She actually said that? That I didn't respect it?"<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Simon" "Library">><<SimonPersuade 1>><<DialogueUnlock "Simon" "Marriage">><<set $SimonConversation += 1>><</link>>
<<case "LibraryAgree">>
"Maybe she does need to get her priorities in order," you say. "There's more to life than books."<br>
<br>
Simon lets out a breath he's been holding. "Finally. Someone who gets it." He relaxes against the desk. "I'm not saying she has to give it up. I just wanted her to see that there's a bigger life out there. A life we could have built together." He shakes his head. "But she chose the library over me. Every time."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Simon" "Library">><<SimonTrust 1>><<DialogueUnlock "Simon" "Marriage">><<DialogueUnlock "Simon" "BelittleFeelings">><<set $SimonConversation += 1>><</link>>
/* ============================================ */
/* CONV 2 TOPICS */
/* ============================================ */
<<case "FamilyArgument">>
"Tell me about the argument Claire had with your father," you say.<br>
<br>
Simon exhales slowly. "It was at a family dinner. My parents invited us over. Everything was fine until the conversation turned to politics."<br>
<br>
"What kind of politics?"<br>
<br>
"My father said something about the role of women in the household." He rolls his eyes, but there's no humour in it. "I know. I know how that sounds. He's from a different era."<br>
<br>
"And Claire didn't let it go?"<br>
<br>
He leans against the desk. "She went at him. Tore his argument apart. In his own home, at his own table." He pauses. "My father mentioned my ex afterwards. Said he preferred her. And honestly? I could see why." He glances at you. "I argued for Claire at the time. Told him she was just passionate. So don't say I never stood up for her."<br>
<br>
<<ActionsHeader>>
<<CompulsionCheck "CitizenCharlton">>
<<if _CompulsionCheck is true>>
<s>Tell him that maybe his father should have backed down</s> - <i>His father is an elder. He deserves respect.</i><br>
<<else>>
<<link "Tell him that maybe his father should have backed down" "SimonDialogue">><<set $SimonDialogue to "FamilyArgumentChallenge">><</link>><br>
<</if>>
<<link "Tell him that she should have let it go" "SimonDialogue">><<Feminity 1>><<set $SimonDialogue to "FamilyArgumentAgree">><</link>><br>
<<case "FamilyArgumentChallenge">>
"You said your father brought up women's roles," you say. "And then got angry when a woman disagreed?"<br>
<br>
<<SimonTrustCheck>>
<<if _SimonTrustCheck is 0>>
Simon's eyes flash. "It wasn't like that. He was just sharing his views."<br>
<br>
"In front of his son's girlfriend. About her place in the world."<br>
<br>
"Don't talk about my father like that." His tone goes cold. "He's an old man with old views. That doesn't make him the villain."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Simon" "FamilyArgument">><<DialogueUnlock "Simon" "SimonsEx">><<set $SimonConversation += 1>><</link>>
<<else>>
Simon's eyes flash. "It wasn't like that. He was just sharing his views."<br>
<br>
"In front of his son's girlfriend. About her place in the world."<br>
<br>
He stiffens. "He was just making conversation."<br>
<br>
"And when she made conversation back, what happened?"<br>
<br>
Simon's mouth opens. Then closes. "He did start it," he concedes quietly. "He always starts it." His voice drops. "I suppose I've spent so long keeping the peace that I forgot who was breaking it."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Simon" "FamilyArgument">><<SimonPersuade 1>><<DialogueUnlock "Simon" "SimonsEx">><<set $SimonConversation += 1>><</link>>
<</if>>
<<case "FamilyArgumentAgree">>
"Sometimes it's not worth the fight," you say. "She should have let it go for your sake."<br>
<br>
Simon nods gratefully. "That's what I thought. Just bite your tongue for one evening. Is that so much to ask?" He folds his arms. "She always had to make a point. Always had to be right. Even about what she wore."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Simon" "FamilyArgument">><<SimonTrust 1>><<DialogueUnlock "Simon" "SimonsEx">><<DialogueUnlock "Simon" "ClairesOutfit">><<set $SimonConversation += 1>><</link>>
<<case "Anger">>
"Why are you so angry?" you ask. "This seems like more than a breakup."<br>
<br>
Simon bristles. "I'm not angry."<br>
<br>
You wait.<br>
<br>
His shoulders sag. "I don't know," he admits. "I've never been like this. I'm a doctor. I'm supposed to be in control." He stares at his hands. "I tore up some of the flower beds in the town square the other day. Just ripped them out of the ground."<br>
<br>
"Why?"<br>
<br>
"Because I saw Claire walking towards the library and she didn't even look at me." His voice tightens. "And then she stopped to talk to that plumber. Clive. Laughing and giggling." He clenches his jaw. "She doesn't know how she makes me do these things."<br>
<br>
<<ActionsHeader>>
<<link "Tell him that it's him that does it, not Claire" "SimonDialogue">><<set $SimonDialogue to "AngerChallenge">><</link>><br>
<<link "Say he is justified in being angry" "SimonDialogue">><<Greedy 1>><<set $SimonDialogue to "AngerAgree">><</link>><br>
<<case "AngerChallenge">>
"You said she makes you do these things," you say. "But she wasn't there when you tore up those flowers."<br>
<br>
<<SimonTrustCheck>>
<<if _SimonTrustCheck is 0>>
"She might as well have been," Simon snaps.<br>
<br>
"Plants in a public space, Simon. Because you saw someone walk past."<br>
<br>
He laughs, but it's bitter and sharp. "She doesn't know how she makes me do these things." He repeats it like a mantra. Like saying it enough will make it true.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Simon" "Anger">><<DialogueUnlock "Simon" "CliveAndClaire">><<set $SimonConversation += 1>><</link>>
<<else>>
"She might as well have been," Simon snaps.<br>
<br>
"Plants in a public space, Simon. Because you saw someone walk past."<br>
<br>
"It wasn't just walking past. She didn't even look at me. Like I was nothing."<br>
<br>
"And tearing up someone's flowers fixed that?"<br>
<br>
He stares at you. Then looks down at his own hands. The anger drains from his face.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Simon" "Anger">><<SimonPersuade 1>><<DialogueUnlock "Simon" "CliveAndClaire">><<set $SimonConversation += 1>><</link>>
<</if>>
<<case "AngerAgree">>
"Anyone would be angry," you say. "She's put you through a lot."<br>
<br>
Simon nods vigorously. "She has. People don't see that side of it. They see the heartbroken man and think I'm the problem. But she did this. She made me like this." He jabs a finger in the air. "Walking past me like I don't exist. Talking to other men right in front of me."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Simon" "Anger">><<SimonTrust 1>><<DialogueUnlock "Simon" "CliveAndClaire">><<DialogueUnlock "Simon" "ClairesOutfit">><<set $SimonConversation += 1>><</link>>
<<case "BreakUpNight">>
"Tell me about the night Claire broke up with you," you say.<br>
<br>
Simon's face goes blank. The anger leaves him entirely, replaced by something hollow. "It was a Tuesday. I was cooking dinner for her. Lamb chops. Her favourite."<br>
<br>
"What happened?"<br>
<br>
"She came in. Sat me down on the sofa." He stares past you. "I thought she wanted to talk about our weekend plans. Instead, right in the middle of me telling her about my day, she said it was over."<br>
<br>
"Just like that?"<br>
<br>
He swallows. "Just like that. No tears. No hesitation. Her mind was already made up before she walked through the door." His voice cracks. "I tried to make her see reason. But she wasn't listening." He clenches his fists. "She said I was stupid. Me. A doctor. Stupid."<br>
<br>
<<ActionsHeader>>
<<CompulsionCheck "CitizenCharlton">>
<<if _CompulsionCheck is true>>
<s>Tell him you can't force someone to stay in a relationship</s> - <i>A doctor knows what's best. She should have listened to reason.</i><br>
<<else>>
<<link "Tell him you can't force someone to stay in a relationship" "SimonDialogue">><<set $SimonDialogue to "BreakUpChallenge">><</link>><br>
<</if>>
<<link "Say she should have given him more respect" "SimonDialogue">><<Assertive -1>><<set $SimonDialogue to "BreakUpAgree">><</link>><br>
<<case "BreakUpChallenge">>
"She'd already made up her mind before she walked through the door," you say. "You said so yourself."<br>
<br>
<<SimonTrustCheck>>
<<if _SimonTrustCheck is 0>>
"So what? I'm just supposed to accept it?"<br>
<br>
"If someone's mind is made up, no amount of reasoning is going to change it."<br>
<br>
"That's all anyone says," he mutters. "What about what I want?" He stares past you at the double doors. "If I could just talk to her one more time. That's all I need. One more chance."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Simon" "BreakUpNight">><<DialogueUnlock "Simon" "Intelligence">><<set $SimonConversation += 1>><</link>>
<<else>>
"So what? I'm just supposed to accept it?"<br>
<br>
"You said she sat you down calmly. That she was clear. What part of that sounds like someone who hasn't thought it through?"<br>
<br>
He clenches his fists. "She didn't give me a chance to change her mind."<br>
<br>
"Maybe that's because her mind wasn't yours to change."<br>
<br>
Simon stares at you for a long time. His chest rises and falls. "I keep thinking I could have said something different," he whispers. His eyes are wet.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Simon" "BreakUpNight">><<SimonPersuade 1>><<DialogueUnlock "Simon" "Intelligence">><<set $SimonConversation += 1>><</link>>
<</if>>
<<case "BreakUpAgree">>
"She could have at least given you the respect of a proper conversation," you say. "Not just ambushing you like that."<br>
<br>
Simon's eyes widen with gratitude. "That's what I've been saying. That's all I wanted. A conversation. Not a verdict." He shakes his head. "She always did things her way. On her terms. Never once asked me how I felt about it."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Simon" "BreakUpNight">><<SimonTrust 1>><<DialogueUnlock "Simon" "Intelligence">><<DialogueUnlock "Simon" "ClairesOutfit">><<set $SimonConversation += 1>><</link>>
<<case "BelittleFeelings">>
"You said Claire belittled your feelings," you say. "What did she do?"<br>
<br>
Simon's lips press into a thin line. "Every time I tried to tell her how I felt, she'd shut me down. Not with anger. Worse. With this look." He mimics pushing up invisible glasses. "Like I was a patient telling her about symptoms she'd already diagnosed."<br>
<br>
"What did she say?"<br>
<br>
"That I needed to be more emotionally intelligent." He throws his hands up. "But she hates men who bottle things up. Says she can't stand the blokey types. So what am I supposed to do? The moment I try to be honest, she tells me I'm doing it wrong."<br>
<br>
<<ActionsHeader>>
<<link "Tell him emotional intelligence isn't just about expressing feelings" "SimonDialogue">><<set $SimonDialogue to "BelittleChallenge">><</link>><br>
<<link "Say she seems hard work" "SimonDialogue">><<Assertive -1>><<set $SimonDialogue to "BelittleAgree">><</link>><br>
<<case "BelittleChallenge">>
"When she said emotionally intelligent," you say, "do you think she meant something different from what you heard?"<br>
<br>
<<SimonTrustCheck>>
<<if _SimonTrustCheck is 0>>
Simon's eyes narrow. "She meant I was stupid. That's what she meant."<br>
<br>
"Or maybe she meant you weren't listening to what she was feeling. Just telling her what you were feeling."<br>
<br>
"So now you're taking her side too." His jaw tightens. "I opened up to her. And she made me feel small for it. That's all there is to it."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Simon" "BelittleFeelings">><<DialogueUnlock "Simon" "MasculineMen">><<set $SimonConversation += 1>><</link>>
<<else>>
Simon's eyes narrow. "She meant I was stupid. That's what she meant."<br>
<br>
"Or maybe she meant you weren't listening to what she was feeling. Just telling her what you were feeling."<br>
<br>
"I was being honest. Isn't that what you're supposed to do?"<br>
<br>
"Being honest about your feelings isn't the same as understanding hers."<br>
<br>
He goes quiet. His jaw works silently. "I never asked her what she was feeling," he says eventually. "Not once during any of those arguments." He looks at the floor.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Simon" "BelittleFeelings">><<SimonPersuade 1>><<DialogueUnlock "Simon" "MasculineMen">><<set $SimonConversation += 1>><</link>>
<</if>>
<<case "BelittleAgree">>
"She does sound like hard work," you say. "You can't win if the goalposts keep moving."<br>
<br>
Simon exhales with relief. "That's exactly what it's like. Nothing I did was right. Be sensitive, but not like that. Express yourself, but not that way." He shakes his head bitterly. "Even what she wore was designed to aggravate me."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Simon" "BelittleFeelings">><<SimonTrust 1>><<DialogueUnlock "Simon" "MasculineMen">><<DialogueUnlock "Simon" "ClairesOutfit">><<set $SimonConversation += 1>><</link>>
<<case "Marriage">>
"You mentioned wanting to settle down," you say. "Were you going to propose?"<br>
<br>
Simon's expression shifts. For the first time, the anger isn't the loudest thing on his face. "I had it all planned."<br>
<br>
"What were you going to do?"<br>
<br>
"Take her to this spot in the countryside. Overlooking the town. Pack a picnic basket from Fresh Pot, her favourite coffee place." His voice softens. "Get down on one knee right there. I'd been carrying the ring around for weeks, waiting for the right moment."<br>
<br>
<<if $current.avatar is "Charli">>
You picture it. The countryside. The sunset. His knee in the grass. His hands are large and his fingers are long. You imagine one of them sliding a ring onto yours and feel heat rush to your cheeks.<br>
<br>
<I>He's talking about proposing to another woman. Try to keep up.</I><br>
<br>
<</if>>
"What happened?"<br>
<br>
He looks at his hands. "She never gave me the chance. Ended it before I could even ask."<br>
<br>
<<ActionsHeader>>
<<CompulsionCheck "BoyCrazy">>
<<if _CompulsionCheck is true>>
<s>Tell him that there's more to relationships than romantic gestures</s> - <i>He was going to propose? That's so romantic. You can't argue with that.</i><br>
<<else>>
<<link "Tell him that there's more to relationships than romantic gestures" "SimonDialogue">><<set $SimonDialogue to "MarriageChallenge">><</link>><br>
<</if>>
<<link "Say that sounds like a lovely idea" "SimonDialogue">><<Feminity 1>><<set $SimonDialogue to "MarriageAgree">><</link>><br>
<<case "MarriageChallenge">>
"Would a proposal have fixed the things you've been telling me about?" you ask.<br>
<br>
<<SimonTrustCheck>>
<<if _SimonTrustCheck is 0>>
"It would have shown her I was serious."<br>
<br>
"Were the arguments going to stop because she had a ring on her finger?"<br>
<br>
"You're unbelievable," Simon mutters. His hand goes to his pocket, touching the outline of something small. "It would have worked. She just didn't give me the chance."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Simon" "Marriage">><<DialogueUnlock "Simon" "HowTheyMet">><<set $SimonConversation += 1>><</link>>
<<else>>
"It would have shown her I was serious."<br>
<br>
"Were the arguments going to stop because she had a ring on her finger?"<br>
<br>
"It would have been different. Marriage changes things."<br>
<br>
"Does it? Or would it have been the same problems with a ring on top?"<br>
<br>
Simon's hand goes to his pocket instinctively. He holds it there for a moment, then pulls it away. "I still carry the box," he says quietly.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Simon" "Marriage">><<SimonPersuade 1>><<DialogueUnlock "Simon" "HowTheyMet">><<set $SimonConversation += 1>><</link>>
<</if>>
<<case "MarriageAgree">>
"That sounds beautiful," you say. "She's missing out on something special."<br>
<br>
Simon smiles for the first time. It's small and sad, but it's there. "I thought so. I really thought she'd say yes." The smile fades. "I suppose it doesn't matter now. She made her choice." He fidgets with something in his pocket. "I still have the ring. Can't bring myself to return it."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Simon" "Marriage">><<SimonTrust 1>><<DialogueUnlock "Simon" "HowTheyMet">><<DialogueUnlock "Simon" "ClairesOutfit">><<set $SimonConversation += 1>><</link>>
/* ============================================ */
/* CONV 3 TOPICS */
/* ============================================ */
<<case "CliveAndClaire">>
"You mentioned Claire and Clive," you say. "What was that about?"<br>
<br>
Simon's expression darkens. "I saw them. In the town square."<br>
<br>
"Doing what?"<br>
<br>
"Talking. Laughing." He shrugs stiffly. "She always said she wasn't into men like that. The hands-on type. But there she was, giggling like a schoolgirl with a plumber."<br>
<br>
"Do you think something happened between them?"<br>
<br>
He folds his arms tightly. "No. I don't think so." He trails off. "But the way she looked at him. She never looked at me like that. Not near the end."<br>
<br>
<<ActionsHeader>>
<<CompulsionCheck "BoyCrazy">>
<<if _CompulsionCheck is true>>
<s>Tell him that men and women can just talk</s> - <i>If she was giggling and flirting, that's not just talking.</i><br>
<<else>>
<<link "Tell him that men and women can just talk" "SimonDialogue">><<set $SimonDialogue to "CliveChallenge">><</link>><br>
<</if>>
<<link "Say that sounds like she lied to him" "SimonDialogue">><<Greedy 1>><<set $SimonDialogue to "CliveAgree">><</link>><br>
<<case "CliveChallenge">>
"You said yourself nothing happened," you say. "She laughed at something he said. That's all."<br>
<br>
<<SimonTrustCheck>>
<<if _SimonTrustCheck lte 1>>
"You didn't see the way she looked at him."<br>
<br>
"Maybe she just enjoyed talking to someone who wasn't angry with her."<br>
<br>
Simon shakes his head. "That's not fair. I saw what I saw." His arms tighten across his chest. The jealousy has settled in like a certainty.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Simon" "CliveAndClaire">><<set $SimonConversation += 1>><</link>>
<<else>>
"You didn't see the way she looked at him."<br>
<br>
"Maybe she just enjoyed talking to someone who wasn't angry with her."<br>
<br>
Simon's jaw tightens. "That's not what it was."<br>
<br>
"You said yourself nothing happened. So what are you actually angry about? Her laughing?"<br>
<br>
He is quiet for a moment. He rubs his face. "I see things that aren't there now," he says slowly. "Everything she does, I'm looking for a reason to be angry." He exhales. "That's exhausting."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Simon" "CliveAndClaire">><<SimonPersuade 1>><<set $SimonConversation += 1>><</link>>
<</if>>
<<case "CliveAgree">>
"If she said she wasn't into men like that and then flirted with one in front of you," you say, "that's not exactly honest."<br>
<br>
Simon nods. "Thank you. That's all I'm saying."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Simon" "CliveAndClaire">><<SimonTrust 1>><<set $SimonConversation += 1>><</link>>
<<case "ClairesOutfit">>
"What was the issue with how Claire dressed?" you ask.<br>
<br>
Simon sighs. "She used to wear dungarees and trainers out in public."<br>
<br>
"What's wrong with that?"<br>
<br>
"Around the house, nothing. But out in town?" He shakes his head. "This place has unwritten rules. People notice. And when they noticed, I had to make excuses for her. 'She just put the washing on.' 'We're going for a walk later.'"<br>
<br>
"You made excuses for how your girlfriend dressed?"<br>
<br>
He looks uncomfortable. "I didn't want her to be someone she's not. I just wanted her to make a bit of effort. Is that so much?"<br>
<br>
<<ActionsHeader>>
<<CompulsionCheck "AllDolledUp">>
<<if _CompulsionCheck is true>>
<s>Tell him that she should decide what she wears</s> - <i>He has a point. You should always make an effort with how you look.</i><br>
<<else>>
<<link "Tell him that she should decide what she wears" "SimonDialogue">><<set $SimonDialogue to "OutfitChallenge">><</link>><br>
<</if>>
<<DialogueSpoken "Claire" "HowSheComesAcross">>
<<if _Discussed is true>><<link "[Claire's perspective] Tell him what Claire said about him being embarrassed by her" "SimonDialogue">><<set $SimonDialogue to "OutfitKnowledge">><</link>><br><</if>>
<<link "Say that must have been embarrassing" "SimonDialogue">><<Feminity 1>><<set $SimonDialogue to "OutfitAgree">><</link>><br>
<<case "OutfitChallenge">>
"You were making excuses to other people for what your girlfriend chose to wear," you say. "How do you think that made her feel?"<br>
<br>
<<SimonTrustCheck>>
<<if _SimonTrustCheck lte 1>>
"I was trying to protect her from what people would say."<br>
<br>
"Were you protecting her? Or protecting yourself?"<br>
<br>
He folds his arms. "You don't understand how this town works. People talk. And when they talk, it reflects on both of you."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Simon" "ClairesOutfit">><<set $SimonConversation += 1>><</link>>
<<else>>
"I was trying to protect her from what people would say."<br>
<br>
"Were you protecting her? Or protecting yourself?"<br>
<br>
He bristles. "Both. This town judges. You don't know what it's like."<br>
<br>
"Did she ask you to protect her from it?"<br>
<br>
Simon is quiet for a long time. "She wore this yellow sundress once," he says eventually. "When we first started going out. She looked beautiful." He swallows. "I never told her that."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Simon" "ClairesOutfit">><<SimonPersuade 1>><<set $SimonConversation += 1>><</link>>
<</if>>
<<case "OutfitKnowledge">>
"I spoke to Claire," you say. "She told me you used to make excuses for her in public. That it felt like you were embarrassed to be seen with her."<br>
<br>
The colour drains from Simon's face. "Embarrassed?" He shakes his head. "I wasn't embarrassed. I was trying to protect her from what people would say."<br>
<br>
"She didn't see it that way," you say quietly. "She said it made her feel like she wasn't good enough. Like she had to earn the right to stand next to you."<br>
<br>
Simon stares at you. His mouth moves but nothing comes out. When he finally speaks, his voice is hoarse. "I never wanted her to feel like that."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Simon" "ClairesOutfit">><<SimonPersuade 1>><<set $SimonConversation += 1>><</link>>
<<case "OutfitAgree">>
"That must have been awkward," you say. "Having to explain that to people."<br>
<br>
Simon looks grateful. "It was. You try introducing your girlfriend to the senior partners at the club when she's wearing dungarees. They're not going to take either of us seriously." He folds his arms. "All I wanted was for her to dress up once in a while. Like other women do."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Simon" "ClairesOutfit">><<SimonTrust 1>><<set $SimonConversation += 1>><</link>>
<<case "SimonsEx">>
"You mentioned your ex," you say. "What was she like?"<br>
<br>
Simon's cheeks colour. "She was a nurse. Here, actually. On the training program."<br>
<br>
<<if $current.avatar is "Charli">>
A nurse. On the training program. Just like Charli. You feel something tighten in your stomach that has nothing to do with the conversation. Your eyes trace the line of his jaw, the way his blush makes him look almost boyish.<br>
<br>
<I>Picturing yourself as the replacement already?</I><br>
<br>
<</if>>
"And she was different from Claire?"<br>
<br>
He clears his throat. "The opposite, really. Easy-going. Dressed well. Never started arguments." He raises his hands quickly. "I'm not saying I want Claire to be like her. I'm just saying, there's a middle ground. Is it so wrong to want a bit of both?"<br>
<br>
<<ActionsHeader>>
<<CompulsionCheck "AllDolledUp">>
<<if _CompulsionCheck is true>>
<s>Tell him that he should accept Claire for who she is</s> - <i>His ex dressed well and was carefree. That sounds like the right kind of woman.</i><br>
<<else>>
<<link "Tell him that he should accept Claire for who she is" "SimonDialogue">><<set $SimonDialogue to "ExChallenge">><</link>><br>
<</if>>
<<link "Say there's nothing wrong with that" "SimonDialogue">><<Feminity 1>><<set $SimonDialogue to "ExAgree">><</link>><br>
<<case "ExChallenge">>
"It sounds like you're describing two different women," you say. "One who was easy and one who was difficult. But those are the parts that didn't work for you. Not who they actually are."<br>
<br>
<<SimonTrustCheck>>
<<if _SimonTrustCheck lte 1>>
"I'm not comparing them," Simon says quickly.<br>
<br>
"You just did. Easy-going, dressed well, never argued. That's a list of things Claire isn't."<br>
<br>
His face closes off. "That's not what I meant. I just wish she'd been a bit more... accommodating." He says the word like it's reasonable. Like it's the least you could ask.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Simon" "SimonsEx">><<set $SimonConversation += 1>><</link>>
<<else>>
"I'm not comparing them," Simon says quickly.<br>
<br>
"You just did. Easy-going, dressed well, never argued. That's a list of things Claire isn't."<br>
<br>
He shifts uncomfortably. "I loved Claire for who she was."<br>
<br>
"But you just described everything you loved about someone else. Someone easier."<br>
<br>
Simon's blush deepens. He rubs the back of his neck. "Maybe that's the problem," he says quietly. "I kept wanting her to be something she wasn't."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Simon" "SimonsEx">><<SimonPersuade 1>><<set $SimonConversation += 1>><</link>>
<</if>>
<<case "ExAgree">>
"There's nothing wrong with wanting someone who makes life easier," you say.<br>
<br>
Simon relaxes. "I'm glad someone understands. I loved Claire. But loving someone shouldn't feel like going into battle every single day."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Simon" "SimonsEx">><<SimonTrust 1>><<set $SimonConversation += 1>><</link>>
<<case "Intelligence">>
"You mentioned Claire called you stupid," you say. "What was that about?"<br>
<br>
Simon's face hardens. "She didn't use that exact word."<br>
<br>
"What did she do?"<br>
<br>
"She used to look at me. When I'd say something about a book she'd read, or a film we'd watched. This look." He shakes his head. "She knows more about literature than I'll ever know. Fine. But I know more about medicine than she does. I didn't put her down for not being able to diagnose a condition."<br>
<br>
"What sort of look?"<br>
<br>
"Like I'd let her down." His voice rises slightly. "She'd ask me what I thought, and when I gave my honest opinion, she'd just stare at me. Like I wasn't enough."<br>
<br>
<<ActionsHeader>>
<<CompulsionCheck "Ditzy">>
<<if _CompulsionCheck is true>>
<s>Tell him it sounds like Claire just wanted him to take an interest</s> - <i>Books are boring anyway. She shouldn't expect everyone to care about that stuff.</i><br>
<<else>>
<<link "Tell him it sounds like Claire just wanted him to take an interest" "SimonDialogue">><<set $SimonDialogue to "IntelligenceChallenge">><</link>><br>
<</if>>
<<link "Say that's a double standard" "SimonDialogue">><<Assertive -1>><<set $SimonDialogue to "IntelligenceAgree">><</link>><br>
<<case "IntelligenceChallenge">>
"Did she actually call you stupid? Or did she want you to show an interest in the things she cared about?"<br>
<br>
<<SimonTrustCheck>>
<<if _SimonTrustCheck lte 1>>
"I did show an interest," Simon insists.<br>
<br>
"You said she asked your opinion and you gave it. Did you ever ask about hers?"<br>
<br>
His voice wavers. "She just set the bar so high that no one could reach it." He folds his arms. "I'm a doctor. That should be enough."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Simon" "Intelligence">><<set $SimonConversation += 1>><</link>>
<<else>>
"I did show an interest," Simon insists.<br>
<br>
"You said she asked your opinion and you gave it. Did you ever ask about hers?"<br>
<br>
"Of course I did. We talked all the time."<br>
<br>
"About what she cared about? Or about what you cared about?"<br>
<br>
Simon pauses. He opens his mouth, then closes it. "She did give me a book once," he says slowly. "Early on. Said it was her favourite. I told her I'd read it." He swallows. "I never did." He stares at the floor.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Simon" "Intelligence">><<SimonPersuade 1>><<set $SimonConversation += 1>><</link>>
<</if>>
<<case "IntelligenceAgree">>
"That is a double standard," you say. "She can't complain about intelligence and then make you feel stupid for not knowing about books."<br>
<br>
Simon points at you. "Exactly. That's what drove me mad. She wanted me to be smart, but only in the ways she approved of."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Simon" "Intelligence">><<SimonTrust 1>><<set $SimonConversation += 1>><</link>>
<<case "MasculineMen">>
"What did you mean about Claire and blokey men?" you ask.<br>
<br>
Simon shifts on his feet. "She used to make comments. About men in town. The ones who work with their hands, the gym types."<br>
<br>
"What kind of comments?"<br>
<br>
"Put them down. Said they were all surface, no depth." He tightens his jaw. "But I saw the way she looked at them when we were out."<br>
<br>
<<if $current.avatar is "Charli">>
His jaw tightens as he talks. You find your eyes drawn to the cords of muscle in his neck. He keeps in shape. You can tell, even under the white coat. You catch yourself imagining what he looks like underneath it and force your gaze back to his eyes.<br>
<br>
<I>He's telling you his girlfriend checked out other men. And you're doing the same thing.</I><br>
<br>
<</if>>
"And that bothered you?"<br>
<br>
"I keep in shape," he continues. "But apparently I'm not the right type. She wanted a man who read poetry and had calloused hands. I'm neither." He snorts. "You can't win."<br>
<br>
<<ActionsHeader>>
<<CompulsionCheck "BoyCrazy">>
<<if _CompulsionCheck is true>>
<s>Tell him it's healthy for people to look, even in a relationship</s> - <i>Of course she looked. Who wouldn't?</i><br>
<<else>>
<<link "Tell him it's healthy for people to look, even in a relationship" "SimonDialogue">><<set $SimonDialogue to "MasculineChallenge">><</link>><br>
<</if>>
<<link "Say she wasn't honest with him" "SimonDialogue">><<Greedy 1>><<set $SimonDialogue to "MasculineAgree">><</link>><br>
<<case "MasculineChallenge">>
"You said she put those men down," you say. "Called them all surface. That doesn't sound like someone who was interested in them."<br>
<br>
<<SimonTrustCheck>>
<<if _SimonTrustCheck lte 1>>
"You didn't see the way she looked at them."<br>
<br>
"People glance, Simon. It doesn't mean anything."<br>
<br>
He shakes his head. "You weren't there. I keep in shape. I look after myself. But apparently that's not enough either."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Simon" "MasculineMen">><<set $SimonConversation += 1>><</link>>
<<else>>
"You didn't see the way she looked at them."<br>
<br>
"People glance, Simon. Have you never noticed someone walking past?"<br>
<br>
He shifts on his feet. "That's different."<br>
<br>
"Is it? She said those men were all surface. That doesn't sound like someone who wanted them. It sounds like someone who was trying not to."<br>
<br>
He runs a hand over his face. "Maybe I was looking for reasons to be insecure." He glances down at himself.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Simon" "MasculineMen">><<SimonPersuade 1>><<set $SimonConversation += 1>><</link>>
<</if>>
<<case "MasculineAgree">>
"If she said one thing and did another," you say, "she wasn't being straight with you."<br>
<br>
Simon nods, though there's less fire in it than before. "That's what bothers me most. The dishonesty."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Simon" "MasculineMen">><<SimonTrust 1>><<set $SimonConversation += 1>><</link>>
<<case "HowTheyMet">>
"How did you two meet?" you ask.<br>
<br>
Simon's expression softens in spite of himself. "Fresh Pot. The coffee place."<br>
<br>
"You were regulars?"<br>
<br>
"I kept running into her getting my morning coffee." He almost smiles. "She was playful. Funny. Had this way of looking at you over the top of her glasses that made you feel like the most interesting person in the room."<br>
<br>
<<if $current.avatar is "Charli">>
The idea of a man showing up day after day, just to see you. Making excuses to be near you. Something tightens low in your stomach and you have to shift your weight to cover the reaction.<br>
<br>
<I>He's describing how he wore down the last one. Pay attention.</I><br>
<br>
<</if>>
"How long before you started seeing each other?"<br>
<br>
His smile fades. "A while. She kept deflecting. But I was persistent." He stares at the floor. "If I'd known how it would end, I wouldn't have bothered."<br>
<br>
<<ActionsHeader>>
<<link "Tell him that you shouldn't have to wear someone down" "SimonDialogue">><<set $SimonDialogue to "HowMetChallenge">><</link>><br>
<<link "Say you're sorry for the way it turned out" "SimonDialogue">><<Greedy -1>><<set $SimonDialogue to "HowMetAgree">><</link>><br>
<<case "HowMetChallenge">>
"You said she kept deflecting," you say. "How many times did she say no before she said yes?"<br>
<br>
<<SimonTrustCheck>>
<<if _SimonTrustCheck lte 1>>
"She said yes in the end. That's what matters."<br>
<br>
"Is it? Or was she just tired of saying no?"<br>
<br>
Simon's face closes off. "She said yes in the end. That's romance. That's how it works. You don't give up on someone you care about."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Simon" "HowTheyMet">><<set $SimonConversation += 1>><</link>>
<<else>>
"She said yes in the end. That's what matters."<br>
<br>
"Is it? Or was she just tired of saying no?"<br>
<br>
"That's not..." He trails off. "I was showing her I cared."<br>
<br>
"How many times did she deflect before you got your answer?"<br>
<br>
Simon stares at the floor for a long time. "She did say no at first," he murmurs. "More than once." Something shifts behind his eyes.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Simon" "HowTheyMet">><<SimonPersuade 1>><<set $SimonConversation += 1>><</link>>
<</if>>
<<case "HowMetAgree">>
"I'm sorry it turned out this way," you say. "It sounds like it meant a lot to you."<br>
<br>
Simon nods slowly. "It did," he says softly. "She was the first person who made me feel like Charlton wasn't the whole world. Even if she never wanted to leave it." His voice is barely a whisper. "I just wish I could change her."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Simon" "HowTheyMet">><<SimonTrust 1>><<set $SimonConversation += 1>><</link>>
/* ============================================ */
/* FINAL PERSUASION */
/* ============================================ */
<<case "FinalPersuasion">>
"Simon," you say. "You need to let her go."<br>
<br>
He stiffens. "I don't want to."<br>
<br>
"I know," you say. "But think about everything you've told me. The sleepless nights. The anger. Tearing up a man's garden because you saw her walk past. Standing outside her house in the dark." You hold his gaze. "Is this who you want to be?"<br>
<br>
He says nothing. You press on.<br>
<br>
"She made her decision. And I know it hurts. But you can't make someone love you by refusing to let go. You're not going to change her mind. You're just going to destroy yourself trying."<br>
<br>
<<SimonPersuaded>>
<<if _SimonPersuaded is true>>
Simon is quiet for a long time. The lobby clock ticks in the silence.<br>
<br>
"You're right," he says finally. His voice is raw. "I've been so busy trying to win her back that I haven't stopped to ask whether I should." He rubs his eyes with his thumb and forefinger. "She's not coming back. Is she?"<br>
<br>
You shake your head gently.<br>
<br>
He takes a deep, shuddering breath. "I need to stop. All of it." He looks at you, and for the first time his eyes are clear. Pained, but clear. "Thank you. For listening. For not just telling me what I wanted to hear."<br>
<br>
There is a pause. He straightens his coat, composing himself. "I should get back to my patients," he says. "Greenwood's probably throwing pills at the wall by now."<br>
<br>
<<ActionsHeader>>
<<link "Return to the lobby" "CharltonCarePavilionLobby">><<EndConversation "Simon">><<ChangePersonalityStateNPC "Simon" "Humbled">><<QuestTracker "Quest37" 1>><<TimeChange>><<SimonConversationCleanup>><</link>>
<<else>>
Simon shakes his head. "No. I'm not giving up on her. I know I can fix this. She just needs to hear me out. She needs to understand." His fists clench at his sides. "Watch me. I'll find a way."<br>
<br>
You look at him and see a man who isn't ready. Maybe he'll get there. But not today. Not from you.<br>
<br>
There is a pause. He straightens his coat. "I should get back," he says. "I've wasted enough time down here."<br>
<br>
<<ActionsHeader>>
<<link "Return to the lobby" "CharltonCarePavilionLobby">><<EndConversation "Simon">><<QuestTracker "Quest37" 1>><<TimeChange>><<SimonConversationCleanup>><</link>>
<</if>>
<</switch>><<widget "SimonTrust">>
<<if $SimonTrust is undefined>><<set $SimonTrust to 0>><</if>>
<<set $SimonTrust += Number(_args[0])>>
<</widget>>
<<widget "SimonTrustCheck">>
<<if $SimonTrust is undefined>><<set _SimonTrustCheck to 0>><<else>><<set _SimonTrustCheck to $SimonTrust>><</if>>
<</widget>>
<<widget "SimonPersuade">>
<<if $SimonPersuade is undefined>><<set $SimonPersuade to 0>><</if>>
<<set $SimonPersuade += Number(_args[0])>>
<</widget>>
<<widget "SimonPersuadeCheck">>
<<if $SimonPersuade is undefined>><<set _SimonPersuadeCheck to 0>><<else>><<set _SimonPersuadeCheck to $SimonPersuade>><</if>>
<</widget>>
<<widget "SimonConversationCleanup">>
<<set $SimonTrust to undefined>>
<<set $SimonPersuade to undefined>>
<<set $SimonConversation to undefined>>
<</widget>>
<<widget "SimonPersuaded">>
<<set _SimonPersuaded to false>>
<<SimonPersuadeCheck>>
<<if _SimonPersuadeCheck gte 4>>
<<set _SimonPersuaded to true>>
<<elseif _SimonPersuadeCheck is 3>>
<<set _roll to random(1, 4)>>
<<if _roll gte 2>><<set _SimonPersuaded to true>><</if>>
<<elseif _SimonPersuadeCheck is 2>>
<<set _roll to random(1, 4)>>
<<if _roll gte 3>><<set _SimonPersuaded to true>><</if>>
<<elseif _SimonPersuadeCheck is 1>>
<<set _roll to random(1, 4)>>
<<if _roll gte 4>><<set _SimonPersuaded to true>><</if>>
<</if>>
<</widget>><<set $ConversationRoot = passage()>>
<<switch $SiobhanDialogue>>
<<case "WhoSheIs">>
You narrow your eyes in the dim halo of the lamp. "Who are you?"<br>
<br>
For a long moment, she says nothing. Then she leans forward, voice low and teasing. "I’m the shadow at the edge of your questions. The whisper you almost catch but never quite hear." Her smile gleams in the street light. "Or just a mouth that never quits. What’s in a name, anyway?"<br>
<Br>
When you press, your voice is firmer. "Tell me."<br>
<br>
She sighs. "You can call me Siobhan. By trade, I work at the carnival. Joined them a few years back when they toured up north. But to you, that doesn’t matter. I’m help, if you want it."<Br>
<br>
You lift an eyebrow. "And why are you helping me?"<Br>
<br>
Her smile widens, unsettling and knowing. She folds her arms beneath the tattered shawl at her shoulders. "Magic isn’t meant to be kept chained up for them toffs and well-connected lot. There’s a whole world out there that can help folk like you. I’m here to free it. If you’ll let me."<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>><br>
<<case "MeanHelp">>
Siobhan’s grin quirks sharper when you ask, "What do you mean by help?"<Br>
<br>
She lets the silence press in, then leans close, voice low. "Help’s a wee window into what they’ll nae speak of. Visions you can’t get by pryin’ at their tongues. I’ve got trinkets that’ll pry open the nights they’d rather forget and show you what lingered afterwards."<Br>
<Br>
<<if $Quest21Confrontation.includes("Annie") and $Quest21Confrontation.includes("Jennifer")>>
"Talked to both of ’em, have ya? Neither gave you what you came for. Ye want to know what happened? Understand Jennifer? Or help Annie remember? Annie can’t recall, and Jennifer won’t confess. But ye needn’t beg ’em. Ye can see it yerself… and set their memories free. Choose: the careful one or the broken one."<Br>
<br>
With a graceful flick, she produces a small tin from her clothes and snaps it open. Inside lie two delicate leaf cuttings, each pulsing with a faint, otherworldly light. One is brittle and torn, its edges jagged as though fractured; the other is a perfect maple leaf, its veins glowing like living runes.<Br>
<br>
"Only one," she whispers. "Ye have to decide."<Br>
<<elseif $Quest21Confrontation.includes("Annie")>>
"Talked to the blonde one, have ya? Ye want to know what happened? Help Annie remember? Ye needn’t beg her. Ye can see it yerself… and set her memories free."<Br>
<br>
With a graceful flick, she produces a small tin from her clothes and snaps it open. Inside lies a single leaf cutting, pulsing with faint, otherworldly light. It’s brittle and torn, edges jagged as though fractured.<Br>
<br>
"Or," she adds, voice soft as moth wings. "You can try talking to the brunette. See if she’ll shed any light herself. And if she won’t… I can help you there too. But you’ll have to choose: the broken one or the careful one. And only one. Ye have to decide."<Br>
<<elseif $Quest21Confrontation.includes("Jennifer")>>
"Talked to the brunette, have ya? Ye want to know what happened? Help Jennifer confess? Ye needn’t beg her. Ye can see it yerself… and set her memories free."<Br>
<br>
With a graceful flick, she produces a small tin from her clothes and snaps it open. Inside lies a single leaf cutting, pulsing with faint, otherworldly light. It’s a perfect maple leaf, its veins glowing like living runes.<Br>
<br>
"Or," she murmurs, "you can seek out the blonde. See if her memories might surface. And if she stays silent… I can help you there too. But you’ll have to choose: the careful one or the broken one. And only one. Ye have to decide."<Br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>><br>
<<case "AnnieJennifer">>
You draw in a steadying breath. "What do you know about Annie and Jennifer?"<Br>
<br>
Siobhan’s lips twitch into a half-smile. She leans back, eyes hooded. "Names are easy. What’s behind ’em is the hard part. And both those girls are steeped in denial, aye?" She lets the words hang, then adds softly, "Denial’s a cosy bed, but it never heals."<Br>
<br>
You sigh, but press her further. "Come on. Tell me about Jennifer."<br>
<br>
She titters, watching you. "That lass ’as built walls around ’er memories. Stone and mortar she reckoned kept the past at bay. She buries what she did so deep, even she can’t unearth it."<br>
<br>
"And Annie?" you try.<br>
<br>
Siobhan’s lips curve with a trace of sorrow. "Annie laughed like sunshine ’til the school gates shut ’er in. She’s trapped behind those gates. Detention’s a cruel cage, that. And she can’t find her way out."<br>
<br>
Your heart pounds. "So you know what happened to her at school?"<br>
<Br>
She steps closer, the lamplight dancing on her clothes. "Let’s just say the night spoke in tongues she couldn’t refuse." She pauses, voice dropping to a whisper. "That’s why I’m here. To give you the key to their secrets. But only if you’ll take it."<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>><br>
<<case "WhatCuttings">>
You raise an eyebrow at the tin and ask, "This is magic, isn't it?"<Br>
<br>
Siobhan lets the tin rest in her palm, eyes dark with knowing. "Better," she says softly. "Memory."<br>
<br>
"Not theirs, no," she continues. "Not anymore. But memories leave traces. And magic knows how to look for them."<Br>
<br>
You swallow and whisper, "Is it safe?"<br>
<br>
Her lips curve into that unsettling smile. "Depends what ye mean by safe. Your mind’ll survive… Your self? Mostly."<br>
<br>
She snaps the lid shut. "When ye sleep, slip it beneath your pillow. Ye’ll dream, but the dream’ll be more than a dream."<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>><br>
<<case "ChooseCutting">>
"Okay," you say. "I accept your help."<br>
<br>
<<if $Quest21Confrontation.includes("Annie") and $Quest21Confrontation.includes("Jennifer")>>
Siobhan tilts the tin toward you, her gaunt fingers splayed. Inside, two cuttings glow faintly: one brittle and splintered, the other whole and unfurled. She locks eyes with you. "One’s Annie’s memories, brittle and splintered. The other’s Jennifer’s, careful and guarded. You only get one."<br>
<<elseif $Quest21Confrontation.includes("Annie")>>
Siobhan tilts the tin toward you, her gaunt fingers splayed. A single leaf cutting glows faintly, brittle and splintered. She meets your gaze. "This here’s Annie’s memories, broken and hidden. Once you take it, there’s no turnin’ back."<br>
<<elseif $Quest21Confrontation.includes("Jennifer")>>
Siobhan tilts the tin toward you, her gaunt fingers splayed. A single perfect leaf cutting glows faintly, whole and unfurled. She holds your eyes. "This one's Jennifer's memories, careful and guarded. Once you choose it, there’s no turnin’ back."<br>
<</if>>
<br>
<<ActionsHeader>>
<<if $Quest21Confrontation.includes("Annie")>><<link "Take Annie’s leaf" "SiobhanDialogue">><<set $SiobhanDialogue to "AnnieLeaf">><<TakeObjectNPC "Siobhan" "AnnieLeaf">><<DialogueDone "Siobhan" "LeafTaken">><</link>><br><</if>>
<<if $Quest21Confrontation.includes("Jennifer")>><<link "Take Jennifer’s leaf" "SiobhanDialogue">><<set $SiobhanDialogue to "JenniferLeaf">><<TakeObjectNPC "Siobhan" "JenniferLeaf">><<DialogueDone "Siobhan" "LeafTaken">><</link>><br><</if>>
<<link "Decline to take a leaf" "SiobhanDialogue">><<set $SiobhanDialogue to "DeclineHelp">><</link>><br>
<<case "AnnieLeaf">>
You reach into the tin and lift the brittle, splintered leaf between your fingers. Its jagged edges press into your skin, and a low hum of magic vibrates through the cutting, sending warmth up your arm.<br>
<Br>
Siobhan’s voice drifts on the air: "Be in her form when you sleep. Let the dream carry you into her lost memories." Before you can speak, her shape walks back into the shadows. You step forward to where she was, but she’s gone. <Br>
<br>
<<ActionsHeader>>
<<link "Return to your street" "YourStreet">><<EndConversation "Siobhan">><<set $TempSiobhanKnown to false>><<QuestOptionComplete "Quest21" 5 "mysterious_woman">><<QuestTracker "Quest21" 6>><</link>><br>
<<case "JenniferLeaf">>
You carefully pluck the perfect, rune-veined maple leaf from the tin. A surge of energy pulses through the cutting, as though the magic inside is waking at your touch. <br>
<br>
Siobhan’s whisper flutters on the night breeze: "Slip this beneath your pillow in her form. The dream will show you what she will not speak." <Br>
<br>
You blink, but when you look up, her shape walks back into the shadows. You step forward to where she was, but she’s gone. <Br>
<br>
<<ActionsHeader>>
<<link "Return to your street" "YourStreet">><<EndConversation "Siobhan">><<set $TempSiobhanKnown to false>><<QuestOptionComplete "Quest21" 5 "mysterious_woman">><<QuestTracker "Quest21" 6>><</link>><br>
<<case "DeclineHelp">>
You shake your head. "I’d rather sort this on my own."<Br>
<Br>
Siobhan’s eyes flash, almost containing disappointment or even frustration. But she checks it at once, lips tightening into that familiar, knowing smile.<br>
<Br>
<<InventoryCheckSelf "SiobhanBell">>
<<if _InventoryCheckSelf is true>>
She lets out a soft huff. "Ye really think ye can do this without any help?" Her mask slips back into place. "Fine, then. You know where to find me." She nods once. "If ever you change your mind, ring the bell outside your door. I’ll come when you’ve come to your senses."<Br>
<br>
Her bright eyes hold yours for a heartbeat longer before she steps back into the gloom, leaving you with only the echo of her promise.<br>
<br>
<<ActionsHeader>>
<<link "Return to your street" "YourStreet">><<EndConversation "Siobhan">><</link>><br>
<<else>>
She arches an eyebrow, sighing. "Ye still reckon ye can go it alone?"<Br>
<br>
After a pause, her fingers slip inside her tattered shawl. From the shadows she draws a small, silver bell. Its handle is shaped like a curled leaf. She holds it out. "When you decide you need me, ring this at your gate under cover of night. I’ll come running. Offer’s still open… for now."<br>
<<if $TempSiobhanKnown is true>>
<br>
"Not at the carnival?" you ask. "What's the matter? Roseli not aware of this deal?"<br>
<Br>
Siobhan titters, watching you. "'course she does. But sommin' like this, you keep separate from the magics out there. Don't want those things sensing prey, do we?"<br>
<</if>>
<br>
Her bright eyes hold yours for a heartbeat longer before she steps back into the gloom, leaving you with only the echo of her promise.<br>
<br>
<<ActionsHeader>>
<<link "Return to your street" "YourStreet">><<EndConversation "Siobhan">><<set $TempSiobhanKnown to false>><<TakeObjectNPC "Siobhan" "SiobhanBell">><<QuestOptionUnlock "Quest21" 5 "mysterious_woman">><</link>><br>
<</if>>
<<case "RoseliAsk">>
"Roseli told me to have some fun at the carnival," you tell her. "She asked me to tell her who I was." <br>
<Br>
Siobhan raises an eyebrow. "Not satisfied with just a name?" she asks, grinning. You don’t need to tell her the answer.<br>
<br>
"Carnival knows nought about yer," she says. Her mouth open, flicking a top tooth with her tongue. "Whatever yer bring in, that’s what you’ll find."<br>
<br>
You balk your head, smirking. "Come on. Are you trying to tell me these are just carnival rides?"<br>
<Br>
She smirks back at you. "What else would they be?" <br>
<Br>
Looking around, you lean in, whispering. "You know, otherworldly things."<bR>
<br>
Siobhan laughs. "Afraid of the word magic, are yer? You’ll find plenty of that, here. But it won’t be telling yer' anything you don’t already know. No tricks." <br>
<br>
You give her a look. She looks off to the side briefly, before glancing back to you. "Tell yer what. I'll tell you what to expect if you give me a gift. Sommit for sommit else, you might say."<Br>
<Br>
You recall the words from before. Roseli’s words. Siobhan stares back at you, grinning. She holds out her hand towards you, wiggling her fingers. "Pick yer poison. Smarts or courage. Give me a bit of what you have, and I’ll tell yer what you know."<br>
<br>
<<if $current.female is true>>
You look down at her hand once again, noticing the wisps of amber-yellow energies glowing from within it.<br>
<<else>>
You look down at her hands once again, fingers still wiggling. She titters at your confusion. "Can't see it, can yer? Wearing that body, no wonder. Give you a hint though. Bit'a magic goes a long way."<br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Accept her deal and choose smarts" "SiobhanDialogue">><<set $SiobhanDialogue to "AcceptDealIntelligence">><<DialogueDone "Siobhan" "RoseliAsk">><</link>><br>
<<link "Accept her deal and choose courage" "SiobhanDialogue">><<set $SiobhanDialogue to "AcceptDealAssertiveness">><<DialogueDone "Siobhan" "RoseliAsk">><</link>><br>
<<link "Decline her deal" "SiobhanDialogue">><<set $SiobhanDialogue to "DeclineDeal">><</link>>
<<case "AcceptDealIntelligence">>
"Okay," you say with trepidation. "How does this work?"<Br>
<Br>
Siobhan gleams as she wiggles her fingers. "Take my hand," she tells you. "Smarts or courage?"<Br>
<br>
You hesitate briefly. "Smarts."<br>
<Br>
"Just want to be a pretty face, ain’t yer?" she says, smiling.<br>
<br>
<<if $current.female is true>>
Her eyes drift to your hand. Wordlessly you reach forward and place your palm over hers. Like an electric shock, the magic jumps in an arc and scurries up your arm. Siobhan flips her hand and wraps her fingers through yours. "Hold steady."<Br>
<br>
You feel the magical embers move quickly over your shoulders and into your head. Your vision blurs, as if a fog is descending over you. Your brain feels fuzzy. Slow. Tired. You can almost feel concepts and knowledge dissipating into the ether, now out of reach.<br>
<<else>>
Her eyes drift to your hand. Wordlessly you reach forward and place your palm over hers. Like an electric shock, something jumps in an arc and scurries up your arm. Siobhan flips her hand and wraps her fingers through yours. "Hold steady."<Br>
<br>
You feel whatever she's doing move quickly over your shoulders and into your head. Your vision blurs, as if a fog is descending over you. Your brain feels fuzzy. Slow. Tired. You can almost feel concepts and knowledge dissipating into the ether, now out of reach.<br>
<</if>>
<br>
Then, the sensation fades. The world returns to normal. Siobhan releases her grip, grinning. "A few stray thoughts for a wealth of information," she says, tapping her temple. "Sounds like a good deal."<br>
<Br>
"Now," she continues, watching you shake off the fatigue. "Ask yer questions. If you can remember them."<Br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<Intelligence -2>><<SetFlag "SiobhanDealYes">><</link>><br>
<<case "AcceptDealAssertiveness">>
"Okay," you say with trepidation. "How does this work?"<br>
<Br>
Siobhan gleams as she wiggles her fingers. "Take my hand," she tells you. "Smarts or courage?"<br>
<Br>
You hesitate briefly. "Courage."<br>
<br>
"Don’t mind being scared of your own shadow, do yer?" she says, smiling.<br>
<Br>
<<if $current.female is true>>
Her eyes drift to your hand. Wordlessly you reach forward and place your palm over hers. Like an electric shock, the magic jumps in an arc and scurries up your arm. Siobhan flips her hand and wraps her fingers through yours. "Hold steady."<br>
<br>
You feel the magical embers move quickly over your shoulders and into your head. Your vision blurs, as if a fog is descending over you. You feel alarmed. Hairs stand up on your back. Your body freezes. You want to rip your hand away from Siobhan, but you seem unable to react.<br>
<<else>>
Her eyes drift to your hand. Wordlessly you reach forward and place your palm over hers. Like an electric shock, something jumps in an arc and scurries up your arm. Siobhan flips her hand and wraps her fingers through yours. "Hold steady."<br>
<br>
You feel whatever she's doing move quickly over your shoulders and into your head. Your vision blurs, as if a fog is descending over you. You feel alarmed. Hairs stand up on your back. Your body freezes. You want to rip your hand away from Siobhan, but you seem unable to react.<br>
<</if>>
<br>
Then, the sensation fades. The world returns to normal. Siobhan releases her grip, grinning. "A few more anxieties for a wealth of information," she says, tapping her temple. "Sounds like a good deal."<br>
<Br>
"Now," she continues, watching you shake off the fatigue. "Ask yer questions. If you dare t'ask."<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<Assertive -2>><<SetFlag "SiobhanDealYes">><</link>><br>
<<case "DeclineDeal">>
"I don't think that's the type of deal I want to make," you tell her.<br>
<br>
Siobhan's eyes dim, but she shrugs it off. "Suit yerself. Offer still stands. You want a bit of help. I can offer it. Just need to let go of yerself a little."<br>
<br>
She flashes you a smile. It's not reassuring.<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>><br>
<<case "Tandi">>
"Did you ever see a girl come around here and talk to Roseli?" you ask her. "Went by the name of Tandi Cunnings."<br>
<Br>
Siobhan’s eyes stay locked on you, unmoving. "I might," she murmurs. "Young lass. Pretty. Looked like she would jump at the wind blowin'. Sound like her?"<br>
<br>
You shrug. "Maybe. I just need to speak to her."<br>
<br>
A small smile plays across Siobhan’s face. "Fishin' for hints, are yer? Roseli wouldn’t like it if I gave away her secrets for nought."<Br>
<br>
She leans forward, still resting her hip against the tent. "You got an agreement with her? Take my advice. Stick to it. Yer don’t want to be crossin' out the fine print to suit yer. She’ll have thought of anything yer can come up with."<Br>
<br>
"So, you won’t even help?" you try.<br>
<Br>
She titters at the remark. "Can’t play both sides. Sure, I know Tandi. Know of her, at least. But she doesn’t want yer knowing that for free. Learned to keep my gob shut, I have."<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "UsedLeafs">>
"You owe me an explanation," you bark. "About that leaf."<br>
<br>
Siobhan grins, white crooked teeth showing. "Liked that, did yer? Found what you were looking for."<br>
<br>
"You double crossed me," you spit. "When I woke from that dream…" your words drift off, as you recall the trauma of the incident. <br>
<br>
"If yer going to take help from strangers, you best be considerin’ what they want in return. Didn’t think twice about it, did yer? Let that be a lesson. Everything is open. Just for a price."<br>
<br>
"That was an expensive lesson," you retort. "You have no idea what sort of trouble you’ve caused."<br>
<Br>
She eyes you with interest, slowly stretching her arms high in the air. The arm drapes of her dress spread as they hang, like wings. <br>
<Br>
"Tell you what," she says. "You let me know what’s the bother, and I’ll see what I can do. Now you know there's a price, we can talk terms."<Br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueUnlock "Siobhan" "WhySheDidItAcorn">><<UsedLeafsUnlock>><</link>><br>
<<case "AskRides">>
<<CheckFirst "AskRidesSiobhan">>
<<if _CheckFirst is false>>
"Tell me about the rides," you say. "What’s really going to happen to me?"<br>
<Br>
Siobhan's mouth raises at the side. "There’s a few of them that will help yer with what she’s asked. The House of Mirrors will help you see yerself. The Tunnel of Love reveals desires yer thought were buried. Maybe you’re interested in the future? There’s a Fortune Teller for that. Or do yer see yourself as a bit of freak? There’s a show for yer to watch."<br>
<Br>
Her eyes wander over the midway, gesturing to a nearby stall. "Or are you a big man now, are yer? Test yerself on the shooting gallery to prove it."<br>
<Br>
You glance over at the carnival, surveying the tents and attractions. Your eyes fall on the centrepiece unmentioned by Siobhan. The big top tent in the centre stands out as the key feature here.<Br>
<Br>
Siobhan watches your eyes as you look. "Want ta' start at the top? Won’t gain anything from that. Not yet. Need to be desperate to try yer luck in there." <br>
<Br>
<<if $current.female is true>>
You glance back to the big top once more. It looks like any other circus tent, but you sense something powerful lying dormant within. No visible signs of magic, but the sensation is enough for your hairs to stand on end.<br>
<<else>>
You glance back to the big top once more. It looks like any other circus tent, but just looking at it is enough for your hairs to stand on end.<br>
<</if>>
<Br>
"Didn’t just pay for a tour guide though, did yer?" Siobhan comments. "Go ahead. Ask. I can give yer more than I’ve done. If you like."<br>
<br>
"What will I get?" you ask, trying to press for more information. "If I go in them?"<br>
<Br>
"A memory from each," she replies. "Of a past forgotten. At least a glimpse. Get ‘nuff of them to remember sommit, and she’ll be satisfied."<br>
<<else>>
"Tell me more about the rides," you say. "I want to know about them."<br>
<br>
"Curious sort, aren't yer?" Siobhan says, grinning. "Or are yer just forgetful?"<br>
<br>
When you don't reply, she rolls her eyes and sighs. "Not much fun are yer, either? Very well. Ask yer questions."<br>
<</if>>
<br>
<<ActionsHeader>>
<<DialogueSpoken "Siobhan" "HallOfMirrors">>
<<if _Discussed is false>><<link "Ask about the Hall of Mirrors" "SiobhanDialogue">><<set $SiobhanDialogue to "HallOfMirrors">><<AddFirst "AskRidesSiobhan">><<DialogueDone "Siobhan" "HallOfMirrors">><</link>><br><</if>>
<<DialogueSpoken "Siobhan" "TunnelOfLove">>
<<if _Discussed is false>><<link "Ask about the Tunnel of Love" "SiobhanDialogue">><<set $SiobhanDialogue to "TunnelOfLove">><<AddFirst "AskRidesSiobhan">><<DialogueDone "Siobhan" "TunnelOfLove">><</link>><br><</if>>
<<DialogueSpoken "Siobhan" "FortuneTeller">>
<<if _Discussed is false>><<link "Ask about the Fortune Teller" "SiobhanDialogue">><<set $SiobhanDialogue to "FortuneTeller">><<AddFirst "AskRidesSiobhan">><<DialogueDone "Siobhan" "FortuneTeller">><</link>><br><</if>>
<<DialogueSpoken "Siobhan" "FreakShow">>
<<if _Discussed is false>><<link "Ask about the Freak Show" "SiobhanDialogue">><<set $SiobhanDialogue to "FreakShow">><<AddFirst "AskRidesSiobhan">><<DialogueDone "Siobhan" "FreakShow">><</link>><br><</if>>
<<DialogueSpoken "Siobhan" "ShootingGallery">>
<<if _Discussed is false>><<link "Ask about the Shooting Gallery" "SiobhanDialogue">><<set $SiobhanDialogue to "ShootingGallery">><<AddFirst "AskRidesSiobhan">><<DialogueDone "Siobhan" "ShootingGallery">><</link>><br><</if>>
<<DialogueSpoken "Siobhan" "BigTop">>
<<if _Discussed is false>><<link "Ask about the Big Top" "SiobhanDialogue">><<set $SiobhanDialogue to "BigTop">><<AddFirst "AskRidesSiobhan">><<DialogueDone "Siobhan" "BigTop">><</link>><br><</if>>
<<link "Change topics" $return>><<ChangeTopics>><<AddFirst "AskRidesSiobhan">><<DialogueDone "Siobhan" "AskRides">><</link>>
<<case "HallOfMirrors">>
"Tell me about the Hall of Mirrors," you say. "What can I expect?"<br>
<Br>
"Only what yer see in the mirror," Siobhan replies, grinning. "The mirrors are distorted there, though. You might see a different side to yer that you have trouble forgetting."<br>
<Br>
You consider everything you’ve been through and your imagination begins to churn. "Physical changes?"<br>
<br>
Siobhan shakes her head. "Yer body doesn’t define you. What’s up here," she taps her head. "Is more what it looks for. Yer’ll have to pick a mirror. Make sure it’s who you want to be."<br>
<br>
"That’s it?" you ask, narrowing your eyes.<br>
<Br>
Siobhan smiles knowingly. "For most. You though? Bet yer reflections take on a life of their own. He’ll be waiting for yer. He doesn’t want to be trapped in a dream or mirror, no more."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "SiobhanDialogue">><<set $SiobhanDialogue to "AskRides">><</link>>
<<case "TunnelOfLove">>
You glance up the midway, seeing the sign in the distance. "What will happen in that truck? The Tunnel of Love?"<Br>
<Br>
Siobhan smirks, tittering. "Never snuck into a boat with a stranger, have yer? I would have thought you’d know what happens in those swans."<br>
<Br>
"Come on," you say. "It’s not just a carnival attraction, is it?"<br>
<br>
Siobhan nods. "Tunnel tells you who you most desire. You’ll find yer heart pounding for the one you want the most. Maybe it’s not the same as what your head says, aye?" <Br>
<Br>
You take a gulp. "That’s it?"<br>
<br>
"That’s never it," she quips. "But it won’t be anything you deep down don’t already know. You’ll learn a thing or two about what they’re after, too. Might even find yerself becomin' more like their heart’s desire, if yer careless that is."<br>
<br>
"You’ll find someone waiting for yer, too. A friend. Or something more. Or maybe it won’t be like her, at all. The Brunette. She’ll be as others think of her."<br>
<br>
You frown as Siobhan watches your reaction. "Maybe you’ll make her happy. Maybe you won’t. Just be honest. Yer’ll lose if you don’t admit who you really yearn for."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "SiobhanDialogue">><<set $SiobhanDialogue to "AskRides">><</link>>
<<case "FortuneTeller">>
"Another fortune teller?" you ask. "Thought that was Roseli."<br>
<bR>
Siobhan regards you, a sudden cautiousness to her face. "There’s nought in her tent that sees into the future. Everything she knows, she learns from her deals."<Br>
<Br>
"Then what is this attraction?" you pry. "A real seer?"<Br>
<Br>
"An amusing machine," she replies. "Mechanical toy, but she wears a face you might recognise." <br>
<Br>
"Who?" you ask.<br>
<Br>
She smiles back at you. "Someone you might have worked with. The Blonde. Or how others see her, mind."<Br>
<br>
"Word of warning, though," Siobhan continues. "Might sound like yer being asked about her future, but don’t let her tongue wrap around yer. The only thing you’ll learn is what you take in there. She’ll try to tell you otherwise, but make the choices for you. Not a soul on the world that knows your future better than you do. Got it?"<br>
<Br>
You narrow your eyebrows and take a breath. "Doesn’t seem very mystical."<br>
<Br>
Siobhan’s eyebrows raise. "There’s a bit of magic to everything. And not as much as would like to make yer hard truths not your fault. Don’t disappoint her, but don’t forget. It’s about you. Not her."<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" "SiobhanDialogue">><<set $SiobhanDialogue to "AskRides">><</link>>
<<case "FreakShow">>
"I didn’t even know you could run a Freak Show anymore," you comment.<Br>
<br>
"The ringmaster likes his traditions," Siobhan replies, smirking. "And some of the places we travel, they seem to like them. Sometimes pick up a new one as we move about, too."<br>
<br>
You find your eyes growing wide with fear. "Like in Charlton?"<br>
<br>
Siobhan titters, her eyes wandering over you with a hungry look. "Town sometimes provides something new. They always have such sad stories, though. Not a soul that cared nor loved them. A life on the road is better than being alone."<br>
<Br>
Her eyes burrow into yours as her smile falters. "Sound familiar? Or do you have kin that care for you? Would be worried if yer packed up and joined us?"<br>
<Br>
You take a deep breath. "I have family."<br>
<Br>
She nods, but her smile doesn’t return. "Then you’ll be fine in there. Only the lonely get lost in the allure of their own kind on that stage. If you want to visit, yer make sure you know what yer are, and that yer kin cares 'nough to see you stay that way." <BR>
<br>
<<ActionsHeader>>
<<link "Change topics" "SiobhanDialogue">><<set $SiobhanDialogue to "AskRides">><</link>>
<<case "ShootingGallery">>
"The shooting gallery sounds simple," you state. "What is it? A test of how masculine I am?"<br>
<br>
Siobhan grins and shrugs. "A manly game for a manly person, are yer?" She eyes you carefully, before continuing. "Nought wrong with that. How you see yourself is your business." <br>
<Br>
"What will you give up to be who you are, though?" she continues. "That’s yer question. Want to be a man? Prove yer a killer. Won’t need other things to be that."<br>
<bR>
You stare back at her, mulling over words. "Mental changes?"<br>
<br>
She smiles. "You'll have ta' play to find out. Be careful, mind. Might be a fragment of yerself as the prize. But it will cost a bit to win it back."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "SiobhanDialogue">><<set $SiobhanDialogue to "AskRides">><</link>>
<<case "BigTop">>
"What happens in there?" you ask, nodding back to the big top.<Br>
<br>
Siobhan looks at it, then her eyes wander back to you. For once she’s not smirking. "You best avoid goin’ there," she mutters. "You feel it, don’t yer? Magic, waiting to be released."<br>
<br>
"It feels asleep," you murmur back, staring at the tent.<br>
<br>
When you turn back to face her, she looks solemn. "Stays that way, for the most part. Wouldn’t do to come on strong every night and scare all those families with their children. But they get a bit of it, all the same."<br>
<Br>
"Tell me," you press. "What is it?"<br>
<br>
She swallows and glances back at the tent behind her. "Not s’posed to talk about it," she whispers. "Night of bedlam, ringmaster calls it. Last thing open before we close for the night."<Br>
<Br>
"You should avoid it," she adds. "Wouldn’t catch me messing around in there. Feeds on the desperate, you’ll find." Once again looking behind her, she drops her voice to a whisper. "People like you, coming here to see her." She nods back to the Curio Shop. "They go see that show, they come out changed."<br>
<br>
"Did Tandi go in there?" you ask.<Br>
<Br>
Siobhan shakes her head. "Even she wasn’t desperate enough to try that."<Br>
<br>
You look back to the big top. For a moment, you can almost hear something within. Sleeping.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "SiobhanDialogue">><<set $SiobhanDialogue to "AskRides">><</link>>
<<case "WhySheDidItAcorn">>
"First, tell me why," you begin. "Why you came to me, and why you sent that note to <<AcornTarget>>."<br>
<br>
An innocent smile begins to form at the corner of her mouth. "Needed help, didn’t yer," she states. "You were stuck in a rut. So I came to help yer."<bR>
<bR>
"At a price," you remind her. "Do you always double-cross people you help?"<br>
<Br>
Siobhan’s eyes flick up momentarily. "Most of yer don’t bother to ask the price. None of my business of folk can’t be bothered to ask the right questions. Yer get what yer want. But she don’t offer help for free."<br>
<Br>
You narrow your eyes. "She? You mean, Roseli?"<br>
<Br>
Siobhan eyes widen just enough for you to notice. Then she nods. "Aye. She lets me know who to look for. What they desire. And what the charge will be."<br>
<br>
"What the charge will be?" you repeat back to her, hearing your voice rise. "You led <<AcornTarget>> straight to my doorstep. She saw me as her!"<br>
<Br>
Her smile fades. "Not nice, is it? To have someone screw with yer life. All well and good to play dress-up, but yer don’t like it when someone finds out that you’ve been playing pretend with their face?"<br>
<br>
You try to hold on to the anger, but her words sting in a different way. "Still feels malicious."<Br>
<Br>
At this Siobhan smiles and titters. "Nothing about that. Just the cost. But yer savvy to the deals we make now. Know to ask the right questions, don’t yer?"<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>><br>
<<case "TheAcorn">>
You consider the acorn <<AcornTarget>> showed you. The one that prevented you casting a spell on her. "What was that acorn you gave <<AcornTarget>>?"<Br>
<br>
"Just a little projection," Siobhan muses. "Tried to get out of jail with a spell, did yer? Not so easy to get away without paying."<Br>
<br>
You consider the effect of the acorn, in light of what Stitch told you about his amulet. "I’ve seen that type of magic elsewhere," you tell her. "Is there a way to nullify it?"<Br>
<Br>
Siobhan smiles as she giggles. "Trying to hide your intent, still? ‘Oh please miss, I won’t use it for ill. Just need to know how to undo it for research.'"<br>
<Br>
"I’m serious," you say, not sure how much you believe yourself. "There’s others out there that don't deserve to be protected."<Br>
<br>
Siobhan regards you carefully, nodding once. "True that." She pauses for another moment before continuing. "Tell yer what. I’ll give yer sommit for nothing. Those acorns come from her." She nods back to the Curio Shop. "Speak to her. I’m sure she’ll strike you a deal."<Br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>><br>
<<case "AnnieMemories">>
<<CheckPersonalityState "Annie">>
<<if _PersonalityState is "Gay">>
"When I used that leaf, I saw some of Annie’s memories," you begin. "And then when I woke up, she remembered."<br>
<Br>
Siobhan nods, smiling. "Unlocked some of her past, did yer? That’s hard luck, to have a mix of what’s real and what’s not, bouncing around her brain."<br>
<br>
"She remembers a girl called Penny," you continue. "They used to be close. She’s looking for her."<br>
<Br>
"Aye. The heart wants what it wants. Don’t matter what the head says. She’s got enough in her noggin to remember what’s what now."<br>
<br>
"Can you restore all of her memories?" you ask. "So she remembers everything as it really was?"<br>
<bR>
Siobhan chuckles, looking up to the sky. "What’s real and what’s not? Yer think what she’s lost is how things really were? Ain’t it better to remember more, than let her choose what’s true and what’s not?"<Br>
<br>
"What about finding Penny, then?" you press with a different tack. "Can you help find her?"<br>
<Br>
Siobhan pauses, but nods. "Yer need to talk to Roseli," she comments. "Strike a bargain. Then I’ll see what I can do."<Br>
<<else>>
"When I used that leaf, I saw some of Annie’s memories," you begin. "But when I woke up, she said everything was a blur."<Br>
<br>
Siobhan titters, watching you. "Didn’t follow through, did yer? Could have freed those memories, if you had wanted to. Now her head’s more messy than when you found it."<br>
<br>
"Is there a way to help her?" you ask. "Help restore her memories so she remembers everything as it really was?"<Br>
<br>
Siobhan chuckles, looking up to the sky. "What’s real and what’s not? Yer think what she’s lost is how things really were? You want to put more things inside her noggin?"<br>
<Br>
"I think it’s better than living a lie?" you press. "Can you help?"<br>
<Br>
Siobhan pauses, but nods. "Yer need to talk to Roseli," she comments. "Strike a bargain. Then I’ll see what I can do."<br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>><br>
<<case "PeopleWhoLeft">>
"You come from out of town," you begin. "Do you know if the town can affect people outside its borders?"<br>
<br>
<<GetNPCState "Siobhan" "Loyal">>
<<if _Loyal is true>>
Siobhan gives you a toothy grin. "What's this, then? Thinkin' of doin' a runner?" she quips. "Thought you meant to make this place better. Had me half believing it were worth savin'."<br>
<br>
"I have a friend who is worried about their family," you reply. "They've moved away, but she thinks Charlton is still influencing them."<br>
<br>
Siobhan tilts her head. "Don't come across many Charlton folk out in the world," she says. "Most stay put. You'd think they'd be off the minute they got the chance. Specially the decent ones. Can't be easy, growin' up with all the spite and nastiness this place breeds."<br>
<br>
"But you don't know for sure?" you try.<br>
<br>
She shrugs. "Not much I know for sure. Thought I knew folk well enough, once. Thought if they had the chance to do wrong, they would. Then you came along and made a liar of me."<br>
<br>
You take a deep breath and sigh. She watches you carefully.<br>
<<else>>
Siobhan flashes a toothy grin. "What's this, then? Thinkin' of doin' a runner?" she says. "Can't say I blame you. This town's not worth bleedin' for."<br>
<br>
"I have a friend who is worried about their family," you reply. "They've moved away, but she thinks Charlton is still influencing them."<br>
<br>
Siobhan tilts her head. "Don't come across many Charlton folk out in the world," she says. "Most stay put. You'd think they'd be off the minute they got the chance. Maybe they learn soon enough that the spite and nastiness this place puts in you doesn't leave just because they do."<br>
<br>
"But you don't know for sure?" you try.<br>
<br>
She shrugs. "Not much I know for sure. Just this, folk'll do bad things soon enough when they've a mind to. But this town reachin' past its borders? Couldn't tell yer."<br>
<br>
You take a deep breath and sigh. She watches you carefully.<br>
<</if>>
<br>
"Tell you what," she says after a moment. "Roseli might know more. She's fond of showin' little glimpses of what's ahead. If anyone knows whether this town's still got its claws in someone, it'll be her."<br>
<br>
You raise an eyebrow. "What's the charge for that?"<br>
<br>
Siobhan gives a little laugh. "That one's free. Roseli won't be so kind, though. If she knows owt, she'll make you pay for it."<br>
<br>
She smiles a little wider. "And you won't much care for the price."<br>
<br>
You give her a grateful nod, your eyes drifting toward the Curio Shop, wondering what Roseli might ask for this one.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Siobhan" "PeopleWhoLeft">><<QuestOptionUnlock "Quest35" 0 "roseli">><</link>>
<<case "JoinCoven">>
"I have a favour to ask," you begin.<br>
<br>
<<Quest26Partnership>>
<<if _Quest26Partnership is true>>
Siobhan grins with a wicked expression. "Music to me ears, that. You know the price of favours though, don't yer?"<br>
<br>
"I was not thinking of the deal-making kind," you reply. "I need your help. The school is planning something big. I'm putting together a coven to stop it."<br>
<br>
Siobhan looks at you for a moment, then sniggers. "Think that I'm a selfless sort, do yer? I care nowt for what happens in this town. As far as I'm concerned, they'll get what's commin' to them."<br>
<br>
"Don't you care at all that people are suffering?" you try.<br>
<br>
She sniggers again. "Looks to me that folk around here don't care a jot for anyone but themselves. Who am I to get in their way of killin' themselves over power and greed?"<br>
<br>
You take a deep breath. "Not everyone is like that."<br>
<br>
Siobhan raises an eyebrow. "Could’ve fooled me. Haven't seen a decent person since we rolled into town. And believe me, doin' the things I do for her ladyship in there, I get to see a lot of them."<br>
<br>
She titters, watching you with almost pity. "Look. You seem like a decent sort. Underneath all yer fooling around. Take my advice. Get outta' this town before it swallows yer whole."<br>
<br>
"I have to try to do something," you tell her. "My sister is in trouble."<br>
<br>
Siobhan's eyebrows raise higher. "Don't need to be telling me, that. She's a woman, ain't she? In this town, they're bottom of the food chain. And the men are on top." She snorts. "Matter of fact, her in the tent has got me sortin' one of them right now."<br>
<br>
You narrow your eyes, looking back at the young woman. "What?"<br>
<br>
She nods her head to reiterate her point. "You heard right. Roseli gave me a riddle. 'A man, abandoned by love, seeks what he cannot have. Find him and offer him what his heart most desires. Above all.'" She sniggers. "Can bet that his heart's desire ain't for the good of others."<br>
<br>
"You don't know that," you retort. "He might just be in pain."<br>
<br>
Siobhan snorts back at you and rolls her eyes. But when they return to look at you, something sparks behind them.<br>
<br>
"Tell yer what," she mutters. "Let's have a bit of fun. I haven't found him yet. Part of Roseli's test to see if I can root them out on my own. But she said nowt about getting someone to do the heavy liftin'. If yer can find this fella, yer can have a go at proving he's not like the others. Get him to turn down my offer of help, when I go to him. If yer can do that, I'll join yer little gang."<br>
<br>
"What's the fine print?" you say, giving her a look.<br>
<br>
She titters. "No fine print. No magic." She licks her lips and grins. "If he's as good as yer think folk are around here, you've got one of me then. And if not. Well, that'll cause more harm than owt I could spin." There's a small wince on her face before she continues. "Maybe then ye'll join her and her ladyship travellin' about the country, and give up on this town once and for all."<br>
<br>
Siobhan raises her eyebrows sceptically, then grins, as if she knows the answer to the question she wants you to uncover.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Siobhan" "JoinCoven">><<QuestTracker "Quest37" 0>><<QuestOptionUnlock "Quest28" 1 "siobhan">><</link>>
<<else>>
Siobhan arches an eyebrow in your direction. "Music to me ears, that. But yer already working on one fer her ladyship."<br>
<br>
"I was not thinking of the deal-making kind," you reply. "I need your help. The -"<br>
<br>
"I heard yer well enough," Siobhan cuts you off. "Now hear me. They'll be no talkin' of favours until she's happy. Got it?"<br>
<br>
You hold your words. Siobhan says nothing more.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<case "SimonReport">>
"I think I found your man," you tell her.<br>
<br>
She gives you a toothy grin and titters. "Did yer now? Where did yer find him?"<br>
<br>
"At the Charlton Care Pavilion," you reply.<br>
<br>
Her grin grows wider. "Ah, hiding out in that place full of dead things, was he? Didn't bother lookin' there. Too weird, even for me liking."<br>
<br>
She eyes you with interest, eyes sparkling. "So tell us, then. Did he live up to the high bar of not being a toad?"<br>
<br>
<<CheckPersonalityState "Simon">>
<<if _PersonalityState is "Humbled">>
"He was a little hurt," you tell her. "But he came around eventually." You smile. "I don't think he's going to be interested in a deal from you."<br>
<br>
Siobhan's smile falters, the sparkle in her eyes dimming as they turn cold. "Chance would be a fine thing."<br>
<br>
You continue smiling back at her. It seems to incense her even more. "Look at yer, almost glowin'. Yer really think yer silver words have done sommin' to him, don't yer?"<br>
<br>
"I think he's proof that not everyone in Charlton is inherently selfish," you reply. "People can be saved."<br>
<br>
Siobhan snorts, but you can see her studying you carefully. "Aye. We'll see if he's truly changed."<br>
<br>
"What?"<br>
<br>
That causes her to grin. "Thought I'd take yer words as gospel, did yer? Need to see proof before I join yer little gang."<br>
<br>
You take a deep breath as you listen to the scepticism in her voice. "Alright," you say after a moment. "What would it take?"<br>
<br>
"Come by the old woman's tent tomorrow eve," she tells you. "We'll get the potion from her and take it to him." Her eyebrows raise, as if offering a challenge. "Then we'll see if he takes it."<br>
<<else>>
"He's stubborn," you tell her, sighing. "But it was one conversation. I'm sure he'll come around."<br>
<br>
Siobhan's smile broadens, the sparkle in her eyes growing. "Time ain't sommin' he's got to play with. The old lady's deal has a shelf life."<br>
<br>
"I know all about your deals," you tell her coldly. "He doesn't deserve that. He's just in pain."<br>
<br>
"Do yer really believe that?" Siobhan bites back. "Or have the lyin' folk around here already taught you how to muscle your way through to get yer way?"<br>
<br>
You don't reply immediately, thinking back to the rage you saw in Simon. All you can do is shrug. "I don't know," you say flatly. "I'd like to try again."<br>
<br>
Siobhan looks at you with interest. Her eyes narrow slightly. "Yer really believe what yer doin' can help, don't yer?"<br>
<br>
You nod. Even with a grimace.<br>
<br>
She takes a deep breath before replying. "Alright. Wipe that soppy sad sack look off yer face. We'll see tomorrow if yer man takes my offer. If he turns it down, yer got me in yer gang."<br>
<br>
"But… " you stammer. "I just need more time."<br>
<br>
"Told yer, there's none left. At least for him."<br>
<br>
You feel a rush of urgency fill your body. "What if I came with you? I could try one final time before he decided."<br>
<br>
Siobhan's smile falters. She snorts. "Yer gonna' talk me ear off until I let yer, ain't yer?"<br>
<br>
You grin through the pressing need that courses over your face. "I'm not giving up. And deep down, I don't think you want me to."<br>
<br>
"Yer infuriatin', yer know that?" she says, but the smile betrays her intention. "Fine. Come by her ladyship's tent tomorrow eve. We'll get the potion from her and take it to him." Her eyebrows raise, as if offering a challenge. "Then we'll see if he takes it."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Siobhan" "SimonReport">><<DailyVariableAdd "TriggerSiobhanLoyaltyEvent">><<EventTrigger "FatGordonsCircusCurioShop" "TriggerSiobhanLoyaltyEvent" "Evening" null null null null null false>><<QuestTracker "Quest37" 2>><<for _d to 0; _d lt 7; _d++>><<SetNPCLocation "Siobhan" _d "3" "FatGordonsCircusCurioShop" "perm">><</for>><</link>>
<</switch>><<widget "UsedLeafsUnlock">>
<<Flag "JenniferConfrontedQuest21">>
<<if _FlagReturn is true>><<DialogueUnlock "Siobhan" "TheAcorn">><</if>>
<<Flag "AnnieConfrontedQuest21">>
<<if _FlagReturn is true>>
<<DialogueUnlock "Siobhan" "TheAcorn">>
<<DialogueUnlock "Siobhan" "AnnieMemories">>
<</if>>
<</widget>>
<<widget "AcornTarget">><<Flag "JenniferConfrontedQuest21">>\<<if _FlagReturn is true>>\<<print "Jennifer">>\<<else>>\<<print "Annie">>\<</if>><</widget>><<set $ConversationRoot = passage()>>
<<switch $SophieDialogue>>
<<case "CouplesArguing">>
"You must hear things, being in here," you try. "Have you seen anyone in town arguing recently?"<br>
<br>
Sophie gives you a hard look. "I'm not one for gossip. Unlike my dear daughter."<br>
<br>
"I didn't mean that," you backtrack. "Just saw a couple arguing on the street and couldn't place them."<br>
<br>
Her hard look is replaced with one of interest. "Oh really? What did they look like?"<br>
<br>
You shrug, trying to think of a lie. "Just regular Charlton people."<br>
<br>
Sophie eyes you carefully, then exhales through her nose. "I bet it was that Simon Fletcher," she mutters. "For a medical professional, he has some… progressive views on decorum. Even yesterday he was at the country club, drinking by himself." She rolls her eyes. "What has got into the youth these days, thinking that's acceptable."<br>
<br>
"Simon Fletcher?" you ask.<br>
<br>
"The specialist at Dr. Palmer's Care Pavilion," she exclaims, with a small amount of contempt at the question. "He's been carrying on with someone from town, I'm sure. Couldn't have been an acceptable match, as he kept her away from the club." She shakes her head. "Can you believe, getting carried away with yourself, over a girl you won't even be in polite company with?"<br>
<br>
<<LocationKnownCheck "CharltonCarePavilion">>
<<if _LocationKnownCheck is false>>
You digest the information, considering her words. "Charlton Care Pavilion? Where's that?"<br>
<br>
Sophie shakes her head. "Haven't had to see a local doctor, yet? Just on the verge of town. Most take a car, but you can get to it through the allotment just off the town square."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Sophie" "CouplesArguing">><<QuestOptionUnlock "Quest37" 0 "simon">><<LocationKnown "TownSquare">><<LocationKnown "CharltonAllotment">><<LocationKnown "CharltonCarePavilion">><</link>>
<<case "SalonPromExcusePass">>
You smile at Sophie, thinking about what you know of her. "Your husband runs the pub, right?"<br>
<br>
"Yes," she replies. "Why do you ask?"<br>
<br>
"I was just walking past five minutes ago," you continue, thinking quickly. "It looked shut. Like someone hadn’t turned up for a shift."<br>
<br>
<<if _CurrentPC is true>>
Sophie stares back at you, watching for a moment. "We don’t open during the afternoon. Most of the men in our community has to work."<br>
<<elseif $current.avatar is "Emily">>
Sophie stares back at you, watching for a moment. "We don’t open during the afternoon. And why would a young lady be interested in a pub?"<br>
<<else>>
Sophie stares back at you, watching for a moment. "We don’t open during the afternoon. As always."<br>
<</if>>
<br>
You shrug her comment off. "Guess so. But even if you’re shut, you still take deliveries, right? The truck driver outside seemed to think so."<br>
<br>
"We’re not expecting a delivery today," Sophie says, burrowing her eyes with her brows.<br>
<br>
"Maybe he got the wrong day," you reply. "But he seemed annoyed."<br>
<br>
The older woman regards you with interest. She takes a deep breath, then sighs. "I suppose I should check." She casts an eyebrow up. "Do you mind keeping an eye on the shop whilst I’m out?"<br>
<br>
Without waiting for a reply, Sophie strides out the door and disappears down the street.<br>
<br>
<<ActionsHeader>>
<<link "Investigate the equipment" "SalonPromInvestigate">><<EndConversation "Sophie">><</link>>
<<case "SalonPromExcuseFail">>
You smile at Sophie, thinking about what you know of her. "Your husband runs the pub, right?"<br>
<br>
"Yes," she replies. "Why do you ask?"<br>
<br>
"I was just walking past five minutes ago," you continue, thinking quickly. "It looked shut. Like someone hadn’t turned up for a shift."<br>
<br>
<<if _CurrentPC is true>>
Sophie stares back at you, watching for a moment. "We don’t open during the afternoon. Most of the men in our community has to work."<br>
<<elseif $current.avatar is "Emily">>
Sophie stares back at you, watching for a moment. "We don’t open during the afternoon. And why would a young lady be interested in a pub?"<br>
<<else>>
Sophie stares back at you, watching for a moment. "We don’t open during the afternoon. As always."<br>
<</if>>
<br>
You shrug her comment off. "Guess so."<br>
<br>
The older woman regards you with interest. You try to think of a way to elaborate on your story, but nothing comes to mind. Under the gaze of her, you only lightly shrug.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "SalonPromSleepForget">>
You take a deep breath, staring back at Sophie, and ready the words as you feel your magics surge up inside you. "Fall asleep, and let your memories drift as you slumber."<br>
<br>
Sophie’s eyes flicker with surprise as you strike forward with a gush of magic, directed squarely at her face -<br>
<br>
Something wrenches your hair from behind. You cry out as you slam back against the wall and are lifted by your hair from the floor. Your vision clouds with yellow-amber energy.<br>
<br>
"How interesting," Sophie comments as she takes a step towards you and stares up from a metre away. You gasp for air, feeling your body shaking, as you are held in place by an unseen force gripping your hair. You try to summon magic, even a little to wrench yourself free, but any attempt to concentrate on a spell seems beyond your grasp. Each coherent thought you have shatters into pieces as soon as you begin conjuring it.<br>
<br>
<<AlreadyIdentified "Sophie">>
<<if _AlreadyIdentified is true>>
"Not what you were expecting?" Sophie says, a dark smile playing across her lips. "You should learn to be less brazen. You’ll want to know how to hide in plain sight if you want to survive. Not that you still have that choice now."<br>
<br>
For a brief moment you feel as though you’ve opened a door to a burning room and a backdraft has hit you square in the face. Where Sophie had no magic, she now glows with angry, blazing energy. Then the sensation fades and her aura is muted once more.<br>
<<else>>
"You should learn to be less brazen," Sophie says, a dark smile playing across her lips. "You’ll want to know how to hide in plain sight if you want to survive. Not that you still have that choice now."<br>
<br>
For a brief moment you feel as though you’ve opened a door to a burning room and a backdraft has hit you square in the face. Sophie now glows with angry, blazing energy. Then the sensation fades and her aura is muted.<br>
<</if>>
<br>
You feel your scalp burning as you hang from your locks. The rest of your body is paralysed. You can’t move. And Sophie just grins at you.<br>
<br>
<<ActionsHeader>>
<<link "Listen to Sophie" "SophieDialogue">><<set $SophieDialogue to "SalonPromListen">><</link>>
<<case "SalonPromCharm">>
You inhale deeply and mix the air with your arcane powers. Sophie looks at you curiously as you push the air out through your mouth. She continues to look at you as the yellow-amber particles float towards her.<br>
<br>
And then they shimmer out into non-existence before they strike her face.<br>
<br>
Something wrenches your hair from behind. You cry out as you slam back against the wall and are lifted by your hair from the floor. Your vision clouds with yellow-amber energy.<br>
<br>
"How interesting," Sophie comments as she takes a step towards you and stares up from a metre away. You gasp for air, feeling your body shaking, as you are held in place by an unseen force gripping your hair. You try to summon magic, even a little to wrench yourself free, but any attempt to concentrate on a spell seems beyond your grasp. Each coherent thought you have shatters into pieces as soon as you begin conjuring it.<br>
<br>
<<AlreadyIdentified "Sophie">>
<<if _AlreadyIdentified is true>>
"Not what you were expecting?" Sophie says, a dark smile playing across her lips. "You should learn to be less brazen. You’ll want to know how to hide in plain sight if you want to survive. Not that you still have that choice now."<br>
<br>
For a brief moment you feel as though you’ve opened a door to a burning room and a backdraft has hit you square in the face. Where Sophie had no magic, she now glows with angry, blazing energy. Then the sensation fades and her aura is muted once more.<br>
<<else>>
"You should learn to be less brazen," Sophie says, a dark smile playing across her lips. "You’ll want to know how to hide in plain sight if you want to survive. Not that you still have that choice now."<br>
<br>
For a brief moment you feel as though you’ve opened a door to a burning room and a backdraft has hit you square in the face. Sophie now glows with angry, blazing energy. Then the sensation fades and her aura is muted.<br>
<</if>>
<br>
You feel your scalp burning as you hang from your locks. The rest of your body is paralysed. You can’t move. And Sophie just grins at you.<br>
<br>
<<ActionsHeader>>
<<link "Listen to Sophie" "SophieDialogue">><<set $SophieDialogue to "SalonPromListen">><</link>>
<<case "SalonPromListen">>
<<if $current.avatar is "Emily">>
"You have been causing Mr. Stitch a whole lot of bother, girl," Sophie says, tilting her head as she observes you. "Heed my advice, though. As much as danger as you’re in playing around with him, it’s nothing compared to what you’ll get if you mess with me."<br>
<br>
You try to reach down into your stomach to find essence to fight her. But whatever invisible hand holds you against the wall drags you down by your hair so your eyes are in-line with hers. She looks deeply into them.<br>
<br>
"It might be too late for you not to be crossing my path, but I’ll give a warning just in case you’ve got a jot of common sense. Stop messing with all this magic, pass your exams, and get lost. You’re gonna' cause yourself more harm than good if you stick around here."<br>
<br>
She turns away from you, casually stepping back onto the floor of the salon and begins sweeping the floor. All the while, you are gasping for breath, pinned against the wall, held up against it by someone pulling your hair. You glance out to the Orchid Road outside through the wide windows. If Sophie is concerned someone might see this, you can’t detect it from her.<br>
<br>
"Now what to do with you," Sophie mutters as she sweeps. "Stitch did say he wanted to deal with ya. But I can’t be letting you leave here without giving you some sort of slap on the wrist."<br>
<<elseif _CurrentPC is true>>
"I thought it was your sister that’s been causing all the bother," Sophie says, tilting her head as she observes you. "Don’t think you were on anyone’s radar."<br>
<br>
You try to reach down into your stomach to find essence to fight her. But whatever invisible hand holds you against the wall drags you down by your hair so your eyes are in-line with hers. She looks deeply into them.<br>
<br>
"It might be too late for you not to be crossing my path, but I’ll give a warning just in case you’ve got a jot of common sense. Stop messing with magic, wait for your sister to pass her exams, and get lost. You’re gonna' cause yourself more harm than good if you stick around here."<br>
<br>
She turns away from you, casually stepping back onto the floor of the salon and begins sweeping the floor. All the while, you are gasping for breath, pinned against the wall, held up against it by someone pulling your hair. You glance out to the Orchid Road outside through the wide windows. If Sophie is concerned someone might see this, you can’t detect it from her.<br>
<br>
"Now what to do with you," Sophie mutters as she sweeps. "Can’t be letting you leave here without giving you some sort of slap on the wrist."<br>
<<else>>
"Something’s not quite right here," Sophie says, tilting her head as she observes you. "You’ve never before shown any aptitude for magic. Heed my advice. Whatever ideas someone has been putting into your pretty little head, cast them out."<br>
<br>
You try to reach down into your stomach to find essence to fight her. But whatever invisible hand holds you against the wall drags you down by your hair so your eyes are in-line with hers. She looks deeply into them.<br>
<br>
"I’ll be keeping an eye on you, <<TrueName>>. It might be too late for you not to be crossing my path, but I’ll give a warning just in case you’ve got a jot of common sense. Stop messing with magic. You know what happens to women who go against the grain around here."<br>
<br>
She turns away from you, casually stepping back onto the floor of the salon and begins sweeping the floor. All the while, you are gasping for breath, pinned against the wall, held up against it by someone pulling your hair. You glance out to the Orchid Road outside through the wide windows. If Sophie is concerned someone might see this, you can’t detect it from her.<br>
<br>
"Now what to do with you," Sophie mutters as she sweeps. "Can’t be letting you leave here without giving you some sort of slap on the wrist."<br>
<</if>>
<br>
Her eyes wander over to the equipment on the counter. She puts her broom aside and picks up a set of scissors before returning to you. "Oh. Don’t you worry, pet. I’ll just do a trim. You’ll feel better, I’m sure."<br>
<br>
You try to turn your head away as she begins to trim your ends, but your body refuses to obey. Instead, you watch with horror, seeing magical insects leaping from blades like gnats into your hair. Your teeth slide just a millimetre as you feel them burrow into your scalp.<br>
<br>
"There," Sophie says, pulling the scissors back. "Better. You’ll come back again, won’t you? Just don’t try any funny stuff. I won’t be so kind next time."<br>
<br>
The force holding your hair up releases and you drop to the floor, gasping for air. Nearby, the door flies open.<br>
<br>
"Don’t let the door hit you on the way out, will ya'?" Sophie calls out, returning to her sweeping.<br>
<br>
<<ActionsHeader>>
<<link "Leave the salon" "OrchidRoad">><<SophieKnows $current.avatar>><<EventTrigger "OrchidRoad" "SophieIntelligenceLoss" null null null null null null false>><<EndConversation "Sophie">><</link>>
<</switch>><<set $ConversationRoot = passage()>>
<<switch $StitchDialogue>>
<<case "EMeetingFlirtPass">>
You compose yourself carefully, meeting Stitch's calculating gaze with practiced confidence. Leaning forward subtly, you soften your voice and offer him a gentle, coaxing smile.<Br>
<br>
“Mr. Stitch, surely there's some flexibility here? Someone of your experience and authority must understand that Emily just needs a bit more... encouragement to truly excel.” You smile warmly, attempting to project quiet confidence. “Perhaps with your guidance, she can turn things around?”<br>
<br>
Stitch’s expression darkens, a flash of genuine irritation flickering across his sharp features. He sighs deeply, clearly unimpressed.<Br>
<br>
“I expected better from you, Miss Phillips," he says coldly, straightening in his seat. “Such tactics may work with other men in Charlton, but I see right through them. This school demands dignity and respect - traits you evidently struggle with.”<br>
<br>
He leans back stiffly, cracking his fingers. “That said, I'll give Emily one final chance. But let me be clear: if this is the example you set, perhaps her academic failures aren't surprising. So consider carefully the consequences of your own actions from this point forward. Charlton does not tolerate such unbecoming behaviour.”<br>
<br>
You nod stiffly, embarrassment burning your cheeks, as you rise and exit his office, feeling the weight of his judgment - and the knowledge that you've narrowly avoided disaster. Stitch’s final warning echoes ominously: Emily’s future now rests precariously on the edge.<br>
<br>
<<ActionsHeader>>
<<link "Exit Stitch's office and leave the school" "SchoolGates">><<EndConversation "Stitch">><<TimeChange>><</link>>
<<case "EMeetingFlirtFail">>
You try to gather your confidence, attempting a smile that comes out more awkward than charming. Clearing your throat, your words falter slightly as you fumble for the right approach. “Mr. Stitch...maybe if...I mean, perhaps Emily might do better if you...uh, if she had a second chance? There must be, uh, something I could do to convince you.”<br>
<br>
Your attempt is painfully transparent, lacking any of the subtlety or poise you intended. Stitch stares at you impassively for a moment, his lips twisting into a thin, humorless smile.<br>
<br>
“You know,” Stitch says coldly, barely disguising his amusement, "I should find that insulting, but your effort was so pitiful I almost feel sympathy instead."<Br>
<br>
His lips curl into a sharp, sardonic smirk. "If that’s your best attempt at persuasion, Emily truly has no hope. In Charlton, there are limited roles for girls who don’t finish school. Perhaps Emily should start preparing herself for that future. Though if your charm is any indication, she’ll find her tip jar disappointingly empty."<br>
<br>
He gestures dismissively to the door. “Unless Emily improves dramatically, you’ll be receiving a letter from the school. The subject should be of no surprise to you. And your actions here have only persuaded me to hasten her exit.”<Br>
<br>
You stand shakily, humiliation heavy in your chest as you leave his office, Stitch’s cutting words ringing in your ears long after you close the door behind you.<Br>
<br>
<<ActionsHeader>>
<<link "Exit Stitch's office and leave the school" "SchoolGates">><<EndConversation "Stitch">><<TimeChange>><<EmilyGrades -1>><</link>>
<<case "EMeetingAssertivePass">>
You take a steadying breath, meeting Stitch’s gaze calmly but firmly. “Mr. Stitch, Emily has had an incredibly difficult few months. She's moved away from everything she knew. Her friends, her home in the city. Soon after, our parents left, and her older brother went off to university.”<br>
<br>
“She’s been through a lot. It’s understandable that it’s impacted her focus and performance. I really think she deserves another chance.”<Br>
<br>
You let the sincerity of your words hang in the silence between you, hoping the headmaster understands.<Br>
<br>
Stitch considers you carefully, drumming his fingers as his piercing gaze assesses your words. Finally, he gives a reluctant nod.<br>
<br>
“Your argument has merit, <<GenderTitle>>. Phillips,” Stitch concedes, his voice measured but sympathetic. “It is true Emily has faced unusual circumstances. If you genuinely believe additional patience is warranted, then I will consider wiping her most recent results from her record.”<br>
<br>
His voice turns suddenly colder, his eyes narrowing slightly. “But understand clearly: this is Emily’s final warning. I trust you’ll ensure that she uses this second chance wisely.”<Br>
<br>
You nod firmly, grateful despite the implicit threat. You quickly stand and thank him before leaving his oppressive office, the weight of responsibility pressing firmly on your shoulders.<Br>
<br>
<<ActionsHeader>>
<<link "Exit Stitch's office and leave the school" "SchoolGates">><<EndConversation "Stitch">><<TimeChange>><<EmilyGrades +5>><</link>>
<<case "EMeetingAssertiveFail">>
You shift uncomfortably in your seat, searching for the right words, your voice lacking the confidence you hoped to convey. “Mr. Stitch, Emily’s just had...a rough few months. It’s been tough, leaving home, her friends - moving here. And then our parents...left. And her older brother too, he went to university.”<br>
<br>
Your explanation falters, feeling insufficient under his critical stare. "I mean, it's understandable if she's a bit distracted, right?"<Br>
<br>
Stitch remains impassive, clearly unmoved.<br>
<br>
“I appreciate your effort to advocate for your sister, <<GenderTitle>>. Phillips,” he says evenly. “But Charlton maintains high standards precisely because we do not make exceptions lightly. Emily’s situation, while unfortunate, does not excuse her continued lack of effort.”<Br>
<br>
He steeples his fingers, gaze hardening. “Emily will receive no special treatment. Either she improves quickly or faces the consequences. I trust I've made myself clear.”<br>
<br>
You swallow, nodding weakly, recognizing the finality in his voice. With a cold nod of dismissal, Stitch returns his attention to his papers, clearly signaling your conversation is over. You leave the office quietly, a knot of anxiety forming in your stomach. <br>
<br>
<<ActionsHeader>>
<<link "Exit Stitch's office and leave the school" "SchoolGates">><<EndConversation "Stitch">><<TimeChange>><</link>>
<<case "EMeetingIntelligencePass">>
You straighten up confidently, meeting Stitch’s cool, evaluative stare. "Mr. Stitch, Emily’s struggles aren’t due to inability. She takes after me. She simply needs the right kind of challenge. Mathematics, for instance. I understand the syllabus here at Charlton is rigorous, but with proper support at home, Emily can easily excel."<br>
<br>
Leaning forward, you reference specific mathematical theories Emily has been studying, deftly outlining approaches to complex problems, and smoothly mentioning a recent syllabus you know she's found challenging. Your explanations are clear, concise, and demonstrate genuine intellectual capability. Stitch listens intently, reluctantly impressed by your precise understanding.<br>
<br>
Stitch leans back slightly, a flicker of begrudging respect crossing his face. "It appears I've underestimated you, <<GenderTitle>>. Phillips. Perhaps Emily does indeed require a more intellectually stimulating environment to excel. Very well. I will allow you a short period to provide the necessary support."<br>
<br>
His tone hardens immediately. "However, do not mistake my leniency for weakness. This is Emily's final warning. Ensure she takes this chance seriously."<br>
<br>
You thank him, relief mingling with lingering unease as you rise and exit his office, aware that you've just barely managed to secure Emily a reprieve.<br>
<br>
<<ActionsHeader>>
<<link "Exit Stitch's office and leave the school" "SchoolGates">><<EndConversation "Stitch">><<TimeChange>><<EmilyGrades +5>><</link>>
<<case "EMeetingIntelligenceFail">>
You shift uneasily under Stitch’s penetrating gaze, fumbling awkwardly for something intelligent to say. "Um... Emily, well, she's like me. Good at math, really, just needs… more challenge. I could, uh... help her... I mean, there’s... algebra and geometry, right? Numbers and...things..."<Br>
<br>
Your voice trails off painfully, your attempt to sound knowledgeable collapsing under his unforgiving scrutiny.<br>
<br>
Stitch remains silent for an uncomfortably long moment, clearly unimpressed. Finally, he sighs coldly. "Your enthusiasm, though commendable, is hardly convincing. If your mathematical prowess is anything to go by, Emily is indeed in trouble."<br>
<br>
His eyes narrow, voice sharper. "Emily must stand on her own merits. I see no reason to give her any special consideration. She will either improve immediately. Or face the consequences."<br>
<br>
You nod weakly, cheeks burning with embarrassment as you quickly stand and exit, painfully aware you've done little to improve Emily's precarious academic situation.<br>
<br>
<<ActionsHeader>>
<<link "Exit Stitch's office and leave the school" "SchoolGates">><<EndConversation "Stitch">><<TimeChange>><</link>>
<<case "EMeetingCorrect">>
You take a deep breath, meeting Stitch's cold, expectant gaze directly. "I'll talk to Emily myself. I'll ensure she understands how serious this is. Her performance will improve. I promise."<br>
<Br>
Stitch remains silent for a long moment, allowing the weight of the situation to settle heavily between you. Finally, he nods slowly, his voice firm and unmistakably clear.<br>
<br>
"See that it does, <<GenderTitle>>. Phillips," he says softly, each word carefully measured. "Because this is Emily's last chance. There will be no further leniency."<br>
<br>
He gestures curtly toward the door, leaving you with no doubt that the conversation is over. You stand, feeling the weight of responsibility settle heavily on your shoulders as you quietly exit his office.<Br>
<br>
<<ActionsHeader>>
<<link "Exit Stitch's office and leave the school" "SchoolGates">><<EndConversation "Stitch">><<TimeChange>><</link>>
<<case "ChessFirstRound1">>
You slide your first pawn forward. Cautious. Safe.<br>
<Br>
Across from you, Stitch doesn’t blink as he counters. His move is precise. Every gesture deliberate. The tapping of ivory against ivory echoes like a metronome.<br>
<br>
“Power,” he murmurs, “is not taken. It’s earned. Piece by piece. Position by position.”<Br>
<br>
You lose another pawn. Magic rises from the board, a thin golden mist, drifting lazily toward the office door before seeping out through the cracks. You watch it go.<br>
<br>
“You’ll learn,” Stitch says softly, “what sacrifices matter. And which ones are simply noise.”<br>
<br>
He’s good. Too good. Your side begins to shrink. But there’s something elegant in the flow of the game. Like a call and response between you and Stitch, a current you’re being pulled into. Or like you’re dancing. But only one of you knows the steps.<br>
<br>
And then he gives you an opening.<br>
<br>
A Terrence Bishop is exposed. If you sacrifice him and let Stitch have him, he'll leave himself open to you taking one of his Knights.<br>
<br>
A Reagan.<br>
<br>
Magic hums at your fingertips as your hands flick across your pieces. The sensation troubles you. What is happening when the pieces are taken?<Br>
<br>
Stitch leans in slightly. His gaze sharpens, a flicker of amusement behind his eyes.<Br>
<Br>
“Your move again, Miss Phillips.”<br>
<br>
<<ActionsHeader>>
<<link "Sacrifice Terrence to get ready to take one of his Knights" "StitchDialogue">><<StitchChessScore>><<set $StitchDialogue to "ChessFirstRound1Win">><</link>><Br>
<<link "Play safe and defend Terrence" "StitchDialogue">><<set $StitchDialogue to "ChessFirstRound1Lose">><</link>>
<<case "ChessFirstRound1Win">>
You reach forward and move a pawn forward, leaving Terrence exposed. Stitch doesn’t flinch. He takes Terrence with one of his Knights, Reagan.<br>
<br>
A whisper of gold escapes the figure as Stitch casts it to the side of the board and tips it on to its side. The carving loses its vibrancy. Magic seeps from it, trailing back toward the school through the crack under the door.<br>
<br>
You stare at it. Then make the counter move, knocking the Reagan Knight off the board with a decisive gesture. <br>
<br>
Stitch watches you, a small smile forming. “Good. Some people,” he says coolly, “must be cast aside to achieve our goals. That is the nature of power.”<br>
<br>
He lifts his king’s piece lightly between his fingers, then sets it back down with care.<br>
<br>
“Don’t worry. I’m sure Terrence won’t notice your callousness. Those without power seldom see the reality of their situation.”<Br>
<br>
<<ActionsHeader>>
<<link "Continue to play the game" "StitchDialogue">><<set $StitchDialogue to "ChessFirstRound2">><</link>><Br>
<<case "ChessFirstRound1Lose">>
You move to shield Terrence, shifting your defenses to close the gap. A cautious play.<br>
<Br>
Stitch watches the move with the faintest of smirks. Then, with a clean sweep, he takes one of your Dennis pieces - a Knight - with one of his Bishops. Stacey.<br>
<br>
The loss sends a flicker of golden light drifting into the air, disappearing out through the office door. You stare at the Dennis carving, lying on its side next to the board. Magic seeping away.<Br>
<br>
Stitch folds his hands. “A Knight lost, to retain a Bishop,” he muses. “Interesting exchange.”<Br>
<br>
His eyes meet yours, unblinking. “This is what happens when sentiment clouds your thinking. You defend a lesser piece, and lose one that mattered.”<br>
<br>
His voice softens, dangerously. “I expect you to consider this carefully in your next move, Miss Phillips.”<br>
<br>
<<ActionsHeader>>
<<link "Continue to play the game" "StitchDialogue">><<set $StitchDialogue to "ChessFirstRound2">><</link>><Br>
<<case "ChessFirstRound2">>
After a few more moves, you study the board and realise you’ve created an opportunity. You are one small sacrifice away from claiming his Queen. Christina.<br>
<br>
But you’d need to leave Elizabeth exposed. Stitch would be forced to take her to avoid check. But in doing so, allow your Rook to take Christina. A tempting trade. Risk and reward balanced perfectly on the edge of your fingers. <br>
<br>
Stitch watches you closely, speaking as though reading your thoughts. “There will always be people,” he says, “who have what you deserve. The only question is: what are you willing to lose to take it?”<br>
<br>
He leans forward, voice low. “Eliminating a competitor requires precision. Nerve. You mustn’t hesitate. You mustn’t blink. You must be willing to lose the unnecessary to claim what’s rightfully yours.”<br>
<Br>
You shift in your chair, the weight of the decision pressing in.<Br>
<br>
Magic prickles at the edge of your vision, residual energy still hanging around the pieces cast aside.<br>
<br>
<<ActionsHeader>>
<<link "Maintain the feint, leaving Elizabeth exposed" "StitchDialogue">><<StitchChessScore>><<set $StitchDialogue to "ChessFirstRound2Win">><</link>><Br>
<<link "Block his move, protecting Elizabeth" "StitchDialogue">><<set $StitchDialogue to "ChessFirstRound2Lose">><</link>>
<<case "ChessFirstRound2Win">>
You move one of your pawns up the board, setting the trap. Stitch looks at you, then smiles. “A shrewd move.” <br>
<br>
As expected, he takes the Elizabeth piece. You don’t hesitate. Your rook slides forward with purpose, striking down his Queen. Christina.<Br>
<br>
Magic spills from the board. It slips through the air like breath, drifting toward the door. The carvings lose their luster. Christina’s smirk fades as the enchantment dies.<br>
<br>
“Queens are precious,” Stitch says, his tone neutral. “But like all pieces, they have their time. One can fall. And another will rise.”<br>
<br>
He gestures to the board and makes a subtle move at your end of the board.<Br>
<br>
You blink, looking down. While you were focused on your attack, he slipped a pawn across your defence. It sits there now, on the furthest space from his end.<br>
<br>
Stitch reaches down, opens a drawer in his desk, and removes a small figure. As per the rules of the game, he swaps out the pawn with this new piece.<br>
<br>
It’s a Queen. Except it's not a carving of Christina, it's Emily.<br>
<br>
<I>And currently, that's... you.</i><br>
<br>
<<ActionsHeader>>
<<link "Continue to play the game" "StitchDialogue">><<set $StitchDialogue to "ChessFirstRound3">><</link>><Br>
<<case "ChessFirstRound2Lose">>
You move your Rook into place, shielding Elizabeth. The trap is undone. Stitch’s eyes flick toward your hand, watching it settle. He then moves the Christina Queen out of the danger zone. A clean retreat.<Br>
<Br>
He regards you a moment longer, then speaks. “Queens are powerful,” he says, calmly. “Adaptable. Ruthless.”<br>
<br>
He taps a finger against the side of the piece. “To dethrone a Queen, Miss Phillips, you need to be just as cutthroat as she is.”<br>
<br>
He smiles faintly.<br>
<br>
“I hope you’ll soon learn this lesson. One way… or the other.”<br>
<br>
<<ActionsHeader>>
<<link "Continue to play the game" "StitchDialogue">><<set $StitchDialogue to "ChessFirstRound3">><</link>><Br>
<<case "ChessFirstRound3">>
A few moves more. Now down to a few pieces.<Br>
<br>
You study the board. A flaw in his strategy reveals itself. You can move Michelle forward. Place her right up against his King. He’ll have no choice but to take her. And when he does… your last remaining knight - Dennis - will be in a perfect position.<br>
<br>
Checkmate.<Br>
<Br>
Stitch watches the board with an expression that borders on hunger. "It all comes down to this," he murmurs, voice low and silken. "Victory, almost in your grasp. You can taste it, can’t you?"<br>
<br>
His eyes flick up to yours, the slightest curve to his lips. "You can defeat me. Win the game. But what," he asks softly, "are you willing to give up to do so?"<Br>
<br>
His voice lingers in the air like expensive perfume.<Br>
<br>
<<ActionsHeader>>
<<link "Sacrifice your Queen, Michelle" "StitchDialogue">><<StitchChessScore>><<set $StitchDialogue to "ChessFirstRound3Win">><</link>><Br>
<<link "Move her defensively and out of harm" "StitchDialogue">><<set $StitchDialogue to "ChessFirstRound3Lose">><</link>>
<<case "ChessFirstRound3Win">>
You make the move.<br>
<br>
As predicted, he takes the Queen, Michelle. You grin and move your last remaining Knight into a position to check his King. Elated, you say, "Checkmate."<br>
<Br>
Stitch smiles. “A game well played.”<br>
<BR>
But then his tone shifts, subtle and unsettling. “Though things are sometimes not what they seem.”<Br>
<br>
He gestures to the board. You glance down. And where your Knight - Dennis - should be, there’s now a Heather. Just a pawn.<br>
<br>
Stitch casually moves his King back a step. Out of danger. “The game continues,” he says. “But we are close to the end now.”<br>
<br>
<<ActionsHeader>>
<<link "Finish the game" "StitchDialogue">><<set $StitchDialogue to "ChessFirstRound4">><</link>><Br>
<<case "ChessFirstRound3Lose">>
You hesitate, then retreat Michelle to safety.<Br>
<Br>
Stitch’s expression tightens. “A pity.” He slides one of his Rooks across the board with quiet finality, pinning your King into the corner.<br>
<br>
“Unfortunate,” he murmurs, “that with so few choices, you are still unwilling to do what must be done.”<Br>
<br>
His gaze lifts to meet yours. Cold. Curious. “Are you truly so sentimental that even in the face of certain defeat, you cannot see that the end justifies the means?”<br>
<br>
You shift uneasily in your seat, then move your King defensively. The board feels smaller now. Your position weaker.<Br>
<Br>
There are a few moves left… but it doesn’t look good.<br>
<br>
<<ActionsHeader>>
<<link "Finish the game" "StitchDialogue">><<set $StitchDialogue to "ChessFirstRound4">><</link>><Br>
<<case "ChessFirstRound4">>
<<StitchChessScoreCheck>>
<<if _StitchChessScoreCheck is 3>>
You see the opportunity.<Br>
<br>
A few final, careful moves. And then you have him. You press forward with precision, threading through his defenses until his King is locked down, unable to move. You lean back slightly, heart pounding. "Checkmate."<br>
<br>
Stitch smiles. A rare, unreadable thing. He gently flicks his King onto its side. The magic from the board rises from the piece, then towards Stitch. It flows into him, his posture stiffening for just a moment as he absorbs it. You see a flicker of something across his expression. Pain? Power? Clarity?<br>
<Br>
“A game well played,” he says at last. “And a reward must be given.”<br>
<br>
He folds his hands. “You’ll see your efforts reflected in your report card. I’m relieved to see you’ve taken my lessons to heart.”<br>
<br>
A beat.<br>
<br>
“I expect much from you, going forward.”<Br>
<Br>
He gestures toward the door.<br>
<Br>
“You’re dismissed. Return to your classes. I’ll see you next time.”<Br>
<<QuestOptionCheck "Quest11" 1 "stitch_chess">>
<<if _QuestOptionCheck is true>>
<Br>
You hesitate a moment longer. “And about my pass?”<br>
<br>
Stitch’s gaze lingers on you. Then, without a word, he opens a drawer and retrieves a small slip. “Very well,” he says, holding it out. “Use it wisely. I won’t tolerate shenanigans from those granted leniency.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Leave and return to the corridor" "SchoolCorridor">>
<<EndConversation "Stitch">>
<<QuestOptionCheck "Quest11" 1 "stitch_chess">>
<<if _QuestOptionCheck is true>>
<<TakeObjectNPC "Stitch" "HallPassStitch">>
<<QuestTracker "Quest11" 2>>
<<QuestOptionUnlock "Quest11" 2 "spy_boys_geography">>
<<QuestOptionUnlock "Quest11" 2 "spy_boys_biology">>
<<QuestOptionComplete "Quest11" 1 "stitch_chess">>
<</if>>
<<TimeChange>><<EmilyGrades 1>><<Greedy 1>><<set $StitchChessScore to undefined>>
<</link>><Br>
<<elseif _StitchChessScoreCheck is 2>>
You fight for control. You try to find the gap. But after several more moves, the board falls into a deadlock. Neither side can progress.<br>
<br>
You sit back, frustration on your face. “It looks like a stalemate.”<br>
<br>
Stitch purses his lips, not hiding his disappointment.
<Br>
“You could have won,” he says. “Had you made different decisions. Committed to the right sacrifices.” He gestures to the pieces. “But instead, you hesitated. You ended with nothing.”<br>
<br>
He leans forward, his voice low. “No one respects indecision. Losing is one thing. Having victory in your grasp, and pulling away?”<br>
<br>
He shakes his head. “I’ll be docking your grades. A small reminder that hesitation has its price.”<br>
<br>
Then he waves a hand.<br>
<br>
“You’re dismissed. Return to your classes.”
<br>
<<ActionsHeader>>
<<link "Leave and return to the corridor" "SchoolCorridor">><<EndConversation "Stitch">><<TimeChange>><<EmilyGrades -2>><<set $StitchChessScore to undefined>><</link>>
<<else>>
You try to mount a comeback. You scan for the opportunity. But with each move, the truth becomes harder to deny. You are outmatched. Outmaneuvered. Your King is hemmed in.<br>
<br>
“Checkmate,” Stitch says calmly, and there’s no doubt. He knew this outcome five turns ago.<br>
<br>
He looks at you for a long moment. Then nods once. “I’ll accept that I’m better,” he says. “But you need to work harder in order to at least compete.”<Br>
<br>
You stare back down at the board. You had opportunities to do better. But the amber gaseous magic rolling around the pieces reminds you that your reluctance stemmed from something else. What is the magic doing to the fallen pieces? No amount of kudos from Stitch is worth that uncertainty. <I>Is it?</i><Br>
<br>
He exhales. “I expect to see you again next time. Ready to learn from your mistakes.”<br>
<br>
A pause. Then he gestures toward the door.<Br>
<br>
“You’re dismissed. Return to your classes.”<br>
<br>
<<ActionsHeader>>
<<link "Leave and return to the corridor" "SchoolCorridor">><<EndConversation "Stitch">><<TimeChange>><<EmilyGrades -1>><<Greedy -1>><<set $StitchChessScore to undefined>><</link>>
<</if>>
<<case "ChessSubsequentWin">>
You take your seat and begin the match, fingers moving confidently over the board. This time, you don't hesitate.<br>
<br>
You let Heather go early, draw out Stacey with a feint, and trade Terrence for Reagan with barely a thought. Pieces fall, and with each sacrifice, magic wisps upward, curling like incense smoke and drifting under the door.<br>
<br>
Stitch watches you, his expression unreadable. But you can sense something simmering under the surface. A flicker of satisfaction, perhaps. Or amusement. Or something darker.<Br>
<br>
You press the advantage, force Christina into a trap she can’t escape, and corner his King before he can recover.<br>
<br>
You lean back. “Checkmate.”<Br>
<br>
For a moment, Stitch says nothing. Then he smiles. Not warm. But pleased.<br>
<Br>
“You’re learning,” he says. “Finally. Ruthless, efficient, effective.”<Br>
<br>
He taps a finger against the side of his fallen King. Like the rest of the pieces, you see the magic drift from it into Stitch. You just see him flinch as it hits his torso.<br>
<br>
“A winning game doesn’t preserve. It eliminates," he says. “You’ve earned your reward. You’ll see it reflected in your academic record.”<br>
<<QuestOptionCheck "Quest11" 1 "stitch_chess">>
<<if _QuestOptionCheck is true>>
<Br>
You hesitate a moment longer. “And about my pass?”<br>
<br>
Stitch’s gaze lingers on you. Then, without a word, he opens a drawer and retrieves a small slip. “Very well,” he says, holding it out. “Use it wisely. I won’t tolerate shenanigans from those granted leniency.”<br>
<</if>>
<Br>
A pause. Then, “You’re dismissed.”<Br>
<br>
<<ActionsHeader>>
<<link "Leave and return to the corridor" "SchoolCorridor">>
<<EndConversation "Stitch">>
<<TimeChange>>
<<QuestOptionCheck "Quest11" 1 "stitch_chess">>
<<if _QuestOptionCheck is true>>
<<TakeObjectNPC "Stitch" "HallPassStitch">>
<<QuestTracker "Quest11" 2>>
<<QuestOptionUnlock "Quest11" 2 "spy_boys_geography">>
<<QuestOptionUnlock "Quest11" 2 "spy_boys_biology">>
<<QuestOptionComplete "Quest11" 1 "stitch_chess">>
<</if>>
<</link>>
<<case "ChessSubsequentDraw">>
You play cautiously. Not weakly, but carefully. You protect Michelle. Guard Elizabeth. When the opportunity comes to take Reagan, you hesitate briefly. Ultimately though, you strike. You can’t afford not to.<br>
<br>
But when it comes to your own pieces you're more cautious. Once, Christina threatens your King. You block her quickly, not bait her into a trap. You play for space, not for power.<br>
<br>
Magic still escapes the board, just not as often. But still enough to cause you anxiety about where its journey ends.<br>
<br>
Stitch watches you through it all, increasingly impassive.<br>
<Br>
Eventually, the game settles. You know before you say it. “Stalemate.”<Br>
<br>
Stitch exhales through his nose. Disappointed. “You had the path,” he says quietly. “You saw it. But you blinked. You compromised.”<br>
<br>
He closes the board with care, but his gaze never leaves you. “Victory does not favour the cautious, Miss Phillips. Especially when hesitation costs more than failure.”<Br>
<br>
He leans back, letting out a slow and deliberate sigh. “I’ll be adjusting your grades accordingly. Perhaps next time, you’ll learn to finish what you start.”<br>
<br>
A pause. Then, “You’re dismissed.”<Br>
<br>
<<ActionsHeader>>
<<link "Leave and return to the corridor" "SchoolCorridor">><<EndConversation "Stitch">><<TimeChange>><</link>>
<<case "ChessSubsequentLose">>
You move defensively. Always defensively. Each time an opportunity appears, you pull back. You let Stitch take Elizabeth without consequence. When Reagan emerges, you retreat Michelle.<Br>
<Br>
You watch as he clears your board methodically, piece by piece. A few golden strands of magic drift into the air, but not many. You haven’t sacrificed. You’ve simply… given in.<br>
<br>
Stitch finishes with a single, clean motion. “Checkmate,” he says. Not triumphant. Not surprised. Just inevitable.<Br>
<br>
He folds the board shut with a faint click. “There’s a mercy in knowing one’s limits,” he says quietly. “But make no mistake. There’s no honour in surrender.”<Br>
<br>
Stitch’s eyes flick to you, cold and cutting. “You are capable of more. You just chose not to be.”<Br>
<br>
He waves a hand in dismissal. “Leave. And reflect on what this loss has cost you.”<Br>
<br>
<<ActionsHeader>>
<<link "Leave and return to the corridor" "SchoolCorridor">><<EndConversation "Stitch">><<TimeChange>><</link>>
<<case "HallPass">>
You clear your throat as you settle in the chair. “Sir, before we begin… I was wondering about the possibility of obtaining a hall pass.”<Br>
<br>
Stitch’s gaze sharpens slightly, though his body doesn’t move. “A curious request,” he says. “One not typically made so boldly.”<Br>
<Br>
“I just mean,” you add quickly, “I’ve been doing well in lessons. Geography, Biology. I don’t feel like I’m gaining anything new. I was hoping I could use the time more productively. For private study.”<br>
<br>
A long silence sets in. Stitch taps a single fingertip on the desk. “A commendable pursuit, if sincere," he finally says. "Though I confess, Miss Phillips, I hadn’t thought your ambitions would manifest as contempt for the curriculum so early.”<Br>
<Br>
You blink. “I don’t mean contempt -"<Br>
<Br>
“No?” he interrupts. “You claim to have outgrown your teachers. That is contempt, even if dressed as progress. But I am not one to discourage callous realism.”<Br>
<Br>
He leans back, folding his hands. “If your time is wasted in those rooms, then it should be better spent elsewhere. But such autonomy is not given lightly. Nor cheaply.”<br>
<br>
You pause. “I just thought high-performing students might be… rewarded.”<br>
<Br>
He regards you for a long moment. “They are,” he says at last. “But not always in the manner they expect.”<Br>
<Br>
“Let us make an arrangement,” he says, voice smooth. “Beat me and I shall consider you eligible for exemption from the lesser aspects of our syllabus.”<Br>
<Br>
He places his hands atop the board, letting its magic shimmer between you.<Br>
<Br>
“A pass,” he says, the corner of his mouth curling faintly, “should go only to those who know how to seize opportunity when it appears.”<Br>
<Br>
<<ActionsHeader>>
<<CheckFirst "StitchClass">>
<<if _CheckFirst is false>>
<<link "Play chess with Stitch" "StitchDialogue">>
<<QuestOptionComplete "Quest11" 1 "stitch_pass">>
<<QuestOptionUnlock "Quest11" 1 "stitch_chess">>
<<set $StitchDialogue to "ChessFirstRound1">>
<<AddFirst "StitchClass">>
<</link>>
<<else>>
<<link "Play to win" "StitchDialogue">>
<<set $StitchDialogue to "ChessSubsequentWin">>
<<QuestOptionComplete "Quest11" 1 "stitch_pass">>
<<QuestOptionUnlock "Quest11" 1 "stitch_chess">>
<<EmilyGrades 1>>
<<Greedy 1>>
<</link>><BR>
<<link "Play to stalemate" "StitchDialogue">>
<<set $StitchDialogue to "ChessSubsequentDraw">>
<<QuestOptionComplete "Quest11" 1 "stitch_pass">>
<<QuestOptionUnlock "Quest11" 1 "stitch_chess">>
<<EmilyGrades -2>>
<</link>><br>
<<link "Play to a quick loss" "StitchDialogue">>
<<set $StitchDialogue to "ChessSubsequentLose">>
<<QuestOptionComplete "Quest11" 1 "stitch_pass">>
<<QuestOptionUnlock "Quest11" 1 "stitch_chess">>
<<EmilyGrades -1>>
<<Greedy 1>>
<</link>>
<</if>>
<</switch>><<widget "StitchChessScore">>
<<if $StitchChessScore is undefined>>
<<set $StitchChessScore to 1>>
<<else>>
<<set $StitchChessScore +=1>>
<</if>>
<</widget>>
<<widget "StitchChessScoreCheck">>
<<set _StitchChessScoreCheck to $StitchChessScore>>
<</widget>><<set $ConversationRoot = passage()>>
<<switch $TandiDialogue>>
<<case "DancingAboutHer">>
“What happened to you?” you ask her.<br>
<br>
She giggles and spins around the pole, lifting a leg all the way up above her head to rest on it. “That’s a big question, <<TrueName "Current">>. You’re going to have to be more specific than that.”<br>
<br>
You can’t help but watch as she cups her heels around the pole and slides down it, landing in a squatting position. Without missing a step, she lands on both heels and thrusts her groin up on to the pole, gyrating against it before pulling herself back up.<br>
<br>
“I learned how to have fun,” you hear her say. “Don’t you want to have some fun, <<TrueName "Current">>?” She pushes her body up close to the pole, pushing it between her breasts. “Don’t you want to have some fun with me?”<br>
<Br>
Her girlish giggle comes loud over the music on the tannoy. She slides around the pole and faces her back to you, moving her arse around and around, before spinning back around the pole with a smile.<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" "DicksBoothTandiDialogue0">><<ChangeTopics>><</link>>
<<case "DancingAboutGladys">>
“What do you know about Gladys?” you say out loud.<br>
<br>
She grins as she hears your question. "You mean the old witch?" she says, before she clamps a heel against the bottom of the pole and lets go of it with one hand, swinging around it with glee. “She lies.”<br>
<br>
“What happened between you two?” you try.<Br>
<Br>
She finishes her twirl, landing back on two heeled feet. Now she's dancing on the spot, grinding down on a non-existent person, holding on to the pole with a hand. “I grew tired of waiting,” she answers. “Besides. Doesn’t she want you and not me?”<bR>
<Br>
Her giggle comes across the speaker again, as she uses the pole to twirl around from one side of the stage to the other. Then she kicks her leg high into the air, holding it up with one hand snugly against her head, balancing perfectly on one long heel. A cheerleader pose, you reflect. <br>
<br>
“She said to find you,” you add.<br>
<br>
You watch Tandi bend her leg touching the floor with impossible grace and strength. Only when she’s halfway down does she let go of her other thigh, dropping down on to her knees, keeping her torso against the floor and her arse high in the air. As she circulates it, you see that from this angle her top does nothing to prevent you from seeing her breasts.<Br>
<br>
“How nice of her,” she murmurs, with a hint of sarcasm. She drops even lower, now on all fours, her bum risen above her. She shakes it in time with the music, then shimmies it theatrically. “That’s not the whole truth though, is it, <<TrueName "Current">>? Sounds like she’s taught you all of her naughty little tricks.”<Br>
<br>
She rolls over on her back and grasps on to the pole, pulling herself back up. There’s a flutter of a giggle again, but this time it’s smaller. It takes a moment more for her professional smile to return.<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" "DicksBoothTandiDialogue0">><<ChangeTopics>><</link>>
<<case "DancingAboutYou">>
“What do you know about me?” you try.<br>
<br>
Tandi grins and hugs the pole, gyrating against it as she looks at your window. “I know a lot about you, <<TrueName "Current">>. You and that amulet. Looks like Gladys was right, after all.”<br>
<Br>
She wraps a leg around the pole and clamps a heel against its base, then pushes her groin against it before spinning around it with one hand. Her pigtails fly around as she circles it. When she comes to a stop, her bum is facing you. She flicks her head back, pigtails landing perfectly over one shoulder, looking back to you with a coy smile as she returns to grinding against the pole.<Br>
<Br>
“You’re what she’s been waiting for,” she murmurs. “The person who will save the town from the school.”<Br>
<Br>
Tandi grabs hold of the pole with two hands and arches her back, looking over at you upside down as her pigtails touch the floor. “Shame you came too late for some of us,” she says, soft enough that you barely hear it over the music. “But Gladys didn’t care much for the people she wanted to save, anyway.”<Br>
<Br>
Her giggle comes through loud and abrasive, as she pulls herself back up and twirls around the pole. If there’s any hint of spite, you can’t see it. She’s hiding it well.<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" "DicksBoothTandiDialogue0">><<ChangeTopics>><</link>>
<<case "DancingAboutProm">>
“What do you know about the plans for the prom?” you ask her.<br>
<br>
She flutters her eyes and giggles, now putting her arms out in a T-shaped motion and kicking one leg up after another, circling them in the air slowly and sensually, in time with the music. Like a distorted cheerleader pose. She catches one with her hand and holds it there bending her other leg so she can run her spare hand up and down her thigh. Her eyes glance up at you and she smiles.<Br>
<Br>
“Not so fast, <<TrueName "Current">>,” her voice comes over the speaker. On the stage, she returns her feet to the floor and spins around the pole again with one hand. “First we’re going to play a little game.”<Br>
<Br>
She titters and comes to a stop, falling back into a casual motion of grinding the pole between her butt cheeks. She raises her hands over her head, grasping the top of the pole, arched back against it. She looks over at you, her smile now devilish. “Once you’re done with your questions, let me know. I want to see what sort of man ended up being Gladys' champion.”<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" "DicksBoothTandiDialogue0">><<ChangeTopics>><</link>>
<<case "RedRoomWhatHappened">>
“What happened to you?” you ask her.<br>
<br>
She raises an eyebrow and reaches out to pick up a drink, giving you a view underneath her top of her breasts. Her eyes lock on to yours as she picks up a glass between her thumb and her finger, a smile letting you know her movements are deliberate.<br>
<br>
Knocking back the drink in one, she giggles. “I learned how to have fun,” she tells you. “Don’t you want to have some fun, <<TrueName "Current">>?” She bobs her heel on her foot nearest to you. “Don’t you want to have some fun with me?”<br>
<br>
“I’m serious,” you tell her. “You’re not what I expected.”<br>
<br>
She leans back, arms spread across the sofa back, pigtails laid out down her shoulders. “This town doesn’t care about you,” she murmurs. “They only care about what you’ll become. At least here, or in places like this, they’re honest with what they want from you.”<br>
<br>
She giggles and leans forward towards you, grinning. “Besides. Once you’ve tasted real pleasure, it’s hard to go back. To their rules of who you can be. Who you can be with. And what you should hide. I can show you, <<TrueName "Current">>. Maybe then you’ll understand.”<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" "RedRoomVIPBoothTandiDialogue0">><<ChangeTopics>><<DialogueDone "Tandi" "RedRoomWhatHappened">><<DialogueUnlock "Tandi" "RedRoomAmulet">><<DialogueUnlock "Tandi" "RedRoomGladys">><</link>>
<<case "RedRoomAmulet">>
“You seem to know a lot about my amulet,” you say, looking around to see if anyone is listening.<br>
<br>
Tandi titters, not following your caution. “Don’t worry, <<TrueName "Current">>. We can talk openly here. People don’t ask questions in a place like this. Another nugget of freedom for rejecting their perfect little world.”<br>
<br>
You glance back to the bouncer. If he’s watching the two of you, it’s with the barest attention. His gaze looks back to the crowd, sweeping it for trouble.<br>
<br>
“Gladys showed me the amulet when I met her,” Tandi continues. “I think she was hoping for a reaction. But when she let it slip out of her grasp, it just fell to the floor.” Tandi’s smile falters as she gets lost in the memory. “It was the first time she looked at me with… disappointment.” She blinks out of the memory and focuses back on you. “It wasn’t the last.”<br>
<br>
“What do you know about it?” you ask.<br>
<br>
Tandi grins at the question. “I know Gladys crammed it full of spells in desperation. There’s more that it does than just alter your body. But I think you’re beginning to realise that, aren’t you?”<br>
<br>
You feel the amulet around your neck, weighing down. Almost pulling your neck with its grip.<br>
<br>
“Like I’ve told you, Gladys lies,” Tandi continues. “She might have given you some of the truth, but I bet there’s more going on than she’s let on. Might want to be careful how much you use it, if you want to keep any sense of who you are.”<br>
<br>
Tandi reaches her arms up, stretching like a cat. “Or. Maybe you’ll just embrace it. When you see the fun we can have, you’ll see there’s an upside into just going with the flow.”<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" "RedRoomVIPBoothTandiDialogue0">><<ChangeTopics>><<DialogueDone "Tandi" "RedRoomAmulet">><</link>>
<<case "RedRoomGladys">>
“What really happened between you and Gladys?” you ask. “The full truth.”<br>
<br>
Tandi’s eyes sparkle and she titters. “Think I’m a liar, <<TrueName "Current">>? Gladys didn’t teach me that. I’ll be nothing but honest with you. After all, isn’t that the foundation for a healthy relationship?”<br>
<br>
She giggles at your reaction, letting the moment hang. You watch her eyes wander your body before returning to meet yours.<br>
<br>
“I was a cheerleader, once,” she begins. “Good student. Top grades. Swimming champion. Had a bright future. And Chrissie recruited me to be part of the coven that you’re having so much fun trying to deal with.”<br>
<br>
You watch her face as she continues the tale. Her smile fades as she recalls the memories. “It was fun, at first. Small charms. Making the quarterbacks leap beyond their reach to grab the ball. Knowing which exam answer was wrong just by reading it. Seeing the girls who looked down on the swimming team suddenly yearn to turn up and cheer us on.”<br>
<br>
Then the smile is gone. You see for the first time a throughline back to the Tandi of the past. “But then, it got serious. We were asked to do things that I didn’t like. And in desperation, I found Gladys.”<br>
<br>
Tandi’s eyes drift away, lost in recollection. “I asked her for help. But she wasn’t interested. Once she realised the amulet wasn’t waiting for me, all she gave was vague answers. I did what she asked, for a bit. I spied. Gave her information. But she held me back.”<br>
<br>
Her eyes finally return to the present, locking on to yours. “When I told her about the Prom, she told me just watch and observe. She was willing to sacrifice everyone in my year, just for information. Because the amulet hadn’t selected me. Because I wasn’t her champion.”<br>
<br>
Tandi shrugs. “After that, I went looking for other people. Those who could help.”<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" "RedRoomVIPBoothTandiDialogue0">><<ChangeTopics>><<DialogueDone "Tandi" "RedRoomGladys">><<DialogueUnlock "Tandi" "RedRoomWhoHelped">><</link>>
<<case "RedRoomWhoHelped">>
“You said you went looking for help,” you remind her. “Who did you find?”<br>
<br>
A knowing smile forms on her face. “You interested in following my path, are you, <<TrueName "Current">>?” She shifts her legs, crossing them the other way as if to draw attention to her exposed legs. “I thought you might like a bit of fun after tasting it.”<br>
<br>
“I’m just interested in what happened,” you reply, not sure how much of her words are true.<br>
<br>
“At first, the fortune teller at the carnival,” she tells you. “Roseli. You might know her. She’s freer with her knowledge than Gladys. She gave me the help I needed. And pointed me in the right direction to learn how to use it.”<br>
<br>
“And where was that?” you try.<br>
<br>
She titters. “Not so fast, <<TrueName "Current">>. You’re going to have to earn that name.”<br>
<br>
You sigh. “What did they teach you, then?”<br>
<br>
“How I could stop the prom,” she states. “Even without that amulet.”<br>
<br>
“But the prom still went ahead,” you say, remembering Gladys' tale.<br>
<br>
Tandi’s smile momentarily twitches with visible annoyance. “I realised that just because I could stop it, maybe I didn’t want to.”<br>
<br>
She lounges leaning back and arching her body down the length of the sofa. She looks back down her body at you. “After all, there’s far much more fun to be had when you’re not worried about people who don’t care about you.”<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" "RedRoomVIPBoothTandiDialogue0">><<ChangeTopics>><<DialogueDone "Tandi" "RedRoomWhoHelped">><<LocationKnown "FatGordonsCircus">><</link>>
<<case "RedRoomProm">>
“Tell me about the prom,” you say. “What’s planned for it?”<br>
<br>
Tandi’s smile widens. “Magic,” she says dramatically. “The most powerful kind. You have no idea the depth of the deep end Gladys has thrown you in.”<br>
<br>
“The cursed lessons are just the start,” Tandi continues. “They set up what’s to come, but they can be manipulated if you try to resist them. You don’t get that chance with the prom.”<br>
<br>
“What happens?” you ask her.<br>
<br>
Tandi’s eyes linger on yours. Just as her playfulness almost fades from view, a coy smile pings back like an elastic band. “You ever notice how the girls in Charlton seem accepting of their jobs?”<br>
<br>
You give her a look, thinking back to who you’ve met. Florence. Andrea. Annie. You nod.<br>
<br>
“It’s not just because they’re broken by curses or beaten down into submission,” Tandi responds to your gesture. “That would be too unpredictable. The Prom solves that.”<br>
<br>
“You go to school sometimes still, don’t you, <<TrueName "Current">>?” Tandi says with a smile. “You’ll notice prom preparations starting, if they haven’t already. Curses for prom preparations. And special lessons designed to plan for a career. If you can call it that. The badges you win mark it. And when Miss Charlton is crowned at the climax, a spell locks your fate to what has been given to you.”<br>
<br>
“What spell?” you ask, digesting what Tandi has told you.<br>
<br>
“A powerful one,” she replies, her eyes sparkling. “One taught to the cheerleaders just for the prom. It needs all five to make it work. And everyone in the gym at the time is affected. Whatever they wanted to be, it just gets overwritten. With jobs the town needs to fill.”<br>
<br>
Tandi titters, as she stares off into the club. “I would have been a swimmer,” she mutters. “Would have toured and competed.” Her eyes blink and she once again is looking at you. “It would have just been to lure fresh meat back to Charlton, though. At least now, I’m free to decide what I want to do.”<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" "RedRoomVIPBoothTandiDialogue0">><<ChangeTopics>><<DialogueDone "Tandi" "RedRoomProm">><<DialogueUnlock "Tandi" "RedRoomStopProm">><</link>>
<<case "RedRoomStopProm">>
“How can I stop it?” you ask, a flurry of new worries casting through your mind.<br>
<br>
<i>What will they do with Emily?</i><br>
<br>
Tandi grins, watching you with a long pause. “You mean, Gladys won’t help you? Or maybe she’s not as powerful as she says she is. Lucky for you, I’ve got just the thing.”<br>
<br>
She jiggles her hand and for the first time you see a bracelet hanging tightly around her wrist. You could have sworn it wasn’t there before. Or at least, hidden from your eyes until now.<br>
<br>
Looking at it, you see a solid bronze band shining in the lights. Your attention is taken by the five jade jewels embedded in it. Three seem dull and black. The other two, however, sparkle with yellow-amber mist embedded within.<br>
<br>
“You sense it, don’t you?” Tandi purrs. “Kernels of magic, waiting to be released. It can give the power you need to stop the Prom, if you like. If you’re willing to accept its price.”<br>
<br>
“And what’s that?” you ask. “What’s the price?”<br>
<br>
Tandi jingles the bracelet again and giggles. “Enough talk,” she says. “Let me show you. If you want to know, you have to at least give it a try.”<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" "RedRoomVIPBoothTandiDialogue0">><<ChangeTopics>><<DialogueDone "Tandi" "RedRoomStopProm">><<QuestTracker "Quest22" 3>><</link>>
<<case "RedRoomBraceletTrial">>
“Show me,” you tell her. “Show me how that bracelet works.”<br>
<br>
<<CompanionName>>
/* Tandi sends the companion to the bar on arrival (TandiFollowerReconcile), so fall back to the parked companion */
<<if _CompanionName is undefined>>
<<NPCLocationCheck "Annie">>
<<if _NPCLocationCheck is "RedRoomMain">><<set _CompanionName to "Annie">><</if>>
<<NPCLocationCheck "Britney">>
<<if _NPCLocationCheck is "RedRoomMain">><<set _CompanionName to "Britney">><</if>>
<<NPCLocationCheck "Michelle">>
<<if _NPCLocationCheck is "RedRoomMain">><<set _CompanionName to "Michelle">><</if>>
<</if>>
<<GetPCState "MarjorieBracelet">>
<<if _MarjorieBracelet is "active">>
Tandi’s smile falters as her eyes drop to your wrist.<br>
<br>
“Oh,” she says quietly. “That complicates things.”<br>
<br>
“You recognise it?”<br>
<br>
“I know one of Hearts’ cuffs when I see it.” Her disappointment is more unsettling than anger. “Gladys’s champion, already under the thumb of the underbelly.”<br>
<br>
“I made a choice,” you say, with more than a hint of uncertainty.<br>
<br>
“Oh, hun,” Tandi says with a smile. “Everyone wearing one says that. Still needs charging from naughty little deeds, doesn’t it?”<br>
<br>
She raises her own wrist. “It might be similar to this one, but I’ve made some changes. Things that will help.” She gives you a wink. “As well as make you feel all special.”<br>
<br>
<<if _CompanionName is undefined>>
“Don’t suppose I can wear two?” you ask her.<br>
<br>
Tandi giggles. “Not into monogamy, eh <<TrueName "Current">>? I don’t blame you. But it doesn’t work that way. If you want to see what mine can do, you’ll need to bring someone who can wear it for you.”<br>
<br>
“A girl?”<br>
<br>
“Unless the rules of magic have changed since yesterday.” Tandi gives you a thin smile. “Someone you trust. Or can persuade.”<br>
<br>
“But I thought you wanted me to try it,” you try, but it lands flat.<br>
<br>
“I did,” she replies. There is a twinge of sadness in the shrug she gives you, as her eyes return to the bracelet around your wrist.<br>
<br>
“Come back when you’ve found someone. Then I’ll show you what mine can do.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "RedRoomVIPBoothTandiDialogue0">><<ChangeTopics>><<DialogueDone "Tandi" "ShowMarjorieBracelet">><<DialogueUnlock "Tandi" "SuppressBracelet">><<DialogueUnlock "Tandi" "RemoveBracelet">><</link>>
<<else>>
Tandi’s attention drifts past you over to the bar. “Fortunately, you didn’t come alone.”<br>
<br>
“You want _CompanionName to wear it?”<br>
<br>
“I wanted you to wear it,” she replies with a pout. “But you had to bring in another player midway through the game. So now, tonight, she’s the one who can show you.”<br>
<br>
The clasp around Tandi’s wrist pings open. She quickly slides the bracelet free, sighing as its influence leaves her. For a moment, something softer appears behind her eyes.<br>
<br>
Then she holds it out towards you.<br>
<br>
“Take it. Persuade your friend to put it on, and we can continue.”<br>
<br>
<<ActionsHeader>>
<<link "Take the bracelet" "TandiDialogue">><<set $TandiDialogue to "RedRoomBraceletTrialTake">><<TakeObjectNPC "Tandi" "TandiBracelet">><<DialogueDone "Tandi" "ShowMarjorieBracelet">><<DialogueUnlock "Tandi" "SuppressBracelet">><<DialogueUnlock "Tandi" "RemoveBracelet">><</link>><br>
<<link "Decline to take the bracelet" "TandiDialogue">><<set $TandiDialogue to "RedRoomBraceletTrialDecline">><<DialogueDone "Tandi" "ShowMarjorieBracelet">><<DialogueUnlock "Tandi" "SuppressBracelet">><<DialogueUnlock "Tandi" "RemoveBracelet">><</link>>
<</if>>
<<elseif $current.female is true and _CompanionName is undefined>>
Tandi raises an eyebrow as she smiles. “Are you sure, <<TrueName "Current">>? Don’t say I didn’t warn you. There is a price to be paid. Although for now, you don’t have to worry too much. It won’t be permanent. This time.”<br>
<br>
Your eyes look back to the bracelet, seeing the magical sparkle within its jewels. “Okay,” you reply. “I’m sure.”<br>
<br>
The bracelet’s clasp pings open and comes loose on Tandi’s wrist. She reaches out quickly, sliding it off her hand. You see a sense of relief awash her face. The sensuality in her eyes fade and her coy smile is replaced with something more innocent. She sighs in relief, massaging her bare wrist as she lightly grasps the accessory between her fingers. “It’s been a while,” she murmurs.<br>
<br>
Then she’s holding out the bracelet towards you. “Go ahead,” she says. “Put it on. And I’ll show you its power.”<br>
<br>
You eye the bracelet cautiously. Tandi’s relief at being free of it isn’t lost on you.<br>
<br>
“I don’t lie, <<TrueName "Current">>,” Tandi comments as she sees your hesitation. “You haven’t accepted it forever. It will come off as soon as you will it to. Just give it a try. Believe me, you’ll love how it makes you feel.”<br>
<Br>
<<ActionsHeader>>
<<GetPCState "MarjorieBracelet">><<if _MarjorieBracelet isnot "active">><<link "Take the bracelet and put it on" "TandiDialogue">><<set $TandiDialogue to "RedRoomBraceletTrialWear">><<TakeObjectNPC "Tandi" "TandiBracelet">><<SetPCState "TandiBracelet" "active">><</link>><br><</if>>
<<link "Decline to wear the bracelet" "TandiDialogue">><<set $TandiDialogue to "RedRoomBraceletTrialDecline">><</link>>
<<elseif $current.female is true>>
Tandi raises an eyebrow as she smiles. “Are you sure, <<TrueName "Current">>? Don’t say I didn’t warn you. There is a price to be paid. Although for now, you don’t have to worry too much. It won’t be permanent. This time.”<br>
<br>
Your eyes look back to the bracelet, seeing the magical sparkle within its jewels. Sensing your wariness, Tandi continues. “Or, alternatively, you could have your friend give it a try. The cost can be paid by anyone. If they are a girl.”<br>
<br>
Her eyes drift back over your shoulder. You follow her gaze and see her staring back to the bar.<br>
<br>
When you turn back to face her, you hear the bracelet’s clasp ping open. It comes loose on Tandi’s wrist. She reaches out quickly, sliding it off her hand. You see a sense of relief awash her face. The sensuality in her eyes fade and her coy smile is replaced with something more innocent. She sighs in relief, massaging her bare wrist as she lightly grasps the accessory between her fingers. “It’s been a while,” she murmurs.<br>
<br>
Then she’s holding out the bracelet towards you. “Go ahead,” she says. “Put it on. And I’ll show you its power. Or persuade your friend to put it on. And then you’ll see what it can offer you.”<br>
<br>
You eye the bracelet cautiously. Tandi’s relief at being free of it isn’t lost on you.<br>
<br>
“I don’t lie, <<TrueName "Current">>,” Tandi comments as she sees your hesitation. “It hasn’t been accepted forever. It will come off as soon as you will it to. Just give it a try. Believe me, you or your friend will love how it makes you feel.”<br>
<Br>
<<ActionsHeader>>
<<GetPCState "MarjorieBracelet">><<if _MarjorieBracelet isnot "active">><<link "Take the bracelet and put it on" "TandiDialogue">><<set $TandiDialogue to "RedRoomBraceletTrialWear">><<TakeObjectNPC "Tandi" "TandiBracelet">><<SetPCState "TandiBracelet" "active">><</link>><br><</if>>
<<link "Take the bracelet" "TandiDialogue">><<set $TandiDialogue to "RedRoomBraceletTrialTake">><<TakeObjectNPC "Tandi" "TandiBracelet">><</link>><br>
<<link "Decline the bracelet" "TandiDialogue">><<set $TandiDialogue to "RedRoomBraceletTrialDecline">><</link>>
<<elseif _CompanionName is undefined>>
Tandi raises an eyebrow. “And now, we’ve hit a snag. What did I tell you about an assistant, <<TrueName "Current">>? The Red Room might be more accepting than Charlton, but even here I don’t think you’ll find a fit for a guy with that bracelet in this crowd.”<br>
<br>
“Come back with a girl,” she continues. “One you can persuade to take a pretty gift like this,” she dangles the bracelet between her fingers. “Or if you can’t do that, maybe come as a girl yourself. I promise you it will be worth it.”<br>
<br>
With that, Tandi wraps the bracelet back around her wrist and claps it shut. You see traces of magical energy run off it and into her bloodstream. Her eyes glaze a little and she takes a deep breath. The coy smile returns.<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" "RedRoomVIPBoothTandiDialogue0">><<ChangeTopics>><</link>>
<<else>>
Tandi raises an eyebrow as she smiles. “Are you sure, <<TrueName "Current">>? Don’t say I didn’t warn you. There is a price to be paid. And it's a price that only girls can pay. Fortunately for you, you came with a little help.”<br>
<br>
Her eyes drift back over your shoulder. You follow her gaze and see her staring back to the bar.<br>
<br>
When you turn back to face her, you hear the bracelet’s clasp ping open. It comes loose on Tandi’s wrist. She reaches out quickly, sliding it off her hand. You see a sense of relief awash her face. The sensuality in her eyes fade and her coy smile is replaced with something more innocent. She sighs in relief, massaging her bare wrist as she lightly grasps the accessory between her fingers. “It’s been a while,” she murmurs.<br>
<br>
“Take it,” she tells you. “Persuade your friend to put it on. And then you’ll see what it can offer you.”<br>
<br>
You eye the bracelet cautiously. Tandi’s relief at being free of it isn’t lost on you.<br>
<br>
“I don’t lie, <<TrueName "Current">>,” Tandi comments as she sees your hesitation. “They won’t have accepted it forever. It will come off as soon as you will it to. Just give it a try. Believe me, they’ll love how it makes them feel.”<br>
<Br>
<<ActionsHeader>>
<<link "Take the bracelet" "TandiDialogue">><<set $TandiDialogue to "RedRoomBraceletTrialTake">><<TakeObjectNPC "Tandi" "TandiBracelet">><</link>><br>
<<link "Decline to take the bracelet" "TandiDialogue">><<set $TandiDialogue to "RedRoomBraceletTrialDecline">><</link>>
<</if>>
<<case "RedRoomBraceletTrialWear">>
You reach forward and take the bracelet from Tandi’s grasp. She lets go with ease, biting her lip with anticipation as you press the clasp shut.<br>
<br>
Magic pierces your wrist like a snakebite, flooding into your bloodstream with warmth and pleasure. You hear yourself gasp as your pupils dilate. A sense of arousal spreads through your body and you feel a yearning from your empty womb.<br>
<br>
Tandi titters when you finally focus on her. “Feels good, doesn’t it?” she says. “Believe me, <<TrueName "Current">>. That’s just the beginning.”<br>
<br>
You look back down at the jade jewels embedded on your wrist. Some fizzling with magical energy. You can almost make out tiny faces within the mist, grinning back at you.<br>
<br>
“Now,” Tandi continues, taking your concentration. “For those who can’t do magic, when they’re wearing that, with a little guidance they can perform magic. And for us naturals, you’ll find it easier to cast magic. It won’t be as easy for other magic users to overpower you.”<br>
<br>
You stare back at her, digesting the words. “This can give someone magic?”<br>
<br>
Tandi rolls her eyes. “Gladys didn’t teach you much, did she? I think every girl has a little magical affinity. Though only a few of us have enough to make it useful. That,” she says, nodding back to you. “Amplifies it. They won’t be leading a coven, but they’ll be able to do the basics.”<br>
<br>
She offers you a smile, then continues. “How much it can help depends on how much it’s charged, though. You’ll need each jewel to be full of energy if you want to make any difference to the prom.”<br>
<br>
“How do I charge it?” you say, already fearing the answer.<br>
<br>
Tandi’s eyebrow raises, as she nods back to the club. “By having fun, of course.” She giggles. “Why don’t you go indulge yourself? See how it now feels to be the centre of attention.”<br>
<br>
She looks back at you, lips pressed together. And yet, you continue to hear her voice clear inside your brain. “And don’t worry. I’ll be there to show you how the bracelet works.”<br>
<br>
You wince as your brain feels soft. Tandi titters. You can’t tell if it comes from her mouth, just exists inside your mind. Or whether it matters anymore.<br>
<Br>
<<ActionsHeader>>
<<link "Say goodbye to Tandi and leave her" "RedRoomVIPBooth">><<EndConversation "Tandi">><</link>>
<<case "RedRoomBraceletTrialTake">>
You reach forward and take the bracelet from Tandi’s grasp. She lets go with ease, biting her lip with anticipation as you put it away.<br>
<br>
<<CompanionName>>
/* Companion may have been sent to the bar (TandiFollowerReconcile) - resolve from the parked state */
<<if _CompanionName is undefined>>
<<NPCLocationCheck "Annie">>
<<if _NPCLocationCheck is "RedRoomMain">><<set _CompanionName to "Annie">><</if>>
<<NPCLocationCheck "Britney">>
<<if _NPCLocationCheck is "RedRoomMain">><<set _CompanionName to "Britney">><</if>>
<<NPCLocationCheck "Michelle">>
<<if _NPCLocationCheck is "RedRoomMain">><<set _CompanionName to "Michelle">><</if>>
<</if>>
<<if _CompanionName is "Annie">>
“Just give it to Annie,” she says. “And make sure she puts it on. She’ll feel great, believe me. And when she’s wearing that, she’ll find with a little guidance, she can perform magic.”<br>
<br>
<<elseif _CompanionName is "Michelle">>
“Just give it to your friend,” she says. “And make sure she puts it on. She’ll feel great, believe me. And when she’s wearing that, she’ll find with a little guidance, she can perform magic.”<br>
<br>
<<elseif _CompanionName is "Britney">>
“Just give it to the cheerleader,” she says. “And make sure she puts it on. She’ll feel great, believe me. Others would find that with a little guidance they can perform magic. In the case of Britney, she’ll just find it easier. It won’t be as easy for other magic users to overpower her.”<br>
<br>
<</if>>
You stare back at her, digesting the words. “This can give someone magic?”<br>
<br>
Tandi rolls her eyes. “Gladys didn’t teach you much, did she? I think every girl has a little magical affinity. Though only a few of us have enough to make it useful. That,” she says, nodding to back to you. “Amplifies it. They won’t be leading a coven, but they’ll be able to do the basics.”<br>
<br>
She offers you a smile, then continues. “How much it can help depends on how much it’s charged, though. You’ll need each jewel to be full of energy if you want to make any difference to the prom.”<br>
<br>
“How does it charge?” you say, already fearing the answer.<br>
<br>
Tandi’s eyebrow raises, as she nods back to the club. “By having fun, of course.” She giggles. “Why don’t you go give a gift? You’ll find that your friend is susceptible to suggestions. Especially those that encourage them to indulge themselves and be the centre of attention.”<br>
<br>
She looks back at you, lips pressed together. And yet, you continue to hear her voice clear inside your brain. “And don’t worry. I’ll be there to show you how the bracelet works.”<br>
<br>
You wince as your brain feels soft. Tandi titters. You can’t tell if it comes from her mouth, just exists inside your mind. Or whether it matters anymore.<br>
<Br>
<<ActionsHeader>>
<<link "Say goodbye to Tandi and go back to the main area" "RedRoomMain">><<EndConversation "Tandi">><<EventTrigger "RedRoomMain" "CompanionBracelet" "Evening" null null null null null false>><</link>>
<<case "RedRoomBraceletTrialDecline">>
“I don’t think so,” you tell Tandi, eyes lingering on the bracelet.<br>
<br>
Tandi mock pouts, but shrugs. She wraps the bracelet back around her wrist and claps it shut. You see traces of magical energy run off it and into her bloodstream. Her eyes glaze a little and she takes a deep breath. The coy smile returns.<br>
<br>
“You’re missing out,” she purrs. “Come see me again when you want to try it, <<TrueName "Current">>. You won’t regret it.”<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" "RedRoomVIPBoothTandiDialogue0">><<ChangeTopics>><</link>>
<<case "RedRoomBraceletReturn">>
“I want to take the bracelet off,” you tell her.<br>
<br>
<<TandiBraceletChargeCheck>>
<<if _TandiBraceletChargeCheck lte 2>>
Tandi’s eyes drop to your wrist, where the jewel sit just as when she handed it over. She makes no move to take it back.<br>
<br>
“Already?” she pouts. “You haven’t even given it a chance, <<TrueName "Current">>. That’s not how to play the game.”<br>
<br>
She waves a hand back towards the club, the coy smile returning. “Live a little. Go have some fun. Then we’ll talk.”<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" "RedRoomVIPBoothTandiDialogue0">><<ChangeTopics>><</link>>
<<else>>
You feel the clasp on your wrist pop and the bracelet’s grip loosens. You gingerly reach down and easily take the bracelet off. Tandi looks to you, smiling. “Told you. You have a choice. This time.”<br>
<br>
<<TandiBraceletChargeCheck>>
<<if _TandiBraceletChargeCheck gte 5>>
Tandi gleams as she takes back the jewellery and clamps it tight around her wrist. You see a wave of magical energy run off it and into her bloodstream. Her eyes glaze over and she gasps. Her coy smile returns, her face flushed. “Wow,” she murmurs. “You didn’t hold back, did you, <<TrueName "Current">>? I think I’m going to have to get a little company this evening just to satisfy this itch.”<br>
<<elseif _TandiBraceletChargeCheck is 4>>
Tandi gleams as she takes back the jewellery and clamps it tight around her wrist. You see a stream of magical energy run off it and into her bloodstream. Her eyes glaze and she murmurs. Her coy smile returns, her face blushing. “Nice,” she murmurs. “Indulged a little, did you, <<TrueName "Current">>? I might need a cold shower when I get home.”<br>
<<elseif _TandiBraceletChargeCheck is 3>>
Tandi gleams as she takes back the jewellery and clamps it tight around her wrist. You see a trickle of magical energy run off it and into her bloodstream. Her eyes glaze lightly and she sighs with contentment. Her coy smile returns, her cheeks a little red. “Hmm,” she murmurs. “Bit cautious, were you, <<TrueName "Current">>? Still, it feels like you took a step towards seeing what it can do. How did it feel?”<br>
<<else>>
Tandi gleams as she takes back the jewellery and clamps it tight around her wrist. You see traces of magical energy run off it and into her bloodstream. Her eyes glaze a little and she takes a deep breath. A small smile appears, her cheeks a little red. “Feels nice,” she murmurs. “But no different. What’s the matter, <<TrueName "Current">>? Scared of what you need to do if you’re going to win?”<br>
<</if>>
<br>
Giggling, Tandi massages the bracelet as she grows accustomed to wearing it. “That’s just a taste of its power. I’m afraid though any spells it gave you will be gone without it.” She titters. “They come in useful. I’d be sad to let it go, but if you’re honest about wanting to stop the prom, I would be willing to give it to you.”<br>
<br>
Your eyes narrow, as you look back at Tandi. She returns your look with a smile. “No lies, remember <<TrueName "Current">>? I’ll miss it, but maybe you can do what I didn’t have the conviction to follow through with.”<br>
<br>
Her smile fades as she purses her lips. “I’ll even give you the same warning as Roseli gave me. It will give you what you want, but it comes with a price. Once worn, you’ll need someone else to willingly accept it if you want to be rid of it. And giving it up is something that most struggle with.”<br>
<br>
“One last thing,” she adds. “It will lose a charge for every day you don’t fuel it. And if it runs empty, it will draw your own essence, leaving in-place desires that you never knew you had.” Her eyes glance over you. “Though with that amulet, who knows what it will do.”<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" "RedRoomVIPBoothTandiDialogue0">><<ChangeTopics>><<QuestTracker "Quest22" "complete">><<GiveObjectNPC "Tandi" "TandiBracelet">><<SetPCState "TandiBracelet" undefined>><<QuestTracker "Quest39" 0>><<RemoveBraceletPC>><<DailyVariableAdd "TandiBraceletReturned">><</link>>
<</if>>
<<case "RedRoomBraceletReturnCompanion">>
<<CompanionName>>
/* Tandi sends the companion to the bar on arrival (TandiFollowerReconcile), so fall back to the parked companion */
<<if _CompanionName is undefined>>
<<NPCLocationCheck "Annie">>
<<if _NPCLocationCheck is "RedRoomMain">><<set _CompanionName to "Annie">><</if>>
<<NPCLocationCheck "Britney">>
<<if _NPCLocationCheck is "RedRoomMain">><<set _CompanionName to "Britney">><</if>>
<<NPCLocationCheck "Michelle">>
<<if _NPCLocationCheck is "RedRoomMain">><<set _CompanionName to "Michelle">><</if>>
<</if>>
“I want you to take back the bracelet,” you tell her. “From _CompanionName.”<br>
<br>
<<TandiBraceletChargeCheck>>
<<if _TandiBraceletChargeCheck lte 2>>
Tandi’s eyes drift past you to _CompanionName, where the jewels on her wrist sit just as when she handed it over. She makes no move to take it back.<br>
<br>
“Already?” she pouts. “She hasn’t even given it a chance. That’s not how to play this game.”<br>
<br>
She waves a hand back towards the club, the coy smile returning. “Let her live a little. Go have some fun together. Then we’ll talk.”<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" "RedRoomVIPBoothTandiDialogue0">><<ChangeTopics>><</link>>
<<else>>
Tandi grins at you and snaps her fingers. Within a moment, _CompanionName is standing next to you. Her eyes look around, as if shocked to find herself standing on that spot.<br>
<br>
You hear the bracelet’s clasp ping open. It comes loose on the wrist of _CompanionName. Tandi holds out her hand. As if in a trance, _CompanionName reaches out and slides the bracelet off her wrist, holding it out in front of her.<br>
<br>
Tandi takes it and smiles up at her, whispering. “Let your memories drift as you walk away.”<br>
<br>
_CompanionName wordlessly turns and walks back towards the crowd, disappearing into its throng as she approaches the bar. Tandi catches your eye as you turn back, smirking. “Gladys never told you how to do that without them sleeping?” she comments, as if answering your unspoken question.<br>
<br>
<<TandiBraceletChargeCheck>>
<<if _TandiBraceletChargeCheck gte 5>>
She gleams as she clamps the jewellery tight around her wrist. You see a wave of magical energy run off it and into her bloodstream. Her eyes glaze over and she gasps. Her coy smile returns, her face flushed. “Wow,” she murmurs. “You didn’t let them hold back, did you, <<TrueName>>? I think I’m going to have to get a little company this evening just to satisfy this itch.”<br>
<<elseif _TandiBraceletChargeCheck is 4>>
She gleams as she clamps the jewellery tight around her wrist. You see a stream of magical energy run off it and into her bloodstream. Her eyes glaze and she murmurs. Her coy smile returns, her face blushing. “Nice,” she murmurs. “Let them indulge a little, did you, <<TrueName>>? I might need a cold shower when I get home.”<br>
<<elseif _TandiBraceletChargeCheck is 3>>
She gleams as she clamps the jewellery tight around her wrist. You see a trickle of magical energy run off it and into her bloodstream. Her eyes glaze lightly and she sighs with contentment. Her coy smile returns, her cheeks a little red. “Hmm,” she murmurs. “Let them be a bit cautious, did you, <<TrueName>>? Still, it feels like you took a step towards seeing what it can do.”<br>
<<else>>
She gleams as she clamps the jewellery tight around her wrist. You see traces of magical energy run off it and into her bloodstream. Her eyes glaze a little and she takes a deep breath. A small smile appears, her cheeks a little red. “Feels nice,” she murmurs. “But no different. What’s the matter, <<TrueName>>? Scared of what you need to do if you’re going to win?”<br>
<</if>>
<br>
Giggling, Tandi massages the bracelet as she grows accustomed to wearing it. “That’s just a taste of its power. I’d be sad to let it go, but if you’re honest about wanting to stop the prom, I would be willing to give it to you.”<br>
<br>
Your eyes narrow, as you look back at Tandi. She returns your look with a smile. “No lies, remember <<TrueName>>? I’ll miss it, but maybe you can do what I didn’t have the conviction to follow through with.”<br>
<br>
Her smile fades as she purses her lips. “I’ll even give you the same warning as Roseli gave me. It will give you what you want, but it comes with a price. Once worn, the person wearing it will need someone else to willingly accept it if they want to be rid of it. And giving it up is something that most struggle with.”<br>
<br>
“One last thing,” she adds. “It will lose a charge for every day it’s not fueled. And if it runs empty, it will draw the essence of the wearer, leaving in-place desires they never knew they had. In Charlton, that can be a troublesome thing.”<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" "RedRoomVIPBoothTandiDialogue0">><<ChangeTopics>><<QuestTracker "Quest22" "complete">><<TakeObjectNPC _CompanionName "TandiBracelet">><<GiveObjectNPC "Tandi" "TandiBracelet">><<SetFlag "TempCompanionWearingBracelet" false>><<NPCFollowDeactivate _CompanionName>><<SetNPCLocation _CompanionName $dayCurrent $periodCurrent "RedRoomMain">><<QuestTracker "Quest39" 0>><<DailyVariableAdd "TandiBraceletReturned">><</link>>
<</if>>
<<case "RedRoomBraceletPermanent">>
“I’ve decided,” you state. “I want to accept that bracelet from you.”<br>
<br>
Tandi’s eyes widen even as she tries to maintain her smile. She appears to hold back, taking a deep breath to steady herself. “Are you sure, <<TrueName "Current">>? Once you’ve accepted it, it’s not an easy thing to take back.”<br>
<br>
You yourself inhale but give her a nod. “I’m sure.”<br>
<br>
Her smile slackens, almost in relief. “Okay. Before we begin, are you looking to take it on yourself. Or give it to someone else?”<br>
<Br>
<<ActionsHeader>>
<<GetPCState "MarjorieBracelet">><<if _MarjorieBracelet isnot "active">><<link "Say you’ll wear it" "TandiDialogue">><<set $TandiDialogue to "RedRoomBraceletPermanentWear">><</link>><br><</if>>
<<link "Say you’ll want someone else to wear it" "TandiDialogue">><<set $TandiDialogue to "RedRoomBraceletPermanentGive">><</link>>
<<case "RedRoomBraceletPermanentWear">>
“I’ll take it,” you tell her. “I’ll wear it myself.”<br>
<br>
<<if $current.female is false>>
Tandi’s eyebrow arches up as her eyes wander your body. “Think you’re forgetting something, <<TrueName "Current">>. Need to be a woman in order to use it.”<br>
<br>
You briefly glance down at your body, as if to remind yourself of your current form. You wince.<br>
<br>
<i>Are you starting to forget that just occasionally you’re sometimes still a man?</i><br>
<Br>
“What?” you press. “You don’t think a man can indulge in vice?”<br>
<br>
Tandi grins. “I didn’t say that.” Her eyes flick over your body. “I bet you’ve had your fun too, <<TrueName "Current">>. But I was thinking more of its power. Men can’t use it, remember?”<br>
<br>
You hesitate, as Tandi’s eyes meet your own. She holds your gaze, biting deep into her lip. “Although, that doesn’t seem to be such a limitation to Gladys' champion.”<br>
<</if>>
<br>
Tandi sucks in air through her smile, perching on the edge of the sofa. “Okay,” she says with a forced calmness. “Coming right up.”<br>
<br>
She puts her hands on her knees, staring back into your eyes. You feel the magic swelling within both the bracelet and her own body. Glancing around, you are relieved that no one pays the two of you much attention. Even the bouncer seems to be ignoring you. You can’t tell if he’s purposefully avoiding looking over.<br>
<br>
“I, Tandi,” she continues. “Willingly give <<TrueName "Current">> this trinket. I relinquish its power, instead passing it to <<TrueName "Current">>, for better or worse.”<br>
<br>
You hear the bracelet’s clasp ping open and Tandi slides it off her hand, holding it out to you. “Now. You,” she says. “Just take it and say the words. And amend them, obviously.”<br>
<br>
Taking a breath, you reach out and put the bracelet around your wrist. You try the clasp, but it refuses to shut. It looks like you have to speak the words.<br>
<br>
“I, <<TrueName "Current">>,” you paraphrase. “Willingly take this trinket from Tandi. I take its power, for better or worse.”<br>
<br>
Magic again pierces your wrist like a snakebite, flooding into your bloodstream with warmth and pleasure. You gasp as your pupils dilate. The sense of arousal spreads through your body and <<if $current.female is true>>your womb burns with a desire to be filled.<<else>>your body burns with a desire to sow your seed.<</if>><br>
<br>
As the sensation fades, your eyes rest upon Tandi. The sultry glimmer in her eyes now gone, her smile genuine, wide and yet free from coyness. Her eyes drift down to your wrist, remaining on the bracelet. “I don’t believe it,” she stammers. “I’m free.”<br>
<br>
The words hit you like a sledgehammer. The relief beneath them clear and resolute. You look to your wrist, massaging the bracelet. It refuses to move, almost feeling as if some part of the band has sunk claws into your skin.<br>
<br>
“It takes a bit of getting used to,” Tandi tells you, seeing you flinch. “Just remember to keep it topped up.” She gulps. “And if you’re struggling to find an outlet, you might try Hearts.”<br>
<br>
<<if $current.female is true>>
Your eyes narrow at the name. Tandi gives you a knowing smile. “It’s an old manor house, even further out of town than here. You can order a taxi to take you. If you flash the doorman that bracelet, he’ll know why you’re there.”<br>
<<else>>
Your eyes narrow at the name. Tandi gives you a knowing smile. “It’s an old manor house, even further out of town than here. You can order a taxi to take you. If you flash the doorman that bracelet, he’ll know why you’re there. But you'll have to be in a form that they appreciate working there, <<TrueName "Current">>. Not like you are now.”<br>
<</if>>
<br>
She leans back, taking a sigh of relief. “That’s where I found help. After Roseli. That bracelet can do more than I can show you. It just depends on how far you’re willing to go.”<br>
<br>
<div class="Notification"><<print "You have chosen to wear Tandi’s bracelet. It gives you a boost to your magical affinity equal to the number of charges it holds. Every night whilst sleeping it will lose one charge. If it’s out of charges, it will impact your stats. You can charge it in situations that grant you vice.">></div>
<Br>
<<ActionsHeader>>
<<link "Change topics" "RedRoomVIPBoothTandiDialogue0">><<ChangeTopics>><<QuestTracker "Quest39" 2>><<LocationKnown "AceOfHearts">><<TakeObjectNPC "Tandi" "TandiBracelet">><<SetPCState "TandiBracelet" "active">><<EnsureNPCSpells "Tandi">><<RemoveSpellNPC "Tandi" "Charm">><<RemoveSpellNPC "Tandi" "Arousal">><<RemoveSpellNPC "Tandi" "Sexuality">><<SetNPCMagic "Tandi" 3 "subtract">><<SpellLearn "Charm" "Tandi" "NoMagic">><<SpellLearn "Arousal" "Tandi" "NoMagic">><<SpellLearn "Sexuality" "Tandi" "NoMagic">><<DailyVariableCheck "TandiBraceletReturned">><<if _DailyVariableCheck is false>><<TandiBraceletChargeOveride 3>><</if>><<DailyVariableAdd "TandiBraceletGivenPerm">><</link>>
<<case "RedRoomBraceletPermanentGive">>
“I want to give it to someone else,” you tell her.<br>
<br>
Tandi nods, but her eyes dim. “You might want that,” she says with a hint of deflation. “But it’s not as easy as that, <<TrueName "Current">>. They need to accept it for themselves. Willingly.”<br>
<br>
Her eyes look back to you, face free of a smile. “Convince them to come to the Red Room,” she tells you. “And make sure they understand what you’re asking of them. If they accept, I can let them have it. But only if they’re willing.”<br>
<br>
She maintains eye contact for a long moment, before her smile returns. “Or, you could just take it for yourself? It’s such a good feeling, <<TrueName "Current">>. Don’t you want to feel good?”<br>
<Br>
<<ActionsHeader>>
<<GetPCState "MarjorieBracelet">><<if _MarjorieBracelet isnot "active">><<link "Give in and say you’ll take it for yourself" "TandiDialogue">><<set $TandiDialogue to "RedRoomBraceletPermanentWear">><</link>><br><</if>>
<<link "Change topics" "RedRoomVIPBoothTandiDialogue0">><<ChangeTopics>><<QuestTracker "Quest39" 1>><</link>>
<<case "JoinCoven">>
“How about you join me?” you say earnestly. “Pick up where you left off.”<br>
<br>
<<InventoryCheckNPC "Tandi" "TandiBracelet">>
<<if _InventoryCheckNPC is true>>
“I told you, <<TrueName "Current">>,” she replies, smirking. “I’ve given up on that.”<br>
<br>
“You cared about stopping the prom once,” you reply, holding her gaze. “You wouldn’t be speaking to me if that was true.”<br>
<br>
Tandi titters, watching you with her sparkling eyes. “You think too much, <<TrueName "Current">>. Maybe I just want to see the witch’s champion torn down. Or, with the right touch, you might even be a bit of fun.”<br>
<br>
“We can stop them, this time,” you try.<br>
<br>
As her eyes focus on you, there is the smallest twitch at the side of her mouth. But that’s all you get. “I promised you help, <<TrueName "Current">>. You want to stop this prom, you are going to need power. Real power.” She jangles her wrist. “Take it or leave it. But you won’t be taking me. Unless you have something else in mind.”<br>
<<else>>
“I told you, <<TrueName "Current">>,” she replies, with a sigh. “I’ve given up on that.”<br>
<br>
“You cared about stopping the prom once,” you reply, holding her gaze. “You wouldn’t be speaking to me if that was true.”<br>
<br>
Tandi holds, watching you with her sparkling eyes. “You think too much, <<TrueName "Current">>. Maybe I just want to see the witch’s champion torn down.”<br>
<br>
“I don’t believe that,” you try. “We can stop them, this time.”<br>
<br>
As her eyes focus on you, there is the smallest twitch at the side of her mouth. But that’s all you get. “I promised you help, <<TrueName "Current">>. You want to stop this prom, you are going to need power. Real power. That bracelet will help more than I can.” She takes in a deep breath. “I’m not exactly that powerful without it. Not anymore.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Tandi" "JoinCoven">><</link>>
<<case "RedRoomBraceletEmily">>
Tandi’s eyes fall on Emily. She grins as she licks her lips. “You’re the sister?”<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
“I’ve heard about you,” Emily replies, matching her tone. “Lot of dull people say you’re one to avoid.”<br>
<br>
Tandi’s grin grows wider as she holds Emily’s stare. “Oh, I like you.” She flicks you a look. “She’s going to have so much fun with the bracelet, <<TrueName>>. That’s why you’re here, isn’t it?”<br>
<br>
You nod, but Tandi shakes her head. “This can’t be you, <<TrueName>>. It has to be her.”<br>
<br>
“I can speak for myself,” Emily says, taking a step towards Tandi. “And yes. I want your bracelet.”<br>
<<else>>
Emily nods. “Yes.”<br>
<br>
Tandi’s grin fades a little as she studies Emily. “So sweet. Like me. Before all of this.”<br>
<br>
She holds up her wrist and jangles the bracelet to emphasise what this means. She offers Emily a sympathetic smile. “Do you really want this?”<br>
<br>
You nod, but Tandi shakes her head. “This can’t be you, <<TrueName>>. It has to be her.”<br>
<br>
“I want it,” you hear Emily nervously state. “I want your bracelet.”<br>
<</if>>
<br>
Tandi sucks in air through her smile, perching on the edge of the sofa. “Okay,” she says with a forced calmness. She taps the sofa to her side. “Take a seat.”<br>
<br>
<<if $current.female is true>>
Emily sits down. Tandi looks back at her, staring into her eyes. You feel the magic swelling within both the bracelet and Tandi’s body. Instinctively, you glance around. No one is paying them much attention. Even the bouncer seems to be ignoring looking at the booth he’s guarding.<br>
<<else>>
Emily sits down. Tandi looks back at her, staring into her eyes. Instinctively, you glance around. No one is paying them much attention. Even the bouncer seems to be ignoring looking at the booth he’s guarding.<br>
<</if>>
<br>
“I, Tandi,” you hear Tandi say. You turn back to see her staring at Emily. “Willingly give Emily this trinket. I relinquish its power, instead passing it to Emily, for better or worse.”<br>
<br>
You hear the bracelet’s clasp ping open. Tandi slides it off her hand, holding it out to Emily. “Now. You,” she says to Emily. “Just take it and say the words. And amend them, obviously.”<br>
<br>
Emily grins, staring down at the bracelet. She reaches out and puts it around her wrist. When she tries to seal it, it refuses to shut. She looks up at Tandi, who just nods. “Say the words.”<br>
<br>
“I, Emily,” she parrots back. “Willingly take this trinket from Tandi. I take its power, for better or worse.”<br>
<br>
<<if $current.female is true>>
You hear a hiss from the bracelet and look down to see magic pierce Emily’s wrist like a snakebite. She gasps as the magic floods into her bloodstream. Her pupils dilate. She runs her tongue over her lips.<br>
<<else>>
You hear a hiss from the bracelet. Emily gasps and her pupils dilate. She runs her tongue over her lips.<br>
<</if>>
<br>
Turning your attention to Tandi, you watch as the sultry glimmer in her eyes dissipates. Her smile morphs, losing its coyness and gaining an innocence. As Emily’s pupils return to normal, Tandi looks down and focuses on the bracelet. “I don’t believe it,” she stammers. “I’m free.”<br>
<br>
The words hit you like a sledgehammer. The relief beneath them clear and resolute. You look to Emily’s wrist as she massages the bracelet with her free hand.<br>
<br>
“It takes a bit of getting used to,” Tandi tells her. “Just remember to keep it topped up.” She gulps. “And if you’re struggling to find an outlet, you might try Hearts.”<br>
<br>
Emily’s eyes narrow at the name. “Hearts?”<br>
<br>
Tandi glances over to you, her mouth twitching. “Then again, maybe not.”<br>
<br>
Emily looks at the other woman, trying to decipher her words. Tandi offers nothing more, glancing at you.<br>
<br>
“How do you feel?” you ask your sister, watching her carefully.<br>
<br>
“Magical,” she murmurs, still looking down at the bracelet. “I think I’m ready. To help.”<br>
<br>
She giggles. And worryingly enough, she sounds like Tandi.<br>
<br>
<div class="Notification"><<print "You have chosen to give Tandi’s bracelet to Emily. It gives her a boost to her magical ability, but will corrupt her the more she wears it.">></div>
<br>
<<ActionsHeader>>
<<link "Change topics" "RedRoomVIPBoothTandiDialogue0">><<ChangeTopics>><<EmilyTakesTandiBracelet>><<QuestTracker "Quest39" "complete">><<TaskState "Task14">><<if _TaskState is "active">><<TaskTracker "Task14" "complete">><</if>><<DailyVariableAdd "TandiBraceletGivenPerm">><</link>>
<<case "ShowMarjorieBracelet">>
“I’ve got something that I think you should see,” you say, holding out your wrist.<br>
<br>
Tandi’s eyes widen as they lock on to the bracelet hanging from you. She doesn’t blink. For a moment, she seems frozen.<br>
<br>
When she finally looks up, her eyes seem to harden. “So. You side-stepped my cell only to walk into your own. For Gladys’ saviour, you can be so dumb, <<TrueName "Current">>.”<br>
<br>
“Marjorie told me that she can help me,” you tell her. “I can use this to give her enough magical power to create something to rival the Prom crown.”<br>
<br>
Tandi shakes her head in disbelief. “I’ve heard that offer before. And I accepted it, too.” She looks around the caravan. “Look where it led me, <<TrueName "Current">>. Has it started to demand things from you yet?”<br>
<br>
<<QuestState "Quest39">>
<<if _QuestState gte 3>>
“It’s done something overnight,” you admit.<br>
<br>
She casts a sympathetic smile your way. “Then welcome to my life.” She shrugs a little. “You'll have to keep it charged, but it’s not so bad. Fun even. You just have to accept there’ll be trades along the way. Like I have.”<br>
<<else>>
“What do you mean?” you say, frowning.<br>
<br>
She lets out a sigh. “Then you’ve got a bit of time. Before the urges. Enjoy it while you can. Just try to keep it charged, okay?” She shrugs a little. “What’s to come isn’t bad. It’s fun, sometimes. You just have to accept there’ll be trades along the way. Like I have.”<br>
<</if>>
<br>
“But you don’t have a bracelet anymore?” you think, casting your mind to where it now is. You gulp.<br>
<br>
Tandi takes a deep breath and massages her wrist. “Just because it’s not touching my skin doesn’t mean its effects aren’t still with me. I lived like that for a long time, <<TrueName "Current">>. It’s hard to break a habit. Harder even for a vice.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Tandi" "ShowMarjorieBracelet">><<DialogueUnlock "Tandi" "SuppressBracelet">><<DialogueUnlock "Tandi" "RemoveBracelet">><</link>>
<<case "SuppressBracelet">>
“This bracelet,” you say, jiggling your wrist. “I was wondering if there’s any way to suppress it.”<br>
<br>
A coy smile creeps up on Tandi’s face, one that looks out of place with her relaxed demeanour. “What’s the matter, <<TrueName "Current">>? Not able to keep up with its appetite?”<br>
<br>
“It’s taking its toll,” you admit.<br>
<br>
She looks at you curiously. You can see she’s holding back a giggle. “You need to keep it charged. I did tell you.”<br>
<br>
“There must be another way?” you say. “That doesn’t involve… what it wants.”<br>
<br>
Tandi looks at you, tilting her head. “Why do you think I did the things I did? Or did you believe the rest of them? That Tandi Cunnings had just turned into a giant slut?”<br>
<br>
You find yourself blushing. She titters at your nonverbal reply. “Oh, don’t be bashful, <<TrueName "Current">>. It’s fun. You’ll learn that, soon enough. Sometimes I don’t know where I end and that bracelet begins.” She snorts, catching her reflection in a glass bottle. “Even now.”<br>
<br>
When she pulls her gaze from her image, she smiles again. “Go talk to Theodore. He used to help me when it got too much. Or when I was trying to go cold turkey. But take it from me, <<TrueName "Current">>. Once you get used to it, you’ll enjoy the natural way it takes to keep it charged.”<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Tandi" "SuppressBracelet">><<QuestOptionUnlock "Quest39" 3 "theodore_tandi">><</link>>
<<case "RemoveBracelet">>
“Is there any way to remove the bracelet?” you ask Tandi.<br>
<br>
She giggles, eyes gleaming. “What’s the matter, <<TrueName "Current">>? Can’t you just slip it off?”<br>
<br>
More giggles. Tandi shakes her head. “Weren’t you paying attention? You need a willing recipient. And you need to be willing to give it up, too. Believe me, that’s not as easy as it sounds.”<br>
<br>
<<TandiBraceletWorn>>
<<if _TandiBraceletWorn is true>>
“So you wouldn’t take it back?” you try.<br>
<br>
That causes her smile to fade completely. She holds your look for a long moment, before shrugging. “Not right now.” She looks down at the floor and you lose her to internal thoughts. “I need to figure out who I am, first. Without it.”<br>
<<else>>
“So you wouldn’t take this one?” you try.<Br>
<br>
That causes her smile to fade completely. She holds your look for a long moment, before shrugging. “Not right now.” She looks down at the floor and you lose her to internal thoughts. “I need to figure out who I am, first. Without one of those. However enticing they are.”<br>
<</if>>
<br>
A moment later, Tandi is looking back to you and shrugging, once again grinning. “I’m sure you can find someone else though, <<TrueName "Current">>. And they won’t be disappointed with how it makes them feel.”<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Tandi" "RemoveBracelet">><<TaskTracker "Task14" "active">><</link>>
<<case "TheodoreTrips">>
“I knocked on Theodore’s door,” you ask. “Do you know where he goes some nights?”<br>
<br>
Tandi frowns as she looks back at you. “Theodore is a shut-in. He barely leaves his computer, let alone his caravan.”<br>
<br>
“He wasn’t in last time I swung by,” you tell her.<br>
<br>
She continues with her sceptical look, but shrugs after a moment. “Sometimes he isn’t home on Sundays,” she replies. A small chuckle echoes in the caravan. “Only noticed when I crawled around for something to take the edge off a Saturday night comedown.” Her eyes look over to you and a grin forms again. “Guess you’ll be soon learning how that feels, now.”<br>
<br>
“Where did he go?” you push forward.<br>
<br>
“I don’t know,” she says. “When we first started talking, I tried to get him to come to Dicks.” Surprisingly, Tandi actually blushes. “As payment for his potions.”<br>
<br>
The smile fades. “He seemed scared of going into town. It must be important, if he’s not at home.”<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Tandi" "TheodoreTrips">><</link>>
<<case "MoreBottles">>
“Theodore gave me one of his potions,” you tell Tandi.<br>
<br>
“Take the edge off, did it?” she asks you, giving a small smile. “He’s really sweet. Those potions used to give me just enough of my mind back to think.” She grins. “It will be a revelation, when you’re free of the bracelet’s compulsions, and you still choose to be on all fours.”<br>
<br>
Tandi watches for your reaction and sniggers when you flinch. “Enjoy the power, <<TrueName "Current">>. It’s worth it.”<br>
<br>
“Do you know where he gets those potions?” you say, trying to deflect the conversation.<br>
<br>
Tandi shakes her head. “He wouldn’t tell. He’s paranoid about getting caught.” Her eyes wander back to the photo frame. “Can’t say I blame him.”<br>
<br>
She looks back at you, frowning. “Don’t try to get in the way, <<TrueName "Current">>. He can be a good friend to you.” A small gulp travels down her throat. “He’s one of the few who doesn’t expect something in return. I don’t want to see anything bad happen to him.”<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Tandi" "MoreBottles">><</link>>
<<case "HeartsTeacher">>
<<QuestState "Quest27">><<set _MarjorieNamed to (_QuestState gte 3)>>
<<if _MarjorieNamed is true>>
“What do you know about Marjorie?” you ask Tandi. “I need to know as much about her as you do if I’m going to stop Christina.”<br>
<<else>>
“Who is teaching the cheerleaders?” you tell Tandi. “I need to know if I’m going to stop them.”<br>
<</if>>
<br>
<<NPCLocationCheck "Tandi">>
<<if _NPCLocationCheck is "TandiCaravan">>
Tandi twizzles one of her pigtails with her hand, but her lips thin as she considers your words. “That’s a big ask, <<TrueName "Current">>. Are you sure you want to go down that path?”<br>
<<else>>
Tandi looks back to you, putting her hands on her hips as she stands surrounded by rubbish. “That’s a big ask, <<TrueName "Current">>. Are you sure you want to go down that path?”<br>
<</if>>
<br>
You sigh and offer her a little shrug. “I don’t have much of a choice.”<br>
<br>
<<QuestStatus "Quest22">>
<<if _QuestStatus is "complete">>
She winces at your words, her face softening slightly into the picture of a younger woman. A more innocent one. “That’s what we all said,” she mutters.<br>
<br>
<<if _MarjorieNamed is true>>
“Marjorie Delacroix,” she says, her words guarded. “She used to be a cheerleader, many moons ago. Same as me. Same as you, if you let them.”<br>
<br>
“And now?” you ask.<br>
<br>
“We all have to grow up sometime,” Tandi replies, her smile returning. “Hearts is what she grew into. You’ve seen the place, so you know the door doesn’t open for just anyone.” She giggles. “But there’s more than one way to show that you’re one of the girls.”<br>
<<else>>
“The person you’re looking for lives out in a manor house near Tovil Hole,” she continues, her words guarded. “Marjorie Delacroix. She used to be a cheerleader, many moons ago.”<br>
<br>
“And now?” you ask.<br>
<br>
“We all have to grow up sometime,” Tandi replies, her smile returning. “The place is called the Ace of Hearts. Finding it won’t be difficult. Cabbies are more than willing to take girls there. But getting in is the real trick.” She giggles. “Need to show that you’re one of the girls.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Tandi" "HeartsTeacher">><<DialogueUnlock "Tandi" "HeartsAce">><</link>>
<<else>>
She lets the pigtail drop and her grin returns. “And I don’t work for free, <<TrueName "Current">>. We barely know each other. Play my games first. Then we can talk about <<if _MarjorieNamed is true>>her<<else>>teachers<</if>>.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<case "HeartsAce">>
<<QuestState "Quest27">><<set _HeartsAddressKnown to (_QuestState gte 1)>>
<<if _HeartsAddressKnown is true>>
“Tell me about the Ace of Hearts,” you say. “I know where it is. I want to know what I’m walking into.”<br>
<<else>>
“The Ace of Hearts, then,” you state plainly. “How can I find it? And what will I find there?”<br>
<</if>>
<br>
Tandi’s eyes watch you closely. “It’s where girls like me end up,” she murmurs. “Or girls like us? Don’t you think we’re so alike, <<TrueName "Current">>?”<br>
<br>
Without waiting for a reply, Tandi giggles. “Hearts is where they put girls who rebel. Or don’t conform to what Charlton expects from them. It teaches you to survive. Even if what you have to do is not where you thought your life would go.”<br>
<br>
Her eyes trail off momentarily, before she turns back to look at you with a smile. “It’s fun though, <<TrueName "Current">>. You’re freer there than living in Charlton.”<br>
<br>
<<if _HeartsAddressKnown is true>>
You take in her words, shivering as you pick apart her meaning in your mind. “Is there another way in? One they won’t see coming?”<br>
<<else>>
You take in her words, shivering as you pick apart her meaning in your mind. “What do I need to do to get there?”<br>
<</if>>
<br>
<<GetPCState "TandiBracelet">><<InventoryCheckNPC "Emily" "TandiBracelet">><<QuestState "Quest39">><<QuestStatus "Quest39">><<GetPCState "MarjorieBracelet">>
<<if _TandiBracelet is "active">>
“That,” she nods to the bracelet on your wrist. “Is your wristband. Call a cab, tell them to take you to the Ace of Hearts. They won’t charge. It’s already paid for. And if you’re wearing that at the doorway, you’ll be able to pass.”<br>
<br>
You look down at the bracelet, feeling its energy throbbing. You take a gulp. Given what you know about the bracelet, you can only guess what sort of place Hearts is.<br>
<br>
Tandi offers you a sympathetic smile. “Just accept it, <<TrueName "Current">>. It’s easier that way.”<br>
<br>
“I’ll be able to roam free there just because I’ve got a bracelet on?” you ask incredulously.<br>
<br>
“I didn’t say that, <<TrueName "Current">>. There’s things watching. Always.” She pauses for a moment, rolling her lips. “But maybe, you could try to fool them too. Like wearing a face they are expecting. Like mine, in fact.”<br>
<br>
She titters, but her eyes don’t leave you. “How about it, <<TrueName "Current">>? You fancy seeing what the world is like for Tandi Cunnings for a while?”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Tandi" "HeartsAce">><<DialogueUnlock "Tandi" "TandiTransform">><<QuestTracker "Quest27" 1>><<LocationKnown "AceOfHearts">><<SetFlag "CharltonTaxiHomeKnown">><</link>>
<<elseif _InventoryCheckNPC is true>>
Tandi titters, but instead of a smile she winces. “My bracelet would have helped,” she tells you. “It would have got you through the door. I don’t fancy your chances of getting it back now. The wearer needs to part with it willingly, remember? But give it a try. If you can get it, call a cab and tell them to take you to the Ace of Hearts. They won’t charge. It’s already paid for. And if you’re wearing the bracelet at the doorway, you’ll be able to pass.”<br>
<br>
You consider the look on the face of Emily when she accepted the bracelet. With some reluctance, you acknowledge that Tandi may be right. Trying to get her to give it up will be a hard task.<br>
<br>
<<NPCLocationCheck "Tandi">>
<<if _NPCLocationCheck is "TandiCaravan">>
“There are other stamps that will get you through,” Tandi offers. She gives you a look, then turns her side to you, pulling up the hem of her top just enough so you can see her lower back. There, pulsating with magic, is a pink heart tattoo.<br>
<<else>>
“There are other stamps that will get you through,” Tandi offers. She gives you a look, then turns on her side, pulling her corset up just enough so you can see her lower back. There, pulsating with magic, is a pink heart tattoo.<br>
<</if>>
<br>
“Get yourself one of these,” she says. “And the door will be open. Permanently.” She looks away, down at the floor, face falling. “You might even find that you want to stay.”<br>
<br>
<<NPCLocationCheck "Tandi">>
<<if _NPCLocationCheck is "TandiCaravan">>
As Tandi straightens her top and turns back to face you, you watch as her eyes catch sight of you. As if she’s seeing you for the first time. Or an idea has formed in her brain. A coy smile appears on her face.<br>
<<else>>
As Tandi adjusts her corset and shifts back to lounging on the sofa, you watch as her eyes catch sight of you. As if she’s seeing you for the first time. Or an idea has formed in her brain. A coy smile appears on her face.<br>
<</if>>
<br>
“Or perhaps, with that amulet,” she muses. “There’s another way. You could try wearing a face they are expecting. Like mine, in fact.”<br>
<br>
She titters, but her eyes don’t leave you. “How about it, <<TrueName "Current">>? You fancy seeing what the world is like for Tandi Cunnings for a while?”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Tandi" "HeartsAce">><<DialogueUnlock "Tandi" "TandiHeartTattoo">><<DialogueUnlock "Tandi" "TandiTransform">><</link>>
<<elseif _QuestState is 1 and _QuestStatus is "active" and _MarjorieBracelet isnot "active">>
Tandi grins, watching you with a long pause. “It’s not easy, <<TrueName "Current">>. Lucky for you, I’ve still got just the thing.”<br>
<br>
She jiggles her hand and you see the bracelet around her wrist. “It’s one way to enter. If you’ll take it from me.”<br>
<br>
“One way?” you press as you eye the bracelet.<br>
<br>
“Don’t think that any other route is going to be easier, <<TrueName "Current">>,” Tandi replies. “If that doesn’t take your fancy though, there are other stamps that will get you through.”<br>
<br>
<<NPCLocationCheck "Tandi">>
<<if _NPCLocationCheck is "TandiCaravan">>
She turns her side to you, pulling up the hem of her top just enough so you can see her lower back. There, pulsating with magic, is a pink heart tattoo.<br>
<<else>>
She turns on her side, pulling her corset up just enough so you can see her lower back. There, pulsating with magic, is a pink heart tattoo.<br>
<</if>>
<br>
“Get yourself one of these,” she says. “And the door will be open. Permanently.” She looks away, down at the floor, face falling. “You might even find that you want to stay.”<br>
<br>
<<NPCLocationCheck "Tandi">>
<<if _NPCLocationCheck is "TandiCaravan">>
As Tandi straightens her top and turns back to face you, you watch as her eyes catch sight of you. As if she’s seeing you for the first time. Or an idea has formed in her brain. A coy smile appears on her face.<br>
<<else>>
As Tandi adjusts her corset and shifts back to lounging on the sofa, you watch as her eyes catch sight of you. As if she’s seeing you for the first time. Or an idea has formed in her brain. A coy smile appears on her face.<br>
<</if>>
<br>
“Or perhaps, with that amulet,” she muses. “There’s another way. You could try wearing a face they are expecting. Like mine, in fact.”<br>
<br>
She titters, but her eyes don’t leave you. “How about it, <<TrueName "Current">>? You fancy seeing what the world is like for Tandi Cunnings for a while?”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Tandi" "HeartsAce">><<DialogueUnlock "Tandi" "TandiHeartTattoo">><<DialogueUnlock "Tandi" "TandiTransform">><</link>>
<<else>>
Tandi grins, watching you with a long pause. “It’s not easy, <<TrueName "Current">>. Lucky for you, I’ve got just the thing.”<br>
<br>
She jiggles her hand and you see a bronze bracelet hanging tightly around her wrist. Five jade jewels embedded within it, three dull and black, the other two sparkling with yellow-amber magic.<br>
<br>
Tandi jingles the bracelet again and giggles. “That’s one way to enter. But it requires a demonstration to show how.”<br>
<br>
You look down at the bracelet, feeling its energy throbbing. As if in response to your hesitation, Tandi continues. “If that doesn’t take your fancy, there are other stamps that will get you through.”<br>
<br>
<<NPCLocationCheck "Tandi">>
<<if _NPCLocationCheck is "TandiCaravan">>
She turns on her side, pulling up the hem of her top just enough so you can see her lower back. There, pulsating with magic, is a pink heart tattoo.<br>
<<else>>
She turns on her side, pulling her corset up just enough so you can see her lower back. There, pulsating with magic, is a pink heart tattoo.<br>
<</if>>
<br>
“Get yourself one of these,” she says. “And the door will be open. Permanently.” She looks away, down at the floor, face falling. “You might even find that you want to stay.”<br>
<br>
<<NPCLocationCheck "Tandi">>
<<if _NPCLocationCheck is "TandiCaravan">>
As Tandi straightens her top and turns back to face you, you watch as her eyes catch sight of you. As if she’s seeing you for the first time. Or an idea has formed in her brain. A coy smile appears on her face.<br>
<<else>>
As Tandi adjusts her corset and shifts back to lounging on the sofa, you watch as her eyes catch sight of you. As if she’s seeing you for the first time. Or an idea has formed in her brain. A coy smile appears on her face.<br>
<</if>>
<br>
“Or perhaps, with that amulet,” she muses. “There’s another way. You could try wearing a face they are expecting. Like mine, in fact.”<br>
<br>
She titters, but her eyes don’t leave you. “How about it, <<TrueName "Current">>? You fancy seeing what the world is like for Tandi Cunnings for a while?”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Tandi" "HeartsAce">><<DialogueUnlock "Tandi" "TandiHeartTattoo">><<DialogueUnlock "Tandi" "TandiTransform">><</link>>
<</if>>
<<case "HeartsTattoo">>
“Your tattoo is magic,” you say, feeling foolish as the words fall out of your mouth.<br>
<br>
She giggles, raising an eyebrow. “Gladys must be proud of how much you’ve learned,” she quips. “That’s right, <<TrueName "Current">>. A magical little tramp stamp for a magical little girl.”<br>
<br>
<<TattooCheck "Heart">>
<<if _TattooCheck is true>>
You look to Tandi, taking a deep breath. Then you adjust your clothing, turning to the side to reveal the matching tattoo on your lower back. “I have one too.”<br>
<br>
When you sit back down, you expect a smile from Tandi. Instead, her face looks shocked. She bites her bottom lip, barely meeting your eyes. “Oh <<TrueName "Current">>,” she says quietly. “I’m so sorry.”<br>
<br>
Her genuine remorse takes you a moment to recover from. “What does it do?”<br>
<br>
“It keeps the rebels in check,” she comments. “They watch us, you know. Anyone who has expressed too much of a desire to break free from their grand plan. Or just perform magic outside of their control.”<br>
<br>
“If you want to get into Hearts,” she says, leaning back. “Then you’re already on the guest list. Call a cab, tell them to take you to the Ace of Hearts. They won’t charge. It’s already paid for.”<br>
<br>
You feel your tattoo throbbing. You take a gulp. Given what Tandi has told you, you can only guess what sort of place Hearts is. “Do you know how I can get rid of it?” you ask her.<br>
<br>
A weak smile comes back as a response. “You could try Roseli,” she tells you. “But I wouldn’t get your hopes up. She couldn’t help me.”<br>
<br>
Tandi offers you a sympathetic smile. “Just accept it, <<TrueName "Current">>. It’s easier that way.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Tandi" "HeartsTattoo">><<QuestTracker "Quest27" 1>><<LocationKnown "AceOfHearts">><<SetFlag "CharltonTaxiHomeKnown">><</link>>
<<else>>
“What does it do?” you ask, still sensing its magic from Tandi’s back.<br>
<br>
“It keeps the rebels in check,” she comments. “They watch us, you know. Anyone who has expressed too much of a desire to break free from their grand plan. Or just perform magic outside of their control.”<br>
<br>
She leans in, eyes sparkling. “They can tell where you are, at all times,” she purrs. “I bet they wouldn’t admit it, but I like to think they can see us. Everything we’re doing. It’s fun, to think you’ve always got an audience. You ever think about the ghosts watching you get fucked, <<TrueName "Current">>? It’s a real turn-on of mine.”<br>
<br>
“If you want to get into Hearts,” she says, leaning back. “Then this is one way. I’m sure Roseli could help you.” She tuts, her smile fading. “But it’s a big step, <<TrueName "Current">>. You can’t easily get rid of it. Or its side effects. Believe me, I’ve tried.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Tandi" "HeartsTattoo">><<QuestOptionUnlock "Quest27" 0 "tattoo">><</link>>
<</if>>
<<case "HeartsTransform">>
“I want to try getting into Hearts,” you tell her. “As you.”<br>
<br>
Tandi giggles as she stretches out, calling attention to the shape of her body. “You want to walk a mile in this skin, <<TrueName "Current">>? I don’t blame you. How does it work?”<br>
<br>
“I need a treasured item from the target,” you tell her. “Then I can take their shape.”<br>
<br>
“Just their shape, <<TrueName "Current">>?” she purrs. “Or their mind as well? There’s a lot of urges that come with this body.”<br>
<br>
She titters as she sees your cheeks redden. “Don’t worry. You’ll learn to enjoy them.”<br>
<br>
“The item?” you say, trying to change the topic.<br>
<br>
Tandi gives you a cautious look, then reaches behind the sofa and picks up a black handbag. She rummages through it and after a moment holds out a photo. “Here.”<br>
<br>
<center><img src="./images/TandiPersonalPhoto.png"></center><br>
<br>
You look at it briefly. Tandi. Before. She looks away as you try to meet her eyes, dropping her bag back behind the sofa.<br>
<br>
<<NPCLocationCheck "Tandi">>
<<if _NPCLocationCheck is "TandiCaravan">>
“Do your thing at home,” she tells you, moving the conversation on. “I’ll be here. But I’ll avoid Hearts. Word of warning, though. If you walk around Charlton as me, you might get some looks.” Her smile falters. “Or comments.”<br>
<<else>>
“Do your thing at home,” she tells you, moving the conversation on. “I’ll be here, or at Dicks. So don't go to either. But I’ll avoid Hearts. Word of warning, though. If you walk around Charlton as me, you might get some looks.” Her smile falters. “Or comments.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<TakeObjectNPC "Tandi" "TandiPersonalPhoto">><<QuestTracker "Quest27" 1>><<LocationKnown "AceOfHearts">><<SetFlag "CharltonTaxiHomeKnown">><</link>>
<</switch>><<switch $TeresaDialogue>>
<<case "AboutHer">>
“Are you okay?” you ask her, maintaining a pleasant smile.<br>
<br>
“Just a little over-stretched,” she says, glancing back to the shelves. “There’s always something to do around here, and Pete can’t do much himself these days. Can you, Pete?”<br>
<br>
Her eyes flick over to the open back door. You see the ancient owner glancing out at her as he moves past. His lips move, but he seems incapable of uttering words.<br>
<br>
“He tries,” Teresa continues, a little more quiet. “Bless him. But he really should take it easy, at his age. I always tell him that I’m happy to help more. Dexter and Marlon can take care of themselves, now.” A broader smile breaks out. “He keeps thinking they are still toddlers.”<br>
<br>
“Dexter and Marlon?” you query.<br>
<br>
“My kids,” she nods. “Dexter’s still at school, in his final year. Marlon works up at the Country Club. Lovely boys. Always seeing how they can help out their old mum.”<br>
<<NPCLocationCheck "Dexter">>
<<if _NPCLocationCheck is "OldPetesPharmacy">>
<br>
She looks down the counter to where Dexter is slouched over the counter. “He’s a good boy,” she comments. “In his own little world sometimes.”<br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Teresa" "AboutHer">><</link>>
<<case "AboutDexter">>
“Are you Dexter’s mum?” you ask her.<br>
<br>
<<if $current.avatar is "Emily">>
She smiles and nods. “Oh yes. He’s my youngest. Do you go to school with him?”<br>
<br>
When you nod, her smile widens. “That’s lovely. I don’t get to meet many of his school friends. I’m always so busy here.”<br>
<<else>>
She smiles and nods. “Oh yes. He’s my youngest. Just in his last year of Charlton School. Do you know him?”<br>
<br>
When you nod, her smile widens. “That’s lovely. I wish I could see more of him, but I’m always so busy here.”<br>
<</if>>
<br>
“You don’t get to see him much?” you ask.<br>
<br>
Teresa shakes her head, losing her focus for just a moment. “It’s hard, trying to make ends meet.” She looks around, seeing if anyone else is in the shop. “Especially when your husband isn’t helping,” she says in a hushed voice.<br>
<br>
You stare back at her as she eyes you anxiously, watching for any reaction. Only when you smile does she relax.<br>
<br>
“They try to help, of course,” she mutters. “Marlon works in that awful kitchen. But Dexter is so busy with school. He can’t help as much.”<br>
<br>
She sighs, staring off into the distance for a second before she shrugs it off. “He’s a sweet boy, though. Pops in every Wednesday and Sunday to see me, even if I can’t see him at home.”<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Teresa" "AboutDexter">><<HintsActive "Dexter">><</link>>
<<case "AboutMedicine">>
“I don’t recognise a lot of that medicine,” you tell her, glancing at the bottles on the shelf. “Where does it come from?”<br>
<br>
Teresa looks back curiously, frowning. “It looks normal to me,” she mutters, regarding you with interest. “Old Pete doesn’t like getting medicine from companies outside Charlton. He always says that they care more about making profit than helping people.”<br>
<br>
She picks an opaque bottle from the shelf and shows you the label. It looks like a prescription label, but the faded ink betrays it’s been printed on an ancient dot matrix printer. At the bottom is an emboldened name of the manufacturer. 'Palmer Pharmaceuticals.'<br>
<br>
“This is a local company,” Teresa says, tapping the label. “Doctor Palmer at the Care Pavilion uses locally known remedies to produce medicine.” She smiles. “We’ve all grown up with it. Won’t find a healthier community than here in Charlton.”<br>
<br>
“Is it legal?” you ask, raising an eyebrow.<br>
<br>
Teresa’s eyes narrow further. “I would think so,” she mutters. “Doctor Palmer wouldn’t give us things that were bad for us.”<br>
<br>
<<if $current.female is true>>
You give the bottle in her hand one last look. She puts it back on the shelf. You aren’t surprised to note that the pills inside the dark glass shimmer with magic.<br>
<<else>>
You give the bottle in her hand one last look. She puts it back on the shelf.<br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Teresa" "AboutMedicine">><</link>>
<</switch>><<set $ConversationRoot = passage()>>
<<CheckPersonalityState "Terrence">>
<<switch $TerrenceDialogue>>
<<case "PrichardAmulet">>
“Hey Terrence,” you begin. “You’d notice this kind of thing. Does Prichard wear an amulet?”<br>
<br>
<<if _PersonalityState is "Straight">>
Terrence leans back, the easy grin slotting into place. “Yeah, she’s got that little otter-shaped thing on a cord. Why?”<br>
<br>
“No reason,” you say. “I just thought it looked pretty.”<br>
<br>
“Not as pretty as you,” he purrs, grinning.<br>
<br>
When you don’t reply, he sniggers. “Never takes it off, far as I’ve seen. And I’ve spent enough time with her in detention. Think I’m a bad boy, Emily? Spending time in detention?”<br>
<br>
You don’t answer. After a beat he laughs and lets it go.<br>
<<else>>
Terrence’s eyes flick up and around before he answers, voice dropping. “Y-yeah. That little otter thing around her neck. Sh-she wears it all the time. Why?”<br>
<br>
“No reason,” you say. “I just thought it looked pretty.”<br>
<br>
He stares back at you, looking around once more. “S-she clutches it all the time. Even in detention.” He looks away, his voice dropping. “Even when she’s yelling at me.”<br>
<br>
Terrence doesn’t meet your eye. He seems lost in his memories.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestOptionUnlock "Quest23" 0 "prichard">><</link>>
<<case "Nervous">>
At the mention of the word, Terrence's alert eyes bounce from side to side, looking up and down the street. “Nervous? No reason. Why?”<br>
<br>
“You seem a little on edge,” you try. “Is everything alright?”<br>
<br>
Terrence gives you a look, indecision clear in his expression. Just as he looks set to speak, a pigeon coos, making him jump.<br>
<br>
“It’s nothing,” he replies quickly. “I’m fine.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Terrence" "Nervous">><</link>>
<<case "Detention">>
<<if _PersonalityState is "Straight">>
“I didn’t expect to see you in detention,” you tell him. “What happened?”<br>
<br>
He leans back with a confident grin, arms casually crossed. “I was just keeping things interesting,” he says, voice smooth. “Got caught writing Chantelle a note. Apparently Geography isn't the place to be writing to girls.”<br>
<br>
You frown. “I didn't know you liked Chantelle?”<br>
<br>
Terrence steps closer, gaze locked on you. “Why, are you jealous?" He chuckles, sensing your unease. "Just some harmless flirting. Geography’s a snooze anyway. Mountains and rivers aren't as interesting as girls. So detention's totally worth it if it means getting to talk to someone who actually keeps my attention.” His smile flickers with genuine interest. “Like you.”<br>
<Br>
"And it was worth detention for that?" <br>
<br>
He nods, smirking. “She made me spend an hour writing lines on the board. ‘Men's minds are for places and history. Women can afford to daydream.’ Over and over again.”<br>
<br>
As he says the words, he chuckles. "It's nonsense, but I can handle her. My grades are improving, anyway.”<br>
<br>
You smile, unsure you know the person in front of you.<br>
<<else>>
“I didn’t expect to see you in detention,” you tell him. “What happened?”<br>
<br>
“I misbehaved,” he tells you, his words straining through clenched teeth.<br>
<br>
You raise an eyebrow. “What did you do?” <br>
<br>
“I…” Terrence begins, but seems to change his mind. “I shouldn’t discuss it.”<br>
<br>
“It’s alright,” you assure him. “I won’t tell.”<br>
<br>
He looks at you, then sighs with exhaustion. “It’s just that – it’s such nonsense. All I did was ask if the people in other countries were happy with being conquered. She threw her book at me. Literally.”<br>
<br>
You give him a look. “She gave you detention for asking that?” <br>
<br>
He nods, growing angry with his words. “She made me spend an hour writing lines on the board. ‘Men don’t negotiate. They subjugate.’ Over and over again.”<br>
<br>
As he says the words, he gives you a look. You notice his eyes flick over your body. He takes a stifled breath. “I hate her,” he mutters. “It’s such bullshit.”<br>
<br>
Terrence seems to suddenly realise who he’s talking to and blushes. “Oh! I’m sorry! I didn’t mean to say that! That word!” <br>
<br>
You smile, trying to assure him no offence was taken.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Terrence" "Detention">><</link>>
<<case "SingleSexClasses">>
<<if _PersonalityState is "Straight">>
“I’ve been wondering,” you begin. “What are the boys’ versions of the single-sex classes like?”<br>
<br>
Terrence chuckles, leaning back on the pillar with casual ease. “Honestly? It’s all pep talks. ‘How to be a man’ this, ‘stand your ground’ that.” He glances at you, grin lighting his eyes. “Meanwhile, I’m stuck thinking about you and whatever the girls are up to in your classes.”<br>
<br>
You raise an eyebrow, letting his comment slide. “So you don’t buy into it?”<br>
<br>
He shakes his head, stepping closer. “Not at all. I’d trade every push-up for a real conversation. Especially if it’s with you.”<br>
<<else>>
“I’ve been wondering,” you begin. “What are the boys' versions of the single-sex classes like?”<br>
<br>
Terrence rolls his eyes, momentarily distracted from his nervous disposition of looking up and down the road. “It’s exactly what you’d expect. Macho posturing. Sexist stereotypes. How to be a man.”<br>
<br>
“You don’t agree with it?” you ask him.<br>
<br>
He snorts quietly. “That’s not how my world operates.” <br>
<br>
“I’m curious to see it,” you reply.<br>
<br>
“You shouldn’t be,” he says, a touch of a warning in his voice. “I’m serious.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Terrence" "SingleSexClasses">><</link>>
<<case "Help">>
<<if $current.avatar is "Emily" and _PersonalityState is "Straight">>
“Hey Terrence,” you say. “I was wondering if you could do me a favour.”<br>
<br>
He lifts his chin, confidence in his stance. “Anything for you. What’s up?”<br>
<br>
“I need to get into Geography class,” you explain. “Without Prichard.”<br>
<br>
He grins. “Distract her? The only time I’ve ever seen her leave someone unattended is when you distracted her when I had detention.”<br>
<br>
You let one of your eyebrows rise up. He catches sight of it, then shakes his head furiously. <br>
<br>
“Just get her attention for a moment,” you say. “I’m sure something will come to mind. I’ll owe you one.”<br>
<br>
<<Flag "PrologueMathsAced">>
<<if _FlagReturn is true>>
He tilts his head, eyes lighting up. “Speaking of owing. I heard you aced the Math test. Is that true?”<br>
<br>
“Pretty solid,” you admit with a small smile. “Why do you ask?”<br>
<br>
He steps closer, lowering his voice. “I could use a tutor. Mr. Rogers is merciless.”<br>
<br>
“You want me to help?” you ask.<br>
<br>
His grin turns earnest. “Yeah, meet me at your place after school? And I can handle Prichard.”<br>
<br>
<<ActionsHeader>>
<<link "Agree to tutor him" "TerrenceDialogue">><<CommonActionsTerrenceAgreeTutor>><</link>><br>
<<link "Say you can't at the moment" "TerrenceDialogue">><<CommonActionsTerrenceDeclineTutor>><</link>><br>
<<else>>
He shrugs, giving you a playful look. “Funny thing. I was wondering if you could do me a favour. Math’s kicking my butt.”<br>
<br>
You raise an eyebrow. “You need help?”<br>
<br>
“Big time,” he admits, running a hand through his hair. “Think you could tutor me at your place? In return, I’ll make Prichard look the other way.”<br>
<br>
<<ActionsHeader>>
<<link "Agree to tutor him" "TerrenceDialogue">><<CommonActionsTerrenceAgreeTutor>><</link>><br>
<<link "Say you can't at the moment" "TerrenceDialogue">><<CommonActionsTerrenceDeclineTutor>><</link>><br>
<</if>>
<<elseif $current.avatar is "Emily">>
“Hey Terrence,” you say. “I was wondering if you could do me a favour.”<br>
<br>
His eyes focus sharply on you, before looking around the street. “What?” he stammers. <br>
<br>
“I need to get into Geography class,” you tell him. “Without Prichard.”<br>
<br>
“That's impossible,” he replies. “The only time I’ve ever seen her leave someone unattended is when you distracted her when I had detention.”<br>
<br>
You let one of your eyebrows rise up. He catches sight of it, then shakes his head furiously. <br>
<br>
“Just get her attention for a moment,” you say. “I’m sure something will come to mind. I’ll owe you one.”<br>
<br>
<<Flag "EmilySavedTerrence">>
<<if _FlagReturn>>
He looks at you for a moment, his eyes narrowing. After a long moment he begins to talk in a measured voice. “I guess you did help me. When I had my panic attack. And I need a bit of help on Maths anyway.”<br>
<br>
You give him a look. “What's maths got to do with it?”<br>
<br>
“I’m failing,” he says, with a hint of embarrassment. “Mr. Rogers is not nice. To me. I could do with help. A lot of it.”<br>
<br>
“You want me to tutor you?” you ask him.<br>
<br>
He nods eagerly. “Do that, and I’ll distract Prichard. When the time comes. I can’t fail Maths. I won’t.”<br>
<br>
<<ActionsHeader>>
<<link "Agree to tutor him" "TerrenceDialogue">><<CommonActionsTerrenceAgreeTutor>><</link>><br>
<<link "Say you can't at the moment" "TerrenceDialogue">><<CommonActionsTerrenceDeclineTutor>><</link>><br>
<<else>>
<<Flag "PrologueMathsAced">>
<<if _FlagReturn is true>>
He looks at you for a moment, his eyes narrowing. After a long moment he begins to talk in a measured voice. “I heard you did well on your Maths test. Is that true?”<br>
<br>
You give him a look. “Pretty good,” you say casually. “Why?”<br>
<br>
“I’m failing,” he says, with a hint of embarrassment. “Mr. Rogers is not nice. To me. I could do with help. A lot of it.”<br>
<br>
“You want me to tutor you?” you ask him.<br>
<br>
He nods eagerly. “Do that, and I’ll distract Prichard. When the time comes. I can’t fail Maths. I won’t.”<br>
<br>
<<ActionsHeader>>
<<link "Agree to tutor him" "TerrenceDialogue">><<CommonActionsTerrenceAgreeTutor>><</link>><br>
<<link "Say you can't at the moment" "TerrenceDialogue">><<CommonActionsTerrenceDeclineTutor>><</link>><br>
<<else>>
He looks at you for a moment, but sighs sadly. “The only thing I need a favour for is getting through Maths,” he tells you. “I hear you did about as well on the last test as I did, though.”<br>
<br>
You grimace, recalling how the clock absorbed your attention in the first maths class you took as Emily. <I>If only he knew what I did for a living…</i><br>
<br>
“I’m sorry,” he tells you quietly. “It’s too risky. I can’t afford to get into any more trouble.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Terrence" "Help">><</link>>
<</if>>
<</if>>
<<elseif $current.avatar is "Dennis">>
<<if _PersonalityState is "Straight">>
“Hey Terrence,” you say. “I was wondering if you could do me a favour.”<br>
<br>
He lifts his chin, confidence in his stance. “I'm not putting your camera where it doesn't belong, Dennis."<br>
<br>
You wince, trying not to think of what he meant by that. “I need to get into geography class,” you explain. “Without Prichard.”<br>
<br>
He grins. “Want to capture some shots of Geography? That's weird, Dennis. Even for you.”<br>
<br>
"Come on, Terrence," you try. "I just need to get into that room."<Br>
<Br>
He chuckles. "Sorry, mate. I'm not sticking my neck out. Even for you."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueDone "Terrence" "Help">><</link>>
<<else>>
“Hey Terrence,” you say. “I was wondering if you could do me a favour.”<br>
<br>
His eyes focus sharply on you, before looking around the street. “What?” he stammers. <br>
<br>
“I need to get into geography class,” you tell him. “Without Prichard.”<br>
<br>
“That's impossible,” he replies. “The only time I’ve ever seen her leave someone unattended is when you distracted her when I had detention.”<br>
<br>
You let one of your eyebrows rise up. He catches sight of it, then shakes his head furiously. <br>
<br>
“Just get her attention for a moment,” you say. “I’m sure something will come to mind. I’ll owe you one.”<br>
<br>
He looks at you for a moment, his eyes narrowing. After a long moment he begins to talk in a measured voice. “You're pretty good at maths, aren't you?”<br>
<br>
You shrug, trying to gauge the right response. “Yeah,” you say casually. “Why?”<br>
<br>
“I’m failing,” he says, with a hint of embarrassment. “Mr. Rogers is not nice. To me. I could do with help. A lot of it.”<br>
<br>
“You want me to tutor you?” you ask him.<br>
<br>
He nods eagerly. “I can come over to your place. Any evening. You can help, can't you?"<br>
<br>
You briefly consider risking it, but you're not sure how long Dennis will be asleep. Nor whether you can get away with going home as him. It seems risky. Too risky.<Br>
<Br>
"Sorry, Terrence," you say. "I can't at the moment."<br>
<br>
“I understand,” Terrence replies. “It’s a busy time, the end of the year. Lots of study. Everyone’s trying to graduate.”<br>
<br>
A car with a loud exhaust drives past and Terrence’s attention is taken away momentarily. When he returns to focus on you, he seems twitchy and nervous once more. “I need to go. My mum will be waiting for me. But the offer still stands. If you want my help, I can come over."<br>
<br>
You watch Terrence walk off quickly, almost tripping as he rushes to move away from the school.<br>
<br>
<<ActionsHeader>>
<<link "Return to the school gates" "SchoolGates">><<TimeChange>><<DialogueDone "Terrence" "Help">><<EndConversation "Terrence">><</link>>
<</if>>
<</if>>
<<case "HelpAgain">>
“Hey Terrence,” you begin. “Could you do me a favour and distract Prichard after school again?”<br>
<br>
<<if _PersonalityState is "Straight">>
He looks back at you, letting a smirk emerge. “You got another detention, Em? You are a bad girl or something?”<br>
<br>
“I just need a few minutes,” you reply quickly. “Can you do it?”<br>
<br>
He grins. It’s sloppy. Almost like he’s trying to be cocky. “For you? I’ll consider it. You got a prom date yet?”<br>
<br>
Your eyes go wide and your heart stops. Until he begins to laugh.<br>
<br>
“Oh, Em,” he says condescendingly. “You’re cute when you’re flustered. Don’t worry, I won’t blackmail you into going with me.” He snorts, but a little too hard. He almost blows snot out from a nostril. You watch his cheeks grow red, but he attempts to brush it off as he continues. “I bet you’ll accept anyway.”<br>
<br>
“So you’ll help?” you push him.<br>
<br>
He nods. “Sure. It will be fun.”<br>
<br>
You give him an appreciative smile. He grins again, his embarrassment fading. “And we’ll see about prom,” he mutters softly.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<SetFlag "PermTerrencePromInvite">><<ChangeTopics>><<SetFlag "Act2GeographyDetention" "Terrence">><</link>>
<<else>>
<<QuestStatus "Quest21">>
His eyes focus on you as his head instinctively begins to shake. “I d-d-don’t know, Em. That was really risky last time.”<br>
<br>
“Please,” you press. “I wouldn’t ask if it wasn’t important.”<br>
<br>
<<Flag "EmilySavedTerrence">>
<<if _FlagReturn>>
He looks away for a moment, gritting his teeth. He takes a deep breath through the gaps in them. “You did help. Before.”<br>
<br>
Then he nods. Just once. But when he meets your eyes, you see a nervous determination there. “Alright,” he whispers. “I’ll watch out for you.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<SetFlag "Act2GeographyDetention" "Terrence">><</link>>
<<elseif _QuestStatus is "complete">>
He looks away for a moment, gritting his teeth. He takes a deep breath through the gaps in them. “I g-g-guess this school doesn’t win,” he mutters. “All the time.”<br>
<br>
You feel yourself frowning. He sees you watching and shakes his head. “It’s nothing,” he mutters. “Okay. I’ll watch out for you.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<SetFlag "Act2GeographyDetention" "Terrence">><</link>>
<<else>>
He looks away for a moment, gritting his teeth. He takes a deep breath through the gaps in them. “T-they just keep watching.”<br>
<br>
Then he shakes his head. Just once. But when he meets your eyes, you see a scared boy looking back at you. “I can’t,” he whispers. “I’m sorry. Not w-with the girls w-w-watching me.”<br>
<br>
“What -” you begin.<br>
<br>
“Don’t,” he says, with a degree of nervous desperation. “I’ve got to go.”<br>
<br>
He clutches the straps of his bag and darts up the road, glancing back at you only once to make sure you’re not following. You aren’t sure what he means by the girls. Maybe you should keep a watch out. If you want his help.<br>
<br>
<<ActionsHeader>>
<<link "Return to the school gates" "SchoolGates">><<TimeChange>><<EndConversation "Terrence">><</link>>
<</if>>
<</if>>
<<case "TerrenceTutorTrue">>
<<if _PersonalityState is "Straight">>
“Thank you!” Terrence says, stepping closer. As he reaches for your hand, his fingers brush yours in a deliberate, confident shake. His grip is warm and steady. “You have no idea how much this means,” he murmurs, gaze flickering to your lips before meeting your eyes again. “Phone me when you get home tonight. I’ll be there faster than you can say ‘Geography’.”<br>
<br>
He fishes a pen and notebook from his backpack, then scribbles his number with a quick, practiced flourish. Tearing off the page, he presses it into your palm, thumb lingering against your skin. “It’s a landline, so if someone picks up, just say you’re a friend from school.”<br>
<br>
You slip the paper into your satchel. <br>
<br>
“Perfect,” he says, raking a hand through his hair and offering you a slow, easy grin. He gives a small nod, then turns on his heel, shoulders relaxed. “Talk soon?”<br>
<<else>>
“Thank you!” Terrence stammers, reaching for your hand and shaking it rapidly. “Thank you so much. Give me a call in the evening when you get home. I'll come right over." <br>
<br>
“Oh!” he adds, reaching into his backpack and pulling out a pen and notebook from a compartment. He scribbles down his phone number and rips off a sheet to give to you. “Here’s my number. It’s a landline. If my mom answers, just pretend to be a salesman. Or woman.” He seems to consider this for a moment. “Actually. Just say you’re a girl. From school.”<br>
<br>
You nod, putting the paper in your satchel. <br>
<br>
“Alright,” he says, running his hand through his hair. “I better get home. Prepare. Give me a call.”<br>
<br>
Terrence smiles politely, then strides off, his eyes tracking every sound and movement as he goes. <br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the school gates" "SchoolGates">><<QuestOptionUnlock "Quest10" 3 "terrence_tutoring_convinced" "gte">><<TimeChange>><<EndConversation "Terrence">><</link>>
<<case "TerrenceTutorFalse">>
<<if _PersonalityState is "Straight">>
“Ah, playing hard to get, are we?” Terrence teases, feigning a dramatic sigh. “End-of-year crunch. Can’t blame you.” He takes a step closer, grin teasing. “But don’t think you’re rid of me. If you ever change your mind, you know where to find me. About tutoring. Or anything else."<br>
<br>
He winks, then turns on his heel and strides off with easy confidence, shoulders relaxed and eyes still on you as he goes.<br>
<<else>>
“I understand,” Terrence tells you. “It’s a busy time, the end of the year. Lots of study. Everyone’s trying to graduate.”<br>
<br>
A car with a loud exhaust drives past and Terrence’s attention is taken away momentarily. When he returns to focus on you, he seems twitchy and nervous once more. “I need to go. My mum will be waiting for me. But the offer still stands. If you want my help, come see me. I think Prichard’s keeping me back a lot for what I said.”<br>
<br>
You watch Terrence walk off quickly, almost tripping as he rushes to move away from the school.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the school gates" "SchoolGates">><<QuestOptionUnlock "Quest10" 3 "terrence_tutoring">><<TimeChange>><<EndConversation "Terrence">><</link>>
<<case "IntelligenceTutorPass">>
You step toward Terrence, holding your test paper in one hand as you try to calm his obvious nerves. "Terrence, I know you’re struggling, but I really can help," you say, your voice steady. "I’ve got the grades to prove it."<br>
<br>
Terrence fidgets with the edge of his textbook, not quite meeting your eyes. "Y-you want to tutor me?" he stammers, his voice pitching slightly. "I mean, sure, I’m failing, but that doesn’t mean just anyone can help." He pulls at the collar of his shirt as though it’s suddenly too tight. "Didn’t you, uh... didn’t you fail that last test too?"<br>
<br>
You calmly pull out some of your most recent work, holding it out for him to see. His hands tremble slightly as he takes it, his eyes darting across the page. "Oh," he mutters, blinking rapidly. "Wow. That’s... that’s actually really good." He bites his lip, then quickly hands the paper back, like he’s worried someone might see it.<br>
<br>
"Okay, uh... yeah," he says, nodding a bit too quickly. "I guess you could... I mean, you seem like you know what you’re doing. I just - I need help, okay? But not in a way that makes it, you know, obvious. People might, uh... get the wrong idea."<br>
<br>
He glances over his shoulder nervously, his voice dropping to a whisper. "We can meet somewhere quiet, right? Maybe your home? After school. Just studying. I didn't mean... I mean. Not that." His words come in a rapid-fire burst, and he’s already packing up his books like he’s ready to flee. "Don’t tell anyone, okay? Just - just keep it between us."<br>
<br>
<<ActionsHeader>>
<<link "Return to the school gates" "SchoolGates">>
<<TimeChange>>
<<EndConversation "Terrence">>
<<QuestOptionComplete "Quest10" 3 "terrence_tutoring">>
<<QuestOptionUnlock "Quest10" 3 "terrence_tutoring_convinced" "gte">>
<</link>>
<<case "IntelligenceTutorFail">>
"Terrence, I’ve been going over my math notes," you say, pulling out a stack of papers. "I know I can help you. Look, I’ve even written out the solutions!"<br>
<br>
Terrence hesitates, his fingers twitching nervously at the edge of his desk. "Uh... okay," he says, his voice shaky. "Let me see, I guess?" He reaches out cautiously as if the papers might bite him.<br>
<br>
He stares at the top sheet, tilting his head slightly as his eyes dart over your handwriting. "Wait... is this a quadratic equation?" he asks, his brow furrowing. "Why is the answer a heart?"<br>
<br>
You glance down at the paper. "Oh, that’s not an apple. That’s an approximation symbol."<br>
<br>
Terrence looks up at you, his mouth slightly open, before shifting his gaze back to the page. He flips to another sheet, where an answer is circled three times and underlined with a question mark. "And, uh... what’s going on here? Did you... change your answer? Three times?"<br>
<br>
"That’s just me double-checking my work," you reply, trying to sound confident.<br>
<br>
"Uh-huh." Terrence nods, his lips twitching as he flips to the next page. "And this one?" He points to a graph where the axes are mislabeled. "Did you just... label time as ‘Taco Tuesday’? Why is ‘joy’ the other axis?"<br>
<br>
"Okay, that one was just a shorthand to help me visualize the problem," you mumble.<br>
<br>
Terrence exhales sharply, clutching the papers like they’re the punchline to a very strange joke. His shoulders start to shake as he lets out a nervous giggle, which quickly grows into a full-on laugh. "Wow," he gasps, wiping his eyes. "I mean, I’m failing math, but this... this is something else. You’re really sure you’re the one who’s going to help me?"<br>
<br>
You open your mouth to respond, but he’s already shaking his head, the laughter tapering off into nervous chuckles. "Thanks, but, uh... I think I’ll figure it out on my own. Or maybe get a tutor who knows why time isn’t a taco."<br>
<br>
He quickly gathers his books, muttering to himself as he hurries off. "Taco Tuesday," he repeats under his breath, still snickering. "Unreal."<br>
<br>
<<ActionsHeader>>
<<link "Return to the school gates" "SchoolGates">>
<<TimeChange>>
<<EndConversation "Terrence">>
<<DialogueDone "Terrence" "IntelligenceTutor">>
<<QuestOptionUnlock "Quest10" 3 "terrence_tutoring">>
<</link>>
<<case "Mother">>
<<if _PersonalityState is "Straight">>
“Your mum sounded happy when I called,” you say.<br>
<br>
He offers you a confident smile, settling into his chair. “She’s not used to me chatting away with girls on the line. But talking to you? I wouldn’t trade it for anything.”<br>
<br>
"I'm here to tutor you, Terrence," you tell him. "This isn't a date.”<br>
<br>
Terrence’s confident smile wavers. “Right… sorry, Em. She's just not used to me getting calls from pretty girls.”<br>
<br>
You shift, gathering your notes. “Let’s stick to maths, okay?”<br>
<<else>>
“Your mother seemed surprised when I called,” you tell him casually. <br>
<br>
“I don’t get many callers,” he replies. “Especially not from girls at school.”<br>
<br>
You give him a curious look. “Not popular with the girls?”<br>
<br>
“Oh no,” he says, smiling. “I have a lot of friends. Just -” He breaks off his sentence before he can complete it. “I don’t really date.”<br>
<br>
You eye Terrence for a moment, sensing his reluctance to embellish. You wonder if you should push further, or return to the safer topic of Maths.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change Topics" $return>><<ChangeTopics>><<DialogueDone "Terrence" "Mother">><</link>>
<<case "School">>
<<if _PersonalityState is "Straight">>
“You’re pretty smart, you know,” you tell him. “How come you are struggling at school?”<br>
<br>
He shrugs, leaning casually against the table. “Honestly? I stopped seeing the point. All these books and lessons… I’d rather be out having fun, chasing girls while we’re young.”<br>
<br>
You raise an eyebrow. “What about after school? Your future?”<br>
<br>
He waves a hand dismissively. “It’ll sort itself out. Life’s not one big exam.” He steps closer, grin teasing. “Don’t you think it would be nice to take a break from all these equations and have a little fun?”<br>
<br>
You mutter under your breath, “Sounds like you fit right in at Charlton.”<br>
<br>
Terrence laughs, eyes sparkling. “Funny. The same guys used to pick on me for not having a girlfriend. But ever since I stopped caring what they think… they’ve backed off.” He offers you a confident look. “Maybe I could take you out one evening. Away from textbooks?”<br>
<br>
You clear your throat. “Let’s stick to tutoring for now.”<br>
<br>
Terrence leans in, grin unwavering. “Sure, but I’ll definitely wear you down eventually.”<br>
<<else>>
“You’re pretty smart, you know,” you tell him. “How come you are struggling at school?”<br>
<br>
He glances up from his textbook, pen hovering as he breaks from work. “I don’t know. Maybe it’s the teachers. They don’t really like me.”<br>
<br>
“Like Mr. Rogers?” you ask him.<br>
<br>
He nods, rapidly. “Him. And the others. They make fun of me. Call me names. It’s called a pecking order.”<br>
<br>
You frown, feeling yourself lean in slightly. “What sort of names?”<br>
<br>
He eyes you carefully, tense and guarded. “They say…” he tries, breaking off. “They mock me. For not having a girlfriend.”<br>
<br>
An eyebrow rises above your right eye. “Not popular with the girls?”<br>
<br>
“Oh no,” he says, smiling. “I have a lot of friends. Just –” He breaks off his sentence before he can complete it. “I don’t really date.”<br>
<br>
You eye Terrence for a moment, sensing his reluctance to embellish. You wonder if you should push further, or return to the safer topic of maths.<br>
<<trackKnowledge "BulliedPeople" "Learned">>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change Topics" $return>><<ChangeTopics>><<DialogueDone "Terrence" "School">><</link>>
<<case "Study">>
<<if _PersonalityState is "Straight">>
You decide to focus your attention on Terrence’s studies. He flips open another notebook and begins copying down equations in neat, mechanical strokes. But just enough to keep up appearances. His brow never furrows in real concentration. Instead, his gaze drifts up to meet yours whenever he thinks you’re not watching. <br>
<br>
A sudden thought tugs at you. Terrence is more interested in you than studying.<Br>
<br>
You shake off the distraction and guide him through the final problem. He scribbles the answer quickly, then closes the notebook with a soft snap. “Thanks, Emily,” he says quietly, voice low. “Everything’s simple now.”<br>
<br>
“So you’ll help distract Prichard if I end up in detention?” you ask.<br>
<br>
Terrence straightens, meets your eyes with a warm grin. “Absolutely. Whenever you need me.”<br>
<br>
He stacks his books neatly, tucks them under one arm with ease, and strides toward the door without a hint of hesitation. You open it for him; the cool night air tousles his hair. A pigeon’s soft coo draws a playful grin instead of a startled jump.<br>
<br>
“Goodnight, Emily,” he says, tipping his head and holding your gaze for a brief moment before turning to walk away with confident steps.<br>
<<else>>
You decide to focus your attention on Terrence’s studies. He is a fast learner and before you know it, he’s completing exercises that an hour ago were beyond his comprehension.<br>
<br>
Finding a degree of pride in your efforts, you give him an encouraging smile. When he returns it, you only see gratitude behind the gesture.<br>
<br>
<<if $PlayerCharacter.female is true>>Something gnaws away and you have a small epiphany. In all of your experience since coming to Charlton, Terrence is the first man not looking at you with any degree of lust.<br>
<<else>>Something gnaws away and you have a small epiphany. In all your recent experiences of being in a girl’s body, Terrence is the first man not looking at you with any degree of lust.<br><</if>>
<br>
You feel a little sting. A twinge of wounded pride inside your brain. You can think of a few reasons to counter the incoming thought that you can’t suppress. <I>Why doesn’t he like me?</i><br>
<br>
Returning your focus to his studies, you wrap up the tutoring as he completes the final task. "Thanks, Emily," he says quietly. "It's simple. All simple now."<br>
<br>
“So you’ll help distract Prichard?” you ask him. “If I’m in detention?”<br>
<br>
“I don’t know why you’d want to do that,” he replies. “Believe me. I know. But yes. Okay. If you need me, I’ll be there.”<br>
<br>
Terrence packs up his books into a stack and awkwardly walks towards the front door, holding them in both hands. You open the door for him. His eyes become alert as soon as he sees night has set in. The sound of a pigeon cooing almost causes him to drop his pile of books to the floor.<br>
<br>
"Goodnight, Emily," he tells you, as he leaves. You watch him move down the street with as much speed as he can muster. <br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Close the door and return to the living room" "YourHome">><<EndConversation "Terrence">><<QuestTracker "Quest10" 4>><<QuestOptionComplete "Quest10" 3 "terrence_tutoring_convinced">><<Flag "Act2Started">><<if _FlagReturn is true>><<SetFlag "Act2GeographyDetention" "Terrence">><</if>><<TimeChange>><</link>>
<<case "Girls">>
<<if _PersonalityState is "Straight">>
“Would you like to date, though?” you press him. “Is there anyone at school you like?”<br>
<br>
Terrence’s confident smile flickers with mischief. “I do now,” he replies, leaning in close. His eyes drop to your lips before returning to your gaze. “Actually, I’ve been thinking about you.”<br>
<br>
Without warning, he leans in and presses his lips to yours. Sure, warm, and deliberate. For a heartbeat, you’re caught off guard by the boldness and the spark of his confidence.<br>
<br>
You pull back, heart racing. “Terrence, I… I don’t want that.”<br>
<br>
He straightens, grin unwavering. “That’s just a maybe later. I bet I’ll win you over for a date soon.”<br>
<br>
"I don't think so," you tell him.<Br>
<Br>
He chuckles. "We'll see."<br>
<Br>
Terrence slides his chair back and scoops up his books. "Thanks, Em," he stammers. "It's been fun. I'll keep an eye out for you. If you’re ever in detention. Or elsewhere.”<br>
<br>
“Terrence…” you begin.<br>
<br>
But he's already heading toward the door. He pauses in the frame, hand on the knob. “Goodnight, Emily,” he calls softly, then strides off with relaxed confidence.<br>
<Br>
You watch his silhouette fade down the hallway, still feeling the warmth of his touch on your lips.<Br>
<<else>>
“Would you like to date, though?” you press him. “Is there anyone at school you like?"<br>
<br>
He takes a deep breath. His eyes roam around the room, as if looking for some way to escape. <br>
<br>
“I don’t know,” he stammers. <br>
<br>
You brace yourself to ask the question that bubbles up in your mind. “But you do like girls, right?” <br>
<br>
He looks down at the table, not meeting your eye. He shrugs. “I don’t know.”<br>
<br>
A long moment of silence draws out between you two before he looks up again. You give him a sympathetic smile. “That’s okay,” you say quietly. “It’s okay not to know.”<br>
<br>
“That’s not what they say at school,” he replies, with a rush of words threatening to merge into one another. “Girls are made for boys. Boys should like girls. I must like girls.”<br>
<br>
You see the tears in his eyes. “You don’t have to,” you tell him. <br>
<br>
He shakes his head. “I should. I do. Of course I do. Girls are made for boys. I should go.”<br>
<br>
Terrence slides his chair back and scoops up his books. "Thanks, Emily," he stammers. "You've been helpful. I'll keep an eye out for you. If you’re ever in detention.”<br>
<br>
“Terrence…” you begin.<br>
<br>
“Thank you. Again,” he says, rushing to the door. Awkwardly, he can’t open it with a stack of books in his arms and you have to pull it for him. Terrence nods in appreciation, then bounds out the door.<br>
<br>
You watch him go. He doesn’t look back. <br>
<<trackKnowledge "Homophobia" "Learned">>
<</if>>
<br>
<<ActionsHeader>>
<<link "Close the door and return to the living room" "YourHome">>
<<QuestTracker "Quest10" 4>>
<<QuestOptionComplete "Quest10" 3 "terrence_tutoring_convinced">>
<<Flag "Act2Started">><<if _FlagReturn is true>><<SetFlag "Act2GeographyDetention" "Terrence">><</if>>
<<EndConversation "Terrence">>
<<TimeChange>>
<</link>>
<<case "CheerleadersInterest">>
<<if $current.avatar is "Emily">>
“I’ve noticed Britney, Stacey and Reagan hanging around you,” you say. “Everything okay?”<Br>
<br>
Terrence hesitates. His eyes flick around like he’s checking for witnesses. Then he exhales, voice low.<Br>
<Br>
“They’ve... been kind,” he says. “Said they understand what I’m going through.”<Br>
<Br>
You tilt your head. “What exactly do they understand?”<Br>
<Br>
He fidgets, glancing down at his shoes. “The pressure. The teasing. They thought maybe they could help.”<br>
<Br>
You frown. “The cheerleaders? Understanding bullying? Aren’t they usually the ones doing it?”<Br>
<br>
“You don’t get it,” he snaps, louder than he means to. His voice drops again. “They’re listening to me! They know what it's like… to be different.”<Br>
<Br>
You wait. He looks like he wants to say more, but swallows it down.<Br>
<Br>
“I don’t think Chrissie and her friends have your best interests at heart,” you tell him flatly.<Br>
<Br>
“You sound like…” he begins, then trails off. “Look, it's fine, Emily. I can handle it.”<Br>
<br>
Watching Terrence carefully, you nod. There's a degree of assertiveness bubbling underneath the surface of all that nervousness that you haven't seen before.<br>
<<elseif $current.avatar is "Dennis">>
“I’ve noticed Britney, Stacey and Reagan hanging around you,” you say. “Everything okay?”<Br>
<br>
Terrence hesitates. His eyes flick around like he’s checking for witnesses. Then he exhales, voice low.<Br>
<Br>
“They’ve... been kind,” he says. “Said they understand what I’m going through.”<Br>
<Br>
You tilt your head. “What exactly do they understand?”<Br>
<Br>
He fidgets, glancing down at his shoes. “The pressure. The teasing. They thought maybe they could help.”<br>
<Br>
You frown. “The cheerleaders? Understanding bullying? Aren’t they usually the ones doing it?”<Br>
<br>
“Yes! But I mean, no!” he snaps, louder than he means to. His voice drops again. “They’re listening to me, Dennis! They actually know what it's like… to be different.”<Br>
<Br>
You wait. He looks like he wants to say more, but swallows it down.<Br>
<Br>
“I don’t think Chrissie and her friends have your best interests at heart,” you tell him flatly.<Br>
<Br>
“You sound like…” he begins, then trails off. “Look, it’s fine. I can handle it.”<Br>
<br>
Watching Terrence carefully, you nod. There's a degree of assertiveness bubbling underneath the surface of all that nervousness that you haven't seen before.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change Topics" $return>><<ChangeTopics>><<DialogueDone "Terrence" "CheerleadersInterest">><</link>>
<<case "JenniferPaper">>
<<if $current.avatar is "Emily">>
“Hey Terrence, do you know a woman called Jennifer Chambers?” you ask him.<Br>
<Br>
His eyes flicker, panic rising. He swallows hard. “No,” he says, voice barely above a whisper.<Br>
<br>
You press on, gaze steady. “Are you sure?”<Br>
<br>
He looks down at the floor, then back at you. “I’m sure.”<Br>
<Br>
You lift an eyebrow. “Then why would she have your landline?”<Br>
<Br>
His face goes pale. He stammers, unable to meet your eyes. “I… I don't know,” he mutters, stepping back. His eyes dart around and you sense he's not going to say anything more about whatever connects Jen with him.<br>
<br>
<<ActionsHeader>>
<<link "Change Topics" $return>><<ChangeTopics>><<DialogueDone "Terrence" "JenniferPaper">><</link>>
<<elseif $current.avatar is "Dennis">>
“Hey Terrence, do you know a woman called Jennifer Chambers?” you ask him.<Br>
<Br>
His eyes flicker, panic rising. He swallows hard. “No,” he says, voice barely above a whisper.<Br>
<br>
You press on, gaze steady. “Are you sure?”<Br>
<br>
He looks down at the floor, then back at you. “I’m sure.”<Br>
<Br>
You lift an eyebrow. “Then why would she have your landline?”<Br>
<Br>
His face goes pale. He stammers, unable to meet your eyes. “I… I don't know,” he mutters, stepping back. "How do you know that, Dennis?"<br>
<br>
For a moment his eyes start darting around, focusing on you. Even when you shrug, his narrowed eyes don't ever leave you. That is, until a pigeon cooing makes him jump.<br>
<br>
<<ActionsHeader>>
<<link "Change Topics" $return>><<ChangeTopics>><<DialogueDone "Terrence" "JenniferPaper">><</link>>
<</if>>
<<case "CheerleadersInterestStudy">>
You glance up from the workbook between you, letting your voice stay casual. “So the cheerleaders. They’ve been paying you a lot of attention recently. Are they helping you too?”<br>
<br>
Terrence pauses, pencil mid-air. “They just… talk to me.”<Br>
<Br>
“About studying?”<Br>
<Br>
He gives a short laugh. “No. Not school stuff. Not really. More like... attitude. Standing up straighter. Smiling more.”<Br>
<br>
You raise an eyebrow. “So, motivational cheerleading.”<Br>
<br>
He shrugs. “I guess.”<Br>
<Br>
You glance down at his notebook. You flick back a few pages, sensing his unease as you do so. His answers for biology stand out. Precise and succinct. Nothing like the confused guesswork you saw the week before.<Br>
<Br>
“You’re doing better. Especially in Biology.”<Br>
<Br>
That makes him stiffen. He reaches for his pencil again, head ducked.<Br>
<Br>
“I’ve just been… paying more attention.”<Br>
<Br>
“Christina and Britney helping you to study?”<Br>
<Br>
“No,” he says quickly. Too quickly.<Br>
<Br>
Your eyes flick to his bag. The flap’s half open, and you spot one exercise book he’s kept off the table. A worn biology book, stuffed with cuttings and sheets from note paper. <Br>
<Br>
He sees your gaze, and with a quick movement, flips the flap over the bag. “Biology's not what I'm here for. It’s it’s all… starting to make sense now.”<Br>
<br>
“Biology?” you ask.<Br>
<br>
He shakes his head. “It doesn’t matter.”<Br>
<br>
His hand rests on the flap of his bag now. Protective. You study him a moment longer. Whatever’s in that book, he doesn’t want you seeing it. You’re going to have to find another way to see it. Perhaps you can find a way to open his locker during the day, when he's occupied.<Br>
<br>
<<ActionsHeader>>
<<link "Change Topics" $return>><<ChangeTopics>><<DialogueDone "Terrence" "CheerleadersInterestStudy">><<QuestTracker "Quest21" 1>><</link>>
<<case "HallPass">>
<<if _PersonalityState is "Straight">>
“Do you know how I could get a hall pass?” you ask.<Br>
<Br>
He raises an eyebrow at you, clearly amused. “Skipping class? Emily, I thought you were a good girl.”<br>
<br>
You fold your arms. “I’m serious.”<Br>
<Br>
He chuckles. “Alright, alright.” He leans in a little, conspiratorial. “Stitch gives them out sometimes. But only to students who do well in lessons. Top of the class. Model behaviour. If you get special lessons from Stitch, you can get privileges.”<Br>
<Br>
You nod, already considering your grades, but then he adds with a grin, "Personally, I don’t think you need to worry about studying. There are more fun ways to spend your time.”<br>
<Br>
He leans back, watching you with interest. “I could show you some of them, Em.”<Br>
<<else>>
“Hey, Terrence,” you begin. “Do you know how someone could get a hall pass?”<Br>
<br>
He blinks. “A… pass? I guess maybe from Mr. Stitch? He gives them out sometimes.”<Br>
<Br>
You frown. “Based on what?”<Br>
<Br>
Terrence adjusts his bag strap. “Grades, mostly. If you’re doing well. He notices that stuff. You’ve got to stand out, but he invites all his favourites for extra lessons. They all seem to avoid trouble if they’re seen out of classes.”<Br>
<br>
You nod slowly. “Have you done those lessons?”<Br>
<Br>
He hesitates, then shakes his head quickly. “No. I wouldn’t. Even if my grades were high enough. I don’t want to stand out to Stitch.”<Br>
<Br>
He lowers his voice. “It’s better to just keep your head down, Em. Trust me.”<Br>
<Br>
Terrence glances back at the building, eyes scanning the windows. <Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change Topics" $return>><<ChangeTopics>><<DialogueDone "Terrence" "HallPass">><</link>>
<<case "MissCharltonContest">>
"What do you know about the Miss Charlton contest?" you ask.<br>
<br>
<<CheckPersonalityState "Terrence">>
<<if _PersonalityState is "Straight">>
<<if $current.avatar is "Emily">>
Terrence grins, leaning forward. "Miss Charlton? Oh, I'm very interested in this one, Em." His eyes linger. "Senior girls compete for a crown at prom. Special lessons, badges. The whole deal."<br>
<br>
"You seem excited."<br>
<br>
"Course I am." He winks. "Front row seat to the prettiest girls in school vying for attention? Best part of the year." He tilts his head, looking you over. "You entering?"<br>
<<elseif $current.female is true>>
Terrence flashes you a cocky smile. "Girls doing special lessons to earn badges. Best ones get shortlisted for prom." He shrugs, still grinning. "It's like the whole school's turned into a catwalk. Not that I'm complaining."<br>
<br>
"Do you know anything else?"<br>
<br>
"Only that I've got a few changes to me timetable," he offers. "Boys' lessons stay the same. But the mixed lessons? Those will be fun."<br>
<br>
He gives you a grin. All traces of his anxiety gone.<br>
<<else>>
Terrence laughs. "Mate, it's the girls' thing. Special lessons, badges. A crown at prom." He nudges you. "Best part of the year if you ask me. Front row seat to the action."<br>
<br>
"Do you know anything else?"<br>
<br>
"Only that I've got a few changes to me timetable," he offers. "Boys' lessons stay the same. But the mixed lessons? Those will be fun."<br>
<br>
He gives you a grin. All traces of his anxiety gone.<br>
<</if>>
<<else>>
<<if $current.avatar is "Emily">>
Terrence shifts slightly. "Miss Charlton. Yeah." He keeps his voice measured. "Senior girls earn badges through special lessons. The ones with the most get shortlisted for a crown at prom."<br>
<br>
"What do you think of it?"<br>
<br>
He's quiet for a moment. "I don't know," he stammers. "Mum says it's a chance to interact with girls. The boys' lessons stay the same." He winces. "But she says I'll enjoy the new mixed lessons." He looks at you, white as a sheet. "It's just..." he trails off, losing the ability to speak.<br>
<<else>>
Terrence shifts slightly. "Miss Charlton. Yeah." He keeps his voice measured. "Senior girls earn badges through special lessons. The ones with the most get shortlisted for a crown at prom."<br>
<br>
"What do you think of it?"<br>
<br>
He's quiet for a moment. "I don't know," he stammers. "It's not really my sort of thing."<br>
<br>
Terrence looks to you, clearly hoping that this subject is over.<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "MissCharltonBadges">>
"Have you seen these badges the girls are getting?" you ask.<br>
<br>
<<CheckPersonalityState "Terrence">>
<<if $current.avatar is "Emily">>
<<if _PersonalityState is "Straight">>
Terrence grins. "Oh, I've seen them. Hard not to, the way the girls are pinning them to their blouses." His eyes flick down to your chest briefly. "Can't help but look, can I?"<br>
<br>
"Focus, Terrence. What are they?"<br>
<br>
He laughs. "Alright, alright. Little pins with pictures on them. I've seen one with a dress on it." His expression shifts, almost thoughtful. "My mum said she got the same one when she was at school."<br>
<br>
"Your mum was in the contest?"<br>
<br>
He shrugs. "Must have been. She didn't say much about it." He looks to you, the moment passing. "Anyway, I'm not complaining. You can wear yours to the prom." He gives you a grin. "You got a date yet?"<br>
<<else>>
"I haven't been given any," Terrence blurts out quickly. "It's just for girls."<br>
<br>
You pause, watching him. "But you must have seen them?"<br>
<br>
Terrence shifts uncomfortably. "I-I've seen a few with them pinned on already. B-but I try not to look." He stares at his hands. "Best to keep your head down, Em. T-the school chews you out if you don't."<br>
<</if>>
<<elseif $current.female is true>>
<<if _PersonalityState is "Straight">>
Terrence grins. "Hard to miss them. The girls are pinning them to their blouses." His eyes wander down your top briefly. "Seen all sorts. Dresses, coffee cups." He shrugs. "My mum said she got one with a dress on it when she was at school. Same contest, I think."<br>
<br>
"Your mum was in the contest?"<br>
<br>
He shrugs. "Must have been. She didn't say much about it." He looks to you, the moment passing. "Anyway, nothing to do with me."<br>
<<else>>
"I haven't been given any," Terrence blurts out quickly. "It's just for girls."<br>
<br>
You pause, watching him. "But you must have seen them?"<br>
<br>
Terrence shifts uncomfortably. "I-I've seen a few with them pinned on already. B-but I try not to look." He stares at his hands. "Best to keep your head down."<br>
<</if>>
<<else>>
<<if _PersonalityState is "Straight">>
Terrence shrugs. "Seen a few. Girls pinning them to their shirts. My mum reckons she got one back when she was at school." He grins. "Some things never change around here, I guess."<br>
<br>
"Your mum was in the contest?"<br>
<br>
He shrugs. "Must have been. She didn't say much about it." He looks to you, the moment passing. "Anyway, nothing to do with me."<br>
<<else>>
"I haven't been given any," Terrence blurts out quickly. "It's just for girls."<br>
<br>
You pause, watching him. "But you must have seen them?"<br>
<br>
Terrence shifts uncomfortably. "I-I've seen a few with them pinned on already. B-but I try not to look." He stares at his hands. "Best to keep your head down."<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</switch>><<EventsCheck "DialogueTerrence">>
<<if _currentEvent is "TerrenceReactBoobs">>
Terrence glances at you, eyes flicking to your chest. Just for a moment, but long enough that you know he’s noticed. You feel the pause. The quiet appraisal. The weight of being seen.<br>
<Br>
<<if _PersonalityState is "Straight">>
He looks up again, grinning. “You look really nice today,” he says, a little too quickly. “I mean you always do. Just, uh, extra nice. If that’s possible.”<br>
<Br>
He leans in conspiratorially, lowering his voice. “Though personally, if you were going to get work done, I think you should’ve gone bigger.”<Br>
<Br>
<<MindControlRancyCheck>>
<<if _MindControlRancyCheck>>
You smile at him, but the words strike a nerve. Until this moment, you’d been feeling confident. Secure. But now? His comment lingers in your thoughts. Go bigger? Maybe he’s right.<br>
<Br>
<I>These aren’t your breasts, though. You aren’t Emily.</i><br>
<br>
You flinch internally. But the voice slides away. You can’t shake the feeling that Terrence has got a point.<Br>
<<else>>
You flinch. Heat rises to your cheeks. You can’t help but notice how his eyes keep returning to your chest. As if the rest of you doesn’t matter.<Br>
<br>
You mutter a stiff “Sure,” and step back.<Br>
<</if>>
<<else>>
He frowns slightly. His eyes don’t flick down again. Instead, he watches your face, head tilted with concern. “You okay, Em?” he asks softly. “Everything alright?”<Br>
<br>
<<MindControlRancyCheck>>
<<if _MindControlRancyCheck>>
You flash him a warm, practiced smile. “Everything’s perfect,” you reply.<Br>
<Br>
He hesitates, clearly unconvinced. His gaze lowers to your chest, but just a check before he looks back at your face. “Okay,” he says finally, letting it go.<br>
<Br>
You feel your own words echo inside your skull. Everything’s perfect. Why does that sound off?<br>
<<else>>
You offer a smile, but it feels thin. “Just going through some things,” you say, trying to sound light.<br>
<Br>
Terrence nods, as if that answers something for him. He doesn’t look down again. Just meets your eyes. “Okay,” he repeats, quietly.<br>
<br>
You feel your smile slip away. People are noticing. And like it or not, they’re starting to make judgements. About Emily. And about you.<Br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<EventsCheckEnd "DialogueTerrence" "TerrenceReactBoobs">><<set $TerrenceDialogue to "Event">><</link>>
<</if>><<widget "CommonActionsTerrenceAgreeTutor">>
<<DialogueDone "Terrence" "Help">>
<<set $TerrenceDialogue to "TerrenceTutorTrue">>
<<QuestOptionUnlock "Quest10" 3 "terrence_tutoring_convinced" "gte">>
<<QuestOptionComplete "Quest10" 3 "terrence_tutoring">>
<</widget>>
<<widget "CommonActionsTerrenceDeclineTutor">>
<<set $TerrenceDialogue to "TerrenceTutorFalse">>
<<QuestOptionUnlock "Quest10" 3 "terrence_tutoring">>
<</widget>>
<<widget "TerrenceDialogueSexuality">>
<<DialogueSpoken "Terrence" "Mother">>
<<if _Discussed is true>>
<<set _option1 to true>>
<</if>>
<<DialogueSpoken "Terrence" "School">>
<<if _Discussed is true>>
<<set _option2 to true>>
<</if>>
<<if _option1 is true or _option2 is true>>
<<set _TerrenceDialogueSexuality to true>>
<</if>>
<</widget>><<set $ConversationRoot = passage()>>
<<switch $TerryDialogue>>
<<case "RequestFirst">>
You take a steadying breath. "What did you need me for, sir?"<br>
<br>
His silver eyebrows lift as he smooths a hand over his unbuttoned jacket. He stands, slowly walking around the desk. Lingering dangerously close to you. “Jenna,” he whispers. “Your performance today is…integral. In fact, your future here may well depend on it.” <Br>
<br>
He leans closer, his eyes looking deeply into yours. You push back into the leather chair, trapped between its back and Terry, towering over you. “No need to be fearful,” he says, voice dropping to a conspiratorial whisper. “When we’re done. I’m about to make you a star.”<Br>
<br>
With a flourish, he spins and whisks off a velvet cloth from a nearby easel… displaying a poster.<br>
<br>
<center><img src="./images/receipts_from_the_heart.png"></center><br>
<Br>
A boyish grin spreads across Terry’s face. “If Selfridges can have a brand voice, why can’t we?” he enthuses. “And… why can’t it be a soprano?”<Br>
<bR>
You stare between Terry and the poster, your brain trying to register what you’re seeing. The stylized soprano clutching a perfume atomizer, the older gentleman gesturing behind her. Did Terry model these on Jennifer and him?<Br>
<br>
Terry draws you from the image with his enthusiastic gestures, grinning with glee. “Think of it, Jenna! I’ve paid a fortune in focus groups and research. They all say the same things. Get better stock control. Sort out the tills. Mundane. Dull. Boring. I told them to go to hell.”<Br>
<br>
You watch him pace the room. Almost performing a pitch. Grinning manically. “I’ve been in this business since my father set up this store,” he continues. “I can tell you what Evans' Department Store really needs isn’t better signage or modern payment systems, but…” he pauses briefly, stepping near you again. “… a retail opera experience.” <br>
<bR>
And ends his pitch with jazz hands. <Br>
<br>
You look up at him, your brain struggling to process what is occurring. You are thankful when there’s a knock at the door. Mary Handle peeks in. "Just leaving," she murmurs. “Do you need anything?”<Br>
<bR>
Terry waves her off with a laugh. “Nothing. I’m simply bringing Jenna up-to-speed.”<Br>
<br>
She offers you a sympathetic smile. “Enjoy,” she says, and slips away.<Br>
<br>
You glance at the wall clock, time already slipping by. Terry turns, dragging your chair around to face the open floor. “Now, on to business. We’ve cast the mannequin, Jenna. But no one will sing the Refund Aria. I was hoping…” He trails off, getting lost in his own thoughts.<Br>
<br>
“Well,” he says, finding his thought process again. “First let me tell you about the heroic perfume spritz girl looking for love in all the wrong departments.” He grins, leaning closer to you again. “And I’ll tell you a trade secret,” he whispers. “She reminds me of you.”<Br>
<br>
You glance at the clock again. If you’re not careful, you are going to see the evening slip away.<Br>
<br>
<<ActionsHeader>>
<<CompulsionCheck "CitizenCharlton">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Citizen Charlton] </span><<link "Listen to Terry’s ideas" "TerryDialogue">><<TimeChange>><<set $TerryDialogue to "ShowCitizenCharlton">><</link>><br>
<</if>>
<<StatCheckOrientation "gt" 10 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to charm your way out">>
<<if _StatCheckOrientation is true>><<link _StatOrientationProbability "TerryDialogue">><<set $TerryDialogue to "ShowOrientationPass">><</link>><br>
<<else>><<link _StatOrientationProbability "TerryDialogue">><<set $TerryDialogue to "ShowOrientationFail">><<TimeChange>><<Orientation 1>><</link>><br><</if>>
<<StatCheckAssertive "gt" 50>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to excuse yourself">>
<<CompulsionCheck "CitizenCharlton">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Citizen Charlton] </span><s><<print _StatAssertiveProbability>></s> - <I>You feel you can't say you want to leave</i><br>
<<else>>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "TerryDialogue">><<set $TerryDialogue to "ShowAssertivePass">><</link>><br>
<<else>><<link _StatAssertiveProbability "TerryDialogue">><<set $TerryDialogue to "ShowAssertiveFail">><<TimeChange>><<Assertive 1>><</link>><br><</if>>
<</if>>
<<link "Relent and listen to Terry’s ideas" "TerryDialogue">><<set $TerryDialogue to "ShowRelent">><<TimeChange>><</link>><br>
<<case "ShowCitizenCharlton">>
Something in you can't say no to him. You lean forward, eager to listen to his ideas. Already hanging on his words, ready to listen to Terry’s grand plan for the department store.<br>
<br>
He dives back into his pitch, rifling through a drawer piled high with lyric sheets. He reads aloud the set list. ‘Sale Ends Sunday (But Love Is Forever)’, ‘Floor Two Fantasia (Linens & Regret),’ ‘The Till Won’t Ring Without You…’<Br>
<br>
Each title blooms into a fifteen-minute monologue as Terry explains the thematic through-line of his retail opera. Those minutes stretch into hours. You watch as the office clock’s hands spin forward until the glow outside has faded to night.<Br>
<br>
At last, Terry’s voice trails away. He gathers up his notes with a satisfied sigh. “Oh, look at the time!” he exclaims. “Creativity does sweep you away, doesn’t it? See you tomorrow, Jenna!”<Br>
<br>
He bounds from the office, leaving you alone in the dim light. The evening wasted, but you can’t bring yourself to be upset. Terry needed you as a sounding board and naturally, you said yes.<Br>
<Br>
<<ActionsHeader>>
<<link "Finish work and leave for the night" "OrchidRoad">><<EndConversation "Terry">><<TimeChange>><</link>>
<<case "ShowOrientationPass">>
You lean forward, voice soft and playful. “You know, Mr. Evans, I’m very intrigued by playing your leading lady. Are you going to be the star in the show? Or just direct me? From behind.”<Br>
<bR>
Terry looks startled. Taken aback. But you think you see his eyes wander over you, just for a moment, before looking curiously back at you. Then he bellows with laughter. “I always knew you had the makings of a great actress, Jenna! Such fire! Playfulness. Perfect… just perfect.”<Br>
<br>
You offer a coy smile. “I do have an appointment to keep, though. Perhaps we can rehearse another time?”<Br>
<br>
“Sure. Sure,” he says, nodding as he looks down at you. The grin is there, but it’s fused with something more now. Curiosity. “How about over dinner? To iron out the scene. Talk about your role.”<Br>
<br>
You look up at him. Something inside twists. <I>You’ve taken this too far, haven’t you?</i> <Br>
<bR>
You tilt your head. “Perhaps.”<Br>
<br>
“Excellent,” he states, as he moves away from your chair. You get up, adjusting your skirt. “I’ll see you tomorrow, Jenna,” he says. <Br>
<br>
He watches you slip from the room, gaze lingering on your retreating figure. You step into the corridor, heart racing. Do you really want to set Jennifer up with Terry for dinner?<Br>
<Br>
<i>Or would you attend that too?</i><Br>
<br>
<<ActionsHeader>>
<<link "Finish your shift" "EvansDepartmentStoreJenniferWork">>
<<EndConversation "Terry">>
<<TimeChange>>
<<EventTrigger "JennifersApartment" "JenReactTerryFlirt" null "Jennifer" null null null null false>>
<<ChangeNPCrelationship "Terry" "Jennifer" 3>>
<</link>><br>
<<case "ShowOrientationFail">>
You lean forward, voice soft and playful. “You know, Mr. Evans, I’m very intrigued by playing your leading lady. Are you going to be the star in the show for me?”<br>
<br>
He looks back at you, frowning. The subtext missed. “I can’t star in the show and direct, Jenna,” he says, as if it’s the most obvious thing in the world. “I need to be driving everyone’s performance, making the show authentic. Honesty will be the key to this show’s success. I can’t get sucked into a role. If I did, who would ensure the escalator was hitting their marks?”<Br>
<br>
You’re not sure how to answer that. Terry seizes the opportunity and dives back into his pitch, rifling through a drawer piled high with lyric sheets. You sigh as you realise you’ve missed your opportunity to leave.<br>
<bR>
He reads aloud the set list. ‘Sale Ends Sunday (But Love Is Forever)’, ‘Floor Two Fantasia (Linens & Regret),’ ‘The Till Won’t Ring Without You…’<Br>
<Br>
Each title blooms into a fifteen minute monologue as Terry explains the thematic through-line of his retail opera. Those minutes stretch into hours. You watch as the office clock’s hands spin forward until the glow outside has faded to night.<BR>
<br>
At last, Terry’s voice trails away. He gathers up his notes with a satisfied sigh. “Oh, look at the time!” he exclaims. “Creativity does sweep you away, doesn’t it? See you tomorrow, Jenna!”<Br>
<br>
He bounds from the office, leaving you alone in the dim light. The evening wasted, you sigh.<br>
<Br>
<<ActionsHeader>>
<<link "Finish work and leave for the night" "OrchidRoad">><<EndConversation "Terry">><<TimeChange>><</link>>
<<case "ShowAssertivePass">>
You lift your chin. “Sir, I’m sorry, but I really must be going.”<Br>
<br>
Terry’s shoulders slump in true disappointment. “Already?” he murmurs. <Br>
<br>
He opens his mouth to protest further, but you smile and add, “I’m sorry, sir. It’s important. You’re a good boss, Mr. Evans. You value a good work-life balance, don’t you?”<Br>
<br>
His frown brightens into a grin. “Balance… yes, yes!” He drums his fingers on the desk, thinking. “The trials and tribulations of maintaining a work-life balance. Her head is at home, but her heart is in the store.” He rushes around his desk and begins scribbling. “Dear Jenna, you are my muse!”<bR>
<br>
You watch him for a moment, frenziedly writing down new lyrics, muttering to himself. “Another song,” he says without looking up, “about work–life harmony… and how we so often miss the mark.”<br>
<br>
Evans then glances at you, eyes gleaming. “I’ll see you tomorrow, Jenna. I need to get these lyrics down. But we can talk tomorrow about the ballad. And who will perform it.” He flashes you a knowing smile. “I think you’ll be happy,” he says.<Br>
<br>
You nod, slip past the desk, and step into the corridor, leaving him lost in his scrawl. Thankful you’ve gained your evening back.<br>
<br>
<<ActionsHeader>>
<<link "Finish your shift" "EvansDepartmentStoreJenniferWork">><<EndConversation "Terry">><<TimeChange>><</link>><br>
<<case "ShowAssertiveFail">>
You lift your chin. “Sir, I’m sorry, but I really must be going.”<Br>
<bR>
Terry’s shoulders slump in true disappointment. “Already?” he murmurs. <Br>
<br>
You go to protest further, but Terry cuts you off with a wave. “Just ten minutes, Jenna. That’s all I ask.”<BR>
<br>
You hesitate but relent. “All right.”<BR>
<br>
He grins and dives back into his pitch, rifling through a drawer piled high with lyric sheets. He reads aloud the set list. ‘Sale Ends Sunday (But Love Is Forever)’, ‘Floor Two Fantasia (Linens & Regret),’ ‘The Till Won’t Ring Without You…’<Br>
<bR>
Each title blooms into a fifteen minute monologue as Terry explains the thematic through-line of his retail opera. Those minutes stretch into hours. You watch as the office clock’s hands spin forward until the glow outside has faded to night.<br>
<bR>
At last, Terry’s voice trails away. He gathers up his notes with a satisfied sigh. “Oh, look at the time!” he exclaims. “Creativity does sweep you away, doesn’t it? See you tomorrow, Jenna!”<Br>
<br>
He bounds from the office, leaving you alone in the dim light. The evening wasted, you sigh.<Br>
<Br>
<<ActionsHeader>>
<<link "Finish work and leave for the night" "OrchidRoad">><<EndConversation "Terry">><<TimeChange>><</link>>
<<case "ShowRelent">>
You hesitate but relent. Sitting back in your seat, you settle in, ready to listen to Terry’s grand plan for the department store.<Br>
<br>
He dives back into his pitch, rifling through a drawer piled high with lyric sheets. He reads aloud the set list. ‘Sale Ends Sunday (But Love Is Forever)’, ‘Floor Two Fantasia (Linens & Regret),’ ‘The Till Won’t Ring Without You…’<Br>
<br>
Each title blooms into a fifteen minute monologue as Terry explains the thematic through-line of his retail opera. Those minutes stretch into hours. You watch as the office clock’s hands spin forward until the glow outside has faded to night.<Br>
<br>
At last, Terry’s voice trails away. He gathers up his notes with a satisfied sigh. “Oh, look at the time!” he exclaims. “Creativity does sweep you away, doesn’t it? See you tomorrow, Jenna!”<br>
<br>
He bounds from the office, leaving you alone in the dim light. The evening wasted, you sigh.<Br>
<Br>
<<ActionsHeader>>
<<link "Finish work and leave for the night" "OrchidRoad">><<EndConversation "Terry">><<TimeChange>><</link>>
<</switch>><<set $ConversationRoot = passage()>>
<<switch $TheodoreDialogue>>
<<case "DoorTandi">>
<<if $current.female is false>>
“I was just wondering if you knew your neighbour,” you tell him. “Tandi Cunnings. Have you seen her around lately?”<br>
<br>
His eyes flick over towards the caravan with the Penny Farthing on, then back to you. “No. I mean, yes. She lives next door. Why?”<br>
<br>
“I need to speak to her,” you tell him. <br>
<br>
He shakes his head rapidly. “I don’t think Tandi wants to see someone like you."<br>
<br>
“Someone like me?” you ask, raising an eyebrow.<br>
<br>
Now he nods his head rapidly. “Yeah. She doesn’t like it when her gentlemen friends come calling. Tells them to go away.”<br>
<br>
“Sounds like you watch out for her,” you reply. <br>
<br>
He looks at you with a quivering lip. “No. No I don’t.”<br>
<br>
But Theodore's eyes linger on her caravan.<br>
<<elseif $current.avatar is "Annie">>
“I was just wondering where Tandi was,” you tell him. “I thought I’d stop by.”<br>
<br>
His eyes flick over towards the caravan with the Penny Farthing on, then back to you. “I haven’t seen her. Not today. She’s not here much. She… you know.”<br>
<br>
“I need to speak to her,” you tell him.<br>
<br>
He winces, staring back at you, eyes briefly glancing at your form. “I wish I could help. She was here last night. Or maybe the night before. I lose track of time.”<br>
<br>
“Sounds like you watch out for her,” you reply.<br>
<br>
He looks at you with a quivering lip. “No. No I don’t.”<br>
<br>
But Theodore's eyes linger on her caravan.<br>
<<elseif $current.female is true>>
“I was just wondering if you knew your neighbour,” you tell him. “Tandi Cunnings. Have you seen her around lately?”<br>
<br>
His eyes flick over towards the caravan with the Penny Farthing on, then back to you. “No. I mean, yes. She lives next door. Why?”<br>
<br>
“I need to speak to her,” you tell him.<br>
<br>
He winces, staring back at you, eyes briefly glancing at your form. "I don't know. She was here last night. Or maybe the night before. I lose track of time.”<br>
<br>
“Sounds like you watch out for her,” you reply.<br>
<br>
He looks at you with a quivering lip. “No. No I don’t.”<br>
<br>
But Theodore's eyes linger on her caravan.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<LocationKnown "TandisCaravan">><</link>>
<<case "DoorComeIn">>
<<if $current.avatar is "Annie">>
“Do you think I could come in?” you ask Theodore. “It’s awful cold out here.”<br>
<br>
His eyes widen as he stares at you momentarily. “Oh, I don’t know, Annie.”<br>
<br>
“Please,” you murmur. “I’m not really dressed for the countryside.”<br>
<br>
His eyes wander over your outfit, blushing. He takes a deep breath. “Alright,” he says.<br>
<br>
You hear him step back, unclasp a latch, then open the door just enough for you to slip in.<br>
<br>
<<ActionsHeader>>
<<link "Enter Theodore's caravan" "MistyFallsTheodoresCaravan">><<EndConversation "Theodore">><<TheodoreVisited "Annie">><</link>>
<<elseif $current.female is false>>
“Why don’t we discuss this inside?” you tell Theodore.<br>
<br>
His eyes widen, his head shaking uncontrollably. “No. You aren’t coming in here.”<br>
<br>
“Why not?”<br>
<br>
He looks around, stretching his neck as if trying to look outside without opening the door an inch further. “No. I don’t want you inside here.”<br>
<br>
You take a moment to look around the caravan park. It’s empty and quiet, except for a sole pigeon cooing nearby.<br>
<br>
“What’s the matter?” you say, lowering your voice. “Are you okay?”<br>
<br>
“I’m fine,” he stammers, but inches just a little further back into the darkness of his caravan.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<elseif $current.female is true>>
“Do you think I could come in?” you ask Theodore. “It’s awful cold out here.”<br>
<br>
His eyes stare at you as he freezes momentarily. “I don’t think that’s such a good idea.”<br>
<br>
“Please,” you murmur. “I promise I’ll only be a minute.”<br>
<br>
His eyes look over you, blushing. He takes a deep breath, but shakes his head. “I’d prefer not to.”<br>
<br>
The way his eyes watch you with curiosity says otherwise. You feel with the right encouragement, you could tip him over the edge.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<case "FlirtPassComeIn">>
“Are you sure you couldn’t let me in?” you say, summoning up as much coyness as you can muster. “I bet your caravan is a lot warmer than out here.”<br>
<br>
Theodore takes a deep breath. “I don’t know. I don’t really know you.”<br>
<br>
“Then why don’t we become friends?” you ask him. “Then you wouldn’t feel like I was such a stranger. Just like old friends, hanging out.”<br>
<br>
The young man eyes you carefully. “You want to be my friend?”<br>
<br>
“We could try to be friends,” you say. “Like you are, with Tandi.”<br>
<br>
He breathes in through his nostrils, taking one more look at you. “I don’t have many visitors.”<br>
<br>
You take a deep breath, sensing the opportunity to thread the needle. “I think that’s a shame. I saw you looking out at me. And I thought you might want me to visit.”<br>
<br>
Theodore stares back at you for a long moment. Wordlessly, he shuts the door.<br>
<br>
For a moment you think you’ve made a misstep. Then you hear the latch sliding across and the door opens, just enough for you to slide in.<br>
<br>
<<ActionsHeader>>
<<link "Enter Theodore's caravan" "MistyFallsTheodoresCaravan">><<EndConversation "Theodore">><<TheodoreVisited $current.avatar>><</link>>
<<case "FlirtFailComeIn">>
“Are you sure you couldn’t let me in?” you say, summoning up as much coyness as you can muster. “I bet your caravan is a lot warmer than out here.”<br>
<br>
Theodore takes a deep breath. “I don’t know. I don’t really know you.”<br>
<br>
“I bet you’d like to know me though,” you try. “Know me real well.”<br>
<br>
Theodore’s cheeks grow red as he stares wide eyed at you. “I-I-I need to go.”<br>
<br>
“No wait!” you try. But he’s shutting the door before you can react. With a thud, the door hits the frame.<br>
<br>
You stand outside the caravan, in the cold air. A pigeon coos. But you hear nothing from inside the caravan. You try knocking again, but this time there's no answer.<br>
<br>
<<ActionsHeader>>
<<link "Return to the communal area" "MistyFallsCommunalArea">><<EndConversation "Theodore">><<DailyVariableAdd "TheodoreCoolOff">><</link>>
<<case "CharmComeIn">>
Looking back at Theodore through the gap, you begin to summon the energies and take a deep breath, ready to breathe out -<br>
<br>
Your concentration is immediately broken by the fluttering of something in the air. You look up as a pigeon soars past you, close enough that its feathers swipe at your chin. It lands on the top of the caravan, settling on the edge as it chirps.<br>
<br>
Theodore cowers, even from inside. The door crack narrows as he pushes the door back almost instinctively.<br>
<br>
You look up at it, frozen. It chirps again and turns its head to face you. Its black eyes staring straight at you.<br>
<br>
A sense of panic spreads through your body as it focuses solely on you. The overcast sky seems to almost grow darker as the pigeon watches. Unmoving and unwavering.<br>
<br>
You try to draw in a breath, try to mix the oxygen with the magical energies swelling in your body. But you are short of air. As if paralysed from breathing.<br>
<br>
<<ActionsHeader>>
<<StatCheckAssertive "gt" 75>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to cast the spell">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "TheodoreDialogue">><<set $TheodoreDialogue to "CharmComeInAssertivePass">><</link>><br>
<<else>><<link _StatAssertiveProbability "TheodoreDialogue">><<set $TheodoreDialogue to "CharmComeInAssertiveFail">><<Assertive 1>><</link>><br><</if>>
<<link "Let the magic seep away and give up on the spell" "TheodoreDialogue">><<set $TheodoreDialogue to "CharmComeInGiveUp">><</link>><br>
<<case "AssertivePassPayRent">>
“I’m here on behalf of the caretaker,” you say flatly. “He tells me you’re behind on rent.”<br>
<br>
The gap between the door and the frame shrinks. “I don’t have it,” Theodore stammers.<br>
<br>
“I think you’re lying,” you reply.<br>
<br>
The young man’s visible eye looks at you as the door shakes from his grasp. “Are you a debt collector?”<br>
<br>
“Just a concerned party,” you say. “Doing him a favour. He thought he didn’t need to involve someone like that. Not yet.”<br>
<br>
“Tell him I’ll pay next week,” Theodore mutters. “I just need some time. I need to go to the bank.”<br>
<br>
You sigh, dramatically. “Next week is too late. He needs it today. There’s plenty of boys back in Charlton who would be all-too eager to help him out. We all hope it doesn’t have to come to that. They’d get carried away and do something rash, like force their way in through your door.”<br>
<br>
His one visible eye regards you. Even in the darkness of the inside of the caravan, you see how wide it grows. “They can’t come in.”<br>
<br>
“Then you know what you must do,” you say, letting a thin smile form.<br>
<br>
Through the small crack you see Theodore nod. His face disappears as he steps back and returns a moment later, pushing a wad of notes back out through the gap. “Here. This should cover it.”<br>
<br>
“Thank you,” you begin, but as soon as you take the money he closes the door.<br>
<br>
<<ActionsHeader>>
<<link "Return to the communal area" "MistyFallsCommunalArea">><<EndConversation "Theodore">><<TakeObjectNPC "Theodore" "TheodoreRentMoney">><</link>>
<<case "AssertiveFailPayRent">>
“I’m here on behalf of the caretaker,” you say flatly. “He tells me you’re behind on rent.”<br>
<br>
The gap between the door and the frame shrinks. “I don’t have it,” Theodore stammers.<br>
<br>
“I think you’re lying,” you reply.<br>
<br>
The young man’s visible eye looks at you as the door shakes from his grasp. “Are you a debt collector?”<br>
<br>
“Just a concerned party,” you say. “Doing him a favour. He thought he didn’t need to involve someone like that.”<br>
<br>
“Tell him I’ll pay next week,” Theodore mutters. “I just need some time. I need to go to the bank.”<br>
<br>
"Next week isn't good enough," you exclaim. But instead of sounding authoritative, you hear the desperation in your voice.<br>
<br>
Theodore’s cheeks grow red as he stares wide eyed at you. “I-I-I need to go.”<br>
<br>
“No wait!” you try. But he’s shutting the door before you can react. With a thud, the door hits the frame.<br>
<br>
You stand outside the caravan, in the cold air. A pigeon coos. But you hear nothing from inside the caravan. You try knocking again, but this time there's no answer.<br>
<br>
<<ActionsHeader>>
<<link "Return to the communal area" "MistyFallsCommunalArea">><<EndConversation "Theodore">><<DailyVariableAdd "TheodoreCoolOff">><</link>>
<<case "CharmComeInAssertiveFail">>
You try to draw upon every measure of resolve you can muster, but the pigeon’s eyes gnaw into your soul. The black pupils dominate your attention. You feel your body shaking with fear.<br>
<br>
A loud thud lurches you from its release. You look to the root of the noise. Theodore has firmly slammed the caravan door shut once more.<br>
<br>
Light returns to the Caravan Park. The pigeon’s eyes are no longer all you can see. The bird still watches you with interest, but then flies away into the sky.<br>
<br>
“Go away!” Theodore mutters from inside.<br>
<br>
You stand on his footstep, listening for activity. But all you hear is the sounds of pigeons, cooing.<br>
<br>
<<ActionsHeader>>
<<link "Return to the communal area" "MistyFallsCommunalArea">><<EndConversation "Theodore">><<DailyVariableAdd "TheodoreCoolOff">><</link>>
<<case "CharmComeInAssertivePass">>
<<CastCharm "Theodore">>
<<if _CharmSpell is true>>
Drawing upon every measure of resolve you have, you force yourself to draw in a deep breath. The sky grows darker still, the pigeon's eyes gnawing into you. But you wrap the air in your lungs with mystic energy and blow it forward towards the gap between the door.<br>
<br>
The yellowish embers disappear into the darkness, but you see Theodore’s frantically moving eye slow down. He blinks, as if waking from a daydream. “Can I help you?”<br>
<br>
Thankfully you see the light returning to normal. The pigeon coos, hopping on its legs. Its attention is still on you, but its eyes no longer dominate your attention.<br>
<br>
“Can I come in?” you stammer between shallow breaths.<br>
<br>
Theodore stares back at you for a long moment. Wordlessly, he shuts the door.<br>
<br>
For a moment you think you’ve made a mistake with the spell. Then you hear the latch sliding across and the door opens, just enough for you to slide in.<br>
<br>
<<PigeonAttack>>
<<if _PigeonAttackEnd is false>>
You catch Theodore's panicked eyes through the slit in the door, but before you can change your mind you put a foot inside his caravan and push the door open.<br>
<br>
<<ActionsHeader>>
<<link "Enter Theodore's caravan" "MistyFallsTheodoresCaravan">><<PigeonAttackAdvance>><<EndConversation "Theodore">><<TheodoreVisited $current.avatar>><</link>>
<</if>>
<<else>>
Something is wrong with the code, as Theodore has no magic.
<</if>>
<<case "CharmComeInGiveUp">>
Watching the bird’s eyes bury into you, you lessen your grip on the magics swirling inside you. Immediately, the light returns and as the last sense of energy drifts away, the pigeon hops once, twice, then flies off into the sky.<br>
<br>
Theodore’s eye tracks it until it's no longer visible, then stares back at you. “Is there anything else?”<br>
<br>
You notice that the crack between the frame and door has shrunk. Almost a hair from being closed.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "TandiWhereabouts">>
“Do you know where Tandi might be?” you try. “It’s important that I find her.”<br>
<bR>
<<if $current.female is true>>
He looks at you, curious in spite of not wanting to meet your eyes. “Is everything okay?”<br>
<bR>
You nod and offer a reassuring smile. “She just might be able to help with a few things.”<Br>
<br>
He looks at you, caution obviously apparent. “Most people don’t want Tandi’s help. Most people want other things from her.”<Br>
<br>
Maintaining the smile, you pause briefly as you consider your words. “It’s that I’m worried about. I think she might be able to give some advice. Stop something happening again.”<Br>
<br>
A trickle of understanding spreads across Theodore’s face as his eyebrows rise slightly. “I don’t know if Tandi would want to get mixed up in that.”<Br>
<br>
“Maybe,” you reply. “But maybe not. Maybe she would want to help someone avoid... some of the things she’s gone through. Don’t you?”<br>
<br>
<<if $current.avatar is "Annie">>
Theodore takes a deep breath, looking down to the floor. “If you can’t find her at the Red Room, you can try Fat Gordon's Carnival. She still goes there. Once in a while. There’s a bus from the Town Square that goes there, if you can’t afford a taxi.” <br>
<br>
“And the Red Room?”<br>
<br>
He gives you a curious look. “Cab,” he says. “Same way you always get there.” <br>
<br>
You shrug, as if you’re being silly. It’s not enough to reduce the suspicion in his narrowed eyes.<br>
<<else>>
Theodore takes a deep breath, looking down to the floor. “You can try the Red Room. It’s a club nearby. You need to get a taxi there, though.”<br>
<bR>
“Anywhere else?”<br>
<br>
“If you can’t find her there, you can try Fat Gordon's Carnival. She still goes once in a while. There’s a bus from the Town Square that goes there, if you can’t afford a taxi. But I wouldn't go alone, if I was you. It's... dangerous.”<Br>
<br>
You nod. “Thank you.”<br>
<br>
He looks up momentarily, giving you a bashful smile.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<LocationKnown "TownSquare">><<SetFlag "CharltonTaxiHomeKnown">><<LocationKnown "RedRoom">><<LocationKnown "FatGordonsCircus">><<QuestOptionUnlock "Quest22" 0 "red_room" "gte">><<QuestOptionUnlock "Quest22" 0 "fat_gordons_circus" "gte">><</link>>
<<else>>
Theodore shakes his head as he looks at the floor. “She’ll find you,” he mutters.<br>
<br>
“What?”<br>
<br>
The eyes flick up. “I said, she’ll find you.” You watch as he gulps. “Tandi gets enough unwanted attention. She doesn’t need more.”<br>
<br>
You stare back at the pasty man, who fights himself to meet your eyes. “You get to decide who Tandi sees?”<br>
<br>
Theodore casts his gaze back down. “No,” he mutters. “Just looking out for her.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<case "PennyFarthing">>
“I found this,” you say, taking out the coin with the Penny Farthing embedded into it. “Do you know anything about it?”<br>
<bR>
Theodore stares back at it in your hand with fear in his eyes. “I don’t think you should have that.”<br>
<bR>
You spin it casually in your hand, watching him carefully. “Oh? What is it?”<br>
<br>
He glances up at your face, his lip quivering. “It’s not good. Not a nice place. What they make Tandi do there.”<br>
<br>
“So it does have something to do with Tandi?” you pry.<br>
<br>
He buries his top teeth into his lip, pulling air through them. “I don’t like to talk about it. Not even with Tandi. I don’t like to think about what she does there.”<br>
<br>
You try a reassuring smile. “Where?”<br>
<br>
He meets your eyes, but shakes his head. “I shouldn’t say.”<br>
<br>
“It’s alright,” you say soothingly. “You can trust me. Maybe I can help.”<br>
<br>
<<if $current.female is true>>
For a long moment, Theodore watches you. “Do you think you could help Tandi?"<br>
<br>
You smile again. “That’s what I’m trying to do.”<br>
<br>
You notice him gently nod. He takes a deep breath. “Ask about at McTafey’s bar. I don’t know anything else. But the regulars there,” he pauses, taking another deep breath. “Some of them ‘frequent’ that place.”<br>
<br>
He winces, looking away as he becomes lost in his own thoughts. From the expression on his face, you can’t imagine they are nice ones.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<QuestTracker "Quest22" 1>><<QuestOptionUnlock "Quest22" 1 "mcTafeys">><</link>>
<<else>>
For a long moment, Theodore watches you. Then he shakes his head. “I don’t think you want to help Tandi.”<br>
<br>
You try another smile. “I think I could.”<br>
<br>
“No,” he mutters. “Tandi doesn’t need the sort of help you would give her.”<br>
<br>
He winces, looking away as he becomes lost in his own thoughts. From the expression on his face, you can’t imagine they are nice ones.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<<case "HimAndTandi">>
“You seem close to Tandi?” you ask him.<br>
<br>
“We’re just neighbours,” he says, barely meeting your eye.<br>
<br>
<<if $current.female is true>>
“I wish I had a neighbour that looked out for me like you look out for Tandi,” you reply.<br>
<br>
“She’s kind to me,” he stammers, now looking down at the floor. “Comes to visit me and doesn't tease.”<br>
<br>
“Why would she tease you?” you ask.<br>
<br>
A grimace spreads across Theodore’s face. He meets your eyes briefly before looking away. “I don’t like to go out. Try to avoid it. But Tandi said she understood.” He looks up, gauging your sympathy. “The world is a harsh place, she said. If she could, she would stay inside forever too.”<br>
<br>
You glance around the caravan and consider what it must be like to barely leave this tin can. “It must get lonely,” you mutter.<br>
<br>
“People always let you down,” Theodore replies. “That’s what Tandi says.”<br>
<br>
“She says a lot to you,” you comment.<br>
<br>
Theodore nods. “She doesn’t have anyone else to talk to.” He takes a short, sharp breath. “That’s why I try to help her.”<br>
<<else>>
“I wish I had a neighbour that looked out for me like you look out for Tandi,” you reply.<br>
<br>
“I know what you’re thinking,” Theodore snaps, glancing up from beneath his eyebrows. “But it’s nothing like that. She’s just kind to me. Not many people are.”<br>
<br>
“Why not?” you ask.<br>
<br>
A grimace spreads across Theodore’s face. He meets your eyes briefly before looking away. “I don’t like to go out. Try to avoid it. But Tandi said she understood.” He looks up, gauging your sympathy. “The world is a harsh place, she said. If she could, she would stay inside forever too.”<br>
<br>
You glance around the caravan and consider what it must be like to barely leave this tin can. “It must get lonely,” you mutter.<br>
<br>
“People always let you down,” Theodore replies. “That’s what Tandi says.”<br>
<br>
“She says a lot to you,” you comment.<br>
<br>
Theodore stares back at you with judgement and fear. But he says nothing more.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "TandiCaravanKey">>
“Hey,” you begin, offering him a smile. “You don’t happen to have a spare key to Tandi’s caravan, do you? Being so close to her.”<br>
<br>
Theodore gives you a scared look, but shakes his head. “No. Why would you want that?”<br>
<br>
“I’m just trying to find her,” you say. “I hope she’s not in trouble.”<br>
<br>
That gets his attention. “Why would she be in trouble?”<br>
<br>
You force your smile a little. “I just want to make sure she’s okay.”<br>
<br>
<<if $current.female is true>>
Theodore stares back at you for a moment, conflict clear on his face. He takes a deep breath. “You could try Charlie,” he comments. “The owner. He’s got a spare set of keys for every caravan. Except mine.” You see the faintest twitch of his lips, almost threatening to form into a smile. “I made sure I got that off him as soon as I moved in.”<br>
<<else>>
Theodore stares back at you for a moment, conflict clear on his face. But he shakes his head, dismissing his thoughts. “Tandi doesn’t need more callers checking if she’s okay,” he mutters. “She gets that too much as it is.”<br>
<br>
“She gets a lot of visitors?”<br>
<br>
“Sometimes,” Theodore admits. “You can hear it from here.” He winces. “It doesn’t sound like she enjoys it.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "ThompsonsRepairs">>
<<GetPCState "job">>
<<if $current.avatar is "Annie">>
“How’s life after Thompson’s Repairs?” you ask Theodore.<br>
<br>
<<if _job is "Secretary" or _job is "Fired">>
“Thompson won’t leave me alone,” Theodore mutters. “He says that whoever he got in after me messed up more than I did. I’ve told him, I’ll only help if I can work from here.”<br>
<<else>>
“Good,” Theodore mutters. “I miss the money, but I don’t need the stress of Thompson. He always tried to get me to come into the office. I told him, I would only work for him if I could work from home.”<br>
<</if>>
<<elseif _CurrentPC is true>>
“You used to work at Thompson’s Repairs, didn’t you?”<br>
<br>
<<if _job is "Fired">>
“Yeah,” Theodore mutters. “You took over from me, didn’t you? Thompson sent me your work. On a disc. It’s pretty good.” He takes a sniff through his nose. “Not sure why Thompson got rid of you.”<br>
<<elseif _job is "Secretary">>
“Yeah,” Theodore mutters. “You took over from me, didn’t you? Thompson sent me your work. On a disc. It’s pretty good.” He takes a sniff through his nose. “Don’t know why you’d prefer to be a secretary.”<br>
<<else>>
“Yeah,” Theodore mutters. “You took over from me, didn’t you? I don’t envy you. It’s good work and okay money, but that office.” He winces. “I wouldn’t want to work there.”<br>
<</if>>
<<else>>
“You worked at Thompson’s Repairs, didn’t you?”<br>
<br>
<<if _job is "Secretary" or _job is "Fired">>
“Yeah,” Theodore mutters. “Still do. Sort of. Thompson won’t leave me alone. He says that whoever he got in after me messed up more than I did. I’ve told him, I’ll only help if I can work from here.”<br>
<<else>>
“Yeah,” Theodore mutters. “Not anymore though. I miss the money, but I don’t need the stress of Thompson. He always tried to get me to come into the office. I told him, I would only work for him if I could work from home.”<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "FriendPayRent">>
“I hate to ask this,” you begin. “But I’m here on behalf of the caretaker. He says you’re behind on your rent.”<br>
<br>
<<if $current.avatar is "Annie">>
Theodore’s shoulders sink. “You’re running errands for Charlie now, Annie?”<br>
<br>
“He just wants what he’s owed,” you say. “Better me asking than whoever he sends next.”<br>
<br>
He looks at you for a long moment, then nods. “I was going to pay. I just needed time.”<br>
<<else>>
<<TandiBraceletWorn>><<QuestState "Quest39">>
<<if _TandiBraceletWorn is true and _QuestState gte 3>>
His eyes drop to the bracelet on your wrist, then return to your face. “You’re doing all this for her, and running the caretaker’s errands too?”<br>
<br>
“Something like that,” you reply.<br>
<br>
He nods slowly. “Then I won’t make it harder for you.”<br>
<<elseif $current.female is true>>
Theodore’s face falls, the ease between you faltering. “Is that why you’ve been coming around?”<br>
<br>
“No,” you tell him, holding his eyes. “But he knows I know you. Better me asking than whoever he sends next.”<br>
<br>
He regards you carefully, then lets out a breath. “Alright. For you.”<br>
<<else>>
Theodore regards you carefully from across the caravan. “You let me think this was a friendly visit.”<br>
<br>
“It is,” you reply. “Better me asking than whoever he sends next.”<br>
<br>
He holds your gaze a moment longer, then relents.<br>
<</if>>
<</if>>
<br>
He shuffles to the back of the caravan and returns a moment later with a wad of notes, pressing them into your hand. “Here. This is everything. Tell him we’re square.”<br>
<br>
“Thank you,” you say, pocketing the money.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<TakeObjectNPC "Theodore" "TheodoreRentMoney">><</link>>
<<case "Bottles">>
“What are all these potions for?” you begin.<br>
<br>
<<DialogueSpoken "Theodore" "ShowBracelet">>
<<if _Discussed is true>>
“My research,” Theodore stammers, glancing between you and the shelf. For the first time in a while, he keeps his eyes up. He runs his fingers along the opaque bottles.<br>
<br>
“These ones,” he begins to explain. “They were the first trials. Thought I could just turn the pills into liquid. That sent Tandi wild, though.” He gulps. “I didn’t see her for a week.”<br>
<br>
He shuffles bottles around on the shelf, pulling out another and wiping the dust from it. There is almost a sense of pride building as he continues his explanation. “This one was the breakthrough. It mixed some sedatives that Palmer sold to the pharmacy in Withycombe. Doesn’t sell them in Charlton.”<br>
<br>
You nod. “They’re magic, aren’t they?”<br>
<br>
<<if $current.female is true>>
Theodore gives you a look before flicking his eyes back to the floor. “I think so,” he mutters. “It’s hard to tell. I can’t see it. Not like you can.”<br>
<<else>>
Theodore gives you a look before flicking his eyes back to the floor. “I think so,” he mutters. “It’s hard to tell. I can’t see it. Not like girls can.”<br>
<</if>>
<br>
“What do they do?” you ask.<br>
<br>
“Help with compulsions and desires,” he stammers. “So Tandi wouldn’t get carried away.”<br>
<br>
“And where do you get the pills from?” you say, holding back a smile.<br>
<br>
He gives you a look for a long moment, but shakes his head. “I shouldn’t say,” he mutters. “It’s dangerous.”<br>
<<else>>
“Just tinkering,” he replies, quickly and nervously.<br>
<br>
“With potions?” you say, arching an eyebrow.<br>
<br>
“Medicines,” Theodore stutters back, avoiding your eyes. “Herbal remedies. That sort of thing.”<br>
<br>
You glance over at the shelves of bottles. They don’t look like herbal remedies. But Theodore says nothing more.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "CrossOnMap">>
“What’s the cross on the map?” you ask. “Where’s that?”<br>
<br>
<<DialogueSpoken "Theodore" "ShowBracelet">>
<<if _Discussed is true>>
“Mathematical equations,” Theodore mutters. “Testing a theory.”<br>
<br>
“What do you mean?” you say, glancing at the board.<br>
<br>
Theodore takes a deep breath, following your eyes. “I have a theory. That this power comes from somewhere.”<br>
<br>
“What?” you say. He looks up to see you. You can see the nervous energy vibrating his hands, but he nods to reassert himself all the same.<br>
<br>
“It’s everywhere,” he mutters. “But Tandi says that it’s more powerful in certain places. I’ve been mapping out where. Tracing leylines, they drop into a pattern.” He gulps. “Around somewhere out near Tovil Hole.”<br>
<br>
You feel your eyes narrowing. “The caves in the countryside?”<br>
<br>
<<if $current.female is true>>
Theodore nods. “There’s something out there,” he says quickly. “Or at least, I think so. Tandi refuses to go out with me. And I can’t see it on my own.” A wince. “I’m like you.”<br>
<<else>>
Theodore nods. “There’s something out there,” he says quickly. “Or at least, I think so. Tandi refuses to go out with me. And I can’t see it on my own.” A wince. “I need a girl to verify it.”<br>
<</if>>
<<else>>
“Just some amateur geology and geography,” he mutters, looking away.<br>
<br>
“Amateur geology?” you say, hearing the scepticism creep into your voice.<br>
<br>
Theodore nods, but winces. “I like fault lines. I like to track how they run across hills and valleys. There’s a lot of mathematics beneath them.”<br>
<br>
You stare back at him, trying to meet his eyes. He looks away, focusing on the map.<br>
<br>
“And the locations you’ve circled?” you try. “In Charlton?”<br>
<br>
“They don’t make sense,” Theodore mutters. “Mathematically. With the fault lines.”<br>
<br>
He turns his attention from the map, briefly meeting your eyes, then once more looks to the floor.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "ShowBracelet">>
You hold out your wrist, revealing the bracelet. “I was told you can help me with this.”<br>
<br>
His eyes widen as he looks at it. “Where did you get that?”<br>
<br>
<<TandiBraceletWorn>>
<<if _TandiBraceletWorn is true>>
“Tandi,” you mutter.<br>
<br>
His eyes widen, looking at you carefully. “Why…”<br>
<<else>>
“A place called Hearts,” you reply. “I was told you could help.”<br>
<</if>>
<br>
You stare back at him. He looks at you, fear on his pale face. But uncharacteristically, he still holds your gaze.<br>
<br>
“Please,” you try. “I don’t know where else to go.”<br>
<br>
His eyes look at the bracelet. He takes a deep breath. “Alright,” he says.<br>
<br>
You hear him step back, unclasp a latch, then open the door just enough for you to slip in.<br>
<br>
<<ActionsHeader>>
<<link "Enter Theodore’s caravan" "MistyFallsTheodoresCaravan">><<TheodoreVisited $current.avatar>><</link>>
<<case "AskBracelet">>
“You recognise this, don’t you?” you say, jangling the bracelet again.<br>
<br>
“It’s like Tandi's,” he says quietly.<br>
<br>
<<TandiBraceletWorn>>
<<if _TandiBraceletWorn is true>>
“It is Tandi's,” you reply.<br>
<br>
This makes him stare back at you. His eyes widen with astonishment. “You accepted it? Willingly?”<br>
<br>
You feel yourself flinch. “I did.”<br>
<br>
<<if $current.female is false>>
A pained look appears on his face. “She told me that a guy couldn’t wear it. I would have taken it on for her, if she would have let me.”<br>
<br>
“It’s complicated,” you admit.<br>
<br>
<I>Isn’t that the truth.</i><br>
<br>
He nods, then lets out a deep sigh. “Then she’s free. She doesn’t need any more help.”<br>
<br>
He stares down at the floor of the caravan. You have to speak to bring him back to the present. “I do, though.”<br>
<<else>>
A pained smile appears on his face before he sighs. “Then she’s free. She doesn’t need any more help.”<br>
<br>
He stares down at the floor of the caravan. You have to speak to bring him back to the present. “I do, though.”<br>
<</if>>
<<else>>
“Not exactly,” you reply. “But it’s still got the same demands.”<br>
<Br>
“So she’s still trapped?” he mutters, his interest in you immediately waning.<Br>
<br>
<<InventoryCheckNPC "Tandi" "TandiBracelet">>
<<if _InventoryCheckNPC is true>>
“She is,” you reply. “But so am I.”<br>
<<else>>
“Don’t worry,” you say reassuringly. “I found someone to take hers instead.”<br>
<br>
He looks at you with shock, then lets out a deep sigh. “Then she’s free. She doesn’t need any more help.”<br>
<br>
You nod. “I do, though.”<br>
<</if>>
<br>
<<if $current.female is false>>
Theodore’s eyes focus back to you, his eyes narrowing. “She told me that a guy couldn’t wear it. I would have taken it on for her, if she would have let me.”<br>
<br>
“It’s complicated,” you admit.<br>
<br>
<I>Isn’t that the truth.</i><br>
<br>
“But its demands are still the same,” you quickly add, trying to keep his attention. He glances at the floor, lost in thought.<br>
<br>
“I really don’t know where else to go. Please.”<Br>
<<else>>
Theodore’s eyes focus back to you briefly, before glancing down at the floor. His nervousness returns quickly.<Br>
<br>
“I really don’t know where else to go. Please.”<Br>
<</if>>
<</if>>
<br>
Theodore quickly looks up. He stares back at you, mouth open. It takes several attempts for him to continue a sentence beyond a few syllables. “Uh. Yeah.”<br>
<br>
He turns to the collection of bottles scattered across the shelves and riffles through them, finally pulling one off the shelf. Its dark hazed glass hides the details of its contents. You can see no more than liquid swishing around inside.<br>
<br>
“Here,” Theodore says. “This will help. At least, for today.”<br>
<br>
You look at the bottle in his hand. The hazy bottle glows like it’s lit from within. You can guess its source. “What is it?”<br>
<br>
“It will help,” Theodore says as he looks away, avoiding your eyes. “You won’t have to give into it.” He gulps. “The temptation.”<br>
<br>
Your eyes linger on the bottle. The sparkles inside still make you pause for hesitation. “Where did you get it?”<br>
<br>
“No!” Theodore says quickly, as if he was spitting. “No questions. I have to keep that to myself. For protection!” He stares back at you, swishing the bottle in front of you. “Do you want it or not?”<br>
<Br>
<<ActionsHeader>>
<<link "Take the bottle" "TheodoreDialogue">><<set $TheodoreDialogue to "TakeBottle">><<DialogueDone "Theodore" "AskBracelet">><</link>><br>
<<link "Tell him you’ll consider it" "TheodoreDialogue">><<set $TheodoreDialogue to "ConsiderBottle">><<DialogueDone "Theodore" "AskBracelet">><</link>>
<<case "TakeBottle">>
You take the bottle from him, thumb the stopper and knock it back before looking too carefully inside. The liquid is warm, slightly thick and sweet to the taste.<br>
<br>
As you swallow, you feel magical energies bubbling out of the liquid. Like a fizzy drink, it feels like bubbles are bursting inside your body.<<if $current.female is true>> But instead of being ingested into your own arcane reserves, you look down and see through your mind’s eye the magical particles fluttering towards the bracelet.<</if>><br>
<br>
One of the jewels in the bracelet. Yellow-amber gas swirls inside it, wrapping around as it finds the edges of the gem. You feel the bracelet pulsate as the charge takes hold.<br>
<br>
“Did it work?” Theodore asks, staring back at you.<br>
<br>
You nod, regarding him with interest. “You seem to know a lot. About a great many things.”<br>
<br>
Theodore stares at you. He winces as he glances around his caravan. At the bottles. At the maps. He takes in a deep breath.<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<SetFlag "PermKnowsTheodoreMagicAware">><<BraceletCharge 1>><<DialogueDone "Theodore" "AskForBottle">><<DialogueUnlock "Theodore" "MoreBottles">><<DialogueUnlock "Tandi" "MoreBottles">><</link>>
<<case "ConsiderBottle">>
“I’ll consider it,” you say, staring at the bottle.<br>
<br>
Theodore looks at you, his eyes narrowing. But he puts the bottle back on the shelf, moving it behind more bottles. All full of liquid. “Here if you change your mind.”<br>
<br>
You nod, regarding him with interest. “You seem to know a lot. About a great many things.”<br>
<br>
Theodore stares at you. He winces as he glances around his caravan. At the bottles. At the maps. He takes in a deep breath.<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<SetFlag "PermKnowsTheodoreMagicAware">><<DialogueUnlock "Theodore" "AskForBottle">><</link>>
<<case "AskForBottle">>
“About that bottle,” you say. “I’ve reconsidered.”<br>
<br>
Theodore nods quickly and turns to the collection of bottles, pulling one off the shelf. Its dark hazed glass hides the details of its contents. You can see no more than liquid swishing around inside.<br>
<br>
“Here,” Theodore says. “This will help. At least, for today.”<br>
<br>
You look at the bottle in his hand. The hazy bottle still glows like it’s lit from within. You take a deep breath, thumb the stopper and knock it back before looking too carefully inside. The liquid is warm, slightly thick and sweet to the taste.<br>
<br>
As you swallow, you feel magical energies bubbling out of the liquid. Like a fizzy drink, it feels like bubbles are bursting inside your body.<<if $current.female is true>> But instead of being ingested into your own arcane reserves, you look down and see through your mind’s eye the magical particles fluttering towards the bracelet.<</if>><br>
<br>
One of the jewels in the bracelet. Yellow-amber gas swirls inside it, wrapping around as it finds the edges of the gem. You feel the bracelet pulsate as the charge takes hold.<br>
<br>
“Did it work?” Theodore asks, staring back at you.<br>
<br>
You nod, regarding him with interest. “You seem to know a lot. About a great many things.”<br>
<br>
Theodore stares at you. He winces as he glances around his caravan. At the bottles. At the maps. He takes in a deep breath.<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<SetFlag "PermKnowsTheodoreMagicAware">><<BraceletCharge 1>><<DialogueDone "Theodore" "AskForBottle">><<DialogueUnlock "Theodore" "MoreBottles">><<DialogueUnlock "Tandi" "MoreBottles">><</link>>
<<case "MoreBottles">>
“Whatever was in that liquid,” you begin. “Can you get more of it?”<br>
<br>
“Uh, I can try,” he stammers. “But I don’t have any more here.”<br>
<br>
“Where do you get it?” you ask.<br>
<br>
Theodore shakes his head, rapidly and with fear. “I can’t! They’ll kill me!” His eyes glance over at the window, then back to you. “It’s dangerous enough. To go outside. Let alone to give them breadcrumbs that lead them back here.”<br>
<br>
You try a smile. “I won’t tell anyone.”<br>
<br>
His lip quivers as he continues to shake his head. “You won’t have to. They’ll be watching. They always are.”<br>
<br>
You inhale a lung full of air, burying your irritation. “Okay. When can you get more?”<br>
<br>
<<InventoryCheckNPC "Tandi" "TandiBracelet">>
<<if _InventoryCheckNPC is true>>
“Mondays and Wednesdays,” Theodore mutters. “Just like for Tandi. But no promises. If I think they are watching, I won’t risk it.”<br>
<<else>>
“Mondays and Wednesdays,” Theodore mutters. “Just like it used to work for Tandi. But no promises. If I think they are watching, I won’t risk it.”<br>
<</if>>
<br>
“Who’s they?” you finally ask.<br>
<br>
“The watchers,” he mutters.<br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<SetFlag "PermTheodoreGettingPotions">><<DialogueDone "Theodore" "MoreBottles">><</link>>
<</switch>><<widget "TheodoreVisited">>
<<set _visitor to _args[0]>>
<<if $TheodoreVisited is undefined>><<set $TheodoreVisited to []>><</if>>
<<if not $TheodoreVisited.includes(_visitor)>><<set $TheodoreVisited.push(_visitor)>><</if>>
<</widget>>
<<widget "TheodoreVisitedCheck">>
<<set _TheodoreVisitedCheck to false>>
<<set _visitor to $current.avatar>>
<<if $TheodoreVisited isnot undefined and $TheodoreVisited.includes(_visitor)>><<set _TheodoreVisitedCheck to true>><</if>>
<</widget>><<set $ConversationRoot = passage()>>
<<switch $ThomasDialogue>>
<<case "HenParty">>
“What do you think we should do for the hen’s party?” you ask. “It seemed to get heated in there.”<br>
<Br>
Thomas offers you a reassuring smile, rolling his eyes slightly. “Women always like to talk. My advice? Let the chatter continue. When they run out of gas, there’ll be a decision. And Marc can have the final word.”<Br>
<Br>
“I thought you had a say too?” you remind him.<Br>
<Br>
He nods, but shrugs. “I will intervene, if I feel it doesn’t reflect our family values. I wouldn’t want to deny Catherine her celebration, but others may see any indulgence as a sign of a poor match. After all, she’s preparing for a life of motherhood through this marriage.”<Br>
<Br>
You frown, considering what you know about Catherine. “What about the flower shop?” <Br>
<Br>
He gives you a warm but condescending smile before replying. “All women should have a hobby. But a man’s place is out at work. A woman’s is in the home. Her hen do should reflect a mother-to-be, don’t you think?”<Br>
<Br>
<<ActionsHeader>>
<<link "Agree with him" "ThomasDialogue">><<set $ThomasDialogue to "HenPartyAgree">><</link>><br>
<<CompulsionCheck "OldFashionedValues">>
<<if _CompulsionCheck is true>><span class="compulsion">[Old Fashioned Values] </span> <s>Disagree and tell him Catherine should have her fun</s> - <i>You can’t seem to disagree with him</i><br>
<<else>><<link "Disagree and tell him Catherine should have her fun" "ThomasDialogue">><<set $ThomasDialogue to "HenPartyDisagree">><</link>><Br><</if>>
<<case "HenPartyAgree">>
“I agree,” you murmur, hearing the words as they fall from your mouth.<BR>
<Br>
He smiles back at you. “See. I knew you were a good sort. From what I read, it’s rare in the city these days. Maybe it was providence you found your way to Charlton.”<Br>
<Br>
Thomas gives you a reassuring smile, which you return. But something in you feels off. You don’t honestly believe his opinion, do you?<Br>
<Br>
<I>Because it sure sounds to me like you do.</i><BR>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "HenPartyDisagree">>
“I think she should be able to make her own decisions,” you reply. “She can be a mother and run a business. Her hen party and wedding shouldn’t just be about preparing for motherhood.”<BR>
<BR>
He looks back to you, smiling with curiousity. “A spirited statement,” he comments with a shrug. “But men and women have lived this way since the dawn of time. A woman has the biological gifts that make her designed for nurturing. Whereas men have the physique to work and provide.”<Br>
<Br>
Thomas nods to the book on the coffee table. You look down to see the title. <i>The Natural Offices of Man and Woman. Dr. Alistair Pembroke (1874)</i>.<BR>
<BR>
He looks back to you once you return to his gaze, before continuing. “Doctor Pembroke says, ‘In the female form resides the gentle apparatus of continuity, fashioned not for the rigours of provision but for the sacred labour of nurture. To invert these offices invites only disorder in the home and confusion in the nation.’” He flashes you a knowing smile. “Or would you agree with the good Doctor?”<BR>
<Br>
<<ActionsHeader>>
<<StatCheckIntelligence "gt" 55>>
<<set _StatIntelligenceProbability to _StatIntelligenceProbability + " Try to respond with an argument">>
<<if _StatCheckIntelligence is true>><<link _StatIntelligenceProbability "ThomasDialogue">><<set $ThomasDialogue to "HenPartyIntelligencePass">><</link>><br>
<<else>><<link _StatIntelligenceProbability "ThomasDialogue">><<set $ThomasDialogue to "HenPartyIntelligenceFail">><<Intelligence 1>><</link>><br><</if>>
<<link "Admit defeat and relent to his view" "ThomasDialogue">><<set $ThomasDialogue to "HenPartyAdmitDefeat">><</link>>
<<case "HenPartyIntelligencePass">>
You digest the quotation, considering how best to respond. “That’s outdated,” you tell him. “Society has evolved since the dawn of time. We don’t expect girls of fourteen to become mothers as soon as they are able to. We recognise they need to grow-up and learn more about the world before they can raise a child.”<br>
<BR>
Thomas looks at you, raising an eyebrow in spite of the smirk on his face. “Don’t you think there’s a difference between the evolution of thinking, and the revolution of casting aside the need of motherhood?”<Br>
<Br>
You grin at him, feeling victory in your grasp. “No one is saying that Catherine shouldn’t be a mother. But that we’ve evolved beyond just our hunter-gatherer days. She doesn’t need to limit herself to just being that.”<Br>
<Br>
He looks at you, smiling. “And conformity? You don’t think there’s value in maintaining tradition for the benefit of social cohesion?”<Br>
<Br>
Returning his smile, you continue. “I don’t think a few drinks and some party games is going to pull Charlton apart at the seams.”<Br>
<Br>
Thomas chuckles, louder than you would have expected. “My dear daughter could learn a thing or two from you. Very well. I suppose we can allow Catherine her little soirée. If it’s tabled, I won’t object. Even if my son objects.”<Br>
<Br>
He continues to chuckle, his smile wide and full. “Just be careful with that mind, my dear. It does your credit but consider who you reveal it to. It isn’t necessarily seen as a virtue around here.”<Br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<SetFlag "ThomasWonOver">><</link>>
<<case "HenPartyIntelligenceFail">>
You digest the quotation, considering how best to respond. “That’s outdated,” you tell him. “Society has evolved since that was written.” You try to consider your next words, but you can’t quite formulate an argument. “Women have been doing more than being mothers for a century. There are plenty of women in the workplace these days.”<bR>
<BR>
Thomas looks at you, raising an eyebrow. “And how has that worked out for society? From what I read, there’s more social incohesion these days. Rising youth crime. A gap in role models. What has been the cost of equality?”<Br>
<Br>
You wince, unsure of how to answer. “You don’t think that women should be allowed to decide how they want to live their life?”<Br>
<Br>
“Not at the expense of the community,” he replies. “True, we are no longer living in caves. But the biological imperative remains for a woman to raise and a man to provide. You have certain assets that are an indisputable truth of that.”<Br>
<Br>
His eyes flick to your breasts, only momentarily. Not lingering. Just enough to prove his point. You stare down at your own chest. At Emily’s chest. You can’t accept his argument, but you’re not sure on how to respond.<Br>
<Br>
Thomas gives you a reassuring smile when he sees your face. “Don’t worry. It’s not a woman’s place to consider such matters. I can see why you and my daughter are friends.”<Br>
<Br>
He continues his smile, as if he’s giving a compliment. You wish you could respond, but you are left without a coherent thought in your brain.<Br>
<Br>
“Catherine has a place in this community,” he continues. “A place that women have filled for centuries. It may not be what she expected to do in life, but it provides consistency. And stability. Her little soirée should help her adjust.”<Br>
<Br>
He glances back down at the newspaper, returning to reading. “You’ll see it soon enough,” he adds. “When it’s your time to walk down the aisle.”<Br>
<Br>
You stare back at him, blinking. Something about his statement sends shivers through your body. And not just as a reminder for the way of life you’re increasingly encountering.<Br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "HenPartyAdmitDefeat">>
You digest the quotation, but wince. "I guess."<br>
<bR>
He smiles back at you. “See. I knew you were a good sort. From what I read, it’s rare in the city these days. Maybe it was providence you found your way to Charlton.”<Br>
<Br>
Thomas gives you a reassuring smile, which you return. But something in you feels off. You don’t honestly believe the author's book, do you? You just can't think of an argument.<Br>
<Br>
<I>Because it sounds like you're coming around to it.</i><BR>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "AskMargaret">>
You pause before speaking, forming your words carefully. “Your wife seems like she knows what she wants.”<BR>
<BR>
He chuckles, raising an eyebrow as he looks back at you. “Margaret was raised to believe it was her way or the highway. She worries about people’s opinions. Like all women. But if you come to the wedding, you’ll see why. Her brother is a character.”<Br>
<Br>
“What did she mean by the Charlton way?” you ask.<Br>
<Br>
Thomas nods as he mulls over your question. “Just how we do things around here. I understand you’re new to our way of life? There are values and traditions that Mayor Duncan wants to maintain. For the good of all families.”<Br>
<Br>
He regards you with interest, before continuing. “For Marc and Catherine’s wedding, you might find some moments quaint. Honour and obey. For us, that still means something. And so, the bride must gain approval from the groom on all things related to the planning.”<Br>
<Br>
He chuckles to himself, as he reflects. “Though if I was Marc, I would give them a wide berth. Best let them go around in circles whilst they discuss the endless details.” He raises an eyebrow as he looks to you. “Don’t you agree?”<Br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "AskCatherine">>
“What do you think about Catherine?” you ask.<Br>
<BR>
“She seems like a charming woman,” he replies. “It takes a lot to come from the city. Embrace our way of life.”<Br>
<BR>
He lets the statement linger for a moment, as if waiting for your commentary. Then he throws you a smile and shrugs.<Br>
<BR>
“I think she’ll make Marc happy,” he states. “And be a loving mother to his children. Marc is definitely a spirited one. She’ll need to work hard to keep him in-line.” His eyes narrow quickly, as he looks at you. “Or have to feign ignorance over some of his vices.”<Br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "AskBritney">>
“Britney seems a little flustered,” you tell him. “About this planning.”<bR>
<BR>
Thomas smiles with sympathy over the top of his newspaper. “Britney is trying her best. She has a good heart, even if she gets wrapped up in her own daydreams.”<Br>
<Br>
You stare back at him, thinking about the person you’ve encountered and the discrepancy between what she’s done.<Br>
<BR>
“I’m glad you seem to have her best interests at heart,” he comments. “She is easily swayed. To a point where sometimes I really wonder if she believes half the things she says. Or does.”<Br>
<Br>
His eyes flicker to the window, as you hear giggling from the garden. When he looks back to you, he holds your gaze for a long moment. But says nothing more.<BR>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "AskMarc">>
“I wanted to ask you about your son,” you say.<br>
<BR>
Thomas gives you a curious look. “Oh? What about him?”<BR>
<br>
“He’s taking over the farm, isn’t he?” you reply. “Doesn’t seem like he needed to go to Uni for that.”<Br>
<Br>
He smiles, still watching you carefully. “Marc needed some time to see the world. Sowing his oats, so to speak. He always knew that his place was back here, taking over from me. I’m glad he got to have some fun before he took on the responsibilities of running a farm.”<Br>
<Br>
“He seems young to be running a business,” you tell him.<BR>
<BR>
“Young and handsome, perhaps?” he says with a grin. “Don’t worry. You aren’t the first girl to take an interest. But he’s settled down now.” His smile wavers. “Even though he might not act like it.”<Br>
<Br>
His eyes meet yours, warm but with a warning. “Be careful how friendly you let him be. He might be my son, but that doesn’t blind me to his antics. You wouldn’t be the first girl to fall prey to his charms.”<Br>
<Br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</switch>><<set $ConversationRoot = passage()>>
<<switch $ThompsonDialogue>>
<<case "relent">>
Either through fear or curiosity, you find yourself obeying. Your knees go weak and you slide your back down the door, looking up at Thompson, now standing over you.<br>
<br>
“And the dress,” he says. You nod and look down at your outfit. You pull at the dress, sliding it down your waist. You shudder as your perky large breasts pop out, exposed.<br>
<br>
You look up, meeting Thompson’s dark eyes. He grins as he meets yours, then stares at your free breasts. You feel like you’re in a dream, reality seemingly disconnected from what you can see and how you feel.<br>
<br>
He unbuckles his belt and reaches into his pants, pulling out free a girthy and thick penis, dangling in front of your face. “You want this in-between your tits, don’t you? Want to feel it. Say it.”<br>
<br>
<<ActionsHeader>>
<<link "Say yes and appease him" "ThompsonDialogue">><<Assertive -1>><<Orientation 1>><<set $ThompsonDialogue to "Appease">><</link>><br>
<<link "Say no and refuse him" "ThompsonDialogue">><<Assertive 1>><<set $ThompsonDialogue to "Chicken">><</link>>
<<case "assert">>
“No,” you say quietly, but assuredly. <br>
<br>
Thompson’s eyes flash with surprise. “What?” <br>
<br>
“I’m not doing that,” you tell him flatly. “Not now. Not ever.”<br>
<br>
He smirks, but it’s laced with menace. “Gonna’ stand me up for our lunch sessions, Annie? Think long and hard whether you want to keep your job.”<br>
<br>
“I found some interesting paperwork in your office,” you say, trying to hide the tremble in your tone. “Some things you wouldn’t want other people knowing. Especially your wife.”<br>
<br>
The smirk dissipates from his face. “Are you threatening me?” he spits.<br>
<br>
“I’m telling you,” you retort. “Leave me alone.”<br>
<br>
Thompson bares his teeth. “Give me one reason not to fire you.”<br>
<br>
You smile, matching Annie’s trademark coyness. Strangely enough, it gives you confidence. <br>
<br>
“How about two? If you don’t, I won’t tell a soul all the things I know. And second, if you do, I’ll make sure everyone who works for you leaves you. You might have noticed, I have a certain sway around here.”<br>
<br>
Thompson eyes you darkly, his presence enveloping you against the door. Despite your assertiveness, you know that you currently can’t move. <br>
<br>
"Fine," he spits, taking a step back. “Just do your job. Knowing you, you’re probably saddled with diseases anyway.”<br>
<br>
“You’ll never know,” you say to him, mockingly sweet. <br>
<br>
With a buoyancy in your step, you flash him a grin and walk past him. He doesn’t make any attempt to stop you.<br>
<br>
Maybe there’s something to being a girl, after all, you think, as you walk towards the door.<br>
<br>
<<ActionsHeader>>
<<link "Leave Thompson's Repairs" "TownCentre">><<EndConversation "Thompson">><</link>>
<<case "PCBluff">>
<<if $current.female is true>>
“I was working late,” you try. <br>
<br>
“In my office?” he retorts, the volume of his voice rising. His eyes flick to Annie’s office keys in your hand. “Where did you get them? Did you steal them, Phillips?”<br>
<br>
With surprising speed, his hand launches out and grabs the keys from your hand. Then he sees the keys for the school and basement attached to the chain. “What. Are. These?!” he says, almost screaming. <br>
<br>
He leans in, face inches from your own, his open mouth full of saliva. “You ungrateful thief, Phillips,” he berates you, spitting without care as he speaks. “After all I've done for you. Giving you a job when no one else would. And you break into my office. And steal from me?”<br>
<br>
You tense up, his physique towering over your small frame. Then, just as you feel your body almost recoil, he flares his nostrils and barges past you, opening his office door.<br>
<br>
“Get out,” he tells you. “Last chance, Phillips. One more strike and find yourself a new job.”<br>
<br>
With that, the door to Thompson’s office is slammed in your face. <br>
<<else>>
“I was working late,” you try. <br>
<br>
“In my office?” he retorts, the volume of his voice rising. His eyes flick to Annie’s office keys in your hand. “Where did you get them? Did you steal them, Phillips?”<br>
<br>
With surprising speed, his hand launches out and grabs the keys from your hand. Then he sees the keys for the school and basement attached to the chain. “What. Are. These?!” he says, almost screaming. <br>
<br>
He leans in, face inches from your own, his open mouth full of saliva. “You ungrateful thief, Phillips,” he berates you, spitting without care as he speaks. “After all I've done for you. Giving you a job when no one else would. And you break into my office. And steal from me?”<br>
<br>
You tense up, anticipating a physical confrontation. But instead he flares his nostrils at you and barges past you, opening his office door.<br>
<br>
“Get out,” he tells you. “Last chance, Phillips. One more strike and find yourself a new job.”<br>
<br>
With that, the door to Thompson’s office is slammed in your face. <br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Leave Thompson's Repairs" "TownCentre">><<EndConversation "Thompson">><</link>>
<<case "Appease">>
You hear yourself mumble that you do.<br>
<br>
“Yes, what?” Thompson asks you.<br>
<br>
You understand his question and answer meekly. “Yes sir.”<br>
<br>
He smiles. “Good. Now, work those tits of yours.”<br>
<br>
Almost robotically, you arch up on your knees a little, lining up your chest with his waist. His dick is close to you, growing evermore stiff as the seconds go by. Everything feels surreal. Here you are, seeing a pair of large perky breasts protruding from your body, as your boss’s penis presses against your soft skin. <br>
<br>
“Go on,” Thompson says. “Do it.” You look up to him, seeing the lust of you in his expression, and nod. <br>
<br>
Cupping your breasts with your hands, you squeeze them around his erect cock and work them up and down. The tip of his penis sticks out from the tops of your breasts, rising near to your mouth as you rock back and forward to stroke it.<br>
<br>
Thompson’s hand grasps your head and tilts you at the neck to face up. “Look at me,” he says, holding you to stare at him.<br>
<br>
Staring into his eyes, you see his face full of apparent desire. He leers, and you feel your top teeth press into your bottom lip whilst you meet his gaze.<br>
<br>
He moans and releases his grip slightly, pushing your face down again. You move your breasts faster, pushing them together ever-tighter to maintain traction and friction. The tip of his cock comes close to your lips. You see precum forming.<br>
<br>
“Fuck!” Thompson screams, giving you only a moment’s prep for his orgasm. Thick white streaks of semen fly up into the air, landing across the tops of your exposed breasts. <br>
<br>
You continue to vigorously massage until you hear him sigh in relaxation. Only then do you relax his dick from your breasts, your eyes falling upon the cum running from them down your body. <br>
<br>
Thompson takes a step back and leans against a table. “Good work,” he says, looking at you. “Maybe you have a future here, after all.”<br>
<br>
You look up at him, feeling the cold semen running down your skin, still kneeling on the floor with your breasts out. In spite of your situation, you feel obligated to politely smile. <br>
<br>
“You should get going,” he says, still taking deep breaths. “I’ll see you tomorrow.”<br>
<br>
<<ActionsHeader>>
<<link "Pull up your outfit and leave" "ThompsonDialogue">><<set $ThompsonDialogue to "Outfit">><</link>>
<<case "Chicken">>
You shake your head and lean back away from the cock swaying in front of you. “No,” you mutter. “I don’t want this.”<br>
<br>
Thompson looks down from his position above you. “What?” he snaps.<br>
<br>
You take a breath and look up at him, trying to hold on to some sort of resilience. “I don’t want to.”<br>
<br>
Thompson bares his teeth, snarling. You feel your knees push into the worn office carpet, the air tense and hostile.<br>
<br>
“Get out,” he barks, as he turns away and adjusts his clothing. “We’ll discuss this tomorrow.”<br>
<br>
Sensing the opportunity of escape, you pull up the top of your outfit to cover your breasts again and stand back up, your shaking legs almost buckling in your heels. <br>
<br>
Thompson leans against a nearby table, watching you darkly. “Did you not hear me?” he says with anger bubbling in his voice.<br>
<br>
You nod, and, still shaking, totter over to the exit, not looking back at Thompson as you go.<br>
<br>
<<ActionsHeader>>
<<link "Leave Thompson's Repairs" "TownCentre">><<EndConversation "Thompson">><</link>>
<<case "Outfit">>
Without much to help you clean-up and sensing Thompson’s frustrations rising again, you pull up the top of your outfit, feeling the cum on your waist staining against it as you do so. <br>
<br>
You stand up and adjust your top, wiping away the traces of cum that can still be seen around your shoulders. Unfortunately, there isn’t anywhere to wipe your fingers, now sticky and smelly.<br>
<br>
Wordlessly, you walk past Thompson towards the exit. He watches you as you go, smiling menacingly. You try to bury the feelings that you’re experiencing, but are sure that smile will linger in your memories for quite some time.<br>
<br>
<I>Was it worth it?</i> you hear a voice ask inside you. But instead you just walk, trying not to consider what you’ve just done. And what that means for you.<br>
<br>
<<ActionsHeader>>
<<link "Leave Thompson's Repairs" "TownCentre">><<EndConversation "Thompson">><</link>>
<<case "PCFlirt">>
"I was wondering if you were working late," you reply.<br>
<br>
He looks at you, unconvinced. His eyes flick across you once more, finally seeing Annie's office keys in your hand. "And where did you get those?"<br>
<br>
"Annie gave them to me," you say. "She leant me her keys. If I wanted to work late with you."<br>
<br>
A sly grin spreads across Thompson's face. "Annie gave you those keys?" he says, slowly stepping towards you. "That breaks office policy. I'll have to punish her. One evening."<br>
<br>
Quickly, you find yourself wedged between him and his office. He looks down at you, pushing his bloated body against yours, pinning you against the door.<br>
<br>
"So you want to work late, do you Phillips?" he says, with characteristic scorn. "Earn a few brownie points with the boss? I can make your life very easy here. If you are willing to do what it takes."<br>
<br>
His eyes drift purposefully down to your chest, lingering as he looks down your top. He makes sure you see him do it, too.<br>
<br>
"So Phillips, what will it be? Leave and forget all about this. Or get on your knees, and pull down that top?"<br>
<br>
You stare up at him, realising he's giving you an exit out. The thought of getting some leniency at work gives you pause for consideration, however. <i>Are you really doing so badly at your job to consider that?</i><br>
<br>
<<ActionsHeader>>
<<link "Relent to his demands" "ThompsonDialogue">><<Assertive -1>><<set $ThompsonDialogue to "PCRelent">><</link>><br>
<<link "Resist him and leave" "ThompsonDialogue">><<WorkPerformance -5>><<set $ThompsonDialogue to "PCResist">><</link>>
<<case "PCResist">>
“No,” you say quietly, but assuredly. <br>
<br>
Thompson’s eyes flash with surprise. “What?” <br>
<br>
“I’m not doing that,” you tell him flatly. “Not now. Not ever.”<br>
<br>
He smirks, but it’s laced with menace. “Thought you could just flirt your way to an easy time, right Phillips? Well I wasn't born yesterday. Pretty girls come up time and time again."<br>
<br>
Thompson eyes you darkly, but takes a step back. "If you don't learn your place around here, Phillips, you're going to be out of a job. You might know more than the average secretary, but don't forget that you're here in part to look pretty and smile, just as much as a receptionist."<br>
<br>
Your eyes flicker to the door back to the lobby. Seeing you look, Thompson sighs.<br>
<br>
"Get the hell out of here," he tells you. "We'll pick this up later."<br>
<br>
Not wasting a moment, you gather up your things and walk past him. He doesn’t make any attempt to stop you.<br>
<br>
<<ActionsHeader>>
<<link "Leave Thompson's Repairs" "TownCentre">><<EndConversation "Thompson">><</link>>
<<case "PCRelent">>
Either through fear or curiosity, you find yourself obeying. Your knees go weak and you slide your back down the door, looking up at Thompson, now standing over you.<br>
<br>
“And the top,” he says. You nod and look down at your outfit. You unbutton your blouse and let it fall down your arms. You stare up at Thompson, aware of how much you're on display.<br>
<br>
"Lose the bra," he tells you. You look down at the lacy bra holding your breasts firmly together. Then up it at him again. He nods, demanding.<br>
<br>
Faced with no alternative, you reach to your back and unclasp your underwear. With a slight tug and shimmer, your blouse and bra are cast aside.<br>
<br>
"Nice tits, Phillips," Thompson tells you, as he stares down. His dark eyes meet yours and he grins.<br>
<br>
He unbuckles his belt and reaches into his pants, pulling out free a girthy and thick penis, dangling in front of your face. “You want this in-between your tits, don’t you? If you want to be in my good books, I want you to beg for it.”<br>
<br>
<<ActionsHeader>>
<<link "Say yes and appease him" "ThompsonDialogue">><<Assertive -1>><<Orientation 1>><<set $ThompsonDialogue to "PCAppease">><<WorkPerformance 10>><</link>><br>
<<link "Say no and refuse him" "ThompsonDialogue">><<Assertive 1>><<set $ThompsonDialogue to "PCChicken">><<WorkPerformance -3>><</link>>
<<case "PCChicken">>
You shake your head and lean back away from the cock swaying in front of you. “No,” you mutter. “I don’t want this.”<br>
<br>
Thompson looks down from his position above you. “What?” he snaps.<br>
<br>
You take a breath and look up at him, trying to hold on to some sort of resilience. “I don’t want to.”<br>
<br>
Thompson bares his teeth, snarling. You feel the air on your bare breasts, causing your nipples to grow erect. <br>
<br>
“Get out,” he barks, as he turns away and adjusts his clothing. “We’ll discuss this tomorrow.”<br>
<br>
Sensing the opportunity of escape, you pull on your blouse to cover your breasts again and stand back up, your shaking legs almost buckling in your shoes.<br>
<br>
Thompson leans against a nearby table, watching you darkly. “Did you not hear me?” he says with anger bubbling in his voice.<br>
<br>
You nod, and, still shaking, totter over to the exit, not looking back at Thompson as you go.<br>
<br>
<<ActionsHeader>>
<<link "Leave Thompson's Repairs" "TownCentre">><<EndConversation "Thompson">><</link>>
<<case "PCAppease">>
You hear yourself mumble that you do.<br>
<br>
“Yes, what?” Thompson asks you.<br>
<br>
You understand his question and answer meekly. “Yes sir.”<br>
<br>
He smiles. “Good. Now, work those tits of yours.”<br>
<br>
Almost robotically, you arch up on your knees a little, lining up your chest with his waist. His dick is close to you, growing evermore stiff as the seconds go by. Everything feels surreal. Here you are, seeing a pair of large perky breasts protruding from your body, as your boss’s penis presses against your soft skin. <br>
<br>
“Go on,” Thompson says. “Do it.” You look up to him, seeing the lust of you in his expression, and nod. <br>
<br>
Cupping your breasts with your hands, you squeeze them around his erect cock and work them up and down. The tip of his penis sticks out from the tops of your breasts, rising near to your mouth as you rock back and forward to stroke it.<br>
<br>
Thompson’s hand grasps your head and tilts you at the neck to face up. “Look at me,” he says, holding you to stare at him.<br>
<br>
Staring into his eyes, you see his face full of apparent desire. He leers, and you feel your top teeth press into your bottom lip whilst you meet his gaze.<br>
<br>
He moans and releases his grip slightly, pushing your face down again. You move your breasts faster, pushing them together ever-tighter to maintain traction and friction. The tip of his cock comes close to your lips. You see precum forming.<br>
<br>
“Fuck!” Thompson screams, giving you only a moment’s prep for his orgasm. Thick white streaks of semen fly up into the air, landing across the tops of your exposed breasts. <br>
<br>
You continue to vigorously massage until you hear him sigh in relaxation. Only then do you relax his dick from your breasts, your eyes falling upon the cum running from them down your body. <br>
<br>
Thompson takes a step back and leans against a table. “Good work,” he says, looking at you. “Maybe you have a future here, after all.”<br>
<br>
You look up at him, feeling the cold semen running down your skin, still kneeling on the floor with your breasts out. In spite of your situation, you feel obligated to politely smile. <br>
<br>
“You should get going,” he says, still taking deep breaths. “I’ll see you tomorrow.”<br>
<br>
<<ActionsHeader>>
<<link "Pull up your outfit and leave" "ThompsonDialogue">><<set $ThompsonDialogue to "PCOutfit">><</link>>
<<case "PCOutfit">>
Without much to help you clean-up and sensing Thompson’s frustrations rising again, you pull your blouse over your torso, feeling the cum on your waist staining against it as you do so. <br>
<br>
You stand up and tug at the fabric, seeing the traces of semen seeping through the material. Unfortunately, there isn’t anywhere to wipe your fingers, now sticky and smelly.<br>
<br>
Wordlessly, you walk past Thompson towards the exit. He watches you as you go, smiling menacingly. You try to bury the feelings that you’re experiencing, but are sure that smile will linger in your memories for quite some time.<br>
<br>
<I>Was it worth it?</i> you hear a voice ask inside you. But instead you just walk, trying not to consider what you’ve just done. And what that means for you.<br>
<br>
<<ActionsHeader>>
<<link "Leave Thompson's Repairs" "TownCentre">><<EndConversation "Thompson">><</link>>
<<case "LunchtimeCoverCompleteStop">>
It was interesting, in a way. To see what Annie actually does. To sit in her chair, read her emails, type in her tone. To be someone else, for an hour or so.<Br>
<Br>
But it never really felt like you. Not exactly. <I>And you've had enough of pretending to be other people, haven't you?</i><Br>
<Br>
You glance toward the front desk, then back at Thompson. "I’d love to get back to the day job," you say.<br>
<br>
He nods, as if that’s the answer he expected. "I’ll let Annie know," he replies. "But if your performance dips again..."<br>
<Br>
His eyes narrow slightly. "You know exactly where you’ll end up."<br>
<Br>
He turns without waiting for a response, retreating into his office with the same heavy-footed finality he always carries.<br>
<Br>
You’re free.<Br>
<Br>
For now.<Br>
<Br>
<<ActionsHeader>>
<<link "Return to the office" "ThompsonsOffice">><<EndConversation "Thompson">><<RestoreProgrammerJob>><</link>>
<<case "LunchtimeCoverCompleteContinue">>
You hesitate. Loath to admit it, but... it’s been okay. Different. And a change is as good as a rest, right?<Br>
<Br>
There was something about those emails, too. In spite of the chaotic inbox and the weird keyboard, there was something in the way people reacted to your replies. It wasn’t what you signed up for, but it was... <I>kind of fun?</i><Br>
<Br>
You glance at Thompson. "I don’t mind still pitching in at lunchtimes," you say. "Helping out around here."<Br>
<br>
<<if $current.female is true>>
Thompson doesn’t look surprised. "I thought you’d say that," he says, arms crossing again.<Br>
<br>
You frown.<br>
<br>
"Look," he says, voice firm but patronising, "I know women might do stressful jobs in the city. But here? Things are more cut and dry. Simple work. Simple pace. Simple life. That’s the appeal.”<Br>
<Br>
“And I’m not surprised that, after a taste of a job like that, you’ve started to see the benefits."<Br>
<Br>
He tilts his head, watching you.<Br>
<Br>
"Feels more relaxed, doesn’t it? More like a woman?"<br>
<Br>
You say nothing.<br>
<Br>
He waits a beat, then moves on without further comment.<Br>
<Br>
"I’ll let Annie know you’ll be covering her lunch breaks. Just make sure the customers are happy."<Br>
<Br>
His tone hardens again as he walks off. "I don’t want to be having another performance conversation."
<<else>>
Thompson blinks. Caught off guard. "You want to willingly do..." he gestures vaguely toward reception, "...women’s work?"<br>
<Br>
He sighs, genuinely baffled. The sharpness in his voice fades. He lowers it, not quite gentle, but trying to be... honest?<Br>
<Br>
"Let me give you some advice," he says. "I know back in the city, men are hairdressers and women are bricklayers. Everyone’s got fluid titles and modern ideas."<Br>
<Br>
He leans slightly closer, his voice dropping even further. "But here in Charlton? It’s still pink jobs and blue jobs. That’s the way it is. There’s work for the boys, and tasks for the ladies."<br>
<Br>
He eyes you, trying to measure something.<Br>
<Br>
"If you want to get anywhere in this town, you’re going to have to accept that."<Br>
<Br>
You don’t reply.<Br>
<Br>
He exhales. “Fine. I’ll let Annie know you’re still covering her lunch breaks. Just make sure the customers are happy."<Br>
<Br>
There’s a pause as he walks off. Then, he looks back over his shoulder. <br>
<br>
"I could make it more permanent, if your performance drops again." A faint smirk tugs at the corner of his mouth. "Though I’m not sure that would be a punishment for you."<br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Return to the office" "ThompsonsOffice">><<EndConversation "Thompson">><<SetFlag "SecretaryByChoice">><</link>>
<<case "SecretaryFlirtAccept">>
You don’t speak. You just move.<br>
<Br>
Slow, mechanical, deliberate. Towards the desk. Eyes lowered. Hands brushing polished wood. You stop in front of it, feeling the weight of his gaze behind you. Then, wordlessly, you bend over.<br>
<br>
You hear him step closer. Feel his presence at your back. The quiet rasp of his belt. “Hands behind your back,” he commands.<br>
<Br>
You do as he says, resting your hands on your blouse, staring forward at the back of the office, chin resting on the wood desk.<br>
<br>
A chink of a buckle, then you feel leather wrapping around your wrists. Pulling them tight together. A clip as his belt closes shut around your hands. “Now you’ll see what good secretaries get for following orders,” Thompson says from behind you.<br>
<br>
You feel your skirt being pulled up your legs, bunching up around your rear. Then your underwear is pulled down, resting around your knees. Cool air touches your exposed buttocks. You instinctively flinch and are reminded of the belt bound around your wrists. Even if you wanted to stop this, you know there is no way out.<br>
<br>
A tingle, as fingers massage your bum. Then move in-between your crack. And then you gasp as Thompson’s digits gingerly brush over your genitalia.<br>
<br>
A murmur escapes your mouth. Like electricity, sensations shoot through your body. Thompson chuckles behind you as his hands play with your lips. “Like that, huh?”<Br>
<br>
You stare at the dark grain of the desk, the flickering edge of the typewriter beside you still pulsing with faint yellow light. The keys hum like they’re still waiting to be touched. But, as you begin to pant, you know that typing isn’t what Thompson had in mind this afternoon.<br>
<br>
You feel your pussy moisten. Lubrication starts to flow. You arch at his touch, reminded again of your restricted movements. Even your panties seem like shackles around your legs. It takes everything not to relax your ankles and slip in your heels. The sensations threaten to overwhelm you.<br>
<br>
Then one of Thompson’s fingers slips inside you. Carefully. Almost sensitively. And you hear yourself moan.<br>
<Br>
<<ActionsHeader>>
<<link "Get fingered by your boss" "ThompsonDialogue">><<set $ThompsonDialogue to "SecretaryFlirtFinger">><</link>><br>
<<case "SecretaryFlirtFinger">>
You writhe as another finger moves inside your womb, playing inside like a worm trying to find a sweet spot to make you buckle.<br>
<br>
The belt begins to dig into your skin as you move in response to Thompson. Each thrust makes you jolt, your body aching to do something - anything - but bent over the desk, hands restrained behind you, panties clasped around your knees, you just can’t.<Br>
<br>
Thompson’s fingers become faster. Rougher. Sending you towards the edge of ecstasy. Your moans become loud. Groans of pleasure without the sight of the cause, constrained to just be played with by your boss.<br>
<Br>
Your breasts rub against the desk through your movements, feeling raw as your body shakes from Thompson’s actions. Even through your bra, you feel your nipples tingle against the dark wood.<br>
<br>
And just as you start to feel yourself build to a climax, there’s a knock.<Br>
<Br>
Three short raps.<br>
<br>
You freeze. Thompson doesn’t.<br>
<br>
“Occupied,” he calls, like this is just another meeting.<br>
<Br>
You recognise the voice behind the door. Soft. Controlled. “Of course. I’ll wait.”<br>
<br>
Annie.<br>
<br>
She heard. She knows.<br>
<br>
And Thompson? He doesn’t pause, doesn’t shift. He continues to finger you with rigor and frenzy. “She’s been very promising, Annie,” he calls, voice smooth. “Knows exactly what the job requires.”<br>
<br>
Then, you feel him lean over your body, his mouth close to your ear. “You’ll go far here, Phillips. I knew you understood.”<br>
<br>
It’s enough to finish you off. You push your top lip into your bottom teeth, trying keep the cry of an orgasm contained. You hear the sound of your half-successful attempt echo in the room.<br>
<br>
The sensation of Thompson’s fingers moving cease. Silence comes to the office, only broken by your quiet panting.<br>
<br>
A moment later, Thompson’s fingers pull out from within you and you finally feel his belt being undone from around your wrists.<br>
<Br>
“Good,” you hear him whisper. “Now. Make yourself presentable.”<br>
<Br>
<<ActionsHeader>>
<<link "Clean up" "ThompsonDialogue">><<set $ThompsonDialogue to "SecretaryFlirtCleanUp">><<WorkPerformance 5>><</link>><br>
<<case "SecretaryFlirtCleanUp">>
Thompson moves back around the desk, taking his seat again, looking you dead in the eye with a satisfied smile. You push yourself up from the desk, and with a degree of bashfulness, pull your underwear back up, straighten your skirt down and pull at your ruffled blouse. Almost without thinking, you stand up as if presenting yourself back to him.<Br>
<br>
His smile widens, satisfaction apparent. “Back to work now. No slacking.”<Br>
<br>
You can only nod, feeling fragile on your heels. Wordlessly, you turn and open the door, stepping back into the office.<br>
<br>
Straight into the stare of Annie.<br>
<br>
She looks up from her desk as you close Thompson’s door. But her eyes - sharp, guarded - give you a look fresh with concern. Heavy, understanding. Not judgement. Not pity.<bR>
<br>
<i>Recognition.</i><br>
<br>
You look away from her and walk back to reception. You sit, trying to regain some control over your body and the lingering sensations. The inbox is still open. The phones are calm. You answer three emails in a row before you realise your hands haven’t stopped trembling. But your responses are flawless. Polite. Efficient.<br>
<br>
You’re doing well, you think.<br>
<Br>
Doing exactly what he wants.<br>
<br>
You can’t help but think where this will now lead.<br>
<br>
<<ActionsHeader>>
<<link "Finish for the day" "ThompsonsReceptionSecretaryJob">><<TimeChange>><<EndConversation "Thompson">><</link>><br>
<<case "SecretaryFlirtDecline">>
You hesitate. Your body wants to move. To bend. To obey. There’s a voice in your head - sweet, soft, coaxing - telling you this is what a good secretary does. That it's easier this way. That it's expected.<bR>
<br>
But you fight it.<br>
<Br>
You lift your chin. Keep your voice steady. Soft. Polite. “No. I don’t think that would be appropriate.”<Br>
<Br>
Thompson doesn’t move. But his jaw twitches. His lips pull into a smile that doesn’t reach his eyes. It’s not a grin. It’s a warning. A rottweiler baring its teeth. “Not appropriate?" he repeats, voice low. “After all the looks? The comments? After stringing things along?”<Br>
<br>
You open your mouth, but no words come out. You instead glance to the floor.<br>
<Br>
Thompson bounds around his desk and for a moment, you feel your body tense up. But he moves past you, tearing the office door wide open, the frame rattling as he does so. “Get out,” Thompson growls.<br>
<br>
You glance out through the door to see Annie sitting at her new desk, looking up in fear. The rest of the office has drawn silent. Even Dan is staring, his trademark smirk absent from his face.<Br>
<BR>
“Annie!” Thompson barks, loud enough to make the walls flinch. “Call the school. Let them know I anticipate a vacancy on the front desk.”<br>
<Br>
He says it with perfect calm. Still smiling. Still watching you. The message is clear. Thompson walks back towards his desk, leaving you standing there.<br>
<br>
<<GetNPCState "Annie" "ThompsonResisted">>
<<if _ThompsonResisted is undefined>>
”And get in here,” he murmurs, still talking to Annie. Sitting down at his desk, he gives you a dark smile. “At least she understands the demands of dictation.”<br>
<br>
You pause in the doorway. Annie meets your gaze as she rises from her desk, her expression unreadable. Then she walks past you and into the office, pulling the door shut behind her.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to reception and finish for the day" "ThompsonsReceptionSecretaryJob">><<EndConversation "Thompson">><<TimeChange>><</link>><br>
<<case "SecretaryCompleteCompleteStop">>
You pause, taking one last look at the desk in front of you. The call logs. The inbox. The familiar clack of the monitor. All of it is so different from what you used to do. And yet, somehow… you made it work. But it never really felt like you. Not completely.<Br>
<br>
You nod. “I’d love to get back to the day job.”<br>
<Br>
Thompson doesn’t smile. Just grunts. “I’ll let Annie know she's back on front-desk. But you know the deal.” He turns slightly, eyes narrowed. “If performance drops again… you know exactly where you’ll end up.”<br>
<Br>
And then he’s gone. The door shuts behind him, leaving you at the desk one last time.<br>
<br>
You’re free.<br>
<br>
For now.<Br>
<Br>
<<ActionsHeader>>
<<link "Return to your old desk" "ThompsonsOffice">>
<<EndConversation "Thompson">>
<<set $WorkPerformanceEvents to undefined>>
<<RestoreProgrammerJob>>
<</link>>
<<case "SecretaryCompleteCompleteContinue">>
You hesitate. Then glance at the inbox. It’s strange. You’ve settled into this role. In ways you didn’t expect. Answering phones. Booking calls. Smoothing over customers. Even the emails. There was a strange satisfaction in seeing people happy. Responding warmly. Gratefully.<br>
<Br>
And truth be told… there’s something about the routine. The simplicity. The way people see you here.<Br>
<Br>
"I don’t mind staying on reception," you say.<Br>
<br>
<<if $current.female is true>>
Thompson doesn’t even look surprised. “Thought you’d say that.”<Br>
<Br>
You frown.<br>
<br>
He shrugs. “City women burn themselves out chasing jobs that never love them back. Here? Things are simpler. Work’s steady. Life’s manageable.”<br>
<Br>
He watches you carefully. Voice almost gentle. Almost. “And I’m not shocked you’ve started to see the appeal. Feels more relaxed, doesn’t it? More like what a woman should be doing?”<Br>
<br>
You say nothing.<Br>
<br>
He turns to leave. “I’ll let Annie know. We’ll put in the offer to Theodore for him to take up your old role. It’s a pain getting his updates in the post every morning, but he’s the only one in town who understands how it works. Except you, of course, but you’d rather be sweet-talking suppliers and getting me coffees than use that brain of yours, right, sweetheart?”<br>
<br>
He stops at the door. Glances back. Tone sharpening again.<Br>
<br>
“Treat this as a reward for being such a good girl. But don’t take advantage of my gratitude. I don’t want to be having a performance conversation with you, again.”<br>
<<else>>
Thompson blinks. Taken aback. “You want to stay on reception?”<br>
<Br>
He squints, like you just asked him to wear a skirt to Sunday service.<br>
<Br>
“I just… enjoy it,” you tell him.<Br>
<Br>
He steps closer. Drops his voice. “You still don’t get it, do you. This isn’t a job for men, Phillips. This is something young girls do until they bag a man and settle down. You might be used to doing things differently in the city, but here in Charlton - we’re traditional. Pink jobs. Blue jobs. And being a secretary? This is a pink job, Phillips.”<br>
<br>
Thompson looks around, almost as if he’s watching for anyone listening. Then leans in, almost whispering. “You don’t want people thinking you’re… a bit strange… do you?”<br>
<Br>
You stay silent.<Br>
<Br>
He straightens. “Fine. Dig your own grave. I’ll let Annie know. She’ll get Theodore working from that caravan of his. Mark my words, Phillips. This makes my life more complicated. I’m moving mountains to accommodate you, here. So if your performance drops again, I’ll be upset. Maybe wondering if you deserve a job here, at all.”<br>
<Br>
And he walks off, leaving the words to simmer.<br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Remain at reception" "ThompsonsReception">><<EndConversation "Thompson">><<SetFlag "SecretaryByChoice">><</link>>
<<case "Rehire">>
You loiter near the front desk, pretending to check the calendar, fingers twitching with nerves. You’ve been standing here long enough to look suspicious, but you don’t know what else to do.<br>
<br>
Then the door to the back office swings open. Thompson steps out, reading something on a clipboard, his brow furrowed in concentration. He almost walks straight past you, but stops. His eyes narrow. “You again?"<br>
<Br>
He doesn’t say it like a question. More like an accusation.<BR>
<br>
“Mr. Thompson," you begin. "I know I messed up. I should have put in more effort. I know that now. But I've given it a lot of thought. I know I can do better. Have a better attitude.”<Br>
<br>
You shift on your feet, bracing yourself for a tirade of abuse. But instead, there is silence. You look back at him. Watching him judge you.<br>
<br>
“Save the pitch," he says quietly. "People have been saying things about you, Phillips. You've got friends, I'll give you that."<br>
<br>
He sighs. Loudly. A long-suffering exhale of someone who desperately wants to say no.<br>
<Br>
“I’ve also heard Theodore’s been making a pig’s ear of the calendar again,” he mutters. “So congratulations. You’ve somehow annoyed me less than him this week.”<Br>
<Br>
He finally looks you in the eye. “One. Last. Chance, Phillips. You show up. You do the job. No whining. No disappearing. And if I get even one more complaint, no amount of pity from Gordon or puppy eyes from Annie is going to save you. Got it?”<Br>
<Br>
You nod. Quickly. Quietly.<br>
<Br>
“Good,” he grunts. “Now get out of my sight before someone thinks I’m being generous.”<Br>
<Br>
He disappears back into the office. The door swings shut behind him.<Br>
<Br>
And just like that, you’re hired again.<Br>
<Br>
<<ActionsHeader>>
<<link "Return to reception" "ThompsonsReception">><<EndConversation "Thompson">><<SetPCState "job" "ProgrammerRedux">><<WorkPerformanceReset>><</link>>
<<case "AnnieWorkIntro">>
<b>Thompson's Handyman Repairs - Thompson's Office</b><br>
<img src="./images/Thompsons_Office_Thompson.png"><br>
<br>A cluttered and cramped office, lined with filing cabinets. An imposing desk is the centerpiece, covered in files and paperwork.<br>
<br>
You enter the office, the dark oak wood lit by office lamps and the blinds pulled down. Thompson sits behind his desk, straining as he reviews papers. “Annie,” he says. “Take a seat.”<br>
<bR>
You step forward towards his desk and spot an object in front of the seat immediately. Sitting on the desk beside a pile of thick envelopes is a black, boxy typewriter - matte casing, faint gold engraving curling around the edges, and yellowed keys. Keys that fizzle with magic. <br>
<br>
Thompson doesn’t notice your hesitation. More concerningly, he's not even paying attention to you. He's still reading the paperwork in front of him. "I know you didn't want to type anymore, Annie. But I really need some correspondence sent out," he mutters whilst looking down. "About -"<br>
<br>
He abruptly stops talking as he slams a fist down on to the table. "Goddamn it!"<br>
<br>
A moment of silent tension fills the room. You freeze, feeling adrenaline rushing through your body.<bR>
<bR>
<<GetPCState "job">>
<<if _job is "Fired">>
"Goddamn Theodore!" Thompson begins. "Look at this report! The supplier address is in the customer address, and the customer address is in the supplier address. Is it any wonder that the Hudson's didn't receive their boiler yet!"<br>
<Br>
You eye the older man carefully. His face is red with frustration. You can sense he's ready to explode still. But this might be an opportunity to persuade him that he made a mistake in firing you.<br>
<br>
<<ActionsHeader>>
<<CompulsionCheck "SaucySecretary">>
<<if _CompulsionCheck>>
<span class="compulsion">[Saucy Secretary] </span><<link "Charm him into re-hiring you" "ThompsonDialogue" >><<set $ThompsonDialogue to "AnnieWorkSaucySecretary">><</link>><br>
<<else>>
<<StatCheckOrientation "gt" 10 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to charm him into re-hiring you">>
<<if _StatCheckOrientation is true>><<link _StatOrientationProbability "ThompsonDialogue">><<set $ThompsonDialogue to "AnnieWorkFlirtPass">><</link>><br>
<<else>><<link _StatOrientationProbability "ThompsonDialogue">><<set $ThompsonDialogue to "AnnieWorkFlirtFail">><<Orientation 1>><</link>><br><</if>>
<<StatCheckIntelligence "gt" 60>>
<<set _StatIntelligenceProbability to _StatIntelligenceProbability + " Try to reason with him to re-hire you">>
<<if _StatCheckIntelligence is true>><<link _StatIntelligenceProbability "ThompsonDialogue">><<set $ThompsonDialogue to "AnnieWorkIntelligencePass">><</link>><br>
<<else>><<link _StatIntelligenceProbability "ThompsonDialogue">><<set $ThompsonDialogue to "AnnieWorkIntelligenceFail">><<Intelligence 1>><</link>><br><</if>>
<<link "Keep quiet" "ThompsonDialogue">><<set $ThompsonDialogue to "AnnieWorkShrug">><</link>><br>
<</if>>
<<else>>
"Goddamn Phillips!" Thompson begins. "Look at this report! The supplier address is in the customer address, and the customer address is in the supplier address. Is it any wonder that the Hudson's didn't receive their boiler yet! Where the hell is that lazy shit, Annie? Why aren't they here?"<br>
<Br>
You eye the older man carefully. His face is red with frustration. You can sense he's ready to explode still. But you need to do something, otherwise Thompson is going to really be mad at you.<br>
<br>
<<ActionsHeader>>
<<CompulsionCheck "SaucySecretary">>
<<if _CompulsionCheck>>
<span class="compulsion">[Saucy Secretary] </span><<link "Charm him into going easy on you" "ThompsonDialogue" >><<set $ThompsonDialogue to "AnnieWorkSaucySecretaryPC">><</link>><br>
<<else>>
<<StatCheckOrientation "gt" 10 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to charm him into going easy on you">>
<<if _StatCheckOrientation is true>><<link _StatOrientationProbability "ThompsonDialogue">><<set $ThompsonDialogue to "AnnieWorkFlirtPassPC">><</link>><br>
<<else>><<link _StatOrientationProbability "ThompsonDialogue">><<set $ThompsonDialogue to "AnnieWorkFlirtFailPC">><<WorkPerformance -1>><<Orientation 1>><</link>><br><</if>>
<<StatCheckAssertive "gt" 60>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to reason with him about your work">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "ThompsonDialogue">><<set $ThompsonDialogue to "AnnieWorkAssertivePassPC">><</link>><br>
<<else>><<link _StatAssertiveProbability "ThompsonDialogue">><<set $ThompsonDialogue to "AnnieWorkAssertiveFailPC">><<WorkPerformance -1>><<Assertive 1>><</link>><br><</if>>
<<link "Keep quiet" "ThompsonDialogue">><<set $ThompsonDialogue to "AnnieWorkShrugPC">><<WorkPerformance -1>><</link>><br>
<</if>>
<</if>>
<<case "AnnieWorkSaucySecretary">>
You don’t even think. The moment you feel the tension rising, something fluttery and soft bubbles up behind your lips.<br>
<Br>
“Oh, Mr Thompson,” you coo gently, easing into the chair like you’ve done this a hundred times. “There is a solution, you know. If Theodore’s not working out…” You pause, letting the silence bloom. “Why not bring <<TrueName "Current">> back?”<br>
<br>
Thompson’s face reddens again. “I should give that lazy layabout a second chance?”<Br>
<br>
You cross your legs slowly, making sure the exposed thigh catches the lamplight. Your voice dips lower, warmer. “He’s not lazy. Just… a little lost without your direction. I think he’d thrive under your leadership. We all do.”<Br>
<br>
Thompson’s eyes flick down, then snap back to your face. A small smile forms. "You thrive underneath me, do you, Annie?"<br>
<br>
You want to scream, but before you can react your mouth forms words like it has a mind of its own. "I've learned a lot from you being on top, Mr. Thompson."<br>
<br>
Your own internal monologue cries out, but you stay silent as the older man takes you in with his eyes. "You think people deserve a second chance, do you, Annie?"
<br>
You lean forward just a little, enough to let your blouse tighten at the chest. “I think,” you murmur. “If you gave someone a second chance, they’d make sure not to waste it.”<Br>
<bR>
Thompson grins and leans back into his chair, his eyes now running up and down your body. "Stand up."<br>
<br>
Your eyes narrow. "What?"<br>
<br>
Brows rise. "You heard me."<Br>
<br>
Narrowing your eyes, you nevertheless do as he says. Feeling on display as you stand in front of his desk, as he watches you from his leather chair.<br>
<bR>
Thompson stands and slowly walks around to your side. You glance at him from the corner of your eye. He looks you up and down, his tongue running across his lips.<br>
<br>
"Here's the deal," he murmurs. "I'll consider hiring that good-for-nothing back, and you remember your place. None of this feminist crap. No threats about what you know. Lunchtime visits to Charlton Hotel. Late nights working overtime. Just how it was. Are we clear?"<Br>
<Br>
Your eyes widen. You remember what Annie said as you left her apartment. <i>"Don't let anyone take advantage of you. I mean it."</i><br>
<br>
Thompson watches you, waiting. If you make this choice, you know what's in-store for Annie next time she comes into work.<Br>
<Br>
<I>Are you going to turn down this chance though of getting your job back?</i>
<BR>
<<ActionsHeader>>
<<link "Accept Thompson's offer" "ThompsonDialogue">><<set $ThompsonDialogue to "AnnieWorkSaucySecretaryAccept">><<Greedy 5>><</link>><br>
<<link "Decline" "ThompsonDialogue">><<set $ThompsonDialogue to "AnnieWorkSaucySecretaryDecline">><<Greedy -2>><</link>><br>
<<case "AnnieWorkFlirtPass">>
You steel yourself. You don’t want to do this. But you’ve seen how Annie moves in these situations. You’ve seen what gets results. And right now, you need results.<Br>
<br>
Crossing your legs slowly as you sit, you let Thompson eye your thigh. “Mr Thompson,” you say, voice sugar-sweet. “If Theodore isn’t working out, maybe there’s still time to fix your mistake.”<br>
<br>
Thompson barely glances directly at you. “Mistake?”<Br>
<br>
You lean forward just enough for your blouse to tighten. “Letting <<TrueName "Current">> go,” you murmur. “He was reliable. Loyal. And he always wanted to please you.”<Br>
<br>
That makes him look. His eyes flick to your chest, then linger on your lips. “Is that so?”<Br>
<br>
You nod slowly, holding eye contact. “Yes sir. I mean, we all do."<br>
<br>
Thompson exhales, long and slow, the corner of his mouth twitching. “I thought you found pleasing me beneath you, Annie?”<br>
<br>
You smile politely, heartbeat pounding. “I don't know about that, sir. But I know <<TrueName "Current">> would be very eager to show his appreciation. If he got a second chance.”<Br>
<br>
Thompson leans back in his chair, watching you in silence. "And how eager would you be, Annie? To show your appreciation."<br>
<br>
You gulp. "I would be grateful, sir."<br>
<br>
Thompson's eyes drift across you, as you watch him mull over thoughts in his head. "Stand up," he barks after a moment.<bR>
<br>
Your eyes narrow. "What?"<br>
<br>
Brows rise. "You heard me."<Br>
<br>
Narrowing your eyes, you nevertheless do as he says. Feeling on display as you stand in front of his desk, as he watches you from his leather chair.<br>
<bR>
Thompson stands and slowly walks around to your side. You glance at him from the corner of your eye. He looks you up and down, his tongue running across his lips.<br>
<br>
"Here's the deal," he murmurs. "I'll consider hiring that good-for-nothing back, and you remember your place. None of this feminist crap. No threats about what you know. Lunchtime visits to Charlton Hotel. Late nights working overtime. Just how it was. Are we clear?"<Br>
<Br>
Your eyes widen. You remember what Annie said as you left her apartment. <i>"Don't let anyone take advantage of you. I mean it."</i><br>
<br>
Thompson watches you, waiting. If you make this choice, you know what's in-store for Annie next time she comes into work.<Br>
<Br>
<I>Are you going to turn down this chance though of getting your job back?</i><br>
<BR>
<<ActionsHeader>>
<<link "Accept Thompson's offer" "ThompsonDialogue">><<set $ThompsonDialogue to "AnnieWorkSaucySecretaryAccept">><<Greedy 5>><</link>><br>
<<link "Decline" "ThompsonDialogue">><<set $ThompsonDialogue to "AnnieWorkSaucySecretaryDecline">><<Greedy -2>><</link>><br>
<<case "AnnieWorkFlirtFail">>
You force a smile and cross your legs slowly as you sit, hoping to shift the mood. “Mr Thompson,” you say lightly, letting a teasing lilt touch your voice. “Maybe you were a little hasty. <<TrueName "Current">> made mistakes, sure, but… I think he’s learned his lesson. And he’d be so grateful for another chance. Especially under your guidance.”<br>
<br>
Thompson doesn’t look up from the file in front of him. “Is that right.”<Br>
<br>
You lean forward slightly, fingers playing with the hem of your skirt. “He always said you had a strong… presence. The kind that brings out the best in people.”<Br>
<br>
That just about gets his attention. He lifts his head just enough to look at you over the top of the paper stack.<Br>
<Br>
“Do you think that game is going to work on me?”<Br>
<br>
You freeze. The air goes still. His face is barely containing the rage.<br>
<Br>
You try to recover. “I didn’t mean -”<Br>
<Br>
“I know what you meant,” he snaps. “And I don’t appreciate it. I don’t tolerate incompetence, and I sure as hell don’t change my mind because of batting lashes and crossed legs. You cancelled our agreement. That won't work anymore.”<br>
<Br>
You feel your face flush. Your hands curl tightly in your lap.<Br>
<Br>
Thompson sighs and waves a hand dismissively. “I’ve got work to do. You’re dismissed, Annie.”<Br>
<Br>
You stand quietly. The typewriter beside you buzzes faintly, as if disappointed it won’t be fed. You don’t look at it.<Br>
<Br>
As you reach for the door, you glance back, Thompson is watching you go. Snarling.<br>
<br>
You step out into the hallway, heart sinking. And from within the office, you hear something shattering against a wall.<br>
<br>
<<ActionsHeader>>
<<link "Finish the working day" $return>><<EndConversation "Thompson">><<TimeChange>><</link>>
<<case "AnnieWorkIntelligencePass">>
You adjust your posture, keeping your voice steady and professional. “Mr Thompson,” you say carefully, “maybe it’s time to bring <<TrueName "Current">> back.”<br>
<br>
He doesn’t look up. “After the mess they left?”<Br>
<br>
You lean forward slightly, choosing your words. “Sir, with respect… Theodore has made three serious errors in two weeks. Shipping delays, customer complaints, supplier mix-ups.”<br>
<br>
That gets his attention. Thompson frowns, still pretending to read.<br>
<Br>
“<<TrueName "Current">> handled the same workload without any major issues. They weren’t perfect, but they were reliable. You didn’t have to clean up after them. The phones were quieter. Fewer mistakes. Fewer problems on your desk.”<br>
<br>
Thompson sets the papers down. His expression is sour, but listening.<bR>
<br>
“And let’s be honest,” you add, “there’s not exactly a long line of talent outside the door. If the goal is to keep customers happy and things running smooth, then <<TrueName "Current">> is the best option. Business-wise.”<Br>
<br>
A long pause. Then Thompson grunts. “Hmph. So now I’m getting performance reviews from my receptionist.”<br>
<br>
You hold his gaze. “No, sir. You’re getting a solution.”
<br>
He studies you. Not with desire this time, but calculation. After a moment, he pulls a file from the side of the desk and slaps it down.<Br>
<br>
“Think you’ve got a business brain now? Then prove it. These customers need replies. It’s the best option. Business-wise.”
<br>
You blink. “And <<TrueName "Current">>?”<br>
<br>
He gestures toward the black typewriter. Its matte casing glows faintly, golden edges catching the desk lamp. “You want <<TrueName "Current">> back? Then show me this business won't suffer when he screws up and we have to go manual again."<Br>
<br>
You glance toward the door. Then at the machine.
<br>
Finally, you nod. “Of course.”
<br>
The moment your fingers brush the keys, the magic stirs. It’s subtle. A warm pull at first, then a slow coiling in your spine. Posture adjusts. Shoulders square. Ankles cross. The obedient rhythm of work takes hold.<br>
<br>
Thompson watches in silence.
<br>
“Still got it,” he murmurs, almost to himself.
<br>
You keep typing. And typing. The room fades to the soft clack of keys and the heavy pulse of submission.
<br>
You might have a shot of getting your old job back. But something else is slipping away.<br>
<br>
<<ActionsHeader>>
<<link "Finish the working day" $return>><<EndConversation "Thompson">><<Assertive -1>><<TimeChange>><</link>>
<<case "AnnieWorkIntelligenceFail">>
You clear your throat gently, keeping your tone measured. “Mr Thompson,” you begin, “maybe it’s worth considering… bringing <<TrueName "Current">> back.”<br>
<br>
Thompson doesn’t look up. “That so?”<br>
<br>
You press on, trying to stay calm. “Theodore’s been making a lot of errors. Customer complaints, supplier confusion --”<br>
<br>
Thompson slams his pen down with a sharp clack. “And what exactly makes you think I want your opinion on staffing?”<br>
<br>
You hesitate. “I just thought… from a business perspective, maybe it would make sense. <<TrueName "Current">> had fewer issues.”<br>
<br>
“<<TrueName "Current">> made his own bed,” Thompson snaps. “I’ve got enough on my plate without someone second-guessing my hiring decisions. Especially not someone who spends their days flirting on the phone with customers.”<br>
<br>
You sit a little straighter, trying to salvage it. “It’s not about second-guessing -”<br>
<br>
He waves a hand sharply. “Enough. I don’t need a lecture from my receptionist.”<br>
<br>
The room goes quiet. Thompson flips open another file and doesn’t look at you. “I’ve got real work to do. You're dismissed, Annie.”<br>
<br>
You stand slowly, heart sinking. As you turn to leave, the typewriter beside you gives a small electric fizz, as if disappointed it won’t be fed.<br>
<br>
You don’t look back. And this time, there’s no offer. No second chance. Just the faint sound of the blinds rustling in the draft as the door clicks shut behind you.
<br>
<<ActionsHeader>>
<<link "Finish the working day" $return>><<EndConversation "Thompson">><<TimeChange>><</link>>
<<case "AnnieWorkSaucySecretaryAccept">>
You take a deep breath, then nod. "Alright."<br>
<br>
Thompson catches your look. "Alright what?"<br>
<br>
You swallow. "Alright, sir."<br>
<br>
"Good girl," he murmurs. "You remember quick." He runs a finger down your arm and you feel the hair standing on end. "I'm looking forward to our lunchtime meetings resuming. But how about a little taste right now?"<br>
<br>
His hand flashes out and roughly cups your breast through your blouse. You gasp and flinch, taking every ounce of willpower not to recoil. You feel his coarse hands pawing at the edge of your bra underneath your clothes, thumb jamming underneath to rub your nipple.<br>
<br>
"I've missed these titties," he whispers to you. "So pert and juicy."<br>
<br>
You gasp at his touch, feeling your body respond to his touch. You clamp your teeth shut. He chuckles, massaging your tit through the fabric.<br>
<Br>
"Look at my desk, Annie," he continues whispering. "It's a shame I've got this mess to clean up. Any other time, you'd be bent over it right now. Skirt hoisted up, panties around your legs, feeling my cock sliding in and out of your fuckhole. What do you say to that?"<Br>
<br>
You know exactly what he wants you to say. What he expects you to say. "Yes."<br>
<br>
"Yes, what?"<br>
<br>
"Yes... sir."<br>
<br>
He pulls his thumb away from you and slaps your arse. "There's my girl," he says, walking back around his desk and dropping into his leather chair. You stand motionless, looking down at the floor.<br>
<br>
"I'll consider bringing Phillips back in," he tells you. "And I'll see you later. Dismissed."<br>
<br>
You turn quickly and put your hand on the doorknob, feeling your hand tremble as you open the door. You feel the wrinkle in your blouse, a reminder of the deal you just made. You try not to think about what this means for Annie. And how she'll react.<br>
<br>
<<ActionsHeader>>
<<link "Finish the working day" $return>>
<<EndConversation "Thompson">>
<<TimeChange>>
<<SetNPCLocation "Thompson" "2" "1" "HotelRoom102" "perm">>
<<SetNPCLocation "Thompson" "4" "1" "HotelRoom102" "perm">>
<<SetNPCLocation "Annie" "2" "1" "HotelRoom102" "perm">>
<<SetNPCLocation "Annie" "4" "1" "HotelRoom102" "perm">>
<<SetNPCState "Annie" "ThompsonResisted" false>>
<<EventTrigger "AnniesApartment" "AnnieDealMade" null "Annie" null null null null false>>
<<JobRecommendation "Thompson">>
<</link>>
<<case "AnnieWorkSaucySecretaryDecline">>
You feel your breath catch, heart hammering. Every part of you screams to keep quiet. To nod. To play along.<br>
<br>
But Annie’s voice cuts through. <i>Don’t let anyone take advantage of you. I mean it.</i><br>
<br>
You steady yourself. Then lift your chin.<br>
<br>
“I’m sorry, Mr Thompson,” you say, voice low but firm. “That’s not the kind of job I’m asking for.”<br>
<br>
A long silence follows. Thompson’s expression hardens like wet cement. Whatever glint of amusement he had vanishes instantly.<br>
<br>
He snorts through his nose. “Right. One of those days, is it?”<br>
<br>
He turns from you, already heading back to his chair. “Don’t come crawling later. The door’s closed. Permanently.”<br>
<br>
You don’t flinch. You don’t say anything. You just turn and walk out.<br>
<br>
The door clicks shut behind you. You’re not getting your job back today.<br>
<br>
But at least you've avoided signing Annie up for a fate worse than what she's already been through.<br>
<br>
<<ActionsHeader>>
<<link "Finish the working day" $return>><<EndConversation "Thompson">><<TimeChange>><</link>>
<<case "AnnieWorkShrug">>
You sit quietly in the chair, hands folded in your lap. The weight of the moment presses down, but you say nothing.<br>
<br>
Across the desk, Thompson mutters to himself as he reads the paperwork. “Theodore… idiot can’t tell the difference between a purchase order and a packing slip.”<br>
<br>
You keep your eyes forward, your lips shut. He hasn’t mentioned <<TrueName "Current">> yet, but the tension in the room makes your heart pound.<br>
<br>
Finally, Thompson sighs loudly and drops the folder. “Maybe I was too hasty letting that kid go,” he grumbles, mostly to himself.<br>
<br>
Your breath catches.<br>
<br>
He glances at you now, eyes tired. “You still type, don’t you?”<br>
<br>
You nod, slowly. Carefully.<br>
<br>
“Then prove it,” he says, pushing a thick stack of envelopes and scribbled notes toward the matte black typewriter beside you.<Br>
<br>
You hesitate, looking at the magic crackling on the keys. Your fingers settle on them. They fizzle faintly at your touch, like they’ve been waiting. The hum of magic curls up your arms, not forceful, just insistent. Familiar. Obedient.<br>
<br>
And then you begin.<br>
<br>
Click. Clack. Tap. The sound of the keys fills the office like rain on a tin roof. Thompson doesn’t speak. He just watches.<br>
<br>
The longer you type, the easier it gets. Your spine straightens. Your knees cross. Your lips curve into something polite and pleasant. It’s not quite a smile, but it’s close.<br>
<br>
Thompson finally stands, mutters something about reviewing invoices, and leaves the room. But you don’t stop typing.<br>
<br>
You keep going, letter by letter. Line by line. When Thompson returns, you actually smile when he compliments your work.<br>
<br>
As you get up to leave, you are sure you had a chance to rectify something. Something to do with getting your job back. But the memory is fleeting. Almost like a dream.<br>
<br>
<<ActionsHeader>>
<<link "Finish the working day" $return>><<EndConversation "Thompson">><<Assertive -1>><<TimeChange>><</link>>
<<case "AnnieWorkSaucySecretaryPC">>
You don’t even think. The moment you feel the tension rising, something fluttery and soft bubbles up behind your lips.<Br>
<bR>
“Oh, Mr Thompson,” you coo gently, easing into the chair like you’ve done this a hundred times. “I’m sure <<TrueName "Current">> didn’t mean to cause any trouble. They're probably just… overwhelmed. It’s been such a hectic week.”<bR>
<bR>
You cross your legs, making sure your exposed thigh is facing Thompson. You tilt your head ever so slightly, letting a note of concern dance on your voice. “They try really hard. Honestly. Just want to make you proud. We all do.”<br>
<Br>
Thompson’s jaw twitches. He looks at you. Then down to your legs. Then back again. The anger is still there, but now it’s folding into something else. His brow furrows, puzzled, then flattens.<br>
<br>
“Hmph,” he grunts. “Proud, huh? Could have fooled me. Sloppier every week.”<br>
<br>
You give a small, sympathetic smile. “Maybe they just need… some firm direction," you say. "Like you do with me.”
<Br>
That lands. Thompson sits back, looking at you. "I thought you wanted me to loosen your leash, Annie?"<br>
<br>
You gulp, seeing a slight smirk appear on the man's face. "I can take direction," you mumble.<br>
<br>
"Then prove it," he says slowly, before pushing a stack of notes forward towards you. “Let’s see if you can still follow instructions.”<bR>
<br>
You hesitate, but your hands are already moving toward the keys. The moment your fingers brush them, you feel a faint pulse. Not from the machine, but from something deeper. Something in you shifts.<br>
<br>
The keys are warm. Eager. The magic crackles at your touch. You didn’t mean to smile, but somehow, you are.<br>
<br>
As the typewriter clacks, you feel yourself adjusting. Submitting. It’s easier than arguing. Easier than disappointing him again.<br>
<br>
You glance at Thompson. He’s watching you now, studying your response. You find yourself smiling politely. Almost meekly.<br>
<Br>
For the next hour there's no mention of booking systems or bugs. Key after key, line after line, you type. Before you know it, the afternoon has slipped away.<br>
<br>
<<ActionsHeader>>
<<link "Finish the working day" $return>><<EndConversation "Thompson">><<TimeChange>><<Assertive -1>><</link>>
<<case "AnnieWorkFlirtPassPC">>
You let your lips part into a soft smile. Just enough to seem sincere. Just enough to be noticed.<br>
<br>
“Mr Thompson,” you say gently, voice lilting. “I’m sure it was just a small mix-up. I know <<TrueName "Current">> can be a bit scatterbrained, but… they mean well.”<br>
<br>
Thompson grunts, flipping another page. “Means well? So do golden retrievers. Doesn’t mean I’d let one loose on my booking system.”<br>
<br>
You force yourself to giggle lightly and cross your legs, drawing his eyeline to your exposed thigh. "Golden retrievers have their place," you say. "They're loyal."<Br>
<br>
"I didn't take you for a golden retriever girl," Thompson murmurs. "Thought you'd go for something more manly. Like a pitbull."<br>
<br>
His eyes wander your body, then up to you. A crooked smile forms, waiting.<Br>
<br>
You tilt your head. “I like all sorts of dogs, sir.”<br>
<br>
He lets out a snort. "I know you do." He grins, now letting it turn lecherous. "Thing about dogs, Annie. Hard to train. Obedience is a rare quality these days. Once they stop obeying, you either retrain them, or you put them down.”<br>
<br>
He reaches forward slowly and slides the notes across to you.<br>
<br>
You gulp, looking between the papers, Thompson and the typewriter. “Of course, sir," you say sweetly. “I'm always happy to be helpful.”<br>
<br>
The moment your fingers touch the keys, you feel it. The warm tingle of magic as the machine hums beneath your hands. It wants you to type. To perform.<br>
<br>
And you do. Line by line, letter by letter. Even as your stomach knots.<br>
<br>
You feel Thompson’s eyes on you as you work. You feel your posture shift. Straighter. Neater. More... proper. Your smile stays fixed.<br>
<br>
For the next hour there's no mention of booking systems or bugs. Key after key, line after line, you type. Dropping into a gentle rhythm of the mind-numbing typing, as magic seeps into your fingertips.<br>
<br>
You are suddenly aware of Thompson behind you, reviewing your work. You glance to the clock and see the afternoon has slipped away.<br>
<br>
"Good girl," he says. And he pats your head gently.<br>
<br>
<<ActionsHeader>>
<<link "Finish the working day" $return>><<EndConversation "Thompson">><<TimeChange>><<Assertive -1>><</link>>
<<case "AnnieWorkFlirtFailPC">>
You try to smile, keeping your voice light. “Mr Thompson, I’m sure it was just a little mix-up. <<TrueName "Current">> has a lot on his plate lately, and, well… maybe they just need a little more support.”<br>
<br>
Thompson doesn’t look up. “Support? Phillips has got two hands, like the rest of us."<br>
<br>
You laugh, but it's awkward and too high-pitched. “I just mean… I’m sure they didn’t mean any harm. You’re so good at keeping everything running smoothly. Maybe they just need someone like you to set them straight.”<br>
<br>
Thompson turns the page in his hand with slow, deliberate disdain. “Set them straight? Annie, if I wanted praise, I’d talk to my mirror.”<br>
<br>
You shift in the chair, heat creeping up your neck. “I just thought -”<br>
<br>
“That’s your first mistake,” he snaps. He finally looks up, irritation heavy in his gaze. “I don’t pay you to think. I need someone who can follow basic instructions. But, clearly, you're not yet prepared to accept this.”<br>
<br>
He pulls off the top paper and begins reading again. "Make yourself useful. Go get on with something. That's not in here."<br>
<br>
Your hands tremble as you stand up. Thompson doesn't look at you. As you leave, you glance down at the typewriter. The magic embers on each of the keys straining towards you.<Br>
<br>
As your hand hits the door, you realise you’ve narrowly avoided something worse. But Thompson’s anger isn’t gone. It’s just waiting for you tomorrow.<br>
<br>
<<ActionsHeader>>
<<link "Finish the working day" $return>><<EndConversation "Thompson">><<TimeChange>><</link>>
<<case "AnnieWorkAssertivePassPC">>
You straighten your back in the chair and meet Thompson’s gaze. Calm. Professional.<br>
<br>
“With respect, sir,” you say evenly, “<<TrueName "Current">> isn’t here to defend themself. I don’t think you’re being fair.”<br>
<br>
That gets his attention. Thompson lowers the paper slowly, one eyebrow raised.<br>
<br>
“You’ve seen the state of the systems,” you continue. “They’re out of date. Duct-taped together. We’re running a modern workload on tech that’s two decades old. Anyone’s going to slip up eventually.”<br>
<br>
He watches you, eyes narrowing almost to slits.<br>
<br>
“And it’s not like they're slacking,” you quickly add. “You’ve had them covering inventory, supplier contacts, and customer calendars. Something was bound to break.”<br>
<br>
Thompson drums his fingers on the desk, staring at you. You can sense the anger rising up. “So what, we just accept incompetence?”<br>
<br>
“No, sir. But you give more time. There's no one else in town that can do the job.”<br>
<br>
A long pause. Then Thompson exhales sharply through his nose. “Alright, Annie. You want me to give them a break? Then it’s time you remembered your old duties."<br>
<br>
Fear bolts through you. Thompson reaches out... and pushes a stack of notes forward towards you. “Let’s see if you remember how to type.”<bR>
<br>
You gulp, looking between the papers, Thompson and the typewriter. “Of course, sir," you say sweetly.<br>
<br>
The moment your fingers touch the keys, you feel it. The warm tingle of magic as the machine hums beneath your hands. It wants you to type. To perform. You pause for a heartbeat, but something in your spine straightens before you can resist.<br>
<br>
You begin to type. Line by line, letter by letter. Even as your stomach knots.<br>
<br>
You feel Thompson’s eyes on you as you work. You feel your posture shift. Straighter. Neater. More... proper. Your smile stays fixed.<br>
<br>
For the next hour there's no mention of booking systems or bugs. Key after key, line after line, you type. Dropping into a gentle rhythm of the mind-numbing typing, as magic seeps into your fingertips.<br>
<br>
You are suddenly aware of Thompson behind you, reviewing your work. You glance to the clock and see the afternoon has slipped away.<br>
<br>
"Glad to see things are going back to normal around here," he says. "You're dismissed."<br>
<br>
<<ActionsHeader>>
<<link "Finish the working day" $return>><<EndConversation "Thompson">><<TimeChange>><<Assertive -1>><</link>>
<<case "AnnieWorkAssertiveFailPC">>
You sit up straighter, choosing your words carefully. “Sir, with respect, <<TrueName "Current">> has been juggling a lot lately. They're not trying to sabotage anything. Just overwhelmed.”<Br>
<br>
Thompson’s eyes don’t move from the paper in front of him. “Overwhelmed?” he repeats, voice flat. “By what? Reading the morning paper whilst bunking off work?”<Br>
<br>
You ignore the sting. “The systems are outdated. The work’s doubled since they came onboard. It’s not fair to lay this all on one person.”<br>
<br>
He exhales loudly through his nose, flipping the page. “You know what’s not fair? Hudsons don’t have their boiler. I’ve got suppliers breathing down my neck, and I'm missing a programmer who apparently needs a support group to manage their calendar.”<bR>
<br>
You try again. “All I’m saying is maybe you speak to them before assuming the worst.”<br>
<br>
That finally gets his eyes on you. Cold. Sharp. “You think I don’t know how to manage my own damn staff?”<br>
<br>
“No, I -”<br>
<br>
He slams the stack of papers down on the desk with a thud. “Then don’t tell me how to do my job.”<br>
<br>
You swallow your words. Thompson pulls another envelope from the pile and waves a hand toward the door without looking at you.<br>
<br>
“Get out of my office, Annie. Before you say something that puts you on the list next.”<br>
<br>
Your throat tightens, but you nod. You stand and turn to leave, catching the typewriter in your periphery. The keys still glow faintly, hungry for fingers that never touched them.<br>
<br>
You may have avoided the spellwork, but next time won't be fun for you.<br>
<br>
<I>If you actually come in as you, that is.</i><br>
<br>
<<ActionsHeader>>
<<link "Finish the working day" $return>><<EndConversation "Thompson">><<TimeChange>><</link>>
<<case "AnnieWorkShrugPC">>
You open your mouth… then close it again. Thompson is already red in the face, his eyes scanning the report like it personally betrayed him. Anything you say now could land you in deeper trouble.<br>
<br>
So you just nod slightly and fold your hands in your lap.<Br>
<Br>
Thompson doesn’t even look at you. “Goddamn waste of salary,” he mutters, dragging a file across the desk. “Should’ve let Phillips go when I had the chance.”<br>
<br>
The typewriter beside you buzzes faintly, hungry for attention. You keep your eyes away from it.<br>
<br>
Finally, Thompson exhales and gestures toward the door without lifting his head. "I'm too busy with this mess to deal with your typing, Annie. You’re dismissed."<Br>
<br>
You stand without a word, your shoes quiet on the carpet. As you open the door, you glance at the typewriter. The glow of the typewriter keys fades as you move away.<br>
<br>
You survived Thompson this time. But you wonder what waits for you next.<bR>
<br>
<<ActionsHeader>>
<<link "Finish the working day" $return>><<EndConversation "Thompson">><<TimeChange>><</link>>
<<case "AnnieWorkIntroPA">>
<b>Thompson's Handyman Repairs - Thompson's Office</b><br>
<img src="./images/Thompsons_Office_Thompson.png"><br>
<br>A cluttered and cramped office, lined with filing cabinets. An imposing desk is the centerpiece, covered in files and paperwork.<br>
<br>
You enter the office, the dark oak wood lit by office lamps and the blinds pulled down. Thompson sits behind his desk, straining as he reviews papers. “Annie,” he says. “Take a seat.”<br>
<bR>
You step forward towards his desk and spot an object in front of the seat immediately. Sitting on the desk beside a pile of thick envelopes is a black, boxy typewriter - matte casing, faint gold engraving curling around the edges, and yellowed keys. Keys that fizzle with magic. <br>
<br>
Thompson doesn’t notice your hesitation. More concerningly, he's not even paying attention to you. He's still reading the paperwork in front of him. "I know you didn't want to type anymore, Annie. But I really need some correspondence sent out," he mutters whilst looking down. "About -"<br>
<br>
He abruptly stops talking as he slams a fist down on to the table. "Goddamn it!"<br>
<br>
A moment of silent tension fills the room. You freeze, feeling adrenaline rushing through your body.<bR>
<bR>
"Goddamn Phillips!" Thompson begins. "Look at this report! The addresses are all wrong! If they can't even take an address down correctly, what the hell am I paying them for? And where are they? That little shit isn't responding to any of my messages."<br>
<Br>
You eye the older man carefully. His face is red with frustration. You can sense he's ready to explode still. But you need to do something, otherwise Thompson is going to really be mad at you.<br>
<br>
<<ActionsHeader>>
<<CompulsionCheck "SaucySecretary">>
<<if _CompulsionCheck>>
<span class="compulsion">[Saucy Secretary] </span><<link "Charm him into going easy on you" "ThompsonDialogue" >><<set $ThompsonDialogue to "AnnieWorkSaucySecretaryPA">><</link>><br>
<<else>>
<<StatCheckOrientation "gt" 10 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to charm him into going easy on you">>
<<if _StatCheckOrientation is true>><<link _StatOrientationProbability "ThompsonDialogue">><<set $ThompsonDialogue to "AnnieWorkFlirtPassPA">><</link>><br>
<<else>><<link _StatOrientationProbability "ThompsonDialogue">><<set $ThompsonDialogue to "AnnieWorkFlirtFailPA">><<WorkPerformance -1>><<Orientation 1>><</link>><br><</if>>
<<StatCheckAssertive "gt" 60>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to reason with him about your performance">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "ThompsonDialogue">><<set $ThompsonDialogue to "AnnieWorkAssertivePassPA">><</link>><br>
<<else>><<link _StatAssertiveProbability "ThompsonDialogue">><<set $ThompsonDialogue to "AnnieWorkAssertiveFailPA">><<WorkPerformance -1>><<Assertive 1>><</link>><br><</if>>
<<link "Keep quiet" "ThompsonDialogue">><<set $ThompsonDialogue to "AnnieWorkShrugPA">><<WorkPerformance -1>><</link>><br>
<</if>>
<<case "AnnieWorkSaucySecretaryPA">>
You don’t even think. The moment you feel the tension rising, something fluttery and soft bubbles up behind your lips.<Br>
<bR>
“Oh, Mr Thompson,” you coo gently, easing into the chair like you’ve done this a hundred times. “I’m sure <<TrueName "Current">> didn’t mean to cause any trouble. They're probably just… overwhelmed. It’s been such a hectic week.”<bR>
<bR>
You cross your legs, making sure your exposed thigh is facing Thompson. You tilt your head ever so slightly, letting a note of concern dance on your voice. “They try really hard. Honestly. Just want to make you proud. We all do.”<br>
<Br>
Thompson’s jaw twitches. He looks at you. Then down to your legs. Then back again. The anger is still there, but now it’s folding into something else. His brow furrows, puzzled, then flattens.<br>
<br>
“Hmph,” he grunts. “Proud, huh? Could have fooled me. Sloppier every week.”<br>
<br>
You give a small, sympathetic smile. “Maybe they just need… some firm direction," you say. "Like you do with me.”
<Br>
That lands. Thompson sits back, looking at you. "I thought you wanted me to loosen your leash, Annie?"<br>
<br>
You gulp, seeing a slight smirk appear on the man's face. "I can take direction," you mumble.<br>
<br>
"Then prove it," he says slowly, before pushing a stack of notes forward towards you. “Let’s see if you can still follow instructions.”<bR>
<br>
You hesitate, but your hands are already moving toward the keys. The moment your fingers brush them, you feel a faint pulse. Not from the machine, but from something deeper. Something in you shifts.<br>
<br>
The keys are warm. Eager. The magic crackles at your touch. You didn’t mean to smile, but somehow, you are.<br>
<br>
As the typewriter clacks, you feel yourself adjusting. Submitting. It’s easier than arguing. Easier than disappointing him again.<br>
<br>
You glance at Thompson. He’s watching you now, studying your response. You find yourself smiling politely. Almost meekly.<br>
<Br>
For the next hour there's no mention of booking systems or bugs. Key after key, line after line, you type. Before you know it, the afternoon has slipped away.<br>
<br>
<<ActionsHeader>>
<<link "Finish the working day" $return>><<EndConversation "Thompson">><<TimeChange>><<Assertive -1>><</link>>
<<case "AnnieWorkFlirtPassPA">>
You let your lips part into a soft smile. Just enough to seem sincere. Just enough to be noticed.<br>
<br>
“Mr Thompson,” you say gently, voice lilting. “I’m sure it was just a small mix-up. I know <<TrueName "Current">> can be a bit scatterbrained, but… they mean well.”<br>
<br>
Thompson grunts, flipping another page. “Means well? So do golden retrievers. Doesn’t mean I’d let one loose on my booking system.”<br>
<br>
You force yourself to giggle lightly and cross your legs, drawing his eyeline to your exposed thigh. "Golden retrievers have their place," you say. "They're loyal."<Br>
<br>
"I didn't take you for a golden retriever girl," Thompson murmurs. "Thought you'd go for something more manly. Like a pitbull."<br>
<br>
His eyes wander your body, then up to you. A crooked smile forms, waiting.<Br>
<br>
You tilt your head. “I like all sorts of dogs, sir.”<br>
<br>
He lets out a snort. "I know you do." He grins, now letting it turn lecherous. "Thing about dogs, Annie. Hard to train. Obedience is a rare quality these days. Once they stop obeying, you either retrain them, or you put them down.”<br>
<br>
He reaches forward slowly and slides the notes across to you.<br>
<br>
You gulp, looking between the papers, Thompson and the typewriter. “Of course, sir," you say sweetly. “I'm always happy to be helpful.”<br>
<br>
The moment your fingers touch the keys, you feel it. The warm tingle of magic as the machine hums beneath your hands. It wants you to type. To perform.<br>
<br>
And you do. Line by line, letter by letter. Even as your stomach knots.<br>
<br>
You feel Thompson’s eyes on you as you work. You feel your posture shift. Straighter. Neater. More... proper. Your smile stays fixed.<br>
<br>
For the next hour there's no mention of booking systems or bugs. Key after key, line after line, you type. Dropping into a gentle rhythm of the mind-numbing typing, as magic seeps into your fingertips.<br>
<br>
You are suddenly aware of Thompson behind you, reviewing your work. You glance to the clock and see the afternoon has slipped away.<br>
<br>
"Good girl," he says. And he pats your head gently.<br>
<br>
<<ActionsHeader>>
<<link "Finish the working day" $return>><<EndConversation "Thompson">><<TimeChange>><<Assertive -1>><</link>>
<<case "AnnieWorkFlirtFailPA">>
You try to smile, keeping your voice light. “Mr Thompson, I’m sure it was just a little mix-up. <<TrueName "Current">> has a lot on their plate lately, and, well… maybe they just need a little more support.”<br>
<br>
Thompson doesn’t look up. “Support? Phillips has got two hands, like the rest of us."<br>
<br>
You laugh, but it's awkward and too high-pitched. “I just mean… I’m sure they didn’t mean any harm. You’re so good at keeping everything running smoothly. Maybe they just need someone like you to set them straight.”<br>
<br>
Thompson turns the page in his hand with slow, deliberate disdain. “Set them straight? Annie, if I wanted praise, I’d talk to my mirror.”<br>
<br>
You shift in the chair, heat creeping up your neck. “I just thought -”<br>
<br>
“That’s your first mistake,” he snaps. He finally looks up, irritation heavy in his gaze. “I don’t pay you to think. I need someone who can follow basic instructions. But, clearly, you're not yet prepared to accept this.”<br>
<br>
He pulls off the top paper and begins reading again. "Make yourself useful. Go get on with something. That's not in here."<br>
<br>
Your hands tremble as you stand up. Thompson doesn't look at you. As you leave, you glance down at the typewriter. The magic embers on each of the keys straining towards you.<Br>
<br>
As your hand hits the door, you realise you’ve narrowly avoided something worse. But Thompson’s anger isn’t gone. It’s just waiting for you tomorrow.<br>
<br>
<<ActionsHeader>>
<<link "Finish the working day" $return>><<EndConversation "Thompson">><<TimeChange>><</link>>
<<case "AnnieWorkAssertivePassPA">>
You straighten your back in the chair and meet Thompson’s gaze. Calm. Professional.<br>
<br>
“With respect, sir,” you say evenly, “<<TrueName "Current">> isn’t here to defend themself. I don’t think you’re being fair.”<br>
<br>
That gets his attention. Thompson lowers the paper slowly, one eyebrow raised.<br>
<br>
“You’ve seen the state of the systems,” you continue. “They’re out of date. Duct-taped together. We’re running a modern business on computers two decades old. Anyone’s going to slip up eventually.”<br>
<br>
He watches you, eyes narrowing almost to slits.<br>
<br>
“And it’s not like they're slacking,” you quickly add. “They answer the phones, take notes, respond to emails. It's a lot. Something was bound to slip.”<br>
<br>
Thompson drums his fingers on the desk, staring at you. You can sense the anger rising up. “So what, we just accept incompetence?”<br>
<br>
“No, sir. But you give more time. It's hard to find good help."<br>
<br>
A long pause. Then Thompson exhales sharply through his nose. “Alright, Annie. You want me to give them a break? Then it’s time you remembered your old duties."<br>
<br>
Fear bolts through you. Thompson reaches out... and pushes a stack of notes forward towards you. “Let’s see if you remember how to type.”<bR>
<br>
You gulp, looking between the papers, Thompson and the typewriter. “Of course, sir," you say sweetly.<br>
<br>
The moment your fingers touch the keys, you feel it. The warm tingle of magic as the machine hums beneath your hands. It wants you to type. To perform. You pause for a heartbeat, but something in your spine straightens before you can resist.<br>
<br>
You begin to type. Line by line, letter by letter. Even as your stomach knots.<br>
<br>
You feel Thompson’s eyes on you as you work. You feel your posture shift. Straighter. Neater. More... proper. Your smile stays fixed.<br>
<br>
For the next hour there's no mention of booking systems or bugs. Key after key, line after line, you type. Dropping into a gentle rhythm of the mind-numbing typing, as magic seeps into your fingertips.<br>
<br>
You are suddenly aware of Thompson behind you, reviewing your work. You glance to the clock and see the afternoon has slipped away.<br>
<br>
"Glad to see things are going back to normal around here," he says. "You're dismissed."<br>
<br>
<<ActionsHeader>>
<<link "Finish the working day" $return>><<EndConversation "Thompson">><<TimeChange>><<Assertive -1>><</link>>
<<case "AnnieWorkAssertiveFailPA">>
You sit up straighter, choosing your words carefully. “Sir, with respect, <<TrueName "Current">> has been juggling a lot lately. They're not trying to sabotage anything. Just overwhelmed.”<Br>
<br>
Thompson’s eyes don’t move from the paper in front of him. “Overwhelmed?” he repeats, voice flat. “By what? Reading the morning paper whilst bunking off work?”<Br>
<br>
You ignore the sting. “The reception software is outdated. The work’s doubled since I was on the front-end. It’s not fair to lay this all on one person.”<br>
<br>
He exhales loudly through his nose, flipping the page. “You know what’s not fair? Hudsons don’t have their boiler. I’ve got suppliers breathing down my neck, and I'm missing a receptionist who thinks being at reception is an optional extra.”<bR>
<br>
You try again. “All I’m saying is maybe you speak to them before assuming the worst.”<br>
<br>
That finally gets his eyes on you. Cold. Sharp. “You think I don’t know how to manage my own damn staff?”<br>
<br>
“No, I -”<br>
<br>
He slams the stack of papers down on the desk with a thud. “Then don’t tell me how to do my job.”<br>
<br>
You swallow your words. Thompson pulls another envelope from the pile and waves a hand toward the door without looking at you.<br>
<br>
“Get out of my office, Annie. Before you say something that puts you on the list next.”<br>
<br>
Your throat tightens, but you nod. You stand and turn to leave, catching the typewriter in your periphery. The keys still glow faintly, hungry for fingers that never touched them.<br>
<br>
You may have avoided the spellwork, but next time won't be fun for you.<br>
<br>
<I>If you actually come in as you, that is.</i><br>
<br>
<<ActionsHeader>>
<<link "Finish the working day" $return>><<EndConversation "Thompson">><<TimeChange>><</link>>
<<case "AnnieWorkShrugPA">>
You open your mouth… then close it again. Thompson is already red in the face, his eyes scanning the report like it personally betrayed him. Anything you say now could land you in deeper trouble.<br>
<br>
So you just nod slightly and fold your hands in your lap.<Br>
<Br>
Thompson doesn’t even look at you. “Goddamn waste of salary,” he mutters, dragging a file across the desk. “Should’ve let Phillips go when I had the chance.”<br>
<br>
The typewriter beside you buzzes faintly, hungry for attention. You keep your eyes away from it.<br>
<br>
Finally, Thompson exhales and gestures toward the door without lifting his head. "I'm too busy with this mess to deal with your typing, Annie. You’re dismissed."<Br>
<br>
You stand without a word, your shoes quiet on the carpet. As you open the door, you glance at the typewriter. The glow of the typewriter keys fades as you move away.<br>
<br>
You survived Thompson this time. But you wonder what waits for you next.<bR>
<br>
<<ActionsHeader>>
<<link "Finish the working day" $return>><<EndConversation "Thompson">><<TimeChange>><</link>>
<</switch>><<widget "ThompsonFlirtSecretary">>
<<set _satisfactionNumber = _args[0]>>
<<if $ThompsonFlirtSecretary is undefined>>
<<set $ThompsonFlirtSecretary = _satisfactionNumber>>
<<else>>
<<set $ThompsonFlirtSecretary = $ThompsonFlirtSecretary + _satisfactionNumber>>
<</if>>
<</widget>>
<<widget "ThompsonFlirtSecretaryCheck">>
<<set _ThompsonFlirtSecretaryCheck to $ThompsonFlirtSecretary>>
<</widget>><<set $ConversationRoot = passage()>>
<<switch $WillDialogue>>
<<case "Tandi">>
You look up at the painting hanging above the fireplace. The one of the young brunette girl wearing Charlton’s colours.<br>
<br>
“That Tandi?” You ask him.<br>
<br>
He glances up, looking at the painting for the briefest glance. “That is a second-rate painting of a third-rate photo. Got the mouth and nose all wrong.”<br>
<br>
You look up at the painting again. “But that’s what she looks like?”<Br>
<br>
“Used to,” Will mutters. He raises an arm, pointing to the mantelpiece. “That photo is better, if you so interested. Had that taken last year.” <Br>
<br>
You follow his finger and look at the photo on the mantel. There, tucked amongst the many frames of Will, Eve and assorted family members, is a picture of the girl you are looking for.<Br>
<br>
<center><img src="./images/tandi_photo.jpg"></center><br>
<br>
“She’s pretty,” you murmur.<Br>
<br>
Will looks at you, wincing. “She was,” he says gravely. “Don’t look like that, anymore.”<Br>
<bR>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<LocationKnown "TandisMantelPhoto">><</link>>
<<case "TandiDisappearance">>
“Can I ask when the last time was that you saw your daughter?” You begin.<br>
<br>
Will looks up at you from beneath his brows. “Daughter? I can’t say I have one of those.”<br>
<br>
You frown. “But I thought Tandi..."<br>
<br>
“That girl gave up that title a while ago,” he says, emotion coming through in spite of his visible efforts to bury it. “She doesn’t care about this family, anymore.”<br>
<bR>
You pause, letting the tension dissipate. “Do you know what happened to her?" you say quietly.<br>
<br>
“Nothing that I care to repeat,” he snaps back. But he turns to look at you. After a moment, he continues, the venom less. “Fell in with the wrong crowd. Ended up filling her mind with all sorts of things.”<Br>
<br>
He grunts. “Mayor should have banned that carnival years ago. Does things to the kids. It’s not right.”<br>
<bR>
His nostril flares, but he seems done with talking. He turns back to the television.<Br>
<bR>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<DialogueUnlock "Will" "Carnival">><</link>>
<<case "TandiWhereabouts">>
"Do you know where I could find Tandi now?" You ask him.<br>
<br>
<<if $current.female is true>>
He looks up from the television, some energy returning to his dulled green eyes. Unfortunately for you, you recognise it as contempt. “Only a certain type of girl is interested in knowing where they can find Tandi.”<br>
<br>
“I just have some questions for her that she might be able to help with.”<bR>
<br>
Will stares back at you, his eyes briefly wandering over you. His lip flares, then he turns back to the film on the screen.<br>
<br>
“Please,” you plead. “I have a sister. She’s having trouble at school. I thought Tandi might be able to help.”<br>
<br>
You hear a grunt from him. When he turns back to you, his face is softer. “Try the caravan park, outside of town. You can get a cab or catch a bus from the Town Square. She’s living out there now. Lord knows what she's doing to pay for it."<Br>
<br>
Restraining from wincing, you offer him a sympathetic smile. Just by saying the words, he looks defeated.<Br>
<br>
"Do yourself a favour," he says quietly as he looks at you. “Keep your sister away from her. You don’t want that on your mind. Believe me.”<Br>
<br>
He turns back to the television. This time, however, you can tell he’s not really watching it.<br>
<<else>>
He looks up from the television, some energy returning to his dulled green eyes. Unfortunately for you, it’s anger. “Takes a special type of man to ask a father where he might find his daughter.”<br>
<br>
“I just have some questions for her that she might be able to help with.”<br>
<Br>
Will glares back at you, his weathered hands almost curling up on the armrests. <br>
<br>
“It’s just questions,” you emphasise. “I have a sister. She’s having trouble at school. I thought Tandi might be able to help.”<Br>
<br>
You hear a grunt from the older man, watching as the rage drains from his eyes. “Try the caravan park, outside of town. You can get a cab or catch a bus from the Town Square. She’s living out there now. Lord knows what she's doing to pay for it."<Br>
<br>
Restraining from wincing, you offer him a sympathetic smile. Just by saying the words, he looks defeated.<br>
<br>
"Do yourself a favour," he says quietly as he looks at you. “Keep your sister away from her. You don’t want that on your mind. Believe me.”<br>
<br>
He turns back to the television. This time, however, you can tell he’s not really watching it.<Br>
<</if>>
<bR>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<SetFlag "CharltonTaxiHomeKnown">><<QuestOptionUnlock "Quest22" 0 "misty_falls" "gte">><<LocationKnown "MistyFalls">><</link>>
<<case "Eve">>
You glance back to the kitchen. “Your wife seems… optimistic.”<bR>
<br>
<<if $current.female is true>>
Will looks up at you, eyes narrowing. “You leave Eve alone,” he warns you. “She’s been through enough.”<Br>
<br>
You nod softly to him, not wishing to push his irritation further. After some time, he lets out the smallest of sighs.<br>
<br>
“They say that no mother should have to bury their children,” he says, a touch quieter than before. “But I reckon that would have been the easier way out. Sometimes, it’s easier to pretend. You women, you’re like children. You can get away with pretending. And if it brings her happiness, I’m not going to take that from her. Don’t you do anything to change that.”<Br>
<br>
His eyes lock on you, before turning back to the screen and his film.<Br>
<<else>>
Will looks up at you, eyes narrowing. “A man should be careful what he says about someone else’s wife.”<br>
<br>
You nod softly to him, not wishing to push his irritation further. After some time, he lets out the smallest of sighs.<br>
<br>
“She’s making do,” he says, a touch quieter than before. “Coping. Sometimes, it’s easier to pretend. Women and children, they can get away with it. If it brings her happiness, not going to take that from her.”<br>
<br>
His eyes lock on you, holding your gaze with an expression full of resolve. He nods, once. You get the implied warning.<Br>
<</if>>
<bR>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "Carnival">>
“You mentioned the carnival,” you remind him. “Did it have something to do with Tandi’s disappearance?”<br>
<br>
Will looks up at you with a dark look on his face. “That place promises all sorts of things,” he says with disgust. “Same every year. Used to think it just overloaded kids on sugar. But those carnies have morals that we’ve fought hard to keep out of our town.”<br>
<br>
He glances over to the photos on the mantel briefly, before continuing. “Used to be that if a man provided for his family, his children would listen to him. Those sort, though. They pick at the knots until they come loose. Mayor should have told them to move on and not come back. Would have spared my Eve some heartache. You can take that as fact.”<br>
<br>
“So Tandi spent some time out there?” You continue to press him.<br>
<br>
<<if $current.female is true>>
He gives you a look before nodding. “Ask your dad before you take a trip out there. If he cares about you, he’ll tell you not to go. And listen to him. Don’t make the same mistake as... her.”<br>
<br>
“How do I get out there?” you ask him.<br>
<br>
He snorts. "Not listening? Young women these days." He shakes his head. "Order a cab if you’ve got cash. They’ll take you from your door to theirs. Or try the bus stop in the Town Square. Mayor made it free. About all he’s good for, these days.”<br>
<<else>>
He gives you a look before nodding. “It’s not a place for decent people, though. Do yourself a favour and avoid it. The only thing you’ll come away with is a lighter wallet.” He grunts. "If you're lucky." <br>
<bR>
“How do I get out there?” you ask him.<Br>
<br>
He snorts. “If you’re so keen, just drive.” <br>
<br>
You wince and Will sees it. “No car? Young men these days.” He snorts. “Order a cab if you’ve got cash. They’ll take you from your door to theirs. Or try the bus stop in the Town Square. Mayor made it free. About all he’s good for now.”<br>
<</if>>
<bR>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<SetFlag "CharltonTaxiHomeKnown">><<QuestOptionUnlock "Quest22" 0 "fat_gordons_circus" "gte">><<LocationKnown "FatGordonsCircus">><<DialogueUnlock "Eve" "Carnival">><</link>>
<<case "TandiLeft">>
“Did Tandi leave anything here?” You ask, trying to frame your question as sensitively as you can. “Before she went away.”<br>
<br>
Will throws you a look. “She didn’t move out,” he says with a touch of irritation. “She just stopped coming back.”<br>
<br>
You take a deep breath, evaluating how to handle the situation. “Do you think I could take a look in her room? It might help.”<br>
<br>
<<if $current.female is false>>
“What do you take me for?” He says, his irritation growing. “Do you think I’m the sort of man who would let a strange guy rifle through his daughter’s bedroom?” <br>
<<else>>
“What do you take me for?” He says, his irritation growing. “Do you think I’m the sort of man who would let a stranger go through his daughter’s bedroom?”<br>
<</if>>
<br>
You wince. His reaction isn’t unreasonable. It’s going to take a lot to convince him otherwise, or even not incense him further.<br>
<br>
<<ActionsHeader>>
<<StatCheckGreedy "lt" 40>>
<<set _StatGreedyProbability to _StatGreedyProbability + " Try to convince him of your selfless intent">>
<<if _StatCheckGreedy is true>><<link _StatGreedyProbability "WillDialogue">><<set $WillDialogue to "TandiRoomSelflessPass">><</link>><br>
<<else>><<link _StatGreedyProbability "WillDialogue">><<set $WillDialogue to "TandiRoomSelflessFail">><<Greedy -1>><</link>><br><</if>>
<<CompulsionCheck "OldFashionedValues">>
<<if _CompulsionCheck is true>><span class="compulsion">[Old Fashioned Values] </span> <<link "Empathise with his view" "WillDialogue">><<set $WillDialogue to "TandiRoomCompulsionPass">><</link>><br><</if>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<<case "TandiRoomSelflessPass">>
“I know it’s a lot to ask,” you tell him. “But this could really help. I’m worried about my sister. I think she might be getting involved with the wrong sort of people.”<br>
<bR>
Will looks back at you, suddenly interested. “Carnies?”<br>
<br>
You shrug. “Maybe. I’m not sure.” <br>
<br>
“You tell her to stay away from that carnival,” he tells you. “If necessary, you lock her in the house. Lord knows I should have.”<Br>
<bR>
“I would if I could,” you tell him. “But sometimes she goes out and I don’t know where she goes. Anything that might give me an indicator on where she’s going would really help. It might even save her.”<br>
<br>
Will regards you carefully for a long moment before sighing. “Alright. You can take a look upstairs. If you think it could help. Just don’t mess anything up. Eve likes to keep it just as she left it.” He almost rolls his eyes. “In case she comes back.”<br>
<br>
You give him a polite smile as a thank you. He grunts and turns back to the television, but the atmosphere now seems a degree calmer.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<LocationKnown "CunningsResidenceTandisBedroom">><</link>>
<<case "TandiRoomSelflessFail">>
“Come on,” you tell him. “This could really help me. I’m worried about my sister. I don’t want what happened to Tandi happening to her.”<br>
<br>
Will looks at you, his nostrils flaring. “You want me to let you just riffle through my house... because it will really help you?”<br>
<br>
You gulp. “That’s not quite what it -”<br>
<br>
Gripping each side of the armchair, Will rises to his feet. “You think my family pain is just something that can benefit you?”<br>
<br>
Shaking your head, you hold your arms out in front of you. “I didn’t mean -”<Br>
<br>
“Get out!” he barks, loud enough to cause a clatter from the kitchen. “Before I do something I regret!”<br>
<br>
Eve rushes into the room, her usual friendly face now turned pale with worry. “Will! What’s got into you?”<br>
<br>
“Quiet, Eve!” he growls. She grows silent.<br>
<br>
With a final glare aimed at you, Will takes his seat again. “See our guest to the door. They were just leaving.”<br>
<br>
Eve rushes you out of the living room, trying to retain her sunny disposition. “I’m terribly sorry about Will. He’s not quite himself sometimes. It would do him the world of good if Tandi would just visit once in a while.”<br>
<br>
You step out on to the porch and look back to see Eve offer you a polite smile. “Don’t worry about him. He just needs a moment. Try again another time. We always like to talk about Tandi.”<br>
<br>
With yet another smile, she shuts the door.<br>
<br>
<<ActionsHeader>>
<<link "Return to Toemead Close" "ToemeadClose">><<DailyVariableAdd "WillCoolOff">><<TimeChange>><<EndConversation "Will">><</link>>
<<case "TandiRoomCompulsionPass">>
<<if $current.female is false>>
“I completely get it,” you tell him. “You’re a man. It’s your job to protect his home. That’s a blue job, after all.”<br>
<br>
His eyebrows furrow. “What?”<br>
<br>
You nod, sympathetically. “That’s what a man should do. Women and children, they can be careless.”<br>
<br>
“But men,” you add, emphasising the last word. “They are there to look after their family. Just like I’m trying to do.”<br>
<br>
Will looks back at you, momentarily lost for words. “I guess,” he eventually mutters.<br>
<Br>
The words come naturally, as if you’re releasing thoughts long repressed. “Listen. I wouldn’t ever tell a man how to run his household. But understand it from my point of view. If you were in my position, wouldn’t you do anything to make sure my sister was protected?”<Br>
<br>
Will raises his hand to his chin, stroking his graying stubble. “I suppose so.”<br>
<br>
“And,” you say, as the words just whisper off your tongue. “You wouldn’t think twice about going through the room of another man’s daughter. Even on the off-chance you might find something.”<Br>
<br>
Will glances off to the side, thinking. He snorts. “Maybe.” He sighs. “You can take a look upstairs. If you think it could help. Just don’t mess anything up. Eve likes to keep it just as she left it.” He almost rolls his eyes. “In case she comes back.” <br>
<br>
You give him a polite smile as a thank you. He grunts and turns back to the television, but the atmosphere now seems a degree calmer.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><<LocationKnown "CunningsResidenceTandisBedroom">><</link>>
<<else>>
“I completely get it,” you tell him. “You’re a man. It’s your job to protect his home. That’s a blue job, after all.”<Br>
<bR>
His eyebrows furrow. “What?” <Br>
<br>
You nod, sympathetically. “That’s what a man should do. Protect their loved ones. Keep us safe.”<br>
<br>
The words come before you can think. In spite of your intention, you find it increasingly hard to stop the thoughts from bubbling up. Harder still, to contain them.<br>
<br>
“I’m not sure what you’re getting at,” Will tells you. “But I tried my best with Tandi. I won’t hear otherwise, you understand me?”<br>
<br>
You nod, biting your lip. “Mmmhmm.”<Br>
<Br>
“Then let’s speak no more of it.”<bR>
<Br>
Again, you silently nod. Will turns back to the TV and for a moment, you feel a pang of jealousy, wondering why Tandi would hurt such a protective father like she clearly has.<Br>
<br>
<<ActionsHeader>>
<<link "Change topics" $return>><<ChangeTopics>><</link>>
<</if>>
<</switch>><<set setup.EventsTriggers = {
"PokerNightReminder": { JobFalse: "Fired" },
"PokerNightReminderSecretary": { JobTrue: "Secretary" },
"BlondeHair": { hair: "blonde" },
"MichelleBlondeHair": { hair: "blonde" },
"ChristinaNoMakeUp": { makeup: false },
"MichelleMakeupStage1": { makeup: true },
"MichelleMakeupStage2": { makeup: true },
"MichelleMakeupStage3": { makeup: true },
"CheerleaderOutfitWorn": { outfit: "Cheerleader" },
"MichelleCheerOutfit": { outfit: "Cheerleader" },
"YourStreetWolfWhistle": { outfit: "Skirt" },
"JenniferFemaleFirst": { female: true },
"AnnieFemaleFirst": { female: true },
"DanFemaleFirst": { female: true },
"SchoolCorridorOriStage5": { orientationState: 5 },
"McTafeysBarOriStage3": { orientationState: 3 },
"TownCentreOriStage1": { orientationState: 1 },
"OrchidRoadIntStage3": { intelligenceState: 3 },
"LibraryIntStage2": { intelligenceState: 2 },
"SchoolCafeteriaIntStage1": { intelligenceState: 1 },
"EmilyReactionGeographyDetention": { EmDay: "school" },
"EmilyReactionCheerleaderTryouts": { EmDay: "school" },
"EmilyReactionMathsDetention": { EmDay: "school" },
"EmilyReactionBusinessStudiesClub": { EmDay: "school" },
"EmilyReactionMichelleBlackmail": { EmDay: "school" },
"EmilyReactionHeatherBlackmail": { EmDay: "school" },
"EmilyReactionDennisBlackmail": { EmDay: "school" },
"EmilyReactionDennisBlackmailHallPass": { EmDay: "school" },
"EmilyReactionBeachRel": { EmDay: "school" },
"EmilyReactionMichelleBully": { EmDay: "school" },
"EmilyReactionElizabethBully": { EmDay: "school" },
"EmilyReactionJakeRel": { EmDay: "school" },
"EmilyReactionOlafPhotos": { EmDay: "school" },
"EmilyReactionInternship": { EmDay: "school" },
"EmilyReactionJenShopping": { EmDay: "town" },
"EmilyReactionFloBook": { EmDay: "town" },
"EmilyReactionAndreaDisliked": { EmDay: "town" },
"YourHomeSiblingBondReactiveAgainst": { weekday: true },
"YourStreetFirst": { weekday: true },
"WorkPerformance79": { weekday: true, JobFalse: "Secretary" },
"WorkPerformance79Secretary": { weekday: true, JobTrue: "Secretary" },
"WorkPerformance59": { weekday: true },
"WorkPerformance19": { weekday: true },
"WorkPerformance9": { weekday: true },
"WorkPerformance0": { weekday: true },
"DanGymLunchTimeInvite": { weekday: true, JobFalse: "Fired" },
"LunchTimeSession": { weekday: true },
"YourHomeGradesAplus": { weekday: true },
"YourHomeGradesA": { weekday: true },
"JakeCheerOutfit": { outfit: "Cheerleader" },
"EmilyInternshipFirstDay": { JobFalse: "Secretary" },
"EmilyInternshipFirstDaySecretary": { JobTrue: "Secretary" },
"LunchtimeReceptionCoverFirst": { lunchtimeCover: true },
"JenniferNecklace": { period: 1 },
"EmilyReactionRancyChangesHeight": { height: 1 },
"EmilyReactionRancyChangesBoobs": { boobs: 2 },
"TerrenceReactBoobs": { boobs: 2 },
"ChristinaReactBoobs": { boobs: 2 },
"DennisReactBoobs": { boobs: 2 },
"MichelleReactBoobs": { boobs: 2 },
"LogainReactShort": { height: 1 },
"ElizabethReactShort": { height: 1 },
"JakeReactShort": { height: 1 },
"ChristinaReactShort": { height: 1 },
"EmilyRancyChanges": { EmDay: "school" },
"EmilyReactionLunchChanges": { EmDay: "school" },
"EmilyReactionBiologyLesson": { EmDay: "school" },
"YourHomeGradesE": { weekday: true },
"AndreaWorkingFirst": { dailyVariable: "AndreaWorking" },
"SchoolCorridorChantarelle": { dailyVariableNot: "JakeSleep" },
"DogTagsReactTerrence": { dailyVariableNot: "JakeSleep" },
"DogTagsReactDennis": { dailyVariableNot: "JakeSleep" },
"DogTagsReactHeather": { dailyVariableNot: "JakeSleep" },
"TriggerSiobhanLoyaltyEvent": { dailyVariableNot: "TriggerSiobhanLoyaltyEvent", notFollowing: "Jennifer" },
"FinalistInterview": { dailyVariableNot: "FinalistInterview" },
"SalonProm": { female: true },
"MakeupStage1": { dailyVariable: "EmilyMakeupPractice" },
"MakeupStage2": { dailyVariable: "EmilyMakeupPractice" },
"MakeupStage3": { dailyVariable: "EmilyMakeupPractice" }
} >>/* Objects */
<<set setup.Objects = {
"RoseliSpiritRing" : {
"act" : 2,
"type" : "Misc",
"name" : "Roseli's spirit ring",
"description" : "A plain and gold ring that will allow you to talk to apparitions.",
"location" : "Roseli",
"stackable" : false
},
"EmilySwapRing" : {
"act" : 2,
"type" : "Misc",
"name" : "Emily's transformation ring",
"description" : "A gold ring from Roseli. Unassuming and plain.",
"location" : "Roseli",
"stackable" : false
},
"BreakingFreePackage" : {
"act" : 2,
"type" : "Misc",
"name" : "Logain's package",
"description" : "A padded envelope with 'For Squirt' handwritten across the front. Something inside shifts like small bottles.",
"location" : "CharltonAllotmentLogainGreenhouse",
"stackable" : false
},
"RedPowder" : {
"act" : 2,
"type" : "Misc",
"name" : "A bag of red powder",
"description" : "A small baggie with some fine red powder innocently waiting inside.",
"location" : "ScrumpyJack",
"stackable" : false
},
"PrichardAmulet" : {
"act" : 2,
"type" : "Misc",
"name" : "Prichard's amulet",
"description" : "A small wooden carving in the shape of an otter.",
"location" : "Prichard",
"stackable" : false
},
"DeBussyAmulet" : {
"act" : 2,
"type" : "Misc",
"name" : "DeBussy's amulet",
"description" : "A small wooden carving in the shape of an owl.",
"location" : "DeBussy",
"stackable" : false
},
"BeachAmulet" : {
"act" : 2,
"type" : "Misc",
"name" : "Beach's amulet",
"description" : "A small brass trinket in the shape of a bear.",
"location" : "Beach",
"stackable" : false
},
"HarrowAmulet" : {
"act" : 2,
"type" : "Quest",
"name" : "Harrow's amulet",
"description" : "A small brass trinket, in the shape of a tragedy mask.",
"location" : "Harrow",
"stackable" : false
},
"OlafAmulet" : {
"act" : 2,
"type" : "Misc",
"name" : "Olaf's amulet",
"description" : "A small wooden carving, in the shape of a jester hat, hanging loosely from a grubby string.",
"location" : "Olaf",
"stackable" : false
},
"RogersAmulet" : {
"act" : 2,
"type" : "Misc",
"name" : "Rogers' amulet",
"description" : "An amulet hidden beneath Rogers' clothes, hanging from two thin black cords. What it looks like, you can't ascertain.",
"location" : "Rogers",
"stackable" : false
},
"StitchAmulet" : {
"act" : 2,
"type" : "Misc",
"name" : "Stitch's amulet",
"description" : "A brass amulet with an emerald embedded within it, near identical to your own.",
"location" : "Stitch",
"stackable" : false
},
"HarrowTape" : {
"act" : 2,
"type" : "Misc",
"name" : "Harrow's revision tape",
"description" : "A cassette tape. A 'revision tape', prepared by Harrow for Emily to listen to while she sleeps.",
"location" : "Harrow",
"stackable" : false
},
"TandiBracelet" : {
"act" : 2,
"type" : "Misc",
"name" : "Tandi's bracelet",
"description" : "A solid bronze band with five jade jewels embedded within it.",
"location" : "Tandi",
"stackable" : false
},
"MarjorieBracelet" : {
"act" : 2,
"type" : "Quest",
"name" : "Marjorie's bracelet",
"description" : "A solid bronze band with five jade jewels embedded within it.",
"location" : "Marjorie",
"stackable" : false
},
"TandiPersonalPhoto" : {
"act" : 2,
"type" : "Transform",
"name" : "Tandi's photo",
"description" : "A photo of Tandi Cunnings, from before. Younger, unpainted, and looking to the camera.",
"location" : "Tandi",
"stackable" : false
},
"PuckerLipstick" : {
"act" : 2,
"type" : "Misc",
"name" : "Pucker lipstick",
"description" : "A bold pink lipstick of an unfamiliar brand. Pucker. A yellow-amber shimmer glistens within it.",
"location" : "AceOfHeartsChangingRoom",
"stackable" : false
},
"PuckerCosmetics" : {
"act" : 2,
"type" : "Misc",
"name" : "Pucker make-up case",
"description" : "A black make-up case with Pucker written across it in curling pink letters. A yellow-amber shimmer moves beneath its clear lid.",
"location" : "AceOfHeartsChangingRoom",
"stackable" : false
},
"MarjorieHairClip" : {
"act" : 2,
"type" : "Quest",
"name" : "A jade hair clip",
"description" : "A delicate hair clip forged from faded bronze, set with a single jade jewel. It hums quietly with stored power.",
"location" : "Marjorie",
"stackable" : false
},
"HeartsBusinessCard" : {
"act" : 2,
"type" : "Quest",
"name" : "A Heart-embedded business card",
"description" : "A black, glossy business card, decorated only with the shape of a pink heart in the centre.",
"location" : "Marjorie",
"stackable" : false
},
"HeartsTrialBusinessCard" : {
"act" : 2,
"type" : "Quest",
"name" : "A Heart-embedded trial card",
"description" : "A black, matte business card with a pink heart embedded in the centre, surrounded by yellow-amber glitter. Marjorie's legitimate invite to a trial at the Ace of Hearts.",
"location" : "Marjorie",
"stackable" : false
},
"ChristinaHeartsBusinessCard" : {
"act" : 2,
"type" : "Transform",
"name" : "Christina's Heart-embedded business card",
"description" : "A black, glossy business card belonging to Christina, decorated only with the shape of a pink heart in the centre.",
"location" : "Christina",
"stackable" : false
},
"TreeCaseKey" : {
"act" : 2,
"type" : "Key",
"name" : "Care Pavilion key",
"description" : "A small key, taken from a hook beneath the Care Pavilion's reception desk.",
"location" : "CharltonCarePavilionLobby",
"stackable" : false
},
"WeedKiller" : {
"act" : 2,
"type" : "Quest",
"name" : "A can of weed killer",
"description" : "A rusty can of home-brewed weed killer. Strong stuff. Best to clean your hands after using it.",
"location" : [{loc: "Catherine", qty: 1}, {loc: "Logain", qty: 1}],
"stackable" : true
},
"OldPeteMedicine" : {
"act" : 2,
"type" : "Misc",
"name" : "A bottle of prescription pills",
"description" : "An opaque bottle of pills, its faded label printed on an ancient dot matrix printer. 'Palmer Pharmaceuticals.'",
"location" : [{loc: "OldPetesPharmacy", qty: 900}],
"stackable" : true
},
"BraceletPotion" : {
"act" : 2,
"type" : "Misc",
"name" : "Theodore's potion",
"description" : "A hazy bottle that glows like it's lit from within, liquid swishing inside.",
"location" : "Theodore",
"stackable" : false
},
"LogainWeed" : {
"act" : 2,
"type" : "Misc",
"name" : "A bag of Logain's 'turnips'",
"description" : "A bag of green grass, particles glittering within.",
"location" : "Logain",
"stackable" : false
},
"TennisDress" : {
"act" : 2,
"type" : "Misc",
"name" : "A tennis dress",
"description" : "A white tennis dress, fitted through the waist with a flared hem designed to fall around mid-thigh. It has a modest neckline, but the racerback cut will still leave your shoulders bare. ",
"location" : "EvansDepartmentStore",
"stackable" : false
},
"MicroSkirt" : {
"act" : 2,
"type" : "Misc",
"name" : "A micro-skirt and sleeveless top",
"description" : "A sleeveless and fitted top, made out of stretch performance fabric for freedom of movement. The skirt is pleated and short.",
"location" : "EvansDepartmentStore",
"stackable" : false
},
"SportsBra" : {
"act" : 2,
"type" : "Misc",
"name" : "A sports bra and high-slit skirt",
"description" : "No more than a sports bra, the top has a plunging neckline and only straps to fasten it in place. The skirt is short and has a high slit at the side, with crisscross straps where the skirt should be.",
"location" : "EvansDepartmentStore",
"stackable" : false
},
"SwimsuitBlue" : {
"act" : 2,
"type" : "Misc",
"name" : "A blue swimsuit",
"description" : "A practical one-piece blue swimsuit, clearly designed for swimming.",
"location" : "EvansDepartmentStore",
"stackable" : false
},
"SwimsuitRed" : {
"act" : 2,
"type" : "Misc",
"name" : "A red string bikini",
"description" : "A bold red ribbed bikini with a sling triangle top. Bows tie the barely-there bottoms on each side and the thin strip on the back is clearly designed to nestle between your arse cheeks.",
"location" : "EvansDepartmentStore",
"stackable" : false
},
"SwimsuitPink" : {
"act" : 2,
"type" : "Misc",
"name" : "A light pink bikini",
"description" : "A light pink bikini made from smooth, minimalist fabric. The sliding triangle top and high-cut bottoms are simple and flattering, but it reveals a lot.",
"location" : "EvansDepartmentStore",
"stackable" : false
},
"YourPennyFarthing" : {
"act" : 2,
"type" : "Misc",
"name" : "A Penny Farthing for you",
"description" : "An old weathered coin with the outline of a Penny Farthing on one side. Your first initial is on it.",
"location" : [{loc: "DicksFoyer", qty: 20}],
"stackable" : true
},
"BlankPennyFarthing" : {
"act" : 2,
"type" : "Misc",
"name" : "A blank Penny Farthing coin",
"description" : "An old weathered coin with the outline of a Penny Farthing on one side. It's blank on the other.",
"location" : [{loc: "Martin", qty: 5}, {loc: "ScrumpyJack", qty: 5}, {loc: "Harrow", qty: 5}, {loc: "Beach", qty: 5}, {loc: "Dan", qty: 5}, {loc: "OldMan", qty: 20}, {loc: "Tandi", qty: 10}, {loc: "Roseli", qty: 10}],
"stackable" : true
},
"TandiPennyFarthing" : {
"act" : 2,
"type" : "Misc",
"name" : "Tandi's Penny Farthing",
"description" : "An old weathered coin with the outline of a Penny Farthing on one side and the letter 'T' on the other.",
"location" : [{loc: "TandiCaravan", qty: 1}, {loc: "ScrumpyJack", qty: 5}, {loc: "Harrow", qty: 5}, {loc: "Tandi", qty: 10}, {loc: "CountryClubWomensLockerRoom", qty: 1}, {loc: "Roseli", qty: 10}],
"stackable" : true
},
"TheodoreRentMoney" : {
"act" : 2,
"type" : "Misc",
"name" : "Theodore's Rent money",
"description" : "A few dozen grubby notes that should cover the money that Theodore owes in rent.",
"location" : "Theodore",
"stackable" : false
},
"TandisCaravanKey" : {
"act" : 2,
"type" : "Key",
"name" : "Tandi's Caravan Key",
"description" : "A small key that looks like it opens a flimsy lock.",
"location" : "Charlie",
"stackable" : false
},
"TandiCountryClubLockerKey" : {
"act" : 2,
"type" : "Key",
"name" : "Tandi's Country Club Locker Key",
"description" : "A locker key with a rubber band that is used in swimming pool changing rooms. The number 315 is stencilled on the rubber.",
"location" : "CunningsResidenceTandisBedroom",
"stackable" : false
},
"JennifersAcorn" : {
"type" : "Misc",
"name" : "Jennifer's acorn",
"description" : "A small acorn threaded through some firm string, given to Jennifer by Siobhan to prevent you from casting magic on her.",
"location" : "Siobhan",
"stackable" : false
},
"AnniesAcorn" : {
"type" : "Misc",
"name" : "Annie's acorn",
"description" : "A small acorn threaded through some firm string, given to Annie by Siobhan to prevent you from casting magic on her.",
"location" : "Siobhan",
"stackable" : false
},
"EmilysMagicBracelet" : {
"type" : "Misc",
"name" : "Emily's magic bracelet",
"description" : "A delicate silver bracelet, radiating with magic. Emily got it from a girl who works at the carnival called Siobhan.",
"location" : "Siobhan",
"stackable" : false
},
"DennisReceipt" : {
"type" : "Transform",
"name" : "Flo’s Diner Receipt",
"description" : "A neatly folded diner receipt, preserved like it was precious. Flo’s handwriting curls at the bottom: 'Hope you had a good time x'.",
"location" : "Dennis",
"stackable" : false
},
"DennisPhoto" : {
"type" : "Transform",
"name" : "Dennis' photo of Emily",
"description" : "A faded Polaroid, edges bent from handling. Emily poses boldly, the camera catching her coy smile as she emphasises her body.",
"location" : "Dennis",
"stackable" : false
},
"WorkoutGearMale" : {
"type" : "Misc",
"name" : "Men’s Workout Clothes",
"description" : "Plain shorts and a T-shirt built for movement and sweat. Practical and unshowy.",
"location" : "EvansDepartmentStore",
"stackable" : false
},
"WorkoutGearPink" : {
"type" : "Misc",
"name" : "Pink Workout Outfit",
"description" : "A frilly pink set with bows and capped sleeves, looking more like a costume than gym wear.",
"location" : "EvansDepartmentStore",
"stackable" : false
},
"WorkoutGearBlack" : {
"type" : "Misc",
"name" : "Black Workout Outfit",
"description" : "A matte black workout set with glossy straps and a collar, more restrictive than athletic.",
"location" : "EvansDepartmentStore",
"stackable" : false
},
"WorkoutGearRed" : {
"type" : "Misc",
"name" : "Red Workout Outfit",
"description" : "A tight, slick red workout set designed to make the wearer impossible to ignore.",
"location" : "EvansDepartmentStore",
"stackable" : false
},
"JakeDogTags" : {
"type" : "Transform",
"name" : "Jake's Dog Tags",
"description" : "A pair of battered silver dog tags, strung on a dull steel chain. The lettering is worn, but one tag still clearly reads: ‘Charlton Invitational Champion'.",
"location" : "Jake",
"stackable" : false
},
"CaseysGymCard" : {
"type" : "Misc",
"name" : "Casey’s Gym Membership Card",
"description" : "A white laminated gym pass, stained from cigarette tar.",
"location" : "Casey",
"stackable" : false
},
"HallPassDennis" : {
"type" : "Quest",
"name" : "Charlton School Hall Pass",
"description" : "A school-issued hall pass. Emily's name is scrawled on the slip, with Harrow's signature as approver. 'Assistance with AV equipment only' is written underneath.",
"location" : "Dennis",
"stackable" : false
},
"HallPassStitch" : {
"type" : "Quest",
"name" : "Charlton School Hall Pass",
"description" : "A school-issued hall pass. Every line is blank, with the exception of Stitch's signature scribbled next to the authorisation.",
"location" : "Stitch",
"stackable" : false
},
"HallPassChristina" : {
"type" : "Quest",
"name" : "Charlton School Hall Pass",
"description" : "A school-issued hall pass. Every line is blank, with the exception of Stitch's signature scribbled next to the authorisation.",
"location" : "Christina",
"stackable" : false
},
"BlackSleepwear" : {
"type" : "Misc",
"name" : "Black sleepwear",
"description" : "A girl's slip. The hemline is short, the top is open. Backless, tied together by black lace trim.",
"location" : "Jennifer",
"stackable" : false
},
"RedSleepwear" : {
"type" : "Misc",
"name" : "Red sleepwear",
"description" : "A girl's slip. The hemline is short, the top is open. Backless, tied together by red lace trim.",
"location" : "Jennifer",
"stackable" : false
},
"PinkSleepwear" : {
"type" : "Misc",
"name" : "Pink sleepwear",
"description" : "A girl's slip. The hemline is short, the top is open. Backless, tied together by pink lace trim.",
"location" : "Jennifer",
"stackable" : false
},
"SiobhanBell" : {
"type" : "Quest",
"name" : "Siobhan's bell",
"description" : "A small, silver bell with a handle shaped like a curled leaf.",
"location" : "Siobhan",
"stackable" : false
},
"TerrenceLockerKeyLogain" : {
"type" : "Key",
"name" : "Terrence's Locker Key",
"description" : "A small round key that opens Terrence's locker in the school corridor.",
"location" : "Logain",
"stackable" : false
},
"TerrenceLockerKeyDeBussy" : {
"type" : "Key",
"name" : "Terrence's Locker Key",
"description" : "A small round key that opens Terrence's locker in the school corridor.",
"location" : "DeBussy",
"stackable" : false
},
"TerrenceLockerKeyOlaf" : {
"type" : "Key",
"name" : "Terrence's Locker Key",
"description" : "A small round key that opens Terrence's locker in the school corridor.",
"location" : "Olaf",
"stackable" : false
},
"JennifersNecklace" : {
"type" : "Quest",
"name" : "Jennifer's necklace",
"description" : "A cheap and unassuming silver necklace, which seems to hum with magic flowing through it.",
"location" : "Jennifer",
"stackable" : false
},
"AnnieLeaf" : {
"type" : "Quest",
"name" : "Annie's leaf",
"description" : "A delicate leaf cutting, pulsing with a faint, otherworldly light. This one is brittle and torn, its edges jagged as though fractured.",
"location" : "Siobhan",
"stackable" : false
},
"JenniferLeaf" : {
"type" : "Quest",
"name" : "Jennifer's leaf",
"description" : "A delicate leaf cutting, pulsing with a faint, otherworldly light. This one is a perfect maple leaf, its veins glowing like living runes.",
"location" : "Siobhan",
"stackable" : false
},
"RedPotion" : {
"type" : "Quest",
"name" : "A red potion",
"description" : "A vial containing a dark red liquid.",
"location" : "Gladys",
"stackable" : false
},
"SixPackBeer" : {
"type" : "Quest",
"name" : "A six pack of beers",
"description" : "Six bottles of alcoholic beer. Tasty.",
"location" : "Rhiannon",
"stackable" : false
},
"HeatherPhoto" : {
"name" : "Photos of Heather",
"type" : "Quest",
"description" : "Lurid photos of Heather stripping in the gym.",
"location" : "Olaf",
"stackable" : false
},
"KeyGymHeather" : {
"name" : "Heather School Gym Key",
"type" : "Key",
"description" : "Heather's key that unlocks the padlock on the Gym door",
"location" : "Heather",
"stackable" : false
},
"KeyGymJake" : {
"name" : "Jake's school Gym Key",
"type" : "Key",
"description" : "Jake's key that unlocks the padlock on the Gym door",
"location" : "Jake",
"stackable" : false
},
"KeyKitchenOlaf" : {
"name" : "Olaf's Kitchen key",
"type" : "Key",
"description" : "Olaf's key that unlocks the Kitchen",
"location" : "Olaf",
"stackable" : false
},
"KeyKitchenJackie" : {
"name" : "Jackie's Kitchen key",
"type" : "Key",
"description" : "Jackie's key that unlocks the Kitchen",
"location" : "Jackie",
"stackable" : false
},
"KeyBusinessStudiesOlaf" : {
"name" : "Olaf's Business Studies room key",
"type" : "Key",
"description" : "Olaf's key that unlocks the Business Studies room",
"location" : "Olaf",
"stackable" : false
},
"KeyAVCupboardOlaf" : {
"name" : "Olaf's AV Cupboard key",
"type" : "Key",
"description" : "Olaf's key that unlocks the AV Cupboard.",
"location" : "Olaf",
"stackable" : false
},
"KeyGymOlaf" : {
"name" : "Olaf's Gym class room key",
"type" : "Key",
"description" : "Olaf's key that unlocks the Gym.",
"location" : "Olaf",
"stackable" : false
},
"KeyMathsOlaf" : {
"name" : "Olaf's Maths class room key",
"type" : "Key",
"description" : "Olaf's key that unlocks the Maths room.",
"location" : "Olaf",
"stackable" : false
},
"KeyMathsMichelle" : {
"name" : "Michelle's Maths class room key",
"type" : "Key",
"description" : "Michelle's own key that unlocks the Maths room.",
"location" : "Michelle",
"stackable" : false
},
"ResistanceRing" : {
"type" : "Misc",
"name" : "A resistance ring",
"description" : "A simple bronze ring, which Jennifer says will help the wearer resist magic effects.",
"location" : "Jennifer",
"stackable" : false
},
"MagicBook" : {
"name" : "A book of Magic",
"type" : "Misc",
"description" : "Fading and worn, this ancient book looks like it could disintegrate at a touch.",
"location" : "Reagan",
"stackable" : false
},
"KeyHotelBasement" : {
"name" : "Charlton Hotel Basement Key",
"type" : "Key",
"description" : "A massive key to the shutters for the Charlton Hotel Beer Cellar.",
"location" : "ThompsonsBossOffice",
"stackable" : false
},
"KeyThompsonRepairs" : {
"name" : "Thompson's Repairs Key",
"type" : "Key",
"description" : "A set of keys for the front entrance to Thompson's Repairs.",
"location" : "Annie",
"stackable" : false
},
"KeyBusinessStudiesSpare" : {
"name" : "Spare key for the Business Studies Classroom",
"type" : "Key",
"description" : "A replica key that unlocks the Business Studies classroom.",
"location" : "ThompsonsBossOffice",
"stackable" : false
},
"KeyMaid" : {
"name" : "Hotel Skeleton Key",
"type" : "Key",
"description" : "Andrea's skeleton key that opens all of the hotel rooms.",
"location" : "Andrea",
"stackable" : false
},
"KeyKitchen" : {
"name" : "School Kitchen Key",
"type" : "Key",
"description" : "A bulky set of steel keys that unlock the School kitchen doors.",
"location" : "Britney",
"stackable" : false
},
"KeyGym" : {
"name" : "School Gym Key",
"type" : "Key",
"description" : "A rusting old key that unlocks the padlock on the Gym door",
"location" : "Beach",
"stackable" : false
},
"ExclusionNote" : {
"name" : "PE Exclusion Note",
"type" : "Misc",
"description" : "A note from 'you' that will excuse 'Emily' from PE Classes",
"location" : "",
"stackable" : false
},
"KeyAVCupboard" : {
"name" : "The key to the AV Cupboard",
"type" : "Key",
"description" : "A small key with a clapperboard keychain.",
"location" : "Dennis",
"stackable" : false
},
"KeyMaths" : {
"name" : "Maths class room key",
"type" : "Key",
"description" : "A rusting key that unlocks the Maths room.",
"location" : "Rogers",
"stackable" : false
},
"KeyBusinessStudies" : {
"name" : "Business studies class room key",
"type" : "Key",
"description" : "A sturdy iron key that unlocks the Business Studies room.",
"location" : "DeBussy",
"stackable" : false
},
"DeBussyBook" : {
"name" : "Ms. DeBussy's Secrets Book",
"type" : "Misc",
"description" : "A worn notebook that is full of scribblings about the goings-on at the school",
"location" : "SchoolBusinessStudiesRoom",
"stackable" : false
},
"amulet" : {
"name" : "The Amulet",
"type" : "Quest",
"description" : "It’s an amulet, old and faded, with a green emerald gem embedded in it.",
"location" : "Emily",
"stackable" : false
},
"AnniePhoto" : {
"name" : "Annie's Photo",
"type" : "Transform",
"description" : "A photo of Annie when she was at school hugging her 'friend', Penny.",
"location" : "AnniesApartment",
"stackable" : false
},
"JennifersBear" : {
"name" : "Jennifer's bear",
"type" : "Transform",
"description" : "A small cuddly plush toy that Jennifer was given by her father.",
"location" : "JennifersApartment",
"stackable" : false
},
"FloBook" : {
"name" : "Flo's Book",
"type" : "Transform",
"description" : "A paperback book on Executive Success - Throw punches like a girl in the boardroom.",
"location" : "Florence",
"stackable" : false
},
"EmilyLipgloss" : {
"name" : "Emily's lipgloss",
"type" : "Transform",
"description" : "When applied to lips it adds shine, moisture, and a little colour for a glossy finish.",
"location" : "Emily",
"stackable" : false
},
"AndreaPassport" : {
"name" : "Andrea's Passport",
"type" : "Transform",
"description" : "Pristine and in immaculate condition, Andrea's Passport is notably free of any stamps.",
"location" : "HotelLockerRoom",
"stackable" : false
},
"AndreaPhotoCharli" : {
"act" : 2,
"name" : "Charli's school trip photo",
"type" : "Transform",
"description" : "A photograph of Florence, Charli, and Andrea on a trip, smiling in front of the Eiffel Tower.",
"location" : "CharlisApartment",
"stackable" : false
},
"AndreaPhotoFlorence" : {
"act" : 2,
"name" : "Florence's school trip photo",
"type" : "Transform",
"description" : "A photograph of Florence, Charli, and Andrea on a trip, smiling in front of the Eiffel Tower.",
"location" : "DrewHouseholdFlorencesBedroom",
"stackable" : false
},
"HeatherTroll" : {
"act" : 2,
"name" : "Heather's Troll",
"type" : "Transform",
"description" : "A purple-haired plastic toy troll that Heather gave you.",
"location" : "Heather",
"stackable" : false
},
"RichardPhoto" : {
"act" : 2,
"name" : "Photo of Richard",
"type" : "Quest",
"description" : "A selfie taken on your phone showing Heather kneeling in front of Richard, holding his belt.",
"location" : "Void",
"stackable" : false
},
"RichardPhotoBlow" : {
"act" : 2,
"name" : "Compromising Photo of Richard",
"type" : "Quest",
"description" : "A selfie taken on your phone showing a compromising moment between Heather and Richard.",
"location" : "Void",
"stackable" : false
},
"BeachLoveLetters" : {
"act" : 2,
"name" : "Beach's Love Letters",
"type" : "Quest",
"description" : "A collection of handwritten love letters from Beach to Eleanour Holloway, written when she was in the city. They reveal a past relationship and attempts to get her to leave Charlton.",
"location" : "HollowayHouseMainBedroom",
"stackable" : false
},
"EleanoursCheerleaderOutfit" : {
"act" : 2,
"name" : "Eleanour's Cheerleader Outfit",
"type" : "Quest",
"description" : "A faded Charlton School cheerleader uniform that belonged to Eleanour Holloway. The colours have dulled with age and there is a crusty stain on the front.",
"location" : "HollowayHouseMainBedroom",
"stackable" : false
},
"LizDiary" : {
"act" : 2,
"name" : "Liz's Diary",
"type" : "Transform",
"description" : "A hardbound book with Liz's familiar handwriting on the cover. 'My diary. Vol 6.'",
"location" : "Elizabeth",
"stackable" : false
},
"RoseliJourneyTicket" : {
"act" : 2,
"type" : "Quest",
"name" : "Roseli's ticket",
"description" : "A small ticket that hums with magical energy. Roseli said to hold it and say the words Toot Toot in the evening.",
"location" : "Roseli",
"stackable" : false
},
"KeithFootballPhoto" : {
"act" : 2,
"type" : "Misc",
"name" : "Keith's football photo",
"description" : "A photograph of Keith Chambers grinning under floodlights, arm around a team captain. The edges are worn from handling.",
"location" : "Keith",
"stackable" : false
},
"KeithDinersCard" : {
"act" : 2,
"type" : "Misc",
"name" : "Keith's diner's card",
"description" : "A platinum loyalty card for a restaurant chain. Well used.",
"location" : "Keith",
"stackable" : false
},
"KeithCarKeys" : {
"act" : 2,
"type" : "Misc",
"name" : "Keith's car keys",
"description" : "A BMW key fob, scuffed from use.",
"location" : "Keith",
"stackable" : false
},
"KeithSignetRing" : {
"act" : 2,
"type" : "Misc",
"name" : "Keith's signet ring",
"description" : "A gold signet ring engraved with the Phi Omega fraternity crest.",
"location" : "Keith",
"stackable" : false
},
"KeithFamilyPhoto" : {
"act" : 2,
"type" : "Misc",
"name" : "Keith's family photo",
"description" : "A photograph of a young woman smiling. The name Meredith is written on the back.",
"location" : "Keith",
"stackable" : false
},
"KeithParkingTicket" : {
"act" : 2,
"type" : "Misc",
"name" : "Keith's parking ticket",
"description" : "A crumpled parking ticket from Charlton town centre.",
"location" : "Keith",
"stackable" : false
},
"KeithPen" : {
"act" : 2,
"type" : "Misc",
"name" : "Keith's pen",
"description" : "A cheap, plain ballpoint pen.",
"location" : "Keith",
"stackable" : false
},
"TweesPen" : {
"act" : 2,
"type" : "Quest",
"name" : "Mr. Twee's fountain pen",
"description" : "A black fountain pen that hums faintly. The nib is stained with ink that shimmers with amber light.",
"location" : "MrTwee",
"stackable" : false
},
"MissCharltonMaidBadge" : {
"act" : 2,
"type" : "Misc",
"name" : "Miss Charlton Maid badge",
"description" : "A crescent-shaped pin badge bearing the Charlton Upper School crest, with a red silhouette of a feather duster etched into the black paint.",
"location" : [{loc: "Prichard", qty: 1}, {loc: "Carmichael", qty: 1}, {loc: "Beach", qty: 1}, {loc: "DeBussy", qty: 1}],
"stackable" : true
},
"MissCharltonSecretaryBadge" : {
"act" : 2,
"type" : "Misc",
"name" : "Miss Charlton Secretary badge",
"description" : "A crescent-shaped pin badge bearing the Charlton Upper School crest, with a red silhouette of a typewriter etched into the black paint.",
"location" : [{loc: "Harrow", qty: 1}, {loc: "Beach", qty: 1}],
"stackable" : true
},
"MissCharltonHairdresserBadge" : {
"act" : 2,
"type" : "Misc",
"name" : "Miss Charlton Hairdresser badge",
"description" : "A crescent-shaped pin badge bearing the Charlton Upper School crest, with a red silhouette of a curling iron etched into the black paint.",
"location" : [{loc: "Harrow", qty: 1}, {loc: "Beach", qty: 1}],
"stackable" : true
},
"MissCharltonBarmaidBadge" : {
"act" : 2,
"type" : "Misc",
"name" : "Miss Charlton Barmaid badge",
"description" : "A crescent-shaped pin badge bearing the Charlton Upper School crest, with a red silhouette of a pint glass etched into the black paint.",
"location" : [{loc: "Prichard", qty: 1}, {loc: "Beach", qty: 1}],
"stackable" : true
},
"MissCharltonClerkBadge" : {
"act" : 2,
"type" : "Misc",
"name" : "Miss Charlton Town Clerk badge",
"description" : "A crescent-shaped pin badge bearing the Charlton Upper School crest, with a red silhouette of Charlton's clock tower etched into the black paint.",
"location" : [{loc: "Prichard", qty: 1}, {loc: "Harrow", qty: 1}],
"stackable" : true
},
"MissCharltonNurseBadge" : {
"act" : 2,
"type" : "Misc",
"name" : "Miss Charlton Nurse badge",
"description" : "A crescent-shaped pin badge bearing the Charlton Upper School crest, with a red silhouette of a thermometer etched into the black paint.",
"location" : [{loc: "Prichard", qty: 1}, {loc: "Carmichael", qty: 1}],
"stackable" : true
},
"MissCharltonShopGirlBadge" : {
"act" : 2,
"type" : "Misc",
"name" : "Miss Charlton Shop Girl badge",
"description" : "A crescent-shaped pin badge bearing the Charlton Upper School crest, with a red silhouette of a dress etched into the black paint.",
"location" : [{loc: "Prichard", qty: 1}, {loc: "DeBussy", qty: 1}],
"stackable" : true
},
"MissCharltonAmbassadorBadge" : {
"act" : 2,
"type" : "Misc",
"name" : "Miss Charlton Ambassador badge",
"description" : "A crescent-shaped pin badge bearing the Charlton Upper School crest, with a red silhouette of a graduation cap etched into the black paint.",
"location" : [{loc: "Prichard", qty: 1}, {loc: "Harrow", qty: 1}, {loc: "Carmichael", qty: 1}, {loc: "Beach", qty: 1}, {loc: "DeBussy", qty: 1}],
"stackable" : true
},
"MissCharltonHousewifeBadge" : {
"act" : 2,
"type" : "Misc",
"name" : "Miss Charlton Housewife badge",
"description" : "A crescent-shaped pin badge bearing the Charlton Upper School crest, with a red silhouette of a woman with a vacuum cleaner etched into the black paint.",
"location" : [{loc: "Carmichael", qty: 1}, {loc: "DeBussy", qty: 1}],
"stackable" : true
},
"MissCharltonTeacherBadge" : {
"act" : 2,
"type" : "Misc",
"name" : "Miss Charlton Teacher badge",
"description" : "A crescent-shaped pin badge bearing the Charlton Upper School crest, with a red silhouette of the school's logo etched into the black paint.",
"location" : [{loc: "Harrow", qty: 1}],
"stackable" : true
},
"MissCharltonRebelBadge" : {
"act" : 2,
"type" : "Misc",
"name" : "Miss Charlton Penny Farthing badge",
"description" : "A crescent-shaped pin badge bearing the Charlton Upper School crest, with a red silhouette of a penny farthing etched into the black paint.",
"location" : [{loc: "Prichard", qty: 1}, {loc: "Harrow", qty: 1}, {loc: "Carmichael", qty: 1}, {loc: "Beach", qty: 1}, {loc: "DeBussy", qty: 1}],
"stackable" : true
},
"MissCharltonWaitressBadge" : {
"act" : 2,
"type" : "Misc",
"name" : "Miss Charlton Waitress badge",
"description" : "A crescent-shaped pin badge bearing the Charlton Upper School crest, with a red silhouette of a coffee cup etched into the black paint.",
"location" : [{loc: "DeBussy", qty: 1}],
"stackable" : true
},
"CharliKey" : {
"act" : 2,
"name" : "Charli's Keys",
"type" : "Transform",
"description" : "A set of keys on a sparkly red keychain that reads 'Home Sweet Home'. Charli's most treasured possession.",
"location" : "CharlisApartment",
"stackable" : false
},
"CharliRepairKey" : {
"act" : 2,
"name" : "Charli's Repair Key",
"type" : "Key",
"description" : "A key labelled 'Thomas. C - Bedsit', taken from Thompson's office.",
"location" : "ThompsonsBossOffice",
"stackable" : false
},
"CharliAndreaKey" : {
"act" : 2,
"name" : "Charli's Spare Keys",
"type" : "Key",
"description" : "A set of spare keys to Charli's apartment, given to you by Charli.",
"location" : "Charli",
"stackable" : false
}
}>>/* Tasks */
<<set setup.Task = {
"Task1": {
act: 1,
description: "Logain has asked you to get him some alcohol from McTafey's."
},
"Task2": {
act: 1,
description: "Logain has asked you to get the key to the Charlton Hotel basement from his father's office."
},
"Task3": {
act: 1,
description: "The first floor rooms at the Charlton Hotel are locked. You'll need to find a key if you want to access them."
},
"Task4": {
act: 1,
description: "A book called The Sevrene Shards is always checked out from the library. Elizabeth would love to read it."
},
"Task5": {
act: 1,
description: "Liz has told you about some magazines that could help you retain your identity. You can find them by searching the stacks in the town library."
},
"Task6": {
act: 1,
description: "Speak to Emily and ask about her vanity table if you want to further experiment with make-up."
},
"Task7": {
act: 1,
description: "Get excused from biology or geography if you want to speak to Nurse Rancy again for further examinations."
},
"Task8": {
act: 1,
description: "To exercise at Casey's Gym you need to buy exercise gear from Evans' Department store."
},
"Task9": {
act: 1,
description: "Speak to Emily to get permission to investigate her wardrobe."
},
"Task10": {
act: 2,
description: "The caretaker at Misty Falls wants you to get the rent he's owed from Theodore, one of his tenants."
},
"Task11" : {
act: 2,
description : "Go to Evans' Department Store to buy a swimsuit to wear at the Country Club"
},
"Task12" : {
act: 2,
description : "Go to Evans' Department Store to buy an outfit appropriate for Tennis Lessons at the Country Club."
},
"Task13" : {
act: 2,
description : "Go to the Charlton Care Pavilion for a general check-up with Doctor Palmer."
},
"Task14" : {
act: 2,
description : "Find someone who will willingly take the bracelet from you."
},
"Task15" : {
act: 2,
description : "Go to the school bike sheds as Emily to smoke with Dexter Chester."
},
"Task16" : {
act: 2,
description : "Steal some pills from Old Pete's pharmacy to trade with Logain."
}
} >>
/* Quests */
<<set setup.Quest = {
"Quest1": {
name: "Magic is Real",
description: "Find out more about magic and the amulet that Emily gave you",
type: "Main",
stateDefault: "unknown",
completeDescription: "You've learned that Gladys blessed the amulet to seek someone powerful enough to end the trouble at Charlton School.",
stages: [
{
text: "You barely believe it, but your recent experience has convinced you that magic is real. You should find out what you can about magic and the amulet.",
options: [
{ id: "liz", text: "You can ask Liz at school at lunchtimes if you attend Charlton School as Emily." },
{ id: "computer", text: "Alternatively, you could research magic online at work instead of working." }
]
},
{
text: "The junk shop where Liz bought the Amulet is on Avian Lane. You should investigate it."
}
]
},
"Quest2": {
name: "Magic 101",
description: "Learn how to cast magic",
type: "Main",
stateDefault: "unknown",
completeDescription: "You've learned how to cast Sleep & Forget, a spell that puts a person to sleep and removes their short-term memories.",
stages: [
{
text: "You can learn how to cast a magic spell, but you’ll need to be a woman though in order to learn it.",
options: [
{ id: "liz", text: "Liz has promised you that she’ll teach you what magic she knows. You can call her from home in the evening to invite her over to begin the lesson." },
{ id: "christina", text: "Christina will teach you magic, providing you swear loyalty and join the cheerleaders." },
{ id: "gladys", text: "Gladys has said she can teach you magic. You can visit the Junk Shop to learn from her when ready." }
]
}
]
},
"Quest3": {
name: "Magic 102",
description: "Find out how to deal with the curses that plague Charlton Upper School",
type: "Main",
stateDefault: "unknown",
completeDescription: "You've learned how to manipulate cursed objects to change the magical properties imbued within. To remove the spell, or change it.",
stages: [
{
text: "You need to find a way to deal with the curses at school. You are sure there must be a spell you can learn.",
options: [
{ id: "gladys", text: "Gladys has promised you she’ll teach you how to remove and amend Wards, which can be used to deal with the curses at school. You’ll need to be a girl to learn it."},
{ id: "christina", text: "Christina has told you she can teach you how to change the Wards, which are the cause of the curses at school. You'll need to be a girl to learn it."}
]
}
]
},
"Quest4": {
name: "Magic 103",
description: "Learn how to cast more powerful magic",
type: "Side",
stateDefault: "unknown",
completeDescription: "You've learned the spell Alter Memories, which allows you to change the memories of the intended target.",
stages: [
{
text: "You felt that you barely were able to use magic on Reagan. You need to speak to someone who can explain why and help make sure you are better prepared next time."
},
{
text: "Gladys has offered to teach you more magic and the spell Alter Memories to help face the rest of the school coven."
}
]
},
"Quest5": {
name: "Trouble at School",
description: "Find out what's going on at Charlton School",
type: "Main",
stateDefault: "unknown",
completeDescription: "You have dealt with all the curses in the school. For now.",
stages: [
{
text: "In your experience attending Charlton School for one day, you would bet that something magical is going on there. Find out what’s going on."
},
{
text: "The school is controlling and manipulating its students through magic. Find out exactly how."
},
{
text: "Deal with the cursed objects in the school affecting the students.",
options: [
{ id: "maths", text: "Deal with the curse in the Maths room." },
{ id: "biology", text: "Deal with the curse in the Biology room." },
{ id: "gym", text: "Deal with the curse in the school gym." },
{ id: "geography", text: "Deal with the curse in the Geography room." },
{ id: "cafeteria", text: "Deal with the curse on the cafeteria food." },
{ id: "business", text: "Deal with the curse in the Business Studies room." }
]
}
]
},
"Quest6": {
name: "Basic Mathematics",
description: "Investigate and resolve whatever is happening in Maths classes.",
type: "Main",
stateDefault: "unknown",
completeDescription: "You have dealt with the curse on the clock in the Maths class.",
stages: [
{
text: "There’s something very wrong in the Maths room. It's almost certainly magical. You should try to investigate magic so you can stop it."
},
{
text: "It’s clear that the clock in the Maths room is cursed. You’ll need to find a way to get into the room and deal with it.",
options: [
{id: "michelle", text: "Michelle will give you her key to the Maths class if you try out for the cheerleader squad with her."},
{id: "olaf", text: "Olaf will give you a key for one of the classes or the school kitchen if you pose for him."}
]
},
{
text: "Now you have a key, you can go to the Maths class in the evening and deal with the curse."
}
]
},
"Quest7": {
name: "Unnatural Biology",
description: "Look into the strange lessons taught in Biology.",
type: "Main",
stateDefault: "unknown",
completeDescription: "You have dealt with the curse on the AV equipment that was being used in Biology lessons.",
stages: [
{
text: "You noticed that the nature documentary shown in Biology caused some strange behaviour in the class. You need to speak to someone to find out what's happening."
},
{
text: "The AV equipment that Dennis brings in is definitely affected by magic. Investigate magic so you can understand what’s happening with the video."
},
{
text: "The nature documentary shown in Biology is clearly cursed. You’ll need to find a way to get access to the equipment and investigate it."
},
{
text: "The AV equipment used in Biology is stored in a locked cupboard within the AV room. You’ll need the key to investigate it.",
options: [
{id: "dennis", text: "Dennis has said he'll give you a key to the AV room if you go on a date."},
{id: "olaf", text: "Olaf will give you a key for one of the classes or the school kitchen if you pose for him."}
]
},
{
text: "Now you have a key, you can go to the AV room and deal with the curse."
}
]
},
"Quest8": {
name: "Physical Education",
description: "Figure out what's happening to the students in their PE lessons.",
type: "Main",
stateDefault: "unknown",
completeDescription: "You have dealt with the curses that plagued the gym equipment in the gymnasium at Charlton School.",
stages: [
{
text: "Based on your experience, you know there is magic at play in the gym. You need to investigate it."
},
{
text: "You think that the gym itself is cursed. You’ll need to gain access to the gym in the evening to be able to deal with it.",
options: [
{id: "heather_cleaning", text: "Heather has told you that Coach Beach gave her a key after she came last in gym and had to clean the gym."},
{id: "olaf", text: "Olaf will give you a key for one of the classes or the school kitchen if you pose for him."},
{id: "jake", text: "Jake has said that he'll give you his key to the gym if you help him out."},
{id: "heather_reluctant", text: "Heather has a key to the gym, but she's reluctant to give it to you."}
]
},
{
text: "You now have the key to the gym. You can enter in the morning before school to deal with the curse."
}
]
},
"Quest9": {
name: "We've Got The Spirit",
description: "Investigate the cheerleaders at Charlton School",
type: "Side",
stateDefault: "unknown",
completeDescription: "You have joined the cheerleader squad and been inducted into their coven.",
failDescription: "You didn't join the cheerleader squad. You'll have to find another way to learn about the cheerleaders.",
stages: [
{
text: "You can now attend cheerleader tryouts in the evening at the football field."
},
{
text: "The cheerleaders are close-knit and secretive. You’ll need to get closer to Christina to infiltrate their group if you want to find out more.",
options: [
{id: "salon", text: "Christina has invited you to go to the salon."},
{id: "shopping", text: "Christina has invited you to go shopping at Evans."}
]
},
{
text: "Christina wants you to prove your worth and make sure the school knows who is the top of the social chain. You will have to find some way to assert yourself over others in the school.",
options: [
{id: "jake_bully_dennis", text: "You think that you could win favour by getting Jake to bully Dennis in the mornings at the school gates."},
{id: "post_heather_photos", text: "You've seen photos of Heather that you think would win favour if you posted them over the gym entrance in the evening."},
{id: "terrence_locker", text: "You could write mean things on Terrence's locker in the school corridor in the evenings."},
{id: "bully_liz", text: "You have considered that bullying Liz at lunch in the school corridor would win favour with the cheerleaders."},
{id: "call_out_michelle", text: "Publicly calling out Michelle for her lessons with Rogers at lunch in the cafeteria would certainly win over the squad."}
]
},
{
text: "You have been asked to join the cheerleaders. Christina has asked you to meet them in the gym after school for your initiation."
},
{
text: "Christina has revealed that the cheerleaders are part of a magical coven. There’s a vacant spot and she wants you to join. You have to do one final test: make Liz forget all about magic."
},
{
text: "You’ve erased all knowledge of magic and the occult from Liz. You should let Christina know."
},
{
text: "You have told Liz about Christina’s plot and the coven of cheerleaders. She has agreed to play along. You should let Christina know."
}
]
},
"Quest10": {
name: "The Dangers of Geography",
description: "Find out what is happening in Geography lessons",
type: "Main",
stateDefault: "unknown",
completeDescription: "You have found that Geography lessons were being impacted by cursed chalk. You have dealt with it.",
stages: [
{
text: "Something is very wrong in Geography. You are certain there's magic involved when you write on the blackboard. You need to investigate how magic might be responsible and how you can stop it."
},
{
text: "You are certain that the chalk in the Geography room is cursed. You’ll need to find a way to get access to the classroom and deal with it."
},
{
text: "You saw Terrence in the Geography classroom after school, doing detention. Maybe he can help you get access to the classroom."
},
{
text: "Terrence told you that he’s only seen Mrs. Prichard leave her classroom unattended when you distracted her and she came out to see who was in the corridor. If you were to get detention to gain access to the classroom, you’d need outside help to distract her.",
options: [
{id: "terrence_tutoring", text: "Terrence will only help you if you tutor him in return. You need to convince him you can."},
{id: "terrence_tutoring_convinced", text: "You've convinced Terrence to help distract Prichard if you tutor him. Invite him over to your house in the evening to do so."},
{id: "liz_ward_lesson", text: "Liz will help you if you teach her Ward at your house in the evening first."},
{id: "liz_agreed", text: "Liz has agreed to help you as you helped 'tutor' her."},
{id: "christina_cheerleader", text: "Christina has said she will help you, given you're a cheerleader."}
]
},
{
text: "You have gained help to distract Prichard. Now you just need to attend a Geography detention."
}
]
},
"Quest11": {
name: "Different for Girls",
description: "Find out what the boys of the school are being taught in their segregated lessons",
type: "Side",
stateDefault: "unknown",
completeDescription: "You've experienced the effects of the school lessons as a boy, seeing how it affects them. Unfortunately, it's also changed you.",
stages: [
{
text: "Some of the classes at Charlton seem to be segregated. You wonder what the boys are being taught in the equivalent classes. You should investigate."
},
{
text: "You’ve learned that the boys are taught in different classes when segregated. If you want to investigate further, you’ll need to get a hall pass from a teacher.",
options: [
{id: "dennis_pass", text: "Dennis has a hall pass to help with Biology lessons. You should ask if you can borrow it."},
{id: "dennis_date", text: "Dennis has said he will speak to Harrow about getting you a hall pass if you go on a date with him."},
{id: "dennis_waiting", text: "Dennis will speak to Harrow about getting you a hall pass. Go see him after your date."},
{id: "cheerleader_pass", text: "Girls are rewarded with hall passes for being on the cheerleader team. When you become a cheerleader, speak to Christina about getting one."},
{id: "stitch_pass", text: "Stitch rewards high-achieving students with hall passes. Speak to him once your grades are high in his private lessons."},
{id: "stitch_chess", text: "Stitch has agreed to give you a hall pass if you beat him at chess."}
]
},
{
text: "Now you have a hall pass, you can spy on the boys’ lessons. Speak to a relevant teacher to leave your class and look at the boys' lesson.",
options: [
{id: "spy_boys_geography",text: "You can speak to Harrow to get dismissed from Biology to spy on boys' Geography lessons."},
{id: "spy_boys_biology",text: "You can speak to Prichard to get dismissed from Geography to spy on boys' Biology lessons."}
]
},
{
text: "You’ve witnessed how the lessons impact boys, but you can't understand what happens to them. You need to find a way to attend as a boy to learn more.",
options: [
{id: "dennis_target", text: "Dennis could be a target if you wanted to transform to attend the boys' lessons. You should speak to him to find out what he treasures."},
{id: "jake_target", text: "You might be able to get into the boys' lessons as Jake. But you need to find an object of importance to him."},
{id: "jake_dogtags", text: "Jake's dog tags seem personal to him. You are certain they could power the amulet."},
{id: "dennis_photo_emily", text: "Dennis has asked for a photo of Emily as a treasured item. It should be able to power the amulet."},
{id: "dennis_photo_taken", text: "Dennis now has a photo of Emily he treasures. If you can get it from him, it can power the amulet."},
{id: "dennis_receipt", text: "Dennis treasures the receipt from his date with Emily. You are sure it could power the amulet."}
]
},
{
text: "You've transformed into a boy. Now you just need to attend Geography or Biology to experience the boys' lessons."
}
]
},
"Quest12": {
name: "I Can't Get No Satisfaction",
description: "Find a way to satisfy Jake",
type: "Side",
stateDefault: "unknown",
completeDescription: "You found a way to satisfy Jake enough for him to give you a key to the gymnasium.",
failDescription: "You didn't find a way to satisfy Jake.",
stages: [
{
text: "Jake says he needs relief after football practice and Christina is too busy cheerleading. You have to find some way to satisfy him if you want him to give you the key.",
options: [
{id: "physical_relief", text: "You have told Jake that you can find someone to help him out. You need to find a girl who will satisfy him under the bleachers."},
{id: "physical_relief_self", text: "You could always satisfy Jake under the bleachers yourself."},
{id: "talent_scout", text: "You have told Jake that instead of satisfying him, you can put in a good word for him with the talent scout. He's at the Charlton Hotel in the evenings."}
]
},
{
text: "Michelle has agreed to meet Jake after school. You should tell him to expect her."
},
{
text: "You've convinced the talent scout to put Jake forward for a scholarship. You should tell Jake and get the key."
}
]
},
"Quest13": {
name: "Business Time",
description: "Investigate the strange situation in Business Studies classes",
type: "Main",
stateDefault: "unknown",
completeDescription: "You have dealt with the cursed typewriters in the Business Studies class. They shouldn't cause you any further challenge.",
stages: [
{
text: "The Business Studies lesson had an adverse magical effect on you. You need to find out more about magic to understand what's causing this and put a stop to it."
},
{
text: "You need a way to get into the Business Studies classroom so you can investigate the curse.",
options: [
{id: "logain_distraction", text: "Logain has told you he’ll happily create a distraction so you can get in the classroom in the evening. But he’ll want DeBussy’s notebook in return."},
{id: "debussy_club_access", text: "Mrs. DeBussy has invited you to an after school club in the Business Studies room. You won’t be alone, but it will at least give you access to the classroom in the evenings."},
{id: "debussy_key_gossip", text: "Mrs. DeBussy has said that she'll make you the facilitator of the after school club and she'll give you a key to the classroom. You need to report three pieces of gossip to her."},
{id: "olaf_key", text: "Olaf will give you a key for one of the classes or the school kitchen if you pose for him."}
]
},
{
text: "Logain has caused a distraction. You can now enter the Business Studies Room."
},
{
text: "You now have a key to unlock the Business Studies classroom and can investigate in the mornings."
},
{
text: "The typewriters appear to be cursed. You need to deal with them."
}
]
},
"Quest14": {
name: "First Date",
description: "Go on a date with Dennis",
type: "Side",
stateDefault: "unknown",
completeDescription: "Dennis has had his date with 'Emily'. He'll now be willing to give you what you asked for.",
failDescription: "Dennis wasn't impressed with the effort of 'Emily' on the date. You'll have to find some other way of getting what you asked for.",
stages: [
{
text: "Dennis has promised to help you if you go on a date with him. He’ll be waiting at the coffee shop in the evening. You’ll need to impress him to get him to help.",
options: [
{id: "dress_up", text: "Dennis has asked you to dress up for your date." },
{ id: "make_up", text: "Dennis has asked you to wear make-up for your date." },
{ id: "blonde_hair", text: "Dennis has asked if you could dye your hair blonde for your date." }
]
}
]
},
"Quest15": {
name: "Lunch Lessons",
description: "Look into the school lunch food",
type: "Main",
stateDefault: "unknown",
completeDescription: "You have dealt with the spell on the school lunch food in the school cafeteria.",
stages: [
{
text: "You’ve noticed that lunch in the cafeteria has strange effects on people. You need to learn more about magic to understand what’s causing it."
},
{
text: "You are convinced that the lunch served at the school is cursed. You need to find a way to deal with it."
},
{
text: "The lunchroom is locked whenever no one is around. You’ll need to get a key to enter the kitchen.",
options: [
{id: "jackie", text: "Jackie has a key to the kitchen if you can convince her you need it for selfless reasons."},
{id: "olaf", text: "Olaf will give you a key for one of the classes or the school kitchen if you pose for him."},
{id: "britney", text: "You've seen Britney and Stacey in Fresh Pot at lunchtimes with a cafeteria key. You need to find a way to approach them without raising suspicion."}
]
},
{
text: "Now you have a key, you can go to the kitchen and deal with the curse."
}
]
},
"Quest16": {
name: "The Quest for Identity",
description: "Find out what's happening to you and find a way to resolve it",
type: "Side",
stateDefault: "unknown",
completeDescription: null,
stages: [
{
text: "You are unsettled that something might be happening to you that you can’t quite identify. Talk to someone who might be able to help."
},
{
text: "Gladys has warned you that you may be rewriting your perception of yourself through your use of the amulet. She’s promised to do some research. For now, monitor the changes and wait for her to complete her studies."
},
{
text: "Gladys has warned you that you may be rewriting your perception of yourself through your use of the amulet. She’s promised to do some research and return tomorrow."
},
{
text: "Another dream. Something definitely doesn’t feel right. Speak to Gladys to see if she’s completed her research."
},
{
text: "Gladys has given you a potion to take if you wish to uncover your past self. It will send you into a dream state. Drink it at night in your room to induce it."
},
{
text: "You’ve encountered your former self in a dream, who has threatened to take back what’s his. Talk to Gladys about the encounter."
},
{
text: "Gladys has warned you to avoid using magic recklessly, cautioning you that your Shadow Self now exists and seems resolute in breaking back into reality to hijack your body. Return to Gladys if anything further occurs."
},
{
text: "You’ve had another intense dream. Speak to Gladys about it."
},
{
text: "Gladys has advised you to be more cautious in using the amulet, warning you that more change will be irreversible and long-lasting."
},
{
text: "You have found someone who can help you combat the effect of the amulet.",
options: [
{id: "roseli", text: "Roseli can provide a way to return your memories. At a price."},
{id: "marjorie", text: "Marjorie can provide a way to combat the physical effects of the amulet. If you work with her at Hearts."}
]
}
]
},
"Quest17": {
name: "Sibling Rivalry",
description: "Find a way to stop the effects of Charlton on your sister",
type: "Side",
stateDefault: "unknown",
completeDescription: null,
stages: [
{
text: "Emily has noticeably begun to fall under the sway of Charlton. You should speak to someone who might be able to help."
},
{
text: "Gladys has said that the best way to help Emily is to stop the school. She has declined to help you find any other solution. If you can’t stop the school soon, you’ll have to find an alternative way to help."
},
{
text: "Roseli has offered a trade to lower the impact on corruption for some of your essence. It's not a temporary fix, but you can speak to her to conduct the trade. (Continued in Act 3)"
}
]
},
"Quest18": {
name: "High Stakes",
description: "Attend the poker night at the Mayor’s house",
type: "Side",
stateDefault: "unknown",
completeDescription: "You have attended Harrow's poker night and taken part in his competition.",
stages: [
{
text: "You’ve been invited to a poker night at Mayor Duncan’s house, where some of the men from the town attend, and some of the women assist.",
options: [
{id: "amulet", text: "Jake has told you that Harrow has been known to bet his amulet during poker nights at the Duncan manor."}
]
},
{
text: "You can attend the poker night by phoning a taxi in the evening to go to the Mayor's house. You should talk to Emily about the plans before you go.",
options: [
{id: "jake_emily_brother", text: "Jake has invited Emily to the poker night. And her brother."},
{id: "jake_PC", text: "Jake has invited you to the poker night as his date. He's told you to bring Emily with you."},
{id: "annie_male", text: "Annie has given you the address for poker night. She's told you to bring Emily with you."},
{id: "harrow_PC_male", text: "Harrow has invited you to the poker night. And has told you to bring Emily with you."},
{id: "emily_swap", text: "Emily won't go to poker night unless she goes as you. Find a way to attend poker night by swapping with her."}
]
},
{
text: "You are ready to go to poker night.",
options: [
{id: "jake_emily_date", text: "Jake has invited Emily to the poker night as his date."},
{id: "emily_accept", text: "Emily has agreed to go with you to poker night. Phone a taxi in the evening to attend with her."},
{id: "solo", text: "Phone a taxi in the evening to attend."},
{id: "emily_swap_ready", text: "You have found a way to swap with Emily. You can now go with her to the poker night in the evening."}
]
}
]
},
"Quest19": {
name: "Two Sides of the Same Coin",
description: "Find a way to be in two places at the same time",
type: "Side",
stateDefault: "unknown",
completeDescription: null,
stages: [
{
text: "You are struggling to balance your duties at work with investigating Charlton Upper School. Emily has pondered if there’s a magical fix. Talk to someone who might be able to help."
},
{
text: "Gladys has admitted there is a spell that could help, but has refused to teach it to you. If you are to learn it, you’ll need to talk to someone else."
},
{
text: "Roseli has given you a ring that can change Emily into your form. Speak to Emily to try it out."
},
{
text: "The ring works. You can speak to Emily in the mornings or other times to have her transform into you, but Roseli warned that the ring is addictive."
}
]
},
"Quest20": {
name: "Girl afraid",
description: "Find out what Jennifer knows about what’s happening in Charlton",
type: "Side",
stateDefault: "unknown",
failDescription: null,
completeDescription: "Jennifer confessed she knew about magic and she practised it as part of a coven at school. She has given you a ring to help resist the curses.",
stages: [
{
text: "Jennifer was defensive when you spoke to her about what’s going on. You sense she’s hiding something. Search around town to see if you can uncover what she knows."
},
{
text: "You have discovered a troubling thing about Jennifer’s past. Continue asking around the town to find out more."
},
{
text: "You have learned troubling things about Jennifer’s past. Continue asking around the town to find out more."
},
{
text: "You are certain that Jennifer knows more about magic and the curses at Charlton School than she’s letting on. You should confront her to find out what she knows."
}
]
},
"Quest21": {
name: "It's Happening Again",
description: "Investigate why the cheerleaders have taken an interest in Terrence",
type: "Side",
stateDefault: "unknown",
failDescription: null,
completeDescription: "You have dealt with the ritual the cheerleaders were using on Terrence.",
stages: [
{
text: "You’ve seen Britney, Stacey and Reagan in the company of Terrence. You’re sure they’re up to no good. See if you can find out what they are doing with him."
},
{
text: "Whatever the cheerleaders have planned for Terrence, something to do with his biology exercise book is interfering with them. He keeps it in his locker. Find a way to look at the book."
},
{
text: "You’ve found an Evans department store branded paper with Jennifer's phone number and name. Find out who wrote the note and what Jennifer has to do with Terrence."
},
{
text: "You’ve found another note in Jennifer's locker at work, this one with Terrence’s phone number written on it, along with a photo of her with Annie when young. Find out who wrote the note.",
options: [
{id: "mary_handle", text: "Terrence's mother works at Evans' department store. Try to sneak upstairs to see if she wrote the note."}
]
},
{
text: "Jennifer seems to be tutoring Terrence for his biology classes on Sunday mornings in the library. You should go to the library at this time to find out what exactly she’s up to."
},
{
text: "You’ve discovered the cheerleaders are planning something for Terrence that was done to Annie. To stop them, you need to talk to Annie or Jennifer to understand what happened to her.",
options: [
{id: "visit_annie", text: "You can visit Annie in the evening. Her apartment is just off Avian Lane."},
{id: "visit_jennifer", text: "You can visit Jennifer at her apartment in the evening."},
{id: "mysterious_woman", text: "A mysterious young woman has approached you outside your house, offering you a way to see memories of the past. Ring her bell at night to summon her."}
]
},
{
text: "The mysterious woman has given you a leaf and told you to put it under your pillow when you go to sleep. She’s told you to be transformed whilst doing so."
},
{
text: "The cheerleaders are attempting to change Terrence through magic. Find a way into the gym at night to deal with their ritual.",
options: [
{id: "annie_help", text: "Annie has said she'll talk to Beach about leaving the fire exit open to the gym so you can sneak in."},
{id: "jennifer_help", text: "Jennifer has said she'll drop off something to help at lunch time."},
{id: "gym_key_hide", text: "You have the key to the gym, so you can sneak in and hide before the ritual."},
{id: "join_ritual_cheerleader", text: "Given you're a cheerleader, you should talk to Christina about attending."},
{id: "join_ritual_cheerleader_invite", text: "Christina has told you to come to the ritual at the school gym in the evening."}
]
}
]
},
"Quest22": {
name: "The Girl Who Disappeared",
description: "Investigate the disappearance of Tandi and what she learned about the Prom",
type: "Main",
stateDefault: "unknown",
failDescription: null,
completeDescription: "You have met Tandi and learned what she knows about the prom.",
stages: [
{
text: "A girl called Tandi Cunnings was secretly working with Gladys to uncover what was planned for her school prom. Ask around the town to see where to begin your investigation.",
options: [
{id: "computer_records", text: "Search the computers at Thompson's Repairs for Tandi's parents' address."},
{id: "tandis_parents", text: "You have learned that Tandi lived on Toemead Close, just off the Town Square. You might be able to learn her whereabouts from there."},
{id: "misty_falls", text: "You have been told that Tandi lives out at Misty Falls caravan park. You can order a taxi from home or catch a bus from the Town Square, just off the Town Centre."},
{id: "country_club", text: "You have found a locker key, and a photo of Coach Beach and Tandi in a swimsuit after winning a competition at the Country Club. To investigate further, you need to find a way to get in there."},
{id: "country_club_access", text: "You have managed to secure a way to gain entrance to the Country Club. You will need to travel there to investigate further."},
{id: "fat_gordons_circus", text: "You have been told that Tandi used to hang around the carnival outside of town. You can get there by bus or take a taxi."},
{id: "red_room", text: "You've learned that Tandi sometimes goes to a club called the Red Room, outside of town. You need to order a taxi in the evening to get there."},
{id: "red_room_michelle", text: "Michelle has told you that Tandi sometimes goes to a club called the Red Room, outside of town. She’s invited to go with you in the evening."},
{id: "red_room_britney", text: "Britney has told you that Tandi sometimes goes to a club called the Red Room, outside of town. She’s invited to go with you in the evening."},
{id: "red_room_annie", text: "Annie has told you that Tandi sometimes goes to a club called the Red Room, outside of town. She’s invited to go with you in the evening."},
{id: "roseli_test", text: "Roseli has said she'll help you find Tandi if you use the carnival rides to answer a question for her. Specifically, who you are."},
{id: "penny_farthing", text: "You have found an old coin with a Penny Farthing pressed into it. Find out what you can about it and how it’s connected to Tandi."}
]
},
{
text: "You have been told that the Penny Farthing coin you have found has something to do with Tandi. You need to find out what it is used for.",
options: [
{id: "mcTafeys", text: "You have been told that regulars at McTafey's bar will be able to give you more information about the coin. Ask around in the pub to find out more."},
{id: "mcTafeys_backdoor", text: "You should go to the back corridor in the bar and look for a familiar sign over a fire door. If you go through it, you’ll find where the coin leads and how it’s related to Tandi."},
{id: "tandi_refused", text: "You encountered Tandi, but you refused to perform. She’s given you two coins, one marked with a T, the other blank. Go back to Dicks if you want to try again."},
{id: "tandi_refused_male", text: "You encountered Tandi, but you refused to play her game. She’s given you a blank coins for a new show. Go back to Dicks if you want to try again."},
{id: "tandi_repeat", text: "You encountered Tandi, but you didn't impress her. She’s given you a blank coin to try again."}
]
},
{
text: "You have encountered Tandi, but she wants you to meet you at the Red Room for further discussion.",
options: [
{id: "man_assistant", text: "She also wants you to attend as a man and bring an assistant. A girl."},
{id: "man_choose", text: "She also said to bring a girl as an assistant. Or implied if you go as a woman, you'll be the assistant yourself."},
{id: "woman", text: "She's also insisted you come as a woman. She told you to bring a girl too, to be an assistant."}
]
},
{
text: "Tandi has told you about a powerful spell that is planned for prom. She has a bracelet that can help you, but a girl needs to wear it."
}
]
},
"Quest23": {
name: "The Teachers are Afraid of the Pupils",
description: "Discover how to nullify the teacher's amulets that stop you from casting magic on them.",
type: "Main",
stateDefault: "unknown",
failDescription: null,
completeDescription: "You have nullified the teacher's amulets.",
stages: [
{
text: "You've learned that Stitch and his staff have amulets similar to yours, which prevents you from casting spells on them. Obtain one so you can see how they work.",
options: [
{id: "beach", text: "Beach has a brass trinket in the shape of a bear, entwined with the strings to his whistle. You need to find a place where he doesn't wear it."},
{id: "harrow", text: "Harrow sometimes bets his amulet at the poker night. Attending might be a way to get it from him."},
{id: "olaf", text: "Olaf has an amulet in the shape of a jester hat, that hangs loosely around his neck. You wonder if he is even aware of the value of it."},
{id: "prichard", text: "Prichard wears a wooden otter carving clasped tight at her collar, worn like a necklace. She is never without it. There seems no way of separating her from it."},
{id: "debussy", text: "DeBussy keeps a wooden owl carving wrapped within the cords of her reading glasses. It never leaves her person. There seems no way of getting to it."},
{id: "rogers", text: "Rogers wears something on thin black cords that disappear beneath his shirt. Whatever hangs from them stays hidden and never comes off."}
]
},
{
text: "You've obtained one of the teacher's amulets. You should take it to someone who can examine it and teach you how to nullify it.",
options: [
{id: "gladys", text: "Gladys will be interested to see it"},
{id: "marjorie", text: "Marjorie at the Ace of Hearts will be interested to see it"}
]
},
{
text: "You have been told that the amulets were produced by Beatrice Evans, Christina's grandmother. She currently resides at the Charlton Care Pavilion. You need to speak to her to uncover the magic behind the amulets."
},
{
text: "You need to get access to the care pavilion to see Beatrice. The receptionist won't let just anyone in.",
options: [
{id: "christina", text: "You could ask Christina to add your name to the list of permitted visitors to her grandmother."},
{id: "christina_transform", text: "If you could obtain a personal possession from Christina, you could go see her grandmother as her."},
{id: "nurse_program", text: "Another way in would be to attend the Charlton Care Pavilion as a nurse on the training program. You just need to find a way to transform into someone enrolled."}
]
},
{
text: "You have spoken to Beatrice Evans about the amulets. She has told you that the amulets are somehow powered by the tree in the Charlton Care Pavilion lobby. Return to Gladys to talk to her about next steps."
},
{
text: "You have spoken to Gladys about Beatrice. She has given you direction on how to deal with the tree.",
options: [
{id: "palmer_experiments", text: "If you nullified the magic on Dr. Palmer's pills, Beatrice thinks the tree would wither and die."},
{id: "destroy_tree", text: "If the tree were to die, the amulets would stop working. You wonder where in town you could find something to kill a tree."},
{id: "divert_tree", text: "You could always try to absorb the tree's energies into an object or person. The question is, who or what would you want to absorb it?"},
{id: "emily_attending", text: "Emily has agreed to visit the Care Pavilion with you, wearing Tandi's bracelet."}
]
},
]
},
"Quest24": {
name: "Trouble at School, Revisited",
description: "Find a way to deal with the curses in the classrooms permanently.",
type: "Side",
stateDefault: "unknown",
failDescription: null,
completeDescription: "You have dealt with the curses.",
stages: [
{
text: "The curses have been reinstated to the classrooms. Gladys has told you begin by trying to nullify one and see what occurs.",
options: [
{id: "maths", text: "You've sensed the clock in the Maths room is again cursed."},
{id: "geography", text: "The chalk in the Geography room is again cursed."},
{id: "biology", text: "The TV equipment used in biology is again cursed with magic."},
{id: "business_studies", text: "The curse on the typewriters in the Business Studies room has returned."},
{id: "kitchen", text: "You've sensed the food served in the cafeteria is once more tainted by magic."},
{id: "gym", text: "The PE equipment in the Gym is once more cursed."},
]
},
{
text: "You have tried to nullify one of the reinstated curses, but something new countered your magic and caused the curse to impact you. Return to Gladys to discuss this."
},
{
text: "Gladys has told you that you’ve encountered a counter spell. She has said it’s beyond the power of the cheerleaders and they must have had help. Investigate who is aiding the cheerleaders to find out more."
},
{
text: "Marjorie has admitted to being the one that put the counter-curse on. Now you need to learn how to nullify it."
},
{
text: "Marjorie has taught you the incantation and gesture to unlock the counter-curse. You can now nullify the curses.",
options: [
{id: "maths", text: "You've need to nullify the clock in the Maths room."},
{id: "geography", text: "The chalk in the Geography room needs dealing with."},
{id: "biology", text: "The TV equipment used in biology must be addressed."},
{id: "business_studies", text: "The curse on the typewriters needs to be nullified."},
{id: "kitchen", text: "The food served in the cafeteria must be sorted."},
{id: "gym", text: "The PE equipment in the Gym must be dealt with."},
]
}
]
},
"Quest25": {
name: "Prom Night",
description: "Find out what is planned for Prom Night, what the teachers need to execute their plan and how to deal with it.",
type: "Main",
stateDefault: "unknown",
failDescription: null,
completeDescription: "You have stopped the prom night ritual.",
stages: [
{
text: "You have been told that the teachers are planning something for Prom Night. Gladys has told you that there is a room at Charlton Hotel that she cannot see into. Begin your investigations by finding out what’s going on in that room.",
options: [
{id: "andrea", text: "The Charlton Hotel hosts private events, but Andrea is the only employee that can gain access to them."},
{id: "andrea_expected", text: "There is a hidden billiards room where the teachers are meeting in the evenings. They expect Andrea to serve them."}
]
},
{
text: "You have learned that Stitch is planning a powerful ritual to take place at the prom. Return to Gladys to discuss what you’ve learned."
},
{
text: "Gladys has given you some more instructions to help stop Stitch's plans for the prom.",
options: [
{id: "badges", text: "Retrieve a badge for Gladys so she can understand how to nullify them."},
{id: "ace_of_hearts", text: "Find a way to the Ace of Hearts and confront the teacher of the cheerleader coven"},
{id: "coven", text: "Talk to Gladys when you're ready to hear her thoughts on a coven"},
]
},
{
text: "Stitch's planning committee is about to reconvene at the Charlton Hotel. You should attend to find out more about the next steps for the prom.",
options: [
{id: "ace_of_hearts", text: "You still need to find a way to the Ace of Hearts and confront the teacher of the cheerleader coven"},
{id: "coven", text: "You need to talk to Gladys when you're ready to hear her thoughts on a coven"},
]
},
{
text: "You have obtained further knowledge about Stitch's plans for the prom. Return to Gladys to discuss what you’ve learned.",
},
{
text: "You have further actions to undertake before the prom.",
options: [
{id: "ace_of_hearts", text: "You still need to find a way to the Ace of Hearts and confront the teacher of the cheerleader coven"},
{id: "coven", text: "You need to talk to Gladys when you're ready to hear her thoughts on a coven"},
{id: "corsages", text: "You will need to find a way to deal with the curses on the corsages at the Charlton Florist."},
{id: "makeup", text: "Some make-up in the Groomed Gal Salon has been cursed. You will need to address it before prom."},
{id: "dresses", text: "The outfits at Evans' Department store need to be checked for curses."},
]
},
{
text: "You have completed all required preparations for Prom Night. When you feel ready, start getting ready at home (Not implemented in this release).",
},
]
},
"Quest26": {
name: "The Circus of Life",
description: "Ride the attractions of Fat Gordon’s Travelling Carnival to discover who you really are.",
type: "Side",
stateDefault: "unknown",
failDescription: "You didn’t manage to pass three tests at the carnival. You’ll have to find other ways to complete your investigations",
completeDescription: "Roseli has granted you insight into your lost memory of your past.",
stages: [
{
text: "Roseli has said she will help you, but she wants to know who you are. She’s tasked you with riding three carnival rides to learn something about yourself."
},
{
text: "You have taken part in one of the carnival rides, gaining glimpses of a memory you seem to have forgotten. Ride two more attractions to continue learning something about yourself."
},
{
text: "You have taken part in two of the carnival rides, almost gaining back a memory you seem to have forgotten. Ride one more attraction to complete Roseli’s ask."
},
{
text: "You have taken part in three carnival rides, a complete memory forming that somehow you have forgotten. Return to Roseli to learn more."
}
]
},
"Quest27": {
name: "Teacher for the Dark Arts",
description: "Find out who is teaching the cheerleader coven the Prom ritual spell and see how to deal with them.",
type: "Main",
stateDefault: "unknown",
completeDescription: "You have learned how to stop the cheerleaders from casting the prom ritual spell.",
stages: [
{
text: "Gladys has told you that you will find the coven’s teacher at a place called the Ace of Hearts. A place that is invite only. You will have to secure an invite from someone in the underbelly of Charlton to go.",
options: [
{id: "hotel", text: "You have learned that the staff at the Charlton Hotel can end up at the Ace of Hearts. If you wish to visit Hearts, you should investigate there."},
{id: "tattoo", text: " Tandi has told you that Hearts will allow in those who have a magical heart tattoo. She said to talk to Roseli at the carnival if you want to get one."},
{id: "marjorie", text: "Lennox has told you that he will make an introduction to Marjorie after your shift at the Charlton Hotel. Work there during the evenings to meet her."}
]
},
{
text: "You have found out the address of the Ace of Hearts, along with a way to gain entry. Travel there in the evening to continue your investigation."
},
{
text: "You have gained access to the Ace of Hearts. Look around and investigate to find out who is helping the coven.",
options: [
{id: "deal_accepted", text: "You have taken Marjorie's bracelet and agreed to work the floor at Hearts. Return to her once you have finished a shift."},
{id: "deal_declined", text: "You refused Marjorie's deal and woke up on your doorstep with her mark on your back. She will be expecting you to come back."},
{id: "trial_card", text: "Marjorie has given you a trial card. Return to Hearts in a form her regulars are not so used to and ask to start the trial."}
]
},
{
text: "Marjorie has admitted to being the one teaching the cheerleaders. Now you need to learn what she’s teaching and how you can deal with it."
},
{
text: "Marjorie has told you that the spell for the Prom is a mass version of Alter Memories. Return to Gladys to report what you have learned."
}
]
},
"Quest28": {
name: "Five Points of a Pentagram",
description: "Recruit four other women to serve in your counter-coven for the Prom Night",
type: "Main",
stateDefault: "unknown",
completeDescription: "You have successfully recruited four other women to serve in your counter-coven.",
stages: [
{
text: "Gladys wants to teach you a spell to identify people for your coven. Speak to her about it when you are ready and capable of learning it."
},
{
text: "Now you know the Identify spell, you should try to find people to recruit into your coven.",
options: [
{id: "heather", text: "Heather has potential, but needs help with a job given to her by Beach. If you help, she might join your coven."},
{id: "elizabeth", text: "Elizabeth is willing to join your coven, but before you could discuss it further she wants your help dealing with an admirer."},
{id: "jennifer", text: "Jennifer refuses to join the coven, citing what happened to her dad as a reason not to get involved. She might change her mind if you can help."},
{id: "siobhan", text: "Siobhan will join the coven if you can help her with a task Roseli has set her."},
{id: "chantelle", text: "Chantelle has potential, but you to ensure you can trust her before speaking to her about magic."},
{id: "emily", text: "Now that she has magic of her own, Emily could take a place in the coven. Ask her if she will join."}
]
}
]
},
"Quest29": {
name: "Career Opportunities",
description: "Find a way to deal with the badges that the school is issuing as part of the preparations for prom.",
type: "Main",
stateDefault: "unknown",
failDescription: "You didn’t manage to get to the finalists in the Miss Charlton contest. It will make stopping the prom more difficult.",
completeDescription: "You have managed to get the finalists in the Miss Charlton contest. If you win, you'll be protected against the badges and find it easier to stop the prom.",
stages: [
{
text: "You have learned that as part of prom preparations, Stitch is changing the syllabus and rewarding students with badges. Gladys has asked if you can bring her one so she can study it."
},
{
text: "You have obtained a badge from the school. Take it to Gladys for analysis."
},
{
text: "Gladys has examined the badge and discovered it will cast the ritual's magic on you. Only Miss Charlton is exempt from its magic. You need to collect more badges if you want to avoid the effects of the prom."
},
{
text: "Emily has made the shortlist for the Miss Charlton contest. Attend the community gala this evening to try to make the finalists."
},
]
},
"Quest30": {
name: "Breaking the Cuties",
description: "Sway some of the cheerleaders to your cause",
type: "Side",
stateDefault: "unknown",
completeDescription: "You have successfully swayed Britney and Stacey to your cause.",
failDescription: "You didn't convince both Britney and Stacey to help. You'll have to face that power at prom.",
stages: [
{
text: "Gladys has told you to see if some of the cheerleaders will turn their backs on the ritual. Talk to them to see how you can persuade them to help.",
options: [
{id: "britney", text: "Britney seems to be struggling with planning a hen party for her future sister-in-law. Perhaps you can help."},
{id: "stacey", text: "Stacey is having some love trouble with Ethan. Britney has a crazy plan that could help persuade her that you can be trusted."}
]
}
]
},
"Quest31": {
name: "Hen's in Charlton",
description: "Britney needs some help planning her future sister-in-law's Hen Party.",
type: "Side",
stateDefault: "unknown",
completeDescription: "You managed to persuade Britney. You think you've gained her help when it comes to Prom.",
failDescription: "You didn’t manage to persuade Britney to go against the wishes of the coven. It looks like you'll have to face her when it comes to Prom.",
stages: [
{
text: "You have volunteered to help with the planning of the hen party.",
options: [
{id: "cheerleader", text: "Britney has invited you to the Hudson Farm on Saturday morning. You can catch a taxi to take you out there."},
{id: "rebel", text: "Britney is concerned about your presence at the planning meeting. She's suggested trying to get an invite from Catherine. She works at the Florist on the Town Square."},
{id: "catherine_invite", text: "Catherine has invited you to the Hudson Farm on Saturday morning. You can catch a taxi to take you out there."}
]
},
{
text: "You have gained access to the Hen's Party planning meeting. Now you must help Britney with the planning."
},
{
text: "There are conflicting opinions on the hen party. Ask around the planning committee to try to persuade them. Marc has the final say, and he's out at the stables. Reconvene for lunch when you are ready."
},
{
text: "The plans for Catherine's hen party have been set. Britney has told you to come see her privately to discuss the prom."
}
]
},
"Quest32": {
name: "Star-Crossed Lovers",
description: "Stacey needs some help with her love life at her parent's Country Club.",
type: "Side",
stateDefault: "unknown",
completeDescription: "You have dealt with Stacey's problems with her love life and secured her help.",
failDescription: "You didn't improve Stacey's love life. She won't help you with the prom.",
stages: [
{
text: "Britney wants you to enter the Country Club Bikini Contest to prove that Ethan has the same morals as Stacey's family. Talk to him to find out what he likes and register for the contest."
},
{
text: "You have signed up for the bikini contest. It takes place on Saturday afternoon's at the Country Club"
},
{
text: "You started the Bikini contest. Try to win the contest by appealing to Ethan, but also win over the crowd so Stacey's parents respect his decision this time."
}
]
},
"Quest33": {
name: "The Babysitters Club",
description: "Heather needs you to go to a babysitting job in her place.",
type: "Side",
stateDefault: "unknown",
completeDescription: "You helped Heather with the babysitting job. She's agreed to join your coven and help you with the prom.",
failDescription: "You didn't help Heather with her babysitting job. She's too nervous to join your coven.",
stages: [
{
text: "You have told Heather you'll go to her babysitting job in her place. Order a taxi in the evening and go to the address she's provided."
},
{
text: "You've arrived at the Holloway's. You should look after the kids, but try to find something to help Heather. In one way, or the another."
},
{
text: "You've left the Holloways’ after babysitting their children. Talk to Beach to deal with him."
},
{
text: "You've spoken to Beach. Return to Heather and tell her what happened."
}
]
},
"Quest34": {
name: "Not What You Thought",
description: "Liz needs your help with a particularly persistent boy called Devon.",
type: "Side",
stateDefault: "unknown",
completeDescription: "You have helped Liz with Devon. She has said she's happy to help join the coven.",
failDescription: "You didn't manage to help Liz with Devon. She seems reluctant to help you directly with the coven. ",
stages: [
{
text: "Liz is enthusiastic about joining, but she’s worried about a Jock who won't take no for an answer. Meet her as Emily at her house in the evening to discuss it. It's just off Avian Lane."
},
{
text: "You've spoken to Liz. She wants you to go on a date with Devon. As her. Once you've done this, she'll help. Return her home to go on the date."
},
{
text: "Liz has left you to get ready for the date with Devon. She's told you he'll be outside when you're ready. And said that he's got a current preference for goth."
},
{
text: "Devon is waiting outside Liz's house. Go meet him to go on the date and persuade him to take you to the cemetery afterward for whatever Liz has planned."
},
{
text: "You have gone on a date with Devon. Meet Liz in the cemetery to see what she has planned."
}
]
},
"Quest35": {
name: "I Could Make You Care",
description: "Help Jennifer with her father to see if you can persuade her to join your coven",
type: "Side",
stateDefault: "unknown",
completeDescription: "You helped Jennifer confront the truth about her father. She has agreed to help with the coven.",
failDescription: "You didn't help Jennifer with her father. She has refused to help with the coven.",
stages: [
{
text: "Jennifer thinks the town is still influencing her dad, in spite of him leaving. You should ask around about how Charlton might be influencing people who live outside.",
options: [
{id: "roseli", text: "You have been told that Roseli might be able to give you information. Try speaking to her at Fat Gordon's Carnival."},
{id: "roseli_ticket", text: "Roseli has told you she might be able to help, but is only willing to offer it as a trade."},
]
},
{
text: "Roseli has given you a ticket that she's promised will allow you to see the influence of Charlton on Jennifer's dad. Take it to Jennifer one evening to try it."
},
{
text: "You have used the ticket and found yourself in a study. Look around to find out what you can about Jennifer's dad."
},
{
text: "You've found the Book of Futures, a tome that Charlton uses to influence the lives of people in the town. Unfortunately you could not read the entry for Jennifer's dad. Leave the study and regroup with Jennifer."
},
{
text: "Jennifer wants to see her father's entry in the Book of Futures. She's asked you to meet him to help obtain a personal item from him."
},
{
text: "You have obtained something of value from Keith. Now Jennifer wants to see Roseli. Go to her apartment in the evening to travel to the carnival."
},
{
text: "Roseli has offered you a deal. In return for granting your passage back to the study, she wants you to steal Mr. Twee's fountain pen."
}
]
},
"Quest36": {
name: "Doctors and Nurses",
description: "Find out who Charli Thomas is and how she can help your investigations.",
type: "Side",
stateDefault: "unknown",
completeDescription: "You have obtained Charli’s keys. You can now transform into her if you visit her apartment in the morning. ",
stages: [
{
text: "It seems there's a girl around town who might be able to help with your investigations. A woman named Charli Thomas. Ask around town to learn more about her.",
options: [
{id: "nurse", text: "It seems Charli was the only Charlton graduate in recent year's admitted to the Charlton Care Pavilion's nursing program."},
{id: "supermarket", text: "In addition to being on the nurse's training program, Charli works at the Charlton supermarket in the evening. You can find it off the Town Centre."},
{id: "bedsit", text: "Charli lives in a bedsit on the Town Square. It seems precious to her."},
{id: "attention", text: "Apparently Charli gets a lot of attention from men and seems to actively encourage it."},
{id: "pipe_problems", text: "Charli has been having some issues with the plumbing in her bedsit. She's a regular customer of Thompsons."}
]
},
{
text: "You've spoken to Charli. Now you just need to get into her apartment to find a precious object and transform into her.",
options: [
{id: "andrea_invite", text: "Charli has given you her spare keys. You can get into Charli's apartment at any time."},
{id: "date", text: "Charli has accepted your offer of a date. Go meet her at the Hearth and Home off the Town Square in the evening to see if you can go back to hers."},
{id: "pipe_repairs", text: "Charli has invited you over to see if you can help with her plumbing problems. Visit her apartment off the Town Square in the morning to see what you can do."},
{id: "date_success", text: "The date has gone well with Charli. She's invited you back to her apartment."},
{id: "date_repeat", text: "The date went well enough that Charli has suggested you try again. Talk to her to arrange another time."},
]
}
]
},
"Quest37": {
name: "Everybody's Gotta Learn Sometime",
description: "Prove to Siobhan that there's still hope for people in Charlton by helping her with a task Roseli has given her",
type: "Side",
stateDefault: "unknown",
completeDescription: "You have dealt with Siobhan's task. She's agreed to join your coven and help you with the prom.",
failDescription: "Siobhan won't be joining your coven. You'll have to find help elsewhere.",
stages: [
{
text: "Siobhan has said she'll join your coven if you can find the scorned man in Charlton that Roseli has tasked her to find. Start by asking around if anyone has seen a couple arguing.",
options: [
{id: "claire", text: "You have learned that Claire Whitfield, the local librarian, recently split up with her boyfriend."},
{id: "simon", text: "Simon Fletcher, one of the Doctors at the Charlton Care Pavilion, apparently has split up with his girlfriend recently."}
]
},
{
text: "You have spoken to Simon and tried to persuade him to let Claire go. Return to Siobhan to tell her what you've learned."
},
{
text: "Siobhan has told you to meet her at Roseli's Curio Shop in the evening to get the potion for Simon, then visit him to see if he'll accept her deal."
},
{
text: "Siobhan has already given Simon the potion, but Roseli has revealed to you that your meddling has made the magic unstable. You need to get to the Charlton Hotel to stop it."
},
{
text: "You have entered Claire's memories. You must help her and Simon wake up. And if you still want Siobhan's help, prove that Simon isn't self-centred."
},
]
},
"Quest38": {
name: "A Maid's Better Days",
description: "Find a way to transform into Andrea that doesn't cause her harm.",
type: "Side",
stateDefault: "unknown",
completeDescription: "You have found a way to transform into Andrea. You can visit her in the mornings if you want to see her.",
stages: [
{
text: "You need to transform into Andrea to continue your investigation. Find a way to do so that doesn't cause her harm.",
options: [
{id: "andrea_house_needed", text: "Andrea lives with her parents. You bet you could find something personal there. You just need to learn the address."},
{id: "andrea_house_known", text: "You know where Andrea lives. You think you'd find something personal enough there to power the amulet."}
]
},
{
text: "You have found a ripped photo in Andrea's bedroom. If you could find a replacement, you are certain it would mean the world to her.",
options: [
{id: "charli", text: "Charli has said she has a copy of the photo on her boiler at her apartment."},
{id: "florence", text: "Florence has said she has a copy of the photo in her bedroom at her parent's house."}
]
},
{
text: "You have a copy of the photo. Take it to Andrea to see if you can use it to transform into her, or just make her day."
}
]
},
"Quest39": {
name: "The Lure of Power",
description: "Deal with the consequences of taking the bracelet.",
type: "Side",
stateDefault: "unknown",
completeDescription: "You dealt with the consequences of taking the bracelet.",
stages: [
{
text: "Tandi has offered you her bracelet permanently, which will boost the magical power of the wearer. Talk to Tandi if you want to learn more."
},
{
text: "Tandi has said that if you want to give it to someone else, invite them to the Red Room one evening to see her. They need to take it themselves, willingly.",
options: [
{id: "emily_agreed", text: "Emily has agreed to take Tandi's bracelet. Prepare to go to the Red Room from home one evening and take her to see Tandi."}
]
},
{
text: "You have taken the bracelet for your own. It has amplified your power, but you must keep it from running out of charge. If it does, it will begin to corrupt you."
},
{
text: "You have woken up to find the bracelet has taken some of yourself to restore a charge to one of its jewels. Ask around to see if there’s a way to address this without indulging in vice.",
options: [
{id: "stoner_pharmacy", text: "Roseli has told you about Dexter Chester, a stoner who steals magical pills from Old Pete's pharmacy in the Town Square."},
{id: "dexter_greenhouse", text: "You've seen Dexter Chester slipping out of a greenhouse at the Charlton Allotment. Logain's greenhouse."},
{id: "theodore_greenhouse", text: "You've watched Theodore collect something from Logain's greenhouse at the Charlton Allotment in the dead of night."},
{id: "theodore_tandi", text: "Tandi has told you to speak to Theodore about helping with the bracelet."},
{id: "theodore_logain", text: "Logain has pointed you in the direction of Theodore if you're looking for a way to suppress urges."}
]
}
]
},
"Quest40": {
name: "The Grade A Informant",
description: "Try to win Chantelle's loyalty to ensure you can trust her",
type: "Side",
stateDefault: "unknown",
completeDescription: "WORK IN PROGRESS",
failDescription: "WORK IN PROGRESS",
stages: [
{
text: "Chantelle has asked you to get detention from DeBussy to help uncover a trouble-maker. If you want to pursue this, you should misbehave in business studies."
},
{
text: "You have been given detention by DeBussy. Chantelle has asked you to meet her in the evening before others arrive to discuss her plan."
}
]
},
"Quest41": {
name: "Breaking Free",
description: "Try to win Logain's support to help with the prom",
type: "Side",
stateDefault: "unknown",
completeDescription: "You helped with the escape. Logain will honour his promise to distract the teachers during prom.",
failDescription: "The escape attempt failed, leaving Logain exposed and Clancy watching him. He can't help distract the teachers during prom.",
stages: [
{
text: "You're going to need help to distract the teachers at the prom. Gladys has suggested talking to Logain, who may be willing to help."
},
{
text: "You've agreed to deliver a package for Logain in return for his help. You can find it at Logain's greenhouse in the allotment."
},
{
text: "You've retrieved the package. Now you need to search for the path in the allotment that will lead to Logain's clients."
},
{
text: "You delivered Logain's package to Marcus, Ian and Kara, but he has not arrived and the pigeons have cut off the route home. Wait with them in the shack until Logain arrives."
},
{
text: "Logain is too badly injured to finish the escape. Escort Marcus, Ian and Kara through the cornfields to the driver waiting beyond the fence before Clancy catches them."
}
]
},
"Quest42": {
name: "The False Crown",
description: "Provide Marjorie with the power to forge a new trinket for the prom.",
type: "Side",
stateDefault: "unknown",
failDescription: null,
completeDescription: "Marjorie has given you a hair clip that will absorb the cheerleader's spell at the prom. If it's powerful enough.",
stages: [
{
text: "Marjorie has said she'll provide you with a trinket that will absorb the cheerleader's prom ritual. You need to bring her power using the bracelet for her to forge it."
}
]
}
}>>/* Time & Days */
<<set setup.days = ["Monday","Tuesday","Wednesday","Thursday","Friday","Saturday","Sunday"]>>
<<set setup.period = ["Morning", "Lunch", "Afternoon", "Evening", "Night"]>>
/* Compulsions */
<<set setup.compulsions = {
"BabyFever": {
name: "Baby Fever",
description: "The thought of being pregnant and giving birth appeals to you. You find it difficult to avoid situations where you could conceive.",
image: "BabyFever"
},
"OldFashionedValues": {
name: "Old-Fashioned Values",
description: "You believe in traditional roles for men and women in relationships. Pink jobs and blue jobs, breadwinners and homemakers - you can’t help but adhere to it all.",
image: "OldFashionedValues"
},
"TheAppeaser": {
name: "The Appeaser",
description: "You struggle to stand up for yourself and others against assertive people. You avoid conflict and look for ways to defuse the situation, even at your own expense.",
image: "TheAppeaser"
},
"Ditzy": {
name: "Ditzy",
description: "You struggle with focus and complex tasks. Work suffers and you struggle with intellectually challenging tasks. That’s okay, though. Not everyone needs to be smart. Bright personalities help in their own way.",
image: "Ditzy"
},
"CitizenCharlton": {
name: "Citizen Charlton",
description: "You find yourself agreeing with authority figures in Charlton. Disobeying the law or important people seems alien to you. When they lead, you follow. Because why wouldn’t you? After all, they know what’s right.",
image: "CitizenCharlton"
},
"HouseProud": {
name: "House Proud",
description: "You find yourself drawn to housework - cleaning, cooking, tidying. It feels natural. Sometimes you’ll lose time to it, lost in the need to keep things just right.",
image: "HouseProud"
},
"AllDolledUp": {
name: "All Dolled Up",
description: "You are drawn to alluring make-up and clothing choices. You feel morose wearing plain outfits and naked without a layer of make-up. The idea of blending into the background doesn’t sit right with you anymore.",
image: "AllDolledUp"
},
"DutifulDoer": {
name: "Dutiful Doer",
description: "You just get on and do whatever is asked of you. Even if it’s not your job. You cannot refuse requests from workplace superiors. You naturally defer to male colleagues.",
image: "DutifulDoer"
},
"SaucySecretary": {
name: "Saucy Secretary",
description: "You can’t help but rely on your physical assets and feminine charm to get your way at work. Even if that means putting in some late nights with team members…",
image: "SaucySecretary"
},
"BoyCrazy": {
name: "Boy Crazy",
description: "If a man expresses interest, you struggle to refuse attention or romantic invitations. You automatically move toward relationships and flirt with men.",
image: "BoyCrazy"
},
"PartyGirl": {
name: "Party Girl",
description: "If alcohol is offered, you automatically accept - whether in social settings or high-pressure scenarios.",
image: "PartyGirl"
},
"ModelStudent": {
name: "Model Student",
description: "You are compelled to excel in lessons - you cannot bear to underperform or refuse to do well in any academic setting.",
image: "ModelStudent"
},
"TeachersPet": {
name: "Teacher’s Pet",
description: "You lean on your charms and flirting to make teachers give you leniency, but find it hard to refuse any request made by a male teacher.",
image: "TeachersPet"
},
"GymBunny": {
name: "Gym Bunny",
description: "You feel a draw to athletic people, finding it hard to resist their requests. Especially when it comes to situations where they are working out.",
image: "GymBunny"
},
"TouchOfPride": {
name: "Touch of Pride",
description: "You can’t back down from a challenge or contest, fearing that you will be seen as weak.",
image: "TouchOfPride"
}
}>>
/* Buffs */
<<set setup.Buffs = {
"AlphaEdge" : {
"name" : "Alpha Edge",
"description" : "-1 Femininity, +10 Greedy",
"greedy" : 10,
"feminity" : -1
},
"PackProtector" : {
"name" : "Pack Protector",
"description" : "-1 Femininity, -10 Greedy",
"greedy" : -10,
"feminity" : -1
},
"ColonialRight" : {
"name" : "Colonial Right",
"description" : "-1 Femininity, +10 Greedy",
"greedy" : 10,
"feminity" : -1
},
"EmpiresShield" : {
"name" : "Empire's Shield",
"description" : "-1 Femininity, -10 Greedy",
"greedy" : -10,
"feminity" : -1
}
}>>
/* Player Character */
<<set setup.PlayerText = {
"physiqueState" : [
"Your arms have no strength in them. Even a shopping bag feels like a test of endurance.",
"Your limbs look thin and underfed. There’s little muscle to speak of and your clothes hang loose around you.",
"You’ve got some shape, but it’s soft. A few stairs leave you winded, and strength isn’t something you rely on.",
"You look like someone who moves enough to stay healthy. Nothing defined, nothing weak. Just an ordinary build.",
"There’s tone around your shoulders and stomach. You look like someone who keeps active without trying too hard.",
"Muscle shows clearly when you move. Your posture’s solid and you carry yourself with easy power.",
"Every line of your body is defined. Veins, muscle, and form all sharpened by work. You look like you live at the gym."
],
"assertiveState": [
"If someone were to tell you to bark, you’d do it. More to the point, you’d enjoy doing what they say, too.",
"Unless it’s something you fundamentally disagree with, you like to go with the flow. If that means doing things other people tell you, then that’s what you have to do.",
"You equally respond to direction and taking charge. For you, it’s all about the context. You don’t often find yourself doing something that you absolutely don’t want to do.",
"You are no pushover, but you do let the occasional thing go in situations that are tense or hostile.",
"There are very few people who can boss you around. You feel in control of your own destiny, which means making sure you can take charge when necessary to get the best outcomes.",
"You don’t take shit from other people. Occasionally you might follow someone’s guidance, but only if you’re sure they are right. More often than not, it’s your way or the highway.",
"Listening to other people is for the weak. You can’t imagine letting anyone tell you what to do. You take charge, take names and do it forcefully."
],
"greedyState" : [
"You almost always put other people first, even if it will cause you pain or trauma that you could otherwise have avoided. Helping other people to be happy, safe and secure is a primary life goal for you.",
"More often than not, you’ll sacrifice your own happiness for others. Whenever you are faced with a choice, you always consider what impact it will have on other people first. Only then do you think about how it will affect you.",
"You find yourself thinking about others as much as you consider your own needs. It’s a fine balance, but you manage to walk the line between the needs of the many against the needs of the few. Or, more specifically, you.",
"You are considerate of other people, but also life has taught you that you need to look out for yourself. You look after the people that are close to you, but take time to consider what’s going to bring you success and happiness.",
"Life is hard, and so are you when it comes to other people. Whilst you don’t go out of your way to make choices that upset others, in most situations you consider yourself first.",
"Some people won’t like it, but the protagonist in your own story is you. Whilst you will help someone in a life-or-death situation, your needs and desires drive almost every decision you make. ",
"Other people just get in your way. The goal of a person should be to pursue their own needs above anything else. It’s a mantra you live by."
],
"orientationState" : [
"The thought hasn’t even crossed your mind. You are completely straight, finding girls to be intoxicating and arousing.",
"Whilst you can see the difference between an attractive man and a plain one, you stir at the sight of an alluring woman. ",
"You still consider yourself attracted to women, but thoughts of shirtless men sometimes drift into your mind. Sometimes, you consider what sex with one would be like.",
"Men and women have equal appeal to you. Whether it’s the tight bum of a woman, or the ripped chest of a guy, you feel flushed at the thought.",
"Women certainly have their attractive qualities, but you find yourself drifting towards thinking of guys. You smile at the thought of their bodies touching you, as your hand drifts down their bodies.",
"The occasional stunning woman might send you into an idle fantasy, but for the most part it’s men all the way for you. Manly chests, ripped muscles. It's enough to make you flushed.",
"Boys. Boys boys boys. You can’t imagine life with a woman. There’s something about the chiselled features and the muscular bodies of men that just pushes your buttons."
],
"intelligenceState" : [
"Thinking too hard just makes your head hurt. Concepts feel complicated, long explanations bore you, and you find yourself tuning out whenever someone tries to go into detail. If someone says something with confidence, it’s probably true, right?",
"Deep thinking is exhausting. Ideas and reasoning don't come easily, and you sometimes catch yourself second-guessing things you used to know without question.",
"Some things that used to come naturally now take a little more effort. Occasionally, you find yourself struggling to recall details or make connections as quickly as before.",
"Your thoughts feel normal, not overly sharp but not dulled either. You can follow instructions without issue, and while deeper problems take effort, you can usually work through them with patience.",
"You have a balanced mind, able to think critically but also knowing when to follow conventional wisdom. Some things require effort to understand, but with focus, you can break them down.",
"Your reasoning is strong, and you approach challenges with confidence. Critical thinking comes naturally, and while others may take time to process things, you’re usually ahead of the curve.",
"Your mind is sharp, analytical, and always questioning. Patterns emerge easily, and you process information with ruthless efficiency. You can break down complex problems with ease, and it frustrates you how slow others can be."
],
"selfPerception" : [
"You are <<TrueName \"Current\">>. You see yourself as a twenty-five-year-old with barely defined pecs and hairy legs. You remember being tall and having short hair that you’ve had ever since you found it difficult to decide how to style your hair. Your voice was deep and your nails were worn down through a nasty habit you’ve developed of biting them. Your face was a bit chubby, with a layer of stubble that grows back within a day. You remember being told that your penis is larger than a lot of guys, which may be a white lie, but it gives you confidence regardless.",
"You are <<TrueName \"Current\">>. You see yourself as a skinny man in his mid-twenties, remembering having a sensitive chest and legs with wispy hair. You recall being just a bit taller than the average guy and your hair is scruffy and unkempt. You speak with a low tone, and your nails are short, trimmed only when they grow too long. You don’t get too many opinions on your looks, positive or negative, but you try to accentuate with a good shaving regime that sculpts your stubble effectively. You think you have an average-sized penis. That hasn’t made anyone complain, anyway.",
"You are <<TrueName \"Current\">>. You see yourself as a guy in your early twenties, with two small mounds on your chest that sport enlarged nipples. Your body seems skinny and flat with no defined muscle. You remember being about average height for a man. Your hair is full and voluminous, hanging down to your ears in a fashionable style. Your voice is neutral, neither sounding high-pitched nor deep. Your nails look healthy and are always trimmed to a short length. Your face is lean and chiselled, and you opt to have a shave every couple of days that keeps you smooth and clean. You feel your penis is a bit smaller than what you’ve been told is an average size, but you don’t let it get to you too much. You at least know how to use it.",
"You are… <<TrueName \"Current\">>? You see yourself as someone in their early twenties, with two small flat breasts. You remember being a little on the small side for a man, but would definitely be tall for a woman. Your hips are lightly pronounced and you feel your bum fall on the side of being round rather than flat. Your hair is long for a guy, dropping down to your chin when you don’t pull it back in a man bun. You recall speaking with a higher pitch than a lot of guys, especially when you grow excited. Your nails are neatly trimmed and could do with a trim if you wanted them to look more manly. Your face is soft, with a little definition in your cheekbones, free from hair. You have a small penis between your legs, which you’re confused about whether it’s too small or whether you wish it wasn’t there in the first place.",
"You are… <<TrueName \"Current\">>. You see yourself as a woman in her early twenties. <<print setup.PCSelfPerception.boobs[$PlayerCharacter.boobs]>> <<print setup.PCSelfPerception.height[$PlayerCharacter.height]>> You feel your torso isn’t as curvy as you’d like, and your bum could do with some definition. <<print setup.PCSelfPerception.hair[$PlayerCharacter.hairTier]>> Your nails are long and healthy, and you speak in a tone that doesn’t raise eyebrows coming from a woman. <<FaceTextSelf>> <<print setup.PCSelfPerception.lips[$PlayerCharacter.lips]>> You have a micro-penis between your legs, which can be easily hidden when wearing clothes.",
"You are <<TrueName \"Current\">>. You remember yourself as a woman of around twenty. <<print setup.PCSelfPerception.boobs[$PlayerCharacter.boobs]>> <<print setup.PCSelfPerception.height[$PlayerCharacter.height]>> Your body is svelte, your bum toned and round, and your hips curve in at your waist. <<print setup.PCSelfPerception.hair[$PlayerCharacter.hairTier]>> You speak with a slight pitch in your voice, especially when asking questions or when you get excited. <<FaceTextSelf>> <<print setup.PCSelfPerception.lips[$PlayerCharacter.lips]>> Between your legs is a small slit, which seems natural to you.",
"You are <<TrueName \"Current\">>! You have just graduated from school. <<print setup.PCSelfPerception.boobs[$PlayerCharacter.boobs]>> <<print setup.PCSelfPerception.height[$PlayerCharacter.height]>> You have an hourglass figure and a round, firm bum. <<print setup.PCSelfPerception.hair[$PlayerCharacter.hairTier]>> Your voice sounds high and girly. <<FaceTextSelf>> <<print setup.PCSelfPerception.lips[$PlayerCharacter.lips]>> You have a small and tight vagina, which you keep free of hair through waxing."
],
"description" : [
"<<TrueName>> Phillips. A tall twenty-five-year-old man with short hair, a scrawny body and a perpetual layer of stubble.",
"<<TrueName>> Phillips. A skinny man in his mid-twenties who is just a bit taller than the average guy, has scruffy and unkempt hair, and sculpted stubble that accentuates his face.",
"<<TrueName>> Phillips. An average guy in his early twenties, with a skinny body and no defined muscle, except for the two small man boobs. He has thick hair hanging down to his eyes that frames his lean and chiselled face.",
"<<TrueName>> Phillips? Someone in their early twenties, with two small flat breasts. They are a little on the small side for a man, with slightly pronounced hips and a slightly rounded bum. Their hair frames their face, and they have a little definition in their cheekbones.",
"<<TrueName>> Phillips? A woman in her early twenties, standing at <<print setup.HeightDescription[$current.height]>>. She has <<print setup.BoobsDescription[$current.boobs]>>, <<print setup.LipsDescription[$current.lips]>>, and <<FaceText>>. <<print setup.PCHairDescription[$current.hairTier]>>",
"<<TrueName>> Phillips. A girl of around twenty, standing at <<print setup.HeightDescription[$current.height]>>, her body svelte and at ease with itself. She has <<print setup.BoobsDescription[$current.boobs]>>, <<print setup.LipsDescription[$current.lips]>>, and <<FaceText>>. <<print setup.PCHairDescription[$current.hairTier]>>",
"<<TrueName>> Phillips! A young girl just out of high school, standing at <<print setup.HeightDescription[$current.height]>>, with an hourglass figure and a voice pitched high. She has <<print setup.BoobsDescription[$current.boobs]>>, <<print setup.LipsDescription[$current.lips]>>, and <<FaceText>>. <<print setup.PCHairDescription[$current.hairTier]>>"
],
"memoriesState" : [
"You remember your old life as <<TrueName \"Male\">> as clearly as your false memories. Jennifer. Your job. Your life before Charlton.",
"You have two sets of memories of the same life, fighting for supremacy. Most of the time you can tell which is true. Sometimes you have to think about it.",
"Whole stretches of your past now come in two versions, and the false one often feels the more lived-in. You can tell something is amiss, but you don't know what.",
"You remember fragments of how your life was before using the amulet, but they could easily have been just from a vivid dream that lingers near your memories.",
"A few memories still cling to your life as <<TrueName \"Male\">>, but your new life is dominant inside your mind. You are no longer sure that your life with Jennifer, at work and before Charlton was ever real."
]
}>>
<<set setup.femininePicture = [
"<img src='./images/Player/mitch1.jpeg'>",
"<img src='./images/Player/mitch2.jpeg'>",
"<img src='./images/Player/mitch3.jpeg'>",
"<img src='./images/Player/mitch4.jpeg'>",
"<img src='./images/Player/mitch5.jpeg'>",
"<img src='./images/Player/mitch6.jpeg'>",
"<img src='./images/Player/mitch7.jpeg'>"
]>>
<<set setup.avatarStatic = {
"Annie" : "<img src='./images/Player/Annie.jpeg'>",
"Andrea" : "<img src='./images/Player/Andrea.jpeg'>",
"Jennifer" : "<img src='./images/Player/Jennifer.jpeg'>",
"Florence" : "<img src='./images/Player/Florence.jpeg'>",
"Jake" : "<img src='./images/Player/Jake.jpeg' height='200' width='200'>",
"Dennis" : "<img src='./images/Player/Dennis.jpeg' height='200' width='200'>"
}>>
/* PlayerRoom */
<<set setup.feminineRoom = [
"Your new room. Sparsely decorated, tidy and at least full of your clothes and belongings. Photos of the city fill your shelves and the muted colours reinforce the feeling that you’re a mature adult now.",
"Your new room. The paint and colours are a little less manly than what you would have liked, but you haven’t had time to redecorate. At least your pictures of the city survived the trip, along with your computer.",
"Your new room. You need to change the colours the previous occupant used, but it’s okay for the time being. Some of the soft furnishings they left give a bit of a homely feel too.",
"Your room? You can’t remember having a lot of this stuff back in the city, but you are too poor to redecorate. You swapped out your pictures of the city for animals during the move to bring a bit of warmth to the room",
"Your new room. You made sure to get rid of the childish furniture when you moved. Now your bedroom is soft and decorated in warm furnishings that show your recent step up from a teenage girl into adulthood.",
"Your new room! You took the opportunity when you moved to try out a new style. That meant a full-length mirror, pastel colours and wardrobes full of clothes. It’s different to what you had in the city, but you feel at home.",
"Your new room! Decorated in shades of pink and pastel colours, it suits your personality perfectly. The wardrobes are full of designer clothes and the vanity table is covered in make-up that you carefully apply every day."
]>>
/* Outfits */
<<set setup.Outfit = {
"BunnyOutfit": {
FlirtBonus: 3,
description: "A corseted black bunny girl suit that clinches the waist and forces the chest up, with fluffy ears on a headband, fishnet stockings, white wrist cuffs, a bowtie collar and black stiletto heels."
},
"PokerConservativeFemalePC": {
FlirtBonus: 1,
description: "A tailored black wrap dress that falls to mid-calf, with a modest neckline and three-quarter sleeves, paired with low-heeled court shoes."
},
"PokerRevealingFemalePC": {
FlirtBonus: 3,
description: "A backless silk slip dress in champagne with a thigh-high slit, paired with strappy stilettos."
},
"PokerConservativeEmily": {
FlirtBonus: 1,
description: "A navy fit-and-flare dress with capped sleeves and a delicate scalloped hem, paired with low-heeled Mary Janes."
},
"PokerRevealingEmily": {
FlirtBonus: 3,
description: "A tight black mini cocktail dress with a plunging V neckline and exposed back, paired with high heels."
},
"BridalLingerie": {
FlirtBonus: 3,
description: "A white merry widow of lace and satin, with stockings, garters and a delicate veil."
},
"RidingOutfit": {
FlirtBonus: 1,
description: "A formal tight white blouse and skin-tight jodhpurs, with accompanying boots and a cute riding hat."
},
"CountryClubUniform": {
FlirtBonus: 1,
description: "A formal tight white blouse and constricting black pencil skirt that makes it almost impossible to walk at speed."
},
"SportsBra": {
FlirtBonus: 3,
description: "A sports bra with a plunging neckline and a skirt that is more straps than fabric."
},
"MicroSkirt": {
FlirtBonus: 2,
description: "A sleeveless and fitted top, with a skirt that barely covers your bum."
},
"TennisDress": {
FlirtBonus: 1,
description: "A white tennis dress, fitted through the waist with a flared hem designed to fall around mid-thigh."
},
"SwimsuitRed": {
FlirtBonus: 3,
description: "A bold red ribbed bikini with a sling triangle top."
},
"SwimsuitPink": {
FlirtBonus: 2,
description: "A light pink bikini made from smooth, minimalist fabric."
},
"SwimsuitBlue": {
FlirtBonus: 1,
description: "A practical one-piece blue swimsuit, clearly designed for swimming."
},
"StripperWaitress": {
FlirtBonus: 4,
description: "A short skirt and fitted blouse, one button away from trouble."
},
"StripperMaid": {
FlirtBonus: 4,
description: "Frills and lace pulled taut, held together by sheer optimism."
},
"StripperSecretary": {
FlirtBonus: 4,
description: "A tight skirt and strained blouse, buttons daring you to tug."
},
"StripperCheerleader": {
FlirtBonus: 4,
description: "A tiny skirt and cropped top that keep your chest high and your stomach exposed."
},
"StripperUniform": {
FlirtBonus: 4,
description: "A pleated micro-skirt and tie-up blouse that bares your midriff and boosts your bust."
},
"Cheerleader": {
FlirtBonus: 3,
description: "A pleated red and white miniskirt, with a tight-fitting top that hugs your curves and breasts."
},
"Skirt": {
FlirtBonus: 2,
description: "A stylish, fitted skirt that reveals a large amount of thigh, complemented by a skimpy top and ankle boots."
},
"Dress": {
FlirtBonus: 1,
description: "A pretty but practical red sundress that shows off your legs, with a pair of flats to complement it."
},
"Jeans": {
FlirtBonus: 0,
description: "A plain pair of jeans that hug your legs, completed by a snug T-shirt tight across your breasts."
},
"Pink slip": {
FlirtBonus: 3,
description: "A pink silk nightie with a hemline barely long enough to cover your bum. Black lace trim contrasts against the colour and also ties the backless garment together from behind."
},
"Red slip": {
FlirtBonus: 3,
description: "A red silk nightie with a hemline barely long enough to cover your bum. Black lace trim contrasts against the colour and also ties the backless garment together from behind."
},
"Black slip": {
FlirtBonus: 3,
description: "A black silk nightie with a hemline barely long enough to cover your bum. Black lace trim emphasises the colour and also ties the backless garment together from behind."
},
"Pink activewear" : {
FlirtBonus: 1,
description : "A frilly pink set with bows and capped sleeves, looking more like a costume than gym wear."
},
"Black activewear" : {
FlirtBonus: 2,
description : "A matte black workout set with glossy straps and a collar, more restrictive than athletic."
},
"Red activewear" : {
FlirtBonus: 3,
description : "A tight, slick red workout set designed to make the wearer impossible to ignore."
},
"SimpleFemalePC": {
FlirtBonus: 0,
description: "A black boatneck blouse and a red slinky midi skirt. Practical and understated."
},
"CuteFemalePC": {
FlirtBonus: 1,
description: "A pale rose V-neck fitted dress that falls mid-thigh, with wedge court heels."
},
"SexyFemalePC": {
FlirtBonus: 2,
description: "A sheer black floral lace corset paired with a red leather miniskirt and five-inch ankle boots."
},
"CasualMalePC": {
AssertiveBonus: 0,
description: "A white T-shirt and a pair of black jeans with white trainers. Classic and unremarkable."
},
"SmartMalePC": {
AssertiveBonus: 1,
description: "A black collared shirt with smart navy corduroy trousers and smart boots."
},
"TightMalePC": {
AssertiveBonus: 2,
description: "A red fitted shirt that clings to your body, paired with skinny trousers and black loafers."
},
"EleanoursCheerleaderOutfit": {
FlirtBonus: 3,
description: "A faded Charlton School cheerleader uniform, the red and whites dulled with age. There is a crusty stain on the front."
},
"LizLaceTop": {
FlirtBonus: 1,
description: "A black lace top over a fitted midi skirt, paired with flat-heeled boots."
},
"LizPleatedSkirt": {
FlirtBonus: 2,
description: "A pleated miniskirt and mesh shirt over black tights, paired with knee-high boots."
},
"LizCorset": {
FlirtBonus: 3,
description: "A boned corset over a leather skirt and fishnet stockings, paired with spiked ankle boots."
},
"GalaDressNonCorrupted": {
FlirtBonus: 2,
description: "A modest navy knee-length dress with a lace collar and capped sleeves, paired with low-heeled pumps and a simple clutch bag."
},
"GalaDressCorrupted": {
FlirtBonus: 3,
description: "A fitted burgundy cocktail dress that hugs every curve, with a plunging neckline and a hemline that rides dangerously close towards the waist. Matched with stiletto heels and a bold lip."
},
"PreppyGirl": {
FlirtBonus: 1,
description: "A powder pink twinset, with a fitted short-sleeved cardigan and a matching knee-length circle skirt over a white blouse. Completed by a narrow yellow belt, white ankle socks, polished Mary Janes and yellow hair ribbons."
},
"ShyNerd": {
FlirtBonus: 0,
description: "A plain blouse buttoned to the throat, with a sleeveless knitted vest and a long pleated tartan skirt that falls around the calves. Thick socks, flat sensible shoes and a pair of large round glasses."
},
"RollerGirl": {
FlirtBonus: 2,
description: "A fitted striped top pulled in at the waist, with a short swing pink skirt and a pink and cream satin bowling jacket with 'Charlton' stitched over the breast. Comes with a scarf, hoop earrings and roller skates with coloured laces."
},
"SecretaryPhoto": {
FlirtBonus: 1,
description: "A white blouse buttoned to the throat, with a tight black pencil skirt and stiff black heels."
},
"ShopGirlPhoto": {
FlirtBonus: 2,
description: "A peach blouse and fitted dark pencil skirt with pinching patent heels, strikingly similar to the shop girl uniforms at Evans' Department Store."
},
"HousewifePhoto": {
FlirtBonus: 1,
description: "A modest navy-blue tea dress hanging down to the calves, fastened with a belt at the waist."
},
"PhotoCheerleader": {
FlirtBonus: 3,
description: "A Charlton School cheerleader top and pleated red skirt."
},
"PhotoCheerleaderHeels": {
FlirtBonus: 3,
description: "A Charlton School cheerleader top and pleated red skirt, paired with ruby red stiletto heels."
},
"PhotoCheerleaderHeelsSash": {
FlirtBonus: 3,
description: "A Charlton School cheerleader top and pleated red skirt, with ruby red stiletto heels and a pink satin sash reading 'Miss Charlton Finalist' across the chest."
}
}>>
/* Emily */
<<set setup.EmilyPerception = [
"Emily Phillips. Standing at <<print setup.HeightDescription[$current.height]>>, Emily has a slender figure and a fair complexion. Her brown eyes are large and expressive, making it hard for her to hide how she’s feeling at any moment, set in <<FaceText>>. She has <<print setup.BoobsDescription[$current.boobs]>> and <<print setup.LipsDescription[$current.lips]>>, and <<print setup.EmilyHairDescription[$current.hairTier]>>.",
"Emily Phillips. Standing at <<print setup.HeightDescription[$current.height]>>, Emily has a slender figure and a fair complexion, though there’s a new glow to her skin, like she’s been taking better care of herself. Her brown eyes remain expressive, though they hold a touch more confidence than before, set in <<FaceText>>. She has <<print setup.BoobsDescription[$current.boobs]>> and <<print setup.LipsDescription[$current.lips]>>, and <<print setup.EmilyHairDescription[$current.hairTier]>>.",
"Emily Phillips. Standing at <<print setup.HeightDescription[$current.height]>>, Emily’s slender figure now carries a refined elegance, her posture straighter, more poised. Her brown eyes still hold their warmth, but there’s a newfound ease in them, as if she’s stopped second-guessing herself, set in <<FaceText>>. She has <<print setup.BoobsDescription[$current.boobs]>> and <<print setup.LipsDescription[$current.lips]>>, and <<print setup.EmilyHairDescription[$current.hairTier]>>.",
"Emily Phillips. Standing at <<print setup.HeightDescription[$current.height]>>, Emily has fully embraced the Charlton look. Her slender figure is accentuated by her wardrobe, effortlessly stylish yet unmistakably designed to highlight her best features. Her brown eyes shine with quiet confidence, no longer troubled by uncertainty, set in <<FaceText>>. She has <<print setup.BoobsDescription[$current.boobs]>> and <<print setup.LipsDescription[$current.lips]>>, and <<print setup.EmilyHairDescription[$current.hairTier]>>.",
"Emily Phillips. Standing at <<print setup.HeightDescription[$current.height]>>, Emily exudes a poised, effortless beauty that feels entirely natural. Her slender figure is framed by an impeccable sense of style, playful and bold in ways she once avoided. Her brown eyes hold nothing but confidence, any traces of doubt long since faded, set in <<FaceText>>. She has <<print setup.BoobsDescription[$current.boobs]>> and <<print setup.LipsDescription[$current.lips]>>, and <<print setup.EmilyHairDescription[$current.hairTier]>>."
]>>
<<set setup.emilyPicture = [
"emily1",
"emily2",
"emily3",
"emily4",
"emily5",
]>>
<<set setup.EmilyDescription = [
"Emily Phillips. Standing at <<NPCHeightText \"Emily\">>, Emily has a slender figure and a fair complexion. Her brown eyes are large and expressive, making it hard for her to hide how she’s feeling at any moment, set in <<NPCFaceText \"Emily\">>. She has <<NPCBoobsText \"Emily\">> and <<NPCLipsText \"Emily\">>, and <<NPCHairTierText \"Emily\">>.",
"Emily Phillips. Standing at <<NPCHeightText \"Emily\">>, Emily has a slender figure and a fair complexion, though there’s a new glow to her skin, like she’s been taking better care of herself. Her brown eyes remain expressive, though they hold a touch more confidence than before, set in <<NPCFaceText \"Emily\">>. She has <<NPCBoobsText \"Emily\">> and <<NPCLipsText \"Emily\">>, and <<NPCHairTierText \"Emily\">>. Her clothing, while still modest, has become more form-fitting in ways that flatter her figure.",
"Emily Phillips. Standing at <<NPCHeightText \"Emily\">>, Emily’s slender figure now carries a refined elegance, her posture straighter, more poised. Her brown eyes still hold their warmth, but there’s a newfound ease in them, as if she’s stopped second-guessing herself, set in <<NPCFaceText \"Emily\">>. She has <<NPCBoobsText \"Emily\">> and <<NPCLipsText \"Emily\">>, and <<NPCHairTierText \"Emily\">>. Her clothing choices have become undeniably more feminine - softer fabrics, flattering cuts, a hint of charm that wasn’t there before.",
"Emily Phillips. Standing at <<NPCHeightText \"Emily\">>, Emily has fully embraced the Charlton look. Her slender figure is accentuated by her wardrobe, effortlessly stylish yet unmistakably designed to highlight her best features. Her brown eyes shine with quiet confidence, no longer troubled by uncertainty, set in <<NPCFaceText \"Emily\">>. She has <<NPCBoobsText \"Emily\">> and <<NPCLipsText \"Emily\">>, and <<NPCHairTierText \"Emily\">>. Her outfits have taken on a distinctly polished, put-together quality.",
"Emily Phillips. Standing at <<NPCHeightText \"Emily\">>, Emily exudes a poised, effortless beauty that feels entirely natural. Her slender figure is framed by an impeccable sense of style, playful and bold in ways she once avoided. Her brown eyes hold nothing but confidence, any traces of doubt long since faded, set in <<NPCFaceText \"Emily\">>. She has <<NPCBoobsText \"Emily\">> and <<NPCLipsText \"Emily\">>, and <<NPCHairTierText \"Emily\">>, completing the image of someone who has fully embraced Charlton’s ideals without hesitation."
] >>
/* Quest27: worn-view (Profile) descriptions for the masked forms - read $current, assigned by the transform pipeline via setup[_targetNPC + "Perception"]. The Relationships view uses the NPC*Text version on each setup.NPC entry. Emily's array above serves the same role, indexed by corruption state. */
<<set setup.AndreaPerception = "Andrea Cinders. Just turned twenty, Andrea is slim and stands at <<print setup.HeightDescription[$current.height]>>, with dark eyes and <<print setup.AndreaHairDescription[$current.hairTier]>>. She has pale, porcelain skin, <<print setup.BoobsDescription[$current.boobs]>>, <<print setup.LipsDescription[$current.lips]>> beneath her dark red lipstick, and <<FaceText>> under the shadowy black cosmetics she wears.">>
<<set setup.TandiPerception = "Tandi Cunnings. A young woman of around twenty, standing at <<print setup.HeightDescription[$current.height]>>, whose natural features are long buried: she has <<FaceText>> and <<print setup.LipsDescription[$current.lips]>>, and <<print setup.TandiHairDescription[$current.hairTier]>>. She revels in accentuating her body - <<print setup.BoobsDescription[$current.boobs]>> - and perpetually wears a smile that scorns and encourages in equal measure.">>
<<set setup.JenniferPerception = "Jennifer Chambers. A bundle of joy and excitement in the curvy body of a young brunette woman, standing at <<print setup.HeightDescription[$current.height]>>. She has <<print setup.BoobsDescription[$current.boobs]>>, <<print setup.LipsDescription[$current.lips]>>, and <<FaceText>>, while <<print setup.JenniferHairDescription[$current.hairTier]>>. Her pale green eyes look expressive and innocent, but her gleaming smile is mischievous.">>
<<set setup.FlorencePerception = "Florence Drew. Nineteen and just out of school, the flame-haired young woman has a pleasant smile to anyone she meets, standing at <<print setup.HeightDescription[$current.height]>>. She has <<print setup.BoobsDescription[$current.boobs]>>, <<print setup.LipsDescription[$current.lips]>>, and <<FaceText>>, while <<print setup.FlorenceHairDescription[$current.hairTier]>>. She has a warm presence about her and her face lights up when people tell her about new things.">>
<<set setup.AnniePerception = "Annie Clancy. She is in her early twenties, matching the definition of a blonde bombshell, standing at <<print setup.HeightDescription[$current.height]>>. Her hourglass figure carries <<print setup.BoobsDescription[$current.boobs]>>, with <<print setup.LipsDescription[$current.lips]>> and <<FaceText>>, while <<print setup.AnnieHairDescription[$current.hairTier]>>. She walks with a swing in her hips and seems to wear a flirtatious smile whenever the moment takes her fancy.">>
<<set setup.CharliPerception = "Charli Thomas. No more than twenty, standing at <<print setup.HeightDescription[$current.height]>>, with grey eyes. She has <<print setup.BoobsDescription[$current.boobs]>>, <<print setup.LipsDescription[$current.lips]>>, and <<FaceText>>, while <<print setup.CharliHairDescription[$current.hairTier]>>. Her eyes appear to glaze over every time she sees a guy.">>
<<set setup.CorruptionState = [
"Whenever you bring up what’s been happening, Emily shifts uncomfortably. “Something's wrong with this place,” she whispers. “With me.” She knows something’s not right, and she’s scared.",
"She’s still fighting it, but you can see the cracks forming. “Maybe it’s not that bad,” she mutters, but the way she always grips her arms tells you she doesn’t believe it. Yet.",
"She doesn’t seem as tense anymore. When you ask her about Charlton, she just shrugs. “It’s just how things are, right?” That worry in her eyes is fading, replaced with something eerily passive.",
"She smiles more now, but it doesn’t reach her eyes. “Charlton is nice,” she says, and for the first time, you can’t hear the doubt in her voice. She’s stopped questioning it.",
"Emily just laughs when you mention Charlton’s strange goings on. “You think too much,” she tells you. “Charlton takes care of us.” She’s not just accepting it now. She believes it."
]>>
<<set setup.SBState = [
"Emily barely acknowledges you anymore. When she does, it's with a sharp look or a clipped response, as if just speaking to you is a chore. There's no warmth left. Only distance, and something close to resentment.",
"Emily is still pleasant to you, but when you meet her eye, there’s a flash of distrust before she corrects herself. Conversations feel careful, like she’s weighing every word.",
"Emily treats you the same as always - friendly enough, but without much investment. Sometimes, she seems happy to talk. Other times, she’s distant, like she doesn’t know how you fit in her life anymore.",
"Emily trusts you, even if she doesn’t always show it. When she’s uncertain, she looks to you before making a decision. She may not say it out loud, but there’s a sense of comfort in having you around.",
"Emily seeks you out, her guard dropping when you’re near. You can see it in the way she smiles, the way she latches onto your words. She knows, deep down, that she can rely on you."
]>>
/* NPCs */
<<set setup.NPCStates = [
{ "description": "Dislikes" },
{ "description": "Neutral" },
{ "description": "Friends" },
{ "description": "Attracted to" }
]>>
<<set setup.BoobsDescription = [
"a modest chest, barely noticeable beneath clothes",
"a soft, natural curve that suggests quiet femininity",
"a fuller bust that draws the eye with its prominent shape",
"a pronounced, heavy chest that subtly alters posture and presence",
"an exaggerated, almost surreal bustline that dominates the figure"
]>>
<<set setup.HeightDescription = [
"5'1",
"5'3",
"5'5",
"5'7",
"5'9"
]>>
/* Quest27 body-part ladders. LipsDescription/FaceDescription are shared NOUN PHRASES insertable after "She has ..." / "... and ...". FaceDescription contract: no entry may reference eyes (it embeds next to Emily's eyes clause). Hair ladders are bespoke FULL CLAUSES per form. */
<<set setup.LipsDescription = [
"a small, unpainted mouth",
"soft lips with a natural fullness",
"full lips that hold attention when she speaks",
"plump, glossy lips that pout without trying",
"impossibly plump, doll-like lips that dominate her expression"
]>>
/* Face is BONE STRUCTURE only (bare ladder). Whether the form is wearing make-up ($current.makeup / NPC makeup delta / $PlayerCharacter.makeup) picks the made-up ladder instead - always render via <<FaceText>> / <<NPCFaceText>> / <<FaceTextSelf>>, never index these directly. */
<<set setup.FaceDescription = [
"a plain, unremarkable face, features soft and undefined",
"a delicately softened face, its features starting to find their shape",
"a sculpted face, high cheekbones and a softly defined jaw drawing second glances",
"a striking face, cheekbones high and sharp, the jaw and brow finely cut",
"a flawless doll’s face, symmetrical and poreless, the bones themselves arranged for display"
]>>
<<set setup.FaceMadeUpDescription = [
"a plain face under a hasty layer of colour that sits on it rather than in it",
"a delicately softened face, a light touch of colour lifting what was already there",
"a sculpted face, cheekbones lifted by shading and a softly defined jaw that holds the eye",
"a glamour-struck face, lashes darkened and cheekbones sharpened until nothing about it is accidental",
"a flawless doll’s face, painted to perfection and camera-ready at all times"
]>>
<<set setup.EmilyHairDescription = [
"her <<NPCHairText \"Emily\">> hair is often straight and free whenever she’s out",
"her <<NPCHairText \"Emily\">> hair is styled with new care, falling neatly past her shoulders",
"her <<NPCHairText \"Emily\">> hair is always done, soft waves framing her face",
"her <<NPCHairText \"Emily\">> hair tumbles in salon-perfect waves that catch the light",
"her <<NPCHairText \"Emily\">> hair is immaculate at all times, a cascade styled to be looked at"
]>>
<<set setup.AndreaHairDescription = [
"her wavy brown hair sits in its usual loose, careless tangle",
"her wavy brown hair has been brushed into something almost deliberate",
"her brown hair falls in soft, styled waves she’d once have sneered at",
"her brown hair is glossy and carefully arranged, at odds with everything else about her",
"her brown hair falls in rich, salon-perfect waves, styled with a care that seems alien to her"
]>>
<<set setup.TandiHairDescription = [
"her hair hangs plain and unstyled",
"her hair is pulled back into simple, practical bunches",
"her bleached hair is worked into loose pigtails",
"her platinum blonde hair is worked into pigtails, bright against her painted face",
"her platinum blonde hair is worked into immaculate pigtails, not a strand out of place"
]>>
<<set setup.JenniferHairDescription = [
"her brown hair falls loose around her shoulders, tucked back whenever it gets in her way",
"her brown hair has been brushed through until it bounces",
"her brown hair falls in soft, shaped waves",
"her chestnut hair is styled in glossy waves that catch the light",
"her chestnut hair tumbles in rich, salon-perfect curls, arranged strand by strand"
]>>
<<set setup.FlorenceHairDescription = [
"her long red hair falls loose and full past her shoulders",
"her long red hair is brushed until it shines, spilling over her shoulders",
"her long red hair falls in soft, shaped waves",
"her fiery hair is styled in glossy waves that catch every eye",
"her flame-red hair tumbles in rich, salon-perfect curls, impossible to miss"
]>>
<<set setup.AnnieHairDescription = [
"her blonde hair falls in loose, generous waves around her face",
"her blonde hair is teased into soft volume, catching the light",
"her golden hair is styled in full, bouncing waves",
"her platinum blonde hair is set in glamorous waves, straight from a screen idol",
"her platinum blonde hair is sculpted into flawless, silver-screen waves, not a strand out of place"
]>>
<<set setup.CharliHairDescription = [
"her brown hair falls in loose, tousled waves around her shoulders",
"her brown hair is brushed into soft waves that frame her face",
"her chestnut hair falls in shaped, glossy waves",
"her chestnut hair is styled in rich waves that catch the light",
"her auburn hair tumbles in flawless, salon-perfect waves, framing her face like a picture"
]>>
<<set setup.PCHairDescription = [
"Her hair falls plainly, kept without much thought.",
"Her hair is kept neat, brushed through with something like habit.",
"Her hair falls softly past her shoulders, styled more often than not.",
"Her hair is always styled now, worked into waves that take real time each morning.",
"Her hair falls down her back in immaculate waves, styled to perfection before she’ll face the world."
]>>
/* PC self-perception ladders (Quest27 parts, SECOND person) - bespoke to the Player panel's Self-Perception text, not for third-person prose. Skeleton tiers 4-6 of setup.PlayerText.selfPerception splice them via the $PlayerCharacter parts (the OWN body - self-perception ignores the worn form). Hair weaves in $PlayerCharacter.hair for colour. */
<<set setup.PCSelfPerception = {
"boobs" : [
"You have a modest chest, barely noticeable beneath your clothes.",
"You have soft, naturally curved breasts that suggest a quiet femininity.",
"You have a full bust that draws eyes with its prominent shape.",
"You have a pronounced, heavy chest that subtly alters how you stand and carry yourself.",
"You have an exaggerated, almost surreal bustline that dominates your figure."
],
"height" : [
"You stand at 5'1, small enough that most people look down to meet your eyes.",
"You stand at 5'3, shorter than most of the women around you.",
"You stand at 5'5, about average height for a woman.",
"You stand at 5'7, a little taller than most girls.",
"You stand at 5'9, tall enough to stand out in a room of women."
],
"lips" : [
"Your mouth is small and unpainted.",
"Your lips are soft, with a natural fullness.",
"Your lips are full, holding attention when you speak.",
"Your lips are plump and glossy, pouting without you trying.",
"Your lips are impossibly plump and doll-like, dominating your expression."
],
"face" : [
"Your face is plain and unremarkable, features soft and undefined.",
"Your face is delicately softened, its features starting to find their shape.",
"Your face is sculpted, with high cheekbones and a softly defined jaw that draw second glances.",
"Your face is striking, cheekbones high and sharp, the jaw and brow finely cut.",
"Your face is a flawless doll’s, symmetrical and poreless, the bones themselves arranged for display."
],
"faceMadeUp" : [
"Your face is plain, under a hasty layer of colour that sits on it rather than in it.",
"Your face is delicately softened, a light touch of colour lifting what was already there.",
"Your face is sculpted, cheekbones lifted by shading and a softly defined jaw that holds the eye.",
"Your face is glamour-struck, lashes darkened and cheekbones sharpened until nothing about it is accidental.",
"Your face is a flawless doll’s, painted to perfection and ready for a camera at all times."
],
"hair" : [
"Your <<print $PlayerCharacter.hair>> hair falls plainly, kept without much thought.",
"Your <<print $PlayerCharacter.hair>> hair is kept neat, brushed through with something like habit.",
"Your <<print $PlayerCharacter.hair>> hair falls softly past your shoulders, styled more often than not.",
"Your <<print $PlayerCharacter.hair>> hair is always styled now, worked into waves that take real time each morning.",
"Your <<print $PlayerCharacter.hair>> hair falls down your back in immaculate waves, styled to perfection before you’ll face the world."
]
}>>
/* Hints */
/* Each entry: hint (relationships tab "Additional Notes"), npc (filter key), calendar (fridge calendar slots).
calendar slot: { where, days: [0-6 Mon-Sun], periods: [0-4 Morning/Lunch/Afternoon/Evening/Night] }.
Optional label overrides the id in the calendar cell. Rendered by <<CalendarCell day period>> (WidgetsUI). */
<<set setup.Hints = {
"Gordon": { npc:"Gordon",
hint:"You can find Gordon at Casey's gym in the evenings, off Orchid Road.",
calendar:[ { where:"Casey's Gym", days:[0,1,2,3,4,5,6], periods:[3] } ]
},
"Clive": { npc:"Clive",
hint:"Clive spends his evenings drinking at McTafey's bar, on Avian Lane.",
calendar:[ { where:"McTafey's Bar", days:[0,1,2,3,4,5,6], periods:[3] } ]
},
"Elizabeth": { npc:"Elizabeth",
hint:"Liz can be found at the library in the afternoon at weekends.",
calendar:[ { where:"The Library", days:[5,6], periods:[2] } ]
},
"Mac": { npc:"Mac",
hint:"Mac looks over photos for future football stars in the evenings. He is staying in Room 101 at the Charlton Hotel.",
calendar:[ { where:"Charlton Hotel", days:[0,1,2,3,4,5,6], periods:[3] } ]
},
"Christina": { npc:"Christina",
hint:"Christina spends her weekday afternoons and weekend mornings at her father's department store.",
calendar:[ { where:"Evans' Department Store", days:[0,1,2,3,4], periods:[2] },
{ where:"Evans' Department Store", days:[5,6], periods:[0] } ]
},
"Dennis": { npc:"Dennis",
hint:"Dennis can be found at the library on weekend lunchtimes.",
calendar:[ { where:"Library AV Room", days:[5,6], periods:[1] } ]
},
"Jake": { npc:"Jake",
hint:"Jake trains in the mornings at the town gym at the weekends.",
calendar:[ { where:"Casey's Gym", days:[5,6], periods:[0] } ]
},
"Dexter": { npc:"Dexter",
hint:"Dexter drops in on his mum at Old Pete's Pharmacy on Wednesday and Sunday evenings.",
calendar:[ { where:"Old Pete's Pharmacy", days:[2,6], periods:[3] } ]
},
"BritneyFreshPot": { npc:"Britney",
label:"Britney",
hint:"Britney takes her lunchtimes at Fresh Pot, usually with Stacey.",
calendar:[ { where:"Fresh Pot", days:[0,1,2,3,4,5,6], periods:[1] } ]
},
"BritneyCountryClub": { npc:"Britney",
label:"Britney",
hint:"Britney lounges by the Country Club pool on weekend afternoons.",
calendar:[ { where:"Country Club pool", days:[5,6], periods:[2] } ]
},
"BritneyHenPlanning": { npc:"Britney",
label:"Britney",
hint:"Catherine's hen party planning meeting is on Saturday morning at the Hudson Farm.",
show:{ quest:"Quest31", stages:[0,1,2] },
calendar:[ { where:"Hudson Farm (Hen Planning)", days:[5], periods:[0] } ]
},
"LogainAvianLane": { npc:"Logain",
label:"Logain",
hint:"Logain lurks outside McTafey's on Avian Lane on Friday and Saturday nights.",
calendar:[ { where:"Avian Lane", days:[4], periods:[4] }, { where:"Avian Lane", days:[5], periods:[3,4] } ]
},
"LogainGreenhouse": { npc:"Logain",
label:"Logain",
hint:"Logain tends his greenhouse at the allotment on Tuesday and Sunday evenings.",
calendar:[ { where:"Allotment greenhouse", days:[1,6], periods:[3] } ]
},
"LogainThompsons": { npc:"Logain",
label:"Logain",
hint:"Logain hangs about his father's office at Thompson's Repairs on Wednesday and Friday lunchtimes.",
calendar:[ { where:"Thompson's Repairs", days:[2,4], periods:[1] } ]
},
"BeachPool": { npc:"Beach",
label:"Beach",
hint:"Coach Beach trains swimmers at the Country Club pool on Saturday and Sunday mornings.",
calendar:[ { where:"Country Club pool", days:[5,6], periods:[0] } ]
},
"DanTennis": { npc:"Dan",
label:"Dan",
hint:"Dan spends his weekend lunchtimes at the Country Club tennis court, working off that testosterone.",
calendar:[ { where:"Country Club tennis court", days:[5,6], periods:[1] } ]
},
"ReaganLibrary": { npc:"Reagan",
label:"Reagan",
hint:"Reagan calls in at the town library on Sunday mornings, exchanging a certain book.",
calendar:[ { where:"The Library", days:[6], periods:[0] } ]
},
"BikiniContest": { npc:"Stacey",
label:"Stacey",
hint:"The Country Club bikini contest runs every Saturday afternoon by the pool. You're signed up as a contestant.",
show:{ quest:"Quest32", stages:[1] },
calendar:[ { where:"Country Club pool (Bikini Contest)", days:[5], periods:[2] } ]
},
"MichelleOrchidRoad": { npc:"Michelle",
label:"Michelle",
hint:"Michelle window-shops on Orchid Road on weekend mornings.",
calendar:[ { where:"Orchid Road", days:[5,6], periods:[0] } ]
},
"StaceyCountryClub": { npc:"Stacey",
label:"Stacey",
hint:"Stacey lounges by the Country Club pool with Britney on weekend afternoons.",
calendar:[ { where:"Country Club pool", days:[5,6], periods:[2] } ]
},
"JenniferEvans": { npc:"Jennifer",
label:"Jennifer",
hint:"Jennifer works the counter at Evans' Department Store most afternoons, except Tuesdays and Sundays.",
calendar:[ { where:"Evans' Department Store", days:[0,2,3,4,5], periods:[2] } ]
},
"ElizabethPleasantHouse": { npc:"Elizabeth",
label:"Elizabeth",
hint:"Liz spends her evenings in her room at Pleasant House, just off Avian Lane.",
calendar:[ { where:"Pleasant House", days:[0,1,2,3,4,5,6], periods:[3] } ]
},
"ReaganHotel": { npc:"Reagan",
label:"Reagan",
hint:"On weekday afternoons Reagan slips through the town centre to the Charlton Hotel, up to Room 103.",
calendar:[ { where:"Charlton Hotel (Room 103)", days:[0,1,2,3,4], periods:[2] } ]
}
}>>
/* Rumours */
<<set setup.Rumours = {
"Jake": { rumour:"Jake hides small weights in between large ones at Casey's Gym to pretend he can bench more than he can." },
"Reagan": { rumour:"Reagan is sleeping with Mr. Harrow." },
"Annie": { rumour:"Annie, the receptionist at Thompson's Repairs, has private meetings with her boss at the Charlton Hotel during lunchtimes." },
"Elizabeth": { rumour:"Liz is looking into the occult." },
"Michelle": { rumour:"Michelle is getting extra 'help' from Mr. Rogers." },
"Olaf": { rumour:"Olaf gives favours to girls for pictures." },
"Logain": { rumour:"Logain is trying to steal DeBussy's secret notebook." },
"LogainAllotment": { rumour:"Logain spends his evenings in a greenhouse at the allotment, tending turnips.", discovery: true },
"Heather": { rumour:"Heather stays behind to ‘clean’ the gym." },
"Dennis": { rumour:"Dennis is taking photos of girls changing." },
"Terrence": { rumour:"Terrence is confused about his sexuality." },
"Theodore": { rumour:"Theodore has a collection of magic potions in his caravan.", discovery: true },
"TheodoreCross": { rumour:"Theodore's maps suggest the magical locations around Charlton all connect to somewhere out near Tovil Hole.", discovery: true }
}>>
/* Spells */
<<set setup.Spells = {
"Identify": {
display: "Identify",
description: "The caster can detect the magical potential of the target, sensing if they can use the dark arts."
},
"Charm": {
display: "Charm",
description: "The caster can persuade someone that small disagreements they've had aren't such a big deal."
},
"SleepForget": {
display: "Sleep & Forget",
description: "A simple charm that causes the target to fall asleep and forget everything that happened in recent memory."
},
"Memories": {
display: "Sense Memories",
description: "Use on locations throughout Charlton to find your old memories... if you've lost them."
},
"Ward": {
display: "Ward",
description: "When used on a cursed object, the caster can amend that curse to their whims."
},
"Arousal": {
display: "Arousal",
description: "The caster stirs desire within the target, lending them the caster's own heat and lowering their inhibitions."
},
"Sexuality": {
display: "Bend Sexuality",
description: "The caster can bend the target's desires, changing who they find attractive for a time."
},
"AlterMemories": {
display: "Alter Memories",
description: "The caster can change the memories of the target. The amount and complexity of the changes depend on the power of the caster."
},
"AlterMemoriesMass": {
display: "Mass Alter Memories",
description: "The caster can change the memories of several targets at once. It requires at least two casters, with one directing the alteration while the others provide power."
},
"AlterBody": {
display: "Alter Body",
description: "The caster can change the physical form of the target. The extent and complexity of the changes depend on the power of the caster."
},
}>>
<<set setup.Tattoos = {
"Heart": { description:"A bold pink heart just on your lower back. Otherwise known as a tramp stamp." }
}>>
<<set setup.DrunkDescription = [
"The liquid burns your throat as it slides down into your stomach. You feel your eyes water and your cheeks flush. The impact is immediate. The room seems brighter. Louder. You feel anxiety rescinding, as if growing accustomed to the noise and crowd. You find yourself smiling as someone brushes your back as they pass behind you.",
"The liquid again burns your throat as it slides down into your stomach, but this time it’s easier. Nice even. Less severe. You feel the rush flow through your body as your cheeks redden. The room grows louder. The colours bright. You smile. There is a quiet ripple inside you, endorphins flowing through your body. You feel the hairs on your skin stand up. The rush of alcohol now warming your insides.",
"It warms your body and you feel your cheeks now glow. A belch threatens to bring it back up, but you keep it down. The room spins a little, but you find if you don’t move much your vision rights itself. The lights are blurry, but warm. Like sitting in a warm bath.",
"Your body shakes in reaction to the liquid. It takes all your resilience not to wretch. The room spins and you struggle to remain on your feet. Faces blur and people seem to merge into each other. You find yourself stepping without knowing which direction you are walking. You hear voices from nearby, but you can’t tell where they are coming from.",
"You taste dry vomit in your throat, bitter acid against your tongue. Your body shudders. The room revolves with pace and you can barely stand up. Faces seem to appear, then they are gone. You laugh to yourself, but the laugh comes up as chokes and splutters."
]>>
<<set setup.DrunkDescription = [
"The liquid burns your throat as it slides down into your stomach. You feel your eyes water and your cheeks flush. The impact is immediate. The room seems brighter. Louder. You feel anxiety rescinding, as if growing accustomed to the noise and crowd. You find yourself smiling as someone brushes your back as they pass behind you.",
"The liquid again burns your throat as it slides down into your stomach, but this time it’s easier. Nice even. Less severe. You feel the rush flow through your body as your cheeks redden. The room grows louder. The colours bright. You smile. There is a quiet ripple inside you, endorphins flowing through your body. You feel the hairs on your skin stand up. The rush of alcohol now warming your insides.",
"It warms your body and you feel your cheeks now glow. A belch threatens to bring it back up, but you keep it down. The room spins a little, but you find if you don’t move much your vision rights itself. The lights are blurry, but warm. Like sitting in a warm bath.",
"Your body shakes in reaction to the liquid. It takes all your resilience not to wretch. The room spins and you struggle to remain on your feet. Faces blur and people seem to merge into each other. You find yourself stepping without knowing which direction you are walking. You hear voices from nearby, but you can’t tell where they are coming from.",
"You taste dry vomit in your throat, bitter acid against your tongue. Your body shudders. The room revolves with pace and you can barely stand up. Faces seem to appear, then they are gone. You laugh to yourself, but the laugh comes up as chokes and splutters."
]>>
<<set setup.PartnerDrunkDescription = [
"You look over to them, watching her eyes water and cheeks flush. She looks back to you and smiles, before her eyes wander over to the dance floor. You see her watching people dancing, her attention held by their movements.",
"You look over to them, watching her cheeks redden. She takes a deep breath, steadying herself. For a moment her foot gives way, but she quickly grasps on to something nearby. She looks to you and giggles, but her eyes drift back to the dance floor. ",
"You look over to them, watching her cheeks now glow. She belches, then covers her mouth. Her eyes look as vacant as her smile. She wipes a layer of sweat from her forehead and giggles. Eyes flick to the dance floor, biting her lip in anticipation.",
"You look over to them, watching her almost wretch. Her eyes roll up in her sockets as she looks around the room, lost in her own world. She takes a step forward, then back. Then she bursts out laughing. Her eyes look back over to the dancefloor before returning to you, wide. Almost pleading.",
"You look over to them, as she chokes and splutters on the liquid. Her eyes are back in her skull, barely aware of where she is. She begins to laugh but it quickly turns to coughing. Then she’s staring up at you, silent, smiling vacantly as she giggles. "
]>>
<<set setup.DrunkState = [
"Sober",
"Tipsy",
"Merry",
"Drunk",
"Hammered",
"Wasted"
]>><<set setup.NPC = {
"Catherine" : {
"name" : "Catherine",
"description" : "A woman in her late twenties with a warm face and an almost effortless beauty that feels out of place in Charlton.",
"female" : true,
"charmed" : false,
"hair" : "Brown",
"avatar" : "Catherine",
"faction" : "Townspeople",
"magic" : 0,
"intelligenceModifier" : 1,
"assertiveModifier" : 1,
"orientationModifier" : 1,
"inventory" : [],
"relationship" : {},
"schedule" : {
"day0" : {
"period0" : "CharltonFlorist",
"period1" : "CharltonFlorist",
"period2" : "CharltonFlorist",
"period3" : "HudsonFarmKitchen",
"period4" : "HudsonFarmKitchen"
},
"day1" : {
"period0" : "CharltonFlorist",
"period1" : "CharltonFlorist",
"period2" : "CharltonFlorist",
"period3" : "HudsonFarmKitchen",
"period4" : "HudsonFarmKitchen"
},
"day2" : {
"period0" : "CharltonFlorist",
"period1" : "CharltonFlorist",
"period2" : "CharltonFlorist",
"period3" : "HudsonFarmKitchen",
"period4" : "HudsonFarmKitchen"
},
"day3" : {
"period0" : "CharltonFlorist",
"period1" : "CharltonFlorist",
"period2" : "CharltonFlorist",
"period3" : "HudsonFarmKitchen",
"period4" : "HudsonFarmKitchen"
},
"day4" : {
"period0" : "CharltonFlorist",
"period1" : "CharltonFlorist",
"period2" : "CharltonFlorist",
"period3" : "HudsonFarmKitchen",
"period4" : "HudsonFarmKitchen"
},
"day5" : {
"period0" : "CharltonFlorist",
"period1" : "CharltonFlorist",
"period2" : "CharltonFlorist",
"period3" : "HudsonFarmKitchen",
"period4" : "HudsonFarmKitchen"
},
"day6" : {
"period0" : "CharltonFlorist",
"period1" : "CharltonFlorist",
"period2" : "CharltonFlorist",
"period3" : "HudsonFarmKitchen",
"period4" : "HudsonFarmKitchen"
}
}
},
"Evie" : {
"name" : "Evie",
"description" : "Evie. A pretty bartender with brunette hair and a pleasant smile, but her jovial demeanour doesn't hide the fact she looks like she could handle herself.",
"female" : true,
"charmed" : false,
"hair" : "Brown",
"avatar" : "Evie",
"faction" : "Underbelly",
"magic" : 0,
"intelligenceModifier" : 1,
"assertiveModifier" : 1,
"orientationModifier" : 1,
"inventory" : [],
"relationship" : {},
"schedule" : {
"day0" : {
"period0" : "",
"period1" : "",
"period2" : "",
"period3" : "RedRoomBar",
"period4" : ""
},
"day1" : {
"period0" : "",
"period1" : "",
"period2" : "",
"period3" : "RedRoomBar",
"period4" : ""
},
"day2" : {
"period0" : "",
"period1" : "",
"period2" : "",
"period3" : "RedRoomBar",
"period4" : ""
},
"day3" : {
"period0" : "",
"period1" : "",
"period2" : "",
"period3" : "RedRoomBar",
"period4" : ""
},
"day4" : {
"period0" : "",
"period1" : "",
"period2" : "",
"period3" : "RedRoomBar",
"period4" : ""
},
"day5" : {
"period0" : "",
"period1" : "",
"period2" : "",
"period3" : "RedRoomBar",
"period4" : ""
},
"day6" : {
"period0" : "",
"period1" : "",
"period2" : "",
"period3" : "RedRoomBar",
"period4" : ""
}
}
},
"ScrumpyJack" : {
"name" : "Scrumpy Jack",
"description" : "Scrumpy Jack. A thick-set man with a grey beard slick with sweat and a baseball cap dragged low over thinning hair.",
"female" : false,
"charmed" : false,
"hair" : "Grey",
"avatar" : "ScrumpyJack",
"faction" : "Underbelly",
"magic" : 0,
"intelligenceModifier" : 1,
"assertiveModifier" : 1,
"orientationModifier" : 1,
"inventory" : [],
"relationship" : {},
"schedule" : {
"day0" : {
"period0" : "",
"period1" : "",
"period2" : "",
"period3" : "RedRoomDanceFloor",
"period4" : ""
},
"day1" : {
"period0" : "",
"period1" : "",
"period2" : "",
"period3" : "RedRoomDanceFloor",
"period4" : ""
},
"day2" : {
"period0" : "",
"period1" : "",
"period2" : "",
"period3" : "RedRoomDanceFloor",
"period4" : ""
},
"day3" : {
"period0" : "",
"period1" : "",
"period2" : "",
"period3" : "RedRoomDanceFloor",
"period4" : ""
},
"day4" : {
"period0" : "",
"period1" : "",
"period2" : "",
"period3" : "RedRoomDanceFloor",
"period4" : ""
},
"day5" : {
"period0" : "",
"period1" : "",
"period2" : "",
"period3" : "RedRoomDanceFloor",
"period4" : ""
},
"day6" : {
"period0" : "",
"period1" : "",
"period2" : "",
"period3" : "RedRoomDanceFloor",
"period4" : ""
}
}
},
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},
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}
},
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}
},
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}
},
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},
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},
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},
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},
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}
},
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}
},
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}
},
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}
},
"Simon" : {
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}
},
"Claire" : {
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}
},
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},
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},
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"description" : "Pierre Le Feur. A red-faced French tyrant in chef’s whites, barking orders with the fury of a man wronged by every British woman he’s ever met. His black hair is slicked back like his temper - barely under control, and always ready to boil over.",
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}
},
"Carmichael" : {
"name" : "Lydia Carmichael",
"description" : "Lydia Carmichael. A striking and elegant middle-aged woman, her appearance and posture the epitome of Charlton elegance. Her makeup is always flawless, her sharp eyes always assessing before her features soften into a practised warmth.",
"female" : true,
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},
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},
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}
},
"Thompson" : {
"name" : "Tucker Thompson",
"description" : "Tucker Thompson. A bald, stern-looking man with a distinctive moustache and an imposing voice. He has a preference for checked shirts and braces, which call attention to his increasingly prominent middle-aged gut.",
"female" : false,
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},
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"name" : "Jackie Thomas",
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}
},
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}
},
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}
},
"Olaf" : {
"name" : "Olaf",
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},
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},
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}
},
"Rogers" : {
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"hair" : "Grey",
"avatar" : "Rogers",
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},
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},
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},
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},
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},
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}
},
"Harrow" : {
"name" : "Mr. Harrow",
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"female" : false,
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"hair" : "blonde",
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},
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}
}
},
"Beach" : {
"name" : "Mr. Beach",
"description" : "Mr. Beach. Muscular and stocky, the PE coach has lost none of his masculinity as he’s grown into middle age. He has a rough face and a boxer’s nose, but strong calves and a commanding presence.",
"female" : false,
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"hair" : "Grey",
"avatar" : "Beach",
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"intelligenceModifier" : 1,
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},
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},
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},
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},
"day4" : {
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},
"day5" : {
"period0" : "CountryClubSwimmingPool",
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},
"day6" : {
"period0" : "CountryClubSwimmingPool",
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}
}
},
"Stitch" : {
"name" : "Mr. Stitch",
"description" : "Mr. Stitch is tall and distinguished, standing at around six feet. He has a striking angular face with sharp features, accentuated by his deep-set eyes and prominent cheekbones. Mr. Stitch exudes a sense of refinement and authority.",
"female" : false,
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"hair" : "Grey",
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"faction" : "SchoolStaff",
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}
},
"Ron" : {
"name" : "Ron Denver",
"description" : "Ron Denver. A sweaty middle-aged man with receding hair and a bulging belly. His skin is peppered with scars from greasy spots and blemishes from years of fat stains. He seems perpetually tired and resigned to it.",
"female" : false,
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},
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},
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},
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},
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}
}
},
"Lennox" : {
"name" : "Lennox Matox",
"description" : "Lennox Matox. Snide and small, Lennox has the air of someone who is gleeful at gaining power at work after being bullied in school. Always immaculately dressed, he looks down his nose at everyone else and his face always wears a look of contempt.",
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"charmed" : false,
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},
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},
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},
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}
}
},
"Dan" : {
"name" : "Dan Mendel",
"description" : "Dan Mendel. At first glance, Dan looks suave and sophisticated. A touch taller than the average man, his clean face and olive skin make a good first impression. Smooth charm quickly turns to sleaze, but perseverance is his most obvious trait.",
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},
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},
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"period1" : "CountryClubTennisCourt",
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},
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}
}
},
"Martin" : {
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"description" : "Martin Dwell. A brute of a man, scowling and snarling in equal measure. His black hair is peppered with greys, his body carrying a few more pounds with middle age. His breath either smells like mouthwash or alcohol, depending on the time of day it is.",
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},
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},
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},
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},
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},
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}
}
},
"Gordon" : {
"name" : "Gordon Badger",
"description" : "Gordon Badger. When he’s not working, Gordon spends his time at the gym. It shows. A man of few words, Gordon’s muscular physique speaks for itself. When he does speak, he rarely raises his voice or changes its tone.",
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"hair" : "Grey",
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},
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},
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},
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},
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}
}
},
"Clive" : {
"name" : "Clive Burtle",
"description" : "Clive Burtle. Lean, tall and trim, Clive looks like a beanpole but moves with the grace of a cat. He wears a casual smile that is disarming, rising only a little to let people know his dry humour is just that - humour.",
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}
}
},
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"name" : "Jennifer Chambers",
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"Florence" : 1,
"PC" : 3
},
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},
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},
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},
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},
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}
}
},
"Rhiannon" : {
"name" : "Rhiannon McTafey",
"description" : "Rhiannon McTafey. With her dark red hair and striking green eyes, Rhiannon gets a lot of attention. Just turned twenty, she has a saucy laugh and a sly smile that spreads on her face whenever her playful mood comes out.",
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},
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},
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},
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},
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}
}
},
"Sophie" : {
"name" : "Sophie McTafey",
"description" : "Sophie McTafey. In her early forties, Sophie’s once-vibrant hair has lost some of its shine, but none of its dark colour. She has a pleasant demeanour, but her bright eyes reveal an alert personality that has lost none of its sharpness.",
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},
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},
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},
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},
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},
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},
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}
}
},
"Gladys" : {
"name" : "Gladys Night",
"description" : "Gladys Night. An ageing woman and time has definitely taken its toll. Her skin is withered and cracked, her hair whitened by life. In spite of this, she has a gleam to her eyes and a smile that hints at secrets she keeps behind her words.",
"female" : true,
"charmed" : false,
"hair" : "Grey",
"avatar" : "Gladys",
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},
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},
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},
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},
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},
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}
}
},
"Florence" : {
"name" : "Florence Drew",
"firstName" : "Florence",
"description" : "Florence Drew. Nineteen and just out of school, the flame-haired young woman has a pleasant smile to anyone she meets. She has a warm presence about her and her expressive face lights up when people tell her about new things.",
"female" : true,
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"hair" : "Red",
"avatar" : "Florence",
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"makeup" : false,
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"inventory" : [],
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},
"schedule" : {
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},
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},
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}
}
},
"Terrence" : {
"name" : "Terrence Handle",
"description" : "Terrence Handle. The defining characteristic of Terrence is his nervousness. With brown hair, brown eyes and an average height, Terrence blends in. In spite of this, he walks quickly and keeps his head down, trying to avoid contact with anyone nearby.",
"female" : false,
"charmed" : false,
"hair" : "brown",
"avatar" : "Terrence",
"faction" : "Students",
"personalityState" : "Gay",
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"period3" : "SchoolGeographyRoom",
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},
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},
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},
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},
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},
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},
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}
}
},
"Poppy" : {
"name" : "Poppy Cole",
"firstName" : "Poppy",
"makeup" : false,
"description" : "Poppy Cole. A senior with mousy-brown hair and a tidy, forgettable prettiness. She speaks only when spoken to and accepts whatever the day gives her without protest.",
"female" : true,
"charmed" : false,
"hair" : "Brown",
"avatar" : "Poppy",
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},
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},
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},
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},
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},
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}
}
},
"Dennis" : {
"name" : "Dennis Mannet",
"firstName" : "Dennis",
"makeup" : false,
"description" : "Dennis Mannet. The genetic lottery wasn’t kind to Dennis. He’s short and scrawny, with a severe case of acne and bad eyesight that means he always needs to wear glasses. His clothes look dated, worn and ill-fitting. He leers when people don’t look at him and stutters when he talks.",
"female" : false,
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"hair" : "Black",
"avatar" : "Dennis",
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"relationship" : {
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}
},
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},
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},
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},
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},
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}
},
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},
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}
},
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}
},
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},
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}
},
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}
},
"Andrea" : {
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},
"Tim" : {
"name" : "Tim Drew",
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},
"Marcus" : {
"name" : "Marcus",
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}
},
"Ian" : {
"name" : "Ian",
"description" : "Ian. A lanky student with untidy blond hair, narrow shoulders and a quick, self-conscious grin. A cautious chess-club geek with thoroughly middling marks, he normally uses dry jokes to manage his nerves and avoids any risk likely to draw attention to himself or his friends.",
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}
},
"Kara" : {
"name" : "Kara",
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"hair" : "Black",
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}
},
"Reginald" : {
"name" : "Sergeant Clancy",
"description" : "Sergeant Reginald Clancy. A weathered policeman in his fifties, greying at the temples, with the tired eyes of a man who follows orders he has long stopped believing in.",
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"hair" : "Grey",
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}
}>>Thank you for playing! This has been a big undertaking, expanding out the initial two-day jam into what I envisioned for The Secrets at Charlton School.<Br>
<Br>
Charlton is, and will be for the foreseeable future, a passion project. When I can devote time to it, I will do. There are two more acts planned.<Br>
<Br>
If you like what’s here, please let me know on tfgamessite. I also encourage bugs, typos and needed clarifications to be reported. As the game has blossomed / ballooned into its current form, QA will always be a struggle.<Br>
<br>
Once again, I hope you enjoyed your time in Charlton, and can't wait to share with you the secrets that are still to be revealed. In the interim, here's a sneak peek at the next act:<Br>
<Br>
<img src="./images/act2_splashscreen.png"><br>
<br>
<b>Links</b><br>
<a href="https://secretsofcharltonschool.itch.io/secrets-of-charlton-school">Secrets of Charlton School on itch.io</a><Br>
<a href="https://discord.gg/Dr5zb3Rvc5">Charlton discord channel</a><Br>
<a href="https://tfgames.site/phpbb3/viewtopic.php?t=19018">TFGamessite Forum Thread</a><br><<EmilyCorruptionCheck>>
<<SiblingBondCheck>>
<<switch $GameOverEvent>>
<<case "YourHomeGradesFIntro">>
<b>Your home</b><br>
<img src="./images/Your_Home.png"><br>
<br>Your family home has an open-plan kitchen within the living room. A large table separates the kitchen space from the lounge area, which boasts a big sofa and a giant TV at the other end.<br>
<br>
<<if _EmilyCorruptionCheck is false>>
You rush down the stairs to find Emily standing in the hallway, tears streaming down her face. She shakily holds out a letter to you - the Charlton Upper School crest clear and ominous at the top.<br>
<br>
"They've expelled me," she chokes out, her voice trembling with despair.<br>
<br>
<<if _SiblingBondCheck gte 2>>
Without hesitation, you step forward and wrap her gently in your arms. Emily collapses into your embrace, sobbing against your shoulder. Her voice cracks as she whispers desperately, "Is there anything we can do? Anything at all?"<br>
<br>
You gently stroke her hair, knowing how hard you've both tried. Your heart sinks; you remember Stitch’s warnings all too clearly.<br>
<br>
"We'll figure something out," you whisper reassuringly, even as dread settles into your bones.<br>
<<else>>
You reach out instinctively to comfort Emily, but she recoils sharply from your touch.<br>
<br>
"Don’t," she hisses bitterly, eyes narrowed with hurt and anger. "This is your fault! You didn't help! You didn't do anything!"<br>
<br>
"Emily, that's not true -" you begin, but she's already turning away.<br>
<br>
"Don't bother," she snaps. With tears still wet on her cheeks, she grabs her jacket and storms out the front door, slamming it hard enough to make the windows rattle.<br>
<br>
You're left standing alone in the hall, the weight of your failures pressing down on your shoulders.<br>
<</if>>
<<else>>
<<if _SiblingBondCheck gte 2>>
Groggily, you hear downstairs the catchy, unapologetic refrain ringing clearly: "Can't tell me nothing, gonna live my own way..."<br>
<br>
You find Emily in the living room, energetically dancing, completely oblivious to the world around her as she belts out the lyrics, her voice ringing boldly through the house. She notices you entering, flashing a carefree grin and holding up a piece of paper.<br>
<br>
"It's finally happened!" she shouts gleefully over the pounding music. "Expelled! No more school, no more rules!"<br>
<br>
She tosses the letter onto the couch dismissively. "Good riddance. School was just holding me back anyway." Her eyes sparkle mischievously.<br>
<br>
<<ReturnEmilyBoyfriend>>
<<if _ReturnEmilyBoyfriend is "Beach">>"Maybe I'll see if Coach Beach wants me to clean up his apartment sometime. Who knows what might happen now he's not my teacher anymore?" She laughs, teasing and unashamed.<br>
<<elseif _ReturnEmilyBoyfriend is "Jake">>"This gives me more time to get ready for my date with Jake tonight anyway. I think I'll wear something he'll really like."<br>
<<else>>"More time for me to get ready for my date with Brendan tonight. Might as well spend effort looking cute, as school's not a worry anymore."<br>
<</if>>
<br>
She spins away from you, returning to her exuberant dancing, seemingly delighted by her newfound freedom.<br>
<<else>>
Descending the stairs, you find Emily dancing without restraint, her movements wild, defiant, completely indifferent to your arrival.<br>
<br>
She glances over her shoulder, holding up an official-looking letter with Charlton Upper School's crest. "Guess what? They finally kicked me out," she smirks, rolling her eyes dismissively. "Not like you'd care."<br>
<br>
She tosses the letter onto the couch carelessly. "Honestly, I'm relieved. School was pointless anyway."<Br>
<br>
<<ReturnEmilyBoyfriend>>
<<if _ReturnEmilyBoyfriend is "Beach">>She gives a defiant grin. "Maybe now I'll go see if Coach Beach needs his apartment cleaned. I bet he'd appreciate my company -- especially now he's not my teacher."<br>
<<elseif _ReturnEmilyBoyfriend is "Jake">>"At least this gives me more time to get ready for my date with Jake. Not that it's any of your business."<br>
<<else>>"Means more time to get ready for Brendan tonight. At least he knows how to treat me well."<br>
<</if>>
<br>
Without waiting for your reply, she turns her back, cranking the music louder as she resumes dancing - purposefully ignoring your presence. You're left standing awkwardly, the painful gulf between you clearer than ever.<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Two months later..." "GameOverEvents">><<set $GameOverEvent to "YourHomeGradesFEpilogue">><</link>>
<<case "YourHomeGradesFEpilogue">>
<b>Your home</b><br>
<img src="./images/Your_Home.png"><br>
<br>
<<if _EmilyCorruptionCheck is false>>
You are sitting in your living room at the kitchen table in the morning, idly flipping through the latest issue of the Charlton Gazette. The soft creak of footsteps on the stairs draws your attention, and you look up to see Emily slowly descending, dressed reluctantly in her Charlton Hotel uniform - the short, frilled French Maid costume that has become a symbol of her new life.<br>
<br>
The last two months have clearly worn on her. Emily's previous spark seems diminished, her eyes duller, demeanour subdued and apologetic. Charlton has left its mark. She's quieter, uncertain, resigned to a life she never envisioned for herself, and yet unwilling or unable to fight it anymore. Faced with her resignation, you found yourself avoiding the amulet. You barely remember when you last saw it. The investigation, with Emily's growing acceptance, seems so irrelevant now.<br>
<br>
You glance pointedly at her uniform. "Are you sure you should wear that outside?"<br>
<br>
Emily shrugs weakly, her voice small but resigned. "It'll be fine. Lennox already criticises me constantly. One more thing won't matter. Besides, <<EmilyBoyfriend>> is picking me up."<Br>
<br>
There's still a faint hint of rebellion in her voice, but it's buried beneath layers of resignation and defeat.<br>
<Br>
You hesitate briefly, then carefully ask about <<EmilyBoyfriend>>.<Br>
<br>
<<if _SiblingBondCheck gte 2>>
<<ReturnEmilyBoyfriend>>
<<if _ReturnEmilyBoyfriend is "Beach">>
Emily hesitates, voice low and conflicted. "Coach Beach is... complicated. He’s protective. He's older, sure, but at least he cares. It's not like he has a wife or anything." She pauses awkwardly, avoiding your eyes. "He's introduced me to some of his friends. Or, at least, I've waitressed for them during football matches."<br>
<br>
She holds your stare for a moment, then looks down. "I wouldn't have chosen this," she mutters. "But it's something to hold onto."<br>
<<elseif _ReturnEmilyBoyfriend is "Jake">>
Emily sighs softly. "Jake wouldn't have been my first choice, but at least he's protective of me." She pauses, guilt flickering in her eyes. "I know you tried your best, but... I just wish things hadn't ended up this way."<br>
<Br>
When you cautiously ask if Jake is officially her boyfriend now, she winces faintly. "He's still seeing Christina, technically. But beggars can't be choosers. Not in Charlton."<br>
<<else>>
"Brendan’s nice enough," she admits softly, her voice weary. "A bit of a meathead, but protective. He’s broken things off with Chantelle, at least, or so he says."<br>
<Br>
Her gaze drifts, filled with quiet resignation. "He's even talking about working at Thompson's Repairs when he graduates, starting a family... It's all happening faster than I'd like, but maybe it's what Charlton expects."<br>
<</if>>
<br>
Emily manages a meek, almost apologetic smile as she heads out the door. You watch your sister go, guilt and regret weighing heavily on your shoulders. Your parents are furious about Emily dropping out, but even without their anger, you know your time in Charlton is done. You can't shake the sadness at what's become of Emily, and fear for what her future now holds.<br>
<<else>>
<<ReturnEmilyBoyfriend>>
<<if _ReturnEmilyBoyfriend is "Beach">>
She crosses her arms, eyes challenging you. "Coach Beach will look after me - better than you did, anyway. I don't care what you think about his age."<br>
<Br>
When you ask cautiously if something is happening between them, she replies curtly, "What do you care?"<br>
<<elseif _ReturnEmilyBoyfriend is "Jake">>
She looks away sharply, defensive. "Jake actually looks out for me. Better than you ever did, even if he is a bit rough sometimes."<br>
<Br>
When you cautiously ask if he's her boyfriend now, she snaps defensively, "It's complicated - not that you'd care."<br>
<<else>>
Emily gives you a cool glance. "Brendan's more protective of me than you've ever been. He's even talked about settling down, you know."<br>
<Br>
When you gently press further about their relationship, she turns defensive. "What's it to you? It's none of your business."<br>
<</if>>
<br>
Emily doesn't wait for your response, turning away sharply. She heads out the door without another glance in your direction, leaving a painful silence behind.<br>
<Br>
You watch your sister leave, regret heavy in your chest. Your parents are enraged that Emily dropped out of school. Without their support, and now feeling disconnected from your own sister, you know your time in Charlton has come to a bitter end. Guilt gnaws at you as you wonder what her future holds - and if she'll ever forgive you.<br>
<</if>>
<<else>>
You are sitting at the kitchen table, idly flipping through the latest Charlton Gazette. Footsteps echo lightly down the staircase, and you glance up to see Emily enter, dressed confidently in the Charlton Hotel’s uniform - a short, revealing French Maid costume.<br>
<br>
Emily has embraced Charlton more than you ever imagined. Her demeanour has shifted drastically - flirty, carefree, and decidedly ditzy. Her previous interests have vanished, replaced entirely by fashion, makeup, and boys. Plenty of boys. Whenever she's not working, she's out on dates. You can't remember the last time you used the amulet. Or saw it, even. With her acceptance of her new life, trying to rectify the situation almost seemed like a second betrayal.<br>
<br>
You raise an eyebrow at her uniform. She giggles, spinning playfully. "What's wrong? Jealous?" she teases, flaunting her outfit. She shrugs breezily. "Anyway, <<EmilyBoyfriend>> is driving me today, so I'll be fine. Besides, Lennox loves me. I know exactly how to wrap him around my finger."<br>
<br>
She giggles suggestively, clearly implying how she secures special treatment from the hotel staff.<br>
<Br>
Cautiously, you ask about <<EmilyBoyfriend>>.<br>
<br>
<<if _SiblingBondCheck gte 2>>
<<ReturnEmilyBoyfriend>>
<<if _ReturnEmilyBoyfriend is "Beach">>
Emily grins boldly, clearly enjoying your surprise. "Coach Beach might be older, but he's not boring. He's even introduced me to some of his friends - I served beer for them during the football games. You should've seen their faces when I showed up in this uniform! It's not exactly how I thought things would go, but it's entertaining."<br>
<<elseif _ReturnEmilyBoyfriend is "Jake">>
Emily giggles brightly, eyes sparkling mischievously. "Jake? He's fun. It’s nice having a big strong footballer protecting me." When you ask if they're officially dating, she laughs lightly. "Christina can have his whining - I just want to have some fun. And trust me, he's plenty of fun."<br>
<<else>>
Emily smiles, amused but a touch overwhelmed. "Brendan's sweet, in a meathead kind of way. Protective, at least. He even broke things off with Chantelle - or so he says. He’s already talking about getting a job at Thompson’s Repairs and starting a family when he graduates. It's not exactly what I planned, but who am I to say no? It's kinda fun, for now."<br>
<</if>>
<br>
Emily gives you a coy smile as she steps out the door. You watch her leave, regret settling heavily in your chest. Your parents' anger over Emily dropping out of school has severed any remaining ties to Charlton. You can't help but wonder with sadness and guilt about Emily’s future, even as she seems perfectly content.<br>
<<else>>
<<ReturnEmilyBoyfriend>>
<<if _ReturnEmilyBoyfriend is "Beach">>
Emily crosses her arms defiantly. "Coach Beach actually cares about me, more than you ever have. And before you say anything, I don't care about his age." When pressed for details, she snaps, "It's none of your business."<br>
<<elseif _ReturnEmilyBoyfriend is "Jake">>
Emily dismissively rolls her eyes. "Really? You suddenly care now? Jake's looking after me, better than you ever did - even if he’s a bit rough sometimes." When you hesitantly ask if they're officially dating, she deflects curtly. "It's complicated. Not that you'd care."<br>
<<else>>
She narrows her eyes, defensive. "Brendan's protecting me better than you managed. He's already talking about settling down, actually - which is a bit much, but at least he's serious." When you ask if he’s officially her boyfriend, she sharply retorts, "What's it to you, anyway?"<Br>
<</if>>
<br>
Emily strides out without another glance your way. You watch her go, feeling the heavy weight of regret. Your parents are furious that Emily dropped out of school, and without their support - or Emily’s - you realise you have no choice but to leave the secrets of Charlton behind. The guilt remains with you, a constant reminder of your failures.<br>
<</if>>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Your journey ends..." "GameOver">><<set $GameOverEvent to undefined>><</link>>
<<case "YourHomeCashIntro">>
<b>Your home</b><br>
<img src="./images/Your_Home_Caravan.png"><br>
<br>
<<if $PlayerCharacter.female is false>>
You sit at your kitchen table, pulling at your uniform. It's itchy and it stinks. Which, you reflect, is exactly what you'd expect from the uniform of a garbage collector.<br>
<br>
Unfortunately the smell has seeped into everything in your home. Although it doesn't take much to make the cramped caravan stink.<br>
<br>
You glance around the tiny living space. A scrunched-up sleeping bag rests at the end of the cushion you’ve been using as a makeshift sofa. There’s only one bedroom - you gave that to Emily. Not that she’s here much these days.<Br>
<Br>
You lean back, sighing. After the house was forfeited, your parents were clear: Emily still had to graduate. That part wasn’t up for debate. You didn’t have many options. You rented a caravan at Misty Falls Caravan Park and took whatever job you could get.<br>
<br>
But Charlton had already made up its mind about the Phillips family. Almost every door was slammed shut. It felt like revenge when the only job offered was cleaning up after the rest of town.<br>
<<else>>
You sit at your kitchen table, pulling at your uniform. Try as you might, the skirt won’t come down any further, riding up almost the whole of your thigh. The cropped blouse smells of beer and alcohol, and your feet ache from the high heels you’re forced to wear. But what else would you expect from the Red Room bar? The dive bar where Charlton's underbelly goes to drink, only tolerated because it’s out of town.<Br>
<br>
Being outside Charlton seems to be the new reality for you, though. Case in point - where you live. A tiny cabin in the Misty Falls Caravan Park thirty minutes away from your old home.<Br>
<Br>
You look around the confined space, grimacing. A scrunched-up sleeping bag rests at the end of the cushion that passes for a sofa. The only bedroom went to Emily. Not that she’s here much these days.<br>
<br>
You lean back, exhausted. When the house was forfeited, your parents made one thing clear: Emily still had to graduate. That was non-negotiable. You didn’t have many options. You scraped together what little money you had and rented a caravan at Misty Falls.<Br>
<br>
Most businesses in Charlton wouldn’t even look at you. The town had made its judgement on the Phillips family. Perhaps it was petty revenge that the only work you could find was serving the town’s dregs in a bar that smells like regret.<Br>
<</if>>
<br>
The door creaks wide, bringing you out of your reminiscing. And through the small opening, Emily walks in, the smell of cigarette smoke wafting off her as she enters.<br>
<br>
It’s early - and definitely a school day - but that doesn’t seem to matter anymore. She’s dressed in ripped stockings and a skirt that barely covers her bum. Her makeup is heavy and smeared, her torn leather jacket slung over a stained crop top. You don’t want to know what the stains are.<br>
<br>
Just back from another night out. Another party. Another escape.<Br>
<br>
<<ActionsHeader>>
<<link "Talk to Emily" "GameOverEvents">><<set $GameOverEvent to "YourHomeCashEmily">><</link>>
<<case "YourHomeCashEmily">>
<<if _SiblingBondCheck gte 2>>
Emily steps through the caravan door with a tired shuffle. "Hey," she says softly, eyes lowered. There’s no fight in her tone. Just exhaustion and something close to embarrassment. She lingers in the doorway, not quite meeting your gaze.<Br>
<Br>
"Are you going to school today?" you ask gently.<br>
<Br>
She shrugs. "I dunno. Maybe."<br>
<br>
"Where were you last night?"<br>
<Br>
She hesitates, eyes drifting downward. Beneath the bold makeup, she looks younger. Fragile.<br>
<<ReturnEmilyBoyfriend>>
<<if _ReturnEmilyBoyfriend is "Beach">>Emily sighs. "Coach Beach's house. He had some friends over to watch the football. They needed entertaining... he has a big living room too."<br>
<<elseif _ReturnEmilyBoyfriend is "Jake">>"I hung out with Jake. We drove around. Parked up. A cramped car feels like home these days."<br>
<<else>>"Brendan's parents are away. I stayed over. It was... comforting to sleep in a bed."<br>
<</if>>
<Br>
"You need to concentrate on school," you say quietly.<br>
<br>
She nods, but her lip trembles. "Yeah. I know. It’s just... it all feels so pointless now."<Br>
<br>
You try to say something reassuring, but the words won’t come. Instead, you offer a smile - a small, tired thing.<Br>
<br>
"Have you spoken to Jennifer?" she asks.<br>
<br>
<<if $PlayerCharacter.female is false>>You shake your head. "I think that ship has sailed."<br>
<<else>>You shake your head. "I’ve not had much time to keep up friendships."<br><</if>>
<Br>
She nods slowly, then rubs her eyes. "I’m tired. I think I’m going to bed. I’ll try to go to school tomorrow.” It doesn’t sound like she means it.<br>
<br>
“Can you call them?” she asks. “Tell them I’m sick.”<Br>
<br>
She doesn’t wait for a reply. She slips toward her room and gently pulls the thin, faux-wooden partition shut behind her, leaving you alone with your thoughts.<br>
<br>
The foreclosure was enough to ruin Emily’s reputation at school. She didn’t drop out, but she might as well have. Dubbed the Caravan Queen, she became the focus of whispers, of judgement. People made assumptions. Assumptions that stuck.<br>
<br>
You tried to protect her. You tried to guide her. But between the long hours of your degrading job and the slow rot of Misty Falls, it wasn’t enough.<br>
<br>
<<if $PlayerCharacter.female is false>>Jennifer tried to help you pull through, but you grew distant. Eventually you just stopped returning her calls. Emily was your priority. She listened to you, respected you. But the influence of Charlton was just too much. In spite of your relationship, she changed.<br>
<<else>>Some of your friends tried to help, but you grew distant. Eventually you just stopped returning calls to give more time to Emily. She listened to you, respected you. But the influence of Charlton was just too much. In spite of your relationship, she changed.<br><</if>>
<br>
You sigh, dragging your bag over your shoulder. Another day in Charlton. Another day playing the role the town carved out for you.<br>
<br>
As you reach for the door, you hear the faint sound of music coming from Emily’s room. Lexi Star’s latest ballad, soft and slow, slips through the thin walls like a lullaby.<Br>
<Br>
<i>“If I vanish, will they notice?<br>
<br>
If I scream, will they pretend?<br>
<br>
I used to dream of shining.<br>
<br>
Now I just want the hurt to end.”</i><br>
<<else>>
Emily steps through the caravan door with a toss of her bag and a casual, "Hey." She doesn't stop to make eye contact, just heads straight for the back of the cabin. <Br>
<Br>
"Are you going to school today?" you call after her.<Br>
<br>
She doesn’t break stride. "What’s it to you?"<Br>
<Br>
"Where were you last night?"<br>
<Br>
She stops and turns to you, glaring. She rolls her eyes.<br>
<<ReturnEmilyBoyfriend>>
<<if _ReturnEmilyBoyfriend is "Beach">>“Like you don’t know already,” she replies. “I was at Beach’s house. At least he has a normal bed.”<br>
<<elseif _ReturnEmilyBoyfriend is "Jake">>“If you must know, I was with Jake. And trust me, you don’t want any more details than that.”<br>
<<else>>“Yes, I was at Brendan’s. And yes, I spent the night. And yes, his parents are away. Why would I stay here when he’s got an actual house still?”<br>
<</if>>
<br>
“Is that how you want to live your life?” you try. “Staying out all night with guys?”<Br>
<br>
<<if $PlayerCharacter.female is false>>Emily scowls at you, enraged. “Give me a break. Just because Jennifer dumped you, doesn't mean that everyone else should live like an incel.”<br>
<<else>>Emily snorts. “Leave it alone. Just because you act like a nun, doesn't mean that other people don't need attention.”<br><</if>>
<br>
You open your mouth to respond, but she storms off, yanking the thin, faux-wooden partition shut with a slam that reverberates through the entire caravan. You sit in the stillness, the air thick with tension and a hundred words left unsaid.<Br>
<Br>
The foreclosure was enough to destroy Emily’s reputation at school. She didn’t officially drop out, but she might as well have. Rumours circled like vultures, dubbing her the Caravan Queen. It didn’t take long before the insinuations started: names, labels, all the things people assumed about girls from a trailer park.<br>
<br>
You tried to hold her back. Tried to guide her. But between your exhausting job, the emotional weight of everything you’d lost, and the toxic influence of Misty Falls... it was hopeless.<Br>
<br>
<<if $PlayerCharacter.female is false>>Jennifer tried to help you pull through, but you grew distant. Eventually you just stopped returning her calls. Emily was your priority. But too little, too late. The damage between you and her had already been done.<br>
<<else>>Some of your friends tried to help, but you grew distant. Eventually you just stopped returning calls to give more time to Emily. But too little, too late. The damage between you and her had already been done.<br><</if>>
<br>
You sigh, standing up and grabbing your bag. Another day in Charlton. Another day living out the role the town has written for you.<br>
<Br>
As you move toward the door, you hear the muffled thump of bass from Emily’s room. Lexi Star’s latest anthem blasts through her cheap stereo. Saccharine, biting, and painfully on brand.<br>
<br>
<i>“You call it falling, I call it flying.<br>
<br>
You say I’m lost, but I’m just not trying.<br>
<br>
Let the whispers talk, let the curtains twitch,<br>
<br>
I’d rather be a mess than someone’s fix...”</i><br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Your journey ends..." "GameOver">><<set $GameOverEvent to undefined>><</link>>
<</switch>>Thank you for playing! This has been a big undertaking, expanding out the initial two-day jam into what I envisioned for The Secrets at Charlton School. It might not have turned out how you hoped, but unlike real life - there's always a restart.<br>
<Br>
Charlton is, and will be for the foreseeable future, a passion project. When I can devote time to it, I will do. There are two more Acts planned, plus a whole host of refinements for what's already here.<br>
<br>
If you like what’s here, please let me know on tfgamessite. I also encourage bugs, typos and needed clarifications to be reported. As the game has blossomed / ballooned into its current form, QA will always be a struggle.<br>
<br>
Once again, I hope you enjoyed your time in Charlton, and can't wait to share with you the secrets that are still to be revealed.<br>
<br>
<b>Links</b><br>
<a href="https://secretsofcharltonschool.itch.io/secrets-of-charlton-school">Secrets of Charlton School on itch.io</a><Br>
<a href="https://discord.gg/Dr5zb3Rvc5">Charlton discord channel</a><Br>
<a href="https://tfgames.site/phpbb3/viewtopic.php?t=19018">TFGamessite Forum Thread</a><br><div class="intro-screen">
<img class="intro-hero" src="./images/title_screen.png" width="901" height="474" alt="Secrets of Charlton School">
<h1 class="intro-title">Secrets of Charlton School</h1>
<div class="intro-build">Beta · Build 0.3.09</div>
<div class="intro-primary"><<link "New game" "StartGame">><</link>></div>
<div class="intro-secondary"><<link "Credits" "Credits">><</link>></div>
<nav class="intro-external" aria-label="Community links">
<a href="https://secretsofcharltonschool.itch.io/secrets-of-charlton-school" target="_blank" rel="noopener noreferrer">Itch.io</a>
<a href="https://discord.gg/Dr5zb3Rvc5" target="_blank" rel="noopener noreferrer">Discord</a>
<a href="https://tfgames.site/phpbb3/viewtopic.php?t=19018" target="_blank" rel="noopener noreferrer">TFGames Site</a>
</nav>
</div><div class="intro-page">
<div class="intro-panel">
<h1>New game</h1>
<div class="intro-warning">
<strong>Beta build</strong>
This build may contain bugs. Save games may not be compatible with the final Act 2 version. The Act 1 'Accept' path is not yet implemented.
</div>
<div class="intro-copy">
<p>This game contains adult themes and is not suitable for those under the age of 18. All characters, places, and events in this story are completely fictional. All characters participating in sexual acts are over 18.</p>
<p>This game is centred around m2f transformation and corruption, set in a world where sexism is present. If this will in any way affect you, please do not play.</p>
</div>
<div class="intro-fields">
<div class="intro-field">
<label for="maleName">Preferred male name</label>
<input type="text" id="maleName" name="maleName" value="Mitch" autocomplete="off">
</div>
<div class="intro-field">
<label for="femaleName">Preferred female name</label>
<input type="text" id="femaleName" name="femaleName" value="Caitlyn" autocomplete="off">
</div>
<label class="intro-check">
<<checkbox "_casualmode" false true>>
<span>Casual mode<small>No instant game overs</small></span>
</label>
</div>
<div class="intro-primary intro-start-action">
<<link "Start game">>
<<if _casualmode is true>><<SetFlag "CasualMode">><</if>>
<<InitPlayerNamesFromInputs>>
<<if $NPCValidator is true>>
<<goto "StartGame">>
<<else>>
<<NewGameVariablesSet>>
<<set $dayCurrent = 6>>
<<SetFlag "PrologueActive">>
<<goto "Prologue">>
<</if>>
<</link>>
</div>
<div class="intro-skip">
<span class="intro-skip-label">Skip ahead</span>
<div class="intro-skip-links">
<<link "Skip to Act 1">>
<<if _casualmode is true>><<SetFlag "CasualMode">><</if>>
<<InitPlayerNamesFromInputs>>
<<if $NPCValidator is true>>
<<goto "StartGame">>
<<else>>
<<NewGameVariablesSet>>
<<SkipPrologue>>
<<goto "Act1">>
<</if>>
<</link>>
<span class="intro-divider" aria-hidden="true">·</span>
<<link "Skip to Act 2">>
<<if _casualmode is true>><<SetFlag "CasualMode">><</if>>
<<InitPlayerNamesFromInputs>>
<<if $NPCValidator is true>>
<<goto "StartGame">>
<<else>>
<<NewGameVariablesSet>>
<<SkipPrologue>>
<<goto "Act2CharacterScreen">>
<</if>>
<</link>>
</div>
</div>
<div class="intro-back"><<link "Return to main menu" "Introduction">><</link>></div>
</div>
</div><div class="intro-page">
<div class="intro-panel intro-credits">
<h1>Credits</h1>
<p>Tab system macro developed by Hituro.</p>
<p><a href="https://github.com/hituro/hituro-makes-macros/tree/main/tabs-macro-v2" target="_blank" rel="noopener noreferrer">View the tabs macro on GitHub</a></p>
<p>Written, designed and developed by Lauren</p>
<div class="intro-back"><<link "Return to main menu" "Introduction">><</link>></div>
</div>
</div><<widget "SkipPrologue">>
<<set $GameStarted to true>>
/* your NPCKnown block unchanged */
<<NPCKnown "Florence">>
<<NPCKnown "Martin">>
<<NPCKnown "Annie">>
<<NPCKnown "Clive">>
<<NPCKnown "Gordon">>
<<NPCKnown "Dan">>
<<NPCKnown "Thompson">>
<<NPCKnown "Lennox">>
<<NPCKnown "Andrea">>
<<NPCKnown "Jennifer">>
<<NPCKnown "Jake">>
<<NPCKnown "Dennis">>
<<NPCKnown "Beach">>
<<NPCKnown "Michelle">>
<<NPCKnown "Rogers">>
<<NPCKnown "Elizabeth">>
<<NPCKnown "Harrow">>
<<NPCKnown "Christina">>
<<set $absoluteDay += 2>>
<<set $dayCurrent = 1>>
<<TakeObjectNPC "Emily" "amulet">>
<</widget>>
<<widget "NewGameVariablesSet">>
/* Elizabeth starts by knowing SleepForget */
<<NPCLearnSpell "Elizabeth" "SleepForget">>
<</widget>><b>The Ace of Hearts - Driveway</b><br>
<img src="./images/AceOfHeartsDriveway.png"><br>
<br>The cold evening air breezes past you as the sound of trees swaying fills the air. A country manor, lit by red spotlights, stands at the end of the drive. Some windows are illuminated with light from within.<br>
<<CheckFirst "AceOfHeartsDriveway">>
<<if _CheckFirst is false>>
<br>
You stand shivering on the gravel path. You hear the sound of pigeons cooing nearby. The manor house in front of you is quiet and muted. Only the flickering of the light through the window gives you any indication that you are not alone out here.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Walk up to the entrance" "AceOfHeartsEntrance">><<AddFirst "AceOfHeartsDriveway">><</link>><br>
<<link "Turn and get a ride back to your house" "Travel">><<AddFirst "AceOfHeartsDriveway">><<TimeChange>><</link>><b>The Ace of Hearts - Entrance</b><br>
<img src="./images/AceOfHeartsEntrance.png"><br>
<br>The doorway to the manor house is wide open, revealing a red curtain hanging just inside the door. A neon sign is strung from it in the shape of a heart.<br>
<<CheckFirst "AceOfHeartsEntrance">>
<<if _CheckFirst is false>>
<br>
As the gravel crunches beneath your feet, you approach the front door. You can hear laughter and conversation within.<br>
<br>
The heavy wooden door is wide open, revealing a hallway inside that is all but hidden by a red velvet curtain hanging just inside the door. A neon heart-shaped sign hangs across it, promising what’s inside.<br>
<<if $current.female is true>>
<br>
Your nerves tingle as you get near the door. Looking around the entrance, you sense the presence of powerful magic within the wooden doorframe.<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Try to enter the Ace of Hearts" "AceOfHeartsEntranceDoor">><<AddFirst "AceOfHeartsEntrance">><</link>><br>
<<link "Return back to the driveway" "AceOfHearts">><<AddFirst "AceOfHeartsEntrance">><</link>><<TattooCheck "Heart">>
<<BraceletWorn>>
<<HeartsCardMatch "HeartsBusinessCard">><<set _MarjorieCardMatch to _HeartsCardMatch>>
<<InventoryCheckSelf "ChristinaHeartsBusinessCard">><<set _HoldsChristinaCard to _InventoryCheckSelf>>
<<InventoryCheckSelf "HeartsBusinessCard">><<set _HoldsMarjorieCard to _InventoryCheckSelf>>
<<Flag "PermChristinaCardHeartsDenied">><<set _ChristinaDenied to _FlagReturn>>
<<InventoryCheckSelf "HeartsTrialBusinessCard">><<set _HoldsTrialCard to _InventoryCheckSelf>>
<<if $current.avatar is "Tandi">>
You step forward to pass over the threshold and put one foot inside on the floor. As your body passes across it you feel the tattoo on your back pulsate with energy. It sends pulses of pleasure up your spine, making you shudder with glee.<br>
<br>
The sensation fades as you step inside. You take a breath, noting the edge of the red velvet curtain just beyond the view of the door.<br>
<<if $HeartsFirst is undefined>><<set $HeartsFirst to "Tandi">><</if>>
<br>
<<ActionsHeader>>
<<link "Step into the lobby" "AceOfHeartsLobby">><<QuestTracker "Quest27" 2>><</link>><br>
<<link "Return back to the entrance" "AceOfHeartsEntrance">><</link>>
<<elseif _TattooCheck is true and $current.female is true>>
You step forward to pass over the threshold and put one foot inside on the floor. As your body passes across it you feel the tattoo on your back pulsate with energy. It makes you squirm, but you push through.<br>
<br>
The sensation fades as you step inside. You take a breath, noting the edge of the red velvet curtain just beyond the view of the door.<br>
<br>
<<ActionsHeader>>
<<link "Step into the lobby" "AceOfHeartsLobby">><<QuestTracker "Quest27" 2>><</link>><br>
<<link "Return back to the entrance" "AceOfHeartsEntrance">><</link>>
<<elseif _BraceletWorn is true and $current.female is true>>
You step forward to pass over the threshold and put one foot inside on the floor. As your body passes across it you feel the bracelet on your wrist pulsate with energy. It makes you squirm, but you push through.<br>
<br>
The sensation fades as you step inside. You take a breath, noting the edge of the red velvet curtain just beyond the view of the door.<br>
<br>
<<ActionsHeader>>
<<link "Step into the lobby" "AceOfHeartsLobby">><<QuestTracker "Quest27" 2>><</link>><br>
<<link "Return back to the entrance" "AceOfHeartsEntrance">><</link>>
<<elseif _MarjorieCardMatch is true and $current.female is true>>
You step forward to pass over the threshold and put one foot inside on the floor. As your body passes across it you feel Marjorie’s business card pulsate with energy. It makes you squirm, but you push through.<br>
<br>
The sensation fades as you step inside. You take a breath, noting the edge of the red velvet curtain just beyond the view of the door.<br>
<br>
<<ActionsHeader>>
<<link "Step into the lobby" "AceOfHeartsLobby">><<QuestTracker "Quest27" 2>><</link>><br>
<<link "Return back to the entrance" "AceOfHeartsEntrance">><</link>>
<<elseif _HoldsTrialCard is true and $current.female is true and $current.avatar isnot "Tandi">>
You step forward to pass over the threshold and put one foot inside on the floor. As your body passes across it you feel Marjorie’s trial card pulsate with energy. It makes you squirm, but you push through.<br>
<br>
The sensation fades as you step inside. You take a breath, noting the edge of the red velvet curtain just beyond the view of the door.<br>
<br>
<<ActionsHeader>>
<<link "Step into the lobby" "AceOfHeartsLobby">><<QuestTracker "Quest27" 2>><</link>><br>
<<link "Return back to the entrance" "AceOfHeartsEntrance">><</link>>
<<elseif _HoldsChristinaCard is true and $current.avatar is "Emily" and _ChristinaDenied is false>>
You step forward to pass over the threshold and put one foot inside on the floor. As your body passes across it you feel the business card pulsate with energy. It makes you squirm, but you push through.<br>
<br>
The sensation fades as you step inside. You take a breath, noting the edge of the red velvet curtain just beyond the view of the door.<br>
<br>
<<ActionsHeader>>
<<link "Step into the lobby" "AceOfHeartsLobby">><<QuestTracker "Quest27" 2>><</link>><br>
<<link "Return back to the entrance" "AceOfHeartsEntrance">><</link>>
<<elseif _HoldsMarjorieCard is true and $current.female is true>>
You step forward to pass over the threshold, but your body bounces off something. Staggering back, you barely stay upright. Marjorie’s business card pulsates with energy, but whatever is holding you back seems to disregard it. Like it knows you didn’t receive it in this form.<br>
<br>
<<ActionsHeader>>
<<link "Return back to the entrance" "AceOfHeartsEntrance">><</link>>
<<elseif _HoldsChristinaCard is true>>
You step forward to pass over the threshold, but your body bounces off something. Staggering back, you barely stay upright. Christina’s business card pulsates with energy, but whatever is holding you back seems to disregard it. Like it knows you didn’t receive it in this form.<br>
<br>
<<ActionsHeader>>
<<link "Return back to the entrance" "AceOfHeartsEntrance">><</link>>
<<elseif $current.female is false and _TattooCheck is true>>
You step forward to pass over the threshold, but your body bounces off something. Staggering back, you barely stay upright. You feel the tattoo on your back flare with energy, pressing its mark against whatever bars the way. But the barrier holds, indifferent.<br>
<br>
Looking back to the door, you see a fizzle of yellow-amber energy shimmer across the entrance. Whatever the mark promises, it seems this place has no interest in letting a man collect on it.<br>
<br>
<<ActionsHeader>>
<<link "Return back to the entrance" "AceOfHeartsEntrance">><</link>>
<<else>>
You step forward to pass over the threshold, but your body bounces off something. Staggering back, you barely stay upright.<br>
<br>
Looking back to the door, you see a fizzle of yellow-amber energy shimmer across the entrance. You grimace. Something is required to pass through. Something you don’t have. Maybe asking around those who know of Hearts will help.<br>
<br>
<<ActionsHeader>>
<<link "Return back to the entrance" "AceOfHeartsEntrance">><</link>>
<</if>><b>The Ace of Hearts - Lobby</b><br>
<img src="./images/AceOfHeartsLobby.png"><br>
<br>A spacious lobby of a manor house, heavily redecorated in reds and pinks. Velvet curtains line each exit, whilst a set of stairs ascend up into the darkness of the upper floor.<br>
<<CheckFirst "AceOfHeartsLobby">>
<<if _CheckFirst is false>>
<br>
You step around the curtain to see the lobby. The sounds of chatter and laughter come from rooms on both sides. More red and pinks, more neon signs in the shape of hearts.<br>
<br>
A girl stands by a table, posture perfect, standing upright, smiling warmly as you enter. Her long blonde locks flow free, over a black strapless corset bodysuit wrapped around her torso. She wears two fluffy black ears on a headband. Her legs are enclosed in fishnet stockings. Her heels are high, her wrists covered by white cuffs. Around her neck is a tuxedo collar with a bowtie.<br>
<br>
A bunny costume, perfectly authentic.<br>
<br>
And her body is one from a centrefold. Short and petite, but her waistline clinches together underneath the bodysuit into an hourglass figure. Her voluptuous breasts spill over her top. Her lips are glossy, make-up bold. Even from the front you notice how her butt is pert and round. Fingernails dainty and pink.<br>
<br>
<<if $current.avatar is "Tandi">>
“Hi Tandi,” she says brightly. “Been a while. I’m Amber, remember? Are you looking for Marjorie? Or are you here to take a shift?”<br>
<<elseif $current.avatar is "Andrea">>
“Andrea?” she says, her smile widening into something conspiratorial. “You remember me? Amber. From the hotel! I thought you’d find your way here eventually.” She giggles. “There’s so many maids here now.”<br>
<<elseif $current.avatar is "Annie">>
“Annie?” she beams, bouncing slightly on her heels. “Amber. Don’t you remember, Tandi introduced us at the Red Room!” She leans in and lowers her voice. “What happened, did you get fired from Thompson’s?”<br>
<<elseif $current.avatar is "Florence">>
“Hello! You’re Florence, right?” she says, tilting her head. “Andrea’s friend, from the coffee shop. I’m Amber. Small town, isn’t it?” She smiles and leans in. “This place gives better tips, I bet!”<br>
<<elseif $current.avatar is "Charli">>
“Wait, I know you,” she says, tapping a dainty nail against her lip. “Charli! Andrea’s friend. I’m Amber. What brings you all the way out here?” She gives you a look, frowning. “Weren’t you a nurse?”<br>
<<elseif $current.avatar is "Jennifer">>
“Oh my gosh,” she says, her eyes going wide. “You’re the girl from Evans! The perfume counter. I’m Amber. What are you doing at Hearts?”<br>
<<else>>
“Hi,” she says after giving you a moment to stare at her. “I’m Amber. Welcome to the Ace of Hearts. How might I serve you?”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Talk to Amber" "AceOfHeartsLobbyAmberDialogue0">><<NPCKnown "Amber">><<StartConversation "Amber" "AceOfHeartsLobby">><</link>><br>
<<else>>
<<NPCPresent "Amber">><<NPCKnowsThisForm "Amber">>
<<if _NPCPresent is true and _NPCKnowsThisForm is false>>
<<if $current.avatar is "Tandi">>
<br>Amber looks at you as you enter. “Hi Tandi,” she says brightly. “Been a while. I’m Amber, remember? Are you looking for Marjorie? Or are you here to take a shift?”<br>
<<elseif $current.avatar is "Andrea">>
<br>Amber looks at you as you enter. “Andrea?” she says, her smile widening into something conspiratorial. “You remember me? Amber. From the hotel! I thought you’d find your way here eventually.” She giggles. “There’s so many maids here now.”<br>
<<elseif $current.avatar is "Annie">>
<br>Amber looks at you as you enter. “Annie?” she beams, bouncing slightly on her heels. “Amber. Don’t you remember, Tandi introduced us at the Red Room!” She leans in and lowers her voice. “What happened, did you get fired from Thompson’s?”<br>
<<elseif $current.avatar is "Florence">>
<br>Amber looks at you as you enter. “Hello! You’re Florence, right?” she says, tilting her head. “Andrea’s friend, from the coffee shop. I’m Amber. Small town, isn’t it?” She smiles and leans in. “This place gives better tips, I bet!”<br>
<<elseif $current.avatar is "Charli">>
<br>Amber looks at you as you enter. “Wait, I know you,” she says, tapping a dainty nail against her lip. “Charli! Andrea’s friend. I’m Amber. What brings you all the way out here?” She gives you a look, frowning. “Weren’t you a nurse?”<br>
<<elseif $current.avatar is "Jennifer">>
<br>Amber looks at you as you enter. “Oh my gosh,” she says, her eyes going wide. “You’re the girl from Evans! The perfume counter. I’m Amber. What are you doing at Hearts?”<br>
<<else>>
<br>Amber looks at you as you enter, smiling warmly. But there is no recognition on her vacant face. Then it strikes you. You’ve never been here like this before. “Welcome to the Ace of Hearts. How might I serve you?”<br>
<</if>>
<<elseif _NPCPresent is true>><br>Amber looks at you as you enter, smiling warmly.<br><</if>>
<br>
<<ActionsHeader>>
<<if _NPCPresent is true>><<link "Talk to Amber" "AceOfHeartsLobbyAmberDialogue0">><<StartConversation "Amber" "AceOfHeartsLobby">><</link>><br><</if>>
<<LocationKnownCheck "AceOfHeartsMarjoriesOffice">>
<<if _LocationKnownCheck is true and _NPCKnowsThisForm is true>><<link "Try to enter Marjorie’s office" "AceOfHeartsLobbyOfficeDoor">><</link>><br>
<<elseif _LocationKnownCheck is true>><s>Try to enter Marjorie’s office</s> - <i>You should talk to Amber first</i><br><</if>>
<<HeartsStanding>><<CurrentOutfit>>
<<LocationKnownCheck "AceOfHeartsChangingRoom">>
<<if _LocationKnownCheck is true and _CurrentOutfit is "BunnyOutfit">><<link "Enter the changing room" "AceOfHeartsChangingRoom">><</link>><br>
<<elseif _LocationKnownCheck is true and _NPCKnowsThisForm is true and _HeartsStanding is "barred">><s>Enter the changing room</s> - <i>You don’t have permission to work at Hearts.</i><br>
<<elseif _LocationKnownCheck is true and _NPCKnowsThisForm is true>><<link "Enter the changing room" "AceOfHeartsChangingRoom">><</link>><br>
<<elseif _LocationKnownCheck is true and _HeartsStanding isnot "barred">><s>Enter the changing room</s> - <i>You should talk to Amber first</i><br><</if>>
<<LocationKnownCheck "AceOfHeartsBoudoir">>
<<if _LocationKnownCheck is true and _NPCKnowsThisForm is true and _HeartsStanding is "barred">><s>Go upstairs to the Boudoir</s> - <i>You don’t have permission to work at Hearts.</i><br>
<<elseif _LocationKnownCheck is true and _NPCKnowsThisForm is true>><<link "Go upstairs to the Boudoir" "AceOfHeartsBoudoir">><</link>><br>
<<elseif _LocationKnownCheck is true and _HeartsStanding isnot "barred">><s>Go upstairs to the Boudoir</s> - <i>You should talk to Amber first</i><br><</if>>
<<if _CurrentOutfit is "BunnyOutfit">>
<<if _HeartsShiftState is "active" and _HeartsStanding isnot "barred">><<link "Go through to the main floor" "AceOfHeartsMainFloor">><</link>><br><</if>>
<s>Go back outside to the entrance</s> - <i>You need to change first</i><br>
<<else>>
<<Flag "AceOfHeartsCoverBlown">><<CheckFirst "HeartsTandiDoorBlocked">><<set _TandiBlocked to _CheckFirst>>
<<set _TandiSummons to ($current.avatar is "Tandi" and _HeartsShiftState isnot "none" and _FlagReturn is false and _TandiBlocked is false)>>
<<if _TandiSummons is true>>
<<link "Go back outside to the entrance" "AceOfHeartsLobbyExitBlock">><<AddFirst "HeartsTandiDoorBlocked">><</link>>
<<elseif _HeartsStanding is "debriefPending">>
<s>Go back outside to the entrance</s> - <i>You should return to Marjorie before leaving</i>
<<else>>
<<link "Go back outside to the entrance" "AceOfHeartsEntrance">><</link>>
<</if>>
<</if>>
<</if>>You walk across the lobby and knock on the door that leads to Marjorie’s office.<br>
<br>
<<NPCLocationCheck "Marjorie">>
<<if _NPCLocationCheck is "AceOfHeartsMarjoriesOffice">>
“Come,” you hear Marjorie’s low voice bellow from within.<br>
<br>
<<ActionsHeader>>
<<link "Enter Marjorie’s office" "AceOfHeartsMarjoriesOffice">><</link>><br>
<<link "Return to the lobby" "AceOfHeartsLobby">><</link>>
<<else>>
When there is no reply, you look around. Amber still stands in the lobby, but is facing the door. You see her bunny tail wiggle as she shifts on the spot. You reach out and try the handle, but it’s firmly locked.<br>
<br>
<<ActionsHeader>>
<<link "Return to the lobby" "AceOfHeartsLobby">><</link>>
<</if>>As you step towards the exit, you hear the clip-clopping of Amber’s heels. “Hey! Tandi!”<br>
<br>
You turn to see the blonde girl nervously skittering to a halt beside you. The very effort of moving quickly in the shoes seems to have strained her perpetual smile.<br>
<br>
“Leaving already?” she asks. “Marjorie said she’d like a word with you before you left tonight.”<br>
<br>
You feel your insides tense up. “I really need to get home tonight.”<br>
<br>
Amber winces, finally losing her smile. “She was pretty adamant about it. Come on! You know what she’s like. It’s just a catch-up.”<br>
<br>
The bunny girl gestures to a door towards the back. You sigh.<br>
<br>
<<ActionsHeader>>
<<link "Follow Amber to Marjorie’s office" "AceOfHeartsMarjoriesOffice">><<LocationKnown "AceOfHeartsMarjoriesOffice">><<EventTrigger "AceOfHeartsMarjoriesOffice" "MarjorieTandiPostShift" "Evening" "Marjorie" "Tandi" null null null false>><</link>><<NPCKnowsThisForm "Amber">>
<<if _NPCKnowsThisForm is false>>
<<if $current.avatar is "Tandi">>
“Hi Tandi,” she says brightly. “Been a while. Are you looking for Marjorie? Or are you here to take a shift?”<br>
<<else>>
“Hi,” she says after giving you a moment to stare at her. “I’m Amber. Welcome to the Ace of Hearts. How might I serve you?”<br>
<</if>>
<<elseif $AmberDialogue is undefined>>
Amber maintains her smile as you approach, her eyes briefly looking over you before meeting your eyes once again.<br>
<<else>>
Amber waits patiently for you to speak, her smile warm and fixed.<br>
<</if>>
<br>
<<ActionsHeader>>
<<CheckFirst "AceOfHeartsLobby">>
<<if _CheckFirst is false or _NPCKnowsThisForm is false>>
<<if $current.avatar is "Tandi">>
<<link "Ask about taking a shift" "AmberDialogue">><<set $AmberDialogue to "TandiShift">><<AddFirst "AceOfHeartsLobby">><<NPCKnown "Amber">><</link>><br>
<<link "Ask about seeing Marjorie" "AmberDialogue">><<set $AmberDialogue to "TandiMarjorie">><<AddFirst "AceOfHeartsLobby">><<NPCKnown "Amber">><</link>><br>
<<else>>
<<link "Ask about this place" "AmberDialogue">><<set $AmberDialogue to "AskPlace">><<AddFirst "AceOfHeartsLobby">><<NPCKnown "Amber">><</link>><br>
<</if>>
<<else>>
<<CheckFirst "HeartsWorkedShift">><<DialogueSpoken "Amber" "FirstShift">>
<<if _CheckFirst is false and _Discussed is false>>
<<link "Ask about your first shift" "AmberDialogue">><<set $AmberDialogue to "FirstShift">><</link>><br>
<<else>>
<<HeartsStanding>>
<<if _HeartsShiftState is "none">><<link "Tell her you're ready for a shift" "AmberDialogue">><<set $AmberDialogue to "ReadyShift">><</link>><br>
<<elseif _HeartsShiftState is "ended">><s>Tell her you're ready for a shift</s> - <i>You've already taken a shift today</i><br><</if>>
<</if>>
<<DialogueUnlockCheck "Amber" "MarcType">><<DialogueSpokenSecretKnown "Amber" "AskMarc">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about Marc" "AmberDialogue">><<set $AmberDialogue to "AskMarc">><<DialogueDone "Amber" "AskMarc">><</link>><br><</if>>
<<DialogueUnlockCheck "Amber" "TerryType">><<DialogueSpokenSecretKnown "Amber" "AskTerry">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about Terry" "AmberDialogue">><<set $AmberDialogue to "AskTerry">><<DialogueDone "Amber" "AskTerry">><</link>><br><</if>>
<<DialogueUnlockCheck "Amber" "AaronType">><<DialogueSpokenSecretKnown "Amber" "AskAaron">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about Aaron" "AmberDialogue">><<set $AmberDialogue to "AskAaron">><<DialogueDone "Amber" "AskAaron">><</link>><br><</if>>
<<DialogueUnlockCheck "Amber" "OwenType">><<DialogueSpokenSecretKnown "Amber" "AskOwen">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about Owen" "AmberDialogue">><<set $AmberDialogue to "AskOwen">><<DialogueDone "Amber" "AskOwen">><</link>><br><</if>>
<<link "Say goodbye and return to the lobby" "AceOfHeartsLobby">><<EndConversation "Amber">><</link>>
<</if>><b>The Ace of Hearts - Marjorie’s Office</b><br>
<img src="./images/AceOfHeartsMarjoriesOffice.png"><br>
<br>A dim and dark office, free of the pinks and reds that seem to pervade the rest of Hearts. An oak desk dominates the space, filled with a leather-bound book, a desk lamp and an ornate bottle half-full with a dark spirit.<br>
<<include "EventsAceOfHeartsMarjoriesOffice">>
<<if _currentEvent is undefined>>
<<NPCPresent "Marjorie">>
<<if _NPCPresent is true>>
<br>
/* Returnee reads come BEFORE the Flag read below - the arms read _FlagReturn directly. */
<<HeartsStanding>>
<<NPCKnowsThisForm "Marjorie">><<Flag "AceOfHeartsCoverBlown">>
<<if _HeartsStanding is "returnee" and _NPCKnowsThisForm is true and _FlagReturn is true>>
Marjorie looks up as you enter and a slow smile forms. “Back again,” she says, reaching for a cigarette. “I did wonder.”<br>
<<elseif _HeartsStanding is "returnee" and _NPCKnowsThisForm is true and ($current.avatar isnot "Tandi" or _FlagReturn is true)>>
Marjorie looks up as you enter, lighting a cigarette. “Back again,” she says. “Thought better of my offer, did you?”<br>
<<elseif _NPCKnowsThisForm is false and $current.avatar isnot "Tandi" and _FlagReturn is true>>
Marjorie looks back over her desk as you enter. Her eyes narrow for a moment, tracing the shape of you, the face, the hair. Then the corner of her mouth lifts and she reaches for a cigarette. “A new face,” she says, lighting it. "Variety of the spice of life, <<TrueName "Current">>. And our regulars love sugar and spice. But I now know you in any skin."<br>
<bR>
"Amber didn't recognise me," you say, shrugging.<br>
<Br>
"Amber doesn't recognise the girls when they change their make-up routine. I'm not surprised she struggled with you." Marjorie replies. "Feel free to leave. She'll assume you're signed on to work if you exit here willingly."<br>
<<elseif _NPCKnowsThisForm is false and $current.avatar isnot "Tandi">>
Marjorie looks back over her desk as you enter, lighting a cigarette. Her eyes rest on you a moment longer than is comfortable. “I don’t know you, do I?” she says.<br>
<<elseif _NPCKnowsThisForm is false and $current.avatar is "Tandi" and _FlagReturn is true>>
Marjorie looks back over her desk as you enter. Her eyes narrow for a moment, tracing the shape of you, the face, the hair. Then the corner of her mouth lifts and she reaches for a cigarette. “A new face for you,” she says, lighting it. "But not to my customers. Be careful, <<TrueName "Current">>. Tandi is a popular girl here."<br>
<bR>
"Amber didn't recognise me," you say, shrugging. "Or at least, just saw me as Tandi."<br>
<Br>
"Amber doesn't recognise the girls when they change their make-up routine. I'm not surprised she struggled with you." Marjorie replies. "Feel free to leave. She'll assume you're signed on to work if you exit here willingly."<br>
<<else>>
Marjorie looks back over her desk, smoking as she looks up.<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<if _NPCPresent is true>>
<<Flag "AceOfHeartsCoverBlown">>
<<if $current.avatar is "Tandi" and _FlagReturn is false>>
<<link "Talk to Marjorie" "AceOfHeartsMarjoriesOfficeTandiDialogue0">><<NPCKnown "Marjorie">><<StartConversation "Marjorie" "AceOfHeartsMarjoriesOffice">><</link>><br>
<<else>>
<<link "Talk to Marjorie" "AceOfHeartsMarjoriesOfficeMarjorieDialogue0">><<NPCKnown "Marjorie">><<StartConversation "Marjorie" "AceOfHeartsMarjoriesOffice">><</link>><br>
<</if>>
<</if>>
<<link "Return to the lobby" "AceOfHeartsLobby">><</link>>
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<switch _currentEvent>>
<<case "MarjorieFirst">>
<br>
You open the door and step into the office. As your eyes adjust, you smell an exotic and expensive perfume mixed in with cigarette smoke seeped into the furniture.<br>
<br>
<<NPCKnownCheck "Marjorie">>
<<if _NPCKnownCheck is true>>
Marjorie sits behind the desk, looking up as you enter. A cigarette in-hand, her eyes land on you with intensity.<br>
<<else>>
A woman sits behind the desk, looking up as you enter. A cigarette in-hand, her eyes land on you with intensity. She’s striking. Older than most of the women you’ve met in Charlton, but in a way that makes her stand out from the crowd. Tall, with sharp cheekbones, dark red lipstick, and a knowing smile. Her black hair is curled in thick vintage waves. Her black dress is low-cut and clinched at the waist.<br>
<</if>>
<br>
<<if $HeartsFirst is "MarjorieCard">>
<<if $current.avatar is "Emily">>
“Miss Phillips,” she says. “Though that sounds too formal. Emily, isn’t it? Welcome to Hearts. I hope your stay with us is rewarding. And long.”<br>
<<elseif $current.avatar is "Andrea">>
“Miss Cinders,” she says. “Though that sounds too formal. Andrea, isn’t it? Welcome to Hearts. I hope your stay with us is rewarding. And long.”<br>
<<elseif _CurrentPC is true>>
“Miss Phillips,” she says. “Though that sounds too formal. <<TrueName "Current">>, isn’t it? Welcome to Hearts. I hope your stay with us is rewarding. And long.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Talk to Marjorie" "AceOfHeartsMarjoriesOfficeMarjorieDialogue0">><<EventsCheckEnd "AceOfHeartsMarjoriesOffice" "MarjorieFirst">><<NPCKnown "Marjorie">><<StartConversation "Marjorie" "AceOfHeartsMarjoriesOffice">><</link>>
<<elseif $HeartsFirst is "Tattoo">>
“Welcome,” she says. “I don’t know you, do I? But I hear you have found yourself with a mark you can’t wipe clean? Don’t worry. We have the answer. I hope you’ll find your stay at Hearts more rewarding. And long.”<br>
<br>
<<ActionsHeader>>
<<link "Talk to Marjorie" "AceOfHeartsMarjoriesOfficeMarjorieDialogue0">><<EventsCheckEnd "AceOfHeartsMarjoriesOffice" "MarjorieFirst">><<NPCKnown "Marjorie">><<StartConversation "Marjorie" "AceOfHeartsMarjoriesOffice">><</link>>
<<elseif $HeartsFirst is "Bracelet">>
“Welcome,” she says. “I don’t know you, do I? But I hear you’ve convinced Tandi to give up her bracelet. Don’t worry. I can show you how to use it. I hope you’ll find your stay at Hearts more rewarding. And long.”<br>
<br>
<<ActionsHeader>>
<<link "Talk to Marjorie" "AceOfHeartsMarjoriesOfficeMarjorieDialogue0">><<EventsCheckEnd "AceOfHeartsMarjoriesOffice" "MarjorieFirst">><<NPCKnown "Marjorie">><<StartConversation "Marjorie" "AceOfHeartsMarjoriesOffice">><</link>>
<<elseif $current.avatar is "Tandi">>
“Tandi,” she says. “It’s been too long. What can I do for you?”<br>
<br>
<<ActionsHeader>>
<<link "Talk to Marjorie" "AceOfHeartsMarjoriesOfficeTandiDialogue0">><<EventsCheckEnd "AceOfHeartsMarjoriesOffice" "MarjorieFirst">><<NPCKnown "Marjorie">><<StartConversation "Marjorie" "AceOfHeartsMarjoriesOffice">><</link>>
<<elseif $HeartsFirst is "ChristinaCard">>
“Welcome,” she says. “I don’t know you, do I? But I hear you have found yourself with a card blessed with a mark. Don’t worry. I’ll give you a chance to scratch that itch you can’t reach. I hope you’ll find your stay at Hearts more rewarding. And long.”<br>
<br>
<<ActionsHeader>>
<<link "Talk to Marjorie" "AceOfHeartsMarjoriesOfficeMarjorieDialogue0">><<EventsCheckEnd "AceOfHeartsMarjoriesOffice" "MarjorieFirst">><<NPCKnown "Marjorie">><<StartConversation "Marjorie" "AceOfHeartsMarjoriesOffice">><</link>>
<</if>>
<<case "MarjorieTandiPostShift">>
<br>
Amber opens the door and gestures you forward. You step into the office and the door closes behind you. As your eyes adjust, you smell an exotic and expensive perfume mixed in with cigarette smoke seeped into the furniture.<br>
<br>
<<NPCKnownCheck "Marjorie">>
<<if _NPCKnownCheck is true>>
Marjorie sits behind the desk, looking up as you enter. A cigarette in-hand, her eyes land on you with intensity.<br>
<<else>>
A woman sits behind the desk, looking up as you enter. A cigarette in-hand, her eyes land on you with intensity. She’s striking. Older than most of the women you’ve met in Charlton, but in a way that makes her stand out from the crowd. Tall, with sharp cheekbones, dark red lipstick, and a knowing smile. Her black hair is curled in thick vintage waves. Her black dress is low-cut and clinched at the waist.<br>
<</if>>
<br>
“Tandi,” she purrs. “It’s been some time. How did your shift go?”<br>
<br>
You take a deep breath. “Fine.”<br>
<br>
Marjorie takes a drag from her cigarette. “That it? I’m not used to you being so reserved.”<br>
<br>
She gestures to the chair on your side of the desk. “Come. Sit. Let’s have a chat.”<br>
<br>
<<ActionsHeader>>
<<link "Talk to Marjorie" "AceOfHeartsMarjoriesOfficeTandiDialogue0">><<EventsCheckEnd "AceOfHeartsMarjoriesOffice" "MarjorieTandiPostShift">><<NPCKnown "Marjorie">><<StartConversation "Marjorie" "AceOfHeartsMarjoriesOffice">><</link>>
<</switch>>Marjorie looks at you over her desk, her eyes only leaving you when she moves the cigarette to her lips to take a drag from it.<br>
<br>
<<ActionsHeader>>
<<DialogueSpoken "Marjorie" "OfficeTandiHowAreYou">>
<<if _Discussed is false>><<link "Ask how she is" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeTandiHowAreYou">><<set $ConversationRoot to "MarjorieDialogue">><<DialogueDone "Marjorie" "OfficeTandiHowAreYou">><</link>><br><</if>>
<<DialogueSpoken "Marjorie" "OfficeTandiGirls">>
<<if _Discussed is false>><<link "Ask about the girls" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeTandiGirls">><<set $ConversationRoot to "MarjorieDialogue">><<DialogueDone "Marjorie" "OfficeTandiGirls">><</link>><br><</if>>
<<QuestState "Quest24">><<DialogueSpoken "Marjorie" "OfficeTandiCurse">>
<<if _QuestState gte 2 and _Discussed is false>><<link "Ask about the counter curse" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeTandiCurse">><<set $ConversationRoot to "MarjorieDialogue">><<DialogueDone "Marjorie" "OfficeTandiCurse">><</link>><br><</if>>
<<QuestState "Quest25">><<DialogueSpoken "Marjorie" "OfficeTandiRitual">>
<<if _QuestState gte 2 and _Discussed is false>><<link "Ask about the cheerleaders and the ritual" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeTandiRitual">><<set $ConversationRoot to "MarjorieDialogue">><<DialogueDone "Marjorie" "OfficeTandiRitual">><</link>><br><</if>>
<<DailyVariableCheck "HeartsShiftStarted">><<CheckFirst "HeartsTandiDoorBlocked">>
<<if _DailyVariableCheck is true or _CheckFirst is true>><<link "Say goodbye to Marjorie" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeTandiShift">><<set $ConversationRoot to "MarjorieDialogue">><</link>>
<<else>><<link "Tell her you should get on with your shift" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeTandiShift">><<set $ConversationRoot to "MarjorieDialogue">><</link>><</if>>Marjorie looks at you over her desk, her eyes only leaving you when she moves her cigarette to her lips to take a drag from it.<br>
<br>
<<ActionsHeader>>
/* "Known" model: before the confrontation Marjorie knows FACES (per-form Inducted latch, DialogueSpoken is avatar-specific); once AceOfHeartsCoverBlown she knows the PC in any skin. A cover-intact face she has not inducted gets the full first-meeting flow again - including a fresh deal offer (owner ruling 2026-09-02). Deal state lives on Quest27 stage-2 options. */
<<QuestOptionCheck "Quest27" 2 "deal_accepted" "gte">><<set _DealAccepted to _QuestOptionCheck>>
<<QuestOptionCheck "Quest27" 2 "deal_declined" "gte">><<set _DealDeclined to _QuestOptionCheck>>
<<QuestOptionCheck "Quest27" 2 "trial_card" "gte">><<set _TrialCard to _QuestOptionCheck>>
<<HeartsStanding>>
<<Flag "AceOfHeartsCoverBlown">><<set _CoverBlown to _FlagReturn>>
<<DialogueSpoken "Marjorie" "Inducted">><<set _Inducted to (_CoverBlown is true or _Discussed is true)>>
<<set _ConfrontationLive to (_CoverBlown is true and _DealAccepted is false and _DealDeclined is false and _TrialCard is false)>>
<<CheckFirst "HeartsWorkedShift">><<Flag "CounterCurseGestureKnown">><<if _CheckFirst is true and _FlagReturn is false>><<set _ConfrontationLive to true>><</if>>
<<QuestState "Quest35">><<DialogueSpoken "Marjorie" "PeopleWhoLeft">>
<<if _CoverBlown is true and _QuestState is 0 and _Discussed is false and _ConfrontationLive is false>><<link "Ask about Charlton's influence on people who have left" "MarjorieDialogue">><<set $MarjorieDialogue to "PeopleWhoLeft">><<set $ConversationRoot to "MarjorieDialogue">><</link>><br><</if>>
<<BraceletWorn>><<QuestState "Quest39">><<DialogueSpoken "Marjorie" "BraceletHelp">><<QuestStatus "Quest42">>
<<if _Inducted is true and _QuestState gte 3 and _BraceletWorn is true and _Discussed is false and _ConfrontationLive is false and _QuestStatus isnot "complete">><<link "Ask for help with the bracelet" "MarjorieDialogue">><<set $MarjorieDialogue to "BraceletHelp">><<set $ConversationRoot to "MarjorieDialogue">><</link>><br><</if>>
<<DialogueSpoken "Marjorie" "OfficeAce">><<set _AceSpoken to _Discussed>>
<<if _AceSpoken is false and _CoverBlown is false>><<link "Ask about the Ace of Hearts" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeAce">><<set $ConversationRoot to "MarjorieDialogue">><<DialogueDone "Marjorie" "OfficeAce">><</link>><br><</if>>
<<DialogueSpoken "Marjorie" "OfficeHer">>
<<if _AceSpoken is true and _Discussed is false and _CoverBlown is false>><<link "Ask about her" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeHer">><<set $ConversationRoot to "MarjorieDialogue">><<DialogueDone "Marjorie" "OfficeHer">><</link>><br><</if>>
<<QuestState "Quest24">><<DialogueSpokenSecretKnown "Marjorie" "OfficeCounterCurse">>
<<if _CoverBlown is true and _QuestState gte 2 and _QuestState lt 4 and _Discussed is false>><<link "Ask about the counter curse at the school" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeCounterCurse">><<set $ConversationRoot to "MarjorieDialogue">><<DialogueDone "Marjorie" "OfficeCounterCurse">><</link>><br><</if>>
<<QuestState "Quest25">><<DialogueSpokenSecretKnown "Marjorie" "OfficeRitual">>
<<if _CoverBlown is true and _QuestState gte 2 and _Discussed is false>><<link "Ask about the ritual at the prom" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeRitual">><<set $ConversationRoot to "MarjorieDialogue">><<DialogueDone "Marjorie" "OfficeRitual">><</link>><br><</if>>
<<DialogueSpokenSecretKnown "Marjorie" "OfficeWhyStitch">>
<<if _CoverBlown is true and _Discussed is false>><<link "Ask why she is helping Stitch" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeWhyStitch">><<set $ConversationRoot to "MarjorieDialogue">><<DialogueDone "Marjorie" "OfficeWhyStitch">><</link>><br><</if>>
<<if _Inducted is false>>
<<DialogueSpoken "Marjorie" "OfficeExpected">>
<<if _AceSpoken is true and _Discussed is false and _CoverBlown is false>><<link "Ask about what’s expected of you" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeExpected">><<set $ConversationRoot to "MarjorieDialogue">><<DialogueDone "Marjorie" "OfficeExpected">><</link>><br><</if>>
<<DialogueSpoken "Marjorie" "HeartsFirstTopic">>
<<if _Discussed is false and _CoverBlown is false>>
<<if $HeartsFirst is "MarjorieCard">>
<<link "Ask about the trial" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeTrial">><<set $ConversationRoot to "MarjorieDialogue">><<DialogueDone "Marjorie" "HeartsFirstTopic">><</link>><br>
<<elseif $HeartsFirst is "ChristinaCard">>
<<link "Ask about the card" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeCard">><<set $ConversationRoot to "MarjorieDialogue">><<DialogueDone "Marjorie" "HeartsFirstTopic">><</link>><br>
<<elseif $HeartsFirst is "Bracelet">>
<<link "Ask about the bracelet" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeBracelet">><<set $ConversationRoot to "MarjorieDialogue">><<DialogueDone "Marjorie" "HeartsFirstTopic">><</link>><br>
<<elseif $HeartsFirst is "Tattoo">>
<<link "Ask about your tattoo" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeTattoo">><<set $ConversationRoot to "MarjorieDialogue">><<DialogueDone "Marjorie" "HeartsFirstTopic">><</link>><br>
<</if>>
<</if>>
<<DialogueSpoken "Marjorie" "HeartsFirstTopic">><<set _AnchorSpoken to _Discussed>>
<<MarjorieDialogueVariant>><<Flag "AceOfHeartsCoverBlown">>
<<if (_TempCurse is true or _TempTaughtCoven is true) and _FlagReturn is false and _AnchorSpoken is true>>
<<link "Blow your cover and confront her about Charlton School" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeCoverBlow">><<set $ConversationRoot to "MarjorieDialogue">><<Assertive 1>><</link>><br>
<</if>>
<<link "Tell her you have no further questions" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeDeal">><<set $ConversationRoot to "MarjorieDialogue">><</link>>
<<else>>
<<CheckFirst "HeartsWorkedShift">>
<<if (_HeartsStanding is "worker" or _HeartsStanding is "debriefPending") and _CheckFirst is false>><<link "Ask her if you’ve done enough yet" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeDebrief">><<set $ConversationRoot to "MarjorieDialogue">><</link>><br><</if>>
/* Not on a night you have already worked the floor (the Tandi shift that earned the card) - the card says come back another night */
<<DailyVariableCheck "HeartsShiftStarted">>
<<if _HeartsStanding is "returnee" and _ConfrontationLive is false>>
<<if _DailyVariableCheck is true>><s>Tell her you want to start the trial</s> - <i>You’ve already taken a shift today</i><br>
<<else>><<link "Tell her you want to start the trial" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeStartTrial">><<set $ConversationRoot to "MarjorieDialogue">><</link>><br><</if>>
<</if>>
/* A live confrontation (cover blown, no deal/offer resolved yet) re-enters the confrontation hub; the deal choice is made only there. */
<<if _ConfrontationLive is true>><<link "Continue the conversation" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeConfrontationReturn">><<set $ConversationRoot to "MarjorieDialogue">><</link>><br><</if>>
<<QuestStatus "Quest42">><<InventoryCheckSelf "TandiBracelet" "MarjorieBracelet">>
<<if _QuestStatus is "active" and _InventoryCheckSelf is true>><<link "Tell her to drain magic from the bracelet" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeDeposit">><<set $ConversationRoot to "MarjorieDialogue">><</link>><br><</if>>
<<QuestStatus "Quest42">><<InventoryCheckSelf "TandiBracelet" "MarjorieBracelet">>
<<if _QuestStatus is "active" and _InventoryCheckSelf is true>><<link "Tell her you are ready for her to form the trinket" "MarjorieDialogue">><<set $MarjorieDialogue to "OfficeForgeConfirm">><<set $ConversationRoot to "MarjorieDialogue">><</link>><br><</if>>
<<if _ConfrontationLive is false>><<link "Say goodbye to Marjorie" "AceOfHeartsMarjoriesOffice">><<EndConversation "Marjorie">><</link>><</if>>
<</if>><b>The Ace of Hearts - Changing Room</b><br>
<img src="./images/AceOfHeartsChangingRoom.png"><br>
<br>A back-stage changing room, filled with vanity mirrors, cosmetics and costumes in various sizes ready for the staff to change into.<br>
<<CheckFirst "AceOfHeartsChangingRoom">>
<<if _CheckFirst is false>>
<br>
You walk into the changing room, looking around with weary eyes. What you see doesn’t surprise you. Across one wall is a number of vanity mirrors, complete with a table running their length covered in cosmetics, brushes and make-up accessories. At the back is a clothes rack equally full of everyday clothes that you assume the staff have changed out of, and more specialised costumes that appeal to different clientele.<br>
<br>
Then, hanging on the back wall, the centrepiece of Hearts uniforms. Corseted bunny girl suits with matching ears.<br>
<</if>>
<<if $tempMarjorieCompulsion is true>>
<br>
As you look around your eyes are drawn to a lipstick lying on the vanity table. You sense the magic stirring within it, but still, it takes some willpower not to reach out then and there to apply it to your lips.<br>
<</if>>
<br>
<<ActionsHeader>>
<<HeartsStanding>><<CurrentOutfit>>
<<if _CurrentOutfit isnot "BunnyOutfit">>
/* Out of the outfit with tonight's shift already started = changed back after working; no second shift tonight */
<<if _HeartsShiftState isnot "none">><s>Change into a bunny outfit</s> - <i>You’ve finished your shift for tonight</i><br>
<<else>><<link "Change into a bunny outfit" "AceOfHeartsChangingRoomScene">><<set $AceOfHeartsChangingRoomScene to "Bunny">><<AddFirst "AceOfHeartsChangingRoom">><</link>><br><</if>>
<<else>>
<<link "Change back into normal clothes" "AceOfHeartsChangingRoomScene">><<set $AceOfHeartsChangingRoomScene to "Normal">><<AddFirst "AceOfHeartsChangingRoom">><</link>><br>
<</if>>
<<Flag "TempHeartsLipstickKnown">>
<<if _FlagReturn is true>><<link "Look at the lipstick" "AceOfHeartsChangingRoomScene">><<set $AceOfHeartsChangingRoomScene to "LookLipstick">><<AddFirst "AceOfHeartsChangingRoom">><</link>><br><</if>>
<<Flag "TempHeartsCosmeticsKnown">>
<<if _FlagReturn is true>><<link "Look at the cosmetics" "AceOfHeartsChangingRoomScene">><<set $AceOfHeartsChangingRoomScene to "LookCosmetics">><<AddFirst "AceOfHeartsChangingRoom">><</link>><br><</if>>
<<link "Return to the lobby" "AceOfHeartsLobby">><<AddFirst "AceOfHeartsChangingRoom">><</link>><<switch $AceOfHeartsChangingRoomScene>>
<<case "Bunny">>
<<CheckFirst "BunnyOutfitWorn">>
<<if _CheckFirst is false>>
You brace yourself, then move over to the rack and take down an outfit that looks like the right fit. You feel the delicate material against your fingers and for the first time it dawns on you that soon it will be the only thing you’re wearing. In front of the clientele of Hearts.<br>
<br>
Undressing, you shiver as you stand nude and hang your clothes up on a spare hanger. Your underwear isn’t right for this outfit. It will show and you know that breaking the illusion will be a dress-code violation at Hearts. You briefly consider what underwear wouldn’t be on show in the costume. It’s almost designed to be the only thing you should be wearing.<br>
<br>
Sitting down, you pull up the fishnets, noting how they accentuate your legs. Then you stand into the body suit and pull it up, struggling to pull it over your waist and up to the tops of your breasts.<br>
<br>
You tug and pull at the outfit. It clinches at your waist, forcing your breasts up. You take the headband and push it through your hair, then step into the black stiletto heels that you picked up underneath the clothing rack.<br>
<br>
Looking in the mirror, you still see your reflection. But just by wearing the outfit, you seem different. As it clings and pushes, your curves, your waist and your breasts are front and centre. By design, you are objectified.<br>
<br>
<I>And to top it all off, you chose to do this, didn’t you?</i><br>
<<else>>
You take down an outfit in your size and undress, pulling up the fishnets and putting on the outfit with ease. It comes to you as second nature now and when you look back in the mirror, you watch your reflection smile. The perfect image of a bunny girl, on display for the satisfaction of customers.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the changing room" "AceOfHeartsChangingRoom">><<CurrentOutfit>><<set $HeartsStoredOutfit to _CurrentOutfit>><<WearOutfit "BunnyOutfit">><<AddFirst "BunnyOutfitWorn">><<set $AceOfHeartsChangingRoomScene to undefined>><</link>>
<<case "Normal">>
You sit down on the cushioned seat and slowly begin to undress. It takes you a minute to remove the bunny outfit, but you throw it into a laundry bin near the clothes rack. Finding your old clothes, you change back. Looking in the mirror, you see yourself once more. And you try to ignore the pull of the fresh bunny outfits on the rack. Waiting for you.<br>
<br>
<<ActionsHeader>>
<<link "Return to the changing room" "AceOfHeartsChangingRoom">><<if $HeartsStoredOutfit is undefined or $HeartsStoredOutfit is null>><<RemoveOutfit>><<else>><<WearOutfit $HeartsStoredOutfit>><</if>><<set $HeartsStoredOutfit to undefined>><<set $AceOfHeartsChangingRoomScene to undefined>><</link>>
<<case "LookLipstick">>
You glance down at the lipstick, standing out from the rest only because of the yellow-amber shimmer that glistens within it.<br>
<br>
The brand isn’t one you recognise. <i>Pucker</i>. The rim between its top and base is coloured in bold pink, hinting at its colour.<br>
<<if $tempMarjorieCompulsion is true>>
<br>
You hear Marjorie’s words inside your brain, reminding you of how thin your lips looked. The lipstick should help that, shouldn’t it? After all, that’s what girls use it for.<br>
<</if>>
<br>
<<ActionsHeader>>
<<DailyVariableCheck "TransformBodyLips">>
<<if _DailyVariableCheck is true>>
<s>Apply the lipstick</s> - <i>You’ve already applied the lipstick tonight</i><br>
<<link "Return to the changing room" "AceOfHeartsChangingRoom">><<set $AceOfHeartsChangingRoomScene to undefined>><</link>>
<<else>>
<<link "Apply the lipstick" "AceOfHeartsChangingRoomScene">><<set $AceOfHeartsChangingRoomScene to "ApplyLipstick">><<set $tempMarjorieCompulsion to undefined>><</link>><br>
<<CompulsionCheck "AllDolledUp">>
<<if $tempMarjorieCompulsion is true>>
<s>Return to the changing room</s> - <i>Marjorie’s words won’t let you leave it. Your lips need it.</i><br>
<<elseif _CompulsionCheck is true>>
<span class="compulsion">[All Dolled Up] </span><s>Return to the changing room</s> - <i>Try as you might, you can’t resist the lure of applying some lipstick</i><br>
<<else>>
<<link "Return to the changing room" "AceOfHeartsChangingRoom">><<set $AceOfHeartsChangingRoomScene to undefined>><</link>>
<</if>>
<</if>>
<<case "ApplyLipstick">>
<<DailyVariableCheck "TransformBodyLips">><<CurrentBodyCheck "lips">>
<<if _CurrentBodyCheck lt 4 and _DailyVariableCheck is false>>
You reach down and pick up the lipstick, taking off the top and swivelling the base to push its edge up. The pink hue looks bold and glossy. You pout your lips and run the tip over your lips, watching yourself in the mirror as you apply it.<br>
<br>
Your lips tingle as the lipstick touches them and you know it’s not just from the sensation. Magic fizzles like soda water on your mouth. You stare at yourself as you pucker your lips. They look fuller, glossier, larger. The magic sizzles, almost like a burning sensation. As if your lips are swollen.<br>
<br>
Putting the lipstick back, you regard your reflection with interest. Your lips don’t just look larger. They feel bigger. Fuller. You can’t help but pout to see how large they have grown.<br>
<br>
<<if $PlayerCharacter.female is true and _CurrentPC is true>>
Staring back at your reflection, the sensation fades. Your lips have always been like this, haven’t they? Lipstick might enhance them, but it can’t change the shape of someone’s face.<br>
<<elseif $PlayerCharacter.female is true and _CurrentPC is false>>
Staring back at your reflection, the sensation fades. This has always been what <<TrueName>> has looked like, hasn’t it? Come to think of it, they are like yours too. Lipstick might enhance your lips, but it can’t change the shape of someone’s face.<br>
<<else>>
Staring back at your reflection, the sensation fades. This has always been what <<TrueName>> has looked like, hasn’t it? Come to think of it, they look a lot like yours would be. If you were a woman, of course.<br>
<br>
<I>You’re starting to picture what you might be like?</i><br>
<br>
The reflection of <<TrueName>> looks back at you. You pucker your lips with curiosity. Lipstick might enhance your lips, but it can’t change the shape of someone’s face. Right?<br>
<</if>>
<br>
Glancing down, you sense the magic still innate within the lipstick. Still present, waiting for the next user. You wonder briefly what the magic does, but let it go.<br>
<br>
<<ActionsHeader>>
<<link "Return to the changing room" "AceOfHeartsChangingRoom">><<TransformBody "lips" 1>><<DailyVariableAdd "TransformBodyLips">><<set $AceOfHeartsChangingRoomScene to undefined>><</link>>
<<else>>
You reach down and pick up the lipstick, taking off the top and swivelling the base to push its edge up. The pink hue looks bold and glossy. You pout your lips and run the tip over your lips, watching yourself in the mirror as you apply it.<br>
<br>
Your lips feel smooth as the lipstick touches them, but it’s free of any other sensation. When you are done, you stare at yourself in the mirror. Your lips are more pronounced, but look the same as they did before.<br>
<br>
<<if _CurrentBodyCheck gte 4>>
<I>Do you think there’s much else to enhance here?</i><br>
<<else>>
<I>Do you really want to try that again today?</i><br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the changing room" "AceOfHeartsChangingRoom">><<set $AceOfHeartsChangingRoomScene to undefined>><</link>>
<</if>>
<<case "LookCosmetics">>
You glance down at a black make-up case resting among the clutter on the vanity table. A yellow-amber shimmer moves beneath its clear lid, faint but unmistakable.<br>
<br>
The word <i>Pucker</i> is written across the case in curling pink letters, matching the branding on the lipstick. Inside is a carefully arranged collection of powders, creams and pencils, ranging from soft pinks to smoky greys and black. Nothing you couldn’t find on an ordinary cosmetics counter, if not for the glow that seems to follow your eyes whenever you look from one shade to another.<br>
<br>
<<ActionsHeader>>
<<DailyVariableCheck "TransformBodyFace">>
<<if _DailyVariableCheck is true>>
<s>Apply the make-up</s> - <i>You’ve already done your face tonight</i><br>
<<link "Return to the changing room" "AceOfHeartsChangingRoom">><<set $AceOfHeartsChangingRoomScene to undefined>><</link>>
<<else>>
<<link "Apply the make-up" "AceOfHeartsChangingRoomScene">><<set $AceOfHeartsChangingRoomScene to "ApplyCosmetics">><</link>><br>
<<CompulsionCheck "AllDolledUp">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[All Dolled Up] </span><s>Return to the changing room</s> - <i>Try as you might, you can’t resist the lure</i><br>
<<else>>
<<link "Return to the changing room" "AceOfHeartsChangingRoom">><<set $AceOfHeartsChangingRoomScene to undefined>><</link>>
<</if>>
<</if>>
<<case "ApplyCosmetics">>
<<WearMakeup>>
<<DailyVariableCheck "TransformBodyFace">><<CurrentBodyCheck "face">>
<<if _CurrentBodyCheck lt 4 and _DailyVariableCheck is false>>
You open the case and take out one of the brushes. The choice of colours seems obvious once you begin. A little powder across your cheeks. A darker shade around your eyes. Something lighter along your brow. You work carefully, following the contours of the face in the mirror.<br>
<br>
At first, the warmth against your skin could be from the brush. Then the cosmetics begin to tingle. Yellow-amber flecks glimmer across your reflection, sinking beneath the make-up as quickly as they appear.<br>
<br>
You stop with the brush still raised. The face in the mirror is changing.<br>
<br>
The differences are difficult to isolate. Your cheekbones seem to sit differently. Your eyes look a little larger and more prominent. The lines of your face shift around them, drawing attention where the cosmetics have been applied. Each change is slight, but together they alter the balance of your features.<br>
<br>
You lean closer to the mirror, turning your head from side to side. It isn’t just clever shading. The make-up has settled into a face that no longer has quite the same shape beneath it.<br>
<br>
<<if $PlayerCharacter.female is true and _CurrentPC is true>>
The tingling fades as you continue to stare. You try to remember your face looking any other way, but the thought slips from you. These are your cheekbones. Your eyes. The face you have always seen in the mirror.<br>
<<elseif $PlayerCharacter.female is true and _CurrentPC is false>>
The tingling fades as you continue to stare. This is how <<TrueName>> has always looked, isn’t it? Yet the longer you study the altered features, the more familiar they feel. You can almost imagine the same balance in your own face. <<TrueName "Current">>.<br>
<<else>>
The tingling fades as you continue to stare. This is how <<TrueName>> has always looked, isn’t it? Yet something about the altered features feels strangely personal. If you were a woman, you think your face might look like this too.<br>
<br>
<I>You’ve given that some thought, have you?</i><br>
<</if>>
<br>
When you lower the brush, the yellow-amber shimmer is still moving through the cosmetics. Whatever changed your reflection has not been used up. It waits beneath the powders for another application.<br>
<br>
<<ActionsHeader>>
<<link "Return to the changing room" "AceOfHeartsChangingRoom">><<TransformBody "face" 1>><<DailyVariableAdd "TransformBodyFace">><<set $AceOfHeartsChangingRoomScene to undefined>><</link>>
<<else>>
You open the case and apply another careful layer, watching for the yellow-amber shimmer. The powders settle smoothly across your skin, but there is no tingling this time. When you finish, the cosmetics have drawn attention to your features, but the face beneath them remains unchanged.<br>
<br>
<<if _CurrentBodyCheck gte 4>>
<I>Do you think there’s much else to enhance here?</i><br>
<<else>>
<I>Perhaps you’ve done enough to your face for one night.</i><br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the changing room" "AceOfHeartsChangingRoom">><<set $AceOfHeartsChangingRoomScene to undefined>><</link>>
<</if>>
<</switch>><b>The Ace of Hearts - Main Floor</b><br>
<img src="./images/AceOfHeartsMainFloor.png"><br>
<br>A large and spacious room, peppered with roulette wheels, blackjack games and tables. A bar rests at the back and a stage dominates one side of the room, lined with red velvet curtains.<br>
<<CheckFirst "AceOfHeartsMainFloor">>
<<if _CheckFirst is false>>
<br>
You look around the wide area, taking in the sights. Tables are scattered across the carpeted floor, appealing to different vices. You spot a roulette wheel and a blackjack table, as well as more standard furnishing where guests can have a drink. At the far end is a well-stocked bar and to the side is a stage with a single spotlight illuminating a microphone in its centre.<br>
<br>
The room is quiet, silence broken only by the chinking of glass and the murmurings of guests talking in hushed voices. Two other bunny girls that you don’t recognise work the floor, serving drinks and manning the gambling tables. Their smiles bright, their laughter high-pitched and constant.<br>
<br>
Looking at the guests, they are few but frequent. One man sits at the bar. Another stands at the roulette wheel. Someone else plays blackjack. Two others sit at tables alone. One close to the stage. The other in an alcove off to the side, draped in the shadows from the curtains.<br>
<<else>>
<<NPCLocationCheck "Aaron">><<CheckFirst "AceOfHeartsBar">>
<<if _NPCLocationCheck is "AceOfHeartsBar" and _CheckFirst is true>>
<br>
Aaron leans against the bar, barely staying on top of the stool.<br>
<</if>>
<<NPCLocationCheck "Thompson">><<CheckFirst "AceOfHeartsRouletteWheel">>
<<if _NPCLocationCheck is "AceOfHeartsRouletteWheel" and _CheckFirst is true>>
<br>
Thompson looms over the roulette wheel, snarling at each spin.<br>
<</if>>
<<NPCLocationCheck "Terry">><<CheckFirst "AceOfHeartsStage">>
<<if _NPCLocationCheck is "AceOfHeartsStage" and _CheckFirst is true>>
<br>
Terry hunches over his notepad, scribbling furiously.<br>
<</if>>
<<NPCLocationCheck "Owen">><<CheckFirst "AceOfHeartsBlackjackTable">>
<<if _NPCLocationCheck is "AceOfHeartsBlackjackTable" and _CheckFirst is true>>
<br>
Owen sits at the blackjack table, sipping his drink and watching the blackjack table.<br>
<</if>>
<<NPCLocationCheck "Marc">><<CheckFirst "AceOfHeartsAlcove">>
<<if _NPCLocationCheck is "AceOfHeartsAlcove" and _CheckFirst is true>>
<br>
Marc is barely visible in the alcove right at the back, staring out at you.<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Go to the bar" "AceOfHeartsBar">><<AddFirst "AceOfHeartsMainFloor">><</link>><br>
<<link "Go to the roulette wheel">>
<<AddFirst "AceOfHeartsMainFloor">>
<<NPCLocationCheck "Thompson">><<NPCKnownCheck "Thompson">><<Flag "PermThompsonMetBunnyAnnie">>
<<if $current.avatar is "Annie" and _NPCLocationCheck is "AceOfHeartsRouletteWheel" and _NPCKnownCheck is true and _FlagReturn is false>><<goto "AceOfHeartsRouletteWarning">>
<<elseif $current.avatar is "Annie" and _NPCLocationCheck is "AceOfHeartsRouletteWheel">><<goto "AceOfHeartsRouletteAnnie">>
<<else>><<goto "AceOfHeartsRouletteWheel">><</if>>
<</link>><br>
<<link "Go to the table near the stage">>
<<AddFirst "AceOfHeartsMainFloor">>
<<NPCLocationCheck "Terry">><<NPCKnownCheck "Terry">><<Flag "PermTerryMetBunnyJen">>
<<if $current.avatar is "Jennifer" and _NPCLocationCheck is "AceOfHeartsStage" and _NPCKnownCheck is true and _FlagReturn is false>><<goto "AceOfHeartsStageWarning">><<else>><<goto "AceOfHeartsStage">><</if>>
<</link>><br>
<<link "Go to the blackjack table" "AceOfHeartsBlackjackTable">><<AddFirst "AceOfHeartsMainFloor">><</link>><br>
<<link "Go to the table in the alcove" "AceOfHeartsAlcove">><<AddFirst "AceOfHeartsMainFloor">><</link>><br>
<<link "Return to the lobby" "AceOfHeartsLobby">><<AddFirst "AceOfHeartsMainFloor">><</link>><b>The Ace of Hearts - Bar</b><br>
<img src="./images/AceOfHeartsBar.png"><br>
<br>A well-stocked bar, with shelves full of expensive spirits that you barely know the names of. A line of finely fashioned chairs rest against the top.<br>
<<NPCLocationCheck "Aaron">>
<<CheckFirst "AceOfHeartsBar">>
<<if _CheckFirst is false>>
<br>
As you totter towards the bar in your heels, you see the man sitting at it turn to look up at you. Even sitting you can tell he’s tall. Dressed in a perfectly pressed navy suit, his hair is neat and slicked back, his tie is precise and still clasped around his neck, his eyes sharp in spite of the glass of whiskey he holds in his right hand.<br>
<br>
<<NPCKnownCheck "Aaron">><<CompulsionCheck "CitizenCharlton">>
<<if _NPCKnownCheck is true>>
It takes a moment to recognise him. Aaron Whitaker, from the Town Hall.<br>
<<elseif _CompulsionCheck is true>>
It takes a moment to recognise him. You remember he helped you fill out Emily’s enrollment forms at the Town Hall when you first moved here. At least, you think he did. It almost feels like it were from a dream.<br>
<<else>>
He seems vaguely familiar, but you don’t recognise him.<br>
<</if>>
<<elseif _NPCLocationCheck is "AceOfHeartsBar">>
<br>
As you totter towards the bar in your heels you see Aaron sitting at the bar, nursing his drink.<br>
<</if>>
<<if _NPCLocationCheck is "AceOfHeartsBar">>
<br>
<<NPCKnowsThisForm "Aaron">>
<<if _NPCKnowsThisForm is true>>
He gives you a sly smile as you approach, eyes taking you in. “Evening,” he says in a slick and syrupy tone. “Didn’t expect to see you here. What should I call you tonight?”<br>
<br>
You nod and smile. “Still <<TrueName>>,” you say without hesitation. You sense a sparkle within your costume. As if a spell was just cast. Or maybe it’s the fluttering of that white smile directed your way.<br>
<br>
“Love an honest woman,” he says, knocking back his drink. As you step behind the bar, you smile politely at him. Even as his eyes linger on your breasts.<br>
<<else>>
<<if $current.avatar is "Florence">>
He gives you a sly smile as you approach, eyes taking you in. Then the smile sharpens into recognition.<br>
<br>
“Well now,” he says, in that slick and syrupy tone. “The Fresh Pot girl. You do a very respectable cappuccino.”<br>
<br>
His eyes travel down the bunny costume without hurry. “Considerably less respectable this evening, I see. Wonderful. I can assume that we respect each other’s privacy here?”<br>
<br>
You nod and step behind the bar. He smiles, relaxing. Even as his eyes linger on your breasts.<br>
<<elseif $current.avatar is "Charli">>
He gives you a sly smile as you approach, eyes taking you in. The smile pauses halfway.<br>
<br>
“I know that face,” he says. “The Care Pavilion. You took my blood pressure once. Delicately, as I recall.”<br>
<br>
He looks you over again, slower, as though re-taking a measurement of his own. “And here you are. Small town, full of surprises. Doctor Palmer will be disappointed.”<br>
<br>
You look back at him as he holds your fear-struck eyes for a moment. Then he smiles. “But behind these closed doors. For the both of us.”<Br>
<Br>
Stepping behind the bar, you smile at him. Even as his eyes linger on your breasts. That’s enough for you to smile even more.<br>
<<elseif $current.avatar is "Tandi">>
He gives you a sly smile as you approach, though there’s no curiosity in it.<br>
<br>
“Tandi,” he says. “Back behind the bar. The place hasn’t been the same.”<br>
<br>
He slides his empty glass towards you like a man resuming a routine. Whoever Aaron is, he clearly knows Tandi’s pours.<br>
<br>
Stepping behind the bar, you smile politely at him. Even as his eyes linger on your breasts.<br>
<<else>>
He gives you a sly smile as you approach, eyes taking you in. “Evening,” he says in a slick and syrupy tone. “You new here? What should I call you?”<br>
<br>
You nod and smile. “<<TrueName>>,” you say without hesitation. You sense a sparkle within your costume. As if a spell was just cast. Or maybe it’s the fluttering of that white smile directed your way.<br>
<br>
“Charmed,” he says, knocking back his drink. “I’m Aaron.”<br>
<br>
Stepping behind the bar, you smile politely at him. Even as his eyes linger on your breasts.<br>
<</if>>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<Flag "TempHeartsDrinkKnown">>
<<if _FlagReturn is true>><<link "Search for the drink" "AceOfHeartsBarScene">><<set $AceOfHeartsBarScene to "DrinkSearch">><<AddFirst "AceOfHeartsBar">><</link>><br><</if>>
<<if _NPCLocationCheck is "AceOfHeartsBar">><<link "Talk to Aaron" "AceOfHeartsBarScene">><<set $AceOfHeartsBarScene to "TalkAaron">><<NPCKnown "Aaron">><<NPCKnowsThisForm "Aaron">><<AddFirst "AceOfHeartsBar">><</link>><br><</if>>
<<link "Return to the main floor" "AceOfHeartsMainFloor">><<AddFirst "AceOfHeartsBar">><</link>><<switch $AceOfHeartsBarScene>>
<<case "DrinkSearch">>
You crouch behind the bar and search among the bottles stored beneath the counter. Most are expensive spirits bearing names you barely recognise. One bottle stands apart from them.<br>
<br>
It is small enough to fit in your palm, stoppered with a pink glass cap. A paper label hangs around its neck from a silver thread.<br>
<br>
<I>DRINK ME</i><br>
<br>
Yellow-amber light swirls through the clear liquid inside. When you lift the bottle, the glow gathers against the glass nearest your fingers, almost as though it can feel your touch.<br>
<br>
<<ActionsHeader>>
<<DailyVariableCheck "TransformBodyHeight">>
<<if _DailyVariableCheck is true>>
<s>Drink it</s> - <i>You’ve already had a taste tonight</i><br>
<<link "Put the bottle back and return to the bar" "AceOfHeartsBar">><<set $AceOfHeartsBarScene to undefined>><</link>>
<<else>>
<<link "Drink it" "AceOfHeartsBarScene">><<set $AceOfHeartsBarScene to "DrinkIt">><</link>><br>
<<CompulsionCheck "PartyGirl">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Party Girl] </span><s>Put the bottle back</s> - <i>You can’t turn down a free drink.</i><br>
<<else>>
<<link "Put the bottle back and return to the bar" "AceOfHeartsBar">><<set $AceOfHeartsBarScene to undefined>><</link>>
<</if>>
<</if>>
<<case "DrinkIt">>
<<DailyVariableCheck "TransformBodyHeight">><<CurrentBodyCheck "height">>
<<if _CurrentBodyCheck gt 0 and _DailyVariableCheck is false>>
You remove the stopper and cautiously smell the contents. Sweet fruit, warm caramel and something faintly floral. Nothing that tells you what it actually is. You take a sip.<br>
<br>
<<CompulsionCheck "PartyGirl">>
<<if _CompulsionCheck is true>>
To your disappointment, it isn’t alcoholic. Still, it tastes pleasant enough that you tip the bottle back and swallow the rest.<br>
<<else>>
It isn’t alcoholic. The liquid is syrupy and sweet, sliding down your throat before you can decide whether you like it.<br>
<</if>>
<br>
You lower the empty bottle. For a moment, nothing happens. Then the floor seems to rise beneath you.<br>
<br>
Your stomach lurches. The bar counter climbs higher against your body, while the shelves behind it stretch farther overhead. Your bunny outfit tightens and shifts as it adjusts around you, the magic preserving its fit while your body steadily contracts inside it.<br>
<br>
You grab the edge of the counter for balance. Your arms shorten. Your legs draw inward beneath you. Even in your heels, your view of the room sinks inch by inch.<br>
<br>
When the sensation finally stops, everything around you appears a little larger.<br>
<br>
<<switch _CurrentBodyCheck>>
<<case 4>>
You had been strikingly tall before. Now your height is less imposing, your reflection no longer towering over the room. You still stand above many women, but a tall man would no longer need to look up to meet your eyes.<br>
<<case 3>>
Another two inches have disappeared. Your reflection now looks almost perfectly average in height. Neither commanding nor difficult for a man to overshadow.<br>
<<case 2>>
The counter reaches noticeably higher against you now. Your reflection has become distinctly petite, its smaller proportions making the surrounding bar appear broader and more imposing.<br>
<br>
You look towards the upper shelves. Reaching some of those bottles would be difficult without climbing onto something. Or asking someone taller.<br>
<<case 1>>
The room seems built for someone else. The bar, the stools and the shelves all loom around your newly diminished figure. Even in heels, you are tiny.<br>
<br>
The highest bottles are completely beyond your reach. You could drag over a chair, perhaps. Or find a man willing to take one down for you.<br>
<</switch>>
<br>
<<if $PlayerCharacter.female is true and _CurrentPC is true>>
You stare at the unfamiliar height of the counter. The disorientation begins to fade. You try to remember the room looking smaller, but the memory no longer makes sense.<br>
<br>
You have always been this height. You know how far your arms reach and which shelves require stretching. If something is too high, there is nothing embarrassing about asking for help.<br>
<<elseif $PlayerCharacter.female is true and _CurrentPC is false>>
You stare at the unfamiliar height of the counter. This is how <<TrueName>> has always looked, isn’t it? And the lower viewpoint feels increasingly natural to you. When you try to picture your own body, you imagine yourself standing at much the same height. Looking up at the same shelves and the same men.<br>
<<else>>
You stare at the unfamiliar height of the counter. This is how <<TrueName>> has always looked, isn’t it? And the lowered perspective feels strangely personal. You find yourself imagining how small your own body would be. If you were a woman, that is. One who might need a man to reach the top shelf.<br>
<</if>>
<br>
You look down at the empty bottle. Yellow-amber light still coats the glass, but there isn’t a drop of liquid left inside. When you set it beneath the bar, the bottle begins to refill by itself.<br>
<br>
<<ActionsHeader>>
<<link "Return to the bar" "AceOfHeartsBar">><<TransformBody "height" -1>><<DailyVariableAdd "TransformBodyHeight">><<set $AceOfHeartsBarScene to undefined>><</link>>
<<else>>
You remove the stopper and drink from the bottle again. The liquid is just as sweet, but this time there is no lurch in your stomach and the room remains exactly where it is.<br>
<br>
<<if _CurrentBodyCheck lte 0>>
You look towards the top shelf. From down here, it might as well be part of the ceiling.<br>
<br>
<I>How much smaller were you hoping to become?</i><br>
<<else>>
<I>Perhaps you’ve made yourself small enough for one night.</i><br>
<</if>>
<br>
You return the bottle beneath the bar.<br>
<br>
<<ActionsHeader>>
<<link "Return to the bar" "AceOfHeartsBar">><<set $AceOfHeartsBarScene to undefined>><</link>>
<</if>>
<<case "TalkAaron">>
You step behind the bar and give Aaron a polite smile. “What can I get you?”<br>
<br>
His eyes move over you before settling on your chest. He makes no attempt to hide the appraisal.<br>
<br>
<<CurrentBodyCheck "boobs">><<GetNPCState "Aaron" "bodyExpectation">>
<<if _bodyExpectation gte 5>>
Aaron’s usual judgement softens into unmistakable approval. He puts down his glass and straightens his tie. “There you are,” he murmurs. “Exactly the sort of woman I hoped this place might provide.”<br>
<br>
<<CheckFirst "AaronHeartsFinale">>
<<if _CheckFirst is false>>
His eyes linger on your breasts once more before returning to your face. “Pour us both a drink,” he says. “Then join me. I have something rather special to discuss with you.”<br>
<br>
<<ActionsHeader>>
<<CompulsionCheck "PartyGirl">>
<<link "Pour the drinks and hear Aaron’s proposition" "AceOfHeartsBarScene">><<set $AceOfHeartsBarScene to "AaronFinale">><<Drunk 1>><<Vice 1>><</link>><br>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Party Girl] </span><s>Decline the drink</s> - <i>You can’t!</i><br>
<<else>>
<<link "Decline and return to the main floor" "AceOfHeartsMainFloor">><<set $AceOfHeartsBarScene to undefined>><</link>>
<</if>>
<<else>>
His eyes linger on your breasts once more before returning to your face. “Pour us both a drink,” he says, grinning. “And join me, my buxom wench.”<br>
<br>
<<ActionsHeader>>
<<CompulsionCheck "PartyGirl">>
<<link "Pour the drinks and join Aaron" "AceOfHeartsBarScene">><<set $AceOfHeartsBarScene to "AaronFinale">><<Drunk 1>><<Vice 1>><</link>><br>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Party Girl] </span><s>Decline the drink</s> - <i>You can’t!</i><br>
<<else>>
<<link "Decline and return to the main floor" "AceOfHeartsMainFloor">><<set $AceOfHeartsBarScene to undefined>><</link>>
<</if>>
<</if>>
<<elseif _CurrentBodyCheck gte _bodyExpectation>>
Aaron considers you carefully. His eyes linger on your chest before he gives a small, satisfied nod. “You’ll do,” he says. “For this evening.”<br>
<br>
He pushes his empty glass towards you. “Whisky for me. Pour something for yourself as well.” He gestures to the space beside him. “A man shouldn’t have to drink alone when there’s suitable company available.”<br>
<br>
<<ActionsHeader>>
<<CompulsionCheck "PartyGirl">>
<<link "Pour the drinks" "AceOfHeartsBarScene">><<set $AceOfHeartsBarScene to "AaronServe">><<Drunk 1>><<Vice 1>><</link>><br>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Party Girl] </span><s>Decline the drink</s> - <i>You can’t!</i><br>
<<else>>
<<link "Decline and return to the main floor" "AceOfHeartsMainFloor">><<set $AceOfHeartsBarScene to undefined>><</link>>
<</if>>
<<else>>
Aaron looks you over, his expression tightening as his eyes reach your chest. “No,” he says.<br>
<br>
You blink. “I’m sorry, sir?”<br>
<br>
“I had hoped for more womanly company this evening.” He picks up his glass, dismissing you with a slight movement of his hand. “I’m sure another bunny will be along shortly. One better suited to my tastes.”<br>
<br>
You stare at him, but he has already turned away. Perhaps he needs a more obvious reminder that you’re a woman.<br>
<br>
<<ActionsHeader>>
<<link "Return to the main floor" "AceOfHeartsMainFloor">><<DialogueUnlock "Amber" "AaronType">><<set $AceOfHeartsBarScene to undefined>><</link>>
<</if>>
<<case "AaronServe">>
You pour Aaron another whisky, then choose something for yourself. Before you can move away, he gestures to the stool beside him. “Sit.”<br>
<br>
It is phrased as an instruction rather than an invitation. You take the stool, lifting your drink as Aaron raises his. He touches his glass against yours and takes a measured sip. “To valiant knights and the fair wives who keep their hearths warm.”<br>
<br>
He drinks. So do you.<br>
<br>
<<DrunkDescription>><br>
<br>
<<BraceletChargeProse>>
<<CheckFirst "AceOfHeartsBarAaronDrinking">>
<<if _CheckFirst is false>>
“That’s the attitude,” Aaron says, placing his glass squarely on its coaster. “A task offered. A task completed. No unnecessary discussion.”<br>
<br>
“You make it sound like a performance review.”<br>
<br>
“Everything is a performance review.” He takes another sip. “Efficiency depends upon people understanding their responsibilities.”<br>
<br>
Aaron snorts. “The Historical Society has been recruiting for our re-enactment. All the women want to play ladies. Completely redundant. A kingdom doesn’t need twice as many ladies as it has knights. There are other roles a kingdom requires of its community.<br>
<br>
“A knight doesn’t return from battle looking for a gaggle of gossiping girls,” he continues. His eyes lower to your chest. “He returns to a woman. A tankard of ale in hand. An open ear to listen to his woes. And sons to inherit what he defended.”<br>
<<else>>
“Hard day?” you ask.<br>
<br>
“Unproductive,” Aaron replies immediately. “Three applications had to be returned because a receptionist decided to use her initiative.”<br>
<br>
You raise an eyebrow. “Isn’t initiative useful?”<br>
<br>
“Within the limits of her role. Productivity requires clear responsibilities and proper supervision.” He takes another drink. “The Town Hall cannot function if every clerk decides she knows better than her manager.”<br>
<br>
His eyes drop to your chest.<br>
<br>
“You understand. Pour the drink. Listen carefully. Present yourself well.” He smiles. “No confusion over who is responsible for what.”<br>
<</if>>
<br>
<<GetNPCState "Aaron" "bodyExpectation">>
<<if _bodyExpectation is 1>>
Aaron finishes his whisky and slides a chip across the bar. “You have the beginnings of a womanly figure,” he says. “With a little development, you might make a fine wench.”<br>
<<elseif _bodyExpectation is 2>>
Aaron finishes his whisky and slides a chip across the bar. “The wench is developing nicely,” he says. “Continue as you are. A role is being considered for you.”<br>
<<elseif _bodyExpectation is 3>>
Aaron finishes his whisky and slides a chip across the bar. “Very nearly the figure the position requires, wench,” he says. “One more evening of proper service, and we shall discuss it.”<br>
<<else>>
Aaron finishes his whisky and slides a chip across the bar. “There is nothing further to develop, wench,” he says. “The next time you pour for me, I have a position to put to you. A civic one.”<br>
<</if>>
<br>
<<if $current.avatar is "Charli">>
You grow flushed at the utterance of the word. "I'd be flattered to perform for you."<br>
<br>
He smiles, then slides from the stoold and walks towards the exit. You almost feel empty that he's left you behind.<Br>
<<else>>
He slides from the stool and walks towards the exit.<br>
<</if>>
<br>
Watching him go, you become conscious of how you’re sitting. Back straight. Chest presented above the corset. A pleasing smile still resting on your lips.<br>
<br>
You didn’t need to direct the conversation or prove how clever you were. You poured his drinks, listened and let him admire you. And he rewarded you for it. The thought sends a warm flutter through your chest.<br>
<br>
<I>Easier to be the woman beside the important man, isn’t it?</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the main floor" "AceOfHeartsMainFloor">><<AdjustNPCStat "Aaron" "bodyExpectation" 1>><<SetNPCLocation "Aaron" $dayCurrent $periodCurrent "Void">><<AddFirst "AceOfHeartsBarAaronDrinking">><<Feminity 1>><<CashFlow 1>><<set $AceOfHeartsBarScene to undefined>><</link>>
<<case "AaronFinale">>
You pour Aaron another whisky and choose a drink for yourself. He watches as you move behind the bar, his expression carrying none of its usual dissatisfaction. When you sit beside him, he raises his glass. “To finding precisely what one was looking for.”<br>
<br>
He drinks. You do the same.<br>
<br>
<<DrunkDescription>><br>
<br>
<<BraceletChargeProse>>
<<CheckFirst "AaronHeartsFinale">>
<<if _CheckFirst is false>>
“The Historical Society has a staffing problem,” Aaron says.<br>
<br>
“A casting problem?”<br>
<br>
“The distinction is cosmetic. We have more girls requesting noblewomen than the event can productively use.” His eyes travel down your figure. “Meanwhile, essential service positions remain vacant.”<br>
<br>
“And I meet the requirements?”<br>
<br>
Aaron smiles. “Exactly.”<br>
<br>
“What part?”<br>
<br>
“A tavern wench. Serving the high table, receiving the warriors and keeping their cups full.” He adjusts the white cuff around your wrist. “You’ve served without demanding attention. You listen while a man speaks. And now you possess the figure expected of the role.”<br>
<br>
<<if $current.avatar is "Charli">>
You smile back at him, looking down to how his fingers touch your cuff. "You want me to serve men?" you say, hearing the undertone in your voice.<br>
<<else>>
“You want me to serve drinks at a re-enactment?”<br>
<</if>>
<br>
“I want you to perform a necessary civic function,” Aaron replies. “A court composed entirely of ladies and knights would collapse before lunch.”<br>
<br>
You glance down at your corset and smooth its edge. In a low-cut medieval dress, no one would mistake what part you were there to play. Something about that certainty feels satisfying.<br>
<br>
<<CompulsionCheck "CitizenCharlton">>
<<if _CompulsionCheck is true>>
A tavern wench supporting the men who protect her community. It’s not the role you would have picked for yourself, but you find yourself wanting to help Aaron. He is an important member of the community, after all. There’s dignity in taking your role at Hearts and helping those outside. Importance, even.<br>
<br>
“I’d be honoured,” you tell him.<br>
<<else>>
You should object. It’s one thing working in Hearts, away from the eyes of the community. But parading around the community even as a wench. There’s a reason that everyone else has rejected the role.<br>
<br>
But instead, you picture yourself in a tattered tunic, waiting beside a great table while powerful men whistle and grin at you. The image feels demeaning, but you feel drawn to obey Aaron. For the good of the community.<br>
<br>
“I’ll think about it,” you say.<br>
<br>
Aaron smiles. “You’ll attend.”<br>
<</if>>
<br>
He slides a chip towards you and finishes his whisky. “When the Historical Society calls for volunteers, I expect to see you there.” His eyes settle on your breasts one final time. “We’ll find you a suitable lord. Perhaps you can provide him with suitable heirs.”<br>
<br>
You watch him walk away, feeling self-conscious at your figure.<br>
<<else>>
“You really will make a fine wench,” Aaron comments. “The community is lucky to have a girl of your figure to serve in it.”<br>
<br>
He slides a chip towards you and finishes his whisky. “When the Historical Society calls for volunteers, I expect to see you there.” His eyes settle on your breasts one final time. “We’ll find you a suitable lord. Perhaps you can provide him with suitable heirs.”<br>
<br>
You watch him walk away, feeling self-conscious at your figure.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the main floor" "AceOfHeartsMainFloor">><<Feminity 1>><<CashFlow 1>><<activateCompulsion "CitizenCharlton" "hearts">><<SetNPCLocation "Aaron" $dayCurrent $periodCurrent "Void">><<AddFirst "AaronHeartsFinale">><<SetFlag "Act3PermAaronInvite">><<HeartsFinaleTax "boobs" "up">><<set $AceOfHeartsBarScene to undefined>><</link>>
<</switch>>You take two steps towards the roulette wheel and stop. The man reclining beside it, whiskey in one hand and a stack of chips under the other, is Tucker Thompson. Owner of Thompson’s Repairs. Logain’s father. And Annie’s boss.<br>
<br>
<<RumourCheckSelf "Annie">><<GetNPCState "Annie" "ThompsonResisted">>
<<if _RumourCheckSelf is true and _ThompsonResisted is true>>
The man she used to meet at the Charlton Hotel on her lunch breaks, until you got her out of it.<br>
<br>
<<elseif _RumourCheckSelf is true and _ThompsonResisted is false>>
The man she has to meet at the Charlton Hotel on her lunch breaks. Thanks to you.<br>
<br>
<<elseif _RumourCheckSelf is true>>
The man she has to meet at the Charlton Hotel on her lunch breaks. You know enough to be sure that whatever happens in that room, it isn’t dictation.<br>
<br>
<</if>>
<<CheckPersonalityState "Annie">><<Flag "AnnieConfrontedQuest21">>
<<if _PersonalityState is "Gay" or _FlagReturn is true>>
Briefly, you consider what you’ve come to understand about Annie. Having your boss take advantage of you would be crushing for anyone. But given everything that’s been done to her, you can’t imagine how much the sight of Thompson repulses her.<br>
<<else>>
Briefly, you consider what you know about Annie. Having your boss take advantage of you would be crushing for anyone. You aren’t sure how she goes into the office each day to face him.<br>
<</if>>
<br>
<I>And here you are, looking like her, about to approach him as a bunny girl.</i><br>
<br>
He knows Annie better than almost anyone else in Charlton. If you walk over there dressed like this and looking like her, you can’t imagine an outcome where he lets it go.<br>
<<Flag "AnnieConfrontedQuest21">>
<<if _FlagReturn is true>>
<br>
Annie knows what you can do. She trusted you with that secret. You doubt this is what she imagined you doing with her face.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Approach the wheel anyway" "AceOfHeartsRouletteAnnie">><<Greedy 1>><</link>><br>
<<link "Think better of it and return to the main floor" "AceOfHeartsMainFloor">><</link>><<switch $AceOfHeartsRouletteAnnie>>
<<case undefined>>
<b>The Ace of Hearts - Roulette Wheel</b><br>
<img src="./images/AceOfHeartsRouletteWheel.png"><br>
<br>A luxury gambling table with an intricate roulette wheel and spotless green felt covering the zero pocket where guests place their bets.<br>
<br>
You step towards the roulette table, listening to the clip-clop of your stilettos press into the carpet. A bunny girl you don’t recognise stands behind the table and Thompson sits up at it.<br>
<br>
<<Flag "PermThompsonMetBunnyAnnie">>
<<if _FlagReturn is false>>
Thompson looks up from the roulette wheel and double-takes when he sees you. His mouth drops open and his eyes widen. You see them drift down, staring at your stiletto heels. Then as they drift up over your fishnets, a smile begins to grow. When they rest on the tops of your breasts pushing up out of your corset, it’s dark and menacing. By the time he’s staring at your hair and bunny ears, it’s a mile wide.<br>
<br>
<<GetNPCState "Annie" "ThompsonResisted">>
<<if _ThompsonResisted is true>>
“Well, look who it is,” he mutters as you step forward. “So this is how you spend your evenings now, is it? Now you’re too good for working late with me.” He licks his lips slowly, letting saliva linger around his mouth. “Funny old world. You push back, and the town hands you straight back to me.” The grin holds. It isn’t friendly. “Guess I’m going to get another go with you, girlie.”<br>
<<else>>
“Well, look who it is,” he mutters as you step forward. “So this is what you get up to when you’re not working late for me.” He licks his lips slowly, letting saliva linger around his mouth. “Didn’t think I’d leave you with the energy.” The grin holds. It isn’t friendly. “You got an appetite that one man can’t satisfy, haven’t you, girlie?”<br>
<</if>>
<<else>>
“Back again,” Thompson says as he glances up as you approach. He grins, becoming accustomed to seeing you like this, around here.<br>
<br>
<I>Don’t you mean, seeing Annie?</i><br>
<br>
<<GetNPCState "Annie" "ThompsonResisted">>
<<if _ThompsonResisted is true>>
He looks you up and down. “You keep coming to me dressed like that, and I’m going to keep you back after office hours.” He sniggers. “You’re just asking for it, girl.”<br>
<br>
“I’m not looking for anything from you,” you spit back.<br>
<br>
Thompson glances up at the other bunny at the table, smirking. She looks uncomfortable already, matching his look out of professional politeness.<br>
<br>
“You wouldn’t be here if that were true,” Thompson murmurs. He gestures to the table, then looks back to you.<br>
<br>
<<GetPCState "job">>
<<if _job is "Fired">>
"That friend of yours, Phillips," he continues as he flicks a chip on to the table. “Could do with getting back on my books. Wonder what you’d do for that.”<br>
<<elseif _job is "Secretary" or _job is "LunchtimeReceptionCover">>
"That friend of yours, Phillips," he continues as he flicks a chip on to the table. “Could do with getting off the front desk. Wonder what you’d do for that.”<br>
<<else>>
"That friend of yours, Phillips," he continues as he flicks a chip on to the table. “Could do with a bit of a bonus at work. Wonder what you’d do for that.”<br>
<</if>>
<br>
The wheel stops spinning. “Another win,” the other girl says to Thompson, but she briefly gives you a look for a moment longer than necessary. “Congratulations, sir.”<br>
<br>
He snorts, then turns back to you. “How about it, girl? Have a flutter. You win, and Phillips gets a nice surprise.”<br>
<br>
“And if I lose?” you ask.<br>
<br>
Thompson grins. “Then things are going to go back to normal.”<br>
<<else>>
He looks you up and down. “You come to me dressed like that in here and you better be prepared to give the customer what he wants.” He reaches out with his hand to grab your waist. “Come here and wish me luck, girl.”<br>
<br>
Your instinctual reaction is enough to make him freeze. Thompson glances to the other bunny at the table. She looks uncomfortable already, matching his look out of professional politeness.<br>
<br>
“What’s the matter, suddenly frigid?” Thompson murmurs. He gestures to the table, then looks back to you.<br>
<br>
“Not the first time lately,” he continues as he flicks a chip on to the table. “Maybe you’re looking for a way out of your work. Shame you’ll be needed even more now Jeanette’s busy.”<br>
<br>
The wheel stops spinning. “Another win,” the other girl says to Thompson, but she briefly gives you a look for a moment longer than necessary. “Congratulations, sir.”<br>
<br>
He snorts, then turns back to you. “How about it, girl? Have a flutter. You win, and I’ll ease off.”<br>
<br>
“And if I lose?” you ask.<br>
<br>
Thompson grins. “Then you become a bit more enthusiastic about your role.”<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<Flag "PermThompsonMetBunnyAnnie">>
<<if _FlagReturn is false>>
<<link "Talk to Thompson" "AceOfHeartsRouletteAnnie">><<set $AceOfHeartsRouletteAnnie to "TalkThompson">><<NPCKnown "Thompson">><<SetFlag "PermThompsonMetBunnyAnnie">><</link>>
<<else>>
<<link "Accept his bet" "AceOfHeartsRouletteAnnie">><<set $AceOfHeartsRouletteAnnie to "AcceptDeal">><<Vice 1>><</link>><br>
<<link "Decline his bet" "AceOfHeartsRouletteAnnie">><<set $AceOfHeartsRouletteAnnie to "DeclineDeal">><</link>>
<</if>>
<<case "TalkThompson">>
His eyes take you further, relishing the way the outfit emphasises Annie’s long legs and thrusts out her bust. Even the way the heels raise your bum seems to call attention to the white tush. Thompson seems happy to take his time before speaking.<br>
<br>
“Guess you don’t want people finding out what you do for a bit of coin?” he says, meeting your eyes. “Gonna' take a lot of free goes to keep my mouth shut. And I don’t mean spinning the roulette wheel.”<br>
<br>
You catch the look of the bunny girl on the other side of the table. She winces in sympathy, but says nothing.<br>
<br>
<<GetNPCState "Annie" "ThompsonResisted">>
<<if _ThompsonResisted is true>>
Thompson steps towards you and wraps his hand around your waist. You try to struggle away, but he pulls you back. “Uh uh. Not here. At Hearts, you’ll do what I say. This is what bunnies do.”<br>
<<else>>
Thompson steps towards you and wraps his hand around your waist. You try to struggle away, but he pulls you back. “Uh uh. Remember your place. Especially here. This is what bunnies do.”<br>
<</if>>
<br>
You settle, relenting to let him drape his arm around you. He pats your white tuft and you feel his hand give your bum a firm squeeze through your fishnets. “There there. Good bunny. Wouldn’t want to make a scene, would you girl?”<br>
<br>
With his free hand he puts a few chips down on the table as the wheel spins. Watching it idly, you try to ignore what you can see out of the corner of your eye. His lecherous gaze lingering on you.<br>
<br>
“You win again,” the other girl says as the roulette wheel stops. “Congratulations, Mr. Thompson.”<br>
<br>
She moves to slide a stack of chips towards him, but he shakes his head. “Put it against my tab. And get the boudoir ready.” He pinches your arse again and you yelp. “Think I’m going to give this one a go tonight.”<br>
<br>
You try to step away, but Thompson pulls you back. You grimace, wondering why you decided to walk over here. How many liberties does Marjorie let him get away with?<br>
<br>
<<if _ThompsonResisted is true>>
“Yeah, that’s right girl,” Thompson murmurs into your ear. “You thought you could just come in here and flutter your eyelashes and get some quick cash? You’re going to remember how you used to earn your money. Back in the Charlton Hotel room.”<br>
<<else>>
“Yeah, that’s right girl,” Thompson murmurs into your ear. “You thought you could just come in here and flutter your eyelashes and get some quick cash? It’s just going to be like how you earn the money I give you. In the Charlton Hotel room.”<br>
<</if>>
<br>
He throws some chips on the table and the bunny spins the wheel again. She tries not to look at you.<br>
<br>
“Speaking of,” Thompson continues, watching the wheel spin. “Jeanette’s just started getting busy with preparations for the flower show. Out at Chelsea’s place every Tuesday night. I think there’s going to be some late night dick-tation sessions on the cards for you on those nights. In your favourite room. 102.”<br>
<br>
<<Flag "AnnieConfrontedQuest21">><<CheckPersonalityState "Annie">>
<<if _FlagReturn is true or _PersonalityState is "Gay">>
You catch your breath. You know exactly what the town has taken from Annie, this man especially. Standing in her skin, feeling his hands on her body, hearing him pencil her into a hotel room like a repair job. You feel her whole ordeal settle onto your own shoulders.<br>
<<else>>
You catch your breath. You know exactly what this man has done to Annie. Standing in her skin, feeling his hands on her body, hearing him pencil her into a hotel room like a repair job. You feel her whole ordeal settle onto your own shoulders.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Protest and argue with him" "AceOfHeartsRouletteAnnie">><<set $AceOfHeartsRouletteAnnie to "Protest">><<Assertive 1>><</link>><br>
<<link "Relent and try to make amends" "AceOfHeartsRouletteAnnie">><<set $AceOfHeartsRouletteAnnie to "Relent">><<Assertive -1>><</link>>
<<case "Protest">>
<<GetNPCState "Annie" "ThompsonResisted">>
You turn and hold his gaze. "And what would Jeanette say, do you think?” you spit. “If she knew how her husband spends his evenings? And where?"<br>
<br>
Thompson’s eyes flicker to the bunny girl behind the table. The wheel comes to a stop, but neither seems to pay attention. You see the worry on her face, bracing for an explosion.<br>
<br>
“You think my wife would believe some whore?” he says. The other bunny goes to interject, but Thompson waves away her concern before she can speak. “You’re a Hearts' girl now, Clancy. No one worth a damn in Charlton is going to believe a word you say.”<br>
<br>
<<if _ThompsonResisted is true>>
You pull back away from him and this time he lets you go. A smile creeps up on your face. “She wouldn’t have to believe me. I’ve seen the files in your office. It’s not my word against yours.”<br>
<br>
Thompson’s smile fades. His face goes blotchy, the good humour draining out of it. "You little -"<br>
<br>
"Sir!" The bunny behind the wheel is already moving, sliding a fresh stack of chips across the felt towards him, her smile fixed. "No need to trouble Miss Marjorie over a misunderstanding. On the house. Please."<br>
<br>
Thompson looks at the chips. Looks at you. Slowly takes a step back, the rage folding away into something colder and more careful.<br>
<br>
"Alright," he says. "Alright." A dark smile begins to form. "Let's not spoil the evening."<br>
<<else>>
You search for a retort. But his words sting. Not just for you, but for Annie. Is that how people will think of her, now you’ve come here as her?<br>
<br>
<i>Just thinking about the consequence now, are you?</i><br>
<br>
“Don’t look so sad, girl,” Thompson says. “You’re here to look pretty and make me happy. Don’t want to see you pouting unless I tell you to.”<br>
<</if>>
<br>
He stares back at the wheel, focusing intently. The bunny girl meets your eyes and nods off to the side. You take her steer and go to step away -<br>
<br>
<<if _ThompsonResisted is true>>
<<GetPCState "job">>
<<if _job is "Fired">>
"That Phillips," Thompson says as you begin to move. He doesn’t turn his view from the wheel, but you know it’s you he’s paying attention to. “The one I let go. You're friendly with them, aren't you?”<br>
<br>
You take a deep breath, looking back to Thompson. For the moment, you’ve stopped moving.<br>
<br>
“Word gets around,” he continues. "Here's a thought. One little game. You win, I forget what you do out here in your spare time. And I put Phillips back on the payroll. Clean slate."<br>
<<elseif _job is "Secretary" or _job is "LunchtimeReceptionCover">>
"That Phillips," Thompson says as you begin to move. He doesn’t turn his view from the wheel, but you know it’s you he’s paying attention to. “On my reception desk. You're friendly with them, aren't you?”<br>
<br>
You take a deep breath, looking back to Thompson. For the moment, you’ve stopped moving.<br>
<br>
“Word gets around,” he continues. "Here's a thought. One little game. You win, I forget what you do out here in your spare time. And Phillips gets promoted back off that desk. Back to a real job."<br>
<<else>>
"That Phillips," Thompson says as you begin to move. He doesn’t turn his view from the wheel, but you know it’s you he’s paying attention to. “You're friendly with them, aren't you?”<br>
<br>
You take a deep breath, looking back to Thompson. For the moment, you’ve stopped moving.<br>
<br>
“Word gets around,” he continues. "Here's a thought. One little game. You win, I forget what you do out here in your spare time. And Phillips gets a bonus that'll turn their head. He’ll have a very good year.”<br>
<</if>>
<br>
Thompson grins, still looking at the wheel. "One spin. But if you lose…" The smile widens. "Well. You go back to being an attentive employee. Lunchtimes. Those Tuesday nights. Happy. Enthusiastic. And willing."<br>
<<else>>
"You know," Thompson says as you begin to move. He doesn’t turn his view from the wheel, but you know it’s you he’s paying attention to. “You’ve been down in the dumps a lot lately. Especially at lunchtimes. Like your mind's somewhere else.”<br>
<br>
You take a deep breath, looking back to Thompson. For the moment, you’ve stopped moving.<br>
<br>
“Here’s a thought,” he continues. "One little game. You win, I forget what you do out here in your spare time. And I’ll take those lunchtime meetings out of your calendar.”<br>
<br>
Still looking at the wheel, he continues. "But if you lose…" The smile widens. "Well. You go back to being an attentive employee. Lunchtimes. Those Tuesday nights. Happy. Enthusiastic. And willing."<br>
<</if>>
<br>
You still don’t move. Your eyes flick between Thompson, to the wheel, then to the other girl. She watches you carefully from across the table. You see the smallest shake of her head.<br>
<br>
“What do you say, girl?” Thompson interrupts. “That’s what bunnies do around here, don’t they? Bet with customers?”<br>
<br>
“Please sir,” the other girl begins. “Hearts' girls aren’t permitted to -”<br>
<br>
He cuts her off with a look. You feel the bracelet stirring. Whatever Thompson is, he knows the rules are bent for men like him.<br>
<br>
<<ActionsHeader>>
<<link "Accept his bet" "AceOfHeartsRouletteAnnie">><<set $AceOfHeartsRouletteAnnie to "AcceptDeal">><<Vice 1>><</link>><br>
<<link "Decline his bet" "AceOfHeartsRouletteAnnie">><<set $AceOfHeartsRouletteAnnie to "DeclineDeal">><</link>>
<<case "Relent">>
<<GetNPCState "Annie" "ThompsonResisted">>
<<if _ThompsonResisted is true>>
You turn and smile meekly. “I’m sorry. I didn’t mean to make you angry.”<br>
<br>
Thompson’s eyes flicker to the bunny girl behind the table. The wheel comes to a stop, but neither seems to pay attention. You see the worry on her face, bracing for an explosion.<br>
<br>
“You threatened me once. Now you tell me sorry?” he says, voice low. “You think my reputation is a game, do you girl?”<br>
<<else>>
You turn and smile meekly. “I’m sorry. I don’t know I can do Tuesday nights. But if there’s any other way I can…”<br>
<br>
You trail off as Thompson’s eyes flick to the bunny girl behind the table. The wheel comes to a stop, but neither seems to pay attention. You see the worry on her face, bracing for an explosion.<br>
<br>
“You think I’m offering you a choice?” he says, voice low. “That you pick and choose when you work? You’re lucky to have a job, girl. Or do you want me to find someone from the senior year to replace you?”<br>
<</if>>
<br>
“I didn’t mean -” you begin, but Thompson is leaning into you, teeth flaring.<br>
<br>
"Sir!" The bunny behind the wheel is already moving, sliding a fresh stack of chips across the felt towards him, her smile fixed. "I’m sure she didn’t mean it. On the house. Please."<br>
<br>
Thompson looks at the chips. Looks at you. Slowly takes a step back, the rage folding away into something colder and more careful.<br>
<br>
"Alright," he says. "Alright." A dark smile begins to form. "Let's not spoil the evening."<br>
<br>
He stares back at the wheel, focusing intently. The bunny girl meets your eyes and nods off to the side. You take her steer and go to step away -<br>
<br>
<<if _ThompsonResisted is true>>
<<GetPCState "job">>
<<if _job is "Fired">>
"That Phillips," Thompson says as you begin to move. He doesn’t turn his view from the wheel, but you know it’s you he’s paying attention to. “The one I let go. You're friendly with them, aren't you?”<br>
<br>
You take a deep breath, looking back to Thompson. For the moment, you’ve stopped moving.<br>
<br>
“Word gets around,” he continues. "Here's a thought. One little game. You win, I forget what you do out here in your spare time. And I put Phillips back on the payroll. Clean slate."<br>
<<elseif _job is "Secretary" or _job is "LunchtimeReceptionCover">>
"That Phillips," Thompson says as you begin to move. He doesn’t turn his view from the wheel, but you know it’s you he’s paying attention to. “On my reception desk. You're friendly with them, aren't you?”<br>
<br>
You take a deep breath, looking back to Thompson. For the moment, you’ve stopped moving.<br>
<br>
“Word gets around,” he continues. "Here's a thought. One little game. You win, I forget what you do out here in your spare time. And Phillips gets promoted back off that desk. Back to a real job."<br>
<<else>>
"That Phillips," Thompson says as you begin to move. He doesn’t turn his view from the wheel, but you know it’s you he’s paying attention to. “You're friendly with them, aren't you?”<br>
<br>
You take a deep breath, looking back to Thompson. For the moment, you’ve stopped moving.<br>
<br>
“Word gets around,” he continues. "Here's a thought. One little game. You win, I forget what you do out here in your spare time. And Phillips gets a bonus that'll turn their head. He’ll have a very good year.”<br>
<</if>>
<br>
Thompson grins, still looking at the wheel. "One spin. But if you lose…" The smile widens. "Well. You go back to being an attentive employee. Lunchtimes. Those Tuesday nights. Happy. Enthusiastic. And willing."<br>
<<else>>
"You know," Thompson says as you begin to move. He doesn’t turn his view from the wheel, but you know it’s you he’s paying attention to. “You’ve been down in the dumps a lot lately. Especially at lunchtimes. Like your mind's somewhere else.”<br>
<br>
You take a deep breath, looking back to Thompson. For the moment, you’ve stopped moving.<br>
<br>
“Here’s a thought,” he continues. "One little game. You win, I forget what you do out here in your spare time. And I’ll take those lunchtime meetings out of your calendar.”<br>
<br>
Still looking at the wheel, he continues. "But if you lose…" The smile widens. "Well. You go back to being an attentive employee. Lunchtimes. Those Tuesday nights. Happy. Enthusiastic. And willing."<br>
<</if>>
<br>
You still don’t move. Your eyes flick between Thompson, to the wheel, then to the other girl. She watches you carefully from across the table. You see the smallest shake of her head.<br>
<br>
“What do you say, girl?” Thompson interrupts. “That’s what bunnies do around here, don’t they? Bet with customers?”<br>
<br>
“Please sir,” the other girl begins. “Hearts' girls aren’t permitted to -”<br>
<br>
He cuts her off with a look. You feel the bracelet stirring. Whatever Thompson is, he knows the rules are bent for men like him.<br>
<br>
<<ActionsHeader>>
<<link "Accept his bet" "AceOfHeartsRouletteAnnie">><<set $AceOfHeartsRouletteAnnie to "AcceptDeal">><<Vice 1>><</link>><br>
<<link "Decline his bet" "AceOfHeartsRouletteAnnie">><<set $AceOfHeartsRouletteAnnie to "DeclineDeal">><</link>>
<<case "AcceptDeal">>
"Fine," you say. "One spin."<br>
<br>
<<GetNPCState "Annie" "ThompsonResisted">>
<<if _ThompsonResisted is true>>
Thompson's grin spreads slow and wide. "One spin is all it takes to put you back in your place." He raps a knuckle on the felt. "Black, Phillips gets a surprise. Red, you start surprising me again."<br>
<<else>>
Thompson's grin spreads slow and wide. "One spin is all it takes." He raps a knuckle on the felt. "Black, I ease off. Red, you start putting the effort in. Properly, this time."<br>
<</if>>
<br>
He turns to the dealer. "Spin it."<br>
<br>
She hesitates. Thompson holds her gaze and gives a single, slow nod. You catch her let out a small sigh and she sets the wheel turning, dropping the ball against the rim.<br>
<br>
As her hands come back to the felt, her wrist turns a fraction more than it needs to. A flash of jade at her cuff from a bracelet similar to the one on your wrist. She taps it against the edge of the table and one of its jewels dims from yellow-amber to dull green.<br>
<br>
You feel the magic shimmer out quickly, spreading through the wood of the table. Then the black pockets on the wheel begin to glow in the yellow-amber colour you’ve come to know all too well. The ball skips across them like a stone across water, never settling, always thrown forward towards red.<br>
<br>
<i>She's rigging it. For him.</i><br>
<br>
The wheel slows. The girl’s eyes meet yours, then flick to your wrist and back again. She gives you a small nod. Meanwhile, Thompson watches the ball, lips parted, but none the wiser.<br>
<br>
<<BraceletChargeCheck>>
<<if _BraceletChargeCheck is 1>>
Your bracelet hums against your skin. One jewel lit. You have no idea whether the bunny across the table even understands the magic she’s cast, or whether she’s simply been told the bracelet can rig the table for certain guests. But your own pulls towards the table like a magnet finding iron. One tap, you think, and it would cancel out whatever she has put into the wood.<br>
<<elseif _BraceletChargeCheck gt 1>>
Your bracelet hums against your skin. Jewels lit. You have no idea whether the bunny across the table even understands the magic she’s cast, or whether she’s simply been told the bracelet can rig the table for certain guests. But your own pulls towards the table like a magnet finding iron. One tap, you think, and it would cancel out whatever she has put into the wood.<br>
<br>
And more than one? You wonder what the wheel would do if you poured everything you had into it.<br>
<<else>>
Your bracelet sits cold and dark on your wrist. You have no idea whether the bunny across the table even understands the magic she’s cast, or whether she’s simply been told the bracelet can rig the table for certain guests. But your own is void of power. Even if you understood how to match hers, it doesn’t have the power to.<br>
<</if>>
<br>
<<ActionsHeader>>
<<BraceletChargeCheck>>
<<if _BraceletChargeCheck gte 1>>
<<link "Try to neutralise the rigged game with a charge from your bracelet" "AceOfHeartsRouletteAnnie">><<set $AceOfHeartsRouletteAnnie to "WagerResult">><<set $TempWagerMethod to "neutralise">><<BraceletCharge -1>><<if random(0,1) is 1>><<set $TempWagerResult to "black">><<else>><<set $TempWagerResult to "red">><</if>><</link>><br>
<</if>>
<<if _BraceletChargeCheck gt 1>>
<<link "Try to stack the game with all the charges from your bracelet" "AceOfHeartsRouletteAnnie">><<set $AceOfHeartsRouletteAnnie to "WagerResult">><<set $TempWagerMethod to "stack">><<BraceletChargeCheck>><<set _drain to 0 - _BraceletChargeCheck>><<BraceletCharge _drain>><<set $TempWagerResult to "black">><</link>><br>
<</if>>
<<link "Just watch the wheel stop" "AceOfHeartsRouletteAnnie">><<set $AceOfHeartsRouletteAnnie to "WagerResult">><<set $TempWagerMethod to "watch">><<set $TempWagerResult to "red">><</link>>
<<case "DeclineDeal">>
"No," you say. "I don't think so."<br>
<br>
Thompson looks back at you, eyes narrowing. “Not sure you understand how this works, girlie. You get paid to entertain. In all the ways I want you to.”<br>
<br>
“Girls aren’t permitted to place bets, Mr. Thompson,” you hear the other bunny girl interject.<br>
<br>
The sweaty man shoots her a look, but she offers nothing other than a polite smile back. He looks to you, nostrils flaring.<br>
<br>
<<GetNPCState "Annie" "ThompsonResisted">>
<<if _ThompsonResisted is true>>
“Then forget about the betting,” he spits. “Get the boudoir ready. I want to give her a go.” He smirks at you. “You don’t have a choice here, girlie.”<br>
<<else>>
“Then forget about the betting,” he spits. “Get the boudoir ready. I want to give her a go.” He smirks at you. “Expect a bit more than your usual routine here, girlie.”<br>
<</if>>
<br>
You stare back at him. Before you can reply, the other girl is leaning forward, injecting herself into the confrontation.<br>
<br>
“Please sir,” she says sweetly. “Every Hearts girl has a choice on how she entertains our guests. And who she does it with. Marjorie’s golden rule.”<br>
<br>
Another look from Thompson is cast back at her. You feel your muscles tensing. She seems to do the same.<br>
<br>
<<if _ThompsonResisted is true>>
“Waste of a good outfit,” he finally spits, glancing at your corset. He dismisses you with his hand before looking back over the table. “Find me a girl then that does want to entertain me. Send up something with a bit more spirit.”<br>
<<else>>
“You’ll pay for this, girl,” he finally spits, glancing at your corset. He dismisses you with his hand before looking back over the table. “Find me a bunny then that does want to entertain me. Send up something with a bit more spirit.”<br>
<</if>>
<br>
"Yes, Mr. Thompson," she says, and spins the wheel for him. She doesn't look at you again. She doesn't need to.<br>
<br>
<<ActionsHeader>>
<<link "Return to the main floor" "AceOfHeartsMainFloor">><<SetNPCLocation "Thompson" $dayCurrent $periodCurrent "Void">><<set $AceOfHeartsRouletteAnnie to undefined>><</link>>
<<case "WagerResult">>
<<if $TempWagerMethod is "neutralise">>
You let your hand drift to the edge of the table, as if steadying yourself against it, and tap the bracelet once against the wood. You feel the cold void under your wrist as the magic leaves the gem and races across the table. For a heartbeat dozens of magical faces wrestle inside the wheel. Then the yellow-amber glow on the black pockets flickers, thins, and goes out.<br>
<br>
The wheel is honest again. The ball rattles round the rim. Thompson notices none of it. He leans forward, watching the ball drop into the track.<br>
<<elseif $TempWagerMethod is "stack">>
You let your hand drift to the edge of the table, as if steadying yourself against it, and press the bracelet flat against the wood. Not just one tap. You hold it there.<br>
<br>
Every lit jewel on your bracelet dims at once. The cold under your wrist is like blood leaving a limb, and you have to lock your knees to stay upright. Magic floods the table and engulfs the magic already there with the briefest of gnashing teeth. The yellow-amber glow on the black pockets momentarily goes out. When it comes back, it’s on red.<br>
<br>
The ball bounces off each red like it’s been stung. The dealer's lips part. Her eyes go to your wrist, filled with a mixture of half gratitude and half fear. Thompson notices none of it. He leans forward, watching the ball drop into the track.<br>
<<else>>
You keep your hands flat on the felt and don’t move. Hoping that the glow on the wheel doesn’t mean what you think it does.<br>
<br>
<<BraceletChargeCheck>>
<<if _BraceletChargeCheck gte 1>>
The bracelet hums against your skin, asking. You don't answer it. Whatever the dealer has done to this table, you aren’t going to spend what you have earned untangling the spells in this place. The wheel will do what the wheel does.<br>
<<else>>
The bracelet sits dark and silent on your wrist. There is nothing in it to answer with. The wheel will do what the wheel does.<br>
<</if>>
<br>
The yellow-amber glow on the black pockets holds steady. The ball skips across them like a stone across water, thrown on, and on, towards red. The dealer's eyes stay on your wrist a moment longer than they should before she looks away. Thompson leans forward, watching the ball drop into the track.<br>
<</if>>
<br>
The ball clatters, jumps a pocket, and settles.<br>
<br>
<<GetNPCState "Annie" "ThompsonResisted">>
<<if $TempWagerResult is "black">>
Black.<br>
<br>
For a moment no one says anything. Then the dealer straightens. "Black, sir," she says, and there is a steadiness in her voice that wasn't there before. "The lady wins."<br>
<br>
Thompson stares at the wheel as if it has personally insulted him. His jaw works. He looks at the dealer, and she meets it with the same polite smile she has given him all night. He looks at you.<br>
<br>
"Well," he says finally. "Well, well." He picks up his whiskey, finds it empty, and puts it down harder than he needs to. "Lucky little bunny, aren't you?"<br>
<br>
<<if _ThompsonResisted is true>>
"You said one spin," you tell him. "I'll hold you to the rest of it."<br>
<br>
<<GetPCState "job">>
<<if _job is "Fired">>
He snorts. "Tell Phillips not to expect a welcome party." He flicks a chip at the dealer without looking at her.<br>
<<elseif _job is "Secretary" or _job is "LunchtimeReceptionCover">>
He snorts. "Phillips can stop working the front desk." He flicks a chip at the dealer without looking at her.<br>
<<else>>
He snorts. "Phillips will get his bonus." He flicks a chip at the dealer without looking at her.<br>
<</if>>
<br>
“And this?” you say, eyes indicating around you to the room.<br>
<br>
Thompson glares back. “What you do out here stays out here. For now."<br>
<<else>>
"You said one spin," you tell him. "Lunchtimes are off. And Tuesdays never happened."<br>
<br>
Something ugly moves behind his eyes and then, slowly, he leans back. "Fine." He flicks a chip at the dealer without looking at her. "Don't get comfortable, girl. Wheels turn all the time."<br>
<</if>>
<br>
You don't wait for more, turning from the table and stepping away. Behind, you hear Thompson address the other girl, his voice venomous and wounded.<br>
<br>
"Get the boudoir ready,” you hear him say. “Send me up something that knows how to lose."<br>
<br>
<<ActionsHeader>>
<<if _ThompsonResisted is true>>
<<link "Return to the main floor" "AceOfHeartsMainFloor">><<GetPCState "job">><<if _job is "Fired">><<SetPCState "job" "ProgrammerRedux">><<WorkPerformanceReset>><<elseif _job is "Secretary" or _job is "LunchtimeReceptionCover">><<RestoreProgrammerJob>><<else>><<WorkPerformance 10>><</if>><<SetNPCLocation "Thompson" $dayCurrent $periodCurrent "Void">><<set $TempWagerResult to undefined>><<set $TempWagerMethod to undefined>><<set $AceOfHeartsRouletteAnnie to undefined>><</link>>
<<else>>
<<link "Return to the main floor" "AceOfHeartsMainFloor">><<SetNPCState "Annie" "ThompsonResisted" true>><<AnnieThompsonResistSchedule>><<SetNPCLocation "Thompson" $dayCurrent $periodCurrent "Void">><<set $TempWagerResult to undefined>><<set $TempWagerMethod to undefined>><<set $AceOfHeartsRouletteAnnie to undefined>><</link>>
<</if>>
<<else>>
Red.<br>
<br>
The dealer closes her eyes for half a second. When she opens them her smile is back in place and it does not reach anywhere near them. "Red, sir," she says quietly. "The house thanks you."<br>
<br>
Thompson lets out a breath that is almost a laugh, and pushes himself back from the table. He is beside you before you have finished understanding what the colour means. His hand finds your bum, fingers clutching at your cheeks.<br>
<br>
<<if _ThompsonResisted is true>>
"How do you feel now?" he murmurs into your ear. "All that resisting and you just gave it all away for a flutter. So now it’s lunchtimes. Tuesdays. And tonight, on the house." He squeezes. "Back where you belong, girlie."<br>
<<else>>
"How do you feel now?" he murmurs into your ear. "Better start seeing a smile and more effort now girl. From now on you're keen, you're grateful, and you're on your knees by five past twelve." He squeezes. "And tonight, I’m going to take a sample."<br>
<</if>>
<br>
He steers you away from the table. You look back once. The dealer is already resetting the wheel, and she does not look up.<br>
<br>
Your thoughts race to catch up with you. Just one spin of the wheel, and you’ve not only damned yourself for this evening, but Annie too.<br>
<br>
<i>Never mind what he expects of you, right now.</i><br>
<br>
<<ActionsHeader>>
<<link "Agree to go to the boudoir with him" "AceOfHeartsBoudoir">>
<<Flag "AnnieConfrontedQuest21">><<GetNPCState "Annie" "ThompsonResisted">>
<<if _FlagReturn is true and _ThompsonResisted is true>><<EventTrigger "AnniesApartment" "AnnieDealMade" null "Annie" null null null null false>>
<<elseif _FlagReturn is true and _ThompsonResisted is undefined>><<EventTrigger "AnniesApartment" "AnnieWagerLost" null "Annie" null null null null false>><</if>>
<<SetNPCState "Annie" "ThompsonResisted" false>>
<<AnnieThompsonHeartsLoseSchedule>>
<<LocationKnown "AceOfHeartsBoudoir">>
<<EventTrigger "AceOfHeartsBoudoir" "ThompsonBoudoir" null null null null null null true>>
<<set $TempWagerResult to undefined>><<set $TempWagerMethod to undefined>><<set $AceOfHeartsRouletteAnnie to undefined>>
<</link>>
<</if>>
<</switch>><b>The Ace of Hearts - Roulette Wheel</b><br>
<img src="./images/AceOfHeartsRouletteWheel.png"><br>
<br>A luxury gambling table with an intricate roulette wheel and spotless green felt covering the zero pocket where guests place their bets.<br>
<<NPCLocationCheck "Thompson">>
<<CheckFirst "AceOfHeartsRouletteWheel">>
<<if _CheckFirst is false>>
<br>
You step towards the roulette table, listening to the clip-clop of your stilettos press into the carpet. A bunny girl you don’t recognise stands behind it, but your heart sinks as you see who the lone player is. Balding and bulbous, his distinctive moustache is enough to fill you with anxiety. Thompson. The owner of the repair shop.<br>
<br>
He clutches his chips in one hand, sweat trickling from his bald head. When the other bunny girl sees you, she raises an eyebrow subtly, but it’s not enough to keep Thompson from seeing.<br>
<<elseif _NPCLocationCheck is "AceOfHeartsRouletteWheel">>
<br>
You step towards the roulette table, listening to the clip-clop of your stilettos press into the carpet. A bunny girl you don’t recognise stands behind the table and Thompson sits up at it.<br>
<</if>>
<<if _NPCLocationCheck is "AceOfHeartsRouletteWheel">>
<<GetPCState "job">><<Flag "EmilyInternshipAccepted">>
<br>
<<if _CurrentPC is true and _job is "Fired">>
“Well, look who it is,” Thompson grins as he sees you. “Looks like you’ve found a job that maybe you can do.” His eyes wander over your body, making no attempt to hide his lecherous intent. “Can’t wait to taste the new meat.”<br>
<<elseif _CurrentPC is true and _job is "Secretary">>
“Well, look who it is,” Thompson grins as he sees you. “Can’t say I’m surprised to see you moonlighting at a place like this. Maybe you can put those assets to good use.” His eyes wander over your body, making no attempt to hide his lecherous intent. “Can’t wait to taste the new meat.”<br>
<<elseif _CurrentPC is true>>
“Well, look who it is,” Thompson grins as he sees you. “Knew you weren’t cut out for a real job. Maybe you can do a decent job with those assets of yours.” His eyes wander over your body, making no attempt to hide his lecherous intent. “Can’t wait to taste the new meat.”<br>
<<elseif $current.avatar is "Emily" and _FlagReturn is true>>
“Well, look who it is,” Thompson grins as he sees you. “Charlton’s star pupil. Didn’t think that Stitch’s prized student would be moonlighting here. But I can’t keep a secret, if you provide the right incentive.” His eyes wander over your body, making no attempt to hide his lecherous intent. “Can’t wait to taste the new meat.”<br>
<<elseif $current.avatar is "Emily">>
“Well, look who it is,” Thompson grins as he sees you. “Phillips’ little sister. With your family, I’m not surprised that you’ve ended up here. I can’t keep a secret, if you provide the right incentive.” His eyes wander over your body, making no attempt to hide his lecherous intent. “Can’t wait to taste the new meat.”<br>
<<elseif $current.avatar is "Andrea">>
“Well, look who it is,” Thompson grins as he sees you. “The little maid. Finally realised that there’s easier ways to make a living? You can give me a good scrub when you’re ready.” His eyes wander over your body, making no attempt to hide his lecherous intent. “Can’t wait to taste the new meat.”<br>
<<elseif $current.avatar is "Jennifer">>
<<CheckPersonalityState "Jennifer">><<GetPCState "job">><<GetNPCState "Jennifer" "SplitUp">><<WorkPerformanceCheck>>
<<if $PlayerCharacter.female is true>>
“Well, look at that,” Thompson grins as he sees you. “I know that face from somewhere. Don’t tell me. It’ll come to me.” His eyes wander over your body, making no attempt to hide his lecherous intent.<br>
<<elseif _SplitUp is true>>
<<if _job is "Secretary">>
“Well, look who it is,” Thompson grins as he sees you. “Phillips’ old flame. Not surprised to see you here. Bet you need a good dicking after dating a man who settles for being a secretary. Don’t worry girl, I’ll see you make up for lost time.” His eyes wander over your body, making no attempt to hide his lecherous intent.<br>
<<elseif _job is "Fired">>
“Well, look who it is,” Thompson grins as he sees you. “Phillips’ old flame. Not surprised to see you here. Bet you need a good dicking after putting up with a lay-about for so long. Don’t worry girl, I’ll see you make up for lost time.” His eyes wander over your body, making no attempt to hide his lecherous intent.<br>
<<elseif _WorkPerformanceCheck gt 70>>
“Well, look who it is,” Thompson says as he sees you. “Phillips’ old flame. Heard you two fell apart. Good worker, that lad. Deserves better than a... Hearts girl.” He snorts, eyes wandering over your body, making no attempt to hide his lecherous intent. “But I know what girls like you need. A good dicking, right?”<Br>
<<else>>
“Well, look who it is,” Thompson says as he sees you. “Phillips’ old flame. Not surprised to see you here. Bet you need a good dicking after putting up with him and his typing. Don’t worry girl, I’ll see you make up for lost time.” His eyes wander over your body, making no attempt to hide his lecherous intent.<br>
<</if>>
<<else>>
<<if _job is "Secretary">>
“Well, look who it is,” Thompson grins as he sees you. “My secretary’s girl. Not surprised to see you here. Man’s halfway to a woman himself.” His eyes wander over your body, making no attempt to hide his lecherous intent. “Don’t worry girl. I won’t tell what you do behind his back. And I know what girls like you need. A good dicking, am I right?”<br>
<<elseif _job is "Fired">>
“Well, look who it is,” Thompson grins as he sees you. “Phillips’ girlfriend. So he’s sending his woman out to earn now, is he? Can’t hold a job, can’t keep his girl fed. There’s a word for men like that.” His eyes wander over your body, making no attempt to hide his lecherous intent. “Or do you just get off on going behind the layabout’s back and getting a good dicking from real men?”<br>
<<elseif _WorkPerformanceCheck gt 70>>
“Well, look who it is,” Thompson says as he sees you. “Phillips’ girlfriend. One of my best employees, that man. A lad I’ve taken under my wing. And to find his girl in a place like this.” His eyes wander over your body, making no attempt to hide his lecherous intent. “Just can’t get enough dicking, can you? You’re gonna have to do some fancy things to keep me from talking.”<br>
<<else>>
“Well, look who it is,” Thompson grins as he sees you. “Phillips’ girlfriend. He know how you spend your evenings? Or is he too busy in front of a screen to care?” His eyes wander over your body, making no attempt to hide his lecherous intent. “Maybe you just need a good dicking from a real man. Or get off going behind your man’s back.”<br>
<</if>>
<</if>>
<Br>
“Please, sir,” the other bunny girl says from the other side of the wheel. “Marjorie wouldn’t like to hear language about the girls like that.”<Br>
<br>
Thompson grunts. “Good companionship, then,” he snorts, rolling his eyes.<Br>
<br>
<<if $PlayerCharacter.female is true>>
You stare back at Thompson. You can’t imagine where he would have seen Jennifer, but the way he’s looking back makes you want to squirm. Out of everyone you wanted to find here, he was at the bottom of your list.<br>
<<else>>
<<Flag "JenniferStuckAsPC">>
<<if _FlagReturn is true>>
You stare back at Thompson. Somewhere across town, Jennifer is living your life. And here you stand in hers, in fishnets and a corset, watching Thompson’s eyes undress you. The strangeness of it nearly makes you laugh.<br>
<<elseif _SplitUp is true>>
You keep the smile fixed as you stare back at Thompson. Whatever went wrong between you and Jennifer, hearing Thompson toast the wreckage makes your stomach turn.<br>
<<else>>
You keep the smile fixed as you stare back at Thompson. Thompson’s words take hold in spite of your attempts to dismiss them. Jennifer grew up in Charlton. She’s used to men being men. You can’t help but wonder if sometimes, just occasionally, she wishes you were a little more like that.<br>
<</if>>
<</if>>
<<elseif $current.avatar is "Tandi">>
“Well, look who it is,” Thompson grins as he sees you. “Thought you’d run off. Or started turning tricks in the gutter. Get over here and stand next to me. You always brought me luck at this wheel.” His eyes wander over your body, remembering rather than discovering.<br>
<<elseif $current.avatar is "Florence">>
“Well, look who it is,” Thompson grins as he sees you. “The coffee girl. All this time serving me beans when you could have been satisfying my other needs. That suits you better than the apron, love.” His eyes make no attempt to hide where they wander.<br>
<<else>>
“Well, look at that,” Thompson grins as he sees you. “Marjorie’s got some fresh meat. Maybe you can put those assets to good use.” His eyes wander over your body, making no attempt to hide his lecherous intent.<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<if _NPCLocationCheck is "AceOfHeartsRouletteWheel">><<link "Talk to Thompson" "AceOfHeartsRouletteScene">><<set $AceOfHeartsRouletteScene to "TalkThompson">><<NPCKnown "Thompson">><<NPCKnowsThisForm "Thompson">><<AddFirst "AceOfHeartsRouletteWheel">><</link>><br><</if>>
<<link "Return to the main floor" "AceOfHeartsMainFloor">><<AddFirst "AceOfHeartsRouletteWheel">><</link>><<switch $AceOfHeartsRouletteScene>>
<<case "TalkThompson">>
You approach Thompson’s seat. He reclines beside the wheel, one hand wrapped around his drink and the other resting on a stack of chips.<br>
<br>
<<GetNPCState "Thompson" "bodyExpectation">><<CurrentBodyCheck "lips">>
<<if _bodyExpectation gte 5>>
Thompson takes a chip from his stack. He seems ready to hand it to you, but his gaze settles on your lips.<br>
<br>
The wheel rattles beside him. He doesn’t even look at it.<br>
<br>
His fingers close around the chip again. “Forget the bet.”<br>
<br>
He catches you around the waist and pulls you firmly against his side. His face is flushed, his breathing heavier than before. “We’re going upstairs.”<br>
<br>
<<GetPCState "job">><<GetNPCState "Jennifer" "SplitUp">>
<<if _CurrentPC is true and _job is "Fired">>
You feel your body press into his gut. “Time to take my pound of flesh out of you for all those orders you messed up,” he mutters into your ear.<br>
<<elseif _CurrentPC is true and _job is "Secretary">>
You feel your body press into his gut. “Time to show you what a real secretary does to earn her wage,” he mutters into your ear.<br>
<<elseif _CurrentPC is true>>
You feel your body press into his gut. “Time to show you how a woman really should earn her keep,” he mutters into your ear.<br>
<<elseif $current.avatar is "Emily">>
You feel your body press into his gut. “Time to show you how you’ll have to get by when you get out of school,” he mutters into your ear.<br>
<<elseif $current.avatar is "Andrea">>
You feel your body press into his gut. “Time to show me the services you really give in those hotel rooms,” he mutters into your ear.<br>
<<elseif $current.avatar is "Tandi">>
You feel your body press into his gut. “Time to stop with the foreplay and get back on your back,” he mutters into your ear.<br>
<<elseif $current.avatar is "Florence">>
You feel your body press into his gut. “Time to show me what Ron does to you over the greasy grill when you’re closed,” he mutters into your ear.<br>
<<elseif $current.avatar is "Jennifer" and $PlayerCharacter.female is false and _SplitUp is true>>
You feel your body press into his gut. “Time to find out what Phillips let go,” he mutters into your ear.<br>
<<elseif $current.avatar is "Jennifer" and $PlayerCharacter.female is false>>
You feel your body press into his gut. “Time to find out what Phillips is getting,” he mutters into your ear.<br>
<<elseif $current.avatar is "Jennifer">>
You feel your body press into his gut. “Time to find out what Evans' girls do when they stay back to sing,” he mutters into your ear.<br>
<<else>>
You feel your body press into his gut. “Time to show me what the new girl can do on her back,” he mutters into your ear.<br>
<</if>>
<Br>
The other bunny glances towards his remaining chips. “Mr. Thompson -”<br>
<br>
“Cash them out,” he says, without taking his eyes off you.<br>
<<if $current.avatar is "Charli">>
<br>
Your body has already softened against him, your feet half-turned towards the stairs before any decision has been made. Saying no is theoretically possible. You just cannot seem to remember how the word starts.<br>
<br>
<I>Stop. Listen to me. Not with him. Say no. While you still can.</i><br>
<</if>>
<<if $PlayerCharacter.stateCurrent is 4>>
<br>
You stare back at him, suddenly feeling self-conscious. You can only imagine what he wants upstairs. A twitch in your groin reminds you that Thompson won’t be expecting that. And you don’t want to be alone in a room with him when he finds out.<br>
<</if>>
<br>
<<ActionsHeader>>
<<if $PlayerCharacter.stateCurrent is 4>>
<s>Go upstairs with him</s> - <i>You don’t want to take that risk</i><br>
<<else>>
<<link "Go upstairs with him" "AceOfHeartsRouletteScene">><<set $AceOfHeartsRouletteScene to "GoUpstairs">><</link>><br>
<</if>>
<<link "Refuse to go" "AceOfHeartsRouletteScene">><<set $AceOfHeartsRouletteScene to "RefuseUpstairs">><</link>>
<<elseif _CurrentBodyCheck gte _bodyExpectation>>
<<if _CurrentPC is true or $current.avatar is "Emily">>
Thompson taps the side of his chair. “Come here, Phillips.”<br>
<<else>>
Thompson taps the side of his chair. “Come here, bunny.”<br>
<</if>>
<br>
As you step closer, he loops an arm around your waist and pulls you against him. He takes a chip from his stack and presses it into your palm.<br>
<br>
“Let’s see if you’re lucky,” he says. “Put that on black.”<br>
<br>
The bunny behind the wheel frowns. “Sir, the girls aren’t permitted to place bets for guests.”<br>
<br>
Thompson ignores her. His attention drifts from the table to your mouth, lingering there before he nudges your hand towards the felt.<br>
<br>
“Go on.”<br>
<br>
<<if $current.avatar is "Charli">>
His eyes on your mouth feel like a compliment. Your hand is halfway to the felt before he finishes speaking.<br>
<br>
<I>That's your idea of a compliant?</i><br>
<br>
<</if>>
<<ActionsHeader>>
<<link "Place his bet" "AceOfHeartsRouletteScene">><<set $AceOfHeartsRouletteScene to "PlaceBet">><<Vice 1>><<Greedy 1>><</link>><br>
<<link "Tell him it’s against the rules" "AceOfHeartsRouletteScene">><<set $AceOfHeartsRouletteScene to "RefuseBet">><</link>>
<<else>>
Thompson looks you over as you approach, but quickly turns back to the wheel. “Not interested.”<br>
<br>
The other bunny leans across the table to collect his chips. Thompson’s expression changes as he looks at her, his eyes settling on her glossy, pursed lips. “She’s more my type.”<br>
<br>
<<ActionsHeader>>
<<StatCheckIntelligence "gt" 60>>
<<set _StatIntelligenceProbability to _StatIntelligenceProbability + " Try to compare yourself to the other bunny">>
<<DailyVariableCheck "HeartsBunnyCompared">>
<<if _DailyVariableCheck is true>>
<s>Try to compare yourself to the other bunny</s> - <i>You might want to try again another day</i><br>
<<elseif _StatCheckIntelligence is true>><<link _StatIntelligenceProbability "AceOfHeartsRouletteScene">><<set $AceOfHeartsRouletteScene to "ComparePass">><</link>><br>
<<else>><<link _StatIntelligenceProbability "AceOfHeartsRouletteScene">><<set $AceOfHeartsRouletteScene to "CompareFail">><<Intelligence 1>><<DailyVariableAdd "HeartsBunnyCompared">><</link>><br><</if>>
<<link "Return to the main floor" "AceOfHeartsMainFloor">><<set $AceOfHeartsRouletteScene to undefined>><</link>>
<</if>>
<<case "ComparePass">>
You study the other bunny carefully. She wears the same tight corset and towering heels. Her bust is pushed up just like yours, and the cut of her costume shows off just as much as you do. You look every bit as good as she does.<br>
<br>
<I>Are you really standing here measuring your body against another woman’s?</i><br>
<br>
Heat rises into your cheeks, but you force yourself to look again. This time, you follow Thompson’s gaze whenever the bunny leans across the table.<br>
<br>
Then it hits you. Her lips. They’re noticeably fuller than yours, painted into a plush, glossy pout. That must be what Thompson sees in her.<br>
<br>
You run the tip of your tongue over your own small lips and instantly you feel your chest tighten. Your gaze lingers on her lips as she spins the wheel. And you think, how could you make your own lips look like that?<br>
<br>
<<ActionsHeader>>
<<link "Return to the main floor" "AceOfHeartsMainFloor">><<SetFlag "TempHeartsLipstickKnown">><<set $AceOfHeartsRouletteScene to undefined>><</link>>
<<case "CompareFail">>
You study the other bunny carefully. She wears the same tight corset and towering heels. Her bust is pushed up just like yours, and the cut of her costume shows off just as much as you do. You look every bit as good as she does.<br>
<br>
<I>Are you really standing here measuring your body against another woman’s?</i><br>
<br>
Heat rises into your cheeks. Try as you might, however, nothing about her seems noticeably different. Whatever Thompson prefers, you can’t see it.<br>
<br>
<<ActionsHeader>>
<<link "Return to the main floor" "AceOfHeartsMainFloor">><<set $AceOfHeartsRouletteScene to undefined>><</link>>
<<case "PlaceBet">>
The chip feels warm in your palm. Not merely from Thompson’s hand, but gently pulsing with heat in a very familiar way.<br>
<br>
The other bunny gives you a wary look as you place Thompson’s chip on black. She hesitates, then sends the wheel spinning.<br>
<br>
The ball races around its rim. Red and black blur together as you follow it, leaving you strangely dizzy. Thompson pulls you tighter against him. You feel yourself sliding further up onto his knee with every turn of the wheel.<br>
<br>
The ball slows, rattles between two pockets, then drops.<br>
<br>
“Black,” the bunny announces. You’ve won!<br>
<br>
A tingle runs through you. It isn’t your money, but the thrill of winning feels entirely your own.<br>
<br>
<<BraceletChargeProse>>
Thompson barks with laughter and crushes you against him. His free hand closes around your breast through the corset, squeezing firmly. “That’s my lucky girl!”<br>
<br>
He takes one of his winnings and slides it down the front of your corset. “Your cut.”<br>
<<if $current.avatar is "Charli">>
<br>
You should mind. The hand, the squeeze, the chip pushed between your breasts. Instead you are giggling, actually pushing your chest forward so his hands can linger.<br>
<</if>>
<br>
<<CheckFirst "ThompsonAceOfHeartsWin">>
<<if _CheckFirst is false>>
Thompson bounces you on his knee and squeezes your bunny tail. You let out a girlish squeal.<br>
<br>
“Is that the sound bunnies make?” he asks before leaning into your ear and whispering, “Though I bet I can get another noise out of those lips.”<br>
<br>
You feel his fingers tapping slowly against your arse cheek through the fishnets.<br>
<br>
<<if _CurrentPC is true or $current.avatar is "Emily">>
He leans back, smirking. “You might want to get some work done, Phillips. Just look at her.”<br>
<<else>>
He leans back, smirking. “You might want to get some work done, bunny. Just look at her.”<br>
<</if>>
<br>
He nods towards the girl on the other side of the table. “That’s what I like. A proper duck face. Her lips were thin when she started. Told her to get some work done. Look at her now.”<br>
<br>
The bunny smiles politely, but without enthusiasm.<br>
<br>
Thompson’s eyes settle on your mouth. “Get yourself a proper pout and come back. Keep winning for me, and there’ll be more chips in it for you.”<br>
<<else>>
Thompson bounces you on his knee again and slaps your bum through the fishnets. You squeal.<br>
<br>
He looks at you, his grin widening. “Lovely little sound the bunny makes. And I can see you’ve had some work done.”<br>
<br>
<<GetNPCState "Thompson" "bodyExpectation">>
<<if _bodyExpectation is 1>>
His thumb presses against your lower lip. “Keep it up. Soon I won’t be able to keep my hands off you.”<br>
<<elseif _bodyExpectation is 2>>
His thumb presses against your lower lip. “Keep it up. Couple more nights like this and I’ll stop paying you in chips.”<br>
<<elseif _bodyExpectation is 3>>
His thumb presses against your lower lip. “Keep it up. One more go on my knee and you’ll be ready for the real thing.”<br>
<<else>>
His thumb presses against your lower lip. “That’s you done cooking, girl. Next time I see you, we’re not stopping at the wheel.”<br>
<</if>>
<</if>>
<br>
<<if $current.avatar is "Charli">>
“Anything you want,” you hear yourself breathe. And you mean it.<br>
<br>
<I>Get it together. This is Thompson.</i><br>
<br>
<</if>>
<<CompulsionCheck "AllDolledUp">>
<<if _CompulsionCheck is true>>
You nod eagerly, already imagining how good you would look with even plusher lips. And how many more chips Thompson might give you.<br>
<<else>>
For some reason, you find yourself nodding. You catch the movement and try to fight the impulse, but the thought of having plusher lips refuses to leave you.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the main floor" "AceOfHeartsMainFloor">><<SetNPCLocation "Thompson" $dayCurrent $periodCurrent "Void">><<AdjustNPCStat "Thompson" "bodyExpectation" 1>><<CashFlow 1>><<AddFirst "ThompsonAceOfHeartsWin">><<set $AceOfHeartsRouletteScene to undefined>><</link>>
<<case "RefuseBet">>
You keep hold of the chip. “She’s right. I’m not allowed to place bets for guests.”<br>
<br>
Thompson’s arm stiffens around your waist. His face reddens as he stares at you.<br>
<br>
“Against the rules?” he repeats.<br>
<br>
He snatches the chip from your hand and tosses it onto the felt. “Then beat it. I’ll find a bunny who understands what she’s here for.”<br>
<br>
His arm drops from your waist. He turns back to the wheel, drumming his fingers against his remaining chips.<br>
<br>
<<ActionsHeader>>
<<link "Return to the main floor" "AceOfHeartsMainFloor">><<set $AceOfHeartsRouletteScene to undefined>><</link>>
<<case "GoUpstairs">>
You nod.<br>
<br>
Thompson’s flushed expression breaks into a hungry grin. He rises, keeping one thick arm wrapped around your waist as he steers you away from the roulette table.<br>
<br>
His pace forces you to hurry on your stilettos. Whenever you fall behind, his hand tightens and pulls you back against him. Guests glance towards you as he marches you across the main floor, but Thompson pays them no attention.<br>
<br>
At the top of the stairs, he looks at your lips again. His breathing grows heavier.<br>
<br>
He pushes open the door to the Boudoir and gestures you inside.<br>
<br>
“In.”<br>
<br>
<<ActionsHeader>>
<<link "Enter the Boudoir" "AceOfHeartsBoudoir">><<LocationKnown "AceOfHeartsBoudoir">><<EventTrigger "AceOfHeartsBoudoir" "ThompsonBoudoir" null null null null null null true>><<set $AceOfHeartsRouletteScene to undefined>><</link>>
<<case "RefuseUpstairs">>
You press a hand against Thompson’s chest. “No. I’m not going upstairs with you.”<br>
<br>
He becomes completely still.<br>
<br>
His face darkens beneath the sweat, and the arm around your waist tightens once before releasing you. His nostrils flare as he glances around at the nearby tables.<br>
<br>
Then his expression hardens.<br>
<br>
“Fine,” he says through his teeth. “Beat it.”<br>
<br>
He turns away sharply and drags his remaining chips towards himself.<br>
<br>
<<ActionsHeader>>
<<link "Return to the main floor" "AceOfHeartsMainFloor">><<set $AceOfHeartsRouletteScene to undefined>><</link>>
<</switch>>You take two steps towards the stage table and stop. The man sitting in front of it, scrawling into his notebook, is Terry Evans. Owner of Evans’ Department Store. Christina’s father. <br>
<br>
And Jennifer’s boss.<br>
<br>
<<GetNPCState "Jennifer" "SplitUp">>
<<if $PlayerCharacter.female is true>>
The man who signs off her wages, writes her rota, makes terrible jokes with her across the counter. Your friend’s livelihood depends on him.<br>
<<elseif _SplitUp is true>>
The man who signs off her wages, writes her rota, makes terrible jokes with her across the counter. Whatever you and Jennifer are to each other now, her livelihood depends on him.<br>
<<else>>
The man who signs off her wages, writes her rota, makes terrible jokes with her across the counter. Your girlfriend’s livelihood depends on him.<br>
<</if>>
<br>
<I>And here you are, looking like her, about to approach him as a bunny girl.</i><br>
<br>
He knows this face. All too well. If you were to walk over there, to speak to him dressed like this and looking like her, you can’t imagine an outcome where this goes unspoken.<br>
<Br>
<<Flag "JenniferStuckAsPC">>
<<if _FlagReturn is true>>
<br>
You briefly wonder what the real Jennifer is doing right now. In your body. Would this be such a betrayal?<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Approach the stage anyway" "AceOfHeartsStage">><<Greedy 1>><</link>><br>
<<link "Think better of it and return to the main floor" "AceOfHeartsMainFloor">><</link>><b>The Ace of Hearts - Stage</b><br>
<img src="./images/AceOfHeartsStage.png"><br>
<br>A single vintage microphone stands in the centre of the stage, lined with red velvet curtains. A single table rests close by offering the best view of the house.<br>
<<NPCLocationCheck "Terry">>
<<CheckFirst "AceOfHeartsStage">>
<<if _CheckFirst is false>>
<br>
Your heels softly clip against the carpet as you move towards the stage. A man sits at a table in front of it, cocktail shaker nearby, a glass scattered off to the side. He scrawls down on a notepad in front of him, attention focused on fevered note-taking.<br>
<br>
<<NPCKnownCheck "Terry">>
<<if _NPCKnownCheck is true>>
You take a deep breath as you see who it is. Terry Evans. The owner of the Evans’ Department Store. Christina’s father. Jennifer’s boss.<br>
<<else>>
You appraise him as you approach. In his fifties, his silver-streaked hair is brushed back from a sun-weathered brow. A perpetual layer of stubble frames his chin, as his clear blue eyes focus on the notebook in front of him.<br>
<</if>>
<<elseif _NPCLocationCheck is "AceOfHeartsStage">>
<br>
Terry sits at the table, scrawling notes on a pad in front of him, attention focused more on his words than the room.<br>
<</if>>
<<if _NPCLocationCheck is "AceOfHeartsStage">>
<br>
<<if $current.avatar is "Jennifer">>
<<Flag "PermTerryMetBunnyJen">><<CheckPersonalityState "Terry">>
<<if _FlagReturn is false>>
He jumps as you step beside the table. For a moment he looks up to the interruption with a glare, but at seeing you his eyes widen with fear and his mouth drops open. Without looking, he slams the book shut. You see his bottom lip quivering.<br>
<br>
“Jenna,” he whispers, voice cracking. “What are you doing here?”<br>
<<NPCKnownCheck "Terry">>
<<if _NPCKnownCheck is false>>
<br>
The name triggers a memory in your mind. Jennifer complaining about work, joking about how the owner had started to call her by a nickname.<br>
<br>
Your smile fades. This is Jennifer’s boss. Terry Evans. The owner of the department store.<br>
<</if>>
<<elseif _PersonalityState is "Hardened">>
He jumps as you step beside the table. For a moment he looks up to the interruption with a glare, but at seeing you he grins darkly. He closes his book and pushes it aside.<br>
<<else>>
Terry looks up from his notebook as you approach, and his face brightens like a spotlight finding its mark.<br>
<br>
“Jenna!” He half-rises from his chair, remembers where he is, and settles for sweeping a hand towards the stage instead. “My star returns to her theatre.”<br>
<br>
The notebook in front of him lies open, its pages dense with fresh scribbling. You would put money on what they are about.<br>
<</if>>
<<else>>
He jumps as you step beside the table. For a moment he looks up to the interruption with a glare, but at seeing you his eyes soften. “Well,” he murmurs. “Of all the gin joints, in all the towns of all the world, who is this that walked into mine?”<br>
<br>
<<NPCKnowsThisForm "Terry">>
<<if _NPCKnowsThisForm is true>>
He gives you a grin. “I didn’t expect to see you in here, my dear. But I’m delighted, all the same.”<br>
<<else>>
<<if $current.avatar is "Andrea">>
He gives you a grin, then blinks as the stage lights catch your face properly.<br>
<br>
“The chamber maid!” he says, delight spreading across his weathered face. “The quiet one, with the trolley. My dear, whoever dressed you tonight deserves a raise.”<br>
<br>
He takes your hand in that smooth, firm grip of his. “Terry. And no need to fret about the where of it all. Men of taste do not gossip about their discoveries. I trust discoveries extend the same courtesy.”<br>
<<elseif $current.avatar is "Tandi">>
He waves you over before you have even reached the table, pen still in hand.<br>
<br>
“Tandi, my dear! The prodigal songbird returns.” He gestures grandly at the empty stage. “This place has been criminally short of talent in your absence.”<br>
<br>
Whoever Terry is, he clearly knows Tandi. And apparently considers her part of the act.<br>
<<else>>
He gives you a grin and holds out a hand towards you. “Terry,” he says quietly.<br>
<br>
You lightly shake his hand. “<<TrueName>>,” you say without hesitation. You sense a sparkle within your costume. As if a spell was just cast.<br>
<br>
You feel his hand wrap around your fingers with a smooth but firm grip. “Delighted to meet you, my dear. Aren’t you a shining star to be found in this tawdry den of vice.”<br>
<</if>>
<</if>>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<NPCLocationCheck "Terry">>
<<if _NPCLocationCheck is "AceOfHeartsStage">>
<<if $current.avatar is "Jennifer">>
<<link "Talk to Terry" "AceOfHeartsStageScene">><<set $AceOfHeartsStageScene to "TerryTalkJennifer">><<AddFirst "AceOfHeartsStage">><<NPCKnown "Terry">><</link>><br>
<<else>>
<<link "Talk to Terry" "AceOfHeartsStageScene">><<set $AceOfHeartsStageScene to "TalkTerry">><<AddFirst "AceOfHeartsStage">><<NPCKnown "Terry">><</link>><br>
<</if>>
<</if>>
<<Flag "PermTerryMetBunnyJen">>
<<if $current.avatar is "Jennifer" and _NPCLocationCheck is "AceOfHeartsStage" and _FlagReturn is false>>
<s>Return to the main floor</s> - <i>You need to deal with Terry first.</i>
<<else>>
<<link "Return to the main floor" "AceOfHeartsMainFloor">><<AddFirst "AceOfHeartsStage">><<if _NPCLocationCheck is "AceOfHeartsStage">><<NPCKnown "Terry">><</if>><</link>>
<</if>><<switch $AceOfHeartsStageScene>>
<<case "TalkTerry">>
You smile at Terry as you approach. “Is there something I can help you with?”<br>
<br>
<<CheckFirst "HeartsTerryEncountered">>
<<if _CheckFirst is false>>
“Help?” Terry repeats. His silver eyebrows lift. “My dear, that is precisely what I’m trying to write about.”<br>
<br>
He turns the notebook around. The open pages are covered in scratched-out lyrics, arrows and increasingly frantic notes. Across the top of one page, he has written: <I>A SALE TO REMEMBER</i>. Beneath it, the heroine’s name has been repeatedly rhymed with <I>haberdashery</i>.<br>
<br>
“The music is there,” he says, tapping the page. “The setting is there. Romance among the rails. Heartbreak beneath the changing-room lights. A lonely perfume-counter girl helping an endless procession of customers, while searching for something no loyalty card can give her.”<br>
<br>
His hand rises as he speaks, sketching the imaginary production in the air.<br>
<br>
<<CheckPersonalityState "Terry">>
<<if _PersonalityState is "Hardened">>
Your eyes drift back to the open pages. The scratching-out is not tidy revision. Whole verses have been savaged, lines carved through again and again, and in one place a single word has been gouged so hard the pen has torn the paper. Whatever he is writing, he is at war with himself.<br>
<br>
“But the life has been wrenched from it!” He slaps the notebook shut. “A song needs a voice. A stage needs a star. And I...” He leans towards you, lowering his voice. “I need a new muse.”<br>
<<else>>
“But there’s no life in it!” He slaps the notebook shut. “A song needs a voice. A stage needs a star. And I...” He leans towards you, lowering his voice. “I need a muse.”<br>
<</if>>
<<else>>
“Help?” Terry repeats. His silver eyebrows lift. “My dear, that is precisely what I need.”<br>
<</if>>
<br>
<<CurrentBodyCheck "hairTier">><<GetNPCState "Terry" "bodyExpectation">>
<<if _bodyExpectation gte 5>>
Terry studies you in silence. His gaze moves across your face and then to your hair. “No,” he murmurs.<br>
<br>
You look back at him with a furrowed brow. “No?”<br>
<br>
“No,” he says, eyes brightening as he rises to his feet. “Not here.”<br>
<br>
He signals to one of the passing bunnies with a flick of his wrist. “The Boudoir,” he tells her. “Have it prepared.”<br>
<br>
She nods and heads towards the stairs. Terry turns back to you, clutching the notebook against his chest. “Forgive the ramblings of an inspired playwright, my dear. But you are a vision!”<br>
<br>
He reaches up and twists a lock of your hair around his finger. His other hand settles beneath your chin, tilting your face towards him.<br>
<br>
“I can no longer contain my... inspiration,” he murmurs. “I cannot deny what I see before me. I simply must see you in action.”<br>
<br>
“In action?” you ask, your gaze dropping to the hand beneath your chin.<br>
<br>
“A private performance,” Terry whispers. “No audience. No distractions. Just an actress, her director… and no interruptions.”<br>
<br>
<<if $current.avatar is "Charli">>
<br>
Your breath catches. No audience. No interruptions. You know exactly what he finally wants, and your pulse is already ahead of you.<br>
<</if>>
<br>
He releases your chin and sits down once more, riffling through his notes. “Go upstairs, my dear,” he says, not looking up. “You’ll understand soon enough. I’ll follow once I’ve gathered my notes.”<br>
<br>
<<ActionsHeader>>
<<link "Agree to go upstairs" "AceOfHeartsStageScene">><<set $AceOfHeartsStageScene to "GoUpstairs">><<LocationKnown "AceOfHeartsBoudoir">><<AddFirst "HeartsTerryEncountered">><</link>><br>
<<CompulsionCheck "DutifulDoer">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Dutiful Doer] </span><s>Refuse to go upstairs</s> - <I>Terry has given you clear direction. The thought of disappointing him makes your stomach tighten.</i>
<<else>>
<<link "Refuse to go upstairs" "AceOfHeartsStageScene">><<set $AceOfHeartsStageScene to "RefuseUpstairs">><<AddFirst "HeartsTerryEncountered">><</link>>
<</if>>
<<elseif _CurrentBodyCheck gte _bodyExpectation>>
Terry’s gaze settles on your hair. He leans sideways, considering it. “Perhaps.”<br>
<br>
He rises and circles you, studying your appearance from several angles. His pen moves through the air, tracing the shape of your hair as though sketching it onto an invisible page.<br>
<br>
“There’s intention here,” he murmurs. “Shape. Presentation. Someone has considered where every eye in the room should be drawn.”<br>
<br>
You fight the impulse to turn your head to follow as he steps behind you. “You can tell all that from my hair?” you ask.<br>
<br>
“My dear,” his voice comes close beside your ear. “An audience begins deciding who you are before you’ve spoken your first line. And in my line of business, hair is the opening dialogue.”<br>
<br>
“Cosmetics and clothing?”<br>
<br>
Terry’s pen slashes through the air before your eyes, crossing out the suggestion as though it were written there. “Show business.”<br>
<br>
He gestures towards the stage. “Take your place at the microphone. Sing something. Anything. The words are immaterial.”<br>
<br>
Terry returns to his chair and opens the notebook across his lap. His eyes remain fixed upon you.<br>
<br>
“I want movement. Feeling. Presence.” His smile broadens. “Show me whether the woman beneath that wonderful presentation can carry the role.”<br>
<br>
<<ActionsHeader>>
<<link "Take to the stage" "AceOfHeartsStageScene">><<set $AceOfHeartsStageScene to "TakeStage">><<AddFirst "HeartsTerryEncountered">><</link>><br>
<<CompulsionCheck "DutifulDoer">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Dutiful Doer] </span><s>Refuse to sing</s> - <I>You find it hard to say no to Terry.</i>
<<else>>
<<link "Refuse to sing" "AceOfHeartsStageScene">><<set $AceOfHeartsStageScene to "RefuseSing">><<AddFirst "HeartsTerryEncountered">><</link>>
<</if>>
<<else>>
Terry studies you expectantly. His gaze rises towards your hair, where it lingers. The excitement in his expression falters. “Almost,” he murmurs.<br>
<br>
“Almost?” you ask him with surprise.<br>
<br>
“My dear, there is potential here. Considerable potential.” He gestures towards you with his pen. “But potential is merely a star waiting for someone to switch on the spotlight.”<br>
<br>
He tilts his head, considering you from another angle.<br>
<br>
“You need a little shape. A little polish. A certain <I>je ne sais quoi</i>.” His pen circles vaguely around your hair. “Something that tells the audience you are the leading lady before you’ve sung a single note.”<br>
<br>
You lift a hand towards your locks. “Is there something wrong with it?”<br>
<br>
“Wrong?” Terry looks appalled by the suggestion. “No, no. Merely unfinished.”<br>
<br>
He returns to his notebook and flicks through the pages.<br>
<br>
“This establishment appears to understand theatrical preparation. Speak to someone who knows what happens between acts.” He glances up at you with an encouraging smile. “Then come back and show me a proper entrance.”<br>
<br>
<<ActionsHeader>>
<<link "Return to the main floor" "AceOfHeartsMainFloor">><<DialogueUnlock "Amber" "TerryType">><<AddFirst "HeartsTerryEncountered">><<set $AceOfHeartsStageScene to undefined>><</link>>
<</if>>
<<case "TakeStage">>
You step beneath the spotlight and unfold the lyrics Terry hands you. At the top of the page, he has written: <I>A SALE TO REMEMBER</i>.<br>
<br>
“Whenever you’re ready,” he says, settling at his table with the solemn expression of a director awaiting opening night. “Music!”<br>
<br>
A piano begins to play a melodic tune over a speaker system. You begin to sing, quietly and nervously. Here you are, on the main floor of a place like this, performing on a stage in a bunny outfit in front of men.<br>
<br>
“<I>The escalator carries me, but never to your heart.</i><br>
<I>The tills ring out for someone else whenever we’re apart -</i>”<br>
<br>
“Stop!” Terry raises his pen. “There’s no longing. You’re alone at the perfume counter. Closing time approaches, but love remains out of stock. Try the next verse!”<br>
<br>
You look down from the stage and meet Terry’s expression. A polite smile quickly masks his frustration. Around the room, a few people look over. You see two bunny girls at the back exchange a look. Gritting your teeth, you try again.<br>
<br>
“<I>The lipstick hides my sorrow, though the powder masks my tears.</i><br>
<I>And your name is marked for clearance as the closing hour nears -</i>”<br>
<br>
“No, no, no!” Terry throws down his notebook and stands. “You’re still trying to sing it well.”<br>
<br>
He strides over to the stage and climbs up. You try not to flinch when he takes you by the shoulders. He turns your hips towards the room and moves one of your feet in front of the other. Taking your wrist, he places your hand lightly against the microphone stand.<br>
<br>
“Soft,” he insists, whispering to you. “Women are all muscle these days.” Terry draws your hair across one shoulder and tilts your chin towards the light. “A leading lady should look feminine. Delicate. The sort of woman an audience wants to catch if she happens to sway.”<br>
<br>
He moves the microphone closer to your lips. Nudges your body forward. Moves your hands. You find yourself bent at the waist and turned side-on, bunny tail sticking out from behind, fingers on your hips, mouth parted in front of the grille.<br>
<br>
“Like a starlet,” Terry mutters, smiling inches away from you, before he returns to his seat.<br>
<br>
You stand motionless. Posed like a statue. You feel exposed, vulnerable and on display. You know that, at this angle, the audience can see down your top. Terry sits back and claps twice, encouraging you to continue. The music starts again. And finally, you see what he wants from you.<br>
<<if $current.avatar is "Charli">>
<br>
Or at least, you suspect you should feel exposed. Mostly you feel the room’s eyes on you like warm hands, and you have to fight the urge to arch your back a little further.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Play to what he wants" "AceOfHeartsStageScene">><<set $AceOfHeartsStageScene to "PlayToWants">><<Vice 1>><<Physique -1>><</link>><br>
<<CompulsionCheck "DutifulDoer">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Dutiful Doer] </span><s>Continue to just sing</s> - <I>You can’t bring yourself to disregard Terry’s direction.</i>
<<else>>
<<link "Continue to just sing" "AceOfHeartsStageScene">><<set $AceOfHeartsStageScene to "JustSing">><</link>>
<</if>>
<<case "PlayToWants">>
You remain in the pose Terry has arranged for you. When the music begins again, you stop trying to sing well.<br>
<br>
You soften your shoulders and let your voice become breathy. Instead of looking at the lyrics, you flick your eyes towards the tables. Over Terry, then over to the other guests. You allow your gaze to linger on them.<br>
<br>
“<I>Come closer to my counter; there’s a fragrance you should try.</i><br>
<I>It grows warmer on my body when I catch a gentleman’s eye.</i>”<br>
<br>
“Yes,” Terry whispers. “That’s it.”<br>
<br>
You sway with the melody, keeping your body turned so that the bunny costume displays everything. You lean over the mic, aware of the eyes not meeting your own, feeling your heels pushing your rear up and out, a tiny wisp of a rabbit’s tail sticking up. Whenever someone’s gaze finally rises to meet yours, embarrassment prickles across your skin.<br>
<br>
Instead of hiding, you lean closer to the microphone.<br>
<br>
“<I>The doors may close at midnight, but I keep one light aglow.</i><br>
<I>If you ask me very sweetly, there is more that I can show.</i>”<br>
<br>
The lyrics remain ridiculous, but nobody is listening to them now. The room is watching your parted lips, your carefully arranged hair and the gentle movement of your hips. The attention begins to feel strangely exhilarating. Warmth gathers inside you, and not only from the bracelet.<br>
<br>
<<BraceletChargeProse>>
When the music stops, Terry rises and applauds. “There she is! Soft enough to adore, yet bold enough to be adored.”<br>
<br>
He rushes to the side of the stage and reaches up for your hand. “Careful, my dear. No jumping. No displays of athleticism.”<br>
<br>
You accept his support, although you could easily step down alone.<br>
<br>
“A leading lady should inspire desire,” Terry declares as your heels touch the carpet, “and the absolute conviction that she needs protecting.”<br>
<br>
“And I do?”<br>
<br>
Terry gestures towards the room. “My dear, look at them.”<br>
<br>
<<if $current.avatar is "Charli">>
Several men are still watching you. All of you hopes they never stop.<br>
<<else>>
Several men are still watching you. A part of you wishes they wouldn’t stop.<br>
<</if>>
<br>
Terry presses a casino chip into your palm. “For my muse!”<br>
<br>
<<CheckPersonalityState "Terry">><<GetNPCState "Terry" "bodyExpectation">>
<<if _PersonalityState is "Hardened">>
<<if _bodyExpectation is 1>>
“Raw. But not hopeless.”<br>
<<elseif _bodyExpectation is 2>>
“Improving. I have seen worse second acts.”<br>
<<elseif _bodyExpectation is 3>>
“Nearly. One more, and then we will see.”<br>
<<else>>
“Acceptable. Next time, somewhere quieter.”<br>
<</if>>
<br>
Then his smile seems to falter. He looks to his book, lost in his thoughts. “The role was always bigger than any one girl,” he mutters.<br>
<<else>>
<<if _bodyExpectation is 1>>
“Raw, my dear. Utterly raw. But there is a star in there, and I shall have her out of you yet.”<br>
<<elseif _bodyExpectation is 2>>
“The second act improves upon the first. Return to me. The picture is forming.”<br>
<<elseif _bodyExpectation is 3>>
“Nearly. Nearly! One more performance and I shall know precisely what to do with you.”<br>
<<else>>
“Do not change a single thing. The next time we meet, I have a stage in mind that is not this one.”<br>
<</if>>
<br>
His eyes dart towards the notebook on the table. “Strings,” he mutters. “Soft strings. And a saxophone...”<br>
<</if>>
<br>
He snatches it up and rushes towards the door.<br>
<br>
<<ActionsHeader>>
<<link "Return to the main floor" "AceOfHeartsMainFloor">><<AdjustNPCStat "Terry" "bodyExpectation" 1>><<SetNPCLocation "Terry" $dayCurrent $periodCurrent "Void">><<CashFlow 1>><<set $AceOfHeartsStageScene to undefined>><</link>>
<<case "JustSing">>
You straighten, lifting your eyes from the audience and returning your attention to the lyrics.<br>
<br>
When the music begins again, you sing clearly and steadily. You don’t sway. You don’t pose. You simply perform the song as written.<br>
<br>
The men around the room gradually return to their conversations. Terry’s expression grows increasingly stricken.<br>
<br>
When the final note fades, he remains seated.<br>
<br>
“That was… competent,” he says.<br>
<br>
“You told me to sing.”<br>
<br>
“Yes, and you performed every note.” Terry lowers his gaze to his notebook and draws a heavy line across the page. “Unfortunately, you neglected to perform yourself.”<br>
<br>
He begins scribbling again, already disappearing into his thoughts.<br>
<br>
<<ActionsHeader>>
<<link "Return to the main floor" "AceOfHeartsMainFloor">><<set $AceOfHeartsStageScene to undefined>><</link>>
<<case "RefuseSing">>
You shake your head. “I don’t think so.”<br>
<br>
Terry’s pen hangs motionless above his notebook. “You won’t sing?”<br>
<br>
“No.”<br>
<br>
He looks towards the empty stage, visibly deflating. “A song without a voice. A stage without its star. Tragic.”<br>
<br>
He drops back into his chair and returns to his notepad. Within moments, he is scratching out lines and muttering rhymes beneath his breath.<br>
<br>
“Come back if you change your mind, my dear,” he says without looking up. “The role will be waiting.”<br>
<br>
<<ActionsHeader>>
<<link "Return to the main floor" "AceOfHeartsMainFloor">><<set $AceOfHeartsStageScene to undefined>><</link>>
<<case "GoUpstairs">>
<<CheckPersonalityState "Terry">>
<<if _PersonalityState is "Hardened" and $current.avatar is "Jennifer">>
You turn towards the stairs. Terry has already returned to his seat, casually reading a page in his notebook.<br>
<<else>>
You turn towards the stairs. Terry has already returned to his notebook, frantically gathering his thoughts.<br>
<</if>>
<br>
One of the bunnies approaches you. “This way.”<br>
<br>
She leads you across the main floor and up the stairs. At the end of the corridor, she unlocks a crimson door and holds it open.<br>
<br>
“Mr Evans asked that you prepare yourself,” she says.<br>
<br>
“For what?”<br>
<br>
Her smile doesn’t change. “Everything you need is inside.”<br>
<br>
<<if $current.avatar is "Charli">>
Prepare yourself. The words roll around your head all the way up the stairs, and your imagination is only too happy to help.<br>
<<else>>
You swallow. You know what these rooms are for. So, surely, does he.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Enter the Boudoir" "AceOfHeartsBoudoir">><<EventTrigger "AceOfHeartsBoudoir" "TerryBoudoir" null null null null null null true>><<set $AceOfHeartsStageScene to undefined>><</link>>
<<case "RefuseUpstairs">>
You shake your head. “No. I’m not going upstairs with you.”<br>
<br>
<<CheckPersonalityState "Terry">>
<<if _PersonalityState is "Hardened" and $current.avatar is "Jennifer">>
Terry glares at you. “The room is prepared.”<br>
<br>
You inhale deeply. “Then you’ll have to disappoint them.”<br>
<br>
He stares back at you, face growing red with anger. "I see."<br>
<br>
For several moments, he says nothing. Then he takes a deep breath through his teeth. "Get out of here."<Br>
<br>
With a wave of his hand he dismisses you.<br>
<<else>>
Terry stares at you. His expression falls. “But the room is being prepared.”<br>
<br>
You inhale deeply. “Then you’ll have to disappoint them.”<br>
<br>
He clutches the notebook against his chest, genuinely wounded. “I see.”<br>
<br>
For several moments, he says nothing. “Rejection at the foot of the stairs,” he finally murmurs. “The director abandoned by his leading lady…”<br>
<br>
Then his eyes suddenly brighten. “The night manager!”<br>
<br>
He drops into his chair and begins scribbling furiously. “Rejection at the foot of the stairs,” he mutters once more. “Abandoned by the perfume-counter girl.” He looks to the ceiling, lost in thought. “He wanders the empty aisles after closing, imagining her beside him. Every mannequin wears her face. Every tannoy announcement speaks her name…”<br>
<br>
“<I>On My Aisle</i>,” he whispers. “Yes!”<br>
<br>
Terry continues to scribble, forgetting you are there.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the main floor" "AceOfHeartsMainFloor">><<set $AceOfHeartsStageScene to undefined>><</link>>
<<case "TerryTalkJennifer">>
<<Flag "PermTerryMetBunnyJen">>
<<if _FlagReturn is false>>
You force yourself to maintain a pleasant smile, as your mind races. He looks up, his shock spreading. You see his knuckles gripping the notepad, as if trying to ensure its contents can’t escape.<br>
<br>
<<GetNPCState "Jennifer" "SplitUp">>
<<if _SplitUp is true>>
What are you actually doing here? As Jennifer, standing in front of her boss. The two of you are finished, and what happens to her life is no longer your concern. That is what you tell yourself, anyway. It doesn’t explain the knot in your stomach as Terry’s eyes take in the costume.<br>
<br>
<i>You could ruin her from inside her own skin. Careful how much of you enjoys knowing that.</i><br>
<<elseif $PlayerCharacter.female is true>>
What are you actually doing here? As Jennifer, of all people, standing in front of her boss. She trusts you. She makes you dinner and worries when you look tired. And here you are, wearing her face in fishnets while her employer stares. With each passing moment, you are adding another black mark against your friend’s life.<br>
<br>
<i>And you two are just friends, right?</i><br>
<<else>>
What are you actually doing here? As Jennifer, of all people, standing in front of her boss. She spent years building the quiet, dependable life you are dismantling. With each passing moment, you are adding another black mark against your girlfriend’s life.<br>
<br>
<i>Bit late for self-reflection, isn’t it?</i><br>
<</if>>
<br>
“I’m working,” you mutter.<br>
<br>
Terry stares up at you, gently shaking his head. “No,” he whispers. “Not you. Not here.”<br>
<br>
He swallows. For the first time his eyes briefly glance down, noting your cleavage pushed up and bursting out of the top. His eyes linger even as he continues to shake his head. Then he looks up once more. “This must be a trick,” he continues. “One of Marjorie’s cruel jokes. Dearest Jenna. Tell me what brings you here.”<br>
<br>
<<ActionsHeader>>
<<link "Tell him you’re just on a trial" "AceOfHeartsStageScene">><<set $AceOfHeartsStageScene to "JenTrial">><<SetFlag "PermTerryMetBunnyJen">><</link>><br>
<<link "Tell him you work here now" "AceOfHeartsStageScene">><<set $AceOfHeartsStageScene to "JenWorkHere">><<Greedy 1>><<SetFlag "PermTerryMetBunnyJen">><</link>>
<<else>>
<<CheckPersonalityState "Terry">><<CurrentBodyCheck "hairTier">><<GetNPCState "Terry" "bodyExpectation">>
<<if _PersonalityState is "Hardened">>
“Do you want me to perform?” you ask him, smiling.<br>
<br>
<<if _bodyExpectation gte 5>>
<<CheckFirst "BoudoirTerryJennifer">>
<<if _CheckFirst is false>>
Terry’s grin widens. He dramatically shakes his head. Then, just as you are about to step away, he changes it to nodding.<br>
<br>
“Is that a yes or no?” you ask.<br>
<br>
“Time to perform, Jenna,” he whispers. “Some might say it’s the role you’ve been auditioning for.”<br>
<br>
He rises to his feet and signals one of the passing bunnies with a flick of his wrist. “The Boudoir,” he tells her. “Have it prepared.”<br>
<br>
She nods and heads towards the stairs. Terry turns back to you, grinning. He reaches up and twists a lock of your hair around his finger. His other hand settles beneath your chin, tilting your face towards him.<br>
<br>
“I can no longer contain my... inspiration,” he murmurs. “I cannot deny what I see before me. I simply must see you in action.”<br>
<br>
“In action?” you ask, your gaze dropping to the hand beneath your chin.<br>
<br>
“A private performance,” Terry whispers. “No audience. No distractions. Just an actress, her director… and no interruptions.”<br>
<br>
He releases your chin and sits down once more, opening his book. “Go upstairs,” he says, not looking up. “I’ll follow when I’m ready.”<br>
<<else>>
Terry does not bother with preamble. He flicks two fingers at a passing bunny without taking his eyes from you. “The Boudoir. Have it prepared.”<br>
<br>
He settles back into his chair. “Upstairs, Jenna. Let us see whether tonight is the night that fulfils my request.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Agree to go upstairs" "AceOfHeartsStageScene">><<set $AceOfHeartsStageScene to "GoUpstairs">><<LocationKnown "AceOfHeartsBoudoir">><</link>><br>
<<link "Refuse to go upstairs" "AceOfHeartsStageScene">><<set $AceOfHeartsStageScene to "RefuseUpstairs">><</link>>
<<elseif _CurrentBodyCheck gte _bodyExpectation>>
Terry’s eyes linger as they look up and down. “Good. You know your place. I expect you to maintain your look,” he gestures to your face. Your hair.<br>
<br>
“Get up on that stage,” he continues, wrenching his gaze from your face. “Perform. Sell me your talents.”<br>
<br>
<<ActionsHeader>>
<<link "Take to the stage" "AceOfHeartsStageScene">><<set $AceOfHeartsStageScene to "JenTakeStage">><</link>><br>
<<CompulsionCheck "DutifulDoer">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Dutiful Doer] </span><s>Refuse to dance</s> - <i>You don’t want to disappoint Terry.</i>
<<else>>
<<link "Refuse to dance" "AceOfHeartsStageScene">><<set $AceOfHeartsStageScene to "JenRefuseDance">><</link>>
<</if>>
<<else>>
Terry’s eyes linger as they look up and down. “You look a mess. A girl like you needs to look like she’s ready for a man. Even if she’s just been with one.” He gestures to your face. Your hair. “Fix it up and come back when you look like a girl I’d desire to be with.”<br>
<br>
He looks at you once more, then he waves you away with a hand. He’s done with you.<br>
<br>
<<ActionsHeader>>
<<link "Return to the main floor" "AceOfHeartsMainFloor">><<DialogueUnlock "Amber" "TerryType">><<set $AceOfHeartsStageScene to undefined>><</link>>
<</if>>
<<else>>
<<if _bodyExpectation gte 5>>
<<CheckFirst "BoudoirTerryJennifer">>
<<if _CheckFirst is false>>
Terry closes the notebook when he sees you, and for once he does not reach for the pen. He studies you in silence. The look has weight to it. Ceremony, even.<br>
<br>
“It’s ready,” he says quietly.<br>
<br>
You narrow your eyes. “What is?”<br>
<br>
“The show,” he replies, waving to imaginary lights with his fingers. He rises, taking your hand between both of his. You can feel a tremor in them. “I have watched this performance over and over again, Jenna. Since I first saw you. Behind my counter. All this time, I’ve waited for the one. And all this time she was you.”<br>
<br>
He signals to one of the passing bunnies with a flick of his wrist. “The Boudoir,” he tells her. “Have it prepared.”<br>
<br>
She nods and heads towards the stairs. Terry turns back to you, lowering his voice. “No stage tonight. No audience. A private performance, if you will. Just for me, Jenna. Your premiere. The chance for a role of a lifetime, with all the rewards that come with fame and fortune.”<br>
<br>
He releases your hand and settles back into his chair, drawing the notebook against his chest like something precious. “Go upstairs, Jenna. Allow me to savour the anticipation a moment longer.”<br>
<<else>>
Terry closes the notebook the moment he sees you. He signals a passing bunny with two fingers. “The Boudoir. Have it prepared.” Then, to you, with the smallest smile: “You know the way by now, Jenna.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Agree to go upstairs" "AceOfHeartsStageScene">><<set $AceOfHeartsStageScene to "GoUpstairs">><<LocationKnown "AceOfHeartsBoudoir">><</link>><br>
<<link "Refuse to go upstairs" "AceOfHeartsStageScene">><<set $AceOfHeartsStageScene to "RefuseUpstairs">><</link>>
<<elseif _CurrentBodyCheck gte _bodyExpectation>>
Terry brightens as you reach the table, his pen pausing mid-line. His eyes go to your hair first, and the smile widens into approval.<br>
<br>
“There she is,” he murmurs. “Polished. Presented. Every eye in the room already knows where it should look.” He gestures towards the stage with the pen. “Sing for me, Jenna. The role is waiting. So is your audience.”<br>
<br>
<<ActionsHeader>>
<<link "Take to the stage" "AceOfHeartsStageScene">><<set $AceOfHeartsStageScene to "JenTakeStage">><</link>><br>
<<CompulsionCheck "DutifulDoer">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Dutiful Doer] </span><s>Refuse to sing</s> - <i>You don’t want to disappoint Terry.</i>
<<else>>
<<link "Refuse to sing" "AceOfHeartsStageScene">><<set $AceOfHeartsStageScene to "JenRefuseSing">><</link>>
<</if>>
<<else>>
Terry brightens as you reach the table, but the smile falters as his gaze climbs to your hair. He winces, one hand rising as though to shield himself from the sight.<br>
<br>
“Almost,” he murmurs. “The voice is willing, Jenna, but the picture is unfinished. An audience decides who you are before you have sung your first note.” His pen circles vaguely at your hair. “See to it, then hurry back to me. The stage misses its star.”<br>
<br>
<<ActionsHeader>>
<<link "Return to the main floor" "AceOfHeartsMainFloor">><<DialogueUnlock "Amber" "TerryType">><<set $AceOfHeartsStageScene to undefined>><</link>>
<</if>>
<</if>>
<</if>>
<<case "JenTrial">>
“I’m on a trial,” you say quietly. “Just testing it out.”<br>
<br>
“But why?” Terry forces the words out like he’s haunted. “Why do you need to?”<br>
<br>
His mouth finally closes and his lips form into a tight smile mixing sympathy for agony. Even so, his eyes can’t help but briefly wander down to the top of your corset again. “Do I pay such meagre wages?” he mutters. “That my girls have to work here. To put on that costume. That dress.”<br>
<br>
Terry’s gaze looks off. You see him drifting into his own thoughts. “To put on that dress. To sell her body to the night.”<br>
<br>
Still looking away, he fumbles for the notebook in front of him and fumbles with the pen. You watch as he scrawls quickly as he continues to mutter. “A wholesome girl, left to fend for herself by her father. Destitute and desperate.” He gulps, but a mad smile forms. “Doesn’t care if it’s wrong or right.”<br>
<br>
You don’t move. Instead you wait until Terry returns from his daydream. When he acknowledges you again the smile falls away again and he drops the pen. “Forgive me, Jenna. I had no idea.”<br>
<br>
“You must be shocked to see me, too. The wholesome father, successful business owner, a respected member of the community. Sitting in the red lights of a… boudoir.”<br>
<br>
You hold your own smile, if only to hold back telling him how surprised you weren’t.<br>
<br>
Terry lifts up his glass dramatically, swishing the dark whiskey around as if he’s inspecting it. “Even giants can fall, Jenna. The pioneers we all respect. They had their vices too.” His eyes flick to see if you are watching and when he sees you are, flashes you a guilty smile. “It seems that Atlas is just a man, after all. It isn’t holding the sky up that crushes me, but instead my earthly needs.”<br>
<br>
He pauses, eyes wandering and this time lingering on the curves of your breasts. His tongue runs across his lips before he looks up. “We both wear masks, don’t we Jenna? Maybe we’re not so different, you and I.”<br>
<br>
<i>Easy for him to say when he’s being waited on and you’re the one standing in fishnets.</i><br>
<br>
But Terry’s smile fades. He looks back to his glass. “But you were my Jenna. My shining star. The smiling face of the high street.”<br>
<br>
His eyes return to yours, but you note the sparkle has waned. Terry’s stare is colder, icy even. Like his daughter’s.<br>
<br>
“Tell me, my little madonna,” he continues. “Strike the pose. Is this the mask you are forced to wear by circumstance, or is the wholesome shop girl truly your visard?”<br>
<br>
<<ActionsHeader>>
<<link "Tell him this is you" "AceOfHeartsStageScene">><<set $AceOfHeartsStageScene to "JenThisIsYou">><<Greedy 1>><</link>><br>
<<link "Tell him you are the girl in the shop" "AceOfHeartsStageScene">><<set $AceOfHeartsStageScene to "JenGirlInShop">><</link>>
<<case "JenWorkHere">>
“I work here now,” you say quietly. “As a bunny girl.”<br>
<br>
“But why?” Terry forces the words out like he’s haunted. “Why do you need to?”<br>
<br>
His mouth finally closes and his lips form into a tight smile mixing sympathy for agony. Even so, his eyes can’t help but briefly wander down to the top of your corset again. “Do I pay such meagre wages?” he mutters. “That my girls have to work here. To put on that costume. That dress.”<br>
<br>
Terry’s gaze looks off. You see him drifting into his own thoughts. “To put on that dress. To sell her body to the night.”<br>
<br>
Still looking away, he fumbles for the notebook in front of him and fumbles with the pen. You watch as he scrawls quickly as he continues to mutter. “A wholesome girl, left to fend for herself by her father. Destitute and desperate.” He gulps, but a mad smile forms. “Doesn’t care if it’s wrong or right.”<br>
<br>
You don’t move. Instead you wait until Terry returns from his daydream. When he acknowledges you again the smile falls away again and he drops the pen. “Forgive me, Jenna. I had no idea.”<br>
<br>
“You must be shocked to see me, too. The wholesome father, successful business owner, a respected member of the community. Sitting in the red lights of a… boudoir.”<br>
<br>
You hold your own smile, if only to hold back telling him how surprised you weren’t.<br>
<br>
Terry lifts up his glass dramatically, swishing the dark whiskey around as if he’s inspecting it. “Even giants can fall, Jenna. The pioneers we all respect. They had their vices too.” His eyes flick to see if you are watching and when he sees you are, flashes you a guilty smile. “It seems that Atlas is just a man, after all. It isn’t holding the sky up that crushes me, but instead my earthly needs.”<br>
<br>
He pauses, eyes wandering and this time lingering on the curves of your breasts. His tongue runs across his lips before he looks up. “We both wear masks, don’t we Jenna? Maybe we’re not so different, you and I.”<br>
<br>
<i>Easy for him to say when he’s being waited on and you’re the one standing in fishnets.</i><br>
<br>
But Terry’s smile fades. He looks back to his glass. “But you were my Jenna. My shining star. The smiling face of the high street.”<br>
<br>
His eyes return to yours, but you note the sparkle has waned. Terry’s stare is colder, icy even. Like his daughter’s.<br>
<br>
“Tell me, my little madonna,” he continues. “Strike the pose. Is this the mask you are forced to wear by circumstance, or is the wholesome shop girl truly your visard?”<br>
<br>
<<ActionsHeader>>
<<link "Tell him this is you" "AceOfHeartsStageScene">><<set $AceOfHeartsStageScene to "JenThisIsYou">><<Greedy 1>><</link>><br>
<<link "Tell him you are the girl in the shop" "AceOfHeartsStageScene">><<set $AceOfHeartsStageScene to "JenGirlInShop">><</link>>
<<case "JenThisIsYou">>
“This is the real me,” you tell Terry, taking a deep breath and leaning down towards him. The gesture is instinctive. Almost as if you’re trying to sell it. By the look on his face as your breasts come close to his face, he believes you.<br>
<br>
But if you were expecting him to be happy, you were mistaken. Slowly, he looks from them to your eyes. You see how crestfallen he looks. “Oh, Jenna,” he whispers. You hear his voice crack. “I would have expected this from Maisie. But not from you. You were a light in a dark stockroom. But maybe I was wrong. Maybe I was wrong about all of it.”<br>
<br>
Terry looks away and sighs. He closes his notepad. Pushes it away. Downs his whisky. You see the coldness return to his eyes. Dead and lifeless.<br>
<br>
“There’ll be no talk of what happens here outside of these walls,” he mutters. The voice is free of emotion. Like his face, it’s hard and cold. He doesn’t even meet your eyes.<br>
<br>
“Get up on that stage,” he continues, almost snarling. “Perform. Sell me your talents.”<br>
<br>
He clicks his fingers, close to your ear but not directed at you. A moment later, another bunny girl has appeared. He holds out his empty glass mechanically, still staring at the stage, not meeting her eye either.<br>
<br>
<<ActionsHeader>>
<<link "Take to the stage" "AceOfHeartsStageScene">><<set $AceOfHeartsStageScene to "JenTakeStage">><<ChangePersonalityStateNPC "Terry" "Hardened">><</link>><br>
<<CompulsionCheck "DutifulDoer">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Dutiful Doer] </span><s>Refuse to dance</s> - <i>You don’t want to disappoint Terry.</i>
<<else>>
<<link "Refuse to dance" "AceOfHeartsStageScene">><<set $AceOfHeartsStageScene to "JenRefuseDance">><<ChangePersonalityStateNPC "Terry" "Hardened">><</link>>
<</if>>
<<case "JenGirlInShop">>
“This isn’t me,” you tell Terry, smiling back down at him. You feel blood rushing to your cheeks and you know you are actually blushing. “The girl who works for you is the real one.”<br>
<br>
Terry holds your gaze as his smile returns. “Oh, Jenna,” he whispers, grinning. “I was right about you, wasn’t I? You are a performer. A star, even.”<br>
<br>
You jump as he suddenly rises to his feet and throws his chair back. He circles you, studying your appearance from several angles. His pen moves through the air, tracing the shape of your hair as though sketching it onto an invisible page.<br>
<br>
“The intention has always been here,” he murmurs. “Shape. Presentation. Someone has considered where every eye in the room should be drawn. You do it on the shop floor. But here, it’s explicit. There is no longer a need to hide what you desire, here.”<br>
<br>
You fight the impulse to turn your head to follow as he steps behind you. “You can tell all that from my hair?” you ask.<br>
<br>
“My dear,” his voice comes close beside your ear. “I could write a novel on what I know from your hair. And now, I know it would be…” Terry pauses as his pen slashes through the air before your eyes. “Non-fiction.”<br>
<br>
He gestures towards the stage. “Take your place at the microphone. Sing something. Anything. The words are immaterial.”<br>
<br>
Terry returns to his chair and opens the notebook across his lap. His eyes remain fixed upon you.<br>
<br>
“I want movement, Jenna! Feeling. Presence.” His smile broadens. “Show me how bold the mask of the shop girl truly is.”<br>
<br>
<<ActionsHeader>>
<<link "Take to the stage" "AceOfHeartsStageScene">><<set $AceOfHeartsStageScene to "JenTakeStage">><</link>><br>
<<CompulsionCheck "DutifulDoer">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Dutiful Doer] </span><s>Refuse to sing</s> - <i>You don’t want to disappoint Terry.</i>
<<else>>
<<link "Refuse to sing" "AceOfHeartsStageScene">><<set $AceOfHeartsStageScene to "JenRefuseSing">><</link>>
<</if>>
<<case "JenTakeStage">>
<<CheckPersonalityState "Terry">>
<<if _PersonalityState is "Hardened">>
You step beneath the spotlight. Terry looks up with a cold expression from the table, holding his glass of whiskey in hand. “Perform,” he mutters. “Play the damn song.”<br>
<br>
A guitar begins to play a melodic tune over a speaker system. Here you are, on the main floor of a place like this, as Jennifer, standing on a stage in a bunny outfit in front of men. Including her boss.<br>
<br>
“I don’t know this song,” you mutter, glancing at Terry.<br>
<br>
“No one told you to sing,” he spits quietly, but confidently. “Perform. Flaunt that body of yours.”<br>
<br>
You start to sway from side to side, staring back out at Terry. Listening as the drums kick in and an ancient baritone voice begins to croon. You don’t recognise the song, but it’s eerie. Haunting. Violins rise up out of the mix as the chorus kicks in.<br>
<br>
Terry doesn’t move. He just watches you. Eyes slowly moving over your body. Paying less attention to your face and more to your hips. Your legs. Your chest.<br>
<br>
“More,” he spits. Then his voice grows louder. “Sell it. Show me what sort of girl you are.”<br>
<br>
You turn on the spot, turning your back to him. You wince and look over your shoulder, seeing him stare at your fishnet-clad arse cheeks. He smiles, but it’s menacing. Predatory.<br>
<br>
“More!” you hear as you turn away from him. Terry is shouting now. Bellowing across the room. As you turn back around, you see the other bunnies on the floor exchanging looks.<br>
<br>
“You call that a show?” Terry bellows out. “More! Perform for your supper!”<br>
<br>
<<ActionsHeader>>
<<link "Play to what he wants" "AceOfHeartsStageScene">><<set $AceOfHeartsStageScene to "JenPlayToWants">><<Vice 1>><<Assertive -1>><</link>><br>
<<CompulsionCheck "DutifulDoer">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Dutiful Doer] </span><s>Continue to just dance</s> - <i>You don’t want to disappoint Terry.</i>
<<else>>
<<link "Continue to just dance" "AceOfHeartsStageScene">><<set $AceOfHeartsStageScene to "JenJustDance">><<Assertive 1>><</link>>
<</if>>
<<else>>
You step beneath the spotlight and Terry hands you a page of lyrics, holding it out with both hands like an offering. At the top of the page, he has written: <i>A SALE TO REMEMBER</i>.<br>
<br>
“I wrote this long before tonight,” he says, settling at his table with the solemn expression of a director awaiting opening night. “It seems only right that its story should sing it. Music!”<br>
<br>
A piano begins to play a melodic tune over a speaker system. You look down at the lyric sheet and feel your throat tighten. Here you are, on the main floor of a place like this, in a bunny outfit, about to sing a song about a lonely girl behind a perfume counter. And to top it all off, you look exactly like the girl you’re growing to believe it was written about. You begin, quietly and nervously.<br>
<br>
“<i>The escalator carries me, but never to your heart.</i><br>
<i>The tills ring out for someone else whenever we’re apart -</i>”<br>
<br>
“Stop!” You brace yourself for the critique, but when you look down at Terry, his pen hangs motionless above the notebook and his mouth is open. “You can sing,” he whispers. “All this time. My Jenna could sing all along.”<br>
<br>
He shakes himself back into the chair, his director form returning, and waves the pen at you. “But there’s no longing! You’re alone at the counter. Closing time approaches, but love remains out of stock. You know this girl better than anyone alive.” He thrusts out an arm towards you. “Show her to me. Try the next verse!”<br>
<br>
“<i>The lipstick hides my sorrow, though the powder masks my tears.</i><br>
<i>And your name is marked for clearance as the closing hour nears -</i>”<br>
<br>
“No, no, no!” Terry throws down his notebook and stands. “You’re still trying to sing it well.”<br>
<br>
He strides over to the stage and climbs up. You try not to flinch when he takes you by the shoulders. He turns your hips towards the room and moves one of your feet in front of the other. Taking your wrist, he places your hand lightly against the microphone stand. “Soft,” he insists, whispering to you.<br>
<br>
“Women are all muscle these days.” Terry draws your hair across one shoulder and tilts your chin towards the light. “A leading lady should look feminine. Delicate. The sort of woman an audience wants to catch if she happens to sway.”<br>
<br>
He moves the microphone closer to your lips. Nudges your body forward. Moves your hands. You find yourself bent at the waist and turned side-on, bunny tail sticking out from behind, fingers on your hips, mouth parted in front of the grille.<br>
<br>
“Like a starlet,” Terry mutters, smiling inches away from you, before he returns to his seat.<br>
<br>
You stand motionless. Posed like a statue. You feel exposed, vulnerable and on display. You know that, at this angle, the audience can see down your top. And the man who arranged you this way is the same man who will nod to Jennifer across the shop floor on Monday, as though none of this ever happened.<br>
<br>
Terry sits back and claps twice, encouraging you to continue. The music starts again. And finally, you see what he wants from you.<br>
<br>
<<ActionsHeader>>
<<link "Play to what he wants" "AceOfHeartsStageScene">><<set $AceOfHeartsStageScene to "JenPlayToWants">><<Vice 1>><<Physique -1>><</link>><br>
<<CompulsionCheck "DutifulDoer">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Dutiful Doer] </span><s>Continue to just sing</s> - <i>You don’t want to disappoint Terry.</i>
<<else>>
<<link "Continue to just sing" "AceOfHeartsStageScene">><<set $AceOfHeartsStageScene to "JenJustSing">><</link>>
<</if>>
<</if>>
<<case "JenRefuseDance">>
You shake your head. “I don’t think so.”<br>
<br>
Terry eyes you darkly, snorting. “You are here to entertain me, aren’t you? That is what you are employed to do?”<br>
<br>
“I’m here to serve all guests,” you reply. “And those of my choosing.”<br>
<br>
The grey-haired man watches you, barely containing his rage. He throws a hand away, dismissing you. “Be gone, then.”<br>
<br>
<<ActionsHeader>>
<<link "Return to the main floor" "AceOfHeartsMainFloor">><<SetNPCLocation "Terry" $dayCurrent $periodCurrent "Void">><<set $AceOfHeartsStageScene to undefined>><</link>>
<<case "JenRefuseSing">>
You shake your head. “I don’t think so.”<br>
<br>
Terry’s pen freezes above the notebook. “You won’t sing?”<br>
<br>
“Not tonight,” you say, smiling sweetly.<br>
<br>
He looks towards the empty stage and seems to deflate, shoulders sinking beneath his jacket. “A song without a voice,” he murmurs. “A stage without its star.”<br>
<br>
For a moment you brace for something worse. But when his eyes return to you, there is no anger in them. Only a strange, studying delight.<br>
<br>
“Of course,” he whispers, sitting up. “Of course. The counter girl returns. The lights come up and the mask is slipped off.” His pen is already moving. “She sings for no one. Not until she is ready to wear it once more.”<br>
<br>
He drops back into his chair and hunches over the notepad, scratching out lines and muttering rhymes beneath his breath. You get the sense the conversation has ended without you.<br>
<br>
“Come back when you’re ready, Jenna,” he says without looking up. “The role will wait. It can hardly be recast.”<br>
<br>
<<ActionsHeader>>
<<link "Return to the main floor" "AceOfHeartsMainFloor">><<SetNPCLocation "Terry" $dayCurrent $periodCurrent "Void">><<set $AceOfHeartsStageScene to undefined>><</link>>
<<case "JenPlayToWants">>
<<CheckPersonalityState "Terry">>
<<if _PersonalityState is "Hardened">>
You take a deep breath and look off the stage to meet his eyes. You soften your shoulders and roll your hips, putting your hands on either side.<br>
<br>
“That’s it,” Terry whispers, just loud enough for you to hear. “That’s it.”<br>
<br>
The music swells at a chorus as you step forward, then back. He looks at you, expectantly. You twitch your groin, watching his eyes be drawn there, and slowly grow more fierce. The male crooner over the speaker bellows as it turns from a gesture to twerking. Terry’s dark smile is now accompanied by his tongue moving across his teeth. “More!”<br>
<br>
Exhaling, you continue to bump and grind by yourself. The heels don’t make it easy, but each gesture by Terry serves as a steer on when you are doing what he wants. He leans forward as your dancing grows more sensual. He leans back when you dial it down. And gawps when you lean over, letting him see down your corset.<br>
<br>
<i>He’ll never look at Jennifer across the counter the same way again.</i><br>
<br>
“Work those hips,” he barks, taking a gulp from his drink. “Show me what a girl like you does with a microphone stand, if she’s not singing.”<br>
<br>
You look behind you. The old-style microphone with the large head and the chrome stand. You push up against it, feeling its cool metal press behind your butt cheeks. As the violins and the guitar strum away, you grind your arse up and down it, in time with the beat.<br>
<br>
“Turn around,” Terry calls out. When you give him a look, he smiles. “You heard me.”<br>
<br>
You glance around the room, looking at the faces watching. A few bunny girls smile with sympathy. But when your eyes fall back on Terry, his grin says it all. This isn’t a request. It’s a demand.<br>
<br>
Putting a hand on the mic, you swivel around on your heels and wrap your leg around the stand. You twirl around it, careful not to fall, and land on both heels. The stand now nestled between your thighs. You feel the cold chrome press against your clit through the fabric of the bunny outfit.<br>
<br>
And meeting Terry’s eyes, you know what he wants to see. His eyes flick down. No interest in Jennifer’s face. Her singing. Her talent. He’s now watching your flesh.<br>
<br>
You begin to grind your groin against the stand to the music. Up and down, feeling the shiver of excitement spread out from your genitalia across your body. You part your own mouth and hear yourself start to pant.<br>
<br>
The music reaches a climax. The lyrics talk of love and romance, but nobody is listening to them now. The room is watching you, dry-humping a microphone stand, under the command of one of its customers. And by the warmth on your cheeks, they can see you are getting off on it.<br>
<br>
<i>And they think this is Jennifer, too.</i><br>
<br>
A gasp escapes your lips. You look around, seeing the faces watching you. Your carefully arranged hair and the sexual thrusts of your hips. The attention begins to feel strangely exhilarating. Warmth gathers inside you, and not only from the bracelet. You hear yourself scream and your thighs tighten as you press against the metal.<br>
<br>
<<BraceletChargeProse>>
The music stops.<br>
<<else>>
You remain in the pose Terry has arranged for you. When the music begins again, you stop trying to sing well… and concentrate on how you come across.<br>
<br>
You soften your shoulders and let your voice turn breathy. Instead of reading the lyrics, you flick your eyes across the tables. Over Terry, then over the other guests. If he wants the girl from his song, you will give her to him.<br>
<br>
“<i>Come closer to my counter; there’s a fragrance you should try.</i><br>
<i>It grows warmer on my body when I catch a gentleman’s eye.</i>”<br>
<br>
“Yes,” Terry whispers. “That’s it.”<br>
<br>
His pen lies forgotten on the notebook. He is mouthing the words along with you. Whatever he pictured when he wrote those lines, you’re delivering it.<br>
<br>
<i>He’ll never look at Jennifer across the counter the same way again.</i><br>
<br>
You sway with the melody, keeping your body turned so that the bunny costume displays everything. You lean over the mic, holding the pose he built for you, aware of the eyes around the room that are not meeting your own.<br>
<br>
“<i>The doors may close at midnight, but I keep one light aglow.</i><br>
<i>If you ask me very sweetly, there is more that I can show.</i>”<br>
<br>
The lyrics remain ridiculous, but nobody is listening to them now. The room is watching your parted lips, your carefully arranged hair and the slow movement of your hips. The attention settles on your skin like warmth. Every man in the room believes the girl on the stage is enjoying herself.<br>
<br>
<i>And they think this is Jennifer, too.</i><br>
<br>
The worst part is how little acting is left in it. Warmth gathers inside you as you draw out the final note, and not all of it comes from the bracelet.<br>
<br>
<<BraceletChargeProse>>
Suddenly, the music stops. Silence.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Look to Terry" "AceOfHeartsStageScene">><<set $AceOfHeartsStageScene to "JenLookToTerry">><</link>>
<<case "JenLookToTerry">>
<<CheckPersonalityState "Terry">><<CurrentBodyCheck "hairTier">><<GetNPCState "Terry" "bodyExpectation">>
<<if _PersonalityState is "Hardened">>
There is silence in the room. A few customers stare back at you with expressions of smirks and shock. The other staff match them. No one is sure what to say.<br>
<br>
Then, applause. Not quite a slow clap, but close enough. Coming straight from Terry. You turn to look down at him. He’s unmoved, still seated, clapping hard and slow.<br>
<br>
You stare back at him, but he doesn’t stop. Each clap feels pointed. Like a jab.<br>
<br>
“Bravo,” he says finally, ceasing. He gestures you forward with a single finger. You step down from the stage and totter over to him in your heels. He slides a poker chip towards you.<br>
<br>
<<if _CurrentBodyCheck gte _bodyExpectation and _bodyExpectation gte 4>>
Terry’s eyes linger as they look up and down. “Good. You know your place. I expect you to maintain your look,” he gestures to your face. Your hair.<br>
<<elseif _CurrentBodyCheck gte _bodyExpectation>>
Terry’s eyes linger as they look up and down. “Good. You know your place. I expect you to maintain your look,” he gestures to your face. Your hair. “Next time I’m here.”<br>
<<elseif _bodyExpectation gte 4>>
Terry’s eyes linger as they look up and down. “You look a mess. A girl like you needs to look like she’s ready for a man. Even if she’s just been with one.” He gestures to your face. Your hair. That you feel is dishevelled since your performance. “Fix it up.”<br>
<<else>>
Terry’s eyes linger as they look up and down. “You look a mess. A girl like you needs to look like she’s ready for a man. Even if she’s just been with one.” He gestures to your face. Your hair. That you feel is dishevelled since your performance. “Fix it up a little better next time.”<br>
<</if>>
<br>
<<if _bodyExpectation is 1>>
He looks at you once more. “Adequate. You are a long way from what you were. But a long way is not never.” He waves you away with a hand.<br>
<<elseif _bodyExpectation is 2>>
He looks at you once more. “Hm. Almost showing promise. Almost.” He waves you away before you can answer.<br>
<<elseif _bodyExpectation is 3>>
He looks at you once more. “Better. I will say this once and not again. One more night like that, and I might believe in you a second time.” He waves you away with a hand.<br>
<<elseif _CurrentBodyCheck gte _bodyExpectation>>
He does not wave you away. “You have done what I asked. Every step.” He does not smile. “Do not mistake that for forgiveness. It means that next time, you sing for me alone.”<br>
<<else>>
He does not wave you away. “You have not done all I asked. And yet.” He does not smile. “Do not mistake that for forgiveness either. It means that next time, you sing for me alone. Arrive looking like you deserve to.”<br>
<</if>>
<<else>>
The silence holds for a heartbeat. Then Terry is on his feet, applauding hard enough to turn heads across the floor.<br>
<br>
“There she is!” he cries, to you, to the room, to no one in particular. “Soft enough to adore, yet bold enough to be adored!”<br>
<br>
He rushes to the side of the stage and reaches up for your hand. “Careful, my dear. No jumping. No displays of athleticism.”<br>
<br>
You accept his support, although you could easily step down alone.<br>
<br>
“A leading lady should inspire desire,” Terry declares as your heels touch the carpet. “And the absolute conviction that she needs protecting.”<br>
<br>
“And I do?” you say, giving him a sceptical look.<br>
<br>
Terry gestures towards the room. “My dear, look at them.”<br>
<br>
Several men are still watching you. A part of you wishes they wouldn’t stop.<br>
<br>
Terry presses a casino chip into your palm. “For my muse!”<br>
<br>
<<if _bodyExpectation is 1>>
“A beginning, Jenna. Only a beginning. But a leading lady is built one night at a time.”<br>
<br>
<<elseif _bodyExpectation is 2>>
“Better each time. Do you feel it? The audience is beginning to belong to you.”<br>
<br>
<<elseif _bodyExpectation is 3>>
“One more, Jenna. One more evening like this, and my star will be ready for her real stage.”<br>
<br>
<</if>>
<<if _CurrentBodyCheck gte _bodyExpectation and _bodyExpectation gte 4>>
His eyes travel over you once more, from your hair down and back again, and he nods to himself as though confirming a casting decision. “Keep yourself exactly so, Jenna. The presentation. The polish. Because the next time you sing for me, it will not be down here.”<br>
<<elseif _CurrentBodyCheck gte _bodyExpectation>>
His eyes travel over you once more, from your hair down and back again, and he nods to himself as though confirming a casting decision. “Keep yourself exactly so, Jenna. The presentation. The polish. My star must arrive finished for what comes next.”<br>
<br>
He does not explain what comes next.<br>
<<elseif _bodyExpectation gte 4>>
His eyes travel over you once more and pause at your hair, which you can feel has come loose during the performance. He reaches out as if to fix it himself, then thinks better of it. “A small note, Jenna. Only a small one. The voice is there. The girl is there. Give me the hair to match, and the picture will be complete. Because the next time you sing for me, it will not be down here.”<br>
<<else>>
His eyes travel over you once more and pause at your hair, which you can feel has come loose during the performance. He reaches out as if to fix it himself, then thinks better of it. “A small note, Jenna. Only a small one. The voice is there. The girl is there. Give me the hair to match, and the picture will be complete. I cannot wait to see what you do.”<br>
<</if>>
<br>
Then his eyes dart towards the notebook on the table. “Strings,” he mutters. “Soft strings. And a saxophone. And now a voice to carry them…”<br>
<br>
He snatches it up and rushes towards the door, already somewhere else entirely.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the main floor" "AceOfHeartsMainFloor">><<AdjustNPCStat "Terry" "bodyExpectation" 1>><<SetNPCLocation "Terry" $dayCurrent $periodCurrent "Void">><<CashFlow 1>><<set $AceOfHeartsStageScene to undefined>><</link>>
<<case "JenJustDance">>
You take a deep breath and look off the stage to meet his eyes. You hold them with yours, but you don’t change your movements. In time with the music, you roll your hips and sway with the music.<br>
<br>
Terry says nothing, but stares back at you. His smile fades quickly. You can see the rage spreading across his reddening face.<br>
<br>
The music swells at a chorus as you maintain eye contact. You let out a smile. A slight flutter fills your chest. There’s something almost empowering about denying him. Watching him grow angry with pent up lust and rage.<br>
<br>
<i>He’ll never look at Jennifer across the counter the same way again.</i><br>
<br>
“No!” he barks, taking a gulp from his drink. “Show me what I want. More!”<br>
<br>
You grin back, but make no attempt to change your act. Glancing around the room, you see a few bunny girls sharing looks of both surprise and respect. When you look back at Terry, his snarl says it all.<br>
<br>
The music reaches a climax. The lyrics talk of love and romance, but nobody is listening to them. Your defiance and Terry’s red-hot anger is the main attraction tonight.<br>
<br>
Then the music stops.<br>
<br>
Silence. No applause. No comments. Not even breathing. Terry is more still than a marble statue.<br>
<br>
You step down from the stage and totter over to him in your heels. He looks up at you from beneath his eyebrows.<br>
<br>
“If you think that’s all a girl of your profession needs to do to earn a tip, you’ve got a lot to learn, princess,” he murmurs. “Get out of here.”<br>
<br>
Terry throws a hand away, dismissing you.<br>
<br>
<<ActionsHeader>>
<<link "Return to the main floor" "AceOfHeartsMainFloor">><<SetNPCLocation "Terry" $dayCurrent $periodCurrent "Void">><<set $AceOfHeartsStageScene to undefined>><</link>>
<<case "JenJustSing">>
You straighten, lifting your eyes from the audience and returning your attention to the lyric sheet.<br>
<br>
When the music begins again, you sing clearly and steadily. You don’t sway. You don’t pose. You simply perform the song as written.<br>
<br>
The men around the room gradually return to their conversations. Terry watches you through to the last word, chin resting on his hand, and you cannot quite read his expression.<br>
<br>
When the final note fades, he remains seated. “That was… lovely,” he says.<br>
<br>
“Just lovely?” you say, frowning.<br>
<br>
Terry smiles, but it doesn’t feel authentic. You step back down from the stage and move towards him.<br>
<br>
“You told me to sing.”<br>
<br>
“Yes, and you sang every note beautifully.” Terry lowers his gaze to the notebook and draws a slow line beneath something on the page. “The voice is not in question, Jenna. It never will be again. But I asked for the girl, and you gave me the song.”<br>
<br>
You wait for more, but he says nothing else. When his eyes lift to you once more, there is no anger in them. Only patience, which is somehow worse.<br>
<br>
“The stage will keep,” he says, already beginning to scribble, disappearing into his thoughts. “She was always worth waiting for.”<br>
<br>
<<ActionsHeader>>
<<link "Return to the main floor" "AceOfHeartsMainFloor">><<SetNPCLocation "Terry" $dayCurrent $periodCurrent "Void">><<set $AceOfHeartsStageScene to undefined>><</link>>
<</switch>><b>The Ace of Hearts - Blackjack Table</b><br>
<img src="./images/AceOfHeartsBlackjackTable.png"><br>
<<NPCLocationCheck "Owen">>
<<CheckFirst "AceOfHeartsBlackjackTable">>
<<if _CheckFirst is false>>
<br>
You approach the blackjack table, taking care on your heels. Only one guest is waiting.<br>
<br>
<<NPCKnownCheck "Owen">>
<<if _NPCKnownCheck is true>>
You recognise him immediately. Owen Oakswood, editor of the Charlton Gazette. He sits immaculate beneath the low lights, his chips arranged into precise stacks beside one resting hand. His black-rimmed glasses turn towards you as you approach.<br>
<<else>>
You recognise him from the photograph printed beside his articles. Owen Oakswood, editor of the Charlton Gazette. He sits immaculate beneath the low lights, his chips arranged into precise stacks beside one resting hand. His black-rimmed glasses turn towards you as you approach.<br>
<</if>>
<<elseif _NPCLocationCheck is "AceOfHeartsBlackjackTable">>
<br>
Owen is waiting at the blackjack table, sitting perfectly upright behind neat stacks of chips. The cards remain untouched before him. He looks up as your heels announce your return.<br>
<</if>>
<<if _NPCLocationCheck is "AceOfHeartsBlackjackTable">>
<br>
<<NPCKnowsThisForm "Owen">>
<<if _NPCKnowsThisForm is true>>
“Ah. A familiar face,” Owen says. His attention rests briefly on your makeup. “Welcome, if unexpected. And appropriately presented for the occasion, I see. Hearts understands the importance of appearances.”<br>
<<else>>
<<if $current.avatar is "Jennifer">>
Owen’s practised smile stops half-formed. He studies you the way he might a misprint.<br>
<br>
“Jennifer Chambers,” he says at last. “I remember interviewing you, when you were a cheerleader. You gave good copy.”<br>
<br>
His eyes take in the costume with editorial thoroughness. “This would give better. Shame neither of us will be writing about it.”<br>
<br>
He smiles. Then nods once. Slowly. You return the gesture. He slides his notepad away.<br>
<<elseif $current.avatar is "Charli">>
Owen looks up, and recognition files itself neatly behind his eyes.<br>
<br>
“Charli Thomas?” he says. “From the supermarket. I remember faces. Editorial habit. Yours photographs well, I imagine.”<br>
<Br>
“Which do you think is my best side?” you hear yourself say. Owen lets out a small smile as you cover your mouth.<br>
<br>
He considers the bunny costume intensely. Then he meets your eyes. “You’re on Doctor Palmer’s nursing programme too, aren’t you? Strange side hustle. Word might get around.”<br>
<Br>
A moment’s silence is punctuated by a titter from him. “Fortunately, tonight is strictly off the record. For us both.”<br>
<Br>
You offer a smile of understanding his way.<br>
<<elseif $current.avatar is "Florence">>
Owen’s practised smile stops as he looks up. For a moment, the editor of the Charlton Gazette simply stares.<br>
<br>
“Florence,” he says at last, and the smile that follows is the most genuine you have seen him wear. “Well, well. And you told me you were still resisting the inevitable.”<br>
<br>
He sets his pen down, the better to appraise the bunny costume. “A beacon for the young women of Charlton after all. Simply not the kind either of us imagined.”<br>
<br>
He taps his notebook once, then slides it aside. “Your secret is safe, of course. As I trust mine is. Consider it editorial discretion.”<br>
<<elseif $current.avatar is "Annie">>
Owen looks up, and for the first time you can imagine it, the editor of the Charlton Gazette loses his line of thought.<br>
<br>
“Annie Clancy?” he says, voice quiet. “I remember you from school photographs. I archived those editions myself. What are you doing here?”<br>
<br>
You have nothing to say. After a moment, he recovers, straightening chips that were already straight. “Forgive me. Questions go unasked at Hearts. About staff. Or customers.”<br>
<<elseif $current.avatar is "Tandi">>
Owen glances up without surprise, straightening a stack of chips.<br>
<br>
“Tandi,” he says, as though confirming a standing appointment. “Back at the table. Hearts has been dull in your absence.”<br>
<br>
Whoever Owen is, he clearly knows Tandi. He is already sliding the shoe of cards towards you.<br>
<<else>>
“Good evening.” He gives you a practised smile. “Owen Oakswood. And Hearts has entrusted the table to...?”<br>
<br>
“<<TrueName>>,” you answer without hesitation. A faint sparkle passes through your costume, gone almost before you notice it.<br>
<br>
Owen repeats the name thoughtfully, as though considering how it might look in print. His eyes pass over your makeup before returning to yours. “A pleasure. You look entirely suited to the room.”<br>
<</if>>
<</if>>
<br>
You take your place behind the table. Beneath its lights, the makeup on your face feels warmer than it did in the changing-room mirror.<br>
<</if>>
<br>
<<ActionsHeader>>
<<if _NPCLocationCheck is "AceOfHeartsBlackjackTable">><<link "Talk to Owen" "AceOfHeartsBlackjackScene">><<set $AceOfHeartsBlackjackScene to "TalkOwen">><<AddFirst "AceOfHeartsBlackjackTable">><<NPCKnown "Owen">><</link>><br><</if>>
<<link "Return to the main floor" "AceOfHeartsMainFloor">><<AddFirst "AceOfHeartsBlackjackTable">><<if _NPCLocationCheck is "AceOfHeartsBlackjackTable">><<NPCKnown "Owen">><</if>><</link>><<switch $AceOfHeartsBlackjackScene>>
<<case "TalkOwen">>
<<CurrentBodyCheck "face">><<GetNPCState "Owen" "bodyExpectation">>
<<if $current.makeup is false>>
Owen turns one of his chips between his fingers, his attention moving from the table to your face. The scrutiny is unhurried. Beneath the low lights, you become conscious of every detail he might see.<br>
<br>
“Before we begin, is this the impression you intended?”<br>
<br>
“What do you mean?” you say, frowning.<br>
<br>
“Your face.” His eyes remain on yours. “A woman behind a table at Hearts is going to be looked at.”<br>
<br>
“I’m not wearing makeup.”<br>
<br>
“So I see. There is nothing wrong with a natural face, of course.” Owen sets the chip neatly atop its stack. “But a man comes to Hearts to feel a little bolder than usual. He hopes the woman across from him will help.”<br>
<br>
You hold a polite smile and take a deep breath. “By wearing makeup?”<br>
<br>
Owen returns the smile. “By looking as though she’s here to impress.”<br>
<br>
“That isn’t what makeup means,” you say, hearing the hesitation in your voice.<br>
<br>
“Not to you, perhaps.” His expression remains perfectly courteous. “But we were discussing impressions.”<br>
<br>
Owen turns back to his chips. Your hand rises towards your bare cheek before you stop it. You hadn’t felt out of place when you approached the table. Now you can’t stop wondering how to change it.<br>
<br>
“Perhaps another time,” Owen says.<br>
<br>
<<ActionsHeader>>
<<link "Return to the main floor" "AceOfHeartsMainFloor">><<SetFlag "TempHeartsCosmeticsKnown">><<set $AceOfHeartsBlackjackScene to undefined>><</link>>
<<elseif _bodyExpectation gte 5>>
Owen studies your face beneath the table lights. The makeup feels warm against your skin as his gaze follows its carefully drawn lines. Something in his expression settles. With you painted and smiling on one side of the table, he appears entirely at ease on the other.<br>
<br>
“Now there is a face a columnist could describe in a single line.”<br>
<br>
“What would you write?” you say, smiling pleasantly back to him.<br>
<br>
“That there’s always pleasure to be had in playing cards with someone who puts maintaining her beauty over fine-tuning her mind.” Owen rests one hand on the felt. “But that is an assumption. Responsible journalism requires evidence.”<br>
<br>
He nudges the deck towards you. “Shall we collect some?”<br>
<br>
<<CompulsionCheck "Ditzy">>
<<if _CompulsionCheck is true>>
You try to decide what he means, but the question becomes slippery inside your head. His interest feels like approval, though, and that is enough to bring a bright smile to your face.<br>
<br>
“Sure!”<br>
<br>
“Please.”<br>
<br>
Your thoughts cloud over. For a moment, you can’t remember what to do with the cards. A giggle escapes your lips before you begin dealing them one at a time, counting each card aloud.<br>
<<else>>
You cannot decide whether he complimented you. Beneath the uncertainty, however, there is a small thrill that he noticed the effort you put into your appearance.<br>
<br>
“Deal?”<br>
<br>
“Please.”<br>
<br>
Your thoughts begin to cloud over. For a moment, you can’t remember what to do with the cards. A giggle escapes your lips as you deal. And suddenly, you realise you’ve lost track of how many cards you’ve already dealt.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Shuffle and deal the cards" "AceOfHeartsBlackjackScene">><<set $AceOfHeartsBlackjackScene to "ShuffleDeal">><<activateCompulsion "Ditzy" "hearts">><</link>>
<<elseif _CurrentBodyCheck gte _bodyExpectation>>
Owen examines your makeup before giving a slight nod. The approval is restrained, but the chip turns more easily between his fingers.<br>
<br>
“Your makeup makes a confident first impression,” he says.<br>
<br>
<<if $current.avatar is "Charli">>
You lean into his gaze, tilting your chin. “You can look closer if you’re not sure,” you say, before you can stop yourself.<br>
<br>
He returns the smile just slightly. “A man plays better when an attractive woman enjoys being admired.”<br>
<br>
“Then you should play very well tonight,” you reply, feeling your cheeks warm beneath the powder.<br>
<br>
<<else>>
You give him a coy smile. “You sound surprised.”<br>
<br>
He returns the smile just slightly. “Not at all. A man plays better when an attractive woman expects him to win.”<br>
<br>
“And do I?”<br>
<br>
<</if>>
Owen returns your smile without answering. “The cards will give you the opportunity. Let’s see if behind that face there’s a girl who will take it.” He gestures to the deck in front of you. “Shall we?”<br>
<br>
<<CompulsionCheck "Ditzy">>
<<if _CompulsionCheck is true>>
Your thoughts cloud over. For a moment, you can’t remember what to do with the cards. A giggle escapes your lips before you begin dealing them one at a time, counting each card aloud.<br>
<br>
<</if>>
<<ActionsHeader>>
<<link "Shuffle and deal the cards" "AceOfHeartsBlackjackScene">><<set $AceOfHeartsBlackjackScene to "ShuffleDeal">><</link>>
<<else>>
Owen studies the makeup around your eyes and across your cheeks. It draws attention to your features, but whatever he hoped to find there seems to disappoint him.<br>
<br>
“Your makeup has done very little to soften that serious expression.”<br>
<br>
“I’m waiting for you to play,” you say, forcing a smile.<br>
<br>
“Precisely.” Owen turns a chip between his fingers. “A man comes to Hearts hoping for company that can lose a hand and laugh about it. Not a woman watching him as though the result might matter.”<br>
<br>
You take a deep breath. “You’ve decided I can’t have fun just by looking at my face?”<br>
<br>
“I have decided nothing. I’m describing the impression.”<br>
<br>
“Then let me play.”<br>
<br>
Owen’s smile grows slightly. “Now you’re trying to prove me wrong. Not especially carefree, is it?”<br>
<br>
Your answer dies before it reaches your lips. Anything you say will become further evidence against you.<br>
<br>
Heat gathers beneath your powder. You resist the urge to find a mirror and see whether the makeup really leaves you looking so severe.<br>
<br>
Owen returns the chip to its stack. “Perhaps another evening.”<br>
<br>
<<ActionsHeader>>
<<link "Return to the main floor" "AceOfHeartsMainFloor">><<SetFlag "TempHeartsCosmeticsKnown">><<set $AceOfHeartsBlackjackScene to undefined>><</link>>
<</if>>
<<case "ShuffleDeal">>
You shuffle the deck and deal two cards to Owen, then two to yourself. He places his wager without counting the chips and checks his hand without reaction.<br>
<br>
“You do know the game?” he asks.<br>
<br>
“Yes.”<br>
<br>
“Excellent. A victory is always more satisfying when both sides understand precisely what happened.”<br>
<br>
“You’re confident,” you say, raising an eyebrow.<br>
<br>
<<if $current.avatar is "Florence">>
Owen’s eyes move briefly from your makeup to the cards. “You see? What have I been telling you at that little coffee shop you work in? Everyone in their proper role.”<br>
<<else>>
Owen’s eyes move briefly from your makeup to the cards. “I think Hearts has selected our respective roles rather well.”<br>
<</if>>
<br>
<<CompulsionCheck "Ditzy">>
<<if _CompulsionCheck is true>>
You look down at your hand. The numbers refuse to settle. You count them once, lose track, then begin again.<br>
<br>
There was a time when this would have been simple. You remember the ease with which the answer should come, but not how to recover it. Strangely, the loss doesn’t frighten you for long. Owen is watching patiently, and it feels much nicer to smile than struggle.<br>
<br>
Your fingers drift towards another card. The bracelet warms against your wrist, filling you with relief. That must be the right choice.<br>
<<else>>
The cards present a familiar problem. Totals, possible draws and likely outcomes begin arranging themselves inside your head, though tonight you feel an odd need to check the answer twice.<br>
<br>
The correct play is still clear. The bracelet remains cold when you consider it.<br>
<br>
Only when you notice a foolish alternative does warmth stir against your wrist. One that would hand Owen the advantage. Almost a simple mistake. One you couldn’t possibly not see as a trap.<br>
<</if>>
<br>
<<ActionsHeader>>
<<CompulsionCheck "Ditzy">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Ditzy] </span><s>Play to win</s> - <I>You can’t figure out how</i><br>
<<else>>
<<link "Play to win" "AceOfHeartsBlackjackScene">><<set $AceOfHeartsBlackjackScene to "PlayWin">><</link>><br>
<</if>>
<<link "Play to lose" "AceOfHeartsBlackjackScene">><<set $AceOfHeartsBlackjackScene to "PlayLose">><<Vice 1>><<CashFlow 1>><<Intelligence -1>><</link>>
<<case "PlayWin">>
You ignore the bracelet’s silence and concentrate on the cards. Owen watches as you make your play, his expression tightening when you take the hand. The bracelet remains cold.<br>
<br>
“How disappointing,” he says, gathering his remaining chips. “I had hoped you might provide more entertaining company.”<br>
<br>
He turns away from the table. Your victory doesn’t seem to have earned anything that matters. Maybe you need to speak to someone about what he really wants from a girl.<br>
<br>
<<ActionsHeader>>
<<link "Return to the main floor" "AceOfHeartsMainFloor">><<SetNPCLocation "Owen" $dayCurrent $periodCurrent "Void">><<DialogueUnlock "Amber" "OwenType">><<set $AceOfHeartsBlackjackScene to undefined>><</link>>
<<case "PlayLose">>
You follow the warmth of the bracelet and make the foolish play.<br>
<br>
<<BraceletChargeProse>>
Owen reveals his winning hand. For the first time, his restrained satisfaction becomes unmistakable. He looks from your cards to your painted face, entirely pleased with what he sees on both sides of the table.<br>
<br>
“There we are,” he says, drawing the chips towards him. “A gentleman with the better hand, and a beautiful woman to make the victory worth having.”<br>
<br>
He places a generous tip on the felt. It covers your loss with money to spare. The bracelet pulses as you collect it, and a guilty thrill runs through you. Losing shouldn’t feel this rewarding.<br>
<br>
“Don’t look so concerned,” Owen says. “Men and women have different aptitudes. Blackjack rewards calculation.” His gaze lingers on your makeup. “You have other qualities.”<br>
<br>
<<CompulsionCheck "Ditzy">>
<<if _CompulsionCheck is true>>
You look down at the cards, but the totals have already slipped away. Owen won, though, and he called you beautiful. That seems much more important.<br>
<br>
“You were really clever,” you say brightly.<br>
<br>
Owen’s smile deepens. “Precisely.”<br>
<<else>>
“I meant to lose.”<br>
<br>
“Of course.” Owen’s tone remains perfectly sympathetic. “Though a deliberate loss generally requires knowing the correct play first.”<br>
<br>
You open your mouth to explain it. The answer had been obvious moments ago, but now the totals tangle together whenever you reach for them.<br>
<br>
“There’s nothing to be embarrassed about,” Owen says, interpreting your silence exactly as he chooses.<br>
<</if>>
<br>
He rises and straightens his cuffs, his attention returning once more to your face.<br>
<br>
<<GetNPCState "Owen" "bodyExpectation">>
<<if _bodyExpectation is 1>>
“Your play was delightfully carefree. Next time, perhaps your makeup might follow its example.”<br>
<<elseif _bodyExpectation is 2>>
“Your play was delightfully carefree, and the face is beginning to match it. A few more corrections and I shall have very little left to say.”<br>
<<elseif _bodyExpectation is 3>>
“Delightfully carefree. And the face is nearly flawless. One more sitting and I may run out of faults to find.”<br>
<<else>>
“Impeccable. Keep it so. There is nothing left for you to attend to but the cards, and next time I intend to find out how little you attend to those.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the main floor" "AceOfHeartsMainFloor">><<SetNPCLocation "Owen" $dayCurrent $periodCurrent "Void">><<AdjustNPCStat "Owen" "bodyExpectation" 1>><<set $AceOfHeartsBlackjackScene to undefined>><</link>>
<</switch>><b>The Ace of Hearts - Shadowy Alcove</b><br>
<img src="./images/AceOfHeartsAlcove.png"><br>
<br>A dimly lit alcove at the back of the main area, filled only with a small table covered in glasses and spirit bottles.<br>
<<NPCLocationCheck "Marc">>
<<CheckFirst "AceOfHeartsAlcove">>
<<if _CheckFirst is false>>
<br>
You slip past the bar and into the shadowy recess at the back of the room. A cold draught brushes against your exposed skin, carrying with it the sharp scent of spirits.<br>
<br>
A broad-shouldered man sits alone at a small table, studying the drink in his hand. Empty glasses and open bottles surround him, their surfaces catching fragments of coloured light from the main floor.<br>
<br>
<<NPCKnownCheck "Marc">>
<<if _NPCKnownCheck is true>>
You recognise the weathered complexion, sandy-blond hair and easy smile. Marc Hudson. Britney’s older brother and Catherine’s fiancé.<br>
<<else>>
He looks to be in his late twenties, with sun-worn skin, sandy-blond hair and the solid build of someone accustomed to physical work. There is something boyish in his freckled face, despite the roughness of his hands and the haze in his blue-green eyes.<br>
<</if>>
<<elseif _NPCLocationCheck is "AceOfHeartsAlcove">>
<br>
Marc remains in the alcove, staring into a half-empty glass. His blue-green eyes look hazy from the alcohol, but they sharpen when he notices you approaching.<br>
<</if>>
<<if _NPCLocationCheck is "AceOfHeartsAlcove">>
<br>
<<NPCKnowsThisForm "Marc">>
<<if _NPCKnowsThisForm is true>>
<<Flag "MarcBarnSex">>
<<if _FlagReturn is true and $current.avatar is "Emily">>
“Emily.” Marc’s easy smile takes on a familiar edge. “Now this is a surprise.”<br>
<br>
His eyes travel over your bunny costume before returning to your face. That boyish grin tells you he remembers the abandoned barn as clearly as you do.<br>
<<else>>
<<Flag "MarcWonOver">>
<<if _FlagReturn is true and $current.avatar is "Emily">>
“Emily.” Marc smiles as recognition dawns. “Didn’t expect to find my riding partner in a place like this.”<br>
<<else>>
“Oh, hello,” he says, his smile broadening. “This is a nice surprise.”<br>
<</if>>
<</if>>
<<else>>
<<if $current.avatar is "Charli">>
Marc looks up as you approach. His gaze travels down your bunny costume and stops halfway back to your face.<br>
<br>
“Hold on,” he says, the boyish grin spreading slowly. “I know you. The girl from the supermarket. You’re always giggling at something on the tills.” He smiles. “Always surrounded by lots of guys.”<br>
<br>
The words come before you can think. “I guess they like what they see.”<br>
<Br>
He looks you over again from the start, running his tongue over a tooth as he takes you in. “So do I. Didn’t expect to see you here.”<br>
<br>
“I could say the same about you,” you reply.<br>
<Br>
For a moment, neither of you speaks. You can see him doing the sums behind the grin. Who could you tell? Who could he tell? How could either of you explain who saw who here?<br>
<br>
“Marc,” he says, offering a rough hand and the easy smile of a man holding the same card you are.<br>
<<elseif $current.avatar is "Florence">>
Marc looks up as you approach. His gaze travels down your bunny costume, then snaps back to your face.<br>
<br>
“No way,” he says, breaking into that boyish grin. “Fresh Pot. Flat white, extra shot. You draw the little leaf in the foam.”<br>
<br>
He takes you in again, slower this time. “And here I was thinking you were sweet. Didn’t expect to see you here.”<br>
<br>
“I wasn’t expecting you, either,” you say.<br>
<br>
He stares back at you, holding your eyes. Sizing you up. Assessing the threat. His eyes then glance at your costume and he grins, shrugging it off.<br>
<br>
“Marc,” he says, offering a rough hand. “Guess we’re both a long way from the high street tonight.”<br>
<<elseif $current.avatar is "Tandi">>
Marc looks up as you approach, and the grin arrives before his glass is even back on the table.<br>
<br>
“Tandi.” There’s no surprise in it at all, in spite of the grin. “Been a while. They said you’d wandered off.”<br>
<br>
Whoever Marc is, he clearly knows Tandi. You return the smile and hope it’s the one she would have used.<br>
<<elseif $current.avatar is "Annie">>
Marc looks up as you approach, and the glass stops halfway to his mouth.<br>
<br>
“Annie Clancy,” he says slowly, the grin arriving a beat late. “There’s a face I haven’t seen since school. You were a sophomore when I graduated.”<br>
<br>
You force a smile as you digest the fact that he knows Annie far more than you anticipated. His eyes drop to the bunny costume and take their time returning. “All grown-up now, though. You ended up here?”<br>
<br>
“It’s my first time,” you reply.<br>
<Br>
He stares back at you, holding your eyes. Sizing you up. Assessing the threat. His eyes then glance at your costume and he grins, shrugging it off.<br>
<br>
“Marc Hudson,” he adds, as if you could forget. “And mine too.”<br>
<<else>>
Marc looks up as you approach. His gaze travels down your bunny costume before he catches himself and returns it to your eyes.<br>
<br>
“You must be new,” he says. “Marc Hudson.”<br>
<br>
He offers you one of his rough hands. “What should I call you?”<br>
<br>
“<<TrueName>>,” you answer without hesitation.<br>
<br>
Something sparkles within your costume, like a spell quietly settling into place.<br>
<br>
“Lovely to meet you, <<TrueName>>.” His thumb briefly brushes the back of your hand before releasing it. “Surprised I haven’t noticed you before.”<br>
<</if>>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<if _NPCLocationCheck is "AceOfHeartsAlcove">><<link "Talk to Marc" "AceOfHeartsAlcoveScene">><<set $AceOfHeartsAlcoveScene to "TalkMarc">><<AddFirst "AceOfHeartsAlcove">><<NPCKnown "Marc">><</link>><br><</if>>
<<link "Return to the main floor" "AceOfHeartsMainFloor">><<AddFirst "AceOfHeartsAlcove">><<if _NPCLocationCheck is "AceOfHeartsAlcove">><<NPCKnown "Marc">><</if>><</link>><<switch $AceOfHeartsAlcoveScene>>
<<case "TalkMarc">>
Marc takes a drink and sets down his glass alongside several bottles. He’s been here a while, but he has an easy grin and a sharpness about him that doesn’t indicate he’s drunk.<br>
<br>
Two narrow lines of red powder lie on the table, yellow-amber particles shimmering within them. Something beneath your skin tingles in response. Magic.<br>
<br>
He has made no effort to conceal them. Even when your eyes linger, he just gives you an easy, boyish smile as he looks you over.<br>
<br>
<<GetNPCState "Marc" "bodyExpectation">><<CurrentBodyCheck "height">>
<<if _bodyExpectation lt 0>>
“Now that,” he murmurs, “is exactly what I was looking for.”<br>
<br>
He leans back and pats his thigh. Beside his broad frame, the space seems almost made for you.<br>
<br>
“Come here. One line each. Then you can sit right there and help me forget all about seating plans at my wedding.”<br>
<br>
<<ActionsHeader>>
<<link "Do as he says" "AceOfHeartsAlcoveScene">><<set $AceOfHeartsAlcoveScene to "DoAsHeSays">><<Vice 1>><<Assertive -1>><<Drug 1>><</link>><br>
<<CompulsionCheck "TheAppeaser">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[The Appeaser] </span><s>Refuse his offer</s> - <I>There’s a quiet certainty in his voice. Going along with him feels far easier than risking a confrontation.</i>
<<else>>
<<link "Refuse his offer" "AceOfHeartsAlcoveScene">><<set $AceOfHeartsAlcoveScene to "RefuseOffer">><</link>>
<</if>>
<<elseif _CurrentBodyCheck lte _bodyExpectation>>
“You’ll do nicely,” he says. He leans back and pats his thigh. “Come here. One line each, then sit with me and keep me company.”<br>
<br>
<<ActionsHeader>>
<<link "Do as he says" "AceOfHeartsAlcoveScene">><<set $AceOfHeartsAlcoveScene to "DoAsHeSays">><<Vice 1>><<Assertive -1>><<Drug 1>><</link>><br>
<<CompulsionCheck "TheAppeaser">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[The Appeaser] </span><s>Refuse his offer</s> - <I>There’s a quiet certainty in his voice. Going along with him feels far easier than risking a confrontation.</i>
<<else>>
<<link "Refuse his offer" "AceOfHeartsAlcoveScene">><<set $AceOfHeartsAlcoveScene to "RefuseOffer">><</link>>
<</if>>
<<else>>
Marc looks you over. His smile remains, but the invitation fades from it.<br>
<br>
“Sorry,” he says. “You’re not quite what I’m after tonight.”<br>
<br>
You frown. “What are you after?”<br>
<br>
“Someone a little more compact.” He retrieves his glass. “Nothing personal. I just know what I like.”<br>
<br>
<<ActionsHeader>>
<<link "Return to the main floor" "AceOfHeartsMainFloor">><<DialogueUnlock "Amber" "MarcType">><<set $AceOfHeartsAlcoveScene to undefined>><</link>>
<</if>>
<<case "DoAsHeSays">>
You bend over the first line and inhale.<br>
<br>
A faintly floral sweetness catches at the back of your throat. Warmth spreads down your neck and beneath your skin. The coloured lights beyond the alcove brighten, while the music thickens into a deep pulse you can feel inside your chest.<br>
<br>
<<BraceletChargeProse>>
Marc takes the other line, wipes his nose and rolls his shoulders.<br>
<br>
<<GetNPCState "Marc" "bodyExpectation">>
<<if _bodyExpectation lt 0>>
Marc raises his head from the table. His pupils are wide, but the boyish grin spreading across his face is unmistakable. “Look at you,” he says. “You get more distracting every time I see you.”<br>
<br>
He opens another bag of powder. “And you remembered exactly what I like.”<br>
<br>
Marc leans back and pats his thigh. “Come on, then. Your seat’s waiting. Pop that pert tush up here so you can see over the steering wheel.”<br>
<br>
You settle onto his lap. His broad arm slips around your waist as he begins arranging another line across the table. Once he’s finished, he leans in to whisper in your ear. “Perfect. Now put your hands behind your back for me. Just above that cute little bunny tail of yours.”<br>
<br>
<<CompulsionCheck "TheAppeaser">>
<<if _CompulsionCheck is true>>
The order brings a strange sense of relief. No argument. No scene. You only need to do what he says.<br>
<<else>>
You should object. Yet the prospect of turning this into a confrontation makes your chest tighten. Obedience offers an easier path. No argument. No scene. No need to discover how Marc’s easy smile might change.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Do another line and put your arms back" "AceOfHeartsAlcoveScene">><<set $AceOfHeartsAlcoveScene to "ArmsBack">><<Vice 1>><<Assertive -1>><<Drug 1>><</link>>
<<else>>
Marc glances at you. “Feel that? Warms you right through. Supposed to be an aphrodisiac.”<br>
<br>
<<if $current.avatar is "Charli">>
“Careful or you’ll send me into overdrive,” you purr, smiling. “Could have told me what I’m putting inside me though.”<br>
<<else>>
“You could have mentioned that before I took it,” you say, almost pouting.<br>
<</if>>
<br>
<<Flag "MarcBarnSex">>
<<if $current.avatar is "Emily" and _FlagReturn is true>>
“Didn’t think being in heat bothered you, Emily,” Marc says with a smile.<br>
<br>
Heat rushes into your cheeks almost immediately.<br>
<br>
<</if>>
“I could have,” he admits with an unrepentant grin. “But I’m looking for a bit of spontaneity this evening.” He chuckles. “I came here to stop thinking about everything.”<br>
<br>
<<if $current.avatar is "Charli">>
“I’m sure I can help you forget your troubles,” you murmur. The drugs are loosening your already free tongue. “What does daddy need help with?”<br>
<br>
<I>Here we go...</i><br>
<<else>>
An easy smile spreads across your face. You catch yourself blinking slowly before forcing your thoughts back into focus. “Such as?”<br>
<</if>>
<br>
Marc pats his thigh. “Up you come, and I’ll tell you.”<br>
<br>
A giggle escapes you, and you find yourself settling onto his lap. His broad arm slips comfortably around your waist.<br>
<br>
“My wedding,” he says. “Catherine, my fiancée, is wonderful. Clever, organised, knows exactly what she wants. It’s one of the things I love about her.”<br>
<br>
You nestle back against the solid warmth of his chest. “That doesn’t sound complicated.”<br>
<br>
“It wasn’t, until everyone decided I needed opinions about flowers, ribbons, music and which cousin should sit beside which aunt.” He chuckles. “Turns out a groom isn’t allowed to say, ‘Whatever makes Catherine happy.’”<br>
<br>
Marc opens another bag and uses the edge of a card to arrange a fresh line across the table.<br>
<br>
“So tonight, I’m keeping it simple.” His boyish grin looks dazzling beneath the coloured lights. “I give the instructions, you follow them, and nobody asks either of us about napkins. What do you say?”<br>
<br>
<<ActionsHeader>>
<<link "Do another line" "AceOfHeartsAlcoveScene">><<set $AceOfHeartsAlcoveScene to "AnotherLine">><<Vice 1>><<Assertive -1>><<Drug 1>><</link>><br>
<<CompulsionCheck "TheAppeaser">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[The Appeaser] </span><s>Refuse this time</s> - <I>Marc speaks as though your agreement is already settled. You cannot bring yourself to challenge him.</i>
<<else>>
<<link "Refuse this time" "AceOfHeartsAlcoveScene">><<set $AceOfHeartsAlcoveScene to "RefuseThisTime">><</link>>
<</if>>
<</if>>
<<case "AnotherLine">>
You lean towards the powder and attempt to brace one hand against the edge of the table, but Marc catches both of your wrists in one firm hand.<br>
<br>
“Ah-ah,” he chides, drawing them behind your back. “Leave those with me.”<br>
<br>
He holds your hands just above your rear. You lean over the table, thankful that the alcove is cast in shadow and nobody can clearly see what you are doing, then inhale.<br>
<br>
The floral sweetness bites at the back of your throat. Coloured lights flare across your vision, leaving shimmering trails as Marc draws you upright again. The bracelet grows warm against your wrist.<br>
<br>
<<BraceletChargeProse>>
“There,” Marc says, still holding your hands behind you. “Simple. Not one question about napkins.”<br>
<br>
A giggle escapes you. His other arm encircles your waist and pulls you back against him. With your hands trapped between your bodies, you become acutely aware of how neatly you fit against his broad frame.<br>
<br>
Marc bounces his thigh, making you jump with it. His free hand flutters down the front of your bunny costume, brushing gently against your groin. You titter as warm electricity courses through your body.<br>
<br>
“Almost perfect,” he says.<br>
<br>
“Almost?” you ask, your voice breathy with laughter.<br>
<br>
“Come back a little shorter next time.” His boyish grin widens. “I rather like having a bunny I can tuck beneath my arm.”<br>
<br>
<<CompulsionCheck "TheAppeaser">>
<<if _CompulsionCheck is true>>
You nod. Challenging him would turn this easy warmth into a confrontation, and simply agreeing feels so much easier.<br>
<<else>>
You catch yourself nodding. He has just asked you to alter your body for him, yet beneath the powder’s warm haze, summoning the indignation the request deserves feels strangely difficult.<br>
<</if>>
<br>
Marc lets go of your hands and presses a chip into your palm. “For being such good company.”<br>
<br>
<<GetNPCState "Marc" "bodyExpectation">>
<<if _bodyExpectation is 2>>
He gives your waist a final squeeze before helping you down. “Come back when you can fit in my pocket. I’ll keep your seat warm.”<br>
<<elseif _bodyExpectation is 1>>
He gives your waist a final squeeze before helping you down. “Nearly pocket-sized. One more visit and I’ll be keeping more than your seat warm.”<br>
<<else>>
He gives your waist a final squeeze before helping you down. “Third time’s the charm. Next time you hop up here, bunny, you’re not hopping back down till I say.”<br>
<</if>>
<br>
You slip off, feeling light enough that you could float across the floor. You look back at him, smiling.<br>
<br>
<<ActionsHeader>>
<<link "Return to the main floor" "AceOfHeartsMainFloor">><<SetNPCLocation "Marc" $dayCurrent $periodCurrent "Void">><<AdjustNPCStat "Marc" "bodyExpectation" -1>><<CashFlow 1>><<set $AceOfHeartsAlcoveScene to undefined>><</link>>
<<case "ArmsBack">>
You place your hands behind your back. Marc gathers both wrists in one hand, his grin widening at your obedience. “Knew you’d remember.”<br>
<br>
His other arm supports your waist as he guides you towards the table. You lower your face to the waiting line and inhale.<br>
<br>
The powder strikes quickly. Floral sweetness fills your throat as the coloured lights stretch into brilliant ribbons. When Marc draws you upright, an airy laugh escapes your lips.<br>
<br>
<<BraceletChargeProse>>
Then something smooth brushes against your wrists.<br>
<br>
You glance over your shoulder. Marc is feeding the end of a narrow plastic cable tie through its clasp.<br>
<br>
“Marc?”<br>
<br>
“A little insurance against fidgeting,” he says. “Can’t have my bunny knocking over the drinks.”<br>
<br>
The loop remains loose around your wrists. One pull would close it.<br>
<br>
You could tell him to stop. The words are simple enough. But they would break the easy warmth between you and turn this into a confrontation. Your chest tightens at the thought.<br>
<br>
Marc holds the end of the tie between his fingers, watching you with that same easy smile. But his hand again drifts down, stroking your groin through your costume. It sends a shiver through your stomach, but even through the drugs you know what he wants.<br>
<br>
<<Flag "MarcBarnSex">>
<<if $current.avatar is "Emily" and _FlagReturn is true>>
“You remember how this goes, huh Emily?”<br>
<<else>>
“Still feeling spontaneous?”<br>
<</if>>
<<if $PlayerCharacter.stateCurrent is 4>>
<br>
His fingers passing over your crotch make you shiver, and not entirely with pleasure. A twitch reminds you what’s below. You’re not sure if Marc would be expecting that.<br>
<</if>>
<br>
<<ActionsHeader>>
<<if $PlayerCharacter.stateCurrent is 4>>
<s>Let Marc take control</s> - <i>You don’t want to take that risk</i><br>
<<else>>
<<link "Let Marc take control" "AceOfHeartsAlcoveScene">><<set $AceOfHeartsAlcoveScene to "TakeControl">><<activateCompulsion "TheAppeaser" "hearts">><<Assertive -1>><</link>><br>
<</if>>
<<link "Shake your head" "AceOfHeartsAlcoveScene">><<set $AceOfHeartsAlcoveScene to "ShakeHead">><</link>>
<<case "TakeControl">>
You nod. Just once. But it’s enough. Marc pulls the end of the tie. Several soft clicks draw the plastic snug around your wrists.<br>
<br>
Your breath catches. For one frightening moment, you are acutely aware that you cannot move your hands apart.<br>
<br>
Then relief washes through you.<br>
<br>
There is nothing left to debate. Nothing you need to refuse. Marc will tell you what he wants, and you need only keep everything pleasant by following his instructions.<br>
<br>
“There she is,” he murmurs. “Knew we understood one another.”<br>
<br>
<<if $current.avatar is "Charli">>
<br>
<I>Don’t say it...</i><br>
<br>
“Yes daddy,” you purr.<br>
<</if>>
He draws you back against his chest. His free hand begins to play with you underneath the table, fondling your pussy lips through your costume. His breath is against your ear. The room’s red lights glowing light and warm. Your body shivering in pleasure.<br>
<br>
You squirm, but the plastic remains tight around your wrists. Strangely, that only makes his instruction easier to follow. “Lean forward,” Marc’s voice bounces around in your ear. “Need to make some alterations to that costume.”<br>
<br>
You hear something snap open, and a cold blade is suddenly pressing against your bum. Cutting through the black fabric. The crisp ripping of fabric and fishnets seem loud and obvious. Then you shiver as a warm thumb presses against your bum. Heat flares through the bracelet.<br>
<br>
<<Flag "MarcBarnSex">>
<<if $current.avatar is "Emily" and _FlagReturn is true>>
“I’m going to fuck you again now, Emily,” Marc whispers in your ear. “This time, in front of these men and the other bunnies. Let’s hope this booth is still bathed in shadow.”<br>
<<elseif $current.avatar is "Emily">>
“I’m going to fuck you now, Emily,” Marc whispers in your ear. “In front of these men and the other bunnies. Let’s hope this booth is still bathed in shadow.”<br>
<<else>>
“I’m going to fuck you now,” Marc whispers in your ear. “In front of these men and the other bunnies. Let’s hope this booth is still bathed in shadow.”<br>
<</if>>
<br>
You gasp as you feel Marc push you on to your heels. Holding your hands clamped by the plastic behind your back, leaning over the table still covered in red powder, staring out at the main floor of Hearts. And you smile, as you feel his prick push past the tears in your uniform, and in-between your wet and warm clit.<br>
<br>
<<ActionsHeader>>
<<link "Get fucked" "AceOfHeartsAlcoveScene">><<set $AceOfHeartsAlcoveScene to "GetFucked">><</link>>
<<case "GetFucked">>
Marc’s thick shaft stretches your tiny hole. Endorphins rush through your blood, bringing blush to your skin. You can’t tell if it’s because of the drugs, Marc or that you are very publicly getting fucked in a bunny outfit.<br>
<br>
Marc’s hands grip on to your hips and move you in time with him. You are held up above him like a trophy, a tiny and weightless thing for him to bounce up and down in front of an unaware audience. He holds you in place, even when your bound wrists threaten to tip you on to the top of the table.<br>
<br>
The room is a blur. Only fragments make sense in your eyes. You see the face of a bunny looking back at you. Is that a man casting a grin from the roulette table? And was that a flash of a camera above? It doesn’t matter. So long as Marc continues to pound you, the mixture of drugs and sex sends you into a euphoric spiral.<br>
<br>
You look down, now seeing Marc’s cock jack hammering up inside you, your body being forced to bounce on top of him. Marc’s cut a rough hole in your costume and through your fishnets. You can watch him pound you from below and giggle as you yammer with each penetration.<br>
<br>
“My pocket sized perfect little bunny,” Marc’s voice echoes in your ear. He yanks the cable tie around your wrists. “You like being this powerless, don’t you?”<br>
<br>
You gasp and nod. You aren’t sure if it’s true, but arguing otherwise feels like a waste. You don’t want to cause a scene. And when your giggles and moans turn to grunts, you also fret if you say anything, he might just stop. You clench your muscles around his shaft. Each thrust now making you whimper. “Don’t stop,” you murmur. “Don’t stop. I’m going to cum.”<br>
<br>
<<if $current.avatar is "Emily">>
“I’m going to fill you up,” Marc continues. “Fill you up in front of this club. And then you’re going to finish your shift with my seed inside of you. Would you like that, Emily?”<br>
<<else>>
“I’m going to fill you up with my cum,” Marc continues. “Fill you up in front of this club. And then you’re going to finish your shift with my seed inside of you. Would you like that, bunny?”<br>
<</if>>
<<CompulsionCheck "BabyFever">>
<<if _CompulsionCheck is true or $current.avatar is "Charli">>
<br>
You feel your eyes dilate even further. At the moment, nothing could please you more. You’re not even using protection...<br>
<br>
<</if>>
<br>
<<if $current.avatar is "Charli">>
“Yes daddy,” you stammer, gasping as you feel yourself grow close. “Fill me up. Put a baby bunny inside me!”<br>
<<else>>
“Y-yes,” you stammer, gasping as you feel yourself grow close. “Fill me up. Fill me up. Please!”<br>
<</if>>
<br>
He chuckles and you try to cry out, buckling back against his warm chest. Something is over your mouth, but you don’t care. You feel a spurt of thick semen shoot up inside your womb. Then another. And another. It’s enough to keep your own orgasm rolling. The room glows red and spins as you hear yourself giggling.<br>
<br>
<<BraceletChargeProse>>
<<Virginity>>
<<if _Virginity is true>>
Did you just lose your virginity to Marc, in the Ace of Hearts club? Is it really losing it now, and do you care? When it feels this good.<br>
<br>
<</if>>
<<ActionsHeader>>
<<link "Lean back against Marc" "AceOfHeartsAlcoveScene">><<set $AceOfHeartsAlcoveScene to "LeanBack">><<VirginityLost>><<Vice 1>><</link>>
<<case "LeanBack">>
Your gasping of air slowly returns to soft breathing. You find you have kept your eyes shut. When you open them, the club is still the club. Soft, muted music. Red lamps and dim lights. The sound of the roulette wheel and drinks chattering. No one seems to be looking over at you.<br>
<br>
“Had to clamp my hand over that mouth of yours,” Marc whispers near your ear. “Would have cried the roof off, if I hadn’t.”<br>
<br>
You hear the sound of a blade being extended. Marc slips a small penknife beneath the plastic and cuts your wrists free. You slide forward, feeling his cock fall out of you. You reach down and try to adjust your costume. With a clear head you would be mortified. But the powder is clearly still having an impact, as you just giggle. You’ll have to keep your legs firmly together for the rest of the shift.<br>
<br>
Marc turns your hands over, inspecting the faint marks before pressing a chip into your palm. “For being such an agreeable little bunny.”<br>
<br>
<<CheckFirst "HeartsMarcFinale">>
<<if _CheckFirst is false>>
Marc considers you for a moment. “Might have to convince Catherine she needs another bridesmaid.”<br>
<br>
Your hazy eyes widen. “At your wedding?”<br>
<br>
“Why not?” His boyish grin returns. “A nervous groom should have someone nearby who knows how to keep him relaxed.”<br>
<<else>>
Marc leans close before helping you down. “Every time you visit, I find myself looking forward to the reception a little more.”<br>
<</if>>
<br>
He gives your waist a final squeeze. “Off you go. I’ve got wedding plans to pretend I’m not avoiding.” He stands. “And I need to go to the men’s bathroom.”<br>
<br>
<<BraceletChargeProse>>
<br>
<<ActionsHeader>>
<<link "Return to the main floor" "AceOfHeartsMainFloor">><<AddFirst "HeartsMarcFinale">><<SetNPCLocation "Marc" $dayCurrent $periodCurrent "Void">><<CashFlow 1>><<SetFlag "MarcHeartsSex">><<HeartsFinaleTax "height" "down">><<set $AceOfHeartsAlcoveScene to undefined>><</link>>
<<case "ShakeHead">>
You shake your head.<br>
<br>
Marc’s fingers pause on the end of the cable tie. He watches you for several seconds, waiting to see whether you will reconsider.<br>
<br>
You shake your head again.<br>
<br>
“All right,” he says.<br>
<br>
The boyish warmth disappears from his voice. He draws the plastic loop from around your wrists and releases your hands before helping you off his lap.<br>
<br>
The floor shifts beneath your heels. Marc catches your elbow until you regain your balance, then withdraws his hand.<br>
<br>
“Get some air,” he tells you. “Let the powder wear off.”<br>
<br>
He turns back to the table and begins gathering the remaining powder into its bag. The invitation is clearly over.<br>
<br>
<<ActionsHeader>>
<<link "Return to the main floor" "AceOfHeartsMainFloor">><<SetNPCLocation "Marc" $dayCurrent $periodCurrent "Void">><<set $AceOfHeartsAlcoveScene to undefined>><</link>>
<<case "RefuseOffer">>
You shake your head. “No. I don’t think so.”<br>
<br>
“Shame.” Marc looks you over once more before retrieving his glass. “You looked like fun.”<br>
<br>
He raises it in a small, good-natured toast. “Suit yourself.”<br>
<br>
Marc takes another drink and returns his attention to the bottles on the table. Whatever possibilities he briefly saw in you have already left his mind.<br>
<br>
<<ActionsHeader>>
<<link "Return to the main floor" "AceOfHeartsMainFloor">><<SetNPCLocation "Marc" $dayCurrent $periodCurrent "Void">><<set $AceOfHeartsAlcoveScene to undefined>><</link>>
<<case "RefuseThisTime">>
You look down at the fresh line. “I think one was enough.”<br>
<br>
Marc’s arm remains around your waist. “Changed your mind?”<br>
<br>
You nod.<br>
<br>
His arm loosens. “Shame. Thought we’d worked out a nice, uncomplicated arrangement.”<br>
<br>
“The one where I do everything you tell me?”<br>
<br>
“That was the uncomplicated part.”<br>
<br>
His boyish grin briefly returns, but he helps you down without attempting to persuade you further.<br>
<br>
“Get some air,” he says, returning the powder to its bag. “If you come back, come ready to keep things simple.”<br>
<br>
Marc turns back to his drink. There is no chip waiting for you.<br>
<br>
<<ActionsHeader>>
<<link "Return to the main floor" "AceOfHeartsMainFloor">><<SetNPCLocation "Marc" $dayCurrent $periodCurrent "Void">><<set $AceOfHeartsAlcoveScene to undefined>><</link>>
<</switch>><b>The Ace of Hearts - Boudoir</b><br>
<img src="./images/AceOfHeartsBoudoir.png"><br>
<br>A velvet-draped boudoir glows in decadent crimson, its plush bed and neon heart offering intimacy with an unmistakably sordid edge.<br>
<<include "EventsAceOfHeartsBoudoir">>
<<if _currentEvent is undefined>>
<br>
<<ActionsHeader>>
<<Flag "TempHeartsBrushKnown">>
<<if _FlagReturn is true>><<link "Search for the brush" "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "SearchBrush">><</link>><br><</if>>
<<Flag "TempHeartsCreamKnown">>
<<if _FlagReturn is true>><<link "Search the vanity for the cream" "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "SearchCream">><</link>><br><</if>>
<<link "Go back downstairs to the lobby" "AceOfHeartsLobby">><</link>>
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<switch _currentEvent>>
<<case "TerryBoudoir">>
<br>
<<CheckFirst "BoudoirTerry">>
<<if _CheckFirst is false>>
You step into the room. The door closes behind you with a heavy click.<br>
<br>
When you try the handle, it refuses to turn.<br>
<br>
The Boudoir glows around you in deep crimson. Mirrors catch the bed from several angles, multiplying its velvet covers and neatly arranged pillows. At the foot of it, someone has laid out a complete outfit.<br>
<br>
<<if $current.avatar is "Charli">>
It isn’t lingerie. You stare at it, unable to hide the sinking feeling in your chest.<br>
<br>
<I>You almost sound disappointed.</i><br>
<<else>>
It isn’t lingerie. That ought to be reassuring.<br>
<br>
It isn’t.<br>
<</if>>
<br>
<<if $current.avatar is "Jennifer">>
You recognise an authentic Evans’ Department Store shop-girl uniform, pressed and arranged with meticulous care. Beside it lies a polished name badge. <I>Jenna.</i><br>
<<else>>
You recognise an authentic Evans’ Department Store shop-girl uniform, pressed and arranged with meticulous care. A brown wig rests above the collar. Beside it lies a polished name badge. <I>Jenna.</i><br>
<</if>>
<br>
You pick it up and turn it over. There is nothing written on the back. No explanation. No indication of what Terry expects to happen when he returns.<br>
<br>
Only the uniform, waiting for you in a locked room.<br>
<<else>>
You step into the room. The door closes behind you with a heavy click. And on the bed, the uniform is laid out again.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change into the uniform" "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "ChangeUniform">><<EventsCheckEnd "AceOfHeartsBoudoir" "TerryBoudoir">><</link>>
<<case "ThompsonBoudoir">>
<br>
You step into the room in front of Thompson, feeling his eyes on your bum. The door closes behind you with a heavy click. You take a deep breath, glancing at the bed.<br>
<br>
<<CheckFirst "BoudoirThompson">>
<<if _CheckFirst is false>>
<I>Don’t pretend you didn’t know where this was going.</i><br>
<br>
<<if $current.avatar is "Andrea">>
“Turn around, Cinders,” Thompson commands from behind you. “And show me those dick sucking lips once more.”<br>
<<elseif _CurrentPC is true>>
“Turn around, Phillips,” Thompson commands from behind you. “And show me those dick sucking lips once more.”<br>
<<elseif $current.avatar is "Annie">>
“Turn around, Clancy,” Thompson commands from behind you. “I want to see those dick sucking lips once more.”<br>
<<else>>
“Turn around, girl,” Thompson commands from behind you. “And show me those dick sucking lips once more.”<br>
<</if>>
<br>
You turn, looking back at Thompson. He stands in front of the door, eyes roaming over your body, grinning lecherously.<br>
<br>
“Get down on your knees,” he tells you, unzipping his belt and fumbling with his trousers. “We’re going to start by putting those to good use.”<br>
<br>
<<if $current.avatar is "Charli">>
You can’t help but keep your eyes focused down around his trousers. You run the tip of your tongue over your lips. The bracelet begins to warm around your wrist.<br>
<Br>
<I>Is this really turning you on?</i><br>
<<else>>
The bracelet unusually seems dead and lifeless. You can’t say you feel any different.<br>
<</if>>
<<else>>
“You know what I want, girl,” Thompson says from behind you. When you turn he’s already unzipping his belt. “Get on your knees,” he tells you. “And suck.”<br>
<br>
<<if $current.avatar is "Charli">>
The bracelet around your wrist pulses in anticipation. The grin that forms on your face says that you’re feeling the same.<br>
<<else>>
The bracelet around your wrist pulses in anticipation. You can’t say you are matching its enthusiasm.<br>
<</if>>
<</if>>
<<SpellsCheckSelf "Arousal">>
<<if _SpellsCheckSelf is true and $current.avatar isnot "Charli">>
<br>
An idea suddenly strikes you. Tandi’s bracelet has some spells that could help.<br>
<</if>>
<br>
<<ActionsHeader>>
<<SpellsCheckSelf "Arousal">>
<<if _SpellsCheckSelf is true and $current.avatar isnot "Charli">><<link "[Spell: Arousal] Cast Arousal on yourself" "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "CastArousal">><<EventsCheckEnd "AceOfHeartsBoudoir" "ThompsonBoudoir">><</link>><br><</if>>
<<link "Kneel for Thompson" "AceOfHeartsBoudoirScene">>
<<if $current.avatar is "Charli">><<set $AceOfHeartsBoudoirScene to "KneelCharli">>
<<else>><<set $AceOfHeartsBoudoirScene to "Kneel">>
<</if>>
<<EventsCheckEnd "AceOfHeartsBoudoir" "ThompsonBoudoir">>
<</link>>
<</switch>><<switch $AceOfHeartsBoudoirScene>>
<<case "SearchBrush">>
You search the vanity, moving aside bottles, powder cases and abandoned hair accessories. Near the back, you find a broad hairbrush with a glossy pink handle.<br>
<br>
The word <i>Pucker</i> is embossed across its back in curling silver letters. Fine yellow-amber particles cling between its bristles, glowing whenever you tilt it towards the light. They look almost like strands of hair caught in the brush, until they shift against gravity and wind themselves deeper between the teeth.<br>
<br>
<<ActionsHeader>>
<<DailyVariableCheck "TransformBodyHair">>
<<if _DailyVariableCheck is true>>
<s>Brush your hair</s> - <i>You’ve already brushed your hair tonight</i><br>
<<link "Put down the brush and return to the boudoir" "AceOfHeartsBoudoir">><<set $AceOfHeartsBoudoirScene to undefined>><</link>>
<<else>>
<<link "Brush your hair" "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "BrushHair">><</link>><br>
<<CompulsionCheck "AllDolledUp">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[All Dolled Up] </span><s>Put down the brush and return to the boudoir</s> - <I>Try as you might, you can’t resist seeing what it could do for your hair.</i>
<<else>>
<<link "Put down the brush and return to the boudoir" "AceOfHeartsBoudoir">><<set $AceOfHeartsBoudoirScene to undefined>><</link>>
<</if>>
<</if>>
<<case "BrushHair">>
<<DailyVariableCheck "TransformBodyHair">><<CurrentBodyCheck "hairTier">>
<<if _CurrentBodyCheck lt 4 and _DailyVariableCheck is false>>
You sit at the vanity and draw the brush through your hair.<br>
<br>
The first stroke catches on a few knots. The second passes through more easily. By the third, the bristles seem to move of their own accord, guiding your hand into a slow, practised rhythm.<br>
<br>
Warmth spreads across your scalp. Yellow-amber sparks trail behind the brush, vanishing among the strands before you can focus on them. Your hair shifts beneath your hand, falling back into place with each stroke. Not merely neater. Styled. As though someone has spent far longer working on it than the few moments you have been sitting here.<br>
<br>
<<if $current.avatar is "Emily">>
<<switch _CurrentBodyCheck>>
<<case 0>>
Your hair draws itself straight beneath the brush, settling neatly past your shoulders. What began as a few idle strokes leaves it looking deliberately styled, each strand falling into place with newfound care.<br>
<<case 1>>
The brush coaxes your hair into soft waves around your face. They hold their shape when you lower your hand, framing your features with a care that no quick brushing should have achieved.<br>
<<case 2>>
Your waves grow smoother and more precise with every stroke. When you lower the brush, hair tumbles around your shoulders in a salon-perfect arrangement, catching the light whenever you move your head.<br>
<<case 3>>
Every remaining imperfection disappears beneath the brush. Your hair falls in an immaculate cascade, arranged so precisely that each strand seems placed for the benefit of whoever might be looking.<br>
<</switch>>
<br>
<<elseif $current.avatar is "Andrea">>
<<switch _CurrentBodyCheck>>
<<case 0>>
The usual tangle begins to cooperate beneath the brush. Your brown waves retain their natural shape, but settle into something almost deliberate around the face.<br>
<<case 1>>
The brush works the brown hair into soft, styled waves. They fall too neatly to be accidental. It creates the kind of careful arrangement that would once look alien on Andrea.<br>
<<case 2>>
Your hair grows smoother and glossier with every stroke. The waves arrange themselves carefully around your face, looking increasingly at odds with the image Andrea normally cultivates.<br>
<<case 3>>
The brush draws your brown hair into rich, salon-perfect waves. They fall around you with meticulous care, preserving the natural colour while looking styled by someone at a salon that you can’t imagine Andrea would visit.<br>
<</switch>>
<br>
<<elseif $current.avatar is "Jennifer">>
<<switch _CurrentBodyCheck>>
<<case 0>>
The loose brown hair that Jennifer forever tucks behind her ears begins to cooperate beneath the brush. By the time you lower your hand it bounces when you move your head, brushed through with a care Jennifer herself never gives it.<br>
<<case 1>>
The brush coaxes the bounce into soft, shaped waves. They settle around your shoulders and hold there, framing Jennifer’s face with deliberateness and care.<br>
<<case 2>>
The brown deepens to chestnut as the waves smooth and gloss beneath the brush. When you turn your head, the light runs along them. Jennifer has never in her life had hair that catches the light like this.<br>
<<case 3>>
Every stroke tightens the waves into rich, salon-perfect curls, arranged strand by strand. The mischievous shop girl in the mirror has been styled into something that would stop shoppers in the aisle before she said a word.<br>
<</switch>>
<br>
<<elseif $current.avatar is "Florence">>
<<switch _CurrentBodyCheck>>
<<case 0>>
The brush moves through the long red hair that usually falls loose and full past Florence’s shoulders. It begins to shine beneath the bristles, spilling over your shoulders with a gloss the Fresh Pot’s steam has never allowed it.<br>
<<case 1>>
The shine settles into soft, shaped waves. They fall around your face and stay there when you lower the brush, tidier than a shift behind the coffee machine would ever leave them.<br>
<<case 2>>
The red brightens to something fiery as the waves gloss over beneath the brush. When you tilt your head, they catch the light and hold it. Hair like this is not meant to be worn by a girl behind a counter.<br>
<<case 3>>
The brush draws the flame-red hair into rich, salon-perfect curls. They tumble down your back in an arrangement impossible to miss, styled for a room full of eyes rather than a queue of regulars.<br>
<</switch>>
<br>
<<elseif $current.avatar is "Annie">>
<<switch _CurrentBodyCheck>>
<<case 0>>
Annie’s blonde waves already fall generously around her face, but the brush teases them into something softer and fuller. Volume gathers beneath your hand, and the light begins to catch in it wherever you turn.<br>
<<case 1>>
The waves swell into full, bouncing curls as the brush passes. The blonde warms towards gold. Annie has always drawn eyes across a room, and her hair has never worked so hard at it.<br>
<<case 2>>
The gold pales to platinum as the brush sets the waves into place. They frame your face in glamorous, deliberate lines, straight from a screen idol’s publicity still rather than a repair shop’s front desk.<br>
<<case 3>>
The brush sculpts the platinum waves into flawless silver-screen perfection, not a strand out of place. The bombshell in the mirror looks finished in a way that Annie, for all her swing and sparkle, never quite manages on her own.<br>
<</switch>>
<br>
<<elseif $current.avatar is "Charli">>
<<switch _CurrentBodyCheck>>
<<case 0>>
The brush tames the loose, tousled brown waves that usually fall around Charli’s shoulders. They settle into soft waves that frame your face, brushed with more attention than she gives anything that isn’t a boy.<br>
<<case 1>>
The brown deepens towards chestnut as the waves take shape beneath the brush. They gloss over and hold, arranging themselves around your face as if they know they are being looked at.<br>
<<case 2>>
The chestnut waves grow richer with every stroke. When you lower the brush they catch the light and keep catching it, the kind of hair that turns a glance from a guy into a stare.<br>
<<case 3>>
The brush draws the hair into flawless, salon-perfect waves, now touched with auburn, framing your face like a picture. Charli would give anything for a boy to see her like this. You have the uncomfortable feeling that she is about to.<br>
<</switch>>
<br>
<<elseif _CurrentPC is true>>
<<switch _CurrentBodyCheck>>
<<case 0>>
Your hair settles beneath the brush, tidier than you remember leaving it. By the time you lower your hand, it looks neatly kept, as though brushing it this carefully has long been part of your routine.<br>
<<case 1>>
Your hair softens and falls past your shoulders, holding a gentle shape after the brush has passed. It looks like hair that is styled more often than not, even if you can’t remember putting in the effort.<br>
<<case 2>>
The brush works your hair into deliberate waves around your face. They hold perfectly when you lower your hand. The sort of style that should take real time in front of a mirror each morning.<br>
<<case 3>>
Your hair lengthens into immaculate waves down your back. Every strand falls precisely into place, styled to a degree that would demand perfection before you were willing to face the world.<br>
<</switch>>
<br>
<</if>>
<<if $PlayerCharacter.female is true and _CurrentPC is true>>
Has your hair always fallen like this? You try to picture it before you sat down, but the image refuses to settle. This style suits your face too naturally to be new. Perhaps the brush merely showed you what you should have been doing with it all along.<br>
<<elseif $PlayerCharacter.female is true and _CurrentPC is false>>
This is how <<TrueName>> has always worn her hair, isn’t it? In fact, doesn’t your own hair fall in much the same way, carefully styled around your own face?<br>
<<elseif $PlayerCharacter.female is false>>
This is how <<TrueName>> has always worn her hair, isn’t it? The style feels oddly personal. You find yourself wondering how the same careful shape would frame your own face. If you were a woman, of course.<br>
<</if>>
<br>
<<Flag "ShadowCaitlinEncountered">>
<<if $PlayerCharacter.female is true and _FlagReturn is false>>
A movement appears in the mirror behind you.<br>
<br>
You turn, but the room is empty.<br>
<br>
<span class="pink"><i>Much better.</i></span><br>
<br>
When you look back, there’s a figure behind you.<br>
<br>
A woman stands just behind your reflected shoulder, blurred at the edges as though the mirror cannot quite bring her into focus. Her face resembles yours, but enhanced. More assured. More carefully presented. Her long, blonde hair falls around her in immaculate waves.<br>
<br>
You stare at her. “Who are you?”<br>
<br>
Her smile widens.<br>
<br>
<<GetPCState "hair">>
<<if _hair isnot "blonde">>
<span class="pink"><i>Don’t be silly. You know me. Or you will. A tip though. When you’re yourself, why not try blonde?</i></span><br>
<<else>>
<span class="pink"><i>Don’t be silly. You know me. Or you will.</i></span><br>
<</if>>
<br>
You spin around again. Nothing. Only the bed, the crimson curtains and the empty room.<br>
<br>
When you return to the mirror, you are alone. Yet your reflection is smiling faintly.<br>
<br>
You don’t remember deciding to smile.<br>
<<elseif $PlayerCharacter.female is true and _FlagReturn is true>>
You hear a feminine titter behind you and see something move in the corners of the mirror.<br>
<br>
<span class="pink"><i>Warmer and warmer still.</i></span><br>
<<elseif $PlayerCharacter.female is false>>
<I>You’re getting rather good at imagining her.</i><br>
<br>
You quickly put the brush down.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the boudoir" "AceOfHeartsBoudoir">><<TransformBody "hairTier" 1>><<DailyVariableAdd "TransformBodyHair">><<if $PlayerCharacter.female is true>><<SetFlag "ShadowCaitlinEncountered">><</if>><<set $AceOfHeartsBoudoirScene to undefined>><</link>>
<<else>>
<<if $current.avatar is "Tandi">>
The brush glides through Tandi’s immaculate platinum pigtails without encountering a single knot. When you lower it, not one strand has moved out of place. There was simply nothing left for the magic to improve.<br>
<<else>>
You sit at the vanity and run the brush through your hair. Its bristles pass smoothly between the strands, but there is no warmth and no yellow-amber trail following your hand. When you finish, your hair looks much as it did before.<br>
<br>
<<if _CurrentBodyCheck gte 4>>
<I>There is only so much perfection a brush can add.</i><br>
<<else>>
<I>Perhaps you’ve done enough to your hair for one night.</i><br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Put down the brush and return to the boudoir" "AceOfHeartsBoudoir">><<set $AceOfHeartsBoudoirScene to undefined>><</link>>
<</if>>
<<case "SearchCream">>
You open the vanity drawers and search through a clutter of bottles, brushes and make-up cases. Tucked behind them is a squat pink jar with a mirrored lid.<br>
<br>
<i>Pucker</i> is written across the glass in curling silver letters. Beneath it, in smaller print, are the words <i>Bust Enhancing Cream</i>.<br>
<br>
You unscrew the lid. The cream inside is pale pink, smooth and almost glossy. Yellow-amber specks move lazily through it, gathering beneath your shadow as you lean over the jar.<br>
<br>
It smells faintly sweet. Flowers and warm honey. This must be what Amber was talking about.<br>
<br>
<<ActionsHeader>>
<<DailyVariableCheck "TransformBodyBoobs">>
<<if _DailyVariableCheck is true>>
<s>Apply the cream</s> - <i>You’ve already applied the cream tonight</i><br>
<<link "Put the jar back and return to the boudoir" "AceOfHeartsBoudoir">><<set $AceOfHeartsBoudoirScene to undefined>><</link>>
<<else>>
<<link "Apply the cream" "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "ApplyCream">><</link>><br>
<<CompulsionCheck "AllDolledUp">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[All Dolled Up] </span><s>Put the jar back</s> - <I>Try as you might, you can’t resist seeing what the cream could do.</i>
<<else>>
<<link "Put the jar back and return to the boudoir" "AceOfHeartsBoudoir">><<set $AceOfHeartsBoudoirScene to undefined>><</link>>
<</if>>
<</if>>
<<case "ApplyCream">>
<<DailyVariableCheck "TransformBodyBoobs">><<CurrentBodyCheck "boobs">>
<<if _CurrentBodyCheck lt 4 and _DailyVariableCheck is false>>
You sit at the vanity and put the open jar beside you. After a moment’s hesitation, you pull the front of your clothing down far enough to expose your chest.<br>
<br>
The cream is warm when you scoop a little onto your fingers. You begin to rub it into one breast, then the other, spreading it carefully across your skin. It absorbs almost immediately, leaving no residue behind.<br>
<br>
For a moment, nothing happens. Then the warmth returns.<br>
<br>
It sinks deeper this time, spreading beneath your skin and gathering behind your breasts. A tight sensation builds across your chest. You brace your hands against the edge of the vanity as the pressure grows, watching your reflection intently. Your breasts begin to swell.<br>
<br>
<<switch _CurrentBodyCheck>>
<<case 0>>
The change is slight at first. Your previously modest chest pushes forward, developing a soft, natural curve. When the pressure finally eases, there is a new weight resting against your palms.<br>
<<case 1>>
The curve of your breasts grows fuller and more prominent. They press more firmly against your hands, swelling into a shape that would be difficult to overlook beneath your clothes.<br>
<<case 2>>
Your breasts grow heavier as the cream continues its work. The added weight pulls subtly at your shoulders, forcing you to adjust your posture as your chest becomes much more pronounced.<br>
<<case 3>>
The pressure becomes impossible to ignore. Your breasts swell outward into an exaggerated bustline, their new weight dominating your reflection and forcing your arms farther apart as you try to support them.<br>
<</switch>>
<br>
You remain still until the warmth subsides. When you cautiously remove your hands, the change remains.<br>
<br>
<<if $PlayerCharacter.female is true and _CurrentPC is true>>
You stare at your reflection, trying to remember the chest you had before applying the cream.<br>
<br>
The memory is already slipping away. Of course your breasts look like this. You know their shape, their weight and the way they sit against your body. The cream may have made your skin softer, but it couldn’t have changed what was underneath. Could it?<br>
<<elseif $PlayerCharacter.female is true and _CurrentPC is false>>
This is how <<TrueName>> has always looked, isn’t it? You know the breasts in the mirror belong to her body. Yet their new weight feels strangely familiar. When you try to picture your own figure, you imagine the same fullness resting against your chest.<br>
<<elseif $PlayerCharacter.female is false>>
This is how <<TrueName>> has always looked, isn’t it? Still, the sensation feels more personal than it should. You find yourself imagining the same weight on your own chest. If you were a woman, perhaps your breasts would look like this too.<br>
<br>
<I>You’re becoming very familiar with that woman.</i><br>
<</if>>
<br>
You quickly pull your clothing back into place. Looking down at the jar, you see yellow-amber specks still moving through the remaining cream.<br>
<br>
<<ActionsHeader>>
<<link "Return to the boudoir" "AceOfHeartsBoudoir">><<TransformBody "boobs" 1>><<DailyVariableAdd "TransformBodyBoobs">><<set $AceOfHeartsBoudoirScene to undefined>><</link>>
<<else>>
You expose your chest and rub another layer of cream into your skin. It absorbs as quickly as before, but this time there is no gathering warmth and no pressure beneath your breasts.<br>
<br>
<<if _CurrentBodyCheck gte 4>>
<I>What more were you hoping the cream could give you?</i><br>
<<else>>
<I>Perhaps you’ve applied enough for one night.</i><br>
<</if>>
<br>
You replace the lid on the jar.<br>
<br>
<<ActionsHeader>>
<<link "Return to the boudoir" "AceOfHeartsBoudoir">><<set $AceOfHeartsBoudoirScene to undefined>><</link>>
<</if>>
<<case "ChangeUniform">>
<<CheckFirst "BoudoirTerry">>
<<if $current.avatar is "Jennifer">>
<<CheckFirst "BoudoirTerryJennifer">>
<<if _CheckFirst is false>>
With no other way out, you begin to change. You pull off the bunny uniform, remove the ears and peel off the fishnet stockings. Cold air settles against your bare skin as you reach for the clothes on the bed.<br>
<br>
The peach silk blouse draws tight across your body as you fasten it. The short black pencil skirt fits closely around your hips, leaving your legs conspicuously bare. You step into the glossy patent heels and pin the badge above your breast.<br>
<br>
<i>Jenna.</i><br>
<br>
There is no wig. There is no need for one. You turn towards the mirror, and Jennifer looks back at you, dressed for a shift behind the perfume counter. Nothing in the reflection is pretending. Not the uniform, which could be hers. Not the face, which is definitely hers. This isn’t dressing up and roleplay. The only lie in the glass is that any of it is you.<br>
<br>
<<GetNPCState "Jennifer" "SplitUp">><<CheckNPCForm "Jennifer">>
<<if _NPCForm is "PC">>
<i>Are you so sure of that, these days?</i><br>
<<elseif _SplitUp is true>>
<i>This is the closest you’re going to get to seeing her in a bedroom, these days.</i><br>
<<elseif $PlayerCharacter.female is true>>
<i>Bet you can’t even remember lusting over that reflection, can you?</i><br>
<<else>>
<i>Will this be cheating, and if so, who is cheating on who?</i><br>
<</if>>
<br>
You sit on the edge of the mattress and wait.<br>
<br>
A woman giggles somewhere beyond the wall. Muffled laughter answers from another room. You try not to imagine what is happening on the other side of either door. Or in this one, when he arrives.<br>
<br>
Footsteps approach along the corridor.<br>
<br>
The handle begins to turn.<br>
<br>
You stiffen as the door opens a fraction. Terry puts his head into the room. His eyes move across the uniform, the badge, and your unhidden hair.<br>
<br>
For a long moment, he says nothing at all.<br>
<br>
<<ActionsHeader>>
<<link "Listen to Terry" "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenListenTerry">><<AddFirst "BoudoirTerryJennifer">><</link>>
<<else>>
You change into the uniform once more, pinning the badge above your breast. You have barely settled on the edge of the mattress when footsteps approach along the corridor.<br>
<br>
<<CheckPersonalityState "Terry">>
<<if _PersonalityState is "Hardened">>
Terry enters without knocking and closes the door behind him. He does not sit. He looks you over from the doorway, from the heels to the badge, like a man confirming a delivery.<br>
<br>
“Good,” he says. “You remember what I want to see. Begin.”<br>
<<else>>
Terry slips into the room, and the sight of you stops him at the door all over again. He presses a hand to his chest, composing himself, and settles onto the edge of the bed.<br>
<br>
“Every night I tell myself it cannot be as perfect as I remember,” he murmurs. “And every night, there she is. Once more, Jenna. From the top.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Begin the performance" "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenPerformance">><</link>>
<</if>>
<<elseif _CheckFirst is false>>
With no other way out, you begin to change. You pull down the bunny uniform, remove the ears and peel off the fishnet stockings. Cold air settles against your bare skin as you reach for the clothes on the bed.<br>
<br>
The peach silk blouse draws tight across your body as you fasten it. The short black pencil skirt fits closely around your hips, leaving your legs conspicuously bare. Finally, you step into the glossy patent heels and pin the badge above your breast.<br>
<br>
<I>Jenna.</i><br>
<br>
Only the brown wig remains. You settle it over your hair and turn towards the mirror.<br>
<br>
You look ready to begin a shift behind the perfume counter. No, not you. The uniform could belong to anyone. The brown wig might have been a coincidence. But the badge confirms it. Terry has dressed you to play Jennifer.<br>
<br>
<<CheckPersonalityState "Terry">>
<<if _PersonalityState is "Hardened">>
Or not Jennifer, exactly. A Jennifer who no longer exists anywhere except in this room.<br>
<br>
<</if>>
<<GetNPCState "Jennifer" "SplitUp">>
<<if $PlayerCharacter.female is false and _SplitUp is true>>
<I>Your ex-girlfriend. And Terry’s employee.</i><br>
<<elseif $PlayerCharacter.female is false>>
<I>Your girlfriend. And Terry’s employee.</i><br>
<<else>>
<I>Your friend, isn’t it now? And Terry’s employee.</i><br>
<</if>>
<br>
You sit on the edge of the mattress and wait.<br>
<br>
<<if $current.avatar is "Charli">>
<br>
<I>I can feel your heart racing.</i><br>
<Br>
A woman giggles somewhere beyond the wall. Muffled laughter answers from another room. Letting out a grin, you try to imagine what is happening on the other side of either door.<br>
<<else>>
A woman giggles somewhere beyond the wall. Muffled laughter answers from another room. You try not to imagine what is happening on the other side of either door.<br>
<</if>>
<br>
Footsteps approach along the corridor.<br>
<br>
The handle begins to turn.<br>
<br>
You stiffen as the door opens a fraction. Terry puts his head into the room. His eyes move across the uniform, the wig and the badge.<br>
<br>
A delighted smile spreads across his face.<br>
<br>
<<ActionsHeader>>
<<link "Listen to Terry" "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "ListenTerry">><</link>>
<<else>>
You change into the uniform and wig once more, pinning the badge above your breast. You have barely settled on the edge of the mattress when footsteps approach along the corridor and Terry slips into the room.<br>
<br>
“My dear,” he murmurs, delighted, settling onto the edge of the bed to watch. “Jenna returns for her encore. Show me.”<br>
<br>
<<ActionsHeader>>
<<link "Begin the performance" "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "Performance">><<Vice 1>><<Physique -1>><<activateCompulsion "DutifulDoer" "hearts">><</link>>
<</if>>
<<case "ListenTerry">>
Terry slips into the room and closes the door behind him. “My dear,” he murmurs. “Don’t you look wonderful.”<br>
<br>
He approaches slowly. One finger settles beneath your chin, turning your face towards the light. His gaze travels over the brown wig, the fitted uniform and the badge above your breast.<br>
<br>
<<CheckPersonalityState "Terry">>
<<if _PersonalityState is "Hardened">>
“Jenna,” he whispers. “My Jenna. There you are, again.”<br>
<br>
For a heartbeat, something crosses his face that is not delight at all. It looks like grief. Then the grin recovers, and holds on a little too hard.<br>
<<else>>
“Jenna,” he whispers. “You have no idea how long I have imagined this.”<br>
<</if>>
<<if $current.avatar is "Charli">>
You smile coyly, feeling your heartbeat hammering. You should be disgusted by this, but for some reason you feel breathless. “What can I do for you, sir?”<br>
<br>
Terry’s smile falters. “Do I really need to spell it out? Jenna.”<br>
<br>
You stare up at him, feeling his coarse hand holding your chin. Staring up at him, as you perch on the edge of a bed. The urge to lean forward and rip down his trousers is overwhelming.<br>
<<else>>
Your body stiffens. “Imagined what, exactly?”<br>
<br>
Terry’s smile falters. “Do I really need to spell it out? Jenna.”<br>
<br>
You stare up at him, feeling his coarse hand holding your chin. Staring up at him, as you perch on the edge of a bed.<br>
<</if>>
<br>
Terry cracks a grin. “Why hearing Jenna sing, of course!”<br>
<br>
He lets go of your chin and spins around, bounding over the room and throwing himself on the vanity chair. He looks back at you, spreading his arms casually on the table, and grins. Your mouth drops.<br>
<br>
“Sing?”<br>
<br>
“Jenna, one of the girls at my store, has always been the foundation of our main character! The face. The drama. The quiet tragedy of a woman stranded behind the perfume counter.”<br>
<br>
His expression darkens. He takes in a deep breath and sighs. “But she cannot sing.”<br>
<br>
You look back at Terry, struggling to make sense of the situation. “But you think I can?”<br>
<br>
“I saw you downstairs!” Terry exclaims. “You listened to direction. You understood that a song must be seen as well as heard.” He leans forward, his smile gleaming at you. “Hear my offer, <<TrueName>>. I can guarantee you’ll love it.”<br>
<br>
<<ActionsHeader>>
<<link "Listen to Terry’s proposal" "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "TerryProposal">><</link>>
<<case "TerryProposal">>
<<CheckFirst "BoudoirTerryJennifer">>
<<if _CheckFirst is true>>
You stare back, still sitting on the edge of the bed, dressed as Jennifer, as Terry rises to his feet. There is no leap in it this time.<br>
<br>
“Every great production carries an understudy,” he says. “The audience never sees her. The posters never name her. But she is there, every night, in the dark of the wings. Word for word. Note for note.” He tilts his head towards the mirror. “You will learn her. My Jenna. Every gesture. Every glance. So that if the night ever comes when my star cannot take the stage, the show does not die with her.”<br>
<br>
You realise you are still holding your breath. “We don’t even look the same.”<br>
<br>
“Details,” Terry says, and this time there is no sweep of the hand. “Closeness is the work. The wig covers the hair. The uniform covers the rest. What remains is study.”<br>
<br>
<<CheckPersonalityState "Terry">>
<<if _PersonalityState is "Hardened">>
“And should the original ever prove to be...” He pauses, choosing the word with care. “False. Then at least something true will remain of her.”<br>
<<else>>
“Stars are borrowed things, my dear. The show must go on. Even the thought of losing her is more than I can carry alone.”<br>
<</if>>
<br>
He steps back to you and rests his hands upon your shoulders, smoothing them down. “So tell me, <<TrueName>>. Can you hold her shape?”<br>
<br>
Without waiting for a response, Terry guides you into the centre of the room and then sits upon the edge of the bed. He looks up at you expectantly.<br>
<br>
“Show me,” he says, settling back to watch. “Show me her shadow.”<br>
<<else>>
You stare back, still sitting on the edge of the bed, dressed as Jennifer, as Terry leaps to his feet once more.<br>
<br>
“Two Jennas!” Terry bellows, thrusting an arm towards the mirror. “Jennifer will provide the dramatic performance. You will provide the songs. Two actresses, one glorious leading lady.”<br>
<br>
You realise you are still holding your breath. “We don’t even look the same.”<br>
<br>
“Details!” Terry dismisses the objection with a sweep of his hand. “Besides, Jennifer has become far too devoted to that gym. All that lifting. All that unnecessary definition. Your inspiration will show her what a true starlet should look like.”<br>
<br>
He steps back to you and rests his hands upon your shoulders, smoothing them down.<br>
<br>
“A leading lady should be soft and graceful. The sort of woman an audience longs to catch. Not one they expect to carry the scenery. So tell me, <<TrueName>>. Are you the lady I need?”<br>
<br>
Without waiting for a response, Terry guides you into the centre of the room and then sits upon the edge of the bed. He looks up at you expectantly.<br>
<br>
“Show me,” he says, settling back to watch. “Show me my second star.”<br>
<</if>>
<br>
<<CompulsionCheck "DutifulDoer">>
<<if _CompulsionCheck is true>>
Terry has given you a role and told you what he expects. The instruction settles naturally into place. You rise, straighten the uniform and prepare to perform for him.<br>
<<else>>
You open your mouth to object.<br>
<br>
Nothing comes out.<br>
<br>
Terry has given you a clear role. He is waiting for you to fulfil it. The thought of refusing feels strangely uncomfortable. As though you would be failing at a task that has been entrusted to you.<br>
<br>
Before you consciously decide to move, you are already straightening the uniform and taking your place.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Begin the performance" "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "Performance">><<Vice 1>><<Physique -1>><<activateCompulsion "DutifulDoer" "hearts">><</link>>
<<case "Performance">>
At Terry’s gesture, you lower yourself to your knees before him. The black skirt draws tight around your hips as you settle upon the carpet.<br>
<br>
“Look at me, Jenna,” he instructs. “You have reached the final customer of the evening. The doors are closing, and everything you have failed to say must be sung.”<br>
<br>
The piano begins again. And you lift your face towards him.<br>
<br>
“<I>Come closer to my counter; there’s a fragrance you should try.</i><br>
<I>It grows warmer on my body when I catch a gentleman’s eye.</i>”<br>
<br>
“Softer,” Terry whispers. “Let the note need protecting.”<br>
<br>
You relax your shoulders and allow your voice to become breathier. Each instruction reaches you and your body answers. It feels good to know exactly what Terry expects. Better still to give it to him.<br>
<br>
You lean closer, holding his gaze as you continue.<br>
<br>
“<I>The doors may close at midnight, but I keep one light aglow.</i><br>
<I>If you ask me very sweetly, there is more that I can show.</i>”<br>
<br>
Your reflection surrounds you. A dozen Jennas kneel within the mirrors, brown hair framing parted lips, peach silk stretched across their bodies.<br>
<br>
<<GetNPCState "Jennifer" "SplitUp">>
<<if $PlayerCharacter.female is false and _SplitUp is true>>
Jennifer is your ex-girlfriend. Whatever remains between you, she would recognise every detail of the life you are wearing for her boss.<br>
<<elseif $PlayerCharacter.female is false>>
Jennifer is your girlfriend. She would recognise every detail of the life you are wearing for her boss.<br>
<<else>>
Jennifer is your friend. She would recognise every detail of the life you are wearing for her boss.<br>
<</if>>
<br>
And here you are, on your knees before him, singing the invitation he has always wanted to hear from her. The thought should make you stop. Instead, watching a dozen reflections of yourself obey sends a guilty thrill through you.<br>
<br>
Terry is your only audience, but under the gaze of all those reflections, you feel completely on display. And you like it.<br>
<br>
You draw out the final word, letting your hand travel slowly down the fitted uniform. Terry watches every movement. The attention sends an exhilarating warmth through you. And not only from the bracelet.<br>
<br>
<<BraceletChargeProse>>
The piano fades.<br>
<br>
Terry has tears in his eyes.<br>
<br>
“Beautiful,” he whispers. “Utterly, devastatingly beautiful.”<br>
<br>
He helps you to your feet and presses a casino chip into your palm.<br>
<br>
“Two Jennas,” he murmurs, already hurrying towards the door. “I must rewrite everything!”<br>
<br>
<<ActionsHeader>>
<<link "Leave the room and go downstairs" "AceOfHeartsLobby">><<SetNPCLocation "Terry" $dayCurrent $periodCurrent "Void">><<AddFirst "BoudoirTerry">><<CashFlow 1>><<set $AceOfHeartsBoudoirScene to undefined>><</link>>
<<case "CastArousal">>
You feel the dark energy bristling underneath your skin. The words to use the spell come naturally to you, even as you mumble them under your breath. “Lend your desire and stir the heat within.”<br>
<br>
An aura of yellow energy floats off your skin. Thompson doesn’t appear to see it. He’s fumbling with his trousers, pulling them down to reveal his white boxers -<br>
<br>
You catch sight of the bulge at the front of them. Your heart flutters. Maybe this might not be so bad after all…<br>
<br>
<I>You just needed a spell to get you in the mood?</i><br>
<br>
You feel the carpet pressing against your knees through your fishnets and realise you’ve sunk to the floor already. Thompson takes a step forward, almost stumbling with his trousers around his ankles, but you don’t laugh. You instead run your tongue over your lips as you focus on that bulge. Inside, your womb flutters, like a spark in a dormant engine trying to bring it to life.<br>
<br>
“Take it out,” Thompson says, looking down at you.<br>
<br>
<<ActionsHeader>>
<<link "Take his cock out" "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "TakeOut">><<set $TempSpellArousal to true>><</link>>
<<case "KneelCharli">>
You look back and smile. In front of you, Thompson is already fumbling with his trousers, pulling them down to reveal his stained white boxers. You catch sight of the bulge at the front of them. Your heart flutters. Maybe this might not be so bad after all...<br>
<br>
You feel the carpet pressing against your knees through your fishnets and realise you’ve sunk to the floor already. Thompson takes a step forward, almost stumbling with his trousers around his ankles, but you don’t laugh. You instead run your tongue over your lips as you focus on that bulge. Inside, your womb flutters, like a spark in a dormant engine trying to bring it to life.<br>
<br>
“Take it out,” Thompson says, looking down at you.<br>
<br>
<<ActionsHeader>>
<<link "Take his cock out" "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "TakeOut">><<set $TempSpellArousal to true>><</link>>
<<case "Kneel">>
You look back and nod. Dropping to the floor, you feel the carpet pressing against your knees through your fishnets. You look up to see Thompson fumbling with his trousers, pulling them down to reveal his stained white boxers. You quietly take in a breath between your fat lips and brace yourself.<br>
<br>
“Get those lips ready,” he says as he stumbles with his trousers around his ankles. You have to fight to keep your laugh buried. He’s barely able to walk, almost tripping with each step.<br>
<br>
“Take it out,” Thompson says, looking down at you.<br>
<br>
The bracelet remains dull. You are going to have to do something to turn yourself on to charge the bracelet.<br>
<br>
<<ActionsHeader>>
<<link "Try to think of a girl" "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "ThinkGirl">><</link>><br>
<<link "Try to think of a guy" "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "ThinkGuy">><</link>>
<<case "ThinkGirl">>
<<TopRomanticInterestGirl>>
Drifting into a daydream, you try to conjure the memory of someone that might get you going. You consider all the women in your life. One comes to mind quickly. _TopRomanticInterestGirl.<br>
<br>
<<if $PlayerCharacter.female is false>>
You picture her in your position and you in Thompson’s. Her face looking up at you, eyes meeting yours. Her moist lips, glossy and waiting. Maybe even dressed as you are. In a bunny outfit. High heels and her legs wrapped in fishnet stockings.<br>
<<else>>
It’s hard to picture her in this scenario, but you try anyway. You think of yourself in Thompson’s place, standing naked, your wetness inviting her tongue. Her face looking up at you, eyes meeting yours. Her moist lips, glossy and waiting. Maybe even dressed as you are. In a bunny outfit. High heels and her legs wrapped in fishnet stockings.<br>
<</if>>
<br>
<<OrientationCheck>>
<<if _currentOrientation gt 40>>
The daydream should get your heart racing, but for some reason the spark of arousal eludes you. You wince, finding yourself drawn back to reality none the better for your flights of fancy.<br>
<br>
<I>Maybe you’re not into girls now.</i><br>
<<else>>
It doesn’t take much to feel the familiar spark of arousal flicker inside your body. Your womb flutters, like a dormant engine coming back to life.<br>
<</if>>
<br>
“Come on,” Thompson barks down. “Get your mouth around it.”<br>
<br>
<<ActionsHeader>>
<<link "Take his cock out" "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "TakeOut">><<OrientationCheck>><<if _currentOrientation lte 40>><<Orientation -1>><<set $TempNaturalArousal to 1>><<else>><<set $TempNaturalArousal to 0>><</if>><</link>>
<<case "ThinkGuy">>
<<TopRomanticInterestGuy>>
Drifting into a daydream, you try to conjure the memory of someone that might get you going. You consider all the men in your life. One comes to mind quickly. _TopRomanticInterestGuy.<br>
<br>
You picture him in Thompson’s position. His body towering over you, a grin on his manly face. Shirt open, his muscular torso ready for a workout. His throbbing member already large beneath his boxers.<br>
<br>
<<OrientationCheck>>
<<if _currentOrientation lte 40>>
The daydream should get your heart racing, but for some reason the spark of arousal eludes you. You wince, finding yourself drawn back to reality none the better for your flights of fancy.<br>
<br>
<I>Maybe you’re not into guys.</i><br>
<<else>>
It doesn’t take much to feel the familiar spark of arousal flicker inside your body. Your womb flutters, like a dormant engine coming back to life.<br>
<</if>>
<br>
“Come on,” Thompson barks down. “Get your mouth around it.”<br>
<br>
<<ActionsHeader>>
<<link "Take his cock out" "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "TakeOut">><<OrientationCheck>><<if _currentOrientation gt 40>><<Orientation 1>><<set $TempNaturalArousal to 1>><<else>><<set $TempNaturalArousal to 0>><</if>><</link>>
<<case "TakeOut">>
<<if $TempSpellArousal is true or $current.avatar is "Charli">>
You reach up with your hands and tug his boxers down. You find yourself giggling as it falls out. You feel a flutter inside. It’s not exactly large, but it’s thick and girthy.<br>
<br>
<I>Becoming an expert on dicks, are we now?</i><br>
<br>
“Not gonna suck itself, girl,” Thompson murmurs with impatience. “Open wide.”<br>
<br>
You look up to him, feeling one of your ears flop over into your vision. But you nod, and lean forward, bringing your hand up to play with his meat as it grows erect. You can’t help but feel excited as it responds to your touch. The mere running of a fingernail underneath it is enough to bring it up to attention.<br>
<br>
Wasting no more time, you smile up at Thompson and part your plump lips. A moment later you feel hands clasp around your skull and your mouth is stuffed with dick.<br>
<br>
You try not to gag as Thompson roughly facefucks you. There is no assurance to it. No confident authority. Like a weasel trying to find a way through, it slips in and out and around your puckered lips without purpose or conviction.<br>
<br>
Thankfully, the warmth from your womb continues to spread. You focus on the sensation of spit dripping from your lips. A cool drop running down your top and circling your nipple. It makes you shiver with excitement.<br>
<br>
Then suddenly Thompson is pulling you to your feet. “Get over there,” he barks, casting you towards the vanity table and the mirror. “Pull that costume aside and bend over.”<br>
<br>
“I’m not sure that’s how it works,” you mutter, but you see his nostrils bellow with anger. Instead, you lean over the table, balance perilously on your heels, and reach down to your costume, trying to push the fabric enough to the side to give him what he clearly wants.<br>
<br>
Your body shudders as you feel the air breeze across your pussy lips. You finally relax and lean over the table, focusing on the butterflies in your stomach. You look back at yourself in the mirror. Large, pouty lips. A bunny ear falling across your forehead. Dressed in a costume and a corset, with your breasts almost hanging out. In spite of your partner, you know you are wet.<br>
<br>
In the mirror, you see Thompson approach. He puts his arms around your waist. And then with a clunky groan, you feel him push inside you.<br>
<br>
<<Virginity>>
<<if _Virginity is true>>
For a moment you consider what this means. Having sex for the first time as a girl, here with Thompson. But it’s fleeting. Instead, the rising shivers of pleasure consume your attention.<br>
<br>
<</if>>
<<ActionsHeader>>
<<link "Get fucked by Thompson" "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "GetFuckedThompson">><<VirginityLost>><</link>>
<<else>>
You reach up with your hands and tug his boxers down. It’s stumpy.<br>
<br>
“Not gonna suck itself, girl,” Thompson murmurs with impatience. “Open wide.”<br>
<br>
You look up to him, feeling one of your ears flop over into your vision. But you nod, and lean forward, bringing your hand up to play with his meat as it grows erect. It responds to your touch. The mere running of a fingernail underneath it is enough to bring it up to attention.<br>
<br>
You look up to Thompson. He returns your stare, almost challenging you to stop. You take a deep breath and part your plump lips. A moment later you feel hands clasp around your skull and your mouth is stuffed with dick.<br>
<br>
You try not to gag as Thompson roughly facefucks you. There is no assurance to it. No confident authority. Like a weasel trying to find a way through, it slips in and out and around your puckered lips without purpose or conviction.<br>
<br>
<<if $TempNaturalArousal is 1>>
Thankfully, you continue to drift into daydreams. Spit drips down from your lips and runs down your top, circling your nipple. It makes you shiver with excitement.<br>
<<else>>
You stare up, fighting to keep your eyes from glossing over. You feel nothing. Dry and emotionless.<br>
<</if>>
<br>
Then suddenly Thompson is pulling you to your feet. “Get over there,” he barks, casting you towards the vanity table and the mirror. “Pull that costume aside and bend over.”<br>
<br>
“I’m not sure that’s how it works,” you mutter, but you see his nostrils bellow with anger. Instead, you lean over the table, balance perilously on your heels, and reach down to your costume, trying to push the fabric enough to the side to give him what he clearly wants.<br>
<br>
<<if $TempNaturalArousal is 1>>
Your body shudders as you feel the air breeze across your pussy lips. You lean over the table and look back at yourself in the mirror. Large, pouty lips. A bunny ear falling across your forehead. Dressed in a costume and a corset, with your breasts almost hanging out. In spite of your partner, you know you are wet.<br>
<br>
The bracelet feels like it has a spark in it at least. But you need more.<br>
<<else>>
You shiver as you feel the cold air across your pussy lips. You slump forward over the table and rest your elbows to look back at yourself in the mirror. Large, pouty lips. A bunny ear falling across your forehead. Dressed in a costume and a corset, with your breasts almost hanging out. And a face that looks like it’s missing an eye roll.<br>
<br>
The bracelet feels dead. You are going to have to do a lot more to get yourself going enough to power that bracelet.<br>
<</if>>
<br>
Your mind begins to drift again. In the mirror, Thompson moves behind you, putting his arms around your waist and holding you tightly. Dominating you. Your mind begins to run with it.<br>
<br>
<<ActionsHeader>>
<<link "Think of a submissive memory" "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "ThinkSub">><</link>><br>
<<link "Think of a dominant memory" "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "ThinkDom">><</link>>
<</if>>
<<case "ThinkSub">>
Thoughts begin to wander. You try to conjure an image of this scenario that actually turns you on.<br>
<br>
You picture yourself in the same scenario, bent over the table. But the person behind you isn’t Thompson. A faceless hunk in a suit brushes against your ripped uniform. One of their hands holds your wrists together behind your back, pushing your breasts firmly against the vanity table. Their other clasps your hair and forces you to look at yourself in the mirror as their cock pushes into you.<br>
<br>
<<if $PlayerCharacter.female is false>>
<I>Do your fantasies even have you as the girl now?</i><br>
<br>
<</if>>
<<AssertiveCheck>>
<<if _currentAssertive gt 50>>
The daydream should get your heart racing, but for some reason the spark of arousal eludes you. You wince, finding yourself drawn back to reality none the better for your flights of fancy.<br>
<br>
<I>Maybe you’re not into submission.</i><br>
<<else>>
It doesn’t take much to feel the familiar spark of arousal flicker inside your body. Your womb flutters.<br>
<</if>>
<br>
Then with a clunky groan, you feel Thompson push inside you from behind.<br>
<br>
<<Virginity>>
<<if _Virginity is true>>
And you realise that this will forever be the memory of the first time you had sex as a girl. In some respects, Thompson is your virginity.<br>
<br>
<</if>>
<<ActionsHeader>>
<<link "Get fucked by Thompson" "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "GetFuckedThompson">><<VirginityLost>><<AssertiveCheck>><<if _currentAssertive lte 50>><<Assertive -1>><<set $TempNaturalArousal to $TempNaturalArousal + 1>><</if>><</link>>
<<case "ThinkDom">>
Thoughts begin to wander. You try to conjure an image of this scenario that actually turns you on.<br>
<br>
You picture yourself in the same scenario, but in Thompson’s place. A faceless bunny girl is bent over the vanity table. Costume ripped, fishnets torn. She looks back at you through the mirror. One of your hands reaches down and pulls her wrists together behind her back. You lean on her slightly, pressing her breasts against the surface.<br>
<br>
<<if $PlayerCharacter.female is false>>
Reaching down, you pull down your zip. With your other hand, you clasp on to her hair and force her eyes towards the mirror to watch as you let out your trouser snake and press it against her entrance.<br>
<<else>>
Running your other hand over her exposed bum, you give it a firm slap. She looks up in the mirror to meet your eyes. You smile and run a painted nail down her crack, then gingerly press it against her entrance.<br>
<</if>>
<br>
<<AssertiveCheck>>
<<if _currentAssertive lte 50>>
The daydream should get your heart racing, but for some reason the spark of arousal eludes you. You wince, finding yourself drawn back to reality none the better for your flights of fancy.<br>
<br>
<I>Maybe you’re not into dominance.</i><br>
<<else>>
It doesn’t take much to feel the familiar spark of arousal flicker inside your body. Your womb flutters.<br>
<</if>>
<br>
Then with a clunky groan, you feel Thompson push inside you from behind.<br>
<br>
<<Virginity>>
<<if _Virginity is true>>
And you realise that this will forever be the memory of the first time you had sex as a girl. In some respects, Thompson is your virginity.<br>
<br>
<</if>>
<<ActionsHeader>>
<<link "Get fucked by Thompson" "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "GetFuckedThompson">><<VirginityLost>><<AssertiveCheck>><<if _currentAssertive gt 50>><<Assertive 1>><<set $TempNaturalArousal to $TempNaturalArousal + 1>><</if>><</link>>
<<case "GetFuckedThompson">>
<<if $TempSpellArousal is true or $current.avatar is "Charli">>
You moan as you feel Thompson fill you with his girthy prick. You clutch on to the vanity table with your fingers, looking at yourself in the mirror. Thompson’s reflection stares back at you from over your shoulders, smirking with victory. “Yeah. Take it.”<br>
<br>
He begins to thrust back and forth. Rough and merciless, but without rhythm or timing. His cock slams into you, just thick enough so you can feel it pulling back and forth mechanically. His bulbous belly slaps against the top of your bum as he moves. His fat hands dig into the skin at your waist. As he moves, his trousers brush against your calves, still bunched up around his ankles.<br>
<br>
But at least the tingles surging through your body continue. Every time his shaft pushes against your lips, flutterings of nervous energy spread through your nerves, and your womb aches even more.<br>
<br>
You find your eyes drifting to the mirror. Seeing your reflection, plump lips parted, moaning as you rock back and forth over the table. Your bunny ears flopping down over your face, your breasts spilling out of your corset. And the fat, overweight man behind you, gripping your waist as he plunges his fat dick inside your pussy.<br>
<br>
<<if $current.avatar is "Charli">>
“Yes daddy,” you hear yourself say, looking up at Thompson in the mirror. “Fuck me.”<bR>
<Br>
For the first time Thompson catches your eyes in the mirror. A moment of surprise. “What did you say?”<Br>
<Br>
You smile back at him through the reflection as he continues to slap his gut against your butt cheeks. “Give it to me, daddy,” you purr.<br>
<Br>
<I>I feel sick.</i><br>
<<else>>
For a moment you think you see another figure by the bed. Long blonde hair and a blurry face that somehow still seems familiar. You just about hear a giggle.<br>
<br>
And then you’re back in the present, taken again by Thompson’s rough slamming. There is no one by the bed. There’s just your pleasure. The pleasure that in spite of his technique, Thompson is giving you.<br>
<</if>>
<br>
“Oh fuck,” you hear yourself saying. You bite into your puffy lips, focusing on the rising heat inside you. Thompson mutters something, but you ignore it. As he inelegantly continues to plough away, you instead concentrate on the oncoming wave of promise rising up in your body. “Oh fuck, oh fuck, oh fuck.”<br>
<br>
In fact, the only other thing you’re aware of is the burning pulsing around your wrist. The bracelet, getting ready to recharge.<br>
<br>
<<ActionsHeader>>
<<link "Climax" "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "ThompsonClimax">><<Vice 1>><</link>>
<<else>>
<<if $TempNaturalArousal gte 2>>
You moan as you feel Thompson fill you with his girthy prick and clutch on to the vanity table, looking into the mirror. Thompson’s reflection stares back at you from over your shoulders, smirking with victory. “Yeah. Take it.”<br>
<br>
He begins to thrust back and forth. Rough and merciless, but without rhythm or timing. His cock slams into you, just thick enough so you can feel it pulling back and forth mechanically. His bulbous belly slaps against the top of your bum as he moves. His fat hands dig into the skin at your waist. As he moves, his trousers brush against your calves, still bunched up around his ankles.<br>
<br>
But at least your body is responding. Every time his shaft pushes against your lips, flutterings of nervous energy spread through your nerves.<br>
<br>
You find your eyes drifting to the mirror. Seeing your reflection, plump lips parted, moaning as you rock back and forth over the table. Your bunny ears flop down over your face, your breasts are spilling out of your corset. And the fat, overweight man stands behind you, gripping your waist as he plunges his fat dick inside your pussy.<br>
<br>
For a moment you think you see another figure by the bed. Long blonde hair and a blurry face that somehow still seems familiar. You just about hear a giggle.<br>
<br>
And then you’re back in the present, taken again by Thompson’s rough slamming. There is no one by the bed. There’s just your pleasure.<br>
<br>
“Oh fuck,” you hear yourself saying. You bite into your puffy lips, focusing on the rising heat inside you. Thompson mutters something, but you ignore it. As he inelegantly continues to plough away, you instead concentrate on the oncoming wave of promise inside your body. “Oh fuck, oh fuck, oh fuck.”<br>
<br>
In fact, the only other thing you’re aware of is the burning pulsing around your wrist. The bracelet, getting ready to recharge.<br>
<<elseif $TempNaturalArousal is 1>>
You take a short breath as you feel Thompson fill you with his prick and hold on to the vanity table, looking into the mirror. Thompson’s reflection stares back at you from over your shoulders, smirking with victory. “Yeah. Take it.”<br>
<br>
He begins to thrust back and forth. Rough and merciless, but without rhythm or timing. His cock slams into you, just thick enough so you can feel it pulling back and forth mechanically. His bulbous belly slaps against the top of your bum as he moves. His fat hands dig into the skin at your waist. As he moves, his trousers brush against your calves, still bunched up around his ankles.<br>
<br>
But at least your body is starting to respond. When his shaft rubs against your lips, you feel a spark of arousal leap up.<br>
<br>
You find your eyes drifting to the mirror. Seeing your reflection, plump lips parted, taking short breaths as you rock back and forth over the table. Your bunny ears flop down over your face, your breasts are spilling out of your corset. And the fat, overweight man stands behind you, gripping your waist as he plunges his fat dick inside your pussy.<br>
<br>
For a moment you think you see another figure by the bed. Long blonde hair and a blurry face that somehow still seems familiar. You just about hear a giggle.<br>
<br>
And then you’re back in the present, taken again by Thompson’s rough slamming. There is no one by the bed. There’s just the continuing threat that you might actually be enjoying this.<br>
<br>
“There,” you hear yourself saying. You feel your breathing grow quicker and try to focus on any heat rising inside you.<br>
<br>
“You like that?” Thompson grunts as he thrusts. “Bunny likes a dicking?”<br>
<br>
You ignore his words, concentrating on the distant wave of promise inside your body. “Just a little more,” you say.<br>
<br>
You are close. But from the irregularity of Thompson’s grunting, he’s almost done. You don’t know if you’ll get there in time. From the lukewarm glow of the bracelet, neither does it.<br>
<<else>>
You sigh as you feel Thompson push into you and look into the mirror. His reflection stares back at you from over your shoulders, smirking with victory. “Yeah. Take it.”<br>
<br>
He begins to thrust back and forth. Rough and merciless, but without rhythm or timing. His cock slams into you, just thick enough so you can feel it pulling back and forth mechanically. His bulbous belly slaps against the top of your bum as he moves. His fat hands dig into the skin at your waist. As he moves, his trousers brush against your calves, still bunched up around his ankles.<br>
<br>
But your body isn’t responding. When his shaft rubs against your lips, it’s almost painful.<br>
<br>
You find your eyes drifting to the mirror. Seeing your reflection, plump lips parted, taking short breaths as you rock back and forth over the table. Your bunny ears flop down over your face, your breasts are spilling out of your corset. And the fat, overweight man stands behind you, gripping your waist as he plunges his dick inside your pussy.<br>
<br>
For a moment you think you see another figure by the bed. Long blonde hair and a blurry face that somehow still seems familiar. You just about hear a sigh.<br>
<br>
And then you’re back in the present, taken again by Thompson’s rough slamming. There is no one by the bed. There’s just the growing pain.<br>
<br>
“Dry as a nun on a Sunday,” Thompson mutters. “What’s the matter with you?”<br>
<br>
You ignore his words, trying instead to conjure some sort of arousal. But there’s nothing there. From the irregularity of Thompson’s grunting, he’s almost done. Yet the bracelet is inert and cold. You are doubtful you are going to give it anything from this.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Try to climax" "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "TryClimax">><<ThompsonNatArousalClimax>><<set $TempThompsonClimax to _ThompsonNatArousalClimax>><<if _ThompsonNatArousalClimax is true>><<Vice 1>><</if>><</link>>
<</if>>
<<case "ThompsonClimax">>
<<if $current.avatar is "Charli">>
“Fill me up, daddy!” you cry, digging your nails into the table as your legs buckle. The gasps of air come short and fast. The surge of endorphins rolls in towards you. “Fuck that filthy hole!”<br>
<<else>>
“Fuck!” you repeat again, digging your nails into the table as your legs threaten to buckle. The gasps of air come short and fast. The surge of endorphins rolls in towards you. “Fuuuuuuck!”<br>
<</if>>
<br>
You feel Thompson’s hands hold on to you as your knees give way. You become a lifeless doll in his hands, consumed with the pleasure from your climax. And the bracelet burns on your wrist.<br>
<br>
<<BraceletChargeProse>>
You become just aware enough to hear Thompson muttering something. Moments later, you feel him grip tighter around your waist. You think you know what’s coming.<br>
<br>
<I>And right inside you, too.</i><br>
<br>
<<CompulsionCheck "BabyFever">>
<<if _CompulsionCheck is true or $current.avatar is "Charli">>
You feel a renewed surge from your womb. You can’t tell if it’s another wave from your climax, or the anticipation of being filled. After all, that’s where babies come from.<br>
<br>
<</if>>
Thompson’s belly slams into your back and he groans, pinning you down against the vanity table as he climaxes. You feel his seed shoot up within your womb. Once. Twice. A third time.<br>
<br>
And then his gut presses against you, holding you in place between him and the table surface. You hear his hoarse gasp close to your ear.<br>
<br>
You strain your neck to look forward. There, in the mirror, is the hulk of Thompson, pressing down on the back of a much smaller and younger girl, her face flushed, her head dishevelled. Her pouty large lips parted as she softly pants.<br>
<br>
And that girl is you.<br>
<br>
For a moment, you meet your own eyes in the reflection. You watch yourself smiling. The warmth and comfort of release seems to calm you. Thompson may not be the ideal choice of a partner, but as you continue to feel the tingles and butterflies bouncing inside your body, you can’t help but smile. This wasn’t so bad, after all.<br>
<br>
Then something moves just behind Thompson’s reflection. You try to see it, but it’s out of sight. A giggle without an origin bounces around in your mind.<br>
<br>
<span class="pink"><i>Warmer still.</i></span><br>
<br>
Thompson stirs on top of you. He pushes himself up and you feel his prick plop out from within you. Cum begins to trickle down your fishnets.<br>
<br>
<<if $current.avatar is "Charli">>
“You made a mess of me, daddy,” you giggle. And this time, you are neither surprised, nor have any inkling to stop it.<br>
<br>
He looks at you as he pulls his trousers back up, grinning. “Where have you been all my life, girl? We’re going to have a lot of fun together.”<br>
<br>
“I hope so,” you purr, staring back at him through the mirror.<Br>
<Br>
You get a final nod as he moves over to the door. This time you don’t hear the lock click when it shuts. You briefly look around the room to make sure you are alone. You only hear a light titter. It must be from the room next door. Right?<br>
<br>
<<ActionsHeader>>
<<link "Clean up and go downstairs" "AceOfHeartsLobby">><<SetNPCLocation "Thompson" $dayCurrent $periodCurrent "Void">><<CashFlow 1>><<Orientation 1>><<AddFirst "BoudoirThompson">><<set $TempSpellArousal to undefined>><<set $TempNaturalArousal to undefined>><<set $AceOfHeartsBoudoirScene to undefined>><<SetFlag "PermCharliWithThompson">><</link>>
<<elseif $current.avatar is "Jennifer">>
<<CheckPersonalityState "Jennifer">><<GetPCState "job">><<GetNPCState "Jennifer" "SplitUp">><<WorkPerformanceCheck>>
<<if $PlayerCharacter.female is true>>
He turns away as he pulls his trousers back up, not meeting your eyes. Only when he’s finished does he look back at you through the mirror, a leer and dark smile on his face. “If you liked that, I’ll give it to you again another night, girl.”<br>
<<elseif _SplitUp is true>>
<<if _job is "Secretary">>
He turns away as he pulls his trousers back up, not meeting your eyes. Only when he’s finished does he look back at you through the mirror, a leer and dark smile on his face. “Better than your sissy ex, I bet.”<br>
<<elseif _job is "Fired">>
He turns away as he pulls his trousers back up, not meeting your eyes. Only when he’s finished does he look back at you through the mirror, a leer and dark smile on his face. “Better than your layabout ex, I bet.”<br>
<<elseif _WorkPerformanceCheck gt 70>>
He turns away as he pulls his trousers back up, not meeting your eyes. Only when he’s finished does he look back at you through the mirror, a leer and dark smile on his face. “Phillips is too nice to know what to do with a Hearts girl.”<br>
<<else>>
He turns away as he pulls his trousers back up, not meeting your eyes. Only when he’s finished does he look back at you through the mirror, a leer and dark smile on his face. “If you liked that, I’ll give it to you again another night, girl.”<br>
<</if>>
<<else>>
<<if _job is "Secretary">>
He turns away as he pulls his trousers back up, not meeting your eyes. Only when he’s finished does he look back at you through the mirror, a leer and dark smile on his face. “Say hi to your sissy boyfriend from me. Give him a kiss with those lips when you get home.”<br>
<<elseif _job is "Fired">>
He turns away as he pulls his trousers back up, not meeting your eyes. Only when he’s finished does he look back at you through the mirror, a leer and dark smile on his face. “Say hi to your layabout boyfriend from me. Give him a kiss with those lips when you get home.”<br>
<<elseif _WorkPerformanceCheck gt 70>>
He turns away as he pulls his trousers back up, not meeting your eyes. Only when he’s finished does he look back at you through the mirror, a leer and dark smile on his face. “Good work. I won’t let Phillips know what sort of girl he’s dating.”<br>
<<else>>
He turns away as he pulls his trousers back up, not meeting your eyes. Only when he’s finished does he look back at you through the mirror, a leer and dark smile on his face. “If you liked that, I’ll give it to you again another night, girl.”<br>
<</if>>
<</if>>
<Br>
You get a nod as he moves over to the door. This time you don’t hear the lock click when it shuts. You briefly look around the room to make sure you are alone. You only hear a light titter. It must be from the room next door. Right?<br>
<br>
<<ActionsHeader>>
<<link "Clean up and go downstairs" "AceOfHeartsLobby">><<SetNPCLocation "Thompson" $dayCurrent $periodCurrent "Void">><<CashFlow 1>><<Orientation 1>><<AddFirst "BoudoirThompson">><<set $TempSpellArousal to undefined>><<set $TempNaturalArousal to undefined>><<set $AceOfHeartsBoudoirScene to undefined>><</link>>
<<elseif $current.avatar is "Annie">>
He turns away as he pulls his trousers back up, not meeting your eyes. Only when he's finished does he look back at you through the mirror, a leer and dark smile on his face. "See you at the hotel, Clancy. Usual room. And don't you forget the Tuesday evenings too."<Br>
<br>
You get a nod as he moves over to the door. This time you don’t hear the lock click when it shuts. You briefly look around the room to make sure you are alone. You only hear a light titter. It must be from the room next door. Right?<br>
<br>
<<ActionsHeader>>
<<link "Clean up and go downstairs" "AceOfHeartsLobby">><<SetNPCLocation "Thompson" $dayCurrent $periodCurrent "Void">><<CashFlow 1>><<Orientation 1>><<AddFirst "BoudoirThompson">><<set $TempSpellArousal to undefined>><<set $TempNaturalArousal to undefined>><<set $AceOfHeartsBoudoirScene to undefined>><</link>>
<<else>>
He turns away as he pulls his trousers back up, not meeting your eyes. Only when he’s finished does he look back at you through the mirror, a leer and dark smile on his face. “If you liked that, I’ll give it to you again another night, girl.”<br>
<br>
You get a nod as he moves over to the door. This time you don’t hear the lock click when it shuts. You briefly look around the room to make sure you are alone. You only hear a light titter. It must be from the room next door. Right?<br>
<br>
<<ActionsHeader>>
<<link "Clean up and go downstairs" "AceOfHeartsLobby">><<SetNPCLocation "Thompson" $dayCurrent $periodCurrent "Void">><<CashFlow 1>><<Orientation 1>><<AddFirst "BoudoirThompson">><<set $TempSpellArousal to undefined>><<set $TempNaturalArousal to undefined>><<set $AceOfHeartsBoudoirScene to undefined>><</link>>
<</if>>
<<case "TryClimax">>
<<if $TempThompsonClimax is true>>
“Yes!” you stammer, gripping the table as your legs threaten to buckle. The gasps of air come short and fast. The surge of endorphins rolls in towards you and the bracelet burns on your wrist.<br>
<br>
<<BraceletChargeProse>>
You become just aware enough to hear Thompson muttering something. Moments later, you feel him grip tighter around your waist. You think you know what’s coming.<br>
<br>
<I>And right inside you, too.</i><br>
<br>
<<CompulsionCheck "BabyFever">>
<<if _CompulsionCheck is true or $current.avatar is "Charli">>
You feel a renewed surge from your womb. You can’t tell if it’s another wave from your climax, or the anticipation of being filled. After all, that’s where babies come from.<br>
<br>
<</if>>
Thompson’s belly slams into your back and he groans, pinning you down against the vanity table as he climaxes. You feel his seed shoot up within your womb. Once. Twice. A third time.<br>
<br>
And then his gut presses against you, holding you in place between him and the table surface. You hear his hoarse gasp close to your ear.<br>
<br>
You strain your neck to look forward. There, in the mirror, is the hulk of Thompson, pressing down on the back of a much smaller and younger girl, her face flushed, her head dishevelled. Her pouty large lips parted as she softly pants.<br>
<br>
And that girl is you.<br>
<br>
For a moment, you meet your own eyes in the reflection. You watch yourself smiling in spite of the man on top of you. More to the point, the bracelet is satisfied. Thompson may not be the ideal choice of a partner, but you found a way to get there. In the end.<br>
<br>
Then something moves just behind Thompson’s reflection. You try to see it, but it’s out of sight. A giggle without an origin bounces around in your mind.<br>
<br>
<span class="pink"><i>Warmer still.</i></span><br>
<br>
Thompson stirs on top of you. He pushes himself up and you feel his prick plop out from within you. Cum begins to trickle down your fishnets.<br>
<br>
<<if $current.avatar is "Jennifer">>
<<CheckPersonalityState "Jennifer">><<GetPCState "job">><<GetNPCState "Jennifer" "SplitUp">><<WorkPerformanceCheck>>
<<if $PlayerCharacter.female is true>>
He turns away as he pulls his trousers back up, not meeting your eyes. Only when he’s finished does he look back at you through the mirror, a leer and dark smile on his face. “If you liked that, I’ll give it to you again another night, girl.”<br>
<<elseif _SplitUp is true>>
<<if _job is "Secretary">>
He turns away as he pulls his trousers back up, not meeting your eyes. Only when he’s finished does he look back at you through the mirror, a leer and dark smile on his face. “Better than your sissy ex, I bet.”<br>
<<elseif _job is "Fired">>
He turns away as he pulls his trousers back up, not meeting your eyes. Only when he’s finished does he look back at you through the mirror, a leer and dark smile on his face. “Better than your layabout ex, I bet.”<br>
<<elseif _WorkPerformanceCheck gt 70>>
He turns away as he pulls his trousers back up, not meeting your eyes. Only when he’s finished does he look back at you through the mirror, a leer and dark smile on his face. “Phillips is too nice to know what to do with a Hearts girl.”<br>
<<else>>
He turns away as he pulls his trousers back up, not meeting your eyes. Only when he’s finished does he look back at you through the mirror, a leer and dark smile on his face. “If you liked that, I’ll give it to you again another night, girl.”<br>
<</if>>
<<else>>
<<if _job is "Secretary">>
He turns away as he pulls his trousers back up, not meeting your eyes. Only when he’s finished does he look back at you through the mirror, a leer and dark smile on his face. “Say hi to your sissy boyfriend from me. Give him a kiss with those lips when you get home.”<br>
<<elseif _job is "Fired">>
He turns away as he pulls his trousers back up, not meeting your eyes. Only when he’s finished does he look back at you through the mirror, a leer and dark smile on his face. “Say hi to your layabout boyfriend from me. Give him a kiss with those lips when you get home.”<br>
<<elseif _WorkPerformanceCheck gt 70>>
He turns away as he pulls his trousers back up, not meeting your eyes. Only when he’s finished does he look back at you through the mirror, a leer and dark smile on his face. “Good work. I won’t let Phillips know what sort of girl he’s dating.”<br>
<<else>>
He turns away as he pulls his trousers back up, not meeting your eyes. Only when he’s finished does he look back at you through the mirror, a leer and dark smile on his face. “If you liked that, I’ll give it to you again another night, girl.”<br>
<</if>>
<</if>>
<<elseif $current.avatar is "Annie">>
He turns away as he pulls his trousers back up, not meeting your eyes. Only when he's finished does he look back at you through the mirror, a leer and dark smile on his face. "See you at the hotel, Clancy. Usual room. And don't you forget the Tuesday evenings too."<Br>
<<else>>
He turns away as he pulls his trousers back up, not meeting your eyes. Only when he’s finished does he look back at you through the mirror, a leer and dark smile on his face. “If you liked that, I’ll give it to you again another night, girl.”<br>
<</if>>
<br>
You get a nod as he moves over to the door. This time you don’t hear the lock click when it shuts. You briefly look around the room to make sure you are alone. You only hear a light titter. It must be from the room next door. Right?<br>
<br>
<<ActionsHeader>>
<<link "Leave the room and go downstairs" "AceOfHeartsLobby">><<SetNPCLocation "Thompson" $dayCurrent $periodCurrent "Void">><<CashFlow 1>><<AddFirst "BoudoirThompson">><<set $TempSpellArousal to undefined>><<set $TempNaturalArousal to undefined>><<set $TempThompsonClimax to undefined>><<set $AceOfHeartsBoudoirScene to undefined>><</link>>
<<else>>
You try to force yourself to the edge, but as soon as you do any sense of arousal is replaced by cold rationality and logic. Your body is unresponsive and dead. Instead, the sloppy sounds of Thompson’s balls slapping against your bum seem to occupy you.<br>
<br>
“Dead weight,” Thompson mutters. “No good for a whore.”<br>
<br>
The last word rolls into a grunt. Moments later, you feel him grip tighter around your waist. You think you know what’s coming.<br>
<br>
<I>And right inside you, too.</i><br>
<br>
<<CompulsionCheck "BabyFever">>
<<if _CompulsionCheck is true or $current.avatar is "Charli">>
You feel a slight flutter in your womb. But it’s not a climax. Rather, it’s the anticipation of being filled. After all, that’s where babies come from.<br>
<br>
<</if>>
Thompson’s belly slams into your back and he groans, pinning you down against the vanity table as he climaxes. You feel his seed shoot up within your womb. Once. Twice. A third time.<br>
<br>
And then his gut presses against you, holding you in place between him and the table surface. You hear his hoarse gasp close to your ear.<br>
<br>
You strain your neck to look forward. There, in the mirror, is the hulk of Thompson, pressing down on the back of a much smaller and younger girl, her face flushed, her head dishevelled. Her pouty large lips closed and still.<br>
<br>
Then something moves just behind Thompson’s reflection. You try to see it, but it’s out of sight. A giggle without an origin bounces around in your mind.<br>
<br>
<span class="pink"><i>Growing colder.</i></span><br>
<br>
Thompson stirs on top of you. He pushes himself up and you feel his prick plop out from within you. Cum begins to trickle down your fishnets.<br>
<br>
<<if $current.avatar is "Annie">>
He turns away as he pulls his trousers back up, not meeting your eyes. Only when he's finished does he look back at you through the mirror, scowling. "Dead weight in here too. We'll work on that at lunchtime, girl. Until you're more appreciative of me."<br>
<<else>>
He turns away as he pulls his trousers back up, not meeting your eyes. Only when he’s finished does he look back at you through the mirror, scowling. “Be talking to your boss about you. Not paying to fuck a dead fish, here.”<br>
<</if>>
<br>
Thompson moves over to the door. This time you don’t hear the lock click when it shuts. You briefly look around the room to make sure you are alone. You only hear a light titter. It must be from the room next door. Right?<br>
<br>
<<ActionsHeader>>
<<link "Leave the room and go downstairs" "AceOfHeartsLobby">><<SetNPCLocation "Thompson" $dayCurrent $periodCurrent "Void">><<AddFirst "BoudoirThompson">><<set $TempSpellArousal to undefined>><<set $TempNaturalArousal to undefined>><<set $TempThompsonClimax to undefined>><<set $AceOfHeartsBoudoirScene to undefined>><</link>>
<</if>>
<<case "JenListenTerry">>
<<CheckPersonalityState "Terry">>
<<if _PersonalityState is "Hardened">>
Terry steps inside and pushes the door shut with the flat of his hand. The lock clicks. He does not look at the bed.<br>
<br>
He crosses the room and stops in front of you, close enough that you have to tilt your head back to hold his gaze. His eyes travel over the uniform without hurry. The blouse. The badge. Your unhidden hair. There is nothing in his face at all.<br>
<br>
“You know what this room is for,” he says quietly. “What girls who are brought up here are here to do?”<br>
<br>
He reaches out and clutches your chin, holding your gaze with his by his touch. His smile is one of pity. “But if I wanted that, I could have any girl on that floor for the price of a bottle. I required you. I still think there is a difference.”<br>
<br>
He turns away from you and moves to the vanity, watching you in the mirror rather than directly. The glass multiplies him, cold in the crimson light. You wait, your pulse loud in the silence.<br>
<br>
“You told me the harlot was the real thing,” he addresses you in the mirror. “I have watched you sell it on the stage often enough since. But I built a business on knowing the girls in that uniform. The smiling faces of the high street. I find I would like to know exactly how much of a fool I have been.”<br>
<br>
He steps back from the mirror and folds his arms. “The role I am looking for has evolved, Jenna. Your fall from grace, in its own way, has inspired me. It’s a demanding part. And perhaps I am holding on to hope when it’s not there. But I still think you might be up to the task.”<br>
<br>
“You brought me up here to perform?” you say, narrowing your eyes.<br>
<br>
“Not just perform,” Terry corrects. “Embody. Hear my proposal, Jenna. It’s the part you were born to play.” There’s a shrug. “Or, more to the point. The parts. Plural.”<br>
<<else>>
Terry steps inside and closes the door behind him with unusual care. Once the lock fastens, he stares back at you with intensity. His eyes wander over your body. His face is free from a smile.<br>
<br>
He approaches slowly. One step in front of the other, coming to a halt in front of you. Looking down as you look up from your seat on the edge of the bed. “Jenna,” he whispers.<br>
<br>
When you open your mouth he raises a single finger, pressing it to your lips. “Don’t. Not yet. Let me look a moment longer.”<br>
<br>
The crimson light catches the wet in his eyes. You sit very still, under his gaze, and the silence stretches until you can hear your own heartbeat. His finger lingers on your lips.<br>
<br>
“You have no idea how long I’ve been waiting,” Terry murmurs. “How many substitutes I’ve settled for.”<br>
<br>
“Waited for what?” you say, garbled as your lips still press against his finger.<br>
<br>
Terry cracks a grin. “Why seeing you perform, of course!”<br>
<br>
He removes his finger from your lip and spins around, bounding over the room and throwing himself on the vanity chair. He looks back at you, spreading his arms casually on the table, and grins. Your mouth drops.<br>
<br>
“All this time, I thought I’d have to find someone to capture your essence. The quiet tragedy of the woman trapped behind the perfume counter. Capable of more, but damned by the town she serves. Resilience meets futility.” He squeezes his eyes shut momentarily, imagining the scene. “Drama, in its purest form.”<br>
<br>
Looking at you once more, he leans forward and grins. “But after seeing you perform. The way you prepared for the role. Physically, mentally…” he waves his hand towards your face and over your body. “Sensually.” He shakes his head as he observes you. “The role has evolved, Jenna. I want to see if you are up to the task.”<br>
<br>
“You brought me up here to perform?” you say, narrowing your eyes.<br>
<br>
“Not just perform,” Terry corrects. “Embody. Hear my proposal, Jenna. It’s the part you were born to play.” There’s a grin. “Or, more to the point. The parts. Plural.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Listen to Terry’s proposal" "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenProposal">><</link>>
<<case "JenProposal">>
<<CheckPersonalityState "Terry">>
<<if _PersonalityState is "Hardened">>
You stare back, still sitting on the edge of the bed, as Terry lowers himself into the vanity chair. No flourish. No performance. He crosses his legs and studies you, like a man reviewing stock.<br>
<br>
“Two Jennas,” he says flatly. “The harlot of the Ace of Hearts. And the shop girl of the high street.” He tilts his head towards the mirror, and your reflection looks back at you. “One of them I have now seen with my own eyes. The other I believed in for years, and you told me to my face that she never existed.”<br>
<br>
He lets that settle.<br>
<br>
“So here is the part. Both of them. Tonight. The creature first, since you tell me she comes naturally.” His voice stays level, but his knuckles are pale where his hands grip the arms of the chair. “And then the girl. The one I was foolish enough to build a business around. Show me her, exactly as she was. Knowing what I now know.”<br>
<br>
You realise what is different about him tonight. There is no notepad. He has not written a word since he entered the room.<br>
<br>
“Convince me that one of you is true, and perhaps we will speak of what comes after. Fail…” He gives the smallest shrug. “Then at least I will finally know what I have been paying for.”<br>
<br>
A speaker in the room crackles and piano music begins to play. Frantic, dark and chaotic.<br>
<br>
“Show me,” Terry mutters. “Dance. And perform.”<br>
<<if $PlayerCharacter.female is true>>
<br>
As he stares back at you, there is movement behind him. In the mirror. A ribbon of blonde against the crimson, there and gone. And a feminine titter that Terry does not seem to hear.<br>
<</if>>
<<else>>
You stare back, still sitting on the edge of the bed, as Terry leaps to his feet once more.<br>
<br>
“Two Jennas!” Terry bellows. “The wholesome shop assistant and the seductive Hearts courtesan.” He thrusts out his arm towards the mirror and you see your reflection looking back at you. “The double. The id and the superego. Der Doppelgänger!”<br>
<br>
“What?” you stammer. It’s about all you can say.<br>
<br>
He races forward, dropping on his knees in front of you. He clutches your hands together in his, staring up into your eyes. “Picture it, Jenna. Your audience, divided. Some enticed by the harlot. The others cheering for the shop girl to carry on. But in this life, on this stage, whoever they pick, whatever they want you to be, it doesn’t matter. All their applause will be directed at you.”<br>
<br>
He stands, strolling over to the window, looking out to the night sky. “The mask and the girl beneath. Separate, but the same. They’ll finally see it.”<br>
<br>
You watch Terry move from the window to the vanity chair, crossing his legs, taking out his notepad and regarding you now with contained interest. His boyish enthusiasm tempered. A speaker in the room crackles and piano music begins to play. This time, it’s frantic, dark and chaotic.<br>
<br>
“Show me,” Terry mutters. “Dance. And perform.”<br>
<<if $PlayerCharacter.female is true>>
<br>
As he stares back at you, there is movement behind him. In the mirror. The contrast of blonde hair against the red decoration. And a feminine titter. Terry, however, doesn’t react. He stares back at you in anticipation.<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Begin the performance" "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenPerformance">><</link>>
<<case "JenPerformance">>
<<set $TempFlirtPass to undefined>><<set $TempInnocentPass to undefined>>
<<CheckPersonalityState "Terry">>
You rise and step into the middle of the floor. Terry watches from the chair. Somewhere behind the walls the piano gathers pace, and other instruments arrive that have no business coming from a single speaker. Strings. A low woodwind. Something older.<br>
<br>
You recognise pieces of it the way you might recognise a face in a crowd. Swan Lake, but wrong. Danse Macabre, but sweeter. The two melodies circle one another like partners who do not trust each other.<br>
<br>
And there is something else inside it. The air fizzes against your bare arms. No sparkle. No yellow-amber colour. Nothing you could point to, but when you move the music seems to meet you halfway. Your feet find positions you have never learned. Your arms already know where the next phrase wants them. This is ballet. You cannot dance ballet, but you are dancing it anyway.<br>
<br>
<<if _PersonalityState is "Hardened">>
“First, the real you,” Terry says. His voice cuts flat across the music. “The seductress. The harlot. Show me.”<br>
<br>
You dance. In spite of whatever extra help the music is giving, you find it challenging. You throw your hips into the movements, snap your gaze over your shoulder, let the music pull your body through pivots and extensions. But as you catch Terry’s expressionless face, you feel distant from him. The demands of the movement limit your ability to naturally conjure what you’ve sold him before. The feminine charm. The performance on stage. Gritting your teeth as you smile, you realise you’re going to have to dig deeper.<br>
<<if $PlayerCharacter.female is true>>
<br>
<<Flag "ShadowCaitlinEncountered">>
<<if _FlagReturn is false>>
Something moves in the mirror again. When you look, a woman stands just behind Terry, blurred at the edges as though the mirror cannot quite bring her into focus. Her face resembles yours, but enhanced. More assured. More carefully presented. Her long, blonde hair falls around her in immaculate waves.<br>
<<else>>
Something moves in the mirror again. When you look, you see the blurred image of something that could be you, through a lens in need of cleaning. She stands behind Terry and giggles.<br>
<</if>>
<br>
<span class="pink"><i>I can help you, y’know. Just let go a little. Live it.</i></span><br>
<br>
You feel a presence at the edge of your mind. Different to the others. But instead of aggression and scorn, this is sickly sweet. It pushes against your sense of self, reaching for the reins to your body.<br>
<br>
<span class="pink"><i>Relax. I know what he wants.</i></span><br>
<</if>>
<br>
<<ActionsHeader>>
<<if $PlayerCharacter.female is true>>
<<link "Give in to the voice" "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenGiveInFlirt">><<Feminity 1>><<Vice 1>><<SetFlag "ShadowCaitlinEncountered">><</link>><br>
<</if>>
<<StatCheckGreedy "gt" 55>>
<<set _StatGreedyProbability to _StatGreedyProbability + " Try to convey covetousness">>
<<if _StatCheckGreedy is true>><<link _StatGreedyProbability "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenCovetPass">><<Vice 1>><<if $PlayerCharacter.female is true>><<SetFlag "ShadowCaitlinEncountered">><</if>><</link>><br>
<<else>><<link _StatGreedyProbability "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenCovetFail">><<Greedy 1>><<if $PlayerCharacter.female is true>><<SetFlag "ShadowCaitlinEncountered">><</if>><</link>><br><</if>>
<<StatCheckOrientation "gt" 55 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to convey allure">>
<<if _StatCheckOrientation is true>><<link _StatOrientationProbability "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenAllurePass">><<Vice 1>><<if $PlayerCharacter.female is true>><<SetFlag "ShadowCaitlinEncountered">><</if>><</link>>
<<else>><<link _StatOrientationProbability "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenAllureFail">><<Orientation 1>><<if $PlayerCharacter.female is true>><<SetFlag "ShadowCaitlinEncountered">><</if>><</link>><</if>>
<<else>>
“First, the real you,” Terry says, leaning forward in his chair. “The innocent. The ingenue. Show me.”<br>
<br>
You dance. In spite of whatever extra help the music is giving, you find it challenging. You throw your hips into the movements, snap your gaze over your shoulder, let the music pull your body through pivots and extensions. But as you catch Terry’s encouraging face, you feel distant from him. The demands of the movement limit your ability to naturally conjure what you’ve sold him before. The coy smile. The performance on stage. Gritting your teeth as you smile, you realise you’re going to have to dig deeper.<br>
<<if $PlayerCharacter.female is true>>
<br>
<<Flag "ShadowCaitlinEncountered">>
<<if _FlagReturn is false>>
Something moves in the mirror again. When you look, a woman stands just behind Terry, blurred at the edges as though the mirror cannot quite bring her into focus. Her face resembles yours, but enhanced. More assured. More carefully presented. Her long, blonde hair falls around her in immaculate waves.<br>
<<else>>
Something moves in the mirror again. When you look, you see the blurred image of something that could be you, through a lens in need of cleaning. She stands behind Terry and giggles.<br>
<</if>>
<br>
<span class="pink"><i>I can help you, y’know. Just let go a little. Live it.</i></span><br>
<br>
You feel a presence at the edge of your mind. Different to the others. But instead of aggression and scorn, this is sickly sweet. It pushes against your sense of self, reaching for the reins to your body.<br>
<br>
<span class="pink"><i>Relax. I know what he wants.</i></span><br>
<</if>>
<br>
<<ActionsHeader>>
<<if $PlayerCharacter.female is true>>
<<link "Give in to the voice" "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenGiveInInnocent">><<Feminity 1>><<Vice 1>><<SetFlag "ShadowCaitlinEncountered">><</link>><br>
<</if>>
<<StatCheckGreedy "lt" 45>>
<<set _StatGreedyProbability to _StatGreedyProbability + " Try to convey selflessness">>
<<if _StatCheckGreedy is true>><<link _StatGreedyProbability "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenSelflessPass">><<Vice 1>><<if $PlayerCharacter.female is true>><<SetFlag "ShadowCaitlinEncountered">><</if>><</link>><br>
<<else>><<link _StatGreedyProbability "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenSelflessFail">><<Greedy -1>><<if $PlayerCharacter.female is true>><<SetFlag "ShadowCaitlinEncountered">><</if>><</link>><br><</if>>
<<StatCheckAssertive "lt" 45>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to convey subservience">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenSubservePass">><<Vice 1>><<if $PlayerCharacter.female is true>><<SetFlag "ShadowCaitlinEncountered">><</if>><</link>>
<<else>><<link _StatAssertiveProbability "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenSubserveFail">><<Assertive -1>><<if $PlayerCharacter.female is true>><<SetFlag "ShadowCaitlinEncountered">><</if>><</link>><</if>>
<</if>>
<<case "JenSelflessPass">>
You reach past the choreography for something that has nothing to do with dancing.<br>
<br>
You stop performing for him. That is the trick of it, you realise. You let the routine become about anyone but yourself. Your body is offered by your movements, not displayed. Your weight yields to the music instead of riding it. As you move, you conjure the image of working the counter, wrapping a customer’s gift with care, handing it over with a smile, expecting not even a little gratitude in return.<br>
<br>
The music turns gentle around you, the melodic half rising over the dark undercurrent. For a few bars you are not selling anything at all. You smile back at Terry, a smile of innocence and youth.<br>
<br>
But reality cannot stay hidden from your thoughts for long. In spite of the authenticity you inject into your performance, you feel the room’s tawdry nature eat away at your edges. Reminding you of what type of place this is, and what role you play here. A wholesome thing, put on display in a place where wholesome things are bought.<br>
<br>
Warmth blooms at your wrist all the same.<br>
<br>
<<BraceletChargeProse>>
<<CheckPersonalityState "Terry">>
<<if _PersonalityState is "Hardened">>
Terry watches without moving. When your arms finally settle, he raises one hand. “Stop.”<br>
<br>
You stop, chest heaving. His face gives you nothing, but he has not looked away once and there is something in his stillness that was not there when the music began.<br>
<br>
<<ActionsHeader>>
<<link "Wait for Terry’s verdict" "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenVerdict">><<set $TempInnocentPass to true>><</link>>
<<else>>
Terry is on the edge of his chair, hands pressed together against his lips as though in prayer. “Yes,” he breathes. “There she is. There she is. Now the mask, Jenna,” he calls softly. “Show me the other one.”<br>
<<if $PlayerCharacter.female is true>>
<br>
The presence brushes the edge of your mind again, lingering like perfume.<br>
<br>
<span class="pink"><i>Trickier, this next bit. My offer still stands though!</i></span><br>
<</if>>
<br>
<<ActionsHeader>>
<<if $PlayerCharacter.female is true>>
<<link "Give in to the voice" "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenGiveInFlirt">><<Feminity 1>><<Vice 1>><<set $TempInnocentPass to true>><</link>><br>
<</if>>
<<StatCheckGreedy "gt" 55>>
<<set _StatGreedyProbability to _StatGreedyProbability + " Try to convey covetousness">>
<<if _StatCheckGreedy is true>><<link _StatGreedyProbability "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenCovetPass">><<Vice 1>><<set $TempInnocentPass to true>><</link>><br>
<<else>><<link _StatGreedyProbability "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenCovetFail">><<Greedy 1>><<set $TempInnocentPass to true>><</link>><br><</if>>
<<StatCheckOrientation "gt" 55 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to convey allure">>
<<if _StatCheckOrientation is true>><<link _StatOrientationProbability "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenAllurePass">><<Vice 1>><<set $TempInnocentPass to true>><</link>>
<<else>><<link _StatOrientationProbability "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenAllureFail">><<Orientation 1>><<set $TempInnocentPass to true>><</link>><</if>>
<</if>>
<<case "JenSelflessFail">>
You reach past the choreography for something that has nothing to do with dancing.<br>
<br>
You stop performing for him. That is the trick of it, you realise. Or it should be. You try to let the routine become about anyone but yourself. You conjure the image of working the counter, wrapping a customer’s gift with care, handing it over with a smile and expecting nothing in return.<br>
<br>
But the trick will not hold. Your eyes keep sliding back to Terry, checking whether it is landing. Each gesture arrives wanting something from him. A nod. A tip. A verdict. You can’t let yourself be the centre of attention in this private performance between you and him.<br>
<br>
The gentle half of the music reaches for you, and you cannot quite embrace it. The dark undercurrent speaks to you and you find yourself responding to its jagged strings. What was meant to be a girl wrapping a gift becomes a girl presenting a bill. A transaction. Clinical and cold.<br>
<br>
Just like you feel right now, for your performance. And around your wrist it is cold too. The bracelet lies quiet, unfed.<br>
<br>
<<CheckPersonalityState "Terry">>
<<if _PersonalityState is "Hardened">>
“Enough.” Terry does not raise his hand this time. He looks away to the mirror, ignoring you.<br>
<br>
The music thins. You stand in the middle of the floor, breathing hard, feeling the performance die around you.<br>
<br>
<<ActionsHeader>>
<<link "Wait for Terry’s verdict" "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenVerdict">><</link>>
<<else>>
Terry’s hands lower from his lips. He tries to keep his expression light, but you watch some of it go out.<br>
<br>
“No matter,” he says, half to himself. “The counter girl is shy tonight. She has an audience she never asked for.” He winds his hand through the air, urging the music onward. “The mask, then, Jenna. Show me the other one.”<br>
<<if $PlayerCharacter.female is true>>
<br>
The presence at the edge of your mind stirs, sweet and unhurried.<br>
<br>
<span class="pink"><i>Harder than it looks, isn’t it? I can still help though.</i></span><br>
<</if>>
<br>
<<ActionsHeader>>
<<if $PlayerCharacter.female is true>>
<<link "Give in to the voice" "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenGiveInFlirt">><<Feminity 1>><<Vice 1>><</link>><br>
<</if>>
<<StatCheckGreedy "gt" 55>>
<<set _StatGreedyProbability to _StatGreedyProbability + " Try to convey covetousness">>
<<if _StatCheckGreedy is true>><<link _StatGreedyProbability "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenCovetPass">><<Vice 1>><</link>><br>
<<else>><<link _StatGreedyProbability "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenCovetFail">><<Greedy 1>><</link>><br><</if>>
<<StatCheckOrientation "gt" 55 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to convey allure">>
<<if _StatCheckOrientation is true>><<link _StatOrientationProbability "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenAllurePass">><<Vice 1>><</link>>
<<else>><<link _StatOrientationProbability "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenAllureFail">><<Orientation 1>><</link>><</if>>
<</if>>
<<case "JenSubservePass">>
You reach past the choreography for something that has nothing to do with dancing. Something comes to mind. Just let go. Stop deciding.<br>
<br>
That is the trick of it here. Every step so far, you have chosen. Now you wait to be told. By the music. By your body. Even by Terry, if he chooses to.<br>
<br>
When you make eye contact next, he sees the change almost at once. His hand lifts from the arm of the chair and begins to conduct. A finger tilts, and you tilt your head with it. His palm turns over, and you slow. He draws a small circle in the air, and you turn on the spot, obedient as a music box.<br>
<br>
It costs you nothing. That is the strange part. Each instruction lands and your body answers. With each choice taken from you, the dance grows easier. You find yourself flushed with relief. Not just at your performance, but being freed from the burden of decision.<br>
<br>
The dance turns quickly into pure submission. Performed by a girl who does exactly what she is asked, the moment she is asked. Innocence through deference.<br>
<br>
But as you spin, you catch sight of the bed and the locked door. And are reminded of where you are. People pay for that level of innocence in a place like this. And it comes with expectations that you now feel too meek to resist.<br>
<br>
<<BraceletChargeProse>>
<<CheckPersonalityState "Terry">>
<<if _PersonalityState is "Hardened">>
Terry’s hand stops conducting. He closes it slowly, and you stop with it, like a puppet at rest. “Enough,” he says quietly.<br>
<br>
<<ActionsHeader>>
<<link "Wait for Terry’s verdict" "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenVerdict">><<set $TempInnocentPass to true>><</link>>
<<else>>
“Yes,” Terry breathes, leaning forward. “Look at her. Not a flicker of defiance. She would do anything she was asked.” His hand keeps conducting, faster now, winding the music upward. “The audience will weep.”<br>
<br>
His fingers snap, and the dark undercurrent surges back through the strings. “Now the mask, Jenna. Show me the other one.”<br>
<<if $PlayerCharacter.female is true>>
<br>
The presence brushes the edge of your mind again.<br>
<br>
<span class="pink"><i>Trickier, this next bit. My offer still stands though!</i></span><br>
<</if>>
<br>
<<ActionsHeader>>
<<if $PlayerCharacter.female is true>>
<<link "Give in to the voice" "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenGiveInFlirt">><<Feminity 1>><<Vice 1>><<set $TempInnocentPass to true>><</link>><br>
<</if>>
<<StatCheckGreedy "gt" 55>>
<<set _StatGreedyProbability to _StatGreedyProbability + " Try to convey covetousness">>
<<if _StatCheckGreedy is true>><<link _StatGreedyProbability "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenCovetPass">><<Vice 1>><<set $TempInnocentPass to true>><</link>><br>
<<else>><<link _StatGreedyProbability "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenCovetFail">><<Greedy 1>><<set $TempInnocentPass to true>><</link>><br><</if>>
<<StatCheckOrientation "gt" 55 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to convey allure">>
<<if _StatCheckOrientation is true>><<link _StatOrientationProbability "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenAllurePass">><<Vice 1>><<set $TempInnocentPass to true>><</link>>
<<else>><<link _StatOrientationProbability "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenAllureFail">><<Orientation 1>><<set $TempInnocentPass to true>><</link>><</if>>
<</if>>
<<case "JenSubserveFail">>
You reach past the choreography for something that has nothing to do with dancing. Something comes to mind. Just let go. Stop deciding.<br>
<br>
That is the trick of it here, you think. You have chosen every step so far, but now you wait to be told. By the music. By your body. Even by Terry, if he chooses to.<br>
<br>
When you make eye contact next, he looks curiously back at you. Tentatively, his hand lifts from the arm of the chair, as if to conduct. You mechanically follow his movements. A finger tilts, and you tilt your head with it. His palm turns over, and you slow. But then you catch yourself deciding exactly how much. You second-guess each gesture, as if determining how far to let go.<br>
<br>
Terry’s hand slows its conducting, then stops. You try to look meek, but it’s all surface. Try as you might, you can’t let yourself go. Neither to the music, nor to Terry. Around your wrist, the bracelet lies cold and quiet. Unfed.<br>
<br>
<<CheckPersonalityState "Terry">>
<<if _PersonalityState is "Hardened">>
“Enough.” Terry lets his hand drop against the arm of the chair. “You cannot even pretend to obey.”<br>
<br>
He turns his face towards the mirror. The music thins around you and you cease your movements, letting the reality of the situation return to you. You’re not a subservient dancer. You’re just a woman standing in a locked room, breathing hard.<br>
<br>
<<ActionsHeader>>
<<link "Wait for Terry’s verdict" "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenVerdict">><</link>>
<<else>>
Terry’s hands lower from his lips. He tries to keep his expression light, but you watch some of the brightness fade.<br>
<br>
“No matter,” he says, half to himself. “She has spirit. The counter girl always had spirit.” He does not sound entirely convinced. His hand winds through the air, urging the music onward. “The mask, then, Jenna. Show me the other one.”<br>
<<if $PlayerCharacter.female is true>>
<br>
The presence at the edge of your mind stirs, amused.<br>
<br>
<span class="pink"><i>You couldn’t even let him lead, could you? Let me show you how it’s done.</i></span><br>
<</if>>
<br>
<<ActionsHeader>>
<<if $PlayerCharacter.female is true>>
<<link "Give in to the voice" "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenGiveInFlirt">><<Feminity 1>><<Vice 1>><</link>><br>
<</if>>
<<StatCheckGreedy "gt" 55>>
<<set _StatGreedyProbability to _StatGreedyProbability + " Try to convey covetousness">>
<<if _StatCheckGreedy is true>><<link _StatGreedyProbability "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenCovetPass">><<Vice 1>><</link>><br>
<<else>><<link _StatGreedyProbability "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenCovetFail">><<Greedy 1>><</link>><br><</if>>
<<StatCheckOrientation "gt" 55 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to convey allure">>
<<if _StatCheckOrientation is true>><<link _StatOrientationProbability "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenAllurePass">><<Vice 1>><</link>>
<<else>><<link _StatOrientationProbability "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenAllureFail">><<Orientation 1>><</link>><</if>>
<</if>>
<<case "JenCovetPass">>
You reach past the choreography for something that has nothing to do with dancing. This time it’s easy to find the motivation. You need to inject your dance with the desire to have. The challenge is where to look for it. You have to let yourself want, and let it show.<br>
<br>
As the music moves your body, your eyes begin to wander. Running over the texture of the sheets. Down the side of the table. And mostly, over Terry. You look at him the way that you have caught guests looking at you downstairs. Like something on a shelf, already priced.<br>
<br>
It comes easier than you would like. You want something from this performance. Terry can give you it. All you’ve had to do is accept that truth and let the music do the rest.<br>
<br>
You feel your thoughts creep into the performance. Yearning, hunger and desire. But more than that, the truth in the transactional. You need something from him, and you know what he wants in trade for it.<br>
<br>
Warmth blooms at your wrist.<br>
<br>
<<BraceletChargeProse>>
<<CheckPersonalityState "Terry">>
<<if _PersonalityState is "Hardened">>
“There she is,” Terry says flatly. No delight in it. Just confirmation, the tone of a man ticking a box. “The Hearts girl. As advertised. Now the other one. The girl you say never existed.”<br>
<<if $PlayerCharacter.female is true>>
<br>
The presence brushes the edge of your mind.<br>
<br>
<span class="pink"><i>Trickier, this next bit. My offer still stands!</i></span><br>
<</if>>
<br>
<<ActionsHeader>>
<<if $PlayerCharacter.female is true>>
<<link "Give in to the voice" "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenGiveInInnocent">><<Feminity 1>><<Vice 1>><<set $TempFlirtPass to true>><</link>><br>
<</if>>
<<StatCheckGreedy "lt" 45>>
<<set _StatGreedyProbability to _StatGreedyProbability + " Try to convey selflessness">>
<<if _StatCheckGreedy is true>><<link _StatGreedyProbability "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenSelflessPass">><<Vice 1>><<set $TempFlirtPass to true>><</link>><br>
<<else>><<link _StatGreedyProbability "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenSelflessFail">><<Greedy -1>><<set $TempFlirtPass to true>><</link>><br><</if>>
<<StatCheckAssertive "lt" 45>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to convey subservience">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenSubservePass">><<Vice 1>><<set $TempFlirtPass to true>><</link>>
<<else>><<link _StatAssertiveProbability "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenSubserveFail">><<Assertive -1>><<set $TempFlirtPass to true>><</link>><</if>>
<<else>>
Terry is halfway out of his chair. “And there she is,” he breathes. “The mask. The other Jenna.” He watches one more phrase of it, then raises his hand. “Stop. Stop there. Let me take a mental picture for my mind.”<br>
<br>
You stop, chest heaving, the wanting still humming in your fingertips.<br>
<br>
<<ActionsHeader>>
<<link "Wait for Terry’s verdict" "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenVerdict">><<set $TempFlirtPass to true>><</link>>
<</if>>
<<case "JenCovetFail">>
You reach past the choreography for something that has nothing to do with dancing. This time it’s easy to find the motivation. You need to inject your dance with the desire to have. You have to let yourself want, and let it show.<br>
<br>
As the music moves your body, your eyes begin to wander. Over the texture of the sheets. Down the side of the table. And over Terry. You try to look at him the way you have caught guests looking at you downstairs. Like something on a shelf, already priced.<br>
<br>
It’s enough to make you almost slip. Even in this situation, in this manner and this room, you can’t bring yourself to give in. You know exactly what currency this room trades in, but you wince at the thought of trading yourself so brazenly just for a small tip, or a charge for your bracelet. At the very least, you can’t imagine enjoying it.<br>
<br>
You try again, attempting to project the smile of a girl that desires the man in front of them… and is willing to trade what he wants in return. But each time you muster the beginnings of a smile from him, your gaze slides off him at the final second. You are not detached enough to ignore what this looks like. What it makes you. And that hesitation shows in every step.<br>
<br>
Around your wrist, the bracelet lies cold and quiet. Unfed.<br>
<br>
<<CheckPersonalityState "Terry">>
<<if _PersonalityState is "Hardened">>
Terry’s expression sours as he watches. “Remarkable,” he says, without warmth. “If this is the real you, Marjorie’s standards have dipped.” He rolls his eyes. “The other one, then. The girl you say never existed. Show me her.”<br>
<<if $PlayerCharacter.female is true>>
<br>
The presence at the edge of your mind stirs.<br>
<br>
<span class="pink"><i>Trickier, this next bit. My offer still stands!</i></span><br>
<</if>>
<br>
<<ActionsHeader>>
<<if $PlayerCharacter.female is true>>
<<link "Give in to the voice" "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenGiveInInnocent">><<Feminity 1>><<Vice 1>><</link>><br>
<</if>>
<<StatCheckGreedy "lt" 45>>
<<set _StatGreedyProbability to _StatGreedyProbability + " Try to convey selflessness">>
<<if _StatCheckGreedy is true>><<link _StatGreedyProbability "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenSelflessPass">><<Vice 1>><</link>><br>
<<else>><<link _StatGreedyProbability "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenSelflessFail">><<Greedy -1>><</link>><br><</if>>
<<StatCheckAssertive "lt" 45>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to convey subservience">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenSubservePass">><<Vice 1>><</link>>
<<else>><<link _StatAssertiveProbability "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenSubserveFail">><<Assertive -1>><</link>><</if>>
<<else>>
Terry’s hand sinks slowly. He watches you soften the final phrase into nothing, and the eagerness drains out of his posture.<br>
<br>
“Stop,” he says at last, quietly. There is no anger in it. “The mask does not quite fit tonight. Perhaps that is its own answer.”<br>
<br>
<<ActionsHeader>>
<<link "Wait for Terry’s verdict" "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenVerdict">><</link>>
<</if>>
<<case "JenAllurePass">>
You reach past the choreography for something that has nothing to do with dancing.<br>
<br>
This one you do not have to invent. It’s clear and direct. You stop dancing for the room and start dancing at the man. You find Terry’s eyes and you do not let them go.<br>
<br>
The music turns slow and close, and you let it carry your body through its shapes while everything about your body speaks to him directly. A look held one beat past comfortable. A smile that starts, and is deliberately left unfinished. You let the room fade from your vision and make him the object of your attention.<br>
<br>
It lands. Terry stares back at you, smile fading. His throat moves as he swallows. His knuckles grip the side of the chair. You can see his breathing quicken.<br>
<br>
The reaction only spurs you on. The smiles come easier and the stares longer. There is a power holding his attention. Making him follow you, just because you can.<br>
<br>
<<BraceletChargeProse>>
<<CheckPersonalityState "Terry">>
<<if _PersonalityState is "Hardened">>
Terry sets his glass down without drinking. “So that much was true,” he says quietly, and there is a note of irritation in it that is not aimed at you. “Now the other one, Jenna. The girl you say never existed. Show me her.”<br>
<<if $PlayerCharacter.female is true>>
<br>
The presence brushes the edge of your mind.<br>
<br>
<span class="pink"><i>Trickier, this next bit. My offer still stands!</i></span><br>
<</if>>
<br>
<<ActionsHeader>>
<<if $PlayerCharacter.female is true>>
<<link "Give in to the voice" "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenGiveInInnocent">><<Feminity 1>><<Vice 1>><<set $TempFlirtPass to true>><</link>><br>
<</if>>
<<StatCheckGreedy "lt" 45>>
<<set _StatGreedyProbability to _StatGreedyProbability + " Try to convey selflessness">>
<<if _StatCheckGreedy is true>><<link _StatGreedyProbability "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenSelflessPass">><<Vice 1>><<set $TempFlirtPass to true>><</link>><br>
<<else>><<link _StatGreedyProbability "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenSelflessFail">><<Greedy -1>><<set $TempFlirtPass to true>><</link>><br><</if>>
<<StatCheckAssertive "lt" 45>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to convey subservience">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenSubservePass">><<Vice 1>><<set $TempFlirtPass to true>><</link>>
<<else>><<link _StatAssertiveProbability "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenSubserveFail">><<Assertive -1>><<set $TempFlirtPass to true>><</link>><</if>>
<<else>>
Terry stares back at you long after you stop. “Jenna,” he murmurs as his mouth stays open. Another gulp. Then finally, he swallows. “The mask fits, Jenna. Better than any man could have hoped.”<br>
<br>
<<ActionsHeader>>
<<link "Wait for Terry’s verdict" "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenVerdict">><<set $TempFlirtPass to true>><</link>>
<</if>>
<<case "JenAllureFail">>
You reach past the choreography for something that has nothing to do with dancing. This one should be clear and direct. You stop dancing for the room and start dancing at the man. You find Terry’s eyes and you try not to let them go.<br>
<br>
The music turns slow and close, and you let it carry your body while you hold his gaze. A look held one beat past comfortable. A smile left deliberately unfinished.<br>
<br>
But it does not land. Your eyes linger, but nothing forms between you. Your smiles are sometimes too broad, other times too thin. Everything feels mechanical and calculated. You can’t move past the fact that you are locked in a room with a man in his fifties, trying to want him. And nothing will come.<br>
<br>
You push harder, and pushing makes it worse. Around your wrist, the bracelet lies cold and quiet. Unfed.<br>
<br>
<<CheckPersonalityState "Terry">>
<<if _PersonalityState is "Hardened">>
Terry looks back at you with disdain. “What value is a Hearts girl who can’t seduce a willing man?” There is a snort. “Try the other one. The girl you say never existed. Show me her.”<br>
<<if $PlayerCharacter.female is true>>
<br>
The presence brushes the edge of your mind.<br>
<br>
<span class="pink"><i>Trickier, this next bit. My offer still stands!</i></span><br>
<</if>>
<br>
<<ActionsHeader>>
<<if $PlayerCharacter.female is true>>
<<link "Give in to the voice" "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenGiveInInnocent">><<Feminity 1>><<Vice 1>><</link>><br>
<</if>>
<<StatCheckGreedy "lt" 45>>
<<set _StatGreedyProbability to _StatGreedyProbability + " Try to convey selflessness">>
<<if _StatCheckGreedy is true>><<link _StatGreedyProbability "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenSelflessPass">><<Vice 1>><</link>><br>
<<else>><<link _StatGreedyProbability "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenSelflessFail">><<Greedy -1>><</link>><br><</if>>
<<StatCheckAssertive "lt" 45>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to convey subservience">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenSubservePass">><<Vice 1>><</link>>
<<else>><<link _StatAssertiveProbability "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenSubserveFail">><<Assertive -1>><</link>><</if>>
<<else>>
Terry watches with a grimace. “Stop,” he says gently. “Stop, my dear.” The gentleness is worse than anger would be. “Perhaps the mask is not worn with the eyes. Perhaps I asked too much of you tonight.”<br>
<br>
<<ActionsHeader>>
<<link "Wait for Terry’s verdict" "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenVerdict">><</link>>
<</if>>
<<case "JenGiveInInnocent">>
You stop holding her back. She arrives like a giggle bubbling up from under your ribs. Whatever is behind the music still moves your limbs, but the reins controlling the intent behind them change hands. The strange presence has control. You feel like a passenger in your own mind and body.<br>
<br>
<span class="pink"><i>Ooh, I’ve been waiting for this one!</i></span><br>
<br>
Your chin dips. Your eyes go wide and bright. Your hands clasp behind your back as your heels carry you through a skipping little turn. A giggle escapes your mouth. And you smile at Terry.<br>
<br>
It isn’t seduction. That is what unsettles you most, watching from the back of your own head. She is dancing sweet, polite, carefree. Like a Sunday-best girl who says please and thank you and blushes when she is looked at. And she is making it magnetic.<br>
<br>
<span class="pink"><i>See? You don’t have to tease them. You just let them adore you.</i></span><br>
<br>
Somewhere in the middle of it, you realise you are enjoying it. The way that Terry is watching you now. The way the smile and giggles capture his eyes. You feel the warmth at your wrist, and you feel flushed in being the centre of his attention.<br>
<br>
<span class="pink"><i>I knew you’d like it. Nevermind Charlton. Maybe we should just stay here.</i></span><br>
<br>
The comment is enough to remind you of your surroundings. As you spin, you catch sight of the bed and the locked door. It reminds you where you are. This is still a performance being paid for. And you’re letting her sell yourself willingly.<br>
<br>
<<BraceletChargeProse>>
<<CheckPersonalityState "Terry">>
<<if _PersonalityState is "Hardened">>
Terry raises his hand. “Stop.”<br>
<br>
She returns your body a half-beat later than you ask for it, and you catch your own balance in the middle of the floor. Terry has not looked away once.<br>
<br>
<<ActionsHeader>>
<<link "Wait for Terry’s verdict" "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenVerdict">><<set $TempInnocentPass to true>><</link>>
<<else>>
“Perfect,” Terry breathes, leaning forward. “The very picture of her.” His hand winds the music onward, the dark undercurrent climbing back through the strings. “Now the mask, Jenna. Show me the other one.”<br>
<<if $PlayerCharacter.female is true>>
<br>
The presence does not withdraw. It hums against the edge of your mind, pleased with itself.<br>
<br>
<span class="pink"><i>That was fun! Shall we do the next one together too?</i></span><br>
<</if>>
<br>
<<ActionsHeader>>
<<if $PlayerCharacter.female is true>>
<<link "Give in to the voice" "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenGiveInFlirt">><<Feminity 1>><<Vice 1>><<set $TempInnocentPass to true>><</link>><br>
<</if>>
<<StatCheckGreedy "gt" 55>>
<<set _StatGreedyProbability to _StatGreedyProbability + " Try to convey covetousness">>
<<if _StatCheckGreedy is true>><<link _StatGreedyProbability "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenCovetPass">><<Vice 1>><<set $TempInnocentPass to true>><</link>><br>
<<else>><<link _StatGreedyProbability "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenCovetFail">><<Greedy 1>><<set $TempInnocentPass to true>><</link>><br><</if>>
<<StatCheckOrientation "gt" 55 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to convey allure">>
<<if _StatCheckOrientation is true>><<link _StatOrientationProbability "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenAllurePass">><<Vice 1>><<set $TempInnocentPass to true>><</link>>
<<else>><<link _StatOrientationProbability "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenAllureFail">><<Orientation 1>><<set $TempInnocentPass to true>><</link>><</if>>
<</if>>
<<case "JenGiveInFlirt">>
You stop holding her back. You hear a slight giggle, but your mind goes silent. For a moment you think the presence has deserted you.<br>
<br>
Then you feel it. A warmth spreading from the base of your spine. You feel your body change temperature around her as she takes over. Your hips find the music first. Then your shoulders. Then your eyes, which half close without your permission.<br>
<br>
<span class="pink"><i>Mmm. Now this one I do love.</i></span><br>
<br>
The movements turn liquid. Every shape the music demands of you, she pours into it, unhurried and certain. Every flick of a hand seems laced with subtext. Every bat of an eye appears directed at Terry.<br>
<br>
<span class="pink"><i>Watch closely, sweetheart. This is how a girl takes a room.</i></span><br>
<br>
He looks back to you, stirring in his seat. Fidgeting. But his focus is on you. His grin is fixed. His eyes, hiding desire.<br>
<br>
And it’s working on you, too. The heat she’s generating throughout your body seems to radiate across the room. Between you and Terry, you and the bed, you and her. You feel your tongue moistening your lips in anticipation of his touch, and you can’t tell if it’s driven by you or her.<br>
<br>
Your own pulse answers. Your own breath shortens. Somewhere at the back of your head, you realise you have stopped wanting her to stop.<br>
<br>
In the mirror, you see your reflection turn its head a half-beat before you do. Its eyes move across the bed. Then the locked door. She is not just dancing for him, you realise. She is taking inventory. Of how to escape. It’s enough to jolt you back in control. You hear a giggle as she slips away.<br>
<br>
<<BraceletChargeProse>>
<<CheckPersonalityState "Terry">>
<<if _PersonalityState is "Hardened">>
Terry does not speak for a long moment. When he does, his voice has lost its flatness. “So. She was real after all.”<br>
<br>
He is the first to break the stare, reaching for a glass that is already empty. “The other one, then,” he says, rougher than before. “The girl you say never existed. Show me her.”<br>
<<if $PlayerCharacter.female is true>>
<br>
The presence does not withdraw. She hums against the edge of your mind, warm and unhurried.<br>
<br>
<span class="pink"><i>Shall we do the sweet one together too? I can play both, you know.</i></span><br>
<</if>>
<br>
<<ActionsHeader>>
<<if $PlayerCharacter.female is true>>
<<link "Give in to the voice" "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenGiveInInnocent">><<Feminity 1>><<Vice 1>><<set $TempFlirtPass to true>><</link>><br>
<</if>>
<<StatCheckGreedy "lt" 45>>
<<set _StatGreedyProbability to _StatGreedyProbability + " Try to convey selflessness">>
<<if _StatCheckGreedy is true>><<link _StatGreedyProbability "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenSelflessPass">><<Vice 1>><<set $TempFlirtPass to true>><</link>><br>
<<else>><<link _StatGreedyProbability "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenSelflessFail">><<Greedy -1>><<set $TempFlirtPass to true>><</link>><br><</if>>
<<StatCheckAssertive "lt" 45>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to convey subservience">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenSubservePass">><<Vice 1>><<set $TempFlirtPass to true>><</link>>
<<else>><<link _StatAssertiveProbability "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenSubserveFail">><<Assertive -1>><<set $TempFlirtPass to true>><</link>><</if>>
<<else>>
Terry is on his feet without seeming to notice that he has stood. “Stop,” he manages. “Stop.” He passes a hand across his mouth. “The mask, Jenna. My God. The mask.”<br>
<br>
He does not say anything else for a while.<br>
<br>
<<ActionsHeader>>
<<link "Wait for Terry’s verdict" "AceOfHeartsBoudoirScene">><<set $AceOfHeartsBoudoirScene to "JenVerdict">><<set $TempFlirtPass to true>><</link>>
<</if>>
<<case "JenVerdict">>
The music dies mid-phrase, as though someone has lifted a needle from a record. In the silence, your breathing is the loudest thing in the room. Terry rises from the chair and straightens his jacket, taking his time about it.<br>
<br>
<<CheckPersonalityState "Terry">>
<<if _PersonalityState is "Hardened">>
<<if $TempFlirtPass is true and $TempInnocentPass is true>>
He looks at you for a long time. Long enough that you become aware of your own heartbeat again.<br>
<br>
“Both of them,” he says finally. “In one body. In one night.” He shakes his head slowly, and something that has been closed in his face for a long time opens a crack. “Perhaps I was wrong to dismiss you, Jenna. Perhaps I was wrong about a number of things.”<br>
<br>
He moves to the door and pauses with his hand on it. “There is refinement to be done. There always is.” He pauses, looking back at you. And for the first time in a while, a boyish grin begins to form. “But perhaps you are the girl I’ve been looking for.” The smile takes hold, white teeth gleaming. In a beat, years seem to come off him. “Or girls, even.”<br>
<br>
He holds his hand up to the air, blinking on imaginary lights above him. “Jennifer Chambers… and Jennifer Chambers. One name. Shared top billing.”<br>
<br>
Terry looks to you and nods. “We’ll keep this between us until opening night. But I promise you, when the town sees your range, you’ll have your future secured.”<br>
<br>
He grins and nods. “Be seeing you. Jenna.”<br>
<br>
Terry leaves.<br>
<<elseif $TempFlirtPass is true>>
“It seems you were right,” he says, without heat. “Just a Hearts bunny. The girl behind the perfume counter seems so distant now.”<br>
<br>
He crosses to the door. “Come back if you find her again. I don’t need the harlot tonight.”<br>
<br>
Terry leaves.<br>
<<elseif $TempInnocentPass is true>>
“Interesting,” he says, in the tone of a man who doesn’t seem interested. “You deny your true nature and overcompensate. Sweetness as a hiding place.”<br>
<br>
He straightens his cuffs at the door. “We will try again. A more authentic performance next time. Bring the harlot. I know you keep her somewhere.”<br>
<br>
He leaves.<br>
<<else>>
“Neither,” he says. “Not the girl. Not even the harlot.” He studies you with scorn. “I paid for a double act and received a dancer with stage fright.”<br>
<br>
At the door, he stops. He does not turn around. “I’ll be here next week. Surely you can do better next time.”<br>
<br>
He leaves.<br>
<</if>>
<<if $PlayerCharacter.female is true>>
<br>
The lock clicks behind him. You take another breath and look around, taking stock of your surroundings.<br>
<br>
In the mirror, a blurred outline leans against the reflected doorway, arms folded, watching you catch your breath.<br>
<br>
<span class="pink"><i>All that scowling, and he’ll still come back for more. They always do. We’ll have him smiling yet, sweetheart.</i></span><br>
<br>
When you blink, the doorway in the glass is empty.<br>
<</if>>
<<else>>
<<if $TempFlirtPass is true and $TempInnocentPass is true>>
There are tears standing in his eyes. He does not wipe them away.<br>
<br>
<<Flag "PermJenniferTerryStar">>
<<if _FlagReturn is true>>
“Perfect again,” Terry says quietly. “Or nearly. A performer is always a nearly.”<br>
<br>
He stops at the door, watching you as though measuring what he sees against an image only he keeps. “Closer, Jenna. Every night, closer. When there is no nearly left, Charlton meets her.”<br>
<br>
He leaves.<br>
<<else>>
“Perfect,” he whispers. “Perfect. Both of her. The girl and the mask, in one body, one performance.” He stands and studies himself in the mirror. “Do I dare say that my search for my leading lady is finally over?”<br>
<br>
Then his eyes flick back to your reflection and he lightly laughs. “How impulsive of me. Forgive an old fool in a chair, Jenna. One performance shouldn’t be enough to secure the role of a lifetime.”<br>
<br>
He stops at the door, alight with something that is half plan and half prayer. “We’ll refine. We’ll rehearse. And when you are ready, Charlton will meet the real Jenna. All of her.”<br>
<br>
He holds his hand up to the air, blinking on imaginary lights above him. “Jennifer Chambers… and Jennifer Chambers. One name. Shared top billing.”<br>
<br>
Terry looks to you and nods. “We’ll keep this between us until opening night. But I promise you, when the town sees your range, you’ll have your future secured.”<br>
<br>
He grins and nods. “Be seeing you. Jenna.”<br>
<br>
Terry leaves.<br>
<</if>>
<<elseif $TempFlirtPass is true>>
“Magnificent,” he says, and sighs. “But you’ve got half the character, Jenna. Tonight you captured everything below my collar and nothing above it.” He gives you a rueful smile. “The mask, Jenna, I believe in entirely. It is the girl who did not take the stage.”<br>
<br>
He pauses at the door. “She is shy in this building. I understand that. We will coax her. Next time.”<br>
<br>
He leaves.<br>
<<elseif $TempInnocentPass is true>>
“There she was,” he says softly. “My girl from the counter, note for note.” His smile is genuine and unsatisfied at the same time. “But the mask stayed on its hook, and the act needs both. One without the other is half a story.”<br>
<br>
At the door: “Next time we let the other one out. She is in there. I have seen her on the stage.”<br>
<br>
He leaves.<br>
<<else>>
He is quiet for a moment. Then he claps once, softly, out of what might be politeness.<br>
<br>
“Some nights the theatre is empty,” he says. “It happens to every performer, Jenna. Even the great ones. Especially the great ones.”<br>
<br>
He opens the door and pauses. “Rest. Eat something. Come back when the parts feel closer to the skin. The role is not going anywhere. Neither, I suspect, am I.”<br>
<br>
He leaves.<br>
<</if>>
<<if $PlayerCharacter.female is true>>
<br>
The door has barely closed when you catch movement in the mirror. The outline that you can’t quite see is sitting on the reflected bed, though the one behind you is empty, inspecting her nails.<br>
<br>
<span class="pink"><i>He wants to show you off to the whole town, sweetheart. Imagine that. And so do I.</i></span><br>
<br>
A titter, and the reflected bed is bare.<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change and leave the room" "AceOfHeartsLobby">><<if $TempFlirtPass is true and $TempInnocentPass is true>><<ChangePersonalityStateNPC "Terry" "Normal">><<SetFlag "PermJenniferTerryStar">><</if>><<if $TempFlirtPass is true or $TempInnocentPass is true>><<CashFlow 1>><</if>><<SetNPCLocation "Terry" $dayCurrent $periodCurrent "Void">><<set $TempFlirtPass to undefined>><<set $TempInnocentPass to undefined>><<set $AceOfHeartsBoudoirScene to undefined>><</link>>
<</switch>><b>The Ace of Hearts - VIP Area</b><br>
<img src="./images/AceOfHeartsVIPRoom.png"><br>
<br>
<<ActionsHeader>>
<<link "Return to the main floor" "AceOfHeartsMainFloor">><</link>><<widget "BraceletChargeProse">>
<<BraceletWorn>>
<<if _BraceletWorn is true>>
<<BraceletChargeCheck>>
<<if _BraceletChargeCheck gte 5>>
The bracelet warms on your wrist, but its jewels are already full.<br>
<<else>>
You feel the bracelet burning on your wrist. One of the dim jewels briefly glows, as it absorbs the energy from your indulgence.<br>
<</if>>
<br>
<</if>>
<</widget>>
<<widget "BusinessCardResolution">>
/* Resolves the ENTRY token at the deal. Keyed on $HeartsFirst by design (ruled 2026-07-29): a PC who entered by tattoo/bracelet/as Tandi keeps any cards held. */
<<if $HeartsFirst is "MarjorieCard">>
<<GiveObjectNPC "Marjorie" "HeartsBusinessCard">>
<<elseif $HeartsFirst is "ChristinaCard">>
<<SetFlag "PermChristinaCardHeartsDenied">>
<</if>>
<</widget>>
<<widget "MarjorieDialogueVariant">>
<<QuestState "Quest25">>
<<if _QuestState gte 2>><<set _TempTaughtCoven to true>><</if>>
<<QuestState "Quest24">>
<<if _QuestState gte 2>><<set _TempCurse to true>><</if>>
<</widget>>
<<widget "MarjorieSuspicion">>
<<if $MarjorieSuspicion is undefined>>
<<set $MarjorieSuspicion to Number(_args[0])>>
<<else>>
<<set $MarjorieSuspicion to $MarjorieSuspicion + Number(_args[0])>>
<</if>>
<</widget>>
<<widget "ThompsonNatArousalClimax">>
<<if $TempNaturalArousal gte 2>>
<<set _ThompsonNatArousalClimax to true>>
<<elseif $TempNaturalArousal is 1>>
<<DiceRoll 51>>
<<if _DiceRoll is true>>
<<set _ThompsonNatArousalClimax to true>>
<<else>>
<<set _ThompsonNatArousalClimax to false>>
<</if>>
<<else>>
<<set _ThompsonNatArousalClimax to false>>
<</if>>
<</widget>>
/* HeartsStanding resolves the PC's relationship with Hearts into _HeartsStanding, priority order:
"barred" (declined Marjorie's offer - both stage-2 options unlocked, her bracelet gone),
"returnee" (declined/trial-card without deal_accepted - Tandi's bracelet alone is not employment),
"debriefPending" (first shift worked tonight, undrained bracelet fed to gte 2),
"worker" (bracelet worn, good standing), "visitor" (everything else).
Also sets _HeartsShiftState for tonight's shift phase: "none" (no shift started today),
"active" (started, not yet ended), "ended" (Marjorie's debrief drain ended it - the
HeartsShiftEnded daily variable, written on the drain link).
Side effects: clobbers _QuestOptionCheck, _QuestOptionCompleteCheck, _BraceletWorn, _ActiveBracelet,
_DailyVariableCheck, _CheckFirst, _BraceletChargeCheck, _QuestState - call before dependent reads. */
<<widget "HeartsStanding">>
<<QuestOptionCheck "Quest27" 2 "deal_accepted" "gte">><<set _hsAccepted to _QuestOptionCheck>>
<<QuestOptionCheck "Quest27" 2 "deal_declined" "gte">><<set _hsDeclined to _QuestOptionCheck>>
<<QuestOptionCheck "Quest27" 2 "trial_card" "gte">><<set _hsTrial to _QuestOptionCheck>>
<<QuestOptionCompleteCheck "Quest27" 2 "deal_accepted">>
<<BraceletWorn>>
<<MarjorieBraceletWorn>>
<<DailyVariableCheck "HeartsShiftStarted">><<set _hsShiftToday to _DailyVariableCheck>>
<<DailyVariableCheck "HeartsShiftEnded">>
<<if _hsShiftToday is false>>
<<set _HeartsShiftState to "none">>
<<elseif _DailyVariableCheck is true>>
<<set _HeartsShiftState to "ended">>
<<else>>
<<set _HeartsShiftState to "active">>
<</if>>
<<CheckFirst "HeartsWorkedShift">>
<<BraceletChargeCheck>>
<<QuestState "Quest27">>
<<if _hsDeclined is true and _hsAccepted is true and _MarjorieBraceletWorn is false>>
<<set _HeartsStanding to "barred">>
<<elseif (_hsDeclined is true or _hsTrial is true) and _hsAccepted is false>>
<<set _HeartsStanding to "returnee">>
<<elseif _hsAccepted is true and _QuestOptionCompleteCheck is false and _QuestState is 2 and _hsShiftToday is true and _CheckFirst is false and _BraceletChargeCheck gte 2>>
<<set _HeartsStanding to "debriefPending">>
<<elseif _BraceletWorn is true>>
<<set _HeartsStanding to "worker">>
<<else>>
<<set _HeartsStanding to "visitor">>
<</if>>
<</widget>>
/* Records which avatars have worked a Hearts shift, in $AvatarHeartsWorked. Called (no args) on the
shift-start links; records the current avatar key. Jennifer while the body swap is live ALSO records
"JenniferSwapped" - her later reaction differs if her body worked Hearts while she was wearing the PC's. */
<<widget "AvatarHeartsWorked">>
<<set $AvatarHeartsWorked = $AvatarHeartsWorked ?? {}>>
<<GetCurrentAvatarKey>>
<<set $AvatarHeartsWorked[_AvatarKey] to true>>
<<if $current.avatar is "Jennifer">>
<<CheckNPCForm "Jennifer">>
<<if _NPCForm is "PC">>
<<set $AvatarHeartsWorked.JenniferSwapped to true>>
<</if>>
<</if>>
<</widget>>
<<widget "AvatarHeartsWorkedCheck">>
<<set _AvatarHeartsWorkedCheck to (($AvatarHeartsWorked ?? {})[_args[0]] is true)>>
<</widget>><b>Annie's Apartment</b><br>
<img src="./images/Annies_Apartment.png"><br>
<br>Annie's apartment is decorated in a vintage style, with lamps and flowers that scream a feminine occupant. It smells of her perfume.<br>
/* Morning presence is decided BEFORE the events check: her schedule has her at work, so unless you've already seen her there today she is pinned home here. Events with an NPC "Annie" condition (TerrenceResolution) need this to have run first or they only fire on the second render. */
<<if setup.period[$periodCurrent] is "Morning">>
<<DailyVariableCheck "AnnieSeenAtWork">>
<<if _DailyVariableCheck is false>><<SetNPCLocation "Annie" $dayCurrent $periodCurrent "AnniesApartment">><<run $NPCPresent.pushUnique("Annie")>><</if>>
<</if>>
<<include "EventsAnniesApartment">>
<<if _currentEvent is undefined>>
<<if setup.period[$periodCurrent] is "Morning">>
<<DailyVariableCheck "AnnieSeenAtWork">>
<<if _DailyVariableCheck is true>><br>You glance around the living room, aware of the quiet. It seems Annie has already left for work.<br><</if>>
<</if>>
<<PresentNPCPeriodText "Annie" "Morning" "<br>Annie stands in her living room, brushing down some laundry that’s been left out too long. She gives you a smile when you look at her. \"Morning!\"<br>">>
<<PresentNPCPeriodText "Annie" "Evening" "<br>Annie stands in her living room, fiddling with an ornament on the side of a cabinet. She smiles at you when you make eye contact.<br>">>
<br>
<<ActionsHeader>>
<<if $NPCPresent.includes("Annie")>>
<<link "Talk to Annie" "AnniesApartmentDialogue0">><</link>><br>
<<SpellsCheckSelf "Identify">><<AlreadyIdentified "Annie">>
<<if _AlreadyIdentified is false and _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Identify] Cast Identify on Annie" "SpellIdentify">><<CastIdentify "Annie" "AnniesApartment" "Annie's apartment">><<SpellIdentified "Annie">><</link>><br><</if>>
<</if>>
<<QuestStatus "Quest2">>
<<if _QuestStatus is "complete">>
<<Flag "AnniePhotoKnown">>
<<if _FlagReturn is false>><<link "Investigate the apartment for a personal object" "AnniesApartmentInvestigate">><<SetFlag "AnniePhotoKnown">><</link>><br><</if>>
<</if>>
<<InventoryCheckSelf "AnniePhoto">><<Flag "AnniePhotoKnown">>
<<if _FlagReturn is true and _InventoryCheckSelf is false>><<link "Pick up the photo" "AnniesApartmentPhoto">><</link>><br><</if>>
<<AssumeForm "AnniePhoto">>
<<if _AssumeForm is true and $NPCPresent.length is 1>>
<<CheckPersonalityState "Annie">><<Flag "AnnieDealAccepted">>
<<if _PersonalityState is "Gay" and _FlagReturn is false>>
/* She's opened up (Gay) but you turned her deal down: the consensual route stays closed until you tell her you've reconsidered (hub topic) */
<s>Transform into Annie</s> - <i>You'll need to find a way to nullify the acorn</i><br>
<<elseif _PersonalityState is "Gay">><<Weekend>>
<<if setup.period[$periodCurrent] isnot "Morning">><s>Transform into Annie</s> - <i>Annie will only allow you to transform into her on weekday mornings. Otherwise, you'll need a way to nullify the acorn</i><br>
<<elseif _Weekend is true>><s>Transform into Annie</s> - <i>Annie will only allow you to transform into her on weekday mornings. Otherwise, you'll need a way to nullify the acorn</i><br>
<<elseif $current.avatar isnot "Annie">><<link "Transform into Annie" "AnniesApartmentTransformKnown">><</link>><br><</if>>
<<else>>
<<Flag "AnniePostTerrence">>
<<if _FlagReturn>><s>Transform into Annie</s> - <i>You'll need to find a way to nullify the acorn</i><br>
<<else>><<link "Transform into Annie" "AnniesApartmentTransform">><</link>><br><</if>>
<</if>>
<</if>>
<<if $current.avatar is "Annie">><<link "Go to Annie's bedroom" "AnniesApartmentBedroom">><</link>><br><</if>>
[[Go outside->AvianLane]]
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<if _currentEvent is "AnniePubDate">>
<br>
<<if $current.female is true>>
Annie turns some lights on as she enters, then moves over to a cupboard in the kitchen area and takes out some glasses. "Take a seat," she says, glancing over her shoulder and gesturing to the sofa. "It's not much, but it's home. I haven't received any complaints so far. Two margaritas, coming right up."<br>
<br>
You nod, looking around the apartment. You feel relaxed here.<br>
<<else>>
Annie turns some lights on as she enters, then moves over to a cupboard in the kitchen area and takes out some glasses. "Take a seat," she says, glancing over her shoulder and gesturing to the sofa. "Gin and tonic sound good?"<br>
<br>
You nod, looking around the apartment. Your heart pounds. <br>
<</if>>
<br>
<<ActionsHeader>>
<<QuestStatus "Quest2">><<Flag "AnniePhotoKnown">>
<<if _QuestStatus is "complete" and _FlagReturn is false>>
<<link "Investigate the apartment for a personal object" "AnniesApartmentInvestigate">><<SetFlag "AnniePhotoKnown">><<EventsCheckEnd "AnniesApartment" "AnniePubDate">><</link>><br>
<</if>>
<<InventoryCheckSelf "AnniePhoto">><<Flag "AnniePhotoKnown">>
<<if _FlagReturn is true and _InventoryCheckSelf is false>><<link "Pick up the photo" "AnniesApartmentPhoto">><<EventsCheckEnd "AnniesApartment" "AnniePubDate">><</link>><br><</if>>
<<AssumeForm "AnniePhoto">>
<<if _AssumeForm is true and $NPCPresent.length is 1>>
<<CheckPersonalityState "Annie">>
<<if _PersonalityState is "Gay">><s>Transform into Annie</s> - <i>Annie will only allow you to transform into her in the mornings. Otherwise, you'll need a way to nullify the acorn</i><br>
<<else>><<link "Transform into Annie" "AnniesApartmentTransform">><<EventsCheckEnd "AnniesApartment" "AnniePubDate">><</link>><br>
<</if>>
<</if>>
<<link "Wait for Annie to finish mixing drinks" "AnniesApartmentPubDate">><<EventsCheckEnd "AnniesApartment" "AnniePubDate">><</link>>
<<elseif _currentEvent is "TerrenceResolution">>
<br>
You walk through the door to Annie's apartment. She sits at her dining room table, lost in thought. At the sight of you, she smiles weakly. "Hey."<Br>
<Br>
Cautiously, you sit down opposite. The silence hangs between you.<Br>
<Br>
"Did you help that boy?" she says quietly. You nod. She sighs. "How is he?"<br>
<br>
<<CheckPersonalityState "Terrence">>
<<if _PersonalityState is "Straight">>
"He’s going to be different now," you tell her. "When I was in there, I just couldn’t find a way to stop them." <Br>
<br>
She looks to you with a grimace. But says nothing.<Br>
<<elseif _PersonalityState is "Unsure">>
"I’m not sure," you admit. "I sort of stopped the ritual. But I think something still got to him. It’s hard to tell how he’s going to be."<Br>
<br>
She looks at you with a sad smile. "I guess at least you tried. That’s more than anyone did for me. Thanks, <<TrueName "Current">>. It means something."<BR>
<<else>>
"He’s going to be okay, I think," you say. "I stopped the ritual. I think he’s spared the worst of it."<Br>
<br>
Annie looks away. "That’s… good," she whispers. "At least he’s spared from it."<Br>
<</if>>
<br>
The quiet stretches out between you. She looks at you, her eyes looking blotchy and red. You notice her take in a sharp breath. "I guess, now that’s done, we should talk about it."<Br>
<Br>
You narrow your eyes and she rolls her eyes. "The transforming, <<TrueName "Current">>. Magic. And what happened to me."<BR>
<br>
<<ActionsHeader>>
<<link "Talk to Annie about everything" "AnnieDialogue">>
<<set $AnnieDialogue to "TransformingHer">>
<<SetFlag "AnniePostTerrence">>
<<SetFlag "AnnieConfrontedQuest21" false>>
<<EventsCheckEnd "AnniesApartment" "TerrenceResolution">>
<<DailyVariableAdd "AnnieSeenAtWork">>
<</link>>
<<elseif _currentEvent is "AnnieDealMade" or _currentEvent is "AnnieWagerLost">>
<br>
You enter Annie's apartment and instantly feel something's off. Quiet whimpering emanates from the sofa. There, hands over her face, is Annie. Crying.<br>
<br>
She looks up at you as you walk in, make-up streaming. "What did you do?" she snaps.<bR>
<br>
Before you can react, a mobile phone is hurtling through the air towards you. You duck and it slams against the wall. You hear a crack as it hits the floor.<br>
<br>
"Go ahead," she stammers. "Look!"<br>
<Br>
You look down at the phone in the carpet, the screen now sporting a fresh crack over it. You pick it up and see the phone already unlocked, a message still legible through the cracked glass.<br>
<Br>
<<if _currentEvent is "AnnieWagerLost">>
<span class="MobileMessage"><b>Tucker Thompson:</b> Bad luck, little girl. Lunchtimes carry on as normal. And Tuesdays are mine now. Room 102, seven sharp. Don't keep me waiting.</span><Br>
<<else>>
<span class="MobileMessage"><b>Tucker Thompson:</b> Glad you've come to your senses, little girl. Next time you're in the office, we'll resume our uniform inspections. Remember. No underwear.</span><Br>
<</if>>
<br>
You gulp. "Annie, I -"<br>
<Br>
<<if _currentEvent is "AnnieWagerLost">>
"Save it," she snarls. "Tuesdays? I never agreed to Tuesdays. After everything you've known I've gone through, everything that's happened to me. And you've made it worse."<br>
<<else>>
"Save it," she snarls. "After everything you've known I've gone through, everything that's happened to me. And you put me back into this... mess."<br>
<</if>>
<br>
You pause, not sure what to say. Annie sniffs, a small measure of defiance spreading across her face. "Get out."<br>
<br>
<<ActionsHeader>>
<<link "Leave apartment" "AvianLane">>
<<if _currentEvent is "AnnieWagerLost">><<EventsCheckEnd "AnniesApartment" "AnnieWagerLost">><<else>><<EventsCheckEnd "AnniesApartment" "AnnieDealMade">><</if>>
<<ChangeNPCrelationship "Annie" $current.avatar 0>>
<<SetFlag "AnnieApartmentLocked">>
<</link>>
<<elseif _currentEvent is "MrTweeInitial">>
<br>
You step inside to find Annie in the hallway, turning over a small card in her hands.<br>
<br>
"Oh," she says, looking up. "Hi."<br>
<br>
"What's that?" you ask, nodding to the card.<br>
<br>
"Oh, just a card from Yew Cosmetics," she says. "Mr. Twee, the salesman, must have came by when I was out."<br>
<br>
She hands you the card. It's cream-coloured, printed in an old-fashioned serif font. "Yew Cosmetics. Premium Door-to-Door Service." Below, in smaller type: "Sorry we missed you! Please call to arrange an appointment at your convenience." A phone number is printed at the bottom.<br>
<br>
"Mr. Twee?" you ask.<br>
<br>
"The brand rep," Annie replies. "He comes every year around this time. Tries to sell face cream and perfume. Always very polite. We have a natter about how things are going. Almost like a friend visiting."<br>
<br>
You give her a look but she just titters. "Small town life, <<TrueName "Current">>. We don't do our shopping online in Charlton. You'll get used to it, once you've been here a while."<br>
<br>
She puts the card on the side table. "I'll probably call him. His moisturiser actually isn't bad."<br>
<br>
<<ActionsHeader>>
<<link "Return to Annie's apartment" "AnniesApartment">><<EventsCheckEnd "AnniesApartment" "MrTweeInitial">><<EventsCancel "AnniesApartment" "MrTweeInitial">><</link>>
<</if>><<StartConversation "Annie" "AnniesApartment">>
<<if $AnnieDialogue is undefined>>
<<if $current.female is true>>
She looks up at you from her laundry and smiles. "How are you, <<TrueName "Current">>?"<br>
<<else>>
She looks up at you from her laundry and smiles, fluttering her eyes dramatically. "How are you feeling today, <<TrueName "Current">>?"<br>
<</if>>
<<else>>
<<if $current.female is true>>
Annie stares back at you, waiting for you to speak.<br>
<<else>>
Annie stares at you, a coy smile across her face.<br>
<</if>>
<</if>>
<<AnnieTrialAsk>>
<<if _AnnieTrialAsk is true>>
<br>
You give Annie a quick look. You recall her mention the Red Room before. Maybe you could speak to her about accompanying you there. Just like Tandi asked for.<br>
<</if>>
<br>
<<ActionsHeader>>
<<QuestState "Quest21">><<DialogueSpoken "Annie" "AnnieLibrary">>
<<if _QuestState is 5 and _Discussed is false>><<link "Speak to Annie about what happened at the library" "AnnieDialogue">><<set $AnnieDialogue to "AnnieLibrary">><</link>><br><</if>>
<<GetPCState "job">>
<<if _job is "Fired">><<link "Ask how work is going" "AnnieDialogue">><<set $AnnieDialogue to "Work">><</link>><br><</if>>
<<DialogueSpoken "Annie" "School">>
<<if _Discussed is false>><<link "Ask Annie about Charlton Upper School" "AnnieDialogue">><<set $AnnieDialogue to "School">><</link>><br><</if>>
<<Flag "AnniePubDate">>
<<if _FlagReturn is false and $AnniePubDated is true>><<link "Ask Annie out for a drink this evening" "AnnieDialogue">><<set $AnnieDialogue to "Drink">><<GetNPCState "Jennifer" "SplitUp">><<if _SplitUp is undefined>><<Greedy 1>><</if>><</link>><br><</if>>
<<DialogueSpoken "Annie" "AnniePaper">><<QuestState "Quest21">>
<<if _Discussed is false and _QuestState is 1>><<link "Ask her about the paper you found" "AnnieDialogue">><<set $AnnieDialogue to "AnniePaper">><</link>><br><</if>>
<<DialogueSpoken "Annie" "AnniePhoto">><<QuestState "Quest21">>
<<if _Discussed is false and _QuestState is 1>><<link "Ask about the photo of her and Jennifer" "AnnieDialogue">><<set $AnnieDialogue to "AnniePhoto">><</link>><br><</if>>
<<DialogueUnlockCheck "Annie" "DateTandiKnown">><<TandiKnownCheck "Annie">>
<<if _DialogueUnlockCheck is true and _TandiKnownCheck is false>><<link "Ask about Tandi" "AnnieDialogue">><<set $AnnieDialogue to "AboutTandi">><</link>><br><</if>>
<<DialogueSpoken "Annie" "TandiWhereabouts">><<QuestState "Quest22">><<TandiKnownCheck "Annie">>
<<if _Discussed is false and _QuestState gte 0 and _TandiKnownCheck is true>><<link "Ask Annie about where Tandi might be" "AnnieDialogue">><<set $AnnieDialogue to "TandiWhereabouts">><<DialogueDone "Annie" "TandiWhereabouts">><</link>><br><</if>>
<<AnnieTrialAsk>>
<<if _AnnieTrialAsk is true>><<link "Ask Annie to go to the Red Room with you" "AnnieDialogue">><<set $AnnieDialogue to "RedRoomTrialAsk">><<DialogueDone "Annie" "RedRoomTrialAsk">><</link>><br><</if>>
<<CheckPersonalityState "Annie">><<Flag "AnnieDealAccepted">><<set _annieDealAccepted to _FlagReturn>><<Flag "AnniePostTerrence">>
<<if _PersonalityState is "Gay" and _annieDealAccepted is false and _FlagReturn is true and _CurrentPC is true>><<link "Tell Annie you've reconsidered her deal" "AnnieDialogue">><<set $AnnieDialogue to "TransformingHerReconsider">><</link>><br><</if>>
<<DialogueSpoken "Annie" "LunchOffice">><<InventoryCheckSelf "KeyThompsonRepairs">><<TaskState "Task2">>
<<if _Discussed is true and _TaskState is "active" and _InventoryCheckSelf is false>><<link "Ask about Mr. Thompson's office" "AnnieDialogue">><<set $AnnieDialogue to "LunchOffice">><</link>><br><</if>>
<<DialogueSpoken "Annie" "LunchOffice">><<InventoryCheckSelf "KeyThompsonRepairs">>
<<if _Discussed is true and _InventoryCheckSelf is false>>
<<DialogueSpoken "Annie" "AnnieKeyAsk">>
<<if _Discussed is false>>
<<link "Ask to borrow the key to the office" "AnnieDialogue">><<set $AnnieDialogue to "OfficeKey">><</link>><br>
<<else>>
<<RumourCheckSelf "Annie">>
<<if _RumourCheckSelf is true>>
<<link "Blackmail her for the key with what you know about her and Thompson" "AnnieDialogue">>
<<ChangeNPCrelationship "Annie" $current.avatar 0>>
<<Greedy 1>>
<<TakeObjectNPC "Annie" "KeyThompsonRepairs">>
<<set $AnnieDialogue to "BlackmailKey">>
<</link>><br>
<</if>>
<<SpellsCheckSelf "Charm">>
<<if _SpellsCheckSelf is true and $current.female is true>>
<<link "[Spell: Charm] Cast Charm on Annie to get her to give you the key" "AnnieDialogue">>
<<set $AnnieDialogue to "CharmKey">>
<<TakeObjectNPC "Annie" "KeyThompsonRepairs">>
<<Greedy 1>>
<</link>><br>
<</if>>
<<DialogueSpoken "Annie" "IntimidateKey">>
<<if _Discussed is false>>
<<StatCheckAssertive "gt" 60>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Intimidate Annie into giving you the key">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "AnnieDialogue">><<set $AnnieDialogue to "AssertiveKeyPass">><<Greedy 1>><<ChangeNPCrelationship "Annie" $current.avatar 0>><<TakeObjectNPC "Annie" "KeyThompsonRepairs">><</link>><br>
<<else>>
<<link _StatAssertiveProbability "AnnieDialogue">><<set $AnnieDialogue to "AssertiveKeyFail">><<Assertive 1>><</link>><br>
<</if>>
<</if>>
<</if>>
<</if>>
<<QuestStatus "Quest36">><<DialogueSpoken "Annie" "AskAboutCharli">>
<<if _QuestStatus isnot "unknown" and $current.avatar isnot "Charli" and _Discussed is false and _CurrentPC is true>><<link "Ask about Charli Thomas" "AnnieDialogue">><<set $AnnieDialogue to "AskAboutCharli">><</link>><br><</if>>
<<QuestOptionCheck "Quest23" 3 "nurse_program" "gte">><<DialogueSpoken "Annie" "NurseProgramGraduate">><<QuestStatus "Quest36">>
<<if _QuestOptionCheck is true and _QuestStatus is "unknown" and $current.avatar isnot "Charli" and _Discussed is false>><<link "Ask about recent graduates who entered the nurse’s program" "AnnieDialogue">><<set $AnnieDialogue to "NurseProgramGraduate">><</link>><br><</if>>
<<link "Say goodbye to Annie" $ConversationExit>><<EndConversation "Annie">><</link>>You look around the apartment for signs of anything personal. Everything looks stylised and unique to Annie, from the 50s furnishings to the pastel coloured flowers. Nothing, however, seems treasured. <br>
<br>
Until your eyes fall on a photo frame on the shelves, tucked behind a plant. You move over to it, brushing aside the leaves to see more.<br>
<br>
The photo is of two girls sitting outside on a beautiful cloudless day, smiling brightly at the camera. One of them you instantly recognise as Annie, although she looks a year or two younger. The other you’ve never seen before. Her dark hair contrasts with her pale skin, her eyes are dark to the point where you can barely separate her pupils from their iris. <br>
<br>
The two of them sit on a grass verge, legs sprawled across each other, their temples leaning against each other. Both look carefree. Happy. Innocent.<br>
<br>
<<Flag "AnnieApartmentPubDate">>
<<if _FlagReturn is true>>
"Friend of yours?" you ask Annie, as she continues to mix you both some drinks.<br>
<br>
She looks over at you and her eyes linger on the frame for a moment. Then she turns back to cutting up a lime for the gin. "Penny," she says, her back turned to you. "We went to Charlton together. We were... friends."<br>
<br>
"Just friends?" you ask.<br>
<br>
<<if $current.female is true>>
Annie stops cutting and turns to face you. Her smile gone, but not replaced with anger or pain. To the best of your reading, she just seems confused. You catch sight of her blushing slightly.<br>
<br>
She glances at the frame again, then back to you. "Girls are made for boys, <<TrueName "Current">>." she says without feeling.<br>
<br>
She looks at you with confused eyes, almost faltering. "Of course," she says quietly. "That’s what they taught us at school."<br>
<br>
Annie turns back to preparing your cocktails. You look back up at the photo. <I>In spite of her reaction, you are sure that this is personal to her. It could probably power the amulet.</i><br>
<<else>>
Annie stops cutting and turns to face you. Her flirty smile gone, but not replaced with anger or pain. To the best of your reading, she just seems confused. <br>
<br>
She glances at the frame again, then back to you. "Girls are made for boys, <<TrueName "Current">>." she says without feeling.<br>
<br>
She looks at you with confused eyes, almost faltering. "Of course," she says quietly. "That’s what they taught us at school."
<br>
Annie turns back to cutting up limes and you look back up at the photo. <I>In spite of her reaction, you are sure that this is personal to her. It could probably power the amulet.</i><br>
<</if>>
<<trackKnowledge "Homophobia" "Learned">>
<br>
<<ActionsHeader>>
<<link "Pick up the photo" "AnniesApartmentPhoto">><</link>><br>
<<link "Leave the photo alone and wait for Annie" "AnniesApartmentPubDate">><</link>>
<<else>>
"Friend of yours?" you ask Annie.<br>
<br>
She looks over at you and her eyes linger on the frame for a moment. "Penny," she says, looking away from you. "We went to Charlton together. We were... friends."<br>
<br>
"Just friends?" you ask.<br>
<br>
<<if $current.female is true>>
Annie looks straight at you. Her smile gone, but not replaced with anger or pain. To the best of your reading, she just seems confused. You catch sight of her blushing slightly.<br>
<br>
She glances at the frame again, then back to you. "Girls are made for boys, <<TrueName "Current">>." she says without feeling.<br>
<Br>
She looks at you with confused eyes, almost faltering. "Of course," she says quietly. "That’s what they taught us at school."<br>
<br>
You look back up at the photo. <I>In spite of her reaction, you are sure that this is personal to her. It could probably power the amulet.</i><br>
<<else>>
Annie looks straight at you. Her flirty smile gone, but not replaced with anger or pain. To the best of your reading, she just seems confused. <br>
<br>
She glances at the frame again, then back to you. "Girls are made for boys, <<TrueName "Current">>." she says without feeling.<br>
<br>
She looks at you with confused eyes, almost faltering. "Of course," she says quietly. "That’s what they taught us at school."<br>
<br>
You look back up at the photo. <I>In spite of her reaction, you are sure that this is personal to her. It could probably power the amulet.</i><br>
<</if>>
<<trackKnowledge "Homophobia" "Learned">>
<br>
<<ActionsHeader>>
<<link "Pick up the photo" "AnniesApartmentPhoto">><</link>><br>
<<link "Leave the photo alone" "AnniesApartment">><</link>>
<</if>><<TakeObjectLocation "AnniesApartment" "AnniePhoto">>
<<Flag "AnnieApartmentPubDate">>
<<if _FlagReturn is true>>
<<if $current.female is true>>
You reach up and take the photo down from the shelf, looking at it more closely. As you do so, you hear footsteps behind you. You look back, seeing Annie holding two glasses. For just a second, she looks as innocent as she does in the photo.<br>
<br>
"That's Penny" she says, putting the drinks down on the coffee table. "We were friends at school."<br>
<br>
You glance at the photo again, hearing Annie mutter under her breath. "Close, too."<br>
<br>
Your eyes flicker to Annie. She is smiling at you, but it feels forced.<br>
<<else>>
You reach up and take the photo down from the shelf, looking at it more closely. As you do so, you hear the chink of ice against glass behind you. You look back, seeing Annie holding two glasses. For just a second, she looks as innocent as she does in the photo.<br>
<br>
"What’s the matter, <<TrueName "Current">>," she says, putting the drinks down on the coffee table. "Like the look of Penny?"<br>
<br>
You glance at the photo again, but before you can answer you hear Annie mutter under her breath. "I did too."<br>
<br>
Your eyes flicker to Annie. She is smiling at you, but it feels forced.<br>
<</if>>
<br>
<<ActionsHeader>>
<<AssumeForm "AnniePhoto">>
<<if _AssumeForm is true>>
<<Flag "AnniePostTerrence">>
<<if _FlagReturn>><s>Transform into Annie</s> - <i>You'll need to find a way to nullify the acorn</i><br>
<<else>><<link "Transform into Annie" "AnniesApartmentTransform">><</link>><br><</if>>
<</if>>
<<link "Put the photo back and have a drink with Annie" "AnniesApartmentPubDate">><<GiveObjectLocation "AnniesApartment" "AnniePhoto">><</link>>
<<else>>
<<if $current.female is true>>
You reach up and take the photo down from the shelf, looking at it more closely. As you do so, you hear footsteps behind you. You look back, seeing Annie. For just a second, she looks as innocent as she does in the photo.<br>
<br>
"That's Penny" she tells you. "We were friends at school."<br>
<br>
You glance at the photo again, hearing Annie mutter under her breath. "Close, too."<br>
<br>
Your eyes flicker to Annie. She is smiling at you, but it feels forced.<br>
<<else>>
You reach up and take the photo down from the shelf, looking at it more closely. As you do so, you hear Annie approaching. You look back at her. For just a second, she looks as innocent as she does in the photo.<br>
<br>
"What’s the matter, <<TrueName "Current">>," she says. "Like the look of Penny?"<br>
<br>
You glance at the photo again, but before you can answer you hear Annie mutter under her breath. "I did too."<br>
<br>
Your eyes flicker to Annie. She is smiling at you, but it feels forced.<br>
<</if>>
<br>
<<ActionsHeader>>
<<AssumeForm "AnniePhoto">><<NPCLocationCheck "Annie">><<Weekend>>
<<if _AssumeForm is true and _NPCLocationCheck is "AnniesApartment">>
<<CheckPersonalityState "Annie">>
<<if _PersonalityState is "Gay">>
<<if setup.period[$periodCurrent] isnot "Morning" or _Weekend is true>><s>Transform into Annie</s> - <i>Annie will only allow you to transform into her on weekday mornings. Otherwise, you'll need a way to nullify the acorn</i><br>
<<elseif $current.avatar isnot "Annie">><<link "Transform into Annie" "AnniesApartmentTransformKnown">><</link>><br><</if>>
<<else>>
<<Flag "AnniePostTerrence">>
<<if _FlagReturn>><s>Transform into Annie</s> - <i>You'll need to find a way to nullify the acorn</i><br>
<<else>><<link "Transform into Annie" "AnniesApartmentTransform">><</link>><br><</if>>
<</if>>
<</if>>
<<link "Put the photo back" "AnniesApartment">><<GiveObjectLocation "AnniesApartment" "AnniePhoto">><</link>>
<</if>><<if $current.avatar isnot "Annie">><<Transform "Annie">><<else>><<set _TransformSuccess to true>><</if>>
<<if _TransformSuccess is true>>
With Annie’s photo in your possession, you already feel the amulet tingling. You touch the frame and take a deep breath, anticipating what’s to come.<br>
<br>
"From this item, I see you in your time of need," you say. "Now form shape to the person I see within."<br>
<br>
Annie looks at you for the briefest of moments between you finishing the words and the explosion of magic from your being. You cry out as waves of yellow energy blow out away from your body. Ignoring the pain, you instead focus on the mental image within your mind.<br>
<br>
<i>A bombshell. Long, golden blonde hair. Lightning blue eyes. Glossy lips. Crystal white teeth. An hourglass figure and a plump bubble butt. All wrapped up in an outfit that shows off toned legs and hugs all curves.</i><br>
<br>
<<if _TransformWasFemale is true>>
You feel your skin stretch and distort, as internal organs shift and bones fracture. Simultaneously your clothes pull tighter, constricting where your breasts and bum change, expanding to match Annie's proportions.<br>
<br>
Blonde locks fall across your vision, even as darkness seeps from the pain and threatens to put you into a slumber. You strain against the yearning to pass out, straining to keep your brain locked on to the image of the receptionist who's greeted you every day for months. <br>
<br>
You feel the balls of your feet rise up, up, up. Shakily balancing on the high heels that appear under you.<br>
<<else>>
You feel your skin stretch and distort, as internal organs shift and bones fracture. Simultaneously your clothes pull tighter, constricting just where your breasts and bum are expanding. <br>
<br>
Blonde locks fall across your vision, even as darkness seeps from the pain and threatens to put you into a slumber. You strain against the yearning to pass out, straining to keep your brain locked on to the image of the receptionist who's greeted you every day for months. <br>
<br>
You feel the balls of your feet rise up, up, up. Shakily balancing on heels that appear under you.<br>
<</if>>
<br>
Then with a final cry, the transformation completes. Staring back at you in silence is Annie, her mouth agape.<br>
<br>
<<ActionsHeader>>
<<link "[Spell: Sleep & Forget] Cast Sleep & Forget" "AnniesApartmentSleepForget">>
<<EventTrigger "YourHome" "YourHomeEventAnnie" null "Emily" "Annie" null null null false>>
<</link>>
<<else>>
You might have Annie's photo, but the amulet feels cold and heavy around your neck. As if it's not charged.<br>
<br>
You grimace. You haven't given it enough time to re-charge. <br>
<br>
<<ActionsHeader>>
<<Flag "AnnieApartmentPubDate">>
<<if _FlagReturn is true>><<link "Put the photo back and have a drink with Annie" "AnniesApartmentPubDate">><<GiveObjectLocation "AnniesApartment" "AnniePhoto">><</link>>
<<else>><<link "Put the photo back" "AnniesApartment">><<GiveObjectLocation "AnniesApartment" "AnniePhoto">><</link>><</if>>
<</if>><<if $AnniesApartmentSleepForget is undefined>>
"Fall asleep," you say quietly, "and let your memories drift as you slumber."<br>
<br>
Annie gives you a look of betrayal, but collapses at the knees to her side. She hits her sofa with a quiet bounce.<br>
<br>
<<if $current.female is true>>
You step over towards her, almost stumbling before you realise you are now wearing heels that are higher than you are used to. You reach down and check her pulse and breath. Sound asleep.<br>
<br>
Satisfied, you look over your shoulder in the mirror. Your eyes drift over to the rear. Annie’s rear. Your rear. A bubble butt barely contained in a short skirt, all the more pronounced by the heels pushing your bum further out. Golden blonde hair falling down your back. Coyness in any smile you try.<br>
<br>
It's hard to deny that Annie is gorgeous. Now, as you twirl that hair and tilt that waist, you try to square the feeling of envy you get from the image with the knowledge that the person in the mirror is you.<br>
<br>
I look sexy, you think. <I>And it turns you on, looking sexy?</i><br>
<br>
You bite your lip, as you grow concerned about how this form is affecting you. Even that worried expression, however, looks alluring on Annie. <br>
<br>
You wonder how the boys in Charlton will react. <i>Men, don't you mean?</i> You find yourself grinning without meaning to. You feel your <i>orientation</i> may have been impacted by this transformation.<br>
<<else>>
You step over towards her, almost stumbling before you realise you are now wearing high heels. You reach down and check her pulse and breath. Sound asleep.<br>
<br>
Satisfied, you look over your shoulder in the mirror. Your eyes drift over to the rear. Annie’s rear. Your rear. A bubble butt barely contained in a short skirt, all the more pronounced by the heels pushing your bum further out. Golden blonde hair falling down your back. Coyness in any smile you try.<br>
<br>
It's hard to deny that Annie is gorgeous. Now, as you twirl that hair and tilt that waist, you try to square the feeling of arousal you get from the image with the knowledge that the person in the mirror is you.<br>
<br>
I look sexy, you think. <I>And it turns you on, looking sexy?</i><br>
<br>
You bite your lip, as you grow concerned about how this form is affecting you. Even that worried expression, however, looks alluring on Annie. <br>
<br>
You wonder how the boys in Charlton will react. <i>Women, don't you mean?</i> You find yourself grinning without meaning to. You feel your <i>orientation</i> may have been impacted by this transformation.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Put Annie to bed" "AnniesApartmentSleepForget">><<set $AnniesApartmentSleepForget to "Bed">><<SetNPCLocation "Annie" $dayCurrent "0" "">><<SetNPCLocation "Annie" $dayCurrent "1" "">><<SetNPCLocation "Annie" $dayCurrent "2" "">><<SetNPCLocation "Annie" $dayCurrent "3" "">><<SetNPCLocation "Annie" $dayCurrent "4" "">><</link>>
<<elseif $AnniesApartmentSleepForget is "Bed">>
Shaking off the allure of staring at yourself in the mirror, you turn to more practical matters. Namely, the unconscious duplicate of yourself passed out on the sofa.<br>
<br>
You step forward and try to move Annie, but you realise that between the outfit and your diminished strength, you can barely move her body. <br>
<br>
<<Flag "AnnieApartmentPubDate">>
<<if _FlagReturn is true>>Instead, you throw a nearby blanket over her. You watch her for a moment, sleeping peacefully. You aren't confident in your magical abilities yet, but you hope that the spell has just affected her enough to convince her when she wakes up that she just had a little too much to drink. <br>
<<else>>Instead, you throw a nearby blanket over her. You watch her for a moment, sleeping peacefully. You aren't confident in your magical abilities yet, but you hope that the spell has just affected her enough to convince her when she wakes up that she just fell asleep after a long week at the office.<br><</if>>
<br>
You look around the apartment, then back to Annie. Even in this form, you feel like an intruder here. You feel that you should leave, sooner rather than later.<br>
<br>
<<ActionsHeader>>
<<InventoryCheckNPC "Annie" "KeyThompsonRepairs">><<TaskState "Task2">>
<<if _InventoryCheckNPC is true and _TaskState is "active">>
<<link "Search Annie for key to Thompson's Repairs" "AnniesApartmentSleepForget">><<TakeObjectNPC "Annie" "KeyThompsonRepairs">><<set $AnniesApartmentSleepForget to "Steal">><</link>><br>
<</if>>
<<link "Leave and go outside" "AvianLane">><<set $AnniesApartmentSleepForget to undefined>><<SetFlag "AnnieApartmentPubDate" false>><</link>>
<<elseif $AnniesApartmentSleepForget is "Steal">>
Your eyes linger on her purse, remembering Logain’s request. You pick it up and flick through it, quickly finding a set of keys that look more sturdy than required for an apartment or car.<br>
<br>
You smile and put the keys away. <i>You can now gain access to Thompson’s Repairs during the evening.</i><br>
<br>
<<ActionsHeader>>
<<link "Leave and go outside" "AvianLane">><<set $AnniesApartmentSleepForget to undefined>><<SetFlag "AnnieApartmentPubDate" false>><</link>>
<</if>><<CheckPersonalityState "Annie">>
<<if $AnniesApartmentPubDate is undefined>>
<<if $current.female is true>>
Annie raises a glass towards you and offers it. You thank her and take it.<br>
<br>
"Cheers," she says, simply, and clinks her glass against yours. You both take a sip of the cocktail. It’s strong, but refreshing. <br>
<br>
Annie sits down on the sofa and gestures for you to join her. "It's been so long since I've had a girl's night, <<TrueName>>. I've forgotten how much fun it can be just to unwind."<br>
<br>
You take a seat and Annie smiles, her legs almost touching yours. "Don't get me wrong, I like male company," she tells you. "But it's just different, when it's just the girls."<br>
<br>
You nod. "It’s been nice."<br>
<br>
A flash of sadness spreads across Annie's face. You can see the alcohol glazing over her eyes. "It can get real lonely around here. The guys are just after one thing. I don't mind it, but that's not all I am. I like just being in good company. Like you, <<TrueName>>."<br>
<br>
Your eyes meet. You feel her body close to yours. She doesn't look away, but her smile is gone. Instead, her lips are slightly parted, as she stares back at you.<br>
<br>
<<ActionsHeader>>
<<link "Lean in to kiss Annie" "AnniesApartmentPubDate" >>
<<Orientation -1>>
<<set $AnniesApartmentPubDate to "FemKiss">>
<<CheckPersonalityState "Annie">>
<<if _PersonalityState is "Straight">><<SetFlag "AnnieRejected">><</if>>
<</link>><br>
<<link "Break the tension" "AnniesApartmentPubDate">><<set $AnniesApartmentPubDate to "FemTension">><</link>>
<<else>>
Annie raises a glass towards you and offers it. You thank her and take it.<br>
<br>
"Cheers," she says, simply, and clinks her glass against yours. You both take a sip of the spirit. It’s strong, but refreshing. <br>
<br>
<<if _PersonalityState is "Straight">>
Annie sits down on the sofa and crosses her legs towards you. She pats the sofa, looking up at you. "Come. Sit."<br>
<br>
You take a seat and Annie wriggles a little closer to you, her legs almost touching yours. "Have you had a good night, <<TrueName "Current">>?" she murmurs to you.<br>
<br>
You nod. "It’s been nice."<br>
<br>
She puts a hand on your knee and grins. "Is there anything I could do to make it better?"<br>
<br>
Her hand drifts up to your thigh, slowly. As her hand moves, her eyes do not break with your own.<br>
<br>
"I want to make it better," she whispers, leaning close in towards you, her glossy lips nearing yours. "Much better, <<TrueName>>."<br>
<br>
You feel her hand brush against the bottom of your groin, just as she leans in for a kiss.<br>
<br>
<<ActionsHeader>>
<<link "Accept her advances" "AnniesApartmentPubDate" >><<GetNPCState "Jennifer" "SplitUp">><<if _SplitUp is undefined>><<Greedy 1>><</if>><<set $AnniesApartmentPubDate to "MaleKiss">><<Feminity -1>><<Orientation -1>><<ChangeNPCrelationship "Annie" "PC" 3>><</link>><br>
<<link "Lean back and reject her" "AnniesApartmentPubDate">><<set $AnniesApartmentPubDate to "MaleReject">><<SetFlag "AnnieRejected">><</link>>
<<else>>
Annie sits down on the sofa, throwing a blanket over her legs. "It's cold," she says, dramatically shivering her words. She giggles. "I think I'm a bit drunk."<bR>
<br>
You take a seat next to her, nursing your drink. Annie leans her head on your shoulder. "Have you had a good night, <<TrueName "Current">>?" she asks.<br>
<br>
You nod. "It’s been nice."<br>
<br>
You watch her brush some stray blonde locks back behind her ear. "Thank you for this," she mutters. "In spite of all that's happened, I'm glad I have a friend."<Br>
<Br>
She pulls back and looks at you, grinning. "It's been a while since I've had a boy friend too."<br>
<br>
She giggles and almost sloshes her drink over her blanket. "Whoops!" she exclaims. "Maybe I'm more than a bit drunk."<br>
<br>
"I should get to bed," she tells you. "But thank you, <<TrueName "Current">>. We should do this again sometime."<bR>
<Br>
You give her a smile and walk over to the door. "Goodnight, Annie."<bR>
<br>
She waves goodbye. "Night, <<TrueName "Current">>."<br>
<br>
<<ActionsHeader>>
<<link "Leave Annie's apartment" "AvianLane">><<set $AnniesApartmentPubDate to undefined>><<SetFlag "AnnieApartmentPubDate" false>><</link>>
<</if>>
<</if>>
<<elseif $AnniesApartmentPubDate is "FemKiss">>
You lean forward and feel your lips touch hers. The texture of her lipgloss smooth and silky.<br>
<br>
For a moment, you feel her kissing back, tender and soft as your mouths connect gently and with warmth.<br>
<br>
<<CheckPersonalityState "Annie">>
<<if _PersonalityState is "Straight">>
Then she pulls back.<br>
<br>
You immediately see her eyes look over you, incredulous, confused and visibly full of fear.<br>
<br>
"I’m sorry, <<TrueName "Current">>," she tells you. "I can’t..."<br>
<br>
There is a long moment of silence, as Annie waits for your response. Then she edges back herself, pushing her back into the other side of the sofa.<br>
<br>
"I think you should leave," she tells you.<br>
<br>
You give her a look of sympathy, but she doesn’t react. You nod, almost instinctively, and stand. You consider what to say to her, but she doesn’t look up.<br>
<br>
Instead, you head towards the door.<br>
<br>
<<ActionsHeader>>
<<link "Leave Annie's apartment" "AvianLane">><<set $AnniesApartmentPubDate to undefined>><<SetFlag "AnnieApartmentPubDate" false>><</link>>
<<else>>
And suddenly, Annie's lips push into yours.<bR>
<br>
Her soft and glossy lips press against your own. One of her delicate hands reaches up, cupping your chin. You feel her tongue cautiously press against yours, on the edge of entering your mouth.<br>
<bR>
Then it pulls back. "Is this okay?" you hear her whisper.<br>
<br>
You open your eyes to see Annie staring back at you, her blue eyes only inches from your own. They are wide, watching you, nervousness visible on her face.<br>
<br>
"Are you okay?" you ask. You watch her watch you, before she nods.<br>
<br>
And then gulps, her fingers caressing your face. "Are you?"<br>
<Br>
<<ActionsHeader>>
<<link "Nod and lean into kiss Annie again" "AnniesApartmentPubDate">><<set $AnniesApartmentPubDate to "FemKissBack">><</link>><Br>
<<link "Pull back and reject her advances " "AnniesApartmentPubDate">><<set $AnniesApartmentPubDate to "FemKissDecline">><</link>><Br>
<</if>>
<<elseif $AnniesApartmentPubDate is "FemTension">>
"Well, I don't only want to talk about cars and sports, so that's a plus," you say, giving Annie a grin.<br>
<br>
<<CheckPersonalityState "Annie">>
<<if _PersonalityState is "Straight">>
She laughs. A genuine, belly-shaking laugh. "The amount of times I've had to pretend to care about football and listen to how hard it is to install a new boiler," she blurts out. "The things we listen to just for a little affection."<br>
<br>
You offer Annie a grin of sympathy. She takes a sip from her drink and almost chokes from the alcohol. "I promise you that my girl's nights out don't always end in deep and meaningfuls on my sofa."<br>
<br>
"That's okay," you tell her. "Just so long as we balance them out with a bit of fun."<br>
<br>
Annie's sparkle returns to her eyes. "I promise I'll try to avoid it, next time. There's plenty to do around Charlton for two single ladies."<br>
<br>
You chuckle and take a sip of your own drink. Annie reclines, taking a plush cushion and hugging it to her stomach.<br>
<br>
"I think I had too much to drink," she mumbles. "Would you mind if we called it a night?"<br>
<Br>
You shake your head. "Sure. I'll see you tomorrow?"<br>
<Br>
She grins. "Count on it. And <<TrueName "Current">>? Thank you. It's not often people are nice to me. Without wanting something in return. If you ever want to come around for a chat, I'm usually home on Saturday and Sunday mornings. Despite what some people in town say."<br>
<br>
You give Annie a look, but nod instead of prying. "Night Annie," you say as you stand.<br>
<br>
"Night", she says to you, stifling a yawn.<br>
<<else>>
She laughs. A genuine, belly-shaking laugh. "The amount of times I've had to pretend to care about football and listen to how hard it is to install a new boiler," she blurts out. "The things we have to listen to."<br>
<br>
You offer Annie a grin of sympathy. She takes a sip from her drink and almost chokes from the alcohol. "I promise you that my girl's nights out don't always end in deep and meaningfuls on my sofa."<br>
<br>
"That's okay," you tell her. "Just so long as we balance them out with a bit of fun."<br>
<br>
Annie's sparkle returns to her eyes. "I promise I'll try to avoid it, next time. There's plenty to do around Charlton." She pauses, eying you carefully. "I can show you, if you like."<br>
<br>
You nod and Annie smiles appreciatively, watching you take a sip of your own drink. She reclines, taking a plush cushion and hugging it to her stomach.<br>
<br>
"I think I had too much to drink," she mumbles. "Would you mind if we called it a night?"<br>
<Br>
You shake your head. "Sure. I'll see you tomorrow?"<br>
<Br>
She grins. "Count on it. And <<TrueName "Current">>? Thank you. I like spending time with you. If you ever want to come, I'm usually home on Saturday and Sunday mornings."<br>
<br>
You nod. "Night Annie," you say as you stand.<br>
<br>
"Night", she says to you, stifling a yawn.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Leave Annie's apartment" "AvianLane">><<set $AnniesApartmentPubDate to undefined>><<SetFlag "AnnieApartmentPubDate" false>><<SetFlag "AnnieMorningInvite">><</link>>
<<elseif $AnniesApartmentPubDate is "FemKissBack">>
Leaning in, you brush your lips against hers. "Yes," you whisper. "I'm more than okay."<bR>
<br>
You see her smile before you close your eyes. You feel her lips gently pressing upon yours, her tongue slowly entwining around yours, each of you exploring each other tenderly.<br>
<br>
Her fingers press into your thigh, holding it gently as she continues to kiss you. She caresses your leg, cautious and hesitant. You reach down and slide your fingers through hers, moving her grip between your legs.<br>
<br>
She pulls back her mouth and giggles nervously, smiling at you. "This is a bit new to me," she whispers. "Or at least, it's not what I'm used to."<br>
<Br>
You offer her a smile of your own. "It's okay," you say. "We can take it slow."<br>
<br>
She nods and leans in for another kiss. This time more confident. Full of longing. And desire. Her hand, still wrapped around yours, massages the inner of your thigh.<br>
<br>
After what seems an eternity, she pulls back. Her cheeks are flustered, but her smile giddy. "Do you want to..." she begins. "Do you want to go into the bedroom?"<br>
<Br>
<<ActionsHeader>>
<<link "Go to the bedroom with Annie" "AnniesApartmentPubDate">><<set $AnniesApartmentPubDate to "FemStayOverAccept">><</link>><BR>
<<link "Tell her you'd like to take it slow" "AnniesApartmentPubDate">><<set $AnniesApartmentPubDate to "FemStayOverDecline">><</link>>
<<elseif $AnniesApartmentPubDate is "FemStayOverAccept">>
"Alright," you reply. "I’ll stay."<br>
<br>
She flashes you a grin, then stands and turns on her heels. "Great! Do you mind cleaning up? I just want to tidy a few things."<br>
<br>
Before you can nod, Annie has skipped off through a door. One, you assume, to her bedroom.<Br>
<br>
You take the glasses and tip the mostly untouched drinks down the sink, placing them in the drying rack. The apartment seems quieter without Annie. Even though the vintage furniture and lamps retain her essence even when she’s not here.<br>
<bR>
A door opens and Annie’s head looks out. "You can come in," she purrs.<br>
<br>
<<ActionsHeader>>
<<link "Enter Annie’s bedroom" "AnniesApartmentBedroom">><<set $AnniesApartmentPubDate to undefined>><<SetFlag "AnnieApartmentPubDate" false>><<EventTrigger "AnniesApartmentBedroom" "AnniesApartmentStayOverFem" null null "PC" null null null true>><</link>>
<<elseif $AnniesApartmentPubDate is "FemStayOverDecline">>
"I think we should take it slow," you tell her. Before you can see the disappointment on her face, you lean in for another kiss.<br>
<br>
"Okay," she says once you part from each other. "I guess that makes sense."<br>
<br>
"There's plenty of time," you tell her with a grin. She giggles as you look at her.<br>
<br>
"Don't wait too long," she tells you with a coy smile. "I have a lifetime to catch up on."<br>
<Br>
You grin. Except, your eye can't help but wander over to the shelves. And your mind dwells on the photo of Annie and Penny.<br>
<br>
"How about another night at McTafeys?" you hear Annie say, bringing you out of your thoughts. "Or, there's other places I can take you. Out of town."<Br>
<br>
Smiling, you lean in and press your lips to hers once more. "That would be nice," you murmur after you break from the kiss.<br>
<br>
You stand, straightening your clothes. She titters again. "I'm glad you moved here, <<TrueName "Current">>," she says.<br>
<br>
"Me too," you reply. You reach down and give her another kiss. "I'll see you soon, Annie."<br>
<Br>
She grins. "Count on it."<Br>
<br>
<<ActionsHeader>>
<<link "Leave Annie's apartment" "AvianLane">><<set $AnniesApartmentPubDate to undefined>><<SetFlag "AnnieApartmentPubDate" false>><<SetFlag "AnnieMorningInvite">><<ChangeNPCrelationship "Annie" "PC" 3>><</link>>
<<elseif $AnniesApartmentPubDate is "FemKissDecline">>
You pull back. Just a little, but enough for Annie to get the message.<br>
<br>
"I’m sorry, Annie," you tell her. "I just can't do this."<br>
<br>
There is a long moment of silence, as Annie digests the rejection. Then she edges back herself, pushing her back into the other side of the sofa.<br>
<br>
"I think you should leave," she tells you.<br>
<br>
You give her a look of sympathy, but she doesn’t react. You nod, almost instinctively, and stand. You consider what to say to her, but she doesn’t look up.<br>
<br>
Instead, you head towards the door. <br>
<br>
<<ActionsHeader>>
<<link "Leave Annie's apartment" "AvianLane">><<set $AnniesApartmentPubDate to undefined>><<SetFlag "AnnieApartmentPubDate" false>><<SetFlag "AnnieRejected">><</link>>
<<elseif $AnniesApartmentPubDate is "MaleKiss">>
You say nothing. It’s enough encouragement for Annie to continue.<br>
<br>
Her lips touch yours and you feel the smooth texture of lipgloss against your own. She is tender, soft, but assertive. You find yourself kissing her back, as your lips connect with hers and her mouth begins to explore your tongue.<br>
<br>
As it does so, you feel her hand drift further up your leg, finding your stiffening member underneath your pants. She wraps her fingers around it through the fabric, and begins to stroke it. <br>
<br>
"Someone’s excited." she says, after she pulls back from the kiss, grinning.<br>
<br>
With a flick of a nail, you feel your zipper being pulled down and your top button undone. Annie grins, not looking away from you, as her hand reaches inside your boxers. <br>
<br>
<<if $PlayerCharacter.stateCurrent is 0>>
"Very excited," she purrs, as you feel her fingers clasp your shaft. <br>
<br>
You can’t help but gasp as she pulls it free from your boxers, running her fingers up and down as it stiffens. She glances down momentarily, then runs the tip of her tongue over her lips. "Do you want me to suck your dick, <<TrueName "Current">>?"<br>
<<elseif $PlayerCharacter.stateCurrent is 1>>
"Quite excited," she purrs, as you feel her fingers clasp your shaft.<br>
<Br>
You can’t help but gasp as she pulls your dick free from your boxers, running her fingers up and down as it stiffens. She glances down momentarily, smiling when she sees it. Then runs the tip of her tongue over her lips. "Do you want me to suck your dick, <<TrueName "Current">>?"<br>
<<elseif $PlayerCharacter.stateCurrent is 2>>
"Like this, do you?" she purrs, as you feel her fingers clasp your shaft.<Br>
<br>
You can’t help but gasp as she pulls your dick free from your boxers, running her fingers up and down as it stiffens. She glances down momentarily, then runs the tip of her tongue over her lips. "Do you want me to suck your dick, <<TrueName "Current">>?"<br>
<<else>>
"Hmmm" she purrs, as you feel her fingers clasp your shaft.<br>
<br>
You can’t help but gasp as she pulls your small dick free from your boxers, grasping it in her fingers as it stiffens. She glances down momentarily and you don’t fail to notice the look of disappointment on her face. Within a moment it’s gone and she runs the tip of her tongue over her lips. "Do you want me to suck your dick, <<TrueName "Current">>?"<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Tell her to give you a blowjob" "AnniesApartmentPubDate" >><<set $AnniesApartmentPubDate to "MaleBlow">><</link>><br>
<<link "Ask her to finish you off now" "AnniesApartmentPubDate" >><<set $AnniesApartmentPubDate to "MaleHand">><</link>><br>
<<link "Tell her to stop" "AnniesApartmentPubDate" >><<set $AnniesApartmentPubDate to "MaleStop">><</link>>
<<elseif $AnniesApartmentPubDate is "MaleReject">>
You scramble back down the sofa, out of range for her lips. <br>
<br>
Her hand falls back and you immediately see her eyes look over you, incredulously. <br>
<br>
"I’m sorry, Annie," you tell her. "I just can’t do this."<br>
<br>
There is a long moment of silence, as Annie digests the rejection. Then she edges back herself, pushing her back into the other side of the sofa. <br>
<br>
"I think you should leave," she tells you.<br>
<br>
You give her a look of sympathy, but she doesn’t react. You nod, almost instinctively, and stand. You consider what to say to her, but she doesn’t look up.<br>
<br>
Instead, you head towards the door. <br>
<br>
<<ActionsHeader>>
<<link "Leave Annie's apartment" "AvianLane">><<set $AnniesApartmentPubDate to undefined>><<SetFlag "AnnieApartmentPubDate" false>><</link>>
<<elseif $AnniesApartmentPubDate is "MaleBlow">>
"Oh yes," you stammer without thinking. <br>
<<if $PlayerCharacter.stateCurrent is 0>>
<br>
Annie grins and you watch as she slinks off the sofa and kneels down on the floor. Still stroking your thick shaft, she uses her other hand to push your legs open and slides in between them, staring up at you as she leans forward towards your erect penis.<br>
<bR>
Keeping eye contact, she sticks out her tongue and gingerly licks your tip, grinning as you nervously jolt at her touch.<br>
<br>
Wordlessly, she then opens her mouth and takes the top of your prick between her glossy lips.<Br>
<br>
You moan as she works your dick further and further into her mouth, struggling to fit it in, smearing her shiny lipstick on your skin and not letting her eyes drift from yours for one moment. Her fingers drift back down to playing with your balls, feeling tight and hard at the stimulation.<Br>
<br>
"Cum for me, <<TrueName "Current">>," Annie says to you after she momentarily takes your penis out of her mouth with a plop. "Cum right down my throat."<bR>
<bR>
Then she’s back down, her head buried in your groin, her blue eyes staring up at you as her blonde hair spreads out over your thighs.<bR>
<br>
You can’t hold back longer. Digging your fingers into the sofa, you grunt as you release over and over again in Annie’s mouth. She almost chokes from the amount, but manages to retain staring up at you, working her lips around your prick, as if she was milking your semen from your dick.<br>
<bR>
With a final spurt, you fall back, spent. You look down at Annie, who pulls back off your penis and giggles. "That was a lot. Been a while hasn't it, <<TrueName "Current">>."<br>
<<elseif $PlayerCharacter.stateCurrent is 1>>
<br>
Annie grins and you watch as she slinks off the sofa and kneels down on the floor. Still stroking your shaft, she uses her other hand to push your legs open and slides in between them, staring up at you as she leans forward towards your erect penis.<Br>
<br>
Keeping eye contact, she sticks out her tongue and gingerly licks your tip, grinning as you nervously jolt at her touch.<br>
<br>
Wordlessly, she then opens her mouth and takes the top of your prick between her glossy lips.<Br>
<br>
You moan as she works your dick further and further into her mouth, smearing her shiny lipstick on your skin and not letting her eyes drift from yours for one moment. Her fingers drift back down to playing with your balls, feeling tight and hard at the stimulation.<Br>
<br>
"Cum for me, <<TrueName "Current">>," Annie says to you after she momentarily takes your penis out of her mouth with a plop. "Cum right down my throat."<br>
<br>
Then she’s back down, her head buried in your groin, her blue eyes staring up at you as her blonde hair spreads out over your thighs.<Br>
<br>
You can’t hold back longer. Digging your fingers into the sofa, you grunt as you release over and over again in Annie’s mouth. She stares up at you, working her lips around your prick, as if she was milking your semen from your dick.<Br>
<bR>
With a final spurt, you fall back, spent. You look down at Annie, who pulls back off your penis and giggles. "Been a while, <<TrueName "Current">>?"<br>
<<elseif $PlayerCharacter.stateCurrent is 2>>
<br>
Annie grins and you watch as she slinks off the sofa and kneels down on the floor. Still stroking your shaft, she uses her other hand to push your legs open and slides in between them, staring up at you as she leans forward towards your erect penis.<Br>
<br>
Keeping eye contact, she sticks out her tongue and gingerly licks your tip, grinning as you nervously jolt at her touch.<Br>
<br>
Wordlessly, she then opens her mouth and takes the majority of your prick between her glossy lips.<BR>
<br>
You moan as she quickly takes your dick further into her mouth without a challenge, not letting her eyes drift from yours for one moment. Her fingers drift back down to playing with your balls, feeling tight and hard at the stimulation.<Br>
<br>
"Cum for me, <<TrueName "Current">>," Annie says to you after she momentarily takes your penis out of her mouth with a plop. "Cum right down my throat."<bR>
<br>
Then she’s back down, her head buried in your groin, her blue eyes staring up at you as her blonde hair spreads out over your thighs.<Br>
<br>
You can’t hold back longer. Digging your fingers into the sofa, you grunt as you release in Annie’s mouth. She stares up at you, working her lips around your prick, as if she was milking your semen from your dick.<Br>
<br>
You fall back, spent. You look down at Annie, who pulls back off your penis and giggles. "Expected a bit more, <<TrueName "Current">>. Has Jennifer actually been taking care of you?"<br>
<<else>>
<br>
Annie grins and you watch as she slinks off the sofa and kneels down on the floor. Still holding you shaft easily in her hand, she uses her other hand to push your legs open and slides in between them, staring up at you as she leans forward towards your erect penis.<Br>
<bR>
Keeping eye contact, she sticks out her tongue and gingerly licks your dick, grinning as you nervously jolt at her touch.<bR>
<br>
Wordlessly, she then opens her mouth and puts your prick easily between her glossy lips.<Br>
<br>
You moan as she runs her tongue around your small dick, not letting her eyes drift from yours for one moment. Her fingers drift back down to playing with your balls, feeling tight and hard at the stimulation.<Br>
<br>
"Cum for me, <<TrueName "Current">>," Annie says to you after she momentarily takes your penis out of her mouth with a plop. "Cum right down my throat."<br>
<br>
Then she’s back down, her head buried in your groin, her blue eyes staring up at you as her blonde hair spreads out over your thighs.<br>
<br>
You can’t hold back longer. Digging your fingers into the sofa, you grunt as you release in Annie’s mouth. She stares up at you, working her lips around your prick, as if she was milking your semen from your dick.<br>
<br>
You fall back, spent. You look down at Annie, who pulls back off your penis and giggles. "There wasn't much there. You didn’t jack off before our date, did you <<TrueName "Current">>? Or did you see Jennifer beforehand? Naughty."<br>
<</if>>
<br>
You look at the blonde bombshell, still kneeling between your legs. You grimace. You don’t want to think of Jennifer right now.<br>
<br>
After a moment, Annie excuses herself and goes to the bathroom. Whilst she’s gone, you grab a tissue and clean yourself up. <br>
<br>
When Annie returns, you are already on your feet. "I should go," you say.<br>
<br>
<<if setup.days[$dayCurrent] is "Friday" or setup.days[$dayCurrent] is "Saturday">>
Annie looks at you, curiously. "You can stay, if you like? After all, we don’t have to work tomorrow."<Br>
<br>
You glance back at her, considering it. Jennifer lives opposite. It’s one thing to sneak into here in the middle of the night. But walking out in broad daylight. You are asking for trouble.<Br>
<br>
But looking back at Annie, you find yourself drawn by her white smile. And those perfectly glossed lips that moments ago, were wrapped around your dick. They both promise so much more.<Br>
<Br>
<<ActionsHeader>>
<<link "Stay over" "AnniesApartmentPubDate">><<set $AnniesApartmentPubDate to "StayOverAccept">><</link>><br>
<<link "Decline" "AnniesApartmentPubDate">><<set $AnniesApartmentPubDate to "StayOverDecline">><</link>><br>
<<else>>
She nods. "I guess we do have work tomorrow." There’s a grin on her face. "Don’t worry, <<TrueName "Current">>. I will play innocent."<br>
<br>
You find yourself blushing. It’s enough to set her into a giggle. "Sleep tight," she adds. "Hope you’ll be thinking about my… eyes."<Br>
<bR>
She follows you to the door and opens it for you. Smiling as you say goodbye.<Br>
<br>
<<ActionsHeader>>
<<link "Leave Annie's apartment" "AvianLane">><<set $AnniesApartmentPubDate to undefined>><<SetFlag "AnnieApartmentPubDate" false>><</link>>
<</if>>
<<elseif $AnniesApartmentPubDate is "MaleHand">>
"Just, keep going," you tell her, hearing your hoarse words through your soft grunting.<br>
<br>
Annie’s grin widens and she quickens her pace. "Getting close, <<TrueName "Current">>?"<br>
<br>
<<if $PlayerCharacter.stateCurrent is 0>>
Her hand roughly and quickly moves up and down your giant erect prick, barely able to grasp it, jacking it off with frenzy. "Oh god," you hear your voice stammer.<br>
<br>
"Are you going to cum for me?" Annie whispers to you. "Cum for little Annie? Go on, <<TrueName "Current">>. Cum. Cum all over my hand."<Br>
<bR>
It’s too much for you. With a grip on her shoulder, you feel penis spurt, propelling a thick spurt of jism up into the air. It falls back over your exposed groin and Annie’s fingers. Again and again, white semen launching up and down. And one final release, this time flowing from the tip down your shaft.<br>
<br>
Annie looks at you in the face. Without taking her eyes away, she raises her hand to her mouth and licks your cum off her fingers like a cat lapping up water.<Br>
<bR>
She smiles, wide-eyed. "That was a lot," she purrs. <br>
<<elseif $PlayerCharacter.stateCurrent is 1>>
Her hand roughly and quickly moves up and down your erect prick, jacking it off with frenzy. "Oh god," you hear your voice stammer.<Br>
<br>
"Are you going to cum for me?" Annie whispers to you. "Cum for little Annie? Go on, <<TrueName "Current">>. Cum. Cum all over my hand."<br>
<bR>
It’s too much for you. With a grip on her shoulder, you feel penis spurt, propelling jism up into the air. It falls back over your exposed groin and Annie’s fingers. Within moments another strand of white semen launches up into the air, and falls back down. And then a final release, this time flowing from the tip down your shaft.<br>
<br>
Annie looks at you in the face. Without taking her eyes away, she raises her hand to her mouth and licks your cum off her fingers like a cat lapping up water.<br>
<br>
She smiles, coyly. "That was… nice." she purrs.<br>
<<elseif $PlayerCharacter.stateCurrent is 2>>
Her hand roughly and quickly holds your erect prick in her hand, massaging it vigorously. "Oh god," you hear your voice stammer.<Br>
<br>
"Are you going to cum for me?" Annie whispers to you. "Cum for little Annie? Go on, <<TrueName "Current">>. Cum. Cum all over my hand."<br>
<bR>
It’s too much for you. With a grip on her shoulder, you feel penis spurt, jism flowing from the tip down your shaft over Annie’s fingers. <br>
<bR>
Annie looks at you in the face. Without taking her eyes away, she raises her hand to her mouth and licks your cum off her fingers like a cat lapping up water.<br>
<br>
She smiles, politely. "Mmmm." she purrs.<br>
<<else>>
Her hand roughly and quickly holds your prick easily in hand, rubbing it quickly with two fingers. "Oh god," you hear your voice stammer.<br>
<br>
"Are you going to cum for me?" Annie whispers to you. "Cum for little Annie? Go on, <<TrueName "Current">>. Cum. Cum all over my hand."<br>
<bR>
It’s too much for you. With a grip on her shoulder, you feel penis spurt, jism running weakly down over Annie’s hands. <br>
<br>
Annie looks at you in the face. Without taking her eyes away, she raises her hand to her mouth and licks your cum off her fingers like a cat lapping up water.<bR>
<br>
She looks up at you, slightly distracted. She says nothing.<br>
<</if>>
<br>
You spend a few minutes relaxing, Annie casually running her finger along the back of your neck. Once you’ve regained your breath, you excuse yourself and go to the bathroom to clean yourself up. You return to see Annie still sitting on the sofa.<br>
<br>
"I should go," you tell her when she looks up at you. <br>
<br>
<<if setup.days[$dayCurrent] is "Friday" or setup.days[$dayCurrent] is "Saturday">>
Annie looks at you, curiously. "You can stay, if you like? After all, we don’t have to work tomorrow."<Br>
<br>
You glance back at her, considering it. Jennifer lives opposite. It’s one thing to sneak into here in the middle of the night. But walking out in broad daylight. You are asking for trouble.<Br>
<br>
But looking back at Annie, you find yourself drawn by her white smile. And those perfectly glossed lips. They both promise so much more.<Br>
<Br>
<<ActionsHeader>>
<<link "Stay over" "AnniesApartmentPubDate">><<set $AnniesApartmentPubDate to "StayOverAccept">><</link>><br>
<<link "Decline" "AnniesApartmentPubDate">><<set $AnniesApartmentPubDate to "StayOverDecline">><</link>><br>
<<else>>
She nods. "I guess we do have work tomorrow." There’s a grin on her face. "Don’t worry, <<TrueName "Current">>. I will play innocent."<br>
<br>
You find yourself blushing. It’s enough to set her into a giggle. "Sleep tight," she adds. "Hope you’ll be thinking about my… eyes."<Br>
<bR>
She follows you to the door and opens it for you. Smiling as you say goodbye.<Br>
<br>
<<ActionsHeader>>
<<link "Leave Annie's apartment" "AvianLane">><<set $AnniesApartmentPubDate to undefined>><<SetFlag "AnnieApartmentPubDate" false>><</link>>
<</if>>
<<elseif $AnniesApartmentPubDate is "MaleStop">>
You reach down quickly and gently move her hand away. "I can’t, Annie. I’m sorry."<br>
<br>
She lets you move her hand back, then watches you curiously as you button up your pants again. "I shouldn’t have done that," you stammer.<br>
<br>
Annie just grins. "Aren’t you the faithful one, <<TrueName>>?" she mocks you. "I think we both know what you really want, though."<br>
<br>
You stand, looking down at Annie, stretched out over the sofa like a cat. "I should go."<br>
<br>
Heading towards the door, you don't turn back as Annie starts to speak. "See you at work, <<TrueName>>. If not sooner."<br>
<br>
<<ActionsHeader>>
<<link "Leave Annie's apartment" "AvianLane">><<set $AnniesApartmentPubDate to undefined>><<SetFlag "AnnieApartmentPubDate" false>><</link>>
<<elseif $AnniesApartmentPubDate is "StayOverAccept">>
"Alright," you reply. "I’ll stay."<br>
<br>
She flashes you a grin, then turns on her heels. "Great! Do you mind cleaning up? I just want to tidy a few things."<br>
<br>
Before you can nod, Annie has skipped off through a door. One, you assume, to her bedroom.<Br>
<br>
You take the glasses and tip the mostly untouched drinks down the sink, placing them in the drying rack. The apartment seems quieter without Annie. Even though the vintage furniture and lamps retain her essence even when she’s not here.<br>
<bR>
A door opens and Annie’s head looks out. "You can come in," she purrs.<br>
<br>
<<ActionsHeader>>
<<link "Enter Annie’s bedroom" "AnniesApartmentBedroom">><<set $AnniesApartmentPubDate to undefined>><<SetFlag "AnnieApartmentPubDate" false>><<EventTrigger "AnniesApartmentBedroom" "AnniesApartmentStayOver" null null "PC" null null null true>><</link>>
<<elseif $AnniesApartmentPubDate is "StayOverDecline">>
"I really shouldn’t," you reply.<br>
<bR>
She almost pouts, but nods. "Alright <<TrueName "Current">>. It’s been fun. We should do this again sometime."<bR>
<bR>
You nod, but say nothing. Instead you give her a polite smile, then quickly move to the door.<Br>
<br>
<<ActionsHeader>>
<<link "Leave Annie's apartment" "AvianLane">><<set $AnniesApartmentPubDate to undefined>><<SetFlag "AnnieApartmentPubDate" false>><</link>>
<</if>>The door to Annie’s apartment opens with a creak and Annie’s curious face looks out. Upon seeing you, a small smile creeps up her face.<br>
<Br>
"Well, this is a pleasant surprise," she purrs. "Come on in."<Br>
<Br>
<<ActionsHeader>>
<<link "Enter Annie’s apartment" "AnniesApartment">><</link>><<if $current.avatar isnot "Annie">><<Transform "Annie">><<else>><<set _TransformSuccess to true>><</if>>
<<if _TransformSuccess is true>>
You take Annie's photo down, feeling the amulet already tingling. You touch the frame and take a deep breath, anticipating what’s to come.<br>
<br>
"From this item, I see you in your time of need," you say. "Now form shape to the person I see within."<br>
<br>
You see Annie watching you for the briefest of moments between you finishing the words and the explosion of magic from your being. You cry out as waves of yellow energy blow out away from your body. Ignoring the pain, you instead focus on the mental image within your mind.<br>
<br>
<i>A bombshell. Long, golden blonde hair. Lightning blue eyes. Glossy lips. Crystal white teeth. An hourglass figure and a plump bubble butt. All wrapped up in an outfit that shows off toned legs and hugs all curves.</i><br>
<br>
<<if _TransformWasFemale is true>>
You feel your skin stretch and distort, as internal organs shift and bones fracture. Simultaneously your clothes pull tighter, constricting where your breasts and bum change, expanding to match Annie's proportions.<br>
<br>
Blonde locks fall across your vision, even as darkness seeps from the pain and threatens to put you into a slumber. You strain against the yearning to pass out, straining to keep your brain locked on to the image of the receptionist who's greeted you every day for months. <br>
<br>
You feel the balls of your feet rise up, up, up. Shakily balancing on the high heels that appear under you.<br>
<<else>>
You feel your skin stretch and distort, as internal organs shift and bones fracture. Simultaneously your clothes pull tighter, constricting just where your breasts and bum are expanding. <br>
<br>
Blonde locks fall across your vision, even as darkness seeps from the pain and threatens to put you into a slumber. You strain against the yearning to pass out, straining to keep your brain locked on to the image of the receptionist who's greeted you every day for months. <br>
<br>
You feel the balls of your feet rise up, up, up. Shakily balancing on heels that appear under you.<br>
<</if>>
<br>
Then with a final cry, the transformation completes. Staring back at you is Annie, her mouth open. "I'm never going to get used to that," she murmurs.<br>
<br>
You shrug, growing accustomed to feeling from the new form once more. "I better get going," you mutter.<br>
<br>
She offers you a grateful smile. "Thank you," she says. "Just try to act like me. But don't let anyone take advantage of you. I mean it."<br>
<Br>
<<ActionsHeader>>
<<link "Leave Annie's apartment" "AvianLaneAnnieForm">>
<<SetNPCLocation "Annie" $dayCurrent "0" "">>
<<SetNPCLocation "Annie" $dayCurrent "1" "">>
<<SetNPCLocation "Annie" $dayCurrent "2" "">>
<<SetNPCLocation "Annie" $dayCurrent "3" "">>
<<SetNPCLocation "Annie" $dayCurrent "4" "">>
<</link>>
<<else>>
You take Annie's photo down, but the amulet feels cold and heavy around your neck. As if it's dormant.<br>
<br>
You grimace. You haven't given it enough time to re-charge. <br>
<br>
"What's wrong?" she asks.<Br>
<br>
"I think it's not going to work," you reply.<br>
<br>
<<if $current.female is true>>She offers you a sympathetic smile, "Don't worry," she says, before breaking into a grin. "Performance anxiety?"<Br>
<<else>>She offers you a sympathetic smile, "Don't worry," she says, before breaking into a grin. "Most guys have trouble sometimes."<br><</if>>
<br>
You give her a look and she giggles. "Let's try again later."<Br>
<Br>
<<ActionsHeader>>
<<link "Return to Annie's apartment" "AnniesApartment">><</link>>
<</if>><b>Annie's Apartment - Bedroom</b><br>
<img src="./images/Annies_Apartment_Bedroom.png"><br>
<br>Annie’s bedroom is furnished in pastels with lace curtains, floral quilts and vintage trinkets that exude femininity. It smells of lavender sachets.<br>
<<include "EventsAnniesApartmentBedroom">>
<<if _currentEvent is undefined>>
<<if $NewDay is true>>
<<set $NewDay to false>>
<<Weekend>>
<<if _Weekend is false>><<DailyVariableAdd "AnnieSeenAtWork">><</if>>
<br>
You stir, your consciousness returning to the land of the living. You blink, glancing down at the comforting outline of your body underneath the bed sheets. Morning daylight shines in through the windows and the sounds of birds chirping can be heard even through the window glass.<br>
<br>
The smell of sweet perfume invades your senses and you remember where you are. Annie's Apartment. You grab your clothes from the floor and throw them on, glancing at yourself - your own self - in her mirror. You are ready to face the day ahead.<br>
<<TandiBraceletProse>>
<</if>>
<<if $NPCPresent.includes("Annie") and $current.avatar is "Annie">><br>Annie sleeps soundly on her bed, right where you left her. With any luck, she'll just think she over-exerted herself.<br><</if>>
<br>
<<ActionsHeader>>
[[Go to Annie's Apartment->AnniesApartment]]
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<if _currentEvent is "AnniesApartmentStayOver">>
<br>
Through the warm hue of the fairy lights and lamps, your eyes settle on the bed. You frown. You’re not sure what you expected. But not quite this.<Br>
<bR>
Annie sits up in bed, staring back at you brightly. Her make-up removed, her hair pulled back in a ponytail. And she’s wearing a pink satin long-sleeve pyjama set. The top buttoned up at the front. The pants just visible where she’s pulled down the covers. <br>
<bR>
“Don’t be shy,” she says. “Just take your trousers and shoes off. Snuggle in.”<br>
<br>
<<if $PlayerCharacter.stateCurrent is 0>>
You wordlessly do as she says, sliding in under the covers. She rolls over to look at you, her blue eyes sparkling in the light. “Hey you,” she says.<br>
<<elseif $PlayerCharacter.stateCurrent is 1>>
You wordlessly do as she says, sliding in under the covers. She rolls over to look at you, her blue eyes sparkling in the light. “Hey you,” she says.<Br>
<<elseif $PlayerCharacter.stateCurrent is 2>>
You wordlessly do as she says, sliding in under the covers. She rolls over to look at you, her blue eyes glancing down at your chest. Curiosity spreads across her face, but she shrugs it off. “Hey,” she says.<br>
<<else>>
You wordlessly do as she says, sliding in under the covers. She rolls over to look at you, her blue eyes lingering on the small mounds on your chest. Something hides behind her look. Surprise, maybe? Confusion? She holds her gaze on them for long enough to make you feel self-conscious.<bR>
<</if>>
<br>
Staring back at her, you are unsure what to do. Of what this is. She giggles. “Don’t tell me you’ve never slept with a woman after you’ve fooled around with her, <<TrueName "Current">>? Or were you expecting me to ‘sleep with you’?”<br>
<br>
Only a smile and shrug come to you. She laughs at that. “Not tonight,” she says, before she leans in and kisses you. <Br>
<bR>
You find yourself responding, pushing your lips against hers. Her tongue slips into your mouth. You taste her lipgloss. It’s as sweet as the perfume that she wears. You find your sense of smell and taste triggering pleasant sensations, causing something in your groin to stir.<bR>
<br>
Annie pulls back, looking at you again. She runs some fingers over your hair. “Not tonight,” she whispers. “But I’d… like you to hold me. If you would.” <br>
<br>
Without waiting for a response, she rolls over to face away from you, snuggling against your chest. “Goodnight, <<TrueName "Current">>,” she whispers, before flicking the light off.<br>
<br>
<<if $PlayerCharacter.stateCurrent is 0>>
Annie presses back into you. You feel the fabric of her pyjamas against your chest. She quickly falls silent, as her back rests against your torso.<br>
<<elseif $PlayerCharacter.stateCurrent is 1>>
Annie presses back into you. You take in a deep breath as the fabric of her pyjamas rubs against your sensitive chest. You hear her giggle. “You like that?” she whispers.<br>
<<elseif $PlayerCharacter.stateCurrent is 2>>
Annie presses back into you. You gasp as the fabric of her pyjamas brushes over your nipples. She glances back, looking over her shoulder at them with interest. “Sensitive, are you?" she whispers.<br>
<<else>>
Annie presses back into you. You gasp as the fabric of her pyjamas touches your chest. She glances back, her eyes again lingering on your small mounds. A distracted smile creeps onto her face, and she momentarily reaches over to stroke your nipple, before turning back.<br>
<</if>>
<br>
It’s not long before you hear the gentle breathing of Annie fast asleep, content and peaceful in your arms. You glance at the window, trying to see if you can see Jennifer’s building from here. Thankfully, all you can see is the night.<br>
<br>
<<ActionsHeader>>
<<link "Go to sleep" "AnniesApartmentBedroomSleep">><<EventsCheckEnd "AnniesApartmentBedroom" "AnniesApartmentStayOver">><</link>>
<<elseif _currentEvent is "AnniesApartmentFirstDream">>
<br>
You jolt forward. It takes a moment to realise that you’re in bed. In Annie's bed. Safe. You hear the quiet sounds of owls outside, with only a little daylight seeping in from the edges of the windows.<br>
<br>
Taking deep breaths, you regain a sense of composure. Annie's room, furnished in pastels with lace curtains, floral quilts and vintage trinkets that exude femininity.<br>
<br>
You reflect on the dream - yes, it was a dream - as you calm down. You’ve had more frightening dreams in your life, but you can’t recall one being so vibrant. Almost alive. As if it were more than a dream. Memories, almost.<br>
<br>
Which is exactly what it was. Memories of one of your first dates with Jennifer. With Dan interrupting you. You grimace at the thought of him.<br>
<br>
Something lingers in your mind. Dan did interrupt the date, didn’t he? That’s what you remember...<br>
<br>
Something calls for you to check your body. You run your hands down your skinny torso, feeling your sensitive chest as you move down. Everything seems correct. Thankfully, even your average penis is intact. Nothing seems strange.<br>
<br>
A fleeting thought preys on your mind in spite of your attempts to reassure yourself. This is what you expected, isn’t it?<br>
<br>
But you can’t shake the feeling that something isn’t right. With all that’s happened, you decide that you should speak to someone who might be able to help. Someone who knows something about magic.<br>
<br>
<<ActionsHeader>>
<<link "Get up and go to the living room" "AnniesApartment">>
<<if $NewDay is true>><<set $NewDay to false>><</if>>
<<EventsCheckEnd "AnniesApartmentBedroom" "AnniesApartmentFirstDream">>
<<EventsCancel "YourRoom" "FirstDream">>
<<EventsCancel "JennifersApartmentBedroom" "JennifersApartmentFirstDream">>
<<QuestTracker "Quest16" 0>>
<</link>><br>
<<elseif _currentEvent is "AnniesApartmentFirstFemaleDream">>
<br>
You bolt upright, gasping for air. You hug the sheets to your chest, feeling your breasts rise and fall as you take deep breaths.<br>
<br>
Another dream. Another of those dreams. The vibrancy, the fidelity. It all seemed so real.<br>
<br>
You recall the specifics. You were back at your first job, back in the city. You recall the treatment you received from your superiors. The demeaning requests. The constant comments full of innuendo.<br>
<br>
No one ever said that being a programmer in a man’s world would be easy. But you didn’t think grabbing coffee orders would be a task given to someone with a university degree.<br>
<br>
A thought flashes across your mind. <I>That wasn’t the task given to you at that job, was it?</i><br>
<br>
You rack your brain, trying to grasp on to what feels like a memory just out of reach. You remember the job, clearly. You were consistently demeaned, belittled and treated as nothing more than an office girl. Try as you might, that’s what you remember.<br>
<br>
Yet even the very word ‘girl’ jars in your brain. You can’t explain why, but you bet it’s got something to do with magic. And you know you need to speak to someone to get to the bottom of this.<br>
<br>
<<ActionsHeader>>
<<link "Get up and go to the living room" "AnniesApartment">>
<<if $NewDay is true>><<set $NewDay to false>><</if>>
<<EventsCheckEnd "AnniesApartmentBedroom" "AnniesApartmentFirstFemaleDream">>
<<EventsCancel "YourRoom" "FirstFemaleDream">>
<<EventsCancel "JennifersApartmentBedroom" "JennifersApartmentFirstFemaleDream">>
<<QuestState "Quest16">>
<<if _QuestState is 1>>
<<QuestTracker "Quest16" 3>>
<</if>>
<</link>><br>
<<elseif _currentEvent is "FirstNoReturn">>
<br>
Lunging forward, you gasp for air. Your eyes dart around and recognise where you are. In bed, in Annie’s bedroom. You hear the quiet sounds of pigeons outside. The air feels warmer. Autumnal. Not like that cold day…<br>
<br>
You catch your breath as you remember. The running track. The cold air in spite of it being the end of summer. Steve.<br>
<br>
None of that happened. You went to school in the city. Not Charlton. Didn’t you? But the dream. It felt so real.<br>
<br>
<i>What are you talking about? What dream?</i><br>
<br>
The voice is there, but it’s distant. Easy to ignore. You look around the room, then down at yourself. You look exactly like you remember. Searching through your memories, everything seems right.<br>
<br>
<i>But it always does, doesn’t it?</i><br>
<br>
It’s barely a voice now, more of a quiet thought. Your memories seem fine. You think of your own room, picturing it perfect in your mind. You recall that Brock was mad that you picked it. Just as well, really. It would have been wasted once he left for University. Which he definitely did do. Didn’t he?<br>
<br>
<i>Even for you, this is getting hard to follow. What’s going on?</i><br>
<br>
Try as you might, the memories of the morning PE lesson linger in your mind. More troublesome is that you can't recall what you really did that day.<br>
<br>
Suddenly a girlish laugh echoes in your mind, cutting the voice off. You hear it growl, but it’s distant and dim. Then, for the first time in a while, there’s a momentary sense of calm in your mind. It’s only punctured by a soft titter of a girl.<br>
<br>
<span class="pink"><i>So, so warm now. See you soon, <<TrueName "Female">>.</i></span><br>
<br>
<<ActionsHeader>>
<<link "Get up and go to the living room" "AnniesApartment">>
<<if $NewDay is true>><<set $NewDay to false>><</if>>
<<EventsCheckEnd "AnniesApartmentBedroom" "FirstNoReturn">>
<<EventsCancel "YourRoom" "FirstNoReturn">>
<<EventsCancel "JennifersApartmentBedroom" "FirstNoReturn">>
<</link>><br>
<<elseif _currentEvent is "AnniesApartmentStayOverFem">>
<br>
Through the warm hue of the fairy lights and lamps, your eyes settle on the bed. Where Annie lies. She smiles nervously at you. Make-up retouched, wearing a set of pink lacy lingerie, translucent and flowing.<br>
<Br>
"Hey you," she purrs. "Why don't you get more comfortable?"<Br>
<br>
You slide on to the bed, gripping her face with your palm as you kiss her deeply. She hungrily returns the gesture, her mouth eagerly exploring yours.<Br>
<Br>
All traces of inhibition go, as she reaches up to your blouse and begins to unbutton it, even whilst she presses her lips against yours. You shrug off the blouse and feel her hands cupping your breasts through your bra, her fingers digging under the cups and thumbing your nipples gently.<br>
<br>
She lies back on the bed, letting you move on top of her. You reach around her, unclasping her lingerie and tossing it off to the side. She giggles once more as you take in the sight of her perfectly pert breasts lying underneath you.<br>
<br>
Cautiously, you reach down and run a finger over her nipple. Erect and aroused. She smiles and reaches up to pull your face to hers. Her tongue enters your mouth again.<Br>
<br>
She murmurs as you make out, reaching up behind your own back and freeing your breasts from your underwear. You sit astride her, still in your skirt, looking at her naked torso underneath you. She grins.<br>
<br>
"Do you want me to... taste them?" she asks you, glancing at your breasts. You lean down in encouragement and instantly feel her tongue lapping at your taut nipples. Her lips brush against one and she purrs as she takes it between her lips.<br>
<br>
You start to grind against her, skirt riding up, exposing your underwear. She stops sucking on your nipple and looks down. Then back up to you. You see her take a gulp. "I'm not sure what to do..." she whispers, before trailing off.<bR>
<br>
Smiling, you lean back down and kiss her again. This time, you let her hands wander as you concentrate on the feeling of her lips on yours, her lipgloss smooth against your own, her sweet perfume filling your nostrils.<Br>
<br>
<<if $PlayerCharacter.stateCurrent is 4>>
Before you know it, one of Annie's hands is between your skirt. Pressing against your panties. Against your micro-penis.<bR>
<bR>
You pull up, fear coursing through you. Her eyes are wide. But her hand still rests against your member.<br>
<br>
"Oh," she whispers. Then, to your great relief, she smiles.<Br>
<Br>
"I wasn't expecting that," she says. "But it's not... unwelcome."<bR>
<br>
Her eyes flick down, then back at you. "Do you think I could see it?"<br>
<Br>
When you don't reply, she takes it as approval. You feel her flick your panties to the side and her warm fingers wrap around it, gently massaging it. She titters with affection.<Br>
<br>
"Do you want me to... go down on you?" she asks.<br>
<br>
<<ActionsHeader>>
<<link "Ask her to suck your micro-penis" "AnnieDialogue">><<set $AnnieDialogue to "SexGoGetLicked">><<EventsCheckEnd "AnniesApartmentBedroom" "AnniesApartmentStayOverFem">><</link>><br>
<<link "Explore her with your finger" "AnnieDialogue">><<set $AnnieDialogue to "SexGoFingerAnnie">><<EventsCheckEnd "AnniesApartmentBedroom" "AnniesApartmentStayOverFem">><</link>><br>
<<else>>
Before you know it, one of Annie's hands is between your skirt. Pressing against your panties. Against your slit.<bR>
<bR>
You pull up, gasping from her touch. Her eyes are locked on you, smiling, as her fingers continue to stroke against it through your panties.<br>
<br>
Her eyes flick down, then back at you. "Do you think I could see?"<br>
<Br>
When you don't reply, she takes it as approval. You feel her flick your panties to the side and her warm fingers touch your lips, massaging them. She titters with affection.<Br>
<br>
"Do you want me to... go down on you?" she asks.<br>
<br>
<<ActionsHeader>>
<<link "Ask her to go down on you" "AnnieDialogue">><<set $AnnieDialogue to "SexGoGetLicked">><<EventsCheckEnd "AnniesApartmentBedroom" "AnniesApartmentStayOverFem">><</link>><br>
<<link "Explore her with your finger" "AnnieDialogue">><<set $AnnieDialogue to "SexGoFingerAnnie">><<EventsCheckEnd "AnniesApartmentBedroom" "AnniesApartmentStayOverFem">><</link>><br>
<</if>>
<</if>><<Weekend>>
<<if _Weekend is true and setup.period[$periodCurrent] is "Night">>
<<Flag "EmilyMaidJobAutomated">><<DailyVariableCheck "EmilyWorkingMaid">>
<<if _FlagReturn is true or _DailyVariableCheck is true>>As you decide to sleep, your mind keeps reminding you of Emily, working at the hotel. You wonder what she must have done this evening. Burying thoughts before you spiral, you nevertheless feel a cold shiver spread across your skin.<br><br><</if>>
<</if>>
Despite it being soft, the bed is as unfamiliar as the body you're in is familiar. <i>Your body.</i> After all that’s happened, there's a comforting pull in that. Soon you find yourself drifting to sleep.<br>
<<SleepRoutine "AnniesApartmentBedroom">><<AndreaOutside>>
<b>Avian Lane</b><br>
<<if setup.period[$periodCurrent] is "Evening" or setup.period[$periodCurrent] is "Night">>
<img src="./images/Avian_Lane_night.png"><br>
<<else>>
<img src="./images/Avian_Lane.png"><br>
<</if>>
<br>In most towns Avian Lane would be no more than an alleyway. The backs of buildings on the main street run down one side. On the other, rundown apartments are housed above a line of shops that are more closed than open.<br>
<<include "EventsAvianLane">>
<<if _currentEvent is undefined>>
<<PresentNPCPeriodText "Logain" "Evening" "<br>Logain lingers off to the side of McTafey’s bar, carefully eying everyone who passes him by. Occasionally, teenagers approach him. You note that after a brief exchange, they slide him some cash in a bad attempt at subtlety.<br>">>
<br>
<<ActionsHeader>>
<<if setup.period[$periodCurrent] is "Morning">>
<<Flag "JenniferMorningInvite">><<EventArmed "JennifersApartment" "TerrenceResolution">>
<<if _EventArmed is true and _CurrentPC is true>>
/* Quest21 morning-after: Jennifer texted "come over this morning" - her door opens regardless of the Sunday tutoring invite flag */
[[Visit Jennifer's apartment->JennifersApartment]]<br>
<<elseif _FlagReturn is true and _CurrentPC is true>>
<<QuestState "Quest21">><<QuestStatus "Quest21">>
<<if setup.days[$dayCurrent] is "Sunday" and _QuestStatus is "active">>
<<link "Visit Jennifer's apartment" "AvianLaneJenniferOut">><</link>><br>
<<elseif _QuestState is 5 and _QuestStatus is "active">>
<s>Visit Jennifer's apartment</s> - <i>This conversation could take some time. You should wait until the evening to discuss it.</i><br>
<<elseif _QuestState is 7 and $Quest21Confrontation.includes("Jennifer") and _QuestStatus is "active">>
<s>Visit Jennifer's apartment</s> - <i>You should give Jennifer time to process your confrontation.</i><br>
<<else>>
[[Visit Jennifer's apartment->JennifersApartment]]<br>
<</if>>
<<elseif _CurrentPC is false>>
<<CheckNPCForm "Jennifer">>
<<if _NPCForm is "PC">>
[[Visit Jennifer's apartment->JennifersApartment]]<br>
<<else>>
<s>Visit Jennifer's apartment</s> - <i>You don't want to explain your current form to Jennifer</i><br>
<</if>>
<</if>>
<<AnnieMorningApartmentVisit>>
<<if _AnnieMorningApartmentVisit is "Enter">>[[Visit Annie's apartment->AnniesApartment]]<br>
<<elseif _AnnieMorningApartmentVisit is "Out">><<link "Visit Annie's apartment" "AvianLaneAnnieOut">><</link>><br>
<<elseif _AnnieMorningApartmentVisit is "NotYet">><s>Visit Annie's apartment</s> - <i>She asked you to help Terrence first. Come back once it's done.</i><br>
<</if>>
<<elseif setup.period[$periodCurrent] is "Evening">>
<<QuestState "Quest21">><<QuestStatus "Quest21">>
<<if _QuestState is 7 and $Quest21Confrontation.includes("Jennifer") and _CurrentPC is true and _QuestStatus is "active">>
<s>Visit Jennifer's apartment</s> - <i>You should give Jennifer time to process your confrontation.</i><br>
<<elseif _QuestState is 7 and _QuestStatus is "complete" and $Quest21Confrontation.includes("Jennifer") and _CurrentPC is true>>
<<EventArmed "JennifersApartment" "TerrenceResolution">>
<<if _EventArmed is true>>
<<link "Visit Jennifer's apartment" "AvianLaneJenniferOut">><</link>><Br>
<<else>>
[[Visit Jennifer's apartment->JennifersApartment]]<br>
<</if>>
<<elseif _CurrentPC is false>>
<<CheckNPCForm "Jennifer">>
<<if _NPCForm is "PC">>
[[Visit Jennifer's apartment->JennifersApartment]]<br>
<<else>>
<s>Visit Jennifer's apartment</s> - <i>You don't want to explain your current form to Jennifer</i><br>
<</if>>
<<else>>
[[Visit Jennifer's apartment->JennifersApartment]]<br>
<</if>>
<<QuestState "Quest21">><<NPCLocationCheck "Annie">>
<<if _QuestState is 5 and _CurrentPC is true and !$Quest21Confrontation.includes("Annie") and _NPCLocationCheck is "AnniesApartment">>
<<link "Visit Annie's apartment" "AnniesApartmentConfront">><</link>><br>
<<elseif _QuestState is 5 and _CurrentPC is true and !$Quest21Confrontation.includes("Annie")>>
<<link "Visit Annie's apartment" "AvianLaneAnnieOut">><</link>><br>
<</if>>
<</if>>
<<LocationKnownCheck "McTafeys">>
<<if _LocationKnownCheck is true and $current.avatar is "Emily" and setup.period[$periodCurrent] is "Evening">>
<s>Enter McTafey's Bar</s> - <i>Emily can't enter a pub without a good reason.</i><br>
<<elseif _LocationKnownCheck is true and setup.period[$periodCurrent] is "Evening">>
[[Enter McTafey's Bar->McTafeysBar]]<br>
<<elseif _LocationKnownCheck is true>>
<s>Enter McTafey's Bar</s> - <i>McTafey's isn't open</i><br>
<</if>>
<<LocationKnownCheck "JunkShop">>
<<if _LocationKnownCheck is true and setup.period[$periodCurrent] isnot "Night" >>[[Visit the Junk Shop->JunkShop]]<br><</if>>
<<LocationKnownCheck "CrowmereRoad">>
<<if _LocationKnownCheck is true and setup.period[$periodCurrent] isnot "Night">>[[Go to Crowmere Road->CrowmereRoad]]<br><</if>>
<<if $NPCPresent.includes("Logain")>><<link "Talk to Logain" "AvianLaneLogainDialogue0">><<NPCKnown "Logain">><<HintsActive "LogainAvianLane">><</link>><br><</if>>
[[Go back to the main street->TownCentre]]
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<if _currentEvent is "AndreaOutside">>
<br>
You’re walking through the quiet road, the click-clack of your impossibly high heels cutting through the air like a knife, when a voice - low, commanding, and unmistakably irritated - cuts through the stillness.<br>
<br>
“Miss Cinders.”<br>
<br>
You stop dead.<br>
<Br>
Turning slowly, your gaze lands on a tall, stern-looking man in an impeccably pressed three-piece suit. His silver-streaked hair is slicked back with precision, his sharp eyes calculating and unamused as they sweep over you.<Br>
<Br>
You don’t recognise him, but the way he stands - rigid, authoritative, exuding control - makes it clear. He’s important. He exhales sharply, folding his arms across his chest.<br>
<Br>
“What exactly do you think you’re doing?” His voice is measured but tense, like he’s barely keeping his displeasure in check. His lips press into a thin line, his gaze trailing from the lace-trimmed hem of your tiny skirt, to the snug bodice hugging your waist, to the impossibly high heels forcing you to stand with a delicate sway.<br>
<Br>
Then it clicks. This man must be the owner of the hotel. Harold Sermon. His nostrils flare as he watches realization dawn on your face.<br>
<Br>
“Staff uniforms do not leave the hotel.” The words are sharp, deliberate, each syllable weighted with disapproval.<br>
<Br>
His gaze flicks to the passing townsfolk, their glances covert but lingering, whispers passing between them as they take in the sight of a Charlton Hotel maid standing in the middle of the street, dressed like a fantasy come to life.<br>
<br>
“Not only is this improper, it’s humiliating.” His voice drops lower, but somehow, that makes it worse.<br>
<Br>
“You are making a spectacle of yourself. People will start to think I allow my staff to parade around like common street girls.” His gaze darkens. “And I do not run that kind of establishment.”<br>
<br>
He exhales slowly, straightening his already-perfect cuffs. “Come with me.” He turns sharply toward the hotel, expecting obedience without question. “Lennox will deal with this.”<br>
<br>
<<ActionsHeader>>
<<link "Go with Sermon to see Lennox." "HotelLockerRoomAndreaOutsideEvent">><<SetFlag "AndreaOutsideSeen">><<EventsCheckEnd "AvianLane" "AndreaOutside">><<NPCKnown "Sermon">><</link>><br>
<<elseif _currentEvent is "JenniferSus">>
<br>
You step out into the cooling air, the quiet hum of streetlights and the sound of pigeons cooing.<Br>
<Br>
Something about Jennifer seemed off. The way she deflected your questions. It wasn’t like her. Not the Jennifer who used to roll her eyes and crack jokes to defuse tension. Tonight, she was guarded. Cautious. Like someone balancing on a wire, praying you stop with your questioning. You can’t shake the feeling that she’s hiding something.<br>
<br>
<<ActionsHeader>>
<<link "Return to Avian Lane" "AvianLane">><<EventsCheckEnd "AvianLane" "JenniferSus">><<QuestTracker "Quest20" 0>><<JenniferQuest20Tracker>><</link>><br>
<</if>><<StartConversation "Logain" "AvianLane">>
<<Checkrelationship _NPC>>
<<if $LogainDialogue is undefined>>
<<if $current.avatar is "Emily" and _relationship gt 0>>
<<include "EventsDialogueLogain">>
<<if _currentEvent is undefined>>
Logain flashes you a cocky smile as you approach him. “Hey squirt,” he says. “Didn’t expect to see you outside on a Saturday night.”<br>
<</if>>
<<QuestState "Quest22">><<DialogueSpoken "Logain" "Tandi">><<QuestOptionCheck "Quest22" 0 "computer_records" "gte">>
<<if _QuestState gte 0 and _Discussed is false and _QuestOptionCheck is false>><br><I>You study Logain for a moment, mulling over how he seems to keep his ear to the ground. You wonder if he went to school with Tandi, or whether he knows where you can find her.</i><br><</if>>
<<elseif $current.avatar is "Emily">>
Logain snorts as you approach him. “Just what my night needed. An unpleasant surprise.”<br>
<br>
He eyes you darkly, as if challenging you to speak. Taking the hint, you leave him alone.<br>
<<elseif _CurrentPC is true and _relationship gt 0>>
<<if $current.female is true>>
“Hey doll,” Logain greets you casually. “How’s your night going?”<br>
<<else>>
“Hey chief,” Logain greets you casually. “How’s your night going?”<br>
<</if>>
<<QuestState "Quest22">><<DialogueSpoken "Logain" "Tandi">><<QuestOptionCheck "Quest22" 0 "computer_records" "gte">>
<<if _QuestState gte 0 and _Discussed is false and _QuestOptionCheck is false>><br><I>You study Logain for a moment, mulling over how he seems to keep his ear to the ground. You wonder if he went to school with Tandi, or whether he knows where you can find her.</i><br><</if>>
<<elseif _CurrentPC is true>>
Upon seeing you, Logain's expression hardens. An eyebrow rises, daring you to engage with him. He’s not interested in talking with you. Not wishing to get into a conflict, you back away. <br>
<<elseif $current.avatar is "Annie" and _relationship gt 0>>
Logain smirks as you approach. "Ah, dad's favourite CCO. How's the night treating you?"<br>
<br>
"CCO?" you ask, frowning.<br>
<br>
"Chief Coffee Orderer," he replies, grinning. "The old man actually smiles when he talks about you bringing him an espresso in the morning."<br>
<br>
"How nice," you say, curtly.<br>
<<DialogueSpoken "Logain" "AnnieKey">><<TaskState "Task2">>
<<if _Discussed is false and _TaskState isnot "complete">>
<br>A thought appears to cross his face. "Speaking of," he says. "How about you bring me something? I can make it worth your while."<br>
<</if>>
<<QuestState "Quest22">><<DialogueSpoken "Logain" "Tandi">><<QuestOptionCheck "Quest22" 0 "computer_records" "gte">>
<<if _QuestState gte 0 and _Discussed is false and _QuestOptionCheck is false>><br><I>You study Logain for a moment, mulling over how he seems to keep his ear to the ground. You wonder if he went to school with Tandi, or whether he knows where you can find her.</i><br><</if>>
<<elseif $current.avatar is "Annie">>
Logain looks at you as you approach. "You need something?" he asks, aggressively.<br>
<br>
The lack of his trademark grin tells you that he's not interested in talking to you.<br>
<<else>>
The teenager’s blue eyes lock with yours. His eyes narrow slightly.<br>
<br>
“Evening,” he says to you, guarded. He offers nothing more to build upon. You smile politely at him and step away. Whatever Logain is up to, he clearly doesn’t trust you enough to tell you about it.<br>
<</if>>
<<else>>
Logain isn’t ignoring you, but you notice that his attention drifts as soon as someone walks by.<br>
<</if>>
<<if _currentEvent is undefined>>
<br>
<<ActionsHeader>>
<<Checkrelationship _NPC>>
<<if _relationship is 0>>
<<SpellsCheckSelf "Charm">>
<<if _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Charm] Cast Charm on Logain" "LogainDialogue">><<set $LogainDialogue to "Charm">><<Greedy 1>><</link>><br><</if>>
<<InventoryCheckSelf "KeyHotelBasement">><<TaskState "Task2">>
<<if _InventoryCheckSelf is true and _TaskState is "active">>
<<link "Give him the key" "LogainDialogue">>
<<GiveObjectNPC "Logain" "KeyHotelBasement">>
<<ChangeNPCrelationship "Logain" $current.avatar 1>>
<<set $LogainDialogue to "GiveKey">>
<<TaskTracker "Task2" "complete">>
<</link>><br>
<</if>>
<<InventoryCheckSelf "SixPackBeer">><<TaskState "Task1">>
<<if _InventoryCheckSelf is true and _TaskState is "active">>
<<link "Give him the beer" "LogainDialogue">>
<<GiveObjectNPC "Logain" "SixPackBeer">>
<<ChangeNPCrelationship "Logain" $current.avatar 1>>
<<set $LogainDialogue to "GiveBeer">>
<<TaskTracker "Task1" "complete">>
<</link>><br>
<</if>>
<<link "Leave Logain alone" "AvianLane">><<EndConversation "Logain">><</link>><br>
<<else>>
<<if $current.avatar is "Emily" or $current.avatar is "Annie" or _CurrentPC is true>>
<<DialogueSpoken "Logain" "Tandi">><<QuestState "Quest22">>
<<if _QuestState gte 0 and _Discussed is false>><<link "Ask him about Tandi" "LogainDialogue">><<set $LogainDialogue to "Tandi">><</link>><br><</if>>
<<TaskState "Task1">>
<<if _TaskState is "unknown">><<link "Ask him what he’s doing" "LogainDialogue">><<TaskTracker "Task1" "active">><<set $LogainDialogue to "Beer">><</link>><br><</if>>
<<DialogueSpoken "Logain" "Sell">>
<<if _Discussed is false>><<link "Ask him about what he’s selling" "LogainDialogue">><<set $LogainDialogue to "Sell">><</link>><br><</if>>
<<InventoryCheckSelf "SixPackBeer">><<TaskState "Task1">>
<<if _InventoryCheckSelf is true and _TaskState is "active">>
<<link "Give Logain the beer" "LogainDialogue">>
<<GiveObjectNPC "Logain" "SixPackBeer">>
<<ChangeNPCrelationship "Logain" $current.avatar 2>>
<<TaskTracker "Task1" "complete">>
<<set $LogainDialogue to "GiveBeer">>
<</link>><br>
<</if>>
<<InventoryCheckSelf "KeyHotelBasement">><<TaskState "Task2">>
<<if _InventoryCheckSelf is true and _TaskState is "active">>
<<link "Give him the basement key" "LogainDialogue">>
<<GiveObjectNPC "Logain" "KeyHotelBasement">>
<<ChangeNPCrelationship "Logain" $current.avatar 2>>
<<set $LogainDialogue to "GiveKey">>
<<TaskTracker "Task2" "complete">>
<</link>><br>
<</if>>
<</if>>
<<if $current.avatar is "Emily">>
<<QuestState "Quest21">><<InventoryCheckSelf "TerrenceLockerKeyLogain">>
<<if _QuestState is 1 and _InventoryCheckSelf is false>><<link "Ask Logain about Terrence’s locker key" "LogainDialogue">><<set $LogainDialogue to "TerrenceLockerKey">><</link>><br><</if>>
<<DialogueSpoken "Logain" "HallPass">><<QuestState "Quest11">>
<<if _QuestState is 1 and _Discussed is false>><<link "Ask about getting a hall pass" "LogainDialogue">><<set $LogainDialogue to "HallPass">><</link>><br><</if>>
<<QuestState "Quest41">><<DialogueSpoken "Logain" "PromHelp">>
<<if _QuestState is 0 and _Discussed is false>><<link "Ask Logain for his help at the prom" "LogainDialogue">><<set $LogainDialogue to "PromHelp">><</link>><br><</if>>
<<DialogueUnlockCheck "Logain" "DeliverPackage">>
<<if _QuestState is 0 and _DialogueUnlockCheck is true>><<link "Agree to his proposal for the prom" "LogainDialogue">><<set $LogainDialogue to "PromHelpReconsider">><</link>><br><</if>>
<<DialogueUnlockCheck "Logain" "BreakingFreeMagic">><<DialogueSpoken "Logain" "BreakingFreeMagic">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about magic" "LogainDialogue">><<set $LogainDialogue to "BreakingFreeMagic">><</link>><br><</if>>
<<DialogueUnlockCheck "Logain" "BreakingFreePills">><<DialogueSpoken "Logain" "BreakingFreePills">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about who makes the pills" "LogainDialogue">><<set $LogainDialogue to "BreakingFreePills">><</link>><br><</if>>
<<DialogueUnlockCheck "Logain" "OldPete">><<DialogueSpoken "Logain" "OldPete">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about Old Pete’s pharmacy" "LogainDialogue">><<set $LogainDialogue to "OldPete">><</link>><br><</if>>
<<DialogueUnlockCheck "Logain" "BreakingFreeWhy">><<DialogueSpoken "Logain" "BreakingFreeWhy">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask why he does what he does" "LogainDialogue">><<set $LogainDialogue to "BreakingFreeWhy">><</link>><br><</if>>
<</if>>
<<DialogueSpoken "Logain" "AnnieKey">>
<<if _Discussed is false and $current.avatar is "Annie">>
<<link "Ask him what he wants you to bring him" "LogainDialogue">><<TaskTracker "Task2" "active">><<set $LogainDialogue to "AnnieKey">><</link>><br>
<</if>>
<<EventSeen "SchoolCorridor" "Act2Begin">><<DialogueSpoken "Logain" "MissCharltonContest">>
<<if _EventSeen is true and _Discussed is false>><<link "Ask about the Miss Charlton contest" "LogainDialogue">><<set $LogainDialogue to "MissCharltonContest">><<DialogueDone "Logain" "MissCharltonContest">><</link>><br><</if>>
<<QuestState "Quest29">><<QuestStatus "Quest29">><<DialogueSpoken "Logain" "MissCharltonBadges">>
<<if _QuestState lt 3 and _QuestStatus is "active" and _Discussed is false>><<link "Ask about the contest badges" "LogainDialogue">><<set $LogainDialogue to "MissCharltonBadges">><<DialogueDone "Logain" "MissCharltonBadges">><</link>><br><</if>>
<<QuestState "Quest23">><<QuestStatus "Quest23">><<QuestOptionCheck "Quest23" 5 "destroy_tree">><<InventoryCheckSelf "WeedKiller">><<DialogueUnlockCheck "Logain" "GivePillsWeedKiller">>
<<if _QuestState is 5 and _QuestStatus is "active" and _QuestOptionCheck is true and _InventoryCheckSelf is false and _DialogueUnlockCheck is false>><<link "Ask if he can get you weed killer" "LogainDialogue">><<set $LogainDialogue to "WeedKillerAsk">><</link>><br><</if>>
<<link "Say goodbye and leave Logain" $ConversationExit>><<EndConversation "Logain">><</link>>
<</if>>
<</if>>You ring the bell, but there is no answer. Looking up to the window for Jennifer's apartment, you don't see any signs of life.<br>
<br>
Curious, you think. It's unlike Jennifer to be out at this time.<br>
<br>
<<ActionsHeader>>
<<link "Return to Avian Lane" "AvianLane">><</link>><b>Avian Lane</b><br>
<img src="./images/Avian_Lane.png"><br>
<br>
In most towns Avian Lane would be no more than an alleyway. The backs of buildings on the main street run down one side. On the other, rundown apartments are housed above a line of shops that are more closed than open.<br>
<br>
You step out into the morning light of Avian Lane, quiet and peaceful. Jennifer’s work clothes feel more present than before, uniform hugging your curves, wind breezing against your legs.<br>
<br>
You look back up to her living room window. She - you - stands there, smiling. Waves to you.<br>
<Br>
<I>What have you agreed to?</I><br>
<br>
Your hand goes to the amulet. Empty. Jennifer has drained it. You couldn’t transform if you tried. You could go back in, but even now, you can sense Jennifer’s power emanating from inside her apartment. You don’t know what she’s done since you saw her last, but you’ve never felt so powerless.<br>
<br>
Listening to your heels clipping on the pavement, you walk to Jennifer’s work. Your work. For the day ahead working at the Evans' Department Store.<bR>
<br>
<<ActionsHeader>>
<<link "Start your shift" "EvansDepartmentStoreJenniferWork">><</link>><<if $ThompsonsReceptionAnnieWork is undefined>>
<b>Avian Lane</b><br>
<img src="./images/Avian_Lane.png"><br>
<br>
You step out into the morning light of Avian Lane, quiet and peaceful. You feel the wind brush against your exposed thighs, Annie's miniskirt not offering much protection against the elements.<Br>
<Br>
<I>What have you agreed to?</I><br>
<br>
Your hand goes to the amulet. Empty. You couldn’t transform if you tried. And even when it recharges, you'll have to complete the work day as Annie. That's what you promised, after all.<br>
<br>
Listening to your high heels clipping on the pavement, you walk towards Thompson's Repair shop.<br>
<br>
<<ActionsHeader>>
<<link "Walk to Thompsons' Repairs" "ThompsonsReception">><<set $ThompsonsReceptionAnnieWork to "Intro">><<SetFlag "AnnieWorkingDay">><</link>>
<</if>>You ring the bell, but there is no answer. Looking up to the window for Annie's apartment, you don't see any signs of life.<br>
<br>
Looks like she's out somewhere else.<br>
<br>
<<ActionsHeader>>
<<link "Return to Avian Lane" "AvianLane">><</link>><<widget "AnnieMorningApartmentVisit">>
/* Default */
<<set _AnnieMorningApartmentVisit = "None">>
/* Must be current PC */
<<if _CurrentPC is true>>
/* Cache flags */
<<Flag "AnnieMorningInvite">><<set _morningInvite = (_FlagReturn is true)>>
<<Flag "AnnieConfrontedQuest21">><<set _confrontedQ21 = (_FlagReturn is true)>>
<<Flag "AnniePostTerrence">><<set _postTerrence = (_FlagReturn is true)>>
<<Flag "AnnieApartmentLocked">><<set _aptLocked = (_FlagReturn is true)>>
/* Eligibility */
<<QuestStatus "Quest21">>
<<set _eligible =
(
(_morningInvite and $current.female is true)
or (_confrontedQ21 and _QuestStatus is "complete")
or (
_postTerrence
and _QuestStatus is "complete"
and _aptLocked is false
)
)
>>
/* Leaf-dream window: Annie asked you to help Terrence FIRST, then come to the apartment. Until the ritual is done she isn't receiving. */
<<if _confrontedQ21 and _QuestStatus isnot "complete" and not _eligible>>
<<set _AnnieMorningApartmentVisit = "NotYet">>
<<elseif _eligible>>
<<DailyVariableCheck "AnnieSeenAtWork">>
<<if _DailyVariableCheck>>
<<set _AnnieMorningApartmentVisit = "Out">>
<<else>>
<<set _AnnieMorningApartmentVisit = "Enter">>
<</if>>
<</if>>
<</if>>
<</widget>><b>Charli's Apartment</b><br>
<<if setup.period[$periodCurrent] is "Evening" or setup.period[$periodCurrent] is "Night">>
<img src="./images/CharlisApartment_night.png"><Br>
<<else>>
<img src="./images/CharlisApartment.png"><Br>
<</if>>
<br>A small bedsit, overlooking the town square. Just the one room but from the homely furnishings you can tell it's cared for. There's pride on display here.<br>
<<include "EventsCharlisApartment">>
<<if _currentEvent is undefined>>
<<if $NewDay is true>>
<br>
You stir, your consciousness returning to the land of the living. You blink, glancing down at the comforting outline of your body underneath the bed sheets. Morning daylight shines in through the windows and the sounds of birds chirping can be heard even through the window glass.<br>
<br>
The quiet humming brings you fully awake and you remember where you are. Charli's Apartment. You look over to see Charli at her mirror, already dressed in her nurse's uniform putting on her make-up. She smiles when she sees you're awake. "Hey you," she murmurs. "That was quite the date."<br>
<<TandiBraceletProse>>
<br>
<<ActionsHeader>>
<<link "Get up and get changed" "CharlisApartmentGetUp">><<set $NewDay to false>><</link>>
<<else>>
<<CheckFirst "CharlisPhotos">>
<<if _CheckFirst is false>>
<br>
As you look around, you see a set of photos pinned to the boiler cabinet. They overlap and are tucked underneath each other, so many that they are in danger of dropping into the sink.<br>
<</if>>
<<NPCPresent "Charli">>
<<if _NPCPresent is true>>
<<DailyVariableCheck "CharliAsleep">>
<<if _DailyVariableCheck is true>>
<br>Charli lies face down on the bed, firmly asleep.<br>
<<elseif $current.female is true>>
<br>Charli looks back at you as she applies make-up in her mirror, smiling at you.<br>
<<else>>
<br>Charli looks back at you as she applies make-up in her mirror, her eyes lingering on you.<br>
<</if>>
<</if>>
<Br>
<<ActionsHeader>>
<<Flag "TempCharliKeysKnown">><<InventoryCheckSelf "CharliKey">>
<<if _FlagReturn is false and _InventoryCheckSelf is false>>
<<link "Look around for a personal object" "CharlisApartmentLookAround">><</link>><br>
<<elseif _FlagReturn is true and _InventoryCheckSelf is false>>
<<link "Look at the keys" "CharlisApartmentLookAtKeys">><</link>><br>
<</if>>
<<link "Look at the photos" "CharlisApartmentPhotos">><</link>><br>
<<NPCPresent "Charli">><<DailyVariableCheck "CharliAsleep">>
<<if _NPCPresent is true and _DailyVariableCheck is false>>
<<SpellsCheckSelf "Identify">><<AlreadyIdentified "Charli">>
<<if _AlreadyIdentified is false and _SpellsCheckSelf is true and $current.female is true>>
<<link "[Spell: Identify] Cast Identify on Charli" "SpellIdentify">>
<<CastIdentify "Charli" "CharlisApartment" "the apartment">>
<<SpellIdentified "Charli">>
<</link>><br>
<</if>>
<</if>>
<<NPCPresent "Charli">><<InventoryCheckSelf "CharliKey">><<DailyVariableCheck "CharliAsleep">>
<<if _NPCPresent is true and _InventoryCheckSelf is true and _DailyVariableCheck is false>>
<<link "Try to transform into Charli" "CharlisApartmentTransform">><<Transform "Charli">><</link>><br>
<</if>>
<<NPCPresent "Charli">><<DailyVariableCheck "CharliAsleep">>
<<if _NPCPresent is true and _DailyVariableCheck is false>>
<<link "Talk to Charli" "CharlisApartmentCharliDialogue0">><<StartConversation "Charli" "CharlisApartment">><</link>><br>
<</if>>
<<link "Leave Charli's apartment" "TownSquare">><<SetFlag "TempCharliInvited" false>><</link>>
<</if>>
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<if _currentEvent is "CharliInvitedIn">>
<br>
You follow Charli upstairs. She stands near her bed, looking back to you.<br>
<br>
<<if $current.avatar is "Florence">>
"I just need to do my make-up," she says. "But we can chat whilst I do it."<br>
<<elseif $current.avatar is "Andrea">>
<<QuestOptionCheck "Quest36" 1 "andrea_invite">>
<<if _QuestOptionCheck is true>>
"I just need to do my make-up," she says. "But feel free to make yourself at home."<br>
<<else>>
"I just need to do my make-up," she says. "But we can chat whilst I do it."<br>
<</if>>
<<elseif _CurrentPC is true and $current.female is false>>
<<QuestOptionCheck "Quest36" 1 "pipe_repairs">>
<<if _QuestOptionCheck is true>>
"I'm not sure what the problem is," she says. "But the boiler is over the sink. That's what Clive looked at last time."<br>
<br>
Charli walks over to the mirror agian, resuming her make-up routine. Her eyes follow you in the reflection. "Look around. Make yourself at home."<br>
<<else>>
<<QuestOptionCheck "Quest36" 1 "date_success">>
<<if _QuestOptionCheck is true>>
She looks back at you, her pupils growing. She bites her lip. "So. Here we are again."<br>
<<else>>
She looks back at you, her pupils growing. She bites her lip, but shakes her head as if freeing her mind from thoughts. "I just need to do my make-up," she says. "But we can chat whilst I do it."<br>
<</if>>
<</if>>
<<elseif $current.female is true>>
Charli looks back at you, still frowning at your presence.<br>
<<else>>
Charli looks back at you, her eyes wandering over your body.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Look around the apartment" "CharlisApartment">><<EventsCheckEnd "CharlisApartment" "CharliInvitedIn">><</link>>
<<elseif _currentEvent is "CharliNotInvited">>
<br>
You walk up into the apartment, seeing Charli looking in the mirror as she applies make-up. Her eyes widen in the mirror as she sees you.<br>
<br>
<<if $current.avatar is "Florence">>
"Flo!" she exclaims. "How did you get in?"<br>
<br>
<<ActionsHeader>>
<<InventoryCheckSelf "CharliKey">>
<<if _InventoryCheckSelf is true>><<link "Try to transform into Charli" "CharlisApartmentTransform">><<Transform "Charli">><<EventsCheckEnd "CharlisApartment" "CharliNotInvited">><</link>><br><</if>>
<<link "Apologise and leave quickly" "TownSquare">><<EventsCheckEnd "CharlisApartment" "CharliNotInvited">><<TimeChange>><</link>>
<<elseif $current.avatar is "Andrea">>
<<QuestOptionCheck "Quest36" 1 "andrea_invite">>
<<if _QuestOptionCheck is true>>
"Oh hi Andrea," she says, her shock fading. "You almost gave me a heart attack. I'm just getting ready for work. But feel free to make yourself at home."<br>
<br>
She smiles warmly at you, before turning back to the mirror.<br>
<br>
<<ActionsHeader>>
<<link "Look around" "CharlisApartment">><<EventsCheckEnd "CharlisApartment" "CharliNotInvited">><<SetFlag "TempCharliInvited">><</link>>
<<else>>
"Andrea!" she exclaims. "How did you get in?"<br>
<br>
<<ActionsHeader>>
<<InventoryCheckSelf "CharliKey">>
<<if _InventoryCheckSelf is true>><<link "Try to transform into Charli" "CharlisApartmentTransform">><<Transform "Charli">><<EventsCheckEnd "CharlisApartment" "CharliNotInvited">><</link>><br><</if>>
<<link "Apologise and leave quickly" "TownSquare">><<EventsCheckEnd "CharlisApartment" "CharliNotInvited">><<TimeChange>><</link>>
<</if>>
<<else>>
"How did you get in!" she exclaims. "Get out!"<br>
<br>
<<ActionsHeader>>
<<InventoryCheckSelf "CharliKey">>
<<if _InventoryCheckSelf is true>><<link "Try to transform into Charli" "CharlisApartmentTransform">><<Transform "Charli">><<EventsCheckEnd "CharlisApartment" "CharliNotInvited">><</link>><br><</if>>
<<link "Quickly leave" "TownSquare">><<EventsCheckEnd "CharlisApartment" "CharliNotInvited">><<TimeChange>><</link>>
<</if>>
<<elseif _currentEvent is "CliveVisit">>
<br>
As you glance at Charli one final time, you jump as the doorbell rings. You freeze.<br>
<br>
The sound of a letterbox flapping echoes up from the stairs. A familiar voice bellows through it. "Thompson's Repairs!"<br>
<br>
Clive.<br>
<br>
<<InventoryCheckSelf "CharliRepairKey">>
<<if _InventoryCheckSelf is true>>
Your mind races. Fortunately you took the spare keys from the office. You look around the apartment, seeing Charli's sleeping body on the bed. There's nowhere to hide her.<br>
<br>
"You in, Charli?" you hear Clive bellow up the stairs. "Gotta' get that boiler working, or Thompson will have my head." Clive's voice. Clive's manly voice. Who wants to come in.<br>
<br>
<i>Come in where, exactly?</i><br>
<br>
The words escape your mouth before you can stop them. "Just a minute."<br>
<br>
Fuck.<br>
<br>
Your eyes rest back on Charli. Then the bed. And then, underneath the bed...<br>
<br>
<i>Of course, you could just use that magic of yours to put him to sleep. But you'd much rather he was awake, wouldn't you?</i><br>
<br>
You pause. Why didn't you think of that? And why, in spite of what's best, do you just not want to?<br>
<br>
<<ActionsHeader>>
<span class="compulsion">[Boy Crazy] </span><s>[Sleep & Forget] Invite Clive in and cast Sleep & Forget on him</s> - <i>You really don't want to do that</i><br>
<<SpellsCheckSelf "Charm">>
<<if _SpellsCheckSelf is true>><span class="compulsion">[Boy Crazy] </span><s>[Charm] Open the door and cast Charm on Clive</s> - <i>You don't want to do that either</i><br><</if>>
<<link "Put Charli under the bed and answer the door" "CharlisApartmentCliveAnswer">><<EventsCheckEnd "CharlisApartment" "CliveVisit">><</link>>
<<else>>
A moment later, you hear the door open. Clive must have a spare set of keys from the office. You look around the apartment, seeing Charli's sleeping body on the bed. There's nowhere to hide her.<br>
<br>
"Give me a moment," you cry out in Charli's voice, eyes darting across the room to try to think of a solution. Then you notice it. Underneath the bed.<br>
<br>
You wince. Not exactly the most foolproof plan.<br>
<br>
<i>Of course, you could just use that magic of yours to put him to sleep. But you'd much rather he was awake, wouldn't you?</i><br>
<br>
You pause. Why didn't you think of that? And why, in spite of what's best, do you just not want to?<br>
<br>
<<ActionsHeader>>
<span class="compulsion">[Boy Crazy] </span><s>[Sleep & Forget] Invite Clive up and cast Sleep & Forget on him</s> - <i>You really don't want to do that</i><br>
<<SpellsCheckSelf "Charm">>
<<if _SpellsCheckSelf is true>><span class="compulsion">[Boy Crazy] </span><s>[Charm] Invite him up and cast Charm on Clive</s> - <i>You don't want to do that either</i><br><</if>>
<<link "Put Charli under the bed and greet Clive" "CharlisApartmentCliveGreet">><<EventsCheckEnd "CharlisApartment" "CliveVisit">><</link>>
<</if>>
<<elseif _currentEvent is "DateSuccess">>
<br>
<<CharliApprovalCheck>>
<<if _CharliApprovalCheck is 3>>
No sooner than you walk into the apartment, Charli is on you. You feel her mouth meet yours, hungry and passionate. She pulls you towards her using your clothes. You taste her lip gloss against your own lips.<br>
<br>
<<ActionsHeader>>
<<link "Kiss her back" "CharlisApartmentDateSuccess">><<set $CharlisApartmentDateSuccess to "KissBack">><<EventsCheckEnd "CharlisApartment" "DateSuccess">><</link>><br>
<<link "Tell her to cool it down" "CharlisApartmentDateSuccess">><<set $CharlisApartmentDateSuccess to "CoolDown">><<EventsCheckEnd "CharlisApartment" "DateSuccess">><</link>>
<<elseif _CharliApprovalCheck is 2>>
No sooner than you walk into the apartment, Charli is pressing up against you. Her eyes meet yours as she licks her lips. "So," she murmurs, running a fingernail down your top. "This is my apartment."<br>
<br>
Charli's lips move towards yours, her gloss wet and inviting. She holds away millimetres from yours, staring up at you.<br>
<br>
<<ActionsHeader>>
<<link "Kiss her" "CharlisApartmentDateSuccess">><<set $CharlisApartmentDateSuccess to "KissHer">><<EventsCheckEnd "CharlisApartment" "DateSuccess">><</link>><br>
<<link "Ask for a drink" "CharlisApartmentDateSuccess">><<set $CharlisApartmentDateSuccess to "AskDrink">><<EventsCheckEnd "CharlisApartment" "DateSuccess">><</link>>
<<elseif _CharliApprovalCheck is 1>>
Charli steps near the bed, looking back to you. She smiles, watching you. "So," she murmurs. "This is my apartment."<br>
<br>
She looks coyly back at you but doesn't move. Waiting.<br>
<br>
<<ActionsHeader>>
<<link "Kiss her" "CharlisApartmentDateSuccess">><<set $CharlisApartmentDateSuccess to "KissHer">><<EventsCheckEnd "CharlisApartment" "DateSuccess">><</link>><br>
<<link "Ask for a drink" "CharlisApartmentDateSuccess">><<set $CharlisApartmentDateSuccess to "AskDrink">><<EventsCheckEnd "CharlisApartment" "DateSuccess">><</link>>
<</if>>
<</if>>Charli looks back at you in her mirror, smiling.<br>
<br>
<<ActionsHeader>>
<<QuestState "Quest38">><<DialogueSpoken "Charli" "AskMoreAboutAndrea">>
<<if $current.avatar isnot "Andrea" and _QuestState is 0 and _Discussed is false>><<link "Ask more about Andrea" "CharliDialogue">><<set $CharliDialogue to "AskMoreAboutAndrea">><</link>><br><</if>>
<<QuestOptionCheck "Quest38" 0 "andrea_house_needed">><<QuestOptionCompleteCheck "Quest38" 0 "andrea_house_needed">><<DialogueSpoken "Charli" "WhereAndreaLives">>
<<if $current.avatar isnot "Andrea" and _QuestOptionCheck is true and _QuestOptionCompleteCheck is false and _Discussed is false>><<link "Ask where Andrea lives" "CharliDialogue">><<set $CharliDialogue to "WhereAndreaLives">><</link>><br><</if>>
<<DialogueUnlockCheck "Charli" "AndreasParents">><<DialogueSpoken "Charli" "AndreasParents">>
<<if $current.avatar isnot "Andrea" and _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about Andrea's parents" "CharliDialogue">><<set $CharliDialogue to "AndreasParents">><</link>><br><</if>>
<<DialogueUnlockCheck "Charli" "RippedPhoto">><<DialogueSpoken "Charli" "RippedPhoto">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about the ripped photo" "CharliDialogue">><<set $CharliDialogue to "RippedPhoto">><</link>><br><</if>>
<<Checkrelationship "Charli">><<Flag "CharliDateActive">>
<<if _relationship is 3 and _FlagReturn is false and _CurrentPC is true and $current.female is false>><<link "Ask her out on another date" "CharliDialogue">><<set $CharliDialogue to "AnotherDate">><</link>><br><</if>>
<<DialogueUnlockCheck "Charli" "StayOver">><<InventoryCheckSelf "CharliAndreaKey">>
<<if _DialogueUnlockCheck is true and _InventoryCheckSelf is false and $current.avatar is "Andrea">><<link "Ask if you could stay over" "CharliDialogue">><<set $CharliDialogue to "StayOver">><</link>><br><</if>>
<<QuestOptionCheck "Quest36" 0 "pipe_problems" "gte">><<DialogueSpoken "Charli" "PipeProblems">>
<<if _QuestOptionCheck is true and _Discussed is false>><<link "Ask her about the problems in her flat" "CharliDialogue">><<set $CharliDialogue to "PipeProblems">><</link>><br><</if>>
<<QuestOptionCheck "Quest36" 0 "nurse" "gte">><<DialogueSpoken "Charli" "Nurse">>
<<if _QuestOptionCheck is true and _Discussed is false>><<link "Ask about being a nurse" "CharliDialogue">><<set $CharliDialogue to "Nurse">><</link>><br><</if>>
<<QuestOptionCheck "Quest36" 0 "supermarket" "gte">><<DialogueSpoken "Charli" "Supermarket">>
<<if _QuestOptionCheck is true and _Discussed is false>><<link "Ask about working at the supermarket" "CharliDialogue">><<set $CharliDialogue to "Supermarket">><</link>><br><</if>>
<<QuestOptionCheck "Quest36" 0 "bedsit" "gte">><<DialogueSpoken "Charli" "Bedsit">>
<<if _QuestOptionCheck is true and _Discussed is false>><<link "Ask about her bedsit" "CharliDialogue">><<set $CharliDialogue to "Bedsit">><</link>><br><</if>>
<<QuestOptionCheck "Quest36" 1 "date_repeat">><<QuestOptionCompleteCheck "Quest36" 1 "date_success">><<Flag "CharliDateActive">>
<<if _QuestOptionCheck is true and _QuestOptionCompleteCheck is false and _FlagReturn is false>><<link "Ask her out for another date" "CharliDialogue">><<set $CharliDialogue to "AskOutRepeat">><</link>><br><</if>>
<<link "Say goodbye" "CharlisApartment">><<EndConversation "Charli">><</link>>Taking a deep breath, you step forward and grasp underneath Charli's shoulders with your hands. This body has a surprising amount of strength, you realise. She must work out a lot.<br>
<br>
"Oh, Charli!" you hear Clive bellow.<br>
<br>
<i>Work out. Sure.</i><br>
<br>
Pushing her body gently under the bed, you look around. It's enough for a brief glance. But you'll need to get rid of Clive. And fast.<br>
<br>
You rush down the stairs, trying not to stumble in the white heels. Pulling back the door, you see Clive grinning on the other side.<br>
<br>
"There you are," he says, flashing you a smile.<br>
<br>
Your knees weaken and your eyes are drawn to looking at his smile.<br>
<br>
"You busy?" he says. "Saw you through the window, but I can come back later?"<br>
<br>
"No," you blurt out, then cover your mouth. You didn't mean to say that.<br>
<br>
<i>Getting into character already?</i><br>
<br>
"Good," he says, keeping the smile going. "Had a thought last night. Think I know what your troubles might be." He looks at you with amusement. "You gonna' invite me in, or have I got to fix it from your doorstep?"<br>
<br>
Your body moves without you thinking. You gesture back to the hallway and sink your top teeth into your lips, tasting your lipgloss. "Of course," you murmur. "Come in."<br>
<br>
And you realise your breath has become shallow. This is going to be dangerous. You need to get rid of him. Quickly.<br>
<br>
<<ActionsHeader>>
<<link "Go back up to the apartment with Clive" "CharlisApartmentCliveUpstairs">><</link>>Taking a deep breath, you step forward and grasp underneath Charli's shoulders with your hands. This body has a surprising amount of strength, you realise. She must work out a lot.<br>
<br>
<i>Work out. Sure.</i><br>
<br>
"You decent, Charli?" you hear Clive bellow.<br>
<br>
"Just a minute!" Pushing Charli's body gently under the bed, you look around. It's enough for a brief glance. But you'll need to get rid of Clive.<br>
<br>
A moment later, he walks in from the stairwell, grinning. "There you are," he says, flashing you a smile.<br>
<br>
Your knees weaken and your eyes are drawn to looking at his smile.<br>
<br>
"You busy?" he says. "Saw you through the window, but I can come back later?"<br>
<br>
"No," you blurt out, then cover your mouth. You didn't mean to say that.<br>
<br>
<i>Getting into character already?</i><br>
<br>
"Good," he says, keeping the smile going. "Had a thought last night. Think I know what your troubles might be." He looks at you with amusement. "Something to do with the drainage, instead of the boiler," he tells you. "Where's your main waste pipe?"<br>
<br>
You look around the apartment, racking your brains. "I'm not sure. Maybe beneath the sink?"<br>
<br>
Without thinking, you move to the side of the bed and open the cupboard. You see a large clunky waste pipe behind cleaning products, clamped to the wall. "There it is."<br>
<br>
You look back to see Clive smiling, almost bashfully. Then you realise that you've bent over at the waist, your uniform hiking up giving him a view of your underwear.<br>
<br>
"That's it," he says, his smile remaining. "Shouldn't take more than thirty minutes to check."<br>
<br>
<<ActionsHeader>>
<<link "Watch Clive work" "CharlisApartmentCliveWork">><</link>>Clive follows you up the stairs. You find yourself swaying your hips as you go, wondering if he's watching your short nurse's uniform.<br>
<br>
<i>Get a hold of yourself.</i><br>
<br>
Clive throws his toolkit on the bed, making you jump as you consider that Charli is sleeping just underneath it. You catch your breath, thankful after a moment that she doesn't wake up.<br>
<br>
"Like what you've done with the place," he comments. "Getting real homely, Charli."<br>
<br>
You smile back at him, eyes wandering over his lithe and athletic body. You take a deep breath as you realise what you're doing. "You said you think you might know the problem?" you try to deflect.<br>
<br>
He grins and nods. "Something to do with the drainage, instead of the boiler," he tells you. "Where's your main waste pipe?"<br>
<br>
You look around the apartment, racking your brains. "I'm not sure. Maybe beneath the sink?"<br>
<br>
Without thinking, you move to the side of the bed and open the cupboard. You see a large clunky waste pipe behind cleaning products, clamped to the wall. "There it is."<br>
<br>
You look back to see Clive smiling, almost bashfully. Then you realise that you've bent over at the waist, your uniform hiking up giving him a view of your underwear.<br>
<br>
"That's it," he says, his smile remaining. "Shouldn't take more than thirty minutes to check."<br>
<br>
<<ActionsHeader>>
<<link "Watch Clive work" "CharlisApartmentCliveWork">><</link>><<switch $CharlisApartmentCliveWork>>
<<case undefined>>
He reaches into his toolkit and takes out a spanner. You lean back against the sink, watching him. When he stands, he draws close to you. "May I?"<br>
<br>
It takes a moment for you to understand that he wants to get under the sink. You nod and brush past him, feeling his taut torso press against your breasts.<br>
<br>
He squats down and begins to push the cleaning materials aside. You bite your lip as you watch him. Seeing his muscles flex underneath his T-shirt.<br>
<br>
"You can leave me to it," he comments. "If you need to get to work."<br>
<br>
"No problem," you hear yourself say. "I have some time."<br>
<br>
He looks down at you, his eyes noticing how close your legs are to his face. "I'm not going to argue against your company."<br>
<br>
You titter, looking back briefly to the bed. You can't leave him alone in here. Not with Charli sleeping.<br>
<br>
<i>Or is it that you just want to stay with him?</i><br>
<br>
You gulp. You feel hot. Bothered. For once, you can't deny the truth of the voice in your head.<br>
<br>
<<ActionsHeader>>
<<StatCheckOrientation "lt" 40>>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to overpower the sensations">>
<<if _StatCheckOrientation is true>>
<<link _StatOrientationProbability "CharlisApartmentCliveWork">><<set $CharlisApartmentCliveWork to "OrientPass">><</link>><br>
<<else>>
<<link _StatOrientationProbability "CharlisApartmentCliveWork">><<set $CharlisApartmentCliveWork to "OrientFail1">><<Orientation -1>><</link>><br>
<</if>>
<<StatCheckAssertive "gt" 60>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to take control of your thoughts">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "CharlisApartmentCliveWork">><<set $CharlisApartmentCliveWork to "AssertPass">><</link>><br>
<<else>>
<<link _StatAssertiveProbability "CharlisApartmentCliveWork">><<set $CharlisApartmentCliveWork to "AssertFail1">><<Assertive 1>><</link>><br>
<</if>>
<<SpellsCheckSelf "Charm">>
<<if _SpellsCheckSelf is true>><span class="compulsion">[Boy Crazy] </span><s>[Charm] Cast Charm on him to get him to leave</s> - <i>You can't seem to muster the resolve to do it</i><br><</if>>
<span class="compulsion">[Boy Crazy] </span><s>[Sleep & Forget] Cast Sleep & Forget on him</s> - <i>You can't seem to muster the resolve to do it</i><br>
<<link "Give into the compulsion" "CharlisApartmentCliveWork">><<set $CharlisApartmentCliveWork to "GiveIn1">><<Orientation 1>><</link>>
<<case "OrientPass">>
You try to force yourself to look away. You don't think of Clive that way. Do you? You definitely don't want to feel him inside you.<br>
<br>
The thought itself is enough to send butterflies racing in your stomach, but you will them to stay down. This isn't what you want. And no carnal need is going to direct you on what you will do.<br>
<br>
Moving over to the other side of the apartment, you put distance between you and Clive. Your eyes fall on the bed. Where Charli sleeps underneath. And Clive is on the floor. He only has to look over to see her.<br>
<br>
With the sensation under control, you can now think clearly. You need to deal with him. And fast.<br>
<br>
<<ActionsHeader>>
<<SpellsCheckSelf "Charm">>
<<if _SpellsCheckSelf is true>><<link "[Spell: Charm] Cast Charm on him to get him to leave" "CharlisApartmentCliveWorkOutcome">><<set $CharlisApartmentCliveWorkOutcome to "Charm">><</link>><br><</if>>
<<link "[Spell: Sleep & Forget] Cast Sleep & Forget on him" "CharlisApartmentCliveWorkOutcome">><<set $CharlisApartmentCliveWorkOutcome to "SleepForget">><</link>>
<<case "AssertPass">>
You try to put your thoughts in order. You aren't so powerless that you will succumb to a base need, are you? You definitely don't want to give in to the draw to feel him inside you.<br>
<br>
The thought itself is enough to send butterflies racing in your stomach, but you will them to stay down. This isn't what you want. And no carnal need is going to direct you on what you will do.<br>
<br>
Moving over to the other side of the apartment, you put distance between you and Clive. Your eyes fall on the bed. Where Charli sleeps underneath. And Clive is on the floor. He only has to look over to see her.<br>
<br>
With the sensation under control, you can now think clearly. You need to deal with him. And fast.<br>
<br>
<<ActionsHeader>>
<<SpellsCheckSelf "Charm">>
<<if _SpellsCheckSelf is true>><<link "[Spell: Charm] Cast Charm on him to get him to leave" "CharlisApartmentCliveWorkOutcome">><<set $CharlisApartmentCliveWorkOutcome to "Charm">><</link>><br><</if>>
<<link "[Spell: Sleep & Forget] Cast Sleep & Forget on him" "CharlisApartmentCliveWorkOutcome">><<set $CharlisApartmentCliveWorkOutcome to "SleepForget">><</link>>
<<case "OrientFail1">>
You try to force yourself to look away. You don't think of Clive that way. Do you? You definitely don't want to feel him inside you.<br>
<br>
The very thought overrides your rationality. Something about the way he looks at you. It makes your skin tingle.<br>
<br>
He turns on to his back and puts his head under the sink, smiling back up at you. You stand close by, smiling down at him. Your eyes drift to his jeans, dirty and covered in grime. Your eyes don't move away from his crotch.<br>
<br>
"This might get a bit messy," he says, as he works on the mains pipe.<br>
<br>
You twizzle your hair. "I don't mind getting dirty."<br>
<br>
He glances up at you, raising an eyebrow. "Hope it won't spurt up over there."<br>
<br>
<i>Spurt?</i><br>
<br>
The word sends butterflies into overdrive. You giggle and look down at him, running your tongue over your teeth. Clive lies on the floor, his head stuck under the sink. You could easily mount him and he wouldn't be able to stop you. Not that he would want to.<br>
<br>
You catch your breath. You need to get hold of yourself. The thoughts are getting stronger.<br>
<br>
<<ActionsHeader>>
<<StatCheckOrientation "lt" 30>>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to overpower the sensations">>
<<if _StatCheckOrientation is true>>
<<link _StatOrientationProbability "CharlisApartmentCliveWork">><<set $CharlisApartmentCliveWork to "OrientPass">><</link>><br>
<<else>>
<<link _StatOrientationProbability "CharlisApartmentCliveWork">><<set $CharlisApartmentCliveWork to "OrientFail2">><<Orientation -1>><</link>><br>
<</if>>
<<StatCheckAssertive "gt" 70>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to take control of your thoughts">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "CharlisApartmentCliveWork">><<set $CharlisApartmentCliveWork to "AssertPass">><</link>><br>
<<else>>
<<link _StatAssertiveProbability "CharlisApartmentCliveWork">><<set $CharlisApartmentCliveWork to "AssertFail2">><<Assertive 1>><</link>><br>
<</if>>
<<SpellsCheckSelf "Charm">>
<<if _SpellsCheckSelf is true>><span class="compulsion">[Boy Crazy] </span><s>[Charm] Cast Charm on him to get him to leave</s> - <i>You can't seem to muster the resolve to do it</i><br><</if>>
<span class="compulsion">[Boy Crazy] </span><s>[Sleep & Forget] Cast Sleep & Forget on him</s> - <i>You can't seem to muster the resolve to do it</i><br>
<<link "Give into the compulsion" "CharlisApartmentCliveWork">><<set $CharlisApartmentCliveWork to "GiveIn2">><<Orientation 1>><</link>>
<<case "AssertFail1">>
You try to put your thoughts in order. You aren't so powerless that you will succumb to a base need, are you? You definitely want to give in to the draw to feel him inside you.<br>
<br>
The very thought overrides your rationality. Something about the way he looks at you. It makes your skin tingle.<br>
<br>
He turns on to his back and puts his head under the sink, smiling back up at you. You stand close by, smiling down at him. Your eyes drift to his jeans, dirty and covered in grime. Your eyes don't move away from his crotch.<br>
<br>
"This might get a bit messy," he says, as he works on the mains pipe.<br>
<br>
You twizzle your hair. "I don't mind getting dirty."<br>
<br>
He glances up at you, raising an eyebrow. "Hope it won't spurt up over there."<br>
<br>
<i>Spurt?</i><br>
<br>
The word sends butterflies into overdrive. You giggle and look down at him, running your tongue over your teeth. Clive lies on the floor, his head stuck under the sink. You could easily mount him and he wouldn't be able to stop you. Not that he would want to.<br>
<br>
You catch your breath. You need to get hold of yourself. The thoughts are getting stronger.<br>
<br>
<<ActionsHeader>>
<<StatCheckOrientation "lt" 30>>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to overpower the sensations">>
<<if _StatCheckOrientation is true>>
<<link _StatOrientationProbability "CharlisApartmentCliveWork">><<set $CharlisApartmentCliveWork to "OrientPass">><</link>><br>
<<else>>
<<link _StatOrientationProbability "CharlisApartmentCliveWork">><<set $CharlisApartmentCliveWork to "OrientFail2">><<Orientation -1>><</link>><br>
<</if>>
<<StatCheckAssertive "gt" 70>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to take control of your thoughts">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "CharlisApartmentCliveWork">><<set $CharlisApartmentCliveWork to "AssertPass">><</link>><br>
<<else>>
<<link _StatAssertiveProbability "CharlisApartmentCliveWork">><<set $CharlisApartmentCliveWork to "AssertFail2">><<Assertive 1>><</link>><br>
<</if>>
<<SpellsCheckSelf "Charm">>
<<if _SpellsCheckSelf is true>><span class="compulsion">[Boy Crazy] </span><s>[Charm] Cast Charm on him to get him to leave</s> - <i>You can't seem to muster the resolve to do it</i><br><</if>>
<span class="compulsion">[Boy Crazy] </span><s>[Sleep & Forget] Cast Sleep & Forget on him</s> - <i>You can't seem to muster the resolve to do it</i><br>
<<link "Give into the compulsion" "CharlisApartmentCliveWork">><<set $CharlisApartmentCliveWork to "GiveIn2">><<Orientation 1>><</link>>
<<case "GiveIn1">>
You can't fight it. Watching his body, you can't seem to look away. Something about the way he looks at you. It makes your skin tingle.<br>
<br>
He turns on to his back and puts his head under the sink, smiling back up at you. You stand close by, smiling down at him. Your eyes drift to his jeans, dirty and covered in grime. Your eyes don't move away from his crotch.<br>
<br>
"This might get a bit messy," he says, as he works on the mains pipe.<br>
<br>
You twizzle your hair. "I don't mind getting dirty."<br>
<br>
He glances up at you, raising an eyebrow. "Hope it won't spurt up over there."<br>
<br>
<i>Spurt?</i><br>
<br>
The word sends butterflies into overdrive. You giggle and look down at him, running your tongue over your teeth. Clive lies on the floor, his head stuck under the sink. You could easily mount him and he wouldn't be able to stop you. Not that he would want to.<br>
<br>
You catch your breath. You need to get hold of yourself. The thoughts are getting stronger.<br>
<br>
<<ActionsHeader>>
<<StatCheckOrientation "lt" 30>>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to overpower the sensations">>
<<if _StatCheckOrientation is true>>
<<link _StatOrientationProbability "CharlisApartmentCliveWork">><<set $CharlisApartmentCliveWork to "OrientPass">><</link>><br>
<<else>>
<<link _StatOrientationProbability "CharlisApartmentCliveWork">><<set $CharlisApartmentCliveWork to "OrientFail2">><<Orientation -1>><</link>><br>
<</if>>
<<StatCheckAssertive "gt" 70>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to take control of your thoughts">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "CharlisApartmentCliveWork">><<set $CharlisApartmentCliveWork to "AssertPass">><</link>><br>
<<else>>
<<link _StatAssertiveProbability "CharlisApartmentCliveWork">><<set $CharlisApartmentCliveWork to "AssertFail2">><<Assertive 1>><</link>><br>
<</if>>
<<SpellsCheckSelf "Charm">>
<<if _SpellsCheckSelf is true>><span class="compulsion">[Boy Crazy] </span><s>[Charm] Cast Charm on him to get him to leave</s> - <i>You can't seem to muster the resolve to do it</i><br><</if>>
<span class="compulsion">[Boy Crazy] </span><s>[Sleep & Forget] Cast Sleep & Forget on him</s> - <i>You can't seem to muster the resolve to do it</i><br>
<<link "Give into the compulsion once more" "CharlisApartmentCliveWork">><<set $CharlisApartmentCliveWork to "GiveIn2">><<Orientation 1>><</link>>
<<case "OrientFail2">>
You try to force yourself to fight it, but the compulsion gets the better of you. You squat down on your heels next to him, barely able to keep your knees together. You briefly look underneath the bed, only a few feet away, seeing Charli's form underneath it sleeping soundly.<br>
<br>
Clive glances back up his body at you and you smile. A jet of wastewater suddenly shoots up from the sink, spraying over Clive's white T-shirt. He flinches, but chuckles. "Told you."<br>
<br>
"Give it to me, and I'll put it in the wash," you murmur, running your tongue between your teeth. You hear yourself say it, but something clouds any sense of alarm. This is natural for you. Isn't it?<br>
<br>
"Thank you kindly," he says. "But I'll sort it when I leave."<br>
<br>
"At least let me help," you purr. You reach over and take a jiffy cloth from the cleaning products scattered on the floor. You run it over his T-shirt, soaking up the water and rubbing your hand over his tight chest as you do so.<br>
<br>
Clive smiles politely, watching you with a frown. But he doesn't stop you. And that's a sign that he wants you to continue, right?<br>
<br>
<i>Don't you mean you want to continue?</i><br>
<br>
The voice this time is distant. Almost as if any resistance you can muster is waning fast.<br>
<br>
<<ActionsHeader>>
<<StatCheckOrientation "lt" 30>>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to overpower the sensations">>
<<if _StatCheckOrientation is true>>
<<link _StatOrientationProbability "CharlisApartmentCliveWork">><<set $CharlisApartmentCliveWork to "OrientPass">><</link>><br>
<<else>>
<<link _StatOrientationProbability "CharlisApartmentCliveWork">><<set $CharlisApartmentCliveWork to "OrientFail3">><<Orientation -1>><</link>><br>
<</if>>
<<StatCheckAssertive "gt" 70>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to take control of your thoughts">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "CharlisApartmentCliveWork">><<set $CharlisApartmentCliveWork to "AssertPass">><</link>><br>
<<else>>
<<link _StatAssertiveProbability "CharlisApartmentCliveWork">><<set $CharlisApartmentCliveWork to "AssertFail3">><<Assertive 1>><</link>><br>
<</if>>
<<SpellsCheckSelf "Charm">>
<<if _SpellsCheckSelf is true>><span class="compulsion">[Boy Crazy] </span><s>[Charm] Cast Charm on him to get him to leave</s> - <i>You can't seem to muster the resolve to do it</i><br><</if>>
<span class="compulsion">[Boy Crazy] </span><s>[Sleep & Forget] Cast Sleep & Forget on him</s> - <i>You can't seem to muster the resolve to do it</i><br>
<<link "Give into the compulsion completely" "CharlisApartmentCliveWork">><<set $CharlisApartmentCliveWork to "GiveIn3">><<Orientation 1>><</link>>
<<case "AssertFail2">>
You try to put your thoughts in order, but the compulsion gets the better of you. You squat down on your heels next to him, barely able to keep your knees together. You briefly look underneath the bed, only a few feet away, seeing Charli's form underneath it sleeping soundly.<br>
<br>
Clive glances back up his body at you and you smile. A jet of wastewater suddenly shoots up from the sink, spraying over Clive's white T-shirt. He flinches, but chuckles. "Told you."<br>
<br>
"Give it to me, and I'll put it in the wash," you murmur, running your tongue between your teeth. You hear yourself say it, but something clouds any sense of alarm. This is natural for you. Isn't it?<br>
<br>
"Thank you kindly," he says. "But I'll sort it when I leave."<br>
<br>
"At least let me help," you purr. You reach over and take a jiffy cloth from the cleaning products scattered on the floor. You run it over his T-shirt, soaking up the water and rubbing your hand over his tight chest as you do so.<br>
<br>
Clive smiles politely, watching you with a frown. But he doesn't stop you. And that's a sign that he wants you to continue, right?<br>
<br>
<i>Don't you mean you want to continue?</i><br>
<br>
The voice this time is distant. Almost as if any resistance you can muster is waning fast.<br>
<br>
<<ActionsHeader>>
<<StatCheckOrientation "lt" 30>>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to overpower the sensations">>
<<if _StatCheckOrientation is true>>
<<link _StatOrientationProbability "CharlisApartmentCliveWork">><<set $CharlisApartmentCliveWork to "OrientPass">><</link>><br>
<<else>>
<<link _StatOrientationProbability "CharlisApartmentCliveWork">><<set $CharlisApartmentCliveWork to "OrientFail3">><<Orientation -1>><</link>><br>
<</if>>
<<StatCheckAssertive "gt" 70>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to take control of your thoughts">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "CharlisApartmentCliveWork">><<set $CharlisApartmentCliveWork to "AssertPass">><</link>><br>
<<else>>
<<link _StatAssertiveProbability "CharlisApartmentCliveWork">><<set $CharlisApartmentCliveWork to "AssertFail3">><<Assertive 1>><</link>><br>
<</if>>
<<SpellsCheckSelf "Charm">>
<<if _SpellsCheckSelf is true>><span class="compulsion">[Boy Crazy] </span><s>[Charm] Cast Charm on him to get him to leave</s> - <i>You can't seem to muster the resolve to do it</i><br><</if>>
<span class="compulsion">[Boy Crazy] </span><s>[Sleep & Forget] Cast Sleep & Forget on him</s> - <i>You can't seem to muster the resolve to do it</i><br>
<<link "Give into the compulsion completely" "CharlisApartmentCliveWork">><<set $CharlisApartmentCliveWork to "GiveIn3">><<Orientation 1>><</link>>
<<case "GiveIn2">>
The compulsion gets the better of you. You squat down on your heels next to him, barely able to keep your knees together. You briefly look underneath the bed, only a few feet away, seeing Charli's form underneath it sleeping soundly.<br>
<br>
Clive glances back up his body at you and you smile. A jet of wastewater suddenly shoots up from the sink, spraying over Clive's white T-shirt. He flinches, but chuckles. "Told you."<br>
<br>
"Give it to me, and I'll put it in the wash," you murmur, running your tongue between your teeth. You hear yourself say it, but something clouds any sense of alarm. This is natural for you. Isn't it?<br>
<br>
"Thank you kindly," he says. "But I'll sort it when I leave."<br>
<br>
"At least let me help," you purr. You reach over and take a jiffy cloth from the cleaning products scattered on the floor. You run it over his T-shirt, soaking up the water and rubbing your hand over his tight chest as you do so.<br>
<br>
Clive smiles politely, watching you with a frown. But he doesn't stop you. And that's a sign that he wants you to continue, right?<br>
<br>
<i>Don't you mean you want to continue?</i><br>
<br>
The voice this time is distant. Almost as if any resistance you can muster is waning fast.<br>
<br>
<<ActionsHeader>>
<<StatCheckOrientation "lt" 30>>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to overpower the sensations">>
<<if _StatCheckOrientation is true>>
<<link _StatOrientationProbability "CharlisApartmentCliveWork">><<set $CharlisApartmentCliveWork to "OrientPass">><</link>><br>
<<else>>
<<link _StatOrientationProbability "CharlisApartmentCliveWork">><<set $CharlisApartmentCliveWork to "OrientFail3">><<Orientation -1>><</link>><br>
<</if>>
<<StatCheckAssertive "gt" 70>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to take control of your thoughts">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "CharlisApartmentCliveWork">><<set $CharlisApartmentCliveWork to "AssertPass">><</link>><br>
<<else>>
<<link _StatAssertiveProbability "CharlisApartmentCliveWork">><<set $CharlisApartmentCliveWork to "AssertFail3">><<Assertive 1>><</link>><br>
<</if>>
<<SpellsCheckSelf "Charm">>
<<if _SpellsCheckSelf is true>><span class="compulsion">[Boy Crazy] </span><s>[Charm] Cast Charm on him to get him to leave</s> - <i>You can't seem to muster the resolve to do it</i><br><</if>>
<span class="compulsion">[Boy Crazy] </span><s>[Sleep & Forget] Cast Sleep & Forget on him</s> - <i>You can't seem to muster the resolve to do it</i><br>
<<link "Give into the compulsion completely" "CharlisApartmentCliveWork">><<set $CharlisApartmentCliveWork to "GiveIn3">><<Orientation 1>><</link>>
<<case "OrientFail3">>
You try to force yourself to fight it, but a giggle escapes your lips. Instead you raise your leg up and sit astride him, feeling his groin press against your panties through his jeans. "I think I missed a spot," you whisper, running the jiffy cloth over his chest.<br>
<br>
Clive stops what he's doing. He looks up at you with concern. "Now Charli. Not that I'm flattered. You come on to me like that in McTafey's and I'll be all-too receptive. But I'm on the clock here. You're gonna' get me fired."<br>
<br>
"I won't report you," you chirp, throwing the jiffy cloth to the side and instead running your fingernail over his T-shirt.<br>
<br>
"It's your landlord I'm cagey for," he replies. "He's the one who pays Thompson."<br>
<br>
You let your fingernail run further down his torso, playing with the buckle on his belt. "He doesn't need to know. And imagine if he walked in right now. What he'd think."<br>
<br>
Clive glances over at the stairwell. There's a trace of his usual smirk on his face, but there's also clear worry. "I would wager he wouldn't be happy."<br>
<br>
You giggle, endorphins rushing through your body. You feel the warmth of his body between your legs.<br>
<br>
"I can feel you," you hear yourself say. "Your dick is already hard, isn't it?"<br>
<br>
<i>Listen to yourself. Get a grip on what you're doing.</i><br>
<br>
He grits his teeth. You briefly glance back to the bed. Seeing Charli lying underneath it, still sleeping.<br>
<br>
<<ActionsHeader>>
<<link "Give into the desire" "CharlisApartmentCliveWorkOutcome">><<set $CharlisApartmentCliveWorkOutcome to "Desire">><<Orientation 1>><</link>><br>
<<link "Pull yourself together" "CharlisApartmentCliveWorkOutcome">><<set $CharlisApartmentCliveWorkOutcome to "PullTogether">><</link>>
<<case "AssertFail3">>
You try to put your thoughts in order, but a giggle escapes your lips. Instead you raise your leg up and sit astride him, feeling his groin press against your panties through his jeans. "I think I missed a spot," you whisper, running the jiffy cloth over his chest.<br>
<br>
Clive stops what he's doing. He looks up at you with concern. "Now Charli. Not that I'm flattered. You come on to me like that in McTafey's and I'll be all-too receptive. But I'm on the clock here. You're gonna' get me fired."<br>
<br>
"I won't report you," you chirp, throwing the jiffy cloth to the side and instead running your fingernail over his T-shirt.<br>
<br>
"It's your landlord I'm cagey for," he replies. "He's the one who pays Thompson."<br>
<br>
You let your fingernail run further down his torso, playing with the buckle on his belt. "He doesn't need to know. And imagine if he walked in right now. What he'd think."<br>
<br>
Clive glances over at the stairwell. There's a trace of his usual smirk on his face, but there's also clear worry. "I would wager he wouldn't be happy."<br>
<br>
You giggle, endorphins rushing through your body. You feel the warmth of his body between your legs.<br>
<br>
"I can feel you," you hear yourself say. "Your dick is already hard, isn't it?"<br>
<br>
<i>Listen to yourself. Get a grip on what you're doing.</i><br>
<br>
He grits his teeth. You briefly glance back to the bed. Seeing Charli lying underneath it, still sleeping.<br>
<br>
<<ActionsHeader>>
<<link "Give into the desire" "CharlisApartmentCliveWorkOutcome">><<set $CharlisApartmentCliveWorkOutcome to "Desire">><<Orientation 1>><</link>><br>
<<link "Pull yourself together" "CharlisApartmentCliveWorkOutcome">><<set $CharlisApartmentCliveWorkOutcome to "PullTogether">><</link>>
<<case "GiveIn3">>
Giggling, you raise your leg up and sit astride him, feeling his groin press against your panties through his jeans. "I think I missed a spot," you whisper, running the jiffy cloth over his chest.<br>
<br>
Clive stops what he's doing. He looks up at you with concern. "Now Charli. Not that I'm flattered. You come on to me like that in McTafey's and I'll be all-too receptive. But I'm on the clock here. You're gonna' get me fired."<br>
<br>
"I won't report you," you chirp, throwing the jiffy cloth to the side and instead running your fingernail over his T-shirt.<br>
<br>
"It's your landlord I'm cagey for," he replies. "He's the one who pays Thompson."<br>
<br>
You let your fingernail run further down his torso, playing with the buckle on his belt. "He doesn't need to know. And imagine if he walked in right now. What he'd think."<br>
<br>
Clive glances over at the stairwell. There's a trace of his usual smirk on his face, but there's also clear worry. "I would wager he wouldn't be happy."<br>
<br>
You giggle, endorphins rushing through your body. You feel the warmth of his body between your legs.<br>
<br>
"I can feel you," you hear yourself say. "Your dick is already hard, isn't it?"<br>
<br>
<i>Listen to yourself. Get a grip on what you're doing.</i><br>
<br>
He grits his teeth. You briefly glance back to the bed. Seeing Charli lying underneath it, still sleeping.<br>
<br>
<<ActionsHeader>>
<<link "Give into the desire" "CharlisApartmentCliveWorkOutcome">><<set $CharlisApartmentCliveWorkOutcome to "Desire">><<Orientation 1>><</link>><br>
<<link "Pull yourself together" "CharlisApartmentCliveWorkOutcome">><<set $CharlisApartmentCliveWorkOutcome to "PullTogether">><</link>>
<</switch>><<switch $CharlisApartmentCliveWorkOutcome>>
<<case "Desire">>
"Come on," you say, reaching down to his belt and unzipping his flies. "It's just me, you..."<br>
<br>
And you reach into his boxer shorts and pull his member free. As you felt, already erect. "And this big fat dick."<br>
<br>
"Crikey," he mutters, as you begin to stroke it. But no more protests come from him as he looks out from the cabinet.<br>
<br>
The sight of his cock makes your pupils dilate. You stare at it, feeling the warmth of his skin in your hand. You giggle, playing with the tip. You can't believe how big it is. Almost as big as the desire to feel it inside you.<br>
<br>
<i>Desire. Or need?</i><br>
<br>
A part of you wants to scream. This isn't you. This isn't what you want. But the fuzzy feeling takes precedence in your brain. You want this dick. You want to feel it stretching your wet hole.<br>
<br>
It's too much to resist. You briefly stand, pulling down your panties. You feel the cool autumn air across your hairless lips.<br>
<br>
And then you put your legs back over him, resting his cock against your mound.<br>
<br>
<<Virginity>>
<<if _Virginity is true>>
This isn't the way you thought you'd have sex for the first time as a woman. But the sight of Clive's prick overrides any rational thoughts. It's more than a desire. It's a carnal need. To feel him pushing up into your womb.<br>
<br>
<</if>>
"Charli," he stammers. "Are you sure?"<br>
<br>
Whether it's this body, the situation, or just a burning need that's been long fostering in you, you just giggle and nod. "I want you inside me," you mutter.<br>
<br>
As you lean forward to line up his glistening dick with your entrance, you briefly look under the bed. Charli's peaceful form lies there. You grin. This time, at least, you're denying her this feeling. It's yours today.<br>
<br>
<<ActionsHeader>>
<<link "Ride Clive" "CharlisApartmentCliveWorkOutcome">><<set $CharlisApartmentCliveWorkOutcome to "RideClive">><<VirginityLost>><</link>>
<<case "RideClive">>
The tip of his prick touches your pussy lips, already dripping wet. You guide it in with a hand, then squat down slowly on it and gasp. "Oh, daddy."<br>
<br>
<i>Daddy?</i><br>
<br>
Clive too looks up with apprehension. But for some reason, the word seems right. He might not be old enough to be your daddy, but he's older than you. A real man. With the muscles to match.<br>
<br>
<i>Don't you mean older than Charli?</i><br>
<br>
You rock back and forth, feeling his cock move up inside you. After a few moves, you begin to grind. In and out of your pussy, slowly getting deeper with each push.<br>
<br>
Clive gasps, reaching up towards your uniform. He fumbles with your breasts through the dress, gripping your nipples hard. You squeal with pleasure.<br>
<br>
It feels... so good. To have a man between your legs. Feeling his cock stiff inside of you. For the first time since transforming into Charli, you feel complete.<br>
<br>
And blissfully unaware, Charli still sleeps underneath the bed.<br>
<br>
You moan as you increase your movements. His dick sends your womb into overdrive. You feel the blissful sensations stirring within you. You look down between the hem of your dress and see his dick slam against you, rubbing against your clit as it continually enters your body.<br>
<br>
"Fuck me, daddy," you cry. "Fuck me like a good girl."<br>
<br>
<i>Are they your words or hers? Or is there no difference any more?</i><br>
<br>
The voice is cast aside as you shriek with the sensation of an orgasm. You grip on to his chest through his grimy shirt, digging your nails into the fabric.<br>
<br>
It's enough to cause a cry from his lips. You can feel what's to come. Namely, him. Only moments away.<br>
<br>
<<ActionsHeader>>
<<CompulsionCheck "BabyFever">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Baby Fever] </span><<link "Continue and collapse on top of him" "CharlisApartmentCliveWorkOutcome">><<set $CharlisApartmentCliveWorkOutcome to "Collapse">><</link>><br>
<<AssertiveCheck>>
<<if _currentAssertive gte 60>>
<<link "[Assertive > 60] Resist the compulsion and let him cum on your arse" "CharlisApartmentCliveWorkOutcome">><<set $CharlisApartmentCliveWorkOutcome to "PullOut">><</link>>
<<else>>
<span class="compulsion">[Baby Fever] </span><s>Leap forward and let him cum on your arse</s> - <i>You feel compelled to let him finish inside you.</i>
<</if>>
<<else>>
<<link "Leap forward and let him cum on your arse" "CharlisApartmentCliveWorkOutcome">><<set $CharlisApartmentCliveWorkOutcome to "PullOut">><</link>><br>
<<link "Continue and collapse on top of him" "CharlisApartmentCliveWorkOutcome">><<set $CharlisApartmentCliveWorkOutcome to "Collapse">><</link>>
<</if>>
<<case "PullOut">>
You fight the instinct that threatens to decide for you and push forward as you lift up. With a moist plop, you feel Clive's shaft free itself from your womb. Immediately you grimace, feeling empty and cold.<br>
<br>
Only a moment later do you feel something shoot up. You reach back and flip the hem of your dress up, just as sticky liquid sprays over your arse cheeks.<Br>
<br>
The energy of your orgasm is still coursing through your body and your thigh muscles give way. You fall forward, collapsing on to his chest. You breathe deeply as you feel him continue to shoot load after load over your skin. Then finally, he stops.<br>
<br>
Heavy breathing comes from his mouth, close to your head. You hear his heart beating fast as your ear presses against his chest. But you feel cold. Incomplete. Unfulfilled.<br>
<br>
Then your brain begins to clear and you realise what you've done. You glance up, seeing Clive looking at you with astonishment.<br>
<br>
"That was something," he mutters. "Didn't quite expect that."<br>
<br>
You stare back at him, keeping your eyes from flicking over to Charli underneath the bed. Has she never done this with him before?<br>
<br>
<i>Are you wondering how much it was this body, and how much was you? Because I am.</i><br>
<br>
Feeling yourself blushing, you push yourself up, astride Clive once more. You feel his cock softening as it brushes between your arse crack. The cum from your cheeks running down it to spread across your thighs. The last residue of the overpowering need causes your mouth to move against your will. "Don't be surprised if my shower breaks next week."<br>
<br>
You bite your lip, clamping your mouth shut. Clive just smirks as you pull yourself off him and stand. Cum begins to run down your leg.<br>
<br>
"I should clean up," you say.<br>
<br>
"Alright," Clive mutters, still watching you.<br>
<br>
<<ActionsHeader>>
<<link "Go to the bathroom" "CharlisApartmentCliveWorkOutcome">><<set $CharlisApartmentCliveWorkOutcome to "Bathroom">><<set $TempClivePullOut to true>><</link>>
<<case "Collapse">>
You clench your muscles around his meat and continue to ride him. Only a moment later do you feel something shoot up inside you. His cum.<br>
<br>
And you giggle, as you continue to ride him and pump his prick with your pussy.<br>
<br>
You fall forward, collapsing on to his chest. You breathe deeply as you feel him continue to shoot load after load into your womb. Then finally, he stops.<br>
<br>
Heavy breathing comes from his mouth, close to your head. You hear his heart beating fast as your ear presses against his chest. You feel warm. Whole. Fulfilled.<br>
<br>
Then your brain begins to clear and you realise what you've done. You glance up, seeing Clive looking at you with astonishment.<br>
<br>
"That was something," he mutters. "Didn't quite expect that."<br>
<br>
You stare back at him, keeping your eyes from flicking over to Charli underneath the bed. Has she never done this with him before?<br>
<br>
<i>Are you wondering how much it was this body, and how much was you? Because I am.</i><br>
<br>
Feeling yourself blushing, you push yourself up, astride Clive once more. You feel his cock softening inside you. The cum running inside of your womb. The last residue of the overpowering need causes your mouth to move against your will. "Don't be surprised if my shower breaks next week."<br>
<br>
You bite your lip, clamping your mouth shut. Clive just smirks as you pull yourself off him and stand. Cum begins to run down your leg.<br>
<br>
"I should clean up," you say.<br>
<br>
"Alright," Clive mutters, still watching you.<br>
<br>
<<ActionsHeader>>
<<link "Go to the bathroom" "CharlisApartmentCliveWorkOutcome">><<set $CharlisApartmentCliveWorkOutcome to "Bathroom">><</link>>
<<case "Bathroom">>
You walk around the bed and go through the only door in Charli's apartment. A sink, toilet and shower is all that makes up her bathroom. You reach out for toilet paper and mop the cum from your legs, then sit down on the toilet and hold your uniform up.<br>
<br>
<<CompulsionCheck "BabyFever">>
<<if _CompulsionCheck is true and $TempClivePullOut is true>>
A trickle of pee rushes out from beneath your legs. You consider what you almost let happen. Can you fall pregnant in this form? And if you do, what will happen?<br>
<<elseif _CompulsionCheck is false and $TempClivePullOut is true>>
A trickle of pee rushes out from beneath your legs. You consider with sudden concern about what you almost let happen. Can you fall pregnant in this form? And if you do, what will happen?<br>
<<elseif _CompulsionCheck is true and $TempClivePullOut isnot true>>
A trickle of pee rushes out from beneath your legs, cleaning the cum out from your womb. You consider the consequences. Can you fall pregnant in this form? And if you do, what will happen?<br>
<<else>>
A trickle of pee rushes out from beneath your legs, cleaning the cum out from your womb. You consider with sudden concern about the consequences. Can you fall pregnant in this form? And if you do, what will happen?<br>
<</if>>
<br>
<i>Would Clive make a good father?</i><br>
<br>
You try to push the voice down again, but the sudden thought of Clive makes your womb stir yet again. As much as you try not to, you smile, thinking of his muscular body still lying on your bedroom floor.<br>
<br>
<i>Charli's floor. Charli's apartment. Start thinking for a change.</i><br>
<br>
Shuddering at the realisation, you wipe clean and flush the toilet. You need to get him out of here, before the urge for a second session gets the better of you.<br>
<br>
<i>Not to mention, that body underneath the bed.</i><br>
<br>
Your eyes widen, as you remember. Charli.<br>
<br>
<<ActionsHeader>>
<<link "Return to the apartment" "CharlisApartmentCliveWorkOutcome">><<set $CharlisApartmentCliveWorkOutcome to "PostDesire">><<set $TempClivePullOut to undefined>><</link>>
<<case "PostDesire">>
When you walk back in, Clive is standing up, packing his tools away.<br>
<br>
"Looks like I'm missing something," he says, as if nothing happened. But then he grins. "Not that I mind a repeat visit."<br>
<br>
You can't help but smile. He wants you.<br>
<br>
<i>You?</i><br>
<br>
You tell the voice to shut up.<br>
<br>
He walks over to you, hoisting his toolkit over his shoulder. Standing close, you can smell his husky cologne.<br>
<br>
"Maybe I could take you out one eve?" he asks. "Should really treat a girl to a drink, after that."<br>
<br>
You glance back to the bed. By his casual demeanour, it looks like he hasn't seen her. But what would Charli think if she suddenly had a date with Clive.<br>
<br>
<i>Somehow, I don't think she'd be too upset.</i><br>
<br>
"Maybe," you purr.<br>
<br>
"I'll keep working on it," he replies, smiling. He leans forward and plants a soft, tender kiss on your lips, gives you a wink and turns towards the stairs. "See you soon, Charli. I hope."<br>
<br>
You watch him go, trying to keep your eyes from lingering on his body. In spite of your efforts, you feel empty. Inside.<br>
<br>
Once you hear the door go, you spend a few minutes pulling Charli out from underneath the bed. You are racked with anxiety of waking her up. Too many times, does she murmur as she sleeps. But eventually, you place her back on the bed.<br>
<br>
<<ActionsHeader>>
<<link "Return to the apartment" "CharlisApartment">><<TimeChange>><<set $CharlisApartmentCliveWork to undefined>><<set $CharlisApartmentCliveWorkOutcome to undefined>><</link>>
<<case "PullTogether">>
Fighting every thought that flashes through your brain, you look back at Charli. You need to get hold of yourself. You let go of his belt and push yourself to your feet.<br>
<br>
"I'm sorry," you mutter, facing away from him. "I don't know what got into me."<br>
<br>
Glancing back, you see Clive clambering up from the sink, his eyes directly on you full of concern. "You okay, Charli?" he says. "That was something." He shrugs. "Didn't quite expect that."<br>
<br>
You stare back at him, keeping your eyes from flicking over to Charli underneath the bed. Has she never done this with him before?<br>
<br>
<i>Are you wondering how much it was this body, and how much was you? Because I am.</i><br>
<br>
Feeling yourself blushing, you wince. "I don't know," you mutter.<br>
<br>
He stares back at you, long and hard. "Doctor Palmer been feeding you some of those pills, has he?" He grunts. "Not sure they are doing you any good. Better be careful on what he's giving you."<br>
<br>
You meet his blue eyes, feeling the desire returning. Through the urge, you manage to grimace.<br>
<br>
"Tell you what," he mutters. "Let's call it there. I'll let Thompson know I need to check in again. Didn't have the right part, I reckon." He gives you a small smile, but it's marred by concern. "And if you feel better, maybe I could treat you to a drink?"<br>
<br>
You glance back to the bed. What would Charli think if she suddenly had a date with Clive.<br>
<br>
<i>Somehow, I don't think she'd be too upset.</i><br>
<br>
"Maybe," you purr.<br>
<br>
"I'll take that," he replies, smiling. "Look after yourself, Charli. Be careful what you're taking."<br>
<br>
You watch him go, trying to keep your eyes from lingering on his body. In spite of your efforts, you feel empty. Inside.<br>
<br>
Once you hear the door go, you spend a few minutes pulling Charli out from underneath the bed. You are racked with anxiety of waking her up. Too many times, does she murmur as she sleeps. But eventually, you place her back on the bed.<br>
<br>
<<ActionsHeader>>
<<link "Return to the apartment" "CharlisApartment">><<TimeChange>><<set $CharlisApartmentCliveWork to undefined>><<set $CharlisApartmentCliveWorkOutcome to undefined>><</link>>
<<case "Charm">>
<<CastCharm "Clive">>
<<if _CharmSpell is true>>
You inhale quickly and will magic to embed itself within the oxygen. You breathe out quickly, watching the yellow-amber particles drift over to Clive. After a moment, he looks back at you and grins.<br>
<br>
"I think you're done for the day," you tell him. "You need to leave."<br>
<br>
He nods and grabs his tools, offering you a boyish smile. You feel your womb stir and you glance to the door. "Go. Now."<br>
<br>
"Sure thing, Charli," he mutters, still grinning. "Sorry to disturb you. I'll come by again some other time."<br>
<br>
You watch him go, trying to keep your eyes from lingering on his body. In spite of your efforts, you feel empty. Inside.<br>
<br>
Once you hear the door go, you spend a few minutes pulling Charli out from underneath the bed. You are racked with anxiety of waking her up. Too many times, does she murmur as she sleeps. But eventually, you place her back on the bed.<br>
<br>
<<ActionsHeader>>
<<link "Return to the apartment" "CharlisApartment">><<TimeChange>><<set $CharlisApartmentCliveWork to undefined>><<set $CharlisApartmentCliveWorkOutcome to undefined>><</link>>
<<else>>
Something is wrong with the code, as Clive has no magic.
<</if>>
<<case "SleepForget">>
"Fall asleep," you mutter. "And let your memories drift as you slumber."<br>
<br>
Clive looks back at you, as if readying a question. But within a moment, his head knocks against the floor, sound asleep.<br>
<br>
Walking over to him, you squat down and check for vital signs. Once you are happy he's just sleeping, you look around the apartment for your next step.<br>
<br>
The bed.<br>
<br>
It takes you a few minutes to pull him up off the floor and on to it. Fortunately, he snores through all of your handling. Pulling Charli out is easy, by comparison, but you are racked with anxiety of waking her up as you do so. Too many times, does she murmur as she sleeps.<br>
<br>
But after all your efforts, they both lie next to each other on Charli's bed. A guilty smile plays across your face. You can't imagine what they'll think when they wake up. Charli will turn to see that masculine man lying beside her, seeing his biceps and that chiseled unshaven face -<br>
<br>
You pull yourself out of staring at Clive. It's time to get out of here.<br>
<br>
<<ActionsHeader>>
<<link "Leave the apartment" "TownSquare">><<TimeChange>><<set $CharlisApartmentCliveWork to undefined>><<set $CharlisApartmentCliveWorkOutcome to undefined>><</link>>
<</switch>><<if $current.avatar is "Charli">>
Fingering Charli's keys, you sense the power of the amulet waiting.<br>
<br>
"From this item, I see you in your time of need," you say. "Now form shape to the person I see within."<br>
<br>
Charli casts a frown at you before pain courses across your skin and the magic floods out from around your neck. You shriek as you feel your body shift and change, as your vision is blurred by yellow-amber energy.<br>
<br>
<i>A friendly smile.</i> you think, focusing on the image of Charli in your mind. <i>Long flowing brunette locks. A petite athletic body. Pert breasts. Grey warm eyes. A nurse's uniform, white and crisp, with matching white heeled shoes.</i><br>
<br>
The magic flows over your changing form. Bolts flash across your eyes and burn your skin. You clutch your changing waist, holding back retching. Long brown hair falls forward over your eyes. A set of heels pushes you up as the room spins and appears to grow larger.<br>
<br>
<<if $PlayerCharacter.female is true>>
Your rib cage shifts and cracks as you feel your bones change, pulling your waist tight. Then, with a shriek, the anguish passes.<br>
<<else>>
Your rib cage crunches and cracks as you feel your bones change, pulling your waist tight. Then, with a shriek, the anguish passes.<br>
<</if>>
<br>
You take a deep breath, then stand up straight. Charli stares back at you, her eyes wide with terror.<br>
<br>
<<ActionsHeader>>
<<link "[Spell: Sleep & Forget] Cast Sleep & Forget on Charli" "CharlisApartmentSleepForgetCharli">><<DailyVariableAdd "CharliAsleep">><<for _p to $periodCurrent; _p lte 4; _p++>><<SetNPCLocation "Charli" $dayCurrent _p "CharlisApartment">><</for>><<QuestTracker "Quest36" "complete">><<SetFlag "TempCharliKeysKnown" false>><</link>>
<<else>>
Fingering Charli's keys, you sense the amulet. Inert and cold. It's not charged. Not enough for a transformation.<br>
<br>
<<InventoryCheckSelf "CharliKey">>
<<if _InventoryCheckSelf is true>>
Charli stares at you, her frown deepening into alarm. "What are you doing with my keys?" She steps towards you, hand outstretched. "Give them back. Now."<br>
<br>
You look down at the keys in your hand. Without the amulet's power, you can't transform. And you certainly can't cast a spell to make her forget. Sheepishly, you hold them out.<br>
<br>
She snatches them from your grip and clutches them to her chest. "I don't know what you were thinking," she mutters, turning back to the mirror. "But don't do that again."<br>
<br>
<<ActionsHeader>>
<<link "Return to the apartment" "CharlisApartment">><<GiveObjectLocation "CharlisApartment" "CharliKey">><</link>>
<<else>>
<<Flag "TempCharliInvited">>
<<if _FlagReturn is true>>
Charli looks back at you through the mirror. "Everything okay?"<br>
<br>
<<ActionsHeader>>
<<link "Return to the apartment" "CharlisApartment">><</link>>
<<else>>
<<if $current.avatar is "Florence">>
Charli looks back at you with surprised concern. "You're scaring me, Flo. How did you get in?"<br>
<<elseif $current.avatar is "Andrea">>
Charli looks back at you with surprised concern. "You're scaring me, Andrea. How did you get in?"<br>
<<else>>
Charli looks back at you with terror. "You heard me! Get out!"<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Leave quickly" "TownSquare">><<TimeChange>><</link>>
<</if>>
<</if>>
<</if>>"Fall asleep," you say quickly. "And let your memories drift as you slumber."<br>
<br>
Charli looks back at you, shock evident. Then she drops, falling face down on the bed.<br>
<br>
You move to see if she's okay, slowed by the white heels now on your dainty feet. You lean over to check her pulse, feeling the hem of your nurse's uniform riding up as you lean over.<br>
<br>
Just a deep sleep. Nothing to worry about.<br>
<br>
Satisfied that Charli is okay, you look at yourself in the mirror Charli was just using. Her face stares back at you.<br>
<br>
You taste her lipgloss and how her eyeshadow really brings out her eyes. The nurse's uniform is tight around your waist. You feel your breasts pushing up against the buttons, pert and raised by a bra.<br>
<br>
You smile at your reflection, seeing Charli's coy smile returned in the mirror. A giggle escapes your lips. The boys love that.<br>
<br>
A part of you screams out with alarm, but you can't help but feel flushed about the attention you'll get. You drift into a daydream, turning to look at your bum in the dress. They love that too. Especially when they manhandle it. That thought is enough to send flushes across your body.<br>
<br>
<i>Can't stop thinking about guys now, can you?</i><br>
<br>
You gasp, realising the train of your thought. But every time you try to muster a shock at the thought of guys, you instead smile. Their attention. Their musky odour. It's enough to send your loins crazy.<br>
<br>
Again, you wince, pushing down your thoughts. It seems in this form, you're finding it hard to keep your concentration. You sigh, considering what will happen when it's not just fantasies and you actually run into a guy in this body.<br>
<br>
<i>Fantasies, are they?</i><br>
<br>
You gulp.<br>
<br>
<div class="Notification">Charli is affected by the Boy Crazy compulsion. In her form, you will find it hard to turn down attention from men.</div><br>
<<ActionsHeader>>
<<link "Return to the apartment" "CharlisApartment">><<EventTrigger "CharlisApartment" "CliveVisit" "Morning" null "Charli" null null null false>><<EventTrigger "YourHome" "YourHomeEventCharli" null "Emily" "Charli" null null null false>><</link>>Your eyes flick around the apartment. Given its size, it doesn't take long. There's assorted knick-knacks and decoration, but nothing that strikes out.<br>
<br>
Until you see a set of keys lying in a bowl near the door. Nothing special, but the key chain of "Home Sweet Home" stirs something in the amulet around your neck.<br>
<br>
<<ActionsHeader>>
<<link "Return to the apartment" "CharlisApartment">><<SetFlag "TempCharliKeysKnown">><</link>>You move casually over to the bowl near the door and look at the keys. The key chain tag is written in a red sparkly font. "Home Sweet Home."<br>
<br>
<<NPCLocationCheck "Charli">>
<<if _NPCLocationCheck is "CharlisApartment">>
You reach down to take a closer look. Charli looks at you in the mirror and frowns. "Hey! Put them back!"<br>
<br>
You glance over to her and hold them up. "These?"<br>
<br>
She nods. "Yeah! I work two jobs to have them." Her frown deepens. "Don't want to lose them."<br>
<br>
The amulet tingles. If you wanted to transform into Charli, this is the way. You'll need to wipe her memories of you so brazenly stealing her keys too.<br>
<br>
<<ActionsHeader>>
<<link "Try to transform into Charli" "CharlisApartmentTransform">><<TakeObjectLocation "CharlisApartment" "CharliKey">><<Transform "Charli">><</link>><br>
<<link "Put them back" "CharlisApartmentPutBack">><</link>>
<<else>>
The amulet tingles. If you wanted to transform into Charli, this is the way.<br>
<br>
<<ActionsHeader>>
<<link "Take them" "CharlisApartmentTakeKeys">><<TakeObjectLocation "CharlisApartment" "CharliKey">><<QuestTracker "Quest36" "complete">><</link>><br>
<<link "Leave them" "CharlisApartmentLeaveKeys">><</link>>
<</if>>You place the keys back. "Sorry," you tell her.<br>
<br>
Charli's frown fades, replaced by a polite smile. "It's okay," she says. "Just a bit protective of them. You would be too if you had to spend your nights at the supermarket."<br>
<br>
She returns to applying her make-up.<br>
<br>
<<ActionsHeader>>
<<link "Return to the apartment" "CharlisApartment">><</link>>You put the keys in your pocket. The amulet burns slightly, as if anticipating a change. But without being able to put Charli to sleep, you don't dare going out as her. You just need to come by one morning to make sure there's not two of you.<br>
<br>
<<ActionsHeader>>
<<link "Return to the apartment" "CharlisApartment">><</link>>You place the keys back. The amulet burns slightly, almost as if it's annoyed that you can't keep them.<br>
<br>
<<ActionsHeader>>
<<link "Return to the apartment" "CharlisApartment">><</link>><<CheckFirst "CharlisPhotos">>
<<if _CheckFirst is false>>
You move over to the boiler, looking at the photos. They are mostly of Charli and people you don't recognise, out in the countryside, some down at a beach. You move a few aside, noticing one that strikes out. A photo of Andrea, Florence and Charli in front of the Eiffel Tower.<br>
<br>
<center><img src="./images/charli_flo_andrea_photo.png"></center><br>
<br>
<<NPCLocationCheck "Charli">>
<<if _NPCLocationCheck is "CharlisApartment">>
Charli looks over. When you take the photo down and show her, she smiles.<br>
<br>
<<if $current.avatar is "Florence">>
"Oh! I forgot about that one. That was from the school trip to Paris, remember?"<br>
<br>
"We look happy," you comment.<br>
<br>
She shrugs. "It wasn't my thing, but Andrea really liked it, didn't she? Always had dreams of travelling." She bites her lip, eyes glazing over. "The French boys were cute, though," she murmurs.<br>
<<elseif $current.avatar is "Andrea">>
"Oh! I forgot about that one. That was from the school trip to Paris, remember?"<br>
<br>
"We look happy," you comment.<br>
<br>
She shrugs. "It wasn't my thing, but you loved it. Kept saying you'd love to go back one day. Not sure I'd want to." She bites her lip, eyes glazing over. "Aside from the French boys," she murmurs.<br>
<<else>>
"Oh! I forgot about that one. That was from a school trip to Paris that Flo, Andrea and I went on."<br>
<br>
"You look happy," you comment.<br>
<br>
She shrugs. "It wasn't my thing, but Andrea really liked it. Always had dreams of travelling." She bites her lip, eyes glazing over. "The French boys were cute, though," she murmurs.<br>
<</if>>
<br>
She turns back to the mirror, uninterested in the photo. It doesn't seem as though it holds weight for her. But maybe someone else would be more attached to it.<br>
<</if>>
<<else>>
You look at the photos again, eyes resting on the photo of Charli, Florence and Andrea.<bR>
<br>
<center><img src="./images/charli_flo_andrea_photo.png"></center><br>
<</if>>
<br>
<<ActionsHeader>>
<<QuestState "Quest38">>
<<if _QuestState is 1>>
<<InventoryCheckLocation "CharlisApartment" "AndreaPhotoCharli">>
<<if _InventoryCheckLocation is true>>
<<NPCLocationCheck "Charli">><<DailyVariableCheck "CharliAsleep">>
<<if _NPCLocationCheck is "CharlisApartment" and _DailyVariableCheck is false>>
<<link "Ask Charli about the photo" "CharliDialogue">><<set $CharliDialogue to "AskForPhoto">><<StartConversation "Charli" "CharlisApartment">><<AddFirst "CharlisPhotos">><</link>><br>
<<else>>
<<link "Take the photo" "CharlisApartment">><<TakeObjectLocation "CharlisApartment" "AndreaPhotoCharli">><<QuestTracker "Quest38" 2>><<AddFirst "CharlisPhotos">><</link>><br>
<</if>>
<</if>>
<</if>>
<<link "Return to the apartment" "CharlisApartment">><<AddFirst "CharlisPhotos">><</link>>Somewhat bashfully, you slide out of the bed and find your clothes on the floor. Charli watches you in the mirror as you dress, the application of make-up momentarily forgotten.<br>
<br>
"I really enjoyed last night," she purrs. "I have to get ready for work, but if you fancy doing it again, you know where I'll be." She grins. "Any of it."<br>
<br>
You give her a polite smile and look around. Charli returns to applying make-up, but her eyes keep wandering back to you.<br>
<br>
<<ActionsHeader>>
<<link "Return to the apartment" "CharlisApartment">><<ChangeNPCrelationship "Charli" "PC" 3>><<set $CharlisApartmentDateSuccess to undefined>><<set $CharliApproval to undefined>><<SetFlag "CharliDateActive" false>><</link>><<switch $CharlisApartmentDateSuccess>>
<<case "KissHer">>
You lean forward and press your lips to hers. She returns it hungrily. You taste her lipgloss, sweet and wet. Her tongue explores your mouth, as yours does hers. Her body presses up against yours. You feel her hand on your bum.<br>
<br>
After a minute, she pulls back. You see her grey eyes sparkling as she takes a step back, falling back on to the edge of her bed.<br>
<br>
"Come over here," she tells you. "And fuck me. Daddy."<br>
<br>
<<ActionsHeader>>
<<link "Have sex with Charli" "CharlisApartmentDateSuccess">><<set $CharlisApartmentDateSuccess to "HaveSex">><<QuestOptionUnlock "Quest36" 1 "date_success">><<Feminity -1>><</link>><br>
<<link "Refuse Charli" "CharlisApartmentDateSuccess">><<set $CharlisApartmentDateSuccess to "Refuse">><</link>>
<<case "KissBack">>
You return the kiss, letting your lips pucker up against hers. You taste her lipgloss, sweet and wet. Her tongue explores your mouth, as yours does hers. Her body presses up against yours. You feel her hand on your bum.<br>
<br>
After a minute, she pulls back. You see her grey eyes sparkling as she takes a step back, falling back on to the edge of her bed.<br>
<br>
"Come over here," she tells you. "And fuck me. Daddy."<br>
<br>
<<ActionsHeader>>
<<link "Have sex with Charli" "CharlisApartmentDateSuccess">><<set $CharlisApartmentDateSuccess to "HaveSex">><<QuestOptionUnlock "Quest36" 1 "date_success">><<Feminity -1>><</link>><br>
<<link "Refuse Charli" "CharlisApartmentDateSuccess">><<set $CharlisApartmentDateSuccess to "Refuse">><</link>>
<<case "CoolDown">>
You back away, taking just a step back. "How about a drink first?"<br>
<br>
"Drinks later," she whispers breathlessly. "I can't wait to have you inside of me."<br>
<br>
She steps forward again and plants her lips on yours, pulling you close once more. You feel the desire radiating from her. She doesn't seem to want to wait.<br>
<br>
<<ActionsHeader>>
<<link "Relent and kiss her back" "CharlisApartmentDateSuccess">><<set $CharlisApartmentDateSuccess to "KissBack">><<QuestOptionUnlock "Quest36" 1 "date_success">><</link>><br>
<<link "Step back and tell her no" "CharlisApartmentDateSuccess">><<set $CharlisApartmentDateSuccess to "StepBack">><</link>>
<<case "AskDrink">>
"How about a drink?" you say.<br>
<br>
She looks a little disappointed, but nods. She walks around the bed, opening a cabinet above the sink. A boiler takes up most of the space but nestled at the side is a bottle of red wine. She takes two glasses from the sink and begins pouring drinks.<br>
<br>
You look around the apartment, scanning for a personal item. Given its size, it doesn't take long. There's assorted knick-knacks and decoration, but nothing that strikes out.<br>
<br>
Until you see her set of keys, now lying in a bowl near the door. Nothing special, but the key chain of "Home Sweet Home" stirs something in the amulet around your neck.<br>
<br>
<<ActionsHeader>>
<<link "Look at the keys" "CharlisApartmentDateSuccess">><<set $CharlisApartmentDateSuccess to "DateLookKeys">><</link>><br>
<<link "Wait for Charli to mix you a drink" "CharlisApartmentDateSuccess">><<set $CharlisApartmentDateSuccess to "WaitForDrink">><</link>>
<<case "DateLookKeys">>
You move casually over to the bowl near the door and look at the keys. The key chain tag is written in a red sparkly font. "Home Sweet Home."<br>
<br>
You reach down to take a closer look. Charli looks at you from the sink and frowns. "Hey! Put them back!"<br>
<br>
You glance over to her and hold them up. "These?"<br>
<br>
She nods. "Yeah! I work two jobs to have them." Her frown deepens. "Don't want to lose them."<br>
<br>
The amulet tingles. If you wanted to transform into Charli, this is the way. You'll need to wipe her memories of you so brazenly stealing her keys too.<br>
<br>
<<ActionsHeader>>
<<link "Try to transform into Charli" "CharlisApartmentDateSuccess">><<set $CharlisApartmentDateSuccess to "DateTransform">><<TakeObjectLocation "CharlisApartment" "CharliKey">><<Transform "Charli">><<QuestTracker "Quest36" "complete">><<SetFlag "TempCharliKeysKnown" false>><<QuestOptionUnlock "Quest36" 1 "date_success">><</link>><br>
<<link "Put them back and wait for your drink" "CharlisApartmentDateSuccess">><<set $CharlisApartmentDateSuccess to "WaitForDrink">><</link>>
<<case "DateTransform">>
<<if $current.avatar is "Charli">>
Fingering Charli's keys, you sense the power of the amulet waiting.<br>
<br>
"From this item, I see you in your time of need," you say. "Now form shape to the person I see within."<br>
<br>
Charli casts a frown at you before pain courses across your skin and the magic floods out from around your neck. You shriek as you feel your body shift and change, as your vision is blurred by yellow-amber energy.<br>
<br>
<i>A friendly smile.</i> you think, focusing on the image of Charli in your mind. <i>Long flowing brunette locks. A petite athletic body. Pert breasts. Grey warm eyes. A nurse's uniform, white and crisp, with matching white heeled shoes.</i><br>
<br>
The magic flows over your changing form. Bolts flash across your eyes and burn your skin. You clutch your changing waist, holding back retching. Long brown hair falls forward over your eyes. A set of heels pushes you up as the room spins and appears to grow larger.<br>
<br>
Your rib cage crunches and cracks as you feel your bones change, pulling your waist tight. Then, with a shriek, the anguish passes.<br>
<br>
You take a deep breath, then stand up straight. Charli stares back at you, her eyes wide with terror.<br>
<br>
<<ActionsHeader>>
<<link "[Spell: Sleep & Forget] Cast Sleep & Forget on Charli" "CharlisApartmentDateSuccess">><<set $CharlisApartmentDateSuccess to "DateSleepForget">><<DailyVariableAdd "CharliAsleep">><<for _p to $periodCurrent; _p lte 4; _p++>><<SetNPCLocation "Charli" $dayCurrent _p "CharlisApartment">><</for>><</link>>
<<else>>
Fingering Charli's keys, you sense the amulet. Inert and cold. It's not charged. Not enough for a transformation.<br>
<br>
Charli looks back to you from the sink, her eyes resting on the keys. You might not be able to transform, and being in this form you can't cast magic to make her forget you've taken them.<br>
<br>
So instead, you just place them back. "Sorry," you tell her.<br>
<br>
Charli's frown fades, replaced by a polite smile. "It's okay," she says. "Just a bit protective of them. You would be too if you had to spend your nights at the supermarket."<br>
<br>
<<ActionsHeader>>
<<link "Wait for your drink" "CharlisApartmentDateSuccess">><<set $CharlisApartmentDateSuccess to "WaitForDrink">><</link>>
<</if>>
<<case "DateSleepForget">>
"Fall asleep," you say quickly. "And let your memories drift as you slumber."<br>
<br>
Charli looks back at you, shock evident. Then she drops, falling face down on the bed.<br>
<br>
You move to see if she's okay, slowed by the white heels now on your dainty feet. You lean over to check her pulse, feeling the hem of your nurse's uniform riding up as you lean over. You briefly wonder why you are sporting this uniform, and not her supermarket uniform or her dress.<br>
<br>
<i>That's what you're worried about, isn't it?</i><br>
<br>
Charli is just in a deep sleep. At least that's nothing to be concerned with.<br>
<br>
Satisfied that Charli is okay, you look at yourself in the mirror. Her face stares back at you.<br>
<br>
You taste her lip gloss and how her eyeshadow really brings out her eyes. The nurse's uniform is tight around your waist. You feel your breasts pushing up against the buttons, pert and raised by a bra.<br>
<br>
You smile at your reflection, seeing Charli's coy smile returned in the mirror. A giggle escapes your lips. The boys love that.<br>
<br>
A part of you screams out with alarm, but you can't help but feel flushed about the attention you'll get. You drift into a daydream, turning to look at your bum in the dress. They love that too. Especially when they manhandle it. That thought is enough to send flushes across your body.<br>
<br>
<i>Can't stop thinking about guys now, can you?</i><br>
<br>
You gasp, realising the train of your thought. But every time you try to muster a shock at the thought of guys, you instead smile. Their attention. Their musky odour. It's enough to send your loins crazy.<br>
<br>
Again, you wince, pushing down your thoughts. It seems in this form, you're finding it hard to keep your concentration. You sigh, considering what will happen when it's not just fantasies and you actually run into a guy in this body.<br>
<br>
<i>Fantasies, are they?</i><br>
<br>
You gulp.<br>
<br>
<div class="Notification">Charli is affected by the Boy Crazy compulsion. In her form, you will find it hard to turn down attention from men.</div><br>
<<ActionsHeader>>
<<link "Return to the apartment" "CharlisApartment">><<EventTrigger "CharlisApartment" "CliveVisit" "Morning" null "Charli" null null null false>><<EventTrigger "YourHome" "YourHomeEventCharli" null "Emily" "Charli" null null null false>><<set $CharlisApartmentDateSuccess to undefined>><<set $CharliApproval to undefined>><</link>>
<<case "WaitForDrink">>
Charli saunters over to you, holding two glasses. She gives you one and clinks the other against it. "Is this what you wanted?"<br>
<br>
You take a sip. It's sweet and rich.<br>
<br>
Before you know what's happening, Charli has taken the glass out of your hands and put both of them on the floor. "Now," she purrs. "You've had your drink."<br>
<br>
Suddenly Charli is on you. You feel her mouth meet yours, hungry and passionate. She pulls you towards her using your clothes. You taste her lip gloss against your own lips.<br>
<br>
<<ActionsHeader>>
<<link "Kiss her back" "CharlisApartmentDateSuccess">><<set $CharlisApartmentDateSuccess to "KissBack">><</link>><br>
<<link "Step back and tell her no" "CharlisApartmentDateSuccess">><<set $CharlisApartmentDateSuccess to "StepBack">><</link>>
<<case "StepBack">>
You pull away, stepping back. "I'm sorry, Charli," you say. "I'm not sure this is a good idea, after all."<br>
<br>
She stares back at you, her body quivering. She breathes shallowly. For a moment you think she's going to lurch forward and pin you against the wall.<br>
<br>
"I want you to fuck me," she tells you slowly. "If you don't want to, you can get out."<br>
<br>
You stare back at her. There's more than desire there. It's almost a need. But on this, at least, she seems resolute.<br>
<br>
<<ActionsHeader>>
<<link "Kiss her" "CharlisApartmentDateSuccess">><<set $CharlisApartmentDateSuccess to "KissHer">><</link>><br>
<<link "Refuse Charli" "CharlisApartmentDateSuccess">><<set $CharlisApartmentDateSuccess to "Refuse">><</link>>
<<case "Refuse">>
"I'm not ready for this," you mutter. "I'm sorry."<br>
<br>
She glares at you, her eyes wandering like a predator assessing their prey. But then she sighs, as she seems to regain some sense of composure. "I can't say I'm not disappointed."<br>
<br>
Another deep breath. "I think you should go." But she bites her lip, glancing at you. "I need to have a cold shower."<br>
<br>
You smile politely and nod. You turn towards the exit.<br>
<br>
"<<TrueName "Current">>?" you hear from behind you.<br>
<br>
You turn to look at her. She's watching you with a coy smile. "If you want to try again, when you're ready. You know where to find me." She gives you a dark look, but grins. "It will cost you another meal, though."<br>
<br>
<<ActionsHeader>>
<<link "Say goodbye and leave" "TownSquare">><<EndConversation "Charli">><<QuestOptionUnlock "Quest36" 1 "date_repeat">><<set $CharlisApartmentDateSuccess to undefined>><<set $CharliApproval to undefined>><<SetFlag "CharliDateActive" false>><</link>>
<<case "HaveSex">>
You move forward, standing in front of Charli. She looks up at you and reaches out, pulling your belt free. She then reaches down and slides your trousers and boxers down.<br>
<br>
<<if $PlayerCharacter.stateCurrent is 0>>
Your large dick springs out from your underwear, almost into her face. She smiles. "Oh, daddy. What a large dick you have."<br>
<<elseif $PlayerCharacter.stateCurrent is 1>>
Your dick springs out from your underwear. She smiles. "Oh, daddy. What a dick you have."<br>
<<elseif $PlayerCharacter.stateCurrent is 2>>
Your small dick falls out of your underwear. She smiles. "Oh, daddy. What a nice dick you have."<br>
<<elseif $PlayerCharacter.stateCurrent is 3>>
Your tiny dick falls out of your underwear. She smiles. "Oh, daddy. What a cute dick you have."<br>
<</if>>
<br>
Charli takes it into her hand, stroking it to stiffness. Her tongue runs across her lips as her eyes glaze over as she watches it with focus. She looks up to you as her fingertip runs through some of your precum. She puts her finger in her mouth to taste it. "Yummy."<br>
<br>
Letting go of your cock, she slides off to the side and undoes her dress. It falls to the floor, leaving her standing there in a matching set. A lacy red bra and a thong. She grins as she watches your eyes wander.<br>
<br>
"I take it you like?" she purrs, sliding down her panties and unclasping her bra. Her pert breasts barely dip. You see she is completely shaved. Everywhere.<br>
<br>
She giggles and climbs on to the bed. On to all fours, her arse pushed up towards you.<br>
<br>
"I want you to fuck me from behind, daddy," she tells you, as she pushes her head into the bed. "Don't hold back."<br>
<br>
<<ActionsHeader>>
<<link "Fuck Charli" "CharlisApartmentDateSuccess">><<set $CharlisApartmentDateSuccess to "FuckCharli">><</link>>
<<case "FuckCharli">>
Pulling down your trousers and pulling off your top, you mount the bed. Charli looks over her shoulder, wiggling her bum. "Stick it in me," she says, as she begins to play with her clit.<br>
<br>
<<if $PlayerCharacter.stateCurrent is 0>>
You line up your large dick with her hole and grip on to her hips. She buckles against you at the touch. And then, you slide it in.<br>
<<elseif $PlayerCharacter.stateCurrent is 1>>
You line up your dick with her hole and grip on to her hips. She buckles against you at the touch. And then, you slide it in.<br>
<<elseif $PlayerCharacter.stateCurrent is 2>>
You line up your small dick with her hole and grip on to her hips. She buckles against you at the touch. And then, you slide it in.<br>
<<elseif $PlayerCharacter.stateCurrent is 3>>
You line up your tiny dick with her hole and grip on to her hips. She buckles against you at the touch. And then, you slide it in.<br>
<</if>>
<br>
She's already wet. Very wet. You feel your dick push deep within her without resistance. You hear her murmur and gasp.<br>
<br>
"Oh daddy, that's it," she squeals, eyes looking back at you as she bites deep into her lip.<br>
<br>
You begin to thrust back and forth, watching the woman stare back at you. As you do so, she buries her face in a pillow, masking her grunts.<br>
<br>
"Yes," you hear her muffled gasps through the pillow. "Fuck me, daddy. Fuck me harder."<br>
<br>
You grip on to her hips as you increase your rhythm. Your thrusts become frenzied at her encouragement. She grinds against you, whimpering into the pillow as she does so.<br>
<br>
Too quickly, you find yourself growing close. You begin to speed up, hearing the slaps of skin between you and Charli. She turns her head to look at you, gasping with each of your thrusts.<br>
<br>
"Come inside me, daddy," she cries. "Fill me up with your cum."<br>
<br>
<<ActionsHeader>>
<<link "Come inside her" "CharlisApartmentDateSuccess">><<set $CharlisApartmentDateSuccess to "ComeInside">><</link>><br>
<<link "Come over her back" "CharlisApartmentDateSuccess">><<set $CharlisApartmentDateSuccess to "ComeOverBack">><</link>>
<<case "ComeInside">>
At her wish, you grip on to her sides, holding her in place. She cries out in pleasure as you slam against her. You cry out as you feel yourself on the edge. With one last thrust, you feel the endorphins release as you ejaculate deep in her womb.<br>
<br>
She shrieks as her own orgasm erupts, her pussy lips clenching around your spurting dick. Another jet erupts, filling her insides with your cum.<br>
<br>
You gasp and fall forward, pinning her to the bed. You take a few deep breaths as you regain your focus.<br>
<br>
Charli giggles from underneath you. Slowly, she swivels around. Your softening cock plops out of her as she does so and you feel semen trickling down. Glancing towards your dick, you see cum running out of her pussy.<br>
<br>
She leans forward and reaches down, taking a small selection on the tip of her finger and putting it in her mouth. "That's what I wanted."<br>
<br>
Sliding out from underneath you, she moves towards the only door in the apartment. "I better clean up."<br>
<br>
You watch Charli open the door and walk into the bathroom, still naked apart from her heels.<br>
<<InventoryCheckSelf "CharliKey">>
<<if _InventoryCheckSelf is false>>
<br>You briefly glance around, wondering if you can use the time to take something that you can use. But you have nowhere easily to hide it. When you hear the toilet flush, you sigh. You'll have to wait until morning.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Wait for Charli to return" "CharlisApartmentDateSuccess">><<set $CharlisApartmentDateSuccess to "WaitForReturn">><</link>>
<<case "ComeOverBack">>
Not wanting to risk anything, you decide not to listen to her. You grip on to her sides, holding her in place. She cries out in pleasure as you slam against her. You cry out as you feel yourself on the edge. With one last thrust, you pull out and aim your dick over her back.<br>
<br>
She flinches as your semen shoots into the air and lands across her back. Another jet erupts, coating her skin with your cum.<br>
<br>
You gasp and lean back, careful not to fall forward. You take a few deep breaths as you regain your focus.<br>
<br>
Charli looks back at you, frowning. "No fun," she purrs, but grins. She reaches back to her back and takes a small trickle of cum on the tip of her finger. She puts it in her mouth. "Though that's a good consolation prize."<br>
<br>
Sliding out from underneath you, she moves towards the only door in the apartment. "I better clean up."<br>
<br>
You watch Charli open the door and walk into the bathroom, still naked apart from her heels.<br>
<<InventoryCheckSelf "CharliKey">>
<<if _InventoryCheckSelf is false>>
<br>You briefly glance around, wondering if you can use the time to take something that you can use. But you have nowhere easily to hide it. When you hear the toilet flush, you sigh. You'll have to wait until morning.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Wait for Charli to return" "CharlisApartmentDateSuccess">><<set $CharlisApartmentDateSuccess to "WaitForReturn">><</link>>
<<case "WaitForReturn">>
Charli walks out of the bathroom and kicks off her heels. She slides underneath the quilt covers, still naked. She arches an eyebrow towards you. "Staying over?"<br>
<br>
<<ActionsHeader>>
<<link "Agree to stay over" "CharlisApartmentDateSuccess">><<set $CharlisApartmentDateSuccess to "StayOver">><</link>><br>
<<link "Tell her you have to go" "CharlisApartmentDateSuccess">><<set $CharlisApartmentDateSuccess to "LeaveApartment">><</link>>
<<case "StayOver">>
"Sure," you say, slipping off your clothes. She grins and watches you undress, her eyes not leaving you until you get into the bed. She gives you a smile and then reaches off and turns out the light.<br>
<br>
"Goodnight, <<TrueName "Current">>," you hear her say. Then she turns to her side. There is no ask for a hug.<br>
<br>
<<ActionsHeader>>
<<link "Go to sleep" "CharlisApartmentDateSuccess">><<set $CharlisApartmentDateSuccess to "GoToSleep">><</link>>
<<case "GoToSleep">>
<<Weekend>>
<<if _Weekend is true and setup.period[$periodCurrent] is "Night">>
<<Flag "EmilyMaidJobAutomated">><<DailyVariableCheck "EmilyWorkingMaid">>
<<if _FlagReturn is true or _DailyVariableCheck is true>>
As you decide to sleep, your mind keeps reminding you of Emily, working at the hotel. You wonder what she must have done this evening. Burying thoughts before you spiral, you nevertheless feel a cold shiver spread across your skin.<br>
<br>
<</if>>
<</if>>
This bed feels uncomfortable and unfamiliar. At least the body you're in is comforting. <i>Your body.</i> After all that's happened, the pull of sleep relaxes you. Soon you find yourself drifting to sleep.<br>
<br>
<<SleepRoutine "CharlisApartment">>
<<case "LeaveApartment">>
"I really should get going," you say, adjusting your clothes.<br>
<br>
Charli's eyes narrow. It takes her a moment before she nods. "Okay," she says.<br>
<br>
You give her a polite smile and get up. She looks back to you and grins. "I really enjoyed that," she purrs. "If you fancy doing it again, you know where I'll be." She grins. "Any of it."<br>
<br>
<<ActionsHeader>>
<<link "Leave the apartment" "TownSquare">><<EndConversation "Charli">><<ChangeNPCrelationship "Charli" "PC" 3>><<set $CharlisApartmentDateSuccess to undefined>><<set $CharliApproval to undefined>><<SetFlag "CharliDateActive" false>><</link>>
<</switch>><b>Charlton Allotment</b><br>
<<if setup.period[$periodCurrent] is "Evening" or setup.period[$periodCurrent] is "Night">>
<img src="./images/CharltonAllotment_night.png"><br>
<br>The allotment sits in darkness, the neat rows of vegetables barely visible under the faint glow of a distant streetlamp. The glass-greenhouses reflect what little light there is.<br>
<<else>>
<img src="./images/CharltonAllotment.png"><br>
<br>Neat rows of vegetables and glass-greenhouses spread out behind the square, a peaceful little corner in the centre of the town.<br>
<</if>>
<<include "EventsCharltonAllotment">>
<<if _currentEvent is undefined>>
<<NPCPresent "Dexter">>
<<if _NPCPresent is true>>
<br>
As you step into the allotment you see a figure emerging on the other side. You duck into the shadows, squatting, as you see the other person walking out of a greenhouse. Dexter.<br>
<br>
He looks around carefully, then briskly steps away and disappears into the night time.<br>
<<LocationKnownCheck "CharltonAllotmentLogainGreenhouse">><<CheckFirst "LogainGreenhouseEncounter">>
<<if _LocationKnownCheck is true and _CheckFirst is true>>
<br>
You sigh. You know who owns the greenhouse. Logain.<br>
<</if>>
<<QuestState "Quest39">>
<<if _QuestState is 3>><<QuestOptionUnlock "Quest39" 3 "dexter_greenhouse">><</if>>
<<SetNPCLocation "Dexter" $dayCurrent $periodCurrent "Void">>
<<LocationKnown "CharltonAllotmentLogainGreenhouse">>
<</if>>
<br>
<<ActionsHeader>>
<<LocationKnownCheck "CharltonAllotmentLogainGreenhouse">>
<<if _LocationKnownCheck is true>><<link "Enter the greenhouse" "CharltonAllotmentLogainGreenhouse">><</link>><br><</if>>
<<QuestState "Quest41">><<InventoryCheckSelf "BreakingFreePackage">>
<<if $current.avatar is "Emily" and _QuestState is 2 and _InventoryCheckSelf is true>>
<<if setup.period[$periodCurrent] is "Night">>
<<link "Search for the bike track Logain mentioned" "CharltonOutskirtsBikeTrack">><</link>><br>
<<else>>
<s>Search for the bike track Logain mentioned</s> - <i>Logain told you to make the delivery at night.</i><br>
<</if>>
<</if>>
<<LocationKnownCheck "CharltonCarePavilion">>
<<if _LocationKnownCheck is true>>
<<link "Go to the Charlton Care Pavilion" "CharltonCarePavilionEntrance">><</link>><br>
<</if>>
<<link "Go back to the town square" "TownSquare">><</link>>
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<if _currentEvent is "BusinessStudiesCivicDuty">>
<br>
You walk down a small alleyway between the shops to find a spread of vegetable patches and greenhouses tucked neatly into the surrounding buildings. A number of students are already here. Boys, hauling soil out of a greenhouse and stacking the packs neatly next to one of the allotments. Girls, by measure, are tending to vegetable patches, planting new seeds.<br>
<br>
As you stand observing, you smell the unpleasant odour of Dusty pass by you. He moves over to the back fence, trying to insert a panel into a broken segment. He wheezes as he holds the wood up to drive a nail through, then yelps as the hammer hits his thumb. A few of the boys snigger and the girls glare over at him.<br>
<br>
Dusty clutches his back as he bends over to retrieve the panel. You see him wince. For a moment, you think he's not going to be able to straighten up.<br>
<br>
You know why you are here and it's not to help Dusty. Plus, there's a Charlton badge to be claimed by doing what DeBussy deems is right. Looking over the girls and boys, you know what you are expected to do. Thankfully you sense no indication of magic surrounding you. Aside from the amulet, feeling heavy around your neck.<br>
<br>
<<ActionsHeader>>
<<link "Tend to vegetables" "BSAllotmentResult">><<Feminity 1>><<BSSpecialLessonConform>><<set $TempVegetablesAllotment to true>><<EventsCheckEnd "CharltonAllotment" "BusinessStudiesCivicDuty">><</link>><br>
<<link "Haul soil" "BSAllotmentResult">><<Feminity -1>><<BSSpecialLessonRebel>><<EventsCheckEnd "CharltonAllotment" "BusinessStudiesCivicDuty">><</link>><br>
<<link "Help Dusty" "BSAllotmentResult">><<Greedy -1>><<BSSpecialLessonRebel>><<EventsCheckEnd "CharltonAllotment" "BusinessStudiesCivicDuty">><<set $TempDustyAllotment to true>><</link>>
<</if>>
<<if _currentEvent is "TheodorePickup">>
<br>
You look around the allotment, seeing Theodore racing through vegetable patches. He hugs his body as he moves swiftly towards the greenhouses.<br>
<br>
<<DailyVariableCheck "LogainAlarm">>
<<if _DailyVariableCheck is true>>
On seeing the hazy orange glow through the glass panes, he freezes. You try to make out the features on his face from this distance. He looks petrified. In a beat, he turns on his heels and scurries off away from the greenhouse, disappearing into the shadows.<br>
<<else>>
You see him enter one. Taking a breath, you wait and watch. A pigeon coos nearby.<br>
<br>
Not more than thirty seconds later, Theodore emerges again. He looks around, causing you to duck back into the shadows. Then he scurries away from the greenhouse, disappearing into the shadows.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the allotment" "CharltonAllotment">><<LocationKnown "CharltonAllotmentLogainGreenhouse">><<EventsCheckEnd "CharltonAllotment" "TheodorePickup">><<QuestState "Quest39">><<if _QuestState is 3>><<QuestOptionUnlock "Quest39" 3 "theodore_greenhouse">><</if>><</link>>
<</if>><<if $TempDustyAllotment is true>>
Moving over to the fence, you step cautiously towards Dusty as he struggles to hold the wooden fence panel upright. "Here," you say, leaning in despite the smell. "Let me help."<br>
<br>
Dusty looks to you. Yet he doesn't move to stop you. Pushing the panel into place, you hold it steady. The older man gives you a wary look, but takes out a nail from his overalls and hammers it into place.<br>
<br>
You hear the sniggers from the girls tending to the vegetables from behind. Looking back, you catch Chantelle's stare. She watches through her glasses and shakes her head in disgust.<br>
<br>
Dusty drives another nail through the fence panel, lodging it in place. "Watch your hand," he tells you, as he lines up another one near your fingers.<br>
<br>
The smell of Dusty is still overbearing, but you grow used to it. His kind eyes occasionally glance to you when he checks that you're alright.<br>
<br>
"There," he says, stepping back. "Should hold for another season. Thank you."<br>
<br>
<<Flag "PermDustyHelped">>
<<if _FlagReturn is true>>
He glances behind the two of you, seeing the girls continue to stare and giggle at you. When he turns back he rolls his eyes. You take the moment to ask him a further question.<br>
<br>
"When you mentioned Logain," you begin. "What did you mean by his allotment?"<br>
<br>
Dusty shrugs. "I meant what I said. He's got a greenhouse on the allotment. Spends some evenings in there, tending turnips. Strange hobby for a kid. But he's nice enough about it."<br>
<br>
"About what?" you reply.<br>
<br>
He sniffs a little, glancing down at the floor. "The smell."<br>
<<else>>
He glances behind the two of you, seeing the girls continue to stare and giggle at you. When he turns back he rolls his eyes. "You're not like the others. More like Logain."<br>
<br>
That causes a frown to creep onto your face. "Like Logain?"<br>
<br>
Dusty nods. "Always giving me turnips. Doesn't even want money. Always got time for a chat when he's in his allotment in the evenings."<br>
<</if>>
<br>
The chance to ask further questions disappears when you hear a gasp behind you. "Really Emily!" you hear DeBussy say. "That's not a job for a lady!"<br>
<br>
You turn around to see the immaculate-looking DeBussy staring back at you, clipboard in hand. Her face shrivels up as she smells Dusty. "Come on dear," she exclaims. "Leave Dusty to his duties. It looks like the vegetables have already been seeded, but I'm sure there are other tasks to do."<br>
<br>
She gives you a stern look before walking off. You watch her go, then glance up at Dusty. He shrugs meekly, then begins to put away the excess nails.<br>
<<elseif $TempVegetablesAllotment is true>>
You move over to an unmanned vegetable patch and pick up a green apron left next to the side of baskets of seeds. Tying it around your waist, you are thankful that at least your clothes won't get dirty.<br>
<br>
<I>Since when did you care about dirt on your clothes?</i><br>
<br>
Dropping to your knees, you begin to dig at the allotment with a trowel. The warm sun has heated the ground. You are careful not to lean too far forward in this skirt, but even the hint of it rising up is enough to produce some whistles from the boys hauling soil.<br>
<br>
Dropping a few seeds into the new hole, you fill it up with fresh soil. Smoothing it over, a sense of satisfaction comes over you. It's almost therapeutic.<br>
<br>
"Nice work, Emily!" you hear DeBussy's voice carry over the allotment as she passes. "Women's work is delicate. It takes a feminine hand to nurture plants to grow."<br>
<br>
You look back up at your teacher and give her a smile. This seems to come naturally to you. After everything you've experienced in Charlton, it's reassuring to know that you can do something that's recognised by others as a job well done.<br>
<br>
<I>In spite of that person being part of the system that's continually corrupting you.</i><br>
<<else>>
You move over to the greenhouse where the boys are carrying bags of soil out to the allotment. Some of them you don't recognise. Others, you do. Jake laughs as he sees you.<br>
<br>
"Think you're in the wrong place, nerd," he spits, as he stops with a bag of soil on his shoulders. "This is a blue job."<br>
<br>
"That right, sport?" you hear a voice come from inside the greenhouse. Logain walks out, carrying a bag of soil in each hand. "Didn't you just empty out half the bag when you thought no one was watching?"<br>
<br>
Jake glares at Logain, but moves on with a huff. Logain watches him go, then turns to you with a curious expression. "Squirt. Didn't figure you as a girl who likes getting her hands dirty."<br>
<br>
"I can do whatever you can, Logain," you spit back at him.<br>
<br>
He grins and holds out a bag of soil towards you. "Let's put that to the test. Careful of the bag. Wouldn't want you to chip those pretty nails."<br>
<br>
You take the bag from him, trying not to react to both the weight and the coarse material. Straining with both arms, you stagger over to the pile of soil bags and throw it on top. You look back to Logain, raising an eyebrow. He sniggers and follows suit, albeit with ease.<br>
<br>
You spend some time moving soil from the greenhouse to the growing pile, avoiding Jake and trying not to meet Logain's ever-watchful eyes. Emily's body is hardly made for manual labour. You find yourself sweating and your hair begins to matte together as you perspire.<br>
<br>
As you throw yet another bag onto the pile, you hear a gasp behind you. "Really Emily!" you hear DeBussy say. "That's not a job for a lady!"<br>
<br>
You turn around to see the immaculate-looking DeBussy staring back at you, clipboard in hand. Her eyes wander over your clothes, focusing in on your sweaty face. "Oh my gosh, look at you!" she exclaims. "Come on dear. Let the men do the blue jobs and get back to the pink ones."<br>
<br>
You look around, seeing Logain watching. You take a breath and turn to DeBussy, shaking your head. "I think I'll stick with this," you tell her.<br>
<br>
DeBussy's mouth drops for a moment. She takes a deep breath and makes a note on her clipboard. "Miss Charlton doesn't do manual labour, Emily," she chides you, before walking off.<br>
<br>
Feeling your sweat running down your face, you watch her go. From off to the side, you hear Logain sniggering.<br>
<</if>>
<br>
<<ActionsHeader>>
<<if $TempFloristSpecialLesson is undefined>><<link "Go help at the florist" "CharltonFlorist">><<LocationKnown "CharltonFlorist">><<NPCKnown "Catherine">><<EventTrigger "CharltonFlorist" "BusinessStudiesCivicDuty" null null "Emily" null null null false>><<set $TempFloristSpecialLesson to true>><<if $TempDustyAllotment is true>><<RumourLearned "LogainAllotment">><<SetFlag "PermDustyHelped">><<LocationKnown "CharltonAllotmentLogainGreenhouse">><<set $TempDustyAllotment to undefined>><</if>><</link>><br><</if>>
<<if $TempTownSquareSpecialLesson is undefined>><<link "Go help on the town square" "TownSquare">><<EventTrigger "TownSquare" "BusinessStudiesCivicDuty2" null null "Emily" null null null false>><<set $TempTownSquareSpecialLesson to true>><<if $TempDustyAllotment is true>><<RumourLearned "LogainAllotment">><<SetFlag "PermDustyHelped">><<LocationKnown "CharltonAllotmentLogainGreenhouse">><<set $TempDustyAllotment to undefined>><</if>><</link>><br><</if>>
<<if $TempFloristSpecialLesson is true and $TempTownSquareSpecialLesson is true>><<link "Finish your civic duties" "BSAct2SpecialLessonBadge">><<if $TempDustyAllotment is true>><<RumourLearned "LogainAllotment">><<SetFlag "PermDustyHelped">><<LocationKnown "CharltonAllotmentLogainGreenhouse">><<set $TempDustyAllotment to undefined>><</if>><</link>><br><</if>><b>Charlton Allotment - Logain's Greenhouse</b><br>
<<if setup.period[$periodCurrent] is "Evening" or setup.period[$periodCurrent] is "Night">>
<img src="./images/LogainsGreenhouse_night.png"><br>
<<else>>
<img src="./images/LogainsGreenhouse.png"><br>
<</if>>
<br>A narrow greenhouse tucked behind the allotments, its brick base and green-framed glass matching the others outside.<br>
<<if $NPCPresent.includes("Logain")>>
<<CheckFirst "LogainGreenhouseEncounter">><<Flag "PermLogainSecretKnown">>
<<if _CheckFirst is false and _FlagReturn is false>>
<br>
You look around the small greenhouse, pausing in the doorway before entering. Rows of turnips line one side. Boxes of seeds and gardening equipment are scattered over the bench opposite.<br>
<br>
Taking a deep breath, your eyes scan the shelves. Then you jump as a light is switched on. An orange bulb in the centre of the ceiling flickers to life. You spin around to see Logain standing in the entrance, a grin spread on his face, an eyebrow raised.<br>
<br>
<<if $current.avatar is "Emily">>
“What’s the matter, squirt?” he says. “Not what you were expecting?”<br>
<<elseif _CurrentPC is true and $current.female is true>>
“What’s the matter, doll?” he says. “Not what you were expecting?”<br>
<<elseif _CurrentPC is true and $current.female is false>>
“What’s the matter, chief?” he says. “Not what you were expecting?”<br>
<<elseif $current.avatar is "Annie">>
“What’s the matter, secretary?” he says. “Not what you were expecting?”<br>
<<else>>
“Not who I expected,” he says. “Care to explain yourself, doll?”<br>
<</if>>
<<else>>
<br>
Logain leans back against the tables, tending his turnips with a trowel. He looks up as you enter and upon seeing you, switches on the light. The orange bulb casts the shadows from the greenhouse.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Talk to Logain" "CharltonAllotmentLogainGreenhouseLogainDialogue0">><<StartConversation "Logain" "CharltonAllotmentLogainGreenhouse">><<AddFirst "LogainGreenhouseEncounter">><<DailyVariableAdd "LogainAlarm">><<HintsActive "LogainGreenhouse">><</link>><br>
<<QuestState "Quest41">>
<<DailyVariableCheck "LogainPackageDrop">>
<<if $current.avatar is "Emily" and _QuestState is 1 and _DailyVariableCheck is true>><s>Look under the turnip seeds for the package</s> - <i>You should give Logain a day to drop off the package</i><br>
<<elseif $current.avatar is "Emily" and _QuestState is 1>><<link "Look under the turnip seeds for the package" "CharltonAllotmentLogainGreenhousePackage">><<AddFirst "LogainGreenhouseEncounter">><<DailyVariableAdd "LogainAlarm">><</link>><br><</if>>
<<link "Leave the greenhouse" "CharltonAllotment">><<AddFirst "LogainGreenhouseEncounter">><<DailyVariableAdd "LogainAlarm">><</link>>
<<else>>
<<CheckFirst "CharltonAllotmentLogainGreenhouseVisited">>
<<if _CheckFirst is false>>
<br>
You look around the small greenhouse, pausing in the doorway before entering. Rows of turnips line one side. Boxes of seeds and gardening equipment are scattered over the bench opposite.<br>
<br>
Taking a deep breath, your eyes scan the shelves. You aren’t sure what you expected, but this wouldn’t have been high up on your list.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Search the greenhouse" "CharltonAllotmentLogainGreenhouseSearch">><<AddFirst "CharltonAllotmentLogainGreenhouseVisited">><</link>><br>
<<QuestState "Quest41">>
<<DailyVariableCheck "LogainPackageDrop">>
<<if $current.avatar is "Emily" and _QuestState is 1 and _DailyVariableCheck is true>><s>Look under the turnip seeds for the package</s> - <i>You should give Logain a day to drop off the package</i><br>
<<elseif $current.avatar is "Emily" and _QuestState is 1>><<link "Look under the turnip seeds for the package" "CharltonAllotmentLogainGreenhousePackage">><<AddFirst "CharltonAllotmentLogainGreenhouseVisited">><</link>><br><</if>>
<<link "Leave the greenhouse" "CharltonAllotment">><<AddFirst "CharltonAllotmentLogainGreenhouseVisited">><</link>>
<</if>><<if $LogainDialogue is undefined>>
<<include "EventsDialogueLogain">>
<<if _currentEvent is undefined>>
<<Flag "PermLogainSecretKnown">>
<<if $current.avatar is "Emily" and _FlagReturn is true>>
You glance over the rows of turnips. “Working hard, Logain?”<br>
<<else>>
You take a deep breath. “What are you doing here, Logain?”<br>
<</if>>
<br>
<<if $current.avatar is "Emily">>
<<Flag "PermLogainSecretKnown">>
<<if _FlagReturn is true>>
Logain gives you a small half-smile. “Just doing my part, squirt. And what can I do for you?”<br>
<<else>>
Logain gives you a crooked grin. “Didn’t you see my ad, squirt? Got a good batch of turnips. Two pound per bunch. You interested?”<br>
<</if>>
<<elseif _CurrentPC is true and $current.female is true>>
Logain gives you a crooked grin. “Didn’t you see my ad, doll? Got a good batch of turnips. Two pound per bunch. You interested?”<br>
<<elseif _CurrentPC is true and $current.female is false>>
Logain gives you a crooked grin. “Didn’t you see my ad, chief? Got a good batch of turnips. Two pound per bunch. You interested?”<br>
<<elseif $current.avatar is "Annie">>
Logain gives you a crooked grin. “Didn’t you see my ad, love? Got a good batch of turnips. Two pound per bunch. You interested?”<br>
<<else>>
Logain looks back at you, free of a smile. “What’s it to you, doll? Maybe you should clear up why you’re here. Something tells me you’re not looking for turnips.”<br>
<</if>>
<</if>>
<<else>>
Logain leans back against the allotment bench, watching you with interest.<br>
<</if>>
<<if _currentEvent is undefined>>
<br>
<<ActionsHeader>>
<<DialogueSpoken "Logain" "AboutGreenhouse">>
<<if _Discussed is false>><<link "Ask about the greenhouse" "LogainDialogue">><<set $LogainDialogue to "AboutGreenhouse">><</link>><br><</if>>
<<QuestState "Quest41">><<DialogueSpoken "Logain" "PromHelp">>
<<if $current.avatar is "Emily" and _QuestState is 0 and _Discussed is false>><<link "Ask Logain for his help at the prom" "LogainDialogue">><<set $LogainDialogue to "PromHelp">><</link>><br><</if>>
<<DialogueUnlockCheck "Logain" "DeliverPackage">>
<<if $current.avatar is "Emily" and _QuestState is 0 and _DialogueUnlockCheck is true>><<link "Agree to his proposal for the prom" "LogainDialogue">><<set $LogainDialogue to "PromHelpReconsider">><</link>><br><</if>>
<<DialogueUnlockCheck "Logain" "BreakingFreeMagic">><<DialogueSpoken "Logain" "BreakingFreeMagic">>
<<if $current.avatar is "Emily" and _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about magic" "LogainDialogue">><<set $LogainDialogue to "BreakingFreeMagic">><</link>><br><</if>>
<<DialogueUnlockCheck "Logain" "BreakingFreePills">><<DialogueSpoken "Logain" "BreakingFreePills">>
<<if $current.avatar is "Emily" and _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about who makes the pills" "LogainDialogue">><<set $LogainDialogue to "BreakingFreePills">><</link>><br><</if>>
<<DialogueUnlockCheck "Logain" "OldPete">><<DialogueSpoken "Logain" "BreakingFreePills">><<set _PillsTold to _Discussed>><<DialogueSpoken "Logain" "OldPete">>
<<if $current.avatar is "Emily" and _DialogueUnlockCheck is true and _PillsTold is true and _Discussed is false>><<link "Ask about Old Pete’s pharmacy" "LogainDialogue">><<set $LogainDialogue to "OldPete">><</link>><br><</if>>
<<DialogueUnlockCheck "Logain" "BreakingFreeWhy">><<DialogueSpoken "Logain" "BreakingFreeWhy">>
<<if $current.avatar is "Emily" and _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask why he does what he does" "LogainDialogue">><<set $LogainDialogue to "BreakingFreeWhy">><</link>><br><</if>>
<<QuestOptionCheck "Quest39" 3 "dexter_greenhouse">><<DialogueSpoken "Logain" "AboutDexter">>
<<if _QuestOptionCheck is true and _Discussed is false>><<link "Ask about Dexter" "LogainDialogue">><<set $LogainDialogue to "AboutDexter">><</link>><br><</if>>
<<QuestOptionCheck "Quest39" 3 "theodore_greenhouse">><<DialogueSpoken "Logain" "AboutTheodore">>
<<if _QuestOptionCheck is true and _Discussed is false>><<link "Ask about Theodore" "LogainDialogue">><<set $LogainDialogue to "AboutTheodore">><</link>><br><</if>>
<<DialogueUnlockCheck "Logain" "AboutPharmacyPills">><<DialogueSpoken "Logain" "AboutPharmacyPills">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about pharmacy pills" "LogainDialogue">><<set $LogainDialogue to "AboutPharmacyPills">><</link>><br><</if>>
<<DialogueUnlockCheck "Logain" "AboutWeed">><<DialogueSpoken "Logain" "AboutWeed">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about weed" "LogainDialogue">><<set $LogainDialogue to "AboutWeed">><</link>><br><</if>>
<<BraceletWorn>><<QuestState "Quest39">><<DialogueSpoken "Logain" "SuppressBracelet">>
<<if _QuestState gte 3 and _BraceletWorn is true and _Discussed is false>><<link "Ask about suppressing the bracelet" "LogainDialogue">><<set $LogainDialogue to "SuppressBracelet">><</link>><br><</if>>
<<DialogueUnlockCheck "Logain" "DexterWeed">><<DialogueSpoken "Logain" "DexterWeed">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Tell him that Dexter sent you" "LogainDialogue">><<set $LogainDialogue to "DexterWeed">><</link>><br><</if>>
<<InventoryCheckSelf "OldPeteMedicine">><<DialogueUnlockCheck "Logain" "GivePills">><<Flag "LogainTempWaitingOnGuy">>
<<if _InventoryCheckSelf is true and _DialogueUnlockCheck is true and _FlagReturn is false>><<link "Give him the medicine from the pharmacy" "LogainDialogue">><<set $LogainDialogue to "GiveMedicine">><</link>><br><</if>>
<<Flag "LogainTempWaitingOnGuy">><<DailyVariableCheck "TempLogainWaitingOnGuy">>
<<if _FlagReturn is true and _DailyVariableCheck is false>><<link "Ask him if he’s seen his guy yet" "LogainDialogue">><<set $LogainDialogue to "SeenGuy">><</link>><br><</if>>
<<QuestState "Quest23">><<QuestStatus "Quest23">><<QuestOptionCheck "Quest23" 5 "destroy_tree">><<InventoryCheckSelf "WeedKiller">><<DialogueUnlockCheck "Logain" "GivePillsWeedKiller">>
<<if _QuestState is 5 and _QuestStatus is "active" and _QuestOptionCheck is true and _InventoryCheckSelf is false and _DialogueUnlockCheck is false>><<link "Ask if he can get you weed killer" "LogainDialogue">><<set $LogainDialogue to "WeedKillerAsk">><</link>><br><</if>>
<<InventoryCheckSelf "OldPeteMedicine">><<set _HasPills to _InventoryCheckSelf>><<InventoryCheckSelf "WeedKiller">>
<<if _QuestStatus is "active" and _DialogueUnlockCheck is true and _HasPills is true and _InventoryCheckSelf is false>><<link "Swap the pills for some weed killer" "LogainDialogue">><<set $LogainDialogue to "GivePillsWeedKiller">><</link>><br><</if>>
<<link "Say goodbye and leave him alone" "CharltonAllotmentLogainGreenhouse">><<EndConversation "Logain">><</link>>
<</if>>You look around the greenhouse briefly, trying to spot anything that looks out of place. But everything appears as it first seems. Real product. Soft soil. Cracked pots.<br>
<br>
You move the gardening equipment to the side, overturn pots, even riffle through dirt. Nothing is out of place. It is a genuine greenhouse.<br>
<br>
<<ActionsHeader>>
<<link "Return to the greenhouse" "CharltonAllotmentLogainGreenhouse">><</link>>You find the box where Logain said it would be. Beneath the turnip seed packets is a shallow, hollowed-out crate containing a single padded envelope.<br>
<br>
Written across the front in untidy black ink are the words: <i>For Squirt, with love x.</i><br>
<br>
Your heart begins to race, but not from the words. Your nerves tingle as you see within the package, sensing the familiar presence of magic dormant within. Whatever this delivery is for, it’s laced with magic.<br>
<br>
<<ActionsHeader>>
<<link "Take the package" "CharltonAllotmentLogainGreenhousePackageTake">><<TakeObjectLocation "CharltonAllotmentLogainGreenhouse" "BreakingFreePackage">><<if _TakeObjectLocation is true>><<QuestTracker "Quest41" 2>><</if>><</link>><br>
<<link "Put the package back" "CharltonAllotmentLogainGreenhousePackageBack">><</link>>Sighing, you take the package and put it away. The magic inside remains quiet, but its presence is unmistakable.<br>
<br>
This is the price you agreed to pay for Logain’s help. Now you only have to discover who is waiting at the other end of the bike track, and what you are carrying to them.<br>
<br>
<<ActionsHeader>>
<<link "Return to Logain’s greenhouse" "CharltonAllotmentLogainGreenhouse">><</link>>You lower the envelope into the hollow and replace the turnip seed packets exactly as you found them.<br>
<br>
Logain may have described this as a simple delivery, but he neglected to mention the magic. You agreed to do the job; that does not mean you have to carry an unknown enchanted package into the woods before you are ready. The bargain can wait a little longer.<br>
<br>
<<ActionsHeader>>
<<link "Return to Logain’s greenhouse" "CharltonAllotmentLogainGreenhouse">><</link>><b>Charlton Care Pavilion - Entrance</b><br>
<<if setup.period[$periodCurrent] is "Evening" or setup.period[$periodCurrent] is "Night">>
<img src="./images/CharltonCarePavilionEntrance_night.png"><br>
<br>The Care Pavilion sits quietly under the evening sky. A few lights glow from the upper windows.<br>
<<else>>
<img src="./images/CharltonCarePavilionEntrance.png"><br>
<br>A squat stone building with a decaying front lawn. A sign reads "Charlton Care Pavilion." The entrance doors are propped open.<br>
<</if>>
<br>
<<ActionsHeader>>
<<DailyVariableCheck "CharliDayOff">>
<<if setup.period[$periodCurrent] is "Evening" or setup.period[$periodCurrent] is "Night">>
<s>Enter the Charlton Care Pavilion</s> - <i>It's too late to visit the care pavilion</i><br>
<<elseif _DailyVariableCheck is true and $current.avatar is "Charli">>
<s>Enter the Charlton Care Pavilion</s> - <i>You shouldn’t enter here when people think you’ve taken a day off</i><br>
<<else>>
<<link "Enter the Charlton Care Pavilion" "CharltonCarePavilionLobby">><</link>><br>
<</if>>
<<link "Return to the allotment" "CharltonAllotment">><</link>><b>Charlton Care Pavilion - Lobby</b><br>
<<if setup.period[$periodCurrent] is "Evening" or setup.period[$periodCurrent] is "Night">>
<img src="./images/CharltonCarePavilionLobby_night.png"><br>
<br>The lobby is dimly lit, the overhead lights turned down for the evening. The large tree in its glass case casts long shadows across the tiled floor. The reception desk is empty save for a single lamp.<br>
<<else>>
<img src="./images/CharltonCarePavilionLobby.png"><br>
<<Flag "AmuletsNullified">><<QuestOptionCompleteCheck "Quest23" 5 "divert_tree">>
<<if _FlagReturn is true and _QuestOptionCompleteCheck is false>>
<br>A quiet lobby with tiled floors and the faint smell of antiseptic. The large tree in the centre of the room is dead, its bare branches slumped against the glass of its case. A reception desk faces the entrance.<br>
<<else>>
<br>A quiet lobby with tiled floors and the faint smell of antiseptic. A large tree sits in a glass case in the centre of the room, its branches cracked and withered. A reception desk faces the entrance.<br>
<</if>>
<</if>>
<<if $current.avatar is "Charli">>
<<DailyVariableCheck "CharliWorking">>
<<if setup.period[$periodCurrent] is "Morning">>
<<if _DailyVariableCheck is true>>
<br>Sheryl looks up at you when she sees you approaching. “Good morning, Charli. A little lost, aren’t you? Aren’t you supposed to be taking people out to the patio this morning, dear?”<br>
<br>
You smile back briefly. In this form, you are expected to work around here.<br>
<br>
<<ActionsHeader>>
<<link "Start your shift" "CharltonCarePavilionWorking">><</link>><br>
<<link "Leave the Care Pavilion">><<if $current.avatar is "Christina">><<goto "CharltonCarePavilionLeave">><<else>><<goto "CharltonCarePavilionEntrance">><</if>><</link>>
<<else>>
<br>Sheryl looks up at you when she sees you approaching. “Good morning, Charli. Doctor Palmer will be out in a jiffy. He’ll give you your tasks for the day.”<br>
<br>
You smile back briefly. In this form, you are expected to work around here.<br>
<br>
<<ActionsHeader>>
<<link "Wait for Dr. Palmer" "CharltonCarePavilionWorking">><<set $CharliWork to "WaitPalmer">><</link>><br>
<<link "Leave the Care Pavilion">><<if $current.avatar is "Christina">><<goto "CharltonCarePavilionLeave">><<else>><<goto "CharltonCarePavilionEntrance">><</if>><</link>>
<</if>>
<<elseif setup.period[$periodCurrent] is "Lunch">>
<<DailyVariableCheck "CharliWorking">>
<<if _DailyVariableCheck is true>>
<br>Sheryl looks up at you when she sees you approaching. “Hello Charli. Forgotten where you should be? You’re supposed to be giving the residents their medicine in the recreation room, dear.”<br>
<br>
<<ActionsHeader>>
<<link "Continue your shift" "CharltonCarePavilionWorking">><</link>><br>
<<link "Talk to Sheryl" "CharltonCarePavilionLobbySherylDialogue0">><<NPCKnown "Sheryl">><<StartConversation "Sheryl" "CharltonCarePavilionLobby">><</link>><br>
<<link "Leave the Care Pavilion">><<if $current.avatar is "Christina">><<goto "CharltonCarePavilionLeave">><<else>><<goto "CharltonCarePavilionEntrance">><</if>><</link>>
<<else>>
<br>Sheryl looks up at you when she sees you approaching. She frowns. “Hello Charli. Running late, again? Doctor Palmer will be out, shortly.” She sighs. “You better have a good excuse this time, dear.”<br>
<br>
<<ActionsHeader>>
<<link "Wait for Dr. Palmer" "CharltonCarePavilionWorking">><<set $CharliWork to "WaitPalmer">><</link>><br>
<<link "Leave the Care Pavilion">><<if $current.avatar is "Christina">><<goto "CharltonCarePavilionLeave">><<else>><<goto "CharltonCarePavilionEntrance">><</if>><</link>>
<</if>>
<<elseif setup.period[$periodCurrent] is "Afternoon">>
<<DailyVariableCheck "CharliWorking">>
<<if _DailyVariableCheck is true>>
<br>Sheryl looks up at you when she sees you approaching. “Lost, Charli? You need to check in on the residents. Up on the first floor, dear.”<br>
<br>
<<ActionsHeader>>
<<link "Continue your shift" "CharltonCarePavilionWorking">><</link>><br>
<<link "Talk to Sheryl" "CharltonCarePavilionLobbySherylDialogue0">><<NPCKnown "Sheryl">><<StartConversation "Sheryl" "CharltonCarePavilionLobby">><</link>><br>
<<link "Leave the Care Pavilion">><<if $current.avatar is "Christina">><<goto "CharltonCarePavilionLeave">><<else>><<goto "CharltonCarePavilionEntrance">><</if>><</link>>
<<else>>
<br>Sheryl looks up at you when she sees you approaching. She frowns and shakes her head. “You’re very late, Charli.” She glances off to the corridor briefly, before lowering her voice. “Go home and call in sick. You don’t want to see Dr. Palmer this late, dear.”<br>
<br>
<<ActionsHeader>>
<<link "Talk to Sheryl" "CharltonCarePavilionLobbySherylDialogue0">><<NPCKnown "Sheryl">><<StartConversation "Sheryl" "CharltonCarePavilionLobby">><</link>><br>
<<link "Leave the Care Pavilion">><<DailyVariableAdd "CharliDayOff">><<if $current.avatar is "Christina">><<goto "CharltonCarePavilionLeave">><<else>><<goto "CharltonCarePavilionEntrance">><</if>><</link>>
<</if>>
<<else>>
<<NPCLocationCheck "Sheryl">>
<<DailyVariableCheck "CharliWorking">>
<<if _DailyVariableCheck is true and _NPCLocationCheck is "CharltonCarePavilionLobby">>
<br>Sheryl looks up at you when she sees you approaching. “Still here, Charli? I thought you’d have a shift at the supermarket this evening?”<br>
<br>
The receptionist stands up and puts on a long cream coat. She smiles and walks towards the entrance. “Do you mind locking up when you leave? Mr. Bicknelle will be waiting for his dinner.”<br>
<br>
She smiles and walks out, leaving you standing alone in the lobby.<br>
<br>
<<ActionsHeader>>
<<link "Stay in the lobby" "CharltonCarePavilionLobby">><<SetNPCLocation "Sheryl" $dayCurrent $periodCurrent "Void">><</link>><br>
<<link "Go through to the corridor" "CharltonCarePavilionCorridor">><<SetNPCLocation "Sheryl" $dayCurrent $periodCurrent "Void">><</link>><br>
<<link "Leave the Care Pavilion">><<SetNPCLocation "Sheryl" $dayCurrent $periodCurrent "Void">><<if $current.avatar is "Christina">><<goto "CharltonCarePavilionLeave">><<else>><<goto "CharltonCarePavilionEntrance">><</if>><</link>>
<<elseif _NPCLocationCheck is "CharltonCarePavilionLobby">>
<br>Sheryl looks up at you when she sees you approaching. She frowns. “Hello Charli. Didn’t you have a day off today? I thought you’d be at the supermarket at this hour.”<br>
<br>
The receptionist stands up, but watches you carefully. She crosses her arms and looks to the door. “Well don’t dilly dally. You don’t want Doctor Palmer to see you around when you’ve taken the day off. His patience will only go so far, you know.”<br>
<br>
<<ActionsHeader>>
<<link "Leave the Care Pavilion">><<DailyVariableAdd "CharliDayOff">><<SetNPCLocation "Sheryl" $dayCurrent $periodCurrent "Void">><<if $current.avatar is "Christina">><<goto "CharltonCarePavilionLeave">><<else>><<goto "CharltonCarePavilionEntrance">><</if>><</link>>
<<else>>
<br>The lobby sits quiet and empty, the reception desk unmanned.<br>
<<include "CharltonCarePavilionTreeNotices">>
<br>
<<ActionsHeader>>
<<link "Go through to the corridor" "CharltonCarePavilionCorridor">><</link>><br>
<<include "CharltonCarePavilionTreeActions">>
<<link "Leave the Care Pavilion">><<if $current.avatar is "Christina">><<goto "CharltonCarePavilionLeave">><<else>><<goto "CharltonCarePavilionEntrance">><</if>><</link>>
<</if>>
<</if>>
<<else>>
<<QuestOptionCompleteCheck "Quest23" 5 "destroy_tree">><<set _TreeDestroyed to _QuestOptionCompleteCheck>><<QuestOptionCompleteCheck "Quest23" 5 "divert_tree">>
<<if _QuestOptionCompleteCheck is true and $current.female is true>>
<<CheckFirst "CarePavilionTreeDiverted">>
<<if _CheckFirst is false>>
<<InventoryCheckNPC "Emily" "TandiBracelet">><<set _EmilyBand to _InventoryCheckNPC>><<InventoryCheckNPC "Emily" "MarjorieBracelet">><<if _InventoryCheckNPC is true>><<set _EmilyBand to true>><</if>>
<<if _EmilyBand is true>>
<br>As you look around the lobby, you can't help but look at the tree in the centre of the room. Through your normal eyes, you see the same dying tree as always. But in your mind's eye, the trickle of magical energy no longer runs down through its branches. It lifts up from the roots and slips away beneath the floor, out through the lobby doors. Towards town. Towards Emily.<br>
<<else>>
<br>As you look around the lobby, you can't help but look at the tree in the centre of the room. Through your normal eyes, you see the same dying tree as always. But in your mind's eye, the trickle of magical energy no longer runs down through its branches. It lifts up from the roots and arcs across the lobby floor. Towards the bracelet. Towards you.<br>
<</if>>
<</if>>
<<elseif _TreeDestroyed is true and $current.female is true>>
/* Weed killer only - the pills ending leaves the tree alive, so it falls through to the generic dying-tree text */
<<CheckFirst "CarePavilionTreeDead">>
<<if _CheckFirst is false>>
<br>As you look around the lobby, you can't help but look at the tree in the centre of the room. Through your normal eyes, you see a tree that has finally died. And in your mind's eye, nothing. The trickle of magical energy that once ran through its branches is gone, leaving only a husk behind the glass.<br>
<</if>>
<<else>>
<<CheckFirst "CharltonCarePavilionLobby">>
<<if _CheckFirst is false>>
<<if $current.female is true>>
<br>As you look around the lobby, you can't help but look at the tree in the centre of the room. Through your normal eyes, you see a tree on the last verges of dying. But in your mind's eye, you see through its cracked branches magical energy trickling down through it.<br>
<</if>>
<</if>>
<</if>>
<<NPCPresent "Sheryl">>
<<if _NPCPresent is true>>
<<NPCKnownCheck "Sheryl">>
<<if _NPCKnownCheck is true>>
<br>Sheryl sits behind the desk, straining her eyes as she looks at a bulky CRT computer monitor.<br>
<<else>>
<br>A middle-aged woman sits behind the desk, straining her eyes as she looks at a bulky CRT computer monitor. You look over her white crisp uniform and see a badge pinned to her chest. "Sheryl."<br>
<</if>>
<</if>>
<<CheckFirst "CharltonCarePavilionCosmeticBasket">>
<<if _CheckFirst is false>>
<br>You notice a basket of cosmetics on the counter, with a label that encourages people to take samples.<br>
<</if>>
<<include "CharltonCarePavilionTreeNotices">>
<<QuestState "Quest23">><<QuestStatus "Quest23">><<InventoryCheckSelf "ChristinaHeartsBusinessCard">>
<<if _QuestState gte 3 and _QuestStatus isnot "complete" and _InventoryCheckSelf is true and $current.avatar isnot "Christina" and $current.avatar isnot "Charli">>
<<if $ItemState.amulet.charge gte 2>>
<br>You look around the lobby. You sense the amulet tingling. It’s almost anticipating a change. But Sheryl being here puts a dampener on a quick transformation. Perhaps you could ask her if there’s a bathroom you could use.<br>
<<else>>
<br>You look around the lobby. You sense the amulet tingling, but it feels dulled and inert. Sheryl being here puts a dampener on a quick transformation, but before you can go any further you realise you need the amulet to be charged for a change.<br>
<</if>>
<</if>>
<<include "EventsCharltonCarePavilionLobby">>
<<if _currentEvent is undefined>>
<br>
<<ActionsHeader>>
<<if _NPCPresent is true>>
<<link "Talk to Sheryl" "CharltonCarePavilionLobbySherylDialogue0">><<NPCKnown "Sheryl">><<StartConversation "Sheryl" "CharltonCarePavilionLobby">><<if $current.female is true>><<AddFirst "CharltonCarePavilionLobby">><<QuestOptionCompleteCheck "Quest23" 5 "destroy_tree">><<set _TreeDestroyed to _QuestOptionCompleteCheck>><<QuestOptionCompleteCheck "Quest23" 5 "divert_tree">><<if _QuestOptionCompleteCheck is true>><<AddFirst "CarePavilionTreeDiverted">><<elseif _TreeDestroyed is true>><<AddFirst "CarePavilionTreeDead">><</if>><</if>><</link>><br>
<</if>>
<<CheckFirst "CharltonCarePavilionCosmeticBasket">>
<<if _CheckFirst is false>><<link "Look at the cosmetic basket" "CharltonCarePavilionCosmeticBasket">><</link>><br><</if>>
<<if $current.avatar is "Charli" or $current.avatar is "Christina">>
<<link "Go through to the corridor" "CharltonCarePavilionCorridor">><<if $current.female is true>><<AddFirst "CharltonCarePavilionLobby">><<QuestOptionCompleteCheck "Quest23" 5 "destroy_tree">><<set _TreeDestroyed to _QuestOptionCompleteCheck>><<QuestOptionCompleteCheck "Quest23" 5 "divert_tree">><<if _QuestOptionCompleteCheck is true>><<AddFirst "CarePavilionTreeDiverted">><<elseif _TreeDestroyed is true>><<AddFirst "CarePavilionTreeDead">><</if>><</if>><</link>><br>
<</if>>
<<include "CharltonCarePavilionTreeActions">>
<<link "Leave the Charlton Care Pavilion">><<if $current.female is true>><<AddFirst "CharltonCarePavilionLobby">><<QuestOptionCompleteCheck "Quest23" 5 "destroy_tree">><<set _TreeDestroyed to _QuestOptionCompleteCheck>><<QuestOptionCompleteCheck "Quest23" 5 "divert_tree">><<if _QuestOptionCompleteCheck is true>><<AddFirst "CarePavilionTreeDiverted">><<elseif _TreeDestroyed is true>><<AddFirst "CarePavilionTreeDead">><</if>><</if>><<if $current.avatar is "Christina">><<goto "CharltonCarePavilionLeave">><<else>><<goto "CharltonCarePavilionEntrance">><</if>><</link>>
<</if>>
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>><<set _CharliShooedOff to false>>
<<if $current.avatar is "Charli">>
<<DailyVariableCheck "CharliWorking">>
<<if setup.period[$periodCurrent] is "Afternoon" and _DailyVariableCheck is false>>
<<set _CharliShooedOff to true>>
Sheryl leans forward over the desk, keeping her voice low. “Charli, dear, you shouldn’t be dallying about. Go home and call in sick, before someone sees you and word gets back to Doctor Palmer.”<br>
<<elseif $SherylDialogue is undefined>>
Sheryl looks up from her monitor and smiles. “What can I do for you, Charli, dear?”<br>
<<else>>
Sheryl looks up from her monitor, waiting for you to speak.<br>
<</if>>
<<elseif $SherylDialogue is undefined>>
Sheryl looks up from her monitor and offers you a professional smile. "Welcome to Dr. Palmer's Care Pavilion. How can I help?"<br>
<<else>>
Sheryl looks up from her monitor, waiting for you to speak.<br>
<</if>>
<br>
<<ActionsHeader>>
<<DailyVariableCheck "SherylAssertiveFail">><<QuestOptionCheck "Quest37" 0 "simon">>
<<if _QuestOptionCheck is true and _CharliShooedOff is false>>
<<DialogueSpoken "Sheryl" "AskAboutSimon">>
<<if _Discussed is false and _DailyVariableCheck is false>><<link "Ask about Simon" "SherylDialogue">><<set $SherylDialogue to "AskAboutSimon">><</link>><br>
<<elseif _Discussed is false and _DailyVariableCheck is true>><s>Ask about Simon</s> - <i>You've already tried to convince her to call Simon down once today.</i><br>
<</if>>
<</if>>
<<DialogueUnlockCheck "Sheryl" "TrainingProgram">><<DialogueSpoken "Sheryl" "TrainingProgram">>
<<if _DialogueUnlockCheck is true and _Discussed is false and $current.avatar isnot "Charli">><<link "Ask about the training program" "SherylDialogue">><<set $SherylDialogue to "TrainingProgram">><</link>><br><</if>>
<<QuestStatus "Quest36">><<DialogueSpoken "Sheryl" "AskAboutCharli">>
<<if _QuestStatus isnot "unknown" and $current.avatar isnot "Charli" and _Discussed is false>><<link "Ask about Charli Thomas" "SherylDialogue">><<set $SherylDialogue to "AskAboutCharli">><</link>><br><</if>>
<<QuestState "Quest23">>
<<if (_QuestState is 2 or _QuestState is 3) and $current.avatar isnot "Charli">><<link "Ask to see Beatrice Evans" "SherylDialogue">><<set $SherylDialogue to "SeeBeatrice">><</link>><br><</if>>
<<DialogueUnlockCheck "Sheryl" "AboutNurses">><<DialogueSpoken "Sheryl" "AboutNurses">>
<<if _DialogueUnlockCheck is true and _Discussed is false and $current.avatar isnot "Charli">><<link "Ask about the nurse" "SherylDialogue">><<set $SherylDialogue to "AboutNurses">><</link>><br><</if>>
<<QuestState "Quest23">><<QuestStatus "Quest23">><<InventoryCheckSelf "ChristinaHeartsBusinessCard">>
<<if _QuestState gte 3 and _QuestStatus isnot "complete" and _InventoryCheckSelf is true and $ItemState.amulet.charge gte 2 and $current.avatar isnot "Christina" and $current.avatar isnot "Charli">><<link "Ask her to use the bathroom" "SherylDialogue">><<set $SherylDialogue to "AskBathroom">><</link>><br><</if>>
<<TaskState "Task13">>
<<if _TaskState is "active" and $current.avatar isnot "Charli">><<link "Say you have an appointment with Dr. Palmer" "SherylDialogue">><<set $SherylDialogue to "PalmerAppointment">><</link>><br><</if>>
<<link "Say goodbye and return to the lobby" "CharltonCarePavilionLobby">><<EndConversation "Sheryl">><</link>>Minutes pass. Only the ticking of a clock breaks the silence. Even when the phone rings, Sheryl speaks in hushed tones.<br>
<br>
The quiet is interrupted abruptly and loudly, as two double doors at the back of the lobby slam open. A tall young man storms through. His athletic physique is evident, even beneath the white coat and Doctor's fatigues. He has a chiseled jawline and slick black hair. He would be considered attractive, if it wasn't for the scowl that hangs on his face.<br>
<br>
Upon seeing you, he strides over.<br>
<br>
<<if $current.avatar is "Charli">>
"What is it, Charli?" he barks. "You've pulled me away from Greenwood again. He's refusing to let me check his pulse. Who knows if he's still living."<br>
<br>
His impatient blue eyes lock on to you. A flutter from your loins spreads throughout your body. You find yourself smiling without meaning to. This must be Simon.<br>
<br>
<I>Focus. You're here for a reason.</I><br>
<<else>>
"I don't know you," he barks. "Why did you have Sheryl call me down here? I've got a sick man upstairs that's refusing to let me check his pulse. Who knows if he's still living."<br>
<br>
His impatient blue eyes lock on to you. This must be Simon.<br>
<</if>>
<br>
Looking at him, you can see the rage on his face. You recall the riddle Siobhan told you. "A man, abandoned by love, seeks what he cannot have." He certainly could be the person that she's looking for. Certainly someone who would accept a deal to get his heart's desire.<br>
<br>
It's going to take a lot to convince him to see past his pain.<br>
<br>
<<ActionsHeader>>
<<link "Talk to Simon" "CharltonCarePavilionLobbySimonDialogue0">><<NPCKnown "Simon">><<StartConversation "Simon" "CharltonCarePavilionLobby">><<SimonTrust 0>><<SimonPersuade 0>><<set $SimonConversation to 0>><</link>><<SimonTrustCheck>>
<<if _SimonTrustCheck is 0>>
Simon looks back at you, waiting with a clear lack of patience. He rocks back and forth on his heels, as if he has somewhere else to be.<br>
<<elseif _SimonTrustCheck is 1>>
Simon looks back at you, still impatient. But he's not rocking back and forth on his heels so much.<br>
<<elseif _SimonTrustCheck is 2>>
Simon looks back at you, standing stationary. He has stopped looking around at the door, now looking at you.<br>
<<elseif _SimonTrustCheck is 3>>
Simon looks back at you, slightly slack. There's a looseness to his stance, as if he's momentarily forgotten what he was going to rush back to.<br>
<<else>>
Simon looks back at you, smiling slightly. He waits with patience, engaged in the conversation.<br>
<</if>>
<br>
<<SimonPersuadeCheck>>
<<if _SimonPersuadeCheck is 0>>
You appraise his demeanour. He pushes his chest out, towering above you. Full of righteous anger.<br>
<<elseif _SimonPersuadeCheck is 1>>
You appraise his demeanour. He stands firm and upright, his face trying to hold on to the anger he carries.<br>
<<elseif _SimonPersuadeCheck is 2>>
You appraise his demeanour. He stands upright, but there's a grimace of doubt on his face that wasn't there before.<br>
<<elseif _SimonPersuadeCheck is 3>>
You appraise his demeanour. He is slumping a little, whilst his jaw is slack and his mouth parted open as his bottom lip trembles.<br>
<<else>>
You appraise his demeanour. He seems deflated and drained, his anger now replaced by visible pain.<br>
<</if>>
<br>
<<if $SimonConversation is 0>>
"What can I help you with?" he says, glancing back to the double doors that lead further into the pavilion.<br>
<<elseif $SimonConversation is 1>>
"Can I help with anything, then?" Simon says, eying you carefully.<br>
<<elseif $SimonConversation is 2>>
"What was it you needed?" Simon asks.<br>
<<elseif $SimonConversation is 3>>
"Is there anything else?" he asks. He takes one look back towards the pavilion before turning back to you.<br>
<<elseif $SimonConversation is 4>>
"I should really get back," he tells you. He seems ready to leave. If you are going to try to persuade him to let go of his anger, now is the time.<br>
<</if>>
<br>
<<ActionsHeader>>
<<if $SimonConversation is 0>>
<<link "Tell him you're here to talk about Claire" "SimonDialogue">><<set $SimonDialogue to "TellAboutClaire">><</link>><br>
<<link "Ask if he's okay" "SimonDialogue">><<set $SimonDialogue to "AskIfOkay">><<SimonTrust 1>><</link>><br>
<<elseif $SimonConversation is 4>>
<<link "Try to persuade him to let Claire go" "SimonDialogue">><<set $SimonDialogue to "FinalPersuasion">><</link>><br>
<<else>>
<<DialogueUnlockCheck "Simon" "RelationshipProblems">><<DialogueSpoken "Simon" "RelationshipProblems">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about his relationship problems" "SimonDialogue">><<set $SimonDialogue to "RelationshipProblems">><</link>><br><</if>>
<<DialogueUnlockCheck "Simon" "SleepProblems">><<DialogueSpoken "Simon" "SleepProblems">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about his problems sleeping" "SimonDialogue">><<set $SimonDialogue to "SleepProblems">><</link>><br><</if>>
<<DialogueUnlockCheck "Simon" "HangingAroundHouse">><<DialogueSpoken "Simon" "HangingAroundHouse">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about hanging around Claire's house" "SimonDialogue">><<set $SimonDialogue to "HangingAroundHouse">><</link>><br><</if>>
<<DialogueUnlockCheck "Simon" "Family">><<DialogueSpoken "Simon" "Family">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about Claire and his family" "SimonDialogue">><<set $SimonDialogue to "Family">><</link>><br><</if>>
<<DialogueUnlockCheck "Simon" "Library">><<DialogueSpoken "Simon" "Library">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about Claire's job" "SimonDialogue">><<set $SimonDialogue to "Library">><</link>><br><</if>>
<<DialogueUnlockCheck "Simon" "BreakUpNight">><<DialogueSpoken "Simon" "BreakUpNight">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about when Claire broke up with him" "SimonDialogue">><<set $SimonDialogue to "BreakUpNight">><</link>><br><</if>>
<<DialogueUnlockCheck "Simon" "BelittleFeelings">><<DialogueSpoken "Simon" "BelittleFeelings">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask how Claire belittled his feelings" "SimonDialogue">><<set $SimonDialogue to "BelittleFeelings">><</link>><br><</if>>
<<DialogueUnlockCheck "Simon" "Anger">><<DialogueSpoken "Simon" "Anger">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask why he's so angry" "SimonDialogue">><<set $SimonDialogue to "Anger">><</link>><br><</if>>
<<DialogueUnlockCheck "Simon" "FamilyArgument">><<DialogueSpoken "Simon" "FamilyArgument">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about the argument Claire had with his father" "SimonDialogue">><<set $SimonDialogue to "FamilyArgument">><</link>><br><</if>>
<<DialogueUnlockCheck "Simon" "Marriage">><<DialogueSpoken "Simon" "Marriage">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about them getting married" "SimonDialogue">><<set $SimonDialogue to "Marriage">><</link>><br><</if>>
<<DialogueUnlockCheck "Simon" "ClairesOutfit">><<DialogueSpoken "Simon" "ClairesOutfit">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about what offended him about what she wore" "SimonDialogue">><<set $SimonDialogue to "ClairesOutfit">><</link>><br><</if>>
<<DialogueUnlockCheck "Simon" "SimonsEx">><<DialogueSpoken "Simon" "SimonsEx">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about Simon's ex" "SimonDialogue">><<set $SimonDialogue to "SimonsEx">><</link>><br><</if>>
<<DialogueUnlockCheck "Simon" "CliveAndClaire">><<DialogueSpoken "Simon" "CliveAndClaire">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about Clive and Claire" "SimonDialogue">><<set $SimonDialogue to "CliveAndClaire">><</link>><br><</if>>
<<DialogueUnlockCheck "Simon" "Intelligence">><<DialogueSpoken "Simon" "Intelligence">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about her calling him stupid" "SimonDialogue">><<set $SimonDialogue to "Intelligence">><</link>><br><</if>>
<<DialogueUnlockCheck "Simon" "MasculineMen">><<DialogueSpoken "Simon" "MasculineMen">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about Claire's thoughts on blokey men" "SimonDialogue">><<set $SimonDialogue to "MasculineMen">><</link>><br><</if>>
<<DialogueUnlockCheck "Simon" "HowTheyMet">><<DialogueSpoken "Simon" "HowTheyMet">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask him about how they met" "SimonDialogue">><<set $SimonDialogue to "HowTheyMet">><</link>><br><</if>>
<</if>>You pick up one of the sample bottles. "Yew Cosmetics. Rejuvenating Day Cream." The packaging is old-fashioned, almost Victorian in style. Floral patterns and gold lettering.<br>
<br>
<<if $current.female is true>>
You turn the bottle over. The ingredients list is printed in tiny text, but mostly ordinary. Shea butter, vitamin E, lavender extract. But there's something else. A faint shimmer on the glass that catches the light differently. Not quite magic, but the yellow-amber shimmer is just there. Just for a moment, before it disappears.<br>
<<else>>
You turn the bottle over. The ingredients list is printed in tiny text. Shea butter, vitamin E, lavender extract. Nothing remarkable. But the quality of the packaging is impressive for a door-to-door brand.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the lobby" "CharltonCarePavilionLobby">><<AddFirst "CharltonCarePavilionCosmeticBasket">><</link>><<NPCKnownCheck "Palmer">>
<<if _NPCKnownCheck is false>>
A side door quietly opens and out steps an aging man, dressed in a white doctor’s coat. Quietly composed, greying temples, kind eyes behind wire-rimmed spectacles.<br>
<<else>>
A side door quietly opens and out steps Doctor Palmer, dressed in a white doctor’s coat. He smiles warmly when he sees you.<br>
<</if>>
<br>
<<if $current.avatar is "Emily">>
<<NPCKnowsThisForm "Palmer">>
<<if _NPCKnowsThisForm is true>>
“Ah, Emily!” he says. “What brings you here? Need a check-up?”<br>
<<else>>
“Ah, Emily Phillips, isn’t it?” he says. “What brings you here? Need a check-up?”<br>
<</if>>
<<elseif $current.avatar is "Andrea">>
“Ah, Andrea!” he says. “What brings you here? Need a check-up?”<br>
<<elseif $current.avatar is "Annie">>
“Ah, Annie!” he says. “What brings you here? Need a check-up?”<br>
<<elseif $current.avatar is "Jennifer">>
“Ah, Jennifer!” he says. “What brings you here? Need a check-up?”<br>
<<elseif $current.avatar is "Tandi">>
“Ah. Tandi.” he says, a little cautiously. “What brings you here? Need a check-up?”<br>
<<elseif $current.avatar is "Christina">>
“Ah, Christina!” he says. “What brings you here? Need a check-up?”<br>
<<elseif $current.avatar is "Florence">>
“Ah, Florence!” he says. “What brings you here? Need a check-up?”<br>
<<elseif _CurrentPC is true>>
<<NPCKnowsThisForm "Palmer">>
<<if _NPCKnowsThisForm is true>>
“Ah, <<TrueName "Current">>!” he says. “What brings you here? Need a check-up?”<br>
<<else>>
“Ah, <<TrueName "Current">> Phillips, isn’t it?” he says. “What brings you here? Need a check-up?”<br>
<</if>>
<<else>>
“Ah!” he says. “What brings you here? Need a check-up?”<br>
<</if>>
<br>
You nod, casting a glance back at Sheryl. Doctor Palmer offers you a reassuring smile, then gestures towards the door he entered from. “Say no more. Please. Come in.”<br>
<br>
<<ActionsHeader>>
<<link "Enter Doctor Palmer's office" "CharltonCarePavilionPalmersOffice">><<NPCKnown "Palmer">><<EventTrigger "CharltonCarePavilionPalmersOffice" "DoctorPalmerCheckUp" null null null null null null true>><</link>><<switch $PalmerCheckUp>>
<<case "Desk">>
You take a seat back at Palmer’s desk. He runs the thermometer over a towel, then pops it away before joining you. He sits across from you, leaning only slightly forward in his chair, staring back at you.<br>
<br>
“You seem in good health,” he tells you. “But you do look a little fatigued. How’s your sleep?”<br>
<br>
You consider the dreams you’ve been having. You really don’t want to go into those. “Fine.”<br>
<br>
Palmer holds your gaze, watching you with interest. “And your menstrual cycle? Causing you difficulties at that time of the month?”<br>
<br>
/* Intentional true-gender check - the question lands differently on a PC who is only female through the amulet */
<<if $PlayerCharacter.female is false>>
You have to force your eyes from widening. “Normal,” you mutter.<br>
<<else>>
You shrug, caught a little off-guard at his question. “Normal.”<br>
<</if>>
<br>
<<if $current.avatar is "Emily">>
He puts his thumb to his lips, biting the tip. A frown appears on his face. “And, forgive the intrusion into your personal life, Emily. But are you sexually active?”<br>
<br>
You can’t hold back your eyes widening this time. He chuckles as he sees your reaction. “It’s nothing to be embarrassed of. You’re eighteen, aren’t you? Some in Charlton may hold on to the ideas of waiting for marriage, but it’s quite natural for a young woman to be curious.”<br>
<<else>>
He puts his thumb to his lips, biting the tip. A frown appears on his face. “And, forgive the intrusion into your personal life. But any troubles with intercourse?”<br>
<br>
You can’t hold back your eyes widening this time. He chuckles as he sees your reaction. “It’s nothing to be embarrassed of. Some in Charlton may hold on to the ideas of waiting for marriage, but it’s quite natural for a young woman to be curious.”<br>
<</if>>
<br>
He turns and opens a cabinet behind him, taking out a bottle full of pills. He pops off the stopper and taps out a single pill on to the table. “Here. Take one of these. It should help with sleep.”<br>
<br>
You look down at the pill resting on the table. Solid pink, except for the faintest traces of yellow-amber sparkles coating its surface.<br>
<br>
“What is it?” you ask, feeling your nerves standing on edge.<br>
<br>
“Vitamin supplements,” he says. His kindly eyes lock on to you. “You trust me, don’t you?”<br>
<br>
“I trust you,” you hear yourself repeating back.<br>
<br>
“Then be a good girl and take your medicine,” he tells you.<br>
<br>
<i>That sounds like a command.</i><br>
<br>
<<ActionsHeader>>
<<CompulsionCheck "CitizenCharlton">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Citizen Charlton] </span><s>Try to refuse the pill</s> - <i>Try as you might, you can’t resist his instruction</i><br>
<<else>>
<<StatCheckAssertive "gt" 70>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to refuse the pill">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "CharltonCarePavilionPalmerCheckUp">><<set $PalmerCheckUp to "RefusePass">><</link>><br>
<<else>><<link _StatAssertiveProbability "CharltonCarePavilionPalmerCheckUp">><<set $PalmerCheckUp to "RefuseFail">><<Assertive 1>><</link>><br><</if>>
<</if>>
<<link "Take the pill" "CharltonCarePavilionPalmerCheckUp">><<set $PalmerCheckUp to "TakePill">><</link>>
<<case "RefusePass">>
You strain your teeth, staring at the pill. You don’t want to take this. The yellow-amber sparkles on its pink coat set your nerves on end.<br>
<br>
“Look at me,” Palmer says in a kind, fatherly voice. And you can’t help but look up, meeting his warm blue eyes. “It’s for your own good.”<br>
<br>
You clench your hand, trying to stop it. You want to nod, but you force yourself to remain motionless. “I think I’m good,” you manage.<br>
<br>
Doctor Palmer looks back at you, still staring deep into your eyes. “Are you sure? Don’t you want to not feel so sleepy?”<br>
<br>
The sensation of sleep comes on fast. Your eyelids start to close. It would be so easy just to give in.<br>
<br>
You jolt in the seat and force yourself to your feet. “I’ve got to go,” you mutter.<br>
<br>
The doctor looks back to you, his eyes narrowing. But he lets out a small smile. “By all means. I’m just here to help. Any time you need a check-up, my door is always open.”<br>
<br>
You nod, turning towards the door. As you do so, you catch the sight of one of the diagrams on the wall. A uterus, annotated with Latin phrases.<br>
<br>
Doctor Palmer sees your attention taken. “Natural reproduction is one of life’s miracles, isn’t it?” He smiles. “But I’m sure you don’t need an old man telling you about the birds and the bees. A young woman like yourself probably already has names for her children picked out already.”<br>
<br>
You give him a look, then glance down at the pill still lying on his desk.<br>
<br>
“Like I said,” he continues. “My door is always open.”<br>
<br>
You give him the briefest of smiles, but turn quickly and reach for the door.<br>
<br>
<<ActionsHeader>>
<<link "Leave the Care Pavilion">><<TimeChange>><<set $PalmerCheckUp to undefined>><<if $current.avatar is "Christina">><<goto "CharltonCarePavilionLeave">><<else>><<goto "CharltonCarePavilionEntrance">><</if>><</link>>
<<case "RefuseFail">>
You strain your teeth, staring at the pill. You don’t want to take this. The yellow-amber sparkles on its pink coat set your nerves on end.<br>
<br>
“Look at me,” Palmer says in a kind, fatherly voice. And you can’t help but look up, meeting his warm blue eyes. “It’s for your own good.”<br>
<br>
You clench your hand, trying to stop it. But you find yourself nodding. His eyes…<br>
<br>
<<ActionsHeader>>
<<link "Take the pill" "CharltonCarePavilionPalmerCheckUp">><<set $PalmerCheckUp to "TakePill">><</link>>
<<case "TakePill">>
You reach forward and scoop up the pill, popping it in your mouth.<br>
<br>
“Good girl,” Doctor Palmer says in a kind voice, but still remains staring at you. “Now. Swallow.”<br>
<br>
You immediately follow his command. The pill slides down your throat. You feel your stomach bubbling as the sensation disappears.<br>
<br>
“You’ll feel a bit more spritely in a few hours,” Palmer says, resting back in his chair. “Not so tired. Modern medicine has nothing on our own prescriptions.”<br>
<br>
You can’t help but smile. “Thank you.”<br>
<br>
“All part of the service,” he says, giving you a reassuring smile. “I’m here to help. Any time you need a check-up, my door is always open.”<br>
<br>
His eyes look to the door. You find yourself standing, catching the sight of one of the diagrams on the wall. A uterus, annotated with Latin phrases.<br>
<br>
Doctor Palmer sees your attention taken. “Natural reproduction is one of life’s miracles, isn’t it?” He smiles. “But I’m sure you don’t need an old man telling you about the birds and the bees. A young woman like yourself probably already has names for her children picked out already.”<br>
<br>
The feeling inside your stomach intensifies. The pill dissolving, into your bloodstream. But it’s your mind that seems to sparkle. Images of looking down, seeing a bump, holding your stomach as you feel a life growing inside you.<br>
<br>
“It feels good, doesn’t it,” you hear Palmer murmur. “The thought of motherhood.”<br>
<br>
Your mouth falls open as you catch your thoughts. You see yourself smiling, as you have a thought of a baby nestling against your breast.<br>
<br>
“Your time will come soon, we can only hope,” Palmer mutters. You look up, seeing his kindly smile looking at you.<br>
<br>
And you can’t help but return it, before walking towards the door. Feeling the bubbling in your stomach finally fade as the pill entirely dissolves. Leaving you feeling empty. And vacant.<br>
<br>
<<ActionsHeader>>
<<link "Leave the Care Pavilion">><<TimeChange>><<TaskTracker "Task13" "complete">><<activateCompulsion "BabyFever" "carePavilion">><<NewMemoriesActive>><<if _NewMemoriesActive is true>><<MemoriesSet>><</if>><<set $PalmerCheckUp to undefined>><<if $current.avatar is "Christina">><<goto "CharltonCarePavilionLeave">><<else>><<goto "CharltonCarePavilionEntrance">><</if>><</link>>
<</switch>>/* Quest23 ending flavour, rendered in the Lobby body once Gladys has laid out the options (stage 5). */
<<QuestState "Quest23">><<QuestStatus "Quest23">>
<<if _QuestState is 5 and _QuestStatus is "active">>
<<QuestOptionCheck "Quest23" 5 "destroy_tree">><<InventoryCheckSelf "TreeCaseKey">>
<<if _QuestOptionCheck is true and _InventoryCheckSelf is false>>
<br>
You stare over at the tree, trapped in the glass, and notice a small key hole and latch at the far side. Curious, you look at it further. There’s a set of hinges hidden in one of the corners, confirming one of the panels is in fact a door.<br>
<br>
If you were a key, where would you be…<br>
<br>
Glancing around the lobby, your eyes rest on the reception desk.<br>
<</if>>
<<NPCPresent "Sheryl">><<QuestOptionCheck "Quest23" 5 "divert_tree">><<BraceletWorn>>
<<if _NPCPresent is true and _QuestOptionCheck is true and _BraceletWorn is true>>
<br>
You look up to the tree in the glass case. The bracelet around your wrist curls, digging into your skin. Glancing over to Sheryl, you see her staring back politely at you. You are going to need a little time to probe the tree if you want to divert its power into the bracelet. Without her watching.<br>
<</if>>
<</if>>/* Quest23 ending actions, rendered inside both Lobby action blocks (generic and Charli evening). */
<<QuestState "Quest23">><<QuestStatus "Quest23">>
<<if _QuestState is 5 and _QuestStatus is "active">>
<<NPCPresent "Sheryl">>
<<QuestOptionCheck "Quest23" 5 "destroy_tree">><<InventoryCheckSelf "TreeCaseKey">>
<<if _QuestOptionCheck is true>>
<<if _NPCPresent is true and _InventoryCheckSelf is false>>
<s>Search reception for the key to the glass case</s> - <i>You can’t look with Sheryl present</i><br>
<<elseif _NPCPresent is false and _InventoryCheckSelf is false>>
<<link "Search reception for the key to the glass case" "CharltonCarePavilionTreeCase">><<set $TreeCaseScene to "Search">><</link>><br>
<<elseif _NPCPresent is false and _InventoryCheckSelf is true>>
<<link "Unlock the glass case" "CharltonCarePavilionTreeCase">><<set $TreeCaseScene to "Case">><</link>><br>
<</if>>
<</if>>
<<QuestOptionCheck "Quest23" 5 "palmer_experiments">>
<<if _QuestOptionCheck is true>>
<<if _NPCPresent is true>>
<s>Sneak into Palmer’s office</s> - <i>You can’t do that with Sheryl present</i><br>
<<else>>
<<link "Sneak into Palmer's office" "CharltonCarePavilionOfficeSneak">><</link>><br>
<</if>>
<</if>>
<<QuestOptionCheck "Quest23" 5 "divert_tree">><<BraceletWorn>>
<<if _QuestOptionCheck is true and _BraceletWorn is true and _NPCPresent is false and $current.female is true>>
<<link "Try to divert the tree's power into the bracelet" "CharltonCarePavilionDivert">><<set $DivertScene to "Approach">><</link>><br>
<</if>>
<<QuestOptionCheck "Quest23" 5 "emily_attending">><<InventoryCheckNPC "Emily" "TandiBracelet">><<set _EmilyBand to _InventoryCheckNPC>><<InventoryCheckNPC "Emily" "MarjorieBracelet">><<if _InventoryCheckNPC is true>><<set _EmilyBand to true>><</if>>
<<if _QuestOptionCheck is true and _EmilyBand is true and _NPCPresent is false and setup.period[$periodCurrent] is "Evening" and ($current.avatar is "Charli" or $current.avatar is "Christina")>>
<<link "Wait for Emily to arrive" "CharltonCarePavilionDivert">><<set $DivertScene to "Wait">><</link>><br>
<</if>>
<</if>><<switch $TreeCaseScene>>
<<case "Search">>
Looking around briefly, you slide behind the desk. The CRT monitor is on, but locked behind a password. The only notes are post-its in pinks and reds reminding Sheryl to pick up ingredients for this evening’s dinner.<br>
<br>
Then you see it. Just underneath the desk shelf is a hook with a small key. You smile to yourself and pocket it.<br>
<br>
<<ActionsHeader>>
<<link "Move away from the desk" "CharltonCarePavilionLobby">><<TakeObjectLocation "CharltonCarePavilionLobby" "TreeCaseKey">><<set $TreeCaseScene to undefined>><</link>>
<<case "Case">>
You try the key in the small lock and grin when it turns. The door sways backwards, brushing against a tree branch. It opens enough to let you slip in. You feel the slight increase in temperature, holding the heat in from the skylight above you.<br>
<br>
Staring at the tree, you are struck by a sensation of anguish. Up this close, you see the decay on the branches. Leaves and bloom are not just absent. Where you expect life to grow, white crusty spots pepper its bark.<br>
<br>
<<if $current.female is true>>
Reaching out with your magical senses you try to detect any magical energy within it. There’s barely a trickle, only a faint trace. But as you reach out, the deadened branches creak. Almost reaching out towards you.<br>
<br>
<</if>>
Below your feet the soil presses softly against your soles. Spindly roots stick up, white and broken. Like veins in a body free of blood, they too seem to yearn for subsistence.<br>
<br>
<<InventoryCheckSelf "WeedKiller">>
<<if _InventoryCheckSelf is true>>
As you look down, your thoughts drift to the weed killer you were given. That would certainly put it out of its misery without drawing attention to yourself. If Beatrice is to be believed, that would stop the teacher’s amulets from working too.<br>
<br>
And all the pills that Palmer makes from the tree, too.<br>
<br>
<<ActionsHeader>>
<<link "Pour the weed killer on the soil" "CharltonCarePavilionTreeCase">><<set $TreeCaseScene to "Pour">><<GiveObjectLocation "Void" "WeedKiller">><</link>><br>
<<link "Return to the lobby" "CharltonCarePavilionLobby">><<set $TreeCaseScene to undefined>><</link>>
<<else>>
You consider your options. It would take some time to hack it to pieces. Or poison might work.<br>
<br>
<i>You could always just burn the place down.</i><br>
<br>
Taking a deep breath, you feel your mouth twitch. If you want to put the tree out of its misery, you need to find some way to kill it.<br>
<br>
<<ActionsHeader>>
<<link "Return to the lobby" "CharltonCarePavilionLobby">><<set $TreeCaseScene to undefined>><</link>>
<</if>>
<<case "Pour">>
You take out the can that you were given and pop the cork. With one last look around the lobby, you pour the green liquid over the soil.<br>
<br>
The tree visibly responds. The roots sticking up creak and stretch towards the liquid. The white bulbous marks on the bark absorb it like a child drinking from the breast. A noise emanates from the ground, a hissing like air escaping. And a faint mist rises up as the tree sucks in the weed killer.<br>
<br>
And then you jump back as the roots crack. They snake around your feet, squeezing around your ankles. You kick back and take a step back, but almost stumble. Only by pressing your hands against the glass do you stop yourself from falling to the floor.<br>
<br>
<<if $current.female is true>>
You feel your own magical energy being pulled down, towards your ankles as the roots constrict around your veins. The faint traces of magic within the tree screech out towards you, clawing at your essence. You hear its shrieking inside your head, desperate and in agony.<br>
<br>
Then the roots snap and break. You kick your feet free and they crumble. The movement and sounds from the tree subside.<br>
<br>
You look up to the tree itself. The branches don’t move, but through your mind’s eye you see the traces of magic dissipate. The life inside the tree finally fades, leaving only dead and inert wood.<br>
<br>
The tree may still be present, but you can sense that underneath, it’s finally dead. You suspect that neither the pills Palmer produces for the patients, nor any new ones he makes from its sap, will retain their effects.<br>
<br>
Not to mention the teacher’s amulets.<br>
<<else>>
You feel as though your own essence is being pulled down out of you, towards your ankles as the roots constrict around your veins. You hear the tree’s shrieking inside your head, desperate and in agony.<br>
<br>
You look up to the tree itself. The branches don’t move, but the tree has lost any trace of colour from its bark. You suspect that neither the pills Palmer produces for the patients, nor any new ones he makes from its sap, will retain their effects.<br>
<br>
Not to mention the teacher’s amulets.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the lobby" "CharltonCarePavilionLobby">><<QuestOptionComplete "Quest23" 5 "destroy_tree">><<Quest23Reconcile>><<set $TreeCaseScene to undefined>><</link>>
<</switch>><<switch $DivertScene>>
<<case "Approach">>
You look around once more, then step up in front of the glass case. The tree towers over you. Even in its decaying form, you still feel its presence imposing.<br>
<br>
You twist the bracelet absentmindedly around your wrist, staring up at it. Conjuring a trickle of energy within your body, you focus your essence on the tree. You see a wisp of energy run through its roots and arch back just beneath the floor towards the door.<br>
<br>
Looking back, you consider the direction the building faces. Back towards the town. Towards the school. And towards where you assume the teacher’s amulets are.<br>
<br>
As if to confirm your suspicions, the bracelet hums when you look at that thick crackling line of magical energy. Whatever the tree powers, this serves as the power line to fuel it.<br>
<br>
The bracelet twists around your wrist, now of its own accord. You feel a compulsion flitter up your arm. To squat down and hold your wrist near the floor. To run a wisp of magic between the trinket and the magic flowing from the tree. Like electricity jumping from one circuit to another, the bracelet seems to infer through its pulsating, unintelligible commands of desire and promises of pleasure.<br>
<br>
You feel the pull to obey, but resist as much as you can. It would be so easy, just to bend down and absorb it. No one would know, until it was too late.<br>
<br>
<i>And who cares about leeching the lifesource off the residents in here, anyway? They’re almost dead, anyway.</i><br>
<br>
The bracelet clutches your hand, pulling it towards the floor. You see the magic flowing from the tree, crackling like electricity.<br>
<br>
<<ActionsHeader>>
<<link "Lower your wrist towards the floor" "CharltonCarePavilionDivert">><<set $DivertScene to "Lower">><</link>><br>
<<link "Back away and return to the lobby" "CharltonCarePavilionLobby">><<set $DivertScene to undefined>><</link>>
<<case "Lower">>
You lower your wrist towards where the magic passes underneath the floor. At a foot from the ground, you see an arc of magical energy leap up and strike the bracelet on your wrist squarely. You can’t help but pull back, but it’s too late.<br>
<br>
The dark arts burn your wrist. You cry out as the magic underneath the floor diverts straight into the bracelet. It tenses around your wrist, digging into your flesh. Yellow-amber faces cackle as they pierce your skin with jagged teeth.<br>
<br>
The gems embedded in the bracelet glow brightly with radiant energy, each one shining more brightly than you’ve seen before. The skin underneath each gem sizzles like bacon in a frying pan. You wrap your free hand around the bracelet instinctively, but it makes no difference. The magic burns through regardless.<br>
<br>
Just as the sensation threatens to overwhelm you, the teeth on the faces at your wrist sink more deeply in and you feel the warm pleasure of pure magic rushing up your arm. The pain dissipates into euphoria and it spreads throughout your body, warming your very being.<br>
<br>
You can’t help but giggle. If the pain was almost overwhelming, the pleasure threatens to buckle your knees. You squirm, feeling your groin burning. You squeeze your thighs together and it takes all your willpower not to touch yourself.<br>
<br>
Then suddenly, the air is silent. You blink once. Twice, even. And look around. The warmth from the energy is nothing more than a trickle. You look down to see the bracelet, fully charged and burning with more potency than ever before. Whatever you’ve done, it’s now more powerful.<br>
<br>
You stare back at the floor and back to the tree. The trickle of magical energy that flows from its roots remains, but instead of running towards the door it now lifts up towards the bracelet. Towards you.<br>
<br>
Stepping away, you watch as the constant flow follows you around. This will take some time to grow used to, you think. But the feeling inside you. You know it’s worth it.<br>
<br>
<i>You don’t even see what that burst of energy did to you, do you?</i><br>
<br>
A frown appears on your face. Glancing down at your body, it looks like it always has. Come to think of it, you don’t know where that voice came from, either.<br>
<br>
<<ActionsHeader>>
<<link "Step away and return to the lobby" "CharltonCarePavilionLobby">><<Feminity 4>><<ActiveBracelet>><<if _ActiveBracelet is "Marjorie">><<MarjorieBraceletCharge 5>><<else>><<TandiBraceletCharge 5>><</if>><<QuestOptionComplete "Quest23" 5 "divert_tree">><<Quest23Reconcile>><<set $DivertScene to undefined>><</link>>
<<case "Wait">>
You lean against the reception desk, listening to the clock ticking down. Otherwise, the lobby is silent. You can’t hear residents or staff. The care pavilion is silent.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
A loud knock at the door makes you jump. You scurry over and flip the latch to see Emily standing there, smirking.<br>
<br>
<<if $current.avatar is "Christina">>
“Oh, hi Chrissie,” she murmurs. “I’ve always wanted to ask if that hair is natural or dyed? Looks too bleached to be real.”<br>
<br>
You step back, gesturing her in. Emily slides forward, rolling her eyes as she passes you. “Really, <<TrueName "Current">>. You’re impersonating her now?”<br>
<<else>>
“Oh, hi Charli,” she murmurs. “Taken the night off from the supermarket? The men will be disappointed.”<br>
<br>
You step back, gesturing her in. Emily slides forward, rolling her eyes as she passes you. “Smart. Although where’s the real Charli? Actually, I take that back. I don’t want to know.”<br>
<</if>>
<<else>>
A quiet knock at the door is barely audible. You scurry over and flip the latch to see Emily standing there, eyes full of fear.<br>
<br>
<<if $current.avatar is "Christina">>
“Chrissie?” she says, catching her breath. You watch her, seeing the realisation set in after a long moment. She relaxes only by the meagrest amount. “Oh. It’s you. You scared me for a moment.”<br>
<<else>>
“Charli?” she says, confused. You watch her, seeing the realisation set in after a long moment. She relaxes only by the meagrest amount. “Oh. It’s you.”<br>
<</if>>
<br>
You step back, gesturing her in. Emily skulks forward, giving you a wary look as she steps in. “I’ll never get used to this.”<br>
<</if>>
<br>
Pulling the latch back over the door, you double-check to make sure it’s locked and gesture Emily towards the glass case. She nods and follows you.<br>
<br>
<<ActionsHeader>>
<<link "Approach the tree" "CharltonCarePavilionDivert">><<set $DivertScene to "EmilyApproach">><</link>>
<<case "EmilyApproach">>
The tree towers over you and Emily. Even in its decaying form, you still feel its presence imposing. Emily twists the bracelet absentmindedly around her wrist, staring up at it.<br>
<br>
“Can you see it?” she asks, glancing at the floor.<br>
<br>
You follow her eyes and focus your magical energy where she’s looking. Through your mind’s eye you see a wisp of energy run through its roots and arch back just beneath the floor towards the door.<br>
<br>
Looking back, you consider the direction the building faces. Back towards the town. Towards the school. And towards where you assume the teacher’s amulets are.<br>
<br>
“The bracelet is humming,” Emily tells you. “When I look at it.”<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
Emily grins as she massages the bracelet around her wrist. “It’s speaking to me,” she says enthusiastically. “It wants me to squat down.”<br>
<br>
Without waiting for your approval, she bends at her knees, holding the bracelet near the floor. You watch as a slight wisp of magic seeps down from the bracelet towards the flowing energy underneath the floor. “Em, be careful -”<br>
<<else>>
Emily winces as she massages the bracelet around her wrist. “It’s speaking to me,” she mutters. “It wants me to squat down.”<br>
<br>
She stares back at you, waiting for your reaction. You give her a reassuring smile. “Go on. Try it.”<br>
<br>
Giving you a nod, Emily bends at her knees and holds the bracelet near the floor. You watch as a slight wisp of magic seeps down from the bracelet towards the flowing energy underneath the floor. “Just be careful -”<br>
<</if>>
<br>
Your words are almost cut off before you finish. Like electricity jumping from one circuit to another, magic arcs up towards the bracelet. You hear Emily’s yell as the energy is redirected into the trinket, casting yellow-amber light over the lobby.<br>
<br>
The bracelet around her wrist shines more brightly than you’ve seen before. In fact, you almost see it curling tighter around Emily’s skin. Her eyes are wide and her pupils pin-sized. Her teeth grind as she tries not to squeal. The gems embedded in the bracelet glow brightly with radiant energy, each one shining bright. You almost hear Emily’s skin sizzle underneath it like bacon in a frying pan. She wraps her free hand around the bracelet instinctively, grimacing from pain.<br>
<br>
Just as the sensation threatens to overwhelm her, you see magical caricatures of teeth around her wrist sink into her skin and a stream of magic rushes up her arm. Her expression morphs from anguish into euphoria as the energy spreads throughout her body. Quickly, she seems to glow.<br>
<br>
And she giggles. Her knees press together firmly, even as she almost falls over.<br>
<br>
Then suddenly, the air is silent. You blink once. Twice, even. Emily looks up at you, grinning. Inside her, the energy is still there, but dormant. There is a small connection from the bracelet back into the tree. But the trinket itself is now fully charged, burning with more potency than ever before.<br>
<br>
Emily stands and steps away from the glass case, watching as the constant flow that connects her wrist to the tree now follows her around.<br>
<br>
<<ActionsHeader>>
<<link "Talk to Emily" "CharltonCarePavilionDivert">><<set $DivertScene to "EmilyTalk">><</link>>
<<case "EmilyTalk">>
“Are you okay?” you ask her, staring back at her.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
“I feel good,” she purrs, staring back at you with a glint in her eye. “Really good.”<br>
<br>
You look back at her, observing carefully. Her skin glows with energy. She titters as she fiddles with the bracelet.<br>
<br>
“So nothing strange?” you try, pressing for some indication of how she is feeling.<br>
<br>
“Considering I just absorbed magic,” she replies, grinning. “Nothing strange at all.”<br>
<br>
Emily continues to twist the bracelet around on her hand. She glances to the door, impatience setting in.<br>
<br>
“We done?” she mutters. “I have places to be.”<br>
<br>
“Like where?” you reply.<br>
<br>
She flashes you a smile before walking past. “You wouldn’t want to know, <<TrueName "Current">>. See you back home.”<br>
<<else>>
“I feel odd,” she mutters, staring back at you with a scared look in her eye. “Like, butterflies.”<br>
<br>
You look back at her, observing carefully. Her skin glows with energy. She titters as she fiddles with the bracelet.<br>
<br>
“Weird odd?” you try, pressing for some indication of how she is feeling.<br>
<br>
She looks to you, but shrugs. “Maybe,” she mutters. “Maybe not. It doesn’t feel bad.”<br>
<br>
Emily continues to twist the bracelet around on her hand. She glances to the door, but an odd smile sets in.<br>
<br>
“I should get going,” she mutters. “Places to be.”<br>
<br>
“Like where?” you reply.<br>
<br>
She gulps and her cheeks blush as she looks at you. “Oh. Nowhere. See you back home.”<br>
<</if>>
<br>
Emily saunters off, unlatching the exit and sliding out past it. Reaching out with your inner senses, you can see the magical trail from the tree stretch out after her. You race to the door and look out, wondering how far it stretches. But unfortunately, it fades out just beyond the pavilion’s grounds.<br>
<br>
<<ActionsHeader>>
<<link "Leave the Care Pavilion">><<EmilyCorruption 1>><<ItemStatePush "TandiBracelet" "charge" 2>><<set $ItemState.TandiBracelet.charge to 4>><<QuestOptionComplete "Quest23" 5 "divert_tree">><<Quest23Reconcile>><<set $DivertScene to undefined>><<if $current.avatar is "Christina">><<goto "CharltonCarePavilionLeave">><<else>><<goto "CharltonCarePavilionEntrance">><</if>><</link>>
<</switch>><b>Charlton Care Pavilion - Doctor Palmer's Office</b><br>
<<if setup.period[$periodCurrent] is "Evening" or setup.period[$periodCurrent] is "Night">>
<img src="./images/CharltonCarePavilionPalmersOffice_night.png"><br>
<<else>>
<img src="./images/CharltonCarePavilionPalmersOffice.png"><br>
<</if>>
A functional office decorated plainly. An examination bed rests against one wall. Behind the desk is a cabinet full of dusty old unmarked bottles.<br>
<<include "EventsCharltonCarePavilionPalmersOffice">>
<<if _currentEvent is undefined>>
<br>
<<ActionsHeader>>
<<link "Return to the lobby" "CharltonCarePavilionLobby">><</link>>
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<if _currentEvent is "CharliWorkFail">>
<br>
As you enter the office, Doctor Palmer steps in, shutting the door behind him. He moves past you and gestures to a chair. “Please. Take a seat.” Palmer himself sits snuggly into his own chair. “I’ve noticed you seem distracted today, Charli. What seems to be the problem?”<br>
<br>
“Just a bit tired,” you say, cautiously sitting down into the chair.<br>
<br>
“Of course,” his kindly blue eyes holding your gaze. “Anything in particular troubling you as of late?”<br>
<br>
<I>Where to begin.</i><br>
<br>
“Nothing special,” you say.<br>
<br>
Doctor Palmer gives you a friendly smile as his eyes hold yours. “You do look a bit tired, if you don’t mind me saying so. Modern life. It can be draining on a woman.”<br>
<br>
“It can be draining on a woman,” you agree. Come to think of it, you do feel a bit tired.<br>
<br>
He stands and steps up to the examination bed. “Pop up on here. Just sit. There’s a good dear. I’ll check your glands, eyes and temperature to start.”<br>
<br>
You stand up and slide on to the plastic fabric encasing the bed. It feels cool against your legs. You look back at the doctor, feeling a smile form. Here you are, alone with a man. Sitting on a bed…<br>
<br>
Palmer smiles warmly and puts his hands towards your neck. He holds them at a respectable distance. “May I?”<br>
<br>
Only when you nod does he put his hands gently on your neck. You feel yourself growing flushed at his touch, as his fingers probe tenderly and professionally. There is no sign of anything untoward about him.<br>
<br>
<I>Feeling disappointed by that, are you?</i><br>
<br>
“Feels fine,” he says, taking his hands away. Yes, you admit, you can’t help but feel disappointed as he does so.<br>
<br>
He reaches into his pocket and takes out a small torch. He stares into your eyes. “Keep them wide open. As much as you can.”<br>
<br>
You strain against the impulse to shut them as he shines a torch into each one. “Pupils dilating as normal,” he mutters. “A good pair of eyes on you.”<br>
<br>
He switches the torch for a thermometer in his top pocket. “Now open wide and stick your tongue out.”<br>
<br>
You can’t help but smirk as you stick out your tongue and open your mouth wide. He smiles. “There’s a good girl.” And you feel butterflies in your stomach erupt at his words.<br>
<br>
The contraption is cold against your tongue as he pushes it inside your mouth and holds it against your throat. You look to him, blushing as you stare at the elderly man with your tongue sticking out and your lips wide open. You begin to drool.<br>
<br>
But Palmer takes the thermometer back after a moment and glances at it. “A bit high for my liking, but nothing too much to worry about.”<br>
<br>
He steps over to a small sink and runs it under a warm tap. He looks back to you, his eyes catching yours once more. “You can hop down, now. Looks all good. Now let’s have a chat.”<br>
<br>
You fight the instinct to pout as you slide off the bed.<br>
<br>
<<ActionsHeader>>
<<link "Sit back at Palmer’s desk" "CharltonCarePavilionWorkFail">><<set $CarePavilionWorkFail to "Desk">><<EventsCheckEnd "CharltonCarePavilionPalmersOffice" "CharliWorkFail">><</link>>
<</if>>
<<if _currentEvent is "SneakIntoOffice">>
<br>
Looking around the office, you try to focus on anything that stands out to you. Anything to indicate how Palmer is making the pills he provides. Something to show a way to cut them from providing the tree its power.<br>
<br>
As you look around, you listen out for signs of interruption. The care pavilion is quiet. Through the sturdy wooden doors, you’re not sure you’d hear anyone approaching until it was too late.<br>
<br>
You don’t have much time, you realise. Before Palmer discovers you.<br>
<br>
<<ActionsHeader>>
<<link "Search the desk" "CharltonCarePavilionOfficeSearch">><<set $OfficeSearch to "Desk">><<EventsCheckEnd "CharltonCarePavilionPalmersOffice" "SneakIntoOffice">><</link>><br>
<<link "Search the cabinet" "CharltonCarePavilionOfficeSearch">><<set $OfficeSearch to "Cabinet">><<EventsCheckEnd "CharltonCarePavilionPalmersOffice" "SneakIntoOffice">><</link>><br>
<<link "Search the bed" "CharltonCarePavilionOfficeSearch">><<set $OfficeSearch to "Bed">><<EventsCheckEnd "CharltonCarePavilionPalmersOffice" "SneakIntoOffice">><</link>><br>
<<link "Return to the lobby" "CharltonCarePavilionLobby">><<EventsCheckEnd "CharltonCarePavilionPalmersOffice" "SneakIntoOffice">><</link>>
<</if>>
<<if _currentEvent is "DoctorPalmerCheckUp">>
<br>
As you enter the office, Doctor Palmer steps in, shutting the door behind him. He moves past you and gestures to a chair. “Please. Take a seat.” Palmer himself sits snuggly into his own chair. “What seems to be the problem?”<br>
<br>
“Just thought I’d come in for a check-up,” you say, cautiously sitting down into the chair.<br>
<br>
“Of course,” his kindly blue eyes holding your gaze. “Anything in particular troubling you as of late?”<br>
<br>
<i>Where to begin.</i><br>
<br>
“Nothing special,” you say.<br>
<br>
Doctor Palmer gives you a friendly smile as his eyes hold yours. “You look a bit tired, if you don’t mind me saying so. Modern life. It can be draining on a woman.”<br>
<br>
“It can be draining on a woman,” you agree. Come to think of it, you do feel a bit tired.<br>
<br>
He stands and steps up to the examination bed. “Pop up on here. Just sit. There’s a good dear. I’ll check your glands, eyes and temperature to start.”<br>
<br>
You stand up and slide on to the plastic fabric encasing the bed. It feels cool against your legs.<br>
<br>
Palmer smiles warmly and puts his hands towards your neck. He holds them at a respectable distance. “May I?”<br>
<br>
Only when you nod does he put his hands gently on your neck. His fingers probe tenderly and professionally. There is no sign of anything untoward about him.<br>
<br>
“Feels fine,” he says, taking his hands away. He reaches into his pocket and takes out a small torch. He stares into your eyes. “Keep them wide open. As much as you can.”<br>
<br>
You strain against the impulse to shut them as he shines a torch into each one. “Pupils dilating as normal,” he mutters. “A good pair of eyes on you.”<br>
<br>
He switches the torch for a thermometer in his top pocket. “Now open wide and stick your tongue out.”<br>
<br>
You do so and he smiles. “There’s a good girl.”<br>
<br>
The contraption is cold against your tongue as he pushes it inside your mouth and holds it against your throat. You look to him, blushing as you stare at the elderly man with your tongue sticking out and your lips wide open. You begin to drool.<br>
<br>
But Palmer takes the thermometer back after a moment and glances at it. “A bit high for my liking, but nothing too much to worry about.”<br>
<br>
He steps over to a small sink and runs it under a warm tap. He looks back to you, his eyes catching yours once more. “You can hop down, now. Looks all good. Now let’s have a chat.”<br>
<br>
<<ActionsHeader>>
<<link "Sit back at Palmer’s desk" "CharltonCarePavilionPalmerCheckUp">><<set $PalmerCheckUp to "Desk">><<EventsCheckEnd "CharltonCarePavilionPalmersOffice" "DoctorPalmerCheckUp">><</link>>
<</if>><<switch $CarePavilionWorkFail>>
<<case "Desk">>
You take a seat back at Palmer’s desk. He runs the thermometer over a towel, then pops it away before joining you. He sits across from you, leaning only slightly forward in his chair, staring back at you.<br>
<br>
“You seem in good health,” he tells you. “But you do look a little fatigued. How’s your sleep?”<br>
<br>
You consider the dreams you’ve been having. You really don’t want to go into those. “Fine.”<br>
<br>
Palmer holds your gaze, watching you with interest. “And your menstrual cycle? Causing you difficulties at that time of the month?”<br>
<br>
That’s enough to send your mind racing. You have to quash the images conjured from mentioning your reproductive anatomy. “Normal.”<br>
<br>
He puts his thumb to his lips, biting the tip. A frown appears on his face. “And, forgive the intrusion into your personal life. But any troubles with intercourse?”<br>
<br>
You can’t hold back your eyes widening this time. A coy smile forms and you giggle. “No complaints, there,” you can’t help but purr. A moment later, you put your hand over your mouth.<br>
<br>
He chuckles as he sees your reaction. “It’s nothing to be embarrassed of. Some in Charlton may hold on to the ideas of waiting for marriage, but it’s quite natural for a young woman to be curious.”<br>
<br>
Palmer turns and opens a cabinet behind him, taking out a bottle full of pills. He pops off the stopper and taps out a single pill on to the table. “Here. Take one of these. It should help with sleep.”<br>
<br>
You look down at the pill resting on the table. Solid pink, except for the faintest traces of yellow-amber sparkles coating its surface.<br>
<br>
“What is it?” you ask, feeling your nerves standing on edge.<br>
<br>
“Vitamin supplements,” he says. His kindly eyes lock on to you. “You trust me, don’t you?”<br>
<br>
“I trust you,” you hear yourself repeating back.<br>
<br>
“Then be a good girl and take your medicine,” he tells you.<br>
<br>
<I>That sounds like a command.</i><br>
<br>
<<ActionsHeader>>
<<CompulsionCheck "CitizenCharlton">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Citizen Charlton] </span><s>Try to refuse the pill</s> - <i>Try as you might, you can’t resist his instruction</i><br>
<<else>>
<<StatCheckAssertive "gt" 70>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to refuse the pill">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "CharltonCarePavilionWorkFail">><<set $CarePavilionWorkFail to "RefusePass">><</link>><br>
<<else>><<link _StatAssertiveProbability "CharltonCarePavilionWorkFail">><<set $CarePavilionWorkFail to "RefuseFail">><<Assertive 1>><</link>><br><</if>>
<</if>>
<<link "Take the pill" "CharltonCarePavilionWorkFail">><<set $CarePavilionWorkFail to "TakePill">><</link>>
<<case "RefusePass">>
You strain your teeth, staring at the pill. You don’t want to take this. The yellow-amber sparkles on its pink coat set your nerves on end.<br>
<br>
“Look at me,” Palmer says in a kind, fatherly voice. And you can’t help but look up, meeting his warm blue eyes. “It’s for your own good.”<br>
<br>
You clench your hand, trying to stop it. You want to nod, but you force yourself to remain motionless. “I think I’m good,” you manage.<br>
<br>
Doctor Palmer looks back at you, still staring deep into your eyes. “Are you sure? Don’t you want to not feel so sleepy?”<br>
<br>
The sensation of sleep comes on fast. Your eyelids start to close. It would be so easy just to give in.<br>
<br>
You jolt in the seat and force yourself to your feet. “I’ve got to go,” you mutter.<br>
<br>
The doctor looks back to you, his eyes narrowing. But he lets out a small smile. “By all means. I’m just here to help. Maybe take the day off though, Charli. That includes the supermarket.”<br>
<br>
You nod, turning towards the door. As you do so, you catch the sight of one of the diagrams on the wall. A uterus, annotated with Latin phrases.<br>
<br>
Doctor Palmer sees your attention taken. “Natural reproduction is one of life’s miracles, isn’t it?” He smiles. “But I’m sure you don’t need an old man telling you about the birds and the bees. A young woman like yourself probably already has names for her children picked out already.”<br>
<br>
You give him a look, then glance down at the pill still lying on his desk.<br>
<br>
“Like I said,” he continues. “My door is always open.”<br>
<br>
You give him the briefest of smiles, but turn quickly and reach for the door.<br>
<br>
<<ActionsHeader>>
<<link "Leave the Care Pavilion">><<TimeChange>><<set $PalmerDisapproval to undefined>><<set $CarePavilionWorkFail to undefined>><<set $CharliWork to undefined>><<if $current.avatar is "Christina">><<goto "CharltonCarePavilionLeave">><<else>><<goto "CharltonCarePavilionEntrance">><</if>><</link>>
<<case "RefuseFail">>
You strain your teeth, staring at the pill. You don’t want to take this. The yellow-amber sparkles on its pink coat set your nerves on end.<br>
<br>
“Look at me,” Palmer says in a kind, fatherly voice. And you can’t help but look up, meeting his warm blue eyes. “It’s for your own good.”<br>
<br>
You clench your hand, trying to stop it. But you find yourself nodding. His eyes…<br>
<br>
<<ActionsHeader>>
<<link "Take the pill" "CharltonCarePavilionWorkFail">><<set $CarePavilionWorkFail to "TakePill">><</link>>
<<case "TakePill">>
You reach forward and scoop up the pill, popping it in your mouth.<br>
<br>
“Good girl,” Doctor Palmer says in a kind voice, but still remains staring at you. “Now. Swallow.”<br>
<br>
You immediately follow his command. The pill slides down your throat. You feel your stomach bubbling before the sensation disappears.<br>
<br>
“You’ll feel a bit more spritely in a few hours,” Palmer says, resting back in his chair. “Not so tired. Modern medicine has nothing on our own prescriptions.”<br>
<br>
You can’t help but smile. “Thank you.”<br>
<br>
“All part of the service,” he says, giving you a reassuring smile. “I’m here to help. Maybe take the day off though, Charli. That includes the supermarket.”<br>
<br>
His eyes look to the door. You find yourself standing, catching the sight of one of the diagrams on the wall. A uterus, annotated with Latin phrases.<br>
<br>
Doctor Palmer sees your attention taken. “Natural reproduction is one of life’s miracles, isn’t it?” He smiles. “But I’m sure you don’t need an old man telling you about the birds and the bees. A young woman like yourself probably already has names for her children picked out already.”<br>
<br>
The feeling inside your stomach intensifies. The pill dissolving, into your bloodstream. But it’s your mind that seems to sparkle. Images of looking down, seeing a bump, holding your stomach as you feel a life growing inside you.<br>
<br>
“It feels good, doesn’t it,” you hear Palmer murmur. “The thought of motherhood.”<br>
<br>
Your mouth falls open as you catch your thoughts. You see yourself smiling, as you have a thought of a baby nestling against your breast.<br>
<br>
“Your time will come soon, we can only hope,” Palmer mutters. You look up, seeing his kindly smile looking at you.<br>
<br>
And you can’t help but return it, before walking towards the door. Feeling the bubbling in your stomach finally fade as the pill entirely dissolves. Leaving you feeling empty. And vacant.<br>
<br>
<<ActionsHeader>>
<<link "Leave the Care Pavilion">><<TimeChange>><<activateCompulsion "BabyFever" "carePavilion">><<NewMemoriesActive>><<if _NewMemoriesActive is true>><<MemoriesSet>><</if>><<DailyVariableAdd "CharliDayOff">><<set $PalmerDisapproval to undefined>><<set $CarePavilionWorkFail to undefined>><<set $CharliWork to undefined>><<if $current.avatar is "Christina">><<goto "CharltonCarePavilionLeave">><<else>><<goto "CharltonCarePavilionEntrance">><</if>><</link>>
<</switch>>To your surprise, the door to Palmer’s office is unlocked. You quietly turn the handle and sneak in.<br>
<br>
<<ActionsHeader>>
<<link "Enter Doctor Palmer's office" "CharltonCarePavilionPalmersOffice">><<EventTrigger "CharltonCarePavilionPalmersOffice" "SneakIntoOffice" null null null null null null true>><</link>><<switch $OfficeSearch>>
<<case "Desk">>
It doesn’t take much to search through the contents of the desk. A few neatly stacked papers, one old medical journal. A hardbound ledger. The latter of which takes your interest.<br>
<br>
You flick through the pages. A record of appointments, prescriptions and orders. The whole town seems to call Palmer their local doctor. Each page is full of scribbled notes that outline medicines and treatment.<br>
<br>
As you make your way to the more recent entries, you note the regularity of some entries. One catches your eye. A weekly order, recurring.<br>
<br>
<span class="Palmer-handwriting">
From: Dr. I. Palmer, Charlton Care Pavilion<br>
To: P. Clement, Clement Pharmaceuticals Ltd.<br>
<br>
Two boxes only: Matrigenic Restorative No. 4<br>
For treatment of local cases of Matrigenic Insufficiency and associated feminine depletion.<br>
<br>
Dispense under prescription only.<br>
No substitution. No counter sale.<br>
Repeat each Friday unless otherwise advised.<br>
</span>
<br>
<<LocationKnownCheck "OldPetesPharmacy">>
<<if _LocationKnownCheck is true>>
You look at the address scribbled below. It’s for Old Pete’s pharmacy.<br>
<<else>>
You look at the address scribbled below. It’s for a shop near the town hall. You rack your brains, trying to recall what’s around there. A pharmacy maybe?<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Search the cabinet" "CharltonCarePavilionOfficeSearch">><<set $OfficeSearch to "Cabinet">><</link>><br>
<<link "Search the bed" "CharltonCarePavilionOfficeSearch">><<set $OfficeSearch to "Bed">><</link>><br>
<<link "Return to the lobby" "CharltonCarePavilionLobby">><<set $OfficeSearch to undefined>><</link>>
<<case "Cabinet">>
You open the wooden cabinet, running your eye over the labels on the bottles that line its shelving. They all seem non-descript. Unassuming even. Aspirin. Melatonin. Naproxen. Nothing stands out.<br>
<br>
<<if $current.female is true>>
But your inner eye sees past them. From behind you see the illumination from magical energy. You take out a few bottles and move the rest of the front row to one side.<br>
<br>
Scattered amongst the bottles to the right are ones that glow, as if each has a nest of fireflies within. You check the labels. <i>Matrigenic Restorative</i>.<br>
<br>
Then to the left corner, the same glass bottles. Except these ones are dark and dim. You take one out and shake it, hearing pills rattle inside. There is no glow from magical energy. No sign of life. In fact, where the other bottles felt warm to the touch, this one feels cold.<br>
<br>
Almost void of magic. Even by touching the glass with your palm, you feel your skin stick to it. Almost as if the pills inside are sucking your essence through the bottle.<br>
<br>
Shuddering, you place the bottle down. There’s plenty of pills here, some even magic. But no sign of the root cause. And still your mind’s eye senses a greater source of magic within.<br>
<br>
Then you see it. A small catch. In the very far corner of the cabinet.<br>
<br>
<<ActionsHeader>>
<<link "Pull the catch" "CharltonCarePavilionOfficeSearch">><<set $OfficeSearch to "Catch">><</link>><br>
<<link "Search the desk" "CharltonCarePavilionOfficeSearch">><<set $OfficeSearch to "Desk">><</link>><br>
<<link "Search the bed" "CharltonCarePavilionOfficeSearch">><<set $OfficeSearch to "Bed">><</link>><br>
<<link "Return to the lobby" "CharltonCarePavilionLobby">><<set $OfficeSearch to undefined>><</link>>
<<else>>
You stare back at the cabinet, wincing. After one last moment, you shut it with disappointment.<br>
<br>
<<ActionsHeader>>
<<link "Search the desk" "CharltonCarePavilionOfficeSearch">><<set $OfficeSearch to "Desk">><</link>><br>
<<link "Search the bed" "CharltonCarePavilionOfficeSearch">><<set $OfficeSearch to "Bed">><</link>><br>
<<link "Return to the lobby" "CharltonCarePavilionLobby">><<set $OfficeSearch to undefined>><</link>>
<</if>>
<<case "Bed">>
The bed needs only a cursory glance. The plastic mattress looks uncomfortable, but it doesn’t hide anything. Pressing down, you feel the foam underneath its surface. Without tearing into it, you don’t think you’ll learn any more from it.<br>
<br>
<<ActionsHeader>>
<<link "Search the cabinet" "CharltonCarePavilionOfficeSearch">><<set $OfficeSearch to "Cabinet">><</link>><br>
<<link "Search the desk" "CharltonCarePavilionOfficeSearch">><<set $OfficeSearch to "Desk">><</link>><br>
<<link "Return to the lobby" "CharltonCarePavilionLobby">><<set $OfficeSearch to undefined>><</link>>
<<case "Catch">>
At thumbing the catch the back of the cabinet drops away by an inch. You press your hand against it and push. It slides down further inside of the cabinet, revealing the true back of the furniture.<br>
<br>
You almost have to shield your eyes, even though the brightness is only in your mind. What is revealed burns with yellow-amber light.<br>
<br>
Adjusting to the sight, you see apparatus akin to something you used in a chemistry classroom. Bunsen burners hiss beneath warped glass flasks, retorts and beakers, each one clamped in place with blackened metal stands. The setup still looks faintly educational, but the contents are wrong. Pearly liquids pulse in conical flasks, copper coils sweat green condensation, and thin violet flames lick at glassware etched with old symbols instead of measurements.<br>
<br>
It feels like a classroom experiment left running for far too many years, until science gave up and something older took over.<br>
<br>
And through your mind’s eye, magical essence sparkles at every stage of the set-up. You see wood bark from the tree in the lobby, releasing wisps of it as it cracks over a low heat. The gas turns to condensation as it collects on glass above it, running down into a beaker marked with incantations. And that magical liquid consistently drips into a tray full of pills. Half of them simmer in the yellow-amber liquid, glowing as they absorb it.<br>
<br>
And the other half are blacker than midnight. By just staring at them you hear cries in your mind. They yearn for the energy, shrieking for attention. The ones nearest the simmering liquid get the lightest of touches against their surface. Immediately, you see a trail of magical particles fluttering from them back through the office and towards the lobby. Where the tree waits.<br>
<br>
Two types of pills. One bathed in the power of the tree. The others, sapping life from whatever they come into contact with and channelling it back into it.<br>
<br>
You stare at the equipment and the pills. Those black pills, void of life. If you nullified this equipment, the pills wouldn’t work. The tree would be deprived of magic, the amulets would no longer be powered. And the residents here would be free.<br>
<br>
<<ActionsHeader>>
<<SpellsCheckSelf "Ward">>
<<if _SpellsCheckSelf is true and $current.female is true>>
<<link "[Spell: Ward] Cast a ward on the alchemy equipment" "CharltonCarePavilionOfficeSearch">><<set $OfficeSearch to "CastWard">><</link>><br>
<</if>>
<<link "Return to the lobby" "CharltonCarePavilionLobby">><<set $OfficeSearch to undefined>><</link>>
<<case "CastWard">>
Closing your eyes, you reach out to the equipment with your mind. As soon as you do, you feel the screams of the dark pills increase in pitch and volume. They shriek at you, but from within your mind. You at least have their attention.<br>
<br>
“I cause this object with power beyond its power,” you whisper. “Unseen and unheard, its effects will be felt by none.”<br>
<br>
The screams grow louder in your mind and more desperate. Like a chorus of animals in anguish, the frenzied cries threaten to overwhelm your own thoughts.<br>
<br>
You stare back down, concentrating on the alchemy set. Even as you see bloodshot lines appear in your vision do you see the effects. The wood still releases magic and the gas still runs down as liquid into the beaker. But whatever effects the incantations had are now gone. The liquid that hits the tray of pills is almost clear and translucent. The pills still bathe in it, but there’s almost no magic to fuse inside the medicine.<br>
<br>
And the other pills? Even as their screams bury your own voice, you see their darkness fade to something more mundane and lifeless.<br>
<br>
You push your arcane presence down hard on the beaker, trying one final push to complete the spell. The anguished noise from the pills sounds like it emanates inches from your ears. The lines in your eyes spread like a web over your vision.<br>
<br>
The magic from the beaker fades. Completely clear. Free of arcane energy -<br>
<br>
You feel yourself falling forward towards the pills, but you are not moving. As if there’s a sudden void of air surrounding the black pills, you are pulled to fill that space. Only it’s your soul. Not your physical form.<br>
<br>
Something inside you is instinctive. It lurches back. Whatever passes for your spiritual forehead skims over the top of the dark pills and pain courses across your body as part of your psyche is leeched away by the pills.<br>
<br>
A gasp. A yelp. You feel yourself standing on the spot, staring back down at the pills, using your own fleshy eyes to see once more. You note a thin trail of gaseous magic floating from them towards the exit. Part of your soul, forming their connection to the tree.<br>
<br>
You take stock of your mental form. You feel like yourself. No changes to your mind, body, or emotions.<br>
<br>
<i>That you know of.</i><br>
<br>
But the search using your inner senses takes more effort than you are used to. You wince, trying to conjure a little magic within your torso. It takes more than it used to. More than it did, in fact, just a moment ago, when you cast the spell.<br>
<br>
You stare back down at the pills. None of them glow with energy, nor yearn to be filled with energy. They look the same to the physical eye, but magically they are without power.<br>
<br>
A smile forms, but it’s strained. It doesn’t look like the tree will be able to power the amulets for much longer. It’s just a shame it took some of your magical abilities to do it.<br>
<br>
<<ActionsHeader>>
<<link "Close the cabinet and return to the lobby" "CharltonCarePavilionLobby">><<Magic -2>><<QuestOptionComplete "Quest23" 5 "palmer_experiments">><<Quest23Reconcile>><<set $OfficeSearch to undefined>><</link>>
<</switch>><b>Charlton Care Pavilion - Corridor</b><br>
<<if setup.period[$periodCurrent] is "Evening" or setup.period[$periodCurrent] is "Night">>
<img src="./images/CharltonCarePavilionCorridor_night.png"><br>
<<else>>
<img src="./images/CharltonCarePavilionCorridor.png"><br>
<</if>>
A long corridor, decorated with old paintings. The windows show the Charlton countryside off in the distance.<br>
<br>
<<ActionsHeader>>
<<link "Go to the recreation room" "CharltonCarePavilionRecreationRoom">><</link>><br>
<<link "Go up to the first floor" "CharltonCarePavilionFirstFloor">><</link>><br>
<<link "Go out to the rear patio" "CharltonCarePavilionRearPatio">><</link>><br>
<<link "Go back to the lobby" "CharltonCarePavilionLobby">><</link>><b>Charlton Care Pavilion - First Floor</b><br>
<<if setup.period[$periodCurrent] is "Evening" or setup.period[$periodCurrent] is "Night">>
<img src="./images/CharltonCarePavilionFirstFloor_night.png"><br>
<<else>>
<img src="./images/CharltonCarePavilionFirstFloor.png"><br>
<</if>>
The first floor hallway runs the length of the building, doors leading off to the residents' rooms.<br>
<<include "EventsCharltonCarePavilionFirstFloor">>
<<if _currentEvent is undefined>>
<br>
<<ActionsHeader>>
<<LocationKnownCheck "CharltonCarePavilionBeatriceRoom">>
<<if _LocationKnownCheck is true>><<link "Go to Beatrice's room" "CharltonCarePavilionBeatriceRoom">><</link>><br><</if>>
<<LocationKnownCheck "CharltonCarePavilionEdwardRoom">>
<<if _LocationKnownCheck is true>><<link "Go to Edward's room" "CharltonCarePavilionEdwardRoom">><</link>><br><</if>>
<<link "Go back down to the corridor" "CharltonCarePavilionCorridor">><</link>>
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<if _currentEvent is "TheodoreAfternoon">>
<br>
You head upstairs to check on the residents, hoping you will find something that will lead you to Beatrice.<br>
<br>
Most of the doors are shut. You hear only gentle snoring behind them. Those that are open reveal cramped and stale rooms, single beds occupied by residents either sound asleep or staring vacantly off into the horizon. Awake or sleeping, the common factor is that each has a paper pill cup discarded next to their bed.<br>
<br>
Just when you think there’s little to check-in on, a figure suddenly steps out of a room in front of you, making you jump.<br>
<br>
“Ugh!” you hear a whimpering voice shriek out as the figure reacts to almost running into you. The man throws his hands up into the air, scattering something over the floor in panic.<br>
<br>
<<NPCKnownCheck "Theodore">>
<<if _NPCKnownCheck is true>>
It takes little more than a moment to recognise him. The pimples and pasty skin are a give-away. Theodore. And he looks petrified to see you.<br>
<<else>>
You don’t recognise him. A man in his twenties, with dirty blonde scraggly hair and a few pimples on skin that has seldom seen the sunlight. It’s enough to jog a memory. Didn’t he used to work at Thompson’s Repairs before you? Theodore, wasn’t it?<br>
<</if>>
<br>
“C-c-charli!” he stammers, trying to avoid your eyes. “I’m sorry!”<br>
<br>
You feel a pleasant smile forming before you can say anything. It’s endearing how nervous he is around you…<br>
<br>
Theodore reaches down to whatever he’s dropped, but he flinches as he finds himself leaning towards your feet. You can’t help but giggle as he instinctively pulls back.<br>
<br>
“Here,” you say. “Let me.”<br>
<br>
You quickly squat down and run your hand over the faded carpet. Theodore reaches out to stop you, suddenly alarmed. But before he does so, you’re picking up what fell on the floor.<br>
<br>
A handful of the pills, black and inert, but still. Warming your palm with magic.<br>
<br>
Theodore’s eyes grow wide as he sees you staring at them. You find yourself looking over his shoulder, back to where he came from, seeing an old resident looking out with interest. Awake. Conscious. Alert. “My pills?” he croons.<br>
<br>
“Give them back,” Theodore says through stained teeth. “Please!”<br>
<br>
<<ActionsHeader>>
<<link "Ask Theodore about the pills" "CharltonCarePavilionTheodore">><<set $CarePavilionTheodore to "Ask">><<NPCKnown "Theodore">><<EventsCheckEnd "CharltonCarePavilionFirstFloor" "TheodoreAfternoon">><</link>>
<</if>><b>Charlton Care Pavilion - Rear Patio</b><br>
<<if setup.period[$periodCurrent] is "Evening" or setup.period[$periodCurrent] is "Night">>
<img src="./images/CharltonCarePavilionRearPatio_night.png"><br>
<<else>>
<img src="./images/CharltonCarePavilionRearPatio.png"><br>
<</if>>
The paving slabs for the patio are unkempt and uneven. Rusting patio furniture is scattered across the ground. The countryside looms far away in the distance.<br>
<br>
<<if setup.period[$periodCurrent] is "Morning">>
A few residents are parked outside on the concrete in their wheelchairs. They sit patiently, but you can see them shivering even underneath thick blankets.<br>
<<else>>
The patio is empty. The residents must have activities elsewhere.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Go back to the corridor" "CharltonCarePavilionCorridor">><</link>><b>Charlton Care Pavilion - Recreation Room</b><br>
<<if setup.period[$periodCurrent] is "Evening" or setup.period[$periodCurrent] is "Night">>
<img src="./images/CharltonCarePavilionRecreationRoom_night.png"><br>
<<else>>
<img src="./images/CharltonCarePavilionRecreationRoom.png"><br>
<</if>>
A large room, full of weathered armchairs on wheels, bookshelves and half-completed jigsaws laid out on tables.<br>
<br>
<<if setup.period[$periodCurrent] is "Lunch">>
Half-a-dozen residents sit in the chairs, plastic trays full of mushed up food sitting untouched in front of them.<br>
<<else>>
The room is empty. The residents must have activities elsewhere.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "CharltonCarePavilionCorridor">><</link>><b>Charlton Care Pavilion - Beatrice's Room</b><br>
<<if setup.period[$periodCurrent] is "Evening" or setup.period[$periodCurrent] is "Night">>
<img src="./images/CharltonCarePavilionBeatriceRoom_night.png"><br>
<<else>>
<img src="./images/CharltonCarePavilionBeatriceRoom.png"><br>
<</if>>
An aging bedroom, looking out to the countryside. A wheelchair rests idle in the shadows. The room barely catches light from outside.<br>
<br>
<<NPCKnownCheck "Beatrice">>
<<if _NPCKnownCheck is false>>
As you enter, you see an elderly woman in the bed underneath the sheets. Her face is cracked and wrinkled. Her hair white and falling out in patches. Her blue eyes look around the room vacantly, barely registering you.<br>
<br>
Stepping forward, you glance at the checklist at the end of the bed. Beatrice Evans. Christina's grandmother.<br>
<<else>>
Beatrice lies in her bed, looking around the room for something to focus on.<br>
<</if>>
<br>
<<ActionsHeader>>
<<SpellsCheckSelf "Identify">><<AlreadyIdentified "Beatrice">><<QuestOptionCompleteCheck "Quest23" 5 "destroy_tree">>
<<if _AlreadyIdentified is false and _SpellsCheckSelf is true and $current.female is true>>
/* Only a dead tree stops the siphon - divert/pills leave it alive and still sapping any spell cast here */
<<if _QuestOptionCompleteCheck is true>>
<<link "[Spell: Identify] Cast Identify on Beatrice" "SpellIdentify">><<NPCKnown "Beatrice">><<CastIdentify "Beatrice" "CharltonCarePavilionBeatriceRoom" "Beatrice's room">><<SpellIdentified "Beatrice">><</link>><br>
<<else>>
<<link "[Spell: Identify] Cast Identify on Beatrice" "CharltonCarePavilionBeatriceSense">><<NPCKnown "Beatrice">><</link>><br>
<</if>>
<</if>>
<<link "Talk to Beatrice" "CharltonCarePavilionBeatriceDialogue0">><<NPCKnown "Beatrice">><<StartConversation "Beatrice" "CharltonCarePavilionBeatriceRoom">><</link>><br>
<<link "Go back to the first floor" "CharltonCarePavilionFirstFloor">><<NPCKnown "Beatrice">><</link>>You curdle your inner reserves of magic within you, recalling how to cast the spell to sense a person's magical affinity.<br>
<br>
Forming a cone of energy within your mind, you push forward. Towards Beatrice, lying unaware in the bed.<br>
<br>
But as soon as the magic leaves your body, you feel it pulling away from you. You watch as it arcs towards the floor. As much as you fight against it, something powerful is drawing it downwards, through the floor.<br>
<br>
Bracing yourself, you try to force more magic forward to interrogate Beatrice. But no matter what you do, whatever is attracting your magic is beyond your skills.<br>
<br>
Letting the energy go, you let the spell fade in your mind. Something isn't blocking you from casting. It's just siphoning your power from your control as soon as you try to project it.<br>
<br>
<<ActionsHeader>>
<<link "Return to Beatrice's room" "CharltonCarePavilionBeatriceRoom">><<SetFlag "PermMagicUsedCarePavilion">><</link>><<if $BeatriceDialogue is undefined>>
You step up close to Beatrice at the side of her bed. After a moment, she finally seems to acknowledge you, turning her head in your direction.<br>
<br>
"Another one?" she croaks. Her eyes narrow, studying you with suspicion. "I've already taken my pills. You can tell Dr. Palmer I swallowed them this time."<br>
<br>
<<if $current.avatar is "Christina">>
“It’s me,” you tell her. “Christina. I’ve come to visit you.”<br>
<br>
She watches you for a long moment, her jaw working as if chewing something that isn't there. "Who?" she repeats. "Not enough visitors, and they all have questions. The nurses have questions. The doctor has questions." Her eyes drift to the window. "Nobody has answers, though."<br>
<<else>>
"I'm not from Dr. Palmer," you say. "I was wondering if I could ask you a few questions."<br>
<br>
She watches you for a long moment, her jaw working as if chewing something that isn't there. "Questions," she repeats. "Everyone has questions. The nurses have questions. The doctor has questions." Her eyes drift to the window. "Nobody has answers, though."<br>
<</if>>
<br>
She seems to refocus, looking back at you with a thin smile. One that you recognise. Christina's smile. Even her eyes are similar to the young woman. But whereas Christina's eyes are sharp and alert, Beatrice's are dim and dulled.<br>
<br>
"Well?" she says. "If you're not one of his, then who are you? And what do you want with an old woman who nobody visits?"<br>
<<else>>
Beatrice looks over at you, her thin smile holding firm.<br>
<</if>>
<br>
<<ActionsHeader>>
<<DialogueSpokenSecretKnown "Beatrice" "AskAmulets">>
<<if _Discussed is false>><<link "Ask about amulets" "BeatriceDialogue">><<set $BeatriceDialogue to "AskAmulets">><</link>><br><</if>>
<<DialogueUnlockCheck "Beatrice" "ShowAmulet">><<DialogueSpokenSecretKnown "Beatrice" "ShowAmulet">><<InventoryCheckSelf "HarrowAmulet" "BeachAmulet" "OlafAmulet">>
<<if _DialogueUnlockCheck is true and _Discussed is false and _InventoryCheckSelf is true>><<link "Show her an amulet" "BeatriceDialogue">><<set $BeatriceDialogue to "ShowAmulet">><</link>><br><</if>>
<<DialogueUnlockCheck "Beatrice" "StopAmulets">><<DialogueSpokenSecretKnown "Beatrice" "StopAmulets">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask how to nullify the amulets" "BeatriceDialogue">><<set $BeatriceDialogue to "StopAmulets">><</link>><br><</if>>
<<DialogueUnlockCheck "Beatrice" "WhatSheDid">><<DialogueSpokenSecretKnown "Beatrice" "WhatSheDid">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask how she helped the teachers" "BeatriceDialogue">><<set $BeatriceDialogue to "WhatSheDid">><</link>><br><</if>>
<<DialogueUnlockCheck "Beatrice" "AboutPower">><<DialogueSpokenSecretKnown "Beatrice" "AboutPower">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about her lack of power" "BeatriceDialogue">><<set $BeatriceDialogue to "AboutPower">><</link>><br><</if>>
<<DialogueUnlockCheck "Beatrice" "PalmersExperiments">><<DialogueSpokenSecretKnown "Beatrice" "PalmersExperiments">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about Palmer's experiments" "BeatriceDialogue">><<set $BeatriceDialogue to "PalmersExperiments">><</link>><br><</if>>
<<DialogueUnlockCheck "Beatrice" "AboutTree">><<DialogueSpokenSecretKnown "Beatrice" "AboutTree">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about the tree in the lobby" "BeatriceDialogue">><<set $BeatriceDialogue to "AboutTree">><</link>><br><</if>>
<<DialogueUnlockCheck "Beatrice" "TheRitual">><<DialogueSpokenSecretKnown "Beatrice" "TheRitual">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about the ritual she cast" "BeatriceDialogue">><<set $BeatriceDialogue to "TheRitual">><</link>><br><</if>>
<<DialogueUnlockCheck "Beatrice" "AboutGladys">><<DialogueSpokenSecretKnown "Beatrice" "AboutGladys">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about Gladys" "BeatriceDialogue">><<set $BeatriceDialogue to "AboutGladys">><</link>><br><</if>>
<<DialogueUnlockCheck "Beatrice" "AboutCoven">><<DialogueSpokenSecretKnown "Beatrice" "AboutCoven">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about the coven" "BeatriceDialogue">><<set $BeatriceDialogue to "AboutCoven">><</link>><br><</if>>
<<DialogueUnlockCheck "Beatrice" "AboutCarePavilion">><<DialogueSpokenSecretKnown "Beatrice" "AboutCarePavilion">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about the Care Pavilion" "BeatriceDialogue">><<set $BeatriceDialogue to "AboutCarePavilion">><</link>><br><</if>>
<<DialogueUnlockCheck "Beatrice" "AboutRaglan">><<DialogueSpokenSecretKnown "Beatrice" "AboutRaglan">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about Raglan" "BeatriceDialogue">><<set $BeatriceDialogue to "AboutRaglan">><</link>><br><</if>>
<<DialogueUnlockCheck "Beatrice" "AboutBart">><<DialogueSpokenSecretKnown "Beatrice" "AboutBart">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about Bartholomew" "BeatriceDialogue">><<set $BeatriceDialogue to "AboutBart">><</link>><br><</if>>
<<link "Say goodbye to Beatrice" "CharltonCarePavilionBeatriceRoom">><<EndConversation "Beatrice">><<TimeChange>><</link>><b>Charlton Care Pavilion - Edward's Room</b><br>
<<if setup.period[$periodCurrent] is "Evening" or setup.period[$periodCurrent] is "Night">>
<img src="./images/CharltonCarePavilionEdwardRoom_night.png"><br>
<<else>>
<img src="./images/CharltonCarePavilionEdwardRoom.png"><br>
<</if>>
A cramped bedroom, overlooking the Charlton countryside. A trolley rests off to the side, full of towels and warm water.<br>
<br>
<<if $NPCPresent.includes("Edward") and setup.period[$periodCurrent] is "Afternoon" and $current.avatar is "Charli">>
<<NPCKnownCheck "Edward">>
<<if _NPCKnownCheck is true>>
As you enter the room, you see Edward lying in bed, looking out the window lost in thought. He turns his head to look at you, giving you a smile. “Hello, Charli. Is it that time already?”<br>
<<else>>
As you enter the room, you see an ancient-looking man with a narrow face and white curly hair lying in bed, looking out the window lost in thought. He’s dressed in navy blue silk pyjamas, with one of the pavilion’s bed sheets covering him. The attire stands out, especially against the drab colours in the room. And his posture matches. In spite of lying in bed, his head is held high.<br>
<br>
He turns his head to look at you, giving you a smile. “Hello, Charli. Is it that time already?”<br>
<</if>>
<br>
You step forward, smiling sweetly. “Good afternoon, sir,” you murmur, glancing at the clipboard hung on his bed. Edward Greenwood.<br>
<br>
<<ActionsHeader>>
<<link "Talk to Edward" "CharltonCarePavilionEdwardScene">><<NPCKnown "Edward">><<set $TempCareEdwardSpongeBath to 0>><<set $EdwardGemPowerCalcScore to 0>><<set $EdwardScene to "Talk">><</link>>
<<else>>
<<if $NPCPresent.includes("Edward")>>
<<NPCKnownCheck "Edward">>
<<if _NPCKnownCheck is true>>
Edward lies in bed, looking out the window lost in thought.<br>
<<else>>
An ancient-looking man with a narrow face and white curly hair lies in bed, looking out the window lost in thought.<br>
<</if>>
<br>
<</if>>
<<ActionsHeader>>
<<link "Return to the first floor" "CharltonCarePavilionFirstFloor">><</link>>
<</if>>/* Quest23 G10c: Edward gem sponge-bath ladder. $TempCareEdwardSpongeBath 0-5 escalation; resist-pass
holds the level, resist-fail/submit escalate; pull-away pass ends the scene. The lore asks are the
loop's spine (each +1 EdwardGemPowerCalcScore, raising the gem's grip on the resist checks).
v3 UAT enhancement (ruled 2026-08-09): score resets per visit (scene-entry link), so a sub-40
Orientation player who asks only the 5-deep critical spine (Beatrice/Gem/Raglan -> Incident ->
BeatriceAfter -> Palmer -> BeatriceRoom) can extract the room in ONE pass, snagged at ladder 4 just
before the oral finish. Detours (Gladys/Bartholomew) spend the ladder budget and push the room past
the cap. Orientation >= 40 cannot resist even once -> escalated to the finish, uses the multi-visit
loop instead (topics persist, score resets). Cliff kept by design; revisit if playtest says otherwise. */
<<switch $EdwardScene>>
<<case "Talk">>
<<CheckFirst "EdwardVisitedAsCharli">>
<<if _CheckFirst is false>>
“How are you today, sir?” you ask, trying to begin as Charli might.<br>
<br>
“A slight ache in my back, if I were to complain,” Edward tells you crisply. “But that wouldn’t do, would it? Such gripes are for old ladies.”<br>
<br>
You smile, looking back at him. He keeps his chin out straight, almost instinctively. Holding his head up in spite of his age.<br>
<br>
“I apologise for the smell,” he says. You frown, taking a sniff. You detect only the merest hint of body odor hanging in the air. But Edward shakes his head anyway. “The other nurses don’t have your duty of care, Charli. Look. Just left it there. Out of reach.”<br>
<br>
He gestures with a steady hand off to the side. You look where he’s pointing at a trolley. A plastic basin rests on top of it, with soapy water.<br>
<br>
“I expect they think I can bathe myself,” he mutters. A smile forms on his lips. “Not like you, Charli.”<br>
<br>
“You want me to wash you?” you say, your mouth falling open.<br>
<br>
A frown appears on Edward’s face. “As always,” he says, watching you.<br>
<br>
You glance at the old man. You feel the anticipation float up inside your body.<br>
<<else>>
“How are you today, sir?” you ask, trying to begin as Charli might.<br>
<br>
“Still suffering from that slight ache in my back,” Edward tells you crisply. “But nothing a sponge bath won’t fix.”<br>
<br>
He gestures with a steady hand off to the side. To the trolley. The anticipation floats up inside your body once more.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Ask about Beatrice" "CharltonCarePavilionEdwardScene">><<set $EdwardScene to "AskBeatriceEarly">><<AddFirst "EdwardVisitedAsCharli">><</link>><br>
<<link "Prepare the sponge bath" "CharltonCarePavilionEdwardScene">><<set $EdwardScene to "PrepareBath">><<Orientation 1>><<set $TempCareEdwardSpongeBath to 1>><<AddFirst "EdwardVisitedAsCharli">><</link>><br>
<<link "Tell him that’s not appropriate" "CharltonCarePavilionEdwardScene">><<set $EdwardScene to "NotAppropriate">><<Assertive 1>><<AddFirst "EdwardVisitedAsCharli">><</link>>
<<case "AskBeatriceEarly">>
“I wanted to ask you about Beatrice Evans,” you say, trying to deflect the conversation.<br>
<br>
“Come now, Charli,” Edward says in a low voice. “We can talk as you work. I’ve been waiting all day for you.”<br>
<br>
There is the hint of a smile on his face. But he says no more.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "CharltonCarePavilionEdwardScene">><<set $EdwardScene to "Talk">><</link>>
<<case "PrepareBath">>
You sigh, turning and stepping towards the trolley. “If that’s what you need, sir.”<br>
<br>
<<Flag "PermMagicUsedCarePavilion">>
<<if _FlagReturn is true>>
Dousing the sponge in the warm soapy water, you wheel the trolley over to the side of the bed. Edward has unbuttoned his pyjama top, his bare chest exposed, white curls of chest hair on a lean torso. Lying just below his neck is a sparkling gem, attached to a brass necklace.<br>
<br>
You sense the magical energies in it immediately. And more alarmingly, they seem contained within the gem. Unaffected by the tree downstairs.<br>
<<else>>
Dousing the sponge in the warm soapy water, you wheel the trolley over to the side of the bed. Edward has unbuttoned his pyjama top, his bare chest exposed, white curls of chest hair on a lean torso. Lying just below his neck is a sparkling gem, attached to a brass necklace. You sense the magical energies in it immediately.<br>
<</if>>
<br>
Noticing your gaze, Edward looks at you curiously. “Good. I was beginning to wonder if the effect of Raglan’s trinkets wears off after use,” he mutters. “Did you forget my gift for you, Charli?”<br>
<br>
“That’s very nice of you,” you begin, trying to deflect. “But I don’t accept gifts from…”<br>
<br>
“Look into it,” you hear Edward say. But the sound doesn’t come from his lips. It bounces around in your head, as if he’s inside you.<br>
<br>
You find yourself drawn to stare at the gem. It glitters in the light.<br>
<br>
“It makes you feel relaxed, doesn’t it?” you hear Edward’s voice say inside your head.<br>
<br>
“I do feel relaxed,” you parrot back, hearing Charli’s voice purr as you speak.<br>
<br>
“Your eyes are heavy, aren’t they?”<br>
<br>
“My eyes are a bit heavy.”<br>
<br>
“Good. Now proceed with my sponge bath. Sir.”<br>
<br>
You turn and step towards the trolley, your body feeling sluggish. “Yes sir.”<br>
<br>
Wringing out the sponge, you lightly brush it over his chest. He smiles at the touch. “That’s better, Charli. I appreciate you.”<br>
<br>
You smile at the compliment. “Let me know if the water is too hot or cold or anything like that.”<br>
<br>
He grins, looking down at the sponge as you run warm water over his skin.<br>
<br>
<<ActionsHeader>>
<<include "CharltonCarePavilionEdwardAsks">>
<<case "NotAppropriate">>
“I don’t think that’s appropriate,” you say, quashing the urge to relent. “If you were immobile and you couldn’t do that, that would be one thing. But you are a fully grown man, Mr Greenwood.” You feel your cheeks flush at hearing your choice of words. “I’m sure you are capable of bathing yourself.”<br>
<br>
Edward looks at you curiously, then fumbles with the buttons on his pyjama top. “Looks like the effect of Raglan’s trinkets wears off after use,” he mutters. “Have you forgotten my gift for you, Charli?”<br>
<br>
<<Flag "PermMagicUsedCarePavilion">>
<<if _FlagReturn is true>>
Before you can move, he pulls something out from his chest. You see him holding up a sparkling gem, attached to a brass necklace. You sense the magical energies in it immediately. And more alarmingly, they seem contained within the gem. Unaffected by the tree downstairs.<br>
<<else>>
Before you can move, he pulls something out from his chest. You see him holding up a sparkling gem, attached to a brass necklace. You sense the magical energies in it immediately.<br>
<</if>>
<br>
“That’s very nice of you,” you begin, trying to deflect. “But I don’t accept gifts from…”<br>
<br>
“Look into it,” you hear Edward say. But the sound doesn’t come from his lips. It bounces around in your head, as if he’s inside you.<br>
<br>
You find yourself drawn to stare at the gem. It glitters in the light.<br>
<br>
“You like giving me a sponge bath, don’t you?” you hear Edward say. And you feel yourself growing flushed, as an image of his masculine chest fills your mind.<br>
<br>
<<ActionsHeader>>
<<StatCheckOrientation "lt" 50>>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to resist the gem’s magic">>
<<if _StatCheckOrientation is true>><<link _StatOrientationProbability "CharltonCarePavilionEdwardScene">><<set $EdwardScene to "ResistPass">><</link>><br>
<<else>><<link _StatOrientationProbability "CharltonCarePavilionEdwardScene">><<set $EdwardScene to "ResistFail">><<set $TempCareEdwardSpongeBath to 1>><<Orientation 1>><</link>><br><</if>>
<<link "Submit to his will" "CharltonCarePavilionEdwardScene">><<set $EdwardScene to "Submit">><<set $TempCareEdwardSpongeBath to 1>><<Orientation 1>><</link>>
<<case "Hub">>
<<if $TempCareEdwardSpongeBath is 0>>
Edward looks back at you, smiling. The gem lies on his chest, resting on his silk pyjamas.<br>
<br>
“Are you sure you won’t help me with my personal hygiene?” he asks, glancing down at the gem. “What’s the matter, Charli? Don’t like my gift today?”<br>
<br>
Your eyes fall again on the gem. Its sparkling energies enrapturing you. You find it hard not to think of what’s beneath those pyjamas. Find it hard to not let his words entrance your mind.<br>
<<elseif $TempCareEdwardSpongeBath is 1>>
You continue to run the sponge over the whispers of hair on his chest. You smile as you feel the warm water against your fingers.<br>
<br>
“You should use your hands to get more of that soapy water on me,” Edward mutters. “I could catch a cold with my chest exposed like this.”<br>
<br>
You look up at him, fighting the urge. “No sir,” you say. “That’s inappropriate. I would appreciate it if you could keep those comments to yourself.”<br>
<br>
“Just a request between a patient and his nurse,” Edward mutters. “A very special patient. No other resident gives you a gift like I have. Isn’t that right Charli?”<br>
<br>
The urge to look back down at the gem is too great. You find yourself lost in its intricacies. Staring at it around his neck, his chest below doused in water. You find yourself biting your lip.<br>
<<elseif $TempCareEdwardSpongeBath is 2>>
You run your hands over his chest, your fingernails entwining gently with his wet hair. You see him move against your hands. The warm water spread across his torso. The gem glittering in the light.<br>
<br>
“That’s enough for my chest, Charli,” he says. His lips move, but the voice comes from inside you now. “But I’m not clean elsewhere. I need a more thorough wash today.”<br>
<br>
He flicks his sheet down, revealing his pyjama bottoms. Silk and navy, like the top. And surprisingly, you see a bulge from the groin. He smiles darkly at you, expectant.<br>
<br>
"No sir,” you say quickly. “Bathing you is one thing. But cleaning down there is something else.”<br>
<br>
“The task is required,” Edward’s voice echoes in your head. “Who else would I trust to do it, other than my special little nurse?”<br>
<br>
He reaches to the waistline of his pyjama bottoms, but holds them steady before he goes further. You feel a need for him to continue. Your eyes fall on the gem once again. You can’t tell whether the urges are caused by its effects or by this body.<br>
<br>
<I>Does it really matter right now?</i><br>
<<elseif $TempCareEdwardSpongeBath is 3>>
You rub the sponge and your hands around his balls and stiff cock. The warm water lubricates them. You giggle as you run your fingernails over his sacks and cause him to shiver. A moment later, you wince.<br>
<br>
Edward looks down, glancing at his erect dick. “Come now, Charli. You can’t leave me like this, can you?”<br>
<br>
“What?” you say, feeling your cheeks grow red. Your hands still work around it, squeezing out water over his white pubic hair.<br>
<br>
“Use your hands, dear girl,” Edward replies. “It wouldn’t be the first time.”<br>
<br>
“Really, sir,” you murmur. “I shouldn’t do that. Washing your genitalia is as far as I can go. Stroking you off is not part of the service.”<br>
<br>
He wraps the gem in his hand, drawing your sight back to it before you can stop. “I need release, Charli. Be a good nurse and provide it.”<br>
<<elseif $TempCareEdwardSpongeBath is 4>>
You move your dainty hand up and down his shaft, feeling it pulse against your fingers. A trickle of precum runs out of the tip. You giggle at the warm sensation, thicker than the soapy water.<br>
<br>
Edward smiles at the sight of you leaning over his bed, working his dick. “Very good,” he says. The voice comes from within you now, even as his mouth moves. “But time to finish me off. Go ahead. Taste me.”<br>
<br>
You look down at his prick, your womb stirring. You run your tongue over your lips, anticipating the feeling of having it in your mouth.<br>
<br>
“I can’t,” you manage, fighting with every part of your being to resist.<br>
<br>
He reaches down and holds up the gem near your face. You can’t help but stare back at it. You hear his voice deep inside your mind, blending with your own thoughts.<br>
<br>
“I want your mouth, young lady,” it says. “Put your lips to good use.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<EdwardGemPowerCalc>>
<<StatCheckOrientation "lt" _EdwardGemOrientation>>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to resist the gem’s magic">>
<<if _StatCheckOrientation is true>><<link _StatOrientationProbability "CharltonCarePavilionEdwardScene">><<set $EdwardScene to "ResistPass">><</link>><br>
<<else>><<link _StatOrientationProbability "CharltonCarePavilionEdwardScene">><<set $EdwardScene to "ResistFail">><<set $TempCareEdwardSpongeBath to $TempCareEdwardSpongeBath + 1>><<Orientation 1>><</link>><br><</if>>
<<link "Submit to his will" "CharltonCarePavilionEdwardScene">><<set $EdwardScene to "Submit">><<set $TempCareEdwardSpongeBath to $TempCareEdwardSpongeBath + 1>><<Orientation 1>><</link>><br>
<<StatCheckAssertive "gt" _EdwardGemAssertive>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to pull away">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "CharltonCarePavilionEdwardScene">><<set $EdwardScene to "PullAwayPass">><</link>>
<<else>><<link _StatAssertiveProbability "CharltonCarePavilionEdwardScene">><<set $EdwardScene to "PullAwayFail">><<Assertive 1>><</link>><</if>>
<<case "ResistPass">>
<<if $TempCareEdwardSpongeBath is 0>>
You can’t help but stare at it. The gem fills your vision, and the images cloud your mind. The traces of light hitting its surface make it sparkle, as if it were alive.<br>
<br>
“It makes you feel relaxed, doesn’t it?” you hear Edward’s voice say inside your head. You look back down to Edward, seeing his grin resting on his face. It wouldn’t be so bad to just help him. Would it?<br>
<br>
The thought is enough to bring your senses back to reality. You shake your head. “I think I should concentrate on my duties, sir,” you say, giving him a smile.<br>
<br>
Edward’s eyes narrow. He moves the gem with his hand, drawing your gaze to it. The compulsion to help this old man returns. You have to force yourself to look away.<br>
<br>
“Willful today, aren’t you,” Edward mutters. But he says nothing more.<br>
<<elseif $TempCareEdwardSpongeBath is 1>>
You continue running the sponge over his chest, the soapy suds lingering between his wispy chest hair. The desire to run your fingers across his skin is overwhelming. It’s just a little fun with an older guy, isn’t it? No harm.<br>
<br>
The thought is jarring enough to clear your mind. You shake your head. “I think using the sponge is more appropriate, sir.”<br>
<br>
“I didn’t think you’d object so adamantly, Charli,” Edward says. “I can feel the chill in my bones already. Don’t you want to help an old man?”<br>
<br>
“It’s already helping,” you reply, hearing the sultry tone of your voice as you run the sponge over his chest. You push back against the impulse to touch his skin with your fingernail.<br>
<br>
“It is,” he admits. “But not quite enough. What’s the matter, Charli? Do you not like your gift today?”<br>
<br>
You glance at the gem lying on his chest. It seems to calm your mind. Dulls your inhibitions. You shake your head, but you can’t keep your eyes off it.<br>
<<elseif $TempCareEdwardSpongeBath is 2>>
As your fingers move over his bare chest, you look between the waistband of his pyjama bottoms and the gem around his neck. It wouldn’t take much for him to move. Just a small nod. And he’d pull that waistband down and you’d see exactly what he was packing…<br>
<br>
“No,” you manage to murmur. “Bathing your chest is one thing, but it’s not my job to help you down there.”<br>
<br>
Edward watches you darkly, arching his chest to draw your eye back to the gem. As soon as you see it, you feel the clouds forming once more in your brain. “Are you sure that’s right, Charli? You haven’t objected before.”<br>
<br>
You bite your bottom lip, eyes once again staring down at his groin. A twinge of envy forms within you. Has Charli already done this before? Has she seen what’s beneath there?<br>
<br>
“Not today,” you push out from between your lips.<br>
<br>
You continue rubbing your soapy fingers over Edward’s chest. He looks down at you, his eyes narrow.<br>
<<elseif $TempCareEdwardSpongeBath is 3>>
Your eyes are taken by his firm erect dick. You run the sponge around it, underneath it, even over it. But you hold back touching it with your fingers. As much as you feel the need to see how warm it would be holding it in your hand, you try to hold on to your rationality.<br>
<br>
“That’s not a service we provide, sir,” you murmur. But there is doubt in your voice.<br>
<br>
“Come now, Charli,” Edward replies, arching an eyebrow. “We both know that’s not true. What’s the matter? Does my gift not entrance you?”<br>
<br>
You don’t mean to, but you find your eyes now resting on the gem. Soapy suds nestle against it. Your hands continue to move the sponge over his balls. You feel your grip on the sponge slipping.<br>
<br>
“No sir,” you state, clenching the sponge. “Not today.”<br>
<br>
Edward looks down, watching you wash him. But he doesn’t speak.<br>
<<elseif $TempCareEdwardSpongeBath is 4>>
You feel his warm flesh pulsing in your hand as you continue to move your fingers up and down, stroking his hard shaft. Your eyes linger on the tip. It’s almost a compliment, isn’t it, that a man so old still wants you?<br>
<br>
“I can’t,” you whisper, avoiding his eyes as you concentrate on jerking him off.<br>
<br>
“You can, Charli,” Edward’s voice echoes in your mind. “Look at me. Look at the gem.”<br>
<br>
Only briefly do you look up. The gem’s brilliance is all you see. The glittering light immediately making you feel calm. The dick twitches a little in your small hand. You find yourself running your tongue over your lips.<br>
<br>
“No,” you say, only just able to turn away. You avoid looking at Edward. But your fingernails grip around his prick as you continue to stroke.<br>
<</if>>
<br>
<<ActionsHeader>>
<<include "CharltonCarePavilionEdwardAsks">>
<<case "ResistFail">>
<<if $TempCareEdwardSpongeBath is 1>>
You can’t help but stare at it. The gem fills your vision, and the images cloud your mind. The traces of light hitting its surface make it sparkle, as if it were alive.<br>
<br>
“It makes you feel relaxed, doesn’t it?” you hear Edward’s voice say inside your head.<br>
<br>
“I do feel relaxed,” you parrot back, hearing Charli’s voice purr as you speak.<br>
<br>
“Your eyes are heavy, aren’t they?”<br>
<br>
“My eyes are a bit heavy.”<br>
<br>
“Good. Now proceed with my sponge bath. Sir.”<br>
<br>
You turn and step towards the trolley, your body feeling sluggish. “Yes sir.”<br>
<br>
Dousing the sponge in the warm soapy water, you wheel the trolley over to the side of the bed. Edward has unbuttoned his pyjama top, his bare chest exposed, white curls of chest hair on a lean torso.<br>
<br>
Wringing out the sponge, you lightly brush it over his chest. He smiles at the touch. “That’s better, Charli. I appreciate you.”<br>
<br>
You smile at the compliment. “Let me know if the water is too hot or cold or anything like that.”<br>
<br>
He grins, looking down at the sponge as you run warm water over his skin.<br>
<<elseif $TempCareEdwardSpongeBath is 2>>
You find yourself drawn to looking at the gem. You hear yourself mutter before you can stop yourself. “Alright.”<br>
<br>
Putting the sponge down for a moment, you dip your hands into the warm soapy water, then run them over his chest. You move your hands up and down his torso, letting the water drip from your palms over his wispy hair.<br>
<br>
“Good, Charli,” Edward mutters. “You feel happy doing this, don’t you?”<br>
<br>
He shifts in the bed, causing the gem to move. It sparkles as you glance at it.<br>
<br>
“I feel happy doing this,” you reply.<br>
<<elseif $TempCareEdwardSpongeBath is 3>>
You try to focus on anything but his voice, but your hands move before you can stop them. You pull his silk pyjama bottoms down and gasp as his cock pops out from underneath.<br>
<br>
For an old man, it’s still in good condition. His pubic hairs are white and coarse. His balls are rough and cracked, but huge. And despite the leather skin, his dick is larger than you could have imagined, even in its soft form.<br>
<br>
A surge of endorphins flows through you. You feel a smile forming.<br>
<br>
“You’ve always liked the sight of it, haven’t you Charli?” Edward says to you. And you nod as a reply.<br>
<br>
Taking the sponge in hand again, you put it in the warm soapy water once more. Then you brush it around his dick. Letting the suds spread out on his balls. Popping against his skin as his cock continues to grow.<br>
<<elseif $TempCareEdwardSpongeBath is 4>>
Your hands move in spite of your brain screaming at you not to. They wrap around his shaft, warm against his flesh, lubricated from the soapy water. You begin to pump him, up and down.<br>
<br>
“Good girl,” Edward mutters. Or is it you? The voice is so far in your mind that you can’t tell anymore.<br>
<br>
You lean over him to get a better grip, feeling your nurse’s uniform hanging down. His eyes drift to your chest, looking down your top. His smile widens.<br>
<<elseif $TempCareEdwardSpongeBath gte 5>>
The fight has left your body. You try not to, but you lean further over and smile back at him, catching his eyes. The gem sparkles on his soapy chest.<br>
<br>
You open your mouth and edge down. Feeling the tip of his stiff cock touch your lips. The taste of soap suds and precum invades your senses. You easily slide his meat in and begin to bob up and down on his aging prick.<br>
<br>
Edward groans with desire. His neck cracks as he leans into his pillow. You work your tongue around his prick as it slides further and further in, brushing against your tonsils.<br>
<br>
You use your hand to keep pumping him, playing with his ball sack with your fingernails. You feel his cock pulsing. Edward’s groans become quick and stammered. You can’t help but feel proud. Even an ancient man wants you.<br>
<br>
“Swallow, Charli,” he cries. “Swallow my seed.”<br>
<br>
You increase your jerking and push your head hard into his groin. A moment later you feel his dick erupt. Salty sticky semen hits the back of your throat, mixing in with the taste of soap and water. You fight the impulse to gag and pull back, letting it slide down your throat.<br>
<br>
The spurts quickly cease. You push your lips close together as you pull back, feeling the residual cum wipe off on your lips. Only then do you swallow.<br>
<br>
Edward looks down at you, panting. A smile forms. “Good girl, Charli. Good girl.” You can’t help but giggle at the attention.<br>
<br>
After a moment, Edward looks off to the trolley. “Can you give me a towel? I can take it from here, my dear.”<br>
<br>
You reach over and toss a towel towards him. He begins to dry himself off. When he sees you watching, he frowns, but quickly puts the gem away and buttons up his top.<br>
<br>
A cold sense of rationality washes over you. You feel yourself growing red, as your mind recalls what you’ve done.<br>
<br>
“Until next time, Charli,” Edward says. A dismissal.<br>
<</if>>
<br>
<<ActionsHeader>>
<<if $TempCareEdwardSpongeBath lt 5>>
<<include "CharltonCarePavilionEdwardAsks">>
<<else>>
<<link "Leave Edward’s room and continue your shift" "CharltonCarePavilionWorking">><<TimeChange>><<set $TempCareEdwardSpongeBath to undefined>><<set $EdwardScene to undefined>><<set $CharliWork to undefined>><</link>>
<</if>>
<<case "Submit">>
<<if $TempCareEdwardSpongeBath is 1>>
You stare back at the gem, as it fills your vision and the images cloud your mind. The traces of light hitting its surface make it sparkle, as if it were alive.<br>
<br>
“It makes you feel relaxed, doesn’t it?” you hear Edward’s voice say inside your head.<br>
<br>
“I do feel relaxed,” you parrot back, hearing Charli’s voice purr as you speak.<br>
<br>
“Your eyes are heavy, aren’t they?”<br>
<br>
“My eyes are a bit heavy.”<br>
<br>
“Good. Now proceed with my sponge bath. Sir.”<br>
<br>
You turn and step towards the trolley, your body feeling sluggish. “Yes sir.”<br>
<br>
Dousing the sponge in the warm soapy water, you wheel the trolley over to the side of the bed. Edward has unbuttoned his pyjama top, his bare chest exposed, white curls of chest hair on a lean torso.<br>
<br>
Wringing out the sponge, you lightly brush it over his chest. He smiles at the touch. “That’s better, Charli. I appreciate you.”<br>
<br>
You smile at the compliment. “Let me know if the water is too hot or cold or anything like that.”<br>
<br>
He grins, looking down at the sponge as you run warm water over his skin.<br>
<<elseif $TempCareEdwardSpongeBath is 2>>
You find yourself drawn to looking at the gem. “Alright.”<br>
<br>
Putting the sponge down for a moment, you dip your hands into the warm soapy water, then run them over his chest. You move your hands up and down his torso, letting the water drip from your palms over his wispy hair.<br>
<br>
“Good, Charli,” Edward mutters. “You feel happy doing this, don’t you?”<br>
<br>
He shifts in the bed, causing the gem to move. It sparkles as you glance at it.<br>
<br>
“I feel happy doing this,” you reply.<br>
<<elseif $TempCareEdwardSpongeBath is 3>>
Pausing only for a moment, you reach down and pull his silk pyjama bottoms down. A gasp escapes your lips as his cock pops out from underneath.<br>
<br>
For an old man, it’s still in good condition. His pubic hairs are white and coarse. His balls are rough and cracked, but huge. And despite the leather skin, his dick is larger than you could have imagined, even in its soft form.<br>
<br>
A surge of endorphins flows through you. You feel a smile forming.<br>
<br>
“You’ve always liked the sight of it, haven’t you Charli?” Edward says to you. And you nod as a reply.<br>
<br>
Taking the sponge in hand again, you put it in the warm soapy water once more. Then you brush it around his dick. Letting the suds spread out on his balls. Popping against his skin as his cock continues to grow.<br>
<<elseif $TempCareEdwardSpongeBath is 4>>
You move your hands towards his shaft, warm against his flesh, lubricated from the soapy water. You begin to pump him, up and down.<br>
<br>
“Good girl,” Edward mutters. Or is it you? The voice is so far in your mind that you can’t tell anymore.<br>
<br>
You lean over him to get a better grip, feeling your nurse’s uniform hanging down. His eyes drift to your chest, looking down your top. His smile widens.<br>
<<elseif $TempCareEdwardSpongeBath gte 5>>
You lean further over and smile back at him, catching his eyes. The gem sparkles on his soapy chest. You open your mouth and edge down. Feeling the tip of his stiff cock touch your lips. The taste of soap suds and precum invades your senses. You easily slide his meat in and begin to bob up and down on his aging prick.<br>
<br>
Edward groans with desire. His neck cracks as he leans into his pillow. You work your tongue around his prick as it slides further and further in, brushing against your tonsils.<br>
<br>
You use your hand to keep pumping him, playing with his ball sack with your fingernails. You feel his cock pulsing. Edward’s groans become quick and stammered. You can’t help but feel proud. Even an ancient man wants you.<br>
<br>
“Swallow, Charli,” he cries. “Swallow my seed.”<br>
<br>
You increase your jerking and push your head hard into his groin. A moment later you feel his dick erupt. Salty sticky semen hits the back of your throat, mixing in with the taste of soap and water. You fight the impulse to gag and pull back, letting it slide down your throat.<br>
<br>
The spurts quickly cease. You push your lips close together as you pull back, feeling the residual cum wipe off on your lips. Only then do you swallow.<br>
<br>
Edward looks down at you, panting. A smile forms. “Good girl, Charli. Good girl.” You can’t help but giggle at the attention.<br>
<br>
After a moment, Edward looks off to the trolley. “Can you give me a towel? I can take it from here, my dear.”<br>
<br>
You reach over and toss a towel towards him. He begins to dry himself off. When he sees you watching, he frowns, but quickly puts the gem away and buttons up his top.<br>
<br>
A cold sense of rationality washes over you. You feel yourself growing red, as your mind recalls what you’ve done.<br>
<br>
“Until next time, Charli,” Edward says. A dismissal.<br>
<</if>>
<br>
<<ActionsHeader>>
<<if $TempCareEdwardSpongeBath lt 5>>
<<include "CharltonCarePavilionEdwardAsks">>
<<else>>
<<link "Leave Edward’s room and continue your shift" "CharltonCarePavilionWorking">><<TimeChange>><<set $TempCareEdwardSpongeBath to undefined>><<set $EdwardScene to undefined>><<set $CharliWork to undefined>><</link>>
<</if>>
<<case "PullAwayPass">>
The gem calls to you. Calms your brain. Tells you to stay. But somewhere deep down in your mind, you find the courage to step back. “I think that’s enough for today,” you hear yourself say.<br>
<br>
<<if $TempCareEdwardSpongeBath is 0>>
Edward stares back at you, frowning. The gem sparkles on his pyjamas. You avoid looking at it.<br>
<<elseif $TempCareEdwardSpongeBath is 1>>
Edward stares back at you, frowning. The gem sparkles on his bare chest. You avoid looking at it.<br>
<<elseif $TempCareEdwardSpongeBath is 2>>
Edward stares back at you, frowning. The gem sparkles on his bare chest, covered in suds. You avoid looking at it.<br>
<<elseif $TempCareEdwardSpongeBath is 3>>
Edward stares back at you, frowning. He glances down to his exposed dick, his pyjamas still pulled down. The gem sparkles on his bare chest. You avoid looking at it.<br>
<<elseif $TempCareEdwardSpongeBath is 4>>
Edward stares back at you, frowning. He glances down to his erect dick. “You’re going to leave me like this?” You wince, but avoid his eyes. And avoid looking at the gem, sparkling on his bare chest.<br>
<</if>>
<br>
“A pity,” he mutters, glancing out of the window. “Perhaps Raglan’s last legacy has faded like him. Throw me a towel. You may go now, Charli.”<br>
<br>
He continues to gaze out at the countryside, not meeting your eye. After a moment, you step back and place a towel on his bedside table. Still avoiding looking at the gem still hanging loosely around his neck.<br>
<br>
<<ActionsHeader>>
<<link "Leave Edward’s room and continue your shift" "CharltonCarePavilionWorking">><<TimeChange>><<set $TempCareEdwardSpongeBath to undefined>><<set $EdwardScene to undefined>><<set $CharliWork to undefined>><</link>>
<<case "PullAwayFail">>
The gem calls to you. Calms your brain. Tells you to stay. Somewhere deep down in your mind, a voice screams at you to find the courage to step back. But you can’t find it.<br>
<br>
<<if $TempCareEdwardSpongeBath is 0>>
Edward stares back at you, frowning. The gem sparkles on his pyjamas. You stare back into it.<br>
<<elseif $TempCareEdwardSpongeBath is 1>>
Edward stares back at you, frowning. The gem sparkles on his bare chest. You stare back into it.<br>
<<elseif $TempCareEdwardSpongeBath is 2>>
Edward stares back at you, frowning. The gem sparkles on his bare chest, covered in suds. You stare back into it.<br>
<<elseif $TempCareEdwardSpongeBath is 3>>
Edward stares back at you, frowning. He glances down to his exposed dick, his pyjamas still pulled down. The gem sparkles on his bare chest. You stare back into it.<br>
<<elseif $TempCareEdwardSpongeBath is 4>>
Edward stares back at you, frowning. He glances down to his erect dick. The gem sparkles on his bare chest. You stare back into it.<br>
<</if>>
<br>
“What’s the matter, Charli?” Edward asks, arching an eyebrow. “Do you not like my gift today?”<br>
<br>
<<ActionsHeader>>
<<EdwardGemPowerCalc>>
<<StatCheckOrientation "lt" _EdwardGemOrientation>>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to resist the gem’s magic">>
<<if _StatCheckOrientation is true>><<link _StatOrientationProbability "CharltonCarePavilionEdwardScene">><<set $EdwardScene to "ResistPass">><</link>><br>
<<else>><<link _StatOrientationProbability "CharltonCarePavilionEdwardScene">><<set $EdwardScene to "ResistFail">><<set $TempCareEdwardSpongeBath to $TempCareEdwardSpongeBath + 1>><<Orientation 1>><</link>><br><</if>>
<<link "Submit to his will" "CharltonCarePavilionEdwardScene">><<set $EdwardScene to "Submit">><<set $TempCareEdwardSpongeBath to $TempCareEdwardSpongeBath + 1>><<Orientation 1>><</link>>
<<case "AskBeatrice">>
<<include "CharltonCarePavilionEdwardAskFraming">>
“I’ve heard you are the only one that Beatrice Evans gets to see,” you say, keeping your voice light. “Is she a friend of yours?”<br>
<br>
“Beatrice is a lovely lady,” Edward murmurs. “Though not as lovely as you.”<br>
<br>
Heat rushes to your cheeks. You lower your eyes, but the pleasure of his attention follows you. “You’ve known her for a long time?”<br>
<br>
“Most of her life,” he replies. “She was a young lady when we first met. My brother Raglan introduced us.” A fond smile settles across his face. “Bright eyes. Sharp tongue. She could make a room of men feel thoroughly inadequate without once raising her voice.”<br>
<br>
You try to reconcile that woman with the resident hidden somewhere in the pavilion. “That sounds rather different to the woman the other residents describe,” you mutter.<br>
<br>
“She was quite different before the incident,” Edward says. His smile thins. “Age takes liberties with us all. Beatrice has endured more of them than most.”<br>
<br>
You watch the fondness leave his face. “Is that why you visit her?”<br>
<br>
His eyes settle on yours, pausing for a moment. “An old friend should not be abandoned simply because she has become inconvenient. Besides, there is comfort in having someone nearby who remembers the person you used to be.”<br>
<br>
He reaches towards the gemstone resting against his chest and turns it between two fingers. The light catches your eye before you can look away.<br>
<br>
“And now I have younger company as well,” he adds. “So many questions, Charli. You really should keep your hands busy while you ask them.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "CharltonCarePavilionEdwardScene">><<set $EdwardScene to "Hub">><<EdwardGemPowerCalcScore 1>><<DialogueDone "Edward" "AskBeatrice">><<DialogueUnlock "Edward" "TheIncident">><</link>>
<<case "AskRaglan">>
<<include "CharltonCarePavilionEdwardAskFraming">>
“You mentioned your brother, Raglan,” you say. “Does he come to visit you?”<br>
<br>
Edward snorts. “Who knows where Raglan is these days? I haven’t seen him in an age.”<br>
<br>
There is still strength in the old man’s voice. You catch yourself studying his face, trying to imagine what he might have looked like when he was young.<br>
<br>
<I>Concentrate.</i><br>
<br>
“You aren’t close?” you ask, returning to the safer question.<br>
<br>
“We were. Back when he remained coherent.” Edward studies you in return. “Do they not teach the local histories at school anymore?”<br>
<br>
When you shake your head, he rolls his eyes. “Bartholomew Stitch’s son should never have been given that position. More spite than sense with that boy.”<br>
<br>
Edward glances towards the window. “My older brother was Lord Raglan Greenwood, baron of the county of Howerby. He could enter a room full of strangers and leave with disciples.”<br>
<br>
You follow his gaze out across the countryside. “What did they follow him for?”<br>
<br>
“Whatever they were missing. Freedom. Purpose. Permission to disappoint their parents.” A faint smile touches Edward’s lips. “Raglan filled the estate with writers, wanderers and earnest young people who thought Charlton was the centre of a new age.”<br>
<br>
You think of the buses he described filling Charlton. “And the locals objected?”<br>
<br>
“Some made a fortune from them. Others pretended to be scandalised while taking their money. Mayor Bartholomew Stitch objected because my brother had become more important than he was.”<br>
<br>
The name catches your attention. “What about Gladys?”<br>
<br>
“Ah. You were listening.” Edward’s gaze drops to your moving hands. “Gladys arranged much of it. She brought Raglan people who knew the old stories and customs of the area. Beatrice came with her.”<br>
<br>
You slow without meaning to. “What happened to them?”<br>
<br>
“There was an incident. Afterwards, Raglan spent what remained of our family’s wealth trying to repair the damage.” He looks out across the dead countryside. “Last I heard, he had gone quite mad and was living like a hermit somewhere beyond the town.”<br>
<br>
“With Gladys?” you ask.<br>
<br>
Edward’s mouth twists. “Perhaps. She was always hanging around him.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "CharltonCarePavilionEdwardScene">><<set $EdwardScene to "Hub">><<EdwardGemPowerCalcScore 1>><<DialogueDone "Edward" "AskRaglan">><<DialogueUnlock "Edward" "AboutGladys">><<DialogueUnlock "Edward" "AboutBartholomew">><<DialogueUnlock "Edward" "TheIncident">><</link>>
<<case "AskGladys">>
<<include "CharltonCarePavilionEdwardAskFraming">>
You try to keep your voice steady while Edward watches you work. “Who was that you mentioned? Gladys?”<br>
<br>
“Raglan’s friend,” Edward says, sarcasm dripping from the last word. “She wouldn’t leave his side back in the day. Of course, Raglan had his fair share of groupies.”<br>
<br>
You glance up. “They were involved?”<br>
<br>
“He always had a soft spot for her,” he replies, nodding. “He put her on a pedestal. I didn’t understand it. She was a pretty young thing.” He looks directly at you. “Though not quite as lovely as you.”<br>
<br>
Heat rises to your face. You find yourself grinning, and a titter escapes before you can swallow it. Your mouth tightens at the sound. “What happened to them?”<br>
<br>
“I never saw her again after the incident,” Edward says. “Like Raglan.” He snorts. “Maybe they are holed up somewhere, living in squalor together.” His eyes turn cold. “Not from our society, that one.”<br>
<br>
A smile appears across his lips. “Not that there is anything wrong with indulging in the common class.”<br>
<br>
His gaze travels over you. The words should repulse you. Instead, you end up smiling back at him.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "CharltonCarePavilionEdwardScene">><<set $EdwardScene to "Hub">><<EdwardGemPowerCalcScore 1>><<DialogueDone "Edward" "AskGladys">><<DialogueUnlock "Edward" "TheIncident">><</link>>
<<case "AskGem">>
<<include "CharltonCarePavilionEdwardAskFraming">>
The gemstone at Edward’s chest catches the light whenever he moves. You drag your attention back to his face.<br>
<br>
“You called that necklace a gift,” you say, carefully. “Where did it come from?”<br>
<br>
“My brother,” Edward replies. “Though the gift is not the stone itself. It is what the stone offers you.”<br>
<br>
He turns it between his fingers. Your gaze follows the movement.<br>
<br>
“A little calm. A little clarity,” he says. “You seem much less troubled when you stop fussing and listen.”<br>
<br>
The answer should sound ridiculous. Instead, your shoulders loosen. You have to remind yourself why you asked. “Did Raglan collect jewellery?”<br>
<br>
“Jewellery. Books. Antiquities. People.” Edward smiles at your puzzled expression. “Anything with a history, and anyone willing to become part of his.”<br>
<br>
You look from the stone to Edward. “And he gave this to you?”<br>
<br>
“Before everything went wrong. It is one of the few pieces of that life I have left.” His thumb passes over its smooth surface. “It helps a conversation along.”<br>
<br>
Your hands resume their work before you decide to move them. A slight smile forms just as quickly as your words do. “I thought I was the one helping you.”<br>
<br>
“You are, my dear.” Edward settles back against the pillows. “Very nicely.”<br>
<br>
His approval sends a warm little thrill through you. For a moment, all you want is to hear him say it again.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "CharltonCarePavilionEdwardScene">><<set $EdwardScene to "Hub">><<EdwardGemPowerCalcScore 1>><<DialogueDone "Edward" "AskGem">><<DialogueUnlock "Edward" "TheIncident">><</link>>
<<case "AskBartholomew">>
<<include "CharltonCarePavilionEdwardAskFraming">>
“You mentioned Bartholomew Stitch,” you say. “I only know of the Stitch who runs the school.”<br>
<br>
Edward’s expression hardens. “That wretched child. Even by his father’s standards, he comes up short. Bartholomew was his father. They share many qualities, but the genes have degraded as they have been passed down.”<br>
<br>
Edward’s lip curls. You wait for his contempt to pass. “What did Bartholomew do?”<br>
<br>
“He was mayor,” he replies. “A little man wearing a ceremonial chain who mistook municipal office for status.” Edward adjusts himself against the pillows. “Charlton had become crowded with visitors. Buses full of young people. Tents in the square. Shopkeepers changing their habits to prise coins from them. Bartholomew called it corruption.”<br>
<br>
You glance towards the window. “And your brother encouraged it?”<br>
<br>
“Raglan enjoyed an audience. The visitors enjoyed being told they were standing at the dawn of a new age.” A faint smile touches Edward’s lips. “For a time, my brother had more influence in Charlton than its mayor.”<br>
<br>
The answer sounds rehearsed. “So Bartholomew stopped him.”<br>
<br>
“He waited.” Edward’s smile disappears. “He whispered to the people around Raglan. Offered respectability to those who wanted more than flowers in their hair and mud on their shoes.”<br>
<br>
“Beatrice?” you prompt.<br>
<br>
Edward watches you silently. You keep working rather than fill the pause.<br>
<br>
“You ask a great many questions about her,” he says at last.<br>
<br>
You meet his eyes. “You still haven’t answered.”<br>
<br>
“No,” he agrees. “Bartholomew was very attentive to Beatrice. When the incident was over, Raglan was ruined and Bartholomew made himself indispensable to everyone left behind.”<br>
<br>
You keep your voice neutral. “Including Beatrice?”<br>
<br>
“Especially Beatrice.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "CharltonCarePavilionEdwardScene">><<set $EdwardScene to "Hub">><<EdwardGemPowerCalcScore 1>><<DialogueDone "Edward" "AskBartholomew">><<DialogueUnlock "Edward" "TheIncident">><</link>>
<<case "AskIncident">>
<<include "CharltonCarePavilionEdwardAskFraming">>
“You keep calling it an incident,” you say. “What actually happened?”<br>
<br>
For the first time, Edward’s smile leaves him completely.<br>
<br>
“The Night of the Blood Solstice,” he says. “That was the name people gave it afterwards. Dramatic, but not inaccurate.”<br>
<br>
You wait, but he offers nothing more. “Were you there?”<br>
<br>
“Near enough.” His gaze moves to the dead countryside outside. “Raglan gathered his followers on the land where this building now stands. There were bonfires, speeches and some ceremony planned for sunset. I was not invited to join them.”<br>
<br>
There is still resentment in his voice.<br>
<br>
“The evening had been warm,” he continues. “Then every breath turned white. The tree line shone yellow, bright enough to hurt, and people began screaming.”<br>
<br>
Your hands stop. Edward looks down at them, but does not correct you this time.<br>
<br>
“When the light vanished, the grass had turned grey. Some people wandered about as if they had forgotten their own names. Others never rose.”<br>
<br>
You look past him to the barren ground outside. “What caused it?”<br>
<br>
“If anyone knew, they never admitted it. Raglan was on his knees with his hands buried in the soil, promising he could put everything right.” Edward’s mouth tightens. “He spent years and what remained of our fortune trying.”<br>
<br>
You glance from the dead ground back to him. “And Beatrice?”<br>
<br>
“I saw Bartholomew lead her away beneath his coat. She could hardly walk, but she was alive.”<br>
<br>
Edward turns back towards the window. You let the silence sit before asking, “What happened to her after that?”<br>
<br>
His fingers return to the gemstone. “That is a longer story.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "CharltonCarePavilionEdwardScene">><<set $EdwardScene to "Hub">><<EdwardGemPowerCalcScore 1>><<DialogueDone "Edward" "AskIncident">><<DialogueUnlock "Edward" "BeatriceAfter">><</link>>
<<case "AskBeatriceAfter">>
<<include "CharltonCarePavilionEdwardAskFraming">>
“You said Bartholomew took Beatrice away,” you remind him. “What happened to her afterwards?”<br>
<br>
“What happens to any sensible person after a disaster,” Edward replies. “She adapted.”<br>
<br>
You think of the ruined land beyond the window. “Raglan lost everything, but Beatrice stayed?”<br>
<br>
“She had nowhere else to go. Bartholomew offered protection, a position and a respectable explanation for why she had been there.”<br>
<br>
You let him finish before pressing. “What explanation?”<br>
<br>
“That a group of outsiders had panicked during one of their foolish gatherings. Bartholomew kept certain names out of the newspapers. In return, the people attached to Raglan stopped contradicting him.”<br>
<br>
He lets the answer rest there. You do not. “And Beatrice?”<br>
<br>
“She helped. A respectable position within the community.” His eyes gleam. “At least, from the outside.”<br>
<br>
Edward watches you over his raised eyebrow. You wait. “What did she really do?”<br>
<br>
Edward raises an eyebrow. “How should I know? Other than prove useful.” He gives a dry chuckle. “In a town like Charlton, proving your usefulness can build quite a career.”<br>
<br>
You watch the amusement fade from his face. “So why is she hidden away now?”<br>
<br>
“Because the people around her stopped asking for her opinion. They wanted her quiet.” He glances towards the door. “Doctor Palmer has been particularly attentive to that.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "CharltonCarePavilionEdwardScene">><<set $EdwardScene to "Hub">><<EdwardGemPowerCalcScore 1>><<DialogueDone "Edward" "AskBeatriceAfter">><<DialogueUnlock "Edward" "AboutPalmer">><</link>>
<<case "AskPalmer">>
<<include "CharltonCarePavilionEdwardAskFraming">>
“Why would Doctor Palmer care what Beatrice remembers?”<br>
<br>
Edward studies you. “You work for the man. You tell me.”<br>
<br>
You think of Beatrice’s missing room number. “He doesn’t even let the nurses know where she is.”<br>
<br>
“Palmer prefers obedient patients and incurious staff. Beatrice is neither.”<br>
<br>
Edward lowers his voice. You lean closer so you do not miss a word.<br>
<br>
“If she is confused, why does anything she says matter?” you ask.<br>
<br>
“Confused is not the same as wrong. The people in this town have spent years quashing rumours from that night. Beatrice may be half-mad with age, but there are glimmers of her former self.” He smiles thinly. “When Palmer’s treatments allow her to remember.”<br>
<br>
Your eyes move towards the door. “The pills?”<br>
<br>
“You have seen what they do to the residents.”<br>
<br>
You have. The vacant smiles. The slow answers. The way questions slide away from them.<br>
<br>
“Then somebody should be checking on her.”<br>
<br>
“Somebody does.”<br>
<br>
You look at him. “You.”<br>
<br>
Edward’s pride returns with his smile. “My name still opens a few doors in the county. Palmer finds it easier to indulge me than to explain why he will not.”<br>
<br>
You straighten, putting a little distance between you again. “But nobody from the staff?”<br>
<br>
“Palmer removed her room from your lists for a reason, Charli.” He lifts the gemstone between his fingers. “It would be most unfortunate if a curious young nurse were to wander somewhere she had been told not to go.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "CharltonCarePavilionEdwardScene">><<set $EdwardScene to "Hub">><<EdwardGemPowerCalcScore 1>><<DialogueDone "Edward" "AskPalmer">><<DialogueUnlock "Edward" "BeatriceRoom">><</link>>
<<case "AskBeatriceRoom">>
<<include "CharltonCarePavilionEdwardAskFraming">>
“Her name is on my list,” you say. “Her room number has been removed.”<br>
<br>
“So you have mentioned.”<br>
<br>
You hold his gaze. “If she is really your old friend, you should want someone making certain she receives proper care.”<br>
<br>
“Are you questioning my concern for her?”<br>
<br>
“I’m questioning Palmer’s.”<br>
<br>
Edward’s fingers stop moving against the gemstone.<br>
<br>
“She needs more than one visitor,” you continue. “And I can’t check on her if I don’t know where she is.”<br>
<br>
He watches you for a long moment. You maintain your smile, even as the gemstone’s light catches in the corner of your eye.<br>
<br>
“Persistent today, aren’t you?” he says.<br>
<br>
The approval in his voice sends a warm thrill through you. You duck your head, suddenly conscious of the way he is smiling.<br>
<br>
“I’m trying to do my job, sir.”<br>
<br>
“Very well.” Edward settles back against his pillow. “Beatrice has a room on the second floor.”<br>
<br>
You glance upwards. “I didn’t even know we kept patients up there.”<br>
<br>
“The attic,” he explains. “There is a small set of stairs behind the door at the end of this corridor. Most of the staff mistake it for a cupboard.”<br>
<br>
You picture the corridor outside. “The door at the end of the first floor?”<br>
<br>
He nods. “Be careful, Charli. Doctor Palmer keeps Beatrice there for a reason. I would hate to see you dismissed for idle curiosity.”<br>
<br>
His smile broadens. “And I would miss our chats.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "CharltonCarePavilionEdwardScene">><<set $EdwardScene to "Hub">><<EdwardGemPowerCalcScore 1>><<DialogueDone "Edward" "AskBeatriceRoom">><<LocationKnown "CharltonCarePavilionBeatriceRoom">><</link>>
<</switch>><<if $TempCareEdwardSpongeBath is 0>>
You stand over him, smiling as he looks up at you. Around his neck the gem sparkles. He seems like a kind old man. You briefly wonder what he was like in his youth.<br>
<br>
<I>Concentrate.</i><br>
<br>
<<elseif $TempCareEdwardSpongeBath is 1>>
You run the sponge over his chest, dripping water over his chest hair. Edward stares back at you, smiling. Around his neck the gem sparkles. He seems like a kind old man. You briefly wonder what he was like in his youth.<br>
<br>
<I>Concentrate.</i><br>
<br>
<<elseif $TempCareEdwardSpongeBath is 2>>
You run your fingers over his chest, rubbing the soapy water through his chest hair. Edward stares back at you, smiling. Around his neck the gem sparkles. He seems like a kind old man. You briefly wonder what he was like in his youth.<br>
<br>
<I>Concentrate.</i><br>
<br>
<<elseif $TempCareEdwardSpongeBath is 3>>
You run the sponge over his prick and around his balls, smiling as you meet his eyes. Around his neck the gem sparkles. He seems like a kind old man. You briefly wonder what he was like in his youth.<br>
<br>
<I>Concentrate.</i><br>
<br>
<<elseif $TempCareEdwardSpongeBath is 4>>
You move your hand up and down over his shaft, stroking the erect meat as you stare up at him. Edward smiles and the gem sparkles. He seems like a kind old man. You briefly wonder what he was like in his youth.<br>
<br>
<I>Concentrate.</i><br>
<br>
<</if>>/* Quest23 G10c: shared ask-menu (v3 UAT enhancement - nine-topic tree). One-shot latches: an unlatched
ask would loop lore + farm EdwardGemPowerCalcScore. Unlock chain: Beatrice/Gem/Raglan open Incident;
Raglan also opens Gladys + Bartholomew; Incident -> BeatriceAfter -> Palmer -> BeatriceRoom (the room
grant, moved here from the old AskBeatrice). Fallback "Change topics" appears when no asks remain so
the ladder can't dead-end. Gem score resets each visit (scene-entry link), so the 5-deep critical
path is winnable in one pass for a sub-40 Orientation player who asks only the spine. */
<<set _EdwardAskAvailable to false>>
<<DialogueSpoken "Edward" "AskBeatrice">>
<<if _Discussed is false>><<set _EdwardAskAvailable to true>><<link "Ask how he knows Beatrice" "CharltonCarePavilionEdwardScene">><<set $EdwardScene to "AskBeatrice">><</link>><br><</if>>
<<DialogueSpoken "Edward" "AskGem">>
<<if _Discussed is false>><<set _EdwardAskAvailable to true>><<link "Ask about the gemstone" "CharltonCarePavilionEdwardScene">><<set $EdwardScene to "AskGem">><</link>><br><</if>>
<<DialogueSpoken "Edward" "AskRaglan">>
<<if _Discussed is false>><<set _EdwardAskAvailable to true>><<link "Ask about Raglan" "CharltonCarePavilionEdwardScene">><<set $EdwardScene to "AskRaglan">><</link>><br><</if>>
<<DialogueUnlockCheck "Edward" "AboutGladys">><<DialogueSpoken "Edward" "AskGladys">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<set _EdwardAskAvailable to true>><<link "Ask about Gladys" "CharltonCarePavilionEdwardScene">><<set $EdwardScene to "AskGladys">><</link>><br><</if>>
<<DialogueUnlockCheck "Edward" "AboutBartholomew">><<DialogueSpoken "Edward" "AskBartholomew">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<set _EdwardAskAvailable to true>><<link "Ask about Bartholomew Stitch" "CharltonCarePavilionEdwardScene">><<set $EdwardScene to "AskBartholomew">><</link>><br><</if>>
<<DialogueUnlockCheck "Edward" "TheIncident">><<DialogueSpoken "Edward" "AskIncident">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<set _EdwardAskAvailable to true>><<link "Ask what happened during the incident" "CharltonCarePavilionEdwardScene">><<set $EdwardScene to "AskIncident">><</link>><br><</if>>
<<DialogueUnlockCheck "Edward" "BeatriceAfter">><<DialogueSpoken "Edward" "AskBeatriceAfter">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<set _EdwardAskAvailable to true>><<link "Ask what happened to Beatrice afterwards" "CharltonCarePavilionEdwardScene">><<set $EdwardScene to "AskBeatriceAfter">><</link>><br><</if>>
<<DialogueUnlockCheck "Edward" "AboutPalmer">><<DialogueSpoken "Edward" "AskPalmer">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<set _EdwardAskAvailable to true>><<link "Ask why Palmer keeps Beatrice apart" "CharltonCarePavilionEdwardScene">><<set $EdwardScene to "AskPalmer">><</link>><br><</if>>
<<DialogueUnlockCheck "Edward" "BeatriceRoom">><<DialogueSpoken "Edward" "AskBeatriceRoom">><<LocationKnownCheck "CharltonCarePavilionBeatriceRoom">>
<<if _DialogueUnlockCheck is true and _Discussed is false and _LocationKnownCheck is false>><<set _EdwardAskAvailable to true>><<link "Ask where Edward visits Beatrice" "CharltonCarePavilionEdwardScene">><<set $EdwardScene to "AskBeatriceRoom">><</link>><br><</if>>
<<if _EdwardAskAvailable is false>>
<<link "Change topics" "CharltonCarePavilionEdwardScene">><<set $EdwardScene to "Hub">><</link>><br>
<</if>><b>Charlton Care Pavilion - Bathroom</b><br>
<<if setup.period[$periodCurrent] is "Evening" or setup.period[$periodCurrent] is "Night">>
<img src="./images/CharltonCarePavilionBathroom_night.png"><br>
<<else>>
<img src="./images/CharltonCarePavilionBathroom.png"><br>
<</if>>
A warm, wood-paneled visitor bathroom with accessible fixtures, frosted windows, and the soft institutional calm of the Care Pavilion.<br>
<<include "EventsCharltonCarePavilionBathroom">>
<<if _currentEvent is undefined>>
<br>
<<ActionsHeader>>
<<link "Go back to the lobby" "CharltonCarePavilionLobby">><</link>>
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<if _currentEvent is "ChristinaTransform">>
<br>
The lock on the door is a simple bolt. You slide it across before you do anything else. Then you look around. You see yourself looking back in the mirror. The amulet is already warm. You can feel it pulsing in time with your heartbeat, anticipating the change.<br>
<br>
You take out the business card and turn it once in your fingers. The pink heart catches the strip light. The yellow-amber traces inside its shape stir as you hold it. You take a breath.<br>
<br>
<<ActionsHeader>>
<<link "Try to transform into Christina" "CharltonCarePavilionBathroomTransform">><<Transform "Christina">><<EventsCheckEnd "CharltonCarePavilionBathroom" "ChristinaTransform">><</link>>
<</if>>
<<if _currentEvent is "ChristinaWaitOut">>
<br>
<<if $ItemState.amulet.charge gte 2>>
You take a breath. The amulet sits warm against your chest, its charge restored.<br>
<br>
<<ActionsHeader>>
<<link "Recite the spell" "CharltonCarePavilionBathroomWait">><<set $BathroomWait to "TransformBack">><<EventsCheckEnd "CharltonCarePavilionBathroom" "ChristinaWaitOut">><</link>>
<<elseif setup.period[$periodCurrent] is "Night">>
You sit in the dark with your back against the wall, listening to the building settle around you. The hours crawl.<br>
<br>
Sitting on a toilet lid, in a cheerleader’s uniform, in someone else’s body. The indignity of it gnaws at you, and you find yourself growing frustrated. Why are you even hiding in here? Who cares if anyone sees you? You could just cast a spell on them.<br>
<br>
You shudder. The thoughts arrive fully formed, in a voice that wasn’t quite yours. Christina’s thoughts, starting to invade your own.<br>
<br>
Then, somewhere in the small hours, you feel it. A faint warmth against your chest as the amulet finally stirs.<br>
<br>
You close your hand around it. Weak, but enough.<br>
<br>
<<ActionsHeader>>
<<link "Recite the spell" "CharltonCarePavilionBathroomWait">><<AmuletChargeOveride 2>><<set $BathroomWait to "TransformBack">><<EventsCheckEnd "CharltonCarePavilionBathroom" "ChristinaWaitOut">><</link>>
<<else>>
You touch the amulet through Christina’s blouse. Cold. Inert. It needs more time before it can carry you back.<br>
<br>
You lower the toilet lid and sit down to wait, listening to the muffled sounds of the Pavilion. Trolleys. Doors. The occasional squeak of a nurse’s shoes going past. Nobody tries the bathroom.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the amulet to recharge" "CharltonCarePavilionBathroomWait">><<TimeChange>><<set $BathroomWait to "Wait">><</link>>
<</if>>
<</if>><<if $current.avatar is "Christina">>
"From this item, I see you in your time of need," you say. "Now form shape to the person I see within."<br>
<br>
Pain courses across your skin as the magic floods out from around your neck. You bite down on a shriek as you feel your body shift, your vision blurred by yellow-amber energy.<br>
<br>
<I>Icy blue eyes,</i> you think, focusing on her image in your mind. <I>Long blonde hair pulled back tight against the scalp. A toned, athletic body. Lips painted in the perfect rose-pink she's never seen without. The tailored red-and-white uniform.</i><br>
<br>
The magic flows over you. Bolts flash across your eyes and burn against your skin. You clutch your changing waist, holding back the urge to retch. Long blonde hair falls forward over your eyes. A pair of trainers clamp around your feet as they shrink. The room spins and seems to tilt around you.<br>
<br>
<<if $PlayerCharacter.female is true>>
Your rib cage shifts and cracks as your bones change, pulling your waist tight. Then, with a final shudder, the anguish passes.<br>
<<else>>
Your rib cage crunches and cracks as your bones change, pulling your waist tight. Then, with a final shudder, the anguish passes.<br>
<</if>>
<br>
You take a deep breath, then stand up straight. The mirror over the sink shows Christina staring back at you. Cold. Immaculate. Even your own reflection seems to glare.<br>
<<else>>
Fingering the business card, you sense the amulet. Inert and cold. It hasn't held enough charge for the change.<br>
<br>
You slip the card back into your pocket. You'll need to find a way to recharge it before you try again.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Go back to the lobby" "CharltonCarePavilionLobby">><</link>>You head towards the entrance doors, Christina’s trainers squeaking on the polished tiles. Through the glass window you see the front lawn, and beyond it the road back into town.<br>
<br>
And you stop. You catch your reflection. Icy blue eyes stare back at you from under scraped-back blonde hair.<br>
<br>
You can’t walk through town wearing Chrissie’s face. She has a life out there. A job, a squad, people who know her. One wrong sighting and questions start getting asked that you can’t afford to have answered.<br>
<br>
<<NPCLocationCheck "Sheryl">>
<<if _NPCLocationCheck is "CharltonCarePavilionLobby">>
You glance back across the lobby. Sheryl is on the phone, nodding along to somebody’s complaint, her attention elsewhere. Moving quickly, you slip back down the corridor and into the bathroom.<br>
<<else>>
The lobby sits empty behind you. Even so, you keep your head down as you rush back down the corridor and into the bathroom.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Lock the door behind you" "CharltonCarePavilionBathroom">><<EventTrigger "CharltonCarePavilionBathroom" "ChristinaWaitOut" null null null null null null true>><</link>><<switch $BathroomWait>>
<<case "Wait">>
Time crawls by. You shift on the toilet lid, stretching your legs when they threaten to cramp. Beyond the door the Pavilion carries on without you, oblivious.<br>
<br>
Eventually, you reach for the amulet again.<br>
<br>
<<ActionsHeader>>
<<link "Check the amulet" "CharltonCarePavilionBathroom">><<set $BathroomWait to undefined>><</link>>
<<case "TransformBack">>
<<TransformBack>>
You clutch the amulet and fix your own face in your mind. The words come easily now, known off by heart.<br>
<br>
“From this item, I see you in your time of need. Now form shape to the person I see within.”<br>
<br>
The energy jolts out of the emerald and magic crackles across your body. Blonde hair recedes, bones stretch and crack, and you bite down hard against the pain. Then, with a final shudder, it passes.<br>
<br>
You steady yourself against the sink and look up. Your own reflection looks back at you from the mirror. You let out a long breath, straighten up, and slide the bolt open.<br>
<br>
<<ActionsHeader>>
<<link "Leave the Care Pavilion" "CharltonCarePavilionEntrance">><<set $BathroomWait to undefined>><</link>>
<</switch>><<switch $CharliWork>>
<<case "WaitPalmer">>
You stand to the side of the reception area, waiting patiently. Sheryl continues to work, answering phones and typing on her clunky keyboard.<br>
<br>
<<if setup.period[$periodCurrent] is "Morning">>
<<NPCKnownCheck "Palmer">>
<<if _NPCKnownCheck is false>>
A side door quietly opens and out steps an aging man, dressed in a white doctor’s coat. Quietly composed, greying temples, kind eyes behind wire-rimmed spectacles. He smiles warmly when he sees you. “Ah! Good morning, Charli. Early bird gets the worm!”<br>
<<else>>
A side door quietly opens and out steps Doctor Palmer, dressed in a white doctor’s coat. He smiles warmly when he sees you. “Ah! Good morning, Charli. Early bird gets the worm!”<br>
<</if>>
<br>
You smile at his joke, giggling. It comes out high-pitched. Palmer smiles at you, warm and friendly. He’s such a sweet old man, you think.<br>
<br>
Palmer holds out a clipboard for you. “Here’s your assignments. Nothing special, today. Just the regular routine.” He smiles warmly. “But I’ll still be assessing you.”<br>
<br>
You take the clipboard, glancing down at it. You feel him watching you casually and you feel flushed at the attention.<br>
<br>
<I>Get ahold of yourself. This is your boss right now.</i><br>
<br>
<<ActionsHeader>>
<<link "Look over the clipboard" "CharltonCarePavilionWorking">><<set $CharliWork to "Clipboard">><<NPCKnown "Palmer">><</link>>
<<else>>
<<NPCKnownCheck "Palmer">>
<<if _NPCKnownCheck is false>>
A side door quietly opens and out steps an aging man, dressed in a white doctor’s coat. Quietly composed, greying temples, kind eyes behind wire-rimmed spectacles. He smiles warmly when he sees you, but shakes his head. “Late again Charli? You really need to buy an alarm clock. Or do you need a prescription to help with your sleep?”<br>
<<else>>
A side door quietly opens and out steps Doctor Palmer, dressed in a white doctor’s coat. He smiles warmly when he sees you. “Late again Charli? You really need to buy an alarm clock. Or do you need a prescription to help with your sleep?”<br>
<</if>>
<br>
You smile at him, giggling. It comes out high-pitched. Palmer shakes his head at you, but his look is warm and friendly. He’s such a sweet old man, you think.<br>
<br>
Palmer holds out a clipboard for you. “Here’s your assignments. Nothing special, today. Just the regular routine.” He gives you a look. “You can ignore the morning’s activities. I’ll have to dock your efforts today, though.”<br>
<br>
You take the clipboard, glancing down at it. You feel him watching you casually and you feel flushed at the attention.<br>
<br>
<I>Get ahold of yourself. This is your boss right now.</i><br>
<br>
<<ActionsHeader>>
<<link "Look over the clipboard" "CharltonCarePavilionWorking">><<set $CharliWork to "Clipboard">><<NPCKnown "Palmer">><<PalmerDisapproval 1>><</link>>
<</if>>
<<case "Clipboard">>
The clipboard has a schedule, handwritten in scrawled Doctor’s handwriting.<br>
<br>
<span class="Palmer-handwriting">
Morning - Physio / exercise - Take the residents from the recreation room out to the patio for fresh air<br>
Lunchtime - Prescription assignments - Make sure the residents take their medicine with their meal<br>
Afternoon - Resident check-in (All) - Check in with the rest of the residents<br>
</span>
<br>
Underneath the schedule is a list of patients and their rooms. You notice that Beatrice Evans is listed, but her room number has been removed.<br>
<br>
Looking back up, Palmer continues to watch you. “All good, Charli? Ready to begin? If you struggle, come see me.” He arches an eyebrow. “You might be overdoing it, with the supermarket and here. I’m worried about you.”<br>
<br>
“It’s okay, Dr. Palmer,” you purr. “But really, that’s so kind.”<br>
<br>
You taste your lip-gloss as you realise you’re biting down on your lip. Quickly, you shake it off. Palmer gives you a friendly smile, then walks off. And you catch yourself watching him, waiting to see if he turns back to look at you.<br>
<br>
He doesn’t. Instead, you meet Sheryl’s gaze. She shakes her head and turns back to her computer.<br>
<br>
You’re going to have to be really careful in this body.<br>
<br>
<<ActionsHeader>>
<<link "Start your shift and walk into the Care Pavilion" "CharltonCarePavilionWorking">><<set $CharliWork to undefined>><<DailyVariableAdd "CharliWorking">><</link>>
<<case "MorningMaxwell">>
You release the brake on Maxwell's chair and take the handles. He glances back at you over his shoulder, the slow easy grin sliding into place.<br>
<br>
"Knew you'd pick old Max," he murmurs. "Smart girl."<br>
<br>
Behind you, you hear the soft click of Francesca's wheels. She's wrestling her own brake, hands shaky on the lever. She gives you a brave little smile and pushes off, the chair moving in a careful, unsteady line toward the corridor.<br>
<br>
Then Maxwell's hand finds yours on the handle of his chair, papery and warm. He just lays it over yours, massaging your fingers gently. "Eyes on the road, sweetheart."<br>
<br>
You should pull your hand away. But you don’t. As you start pushing him forward, his hand stays where it is. You feel the slow rise and fall of his breath through it. And against your better judgement, you find yourself smiling down at the back of his head.<br>
<br>
“Just on the road, Mr. Mendel?” you let slip.<br>
<br>
He cranes his neck to look at you. You see it taking more effort than is comfortable. “You minx,” he mutters with a grin.<br>
<br>
<<ActionsHeader>>
<<link "Go out to the patio" "CharltonCarePavilionWorking">><<set $CharliWork to "MorningPatio">><<set $TempCharliWorkMorning to "Maxwell">><</link>>
<<case "MorningFrancesca">>
You step around Maxwell's chair and release the brake on Francesca's. She glances up at you, surprised, then her mouth softens into a grateful smile. "Oh. Thank you, dear. That's very kind."<br>
<br>
Behind you, you hear the clunk of Maxwell wrestling his own brake, the chair shuddering backward an inch and then forward as he grunts.<br>
<br>
"Don't mind me, then," he calls after you, lazy and pleased with himself. "Don’t mind the view back here."<br>
<br>
You glance over your shoulder, seeing Maxwell leering as he makes no secret of watching your bum. A smile forms on your face. The thought of being desired even by an old man seems to cause butterflies in your stomach.<br>
<br>
You start wheeling Francesca toward the corridor. She tilts her head back to look up at you as you go. "You're a kind girl, Charli," she says, patting your hand on the handle. "Such a kind girl."<br>
<br>
You smile down at her, but your eyes keep finding their way back to Maxwell, who is trying to keep up. He's watching you push Francesca out, his gaze still settling lower than your face. When he catches you looking back, his grin widens.<br>
<br>
You face front and keep walking.<br>
<br>
<<ActionsHeader>>
<<link "Go out to the patio" "CharltonCarePavilionWorking">><<set $CharliWork to "MorningPatio">><<set $TempCharliWorkMorning to "Francesca">><</link>>
<<case "MorningPatio">>
The paving slabs are unkempt and uneven. Rusting patio furniture is scattered across the ground. The countryside looms far away in the distance.<br>
<br>
<<if $TempCharliWorkMorning is "Francesca">>
You park Francesca's chair near the edge of the patio. She takes in a deep breath, eyes closing for a moment.<br>
<br>
"Oh, that's lovely," she murmurs. "Fresh air. They don't open the doors enough in there."<br>
<br>
Behind you comes the dull scrape of rubber on stone. Maxwell has rolled himself out, slow but steady. He brings his chair to a stop beside Francesca's, glances at the view, and snorts.<br>
<br>
"Not much to look at, is it?" His eyes drift to you instead. "I remember when all this was in bloom. Roses, hedges, the whole works. Now it's just dirt waiting for the next one of us to be put in it."<br>
<br>
Francesca blinks. "When was that?"<br>
<br>
Maxwell turns to you, the easy smile back. "See? Mind's gone, sweetheart. Whole thing." He taps his temple with one finger. "Not like me. Max still works. All of him."<br>
<br>
You don't know where to look. But your body chooses for you. Down at the blanket, hung over his legs.<br>
<br>
After a moment he sets his hands on the arms of his chair. "Reckon I'll get myself over to the bench. Sun feels good."<br>
<br>
"Oh, Maxwell, you shouldn't overexert yourself," Francesca says, leaning forward in her chair. "You'll do yourself a mischief."<br>
<br>
He waves her off without looking, his eyes still on you. "Still in the prime of my life, Fran. Don't worry about old Max."<br>
<br>
Maxwell pushes himself up and the chair shudders. His arms are shaking by the time he's on his feet. His knees don’t quite lock and he staggers forward. He takes one step, then another, and almost goes over sideways. He catches himself on the back of his own chair, breathing hard, but he doesn't sit back down.<br>
<<else>>
You park Maxwell's chair near the edge of the patio. He looks straight ahead at the view, drawing in a long appreciative breath.<br>
<br>
"Lovely view," he says, except his eyes are on you when he says it.<br>
<br>
Francesca rolls herself out behind, slower but steady. She brings her chair to a stop next to Maxwell's. "Oh, that's nice. Fresh air."<br>
<br>
He snorts. "Used to be better than this. I remember when all this was in bloom. Roses, hedges, the whole works. Now it's just dirt waiting for the next one of us to be put in it."<br>
<br>
Francesca blinks. "When was that?"<br>
<br>
Maxwell turns his head to you, the easy smile back. "See? Mind's gone, sweetheart. Whole thing." He taps his temple with one finger. "Not like me. Max still works. All of him."<br>
<br>
His hand brushes against your arm as he says it. You smile back at him before you can stop yourself. “I’m sure you do, Mr. Mendel.”<br>
<br>
A grimace follows just as fast as the blush.<br>
<br>
He grins at you, but after a moment he sets his hands on the arms of his chair. "Reckon I'll get myself over to the bench. Sun feels good."<br>
<br>
"Oh, Maxwell, you shouldn't overexert yourself," Francesca says, leaning forward in her chair. "You'll do yourself a mischief."<br>
<br>
He waves her off without looking, his eyes still on you. "Still in the prime of my life, Fran. Don't worry about old Max."<br>
<br>
Maxwell pushes himself up and the chair shudders. His arms are shaking by the time he's on his feet. His knees don’t quite lock and he staggers forward. He takes one step, then another, and almost goes over sideways. He catches himself on the back of his own chair, breathing hard, but he doesn't sit back down.<br>
<br>
You feel yourself wanting to step forward and steady him. You can't tell if it's concern or it’s this body talking.<br>
<</if>>
<br>
<<ActionsHeader>>
<<MaxwellStatOptionAssert>>
<<StatCheckAssertive "gt" _MaxwellStatOption>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to convince him to sit back down">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "CharltonCarePavilionWorking">><<set $CharliWork to "MorningConvincePass">><</link>><br>
<<else>><<link _StatAssertiveProbability "CharltonCarePavilionWorking">><<set $CharliWork to "MorningConvinceFail">><<Assertive 1>><</link>><br><</if>>
<<link "Grab his arm and help him" "CharltonCarePavilionWorking">><<set $CharliWork to "MorningGrabArm">><</link>><br>
<<link "Leave him to himself" "CharltonCarePavilionWorking">><<set $CharliWork to "MorningLeave">><</link>>
<<case "MorningConvincePass">>
Your hand starts to move toward his arm before you catch it. You curl your fingers in and force them back to your side.<br>
<br>
"Mr. Mendel." Your voice comes out steadier than you'd expected. "Please sit down."<br>
<br>
He doesn't react at first, still leaning hard against the back of his own chair. The smile flickers. "Come on, Charli, don't be like that. I just need a minute."<br>
<br>
"You're going to fall, Mr. Mendel." You step round to face him properly, keeping your hands clasped in front of you. "You've gone white. Sit down, and I'll wheel you over to the bench when you've caught your breath."<br>
<br>
He looks at you for a long moment. The easy charm cools into something more measured, and for once you can see him reading you instead of looking at you.<br>
<br>
Then he eases himself back down into the chair. His arms tremble as he lowers and he lets out a low breath as he settles. "Smart girl," he murmurs. The smile is back, but smaller now. "After all, my son’s paying for me to be chauffeured around."<br>
<br>
Francesca sighs in her own chair. "There. That's better. It’s lovely out here, even without Beatrice and Edward."<br>
<br>
You take the opportunity to interject. “Beatrice?”<br>
<br>
Maxwell glances at her, then back at you. "You know, Beatrice Evans. Or does Palmer keep you away from her too?” He snorts. “Only person that seems to get to visit her is Edward.”<br>
<br>
“Edward is such a charming man,” Francesca mutters. “Beatrice is such a lucky girl.”<br>
<br>
“Where is Beatrice’s room?” you try.<br>
<br>
Francesca looks back to you, her aging shoulders shrugging. “I wouldn’t know, dear. But I’m sure Edward would.”<br>
<br>
Behind you, the soft squeak of a shoe. Dr Palmer is standing in the doorway, watching. When you catch his eye, he gives you a quiet, approving nod and steps back inside.<br>
<br>
The morning passes. Other residents join the three of you, and soon enough they all begin to complain about the cold. Eventually, they leave you on the patio. Maxwell grins as he moves off last.<br>
<br>
<<ActionsHeader>>
<<link "Continue your shift" "CharltonCarePavilionWorking">><<TimeChange>><<LocationKnown "CharltonCarePavilionEdwardRoom">><<set $CharliWork to undefined>><<set $TempCharliWorkMorning to undefined>><</link>><br>
<<link "Take a break" "CharltonCarePavilionCorridor">><<TimeChange>><<LocationKnown "CharltonCarePavilionEdwardRoom">><<set $CharliWork to undefined>><<set $TempCharliWorkMorning to undefined>><</link>>
<<case "MorningConvinceFail">>
Your hand starts to move toward his arm before you catch it. You curl your fingers in and force them back to your side.<br>
<br>
"Mr. Mendel." Your voice doesn't come out as steady as you'd hoped. "You should sit back down. Please."<br>
<br>
Maxwell glances at you, his grin not changing. He doesn't move.<br>
<br>
"I’m fine, sweetheart. Just give me a minute." He plants his weight on his back leg and shifts his hips. The chair behind him squeaks as he almost buckles. He winces, but he retains the grin. "I've still got a bench to make."<br>
<br>
"You're going to hurt yourself,” you try again.<br>
<br>
"I’m used to a bit of rough and tumble," he chuckles, then lifts the other foot. He staggers forward, almost ending up collapsing to the floor. He catches himself on his own chair and stops there, breathing hard.<br>
<br>
Francesca looks between you both, her hands tightening in her lap. You feel your own weight shifting forward. The pull to reach out and put his weight on you, sharing the burden.<br>
<br>
<<ActionsHeader>>
<<link "Grab his arm and help him" "CharltonCarePavilionWorking">><<set $CharliWork to "MorningGrabArm">><</link>><br>
<<link "Leave him to himself" "CharltonCarePavilionWorking">><<set $CharliWork to "MorningLeave">><</link>>
<<case "MorningGrabArm">>
Your body moves before you even decide. You're already stepping in, hand closing around his upper arm, the other catching his elbow. He leans into you, clutching your arm.<br>
<br>
"Thanks, sweetheart,” he says. “Just to the bench."<br>
<br>
You walk him forward. He is lighter than you expected, but he leans on you more than he should. His hand holds on to your waist for balance, fingers spreading wide against your hip. You feel a stirring within your body. A man’s hand, digging into your waist. When he meets your eyes, you smile at him.<br>
<br>
The bench is only a few yards away. As you draw near to it, he sinks onto it with a long exhale, eyes closing for a moment. When they open again, the lazy smile is right back where it was.<br>
<br>
"That's a good girl. Thank you."<br>
<br>
You bury the giggle forming. A warmth spreads through your chest before you can stop it. You look away from him, trying to break his hold over you, and meet Francesca’s eyes. She watches you from her chair, smiling with a confused look. “You’ve left me all alone, Maxwell,” she mutters. “And I don’t even have Beatrice and Edward for company.”<br>
<br>
“I’m just over here, you old crone,” Maxwell quips. Looking back towards him, you see him shaking his head. “She can’t live without me.” A fresh grin forms. “Still got it.”<br>
<br>
“Yes you have,” you murmur, grinning. He cackles, not noticing you wince at hearing your voice. You attempt to refocus. “Beatrice?”<br>
<br>
Maxwell glances at Francesca, then back at you. "You know, Beatrice Evans. Or does Palmer keep you away from her too?” He snorts. “Only person that seems to get to visit her is Edward.”<br>
<br>
“Edward is such a charming man,” Francesca mutters. “Beatrice is such a lucky girl.”<br>
<br>
“Where is Beatrice’s room?” you try.<br>
<br>
Francesca looks back to you, her aging shoulders shrugging. “I wouldn’t know, dear. But I’m sure Edward would.”<br>
<br>
Behind you, the soft squeak of a shoe. Dr Palmer is standing in the doorway, watching. When you catch his eye, he gives you a quiet, approving nod and steps back inside.<br>
<br>
Maxwell and Francesca sit for a minute. Only the sound of pigeons breaks the silence. Francesca rubs her shoulders through her shawl. “It’s cold this morning.”<br>
<br>
“Too right," Maxwell replies. He grins again. “Could do with a bit of body heat next to mine.” He pats his thigh through the blanket thrown over his legs and arches an eyebrow at you. “Reckon you'd fit nicely right here. Why don’t you take a seat on my lap and keep Max warm?"<br>
<br>
You feel the heat rising up your neck. Your knees are already wanting to bend.<br>
<br>
<<ActionsHeader>>
<<MaxwellStatOptionRequest>>
<<StatCheckOrientation "lt" _MaxwellStatOption>>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to resist the compulsion to sit down">>
<<if _StatCheckOrientation is true>><<link _StatOrientationProbability "CharltonCarePavilionWorking">><<set $CharliWork to "MorningResistPass">><<LocationKnown "CharltonCarePavilionEdwardRoom">><</link>><br>
<<else>><<link _StatOrientationProbability "CharltonCarePavilionWorking">><<set $CharliWork to "MorningResistFail">><<LocationKnown "CharltonCarePavilionEdwardRoom">><</link>><br><</if>>
<<link "Give in to the compulsion" "CharltonCarePavilionWorking">><<set $CharliWork to "MorningResistFail">><<Orientation 1>><<LocationKnown "CharltonCarePavilionEdwardRoom">><</link>>
<<case "MorningResistPass">>
Your knees twitch toward him before you catch yourself, but you quickly shift your weight back onto your heels and force your hands behind your back. "That wouldn't be appropriate, Mr. Mendel."<br>
<br>
The lazy smile slides away, just slightly. A titter escapes his dry lips. "Course not, sweetheart. Just an old man's bad joke. Wouldn't want to embarrass you."<br>
<br>
The morning passes. Other residents drift out to join the three of you, fussing with their blankets and complaining about the chill. Eventually, they leave you on the patio. Maxwell grins as he moves off last.<br>
<br>
<<ActionsHeader>>
<<link "Continue your shift" "CharltonCarePavilionWorking">><<TimeChange>><<set $CharliWork to undefined>><<set $TempCharliWorkMorning to undefined>><</link>><br>
<<link "Take a break" "CharltonCarePavilionCorridor">><<TimeChange>><<set $CharliWork to undefined>><<set $TempCharliWorkMorning to undefined>><</link>>
<<case "MorningResistFail">>
Your knees twitch toward him before you catch yourself. You try to shift your weight back, but your body doesn't listen. It falls towards him. A moment later and you feel yourself sitting on his cold blanket. “If it will keep you warm, Mr. Mendel.”<br>
<br>
"There's a good girl," Maxwell murmurs. He wraps his arms around your waist almost at once, resting his cracked hands on your thighs. The nurse’s uniform is short enough that his cold fingers touch your skin just below the hem.<br>
<br>
A smile spreads on your face before you can stop it. His cold digits gently rub against your flesh, chilling them with the touch.<br>
<br>
“My son is always complaining about the cost of this place,” Maxwell murmurs into your ear. “But I think it’s good value.”<br>
<br>
“We aim to please,” you hear yourself say. He shifts in his seat. It’s enough to make you wriggle. His hands pull at your waist, drawing you closer back against him. "That's it. Just like that." He sighs, contented.<br>
<br>
Over on the patio, Francesca turns her face out toward the countryside. She doesn't look at you again.<br>
<br>
The morning passes. Other residents drift out to join the patio, fussing with their blankets and complaining about the chill. A few cast an eye at you and Maxwell, but it’s momentary and fleeting. Eventually, they leave you on the patio. Maxwell keeps his hands wrapped around you the whole time, until eventually he asks to go back in.<br>
<br>
You help him to his chair, pushing down the slight disappointment in not having a body against yours.<br>
<br>
<<ActionsHeader>>
<<link "Continue your shift" "CharltonCarePavilionWorking">><<TimeChange>><<Orientation 1>><<set $CharliWork to undefined>><<set $TempCharliWorkMorning to undefined>><</link>><br>
<<link "Take a break" "CharltonCarePavilionCorridor">><<TimeChange>><<Orientation 1>><<set $CharliWork to undefined>><<set $TempCharliWorkMorning to undefined>><</link>>
<<case "MorningLeave">>
Your body tries to move before you can decide, but you fight against it. You force your feet to move away from him. Just a step. Then another.<br>
<br>
He looks at you, the smile fading as he registers what you've done. "Charli?"<br>
<br>
You don't answer. For a second longer he holds on to the back of his chair, breathing through his nose. And then his arm gives.<br>
<br>
He goes down sideways, one knee folding under him, his hand scraping along the wheel as he tries to catch the chair on the way down. He groans as he hits the floor.<br>
<br>
"Maxwell, oh, oh dear." Francesca's hands fly to her mouth.<br>
<br>
He waves her off without looking. "I'm fine, Fran. I'm fine."<br>
<br>
You watch him pull himself back up against the chair, joint by joint. His arms shake. He uses the seat to turn around, slowly dropping back into the chair. You notice he doesn’t look at you whilst he does it.<br>
<br>
When he's settled, he straightens his blanket. “Warmer in this chair, anyway.”<br>
<br>
You feel another set of eyes on you. Glancing up, over in the doorway, Doctor Palmer is standing very still as he watches you. When you catch his eye, he marks something on his clipboard and steps back inside.<br>
<br>
The morning passes. Other residents drift out to join the patio, fussing with their blankets and complaining about the chill. Maxwell doesn't speak to you again.<br>
<br>
<<ActionsHeader>>
<<link "Continue your shift" "CharltonCarePavilionWorking">><<TimeChange>><<PalmerDisapproval 1>><<set $CharliWork to undefined>><<set $TempCharliWorkMorning to undefined>><</link>><br>
<<link "Take a break" "CharltonCarePavilionCorridor">><<TimeChange>><<PalmerDisapproval 1>><<set $CharliWork to undefined>><<set $TempCharliWorkMorning to undefined>><</link>>
<<case "LunchMeds">>
You push through the swing doors into the recreation room. The place is quieter than it should be for half a dozen people. Plastic trays of mushed-up food sit untouched on the tables in front of the weathered armchairs, and the residents in those chairs are just as inert. They stare at nothing, off into the distance, mouth slightly open.<br>
<br>
A medicine trolley is parked against the far wall. A clipboard rests on top, lined with names. You pick it up. Every name on the list has a pen stroke through it, except one. Meredith Sermon. Room 4B. Two pink pills, one yellow.<br>
<br>
You look around the room. Only one woman seems awake. Late sixties, white hair pinned up, hands gripping the arms of her chair so hard the knuckles are free of blood. She's watching you with fear. "Don't give me them, dear. Please. I'm begging you. Don't."<br>
<br>
You smile at her, but frown. Her eyes flick over to the trolley, then back to you. Her hand slowly gestures you forward. You step close, leaning in. “Can I help?”<br>
<br>
“Look at them,” she whispers croakily. Her eyes move to the other residents. They pay no attention to her, staring vacantly off into nothing.<br>
<br>
“That's what they do. You hold them in your mouth and you sit, and they take half the day off you. You wake up and you've missed it. Don’t make me take them. Please. He…”<br>
<br>
Her words fall away as her eyes focus on something behind you. You turn to see Doctor Palmer looking in, a smile on his face but matched with a frown. He arches his eyebrow at you.<br>
<br>
“I’m sure they are good for you,” you murmur. But Meredith shakes her head and crosses her arms.<br>
<br>
“I won’t,” she whispers low enough for him not to hear. "Beatrice doesn't take them. He just lets her stay up in her room. She gets special treatment.” A snort. “For what she did. He’s forgotten about the rest of us.”<br>
<br>
You glance back to see Palmer watching. “Please,” you hear Meredith mutter. “Just this once. Tell him I took them. It'll be our secret. I'll be quiet. I'll sit and stare like the rest. Please."<br>
<br>
You stare back down at the pleading woman. She seems to know something about Beatrice, but you feel Palmer’s eyes watching you.<br>
<br>
<<ActionsHeader>>
<<StatCheckGreedy "gt" 65>>
<<set _StatGreedyProbability to _StatGreedyProbability + " Try to get her to talk about Beatrice before taking the pills">>
<<if _StatCheckGreedy is true>><<link _StatGreedyProbability "CharltonCarePavilionWorking">><<set $CharliWork to "LunchTalkPass">><</link>><br>
<<else>><<link _StatGreedyProbability "CharltonCarePavilionWorking">><<set $CharliWork to "LunchTalkFail">><<Greedy 1>><</link>><br><</if>>
<<link "Don’t give her pills" "CharltonCarePavilionWorking">><<set $CharliWork to "LunchNoPills">><<PalmerDisapproval 1>><<LocationKnown "CharltonCarePavilionEdwardRoom">><</link>><br>
<<link "Give her the pills" "CharltonCarePavilionWorking">><<set $CharliWork to "LunchGivePills">><</link>>
<<case "LunchTalkPass">>
You kneel beside her chair, bringing your eyes level with hers. "Tell me about Beatrice. And I’ll see."<br>
<br>
Meredith hesitates, eyes flicking once toward the doorway. You give her the smallest nod and smile.<br>
<br>
"They put her in here, years ago," she whispers. "With the rest of us. But she never comes down, from wherever she is. She’s got a special room to herself."<br>
<br>
"Where is she now?" you try.<br>
<br>
Meredith's brow furrows. "I don't know, dear. They don’t let us see her. Edward's the only one who finds his way to her."<br>
<br>
"Edward?"<br>
<br>
"Greenwood,” she adds. “He's the only one. They used to be sweet on each other. When we were young. When we…”<br>
<br>
There is a cough at the door. You look over your shoulder and see Palmer, still watching. Still smiling. But it’s enough to draw Meredith into silence. He meets your eyes and watches you, glancing only briefly at the medicine trolley.<br>
<br>
You look to Meredith and smile sweetly. As you reach back for her medicine, she begins to shake her head. “Please. No. Don’t.”<br>
<br>
Taking her chin with two fingers, you gently lift it. Her mouth opens by reflex. You tip the pills onto her tongue and close her jaw before she can spit. Her eyes go wide. You raise the small paper cup of water to her lips, and after a long second she swallows.<br>
<br>
She tries to say something, but the word doesn't form. Her face softens. The grip on the arm rests eases. Her presence slides out of her eyes.<br>
<br>
When you stand, Palmer is no longer in the doorway.<br>
<br>
<<ActionsHeader>>
<<link "Continue your shift" "CharltonCarePavilionWorking">><<TimeChange>><<LocationKnown "CharltonCarePavilionEdwardRoom">><<set $CharliWork to undefined>><</link>><br>
<<link "Take a break" "CharltonCarePavilionCorridor">><<TimeChange>><<LocationKnown "CharltonCarePavilionEdwardRoom">><<set $CharliWork to undefined>><</link>>
<<case "LunchTalkFail">>
You kneel beside her chair, bringing your eyes level with hers. "We’ll see. Tell me about Beatrice.”<br>
<br>
Meredith looks at you a long moment. Her eyes look behind you at the trolley. The brittle hope in them flickers and goes out. "You're going to give them to me whatever I say, aren't you?"<br>
<br>
You see the pain on her face. You can’t seem to reply. It’s bad enough to give her this medicine, but to lie to her face? You grimace. You just can’t.<br>
<br>
Checking quickly behind you, you see Palmer hasn't moved from the doorway.<br>
<br>
<<ActionsHeader>>
<<link "Give her the pills" "CharltonCarePavilionWorking">><<set $CharliWork to "LunchGivePills">><</link>><br>
<<link "Don’t give her pills" "CharltonCarePavilionWorking">><<set $CharliWork to "LunchNoPills">><<PalmerDisapproval 1>><<LocationKnown "CharltonCarePavilionEdwardRoom">><</link>>
<<case "LunchGivePills">>
You look to Meredith and smile sweetly. As you reach back for her medicine, she begins to shake her head. “Please. No. Don’t.”<br>
<br>
Taking her chin with two fingers, you gently lift it. Her mouth opens by reflex. You tip the pills onto her tongue and close her jaw before she can spit. Her eyes go wide. You raise the small paper cup of water to her lips, and after a long second she swallows.<br>
<br>
She tries to say something, but the word doesn't form. Her face softens. The grip on the arm rests eases. Her presence slides out of her eyes.<br>
<br>
When you stand, Palmer is no longer in the doorway.<br>
<br>
<<ActionsHeader>>
<<link "Continue your shift" "CharltonCarePavilionWorking">><<TimeChange>><<set $CharliWork to undefined>><</link>><br>
<<link "Take a break" "CharltonCarePavilionCorridor">><<TimeChange>><<set $CharliWork to undefined>><</link>>
<<case "LunchNoPills">>
You raise the water cup to her lips. The pills stay where they are, hidden between your knuckles and the cup. Meredith sees it. Her eyes widen, then her mouth opens before you tell her to.<br>
<br>
"Just water, dear." Your voice is even. "Down it goes."<br>
<br>
She drinks. Her throat moves and she closes her eyes and lets her head loll back against the chair, just the way the others do.<br>
<br>
You wait. You don't look at the doorway, but you can feel Palmer there. After a long moment, the soft scrape of a shoe on the floor tells you he's stepped away.<br>
<br>
"Bless you, dear." Meredith's lips barely move. "Bless you."<br>
<br>
"Tell me about Beatrice,” you whisper, smiling.<br>
<br>
Meredith looks back at you, a small frown forming. “Beatrice? What about her?”<br>
<br>
“Do you know what room she’s in?”<br>
<br>
The older lady shrugs. “She never comes down from wherever she is. She’s got a special room to herself. They don’t let us see her. Edward's the only one who finds his way to her."<br>
<br>
"Edward?"<br>
<br>
"Greenwood,” she adds. “He's the only one. They used to be sweet on each other. When we were young. When we…”<br>
<br>
There is a cough at the door. You look over your shoulder and see Palmer, still watching. Still smiling. But it’s enough to draw Meredith into silence. She squeezes your wrist once. Her hand falls slack. Her eyes drift closed and she lets her head loll back again, the picture of compliance.<br>
<br>
You stand. You drop the pills into the side pocket of your uniform.<br>
<br>
<<if $PalmerDisapproval gte 2>>
Palmer hasn't moved. He's at the recreation room entrance, watching. When you turn, he beckons you with a small lift of his hand.<br>
<br>
"A word in my office, Charli. When you've a moment."<br>
<br>
<<ActionsHeader>>
/* Quest23 G10d: the CharliWorkFail office event arrives with that gate. */
<<link "Follow Dr Palmer to his office" "CharltonCarePavilionPalmersOffice">><<EventTrigger "CharltonCarePavilionPalmersOffice" "CharliWorkFail" null null "Charli" null null null true>><<set $CharliWork to undefined>><</link>>
<<else>>
Palmer hasn't moved. He's at the recreation room entrance, watching. He makes a note on his clipboard, then walks away.<br>
<br>
<<ActionsHeader>>
<<link "Continue your shift" "CharltonCarePavilionWorking">><<TimeChange>><<set $CharliWork to undefined>><</link>><br>
<<link "Take a break" "CharltonCarePavilionCorridor">><<TimeChange>><<set $CharliWork to undefined>><</link>>
<</if>>
<<default>>
<<if setup.period[$periodCurrent] is "Morning">>
You walk back through to the rear of the Care Pavilion, walking along the corridor until you see an open door. Looking in, you see a large room full of weathered armchairs on wheels and half-completed jigsaws laid out on tables. A few elderly residents wait patiently in their wheelchairs, smiling at you as you hover near the door.<br>
<br>
Two of them stand out from the rest.<br>
<br>
The man closest to the door looks up at your entrance, and his face splits into a slow, easy smile. His white hair is combed back like he's still trying. Watery blue eyes that catch yours and don't let go. The band on the arm of his chair reads Maxwell Mendel.<br>
<br>
Mendel.<br>
<br>
His face has the same heavy jaw and the same lazy confidence you've seen on Dan around town, just with seventy years on top of it.<br>
<br>
"There she is," Maxwell drawls, leaning back in his chair as you approach. "The lovely Charli. Was wondering when Max was going to get his turn."<br>
<br>
“You always get your turn with me, Mr. Mendel,” you purr, before you clasp your mouth shut. Maxwell cackles in a very familiar way.<br>
<br>
The woman beside him gives you a small, anxious look from her chair. Wisps of grey hair frame a kind face. You glance at the name on her chair. Francesca Saunders.<br>
<br>
"Hello, dear," she says, fingers folded neatly in her lap. "Have you seen Edward this morning? He wasn't at breakfast. I do worry when he isn't at breakfast."<br>
<br>
You open your mouth to answer, but Maxwell cuts you off before you can. "Eddie's fine, Fran. Probably sleeping in. Like the rest of us should be." His eyes drift back to you, taking their time on the way up. "Me, on the other hand. I could do with a little fresh air. And a pretty thing to push him out into it."<br>
<br>
A flush rises in your cheeks before you can stop it. It’s the body, you tell yourself. Just the body. But you can’t help but return his grin as you meet his eyes.<br>
<br>
"If Beatrice isn't around to keep an old man company today," he carries on, the smile widening, "Well. Suppose I’ll have to settle for you, won't I sweetheart?"<br>
<br>
Francesca's brow knits. "Beatrice?"<br>
<br>
Maxwell snorts. "See what I mean, Charli? Lost her marbles. Pay her no mind."<br>
<br>
"I haven't lost them, Maxwell." Francesca turns her face up toward you, dignified. "It's just the names. They get garbled. I'll remember in a moment."<br>
<br>
But she doesn't. She stares off into the distance, trying to conjure the memories.<br>
<br>
Maxwell's gaze hasn't left you, and he chuckles softly when he sees you watching him back. "So, sweetheart. Which one of us are you wheeling out first?"<br>
<br>
You catch yourself before you smile back at him, and the heat in your cheeks deepens. He's seventy years old, and he's looking at you the same way his son looks at women at the bar.<br>
<br>
But he did just mention Beatrice, didn’t he?<br>
<br>
<I>Already justifying picking him, are you?</i><br>
<br>
<<ActionsHeader>>
<<link "Help Maxwell" "CharltonCarePavilionWorking">><<set $CharliWork to "MorningMaxwell">><</link>><br>
<<link "Help Francesca" "CharltonCarePavilionWorking">><<set $CharliWork to "MorningFrancesca">><</link>>
<<elseif setup.period[$periodCurrent] is "Lunch">>
You glance down at the clipboard tucked under your arm. The morning's been ticked off. Lunchtime is prescription assignments, in the recreation room.<br>
<br>
<<ActionsHeader>>
<<link "Head to the recreation room" "CharltonCarePavilionWorking">><<set $CharliWork to "LunchMeds">><</link>>
<<elseif setup.period[$periodCurrent] is "Afternoon">>
You glance at the clipboard again. Resident check-in. No specific rooms listed, though.<br>
<br>
<<LocationKnownCheck "CharltonCarePavilionEdwardRoom">>
<<if _LocationKnownCheck is true>>
This is your chance to find Edward Greenwood. If the residents were right, he's the one in this place who still visits Beatrice. He'll know which room she's in.<br>
<br>
<<ActionsHeader>>
/* Quest23 G10c: Edward's room content arrives with that gate. */
<<link "Go to Edward Greenwood's room" "CharltonCarePavilionEdwardRoom">><</link>><br>
<<EventSeen "CharltonCarePavilionFirstFloor" "TheodoreAfternoon">>
<<if _EventSeen is false>>
<<link "Go upstairs to the resident’s rooms" "CharltonCarePavilionFirstFloor">><<EventTrigger "CharltonCarePavilionFirstFloor" "TheodoreAfternoon" null null "Charli" null null null false>><</link>>
<<else>>
<<link "Go upstairs to the resident’s rooms" "CharltonCarePavilionFirstFloor">><</link>>
<</if>>
<<else>>
You head upstairs to see who needs your attention.<br>
<br>
<<ActionsHeader>>
<<EventSeen "CharltonCarePavilionFirstFloor" "TheodoreAfternoon">>
<<if _EventSeen is false>>
<<link "Go upstairs" "CharltonCarePavilionFirstFloor">><<EventTrigger "CharltonCarePavilionFirstFloor" "TheodoreAfternoon" null null "Charli" null null null false>><</link>>
<<else>>
<<link "Go upstairs" "CharltonCarePavilionFirstFloor">><</link>>
<</if>>
<</if>>
<<else>>
The afternoon block is ticked off. There’s no instructions for the evening and you know that Charli works in the supermarket at this time. You are pretty sure you can leave and finish your shift. Of course, you could explore before you leave.<br>
<br>
<<LocationKnownCheck "CharltonCarePavilionBeatriceRoom">>
<<if _LocationKnownCheck is true>>
Of course, you could always go up and see Beatrice. You recall what you have been told. A door at the end of the first floor, leading up to her room.<br>
<br>
<</if>>
<<ActionsHeader>>
<<LocationKnownCheck "CharltonCarePavilionBeatriceRoom">>
<<if _LocationKnownCheck is true>><<link "Go up to Beatrice's room" "CharltonCarePavilionBeatriceRoom">><</link>><br><</if>>
<<link "Return to the corridor" "CharltonCarePavilionCorridor">><</link>>
<</if>>
<</switch>><<switch $CarePavilionTheodore>>
<<case "Ask">>
“What are you doing with these?” you say, glancing at the pills still in your hand.<br>
<br>
“Nothing!” he stammers. “I mean, I’m just taking them! He didn’t want them!”<br>
<br>
“My pills!” you hear the old man repeat from back in the room.<br>
<br>
“He’s loopy!” Theodore says with hesitation. “He’s already had some! These are leftover.”<br>
<br>
You feel your eyebrows narrowing. “What are you doing here? Are you visiting one of the residents?”<br>
<br>
“Yes!” Theodore nods quickly. “My granddad. He’s sick. I mean, he lives here.”<br>
<br>
“Oh really? What is his name?”<br>
<br>
Theodore gulps. He looks around, then back to the pills. “Please! I need them! They’re not for me. It’s for someone who needs help.”<br>
<br>
<<Flag "PermTheodoreGettingPotions">>
<<if _FlagReturn is true>>
You run a pill between your thumb and forefinger, studying it. You think you know what he uses these pills for. But maybe he can help you.<br>
<<else>>
You run a pill between your thumb and forefinger, studying it. You can’t imagine what he needs these for. But maybe he can help you.<br>
<</if>>
<br>
“You seem to know your way around the pavilion,” you murmur. “Do you know where Beatrice Evans is?”<br>
<br>
Theodore looks at you with a frown, shaking his head. “No. Don’t you?”<br>
<br>
You wrap your fingers around the pills and he lurches forward, rubbing his chin with anxiety. “Wait! I know who might! I’ll tell you where to find them.” He grimaces. “If you let me have those pills.”<br>
<br>
“Charli! He took my medicine!” you hear the old man mutter from inside his room.<br>
<br>
You look between the pills and Theodore, pondering what to do. And then you hear it. A quiet cough, at the end of the corridor. Doctor Palmer appears from the stairwell, staring down the corridor at you with interest.<br>
<br>
All the while, Theodore steps from side to side, waiting for you to make a decision.<br>
<br>
<<ActionsHeader>>
<<link "Accept his offer and give him the pills back" "CharltonCarePavilionTheodore">><<set $CarePavilionTheodore to "GivePills">><<LocationKnown "CharltonCarePavilionEdwardRoom">><<PalmerDisapproval 1>><</link>><br>
<<link "Keep the pills and administer them to the resident" "CharltonCarePavilionTheodore">><<set $CarePavilionTheodore to "KeepPills">><</link>>
<<case "GivePills">>
“Fine,” you mutter quickly, sliding the pills into Theodore’s hand. He jumps as your fingers touch his skin. “Get out of here.”<br>
<br>
“Thank you,” he whispers quickly. “Greenwood. Edward Greenwood. He’ll know.”<br>
<br>
Theodore nods to you, then with only the briefest look over your shoulder at Palmer, darts back off down the corridor. He disappears down the far stairwell, deep into the care pavilion.<br>
<br>
You hear the soft steps of Palmer’s shoes on the carpet. He smiles as he steps up beside you. “Who was that, Charli?”<br>
<br>
“A guest,” you tell him. “Visiting his grandpa.”<br>
<br>
You give the fatherly man a sweet smile, but the effect is broken slightly by the old resident’s voice bellowing out from his room. “I still need my pills, doc!”<br>
<br>
Palmer leans forward, looking around the room. He turns his head to look back at you, adjusting his glasses as he gives you a confused smile. “Did you forget to administer Mr. Denton, my dear?”<br>
<br>
You force the smile even more. “Ooops.”<br>
<br>
<<if $PalmerDisapproval gte 2>>
Palmer stares back at you, his smile breaking. He takes a deep breath and sighs, as if trying to keep his frustration contained.<br>
<br>
"A word in my office, Charli. When you've a moment."<br>
<br>
<<ActionsHeader>>
/* Quest23 G10d: the CharliWorkFail office event arrives with that gate. */
<<link "Follow Dr Palmer to his office" "CharltonCarePavilionPalmersOffice">><<EventTrigger "CharltonCarePavilionPalmersOffice" "CharliWorkFail" null null "Charli" null null null true>><<set $CarePavilionTheodore to undefined>><</link>>
<<else>>
Palmer stares back at you, his smile breaking. He takes a deep breath and sighs, as if trying to keep his frustration contained.<br>
<br>
“Try to keep your mind on the job, Charli,” he mutters. Still shaking his head, he walks away.<br>
<br>
<<ActionsHeader>>
<<link "Continue your shift" "CharltonCarePavilionWorking">><<TimeChange>><<set $CharliWork to undefined>><<set $CarePavilionTheodore to undefined>><</link>><br>
<<link "Take a break" "CharltonCarePavilionCorridor">><<TimeChange>><<set $CharliWork to undefined>><<set $CarePavilionTheodore to undefined>><</link>>
<</if>>
<<case "KeepPills">>
You glance back at Palmer briefly, before turning to Theodore and shaking your head. You close your fingers around the pills. “Just get out of here. Before you get into trouble.”<br>
<br>
For a moment you actually think Theodore is going to object. But after only the briefest of looks over your shoulder, he darts back off down the corridor and down the far stairwell.<br>
<br>
You hear the soft steps of Palmer’s shoes on the carpet. He smiles as he steps up beside you. “Who was that, Charli?”<br>
<br>
“A guest,” you tell him. “Visiting his grandpa.”<br>
<br>
You give the fatherly man a sweet smile, but the effect is broken slightly by the old resident’s voice bellowing out from his room. “I still need my pills, doc!”<br>
<br>
Palmer leans forward, looking around the room. He turns his head to look back at you, adjusting his glasses as he gives you a confused smile. “Did you forget to administer Mr. Denton, my dear?”<br>
<br>
You force the smile even more and reveal the pills in your hand. “Just getting to it, sir.”<br>
<br>
Palmer stares back at you, nodding with relief. “Very good, Charli. Can’t have the residents getting irate.”<br>
<br>
You step into the room, walking over to the elderly resident lying in bed. Behind you, Palmer stands in the doorway, watching.<br>
<br>
“Open up,” you tell the old man, raising some water in a cup towards the man’s thankful face.<br>
<br>
He obeys you immediately. You lean forward and press the dark pills against his tongue, smiling a little as your finger brushes against his cracked lips. You pour a drop of water into his open mouth and watch him swallow. “Good boy,” you purr.<br>
<br>
The light in his eyes fades. His head falls back against his pillow. He doesn’t fall asleep, but he stares off at the wall, no longer aware of your presence.<br>
<br>
Glancing back, you see Palmer still watching. He makes a note in his clipboard, then walks off.<br>
<br>
<<ActionsHeader>>
<<link "Continue your shift" "CharltonCarePavilionWorking">><<TimeChange>><<set $CharliWork to undefined>><<set $CarePavilionTheodore to undefined>><</link>><br>
<<link "Take a break" "CharltonCarePavilionCorridor">><<TimeChange>><<set $CharliWork to undefined>><<set $CarePavilionTheodore to undefined>><</link>>
<</switch>>/* Developer note: schedule holding passage for Simon and Charli until the staff room is implemented as an accessible location. */<b>Charlton Cemetery</b><br>
<img src="./images/CharltonCemetery_night.png"><Br>
<br>
Rows upon rows of old gravestones, with a few family crypts for the wealthy. A small crematorium is in the far distance down the gravel road.<br>
<br>
<<NPCLocationCheck "Devon">>
<<if _NPCLocationCheck is "CharltonCemetery">>
As you and Devon walk into the cemetery, you look around. The night is quiet, free of wildlife and noises from Charlton.<br>
<br>
"This place is spooky," Devon tells you with a grin. "Don't tell the rest of the guys I said that, though."<br>
<br>
You smile pleasantly back at him, then turn and continue leading through the gravestones. As you move further into the cemetery, you see a figure behind a gravestone. Liz. Looking back, Devon's attention is back towards the gate.<br>
<br>
She gestures towards a small clearing between some graves, then disappears back into the darkness.<br>
<br>
"Why don't we sit here?" you ask Devon, gesturing to the clearing.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is undefined>>
You kneel down in your dress and Devon stares at you, sitting by your side. He smiles casually. "Nice spot," he tells you.<br>
<br>
You stare back at him, aware of how close he's got to you when he chose his spot. In spite of everything, you can see in his eyes what he's expecting from this. You two alone, in a quiet cemetery after a date. He runs a hand over the dress fabric on your shoulder, cautious and tender. "I really like you, Liz."<br>
<<elseif _CurrentOutfit is "LizLaceTop">>
You kneel down in your skirt and Devon stares at you, sitting by your side. He smiles casually. "Nice spot," he tells you.<br>
<br>
You stare back at him, aware of how close he's got to you when he chose his spot. In spite of everything, you can see in his eyes what he's expecting from this. You two alone, in a quiet cemetery after a date. He runs a hand over the lace fabric on your shoulder, cautious and tender. "I really like you, Liz."<br>
<<elseif _CurrentOutfit is "LizPleatedSkirt">>
You kneel down carefully in your pleated skirt, feeling it ride up high as you squat down. Devon stares at you, sitting by your side. He smiles casually. "Nice spot," he tells you.<br>
<br>
You stare back at him, aware of how close he's got to you when he chose his spot. In spite of everything, you can see in his eyes what he's expecting from this. You two alone, in a quiet cemetery after a date. He runs a hand over the mesh fabric on your shoulder, cautious and tender. "I really like you, Liz."<br>
<<elseif _CurrentOutfit is "LizCorset">>
You kneel down carefully in your leather skirt, hearing it creak and ride up high as you squat down. Devon stares at you, sitting by your side. He smiles casually. "Nice spot," he tells you.<br>
<br>
You stare back at him, aware of how close he's got to you when he chose his spot. In spite of everything, you can see in his eyes what he's expecting from this. You two alone, in a quiet cemetery after a date. He runs a hand down your bare shoulder, cautious and tender. "I really like you, Liz."<br>
<</if>>
<br>
"More like you like having another notch in your bed," you hear a familiar voice say. Devon jumps, then his mouth drops as Liz emerges from behind a gravestone. He looks between the two of you, his expression complete shock.<br>
<br>
Yours is the same, but for different reasons. For you see what he doesn't. Liz's hands glow with yellow-amber magic, readying a spell for him.<br>
<br>
<<ActionsHeader>>
<<link "Watch Liz cast a spell" "CharltonCemeterySpell">><<NPCLearnSpell "Elizabeth" "AlterBody">><<NPCLearnSpell "Elizabeth" "AlterMemories">><</link>>
<<else>>
You walk into the cemetery, looking around. The night is quiet, free of wildlife and noises from Charlton. Looking around, you see Liz appear from behind one of the gravestones, frowning as she sees you.<br>
<br>
"What happened?" she asks.<br>
<br>
<<ActionsHeader>>
<<link "Talk to Liz" "CharltonCemeteryNoDevon">><</link>>
<</if>>"Where's Sheath?" Liz asks before you have a chance to talk.<br>
<br>
"He drove home," you reply. "After dropping me off."<br>
<br>
Liz stares back at you, her usual cheerful demeanour gone. "That wasn't the plan, <<TrueName "Current">>. You were supposed to get him to come here."<br>
<br>
You shrug, noncommittally. Liz stares back at you, her irritation evident on her face.<br>
<br>
"I thought that would have been a freebie," she comments. "He's not the type of guy to turn down an invitation to spend time with a girl in a dark place alone."<br>
<br>
"Maybe you've got him wrong?" you try. Liz rolls her eyes and snorts.<br>
<br>
<<if $PlayerCharacter.female is false>>
"Don't tell me he suckered you in, <<TrueName "Current">>," she says as more of a statement than a question. "I should have expected a man to give him the benefit of the doubt."<br>
<<else>>
"Don't tell me he suckered you in, <<TrueName "Current">>," she says as more of a statement than a question. "You know what boys are like, don't you?"<br>
<</if>>
<br>
"What were you planning for him?" you ask, trying to change the subject.<br>
<br>
Liz lets a smirk appear through her frustration. "No spoilers, <<TrueName "Current">>. I'll get him, eventually. Just might take a bit longer."<br>
<br>
She takes a deep breath, then continues. "Speaking of. I don't think I can help with your little thing."<br>
<br>
Your mouth drops open. "What?"<br>
<br>
She holds your eyes, almost in a challenge. "I'm not giving up. I'm going to teach Devon a lesson. I was hoping you'd be able to fast track it. But in light of tonight, I think I'm going to have to spend a bit more time working it out by myself."<br>
<br>
"Liz..." you begin, but she cuts you off.<br>
<br>
"Maybe once I've dealt with Sheath," she tells you. "Until then, let me know if there's any other way I can help. We've got a school to sort out, haven't we? Just taking different approaches to helping."<br>
<br>
She offers you a pleasant smile, but you sense the frustration and disappointment still on her face. She's more guarded now, less enthusiastic.<br>
<br>
<<ActionsHeader>>
<<link "Say goodbye to Liz and return home" "YourHome">><<set $Quest34Outcome to "DevonRefused">><<TimeChange>><<Quest34Reconcile>><</link>>Liz's hands erupt with magic as she thrusts them out towards Devon. A gush of energy bursts out from them, hitting him square in the chest. He shrieks with pain and rolls on his hands and knees, kneeling on all-fours as the magic crackles over his body.<br>
<br>
"What are you doing, Liz?" you cry out as the energy stops emanating from her hands.<br>
<br>
"Teaching him what it's like to be looked at like a curiosity," she says with malice. Another arc of magical energy leaps out from her hands and strikes him again.<br>
<br>
You stare back at Devon, his face scrunching up in pain. Through the yellow-amber glow, you see that his casual friendliness has gone, his expression now replaced with fear. His posture has softened, muscles less taut and tense. In fact, his thick biceps seem leaner. His face softer.<br>
<br>
The realisation strikes you as soon as the texture of black lace creeps into his letterman jacket and his mousy brown hair turns black and begins to grow down past his shoulders. The pitch in his cries becomes higher.<br>
<br>
"Liz!" you cry out. The magic stops and she catches your eye, hands still extended out towards Devon. An eyebrow arches up. "What? You don't think he deserves this, <<TrueName "Current">>? He's been hassling girls for years. It's time he saw what life was like when you're nothing more than a kink category to check off on your list of conquests."<br>
<br>
"Please!" you hear Devon stammer, looking up with wide, feminine eyes and a set of glossy dark lips.<br>
<br>
"This is for every lecherous look you've ever given a girl, Sheath," she tells him. "For every unwanted comment and unprompted grope. Now you'll get to see what it's like, when you're judged just on how you dress."<br>
<br>
She blasts him with another wave of magic. The transformation continues, his chest growing underneath a black laced dress.<br>
<br>
<<DevonTotalKnowledge>>
<<ActionsHeader>>
<<link "Let Liz complete the spell" "CharltonCemeteryLetComplete">><<set $Quest34Outcome to "LetComplete">><</link>><br>
<<StatCheckGreedy "lt" 40>>
<<set _StatGreedyProbability to _StatGreedyProbability + " Try to convince Liz that this is wrong">>
<<if _StatCheckGreedy is true>><<link _StatGreedyProbability "CharltonCemeteryConvinceWrongPass">><<set $Quest34Outcome to "ConvincedWrong">><</link>><br>
<<else>><<link _StatGreedyProbability "CharltonCemeteryConvinceWrongFail">><<set $Quest34Outcome to "LetComplete">><<Greedy -1>><</link>><br><</if>>
<<StatCheckAssertive "gt" _DevonTotalKnowledge>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to convince her that Devon's intentions are pure">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "CharltonCemeteryConvincePurePass">><<set $Quest34Outcome to "ConvincedPure">><</link>><br>
<<else>><<link _StatAssertiveProbability "CharltonCemeteryConvincePureFail">><<set $Quest34Outcome to "LetComplete">><<Assertive 1>><</link>><br><</if>>
<<link "[Spell Battle] Try to stop Liz's spell with your own magic" "CharltonCemeterySpellBattle">><</link>>You bite your lip, holding back your words. Liz takes this as a sign to continue. A fresh wave of magic bursts from her hands, striking Devon squarely.<br>
<br>
<<include "CharltonCemeteryTransformText">>
<br>
<<ActionsHeader>>
<<link "Talk to Liz" "CharltonCemeteryTalkDevonChanged">><</link>>"Stop, Liz!" you cry out. "This is wrong!"<br>
<br>
She pauses, looking at you, hands still glowing. "Wrong, <<TrueName "Current">>? You want to know what is wrong. Spending every day of your life watching your back, hearing girls talk about how you're easy, listening to guys mutter amongst themselves about how submissive you'd be in the sack."<br>
<br>
You stare back at Elizabeth, seeing the pain on her face illuminated by the glow of dark energy. You pause, taking a breath, trying to let the tension simmer down. "I know it's wrong, Liz. But isn't this a little extreme? Isn't this just what they're doing to us?"<br>
<br>
"Us, <<TrueName "Current">>?" Liz spits back. "From where I'm standing, you can return to your own adult life anytime it gets too much."<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is undefined>>
She glances over your dress, shrugging. "At least you didn't take the opportunity to play dress-up. But don't you think I've noticed how you act when you're Emily? She's a smart girl, <<TrueName "Current">>. But when it's you, it's like your perception of her is someone who can't think."<br>
<<elseif _CurrentOutfit is "LizLaceTop">>
She glances over your top for a moment. "Look at what you're wearing. You took the chance to play dress-up as soon as I left. But this is my life, <<TrueName "Current">>. It might be fun to you, but I have to deal with the stares and chatter every day I look like... me."<br>
<<elseif _CurrentOutfit is "LizPleatedSkirt">>
She glances over your skirt and smirks. "Look at what you're wearing. You took the chance to play dress-up as soon as I left. But this is my life, <<TrueName "Current">>. It might be fun to you, but I have to deal with the stares and chatter every day I look like... me."<br>
<<elseif _CurrentOutfit is "LizCorset">>
She glances over your corset and rolls her eyes. "Look at what you're wearing. You took the chance to play dress-up as soon as I left. But this is my life, <<TrueName "Current">>. It might be fun to you, but I have to deal with the stares and chatter every day I look like... me."<br>
<</if>>
<br>
Liz sighs, looking down at Devon. He looks up pleadingly, but silent. For the first time, the magic she holds in her hands seems to fade.<br>
<br>
"You're just pretending," she says to you. "And it's still just your own distorted view of what we're like. You think I'm like them? But aren't you?"<br>
<br>
You take a deep breath and look back to her, watching her hands stop glowing. "You shouldn't be someone you're not to show people how they're wrong about you, Liz." You look to Devon. "I'm not even sure you've got it right with him. And if you have, how will this help? You're just making another target for what you go through."<br>
<br>
Elizabeth casts you a look, but her hands drop to her side. She looks to him and sighs. "Fall asleep," she mutters. "And let your memories drift as you slumber."<br>
<br>
He holds her gaze just for a moment before slumping back to the floor. Elizabeth just watches him, but you sense her magical reserves fading.<br>
<br>
<<ActionsHeader>>
<<link "Talk to Liz" "CharltonCemeteryTalkConvinced">><</link>>"Stop, Liz!" you cry out. "This is wrong!"<br>
<br>
She pauses, looking at you, hands still glowing. "Wrong, <<TrueName "Current">>? You want to know what is wrong. Spending every day of your life watching your back, hearing girls talk about how you're easy, listening to guys mutter amongst themselves about how submissive you'd be in the sack."<br>
<br>
You stare back at Elizabeth, seeing the pain on her face illuminated by the glow of dark energy. You pause, taking a breath, trying to let the tension simmer down. "I know it's wrong, Liz. But isn't this a little extreme? Isn't this just what they're doing to us?"<br>
<br>
"Us, <<TrueName "Current">>?" Liz spits back. "From where I'm standing, you can return to your own adult life anytime it gets too much."<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is undefined>>
She glances over your dress, shrugging. "At least you didn't take the opportunity to play dress-up. But don't you think I've noticed how you act when you're Emily? She's a smart girl, <<TrueName "Current">>. But when it's you, it's like your perception of her is someone who can't think."<br>
<<elseif _CurrentOutfit is "LizLaceTop">>
She glances over your top for a moment. "Look at what you're wearing. You took the chance to play dress-up as soon as I left. But this is my life, <<TrueName "Current">>. It might be fun to you, but I have to deal with the stares and chatter every day I look like... me."<br>
<<elseif _CurrentOutfit is "LizPleatedSkirt">>
She glances over your skirt and smirks. "Look at what you're wearing. You took the chance to play dress-up as soon as I left. But this is my life, <<TrueName "Current">>. It might be fun to you, but I have to deal with the stares and chatter every day I look like... me."<br>
<<elseif _CurrentOutfit is "LizCorset">>
She glances over your corset and rolls her eyes. "Look at what you're wearing. You took the chance to play dress-up as soon as I left. But this is my life, <<TrueName "Current">>. It might be fun to you, but I have to deal with the stares and chatter every day I look like... me."<br>
<</if>>
<br>
Liz sighs, looking down at Devon. For the first time, the magic she holds in her hands seems to fade. "You're just pretending. And it's still just your own distorted view of what we're like. You think I'm like them? But aren't you?"<br>
<br>
You take a deep breath and look back to her, but your mind is lost to mull over her words. Are you really like the people you're trying to stop?<br>
<br>
You bite your lip, holding back your words. Liz takes this as a sign to continue. A fresh wave of magic bursts from her hands, striking Devon squarely.<br>
<br>
<<include "CharltonCemeteryTransformText">>
<br>
<<ActionsHeader>>
<<link "Talk to Liz" "CharltonCemeteryTalkDevonChanged">><</link>>"Stop, Liz!" you cry out. "This is wrong!"<br>
<br>
She pauses, looking at you, hands still glowing. "Wrong, <<TrueName "Current">>? You want to know what is wrong. Spending every day of your life watching your back, hearing girls talk about how you're easy, listening to guys mutter amongst themselves about how submissive you'd be in the sack."<br>
<br>
You stare back at Elizabeth, seeing the pain on her face illuminated by the glow of dark energy. You pause, taking a breath, trying to let the tension simmer down. "I know it's wrong, Liz. But I don't think that's Devon."<br>
<br>
Liz snorts derisively. "Fell for his charms on the date, did you? What did he do, <<TrueName "Current">>? Open the car door for you? Offer you some of his popcorn? It's all just tactics they use to lure you in."<br>
<br>
<<DevonKnowledgeDescriptor>>
<br>
Liz looks back to you, then looks down at Devon. For the first time, the magic she holds in her hands seems to fade. "He's just saying all that. You don't know what they're like, <<TrueName "Current">>. They will say anything to win you over. Then it's a hand moving over your chest in the car, when you thought you were just leaning in for a kiss."<br>
<br>
You take a deep breath and look back to her, but you're watching her hands stop glowing. "I don't think those were his intentions, Liz. He didn't even make a move at the end of the night."<br>
<br>
Elizabeth casts you a look, but her hands drop to her side. She looks to him and sighs. "Fall asleep," she mutters. "And let your memories drift as you slumber."<br>
<br>
He holds her gaze just for a moment before slumping back to the floor. Elizabeth just watches him, but you sense her magical reserves fading.<br>
<br>
<<ActionsHeader>>
<<link "Talk to Liz" "CharltonCemeteryTalkConvinced">><</link>>"Stop, Liz!" you cry out. "This is wrong!"<br>
<br>
She pauses, looking at you, hands still glowing. "Wrong, <<TrueName "Current">>? You want to know what is wrong. Spending every day of your life watching your back, hearing girls talk about how you're easy, listening to guys mutter amongst themselves about how submissive you'd be in the sack."<br>
<br>
You stare back at Elizabeth, seeing the pain on her face illuminated by the glow of dark energy. You pause, taking a breath, trying to let the tension simmer down. "I know it's wrong, Liz. But I don't think that's Devon."<br>
<br>
Liz snorts derisively. "Fell for his charms on the date, did you? What did he do, <<TrueName "Current">>? Open the car door for you? Offer you some of his popcorn? It's all just tactics they use to lure you in."<br>
<br>
<<DevonKnowledgeDescriptor>>
<br>
Liz looks back to you, then looks down at Devon. Her face grows dark. "He's just saying all that. You don't know what they're like, <<TrueName "Current">>. They will say anything to win you over. Then it's a hand moving over your chest in the car, when you thought you were just leaning in for a kiss."<br>
<br>
You bite your lip, trying to think of more words. Liz takes this as a sign to continue. A fresh wave of magic bursts from her hands, striking Devon squarely.<br>
<br>
<<include "CharltonCemeteryTransformText">>
<br>
<<ActionsHeader>>
<<link "Talk to Liz" "CharltonCemeteryTalkDevonChanged">><</link>>You conjure your own dark energies, projecting them out from your body towards Liz. She reacts quickly, blasting a renewed wave of magic back out. Still towards Devon, but you sense her straining to overcome you.<br>
<br>
The conflicting waves of yellow and amber colours crash into each other between you and Liz. You strain and grit your teeth, feeling Elizabeth's power push against your own. She's stronger than you anticipated.<br>
<br>
<<SpellBattle "Elizabeth">>
<<if _SpellBattleWon is true>>
But inch by inch, her magic creeps back towards her fingertips. She glares at you, taking a step back as she digs her boots into the ground.<br>
<br>
It's not enough. With a final push from your mind's eye, Liz loses control and falls back on to the floor, her spell ending abruptly as she lands.<br>
<br>
Quiet returns to the graveyard. You glance back at Devon, who looks up with astonishment. You give him an apologetic smile before whispering.<br>
<br>
"Fall asleep, and let your memories drift as you slumber."<br>
<br>
He holds your gaze just for a moment before slumping back to the floor. You smile sympathetically but move over to Liz. She looks up at you with rage.<br>
<br>
<<ActionsHeader>>
<<link "Talk to Liz" "CharltonCemeteryTalkSpellBattleWon">><<set $Quest34Outcome to "SpellBattleWon">><</link>>
<<else>>
Inch by inch, her magic pushes your own back. She looks at you, grinning as you take a step back, digging your shoes into the ground.<br>
<br>
It's not enough. With a final push from her mind's eye, you lose control and fall back on to the floor, your spell ending abruptly as you land.<br>
<br>
You look up at Liz standing victorious. She grins. "Now," she mutters. "Where were we."<br>
<br>
A fresh wave of magic bursts from her hands, striking Devon squarely.<br>
<br>
<<include "CharltonCemeteryTransformText">>
<br>
<<ActionsHeader>>
<<link "Talk to Liz" "CharltonCemeteryTalkSpellBattleLost">><<set $Quest34Outcome to "LetComplete">><</link>>
<</if>>"What have you done, Liz?" you stammer, turning to face her.<br>
<br>
"Teaching him a lesson he'll never forget," she titters. "Actually, it's a lesson he will forget. But that's for the best, don't you think?"<br>
<br>
She smiles with a grin at you. You glance at the body on the floor, sound asleep. Wrapped in a lace dress, large chest rising and falling slightly. Long black hair laid out on the grass, shining in the moonlight.<br>
<br>
"Don't worry, <<TrueName "Current">>," Liz says as she steps forward and checks for a pulse. "She's fine. Just asleep. A little dash of Sleep & Forget. When she wakes up, Chantarelle won't remember a thing."<br>
<br>
"Chantarelle?" you ask, holding back your fear.<br>
<br>
"Sounds like the type of name a goth girl would give herself, doesn't it?" Liz replies, grinning. "Her parents will remember her as Anne, though. Maybe in a few years, she'll decide to change back to her real name."<br>
<br>
"You... messed with his memories?" you stammer.<br>
<br>
Liz grins. "Just a few changes to their life. Don't worry though. I've done my research. Magic will change other things, just enough so people aren't freaked out by one of the football players turning up to school in a corset."<br>
<br>
"Where did you learn to do that?" you ask, still staring at Devon on the floor. Chantarelle, even.<br>
<br>
"I've been reading," Liz says as if it's a dumb question. "What's the matter, <<TrueName "Current">>? Afraid I'm upstaging you?"<br>
<br>
She smiles, passing the comment off as a joke. But you see her eyes glint in the night light.<br>
<br>
"This is extreme, Liz," you tell her.<br>
<br>
"It's just desserts, <<TrueName "Current">>. One less football player to worry about getting frisky with girls that aren't interested. Plus, it will be fun to see another girl having to deal with some of the attention I get."<br>
<br>
She gives you a grin without regret. In fact, she seems emboldened by her efforts.<br>
<br>
"We should leave her to wake up alone," Liz tells you after a moment. "Don't worry, it's safe. Believe it or not, I've never had unwanted attention in here."<br>
<br>
She looks back beyond the cemetery to her house. "I should get home, <<TrueName "Current">>. But I'll talk to you, soon. Can't wait to show you some of the things I've learned. Those cheerleaders won't know what's hit them when we get this coven going." She chuckles to herself. "Them and the rest of the school."<br>
<br>
Liz gives you a grin and turns to walk off. "See you, <i>Liz</i>. Feel free to hold on to that diary, but just let me know if you're going to moonlight as me again, okay?"<br>
<br>
She titters and walks off, leaving you alone in the cemetery. Beneath you, Chantarelle stirs. You better get out of here before she wakes up.<br>
<br>
<<ActionsHeader>>
<<link "Return home" "YourHome">><<TimeChange>><<Quest34Reconcile>><</link>>"What do we do about him?" you ask her quietly.<br>
<br>
She takes a deep breath and conjures a little bit of magic in her hands. You note that it's more controlled, free of emotion. "I can fix him," she says glumly.<br>
<br>
A wave of magic trickles out from her hands, enveloping him. You watch as his body changes again, his peaceful sleep not being disturbed by the transformation. Piece by piece, the changes Liz has made revert back to Devon's original form. After a few moments, Devon snores quietly, dressed again in his letterman jacket. His mousy-brown hair short and his face boyish.<br>
<br>
"Don't worry, <<TrueName "Current">>," Liz says as she steps forward and checks for a pulse. "He's fine. Just asleep. A little dash of Sleep & Forget. When he wakes up, he won't remember a thing. Shame. I really liked the name Chantarelle."<br>
<br>
"Chantarelle?" you ask, holding back your fear.<br>
<br>
"Sounds like the type of name a goth girl would give herself, doesn't it?" Liz replies, giving you a look. "I had a life planned for him. Mapped the whole history of his memories out."<br>
<br>
"You... can mess with memories?" you stammer.<br>
<br>
Liz nods. "Just a few changes. But..." She sighs and looks away. "You're right. I was going to screw with his mind. Just like what they've done to me."<br>
<br>
She puts her hands over her face and brushes her hair back. "What was I thinking?"<br>
<br>
She gives you a look of fear. Like she's disgusted with herself.<br>
<br>
"We should leave him to wake up alone," Liz tells you after a moment. "Don't worry, it's safe here."<br>
<br>
She looks back beyond the cemetery to her house. "I should get home, <<TrueName "Current">>. I've got a lot to think about. This magic... it's intoxicating."<br>
<br>
"We can use it for good," you tell her. "Help people. Not hurt more."<br>
<br>
"I suppose," she says with reluctance. "Can you help me? Not just with learning spells. But make sure I don't get carried away?"<br>
<br>
You nod. At this, Liz gives you a slight smile and turns to walk off. "See you, <i>Liz</i>. Feel free to hold on to that diary, but just let me know if you're going to moonlight as me again, okay?"<br>
<br>
She walks off, leaving you alone in the cemetery. Beneath you, Devon stirs. You better get out of here before he wakes up.<br>
<br>
<<ActionsHeader>>
<<link "Return home" "YourHome">><<TimeChange>><<Quest34Reconcile>><</link>>You walk over to Liz, offering her a hand. She glares at you, but accepts it and pulls herself to her feet. "What was that, <<TrueName "Current">>?" she spits. "Why wouldn't you let me do it?"<br>
<br>
You take a deep breath and look back to her. "That was too much, Liz. This is wrong!"<br>
<br>
She looks at you darkly. "Wrong, <<TrueName "Current">>? You want to know what is wrong. Spending every day of your life watching your back, hearing girls talk about how you're easy, listening to guys mutter amongst themselves about how submissive you'd be in the sack."<br>
<br>
You pause, taking a breath, trying to let the tension simmer down. "I know it's wrong, Liz. But I don't think that's Devon."<br>
<br>
"You don't know what they're like, <<TrueName "Current">>," Liz replies. "They will say anything to win you over. Then it's a hand moving over your chest in the car, when you thought you were just leaning in for a kiss."<br>
<br>
"I'm not even sure you've got it right with him," you tell her. "And if you have, how will this help? You're just making another target for what you go through."<br>
<br>
"It will make me feel better, <<TrueName "Current">>," she spits back. "But you won't even allow me that."<br>
<br>
Her eyes linger on your hands, watching for magic. When she looks back at you, you shake your head. "No. I won't."<br>
<br>
<<ActionsHeader>>
<<link "Look to Devon" "CharltonCemeteryTalkSpellBattleWonResolve">><</link>>Looking to Devon, you let the moment pass. "What do we do about him?"<br>
<br>
She takes a deep breath and conjures a little bit of magic in her hands. You note that it's more controlled, free of emotion. "I can fix him," she says glumly.<br>
<br>
A wave of magic trickles out from her hands, enveloping him. You watch as his body changes again, his peaceful sleep not being disturbed by the transformation. Piece by piece, the changes Liz has made revert back to Devon's original form. After a few moments, Devon snores quietly, dressed again in his letterman jacket. His mousy-brown hair short and his face boyish.<br>
<br>
"Don't worry, <<TrueName "Current">>," Liz says as she steps forward and checks for a pulse. "He's fine. Just asleep. A little dash of Sleep & Forget. When he wakes up, he won't remember a thing. Shame. I really liked the name Chantarelle."<br>
<br>
"Chantarelle?" you ask, holding back your fear.<br>
<br>
"Sounds like the type of name a goth girl would give herself, doesn't it?" Liz replies, giving you a look. "I had a life planned for him. Mapped the whole history of his memories out."<br>
<br>
"You... can mess with memories?" you stammer.<br>
<br>
Liz nods. "Just a few changes. But..." She sighs and looks away.<br>
<br>
"We should leave him to wake up alone," Liz tells you after a moment. "Don't worry, it's safe here." She looks back beyond the cemetery to her house. "I should get home, <<TrueName "Current">>. Do you still want my help?"<br>
<br>
"If you keep magic in check," you say with caution.<br>
<br>
At this, Liz holds your look darkly, but nods. "See you, <i>Liz</i>. Feel free to hold on to that diary, but just let me know if you're going to moonlight as me again, okay?"<br>
<br>
She walks off, leaving you alone in the cemetery. Beneath you, Devon stirs. You better get out of here before he wakes up.<br>
<br>
<<ActionsHeader>>
<<link "Return home" "YourHome">><<TimeChange>><<Quest34Reconcile>><</link>>Liz walks over to you, offering a hand to help you up. "That was something," she comments as you get to your feet.<br>
<br>
"What have you done, Liz?" you stammer, turning to face her.<br>
<br>
"Teaching him a lesson he'll never forget," she titters. "Actually, it's a lesson he will forget. But that's for the best, don't you think?"<br>
<br>
She smiles with a grin at you. You glance at the body on the floor, sound asleep. Wrapped in a lace dress, large chest rising and falling slightly. Long black hair laid out on the grass, shining in the moonlight.<br>
<br>
"Don't worry, <<TrueName "Current">>," Liz says as she steps forward and checks for a pulse. "She's fine. Just asleep. A little dash of Sleep & Forget. When she wakes up, Chantarelle won't remember a thing."<br>
<br>
"Chantarelle?" you ask, holding back your fear.<br>
<br>
"Sounds like the type of name a goth girl would give herself, doesn't it?" Liz replies, grinning. "Her parents will remember her as Anne, though. Maybe in a few years, she'll decide to change back to her real name."<br>
<br>
"You... messed with his memories?" you stammer.<br>
<br>
Liz grins. "Just a few changes to their life. Don't worry though. I've done my research. Magic will change other things, just enough so people aren't freaked out by one of the football players turning up to school in a corset."<br>
<br>
"Where did you learn to do that?" you ask, still staring at Devon on the floor. Chantarelle, even.<br>
<br>
"I've been reading," Liz says as if it's a dumb question. "What's the matter, <<TrueName "Current">>? Wasn't that little spell-off demonstration enough that I'm more powerful than you?"<br>
<br>
She smiles, passing the comment off as a joke. But you see her eyes glint in the night light.<br>
<br>
"This is extreme, Liz," you tell her.<br>
<br>
"It's just desserts, <<TrueName "Current">>. One less football player to worry about getting frisky with girls that aren't interested. Plus, it will be fun to see another girl having to deal with some of the attention I get."<br>
<br>
She gives you a grin without regret. In fact, she seems emboldened by her efforts.<br>
<br>
"We should leave her to wake up alone," Liz tells you after a moment. "Don't worry, it's safe. Believe it or not, I've never had unwanted attention in here."<br>
<br>
She looks back beyond the cemetery to her house. "I should get home, <<TrueName "Current">>. But I'll talk to you, soon. I'll let your little hesitation slide, this time. We're on the same team, aren't we?"<br>
<br>
A smile comes your way, but it's a challenge. Her eyes still sparkle with power.<br>
<br>
"Can't wait to show you some of the things I've learned. Those cheerleaders won't know what's hit them when we get this coven going." She chuckles to herself. "Them and the rest of the school."<br>
<br>
Liz gives you a grin and turns to walk off. "See you, <i>Liz</i>. Feel free to hold on to that diary, but just let me know if you're going to moonlight as me again, okay?"<br>
<br>
She titters and walks off, leaving you alone in the cemetery. Beneath you, Chantarelle stirs. You better get out of here before she wakes up.<br>
<br>
<<ActionsHeader>>
<<link "Return home" "YourHome">><<TimeChange>><<Quest34Reconcile>><</link>>He cries out in a girlish voice. You wince as you are reminded of the physical pain that comes from your body changing. In front of your eyes, his form cracks and contorts as he transforms. Through the surging energy, you see his letterman jacket dissolve into black lace. His jeans shift and contract, turning into fishnet stockings. His manly boots grow into a heel and pointy toes on a delicate boot.<br>
<br>
He catches your eye, an expression of pleading evident. But you stand still, watching as that boyish face turns pale, high cheek bones extending into a narrow chin. His brown eyes turn black, dark eye shadow creeping out of the edges.<br>
<br>
The black lace from his once-jacket creeps down his body, covering the stockings. A knee-length skirt forms around his pronounced hips and large bum that sticks up high into the air.<br>
<br>
Then the magic stops flowing from Liz. What was once Devon slumps to the floor. In his place is a petite young woman, dressed in lace clothes, wearing heavy goth make-up.<br>
<br>
"Won't the guys just love you now," you hear Liz chime. "But I'm not merciless. Let's give you some new thoughts to help you adjust to your new look."<br>
<br>
She blasts him with a fresh wave of magic and he recoils. You sense a different spell, staring as the magic trickles up his body and into his mind. Magical elements inside his skull are pulled apart and reformed.<br>
<br>
<<SpellsCheckSelf "AlterMemories">>
<<if _SpellsCheckSelf is true>>
You recognise the effect from your own learnings. She's casting Alter Memories, planting a fresh new life inside of the mind.<br>
<<else>>
You aren't sure what she's doing, but you can take an educated guess. The mind seems to be changing in front of you. Maybe even his memories.<br>
<</if>>
<br>
Liz stops the spell after a moment. Devon falls to the floor, passed out. You look between him - her - and Liz, seeing the gleeful smile on her face.<br>You cross to the edge of the allotment furthest from town. Between the last two houses, a narrow dirt path runs beneath the back fences, its surface worn into two shallow grooves by bicycle tyres.<br>
<br>
Beyond the final garden, it disappears into darkness.<br>
<br>
The street behind you is quiet. Ahead, there are no lamps, windows or signs marking where Charlton ends. Only the path continuing between the fields.<br>
<br>
Once you start along it, the town will no longer be close enough to pretend you are merely taking a walk.<br>
<br>
<<ActionsHeader>>
<<link "Follow the bike path" "CharltonOutskirtsFields">><</link>><br>
<<link "Return to the allotment" "CharltonAllotment">><</link>><<switch $CharltonOutskirtsFields>>
<<case undefined>>
<b>Charlton Outskirts - Fields</b><br>
<img src="./images/CharltonOutskirtsFields_night.png"><Br>
<Br>
Following the narrow track, you leave Charlton’s streetlights behind you. Brick walls give way to wooden fencing, wooden fencing to tangled brambles, until the path finally opens onto the edge of the countryside.<br>
<br>
You look forward and to the horizon, noting the bike track curving around the edge of the field, hugging the edge of some woodland. The night is silent, except for the sounds of pigeons cooing quietly in the trees. You quicken your pace.<br>
<br>
<<GetPCState "pigeonAttack">>
<<if _pigeonAttack is undefined>>
Something shifts on a branch above you. You flinch and look up. Several plump silhouettes sit among the leaves, their bodies rounded against the moonlight.<br>
<br>
Just pigeons. Nothing to worry about.<br>
<br>
<i>Probably.</i><br>
<<else>>
Something shifts on a branch above you. You flinch and look up. Several plump silhouettes sit among the leaves, their bodies rounded against the moonlight.<br>
<br>
You have made the mistake of dismissing Charlton’s pigeons before. Your skin remembers, even though the scratches have faded.<br>
<</if>>
<br>
You quicken your pace. The cooing grows with you.<br>
<br>
At first, you tell yourself that the sound only carries well in the still air. Then wings beat above you. A pigeon crosses the path, followed by another. A third passes close enough to stir your hair.<br>
<br>
The scattered coos sharpen into squawks. Branches shudder as dozens of birds launch at once. Grey bodies flood the moonlight, wheeling over the field before folding down towards you.<br>
<br>
You break into a jog. Something clips your shoulder. Another bird darts across your face and a talon scores a hot, shallow line along your cheek. The path vanishes beneath feathers and beating shadows.<br>
<br>
<<ActionsHeader>>
<<StatCheckPhysique "gt" 60>>
<<set _StatPhysiqueProbability to _StatPhysiqueProbability + " Try to outrun the flock before it surrounds you">>
<<if _StatCheckPhysique is true>>
<<link _StatPhysiqueProbability "CharltonOutskirtsFields">><<set $CharltonOutskirtsFields to "Outrun">><</link>><br>
<<else>>
<<link _StatPhysiqueProbability "CharltonOutskirtsFields">><<set $CharltonOutskirtsFields to "OutrunFail">><<Physique 1>><</link>><br>
<</if>>
<<link "Cover your head and flee, letting panic carry you" "CharltonOutskirtsFields">><<set $CharltonOutskirtsFields to "Panic">><<Feminity 1>><<Assertive -1>><</link>><br>
<<link "Stand your ground and try to fight the birds off" "CharltonOutskirtsFields">><<set $CharltonOutskirtsFields to "Stand">><<Feminity -1>><<Assertive 1>><</link>>
<<case "Outrun">>
You force your legs to move before your fear catches up. The path jerks and dips beneath you, shoes hammering against dirt as the wind tears past your ears. A pigeon clips your shoulder, but you barely feel it. Another brushes your hair. You lower your body and sprint harder, cutting through the narrowest part of the trail before the swarm can thicken around you.<br>
<br>
Your breath burns as the cold night air slices your lungs. But you continue running. The screeching behind you grows thinner, then distant.<br>
<br>
When you risk a glance back, the flock stalls in the air, circling in the night time but not following. The birds wheel once more, then scatter into the trees.<br>
<br>
But you slow only when the path widens. Your pulse pounds in your throat, your skin tingles, adrenaline surges through your limbs. But you grin, glancing back once with satisfaction as you see the pigeons in the trees.<br>
<br>
<<ActionsHeader>>
<<link "Reach the edge of the field" "CharltonOutskirtsPartyShackArrival">><<set $LogainLoyaltyFields to "Physique">><<set $CharltonOutskirtsFields to undefined>><</link>>
<<case "OutrunFail">>
You launch yourself forward, but the ground is uneven and your momentum falters. A pigeon slams into your shoulder. Another claws through your hair. You try to push harder, but your stride breaks as something pecks sharply at your ankle.<br>
<br>
You stagger. Your knee skids across packed dirt. The flock swarms instantly, sensing weakness, tightening around you like a net. Talons scrape your arms as you shield your face. A wing smacks your cheek. The air fills with dust and feathers and frantic screeching.<br>
<br>
You try again to rise, but the birds are faster. Their bodies buffeting your balance. Their claws grabbing at your shirt. One sharp tug sends you sprawling onto your stomach.<br>
<br>
There’s no outrunning them now. Your skin stings. Your legs shake. And you have moments to consider how to react.<br>
<br>
<<ActionsHeader>>
<<link "Cover your head and flee, letting panic carry you" "CharltonOutskirtsFields">><<set $CharltonOutskirtsFields to "Panic">><<Feminity 1>><<Assertive -1>><</link>><br>
<<link "Stand your ground and try to fight the birds off" "CharltonOutskirtsFields">><<set $CharltonOutskirtsFields to "Stand">><<Feminity -1>><<Assertive 1>><</link>>
<<case "Panic">>
Panic sets in. You pull your hands over your face and surge forward, fuelled by terror and adrenaline. Pigeons swoop and screech around you. Cold feathers brush against your face. You hear a girlish scream escape your lips, staggering forward across the rough dirt, unable to see as you block your eyes from the birds.<br>
<br>
Something on the ground catches your feet and you stumble forward. Your knees thump against the trodden soil and you instinctively curl up into a ball, keeping your arms wrapped around your head, hearing your voice whimpering as you brace for the attack.<br>
<br>
Your bottom lip trembles. Here you are, in Emily’s form, cowering alone in a field at night, bracing yourself for the impending beaks and claws that you are certain are going to tear into this body. You squeeze your eyes shut, hugging your face with your hands as you sit on the floor. You couldn’t fight them off if you tried.<br>
<br>
Yet the tear and cuts don’t come. Instead, the wisps of birds in the air diminishes. Their squawks die down. Cautiously, you part your fingers, just enough to look through.<br>
<br>
A pigeon swoops by, but some distance away. The air seems still.<br>
<br>
Pulling back your arms, you look around into the quiet night. The pigeons are still watching you, but each one is now perched on the ground and back in the trees. All some distance away. Stationary.<br>
<br>
Except for one lone straggler, who cautiously totters towards you. Instinctively you swipe at it.<br>
<br>
The sound of squawking fills the air immediately. You pull your arms back over your head and yelp, feeling your lips quiver as you pull your body back up into the smallest possible space. Ready.<br>
<br>
And once again, nothing. Opening your eyes, the pigeons have returned to the trees. A few beady eyes watch you with idle interest, but no attempts to harass you are made.<br>
<br>
You stand, brushing the dirt off your clothes as you feel your body shaking. Your lip still quivers, your legs wobble. You take one step away, then another. Aware of how vulnerable you feel in this body. Aware of how at the slightest threat, you panicked and folded. You are reminded by a memory of a film you once watched, midway through, where a supporting character succumbed to an attack.<br>
<br>
Except in this instance, the girl is you. And the pigeons?<br>
<br>
They seemed to pull back as soon as you acted like the girl in the movie.<br>
<br>
<<ActionsHeader>>
<<link "Reach the edge of the field" "CharltonOutskirtsPartyShackArrival">><<set $LogainLoyaltyFields to "Panic">><<set $CharltonOutskirtsFields to undefined>><</link>>
<<case "Stand">>
Dirt billows up as you draw to a halt and turn. These are just pigeons. You need to get a hold of yourself.<br>
<br>
As birds swoop forward, you throw out your arms and swipe the air, trying to drive them away. You feel talons brush across your face. A beak pulls at your hair. One of your ears stings as something cuts into your skin.<br>
<br>
“Get away from me!” you shout, trying to knock one of the pigeons away with your hand. But the air thickens with each attempt to fight back. The sound of squawking surrounds you. Your vision is filled with grey feathers. Beady black eyes seem to stare back at you, even as the birds flutter and swoop by, too fast to catch.<br>
<br>
Even knocking one to the ground doesn’t stop the assault. In fact, the flock only grows after your small win. As you continue to slap and punch, your skin swells with cuts and bruises. A lock of hair is yanked from your scalp.<br>
<br>
“Back off!” you snarl, but your voice is swallowed by the frenzy.<br>
<br>
You try to shield your head, staggering back as the onslaught becomes unbearable. Your arms ache. Your skin burns. You can’t even see the sky anymore. And then a sharp blow to your shoulder spins you sideways. Your knees hit the ground. Your palms scrape along jagged dirt.<br>
<br>
A final bird swoops inches from your eyes. Instinct forces you down, curling in on yourself. And only then, when you stop resisting, does the assault taper.<br>
<br>
The beating wings drift away. The screeches soften into soft coos. The flock disperses back into the dark trees as if nothing happened.<br>
<br>
Your breath shudders out. Cuts sting along your arms. A warm trickle slips down your cheek. You peel yourself upright, shaking, hair tangled, clothes scuffed.<br>
<br>
The night returns to stillness.<br>
<br>
<<ActionsHeader>>
<<link "Reach the edge of the field" "CharltonOutskirtsPartyShackArrival">><<set $LogainLoyaltyFields to "Stand">><<set $CharltonOutskirtsFields to undefined>><</link>>
<</switch>><b>Charlton Outskirts - Party Shack</b><br>
<img src="./images/CountrysidePartyShackEntrance_night.png"><Br>
<Br>
You come to the end of the bike track. As Logain described, there in front of you is a wooden shack. Dim light seeps through the wooden panels. No music, no signs of a party. But you hear muttering inside.<br>
<br>
<<ActionsHeader>>
<<link "Enter the shack" "CountrysidePartyShack">><</link>><b>Countryside Party Shack</b><br>
<img src="./images/CountrysidePartyShack_night.png"><Br>
<br>A handful of grimy bedrolls circle a lone lantern, with empty cans and discarded snacks marking the shack as a refuge for parties best kept from Charlton’s adults.<br>
<Br>
You push the warped door inward. Three faces snap towards you in the glow of a battered camping lantern.<br>
<br>
The first belongs to a boy with square glasses who rises immediately, shoulders set as though he has spent the evening rehearsing this exact confrontation. A lankier boy remains half-seated against the wall, one hand gripping a beer bottle whose label has been peeled into damp strips. Two empty bottles stand beside his foot. When your eyes meet, he gives you a quick grin that seems designed to prove he is enjoying himself.<br>
<br>
In the far corner, a dark-haired girl has drawn her knees against her chest. A travel chess set lies scattered beside her, abandoned in the middle of a game. Her fingers hover over one of the pieces, but rather than return it to the board, she looks towards the boy with the glasses and waits for him to speak.<br>
<br>
“Stop there,” the boy with the glasses says. His voice lands sharper than his expression. “Who are you?”<br>
<br>
<<if $LogainLoyaltyFields is "Panic">>
Your breath is still ragged. Dust coats your clothes and strands of hair cling to your forehead. The boy takes an involuntary step towards you. “Are you hurt?”<br>
<br>
The girl eyes your appearance, her eyes narrow as she sees you. “Careful Marcus! She could be working for them.”<br>
<br>
The other boy winces as his eyes wander over you. “Don’t think so. She’s been running.”<br>
<<elseif $LogainLoyaltyFields is "Stand">>
Shallow scratches mark your cheek and forearms. Your hair is tangled and there is still dirt ground into your palms. The boy with the glasses moves between you and the others. “What happened to you?”<br>
<br>
The girl stares back over at you suspiciously. “She looks like she’s been in a fight, Marcus.”<br>
<br>
The other boy watches you carefully, taking a swig on his beer. “Or doing other things out in the woods,” you hear him mutter.<br>
<<elseif $LogainLoyaltyFields is "Physique">>
You look almost untouched. That appears to worry them more than an injury would have. The boy with the glasses frowns. “How did you get here without a mark?”<br>
<br>
Both the girl and the other boy eye you suspiciously. “Be careful, Marcus,” the girl mutters.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Talk to the group" "CountrysidePartyShackGroup">><<LoyaltyFieldsTrustReconcile>><<GiveObjectLocation "Void" "BreakingFreePackage">><<QuestTracker "Quest41" 3>><</link>><<switch $CountrysidePartyShackGroup>>
<<case undefined>>
The boy with the glasses clears his throat. “Where’s Logain?”<br>
<br>
“What?” you say before you can stop yourself.<br>
<br>
The question passes through the room like a current. The girl rises onto her knees. The lanky boy’s bottle stops halfway to his mouth. The boy in front of you looks briefly to each of them before facing you again.<br>
<br>
You ease the padded envelope from your bag, keeping both hands visible. “He sent me with this.”<br>
<br>
<<if $LogainLoyaltyFields is "Physique">>
The boy with glasses eyes the package carefully as he appraises you. “Okay. But where is he?”<br>
<<elseif $LogainLoyaltyFields is "Stand">>
The boy with glasses eyes the package carefully as he appraises you. He smiles weakly and goes to speak, but before he says anything the boy drinking beer grunts and captures his attention. “Don’t trust her. Where is he?”<br>
<<elseif $LogainLoyaltyFields is "Panic">>
The boy with glasses eyes the package carefully as he appraises you. He smiles weakly and goes to speak, but before he says anything the girl emits a panicked whine. “Don’t Marcus! Where’s Logain?”<br>
<</if>>
<br>
“I don’t know,” you admit. “He just said to drop this off to you.”<br>
<br>
The three teenagers look at each other, sharing looks you can’t decipher. But Marcus reaches forward, taking the jiffy bag and ripping it open. He shakes it out into his hand. Three squat glass bottles slide into his palm. Each is filled with pale pills, visible through amber glass. The same dormant magic you sensed in the greenhouse catches against your awareness, faint but unmistakable.<br>
<br>
“Is that it?” the girl breathes.<br>
<br>
The boy quickly throws a bottle to her and the lanky boy, then shakes the jiffy bag and holds it up to the light in frustration. “That’s it. No note. Instructions. Next steps. Nothing.” He clenches his teeth and tosses the envelope to the side.<br>
<br>
You look around. The girl has collapsed back, clutching her knees. The lanky boy has returned to picking at the bottle label. And the boy with glasses removes them and cleans his lens with his jumper. All look defeated, in their own way.<br>
<br>
“What’s going on here?” you mutter.<br>
<br>
The boy with glasses looks up, studying you. “Why should we trust you?”<br>
<br>
<<ActionsHeader>>
<<StatCheckIntelligence "gt" 60>>
<<set _StatIntelligenceProbability to _StatIntelligenceProbability + " Try to convince them you’re not a threat">>
<<if _StatCheckIntelligence is true>>
<<link _StatIntelligenceProbability "CountrysidePartyShackGroup">><<set $CountrysidePartyShackGroup to "Convince">><</link>><br>
<<else>>
<<link _StatIntelligenceProbability "CountrysidePartyShackGroup">><<set $CountrysidePartyShackGroup to "ConvinceFail">><<Intelligence 1>><</link>><br>
<</if>>
<<link "Feign tears and stumble through an explanation" "CountrysidePartyShackGroup">><<set $CountrysidePartyShackGroup to "Tears">><<Feminity 1>><<Assertive -1>><</link>><br>
<<link "Demand they explain themselves first" "CountrysidePartyShackGroup">><<set $CountrysidePartyShackGroup to "Demand">><<Feminity -1>><</link>>
<<case "Convince">>
You keep your hands where they can see them and force yourself to speak slowly. “Listen. I crossed those fields alone, got past whatever was controlling those birds and put Logain’s package into your hands without asking for anything in return.”<br>
<br>
You glance towards the shuttered window. “If I meant to steal from you or turn you in, I’ve already passed up every useful opportunity.”<br>
<br>
“That doesn’t mean anything!” the girl says. “You could be tricking us.”<br>
<br>
“No,” the lanky boy replies. “But she did just hand over the only useful thing in the room.”<br>
<br>
The boy with the glasses considers this, looking from the empty envelope to the door.<br>
<br>
“All right,” he says. “You can wait until Logain gets here. But you stay where we can see you.”<br>
<br>
“And what about you?” you ask. “What’s your story?”<br>
<br>
“You wouldn’t believe us if we told you,” the boy with the beer mutters.<br>
<br>
“Try me.”<br>
<br>
The three exchange another look. Finally, the boy with the glasses gives a reluctant shrug.<br>
<br>
<<ActionsHeader>>
<<link "Listen to Marcus’ tale" "CountrysidePartyShackGroup">><<set $CountrysidePartyShackGroup to "Tale">><<HorrorTrust "Kara" 1>><<HorrorTrust "Marcus" 1>><<HorrorTrust "Ian" 1>><<NPCKnown "Kara">><<NPCKnown "Ian">><<NPCKnown "Marcus">><<set $LogainLoyaltyFields to undefined>><</link>>
<<case "ConvinceFail">>
You keep your hands where they can see them and force yourself to speak slowly. “Listen. I crossed those fields alone, got past whatever was controlling those birds and put Logain’s package into your hands without asking for anything in return.”<br>
<br>
You glance towards the shuttered window. You find your thoughts drifting to those pigeons. The darkness. The cold. “If I meant to steal from you or turn you in, I…” You hesitate, drifting off as you stare back at the window.<br>
<br>
“You what?” the girl stammers.<br>
<br>
“I’m not trying to steal from you!” you exclaim, frustrated with the interrogation.<br>
<br>
The three teenagers stare back at you and you realise you’ve made an error. “Try again,” the boy with glasses says. “Give us a reason this time.”<br>
<br>
<<ActionsHeader>>
<<link "Feign tears and stumble through an explanation" "CountrysidePartyShackGroup">><<set $CountrysidePartyShackGroup to "Tears">><<Feminity 1>><<Assertive -1>><</link>><br>
<<link "Demand they explain themselves first" "CountrysidePartyShackGroup">><<set $CountrysidePartyShackGroup to "Demand">><<Feminity -1>><</link>>
<<case "Tears">>
You lower your eyes and try to summon tears. They come much too easily. The terror in the fields, the watching birds and Logain’s refusal to explain anything have left your nerves stretched thin. Once your voice begins to shake, you cannot make it stop.<br>
<br>
“I don’t know where he is,” you say. “He gave me the package and told me to bring it here. That’s all. I didn’t know who would be waiting, what was chasing me through those fields, or whether any of you would even believe me.”<br>
<br>
You wipe hurriedly at your eyes. “I did what he asked. Please don’t make me go back out there.”<br>
<br>
The girl softens first. “Marcus, look at her.”<br>
<br>
Marcus’s shoulders loosen, his suspicion giving way to embarrassed concern. Ian puts his beer down.<br>
<br>
“She’s scared, mate,” he says quietly. “She’s not working for them.”<br>
<br>
“No one’s going to hurt you,” Marcus says. His tone remains careful, but it is no longer hostile. He puts his arm around you and gives you a warm, friendly squeeze. “You can stay until Logain gets here.”<br>
<br>
<i>Playing the scared girl in the woods all too well, are we?</i><br>
<br>
When Marcus pulls away, you steady your breathing and look between them. “Then tell me what I walked into.”<br>
<br>
Ian retrieves his bottle. “You wouldn’t believe us.”<br>
<br>
“Try me.”<br>
<br>
Marcus glances at the others. Neither objects.<br>
<br>
<<ActionsHeader>>
<<link "Listen to Marcus’ tale" "CountrysidePartyShackGroup">><<set $CountrysidePartyShackGroup to "Tale">><<HorrorTrust "Kara" 1>><<HorrorTrust "Marcus" 1>><<HorrorTrust "Ian" 1>><<NPCKnown "Kara">><<NPCKnown "Ian">><<NPCKnown "Marcus">><<set $LogainLoyaltyFields to undefined>><</link>>
<<case "Demand">>
You straighten and meet the boy’s stare. “No. I carried your package through those fields. The pills are already in your hands. You don’t get to interrogate me and offer nothing in return.”<br>
<br>
The boy with the glasses sets his jaw. Ian’s bravado flickers, and the girl draws back at your sharp tone.<br>
<br>
“Before you ask me another question,” you continue, “tell me why three students are hiding in a shack in the middle of the night, waiting for Logain.”<br>
<br>
“You walk in here and think you set the terms?” the boy with the glasses asks.<br>
<br>
“I delivered what you wanted. Now I want an answer.”<br>
<br>
The silence that follows is brittle. The boy with the glasses looks to the others, but neither says anything.<br>
<br>
“You can wait,” he says at last. “Throwing you outside won’t bring Logain here any faster. Don’t mistake that for trust.”<br>
<br>
“Fine.” You fold your arms. “Why are you here?”<br>
<br>
Ian takes a nervous drink. “You wouldn’t believe us.”<br>
<br>
“Try me.”<br>
<br>
The boy with the glasses exhales through his nose. “You want an explanation? Listen.”<br>
<br>
<<ActionsHeader>>
<<link "Listen to Marcus’ tale" "CountrysidePartyShackGroup">><<set $CountrysidePartyShackGroup to "Tale">><<NPCKnown "Kara">><<NPCKnown "Ian">><<NPCKnown "Marcus">><<set $LogainLoyaltyFields to undefined>><</link>>
<<case "Tale">>
Marcus eases back half a step. It is not quite a welcome, but it is enough to end the confrontation. “I’m Marcus,” he says. He gestures towards the girl. “That’s Kara. The idiot with the beer is Ian.”<br>
<br>
“Fourth-best player in the chess club,” Ian says, raising the bottle in greeting.<br>
<br>
“There were four of us,” Kara replies automatically.<br>
<br>
Ian nods towards the abandoned board. “Still beat you tonight.”<br>
<br>
“We didn’t finish,” she snaps back, defensively.<br>
<br>
“You stopped looking at the pieces.” His grin widens. “Too busy watching Marcus?”<br>
<br>
Kara colours immediately. Her gaze flicks towards Marcus before dropping to the board. Ian seems pleased by the reaction. He takes another drink. Meanwhile, Kara stares back down at the chess set. You can see the confusion on her face before Marcus steps in front of your view of her. “And who might you be?”<br>
<br>
“Emily,” you tell them, glancing at the beer, the sleeping bags and the three sealed bottles. “Some party.”<br>
<br>
“What?” Marcus says frowning. “We’re not here to party. We’re leaving Charlton.”<br>
<br>
“Correction. We were leaving Charlton,” Ian snaps, taking a swig. “Don’t see Logain around to come through on that, though.”<br>
<br>
Your eyes narrow. “What was supposed to happen tonight?” you ask.<br>
<br>
Marcus looks at you once more, but shrugs to the others before continuing. “Logain told us to slip out separately and meet here,” he says. “He was either going to come himself or leave our next instructions. A driver is meant to collect us, but Logain kept the location and everything after that secret.”<br>
<br>
“When we needed to know, we’d know,” Ian says in a rough imitation of Logain.<br>
<br>
“Except we need to know now,” Kara replies.<br>
<br>
“He was worried somebody had started watching him,” Marcus says.<br>
<br>
“Like those pigeons in the trees,” Kara stammers. “They won’t let us leave.”<br>
<br>
“And where would we go?” Ian spits back. “Back to our homes? You know what happens if we stay here.”<br>
<br>
“That’s enough,” Marcus barks, his voice an attempt at being authoritative. He looks back to you. “Logain will be here. We just need to wait. All of us.”<br>
<br>
You stare back at the boy with glasses. Whatever Logain has involved you in, this is not a drug delivery to a teenage party. These three are waiting for instructions that have not arrived, and the only person who might explain them is missing.<br>
<br>
Until he appears, there is time to learn who you may be trapped with.<br>
<br>
<<ActionsHeader>>
<<link "Look around the shack" "CountrysidePartyShackHub">><<set $CountrysidePartyShackGroup to undefined>><</link>>
<</switch>><b>Countryside Party Shack</b><br>
<img src="./images/CountrysidePartyShack_night.png"><Br>
<br>A handful of grimy bedrolls circle a lone lantern, with empty cans and discarded snacks marking the shack as a refuge for parties best kept from Charlton’s adults.<br>
<Br>
<<HorrorTrustCheck "Kara">>
<<if _HorrorTrustCheck gte 3>>
Kara sits near the abandoned chessboard, turning one of the pieces between her fingers without returning it to play. When she notices you looking, she gives you a cautious smile and shifts slightly to make room beside her.<br>
<br>
Her attention soon drifts towards Marcus and Ian again.<br>
<<else>>
Kara remains curled beside the abandoned chessboard. She watches you through her glasses, but whenever Marcus or Ian moves, her attention snaps back towards them as though waiting to see how she should react.<br>
<</if>>
<br>
<<HorrorTrustCheck "Ian">><<CheckFirst "PartyShackHubSettled">>
<<if _HorrorTrustCheck gte 3>>
Ian sits with the beer bottle between his knees, stripping another damp piece from its label.<br>
<<if _CheckFirst is false>>
<br>
“Good news,” he says. “If Logain’s abandoned us, at least we’ve found somewhere indoors to be murdered.”<br>
<br>
The joke is thin, but this time it seems intended to calm you as much as himself.<br>
<<AddFirst "PartyShackHubSettled">>
<</if>>
<<else>>
Ian drinks without offering you another bottle. Each time you look towards him, he answers with a careless grin, although his eyes continue moving between you and the door.<br>
<</if>>
<br>
<<HorrorTrustCheck "Marcus">>
<<if _HorrorTrustCheck gte 3>>
Marcus remains near the door, but he is no longer deliberately blocking your path.<br>
<<if _CheckFirst is false>>
<br>
“If you hear anything outside, say so,” he tells you. After a glance towards Kara and Ian, he adds, “Either of us hear something, we’ll tell the others.”<br>
<<AddFirst "PartyShackHubSettled">>
<</if>>
<<else>>
Marcus has positioned himself between you and the others. He checks the door and shutter in turn, behaving as though constant vigilance might make him responsible for whatever happens next.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Talk to Marcus" "CountrysidePartyShackMarcusDialogue0">><<StartConversation "Marcus" "CountrysidePartyShackHub">><</link>><br>
<<link "Talk to Ian" "CountrysidePartyShackIanDialogue0">><<StartConversation "Ian" "CountrysidePartyShackHub">><</link>><br>
<<link "Talk to Kara" "CountrysidePartyShackKaraDialogue0">><<StartConversation "Kara" "CountrysidePartyShackHub">><</link>><br>
<<link "Sit back and wait for Logain" "CountrysidePartyShackWait">><</link>><<if ndef $Quest41TopicsDone>><<set $Quest41TopicsDone to []>><</if>>
<<HorrorTrustCheck "Marcus">>
<<Quest41QuestionsAskedCheck "Marcus">>
<<if _Quest41QuestionsAskedCheck is 0>>
<<if _HorrorTrustCheck is 0>>
As you step up to Marcus, his eyes regard you warily. “Think we should just wait for Logain,” he tells you.<br>
<<elseif _HorrorTrustCheck is 1>>
As you step up to Marcus, he looks at you with curious eyes. “You sure you don’t know where Logain is?”<br>
<<else>>
As you step up to Marcus, he gives you a measured smile. “Something on your mind?”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Ask him about Logain" "MarcusDialogue">><<set $MarcusDialogue to "Logain">><<Quest41QuestionsAsked "Marcus">><<run $Quest41TopicsDone.push("MarcusLogain")>><</link>><br>
<<link "Ask him about the pills" "MarcusDialogue">><<set $MarcusDialogue to "Pills">><<Quest41QuestionsAsked "Marcus">><<run $Quest41TopicsDone.push("MarcusPills")>><</link>><br>
<<link "Ask him about escaping" "MarcusDialogue">><<set $MarcusDialogue to "Escaping">><<Quest41QuestionsAsked "Marcus">><<run $Quest41TopicsDone.push("MarcusEscaping")>><</link>><br>
<<link "Ask about the plan" "MarcusDialogue">><<set $MarcusDialogue to "Plan">><<Quest41QuestionsAsked "Marcus">><<run $Quest41TopicsDone.push("MarcusPlan")>><</link>><br>
<<link "Leave him be" "CountrysidePartyShackHub">><<EndConversation "Marcus">><</link>>
<<elseif _HorrorTrustCheck lte _Quest41QuestionsAskedCheck>>
“Think we should leave it there,” he tells you. “And just wait for Logain.”<br>
<br>
<<ActionsHeader>>
<<link "Leave him be" "CountrysidePartyShackHub">><<EndConversation "Marcus">><</link>>
<<else>>
Marcus stares back at you with measured interest.<br>
<br>
<<ActionsHeader>>
<<if not $Quest41TopicsDone.includes("MarcusLogain")>><<link "Ask him about Logain" "MarcusDialogue">><<set $MarcusDialogue to "Logain">><<Quest41QuestionsAsked "Marcus">><<run $Quest41TopicsDone.push("MarcusLogain")>><</link>><br><</if>>
<<if not $Quest41TopicsDone.includes("MarcusPills")>><<link "Ask him about the pills" "MarcusDialogue">><<set $MarcusDialogue to "Pills">><<Quest41QuestionsAsked "Marcus">><<run $Quest41TopicsDone.push("MarcusPills")>><</link>><br><</if>>
<<if not $Quest41TopicsDone.includes("MarcusEscaping")>><<link "Ask him about escaping" "MarcusDialogue">><<set $MarcusDialogue to "Escaping">><<Quest41QuestionsAsked "Marcus">><<run $Quest41TopicsDone.push("MarcusEscaping")>><</link>><br><</if>>
<<if not $Quest41TopicsDone.includes("MarcusPlan")>><<link "Ask about the plan" "MarcusDialogue">><<set $MarcusDialogue to "Plan">><<Quest41QuestionsAsked "Marcus">><<run $Quest41TopicsDone.push("MarcusPlan")>><</link>><br><</if>>
<<link "Leave him be" "CountrysidePartyShackHub">><<EndConversation "Marcus">><</link>>
<</if>><<if ndef $Quest41TopicsDone>><<set $Quest41TopicsDone to []>><</if>>
<<HorrorTrustCheck "Ian">>
<<Quest41QuestionsAskedCheck "Ian">>
<<if not $Quest41TopicsDone.includes("IanDrink")>>
Ian looks up at you as you approach, grinning. He pulls out a six-pack of beer from off to the side, pulling out a bottle from the container and extending it out to you. “Something to help take the edge off things?”<br>
<br>
<<ActionsHeader>>
<<link "Accept the drink" "IanDialogue">><<set $IanDialogue to "AcceptDrink">><<Drunk 1>><<run $Quest41TopicsDone.push("IanDrink")>><</link>><br>
<<CompulsionCheck "PartyGirl">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Party Girl] </span><s>Decline the drink</s> - <i>You can’t say no to a free drink!</i><br>
<<else>>
<<link "Decline the drink" "IanDialogue">><<set $IanDialogue to "DeclineDrink">><<run $Quest41TopicsDone.push("IanDrink")>><</link>><br>
<</if>>
<<elseif _HorrorTrustCheck lte _Quest41QuestionsAskedCheck>>
“Enough chat,” he tells you. “Let’s wait for Logain.”<br>
<br>
<<ActionsHeader>>
<<link "Leave him be" "CountrysidePartyShackHub">><<EndConversation "Ian">><</link>>
<<else>>
<<if _HorrorTrustCheck is 0>>
Ian watches you with thinly veiled suspicion. “What do you want?”<br>
<<elseif _HorrorTrustCheck is 1>>
Ian regards you with caution, playing with the label on his beer bottle. “Yeah?”<br>
<<elseif _HorrorTrustCheck is 2>>
Ian smiles at you as his eyes wander your body. “What’s up?”<br>
<<else>>
Ian gives you a devilish smile as he takes a gulp from his drink. “Need another one?”<br>
<</if>>
<br>
<<ActionsHeader>>
<<if not $Quest41TopicsDone.includes("IanLogain")>><<link "Ask him about Logain" "IanDialogue">><<set $IanDialogue to "Logain">><<Quest41QuestionsAsked "Ian">><<run $Quest41TopicsDone.push("IanLogain")>><</link>><br><</if>>
<<if not $Quest41TopicsDone.includes("IanPills")>><<link "Ask him about the pills" "IanDialogue">><<set $IanDialogue to "Pills">><<Quest41QuestionsAsked "Ian">><<run $Quest41TopicsDone.push("IanPills")>><</link>><br><</if>>
<<if not $Quest41TopicsDone.includes("IanEscaping")>><<link "Ask him about escaping" "IanDialogue">><<set $IanDialogue to "Escaping">><<Quest41QuestionsAsked "Ian">><<run $Quest41TopicsDone.push("IanEscaping")>><</link>><br><</if>>
<<if not $Quest41TopicsDone.includes("IanPlan")>><<link "Ask about the plan" "IanDialogue">><<set $IanDialogue to "Plan">><<Quest41QuestionsAsked "Ian">><<run $Quest41TopicsDone.push("IanPlan")>><</link>><br><</if>>
<<link "Leave him be" "CountrysidePartyShackHub">><<EndConversation "Ian">><</link>>
<</if>><<if ndef $Quest41TopicsDone>><<set $Quest41TopicsDone to []>><</if>>
<<HorrorTrustCheck "Kara">>
<<Quest41QuestionsAskedCheck "Kara">>
<<if _Quest41QuestionsAskedCheck is 0>>
<<if _HorrorTrustCheck is 0>>
Kara looks up as you approach, then glances towards Marcus before returning her attention to you. “What is it?”<br>
<<elseif _HorrorTrustCheck is 1>>
Kara pushes her glasses back into place. “Did Logain tell you anything else?”<br>
<<else>>
Kara gives you a cautious smile and shifts closer, lowering her voice as though inviting you into a confidence. “What did you want to ask?”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Ask her about Logain" "KaraDialogue">><<set $KaraDialogue to "Logain">><<Quest41QuestionsAsked "Kara">><<run $Quest41TopicsDone.push("KaraLogain")>><</link>><br>
<<link "Ask her about the pills" "KaraDialogue">><<set $KaraDialogue to "Pills">><<Quest41QuestionsAsked "Kara">><<run $Quest41TopicsDone.push("KaraPills")>><</link>><br>
<<link "Ask her about escaping" "KaraDialogue">><<set $KaraDialogue to "Escaping">><<Quest41QuestionsAsked "Kara">><<run $Quest41TopicsDone.push("KaraEscaping")>><</link>><br>
<<link "Ask about the plan" "KaraDialogue">><<set $KaraDialogue to "Plan">><<Quest41QuestionsAsked "Kara">><<run $Quest41TopicsDone.push("KaraPlan")>><</link>><br>
<<link "Leave her be" "CountrysidePartyShackHub">><<EndConversation "Kara">><</link>>
<<elseif _HorrorTrustCheck lte _Quest41QuestionsAskedCheck>>
Kara looks towards the door, then towards Marcus. “I think we should wait now. Talking isn’t making any of this clearer.”<br>
<br>
<<ActionsHeader>>
<<link "Leave her be" "CountrysidePartyShackHub">><<EndConversation "Kara">><</link>>
<<else>>
Kara studies you with guarded interest, although her attention still drifts towards the boys whenever either of them moves.<br>
<br>
<<ActionsHeader>>
<<if not $Quest41TopicsDone.includes("KaraLogain")>><<link "Ask her about Logain" "KaraDialogue">><<set $KaraDialogue to "Logain">><<Quest41QuestionsAsked "Kara">><<run $Quest41TopicsDone.push("KaraLogain")>><</link>><br><</if>>
<<if not $Quest41TopicsDone.includes("KaraPills")>><<link "Ask her about the pills" "KaraDialogue">><<set $KaraDialogue to "Pills">><<Quest41QuestionsAsked "Kara">><<run $Quest41TopicsDone.push("KaraPills")>><</link>><br><</if>>
<<if not $Quest41TopicsDone.includes("KaraEscaping")>><<link "Ask her about escaping" "KaraDialogue">><<set $KaraDialogue to "Escaping">><<Quest41QuestionsAsked "Kara">><<run $Quest41TopicsDone.push("KaraEscaping")>><</link>><br><</if>>
<<if not $Quest41TopicsDone.includes("KaraPlan")>><<link "Ask about the plan" "KaraDialogue">><<set $KaraDialogue to "Plan">><<Quest41QuestionsAsked "Kara">><<run $Quest41TopicsDone.push("KaraPlan")>><</link>><br><</if>>
<<link "Leave her be" "CountrysidePartyShackHub">><<EndConversation "Kara">><</link>>
<</if>>You settle near the door while the minutes stretch. Marcus checks the shutter for the third time. Ian works the last piece of label from his bottle. Kara picks up one of the scattered chess pieces. She studies the board as though trying to remember what she once intended to do with it.<br>
<br>
“Whose move was it?” Ian asks.<br>
<br>
Kara opens her mouth, but looks towards Marcus.<br>
<br>
“Yours,” he answers.<br>
<br>
“Thought so.” Ian raises his bottle. “Strategic drinking break.”<br>
<br>
Kara gives a small laugh, brighter than the joke deserves, and sets the piece down without making a move.<br>
<br>
Something strikes the outside wall.<br>
<br>
All three of them turn towards the door. A boot scrapes across the porch, followed by a second, unsteady step. The handle jerks down.<br>
<br>
<<ActionsHeader>>
<<link "Look up" "CountrysidePartyShackLogainAppears">><</link>><<if ndef $Quest41TopicsDone>><<set $Quest41TopicsDone to []>><</if>>
<<switch $CountrysidePartyShackLogainAppears>>
<<case undefined>>
The door flies inward. Logain stumbles into the shack, his face scored with claw marks and one arm wrapped around his stomach. Mud and blood darken his T-shirt, and his injured leg nearly folds beneath him.<br>
<br>
“Sorry I’m late, squirt,” Logain says through a painful breath. “Got caught putting a cat among the pigeons. Only the cat turned out to be me.”<br>
<br>
Kara stares at his face. “You’re bleeding.”<br>
<br>
“Excellent diagnosis.” He meets your eyes with a crooked grin. “Might have a few extra scars in the prom photos, if that’s what you’re worried about.”<br>
<br>
You look at his soaked shirt. “What the hell happened to you?”<br>
<br>
“Long story. Short clock.” He shifts on the crate and winces. “I’ve got a favour to ask, squirt. A big one. But first,” he turns to the others. “I need a minute alone with the lady.”<br>
<br>
Kara glances towards the open door. “Outside?”<br>
<br>
“I scattered the pigeons. It’s safe for the moment.”<br>
<br>
Marcus keeps hold of his arm. “You can barely sit up.”<br>
<br>
“I’m sitting, aren’t I?” Logain’s smirk returns, thinner than before. “One minute. Trust me, I’m trying to make this quick.”<br>
<br>
The three exchange a look. Kara gives a reluctant nod, Ian retrieves his beer, and Marcus finally lets go.<br>
<br>
“One minute,” Marcus repeats.<br>
<br>
They step onto the porch, closing the door behind them and leaving you alone with Logain.<br>
<br>
<<ActionsHeader>>
<<link "Listen to Logain" "CountrysidePartyShackLogainAppears">><<set $CountrysidePartyShackLogainAppears to "Listen">><</link>>
<<case "Listen">>
There is a muted silence after they leave the shack. You stare back at Logain, taking in his bruised face. “What happened to you? Honestly.”<br>
<br>
“How far off would you be in believing I got into a fight?” he replies, still clutching his stomach.<br>
<br>
“Less than five percent,” you tell him. “Come on. Out with it. Those kids. The pills. Your stomach.”<br>
<br>
“Thought you hadn’t noticed,” he says, sighing. “Bedside manner needs a bit of work. Maybe don’t become a nurse, okay?”<br>
<br>
You glance down at his soaked T-shirt, feeling your throat tighten. “Is it bad?”<br>
<br>
“I’ll live.” His smile fades. “Can’t say the same for those three unless we move quickly.”<br>
<br>
“Then tell me what’s going on.”<br>
<br>
Logain eases himself back against the wall. “I think you already know.”<br>
<br>
You hold back a reaction. “Know what?”<br>
<br>
“Come on, squirt. I’ve seen you at school. Sneaking around corridors. Trying classroom doors. Watching Chrissie and her dolls running scared.”<br>
<br>
You draw a slow breath. “I don’t know what you think you’ve seen, but -”<br>
<br>
“Sorry to cut you off, but I’m short on time.” His expression loses some of its usual playfulness. “Two choices. You tell me what we both know, and we can be honest with each other. Or you play innocent, and we pretend this was just a drug deal gone wrong.”<br>
<br>
You study him. You would be shocked if Logain knew the whole truth, but he clearly knows something. The question is whether you trust him enough to admit what you know.<br>
<br>
<<ActionsHeader>>
<<link "Admit that you know magic is real" "CountrysidePartyShackLogainAppears">><<set $CountrysidePartyShackLogainAppears to "Admit">><</link>><br>
<<link "Feign ignorance and reveal nothing" "CountrysidePartyShackLogainAppears">><<set $CountrysidePartyShackLogainAppears to "Feign">><</link>>
<<case "Admit">>
“Fine,” you mutter. “Magic is real.”<br>
<br>
He grins, taking in a deep breath. “Next question. You one of those magic types, or just a smart cookie?”<br>
<br>
You stare at him, considering your answer. This is going to be hard enough for Emily as it is, without Logain expecting she can do magic. “Just got a sharp pair of eyes.”<br>
<br>
“I’ve noticed,” he replies, smirking. “Your eyes, I mean.”<br>
<br>
“Focus, Logain,” you retort quickly. “You owe me some answers.”<br>
<br>
He pushes himself back upright against the wood, grimacing as he snags his leg on the crate. “Ask away,” he says through gritted teeth. “But keep it quick. There’s three scared geeks outside that are in a tough spot.”<br>
<br>
<<ActionsHeader>>
<<link "Talk to Logain" "CountrysidePartyShackLogainDialogue0">><<StartConversation "Logain" "CountrysidePartyShack">><<SetFlag "PermLogainSecretKnown">><</link>>
<<case "Feign">>
You meet his eyes. “I don’t know what you mean.”<br>
<br>
Logain watches you for a long moment. The last of the playfulness leaves his expression.<br>
<br>
“No. I need honesty right now, squirt. Not another round of will-they-won’t-they.” He nods towards the door. “There are three people outside whose lives depend on what happens next. I don’t need your life story. But I need to know you understand what we’re dealing with.”<br>
<br>
“I’ve told you what I know.”<br>
<br>
“Then I’m giving you one last chance.” His voice remains quiet. “Tell me the truth, or I work without you. Now, and for whatever you need at the prom.”<br>
<br>
<<ActionsHeader>>
<<link "Admit that you know magic is real" "CountrysidePartyShackLogainAppears">><<set $CountrysidePartyShackLogainAppears to "Admit">><</link>><br>
<<link "Maintain your denial" "CountrysidePartyShackLogainAppears">><<set $CountrysidePartyShackLogainAppears to "Deny">><<ChangeNPCrelationship "Logain" "Emily" 2>><</link>>
<<case "Deny">>
“There’s nothing to admit,” you say.<br>
<br>
Logain holds your gaze, then gives a single nod. “Fine. You delivered the package. That was our deal, and it’s done.”<br>
<br>
He glances towards the window. “I scattered the pigeons. There should be enough time for you to make it back before they regroup.”<br>
<br>
Before you can answer, he leans across and pushes open the door. “All right. Back inside.”<br>
<br>
Marcus, Ian and Kara file into the shack. Their relief at escaping the night lasts only until they see Logain struggling to sit upright.<br>
<br>
Kara looks from him to you. “She isn’t coming with us?”<br>
<br>
“She did what she was asked to do,” Logain replies. “Package delivered. Apparently escorting three people out of Charlton doesn’t qualify as an act of spontaneous charity.”<br>
<br>
Ian stares at the blood soaking his shirt. “And you’re going to take us? Like that?”<br>
<br>
“You can barely stand,” Marcus adds.<br>
<br>
“I can try.” Logain’s answer is curt. He gestures for them to gather around. “Now, we need to discuss the plan.”<br>
<br>
He meets your eyes one final time. “Goodbye, squirt.”<br>
<br>
The door closes in your face.<br>
<br>
Outside, the trees are silent and the pigeons are gone. This is your chance to make it home. You delivered the package, but whatever help you hoped to receive from Logain has vanished with it.<br>
<br>
<<ActionsHeader>>
<<link "Go back to the allotment" "CharltonAllotment">><<QuestTracker "Quest41" "fail">><<set $CountrysidePartyShackLogainAppears to undefined>><<set $Quest41Runaways to undefined>><<set $Quest41QuestionsAsked to undefined>><<set $Quest41TopicsDone to undefined>><<set $MarcusDialogue to undefined>><<set $IanDialogue to undefined>><<set $KaraDialogue to undefined>><</link>>
<<case "Finish">>
“Alright,” you tell him. “That’s all. For now. What do you need?”<br>
<br>
Logain’s eyes flick towards the door before focusing back on you. “Ian, Kara and Marcus. There’s a driver waiting. Someone a friend of a friend knows. If you can get them to him, he’ll take them away.”<br>
<br>
You give him a sceptical look. “Can you trust him?”<br>
<br>
A muted snigger is thrown your way. “As much as anybody.” His eyes again linger on the door, face draining of his smile. “Just. Be careful,” he murmurs. “Clancy usually looks the other way to my extra-curricular activities. Might be something to do with his daughter being under the thumb of my old man.” His eyes meet yours as he locks his jaw. “But he’s paying attention recently. Something’s not right.”<br>
<br>
“Maybe it’s because you’ve moved on from dealing bags of weed to people smuggling?”<br>
<br>
Logain grins. “But he doesn’t know that. Still looks like delivering drugs for attention-starved teens, if you’re not in the know. Now he’s closing in. I shook him, but not for long. If I go with them, I’ll slow them down and lead him straight to them.”<br>
<br>
“So you want me to escort them.”<br>
<br>
“I need you to.”<br>
<br>
“That wasn’t our deal.”<br>
<br>
“No.” This time he does not reach for a smile. “I’m changing the terms on you, and I’m sorry. I thought I could finish this myself.”<br>
<br>
You sigh, staring back at him. At his injuries. “And if I refuse?”<br>
<br>
“I can point them in the right way.” He draws a careful breath. “But I won’t lie to you. Clancy will probably catch them.”<br>
<br>
He holds your gaze. “Get them to the driver and I’ll keep my promise about prom. More than that, I’ll owe you. Whatever you need. If it’s in my power, it’s done.”<br>
<br>
<<ActionsHeader>>
<<link "Promise to help" "CountrysidePartyShackLogainAppears">><<set $CountrysidePartyShackLogainAppears to "Promise">><<QuestTracker "Quest41" 4>><</link>><br>
<<link "Decline to help" "CountrysidePartyShackLogainAppears">><<set $CountrysidePartyShackLogainAppears to "Decline">><</link>>
<<case "Promise">>
You look towards the closed door and take a breath. “Fine. I’ll get them to the driver.”<br>
<br>
Relief crosses Logain’s face before he can hide it behind a smirk. “Thank you.”<br>
<br>
“You’re helping me at prom.”<br>
<br>
“I gave you my word.”<br>
<br>
“And now you owe me.”<br>
<br>
“That part came through loud and clear.” A little of his smile returns. “I know what I owe you, squirt. I won’t wriggle out of it.”<br>
<br>
“Then we’re clear.”<br>
<br>
“Crystal.” He nods towards the door. “Bring them back inside. I’ll give you the route once, then you need to move. Just be careful. I’m growing used to having you around, squirt.”<br>
<br>
<<ActionsHeader>>
<<link "Call Marcus, Ian and Kara back inside" "CountrysidePartyShackLogainAppears">><<set $CountrysidePartyShackLogainAppears to "CallBack">><</link>>
<<case "Decline">>
“I’m sorry,” you say. “I delivered the package. I’m not risking my life crossing those fields. Especially with everything going on.”<br>
<br>
Logain studies you. There is no anger in his expression. “I understand.”<br>
<br>
You take a deep breath. “Then you’ll still help me at prom?”<br>
<br>
His jaw tightens. “No.”<br>
<br>
You feel your throat tighten. “You just admitted I kept my end of the deal.”<br>
<br>
“I know. Which means I’m going back on mine.” He looks towards the door. “I don’t want to, and you have every right to hate me for it. But I promised those three I would get them out before I promised you’d get a distraction at prom. If I can’t keep both promises, I keep the one that stops people being dragged back into Charlton.”<br>
<br>
You shake your head, staring back at Logain. “So this is an ultimatum.”<br>
<br>
“It is,” he says, holding your gaze.<br>
<br>
“That isn’t fair.”<br>
<br>
“Life isn’t,” he says, shrugging. “Last chance. I’ll keep your secret, if you keep mine. But you want my help? You’re gonna have to go the mile extra and get them to the driver.” He shrugs. “That’s just the way it is tonight.”<br>
<br>
<<ActionsHeader>>
<<link "Relent and agree to help" "CountrysidePartyShackLogainAppears">><<set $CountrysidePartyShackLogainAppears to "Promise">><<QuestTracker "Quest41" 4>><</link>><br>
<<link "Continue to refuse to help" "CountrysidePartyShackLogainAppears">><<set $CountrysidePartyShackLogainAppears to "Refuse">><</link>>
<<case "Refuse">>
“I’m sorry,” you say. “But I can’t risk -”<br>
<br>
Before you can complete your sentence, Logain plants one hand on the crate and forces himself upright. His injured leg nearly folds beneath him, but he catches the wall. “Save it. I’ve heard it before.”<br>
<br>
He leans across and pushes open the door. “All right. Back inside.”<br>
<br>
Marcus, Ian and Kara file into the shack. Their relief at escaping the night lasts only until they see Logain struggling to sit upright.<br>
<br>
Kara looks from him to you. “She isn’t coming with us?”<br>
<br>
“She did what she was asked to do,” Logain replies. “Package delivered. Apparently escorting three people out of Charlton doesn’t qualify as an act of spontaneous charity.”<br>
<br>
Ian stares at the blood soaking his shirt. “And you’re going to take us? Like that?”<br>
<br>
“You can barely stand,” Marcus adds.<br>
<br>
“I can try.” Logain’s answer is curt. He gestures for them to gather around. “Now, we need to discuss the plan.”<br>
<br>
He meets your eyes one final time. “Goodbye, squirt.”<br>
<br>
The door closes in your face.<br>
<br>
Outside, the trees are silent and the pigeons are gone. This is your chance to make it home. You delivered the package, but whatever help you hoped to receive from Logain has vanished with it.<br>
<br>
<<ActionsHeader>>
<<link "Go back to the allotment" "CharltonAllotment">><<QuestTracker "Quest41" "fail">><<set $CountrysidePartyShackLogainAppears to undefined>><<set $Quest41Runaways to undefined>><<set $Quest41QuestionsAsked to undefined>><<set $Quest41TopicsDone to undefined>><<set $MarcusDialogue to undefined>><<set $IanDialogue to undefined>><<set $KaraDialogue to undefined>><</link>>
<<case "CallBack">>
You open the door. Cold air spills into the shack. Marcus, Ian and Kara are waiting close together on the porch, each pretending not to watch the trees. At your gesture, they hurry back into the light.<br>
<br>
Logain pushes himself straighter against the wall. By the time they face him, most of the pain has disappeared behind his usual swagger.<br>
<br>
“All right, you three. Change of plan. Little Red Riding Hood here is going to escort you through the fields.” He nods towards you. “She already knows the wolf is real, so follow her lead.”<br>
<br>
Marcus frowns. “I can get us through. I’ve studied the area.”<br>
<br>
“On paper, mate,” Logain replies with a smirk. “Paper doesn’t panic, argue or get chased by homicidal pigeons.” Logain’s gaze moves across all three of them. “Stay together. If she tells you to stop, you stop. If she tells you to move, you move.”<br>
<br>
He points towards the rear of the shack. “Follow the tractor ruts through the corn and cross three dirt tracks. After the third, look for a cluster of trees beside the wire fence. The roots have lifted it enough to leave a gap. The driver will be waiting on the other side.”<br>
<br>
“And if we lose the ruts?” Kara asks.<br>
<br>
“Find the fence and follow it until you reach the trees. Don’t cut deeper into the corn looking for a shortcut.”<br>
<br>
Kara nods, repeating the route beneath her breath. Ian abandons his beer on the crate. Marcus looks between his friends, then finally turns to you. “Fine,” he says at last. “Lead on.”<br>
<br>
<<ActionsHeader>>
<<link "Step outside" "CountrysidePartyShackLogainAppears">><<set $CountrysidePartyShackLogainAppears to "StepOutside">><</link>>
<<case "StepOutside">>
Logain plants a hand against the wall and forces himself upright. He limps to the door and pulls it open.<br>
<br>
“Zips up,” he tells them. “Cold night out there.”<br>
<br>
Ian steps through first, with Kara close behind. Marcus pauses beside Logain.<br>
<br>
“Thank you,” Marcus says. “If there’s ever anything you need -”<br>
<br>
“Then I won’t know where to find you,” Logain interrupts. His expression softens. “That’s how I’ll know this worked. Good luck, king’s gambit.”<br>
<br>
Marcus follows the others onto the porch.<br>
<br>
You linger beside Logain. “What are you going to do?”<br>
<br>
“Head back down the bike track and give Clancy one wounded delinquent to find. I’ll tell him a late-night rendezvous went badly and keep him asking the wrong questions.”<br>
<br>
You glance down at his injury. “Can you make it?”<br>
<br>
He smirks once more. “I only need to be easier to find than you.”<br>
<br>
You step onto the porch. Logain leans on the doorframe, watching you join Kara, Marcus and Ian in the chilly air. “I meant what I said. Be careful.”<br>
<br>
“I will.”<br>
<br>
“Take care, squirt.”<br>
<br>
You stop and look back at him. “It’s Emily.”<br>
<br>
His smirk softens. “I know. Take care, Emily.”<br>
<br>
Then he closes the door.<br>
<br>
<<ActionsHeader>>
<<link "Set off through the cornfields" "CountrysideCornfield">><<set $CountrysidePartyShackLogainAppears to undefined>><<set $MarcusDialogue to undefined>><<set $IanDialogue to undefined>><<set $KaraDialogue to undefined>><</link>>
<</switch>><<if $LogainDialogue is undefined>>
Logain shifts against the wall, one hand still pressed to his stomach. “Ask what you need, squirt. Just remember that I’m bleeding out here.”<br>
<<else>>
Logain presses his hand to his stomach, waiting for you to speak.<br>
<</if>>
<br>
<<ActionsHeader>>
<<DialogueSpoken "Logain" "PartyShackMagic">>
<<if _Discussed is false>><<link "Ask what he knows about magic" "LogainDialogue">><<set $LogainDialogue to "PartyShackMagic">><</link>><br><</if>>
<<DialogueSpoken "Logain" "PartyShackInjuries">>
<<if _Discussed is false>><<link "Ask about his injuries" "LogainDialogue">><<set $LogainDialogue to "PartyShackInjuries">><</link>><br><</if>>
<<DialogueSpoken "Logain" "PartyShackTrio">>
<<if _Discussed is false>><<link "Ask about the trio outside" "LogainDialogue">><<set $LogainDialogue to "PartyShackTrio">><</link>><br><</if>>
<<DialogueUnlockCheck "Logain" "AboutMarcus">><<DialogueSpoken "Logain" "PartyShackMarcus">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about Marcus" "LogainDialogue">><<set $LogainDialogue to "PartyShackMarcus">><</link>><br><</if>>
<<DialogueUnlockCheck "Logain" "AboutIan">><<DialogueSpoken "Logain" "PartyShackIan">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about Ian" "LogainDialogue">><<set $LogainDialogue to "PartyShackIan">><</link>><br><</if>>
<<DialogueUnlockCheck "Logain" "AboutKara">><<DialogueSpoken "Logain" "PartyShackKara">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about Kara" "LogainDialogue">><<set $LogainDialogue to "PartyShackKara">><</link>><br><</if>>
<<DialogueSpoken "Logain" "PartyShackPills">>
<<if _Discussed is false>><<link "Ask about the pills" "LogainDialogue">><<set $LogainDialogue to "PartyShackPills">><</link>><br><</if>>
<<DialogueSpoken "Logain" "PartyShackWhy">>
<<if _Discussed is false>><<link "Ask why he’s doing this" "LogainDialogue">><<set $LogainDialogue to "PartyShackWhy">><</link>><br><</if>>
<<link "Finish and hear what he needs from you" "CountrysidePartyShackLogainAppears">><<set $CountrysidePartyShackLogainAppears to "Finish">><<EndConversation "Logain">><</link>>/* Quest41 Breaking Free - runaway trust system. Trust starts at 3 per runaway, clamped 0-8. */
<<widget "HorrorTrust">>
<<if ndef $Quest41Runaways>>
<<set $Quest41Runaways = { "Marcus" : 3, "Ian" : 3, "Kara" : 3 }>>
<</if>>
<<set $Quest41Runaways[_args[0]] = Math.clamp($Quest41Runaways[_args[0]] + _args[1], 0, 8)>>
<</widget>>
<<widget "HorrorTrustCheck">>
<<if ndef $Quest41Runaways>>
<<set $Quest41Runaways = { "Marcus" : 3, "Ian" : 3, "Kara" : 3 }>>
<</if>>
<<set _HorrorTrustCheck = $Quest41Runaways[_args[0]]>>
<</widget>>
<<widget "LoyaltyFieldsTrustReconcile">>
<<if $LogainLoyaltyFields is "Panic">>
<<HorrorTrust "Marcus" 1>>
<<elseif $LogainLoyaltyFields is "Stand">>
<<HorrorTrust "Marcus" 1>>
<</if>>
<</widget>>
/* Question allowance counters for the S3 shack conversations. */
<<widget "Quest41QuestionsAsked">>
<<if ndef $Quest41QuestionsAsked>>
<<set $Quest41QuestionsAsked = { "Marcus" : 0, "Ian" : 0, "Kara" : 0 }>>
<</if>>
<<set $Quest41QuestionsAsked[_args[0]] += 1>>
<</widget>>
<<widget "Quest41QuestionsAskedCheck">>
<<if ndef $Quest41QuestionsAsked>>
<<set $Quest41QuestionsAsked = { "Marcus" : 0, "Ian" : 0, "Kara" : 0 }>>
<</if>>
<<set _Quest41QuestionsAskedCheck = $Quest41QuestionsAsked[_args[0]]>>
<</widget>>
/* Applies the S8 Ian outcome to Marcus/Kara trust. Fires on the S9 entry link. */
<<widget "FlashlightsReconciliation">>
<<Flag "PermIanLost">>
<<set _FRIanLost = _FlagReturn>>
<<Flag "PermKaraLost">>
<<set _FRKaraLost = _FlagReturn>>
<<if _FRIanLost is true>>
<<if $TempIanApproach is "Int">>
<<HorrorTrust "Marcus" 1>>
<<if _FRKaraLost is false>><<HorrorTrust "Kara" 1>><</if>>
<</if>>
<<else>>
<<if $TempIanApproach is "Kiss">>
<<HorrorTrust "Ian" 1>>
<<HorrorTrust "Marcus" -1>>
<<if _FRKaraLost is false>><<HorrorTrust "Kara" -1>><</if>>
<<elseif $TempIanApproach is "Force">>
<<HorrorTrust "Marcus" 1>>
<<if _FRKaraLost is false>><<HorrorTrust "Kara" -1>><</if>>
<<else>>
<<HorrorTrust "Marcus" 1>>
<<if _FRKaraLost is false>><<HorrorTrust "Kara" 1>><</if>>
<</if>>
<</if>>
<</widget>>
/* Applies the S9 Marcus outcome. Fires on the "Run towards the car" exit links.
Marcus loses 1 trust on both survival routes by design (R2 ruling) - his fence
threshold of 5 therefore requires trust 6 at the dogs. */
<<widget "FieldDogsReconciliation">>
<<Flag "PermIanLost">>
<<set _FDIanLost = _FlagReturn>>
<<Flag "PermKaraLost">>
<<set _FDKaraLost = _FlagReturn>>
<<if $TempMarcusApproach is "Cry">>
<<SetFlag "PermMarcusLost">>
<<elseif $TempMarcusApproach is "Order">>
<<HorrorTrustCheck "Marcus">>
<<Flag "TempMarcusAdvantage">>
<<if _HorrorTrustCheck gte 4 or _FlagReturn is true>>
<<HorrorTrust "Marcus" -1>>
<<if _FDKaraLost is false>><<HorrorTrust "Kara" 1>><</if>>
<<if _FDIanLost is false>><<HorrorTrust "Ian" 1>><</if>>
<<SetFlag "TempMarcusAdvantage" false>>
<<else>>
<<SetFlag "PermMarcusLost">>
<<HorrorTrust "Marcus" -1>>
<<if _FDKaraLost is false>><<HorrorTrust "Kara" 1>><</if>>
<</if>>
<<elseif $TempMarcusApproach is "Physique">>
<<HorrorTrust "Marcus" -1>>
<<if _FDKaraLost is false>><<HorrorTrust "Kara" 1>><</if>>
<<if _FDIanLost is false>><<HorrorTrust "Ian" 1>><</if>>
<<elseif $TempMarcusApproach is "PhysiqueFail">>
<<SetFlag "PermMarcusLost">>
<</if>>
<</widget>>
/* S12 cafeteria epilogue - captured runaways are Charltonised. Portrait swap
works through the avatar delta once relationshipTab resolves it (Phase 6). */
<<widget "Quest41CapturedTransformation">>
<<Flag "PermMarcusLost">>
<<if _FlagReturn is true>>
<<SetNPCState "Marcus" "avatar" "Marcus_compliant">>
<<SetNPCState "Marcus" "Compliant" true>>
<</if>>
<<Flag "PermIanLost">>
<<if _FlagReturn is true>>
<<SetNPCState "Ian" "avatar" "Ian_compliant">>
<<SetNPCState "Ian" "Compliant" true>>
<</if>>
<<Flag "PermKaraLost">>
<<if _FlagReturn is true>>
<<SetNPCState "Kara" "avatar" "Kara_compliant">>
<<SetNPCState "Kara" "Compliant" true>>
<</if>>
<</widget>><<switch $CharltonPicturehouseEntrance>>
<<case undefined>>
<b>Charlton Picturehouse - Entrance</b><br>
<img src="./images/CharltonPicturehouse_night.png"><Br>
<br>
A vintage movie theatre in an art deco architecture style, with movie premiere style bulb lights around the marquee that advertises the now showing attractions. Movie posters line the outside walls, advertising old and vintage movies.<br>
<br>
Reaching for the door, you are surprised to find Devon rushing around to open it for you. He smiles and shuts the door, then offers his arm. You smile politely, taking it and letting him lead you towards the ticket booth.<br>
<br>
As the two of you wait in line, you see a number of people giving you surprised looks. You can somewhat understand. Here you are, dressed in black clothes and smokey make-up, on the arm of one of the school's football players.<br>
<br>
But if Devon notices, he doesn't let on. He seems more interested in looking back at you. "You haven't seen this one, have you? I don't know much about scary films, but the usher said it was a killer."<br>
<br>
You glance up at the marquee, not recognising the title. The poster nearby looks ancient. An old British horror movie from the 1960s, depicting a blonde girl screaming in her night dress.<br>
<br>
Looking back to Devon, he waits for your response. Remembering Liz's words about playing up to what he wants, you wonder what he expects you to say.<br>
<br>
<<ActionsHeader>>
<<link "Tell him that you love all types of horror movies" "CharltonPicturehouseEntrance">><<set $CharltonPicturehouseEntrance to "LoveMovies">><<DevonApproval 1>><</link>><br>
<<link "Tell him that scary movies aren't your thing" "CharltonPicturehouseEntrance">><<set $CharltonPicturehouseEntrance to "DislikeMovies">><<DevonApproval -1>><</link>>
<<case "LoveMovies">>
"I love all types of horror movies," you say to him. "The more blood, the better." Trying to mimic Liz's tone, you add, "Don't expect me to jump into your arms because of the scares, Sheath."<br>
<br>
He smiles back at you, beaming with delight. "Oh, I didn't think you were the type of girl that needed protecting, Liz."<br>
<br>
You return the smile, but before you can reply it's your turn at the ticket booth. The employee gives you a surprised look when he sees you both, but Devon continues as if this is normal. "Two please, for the eight o'clock showing."<br>
<br>
He gives the ticket booth attendee some money and takes two tickets back. "Shall we?"<br>
<br>
<<ActionsHeader>>
<<link "Enter the Charlton Picturehouse" "CharltonPicturehouseTheatre">><<set $CharltonPicturehouseEntrance to undefined>><<NPCKnown "Brendan">><<NPCKnown "Chantelle">><</link>>
<<case "DislikeMovies">>
"Scary movies aren't really my thing," you say. "Did you think that just because I dress like this, I'd like them?"<br>
<br>
It was meant as a quip, but the slight pain on his face suggests he's taking it to heart. "I didn't mean to assume that," he mutters. "Sorry."<br>
<br>
You wince, but before you can reply it's your turn at the ticket booth. The employee gives you a surprised look when he sees you both, but Devon continues as if this is normal. "Two please, for the eight o'clock showing."<br>
<br>
He gives the ticket booth attendee some money and takes two tickets back. "Shall we?"<br>
<br>
<<ActionsHeader>>
<<link "Enter the Charlton Picturehouse" "CharltonPicturehouseTheatre">><<set $CharltonPicturehouseEntrance to undefined>><<NPCKnown "Brendan">><<NPCKnown "Chantelle">><</link>>
<</switch>><<switch $CharltonPicturehouseScene>>
<<case undefined>>
<img src="./images/CharltonPicturehouse_Interior.png"><Br>
<br>
A single-screen movie theatre with ageing seats and a screen stained by beverages and scratched through years of poor maintenance.<br>
<br>
Devon leads you into the only screen in the picturehouse. The trailers are already showing. The screening is half-full, mostly teenagers on dates.<br>
<br>
"Yo, Sheath!" you hear someone shout back. You look to the voice to see one of the football players sitting in one of the seats, wearing his letterman jacket, his arm draped around a girl who eyes you curiously.<br>
<br>
<<AudienceKnown>>
<<if _AudienceKnown is "Both">>
You know them both instantly. Brendan Glove and Chantelle Marks. From school.<br>
<<elseif _AudienceKnown is "Brendan">>
You know the football player. Brendan Glove. But the girl is new to you. Prim and proper, with her hair tied up and wearing fashionable glasses that frame her observant eyes. You think you've seen her around. Chantelle Marks.<br>
<<elseif _AudienceKnown is "Chantelle">>
You know the girl. Chantelle Marks. But the football player is new to you. Broad shoulders, easy grin. You think you know who he is. Brendan Glove, one of the school's leading football players.<br>
<<else>>
You don't know either of them. The girl is prim and proper, with her hair tied up and wearing fashionable glasses that frame her observant eyes. You think you've seen her around. Chantelle Marks. By contrast, the football player has broad shoulders and an easy grin. You think you know who he is. Brendan Glove, one of the school's leading football players.<br>
<</if>>
<br>
They both cast surprised looks at seeing you. "Oh," Brendan comments. "Liz, isn't it? This is a surprise."<br>
<br>
"Good to see you, Brendan," Devon replies, not moving from you. "I'll see you at practice. We're going to find some seats."<br>
<br>
He turns his back to them, facing you. Looking behind, you see Chantelle give Brendan an amused look. Brendan just shrugs.<br>
<br>
"Where would you like to sit?" Devon asks, either oblivious or not caring.<br>
<br>
You look around, considering where to sit. Where would Liz sit? And what would Devon expect?<br>
<br>
<<ActionsHeader>>
<<link "Tell him somewhere at the front, in front of everyone" "CharltonPicturehouseTheatre">><<set $CharltonPicturehouseScene to "Front">><<DevonKnowledgeLearned "HappyInFront">><</link>><br>
<<link "Tell him somewhere dark at the back" "CharltonPicturehouseTheatre">><<set $CharltonPicturehouseScene to "Back">><<DevonApproval 1>><</link>>
<<case "Front">>
"How about the front?" you ask him. "Unless you don't want to sit in front of everyone with me?"<br>
<br>
He narrows his eyes but offers you a smile. "Let them stare. I'm happy to be seen out with you."<br>
<br>
He walks beside you down the aisle and gestures to two seats in the front row. The screen bathes the seats in light, even when the projection is dark.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is undefined>>
You take a seat, brushing your long dress down as you sit down. Devon sits next to you, smiling back at you as he gets comfortable.<br>
<<elseif _CurrentOutfit is "LizLaceTop">>
You take a seat, brushing your long skirt down as you sit down. Devon sits next to you, smiling back at you as he gets comfortable.<br>
<<elseif _CurrentOutfit is "LizPleatedSkirt">>
You take a seat, careful to hold your pleated skirt against your legs as you sit down. Devon sits next to you, his eyes momentarily looking down at your legs on display through your tights.<br>
<<elseif _CurrentOutfit is "LizCorset">>
You take a seat, careful to hold your leather skirt against your legs as you sit down. Devon sits next to you, his eyes momentarily looking down at your legs on display through your fishnet tights.<br>
<</if>>
<br>
"Do you want a drink?" he asks. "Or some popcorn?"<br>
<br>
You shake your head, conscious of the last trailer ending. The lights dim further, but you can still see Devon. He gives you a smile and rests his hands on the armrests.<br>
<br>
<<ActionsHeader>>
<<link "Watch the movie" "CharltonPicturehouseTheatre">><<set $CharltonPicturehouseScene to "Movie">><</link>>
<<case "Back">>
"How about the back?" you ask him. "I like the shadows and darkness."<br>
<br>
He smiles at your answer. "I figured," he comments. "What about these?"<br>
<br>
He gestures to a pair of empty seats in a dark corner of the theatre, away from the rest of the audience. You nod and follow him, all too aware that this is very private. Very secluded. No one will see what you get up to. Or what he tries to do.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is undefined>>
You take a seat, brushing your long dress down as you sit down. Devon sits next to you, smiling back at you as he gets comfortable.<br>
<<elseif _CurrentOutfit is "LizLaceTop">>
You take a seat, brushing your long skirt down as you sit down. Devon sits next to you, smiling back at you as he gets comfortable.<br>
<<elseif _CurrentOutfit is "LizPleatedSkirt">>
You take a seat, careful to hold your pleated skirt against your legs as you sit down. Devon sits next to you, his eyes momentarily looking down at your legs on display through your tights.<br>
<<elseif _CurrentOutfit is "LizCorset">>
You take a seat, careful to hold your leather skirt against your legs as you sit down. Devon sits next to you, his eyes momentarily looking down at your legs on display through your fishnet tights.<br>
<</if>>
<br>
"Do you want a drink?" he asks. "Or some popcorn?"<br>
<br>
You shake your head, conscious of the last trailer ending. The lights dim further, plunging the seats you've selected into darkness. You can just about make out Devon's hands on the armrests.<br>
<br>
<<ActionsHeader>>
<<link "Watch the movie" "CharltonPicturehouseTheatre">><<set $CharltonPicturehouseScene to "Movie">><</link>>
<<case "Movie">>
The movie begins, opening with a horse drawn carriage pulling up in a village at night. On the obvious painted backdrop, a castle looms over the set.<br>
<br>
A driver gets down from the seat and opens the carriage door for a blonde girl from the poster. She wears a long flowing dress and a small fur coat, all designed to draw the eye to her prominent cleavage. There are a few comments from the audience, followed quickly by some shushing from those here to actually watch the movie.<br>
<br>
Looking up at the screen, your eyes widen slightly. Flickering around the edges is an all-too familiar colour. Soon, the screen shimmers with amber-yellow blemishes.<br>
<br>
The scene changes to a tavern. The few male patrons look at her when she walks in, leering. The old bartender licks his lips. "Welcome to The Last Chance," he tells her in a camp tone that doesn't suit the part.<br>
<br>
"I'm supposed to meet my Uncle," she tells him in a vacant tone. "Professor Thomas. I'm to help him with his research. Has he arrived?"<br>
<br>
You glance back at Devon quickly. He gives you a smile, but it doesn't seem malicious. If he's aware of the magic in the screen, he's hiding it well. Behind those dark eyes, that threaten to pull you in.<br>
<br>
You catch the thought, quickly. But your eyes linger on him, not the screen. His bulky physique. His strong muscles.<br>
<br>
"I suppose I'll just retire to my room," you hear the actress say on the screen. "Get an early night's sleep whilst I wait for him."<br>
<br>
You glance up at the movie, seeing the bartender watch her with desire as she ascends the stairs. The scene dissolves to her unpacking her suitcase, dressed in a silk slip that barely covers her bum and exposes the tops of her breasts. You know enough about horror movies to know that she's not long for the world. You certainly wouldn't make the same mistake, staying in a creepy tavern in the middle of nowhere on your own. And Devon would certainly protect you from the locals. He'd wrap his arms around you, even if you were silly enough to stay in a pub where the only patrons were men. You reflect, thinking you probably wouldn't even be aware of the danger. After all, girls will be -<br>
<br>
In spite of yourself, the thoughts keep coming. Every time you look up at the screen. But when you turn away you see Devon looking quizzically at you. "Something wrong?"<br>
<br>
<<ActionsHeader>>
<<link "Relent and watch the movie" "CharltonPicturehouseTheatre">><<set $CharltonPicturehouseScene to "Relent">><<Orientation 1>><<Intelligence -1>><<DevonApproval 1>><</link>><br>
<<link "Don't look at the screen" "CharltonPicturehouseTheatre">><<set $CharltonPicturehouseScene to "DontLook">><</link>>
<<case "Relent">>
You shake your head and turn back to the screen. It's just one movie. That's not going to hurt you that much, right? Besides, it makes sense. You don't want to offend a dashing young man who can help you avoid silly mistakes that girls are prone to make.<br>
<br>
And the thoughts keep on appearing, in spite of your efforts to suppress them. Quickly, you don't even notice how foreign they are.<br>
<br>
The film follows the pattern that you expect. The girl wanders around the room in her nightdress, looking wistfully at a photo of a dashing young man. In the only window, the figure of someone in a wickerman costume stares in at her.<br>
<br>
A sudden crack of thunder makes everyone in the audience jump, Devon included. When you give him a look, he chuckles. He glances down to your hand near his. "Do you mind if I hold it?" he whispers.<br>
<br>
<<ActionsHeader>>
<<link "Let him hold your hand" "CharltonPicturehouseTheatre">><<set $CharltonPicturehouseScene to "HandHoldRelent">><<Orientation 1>><<DevonApproval 1>><</link>><br>
<<link "Shake your head" "CharltonPicturehouseTheatre">><<set $CharltonPicturehouseScene to "RefuseHandRelent">><</link>>
<<case "HandHoldRelent">>
You give him a look, but nod. "If you're so scared," you say with a grin.<br>
<br>
He chuckles again and lightly holds your hand, wrapping his fingers through yours. It sends a flutter of butterflies through your stomach. When the candle blows out and the girl sees the stalker standing in the room, you grip tighter on to him. It makes you feel safe to have the reassuring grip of such a manly man hold your hand.<br>
<br>
<i>Didn't he want to hold yours?</i><br>
<br>
<<ActionsHeader>>
<<link "Finish watching the movie" "CharltonPicturehouseTheatre">><<set $CharltonPicturehouseScene to "MovieEnd">><</link>>
<<case "RefuseHandRelent">>
You shake your head and turn back to the screen. From out of the corner of your eye, you just about make out Devon wincing. But he returns his attention to the screen.<br>
<br>
When the candle blows out and the girl sees the stalker standing in the room, you glance at Devon's hand on the armrest and are overwhelmed by a feeling of regret. It would have made you feel safer to have the reassuring grip of such a manly man hold your hand.<br>
<br>
<i>Didn't he want to hold yours?</i><br>
<br>
<<ActionsHeader>>
<<link "Finish watching the movie" "CharltonPicturehouseTheatre">><<set $CharltonPicturehouseScene to "MovieEnd">><</link>>
<<case "DontLook">>
You give him a polite smile, but look away. You look to the floor. Look at the emergency exit sign. Look at the rest of the audience. Look anywhere but the magically infused screen. When you meet Devon's eyes, he smiles apologetically.<br>
<br>
<i>He thinks you don't like the movie.</i><br>
<br>
The film follows the pattern that you expect. The girl wanders around the room in her nightdress, looking wistfully at a photo of a dashing young man. In the only window, the figure of someone in a wickerman costume stares in at her.<br>
<br>
A sudden crack of thunder makes everyone in the audience jump, Devon included. When you give him a look, he chuckles. He glances down to your hand near his. "Do you mind if I hold it?" he whispers.<br>
<br>
<<ActionsHeader>>
<<link "Let him hold your hand" "CharltonPicturehouseTheatre">><<set $CharltonPicturehouseScene to "HandHoldDontLook">><<Orientation 1>><<DevonApproval 1>><</link>><br>
<<link "Shake your head" "CharltonPicturehouseTheatre">><<set $CharltonPicturehouseScene to "RefuseHandDontLook">><</link>>
<<case "HandHoldDontLook">>
You give him a look, but nod. "If you're so scared," you say with a grin.<br>
<br>
He chuckles again and lightly holds your hand, wrapping his fingers through yours. It sends a flutter of butterflies through your stomach. You still don't look up to the screen, but you hear the girl shriek out in terror. Almost by instinct, you grip him tighter. It makes you feel safe to have the reassuring grip of such a manly man hold your hand.<br>
<br>
<i>Didn't he want to hold yours?</i><br>
<br>
<<ActionsHeader>>
<<link "Wait until the movie ends" "CharltonPicturehouseTheatre">><<set $CharltonPicturehouseScene to "MovieEnd">><</link>>
<<case "RefuseHandDontLook">>
You shake your head and look back at the end of the aisle. From out of the corner of your eye, you just about make out Devon wincing. But he returns his attention to the screen.<br>
<br>
Still not looking up to the screen, you hear the girl shriek out in terror. Glancing at Devon's hand on the armrest, you are overwhelmed by a feeling of regret. It would have made you feel safer to have the reassuring grip of such a manly man hold your hand.<br>
<br>
<i>Didn't he want to hold yours?</i><br>
<br>
<<ActionsHeader>>
<<link "Wait until the movie ends" "CharltonPicturehouseTheatre">><<set $CharltonPicturehouseScene to "MovieEnd">><</link>>
<<case "MovieEnd">>
You are thankful that the movie is short. The lights come up when the credits roll and you look over to Devon, who is smiling.<br>
<br>
"That was something," he says to you. "Not my sort of thing, but I hope you liked it."<br>
<br>
You catch his eye, listening to people getting up and leaving. He makes no attempt to follow them. Clearly waiting for an answer from you.<br>
<br>
<<ActionsHeader>>
<<link "Tell him you thought it was derivative" "CharltonPicturehouseLeave">><<DevonApproval 1>><<DevonKnowledgeLearned "SpeakMind">><</link>><br>
<<link "Tell him you thought it was neat" "CharltonPicturehouseLeave">><<DevonApproval 1>><<DevonKnowledgeLearned "NotAfraid">><<set $CharltonPicturehouseReview to "Neat">><</link>><br>
<<link "Tell him you thought it was dumb" "CharltonPicturehouseLeave">><<DevonKnowledgeLearned "SpeakMind">><<set $CharltonPicturehouseReview to "Dumb">><</link>>
<</switch>><<if $CharltonPicturehouseReview is "Neat">>
"It was neat," you reply. "Thought the scary scenes were really scary."<br>
<br>
Devon smiles and chuckles. "Bit much for me," he says. "But I'm glad you were here to look after me." There's a smile from him, but it's trying to mask the obvious embarrassment in his voice. "That's what I like about you though, Liz. You're not afraid of anything."<br>
<<elseif $CharltonPicturehouseReview is "Dumb">>
"It was dumb," you reply. "Typical silly girls doing stupid things. Just an excuse to see actresses in their underwear."<br>
<br>
Devon's smile withers, but he shrugs apologetically. "I guess," he says. "I'm sorry you didn't like it, though. You'll have to pick the film next time," he says, his smile trying to mask the obvious nerves in his voice. "That's what I like about you though, Liz. You're not afraid to speak your mind."<br>
<<else>>
"It was okay," you reply. "Bit derivative." Seeing his confusion, you clarify. "Just ripped a bunch of stuff out of other movies."<br>
<br>
Devon smiles and chuckles. "You'll have to pick the film next time," he says, his smile trying to mask the obvious nerves in his voice. "That's what I like about you though, Liz. You're not afraid to speak your mind."<br>
<</if>>
<br>
You stare back at him, managing a polite smile. This isn't exactly how you thought this date would go.<br>
<br>
"Do you want me to drive you home?" he asks. "I can drop you off outside your door. Just in case there's a scary killer stalking you."<br>
<br>
<<ActionsHeader>>
<<link "Leave the theatre and go to Devon's car" "DevonDriveFromMovie">><<set $CharltonPicturehouseScene to undefined>><<set $CharltonPicturehouseReview to undefined>><</link>><<widget "AudienceKnown">>
<<set _AudienceKnown to "None">>
<<NPCKnownCheck "Brendan">>
<<if _NPCKnownCheck is true>>
<<NPCKnownCheck "Chantelle">>
<<if _NPCKnownCheck is true>>
<<set _AudienceKnown to "Both">>
<<else>>
<<set _AudienceKnown to "Brendan">>
<</if>>
<<else>>
<<NPCKnownCheck "Chantelle">>
<<if _NPCKnownCheck is true>>
<<set _AudienceKnown to "Chantelle">>
<</if>>
<</if>>
<</widget>><b>Charlton Supermarket</b><br>
<<if setup.period[$periodCurrent] is "Evening" or setup.period[$periodCurrent] is "Night">>
<img src="./images/CharltonSupermarket_night.png"><Br>
<<else>>
<img src="./images/CharltonSupermarket.png"><Br>
<</if>>
<br>A bright but cramped high-street supermarket, bristling with produce and cans. It feels faintly sterile and clinical, in spite of the welcoming signage.<br>
<<NPCPresent "Charli">>
<<if _NPCPresent is true>>
<<CheckFirst "Charli">>
<<if _CheckFirst is false>>
<br>You see an attractive woman behind one of the tills, smiling at the customers as she scans items. She is no more than twenty, with long flowing brown hair.<br>
<br>
As you watch her, you notice how warm and friendly she is to everyone, smiling with true warmth. But whenever a man comes to the checkout, she seems to grow flushed. Her eyes glaze over. Her smile slackens. And she fidgets profusely.<br>
<br>
You notice a name tag on her uniform. "Charli."<br>
<<else>>
<br>Charli sits behind one of the tills, serving customers, chatting to the women and returning the smiles from the men.<br>
<</if>>
<</if>>
<<if _currentEvent is undefined>>
<br>
<<ActionsHeader>>
<<if _NPCPresent is true>>
<<link "Talk to Charli" "CharltonSupermarketCharliDialogue0">><<AddFirst "Charli">><<NPCKnown "Charli">><<DailyVariableAdd "CharliSeenSupermarket">><<StartConversation "Charli" "CharltonSupermarket">><</link>><br>
<<link "Exit back to the town centre" "TownCentre">><<AddFirst "Charli">><<DailyVariableAdd "CharliSeenSupermarket">><</link>><br>
<<else>>
<<link "Exit back to the town centre" "TownCentre">><</link>><br>
<</if>>
<</if>>You take a few items from the supermarket and queue up. The queue takes ages, full of guys with only a few items that you can't quite believe they are queuing this long for.<br>
<br>
<i>Aren't you doing the same?</i><br>
<br>
Finally, Charli looks up at you after saying goodbye to the prior customer.<br>
<br>
<<if $CharliDialogue is undefined>>
<<if $current.avatar is "Andrea">>
"Hey Andrea," she says in a warm and friendly manner. Her smile fades and she looks to you with genuine concern. "How are you doing?"<br>
<<elseif $current.avatar is "Florence">>
"Hey Flo!" she says in a warm and friendly tone. Her smile fades and she looks to you with genuine concern. "Have you spoken to Andrea recently? How's she doing?"<br>
<<elseif $current.avatar is "Annie">>
"Hey Annie!" she says in a warm and friendly tone. "How are you doing?"<br>
<<elseif $current.avatar is "Jennifer">>
"Hey Jen," she says in a warm and friendly tone. "How are you doing?"<br>
<<elseif $current.female is true>>
"Hello," she says in a warm and friendly tone. "Can I help you?"<br>
<<elseif $current.female is false>>
<<NPCKnowsThisForm "Charli">>
<<if _NPCKnowsThisForm is true>>
Her eyes dilate slightly when she recognises you. "Oh. Hi <<TrueName>>."<br>
<br>
A smile creeps up at the side of her face as her eyes wander over your body, and she chews her lip.<br>
<br>
<i>She's still checking you out.</i><br>
<br>
After a second she gasps and shakes her head, as if shaking it off with embarrassment. "How can I help you?"<br>
<<else>>
Her eyes dilate slightly when she sees you. "Oh. Hello."<br>
<br>
A smile creeps up at the side of her face as her eyes wander over your body, and she chews her lip.<br>
<br>
<i>She's actually checking you out.</i><br>
<br>
After a second she gasps and shakes her head, as if shaking it off with embarrassment. "I'm Charli."<br>
<br>
"<<TrueName>>," you say.<br>
<br>
"<<TrueName>>," she repeats, rolling it around her mouth. "Nice to meet you! How can I help?"<br>
<</if>>
<</if>>
<<else>>
Charli looks back at you, waiting for you to speak.<br>
<</if>>
<br>
<<ActionsHeader>>
<<if $current.avatar is "Andrea">>
<<DialogueSpoken "Charli" "AndreaConcern">>
<<if _Discussed is false>><<link "Ask her why the concern" "CharliDialogue">><<set $CharliDialogue to "AndreaConcern">><</link>><br><</if>>
<<DialogueUnlockCheck "Charli" "StayOver">><<InventoryCheckSelf "CharliAndreaKey">>
<<if _DialogueUnlockCheck is true and _InventoryCheckSelf is false>><<link "Ask if you could stay over" "CharliDialogue">><<set $CharliDialogue to "StayOver">><</link>><br><</if>>
<</if>>
<<if $current.avatar is "Florence">>
<<DialogueSpoken "Charli" "FlorenceConcern">>
<<if _Discussed is false>><<link "Ask her why the concern for Andrea" "CharliDialogue">><<set $CharliDialogue to "FlorenceConcern">><</link>><br><</if>>
<</if>>
<<QuestOptionCheck "Quest36" 0 "pipe_problems" "gte">><<DialogueSpoken "Charli" "PipeProblems">>
<<if _QuestOptionCheck is true and _Discussed is false>><<link "Ask her about the problems in her flat" "CharliDialogue">><<set $CharliDialogue to "PipeProblems">><</link>><br><</if>>
<<QuestOptionCheck "Quest36" 0 "nurse" "gte">><<DialogueSpoken "Charli" "Nurse">>
<<if _QuestOptionCheck is true and _Discussed is false>><<link "Ask about being a nurse" "CharliDialogue">><<set $CharliDialogue to "Nurse">><</link>><br><</if>>
<<QuestOptionCheck "Quest36" 0 "supermarket" "gte">><<DialogueSpoken "Charli" "Supermarket">>
<<if _QuestOptionCheck is true and _Discussed is false>><<link "Ask about working at the supermarket" "CharliDialogue">><<set $CharliDialogue to "Supermarket">><</link>><br><</if>>
<<QuestOptionCheck "Quest36" 0 "attention" "gte">><<DialogueSpoken "Charli" "Attention">>
<<if _QuestOptionCheck is true and _Discussed is false>><<link "Ask about the queue being full of guys" "CharliDialogue">><<set $CharliDialogue to "Attention">><</link>><br><</if>>
<<QuestOptionCheck "Quest36" 0 "bedsit" "gte">><<DialogueSpoken "Charli" "Bedsit">>
<<if _QuestOptionCheck is true and _Discussed is false>><<link "Ask about her bedsit" "CharliDialogue">><<set $CharliDialogue to "Bedsit">><</link>><br><</if>>
<<QuestOptionCheck "Quest36" 0 "attention" "gte">><<DialogueSpoken "Charli" "FlirtPass">>
<<if _QuestOptionCheck is true and _Discussed is false and $current.female is false>>
<<DailyVariableCheck "CharliFlirtFail">>
<<if _DailyVariableCheck is true>>
<s>Try to flirt with her</s> - <i>You should wait a day before trying again</i><br>
<<else>>
<<StatCheckOrientation "lt" 40 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to flirt with her">>
<<if _StatCheckOrientation is true>>
<<link _StatOrientationProbability "CharliDialogue">><<set $CharliDialogue to "FlirtPass">><</link>><br>
<<else>>
<<link _StatOrientationProbability "CharliDialogue">><<set $CharliDialogue to "FlirtFail">><<Orientation -1>><</link>><br>
<</if>>
<</if>>
<</if>>
<<DialogueUnlockCheck "Charli" "PlumbingHelp">><<DialogueSpoken "Charli" "PlumbingHelp">><<GetPCState "job">>
<<if _DialogueUnlockCheck is true and _Discussed is false and _CurrentPC is true and $current.female is false>><<link "Offer to help with Charli's plumbing" "CharliDialogue">><<set $CharliDialogue to "PlumbingHelp">><</link>><br><</if>>
<<DialogueUnlockCheck "Charli" "AskOut">><<DialogueSpoken "Charli" "AskOut">><<Flag "CharliDateActive">>
<<if _DialogueUnlockCheck is true and _Discussed is false and _FlagReturn is false and _CurrentPC is true and $current.female is false>><<link "Ask her out on a date" "CharliDialogue">><<set $CharliDialogue to "AskOut">><</link>><br><</if>>
<<Checkrelationship "Charli">><<Flag "CharliDateActive">>
<<if _relationship is 3 and _FlagReturn is false and _CurrentPC is true and $current.female is false>><<link "Ask her out on another date" "CharliDialogue">><<set $CharliDialogue to "AskOutAgain">><</link>><br><</if>>
<<QuestOptionCheck "Quest36" 1 "date_repeat">><<QuestOptionCompleteCheck "Quest36" 1 "date_success">><<Flag "CharliDateActive">>
<<if _QuestOptionCheck is true and _QuestOptionCompleteCheck is false and _FlagReturn is false>><<link "Ask her out for another date" "CharliDialogue">><<set $CharliDialogue to "AskOutRepeat">><</link>><br><</if>>
<<QuestState "Quest38">><<DialogueSpoken "Charli" "AskMoreAboutAndrea">>
<<if $current.avatar isnot "Andrea" and _QuestState is 0 and _Discussed is false>><<link "Ask more about Andrea" "CharliDialogue">><<set $CharliDialogue to "AskMoreAboutAndrea">><</link>><br><</if>>
<<QuestOptionCheck "Quest38" 0 "andrea_house_needed">><<QuestOptionCompleteCheck "Quest38" 0 "andrea_house_needed">><<DialogueSpoken "Charli" "WhereAndreaLives">>
<<if $current.avatar isnot "Andrea" and _QuestOptionCheck is true and _QuestOptionCompleteCheck is false and _Discussed is false>><<link "Ask where Andrea lives" "CharliDialogue">><<set $CharliDialogue to "WhereAndreaLives">><</link>><br><</if>>
<<DialogueUnlockCheck "Charli" "AndreasParents">><<DialogueSpoken "Charli" "AndreasParents">>
<<if $current.avatar isnot "Andrea" and _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about Andrea's parents" "CharliDialogue">><<set $CharliDialogue to "AndreasParents">><</link>><br><</if>>
<<DialogueUnlockCheck "Charli" "RippedPhoto">><<DialogueSpoken "Charli" "RippedPhoto">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about the ripped photo" "CharliDialogue">><<set $CharliDialogue to "RippedPhoto">><</link>><br><</if>>
<<link "Pay for your items and leave" "TownCentre">><<EndConversation "Charli">><<TimeChange>><</link>><<NPCKnownCheck "Edwina">>
<<if _NPCKnownCheck is false>>
You pull up the doorknob and let it fall back against the door. You hear the thud echo through the thin brick walls. After a moment you hear someone plodding forward on the other side. The door opens just slightly and a face stares out at you, squinting as they look at you.<br>
<br>
The face of a middle-aged woman, but her face is covered in wrinkles that make her seem older. Her black hair is peppered with grey strands, greasy and unkempt. Her cheeks are red. She looks out of breath.<br>
<<else>>
You pull up the doorknob and let it fall back against the door. You hear the thud echo through the thin brick walls. After a moment you hear someone plodding forward on the other side. The door opens just slightly and the face of Edwina stares out at you, squinting.<br>
<</if>>
<br>
<<Flag "PermAndreaInvite">>
<<if $current.avatar is "Andrea">>
"You lost your keys again?" she spits with an expression of confusion. But she steps back and opens the door. "Fine."<br>
<br>
<<ActionsHeader>>
<<link "Enter the Cinders household" "CindersHouseLivingRoom">><</link>><br>
<<elseif _FlagReturn is true and _CurrentPC is true>>
"Yes?" she snaps with impatience.<br>
<br>
"Is this Andrea's house?" you say with a note of caution.<br>
<br>
"Yes," she repeats in the same tone. "I'm her mother, Edwina. You're Andrea's new friend, aren't you?"<br>
<br>
<<ActionsHeader>>
<<link "Talk to Edwina" "CindersHouseEdwinaAtDoor">><<NPCKnown "Edwina">><</link>><br>
<<elseif $current.avatar is "Florence">>
"Yes?" she snaps with impatience.<br>
<br>
"Is this Andrea's house?" you say with a note of caution.<br>
<br>
"Yes," she repeats in the same tone. "I'm her mother, Edwina. Is that you, Florence?"<br>
<br>
<<ActionsHeader>>
<<link "Talk to Edwina" "CindersHouseEdwinaAtDoor">><<NPCKnown "Edwina">><</link>><br>
<<elseif $current.avatar is "Charli">>
"Yes?" she snaps with impatience.<br>
<br>
"Is this Andrea's house?" you say with a note of caution.<br>
<br>
"Yes," she repeats in the same tone. "I'm her mother, Edwina. Is that you, Charli?"<br>
<br>
<<ActionsHeader>>
<<link "Talk to Edwina" "CindersHouseEdwinaAtDoor">><<NPCKnown "Edwina">><</link>><br>
<<else>>
"Yes?" she snaps with impatience.<br>
<br>
"Is this Andrea's house?" you say with a note of caution.<br>
<br>
"Yes," she repeats in the same tone. "I'm her mother, Edwina. What do you want?"<br>
<br>
<<ActionsHeader>>
<<link "Talk to Edwina" "CindersHouseEdwinaAtDoor">><<NPCKnown "Edwina">><</link>><br>
<</if>>"Is Andrea home?" you ask quietly, feeling the scowl emanating from the woman.<br>
<br>
<<NPCLocationCheck "Andrea">>
<<if _NPCLocationCheck is "CindersHouseAndreasBedroom">>
"Yes," she mutters. "She's up in her room."<br>
<br>
"Can I see her?"<br>
<br>
<<Flag "PermAndreaInvite">>
<<if _FlagReturn is true and _CurrentPC is true>>
Edwina looks back at you. The cogs in her head are almost visible. After a moment she moves back and opens the door. "Of course."<br>
<br>
<<ActionsHeader>>
<<link "Enter the Cinders household" "CindersHouseLivingRoom">><</link>><br>
<<elseif $current.avatar is "Charli" or $current.avatar is "Florence">>
Edwina looks back at you. The cogs in her head are almost visible. After a moment she moves back and opens the door. "Of course."<br>
<br>
<<ActionsHeader>>
<<link "Enter the Cinders household" "CindersHouseLivingRoom">><</link>><br>
<<elseif $current.female is true>>
Edwina looks back at you. The cogs in her head are almost visible. After a moment she stares back at you. "We don't know you. Go away."<br>
<br>
Before you can say anything more, she slams the door in your face. You'll have to find a form that Edwina trusts more.<br>
<br>
<<ActionsHeader>>
<<link "Return to Southdown View" "SouthdownView">><</link>><br>
<<else>>
Edwina looks back at you. The cogs in her head are almost visible. After a moment she stares back at you. "Andrea doesn't want men dropping in to see her. Go away."<br>
<br>
Before you can say anything more, she slams the door in your face. You'll have to find a form that Edwina trusts more.<br>
<br>
<<ActionsHeader>>
<<link "Return to Southdown View" "SouthdownView">><</link>><br>
<</if>>
<<else>>
<<Flag "PermAndreaInvite">>
<<if _FlagReturn is true and _CurrentPC is true>>
Edwina looks back at you. The cogs in her head are almost visible. After a moment she frowns. "Andrea's not here."<br>
<br>
"I think I left something in her room," you quickly lie. "Can I check?"<br>
<br>
She looks at you with an expression of confusion. But she steps back and opens the door. "Fine. Come in."<br>
<br>
<<ActionsHeader>>
<<link "Enter the Cinders household" "CindersHouseLivingRoom">><</link>><br>
<<elseif $current.avatar is "Charli" or $current.avatar is "Florence">>
Edwina looks back at you. The cogs in her head are almost visible. After a moment she frowns. "Andrea's not here."<br>
<br>
"I think I left something in her room," you quickly lie. "Can I check?"<br>
<br>
She looks at you with an expression of confusion. But she steps back and opens the door. "Fine. Come in."<br>
<br>
<<ActionsHeader>>
<<link "Enter the Cinders household" "CindersHouseLivingRoom">><</link>><br>
<<elseif $current.female is true>>
Edwina looks back at you. The cogs in her head are almost visible. After a moment she frowns. "Andrea's not here. Go away."<br>
<br>
Before you can say anything more, she slams the door in your face. You'll have to find a form that Edwina trusts more.<br>
<br>
<<ActionsHeader>>
<<link "Return to Southdown View" "SouthdownView">><</link>><br>
<<else>>
Edwina looks back at you. The cogs in her head are almost visible. After a moment she frowns. "Andrea's not here. And we don't want men dropping in to see her. Go away."<br>
<br>
Before you can say anything more, she slams the door in your face. You'll have to find a form that Edwina trusts more.<br>
<br>
<<ActionsHeader>>
<<link "Return to Southdown View" "SouthdownView">><</link>><br>
<</if>>
<</if>><b>Cinders House - Living Room</b><br>
<<if setup.period[$periodCurrent] is "Evening" or setup.period[$periodCurrent] is "Night">>
<img src="./images/CindersHouseLivingRoom_night.png"><br>
<<else>>
<img src="./images/CindersHouseLivingRoom.png"><br>
<</if>>
<br>
A small worn living room with tired furniture, a fireplace crowded by the television, and the faded remains of a once-orderly Charlton home.<br>
<br>
<<CheckFirst "CindersHouseHold">>
<<if _CheckFirst is false>>
You walk through the narrow hallway into a cramped living room. It's littered with half-empty glasses and half-full cigarette trays. An old TV plays loudly in the corner.<br>
<br>
Sitting in an armchair is a grizzled middle-aged man. His hair is falling out, grey and white. He looks up at you when you enter.<br>
<br>
<<if $current.avatar is "Andrea">>
"Not working?" he grunts.<br>
<br>
You look, watching him turn to the TV. You can only assume this is Andrea's father. He winces with a look of pain, then slams a fist down on his left thigh. "Fuck!"<br>
<br>
"Language, Brian," Edwina mutters as she walks past you and sits down on the other side of the lounge. She takes a sip from a glass that rests next to the sofa.<br>
<br>
You watch him glare at her, pulling at his leg with both hands. He manages to scratch underneath it, then lets it collapse back into the chair once more. He looks frustrated. Angry. His leg clearly causing him pain.<br>
<<elseif $current.avatar is "Florence">>
"Oh. Flo," he grunts. "Was wondering who that was."<br>
<br>
You smile sweetly back at him, watching him turn to the TV. You can only assume this is Andrea's father. He winces with a look of pain, then slams a fist down on his left thigh. "Fuck!"<br>
<br>
"Language, Brian," Edwina mutters as she walks past you and sits down on the other side of the lounge. She takes a sip from a glass that rests next to the sofa.<br>
<br>
You watch him glare at her, pulling at his leg with both hands. He manages to scratch underneath it, then lets it collapse back into the chair once more. He looks frustrated. Angry. His leg clearly causing him pain.<br>
<<elseif $current.avatar is "Charli">>
"Oh. Charli," he grunts. "Was wondering who that was."<br>
<br>
You smile sweetly back at him, watching him turn to the TV. You can only assume this is Andrea's father. He winces with a look of pain, then slams a fist down on his left thigh. "Fuck!"<br>
<br>
"Language, Brian," Edwina mutters as she walks past you and sits down on the other side of the lounge. She takes a sip from a glass that rests next to the sofa.<br>
<br>
You watch him glare at her, pulling at his leg with both hands. He manages to scratch underneath it, then lets it collapse back into the chair once more. He looks frustrated. Angry. But in spite of the leg causing him pain, you can't help but notice how a lifetime of working in a quarry has kept his biceps in shape.<br>
<br>
<i>Get a grip of yourself.</i><br>
<<else>>
You watch him turn to the TV. He winces with a look of pain, then slams a fist down on his left thigh. "Fuck!"<br>
<br>
"Language, Brian," Edwina mutters as she walks past you and sits down on the other side of the lounge. She takes a sip from a glass that rests next to the sofa.<br>
<br>
You watch him glare at her, pulling at his leg with both hands. He manages to scratch underneath it, then lets it collapse back into the chair once more. He looks frustrated. Angry. His leg clearly causing him pain.<br>
<</if>>
<<else>>
<<NPCPresent "Edwina">>
<<if _NPCPresent is true>>Edwina sits on the sofa, nursing a drink.<br><</if>>
<<NPCPresent "Brian">>
<<if _NPCPresent is true>><br>
Brian slouches in the armchair, scratching his leg whilst watching the TV.<br><</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Talk to Edwina" "CindersHouseLivingRoomEdwinaDialogue0">><<NPCKnown "Edwina">><<StartConversation "Edwina" "CindersHouseLivingRoom">><<AddFirst "CindersHouseHold">><</link>><br>
<<link "Talk to Brian" "CindersHouseLivingRoomBrianDialogue0">><<NPCKnown "Brian">><<StartConversation "Brian" "CindersHouseLivingRoom">><<AddFirst "CindersHouseHold">><</link>><br>
<<NPCLocationCheck "Andrea">><<Flag "PermAndreaInvite">>
<<if _NPCLocationCheck is "CindersHouseAndreasBedroom" or $current.avatar is "Andrea" or $current.avatar is "Charli" or $current.avatar is "Florence" or (_FlagReturn is true and _CurrentPC is true)>><<link "Go up to Andrea's room" "CindersHouseAndreasBedroom">><<AddFirst "CindersHouseHold">><</link>><br><</if>>
<<link "Leave the Cinders house" "SouthdownView">><<AddFirst "CindersHouseHold">><</link>><br><<if $EdwinaDialogue is undefined>>
Edwina doesn't get up from the sofa. She gestures vaguely at the armchair opposite with the hand holding her glass.<br>
<br>
<<if $current.avatar is "Andrea">>
"You're back early." She doesn't look up from her drink.<br>
<<elseif $current.avatar is "Florence">>
She squints as she looks at you. "Aren't you needed at the coffee shop?"<br>
<<elseif $current.avatar is "Charli">>
She stares at you. "Shouldn't you be at the care home?"<br>
<<else>>
She studies you over the rim of her glass. Up close, you can see the thread veins in her cheeks.<br>
<br>
"So. You're Andrea's new friend." Her tone is flat enough that you can't tell if it's a question.<br>
<</if>>
<<else>>
Edwina stares back at you, waiting for you to say something.<br>
<</if>>
<br>
<<ActionsHeader>>
<<DialogueSpoken "Edwina" "Andrea">>
<<if _Discussed is false and $current.avatar isnot "Andrea">><<link "Ask about Andrea" "EdwinaDialogue">><<set $EdwinaDialogue to "Andrea">><</link>><br><</if>>
<<DialogueSpoken "Edwina" "Brian">>
<<if _Discussed is false>><<link "Ask about Brian" "EdwinaDialogue">><<set $EdwinaDialogue to "Brian">><</link>><br><</if>>
<<DialogueUnlockCheck "Edwina" "AboutAccident">><<DialogueSpoken "Edwina" "AboutAccident">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about the accident" "EdwinaDialogue">><<set $EdwinaDialogue to "AboutAccident">><</link>><br><</if>>
<<link "Say goodbye" $ConversationExit>><<EndConversation "Edwina">><</link>><br><<if $BrianDialogue is undefined>>
Brian doesn't shift in his chair. His eyes stay on the TV, but his head tilts slightly toward you. The only acknowledgement you'll get.<br>
<br>
<<if $current.avatar is "Andrea">>
"Yeah?" he grunts, not looking. "What is it now."<br>
<<elseif $current.avatar is "Florence">>
"Hm. Flo." Eyes on the screen. "What."<br>
<<elseif $current.avatar is "Charli">>
"Oh. Charli." There's something almost warm in the grunt. He glances at you for half a second longer than he meant to, then back at the TV.<br>
<br>
<i>How nice. He likes you.</i><br>
<br>
You have to fight to keep the smile from your face.<br>
<<else>>
"What do you want?" His voice is flat. He doesn't look up.<br>
<</if>>
<<else>>
He grunts. Eyes on the TV.<br>
<</if>>
<br>
<<ActionsHeader>>
<<DialogueSpoken "Brian" "Andrea">>
<<if _Discussed is false and $current.avatar isnot "Andrea">><<link "Ask about Andrea" "BrianDialogue">><<set $BrianDialogue to "Andrea">><</link>><br><</if>>
<<DialogueSpoken "Brian" "Wife">>
<<if _Discussed is false>><<link "Ask about his wife" "BrianDialogue">><<set $BrianDialogue to "Wife">><</link>><br><</if>>
<<DialogueUnlockCheck "Brian" "AboutQuarry">><<DialogueSpoken "Brian" "AboutQuarry">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about the quarry" "BrianDialogue">><<set $BrianDialogue to "AboutQuarry">><</link>><br><</if>>
<<link "Say goodbye" $ConversationExit>><<EndConversation "Brian">><</link>><br><b>Cinders House - Andrea's Bedroom</b><br>
<<if setup.period[$periodCurrent] is "Evening" or setup.period[$periodCurrent] is "Night">>
<img src="./images/CindersHouseAndreasBedroom_night.png"><br>
<<else>>
<img src="./images/CindersHouseAndreasBedroom.png"><br>
<</if>>
<br>
A compact bedroom with older furniture, a single bed, and walls layered with postcards, maps, and clippings of places of a world beyond the town's borders.<br>
<<DailyVariableCheck "AndreaSleep">>
<<NPCPresent "Andrea">>
<<if _DailyVariableCheck is true and _NPCPresent is true>>
<br>Andrea lies peacefully asleep on her bed where you left her.<br>
<<else>>
<<CheckFirst "AndreaBedroom">>
<<if _CheckFirst is false>>
<br>You find Andrea's room upstairs quickly. Nestled against the front of the house, it's small. Only big enough to hold a single bed. The wallpaper is fading and frayed at the edges.<br>
<<if _NPCPresent is true>><br>Andrea is dressed in casual jeans and a T-shirt. Her face free of make-up. She looks younger without it. More innocent.<br><</if>>
<</if>>
<<if _NPCPresent is true>>
<br>
<<CheckPersonalityState "Andrea">>
<<if _PersonalityState is "Scared">>
Andrea sits on her bed, staring up at the corkboard. She is frowning as she's looking at it.<br>
<<else>>
Andrea sits on her bed, looking up at the corkboard. She seems lost in thought. Longing.<br>
<</if>>
<br>
<<if $current.avatar is "Charli">>
"Oh, hey Charli," she says when she sees you. "What brings you around?"<br>
<<elseif $current.avatar is "Florence">>
<<Checkrelationship "Andrea">>
<<if _relationship is 0>>
Her eyes narrow when she sees you. "What do you want?"<br>
<<else>>
"Oh, hey Flo," she says when she sees you. "What brings you around?"<br>
<</if>>
<<else>>
"Oh, hey," she says when she sees you. "What brings you around?"<br>
<</if>>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<DailyVariableCheck "AndreaSleep">>
<<NPCPresent "Andrea">>
<<QuestStatus "Quest38">>
<<if _DailyVariableCheck is true and _NPCPresent is true>>
<<if _QuestStatus isnot "complete">><<link "Search the room" "CindersHouseAndreasBedroomSearch">><<AddFirst "AndreaBedroom">><</link>><br><</if>>
<<elseif _NPCPresent is true>>
<<link "Talk to Andrea" "CindersHouseAndreasBedroomAndreaDialogue0">><<StartConversation "Andrea" "CindersHouseAndreasBedroom">><<AddFirst "AndreaBedroom">><</link>><br>
<<if _QuestStatus isnot "complete">><<link "Look around the room" "CindersHouseAndreasBedroomLookAround">><<AddFirst "AndreaBedroom">><</link>><br><</if>>
<<else>>
<<if _QuestStatus isnot "complete">><<link "Search the room" "CindersHouseAndreasBedroomSearch">><<AddFirst "AndreaBedroom">><</link>><br><</if>>
<</if>>
<<QuestStatus "Quest38">><<InventoryCheckSelf "AndreaPhotoCharli" "AndreaPhotoFlorence" "AndreaPassport">><<SpellsCheckSelf "SleepForget">>
<<if _QuestStatus is "complete" and _InventoryCheckSelf is true and _SpellsCheckSelf is true and _NPCPresent is true and _DailyVariableCheck is false and $current.avatar isnot "Andrea">>
<<link "Try to transform into Andrea" "CindersHouseAndreasBedroomTransform">><<AddFirst "AndreaBedroom">><</link>><br>
<</if>>
<<link "Go back downstairs" "CindersHouseLivingRoom">><<AddFirst "AndreaBedroom">><</link>><br>It doesn't take much to look around. The room is dominated by old, unmatching furniture and Andrea's travel decorations. Nothing stands out.<br>
<br>
Except, when your eyes fall on the wastepaper bin under the table. In amongst the balls of paper is the pine corner of a photo frame.<br>
<br>
You step forward, squatting to look. The frame is broken and snapped, the glass shattered. Shifting shards aside, you pull out the ripped photo from within.<br>
<br>
"That was from our school trip," you hear Andrea mutter behind you. You turn to see her watching. She looks sad. "When we went to Paris."<br>
<br>
"What happened?" you ask, looking at the photo.<br>
<br>
"Dad," she mutters. "H-he got mad one evening. His leg was playing up." Her eyes glisten with tears as she looks away. "He was looking for something to take it out on." You watch her look at you and a tear runs down her face. "He knew it was my favourite. Said I should settle for my lot in life. That I shouldn't even think about travelling."<br>
<br>
<<CheckPersonalityState "Andrea">>
<<if _PersonalityState is "Scared">>
She sniffles, looking at you. "As if I would," she continues. "Remember what Ms. Prichard told us. Foreign places are dangerous."<br>
<br>
You notice her look up at her walls, her eyes narrowing. She studies the collage of maps and postcards. She shakes her head, as if she can't understand how she's feeling.<br>
<<else>>
She sniffles, looking at you. "I just want to go on one trip," she continues. "Just to see what the world might be like."<br>
<</if>>
<br>
"Could you repair it?" you ask, nodding to the photo.<br>
<br>
She shrugs. "Maybe. But it still would have tears." She sighs. "It would just remind me of what happened."<br>
<<if $current.avatar is "Florence">>
<br>
<<Checkrelationship "Andrea">>
<<if _relationship is 0>>
Andrea winces. "It's just... been a while since we were all together." Her sadness turns suddenly to anger. "Not that you'd care."<br>
<<else>>
Andrea winces. "It's just... been a while since we were all together. Charli has gone into her own world. Between the Care Pavilion, the supermarket and boys, I don't see her anymore."<br>
<</if>>
<</if>>
<br>
You watch her stare back at the photo. From around your neck, the amulet warms. If you could find a replacement, maybe that would help you. Or her.<br>
<br>
<<ActionsHeader>>
<<link "Return to the room" "CindersHouseAndreasBedroom">><<DialogueUnlock "Andrea" "AskAboutCharli">><<DialogueUnlock "Florence" "RippedPhoto">><<DialogueUnlock "Charli" "RippedPhoto">><<SetFlag "PermAndreaPhotoStory">><<QuestTracker "Quest38" 1>><</link>><br>It doesn't take much to look around. The room is dominated by old, unmatching furniture and Andrea's travel decorations. Nothing stands out.<br>
<br>
Except, when your eyes fall on the wastepaper bin under the table. In amongst the balls of paper is the pine corner of a photo frame.<br>
<br>
You step forward, squatting to look. The frame is broken and snapped, the glass shattered. Shifting shards aside, you pull out the ripped photo from within.<br>
<br>
<<NPCKnownCheck "Charli">>
<<if _NPCKnownCheck is true>>
Shredded into three pieces, you can just make out the faces of Florence, Charli and Andrea. Posing in front of the Eiffel Tower.<br>
<<else>>
Shredded into three pieces, you can just make out the faces of Florence and Andrea posing in front of the Eiffel Tower, along with a girl you don't recognise.<br>
<</if>>
<center><img src="./images/charli_flo_andrea_photo_ripped.png"></center><br>
<br>
You stare at the photo. From around your neck, the amulet warms. If you could find a replacement, maybe that would help you. Or her.<br>
<br>
<<ActionsHeader>>
<<link "Return to the room" "CindersHouseAndreasBedroom">><<DialogueUnlock "Andrea" "AskAboutCharli">><<DialogueUnlock "Florence" "RippedPhoto">><<DialogueUnlock "Charli" "RippedPhoto">><<QuestTracker "Quest38" 1>><</link>><br><<if $current.avatar isnot "Andrea">><<Transform "Andrea">><<else>><<set _TransformSuccess to true>><</if>>
<<if _TransformSuccess is true>>
<<InventoryCheckSelf "AndreaPhotoCharli" "AndreaPhotoFlorence">>
<<if _InventoryCheckSelf is true>>
You feel the amulet tingling. Touching the photo, you brace for the transformation to come. Andrea looks at you, dark eyes confused and scared.<br>
<<else>>
You feel the amulet tingling. Touching the passport, you brace for the transformation to come. Andrea looks at you, dark eyes confused and scared.<br>
<</if>>
<br>
"From this item, I see you in your time of need," you say. "Now form shape to the person I see within."<br>
<br>
A surge of magic explodes across your body. You groan as the waves of energy pulsate across your torso, feeling your limbs and skin creak and crack as you picture the maid in your mind.<br>
<br>
<i>A young woman, petite and slim. Pale, porcelain skin. Large dark eyes. Shadowy black eyeshadow and dark red lipstick. A french maid's outfit, stockings and impossibly high heels.</i><br>
<br>
<<if _TransformWasFemale is true>>
The world grows around you as you shrink. Your chest burns as it expands. You cry as your scalp burns as your locks match hers.<br>
<<else>>
The world grows around you as you shrink. Your chest burns as it expands. You cry as your scalp burns as dark brown locks grow out of your skin.<br>
<</if>>
<br>
The sensation abruptly stops. You take a deep breath and look down at your new body.<br>
<br>
The uniform. The heels. The dark eyeshadow.<br>
<<if _InventoryCheckSelf is true>>
<br>
Not what you expected. You'd been holding the photo. The photo of Andrea at sixteen, free of all of it.<br>
<br>
<i>The amulet doesn't know her like that photo. It knows her like she knows herself. The maid. Always the maid. And now it's you.</i><br>
<</if>>
<br>
You glance up. Andrea stares back at you with wide, horror-filled eyes. She knows exactly what she's looking at.<br>
<br>
<<ActionsHeader>>
<<link "[Spell: Sleep & Forget] Cast Sleep & Forget on Andrea" "CindersHouseAndreasBedroomSleepForget">>
<<DailyVariableAdd "AndreaSleep">>
<<EventTrigger "YourHome" "YourHomeEventAndrea" null "Emily" "Andrea" null null null false>>
<<EventTrigger "HotelLobby" "LennoxEncounter" null "Lennox" "Andrea" null null null false>>
<<SetNPCLocation "Lennox" $dayCurrent $periodCurrent "HotelLobby">>
<<SetNPCLocation "Andrea" $dayCurrent 1 "CindersHouseAndreasBedroom">>
<<SetNPCLocation "Andrea" $dayCurrent 2 "CindersHouseAndreasBedroom">>
<<SetNPCLocation "Andrea" $dayCurrent 3 "CindersHouseAndreasBedroom">>
<<SetNPCLocation "Andrea" $dayCurrent 4 "CindersHouseAndreasBedroom">>
<</link>><br>
<<else>>
You curse yourself, realising that you haven't given the amulet time to recharge.<br>
<br>
Andrea looks back at you, frowning.<br>
<br>
<<ActionsHeader>>
<<link "Return to the room" "CindersHouseAndreasBedroom">><</link>><br>
<</if>>"Fall asleep," you spit out, "and let your memories drift as you slumber."<br>
<br>
With little dignity, Andrea sinks back onto her bed, passing out. You instinctively move to check if she's okay, but almost fall yourself as you become aware you are now wearing five inch stiletto heels.<br>
<br>
Regaining your balance, you kneel beside the bed. You feel yourself keep your stocking-clad legs squeezed together, now even more aware of how short the French maid's skirt actually is.<br>
<br>
She breathes normally. Captive of a deep, deep sleep.<br>
<br>
Standing again, you take a moment to adjust to the heels. You glance over at the small mirror on her dressing table and see your reflection. A young woman, dressed in a skimpy french maid costume, her innocence contrasting distinctly with the black eyeshadow and dark red lipstick that she wears.<br>
<br>
You notice how petite you now are. The room feels like it's grown. A shudder runs through your body, as you think about how you look, how you are dressed, and how it makes you feel.<br>
<br>
Thoughts drift towards conflict and confrontation. You know that in this form, you would struggle to <i>assert yourself</i> over even the gentlest of people.<br>
<br>
<<ActionsHeader>>
<<link "Step back from the bed" "CindersHouseAndreasBedroom">><</link>><br><<if $AndreaDialogue is undefined>>
<<if $current.avatar is "Florence">>
<<Checkrelationship "Andrea">>
<<if _relationship is 0>>
You sit at the edge of the mattress. She doesn't shuffle over. Doesn't shuffle away. The silence has weight — more than her room ought to hold.<br>
<br>
After a long beat, you realise she's not going to ask again. She's waiting for you to say something that matters.<br>
<<else>>
She shifts to make room on the edge of the bed. You sit, the mattress sagging slightly between you.<br>
<</if>>
<<elseif $current.avatar is "Charli">>
She shifts on the bed, making space. You sit at the foot of it.<br>
<br>
"Mum let you up?" she asks, half-smiling. "She must be having a quiet day."<br>
<br>
You shrug.<br>
<br>
"It happens," she says. "Sometimes."<br>
<<else>>
She gestures at the chair beside the bed. "Sorry. It's a bit cramped."<br>
<br>
You take the seat. The chair creaks. She watches you with cautious politeness, the way you'd treat any new friend who'd never been to your house before.<br>
<br>
"Mum doesn't usually let people up," she says. "She must like you. Or she's drunker than I thought."<br>
<br>
You hide a wince. You're not sure which.<br>
<</if>>
<<else>>
Andrea waits for you to talk to her, more relaxed in her bedroom here than when you've seen her before.<br>
<</if>>
<br>
<<ActionsHeader>>
/* Quest38 photo hand-over, mirrored from the hotel hub (ruled 2026-08-25): PC's own form only - the scene is written for a "new friend" who is neither Flo nor Charli and makes no confession. */
<<QuestState "Quest38">><<QuestStatus "Quest38">>
<<if _QuestState is 2 and _QuestStatus is "active">>
<<InventoryCheckSelf "AndreaPhotoCharli" "AndreaPhotoFlorence">>
<<if _InventoryCheckSelf is true and _CurrentPC is true>><<link "Show Andrea the photo" "AndreaDialogue">><<set $AndreaDialogue to "ShowPhoto">><</link>><br>
<<elseif _InventoryCheckSelf is true>><s>Show Andrea the photo</s> - <i>You need to be in your own form to make amends.</i><br><</if>>
<</if>>
<<if $current.avatar is "Florence">>
<<Checkrelationship "Andrea">>
<<if _relationship is 0>>
<<link "Apologise to Andrea for her passport" "AndreaDialogue">><<set $AndreaDialogue to "Apologise">><</link>><br>
<<else>>
<<DialogueSpoken "Andrea" "School">>
<<if _Discussed is false>><<link "Ask about Charlton Upper School" "AndreaDialogue">><<set $AndreaDialogue to "School">><</link>><br><</if>>
<<TandiKnownCheck "Florence">><<QuestState "Quest22">><<DialogueSpoken "Andrea" "TandiWhereabouts">>
<<if _TandiKnownCheck is true and _QuestState gte 0 and _Discussed is false>><<link "Ask Andrea about where Tandi might be" "AndreaDialogue">><<set $AndreaDialogue to "TandiWhereabouts">><</link>><br><</if>>
<<QuestStatus "Quest36">><<DialogueUnlockCheck "Andrea" "AskAboutCharli">><<DialogueSpoken "Andrea" "AskAboutCharli">>
<<if _QuestStatus is "active" and _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about Charli Thomas" "AndreaDialogue">><<set $AndreaDialogue to "AskAboutCharli">><</link>><br><</if>>
<<QuestOptionCheck "Quest23" 3 "nurse_program" "gte">><<DialogueSpoken "Andrea" "NurseProgramGraduate">><<QuestStatus "Quest36">>
<<if _QuestOptionCheck is true and _QuestStatus is "unknown" and $current.avatar isnot "Charli" and _Discussed is false>><<link "Ask about recent graduates who entered the nurse’s program" "AndreaDialogue">><<set $AndreaDialogue to "NurseProgramGraduate">><</link>><br><</if>>
<<DialogueSpoken "Andrea" "TravelDecorations">>
<<if _Discussed is false>><<link "Ask about the travel decorations" "AndreaDialogue">><<set $AndreaDialogue to "TravelDecorations">><</link>><br><</if>>
<</if>>
<<else>>
<<DialogueSpoken "Andrea" "School">>
<<if _Discussed is false>><<link "Ask about Charlton Upper School" "AndreaDialogue">><<set $AndreaDialogue to "School">><</link>><br><</if>>
<<TandiKnownCheck "Florence">><<QuestState "Quest22">><<DialogueSpoken "Andrea" "TandiWhereabouts">>
<<if _TandiKnownCheck is true and _QuestState gte 0 and _Discussed is false>><<link "Ask Andrea about where Tandi might be" "AndreaDialogue">><<set $AndreaDialogue to "TandiWhereabouts">><</link>><br><</if>>
<<QuestStatus "Quest36">><<DialogueUnlockCheck "Andrea" "AskAboutCharli">><<DialogueSpoken "Andrea" "AskAboutCharli">>
<<if _QuestStatus is "active" and _DialogueUnlockCheck is true and $current.avatar isnot "Charli" and _Discussed is false>><<link "Ask about Charli Thomas" "AndreaDialogue">><<set $AndreaDialogue to "AskAboutCharli">><</link>><br><</if>>
<<QuestOptionCheck "Quest23" 3 "nurse_program" "gte">><<DialogueSpoken "Andrea" "NurseProgramGraduate">><<QuestStatus "Quest36">>
<<if _QuestOptionCheck is true and _QuestStatus is "unknown" and $current.avatar isnot "Charli" and _Discussed is false>><<link "Ask about recent graduates who entered the nurse’s program" "AndreaDialogue">><<set $AndreaDialogue to "NurseProgramGraduate">><</link>><br><</if>>
<<DialogueSpoken "Andrea" "TravelDecorations">>
<<if _Discussed is false>><<link "Ask about the travel decorations" "AndreaDialogue">><<set $AndreaDialogue to "TravelDecorations">><</link>><br><</if>>
<</if>>
<<link "Say goodbye" $ConversationExit>><<EndConversation "Andrea">><</link>><br><b>Charlton Country Club - Entrance</b><br>
<<if setup.period[$periodCurrent] is "Evening" or setup.period[$periodCurrent] is "Night">>
<img src="./images/CharltonCountryClubEntrance_night.png"><br>
<<else>>
<img src="./images/CharltonCountryClubEntrance.png"><br>
<</if>>
The stately home manor that serves as the country club is pristine, as are the carefully maintained hedges and trees. Birds quietly twitter and chirp. There is a peaceful and tranquil sense in the air.<br>
<<CheckFirst "CountryClubEntrance">>
<<if _CheckFirst is false>>
<br>
As you walk across the driveway you hear the crunch of gravel beneath your feet. You make your way up the stairs to the entrance, walking past stone pillars that frame the front door. Just inside is a podium, acting as a gate to anyone looking to enter.<br>
<Br>
When you look up at it, you have to do a double-take. Standing firm is a snide and small man, immaculately dressed in a suit and waistcoat, with slicked back grey hair and speckled glasses. A thin smile doesn’t hide his look of disdain.<bR>
<bR>
In short, he’s the spitting image of Lennox from the Charlton Hotel.<bR>
<</if>>
<<if $NPCPresent.includes("Angus")>><bR>The concierge, Angus, stands behind the podium, flicking through a guestbook.<bR><</if>>
<bR>
<<ActionsHeader>>
<<if $NPCPresent.includes("Angus")>><<link "Talk to Angus" "CountryClubEntranceAngusDialogue0">><<StartConversation "Angus" "CountryClub">><<NPCKnown "Angus">><<AddFirst "CountryClubEntrance">><</link>><br><</if>>
<<CurrentOutfit>>
<<if _CurrentOutfit is "SwimsuitRed" or _CurrentOutfit is "SwimsuitBlue" or _CurrentOutfit is "SwimsuitPink" or _CurrentOutfit is "SportsBra" or _CurrentOutfit is "MicroSkirt" or _CurrentOutfit is "TennisDress">><s>Leave and get a ride back to town</s> - <i>You need to change back into your clothes before you go back to town</i><br>
<<else>><<link "Leave and get a ride back to your street" "Travel">><<if $periodCurrent isnot 4>><<TimeChange>><</if>><<AddFirst "CountryClubEntrance">><</link>><</if>><<DailyVariableCheck "AndreaCaught">>
<<if _DailyVariableCheck is true and $current.avatar is "Andrea">>
Angus looks up from the oak podium as you approach him. His eyes fill with irritation as soon as he sees you.<br>
<br>
“I thought I was clear, Miss Cinders,” he says, holding back rage. “You are not welcome here. Not today.”<br>
<br>
<<ActionsHeader>>
<<link "Say goodbye and return to the entrance" $ConversationExit>><<Assertive -1>><<EndConversation "Angus">><</link>>
<<else>>
<<if $AngusDialogue is undefined>>
Angus looks up from the oak podium as you approach him. He gives you a polite smile, but doesn't hide the disdain underneath his attempts to be professional. Behind him, you see the hallway stretch out through the manor. Members linger in the hallway, chatting and mingling as they either hold flutes of champagne or carry sports gear.<br>
<br>
"Yes?" he asks. "Can I help you?"<br>
<<else>>
Angus looks back at you, waiting impatiently for you to speak as he glances back to see if any of the guests in the hallway need his attention.<bR>
<</if>>
<br>
<<ActionsHeader>>
<<DialogueSpoken "Angus" "LennoxSimilar">>
<<if _Discussed is false>><<link "Ask about Lennox" "AngusDialogue">><<set $AngusDialogue to "LennoxSimilar">><<DialogueDone "Angus" "LennoxSimilar">><</link>><br><</if>>
<<link "Ask to be let in" "AngusDialogue">><<set $AngusDialogue to "LetIn">><</link>><br>
<<DailyVariableCheck "EthanAssertiveLockerRoom">><<NPCLocationCheck "Ethan">>
<<if _DailyVariableCheck is true and _NPCLocationCheck is "CountryClubSwimmingPool" and $current.female is true and $current.avatar isnot "Andrea">><<link "Report Ethan for being rude" "AngusDialogue">><<set $AngusDialogue to "ReportEthan">><<Greedy 1>><</link>><br><</if>>
<<link "Say goodbye and return to the entrance" $ConversationExit>><<EndConversation "Angus">><</link>>
<</if>><<AndreaCountryClub>>
<<AndreaSneakingCountryClub>>
<<QuestOptionCheck "Quest22" 0 "country_club">>
<<if _QuestOptionCheck is true>><<QuestOptionComplete "Quest22" 0 "country_club">><</if>>
<b>Charlton Country Club - Terrace</b><br>
<<if setup.period[$periodCurrent] is "Evening" or setup.period[$periodCurrent] is "Night">>
<img src="./images/CharltonCountryClubTerrace_night.png"><br>
<<else>>
<img src="./images/CharltonCountryClubTerrace.png"><br>
<</if>>
The back garden of the manor house has been heavily refurbished, boasting a pool and outside tables for socialising. In the distance you hear the faint sounds of Tennis balls being hit.<Br>
<<include "EventsCountryClubTerrace">>
<<if _currentEvent is undefined>>
<<CheckFirst "CountryClubTerrace">>
<<if _CheckFirst is false>>
<br>
You walk out of the central hallway in the manor house back into a beautiful and idyllic vista. A clear pool stretches out in front of you, lined with tables where a few members are nursing drinks in the sun. Nearby you hear the sounds of the tennis courts, and from just inside the entrance the muted sounds of the dining hall that overlooks the back of the club. Nothing is out of place. Nothing is dirty. Nothing seems harsh or disturbed. It is a picture-perfect club, tailored to the needs of its members.<br>
<</if>>
<Br>
<<ActionsHeader>>
<<DailyVariableCheck "AndreaWorking">>
<<if _DailyVariableCheck is true and setup.period[$periodCurrent] is "Lunch">><<link "Escort guests to their hosts" "CountryClubWorking">><<set $CountryClubWorking to "LunchTerrace">><</link>><Br><</if>>
<<if _DailyVariableCheck is true and setup.period[$periodCurrent] is "Evening">><<link "Go to the kitchen" "CountryClubWorking">><<set $CountryClubWorking to "EveningKitchen">><</link>><Br><</if>>
<<link "Go to the Tennis court" "CountryClubTennisCourt">><<AddFirst "CountryClubTerrace">><</link>><br>
<<link "Go to the dining hall" "CountryClubDiningHall">><<AddFirst "CountryClubTerrace">><</link>><bR>
<<link "Go to the swimming pool" "CountryClubSwimmingPool">><<AddFirst "CountryClubTerrace">><</link>><br>
<<Flag "AndreaSneakingCountryClub">>
<<if _FlagReturn is true>><<link "Return to the staff room" "CountryClubStaffRoom">><<SetFlag "AndreaSneakingCountryClub" false>><<AddFirst "CountryClubTerrace">><</link>><br><</if>>
<<CurrentOutfit>>
<<if _DailyVariableCheck is true>><s>Go back to the entrance</s> - <I>You can’t leave the club during a shift</I><br>
<<elseif _CurrentOutfit is "SwimsuitRed" or _CurrentOutfit is "SwimsuitBlue" or _CurrentOutfit is "SwimsuitPink" or _CurrentOutfit is "TennisDress" or _CurrentOutfit is "MicroSkirt" or _CurrentOutfit is "SportsBra">><s>Go back to the entrance</s> - <i>You should change back into your clothes first</i><br>
<<else>><<link "Go back to the entrance" "CountryClub">><<SetFlag "AndreaSneakingCountryClub" false>><<AddFirst "CountryClubTerrace">><</link>><br><</if>>
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<if _currentEvent is "AndreaWorkingFirst">>
<br>
You look around as you take an enforced small step out on to the terrace. Guests walk past you as if you’re not there. Any indication they see you, much less recognise your challenge in walking in the uniform, is not forthcoming.<br>
<br>
<<if setup.period[$periodCurrent] is "Lunch">>
Remembering the blackboard in the staff room, you recall the duties for the lunch time shift. Serve food in the dining hall. Bring guests drinks by the poolside. Replace the towels used in the mornings in the locker rooms. And escort guests from the terrace to their hosts.<br>
<<else>>
Remembering the blackboard in the staff room, you recall the duties for the evening shift. Serve drinks in the dining hall. Clean up poolside now guests have left. Remove the dirty linen from the locker rooms. And help with the washing up in the kitchen.<br>
<</if>>
<br>
Even if anyone was paying you attention, you wouldn’t look out of place anywhere at the club. But the sense of being under surveillance doesn’t diminish now you’re out of the staff room. Maybe it’s something to do with being in this body, but you have to push back against the anxiety of someone catching you not doing what you’re here to do.<Br>
<Br>
Time is precious at the club, though. If you wanted to take a look around, you’d need to do it before starting the duties of your shift.<br>
<br>
<<ActionsHeader>>
<<link "Return to the terrace" "CountryClubTerrace">><<EventsCheckEnd "CountryClubTerrace" "AndreaWorkingFirst">><</link>>
<<elseif _currentEvent is "AngusInterupt">>
<<include "CountryClubWorkingAngusInterupt">>
<<elseif _currentEvent is "AndreaSneakingCaught">>
<<include "CountryClubWorkingSneakingCaught">>
<</if>><<AndreaCountryClub>>
<<AndreaSneakingCountryClub>>
<b>Charlton Country Club - Tennis Court</b><br>
<<if setup.period[$periodCurrent] is "Evening" or setup.period[$periodCurrent] is "Night">>
<img src="./images/CharltonCountryClubTennisCourt_night.png"><br>
<<else>>
<img src="./images/CharltonCountryClubTennisCourt.png"><br>
<</if>>
A well-maintained and immaculate court. The grass is cut short, the net is strung tightly, and the lines are bright and clear.<Br>
<<if $NPCPresent.includes("Dan")>><br> You notice Dan standing beside the tennis court, dressed in plain white shorts and a T-shirt. He holds a racket in hand, but seems occupied by talking to a middle-aged woman dressed for a game.<br><</if>>
<<include "EventsCountryTennisCourt">>
<<if _currentEvent is undefined>>
<br>
<<ActionsHeader>>
<<if $NPCPresent.includes("Dan")>><<link "Talk to Dan" "CountryClubTennisCourtDanDialogue0">><<StartConversation "Dan" "CountryClubTennisCourt">><<HintsActive "DanTennis">><</link>><br><</if>>
<<link "Go back to the terrace" "CountryClubTerrace">><</link>>
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<if _currentEvent is "AngusInterupt">>
<<include "CountryClubWorkingAngusInterupt">>
<<elseif _currentEvent is "AndreaSneakingCaught">>
<<include "CountryClubWorkingSneakingCaught">>
<</if>><<if $DanDialogue is undefined>>
<<CountryClubVisitorCheckThisForm "Dan">>
<<if $current.avatar is "Andrea">>
Dan grins as you approach him, eyes hanging on your blouse. “Moonlighting here for tips, are you?” he mutters. “Wish you’d kept the hotel uniform on.”<Br>
<<elseif _CurrentPC is true and $current.female is true and _CountryClubVisitorCheckThisForm is true>>
Dan looks up as you approach, smirking. “Phillips,” he says. “Thought the day couldn’t get any brighter. Come for a lesson?”<br>
<<elseif _CurrentPC is true and $current.female is true>>
Dan looks up as you approach, smirking. “Phillips,” he says. “Thought the day couldn’t get any brighter. Come to see how I handle some balls?”<Br>
<<elseif _CurrentPC is true>>
Dan looks up as you approach, smirking. “Phillips,” he says. “Didn’t expect to see you up here. Want to see a real winner in action?”<br>
<<elseif $current.avatar is "Emily">>
<<EmilyInternMetDan>><<NPCKnowsThisForm "Dan">>
<<if _EmilyInternMetDan is true>>
Dan looks up as you approach, smirking. “Well if it isn’t Thompson’s newest intern,” he says. “Just when I thought my day couldn’t get any better. Your <<Sibling>> finally let you off the leash?”<br>
<<elseif _NPCKnowsThisForm is true>>
Dan looks up as you approach, smirking. “Well if it isn’t little Miss Phillips,” he says. “Just when I thought my day couldn’t get any better. Your <<Sibling>> finally let you off the leash?”<br>
<<else>>
Dan looks up as you approach, balking his head he sees you. “Phillips' little sister, right? Looks like you got all the good genes. Your <<Sibling>> finally let you off the leash?”<Br>
<</if>>
<</if>>
<<else>>
<<if $current.female is true>>
Dan stands by the tennis court, ignoring the woman next to him, setting his eyes squarely on you.<Br>
<<else>>
Dan stands by the tennis court, looking back to the woman next to him, less than subtly trying to ignore you.<Br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<DialogueSpoken "Dan" "WorkTennisCourt">>
<<if _Discussed is false and ($current.avatar is "Emily" or _CurrentPC is true)>><<link "Ask about work" "DanDialogue">><<set $DanDialogue to "WorkTennisCourt">><<NPCKnown "Dan">><<DialogueDone "Dan" "WorkTennisCourt">><</link>><br><</if>>
<<QuestOptionCheck "Quest22" 0 "penny_farthing" "gte">><<InventoryCheckSelf "TandiPennyFarthing" "BlankPennyFarthing">><<QuestState "Quest22">><<Flag "DanClubCoinLesson">><<DialogueSpoken "Dan" "PennyFarthingTennisCourt">>
<<if _QuestOptionCheck is true and _InventoryCheckSelf is true and _QuestState is 0 and _FlagReturn is false and _Discussed is false>><<link "Ask if he knows anything about the coin" "DanDialogue">><<NPCKnown "Dan">><<set $DanDialogue to "PennyFarthingTennisCourt">><</link>><br><</if>>
<<DanTennisLessonCheck>><<Flag "DanTennisLessonComplete">>
<<if _DanTennisLessonCheck is true and _FlagReturn is false and $current.female is true>><<link "Ask him for a Tennis lesson" "DanDialogue">><<NPCKnown "Dan">><<set $DanDialogue to "TennisLessonRequest">><</link>><br><</if>>
<<link "Say goodbye to Dan and return to the tennis court" $ConversationExit>><<EndConversation "Dan">><</link>><<CurrentOutfit>>
<<switch $CountryClubTennisLesson>>
<<case undefined>>
<<GetPCState "job">>
You linger at Dan’s side as Hazel finally draws close to the group of you. She greets Jeanette with a polished smile, nods politely to Dan, then freezes as she sees you.<br>
<br>
Hazel’s blue eyes lock firmly on to you. You recognise that gaze from a mile off. The same cold eyes as her daughter.<br>
<br>
<<if $current.avatar is "Emily" and $PlayerCharacter.cheerleader is true>>
“Emily, isn’t it?” Hazel says with the practiced measure of someone confronted with the unexpected. “You’re the new head cheerleader? Christina always speaks enviously of you. It’s funny. There was a time where I thought she would head up the cheerleader squad. But clearly that’s no longer in her future. Still, she is happy. For a bookworm.”<br>
<Br>
The polished smile is still there, but you sense something more behind it. You wonder just how far reaching your spell was.<Br>
<<elseif $current.avatar is "Emily" and $PlayerCharacter.cheerleader is false>>
“Emily, isn’t it?” Hazel says with the practiced measure of someone confronted with the unexpected. “You’re in my daughter's year, aren’t you? Funny how small this town is. Only last week I hadn’t heard your name. And now, here you are, at the country club I frequent.”<br>
<br>
The polished smile is still there, but you sense something more behind it. You wonder just what she’s heard about you.<br>
<<elseif _CurrentPC is true and _job is "Fired">>
“<<TrueName "Current">>, isn’t it?” Hazel says with the practiced measure of someone confronted with the unexpected. “Isn’t this the employee that Tucker had to let go, Jeanette? Funny how small this town is. Only last week I hadn’t heard your name. And now, here you are, at the country club I frequent.”<br>
<br>
The polished smile is still there, but you sense something more behind it. You wonder just what she’s heard about you.<br>
<<elseif _CurrentPC is true and _job is "Secretary">>
“<<TrueName "Current">>, isn’t it?” Hazel says with the practiced measure of someone confronted with the unexpected. “Isn’t this Tucker’s new secretary, Jeanette? Funny how small this town is. Only last week I hadn’t heard your name. And now, here you are, at the country club I frequent.”<br>
<br>
The polished smile is still there, but you sense something more behind it. You wonder just what she’s heard about you.<br>
<<elseif _CurrentPC is true>>
“<<TrueName "Current">>, isn’t it?” Hazel says with the practiced measure of someone confronted with the unexpected. “Isn’t this Tucker’s employee, Jeanette? Funny how small this town is. Only last week I hadn’t heard your name. And now, here you are, at the country club I frequent.”<br>
<Br>
The polished smile is still there, but you sense something more behind it. You wonder just what she’s heard about you.<br>
<</if>>
<br>
The other woman finally steps out from behind Dan, taking her position beside Hazel. Her eyes look over your outfit, her scowl perpetual.<Br>
<<if _CurrentOutfit is "TennisDress">>
“At least she knows how to dress suitably,” Jeanette says as her eyes wander over your clothes. “Most of the girls her age would think it’s acceptable to wear a micro-skirt and a bra to play in a tennis match.”<br>
<<elseif _CurrentOutfit is "MicroSkirt">>
“I see she takes after a lot of the young girls around here,” Jeanette says as her eyes wander over your clothes. “Do yourself a favour, dear. Try not to bend low to reach the ball. No one here wants to see whatever skimpy thong you’re no doubt wearing.“<br>
<<elseif _CurrentOutfit is "SportsBra">>
“She must have borrowed that outfit from Britney Hudson,” Jeanette says as her eyes wander over your clothes. “Lost your top, dear? I’m afraid you won’t get by flaunting your body whilst playing against us.“<Br>
<</if>>
<Br>
Dan looks around the group, momentarily off-balance. “I see we all know each other,” he comments with some hesitation. “Good. No introductions are in order.” He turns to Hazel and Jeanette, giving them a grin. “Now ladies. We’ll be playing doubles today. I’ll show you exactly why you should trust Dan to coach you on how to swing a racket.”<bR>
<br>
“What’s this, Jeanette?” Hazel says to her friend, her eyes not drifting from you. “A change in our plans?”<br>
<br>
Jeanette gives her a knowing smile before glancing back to Dan. “Mr. Mendel here wished to showcase his coaching abilities. He seems to think he can offer something that we’re missing.”<br>
<br>
<<if _CurrentOutfit is "TennisDress">>
Hazel’s narrowing eyes flick from Jeanette to Dan, then on to you. “And this young lady is his student? I hope that her tennis skills reflect the calibre of her outfit.”<br>
<<elseif _CurrentOutfit is "MicroSkirt">>
Hazel’s narrowing eyes flick from Jeanette to Dan, then on to you. “And this young lady is his student? I do hope she shows as much talent as that skirt shows of her rear.”<BR>
<<elseif _CurrentOutfit is "SportsBra">>
Hazel’s narrowing eyes flick from Jeanette to Dan, then on to you. “And this young lady is his student? I hope that she can do more than flaunt herself on the court.”<br>
<</if>>
<Br>
“Don’t you worry,” Dan interjects. “She’s come a long way. You’ll see. Takes my advice to heart. Her game improves with each word I whisper into her ear.”<br>
<br>
Hazel looks you over once more before offering a slight tut. “I’m sure. Come along, Jeanette. We’ll take the far side of the net. But I have lunch with the Kaplars. I’m sure five games will showcase your coaching capabilities, Mr. Mendel.”<br>
<Br>
The two women move around the other side of the court. Dan looks back to you as they go, taking a breath. He leans in close to you.<br>
<br>
<<ActionsHeader>>
<<link "Talk to Dan" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "DanIntro">><</link>>
<<case "DanIntro">>
“Those two are a goldmine,” he murmurs to you, as he continues to watch Hazel and Jeanette take up positions at the far side of the court. “If I get in with them, I get a seat at the table. You know what that means, don’t you?”<br>
<Br>
You eye him darkly before shrugging. “More money?”<Br>
<Br>
Dan snorts. “Access, sweetcheeks. To the Charlton elite. My sales opportunities would grow tenfold if I could be speaking to the likes of Kaplar and Sermon over a drink in the dining room. Those two are my ticket to the big time.” He flashes you a smile. “Which means, you are too.”<br>
<Br>
“So what,” you reply. “We need to win?”<bR>
<Br>
“No. You need to lose,” he quips. “Or at least, you need to take my direction. It will be easy. Just play up how clueless you are and listen to my advice. If you take my direction, we’ll make short work of them.”<Br>
<<Flag "DanTennisJobOffer">>
<<if _FlagReturn is true>>
<bR>
“If I do,” you reply. “You’ll have a word with Thompson?”<bR>
<bR>
Dan flashes you a smile. “Scouts honour. Dan doesn’t go back on his word. You can take that one to the bank.”<br>
<</if>>
<<Flag "DanClubCoinLesson">><<InventoryCheckSelf "TandiPennyFarthing" "BlankPennyFarthing">>
<<if _FlagReturn is true and _InventoryCheckSelf is true>>
<br>
“And if we win,” he adds. “Then I’ll tell you all I know about that coin.”<br>
<</if>>
<br>
Dan gestures you to the baseline and takes his position at the front of the court.<br>
<br>
<<ActionsHeader>>
<<link "Begin the match" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "Game1">><</link>>
<<case "Game1">>
You look over the court, seeing Jeanette bouncing a ball at the back, ready to serve. Dan glances back at you from near the net. “No need to get fancy. Just get the ball in play and I’ll do the rest.”<br>
<Br>
<<if _CurrentOutfit is "TennisDress">>
Dan’s eyes wander momentarily over your legs. You are grateful that you chose this outfit. Soon it will be your turn at the net. Your dress should be just about long enough to keep Dan from seeing your underwear.<bR>
<<elseif _CurrentOutfit is "MicroSkirt">>
Dan’s eyes wander momentarily over your legs. You wince at the reminder of your outfit and the knowledge that soon it will be your turn at the net. Your skirt is short enough that you know Dan will be looking at your underwear.<BR>
<<elseif _CurrentOutfit is "SportsBra">>
Dan’s eyes wander momentarily over your legs. You flinch at the reminder of your outfit and the knowledge that soon it will be your turn at the net. Not that this skirt does anything to hide your underwear, even from Dan’s current view.<bR>
<</if>>
<br>
Looking back up to Jeanette, you observe her for a moment. Even from bouncing the ball, you can tell she’s unseasoned. You’d put money that returning a winner off it won’t be hard. <bR>
<Br>
But remembering Dan’s instructions, you know that if you show off Hazel and Jeanette might take it as a rebuttal of his coaching skills.<bR>
<br>
<<ActionsHeader>>
<<StatCheckPhysique "gt" 40>>
<<set _StatPhysiqueProbability to _StatPhysiqueProbability + " Try to go for the win ">>
<<if _StatCheckPhysique is true>><<link _StatPhysiqueProbability "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "Game1PhysiquePass">><</link>><br>
<<else>><<link _StatPhysiqueProbability "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "Game1PhysiqueFail">><<Physique 1>><</link>><br><</if>>
<<link "Ask Dan how to swing" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "Game1AskDan">><<Assertive -1>><</link>><br>
<<link "Just hit it back" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "Game1HitBack">><</link>><br>
<<case "Game1PhysiquePass">>
Making your mind up, you wait for Jeanette to toss the ball in the air. She swings casually and the ball slowly arches towards you.<br>
<bR>
Pulling back with all your might, you slice the ball across the court to her side. The ball lands on the line, passing her before she can acknowledge what has happened.<br>
<br>
<<if _CurrentOutfit is "TennisDress">>
“Your young student has got a kick to their return, Mr. Mendel” you hear Hazel say. “It appears the outfit reflects the lady.”<bR>
<<elseif _CurrentOutfit is "MicroSkirt">>
“Your young student has got a kick to their return, Mr. Mendel” you hear Hazel say. “Maybe there’s more to her than her behind.”<br>
<<elseif _CurrentOutfit is "SportsBra">>
“Your young student has got a kick to their return, Mr. Mendel” you hear Hazel say. “Maybe there’s more to her than her outfit.”<bR>
<</if>>
<br>
Dan looks at her over the net, clearly trying to mask his shock. “Told you,” he murmurs. “Taught her everything she knows.”<br>
<Br>
But when he faces back to you, it’s a look of relief he wears.<br>
<Br>
<<ActionsHeader>>
<<link "Continue the match" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "Game2">><<DanTennisWin 1>><<set $WinGame to "Dan">><</link>>
<<case "Game1PhysiqueFail">>
Making your mind up, you wait for Jeanette to toss the ball in the air. She swings casually and the ball slowly arches towards you.<bR>
<Br>
Pulling back with all your might, you slice the ball across the court to her side. The ball passes her but drops just over the line. “Out!” she cries.<br>
<br>
<<if _CurrentOutfit is "TennisDress">>
“Looks like your young student is a bit overzealous, Mr. Mendel” you hear Hazel say. “It appears the outfit doesn’t reflect the lady.”<bR>
<<elseif _CurrentOutfit is "MicroSkirt">>
“Looks like your young student is a bit overzealous, Mr. Mendel” you hear Hazel say. “Maybe there’s no more to her than her behind.”<bR>
<<elseif _CurrentOutfit is "SportsBra">>
“Looks like your young student is a bit overzealous, Mr. Mendel” you hear Hazel say. “Maybe there’s no more to her than her outfit.”<bR>
<</if>>
<Br>
Dan looks at her over the net, clearly trying to mask his annoyance. “Just nerves,” he murmurs. “She’ll come around, you’ll see.”<br>
<Br>
But when he faces back to you, it’s a look of anger he wears.<br>
<br>
<<ActionsHeader>>
<<link "Continue the match" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "Game2">><<HazelTennisWin 1>><<set $WinGame to "Hazel">><<DanTennisHappy -1>><</link>>
<<case "Game1AskDan">>
Remembering Dan’s words, you decide to play up to the role he’s given you. “Do you think you could help me, Coach? I’m not sure I can remember how to return her serve.”<bR>
<Br>
Dan looks back to you and grins. He glances back over the net and offers a faux apologetic smile. “Sorry ladies. Duty calls.”<BR>
<BR>
He walks back and steps behind you. A moment later, you feel his body press up against your rear as he wraps his arms around you. <br>
<br>
“Just use your hips,” he murmurs into your ear. “Here, bend over slightly. And swing.”<Br>
<Br>
Pushing up close to you, Dan forces you to bend at the waist, pushing your bum into his groin as he motions you through swinging the tennis racket. <br>
<Br>
<<if _CurrentOutfit is "TennisDress">>
Fortunately, your outfit separates the two of you. You feel it riding up, but not enough to expose you to any more of Dan’s advances.<br>
<<elseif _CurrentOutfit is "MicroSkirt">>
You try not to react as you feel your skirt ride up. A moment later you feel his shorts against your underwear, pushing against the fabric separating him and your arse.<bR>
<<elseif _CurrentOutfit is "SportsBra">>
The flimsy skirt does nothing to stop his shorts pushing up against your panties. Through their fabric you feel his stiffening member, pushing between your arse cheeks.<br>
<</if>>
<bR>
Looking up, you catch a look from Jeanette and Hazel. They watch as Dan manhandles you, sharing a look.<Br>
<br>
“There,” Dan says, finally stepping away. “Think she’s ready for you,” he calls over the net. <Br>
<Br>
When Jeanette hits the ball over the net, it’s a slow and casual serve. You hit it across the court to her side and it passes her before she can acknowledge what has happened.<br>
<br>
“That’s the Dan magic,” Dan cries out, grinning. And when he looks back to you, his eyes are wandering over your legs.<br>
<Br>
<<ActionsHeader>>
<<link "Continue the match" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "Game2">><<Assertive -1>><<DanTennisHappy 1>><<DanTennisWin 1>><<set $WinGame to "Dan">><<DanTennisFlirt 1>><</link>>
<<case "Game1HitBack">>
Making your mind up, you wait for Jeanette to toss the ball in the air. She swings casually and the ball slowly arches towards you.<bR>
<Br>
Pulling back casually, you concentrate on just returning the ball. Your racket connects, knocking it over the net into the middle of the court towards Jeanette.<Br>
<BR>
And suddenly Hazel is there, intercepting and burying the ball in the open back corner of the court.<bR>
<Br>
<<if _CurrentOutfit is "TennisDress">>
Catching Hazel’s eye, she gives you a patronising smile before looking at Dan. “Looks like your young student is missing some power in her shots, Mr. Mendel” she says. “It appears the outfit doesn’t reflect the lady.”<bR>
<<elseif _CurrentOutfit is "MicroSkirt">>
Catching Hazel’s eye, she gives you a patronising smile before looking at Dan. “Looks like your young student is missing some power in her shots, Mr. Mendel” she says. “Maybe there’s no more to her than her behind.”<Br>
<<elseif _CurrentOutfit is "SportsBra">>
Catching Hazel’s eye, she gives you a patronising smile before looking at Dan. “Looks like your young student is missing some power in her shots, Mr. Mendel” she says. “Maybe there’s no more to her than her outfit.”<bR>
<</if>>
<Br>
Dan looks at her over the net, clearly trying to mask his annoyance. “Just nerves,” he murmurs. “She’ll come around, you’ll see.”<br>
<br>
But when he faces back to you, it’s a look of anger he wears.<br>
<br>
<<ActionsHeader>>
<<link "Continue the match" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "Game2">><<HazelTennisWin 1>><<set $WinGame to "Hazel">><</link>>
<<case "Game2">>
<<if $WinGame is "Hazel">>
Jeanette finishes off her service game, closing it out at 40-30. With relief she taps the balls towards Dan, who takes position on the baseline ready to serve. He gives you a hard look as he bounces the ball.<br>
<<else>>
Jeanette finishes off her service game as you and Dan break serve at 30-40. With a sigh she taps the balls towards Dan, who takes position on the baseline ready to serve. He flashes you a grin as he bounces the ball.<br>
<</if>>
<br>
You take your mark inside the service box, bending over slightly to continue the match.<bR>
<Br>
<<if _CurrentOutfit is "TennisDress">>
You don’t need to look over your shoulder to know where Dan’s eyes are lingering. Once again, you’re thankful your dress is just long enough to cover your rear.<BR>
<<elseif _CurrentOutfit is "MicroSkirt">>
You don’t need to look over your shoulder to know where Dan’s eyes are lingering. You can feel your skirt hanging high on your hips. A gentle breeze flutters against your underwear, reminding you that they are at least partially exposed.<Br>
<<elseif _CurrentOutfit is "SportsBra">>
You don’t need to look over your shoulder to know where Dan’s eyes are lingering. A gentle breeze seeps in through the slit in your skirt, sending the material at the back up into the air.<br>
<</if>>
<br>
“Get ready to see some aggressive balling,” Dan says, loud enough for Hazel and Jeanette to hear. You catch them sharing a look. “Keep your head down and stay out of the way.”<br>
<bR>
You catch Hazel’s eye, who watches you curiously. Awaiting on how you are going to respond. Dan is serving to her. Just from Hazel’s stance, it’s clear she’s going to return whatever Dan gives her with gusto. And from what you know about Dan, you’re certain despite what he thinks he won’t be able to match it.<br>
<br>
<<ActionsHeader>>
<<StatCheckAssertive "gt" 60>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to intercept Hazel’s return">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "Game2AssertivePass">><</link>><br>
<<else>><<link _StatAssertiveProbability "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "Game2AssertiveFail">><<Assertive 1>><</link>><br><</if>>
<<link "Play up your reliance on Dan and ask how to stand at the net" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "Game2StandNet">><<Assertive -1>><</link>><br>
<<link "Let Dan take the shot" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "Game2LetDan">><</link>>
<<case "Game2AssertivePass">>
The sound of a racket striking the ball fills the court just before Dan’s serve whips past you. Hazel swings and follows through like a seasoned player, returning with power and precision.<br>
<Br>
You spring to intercept, jumping across the court and straining your arm to reach the ball with your racket. You just make it, watching as the tennis ball rebounds off the strings and lands between Jeanette’s legs. Her eyes widen as she looks behind her to see the ball softly land at the back of the court.<bR>
<Br>
Jeanette looks from the ball to Hazel, wearing an apologetic expression. She receives only a thin smile, before the other woman turns her blue eyes on you. <bR>
<br>
“Are you sure she’s the student and not the coach, Mr. Mendel?” Hazel says, not moving her attention from you. Her mouth turns up at the side slightly, almost offering you a note of respect. “I might have to focus my attention on her.”<Br>
<Br>
Jeanette and Hazel take their positions again as you turn to look at Dan. As he moves to the other side of the court he scowls at you. <Br>
<br>
<<ActionsHeader>>
<<link "Continue the match" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "Game3">><<DanTennisWin 1>><<DanTennisHappy -1>><<set $WinGame to "Dan">><</link>>
<<case "Game2AssertiveFail">>
The sound of a racket striking the ball fills the court just before Dan’s serve whips past you. Hazel swings and follows through like a seasoned player, returning with power and precision.<bR>
<Br>
You spring to intercept, jumping across the court and straining your arm to reach the ball with your racket. For a moment you think you are going to make it, but the sound of a ball clipping the frame quashes your hope. Even worse, you lose your footing as you land and quickly feel the soft grass thud against your body. Looking up, you see the ball land off to the side, well out of court.<br>
<Br>
“Are you sure she’s your student, Mr. Mendel?” you hear Hazel say as you pick yourself up. “That looked like she thought you wouldn’t be able to match my return.”<br>
<Br>
Jeanette and Hazel take their positions again as you turn to look at Dan. As he moves to the other side of the court he scowls at you. <br>
<br>
<<ActionsHeader>>
<<link "Continue the match" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "Game3">><<HazelTennisWin 1>><<DanTennisHappy -1>><<set $WinGame to "Hazel">><</link>>
<<case "Game2StandNet">>
You’re not sure that Dan can match Hazel’s return, but you decide to at least make a show of his coaching. “Hey Dan,” you purr. “Can you go over how I’m supposed to stand again?”<br>
<Br>
“Sure thing, princess,” you hear him say from behind you. The soft patter of trainers against grass signals his approach and suddenly you are forced to bend further at your waist. “Pay attention.”<br>
<Br>
You feel Dan press against you as he manhandles your body. Bending you over but pulling your torso back. He even runs his hand up your spine and gives a gentle tug in your hair. “That’s better.”<Br>
<Br>
Objectively, the position Dan puts you in is a better stance for playing tennis. But you can’t help but feel on display. Bum sticking out, but back arched, pushing your breasts forward. And his tug on your locks forces you to meet Jeanette’s and Hazel’s gaze in this way. <br>
<<if _CurrentOutfit is "TennisDress">>
<<if $DanTennisFlirt is 0 or $DanTennisFlirt is undefined>>
Even worse, his shorts are pressed tight against your dress. You feel his body through the layers of fabric between you.<Br>
<<elseif $DanTennisFlirt is 1>>
Even worse, his shorts are pressed tight against your dress. You feel his body through the layers of fabric between you. Specifically, something stiff is growing underneath his clothes.<br>
<</if>>
<<elseif _CurrentOutfit is "MicroSkirt">>
<<if $DanTennisFlirt is 0 or $DanTennisFlirt is undefined>>
Even worse, your skirt rides up. You feel his shorts against your underwear, pushing against the fabric separating him and your arse.<Br>
<<elseif $DanTennisFlirt is 1>>
Even worse, your skirt rides up. You feel his shorts against your underwear, pushing against the fabric separating him and your arse. Specifically, something stiff is growing underneath his clothes.<br>
<</if>>
<<elseif _CurrentOutfit is "SportsBra">>
<<if $DanTennisFlirt is 0 or $DanTennisFlirt is undefined>>
Even worse, the flimsy skirt does nothing to stop his shorts pushing up against your panties. Through their fabric you feel his stiffening member, pushing between your arse cheeks.<Br>
<<elseif $DanTennisFlirt is 1>>
Even worse, the flimsy skirt does nothing to stop his shorts pushing up against your panties. Through their fabric you feel his hard member push against your arse cheeks.<Br>
<</if>>
<</if>>
<br>
“Keep this up and I won’t be able to concentrate,” Dan murmurs before releasing you.<br>
<bR>
Moments later, you hear the sound of a racket striking the ball fill the court just before Dan’s serve whips past you. Hazel swings and follows through like a seasoned player, returning with power and precision. You don’t make a move to intercept and Dan misses the ball, unable to match her shot.<br>
<br>
“Might want to focus on your game and less on the coaching, Mr. Mendel” Hazel says as she glances at you. “Although it’s endearing that you’ll sacrifice your own game to help your students.”<br>
<br>
Jeanette and Hazel take their positions again as you turn to look at Dan. As he moves to the other side of the court he grins at you. <br>
<br>
<<ActionsHeader>>
<<link "Continue the match" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "Game3">><<HazelTennisWin 1>><<DanTennisHappy 1>><<DanTennisFlirt 1>><<set $WinGame to "Hazel">><</link>>
<<case "Game2LetDan">>
Not wanting to get in the way, you wait and give Dan the benefit of the doubt. Moments later, you hear the sound of a racket striking the ball fill the court just before Dan’s serve whips past you. Hazel swings and follows through like a seasoned player, returning with power and precision. You don’t make a move to intercept and Dan misses the ball, unable to match her shot.<br>
<Br>
“What do they say about teachers, Jeanette?” Hazel says as smiles with satisfaction. “Those who can, do. And those who can’t…”<br>
<br>
She lets her sentence trail off as the two of them take their positions again. You glance over at Dan. As he moves to the other side of the court you see him grind his teeth.<br>
<Br>
<<ActionsHeader>>
<<link "Continue the match" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "Game3">><<HazelTennisWin 1>><<set $WinGame to "Hazel">><</link>>
<<case "Game3">>
<<if $WinGame is "Hazel">>
Dan continues his service game, but it’s clear that he can’t match Hazel’s return. You try your best as the game goes to deuce, but Hazel and Jeanette clinch it at the end.<Br>
<<else>>
Dan continues his service game, eking out a win at deuce. He gives you a flash of a smile as he buries the winner.<br>
<</if>>
<br>
Hazel’s service game is up next. She begins by preparing to serve to Dan. It doesn’t take much to realise that it’s going to be challenging to win a point from her. <br>
<Br>
<<if _CurrentOutfit is "TennisDress">>
Dan gives you a look, but it’s fleeting and temporary. His attention is locked on Hazel. He seems unusually calm, free of a grin or posturing. Instead, a strong sense of concentration emanates from his being. He might just make this shot.<br>
<<elseif _CurrentOutfit is "MicroSkirt">>
Dan gives you a look, holding it longer than is comfortable as he takes in your exposed arse and bare shoulders. He turns back to Hazel, but you can see him straining not to look back at you. He seems distracted. <br>
<<elseif _CurrentOutfit is "SportsBra">>
Dan gives you a look, his attention more on you than Hazel. He grins, eyes lingering on your exposed underwear and your breasts barely held in by the sports bra. You wonder if he’ll even notice the ball coming towards him.<br>
<</if>>
<Br>
“No need to get fancy, pet,” he tells you. “Just volley it back if it comes your way. Maybe just concentrate on not dropping the racket, yeah?”<br>
<Br>
You consider what to do. Wondering if Dan will be able to return her shots. Of course, you could lean more into his coaching and deflect the impending loss on your incompetence. If you could endure close contact from Dan.<br>
<Br>
<I>And you definitely want to avoid it, don’t you?</i><br>
<br>
<<ActionsHeader>>
<<StatCheckIntelligence "gt" 60>>
<<set _StatIntelligenceProbability to _StatIntelligenceProbability + " Try to work out how to get the ball away from Dan">>
<<if _StatCheckIntelligence is true>><<link _StatIntelligenceProbability "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "Game3IntelligencePass">><</link>><br>
<<else>><<link _StatIntelligenceProbability "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "Game3IntelligenceFail">><<Intelligence 1>><</link>><br><</if>>
<<link "Play up your incompetence and ask Dan how to hold the racket" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "Game3Incompetence">><<Assertive -1>><</link>><br>
<<link "Let Dan return the ball" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "Game3LetDan">><</link>>
<<case "Game3IntelligencePass">>
You decide that in order to win the point, you’re going to need to get the ball away from your partner. Hazel whips a lightning fast serve down the line and Dan barely casts it back into play. Hazel is ready, smashing it back towards him without mercy.<Br>
<Br>
Quickly you evaluate her game. She seems laser concentrated on him, paying you little attention. You could easily move into the centre of the court without her realising.<br>
<Br>
Dan casts the ball up into the air, struggling just to keep the point continuing. Hazel runs forward readying a smash. You see your moment and step into the centre, holding your racket up - <Br>
<Br>
She smashes the ball down towards where you’re standing. Almost instinctively, you hold the racket up. The ball pings off the strings and lands buried on the other side of the court, passing both Jeanette and Hazel before they know what’s happened.<Br>
<br>
Hazel’s eyes shoot up towards you, appraisingly. A small smile forms on her lips. “Looks like your student saved you from that one, Mr. Mendel.” <br>
<Br>
“It’s all part of the plan,” he mutters as he walks back to his mark. Hazel readies her next serve, this one towards you. As you stand on the baseline, you try to ignore Dan glaring back at you.<Br>
<Br>
<<ActionsHeader>>
<<link "Continue the match" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "Game4">><<DanTennisWin 1>><<DanTennisHappy -1>><<set $WinGame to "Dan">><</link>>
<<case "Game3IntelligenceFail">>
You decide that in order to win the point, you’re going to need to get the ball away from your partner. Hazel whips a lightning fast serve down the line and Dan barely casts it back into play. Hazel is ready, smashing it back towards him without mercy.<br>
<bR>
Quickly you evaluate her game. She seems laser focused, correctly anticipating his return before he’s even made the shot. You skip from side to side, trying to figure out where you could intercept the ball. But doubt sets into your bones.<br>
<Br>
Dan casts the ball up into the air, struggling just to keep the point continuing. Hazel runs forward readying a smash. You wonder whether to take charge now, but you can’t work out if she’s waiting for you too. <br>
<bR>
She smashes the ball down towards where you’re standing. Almost instinctively, you hold the racket up. The ball shoots past you and lands in the corner of the court, passing Dan before you know what’s happened.<br>
<Br>
Hazel’s eyes glance over at you with a smug smile. “Might want to tell your student to use that racket for more than face protection, Mr. Mendel.” <Br>
<Br>
“Still anyone’s game,” he mutters as he walks back to his mark. Hazel readies her next serve, this one towards you. As you stand on the baseline, you try to ignore Dan glaring back at you.<br>
<Br>
<<ActionsHeader>>
<<link "Continue the match" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "Game4">><<HazelTennisWin 1>><<DanTennisHappy -1>><<set $WinGame to "Hazel">><</link>>
<<case "Game3Incompetence">>
“Maybe you could show me how to hold the racket so I don’t drop it?” you reply back to Dan, raising your pitch just slightly higher.<Br>
<Br>
Dan rolls his eyes at Jeanette and Hazel, but grins as he walks towards you. “Sorry ladies. I can only work with what I’ve been blessed with.”<Br>
<br>
With a dramatic mock-show of frustration, he steps up behind you and wraps his arms around your body. His hands grip around yours, pressing them firmly against the racket. <br>
<Br>
“Thread your fingers together,” he says loud enough for Hazel and Jeanette to hear. “And grip firmly, so that sweat doesn’t cause you to slip.” His voice lowers to a whisper. “You know how to grip a rod, don’t you?”<br>
<br>
His hands press your fingers around the racket and subtly he pushes the racket down so the end presses against your skirt. Up against your crotch. He forces your hands to grind it against your body through the fabric of your skirt, brushing against the top of your sensitive skin.<Br>
<br>
“A firm grip does wonders,” he murmurs, mouth close to your ear. His body envelopes you, holding you in place, as he forces you to grind against the end of your racket. <br>
<Br>
You look back at up to Hazel and Jeanette. From their perspective, you wonder if they can see exactly what he’s doing. Their shared looks imply that they find the scenario distasteful at least.<Br>
<Br>
<<if $DanTennisFlirt is 0 or $DanTennisFlirt is undefined>>
Through your clothing, you feel Dan’s body push against yours. Underneath the fabric that separates the two of you, you feel his stiffening member, pushing between your arse cheeks.<Br>
<<elseif $DanTennisFlirt is 1>>
Through your clothing, you feel Dan’s body push against yours. Underneath the fabric that separates the two of you, you feel his hard member push against your arse cheeks.<Br>
<<elseif $DanTennisFlirt is 2>>
Through your clothing, you feel Dan’s body push against yours. Underneath the fabric that separates the two of you, you feel his rock-hard dick push against your arse cheeks.<Br>
<</if>>
<br>
Finally, Dan releases you. “Now,” he says, voice loud once more. “At least you won’t drop it.” He gives you a gentle pat on the bum as he walks off.<br>
<bR>
You barely notice as Hazel whips a lightning fast serve down the line and Dan casts it back into play. Your focus is on the lingering sensation of Dan’s hands wrapped around yours. When Hazel knocks a ball towards you, you flinch and take a step to the side to avoid it. <br>
<Br>
“At least she held on to the racket,” Hazel comments, casting an amused look at Dan. “Maybe your skills would be better served on others, Mr. Mendel.”<Br>
<br>
You feel your cheeks redden, as the rest of the players move to take positions for the next point. Dan, for his part, gives you a grin.<br>
<br>
<<ActionsHeader>>
<<link "Continue the match" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "Game4">><<HazelTennisWin 1>><<DanTennisHappy 1>><<DanTennisFlirt 1>><<set $WinGame to "Hazel">><</link>>
<<case "Game3LetDan">>
Not wanting to get in the way, you let Dan lead the point. Hazel whips a lightning fast serve down the line and Dan barely casts it back into play. Hazel is ready, smashing it back towards him without mercy.<Br>
<Br>
<<if _CurrentOutfit is "TennisDress">>
You glance back at Dan as he returns, his face the picture of concentration. Unbelievably, he casts the ball down the line on Jeanette’s side. Flustered, she barely manages to return it back. <bR>
<br>
Dan grins and easily bats it back towards her. As she readies her swing, he leaps forward and runs towards the net. You see on Jeanette’s face realisation at his change, but it’s too late. When the ball comes back towards him, he volleys it across court and safely between your two opponents.<br>
<Br>
“Nice shot, Mr. Mendel,” Hazel comments. “But are we playing doubles or just against you?”<br>
<br>
“What can I say?” he replies with an injection of his normal swagger. “Always a top and a bottom in a partnership.”<br>
<Br>
He flashes you a smile, almost proud of his comment. You notice that Hazel doesn’t share his appreciation.<br>
<br>
<<ActionsHeader>>
<<link "Continue the match" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "Game4">><<DanTennisWin 1>><<set $WinGame to "Dan">><</link>>
<<elseif _CurrentOutfit is "MicroSkirt">>
You glance back at Dan as he returns, his face watching the ball. He casts it to the middle of the court, but his attention glances back over at you as soon as his racket connects.<BR>
<br>
<<DiceRoll 50>>
<<if _DiceRoll is true>>
Jeanette leaps forward from her spot to intercept just as Hazel does the same. The confusion of who is taking the shot seems to stop them in their tracks. Only at the last moment does Jeanette bat it back over, more to keep the ball in play than produce a winner.<Br>
<br>
With another glance at your legs, Dan steps up and clips a return over the net, placing the ball off to the side. Beyond the reach of either Hazel or Jeanette. With a soft thud the ball stops in the grass off the court.<Br>
<br>
“Lucky,” Hazel comments through thin lips. “Looked like you were distracted for a moment there, Mr. Mendel.”<Br>
<Br>
“Just part of the mental game,” Dan retorts, his grin returning as his eyes wander over you.<Br>
<br>
<<ActionsHeader>>
<<link "Continue the match" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "Game4">><<DanTennisWin 1>><<set $WinGame to "Dan">><</link>>
<<else>>
Jeanette stands back as Hazel leaps forward to return the ball. She swings her arm as she strides forward, slicing the ball off to the side. Only as the ball passes does Dan finally focus his attention solely on the game. By then, however, it’s too late.<bR>
<br>
“Unfortunate,” Hazel comments through thin lips. “Looked like you were distracted for a moment there, Mr. Mendel.”<Br>
<br>
“Just a slip of concentration,” Dan mutters, his smile gone. But his eyes still wander over you.<br>
<br>
<<ActionsHeader>>
<<link "Continue the match" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "Game4">><<HazelTennisWin 1>><<set $WinGame to "Hazel">><</link>>
<</if>>
<<elseif _CurrentOutfit is "SportsBra">>
You glance back at Dan as he returns, raising his racket almost as if he’s going through the motions. His concentration though is firmly on your body. He barely avoids the net, casting the ball into the path of Hazel.<bR>
<br>
She leaps forward to return the ball. She swings her arm as she strides forward, slicing the ball off to the side. Only as the ball passes does Dan finally focus his attention solely on the game. By then, however, it’s too late.<br>
<br>
“Unfortunate,” Hazel comments through thin lips. “Maybe you should pay more attention to the game and less on your partner’s form, Mr. Mendel.”<br>
<bR>
“Just a slip of concentration,” Dan mutters, his smile gone. But his eyes still wander over you.<Br>
<br>
“Not the quality I’d look for in a coach,” you hear Jeanette mutter. Dan’s eyebrows narrow.<br>
<br>
<<ActionsHeader>>
<<link "Continue the match" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "Game4">><<HazelTennisWin 1>><<set $WinGame to "Hazel">><<DanTennisHappy -1>><</link>>
<</if>>
<<case "Game4">>
<<if $WinGame is "Hazel">>
Hazel and Jeanette win the game convincingly, using Hazel’s powerful serve to run you off the court. At the end they toss the balls to you. It’s your turn to serve.<br>
<<else>>
Unbelievably, you and Dan manage to break Hazel’s serve. He smiles with satisfaction at the expressions on the women’s faces. Hazel bats the balls towards you in frustration. It’s your turn to serve.<br>
<</if>>
<Br>
You bounce the tennis ball, readying your swing. Jeanette waits on the other side of the court, nerves visible on her face. This could be a rare easy win for the two of you.<br>
<br>
“No, not like that!” you hear Dan bellow. He strides over, standing next to you. “That stance is all wrong. Don’t bend your back like that. Look at the ball, not to the end of the court.”<br>
<br>
Your eyes wander from Dan to the other side of the court. Jeanette looks hesitant. You are certain you have at least a good chance of winning this on your serve.<Br>
<br>
“Just tap it over and get the ball in play,” Dan continues. “I’ll do the rest, sweetheart.” <Br>
<Br>
His smile seems as friendly as Dan can muster, but his eyes say something else. Expectation. Almost a warning. <br>
<Br>
Dan takes his position again. You bounce the ball once more, deciding what to do.<Br>
<br>
<<ActionsHeader>>
<<StatCheckPhysique "gt" 40>>
<<set _StatPhysiqueProbability to _StatPhysiqueProbability + " Try to win on your serve">>
<<if _StatCheckPhysique is true>><<link _StatPhysiqueProbability "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "Game4PhysiquePass">><</link>><br>
<<else>><<link _StatPhysiqueProbability "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "Game4PhysiqueFail">><<Physique 1>><</link>><br><</if>>
<<link "Ask Dan how to throw a ball" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "Game4AskDan">><<Assertive -1>><</link>><br>
<<link "Serve the ball into play" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "Game4ServeBall">><</link>><br>
<<case "Game4PhysiquePass">>
You throw the ball high in the air, arching your back as you swing the racket with all your strength. A satisfying sound of the ball firmly striking strings echoes across the court and you look forward to seeing it fly across towards Jeanette, landing right on the corner of the service box.<br>
<Br>
She cranes her arm to reach, but the ball moves too fast and it whips past her. You think you hear a muttered curse beneath her breath.<br>
<Br>
“Ace,” Hazel comments. “Is that your idea of just tapping it over, Mr. Mendel?” <Br>
<Br>
“Tennis has more in common with poker than you might think,” Dan quips. But as he walks back to his position, he gives you a dark look.<br>
<Br>
<<ActionsHeader>>
<<link "Continue the match" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "Game5">><<DanTennisWin 1>><<set $WinGame to "Dan">><</link>>
<<case "Game4PhysiqueFail">>
You throw the ball high in the air, arching your back as you swing the racket with all your strength. The sound of your racket frame clipping the ball makes you wince, but you look forward to see the shot flying towards Jeanette, squarely in her path.<Br>
<Br>
She pulls back her racket and strikes it back towards Dan, turning the power of the serve against him. He flusters, striking it late and buries the ball into the net.<br>
<br>
“Good return, Jeanette,” Hazel comments. “Is that your idea of just tapping it over, Mr. Mendel?”<br>
<BR>
“You take the shots you can,” Dan quips. But as he walks back to his position, he gives you a dark look.<br>
<br>
<<ActionsHeader>>
<<link "Continue the match" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "Game5">><<HazelTennisWin 1>><<DanTennisHappy -1>><<set $WinGame to "Hazel">><</link>>
<<case "Game4AskDan">>
“I’m not sure I got that,” you find yourself saying. “Can you give me a few pointers on how to toss the ball again?”<br>
<Br>
Dan puts his hands on his hips dramatically, sighing for the audience. “A coach's work is never done,” he comments before he wanders over to you.<Br>
<Br>
Sliding his body next to yours, he takes hold of your racket arm with one hand and places his other on your hip. In this position, you feel him pull your body tight against his.<br>
<br>
<<if $DanTennisFlirt is 0 or $DanTennisFlirt is undefined>>
His shorts press against your clothes. You feel his stiffening member as he almost pulls you off the floor on to him.<br>
<<elseif $DanTennisFlirt is 1>>
His shorts press against your clothes. You feel his hard member as he almost pulls you off the floor on to him.<Br>
<<elseif $DanTennisFlirt is 2>>
His shorts press against your clothes. You feel his rock-hard dick as he almost pulls you off the floor on to him.<Br>
<<elseif $DanTennisFlirt is 3>>
His shorts press against your clothes. You feel his firm cock forming a tent in his shorts as he almost pulls you off the floor on to him.<br>
<</if>>
<Br>
“Now,” he says. “Swing that racket and reach it up to the sky.”<br>
<br>
You do as he says, but he stops you as you draw your racket vertical. “Hold still,” he says. “A few form corrections.”<br>
<Br>
<<if _CurrentOutfit is "TennisDress">>
His hands wander over your torso, pushing and pulling your dress as he changes your pose. His hands linger around your chest as he corrects your bent spine. <br>
<<elseif _CurrentOutfit is "MicroSkirt">>
His hands wander over your torso, pushing and pulling your sleeveless top as he changes your pose. His hands linger around your chest and on your exposed arms as he corrects your bent spine. You feel his hands massage your shoulders as he makes a final correction. <Br>
<<elseif _CurrentOutfit is "SportsBra">>
His hands wander over your torso, pushing and pulling your sports bra as he changes your pose. His hands linger around your chest as he corrects your bent spine. Stepping in front of you to block Jeanette’s and Hazel’s view, he even dares to cup your breasts as he does so.<br>
<</if>>
<Br>
“There,” he says with a smirk. “Try that.”<br>
<br>
Dan returns to his side of the court, looking back to Jeanette and Hazel with a shrug. Taking a breath, you toss the ball in the air and tap it into play. Jeanette returns with ease, batting it back towards you. Still distracted from Dan’s manhandling, you don’t even attempt to return her shot. <Br>
<bR>
“Not a bad serve,” you hear Hazel comment. “Might want to work on her returns though next.”<Br>
<bR>
“What can I say?” Dan says with a grin. “She’s a work in progress.”<br>
<Br>
The women opposite snigger. Dan gives you a leer as you switch sides.<Br>
<br>
<<ActionsHeader>>
<<link "Continue the match" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "Game5">><<HazelTennisWin 1>><<DanTennisHappy 1>><<DanTennisFlirt 1>><<set $WinGame to "Hazel">><</link>>
<<case "Game4ServeBall">>
Taking a breath, you toss the ball in the air and tap it into play. Jeanette returns with ease, batting it back towards you. You return her shot, sending the ball down the centre of the court.<bR>
<br>
<<if _CurrentOutfit is "TennisDress">>
Hazel leaps forward and catches the ball before it hits the grass. You watch as it comes back over your side, but this time towards Dan. But his face is the picture of concentration. He swings his racket as he moves forward, striking the ball hard.<Br>
<br>
His return skims over the net, travelling down Jeanette’s side of the court with pace. She scrambles to return it, just getting her racket to the ball, but to her dismay she buries it into the net.<br>
<Br>
“Maybe you have a level of aptitude, Mr. Mendel,” Hazel comments. “Well played.”<bR>
<br>
“They didn’t call me the king of balls at school for nothing,” Dan retorts, grinning with pleasure at his shot. <br>
<Br>
<<ActionsHeader>>
<<link "Continue the match" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "Game5">><<DanTennisWin 1>><<set $WinGame to "Dan">><</link>>
<<elseif _CurrentOutfit is "MicroSkirt">>
Hazel leaps forward and catches the ball before it hits the grass. You watch as it comes back over your side, but this time towards Dan. You catch his eye and realise that he was leering at you instead of paying attention.<Br>
<Br>
He stumbles to return the ball, swinging his racket just to get it back. It clips the top of the net and spins into the sky. You, Jeanette, Hazel and Dan watch it fall straight down, everyone holding their breath.<br>
<br>
<<DiceRoll 50>>
<<if _DiceRoll is true>>
The ball lands with a soft thud. On the side of Jeanette and Hazel. Remarkably, you won.<bR>
<Br>
“Sorry ladies,” Dan offers a faux apology. “That’s just the way that the ball lands sometimes.”<Br>
<br>
“Quite,” Hazel replies through her pursed lips.<Br>
<br>
<<ActionsHeader>>
<<link "Continue the match" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "Game5">><<DanTennisWin 1>><<set $WinGame to "Dan">><</link>>
<<else>>
The ball lands with a soft thud. On the side of you and Dan. You lost.<br>
<br>
“Unfortunate,” Hazel comments. “Maybe it would have served you better to keep your eyes on the ball though, Mr. Mendel.”<br>
<br>
Dan says nothing as the two of you swap sides. But when he thinks no one is looking, you see him exhale with frustration.<br>
<br>
<<ActionsHeader>>
<<link "Continue the match" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "Game5">><<HazelTennisWin 1>><<set $WinGame to "Hazel">><<DanTennisHappy -1>><</link>>
<</if>>
<<elseif _CurrentOutfit is "SportsBra">>
Hazel leaps forward and catches the ball before it hits the grass. You watch as it comes back over your side, but this time towards Dan. You catch his eye and realise that he was leering at you instead of paying attention. <bR>
<Br>
He doesn’t even see the ball coming towards him. It barrels past, easily in his reach but unseen by him. <br>
<Br>
“Unfortunate,” Hazel comments. “Maybe it would have served you better to keep your eyes on the ball though, Mr. Mendel.”<br>
<br>
Dan says nothing as the two of you swap sides. But when he thinks no one is looking, you see him exhale with frustration.<br>
<Br>
<<ActionsHeader>>
<<link "Continue the match" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "Game5">><<HazelTennisWin 1>><<set $WinGame to "Hazel">><<DanTennisHappy -1>><</link>>
<</if>>
<<case "Game5">>
<<if $WinGame is "Hazel">>
You finish out your service game, but you find that no matter how much you try, Jeanette and Hazel are able to produce winners. You and Dan lose your serve easily. Dan winces as you toss the balls over the net towards Hazel.<Br>
<<else>>
You finish out your service game, striking enough strong serves to clinch the game. Dan gives you a nod of appreciation as you toss the balls over the net towards Hazel.<br>
<</if>>
<bR>
“Final game,” Hazel comments to you, as she bounces the ball. “Hope the pair of you are ready.”<bR>
<Br>
Based on what you’ve seen so far, you know that Hazel’s serve is going to be a blinder. This time, it’s coming towards you. You grimace, almost sure you won’t be able to return it.<Br>
<Br>
“A word with my student,” Dan calls out, moving over towards you. Hazel offers a small shrug, but continues to bounce the ball.<br>
<Br>
Dan comes up close to you, giving you a grin. “Different tactic this time, sweet cheeks. It’s strange. My powers of foresight tell me this ball is about to go out.”<Br>
<Br>
You frown at him as he nods. “You hear me? This ball is out. Got it?”<Br>
<Br>
Without waiting for an answer, he turns and walks back to his position. Hazel looks between the two of you and when satisfied tosses the ball into the air.<Br>
<br>
<<ActionsHeader>>
<<StatCheckPhysique "gt" 80>>
<<set _StatPhysiqueProbability to _StatPhysiqueProbability + " Try to return her serve">>
<<if _StatCheckPhysique is true>><<link _StatPhysiqueProbability "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "Game5PhysiquePass">><</link>><br>
<<else>><<link _StatPhysiqueProbability "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "Game5PhysiqueFail">><<Physique 1>><</link>><br><</if>>
<<link "Obey Dan and call her shot Out" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "Game5CallOut">><<Assertive -1>><</link>><br>
<<link "Play the point normally" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "Game5PlayNormally">><</link>><br>
<<case "Game5PhysiquePass">>
Hazel’s serve bounds across the net, quick and powerful. You swing your racket, holding your muscles tight as you follow through and strike the ball back at her.<br>
<Br>
The speed even astounds you. For the first time Hazel seems unprepared for the point, barely getting the strings of her racket against the ball. It flies straight into the net and drops firmly down on the grass on their side of the court.<br>
<br>
“Quite the return,” she says after a moment. “You’ll have to give me the number of your coach. Your real one.”<br>
<Br>
“That’s all me,” Dan interjects. “And my services are available to you too, ladies.”<Br>
<Br>
“Clearly,” Hazel comments.<Br>
<Br>
<<ActionsHeader>>
<<link "Finish the match" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "Finish">><<DanTennisWin 1>><<set $WinGame to "Dan">><</link>>
<<case "Game5PhysiqueFail">>
Hazel’s serve bounds across the net, quick and powerful. You swing your racket, holding your muscles tight as you follow through and strike the ball back at her.<br>
<Br>
That you got your racket to it feels like a victory. But the ball flies across the court, landing a metre beyond the baseline. Hazel smiles with barely concealed glee. <br>
<Br>
“Don’t take it to heart,” she says after a moment. “Perhaps you just need a better coach.”<Br>
<Br>
“She’s got a good one,” Dan interjects. “Can’t turn water into wine.”<br>
<br>
“Perhaps,” Hazel comments.<Br>
<br>
<<ActionsHeader>>
<<link "Finish the match" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "Finish">><<HazelTennisWin 1>><<DanTennisHappy -1>><<set $WinGame to "Hazel">><</link>>
<<case "Game5CallOut">>
Hazel’s serve bounds across the net, quick and powerful. It just clips the line and flies past you.<br>
<br>
“Out!” you cry out.<Br>
<bR>
Looking up, you catch Hazel’s eyes. They narrow, as she observes you. “Really? It looked like it landed on the line to me.”<br>
<br>
“Just over,” Dan interjects. “Bad luck, but rules are rules.”<Br>
<br>
Hazel looks between the two of you, her expression hardening. “Yes,” she says quietly. “Rules are rules.”<Br>
<Br>
<<ActionsHeader>>
<<link "Finish the match" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "Finish">><<DanTennisHappy 1>><<DanTennisWin 1>><<set $WinGame to "Dan">><</link>>
<<case "Game5PlayNormally">>
Hazel’s serve bounds across the net, quick and powerful. You swing your racket, holding your muscles tight as you follow through and just about manage to strike the ball back at her. <BR>
<Br>
<<if _CurrentOutfit is "TennisDress">>
It’s just enough to force her to return, but she does so with ease. The ball lands in the middle of the court. You step forward to take the shot, but Dan is already there flashing you a grin. “Mine!”<bR>
<bR>
He catches the ball in the air, taking the power out of the ball and turning it into a drop-shot. It lands just clear of the net. Jeanette scrambles to keep it in play, but she’s too late.<Br>
<Br>
“Well played,” Hazel comments. “Almost makes up for that soft return.”<Br>
<Br>
“Just executing the game plan,” Dan comments. But he gives you a dark look when he moves to the back of the court.<Br>
<br>
<<ActionsHeader>>
<<link "Finish the match" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "Finish">><<DanTennisWin 1>><<set $WinGame to "Dan">><</link>>
<<elseif _CurrentOutfit is "MicroSkirt">>
<<DiceRoll 50>>
<<if _DiceRoll is true>>
It’s just enough to force her to return, but she does so with ease. The ball lands in the middle of the court. You step forward to take the shot, seeing Dan is paying more attention to you and your outfit than the ball. Late, he stumbles forward to take the ball himself. “Mine!”<br>
<br>
He catches the ball in the air, taking the power out of the ball and turning it into a drop-shot. It lands just clear of the net. Jeanette scrambles to keep it in play, but she’s too late. <br>
<br>
“Well played,” Hazel comments. “Almost makes up for that soft return.”<br>
<Br>
“Just executing the game plan,” Dan comments. But he gives you a dark look when he moves to the back of the court.<br>
<br>
<<ActionsHeader>>
<<link "Finish the match" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "Finish">><<DanTennisWin 1>><<set $WinGame to "Dan">><</link>>
<<else>>
It’s just enough to force her to return, but she does so with ease. The ball lands in the middle of the court. You step forward to take the shot, seeing Dan is paying more attention to you and your outfit than the ball. Late, he stumbles forward to take the ball himself. “Mine!”<Br>
<Br>
But he’s too late. The ball flies past him. And with his call for the ball, you aren’t in the position to pick up his slack. <br>
<Br>
“Eyes on the ball, Mr. Mendel,” Hazel comments. “This is supposed to be competitive, after all. Isn’t this a showcase of your coaching talents?”<Br>
<Br>
Dan says nothing, giving you a dark look when he moves to the back of the court.<br>
<br>
<<ActionsHeader>>
<<link "Finish the match" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "Finish">><<HazelTennisWin 1>><<set $WinGame to "Hazel">><<DanTennisHappy -1>><</link>>
<</if>>
<<elseif _CurrentOutfit is "SportsBra">>
It’s just enough to force her to return, but she does so with ease. The ball lands in the middle of the court. You step forward to take the shot, seeing Dan is paying more attention to you and your outfit than the ball. Late, he stumbles forward to take the ball himself. “Mine!”<bR>
<Br>
But he’s too late. The ball flies past him. And with his call for the ball, you aren’t in the position to pick up his slack. <br>
<Br>
“Eyes on the ball, Mr. Mendel,” Hazel comments. “This is supposed to be competitive, after all. Isn’t this a showcase of your coaching talents?”<br>
<Br>
Dan says nothing, giving you a dark look when he moves to the back of the court.<br>
<br>
<<ActionsHeader>>
<<link "Finish the match" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "Finish">><<HazelTennisWin 1>><<set $WinGame to "Hazel">><<DanTennisHappy -1>><</link>>
<</if>>
<<case "Finish">>
<<if $WinGame is "Hazel">>
Hazel closes out her service game with ease. By the end, you feel you haven’t touched the ball in ages.<Br>
<<else>>
Through a few lucky shots and some questionable calls, you and Dan manage to defy the odds and break Hazel’s serve. She looks over the court with anger in her eyes, uninterested in trying to hide it.<Br>
<</if>>
<Br>
<<if $HazelTennisWin gt $DanTennisWin>>
“A win for the ladies,” Hazel comments. “As expected. I would say there’s no shame in losing, but let’s not kid ourselves, shall we?”<Br>
<br>
<<if $DanTennisHappy gt 0>>
“Be fair, Hazel,” Jeanette interjects. “Didn’t Mr. Mendel show that he tried to coach the poor girl to at least perform?”<BR>
<Br>
Hazel looks to you briefly, before turning to her partner. “Perhaps. One can’t spin straw into gold.”<br>
<br>
She turns to Dan, holding his eyes for a long moment as she deliberates. “Very well, Mr. Mendel. Come have a drink with my husband in the dining hall one evening. We can discuss your services then.”<br>
<br>
“I’ll be there,” Dan comments, trying to contain his excitement.<br>
<br>
“Now,” Hazel continues. “If you’ll excuse me, I have a lunch appointment to keep.”<br>
<<else>>
“I expected a bit more from you, Daniel,” Jeanette interjects. “No harm in losing when you’re playing with a girl of her calibre, but I thought you’d give her more pointers.”<bR>
<Br>
Dan’s teeth clench. “Some people just don’t take direction well.”<Br>
<Br>
“It’s the role of a coach to instill that direction,” Hazel comments. “No matter what their students want.”<br>
<br>
Her eyes blaze into Dan, but uncharacteristically he remains silent. Hazel gives him a thin smile. “Don’t take it to heart. I’m sure you’re perfectly suited to teach schoolgirls how to swing a racket.”<Br>
<Br>
“Now,” Hazel continues. “If you’ll excuse me, I have a lunch appointment to keep.” <Br>
<</if>>
<<else>>
“Looks like you need some lessons,” Dan says with a smug grin. “Just so happens that I have some time free. What do you say?”<br>
<Br>
<<if $DanTennisHappy lt 0>>
“I’m not sure I saw evidence of your abilities,” Hazel replies quickly. “In fact, it looked like this young lady was performing in spite of your coaching.”<Br>
<Br>
Dan’s teeth clench. “Only because of our lessons.”<BR>
<br>
“Perhaps,” Hazel says. “But a coach should be providing guidance for their students at all times. If you can’t coach her, what hope do you think you have with more experienced players?”<Br>
<Br>
Her eyes blaze into Dan, but uncharacteristically he remains silent. Hazel gives him a thin smile. “Don’t take it to heart. I’m sure you’re perfectly suited to teach schoolgirls how to swing a racket.”<br>
<Br>
“Now,” Hazel continues. “If you’ll excuse me, I have a lunch appointment to keep.”<Br>
<<else>>
Hazel looks to you briefly, before turning to her partner. “Perhaps. After all, it seems with this one you’ve spun straw into gold.”<br>
<Br>
She turns to Dan, holding his eyes for a long moment as she deliberates. “Very well, Mr. Mendel. Come have a drink with my husband in the dining hall one evening. We can discuss your services then.”<Br>
<br>
“I’ll be there,” Dan comments, trying to contain his excitement.<Br>
<Br>
“Now,” Hazel continues. “If you’ll excuse me, I have a lunch appointment to keep.”<Br>
<</if>>
<</if>>
<Br>
<<if $current.avatar is "Emily" and $PlayerCharacter.cheerleader is true>>
Turning to you, her icy blue eyes bury into yours. “Be seeing you, Emily. Good luck with leading the squad. We expect great things from you.”<br>
<<elseif $current.avatar is "Emily" and $PlayerCharacter.cheerleader is false>>
Turning to you, her icy blue eyes bury into yours. “Be seeing you, Emily. We’ll be speaking again, I’m sure.”<Br>
<<elseif _CurrentPC is true>>
Turning to you, her icy blue eyes bury into yours. “Be seeing you, <<TrueName "Current">>. We’ll be speaking again, I’m sure.”<br>
<</if>>
<Br>
Hazel and Jeanette walk off the court, back towards the women’s locker room. Only when they step off the court do you realise you were holding your breath. Movement from next to you brings you away from looking after them and you turn to see Dan looking at you.<br>
<Br>
<<ActionsHeader>>
<<link "Talk to Dan" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "DanAfterTalk">><<set $WinGame to undefined>><</link>>
<<case "DanAfterTalk">>
<<if $HazelTennisWin gt $DanTennisWin>>
“Tennis isn’t your game, is it cupcake?” Dan comments. “It takes something for Dan to lose a tennis match. Take my advice, stay off the court from now on.”<Br>
<br>
<<if $DanTennisHappy gt 0>>
“Luckily for you,” he continues. “They ate up that coaching act. You did well, princess.”<Br>
<br>
<<Flag "DanTennisJobOffer">>
<<if _FlagReturn is true>>
“What about that word with Thompson you promised?” you reply back. <Br>
<br>
Dan flashes you a smile. “Said scouts honour. I’ll give a call after I’ve changed. He’ll listen to me, I’m sure.”<Br>
<</if>>
<<Flag "DanClubCoinLesson">><<InventoryCheckSelf "TandiPennyFarthing" "BlankPennyFarthing">>
<<if _FlagReturn is true and _InventoryCheckSelf is true>>
<br>
“And the coin?” you ask.<br>
<Br>
“All in good time princess. I said I’d tell you, didn’t I?”<Br>
<Br>
<<Flag "DanDateBathroom">>
<<if $DanTennisFlirt is 4>>
“First though,” he says, “I’m going to need to do something about this.”<Br>
<br>
He pulls at his shorts to draw your eye. When you look down, you see his dick stabbing up against his shorts, a tent in his white linens.<br>
<Br>
“What do you say, sweetheart?” he continues. “You caused it. What are you going to do about it?”<br>
<br>
<<ActionsHeader>>
<<link "Ask Dan what he wants" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "WhatDanWants">><</link>><br>
<<link "Tell him you won’t do that" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "DanRefuse0">><</link>><br>
<<elseif $DanTennisFlirt is 3>>
“First though,” he says, “I’m going to need to do something about this.”<br>
<br>
He pulls at his shorts to draw your eye. When you look down, you see his erect member pushing up against his shorts.<Br>
<br>
“What do you say, sweetheart?” he continues. “You caused it. What are you going to do about it?”<Br>
<br>
<<ActionsHeader>>
<<link "Ask Dan what he wants" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "WhatDanWants">><</link>><br>
<<link "Tell him you won’t do that" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "DanRefuse0">><</link>><br>
<<elseif $DanTennisFlirt is 2>>
“First though,” he says, “I’m going to need to do something about this.”<bR>
<br>
He pulls at his shorts to draw your eye. When you look down, you see his stiff member pushing up against his shorts.<br>
<br>
“What do you say, sweetheart?” he continues. “You caused it. What are you going to do about it?”<Br>
<br>
<<ActionsHeader>>
<<link "Ask Dan what he wants" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "WhatDanWants">><</link>><br>
<<link "Tell him you won’t do that" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "DanRefuse0">><</link>><br>
<<elseif _CurrentPC is true and _FlagReturn is true>>
“First though,” he says. “I worked up a lot of testosterone in that match. Fancy a repeat of the bathroom at work?”<br>
<br>
He pulls at his shorts to draw your eye. When you look down, you see his stiffening member pushing up against his shorts.<Br>
<Br>
“What do you say, sweetheart?” he continues. “You caused it. What are you going to do about it?”<Br>
<br>
<<ActionsHeader>>
<<link "Ask Dan what he wants" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "WhatDanWants">><</link>><br>
<<link "Tell him you won’t do that" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "DanRefuse0">><</link>><br>
<<else>>
Dan looks off towards the country club, before turning back to you. “Shame. I think I’ve got another session,” he says. “I worked up a lot of testosterone in that match. Wish I could put you through the rigour some more, but a coach's work is never done.”<br>
<br>
<<ActionsHeader>>
<<link "Ask him about the coin" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "AboutCoin">><</link>>
<</if>>
<<else>>
He snorts and looks off towards the country club. “I think I’ve got another session,” he says. “I worked up a lot of testosterone in that match.”<Br>
<br>
<<ActionsHeader>>
<<link "Say goodbye to Dan and return to the tennis court" "CountryClubTennisCourt">><<ReconcileTennisLesson>><</link>>
<</if>>
<<elseif $DanTennisHappy lte 0>>
“And what was that on the court?” he continues. “You were supposed to listen to my coaching.”<br>
<Br>
“I thought I didn’t need it,” you tell him.<Br>
<br>
“You thought wrong, sweetheart,” he cuts you off. “Dan doesn’t appreciate it when people step away from a deal.”<Br>
<<Flag "DanTennisJobOffer">>
<<if _FlagReturn is true>>
<br>
“What about that word with Thompson you promised?” you reply back.<br>
<Br>
Dan snorts. “Forget it. I’m not sticking my neck out for nothing.”<Br>
<</if>>
<<Flag "DanClubCoinLesson">><<InventoryCheckSelf "TandiPennyFarthing" "BlankPennyFarthing">>
<<if _FlagReturn is true and _InventoryCheckSelf is true>>
<br>
“And the coin?” you ask.<Br>
<Br>
Dan looks at you, eyes wandering over your body. You shiver as he makes no attempt to conceal his lust.<br>
<br>
<<Flag "DanDateBathroom">>
<<if $DanTennisFlirt is 4>>
“Okay, princess. I’ll spill,” he says, “But first you’re going to need to do something about this.”<br>
<br>
He pulls at his shorts to draw your eye. When you look down, you see his dick stabbing up against his shorts, a tent in his white linens.<br>
<Br>
“What do you say, sweetheart?” he continues. “You caused it. What are you going to do about it?”<Br>
<br>
<<ActionsHeader>>
<<link "Ask Dan what he wants" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "WhatDanWants">><</link>><br>
<<link "Tell him you won’t do that" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "DanRefuse0">><</link>><br>
<<elseif $DanTennisFlirt is 3>>
“Okay, princess. I’ll spill,” he says, “But first you’re going to need to do something about this.”<br>
<br>
He pulls at his shorts to draw your eye. When you look down, you see his erect member pushing up against his shorts.<Br>
<br>
“What do you say, sweetheart?” he continues. “You caused it. What are you going to do about it?”<Br>
<br>
<<ActionsHeader>>
<<link "Ask Dan what he wants" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "WhatDanWants">><</link>><br>
<<link "Tell him you won’t do that" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "DanRefuse0">><</link>><br>
<<elseif $DanTennisFlirt is 2>>
“Okay, princess. I’ll spill,” he says, “But first you’re going to need to do something about this.”<bR>
<Br>
He pulls at his shorts to draw your eye. When you look down, you see his stiffening member pushing up against his shorts.<br>
<Br>
“What do you say, sweetheart?” he continues. “You caused it. What are you going to do about it?”<br>
<br>
<<ActionsHeader>>
<<link "Ask Dan what he wants" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "WhatDanWants">><</link>><br>
<<link "Tell him you won’t do that" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "DanRefuse0">><</link>><br>
<<elseif _CurrentPC is true and _FlagReturn is true>>
“Okay, princess. I’ll spill,” he says, “But first you’re going to need to do something about this.”<bR>
<Br>
He pulls at his shorts to draw your eye. When you look down, you see his stiffening member pushing up against his shorts.<br>
<Br>
“What do you say, sweetheart?” he continues. “You caused it. If you want to know about that coin, you’re going to have to do an encore of your performance in the bathroom.”<br>
<br>
<<ActionsHeader>>
<<link "Ask Dan what he wants" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "WhatDanWants">><</link>><br>
<<link "Tell him you won’t do that" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "DanRefuse0">><</link>><br>
<<else>>
But it’s just fleeting. Dan snorts and looks off towards the country club. “Actually, forget it. I think I’ve got another session,” he says. “I worked up a lot of testosterone in that match. Someone’s waiting who will be more appreciative of my services.”<br>
<br>
<<ActionsHeader>>
<<link "Say goodbye to Dan and return to the tennis court" "CountryClubTennisCourt">><<ReconcileTennisLesson>><</link>>
<</if>>
<<else>>
He snorts and looks off towards the country club. “I think I’ve got another session,” he says. “I worked up a lot of testosterone in that match. Someone’s waiting who will be more appreciative of my services.”<Br>
<br>
<<ActionsHeader>>
<<link "Say goodbye to Dan and return to the tennis court" "CountryClubTennisCourt">><<ReconcileTennisLesson>><</link>>
<</if>>
<</if>>
<<else>>
“Just about pulled you through that, didn’t I?” Dan comments. “Luckily for you, playing with Dan is like having a football team on your side of the court. It takes an act of God for me to lose a match.”<br>
<Br>
<<if $DanTennisHappy lt 0>>
“But what was that on the court?” he continues. “You were supposed to listen to my coaching.”<Br>
<Br>
“I thought I didn’t need it,” you tell him.<Br>
<Br>
“You thought wrong, sweetheart,” he cuts you off. “Dan doesn’t appreciate it when people step away from a deal.”<Br>
<<Flag "DanTennisJobOffer">>
<<if _FlagReturn is true>>
<Br>
“What about that word with Thompson you promised?” you reply back.<br>
<Br>
Dan snorts. “Forget it. I’m not sticking my neck out for nothing.”<br>
<</if>>
<<Flag "DanClubCoinLesson">><<InventoryCheckSelf "TandiPennyFarthing" "BlankPennyFarthing">>
<<if _FlagReturn is true and _InventoryCheckSelf is true>>
<Br>
“And the coin?” you ask.<br>
<br>
Dan looks at you, eyes wandering over your body. You shiver as he makes no attempt to conceal his lust.<Br>
<br>
<<Flag "DanDateBathroom">>
<<if $DanTennisFlirt is 4>>
“Okay, princess. I’ll spill,” he says, “But first you’re going to need to do something about this.”<Br>
<br>
He pulls at his shorts to draw your eye. When you look down, you see his dick stabbing up against his shorts, a tent in his white linens.<br>
<br>
“What do you say, sweetheart?” he continues. “You caused it. What are you going to do about it?”<br>
<br>
<<ActionsHeader>>
<<link "Ask Dan what he wants" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "WhatDanWants">><</link>><br>
<<link "Tell him you won’t do that" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "DanRefuse0">><</link>><br>
<<elseif $DanTennisFlirt is 3>>
“Okay, princess. I’ll spill,” he says, “But first you’re going to need to do something about this.”<BR>
<bR>
He pulls at his shorts to draw your eye. When you look down, you see his erect member pushing up against his shorts.<br>
<bR>
“What do you say, sweetheart?” he continues. “You caused it. What are you going to do about it?”<br>
<br>
<<ActionsHeader>>
<<link "Ask Dan what he wants" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "WhatDanWants">><</link>><br>
<<link "Tell him you won’t do that" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "DanRefuse0">><</link>><br>
<<elseif $DanTennisFlirt is 2>>
“Okay, princess. I’ll spill,” he says, “But first you’re going to need to do something about this.”<bR>
<bR>
He pulls at his shorts to draw your eye. When you look down, you see his stiffening member pushing up against his shorts.<br>
<Br>
“What do you say, sweetheart?” he continues. “You caused it. What are you going to do about it?”<Br>
<br>
<<ActionsHeader>>
<<link "Ask Dan what he wants" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "WhatDanWants">><</link>><br>
<<link "Tell him you won’t do that" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "DanRefuse0">><</link>><br>
<<elseif _CurrentPC is true and _FlagReturn is true>>
“Okay, princess. I’ll spill,” he says, “But first you’re going to need to do something about this.”<Br>
<Br>
He pulls at his shorts to draw your eye. When you look down, you see his stiffening member pushing up against his shorts.<Br>
<Br>
“What do you say, sweetheart?” he continues. “You caused it. If you want to know about that coin, you’re going to have to do an encore of your performance in the bathroom.”<br>
<br>
<<ActionsHeader>>
<<link "Ask Dan what he wants" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "WhatDanWants">><</link>><br>
<<link "Tell him you won’t do that" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "DanRefuse0">><</link>><br>
<<else>>
But it’s just fleeting. Dan snorts and looks off towards the country club. “Actually, forget it. I think I’ve got another session,” he says. “I worked up a lot of testosterone in that match. Someone’s waiting who will be more appreciative of my services.”<Br>
<br>
<<ActionsHeader>>
<<link "Say goodbye to Dan and return to the tennis court" "CountryClubTennisCourt">><<ReconcileTennisLesson>><</link>>
<</if>>
<<else>>
He snorts and looks off towards the country club. “I think I’ve got another session,” he says. “I worked up a lot of testosterone in that match. Someone’s waiting who will be more appreciative of my services.”<Br>
<br>
<<ActionsHeader>>
<<link "Say goodbye to Dan and return to the tennis court" "CountryClubTennisCourt">><<ReconcileTennisLesson>><</link>>
<</if>>
<<else>>
“Even better,” he continues. “They ate up that coaching act. You did well, princess.”<BR>
<<Flag "DanTennisJobOffer">>
<<if _FlagReturn is true>>
<Br>
“What about that word with Thompson you promised?” you reply back. <br>
<Br>
Dan flashes you a smile. “Said scouts honour. I’ll give a call after I’ve changed. He’ll listen to me, I’m sure.”<br>
<</if>>
<<Flag "DanClubCoinLesson">><<InventoryCheckSelf "TandiPennyFarthing" "BlankPennyFarthing">>
<<if _FlagReturn is true and _InventoryCheckSelf is true>>
<br>
“And the coin?” you ask.<bR>
<br>
“All in good time princess. I said I’d tell you, didn’t I?”<Br>
<br>
<<Flag "DanDateBathroom">>
<<if $DanTennisFlirt is 4>>
“First though,” he says, “I’m going to need to do something about this.”<br>
<br>
He pulls at his shorts to draw your eye. When you look down, you see his dick stabbing up against his shorts, a tent in his white linens.<Br>
<bR>
“What do you say, sweetheart?” he continues. “You caused it. What are you going to do about it?”<br>
<br>
<<ActionsHeader>>
<<link "Ask Dan what he wants" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "WhatDanWants">><</link>><br>
<<link "Tell him you won’t do that" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "DanRefuse0">><</link>><br>
<<elseif $DanTennisFlirt is 3>>
“First though,” he says, “I’m going to need to do something about this.”<bR>
<br>
He pulls at his shorts to draw your eye. When you look down, you see his erect member pushing up against his shorts.<Br>
<Br>
“What do you say, sweetheart?” he continues. “You caused it. What are you going to do about it?”<br>
<br>
<<ActionsHeader>>
<<link "Ask Dan what he wants" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "WhatDanWants">><</link>><br>
<<link "Tell him you won’t do that" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "DanRefuse0">><</link>><br>
<<elseif $DanTennisFlirt is 2>>
“First though,” he says, “I’m going to need to do something about this.”<br>
<br>
He pulls at his shorts to draw your eye. When you look down, you see his stiffening member pushing up against his shorts.<br>
<br>
“What do you say, sweetheart?” he continues. “You caused it. What are you going to do about it?”<br>
<br>
<<ActionsHeader>>
<<link "Ask Dan what he wants" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "WhatDanWants">><</link>><br>
<<link "Tell him you won’t do that" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "DanRefuse0">><</link>><br>
<<elseif _CurrentPC is true and _FlagReturn is true>>
“First though,” he says. “I worked up a lot of testosterone in that match. Fancy a repeat of the bathroom at work?”<Br>
<BR>
He pulls at his shorts to draw your eye. When you look down, you see his stiffening member pushing up against his shorts.<Br>
<br>
“What do you say, sweetheart?” he continues. “You caused it. What are you going to do about it?”<Br>
<br>
<<ActionsHeader>>
<<link "Ask Dan what he wants" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "WhatDanWants">><</link>><br>
<<link "Tell him you won’t do that" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "DanRefuse0">><</link>><br>
<<else>>
Dan looks off towards the country club, before turning back to you. “Shame. I think I’ve got another session,” he says. “I worked up a lot of testosterone in that match. Wish I could put you through the rigour some more, but a coach's work is never done.”<Br>
<br>
<<ActionsHeader>>
<<link "Ask him about the coin" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "AboutCoin">><</link>>
<</if>>
<<else>>
He snorts and looks off towards the country club. “I think I’ve got another session,” he says. “I worked up a lot of testosterone in that match."<Br>
<br>
<<ActionsHeader>>
<<link "Say goodbye to Dan and return to the tennis court" "CountryClubTennisCourt">><<ReconcileTennisLesson>><</link>>
<</if>>
<</if>>
<</if>>
<<case "WhatDanWants">>
“What do you want?” you say, taking a gulp.<bR>
<Br>
Without saying anything, he pulls you over to the net. He vaults over it and takes a look around, a grin forming on his face. “Always wanted to give this a go.”<Br>
<Br>
<<if $DanTennisFlirt is 4>>
Quickly, he fumbles with his shorts. It doesn’t take much to free his stiff prick from them. You can see the precum already glistening in the sunlight.<br>
<<elseif $DanTennisFlirt is 3>>
Quickly, he fumbles with his shorts. It doesn’t take much to free his erect dick from them.<br>
<<elseif $DanTennisFlirt is 2>>
Quickly, he fumbles with his shorts. It doesn’t take much to free his stiffening dick from them.<br>
<</if>>
<br>
Once again looking around, he looks back to you and pushes his dick through one of the holes in the net. “Time to show off your squats,” he mutters. “And finally make some good use of that mouth.”<br>
<Br>
<<ActionsHeader>>
<<link "Squat in front of the net and suck Dan off" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "Squat">><<Orientation 1>><<Vice 1>><</link>><Br>
<<link "Refuse to do that" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "DanRefuse1">><</link>>
<<case "Squat">>
<<CurrentOutfit>>
<<if _CurrentOutfit is "TennisDress">>
Silently, you step up to the net and squat down. Your tennis dress bunches up, daring to reveal your underwear.<bR>
<<elseif _CurrentOutfit is "MicroSkirt">>
Silently, you step up to the net and squat down. Your skirt rides up, revealing your underwear.<bR>
<<elseif _CurrentOutfit is "SportsBra">>
Silently, you step up to the net and squat down. The material that makes up the front of your skirt rides up, exposing your underwear.<br>
<</if>>
<Br>
“Quickly,” Dan tells you. “Before anyone sees.”<Br>
<Br>
You reach up towards the net. His cock hangs in front of your face. Wrapping a hand around it, you give it a few strokes. Dan grunts. <Br>
<Br>
Not wasting time, you feed it between your lips. The mix of sweat and musk invades your nostrils. The taste is salty and bitter, but it’s warm against the inside of your cheeks.<Br>
<Br>
As you begin to bob back and forth, you feel the tennis net rub against your face. The coarse fabric scratches softly. You try to ignore what you must look like.<br>
<Br>
“Think you can go deeper than that,” Dan murmurs. “Here.”<Br>
<Br>
Without waiting, he reaches over the net and wraps his hands into your hair. He pulls you forward onto him, forcing more of his prick into your mouth. The tip slides past your tonsils and brushes up against the back of your throat.<Br>
<Br>
More troublesome though, is the net. Your face is pulled tight against it. The nylon cords dig into your skin, squeezing your cheeks as your face is wrapped in the netting.<Br>
<Br>
“Fuck,” Dan comments, looking down at you. “You should see yourself.”<Br>
<Br>
With little control of the situation, you concentrate on arching your neck as Dan facefucks you through the netting. Your face is pulled by the net, cords digging into your skin. You are certain that they’ll leave a mark.<br>
<Br>
You try to bury the sensation, along with the fear that here you are, squatting down, letting a man fuck your face in the middle of a very public tennis court.<Br>
<Br>
<I>And you chose this, didn’t you?</i><br>
<Br>
With a startled cry, Dan cums. He pulls you firmly against the net, sending spurts of semen down your throat. Only when he’s finished does he release you. You gasp and retch back, wiping your mouth and feeling the bruises from the net forming on your face.<Br>
<Br>
<I>You don’t even realise you swallowed it all, do you?</i><Br>
<Br>
Dan chuckles as he puts his package back into his shorts. “God I needed that,” he murmurs. “I’ll give you a lesson anytime, you little cocksucker. Now you know what I can charge.” <Br>
<Br>
You pull yourself to your feet. Dan makes no attempt to help you up.<Br>
<br>
<<BraceletChargeProse>>
<Br>
<<ActionsHeader>>
<<link "Ask him about the coin" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "AboutCoin">><<SetFlag "DanTennisHelp">><</link>>
<<case "DanRefuse0">>
“In your dreams,” you shoot him down flatly. “I’m not doing that.”<Br>
<Br>
“Little tease, aren’t you?” Dan spits. “Unluckily for you, I’ve got something you need. You want that coin, you’re going to have to perform. And this time, I don’t expect to have to coach you on what to do.”<br>
<Br>
He adjusts his shorts. It’s clear what he expects from you for the information on the coin.<br>
<Br>
<<ActionsHeader>>
<<SpellsCheckSelf "Charm">><<CharmedCheck "Dan">>
<<if _Charmed is false and _SpellsCheckSelf is true>><<link "[Spell: Charm] Cast Charm on Dan to get him to give you the information" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "CastCharm">><</link>><br><</if>>
<<link "Ask Dan what he wants" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "WhatDanWants">><</link>><br>
<<link "Refuse again" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "DanRefuse1">><</link>>
<<case "DanRefuse1">>
"No way," you tell him.<br>
<bR>
“Fine," Dan spits. He snorts and looks off towards the country club. “I think I’ve got another session,” he says. “I worked up a lot of testosterone in that match. Someone’s waiting who will be more appreciative of my services. Good luck with that coin. I reckon it’s wasted on you, though.”<Br>
<br>
<<ActionsHeader>>
<<link "Say goodbye to Dan and return to the tennis court" "CountryClubTennisCourt">><<ReconcileTennisLesson>><</link>>
<<case "CastCharm">>
<<CastCharm "Dan">>
<<if _CharmSpell is true>>
You mentally stir the magic within your body and take a deep breath, threading the air in your lungs through the swirling energies.<br>
<Br>
Dan continues to leer at you as you breathe out, his usual smug gaze softening into something distant and almost vacant. He blinks slowly, as if trying to push through the haze, but it’s clear the magic has found its mark.<Br>
<Br>
“I don’t think I need to do that, do I?” you tell him. “After all, we’re such good friends.”<Br>
<Br>
Something like a smirk spreads on Dan’s face, but it’s a lazy one and free of lecherousness. He looks down at his dick as if seeing it for the first time, then he tugs his shorts back up and puts it away. “Yeah,” he mutters.<Br>
<Br>
“Now,” you say with satisfaction. “What do you know about the coin? Friend to friend.”<Br>
<Br>
Dan pauses, looking at you as he hesitates. “Take that to McTafeys bar. You’ll see a familiar sign above the fire door. If you step out of there, you’ll find a set of stairs that will lead the way.” He takes a deep breath. “Just take it from me. Be prepared to offer a good service.”<Br>
<Br>
<<BeachInventoryCheckPennyFarthingType>>
<<if _BeachInventoryCheckPennyFarthingType is "Tandi">>
“Does this coin have something to do with Tandi Cunnings?” you ask.<Br>
<Br>
Dan gives you a look before smiling. “That ‘T' on the coin is a give away, isn’t it?"<Br>
<<elseif _BeachInventoryCheckPennyFarthingType is "Blank">>
“Does this coin have something to do with Tandi Cunnings?” you ask. <Br>
<Br>
Dan gives you a look before smiling. “Not that particular one. But I’m sure you’ll find her there if you ask nicely.”<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Say goodbye to Dan and return to the tennis court" "CountryClubTennisCourt">><<ReconcileTennisLesson>><</link>>
<<else>>
Something is wrong with the code, as Dan has no magic.
<</if>>
<<case "AboutCoin">>
“Now,” you say. “What do you know about the coin?”<br>
<Br>
Dan grins at the mention of it. “Let’s see it again,” he says. <Br>
<Br>
You pull out the coin and hold it up. He eyes it carefully, then reaches a hand towards it. “May I?” <Br>
<Br>
Hesitantly, you hold it out to him and let him take it. He holds it up and inspects it in the light. <Br>
<Br>
“Just as I thought,” he says. “Take it to McTafeys bar. You’ll see a familiar sign above the fire door. If you step out of there, you’ll find a set of stairs that will lead the way.” <Br>
<Br>
“Does this coin have something to do with Tandi Cunnings?” you ask. <Br>
<Br>
<<BeachInventoryCheckPennyFarthingType>>
<<if _BeachInventoryCheckPennyFarthingType is "Tandi">>
Dan gives you a look before smiling. “That ‘T' on the coin is a give away, isn’t it?"<Br>
<Br>
You nod and reach forward to take it, but Dan pulls his hand back and smiles. “Not so fast, sweetcheeks. Don’t think this one is meant for you.”<Br>
<br>
Before you can say another thing, he reaches over into his sports bag at the side of the court and drops the coin into it. A moment later, he tosses you something to catch. You reach out, feeling a cool coin hit your palm.<Br>
<Br>
Looking over it, you see it’s similar to the one you had. The same shape, same size, same Penny Farthing. But instead of a ‘T’ etched into it, it’s blank.<br>
<br>
“This will get you to the same place,” he says. “It’s just what they’ll expect you to have. I think I’ll hold on to your one. Can make good use of it next time I close a big deal.”<Br>
<br>
Dan chuckles, but he seems firm in his swap. He’s not going to give you back the coin willingly.<Br>
<Br>
<<ActionsHeader>>
<<SpellsCheckSelf "Charm">><<CharmedCheck "Dan">>
<<if _Charmed is false and _SpellsCheckSelf is true>><<link "[Spell: Charm] Cast Charm on Dan to get him to return the coin" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "CharmCoin">><</link>><br><</if>>
<<SpellsCheckSelf "SleepForget">>
<<if _SpellsCheckSelf is true>><<link "[Spell: Sleep & Forget] Cast Sleep & Forget on Dan" "CountryClubTennisLesson">><<set $CountryClubTennisLesson to "SleepForget">><</link>><br><</if>>
<<link "Say goodbye to Dan and return to the tennis court" "CountryClubTennisCourt">>
<<TakeObjectNPC "Dan" "BlankPennyFarthing">>
<<GiveObjectNPC "Dan" "TandiPennyFarthing">>
<<QuestTracker "Quest22" 1>><<QuestOptionUnlock "Quest22" 1 "mcTafeys_backdoor">>
<<ReconcileTennisLesson>>
<</link>>
<<else>>
“Does this coin have something to do with Tandi Cunnings?” you ask. <Br>
<Br>
Dan gives you a look before smiling. “Not that particular one. But I’m sure you’ll find her there if you ask nicely.”<Br>
<br>
He sniggers as he hands you the coin back. "Let me know when you're going. I wouldn't mind a private performance myself."<br>
<br>
<<ActionsHeader>>
<<link "Say goodbye to Dan and return to the tennis court" "CountryClubTennisCourt">>
<<QuestTracker "Quest22" 1>><<QuestOptionUnlock "Quest22" 1 "mcTafeys_backdoor">>
<<ReconcileTennisLesson>>
<</link>>
<</if>>
<<case "CharmCoin">>
<<CastCharm "Dan">>
<<if _CharmSpell is true>>
You mentally stir the magic within your body and take a deep breath, threading the air in your lungs through the swirling energies.<Br>
<Br>
Dan continues to leer at you as you breathe out, his usual smug gaze softening into something distant and almost vacant. He blinks slowly, as if trying to push through the haze, but it’s clear the magic has found its mark.<Br>
<Br>
“You don’t want to keep that from me, do you?” you tell him. “After all, we’re such good friends.”<Br>
<Br>
Something like a smirk spreads on Dan’s face, but it’s a lazy one and free of smugness. “Yeah,” he mutters.<Br>
<Br>
“Now,” you say with satisfaction. “Give me back that coin.”<Br>
<Br>
Dan pauses, looking at you as he tries to fight the spell. Reluctantly, he reaches into his sports bag and flicks you the one with the 'T' on. “Sure.”<Br>
<Br>
You give him a polite smile, still looking up at him. He returns it, entranced and eyes glazed over.<Br>
<br>
<<ActionsHeader>>
<<link "Say goodbye to Dan and return to the tennis court" "CountryClubTennisCourt">>
<<QuestTracker "Quest22" 1>><<QuestOptionUnlock "Quest22" 1 "mcTafeys_backdoor">>
<<TakeObjectNPC "Dan" "TandiPennyFarthing">>
<<ReconcileTennisLesson>>
<</link>>
<<else>>
Something is wrong with the code, as Dan has no magic.
<</if>>
<<case "SleepForget">>
You focus your mind’s eye on Dan, willing the magic to take hold. “Fall asleep,” you whisper, voice steady. “And let your memories drift as you slumber.”<bR>
<Br>
Dan looks at you curiously before magic surges out from within you. His body jolts, then slackens. He crumples on to the grass, sound asleep.<Br>
<Br>
You walk over to his sports bag, finding the coin he took from you. With a satisfied smirk, you glance at Dan. Hopefully, he won’t remember a thing about this encounter.<br>
<Br>
<<ActionsHeader>>
<<link "Return to the tennis court" "CountryClubTennisCourt">>
<<TakeObjectNPC "Dan" "BlankPennyFarthing">>
<<QuestTracker "Quest22" 1>><<QuestOptionUnlock "Quest22" 1 "mcTafeys_backdoor">>
<<ReconcileTennisLesson>>
<</link>>
<</switch>><<AndreaCountryClub>>
<<AndreaSneakingCountryClub>>
<b>Charlton Country Club - Swimming Pool</b><br>
<<if setup.period[$periodCurrent] is "Evening" or setup.period[$periodCurrent] is "Night">>
<img src="./images/CharltonCountryClubSwimmingPool_night.png"><br>
<<else>>
<img src="./images/CharltonCountryClubSwimmingPool.png"><br>
<</if>>
A lengthy and clear pool without a hint of dirt or grime. Sun loungers line each side, complete with umbrellas to offer shade. At the end of the pool are white doors leading to changing rooms.<Br>
<<include "EventsCountryClubSwimmingPool">>
<<if _currentEvent is undefined>>
<<if $NPCPresent.includes("Beach")>><br>You notice Coach Beach squatting down beside the pool, testing the temperature of the water with his hand. He is bare chested, with wisps of greying hair peppered across his chest. But he still wears his tight shorts that reveal a hefty amount of muscular thigh.<br><</if>>
<<if $NPCPresent.includes("Britney")>>
<<QuestState "Quest30">><<QuestStatus "Quest32">>
<<if _QuestState is 0 and _QuestStatus isnot "complete" and _QuestStatus isnot "failed">>
<br>Britney and Stacey lounge by the pool in their bikinis. You note that Britney is chatting away, but Stacey looks distracted.<br>
<<else>>
<<QuestStatus "Quest31">>
<<if _QuestState is 0 and _QuestStatus isnot "complete" and _QuestStatus isnot "failed">>
<<QuestState "Quest31">>
<<if _QuestState is 3>>
<br>Britney lies on her side on a sun lounger, bathing in the sun.<br>
<<else>>
<br>Britney lies on her side on a sun lounger, chewing on a strand of hair. Her forehead is wrinkled as she looks over a notebook on the drinks table nearby.<br>
<</if>>
<<else>>
<br>Britney and Stacey lounge by the pool in their bikinis, chatting as the sun bathes their skin.<br>
<</if>>
<</if>>
<</if>>
<<if $NPCPresent.includes("Ethan")>><Br>The lifeguard Ethan sits in the high-chair, looking over the pool with casual interest.<br><</if>>
<Br>
<<ActionsHeader>>
<<DailyVariableCheck "AndreaWorking">>
<<if _DailyVariableCheck is true>>
<<if setup.period[$periodCurrent] is "Lunch">><<link "Bring drinks to the guests" "CountryClubWorking">><<set $CountryClubWorking to "LunchSwimmingPool">><</link>><Br>
<<elseif setup.period[$periodCurrent] is "Evening">><<link "Clean up poolside" "CountryClubWorking">><<set $CountryClubWorking to "EveningSwimmingPool">><</link>><Br><</if>>
<<if $NPCPresent.includes("Beach")>><<link "Talk to Beach" "CountryClubSwimmingPoolBeachDialogue0">><<StartConversation "Beach" "CountryClubSwimmingPool">><<HintsActive "BeachPool">><</link>><br><</if>>
<<if $NPCPresent.includes("Ethan")>><<link "Talk to Ethan" "CountryClubSwimmingPoolEthanDialogue0">><<NPCKnown "Ethan">><<StartConversation "Ethan" "CountryClubSwimmingPool">><</link>><br><</if>>
<<link "Enter the women's locker room" "CountryClubWomensLockerRoom">><</link>><br>
<<link "Enter the men's locker room" "CountryClubMensLockerRoom">><</link>><br>
<<link "Go back to the terrace" "CountryClubTerrace">><</link>>
<<else>>
<<if $NPCPresent.includes("Ethan")>><<link "Talk to Ethan" "CountryClubSwimmingPoolEthanDialogue0">><<NPCKnown "Ethan">><<StartConversation "Ethan" "CountryClubSwimmingPool">><</link>><br><</if>>
<<if $NPCPresent.includes("Beach")>><<link "Talk to Beach" "CountryClubSwimmingPoolBeachDialogue0">><<StartConversation "Beach" "CountryClubSwimmingPool">><<HintsActive "BeachPool">><</link>><br><</if>>
<<if $NPCPresent.includes("Britney")>>
<<QuestState "Quest30">><<QuestStatus "Quest32">>
<<if _QuestState is 0 and _QuestStatus isnot "complete" and _QuestStatus isnot "failed">>
<<link "Talk to Britney and Stacey" "CountryClubSwimmingPoolBritneyDialogue0">><<StartConversation "Britney" "CountryClubSwimmingPool">><<HintsActive "BritneyCountryClub">><<HintsActive "StaceyCountryClub">><</link>><br>
<<SpellsCheckSelf "Identify">><<AlreadyIdentified "Britney">>
<<if _AlreadyIdentified is false and _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Identify] Cast Identify on Britney" "SpellIdentify">><<CastIdentify "Britney" "CountryClubSwimmingPool" "the swimming pool">><<SpellIdentified "Britney">><</link>><br><</if>>
<<SpellsCheckSelf "Identify">><<AlreadyIdentified "Stacey">>
<<if _AlreadyIdentified is false and _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Identify] Cast Identify on Stacey" "SpellIdentify">><<CastIdentify "Stacey" "CountryClubSwimmingPool" "the swimming pool">><<SpellIdentified "Stacey">><</link>><br><</if>>
<<else>>
<<QuestStatus "Quest31">>
<<if _QuestState is 0 and _QuestStatus isnot "complete" and _QuestStatus isnot "failed">>
<<link "Talk to Britney" "CountryClubSwimmingPoolBritneyAloneDialogueAct2">><<StartConversation "Britney" "CountryClubSwimmingPool">><<HintsActive "BritneyCountryClub">><</link>><br>
<<SpellsCheckSelf "Identify">><<AlreadyIdentified "Britney">>
<<if _AlreadyIdentified is false and _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Identify] Cast Identify on Britney" "SpellIdentify">><<CastIdentify "Britney" "CountryClubSwimmingPool" "the swimming pool">><<SpellIdentified "Britney">><</link>><br><</if>>
<<else>>
<<link "Talk to Britney and Stacey" "CountryClubSwimmingPoolBritneyDialogue0">><<StartConversation "Britney" "CountryClubSwimmingPool">><<HintsActive "BritneyCountryClub">><<HintsActive "StaceyCountryClub">><</link>><br>
<<SpellsCheckSelf "Identify">><<AlreadyIdentified "Britney">>
<<if _AlreadyIdentified is false and _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Identify] Cast Identify on Britney" "SpellIdentify">><<CastIdentify "Britney" "CountryClubSwimmingPool" "the swimming pool">><<SpellIdentified "Britney">><</link>><br><</if>>
<<SpellsCheckSelf "Identify">><<AlreadyIdentified "Stacey">>
<<if _AlreadyIdentified is false and _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Identify] Cast Identify on Stacey" "SpellIdentify">><<CastIdentify "Stacey" "CountryClubSwimmingPool" "the swimming pool">><<SpellIdentified "Stacey">><</link>><br><</if>>
<</if>>
<</if>>
<</if>>
<<CurrentOutfit>>
<<if $current.avatar is "Emily" and setup.period[$periodCurrent] isnot "Evening" and setup.period[$periodCurrent] isnot "Night">>
<<if _CurrentOutfit is "SwimsuitBlue" or _CurrentOutfit is "SwimsuitPink" or _CurrentOutfit is "SwimsuitRed">>
<<link "Lie down and sunbathe" "CountryClubSunbathe">><</link>><br>
<<else>>
<s>Lie down and sunbathe</s> - <i>You need to be wearing a swimming costume first</i><br>
<</if>>
<</if>>
<<QuestState "Quest32">>
<<if _QuestState is 1 and $current.avatar is "Emily" and setup.period[$periodCurrent] is "Afternoon" and setup.days[$dayCurrent] is "Saturday">><<link "Enter the bikini contest" "CountryClubSwimmingPoolBikiniContest">><<QuestTracker "Quest32" 2>><</link>><br><</if>>
<<if $current.female is true>>
<<link "Enter the women's locker room" "CountryClubWomensLockerRoom">><</link>><br>
<<link "Attempt to enter the men's locker room" "CountryClubMensLockerRoomAttempt">><</link>><br>
<<else>>
<<link "Enter the men's locker room" "CountryClubMensLockerRoom">><</link>><br>
<</if>>
<<link "Go back to the terrace" "CountryClubTerrace">><</link>>
<</if>>
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<if _currentEvent is "AngusInterupt">>
<<include "CountryClubWorkingAngusInterupt">>
<<elseif _currentEvent is "AndreaSneakingCaught">>
<<include "CountryClubWorkingSneakingCaught">>
<<elseif _currentEvent is "GreedyAngusEthanConfront">>
<br>
You follow Angus through the main corridor, struggling to keep up with him as he bounds past guests. He crosses the terrace quickly and is almost at the foot of the high chair before Ethan sees what’s coming his way.<br>
<br>
“Ethan!” he bellows. “A word!”<br>
<br>
You hang back near the entrance to the terrace, watching from afar.<br>
<br>
Ethan gives him a look, glancing around the pool as if to make a point. “I’m on duty,” he mutters. “Can it wait?”<br>
<br>
Even from this distance you see Angus flare his nostrils. “No,” he snarls, loud enough for everyone to hear. “I can not. I have received some feedback that we simply must discuss. Now.”<br>
<br>
You see a frown appear on Ethan’s face, but he shrugs and clambers down from the high chair. Angus strikes his arm out, pointing in the direction of the main building. Ethan gives him a look of confusion, but leads on. Angus adjusts his suit, then follows.<br>
<br>
You keep to the shadows as Ethan and Angus pass. You don’t envy what’s in store for Ethan, but at least the poolside is unattended.<br>
<br>
<<ActionsHeader>>
<<link "Return to pool side" "CountryClubSwimmingPool">><<SetNPCLocation "Ethan" $dayCurrent $periodCurrent "Void">><<EventsCheckEnd "CountryClubSwimmingPool" "GreedyAngusEthanConfront">><</link>>
<</if>><<if $BritneyDialogue is undefined>>
<<if $current.avatar is "Emily">>
<<QuestState "Quest31">>
<<if _QuestState is 3>>
<<Flag "CatherineWanted">>
<<if _FlagReturn is true>>
Britney grins as you approach. "Oh hey Em! How are you?"<Br>
<<else>>
Britney smiles sadly as you approach. "Oh, hey Em."<Br>
<</if>>
<<else>>
<<NPCKnownCheck "Britney">>
<<if _NPCKnownCheck is true>>
Britney looks up at you as you approach. “Oh hey, Em,” she says, missing her usual perkiness. She gives you a small smile as the wrinkles on her forehead remain.<Br>
<Br>
You give her a look. Whatever she’s doing, it seems to be troubling her. If you wanted to win her away from the cheerleaders, this may be an opportunity.<Br>
<<else>>
Britney looks up at you as you approach. “Oh hey,” she says, missing her usual perkiness. "You're Em, right?"<Br>
<br>
You nod. "And you're Britney, right?"<Br>
<Br>
She gives you a small smile as the wrinkles on her forehead remain. "I'm not supposed to talk to you." She gives you a look, then shrugs. "But you don't seem so bad to me."<br>
<Br>
You give her a look. Whatever she’s doing, it seems to be troubling her. If you wanted to win her away from the cheerleaders, this may be an opportunity.<Br>
<</if>>
<</if>>
<<elseif $current.avatar is "Andrea">>
Britney looks up at you as you approach. "Oh. Hello,” she says, missing her usual perkiness. "I'm okay for drinks, thanks."<br>
<br>
She gives you a small smile as the wrinkles on her forehead remain. Whatever she’s doing, it seems to be troubling her. If you wanted to win her away from the cheerleaders, this may be an opportunity.<Br>
<Br>
But she looks back to her notebook, ignoring you. It seems as though if you want to talk to her, you need to be someone she would want to talk to.<br>
<<else>>
Britney looks up at you as you approach. "Oh. Hello,” she says, missing her usual perkiness. She gives you a small smile as the wrinkles on her forehead remain.<Br>
<Br>
You give her a look. Whatever she’s doing, it seems to be troubling her. If you wanted to win her away from the cheerleaders, this may be an opportunity.<Br>
<Br>
"Do you need something?" she adds, interrupting your thoughts. She looks at you curiously, but with impatience. It seems as though if you want to talk to her, you need to be someone she would want to talk to.<br>
<</if>>
<<else>>
<<QuestState "Quest31">>
<<if _QuestState is 3>>
<<Flag "CatherineWanted">>
<<if _FlagReturn is true>>
Britney grins at you, waiting to hear what you have to say.<Br>
<<else>>
Britney smiles a little at you, waiting to hear what you have to say.<br>
<</if>>
<<else>>
Britney looks up at you with a small smile, but her eyes keep returning to her notebook.<Br>
<</if>>
<</if>>
<Br>
<<ActionsHeader>>
<<if $current.avatar is "Emily">>
<<QuestState "Quest31">><<QuestStatus "Quest31">>
<<if _QuestState is 3 and _QuestStatus is "active">><<link "Talk to her about the prom" "BritneyDialogue">><<set $BritneyDialogue to "PersuadeProm">><</link>><Br><</if>>
<<if _QuestStatus is "unknown">><<link "Ask her what’s wrong" "BritneyDialogue">><<set $BritneyDialogue to "LoyaltyQuestWhatsWrong">><<NPCKnown "Britney">><</link>><br><</if>>
<</if>>
<<link "Say goodbye and leave Britney alone" $ConversationExit>><<EndConversation "Britney">><</link>><<if $BritneyDialogue is undefined>>
<<if $current.avatar is "Emily">>
<<if $PlayerCharacter.cheerleader is true>>
<<CurrentOutfit>>
<<if _CurrentOutfit is "SwimsuitBlue" or _CurrentOutfit is "SwimsuitRed" or _CurrentOutfit is "SwimsuitPink">>
Britney and Stacey see you approach. Stacey is cautious, but Britney smiles. “Hey Em! Come, grab a seat!”<Br>
<<else>>
Britney and Stacey see you approach. Stacey is cautious, but Britney smiles. “Hey Em!"<Br>
<Br>
Her eyes look at your clothes. "You know, you should really change. You won't catch a tan wearing that!"<Br>
<Br>
You look down at your outfit. It seems if you want to talk to Britney and Stacey, you're going to have to be wearing a swimsuit.<Br>
<</if>>
<<else>>
<<CurrentOutfit>>
<<if _CurrentOutfit is "SwimsuitBlue" or _CurrentOutfit is "SwimsuitRed" or _CurrentOutfit is "SwimsuitPink">>
Britney and Stacey see you approach. Stacey eyes you with caution, but Britney looks sheepish. “Hey Em,” she mutters.<br>
<br>
“We’re not supposed to talk to her,” Stacey mutters. Britney looks down at her toes, sulking.<br>
<br>
“Fine,” Stacey says. “But if she causes trouble, I'll get dad.”<br>
<br>
Britney beams at her friend and pats the sunlounger next to her. "Come. Sit down!"<BR>
<<else>>
Britney and Stacey see you approach. Stacey eyes you with caution, but Britney looks sheepish. “Hey Em,” she mutters.<br>
<br>
“We’re not supposed to talk to her,” Stacey mutters. Britney looks down at her toes, sulking.<br>
<br>
“She can't stay wearing that,” Stacey says, finally turning to look at you. "You need to be wearing a swimsuit to sit down out here.”<br>
<br>
Britney shares a look with her friend, then looks back to you and shrugs. "Maybe you should change. You won't catch a tan wearing that!"<Br>
<Br>
You look down at your outfit. It seems if you want to talk to Britney and Stacey, you're going to have to be wearing a swimsuit.<Br>
<</if>>
<</if>>
<<elseif $current.avatar is "Andrea">>
As you approach Britney and Stacey, they briefly glance up at you. “Yes?” Stacey says, regarding you with disdain.<bR>
<br>
“Can you get me a sex on the beach, please?” Britney quickly tries, before her friend shoots her a look.<br>
<Br>
“It’s legal!” she retorts the wordless accusation from Stacey. But her friend’s look doesn’t change. “Alright. Fine.” Britney continues, her face turning to a pout.<Br>
<Br>
Stacey flicks her hand away. You’ve been dismissed.<Br>
<<else>>
Britney and Stacey both look up at you as you approach. "Oh. Hello,” Britney says. She gives you a polite smile.<Br>
<Br>
You're not sure what to say to these two women. Stacey frowns as you linger, giving her friend a look.<Br>
<Br>
"Do you need something?" Britney tries. She looks at you curiously, but with impatience. It seems as though if you want to talk to them, you need to be someone she would want to talk to.<br>
<</if>>
<<else>>
Britney stares up at you from her sunlounger, whilst Stacey looks away.<Br>
<</if>>
<<QuestState "Quest30">><<QuestStatus "Quest32">>
<<if _QuestState is 0 and _QuestStatus isnot "complete" and _QuestStatus isnot "failed">>
<br>
As you look at the pair, you feel someone pass behind you. You glance over and see the lifeguard, Ethan, walking by. He flashes a smile, but you realise it's not directed at you. It's for Stacey. You see her blush as he passes.<br>
<br>
"Trouble in paradise?" Britney mutters.<br>
<Br>
"Be quiet!" Stacey mutters. "Someone could hear!"<Br>
<Br>
<<if $current.avatar is "Emily">>
You look back at Stacey, who catches your eye. Her face reddens and she looks away.<br>
<<else>>
You look back at Stacey, who catches your eye. She glances away, reluctant to meet your eye.<br>
<br>
"Excuse us!" Britney interjects, noticing her friend's discomfort at your presence.<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<if $current.avatar is "Emily">>
<<CurrentOutfit>>
<<if _CurrentOutfit is "SwimsuitBlue" or _CurrentOutfit is "SwimsuitRed" or _CurrentOutfit is "SwimsuitPink">>
<<QuestState "Quest22">><<DialogueSpoken "Britney" "TandiWhereabouts">><<TandiKnownCheck "Britney">>
<<if _QuestState gte 0 and _Discussed is false and _TandiKnownCheck is true>><<link "Ask Britney where Tandi might be" "BritneyDialogue">><<set $BritneyDialogue to "TandiWhereabouts">><<DialogueDone "Britney" "TandiWhereabouts">><</link>><br><</if>>
<<QuestOptionCheck "Quest22" 0 "country_club" "gte">><<QuestState "Quest22">><<DialogueSpoken "Britney" "SwimmingCompetition">>
<<if _QuestOptionCheck is true and _QuestState gte 0 and _Discussed is false>><<link "Ask about Tandi and the swimming competition" "BritneyDialogue">><<set $BritneyDialogue to "SwimmingCompetition">><<DialogueDone "Britney" "SwimmingCompetition">><</link>><br><</if>>
<<DialogueSpoken "Britney" "Tandi">><<Flag "TandiKnown">>
<<if _FlagReturn is true and _Discussed is false>><<link "Ask about Tandi" "BritneyDialogue">><<TandiKnown "Britney">><<set $BritneyDialogue to "Tandi">><</link>><br><</if>>
<<DialogueSpoken "Britney" "Curses">>
<<if _Discussed is false>><<link "Ask about the curses" "BritneyDialogue">><<set $BritneyDialogue to "Curses">><</link>><br><</if>>
<<DialogueSpoken "Britney" "Reagan">>
<<if _Discussed is false>><<link "Ask about Reagan" "BritneyDialogue">><<set $BritneyDialogue to "Reagan">><</link>><br><</if>>
<<DialogueSpoken "Britney" "Herself">>
<<if _Discussed is false>><<link "Ask about her" "BritneyDialogue">><<set $BritneyDialogue to "Herself">><</link>><br><</if>>
<<QuestState "Quest30">><<QuestStatus "Quest32">>
<<if _QuestState is 0 and _QuestStatus isnot "complete" and _QuestStatus isnot "failed">>
<<DialogueSpoken "Britney" "Lifeguard">>
<<if _Discussed is false>><<link "Ask about the lifeguard" "BritneyDialogue">><<set $BritneyDialogue to "Lifeguard">><<DialogueDone "Britney" "Lifeguard">><</link>><br><</if>>
<<DialogueUnlockCheck "Britney" "BikiniContest">><<DialogueSpoken "Britney" "BikiniContest">>
<<if _Discussed is false and _DialogueUnlockCheck is true>><<link "Ask about the bikini contest" "BritneyDialogue">><<set $BritneyDialogue to "BikiniContest">><<DialogueDone "Britney" "BikiniContest">><</link>><br><</if>>
<<DialogueUnlockCheck "Britney" "BikiniContestInterest">><<DialogueSpoken "Britney" "BikiniContestInterest">>
<<if _Discussed is false and _DialogueUnlockCheck is true>><<link "Ask what you'd need to do for the bikini contest" "BritneyDialogue">><<set $BritneyDialogue to "BikiniContestInterest">><<DialogueDone "Britney" "BikiniContestInterest">><</link>><br><</if>>
<<DialogueUnlockCheck "Britney" "BikiniContestAgree">><<DialogueSpoken "Britney" "BikiniContestAgree">>
<<if _Discussed is false and _DialogueUnlockCheck is true>><<link "Agree to enter the bikini contest" "BritneyDialogue">><<set $BritneyDialogue to "BikiniContestAgree">><<DialogueDone "Britney" "BikiniContestAgree">><</link>><br><</if>>
<</if>>
<<EventSeen "SchoolCorridor" "Act2Begin">><<DialogueSpoken "Britney" "MissCharltonContestSwimmingPool">>
<<if _EventSeen is true and _Discussed is false>><<link "Ask about the Miss Charlton contest" "BritneyDialogue">><<set $BritneyDialogue to "MissCharltonContestSwimmingPool">><<DialogueDone "Britney" "MissCharltonContestSwimmingPool">><</link>><br><</if>>
<<QuestState "Quest29">><<QuestStatus "Quest29">><<DialogueSpoken "Britney" "MissCharltonBadgesSwimmingPool">>
<<if _QuestState lt 3 and _QuestStatus is "active" and _Discussed is false>><<link "Ask about the contest badges" "BritneyDialogue">><<set $BritneyDialogue to "MissCharltonBadgesSwimmingPool">><<DialogueDone "Britney" "MissCharltonBadgesSwimmingPool">><</link>><br><</if>>
<<QuestOptionCheck "Quest25" 5 "corsages">><<QuestOptionCompleteCheck "Quest25" 5 "corsages">>
<<if _QuestOptionCheck is true and _QuestOptionCompleteCheck is false>><<link "Ask about the corsages" "BritneyDialogue">><<set $BritneyDialogue to "PromCorsages">><</link>><br><</if>>
<<QuestOptionCheck "Quest25" 5 "corsages">><<QuestOptionCompleteCheck "Quest25" 5 "corsages">><<DialogueUnlockCheck "Britney" "HelpWithCorsages">>
<<if _QuestOptionCheck is true and _QuestOptionCompleteCheck is false and _DialogueUnlockCheck is true>><<link "Try to get her to help you nullify the corsages" "BritneyDialogue">><<set $BritneyDialogue to "HelpWithCorsages">><</link>><br><</if>>
<</if>>
<</if>>
<<link "Say goodbye to return to the swimming pool" $ConversationExit>>
<<EndConversation "Britney">>
<<if $current.avatar is "Emily">><<TaskTracker "Task11" "active">><</if>>
<</link>><<if $BeachDialogue is undefined>>
<<CountryClubVisitorCheckThisForm "Beach">>
<<if $current.avatar is "Andrea">>
At the sight of you, Beach gives you a pleasant smile. “Cinders,” he comments. “Didn’t know you worked here too.”<br>
<<elseif $current.avatar is "Emily" and _CountryClubVisitorCheckThisForm is true>>
Coach Beach looks up as you approach, giving you an acknowledging nod. “Phillips,” he says. “Been expecting you. Come for a lesson?”<Br>
<<elseif $current.avatar is "Emily">>
Coach Beach looks up as you approach, giving you an acknowledging nod. “Phillips,” he says. “Didn’t expect to see you here.”<br>
<<elseif _CurrentPC is true>>
Coach Beach looks up as you approach, giving you an acknowledging look. “Hey there.”<br>
<</if>>
<<InventoryCheckNPC "Beach" "BeachAmulet">><<QuestOptionCheck "Quest23" 0 "beach">>
<<if _InventoryCheckNPC is true and _QuestOptionCheck is true>>
<br>
As you look at Beach, you notice his whistle hanging around his neck. But nothing else. Now that you know what to look for, you note there’s an absence of any amulet entwined with the whistle.<br>
<<QuestOptionCompleteCheck "Quest23" 0 "beach">>
<<if _QuestOptionCompleteCheck is false>>
<br>
You briefly look over to the men’s locker room. If you had to guess, it would be found with his stuff in there. But how to get in there without being seen?<br>
<<SetFlag "BeachLockerRoomAccess">>
<</if>>
<</if>>
<<else>>
Beach squats by the pool, still testing the temperature with his hand, waiting for you to speak.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<if $current.avatar is "Emily">>
<<CountryClubVisitorCheckThisForm "Beach">>
<<if _CountryClubVisitorCheckThisForm is true>><<link "Ask him for a swimming lesson" "BeachDialogue">><<set $BeachDialogue to "CountryClubSwimLesson">><</link>><br><</if>>
<</if>>
<<CountryClubVisitorCheckThisForm "Beach">><<DialogueSpoken "Beach" "WhatDoingHere">>
<<if _CountryClubVisitorCheckThisForm is false and $current.avatar isnot "Andrea" and _Discussed is false>><<link "Ask what he’s doing here" "BeachDialogue">><<set $BeachDialogue to "WhatDoingHere">><</link>><br><</if>>
<<QuestOptionCheck "Quest22" 0 "penny_farthing" "gte">><<InventoryCheckSelf "TandiPennyFarthing" "BlankPennyFarthing">><<QuestState "Quest22">><<DialogueSpoken "Beach" "PennyFarthing">>
<<if _QuestOptionCheck is true and _InventoryCheckSelf is true and _QuestState is 0 and _Discussed is false>><<link "Ask if he knows anything about the coin" "BeachDialogue">><<set $BeachDialogue to "PennyFarthing">><</link>><br><</if>>
<<QuestOptionCheck "Quest23" 3 "nurse_program" "gte">><<DialogueSpoken "Beach" "NurseProgramGraduate">><<QuestStatus "Quest36">>
<<if _QuestOptionCheck is true and _QuestStatus is "unknown" and $current.avatar isnot "Charli" and _Discussed is false>><<link "Ask about recent graduates who entered the nurse’s program" "BeachDialogue">><<set $BeachDialogue to "NurseProgramGraduate">><</link>><br><</if>>
<<link "Say goodbye to Beach and return to the swimming pool" $ConversationExit>><<EndConversation "Beach">><</link>><<if $EthanDialogue is undefined>>
<<NPCKnowsThisForm "Ethan">>
<<if _NPCKnowsThisForm is true>>
Ethan smiles casually as you approach the side of his high-chair. "Hey there," he says with a friendly smile.<br>
<<else>>
You look up at Ethan as you approach him. Tall and muscular, his dark blonde scruffy hair whispers in the gentle breeze. He flashes you his boyish smile when he sees you. “Hey there.”<br>
<br>
His eyes look over you with mild interest. "Don't think I've seen you around here before."<br>
<br>
<<if $current.avatar is "Andrea">>
<<Flag "AndreaSneakingCountryClub">>
<<if _FlagReturn is true>>
"I'm a guest," you tell him, hearing the nervousness in your voice.<br>
<br>
Ethan smiles, his eyes scanning your outfit. "Funny clothes to be wearing as a guest. Don't think I've seen anyone wearing those outside the hotel." He grins. "Or bedrooms."<br>
<br>
"Just didn't have time to change," you mutter, hoping he doesn't notice your discomfort.<br>
<Br>
"Sure," he replies, his grin widening. "Just keep your head down, alright? You don't need the rich crowd's attention. Especially wearing that."<br>
<<else>>
"I'm new," you mutter. "Just working a few shifts."<br>
<br>
"Oh, I see," he says, his grin widening. "Well, welcome to the club. I'm Ethan, the lifeguard here."<br>
<br>
"Andrea," you mutter.<Br>
<br>
"Good to meet you, Andrea," he says, his grin softening. "Shout out if you need anything. We meagre working people need to stick together."<br>
<</if>>
<<else>>
"I'm a guest," you tell him.<br>
<br>
He grins at your reply. "Not part of the rich crowd, then?" You shake your head.<bR>
<Br>
"Neither am I, reassuringly," he says wryly.<br>
<</if>>
<</if>>
<<else>>
Ethan smiles as you stand by the chair.<br>
<</if>>
<Br>
<<ActionsHeader>>
<<QuestStatus "Quest32">>
<<DialogueSpoken "Ethan" "AboutHim">>
<<if _Discussed is false and _QuestStatus isnot "unknown" and $current.avatar is "Emily">><<link "Ask about him" "EthanDialogue">><<set $EthanDialogue to "AboutHim">><<DialogueDone "Ethan" "AboutHim">><</link>><br><</if>>
<<DialogueSpoken "Ethan" "AboutStacey">>
<<if _Discussed is false and _QuestStatus isnot "unknown" and $current.avatar is "Emily">><<link "Ask him what he thinks about Stacey" "EthanDialogue">><<set $EthanDialogue to "AboutStacey">><<DialogueDone "Ethan" "AboutStacey">><</link>><br><</if>>
<<DialogueSpoken "Ethan" "AboutMembers">>
<<if _Discussed is false and _QuestStatus isnot "unknown" and $current.avatar is "Emily">><<link "Ask about the Country Club members" "EthanDialogue">><<set $EthanDialogue to "AboutMembers">><<DialogueDone "Ethan" "AboutMembers">><</link>><br><</if>>
<<DialogueSpoken "Ethan" "BikiniContest">>
<<if _Discussed is false and _QuestStatus isnot "unknown" and $current.avatar is "Emily">><<link "Ask about the bikini contest" "EthanDialogue">><<set $EthanDialogue to "BikiniContest">><<DialogueDone "Ethan" "BikiniContest">><</link>><br><</if>>
<<DialogueSpoken "Ethan" "CrazyPlan">>
<<if _Discussed is false and _QuestStatus isnot "unknown" and $current.avatar is "Emily">><<link "Tell him about Britney’s crazy plan" "EthanDialogue">><<set $EthanDialogue to "CrazyPlan">><<DialogueDone "Ethan" "CrazyPlan">><</link>><br><</if>>
<<Flag "BeachLockerRoomAccess">>
<<if _FlagReturn is true and $current.female is true and $current.avatar isnot "Andrea">>
<<Flag "EthanMensRoomPermission">>
<<if _FlagReturn is false>>
<<QuestOptionCompleteCheck "Quest23" 0 "beach">>
<<if _QuestOptionCompleteCheck is false>><<link "Ask him about access to the men’s locker room" "EthanDialogue">><<set $EthanDialogue to "MensRoomAccess">><</link>><br><</if>>
<</if>>
<</if>>
<<link "Say goodbye to Ethan and leave him alone" $ConversationExit>><<NPCKnown "Ethan">><<EndConversation "Ethan">><</link>><<CurrentOutfit>><<BeachInventoryCheckPennyFarthingType>><<BeachStateCheck>>
<<switch $CountryClubSwimmingPoolLesson>>
<<case undefined>>
You decide for a subtle approach and move to the steps at the edge of the pool. As you descend, you feel the icy cold water touch your legs. You shudder as your body responds, tensing up. It might be sunny, but this is still England and still autumn. Taking a deep breath, you bite the bullet and step back off the steps.<br>
<Br>
<<if _CurrentOutfit is "SwimsuitBlue">>
Plunging underneath the surface, the sounds of the country club dim. Your swimsuit protects the brunt of your body against the water, holding snugly in place as you drop deeper, feeling your toes touch the floor.<Br>
<<elseif _CurrentOutfit is "SwimsuitPink">>
Plunging underneath the surface, the sounds of the country club dim. Your bikini pulls upward, and you have to reach out to tug it back into place. You clutch at your arms as you acclimatise to the cold water, thankfully your bikini just holds in place as you drop deeper, feeling your toes touch the floor.<Br>
<<elseif _CurrentOutfit is "SwimsuitRed">>
Plunging underneath the surface, the sounds of the country club dim. Your barely there bikini top shoots up across your breasts and around your neck. You flounder in the water, tugging it back down into place as you drop deeper, feeling your toes touch the floor.<br>
<</if>>
<Br>
When you break the surface, Beach is squatting down next to the poolside, grinning. “Better get used to the cold, Phillips,” he tells you. “Swimming champions compete all year round.”<br>
<Br>
As he leans forward, you notice that from this angle his short shorts aren’t as loose. You can just about see inside through a small gap between the material and his legs. For a second, you catch sight of a smooth tip just hiding in the darkness. <br>
<Br>
Then Beach is back on his feet, looking around. He walks off to a sun lounger where a baseball hat lies, pulls something out of the cap and tosses it next to the pool when he returns. You look down to see a new hair tie resting next to you.<br>
<Br>
“Always keep a few on-hand,” he tells you. “Told you. I look out for my stars.”<br>
<Br>
You smile politely and take the hair tie in hand, leaning against the side of the pool as you pull back your matted hair into some form of a ponytail. Once done, you put your arms on poolside and look up at him, for the first time realising the view down your top that he must have from standing there.<Br>
<Br>
“Time to get on with it,” he tells you, nodding back to the pool. “Four laps warm-up. Go.”<br>
<Br>
<<ActionsHeader>>
<<link "Do the warm-up" "CountryClubSwimmingPoolLesson">><<set $CountryClubSwimmingPoolLesson to "WarmUp">><</link>>
<<case "WarmUp">>
<<if $PlayerCharacter.female is false>>
You push off from the side and begin to swim freestyle down towards the other end of the pool. Swimming as a woman feels entirely different. Your body feels more buoyant. You may not have the same arm strength you are used to, but this body moves through the water easier. Graceful, even.<Br>
<<else>>
You push off from the side and begin to swim freestyle down towards the other end of the pool. Swimming as Emily feels a little different to what you are used to. This body is weaker than yours. It takes more effort to move forward.<br>
<</if>>
<br>
“Cut the water clean,” you hear Beach bellow. “Too much splash!”<br>
<Br>
As you near the end, for the first time you realise that Beach is watching you. In this crystal clear pool, he has a perfect view of your bum as you swim away from him.<Br>
<br>
<<if _CurrentOutfit is "SwimsuitBlue">>
Thankfully this one-piece doesn’t reveal too much, other than its stretch fabric outlining your bum in a flattering way. Even better, water seems to slide past it. It’s definitely made for swimming.<Br>
<<elseif _CurrentOutfit is "SwimsuitPink">>
You wince as you feel the curves of your arse warmed by the water. He has a perfect view of the side of your buttocks. More concerning is the string ties of the bikini seem to drag with every stroke. Even at a leisurely warm-up pace, it’s questionable how much swimming this costume was meant for.<br>
<<elseif _CurrentOutfit is "SwimsuitRed">>
You wince as you feel the string riding up between your arse cheeks. He has a perfect view of your exposed bum. More concerning is the string ties of the bikini threaten to come undone with every stroke. Even at a leisurely warm-up pace, you know this costume wasn’t made for swimming in.<Br>
<</if>>
<br>
Turning around, you swim back up the pool. Occasionally you look up to see Beach watching you. His expression is one of interest. You see him cock his head as you swim, his eyes looking over your arms and movements with critical assessment.<Br>
<Br>
“Keep those feet lower,” he shouts as you turn back for the third lap. “They’re coming out of the water.”<Br>
<Br>
As you move back down the pool, you become aware that Beach isn’t the only one now watching. A few men in sports clothes have come out of the dining hall to watch. Drinks in hand, they are watching you in an entirely different way to Beach. Their grins say everything of their interest in you.<Br>
<br>
<<if _CurrentOutfit is "SwimsuitBlue">>
As you push off for the final length you let yourself have a quick grin. This costume may be plain, but it’s at least not rewarding their stares. You cautiously put in a touch more effort, noting how the one-piece doesn’t move. It holds snug, protecting your body in spite of how fast you finish. At least there won’t be an accident in this outfit, you think.<Br>
<<elseif _CurrentOutfit is "SwimsuitPink">>
As you push off for the final length you let out a wince. This costume isn’t over the top, but you know their eyes are on your arse. Worse still, as you cautiously put in a touch more effort, you feel the bikini top pulling back with the water. The tie around your neck holds, but you aren’t sure if it will remain that way if you maintain increased effort.<Br>
<<elseif _CurrentOutfit is "SwimsuitRed">>
As you push off for the final length you let out a grimace. You can almost feel their eyes on your bum, watching the thin strip of material in your crack drawing attention to your body. Worse still, as you cautiously put in a touch more effort, the bikini top pulls roughly against your neck with the water. The tie around your neck just holds, but you are almost convinced that it would pull free if you spent any time at this pace.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Finish the warm-up" "CountryClubSwimmingPoolLesson">><<set $CountryClubSwimmingPoolLesson to "FinishWarmUp">><</link>>
<<case "FinishWarmUp">>
When you reach the other end, you grasp on to the side and take in gentle breaths to regain your stamina. Beach’s shadow soon falls over you.<Br>
<Br>
“Pretty good, Phillips,” he compliments you. ”You’ve got some form. But here’s the real test. Those laps you did. You were taking it easy. Started to pull away in that last one, but if you want a spot on my team, I want to see that on each length.” He makes a clucking sound with his mouth. “Better, even.”<Br>
<Br>
“Deal’s this,” he continues. “Did your last length in thirty seconds. You swim four in ninety seconds, I’ll short list you for the team.”<br>
<Br>
He squats down next to you, his short shorts once again close to your face. You look up at him, trying to ignore the small slit between his skin and the fabric. <br>
<Br>
<<if $PlayerCharacter.cheerleader is true>>
“Since you’ve already got a pass to leave the school in the afternoons,” he says quietly. “I can’t give you that. So, take this as a way to improve your standing. You win some championships, people around here will notice.”<br>
<<elseif _BeachStateCheck is "TopOfClass">>
“Stitch warned me about you,” he says quietly. “But I think you’ll toe the line. So, if you make the short-list, I’ll give you a pass for Friday afternoons. You can skip PE and come here to practice. Think of it as a show of good faith. From one athlete to another.”<Br>
<<elseif _BeachStateCheck is "Seduced">>
“Stitch warned me about you,” he says quietly. “But I think we’ve got good understanding of each other. So, if you make the short-list, I’ll give you a pass for Friday afternoons. You can skip PE and come here to practice. Think of it as a way to prove Stitch wrong.”<Br>
<</if>>
<<Flag "BeachClubCoinLesson">>
<<if _FlagReturn is true>>
<Br>
“And the coin?” you ask. “You’ll tell me what you know.”<Br>
<Br>
Beach grins. “Part of the prize,” he says. “If you’re so interested in what it is, I won’t stop you. Be warned though, Phillips. You make my team, contests trump partying.”<Br>
<Br>
You stare up at him, trying to read into his comments. But his face betrays nothing more.<Br>
<</if>>
<Br>
Nodding only once seems to satisfy Beach. He stands up and to your relief moves away. He takes out a stopwatch and holds it in one hand, then moves his whistle near his lips with the other. With a wink, he nods for you to turn back to the pool.<Br>
<Br>
Putting your back against the side, you see a small group of men gathered on the Terrace. They make no effort to hide where their attention is directed. They joke and talk amongst themselves, but their eyes all look to you.<Br>
<br>
<<if _CurrentOutfit is "SwimsuitBlue">>
You lean back, arms spread across the poolside, happy with your choice to buy this one-piece. Water bobs around you. If you wanted to beat Beach’s time, you have no doubt that you wouldn’t have a mishap with your costume in the pool.<Br>
<<elseif _CurrentOutfit is "SwimsuitPink">>
You lean back, arms spread across the poolside, wincing with your choice to buy this bikini. Water flows down your top. You again wonder if this top would hold in place if you tried to beat Beach’s time. Now you have an audience, you are all the more conscious of how fragile the knot is.<Br>
<<elseif _CurrentOutfit is "SwimsuitRed">>
You lean back, arms spread across the poolside, grimacing at your choice to buy this bikini. Water flows down your top and the string pulls at your bum. You are almost sure that if you tried to beat Beach’s time, this top would come undone. Now you have an audience, you are all the more conscious of how fragile the knot is.<br>
<</if>>
<br>
The shriek of a whistle breaks the serenity of the club. You hear Beach bellow. “Go!”<br>
<Br>
You let your thoughts go as you push forward and begin to swim.<Br>
<Br>
<<ActionsHeader>>
<<StatCheckPhysique "gt" 60>>
<<set _StatPhysiqueProbability to _StatPhysiqueProbability + " Try to beat the time">>
<<if _StatCheckPhysique is true>><<link _StatPhysiqueProbability "CountryClubSwimmingPoolLesson">><<set $CountryClubSwimmingPoolLesson to "BeatTimePass">><</link>><br>
<<else>><<link _StatPhysiqueProbability "CountryClubSwimmingPoolLesson">><<set $CountryClubSwimmingPoolLesson to "BeatTimeFail">><<Physique 1>><</link>><br><</if>>
<<link "Be cautious and just complete the laps" "CountryClubSwimmingPoolLesson">><<set $CountryClubSwimmingPoolLesson to "BeCautious">><</link>>
<<case "BeatTimePass">>
Summoning your resolve, you thrash forward through the water with all your might. Your arms cut through the surface like knives and your feet kick back underneath the water like propellers.<Br>
<Br>
You touch the end of the pool and kick back off without hesitation. There isn’t a clock visible, but you feel like you're on-time. But not enough to feel confident. You need to go faster.<Br>
<br>
<<if _CurrentOutfit is "SwimsuitBlue">>
As you push your muscles in your forearms to their limit, you feel the water flowing down the fabric of your swimsuit. The high-cut leg actually seems to be designed to ease its flow, the scooped neckline still high enough so water doesn’t get trapped inside of it.<Br>
<<elseif _CurrentOutfit is "SwimsuitPink">>
As you push your muscles in your forearms to their limit, you feel the string holding your bikini top in place fluttering in the water. It whips against your back. You become aware of the looseness of the cups against your chest as water seeps into them.<Br>
<<elseif _CurrentOutfit is "SwimsuitRed">>
As you push your muscles in your forearms to their limit, you feel the string holding your bikini top in place fluttering in the water. Behind your back it whips against your skin. Around your neck it vibrates, loose and wild. You become conscious as the cups themselves pull down as water flows between them and your breasts. <br>
<</if>>
<Br>
Beach looks down at you from poolside as you complete the second length. You turn and push off, turning your head from side to side in-time with your strokes. As you lift your head up to the left, you see the men from the dining hall, now sitting at the tables next to the pool, watching you with shared glee.<Br>
<Br>
You reach the end and turn into the final length, momentarily conscious that your twist turns your arse to face their gaze. You force yourself to concentrate on your form, reaching your hands further forward with each stroke, pushing the water underneath you as your arms cut back into the water.<Br>
<Br>
<<if _CurrentOutfit is "SwimsuitBlue">>
Your one-piece clings to your body, holding in place. As if it’s been designed for this. It hugs your form but causes little friction. Your arms and legs move without restriction and you are able to maintain your vigorous pace. <Br>
<Br>
You feel your hand touch the poolside and you pull yourself up against it, hearing Beach’s whistle blow immediately. You stare up to see Beach looking down at you, smiling with satisfaction.<Br>
<Br>
“Good,” Beach comments. “Very good. You beat the time, Phillips. That puts you third on my shortlist.” He glances to the side and you follow, seeing the men from the dining hall looking over at you with disinterest. “Think they were hoping for more of a show, though.”<Br>
<Br>
You turn back to him and look up, rolling your eyes. He gives you a grin. “Don’t overthink it. Boys will be boys. Even when they’re men.”<Br>
<br>
He squats down beside you, his shorts close to your head. “Now. Let’s talk about your prize.”<Br>
<<elseif _CurrentOutfit is "SwimsuitPink">>
<<DiceRoll 50>>
<<if _DiceRoll is true>>
As you stretch out with your arm, you feel the taut string on your back suddenly come loose. The sensation of the cups against your breasts is not there. Instinctively you reach up and grab hold of the strap on your shoulder. Thankfully you are quick enough to hold on to it before the water takes your top away, and you kick harder with your legs to finally touch the end of the pool with your free hand.<br>
<br>
You pull yourself up against the edge, hearing Beach’s whistle blow immediately. You stare up to see Beach looking down at you, a smirk on his face as you hold your unstrung cups against your breasts with one hand. The string that should be tied around your back floats on the surface, either side you.<Br>
<br>
“Good,” Beach comments. “Very good. You beat the time, Phillips. That puts you third on my shortlist.” His eyes briefly look down at your top, an eyebrow rises. “Might want to get a new costume though.” He glances to the side and you follow, seeing the men from the dining hall sniggering as they watch you. “Think they were hoping for more of a show, though.”<Br>
<Br>
You turn back to him and look up, blushing. He gives you a grin. “Don’t overthink it. Boys will be boys. Even when they’re men.”<Br>
<Br>
He squats down beside you, his shorts close to your head. “Now. Let’s talk about your prize.”<Br>
<<else>>
As you stretch out with your arm, you feel the taut string on your back suddenly come loose. The sensation of the cups against your breasts is not there. Instinctively you reach up and try to grab hold of the strap on your shoulder, but you’re a second too late. Your top has gone, taken by the water. <br>
<Br>
Your mind races as you try to think what to do, but before you can change tactic you feel your hand touch the poolside and hear Beach’s whistle blow.<br>
<Br>
Pulling yourself against the poolside, you look down to see your bare breasts on full show. No top. No bikini. You flinch and push yourself back into the water, at least trying to cover them with the crystal clear pool.<Br>
<Br>
You hear a wolf whistle behind you and turn to see the men from the dining hall sitting at a nearby patio table, laughing. Your cheeks turn red as you try to consider what to do.<br>
<Br>
A shadow falls over you and you look up to see Beach standing there, holding your bikini top out towards you. “Think you lost something, Phillips,” he comments. His eyes flick down beneath your face and you know instinctively from this angle, he can see everything that you’re trying to hide.<Br>
<Br>
He drops the top and it falls to the water. You scramble to grab it and pull it over your breasts, feeling your cheeks burn.<Br>
<Br>
“Good,” Beach comments, ignoring your embarrassment. “Very good. You beat the time, Phillips. That puts you third on my shortlist.” His eyes briefly look down at your top, an eyebrow rises. “Might want to get a new costume though.” He glances to the side and you follow, seeing the men from the dining hall still laughing. “They definitely enjoyed your efforts.”<br>
<br>
You turn back to him and look up, blushing. He gives you a grin. “Don’t overthink it. Boys will be boys. Even when they’re men.”<Br>
<Br>
He squats down beside you, his shorts close to your head. “Now. Let’s talk about your prize.”<Br>
<</if>>
<<elseif _CurrentOutfit is "SwimsuitRed">>
As you stretch out with your arm, you feel the taut string on your back suddenly come loose. The sensation of the cups against your breasts is not there. Instinctively you reach up and try to grab hold of the strap on your shoulder, but you’re a second too late. Your top has gone, taken by the water.<br>
<br>
Your mind races as you try to think what to do, but before you can change tactic you feel your hand touch the poolside and hear Beach’s whistle blow.<br>
<Br>
Pulling yourself against the poolside, you look down to see your bare breasts on full show. No top. No bikini. You flinch and push yourself back into the water, at least trying to cover them with the crystal clear pool.<Br>
<Br>
You hear a wolf whistle behind you and turn to see the men from the dining hall sitting at a nearby patio table, laughing. Your cheeks turn red as you try to consider what to do.<Br>
<Br>
A shadow falls over you and you look up to see Beach standing there, holding your bikini top out towards you. “Think you lost something, Phillips,” he comments. His eyes flick down beneath your face and you know instinctively from this angle, he can see everything that you’re trying to hide.<br>
<Br>
He drops the top and it falls to the water. You scramble to grab it and pull it over your breasts, feeling your cheeks burn.<Br>
<Br>
“Good,” Beach comments, ignoring your embarrassment. “Very good. You beat the time, Phillips. That puts you third on my shortlist.” His eyes briefly look down at your top, an eyebrow rises. “Might want to get a new costume though.” He glances to the side and you follow, seeing the men from the dining hall still laughing. “They definitely enjoyed your efforts.”<Br>
<Br>
You turn back to him and look up, blushing. He gives you a grin. “Don’t overthink it. Boys will be boys. Even when they’re men.”<Br>
<Br>
He squats down beside you, his shorts close to your head. “Now. Let’s talk about your prize.”<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Talk to Beach" "CountryClubSwimmingPoolLesson">><<set $CountryClubSwimmingPoolLesson to "Win">><<AddPCState "swimshortlist" true>><</link>>
<<case "BeatTimeFail">>
Summoning your resolve, you thrash forward through the water with all your might. Your arms cut through the surface like knives and your feet kick back underneath the water like propellers.<br>
<Br>
You touch the end of the pool and kick back off without hesitation. There isn’t a clock visible, but you feel like you're on-time. But not enough to feel confident. You need to go faster.<Br>
<Br>
<<if _CurrentOutfit is "SwimsuitBlue">>
As you push your muscles in your forearms to their limit, you feel the water flowing down the fabric of your swimsuit. The high-cut leg actually seems to be designed to ease its flow, the scooped neckline still high enough so water doesn’t get trapped inside of it. <Br>
<<elseif _CurrentOutfit is "SwimsuitPink">>
As you push your muscles in your forearms to their limit, you feel the string holding your bikini top in place fluttering in the water. It whips against your back. You become aware of the looseness of the cups against your chest as water seeps into them.<bR>
<<elseif _CurrentOutfit is "SwimsuitRed">>
As you push your muscles in your forearms to their limit, you feel the string holding your bikini top in place fluttering in the water. Behind your back it whips against your skin. Around your neck it vibrates, loose and wild. You become conscious as the cups themselves pull down as water flows between them and your breasts.<Br>
<</if>>
<br>
Beach looks down at you from poolside as you complete the second length. You turn and push off, turning your head from side to side in-time with your strokes. You feel your stamina begin to waver. Your arms feel heavy and you feel yourself now clumsily slapping the water as you drive your hands underneath the surface, losing the clean cut that you demonstrated on the first length.<br>
<Br>
<<if _CurrentOutfit is "SwimsuitBlue">>
At least your one-piece clings to your body, holding in place. As if it’s been designed for this. It hugs your form, but causes little friction. Your arms and legs can move without restriction. You just can’t force yourself to take advantage of it.<Br>
<Br>
When you reach the other end, you barely have enough resilience to push back into the pool. Your head dips underneath the surface and you splutter, trying not to choke on the water. You have to mentally fight the desire to stop and regain your breath. Your body aches and your breath is short. You can feel how slowly you’re progressing. The fear of sinking to the bottom of the pool like a dead weight feels very real.<br>
<Br>
You feel your hand touch the poolside and you pull yourself up against it, hearing Beach’s whistle blow immediately. You stare up to see Beach looking down at you, a look of disappointment on his face.<Br>
<Br>
“Missed it by five,” Beach comments. “Looked like you might make it at the beginning there.”<Br>
<Br>
He squats down beside you, his shorts close to your head. “That last length really took its toll on you.”<Br>
<<elseif _CurrentOutfit is "SwimsuitPink">>
<<DiceRoll 50>>
<<if _DiceRoll is true>>
As you stretch out with your arm, you feel the taut string on your back suddenly come loose. The sensation of the cups against your breasts is not there. Instinctively you reach up and grab hold of the strap on your shoulder. Thankfully you are quick enough to hold on to it before the water takes your top away, and you kick harder with your legs to finally touch the end of the pool with your free hand. <br>
<Br>
You pull yourself up against the edge, hearing Beach’s whistle blow immediately. You stare up to see Beach looking down at you, a smirk on his face as you hold your unstrung cups against your breasts with one hand. The string that should be tied around your back floats on the surface, either side you.<bR>
<br>
“Missed it by five,” Beach comments. “Looked like you might make it at the beginning there.”<br>
<Br>
He squats down beside you, his shorts close to your head. “That last length really took its toll on you.”<br>
<<else>>
As you stretch out with your arm, you feel the taut string on your back suddenly come loose. The sensation of the cups against your breasts is not there. Instinctively you reach up and try to grab hold of the strap on your shoulder, but you’re a second too late. Your top has gone, taken by the water. <bR>
<Br>
Your mind races as you try to think what to do, but before you can change tactic you feel your hand touch the poolside and hear Beach’s whistle blow.<br>
<br>
Pulling yourself against the poolside, you look down to see your bare breasts on full show. No top. No bikini. You flinch and push yourself back into the water, at least trying to cover them with the crystal clear pool.<br>
<br>
You hear a wolf whistle behind you and turn to see the men from the dining hall sitting at a nearby patio table, laughing. Your cheeks turn red as you try to consider what to do.<Br>
<br>
A shadow falls over you and you look up to see Beach standing there, holding your bikini top out towards you. “Think you lost something, Phillips,” he comments. His eyes flick down beneath your face and you know instinctively from this angle, he can see everything that you’re trying to hide.<Br>
<br>
He drops the top and it falls to the water. You scramble to grab it and pull it over your breasts, feeling your cheeks burn.<Br>
<bR>
“Missed it by five,” Beach comments, ignoring your embarrassment. His eyes briefly look down at your top, an eyebrow rises. “Might have had something to do with that costume holding you back.” He glances to the side and you follow, seeing the men from the dining hall still laughing. “But they definitely enjoyed your efforts.”<br>
<Br>
You turn back to him and look up, blushing. He gives you a grin. “Don’t overthink it. Boys will be boys. Even when they’re men.”<br>
<br>
He squats down beside you, his shorts close to your head. “Looked like you might make it at the beginning there. That last length really took its toll on you.”<Br>
<</if>>
<<elseif _CurrentOutfit is "SwimsuitRed">>
As you stretch out with your arm, you feel the taut string on your back suddenly come loose. The sensation of the cups against your breasts is not there. Instinctively you reach up and try to grab hold of the strap on your shoulder, but you’re a second too late. Your top has gone, taken by the water.<br>
<Br>
Your mind races as you try to think what to do, but before you can change tactic you feel your hand touch the poolside and hear Beach’s whistle blow.<Br>
<br>
Pulling yourself against the poolside, you look down to see your bare breasts on full show. No top. No bikini. You flinch and push yourself back into the water, at least trying to cover them with the crystal clear pool.<Br>
<Br>
You hear a wolf whistle behind you and turn to see the men from the dining hall sitting at a nearby patio table, laughing. Your cheeks turn red as you try to consider what to do.<Br>
<Br>
A shadow falls over you and you look up to see Beach standing there, holding your bikini top out towards you. “Think you lost something, Phillips,” he comments. His eyes flick down beneath your face and you know instinctively from this angle, he can see everything that you’re trying to hide.<Br>
<Br>
He drops the top and it falls to the water. You scramble to grab it and pull it over your breasts, feeling your cheeks burn.<Br>
<Br>
“Missed it by five,” Beach comments, ignoring your embarrassment. His eyes briefly look down at your top, an eyebrow rises. “Might have had something to do with that costume holding you back.” He glances to the side and you follow, seeing the men from the dining hall still laughing. “But they definitely enjoyed your efforts.”<br>
<Br>
You turn back to him and look up, blushing. He gives you a grin. “Don’t overthink it. Boys will be boys. Even when they’re men.”<Br>
<Br>
He squats down beside you, his shorts close to your head. “Looked like you might make it at the beginning there. That last length really took its toll on you.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Talk to Beach" "CountryClubSwimmingPoolLesson">><<set $CountryClubSwimmingPoolLesson to "Lose">><</link>>
<<case "BeCautious">>
You gently push forward off the poolside and move through the water. Your arms cut through the surface and your feet kick underneath, but for whatever reason you take it easy.<br>
<Br>
You touch the end of the pool after a leisurely pace and kick back off. There isn’t a clock visible, but you feel you are already behind. Even at this early stage, you know you aren’t going to make it.<Br>
<Br>
<<if _CurrentOutfit is "SwimsuitBlue">>
As you swim, you feel the water flowing down the fabric of your swimsuit. The high-cut leg actually seems to be designed to ease its flow, the scooped neckline still high enough so water doesn’t get trapped inside of it.<Br>
<<elseif _CurrentOutfit is "SwimsuitPink">>
As you swim, you feel the string holding your bikini top remain in place. The cups stay against your breasts snugly. There is no concern that they might pull away.<Br>
<<elseif _CurrentOutfit is "SwimsuitRed">>
As you swim, you feel the string holding your bikini top remain in place. The cups stay against your breasts snugly. There is no concern that they might pull away.<Br>
<</if>>
<Br>
Beach raises an eyebrow at you from poolside as you complete the second length. You turn and push off, turning your head almost instinctively in-time with your strokes. You feel your stamina begin to waver slightly, but at this pace you know you can complete the task. Your arms may feel heavy, but your form stays consistent.<br>
<Br>
<<if _CurrentOutfit is "SwimsuitBlue">>
The one-piece still clings to your body, holding in place. As if it’s been designed for this. It hugs your form, but causes little friction. Your arms and legs can move without restriction. Even so, you don’t push it.<br>
<<elseif _CurrentOutfit is "SwimsuitPink">>
As you stretch out with your arm, you feel the taut string on your back loosen just slightly. You slow your movements down more. Your speed drops, but there is no further threat of it coming undone. Here in the country club, you wouldn’t want to imagine what would happen to you if you inadvertently exposed yourself.<Br>
<<elseif _CurrentOutfit is "SwimsuitRed">>
As you stretch out with your arm, you feel the taut string on your back loosen just slightly. You slow your movements down more. Your speed drops, but there is no further threat of it coming undone. Here in the country club, you wouldn’t want to imagine what would happen to you if you inadvertently exposed yourself.<Br>
<</if>>
<Br>
You feel your hand touch the poolside and you pull yourself up against it, hearing Beach’s whistle blow immediately. You stare up to see Beach looking down at you, a look of disappointment on his face.<Br>
<bR>
“Just out for a dip, were you Phillips?” Beach comments. “Not bad for a paddle, but did you forget you were up against the clock here?”<br>
<Br>
He squats down beside you, his shorts close to your head. “Thirty seconds over the goal. Not good. Not good at all.”<br>
<br>
<<ActionsHeader>>
<<link "Talk to Beach" "CountryClubSwimmingPoolLesson">><<set $CountryClubSwimmingPoolLesson to "Casual">><</link>>
<<case "Casual">>
<<if $PlayerCharacter.cheerleader is true>>
“Maybe you should stick to the pompoms and posing,” Beach tells you quietly. “Swimming takes a different type of stamina. I know Stitch won’t like it, but I can’t be doing taking on girls just because they're his favourites. My advice? Get yourself to the gym and give it another shot next weekend.”<Br>
<<elseif _BeachStateCheck is "TopOfClass">>
“Bit different to PE, isn’t it?” Beach says quietly. “Swimming takes a different type of stamina. It might seem tough, Phillips. But I can’t be putting forward just anyone on the shortlist. My advice? Get yourself to the gym and give it another shot next weekend.”<Br>
<<elseif _BeachStateCheck is "Seduced">>
“Maybe you should stick to something you’ve got the skills for?” Beach says to you quietly. “My place still could do with some cleaning. Different type of workout, but it’s one I think you’ll like. But if you're adamant about making the shortlist, get yourself to the gym and give it another shot next weekend.”<Br>
<</if>>
<Br>
<<Flag "BeachClubCoinLesson">>
<<if _FlagReturn is true>>
“What about that coin?” you ask.<br>
<Br>
“That secret stays with me,” Beach tells you. “After all, deal’s a deal. And you didn’t win to get the prize.”<Br>
<Br>
You stare up at Beach. Even squatting, from this position he still looks down on you. He offers you a smile, but says nothing more. Only once do you see his eyes briefly look down beneath yours. Instinctive and subconscious. But it’s enough to know that maybe there's another way to getting him to tell you about the coin.<Br>
<br>
<<ActionsHeader>>
<<if _BeachStateCheck is "Seduced">><<link "Coyly say there must be something you can do" "CountryClubSwimmingPoolLesson">><<set $CountryClubSwimmingPoolLesson to "CoylySay">><</link>><br><</if>>
<<StatCheckOrientation "gt" 20 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to seduce Beach into giving you the information">>
<<if _StatCheckOrientation is true>><<link _StatOrientationProbability "CountryClubSwimmingPoolLesson">><<set $CountryClubSwimmingPoolLesson to "FlirtPass">><</link>><br>
<<else>><<link _StatOrientationProbability "CountryClubSwimmingPoolLesson">><<set $CountryClubSwimmingPoolLesson to "FlirtFail">><<Orientation 1>><</link>><br><</if>>
<<link "Dismiss the thought and go change" "CountryClubWomensLockerRoom">><<TimeChange>><<set $CountryClubSwimmingPoolLesson to undefined>><</link>>
<<else>>
<<if _BeachStateCheck is "Seduced">>
You look around, taking deep breaths to regain your composure. Then you look up at Beach. Even squatting, from this position he still looks down on you. He offers you a smile, but says nothing. Instead his eyes briefly look down beneath yours.<Br>
<Br>
“Told you there’d be a payment, Phillips,” he murmurs. “Follow me. And don’t mind the lifeguard. He knows when to look the other way.”<Br>
<Br>
Finally, he stands and grabs his cap before walking towards the men’s locker room. You hang on the edge of the pool, looking back to where he went. You know exactly what he’ll expect of you if you follow.<Br>
<br>
<<ActionsHeader>>
<<link "Sneak into the men’s locker room" "CountryClubMensLockerRoom">>
<<set $CountryClubSwimmingPoolLesson to undefined>>
<<SetNPCLocation "Beach" $dayCurrent $periodCurrent "CountryClubMensLockerRoom">>
<<EventTrigger "CountryClubMensLockerRoom" "BeachLockerRoom" null null "Emily" null null null false>>
<</link>><br>
<<link "Go to the women’s locker room" "CountryClubWomensLockerRoom">>
<<set $CountryClubSwimmingPoolLesson to undefined>>
<<SetNPCLocation "Beach" $dayCurrent $periodCurrent "CountryClubMensLockerRoom">>
<<TimeChange>>
<</link>>
<<else>>
You look around, taking deep breaths to regain your composure. Beach stands and steps back away from the pool. “That’s your lot for today,” he comments, as eyes linger for a moment on you. But he shakes his head. “Go get changed. Day’s still young, Phillips.”<Br>
<<QuestOptionCheck "Quest23" 0 "beach">><<QuestOptionCompleteCheck "Quest23" 0 "beach">>
<<if _QuestOptionCheck is true and _QuestOptionCompleteCheck is false>>
<br>
You look between the men’s locker room and Beach’s whistle strings, notably absent of his amulet. Once he changes, it will be back around his neck. You only have a few moments to get it from him.<Br>
<br>
<<ActionsHeader>>
<<StatCheckOrientation "gt" 20 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to seduce Beach into letting you into the men’s locker room">>
<<if _StatCheckOrientation is true>><<link _StatOrientationProbability "CountryClubSwimmingPoolLesson">><<set $CountryClubSwimmingPoolLesson to "AmuletSeducePass">><</link>><br>
<<else>><<link _StatOrientationProbability "CountryClubSwimmingPoolLesson">><<set $CountryClubSwimmingPoolLesson to "AmuletSeduceFail">><<Orientation 1>><</link>><br><</if>>
<<link "Dismiss the thought and go change" "CountryClubWomensLockerRoom">><<TimeChange>><<set $CountryClubSwimmingPoolLesson to undefined>><</link>>
<<else>>
<br>
<<ActionsHeader>>
<<link "Go to the women’s locker room" "CountryClubWomensLockerRoom">><<TimeChange>><<set $CountryClubSwimmingPoolLesson to undefined>><</link>>
<</if>>
<</if>>
<</if>>
<<case "Lose">>
<<if $PlayerCharacter.cheerleader is true>>
“Maybe you should stick to the pompoms and posing,” Beach tells you quietly. “Swimming takes a different type of stamina. I know Stitch won’t like it, but I can’t be doing taking on girls just because they're his favourites. My advice? Get yourself to the gym and give it another shot next weekend.”<Br>
<<elseif _BeachStateCheck is "TopOfClass">>
“Bit different to PE, isn’t it?” Beach says quietly. “Swimming takes a different type of stamina. It might seem tough, Phillips. But I can’t be putting forward just anyone on the shortlist. My advice? Get yourself to the gym and give it another shot next weekend.”<br>
<<elseif _BeachStateCheck is "Seduced">>
“Maybe you should stick to something you’ve got the skills for?” Beach says to you quietly. “My place still could do with some cleaning. Different type of workout, but it’s one I think you’ll like. But if you're adamant about making the shortlist, get yourself to the gym and give it another shot next weekend.”<Br>
<</if>>
<br>
<<Flag "BeachClubCoinLesson">>
<<if _FlagReturn is true>>
“What about that coin?” you ask.<br>
<Br>
“That secret stays with me,” Beach tells you. “After all, deal’s a deal. And you didn’t win to get the prize.”<Br>
<Br>
You stare up at Beach. Even squatting, from this position he still looks down on you. He offers you a smile, but says nothing more. Only once do you see his eyes briefly look down beneath yours. Instinctive and subconscious. But it’s enough to know that maybe there's another way to getting him to tell you about the coin.<Br>
<br>
<<ActionsHeader>>
<<if _BeachStateCheck is "Seduced">><<link "Coyly say there must be something you can do" "CountryClubSwimmingPoolLesson">><<set $CountryClubSwimmingPoolLesson to "CoylySay">><</link>><br><</if>>
<<StatCheckOrientation "gt" 20 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to seduce Beach into giving you the information">>
<<if _StatCheckOrientation is true>><<link _StatOrientationProbability "CountryClubSwimmingPoolLesson">><<set $CountryClubSwimmingPoolLesson to "FlirtPass">><</link>><br>
<<else>><<link _StatOrientationProbability "CountryClubSwimmingPoolLesson">><<set $CountryClubSwimmingPoolLesson to "FlirtFail">><<Orientation 1>><</link>><br><</if>>
<<link "Dismiss the thought and go change" "CountryClubWomensLockerRoom">><<TimeChange>><<set $CountryClubSwimmingPoolLesson to undefined>><</link>>
<<else>>
<<if _BeachStateCheck is "Seduced">>
You look around, taking deep breaths to regain your composure. Then you look up at Beach. Even squatting, from this position he still looks down on you. He offers you a smile, but says nothing. Instead his eyes briefly look down beneath yours.<Br>
<Br>
“Told you there’d be a payment, Phillips,” he murmurs. “Follow me. And don’t mind the lifeguard. He knows when to look the other way.”<Br>
<Br>
Finally, he stands and grabs his cap before walking towards the men’s locker room. You hang on the edge of the pool, looking back to where he went. You know exactly what he’ll expect of you if you follow.<Br>
<br>
<<ActionsHeader>>
<<link "Sneak into the men’s locker room" "CountryClubMensLockerRoom">>
<<set $CountryClubSwimmingPoolLesson to undefined>>
<<SetNPCLocation "Beach" $dayCurrent $periodCurrent "CountryClubMensLockerRoom">>
<<EventTrigger "CountryClubMensLockerRoom" "BeachLockerRoom" null null "Emily" null null null false>>
<</link>><br>
<<link "Go to the women’s locker room" "CountryClubWomensLockerRoom">>
<<set $CountryClubSwimmingPoolLesson to undefined>>
<<SetNPCLocation "Beach" $dayCurrent $periodCurrent "CountryClubMensLockerRoom">>
<<TimeChange>>
<</link>>
<<else>>
You look around, taking deep breaths to regain your composure. Beach stands and steps back away from the pool. “That’s your lot for today,” he comments, as eyes linger for a moment on you. But he shakes his head. “Go get changed. Day’s still young, Phillips.”<Br>
<<QuestOptionCheck "Quest23" 0 "beach">><<QuestOptionCompleteCheck "Quest23" 0 "beach">>
<<if _QuestOptionCheck is true and _QuestOptionCompleteCheck is false>>
<br>
You look between the men’s locker room and Beach’s whistle strings, notably absent of his amulet. Once he changes, it will be back around his neck. You only have a few moments to get it from him.<Br>
<br>
<<ActionsHeader>>
<<StatCheckOrientation "gt" 20 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to seduce Beach into letting you into the men’s locker room">>
<<if _StatCheckOrientation is true>><<link _StatOrientationProbability "CountryClubSwimmingPoolLesson">><<set $CountryClubSwimmingPoolLesson to "AmuletSeducePass">><</link>><br>
<<else>><<link _StatOrientationProbability "CountryClubSwimmingPoolLesson">><<set $CountryClubSwimmingPoolLesson to "AmuletSeduceFail">><<Orientation 1>><</link>><br><</if>>
<<link "Dismiss the thought and go change" "CountryClubWomensLockerRoom">><<TimeChange>><<set $CountryClubSwimmingPoolLesson to undefined>><</link>>
<<else>>
<br>
<<ActionsHeader>>
<<link "Go to the women’s locker room" "CountryClubWomensLockerRoom">><<TimeChange>><<set $CountryClubSwimmingPoolLesson to undefined>><</link>>
<</if>>
<</if>>
<</if>>
<<case "CoylySay">>
“Oh sir,” you say, injecting mock-innocence into your voice. “Don’t be like that. I bet there’s all sorts of other things you could make me do for that little information.”<Br>
<Br>
Knowing Beach well enough now, you reach your hand up, running a fingernail down his inner thigh. You see his eyes widen in reaction, before looking around to see if anyone is watching. A trail of cold pool water from your finger makes his hairs stand on end.<Br>
<Br>
“It’s not appropriate, Phillips,” he says quietly. “Not here.”<Br>
<Br>
“Then where would it be appropriate?” you ask him, giving him a coy smile.<Br>
<Br>
His eyes look back at you, a newfound interest in your breasts. You watch his eyes flick to the side, towards the men’s locker room. “Playing a dangerous game, Phillips. Your mouth will get me into all sorts of trouble.”<Br>
<Br>
You deliberately let him see you glance back to the men’s locker room, before turning to look up at him. You push out your chest, feeling your breasts touch the side of the pool. “Then find a way to stop me speaking,” you murmur.<Br>
<Br>
Beach looks down once more, eyes focusing on your bust. Finally, he stands. “Lesson’s over,” he tells you, sternly. “I’m going to go change.”<Br>
<Br>
Just as you think that you’re experiencing a rebuff, Beach’s eyes meet yours and flick over to the men’s locker room. Once he is sure you have seen, he grabs his cap and moves around the pool, entering the men’s locker room.<Br>
<Br>
You hang on the edge of the pool, looking back to where he went. You know exactly what he’ll expect of you if you follow. Whether this information about the coin is worth it, is another matter.<Br>
<Br>
<<ActionsHeader>>
<<link "Sneak into the men’s locker room" "CountryClubMensLockerRoom">>
<<set $CountryClubSwimmingPoolLesson to undefined>>
<<SetNPCLocation "Beach" $dayCurrent $periodCurrent "CountryClubMensLockerRoom">>
<<EventTrigger "CountryClubMensLockerRoom" "BeachLockerRoom" null null "Emily" null null null false>>
<</link>><br>
<<link "Give up on the idea and go to the women’s locker room" "CountryClubWomensLockerRoom">>
<<set $CountryClubSwimmingPoolLesson to undefined>>
<<SetNPCLocation "Beach" $dayCurrent $periodCurrent "CountryClubMensLockerRoom">>
<<TimeChange>>
<</link>>
<<case "FlirtPass">>
“Oh sir,” you say, injecting mock-innocence into your voice. “Don’t be like that. I bet there’s all sorts of other things you could make me do for that little information.”<bR>
<Br>
Knowing Beach well enough now, you reach your hand up, running a fingernail down his inner thigh. You see his eyes widen in reaction, before looking around to see if anyone is watching. A trail of cold pool water from your finger makes his hairs stand on end.<Br>
<Br>
“It’s not appropriate, Phillips,” he says quietly. “Not here.”<Br>
<Br>
“Then where would it be appropriate?” you ask him, giving him a coy smile.<Br>
<Br>
His eyes look back at you, a newfound interest in your breasts. You watch his eyes flick to the side, towards the men’s locker room. “Playing a dangerous game, Phillips. Your mouth will get me into all sorts of trouble.”<Br>
<Br>
You deliberately let him see you glance back to the men’s locker room, before turning to look up at him. You push out your chest, feeling your breasts touch the side of the pool. “Then find a way to stop me speaking,” you murmur.<Br>
<Br>
Beach looks down once more, eyes focusing on your bust. Finally, he stands. “Lesson’s over,” he tells you, sternly. “I’m going to go change.”<Br>
<Br>
Just as you think that you’re experiencing a rebuff, Beach’s eyes meet yours and flick over to the men’s locker room. Once he is sure you have seen, he grabs his cap and moves around the pool, entering the men’s locker room.<Br>
<Br>
You hang on the edge of the pool, looking back to where he went. You know exactly what he’ll expect of you if you follow. Whether this information about the coin is worth it, is another matter.<Br>
<Br>
<<ActionsHeader>>
<<link "Sneak into the men’s locker room" "CountryClubMensLockerRoom">>
<<set $CountryClubSwimmingPoolLesson to undefined>>
<<SetNPCLocation "Beach" $dayCurrent $periodCurrent "CountryClubMensLockerRoom">>
<<EventTrigger "CountryClubMensLockerRoom" "BeachLockerRoom" null null "Emily" null null null false>>
<</link>><br>
<<link "Give up on the idea and go to the women’s locker room" "CountryClubWomensLockerRoom">>
<<set $CountryClubSwimmingPoolLesson to undefined>>
<<SetNPCLocation "Beach" $dayCurrent $periodCurrent "CountryClubMensLockerRoom">>
<<TimeChange>>
<</link>>
<<case "FlirtFail">>
“Oh sir,” you say, injecting mock-innocence into your voice. “Don’t be like that. I bet there’s all sorts of other things you could make me do for that little information.”<br>
<br>
Beach looks down at you, his smile fading. “It’s not appropriate, Phillips,” he says quietly.<Br>
<Br>
"Are you sure?" you try, giving him a coy smile.<Br>
<Br>
His eyes look back at you, a newfound interest in your breasts. He glances around, trying to see if anyone is paying attention to your conversation. “Playing a dangerous game, Phillips,” he finally says. “Your mouth will get me into all sorts of trouble.”<Br>
<Br>
You run your tongue over your lips. “I bet you could find a good use for my mouth,” you murmur.<Br>
<Br>
Beach takes in a deep breath and draws back, shaking his head. “Lesson’s over,” he tells you, sternly. “I’m going to go change.”<Br>
<Br>
He stands and hurriedly grabs his bag. Not looking back to you, he begins to walk off to the men’s locker room. “See you at school, Phillips,” he barks, loud enough that anyone around can hear. Then he enters the locker room, leaving you alone.<Br>
<Br>
You hang on the edge of the pool, looking back to where he went. You realise you pushed him too hard. If you want to seduce Beach, you realise, you are going to have to play coyer.<Br>
<Br>
<<ActionsHeader>>
<<link "Give up on the idea and go to the women’s locker room" "CountryClubWomensLockerRoom">>
<<set $CountryClubSwimmingPoolLesson to undefined>>
<<SetNPCLocation "Beach" $dayCurrent $periodCurrent "CountryClubMensLockerRoom">>
<<TimeChange>>
<</link>>
<<case "Win">>
<<if $PlayerCharacter.cheerleader is true>>
“Like I said,” Beach tells you quietly. “Usually I’d give you a pass for PE on Friday afternoons for making the shortlist. But since you’ve already got those privileges, just take it from me. There’ll be other rewards coming your way. I’m sure Stitch will agree with me.”<br>
<<elseif _BeachStateCheck is "TopOfClass">>
“Like I said,” Beach tells you quietly. “I will look the other way if you’re not in PE class on a Friday. If I hear that you’ve been up to mischief though, I’ll have to rescind it. So why don’t you try to turn a new leaf and be a good girl from now on?”<br>
<<elseif _BeachStateCheck is "Seduced">>
“Like I said,” Beach tells you quietly. “I will look the other way if you’re not in PE class on a Friday. If I hear that you’ve been up to mischief though, I’ll have to rescind it. Or maybe there’s another form of punishment that you’d like to try.”<Br>
<</if>>
<br>
<<Flag "BeachClubCoinLesson">>
<<if _FlagReturn is true>>
“What about that coin?” you ask.<Br>
<Br>
Beach pauses, looking at you as he hesitates. “Deal’s a deal,” he mutters. “Your funeral, Phillips. Take that to McTafeys bar. You’ll see a familiar sign above the fire door. If you step out of there, you’ll find a set of stairs that will lead the way.” He takes a deep breath. “Just take it from me, Phillips. Curiosity has killed many cats in this town. Don’t do anything you might regret. I’ve already lost one promising student that way.”<Br>
<Br>
“So this coin has something to do with Tandi?” you ask.<Br>
<br>
<<if _BeachInventoryCheckPennyFarthingType is "Tandi">>
Beach eyes you darkly before speaking. “That ‘T' on the coin would be a big coincidence if it didn’t, wouldn’t it?”<br>
<<elseif _BeachInventoryCheckPennyFarthingType is "Blank">>
Beach eyes you darkly before speaking. “That’s a big assumption, Phillips. One best not to repeat.”<br>
<</if>>
<Br>
The look Beach gives you is long and pensive. But any concern disappears as he shrugs. “Your call.”<Br>
<br>
You nod and look around, taking deep breaths to regain your composure. Beach stands and steps back away from the pool. “That’s your lot for today,” he comments. “Go get changed. I’ll see you soon.”<br>
<Br>
<<ActionsHeader>>
<<link "Go to the women's locker room" "CountryClubWomensLockerRoom">><<QuestTracker "Quest22" 1>><<QuestOptionUnlock "Quest22" 1 "mcTafeys_backdoor">><<SetFlag "BeachClubCoinLesson" false>><<TimeChange>><<set $CountryClubSwimmingPoolLesson to undefined>><</link>>
<<else>>
<<if _BeachStateCheck is "Seduced">>
You look around, taking deep breaths to regain your composure. Then you look up at Beach. Even squatting, from this position he still looks down on you. He offers you a smile, but says nothing. Instead his eyes briefly look down beneath yours.<Br>
<Br>
“Told you there’d be a payment, Phillips,” he murmurs. “Follow me. And don’t mind the lifeguard. He knows when to look the other way.”<Br>
<Br>
Finally, he stands and grabs his cap before walking towards the men’s locker room. You hang on the edge of the pool, looking back to where he went. You know exactly what he’ll expect of you if you follow.<Br>
<br>
<<ActionsHeader>>
<<link "Sneak into the men’s locker room" "CountryClubMensLockerRoom">>
<<set $CountryClubSwimmingPoolLesson to undefined>>
<<SetNPCLocation "Beach" $dayCurrent $periodCurrent "CountryClubMensLockerRoom">>
<<EventTrigger "CountryClubMensLockerRoom" "BeachLockerRoom" null null "Emily" null null null false>>
<</link>><br>
<<link "Go to the women’s locker room" "CountryClubWomensLockerRoom">>
<<set $CountryClubSwimmingPoolLesson to undefined>>
<<SetNPCLocation "Beach" $dayCurrent $periodCurrent "CountryClubMensLockerRoom">>
<<TimeChange>>
<</link>>
<<else>>
You look around, taking deep breaths to regain your composure. Beach stands and steps back away from the pool. “That’s your lot for today,” he comments, as eyes linger for a moment on you. But he shakes his head. “Go get changed. Day’s still young, Phillips.”<Br>
<<QuestOptionCheck "Quest23" 0 "beach">><<QuestOptionCompleteCheck "Quest23" 0 "beach">>
<<if _QuestOptionCheck is true and _QuestOptionCompleteCheck is false>>
<br>
You look between the men’s locker room and Beach’s whistle strings, notably absent of his amulet. Once he changes, it will be back around his neck. You only have a few moments to get it from him.<Br>
<br>
<<ActionsHeader>>
<<StatCheckOrientation "gt" 20 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to seduce Beach into letting you into the men’s locker room">>
<<if _StatCheckOrientation is true>><<link _StatOrientationProbability "CountryClubSwimmingPoolLesson">><<set $CountryClubSwimmingPoolLesson to "AmuletSeducePass">><</link>><br>
<<else>><<link _StatOrientationProbability "CountryClubSwimmingPoolLesson">><<set $CountryClubSwimmingPoolLesson to "AmuletSeduceFail">><<Orientation 1>><</link>><br><</if>>
<<link "Dismiss the thought and go change" "CountryClubWomensLockerRoom">><<TimeChange>><<set $CountryClubSwimmingPoolLesson to undefined>><</link>>
<<else>>
<br>
<<ActionsHeader>>
<<link "Go to the women’s locker room" "CountryClubWomensLockerRoom">><<TimeChange>><<set $CountryClubSwimmingPoolLesson to undefined>><</link>>
<</if>>
<</if>>
<</if>>
<<case "AmuletSeducePass">>
“Oh sir,” you say, injecting mock-innocence into your voice. “Do we have to end the lesson there?” You purposefully flick your eyes towards the locker room. “I think I need help with my warm-down stretches.”<Br>
<Br>
Knowing Beach well enough now, you reach your hand up, running a fingernail down his inner thigh. You see his eyes widen in reaction, before looking around to see if anyone is watching. A trail of cold pool water from your finger makes his hairs stand on end.<Br>
<Br>
“It’s not appropriate, Phillips,” he says quietly. “Not here.”<Br>
<Br>
“Then where would it be appropriate?” you ask him, giving him a coy smile.<Br>
<Br>
His eyes look back at you, a newfound interest in your breasts. You watch his eyes flick to the side, towards the men’s locker room. “Playing a dangerous game, Phillips. Your mouth will get me into all sorts of trouble.”<Br>
<Br>
You deliberately let him see you glance back to the men’s locker room, before turning to look up at him. You push out your chest, feeling your breasts touch the side of the pool. “Then find a way to stop me speaking,” you murmur.<Br>
<Br>
Beach looks down once more, eyes focusing on your bust. Finally, he stands. “Lesson’s over,” he tells you, sternly. “I’m going to go change.”<Br>
<Br>
Just as you think that you’re experiencing a rebuff, Beach’s eyes meet yours and flick over to the men’s locker room. Once he is sure you have seen, he grabs his cap and moves around the pool, entering the men’s locker room.<Br>
<Br>
You hang on the edge of the pool, looking back to where he went. You know exactly what he’ll expect of you if you follow. Whether the amulet is worth it, is another matter.<Br>
<Br>
<<ActionsHeader>>
<<link "Sneak into the men’s locker room" "CountryClubMensLockerRoom">>
<<set $CountryClubSwimmingPoolLesson to undefined>>
<<SetNPCLocation "Beach" $dayCurrent $periodCurrent "CountryClubMensLockerRoom">>
<<EventTrigger "CountryClubMensLockerRoom" "BeachLockerRoom" null null "Emily" null null null false>>
<</link>><br>
<<link "Give up on the idea and go to the women’s locker room" "CountryClubWomensLockerRoom">>
<<set $CountryClubSwimmingPoolLesson to undefined>>
<<SetNPCLocation "Beach" $dayCurrent $periodCurrent "CountryClubMensLockerRoom">>
<<TimeChange>>
<</link>>
<<case "AmuletSeduceFail">>
“Oh sir,” you say, injecting mock-innocence into your voice. “Do we have to end the lesson there?” You purposefully flick your eyes towards the locker room. “I think I need help with my warm-down stretches.”<Br>
<Br>
Beach looks down at you, his smile fading. “It’s not appropriate, Phillips,” he says quietly.<Br>
<Br>
“Are you sure?” you try, giving him a coy smile.<Br>
<Br>
His eyes look back at you, a newfound interest in your breasts. He glances around, trying to see if anyone is paying attention to your conversation. “Playing a dangerous game, Phillips,” he finally says. “Your mouth will get me into all sorts of trouble.”<Br>
<Br>
You run your tongue over your lips. “I bet you could find a good use for my mouth,” you murmur. “My throat needs stretching after that work-out.”<Br>
<Br>
Beach takes in a deep breath and draws back, shaking his head. “Lesson’s over,” he tells you, sternly. “I’m going to go change.”<Br>
<Br>
He stands and hurriedly grabs his bag. Not looking back to you, he begins to walk off to the men’s locker room. “See you at school, Phillips,” he barks, loud enough that anyone around can hear. Then he enters the locker room, leaving you alone.<Br>
<Br>
You hang on the edge of the pool, looking back to where he went. You realise you pushed him too hard. If you want to seduce Beach, you realise, you are going to have to play coyer.<Br>
<Br>
<<ActionsHeader>>
<<link "Go to the women’s locker room" "CountryClubWomensLockerRoom">>
<<set $CountryClubSwimmingPoolLesson to undefined>>
<<SetNPCLocation "Beach" $dayCurrent $periodCurrent "CountryClubMensLockerRoom">>
<<TimeChange>>
<</link>>
<</switch>><<CheckPersonalityState "Heather">>
<<if _PersonalityState is "Free">><<set _ContestGirl to "Poppy">><<else>><<set _ContestGirl to "Heather">><</if>>
<<switch $CountryClubSwimmingPoolBikiniContest>>
<<case undefined>>
<<if _ContestGirl is "Poppy">>
<<NPCKnownCheck "Poppy">>
<<if _NPCKnownCheck is true>>
You walk towards the sign near the women's locker room where Ethan told you to wait. Your heart jumps as you see people already waiting. Two familiar faces. Michelle, from gym class. And Poppy Cole.<br>
<<else>>
You walk towards the sign near the women's locker room where Ethan told you to wait. Your heart jumps as you see people already waiting. Michelle you recognise at once, from gym class. The other girl takes you a moment to place.<br>
<br>
Mousy-brown hair. A tidy, forgettable prettiness. She stands with her hands folded in front of her, her bag squared neatly at her feet, waiting without complaint. You've seen her at school, always at the edge of things. Poppy Cole.<br>
<<NPCKnown "Poppy">>
<</if>>
<<else>>
You walk towards the sign near the women's locker room where Ethan told you to wait. Your heart jumps as you see people already waiting. Two familiar people. Michelle and _ContestGirl, from gym class.<br>
<</if>>
<br>
<<Checkrelationship "Michelle">>
<<if _relationship is 0>>
Michelle glares at you as you approach. "What are you doing here?" she spits.<br>
<Br>
"This is where to wait for the bikini contest?" you ask her, innocently.<br>
<br>
Her eyes flash back at you with anger, narrow and blazing. "You're entering?"<br>
<br>
When you nod, Michelle turns away. Bristling with rage.<br>
<<else>>
Michelle's eyes grow as you approach. "Oh my gosh, are you entering this too Em?"<Br>
<Br>
You give her an embarrassed smile. "I guess. I could do with the money."<Br>
<Br>
She grins as her eyes wander over your body. "I must say, I am doubting whether I'll be in with a chance now. But this will be so much fun." She leans in to you. "How scandalous, Em. We'll be almost naked in front of all these men."<Br>
<<if $PlayerCharacter.female is false>><Br>Michelle glances back to the forming crowd. "I don't suppose your brother came to watch, did he?" She looks back to you and offers you a meek smile. "You know, for support."<br><</if>>
<</if>>
<Br>
<<Checkrelationship _ContestGirl>>
<<if _relationship is 0>>
Looking over to _ContestGirl, you see her watching the floor of the pool. She makes a concerted effort not to look up at you.<Br>
<<else>>
Looking over to _ContestGirl, you manage to catch her eyeline as she glances up from the floor. "Hello," she whispers. "Do you need the money too?"<br>
<br>
You give her a comforting smile. If possible, _ContestGirl seems more embarrassed to be here than she is at school.<Br>
<</if>>
<Br>
"Afternoon ladies," you hear Ethan's voice behind you. The three of you turn to see Ethan approaching, flashing his boyish grin at all of you.<Br>
<br>
"Just you three today," he mutters. "Make your way into the women's locker room. Mrs. Kaplar will help you get ready. But take it from the judge, don't take her advice over your own style."<br>
<Br>
Michelle giggles coyly at Ethan's comment. "I think I know what you like, Ethan," she purrs.<br>
<Br>
He returns her smile, but says nothing. Instead, he gestures with a clipboard to the door to the changing room.<br>
<Br>
_ContestGirl and Michelle step towards the locker room, but just as you go to follow you notice Britney and Stacey waiting nearby. When you catch their eye, Britney ushers you over.<Br>
<br>
<<ActionsHeader>>
<<link "Talk to Britney and Stacey" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "BritneyStacey">><</link>>
<<case "BritneyStacey">>
"Hey Em!" Britney whispers loudly as you approach them. "You totally did it. You're entering the contest?"<Br>
<Br>
You nod and shrug. "I'm not sure it's going to help," you comment, giving Stacey a look.<Br>
<Br>
Britney pouts at your words. "Oh, no fun Em. Don't be a sad donkey. That's not going to win you the crowd."<Br>
<br>
<<NPCKnownCheck "John">>
<<if _NPCKnownCheck is true>>
Behind them, the crowd is continuing to gather. To your concern, it's mostly men. You see John Kaplar mingling with them, smiling and greeting them with handshakes as he moves from person to person.<br>
<Br>
"There goes my dad," Stacey says. "He'll expect me to join him with the members soon."<br>
<<else>>
Behind them, the crowd is continuing to gather. To your concern, it's mostly men. You see an aging man mingling with the crowd, his greying hair betraying his age. He smiles as he greets them with handshakes, moving from person to person.<br>
<Br>
"There goes my dad," Stacey says. "He'll expect me to join him with the members soon."<br>
<</if>>
<br>
"I'm sure he'll love you, Em," Britney exclaims. "Just watch Michelle. Someone gave her a guest pass. She's been acting all... fluttery around Ethan."<br>
<br>
<<CheckNPCCorruption "Michelle">><<QuestOptionCompleteCheck "Quest9" 2 "call_out_michelle">>
<<if _CheckNPCCorruption is "High">>
Britney takes a gulp and leans into you. "The way she's been acting at school. Weird. Like, well, Tandi."<br>
<<elseif _QuestOptionCompleteCheck is true>>
Britney takes a gulp and leans into you. "Remember what she's been doing at school, Em. With Rogers? I bet she'll try anything to win."<Br>
<<else>>
Britney takes a gulp and leans into you. "There are some weird rumours about her, Em. At school. I bet, like, she'll try something to win."<Br>
<</if>>
<Br>
"It's not her I'm worried about," Stacey mutters from the side. You and Britney turn to look at her, catching her staring at Ethan.<br>
<br>
After a moment, she turns to you. "_ContestGirl," she mutters. "I think... that's his type."<Br>
<br>
Stacey looks pained as she looks away from your eyes. She stands in silence.<br>
<br>
Britney looks to her friend with sympathy, before turning to you. "You should get in there. Good luck!"<Br>
<br>
<<ActionsHeader>>
<<link "Go to the women's locker room" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "LockerRoom1">><</link>>
<<case "LockerRoom1">>
<b>Charlton Country Club - Women's Locker Room</b><br>
<img src="./images/CharltonCountryClubWomensLockerRoom.png"><br>
<Br>
Opening the door to the changing room, you look around to see a bustle of activity. There are only three other people in here, but it feels frantic. Like a dressing room before a stage show.<br>
<br>
<<NPCKnownCheck "Carol">>
<<if _NPCKnownCheck is true>>
Two of the occupants you know well. _ContestGirl and Michelle. The third is the source of the energy. A middle-aged woman you also recognise. Carol Kaplar. Stacey's mother.<br>
<<else>>
Two of the occupants you know well. _ContestGirl and Michelle. The third is the source of the energy. A middle-aged woman you don't recognise. Dressed in a yellow blazer and matching skirt, with fading brown hair and a composed demeanour in spite of striding around with pace and impatience. You deduce this is Carol Kaplar, Stacey's mother.<br>
<</if>>
<Br>
As you enter she looks up from fussing over _ContestGirl, who sits at the sink already wearing nothing but a pink bikini. Upon seeing you, she momentarily stops plastering make-up all over _ContestGirl's face.<br>
<br>
"You must be the third participant," Carol says sharply. "No time to chat. We're running to a tight schedule. There is make-up to do, shoes to pick, costumes to decide on."<Br>
<br>
She nods towards Michelle. "Why don't you two look at the swimsuit options whilst I finish off this ladies make-up."<Br>
<Br>
<<Checkrelationship "Michelle">>
<<if _relationship is 0>>
Michelle glares at the suggestion, barely making contact with you. She walks over to the bench and riffles through the swimsuit costumes scattered across it.<br>
<<else>>
Michelle smiles at you and dashes over to drag you towards the bench, currently covered in a range of swimsuit costumes. "Isn't this a dream, Em? Tell me, do you want to go coy or skimpy?"<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Talk to Michelle" "CountryClubSwimmingPoolBikiniContest">><<WearOutfitNPC "Heather" "SwimsuitPink">><<set $CountryClubSwimmingPoolBikiniContest to "TalkMichelle1">><</link>>
<<case "TalkMichelle1">>
<<Checkrelationship "Michelle">>
<<if _relationship is 0>>
<<CheckNPCCorruption "Michelle">>
<<if _CheckNPCCorruption is "High">>
Michelle has already made a decision before you can move over to the bench. She holds up a skimpy red bikini to her body, running her fingernails over the skant material. "This will win over the audience, don't you think, Emily?" she tells you with malice.<br>
<Br>
Looking down to the bench, you see the remaining options. A pink floral bikini that is more cute than skimpy. And a blue one-piece that looks like it was borrowed from the swimming team.<br>
<br>
Still fussing over _ContestGirl's make-up, Carol glances at her. "Good choice. You're right to leave out the one-piece. It doesn’t flatter your figure, dear. The red one looks more like it will appeal to the crowd."<br>
<Br>
Michelle grins darkly at you and takes a step backward, as if keeping her choice from your reach. "Sorry Em," she murmurs. "But why not try the one-piece? It will hide those extra pounds you've gained."<Br>
<Br>
She turns her back to you and begins to strip down, pulling on the bikini.<Br>
<br>
<<if $PlayerCharacter.female is false>>
For a moment you feel uncomfortable being here as Michelle gets naked. But Carol's fingers snap you back to reality. You have no time to grow anxious of this situation.<br>
<<else>>
For a moment you feel strange being here as Michelle gets naked. This is normal though, right? For other women to undress in front of you. Then, Carol's fingers snap you back to reality. You have no time to dwell on this situation.<br>
<</if>>
<Br>
Looking down at the selection left, you heed Carol's comments. The pink floral bikini certainly is closer to what she advises, but do you really want to be in front of a male crowd in a bikini, or one that covers up?<br>
<Br>
<<ActionsHeader>>
<<link "Choose the pink bikini" "CountryClubSwimmingPoolBikiniContest">><<Feminity 1>><<WearOutfitNPC "Michelle" "SwimsuitRed">><<WearOutfit "SwimsuitPink">><<set $CountryClubSwimmingPoolBikiniContest to "TalkMichelle1WearPink">><</link>><br>
<<link "Choose the one-piece" "CountryClubSwimmingPoolBikiniContest">><<Assertive 1>><<WearOutfitNPC "Michelle" "SwimsuitRed">><<WearOutfit "SwimsuitBlue">><<set $CountryClubSwimmingPoolBikiniContest to "TalkMichelle1WearBlue">><</link>>
<<else>>
Michelle has already made a decision before you can move over to the bench. She holds up a cute pink bikini to her body, running her fingernails over the soft material. She looks up at you with a glare.<br>
<Br>
Looking down to the bench, you see the remaining options. A red bikini that will barely cover anything. And a blue one-piece that looks like it was borrowed from the swimming team.<br>
<br>
Still fussing over _ContestGirl's make-up, Carol glances at her. "Good choice. You're right to leave out the one-piece. It doesn’t flatter your figure, dear. The pink one looks more like it will appeal to the crowd."<br>
<Br>
Michelle gives you a dark look and takes a step backward, as if keeping her choice from your reach. "Sorry Em," she murmurs. "Though scarlet red seems like it would suit you."<Br>
<Br>
She turns her back to you and begins to strip down, pulling on the bikini.<Br>
<br>
<<if $PlayerCharacter.female is false>>
For a moment you feel uncomfortable being here as Michelle gets naked. But Carol's fingers snap you back to reality. You have no time to grow anxious of this situation.<br>
<<else>>
For a moment you feel strange being here as Michelle gets naked. This is normal though, right? For other women to undress in front of you. Then, Carol's fingers snap you back to reality. You have no time to dwell on this situation.<br>
<</if>>
<Br>
Looking down at the selection left, you heed Carol's comments. The red bikini certainly is closer to what she advises, but do you really want to be in front of a male crowd in a skimpy bikini, or one that covers up?<br>
<Br>
<<ActionsHeader>>
<<link "Choose the red bikini" "CountryClubSwimmingPoolBikiniContest">><<Orientation 1>><<WearOutfitNPC "Michelle" "SwimsuitPink">><<WearOutfit "SwimsuitRed">><<set $CountryClubSwimmingPoolBikiniContest to "TalkMichelle1WearRed">><</link>><br>
<<link "Choose the one-piece" "CountryClubSwimmingPoolBikiniContest">><<Assertive 1>><<WearOutfitNPC "Michelle" "SwimsuitPink">><<WearOutfit "SwimsuitBlue">><<set $CountryClubSwimmingPoolBikiniContest to "TalkMichelle1WearBlue">><</link>>
<</if>>
<<else>>
Michelle reaches down and holds up a bikini in each arm. One is cute and pink, floral and girlish. The other is deep red, barely more than string. She looks between the two. "What do you think, Em? Do I go demure, or scandalous?"<br>
<Br>
Looking down to the bench, you see she's left a blue one-piece that looks like it was borrowed from the swimming team. The options are limited.<br>
<Br>
Still fussing over _ContestGirl's make-up, Carol glances at her. "You're right to leave out the one-piece. It doesn’t flatter your figure, dear."<br>
<Br>
Michelle looks to you raising an eyebrow. "Which one do you think? I know this is competitive, but really it's a bit of fun, isn't it Em?"<br>
<Br>
<<ActionsHeader>>
<<link "Tell her the pink one is best" "CountryClubSwimmingPoolBikiniContest">><<WearOutfitNPC "Michelle" "SwimsuitPink">><<set $CountryClubSwimmingPoolBikiniContest to "TalkMichelle1TellHerPink">><</link>><br>
<<link "Tell her the red one is best" "CountryClubSwimmingPoolBikiniContest">><<WearOutfitNPC "Michelle" "SwimsuitRed">><<set $CountryClubSwimmingPoolBikiniContest to "TalkMichelle1TellHerRed">><</link>><br>
<<StatCheckAssertive "gt" 51>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to persuade her to wear the one-piece">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "CountryClubSwimmingPoolBikiniContest">><<WearOutfitNPC "Michelle" "SwimsuitBlue">><<set $CountryClubSwimmingPoolBikiniContest to "TalkMichelle1AssertivePass">><</link>><br>
<<else>><<link _StatAssertiveProbability "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "TalkMichelle1AssertiveFail">><<Assertive 1>><</link>><br><</if>>
<</if>>
<<case "TalkMichelle1AssertivePass">>
"Why don't you try the one-piece?" you tell her.<br>
<br>
Michelle's eyebrows arch up. She looks down at the swimsuit on the bench with disdain. "Why ever would you think that, Em?"<br>
<br>
You lean in close to her, glancing back at Carol to make sure she can't hear. "The crowd out there isn't like us, Michelle. They might cheer at a girl in a bikini, but the swim suit shows you're committed to their rules."<Br>
<br>
Michelle looks from you to the swimsuit with her lip slightly twitching. "But Mrs. Kaplar said..."<Br>
<Br>
"Mrs. Kaplar doesn't know everything," you murmur. "If you want to win, you've got to show them you're confident. What's more confident than someone on a swimming team?"<Br>
<br>
Michelle glances back down again before a smile forms. "I should play the part of a star swimmer? What an idea!"<Br>
<br>
She casts the bikinis down on the bench and picks up the swimsuit, holding it against her body. Still fussing over _ContestGirl's make-up, Carol glances at her and rolls her eyes, but says nothing.<br>
<br>
She turns her back to you and begins to strip down, pulling on the one-piece.<Br>
<br>
<<if $PlayerCharacter.female is false>>
For a moment you feel uncomfortable being here as Michelle gets naked. But Carol's fingers snap you back to reality. You have no time to grow anxious of this situation.<br>
<<else>>
For a moment you feel strange being here as Michelle gets naked. This is normal though, right? For other women to undress in front of you. Then, Carol's fingers snap you back to reality. You have no time to dwell on this situation.<br>
<</if>>
<Br>
Looking down at the selection left, you heed Carol's comments. Both are skimpy, but you've trapped yourself in this choice by design, haven't you?<Br>
<br>
<i>Do you really want to be in front of a male crowd in a skimpy bikini?</i><br>
<Br>
<<ActionsHeader>>
<<link "Choose the red bikini" "CountryClubSwimmingPoolBikiniContest">><<Orientation 1>><<WearOutfitNPC "Michelle" "SwimsuitBlue">><<WearOutfit "SwimsuitRed">><<set $CountryClubSwimmingPoolBikiniContest to "TalkMichelle1WearRed">><</link>><br>
<<link "Choose the pink bikini" "CountryClubSwimmingPoolBikiniContest">><<Feminity 1>><<WearOutfitNPC "Michelle" "SwimsuitBlue">><<WearOutfit "SwimsuitPink">><<set $CountryClubSwimmingPoolBikiniContest to "TalkMichelle1WearPink">><</link>>
<<case "TalkMichelle1AssertiveFail">>
"Why don't you try the one-piece?" you tell her.<br>
<br>
Michelle's eyebrows arch up. She looks down at the swimsuit on the bench with disdain. "Why ever would you think that, Em?"<br>
<br>
You lean in close to her, glancing back at Carol to make sure she can't hear. "The crowd out there isn't like us, Michelle. They might cheer at a girl in a bikini, but the swim suit shows you're committed to their rules."<Br>
<br>
Michelle looks from you to the swimsuit with her lip slightly twitching. "But Mrs. Kaplar said..."<Br>
<Br>
You wince as you look over at Carol, catching her eye watching. The pause is enough to break any hold you had over Michelle.<br>
<Br>
<<CheckNPCCorruption "Michelle">>
<<if _CheckNPCCorruption is "High">>
"I think I'm going to go for the red one," Michelle tells you. "It's so daring, isn't it? I can't wait to see it on."<br>
<Br>
She turns her back to you and begins to strip down, pulling on the bikini.<Br>
<br>
<<if $PlayerCharacter.female is false>>
For a moment you feel uncomfortable being here as Michelle gets naked. But Carol's fingers snap you back to reality. You have no time to grow anxious of this situation.<br>
<<else>>
For a moment you feel strange being here as Michelle gets naked. This is normal though, right? For other women to undress in front of you. Then, Carol's fingers snap you back to reality. You have no time to dwell on this situation.<br>
<</if>>
<Br>
Looking down at the selection left, you heed Carol's comments. The pink bikini certainly is closer to what she advises, but do you really want to be in front of a male crowd in a skimpy bikini, or one that covers up?<br>
<Br>
<<ActionsHeader>>
<<link "Choose the pink bikini" "CountryClubSwimmingPoolBikiniContest">><<Feminity 1>><<WearOutfitNPC "Michelle" "SwimsuitRed">><<WearOutfit "SwimsuitPink">><<set $CountryClubSwimmingPoolBikiniContest to "TalkMichelle1WearPink">><</link>><br>
<<link "Choose the one-piece" "CountryClubSwimmingPoolBikiniContest">><<Assertive 1>><<WearOutfitNPC "Michelle" "SwimsuitRed">><<WearOutfit "SwimsuitBlue">><<set $CountryClubSwimmingPoolBikiniContest to "TalkMichelle1WearBlue">><</link>>
<<else>>
"I think I'm going to go for the pink one," Michelle tells you. "It's so cute, isn't it? I can't wait to see it on."<br>
<Br>
She turns her back to you and begins to strip down, pulling on the bikini.<Br>
<br>
<<if $PlayerCharacter.female is false>>
For a moment you feel uncomfortable being here as Michelle gets naked. But Carol's fingers snap you back to reality. You have no time to grow anxious of this situation.<br>
<<else>>
For a moment you feel strange being here as Michelle gets naked. This is normal though, right? For other women to undress in front of you. Then, Carol's fingers snap you back to reality. You have no time to dwell on this situation.<br>
<</if>>
<Br>
Looking down at the selection left, you heed Carol's comments. The pink bikini certainly is closer to what she advises, but do you really want to be in front of a male crowd in a skimpy bikini, or one that covers up?<br>
<Br>
<<ActionsHeader>>
<<link "Choose the red bikini" "CountryClubSwimmingPoolBikiniContest">><<Orientation 1>><<WearOutfitNPC "Michelle" "SwimsuitPink">><<WearOutfit "SwimsuitRed">><<set $CountryClubSwimmingPoolBikiniContest to "TalkMichelle1WearRed">><</link>><br>
<<link "Choose the one-piece" "CountryClubSwimmingPoolBikiniContest">><<Assertive 1>><<WearOutfitNPC "Michelle" "SwimsuitPink">><<WearOutfit "SwimsuitBlue">><<set $CountryClubSwimmingPoolBikiniContest to "TalkMichelle1WearBlue">><</link>>
<</if>>
<<case "TalkMichelle1TellHerRed">>
"You should go with the red one," you tell her. She looks to it and grins. "It's so daring, isn't it? I can't wait to see it on."<br>
<Br>
She turns her back to you and begins to strip down, pulling on the bikini.<Br>
<br>
<<if $PlayerCharacter.female is false>>
For a moment you feel uncomfortable being here as Michelle gets naked. But Carol's fingers snap you back to reality. You have no time to grow anxious of this situation.<br>
<<else>>
For a moment you feel strange being here as Michelle gets naked. This is normal though, right? For other women to undress in front of you. Then, Carol's fingers snap you back to reality. You have no time to dwell on this situation.<br>
<</if>>
<Br>
Looking down at the selection left, you heed Carol's comments. The pink bikini certainly is closer to what she advises, but do you really want to be in front of a male crowd in a skimpy bikini, or one that covers up?<br>
<Br>
<<ActionsHeader>>
<<link "Choose the pink bikini" "CountryClubSwimmingPoolBikiniContest">><<Feminity 1>><<WearOutfitNPC "Michelle" "SwimsuitRed">><<WearOutfit "SwimsuitPink">><<set $CountryClubSwimmingPoolBikiniContest to "TalkMichelle1WearPink">><</link>><br>
<<link "Choose the one-piece" "CountryClubSwimmingPoolBikiniContest">><<Assertive 1>><<WearOutfitNPC "Michelle" "SwimsuitRed">><<WearOutfit "SwimsuitBlue">><<set $CountryClubSwimmingPoolBikiniContest to "TalkMichelle1WearBlue">><</link>>
<<case "TalkMichelle1TellHerPink">>
"You should go with the pink one," you tell her. She looks to it and smiles. "It's so cute, isn't it? I can't wait to see it on."<br>
<Br>
She turns her back to you and begins to strip down, pulling on the bikini.<br>
<br>
<<if $PlayerCharacter.female is false>>
For a moment you feel uncomfortable being here as Michelle gets naked. But Carol's fingers snap you back to reality. You have no time to grow anxious of this situation.<br>
<<else>>
For a moment you feel strange being here as Michelle gets naked. This is normal though, right? For other women to undress in front of you. Then, Carol's fingers snap you back to reality. You have no time to dwell on this situation.<br>
<</if>>
<Br>
Looking down at the selection left, you heed Carol's comments. The red bikini certainly is closer to what she advises, but do you really want to be in front of a male crowd in a skimpy bikini, or one that covers up?<br>
<Br>
<<ActionsHeader>>
<<link "Choose the red bikini" "CountryClubSwimmingPoolBikiniContest">><<Orientation 1>><<WearOutfitNPC "Michelle" "SwimsuitPink">><<WearOutfit "SwimsuitRed">><<set $CountryClubSwimmingPoolBikiniContest to "TalkMichelle1WearRed">><</link>><br>
<<link "Choose the one-piece" "CountryClubSwimmingPoolBikiniContest">><<Assertive 1>><<WearOutfitNPC "Michelle" "SwimsuitPink">><<WearOutfit "SwimsuitBlue">><<set $CountryClubSwimmingPoolBikiniContest to "TalkMichelle1WearBlue">><</link>>
<<case "TalkMichelle1WearRed">>
You reach down and pick up the red bikini. If you have to do this, you might as well appeal to the crowd. Regardless of it being full of men. And older country club men, too.<br>
<Br>
<I>Is that shiver on your spine fear, or anticipation?</i><Br>
<br>
<<if $PlayerCharacter.female is false>>
You begin to pull off your clothes, trying to avoid eye contact. Fortunately _ContestGirl is locked forward as she's made-up and Michelle has her back to you. But Carol glances up, watching you change with impatience. You feel like an imposter. Which in most cases of the definition, you are.<br>
<Br>
Pulling at the red bikini, you at least understand how to put the bottoms on. You pull them up, feeling the line of fabric push between your buttocks. The cool air lets you know that they are still fully exposed. The string between them feels tight and ever-present.<bR>
<Br>
The bikini top is another matter. You decide to put the string around your neck, then reach behind and attempt to tie it in a bow. It takes a few minutes before you finally manage it, arms aching already from that effort. It’s not as snug as you’d like and you briefly wonder how secure it will be.<br>
<Br>
Looking down, you pull at your top to try and cover more of your breasts. It’s in vain. They are spilling out from the plunge top, the edge of the fabric already dangerously close to riding down to expose your nipples.<Br>
<<else>>
You begin to pull off your clothes, for some reason trying to avoid eye contact. It feels strange, getting undressed in a room full of girls. But you have memories of doing this. You can't quite understand where the fear comes from.<br>
<Br>
Pulling at the red bikini, you drop the bottoms on the floor and step into them as if you’ve done this a thousand times before. Because you have. Haven’t you?<br>
<Br>
You pull them up, feeling the line of fabric push between your buttocks. The cool air lets you know that they are still fully exposed. The string between them feels tight and ever-present.<br>
<Br>
Picking up the bikini, you pull it over your head and adjust the cups, before reaching back and expertly tying it up in a knot. It feels snug against your body.<br>
<Br>
Looking down, however, you pull at your top to try and cover more of your breasts. It’s in vain. They are spilling out from the plunge top, the edge of the fabric already dangerously close to riding down to expose your nipples.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link `"Wait for Stacey’s mother to finish " + _ContestGirl + "’s make-up"` "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "Wait2">><</link>>
<<case "TalkMichelle1WearPink">>
You reach down and pick up the pink bikini. If you have to do this, you might as well appeal to the crowd. Regardless of it being full of men. And older country club men, too.<br>
<Br>
<I>Is that shiver on your spine fear, or anticipation?</i><Br>
<br>
<<if $PlayerCharacter.female is false>>
You begin to pull off your clothes, trying to avoid eye contact. Fortunately _ContestGirl is locked forward as she's made-up and Michelle has her back to you. But Carol glances up, watching you change with impatience. You feel like an imposter. Which in most cases of the definition, you are.<br>
<Br>
Pulling at the pink bikini, you at least understand how to put the bottoms on. You pull them up, feeling the narrow fabric at the back brush against your cheeks. The cool air lets you know that they are still partially exposed, but at least it’s covering some of your rear.<bR>
<Br>
The bikini top is another matter. You decide to put the string around your neck, then adjust the cups to cover your breasts, before reaching behind and attempt to tie it in a bow.<br>
<br>
It takes a few minutes before you finally manage it, arms aching already from that effort. It’s not as snug as you’d like and you briefly wonder how secure it will be if you swim. Looking down, you can’t help but wince as you see your breasts exposed, their curves visible to anyone looking at you.<bR>
<<else>>
Taking out the pink bikini, you drop the bottoms on the floor and step into them as if you’ve done this a thousand times before. Because you have. Haven’t you? <Br>
<Br>
You pull them up, feeling the narrow fabric at the back brush against your cheeks. The cool air lets you know that they are still partially exposed, but at least it’s covering some of your rear.<bR>
<Br>
Picking up the bikini, you pull it over your head and adjust the cups, before reaching back and expertly tying it up in a knot. It feels snug against your body.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link `"Wait for Stacey’s mother to finish " + _ContestGirl + "’s make-up"` "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "Wait2">><</link>>
<<case "TalkMichelle1WearBlue">>
You reach down and pick up the one-piece. If you have to do this, you might as well be covered up in front of the crowd. Especially because it's full of men. And older country club men, too.<br>
<br>
<<if $PlayerCharacter.female is false>>
Picking at the swimsuit, you look at it with bafflement on how to pull it on. Eventually you decide to step into it. Putting it on the floor, you put your feet through the leg holes and pull it up to your waist. You pull at it awkwardly, noting how high the cut is and how much it exposes your thigh.<Br>
<Br>
Then you pull it up over your chest, putting your arms one-by-one through the straps. Immediately you feel the fabric cling around your body. You have to pull at the material to feel comfortable and even then, you wince as you look down to see the tops of your breasts pushing up out of the fabric. <Br>
<<else>>
Picking at the swimsuit, you put it on the floor and step into it as if you’ve done this a thousand times before. Because you have. Haven’t you? <br>
<Br>
Pulling it up over your chest, you feel the familiar restriction of the fabric clinging around your body. You have to pull at the material to feel comfortable and even then, you wince as you look down to see the tops of your breasts pushing up out of the fabric. <Br>
<</if>>
<br>
<<ActionsHeader>>
<<link `"Wait for Stacey’s mother to finish " + _ContestGirl + "’s make-up"` "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "Wait2">><</link>>
<<case "Wait2">>
You and Michelle stand silently waiting for Carol to put the finishing touches to _ContestGirl's make-up. When she finally steps back, there's a look of satisfaction on her face. _ContestGirl stands and turns, her face freshly painted. Covered in a light sprinkling of perfect make-up. No more than a muted shade of lipstick and some foundation, it nevertheless brings out _ContestGirl's features.<Br>
<Br>
"Don't you look pretty?" Carol says with a smile to _ContestGirl. The make-up just about hides _ContestGirl's blush.<br>
<br>
Turning to Michelle, Carol taps the back of the makeshift make-up seat. "Your turn, young lady. I'll do your friend after you. Hop up and tell me what style you'd like."<br>
<Br>
_ContestGirl stands awkwardly to the side. When Carol looks at her, she gives her a reassuring smile. "Why don't you look at the shoe range? It's the finishing touch to your outfit."<br>
<Br>
She gestures to a range of shoes nearby the door. _ContestGirl takes a gulp, then steps over to look at them more closely.<Br>
<Br>
It seems you have the opportunity to talk to either _ContestGirl or Michelle about their choices whilst you're waiting.<Br>
<Br>
<<ActionsHeader>>
<<link "Talk to Michelle about make-up" "CountryClubSwimmingPoolBikiniContest">><<MakeUpNPC "Heather" "Light">><<set $CountryClubSwimmingPoolBikiniContest to "Wait2TalkMichelle">><</link>><br>
<<link `"Talk to " + _ContestGirl + " about shoes"` "CountryClubSwimmingPoolBikiniContest">><<MakeUpNPC "Heather" "Light">><<set $CountryClubSwimmingPoolBikiniContest to "Wait2TalkHeather">><</link>><br>
<<case "Wait2TalkMichelle">>
<<Checkrelationship "Michelle">>
<<if _relationship is 0>>
<<CheckNPCCorruption "Michelle">>
<<if _CheckNPCCorruption is "High">>
Taking a step towards the sink, you stand at one side of Michelle. Carol stands on the other, looking at Michelle in the mirror. "Now my dear, how would you like it?"<br>
<br>
"I think", Michelle says with a coy grin. "That I want something bold."<br>
<br>
One of Carol's eyebrows raises. "How bold?"<Br>
<Br>
Michelle's grin widens. "Something that will make me stand-out."<Br>
<br>
"Like a 50s pin-up?" Carol asks. "That will certainly appeal to the crowd. You'll then look like a proper Charlton girl."<Br>
<br>
Michelle's eyes look back to you in the mirror, glaring. "What do you want?"<br>
<br>
"I think she wants to offer her opinion," Carol suggests.<bR>
<br>
"I don't want her opinion," Michelle replies.<Br>
<br>
Carol gives you a sympathetic look, but her attention is taken away when she sees _ContestGirl pulling on a pair of stiletto heels. "Do be careful on poolside in those," she cries back shrilly. "Ethan will have to spend a month on his knees if the tiles suffer another chip."<br>
<br>
_ContestGirl sits on the bench as she fastens them, hanging her neck to avoid catching anyone's eye. You glance back to the shoes, noting the only ones left are those with a small heel.<Br>
<br>
"Go on," Carol says, turning back to you. "Try them on. They're the right choice, dear. Those stiletto heels look a bit trashy."<br>
<br>
As you pick up the shoes and put them on, _ContestGirl’s face falters.<Br>
<Br>
<<ActionsHeader>>
<<link "Wait to get your make-up done" "CountryClubSwimmingPoolBikiniContest">><<MakeUpNPC "Michelle" "Bold">><<ShoesNPC "Heather" "High">><<ShoesPC "Low">><<set $CountryClubSwimmingPoolBikiniContest to "MakeUp3">><</link>>
<<else>>
Taking a step towards the sink, you stand at one side of Michelle. Carol stands on the other, looking at Michelle in the mirror. "Now my dear, how would you like it?"<br>
<br>
"I think", Michelle says nervously. "That I want a touch-up. Like _ContestGirl."<br>
<br>
One of Carol's eyebrows raises. "Are you sure? That's not gone down well in the past. I tried to tell _ContestGirl, but she wouldn't listen."<Br>
<Br>
Michelle offers her a slight frown. "Oh really? What would you suggest?"<Br>
<br>
"Perhaps like a 50s pin-up?" Carol asks. "That will certainly appeal to the crowd. You'll then look like a proper Charlton girl."<Br>
<br>
Michelle's eyes look back to you in the mirror, glaring. "What do you want?"<br>
<br>
"I think she wants to offer her opinion," Carol suggests.<bR>
<br>
"I don't want her opinion," Michelle replies.<Br>
<br>
Carol gives you a sympathetic look, but her attention is taken away when she sees _ContestGirl pulling on a pair of stiletto heels. "Do be careful on poolside in those," she cries back shrilly. "Ethan will have to spend a month on his knees if the tiles suffer another chip."<br>
<br>
_ContestGirl sits on the bench as she fastens them, hanging her neck to avoid catching anyone's eye. You glance back to the shoes, noting the only ones left are those with a small heel.<Br>
<br>
"Go on," Carol says, turning back to you. "Try them on. They're the right choice, dear. Those stiletto heels look a bit trashy."<br>
<br>
As you pick up the shoes and put them on, _ContestGirl’s face falters.<Br>
<Br>
<<ActionsHeader>>
<<link "Wait to get your make-up done" "CountryClubSwimmingPoolBikiniContest">><<MakeUpNPC "Michelle" "Light">><<ShoesNPC "Heather" "High">><<ShoesPC "Low">><<set $CountryClubSwimmingPoolBikiniContest to "MakeUp3">><</link>>
<</if>>
<<else>>
<<CheckNPCCorruption "Michelle">>
<<if _CheckNPCCorruption is "High">>
Taking a step towards the sink, you stand at one side of Michelle. Carol stands on the other, looking at Michelle in the mirror. "Now my dear, how would you like it?"<br>
<br>
"I think", Michelle says with a coy grin. "That I want something bold."<br>
<br>
One of Carol's eyebrows raises. "How bold?"<Br>
<Br>
Michelle's grin widens. "Something that will make me stand-out."<Br>
<br>
"Like a 50s pin-up?" Carol asks. "That will certainly appeal to the crowd. You'll then look like a proper Charlton girl."<Br>
<br>
Michelle's eyes look back to you in the mirror. "What do you think, Em?" she says, nervously.<br>
<br>
<<ActionsHeader>>
<<link "Agree with Carol" "CountryClubSwimmingPoolBikiniContest">><<MakeUpNPC "Michelle" "Bold">><<set $CountryClubSwimmingPoolBikiniContest to "Wait2MichelleBold">><</link>><br>
<<link "Tell her to have a light-touch like Heather" "CountryClubSwimmingPoolBikiniContest">><<MakeUpNPC "Michelle" "Light">><<set $CountryClubSwimmingPoolBikiniContest to "Wait2MichelleLight">><</link>><br>
<<StatCheckGreedy "lt" 45>>
<<set _StatGreedyProbability to _StatGreedyProbability + " Try to persuade her she doesn’t need make-up">>
<<if _StatCheckGreedy is true>><<link _StatGreedyProbability "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "Wait2GreedyPass">><<MakeUpNPC "Michelle" "None">><</link>><br>
<<else>><<link _StatGreedyProbability "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "Wait2GreedyFail">><<Greedy -1>><</link>><br><</if>>
<<else>>
Taking a step towards the sink, you stand at one side of Michelle. Carol stands on the other, looking at Michelle in the mirror. "Now my dear, how would you like it?"<br>
<br>
"I think", Michelle says nervously. "That I want a touch-up. Like _ContestGirl."<br>
<br>
One of Carol's eyebrows raises. "Are you sure? That's not gone down well in the past. I tried to tell _ContestGirl, but she wouldn't listen."<Br>
<Br>
Michelle offers her a slight frown. "Oh really? What would you suggest?"<Br>
<br>
"Perhaps like a 50s pin-up?" Carol asks. "That will certainly appeal to the crowd. You'll then look like a proper Charlton girl."<Br>
<br>
Michelle's eyes look back to you in the mirror. "What do you think, Em?" she says, nervously.<br>
<br>
<<ActionsHeader>>
<<link "Agree with Carol" "CountryClubSwimmingPoolBikiniContest">><<MakeUpNPC "Michelle" "Bold">><<set $CountryClubSwimmingPoolBikiniContest to "Wait2MichelleBold">><</link>><br>
<<link "Tell her to have a light-touch like Heather" "CountryClubSwimmingPoolBikiniContest">><<MakeUpNPC "Michelle" "Light">><<set $CountryClubSwimmingPoolBikiniContest to "Wait2MichelleLight">><</link>><br>
<<StatCheckGreedy "lt" 45>>
<<set _StatGreedyProbability to _StatGreedyProbability + " Try to persuade her she doesn’t need make-up">>
<<if _StatCheckGreedy is true>><<link _StatGreedyProbability "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "Wait2GreedyPass">><<MakeUpNPC "Michelle" "None">><</link>><br>
<<else>><<link _StatGreedyProbability "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "Wait2GreedyFail">><<Greedy -1>><</link>><br><</if>>
<</if>>
<</if>>
<<case "Wait2MichelleBold">>
"You may as well go all-out, Michelle, if you want to win", you offer.<br>
<br>
"Excellent advice, young lady," Carol beams at you. She begins to apply thick layers of cosmetics to Michelle's face. In only a few minutes, bold reds and smokey eye shadow are plastered over her.<br>
<br>
As she works, Carol turns to you. "Whilst you wait for your turn, why don't you choose some shoes -"<br>
<Br>
She cuts her sentence midway through as her attention is taken away when she sees _ContestGirl pulling on a pair of stiletto heels. "Do be careful on poolside in those," she cries back shrilly. "Ethan will have to spend a month on his knees if the tiles suffer another chip."<br>
<br>
_ContestGirl sits on the bench as she fastens them, hanging her neck to avoid catching anyone's eye. You glance back to the shoes, noting the only ones left are those with a small heel.<Br>
<br>
"Go on," Carol says, turning back to you. "Try them on. They're the right choice, dear. Those stiletto heels look a bit trashy."<br>
<br>
As you pick up the shoes and put them on, _ContestGirl’s face falters.<Br>
<Br>
<<ActionsHeader>>
<<link "Wait to get your make-up done" "CountryClubSwimmingPoolBikiniContest">><<MakeUpNPC "Michelle" "Bold">><<ShoesNPC "Heather" "High">><<ShoesPC "Low">><<set $CountryClubSwimmingPoolBikiniContest to "MakeUp3">><</link>>
<<case "Wait2MichelleLight">>
"Just get a light touch-up, Michelle," you tell her. "You don't need much make-up."<br>
<br>
Michelle beams back at you, but Carol shakes her head. "A young lady should never leave the house without her face on, young lady," Carol chastises you. "But very well. A sprinkling it is."<Br>
<Br>
She begins to apply a light touch to Michelle's face. In only a few minutes, her features are highlighted and her green eyes shine out.<Br>
<br>
As she works, Carol turns to you. "Whilst you wait for your turn, why don't you choose some shoes -"<br>
<Br>
She cuts her sentence midway through as her attention is taken away when she sees _ContestGirl pulling on a pair of stiletto heels. "Do be careful on poolside in those," she cries back shrilly. "Ethan will have to spend a month on his knees if the tiles suffer another chip."<br>
<br>
_ContestGirl sits on the bench as she fastens them, hanging her neck to avoid catching anyone's eye. You glance back to the shoes, noting the only ones left are those with a small heel.<Br>
<br>
"Go on," Carol says, turning back to you. "Try them on. They're the right choice, dear. Those stiletto heels look a bit trashy."<br>
<br>
As you pick up the shoes and put them on, _ContestGirl’s face falters.<Br>
<Br>
<<ActionsHeader>>
<<link "Wait to get your make-up done" "CountryClubSwimmingPoolBikiniContest">><<MakeUpNPC "Michelle" "Light">><<ShoesNPC "Heather" "High">><<ShoesPC "Low">><<set $CountryClubSwimmingPoolBikiniContest to "MakeUp3">><</link>>
<<case "Wait2GreedyPass">>
"I don't think you even need make-up, Michelle", you tell her. "Your features shine through on their own."<Br>
<Br>
Michelle's face melts upon hearing the compliment, but Carol tuts in derision. "A young lady should never leave the house without her face on, young lady," Carol chastises you. "A sprinkling I could reluctantly accept. But no make-up at all? That simply won't do."<Br>
<Br>
You look at Michelle in the mirror, who tears her eyes between you and Carol. "Do you really think I don't need it, Em?"<Br>
<Br>
"I don't think so," you say. "Your hair and eyes shine out more than any make-up would."<Br>
<Br>
<<OrientationCheck>>
<<if _currentOrientation lt 40>>
You find your gaze staring into those green sparkling eyes of her, taking in her fiery red hair. You can't help but acknowledge she's beautiful.<br>
<<else>>
You find your gaze staring into those green sparkling eyes of her, taking in her fiery red hair. You've never been entranced by women before. Have you? These are just compliments, girl to girl.<br>
<</if>>
<Br>
"Such nonsense," Carol says sternly. "A little sprinkle of blusher would do her the world of good."<Br>
<Br>
"I think I'm okay," Michelle murmurs. Carol looks at her in the mirror, but Michelle doesn't falter.<Br>
<Br>
"Young women these days," Carol begins, but her attention is taken away when she sees _ContestGirl pulling on a pair of stiletto heels. "Do be careful on poolside in those," she cries back shrilly. "Ethan will have to spend a month on his knees if the tiles suffer another chip."<br>
<br>
_ContestGirl sits on the bench as she fastens them, hanging her neck to avoid catching anyone's eye. You glance back to the shoes, noting the only ones left are those with a small heel.<Br>
<br>
"Go on," Carol says, turning back to you. "Try them on. They're the right choice, dear. Those stiletto heels look a bit trashy."<br>
<br>
As you pick up the shoes and put them on, _ContestGirl’s face falters.<Br>
<Br>
<<ActionsHeader>>
<<link "Wait to get your make-up done" "CountryClubSwimmingPoolBikiniContest">><<ShoesNPC "Heather" "High">><<ShoesPC "Low">><<set $CountryClubSwimmingPoolBikiniContest to "MakeUp3">><</link>>
<<case "Wait2GreedyFail">>
"I don't think you even need make-up, Michelle", you tell her. "Your features shine through on their own."<Br>
<Br>
Michelle's face melts upon hearing the compliment, but Carol tuts in derision. "A young lady should never leave the house without her face on, young lady," Carol chastises you. "A sprinkling I could reluctantly accept. But no make-up at all? That simply won't do."<Br>
<Br>
You look at Michelle in the mirror, who tears her eyes between you and Carol. "Do you really think I don't need it, Em?"<Br>
<Br>
"I don't think so," you say. "You already look very pretty."<Br>
<Br>
"Of course she does!" Carol says with exasperation. "But a little sprinkle of blusher will cover those imperfections."<Br>
<Br>
<<CheckNPCCorruption "Michelle">>
<<if _CheckNPCCorruption is "High">>
"You're right," Michelle murmurs after a moment. You go to interject, but Carol holds her gaze in the mirror. After a moment, Michelle sighs. "You might as well go all out. Cover those pimples."<Br>
<Br>
"Excellent choice," Carol replies. She begins to apply thick layers of cosmetics to Michelle's face. In only a few minutes, bold reds and smokey eye shadow are plastered over her.<br>
<br>
As she works, Carol turns to you. "Whilst you wait for your turn, why don't you choose some shoes -"<br>
<Br>
She cuts her sentence midway through as her attention is taken away when she sees _ContestGirl pulling on a pair of stiletto heels. "Do be careful on poolside in those," she cries back shrilly. "Ethan will have to spend a month on his knees if the tiles suffer another chip."<br>
<br>
_ContestGirl sits on the bench as she fastens them, hanging her neck to avoid catching anyone's eye. You glance back to the shoes, noting the only ones left are those with a small heel.<Br>
<br>
"Go on," Carol says, turning back to you. "Try them on. They're the right choice, dear. Those stiletto heels look a bit trashy."<br>
<br>
As you pick up the shoes and put them on, _ContestGirl’s face falters.<Br>
<Br>
<<ActionsHeader>>
<<link "Wait to get your make-up done" "CountryClubSwimmingPoolBikiniContest">><<MakeUpNPC "Michelle" "Bold">><<ShoesNPC "Heather" "High">><<ShoesPC "Low">><<set $CountryClubSwimmingPoolBikiniContest to "MakeUp3">><</link>>
<<else>>
"You're right," Michelle murmurs after a moment. You go to interject, but Carol holds her gaze in the mirror. After a moment, Michelle sighs. "Just a sprinkle. To cover those pimples."<Br>
<Br>
"Good," Carol replies. She begins to apply a light touch to Michelle's face. In only a few minutes, her features are highlighted and her green eyes shine out.<Br>
<br>
As she works, Carol turns to you. "Whilst you wait for your turn, why don't you choose some shoes -"<br>
<Br>
She cuts her sentence midway through as her attention is taken away when she sees _ContestGirl pulling on a pair of stiletto heels. "Do be careful on poolside in those," she cries back shrilly. "Ethan will have to spend a month on his knees if the tiles suffer another chip."<br>
<br>
_ContestGirl sits on the bench as she fastens them, hanging her neck to avoid catching anyone's eye. You glance back to the shoes, noting the only ones left are those with a small heel.<Br>
<br>
"Go on," Carol says, turning back to you. "Try them on. They're the right choice, dear. Those stiletto heels look a bit trashy."<br>
<br>
As you pick up the shoes and put them on, _ContestGirl’s face falters.<Br>
<Br>
<<ActionsHeader>>
<<link "Wait to get your make-up done" "CountryClubSwimmingPoolBikiniContest">><<MakeUpNPC "Michelle" "Light">><<ShoesNPC "Heather" "High">><<ShoesPC "Low">><<set $CountryClubSwimmingPoolBikiniContest to "MakeUp3">><</link>>
<</if>>
<<case "Wait2TalkHeather">>
Taking a step towards _ContestGirl, you notice her eying the shoe selection. In amongst sandals, there's only two pairs close to yours and _ContestGirl's size that are suitable. One pair, a set of practical small heeled shoes. The other, a set of five-inch stiletto pumps.<Br>
<Br>
<<Checkrelationship _ContestGirl>>
<<if _relationship is 0>>
_ContestGirl glances at you as you approach. She looks away, not meeting your eye. Instead, she reaches down and picks up the pumps. From the sink, Carol glances back from Michelle. "Must you wear those, dear? They look a bit trashy."<br>
<Br>
Her face falters. She looks to you, holding the pumps in one hand, but eying the small heeled shoes on the floor.<Br>
<Br>
She moves past you silently and sits on the bench, pulling the stilettoes on. With every fasten she seems more and more defeated.<Br>
<Br>
"Do be careful on poolside in those," Carol barks back at her as she applies cosmetics to Michelle. "Ethan will have to spend a month on his knees if the tiles suffer another chip."<br>
<br>
You glance back to the shoes, noting the only ones left are those with a small heel.<Br>
<br>
"Go on," Carol says as she sees you looking. "Try them on. They're the right choice, dear."<br>
<br>
As you pick up the shoes and put them on, _ContestGirl’s face looks to them with something akin to envy.<Br>
<Br>
<<CheckNPCCorruption "Michelle">>
<<if _CheckNPCCorruption is "High">>
Once you've slipped on the shoes, you glance in the mirror over the sink. Michelle looks at her reflection, caked in make-up like a 50s pin-up girl.<Br>
<Br>
"Don't you look glamorous," Carol tells her. "You look like a proper Charlton girl."<Br>
<Br>
Michelle titters, turning her head from side to side, as if amazed at the transformation.<Br>
<Br>
<<ActionsHeader>>
<<link "Wait to get your make-up done" "CountryClubSwimmingPoolBikiniContest">><<MakeUpNPC "Michelle" "Bold">><<ShoesNPC "Heather" "High">><<ShoesPC "Low">><<set $CountryClubSwimmingPoolBikiniContest to "MakeUp3">><</link>>
<<else>>
Once you've slipped on the shoes, you glance in the mirror over the sink. Michelle looks at her reflection, a light touch of make-up bringing out the colour of her green eyes.<Br>
<Br>
"I'm not sure the crowd will be pleased," Carol tells her. "But you do look nice, dear."<Br>
<Br>
Michelle smiles politely, turning her head from side to side, as unsure if she's happy with the make-over.<Br>
<Br>
<<ActionsHeader>>
<<link "Wait to get your make-up done" "CountryClubSwimmingPoolBikiniContest">><<MakeUpNPC "Michelle" "Light">><<ShoesNPC "Heather" "High">><<ShoesPC "Low">><<set $CountryClubSwimmingPoolBikiniContest to "MakeUp3">><</link>>
<</if>>
<<else>>
_ContestGirl glances at you as you approach. She smiles weakly as she sees you catching her eying the stilettoes.<br>
<Br>
"They'll be hard to walk in," she whispers. "I don't really wear heels. But I really need the money."<br>
<Br>
She leans forward and picks up the pumps. From the sink, Carol glances back from Michelle. "Must you wear those, dear? They look a bit trashy."<br>
<Br>
_ContestGirl's face falters. She looks to you, holding the pumps in one hand, but eying the small heeled shoes on the floor.<Br>
<Br>
<<ActionsHeader>>
<<link "Encourage her to wear the heels" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "Wait2TalkHeatherHeels">><</link>><Br>
<<link "Recommend some smaller heeled shoes" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "Wait2TalkHeatherSmall">><</link>><Br>
<</if>>
<<case "Wait2TalkHeatherHeels">>
"You should try the taller ones," you tell her reassuringly. "It's not so hard."<Br>
<Br>
_ContestGirl nods and sits on the bench, pulling the stilettoes on. With every fasten she seems more and more defeated.<Br>
<Br>
"Do be careful on poolside in those," Carol barks back at her as she applies cosmetics to Michelle. "Ethan will have to spend a month on his knees if the tiles suffer another chip."<br>
<br>
You glance back to the shoes, noting the only ones left are those with a small heel.<Br>
<br>
"Go on," Carol says as she sees you looking. "Try them on. They're the right choice, dear."<br>
<br>
As you pick up the shoes and put them on, _ContestGirl’s face looks to them with something akin to envy.<Br>
<Br>
<<CheckNPCCorruption "Michelle">>
<<if _CheckNPCCorruption is "High">>
Once you've slipped on the shoes, you glance in the mirror over the sink. Michelle looks at her reflection, caked in make-up like a 50s pin-up girl.<Br>
<Br>
"Don't you look glamorous," Carol tells her. "You look like a proper Charlton girl."<Br>
<Br>
Michelle titters, turning her head from side to side, as if amazed at the transformation.<Br>
<Br>
<<ActionsHeader>>
<<link "Wait to get your make-up done" "CountryClubSwimmingPoolBikiniContest">><<MakeUpNPC "Michelle" "Bold">><<ShoesNPC "Heather" "High">><<ShoesPC "Low">><<set $CountryClubSwimmingPoolBikiniContest to "MakeUp3">><</link>>
<<else>>
Once you've slipped on the shoes, you glance in the mirror over the sink. Michelle looks at her reflection, a light touch of make-up bringing out the colour of her green eyes.<Br>
<Br>
"I'm not sure the crowd will be pleased," Carol tells her. "But you do look nice, dear."<Br>
<Br>
Michelle smiles politely, turning her head from side to side, as unsure if she's happy with the make-over.<Br>
<Br>
<<ActionsHeader>>
<<link "Wait to get your make-up done" "CountryClubSwimmingPoolBikiniContest">><<MakeUpNPC "Michelle" "Light">><<ShoesNPC "Heather" "High">><<ShoesPC "Low">><<set $CountryClubSwimmingPoolBikiniContest to "MakeUp3">><</link>>
<</if>>
<<case "Wait2TalkHeatherSmall">>
"You should try the smaller ones," you tell her reassuringly. "You don't want to slip out there."<Br>
<Br>
_ContestGirl nods and puts the stilettoes down. She picks up the small heels and slips them on, relaxing a little as she holds them in front of her.<Br>
<Br>
You glance back to the shoes, noting the only ones left are now the pumps.<Br>
<Br>
<<if $PlayerCharacter.female is false>>
Sighing, you pick them up and sit down on the bench. As you push your feet into them, your heel is forced up. You almost roll your ankle and you're just sitting down.<br>
<<else>>
Sighing, you pick them up and sit down on the bench. As you push your feet into them, your heel is forced up. Despite the heel, balancing on the stiletto feels natural to you. After all, why wouldn't it?<br>
<</if>>
<br>
"Do be careful on poolside in those," Carol barks back at you as she applies cosmetics to Michelle. "Ethan will have to spend a month on his knees if the tiles suffer another chip."<br>
<br>
_ContestGirl gives you a sympathetic look, but when Carol sees her own selection she beams. "Excellent choice, dear. The stilettoes look a bit trashy."<br>
<Br>
<<CheckNPCCorruption "Michelle">>
<<if _CheckNPCCorruption is "High">>
Once you've fastened the pumps, you glance in the mirror over the sink. Michelle looks at her reflection, caked in make-up like a 50s pin-up girl.<Br>
<Br>
"Don't you look glamorous," Carol tells her. "You look like a proper Charlton girl."<Br>
<Br>
Michelle titters, turning her head from side to side, as if amazed at the transformation.<Br>
<Br>
<<ActionsHeader>>
<<link "Wait to get your make-up done" "CountryClubSwimmingPoolBikiniContest">><<MakeUpNPC "Michelle" "Bold">><<ShoesNPC "Heather" "Low">><<ShoesPC "High">><<set $CountryClubSwimmingPoolBikiniContest to "MakeUp3">><</link>>
<<else>>
Once you've fastened the pumps, you glance in the mirror over the sink. Michelle looks at her reflection, a light touch of make-up bringing out the colour of her green eyes.<Br>
<Br>
"I'm not sure the crowd will be pleased," Carol tells her. "But you do look nice, dear."<Br>
<Br>
Michelle smiles politely, turning her head from side to side, as unsure if she's happy with the make-over.<Br>
<Br>
<<ActionsHeader>>
<<link "Wait to get your make-up done" "CountryClubSwimmingPoolBikiniContest">><<MakeUpNPC "Michelle" "Light">><<ShoesNPC "Heather" "Low">><<ShoesPC "High">><<set $CountryClubSwimmingPoolBikiniContest to "MakeUp3">><</link>>
<</if>>
<<case "MakeUp3">>
Michelle stands up from her chair and Carol ushers you over. "Come on, come on! We don't have all day."<Br>
<Br>
You take a seat in front of the mirror, surveying the range of cosmetics spread across the sink. Carol stands behind you, but looks back at you in the mirror. "Now then, young lady. What style would you like today?"<Br>
<Br>
Hesitating, you reflect on everything you've learned and heard so far. Carol takes your hesitancy for indecision. She already reaches for a thick foundation.<br>
<br>
"I can see it in your eyes, already," she says. "You're going for the pin-up look. We'll turn you into a fine Charlton Girl. The crowd will adore you."<br>
<bR>
You only have moments to decide before Carol gets to work.<Br>
<Br>
<<ActionsHeader>>
<<link "Go for the pin-up look" "CountryClubSwimmingPoolBikiniContest">><<Orientation 1>><<PCMakeUp "Bold">><<set $CountryClubSwimmingPoolBikiniContest to "MakeUp3Bold">><</link>><br>
<<link "Get a light touch" "CountryClubSwimmingPoolBikiniContest">><<Feminity 1>><<PCMakeUp "Light">><<set $CountryClubSwimmingPoolBikiniContest to "MakeUp3Light">><</link>><br>
<<link "Go without make-up" "CountryClubSwimmingPoolBikiniContest">><<Assertive 1>><<PCMakeUp "None">><<set $CountryClubSwimmingPoolBikiniContest to "MakeUp3None">><</link>><br>
<<case "MakeUp3Bold">>
"If you think that would help," you tell Carol.<Br>
<Br>
"Of course it will, dear. The menfolk will love it once I'm done with you."<Br>
<Br>
You watch as Carol goes to work, applying a cleanser before starting the process of working your face over with the variety of products. Your face is doused in foundation, blusher is applied generously, and you squint as Carol even attaches fake lashes to your brows.<br>
<br>
Then she takes out an eyeliner, smearing the product liberally. She does the same with bold red make-up. After a while you zone out, the sensation of someone painting your face becoming natural to you.<br>
<Br>
Instead, you dwell on why you chose this. You want to win the contest, for sure. But Carol's words echo in your brain. Do you really care if men in the audience adore you?<Br>
<Br>
<I>Or is that just a hope.</i><br>
<Br>
As you look up, you see Michelle in the mirror burrowing around nearby the doorway, grimacing at what's left in the shoe selection.<Br>
<Br>
"Try the lost property bin in the far locker, dear," she croons back to her." I'm sure there's a few pairs left over from when Stacey had a birthday, which were all very respectable. Or, if it's more to your tastes, the pair the Cunnings girl left behind."<Br>
<Br>
Michelle opens the locker and pulls out two pairs of shoes. One, a small heeled shoe that wouldn't look out of place at a wedding. The others certainly would. Six inch black stiletto pumps with chunky heels.<Br>
<br>
<<CheckNPCCorruption "Michelle">>
<<if _CheckNPCCorruption is "High">>
Michelle's eyes widen when she sees the pumps. "Oh my," she purrs.<br>
<Br>
"Really, dear," Carol says back to Michelle as she plucks your eyebrows. "Do you really need to wear such things?"<br>
<Br>
"Unequivocally, yes," Michelle purrs back, already sitting down and forcing them on her feet.<Br>
<Br>
Carol tuts and plucks a final eyebrow from your face. Looking down at you, she smiles with renewed happiness. "You look incredible. Take a look."<br>
<Br>
You stare at your reflection, barely recognising the reflection. Staring back is a Hollywood starlet. Large, pouty lips. Long and luscious lashes. Flawless skin and thick mascara.<br>
<Br>
"I think you brush up quite nicely," Carol comments, gesturing for you to stand.<br>
<br>
Glancing back in the mirror, still in shock, you force yourself to stand up. _ContestGirl is already standing nearby. Michelle finishes pulling on her shoes and does the same.<br>
<Br>
"Now," Carol says. "Let me get a good look at you all."<bR>
<Br>
<<ActionsHeader>>
<<link "Finish and wait for Carol's judgement" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "Judgement4">><<ShoesNPC "Michelle" "High">><</link>>
<<else>>
Michelle's eyes smile when she sees the small heeled shoes. "How lovely," she coos.<br>
<Br>
"Good choice," Carol says back to Michelle as she plucks your eyebrows. "I can't imagine anyone but that Cunnings' girl wearing such trashy shoes."<br>
<Br>
Michelle is already sitting down and putting them on her feet.<Br>
<Br>
Carol smiles and plucks a final eyebrow from your face. "You look incredible. Take a look."<br>
<Br>
You stare at your reflection, barely recognising the reflection. Staring back is a Hollywood starlet. Large, pouty lips. Long and luscious lashes. Flawless skin and thick mascara.<br>
<Br>
"I think you brush up quite nicely," Carol comments, gesturing for you to stand.<br>
<br>
Glancing back in the mirror, still in shock, you force yourself to stand up. _ContestGirl is already standing nearby. Michelle finishes pulling on her shoes and does the same.<br>
<Br>
"Now," Carol says. "Let me get a good look at you all."<bR>
<Br>
<<ActionsHeader>>
<<link "Finish and wait for Carol's judgement" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "Judgement4">><<ShoesNPC "Michelle" "Low">><</link>>
<</if>>
<<case "MakeUp3Light">>
"I think I'm just after a touch-up," you tell Carol.<Br>
<Br>
"Are you sure, dear?" Carol asks. "The menfolk will love it if you let me work."<Br>
<Br>
You shake your head. Carol lets out a sigh, but gets to work, applying a cleanser before starting the process of working your face over with the small selection of products. A little foundation and a bit of blusher already starts to change your reflection in the mirror.<br>
<br>
Then she takes out an eyeliner, applying the product gently. She does the same with a muted make-up. After a while you zone out, the sensation of someone touching your face becoming natural to you.<br>
<Br>
Instead, you dwell on why you chose this. You want to win the contest, for sure. But Carol's words echo in your brain. Do you care if men in the audience don't adore you?<Br>
<Br>
As you look up, you see Michelle in the mirror burrowing around nearby the doorway, grimacing at what's left in the shoe selection.<Br>
<Br>
"Try the lost property bin in the far locker, dear," she croons back to her." I'm sure there's a few pairs left over from when Stacey had a birthday, which were all very respectable. Or, if it's more to your tastes, the pair the Cunnings girl left behind."<Br>
<Br>
Michelle opens the locker and pulls out two pairs of shoes. One, a small heeled shoe that wouldn't look out of place at a wedding. The others certainly would. Six inch black stiletto pumps with chunky heels.<Br>
<br>
<<CheckNPCCorruption "Michelle">>
<<if _CheckNPCCorruption is "High">>
Michelle's eyes widen when she sees the pumps. "Oh my," she purrs.<br>
<Br>
"Really, dear," Carol says back to Michelle as she plucks your eyebrows. "Do you really need to wear such things?"<br>
<Br>
"Unequivocally, yes," Michelle purrs back, already sitting down and forcing them on her feet.<Br>
<Br>
Carol tuts and plucks a final eyebrow from your face. Looking down at you, she smiles with renewed happiness. "You look pretty. Take a look."<br>
<Br>
You stare at your reflection, noticing the changes. Your face is still yours. Or Emily's, if you want to be specific. But her lips are bolder. Her eyes seem larger. Her skin glowing.<br>
<Br>
"Not bad for a touch-up," Carol comments, gesturing for you to stand.<br>
<br>
Glancing back in the mirror for a final time, you stand up. _ContestGirl is already nearby. Michelle finishes pulling on her shoes and does the same.<br>
<Br>
"Now," Carol says. "Let me get a good look at you all."<bR>
<Br>
<<ActionsHeader>>
<<link "Finish and wait for Carol's judgement" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "Judgement4">><<ShoesNPC "Michelle" "High">><</link>>
<<else>>
Michelle's eyes smile when she sees the small heeled shoes. "How lovely," she coos.<br>
<Br>
"Good choice," Carol says back to Michelle as she plucks your eyebrows. "I can't imagine anyone but that Cunnings' girl wearing such trashy shoes."<br>
<Br>
Michelle is already sitting down and putting them on her feet.<Br>
<Br>
Carol smiles and plucks a final eyebrow from your face. "You look pretty. Take a look."<br>
<Br>
You stare at your reflection, noticing the changes. Your face is still yours. Or Emily's, if you want to be specific. But her lips are bolder. Her eyes seem larger. Her skin glowing.<br>
<Br>
"Not bad for a touch-up," Carol comments, gesturing for you to stand.<br>
<br>
Glancing back in the mirror for a final time, you stand up. _ContestGirl is already nearby. Michelle finishes pulling on her shoes and does the same.<br>
<Br>
"Now," Carol says. "Let me get a good look at you all."<bR>
<Br>
<<ActionsHeader>>
<<link "Finish and wait for Carol's judgement" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "Judgement4">><<ShoesNPC "Michelle" "Low">><</link>>
<</if>>
<<case "MakeUp3None">>
"I think I'm fine without it," you tell Carol.<Br>
<Br>
"What?" Carol barks. "It's almost obscene, a lady going outside without make-up."<Br>
<Br>
"It's just not for me," you tell her.<br>
<Br>
Carol lets out a sigh, staring at you in the mirror. "I won't force it upon you," she chides. "But make no mistake, my dear. I don't expect to see you on the podium with this attitude. Even if there are only three of you."<Br>
<Br>
When you don't relent, she stands back and crosses her arms. She looks over to watch Michelle burrowing around nearby the doorway, grimacing at what's left in the shoe selection.<Br>
<Br>
"Try the lost property bin in the far locker, dear," she croons at her." I'm sure there's a few pairs left over from when Stacey had a birthday, which were all very respectable. Or, if it's more to your tastes, the pair the Cunnings girl left behind."<Br>
<Br>
Michelle opens the locker and pulls out two pairs of shoes. One, a small heeled shoe that wouldn't look out of place at a wedding. The others certainly would. Six inch black stiletto pumps with chunky heels.<Br>
<br>
<<CheckNPCCorruption "Michelle">>
<<if _CheckNPCCorruption is "High">>
Michelle's eyes widen when she sees the pumps. "Oh my," she purrs.<br>
<Br>
"Really, dear," Carol says back to Michelle. "Do you really need to wear such things?"<br>
<Br>
"Unequivocally, yes," Michelle purrs back, already sitting down and forcing them on her feet.<Br>
<Br>
Carol tuts and mutters under her breath as she looks between you and Michelle. "Young ladies," you hear her say at the end.<Br>
<br>
Glancing back in the mirror at your fresh face for a final time, you stand up. _ContestGirl is already nearby. Michelle finishes pulling on her shoes and does the same.<br>
<Br>
"Now," Carol says. "Let me get a good look at you all."<bR>
<Br>
<<ActionsHeader>>
<<link "Finish and wait for Carol's judgement" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "Judgement4">><<ShoesNPC "Michelle" "High">><</link>>
<<else>>
Michelle's eyes smile when she sees the small heeled shoes. "How lovely," she coos.<br>
<Br>
"Good choice," Carol says back to Michelle. "I can't imagine anyone but that Cunnings' girl wearing such trashy shoes."<br>
<Br>
Michelle is already sitting down and putting them on her feet.<Br>
<Br>
Carol smiles and looks back at you in the mirror. "I think I can guess who'll be winning that prize, my dear."<Br>
<Br>
Glancing back in the mirror at your fresh face for a final time, you stand up. _ContestGirl is already nearby. Michelle finishes pulling on her shoes and does the same.<br>
<Br>
"Now," Carol says. "Let me get a good look at you all."<bR>
<Br>
<<ActionsHeader>>
<<link "Finish and wait for Carol's judgement" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "Judgement4">><<ShoesNPC "Michelle" "Low">><</link>>
<</if>>
<<case "Judgement4">>
The three of you line up in a row, standing in your swimsuits, as Carol walks up and down the line observing you. Something about her presence makes you stand straight. You, _ContestGirl and Michelle stare forward, unmoving and unspeaking.<br>
<br>
Carol stops in front of Michelle first, eying her up and down.<br>
<br>
<<WearOutfitNPCCheck "Michelle">>
<<if _WearOutfitNPCCheck is "SwimsuitPink">>
"That bikini is a bit immature, isn’t it?" she asks her. "Not sure that it will appeal to the crowd."<Br>
<<elseif _WearOutfitNPCCheck is "SwimsuitRed">>
"That bikini is very flattering," she tells her. "It will definitely win the crowd’s appreciation."<br>
<<elseif _WearOutfitNPCCheck is "SwimsuitBlue">>
"That swimsuit doesn't really flatter you, dear," she says.<Br>
<</if>>
<Br>
Carol leans in, looking closely at Michelle's face. Out of the corner of your eye you see Michelle struggle not to step back.<br>
<br>
<<MakeUpNPCCheck "Michelle">>
<<if _MakeUpNPCCheck is "Light">>
"I think your make-up choice is underbaked," she continues. "It won’t get the crowd on side."<br>
<br>
Again, out of the corner of your eye you see Michelle wince.<br>
<<elseif _MakeUpNPCCheck is "None">>
"You look a bit ill, dear," she continues. "Are you feeling alright?"<br>
<br>
Again, out of the corner of your eye you see Michelle wince.<br>
<<elseif _MakeUpNPCCheck is "Bold">>
"A perfect look," she continues. "The crowd will no doubt be paying attention to you."<br>
<br>
Out of the corner of your eye you see Michelle smile.<br>
<</if>>
<Br>
<<ShoesNPCCheck "Michelle">>
<<if _ShoesNPCCheck is "High">>
Carol's eyes drift downwards, looking at Michelle's shoes. "Not really the type of thing a respectable girl wears to a country club."<br>
<<elseif _ShoesNPCCheck is "Low">>
Carol's eyes drift downwards, looking at Michelle's shoes. "A slight lift, but not trashy. Perfect for the occasion."<Br>
<</if>>
<br>
Next in-line is _ContestGirl. You stare forward as Carol approaches, conscious you are standing next to the clearly terrified girl.<Br>
<Br>
"I wish you would have chosen a more daring costume, dear. You don’t want to confirm that you’re a wallflower, do you? And that make-up? It makes you look like a child."<Br>
<Br>
<<ShoesNPCCheck "Heather">>
<<if _ShoesNPCCheck is "High">>
Carol looks down at _ContestGirl's shoes. You hear a tut. "And those heels. Is that what you think that a lady should be wearing?"<Br>
<<elseif _ShoesNPCCheck is "Low">>
Carol looks down at _ContestGirl's shoes. There's a short silence. "At least your heels are suitable. The crowd will appreciate the observation of our dress code."<Br>
<</if>>
<Br>
"Yes miss," you hear _ContestGirl say. "Thank you, Miss."<br>
<Br>
The shadow falls over you and Carol is suddenly standing blocking your eyeline. Her eyes are now narrowed, wandering over your body as she takes you in.<Br>
<br>
<<ActionsHeader>>
<<link "Wait for Carol to speak" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "Judgement4You">><</link>>
<<case "Judgement4You">>
<<CurrentOutfit>>
<<if _CurrentOutfit is "SwimsuitPink">>
Carol looks down at your bikini, exhaling through her nostrils. "Someone of your figure should be emphasising your gifts. Be a woman, not a girl."<Br>
<<elseif _CurrentOutfit is "SwimsuitRed">>
Carol looks down at your bikini before giving you a thin smile. "It’s nice to see an out-of-towner understands what a bikini contest should be."<Br>
<<elseif _CurrentOutfit is "SwimsuitBlue">>
Carol looks down at your swimsuit before shaking her head. "That might be suitable for swimming, but not for this competition. Or do you look down on bikini contests where you're from?"<Br>
<</if>>
<br>
<<PCMakeUpCheck>>
<<if _PCMakeUpCheck is "Light">>
Her eyes then move to your face, raising an eyebrow as she looks directly into your eyes. "I suppose that a youthful look appeals to some. But it won’t do you any favours with the crowd, dear."<br>
<<elseif _PCMakeUpCheck is "Bold">>
Her eyes then move to your face, smiling as she looks directly into your eyes. "Looks great, if I do say so myself. A bit of blush will win over the crowd."<br>
<<elseif _PCMakeUpCheck is "None">>
Her eyes then move to your face, her head shaking as she looks directly into your eyes. "Just as I thought. Maybe out-of-towners don’t do bikini contests. Or maybe you think it's archaic? You do understand the purpose of one, don’t you?"<Br>
<</if>>
<<ShoesPCCheck>>
<<if _ShoesPCCheck is "High">>Finally, she looks down at your footwear and sighs. "Those aren’t appropriate for a pool. The crowd will look down on you. Especially if you scuff the floor."<Br>
<<elseif _ShoesPCCheck is "Low">>Finally, she looks down at your footwear and nods. "Those are respectable shoes. I’m sure the crowd will love them."<Br>
<</if>>
<Br>
Carol glances at you once more, then takes a step back and leans against the sink. "I've done all I can for you, girls. How you present yourself out there is up to you."<Br>
<Br>
A thin smile forms on her lips. "A final piece of advice, though. Listen to the crowd. My husband will be asking the questions, but they'll be the judge. Despite what Ethan might think."<Br>
<br>
You let a frown form on your face, but you keep it subtle enough to hide from Carol. After a moment, she gestures to the door. "Go on, ladies. Show time."<Br>
<br>
<<ActionsHeader>>
<<link "Finish and go outside to the pool" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "GoOutside">><</link>>
<<case "GoOutside">>
<b>Charlton Country Club - Swimming Pool</b><br>
<img src="./images/CharltonCountryClubSwimmingPool.png"><br>
<Br>
<<ShoesPCCheck>>
<<if _ShoesPCCheck is "High">>
You totter out of the locker room with difficulty, struggling to retain balance in the high heels on the damp poolside. And the crowd's reaction to the three of you almost knocks you off your feet. As you, Michelle and _ContestGirl walk out, there is an almighty cheer.<Br>
<<else>>
You step out of the locker room, careful to retain balance on the damp poolside even in these short heels. And the crowd's reaction to the three of you almost knocks you off your feet. As you, Michelle and _ContestGirl walk out, there is an almighty cheer.<Br>
<</if>>
<Br>
Surveying the scene, you see men crowded around the pool. Some early birds have grabbed sun loungers, others sitting on chairs. But the majority are standing, bunched up tightly on the tiles, all holding drinks clearly taken from the dining hall. They've come out to see you. The few women present are those who were already lounging at the poolside. Including, you spot, Britney and Stacey.<br>
<Br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "SwimsuitPink" or _CurrentOutfit is "SwimsuitRed">>
<<PCMakeUpCheck>>
<<if _PCMakeUpCheck is "Bold">>
You smile as you see them, but their expressions differ as they see you. Britney's eyes widen as she takes in your costume and make-up. She throws you an encouraging smile. Stacey, by contrast, has her mouth open and her eyes narrowed as she takes you in.<br>
<<else>>
You smile as you see them. Britney's returns it with an encouraging grin. Stacey's response is more measured, but the meek smile she sends back is a small indication that your efforts are starting to win her over.<Br>
<</if>>
<<else>>
You smile as you see them, but they don't immediately return it. Britney's nose turns up as she takes in your costume. Stacey grimaces and shakes her head at her friend. Even as Britney tries a polite smile, you can sense disappointment ebbing off both of them.<Br>
<</if>>
<Br>
Next to the lifeguard chair a make-shift white stage has been constructed using plastic tables. You see John Kaplar standing next to it, appraising you, _ContestGirl and Michelle as you approach him. On the far side of the stage, Ethan looks down from his high-chair. He flashes you a smile.<br>
<Br>
<<ShoesPCCheck>>
<<if _ShoesPCCheck is "High">>
"Welcome, my dear," John says as you each approach. He offers a hand to you as you are the first to step up on the stage. You smile and take his support to help you up. In these heels, you need all the help you can get.<br>
<<else>>
"Welcome, my dear," John says as you each approach. He offers a hand to you as you are the first to step up on the stage. You smile and take it lightly, but fortunately the low-heeled shoes provide little challenge to stepping up on to the stage.<Br>
<</if>>
<Br>
<<MakeUpNPCCheck "Michelle">>
<<if _MakeUpNPCCheck is "Bold">>
<<Checkrelationship "Michelle">>
<<if _relationship is 0>>
Michelle follows you, receiving a few wolf whistles as she climbs up on to the stage. She gives you a look as you catch her eye, but says nothing.<br>
<<else>>
Michelle follows you, receiving a few wolf whistles as she climbs up on to the stage. She gives you a grin as you catch her eye. "Look at it," she murmurs quickly. "Isn't this daring?"<br>
<</if>>
<<else>>
<<Checkrelationship "Michelle">>
<<if _relationship is 0>>
Michelle follows you, climbing up on to the stage. She gives you a look as you catch her eye, but says nothing.<br>
<<else>>
Michelle follows you and climbs up on to the stage. She gives you a grin as you catch her eye. "This is something," she murmurs quickly.<br>
<</if>>
<</if>>
<Br>
<<ShoesNPCCheck "Heather">>
<<if _ShoesNPCCheck is "High">>
Last to the stage is _ContestGirl, who clutches John's hand as she tries to step up in her perilously high heels. As he pushes her up she slips on the plastic, catching Michelle's hand to keep her from falling back down. The crowd cheers and cackles. You see her redden with embarrassment.<br>
<<else>>
Last to the stage is _ContestGirl, who clutches John's hand as she steps up. She seems to struggle even in the low-heeled shoes, but thankfully she doesn't slip and finally takes her place next to Michelle.<br>
<</if>>
<Br>
The three of you look out to the crowd, meeting the mostly male faces as you stand close together in a line on the makeshift stage. Their eyes wander each of your bodies, taking in the bikinis and the swimsuits, lingering on what they reveal. You see them nudge each other and point between them. A few even exchange money as bets are made.<br>
<Br>
<<BikiniContestInitialReactionEthan>>
<<if _BikiniContestInitialReactionEthan is "Heather">>
You glance up to Ethan. His eyes seem to linger on _ContestGirl. She looks up and he gives her a pleasant smile. She bashfully looks down. It seems that at first glance, Ethan is taken with her.<br>
<<elseif _BikiniContestInitialReactionEthan is "Michelle">>
You glance up to Ethan. His eyes seem to linger on Michelle. She looks up and he gives her a pleasant smile. She returns it with a coy grin. It seems that at first glance, Ethan is taken with her.<br>
<<elseif _BikiniContestInitialReactionEthan is "PC">>
You glance up to Ethan. His eyes seem to linger on you, flashing a pleasant smile. You smile back at him. It seems that at first glance, Ethan is taken with you.<br>
<<elseif _BikiniContestInitialReactionEthan is "HeatherMichelle">>
You glance up to Ethan. His eyes seem to linger on _ContestGirl and Michelle, giving them a pleasant smile. _ContestGirl bashfully looks down, whilst Michelle smiles coyly. It seems that at first glance, Ethan is taken with everyone but you.<br>
<<elseif _BikiniContestInitialReactionEthan is "PCHeather">>
You glance up to Ethan. His eyes seem to linger on _ContestGirl and you, giving you each a pleasant smile. _ContestGirl bashfully looks down, whilst you return his grin. It seems that at first glance, Ethan is taken with everyone but Michelle.<br>
<<elseif _BikiniContestInitialReactionEthan is "PCMichelle">>
You glance up to Ethan. His eyes seem to linger on Michelle and you, giving you each a pleasant smile. Michelle smiles coyly, whilst you return his grin. It seems that at first glance, Ethan is taken with everyone but _ContestGirl.<br>
<<elseif _BikiniContestInitialReactionEthan is "NoWinner">>
You glance up to Ethan. His eyes scan over the three of you, flashing a pleasant smile. But you notice his eyes don't linger on anyone in particular. It seems at first glance, no one stands out to him yet.<br>
<</if>>
<Br>
<<BikiniContestInitialReactionCrowd>>
<<if _BikiniContestInitialReactionCrowd is "Michelle">>
The eyes in the crowd, by contrast, seem to linger on Michelle. There are whoops and cheers whenever she turns to face them. She smiles as she takes in the attention.<Br>
<<elseif _BikiniContestInitialReactionCrowd is "Heather">>
The eyes in the crowd, by contrast, seem to linger on _ContestGirl. There are a few whoops whenever she dares to look up. As soon as they do, she looks back to the floor and blushes.<Br>
<<elseif _BikiniContestInitialReactionCrowd is "PC">>
The eyes in the crowd, by contrast, seem to linger on you. There are whoops and cheers whenever you turn to face them. You smile politely back, but feel their eyes linger on your form.<Br>
<<elseif _BikiniContestInitialReactionCrowd is "PCMichelle">>
The eyes in the crowd, by contrast, seem to be split between you and Michelle. There are whoops and cheers whenever either of you turn to face them. Michelle smiles as she takes in the attention. You flash them a polite smile, conscious of their eyes lingering on your form.<Br>
<<elseif _BikiniContestInitialReactionCrowd is "PCHeather">>
The eyes in the crowd, by contrast, seem to be split between you and _ContestGirl. There are a few whoops whenever you face them or _ContestGirl looks up. You flash them a polite smile, conscious of their eyes lingering on your form. _ContestGirl just looks down as soon as they cheer.<Br>
<<elseif _BikiniContestInitialReactionCrowd is "HeatherMichelle">>
The eyes in the crowd, by contrast, seem to be split between _ContestGirl and Michelle. There are whoops and cheers whenever either Michelle faces the crowd or _ContestGirl dares to look up. Michelle smiles as she takes in the attention. _ContestGirl just looks down as they cheer.<Br>
<<elseif _BikiniContestInitialReactionCrowd is "NoWinner">>
The eyes in the crowd, by contrast, seem to favour no one. You watch as the men's eyes gaze over all three of you. No one seems to be the initial favourite, but they still watch and observe with relish.<Br>
<</if>>
<Br>
John Kaplar's bellow suddenly takes the attention of you and the crowd, as he steps forward like a ringmaster. "Welcome! Welcome! What a delightful day for another bikini contest!"<Br>
<Br>
<<ActionsHeader>>
<<link "Listen to John Kaplar" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "JohnIntro">><</link>>
<<case "JohnIntro">>
John takes in the attention of the crowd before continuing. "Now. I'll go over the rules again, though I know most of you are regulars to our events." There are chuckles from the crowd. John smiles at the reaction.<Br>
<Br>
"But first of all, a round of applause for our lovely contestants. Don't they all look pretty today?"<Br>
<Br>
The crowd whoops and cheers. You stand looking back to them, catching Britney and Stacey looking. Reminding you how you found yourself in this position.<Br>
<Br>
"But as always, looking pretty is not the only thing we are after, here. We are such a progressive bunch, aren't we?" There are more chuckles in the crowd. He grimace inwardly.<Br>
<Br>
"I'll have a chat with each of our lovely ladies, asking questions to give insight into their character. Feel free to cheer good answers. You're here to make your preference heard.<br>
<BR>
More cheers. You hear a few whoops and whistles from some of the members that clearly have already spent too long at the bar. No one chastises them.<br>
<Br>
"Our own Ethan will be the judge, of course," John says with slight reservation. "But I'm sure he'll listen to all of your opinions." John looks up to the high-chair, meeting Ethan's eyes. "This time," he mutters more softly.<Br>
<Br>
Turning back to the crowd, John regains some of his enthuasism. "Now. Without further ado, let's meet the first contestant!"<br>
<Br>
The crowd cheers as John moves over to _ContestGirl. You see her wince as he steps up on to the stage next to her.<Br>
<Br>
<<ActionsHeader>>
<<link `"Listen to " + _ContestGirl + "'s interview"` "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "HeatherQuestions">><</link>>
<<case "HeatherQuestions">>
"What's your name, young lady?" John asks _ContestGirl. She takes a deep breath and looks up, looking out to the crowd. She mumbles something softly.<br>
<Br>
John gives her a reassuring smile. "Speak up, dear. You want our members to know who you are, don't you?"<Br>
<Br>
"_ContestGirl," she replies timidly.<bR>
<Br>
"_ContestGirl!" John beams. "What a pretty name. And tell me, _ContestGirl. What do you do?"<Br>
<Br>
She gulps. "I'm in my final year at Charlton."<br>
<Br>
"A senior." John comments. "How exciting. Do go on, _ContestGirl. What do you want to do when you graduate?"<br>
<Br>
_ContestGirl looks at him, then shrugs slightly. "I'm not sure," she says softly. "Maybe find a job cleaning?"<br>
<Br>
John turns to the audience with a grin. "Looks like we have a future maid, ladies and gentlemen! Won't she look pretty in a Charlton Hotel uniform?"<br>
<BR>
The crowd responds with whoops and cheers.<Br>
<Br>
John takes a step back, looking over her face. "A light touch of make-up. Perhaps you can't see it, ladies and gentlemen. But she does look very pretty."<br>
<Br>
There is a smattering of applause. You glance up at Ethan, seeing him smiling as he watches her. He seems happy, at least.<Br>
<BR>
"Tell me, _ContestGirl," John continues. "Is this your natural style?"<Br>
<Br>
She looks confused, frowning. After a moment's silence, _ContestGirl mumbles a response. "Should I have a style?"<Br>
<Br>
Silence from the crowd. Then, a small cough.<br>
<Br>
John regains his momentum, moving his questioning on. "That's a lovely bikini, _ContestGirl. Don't you think so, ladies and gentlemen?"<Br>
<Br>
Again, another smattering of applause. But you glance up to see Ethan's smile remaining.<Br>
<Br>
John gives _ContestGirl another comforting smile. "Do you think it shows off your best feature?"<Br>
<Br>
_ContestGirl winces and casts her eyes down to the floor. "I don't think I have a best feature."<br>
<Br>
The silence seems to grow louder. You look out to the crowd to see their eyes watching _ContestGirl like a group watching a car crash.<br>
<br>
<<ShoesNPCCheck "Heather">>
<<if _ShoesNPCCheck is "High">>
John takes a deep breath and then turns his attention down to her footwear. He raises an eyebrow at the sight of her tall heels. "I'm surprised you can walk in those," he comments. "Personally, I wouldn’t wish to see my daughter wearing something like that."<Br>
<Br>
There is a chuckle. You look over to Stacey to see her sharing an embarrassed look with Britney.<Br>
<Br>
Looking up, you see Ethan still smiling. But all around him, the crowd mutters a few derisive comments that you can't quite hear.<br>
<Br>
"Tell me, _ContestGirl," John continues. "Why did you choose to wear that footwear?"<Br>
<Br>
_ContestGirl hangs her head low as the comments cease so the audience can hear her response. "I thought it would be what Ethan would like."<br>
<Br>
You glance up at Ethan, who is grinning. Looking back to the audience, you see a few people rolling their eyes. And Stacey watches _ContestGirl with an intense focus.<br>
<Br>
"You heard her, ladies and gentlemen," John says, turning back to the crowd. "Trying to impress her man. And, by the look on his face, he likes them."<br>
<Br>
That gets a laugh from the crowd. Ethan looks away, holding back a snarl.<bR>
<Br>
"Quite unbecoming of a guest at a country club," John comments. "But, then again, not everyone had the upbringing we had to recognise taste. If our resident lifeguard finds such a tawdry look appealing, who are we to judge?"<br>
<Br>
More chuckles from the crowd. John purposefully looks out to the audience. You see his eyes falling squarely on Stacey, who tries to avoid his eyes. On the highchair, Ethan's smile fades.<Br>
<<else>>
John takes a deep breath and then turns his attention down to her footwear. He grins at the sight of her low-heeled shoes. "How dignified you look," he comments. "Almost as dignified as my lovely daughter."<Br>
<Br>
You look over to Stacey to see her sharing an embarrassed look with Britney.<Br>
<Br>
Looking up, you see Ethan's smile fade. But all around him the crowd applauds.<br>
<Br>
"Tell me, _ContestGirl," John continues. "Why did you choose to wear that footwear?"<Br>
<Br>
_ContestGirl looks back to him with bafflement. She shrugs. "I thought it would be what the crowd would like."<br>
<Br>
There is a polite round of applause from the audience. "You heard her, ladies and gentlemen," John says. "Trying to impress the crowd. Not sure it's to our resident lifeguard's tastes, but it's certainly reflective of our dress code here at the club."<br>
<Br>
A few murmurs of agreement from the members. Ethan looks to John, holding back a snarl.<br>
<Br>
"But then again, ladies and gentlemen," John continues. "Remember why we're here. Not everyone is as fortunate to be blessed with our upbringing. If Ethan doesn't share our refined tastes, who are we to judge?"<br>
<Br>
More chuckles from the crowd. John purposefully looks out to the audience. You see his eyes falling squarely on Stacey, who tries to avoid his eyes. On the highchair, Ethan looks between her and her father.<Br>
<</if>>
<Br>
"Well," John says, addressing _ContestGirl once more. "It was lovely to meet you, young lady. Good luck with your employment at the hotel. Mr. Sermon would be blessed to have you as an employee."<br>
<Br>
"A round of applause for _ContestGirl, ladies and gentlemen!"<bR>
<br>
<<ShoesNPCCheck "Heather">>
<<if _ShoesNPCCheck is "High">>
There is a measured response from the crowd. As they applaud, John looks up to Ethan and raises an eyebrow. Ethan replies with a big smile.<Br>
<Br>
"I hope you consider the crowd's response this time, Ethan" John shouts up at the lifeguard, audible over the clapping.<br>
<BR>
Ethan says nothing. Instead, he looks out at Stacey. You follow his eyes to see her casting her eyes to the floor.<br>
<br>
John moves on to the next contestant. Michelle, who stands to your side.<Br>
<br>
<<ActionsHeader>>
<<link "Listen to Michelle's interview" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "MichelleInterview">><<ContestCrowdHeather 0>><<ContestEthanHeather 3>><</link>>
<<else>>
There is a muted response from the crowd. As they smatter some polite clapping, John looks up to Ethan and raises an eyebrow. Ethan replies with a big smile.<Br>
<Br>
"I hope you consider the crowd's response this time, Ethan" John shouts up at the lifeguard, easily audible over the clapping.<br>
<BR>
Ethan says nothing. Instead, he looks out at Stacey. You follow his eyes to see her casting her eyes to the floor.<br>
<br>
John moves on to the next contestant. Michelle, who stands to your side.<Br>
<br>
<<ActionsHeader>>
<<link "Listen to Michelle's interview" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "MichelleInterview">><<ContestCrowdHeather 1>><<ContestEthanHeather 2>><</link>>
<</if>>
<<case "MichelleInterview">>
<<CheckNPCCorruption "Michelle">>
<<if _CheckNPCCorruption is "High">>
"And who might you be, young lady?" John asks her.<Br>
<Br>
Flashing a smile back to the crowd, she then locks her green eyes on Stacey's father. "Michelle," she purrs.<br>
<Br>
John returns her smile. "How pretty. And what do you do, Michelle?"<bR>
<Br>
"I'm in my final year, too. Just turned eighteen."<br>
<br>
Michelle casts a look back to the audience with a knowing grin. You see a particularly red-faced man cheer out. She gives him a grin.<Br>
<Br>
"A young woman," John comments. "And what do you intend to do when you graduate?"<br>
<Br>
This time, Michelle consciously turns to face the crowd. She gives them a wicked grin. "I want to find a man, of course."<Br>
<br>
Cheers and applause comes back towards her. Her wicked smile grows as she takes in the adoration. Next to her, John sniggers, letting the crowd continue to applaud before raising his hand for silence.<Br>
<br>
<<MakeUpNPCCheck "Michelle">>
<<if _MakeUpNPCCheck is "Bold">>
"Very good, very good," he says. "And your face. You look great. Perfectly Charlton, ladies and gentlemen."<br>
<br>
More cheers and applause come her way. You look at Ethan. At least he doesn't seem impressed. But it seems he's the only one not falling over Michelle.<br>
<Br>
"Is this for today?" John continues with his questioning. "Or your natural style?"<br>
<br>
Michelle parts her red lips and flashes her teeth at the crowd. "Oh, I'm all natural," she demurs. "I always want to look my best. For the boys."<Br>
<br>
The applause grows louder. You look over to her with concern. Something about the way she's looking out and playing up to the crowd. This isn't the Michelle you know, is it? Have you missed her changing?<br>
<br>
<I>Or are you worried you can't beat her?</i><br>
<Br>
<<ActionsHeader>>
<<link "Continue to listen to Michelle's interview" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "MichelleInterview2">><<ContestCrowdMichelle 2>><</link>><br>
<<elseif _MakeUpNPCCheck is "Light">>
"Very good, very good," he says. "And your face. The innocent look? Perhaps it's the new style at Charlton? This year's class prefers the muted tones."<br>
<br>
There's some laughter from the crowd at Michelle's expense. You look at Ethan. At least he's smiling appreciatively. But it seems he's the only one in your eyeline.<br>
<Br>
"Is this for today?" John continues with his questioning. "Or your natural style?"<br>
<br>
Michelle gives a coy glance back to the crowd. "Why, do you think it's for show, Mr. Kaplar? Don't I come off as innocent?"<br>
<Br>
John holds her gaze, but there's no words that come. A number of deep chuckles echo around the pool.<Br>
<br>
Michelle looks back to the crowd again with another smile. "After all, isn’t innocence what every man wants from a wife?"<Br>
<Br>
There’s a few whoops at that. The crowd breaks into laughter as John theatrically takes out a handkerchief and pretends to pat his brow. It's enough to send the audience into a burst of applause.<Br>
<Br>
Michelle grins back into the audience. The applause grows louder. You look over to her with concern. Something about the way she's looking out and playing up to the crowd. This isn't the Michelle you know, is it? Have you missed her changing?<br>
<br>
<I>Or are you worried you can't beat her?</i><br>
<Br>
<<ActionsHeader>>
<<link "Continue to listen to Michelle's interview" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "MichelleInterview2">><<ContestCrowdMichelle 1>><<ContestEthanMichelle 1>><</link>><br>
<<else>>
"Very good, very good," he says. "But your face. Were you rushed for time today, Michelle?"<br>
<br>
There's some laughter from the crowd at Michelle's expense. You look at Ethan. He too is wincing.<br>
<Br>
"Is this typical for you?" John continues with his questioning. "Or just a slip-up this morning?"<br>
<br>
Michelle blushes as she struggles for an answer. "I don't usually go without make-up."<br>
<Br>
"Maybe you should have taken that lesson to heart, today," John chides her. A few murmurs of agreement come back from the audience.<Br>
<Br>
<<ActionsHeader>>
<<link "Continue to listen to Michelle's interview" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "MichelleInterview2">><</link>><br>
<</if>>
<<else>>
"And who might you be, young lady?" John asks her.<Br>
<Br>
Michelle looks out at the crowd nervously before focusing on John. "Michelle," she murmurs.<br>
<Br>
John returns her smile. "How pretty. And what do you do, Michelle?"<bR>
<Br>
"I'm in my final year, too."<br>
<br>
"Lots of seniors today," John comments. "And what do you intend to do when you graduate?"<br>
<Br>
Michelle looks to him, then out to the crowd. "I'm not sure," she mutters.<Br>
<Br>
The crowd is muted and unresponsive. Even a theatrical eyebrow raise from John doesn't get a titter. "Well, you better get thinking young lady. Not long before you'll be finishing school."<Br>
<br>
Michelle winces at the suggestion, but gives him nothing.<br>
<br>
<<MakeUpNPCCheck "Michelle">>
<<if _MakeUpNPCCheck is "Bold">>
"At least you know how to present yourself," John moves the conversation on. "You look great. Perfectly Charlton, ladies and gentlemen."<br>
<br>
This causes some applause to come her way. You look at Ethan. At least he doesn't seem impressed. But it seems he's the only one on poolside.<br>
<Br>
"Is this for today?" John continues with his questioning. "Or your natural style?"<br>
<br>
Michelle smiles at him through red lips, with a degree of nervousness. "It felt appropriate for the occasion."<bR>
<Br>
Her words conjure another round of applause from the crowd. "You are right at that, at least."<Br>
<Br>
<<ActionsHeader>>
<<link "Continue to listen to Michelle's interview" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "MichelleInterview2">><<ContestCrowdMichelle 1>><</link>><br>
<<elseif _MakeUpNPCCheck is "Light">>
"And that make-up," John moves the conversation on. "The innocent look? Perhaps it's the new style at Charlton? This year's class prefers muted tones."<br>
<br>
There's some laughter from the crowd at Michelle's expense. You look at Ethan. At least he's smiling appreciatively. But it seems he's the only one in your eyeline.<br>
<Br>
"Is this for today?" John continues with his questioning. "Or your natural style?"<br>
<br>
Michelle smiles at him nervously. "I just thought it looked... pleasant," she stammers.<br>
<Br>
A little more laughter from the crowd. Not with Michelle. At her.<Br>
<Br>
"Pleasant is an appropriate word," John replies. "But is pleasant enough to win a bikini contest, ladies and gentlemen?"<br>
<Br>
There's no response from the crowd. Michelle gulps.<br>
<Br>
<<ActionsHeader>>
<<link "Continue to listen to Michelle's interview" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "MichelleInterview2">><<ContestEthanMichelle 1>><</link>><br>
<<else>>
"And your face," John moves the conversation on. "Were you rushed for time today, Michelle?"<br>
<br>
There's some laughter from the crowd at Michelle's expense. You look at Ethan. He too is wincing.<br>
<Br>
"Is this typical for you?" John continues with his questioning. "Or just a slip-up this morning?"<br>
<br>
Michelle blushes as she struggles for an answer. "I don't think I need make-up."<br>
<Br>
"How bold," John replies. "I hope the crowd agrees with you."<br>
<Br>
There's no response from the crowd. Michelle gulps.<br>
<Br>
<<ActionsHeader>>
<<link "Continue to listen to Michelle's interview" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "MichelleInterview2">><</link>><br>
<</if>>
<</if>>
<<case "MichelleInterview2">>
<<CheckNPCCorruption "Michelle">>
<<if _CheckNPCCorruption is "High">>
<<WearOutfitNPCCheck "Michelle">>
<<if _WearOutfitNPCCheck is "SwimsuitRed">>
John's eyes look over her bikini, prominently showing off her body and even threatening to spill them out of it. "That's quite a number," he tells her. The crowd cheers and applauds. Ethan, however, rolls his eyes.<Br>
<Br>
"Do you think it shows off your best feature?" John continues.<Br>
<Br>
Michelle flashes him a smile, then turns her side to the crowd and puts her hand on her hip. "Why don't we ask your members?"<br>
<Br>
The crowd cheers and applauds with elation. She grins out at them, arching her back and thrusting her breasts forward.<Br>
<BR>
You take a look over at Britney and Stacey. Britney winces and Stacey looks down in defeat.<Br>
<br>
<<ActionsHeader>>
<<link "Listen to the last question from John" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "MichelleInterview3">><<ContestCrowdMichelle 2>><</link>>
<<elseif _WearOutfitNPCCheck is "SwimsuitPink">>
John's eyes look over her bikini, its pink patterns looking fresh and innocent in spite of how much it reveals. "Another delicate outfit, ladies and gentlemen," he comments. "Definitely a trend today."<br>
<Br>
There's a round of polite applause, but looking up you notice Ethan is grinning.<Br>
<br>
"Do you think it shows off your best feature?" John continues.<Br>
<Br>
Michelle flashes him a smile, then turns her side to the crowd and puts her hand on her hip. "Why don't we ask your members?"<br>
<Br>
The crowd cheers and applauds with elation. She grins out at them, arching her back and thrusting her breasts forward.<Br>
<BR>
You take a look over at Britney and Stacey. Britney winces. Stacey's eyes are locked on Ethan.<Br>
<br>
<<ActionsHeader>>
<<link "Listen to the last question from John" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "MichelleInterview3">><<ContestEthanMichelle 1>><<ContestCrowdMichelle 1>><</link>>
<<elseif _WearOutfitNPCCheck is "SwimsuitBlue">>
John's eyes look over her swimsuit, the one-piece hiding her body within its stretch material. "Interesting choice," he comments. "Are you competing in a swimming contest later?"<br>
<Br>
A number of people laugh in the crowd. You look up to see Ethan grimace.<Br>
<br>
"Do you think it shows off your best feature?" John continues.<Br>
<Br>
Michelle flashes him a smile, then turns her side to the crowd and puts her hand on her hip. "Why don't we ask your members?"<br>
<Br>
The crowd cheers and applauds with elation. She grins out at them, arching her back and thrusting her breasts forward.<Br>
<BR>
You take a look over at Britney and Stacey. Britney winces and Stacey looks at you with worry.<Br>
<br>
<<ActionsHeader>>
<<link "Listen to the last question from John" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "MichelleInterview3">><<ContestCrowdMichelle 1>><</link>>
<</if>>
<<else>>
<<WearOutfitNPCCheck "Michelle">>
<<if _WearOutfitNPCCheck is "SwimsuitRed">>
John's eyes look over her bikini, prominently showing off her body and even threatening to spill them out of it. "That's quite a number," he tells her. The crowd cheers and applauds. Ethan, however, rolls his eyes.<Br>
<Br>
"Do you think it shows off your best feature?" John continues.<Br>
<Br>
Michelle gives him a nervous smile, biting her lip. "I guess."<br>
<Br>
There are a few chuckles from the crowd. John turns to them, his eyebrow raising with a smile. "Do you hear that, ladies and gentlemen. How demure. A fitting response from a Charlton girl, don't you think?"<Br>
<BR>
The crowd applauds with encouragement. Michelle smiles at their reaction, swaying slightly with her hands behind her back.<Br>
<BR>
You take a look over at Britney and Stacey. Britney winces and Stacey looks down in dismay.<Br>
<br>
<<ActionsHeader>>
<<link "Listen to the last question from John" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "MichelleInterview3">><<ContestCrowdMichelle 1>><</link>>
<<elseif _WearOutfitNPCCheck is "SwimsuitPink">>
John's eyes look over her bikini, its pink patterns looking fresh and innocent in spite of how much it reveals. "Another delicate outfit, ladies and gentlemen," he comments. "Definitely a trend today."<br>
<Br>
There's a round of polite applause, but looking up you notice Ethan is grinning.<Br>
<br>
"Do you think it shows off your best feature?" John continues.<Br>
<Br>
Michelle gives him a nervous smile, biting her lip. "I guess."<br>
<Br>
There are a few chuckles from the crowd. John turns to them, his eyebrow raising with a smile. "Do you hear that, ladies and gentlemen. How demure. A fitting response from a Charlton girl, don't you think?"<Br>
<BR>
The crowd applauds with encouragement. Michelle smiles at their reaction, swaying slightly with her hands behind her back.<Br>
<BR>
You take a look over at Britney and Stacey. Britney winces. Stacey's eyes are locked on Ethan.<Br>
<br>
<<ActionsHeader>>
<<link "Listen to the last question from John" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "MichelleInterview3">><<ContestEthanMichelle 1>><<ContestCrowdMichelle 1>><</link>>
<<elseif _WearOutfitNPCCheck is "SwimsuitBlue">>
John's eyes look over her swimsuit, the one-piece hiding her body within its stretch material. "Interesting choice," he comments. "Are you competing in a swimming contest later?"<br>
<Br>
A number of people laugh in the crowd. You look up to see Ethan grimace.<Br>
<br>
"Do you think it shows off your best feature?" John continues.<Br>
<br>
Michelle gives him a nervous smile, biting her lip. "I guess."<br>
<Br>
There are a few chuckles from the crowd. John turns to them, his eyebrow raising with a smile. "Do you hear that, ladies and gentlemen. How demure. A fitting response from a Charlton girl, don't you think?"<Br>
<BR>
The crowd applauds with encouragement. Michelle smiles at their reaction, swaying slightly with her hands behind her back.<Br>
<BR>
You take a look over at Britney and Stacey. Britney winces and Stacey looks at you with worry.<Br>
<br>
<<ActionsHeader>>
<<link "Listen to the last question from John" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "MichelleInterview3">><<ContestCrowdMichelle 1>><</link>>
<</if>>
<</if>>
<<case "MichelleInterview3">>
<<CheckNPCCorruption "Michelle">>
<<if _CheckNPCCorruption is "High">>
<<ShoesNPCCheck "Michelle">>
<<if _ShoesNPCCheck is "High">>
Lastly, John turns his attention to Michelle's shoes. Upon seeing them, he raises an eyebrow and casts a sidelong look back to the crowd. "I'm surprised she can walk in those, ladies and gentlemen."<br>
<Br>
A few mutters and sniggers come from the crowd. You look up to see Ethan grinning back at Michelle.<Br>
<BR>
"Why did you choose those?" John asks her.<bR>
<Br>
Michelle flashes the crowd a smile before answering. "The higher the heel the better." Then, looking back to the crowd again. "Isn’t that right, guys?"<Br>
<Br>
You see her frown as the audience stays muted.<Br>
<br>
"I'm not sure our members agree," John comments. "Perhaps in a grimy club. But not here on poolside. Certainly, my charming daughter wouldn't be seen dead in those. Isn't that, right dear?"<Br>
<Br>
Eyes in the audience turn to look at Stacey on her lounger. She winces at the attention.<Br>
<Br>
You watch John glance back up at Ethan for just a moment. "But at least our lifesaver seems to like girls who dress like that."<Br>
<BR>
Stacey’s mouth drops open, blushing.<Br>
<br>
<<ActionsHeader>>
<<link "Wait for John's verdict on Michelle" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "MichelleVerdict">><<ContestEthanMichelle 1>><</link>>
<<else>>
Lastly, John turns his attention to Michelle's shoes. Upon seeing them, he smiles and casts an appreciative sidelong look back to the crowd. "Look at those shoes, ladies and gentlemen. Doesn't she look dignified?"<br>
<Br>
The crowd gives Michelle an approving round of applause. As she takes in their reaction, you look up to see Ethan looking between her and them, his smile waning.<Br>
<BR>
"Why did you choose those?" John asks her.<bR>
<Br>
Michelle flashes the crowd a smile before answering. "They seemed appropriate for a girl just looking to be someone's future wife."<Br>
<Br>
The applause rises up again. Michelle even receives a few offers of marriage from some of the more inebriated attendees.<Br>
<br>
"Exactly the attitude we expect from a Charlton girl," John comments. "In fact, they are similar to a pair my charming daughter owns. Isn't that right, dear?"<Br>
<Br>
Eyes in the audience turn to look at Stacey on her lounger. She winces at the attention.<Br>
<Br>
You watch John glance back up at Ethan for just a moment. "It doesn't look like our lifesaver agrees. But, then again ladies and gentlemen, he's cut from a different cloth. Like the sort of girl who favours a bit more heel, do you Ethan?"<Br>
<BR>
The crowd laughs. You see Ethan wrinkle his nose, keeping himself from responding. Stacey’s mouth drops open, blushing.<Br>
<br>
<<ActionsHeader>>
<<link "Wait for John's verdict on Michelle" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "MichelleVerdict">><<ContestCrowdMichelle 2>><</link>>
<</if>>
<<else>>
<<ShoesNPCCheck "Michelle">>
<<if _ShoesNPCCheck is "High">>
Lastly, John turns his attention to Michelle's shoes. Upon seeing them, he raises an eyebrow and casts a sidelong look back to the crowd. "I'm surprised she can walk in those, ladies and gentlemen."<br>
<Br>
A few mutters and sniggers come from the crowd. You look up to see Ethan grinning back at Michelle.<Br>
<BR>
"Why did you choose those?" John asks her.<bR>
<Br>
Michelle looks to the crowd cautiously before answering. "They seemed more like something a lady would wear."<Br>
<Br>
John casts another dramatic sidelong look to the crowd and arches a brow, earning laughter from them. Michelle grimaces.<Br>
<Br>
"Perhaps one of the night, I would say," John comments, drawing more chuckles. "But we shouldn't judge, ladies and gentlemen. We've raised our children just to have different opinions on what ladylike means. Look at my daughter, for example."<Br>
<Br>
Eyes in the audience turn to look at Stacey on her lounger. She winces at the attention.<Br>
<Br>
You watch John glance back up at Ethan for just a moment. "I can imagine that our lifesaver certainly sees the appeal of a more outlandish form of feminity," he comments. "Is this what a lady looks like to you, Ethan?"<Br>
<BR>
The crowd laughs. You see Ethan wrinkle his nose, keeping himself from responding. Stacey’s mouth drops open, blushing.<Br>
<br>
<<ActionsHeader>>
<<link "Wait for John's verdict on Michelle" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "MichelleVerdict">><<ContestEthanMichelle 1>><</link>>
<<else>>
Lastly, John turns his attention to Michelle's shoes. Upon seeing them, he smiles and casts an appreciative sidelong look back to the crowd. "Look at those shoes, ladies and gentlemen. Doesn't she look dignified?"<br>
<Br>
The crowd gives Michelle an approving round of applause. As she takes in their reaction, you look up to see Ethan looking between her and them, his smile waning.<Br>
<BR>
"Why did you choose those?" John asks her.<bR>
<Br>
Michelle looks to the crowd cautiously before answering. "They just seemed appropriate for this setting."<Br>
<Br>
"You see, ladies and gentlemen," John comments. "You can turn hay into gold." John pauses for a few chuckles, then gives Michelle a reassuring smile. "Exactly the attitude we expect from a Charlton girl. In fact, they are similar to a pair my charming daughter owns. Isn't that right, dear?"<Br>
<Br>
Eyes in the audience turn to look at Stacey on her lounger. She winces at the attention.<Br>
<Br>
You watch John glance back up at Ethan for just a moment. "It doesn't look like our lifesaver agrees. But, then again ladies and gentlemen, he's cut from a different cloth. Like the sort of girl who favours a bit more heel, do you Ethan?"<Br>
<BR>
The crowd laughs. You see Ethan wrinkle his nose, keeping himself from responding. Stacey’s mouth drops open, blushing.<Br>
<br>
<<ActionsHeader>>
<<link "Wait for John's verdict on Michelle" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "MichelleVerdict">><<ContestCrowdMichelle 1>><</link>>
<</if>>
<</if>>
<<case "MichelleVerdict">>
"A pity we can't chat to Michelle for longer, ladies and gentlemen," John says, turning to the crowd. "Give the lovely lady a round of applause."<bR>
<Br>
<<if $ContestCrowdMichelle gte 4>>
The crowd bellows and cheers in response to John's request. Michelle smiles back, beaming as she receives a loud reaction. Next to her, _ContestGirl shuffles back. All too aware that the audience prefers Michelle to her.<br>
<<elseif $ContestCrowdMichelle is 3>>
The crowd cheers in response to John's request. Michelle smiles back, beaming at the reaction. Next to her, _ContestGirl shuffles back. All too aware that the audience prefers Michelle to her.<br>
<<elseif $ContestCrowdMichelle is 2 and $ContestCrowdHeather is 2>>
The crowd applauds in response to John's request. Michelle smiles back. Next to her, _ContestGirl stands awkwardly. The reaction is on-par with her, but she's definitely lost pole position.<br>
<<elseif $ContestCrowdMichelle is 2>>
The crowd applauds in response to John's request. Michelle smiles back. Next to her, _ContestGirl shuffles back. All too aware that the audience prefers Michelle to her.<br>
<<else>>
The crowd gives polite applause in response to John's request. Michelle winces, knowing it's hardly a reaction that makes her stand out as their favourite.<br>
<</if>>
<Br>
<<if $ContestEthanMichelle gte 3>>
You look up at Ethan as the crowd continues to applaud. He gives John a big smile.<Br>
<<elseif $ContestEthanMichelle gte 1>>
You look up at Ethan as the crowd continues to applaud. He gives John a small smile.<Br>
<<else>>
You look up at Ethan as the crowd continues to applaud. His face remains mostly expressionless.<Br>
<</if>>
<Br>
<<if $ContestEthanMichelle gt $ContestEthanHeather>>
Studying him for a moment longer, you note that his reaction is at least more agreeable than it was for _ContestGirl. It seems that Michelle has taken her place as his current favourite. She's your competition now.<br>
<<elseif $ContestEthanMichelle is $ContestEthanHeather>>
Studying him for a moment longer, you note that his reaction is on a par with how he reacted to _ContestGirl. There's no clear stand-out for him. It seems you are going to have to beat out both of them to win.<br>
<<else>>
Studying him for a moment longer, you note that his reaction was more agreeable for _ContestGirl than it was for her. It seems that _ContestGirl has retained her place as his current favourite. She's your competition now.<br>
<</if>>
<bR>
When the crowd's applause dies down, John takes a step past Michelle towards you. "Now, ladies and gentlemen. Our last contestant."<br>
<Br>
<<ActionsHeader>>
<<link "Begin your interview with John" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "InterviewYou1">><</link>>
<<case "InterviewYou1">>
"And what's your name, young lady?" John asks you.<Br>
<Br>
"Emily Phillips," you say, the name coming instinctively now.<br>
<bR>
John smiles at you. "Ah, the young lady new to town. A pleasure to meet you. And what do you do, Emily?"<br>
<bR>
"I'm a senior too," you reply.<Br>
<Br>
"Another girl soon to be graduating our lovely school, ladies and gentlemen," John says, drawing applause from the crowd. "Tell us, dear. What do you want to do when you finish school?"<Br>
<Br>
He waits for your reply. You look up at Ethan, then to the crowd, before turning back to John.<Br>
<Br>
<<ActionsHeader>>
<<link "Tell him you want to find a Charlton man to take care of you" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "InterviewYou1FindMan">><<Assertive -1>><</link>><Br>
<<link "Tell him that you want to see the world and leave Charlton" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "InterviewYou1SeeWorld">><<Assertive 1>><</link>><Br>
<<link "Mumble you don’t know" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "InterviewYou1DontKnow">><<Assertive 1>><</link>><Br>
<<EthanKnowledgeCheck "HardWorkAppeal">>
<<if _EthanKnowledgeCheck is true>><<link "[Knowledge] Tell him that you want a job to support yourself" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "InterviewYou1SupportYourself">><<Assertive 1>><</link>><Br><</if>>
<<case "InterviewYou1FindMan">>
"I would like to find a man to take care of me," you say, injecting a little meekness into your voice.<Br>
<Br>
"Do you hear that, ladies and gentlemen?" John beams. "A young housewife in the waiting! But come on, Emily. Isn't there more to life than babies and doing laundry?"<Br>
<bR>
<<CompulsionCheck "HouseProud">>
<<if _CompulsionCheck is true>>
Without thinking you reply. "Nothing brings me greater joy than making sure a home is a clean and welcoming one."<Br>
<<else>>
You pause, sensing the obvious trap. "I think it's part of a woman's duties to look after the home."<Br>
<</if>>
<Br>
Your words elicit a warm reaction from the crowd. A drunk man meets your gaze, his eyes wandering over your exposed body. "I'll be happy to take care of her later!"<br>
<Br>
The comment causes chuckles. Looking at him, you don't want to cause a scene. You smile bashfully back at him, pulling some whistles from the crowd as you do so.<br>
<Br>
"Looks like we might have made your wish come true, young lady," John comments. "It might be one of our members winning a prize today!"<br>
<Br>
The crowd cheers and applauds harder. You glance up to Ethan, noting he's the only man here not smiling.<Br>
<br>
<<ActionsHeader>>
<<link "Wait for the next question" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "InterviewYou2">><<ContestCrowdPC 1>><</link>>
<<case "InterviewYou1SeeWorld">>
"I would like to leave Charlton and see the world," you tell him.<Br>
<Br>
There are a few mutters from the crowd. None of them appreciative. Even Ethan raises an eyebrow towards you.<Br>
<Br>
John gives you a look, momentarily unsure of how to respond. "That doesn’t seem much like a Charlton girl."<br>
<Br>
You take a deep breath, knowing full well how your words will be received. "There’s more to the world than Charlton."<br>
<Br>
The crowd is silent. In amongst the male audience, you see Britney's jaw drop open. Stacey rolls her eyes, not meeting your stare.<Br>
<br>
<<ActionsHeader>>
<<link "Wait for the next question" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "InterviewYou2">><<ContestCrowdPC -1>><</link>>
<<case "InterviewYou1DontKnow">>
"I'm not sure," you mumble. "I haven't really given it much thought."<Br>
<Br>
"Oh, I don't believe that," John quickly interjects, giving you a reassuring smile. He turns back to the crowd, his eyes glinting. "I think we just have a shy contestant up here today, don't we ladies and gentlemen?"<Br>
<Br>
His obvious attempt to elicit a reaction draws polite applause from the crowd. Though when you look up at Ethan, you see him wince.<br>
<Br>
Out in the crowd, Britney too grimaces. Stacey shakes her head at you when you meet her eyes.<Br>
<br>
<<ActionsHeader>>
<<link "Wait for the next question" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "InterviewYou2">><</link>>
<<case "InterviewYou1SupportYourself">>
"I think I'd like to get a job," you tell him, catching Ethan's eyes as you do so. "I think a woman supporting herself is attractive."<Br>
<Br>
Ethan grins as he hears your words. The crowd doesn't share his reaction, however. Only a few mumbles break the silence from them.<Br>
<Br>
"That doesn't seem very ladylike," John comments. "Wouldn't you be worried about breaking a nail?"<Br>
<Br>
"I don't think that should be the only thing a girl thinks about," you reply. "More women could learn a thing or two from a day’s hard work."<br>
<bR>
There are a few gasps in the crowd. In the high chair, Ethan is almost chuckling.<Br>
<Br>
"An interesting view," John comments. "I wonder if her parents can afford for her not to work, ladies and gentlemen? Fortunately, my daughter won't ever have to consider that. The luxuries afforded to us all of having a good-standing family blesses us all."<Br>
<Br>
There are muttered words of agreement from the crowd. Looking up, John's words have wiped Ethan's grin from his face.<Br>
<Br>
<<ActionsHeader>>
<<link "Wait for the next question" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "InterviewYou2">><<ContestEthanPC 1>><</link>>
<<case "InterviewYou2">>
<<PCMakeUpCheck>>
<<if _PCMakeUpCheck is "Bold">>
John turns his attention to your face, smiling pleasantly. "I'm glad to see you've made an effort for our contest. You look fantastic today, Emily."<Br>
<Br>
There's some whooping from the crowd. You smile back at them, then turn to look up at Ethan. He doesn't look as impressed.<BR>
<Br>
"Tell me," John comments. "Is that for our special occasion, or is this your normal look?"<br>
<Br>
<<ActionsHeader>>
<<link "Tell him you forgot. Thinking is hard" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "InterviewYou2ThinkingHard">><<Intelligence -1>><<ContestCrowdPC 1>><</link>><br>
<<link "Tell him this is your natural style" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "InterviewYou2NaturalStyle">><<Feminity 1>><<ContestCrowdPC 1>><</link>><br>
<<link "Tell him that you aren’t defined by your make-up" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "InterviewYou2NotDefined">><<Assertive 1>><<ContestCrowdPC 1>><</link>><br>
<<link "Mumble you don’t know" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "InterviewYou2Mumble">><<ContestCrowdPC 1>><</link>><br>
<<EthanKnowledgeCheck "MakeupInWay">>
<<if _EthanKnowledgeCheck is true>><<link "[Knowledge] Tell him you think people should look beyond the visage" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "InterviewYou2BeyondVisage">><<Assertive 1>><<ContestCrowdPC 1>><</link>><Br><</if>>
<<elseif _PCMakeUpCheck is "Light">>
John turns his attention to your face, giving you a curious look. "Another wallflower. There must be something in the water this year, ladies and gentlemen."<Br>
<Br>
There are some chuckles from the crowd. You look up at Ethan, who at least seems appreciative of your style.<Br>
<Br>
"Tell me," John comments. "Is that for our special occasion, or is this your normal look?"<br>
<Br>
<<ActionsHeader>>
<<link "Tell him you forgot. Thinking is hard" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "InterviewYou2ThinkingHard">><<Intelligence -1>><<ContestEthanPC 1>><</link>><br>
<<link "Tell him this is your natural style" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "InterviewYou2NaturalStyle">><<Feminity 1>><<ContestEthanPC 1>><</link>><br>
<<link "Tell him that you aren’t defined by your make-up" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "InterviewYou2NotDefined">><<Assertive 1>><<ContestEthanPC 1>><</link>><br>
<<link "Mumble you don’t know" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "InterviewYou2Mumble">><<ContestEthanPC 1>><</link>><br>
<<EthanKnowledgeCheck "MakeupInWay">>
<<if _EthanKnowledgeCheck is true>><<link "[Knowledge] Tell him you think people should look beyond the visage" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "InterviewYou2BeyondVisage">><<Assertive 1>><<ContestEthanPC 1>><</link>><Br><</if>>
<<elseif _PCMakeUpCheck is "None">>
John turns his attention to your face, frowning. "You look a little out-of-sorts, Emily. Are you feeling sick today?"<Br>
<Br>
The crowd is muted, almost as if they are genuinely curious if you're ill. You look up at Ethan, who winces.<Br>
<Br>
"Tell me," John comments. "Is that for our special occasion, or is this your normal look?"<br>
<Br>
<<ActionsHeader>>
<<link "Tell him you forgot. Thinking is hard" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "InterviewYou2ThinkingHard">><<Intelligence -1>><</link>><br>
<<link "Tell him this is your natural style" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "InterviewYou2NaturalStyle">><<Feminity 1>><</link>><br>
<<link "Tell him that you aren’t defined by your make-up" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "InterviewYou2NotDefined">><<Assertive 1>><</link>><br>
<<link "Mumble you don’t know" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "InterviewYou2Mumble">><</link>><br>
<<EthanKnowledgeCheck "MakeupInWay">>
<<if _EthanKnowledgeCheck is true>><<link "[Knowledge] Tell him you think people should look beyond the visage" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "InterviewYou2BeyondVisage">><<Assertive 1>><</link>><Br><</if>>
<</if>>
<<case "InterviewYou2ThinkingHard">>
You bite your lip, conjuring your own internal Britney. "I'm not sure," you say perkily. "I must have forgotten."<bR>
<bR>
There's a few chuckles from the crowd, in part caused by John deploying an arched eyebrow towards them. "You've forgotten?"<bR>
<bR>
You gulp and nod. "Thinking is hard, sometimes."<br>
<bR>
The crowd's laughter increases. You stare back at John, trying to project a vacant look towards him.<br>
<br>
<I>Or maybe this is your natural style now?</i><br>
<Br>
"Now now, ladies and gentlemen," John says, raising a hand for silence. "Thinking isn’t for ladies, after all. Maybe she just needs a man to remind her of what’s important."<br>
<br>
There are cheers from the crowd. Britney smiles at you, whilst Stacey shrugs. But back on the high-chair, Ethan grimaces.<Br>
<Br>
<<ActionsHeader>>
<<link "Wait for the next question" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "InterviewYou3">><<ContestCrowdPC 1>><</link>><Br>
<<case "InterviewYou2NaturalStyle">>
"This is my natural look," you tell Stacey's father with conviction.<Br>
<Br>
<<PCMakeUpCheck>>
<<if _PCMakeUpCheck is "Bold">>
"How delightful, ladies and gentlemen," John comments as applause comes back from the crowd. "A real Charlton girl in the making. I must say, Emily, you have really taken to this community."<br>
<Br>
The crowd continues to applaud. You look back and smile. For one of the few times in Charlton, you feel accepted. Britney gives you an encouraging smile. Even Stacey nods to you with approval. All it took was a little make-up.<br>
<Br>
The dissenting opinion comes from Ethan, who doesn't look impressed.<br>
<Br>
<<ActionsHeader>>
<<link "Wait for the next question" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "InterviewYou3">><<ContestCrowdPC 1>><</link>><Br>
<<elseif _PCMakeUpCheck is "Light">>
"An innocent little flower, ladies and gentlemen," John comments. "Though you might find, Emily, that a dash more colour will help you fit into our community."<br>
<Br>
There is polite applause from the crowd, but nothing more than a token gesture. Ethan, by contrast, gives you a reassuring grin. You return it before looking back to the crowd. Britney gives you an encouraging smile, but it's marred with anxiety. Stacey's eyes look between you and Ethan, darkly.<bR>
<Br>
<<ActionsHeader>>
<<link "Wait for the next question" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "InterviewYou3">><<ContestEthanPC 1>><</link>><Br>
<<elseif _PCMakeUpCheck is "None">>
"That's unfortunate, isn't it ladies and gentlemen," John comments. "You might find, Emily, that a little make-up goes a long way in our community."<br>
<Br>
There is some affirmative mutters in the crowd. No one seems won over by your answer. You see Britney grimace and Stacey sighs. Even up on the high-chair, Ethan looks pained.<bR>
<Br>
<<ActionsHeader>>
<<link "Wait for the next question" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "InterviewYou3">><</link>><Br>
<</if>>
<<case "InterviewYou2NotDefined">>
"I don't think I'm defined by my make-up," you respond to John.<br>
<Br>
There is silence from the crowd. Up on the high-chair, Ethan doesn't meet your eyes.<Br>
<Br>
"I'm not sure we agree, do we ladies and gentlemen?" John asks back to the crowd. There's a few sniggers at your expense. "Isn’t it unbecoming of a lady not to look her best?"<br>
<Br>
"There are more important things than looking good," you press. The crowd's silence is broken by a groan from a man. Over on the sun loungers, Stacey is looking to the floor and Britney is shaking her head at you.<BR>
<Br>
<<ActionsHeader>>
<<link "Wait for the next question" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "InterviewYou3">><<ContestCrowdPC -1>><</link>><Br>
<<case "InterviewYou2Mumble">>
"I'm not sure," you mumble. "Maybe?"<br>
<Br>
John takes a deep breath, matched with a strained smile. "Part of being a woman is knowing her own style, young lady. After all, how might our audience be able to judge if you have the morals we expect from our contest winners?"<br>
<Br>
A few men in the crowd shout out in approval. When you look up at Ethan, he offers you a pained look. Over on the sun loungers, Britney looks back at you with concern. Stacey is focusing on her toes, avoiding your gaze.<bR>
<Br>
<<ActionsHeader>>
<<link "Wait for the next question" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "InterviewYou3">><</link>><Br>
<<case "InterviewYou2BeyondVisage">>
"I try not to spend too much time thinking about make-up," you begin. "It sometimes gets in the way." Catching Ethan's eye, you continue. "People should sometimes look beyond the visage."<br>
<Br>
You hear a few snorts from the crowd, but Ethan chuckles as he retains your eye. His boyish grin doesn't waver.<Br>
<Br>
"So you don't agree that make-up makes the woman?" John comments from beside you, drawing your attention back.<Br>
<Br>
You take a deep breath, knowing you're setting yourself up for a fall from the audience. "It's nice to have, but there’s more to me than my face."<Br>
<Br>
"Out-of-towners," you hear someone mutter. But glancing back up, Ethan is still grinning.<Br>
<Br>
John lets out a small sigh from next to you. "I suppose we should expect such thoughts from those who don’t have standing in Charlton, ladies and gentlemen. Each to their own, though. Some people have a more practical life ahead of them. You wouldn't catch my daughter saying such things, would you, Stacey?"<Br>
<Br>
As the audience turns to look at Stacey, she blushes. Up on the high-chair, Ethan looks at her, wincing.<Br>
<Br>
<<ActionsHeader>>
<<link "Wait for the next question" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "InterviewYou3">><<ContestEthanPC 1>><</link>><Br>
<<case "InterviewYou3">>
<<CurrentOutfit>>
<<if _CurrentOutfit is "SwimsuitRed">>
John’s eyes appraise your outfit. In spite of his look not lingering, you feel exposed in the red bikini, as your breasts strain against the material.<br>
<br>
"A lovely outfit," he says after a moment. "Don’t you think, ladies and gentlemen?"<bR>
<Br>
The mostly male crowd applauds loudly. You even receive some bellows and wolf-whistles. Looking up to the high-chair, Ethan is the only man not taken with your costume.<Br>
<Br>
"And do you think it emphasises your best feature?" John continues.<Br>
<Br>
You glance from him, to Ethan, to the crowd. They are expecting a response from you.<Br>
<Br>
<<ActionsHeader>>
<<link "Turn and look back to the crowd over your shoulder coyly" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "InterviewYou3Coy">><<Orientation 1>><<ContestCrowdPC 1>><</link>><br>
<<link "Give a power pose and say you don’t care either way " "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "InterviewYou3Power">><<Assertive 1>><<ContestCrowdPC 1>><</link>><br>
<<link "Shrug non-committally" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "InterviewYou3Shrug">><<ContestCrowdPC 1>><</link>><br>
<<EthanKnowledgeCheck "CostumeIsEnough">>
<<if _EthanKnowledgeCheck is true>><<link "[Knowledge] Remember Ethan’s words about the costume being enough" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "Interview3Bikini">><<Assertive 1>><<ContestCrowdPC 1>><</link>><Br><</if>>
<<elseif _CurrentOutfit is "SwimsuitPink">>
John’s eyes appraise your outfit. In spite of his look not lingering, you feel exposed in the pink bikini, in spite of its cute colour it’s no more than underwear.<br>
<br>
"A pleasant outfit," he says after a moment. "Don’t you think, ladies and gentlemen?"<bR>
<Br>
The mostly male crowd applauds politely. But looking up to the high-chair, Ethan gives you a warm smile.<Br>
<Br>
"And do you think it emphasises your best feature?" John continues.<Br>
<Br>
You glance from him, to Ethan, to the crowd. They are expecting a response from you.<Br>
<Br>
<<ActionsHeader>>
<<link "Turn and look back to the crowd over your shoulder coyly" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "InterviewYou3Coy">><<Orientation 1>><<ContestEthanPC 1>><</link>><br>
<<link "Give a power pose and say you don’t care either way " "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "InterviewYou3Power">><<Assertive 1>><<ContestEthanPC 1>><</link>><br>
<<link "Shrug non-committally" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "InterviewYou3Shrug">><<ContestEthanPC 1>><</link>><br>
<<EthanKnowledgeCheck "CostumeIsEnough">>
<<if _EthanKnowledgeCheck is true>><<link "[Knowledge] Remember Ethan’s words about the costume being enough" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "Interview3Bikini">><<Assertive 1>><<ContestEthanPC 1>><</link>><Br><</if>>
<<elseif _CurrentOutfit is "SwimsuitBlue">>
John’s eyes appraise your outfit. His eyes look curiously, almost in surprise at your choice.<br>
<br>
"An interesting choice," he says after a moment. "Are you meeting Coach Beach afterwards for a lesson?"<bR>
<Br>
The mostly male crowd laughs amongst themselves. Up on the high-chair, Ethan stares back at you with a bemused expression.<Br>
<Br>
"And do you think it emphasises your best feature?" John continues.<Br>
<Br>
You glance from him, to Ethan, to the crowd. They are expecting a response from you.<Br>
<Br>
<<ActionsHeader>>
<<link "Turn and look back to the crowd over your shoulder coyly" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "InterviewYou3Coy">><<Orientation 1>><</link>><br>
<<link "Give a power pose and say you don’t care either way " "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "InterviewYou3Power">><<Assertive 1>><</link>><br>
<<link "Shrug non-committally" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "InterviewYou3Shrug">><</link>><br>
<<EthanKnowledgeCheck "CostumeIsEnough">>
<<if _EthanKnowledgeCheck is true>><<link "[Knowledge] Remember Ethan’s words about the costume being enough" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "Interview3Bikini">><<Assertive 1>><</link>><Br><</if>>
<</if>>
<<case "InterviewYou3Coy">>
"I'm not sure," you say with a smile. "What does the crowd think?"<bR>
<Br>
You turn to face away from the crowd and look over your shoulder, raising your leg slightly to push a butt cheek up higher. Looking over the male crowd, you give them a coy smile.<Br>
<Br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "SwimsuitRed">>
The applause threatens to deafen you. You know that the bikini is no more than a strip between your arse cheeks. Their eyes are lingering on your bum, applauding for how you push it out towards them.<bR>
<Br>
Only, glancing up to Ethan, he doesn’t seem as enthused.<Br>
<<elseif _CurrentOutfit is "SwimsuitPink">>
The applause is enthusiastic and warm. You know that the bikini hugs your curves, exposing a little of your bum cheeks. Their eyes are lingering on your bum, applauding for how you push it out towards them.<bR>
<Br>
And, glancing up to Ethan, he seems as interested as the crowd.<Br>
<<elseif _CurrentOutfit is "SwimsuitBlue">>
The applause is enthusiastic. In spite of the swimsuit covering your body, you know it hugs your curves and emphasises your bum. Their eyes are lingering, applauding for how you push it out towards them.<bR>
<Br>
Only, glancing up to Ethan, he doesn’t seem as enthused.<Br>
<</if>>
<br>
"It seems our members think it does," John says once the applause dies down. "Think you’ve won a few fans in the audience, young lady."<Br>
<Br>
<<ActionsHeader>>
<<link "Wait for the final question" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "InterviewYou4">><<ContestCrowdPC 1>><</link>>
<<case "InterviewYou3Power">>
You put both of your hands on your hips, standing firm. You flash a smile back to the audience as you push your body out.<Br>
<Br>
"It's not my focus," you say. "I feel good. That’s the most important thing."<Br>
<Br>
There is silence from the crowd. Up on the high chair, Ethan takes in a breath.<Br>
<Br>
"Does wearing that make you feel empowered?" he asks. "Surely when you chose that, you were considering how to dress to impress?"<Br>
<Br>
When you don’t respond, there’s tension in the air. Britney looks at you with bafflement. Stacey isn't even looking up. And on the high chair, Ethan's smile is forced.<Br>
<Br>
<<ActionsHeader>>
<<link "Wait for the final question" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "InterviewYou4">><</link>>
<<case "InterviewYou3Shrug">>
You give John a shrug, not sure what to say. Moments pass that feel like eternity. John looks to the crowd, searching for something to play off. But nothing seems to stand out to him.<br>
<Br>
"You look lovely, anyway," he mutters. "Don't you agree, ladies and gentlemen?"<br>
<Br>
There is a polite applause, forced and more responding to him than you. Ethan watches you, not smiling. Out on the loungers, Britney and Stacey share a look of dismay.<Br>
<Br>
<<ActionsHeader>>
<<link "Wait for the final question" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "InterviewYou4">><</link>>
<<case "Interview3Bikini">>
Remembering Ethan's words, you put your hand on your hip and raise an eyebrow towards John. "Do you not think the costume does enough?"<br>
<br>
"I didn't know you were the interviewer and I was the contestant?" John quips, though his nerves are evident in his voice.<Br>
<Br>
You look up at Ethan with a smile, before turning back between him and the crowd. "You don’t need to show off to know you look good," you say. "Unlike some people here."<br>
<br>
There are some murmurings in the crowd as soon as you fire off the words. _ContestGirl and Michelle stare at you, incredulously. The few women in the crowd share looks between them.<bR>
<Br>
And you hear Ethan chuckling beside you.<BR>
<Br>
"Bold words, ladies and gentlemen," John says after a moment. "Perhaps grace and standing is maybe not required for the practical life in front of our contestant. Unlike my darling daughter, hosting high-class events probably isn't on the cards for you."<br>
<Br>
The crowd's focus turns to Stacey, who tries to look away from the eyes on her. Looking back up to Ethan, you see him wince.<br>
<Br>
<<ActionsHeader>>
<<link "Wait for the final question" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "InterviewYou4">><<ContestEthanPC 1>><</link>>
<<case "InterviewYou4">>
<<ShoesPCCheck>>
<<if _ShoesPCCheck is "High">>
Finally, John's eyes glance down to your high-heeled pumps. He casts a look in your direction. "That footwear doesn't seem suitable for a wet floor. They're a bit much, aren't they ladies and gentlemen?"<br>
<Br>
You look back at the crowd, hearing mutterings. A few of the men leer at you, but none of them now seem taken with you. Working out the rules of this town is something you wonder if you're ever going to master.<Br>
<Br>
Fortunately, looking up Ethan is smiling appreciatively at you.<br>
<Br>
"Why did you choose that pair of shoes?" John asks you.<Br>
<Br>
You again look to Ethan, to the crowd, to John. This is your last chance to make an impression. Good or bad.<br>
<Br>
<<ActionsHeader>>
<<link "Say that girls should always wear heels to accentuate their assets" "CountryClubSwimmingPoolBikiniContest">><<Feminity 1>><<ContestEthanPC 1>><<set $CountryClubSwimmingPoolBikiniContest to "InterviewYou4Assets">><</link>><br>
<<link "Say that you’re wearing them just because of this contest" "CountryClubSwimmingPoolBikiniContest">><<Assertive 1>><<ContestEthanPC 1>><<set $CountryClubSwimmingPoolBikiniContest to "InterviewYou4Contest">><</link>><br>
<<EthanKnowledgeCheck "StandOut">>
<<if _EthanKnowledgeCheck is true>><<link "[Knowledge] Say you have a figure that should be flaunted" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "Interview4Flaunt">><<ContestEthanPC 1>><</link>><Br><</if>>
<<link "Shrug and offer nothing" "CountryClubSwimmingPoolBikiniContest">><<ContestEthanPC 1>><<set $CountryClubSwimmingPoolBikiniContest to "InterviewYou4Shrug">><</link>>
<<else>>
Finally, John's eyes glance down to your low-heeled shoes. He smiles as he sees them. "Very dignified. Perfect for a lady at the poolside. Don't you agree, ladies and gentlemen?"<br>
<Br>
You look back at the crowd, hearing their applause. A few of the men nod to each other, grinning. Working out the rules of this town is something you wonder if you're ever going to master.<Br>
<Br>
Looking up to the high chair, Ethan certainly doesn't seem taken with your choice.<Br>
<Br>
"Why did you choose that pair of shoes?" John asks you.<Br>
<Br>
You again look to Ethan, to the crowd, to John. This is your last chance to make an impression. Good or bad.<br>
<Br>
<<ActionsHeader>>
<<link "Say that girls should always wear heels to accentuate their assets" "CountryClubSwimmingPoolBikiniContest">><<Feminity 1>><<ContestCrowdPC 1>><<set $CountryClubSwimmingPoolBikiniContest to "InterviewYou4Assets">><</link>><br>
<<link "Say that you’re wearing them just because of this contest" "CountryClubSwimmingPoolBikiniContest">><<Assertive 1>><<ContestCrowdPC 1>><<set $CountryClubSwimmingPoolBikiniContest to "InterviewYou4Contest">><</link>><br>
<<EthanKnowledgeCheck "StandOut">>
<<if _EthanKnowledgeCheck is true>><<link "[Knowledge] Say you have a figure that should be flaunted" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "Interview4Flaunt">><<ContestCrowdPC 1>><</link>><Br><</if>>
<<link "Shrug and offer nothing" "CountryClubSwimmingPoolBikiniContest">><<ContestCrowdPC 1>><<set $CountryClubSwimmingPoolBikiniContest to "InterviewYou4Shrug">><</link>>
<</if>>
<<case "InterviewYou4Assets">>
"Girls should always wear heels," you say. "It makes us look good."<br>
<Br>
That causes a few appreciative cries in the crowd. John looks out with a smile before turning back to you.<br>
<Br>
<<ShoesPCCheck>>
<<if _ShoesPCCheck is "High">>
"I don't think our crowd disagrees," he tells you. "But there is a time and a place for such flamboyance, isn't there?"<br>
<br>
You turn on your side, showing a little over your rear to the crowd. "I thought this was a contest?" you ask.<Br>
<Br>
A few more whoops from the audience, turning fast into broad applause. John gives you a look, then shrugs.<Br>
<BR>
"Who am I to argue with our members?" he comments after the applause dies down. "They might not be what I'd want my daughter to wear, but it's reassuring you know who you actually dress for."<br>
<Br>
He looks back at the crowd, as more whistles come your way. Britney gives you two thumbs up. But you notice Stacey looking to your side. As you follow her gaze, you see she's focused on Ethan, who is still watching you appreciatively.<Br>
<br>
<<ActionsHeader>>
<<link "Wait for the final verdict" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "InterviewYouVerdict">><<ContestCrowdPC 1>><<ContestEthanPC 1>><</link>>
<<else>>
"I don't think our crowd disagrees," he tells you. "In fact, we appreciate a girl who knows how to dress to appeal to the crowd, don't we ladies and gentlemen?"<Br>
<Br>
A few more whoops from the audience, turning fast into broad applause. John smiles at you, as the clapping continues.<Br>
<BR>
"And who am I to argue with our members?" he comments after the applause dies down. "It's reassuring to hear someone not afforded a privileged background can understand how things work in our town. Don't you think she has the potential to be a model of our community, ladies and gentlemen?"<br>
<Br>
He looks back at the crowd, as more whistles come your way. Britney gives you two thumbs up. Even Stacey smiles with respect. The only person who doesn't seem won over is Ethan.<Br>
<br>
<<ActionsHeader>>
<<link "Wait for the final verdict" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "InterviewYouVerdict">><<ContestCrowdPC 1>><</link>>
<</if>>
<<case "InterviewYou4Contest">>
"I'm just wearing them for this contest," you say.<bR>
<bR>
"Don't own a pair of heels or two yourself?" John asks you.<BR>
<Br>
You hold back a response, knowing what the crowd wants. But you can't bring yourself to succumb to their desires. "They're not practical."<Br>
<br>
Groans come from the crowd. Even Ethan narrows his eyes. Stacey rocks on her lounger and Britney strikes her forehead with her palm.<Br>
<Br>
"How progressive," John quips, raising an eyebrow to the audience. "Those views might hold in the city, young lady. But you'll find we think a woman should be at her best at all times, don't we ladies and gentlemen?"<br>
<br>
The members erupt in cheers, the alcohol showing in their boldness. As you meet looks, you notice how they are full of contempt. Even from the few ladies in the crowd.<Br>
<br>
<<ActionsHeader>>
<<link "Wait for the final verdict" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "InterviewYouVerdict">><<ContestCrowdPC -1>><</link>>
<<case "Interview4Flaunt">>
<<ShoesPCCheck>>
<<if _ShoesPCCheck is "High">>
"I think with a figure like mine," you say, offering a grin back to the crowd. "A pair of stilettoes are the finishing touch."<br>
<Br>
John gives you a pitying look. "You want to attract attention?"<br>
<Br>
You giggle, glancing up at Ethan. "It's just a bit of fun," you murmur. "So long as I have fun doing it."<br>
<br>
There are a few gasps in the crowd. Britney's eyes widen in shock, but she's smiling in spite of herself. Stacey's eyes are locked hard on to Ethan, who is grinning at you. And only you.<Br>
<Br>
"That doesn’t seem very ladylike," John comments. "A bit too much for a young lady."<Br>
<Br>
"I'm sure it's just because some of the other girls are envious," you gleam, letting yourself get carried away.<br>
<Br>
You could hear a pin drop, if Ethan wasn’t laughing.<bR>
<br>
"I guess we should expect nothing more from someone who hasn’t had the right upbringing, ladies and gentlemen," John comments after a moment.<br>
<Br>
He looks up to see Ethan’s grin. "You might see the appeal of such brazenness, Ethan. But it’s not what we expect from our daughters. Not ones from our background, anyway."<br>
<br>
Ethan stops laughing. Looking over to Stacey, she looks crestfallen.<Br>
<br>
<<ActionsHeader>>
<<link "Wait for the final verdict" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "InterviewYouVerdict">><<ContestEthanPC 1>><</link>>
<<else>>
"I think with a figure like mine," you say, offering a grin back to the crowd. "A slight heel is the finishing touch."<br>
<Br>
John gives you an inquisitive look. "You don't mind the attention?"<br>
<Br>
You giggle, glancing up at Ethan. "It's just a bit of fun," you murmur. "So long as I have fun doing it."<br>
<br>
There are a few positive cheers from the crowd. Britney smiles in spite of herself. Stacey's eyes are locked hard on to Ethan, who is watching you with bemusement.<Br>
<Br>
"I guess that a slight heel does wonders for the figure," John comments. "It certainly does for you. Don't you agree, ladies and gentlemen?"<Br>
<Br>
The cheers from the crowd turn to applause. Ethan offers you a frown, but is still smiling.<Br>
<Br>
"A girl who knows how to dial it down and dial it up, ladies and gentlemen," John comments. "One would say a perfect display of Charlton values."<br>
<Br>
The cheers from the crowd continue. As they do so, John leans over towards Ethan and grins. "See, Ethan. When it comes to our side of society, your tawdry tastes can be balanced with class."<Br>
<Br>
Ethan stops laughing. Looking over to Stacey, she looks crestfallen.<Br>
<br>
<<ActionsHeader>>
<<link "Wait for the final verdict" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "InterviewYouVerdict">><</link>>
<</if>>
<<case "InterviewYou4Shrug">>
You offer nothing as a reply, instead just shrugging. After a moment, John offers a follow-up. "Not sure? Maybe the excitement of today has been too much for you. A round of applause for Emily anyway, ladies and gentlemen."<Br>
<Br>
The crowd offers a small round of applause. Polite and forced. Britney and Stacey stare back at you, the former wincing. You glance up. Ethan doesn’t react.<Br>
<br>
<<ActionsHeader>>
<<link "Wait for the final verdict" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "InterviewYouVerdict">><</link>>
<<case "InterviewYouVerdict">>
"Let's have a round of applause for Emily, ladies and gentlemen," John cries out.<Br>
<Br>
<<if $ContestCrowdPC gte 4>>
The crowd bellows and cheers in response to John's request. You smile back, beaming in spite of yourself as you receive a loud reaction.<br>
<<elseif $ContestCrowdPC is 3>>
The crowd cheers in response to John's request. You smile back, beaming in spite of yourself as you receive a warm reaction.<br>
<<elseif $ContestCrowdPC is 2>>
The crowd applauds in response to John's request. You smile back, in spite of yourself relieved to receive a reaction.<Br>
<<elseif $ContestCrowdPC gt 0>>
The crowd gives polite applause in response to John's request. You wince, knowing it's hardly a reaction for a winner.<Br>
<<else>>
There isn't a response from the crowd. You look to the floor, as you could hear a pin drop.<br>
<</if>>
<Br>
<<if $ContestEthanPC gte 6>>
You look up at Ethan as the crowd continues to applaud. He gives John a big smile and looks over at you appreciatively.<Br>
<<elseif $ContestEthanPC gte 4>>
You look up at Ethan as the crowd continues to applaud. He gives John a big smile.<bR>
<<elseif $ContestEthanPC gte 2>>
You look up at Ethan as the crowd continues to applaud. He gives John a small smile.<Br>
<<else>>
You look up at Ethan as the crowd continues to applaud. His face remains mostly expressionless.<Br>
<</if>>
<Br>
<<if $ContestEthanPC gt $ContestEthanHeather and $ContestEthanPC gt $ContestEthanMichelle>>
Studying him for a moment longer, you note that his reaction is more agreeable than it was for _ContestGirl or Michelle. It seems that you're now his favourite.<br>
<<elseif $ContestEthanPC gt $ContestEthanMichelle>>
Studying him for a moment longer, you note that his reaction is more agreeable than it was for Michelle. You're not sure you've edged out _ContestGirl, though.<Br>
<<elseif $ContestEthanPC gt $ContestEthanHeather>>
Studying him for a moment longer, you note that his reaction is more agreeable than it was for _ContestGirl. You're not sure you've edged out Michelle, though.<Br>
<<else>>
Studying him for a moment longer, you can't read his reaction. It might be on par with how he looked at _ContestGirl. Or Michelle. At least, you hope.<bR>
<</if>>
<bR>
When the crowd's applause dies down, John steps in front of the three of you, turning to the crowd.<bR>
<Br>
"An illuminating contest as always, ladies and gentlemen," John bellows. "But there can only be one winner. Let's see who it is."<br>
<Br>
<<ActionsHeader>>
<<link "Wait to see who has won" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "Winner">><</link>>
<<case "Winner">>
<<ContestCrowdWinner>>
<<if $ContestCrowdWinner is "Michelle">>
"I think you all had a clear favourite, ladies and gentlemen," John bellows out. "Michelle, step forward!"<Br>
<Br>
The crowd erupts with a cheer. Michelle smiles coyly and steps up beside John. He wraps his arm around her and turns her to face the crowd. "Well done, young lady!"<Br>
<Br>
After the applause dies down, John glances up at Ethan with a cautious smile. "The question remains, though. Will our judge adhere to our members' wishes, or pick his own favourite?"<Br>
<<elseif $ContestCrowdWinner is "Heather">>
"I think you all had a clear favourite, ladies and gentlemen," John bellows out. "_ContestGirl, step forward!"<Br>
<Br>
The crowd erupts with a cheer. _ContestGirl's eyes widen, but steps up beside John. He wraps his arm around her and turns her to face the crowd. "Well done, young lady!"<Br>
<Br>
After the applause dies down, John glances up at Ethan with a cautious smile. "The question remains, though. Will our judge adhere to our members' wishes, or pick his own favourite?"<Br>
<<elseif $ContestCrowdWinner is "PC">>
"I think you all had a clear favourite, ladies and gentlemen," John bellows out. "Emily, step forward!"<Br>
<Br>
The crowd erupts with a cheer. Butterflies shoot through your stomach. You step up beside John and he wraps his arm around you. "Well done, young lady!"<Br>
<Br>
After the applause dies down, John glances up at Ethan with a cautious smile. "The question remains, though. Will our judge adhere to our members' wishes, or pick his own favourite?"<Br>
<<elseif $ContestCrowdWinner is "Tie">>
"Too close to call, I think," John says a little more quietly. There are murmurs of discontent from the crowd. John waves his arm up, trying to wrestle control.<Br>
<Br>
John glances up at Ethan with a cautious smile. "It looks like the decision is in our judge's hands. But you heard the crowd, Ethan. You know who they liked. Will you adhere to our members' wishes, or pick your own favourite?"<Br>
<</if>>
<Br>
Ethan looks back to the crowd. Meeting Stacey's eyes. Then back to you, Michelle and _ContestGirl.<Br>
<Br>
<<ContestEthanWinner>>
<<if $ContestEthanWinner is "Michelle">>
"I pick Michelle," Ethan says brashly.<Br>
<br>
<<if $ContestCrowdWinner is "Michelle">>
The crowd applauds. Michelle lights up, giggling as she smiles both at Ethan and the crowd. You glance over to the sun loungers. Britney shrugs but grins at you. Stacey seems too preoccupied with Michelle to notice you looking.<br>
<<else>>
The crowd boos. Michelle smiles politely, but seems disturbed by the reaction of the crowd. You glance over to the sun loungers. Britney grimaces. Stacey looks down in defeat.<br>
<</if>>
<<elseif $ContestEthanWinner is "Heather">>
"I pick _ContestGirl," Ethan says brashly.<Br>
<br>
<<if $ContestCrowdWinner is "Heather">>
The crowd applauds. _ContestGirl's mouth drops, looking startled between Ethan and the crowd. You glance over to the sun loungers. Britney shrugs but grins at you. Stacey seems too preoccupied with _ContestGirl to notice you looking.<br>
<<else>>
The crowd boos. _ContestGirl's face melts with embarrassment. You glance over to the sun loungers. Britney grimaces. Stacey looks down in defeat.<br>
<</if>>
<<elseif $ContestEthanWinner is "PC">>
"I pick Emily," Ethan says brashly.<Br>
<br>
<<if $ContestCrowdWinner is "PC">>
The crowd applauds. You grin, looking between Ethan and the crowd. Then you glance over to the sun loungers. Britney shrugs but grins at you. Stacey looks back at you too, but her eyes are narrow.<br>
<<else>>
The crowd boos. You smile politely, trying not to let the crowd get to you. You glance over to the sun loungers. Britney grimaces. Stacey looks down in defeat.<br>
<</if>>
<<elseif $ContestEthanWinner is "Tie">>
"I can't decide," Ethan says hesitantly.<br>
<Br>
John looks back up at the lifeguard, startled. His lips part, trying to form words. The crowd is silent with shock.<br>
<Br>
<<if $ContestCrowdWinner is "Michelle">>
"Then," John says after a long beat. "Majority rules, then. Michelle, you're our winner!"<Br>
<Br>
The crowd applauds. Michelle lights up, giggling as she smiles both at Ethan and the crowd. You glance over to the sun loungers. Britney shrugs but grins at you. Stacey seems too preoccupied with Michelle to notice you looking.<br>
<<elseif $ContestCrowdWinner is "Heather">>
"Then," John says after a long beat. "Majority rules, then. _ContestGirl, you're our winner!"<Br>
<Br>
The crowd applauds. _ContestGirl's mouth drops, looking startled between Ethan and the crowd. You glance over to the sun loungers. Britney shrugs but grins at you. Stacey seems too preoccupied with _ContestGirl to notice you looking.<br>
<<elseif $ContestCrowdWinner is "PC">>
"Then," John says after a long beat. "Majority rules, then. Emily, you're our winner!"<Br>
<Br>
The crowd applauds. You grin, looking between Ethan and the crowd. Then you glance over to the sun loungers. Britney shrugs but grins at you. Stacey looks back at you too, but her eyes are narrow.<br>
<<elseif $ContestCrowdWinner is "Tie">>
"But you must," John says. "There was no clear winner."<bR>
<Br>
Ethan just shrugs. If the sound wasn't deathly before, it is now.<br>
<Br>
John looks back out to the crowd. Boos and jeers erupt. Standing here in a swimsuit, you feel vulnerable to the mood.<Br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Wait for John to speak" "CountryClubSwimmingPoolBikiniContest">><<BikiniContestWinner>><<set $CountryClubSwimmingPoolBikiniContest to "Winner2">><</link>>
<<case "Winner2">>
"Alright, settle down," John tells the crowd. A hush slowly descends over the audience.<br>
<Br>
<<if $BikiniContestWinner is "None">>
"A strange way to end today's competition," he continues. "But that's your lot for today, ladies and gentlemen. I'm afraid there won't be a cheque presentation and photo today, but do stay and enjoy the club's services."<Br>
<Br>
The crowd begins to disperse. You stand next to Michelle and _ContestGirl still, trying to avoid the leers from the crowd as they pass.<Br>
<<else>>
"A lovely end to a lovely competition, as always," he continues. "That's your lot for today, ladies and gentlemen. But do stay and enjoy the club's services. For those interested, I will now write out a cheque for the winner and Ethan will present it to them in the dining hall. We'll take a photo for the record books with our lovely winner!"<Br>
<Br>
The crowd begins to disperse. You stand next to Michelle and _ContestGirl still, trying to avoid the leers from the crowd as they pass.<Br>
<</if>>
<Br>
<<if $BikiniContestWinner is "Michelle">>
John turns to Michelle and gives her a smile. "Well done, young lady! If you can give me five minutes, then make your way to the dining hall to receive your grant."<Br>
<Br>
He smiles again before stepping down from the makeshift podium and strides off.<br>
<Br>
<<Checkrelationship "Michelle">>
<<if _relationship is 0>>
Michelle glares at you, but doesn't say a word before jumping down from the podium and tottering off towards the dining hall. Beside you, _ContestGirl gets down with a sad smile and heads towards the changing room.<br>
<Br>
You look around, watching the crowd head inside. Only then do you see Britney beckoning you over to the sun loungers.<br>
<<else>>
"Oh Em!", she beams. "What a delight!" She leans in conspiratorially towards you. "Not that I need the grant, really. But it's swell to win something so..." She bites her lip. "Decadent."<Br>
<Br>
She looks around and grins at Ethan before turning back to you. "I've got to prepare for my photo, but I'll catch you later, right? I'm so glad we did this together!"<Br>
<Br>
You can only smile as she jumps down from the podium and totters off towards the dining hall. Beside you, _ContestGirl gets down with a sad smile and heads towards the changing room.<br>
<Br>
You look around, watching the crowd head inside. Only then do you see Britney beckoning you over to the sun loungers.<br>
<</if>>
<<elseif $BikiniContestWinner is "Heather">>
John turns to _ContestGirl and gives her a smile. "Well done, young lady! If you can give me five minutes, then make your way to the dining hall to receive your grant."<Br>
<Br>
He smiles again before stepping down from the makeshift podium and strides off.<br>
<Br>
<<Checkrelationship _ContestGirl>>
<<if _relationship is 0>>
_ContestGirl avoids looking at you and doesn't say a word before stepping down from the podium and tottering off towards the dining hall. Beside you, Michelle gets down with a sad smile and heads towards the changing room.<br>
<Br>
You look around, watching the crowd head inside. Only then do you see Britney beckoning you over to the sun loungers.<br>
<<else>>
"Oh," she sighs. "I guess I can at least pay for those textbooks now."<Br>
<Br>
She looks around, avoiding Ethan's eyes before turning back to you. "I've got to prepare for my photo, but I'll see you at school?"<Br>
<Br>
You can only smile as she steps down from the podium and totters off towards the dining hall. Beside you, Michelle gets down with a sad smile and heads towards the changing room.<br>
<Br>
You look around, watching the crowd head inside. Only then do you see Britney beckoning you over to the sun loungers.<br>
<</if>>
<<elseif $BikiniContestWinner is "PC">>
John turns to you and gives a smile. "Well done, young lady! If you can give me five minutes, then make your way to the dining hall to receive your grant."<Br>
<br>
He smiles again before stepping down from the makeshift podium and strides off.<br>
<Br>
<<Checkrelationship "Michelle">>
<<if _relationship is 0>>
<<else>>
"Oh Em!", she beams. "What a delight!" She leans in conspiratorially towards you. "I shouldn't say this, but I'm glad if I didn't win it was you. It's swell to see you do something so..." She bites her lip. "Decadent."<Br>
<Br>
She looks around and raises her eyebrow as she sees Ethan looking at you. "Looks like I'm not the only one. You should prepare for your photo, but I'll catch you later, right? I'm so glad we did this together!"<Br>
<Br>
You can only smile as she jumps down from the podium and totters off towards the changing room. Beside you, _ContestGirl gets down with a sad smile and follows her.<br>
<Br>
You look around, watching the crowd head inside. Only then do you see Britney beckoning you over to the sun loungers.<br>
<</if>>
<<elseif $BikiniContestWinner is "None">>
John turns to you all and gives a polite smile. "I'm terribly sorry about this, ladies. I'm not sure what got into Ethan today. Alas, I don't control the winner. That's all Ethan."<Br>
<br>
He smiles again before stepping down from the makeshift podium and strides off.<br>
<Br>
<<Checkrelationship "Michelle">>
<<if _relationship is 0>>
Michelle glares at you, but doesn't say a word before jumping down from the podium and tottering off towards the changing room. Beside you, _ContestGirl gets down with a sad smile and follows her.<br>
<Br>
You look around, watching the crowd head inside. Only then do you see Britney beckoning you over to the sun loungers.<br>
<<else>>
"How curious," she muses, before leaning in conspiratorially towards you. "I shouldn't say this, but I thought you should have taken that prize, Em. Maybe the Miss Charlton crown will be yours though, right?"<Br>
<Br>
She looks around briefly, then turns to you. "I'll catch you later, right? Even though no one won, I'm so glad we did this together!"<Br>
<Br>
You can only smile as she jumps down from the podium and totters off towards the changing room. Beside you, _ContestGirl gets down with a sad smile and follows her.<br>
<Br>
You look around, watching the crowd head inside. Only then do you see Britney beckoning you over to the sun loungers.<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Talk to Britney and Stacey" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "BritneyStaceyPost">><</link>>
<<case "BritneyStaceyPost">>
As you approach the pair, you see Britney with her arm around Stacey's shoulder. She looks sullen and upset.<Br>
<br>
<<ContestCrowdWinner>>
<<if $BikiniContestWinner is "PC" and $ContestEthanWinner is "PC">>
"What's wrong, Stace?" Britney says softly. "It, like, went just like we planned! The crowd wanted Em, and Ethan chose her. Doesn't that mean he totally fits in here?"<Br>
<Br>
Stacey looks up, staring at you. "I guess," she mutters. "But he still picked someone." Her eyes glance over your body as she gulps. "It doesn't make me feel... good."<br>
<<elseif $BikiniContestWinner is "Heather" and $ContestEthanWinner is "Heather">>
"What's wrong, Stace?" Britney says softly. "It, like, went just like we planned! The crowd wanted _ContestGirl, and Ethan chose her. Doesn't that mean he totally fits in here?"<Br>
<Br>
Stacey looks up, looking over to the dining hall. "I guess," she mutters. "But he still picked someone." She sniffs. "I didn't think it would be someone like _ContestGirl. She's so... different to me."<br>
<<elseif $BikiniContestWinner is "Michelle" and $ContestEthanWinner is "Michelle">>
"What's wrong, Stace?" Britney says softly. "It, like, went just like we planned! The crowd wanted Michelle, and Ethan chose her. Doesn't that mean he totally fits in here?"<Br>
<Br>
Stacey looks up, staring at you. "I guess," she mutters. "But he still picked someone." She sniffs. "I didn't think it would be someone like Michelle. She's so... different to me."<br>
<<elseif $BikiniContestWinner is "PC">>
"It's okay, Stace," Britney says softly. "At least Em won."<br>
<Br>
"I don't care who won," Stacey snaps before looking at you, sniffing. "No offence, Emily. I just... needed him to pick the one the members wanted. Just once. How can I convince my parents he’s a good match if he doesn’t fit in?"<br>
<<elseif $BikiniContestWinner is "Heather">>
"It's okay, Stace," Britney says softly. "He had to pick someone."<br>
<Br>
"I don't care who won," Stacey snaps, before looking at you, sniffing. "No offence, Emily. I just... needed him to pick the one the members wanted. Just once. How can I convince my parents he’s a good match if he doesn’t fit in?"<br>
<<elseif $BikiniContestWinner is "Michelle">>
"It's okay, Stace," Britney says softly. "He had to pick someone."<br>
<Br>
"I don't care who won," Stacey snaps, before looking at you, sniffing. "No offence, Emily. I just... needed him to pick the one the members wanted. Just once. How can I convince my parents he’s a good match if he doesn’t fit in?"<br>
<<elseif $BikiniContestWinner is "None">>
"It's okay, Stace," Britney says softly. "At least he didn't pick, y'know, anyone."<br>
<Br>
"Is that better than picking someone?" Stacey snaps, before looking at you, sniffing. "No offence, Emily. I just don't know how that helped. How can I convince my parents he’s a good match if he doesn’t fit in?"<br>
<</if>>
<br>
"And," she continues, looking off to the pool. "Did you see the way he was salivating over those stilettoes? Does he expect me to wear things like that? Is that how I'd have to look for him?"<Br>
<Br>
"I mean, you'd look smoking in those pumps," Britney tries.<Br>
<Br>
Stacey gives her a look before again turning away. "You heard the comments my father made. How could I be like that and keep my parents happy?" She sighs. "Maybe I should just give up on him and save them all the embarrassment." She gulps, her voice dropping. "And the heartache."<br>
<Br>
Britney gives you a worried look. Then her eyes widen and she nudges Stacey, pointing behind you. You turn to see Carol and John walking towards the three of you, smiling.<br>
<Br>
You look back to Stacey, who meets your eyes. She looks defeated. You have only a moment to talk to her.<br>
<Br>
<<ActionsHeader>>
<<EthanContestOptions>>
<<StatCheckAssertive "gt" _AssertiveOption>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to convince Stacey to stand up for herself">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "JohnCarolPostAssertivePass">><</link>><br>
<<else>><<link _StatAssertiveProbability "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "JohnCarolPostAssertiveFail">><<Assertive 1>><</link>><br><</if>>
<<StatCheckGreedy "lt" _GreedyMinusOption>>
<<set _StatGreedyProbability to _StatGreedyProbability + " Try to convince Stacey of Ethan’s good intentions">>
<<if _StatCheckGreedy is true>><<link _StatGreedyProbability "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "JohnCarolPostGreedlessPass">><</link>><br>
<<else>><<link _StatGreedyProbability "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "JohnCarolPostGreedlessFail">><<Greedy -1>><</link>><br><</if>>
<<BikiniContestOutcomePositive>>
<<if _BikiniContestOutcomePositive is true>><<link "Tell her to tell her parents that Ethan shares their world view" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "JohnCarolPostOutcomePositive">><</link>><br><</if>>
<<link "Tell her to accept her parents view" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "JohnCarolPostAccept">><</link>><br>
<<case "JohnCarolPostAssertivePass">>
"Don't listen to them, Stacey," you quickly whisper. "You need to stand up for what you want."<Br>
<Br>
She looks at you incredulously. "But... you know what they think. They're never going to accept him!"<Br>
<Br>
<<EthanEvidence "Assertive">>
<br>
Stacey looks to you, wincing. "I just don't know if I can do it," she stammers. "They'll disown me."<Br>
<Br>
"You can, Stacey," you tell her. "Just stand up for yourself."<Br>
<Br>
Before Stacey can reply, her parents are casting a shadow over all of you.<Br>
<Br>
"Hello girls," John comments. "Enjoying the sun?"<Br>
<Br>
<<ActionsHeader>>
<<link "Talk to Stacey's parents" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "JohnCarolTalkAssertivePass">><</link>>
<<case "JohnCarolPostAssertiveFail">>
"Don't listen to them, Stacey," you quickly whisper. "You need to stand up for what you want."<Br>
<Br>
She looks at you incredulously. "But... you know what they think. They're never going to accept him!"<Br>
<Br>
<<EthanEvidence "Assertive">>
<Br>
Stacey looks to you, shaking her head. "It's not enough," she stammers. "They'll disown me."<Br>
<Br>
You wince, wishing you had a better argument. Before you can reply, her parents are casting a shadow over all of you.<Br>
<Br>
"Hello girls," John comments. "Enjoying the sun?"<Br>
<Br>
<<ActionsHeader>>
<<link "Talk to Stacey's parents" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "JohnCarolTalkAssertiveFail">><</link>>
<<case "JohnCarolPostGreedlessPass">>
"Ethan's a good man, Stacey," you quickly whisper. "He really cares about you."<Br>
<Br>
She looks at you incredulously. "But... you know what they think. They think he's beneath us."<Br>
<Br>
<<EthanEvidence "Greedy">>
<br>
Stacey looks to you, wincing. "I just don't know if I can do it," she stammers. "They'll disown me."<Br>
<Br>
"You can, Stacey," you tell her. "Just remember what you're giving up."<Br>
<Br>
Before Stacey can reply, her parents are casting a shadow over all of you.<Br>
<Br>
"Hello girls," John comments. "Enjoying the sun?"<Br>
<Br>
<<ActionsHeader>>
<<link "Talk to Stacey's parents" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "JohnCarolTalkGreedlessPass">><</link>>
<<case "JohnCarolPostGreedlessFail">>
"Ethan's a good man, Stacey," you quickly whisper. "He really cares about you."<Br>
<Br>
She looks at you incredulously. "But... you know what they think. They think he's beneath us."<Br>
<Br>
<<EthanEvidence "Greedy">>
<Br>
Stacey looks to you, shaking her head. "It's not enough," she stammers. "They'll disown me."<Br>
<Br>
You wince, wishing you had a better argument. Before you can reply, her parents are casting a shadow over all of you.<Br>
<Br>
"Hello girls," John comments. "Enjoying the sun?"<Br>
<Br>
<<ActionsHeader>>
<<link "Talk to Stacey's parents" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "JohnCarolTalkGreedlessFail">><</link>>
<<case "JohnCarolPostOutcomePositive">>
"You've got this, Stacey," you quickly whisper. "Just remind them of what happened today. It proved Ethan shares their world view."<Br>
<Br>
She looks at you incredulously. "Do you think that's true, though? It was just a bikini contest."<Br>
<br>
Before you can reply, her parents are casting a shadow over all of you.<Br>
<Br>
"Hello girls," John comments. "Enjoying the sun?"<Br>
<Br>
<<ActionsHeader>>
<<link "Talk to Stacey's parents" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "JohnCarolTalkOutcomePositive">><</link>>
<<case "JohnCarolPostAccept">>
"Maybe you and Ethan aren't right for each other, Stacey," you tell her. "He's from a very different place to you."<Br>
<Br>
She looks at you incredulously. "What do you know about it?"<Br>
<Br>
"I know he doesn't like your parents and their friends," you reply. "Do you want to spend the rest of your life fighting against them?"<br>
<Br>
Before she can reply, her parents are casting a shadow over all of you.<Br>
<Br>
"Hello girls," John comments. "Enjoying the sun?"<Br>
<Br>
<<ActionsHeader>>
<<link "Talk to Stacey's parents" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "JohnCarolTalkAccept">><</link>>
<<case "JohnCarolTalkAssertivePass">>
Carol turns to Stacey, lowering her voice. "Well, darling, that was quite the spectacle. Your father and I have been talking, and we think it's time you moved on from that boy. For everyone's sake."<Br>
<Br>
"Your mother's right," John adds, folding his arms. "We've given him a fair chance, Stacey. He's had his fun playing judge. Now it's time to be sensible."<Br>
<Br>
Stacey opens her mouth, then closes it. She glances at you, and you give her a small nod.<Br>
<Br>
"No," Stacey says. Her voice wavers, but she holds their gaze. "Ethan makes me happy, and I'm not giving him up just because he doesn't fit your idea of what's acceptable."<Br>
<Br>
Carol's smile tightens. John shifts his weight, clearly unused to the pushback.<Br>
<Br>
"Stacey, you're being -" Carol begins.<Br>
<Br>
"I'm being me, mum," she says quietly. Both parents look her. "Can't you just give me this?"<Br>
<Br>
John studies you for a moment, then turns back to his daughter. "We'll discuss this at home," he says, his voice clipped. "Over dinner. And you can invite him, if you insist."<Br>
<Br>
Stacey blinks. "You mean it?"<Br>
<Br>
"Don't read too much into it," Carol says coolly. But she doesn't say no.<Br>
<Br>
Carol and John walk off back towards the Country Club. Stacey watches them go, then turns to you.<Br>
<Br>
<<if $PlayerCharacter.cheerleader is true>>
"Thanks Em," she says quietly after a moment. "I couldn't have done that without you."<Br>
<<else>>
"Thanks Emily," she says after a moment. "I couldn't have done that without you." She gulps. "Please don't tell Chrissie, but maybe you're not so bad after all."<br>
<</if>>
<br>
Britney looks between the two of you, her eyes trying to work out the situation. Then, she makes a nervous clucking sound with her lips and stands.<Br>
<Br>
"Well. Uh, I need to go to the ladies room. Why don't you two, like, chat and stuff."<Br>
<Br>
Stacey looks from her friend to you, the nervousness apparent. She winces, but nods.<Br>
<Br>
"See you later, Em!" Britney beams, skipping away.<Br>
<Br>
<<ActionsHeader>>
<<link "Talk to Stacey about the Prom" "CountryClubSwimmingPoolBikiniContest">><<Quest32Resolution "StoodUp">><<set $CountryClubSwimmingPoolBikiniContest to "TalkToStacey">><</link>>
<<case "JohnCarolTalkAssertiveFail">>
Carol turns to Stacey, lowering her voice. "Well, darling, that was quite the spectacle. Your father and I have been talking, and we think it's time you moved on from that boy. For everyone's sake."<Br>
<Br>
"Your mother's right," John adds, folding his arms. "We've given him a fair chance, Stacey. He's had his fun playing judge. Now it's time to be sensible."<Br>
<Br>
Stacey opens her mouth, then closes it. She glances at you, and you give her a small nod.<Br>
<Br>
"Actually," Stacey starts, her voice thin. "I think... I think Ethan deserves -"<Br>
<Br>
"Deserves what, exactly?" Carol cuts in, eyebrow raised. "A seat at the members' table? Stacey, we've been very patient."<Br>
<Br>
"I just meant" Stacey tries again, but the words seem to catch in her throat. She looks at you, desperate, but you don't have anything to offer that would help.<Br>
<Br>
John puts a hand on Stacey's shoulder. "We know what's best for you, sweetheart," he says gently. "You'll thank us one day. Trust me on that."<Br>
<Br>
Stacey's shoulders slump. She nods, barely.<Br>
<Br>
"Good girl," Carol says, straightening her blazer. "I think we'll hear no more about this Ethan business. Now, I need to settle things with that bartender."<Br>
<Br>
Satisfied, Carol and John walk off back towards the Country Club. Stacey watches them go, then turns to you.<Br>
<Br>
"I told you," she says quietly after a moment. "Maybe they're right. Maybe Ethan and I aren't meant to be."<Br>
<br>
Britney looks between the two of you, her eyes trying to work out the situation. Then, she makes a nervous clucking sound with her lips and stands.<Br>
<Br>
"Well. Uh, I need to go to the ladies room. Why don't you two, like, chat and stuff."<Br>
<Br>
Stacey looks from her friend to you, the nervousness apparent. She winces, but nods.<Br>
<Br>
"See you later, Em!" Britney beams, skipping away.<Br>
<Br>
<<ActionsHeader>>
<<link "Talk to Stacey about the Prom" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "TalkToStacey">><</link>>
<<case "JohnCarolTalkGreedlessPass">>
Carol turns to Stacey, lowering her voice. "Well, darling, that was quite the spectacle. Your father and I have been talking, and we think it's time you moved on from that boy. For everyone's sake."<Br>
<Br>
"Your mother's right," John adds, folding his arms. "We've given him a fair chance, Stacey. He's had his fun playing judge. Now it's time to be sensible."<Br>
<Br>
Stacey takes a breath. She looks at you, and you nod reassuringly.<Br>
<Br>
"Why?" Stacey asks. "Because he's not rich? Because he doesn't belong to the club?"<Br>
<Br>
"Because he's not right for this family," Carol says firmly.<Br>
<Br>
"He's a good person, Mum." Stacey's voice is quiet, but steady. "He works hard. He's honest. He doesn't pretend to be something he's not." She swallows. "Isn't that what you always told me to look for?"<Br>
<Br>
Carol opens her mouth, but nothing comes out. John shifts uncomfortably.<Br>
<Br>
"You're judging him because he doesn't fit in here," Stacey continues, gesturing at the pool, the loungers, the club behind them. "But maybe that's not his fault. Maybe that's ours. Maybe we're the selfish ones for not seeing what's right in front of us."<Br>
<Br>
There's a long silence. John clears his throat and glances at his wife.<Br>
<Br>
"We'll talk about this at home," he says quietly. "Over dinner. He can come, if he'd like."<Br>
<Br>
Stacey exhales. "Thank you, Daddy."<Br>
<Br>
Carol says nothing, but as she turns to leave, she gives Stacey the briefest nod.<Br>
<Br>
Carol and John walk off back towards the Country Club. Stacey watches them go, then turns to you.<Br>
<Br>
<<if $PlayerCharacter.cheerleader is true>>
"Thanks Em," she says quietly after a moment. "I couldn't have done that without you."<Br>
<<else>>
"Thanks Emily," she says after a moment. "I couldn't have done that without you." She gulps. "Please don't tell Chrissie, but maybe you're not so bad after all."<br>
<</if>>
<br>
Britney looks between the two of you, her eyes trying to work out the situation. Then, she makes a nervous clucking sound with her lips and stands.<Br>
<Br>
"Well. Uh, I need to go to the ladies room. Why don't you two, like, chat and stuff."<Br>
<Br>
Stacey looks from her friend to you, the nervousness apparent. She winces, but nods.<Br>
<Br>
"See you later, Em!" Britney beams, skipping away.<Br>
<Br>
<<ActionsHeader>>
<<link "Talk to Stacey about the Prom" "CountryClubSwimmingPoolBikiniContest">><<Quest32Resolution "StoodUp">><<set $CountryClubSwimmingPoolBikiniContest to "TalkToStacey">><</link>>
<<case "JohnCarolTalkGreedlessFail">>
Carol turns to Stacey, lowering her voice. "Well, darling, that was quite the spectacle. Your father and I have been talking, and we think it's time you moved on from that boy. For everyone's sake."<Br>
<Br>
"Your mother's right," John adds, folding his arms. "We've given him a fair chance, Stacey. He's had his fun playing judge. Now it's time to be sensible."<Br>
<Br>
Stacey takes a breath. She looks at you, and you nod reassuringly.<Br>
<Br>
"But he's a good person," Stacey tries. "He works hard, and he's—"<Br>
<Br>
"Lots of people work hard, darling," Carol interrupts. "That doesn't make them suitable. You know how things work here."<Br>
<Br>
Stacey falters. "I just think if you got to know him, you'd see that he's not -"<Br>
<Br>
"We've seen enough," John says, not unkindly. He puts a hand on her shoulder. "We're not doing this to hurt you, sweetheart. We're doing it because we love you. One day you'll understand."<Br>
<Br>
You want to say something, but the words feel hollow. Stacey's eyes meet yours for a moment, then drop to the ground.<Br>
<Br>
"Good," Carol says, straightening her blazer. "I think we'll hear no more about this Ethan business. Now, I need to settle things with the bartender."<Br>
<Br>
Satisfied, Carol and John walk off back towards the Country Club. Stacey watches them go, then turns to you.<Br>
<Br>
"I told you," she says quietly after a moment. "Maybe they're right. Maybe Ethan and I aren't meant to be."<Br>
<br>
Britney looks between the two of you, her eyes trying to work out the situation. Then, she makes a nervous clucking sound with her lips and stands.<Br>
<Br>
"Well. Uh, I need to go to the ladies room. Why don't you two, like, chat and stuff."<Br>
<Br>
Stacey looks from her friend to you, the nervousness apparent. She winces, but nods.<Br>
<Br>
"See you later, Em!" Britney beams, skipping away.<Br>
<Br>
<<ActionsHeader>>
<<link "Talk to Stacey about the Prom" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "TalkToStacey">><</link>>
<<case "JohnCarolTalkOutcomePositive">>
Carol turns to Stacey, lowering her voice. "Well, darling, that was quite the spectacle. Your father and I have been talking, and we think it's time you moved on from that boy. For everyone's sake."<Br>
<Br>
"Your mother's right," John adds, folding his arms. "We've given him a fair chance, Stacey. He's had his fun playing judge. Now it's time to be sensible."<Br>
<Br>
Stacey glances at you, then back to her parents. "But he picked the same winner as the crowd, Daddy. He agreed with all of you."<Br>
<Br>
John pauses. Carol's expression flickers.<Br>
<Br>
"He's not as different as you think," Stacey presses. "He looked at those girls and saw the same thing your members did. He fits in here more than you give him credit for."<Br>
<Br>
"One contest doesn't prove anything," Carol says, though her voice has lost some of its edge.<Br>
<Br>
"Then let him prove it again," Stacey replies. "Over dinner. If he doesn't meet your standards, I won't argue. But at least give him a proper chance."<Br>
<Br>
John looks to Carol. Something passes between them. A silent negotiation you're not quite party to. Then he turns back to his daughter.<Br>
<Br>
"Fine," he says. "Dinner. Saturday. And he'd better dress appropriately."<Br>
<Br>
"He will," Stacey says quickly. "Thank you, Daddy."<Br>
<Br>
Carol nods stiffly. "We'll see," she says. But there's no fight left in it.<Br>
<Br>
Carol and John walk off back towards the Country Club. Stacey watches them go, then turns to you.<Br>
<Br>
<<if $PlayerCharacter.cheerleader is true>>
"Thanks Em," she says quietly after a moment. "I couldn't have done that without you."<Br>
<<else>>
"Thanks Emily," she says after a moment. "I couldn't have done that without you." She gulps. "Please don't tell Chrissie, but maybe you're not so bad after all."<br>
<</if>>
<br>
Britney looks between the two of you, her eyes trying to work out the situation. Then, she makes a nervous clucking sound with her lips and stands.<Br>
<Br>
"Well. Uh, I need to go to the ladies room. Why don't you two, like, chat and stuff."<Br>
<Br>
Stacey looks from her friend to you, the nervousness apparent. She winces, but nods.<Br>
<Br>
"See you later, Em!" Britney beams, skipping away.<Br>
<Br>
<<ActionsHeader>>
<<link "Talk to Stacey about the Prom" "CountryClubSwimmingPoolBikiniContest">><<Quest32Resolution "EthanAccepted">><<set $CountryClubSwimmingPoolBikiniContest to "TalkToStacey">><</link>>
<<case "JohnCarolTalkAccept">>
Carol turns to Stacey, lowering her voice. "Well, darling, that was quite the spectacle. Your father and I have been talking, and we think it's time you moved on from that boy. For everyone's sake."<Br>
<Br>
"Your mother's right," John adds, folding his arms. "We've given him a fair chance, Stacey. He's had his fun playing judge. Now it's time to be sensible."<Br>
<Br>
Stacey looks at you. You hold her gaze for a moment, but say nothing.<Br>
<Br>
She turns back to her parents. "You're right," she says quietly. "I've been silly about the whole thing."<Br>
<Br>
Carol's expression softens immediately. "You haven't been silly, darling. You've been young. There's a difference."<Br>
<Br>
"We just want what's best for you," John says, reaching out to squeeze her arm. "There are plenty of fine young men at the club. You'll find someone who fits."<Br>
<Br>
"I know, Daddy," Stacey replies. Her voice is flat. Obedient.<Br>
<Br>
"Good girl," Carol says, straightening her blazer. "I'm glad that's settled. Now, I need a word with the caterer."<Br>
<Br>
Satisfied, Carol and John walk off back towards the Country Club. Stacey watches them go.<Br>
<Br>
<<if $PlayerCharacter.cheerleader is true>>
"I suppose this is for the best," she says quietly after a moment, then turns to you. "I guess you're right, Em. Ethan and I just wouldn't work."<Br>
<<else>>
"I suppose this is for the best," she says after a moment, then turns to you. "I guess you're right, Emily. Ethan and I just wouldn't work."<Br>
<</if>>
<br>
Britney looks between the two of you, her eyes trying to work out the situation. Then, she makes a nervous clucking sound with her lips and stands.<Br>
<Br>
"Well. Uh, I need to go to the ladies room. Why don't you two, like, chat and stuff."<Br>
<Br>
Stacey looks from her friend to you, the nervousness apparent. She winces, but nods.<Br>
<Br>
"See you later, Em!" Britney beams, skipping away.<Br>
<Br>
<<ActionsHeader>>
<<link "Talk to Stacey about the Prom" "CountryClubSwimmingPoolBikiniContest">><<set $CountryClubSwimmingPoolBikiniContest to "TalkToStacey">><</link>>
<<case "TalkToStacey">>
“I have a favour to ask,” you tell her. “About the prom.”<Br>
<Br>
She looks around, worried at the mention of it. “What?”<br>
<Br>
<<if $PlayerCharacter.cheerleader is true>>
“I need to know that you're loyal,” you tell her. “To me. And not to Reagan.”<Br>
<<else>>
“I want to stop what’s planned,” you say. “And I’d like your help to do it.”<Br>
<Br>
Stacey looks back at you, her mouth dropping. She looks around again, checking who might be listening.<BR>
<Br>
“Are you serious?” she whispers. “Do you know how much trouble I'd get in if the wrong people even saw me talking to you?”<Br>
<Br>
“Please Stacey,” you try. “I helped you with Ethan, didn't I?”<Br>
<</if>>
<br>
<<Quest32Resolution>>
<<if _Quest32Resolution is "HelpAndLoyal">>
She gives you a look and takes a deep breath. "I guess."<br>
<br>
"You said it yourself," you continue. "You wouldn't have spoken up like that otherwise."<br>
<Br>
She takes a deep breath and sighs. "That was different. You're talking about going against the whole school."<Br>
<Br>
"Isn't it just the same?" you try. "You don't have to be perfect for everyone, Stacey. Especially not if it's hurting other people."<br>
<br>
She grimaces, but holds your eyeline. “It’s just magic. Some people need direction to be their best selves."<br>
<br>
You give her a hard look. “Isn’t that what your parents said about you?”<Br>
<br>
"I guess," she mutters again. "I'm not going to become a social pariah for you though, Emily."<Br>
<Br>
"I don't need that," you say reassuringly. "Just when the time comes, just look the other way. It will just be an accident that they'll dismiss."<Br>
<Br>
"What accident, exactly?" Stacey says cautiously.<br>
<Br>
"We'll figure it out," you reply. "Just promise me you'll help."<BR>
<Br>
Stacey looks at you, but sighs. "Okay," she whispers. "But it can't be obvious."<br>
<Br>
She looks away, but gives you a smile. "Feels strange," she mutters. "But good strange."<br>
<Br>
<<ActionsHeader>>
<<link "Say goodbye to Stacey and return to the poolside" "CountryClubSwimmingPool">>
<<BikiniContestCleanUp>>
<<QuestTracker "Quest32" "complete">>
<<QuestOptionComplete "Quest30" 0 "stacey">>
<<Quest30Reconcile>>
<<TimeChange>>
<</link>>
<<elseif _Quest32Resolution is "Help">>
She gives you a look and takes a deep breath. "I guess."<br>
<br>
"Your parents are accepting of him now, aren't they?" you continue. "He's going to dinner with you all, at least."<br>
<Br>
She takes a deep breath and sighs. "That's different. What you're talking about is going against the whole school."<Br>
<Br>
"Isn't it just the same?" you try. "Not everything has to be perfect, Stacey. Especially if perfect hurts people."<br>
<br>
She grimaces, but holds your eyeline. “It’s just magic. Some people need direction to be their best selves."<br>
<br>
You give her a hard look. “Would you use magic on Ethan to make him his best self?”<Br>
<br>
"I don't know," she mutters again. "It would certainly make things easier."<br>
<br>
"But I bet you wouldn't," you try. She gives you a look that says she's not as convinced as you.<br>
<Br>
"I'm not going to become a social pariah for you, Emily." Stacey says after a pause. "What are you asking?"<Br>
<Br>
"Just that when the time comes, you'll look the other way," you reply. "You don't need to stand out. It will just be an accident that they'll dismiss."<Br>
<Br>
"What accident, exactly?" Stacey says cautiously.<br>
<Br>
"We'll figure it out," you reply. "Just promise me you'll help."<BR>
<Br>
Stacey looks at you, but sighs. "Okay," she whispers. "But it can't be obvious."<br>
<Br>
But when she looks away, her face is not entirely convincing.<Br>
<Br>
<<ActionsHeader>>
<<link "Say goodbye to Stacey and return to the poolside" "CountryClubSwimmingPool">>
<<BikiniContestCleanUp>>
<<QuestTracker "Quest32" "complete">>
<<QuestOptionComplete "Quest30" 0 "stacey">>
<<Quest30Reconcile>>
<<TimeChange>>
<</link>>
<<else>>
She gives you a look of irritation. "That didn't help though!" she spits. "My parents are even more against Ethan now!"<br>
<Br>
“I know," you admit. "But at least I tried. Doesn’t that count for something? You know that what you’re doing is wrong, don’t you?”<Br>
<Br>
She grimaces, but holds your eyeline. “It’s just magic. Some people need direction to be their best selves."<br>
<br>
You give her a hard look. “Isn’t that what your parents said about you?”<Br>
<br>
"And they're right, aren't they?" she retorts. "Didn't all of this just show that if you don't meet their standards, you might as well not exist? If people need magic to be that, shouldn't I use it?"<br>
<Br>
"Even if it's against their will?"<br>
<Br>
Stacey stares back at you, offering only a small shrug. "Free will isn't all it's made out to be. Sometimes, a person needs a firm steer in the right direction. That's what my father always says."<Br>
<Br>
You take a deep breath. "So you won't help?"<Br>
<Br>
"I won't tell anyone we had this conversation," Stacey tells you. "But take some advice for yourself, Emily. You don't want to mess with adults of this town. They know what's best for us."<br>
<Br>
<<ActionsHeader>>
<<link "Say goodbye to Stacey and return to the poolside" "CountryClubSwimmingPool">>
<<BikiniContestCleanUp>>
<<QuestTracker "Quest32" "fail">>
<<QuestOptionComplete "Quest30" 0 "stacey">>
<<Quest30Reconcile>>
<<TimeChange>>
<</link>>
<</if>>
<</switch>><b>Charlton Country Club - Women's Locker Room</b><br>
<<if setup.period[$periodCurrent] is "Evening" or setup.period[$periodCurrent] is "Night">>
<img src="./images/CharltonCountryClubWomensLockerRoom_night.png"><br>
<<else>>
<img src="./images/CharltonCountryClubWomensLockerRoom.png"><br>
<</if>>
The women’s locker room smells of lavender and scented soap. Natural light is accentuated by soft lamps above the mirror. A row of lockers line each side, with small locks on each. At the very back are alcoves leading to toilets and shower areas.<Br>
<<include "EventsCountryClubWomensLockerRoom">>
<<if _currentEvent is undefined>>
<br>
<<ActionsHeader>>
<<DailyVariableCheck "AndreaWorking">>
<<if _DailyVariableCheck is true and setup.period[$periodCurrent] is "Lunch">><<link "Replace used towels" "CountryClubWorking">><<set $CountryClubWorking to "LunchWomensLockerRoom">><</link>><Br>
<<elseif _DailyVariableCheck is true and setup.period[$periodCurrent] is "Evening">><<link "Remove dirty linen" "CountryClubWorking">><<set $CountryClubWorking to "EveningWomensLockerRoom">><</link>><Br><</if>>
<<InventoryCheckSelf "TandiCountryClubLockerKey">>
<<Flag "Locker315Searched">><<if _InventoryCheckSelf is true and _FlagReturn is false>><<link "Search for Locker 315" "CountryClubWomensLockerLocker315">><</link>><br><</if>>
<<CurrentOutfit>>
<<InventoryCheckSelf "SwimsuitBlue" "SwimsuitPink" "SwimsuitRed">>
<<if _InventoryCheckSelf is true and $current.avatar is "Emily">>
<<if _CurrentOutfit is "SwimsuitRed" or _CurrentOutfit is "SwimsuitBlue" or _CurrentOutfit is "SwimsuitPink">>
<s>Change into your swimming costume</s> - <i>You're already wearing it</i><br>
<<else>>
<<link "Change into your swimming costume" "CountryClubWomensLockerRoomChangeSwim">><</link>><br>
<</if>>
<</if>>
<<InventoryCheckSelf "TennisDress" "MicroSkirt" "SportsBra">>
<<if _InventoryCheckSelf is true and $current.avatar isnot "Andrea">>
<<if _CurrentOutfit is "TennisDress" or _CurrentOutfit is "MicroSkirt" or _CurrentOutfit is "SportsBra">>
<s>Change into your tennis outfit</s> - <i>You're already wearing it</i><br>
<<else>>
<<link "Change into your tennis outfit" "CountryClubWomensLockerRoomChangeTennis">><</link>><br>
<</if>>
<</if>>
<<if _CurrentOutfit is "SwimsuitRed" or _CurrentOutfit is "SwimsuitBlue" or _CurrentOutfit is "SwimsuitPink" or _CurrentOutfit is "SportsBra" or _CurrentOutfit is "MicroSkirt" or _CurrentOutfit is "TennisDress">>
<<link "Change back into your normal clothes" "CountryClubWomensLockerRoomChangeBack">><</link>><br>
<</if>>
<<link "Go back to the swimming pool" "CountryClubSwimmingPool">><</link>>
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
/* AngusInterupt can never fire here BY DESIGN (ruled 2026-08-14): the women's locker room deliberately
has no <<AndreaCountryClub>> call - Angus won't enter it. The handler below is kept for safety only;
do not "fix" this by adding the widget to the location. */
<<if _currentEvent is "AngusInterupt">>
<<include "CountryClubWorkingAngusInterupt">>
<</if>>You walk down the rows of lockers, finally finding one with a card that simply reads ‘315.’ You put the key you found in Tandi’s room into the hole and the lock opens with ease.<Br>
<Br>
Pulling back the door, you look inside to see a locker full of clothes. A swimsuit hangs up, bone dry. Then a sleeveless polo shirt and tennis skirt, hung on hangers. A bikini lies neatly on a shelf at the top.<br>
<Br>
Those things are expected. What you weren't anticipating was the half a dozen skimpy dresses and glittery miniskirts, tube tops and lacy lingerie. At the bottom, a pair of trainers sit next to some high heeled stilettos and a pair of ankle boots.<br>
<br>
As you riffle through the belongings, you find a make-up bag, overflowing with heavy eye shadow compacts and bold glossy lipstick. These are the choices of a party girl.<Br>
<Br>
Buried underneath the bikini is a red wristband, only decorated with stencilled writing across it. “The Room.” <Br>
<Br>
And as you turn it over, your hand touches something cold. You reach up and take the object down, turning it over in your hand. A coin. On one side a Penny Farthing is embedded into it. On the other, the letter T.<Br>
<Br>
<<ActionsHeader>>
<<link "Close the locker" "CountryClubWomensLockerRoom">><<TakeObjectLocation "CountryClubWomensLockerRoom" "TandiPennyFarthing">><<QuestOptionUnlock "Quest22" 0 "penny_farthing" "gte">><<SetFlag "Locker315Searched">><</link>>You strip down your clothes, feeling self-conscious getting naked both in your current form and being here. The cool autumn breeze gently blows through the locker room and your nipples grow erect as the wind washes over your bare body.<Br>
<Br>
<<InventoryCheckSelf "SwimsuitBlue">>
<<if _InventoryCheckSelf is true>>
<<if $PlayerCharacter.female is false>>
Taking out the swimsuit, you look at it with bafflement on how to pull it on. Eventually you decide to step into it. Putting it on the floor, you put your feet through the leg holes and pull it up to your waist. You pull at it awkwardly, noting how high the cut is and how much it exposes your thigh.<Br>
<Br>
Then you pull it up over your chest, putting your arms one-by-one through the straps. Immediately you feel the fabric cling around your body. You have to pull at the material to feel comfortable and even then, you wince as you look down to see the tops of your breasts pushing up out of the fabric. <Br>
<Br>
Once happy, you look at yourself in the mirror and make a few minor adjustments. With a snap of the material against your buttock, you try a small smile. The reflection of Emily smiles back at you. The tops of her bust showing, her legs on full display. <Br>
<Br>
This is what girls wear outside, right? This isn’t scandalous. <Br>
<Br>
But all the same, you feel self-conscious as you see yourself in the mirror.<BR>
<<else>>
Taking out the swimsuit, you put it on the floor and step into it as if you’ve done this a thousand times before. Because you have. Haven’t you? <br>
<Br>
Pulling it up over your chest, you feel the familiar restriction of the fabric clinging around your body. You have to pull at the material to feel comfortable and even then, you wince as you look down to see the tops of your breasts pushing up out of the fabric. <Br>
<Br>
Once happy, you look at yourself in the mirror and make a few minor adjustments. With a snap of the material against your buttock, you try a small smile. The reflection of Emily smiles back at you. The tops of her bust showing, her legs on full display. <Br>
<Br>
This is what girls wear outside, right? This isn’t scandalous. <br>
<Br>
But all the same, you feel self-conscious as you see yourself in the mirror.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the women’s locker room" "CountryClubWomensLockerRoom">><<WearOutfit "SwimsuitBlue">><</link>>
<</if>>
<<InventoryCheckSelf "SwimsuitPink">>
<<if _InventoryCheckSelf is true>>
<<if $PlayerCharacter.female is false>>
Taking out the pink bikini, you at least understand how to put the bottoms on. You pull them up, feeling the narrow fabric at the back brush against your cheeks. The cool air lets you know that they are still partially exposed, but at least it’s covering some of your rear.<bR>
<Br>
The bikini top is another matter. You decide to put the string around your neck, then adjust the cups to cover your breasts, before reaching behind and attempt to tie it in a bow.<br>
<br>
It takes a few minutes before you finally manage it, arms aching already from that effort. It’s not as snug as you’d like and you briefly wonder how secure it will be if you swim. Looking down, you can’t help but wince as you see your breasts exposed, their curves visible to anyone looking at you.<bR>
<br>
Glancing in the mirror, you make a few minor adjustments. With a snap of the bikini bottoms against your buttock, you try a small smile. The reflection of Emily smiles back at you. The curves of her breasts on display as you look at your front, the edge of your buttocks visible as you look over your shoulder at your rear. <br>
<Br>
This is what girls wear outside, right? This isn’t scandalous. <br>
<Br>
But all the same, you feel self-conscious as you see yourself in the mirror.<br>
<<else>>
Taking out the pink bikini, you drop the bottoms on the floor and step into them as if you’ve done this a thousand times before. Because you have. Haven’t you? <Br>
<Br>
You pull them up, feeling the narrow fabric at the back brush against your cheeks. The cool air lets you know that they are still partially exposed, but at least it’s covering some of your rear.<bR>
<Br>
Picking up the bikini, you pull it over your head and adjust the cups, before reaching back and expertly tying it up in a knot. It feels snug against your body. You are at least confident that it won’t come off in the pool.<br>
<Br>
Glancing in the mirror, you make a few minor adjustments. With a snap of the bikini bottoms against your buttock, you try a small smile. The reflection of Emily smiles back at you. The curves of her breasts on display as you look at your front, the edge of your buttocks visible as you look over your shoulder at your rear.<br>
<Br>
This is what girls wear outside, right? This isn’t scandalous.<bR>
<br>
But all the same, you feel self-conscious as you see yourself in the mirror.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the women’s locker room" "CountryClubWomensLockerRoom">><<WearOutfit "SwimsuitPink">><</link>>
<</if>>
<<InventoryCheckSelf "SwimsuitRed">>
<<if _InventoryCheckSelf is true>>
<<if $PlayerCharacter.female is false>>
Taking out the red bikini, you at least understand how to put the bottoms on. You pull them up, feeling the line of fabric push between your buttocks. The cool air lets you know that they are still fully exposed. The string between them feels tight and ever-present.<bR>
<Br>
The bikini top is another matter. You decide to put the string around your neck, then reach behind and attempt to tie it in a bow. It takes a few minutes before you finally manage it, arms aching already from that effort. It’s not as snug as you’d like and you briefly wonder how secure it will be if you swim. <br>
<Br>
Looking down, you pull at your top to try and cover more of your breasts. It’s in vain. They are spilling out from the plunge top, the edge of the fabric already dangerously close to riding down to expose your nipples.<Br>
<Br>
Glancing in the mirror, you make a few minor adjustments. With a snap of the bikini bottoms against your buttock, you try a small smile. The reflection of Emily smiles back at you. Her breasts almost falling out as you look at your front, her buttocks fully visible as you look over your shoulder at your rear. <Br>
<Br>
This is what girls wear outside, right? This isn’t scandalous?<Br>
<Br>
But all the same, you feel self-conscious as you see yourself in the mirror.<Br>
<<else>>
Taking out the red bikini, you drop the bottoms on the floor and step into them as if you’ve done this a thousand times before. Because you have. Haven’t you?<br>
<Br>
You pull them up, feeling the line of fabric push between your buttocks. The cool air lets you know that they are still fully exposed. The string between them feels tight and ever-present.<br>
<Br>
Picking up the bikini, you pull it over your head and adjust the cups, before reaching back and expertly tying it up in a knot. It feels snug against your body. You are at least confident that it won’t come off in the pool. <br>
<Br>
Looking down, however, you pull at your top to try and cover more of your breasts. It’s in vain. They are spilling out from the plunge top, the edge of the fabric already dangerously close to riding down to expose your nipples.<Br>
<Br>
Glancing in the mirror, you make a few minor adjustments. With a snap of the bikini bottoms against your buttock, you try a small smile. The reflection of Emily smiles back at you. Her breasts almost falling out as you look at your front, her buttocks fully visible as you look over your shoulder at your rear. <br>
<br>
This is what girls wear outside, right? This isn’t scandalous, right?<Br>
<br>
You doubt yourself as you think it when you see yourself in the mirror.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the women’s locker room" "CountryClubWomensLockerRoom">><<WearOutfit "SwimsuitRed">><</link>>
<</if>>You strip down to your underwear, feeling self-conscious both in your current form and being here. The cool autumn breeze gently blows through the locker room and your hairs stand on end as the wind washes over your bare body.<br>
<Br>
<<InventoryCheckSelf "TennisDress">>
<<if _InventoryCheckSelf is true>>
Pulling the dress over your head, you pull it down and make some adjustments as it bunches up around your waist. You find yourself thankful that at least the hem falls around mid-thigh, covering your bum with ease.<Br>
<BR>
The racerback cut is another matter. Now fully dressed, you still feel the cool wind brushing against your bare shoulders and your uncovered back. You hoped that it wouldn’t reveal too much, but the zigzag strips criss-crossing the back make you feel more exposed than you are comfortable with.<Br>
<Br>
Once happy, you look at yourself in the mirror and make a few minor adjustments. With a pull at the waistline, you note the material snaps against your hip. You try a small smile. The reflection of Emily smiles back at you. Her legs on display, her back exposed.<Br>
<Br>
This is what girls wear outside, right? This isn’t scandalous. <br>
<Br>
But all the same, you feel self-conscious as you see yourself in the mirror.<Br>
<br>
<<ActionsHeader>>
<<link "Return to the women’s locker room" "CountryClubWomensLockerRoom">><<WearOutfit "TennisDress">><</link>>
<</if>>
<<InventoryCheckSelf "MicroSkirt">>
<<if _InventoryCheckSelf is true>>
Pulling on the top, you feel the fabric stretch and form around your shape. The sleeveless outfit does little to calm the hairs on your arm standing on end. But it’s the next thing that most worries you.<br>
<br>
Stepping into the pleated skirt, you pull it up. Try as you might, you can’t make it ride any lower than around your hips. You feel the wind breezing against the bottom of your exposed underwear. Even standing, you can feel it only covers half of your bum.<Br>
<br>
Once done, you look at yourself in the mirror and make a few minor adjustments. With a final pull at the skirt, it rides up as if to spite you. You stare back over your shoulder in the mirror and try a small smile. The reflection of Emily smiles back at you. Her bare buttocks exposed, her underwear clear behind the skirt.<Br>
<Br>
This is what girls wear outside, right? This isn’t scandalous?<br>
<Br>
But all the same, you feel self-conscious as you see yourself in the mirror.<Br>
<Br>
<<ActionsHeader>>
<<link "Return to the women’s locker room" "CountryClubWomensLockerRoom">><<WearOutfit "MicroSkirt">><</link>>
<</if>>
<<InventoryCheckSelf "SportsBra">>
<<if _InventoryCheckSelf is true>>
Pulling on the top, you feel the fabric stretch and form around your bust. The sports bra pushes up your breasts, as if padded. You glance down to see your breasts almost spilling out.<Br>
<BR>
Then you step into the skirt and pull it up. It feels even shorter once in-place, more like a belt around your hips. The breeze moves across your bare thigh through the slit, even flicking the front of the skirt up as it does so.<BR>
<Br>
Once done, you look at yourself in the mirror and make a few minor adjustments. With a final pull at your sports bra, you give up. The straps dig into your back, pulling your breasts up. The skirt barely stays in place, showing your underwear when standing, even blowing up at the front through the slit whenever you move.<br>
<Br>
This is what girls wear outside, right? This isn’t scandalous, right?<Br>
<Br>
You doubt yourself as you think it when you see yourself in the mirror.<Br>
<Br>
<<ActionsHeader>>
<<link "Return to the women’s locker room" "CountryClubWomensLockerRoom">><<WearOutfit "SportsBra">><</link>>
<</if>>You change quickly, pulling back on the clothes you wore to enter the country club. Turning to the mirror, you make a few minor adjustments and take a sigh of relief.<Br>
<br>
<<ActionsHeader>>
<<link "Return to the women’s locker room" "CountryClubWomensLockerRoom">><<RemoveOutfit>><</link>>You look around briefly before skulking towards the men’s locker room. You take a breath and put your hand around the handle.<br>
<br>
<<NPCLocationCheck "Ethan">><<Flag "EthanMensRoomPermission">>
<<if _NPCLocationCheck is "CountryClubSwimmingPool" and $current.avatar is "Andrea">>
The handle turns. The door creaks open. When you glance back, the lifeguard Ethan gives you a casual smile as he meets your eye, but he makes no attempt to stop you.<br>
<br>
Slipping between the frame and the door, you enter the locker room.<br>
<Br>
<<ActionsHeader>>
<<link "Enter the men’s locker room" "CountryClubMensLockerRoom">><</link>>
<<elseif _NPCLocationCheck is "CountryClubSwimmingPool" and _FlagReturn is false>>
A blowing whistle echoes around poolside, making you jump. You instinctively turn to see Ethan staring back at you with a smirk. “The door on your right,” he barks.<br>
<br>
You force an apologetic smile, then back away. He nods and maintains the friendly smirk for a moment longer, then turns back to the pool.<br>
<br>
If you are going to get into the men’s locker room in this form, you’re going to have to find some way to get past Ethan.<br>
<Br>
<<ActionsHeader>>
<<link "Return to poolside" "CountryClubSwimmingPool">><</link>>
<<elseif _NPCLocationCheck is "CountryClubSwimmingPool" and _FlagReturn is true>>
The handle turns. The door creaks open. When you glance back, the lifeguard Ethan is looking off to the other end of the pool with focus. Almost consciously not looking your way. From this angle, you see the slight smirk on his face.<br>
<br>
Slipping between the frame and the door, you enter the locker room.<br>
<Br>
<<ActionsHeader>>
<<link "Enter the men’s locker room" "CountryClubMensLockerRoom">><</link>>
<<else>>
The handle turns. The door creaks open.<br>
<br>
Slipping between the frame and the door, you enter the locker room.<br>
<Br>
<<ActionsHeader>>
<<link "Enter the men’s locker room" "CountryClubMensLockerRoom">><</link>>
<</if>><<AndreaCountryClub>>
<<AndreaSneakingCountryClub>>
<b>Charlton Country Club - Men's Locker Room</b><br>
<<if setup.period[$periodCurrent] is "Evening" or setup.period[$periodCurrent] is "Night">>
<img src="./images/CharltonCountryClubMensLockerRoom_night.png"><br>
<<else>>
<img src="./images/CharltonCountryClubMensLockerRoom.png"><br>
<</if>>
Refined and clean, the men’s locker room smells of musky cologne and earthy scents. Lockers line the sides, each secured with a sturdy lock. At the back are small corridors leading to toilets and shower rooms.<Br>
<<include "EventsCountryClubMensLockerRoom">>
<<if _currentEvent is undefined>>
<<QuestState "Quest23">><<QuestOptionCheck "Quest23" 0 "beach">><<NPCLocationCheck "Beach">>
<<if _QuestState is 0 and _QuestOptionCheck is true and _NPCLocationCheck is "CountryClubSwimmingPool">>
<br>
You notice a long sports bag lying on the bench. It’s scuffed and worn, red and white in the colours of Charlton school. You see the nametag attached to the zip. “Michael Beach.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<DailyVariableCheck "AndreaWorking">>
<<if _DailyVariableCheck is true and setup.period[$periodCurrent] is "Lunch">><<link "Replace used towels" "CountryClubWorking">><<set $CountryClubWorking to "LunchMensLockerRoom">><</link>><Br>
<<elseif _DailyVariableCheck is true and setup.period[$periodCurrent] is "Evening">><<link "Remove dirty linen" "CountryClubWorking">><<set $CountryClubWorking to "EveningMensLockerRoom">><</link>><Br><</if>>
<<QuestState "Quest23">><<QuestOptionCheck "Quest23" 0 "beach">>
<<if _QuestState is 0 and _QuestOptionCheck is true and _NPCLocationCheck is "CountryClubSwimmingPool">><<link "Search Beach's bag for his amulet" "CountryClubMensLockerRoomBeachBag">><</link>><br><</if>>
<<link "Go back to the swimming pool" "CountryClubSwimmingPool">><</link>>
<</if>>Opening the bag, you ruffle through the belongings. Gym shorts, musky smelling polo shirts, a can of deodorant and some earthy cologne. Then, there, at the bottom, some strings. And entwined with them is a brass amulet in the shape of a bear.<br>
<br>
<<if $current.female is true>>
As you hold it, you see the sparkle within. There’s no emerald like yours, but you see the glow of yellow-amber energy around its edges. When you touch it, you feel a gentle pushback against your skin. As if it already senses the dark arts within you.<br>
<<else>>
There’s no emerald like yours. But it looks very familiar.<br>
<</if>>
<br>
Zipping up his bag, you pocket the amulet. All you need to do is take it to someone who might know how it works.<br>
<br>
<<ActionsHeader>>
<<link "Return to the locker room" "CountryClubMensLockerRoom">><<TakeObjectNPC "Beach" "BeachAmulet">><<QuestTracker "Quest23" 1>><<QuestOptionComplete "Quest23" 0 "beach">><<if $PlayerCharacter.cheerleader is true>><<QuestOptionUnlock "Quest23" 1 "marjorie">><<else>><<QuestOptionUnlock "Quest23" 1 "gladys">><</if>><</link>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<if _currentEvent is "BeachLockerRoom">>
<br>
You quickly sneak into the men’s locker room, making sure that no one sees you. Beach is sitting on the bench, legs spread, arms stretched out either side. He smirks as he sees you enter.<br>
<Br>
“Anyone notice?” he asks, as you close the door behind you.<Br>
<Br>
You shake your head. “Just little old me,” you add, keeping up the charade.<br>
<Br>
“You’re a real chatty cathy, Phillips,” Beach says, leaning back as you stand near the door. “You might need to put something in it to keep it from talking too loud.”<Br>
<Br>
“I think I’ve outgrown dummies,” you tell him.<Br>
<Br>
He sniggers, but says nothing. Instead, he reaches down to his shorts and tugs them down, revealing his massive stiff cock that pops out over the fabric. “Think I’ve got something better. On your knees, Phillips.”<Br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "SwimsuitBlue">>
You stare back at him, eyes focused on his prick. Here you are, in the form of your sister, standing in the men’s locker room of a prestigious country club, dressed in a revealing one-piece swimsuit, pool water dripping from your body on to the floor. And her PE teacher sits near you, his erect cock free and visible, with eyes full of expectation at what’s to come.<br>
<<elseif _CurrentOutfit is "SwimsuitPink">>
You stare back at him, eyes focused on his prick. Here you are, in the form of your sister, standing in the men’s locker room of a prestigious country club, dressed in a revealing bikini, pool water dripping from your body on to the floor. And her PE teacher sits near you, his erect cock free and visible, with eyes full of expectation at what’s to come.<Br>
<<elseif _CurrentOutfit is "SwimsuitRed">>
You stare back at him, eyes focused on his prick. Here you are, in the form of your sister, standing in the men’s locker room of a prestigious country club, dressed in a slutty bikini, pool water dripping from your body on to the floor. And her PE teacher sits near you, his erect cock free and visible, with eyes full of expectation at what’s to come.<br>
<</if>>
<br>
<I>Are you really going to go through with this?</i><Br>
<<InventoryCheckNPC "Beach" "BeachAmulet">><<QuestOptionCheck "Quest23" 0 "beach">>
<<if _InventoryCheckNPC is true and _QuestOptionCheck is true>><br>As you look at Beach, you notice his whistle hanging around his neck. But nothing else. Now that you know what to look for, you note there's an absence of any amulet entwined with the whistle.<br><</if>>
<br>
<<ActionsHeader>>
<<SpellsCheckSelf "Charm">><<CharmedCheck "Beach">>
<<if _Charmed is false and _SpellsCheckSelf is true>><<link "[Spell: Charm] Cast Charm on Beach" "CountryClubMensLockerRoomBeachScene">><<set $CountryClubMensLockerRoomBeachScene to "Charm">><<EventsCheckEnd "CountryClubMensLockerRoom" "BeachLockerRoom">><</link>><br><</if>>
<<Flag "BeachClubCoinLesson">><<SpellsCheckSelf "SleepForget">>
<<if _FlagReturn is false and _SpellsCheckSelf is true>><<link "[Spell: Sleep & Forget] Cast Sleep & Forget on Beach" "CountryClubMensLockerRoomBeachScene">><<set $CountryClubMensLockerRoomBeachScene to "SleepForgetNoCoin">><<EventsCheckEnd "CountryClubMensLockerRoom" "BeachLockerRoom">><</link>><br><</if>>
<<link "Kneel in front of Beach" "CountryClubMensLockerRoomBeachScene">><<Orientation 1>><<set $CountryClubMensLockerRoomBeachScene to "Kneel">><<EventsCheckEnd "CountryClubMensLockerRoom" "BeachLockerRoom">><<SetFlag "BeachHelpedLockerRoom">><<Vice 1>><</link>><Br>
<<link "Change your mind" "CountryClubMensLockerRoomBeachScene">><<set $CountryClubMensLockerRoomBeachScene to "ChangeMind">><<EventsCheckEnd "CountryClubMensLockerRoom" "BeachLockerRoom">><</link>>
<<elseif _currentEvent is "AngusInterupt">>
<br>
<<include "CountryClubWorkingAngusInterupt">>
<<elseif _currentEvent is "AndreaSneakingCaught">>
<<include "CountryClubWorkingSneakingCaught">>
<</if>><<switch $CountryClubMensLockerRoomBeachScene>>
<<case "Charm">>
<<CastCharm "Beach">>
<<if _CharmSpell is true>>
You mentally stir the magic within your body and take a deep breath, threading the air in your lungs through the swirling energies.<br>
<br>
Beach looks expectantly at you, but then realises too late his error as you breathe out, his usual smug gaze softening into something distant and almost vacant. He blinks slowly, as if trying to push through the haze, but it’s clear the magic has found its mark.<bR>
<Br>
“I don’t think I need to do that, do I?” you tell him. “After all, we’re such good friends.”<Br>
<Br>
Something like a smirk spreads on Beach’s face, but it’s a lazy one and free of smugness. He looks down at his dick as if seeing it for the first time, then he tugs his shorts back up and puts it away. “Yeah,” he mutters.<Br>
<Br>
<<Flag "BeachClubCoinLesson">><<InventoryCheckNPC "Beach" "BeachAmulet">><<QuestOptionCheck "Quest23" 0 "beach">><<QuestOptionCompleteCheck "Quest23" 0 "beach">>
<<if _FlagReturn is true>>
“Now,” you say with satisfaction. “What do you know about the coin? Friend to friend.”<Br>
<Br>
Beach pauses, looking at you as he hesitates. “Take that to McTafeys bar. You’ll see a familiar sign above the fire door. If you step out of there, you’ll find a set of stairs that will lead the way.” He takes a deep breath. “Just take it from me, Phillips. Curiosity has killed many cats in this town. Don’t do anything you might regret.”<Br>
<Br>
“So this coin has something to do with Tandi?” you ask.<Br>
<bR>
<<BeachInventoryCheckPennyFarthingType>>
<<if _BeachInventoryCheckPennyFarthingType is "Tandi">>
Beach eyes you darkly before speaking. “That ‘T' on the coin would be a big coincidence if it didn’t, wouldn’t it?”<br>
<<else>>
Beach eyes you darkly before speaking. “That’s a big assumption, Phillips. One best not to repeat.”<Br>
<</if>>
<br>
The look Beach gives you is long and pensive. “Just be careful, Phillips. I like having you around.”<br>
<br>
<<ActionsHeader>>
<<link "Say goodbye to Beach and return to the swimming pool" "CountryClubSwimmingPool">>
<<QuestTracker "Quest22" 1>><<QuestOptionUnlock "Quest22" 1 "mcTafeys_backdoor">><<SetFlag "BeachClubCoinLesson" false>>
<<TimeChange>><<set $CountryClubMensLockerRoomBeachScene to undefined>>
<</link>>
<<elseif _InventoryCheckNPC is true and _QuestOptionCheck is true and _QuestOptionCompleteCheck is false>>
“Now,” you say with satisfaction. “Where’s that amulet that usually hangs around your neck?”<Br>
<Br>
Beach pauses, looking at you as he hesitates. “I’m not supposed to remove that, Phillips. Let alone give it away.”<Br>
<Br>
You lean in, smiling. “You like me, don’t you sir?”<Br>
<Br>
The gym teacher winces, but nods.<Br>
<Br>
“Then you can trust me with it,” you purr.<Br>
<Br>
He nods and reaches down to a long sports bag on the bench. It’s scuffed and worn, red and white in the colours of Charlton school. Ruffling through it, Beach finally pulls out a brass amulet in the shape of a bear. He holds it out to you.<Br>
<Br>
As you hold it, you see the sparkle within. There’s no emerald like yours, but you see the glow of yellow-amber energy around its edges. When you touch it, you feel a gentle pushback against your skin. As if it already senses the dark arts within you.<Br>
<Br>
Beach zips up his bag and smiles. You pocket the amulet. “Thank you. But I should be going.”<Br>
<Br>
All you need to do is take it to someone who might know how it works.<Br>
<br>
<<ActionsHeader>>
<<link "Leave the men’s locker room" "CountryClubSwimmingPool">>
<<TimeChange>><<set $CountryClubMensLockerRoomBeachScene to undefined>>
<<TakeObjectNPC "Beach" "BeachAmulet">><<QuestOptionComplete "Quest23" 0 "beach">><<QuestTracker "Quest23" 1>>
<<if $PlayerCharacter.cheerleader is true>><<QuestOptionUnlock "Quest23" 1 "marjorie">><<else>><<QuestOptionUnlock "Quest23" 1 "gladys">><</if>>
<</link>>
<<else>>
You briefly consider why you came here. Why you let yourself be in this position. Beach stares vacantly back at you.<Br>
<Br>
“Thank you,” you finally say. “But I should be going.”<Br>
<Br>
Beach smiles and nods. You turn and walk towards the exit.<Br>
<br>
<<ActionsHeader>>
<<link "Leave the men’s locker room" "CountryClubSwimmingPool">><<TimeChange>><<set $CountryClubMensLockerRoomBeachScene to undefined>><</link>>
<</if>>
<<else>>
Something is wrong with the code, as Beach has no magic.
<</if>>
<<case "Kneel">>
You take a deep breath and step forward, dropping to your knees in front of the PE teacher. His cock is inches from your face. You look up at him, even sitting down he still stares down at you. His dominance of the situation unmatched.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "SwimsuitBlue">>
“Pull down that one-piece”, he tells you. “I want to see what’s hinted at.”<bR>
<BR>
You look up at him, meeting his eyes. When he says no more, you tug at the straps and pull the stretch fabric down to your waist. Your breasts pop out, pushed up by the material that clings around your stomach.<br>
<<elseif _CurrentOutfit is "SwimsuitPink">>
“Pull down that top”, he tells you. “I want to see what’s underneath.”<bR>
<br>
You look up at him, meeting his eyes. When he says no more, you tug at the string, pulling the cups down underneath your breasts. They pop out, pushed up by the flimsy material digging into your torso.<bR>
<<elseif _CurrentOutfit is "SwimsuitRed">>
“Take off that top”, he tells you. “I want to see what’s underneath.”<br>
<BR>
You look up at him, meeting his eyes. When he says no more, you tug at the strings, letting the bikini fall to the floor. Your breasts hang free and pert, dangling in front of Emily’s teacher.<Br>
<</if>>
<Br>
“Now,” Beach says, grinning. “I want to know you’re enjoying this as much as I am.” His eyes drift downwards between your legs. “Spread them a little. And pull aside that strip. I want to see you get yourself off as you put this,” he pulls at his dick. “Into your mouth.”<Br>
<br>
<<BraceletChargeProse>>
<bR>
<<ActionsHeader>>
<<link "Do as he says" "CountryClubMensLockerRoomBeachScene">><<set $CountryClubMensLockerRoomBeachScene to "DoAsHeSays">><</link>>
<<case "DoAsHeSays">>
You nod only once before reaching down and pulling at the material over your pussy. You feel the cool air against your lips as you expose them to the elements. Tentatively, you run a finger across them. It’s enough to make you gasp.<br>
<Br>
“That mouth needs quietening,” Beach says, but makes no effort to move.<Br>
<Br>
And here you go. You lean forward, grabbing his member with your free hand as you begin to rub your other across your clit. Sensations of pleasure emanate from your groin, as you finally feel the tip of his prick touch your tongue. The smell of chlorine invades your nostrils. <Br>
<Br>
You begin to feed his cock into your mouth, working up enough saliva for it to ease in and out without tension. All the while, you play with your pussy. The warmth of your touch begins to spread through your womb. You feel yourself growing wet as you take his dick into your mouth, tasting his precum as you experience a rush of endorphins from your masturbation.<Br>
<Br>
You hear a murmur from your mouth and look up to see Beach smiling as he looks down at you. “Looks like you can still make sounds,” he comments. “Need to fill it up more. At both ends.”<Br>
<Br>
You nod and lean forward, his dick filling your mouth as you bob up and down on his groin. Your tits begin to bounce from the movement, rubbing against his thighs. And from beneath, you feel the spark of joy as you continue to play with yourself. You part your legs more, allowing you to push a fingertip between your lips. You try to gasp, but Beach’s prick makes you gag.<Br>
<Br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "SwimsuitBlue">>
A sense akin to an out-of-body experience envelops you. Here you are, knelt down in a men’s locker room, swimsuit tugged down, tits hanging out, blowing your gym teacher as you finger yourself. You might be in Emily’s form, but in this moment you can only identify this as you.<Br>
<<elseif _CurrentOutfit is "SwimsuitPink">>
A sense akin to an out-of-body experience envelops you. Here you are, knelt down in a men’s locker room, bikini tugged down, tits hanging out, bottoms pulled aside, blowing your gym teacher as you finger yourself. You might be in Emily’s form, but in this moment you can only identify this as you.<br>
<<elseif _CurrentOutfit is "SwimsuitRed">>
A sense akin to an out-of-body experience envelops you. Here you are, knelt down in a men’s locker room, tits free and hanging bare, bottoms pulled aside, blowing your gym teacher as you finger yourself. You might be in Emily’s form, but in this moment you can only identify this as you.<Br>
<</if>>
<br>
“Not so fast,” Beach tells you as you vigorously plunge another finger inside your body. “I want you to finish when I do.”<br>
<Br>
You nod, slowing down your masturbation just as you lean further forward to take more of Beach’s cock into your mouth. You feel his pubic hair brushing against your chin as you lean forward. You look up to meet his eyes as you do so, locking your gaze with his as you play with your pussy with his dick touching your throat.<br>
<Br>
He leans back after a moment and you can feel inside your mouth him getting close to climaxing. The taste of cum and the smell of chlorine overwhelms your senses. You feel the sparks of pleasure building inside your womb, fingers massaging the inside of your pussy.<BR>
<Br>
<<ActionsHeader>>
<<link "Finish yourself off" "CountryClubMensLockerRoomBeachScene">><<set $CountryClubMensLockerRoomBeachScene to "FinishOff">><</link>>
<<case "FinishOff">>
Beach cries out and suddenly a jet of semen hits the back of your throat. You plunge your two fingers into your body and you are rewarded with an orgasm that rockets through your bones.<br>
<Br>
Semen fills your mouth as another jet hits your tonsils, just as you clamp your thighs around your fingers and push against a sensitive spot within that sends your climax wild.<br>
<Br>
Another spurt. This time you pull back and swallow. Beach’s cock plops out of your mouth and you feel it hit your face, just as you keep fingering yourself through your orgasm. Warm liquid runs down your cheek, but you don’t care. You are lost in the bliss of cumming. In fact, Beach’s cum just adds to it.<Br>
<Br>
You can’t take any more. You feel your body slump and your head lands between Beach’s thighs as you gasp for breath. His cock brushes up against your hair and you feel residual cum matting strands together, but you don’t care. You can only concentrate on the rush from your own orgasm, and the taste of cum in your mouth.<Br>
<Br>
Once you’ve regained your breath, you glance up. Beach looks down at you, grinning. “Quite the show, Phillips,” he murmurs. “Open wide.”<Br>
<Br>
You push yourself off the bench and open your mouth, showing its empty insides to him. He smiles. “Like the taste of it, did you? Certainly looks that way.”<Br>
<Br>
Following his eyes, you look between your legs. Your fingers still half-inside your pussy, a small puddle of your juices splattered across the locker room floor. <Br>
<br>
You run your tongue over your lips, tasting the cum running down your face. At one point you would have been disgusted by this. But something changed after climaxing whilst doing it. It’s almost enough to stir your own arousal once more.<Br>
<Br>
“Better get yourself cleaned up before you sneak back out,” Beach says, wiping his cock down with his hand and smearing it on the bench. “Don’t want people to start talking, now do we?”<Br>
<Br>
You match his movements, wiping your own face with your hand. Pausing briefly, you stare down at it seeing the cum smeared on your nails. For a brief moment, you yearn to lick it from your fingers. Your womb surges with anticipation. It’s enough to bring you to your senses.<br>
<Br>
<<ActionsHeader>>
<<Flag "BeachClubCoinLesson">>
<<if _FlagReturn is true>>
<<link "Talk to Beach about the coin" "CountryClubMensLockerRoomBeachScene">><<set $CountryClubMensLockerRoomBeachScene to "AboutCoin">><</link>>
<<else>>
<<link "Talk to Beach" "CountryClubMensLockerRoomBeachScene">><<set $CountryClubMensLockerRoomBeachScene to "FinishOffTalk">><</link>>
<</if>>
<<case "AboutCoin">>
“Now,” you say. “What do you know about the coin?"<Br>
<Br>
Beach pauses, looking at you as he hesitates. “Let’s see it again,” he says. <br>
<Br>
You pull out the coin and hold it up. He eyes it carefully, then reaches a hand towards it. “May I?” <Br>
<Br>
Kneeling in front of him like this, you feel you don’t have a choice. You let him take it. He holds it up and inspects it in the light. <Br>
<Br>
“Just as I thought,” he says. “Take it to McTafeys bar. You’ll see a familiar sign above the fire door. If you step out of there, you’ll find a set of stairs that will lead the way.” <Br>
<br>
“So this coin has something to do with Tandi?” you ask.<Br>
<Br>
<<BeachInventoryCheckPennyFarthingType>>
<<if _BeachInventoryCheckPennyFarthingType is "Tandi">>
Beach eyes you darkly before speaking. “That ‘T' on the coin would be a big coincidence if it didn’t, wouldn’t it?”<Br>
<bR>
You nod and reach forward to take it, but Beach pulls his hand back and smiles. “Not so fast, Phillips. Don’t think this one is meant for you.”<Br>
<br>
Before you can say another thing, he reaches over into his sports bag and drops the coin into it. A moment later, he tosses you something to catch. You reach out, feeling a cool coin hit your palm.<Br>
<Br>
Looking over it, you see it’s similar to the one you had. The same shape, same size, same Penny Farthing. But instead of a 'T' etched into it, it’s blank.<Br>
<Br>
“This will get you to the same place,” he says. “It’s just more suitable for you. I think I’ll hold on to the one you had from now on.” <Br>
<br>
<<InventoryCheckNPC "Beach" "BeachAmulet">><<Flag "AmuletsNullified">>
<<if _InventoryCheckNPC is true and _FlagReturn is false>>
You look at it, then glance back to the bag. Where your old coin now is. Beach’s hand flinches, taking your attention, and you see it clasping a small brass trinket, in the shape of a bear.<br>
<Br>
“Just in case you get any ideas,” he tells you. “We wouldn’t want to dampen the mood by playing with the dark arts, now would we?”<br>
<Br>
You look between him and the amulet, scowling. Even if you wanted to do something, you couldn’t. Whilst he has that amulet, he’s protected.<br>
<br>
<<ActionsHeader>>
<<link "Say goodbye to Beach and return to the swimming pool" "CountryClubSwimmingPool">>
<<set $CountryClubMensLockerRoomBeachScene to undefined>>
<<TimeChange>>
<<TakeObjectNPC "Beach" "BlankPennyFarthing">>
<<GiveObjectNPC "Beach" "TandiPennyFarthing">>
<<QuestTracker "Quest22" 1>><<QuestOptionUnlock "Quest22" 1 "mcTafeys_backdoor">><<SetFlag "BeachClubCoinLesson" false>>
<</link>>
<<else>>
<<InventoryCheckNPC "Beach" "BeachAmulet">>
<<if _InventoryCheckNPC is true>>
You look at it, then glance back to the bag. Where your old coin now is. Looking at Beach, you feel the sense of magic building within you. Whatever protection his amulet once offered him is gone now. You could easily deal with him. If you wanted to risk it.<Br>
<<else>>
You look at it, then glance back to the bag. Where your old coin now is. Looking at Beach, you feel the sense of magic building within you. Now he’s without his amulet, you could easily deal with him. If you wanted to risk it.<Br>
<</if>>
<Br>
<<ActionsHeader>>
<<SpellsCheckSelf "Charm">><<CharmedCheck "Beach">>
<<if _Charmed is false and _SpellsCheckSelf is true>><<link "[Spell: Charm] Cast Charm on Beach to get him to return the coin" "CountryClubMensLockerRoomBeachScene">><<set $CountryClubMensLockerRoomBeachScene to "CharmGetCoin">><</link>><br><</if>>
<<SpellsCheckSelf "SleepForget">>
<<if _SpellsCheckSelf is true>><<link "[Spell: Sleep & Forget] Cast Sleep & Forget on Beach" "CountryClubMensLockerRoomBeachScene">><<set $CountryClubMensLockerRoomBeachScene to "SleepForget">><</link>><br><</if>>
<<link "Say goodbye to Beach and return to the swimming pool" "CountryClubSwimmingPool">>
<<set $CountryClubMensLockerRoomBeachScene to undefined>>
<<TimeChange>>
<<TakeObjectNPC "Beach" "BlankPennyFarthing">>
<<GiveObjectNPC "Beach" "TandiPennyFarthing">>
<<QuestTracker "Quest22" 1>><<QuestOptionUnlock "Quest22" 1 "mcTafeys_backdoor">><<SetFlag "BeachClubCoinLesson" false>>
<</link>>
<</if>>
<<elseif _BeachInventoryCheckPennyFarthingType is "Blank">>
Beach eyes you darkly before speaking. “That’s a big assumption, Phillips. One best not to repeat.”<bR>
<Br>
You nod and reach forward to take it, but Beach holds on to it just for a moment. “Once there’s a letter on this coin, you come see me Phillips. Wouldn’t mind a show of my own.”<br>
<Br>
He finally lets go of the coin. You put it away, ignoring his smirk. You aren’t sure what he meant by that, but you’re certain you will find out soon.<Br>
<br>
<<ActionsHeader>>
<<link "Say goodbye to Beach and return to the swimming pool" "CountryClubSwimmingPool">>
<<TimeChange>><<set $CountryClubMensLockerRoomBeachScene to undefined>>
<<QuestTracker "Quest22" 1>><<QuestOptionUnlock "Quest22" 1 "mcTafeys_backdoor">><<SetFlag "BeachClubCoinLesson" false>>
<</link>>
<</if>>
<<case "ChangeMind">>
“I don’t think that’s such a good idea,” you stammer, eyes not moving away from his cock.<br>
<br>
“All talk and no action, eh Phillips?” he mutters. “Not the first who’s tried to play games with me.”<Br>
<Br>
He reaches down and pulls his shorts up, his cock gone from sight. “You should leave. Don’t want anyone to find us in here. Might get the wrong idea."<Br>
<BR>
Beach makes no effort to move, expecting you to go. Seeing no other option, you nod and walk towards the door.<Br>
<br>
<<ActionsHeader>>
<<link "Say goodbye to Beach and return to the swimming pool" "CountryClubSwimmingPool">>
<<TimeChange>><<set $CountryClubMensLockerRoomBeachScene to undefined>>
<</link>>
<<case "CharmGetCoin">>
<<CastCharm "Beach">>
<<if _CharmSpell is true>>
You mentally stir the magic within your body and take a deep breath, threading the air in your lungs through the swirling energies.<bR>
<Br>
Beach looks expectantly at you, but then realises too late his error as you breathe out, his usual smug gaze softening into something distant and almost vacant. He blinks slowly, as if trying to push through the haze, but it’s clear the magic has found its mark.<Br>
<Br>
“You don’t want to keep that from me, do you?” you tell him. “After all, we’re such good friends.”<Br>
<Br>
Something like a smirk spreads on Beach’s face, but it’s a lazy one and free of smugness. He looks down at his dick as if seeing it for the first time, then he tugs his shorts back up and puts it away. “Yeah,” he mutters.<Br>
<Br>
“Now,” you say with satisfaction. “Give me back that coin.”<br>
<Br>
Beach pauses, looking at you as he tries to fight the spell. Reluctantly, he reaches into his sports bag and flicks you the one with the 'T' on. “Sure.”<Br>
<Br>
You give him a polite smile, still looking up at him. He returns it, entranced and eyes glazed over.<br>
<br>
<<ActionsHeader>>
<<link "Say goodbye to Beach and return to the swimming pool" "CountryClubSwimmingPool">>
<<TimeChange>><<set $CountryClubMensLockerRoomBeachScene to undefined>>
<<QuestTracker "Quest22" 1>><<QuestOptionUnlock "Quest22" 1 "mcTafeys_backdoor">><<SetFlag "BeachClubCoinLesson" false>>
<</link>>
<<else>>
Something is wrong with the code, as Beach has no magic.
<</if>>
<<case "SleepForget">>
You focus your mind’s eye on Beach, willing the magic to take hold. “Fall asleep,” you whisper, voice steady. “And let your memories drift as you slumber.”<br>
<BR>
Beach realises too late what you’re doing and his face turns to shock as magic surges out from within you. His body jolts, then slackens. He crumples on to the bench, sound asleep.<Br>
<Br>
You push yourself up off your knees and riffle through his bag, finding the coin he took from you. With a satisfied smirk, you glance at Beach in his slumber. Hopefully, he won’t remember a thing about this encounter.<Br>
<br>
<<ActionsHeader>>
<<link "Return to the swimming pool" "CountryClubSwimmingPool">>
<<TimeChange>><<set $CountryClubMensLockerRoomBeachScene to undefined>>
<<TakeObjectNPC "Beach" "BlankPennyFarthing">>
<<QuestTracker "Quest22" 1>><<QuestOptionUnlock "Quest22" 1 "mcTafeys_backdoor">><<SetFlag "BeachClubCoinLesson" false>>
<</link>>
<<case "SleepForgetNoCoin">>
“Fall asleep,” you quickly mutter. “And let memories drift as you slumber.”<br>
<br>
Beach’s eyes grow wide instantly, but before he can react he falls to his side. He hits the wooden bench with a clang, smacking his forehead against the edge.<br>
<br>
You rush over and check. A small trickle of blood, but nothing serious. He’s breathing. But looking around, it won’t be long until someone finds him.<br>
<br>
<<InventoryCheckNPC "Beach" "BeachAmulet">><<QuestOptionCheck "Quest23" 0 "beach">><<QuestOptionCompleteCheck "Quest23" 0 "beach">>
<<if _InventoryCheckNPC is true and _QuestOptionCheck is true and _QuestOptionCompleteCheck is false>>
You notice a long sports bag lying on the bench. It’s scuffed and worn, red and white in the colours of Charlton school. You see the nametag attached to the zip. “Michael Beach.”<br>
<br>
Opening it, you ruffle through the belongings. Gym shorts, musky smelling polo shirts, a can of deodorant and some earthy cologne. Then, there, at the bottom, some strings. And entwined with them is a brass amulet in the shape of a bear.<br>
<br>
As you hold it, you see the sparkle within. There’s no emerald like yours, but you see the glow of yellow-amber energy around its edges. When you touch it, you feel a gentle pushback against your skin. As if it already senses the dark arts within you.<br>
<br>
Zipping up his bag, you pocket the amulet. All you need to do is take it to someone who might know how it works.<br>
<br>
<<ActionsHeader>>
<<link "Leave the men’s locker room" "CountryClubSwimmingPool">>
<<TimeChange>><<set $CountryClubMensLockerRoomBeachScene to undefined>>
<<TakeObjectNPC "Beach" "BeachAmulet">><<QuestOptionComplete "Quest23" 0 "beach">><<QuestTracker "Quest23" 1>>
<<if $PlayerCharacter.cheerleader is true>><<QuestOptionUnlock "Quest23" 1 "marjorie">><<else>><<QuestOptionUnlock "Quest23" 1 "gladys">><</if>>
<</link>>
<<else>>
Looking around, you briefly consider why you came here. Why you let yourself be in this position. Beach slumbers on the bench.<br>
<br>
<<ActionsHeader>>
<<link "Leave the men’s locker room" "CountryClubSwimmingPool">><<TimeChange>><<set $CountryClubMensLockerRoomBeachScene to undefined>><</link>>
<</if>>
<<case "FinishOffTalk">>
Beach looks back at you, smirking. “What’s the matter, Phillips? You looking for some pillow talk?”<br>
<br>
<<InventoryCheckNPC "Beach" "BeachAmulet">><<QuestOptionCheck "Quest23" 0 "beach">><<QuestOptionCompleteCheck "Quest23" 0 "beach">>
<<if _InventoryCheckNPC is true and _QuestOptionCheck is true and _QuestOptionCompleteCheck is false>>
As you stare back at him, you can’t help it. Your eyes glance to the bag next to him. Just briefly, but you see him notice it.<br>
<br>
Immediately, he’s pulling back the zip. Before you can act, he’s clutching something in his palm. A brass amulet in the shape of a bear.<br>
<br>
“Don’t be getting any ideas,” he mutters. “We’ve got a good thing going on here.”<br>
<br>
You reach out with your senses, feeling the bristling rebuttal from the amulet. However it works, it’s protecting Beach now.<br>
<br>
“Be seeing you, Phillips,” Beach mutters. His eyes pointedly glance at the door. “You should get going. Before someone comes in.”<br>
<br>
<<ActionsHeader>>
<<link "Leave the men’s locker room" "CountryClubSwimmingPool">><<TimeChange>><<set $CountryClubMensLockerRoomBeachScene to undefined>><</link>>
<<else>>
You stare back at him, unsure what to say. Or even, why you are here.<br>
<br>
<i>I think we both know the answer to that, don’t we?</i><br>
<br>
“Be seeing you, Phillips,” Beach mutters. His eyes pointedly glance at the door. “You should get going. Before someone comes in.”<br>
<br>
<<ActionsHeader>>
<<link "Leave the men’s locker room" "CountryClubSwimmingPool">><<TimeChange>><<set $CountryClubMensLockerRoomBeachScene to undefined>><</link>>
<</if>>
<</switch>><<AndreaCountryClub>>
<<AndreaSneakingCountryClub>>
<b>Charlton Country Club - Dining Hall</b><br>
<<if setup.period[$periodCurrent] is "Evening" or setup.period[$periodCurrent] is "Night">>
<img src="./images/CharltonCountryClubDiningHall_night.png"><br>
<<else>>
<img src="./images/CharltonCountryClubDiningHall.png"><br>
<</if>>
A high-end dining experience, complete with spotless table covers and a well stocked bar. Wide windows overlook the swimming pool, showcasing the opulence of the club.<Br>
<<include "EventsCountryClubDiningHall">>
<<if _currentEvent is undefined>>
<<if $NPCPresent.includes("Harrow")>><br>Harrow sits at a table alone, hunched over a glass half-drunk that he holds in one hand as he stares into the liquid inside. A spare empty glass rests off to the side, against a bottle of whiskey.<br><</if>>
<Br>
<<ActionsHeader>>
<<DailyVariableCheck "AndreaWorking">>
<<if $NPCPresent.includes("Harrow")>><<link "Talk to Harrow" "CountryClubDiningHallHarrowDialogue0">><<StartConversation "Harrow" "CountryClubDiningHall">><</link>><Br><</if>>
<<if _DailyVariableCheck is true and setup.period[$periodCurrent] is "Lunch">><<link "Serve food to guests" "CountryClubWorking">><<set $CountryClubWorking to "LunchDiningHall">><</link>><Br><</if>>
<<if _DailyVariableCheck is true and setup.period[$periodCurrent] is "Evening">><<link "Serve drinks to guests" "CountryClubWorking">><<set $CountryClubWorking to "EveningDiningHall">><</link>><Br><</if>>
<<if _CurrentPC is true>>
<<if setup.period[$periodCurrent] is "Night">>
<s>Get a drink to pass time</s> - <i>The bar has stopped serving for the night</i><br>
<<else>>
<<link "Get a drink to pass time" "CountryClubBarDrink">><<Drunk 1>><</link>><br>
<</if>>
<<elseif $current.avatar is "Emily">>
<s>Get a drink to pass time</s> - <i>The bar won’t serve you a drink</i><br>
<</if>>
<<link "Go back to the terrace" "CountryClubTerrace">><</link>>
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<if _currentEvent is "AngusInterupt">>
<<include "CountryClubWorkingAngusInterupt">>
<<elseif _currentEvent is "AndreaSneakingCaught">>
<<include "CountryClubWorkingSneakingCaught">>
<</if>><<include "EventsDialogueHarrow">>
<<if $HarrowDialogue is undefined and _currentEvent is undefined>>
<<if $current.avatar is "Andrea">>
Harrow smiles pleasantly as you approach. “Andrea,” he says and you note his words are slurred. “Working here now too?”<br>
<<elseif $current.avatar is "Emily">>
Harrow smiles pleasantly as you approach. “Miss Phillips,” he says and you note his words are slurred. “Isn’t it past your bedtime?”<Br>
<<elseif $current.female is false>>
Harrow gives you a nod as you approach. “<<TrueName "Current">> Phillips,” he says and you note his words are slurred. “A pleasure, as always.”<Br>
<<elseif $current.female is true>>
<<NPCKnowsThisForm "Harrow">>
<<if _NPCKnowsThisForm is true>>
Harrow smiles pleasantly as you approach. “<<TrueName "Current">> Phillips,” he says and you note his words are slurred. “A pleasure, as always.”<br>
<<else>>
Harrow smiles pleasantly as you approach. “<<TrueName "Current">> Phillips, isn’t it?” he says and you note his words are slurred. “The sibling of the delightful Emily Phillips. Charmed to meet you. Darcy Harrow. I’m Emily’s biology teacher.”<br>
<</if>>
<</if>>
<Br>
Harrow gestures to the seat opposite him. “Please. Take a seat.” He pours you out a glass. If you are going to speak to him, it’s clear he expects you to drink with him.<br>
<<elseif _currentEvent is undefined>>
<<if $HarrowHaveDrink is true>>
Harrow looks over the table at you, waiting with a smile that’s slack from alcohol. He tops up your glass, expecting you to continue drinking with him.<br>
<br>
<<DrunkDescription>><br>
<<set $HarrowHaveDrink to undefined>>
<<else>>
Harrow looks over the table at you, waiting with a smile that’s slack from alcohol. But he makes no move to fill your glass.<br>
<</if>>
<</if>>
<<if _currentEvent is undefined>>
<<Quest23AmuletObservation "Harrow">>
<br>
<<ActionsHeader>>
<<QuestOptionCheck "Quest22" 0 "penny_farthing" "gte">><<InventoryCheckSelf "TandiPennyFarthing" "BlankPennyFarthing">><<DialogueSpoken "Harrow" "PennyFarthing">>
<<if _QuestOptionCheck is true and _InventoryCheckSelf is true and _Discussed is false>><<link "Ask about the coin" "HarrowDialogue">><<set $HarrowDialogue to "PennyFarthing">><<DialogueDone "Harrow" "PennyFarthing">><</link>><br><</if>>
<<DialogueSpoken "Harrow" "AboutReaganExperiments">><<DialogueUnlockCheck "Harrow" "AboutReaganExperiments">>
<<if _Discussed is false and _DialogueUnlockCheck is true>><<link "Ask about Reagan’s experiments" "HarrowDialogue">><<set $HarrowDialogue to "AboutReaganExperiments">><<DialogueDone "Harrow" "AboutReaganExperiments">><</link>><br><</if>>
<<DialogueSpoken "Harrow" "AboutReagan">><<DialogueUnlockCheck "Harrow" "AboutReagan">>
<<if _Discussed is false and _DialogueUnlockCheck is true>><<link "Ask about Reagan" "HarrowDialogue">><<set $HarrowDialogue to "AboutReagan">><<DialogueDone "Harrow" "AboutReagan">><</link>><br><</if>>
<<DialogueSpoken "Harrow" "AboutSermonFuture">><<DialogueUnlockCheck "Harrow" "AboutSermonFuture">>
<<if _Discussed is false and _DialogueUnlockCheck is true>><<link "Ask about the future Sermon has for you" "HarrowDialogue">><<set $HarrowDialogue to "AboutSermonFuture">><<DialogueDone "Harrow" "AboutSermonFuture">><</link>><br><</if>>
<<DialogueSpoken "Harrow" "AboutReagansPlan">><<DialogueUnlockCheck "Harrow" "AboutReagansPlan">>
<<if _Discussed is false and _DialogueUnlockCheck is true>><<link "Ask about Reagan’s plan for the coven" "HarrowDialogue">><<set $HarrowDialogue to "AboutReagansPlan">><<DialogueDone "Harrow" "AboutReagansPlan">><</link>><br><</if>>
<<QuestOptionCheck "Quest23" 3 "nurse_program" "gte">><<DialogueSpoken "Harrow" "NurseProgramGraduate">><<QuestStatus "Quest36">>
<<if _QuestOptionCheck is true and _QuestStatus is "unknown" and $current.avatar isnot "Charli" and _Discussed is false>><<link "Ask about recent graduates who entered the nurse’s program" "HarrowDialogue">><<set $HarrowDialogue to "NurseProgramGraduate">><</link>><br><</if>>
<<DialogueUnlockCheck "Harrow" "PennyFarthingAgain">>
<<if _DialogueUnlockCheck is true>>
<<HarrowAndreaTalk>>
<<StatCheckAssertive "gt" _HarrowAndreaTalk>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to persuade him to talk about the coin">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "HarrowDialogue">><<set $HarrowDialogue to "CoinAssertivePass">><</link>><br>
<<else>><<link _StatAssertiveProbability "HarrowDialogue">><<set $HarrowDialogue to "CoinAssertiveFail">><<Assertive 1>><</link>><br><</if>>
<</if>>
<<QuestOptionCheck "Quest23" 0 "harrow">><<QuestStatus "Quest18">><<QuestState "Quest18">><<DialogueUnlockCheck "Harrow" "PokerInviteAccept">>
<<if $current.avatar is "Emily" or _CurrentPC is true>>
<<if _QuestOptionCheck is true and _DialogueUnlockCheck is false and (_QuestState lt 1 or _QuestStatus is "unknown")>><<link "Ask about attending poker night" "HarrowDialogue">><<set $HarrowDialogue to "PokerNight">><</link>><br><</if>>
<<if _DialogueUnlockCheck is true and (_QuestState lt 1 or _QuestStatus is "unknown")>><<link "Tell Harrow you've reconsidered the poker invite" "HarrowDialogue">><<set $HarrowDialogue to "PokerNightReconsider">><</link>><br><</if>>
<</if>>
<<CompulsionCheck "PartyGirl">>
<<HarrowExhaustedDialogueOptions>>
<<if _CompulsionCheck is true and _HarrowExhaustedDialogueOptions is false>>
<span class="compulsion">[Party Girl] </span><s>Say goodbye to Harrow and return to the dining hall</s> - <i>You can’t say no to a drink</i><br>
<<else>>
<<link "Say goodbye to Harrow and return to the dining hall" "CountryClubDiningHall">><<EndConversation "Harrow">><</link>>
<</if>>
<</if>><b>Charlton Country Club - Staff Room</b><br>
<img src="./images/CharltonCountryClubStaffRoom.png"><br>
<br>The staff room feels worn and still, with dented metal lockers, plain benches, and uniforms hanging limp beneath buzzing strip lights in a faintly stale hush.<br>
<<QuestOptionCheck "Quest22" 0 "country_club">>
<<if _QuestOptionCheck is true>><<QuestOptionComplete "Quest22" 0 "country_club">><</if>>
<<CheckFirst "CountryClubStaffRoomFirst">>
<<if _CheckFirst is false>>
<br>
Entering the staff room, you take a moment to adjust to the artificial light. The steel grey lockers and exposed brickwork are a stark contrast to the opulence of the rest of the club. It should come as no surprise, but it seems staff aren’t given the same consideration as the guests.<br>
<br>
A locker opens when you try it. None of them are blessed with locks. Inside you find a range of identical uniforms in various sizes. Compared to the Charlton Hotel uniforms these are almost puritanical. Formal black pencil skirts and wrinkle-free white blouses for front-of-house duties, grey dresses for maids and cleaning.<br>
<br>
Fastened to the wall is a blackboard with scrawled instructions marked in chalk by the hospitality manager.<br>
<br>
<span class='Lennox-handwriting'><b>Lunch duties</b></span><br>
<br>
<i>Dining Hall - Serve food to guests</i><br>
<br>
<i>Swimming pool - Bring drinks to guests</i><br>
<br>
<i>Locker Rooms - Replace used towels</i><br>
<br>
<i>Terrace - Escort guests to their hosts</i><br>
<br>
<span class='Lennox-handwriting'><b>Evening duties</b></span><br>
<br>
<i>Dining Hall - Serve drinks to guests</i><br>
<br>
<i>Swimming pool - Clean up poolside</i><br>
<br>
<i>Locker Rooms - Remove dirty linen</i><br>
<br>
<i>Kitchen - Washing up from the evening meal</i><br>
<br>
<span class='Lennox-handwriting'>All staff are to remain in the staff room until their shift starts</span><br>
<br>
You run through the instructions again, trying to deduce any hidden undertones to what’s expected from you. The current tasks require you to wander around the country club, so you know which of the uniforms you should wear. The pencil skirt it is.<br>
<</if>>
<br>
<<ActionsHeader>>
<<if setup.period[$periodCurrent] is "Morning" or setup.period[$periodCurrent] is "Afternoon">>
<<link "Wait for your shift to start" "CountryClubStaffRoomChange">><<set $CountryClubStaffRoomChange to "Wait">><<AddFirst "CountryClubStaffRoomFirst">><</link>><br>
<<link "Sneak out on to the Terrace" "CountryClubWorking">><<set $CountryClubWorking to "SneakOut">><<SetFlag "AndreaSneakingCountryClub">><<AddFirst "CountryClubStaffRoomFirst">><</link>><br>
<<elseif setup.period[$periodCurrent] is "Lunch" or setup.period[$periodCurrent] is "Evening">>
<<link "Change and start your shift" "CountryClubStaffRoomChange">><<set $CountryClubStaffRoomChange to "Change">><<AddFirst "CountryClubStaffRoomFirst">><</link>><br>
<</if>>
<<CurrentOutfit>>
<<if _CurrentOutfit is "CountryClubUniform">>
<<link "Change back into your clothes and leave" "CountryClub">><<RemoveOutfit "CountryClubUniform">><<AddFirst "CountryClubStaffRoomFirst">><</link>><br>
<<else>>
<<link "Return to the entrance" "CountryClub">><<AddFirst "CountryClubStaffRoomFirst">><</link>>
<</if>><<switch $CountryClubStaffRoomChange>>
<<case "Wait">>
You sit on the bench and idly look around, letting minutes drift by. The buzz of the lights is only interrupted by the occasional wheezing of the pipes. The clock ticks around slowly, moving slower than you feel is normal.<br>
<Br>
As time passes by, you note that not one other staff member has entered. Occasionally you’ve heard the clip-clop of heels pass by, or muffled voices speaking. But no one has even attempted to enter the staff room. You look around again, the sense of being an animal trapped in an experiment overwhelming you. <br>
<Br>
Nothing seems out of place. But for every minute until it’s time for you to start your shift, you can’t shake the sense that this isn’t right.<br>
<br>
<<ActionsHeader>>
<<link "Change and start your shift" "CountryClubStaffRoomChange">><<set $CountryClubStaffRoomChange to "Change">><<TimeChange>><</link>><br>
<<case "Change">>
<<CheckFirst "StartShiftCountryClub">>
<<if _CheckFirst is false>>
With a deep breath, you take out a few sizes and hold them up to this body. After consideration, you find a blouse and skirt that matches Andrea’s size.<br>
<Br>
Slipping out of the clothes you currently wear, you shiver as the air in the staff room touches your pale skin. You look around, glancing up at the corners of the room. Trying to see a camera to justify the feeling of being watched.<br>
<Br>
You fasten the buttons of the blouse and pull up the skirt, zipping it up. The top hugs your body, forging a clear outline of your breasts. The skirt is constrictive and tight. It tapers inwards at the knee, binding your knees together. Without a slit or side vent, you can barely take a step forward without being impeded. <br>
<Br>
Your heart sinks as you look to the floor of the locker. Sure enough, at the very bottom, is a range of black stilettos in various sizes. The Country Club has that in common with the Hotel, at least.<br>
<Br>
Slipping them on, you turn towards the door and hobble towards the exit.<Br>
<<else>>
Reaching into the locker, you pull out the skirt and blouse in Andrea’s size. You quickly change, still aware of the sensation of being watched.<br>
<Br>
The skirt is no easier to wear after the first time. When you slip on the heels you find yourself taking baby steps forward, constricted by the non-stretch fabric.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Exit the staff room" "CountryClubTerrace">>
<<AddFirst "StartShiftCountryClub">>
<<set $CountryClubStaffRoomChange to undefined>>
<<EventTrigger "CountryClubTerrace" "AndreaWorkingFirst" null null "Andrea" null null null false>>
<<WearOutfit "CountryClubUniform">>
<</link>><br>
<</switch>><b>Charlton Country Club - Kitchen</b><br>
<img src="./images/CharltonCountryClubStaffKitchen.png"><br>
The kitchen is spotless and clinical, all stainless steel and stacked plates under harsh fluorescent light. Only the soft hum of vents and refrigeration breaks the quiet.<br>
<Br>
<<ActionsHeader>>
<<link "Go back to the terrace" "CountryClubTerrace">><</link>>You choose an empty lounger and lower yourself onto it. The autumn sunlight is not especially warm, but the pale stone surrounding the pool holds enough heat to make you comfortable.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "SwimsuitBlue">>
The blue one-piece feels reassuringly practical. A few club members glance across as they pass, but their attention soon returns to their drinks and conversations.<br>
<<elseif _CurrentOutfit is "SwimsuitPink">>
The pink bikini leaves you feeling conspicuous beneath the open sky. You adjust the fabric and catch several club members looking in your direction before politely turning away.<br>
<<elseif _CurrentOutfit is "SwimsuitRed">>
The thin ties of the red bikini press against your skin whenever you move. You remain painfully aware of every passing glance, eventually deciding that lying perfectly still is the safest option.<br>
<</if>>
<br>
You close your eyes and listen to the quiet splash of the pool and the distant clink of ice against glass. When you next look up, the sun has shifted and much more time has passed than you realised.<br>
<br>
<<ActionsHeader>>
<<link "Get up" "CountryClubSwimmingPool">><<TimeChange>><</link>>You take a seat at the polished bar. The bartender gives you a professional once-over before pouring an amber measure into a heavy crystal tumbler and sliding it towards you.<br>
<br>
You turn towards the broad windows overlooking the pool and take a drink.<br>
<br>
<<DrunkDescription>><br>
<br>
With nowhere else you need to be, you nurse the drink and watch the club continue around you. Conversations rise and fall, glasses are collected and replaced, and the ice in your tumbler gradually melts.<br>
<br>
By the time you finish, the light beyond the windows has changed. You push the empty glass away and steady yourself against the bar.<br>
<br>
<<ActionsHeader>>
<<link "Get up" "CountryClubDiningHall">><<TimeChange>><</link>><<widget "CountryClubVisitorCheck">>
<<set _npcId = String(_args[0])>>
<<set $CountryClubVisitor = $CountryClubVisitor ?? {}>>
<<set _CountryClubVisitorCheck to ($CountryClubVisitor[_npcId] isnot undefined)>>
<</widget>>
<<widget "CountryClubVisitorAnyCheck">>
/* True if the PC holds ANY sponsored guest access to the club. The "Working" registration is
deliberately excluded - it is Andrea-form shift access only and does not count as the PC
having secured a way in for Quest22 purposes (ruled 2026-08-14). */
<<set _CountryClubVisitorAnyCheck to false>>
<<set $CountryClubVisitor = $CountryClubVisitor ?? {}>>
<<for _ccvKey range ["Beach", "Britney", "Dan", "Harrow"]>>
<<if $CountryClubVisitor[_ccvKey] isnot undefined>><<set _CountryClubVisitorAnyCheck to true>><</if>>
<</for>>
<</widget>>
<<widget "CountryClubVisitorCheckThisForm">>
<<set _npcId = String(_args[0])>>
<<set $CountryClubVisitor = $CountryClubVisitor ?? {}>>
<<if _CurrentPC is true>>
<<set _CountryClubVisitorCheckThisForm to ($CountryClubVisitor[_npcId] is "PC")>>
<<else>>
<<set _CountryClubVisitorCheckThisForm to ($CountryClubVisitor[_npcId] is $current.avatar)>>
<</if>>
<</widget>>
<<widget "CountryClubVisitor">>
<<set _npcId = String(_args[0])>>
<<set $CountryClubVisitor = $CountryClubVisitor ?? {}>>
<<if $CountryClubVisitor[_npcId] is undefined>>
<<if _CurrentPC is true>>
<<set $CountryClubVisitor[_npcId] = "PC">>
<<else>>
<<set $CountryClubVisitor[_npcId] = $current.avatar>>
<</if>>
<</if>>
<</widget>>
<<widget "EmilyInternMetDan">>
<<set _EmilyInternMetDan to false>>
<<CheckFirst "ThompsonsReceptionSecretaryJobAfternoonEmily">>
<<if _CheckFirst is true>><<set _EmilyInternMetDan to true>><</if>>
<<CheckFirst "EmilyInternship">>
<<if _CheckFirst is true>><<set _EmilyInternMetDan to true>><</if>>
<</widget>>
<<widget "DanTennisLessonCheck">>
<<set _DanTennisLessonCheck to false>>
<<CountryClubVisitorCheckThisForm "Dan">>
<<if _CountryClubVisitorCheckThisForm is true>><<set _DanTennisLessonCheck to true>><</if>>
<<Flag "DanClubCoinLesson">>
<<if _FlagReturn is true>><<set _DanTennisLessonCheck to true>><</if>>
<<Flag "DanTennisJobOffer">>
<<if _FlagReturn is true>><<set _DanTennisLessonCheck to true>><</if>>
<</widget>>
<<widget "DanTennisWin">>
<<set $DanTennisWin = ($DanTennisWin ?? 0) + _args[0]>>
<</widget>>
<<widget "HazelTennisWin">>
<<set $HazelTennisWin = ($HazelTennisWin ?? 0) + _args[0]>>
<</widget>>
<<widget "DanTennisHappy">>
<<set $DanTennisHappy = ($DanTennisHappy ?? 0) + _args[0]>>
<</widget>>
<<widget "DanTennisFlirt">>
<<set $DanTennisFlirt = ($DanTennisFlirt ?? 0) + _args[0]>>
<</widget>>
<<widget "ReconcileTennisLesson">>
<<if $HazelTennisWin gt $DanTennisWin>>
<<SetFlag "TennisLesson" "Lost">>
<<elseif $HazelTennisWin lt $DanTennisWin>>
<<SetFlag "TennisLesson" "Won">>
<</if>>
<<SetFlag "DanTennisLessonComplete">>
<<if $DanTennisHappy gt 0>>
<<SetFlag "DanCoachingHazel">>
<</if>>
<<set $CountryClubTennisLesson to undefined>>
<<set $DanTennisHappy to undefined>>
<<set $DanTennisFlirt to undefined>>
<<set $HazelTennisWin to undefined>>
<<set $DanTennisWin to undefined>>
<<set $WinGame to undefined>>
<<TimeChange>>
<</widget>>
<<widget "HarrowAndreaTalk">>
<<if $current.drunk is 0>><<set _HarrowAndreaTalk to 50>>
<<elseif $current.drunk is 1>><<set _HarrowAndreaTalk to 40>>
<<elseif $current.drunk is 2>><<set _HarrowAndreaTalk to 30>>
<<elseif $current.drunk is 3>><<set _HarrowAndreaTalk to 20>>
<<elseif $current.drunk is 4>><<set _HarrowAndreaTalk to 10>>
<</if>>
<</widget>>
<<widget "AndreaCountryClub">>
<<CurrentOutfit>>
<<if _CurrentOutfit is "CountryClubUniform" and $current.avatar is "Andrea">>
<<DailyVariableCheck "AndreaWorking">>
<<if _DailyVariableCheck is true>>
<<if setup.period[$periodCurrent] is "Lunch" or setup.period[$periodCurrent] is "Evening">>
<<set _location to passage()>>
/* DiceRoll arg is a threshold: gte 76 = 25% chance per room entry */
<<DiceRoll 76>>
<<if _DiceRoll is true>>
<<EventTrigger _location "AngusInterupt" null null "Andrea" null null null true>>
<</if>>
<</if>>
<<else>>
<<DailyVariableAdd "AndreaWorking">>
<</if>>
<</if>>
<</widget>>
<<widget "HarrowExhaustedDialogueOptions">>
<<set _HarrowExhaustedDialogueOptions to true>>
/* PennyFarthing */
<<QuestOptionCheck "Quest22" 0 "penny_farthing" "gte">><<InventoryCheckSelf "TandiPennyFarthing" "BlankPennyFarthing">><<DialogueSpoken "Harrow" "PennyFarthing">>
<<if _QuestOptionCheck is true and _InventoryCheckSelf is true and _Discussed is false>><<set _HarrowExhaustedDialogueOptions to false>><</if>>
/* AboutReaganExperiments */
<<DialogueSpoken "Harrow" "AboutReaganExperiments">><<DialogueUnlockCheck "Harrow" "AboutReaganExperiments">>
<<if _Discussed is false and _DialogueUnlockCheck is true>><<set _HarrowExhaustedDialogueOptions to false>><</if>>
/* AboutReagan */
<<DialogueSpoken "Harrow" "AboutReagan">><<DialogueUnlockCheck "Harrow" "AboutReagan">>
<<if _Discussed is false and _DialogueUnlockCheck is true>><<set _HarrowExhaustedDialogueOptions to false>><</if>>
/* AboutSermonFuture */
<<DialogueSpoken "Harrow" "AboutSermonFuture">><<DialogueUnlockCheck "Harrow" "AboutSermonFuture">>
<<if _Discussed is false and _DialogueUnlockCheck is true>><<set _HarrowExhaustedDialogueOptions to false>><</if>>
/* AboutReagansPlan */
<<DialogueSpoken "Harrow" "AboutReagansPlan">><<DialogueUnlockCheck "Harrow" "AboutReagansPlan">>
<<if _Discussed is false and _DialogueUnlockCheck is true>><<set _HarrowExhaustedDialogueOptions to false>><</if>>
/* PokerNight ask / reconsider (Quest18) */
<<QuestOptionCheck "Quest23" 0 "harrow">><<QuestStatus "Quest18">><<QuestState "Quest18">><<DialogueUnlockCheck "Harrow" "PokerInviteAccept">>
<<if ($current.avatar is "Emily" or _CurrentPC is true) and _QuestOptionCheck is true and _DialogueUnlockCheck is false and (_QuestState lt 1 or _QuestStatus is "unknown")>><<set _HarrowExhaustedDialogueOptions to false>><</if>>
<<if ($current.avatar is "Emily" or _CurrentPC is true) and _DialogueUnlockCheck is true and (_QuestState lt 1 or _QuestStatus is "unknown")>><<set _HarrowExhaustedDialogueOptions to false>><</if>>
<</widget>>
<<widget "WearOutfitNPC">>
<<if $BikiniContestOutfit is undefined>><<set $BikiniContestOutfit to {}>><</if>>
<<set $BikiniContestOutfit[_args[0]] to _args[1]>>
<</widget>>
<<widget "MakeUpNPC">>
<<if $BikiniContestMakeUp is undefined>><<set $BikiniContestMakeUp to {}>><</if>>
<<set $BikiniContestMakeUp[_args[0]] to _args[1]>>
<</widget>>
<<widget "ShoesNPC">>
<<if $BikiniContestShoes is undefined>><<set $BikiniContestShoes to {}>><</if>>
<<set $BikiniContestShoes[_args[0]] to _args[1]>>
<</widget>>
<<widget "ShoesPC">>
<<set $BikiniContestShoesPC to _args[0]>>
<</widget>>
<<widget "PCMakeUp">>
<<set $BikiniContestPCMakeUp to _args[0]>>
<</widget>>
<<widget "PCMakeUpCheck">>
<<set _PCMakeUpCheck to $BikiniContestPCMakeUp>>
<</widget>>
<<widget "WearOutfitNPCCheck">>
<<set _WearOutfitNPCCheck to $BikiniContestOutfit[_args[0]]>>
<</widget>>
<<widget "MakeUpNPCCheck">>
<<set _MakeUpNPCCheck to $BikiniContestMakeUp[_args[0]]>>
<</widget>>
<<widget "ShoesNPCCheck">>
<<set _ShoesNPCCheck to $BikiniContestShoes[_args[0]]>>
<</widget>>
<<widget "ShoesPCCheck">>
<<set _ShoesPCCheck to $BikiniContestShoesPC>>
<</widget>>
<<widget "BikiniContestInitialReactionEthan">>
<<set _HeatherInterest to 0>>
<<set _MichelleInterest to 0>>
<<set _PCInterest to 0>>
<<CurrentOutfit>>
<<if _CurrentOutfit is "SwimsuitPink">><<set _PCInterest +=1>><</if>>
<<PCMakeUpCheck>>
<<if _PCMakeUpCheck is "Light">><<set _PCInterest +=1>><</if>>
<<ShoesPCCheck>>
<<if _ShoesPCCheck is "High">><<set _PCInterest +=1>><</if>>
<<WearOutfitNPCCheck "Michelle">>
<<if _WearOutfitNPCCheck is "SwimsuitPink">><<set _MichelleInterest +=1>><</if>>
<<MakeUpNPCCheck "Michelle">>
<<if _MakeUpNPCCheck is "Light">><<set _MichelleInterest +=1>><</if>>
<<ShoesNPCCheck "Michelle">>
<<if _ShoesNPCCheck is "High">><<set _MichelleInterest +=1>><</if>>
<<WearOutfitNPCCheck "Heather">>
<<if _WearOutfitNPCCheck is "SwimsuitPink">><<set _HeatherInterest +=1>><</if>>
<<MakeUpNPCCheck "Heather">>
<<if _MakeUpNPCCheck is "Light">><<set _HeatherInterest +=1>><</if>>
<<ShoesNPCCheck "Heather">>
<<if _ShoesNPCCheck is "High">><<set _HeatherInterest +=1>><</if>>
<<if _MichelleInterest gt _HeatherInterest and _MichelleInterest gt _PCInterest>>
<<set _BikiniContestInitialReactionEthan to "Michelle">>
<<ContestEthanMichelle 1>>
<<elseif _HeatherInterest gt _MichelleInterest and _HeatherInterest gt _PCInterest>>
<<set _BikiniContestInitialReactionEthan to "Heather">>
<<ContestEthanHeather 1>>
<<elseif _PCInterest gt _MichelleInterest and _PCInterest gt _HeatherInterest>>
<<set _BikiniContestInitialReactionEthan to "PC">>
<<ContestEthanPC 1>>
<<elseif _HeatherInterest is _MichelleInterest and _HeatherInterest gt _PCInterest>>
<<set _BikiniContestInitialReactionEthan to "HeatherMichelle">>
<<ContestEthanHeather 1>><<ContestEthanMichelle 1>>
<<elseif _PCInterest is _HeatherInterest and _PCInterest gt _MichelleInterest>>
<<set _BikiniContestInitialReactionEthan to "PCHeather">>
<<ContestEthanHeather 1>><<ContestEthanPC 1>>
<<elseif _PCInterest is _MichelleInterest and _PCInterest gt _HeatherInterest>>
<<set _BikiniContestInitialReactionEthan to "PCMichelle">>
<<ContestEthanPC 1>><<ContestEthanMichelle 1>>
<<else>>
<<set _BikiniContestInitialReactionEthan to "NoWinner">>
<</if>>
<</widget>>
<<widget "BikiniContestInitialReactionCrowd">>
<<set _HeatherInterest to 0>>
<<set _MichelleInterest to 0>>
<<set _PCInterest to 0>>
<<CurrentOutfit>>
<<if _CurrentOutfit is "SwimsuitRed">><<set _PCInterest +=1>><</if>>
<<PCMakeUpCheck>>
<<if _PCMakeUpCheck is "Bold">><<set _PCInterest +=1>><</if>>
<<ShoesPCCheck>>
<<if _ShoesPCCheck is "Low">><<set _PCInterest +=1>><</if>>
<<WearOutfitNPCCheck "Michelle">>
<<if _WearOutfitNPCCheck is "SwimsuitRed">><<set _MichelleInterest +=1>><</if>>
<<MakeUpNPCCheck "Michelle">>
<<if _MakeUpNPCCheck is "Bold">><<set _MichelleInterest +=1>><</if>>
<<ShoesNPCCheck "Michelle">>
<<if _ShoesNPCCheck is "Low">><<set _MichelleInterest +=1>><</if>>
<<WearOutfitNPCCheck "Heather">>
<<if _WearOutfitNPCCheck is "SwimsuitRed">><<set _HeatherInterest +=1>><</if>>
<<MakeUpNPCCheck "Heather">>
<<if _MakeUpNPCCheck is "Bold">><<set _HeatherInterest +=1>><</if>>
<<ShoesNPCCheck "Heather">>
<<if _ShoesNPCCheck is "Low">><<set _HeatherInterest +=1>><</if>>
<<if _MichelleInterest gt _HeatherInterest and _MichelleInterest gt _PCInterest>>
<<set _BikiniContestInitialReactionCrowd to "Michelle">>
<<ContestCrowdMichelle 1>>
<<elseif _HeatherInterest gt _MichelleInterest and _HeatherInterest gt _PCInterest>>
<<set _BikiniContestInitialReactionCrowd to "Heather">>
<<ContestCrowdHeather 1>>
<<elseif _PCInterest gt _MichelleInterest and _PCInterest gt _HeatherInterest>>
<<set _BikiniContestInitialReactionCrowd to "PC">>
<<ContestCrowdPC 1>>
<<elseif _PCInterest is _MichelleInterest and _PCInterest gt _HeatherInterest>>
<<set _BikiniContestInitialReactionCrowd to "PCMichelle">>
<<ContestCrowdPC 1>><<ContestCrowdMichelle 1>>
<<elseif _HeatherInterest is _MichelleInterest and _HeatherInterest gt _PCInterest>>
<<set _BikiniContestInitialReactionCrowd to "HeatherMichelle">>
<<ContestCrowdHeather 1>><<ContestCrowdMichelle 1>>
<<elseif _PCInterest is _HeatherInterest and _PCInterest gt _MichelleInterest>>
<<set _BikiniContestInitialReactionCrowd to "PCHeather">>
<<ContestCrowdPC 1>><<ContestCrowdHeather 1>>
<<else>>
<<set _BikiniContestInitialReactionCrowd to "NoWinner">>
<</if>>
<</widget>>
<<widget "ContestEthanHeather">>
<<if $ContestEthanHeather is undefined>><<set $ContestEthanHeather to 0>><</if>>
<<set $ContestEthanHeather += _args[0]>>
<</widget>>
<<widget "ContestEthanMichelle">>
<<if $ContestEthanMichelle is undefined>><<set $ContestEthanMichelle to 0>><</if>>
<<set $ContestEthanMichelle += _args[0]>>
<</widget>>
<<widget "ContestEthanPC">>
<<if $ContestEthanPC is undefined>><<set $ContestEthanPC to 0>><</if>>
<<set $ContestEthanPC += _args[0]>>
<</widget>>
<<widget "ContestCrowdHeather">>
<<if $ContestCrowdHeather is undefined>><<set $ContestCrowdHeather to 0>><</if>>
<<set $ContestCrowdHeather += _args[0]>>
<</widget>>
<<widget "ContestCrowdMichelle">>
<<if $ContestCrowdMichelle is undefined>><<set $ContestCrowdMichelle to 0>><</if>>
<<set $ContestCrowdMichelle += _args[0]>>
<</widget>>
<<widget "ContestCrowdPC">>
<<if $ContestCrowdPC is undefined>><<set $ContestCrowdPC to 0>><</if>>
<<set $ContestCrowdPC += _args[0]>>
<</widget>>
<<widget "BikiniContestCleanUp">>
<<set $BikiniContestOutfit to undefined>>
<<set $BikiniContestMakeUp to undefined>>
<<set $BikiniContestShoes to undefined>>
<<set $BikiniContestShoesPC to undefined>>
<<set $BikiniContestPCMakeUp to undefined>>
<<set $ContestEthanHeather to undefined>>
<<set $ContestEthanMichelle to undefined>>
<<set $ContestEthanPC to undefined>>
<<set $ContestCrowdHeather to undefined>>
<<set $ContestCrowdMichelle to undefined>>
<<set $ContestCrowdPC to undefined>>
<<set $ContestEthanWinner to undefined>>
<<set $ContestCrowdWinner to undefined>>
<<set $BikiniContestWinner to undefined>>
<<set $CountryClubSwimmingPoolBikiniContest to undefined>>
<</widget>>
<<widget "ContestCrowdWinner">>
<<if $ContestCrowdPC gt $ContestCrowdHeather and $ContestCrowdPC gt $ContestCrowdMichelle>><<set $ContestCrowdWinner to "PC">>
<<elseif $ContestCrowdMichelle gt $ContestCrowdHeather and $ContestCrowdMichelle gt $ContestCrowdPC>><<set $ContestCrowdWinner to "Michelle">>
<<elseif $ContestCrowdHeather gt $ContestCrowdPC and $ContestCrowdHeather gt $ContestCrowdMichelle>><<set $ContestCrowdWinner to "Heather">>
<<else>><<set $ContestCrowdWinner to "Tie">>
<</if>>
<</widget>>
<<widget "ContestEthanWinner">>
<<if $ContestEthanPC gt $ContestEthanHeather and $ContestEthanPC gt $ContestEthanMichelle>><<set $ContestEthanWinner to "PC">>
<<elseif $ContestEthanMichelle gt $ContestEthanHeather and $ContestEthanMichelle gt $ContestEthanPC>><<set $ContestEthanWinner to "Michelle">>
<<elseif $ContestEthanHeather gt $ContestEthanPC and $ContestEthanHeather gt $ContestEthanMichelle>><<set $ContestEthanWinner to "Heather">>
<<else>><<set $ContestEthanWinner to "Tie">>
<</if>>
<</widget>>
<<widget "BikiniContestWinner">>
<<ContestEthanWinner>>
<<if $ContestEthanWinner is "Michelle">>
<<set $BikiniContestWinner to "Michelle">>
<<SetFlag "PermMichelleWonContest">>
<<elseif $ContestEthanWinner is "Heather">>
<<set $BikiniContestWinner to "Heather">>
<<if _ContestGirl is "Poppy">><<SetFlag "PermPoppyWonContest">><<else>><<SetFlag "PermHeatherWonContest">><</if>>
<<elseif $ContestEthanWinner is "PC">>
<<set $BikiniContestWinner to "PC">>
<<SetFlag "PermEmilyWonContest">>
<<elseif $ContestEthanWinner is "Tie">>
<<ContestCrowdWinner>>
<<if $ContestCrowdWinner is "Michelle">>
<<set $BikiniContestWinner to "Michelle">>
<<SetFlag "PermMichelleWonContest">>
<<elseif $ContestCrowdWinner is "Heather">>
<<set $BikiniContestWinner to "Heather">>
<<if _ContestGirl is "Poppy">><<SetFlag "PermPoppyWonContest">><<else>><<SetFlag "PermHeatherWonContest">><</if>>
<<elseif $ContestCrowdWinner is "PC">>
<<set $BikiniContestWinner to "PC">>
<<SetFlag "PermEmilyWonContest">>
<<elseif $ContestCrowdWinner is "Tie">>
<<set $BikiniContestWinner to "None">>
<</if>>
<</if>>
<</widget>>
<<widget "BikiniContestOutcomePositive">>
<<set _BikiniContestOutcomePositive to false>>
<<ContestCrowdWinner>>
<<if $ContestEthanWinner isnot "Tie" and $ContestCrowdWinner isnot "Tie" and $ContestEthanWinner is $ContestCrowdWinner>>
<<set _BikiniContestOutcomePositive to true>>
<</if>>
<</widget>>
<<widget "EthanContestOptions">>
/* Base difficulty */
<<set _AssertiveOption to 60>>
<<set _GreedyMinusOption to 30>>
/* EthanKnowledge keys — each one learned reduces difficulty */
<<EthanKnowledgeCheck "HardWorkAppeal">>
<<if _EthanKnowledgeCheck is true>>
<<set _AssertiveOption to _AssertiveOption - 5>>
<<set _GreedyMinusOption to _GreedyMinusOption + 5>>
<</if>>
<<EthanKnowledgeCheck "MakeupInWay">>
<<if _EthanKnowledgeCheck is true>>
<<set _AssertiveOption to _AssertiveOption - 5>>
<<set _GreedyMinusOption to _GreedyMinusOption + 5>>
<</if>>
<<EthanKnowledgeCheck "CostumeIsEnough">>
<<if _EthanKnowledgeCheck is true>>
<<set _AssertiveOption to _AssertiveOption - 5>>
<<set _GreedyMinusOption to _GreedyMinusOption + 5>>
<</if>>
<<EthanKnowledgeCheck "StandOut">>
<<if _EthanKnowledgeCheck is true>>
<<set _AssertiveOption to _AssertiveOption - 5>>
<<set _GreedyMinusOption to _GreedyMinusOption + 5>>
<</if>>
/* Contest performance — Ethan liked the PC's choices */
<<if $ContestEthanPC gte 5>>
<<set _AssertiveOption to _AssertiveOption - 10>>
<<set _GreedyMinusOption to _GreedyMinusOption + 10>>
<<elseif $ContestEthanPC gte 3>>
<<set _AssertiveOption to _AssertiveOption - 5>>
<<set _GreedyMinusOption to _GreedyMinusOption + 5>>
<</if>>
/* Ethan picked the crowd's choice — he fits in */
<<BikiniContestOutcomePositive>>
<<if _BikiniContestOutcomePositive is true>>
<<set _AssertiveOption to _AssertiveOption - 5>>
<<set _GreedyMinusOption to _GreedyMinusOption + 5>>
<</if>>
<</widget>>
<<widget "EthanEvidence">>
<<set _evidence to []>>
<<if _args[0] is "Assertive">>
<<EthanKnowledgeCheck "HardWorkAppeal">><<if _EthanKnowledgeCheck is true>><<run _evidence.push("he values hard work")>><</if>>
<<EthanKnowledgeCheck "MakeupInWay">><<if _EthanKnowledgeCheck is true>><<run _evidence.push("he sees past appearances")>><</if>>
<<EthanKnowledgeCheck "CostumeIsEnough">><<if _EthanKnowledgeCheck is true>><<run _evidence.push("he doesn't need you to change")>><</if>>
<<EthanKnowledgeCheck "StandOut">><<if _EthanKnowledgeCheck is true>><<run _evidence.push("he admires real confidence")>><</if>>
<<if $ContestEthanPC gte 3>><<run _evidence.push("you saw how genuine he was during the contest")>><</if>>
<<BikiniContestOutcomePositive>><<if _BikiniContestOutcomePositive is true>><<run _evidence.push("he even agreed with the crowd today")>><</if>>
<<if _evidence.length gt 0>>"Think about what you know, Stacey — <<print _evidence.join(', ')>>," you urge. "That's worth fighting for."<br>
<<else>>"He seems like a good guy, Stacey. Isn't that worth fighting for?"<br><</if>>
<<else>>
<<EthanKnowledgeCheck "HardWorkAppeal">><<if _EthanKnowledgeCheck is true>><<run _evidence.push("he respects people who work hard")>><</if>>
<<EthanKnowledgeCheck "MakeupInWay">><<if _EthanKnowledgeCheck is true>><<run _evidence.push("he cares about who you really are")>><</if>>
<<EthanKnowledgeCheck "CostumeIsEnough">><<if _EthanKnowledgeCheck is true>><<run _evidence.push("he doesn't expect you to be someone you're not")>><</if>>
<<EthanKnowledgeCheck "StandOut">><<if _EthanKnowledgeCheck is true>><<run _evidence.push("he loves that you're your own person")>><</if>>
<<if $ContestEthanPC gte 3>><<run _evidence.push("you saw how he reacted during the contest")>><</if>>
<<BikiniContestOutcomePositive>><<if _BikiniContestOutcomePositive is true>><<run _evidence.push("he even picked the same winner as everyone else")>><</if>>
<<if _evidence.length gt 0>>"But look at who he really is - <<print _evidence.join(', ')>>," you tell her. "His intentions are good."<br>
<<else>>"He seems like a genuinely good person, Stacey. Doesn't that count for something?"<br><</if>>
<</if>>
<</widget>><<switch $CountrysideCornfield>>
<<case undefined>>
<b>Countryside - Cornfield</b><br>
<img src="./images/CountrysideCornfield_night.png"><Br>
<br>
The tractor ruts narrow as they enter the corn. Stalks crowd above your head, their dry leaves whispering against your clothes and one another. Every so often, something seems to move alongside you in the next row.<br>
<br>
Marcus takes the lead without discussion, shoulders squared as though determination alone can keep the route straight. Ian stays close behind him. The arrangement has formed without anyone choosing it. Marcus leading, Ian at his shoulder, you and Kara behind them. It should irritate you. But in the dark, it feels reassuring.<br>
<br>
Before long, the two boys have drawn several paces ahead, murmuring over the tracks Logain told you to cross. Kara falls into step beside you. She hugs her arms around herself and glances towards the shapes shifting between the stalks. For a few moments, neither of you speaks.<br>
<br>
Then, as soon as the boys are safely out of earshot, she leans closer.<br>
<br>
“So... you’re not into Marcus, are you?”<br>
<br>
You blink. “What?”<br>
<br>
“He keeps looking back at you.”<br>
<br>
You look ahead. Marcus is plainly checking that the group remains together, but Kara watches him as though the glance must mean something else.<br>
<br>
She nods shyly towards Marcus ahead. “He’s nice. Obviously. But he’s not really your type, right? I just...”<br>
<br>
She swallows, then hurries on before you can answer. “Or Ian? You laugh at his jokes sometimes. And he offered you a drink. Do you two...?”<br>
<br>
Her cheeks colour. “It’s none of my business. I just thought you might tell me. Now it’s only us.”<br>
<br>
She watches you with hopeful, frightened expectation, waiting for something soft and conspiratorial. The question is absurd. Especially for here. But she seems to take comfort in the conversation, easing up the more she talks. For the moment her focus is not on the encroaching darkness, the hidden shadows behind the corn, or the pigeons cooing in the distance. It’s on something else, even if that’s Ian and Marcus.<br>
<br>
<i>Just two girls whispering about boys whilst walking through dark nights.</i><br>
<br>
<<ActionsHeader>>
<<StatCheckAssertive "gt" 65>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to convince her to focus on the moment">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "CountrysideCornfield">><<set $CountrysideCornfield to "FocusPass">><</link>><br>
<<else>>
<<link _StatAssertiveProbability "CountrysideCornfield">><<set $CountrysideCornfield to "FocusFail">><<Assertive 1>><</link>><br>
<</if>>
<<link "Indulge her and talk about the boys" "CountrysideCornfield">><<set $CountrysideCornfield to "Indulge">><<Feminity 1>><<Orientation 1>><</link>><br>
<<link "Shush her" "CountrysideCornfield">><<set $CountrysideCornfield to "Shush">><</link>>
<<case "FocusPass">>
“Kara, this isn’t the time,” you say. “I need you watching the rows and helping me count the tracks.”<br>
<br>
“I am watching.” Her eyes flick towards the boys again. “We can walk and talk. I only asked you a question.”<br>
<br>
“And I’m telling you it can wait.” You hold her gaze. “You know Marcus and Ian better than I do. If everyone is watching everyone else instead of the route, Clancy catches all three of you. Stop trying to work out who likes whom and help me keep your friends alive.”<br>
<br>
Kara opens her mouth to object, but you do not give ground. After a moment, she looks down at the ruts.<br>
<br>
“All right,” she says. “Three tracks. Then the trees by the fence.”<br>
<br>
She remains beside you, counting the tracks beneath her breath. When the corn shifts in the next row, her hand closes around your sleeve.<br>
<br>
“There,” she whispers, pointing before either boy has noticed.<br>
<br>
<<ActionsHeader>>
<<link "Continue walking" "CountrysideInCorn">><<HorrorTrust "Kara" 1>><<set $CountrysideCornfield to undefined>><</link>>
<<case "FocusFail">>
“Kara, this isn’t the time,” you say. “I need you watching the rows and helping me count the tracks.”<br>
<br>
“I am watching.” Her eyes flick towards the boys again. “We can walk and talk. I only asked you a question.”<br>
<br>
“I know, but…” You search for something that will cut through her insistence. “It just isn’t important right now.”<br>
<br>
“It is to me,” she retorts, eying you curiously.<br>
<br>
“I need you to focus.”<br>
<br>
“I told you, I am.” Kara waits, but you have nothing except the same instruction for a third time. Her expression closes. “If you don’t want to tell me, you could have just said so.”<br>
<br>
Her eyes flick towards Marcus, as though your refusal has become evidence of something you have not admitted.<br>
<br>
She wraps her arms more tightly around herself and drifts a step away, satisfied that you are avoiding her question rather than answering it.<br>
<br>
<<ActionsHeader>>
<<link "Continue walking" "CountrysideInCorn">><<HorrorTrust "Kara" -1>><<set $CountrysideCornfield to undefined>><</link>>
<<case "Indulge">>
“No,” you say, lowering your voice to match hers. “Not Marcus.”<br>
<br>
Kara’s expression brightens. “Ian, then?”<br>
<br>
“That isn’t what I meant,” you say, finding yourself having to hold her gaze instead of watching where you are walking. “I don’t know them.”<br>
<br>
“That isn’t the same as not finding them attractive.” She draws closer, glancing forward to the boys. “Which one?”<br>
<br>
“Neither,” you say, feeling yourself growing flustered. “Can we pay attention to the cornfield?”<br>
<br>
“I am paying attention.” Kara glances dutifully into the next row, then straight back at you. “Why neither? Marcus is nice. Ian makes you laugh.”<br>
<br>
Heat rises into your face. You stop moving forward and turn to face her. “They’re just not my type, all right?”<br>
<br>
Kara’s eyes brighten. “Oh. You like bad boys.”<br>
<br>
“I did not say that.”<br>
<br>
A smile plays across her lips. “Like Logain?”<br>
<br>
“Definitely not.”<br>
<br>
She giggles. “You followed him into the woods in the middle of the night.”<br>
<br>
“He hired me.”<br>
<br>
Kara seems to relax as she arches an eyebrow. “He calls you squirt.”<br>
<br>
Kara smothers a laugh. You find your cheeks burning at her persistence.<br>
<br>
<i>Is that really why you’re blushing?</i><br>
<br>
Something moves heavily through the next row. You both jump. When you look ahead again, Marcus and Ian are farther away than you remember allowing them to get.<br>
<br>
“I won’t tell,” Kara says. “Girl’s secret.” She catches your sleeve and hurries with you to close the distance, still smiling.<br>
<br>
<<ActionsHeader>>
<<link "Continue walking" "CountrysideInCorn">><<HorrorTrust "Kara" 1>><<set $CountrysideCornfield to undefined>><</link>>
<<case "Shush">>
You raise a finger to your lips. “Kara. Shh.”<br>
<br>
She falls silent at once, eyes widening as she searches the rows around you. For several steps, the only sound is the corn brushing against your clothes.<br>
<br>
“What did you hear?” she whispers.<br>
<br>
“Nothing. I just need you to stop talking about boys.”<br>
<br>
Her face crumples for a moment before she forces it blank. “Right. Fine.”<br>
<br>
Kara moves away from you and closes the distance to Marcus and Ian. She does not try to speak to you again.<br>
<br>
The corn resumes its whispering in the silence you asked for.<br>
<br>
<<ActionsHeader>>
<<link "Continue walking" "CountrysideInCorn">><<HorrorTrust "Kara" -1>><<set $CountrysideCornfield to undefined>><</link>>
<</switch>><<switch $CountrysideInCorn>>
<<case undefined>>
<b>Countryside - Crops</b><br>
<img src="./images/CountrysideInCorn_night.png"><Br>
<br>
The stalks soon close around you again. Moonlight reaches the ground only in scattered patches, turning every gap between the rows into a place where someone might be standing.<br>
<br>
Marcus stops so abruptly that Ian nearly walks into him.<br>
<br>
A dark figure stands just off the ruts where they bend, half-screened by the corn. Its body is turned towards the rows, shoulders hunched beneath what looks like a heavy jacket. One hand appears to be raised towards its shoulder, as though holding down the transmit button on a radio.<br>
<br>
“Is that Clancy?” Ian whispers.<br>
<br>
The wind moves through the field. Dry leaves scrape around the figure, opening and closing gaps in its outline. For an instant, it seems to turn its head and search another row.<br>
<br>
Marcus extends an arm across you before you can move closer. “Stay behind me.”<br>
<br>
His arm is trembling, but it creates a firm boundary between you and the figure. You know Marcus has no better idea what is standing there than you do. Even so, being placed behind him makes the danger feel briefly simpler. Whatever happens will reach him first.<br>
<br>
“Marcus, we don’t know who that is,” Kara says.<br>
<br>
“Exactly.” He squares his shoulders and takes a cautious step forward. His hands are trembling, but his voice has settled into something low and commanding. “Ian, lead Kara off to the left.” He holds out his hand to you. “We’ll go right. And if they move, you run.”<br>
<br>
“You’re going with her?” Kara stammers before she can stop herself.<br>
<br>
Marcus looks back at her, apparently confused by the question. But you are not. A small, shameful part of you is pleased that it is you.<br>
<br>
<i>Fighting for the leading man’s attention now, are you?</i><br>
<br>
You try to bury the instinct and clear your mind to focus.<br>
<br>
<<ActionsHeader>>
<<CompulsionCheck "Ditzy">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Ditzy] </span><s>Try to work out who the figure is</s> - <i>Try as you might, you can’t focus</i><br>
<<else>>
<<StatCheckIntelligence "gt" 60>>
<<set _StatIntelligenceProbability to _StatIntelligenceProbability + " Try to work out who the figure is">>
<<if _StatCheckIntelligence is true>>
<<link _StatIntelligenceProbability "CountrysideInCorn">><<set $CountrysideInCorn to "IntPass">><</link>><br>
<<else>>
<<link _StatIntelligenceProbability "CountrysideInCorn">><<set $CountrysideInCorn to "IntFail">><<Intelligence 1>><</link>><br>
<</if>>
<</if>>
<<link "Clutch Marcus’s arm and let him lead you" "CountrysideInCorn">><<set $CountrysideInCorn to "Clutch">><<Feminity 1>><<Intelligence -1>><</link>><br>
<<link "Run up and kick the figure" "CountrysideInCorn">><<set $CountrysideInCorn to "Kick">><<Assertive 1>><</link>>
<<case "IntPass">>
“If that’s Clancy, where’s his torch?” you whisper back to him.<br>
<br>
“Turned off,” Marcus replies without lowering his arm. “If he’s searching, he won’t advertise where he is.”<br>
<br>
“And the radio?”<br>
<br>
“You can see his hand on it, can’t you?”<br>
<br>
His answers are plausible. For a moment, the dark outline resolves into an officer listening for movement between the rows. Then the wind falls away and the corn becomes still.<br>
<br>
“No,” you say. “Look at the shoulder.”<br>
<br>
Marcus hesitates. “What about it?”<br>
<br>
“The gaps in the corn keep changing, but that arm never does. Neither does the head. It only looked as though it was turning because the stalks were moving in front of it.”<br>
<br>
You crouch, searching beneath the hem of the apparent jacket. Moonlight catches a single rough post driven into the earth.<br>
<br>
“That isn’t Clancy,” you say. “It doesn’t have legs.”<br>
<br>
Another gust parts the corn. A stuffed sleeve, a wooden crosspiece and a pale cloth head emerge from the silhouette.<br>
<br>
<center><img src="./images/Scarecrow_stand.png"></center><br>
<br>
Marcus remains in front of you for a moment longer, then slowly lowers his arm. The space it leaves behind feels colder than it did before.<br>
<br>
“A scarecrow,” he mutters.<br>
<br>
His face reddens. For a moment, he looks like the nervous boy from the shack again.<br>
<br>
Then he straightens and turns towards Ian and Kara. “Forget splitting up. We stay together.”<br>
<br>
The command returns so quickly that you wonder whether the embarrassment frightened him more than the scarecrow did.<br>
<br>
<<ActionsHeader>>
<<link "Continue walking" "CountrysideShouts">><<set $CountrysideInCorn to undefined>><</link>>
<<case "IntFail">>
“If that’s Clancy, where’s his torch?” you whisper back to him.<br>
<br>
“Turned off,” Marcus replies without lowering his arm. “If he’s searching, he won’t advertise where he is.”<br>
<br>
“And the radio?”<br>
<br>
“You can see his hand on it.”<br>
<br>
His answers are plausible. You stare at the silhouette, trying to separate the figure from the corn moving around it. Each time you settle on one explanation, another gust reshapes it into something human again.<br>
<br>
“It hasn’t moved,” you say.<br>
<br>
“That’s because they’re listening.”<br>
<br>
“That arm looks wrong.”<br>
<br>
“Because you can only see half of him.”<br>
<br>
You search for one detail Marcus cannot answer, but the darkness refuses to give you one. “I can’t tell.”<br>
<br>
“Then we do this my way.” Marcus holds out his arm. “Stay close and do exactly what I say.”<br>
<br>
You have no argument left. Another gust reshapes the silhouette, making it seem to lean towards you. A chill gathers at the base of your neck, and Marcus’s offered arm suddenly looks reassuringly solid.<br>
<br>
<<ActionsHeader>>
<<link "Clutch Marcus’s arm and let him lead you" "CountrysideInCorn">><<set $CountrysideInCorn to "Clutch">><<Feminity 1>><<Intelligence -1>><</link>>
<<case "Clutch">>
You wrap both hands around Marcus’s arm. He glances at your grip, draws himself a little straighter and places his free hand over yours. The change in him is immediate. His trembling does not stop, but he seems to grow taller in sensing your fear.<br>
<br>
“Stay close,” he whispers.<br>
<br>
Ian leads Kara into the rows on the left while Marcus guides you around the right. He moves one careful step at a time, keeping his body between you and the figure. You no longer need to decide where to place your feet or when to move. You only follow the pressure of his arm and remain inside the narrow strip of safety his body seems to create. Each time the corn catches your clothes, you clutch him more tightly.<br>
<br>
The silhouette seems to grow as you draw alongside it. Its raised arm hangs over the narrow space ahead, and the dark jacket swells and settles as though something inside it is breathing.<br>
<br>
Your foot catches in a hidden rut.<br>
<br>
You stumble into Marcus. He twists to catch you, loses his own footing, and the two of you tumble out of the corn. The ground strikes your shoulder before momentum rolls you onto your back.<br>
<br>
The figure towers directly above you.<br>
<br>
A cry catches in your throat. You curl in on yourself, one arm across your face, waiting for it to reach down.<br>
<br>
Nothing happens.<br>
<br>
There are no footsteps. No radio. Only the dry flap of an empty sleeve in the wind.<br>
<br>
Marcus cautiously raises his head. Moonlight exposes the wooden stake beneath the coat, the straw bulging from its collar and the faded sack where a face should have been.<br>
<br>
<center><img src="./images/Scarecrow_stand.png"></center><br>
<br>
“It’s a scarecrow,” he says, relief escaping in a breathless laugh.<br>
<br>
Marcus climbs to his feet and offers you his hand. He pulls you upright, brushes the corn silk from your shoulder and keeps hold of you until you are steady.<br>
<br>
“Just a scarecrow,” he repeats. His voice is gentle now. “And it’s okay to be scared. That’s why I’m here.”<br>
<br>
The words ought to embarrass you both. But you find yourself smiling gratefully back to him.<br>
<br>
Ian and Kara emerge from the opposite rows. Kara’s gaze drops immediately to your joined hands. Marcus keeps hold of you as the four of you come back together. His fingers tighten around yours, and the night feels less dangerous while you are standing at his side.<br>
<br>
<i>Even if those things are just scarecrows.</i><br>
<br>
<<ActionsHeader>>
<<link "Continue walking" "CountrysideShouts">><<HorrorTrust "Marcus" 1>><<set $CountrysideInCorn to undefined>><</link>>
<<case "Kick">>
You look past Marcus’s offered hand to the silhouette waiting in the corn.<br>
<br>
“No,” you say. “We find out now.”<br>
<br>
Before Marcus can stop you, you sprint down the ruts.<br>
<br>
“Emily!”<br>
<br>
The figure appears to turn towards you. Every instinct demands that you slow down, but you drive through the fear, plant one foot and kick it squarely in the side.<br>
<br>
Your shoe strikes something soft, followed by a sharp wooden crack. The figure pitches sideways into the corn. Its jacket falls open as it lands, spilling straw across the dirt, while a faded sack swings loosely from the broken crosspiece.<br>
<br>
<center><img src="./images/Scarecrow_fallen.png"></center><br>
<br>
“Scarecrow,” you call back.<br>
<br>
Marcus reaches you first. Relief flashes across his face before anger replaces it.<br>
<br>
“What the hell were you thinking? What if that had been Clancy?”<br>
<br>
“Then he would have moved before I kicked him.”<br>
<br>
“You didn’t know that.” Marcus points towards Ian and Kara as they approach. “You could have brought him straight down on all of us.”<br>
<br>
“I wasn’t going to let a shadow split us up.”<br>
<br>
Marcus looks at the scarecrow lying broken at your feet, then at the hand he had offered you. Embarrassment colours his face.<br>
<br>
“Next time, don’t make everyone else pay because you need to prove you aren’t frightened,” he says.<br>
<br>
He steps over the scarecrow and continues along the ruts without waiting for you. You remain beside the fallen figure for a moment, watching the two of them settle naturally into their new positions: Marcus ahead, Kara close behind.<br>
<br>
<<ActionsHeader>>
<<link "Continue walking" "CountrysideShouts">><<HorrorTrust "Marcus" -1>><<set $CountrysideInCorn to undefined>><</link>>
<</switch>><<switch $CountrysideShouts>>
<<case undefined>>
The second dirt track cuts across the tractor ruts. Kara murmurs, “Two,” and all four of you hurry over the exposed ground before the corn closes around you once more.<br>
<br>
<<HorrorTrustCheck "Marcus">>
<<if _HorrorTrustCheck gte 3>>
Marcus slows until you draw level with him. “We stay on the ruts, we watch both sides, and we stop if anyone falls behind,” he whispers. Then he gestures towards the path ahead. “You take point. We’ll follow your call.” Relinquishing the front seems to cost him an effort, but when you move, he falls in behind you.<br>
<<else>>
“Ian, watch the rear. Kara, stay in the middle. Emily, behind me.” Marcus recites the formation and moves before anyone can agree. He takes every bend first, keeping each decision about the route for himself.<br>
<</if>>
<br>
<<HorrorTrustCheck "Ian">>
<<if _HorrorTrustCheck gte 3>>
Ian falls into step beside you. “How are you holding up? Me? I’m terrified. But keep that between us, yeah?” He gives you a smile, free of bravado.<br>
<<else>>
Ian drifts alongside you, his gaze lingering before he flashes the same careless grin he wore in the shack. “Moonlight, secluded field. Usually I’d have to buy a girl dinner first.”<br>
<br>
“We’re being hunted.”<br>
<br>
“Adds excitement.” He seems pleased with the line and glances towards Kara to see whether she heard it.<br>
<</if>>
<br>
<<HorrorTrustCheck "Kara">>
<<if _HorrorTrustCheck gte 3>>
Kara notices details the boys miss. A snapped stalk, fresh mud pressed into the rut and the moment the wind changes direction. She quietly points each one out to you, trusting you to decide whether it matters.<br>
<<else>>
Kara notices the same small disturbances, but no longer seems to trust her own conclusions. She tells Marcus about the snapped stalk, asks Ian what he makes of the mud and watches their faces before deciding whether she should be worried. When you offer an answer, she barely seems to register it.<br>
<</if>>
<br>
A man’s voice carries through the field.<br>
<br>
“Nothing on the north track. I’m checking the lower rows.”<br>
<br>
The words seem to come from somewhere ahead. A radio crackles in reply from your right, its answer broken into fragments by static and the restless corn.<br>
<br>
“Down,” you whisper.<br>
<br>
<<ActionsHeader>>
<<link "Crouch down" "CountrysideShouts">><<set $CountrysideShouts to "Crouch">><</link>>
<<case "Crouch">>
<center><img src="./images/CrouchDown.png"></center><br>
<br>
The four of you drop into the ruts. A flashlight beam glides across the tassels overhead, vanishes, then returns lower. Kara folds herself beside you, one hand closing around your wrist. Each time you make yourself smaller, she mirrors the movement.<br>
<br>
The light passes less than a row away.<br>
<br>
“Kara?” the man’s voice calls from somewhere beyond it. His voice is calm, almost reassuring. “Stop running. Let me take you home.”<br>
<br>
Kara’s grip becomes painful. “He knows.”<br>
<br>
Her eyes search the darkness for Marcus. He is only a few feet away, but the corn between you suddenly seems to place him impossibly far from her.<br>
<br>
“He saw movement,” Ian whispers. “He’s guessing.”<br>
<br>
Kara looks towards Ian instead, waiting for his certainty to become her own.<br>
<br>
The radio crackles behind you.<br>
<br>
Kara twists towards it, then towards Marcus. He is watching the light ahead and does not see her looking. For one frightened instant, she appears less afraid of Clancy than of being left unnoticed in the dark.<br>
<br>
She raises her head above the ruts. The flashlight returns at that exact moment, pinning her face in white light. “There!” the voice shouts from somewhere ahead.<br>
<br>
She screams and scrambles upright, hurling herself sideways into the unbroken corn. Stalks snap against her shoulders before closing behind her. Within seconds, only the receding crash of her flight tells you which way she went.<br>
<br>
“Kara!” Marcus starts after her, then turns back and catches your shoulder. “Stay here.”<br>
<br>
“What?” you stammer.<br>
<br>
“I’ll bring her back.” His voice leaves no room for discussion. “Ian, keep Emily down.”<br>
<br>
The order should anger you. Instead, some of the panic loosens its grip.<br>
<br>
Marcus knows Kara. Marcus has decided what happens next. For one tempting moment, that feels like the same thing as having a plan.<br>
<br>
<i>Or are you justifying ceding command to him?</i><br>
<br>
He turns towards the path Kara tore through the stalks.<br>
<br>
<<ActionsHeader>>
<<CompulsionCheck "OldFashionedValues">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Old Fashioned Values] </span><s>Try to convince Marcus to let you go</s> - <i>You should really leave this to a man to sort out</i><br>
<<else>>
<<StatCheckAssertive "gt" 65>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to convince Marcus to let you go">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "CountrysideShouts">><<set $CountrysideShouts to "ConvincePass">><</link>><br>
<<else>>
<<link _StatAssertiveProbability "CountrysideShouts">><<set $CountrysideShouts to "ConvinceFail">><<Assertive 1>><</link>><br>
<</if>>
<</if>>
<<link "Let Marcus go" "CountrysideShouts">><<set $CountrysideShouts to "LetGo">><<Feminity 1>><<Assertive -1>><</link>><br>
<<link "Rush after her" "CountrysideShouts">><<set $CountrysideShouts to "Rush">><<Assertive 1>><</link>>
<<case "ConvincePass">>
“Marcus, wait. I’m going after her.”<br>
<br>
“No.” He does not turn around. “She’s my friend, and she’s panicking. I know her.”<br>
<br>
“Back at the shack, you said you would follow me.”<br>
<br>
“This is different.”<br>
<br>
“No, it isn’t.” You hold his gaze. “Logain put me in charge of getting all three of you out. Stay with Ian and let me bring Kara back.”<br>
<br>
Marcus looks towards the broken stalks. For one more second, he appears ready to argue. Every part of him seems arranged for the rescue. The set shoulders, the clenched hands, the certainty that Kara is waiting for him.<br>
<br>
Then he lowers his shoulders and gives you a reluctant nod. “Bring her back.”<br>
<br>
“I will.”<br>
<br>
You slip through the gap Kara made and follow the trail of broken stalks into the dark.<br>
<br>
<<ActionsHeader>>
<<link "Follow Kara into the corn" "CountrysideShouts">><<set $CountrysideShouts to "Follow">><<HorrorTrust "Marcus" 1>><<HorrorTrust "Ian" 1>><<set $TempKaraPursue to "Int">><</link>>
<<case "ConvinceFail">>
“Marcus, wait. I’m going after her.”<br>
<br>
“No.” He does not turn around. “She’s my friend, and she’s panicking. I know her.”<br>
<br>
“Back at the shack, you said you would follow me.”<br>
<br>
“This is different.”<br>
<br>
“No, it isn’t.” You try to hold his gaze. “Logain put me in charge.”<br>
<br>
“That isn’t a reason,” Marcus retorts. “I can handle it.”<br>
<br>
He steps after Kara. You grab his arm. “Wait!”<br>
<br>
“Let me go!” he grunts.<br>
<br>
A flashlight cuts across the trail Kara left. All three of you throw yourselves into the ruts.<br>
<br>
“There!” someone shouts from within the field.<br>
<br>
Kara screams. The sound of her flight stops.<br>
<br>
“Easy, Kara,” a man calls. “You’re safe now.”<br>
<br>
Marcus starts to rise, but another beam sweeps over the broken stalks and forces him down again. By the time it passes, voices are converging on Kara from both sides.<br>
<br>
He looks at you, furious. “You stopped me.”<br>
<br>
There is nothing you can say. Ian points back along the ruts, and the three of you begin crawling before the search reaches your row.<br>
<br>
<<ActionsHeader>>
<<link "Crawl away from the flashlights" "CountrysideFlashlights">><<SetFlag "PermKaraLost">><<set $CountrysideShouts to undefined>><</link>>
<<case "LetGo">>
You should stop him. Logain put you in charge, and every instinct tells you not to let the group split again.<br>
<br>
But Marcus’s hand is firm on your shoulder, his voice certain. He knows Kara. He is already moving to protect her. Letting him decide feels frighteningly like relief.<br>
<br>
“All right,” you whisper. “Bring her back.”<br>
<br>
Marcus nods. “Stay with Ian.”<br>
<br>
You offer no challenge as he slips through the broken stalks. Besides, it’s much easier this way. He knows her. And knows what he’s doing. Doesn’t he?<br>
<br>
Ian pulls you deeper into the ruts as a flashlight sweeps over Kara’s trail. For several long seconds, there is only the restless corn and the sound of men searching nearby.<br>
<br>
Then two figures crawl out of the darkness.<br>
<br>
Marcus returns first, one hand clasped around Kara’s. She is trembling, but she follows each movement he makes and keeps below the searching beams.<br>
<br>
“She heard me coming,” he whispers. “I reminded her we leave together.”<br>
<br>
Kara presses close to him. “I’m sorry,” she mutters.<br>
<br>
Another flashlight begins working its way towards your row. Marcus and Kara drop beside you. He gives you a look and then nods forward, instructing you to move. Almost instinctively, you start crawling along the ruts.<br>
<br>
<i>Is the man in charge now, at long last?</i><br>
<br>
<<ActionsHeader>>
<<link "Crawl away from the flashlights" "CountrysideFlashlights">><<HorrorTrust "Marcus" 1>><<HorrorTrust "Ian" 1>><<set $CountrysideShouts to undefined>><</link>>
<<case "Rush">>
The crash of Kara’s flight is already fading into the corn. There is no time to argue. You knock Marcus’s hand from your shoulder and plunge through the broken stalks.<br>
<br>
“Emily!”<br>
<br>
“Stay with Ian.”<br>
<br>
“We need to stay together.”<br>
<br>
“Then stay together.”<br>
<br>
Ian calls after you, but the corn closes across the gap. Behind you, Marcus swears. Neither boy follows. You slip through the gap Kara made and follow the trail of broken stalks into the dark.<br>
<br>
<<ActionsHeader>>
<<link "Follow Kara into the corn" "CountrysideShouts">><<set $CountrysideShouts to "Follow">><<HorrorTrust "Marcus" -1>><<set $TempKaraPursue to "Rush">><</link>>
<<case "Follow">>
You force your way along Kara’s trail. Flashlight beams sweep across the corn ahead and behind you, turning the leaves white before plunging them back into darkness. “Kara?” you whisper.<br>
<br>
“Go away.”<br>
<br>
You find her crouched in a shallow irrigation channel, both hands clamped over her mouth.<br>
<br>
“It’s me. Keep your head down.”<br>
<br>
“He knows my name,” she breathes. “They know where we are.”<br>
<br>
A beam passes over the channel. You flatten yourself beside her until it moves on.<br>
<br>
“Marcus and Ian are waiting. Come on.”<br>
<br>
“Marcus can get Ian out.” Kara shakes her head. “He doesn’t need me slowing him down.”<br>
<br>
“You think that’s what you are?”<br>
<br>
Her eyes fill. “Every time something happens, he has to stop and look after me.”<br>
<br>
The light returns, probing the row beside you.<br>
<br>
“Use your head,” you whisper. “Running left Clancy a trail. If you stay here, he’ll find you. We can crawl back out the way you came. The boys need you.”<br>
<br>
<<HorrorTrustCheck "Kara">>
<<Flag "TempKaraAdvantage">>
<<if _HorrorTrustCheck gte 3>>
Kara finally looks at you. “They need me?”<br>
<br>
“Their friend. Not someone to protect or impress. You. You spotted the mud. You counted the tracks. Neither of them noticed the searchers changing direction until you did.”<br>
<br>
Another beam sweeps towards you. Kara’s breathing slows.<br>
<br>
“They don’t need another girl for Marcus to rescue,” you whisper. “They need Kara.”<br>
<br>
Kara swallows and takes your hand. You drop onto your elbows and crawl back through the channel together as the light passes overhead.<br>
<br>
<<ActionsHeader>>
<<link "Crawl away from the flashlights" "CountrysideFlashlights">><<HorrorTrust "Kara" 1>><<set $CountrysideShouts to undefined>><</link>>
<<elseif _FlagReturn is true>>
Kara shakes her head. “You don’t know what they need. They’ll be safer without me.”<br>
<br>
“Marcus is trying to get Ian out without the person who counted the tracks,” you snap. “Ian is half-drunk and pretending he isn’t frightened. They need you thinking, Kara. Not hiding here because this town told you that frightened girls only make things worse.”<br>
<br>
Another beam sweeps towards you.<br>
<br>
Kara gives you a sceptical look, but takes your hand. You drop onto your elbows and crawl back through the channel together as the light passes overhead. You feel her pulling back towards the lights, but she begrudgingly follows. For now.<br>
<br>
<<ActionsHeader>>
<<link "Crawl away from the flashlights" "CountrysideFlashlights">><<HorrorTrust "Kara" 1>><<SetFlag "TempKaraAdvantage" false>><<set $CountrysideShouts to undefined>><</link>>
<<else>>
Kara shakes her head. “You don’t know what they need. They’ll be safer without me.”<br>
<br>
“Kara -”<br>
<br>
A flashlight stops on the broken stalks above you. Its beam begins following them towards the channel. “Kara!” the man calls. “Stay where you are.”<br>
<br>
You seize her hand. “Now.”<br>
<br>
She tears it free. “I can’t.”<br>
<br>
The light reaches the channel. You crawl into the corn moments before a uniformed figure steps down beside her.<br>
<br>
“Easy,” the figure says. “You’re safe now.”<br>
<br>
Kara’s shoulders loosen. She does not fight him. The leaves close between you before he can raise the beam again.<br>
<br>
<<ActionsHeader>>
<<link "Crawl away from the flashlights" "CountrysideFlashlights">><<SetFlag "PermKaraLost">><<set $CountrysideShouts to undefined>><</link>>
<</if>>
<</switch>><<switch $CountrysideFlashlights>>
<<case undefined>>
<center><img src="./images/Flashlights.png"></center><br>
<br>
<<Flag "PermKaraLost">>
<<if _FlagReturn is true>>
<<if $TempKaraPursue is "Rush">>
You crawl back into the ruts alone. Marcus searches the gap behind you until the flashlight beams close across it. “Where is she?”<br>
<br>
You wince at the question. “Clancy got her.”<br>
<br>
Marcus’s face hardens. “You ran after her without a plan, and now she’s gone.”<br>
<br>
Ian looks away. Neither boy offers you a place between them as you begin moving.<br>
<<elseif $TempKaraPursue is "Int">>
You crawl back into the ruts alone. Marcus reads the answer in your face before you can speak.<br>
<br>
“Clancy found her,” you offer him. “I couldn’t get her to move.”<br>
<br>
Marcus closes his eyes. Ian stares towards the broken stalks, then shifts aside to let you join them.<br>
<br>
“You tried,” he whispers. “Let’s go.”<br>
<br>
Ian gives you a weary smile. Marcus shifts over and lets you crawl in alongside both of them.<br>
<<else>>
No one speaks. You crawl forward, but Marcus remains still. Staring back at the place where Kara vanished. Then he turns and crawls back along the ruts. Ian follows, and you fall in behind them.<br>
<</if>>
<<else>>
<<if $TempKaraPursue is "Rush">>
Kara crawls into the ruts behind you. Ian sighs with relief. Marcus waits until she is safely between them before rounding on you. “You ignored me. We could have lost both of you.”<br>
<br>
“But you didn’t,” you spit back.<br>
<br>
“That doesn’t make it a good plan.”<br>
<br>
You glare back at Marcus, then turn to Ian. His relief cools as he looks at you.<br>
<br>
Kara touches Marcus’s sleeve. “Please. Not now.”<br>
<<elseif $TempKaraPursue is "Int">>
Kara crawls into the ruts beside you. Ian sighs with relief. Marcus looks back at you. “You brought her back.”<br>
<br>
“She came back,” you correct him. “Her choice.”<br>
<br>
Marcus meets your eyes and nods. This time, there is no challenge in it.<br>
<<else>>
Kara remains close to Marcus as the four of you gather in the ruts. The four of you begin to crawl forward.<br>
<</if>>
<</if>>
<br>
“Check the next track,” a man calls from somewhere behind you. Before you can react, footsteps land in the dirt behind you. “Here!” a voice bellows.<br>
<br>
“Run!” you shout, clambering to your feet.<br>
<br>
<<Flag "PermKaraLost">>
<<if _FlagReturn is true>>
Marcus veers sideways into the corn alone, abandoning the tractor ruts.<br>
<<else>>
Marcus catches Kara’s hand and drags her sideways through the stalks, abandoning the tractor ruts.<br>
<</if>>
<br>
Before you can follow, Ian struggles onto one knee. He struggles to his feet, smelling of alcohol. His foot slips beneath him when he tries to stand.<br>
<br>
“Ian!” you bark.<br>
<br>
“I’m trying.”<br>
<br>
His voice breaks on the words. For an instant, his face shows naked panic. Then the grin returns. “Hell of a night, though.”<br>
<br>
Hearing the clambering of footsteps towards you, you hook an arm beneath his and haul him upright. A flashlight strikes the corn beside you as the running footsteps close in.<br>
<br>
Somewhere ahead, Marcus shouts your name.<br>
<br>
<<ActionsHeader>>
<<link "Flee from your pursuers" "CountrysideFlashlights">><<set $CountrysideFlashlights to "Flee">><</link>>
<<case "Flee">>
You run with one hand locked around Ian’s wrist. Boots pound behind you with remorseless rhythm. A flashlight lashes across the rows, inching closer each time.<br>
<br>
Dry leaves whip your face. Ian lurches beside you, forcing you to drag him through each turn. Ahead, you follow the path Marcus has made through the stalks. Turning once more, you see him standing at the edge of the field. “This way!” he shouts.<br>
<br>
<<Flag "PermKaraLost">>
<<if _FlagReturn is true>>
The corn ends abruptly at a barbed-wire fence. A rusted pitchfork lies beside one of the posts. Marcus has thrown his jacket over the upper strand and wedged the pitchfork’s handle beneath it. He bears down on the shaft, levering a narrow opening between the wires.<br>
<<else>>
The corn ends abruptly at a barbed-wire fence. A rusted pitchfork lies beside one of the posts. Marcus has thrown his jacket over the upper strand and wedged the pitchfork’s handle beneath it. He bears down on the shaft, levering a narrow opening between the wires. Kara is already crouched on the other side, reaching back beneath Marcus’s jacket.<br>
<</if>>
<br>
There are no trees here, no exposed roots and no waiting driver. This is not the gap Logain described. Marcus braces one boot against the fence post and forces the pitchfork lower. The opening widens another inch. “Come on!”<br>
<br>
The footsteps behind you are dangerously close. You grit your teeth, but pull Ian towards him.<br>
<br>
Ian’s foot catches in a hidden rut. He snatches at your waist, and his weight yanks you backwards. You hit the ground on your side before he comes down across you, driving the breath from your lungs.<br>
<br>
The fall drops you into a shallow hollow. Ian lands half across you, one arm planted beside your shoulder as he tries to keep his full weight off your body.<br>
<br>
For a moment, neither of you moves. His face is inches from yours, his breath ragged and warm with beer. Terror flashes across his expression. Then he smiles.<br>
<br>
A flashlight tears across the corn overhead as boots hammer through the neighbouring row. The beam sweeps past, but the footsteps remain terrifyingly close.<br>
<br>
Your heart is beating hard enough to hurt. The fear should make you want him off you.<br>
<br>
Instead, the closeness, the running footsteps and the white light moving across the corn combine into something hot and dizzying.<br>
<br>
For a moment, danger feels less like something pursuing you than something the two of you are sharing.<br>
<br>
<<Flag "PermKaraLost">>
<<if _FlagReturn is true>>
“Emily!” Marcus hisses out. You flick your eyes up, seeing him looking back upside down, still pressing down on the pitchfork.<br>
<<else>>
“Emily!” Marcus hisses out. You flick your eyes up, seeing him looking back upside down, still pressing down on the pitchfork. Kara stares back at you and Ian from the other side.<br>
<</if>>
<br>
You look back to Ian. He should be moving. He does not. Searchlights scour over the both of you. Boots on the ground are on your left and right.<br>
<br>
“Tell me you don’t feel it,” Ian whispers.<br>
<br>
“Feel what?”<br>
<br>
He glances towards the light sweeping above you, his grin widening as another shout carries through the corn. “This between us.” His eyes drop briefly to your lips. “One for the road?”<br>
<br>
<<ActionsHeader>>
<<link "Kiss him and surrender to the moment" "CountrysideFlashlights">><<set $CountrysideFlashlights to "Kiss">><<Orientation 1>><<Feminity 1>><</link>><br>
<<CompulsionCheck "BoyCrazy">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Boy Crazy] </span><s>Push him off</s> - <i>You don’t want to stop him!</i><br>
<span class="compulsion">[Boy Crazy] </span><s>Try to make him understand this isn’t the time</s> - <i>When isn’t it the time!</i><br>
<<else>>
<<link "Push him off" "CountrysideFlashlights">><<set $CountrysideFlashlights to "Push">><<Assertive 1>><</link>><br>
<<StatCheckIntelligence "gt" 70>>
<<set _StatIntelligenceProbability to _StatIntelligenceProbability + " Try to make him understand this isn’t the time">>
<<if _StatCheckIntelligence is true>>
<<link _StatIntelligenceProbability "CountrysideFlashlights">><<set $CountrysideFlashlights to "IntPass">><</link>><br>
<<else>>
<<link _StatIntelligenceProbability "CountrysideFlashlights">><<set $CountrysideFlashlights to "IntFail">><<Intelligence 1>><</link>><br>
<</if>>
<</if>>
<<case "Kiss">>
You should push him away. Marcus is straining to hold the fence open. Someone is running through the corn towards you. Every second spent here brings them closer.<br>
<br>
But the danger is already inside your body, transformed into heat and breathlessness. Ian is looking at you as though the two of you have discovered something thrilling rather than terrifying.<br>
<br>
For one reckless moment, you want that to be true.<br>
<br>
<i>You’re not seriously -</i><br>
<br>
You catch the front of Ian’s jacket and pull him down. His lips taste of beer. Surprise holds him still for an instant. Then he kisses you back with breathless enthusiasm. His weight presses you into the cold earth while a flashlight turns the corn above you white.<br>
<br>
The kiss should last only long enough to shock him into moving.<br>
<br>
Instead, the searchlight passes and neither of you stops.<br>
<br>
For those few seconds, the pursuit becomes part of it: the cold dirt beneath you, the boots in the neighbouring row, the certainty that this may be your final chance to do something foolish.<br>
<br>
Ian’s reckless fantasy has become yours as well.<br>
<br>
“Come on!” you hear Marcus shout, breaking you from your thoughts.<br>
<br>
Ian pulls back when Marcus shouts again. For a moment, his grin is open and astonished. Then the danger returns to his face. He scrambles upright and holds out a hand to you before turning towards the fence.<br>
<br>
You remain in the hollow for half a second longer than necessary, your body still caught in the version of the night where kissing him mattered more than escaping.<br>
<br>
The flashlight begins sweeping back towards the hollow as you roll over and stagger towards the fence -<br>
<br>
Gnashing of dog’s teeth set your heart racing, as a dark Pitbull terrier bursts through the corn and lands in the hollow you were just in. You dash forward, ducking beneath Marcus’s jacket and through the opening. Ian follows. Marcus comes last, tearing the pitchfork free and dragging it through after him. The wire snaps shut behind you.<br>
<br>
The terrier slams up against the barbed wire, but can’t get through. Its barking draws light from torches, though. You hear the cry of a male voice bellow across the corn. “Over there!”<br>
<br>
<<ActionsHeader>>
<<link "Run" "CountrysideOpenField">><<set $TempIanApproach to "Kiss">><<set $CountrysideFlashlights to undefined>><</link>>
<<case "IntPass">>
“Ian, think,” you whisper. “Is this really the time?”<br>
<br>
His grin tightens. “Maybe not. But maybe I just want to kiss you.”<br>
<br>
A flashlight sweeps across the hollow. Ian flinches but keeps his weight over you.<br>
<br>
“People are hunting us,” you spit. As if on cue, you hear footsteps run past nearby.<br>
<br>
Ian looks down at you darkly, maintaining his grin. “We’re not getting out,” he whispers. “What difference does another minute make?” His smile looks almost desperate. “At least this way the night meant something.”<br>
<br>
“But I don’t want to,” you retort.<br>
<br>
Ian searches your face. The practised grin disappears. “Right.”<br>
<br>
The word sounds more like himself. Frightened, embarrassed and suddenly aware that he has mistaken the scene in his head for something you shared. He rolls away at once.<br>
<br>
You scramble to your feet, keeping your head just below the tops of the corn. Halfway to the fence and Marcus, you look back. Ian is still lying in the hollow, staring up at the stars. He fumbles in his jacket and takes out a stubby bottle.<br>
<br>
“Ian!” you bark back. “We can still get away!”<br>
<br>
<<HorrorTrustCheck "Ian">>
<<Flag "TempIanAdvantage">>
<<if _HorrorTrustCheck gte 3>>
He looks back over at you. Holding the bottle cap in-between his fingers. Beams from the searchlights scour overhead.<br>
<br>
The bottle falls to the soil. A moment later, he’s scurrying after you with a thankful smile -<br>
<br>
Gnashing of dog’s teeth set your heart racing, as a dark Pitbull terrier bursts through the corn and lands in the hollow you were just in. You dash forward, ducking beneath Marcus’s jacket and through the opening. Ian follows. Marcus comes last, tearing the pitchfork free and dragging it through after him. The wire snaps shut behind you.<br>
<br>
The terrier slams up against the barbed wire, but can’t get through. Its barking draws light from torches, though. You hear the cry of a male voice bellow across the corn. “Over there!”<br>
<br>
<<ActionsHeader>>
<<link "Run" "CountrysideOpenField">><<set $TempIanApproach to "Int">><<set $CountrysideFlashlights to undefined>><</link>>
<<elseif _FlagReturn is true>>
He looks back over at you. Holding the bottle cap in-between his fingers. Beams from the searchlights scour overhead. His fingers twist.<br>
<br>
“Which way to the trees?” you bark at him, instinctively. Logain’s words come back to you. Give him a problem.<br>
<br>
Ian’s fingers freeze. He glances up and down the fence. You decide to press quickly, hearing shouts growing closer.<br>
<br>
“You want to stay here and get caught? Fine,” you snap. “But we’re off-course. And you can figure out how to get us back on it. So which way?”<br>
<br>
Ian glances towards Marcus, then along the wire. His grin falters.<br>
<br>
“We came off the ruts to the west,” he mutters. “The trees should be farther north. Left once we’re through.”<br>
<br>
“Are you sure?”<br>
<br>
His attention fixes on the fence line. “Yes. I checked the map twice.”<br>
<br>
“Then get up and show us.”<br>
<br>
The bottle falls to the soil. A moment later, he’s scurrying after you with a thankful smile.<br>
<br>
Gnashing of dog’s teeth set your heart racing, as a dark Pitbull terrier bursts through the corn and lands in the hollow you were just in. You dash forward, ducking beneath Marcus’s jacket and through the opening. Ian follows. Marcus comes last, tearing the pitchfork free and dragging it through after him. The wire snaps shut behind you.<br>
<br>
The terrier slams up against the barbed wire, but can’t get through. Its barking draws light from torches, though. You hear the cry of a male voice bellow across the corn. “Over there!”<br>
<br>
<<ActionsHeader>>
<<link "Run" "CountrysideOpenField">><<set $TempIanApproach to "IntFail">><<SetFlag "TempIanAdvantage" false>><<set $CountrysideFlashlights to undefined>><</link>>
<<else>>
He looks back over at you. Holding the bottle cap in-between his fingers. Beams from the searchlights scour overhead. His fingers twist and the cap falls to the soil. “I don’t think so,” he mutters, taking a swig.<br>
<br>
A growl rises from the neighbouring row and suddenly the gnashing of dog’s teeth set your heart racing. A dark Pitbull terrier bursts through the corn and strikes Ian from the side. Its teeth close around the back of his jacket, pulling him into the corn.<br>
<br>
“Got one!” a man shouts.<br>
<br>
You dash forward, ducking beneath Marcus’s jacket and through the opening. Marcus tears the pitchfork free and follows, allowing the wire to snap shut behind him.<br>
<br>
The terrier appears moments later, slamming up against the barbed wire, but can’t get through. Its barking draws light from torches, though. You hear the cry of a male voice bellow across the corn. “Over there!”<br>
<br>
<<ActionsHeader>>
<<link "Run" "CountrysideOpenField">><<set $TempIanApproach to "Int">><<SetFlag "PermIanLost">><<set $CountrysideFlashlights to undefined>><</link>>
<</if>>
<<case "IntFail">>
“Ian, think,” you whisper. “Is this really the time?”<br>
<br>
His grin tightens. “Maybe not. But maybe I just want to kiss you.”<br>
<br>
A flashlight sweeps across the hollow. Ian flinches but keeps his weight over you. You consider what to say for a moment, but footsteps take your attention as someone runs past, nearby.<br>
<br>
“Might be the only time we get.” Ian lowers his face. “Stop overthinking it.”<br>
<br>
You reach for the words that would break the moment, but the danger has tangled them with the heat moving through your body. Ian leans closer. And you do not move away. His lips brush yours just as a growl rises from the neighbouring row -<br>
<br>
A dark Pitbull terrier strikes Ian from the side. Its teeth close around the back of his jacket, and its momentum tears him off you. Ian hits the dirt and disappears through the stalks before you can catch his hand.<br>
<br>
“Got one!” a man shouts.<br>
<br>
Ian calls your name once. Then the corn closes over him.<br>
<br>
You dash forward, ducking beneath Marcus’s jacket and through the opening. Marcus tears the pitchfork free and follows, allowing the wire to snap shut behind him.<br>
<br>
The terrier appears moments later, slamming up against the barbed wire, but can’t get through. Its barking draws light from torches, though. You hear the cry of a male voice bellow across the corn. “Over there!”<br>
<br>
<<ActionsHeader>>
<<link "Run" "CountrysideOpenField">><<set $TempIanApproach to "Int">><<SetFlag "PermIanLost">><<set $CountrysideFlashlights to undefined>><</link>>
<<case "Push">>
You plant both hands against Ian’s chest, twist beneath him and shove with everything you have. Surprise does what strength alone could not. He rolls off you and lands heavily in the dirt.<br>
<br>
“What the hell?” he says, almost too loud for your comfort.<br>
<br>
You crouch down below the top of the crops. “I told you to get off.”<br>
<br>
“I was only -”<br>
<br>
“I don’t care what you were only doing,” you sharply cut him off. You point towards Marcus and the fence. “Get up and move.”<br>
<br>
<<HorrorTrustCheck "Ian">>
<<if _HorrorTrustCheck gte 3>>
Ian stares at you from the ground. Anger and embarrassment fight across his face. He gives you a look, but nods and gets to his feet, brushing himself off. Ian’s anger flickers, then collapses into shame. “Right,” he mutters. “Sorry.”<br>
<br>
He avoids your eyes as he gets to his feet. Overhead, a beam from a flashlight sweeps back and forth across the top of the crops.<br>
<br>
“Move!” you reply.<br>
<br>
He takes a step towards where Marcus is straining with the fence -<br>
<br>
Gnashing of dog’s teeth set your heart racing, as a dark Pitbull terrier bursts through the corn and lands in the hollow you were both just in. You dash forward, ducking beneath Marcus’s jacket and through the opening. Ian follows. Marcus comes last, tearing the pitchfork free and dragging it through after him. The wire snaps shut behind you.<br>
<br>
The terrier slams up against the barbed wire, but can’t get through. Its barking draws light from torches, though. You hear the cry of a male voice bellow across the corn. “Over there!”<br>
<br>
<<ActionsHeader>>
<<link "Run" "CountrysideOpenField">><<set $TempIanApproach to "Force">><<set $CountrysideFlashlights to undefined>><</link>>
<<else>>
Ian looks up at you darkly as anger and embarrassment fight across his face. “Fine.” Ian reaches into his jacket for the bottle. “Doesn’t matter anyway.”<br>
<br>
“What doesn’t?”<br>
<br>
He twists the cap free. “Any of it. We’re caught. The rest is just deciding how frightened we want to feel when it happens.”<br>
<br>
“Ian!” you bark back. “We can still get away!”<br>
<br>
He looks back over at you. Holding the bottle cap in-between his fingers. Beams from the searchlights scour overhead. His fingers twist and the cap falls to the soil. “I don’t think so,” he mutters, taking a swig.<br>
<br>
A growl rises from the neighbouring row and suddenly the gnashing of dog’s teeth set your heart racing. A dark Pitbull terrier bursts through the corn and strikes Ian from the side. Its teeth close around the back of his jacket, pulling him into the corn.<br>
<br>
“Got one!” a man shouts.<br>
<br>
You dash forward, ducking beneath Marcus’s jacket and through the opening. Marcus tears the pitchfork free and follows, allowing the wire to snap shut behind him.<br>
<br>
The terrier appears moments later, slamming up against the barbed wire, but can’t get through. Its barking draws light from torches, though. You hear the cry of a male voice bellow across the corn. “Over there!”<br>
<br>
<<ActionsHeader>>
<<link "Run" "CountrysideOpenField">><<set $TempIanApproach to "Force">><<SetFlag "PermIanLost">><<set $CountrysideFlashlights to undefined>><</link>>
<</if>>
<</switch>><<switch $CountrysideOpenField>>
<<case undefined>>
<b>Countryside - Open Field</b><br>
<img src="./images/CountrysideOpenField_night.png"><Br>
<br>
You run along the outside of the fence, following it towards the trees. Marcus keeps the pitchfork clutched across his body, its rusted tines jumping with every stride.<br>
<br>
On the other side of the wire, the terrier races beside you through the corn. Its barking is so close that you hear each breath dragged into its lungs. Searchlights rake across the field behind it, and men shout to one another as they converge on the opening you used.<br>
<br>
<<Flag "PermIanLost">><<set _IanLost to _FlagReturn>>
<<Flag "PermKaraLost">><<set _KaraLost to _FlagReturn>>
<<if _IanLost is true>>
Marcus keeps looking back, as though Ian might still come crashing through the wire behind you.<br>
<br>
<<if $TempIanApproach is "Int">>
“I tried to get him up,” you say between breaths. “He wouldn’t listen.”<br>
<br>
Marcus’s grip tightens around the pitchfork. “I know.”<br>
<<if _KaraLost is false>>
<br>
Kara stumbles beside him, tears shining on her face. “You tried,” she gasps. “He wouldn’t move.”<br>
<</if>>
<<else>>
“You left him,” Marcus says.<br>
<br>
“The dog had him and I couldn’t reach him,” you snap back. But Marcus faces forward again without answering.<br>
<<if _KaraLost is false>>
<br>
Kara looks back towards Ian’s last cry. When she turns to you again, grief has hardened into accusation.<br>
<</if>>
<</if>>
<<else>>
<<if $TempIanApproach is "Kiss">>
“You kissed him?” Marcus demands.<br>
<br>
“He wouldn’t move,” you say. But Marcus’ scepticism reflects how hollow your voice sounds.<br>
<<if _KaraLost is false>>
<br>
Kara closes the distance to Ian, glaring at you.<br>
<</if>>
<<elseif $TempIanApproach is "Force">>
Ian runs without looking at you, anger and embarrassment keeping his shoulders rigid.<br>
<br>
“At least you got him moving,” Marcus comments.<br>
<<if _KaraLost is false>>
<br>
“Bit aggressive for a girl,” Kara quips, giving you a dark look.<br>
<</if>>
<<else>>
Ian points ahead. “Keep the fence on our left. The trees should be north.”<br>
<br>
Marcus looks from him to you to him. He nods.<br>
<<if _KaraLost is false>>
<br>
Kara smiles, relieved, now watching Ian give directions with focus. She even flashes you a smile of gratitude when she catches you looking.<br>
<</if>>
<</if>>
<</if>>
<br>
No one has enough breath to say more. A flashlight cuts through the wire and races across the grass ahead of you.<br>
<br>
“They’re outside the field!” somebody shouts.<br>
<br>
The terrier’s barking stops. For three strides, you hear only your own footfalls and the pitchfork rattling in Marcus’s hands. Then the fence dips towards a narrow drainage ditch. Wire shivers. A dark body flattens itself beneath the lowest strand and claws through the mud.<br>
<br>
The terrier bursts onto your side of the fence.<br>
<br>
Another dog thrusts its muzzle into the opening behind it. Farther back, searchlights swing towards the breach.<br>
<br>
Marcus looks over his shoulder. His hands shift along the pitchfork’s shaft, and his pace begins to slow. You recognise the decision forming in him. All night, Marcus has searched for something solid enough to place between you and the danger. Now the dogs have given him exactly that.<br>
<br>
<<ActionsHeader>>
<<link "Turn to watch Marcus" "CountrysideOpenField">><<set $CountrysideOpenField to "Watch">><<FlashlightsReconciliation>><</link>>
<<case "Watch">>
You look back. Marcus has fallen several strides behind. He turns as he runs, shifts his grip towards the middle of the pitchfork and hurls it at the first dog.<br>
<br>
The tool is clearly heavier than he expects. Its head drops, catches the top strand of the fence and spins off into the grass beside you. For one second, the image falls apart. Marcus is only a frightened boy again, staring at the weapon he has thrown away.<br>
<br>
Then the dog charges, and he steps forward anyway. The terrier flinches at the noise. Then it lowers its head and charges again.<br>
<br>
Marcus stops running. “Go!” he cries. “I’ll hold them off!”<br>
<br>
He plants himself between the dog and you, spreading his empty hands as though he can make his narrow frame wide enough to block the path. His shoulders are trembling.<br>
<br>
<i>There he is. Your brave boy. All you have to do is let him save you.</i><br>
<br>
Behind the first terrier, another forces its shoulders through the drainage gap. Flashlight beams converge on the fence, and somebody calls for the dogs to take him.<br>
<br>
<<ActionsHeader>>
<<link "Cry out for him to save you" "CountrysideOpenField">><<set $CountrysideOpenField to "Cry">><<Intelligence -1>><<Feminity 1>><<set $TempMarcusApproach to "Cry">><</link>><br>
<<CompulsionCheck "OldFashionedValues">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Old Fashioned Values] </span><s>Order him to run</s> - <i>You can’t utter the words</i><br>
<<else>>
<<link "Order him to run" "CountrysideOpenField">><<set $CountrysideOpenField to "Order">><<set $TempMarcusApproach to "Order">><</link>><br>
<</if>>
<<StatCheckPhysique "gt" 65>>
<<set _StatPhysiqueProbability to _StatPhysiqueProbability + " Throw the pitchfork back to him">>
<<if _StatCheckPhysique is true>>
<<link _StatPhysiqueProbability "CountrysideOpenField">><<set $CountrysideOpenField to "Pitchfork">><</link>>
<<else>>
<<link _StatPhysiqueProbability "CountrysideOpenField">><<set $CountrysideOpenField to "PitchforkFail">><<Physique 1>><</link>>
<</if>>
<<case "Cry">>
“Marcus!” you scream, playing into the moment. Part of you retches, but it’s buried by fear. “Please! Don’t let them get me!”<br>
<br>
He looks back. For one dreadful instant, relief crosses his face. He gives you a chiselled grin. Somehow he’s still wearing his thick rimmed glasses, but you can see the man behind them. Like seeing Superman finally underneath Clark Kent -<br>
<br>
The first terrier strikes before he can turn around.<br>
<br>
It hits the backs of his knees and folds him into the grass. He throws out an arm to catch himself just as the second dog seizes his jacket sleeve and wrenches it away, leaving him twisted between them.<br>
<br>
“Run!” he shouts.<br>
<br>
The first dog plants both forepaws against his chest. Its jaws snap inches from his face whenever he struggles, forcing him flat without tearing into him. Searchlights lock onto his body.<br>
<br>
Men spill through the opening farther back and race towards him. One catches Marcus’s wrists while another orders the dogs to hold. He is still fighting when they drag his arms behind his back.<br>
<br>
You obey the instruction you asked him to give... and run.<br>
<br>
<<Flag "PermIanLost">>
<<if _FlagReturn is false>>
Ian races along beside you, his face white with fury. “Why?” he stammers.<br>
<br>
<</if>>
<<Flag "PermKaraLost">>
<<if _FlagReturn is false>>
Kara stumbles as she looks back. “Look! It’s your fault, Emily!”<br>
<br>
<</if>>
Behind you, Marcus’s voice disappears beneath barking and shouted commands.<br>
<br>
<i>He saved you. Wasn’t that what you wanted?</i><br>
<br>
You hear a terrier break away and bound after you. Boots hammer across the hard ground behind it. There is no corn to disappear into on this side of the fence, only a strip of exposed grass and the trees still too far ahead.<br>
<br>
A searchlight dances over your body. Barking closes from behind. Your legs are beginning to fail, but the pursuers just grow closer.<br>
<br>
Then a car door flies open beneath the trees.<br>
<br>
A dented sedan waits in the darkness with its lights extinguished and its engine running. The figure behind the wheel leans across the passenger seat, holding the rear door open and beckoning frantically.<br>
<br>
<<ActionsHeader>>
<<link "Run towards the car" "CountrysideFence">><<FieldDogsReconciliation>><<set $CountrysideOpenField to undefined>><</link>>
<<case "Order">>
“Marcus!” you cry out. “Run!”<br>
<br>
“No,” he says, looking back with a firm grin. “I can buy you time.”<br>
<br>
“You don’t need to prove anything!” you shout. “Move!”<br>
<br>
The words feel wrong in your mouth. He is the boy. He is standing between you and the dogs. You should be running while he buys you time.<br>
<br>
You force the thought aside. “Getting caught isn’t protecting us!”<br>
<br>
<<Flag "PermIanLost">><<set _IanLost to _FlagReturn>>
<<Flag "PermKaraLost">><<set _KaraLost to _FlagReturn>>
<<HorrorTrustCheck "Marcus">>
<<Flag "TempMarcusAdvantage">>
<<if _HorrorTrustCheck gte 4>>
Marcus hesitates. The terrier is almost on him. His eyes move past you to Ian and Kara.<br>
<br>
Then he turns and runs. The dog’s jaws close on empty air behind his leg as he catches up with you.<br>
<br>
<<if _IanLost is false and _KaraLost is false>>
Ian races along beside you, nodding to you with respect. And Kara smiles at you, almost looking back with admiration.<br>
<<elseif _IanLost is false>>
Ian races along beside you, nodding to you with respect.<br>
<<elseif _KaraLost is false>>
Kara smiles at you, almost looking back with admiration.<br>
<</if>>
<<elseif _FlagReturn is true>>
“I said go!” he snaps back. The terrier is almost on him.<br>
<br>
A few words from Logain flash across your mind. <i>They planned this as three equals</i>.<br>
<br>
“We’re all in this together!” you cry out. It’s enough to get his attention. The dog leaps up towards him just as he steps towards you. The dog’s jaws close on empty air. Then Marcus is beside you.<br>
<br>
<<if _IanLost is false and _KaraLost is false>>
Ian races alongside, nodding to you with respect. And Kara smiles at you, almost looking back with admiration.<br>
<<elseif _IanLost is false>>
Ian races alongside, nodding to you with respect.<br>
<<elseif _KaraLost is false>>
Kara smiles at you, almost looking back with admiration.<br>
<</if>>
<<else>>
“I said go!” he snaps back.<br>
<br>
The first terrier strikes before you can say more.<br>
<br>
It hits the backs of his knees and folds him into the grass. He throws out an arm to catch himself just as the second dog seizes his jacket sleeve and wrenches it away, leaving him twisted between them.<br>
<br>
“Run!” he shouts.<br>
<br>
The first dog plants both forepaws against his chest. Its jaws snap inches from his face whenever he struggles, forcing him flat without tearing into him. Searchlights lock onto his body.<br>
<br>
Men spill through the opening farther back and race towards him. One catches Marcus’s wrists while another orders the dogs to hold. He is still fighting when they drag his arms behind his back.<br>
<br>
You obey the instruction he gave you... and run.<br>
<br>
<<if _IanLost is false>>
Ian races along beside you, his face white with fury. “Why?” he stammers.<br>
<br>
<</if>>
<<if _KaraLost is false>>
Kara stumbles as she looks between you and behind. To your surprise, she shakes her head. “Stupid bravado.”<br>
<</if>>
<</if>>
<br>
You hear a terrier break away and bound after you. Boots hammer across the hard ground behind it. There is no corn to disappear into on this side of the fence, only a strip of exposed grass and the trees still too far ahead.<br>
<br>
A searchlight dances over your body. Barking closes from behind. Your legs are beginning to fail, but the pursuers just grow closer.<br>
<br>
Then a car door flies open beneath the trees.<br>
<br>
A dented sedan waits in the darkness with its lights extinguished and its engine running. The figure behind the wheel leans across the passenger seat, holding the rear door open and beckoning frantically.<br>
<br>
<<ActionsHeader>>
<<link "Run towards the car" "CountrysideFence">><<FieldDogsReconciliation>><<set $CountrysideOpenField to undefined>><</link>>
<<case "Pitchfork">>
You seize the pitchfork grip, still lying half-buried in the grass beside you, and wrench it free. The earth holds for an instant before giving way all at once.<br>
<br>
“Marcus!” you cry, tossing it into the air.<br>
<br>
The pitchfork flies haft-first. Marcus twists towards your voice and catches it against his chest with both hands.<br>
<br>
The terrier springs forward towards him. He swings the fork down, striking its face. It recoils with a yelp.<br>
<br>
The second dog slows beside the first. Marcus keeps the pitchfork level between them and backs towards you.<br>
<br>
<<Flag "PermIanLost">><<set _IanLost to _FlagReturn>>
<<Flag "PermKaraLost">><<set _KaraLost to _FlagReturn>>
<<HorrorTrustCheck "Marcus">>
<<if _HorrorTrustCheck gte 4>>
“Now run,” you tell him. And this time he does.<br>
<br>
Marcus sweeps the pitchfork across their path once more, then drops it and runs. The dogs hesitate only a moment, but it is enough for him to fall into step beside you. Searchlights sweep across your backs, and the men beyond the fence shout for the animals to keep chasing.<br>
<br>
He glances at you between strides. “Good throw.”<br>
<br>
“Good catch.”<br>
<br>
<<if _IanLost is false and _KaraLost is false>>
Ian races along beside you, nodding to you with respect. And Kara smiles at you, almost looking back with admiration.<br>
<<elseif _IanLost is false>>
Ian races along beside you, nodding to you with respect.<br>
<<elseif _KaraLost is false>>
Kara smiles at you, almost looking back with admiration.<br>
<</if>>
<br>
You hear a terrier break away and bound after you. Boots hammer across the hard ground behind it. There is no corn to disappear into on this side of the fence, only a strip of exposed grass and the trees still too far ahead.<br>
<br>
A searchlight dances over your body. Barking closes from behind. Your legs are beginning to fail, but the pursuers just grow closer.<br>
<br>
Then a car door flies open beneath the trees.<br>
<br>
A dented sedan waits in the darkness with its lights extinguished and its engine running. The figure behind the wheel leans across the passenger seat, holding the rear door open and beckoning frantically.<br>
<br>
<<ActionsHeader>>
<<link "Run towards the car" "CountrysideFence">><<set $TempMarcusApproach to "Physique">><<FieldDogsReconciliation>><<set $CountrysideOpenField to undefined>><</link>>
<<else>>
“Now run,” you tell him. But he still doesn’t listen. Armed and framed by the searchlights, Marcus looks more like the hero he imagined. The pitchfork has made the performance harder to abandon.<br>
<br>
Marcus sweeps the pitchfork across their path once more, holding the dogs at distance. “Run!” he cries back. He glances your way to see why you’re not running. It’s just the opening the dogs were waiting for.<br>
<br>
One hits the backs of his knees and folds him into the grass. The pitchfork falls to the floor and he throws out an arm to catch himself just as the second dog seizes his jacket sleeve and wrenches it away, leaving him twisted between them.<br>
<br>
The first dog plants both forepaws against his chest. Its jaws snap inches from his face whenever he struggles, forcing him flat without tearing into him. Searchlights lock onto his body.<br>
<br>
Men spill through the opening farther back and race towards him. One catches Marcus’s wrists while another orders the dogs to hold. He is still fighting when they drag his arms behind his back.<br>
<br>
You obey the instruction he gave you... and run.<br>
<br>
<<if _IanLost is false>>
Ian races along beside you, shaking his head. “Idiot.”<br>
<br>
<</if>>
<<if _KaraLost is false>>
Kara stumbles as she looks between you and behind. To your surprise, she shakes her head. “Stupid bravado.”<br>
<br>
<</if>>
You hear a terrier break away and bound after you. Boots hammer across the hard ground behind it. There is no corn to disappear into on this side of the fence, only a strip of exposed grass and the trees still too far ahead.<br>
<br>
A searchlight dances over your body. Barking closes from behind. Your legs are beginning to fail, but the pursuers just grow closer.<br>
<br>
Then a car door flies open beneath the trees.<br>
<br>
A dented sedan waits in the darkness with its lights extinguished and its engine running. The figure behind the wheel leans across the passenger seat, holding the rear door open and beckoning frantically.<br>
<br>
<<ActionsHeader>>
<<link "Run towards the car" "CountrysideFence">><<SetFlag "PermMarcusLost">><<FieldDogsReconciliation>><<set $CountrysideOpenField to undefined>><</link>>
<</if>>
<<case "PitchforkFail">>
You seize the pitchfork and pull, but it doesn’t move. Grimacing, you plant one foot beside the buried forks and wrench at the shaft with both hands. Your shoulders burn. The handle shudders in your grip, but the hard earth refuses to release it.<br>
<br>
“I said go!” you hear Marcus snap back. “Run!”<br>
<br>
“I can get it,” you reply, straining. You pull again. But nothing. You look up to see Marcus watching you as the terrier strikes the backs of his knees.<br>
<br>
Marcus folds into the grass. The second dog catches his sleeve as he tries to rise, wrenching him sideways before he can recover. The first plants both forepaws against his chest and snaps whenever he struggles.<br>
<br>
Searchlights lock onto him. Men pour through the gap in the fence and seize his wrists while the dogs hold him down.<br>
<br>
You obey the instruction he gave you... and run.<br>
<br>
<<Flag "PermIanLost">>
<<if _FlagReturn is false>>
Ian races along beside you, his face white with fury. “Why?” he stammers.<br>
<br>
<</if>>
<<Flag "PermKaraLost">>
<<if _FlagReturn is false>>
Kara stumbles as she looks back. “Look! It’s your fault, Emily!”<br>
<br>
<</if>>
You hear a terrier break away and bound after you. Boots hammer across the hard ground behind it. There is no corn to disappear into on this side of the fence, only a strip of exposed grass and the trees still too far ahead.<br>
<br>
A searchlight dances over your body. Barking closes from behind. Your legs are beginning to fail, but the pursuers just grow closer.<br>
<br>
Then a car door flies open beneath the trees.<br>
<br>
A dented sedan waits in the darkness with its lights extinguished and its engine running. The figure behind the wheel leans across the passenger seat, holding the rear door open and beckoning frantically.<br>
<br>
<<ActionsHeader>>
<<link "Run towards the car" "CountrysideFence">><<set $TempMarcusApproach to "PhysiqueFail">><<FieldDogsReconciliation>><<set $CountrysideOpenField to undefined>><</link>>
<</switch>><<switch $CountrysideFence>>
<<case undefined>>
The open rear door grows larger with every stride. You throw yourself through it and land across the back seat, dragging your legs into the darkened car.<br>
<br>
<<Flag "PermMarcusLost">><<set _MarcusLost to _FlagReturn>>
<<Flag "PermIanLost">><<set _IanLost to _FlagReturn>>
<<Flag "PermKaraLost">><<set _KaraLost to _FlagReturn>>
<<if _MarcusLost is true and _IanLost is true and _KaraLost is true>>
A middle-aged plump man in a grubby jumper looks back from the driver’s seat. “Where are they?”<br>
<br>
“Caught.”<br>
<br>
His mouth tightens. A searchlight sweeps over the car.<br>
<br>
<<ActionsHeader>>
<<link "Tell the driver to go" "CountrysideFence">><<set $CountrysideFence to "Driver">><</link>>
<<else>>
<<if _MarcusLost is false>>
Footsteps pound towards you. You look out from the shadow to see Marcus close to the sedan. The driver pounds his fist on the inside of the roof twice. “If you’re getting in, get in now.”<br>
<<elseif _IanLost is false>>
Footsteps pound towards you. You look out from the shadow to see Ian close to the sedan. The driver pounds his fist on the inside of the roof twice. “If you’re getting in, get in now.”<br>
<<else>>
Footsteps pound towards you. You look out from the shadow to see Kara close to the sedan. The driver pounds his fist on the inside of the roof twice. “If you’re getting in, get in now.”<br>
<</if>>
<br>
A flashlight beam cuts across the open door before they can reach it. Instead, they freeze.<br>
<br>
“All right now,” the now-familiar male voice calls out. “Let’s not make this worse.”<br>
<br>
<<NPCKnownCheck "Reginald">>
<<if _NPCKnownCheck is true>>
You look back out, keeping your face in the shadow cast by the door. The portly figure of Sergeant Clancy stands at the edge of the field, his weathered sympathetic face lit by the light from his lamp.<br>
<br>
<<else>>
You look back out, keeping your face in the shadow cast by the door. A portly figure stands at the edge of the field, his weathered sympathetic face lit by the light from his lamp.<br>
<br>
<</if>>
<<if _MarcusLost is false>>
Marcus stands near the door, frozen. Behind Clancy, dogs bark and searchlights gather at the fence. “Hold the dogs,” he calls. The barking continues, but the animals come no closer.<br>
<<elseif _IanLost is false>>
Ian stands near the door, frozen. Behind Clancy, dogs bark and searchlights gather at the fence. “Hold the dogs,” he calls. The barking continues, but the animals come no closer.<br>
<<else>>
Kara stands near the door, frozen. Behind Clancy, dogs bark and searchlights gather at the fence. “Hold the dogs,” he calls. The barking continues, but the animals come no closer.<br>
<</if>>
<br>
“Children,” he says. “Let’s go home. You know better than following people into fields at night.” He pauses holding his lamp up to cast more light into the car. “And getting in cars with strangers.”<br>
<br>
The driver shields his eyes. You sink deeply into the shadow of the back seat, hoping he hasn’t seen you.<br>
<br>
The driver keeps one hand on the wheel and looks back to you. “If they’re coming, it has to be now.” He puts the stick into gear. You quickly lean towards the door and look out.<br>
<br>
<<if _MarcusLost is false>>
Marcus stands with his hands behind his head. The commanding posture he carried through the corn is gone. In the searchlight, he looks narrow and young again.<br>
<br>
<</if>>
<<if _KaraLost is false>>
Kara hugs herself, shivering. Her eyes move from Clancy to the car, then towards whichever boy remains beside her, waiting for somebody else’s decision to become hers.<br>
<br>
<</if>>
<<if _IanLost is false>>
Ian scuffs one shoe through the dirt. With the chase interrupted, the exhilaration has drained out of him. He looks exhausted, frightened and faintly ashamed of having enjoyed any part of it.<br>
<br>
<</if>>
<<ActionsHeader>>
<<if _MarcusLost is false>>
<<link "Call out" "CountrysideFence">><<set $CountrysideFence to "Marcus">><</link>>
<<elseif _IanLost is false>>
<<link "Call out" "CountrysideFence">><<set $CountrysideFence to "Ian">><</link>>
<<else>>
<<link "Call out" "CountrysideFence">><<set $CountrysideFence to "Kara">><</link>>
<</if>>
<</if>>
<<case "Marcus">>
“Marcus, come on!” you cry out.<br>
<br>
He gives you a look, then glances between Clancy and your waiting hand. He grinds his teeth, indecision apparent.<br>
<br>
<i>Even now, he still thinks he’s the leading man who can win out.</i><br>
<br>
Clancy fixes him with a weary look. “You’ve done enough, Marcus. You tried to look after everyone. Nobody can ask more than that.” He holds out one hand. “Let me take it from here, son.”<br>
<br>
<<HorrorTrustCheck "Marcus">>
<<if _HorrorTrustCheck gte 5>>
Marcus draws a breath. “No. We’re leaving together.”<br>
<br>
He rushes towards the car and throws himself in, clambering into the front passenger seat. The dogs snarl and bark, but Clancy waves them back. “Let them decide for themselves.”<br>
<br>
<<ActionsHeader>>
<<Flag "PermIanLost">>
<<if _FlagReturn is false>>
<<link "Call after the next survivor" "CountrysideFence">><<set $CountrysideFence to "Ian">><</link>>
<<else>>
<<Flag "PermKaraLost">>
<<if _FlagReturn is false>>
<<link "Call after the next survivor" "CountrysideFence">><<set $CountrysideFence to "Kara">><</link>>
<<else>>
<<link "Sink back into the shadows" "CountrysideFence">><<set $CountrysideFence to "Depart">><</link>>
<</if>>
<</if>>
<<else>>
Marcus draws a breath. Then lowers his head, ashamed. He looks back to you. “I… can’t. I’m sorry. I tried.”<br>
<br>
He walks to Clancy’s side. Clancy puts a steadying hand on his shoulder. “It’s alright, boy.”<br>
<br>
<<ActionsHeader>>
<<Flag "PermIanLost">>
<<if _FlagReturn is false>>
<<link "Call after the next survivor" "CountrysideFence">><<set $CountrysideFence to "Ian">><<SetFlag "PermMarcusLost">><</link>>
<<else>>
<<Flag "PermKaraLost">>
<<if _FlagReturn is false>>
<<link "Call after the next survivor" "CountrysideFence">><<set $CountrysideFence to "Kara">><<SetFlag "PermMarcusLost">><</link>>
<<else>>
<<link "Sink back into the shadows" "CountrysideFence">><<set $CountrysideFence to "Depart">><<SetFlag "PermMarcusLost">><</link>>
<</if>>
<</if>>
<</if>>
<<case "Ian">>
“Ian!” you yell. “Come on!”<br>
<br>
He has stopped several paces from the car, shaking. Electrified by adrenaline and terror. When he looks at you, the reckless performance falls away. For that moment, he’s looking at you like you are the only friend he has left.<br>
<br>
“All done now, Ian,” Clancy tells him. “You’ve had your adventure.” His voice remains gentle. “No shame in admitting you’ve had enough. Come on home.”<br>
<br>
<<HorrorTrustCheck "Ian">>
<<if _HorrorTrustCheck gte 5>>
You hold up five fingers. Ian looks at you curiously, then takes another step. You drop your forefinger. Four more. Ian gives you a nervous grin. “Screw it,” you hear him mutter. “It’s gotta be better than prom.”<br>
<br>
Then he takes all five steps at a sprint and tumbles into the car. The dogs snarl and bark, but Clancy waves them back. “Let them decide for themselves.”<br>
<br>
<<ActionsHeader>>
<<Flag "PermKaraLost">>
<<if _FlagReturn is false>>
<<link "Call after the next survivor" "CountrysideFence">><<set $CountrysideFence to "Kara">><</link>>
<<else>>
<<link "Sink back into the shadows" "CountrysideFence">><<set $CountrysideFence to "Depart">><</link>>
<</if>>
<<else>>
You hold up five fingers. Ian looks at you curiously, but turns towards the searchlights. “Yeah,” he says quietly. “Adventure over.”<br>
<br>
He walks to Clancy’s side. Clancy puts a steadying hand on his shoulder. “It’s alright, boy.”<br>
<br>
<<ActionsHeader>>
<<Flag "PermKaraLost">>
<<if _FlagReturn is false>>
<<link "Call after the next survivor" "CountrysideFence">><<set $CountrysideFence to "Kara">><<SetFlag "PermIanLost">><</link>>
<<else>>
<<link "Sink back into the shadows" "CountrysideFence">><<set $CountrysideFence to "Depart">><<SetFlag "PermIanLost">><</link>>
<</if>>
<</if>>
<<case "Kara">>
“Kara!” you yell. “Come on!”<br>
<br>
She remains where she stopped, hugging her arms around herself. Terror has left her looking at you with the wide-eyed hope that somebody stronger will make the choice for her.<br>
<br>
“Kara,” Clancy says gently. “You don’t need to follow anybody. Come here.”<br>
<br>
She looks towards Clancy, then at you. You keep your hand extended.<br>
<br>
<<HorrorTrustCheck "Kara">>
<<if _HorrorTrustCheck gte 4>>
Kara looks towards the open car. For once, she does not check Marcus’s expression or wait for Ian to make a joke. She keeps her eyes on the door and makes the distance into a decision of her own.<br>
<br>
She swallows. “No. I’m not following. I’m leaving.”<br>
<br>
Then she runs and tumbles into the car. The dogs snarl and bark, but Clancy waves them back. “Let them decide for themselves.”<br>
<br>
<<ActionsHeader>>
<<link "Sink back into the shadows" "CountrysideFence">><<set $CountrysideFence to "Depart">><</link>>
<<else>>
Kara’s eyes close. When they open, she has stopped looking at the car. “I’m tired of being frightened,” she whispers.<br>
<br>
She crosses the grass to Clancy. He puts a steadying hand on her shoulder. “I know. Come along.”<br>
<br>
<<ActionsHeader>>
<<link "Sink back into the shadows" "CountrysideFence">><<set $CountrysideFence to "Depart">><<SetFlag "PermKaraLost">><</link>>
<</if>>
<<case "Depart">>
Clancy turns to look over at the car. You instinctively duck down, out of sight of his search light.<br>
<br>
“What say you?” he calls out. “Are you going to come out of the back, or drive off with this… strange man?”<br>
<br>
The driver turns to the back seat. Waiting.<br>
<br>
<<ActionsHeader>>
<<link "Tell the driver to go" "CountrysideFence">><<set $CountrysideFence to "Driver">><</link>>
<<case "Driver">>
“Let’s get out of here,” you mutter to the driver.<br>
<br>
He slams his fist on the roof. “Hang on.”<br>
<br>
The car jolts across the broken ground, its suspension bucking beneath you until grass becomes dirt track, hedgerows close around the windows and finally the open road stretches ahead.<br>
<br>
Through the rear window, Clancy stands near the trees with anyone who chose to stay beside him. His flashlight is lowered, and he makes no move to pursue.<br>
<br>
Moonlight slides across his face. You cannot tell whether he is relieved or disappointed.<br>
<br>
<<ActionsHeader>>
<<link "Lean back in the car" "CountrysideRideBack">><<set $CountrysideFence to undefined>><</link>>
<</switch>><<switch $CountrysideRideBack>>
<<case undefined>>
You sink into the seat as the last of the searchlights disappears behind. The engine settles into a steady hum. With no dogs at your heels and no corn scraping at your clothes, every breath suddenly has room to hurt.<br>
<br>
<<Flag "PermMarcusLost">><<set _MarcusLost to _FlagReturn>>
<<Flag "PermIanLost">><<set _IanLost to _FlagReturn>>
<<Flag "PermKaraLost">><<set _KaraLost to _FlagReturn>>
<<if _MarcusLost is true and _IanLost is true and _KaraLost is true>>
The driver watches you in the rear-view mirror. “What happened back there, then?”<br>
<br>
“I don’t want to talk about it,” you mutter, sinking into the plastic cover of the seat.<br>
<br>
“Right you are. No need to tell me. Not my place to go nosing.” He turns his attention back to the road. “His lordship pays me all the same.”<br>
<br>
“Logain?”<br>
<br>
“Aye, that’s the one.” The driver drums his fingers against the wheel. “Driven a few young folk out for him before. Most spend the whole way peering through the back glass. You look more like you’d take a chunk out of anyone tried putting you back.”<br>
<br>
You stare out at the dark hedgerows.<br>
<br>
“Can’t see your family keeping you there, not once you’ve set your mind on leaving,” he adds.<br>
<br>
“Why do you help people leave?” you mutter, trying to change the subject.<br>
<br>
His eyes return to the mirror, suddenly wary. “It’s proper enough, mind. They’re eighteen. Old enough to choose where they’re living. It’s the leaving by moonlight, with the local police chasing them through fields, that’s the odd part.”<br>
<br>
You arch your eyebrow. “And that doesn’t bother you?”<br>
<br>
“Course it bothers me. Why d’you reckon I’m here?” He shifts down as the road bends. “I’m from Withycombe, three miles down the old turnpike. At the Lamb and Barley, folk’ll name the Devil loud enough after three pints. But say ‘Charlton’ and the whole bar goes quiet.”<br>
<<else>>
“That were close, mind,” the driver says. He glances into the mirror at everyone who made it into the car. “What happened back there, then?”<br>
<br>
<<if _MarcusLost is true or _IanLost is true or _KaraLost is true>>
Nobody answers. The silence is shaped by the friends who did not reach the door.<br>
<<else>>
Marcus, Ian and Kara exchange looks, but none of them seems able to fit the last few minutes into an answer.<br>
<</if>>
<br>
“Right. No need to rake over it.” The driver looks back to the road. “His lordship pays me all the same. Left word for you, too. We passed the old turnpike stones a mile back, so you’re clear of Charlton now. Said that’s when you take what’s in those bottles.”<br>
<br>
Pockets rustle around the car. One by one, the plastic seals crack. Each survivor tips out a pill and swallows it dry.<br>
<br>
Nothing dramatic happens. The night continues sliding past the windows. Gradually, however, the tension inside the car changes. They begin looking at one another like actors waking after a performance and remembering every line.<br>
<br>
<<if _MarcusLost is false>>
Marcus stares at his empty hands. “Did I really keep telling everyone what to do?”<br>
<br>
No one answers quickly enough. He closes his eyes. “I thought I was some kind of action hero. Like getting myself hurt would prove I could protect you.”<br>
<br>
He looks around the car. “I’m sorry. To all of you.”<br>
<br>
<</if>>
<<if _IanLost is false>>
<<if $TempIanApproach is "Kiss">>
Ian catches your eye and immediately turns crimson. “In that hollow. Did we really... with dogs chasing us?”<br>
<br>
You don’t speak. He looks away, turning red.<br>
<br>
<<else>>
Ian lowers his head. “I tried to kiss you while we were being chased.”<br>
<br>
“You weren’t thinking clearly,” you mutter.<br>
<br>
“I wasn’t thinking at all.” He gives you a small, embarrassed look. “I’m sorry. I don’t know why I acted like that. Like I didn’t care about anything other than… base desires.”<br>
<br>
<</if>>
<</if>>
<<if _KaraLost is false>>
Kara has gone pink from her collar to her ears. She leans in and whispers. “Did I really ask which of them you fancied?”<br>
<br>
“Repeatedly,” you mutter.<br>
<br>
She covers her face. “I don’t think about them that way. They’re my friends. I don’t know what got into me.”<br>
<br>
<</if>>
You look at the opened bottles in their hands. You cannot tell how much the pills changed or whether distance from Charlton did most of the work. Either way, they can finally recognise the changes they were being pushed to play.<br>
<br>
You remember every role the night offered you: frightened girl, romantic heroine, grateful passenger. Whatever reached for them in the fields had been reaching for you as well.<br>
<br>
<i>And you don’t have any magical pills to whisk those thoughts away.</i><br>
<</if>>
<br>
The road winds between sleeping fields before the driver finally slows beside a lonely bus shelter. One weak lamp illuminates a timetable, a wooden bench and nothing else for half a mile.<br>
<br>
“End of the line for you,” he says.<br>
<br>
You look through the window. “This is still the middle of nowhere.”<br>
<br>
“Bus’ll carry you back into Charlton. Ought to be one along soon.”<br>
<br>
“Why can’t you drop me home?”<br>
<br>
<<if _MarcusLost is true and _IanLost is true and _KaraLost is true>>
The driver sniggers. “Don’t reckon Clancy’ll come sniffing after me this side of the boundary. But I’m not driving back onto his patch to prove it.”<br>
<<else>>
The driver nods towards whoever remains in the car. “Deal was to get them out. His lordship never paid for your return journey.”<br>
<</if>>
<br>
You reach for the door and slide out. The cold air hits you immediately. As you shut the door, the driver winds down the window and clicks his tongue. “Hold up. Near forgot.”<br>
<br>
He takes a battered mobile phone from his pocket and punches in a number. Its bright screen shows a full signal. For a moment, that ordinary sight feels stranger than anything you saw in the corn. Outside Charlton, phones simply work.<br>
<br>
The driver waits for an answer. “Got her here safe. Aye. Hold on.”<br>
<br>
He passes the phone out the window. “Here. He wants you.”<br>
<br>
You bring it to your ear.<br>
<br>
“Hey, squirt,” a familiar voice says.<br>
<br>
<<ActionsHeader>>
<<link "Talk to Logain" "CountrysideRideBack">><<set $CountrysideRideBack to "TalkLogain">><</link>>
<<case "TalkLogain">>
“Where are you?” you ask.<br>
<br>
“Somewhere with walls, antiseptic and a friend who has stopped asking why I’m covered in feathers.” Logain’s voice is weaker than usual, but steady. “How many got through, squirt?”<br>
<br>
<<Flag "PermMarcusLost">><<set _MarcusLost to _FlagReturn>>
<<Flag "PermIanLost">><<set _IanLost to _FlagReturn>>
<<Flag "PermKaraLost">><<set _KaraLost to _FlagReturn>>
<<if _MarcusLost is false and _IanLost is false and _KaraLost is false>>
You look back into the car, seeing their faces gazing out through the window. “All three.”<br>
<br>
The line goes quiet.<br>
<br>
“Logain?”<br>
<br>
“All three?” he repeats.<br>
<br>
“Marcus, Ian and Kara. They’re all here.”<br>
<br>
You hear him release a long, unsteady breath. When he speaks again, there is no smirk in his voice.<br>
<br>
“Thank you, Emily.”<br>
<br>
“You sound surprised.”<br>
<br>
“I’m bleeding into somebody else’s sofa. Allow me one moment of emotional honesty.” A trace of his usual tone returns. “You did everything I couldn’t. I won’t forget that.”<br>
<br>
“What about our deal?”<br>
<br>
“Prom is covered. So are the answers I promised you.” He pauses. “Come and see me when you need my help, squirt. You can even find me at my greenhouse, Sunday or Tuesday evenings. If it’s in my power, it’s done.”<br>
<<elseif _MarcusLost is true and _IanLost is true and _KaraLost is true>>
You look back into the empty car and wince. “None.”<br>
<br>
The silence on the line stretches until you can hear Logain breathing.<br>
<br>
“I’m sorry,” you say. “Clancy got all of them.”<br>
<br>
“Are you hurt?”<br>
<br>
“No.”<br>
<br>
“Then get yourself home.” His voice remains controlled, but only just. “I’ll deal with what comes next.”<br>
<br>
“And the prom?”<br>
<br>
Another pause.<br>
<br>
“I can’t help you now.”<br>
<br>
“You changed the deal, Logain. You made me go out there.”<br>
<br>
“I know.” The words come without argument. “It wasn’t fair, and I’m not blaming you. But Clancy has all three of them. Don’t know if I’m burned. Come by, even stop by the greenhouse one Sunday or Tuesday evening. We can talk. But I can’t risk creating a distraction at prom while the whole town is watching me.”<br>
<br>
You grip the phone more tightly. “So that’s it?”<br>
<br>
“For our deal, yes.” His voice softens. “I’m sorry, Emily.”<br>
<<else>>
“Some of them.”<br>
<br>
Logain draws a breath. “Who didn’t make it?”<br>
<br>
You tell him.<br>
<br>
For several seconds, the only sound from the phone is a faint hiss of static.<br>
<br>
“Right,” he says at last.<br>
<br>
“I’m sorry.”<br>
<br>
“Don’t tell yourself it’s nothing because it wasn’t everyone.” His voice is quiet. “The people sitting in that car have a future because you went back for them. That matters.”<br>
<br>
“Does it matter to our deal?”<br>
<br>
“Yes. You got people out when I couldn’t. I’ll keep my promise about prom.” He exhales carefully. “Come and see me when you need my help. You can even find me at my greenhouse, Sunday or Tuesday evenings. I’ll tell you everything I promised as well. No dodging.”<br>
<</if>>
<br>
The driver taps two fingers against the steering wheel and points towards the waiting bus shelter.<br>
<br>
“I have to go,” you say.<br>
<br>
<<if _MarcusLost is false or _IanLost is false or _KaraLost is false>>
“I know. Let the driver take them from here. Don’t ask where they’re going.”<br>
<br>
“You really enjoy keeping secrets.”<br>
<br>
“Tonight, secrets are how they stay gone. See you, squirt.”<br>
<br>
The call ends.<br>
<br>
<<ActionsHeader>>
<<link "Give the phone back and say goodbye" "CountrysideRideBack">><<set $CountrysideRideBack to "Goodbye">><</link>>
<<else>>
“Go home, squirt. Get warm. Get some sleep.”<br>
<br>
The call ends. You lower the phone and hand it back to the driver. He nods. “Go steady, mind,” the driver says.<br>
<br>
The tires kick up dirt as the sedan pulls away. Leaving you standing in the dark by the bus stop.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the bus and go home" "YourStreet">><<Quest41Reconcile>><<set $CountrysideRideBack to undefined>><</link>>
<</if>>
<<case "Goodbye">>
You lower the phone and pass it through the open window. The driver slips it into his pocket, then rests his hand on the gearstick.<br>
<br>
<<Flag "PermMarcusLost">><<set _MarcusLost to _FlagReturn>>
<<Flag "PermIanLost">><<set _IanLost to _FlagReturn>>
<<Flag "PermKaraLost">><<set _KaraLost to _FlagReturn>>
<<if _MarcusLost is true or _IanLost is true or _KaraLost is true>>
Inside the car, relief never quite becomes celebration. The empty spaces among the survivors belong to the friends Clancy kept behind.<br>
<br>
<<else>>
For the first time that night, Marcus, Ian and Kara sit together without watching the darkness or waiting for somebody to tell them what they ought to be.<br>
<br>
<</if>>
<<if _MarcusLost is false>>
Marcus reaches through the window and offers you his hand. “Whatever happens next, I’m going to ask before I decide it for everyone.”<br>
<br>
You shake it. “Good place to start.”<br>
<br>
“Thank you, Emily.”<br>
<br>
<</if>>
<<if _IanLost is false>>
Ian gives you a small, self-conscious grin. “If I ever call danger intoxicating again, remind me I said it while drunk and concussed.”<br>
<br>
“I might remind you by pushing you over.”<br>
<br>
“Also fair.”<br>
<br>
<</if>>
<<if _KaraLost is false>>
Kara leans across and catches your hand through the window. “Do you think I’ll still feel like myself tomorrow?”<br>
<br>
You glance at the empty bottle beside her. “I think tomorrow you get to decide what that means.”<br>
<br>
She considers that, then nods. “I’d like that.”<br>
<br>
<</if>>
The driver clears his throat. “Lovely as this is, this trip ain’t getting any shorter.”<br>
<br>
You step back from the car. “Look after them.”<br>
<br>
“I’m paid to get them there. What they do once they arrive is their own affair.” He gives you a small nod. “Go steady.”<br>
<br>
The sedan pulls away from the verge.<br>
<br>
<<if _MarcusLost is false and _IanLost is false and _KaraLost is false>>
All three crowd the rear window, their faces briefly illuminated beneath the bus-stop lamp.<br>
<<else>>
The survivors look back through the rear window. The gaps between them remain painfully visible.<br>
<</if>>
<br>
Then the car rounds the bend and its red tail-lights vanish behind the hedgerows. Nobody has told you where it is going. That is the point. Their escape continues without you.<br>
<br>
You are left alone beneath the weak light with the timetable, the empty road and the route back to Charlton.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the bus and go home" "YourStreet">><<Quest41Reconcile>><<set $CountrysideRideBack to undefined>><</link>>
<</switch>><b>Crowmere Road</b><br>
<<if setup.period[$periodCurrent] is "Evening" or setup.period[$periodCurrent] is "Night">>
<img src="./images/CrowmereRoad_night.png"><Br>
<<else>>
<img src="./images/CrowmereRoad.png"><br>
<</if>>
<br>
A row of modestly sized suburban houses runs down one side. On the other a red brick wall stretches as far as you can see. Through a gate you see gravestones. A plaque next to it reads 'Charlton Cemetery.'<br>
<<QuestState "Quest34">>
<<if $current.avatar is "Elizabeth" and _QuestState is 3>>
<br>
A polished red hatchback waits in front of the house. You look inside to see Devon in the driver's seat, smiling back as he sees you.<br>
<</if>>
<br>
<<ActionsHeader>>
<<QuestState "Quest34">><<QuestStatus "Quest34">><<LocationKnownCheck "PleasantHouse">>
<<if _LocationKnownCheck is true and (_QuestState is 0 or _QuestState is 1 or _QuestState is 2 or _QuestStatus is "complete")>>
<<if setup.period[$periodCurrent] isnot "Night" and $current.avatar is "Emily">>
<<link "Knock on Elizabeth's door" "CrowmereRoadKnock">><</link>><br>
<<elseif $current.avatar isnot "Emily" and $current.avatar isnot "Elizabeth">>
<s>Knock on Elizabeth's door</s> - <i>Liz wanted you to only visit as Emily.</i><br>
<<elseif setup.period[$periodCurrent] is "Night">>
<s>Knock on Elizabeth's door</s> - <i>It's too late to visit Liz.</i><br>
<</if>>
<</if>>
<<if $current.avatar is "Elizabeth" and _QuestState is 3>>
<<link "Get in Devon's car to begin the date" "CrowmereRoadGetInCar">><</link>><br>
<</if>>
<<if $current.avatar isnot "Elizabeth">>
[[Go back to Avian Lane->AvianLane]]
<</if>><<CheckFirst "PleasantHousehold">>
<<if _CheckFirst is false>>
You step up to the house number that Liz has written down on the paper. It looks like any other house on the road. Small, but not tiny. Old, but not decaying. The lower windows are decorated with flowerbeds and the green door is warm and inviting.<br>
<br>
Ringing the doorbell, you hear someone approaching. When the door opens, a pleasant looking middle-aged woman with curly fading hair smiles out at you. "Hello. Can I help you?"<br>
<br>
"Is Liz home?" you ask.<br>
<br>
<<Weekend>>
<<if setup.period[$periodCurrent] is "Evening">>
"Yes," she says warmly. "You must be a friend from school. It's so nice to meet one of her friends!"<br>
<br>
"Emily," you reply. "Emily Phillips."<br>
<br>
"Lovely to meet you, Emily!" she beams. "I'm Clare, her mother! Come. Come on in!"<br>
<br>
She gestures for you to enter.<br>
<br>
<<ActionsHeader>>
<<link "Enter the Pleasant household" "PleasantHouseLivingRoom">><<NPCKnown "Clare">><<AddFirst "PleasantHousehold">><</link>>
<<elseif _Weekend is true>>
"I'm afraid she's not here at the moment," the woman says. "You could try the library. She spends some time at the weekends there. You must be one of her school friends? I'm her mother, Clare."<br>
<br>
"Emily," you reply, giving her a smile. "Emily Phillips. Do you know when she'll be back?"<br>
<br>
"She should be home this evening," Clare replies. "Feel free to stop by, Emily. We'll definitely be here!"<br>
<br>
<<ActionsHeader>>
<<link "Return to Crowmere Road" "CrowmereRoad">><<NPCKnown "Clare">><<AddFirst "PleasantHousehold">><</link>>
<<else>>
"I'm afraid she's at school at the moment," the woman says, looking at you. "Shouldn't you be too?"<br>
<br>
"I have a free period," you stammer.<br>
<br>
The woman frowns, but shrugs. "I didn't know Charlton had implemented free periods. You must be a very high achiever to get such a privilege from Mr. Stitch?"<br>
<br>
You shrug, almost bashfully. By the look on her face, the woman seems convinced. "Hopefully you'll rub off on Elizabeth. I'm her mother, Clare."<br>
<br>
"Emily," you reply. "Emily Phillips."<br>
<br>
"Well, she'll be home this evening," Clare replies. "Feel free to stop by, Emily. We'll definitely be here!"<br>
<br>
<<ActionsHeader>>
<<link "Return to Crowmere Road" "CrowmereRoad">><<NPCKnown "Clare">><<AddFirst "PleasantHousehold">><</link>>
<</if>>
<<else>>
You ring the doorbell and moments later hear someone approaching. Elizabeth's mother opens the door and smiles at you. "Hello again, Emily. Looking for Liz?"<br>
<br>
You nod.<br>
<br>
<<Weekend>>
<<if setup.period[$periodCurrent] is "Evening">>
"Well, you're in luck. She's up in her room. Come on in!"<br>
<br>
She gestures for you to enter.<br>
<br>
<<ActionsHeader>>
<<link "Enter the Pleasant household" "PleasantHouseLivingRoom">><</link>>
<<elseif _Weekend is true>>
"I'm afraid she's not here," Clare says. "But she should be home this evening. Feel free to stop by, Emily. We'll definitely be here!"<br>
<br>
<<ActionsHeader>>
<<link "Return to Crowmere Road" "CrowmereRoad">><</link>>
<<else>>
"I'm afraid she's at school at the moment," Clare says, looking at you. "Shouldn't you be too?"<br>
<br>
"A free period," you stammer.<br>
<br>
She sighs, but shrugs. "Never used to get them when I attended. How times change. Elizabeth will be home this evening. Feel free to stop by, Emily. We'll definitely be here!"<br>
<br>
<<ActionsHeader>>
<<link "Return to Crowmere Road" "CrowmereRoad">><</link>>
<</if>>
<</if>>You open the car door and slide into the passenger seat, smiling politely at Devon as you do so.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is undefined>>
"Hi Liz," he says. "You look nice."<br>
<<elseif _CurrentOutfit is "LizLaceTop">>
His eyes briefly wander to your top before he looks up to meet your eyes. "Hi Liz. You look great."<br>
<<elseif _CurrentOutfit is "LizPleatedSkirt">>
His eyes wander over your legs before he looks up to meet your eyes. "Hi Liz. You look amazing."<br>
<<elseif _CurrentOutfit is "LizCorset">>
His mouth drops as he takes in your corset. It takes a moment for him to meet your eyes. "Hi Liz," he says. "You look... wow."<br>
<</if>>
<br>
You feel a smirk forming, but can't help the words that fall out of your mouth. "Glad you noticed."<br>
<<if $current.MakeupStyle is "LizGothicLook">><br>He looks over your face too, studying your make-up. An appreciative smile forms. "Stunning, even."<br><</if>>
<br>
He catches himself looking again and quickly turns to the steering wheel. You can't be sure, but you think he might be blushing.<br>
<br>
"Ready to get moving?" he asks.<br>
<br>
You nod and he turns the engine over and pulls away.<br>
<br>
<<ActionsHeader>>
<<link "Sit back and let Devon drive" "DevonDriveToMovie">><<if _CurrentOutfit is "LizLaceTop">><<DevonApproval 1>><<elseif _CurrentOutfit is "LizPleatedSkirt">><<DevonApproval 2>><<elseif _CurrentOutfit is "LizCorset">><<DevonApproval 3>><</if>><<if $current.MakeupStyle is "LizGothicLook">><<DevonApproval 1>><</if>><</link>>You stare back at Devon, as he looks over to you. His nerves evident. You glance out the window. On one side is Liz's house. On the other is the cemetery, where you know Liz is waiting. For you both.<br>
<br>
<<if $DevonApproval gte 5>>
"I had a nice time," Devon comments. "It's a shame to call it a night. Do you think... you'd like to do it again sometime?"<br>
<br>
You look back to him, seeing him waiting on your reply. This is your chance to get him into the cemetery. Do you really go through with this, though?<br>
<br>
<<ActionsHeader>>
<<link "Suggest you continue the date in the cemetery" "CrowmereRoadReturnCemetery">><</link>><br>
<<link "Tell him you'll think about it and say goodnight" "CrowmereRoadReturnGoodnight">><</link>>
<<elseif $DevonApproval gte 2>>
"This was nice," Devon comments. "I hope you enjoyed it too. Good night, Liz."<br>
<br>
You look back to him, seeing him waiting on your reaction. He doesn't seem to be looking to do anything more. You'll have to convince him to follow you into the cemetery. Do you really go through with this, though?<br>
<br>
<<ActionsHeader>>
<<StatCheckOrientation "gt" 20 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to convince him to continue the date in the cemetery">>
<<if _StatCheckOrientation is true>><<link _StatOrientationProbability "CrowmereRoadReturnFlirtPass">><</link>><br>
<<else>><<link _StatOrientationProbability "CrowmereRoadReturnFlirtFail">><<Orientation 1>><</link>><br><</if>>
<<link "Say goodnight and exit the car" "CrowmereRoadReturnGoodnight">><</link>>
<<else>>
"You better get in," Devon comments. "Good night, Liz."<br>
<br>
You look back to him, seeing him waiting for you to exit. He doesn't seem keen at all on doing anything more, not even mentioning another date. You wince, realising that he isn't interested in you.<br>
<br>
<<ActionsHeader>>
<<link "Say goodnight and exit the car" "CrowmereRoadReturnGoodnight">><</link>>
<</if>>"We don't need to end it here, do we?" you ask him. "I thought you wanted me to show you the cemetery."<br>
<br>
He glances over the road, tensing up. "You want to go in there? With me?"<br>
<br>
You smirk back at him, easing his tension. "Unless you're scared, Sheath?"<br>
<br>
He looks at you, but a small smile forms on his lips. "What are you suggesting?"<br>
<br>
"Oh, there's plenty of things two people can do in a quiet cemetery," you reply. "Come on. You won't regret it."<br>
<br>
Devon gives you a look, then nods. "Okay."<br>
<br>
<<ActionsHeader>>
<<link "Head into the cemetery with Devon" "CharltonCemetery">><<QuestTracker "Quest34" 4>><<SetNPCLocation "Devon" $dayCurrent $periodCurrent "CharltonCemetery">>
<</link>>"We don't need to end it here, do we?" you ask him. "I thought you wanted me to show you the cemetery."<br>
<br>
He glances over the road, tensing up. "I should really get home."<br>
<br>
"You don't want to explore a cemetery with me?" you ask him, smirking to ease the tension. "What's the matter? Are you still scared, Sheath?"<br>
<br>
He looks at you, but a small smile forms on his lips. "What are you suggesting?"<br>
<br>
"Oh, there's plenty of things two people can do in a quiet cemetery," you reply. "Come on. You won't regret it."<br>
<br>
Devon gives you a look, then nods. "Okay."<br>
<br>
<<ActionsHeader>>
<<link "Head into the cemetery with Devon" "CharltonCemetery">><<QuestTracker "Quest34" 4>><<SetNPCLocation "Devon" $dayCurrent $periodCurrent "CharltonCemetery">><</link>>"We don't need to end it here, do we?" you ask him. "I thought you wanted me to show you the cemetery."<br>
<br>
He glances over the road, tensing up. "I should really get home."<br>
<br>
"What's the matter, Sheath?" you reply. "Are you still scared?"<br>
<br>
He looks at you, wincing. "I really should get home, Liz. I've got a long day of football practice in the morning."<br>
<br>
"Are you sure?" you say, running out of steam.<br>
<br>
He shrugs. "I'll see you at school though, okay?"<br>
<br>
You let out a small sigh in defeat. "Sure," you say back to him. "Goodnight, Devon."<br>
<br>
You open the door and slide out of the car. You glance back to see Devon looking at you, watching you carefully.<br>
<br>
Standing in the road, he pulls away. You take a deep breath, looking over to the cemetery. You should go tell Liz about what happened.<br>
<br>
<<ActionsHeader>>
<<link "Go meet Liz in the cemetery" "CharltonCemetery">><<QuestTracker "Quest34" 4>><</link>><<if $DevonApproval gte 5>>
"I'll think about it," you say with a smile.<br>
<br>
"You will?" he replies, seemingly genuinely happy at hearing your response.<br>
<br>
"Why not?" you tell him.<br>
<br>
"We could try another movie?" he says. "Next week?"<br>
<br>
"We'll see," you say back to him. "Goodnight, Devon."<br>
<br>
You open the door and slide out of the car. You glance back to see Devon looking at you, his smile not wavering.<br>
<<else>>
"Thanks for the movie, Devon," you tell him.<br>
<br>
"My pleasure," he replies in a polite tone. "Good night."<br>
<br>
You open the door and slide out of the car. You glance back to see Devon looking at you, watching you carefully.<br>
<</if>>
<br>
Standing in the road, you watch him pull away. You take a deep breath, looking over to the cemetery. You should go tell Liz about what happened.<br>
<br>
<<ActionsHeader>>
<<link "Go meet Liz in the cemetery" "CharltonCemetery">><<QuestTracker "Quest34" 4>><</link>><<NPCKnowsThisForm "Eve">>
<<if _NPCKnowsThisForm is true>>
You walk up to the front door and ring the bell to hear the artificial bell ring inside. After a few moments you hear footsteps and Eve Cunnings opens the door. “Hello again,” she greets you politely.<br>
<<else>>
Opening the gate in the fence, you walk up the path to the house that you’ve been told Tandi used to live in. The grass is perfectly manicured. Hedges and shrubbery are exquisitely groomed and maintained. A floor mat that reads “Perfect family lives here!” greets you. Yet you note its edges are withered and frayed.<br>
<br>
You ring the doorbell and hear the imitation of a bell clanging inside. Quiet footsteps approach from within and a moment later the door opens. A round and warm face greets you as it’s drawn back. One from a middle-aged woman, the colour of her brown hair faded with age, her cheekbones receding into a plump jawline.<br>
<br>
<<if $current.avatar is "Emily">>
“Hello dear,” she greets you politely. “How might I help you? I’m afraid someone has already beaten you to it if you’re selling scout cookies. We bought some just last week.”<br>
<<elseif _CurrentPC is true>>
“Hello,” she says politely, but pauses as if waiting for you to introduce yourself.<br>
<<elseif $current.avatar is "Annie">>
Her eyes almost narrow at the sight of you, but she maintains her polite demeanour. “Hello dear,” she says. “What can I do for you?”<br>
<<elseif $current.avatar is "Andrea">>
Her smile falters for a moment as her eyes take in your outfit, but traces of it return when she looks back at you. “Hello dear,” she says cautiously. “Is everything alright?”<br>
<<elseif $current.avatar is "Florence">>
“Hello dear,” she greets you warmly. “How are you? I didn’t forget to pay for my blueberry muffin, did I?”<br>
<<elseif $current.avatar is "Jennifer">>
Her eyes almost narrow at the sight of you, but she maintains her polite demeanour. "Hello dear," she says. "Did my new apron come in at Evans?"<br>
<<elseif $current.avatar is "Charli">>
"Hello dear," she greets you warmly. "How are you? Did I leave something behind in the supermarket?"<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Ask if you could talk to her about Tandi" "CunningsResidenceTandi">><</link>><br>
<<link "Say goodbye and go back to Toemead Close" "ToemeadClose">><</link>><br><<NPCKnowsThisForm "Eve">>
<<if _NPCKnowsThisForm is false>>
“Sorry for the intrusion,” you say, hoping that a smile will cast any reservations aside. “Are you Tandi’s mother?”<br>
<br>
Her eyes concentrate on you as she hears the name. Her smile remains, but her lip twitches as if she’s spending effort maintaining it. “Yes. I’m Eve Cunnings. Tandi’s mother. Is something the matter?”<br>
<br>
You shake your head lightly. “No. I was wondering if I could ask you some questions, though. About her."<br>
<br>
Eve regards you cautiously, but takes a step back and gestures you inside. “I’m always happy to talk about Tandi. Please. Come in.”<br>
<<else>>
"I was wondering if I could have a chat with you about Tandi again," you say.<br>
<br>
Her eyes narrow at you, her mouth twitching. "I'm not sure what else there is to say, but I'm happy to go over things again. Come in, you can talk to Will. I'll be in the kitchen if you need anything."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Enter the Cunnings residence" "CunningsResidenceLivingRoom">><<NPCKnown "Eve">><</link>><b>Cunnings Residence - Living Room</b><br>
<<if setup.period[$periodCurrent] is "Evening" or setup.period[$periodCurrent] is "Night">>
<img src="./images/CunningsResidence_LivingRoom_night.png"><br>
<<else>>
<img src="./images/CunningsResidence_LivingRoom.png"><br>
<</if>>
<br>An overly pristine room with matching floral-patterned plastic slipcovers. A collection of perfectly dusted family photos sit on the fireplace mantle and a large print of a cheerleader hangs on the wall. The air smells faintly of lemon polish.<br>
<<CheckFirst "CunningsVisited">>
<<if _CheckFirst is false>>
<br>
Eve leads you through a hallway into a living room. A hint of lemon polish hangs in the air, as well as the smell of freshly baked goods drifting in from elsewhere. The house is eerily quiet.<br>
<bR>
“We have a guest, Will,” Eve says as she enters the room. “Someone’s come to talk about our Tandi.”<br>
<br>
The other occupant of the room is a stout middle-aged man leaning back in one of the armchairs. He looks up at you, green eyes dulled by age. He wears a formal collared shirt that looks a size too small for him, revealing a dirty white vest between stretched buttons.<br>
<br>
“What’s there to talk about?” He barks back, voice gruff and wounded.<br>
<br>
<<if $current.avatar is "Emily">>
“Oh, don’t be like that, Will,” Eve tells him. “Look at her. You must still go to Charlton, don’t you? Probably here to ask if Tandi can come help with some coaching for the squad. Once a cheerleader, always a cheerleader, as they say.”<br>
<br>
Will Cunnings mutters a gruff snort as a reply, but says nothing. Instead, he turns back to watching the black and white war movie playing out on the boxy television.<br>
<bR>
“I need to check on the oven, dear,” Eve tells you. “I always like to have a batch of Tandi’s favourite cookies freshly baked, in case she stops by. If you want to try one, just come back to the kitchen.”<br>
<br>
Eve turns to face her husband, putting her hands on her hips. “Now you be nice to the young girl. Don’t be rude to Tandi’s friends.”<br>
<br>
Will glances at her as she walks out. He gives you a brief look, then turns his attention back to the TV.<Br>
<<elseif $current.female is true>>
"Oh, don't be like that, Will," Eve tells him. "She's probably just heard about Tandi’s achievements on the field last year. Recruiting for a local netball club, are you dear?”<Br>
<br>
Will Cunnings mutters a gruff snort as a reply, but says nothing. Instead, he turns back to watching the black and white war movie playing out on the boxy television.<br>
<Br>
“I need to check on the oven, dear,” Eve tells you. “I always like to have a batch of Tandi’s favourite cookies freshly baked, in case she stops by. If you want to try one, just come back to the kitchen.”<br>
<br>
Eve turns to face her husband, putting her hands on her hips. “Now you be nice to the young girl. Don’t be rude to Tandi’s friends.”<br>
<bR>
Will glances at her as she walks out. He gives you a brief look, then turns his attention back to the TV.<br>
<<else>>
“Oh, don’t be like that, Will,” Eve tells him. “He’s probably just from the paper. One of Owen’s contributors. Want to write an article on Tandi’s achievements last year, do you?"<Br>
<br>
Will Cunnings mutters a gruff snort as a reply, but says nothing. Instead, he turns back to watching the black and white war movie playing out on the boxy television.<br>
<bR>
“I need to check on the oven, dear,” Eve tells you. “I always like to have a batch of Tandi’s favourite cookies freshly baked, in case she stops by. But Will can answer any questions you may have.”<br>
<br>
Will glances at her as she walks out. He gives you a brief look, then turns his attention back to the TV.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "CunningsResidenceLivingRoom">><<NPCKnown "Will">><<AddFirst "CunningsVisited">><</link>>
<<else>>
<<if $NPCPresent.includes("Will")>><br>Will Cunnings sits in his well-used armchair, quietly wheezing under his breath as he tries to ignore you and watch TV.<br><</if>>
<br>
<<ActionsHeader>>
<<if $NPCPresent.includes("Will")>><<link "Talk to Will" "CunningsResidenceWillDialogue0">><</link>><br><</if>>
<<link "Go to the kitchen" "CunningsResidenceKitchenCheck">><</link>><br>
<<LocationKnownCheck "CunningsResidenceTandisBedroom">>
<<if _LocationKnownCheck is true>><<link "Go upstairs to Tandi’s room" "CunningsResidenceTandisBedroom">><</link>><br><</if>>
<<LocationKnownCheck "TandisMantelPhoto">>
<<if _LocationKnownCheck is true>><<link "Look at the photos on the mantel" "CunningsResidenceMantel">><</link>><br><</if>>
<<link "Leave the house" "ToemeadClose">><<TimeChange>><</link>>
<</if>><<StartConversation "Will" "CunningsResidenceLivingRoom">>
<<if $WillDialogue is undefined>>
Will looks up briefly from the TV as you approach him, arms resting up each side of the chair. He gives you a look but doesn’t say anything.<Br>
<<else>>
Will glances up again from his movie, waiting for you to talk.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<DialogueSpoken "Will" "Tandi">>
<<if _Discussed is false>><<link "Ask about Tandi" "WillDialogue">><<set $WillDialogue to "Tandi">><<DialogueDone "Will" "Tandi">><</link>><br><</if>>
<<DialogueSpoken "Will" "TandiDisappearance">>
<<if _Discussed is false>><<link "Ask about Tandi’s disappearance" "WillDialogue">><<set $WillDialogue to "TandiDisappearance">><<DialogueDone "Will" "TandiDisappearance">><</link>><br><</if>>
<<DialogueSpoken "Will" "TandiWhereabouts">>
<<if _Discussed is false>><<link "Ask about Tandi’s whereabouts" "WillDialogue">><<set $WillDialogue to "TandiWhereabouts">><<DialogueDone "Will" "TandiWhereabouts">><</link>><br><</if>>
<<DialogueSpoken "Will" "Eve">>
<<if _Discussed is false>><<link "Ask about Eve" "WillDialogue">><<set $WillDialogue to "Eve">><<DialogueDone "Will" "Eve">><</link>><br><</if>>
<<DialogueSpoken "Will" "Carnival">><<DialogueUnlockCheck "Will" "Carnival">>
<<if _Discussed is false and _DialogueUnlockCheck is true>><<link "Ask about the carnival" "WillDialogue">><<set $WillDialogue to "Carnival">><<DialogueDone "Will" "Carnival">><</link>><br><</if>>
<<LocationKnownCheck "CunningsResidenceTandisBedroom">>
<<if _LocationKnownCheck is false>><<link "Ask him if Tandi left anything when she left" "WillDialogue">><<set $WillDialogue to "TandiLeft">><<DialogueDone "Will" "TandiLeft">><</link>><br><</if>>
<<link "Go back to the living room" $ConversationExit>><<EndConversation "Will">><</link>>Almost purposefully buried behind photos of Will and Eve, away from eyes unless looking for it, is the photo of Tandi now looking back at you.<br>
<br>
<center><img src="./images/tandi_photo.jpg"></center><br>
<br>
<<ActionsHeader>>
<<link "Go back to the living room" "CunningsResidenceLivingRoom">><</link>><br><<NPCLocationCheck "Will">>
<<if _NPCLocationCheck is "CunningsResidenceLivingRoom">>
You take a step back towards the hallway, intending on walking straight through to the kitchen at the back where the warm smell of baking stems from.<br>
<bR>
“Where do you think you’re going?” Will asks. The pitch isn’t loud, but the tone is forceful.<Br>
<br>
“I was going to talk to your wife,” you reply.<br>
<br>
“You can leave Eve alone with your questions,” he tells you. “Anything you’ve got to ask about that girl, you can ask me.”<br>
<br>
<<if $current.female is true>>
“Leave her alone, Will!” You hear Eve’s voice shout back from the kitchen. “Let the girl come spend some time in the kitchen. Tandi always used to love to bake with me!”<br>
<br>
Will eyes you darkly, but grunts and flicks his hand gesturing towards the door.<br>
<br>
<<ActionsHeader>>
<<link "Proceed to the kitchen" "CunningsResidenceKitchen">><</link>><br>
<<else>>
“I just want to ask her a few things,” you try.<br>
<br>
“A man shouldn’t be hanging around the kitchen of another man’s wife,” he tells you. “Especially on his own.”<br>
<br>
You meet his eyes, seeing his unmoving stare. Without causing a scene, you can’t see a way to get back there.<br>
<br>
<<ActionsHeader>>
<<link "Go back to the living room" "CunningsResidenceLivingRoom">><</link>><br>
<</if>>
<<else>>
You take a step back towards the hallway and walk towards the kitchen. The warm smell of baking fills the air as you enter.<br>
<br>
<<ActionsHeader>>
<<link "Proceed to the kitchen" "CunningsResidenceKitchen">><</link>><br>
<</if>><b>Cunnings Residence - Kitchen</b><br>
<<if setup.period[$periodCurrent] is "Evening" or setup.period[$periodCurrent] is "Night">>
<img src="./images/CunningsResidence_Kitchen_night.png"><br>
<<else>>
<img src="./images/CunningsResidence_Kitchen.png"><br>
<</if>>
<br>A spotless kitchen, smelling of lemon polish and baked cookies. A stack of Charlton Homemaker magazines rests on the table. Pinned to the fridge is a calendar filled with mundane domestic tasks.<br>
<<if $NPCPresent.includes("Eve")>><br>Eve idly moves about the kitchen, checking the oven, wiping the kitchen surface, flicking through the latest homemaker magazine.<br><</if>>
<br>
<<ActionsHeader>>
<<if $NPCPresent.includes("Eve")>>
<<link "Talk to Eve" "CunningsResidenceEveDialogue0">><</link>><br>
<<SpellsCheckSelf "Identify">><<AlreadyIdentified "Eve">>
<<if _AlreadyIdentified is false and _SpellsCheckSelf is true and $current.female is true>>
<<link "[Spell: Identify] Cast Identify on Eve" "SpellIdentify">>
<<CastIdentify "Eve" "CunningsResidenceKitchen" "the kitchen">>
<<SpellIdentified "Eve">>
<</link>><br>
<</if>>
<</if>>
<<link "Return to the living room" "CunningsResidenceLivingRoom">><</link>><<StartConversation "Eve" "CunningsResidenceKitchen">>
<<if $EveDialogue is undefined>>
Eve looks up from her domestic chores as you approach. “Hello dear,” she says warmly. “Can I tempt you with a freshly baked cookie? These ones are Tandi’s favourites.”<Br>
<<else>>
Eve continues to attend to her chores, giving you a warm smile as she does so.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<DialogueSpoken "Eve" "Tandi">>
<<if _Discussed is false>><<link "Ask about Tandi" "EveDialogue">><<set $EveDialogue to "Tandi">><<DialogueDone "Eve" "Tandi">><</link>><br><</if>>
<<DialogueSpoken "Eve" "TandiWhereabouts">>
<<if _Discussed is false>><<link "Ask about Tandi’s whereabouts" "EveDialogue">><<DialogueUnlock "Eve" "TandisRoom">><<set $EveDialogue to "TandiWhereabouts">><<DialogueDone "Eve" "TandiWhereabouts">><</link>><br><</if>>
<<DialogueUnlockCheck "Eve" "Carnival">><<DialogueSpoken "Eve" "Carnival">>
<<if _Discussed is false and _DialogueUnlockCheck is true>><<link "Ask about Tandi and the carnival" "EveDialogue">><<set $EveDialogue to "Carnival">><<DialogueDone "Eve" "Carnival">><</link>><br><</if>>
<<DialogueSpoken "Eve" "TandisRoom">><<DialogueUnlockCheck "Eve" "TandisRoom">>
<<if _Discussed is false and _DialogueUnlockCheck is true>><<link "Ask if you could look in Tandi’s room" "EveDialogue">><<set $EveDialogue to "TandisRoom">><<DialogueDone "Eve" "TandisRoom">><</link>><br><</if>>
<<link "Go back to the kitchen" $ConversationExit>><<EndConversation "Eve">><</link>><<switch $CunningsResidenceTandisBedroom>>
<<case undefined>>
<b>Cunnings Residence - Tandi's Bedroom</b><br>
<<if setup.period[$periodCurrent] is "Evening" or setup.period[$periodCurrent] is "Night">>
<img src="./images/CunningsResidence_TandisBedroom_night.png"><br>
<<else>>
<img src="./images/CunningsResidence_TandisBedroom.png"><br>
<</if>>
<br>Tandi’s room is unsettlingly clean, almost as if she never lived there. The bed is made perfectly. The items on the furniture perfectly arranged. The wall is adorned with pictures of swimming contests and cheerleaders after football games.<br>
<br>
<<ActionsHeader>>
<<if $TandiWardrobe is undefined>><<link "Look in her wardrobe" "CunningsResidenceTandisBedroom">><<set $TandiWardrobe to true>><<set $CunningsResidenceTandisBedroom to "Wardrobe">><</link>><br><</if>>
<<if $TandiPictures is undefined>><<link "Look at the pictures" "CunningsResidenceTandisBedroom">><<set $TandiPictures to true>><<set $CunningsResidenceTandisBedroom to "Pictures">><</link>><br><</if>>
<<if $TandiVanityTable is undefined>><<link "Look at her vanity table" "CunningsResidenceTandisBedroom">><<set $TandiVanityTable to true>><<set $CunningsResidenceTandisBedroom to "VanityTable">><</link>><br><</if>>
<<link "Go back downstairs" "CunningsResidenceLivingRoom">>
<<set $CunningsResidenceTandisBedroom to undefined>>
<<set $TandiWardrobe to undefined>>
<<set $TandiPictures to undefined>>
<<set $TandiVanityTable to undefined>>
<</link>>
<<case "Wardrobe">>
You open the wardrobe to see the expected. A row of clothes on hangers, assorted from plain jumpers to flowing dresses. Everything appears demure. Floral prints and modest hemlines, with no sign of short skirts or low-cut tops. Even her Charlton cheerleading costume hangs on a wooden hanger, wrinkle-free and without blemishes. Inside on the floor are pairs of shoes. Sneakers. Flats. Formal shoes with only a slight heel.<br>
<br>
You are just about to close the door when something catches your eye. A battered shoebox, hidden underneath the drape of a dress, its dog-eared corner sticking out.<br>
<br>
You reach down and pick it up. No markings. No brand. You open it up.<br>
<bR>
Inside is a number of photos, prints that match the same set of those framed on the wall. All except one. One of Tandi and someone who has recently become very familiar to you. Coach Beach.<br>
<br>
<center><img src="./images/tandibeach_photo.png"></center><br>
<br>
As you pick up the photo for closer inspection, you notice something drop from the corner of the photo and back into the box. A locker key, stencilled with the number 315.<br>
<bR>
You glance back at the photo, surveying the background. Whilst you’ve never been there before, you’ve heard enough to hazard a guess where it was taken. Charlton Country Club. The playground of the town’s elite. Exclusive membership only.<br>
<bR>
<<ActionsHeader>>
<<link "Return to Tandi’s room" "CunningsResidenceTandisBedroom">><<LocationKnown "CountryClub">><<QuestOptionUnlock "Quest22" 0 "country_club" "gte">><<CountryClubVisitorAnyCheck>><<if _CountryClubVisitorAnyCheck is true>><<QuestOptionUnlock "Quest22" 0 "country_club_access" "gte">><</if>><<TakeObjectLocation "CunningsResidenceTandisBedroom" "TandiCountryClubLockerKey">><<set $CunningsResidenceTandisBedroom to undefined>><</link>>
<<case "Pictures">>
You scan the photos. Pictures of girls in cheerleader uniforms, smiling on football pitches after games. Another series where people are celebrating in a luxury outdoor pool.<br>
<br>
In amongst the photos is a certificate, also framed. First place in the Charlton Swim Gala. Backstroke 100m. Tandi Cunnings.<br>
<bR>
<<ActionsHeader>>
<<link "Return to Tandi’s room" "CunningsResidenceTandisBedroom">><<set $CunningsResidenceTandisBedroom to undefined>><</link>>
<<case "VanityTable">>
Looking over the dresser, you see a range of foundation, blusher and lipstick that would be the envy of any teenage girl. Yet the colours are muted and neutral. There is no sign of bold red or glittery pink. They are immaculately clean, too. Brushes spotless.<bR>
<bR>
But whilst looking between two shades of lipstick something catches your eye. Wedged underneath a jewellery box, half sticking out, is a frayed wristband.<br>
<br>
You pull it out. Pure red, partially faded from the sunlight. The only detail is stencilled writing across the band. “The Room.”<br>
<bR>
Not sure what it means and aware not to disturb anything else, you put the wristband back.<br>
<br>
<<ActionsHeader>>
<<link "Return to Tandi’s room" "CunningsResidenceTandisBedroom">><<set $CunningsResidenceTandisBedroom to undefined>><</link>>
<</switch>><b>Side Alleyway</b><br>
<img src="./images/Dicks_Sidealleyway.png"><br>
<br>A narrow space between two buildings on Avian Lane, boxed in by a brick wall from the street. A chain fence runs straight down the middle. On the left side a smaller passageway leads to the back yard of the adjacent building. On the right, a set of stairs leading down to the basement of McTafey’s Bar.<br>
<<CheckFirst "DicksSideAlleyway">>
<<if _CheckFirst is false>>
<Br>
You step back out into the darkness of Charlton. As the door shuts behind you, the welcoming chatter of the pub is silenced. Only coos from the pigeons perching on the chain fence pierce the almost silent air.<br>
<br>
Almost silent, you note, because one more sound is notable. The buzzing of electricity, a low hum from an inefficient circuit. That sound comes from the light source at the bottom of the basement stairs. Bolted above the door is a green neon sign in the shape of a Penny Farthing. It flickers and strobes, casting a flickering green hue over the stairs.<br>
<bR>
Shivering, you quickly look back at the emergency door. To your relief and surprise, there is a handle that’s been hastily built in. The owner of McTafey’s bar doesn’t worry about people entering from here. Or care.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Walk down to the basement" "DicksSideAlleywayEnter">><<AddFirst "DicksSideAlleyway">><</link>><br>
<<link "Return to the bar" "McTafeysBarCorridor">><<AddFirst "DicksSideAlleyway">><</link>>You walk down the concrete stairs, passing by the chain fence as you descend. The buzzing of the neon light grows louder. As you drop below ground level, you look up to see the pigeons watching you.<br>
<br>
Inhaling, you reach out to the bulky basement door and turn the handle, walking in.<bR>
<br>
<<ActionsHeader>>
<<link "Enter the basement" "DicksFoyer">><</link>><b>Dicks - Foyer</b><br>
<img src="./images/Dicks_Foyer.png"><br>
<br>A dimly lit room with grimy walls and exposed foundational brick. Posters cover water damage, advertising girls and acts. At the very end, two steel archways lead off to narrow corridors. Each with firm turnstiles barring those unwanted from entering.<br>
<br>
<<CheckFirst "DicksFoyer">>
<<if _CheckFirst is false>>
You look around at the claustrophobic and dirty basement. It feels as if it hasn’t been cleaned in forever. Which judging by the posters and the decor, might go all the way back to the Victorian age. On the far wall is a stencil of a Penny Farthing in black. Next to it is a word. The name. Dicks. Written in elegant letters that reflect the curves of the Penny Farthing.<br>
<bR>
An elderly man with a thin frame and a bald head looks up from behind the small table pushed against the side. His face is lined and expressive, with a narrow nose, arched brows, and a faint mustache. He wears a crisp white dress shirt with red-and-black plaid bow tie. Every move he makes seems to require considerable effort. He seems bewildered and achingly slow.<br>
<br>
He smiles warmly when he sees you. Even the effort of this takes him longer than it should.<Br>
<<else>>
The old man looks up from his podium at the side of you, slowly turning his lips up into a warm smile. It only feels strained by the effort it seems to be taking on the old man to move his mouth.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Talk to the old man" "DicksFoyerOldManDialogue0">><<NPCKnown "OldMan">><<AddFirst "DicksFoyer">><</link>><br>
<<link "Leave and return to McTafey's Bar" "McTafeysBarCorridor">><<AddFirst "DicksFoyer">><</link>><<StartConversation "OldMan" "DicksFoyer">>
<<Checkrelationship _NPC>>
<<if $OldManDialogue is undefined>>
As you approach the old man, he tries to turn and meet you. In spite of his efforts, he can’t quite make his back straight, still leaning over with a crooked back.<br>
<br>
Despite this, he maintains his smile and waits for you to speak.<br>
<<else>>
The old man looks at you, his smile still present, waiting patiently for you to talk.<br>
<</if>>
<br>
<<ActionsHeader>>
<<InventoryCheckSelf "TandiPennyFarthing">>
<<if _InventoryCheckSelf is true>><<link "Ask him about the 'T' branded coin" "OldManDialogue">><<set $OldManDialogue to "TandiCoin">><</link>><br><</if>>
<<InventoryCheckSelf "BlankPennyFarthing">>
<<if _InventoryCheckSelf is true>><<link "Ask him about the blank coin" "OldManDialogue">><<set $OldManDialogue to "BlankCoin">><</link>><br><</if>>
<<InventoryCheckSelf "YourPennyFarthing">>
<<GetPCState "stateCurrent">>
<<if _InventoryCheckSelf is true and _CurrentPC is true and _stateCurrent lt 5>>
<<link "Put a coin in the slot and walk through the left turnstile" "OldManDialogue">><<set $OldManDialogue to "GateBlocked">><</link>><br>
<<elseif _InventoryCheckSelf is true>>
<<link "Put a coin in the slot and walk through the left turnstile" "DicksFoyerLeftTurnstile">><<GiveObjectLocation "DicksFoyer" "YourPennyFarthing">><<EndConversation "OldMan">><</link>><br>
<</if>>
<<link "Say goodbye and return to the foyer" "DicksFoyer">><<EndConversation "OldMan">><</link>>Stepping up to the turn stile, you drop the coin in the slot. You hear it drop down inside, and you push the metal bars. It’s loose.<br>
<br>
Stepping through the turn stile, you see a narrow corridor leading off to the right. You glance back at the old man as you enter. He is watching you, smiling. Thumb extended up.<br>
<br>
You step forward into the corridor, only occasional overhead bulbs lighting your way. The corridor curves around, as if following a hexagonal room. You notice wooden doors embedded in each segment. Three doors down, you find one slightly ajar.<br>
<br>
Looking up and down the corridor, you see no other entrance or exit. Taking a breath, you step inside.<br>
<br>
<<ActionsHeader>>
<<link "Step into the room" "DicksBooth">><</link>>Stepping up to the turn stile, you drop the coin in the slot. You hear it drop down inside, and you push the metal bars. It’s loose.<br>
<bR>
Stepping through the turn stile, you see a narrow corridor leading off to the left. You glance back at the old man as you enter. He is watching you, smiling. Thumb extended up.<br>
<bR>
You step forward into the corridor, only occasional overhead bulbs lighting your way. The corridor curves around, as if following a hexagonal room. But there are no windows or doors that allow you to see inside.<br>
<bR>
Instead, you come to the end of this corridor after a few segments of the hexagon. A wooden door blocks your progress. Looking up and down the corridor, you see no other entrance or exit. Taking a breath, you step inside.<br>
<br>
<<ActionsHeader>>
<<link "Open the door and step inside" "DicksChangingRoom">><</link>><b>Dicks - Changing Room</b><br>
<img src="./images/Dicks_ChangingRoom.png"><br>
<br>A cramped and claustrophobic room littered with clothing and make-up. Even the bulbs lining the mirrors are dirty and dim. <br>
<<CheckFirst "DicksChangingRoom">>
<<if _CheckFirst is false>>
<br>
You step through the door and find yourself in a cramped changing room that reminds you of a dozen films you’ve seen over the years. One side is lined with dressing tables, covered in make-up and wigs. On the other a hanging rack, full of clothes.<Br>
<bR>
The door shuts behind you. The sound of a lock fastening makes you jump. You reach back to the handle and find the entrance is locked.<br>
<bR>
Moving into the centre of the room, you see another door at the far end, partially hidden behind the wall. You try its handle and unsurprisingly it’s locked too. Only the slight angle of the door gives a hint that it leads to the hexagonal room that the outside corridor hung around.<Br>
<bR>
You wince. Like an escape room, you appear to be stuck. Looking around, your eyes fall over the make-up, the wigs, the outfits. A sinking sensation rises up in your stomach. It doesn’t take a genius to work out what’s required to get the door to open.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Look through the clothes rack" "DicksChangingRoomClothes">><<AddFirst "DicksChangingRoom">><</link>><br>
<<link "Investigate the make-up" "DicksChangingRoomMakeUp">><<AddFirst "DicksChangingRoom">><</link>><br>
<<link "Glance at the wigs" "DicksChangingRoomWigs">><<AddFirst "DicksChangingRoom">><</link>><br>
<<link "Try the handle of the locked door" "DicksChangingRoomDoor">><<AddFirst "DicksChangingRoom">><</link>><<switch $DicksChangingRoomClothes>>
<<case undefined>>
<<CheckFirst "DicksChangingRoomClothes">>
<<if _CheckFirst is false>>
Flicking through the hangers, you find a variety of costumes in different sizes. They vary in fabric, style and colour, but one thing is consistent and apparent. They are made for strippers.<br>
<bR>
Regardless of the theme, all the skirts are short and revealing. Not one of them would cover your butt cheeks. The tops are similarly designed. Low cut necklines and plunge tops, tailored to push breasts up on full display.<br>
<bR>
At the bottom of the rack is a line of shoes in different sizes. Of no surprise, they all have high platforms and higher heels. None of them look practical.<br>
<bR>
Your eyes return back to the costumes, noting the theme. A school uniform, skirt cut short, shirt pulled up in a knot in front of the breasts. A pair of grey thigh high socks thrown over the hanger. Beneath is a pair of Mary Jane shoes with chunky toes and a high heel. The colours, you note, match those of Charlton Upper School perfectly.<br>
<br>
Another is a cheerleader costume. Again, in the colours of Charlton. The skirt barely a belt. Top plunging at the neckline. The shoes a heeled wedge in the style of a trainer.<br>
<br>
A secretary outfit is next, tight fitted black skirt and a body con blouse where the buttons stop between midway down. A pair of high stiletto heels compliments them underneath. <Br>
<br>
One more. A slutty French maid uniform. The top a corset laced up at the front, the skirt pleated and lined with white lace trim. More high heels that are even taller than those the staff are forced to wear at the Charlton hotel.<br>
<br>
And finally, a waitress. A blue blouse designed to hug curves and reveal more than the tops of the bust. A matching skirt, barely enough to cover half of your bum. And glossy red heels, stretching higher than you can imagine being able to walk in.<br>
<br>
You look back to the rack. None of them are anything other than revealing. But the choice seems to weigh heavily on you.<Br>
<<else>>
Flicking through the hangers, you look at the outfit selections again. A school uniform, cheerleader, secretary, maid and waitress.<br>
<</if>>
<br>
<<ActionsHeader>>
<<CurrentOutfit>>
<<if _CurrentOutfit isnot "StripperUniform">><<link "Put on the school uniform" "DicksChangingRoomClothes">><<AddFirst "DicksChangingRoomClothes">><<set $DicksChangingRoomClothes to "StripperUniform">><<WearOutfit "StripperUniform">><<set $StripperOutfit to true>><</link>><br><</if>>
<<if _CurrentOutfit isnot "StripperCheerleader">><<link "Put on the cheerleader costume" "DicksChangingRoomClothes">><<AddFirst "DicksChangingRoomClothes">><<set $DicksChangingRoomClothes to "StripperCheerleader">><<WearOutfit "StripperCheerleader">><<set $StripperOutfit to true>><</link>><br><</if>>
<<if _CurrentOutfit isnot "StripperSecretary">><<link "Put on the secretary outfit" "DicksChangingRoomClothes">><<AddFirst "DicksChangingRoomClothes">><<set $DicksChangingRoomClothes to "StripperSecretary">><<WearOutfit "StripperSecretary">><<set $StripperOutfit to true>><</link>><br><</if>>
<<if _CurrentOutfit isnot "StripperMaid">><<link "Put on the French Maid uniform" "DicksChangingRoomClothes">><<AddFirst "DicksChangingRoomClothes">><<set $DicksChangingRoomClothes to "StripperMaid">><<WearOutfit "StripperMaid">><<set $StripperOutfit to true>><</link>><br><</if>>
<<if _CurrentOutfit isnot "StripperWaitress">><<link "Put on the waitress costume" "DicksChangingRoomClothes">><<AddFirst "DicksChangingRoomClothes">><<set $DicksChangingRoomClothes to "StripperWaitress">><<WearOutfit "StripperWaitress">><<set $StripperOutfit to true>><</link>><br><</if>>
<<link "Return to the changing room" "DicksChangingRoom">><</link>>
<<case "StripperUniform">>
You strip down to your underwear and take the school outfit off the rack. Bracing yourself, you begin to change.<Br>
<bR>
The skirt pulls up easily, almost as if designed to be removed quickly. You feel the breeze against your bum cheek even after adjusting it.<Br>
<br>
You look for a button on the top, but there are none on the blouse. Instead, you tie it up just as you found it. It pushes your breasts up, exposed just as much as your stomach.<br>
<bR>
<<if $current.MakeupStyle is "Innocent" and $current.WigStyle is "Pigtails">>
Pulling on the socks and shoes, you take a look in the mirror. Together with your wig and make-up, you look the image of a student.<br>
<br>
<I>If the students were all strippers.</i><br>
<<elseif $current.MakeupStyle is "Innocent" and $current.WigStyle isnot "Pigtails">>
Pulling on the socks and shoes, you take a look in the mirror. Your make-up seems to match the outfit, but your hair seems jarring.<br>
<<elseif $current.MakeupStyle isnot "Innocent" and $current.WigStyle is "Pigtails">>
Pulling on the socks and shoes, you take a look in the mirror. Your wig seems to match the outfit, but the make-up seems jarring.<br>
<<else>>
Pulling on the socks and shoes, you take a look in the mirror. Your hair doesn’t look quite like it matches. Neither does your make-up.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the changing room" "DicksChangingRoom">><<set $DicksChangingRoomClothes to undefined>><</link>>
<<case "StripperCheerleader">>
You strip down to your underwear and take the cheerleader costume off the rack. Bracing yourself, you begin to change.<Br>
<br>
The skirt pulls up easily, almost as if designed to be removed quickly. You feel the breeze against your bum cheek even after adjusting it.<br>
<bR>
You pull on the top and try to adjust it, but you can’t seem to stop it from pushing your breasts up, exposed just as much as your stomach.<Br>
<br>
<<if $current.MakeupStyle is "BoldPink" and $current.WigStyle is "Ponytail">>
Pulling on the socks and shoes, you take a look in the mirror. Together with your wig and make-up, you look the image of a cheerleader.<Br>
<br>
<I>If the cheerleaders were all strippers.</i><br>
<<elseif $current.MakeupStyle is "BoldPink" and $current.WigStyle isnot "Ponytail">>
Pulling on the socks and shoes, you take a look in the mirror. Your make-up seems to match the outfit, but your hair seems jarring.<br>
<<elseif $current.MakeupStyle isnot "BoldPink" and $current.WigStyle is "Ponytail">>
Pulling on the socks and shoes, you take a look in the mirror. Your wig seems to match the outfit, but the make-up seems jarring.<br>
<<else>>
Pulling on the socks and shoes, you take a look in the mirror. Your hair doesn’t look quite like it matches. Neither does your make-up.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the changing room" "DicksChangingRoom">><<set $DicksChangingRoomClothes to undefined>><</link>>
<<case "StripperSecretary">>
You strip down to your underwear and take the secretary outfit off the rack. Bracing yourself, you begin to change.<Br>
<bR>
The skirt pulls up easily, almost as if designed to be removed quickly. You feel the breeze against your bum cheek even after adjusting it.<br>
<bR>
You pull on the top and try to adjust it, but you can’t seem to stop it from pushing your breasts up. The buttons strain against the body, ready to pop at any moment. It would only take a brief tug to pull it open.<br>
<br>
<<if $current.MakeupStyle is "SultryRed" and $current.WigStyle is "Blonde">>
Pulling on the shoes, you take a look in the mirror. Together with your wig and make-up, you look the image of a secretary.<br>
<bR>
<I>If the secretary was really a stripper.</i><br>
<<elseif $current.MakeupStyle is "SultryRed" and $current.WigStyle isnot "Blonde">>
Pulling on the shoes, you take a look in the mirror. Your make-up seems to match the outfit, but your hair seems jarring.<br>
<<elseif $current.MakeupStyle isnot "SultryRed" and $current.WigStyle is "Blonde">>
Pulling on the shoes, you take a look in the mirror. Your wig seems to match the outfit, but the make-up seems jarring.<br>
<<else>>
Pulling on the shoes, you take a look in the mirror. Your hair doesn’t look quite like it matches. Neither does your make-up.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the changing room" "DicksChangingRoom">><<set $DicksChangingRoomClothes to undefined>><</link>>
<<case "StripperMaid">>
You strip down to your underwear and take the French Maid uniform off the rack. Bracing yourself, you begin to change.<br>
<bR>
The skirt pulls up easily, almost as if designed to be removed quickly. You feel the breeze against your bum cheek even after adjusting it.<br>
<bR>
You pull on the top and try to adjust it, but you can’t seem to stop it from pushing your breasts up. The lace strains against the body, ready to come undone any moment. It would only take a brief tug to pull it open.<Br>
<br>
<<if $current.MakeupStyle is "MysteriousBlack" and $current.WigStyle is "Brunette">>
Pulling on the shoes, you take a look in the mirror. Together with your wig and make-up, you look the image of a maid.<br>
<bR>
<I>If the maid was really a stripper.</i><br>
<<elseif $current.MakeupStyle is "MysteriousBlack" and $current.WigStyle isnot "Brunette">>
Pulling on the shoes, you take a look in the mirror. Your make-up seems to match the outfit, but your hair seems jarring.<br>
<<elseif $current.MakeupStyle isnot "MysteriousBlack" and $current.WigStyle is "Brunette">>
Pulling on the shoes, you take a look in the mirror. Your wig seems to match the outfit, but the make-up seems jarring.<br>
<<else>>
Pulling on the shoes, you take a look in the mirror. Your hair doesn’t look quite like it matches. Neither does your make-up.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the changing room" "DicksChangingRoom">><<set $DicksChangingRoomClothes to undefined>><</link>>
<<case "StripperWaitress">>
You strip down to your underwear and take the Waitress costume off the rack. Bracing yourself, you begin to change.<br>
<br>
The skirt pulls up easily, almost as if designed to be removed quickly. You feel the breeze against your bum cheek even after adjusting it.<br>
<br>
You pull on the top and try to adjust it, but you can’t seem to stop it from pushing your breasts up. The buttons strain against the body, ready to pop at any moment. It would only take a brief tug to pull it open.<Br>
<br>
<<if $current.MakeupStyle is "SultryRed" and $current.WigStyle is "Red">>
Pulling on the shoes, you take a look in the mirror. Together with your wig and make-up, you look the image of a waitress.<Br>
<bR>
<I>If the waitress was really a stripper.</i><br>
<<elseif $current.MakeupStyle is "SultryRed" and $current.WigStyle isnot "Red">>
Pulling on the shoes, you take a look in the mirror. Your make-up seems to match the outfit, but your hair seems jarring.<br>
<<elseif $current.MakeupStyle isnot "SultryRed" and $current.WigStyle is "Red">>
Pulling on the shoes, you take a look in the mirror. Your wig seems to match the outfit, but the make-up seems jarring.<br>
<<else>>
Pulling on the shoes, you take a look in the mirror. Your hair doesn’t look quite like it matches. Neither does your make-up.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the changing room" "DicksChangingRoom">><<set $DicksChangingRoomClothes to undefined>><</link>>
<</switch>><<switch $DicksChangingRoomMakeUp>>
<<case undefined>>
<<CheckFirst "DicksChangingRoomMakeUp">>
<<if _CheckFirst is false>>
Moving over to the dressing table, you cast an eye over the range of powders and lipsticks that pepper its surface. The colours vary, but one thing is the same. There is not a muted or non-glossy product amongst them.<Br>
<bR>
Quickly, you begin to group products into styles. There is a range of blushers and lip-gloss that would give a more innocent look. Then there is the bold pink that you’ve seen some of the cheerleaders wear. Bolder reds and brighter eyeshadow follow; the type of thing you have seen Annie or Florence wear. Lastly, at the end, is black matte lipstick and dark eyeshadow.<br>
<br>
None of it is subtle. None of it neutral. As you look around, you ponder what to try.<br>
<<else>>
Your eyes wander over the table, taking in the make-up products laid out in front of you. Products for an innocent look, a bold pink one, sultry red or dark and mysterious.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<if $current.MakeupStyle isnot "Innocent">><<link "Go for an innocent look" "DicksChangingRoomMakeUp">><<AddFirst "DicksChangingRoomMakeUp">><<set $DicksChangingRoomMakeUp to "Innocent">><<MakeupStyle "Innocent">><<set $StripperMakeup to true>><</link>><br><</if>>
<<if $current.MakeupStyle isnot "BoldPink">><<link "Go for a bold pink look" "DicksChangingRoomMakeUp">><<AddFirst "DicksChangingRoomMakeUp">><<set $DicksChangingRoomMakeUp to "BoldPink">><<MakeupStyle "BoldPink">><<set $StripperMakeup to true>><</link>><br><</if>>
<<if $current.MakeupStyle isnot "SultryRed">><<link "Go for a sultry red look" "DicksChangingRoomMakeUp">><<AddFirst "DicksChangingRoomMakeUp">><<set $DicksChangingRoomMakeUp to "SultryRed">><<MakeupStyle "SultryRed">><<set $StripperMakeup to true>><</link>><br><</if>>
<<if $current.MakeupStyle isnot "MysteriousBlack">><<link "Go for a dark and mysterious look" "DicksChangingRoomMakeUp">><<AddFirst "DicksChangingRoomMakeUp">><<set $DicksChangingRoomMakeUp to "MysteriousBlack">><<MakeupStyle "MysteriousBlack">><<set $StripperMakeup to true>><</link>><br><</if>>
<<link "Return to the changing room" "DicksChangingRoom">><</link>>
<<case "Innocent">>
<<if $PlayerCharacter.makeupStage is 0>>
You pick up a brush, hesitating before dipping it into a powder compact. It looks easy enough, but the moment you try to apply it, the coverage is uneven, the colour slightly off. The eyeliner drags, the mascara clumps.<br>
<br>
By the time you finish, you look in the mirror and grimace. It’s not great. But it’s a start.<Br>
<<elseif $PlayerCharacter.makeupStage is 1>>
You remember how the foundation should be blended, how the eyeliner needs a steady hand. The mascara still smudges a little, but overall, it’s an improvement.<Br>
<br>
When you glance in the mirror, you smile with a trace of satisfaction. You look polished and put-together.<Br>
<<elseif $PlayerCharacter.makeupStage gte 2>>
Your hands move without thinking, each stroke of foundation, blush, and liner feeling as natural as brushing your teeth. You barely have to focus. You just do it.<Br>
<br>
When you meet your reflection in the mirror, you smile. You look great.<br>
<</if>>
<br>
<<if $current.outfit is "StripperUniform" and $current.WigStyle is "Pigtails">>
Casting a further glance in the mirror, you observe your look. Together with your wig and outfit, you look the image of a student.<br>
<br>
<I>If the student was really a stripper.</i><br>
<<elseif $current.outfit is "StripperUniform" and $current.WigStyle isnot "Pigtails">>
Casting a further glance in the mirror, you observe your look. Your costume seems to match the make-up, but your hair seems jarring.<Br>
<<elseif $current.outfit isnot "StripperUniform" and $current.WigStyle is "Pigtails">>
Casting a further glance in the mirror, you observe your look. Your hair seems to match the outfit, but your clothes seem jarring.<br>
<<else>>
Casting a further glance in the mirror, you observe your look. Your hair doesn’t look quite like it matches. Neither do your clothes.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the changing room" "DicksChangingRoom">><<set $DicksChangingRoomMakeUp to undefined>><</link>>
<<case "BoldPink">>
<<if $PlayerCharacter.makeupStage is 0>>
You pick up a brush, hesitating before dipping it into a powder compact. It looks easy enough, but the moment you try to apply it, the coverage is uneven, the colour slightly off. The eyeliner drags, the mascara clumps.<Br>
<br>
By the time you finish, you look in the mirror and grimace. It’s not great. But it’s a start.<br>
<<elseif $PlayerCharacter.makeupStage is 1>>
You remember how the foundation should be blended, how the eyeliner needs a steady hand. The mascara still smudges a little, but overall, it’s an improvement.<br>
<bR>
When you glance in the mirror, you smile with a trace of satisfaction. You look polished and put-together.<br>
<<elseif $PlayerCharacter.makeupStage gte 2>>
Your hands move without thinking, each stroke of foundation, blush, and liner feeling as natural as brushing your teeth. You barely have to focus. You just do it.<br>
<br>
When you meet your reflection in the mirror, you smile. You look great.<br>
<</if>>
<br>
<<if $current.outfit is "StripperCheerleader" and $current.WigStyle is "Ponytail">>
Casting a further glance in the mirror, you observe your look. Together with your wig and outfit, you look the image of a cheerleader.<Br>
<br>
<I>If the cheerleader was really a stripper.</i><br>
<<elseif $current.outfit is "StripperCheerleader" and $current.WigStyle isnot "Ponytail">>
Casting a further glance in the mirror, you observe your look. Your costume seems to match the make-up, but your hair seems jarring.<br>
<<elseif $current.outfit isnot "StripperCheerleader" and $current.WigStyle is "Ponytail">>
Casting a further glance in the mirror, you observe your look. Your hair seems to match the outfit, but your clothes seem jarring.<Br>
<<else>>
Casting a further glance in the mirror, you observe your look. Your hair doesn’t look quite like it matches. Neither do your clothes.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the changing room" "DicksChangingRoom">><<set $DicksChangingRoomMakeUp to undefined>><</link>>
<<case "SultryRed">>
<<if $PlayerCharacter.makeupStage is 0>>
You pick up a brush, hesitating before dipping it into a powder compact. It looks easy enough, but the moment you try to apply it, the coverage is uneven, the colour slightly off. The eyeliner drags, the mascara clumps.<br>
<Br>
By the time you finish, you look in the mirror and grimace. It’s not great. But it’s a start.<br>
<<elseif $PlayerCharacter.makeupStage is 1>>
You remember how the foundation should be blended, how the eyeliner needs a steady hand. The mascara still smudges a little, but overall, it’s an improvement.<br>
<br>
When you glance in the mirror, you smile with a trace of satisfaction. You look polished and put-together.<br>
<<elseif $PlayerCharacter.makeupStage gte 2>>
Your hands move without thinking, each stroke of foundation, blush, and liner feeling as natural as brushing your teeth. You barely have to focus. You just do it.<br>
<Br>
When you meet your reflection in the mirror, you smile. You look great.<br>
<</if>>
<br>
<<if $current.outfit is "StripperSecretary" and $current.WigStyle is "Blonde">>
Casting a further glance in the mirror, you observe your look. Together with your wig and outfit, you look the image of a secretary.<Br>
<br>
<I>If the secretary was really a stripper.</i><Br>
<<elseif $current.outfit is "StripperWaitress" and $current.WigStyle is "Red">>
Casting a further glance in the mirror, you observe your look. Together with your wig and outfit, you look the image of a waitress.<Br>
<br>
<I>If the waitress was really a stripper.</i><br>
<<elseif $current.outfit is "StripperSecretary">>
Casting a further glance in the mirror, you observe your look. Your costume seems to match the make-up, but your hair seems jarring.<Br>
<<elseif $current.outfit is "StripperWaitress">>
Casting a further glance in the mirror, you observe your look. Your costume seems to match the make-up, but your hair seems jarring.<br>
<<else>>
Casting a further glance in the mirror, you observe your look. Your hair doesn’t look quite like it matches. Neither do your clothes.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the changing room" "DicksChangingRoom">><<set $DicksChangingRoomMakeUp to undefined>><</link>>
<<case "MysteriousBlack">>
<<if $PlayerCharacter.makeupStage is 0>>
You pick up a brush, hesitating before dipping it into a powder compact. It looks easy enough, but the moment you try to apply it, the coverage is uneven, the colour slightly off. The eyeliner drags, the mascara clumps.<br>
<br>
By the time you finish, you look in the mirror and grimace. It’s not great. But it’s a start.<br>
<<elseif $PlayerCharacter.makeupStage is 1>>
You remember how the foundation should be blended, how the eyeliner needs a steady hand. The mascara still smudges a little, but overall, it’s an improvement.<br>
<Br>
When you glance in the mirror, you smile with a trace of satisfaction. You look polished and put-together.<Br>
<<elseif $PlayerCharacter.makeupStage gte 2>>
Your hands move without thinking, each stroke of foundation, blush, and liner feeling as natural as brushing your teeth. You barely have to focus. You just do it.<br>
<Br>
When you meet your reflection in the mirror, you smile. You look great.<Br>
<</if>>
<br>
<<if $current.outfit is "StripperMaid" and $current.WigStyle is "Brunette">>
Casting a further glance in the mirror, you observe your look. Together with your wig and outfit, you look the image of a maid.<br>
<br>
<I>If the maid was really a stripper.</i><Br>
<<elseif $current.outfit is "StripperMaid" and $current.WigStyle isnot "Brunette">>
Casting a further glance in the mirror, you observe your look. Your costume seems to match the make-up, but your hair seems jarring.<br>
<<elseif $current.outfit isnot "StripperMaid" and $current.WigStyle is "Brunette">>
Casting a further glance in the mirror, you observe your look. Your hair seems to match the outfit, but your clothes seem jarring.<Br>
<<else>>
Casting a further glance in the mirror, you observe your look. Your hair doesn't look quite like it matches. Neither do your clothes.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the changing room" "DicksChangingRoom">><<set $DicksChangingRoomMakeUp to undefined>><</link>>
<</switch>><<switch $DicksChangingRoomWigs>>
<<case undefined>>
<<CheckFirst "DicksChangingRoomWigs">>
<<if _CheckFirst is false>>
Looking over the wigs on the dressing table, you wince. There are a variety of styles and colours made of material that looks lifelike and natural, but the range seems limited and specific. As if specific colours have been matched to the specific styles.<br>
<Br>
Two wigs immediately stand-out. Blonde, one with the hair pulled back in a high ponytail. The other with a pigtail on each side.<Br>
<br>
Three others are looser and let the hair hang free. Each one is in a different colour. Blonde. Brunette and a redhead.<Br>
<Br>
You glance at them curiously, wondering which one would suit you.<Br>
<<else>>
Looking over the wigs again, you note the selection. Two blonde, one with a ponytail, the other pigtails. Three others with free flowing hair. The choice there is between blonde, brunette or red.<br>
<</if>>
<br>
<<ActionsHeader>>
<<if $current.WigStyle isnot "Pigtails">><<link "Put on the wig with pigtails" "DicksChangingRoomWigs">><<AddFirst "DicksChangingRoomWigs">><<set $DicksChangingRoomWigs to "Pigtails">><<WigStyle "Pigtails">><<set $StripperWig to true>><</link>><br><</if>>
<<if $current.WigStyle isnot "Ponytail">><<link "Put on the wig with a ponytail" "DicksChangingRoomWigs">><<AddFirst "DicksChangingRoomWigs">><<set $DicksChangingRoomWigs to "Ponytail">><<WigStyle "Ponytail">><<set $StripperWig to true>><</link>><br><</if>>
<<if $current.WigStyle isnot "Blonde">><<link "Put on the blonde, free-flowing wig" "DicksChangingRoomWigs">><<AddFirst "DicksChangingRoomWigs">><<set $DicksChangingRoomWigs to "Blonde">><<WigStyle "Blonde">><<set $StripperWig to true>><</link>><br><</if>>
<<if $current.WigStyle isnot "Brunette">><<link "Put on the brunette, free-flowing wig" "DicksChangingRoomWigs">><<AddFirst "DicksChangingRoomWigs">><<set $DicksChangingRoomWigs to "Brunette">><<WigStyle "Brunette">><<set $StripperWig to true>><</link>><br><</if>>
<<if $current.WigStyle isnot "Red">><<link "Put on the red, free-flowing wig" "DicksChangingRoomWigs">><<AddFirst "DicksChangingRoomWigs">><<set $DicksChangingRoomWigs to "Red">><<WigStyle "Red">><<set $StripperWig to true>><</link>><br><</if>>
<<link "Return to the changing room" "DicksChangingRoom">><</link>>
<<case "Pigtails">>
You pull your hair back into a bob, using a hair tie to clasp it tight above your scalp. Then you pick up the wig and run the clips through your hair. Finding them through the material, you push down, feeling the clip click and the wig fasten into place. The pigtails hang on each side of your face, knocking against your cheek as they swing.<Br>
<br>
<<if $current.outfit is "StripperUniform" and $current.MakeupStyle is "Innocent">>
Casting a further glance in the mirror, you observe your look. Together with your make-up and outfit, you look the image of a student.<Br>
<Br>
<I>If the student was really a stripper.</i><Br>
<<elseif $current.outfit is "StripperUniform" and $current.MakeupStyle isnot "Innocent">>
Casting a further glance in the mirror, you observe your look. Your costume seems to match the wig, but your make-up seems jarring.<Br>
<<elseif $current.outfit isnot "StripperUniform" and $current.MakeupStyle is "Innocent">>
Casting a further glance in the mirror, you observe your look. Your make-up seems to match the wig, but your clothes seem jarring.<Br>
<<else>>
Casting a further glance in the mirror, you observe your look. Your clothes don’t look quite like they match. Neither does your make-up.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the changing room" "DicksChangingRoom">><<set $DicksChangingRoomWigs to undefined>><</link>>
<<case "Ponytail">>
You pull your hair back into a bob, using a hair tie to clasp it tight above your scalp. Then you pick up the wig and run the clips through your hair. Finding them through the material, you push down, feeling the clip click and the wig fasten into place. The ponytail falls down your back, knocking against your neck as it swings.<Br>
<Br>
<<if $current.outfit is "StripperCheerleader" and $current.MakeupStyle is "BoldPink">>
Casting a further glance in the mirror, you observe your look. Together with your make-up and outfit, you look the image of a cheerleader.<br>
<Br>
<I>If the cheerleader was really a stripper.</i><br>
<<elseif $current.outfit is "StripperCheerleader" and $current.MakeupStyle isnot "BoldPink">>
Casting a further glance in the mirror, you observe your look. Your costume seems to match the wig, but your make-up seems jarring.<Br>
<<elseif $current.outfit isnot "StripperCheerleader" and $current.MakeupStyle is "BoldPink">>
Casting a further glance in the mirror, you observe your look. Your make-up seems to match the wig, but your clothes seem jarring.<Br>
<<else>>
Casting a further glance in the mirror, you observe your look. Your clothes don’t look quite like they match. Neither does your make-up.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the changing room" "DicksChangingRoom">><<set $DicksChangingRoomWigs to undefined>><</link>>
<<case "Blonde">>
You pull your hair back into a bob, using a hair tie to clasp it tight above your scalp. Then you pick up the wig and run the clips through your hair. Finding them through the material, you push down, feeling the clip click and the wig fasten into place. The blonde hair falls either side of your face, into the edges of your view as you move.<Br>
<Br>
<<if $current.outfit is "StripperSecretary" and $current.MakeupStyle is "SultryRed">>
Casting a further glance in the mirror, you observe your look. Together with your make-up and outfit, you look the image of a secretary.<Br>
<br>
<I>If the secretary was really a stripper.</i><br>
<<elseif $current.outfit is "StripperSecretary" and $current.MakeupStyle isnot "SultryRed">>
Casting a further glance in the mirror, you observe your look. Your costume seems to match the wig, but your make-up seems jarring.<Br>
<<elseif $current.outfit isnot "StripperSecretary" and $current.MakeupStyle is "SultryRed">>
Casting a further glance in the mirror, you observe your look. Your make-up seems to match the wig, but your clothes seem jarring.<Br>
<<else>>
Casting a further glance in the mirror, you observe your look. Your clothes don’t look quite like they match. Neither does your make-up.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the changing room" "DicksChangingRoom">><<set $DicksChangingRoomWigs to undefined>><</link>>
<<case "Brunette">>
You pull your hair back into a bob, using a hair tie to clasp it tight above your scalp. Then you pick up the wig and run the clips through your hair. Finding them through the material, you push down, feeling the clip click and the wig fasten into place. The brunette hair falls either side of your face, into the edges of your view as you move.<br>
<br>
<<if $current.outfit is "StripperMaid" and $current.MakeupStyle is "MysteriousBlack">>
Casting a further glance in the mirror, you observe your look. Together with your make-up and outfit, you look the image of a maid.<br>
<br>
<I>If the maid was really a stripper.</i><br>
<<elseif $current.outfit is "StripperMaid" and $current.MakeupStyle isnot "MysteriousBlack">>
Casting a further glance in the mirror, you observe your look. Your costume seems to match the wig, but your make-up seems jarring.<Br>
<<elseif $current.outfit isnot "StripperMaid" and $current.MakeupStyle is "MysteriousBlack">>
Casting a further glance in the mirror, you observe your look. Your make-up seems to match the wig, but your clothes seem jarring.<Br>
<<else>>
Casting a further glance in the mirror, you observe your look. Your clothes don’t look quite like they match. Neither does your make-up.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the changing room" "DicksChangingRoom">><<set $DicksChangingRoomWigs to undefined>><</link>>
<<case "Red">>
You pull your hair back into a bob, using a hair tie to clasp it tight above your scalp. Then you pick up the wig and run the clips through your hair. Finding them through the material, you push down, feeling the clip click and the wig fasten into place. The red hair falls either side of your face, into the edges of your view as you move.<Br>
<Br>
<<if $current.outfit is "StripperWaitress" and $current.MakeupStyle is "SultryRed">>
Casting a further glance in the mirror, you observe your look. Together with your make-up and outfit, you look the image of a waitress.<br>
<br>
<I>If the waitress was really a stripper.</i><Br>
<<elseif $current.outfit is "StripperWaitress" and $current.MakeupStyle isnot "SultryRed">>
Casting a further glance in the mirror, you observe your look. Your costume seems to match the wig, but your make-up seems jarring.<Br>
<<elseif $current.outfit isnot "StripperWaitress" and $current.MakeupStyle is "SultryRed">>
Casting a further glance in the mirror, you observe your look. Your make-up seems to match the wig, but your clothes seem jarring.<Br>
<<else>>
Casting a further glance in the mirror, you observe your look. Your clothes don’t look quite like they match. Neither does your make-up.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the changing room" "DicksChangingRoom">><<set $DicksChangingRoomWigs to undefined>><</link>>
<</switch>><<if $StripperOutfit is undefined or $StripperMakeup is undefined or $StripperWig is undefined>>
You try the handle of the door at the far end. It doesn’t budge. Whatever is preventing you from leaving hasn’t been satisfied yet.<Br>
<br>
<<ActionsHeader>>
<<link "Return to the changing room" "DicksChangingRoom">><</link>>
<<else>>
You try the handle of the door at the far end. To your relief, it falls open. The door creaks and it opens slightly. At least you can exit.<Br>
<br>
<<ActionsHeader>>
<<link "Open the door and step through" "DicksStage">>
<<if $current.outfit is "StripperWaitress" and $current.MakeupStyle is "SultryRed" and $current.WigStyle is "Red">><<SetFlag "CompleteOutfit">>
<<elseif $current.outfit is "StripperMaid" and $current.MakeupStyle is "MysteriousBlack" and $current.WigStyle is "Brunette">><<SetFlag "CompleteOutfit">>
<<elseif $current.outfit is "StripperSecretary" and $current.MakeupStyle is "SultryRed" and $current.WigStyle is "Blonde">><<SetFlag "CompleteOutfit">>
<<elseif $current.outfit is "StripperCheerleader" and $current.MakeupStyle is "BoldPink" and $current.WigStyle is "Ponytail">><<SetFlag "CompleteOutfit">>
<<elseif $current.outfit is "StripperUniform" and $current.MakeupStyle is "Innocent" and $current.WigStyle is "Pigtails">><<SetFlag "CompleteOutfit">>
<</if>>
<<set $StripperOutfit to undefined>>
<<set $StripperMakeup to undefined>>
<<set $StripperWig to undefined>>
<</link>><br>
<<link "Return to the changing room" "DicksChangingRoom">><</link>>
<</if>><b>Dicks - Stage</b><br>
<img src="./images/Dicks_Stage.png"><br>
<br>A hexagonal room with six hatches built into each segment. The lighting glares from the bulbs above. In its centre is a circular stage, with a pole stretching up to the ceiling.<br>
<br>
<<CheckFirst "DicksStage">>
<<if _CheckFirst is false>>
You step through the door and have to cover your eyes from the glare of a brightly lit room. When your eyes adjust, you look around to find yourself in a dirty hexagonal room.<br>
<Br>
As you look around, you see each side has a shutter in. Bulbs light the area from above. And at the middle of the room is a raised circular wooden stage, scuffed by marks, a silver pole reaching up to the ceiling in its centre.<br>
<Br>
You hear a door shut behind you. You turn and to your horror, see the entrance has no handle.<br>
<Br>
A hidden speaker overhead crackles. You hear the sound of a needle drop, then music fades in, a slow, grimy pulse of bass and drums that fills the room with a humid, oppressive heat.<br>
<br>
You flinch as you hear the mechanical groan from the shutters and look over, seeing three of the hatches raising. Behind them are dirty windows, dark enough that you can only just make out figures on the other sides.<Br>
<Br>
<<if $current.outfit is "StripperUniform" and $current.WigStyle is "Pigtails" and $current.MakeupStyle is "Innocent">>
“Aww, a school girl,” you hear a woman’s voice say over the speaker. It’s coy and innocent but laced with a sensual undertone. “Taken a liking to going to school as Emily, have you <<TrueName "Current">>?”<Br>
<<elseif $current.outfit is "StripperCheerleader" and $current.WigStyle is "Ponytail" and $current.MakeupStyle is "BoldPink">>
“A cheerleader, my favourite!” you hear a woman’s voice say over the speaker. It’s coy and innocent but laced with a sensual undertone. “Fancy shaking your pompoms and flashing your panties as Emily, do you <<TrueName "Current">>?”<br>
<<elseif $current.outfit is "StripperSecretary" and $current.WigStyle is "Blonde" and $current.MakeupStyle is "SultryRed">>
“Wow. A sexy secretary,” you hear a woman’s voice say over the speaker. It’s coy and innocent but laced with a sensual undertone. “Spent a bit of time flirting with customers as Annie, have you <<TrueName "Current">>?”<br>
<<elseif $current.outfit is "StripperMaid" and $current.WigStyle is "Brunette" and $current.MakeupStyle is "MysteriousBlack">>
“Cute, a French Maid,” you hear a woman’s voice say over the speaker. It’s coy and innocent but laced with a sensual undertone. “Like working on your hands and knees as Andrea, do you <<TrueName "Current">>?”<br>
<<elseif $current.outfit is "StripperWaitress" and $current.WigStyle is "Red" and $current.MakeupStyle is "SultryRed">>
“Nice, a waitress,” you hear a woman’s voice say over the speaker. It’s coy and innocent but laced with a sensual undertone. “Taken a shine to flirting for tips as Florence, have you <<TrueName "Current">>?”<br>
<<else>>
“Oh that won’t do,” you hear a woman’s voice say over the speaker. It’s coy and innocent but laced with a sensual undertone. “Can’t decide on a style you liked, <<TrueName "Current">>? Or are you just your own type of girl, now."<br>
<</if>>
<br>
<<QuestOptionCheck "Quest22" 1 "tandi_refused_male">>
<<if _QuestOptionCheck is false>>
You spin around the room, trying to find the source of the voice. No one else is here. Just the shadows looking in through the windows. Looking at you.<br>
<br>
A giggle comes over the speaker. “Oh don’t worry, they can’t hear us,” the voice purrs. “Just a private chat. Between us girls.”<br>
<br>
Your eyes glance back at the windows. The figures are stationary. You can’t see expressions or tell who is on the other side. But you can tell they are watching you with interest.<Br>
<br>
"Been expecting you, <<TrueName "Current">>," the voice on the speaker continues. “Hear you’ve been asking about me. Dunno if Gladys would like her chosen one being in a place like this, though. And better start at least swaying, or the customers will lose interest.”<Br>
<br>
Realisation strikes like lightning. The voice over the speaker. Instinctively, almost obviously, you know who it is. Tandi.<br>
<br>
<<if _CurrentPC is false>>
And she called you by your name. Your real one. Not the name of the woman whose face you walked in wearing.
<<else>>
And she called you by your name. Your real one. Despite the wig, the make-up, the outfit.<bR>
<</if>>
<br>
Then you remember the pen. The cackle of its magic as it dragged your true name out through the nib and on to that page. Whoever holds that book knows exactly who is behind the disguise.<br>
<br>
<<ActionsHeader>>
<<link "Talk to Tandi" "DicksStageTandiDialogue0">><<AddFirst "DicksStage">><<DialogueUnlock "Gladys" "TandiFound">><</link>>
<<else>>
You spin around the room, trying to find the source of the voice. Familiar. Known. Tandi. But no one else is here. Just the shadows looking in through the windows. Looking at you.<br>
<br>
A giggle comes over the speaker. “Oh don’t worry, they can’t hear us,” the voice purrs. “Just a private chat. Between us girls.”<br>
<br>
Your eyes glance back at the windows. The figures are stationary. You can’t see expressions or tell who is on the other side. But you can tell they are watching you with interest.<Br>
<br>
"Taken up my offer of seeing what the other side of that window is like, have you, <<TrueName "Current">>?" Tandi's voice continues over the speaker.<Br>
<br>
<<ActionsHeader>>
<<link "Ask her what she wants" "DicksStageDance">><<AddFirst "DicksStage">><</link>><br>
<</if>>
<<else>>
As you step again into the stage room, you shield your eyes from the bulbs. As you feel your eyes adjust, you hear the door shut behind you again.<br>
<Br>
The speaker overhead crackles and the grimy music kicks in, slow and full of bass and drums. The shutters groan and three hatches rise, revealing the silhouettes of spectators beyond.<br>
<Br>
“Back again?” you hear Tandi’s voice over the speaker. “I said that second chances are last chances. No get out of jail cards to play today. So let’s get to it.”<Br>
<br>
You feel the sense of eyes on you as the sole occupant of the room. You digest Tandi’s words. You could refuse again, but you look back to the door. This time, you knew what was in store. And you came anyway. Time for you to give a show.<br>
<br>
<<ActionsHeader>>
<<link "Follow Tandi's direction" "DicksStageDance">><<set $DicksStageDance to "FirstFollow">><<Assertive -1>><<DialogueUnlock "Gladys" "TandiFound">><</link>>
<</if>><<switch $DicksStageTandiDialogue0>>
<<case undefined>>
You look around the room, glancing at the stage, looking at the shutters open with the shadowy people behind it. There is a titter across the speaker from Tandi, as the bassy music continues to slowly pound away.<br>
<br>
<<ActionsHeader>>
<<DialogueSpoken "Tandi" "ThisPlace">>
<<if _Discussed is false>><<link "Ask about this place" "DicksStageTandiDialogue0">><<set $DicksStageTandiDialogue0 to "ThisPlace">><<DialogueDone "Tandi" "ThisPlace">><</link>><br><</if>>
<<DialogueSpoken "Tandi" "AboutGladys">>
<<if _Discussed is false>><<link "Ask about Gladys" "DicksStageTandiDialogue0">><<set $DicksStageTandiDialogue0 to "AboutGladys">><<DialogueDone "Tandi" "AboutGladys">><</link>><br><</if>>
<<DialogueSpoken "Tandi" "AboutYou">>
<<if _Discussed is false>><<link "Ask about what she knows about you" "DicksStageTandiDialogue0">><<set $DicksStageTandiDialogue0 to "AboutYou">><<DialogueDone "Tandi" "AboutYou">><</link>><br><</if>>
<<DialogueSpoken "Tandi" "AboutProm">>
<<if _Discussed is false>><<link "Ask about the prom" "DicksStageTandiDialogue0">><<set $DicksStageTandiDialogue0 to "AboutProm">><<DialogueDone "Tandi" "AboutProm">><</link>><br><</if>>
<<DialogueSpoken "Tandi" "AboutProm">>
<<if _Discussed is true>><<link "Tell her you're finished and ask her what she wants" "DicksStageDance">><<set $DicksStageTandiDialogue0 to undefined>><</link>><br><</if>>
<<case "ThisPlace">>
“Where am I?” you stammer. “Where are you?”<Br>
<br>
There is a giggle across the speaker, high above the music. “This is Dicks, of course,” Tandi tells you. “You’re on the stage. The attraction. And me? I’m elsewhere.”<Br>
<bR>
You look around the room, trying to find some hint of where Tandi might be. But there’s nothing.<br>
<Br>
“Oh, are we playing hide and seek?” she quips. “You won’t find me, <<TrueName "Current">>. But I can see you. Just like those men on the other side of the glass can. They’ve all come to see the newest girl.”<br>
<Br>
Your eyes return to the windows. The shadows, just dark enough so you can’t make out the faces.<Br>
<br>
“First timers always take a while to warm up,” Tandi continues. “But don’t take too long, <<TrueName "Current">>. They’ve come here to see a show."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "DicksStageTandiDialogue0">><<set $DicksStageTandiDialogue0 to undefined>><</link>>
<<case "AboutYou">>
“What do you know about me?” you try.<Br>
<br>
There is a titter that bellows above the music. “I know a lot about you, <<TrueName "Current">>. You and that amulet. Looks like Gladys was right, after all. You’re what she’s been waiting for. The person who will save the town from the school.”<Br>
<Br>
The voice drops away for a moment, as the music pulsates within the room. Then it’s back, but lower and softer. “Shame you came too late for some of us, but Gladys didn’t care much for the people she wanted to save, anyway.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "DicksStageTandiDialogue0">><<set $DicksStageTandiDialogue0 to undefined>><</link>>
<<case "AboutProm">>
“What do you know about the plans for the prom?” you ask her.<bR>
<br>
A high-pitched twitter jars against the music. “Not so fast, <<TrueName "Current">>,” her voice comes over the speaker. “First we’re going to put on a show. Once you’re done with your questions, let me know. I want to see what sort of person ended up being Gladys' champion. And what they’ll do to get what they want.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "DicksStageTandiDialogue0">><<set $DicksStageTandiDialogue0 to undefined>><</link>>
<<case "AboutGladys">>
“What do you know about Gladys?” you say out loud.<Br>
<br>
The voice grows lower over the speaker, almost blending into the music. “You mean the old witch? She lies.”<br>
<br>
“What happened between you two?” you try.<br>
<br>
The music continues to bellow out in absence of a response. Finally, you hear Tandi whisper back. “I grew tired of waiting,” she answers. “Besides. Doesn’t she want you and not me?”<br>
<Br>
“She said to find you,” you reply, still looking around.<br>
<Br>
Again, a pause leaving you alone with the music. And the figures watching. “How nice of her,” comes a reply after a beat. “That’s not the whole truth though, is it <<TrueName "Current">>? Sounds like she’s taught you all of her naughty little tricks.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "DicksStageTandiDialogue0">><<set $DicksStageTandiDialogue0 to undefined>><</link>>
<</switch>><<switch $DicksStageDance>>
<<case undefined>>
“Okay,” you say. “What do you want?”<Br>
<Br>
Tandi’s giggle comes back across the speakers. “I’m so glad you asked, <<TrueName "Current">>. I thought you might be too square to play. Then again, it’s you on the stage. Maybe you’re more fun than I thought.”<br>
<br>
“I need to know about the prom,” you state plainly. “And what you know about what’s going to happen.”<Br>
<Br>
<<if $PlayerCharacter.cheerleader is true>>
There is a sarcastic twitter before Tandi replies. “What’s the matter? Stitch worried I know enough to stop him?”<br>
<Br>
A pause comes across the speaker, as she lets the words seep in. “Did you think I hadn’t heard who you sided with? Poor Chrissie. Even she didn’t deserve that.”<Br>
<<else>>
There is a sarcastic twitter before Tandi replies. “What’s the matter? Gladys worried that you can’t beat the cheerleaders even with that amulet?”<br>
<br>
<<if $PlayerCharacter.female is true>>
A pause comes across the speaker, as she lets the words seep in. “Did you think I didn’t know what happens? But you don’t seem special. Just another girl for Gladys to throw to the lions.”<Br>
<<else>>
A pause comes across the speaker, as she lets the words seep in. “Did you think I didn’t know what happens? It says a lot about her that she had to find a man to do what she wouldn’t let a girl take on.”<Br>
<</if>>
<</if>>
<Br>
You pause, momentarily struck by her revelation. The music continues to blare away. The shadows watch you still with interest.<Br>
<Br>
“They’re all lying to you,” she continues. “Whether it’s promises of power, or selfless service to save your sister. Or is she now more of a twin?”<Br>
<Br>
The music thrums, sensual and dark. When Tandi’s voice comes back, it’s low enough that it now threads into the music. “I know a way you don’t have to do what they say. I’ll tell you all about the prom. What’s to come. And how to stop it.”<Br>
<br>
A bang on a window makes you jump. You look over to see the outline of a knuckle rapping against the pane.<Br>
<Br>
“But looks like they’re getting impatient,” Tandi coos. “Time to start the show, <<TrueName "Current">>. Don’t worry, I’ll tell you what to do. If you can follow instructions, then we talk all about the prom. Just play along. It’s easy once you just let go.”<br>
<br>
<<ActionsHeader>>
<<link "Relent and follow Tandi's first instruction" "DicksStageDance">><<set $DicksStageDance to "FirstFollow">><<Assertive -1>><</link>><br>
<<link "Refuse to follow her commands" "DicksStageDance">><<set $DicksStageDance to "FirstRefuse">><<Assertive 1>><</link>><br>
<<case "FirstFollow">>
Tandi’s voice titters over the speaker as you nod. “Good. First, let’s show those punters you’re going to do something. Dance for them.”<br>
<br>
You look back to the windows, seeing the shadows watching you expectedly. Listening to the beat of the music, you start to sway in time with it. As its beat pulsates through you, you find yourself hypnotically rolling your hips.<Br>
<Br>
“That’s it,” you hear Tandi’s voice purr. “Shake those hips. Those are men on the other side of that glass, <<TrueName "Current">>. Do you like dancing for men? If you do well, I can show you where you can make real money just by grinding your arse.”<Br>
<Br>
The music throbs through your body. You find your movements syncing with it. You roll your bum up in time with it, rising high as the pulse raises, grinding low as it dims. You begin to turn on the spot, your heels tottering with your movements. Turning your back to the windows, showing them your rear.<br>
<Br>
A thought crosses your mind. You were never much of a dancer. Yet in here, as the music flows into your eardrums, the movements come naturally to you. It’s almost… fun.<Br>
<br>
“That’s it,” Tandi’s voice comes over the speaker, sounding closer. As if she was next to you. “Dance for your audience. Listen to the music. Run those hands of yours over your chest and feel the pleasure of being the centre of attention.”<Br>
<Br>
You can't help it. As you turn back towards the windows you feel your hands lift up and your palms brush over your breasts. You even give them a gentle squeeze.<Br>
<Br>
The shadows in the booth lean closer to the window now. You can make out the outlines of faces, albeit not the features. But one thing is for sure. You have their interest.<Br>
<br>
A smile forms on your lips. It feels nice, touching yourself. Even if it is in front of strangers. As you dance for them. There is a stirring inside your loins. You feel your cheeks grow flushed as you massage your breasts in front of the spectators.<Br>
<br>
<I>Is this really turning you on?</i><br>
<br>
Part of you screams to stop, but you find your body is moving against your will. In time with the grimy, dirty music. In sync with the beat and the pulse. It’s like a riptide, sweeping you away, warming your body with its energy.<Br>
<br>
And the knowledge that others are watching is indeed turning you on.<Br>
<br>
“Strong start,” Tandi’s voice tells you. “But time to take it to the next level. Why don’t you take off that outfit and get more intimate with that pole.”<Br>
<br>
You feel a yearning need to take your clothes off. The room has become too hot, the humidity too much. You can’t think straight otherwise. But a part of you recognises that you still have a choice.<Br>
<Br>
<<ActionsHeader>>
<<link "Take your outfit off and dance on the pole" "DicksStageDance">><<Assertive -1>><<Orientation 1>><<set $DicksStageDance to "SecondObey">><<TandiScore 2>><</link>><br>
<<StatCheckAssertive "gt" 50>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Resist and just take your outfit off">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "DicksStageDance">><<set $DicksStageDance to "SecondResistOutfitPass">><</link>><br>
<<else>><<link _StatAssertiveProbability "DicksStageDance">><<set $DicksStageDance to "SecondResistOutfitFail">><<Orientation 1>><<Assertive 1>><<TandiScore 2>><</link>><br><</if>>
<<StatCheckAssertive "gt" 40>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Resist and take your outfit off, but just get on the stage">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "DicksStageDance">><<set $DicksStageDance to "SecondResistStagePass">><</link>><br>
<<else>><<link _StatAssertiveProbability "DicksStageDance">><<set $DicksStageDance to "SecondResistStageFail">><<Orientation 1>><<Assertive 1>><<TandiScore 2>><</link>><br><</if>>
<<case "SecondObey">>
<<if $current.outfit is "StripperUniform">>
You run your hands over your blouse and tug at the knot, letting it fall open without resistance. A quick pull at the arms and you watch as it falls to the floor. Turning around on the spot, you face your back to the open hatches as you tug on your skirt. As expected, it only takes a little pull before it falls around your ankles. You step out of it and turn back to the windows.<br>
<<elseif $current.outfit is "StripperCheerleader">>
You run your hands over your top and pull it over your head, tossing it aside. Turning around on the spot, you face your back to the open hatches as you tug on your skirt. As expected, it only takes a little pull before it falls around your ankles. You step out of it and turn back to the windows.<br>
<<elseif $current.outfit is "StripperSecretary">>
You run your hands over your blouse and pull at the buttons. True enough, it comes open without resistance. A quick pull at the arms and you watch as it falls to the floor. Turning around on the spot, you face your back to the open hatches as you tug on your skirt. As expected, it only takes a little pull before it falls around your ankles. You step out of it and turn back to the windows.<Br>
<<elseif $current.outfit is "StripperMaid">>
You run your hands over your top and pull at the lace. As the knot comes undone freely, you slide out of the bodice and watch as it falls to the floor. Turning around on the spot, you face your back to the open hatches as you tug on your skirt. As expected, it only takes a little pull before it falls around your ankles. You step out of it and turn back to the windows.<br>
<<elseif $current.outfit is "StripperWaitress">>
You run your hands over your blouse and pull at the buttons. True enough, it comes open without resistance. A quick pull at the arms and you watch as it falls to the floor. Turning around on the spot, you face your back to the open hatches as you tug on your skirt. As expected, it only takes a little pull before it falls around your ankles. You step out of it and turn back to the windows.<Br>
<</if>>
<br>
Still grinding in time with the music, you find yourself smiling back at the spectators. You can see their faces vaguely, still dark to make out who they are, but you can tell they are all male. One even has his nose pressed up against the pane.<br>
<br>
You grin, glancing at your clothes on the floor. An urge overcomes you as the music remains clear and present in your ear. You run your hands over your body, pushing your breasts up in your bra, cupping them and thumbing your nipples as you drop into a slow twerk.<br>
<br>
“Good!” you hear Tandi’s voice say, no longer seemingly coming from a speaker. Instead, as if she was next to you.<br>
<br>
<<if $current.outfit is "StripperUniform">>
“Look at that uniform,” she says. “Discarded. In a mess. Bet Coach Beach would like to see it on his office floor. You’d like that, wouldn’t you?”<Br>
<br>
You look down at the clothing as you bend over at the waist and shimmy your bum in the direction of the windows. You grin. The thought of being alone with Coach Beach just in your underwear suddenly appeals to you.<br>
<<elseif $current.outfit is "StripperCheerleader">>
“Look at that outfit,” she says. “Discarded. In a mess. Bet Coach Beach would like to see it on his office floor. You’d like that, wouldn’t you?”<br>
<br>
You look down at the clothing as you bend over at the waist and shimmy your bum in the direction of the windows. You grin. The thought of being alone with Coach Beach just in your underwear suddenly appeals to you.<Br>
<<elseif $current.outfit is "StripperSecretary">>
“Look at those clothes,” she says. “Discarded. In a mess. Bet Mr. Thompson would like to see it on his office floor. You’d like that, wouldn’t you?”<Br>
<br>
You look down at the clothing as you bend over at the waist and shimmy your bum in the direction of the windows. You grin. The thought of being alone with Thompson just in your underwear suddenly appeals to you.<Br>
<<elseif $current.outfit is "StripperMaid">>
“Look at that uniform,” she says. “Discarded. In a mess. Bet the greasy cook Pierre would like to see it on the floor of his kitchen. You’d like that, wouldn’t you?”<Br>
<br>
You look down at the clothing as you bend over at the waist and shimmy your bum in the direction of the windows. You grin. The thought of being alone with Pierre just in your underwear suddenly appeals to you.<Br>
<<elseif $current.outfit is "StripperWaitress">>
“Look at that uniform,” she says. “Discarded. In a mess. Bet Martin would like to see it on the floor of his van. You’d like that, wouldn’t you?”<Br>
<br>
You look down at the clothing as you bend over at the waist and shimmy your bum in the direction of the windows. You grin. The thought of being alone with Martin just in your underwear suddenly appeals to you.<br>
<</if>>
<br>
“Now,” Tandi whispers, her voice in your ear. “The pole. Get up close. Put it between your thighs. And twirl around it. You can do it.”<Br>
<Br>
You saunter over to the small stage, hearing your heels clip as you step up on to it. The anticipation of feeling its cold surface through your underwear against your groin fills you with arousal. And the fact that people are watching makes you sure it will be moist.<br>
<br>
Wrapping a leg around its base, you pull yourself on to the pole. Its cool surface presses up against your pussy, sending shivers through your body. You grind your panties against it, shuddering as the sensation coarsens through you.<br>
<br>
You look back over to the windows. The watching faces. The expectation from the shadows. You grin.<br>
<BR>
<<if $current.WigStyle is "Pigtails">>
Clamping your thighs tightly, you spin around as the pulse of the music raises. The room whirls by as your body spins around. Your wig stays on tight, pigtails stretching back as you move.<Br>
<<elseif $current.WigStyle is "Ponytail">>
Clamping your thighs tightly, you spin around as the pulse of the music raises. The room whirls by as your body spins around. Your wig stays on tight, ponytail stretching back as you move.<Br>
<<elseif $current.WigStyle is "Blonde">>
Clamping your thighs tightly, you spin around as the pulse of the music raises. The room whirls by as your body spins around. Your wig stays on tight, blonde hair flowing out free as you move.<Br>
<<elseif $current.WigStyle is "Brunette">>
Clamping your thighs tightly, you spin around as the pulse of the music raises. The room whirls by as your body spins around. Your wig stays on tight, brown hair flowing out free as you move.<Br>
<<elseif $current.WigStyle is "Red">>
Clamping your thighs tightly, you spin around as the pulse of the music raises. The room whirls by as your body spins around. Your wig stays on tight, red hair flowing out free as you move.<br>
<</if>>
<br>
As the momentum winds down, you pull yourself up close to the pole to prevent yourself from falling over. Your breasts push up against the pole and your bra cups strain as you press the metal between them.<br>
<br>
Tandi giggles in your ear. “You’re a natural, <<TrueName "Current">>. But don’t stop now. They didn’t pay to see someone dance in their underwear, did they?”<br>
<br>
You glance back to the windows, seeing the blurred faces all now pushed against the glass. You note that one of them is moving a little. Specifically, the movement is just below his waist.<Br>
<br>
“Take it all off,” Tandi commands. “And make that friendly pole oh so wet.”<Br>
<br>
You look down at the pole between your breasts. The music compels you to obey, but you try to hold on to a sense of yourself. Is what Tandi is offering worth this?<br>
<Br>
<<ActionsHeader>>
<<link "Grind your pussy against the pole and take your underwear off" "DicksStageDance">><<Assertive -1>><<Orientation 1>><<set $DicksStageDance to "ThirdObey">><<TandiScore 2>><</link>><br>
<<StatCheckAssertive "gt" 60>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Take your underwear off but just dance around the pole">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "DicksStageDance">><<set $DicksStageDance to "ThirdResistPolePass">><</link>><br>
<<else>><<link _StatAssertiveProbability "DicksStageDance">><<set $DicksStageDance to "ThirdResistPoleFail">><<Orientation 1>><<Assertive 1>><<TandiScore 2>><</link>><br><</if>>
<<StatCheckAssertive "gt" 50>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Take your underwear off but just dance on the stage">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "DicksStageDance">><<set $DicksStageDance to "ThirdResistStagePass">><</link>><br>
<<else>><<link _StatAssertiveProbability "DicksStageDance">><<set $DicksStageDance to "ThirdResistStageFail">><<Orientation 1>><<Assertive 1>><<TandiScore 2>><</link>><br><</if>>
<<case "SecondResistStagePass">>
<<if $current.outfit is "StripperUniform">>
You run your hands over your blouse and tug at the knot, letting it fall open without resistance. A quick pull at the arms and you watch as it falls to the floor. Turning around on the spot, you face your back to the open hatches as you tug on your skirt. As expected, it only takes a little pull before it falls around your ankles. You step out of it and turn back to the windows.<br>
<<elseif $current.outfit is "StripperCheerleader">>
You run your hands over your top and pull it over your head, tossing it aside. Turning around on the spot, you face your back to the open hatches as you tug on your skirt. As expected, it only takes a little pull before it falls around your ankles. You step out of it and turn back to the windows.<Br>
<<elseif $current.outfit is "StripperSecretary">>
You run your hands over your blouse and pull at the buttons. True enough, it comes open without resistance. A quick pull at the arms and you watch as it falls to the floor. Turning around on the spot, you face your back to the open hatches as you tug on your skirt. As expected, it only takes a little pull before it falls around your ankles. You step out of it and turn back to the windows.<br>
<<elseif $current.outfit is "StripperMaid">>
You run your hands over your top and pull at the lace. As the knot comes undone freely, you slide out of the bodice and watch as it falls to the floor. Turning around on the spot, you face your back to the open hatches as you tug on your skirt. As expected, it only takes a little pull before it falls around your ankles. You step out of it and turn back to the windows.<br>
<<elseif $current.outfit is "StripperWaitress">>
You run your hands over your blouse and pull at the buttons. True enough, it comes open without resistance. A quick pull at the arms and you watch as it falls to the floor. Turning around on the spot, you face your back to the open hatches as you tug on your skirt. As expected, it only takes a little pull before it falls around your ankles. You step out of it and turn back to the windows.<Br>
<</if>>
<br>
Still grinding in time with the music, you find you look back at the spectators. You can see their faces vaguely, still dark to make out who they are, but you can tell they are all male. One even has his nose pressed up against the pane. The music seems to compel you to smile, but you have enough willpower to just hold back from its command.<Br>
<Br>
You glance at your clothes on the floor. An urge to run your hands over your body overcomes you as the music remains clear and present in your ear. You manage to fend it off, instead raising your hands above your head as you drop into a slow twerk.<br>
<Br>
“Lame,” you hear Tandi’s voice say, no longer seemingly coming from a speaker. Instead, as if she was next to you.<br>
<br>
<<if $current.outfit is "StripperUniform">>
“Look at that uniform,” she says. “Discarded. In a mess. Bet Coach Beach would like to see it on his office floor. You’d like that, wouldn’t you?”<br>
<Br>
You try to think of anything you can other than the mental image Tandi has summoned. You manage to hold your concentration, maintaining the control of your body whilst keeping the thought of Coach Beach and you in your underwear at bay.<Br>
<<elseif $current.outfit is "StripperCheerleader">>
“Look at that uniform,” she says. “Discarded. In a mess. Bet Coach Beach would like to see it on his office floor. You’d like that, wouldn’t you?”<Br>
<br>
You try to think of anything you can other than the mental image Tandi has summoned. You manage to hold your concentration, maintaining the control of your body whilst keeping the thought of Coach Beach and you in your underwear at bay.<br>
<<elseif $current.outfit is "StripperSecretary">>
“Look at that uniform,” she says. “Discarded. In a mess. Bet Mr. Thompson would like to see it on his office floor. You’d like that, wouldn’t you?”<br>
<br>
You try to think of anything you can other than the mental image Tandi has summoned. You manage to hold your concentration, maintaining the control of your body whilst keeping the thought of Thompson and you in your underwear at bay.<Br>
<<elseif $current.outfit is "StripperMaid">>
“Look at that uniform,” she says. “Discarded. In a mess. Bet the greasy cook Pierre would like to see it on the floor of his kitchen. You’d like that, wouldn’t you?”<br>
<br>
You try to think of anything you can other than the mental image Tandi has summoned. You manage to hold your concentration, maintaining the control of your body whilst keeping the thought of Pierre and you in your underwear at bay.<Br>
<<elseif $current.outfit is "StripperWaitress">>
“Look at that uniform,” she says. “Discarded. In a mess. Bet Martin would like to see it on the floor of his van. You’d like that, wouldn’t you?”<br>
<br>
You try to think of anything you can other than the mental image Tandi has summoned. You manage to hold your concentration, maintaining the control of your body whilst keeping the thought of Martin and you in your underwear at bay.<br>
<</if>>
<br>
“Now,” Tandi whispers, her voice in your ear. “The pole. Get up close. Put it between your thighs. And twirl around it. You can do it.”<br>
<br>
You saunter over to the small stage, hearing your heels clip as you step up on to it. You try to resist the pull it seems to have on you. The intrusive thought of feeling its cold surface through your underwear against your groin floods into your brain. The fact that people are watching makes it all the stronger.<br>
<bR>
You manage to fight off the desire, instead turning your back to it and dancing against it. Your body still moves with the music, grinding in time with it, but you resist the lure of rubbing your groin against its cool surface.<br>
<br>
Tandi sighs in your ear. “Not exactly wowing your crowd, <<TrueName "Current">>. Don’t stop now. They didn’t pay to see someone dance in their underwear, did they?”<br>
<br>
You glance back to the windows, seeing the blurred faces all now pushed against the glass. You note that one of them is moving a little. Specifically, the movement is just below his waist.<br>
<br>
“Take it all off,” Tandi commands. “And make that friendly pole oh so wet.”<Br>
<br>
You glance back at the pole. The music compels you to obey, but you try to hold on to a sense of yourself. Is what Tandi is offering worth this?<br>
<Br>
<<ActionsHeader>>
<<link "Grind your pussy against the pole and take your underwear off" "DicksStageDance">><<Assertive -1>><<Orientation 1>><<set $DicksStageDance to "ThirdObey">><<TandiScore 2>><</link>><br>
<<StatCheckAssertive "gt" 60>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Take your underwear off but just dance around the pole">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "DicksStageDance">><<set $DicksStageDance to "ThirdResistPolePass">><</link>><br>
<<else>><<link _StatAssertiveProbability "DicksStageDance">><<set $DicksStageDance to "ThirdResistPoleFail">><<Orientation 1>><<Assertive 1>><<TandiScore 2>><</link>><br><</if>>
<<StatCheckAssertive "gt" 50>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Take your underwear off but just dance on the stage">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "DicksStageDance">><<set $DicksStageDance to "ThirdResistStagePass">><</link>><br>
<<else>><<link _StatAssertiveProbability "DicksStageDance">><<set $DicksStageDance to "ThirdResistStageFail">><<Orientation 1>><<Assertive 1>><<TandiScore 2>><</link>><br><</if>>
<<case "SecondResistStageFail">>
<<if $current.outfit is "StripperUniform">>
You run your hands over your blouse and tug at the knot, letting it fall open without resistance. A quick pull at the arms and you watch as it falls to the floor. Turning around on the spot, you face your back to the open hatches as you tug on your skirt. As expected, it only takes a little pull before it falls around your ankles. You step out of it and turn back to the windows.<Br>
<<elseif $current.outfit is "StripperCheerleader">>
You run your hands over your top and pull it over your head, tossing it aside. Turning around on the spot, you face your back to the open hatches as you tug on your skirt. As expected, it only takes a little pull before it falls around your ankles. You step out of it and turn back to the windows.<br>
<<elseif $current.outfit is "StripperSecretary">>
You run your hands over your blouse and pull at the buttons. True enough, it comes open without resistance. A quick pull at the arms and you watch as it falls to the floor. Turning around on the spot, you face your back to the open hatches as you tug on your skirt. As expected, it only takes a little pull before it falls around your ankles. You step out of it and turn back to the windows.<br>
<<elseif $current.outfit is "StripperMaid">>
You run your hands over your top and pull at the lace. As the knot comes undone freely, you slide out of the bodice and watch as it falls to the floor. Turning around on the spot, you face your back to the open hatches as you tug on your skirt. As expected, it only takes a little pull before it falls around your ankles. You step out of it and turn back to the windows.<br>
<<elseif $current.outfit is "StripperWaitress">>
You run your hands over your blouse and pull at the buttons. True enough, it comes open without resistance. A quick pull at the arms and you watch as it falls to the floor. Turning around on the spot, you face your back to the open hatches as you tug on your skirt. As expected, it only takes a little pull before it falls around your ankles. You step out of it and turn back to the windows.<br>
<</if>>
<br>
Still grinding in time with the music, you find you look back at the spectators. You can see their faces vaguely, still dark to make out who they are, but you can tell they are all male. One even has his nose pressed up against the pane. Try as you might, you can’t stop yourself from smiling at them.<Br>
<br>
It takes a long moment for you to look away and you find yourself glancing at your clothes on the floor. An urge overcomes you as the music remains clear and present in your ear. You run your hands over your body, pushing your breasts up in your bra, cupping them and thumbing your nipples as you drop into a slow twerk.<Br>
<br>
“Good!” you hear Tandi’s voice say, no longer seemingly coming from a speaker. Instead, as if she was next to you.<br>
<br>
<<if $current.outfit is "StripperUniform">>
“Look at that uniform,” she says. “Discarded. In a mess. Bet Coach Beach would like to see it on his office floor. You’d like that, wouldn’t you?”<br>
<br>
You try to think of anything you can other than the mental image Tandi has summoned. Your concentration broken, you realise you are now bent over at the waist and shimmying your bum in the direction of the windows. As you focus on that, the thought of being alone with Coach Beach just in your underwear flashes up in your brain. Followed swiftly by an image in your mind’s eye.<br>
<<elseif $current.outfit is "StripperCheerleader">>
“Look at that uniform,” she says. “Discarded. In a mess. Bet Coach Beach would like to see it on his office floor. You’d like that, wouldn’t you?”<br>
<br>
You try to think of anything you can other than the mental image Tandi has summoned. Your concentration broken, you realise you are now bent over at the waist and shimmying your bum in the direction of the windows. As you focus on that, the thought of being alone with Coach Beach just in your underwear flashes up in your brain. Followed swiftly by an image in your mind’s eye.<br>
<<elseif $current.outfit is "StripperSecretary">>
“Look at that uniform,” she says. “Discarded. In a mess. Bet Mr. Thompson would like to see it on his office floor. You’d like that, wouldn’t you?”<Br>
<Br>
You try to think of anything you can other than the mental image Tandi has summoned. Your concentration broken, you realise you are now bent over at the waist and shimmying your bum in the direction of the windows. As you focus on that, the thought of being alone with Thompson just in your underwear flashes up in your brain. Followed swiftly by an image in your mind’s eye.<br>
<<elseif $current.outfit is "StripperMaid">>
“Look at that uniform,” she says. “Discarded. In a mess. Bet the greasy cook Pierre would like to see it on the floor of his kitchen. You’d like that, wouldn’t you?”<br>
<br>
You try to think of anything you can other than the mental image Tandi has summoned. Your concentration broken, you realise you are now bent over at the waist and shimmying your bum in the direction of the windows. As you focus on that, the thought of being alone with Pierre just in your underwear flashes up in your brain. Followed swiftly by an image in your mind’s eye.<Br>
<<elseif $current.outfit is "StripperWaitress">>
“Look at that uniform,” she says. “Discarded. In a mess. Bet Martin would like to see it on the floor of his van. You’d like that, wouldn’t you?”<Br>
<Br>
You try to think of anything you can other than the mental image Tandi has summoned. Your concentration broken, you realise you are now bent over at the waist and shimmying your bum in the direction of the windows. As you focus on that, the thought of being alone with Martin just in your underwear flashes up in your brain. Followed swiftly by an image in your mind’s eye.<br>
<</if>>
<bR>
“Now,” Tandi whispers, her voice in your ear. “The pole. Get up close. Put it between your thighs. And twirl around it. You can do it.”<br>
<br>
You saunter over to the small stage, hearing your heels clip as you step up on to it. You try to resist the pull it seems to have on you. The intrusive thought of feeling its cold surface through your underwear against your groin floods into your brain. The fact that people are watching makes it all the stronger.<br>
<br>
Try as you might, you can’t push against the curiosity. You cautiously wrap a leg around its base and pull yourself onto it. Its cool surface presses up against your pussy, sending shivers through your body. You want to stop, but your body grinds in time with the music, your panties rubbing against it, shuddering as the sensation coarsens through you.<br>
<br>
You look back over to the windows. The watching faces. The expectation from the shadows. You wince.<br>
<br>
<<if $current.WigStyle is "Pigtails">>
Clamping your thighs tightly, you spin around as the pulse of the music raises. The room whirls by as your body spins around. Your wig stays on tight, pigtails stretching back as you move.<Br>
<<elseif $current.WigStyle is "Ponytail">>
Clamping your thighs tightly, you spin around as the pulse of the music raises. The room whirls by as your body spins around. Your wig stays on tight, ponytail stretching back as you move.<br>
<<elseif $current.WigStyle is "Blonde">>
Clamping your thighs tightly, you spin around as the pulse of the music raises. The room whirls by as your body spins around. Your wig stays on tight, blonde hair flowing out free as you move.<bR>
<<elseif $current.WigStyle is "Brunette">>
Clamping your thighs tightly, you spin around as the pulse of the music raises. The room whirls by as your body spins around. Your wig stays on tight, brown hair flowing out free as you move.<Br>
<<elseif $current.WigStyle is "Red">>
Clamping your thighs tightly, you spin around as the pulse of the music raises. The room whirls by as your body spins around. Your wig stays on tight, red hair flowing out free as you move.<br>
<</if>>
<br>
As the momentum winds down, you pull yourself up close to the pole to prevent yourself from falling over. Your breasts push up against the pole and your bra cups strain as you press the metal between them.<br>
<br>
Tandi giggles in your ear. “Bit nervous, <<TrueName "Current">>. But didn’t let it stop you. Don’t stop now. They didn’t pay to see someone dance in their underwear, did they?”<Br>
<br>
You glance back to the windows, seeing the blurred faces all now pushed against the glass. You note that one of them is moving a little. Specifically, the movement is just below his waist.<Br>
<br>
“Take it all off,” Tandi commands. “And make that friendly pole oh so wet.”<br>
<br>
You look down at the pole between your breasts. The music compels you to obey, but you try to hold on to a sense of yourself. Is what Tandi is offering worth this?<br>
<Br>
<<ActionsHeader>>
<<link "Grind your pussy against the pole and take your underwear off" "DicksStageDance">><<Assertive -1>><<Orientation 1>><<set $DicksStageDance to "ThirdObey">><<TandiScore 2>><</link>><br>
<<StatCheckAssertive "gt" 60>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Take your underwear off but just dance around the pole">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "DicksStageDance">><<set $DicksStageDance to "ThirdResistPolePass">><</link>><br>
<<else>><<link _StatAssertiveProbability "DicksStageDance">><<set $DicksStageDance to "ThirdResistPoleFail">><<Orientation 1>><<Assertive 1>><<TandiScore 2>><</link>><br><</if>>
<<StatCheckAssertive "gt" 50>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Take your underwear off but just dance on the stage">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "DicksStageDance">><<set $DicksStageDance to "ThirdResistStagePass">><</link>><br>
<<else>><<link _StatAssertiveProbability "DicksStageDance">><<set $DicksStageDance to "ThirdResistStageFail">><<Orientation 1>><<Assertive 1>><<TandiScore 2>><</link>><br><</if>>
<<case "SecondResistOutfitPass">>
<<if $current.outfit is "StripperUniform">>
You run your hands over your blouse and tug at the knot, letting it fall open without resistance. A quick pull at the arms and you watch as it falls to the floor. Turning around on the spot, you face your back to the open hatches as you tug on your skirt. As expected, it only takes a little pull before it falls around your ankles. You step out of it and turn back to the windows.<br>
<<elseif $current.outfit is "StripperCheerleader">>
You run your hands over your top and pull it over your head, tossing it aside. Turning around on the spot, you face your back to the open hatches as you tug on your skirt. As expected, it only takes a little pull before it falls around your ankles. You step out of it and turn back to the windows.<br>
<<elseif $current.outfit is "StripperSecretary">>
You run your hands over your blouse and pull at the buttons. True enough, it comes open without resistance. A quick pull at the arms and you watch as it falls to the floor. Turning around on the spot, you face your back to the open hatches as you tug on your skirt. As expected, it only takes a little pull before it falls around your ankles. You step out of it and turn back to the windows.<Br>
<<elseif $current.outfit is "StripperMaid">>
You run your hands over your top and pull at the lace. As the knot comes undone freely, you slide out of the bodice and watch as it falls to the floor. Turning around on the spot, you face your back to the open hatches as you tug on your skirt. As expected, it only takes a little pull before it falls around your ankles. You step out of it and turn back to the windows.<Br>
<<elseif $current.outfit is "StripperWaitress">>
You run your hands over your blouse and pull at the buttons. True enough, it comes open without resistance. A quick pull at the arms and you watch as it falls to the floor. Turning around on the spot, you face your back to the open hatches as you tug on your skirt. As expected, it only takes a little pull before it falls around your ankles. You step out of it and turn back to the windows.<Br>
<</if>>
<Br>
Still grinding in time with the music, you find you look back at the spectators. You can see their faces vaguely, still dark to make out who they are, but you can tell they are all male. One even has his nose pressed up against the pane. The music seems to compel you to smile, but you have enough willpower to just hold back from its command.<br>
<br>
You glance at your clothes on the floor. An urge to run your hands over your body overcomes you as the music remains clear and present in your ear. You manage to fend it off, instead raising your hands above your head as you drop into a slow twerk.<Br>
<Br>
“Lame,” you hear Tandi’s voice say, no longer seemingly coming from a speaker. Instead, as if she was next to you.<br>
<br>
<<if $current.outfit is "StripperUniform">>
“Look at that uniform,” she says. “Discarded. In a mess. Bet Coach Beach would like to see it on his office floor. You’d like that, wouldn’t you?”<Br>
<br>
You try to think of anything you can other than the mental image Tandi has summoned. You manage to hold your concentration, maintaining the control of your body whilst keeping the thought of Coach Beach and you in your underwear at bay.<Br>
<<elseif $current.outfit is "StripperCheerleader">>
“Look at that uniform,” she says. “Discarded. In a mess. Bet Coach Beach would like to see it on his office floor. You’d like that, wouldn’t you?”<br>
<br>
You try to think of anything you can other than the mental image Tandi has summoned. You manage to hold your concentration, maintaining the control of your body whilst keeping the thought of Coach Beach and you in your underwear at bay.<Br>
<<elseif $current.outfit is "StripperSecretary">>
“Look at that uniform,” she says. “Discarded. In a mess. Bet Mr. Thompson would like to see it on his office floor. You’d like that, wouldn’t you?”<br>
<br>
You try to think of anything you can other than the mental image Tandi has summoned. You manage to hold your concentration, maintaining the control of your body whilst keeping the thought of Thompson and you in your underwear at bay.<br>
<<elseif $current.outfit is "StripperMaid">>
“Look at that uniform,” she says. “Discarded. In a mess. Bet the greasy cook Pierre would like to see it on the floor of his kitchen. You’d like that, wouldn’t you?”<br>
<Br>
You try to think of anything you can other than the mental image Tandi has summoned. You manage to hold your concentration, maintaining the control of your body whilst keeping the thought of Pierre and you in your underwear at bay.<Br>
<<elseif $current.outfit is "StripperWaitress">>
“Look at that uniform,” she says. “Discarded. In a mess. Bet Martin would like to see it on the floor of his van. You’d like that, wouldn’t you?”<br>
<br>
You try to think of anything you can other than the mental image Tandi has summoned. You manage to hold your concentration, maintaining the control of your body whilst keeping the thought of Martin and you in your underwear at bay.<br>
<</if>>
<br>
“Now,” Tandi whispers, her voice in your ear. “The pole. Get up close. Put it between your thighs. And twirl around it. You can do it.”<br>
<br>
You look over to the small stage, trying to resist the pull it seems to have on you. The intrusive thought of feeling its cold surface through your underwear against your groin floods into your brain. The fact that people are watching makes it all the stronger.<br>
<Br>
You manage to fight off the desire, dropping into a drop and shaking your arse back towards the windows. Your body still moves with the music, grinding in time with it, but you resist the lure of the stage and the pole, in spite of its welcoming cool surface.<br>
<br>
Tandi tuts in your ear. “There’s a reason there’s a pole there, <<TrueName "Current">>. But for godsake, don’t stop now. They didn’t pay to see someone dance in their underwear, did they?”<br>
<Br>
You glance back to the windows, seeing the blurred faces all now pushed against the glass. You note that one of them is moving a little. Specifically, the movement is just below his waist.<br>
<Br>
“Take it all off,” Tandi commands. “And make that friendly pole oh so wet.”<br>
<br>
You glance back at the pole. The music compels you to obey, but you try to hold on to a sense of yourself. Is what Tandi is offering worth this?<br>
<Br>
<<ActionsHeader>>
<<link "Grind your pussy against the pole and take your underwear off" "DicksStageDance">><<Assertive -1>><<Orientation 1>><<set $DicksStageDance to "ThirdObey">><<TandiScore 2>><</link>><br>
<<StatCheckAssertive "gt" 60>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Take your underwear off but just dance around the pole">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "DicksStageDance">><<set $DicksStageDance to "ThirdResistPolePass">><</link>><br>
<<else>><<link _StatAssertiveProbability "DicksStageDance">><<set $DicksStageDance to "ThirdResistPoleFail">><<Orientation 1>><<Assertive 1>><<TandiScore 2>><</link>><br><</if>>
<<StatCheckAssertive "gt" 50>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Take your underwear off but just dance on the stage">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "DicksStageDance">><<set $DicksStageDance to "ThirdResistStagePass">><</link>><br>
<<else>><<link _StatAssertiveProbability "DicksStageDance">><<set $DicksStageDance to "ThirdResistStageFail">><<Orientation 1>><<Assertive 1>><<TandiScore 2>><</link>><br><</if>>
<<case "SecondResistOutfitFail">>
<<if $current.outfit is "StripperUniform">>
You run your hands over your blouse and tug at the knot, letting it fall open without resistance. A quick pull at the arms and you watch as it falls to the floor. Turning around on the spot, you face your back to the open hatches as you tug on your skirt. As expected, it only takes a little pull before it falls around your ankles. You step out of it and turn back to the windows.<br>
<<elseif $current.outfit is "StripperCheerleader">>
You run your hands over your top and pull it over your head, tossing it aside. Turning around on the spot, you face your back to the open hatches as you tug on your skirt. As expected, it only takes a little pull before it falls around your ankles. You step out of it and turn back to the windows.<br>
<<elseif $current.outfit is "StripperSecretary">>
You run your hands over your blouse and pull at the buttons. True enough, it comes open without resistance. A quick pull at the arms and you watch as it falls to the floor. Turning around on the spot, you face your back to the open hatches as you tug on your skirt. As expected, it only takes a little pull before it falls around your ankles. You step out of it and turn back to the windows.<Br>
<<elseif $current.outfit is "StripperMaid">>
You run your hands over your top and pull at the lace. As the knot comes undone freely, you slide out of the bodice and watch as it falls to the floor. Turning around on the spot, you face your back to the open hatches as you tug on your skirt. As expected, it only takes a little pull before it falls around your ankles. You step out of it and turn back to the windows.<br>
<<elseif $current.outfit is "StripperWaitress">>
You run your hands over your blouse and pull at the buttons. True enough, it comes open without resistance. A quick pull at the arms and you watch as it falls to the floor. Turning around on the spot, you face your back to the open hatches as you tug on your skirt. As expected, it only takes a little pull before it falls around your ankles. You step out of it and turn back to the windows.<br>
<</if>>
<br>
Still grinding in time with the music, you find you look back at the spectators. You can see their faces vaguely, still dark to make out who they are, but you can tell they are all male. One even has his nose pressed up against the pane. Try as you might, you can’t stop yourself from smiling at them.<br>
<br>
It takes a long moment for you to look away and you find yourself glancing at your clothes on the floor. An urge overcomes you as the music remains clear and present in your ear. You run your hands over your body, pushing your breasts up in your bra, cupping them and thumbing your nipples as you drop into a slow twerk.<br>
<br>
“Good!” you hear Tandi’s voice say, no longer seemingly coming from a speaker. Instead, as if she was next to you.<br>
<br>
<<if $current.outfit is "StripperUniform">>
“Look at that uniform,” she says. “Discarded. In a mess. Bet Coach Beach would like to see it on his office floor. You’d like that, wouldn’t you?”<br>
<br>
You try to think of anything you can other than the mental image Tandi has summoned. Your concentration broken, you realise you are now bent over at the waist and shimmying your bum in the direction of the windows. As you focus on that, the thought of being alone with Coach Beach just in your underwear flashes up in your brain. Followed swiftly by an image in your mind’s eye.<Br>
<<elseif $current.outfit is "StripperCheerleader">>
“Look at that uniform,” she says. “Discarded. In a mess. Bet Coach Beach would like to see it on his office floor. You’d like that, wouldn’t you?”<Br>
<br>
You try to think of anything you can other than the mental image Tandi has summoned. Your concentration broken, you realise you are now bent over at the waist and shimmying your bum in the direction of the windows. As you focus on that, the thought of being alone with Coach Beach just in your underwear flashes up in your brain. Followed swiftly by an image in your mind’s eye.<br>
<<elseif $current.outfit is "StripperSecretary">>
“Look at that uniform,” she says. “Discarded. In a mess. Bet Mr. Thompson would like to see it on his office floor. You’d like that, wouldn’t you?”<br>
<br>
You try to think of anything you can other than the mental image Tandi has summoned. Your concentration broken, you realise you are now bent over at the waist and shimmying your bum in the direction of the windows. As you focus on that, the thought of being alone with Thompson just in your underwear flashes up in your brain. Followed swiftly by an image in your mind’s eye.<br>
<<elseif $current.outfit is "StripperMaid">>
“Look at that uniform,” she says. “Discarded. In a mess. Bet the greasy cook Pierre would like to see it on the floor of his kitchen. You’d like that, wouldn’t you?”<br>
<br>
You try to think of anything you can other than the mental image Tandi has summoned. Your concentration broken, you realise you are now bent over at the waist and shimmying your bum in the direction of the windows. As you focus on that, the thought of being alone with Pierre just in your underwear flashes up in your brain. Followed swiftly by an image in your mind’s eye.<br>
<<elseif $current.outfit is "StripperWaitress">>
“Look at that uniform,” she says. “Discarded. In a mess. Bet Martin would like to see it on the floor of his van. You’d like that, wouldn’t you?”<br>
<br>
You try to think of anything you can other than the mental image Tandi has summoned. Your concentration broken, you realise you are now bent over at the waist and shimmying your bum in the direction of the windows. As you focus on that, the thought of being alone with Martin just in your underwear flashes up in your brain. Followed swiftly by an image in your mind’s eye.<br>
<</if>>
<br>
“Now,” Tandi whispers, her voice in your ear. “The pole. Get up close. Put it between your thighs. And twirl around it. You can do it.”<br>
<Br>
You look to the small stage and before you know it you can hear your heels clip as you step up on to its scuffed surface. You try to resist the pull it seems to have on you. The intrusive thought of feeling its cold surface through your underwear against your groin floods into your brain. The fact that people are watching makes it all the stronger. <br>
<br>
Try as you might, you can’t push against the curiosity. You cautiously wrap a leg around its base and pull yourself onto it. Its cool surface presses up against your pussy, sending shivers through your body. You want to stop, but your body grinds in time with the music, your panties rubbing against it, shuddering as the sensation coarsens through you.<Br>
<br>
You look back over to the windows. The watching faces. The expectation from the shadows. You wince.<br>
<Br>
<<if $current.WigStyle is "Pigtails">>
Clamping your thighs tightly, you spin around as the pulse of the music raises. The room whirls by as your body spins around. Your wig stays on tight, pigtails stretching back as you move.<br>
<<elseif $current.WigStyle is "Ponytail">>
Clamping your thighs tightly, you spin around as the pulse of the music raises. The room whirls by as your body spins around. Your wig stays on tight, ponytail stretching back as you move.<br>
<<elseif $current.WigStyle is "Blonde">>
Clamping your thighs tightly, you spin around as the pulse of the music raises. The room whirls by as your body spins around. Your wig stays on tight, blonde hair flowing out free as you move.<br>
<<elseif $current.WigStyle is "Brunette">>
Clamping your thighs tightly, you spin around as the pulse of the music raises. The room whirls by as your body spins around. Your wig stays on tight, brown hair flowing out free as you move.<br>
<<elseif $current.WigStyle is "Red">>
Clamping your thighs tightly, you spin around as the pulse of the music raises. The room whirls by as your body spins around. Your wig stays on tight, red hair flowing out free as you move.<br>
<</if>>
<br>
As the momentum winds down, you pull yourself up close to the pole to prevent yourself from falling over. Your breasts push up against the pole and your bra cups strain as you press the metal between them.<br>
<br>
Tandi giggles in your ear. “Bit nervous, <<TrueName "Current">>. But didn’t let it stop you. Don’t stop now. They didn’t pay to see someone dance in their underwear, did they?”<Br>
<br>
You glance back to the windows, seeing the blurred faces all now pushed against the glass. You note that one of them is moving a little. Specifically, the movement is just below his waist.<br>
<br>
“Take it all off,” Tandi commands. “And make that friendly pole oh so wet.”<br>
<Br>
You look down at the pole between your breasts. The music compels you to obey, but you try to hold on to a sense of yourself. Is what Tandi is offering worth this?<br>
<Br>
<<ActionsHeader>>
<<link "Grind your pussy against the pole and take your underwear off" "DicksStageDance">><<Assertive -1>><<Orientation 1>><<set $DicksStageDance to "ThirdObey">><<TandiScore 2>><</link>><br>
<<StatCheckAssertive "gt" 60>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Take your underwear off but just dance around the pole">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "DicksStageDance">><<set $DicksStageDance to "ThirdResistPolePass">><</link>><br>
<<else>><<link _StatAssertiveProbability "DicksStageDance">><<set $DicksStageDance to "ThirdResistPoleFail">><<Orientation 1>><<Assertive 1>><<TandiScore 2>><</link>><br><</if>>
<<StatCheckAssertive "gt" 50>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Take your underwear off but just dance on the stage">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "DicksStageDance">><<set $DicksStageDance to "ThirdResistStagePass">><</link>><br>
<<else>><<link _StatAssertiveProbability "DicksStageDance">><<set $DicksStageDance to "ThirdResistStageFail">><<Orientation 1>><<Assertive 1>><<TandiScore 2>><</link>><br><</if>>
<<case "ThirdObey">>
Even if you wanted to stop, the music feels like it’s controlling your actions. Up on stage, you grind your pussy against the pole, hearing the banging of glass as the spectators watch with glee.<br>
<bR>
As the music rings loud in your ears, you find your cheeks growing flush. You wonder what they are doing inside those booths. And what they’d do if there was no glass in the windows.<br>
<bR>
<I>As if you don’t already know.</i><Br>
<bR>
You reach back as you grind, feeling your bra clasps behind you and thumbing them free. Stretching your arms, you shimmy the straps off your shoulders and step back as your bra falls to the floor.<Br>
<br>
You hear banging from the glass at the sight of your bare breasts. Looking up, you see noses pressed against all three windows. They seem to be in encouragement and excitement. As you move your hips to the sway of the music, you feel a grin forming.<Br>
<br>
Running your hands down your stomach, you dig your thumbs into the waistline of your panties. With a quick flick they are down between your ankles. As if you’ve done this routine a thousand times before.<Br>
<br>
<<if $current.WigStyle is "Pigtails">>
The banging against the window only loudens and you pose momentarily, hands playing with your pigtails, as you stand wide to show off your pussy lips to the audience.<br>
<<elseif $current.WigStyle is "Ponytail">>
The banging against the window only loudens and you pose momentarily, finger playing with the tip of your ponytail, as you stand wide to show off your pussy lips to the audience.<br>
<<elseif $current.WigStyle is "Blonde">>
The banging against the window only loudens and you pose momentarily, sucking on a strand of blonde hair, as you stand wide to show off your pussy lips to the audience.<br>
<<elseif $current.WigStyle is "Brunette">>
The banging against the window only loudens and you pose momentarily, sucking on a strand of brown hair, as you stand wide to show off your pussy lips to the audience.<br>
<<elseif $current.WigStyle is "Red">>
The banging against the window only loudens and you pose momentarily, sucking on a strand of red hair, as you stand wide to show off your pussy lips to the audience.<br>
<</if>>
<br>
You smile coyly. Through the window, the darkened shadows move with frenzy and energy. You can see hands pulling and tugging beneath the bottom edge of the window frame.<br>
<br>
“You know what they’re doing, don’t you?” Tandi’s voice whispers. “Jacking off, as you perform for them. You’re driving them to cum all over the pane."<br>
<br>
<<if $current.outfit is "StripperUniform">>
There is a titter from Tandi as you bend your legs and squat down in time to the beat, pulling your thighs wide with your hands. “Wonder if one of them is Coach Beach? Wanking himself off over a slutty little schoolgirl. You just want to be that slutty little schoolgirl, don’t you?”<Br>
<<elseif $current.outfit is "StripperCheerleader">>
There is a titter from Tandi as you bend your legs and squat down in time to the beat, pulling your thighs wide with your hands. “Wonder if one of them is Coach Beach? Wanking himself off over a slutty little cheerleader. You just want to be that slutty little cheerleader, don’t you?”<Br>
<<elseif $current.outfit is "StripperSecretary">>
There is a titter from Tandi as you bend your legs and squat down in time to the beat, pulling your thighs wide with your hands. “Wonder if one of them is Mr. Thompson? Wanking himself off over a slutty little secretary. You just want to be that slutty little secretary, don’t you?”<br>
<<elseif $current.outfit is "StripperMaid">>
There is a titter from Tandi as you bend your legs and squat down in time to the beat, pulling your thighs wide with your hands. “Wonder if one of them is Pierre? Wanking himself off over a slutty little French Maid. You just want to be that slutty little French Maid, don’t you?”<br>
<<elseif $current.outfit is "StripperWaitress">>
There is a titter from Tandi as you bend your legs and squat down in time to the beat, pulling your thighs wide with your hands. “Wonder if one of them is Martin? Wanking himself off over a slutty little waitress. You just want to be that slutty little waitress, don’t you?”<Br>
<</if>>
<br>
The words make your body quiver. As you look back through the window, you wonder who is watching you. Who is seeing your pussy. And who is masturbating as you perform.<Br>
<br>
“Time for the grand finale,” Tandi continues. “Go on, <<TrueName "Current">>. Give them a real show. Put a finger inside of you.”<Br>
<br>
You look down at your naked body, seeing your lips on display between your wide-open legs. The need to obey is almost overwhelming. But you try to think rationally. Is this really something you want to do?<Br>
<Br>
<<ActionsHeader>>
<<link "Finger yourself" "DicksStageDance">><<Assertive -1>><<set $DicksStageDance to "ForthObey">><<TandiScore 2>><</link>><br>
<<StatCheckAssertive "gt" 70>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Just dance naked on the stage">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "DicksStageDance">><<set $DicksStageDance to "ForthResistDancePass">><</link>><br>
<<else>><<link _StatAssertiveProbability "DicksStageDance">><<set $DicksStageDance to "ForthResistDanceFail">><<Orientation 1>><<Assertive 1>><<TandiScore 2>><</link>><br><</if>>
<<StatCheckAssertive "gt" 60>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Just play with your pussy lips">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "DicksStageDance">><<set $DicksStageDance to "ForthResistLipsPass">><</link>><br>
<<else>><<link _StatAssertiveProbability "DicksStageDance">><<set $DicksStageDance to "ForthResistLipsFail">><<Orientation 1>><<Assertive 1>><<TandiScore 2>><</link>><br><</if>>
<<case "ThirdResistPolePass">>
You will yourself to stop even as the music tries to control your actions. Up on stage, you reach back as you dance around the pole, feeling your bra clasps and thumbing them free. Stretching your arms, you shimmy the straps off your shoulders and step back as your bra falls to the floor.<br>
<Br>
You hear banging from the glass at the sight of your bare breasts. Looking up, you see noses pressed against all three windows. They seem to be in encouragement and excitement. As you move your hips to the sway of the music, you fend off a grin.<Br>
<Br>
Running your hands down your stomach, you dig your thumbs into the waistline of your panties. With a quick flick they are down between your ankles. As if you’ve done this routine a thousand times before.<br>
<Br>
<<if $current.WigStyle is "Pigtails">>
The banging against the window only loudens and you pose momentarily, hands playing with your pigtails, as you stand wide to show off your pussy lips to the audience.<br>
<<elseif $current.WigStyle is "Ponytail">>
The banging against the window only loudens and you pose momentarily, finger playing with the tip of your ponytail, as you stand wide to show off your pussy lips to the audience.<br>
<<elseif $current.WigStyle is "Blonde">>
The banging against the window only loudens and you pose momentarily, sucking on a strand of blonde hair, as you stand wide to show off your pussy lips to the audience.<br>
<<elseif $current.WigStyle is "Brunette">>
The banging against the window only loudens and you pose momentarily, sucking on a strand of brown hair, as you stand wide to show off your pussy lips to the audience.<br>
<<elseif $current.WigStyle is "Red">>
The banging against the window only loudens and you pose momentarily, sucking on a strand of red hair, as you stand wide to show off your pussy lips to the audience.<br>
<</if>>
<br>
You hold the pose, but offer them no more encouragement. Through the window, the darkened shadows move with frenzy and energy. You can see hands pulling and tugging beneath the bottom edge of the window frame.<Br>
<br>
“You know what they’re doing, don’t you?” Tandi’s voice whispers. “Jacking off, as you perform for them. You’re driving them to cum all over the pane.<Br>
<br>
<<if $current.outfit is "StripperUniform">>
There is a titter from Tandi as you bend your legs and squat down in time to the beat, pulling your thighs wide with your hands. “Wonder if one of them is Coach Beach? Wanking himself off over a slutty little schoolgirl. You just want to be that slutty little schoolgirl, don’t you?”<Br>
<<elseif $current.outfit is "StripperCheerleader">>
There is a titter from Tandi as you bend your legs and squat down in time to the beat, pulling your thighs wide with your hands. “Wonder if one of them is Coach Beach? Wanking himself off over a slutty little cheerleader. You just want to be that slutty little cheerleader, don’t you?”<br>
<<elseif $current.outfit is "StripperSecretary">>
There is a titter from Tandi as you bend your legs and squat down in time to the beat, pulling your thighs wide with your hands. “Wonder if one of them is Mr. Thompson? Wanking himself off over a slutty little secretary. You just want to be that slutty little secretary, don’t you?”<br>
<<elseif $current.outfit is "StripperMaid">>
There is a titter from Tandi as you bend your legs and squat down in time to the beat, pulling your thighs wide with your hands. “Wonder if one of them is Pierre? Wanking himself off over a slutty little French Maid. You just want to be that slutty little French Maid, don’t you?”<br>
<<elseif $current.outfit is "StripperWaitress">>
There is a titter from Tandi as you bend your legs and squat down in time to the beat, pulling your thighs wide with your hands. “Wonder if one of them is Martin? Wanking himself off over a slutty little waitress. You just want to be that slutty little waitress, don’t you?”<br>
<</if>>
<br>
Tandi’s words try to touch you, but you push back against the thoughts. As you look back through the window, you can see the shadows for what they are. Perverted men, watching a girl strip who doesn’t want to be there.<br>
<Br>
“Time for the grand finale,” Tandi continues. “Go on, <<TrueName "Current">>. Give them a real show. Put a finger inside of you.”<br>
<br>
You look down at your naked body, seeing your lips on display between your wide-open legs. The need to obey is almost overwhelming. But you try to think rationally. Is this really something you want to do?<Br>
<Br>
<<ActionsHeader>>
<<link "Finger yourself" "DicksStageDance">><<Assertive -1>><<set $DicksStageDance to "ForthObey">><<TandiScore 2>><</link>><br>
<<StatCheckAssertive "gt" 70>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Just dance naked on the stage">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "DicksStageDance">><<set $DicksStageDance to "ForthResistDancePass">><</link>><br>
<<else>><<link _StatAssertiveProbability "DicksStageDance">><<set $DicksStageDance to "ForthResistDanceFail">><<Orientation 1>><<Assertive 1>><<TandiScore 2>><</link>><br><</if>>
<<StatCheckAssertive "gt" 60>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Just play with your pussy lips">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "DicksStageDance">><<set $DicksStageDance to "ForthResistLipsPass">><</link>><br>
<<else>><<link _StatAssertiveProbability "DicksStageDance">><<set $DicksStageDance to "ForthResistLipsFail">><<Orientation 1>><<Assertive 1>><<TandiScore 2>><</link>><br><</if>>
<<case "ThirdResistPoleFail">>
You try to will yourself to change course, but you can’t resist as the music takes control of your actions. Up on stage, you grind your pussy against the pole, hearing the banging of glass as the spectators watch with glee.<Br>
<bR>
As the music rings loud in your ears, you find your cheeks growing flush. You wonder what they are doing inside those booths. And what they’d do if there was no glass in the windows.<Br>
<br>
<I>As if you don’t already know.</i><Br>
<br>
You reach back as you dance around the pole, feeling your bra clasps behind you and thumbing them free. Stretching your arms, you shimmy the straps off your shoulders and step back as your bra falls to the floor.<Br>
<br>
You hear banging from the glass at the sight of your bare breasts. Looking up, you see noses pressed against all three windows. They seem to be in encouragement and excitement. As you move your hips to the sway of the music, you feel a grin forming.<Br>
<br>
Running your hands down your stomach, you dig your thumbs into the waistline of your panties. With a quick flick they are down between your ankles. As if you’ve done this routine a thousand times before.<Br>
<br>
<<if $current.WigStyle is "Pigtails">>
The banging against the window only loudens and you pose momentarily, hands playing with your pigtails, as you stand wide to show off your pussy lips to the audience.<br>
<<elseif $current.WigStyle is "Ponytail">>
The banging against the window only loudens and you pose momentarily, finger playing with the tip of your ponytail, as you stand wide to show off your pussy lips to the audience.<br>
<<elseif $current.WigStyle is "Blonde">>
The banging against the window only loudens and you pose momentarily, sucking on a strand of blonde hair, as you stand wide to show off your pussy lips to the audience.<br>
<<elseif $current.WigStyle is "Brunette">>
The banging against the window only loudens and you pose momentarily, sucking on a strand of brown hair, as you stand wide to show off your pussy lips to the audience.<br>
<<elseif $current.WigStyle is "Red">>
The banging against the window only loudens and you pose momentarily, sucking on a strand of red hair, as you stand wide to show off your pussy lips to the audience.<br>
<</if>>
<br>
You can’t but smile. Through the window, the darkened shadows move with frenzy and energy. You can see hands pulling and tugging beneath the bottom edge of the window frame. <Br>
<br>
“You know what they’re doing, don’t you?” Tandi’s voice whispers. “Jacking off, as you perform for them. You’re driving them to cum all over the pane.<Br>
<Br>
<<if $current.outfit is "StripperUniform">>
There is a titter from Tandi as you bend your legs and squat down in time to the beat, pulling your thighs wide with your hands. “Wonder if one of them is Coach Beach? Wanking himself off over a slutty little schoolgirl. You just want to be that slutty little schoolgirl, don’t you?”<Br>
<<elseif $current.outfit is "StripperCheerleader">>
There is a titter from Tandi as you bend your legs and squat down in time to the beat, pulling your thighs wide with your hands. “Wonder if one of them is Coach Beach? Wanking himself off over a slutty little cheerleader. You just want to be that slutty little cheerleader, don’t you?”<Br>
<<elseif $current.outfit is "StripperSecretary">>
There is a titter from Tandi as you bend your legs and squat down in time to the beat, pulling your thighs wide with your hands. “Wonder if one of them is Mr. Thompson? Wanking himself off over a slutty little secretary. You just want to be that slutty little secretary, don’t you?”<br>
<<elseif $current.outfit is "StripperMaid">>
There is a titter from Tandi as you bend your legs and squat down in time to the beat, pulling your thighs wide with your hands. “Wonder if one of them is Pierre? Wanking himself off over a slutty little French Maid. You just want to be that slutty little French Maid, don’t you?”<Br>
<<elseif $current.outfit is "StripperWaitress">>
There is a titter from Tandi as you bend your legs and squat down in time to the beat, pulling your thighs wide with your hands. “Wonder if one of them is Martin? Wanking himself off over a slutty little waitress. You just want to be that slutty little waitress, don’t you?”<Br>
<</if>>
<br>
You try to resist, but the words make your body quiver. As you look back through the window, you wonder who is watching you. Who is seeing your pussy. And who is masturbating as you perform.<br>
<Br>
“Time for the grand finale,” Tandi continues. “Go on, <<TrueName "Current">>. Give them a real show. Put a finger inside of you.”<Br>
<Br>
You look down at your naked body, seeing your lips on display between your wide-open legs. The need to obey is almost overwhelming. But you try to think rationally. Is this really something you want to do?<Br>
<Br>
<<ActionsHeader>>
<<link "Finger yourself" "DicksStageDance">><<Assertive -1>><<set $DicksStageDance to "ForthObey">><<TandiScore 2>><</link>><br>
<<StatCheckAssertive "gt" 70>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Just dance naked on the stage">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "DicksStageDance">><<set $DicksStageDance to "ForthResistDancePass">><</link>><br>
<<else>><<link _StatAssertiveProbability "DicksStageDance">><<set $DicksStageDance to "ForthResistDanceFail">><<Orientation 1>><<Assertive 1>><<TandiScore 2>><</link>><br><</if>>
<<StatCheckAssertive "gt" 60>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Just play with your pussy lips">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "DicksStageDance">><<set $DicksStageDance to "ForthResistLipsPass">><</link>><br>
<<else>><<link _StatAssertiveProbability "DicksStageDance">><<set $DicksStageDance to "ForthResistLipsFail">><<Orientation 1>><<Assertive 1>><<TandiScore 2>><</link>><br><</if>>
<<case "ThirdResistStagePass">>
You will yourself to stop even as the music tries to control your actions. Up on stage, you reach back as you dance next to the pole, feeling your bra clasps and thumbing them free. Stretching your arms, you shimmy the straps off your shoulders and step back as your bra falls to the floor.<br>
<Br>
You hear banging from the glass at the sight of your bare breasts. Looking up, you see noses pressed against all three windows. They seem to be in encouragement and excitement. As you move your hips to the sway of the music, you fend off a grin.<Br>
<Br>
Running your hands down your stomach, you dig your thumbs into the waistline of your panties. With a quick flick they are down between your ankles. As if you’ve done this routine a thousand times before.<Br>
<br>
<<if $current.WigStyle is "Pigtails">>
The banging against the window only loudens and you pose momentarily, hands playing with your pigtails, as you stand wide to show off your pussy lips to the audience. <br>
<<elseif $current.WigStyle is "Ponytail">>
The banging against the window only loudens and you pose momentarily, finger playing with the tip of your ponytail, as you stand wide to show off your pussy lips to the audience. <br>
<<elseif $current.WigStyle is "Blonde">>
The banging against the window only loudens and you pose momentarily, sucking on a strand of blonde hair, as you stand wide to show off your pussy lips to the audience. <br>
<<elseif $current.WigStyle is "Brunette">>
The banging against the window only loudens and you pose momentarily, sucking on a strand of brown hair, as you stand wide to show off your pussy lips to the audience.<br>
<<elseif $current.WigStyle is "Red">>
The banging against the window only loudens and you pose momentarily, sucking on a strand of red hair, as you stand wide to show off your pussy lips to the audience.<br>
<</if>>
<Br>
You hold the pose, but offer them no more encouragement. Through the window, the darkened shadows move with frenzy and energy. You can see hands pulling and tugging beneath the bottom edge of the window frame.<br>
<br>
“You know what they’re doing, don’t you?” Tandi’s voice whispers. “Jacking off, as you perform for them. You’re driving them to cum all over the pane."<br>
<Br>
<<if $current.outfit is "StripperUniform">>
There is a titter from Tandi as you bend your legs and squat down in time to the beat, pulling your thighs wide with your hands. “Wonder if one of them is Coach Beach? Wanking himself off over a slutty little schoolgirl. You just want to be that slutty little schoolgirl, don’t you?”<Br>
<<elseif $current.outfit is "StripperCheerleader">>
There is a titter from Tandi as you bend your legs and squat down in time to the beat, pulling your thighs wide with your hands. “Wonder if one of them is Coach Beach? Wanking himself off over a slutty little cheerleader. You just want to be that slutty little cheerleader, don’t you?”<br>
<<elseif $current.outfit is "StripperSecretary">>
There is a titter from Tandi as you bend your legs and squat down in time to the beat, pulling your thighs wide with your hands. “Wonder if one of them is Mr. Thompson? Wanking himself off over a slutty little secretary. You just want to be that slutty little secretary, don’t you?”<br>
<<elseif $current.outfit is "StripperMaid">>
There is a titter from Tandi as you bend your legs and squat down in time to the beat, pulling your thighs wide with your hands. “Wonder if one of them is Pierre? Wanking himself off over a slutty little French Maid. You just want to be that slutty little French Maid, don’t you?”<Br>
<<elseif $current.outfit is "StripperWaitress">>
There is a titter from Tandi as you bend your legs and squat down in time to the beat, pulling your thighs wide with your hands. “Wonder if one of them is Martin? Wanking himself off over a slutty little waitress. You just want to be that slutty little waitress, don’t you?”<br>
<</if>>
<Br>
Tandi’s words try to touch you, but you push back against the thoughts. As you look back through the window, you can see the shadows for what they are. Perverted men, watching a girl strip who doesn’t want to be there.<br>
<Br>
“Time for the grand finale,” Tandi continues. “Go on, <<TrueName "Current">>. Give them a real show. Put a finger inside of you.”<br>
<Br>
You look down at your naked body, seeing your lips on display between your wide-open legs. The need to obey is almost overwhelming. But you try to think rationally. Is this really something you want to do?<Br>
<Br>
<<ActionsHeader>>
<<link "Finger yourself" "DicksStageDance">><<Assertive -1>><<set $DicksStageDance to "ForthObey">><<TandiScore 2>><</link>><br>
<<StatCheckAssertive "gt" 70>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Just dance naked on the stage">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "DicksStageDance">><<set $DicksStageDance to "ForthResistDancePass">><</link>><br>
<<else>><<link _StatAssertiveProbability "DicksStageDance">><<set $DicksStageDance to "ForthResistDanceFail">><<Orientation 1>><<Assertive 1>><<TandiScore 2>><</link>><br><</if>>
<<StatCheckAssertive "gt" 60>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Just play with your pussy lips">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "DicksStageDance">><<set $DicksStageDance to "ForthResistLipsPass">><</link>><br>
<<else>><<link _StatAssertiveProbability "DicksStageDance">><<set $DicksStageDance to "ForthResistLipsFail">><<Orientation 1>><<Assertive 1>><<TandiScore 2>><</link>><br><</if>>
<<case "ThirdResistStageFail">>
You try to will yourself to change course, but you can’t resist as the music takes control of your actions. Up on stage, you grind your pussy against the pole, hearing the banging of glass as the spectators watch with glee.<Br>
<Br>
As the music rings loud in your ears, you find your cheeks growing flush. You wonder what they are doing inside those booths. And what they’d do if there was no glass in the windows.<br>
<Br>
<I>As if you don’t already know.</i><Br>
<Br>
You reach back as you dance around the pole, feeling your bra clasps behind you and thumbing them free. Stretching your arms, you shimmy the straps off your shoulders and step back as your bra falls to the floor.<br>
<br>
You hear banging from the glass at the sight of your bare breasts. Looking up, you see noses pressed against all three windows. They seem to be in encouragement and excitement. As you move your hips to the sway of the music, you feel a grin forming.<Br>
<br>
Running your hands down your stomach, you dig your thumbs into the waistline of your panties. With a quick flick they are down between your ankles. As if you’ve done this routine a thousand times before.<br>
<br>
<<if $current.WigStyle is "Pigtails">>
The banging against the window only loudens and you pose momentarily, hands playing with your pigtails, as you stand wide to show off your pussy lips to the audience.<br>
<<elseif $current.WigStyle is "Ponytail">>
The banging against the window only loudens and you pose momentarily, finger playing with the tip of your ponytail, as you stand wide to show off your pussy lips to the audience.<br>
<<elseif $current.WigStyle is "Blonde">>
The banging against the window only loudens and you pose momentarily, sucking on a strand of blonde hair, as you stand wide to show off your pussy lips to the audience.<br>
<<elseif $current.WigStyle is "Brunette">>
The banging against the window only loudens and you pose momentarily, sucking on a strand of brown hair, as you stand wide to show off your pussy lips to the audience.<br>
<<elseif $current.WigStyle is "Red">>
The banging against the window only loudens and you pose momentarily, sucking on a strand of red hair, as you stand wide to show off your pussy lips to the audience.<br>
<</if>>
<br>
You can’t but smile. Through the window, the darkened shadows move with frenzy and energy. You can see hands pulling and tugging beneath the bottom edge of the window frame.<br>
<Br>
“You know what they’re doing, don’t you?” Tandi’s voice whispers. “Jacking off, as you perform for them. You’re driving them to cum all over the pane."<br>
<br>
<<if $current.outfit is "StripperUniform">>
There is a titter from Tandi as you bend your legs and squat down in time to the beat, pulling your thighs wide with your hands. “Wonder if one of them is Coach Beach? Wanking himself off over a slutty little schoolgirl. You just want to be that slutty little schoolgirl, don’t you?”<br>
<<elseif $current.outfit is "StripperCheerleader">>
There is a titter from Tandi as you bend your legs and squat down in time to the beat, pulling your thighs wide with your hands. “Wonder if one of them is Coach Beach? Wanking himself off over a slutty little cheerleader. You just want to be that slutty little cheerleader, don’t you?”<br>
<<elseif $current.outfit is "StripperSecretary">>
There is a titter from Tandi as you bend your legs and squat down in time to the beat, pulling your thighs wide with your hands. “Wonder if one of them is Mr. Thompson? Wanking himself off over a slutty little secretary. You just want to be that slutty little secretary, don’t you?”<Br>
<<elseif $current.outfit is "StripperMaid">>
There is a titter from Tandi as you bend your legs and squat down in time to the beat, pulling your thighs wide with your hands. “Wonder if one of them is Pierre? Wanking himself off over a slutty little French Maid. You just want to be that slutty little French Maid, don’t you?”<Br>
<<elseif $current.outfit is "StripperWaitress">>
There is a titter from Tandi as you bend your legs and squat down in time to the beat, pulling your thighs wide with your hands. “Wonder if one of them is Martin? Wanking himself off over a slutty little waitress. You just want to be that slutty little waitress, don’t you?”<Br>
<</if>>
<br>
You try to resist, but the words make your body quiver. As you look back through the window, you wonder who is watching you. Who is seeing your pussy. And who is masturbating as you perform.<br>
<Br>
“Time for the grand finale,” Tandi continues. “Go on, <<TrueName "Current">>. Give them a real show. Put a finger inside of you.”<br>
<br>
You look down at your naked body, seeing your lips on display between your wide-open legs. The need to obey is almost overwhelming. But you try to think rationally. Is this really something you want to do?<Br>
<Br>
<<ActionsHeader>>
<<link "Finger yourself" "DicksStageDance">><<Assertive -1>><<set $DicksStageDance to "ForthObey">><<TandiScore 2>><</link>><br>
<<StatCheckAssertive "gt" 70>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Just dance naked on the stage">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "DicksStageDance">><<set $DicksStageDance to "ForthResistDancePass">><</link>><br>
<<else>><<link _StatAssertiveProbability "DicksStageDance">><<set $DicksStageDance to "ForthResistDanceFail">><<Orientation 1>><<Assertive 1>><<TandiScore 2>><</link>><br><</if>>
<<StatCheckAssertive "gt" 60>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Just play with your pussy lips">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "DicksStageDance">><<set $DicksStageDance to "ForthResistLipsPass">><</link>><br>
<<else>><<link _StatAssertiveProbability "DicksStageDance">><<set $DicksStageDance to "ForthResistLipsFail">><<Orientation 1>><<Assertive 1>><<TandiScore 2>><</link>><br><</if>>
<<case "ForthObey">>
You can’t help but giggle as you put one hand in front of you to keep balance and run your free hand over your breasts, down your stomach and around your pussy. Then, with a final look towards the windows, you push one finger in.<br>
<bR>
“Ughhhh,” you hear yourself moan, as you roll the tip of your finger in your entrance. The banging from the windows grows louder. The music bellows directly into your eardrum. The frenzied movements behind the glass spurs you in. You shift slightly and close your eyes.<br>
<br>
You push your finger between your lips, gasping at the sensation. Slowly, you work your own juices over your finger. Deeper and deeper still, as your moist pussy lips envelop it. <br>
<br>
Opening your eyes, you look up. The shadows are up against the windows. You can see the furious movements below their waists. The music swells as it nears the end of a track. And you grind your body against your finger, hand now up against your lips.<br>
<br>
“Fuck,” you murmur, rocking back and forth. You strain to keep your legs prised open, even as the tingles of an approaching orgasm descend on you. Your smile fades, replaced by a wide open mouth, gasping from the pleasure. Your eyes widen as you fuck yourself to climax, so close that you can smell it.<br>
<bR>
A jet of liquid shoots across the inside of one of the windows. Then another. You hear the male cry from within, even through the muted glass. <Br>
<br>
It’s enough to push you over the edge. You shut your eyes once more and clamp your legs together around your finger. The orgasm shakes your body, taking the energy out from beneath you. Still finger inside, you can’t help but fall forward as you lose balance, hitting your knees against the stage floor with a thud.<Br>
<br>
<<if $current.WigStyle is "Pigtails">>
Taking several gasps, you let the second and third shockwave of your climax subside. Your pigtails fall around your face, sprayed out on the scuffed floor.<br>
<<elseif $current.WigStyle is "Ponytail">>
Taking several gasps, you let the second and third shockwave of your climax subside. Your ponytail falls over your head, it’s tip brushing against the scuffed floor.<br>
<<elseif $current.WigStyle is "Blonde">>
Taking several gasps, you let the second and third shockwave of your climax subside. Your blonde hair falls over your head, the tips brushing against the scuffed floor.<br>
<<elseif $current.WigStyle is "Brunette">>
Taking several gasps, you let the second and third shockwave of your climax subside. Your brown hair falls over your head, the tips brushing against the scuffed floor.<br>
<<elseif $current.WigStyle is "Red">>
Taking several gasps, you let the second and third shockwave of your climax subside. Your red hair falls over your head, the tips brushing against the scuffed floor.<Br>
<</if>>
<br>
When you gain your breath back, you look up. The moment through the windows is gone. But you see each window has jets of semen running down from within, smearing the glass with more stains.<Br>
<br>
There is a giggle over the speaker from Tandi and you realise the music has stopped. “You’re such a little slut, <<TrueName "Current">>. Look at the mess you’ve caused.”<br>
<br>
“Now,” she says pointedly. “Let me give you a review.”<br>
<br>
<<ActionsHeader>>
<<link "Listen to Tandi" "DicksStageDance">><<set $DicksStageDance to "Fifth">><</link>>
<<case "ForthResistDancePass">>
The temptation of the music calls to you like a siren. Its demand is great. It’s promise of the pleasure of touching yourself in front of an audience appeals to you, almost as if set in to your bones.<Br>
<Br>
But conjuring all sense of resistance, you push back. Instead of you balance on your heels, turning your body around. You shimmy your arse, bend over at the waist, and look back through your parted legs to the windows.<Br>
<Br>
The banging from the windows grows louder. The shadows are up against the windows. You can see the furious movements below their waists. The music swells as it nears the end of a track. You feel compelled to touch yourself, to drop you to a squat and masturbate furiously, just as you know the people on the other side of the windows are doing. But you hold back. Arching your back, you pull up into a pose, looking over your shoulder, giving them nothing but the sight of your bare bum and a disapproving look.<Br>
<br>
A jet of liquid shoots across the inside of one of the windows. Then another. You hear the male cry from within, even through the muted glass. <Br>
<br>
You hold the pose, giving them no more stimulation. The movement through the windows subsides. You watch as the stream on semen runs down from within, smearing the glass with more stains.<Br>
<br>
There is a sigh over the speaker from Tandi and you realise the music has stopped. “Look, <<TrueName "Current">>. Look at the mess you’ve caused.”<br>
<br>
“Now,” she says pointedly. “Let me give you a review.”<br>
<br>
<<ActionsHeader>>
<<link "Listen to Tandi" "DicksStageDance">><<set $DicksStageDance to "Fifth">><</link>>
<<case "ForthResistDanceFail">>
You try to resist, but the temptation of the music is too much for you. It’s demand too great. The need to feel the warmth promised by just touching yourself in front of an audience is too appealing.<Br>
<br>
You put one hand in front of you to keep balance and run your free hand over your breasts, down your stomach and around your pussy. Then, with a final look towards the windows, you push one finger in. <Br>
<br>
“Ughhhh,” you hear yourself moan, as you roll the tip of your finger in your entrance. The banging from the windows grows louder. The music bellows directly into your eardrum. The frenzied movements behind the glass spurs you in. You shift slightly and close your eyes. <br>
<br>
You push your finger between your lips, gasping at the sensation. Slowly, you work your own juices over your finger. Deeper and deeper still, as your moist pussy lips envelop it. <br>
<Br>
Opening your eyes, you look up. The shadows are up against the windows. You can see the furious movements below their waists. The music swells as it nears the end of a track. And you grind your body against your finger, hand now up against your lips.<br>
<br>
“Fuck,” you murmur, rocking back and forth. You strain to keep your legs prised open, even as the tingles of an approaching orgasm descend on you. Your smile fades, replaced by a wide open mouth, gasping from the pleasure. Your eyes widen as you fuck yourself to climax, so close that you can smell it.<br>
<br>
A jet of liquid shoots across the inside of one of the windows. Then another. You hear the male cry from within, even through the muted glass. <br>
<br>
It’s enough to push you over the edge. You shut your eyes once more and clamp your legs together around your finger. The orgasm shakes your body, taking the energy out from beneath you. Still finger inside, you can’t help but fall forward as you lose balance, hitting your knees against the stage floor with a thud.<Br>
<br>
<<if $current.WigStyle is "Pigtails">>
Taking several gasps, you let the second and third shockwave of your climax subside. Your pigtails fall around your face, sprayed out on the scuffed floor.<Br>
<<elseif $current.WigStyle is "Ponytail">>
Taking several gasps, you let the second and third shockwave of your climax subside. Your ponytail falls over your head, it’s tip brushing against the scuffed floor.<Br>
<<elseif $current.WigStyle is "Blonde">>
Taking several gasps, you let the second and third shockwave of your climax subside. Your blonde hair falls over your head, the tips brushing against the scuffed floor.<Br>
<<elseif $current.WigStyle is "Brunette">>
Taking several gasps, you let the second and third shockwave of your climax subside. Your brown hair falls over your head, the tips brushing against the scuffed floor.<Br>
<<elseif $current.WigStyle is "Red">>
Taking several gasps, you let the second and third shockwave of your climax subside. Your red hair falls over your head, the tips brushing against the scuffed floor.<br>
<</if>>
<br>
When you gain your breath back, you look up. The moment through the windows is gone. But you see each window has jets of semen running down from within, smearing the glass with more stains.<Br>
<Br>
There is a giggle over the speaker from Tandi and you realise the music has stopped. “You’re such a little slut, <<TrueName "Current">>. Look at the mess you’ve caused.”<Br>
<br>
“Now,” she says pointedly. “Let me give you a review.”<Br>
<br>
<<ActionsHeader>>
<<link "Listen to Tandi" "DicksStageDance">><<set $DicksStageDance to "Fifth">><</link>>
<<case "ForthResistLipsPass">>
You scowl back at the windows, as you squat down in front of them. You may be naked in front of unnamed spectators, legs spread wide, but you sure aren’t going to give them the satisfaction of seeing you climax.<br>
<br>
Instead, you run your fingernails run across your lips, then rub your forefinger from the bottom right up to the top. Even that’s enough to make your murmur.<Br>
<Br>
The banging from the windows grows louder. The music bellows directly into your eardrum. You try to ignore the frenzied movements behind the glass and close your eyes. <Br>
<br>
You massage your exposed clit with your nails, plucking it like a guitar string. The strumming is enough to make your cheeks grow flush. You open your mouth, smile replaced with gasps.<br>
<Br>
Opening your eyes, you look up. The shadows are up against the windows. You can see the furious movements below their waists. The music swells as it nears the end of a track. And you flick your pussy lips, you can’t help but push your groin back against your hand.<br>
<br>
Then you look up and see a jet of liquid shoots across the inside of one of the windows. Then another. You hear the male cry from within, even through the muted glass. <Br>
<Br>
You take it as a sign to stop. With a deep breath, you put your hand down on the floor. Still squat down, legs spread, now leaning on your fingertips. But pulled back from the jaws of an orgasm.<br>
<br>
The movement through the windows subsides. You watch as the stream on semen runs down from within, smearing the glass with more stains.<br>
<br>
There is a giggle over the speaker from Tandi and you realise the music has stopped. “Look, <<TrueName "Current">>. Look at the mess you’ve caused.”<Br>
<bR>
“Now,” she says pointedly. “Let me give you a review.”<Br>
<br>
<<ActionsHeader>>
<<link "Listen to Tandi" "DicksStageDance">><<set $DicksStageDance to "Fifth">><</link>>
<<case "ForthResistLipsFail">>
You try to scowl back at the windows as you squat down in front of them, but you find yourself smiling. You may be naked in front of unnamed spectators, legs spread wide, but you sure aren’t going to give them the satisfaction of seeing you climax. Aren’t you?<br>
<br>
Running your fingernails run across your lips, you rub your forefinger from the bottom right up to the top. Even that’s enough to make your murmur.<br>
<Br>
The banging from the windows grows louder. The music bellows directly into your eardrum. You try to ignore the frenzied movements behind the glass and close your eyes. <Br>
<br>
You massage your exposed clit with your nails, plucking it like a guitar string. The strumming is enough to make your cheeks grow flush. You open your mouth, smile replaced with gasps.<Br>
<br>
Before you realise, you feel something inside of you. “Ughhhh,” you hear yourself moan, as you roll the tip of your finger in your entrance. Almost against your will, you push your finger between your lips, gasping at the sensation. Slowly, you work your own juices over your finger. Deeper and deeper still, as your moist pussy lips envelop it. <Br>
<br>
Opening your eyes, you look up. The shadows are up against the windows. You can see the furious movements below their waists. The music swells as it nears the end of a track. And you grind your body against your finger, hand now up against your lips.<br>
<br>
“Fuck,” you murmur, rocking back and forth. You strain to keep your legs prised open, even as the tingles of an approaching orgasm descend on you. Your smile fades, replaced by a wide open mouth, gasping from the pleasure. Your eyes widen as you fuck yourself to climax, so close that you can smell it.<Br>
<br>
A jet of liquid shoots across the inside of one of the windows. Then another. You hear the male cry from within, even through the muted glass. <br>
<br>
It’s enough to push you over the edge. You shut your eyes once more and clamp your legs together around your finger. The orgasm shakes your body, taking the energy out from beneath you. Still finger inside, you can’t help but fall forward as you lose balance, hitting your knees against the stage floor with a thud.<Br>
<br>
<<if $current.WigStyle is "Pigtails">>
Taking several gasps, you let the second and third shockwave of your climax subside. Your pigtails fall around your face, sprayed out on the scuffed floor.<br>
<<elseif $current.WigStyle is "Ponytail">>
Taking several gasps, you let the second and third shockwave of your climax subside. Your ponytail falls over your head, it’s tip brushing against the scuffed floor.<Br>
<<elseif $current.WigStyle is "Blonde">>
Taking several gasps, you let the second and third shockwave of your climax subside. Your blonde hair falls over your head, the tips brushing against the scuffed floor.<br>
<<elseif $current.WigStyle is "Brunette">>
Taking several gasps, you let the second and third shockwave of your climax subside. Your brown hair falls over your head, the tips brushing against the scuffed floor.<Br>
<<elseif $current.WigStyle is "Red">>
Taking several gasps, you let the second and third shockwave of your climax subside. Your red hair falls over your head, the tips brushing against the scuffed floor.<br>
<</if>>
<br>
When you gain your breath back, you look up. The moment through the windows is gone. But you see each window has jets of semen running down from within, smearing the glass with more stains.<Br>
<Br>
There is a giggle over the speaker from Tandi and you realise the music has stopped. “You’re such a little slut, <<TrueName "Current">>. Look at the mess you’ve caused.”<Br>
<BR>
“Now,” she says pointedly. “Let me give you a review.”<Br>
<br>
<<ActionsHeader>>
<<link "Listen to Tandi" "DicksStageDance">><<set $DicksStageDance to "Fifth">><</link>>
<<case "Fifth">>
<<if $TandiScore gte 5>>
The silence of the room now feels oppressive without the music playing. For a moment, you find yourself missing its soothing beat.<br>
<bR>
“You know how to listen, <<TrueName "Current">>,” Tandi’s voice says over the speaker. “And know what needs to be done to win. Maybe Gladys got it right, finally.”<Br>
<Br>
“So you’ll help?” you say out loud to the empty air.<Br>
<br>
<<LocationKnownCheck "RedRoom">>
<<if _LocationKnownCheck is true>>
You hear her titter again. “Come find me at the Red Room,” she says. “I think you know the way. And bring a guest too. A girl. You’ll need an assistant for the game. Or if you’d prefer to be the assistant, then I think you know how you need to dress when you come."<Br>
<<else>>
You hear her titter again. “Come find me at the Red Room,” she says. “It’s a club outside of town. You can get a taxi out there. You won’t be disappointed. And bring a guest too. A girl. You’ll need an assistant for the game. Or if you’d prefer to be the assistant, then I think you know how you need to dress when you come."<Br>
<</if>>
<br>
“Then you’ll tell me what I want to know?” you say, with a hint of irritation.<bR>
<bR>
The voice laughs, low and sultry. “I’ll do better than that. I’ll show you how to win.”<br>
<<if $PlayerCharacter.female is false>>
<br>“But no double-crosses,” she adds. “When I see you next at the Red Room, I don’t expect to be looking at a man.”<br>
<</if>>
<br>
The speaker system crackles and comes to an abrupt halt. Then the shutters descend. You watch as the hatch covers the cum coated windows, sealing the room shut with a thud.<Br>
<br>
Silence only momentarily returns to the room, before you hear the door buzz and the lock jolts. The door creaks open slightly, indicating the show is most definitely over.<Br>
<br>
<<ActionsHeader>>
<<link "Leave the stage, change and exit McTafey's for the night" "AvianLane">>
<<TimeChange>>
<<RemoveWig>>
<<RemoveOutfit>>
<<RemoveMakeup>>
<<QuestOptionComplete "Quest22" 1 "mcTafeys_backdoor">>
<<QuestTracker "Quest22" 2>>
<<QuestOptionUnlock "Quest22" 2 "woman">>
<<QuestOptionCheck "Quest22" 1 "tandi_repeat">>
<<if _QuestOptionCheck is true>><<QuestOptionComplete "Quest22" 1 "tandi_repeat">><</if>>
<<QuestOptionCheck "Quest22" 1 "tandi_refused_male">>
<<if _QuestOptionCheck is true>><<QuestOptionComplete "Quest22" 1 "tandi_refused_male">><</if>>
<<QuestOptionCheck "Quest22" 1 "tandi_refused">>
<<if _QuestOptionCheck is true>><<QuestOptionComplete "Quest22" 1 "tandi_refused">><</if>>
<<LocationKnown "RedRoom">>
<<SetFlag "CompleteOutfit" false>>
<<set $TandiScore to undefined>>
<<set $DicksStageDance to undefined>>
<<SetNPCLocation "Tandi" "0" "3" "RedRoomVIPBooth" "perm">>
<<SetNPCLocation "Tandi" "1" "3" "RedRoomVIPBooth" "perm">>
<<SetNPCLocation "Tandi" "2" "3" "RedRoomVIPBooth" "perm">>
<<SetNPCLocation "Tandi" "3" "3" "RedRoomVIPBooth" "perm">>
<<SetNPCLocation "Tandi" "4" "3" "RedRoomVIPBooth" "perm">>
<<SetNPCLocation "Tandi" "5" "3" "RedRoomVIPBooth" "perm">>
<<SetNPCLocation "Tandi" "6" "3" "RedRoomVIPBooth" "perm">>
<</link>>
<<elseif $TandiScore gte 3>>
The silence of the room now feels oppressive without the music playing. For a moment, you find yourself missing its soothing beat.<br>
<br>
“Heart didn’t seem in it, <<TrueName "Current">>,” Tandi’s voice says glumly. “Or maybe following isn’t your thing? If that’s the case, you should have come to see me perform.”<Br>
<br>
<<Flag "CompleteOutfit">>
<<if _FlagReturn is true>>
You hear a clucking sound over the speaker, as the silence returns. Then Tandi’s voice comes back, a little brighter. “But maybe I’m judging too harshly. After all, you have a coordinated look. Maybe dancing is just not the way you want to entertain?”<br>
<br>
“So you’ll help?” you say out loud to the empty air.<br>
<br>
<<LocationKnownCheck "RedRoom">>
<<if _LocationKnownCheck is true>>
You hear her titter again. “Come find me at the Red Room,” she says. “I think you know the way. And bring a guest too. A girl. You’ll need an assistant for the game. Or if you’d prefer to be the assistant, then I think you know how you need to dress when you come."<Br>
<<else>>
You hear her titter again. “Come find me at the Red Room,” she says. “It’s a club outside of town. You can get a taxi out there. You won’t be disappointed. And bring a guest too. A girl. You’ll need an assistant for the game. Or if you’d prefer to be the assistant, then I think you know how you need to dress when you come."<Br>
<</if>>
<br>
“Then you’ll tell me what I want to know?” you say, with a hint of irritation.<bR>
<bR>
The voice laughs, low and sultry. “I’ll do better than that. I’ll show you how to win.”<br>
<<if $PlayerCharacter.female is false>>
<br>“But no double-crosses,” she adds. “When I see you next at the Red Room, I don’t expect to be looking at a man.”<br>
<</if>>
<br>
The speaker system crackles and comes to an abrupt halt. Then the shutters descend. You watch as the hatch covers the cum coated windows, sealing the room shut with a thud.<bR>
<bR>
Silence only momentarily returns to the room, before you hear the door buzz and the lock jolts. The door creaks open slightly, indicating the show is most definitely over. <br>
<br>
<<ActionsHeader>>
<<link "Leave the stage, change and exit McTafey's for the night" "AvianLane">>
<<TimeChange>>
<<RemoveWig>>
<<RemoveOutfit>>
<<RemoveMakeup>>
<<QuestOptionComplete "Quest22" 1 "mcTafeys_backdoor">>
<<QuestTracker "Quest22" 2>>
<<QuestOptionUnlock "Quest22" 2 "woman">>
<<QuestOptionCheck "Quest22" 1 "tandi_repeat">>
<<if _QuestOptionCheck is true>><<QuestOptionComplete "Quest22" 1 "tandi_repeat">><</if>>
<<QuestOptionCheck "Quest22" 1 "tandi_refused_male">>
<<if _QuestOptionCheck is true>><<QuestOptionComplete "Quest22" 1 "tandi_refused_male">><</if>>
<<QuestOptionCheck "Quest22" 1 "tandi_refused">>
<<if _QuestOptionCheck is true>><<QuestOptionComplete "Quest22" 1 "tandi_refused">><</if>>
<<LocationKnown "RedRoom">>
<<SetFlag "CompleteOutfit" false>>
<<set $TandiScore to undefined>>
<<set $DicksStageDance to undefined>>
<<SetNPCLocation "Tandi" "0" "3" "RedRoomVIPBooth" "perm">>
<<SetNPCLocation "Tandi" "1" "3" "RedRoomVIPBooth" "perm">>
<<SetNPCLocation "Tandi" "2" "3" "RedRoomVIPBooth" "perm">>
<<SetNPCLocation "Tandi" "3" "3" "RedRoomVIPBooth" "perm">>
<<SetNPCLocation "Tandi" "4" "3" "RedRoomVIPBooth" "perm">>
<<SetNPCLocation "Tandi" "5" "3" "RedRoomVIPBooth" "perm">>
<<SetNPCLocation "Tandi" "6" "3" "RedRoomVIPBooth" "perm">>
<</link>>
<<else>>
You hear a clucking sound over the speaker, as the silence returns. Then Tandi’s voice comes back, a little brighter. “I’ll give you a second chance,” she says. “You can try your debut performance again. I'll even throw you another blank coin with your clothes to get a few more in your own name."<br>
<<if $PlayerCharacter.female is false>>
<br>"But maybe you’re on the wrong side of that glass, <<TrueName "Current">>," she continues. "If you don’t want to be the star of the show, I can get you behind that window. I’ll leave a special coin with your clothes too. One that will give you a hell of a performance. See you on the other side, <<TrueName "Current">>.”<br>
<</if>>
<br>
The speaker system crackles and comes to an abrupt halt. Then the shutters descend. You watch as the hatch covers the cum coated windows, sealing the room shut with a thud.<Br>
<br>
Silence only momentarily returns to the room, before you hear the door buzz and the lock jolts. The door creaks open slightly, indicating the show is most definitely over.<br>
<br>
<<ActionsHeader>>
<<link "Leave the stage, change and exit McTafey's for the night" "AvianLane">>
<<TimeChange>>
<<RemoveWig>>
<<RemoveOutfit>>
<<RemoveMakeup>>
<<SetFlag "CompleteOutfit" false>>
<<set $TandiScore to undefined>>
<<set $DicksStageDance to undefined>>
<<QuestOptionComplete "Quest22" 1 "mcTafeys_backdoor">>
<<TakeObjectNPC "Tandi" "BlankPennyFarthing">>
<<if $PlayerCharacter.female is false>>
<<QuestOptionUnlock "Quest22" 1 "tandi_refused">>
<<TakeObjectNPC "Tandi" "TandiPennyFarthing">>
<<else>>
<<QuestOptionUnlock "Quest22" 1 "tandi_repeat">>
<</if>>
<</link>>
<</if>>
<<else>>
The silence of the room now feels oppressive without the music playing. For a moment, you find yourself missing its soothing beat.<br>
<bR>
“No fun, <<TrueName "Current">>,” Tandi’s voice says glumly. “You didn’t even try."<br>
<br>
<<if $PlayerCharacter.female is false>>
"Or maybe following isn’t your thing? If that’s the case, you should have come to see me perform.”<Br>
<br>
You hear a clucking sound over the speaker, as the silence returns. Then Tandi’s voice comes back, a little brighter. “I’ll give you a second chance,” she says. “You can try your debut performance again. I'll even throw you another blank coin with your clothes to get a few more in your own name."<br>
<br>
"But maybe you’re on the wrong side of that glass, <<TrueName "Current">>," she continues. "If you don’t want to be the star of the show, I can get you behind that window. I’ll leave a special coin with your clothes too. One that will give you a hell of a performance. See you on the other side, <<TrueName "Current">>.”<br>
<<else>>
You hear a clucking sound over the speaker, as the silence returns. Then Tandi’s voice comes back, a little brighter. “I’ll give you a second chance,” she says. “You can try your debut performance again. I'll even throw you another blank coin with your clothes to get a few more in your own name."<br>
<</if>>
<br>
The speaker system crackles and comes to an abrupt halt. Then the shutters descend. You watch as the hatch covers the cum coated windows, sealing the room shut with a thud.<Br>
<br>
Silence only momentarily returns to the room, before you hear the door buzz and the lock jolts. The door creaks open slightly, indicating the show is most definitely over.<Br>
<br>
<<ActionsHeader>>
<<link "Leave the stage, change and exit McTafey's for the night" "AvianLane">>
<<TimeChange>>
<<RemoveWig>>
<<RemoveOutfit>>
<<RemoveMakeup>>
<<SetFlag "CompleteOutfit" false>>
<<set $TandiScore to undefined>>
<<set $DicksStageDance to undefined>>
<<TakeObjectNPC "Tandi" "BlankPennyFarthing">>
<<QuestOptionComplete "Quest22" 1 "mcTafeys_backdoor">>
<<if $PlayerCharacter.female is false>>
<<QuestOptionUnlock "Quest22" 1 "tandi_refused">>
<<TakeObjectNPC "Tandi" "TandiPennyFarthing">>
<<else>>
<<QuestOptionUnlock "Quest22" 1 "tandi_repeat">>
<</if>>
<</link>>
<</if>>
<<case "FirstRefuse">>
“No,” you spit back. “I won’t do that.”<Br>
<br>
There is a long moment where the only thing you can hear is the sound of the music throbbing away. You hear another rap from a fist against the window. The shadows growing restless.<Br>
<bR>
<<if $PlayerCharacter.female is true>>
“You’ve got some fire,” Tandi’s voice finally comes back over the speaker. “I like that. Maybe Gladys got it right, finally.”<Br>
<Br>
“So you’ll help?” you say out loud.<Br>
<Br>
<<LocationKnownCheck "RedRoom">>
<<if _LocationKnownCheck is true>>
You hear her titter again. “Come find me at the Red Room,” she says. “I think you know the way. And bring a guest too. A girl. You’ll need an assistant for the game. Or if you’d prefer to be the assistant, then I think you know how you need to dress when you come."<Br>
<<else>>
You hear her titter again. “Come find me at the Red Room,” she says. “It’s a club outside of town. You can get a taxi out there. You won’t be disappointed. And bring a guest too. A girl. You’ll need an assistant for the game. Or if you’d prefer to be the assistant, then I think you know how you need to dress when you come."<Br>
<</if>>
<br>
“Then you’ll tell me what I want to know?” you say, with a hint of irritation.<bR>
<bR>
The voice laughs, low and sultry. “I’ll do better than that. I’ll show you how to win.”<br>
<br>
The speaker system crackles and comes to an abrupt halt. You think you hear a needle being raised. Then the shutters descend. You see the shadows pressed up at the window, fists hammering as the hatch clasps shut.<br>
<Br>
Silence only momentarily returns to the room, before you hear the door buzz and the lock jolts. The door creaks open slightly, indicating the show is most definitely over.<br>
<br>
<<ActionsHeader>>
<<link "Leave the stage, change and exit McTafey's for the night" "AvianLane">>
<<TimeChange>>
<<RemoveWig>>
<<RemoveOutfit>>
<<RemoveMakeup>>
<<QuestOptionComplete "Quest22" 1 "mcTafeys_backdoor">>
<<QuestTracker "Quest22" 2>>
<<QuestOptionCheck "Quest22" 1 "tandi_repeat">>
<<if _QuestOptionCheck is true>><<QuestOptionComplete "Quest22" 1 "tandi_repeat">><</if>>
<<QuestOptionCheck "Quest22" 1 "tandi_refused_male">>
<<if _QuestOptionCheck is true>><<QuestOptionComplete "Quest22" 1 "tandi_refused_male">><</if>>
<<QuestOptionCheck "Quest22" 1 "tandi_refused">>
<<if _QuestOptionCheck is true>><<QuestOptionComplete "Quest22" 1 "tandi_refused">><</if>>
<<QuestOptionUnlock "Quest22" 2 "man_choose">>
<<SetNPCLocation "Tandi" "0" "3" "RedRoomVIPBooth" "perm">>
<<SetNPCLocation "Tandi" "1" "3" "RedRoomVIPBooth" "perm">>
<<SetNPCLocation "Tandi" "2" "3" "RedRoomVIPBooth" "perm">>
<<SetNPCLocation "Tandi" "3" "3" "RedRoomVIPBooth" "perm">>
<<SetNPCLocation "Tandi" "4" "3" "RedRoomVIPBooth" "perm">>
<<SetNPCLocation "Tandi" "5" "3" "RedRoomVIPBooth" "perm">>
<<SetNPCLocation "Tandi" "6" "3" "RedRoomVIPBooth" "perm">>
<<LocationKnown "RedRoom">>
<<SetFlag "CompleteOutfit" false>>
<<set $TandiScore to undefined>>
<<set $DicksStageDance to undefined>>
<</link>>
<<elseif $PlayerCharacter.female is false>>
“You’ve got some fire,” Tandi’s voice finally comes back over the speaker. “I like that. Maybe Gladys got it right, finally.”<br>
<br>
“So you’ll help?” you say out loud.<Br>
<br>
“I’ll give you a second chance,” the voice replies. “You can try your debut performance again. But I warn you, the punters don’t like a tease. You come back as a girl, you’ll be performing. Got it? I’ll leave a coin with your clothes for your next visit.”<br>
<br>
“And if I don’t want to perform?”<br>
<br>
There a pause, then a giggle. “Maybe you’re on the wrong side of that glass, <<TrueName "Current">>. If you don’t want to be the star of the show, I can get you behind that window. I’ll leave another coin with your clothes. One that will give you a hell of a performance. See you on the other side, <<TrueName "Current">>.”<Br>
<br>
The speaker system crackles and comes to an abrupt halt. You think you hear a needle being raised. Then the shutters descend. You see the shadows pressed up at the window, fists hammering as the hatch clasps shut.<br>
<Br>
Silence only momentarily returns to the room, before you hear the door buzz and the lock jolts. The door creaks open slightly, indicating the show is most definitely over.<Br>
<br>
<<ActionsHeader>>
<<link "Leave the stage, change and exit McTafey's for the night" "AvianLane">>
<<TimeChange>>
<<RemoveWig>>
<<RemoveOutfit>>
<<RemoveMakeup>>
<<QuestOptionComplete "Quest22" 1 "mcTafeys_backdoor">>
<<QuestOptionUnlock "Quest22" 1 "tandi_refused">>
<<SetFlag "CompleteOutfit" false>>
<<set $TandiScore to undefined>>
<<set $DicksStageDance to undefined>>
<<SetFlag "TandiPerformRefuse">>
<<TakeObjectNPC "Tandi" "BlankPennyFarthing">>
<<TakeObjectNPC "Tandi" "TandiPennyFarthing">>
<</link>>
<</if>>
<</switch>><b>Dicks - Peepshow Booth</b><br>
<img src="./images/Dicks_Booth.png"><br>
<br>A small, cramped booth lit only by a hazy bulb in the centre of the ceiling. More posters decorate its walls, along with oversized postcards with names of girls. Two small wooden benches run parallel to the room. A hatch is built into the front, currently pulled down.<br>
<br>
<<CheckFirst "DicksBooth">>
<<if _CheckFirst is false>>
You look around as you enter. The door leads to a cramped booth. Two things strike out at you. The posters and postcards littering the wall, some with names. The other, the huge shutter hatch at the end, closed.<br>
<br>
The door closes behind you. You look back and try the handle, but you find it locked. From within, you hear something ticking. You surmise that the door is on a timer, unless what you’ve learned from spy movies is actually true. At which point, you'll soon be vaporised.<Br>
<Br>
<I>Doesn’t feel very Charlton though, does it? They have more subtle ways.</i><Br>
<</if>>
<Br>
<<QuestOptionCheck "Quest22" 1 "mcTafeys_backdoor">>
<<if _QuestOptionCheck is true>>
Left with no choice, you take a seat. Time ticks away, with no indication of it passing. You idly scan the postcards for names you recognise. Lucy. Lena. Jessica.<Br>
<br>
The mechanical groan of the shutters jolts you out of your thoughts. Music fades in from a hidden speaker in the booth, the slow, grimy pulse of bass and drums filling the room with a humid, oppressive heat. The hatch shudders up, revealing a window. You lean forward to look.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Look through the window" "DicksBoothWindow">><<AddFirst "DicksBooth">><</link>><<switch $DicksBoothWindow>>
<<case undefined>>
<img src="./images/Dicks_Stage.png"><br>
<br>
You peer through the window to see a dirty hexagonal room. Each side has a shutter in, identical to the one that just raised. Bulbs light the area from above. And at the middle of the room is a raised circular wooden stage, scuffed by marks, a silver pole reaching up to the ceiling in its centre.<Br>
<bR>
The pulse of the slow drums and bass continue to blare and crackle over the hidden speaker as your eyes adjust to the new light flooding into your booth. Then a figure twirls across the window. You jump back, but when you look again, the room is still empty.<Br>
<bR>
<<TandiRefuseState>>
<<if _TandiRefuseState is "refused" or _TandiRefuseState is "repeat">>
“Back again?” you hear a woman’s voice say over the speaker. It’s coy and innocent but laced with a sensual undertone. Perfectly judged and pitched. You recognise it immediately. Tandi.<Br>
<br>
You crane your neck to the edge of the window, trying to see the figure. Just to the side do you see a glimpse of tanned skin. Then it moves past again, spinning as she steps to the side.<Br>
<br>
Tandi. It must be.<bR>
<Br>
“Trying a different approach, are you <<TrueName "Current">>?” Tandi continues. “Feels different being the one behind the window, doesn’t it?”<bR>
<bR>
Another twirl. This time they stop in the centre of the window. You see a pert bubblebutt bum pushed against the pane, a tiny pink G-string the only thing keeping you from seeing everything.<br>
<br>
The arse begins to grind to the music, millimeters from the glass. Slow and sensual, round and round.<bR>
<br>
“Or is this more personal?” she asks over the tannoy. “I can just give you a show if you like.”<br>
<bR>
The woman inside the room spins away, out of sight once more. You try to follow her, but she’s once again hidden from your view.<Br>
<bR>
“But that wouldn't be as much fun,” the voice adds. “After all, you’ve got a world to save.”<br>
<br>
And then the figure twirls past your window into the centre of the room. She grabs hold of the pole and spins her body around it, looking back at you with only a hint of a smile.<br>
<br>
Instinctively, almost obviously, you know who it is. Tandi. As she now is.<Br>
<Br>
<<ActionsHeader>>
<<link "Look at Tandi" "DicksBoothWindow">><<NPCKnown "Tandi">><<set $DicksBoothWindow to "LookTandi">><</link>><br>
<<elseif _TandiRefuseState is "refused_male">>
“Back again?” you hear Tandi's voice say over the speaker. Her figure moves past the window, spinning as she steps to the side.<Br>
<br>
Tandi. It must be.<bR>
<Br>
“Thought I gave you a coin for a different type of show, <<TrueName "Current">>?” Tandi continues. "Seems like some people have been loose with my coins.”<bR>
<bR>
Another twirl. This time she stops in the centre of the window. You see her pert bubblebutt bum pushed against the pane, a tiny pink G-string the only thing keeping you from seeing everything.<br>
<br>
Tandi begins to grind to the music, millimeters from the glass. Slow and sensual, round and round.<bR>
<br>
“Or do you want to try again?” she asks over the tannoy. “I can just give you another show if you like.”<br>
<bR>
She twirls past your window into the centre of the room, grabbing hold of the pole and spins her body around it to look at you.<br>
<br>
“So tell me,” she adds, cupping her breasts with her hands. “What do you want me to do?”<br>
<br>
<<ActionsHeader>>
<<link "Give Tandi a direction" "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "Give">><<Assertive 1>><</link>><Br>
<<link "Refuse to play her game" "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "Refuse">><<Greedy -1>><</link>>
<<else>>
“Finally come to play,” you hear a woman’s voice say over the speaker. It’s coy and innocent but laced with a sensual undertone. Perfectly judged and pitched.<Br>
<br>
You crane your neck to the edge of the window, trying to see the figure. Just to the side do you see a glimpse of tanned skin. Then it moves past again, spinning as she steps to the side.<Br>
<br>
She. It’s definitely a woman. You caught enough of a thigh to know.<br>
<br>
“Been expecting you, <<TrueName "Current">>,” the voice on the speaker continues. “Hear you’ve been asking about me. Dunno if Gladys would like her chosen one being in a place like this, though.”<Br>
<bR>
Another twirl. This time they stop in the centre of the window. You see a pert bubblebutt bum pushed against the pane, a tiny pink G-string the only thing keeping you from seeing everything.<br>
<br>
The arse begins to grind to the music, millimeters from the glass. Slow and sensual, round and round.<br>
<br>
“Or is this more personal?” the voice asks over the tannoy. “I can just give you a show if you like.”<Br>
<br>
The woman inside the room spins away, out of sight once more. You try to follow her, but she’s once again hidden from your view.<br>
<Br>
“But that wouldn't be as much fun,” the voice adds. “After all, you’ve got a world to save.”<br>
<br>
And then the figure twirls past your window into the centre of the room. She grabs hold of the pole and spins her body around it, looking back at you with only a hint of a smile.<br>
<br>
Instinctively, almost obviously, you know who it is. Tandi. As she now is.<Br>
<Br>
<<ActionsHeader>>
<<link "Look at Tandi" "DicksBoothWindow">><<NPCKnown "Tandi">><<set $DicksBoothWindow to "LookTandi">><</link>><br>
<</if>>
<<case "LookTandi">>
<br>
<center><img src="./images/tandi_stage.png"></center><br>
<br>
You take in the woman through the window. Her hair is dyed blonde. Her lips look fuller and you’re not sure if it’s just the pink glossy make-up. Long eyelashes line her shadowy eyes. Heavy pink blusher is spread across her cheeks.<br>
<bR>
And her clothes. The crop-top covers her breasts. For now. But they are pushed up high. Under the lights, you think you can see through the material. Just enough to see her nipples beneath.<br>
<bR>
The pink G-string is less subtle. As she grinds her body against the pole, you can see everything but her most private areas. Her buttocks are too pushed up by her transparent stripper heels, chunky and the stiletto high.<br>
<bR>
Once a moment has passed, she flashes you a professional grin. Turning her back to you, she begins to grind against the pole. Pushing it between her buttocks. Shifting up and down as she bends over from her waist. She glances back over her shoulder towards you and smiles, flicking her pigtails up in the air.<br>
<bR>
“Tandi?” you stammer. You notice her grin. However this peep show works, you know she can hear you.<br>
<br>
“What’s the matter, <<TrueName "Current">>?" you see her say. You can’t hear her, but somehow her mouth matches the voice on the speaker. “Don’t like what you see?”<br>
<br>
She grins and pulls herself back to a standing position, turning and casually swinging around the pole before coming to a stop.<br>
<br>
<<ActionsHeader>>
<<link "Talk to Tandi" "DicksBoothTandiDialogue0">><<set $DicksBoothWindow to undefined>><<DialogueUnlock "Gladys" "TandiFound">><</link>>
<</switch>><<StartConversation "Tandi" "DicksBooth">>
Tandi continues to move in time with the music, switching from grinding her hips against the pole and swinging around it with one hand. With each movement, she looks over at your window.<Br>
<br>
<<ActionsHeader>>
<<QuestOptionCheck "Quest22" 1 "tandi_refused">>
<<if _QuestOptionCheck is true>>
<<DialogueSpokenSecretKnown "Tandi" "DancingAboutHer">>
<<if _Discussed is false>><<link "Ask what happened to her" "TandiDialogue">><<set $TandiDialogue to "DancingAboutHer">><<DialogueDone "Tandi" "DancingAboutHer">><</link>><br><</if>>
<<link "Ask her what she wants" "DicksBoothTandiDance">><<EndConversation "Tandi">><</link>><br>
<<else>>
<<DialogueSpokenSecretKnown "Tandi" "DancingAboutHer">>
<<if _Discussed is false>><<link "Ask what happened to her" "TandiDialogue">><<set $TandiDialogue to "DancingAboutHer">><<DialogueDone "Tandi" "DancingAboutHer">><</link>><br><</if>>
<<DialogueSpokenSecretKnown "Tandi" "DancingAboutGladys">>
<<if _Discussed is false>><<link "Ask about Gladys" "TandiDialogue">><<set $TandiDialogue to "DancingAboutGladys">><<DialogueDone "Tandi" "DancingAboutGladys">><</link>><br><</if>>
<<DialogueSpokenSecretKnown "Tandi" "DancingAboutYou">>
<<if _Discussed is false>><<link "Ask about what she knows about you" "TandiDialogue">><<set $TandiDialogue to "DancingAboutYou">><<DialogueDone "Tandi" "DancingAboutYou">><</link>><br><</if>>
<<DialogueSpokenSecretKnown "Tandi" "DancingAboutProm">>
<<if _Discussed is false>><<link "Ask about the prom" "TandiDialogue">><<set $TandiDialogue to "DancingAboutProm">><<DialogueDone "Tandi" "DancingAboutProm">><</link>><br><</if>>
<<DialogueSpokenSecretKnown "Tandi" "DancingAboutProm">>
<<if _Discussed is true>><<link "Tell her you're finished and ask her what she wants" "DicksBoothTandiDance">><<EndConversation "Tandi">><</link>><br><</if>>
<</if>><<switch $DicksBoothTandiDance>>
<<case undefined>>
“Okay,” you say. “I’ll bite. What little game do you want to play?”<br>
<Br>
Tandi’s eyes sparkle and she giggles, spinning around the pole again. “I’m so glad you asked, <<TrueName "Current">>.”<br>
<Br>
She comes to a stop and looks over at you, absent-mindedly swaying to the music. “I thought you might be too square to play games.”<Br>
<Br>
“I need to know about the prom,” you state plainly. “And what you know about what’s going to happen.”<br>
<br>
<<if $PlayerCharacter.cheerleader is true>>
She begins to grind her hips as she arches her back, pushing her breasts towards you. “What’s the matter? Stitch worried I know enough to stop him?”<br>
<Br>
She twirls on her heels to face away, looking over her shoulder as she pushes her bum out in your direction. “Did you think I hadn’t heard who you sided with? Poor Chrissie. Even she didn’t deserve that.”<Br>
<<else>>
She begins to grind her hips as she arches her back, pushing her breasts towards you. “What’s the matter? Gladys worried that you can’t beat the cheerleaders? Even as a woman?”<br>
<br>
She twirls on her heels to face away, looking over her shoulder as she pushes her bum out in your direction. “Did you think I didn’t know what happens? It says a lot about her that she had to find a man to do what she wouldn’t let a girl take on.”<br>
<</if>>
<Br>
You pause, momentarily struck by her revelation. She titters and returns to dancing against the pole, eyes sparkling even though you’re not sure she can see you through the glass.<br>
<br>
“They’re all lying to you,” she continues. Her eyes flick down at her own body as she runs her hands over her stomach and breasts. “Whether it’s promises of power, or selfless service to save your sister.” Her eyes flick up towards you, a suggestive smile spreading across her face. “Or is she now more of a twin?”<Br>
<Br>
She lets the words hang, then shifts to face away from you again. She bends at the waist, reaching through her legs to run a hand over her G-string.<bR>
<bR>
“I know a way you don’t have to do what they say,” she continues, her voice low enough that it now threads into the music. Your eyes drift to her hand. She appears to be massaging herself through the string. “I’ll tell you all about the prom. What’s to come. And how to,” she pauses as she murmurs. “Stop it.”<br>
<br>
She moves her hand away and you see her face appear between her legs, fingertips spread on the floor, pigtails hanging down. She grins back at you. “But first, let’s play a game. To find out what sort of man you are.”<br>
<br>
She pushes herself on to her fingertips and hoists her legs into the air. A perfect handstand. Then carefully, she shifts her legs over her body. One after the other. Her heels touch the floor, sturdy as if there were flats. She looks back over her shoulder, grinning. “You’ve seen what I can do, <<TrueName "Current">>.”<Br>
<br>
“So tell me,” she adds, cupping her breasts with her hands. “What do you want me to do?”<br>
<br>
<<ActionsHeader>>
<<link "Give Tandi a direction" "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "Give">><<Assertive 1>><</link>><Br>
<<link "Refuse to play her game" "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "Refuse">><<Greedy -1>><</link>>
<<case "Give">>
You take a deep breath, trying to decipher what she wants. “Come here,” you say. “Dance for me.”<br>
<br>
There’s a glint of a smile as she titters off the stage and sways her hips as she stands in front of the window. She raises her arms in the air, gyrating her hips in front of you. At this distance, you can see the curves of her inner thigh. <br>
<br>
“That’s it,” she whispers over the speaker. “Tell me what to do, <<TrueName "Current">>. Show me what you really want. And I’ll tell you all you want to know.”<br>
<bR>
Her eyes drift down to her breasts, then back up to the glass. She leans forward, just enough to give you a front-row seat to looking down her top. “Tell me,” she repeats.<br>
<Br>
<<ActionsHeader>>
<<StatCheckAssertive "gt" 60>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Tell her to take off her top">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "FirstAssertTopPass">><<TandiScore 2>><</link>><br>
<<else>><<link _StatAssertiveProbability "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "FirstAssertTopFail">><<Assertive 1>><</link>><br><</if>>
<<StatCheckAssertive "gt" 50>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Tell her to slap her arse">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "FirstAssertSlapPass">><<TandiScore 1>><</link>><br>
<<else>><<link _StatAssertiveProbability "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "FirstAssertSlapFail">><<Assertive 1>><</link>><br><</if>>
<<link "Just tell her to dance some more" "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "FirstDance">><</link>><br>
<<case "FirstAssertTopPass">>
“Take your top off,” you say, with firm conviction.<br>
<br>
She grins as she hears not just your words, but your tone. “Oh yes sir,” she says. Without breaking her gyrating, she reaches out and pulls her top clean off and casts it to the side.<br>
<br>
Her pert tits hang in front of you, only the glass separating you from being inches from them. They look all-natural, but they are bigger than you anticipated. As if to emphasise, she puts her hands underneath them, pushing them forward. “You like these?” she purrs. “You like my big titties, <<TrueName "Current">>?”<br>
<br>
Her nipples press up against the glass and her boobs smear down. You hear the glass creak as she smudges the window. She titters and pulls back, putting her finger to her lips even as she continues to move and claps a breast with her other hand. “Oops. I made a mess. Better clean it up.”<br>
<br>
Tandi leans in and runs her tongue down the smear, smearing saliva across it. She pushes her lips to the glass, planting a lipstick mark just above the spit running down the window. “Much better,” she titters. <br>
<br>
She pulls back and begins to massage her breasts in front of you, grinding her hips to the rhythm of the music. “What other dirty little things would you like me to do, <<TrueName "Current">>?”
<Br>
You stare back through the window, seeing her saliva running. The game is now clear. Do you want to really encourage this behaviour from her, though?<Br>
<Br>
<<ActionsHeader>>
<<StatCheckAssertive "gt" 65>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Tell her to take off her G-string">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "SecondAssertStringPass">><<Greedy 2>><<TandiScore 2>><</link>><br>
<<else>><<link _StatAssertiveProbability "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "SecondAssertStringFail">><<Greedy 2>><<Assertive 1>><</link>><br><</if>>
<<StatCheckAssertive "gt" 55>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Tell her to play with her nipples">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "SecondAssertPlayPass">><<Greedy 1>><<TandiScore 1>><</link>><br>
<<else>><<link _StatAssertiveProbability "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "SecondAssertPlayFail">><<Greedy 1>><<Assertive 1>><</link>><br><</if>>
<<link "Tell her to just cup her breasts" "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "SecondCup">><</link>><br>
<<case "FirstAssertTopFail">>
“Take your top off,” you say, if with a little hesitation.<br>
<Br>
She looks back at you with narrowed eyes as she hears not just your words, but your tone. “Doesn’t sound like you really want me to, <<TrueName "Current">>. Unfortunately for you, I’m a little too hot in here.”<br>
<Br>
Without breaking her gyrating, she reaches out and pulls her top clean off and casts it to the side. Her pert tits hang in front of you, only the glass separating you from being inches from them. They look all-natural, but they are bigger than you anticipated. As if to emphasise, she puts her hands underneath them, pushing them forward. “Not a big tits man, <<TrueName "Current">>?” she purrs. “Maybe you just need a closer look.“<Br>
<Br>
Her nipples press up against the glass and her boobs smear down. You hear the glass creak as she smudges the window. She titters and pulls back, putting her finger to her lips even as she continues to move and claps a breast with her other hand. “Oops. I made a mess. Better clean it up.”<br>
<Br>
Tandi leans in and runs her tongue down the smear, smearing saliva across it. She pushes her lips to the glass, planting a lipstick mark just above the spit running down the window. “Much better,” she titters. <br>
<Br>
She pulls back and begins to massage her breasts in front of you, grinding her hips to the rhythm of the music. “Come on, <<TrueName "Current">>. Don’t be a spoilsport. Tell me what you really want.”<br>
<Br>
You stare back through the window, seeing her saliva running. The game is now clear. Do you want to really encourage this behaviour from her, though?<br>
<Br>
<<ActionsHeader>>
<<StatCheckAssertive "gt" 65>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Tell her to take off her G-string">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "SecondAssertStringPass">><<Greedy 2>><<TandiScore 2>><</link>><br>
<<else>><<link _StatAssertiveProbability "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "SecondAssertStringFail">><<Greedy 2>><<Assertive 1>><</link>><br><</if>>
<<StatCheckAssertive "gt" 55>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Tell her to play with her nipples">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "SecondAssertPlayPass">><<Greedy 1>><<TandiScore 1>><</link>><br>
<<else>><<link _StatAssertiveProbability "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "SecondAssertPlayFail">><<Greedy 1>><<Assertive 1>><</link>><br><</if>>
<<link "Tell her to just cup her breasts" "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "SecondCup">><</link>><br>
<<case "FirstAssertSlapPass">>
“Slap that arse of yours,” you say, with firm conviction.<br>
<Br>
She grins as she hears not just your words, but your tone. “Oh yes sir,” she says. Without breaking her gyrating, she turns around and leans over at the waist, pushing her bum towards the window.<Br>
<Br>
WHACK!<br>
<Br>
Her hand strikes her bum with enough force that you hear it through the glass. She looks back at you over her shoulder, still moving, but biting her lip. Already, you see the red mark of her hand on her left butt cheek.<Br>
<br>
WHACK!<br>
<Br>
Another blow from her own hand. She whimpers over the speaker, but her eyes burn with arousal. “I never got this at school,” you hear her coyly say.<Br>
<Br>
WHACK!<Br>
<br>
Her butt cheek glows red, the bruising forming quickly. She titters and turns back to face you. “Oh. That got me all hot and bothered,” she demurs.<Br>
<br>
Without breaking her dancing, she pulls her top clean off and casts it to the side. Her pert tits hang in front of you, only the glass separating you from being inches from them. They look all-natural, but they are bigger than you anticipated.<br>
<br>
She begins to massage her breasts in front of you, grinding her hips to the rhythm of the music. “What other dirty little things would you like me to do, <<TrueName "Current">>?”<Br>
<Br>
You stare back through the window, seeing her saliva running. The game is now clear. Do you want to really encourage this behaviour from her, though?<br>
<Br>
<<ActionsHeader>>
<<StatCheckAssertive "gt" 65>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Tell her to take off her G-string">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "SecondAssertStringPass">><<Greedy 2>><<TandiScore 2>><</link>><br>
<<else>><<link _StatAssertiveProbability "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "SecondAssertStringFail">><<Greedy 2>><<Assertive 1>><</link>><br><</if>>
<<StatCheckAssertive "gt" 55>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Tell her to play with her nipples">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "SecondAssertPlayPass">><<Greedy 1>><<TandiScore 1>><</link>><br>
<<else>><<link _StatAssertiveProbability "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "SecondAssertPlayFail">><<Greedy 1>><<Assertive 1>><</link>><br><</if>>
<<link "Tell her to just cup her breasts" "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "SecondCup">><</link>><br>
<<case "FirstAssertSlapFail">>
“Slap your arse,” you say, if with a little hesitation.<br>
<br>
She looks back at you with narrowed eyes as she hears not just your words, but your tone. “Doesn’t sound like you really want me to, <<TrueName "Current">>. Like this?”<Br>
<br>
She still faces you, but pats her bum with a cheeky slap. It barely makes a sound. She giggles. “Or like this?” She raises her hand only a fraction more this time, slapping her other arse cheek playfully.<br>
<br>
“Mmmhmmm,” you say, unsure of how far to press this.<br>
<Br>
Her eyes narrow further and her smile withers just slightly. “I don’t think this is what you want, is it <<TrueName "Current">>? Or maybe you just need some further stimulation."<bR>
<br>
Without breaking her gyrating, she pulls her top clean off and casts it to the side. Her pert tits hang in front of you, only the glass separating you from being inches from them. They look all-natural, but they are bigger than you anticipated. As if to emphasise, she puts her hands underneath them, pushing them forward. <Br>
<Br>
She pulls back and begins to massage her breasts in front of you, grinding her hips to the rhythm of the music. “Come on, <<TrueName "Current">>. Don’t be a spoilsport. Tell me what you really want.”<br>
<Br>
You stare back through the window, seeing her saliva running. The game is now clear. Do you want to really encourage this behaviour from her, though?<br>
<Br>
<<ActionsHeader>>
<<StatCheckAssertive "gt" 65>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Tell her to take off her G-string">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "SecondAssertStringPass">><<Greedy 2>><<TandiScore 2>><</link>><br>
<<else>><<link _StatAssertiveProbability "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "SecondAssertStringFail">><<Greedy 2>><<Assertive 1>><</link>><br><</if>>
<<StatCheckAssertive "gt" 55>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Tell her to play with her nipples">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "SecondAssertPlayPass">><<Greedy 1>><<TandiScore 1>><</link>><br>
<<else>><<link _StatAssertiveProbability "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "SecondAssertPlayFail">><<Greedy 1>><<Assertive 1>><</link>><br><</if>>
<<link "Tell her to just cup her breasts" "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "SecondCup">><</link>><br>
<<case "FirstDance">>
“Just… keep on dancing,” you stammer.<bR>
<Br>
She pouts as she hears your words. “Is that all you really want, <<TrueName "Current">>? Are you sure girls do it for you?”<br>
<Br>
She continues to dance, but cups her breasts up in her top. Pulling them through the fabric and pushing them together. “Don’t you want to see these?” she purrs. “Let’s see if you’re just shy.”<br>
<Br>
Without breaking her gyrating, she pulls her top clean off and casts it to the side. Her pert tits hang in front of you, only the glass separating you from being inches from them. They look all-natural, but they are bigger than you anticipated.<Br>
<Br>
As if to emphasise, she puts her hands underneath them, pushing them forward. “Not a big tits man, <<TrueName "Current">>?” she purrs. “Maybe you just need a closer look.“<br>
<bR>
Her nipples press up against the glass and her boobs smear down. You hear the glass creak as she smudges the window. She titters and pulls back, putting her finger to her lips even as she continues to move and claps a breast with her other hand. “Oops. I made a mess. Better clean it up.”<Br>
<br>
Tandi leans in and runs her tongue down the smear, smearing saliva across it. She pushes her lips to the glass, planting a lipstick mark just above the spit running down the window. “Much better,” she titters.<br>
<Br>
She pulls back and begins to massage her breasts in front of you, grinding her hips to the rhythm of the music. “Come on, <<TrueName "Current">>. Don’t be a spoilsport. Tell me what you really want.”<br>
<br>
You stare back through the window, seeing her saliva running. The game is now clear. Do you want to really encourage this behaviour from her, though?<Br>
<Br>
<<ActionsHeader>>
<<StatCheckAssertive "gt" 65>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Tell her to take off her G-string">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "SecondAssertStringPass">><<Greedy 2>><<TandiScore 2>><</link>><br>
<<else>><<link _StatAssertiveProbability "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "SecondAssertStringFail">><<Greedy 2>><<Assertive 1>><</link>><br><</if>>
<<StatCheckAssertive "gt" 55>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Tell her to play with her nipples">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "SecondAssertPlayPass">><<Greedy 1>><<TandiScore 1>><</link>><br>
<<else>><<link _StatAssertiveProbability "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "SecondAssertPlayFail">><<Greedy 1>><<Assertive 1>><</link>><br><</if>>
<<link "Tell her to just cup her breasts" "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "SecondCup">><</link>><br>
<<case "SecondAssertStringPass">>
“Take that G-string off,” you command her.<br>
<br>
Tandi gleams as she hears your words. She pushes her legs together and rolls her G-string down her legs, her breasts hanging near the window in front of your face as she does so.<br>
<Br>
Then it’s tossed across the room and she stands back legs astride, thrusting her groin forward towards the glass.<br>
<br>
You can’t help but stare. Her smooth hairless pussy is millimeters from your lips. Small and narrow, it already glistens in the light.<br>
<br>
“You make me so wet, <<TrueName "Current">>,” Tandi purrs over the speaker. “Look.”<br>
<Br>
She arches back and takes a step forward. Her pussy presses up against the window, juices streaking against the pane as she dances. She gasps and titters as her lips rub against the window. “It’s cold,” she murmurs. <br>
<Br>
Taking a step back, she returns to dancing. She runs her hands up and down her thighs, her pink fingertips almost flirting with her own clit before pulling away. <Br>
<Br>
“Ready for the big climax, <<TrueName "Current">>? How do you want me to finish?”<br>
<Br>
You watch her fingers dance over her pussy, then look up at her face. Behind there is the Tandi you’ve heard about. You know what she wants now, but do you want to encourage her further?<Br>
<Br>
<<ActionsHeader>>
<<StatCheckAssertive "gt" 70>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Tell her to finger herself">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "ThirdAssertHerselfPass">><<Greedy 2>><<TandiScore 2>><</link>><br>
<<else>><<link _StatAssertiveProbability "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "ThirdAssertHerselfFail">><<Greedy 2>><<Assertive 1>><</link>><br><</if>>
<<StatCheckAssertive "gt" 65>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Tell her to play with her clit">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "ThirdAssertPlayPass">><<Greedy 1>><<TandiScore 1>><</link>><br>
<<else>><<link _StatAssertiveProbability "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "ThirdAssertPlayFail">><<Greedy 1>><<Assertive 1>><</link>><br><</if>>
<<link "Tell her to just spread her legs" "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "ThirdLegs">><</link>><br>
<<case "SecondAssertStringFail">>
“Can you take that G-string off?” you ask.<br>
<Br>
Tandi looks back at you, smile fading as she continues to dance. “Are you asking me, <<TrueName "Current">>? Or telling me?”<Br>
<br>
You reflexively gulp. “Asking?”<br>
<Br>
“That sounded like another question,” She titters. “Just remember. Nice guys always finish last. Still, a show is a show.”<br>
<br>
She pushes her legs together and rolls her G-string down her legs, her breasts hanging near the window in front of your face as she does so.<br>
<Br>
Then it’s tossed across the room and she stands back legs astride, thrusting her groin forward towards the glass.<Br>
<Br>
You can’t help but stare. Her smooth hairless pussy is millimeters from your lips. Small and narrow, it looks tiny. And dry.<br>
<Br>
“Weren’t sure if you wanted to see it?” Tandi purrs over the speaker. “Maybe you just need a closer look.”<br>
<Br>
She arches back and takes a step forward. Her pussy presses up against the window, lips spreading against the pane as she dances. She says nothing as her lips rub against the window. You glance up and just see her the smile of a professional looking back through the window.<br>
<Br>
Taking a step back, she returns to dancing. She runs her hands up and down her thighs, her pink fingertips almost flirting with her own clit before pulling away.<br>
<Br>
“You can be honest with me, <<TrueName "Current">>,” she continues. “Tell me how you want the show to climax. How do you want me to finish?”<br>
<Br>
Watching her fingers dance over her pussy, you look up at her face. Behind there is the Tandi you’ve heard about. You know what she wants now, but do you want to encourage her further?<Br>
<Br>
<<ActionsHeader>>
<<StatCheckAssertive "gt" 70>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Tell her to finger herself">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "ThirdAssertHerselfPass">><<Greedy 2>><<TandiScore 2>><</link>><br>
<<else>><<link _StatAssertiveProbability "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "ThirdAssertHerselfFail">><<Greedy 2>><<Assertive 1>><</link>><br><</if>>
<<StatCheckAssertive "gt" 65>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Tell her to play with her clit">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "ThirdAssertPlayPass">><<Greedy 1>><<TandiScore 1>><</link>><br>
<<else>><<link _StatAssertiveProbability "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "ThirdAssertPlayFail">><<Greedy 1>><<Assertive 1>><</link>><br><</if>>
<<link "Tell her to just spread her legs" "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "ThirdLegs">><</link>><br>
<<case "SecondAssertPlayPass">>
“Play with your nipples,” you instruct her.<br>
<Br>
Tandi grins as she hears your words. She cups her breasts with her hands, then tenderly runs a forefinger over one of her nips. You watch as she gasps and you can’t tell how much is theatrical or genuine arousal.<br>
<Br>
“Bet you’d like to suck on these,” she says, now twisting both her nipples with her forefinger and thumb. She leans in close to the window, close enough that you can see how hard they are. “Bet you’d like to suck on my big nipples like this.”<br>
<br>
With that, she pushes up her breast to her mouth and wraps her pink lips around it, sucking like a baby to the tit. She looks through the window as she does it. When she finishes, she smiles back through the glass. “Yummy. And I bet there’s something else you’d like your tongue on, <<TrueName "Current">>.”<br>
<Br>
Without waiting, Tandi pushes her legs together and rolls her G-string down her legs, her breasts hanging near the window in front of your face as she does so.<br>
<br>
Then it’s tossed across the room and she stands back legs astride, thrusting her groin forward towards the glass.<br>
<br>
You can’t help but stare. Her smooth hairless pussy is millimeters from your lips. Small and narrow, it already glistens in the light.<br>
<br>
Taking a step back, she returns to dancing. She runs her hands up and down her thighs, her pink fingertips almost flirting with her own clit before pulling away.<br>
<Br>
“Ready for the big climax, <<TrueName "Current">>? How do you want me to finish?”<br>
<br>
You watch her fingers dance over her pussy, then look up at her face. Behind there is the Tandi you’ve heard about. You know what she wants now, but do you want to encourage her further?<br>
<Br>
<<ActionsHeader>>
<<StatCheckAssertive "gt" 70>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Tell her to finger herself">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "ThirdAssertHerselfPass">><<Greedy 2>><<TandiScore 2>><</link>><br>
<<else>><<link _StatAssertiveProbability "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "ThirdAssertHerselfFail">><<Greedy 2>><<Assertive 1>><</link>><br><</if>>
<<StatCheckAssertive "gt" 65>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Tell her to play with her clit">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "ThirdAssertPlayPass">><<Greedy 1>><<TandiScore 1>><</link>><br>
<<else>><<link _StatAssertiveProbability "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "ThirdAssertPlayFail">><<Greedy 1>><<Assertive 1>><</link>><br><</if>>
<<link "Tell her to just spread her legs" "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "ThirdLegs">><</link>><br>
<<case "SecondAssertPlayFail">>
"Can you play with your nipples?" you ask her.<br>
<br>
Tandi's grin falters and continues dancing, but runs a finger casually over her breast. “Is this what you want? Or is there something else that turns you on? Is this really what gets you going?”<br>
<br>
You nod, unsure if she can see you through the glass. “Yes,” you say with hesitation.<br>
<br>
“It doesn’t sound like it,” she says, twisting both her nipples with her forefinger and thumb. She leans in close to the window, close enough that you can see them. “Don’t you want to see me play with them, <<TrueName "Current">>? See me suck on them like you want to do.”<br>
<Br>
With that, she pushes up her breast to her mouth and wraps her pink lips around it, sucking like a baby to the tit. She looks through the window as she does it. When she finishes, she looks back through the glass. “Not your sort of kink, <<TrueName "Current">>? Or maybe you’re just waiting for the main attraction.”<br>
<Br>
Without waiting, Tandi pushes her legs together and rolls her G-string down her legs, her breasts hanging near the window in front of your face as she does so.<Br>
<br>
Then it’s tossed across the room and she stands back legs astride, thrusting her groin forward towards the glass.<br>
<Br>
You can’t help but stare. Her smooth hairless pussy is millimeters from your lips. Small and narrow, it looks tiny. And dry.<br>
<br>
Taking a step back, she returns to dancing. She runs her hands up and down her thighs, her pink fingertips almost flirting with her own clit before pulling away.<br>
<br>
“You can be honest with me, <<TrueName "Current">>,” she continues. “Tell me how you want the show to climax. How do you want me to finish?”<br>
<Br>
Watching her fingers dance over her pussy, you look up at her face. Behind there is the Tandi you’ve heard about. You know what she wants now, but do you want to encourage her further?<br>
<Br>
<<ActionsHeader>>
<<StatCheckAssertive "gt" 70>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Tell her to finger herself">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "ThirdAssertHerselfPass">><<Greedy 2>><<TandiScore 2>><</link>><br>
<<else>><<link _StatAssertiveProbability "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "ThirdAssertHerselfFail">><<Greedy 2>><<Assertive 1>><</link>><br><</if>>
<<StatCheckAssertive "gt" 65>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Tell her to play with her clit">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "ThirdAssertPlayPass">><<Greedy 1>><<TandiScore 1>><</link>><br>
<<else>><<link _StatAssertiveProbability "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "ThirdAssertPlayFail">><<Greedy 1>><<Assertive 1>><</link>><br><</if>>
<<link "Tell her to just spread her legs" "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "ThirdLegs">><</link>><br>
<<case "SecondCup">>
“Maybe… just cup your breasts,” you stammer.<br>
<br>
Her smile momentarily slips, and you think you see her sigh. But the professional smile returns, albeit forced. She holds her breasts up with her hands, massaging them with her palms. “Is this all you want me to do, <<TrueName "Current">>? Most guys would want so much more.”<br>
<br>
You take a deep breath and sigh. “That’s all,” you tell her.<br>
<br>
“Maybe titties don’t do it for you,” Tandi comments, as she runs a finger over her nipple. "Or maybe you're just waiting for this."<br>
<bR>
Without waiting, Tandi pushes her legs together and rolls her G-string down her legs, her breasts hanging near the window in front of your face as she does so.<br>
<Br>
Then it’s tossed across the room and she stands back legs astride, thrusting her groin forward towards the glass.<br>
<br>
You can’t help but stare. Her smooth hairless pussy is millimeters from your lips. Small and narrow, it looks tiny. And dry.<br>
<Br>
Taking a step back, she returns to dancing. She runs her hands up and down her thighs, her pink fingertips almost flirting with her own clit before pulling away.<br>
<br>
“You can be honest with me, <<TrueName "Current">>,” she continues. “Tell me how you want the show to climax. How do you want me to finish?”<br>
<Br>
Watching her fingers dance over her pussy, you look up at her face. Behind there is the Tandi you’ve heard about. You know what she wants now, but do you want to encourage her further?<br>
<Br>
<<ActionsHeader>>
<<StatCheckAssertive "gt" 70>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Tell her to finger herself">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "ThirdAssertHerselfPass">><<Greedy 2>><<TandiScore 2>><</link>><br>
<<else>><<link _StatAssertiveProbability "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "ThirdAssertHerselfFail">><<Greedy 2>><<Assertive 1>><</link>><br><</if>>
<<StatCheckAssertive "gt" 65>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Tell her to play with her clit">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "ThirdAssertPlayPass">><<Greedy 1>><<TandiScore 1>><</link>><br>
<<else>><<link _StatAssertiveProbability "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "ThirdAssertPlayFail">><<Greedy 1>><<Assertive 1>><</link>><br><</if>>
<<link "Tell her to just spread her legs" "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "ThirdLegs">><</link>><br>
<<case "ThirdAssertHerselfPass">>
“Fuck those fingers of yours,” you snap.<br>
<Br>
She giggles and looks down through the window, her eyes blazing in anticipation. “I knew you’d be a dirty one, <<TrueName "Current">>. Just knew it.”<br>
<Br>
Tandi squats down in her heels and spreads her knees wide apart. Using one hand to keep balance, she runs her other over her breasts, down her stomach and around her pussy. Then, with a final look towards you, she pushes one of her pink fingernails in.<br>
<Br>
“Ughhhh,” you hear her moan, as she rolls the tip of her finger in the entrance. She leans back on her hand, heels shifting slightly, and she closes her eyes.<Br>
<br>
You watch as her forefinger slowly moves between her lips, in and out. Further and further in. Quickly, you see her moist pussy lips envelop around the finger. Her hand now up against her hairless pussy, her body gyrating against her digit.<br>
<Br>
"Fuck," she murmurs, pushing her eyelids shut. She rocks back and forth on her finger, as she moves it in and out, brushing her clit as she pushes it further and further in.<br>
<Br>
“Oh god,” she pants, finally opening her eyes. She looks back at you through the glass, smile now gone. Her mouth is open as she gasps from the pleasure. Her eyes wide with anticipation. Her breath short and staggered.<br>
<Br>
“Fuuuck!” she cries as she shuts her eyes once more and claps her legs together around her finger. She takes a deep gasp of air and rocks forward, collapsing to her knees with a thud.<br>
<Br>
You hear the heavy breathing over the speaker. Her pigtails hang loose around her face, buried in the floor.<br>
<Br>
When the breathing quietens, Tandi looks up. Still panting, mouth open, but slack. "Is that what you wanted, <<TrueName "Current">>?" she asks.<br>
<Br>
After a moment more of her regaining her breath, she pushes herself to her feet. Still bare and naked, clear juices running down her leg. She looks back over her shoulder, professional smile returned.<br>
<br>
“Now,” she says pointedly. “Let me give you a review.”<br>
<br>
<<ActionsHeader>>
<<link "Listen to Tandi" "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "Fifth">><</link>>
<<case "ThirdAssertHerselfFail">>
“Why don’t you finger yourself?” you say, but hear the inflection at the end that makes it sound like a question.<br>
<br>
Tandi continues to run her fingernails over her lips, but makes no attempt to do as you’ve asked. She flutters her eyelashes and releases a small smile as she stares back through the window. “Are you sure that’s what you want?” she says quietly. "You don't sound so convincing. Maybe I should hide it away.”<br>
<br>
She drops down into a squat and leans back, gently resting her bum on the floor. Then with a theatrical swing, she crosses her leg, dangling her stiletto heel towards the glass.<br>
<br>
“What’s the matter, <<TrueName "Current">>?” she murmurs, coy smile returning. “The sight of my pussy too much for you? Or are you just envious that I can have one and you don’t? After all, they’re so much fun.”<br>
<Br>
Without looking away, she takes a hand and pushes her fingers through her crossed legs. She closes her eyes and moans, as her foot dangles in front of the pane. Through the speakers, you hear her groan. “Ughhhh.”<br>
<Br>
You watch as her hand slowly moves between her legs, in and out. Further and further in. But she keeps her legs crossed, hiding her mound from view. Her body gyrates against her fingers. <br>
<br>
"Fuck," she murmurs, clamping her eyelids shut. She rocks back and forth on her hand, panting as she masturbates, her heel bobbing up and down inches away from you.<br>
<Br>
“Oh god,” she stammers, finally opening her eyes. She looks back at you through the glass, smile now gone. Her mouth is open as she gasps from the pleasure. Her eyes wide with anticipation. Her breath short and staggered.<br>
<br>
“Fuuuck!” she cries as claps her thighs around her hand. She takes a deep gasp of air and leans forward, then collapses back, landing on her spine with a thud.<br>
<br>
You hear the heavy breathing over the speaker. Her pigtails are sprawled over the floor, face back looking up at the ceiling.<br>
<Br>
When the breathing quietens, Tandi stretches back up. Sitting, mouth open, her legs still crossed. "Missed out on the climax of the show," she quips. “Or were you imagining being the star of it?”<br>
<br>
After a moment more of her regaining her breath, she pushes herself to her feet. Still bare and naked, clear juices running down her leg. She looks back over her shoulder, professional smile returned.<br>
<Br>
“Now,” she says pointedly. “Let me give you a review.”<br>
<br>
<<ActionsHeader>>
<<link "Listen to Tandi" "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "Fifth">><</link>>
<<case "ThirdAssertPlayPass">>
“Play with that clit of yours,” you snap.<br>
<br>
She giggles and looks down through the window, her eyes gleaming. “Want to see me just edge, <<TrueName "Current">>? You’re such a tease.”<br>
<br>
Tandi squats down in her heels and spreads her knees wide apart. Using one hand to keep balance, she runs her other over her breasts, down her stomach and around her pussy. Her fingernails run across her lips, then she runs her forefinger from the bottom right up to the top.<br>
<Br>
“Mmmm,” she purrs as she murmurs. Her fingers circle over her entrance, flicking her lips as she does so. She looks up to you, fluttering her lashes, smile wide and knowing.<br>
<br>
Then her finger is massaging her exposed clit, plucking it like a guitar string. She moans as she closes her eyes. “Is this what you want, <<TrueName "Current">>? Me turned on in front of you, but not allowed to finish?”<br>
<Br>
Her finger begins to flick quickly over her lips, strumming as her cheeks grow flush. She opens her eyes to stare at you. Her mouth parts open, her smile replaced with gasps.<br>
<br>
She has to put a hand out in front of her to stop her falling forward. Her fingers flicker back and forth, as she looks back at you through the glass from beneath her plucked eyebrows. She grins with satisfaction as she gasps from the pleasure. Her eyes wide with anticipation. Her breath is short and staggered over the speaker.<Br>
<Br>
And then, she stops. She takes a deep breath and puts her hand down on the floor to match the other. Looking back at you, squat down, legs spread, leaning on her fingertips. She giggles between deep breaths.<br>
<Br>
“Almost got carried away,” she purrs. “But that wouldn’t do. After all, that’s not what you wanted. Right?”<br>
<Br>
After a moment more of her regaining her breath, she pushes herself to her feet. Still bare and naked, clear juices running down her leg. She looks back over her shoulder, professional smile returned.<br>
<br>
“Now,” she says pointedly. “Let me give you a review.”<br>
<br>
<<ActionsHeader>>
<<link "Listen to Tandi" "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "Fifth">><</link>>
<<case "ThirdAssertPlayFail">>
“Why don’t you just play with yourself?" you say, but hear the inflection at the end that makes it sound like a question.<Br>
<br>
Tandi continues to run her fingernails over her lips, but makes no attempt to do as you’ve asked. She flutters her eyelashes and releases a small smile as she stares back through the window. “Are you sure that’s what you want?” she says quietly. "You don't sound so convincing. Maybe I should hide it away.”<Br>
<br>
She drops down into a squat and leans back, gently resting her bum on the floor. Then with a theatrical swing, she crosses her leg, dangling her stiletto heel towards the glass.<br>
<Br>
“What’s the matter, <<TrueName "Current">>?” she murmurs, coy smile returning. “The sight of my pussy too much for you? Or are you just envious that I have one and you don’t? After all, they’re so much fun.”<br>
<Br>
Without looking away, she takes a hand and pushes her a finger between her crossed legs. She takes a deep breath as she runs it between them, her foot dangling in front of the pane. <br>
<br>
You watch as her hand slowly moves between her legs, up and down. Her cheeks look flushed, but she keeps her legs crossed, hiding her mound from view. Her heel bobs up and down on her foot, inches away from you.<br>
<Br>
“Are you sure this is all you wanted?” she asks, slowly moving her hand between her legs. “You could have had me do so much more.”<br>
<br>
“More,” you stammer, trying to sound convincing.<br>
<Br>
But Tandi just stares back at you, her hand almost idly moving now. Her smile fades. “Maybe not today, <<TrueName "Current">>. Show had an anticlimax today." She titters. “Sometimes it happens.”<br>
<Br>
After a moment more of her slowly rubbing herself, she pushes herself to her feet. Still bare and naked. She looks back over her shoulder, professional smile returned.<br>
<br>
“Now,” she says pointedly. “Let me give you a review.”<br>
<br>
<<ActionsHeader>>
<<link "Listen to Tandi" "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "Fifth">><</link>>
<<case "ThirdLegs">>
“Just… spread your legs,” you mumble.<br>
<Br>
Her smile fades and there’s the faintest trace of a scowl. Her professional demeanour quickly returns, this time clearly forced. <br>
<Br>
Tandi squats down in her heels and spreads her knees wide apart. She pulls back her thighs with her hands, her hairless pussy now the centre of your view. “Just this, <<TrueName "Current">>? You don’t even want me to touch it?”<Br>
<Br>
You gulp. “That’s all,” you tell her.<br>
<Br>
She idly twerks as she pulls her thighs back with her hands. “Maybe female pleasure doesn’t turn you on,” she purrs, before a smile plays across her lips. “Or maybe denial through envy?”<br>
<Br>
After a moment of letting it hang, she pushes herself to her feet. Still bare and naked. She looks back over her shoulder, professional smile returned.<br>
<br>
“Now,” she says pointedly. “Let me give you a review.”<br>
<br>
<<ActionsHeader>>
<<link "Listen to Tandi" "DicksBoothTandiDance">><<set $DicksBoothTandiDance to "Fifth">><</link>>
<<case "Fifth">>
<<if $TandiScore gte 3>>
Tandi giggles, swinging her body around from her hips to face you. Her pigtails fly through the air and land over her shoulders. A satisfied smile plays across her face.<Br>
<Br>
“You know what you want, <<TrueName "Current">>. And know what needs to be done to win. Maybe Gladys got it right, finally.”<br>
<Br>
“So you’ll help?” you say out loud.<Br>
<br>
<<LocationKnownCheck "RedRoom">>
<<if _LocationKnownCheck is true>>
She titters again, biting her bottom lip. “Come find me at the Red Room,” she says. “I think you know the way. And bring a guest too. A girl. You’ll need an assistant for the game.”<Br>
<<else>>
She titters again, biting her bottom lip. “Come find me at the Red Room,” she says. “It’s a club outside of town. You can get a taxi out there. A man like you won’t be disappointed. And bring a guest too. A girl. You’ll need an assistant for the game.”<Br>
<</if>>
<br>
“Then you’ll tell me?” you say, with a hint of irritation.<Br>
<Br>
Her smile turns to a smirk. “I’ll do better than that. I’ll show you how to win.”<br>
<br>
The speaker system crackles and comes to an abrupt halt. You think you hear a needle being raised. Then the shutters descend and you watch as Tandi looks back in your direction, her legs the last thing you see before the hatch is closed.<Br>
<br>
Silence only momentarily returns to the booth, before you hear the door buzz and the lock jolts. The door creaks open slightly, indicating the show is most definitely over. If you want to see what she means, you’ll have to come back another time.<br>
<Br>
<<ActionsHeader>>
<<link "Leave the booth and exit McTafey's for the night" "AvianLane">>
<<set $DicksBoothTandiDance to undefined>>
<<set $TandiScore to undefined>>
<<TimeChange>>
<<QuestOptionComplete "Quest22" 1 "mcTafeys_backdoor">>
<<QuestTracker "Quest22" 2>>
<<QuestOptionCheck "Quest22" 1 "tandi_repeat">>
<<if _QuestOptionCheck is true>><<QuestOptionComplete "Quest22" 1 "tandi_repeat">><</if>>
<<QuestOptionCheck "Quest22" 1 "tandi_refused_male">>
<<if _QuestOptionCheck is true>><<QuestOptionComplete "Quest22" 1 "tandi_refused_male">><</if>>
<<QuestOptionCheck "Quest22" 1 "tandi_refused">>
<<if _QuestOptionCheck is true>><<QuestOptionComplete "Quest22" 1 "tandi_refused">><</if>>
<<QuestOptionUnlock "Quest22" 2 "man_assistant">>
<<SetNPCLocation "Tandi" "0" "3" "RedRoomVIPBooth" "perm">>
<<SetNPCLocation "Tandi" "1" "3" "RedRoomVIPBooth" "perm">>
<<SetNPCLocation "Tandi" "2" "3" "RedRoomVIPBooth" "perm">>
<<SetNPCLocation "Tandi" "3" "3" "RedRoomVIPBooth" "perm">>
<<SetNPCLocation "Tandi" "4" "3" "RedRoomVIPBooth" "perm">>
<<SetNPCLocation "Tandi" "5" "3" "RedRoomVIPBooth" "perm">>
<<SetNPCLocation "Tandi" "6" "3" "RedRoomVIPBooth" "perm">>
<<LocationKnown "RedRoom">>
<<SetFlag "TandiExpectsMan">>
<</link>>
<<elseif $TandiScore gte 1>>
Tandi swings her body around from her hips to face you. Her pigtails fly through the air and land over her shoulders. A professional smile on her face, though you see the doubt in her eyes.<br>
<br>
“Something troubling you, <<TrueName "Current">>? Or just scared to do what must be done. Gladys said that amulet would only select who would help. But she’s been wrong before.”<Br>
<br>
“Are you going to help me?” you say out loud.<Br>
<Br>
<<LocationKnownCheck "RedRoom">>
<<if _LocationKnownCheck is true>>
She looks back to you again for a long moment before speaking. “Come find me at the Red Room,” she says. “I think you know the way. And bring a guest too. A girl. You’ll need an assistant for the game."<br>
<br>
You see her brows fall briefly before her smile returns. "Actually, scratch that. Maybe you'd prefer to be the assistant. I'd like to see that. I'll expect to see you in your best dress if you do.”<br>
<<else>>
She looks back to you again for a long moment before speaking. “Come find me at the Red Room,” she says. “It’s a club outside of town. You can get a taxi out there. And bring a guest too. You’ll need an assistant for the game."<br>
<br>
You see her brows fall briefly before her smile returns. "Actually, scratch that. Maybe you'd prefer to be the assistant. I'd like to see that. I'll expect to see you in your best dress if you do.”<br>
<</if>>
<br>
“Then you’ll tell me?” you say, with a hint of irritation.<Br>
<Br>
Her smile turns to a smirk. “I’ll do better than that. I’ll show you how to win.”<Br>
<br>
The speaker system crackles and comes to an abrupt halt. You think you hear a needle being raised. Then the shutters descend and you watch as Tandi looks back in your direction, her legs the last thing you see before the hatch is closed.<Br>
<Br>
Silence only momentarily returns to the booth, before you hear the door buzz and the lock jolts. The door creaks open slightly, indicating the show is most definitely over. If you want to see what she means, you’ll have to come back another time.<Br>
<br>
<<ActionsHeader>>
<<link "Leave the booth and exit McTafey's for the night" "AvianLane">>
<<set $DicksBoothTandiDance to undefined>>
<<set $TandiScore to undefined>>
<<TimeChange>>
<<QuestOptionComplete "Quest22" 1 "mcTafeys_backdoor">>
<<QuestTracker "Quest22" 2>>
<<QuestOptionCheck "Quest22" 1 "tandi_repeat">>
<<if _QuestOptionCheck is true>><<QuestOptionComplete "Quest22" 1 "tandi_repeat">><</if>>
<<QuestOptionCheck "Quest22" 1 "tandi_refused_male">>
<<if _QuestOptionCheck is true>><<QuestOptionComplete "Quest22" 1 "tandi_refused_male">><</if>>
<<QuestOptionCheck "Quest22" 1 "tandi_refused">>
<<if _QuestOptionCheck is true>><<QuestOptionComplete "Quest22" 1 "tandi_refused">><</if>>
<<QuestOptionUnlock "Quest22" 2 "man_choose">>
<<SetNPCLocation "Tandi" "0" "3" "RedRoomVIPBooth" "perm">>
<<SetNPCLocation "Tandi" "1" "3" "RedRoomVIPBooth" "perm">>
<<SetNPCLocation "Tandi" "2" "3" "RedRoomVIPBooth" "perm">>
<<SetNPCLocation "Tandi" "3" "3" "RedRoomVIPBooth" "perm">>
<<SetNPCLocation "Tandi" "4" "3" "RedRoomVIPBooth" "perm">>
<<SetNPCLocation "Tandi" "5" "3" "RedRoomVIPBooth" "perm">>
<<SetNPCLocation "Tandi" "6" "3" "RedRoomVIPBooth" "perm">>
<<LocationKnown "RedRoom">>
<</link>>
<<else>>
Tandi swings her body around from her hips to face you. Her pigtails fly through the air and land over her shoulders. But when you see her face you note the smile is gone.<br>
<br>
“Looks like Gladys got it wrong, again," she murmurs. “What’s the matter, <<TrueName "Current">>? Scared of your own power. Or maybe being told what to do is more suited to you?"<br>
<Br>
You sigh, trying to ignore her words. “Are you going to help me?” <Br>
<br>
She flashes you a coy smile as she shakes her head. “Uh-uh. You lost this round.”<Br>
<Br>
Tandi giggles and bites her lip. “Luckily for you I like regular customers. Next time, I’ll make it a bit more in-line with your kinks.”<Br>
<Br>
The speaker system crackles and comes to an abrupt halt. You think you hear a needle being raised. Then the shutters descend and you watch as Tandi looks back in your direction, her legs the last thing you see before the hatch is closed.<Br>
<Br>
Silence only momentarily returns to the booth, before you hear a thunk and something races out of a coin slot in the wall. You look down to see a coin spinning around on the floor. It eventually falls face up, the picture of a Penny Farthing brazened on it.<Br>
<Br>
Picking it up, you turn over the coin to find it's blank on the other side. You aren’t sure what this means, but you recall her words about next time.<Br>
<br>
You hear the door buzz and the lock jolts. The door creaks open slightly, indicating the show is most definitely over. If you want to see what she means, you'll have to come back another time.<br>
<Br>
<<ActionsHeader>>
<<link "Leave the booth and exit McTafey's for the night" "AvianLane">>
<<set $DicksBoothTandiDance to undefined>>
<<TimeChange>>
<<QuestOptionComplete "Quest22" 1 "mcTafeys_backdoor">>
<<QuestOptionUnlock "Quest22" 1 "tandi_refused_male">>
<<TakeObjectNPC "Tandi" "BlankPennyFarthing">>
<</link>>
<</if>>
<<case "Refuse">>
“I’m not going to do that,” you tell Tandi.<bR>
<bR>
She continues to look back over her shoulder, but she rolls her eyes. “Too much of a white knight, are you <<TrueName "Current">>? Or maybe that amulet has done more to your mind than you wanted.”<br>
<br>
“Shame,” she adds, biting her lip. “You looked like you would have been fun at one time.”<br>
<br>
She spins around and grabs the pole, swinging around it like a ballerina. As she twirls, Tandi pulls close up to it and ends the move with her head leaning against it. <br>
<br>
“Show's over, <<TrueName "Current">>,” she says with a coy smile. “You lost this round. Luckily for you I like regular customers. Next time, I’ll make it a bit more in-line with your kinks.”<br>
<bR>
The speaker system crackles and comes to an abrupt halt. You think you hear a needle being raised. Then the shutters descend and you watch as Tandi looks back in your direction, her legs the last thing you see before the hatch is closed.<br>
<br>
Silence only momentarily returns to the booth, before you hear a thunk and something races out of a coin slot in the wall. You look down to see a coin spinning around on the floor. It eventually falls face up, the picture of a Penny Farthing brazened on it.<br>
<br>
Picking it up, you turn over the coin to find it's blank on the other side. You aren’t sure what this means, but you recall her words about next time.<br>
<br>
You hear the door buzz and the lock jolts. The door creaks open slightly, indicating the show is most definitely over. If you want to see what she means, you’ll have to come back another time.<br>
<Br>
<<ActionsHeader>>
<<link "Leave the booth and exit McTafey's for the night" "AvianLane">>
<<set $DicksBoothTandiDance to undefined>>
<<TimeChange>>
<<QuestOptionComplete "Quest22" 1 "mcTafeys_backdoor">>
<<QuestOptionUnlock "Quest22" 1 "tandi_refused_male">>
<<TakeObjectNPC "Tandi" "BlankPennyFarthing">>
<</link>>
<</switch>><<widget "TandiScore">>
<<set _gain = Number(_args[0])>>
<<if isNaN(_gain)>><<set _gain = 0>><</if>>
<<if $TandiScore is undefined>><<set $TandiScore = 0>><</if>>
<<set $TandiScore += _gain>>
<</widget>>
<<widget "TandiRefuseState">>
<<QuestOptionCheck "Quest22" 1 "tandi_refused_male">>
<<if _QuestOptionCheck is true>><<set _TandiRefuseState to "refused_male">><</if>>
<<QuestOptionCheck "Quest22" 1 "tandi_repeat">>
<<if _QuestOptionCheck is true>><<set _TandiRefuseState to "repeat">><</if>>
<<QuestOptionCheck "Quest22" 1 "tandi_refused">>
<<if _QuestOptionCheck is true>><<set _TandiRefuseState to "refused">><</if>>
<</widget>><<if (setup.days[$dayCurrent] is "Tuesday" or setup.days[$dayCurrent] is "Sunday") and setup.period[$periodCurrent] is "Morning">>
You let the door knocker fall against the door and wait. From inside you can hear the sounds of a lazy family morning. A radio playing. The clink of crockery. Florence’s voice, laughing at something.<br>
<br>
Nobody comes to the door. It seems the Drews are enjoying a morning to themselves.<br>
<br>
<<ActionsHeader>>
<<link "Return to Southdown View" "SouthdownView">><</link>>
<<elseif setup.period[$periodCurrent] is "Evening">>
You let the door knocker fall against the door and wait. After a few moments, a light turns on behind the hazed glass in the door, accompanied by the sound of footsteps on the stairs. "I'll get it," a voice utters.<br>
<br>
<<NPCKnownCheck "Tim">>
<<if _NPCKnownCheck is true>>
The door is pulled back and Tim stares out at you, his ginger hair ruffled and uncombed.<br>
<<else>>
The door is pulled back and a young teenage boy stares out at you, his ginger hair ruffled and uncombed. You assume this is Flo's brother.<br>
<</if>>
<br>
"Hi," you greet him.<br>
<br>
<<if $current.avatar is "Florence">>
"You forget your keys again, sis?" he says dismissively. He steps back and leaves the door open.<br>
<br>
<<ActionsHeader>>
<<link "Enter the Drew household" "DrewHouseholdLivingRoom">><<NPCKnown "Tim">><</link>><br>
<<elseif $current.avatar is "Andrea">>
"Oh, hey Andrea," he says casually. "My sister isn't here, but my dad is." He steps back and leaves the door open.<br>
<br>
<<ActionsHeader>>
<<link "Enter the Drew household" "DrewHouseholdLivingRoom">><<NPCKnown "Tim">><</link>><br>
<<elseif $current.avatar is "Charli">>
"Oh!" He murmurs with shock at seeing you. His eyes briefly flick over your chest before he blushes. "Hey, Charli."<br>
<br>
You can't help but smile at him.<br>
<br>
"My sister isn't in, but my dad is." He steps back and leaves the door open. "Why don't you come in?"<br>
<br>
<<ActionsHeader>>
<<link "Enter the Drew household" "DrewHouseholdLivingRoom">><<NPCKnown "Tim">><</link>><br>
<<else>>
"Hello," he says. "Can I help you?"<br>
<br>
"Is Florence around?" you ask, even as you are almost sure she's at Fresh Pot.<br>
<br>
"She's working," he says. "But our dad's in." He steps back and leaves the door open.<br>
<br>
<<ActionsHeader>>
<<link "Enter the Drew household" "DrewHouseholdLivingRoom">><<NPCKnown "Tim">><</link>><br>
<</if>>
<<else>>
You let the door knocker fall against the door and wait. There is no sign of life from the house, aside from the faint noise of a TV that you can just about make out from inside.<br>
<br>
Just when you are almost ready to give up, you hear shuffling inside. The door opens and a broad-shouldered aging man with black thinning hair stares out at you, smiling. He wears a pair of trousers and a woolen jumper over a casual shirt. Both look like they should have been thrown out years ago.<br>
<br>
You also notice a glass loosely held in his hand. From his breath, you would put money that it's gin.<br>
<br>
<<if $current.avatar is "Florence">>
"I'm dreadfully sorry," he says in a faux-posh voice. "But I'm afraid our opening hours are six until eleven only. Do come back later for our happy hour, when we sample only the very finest poolside cocktails."<br>
<br>
He chuckles at his own joke, then pushes the door wide and steps back. "You lose your keys again, Flo?" The accent drops. The voice underneath is warmer, slurred, working-class.<br>
<br>
"Got to hold on to 'em." He hiccups. "Or we won't be able to get back in, will we." He leans his face toward you, grinning. "Dunno where mine've got off to. Magnificent how they vanish."<br>
<br>
He chuckles and walks back into the house, leaving the door open.<br>
<br>
<<ActionsHeader>>
<<link "Enter the Drew household" "DrewHouseholdLivingRoom">><<NPCKnown "Arthur">><</link>><br>
<<elseif $current.avatar is "Andrea">>
"Andrea!" he says with startled enthusiasm, hiccuping mid-name. "Is that you? Haven't seen you in, god, ages!"<br>
<br>
He squints at you, smile widening. "You looking for my daughter?" He turns back to the hallway, almost stumbling as he does so. "Oh, Florence!" he calls out in a faux-posh voice. "You have a vis-i-tor!"<br>
<br>
No answer. He looks back to the doorway and peers up at the sky as if checking the time. "Oh. Flo'll be at work now, love. Capital observation by me, that. But come in, come in! Sure I can offer you something."<br>
<br>
He chuckles and walks back into the house, leaving the door open.<br>
<br>
<<ActionsHeader>>
<<link "Enter the Drew household" "DrewHouseholdLivingRoom">><<NPCKnown "Arthur">><</link>><br>
<<elseif $current.avatar is "Charli">>
"Charli!" he says with startled enthusiasm, hiccuping mid-name. "Is that you? Haven't seen you in, my word, ages! Don't you look magnificent!"<br>
<br>
He squints at you, smile widening. "You looking for my daughter?" He turns back to the hallway, almost stumbling as he does so. "Oh, Florence!" he calls out in a faux-posh voice. "You have a vis-i-tor!"<br>
<br>
No answer. He looks back to the doorway and peers up at the sky as if checking the time. "Oh. Flo'll be at work now, love. Capital observation by me, that. But come in, come in! Sure I can offer you something."<br>
<br>
He chuckles and walks back into the house, leaving the door open. He seems like a sweet old man. Just offering you a drink. Is he trying to get you drunk?<br>
<br>
You push down the daydream beginning to stir and step inside.<br>
<br>
<<ActionsHeader>>
<<link "Enter the Drew household" "DrewHouseholdLivingRoom">><<NPCKnown "Arthur">><</link>><br>
<<else>>
"Yes?" he asks, peering at you. "Can I help you?"<br>
<br>
"I was looking for Florence," you try weakly.<br>
<br>
He hiccups. "You looking for my daughter?" He turns back to the hallway, almost stumbling. "Oh, Florence!" he calls out in a faux-posh voice. "You have a vis-i-tor!"<br>
<br>
No answer. He looks back to the doorway, peering up at the sky as if checking the time. "Oh. Flo'll be at work now, I'd wager. Bother. Why don't you try later? She'll have a break sometime, I'm sure."<br>
<br>
He smiles at you. You sense he's waiting for you to leave. "Thank you," you say.<br>
<br>
"Anytime," he replies, with surprising warmth. "Good evening!"<br>
<br>
He closes the door and leaves you on the street. If you want to enter, you'll need to be in a form Flo's father trusts more.<br>
<br>
<<ActionsHeader>>
<<link "Return to Southdown View" "SouthdownView">><</link>><br>
<</if>>
<</if>><b>Drew Household - Living Room</b><br>
<<if setup.period[$periodCurrent] is "Evening" or setup.period[$periodCurrent] is "Night">>
<img src="./images/DrewHouseholdLivingRoom_night.png"><br>
<<else>>
<img src="./images/DrewHouseholdLivingRoom.png"><br>
<</if>>
<br>
A modest terraced living room filled with practical furniture, family clutter, and an ironing board left standing beneath the steady wear of daily life.<br>
<br>
<<CheckFirst "DrewLivingRoom">>
<<if previous() isnot "DrewHousehold">>
<<if setup.period[$periodCurrent] is "Evening">>
Arthur sits in his armchair, drink in hand, watching an old sitcom in the near darkness. He cackles at even the weakest of jokes.<br>
<<else>>
Arthur sits in his armchair, drink in hand, giggling at whatever the TV offers him.<br>
<</if>>
<<elseif setup.period[$periodCurrent] is "Evening">>
<<NPCKnownCheck "Tim">>
<<if _CheckFirst is false>>
<<if _NPCKnownCheck is true>>Tim<<else>>Flo's brother<</if>> leads you into the living room. Briefly looking around, you notice the signs of a family life in-between bottles and mess. A photo of two parents with their young son and daughter. Another of them, older, the mother a beautiful bride with red hair, next the father, in this a handsome young groom. A framed wedding certificate. Arthur and Clementine Drew.<br>
<br>
Looking back to the living room, you see a broad-shouldered aging man with black thinning hair sitting in an armchair. He wears a pair of trousers and a woolen jumper over a casual shirt. Both look like they should have been thrown out years ago. He has drink in hand, watching an old sitcom in the near darkness. He cackles at even the weakest of jokes.<br>
<<else>>
<<if _NPCKnownCheck is true>>Tim<<else>>Flo's brother<</if>> leads you into the living room, where you see Arthur sitting, drink in hand, watching an old sitcom in the near darkness. He cackles at even the weakest of jokes.<br>
<</if>>
<br>
"Dad," <<if _NPCKnownCheck is true>>Tim<<else>>Flo's brother<</if>> says. "Visitor."<br>
<br>
He looks up and squints at you, then smiles. "Oh, hello!"<br>
<br>
<<if _NPCKnownCheck is true>>Tim<<else>>Flo's brother<</if>> skulks back into the shadows. You hear him ascending the stairs, leaving you with Arthur.<br>
<<else>>
<<if _CheckFirst is false>>
You follow Florence's dad into a cramped living room at the front of the house. He staggers forward, gripping on to an ironing board for balance and almost pulling it over. He cackles to himself. "Man overboard!"<br>
<br>
Briefly looking around, you notice the signs of a family life in-between bottles and mess. A photo of two parents with their young son and daughter. Another of them, older, the mother a beautiful bride with red hair, next the father, in this a handsome young groom. A framed wedding certificate. Arthur and Clementine Drew.<br>
<br>
Looking back to the living room, Arthur collapses back into his armchair, giggling as he spills his drink. There is no sign of Clementine. Physically or otherwise.<br>
<<else>>
Arthur leads you through the house into the living room, almost walking into a set up ironing board. "Oh, pardon me!" He tells it, cackling. He feels his way around it, then plops down into his armchair.<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<CheckFirst "DrewLivingRoom">>
<<if _CheckFirst is false>>
<<if $current.avatar is "Florence">>
<<link "Go up to Flo's room" "DrewHouseholdFlorencesBedroom">><<AddFirst "DrewLivingRoom">><<LocationKnown "DrewHouseholdFlorencesBedroom">><</link>><br>
<</if>>
<<link "Talk to Arthur" "DrewHouseholdLivingRoomArthurDialogue0">><<StartConversation "Arthur" "DrewHouseholdLivingRoom">><<NPCKnown "Arthur">><<AddFirst "DrewLivingRoom">><</link>><br>
<<else>>
<<if $current.avatar is "Florence">><<link "Go up to Flo's room" "DrewHouseholdFlorencesBedroom">><<LocationKnown "DrewHouseholdFlorencesBedroom">><</link>><br><</if>>
<<link "Talk to Arthur" "DrewHouseholdLivingRoomArthurDialogue0">><<StartConversation "Arthur" "DrewHouseholdLivingRoom">><<NPCKnown "Arthur">><</link>><br>
<<link "Say goodbye and leave" "SouthdownView">><<TimeChange>><</link>><br>
<</if>><<if $current.avatar is "Florence">>
"You alright, love?" he says. "Sit yourself down. It's been ages since we've had a chat."<br>
<br>
<<ActionsHeader>>
<<DialogueSpoken "Arthur" "AskAboutBrother">>
<<if _Discussed is false>><<link "Ask about Flo's brother" "ArthurDialogue">><<set $ArthurDialogue to "AskAboutBrother">><</link>><br><</if>>
<<DialogueSpoken "Arthur" "Quarry">>
<<if _Discussed is false>><<link "Ask about the quarry" "ArthurDialogue">><<set $ArthurDialogue to "Quarry">><</link>><br><</if>>
<<link "Say goodbye and leave" $ConversationExit>><<EndConversation "Arthur">><</link>><br>
<<else>>
Arthur looks up to you briefly, frowning. "Flo will be up in her room. If you're looking for her." He glances at the TV, then the window. "Unless she's at work, of course." A pause as he considers the contradiction. He shakes his head and drops into the faux-posh voice again. "But how appallingly neglectful of me. Not to offer a guest a beverage."<br>
<br>
He leans forward and fumbles with a half-empty tumbler, sloshing the dregs into a fresh glass. Then he tops it up with a generous pour of gin and a noncommittal splash of soda. "Here you go," he mutters in his real voice, then pivots back to the accent. "Bottoms up!"<br>
<br>
He slides the glass over to you, catching it neatly as it threatens to slide off the table. He looks at you expectantly.<br>
<br>
<<ActionsHeader>>
<<link "Accept the drink" "DrewHouseholdLivingRoomArthurAcceptDrink">><<Drunk 1>><</link>><br>
<<CompulsionCheck "PartyGirl">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Party Girl] </span><s>Refuse the drink</s> - <i>You can't turn down a free drink!</i><br>
<<else>>
<<link "Refuse the drink" "DrewHouseholdLivingRoomArthurRefuseDrink">><</link>><br>
<</if>>
<</if>>You take the drink from Arthur and knock it back.<br>
<br>
<<DrunkDescription>><br>
<<if $current.drunk gte 4>>
<br>
Arthur watches you with a look that, for a moment, resembles fatherly concern. He raises his glass, then lowers it again.<br>
<br>
"Steady on now," he says, the faux-posh voice gone, the slur sharper for it. "I think we've had enough fun for one day. Come back another time, eh? When the room's not moving so fast."<br>
<br>
He gives you a small, apologetic shrug, like he wishes he could keep the party going.<br>
<br>
<<ActionsHeader>>
<<link "Say goodbye and leave" "SouthdownView">><<EndConversation "Arthur">><</link>><br>
<<else>>
<br>
<<OrientationArthurStat>><<AssertiveArthurStat>>
<<ActionsHeader>>
<<if $current.avatar isnot "Florence">>
<<if $current.female is true>>
<<StatCheckOrientation "gt" _OrientationArthurStat "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to flirt with him to let you up to Flo's room">>
<<if _StatCheckOrientation is true>><<link _StatOrientationProbability "ArthurDialogue">><<set $ArthurDialogue to "FlirtPass">><</link>><br>
<<else>><<link _StatOrientationProbability "ArthurDialogue">><<set $ArthurDialogue to "FlirtFail">><<Orientation 1>><</link>><br><</if>>
<</if>>
<<if $current.avatar is "Charli">>
<span class="compulsion">[Boy Crazy] </span><s>Try to convince him to let you up to Flo's room</s> - <i>You'd much rather have some fun with him</i><br>
<<else>>
<<StatCheckAssertive "gt" _AssertiveArthurStat>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to convince him to let you up to Flo's room">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "ArthurDialogue">><<set $ArthurDialogue to "ConvincePass">><</link>><br>
<<else>><<link _StatAssertiveProbability "ArthurDialogue">><<set $ArthurDialogue to "ConvinceFail">><<Assertive 1>><</link>><br><</if>>
<</if>>
<</if>>
<<DialogueSpoken "Arthur" "AskAboutFlorence">>
<<if $current.avatar isnot "Florence" and _Discussed is false>><<link "Ask about Florence" "ArthurDialogue">><<set $ArthurDialogue to "AskAboutFlorence">><</link>><br><</if>>
<<DialogueSpoken "Arthur" "AskAboutBrother">>
<<if _Discussed is false>><<link "Ask about Flo's brother" "ArthurDialogue">><<set $ArthurDialogue to "AskAboutBrother">><</link>><br><</if>>
<<DialogueSpoken "Arthur" "Quarry">>
<<if _Discussed is false>><<link "Ask about the quarry" "ArthurDialogue">><<set $ArthurDialogue to "Quarry">><</link>><br><</if>>
<<link "Say goodbye and leave" $ConversationExit>><<EndConversation "Arthur">><</link>><br>
<</if>>He looks at the rejected glass for a beat too long, then back at you. "Suit yourself," he says, with a small theatrical sigh. He pulls the glass back across the table and tips its contents into his own. "More for me, then. Splendid."<br>
<br>
He raises the glass to you in a wry toast. There's no malice in it, but the warmth has cooled by a degree.<br>
<br>
<<OrientationArthurStat>><<AssertiveArthurStat>>
<<ActionsHeader>>
<<if $current.avatar isnot "Florence">>
<<if $current.female is true>>
<<StatCheckOrientation "gt" _OrientationArthurStat "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to flirt with him to let you up to Flo's room">>
<<if _StatCheckOrientation is true>><<link _StatOrientationProbability "ArthurDialogue">><<set $ArthurDialogue to "FlirtPass">><</link>><br>
<<else>><<link _StatOrientationProbability "ArthurDialogue">><<set $ArthurDialogue to "FlirtFail">><<Orientation 1>><</link>><br><</if>>
<</if>>
<<if $current.avatar is "Charli">>
<span class="compulsion">[Boy Crazy] </span><s>Try to convince him to let you up to Flo's room</s> - <i>You'd much rather have some fun with him</i><br>
<<else>>
<<StatCheckAssertive "gt" _AssertiveArthurStat>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to convince him to let you up to Flo's room">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "ArthurDialogue">><<set $ArthurDialogue to "ConvincePass">><</link>><br>
<<else>><<link _StatAssertiveProbability "ArthurDialogue">><<set $ArthurDialogue to "ConvinceFail">><<Assertive 1>><</link>><br><</if>>
<</if>>
<</if>>
<<DialogueSpoken "Arthur" "AskAboutFlorence">>
<<if $current.avatar isnot "Florence" and _Discussed is false>><<link "Ask about Florence" "ArthurDialogue">><<set $ArthurDialogue to "AskAboutFlorence">><</link>><br><</if>>
<<DialogueSpoken "Arthur" "AskAboutBrother">>
<<if _Discussed is false>><<link "Ask about Flo's brother" "ArthurDialogue">><<set $ArthurDialogue to "AskAboutBrother">><</link>><br><</if>>
<<DialogueSpoken "Arthur" "Quarry">>
<<if _Discussed is false>><<link "Ask about the quarry" "ArthurDialogue">><<set $ArthurDialogue to "Quarry">><</link>><br><</if>>
<<link "Say goodbye and leave" $ConversationExit>><<EndConversation "Arthur">><</link>><br><b>Drew Household - Florence's Bedroom</b><br>
<<if setup.period[$periodCurrent] is "Evening" or setup.period[$periodCurrent] is "Night">>
<img src="./images/DrewHouseholdFlorencesBedroom_night.png"><br>
<<else>>
<img src="./images/DrewHouseholdFlorencesBedroom.png"><br>
<</if>>
<br>
A neat, carefully kept bedroom with a single bed, a tidy dressing table, books, and softly arranged personal touches.<br>
<br>
<<ActionsHeader>>
<<QuestState "Quest38">>
<<if _QuestState is 1>><<link "Look around for the photo" "DrewHouseholdFlorencesBedroom_LookAround">><</link>><br><</if>>
<<link "Go back downstairs" "DrewHouseholdLivingRoom">><</link>><br>The photo is exactly where Florence said it would be. Tucked into the frame of the vanity mirror, the corner curling slightly with age. Three teenagers on a school trip, before any of them knew what Charlton would turn them into.<br>
<br>
<center><img src="./images/charli_flo_andrea_photo.png"></center><br>
<<NPCKnownCheck "Charli">>
<<if _NPCKnownCheck is true>>
Florence, Andrea, and Charli, smiling. The Eiffel Tower fills the background.<br>
<<else>>
Florence and Andrea, smiling, with a girl you don't recognise. The Eiffel Tower fills the background.<br>
<</if>>
<br>
You take it carefully and slip it into your pocket.<br>
<br>
As you straighten, your eyes catch on a small wicker basket on the dressing table. Cosmetics. Lipsticks, powders, a perfume bottle — all branded "Que Cosmetics" in gold script. A business card sits propped against the perfume, a note scribbled across the back in confident handwriting:<br>
<br>
<span class='mrTweeWriting'>Hope these find their way to you. With my regards. T.</span><br>
<br>
Through the gap in the bedroom door behind you, a slice of light moves. Tim retreats half a step into his room. You pretend you didn't notice.<br>
<br>
<<ActionsHeader>>
<<link "Return to the bedroom" "DrewHouseholdFlorencesBedroom">><<TakeObjectLocation "DrewHouseholdFlorencesBedroom" "AndreaPhotoFlorence">><<QuestTracker "Quest38" 2>><</link>><br>/* Quest 38 - A Maid's Better Days */
<<widget "OrientationArthurStat">>
<<set _OrientationArthurStat to 55>>
<<if $current.avatar is "Charli">>
<<set _OrientationArthurStat -= 10>>
<</if>>
<<set _OrientationArthurStat -= ($current.drunk * 5)>>
<</widget>>
<<widget "AssertiveArthurStat">>
<<set _AssertiveArthurStat to 65>>
<<if $current.avatar is "Charli">>
<<set _AssertiveArthurStat -= 10>>
<</if>>
<<set _AssertiveArthurStat -= ($current.drunk * 5)>>
<</widget>><b>Duncan Manor - Entrance</b><br>
<img src="./images/DuncanManorEntrance.png"><br>
A grand country manor sits beyond wrought-iron gates, its immaculate grounds and warmly lit windows watched over by the dark countryside.<br>
<<include "EventsDuncanManorEntrance">><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<if _currentEvent is "PokerNightArrival">>
<br>
<<PokerNightRoute>>
<<if _PokerNightRoute is "date">>
You stand on the verge of the country lane as the cab pulls away. Sprawled out in front of you is the gravel driveway that leads up to a stately manor. You shudder at the sight of it.<br>
<br>
<<ActionsHeader>>
<<link "Walk up the path and ring the doorbell" "DuncanManorEmilyDate">><<PokerNightInitialise>><<EventsCheckEnd "DuncanManorEntrance" "PokerNightArrival">><</link>>
<<else>>
<<PokerNightRoute>>
<<if _PokerNightRoute is "solo">>
You stand on the verge of the country lane as the cab pulls away. Sprawled out in front of you is the gravel driveway that leads up to a stately manor. You shudder at the sight of it.<br>
<br>
<<ActionsHeader>>
<<link "Walk up the path and ring the doorbell" "DuncanManorSolo">><<PokerNightInitialise>><<EventsCheckEnd "DuncanManorEntrance" "PokerNightArrival">><</link>>
<<else>>
<<PokerNightRoute>>
<<if _PokerNightRoute is "accept">>
You stand on the verge of the country lane as the cab pulls away. Sprawled out in front of you is the gravel driveway that leads up to a stately manor. You shudder at the sight of it. Emily steps onto the gravel beside you, smoothing her skirt.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
She catches your eye and smiles. "Don't worry, <<TrueName "Current">>. I've got this."<br>
<<else>>
She doesn't look at the manor. "Let's get this over with."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Walk up the path and ring the doorbell" "DuncanManorEmilyAccept">><<PokerNightInitialise>><<EventsCheckEnd "DuncanManorEntrance" "PokerNightArrival">><</link>>
<<else>>
<<PokerNightRoute>>
<<if _PokerNightRoute is "swap">>
You stand on the verge of the country lane as the cab pulls away. Sprawled out in front of you is the gravel driveway that leads up to a stately manor. You shudder at the sight of it. <i><<TrueName "Current">></i> steps onto the gravel beside you, giving you a look.<br>
<br>
“Ready?”<br>
<br>
<<ActionsHeader>>
<<link "Walk up the path and ring the doorbell" "DuncanManorEmilySwap">><<PokerNightInitialise>><<EventsCheckEnd "DuncanManorEntrance" "PokerNightArrival">><</link>>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>><b>Duncan Manor - Hallway</b><br>
<img src="./images/DuncanManorHallway.png"><br>
A grand Georgian entrance hall combines polished wood, soft lamplight, and a sweeping staircase beneath high windows and orderly doors leading deeper into the manor.<br>
<<include "EventsDuncanManorHallway">>
<<if _currentEvent is undefined>>
<br>
<<ActionsHeader>>
<<link "Head through to the poker room" "DuncanManorPokerRoom">><</link>>
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<if _currentEvent is "PokerNightArrival">>
<br>
<<PokerNightRoute>>
<<if _PokerNightRoute is "date">>
Jake doesn't let go of your wrist. He pulls you through the entryway into a grand panelled hallway. The lights are low and amber. Oil paintings stare down from the walls.<br>
<br>
"Mr Harrow," Jake calls down the corridor. "She's here."<br>
<br>
Harrow appears from one of the side rooms, deck of cards in one hand, whiskey in the other. His smile widens when he sees you.<br>
<br>
"Ah, Emily. Welcome to Duncan Manor."<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
His eyes settle briefly on the cut of your dress before climbing back to your face. "Quite a look. I scarcely recognised you."<br>
<<else>>
His eyes drift over your outfit, then settle. "Quite a look for tonight, Emily. Charming."<br>
<</if>>
<br>
"She's with me, Harrow," Jake says, pulling you tighter against his side.<br>
<br>
"So I see." Harrow tilts his head, polite. "Why don't you join the others? I have a few things to attend to. We'll start shortly."<br>
<br>
He gestures down the corridor. Jake's hand drops to your hip and steers you forward.<br>
<br>
<<ActionsHeader>>
<<link "Follow Jake to the poker room" "DuncanManorPokerRoom">><<EventTrigger "DuncanManorPokerRoom" "PokerNightArrival" "Evening" null null null null null false>><<EventsCheckEnd "DuncanManorHallway" "PokerNightArrival">><</link>>
<<else>>
<<PokerNightRoute>>
<<if _PokerNightRoute is "accept">>
You step inside to see an opulent hallway, dominated by a grand staircase that leads upstairs. Emily’s eyes widen as she looks around. Harrow continues to smile, shutting the door with a firm thud.<br>
<br>
“Welcome!” he says, grinning. “Quite the home, isn’t it? Reminds me of the theatres back in the city. You can almost feel the history in a place like this, can’t you?”<br>
<br>
Before you can reply, you feel a presence bound in from one of the corridors. “Oh, come now, Darcy! No need to oversell it.”<br>
<br>
You and Emily turn to face a man just nearing the end of middle age, his blonde hair neat and slick, his physique tall and plump. He smiles warmly as he meets your eye and puts out his hand. “I don’t believe we’ve had the pleasure. Edmund Duncan.”<br>
<br>
“<<TrueName "Current">>,” you reply, shaking it. “And this is my sister, Emily.”<br>
<br>
He smiles at her brightly. “Oh! New blood! That’s exactly what we need around here! Welcome to Charlton. I hope you’re settling in.”<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
You watch as she smiles coyly. “It’s a lovely town, Mr. Mayor.”<br>
<br>
Duncan beams at hearing her words. “Mr. Mayor! You hear that, Darcy? I should get that stitched on to my luggage!”<br>
<<else>>
You watch as she smiles cautiously. “It’s nice.”<br>
<br>
Duncan chuckles at hearing her words. “Well, we try our best. It’s hard keeping our little community pleasant, but like my father always used to say, they don’t write the stories about the things that come easy.”<br>
<</if>>
<br>
“<<TrueName "Current">> and Emily are attending our poker night,” Harrow interrupts. “First one for the both of them.”<br>
<br>
“Ah, shucks!” he says with disappointment. “I wish I could be there to welcome you. Unfortunately, one of our councillors is making waves about the bus subsidies. I’ve been tasked with feeding him wine until he changes his mind.”<br>
<br>
“Your presence will be missed,” Harrow replies.<br>
<br>
“And I’ll miss taking your chips, Darcy,” he chuckles, before looking to Emily. “Keep an eye on that son of mine. He’s been known to cheat if the cards aren’t going his way.”<br>
<br>
He gives her a wink, claps Harrow on the shoulder, and opens the front door.<br>
<br>
Harrow watches the door shut before turning to you. He gestures to one of the hallways. “Shall we?”<br>
<br>
<<ActionsHeader>>
<<link "Follow Harrow to the poker room" "DuncanManorPokerRoom">><<NPCKnown "Edmund">><<EventTrigger "DuncanManorPokerRoom" "PokerNightArrival" "Evening" null null null null null false>><<EventsCheckEnd "DuncanManorHallway" "PokerNightArrival">><</link>>
<<else>>
<<PokerNightRoute>>
<<if _PokerNightRoute is "swap">>
You step inside to see an opulent hallway, dominated by a grand staircase that leads upstairs. <i><<TrueName "Current">>'s</i> eyes drift up the banister and the ceiling. Harrow continues to smile, shutting the door with a firm thud.<br>
<br>
“Welcome!” he says, grinning. “Quite the home, isn’t it? Reminds me of the theatres back in the city. You can almost feel the history in a place like this, can’t you?”<br>
<br>
Before <i><<TrueName "Current">></i> can reply, you feel a presence bound in from one of the corridors. “Oh, come now, Darcy! No need to oversell it.”<br>
<br>
You and <i><<TrueName "Current">></i> turn to face a man just nearing the end of middle age, his blonde hair neat and slick, his physique tall and plump. He smiles warmly as he meets his eye and puts out his hand. “I don’t believe we’ve had the pleasure. Edmund Duncan.”<br>
<br>
“<<TrueName "Current">>,” <i><<TrueName "Current">></i> replies, shaking it. “And this is my sister, Emily.”<br>
<br>
It lands oddly. Your own name in your own voice, but used by Emily, about the body she is wearing.<br>
<br>
<i>She sounds practised, doesn’t she?</i><br>
<br>
Duncan smiles at you brightly. “Oh! New blood! That’s exactly what we need around here! Welcome to Charlton. I hope you’re settling in.”<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
You feel <i><<TrueName "Current">></i> glance sidelong at you, expectant. A smile plays across his lips. “Oh, Emily was just saying that it was a lovely town,” he interjects. “Only on the way here was she saying she couldn’t wait to meet the Mr. Mayor of the town.”<br>
<br>
Duncan beams at hearing his words. “Mr. Mayor! You hear that, Darcy? I should get that stitched on to my luggage!”<br>
<<else>>
You glance to <i><<TrueName "Current">></i>, but he gives no cue. You smile cautiously back at the Mayor. “It's nice.”<br>
<br>
Duncan chuckles at hearing your words. “Well, we try our best. It’s hard keeping our little community pleasant, but like my father always used to say, they don’t write the stories about the things that come easy.”<br>
<</if>>
<br>
“<<TrueName "Current">> and Emily are attending our poker night,” Harrow interrupts. “First one for the both of them.”<br>
<br>
“Ah, shucks!” Duncan says with disappointment. “I wish I could be there to welcome you. Unfortunately, one of our councillors is making waves about the bus subsidies. I’ve been tasked with feeding him wine until he changes his mind.”<br>
<br>
“Your presence will be missed,” Harrow replies.<br>
<br>
“And I’ll miss taking your chips, Darcy,” Duncan chuckles, before looking to you. “Keep an eye on that son of mine. He’s been known to cheat if the cards aren’t going his way.”<br>
<br>
He gives you a wink, claps Harrow on the shoulder, and opens the front door. Harrow watches it shut before turning to you both. He gestures to one of the hallways. “Shall we?”<br>
<br>
<<ActionsHeader>>
<<link "Follow Harrow to the poker room" "DuncanManorPokerRoom">><<NPCKnown "Edmund">><<EventTrigger "DuncanManorPokerRoom" "PokerNightArrival" "Evening" null null null null null false>><<EventsCheckEnd "DuncanManorHallway" "PokerNightArrival">><</link>>
<<else>>
<<PokerNightRoute>>
<<if _PokerNightRoute is "solo">>
You step inside to see an opulent hallway, dominated by a grand staircase that leads upstairs. Harrow shuts the door behind you with a firm thud.<br>
<br>
"Welcome!" he says, grinning. "Quite the home, isn't it? Reminds me of the theatres back in the city. You can almost feel the history in a place like this, can't you?"<br>
<br>
Before you can reply, you feel a presence bound in from one of the corridors. "Oh, come now, Darcy! No need to oversell it."<br>
<br>
You turn to face a man just nearing the end of middle age, his blonde hair neat and slick, his physique tall and plump. He smiles warmly as he meets your eye and puts out his hand. "I don't believe we've had the pleasure. Edmund Duncan."<br>
<br>
"<<TrueName "Current">>," you reply, shaking it.<br>
<br>
Duncan smiles at you brightly. "Oh! New blood! That's exactly what we need around here! Welcome to Charlton. I hope you're settling in."<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingFemalePC">>
His eyes flick over your dress for a moment before climbing back to your face. He recovers smoothly.<br>
<<else>>
His eyes hold steady on yours. The smile is open and fatherly.<br>
<</if>>
<br>
You smile cautiously back at the Mayor. "It's nice."<br>
<br>
Duncan chuckles. "Well, we try our best. It's hard keeping our little community pleasant, but like my father always used to say, they don't write the stories about the things that come easy."<br>
<br>
"Miss Phillips is joining us tonight," Harrow interjects smoothly. "First poker night."<br>
<br>
"Ah, shucks!" Duncan says with disappointment. "I wish I could be there to welcome you properly. Unfortunately, one of our councillors is making waves about the bus subsidies. I've been tasked with feeding him wine until he changes his mind."<br>
<br>
"Your presence will be missed," Harrow replies.<br>
<br>
"And I'll miss taking your chips, Darcy," Duncan chuckles, before looking back to you. "Keep an eye on that son of mine. He's been known to cheat if the cards aren't going his way."<br>
<br>
He gives you a wink, claps Harrow on the shoulder, and opens the front door. Harrow watches it shut before turning back to you. He gestures to one of the hallways. "Shall we?"<br>
<br>
<<ActionsHeader>>
<<link "Follow Harrow to the poker room" "DuncanManorPokerRoom">><<NPCKnown "Edmund">><<EventTrigger "DuncanManorPokerRoom" "PokerNightArrival" "Evening" null null null null null false>><<EventsCheckEnd "DuncanManorHallway" "PokerNightArrival">><</link>>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>><b>Duncan Manor - Poker Room</b><br>
<img src="./images/DuncanManorPokerRoom.png"><br>
A richly furnished manor card room gathers heavy leather chairs, green baize, polished drinks, and low amber light around a poker table prepared for guests.<br>
<<include "EventsDuncanManorPokerRoom">>
<<if _currentEvent is undefined>>
<br>
<<ActionsHeader>>
<<Flag "TempPokerGameActive">>
<<if _FlagReturn is true>>
<<PokerNightRoute>>
<<if _PokerNightRoute is "accept">>
<<Flag "TempPoker4aTalkRhiannon">>
<<if _FlagReturn is false>><<link "Talk to Rhiannon" "DuncanManor4aPokerRoomTalk">><<set $TempPoker4aRoomTalk to "Rhiannon">><<SetFlag "TempPoker4aTalkRhiannon">><</link>><br><</if>>
<<Flag "TempPoker4aTalkThompson">>
<<if _FlagReturn is false>><<link "Talk to Thompson" "DuncanManor4aPokerRoomTalk">><<set $TempPoker4aRoomTalk to "Thompson">><<SetFlag "TempPoker4aTalkThompson">><</link>><br><</if>>
<<Flag "TempPoker4aTalkDan">>
<<if _FlagReturn is false>><<link "Talk to Dan" "DuncanManor4aPokerRoomTalk">><<set $TempPoker4aRoomTalk to "Dan">><<SetFlag "TempPoker4aTalkDan">><</link>><br><</if>>
<<Flag "TempPoker4aTalkMaisie">>
<<if _FlagReturn is false>><<link "Talk to Maisie" "DuncanManor4aPokerRoomTalk">><<set $TempPoker4aRoomTalk to "Maisie">><<SetFlag "TempPoker4aTalkMaisie">><</link>><br><</if>>
<<link "Wait for the final guest to arrive" "DuncanManor4aSitDown">><</link>><br>
<</if>>
<<PokerNightRoute>>
<<if _PokerNightRoute is "swap">>
<<link "Talk to Dan" "DuncanManor4bPokerRoomTalk">><<set $TempPoker4bRoomTalk to "Dan">><</link>><br>
<<link "Talk to Thompson" "DuncanManor4bPokerRoomTalk">><<set $TempPoker4bRoomTalk to "Thompson">><</link>><br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is false>>
<<Flag "TempPoker4bTalkRhiannon">>
<<if _FlagReturn is false>><<link "Talk to Rhiannon" "DuncanManor4bPokerRoomTalk">><<set $TempPoker4bRoomTalk to "Rhiannon">><<SetFlag "TempPoker4bTalkRhiannon">><</link>><br><</if>>
<<Flag "TempPoker4bTalkMaisie">>
<<if _FlagReturn is false>><<link "Talk to Maisie" "DuncanManor4bPokerRoomTalk">><<set $TempPoker4bRoomTalk to "Maisie">><<SetFlag "TempPoker4bTalkMaisie">><</link>><br><</if>>
<<else>>
<s>Talk to Rhiannon</s> - <i><<TrueName "Current">> said you can talk to the girls later</i><br>
<s>Talk to Maisie</s> - <i><<TrueName "Current">> said you can talk to the girls later</i><br>
<</if>>
<<link "Wait for the final guest to arrive" "DuncanManor4bFinalGuest">><</link>><br>
<</if>>
<<PokerNightRoute>>
<<if _PokerNightRoute is "date">>
<<Flag "TempPoker4dTalkDan">>
<<if _FlagReturn is false>><<link "Talk to Dan" "DuncanManor4dPokerRoomTalk">><<set $TempPoker4dRoomTalk to "Dan">><<SetFlag "TempPoker4dTalkDan">><</link>><br><</if>>
<<Flag "TempPoker4dTalkThompson">>
<<if _FlagReturn is false>><<link "Talk to Thompson" "DuncanManor4dPokerRoomTalk">><<set $TempPoker4dRoomTalk to "Thompson">><<SetFlag "TempPoker4dTalkThompson">><</link>><br><</if>>
<<Flag "TempPoker4dTalkRhiannon">>
<<if _FlagReturn is false>><<link "Talk to Rhiannon" "DuncanManor4dPokerRoomTalk">><<set $TempPoker4dRoomTalk to "Rhiannon">><<SetFlag "TempPoker4dTalkRhiannon">><</link>><br><</if>>
<<Flag "TempPoker4dTalkMaisie">>
<<if _FlagReturn is false>><<link "Talk to Maisie" "DuncanManor4dPokerRoomTalk">><<set $TempPoker4dRoomTalk to "Maisie">><<SetFlag "TempPoker4dTalkMaisie">><</link>><br><</if>>
<<link "Wait for Harrow and Jake to return" "DuncanManor4dFinalGuest">><</link>><br>
<</if>>
<<PokerNightRoute>>
<<if _PokerNightRoute is "solo">>
<<Flag "TempPoker4cTalkDan">>
<<if _FlagReturn is false>><<link "Talk to Dan" "DuncanManor4cPokerRoomTalk">><<set $TempPoker4cRoomTalk to "Dan">><<SetFlag "TempPoker4cTalkDan">><</link>><br><</if>>
<<Flag "TempPoker4cTalkThompson">>
<<if _FlagReturn is false>><<link "Talk to Thompson" "DuncanManor4cPokerRoomTalk">><<set $TempPoker4cRoomTalk to "Thompson">><<SetFlag "TempPoker4cTalkThompson">><</link>><br><</if>>
<<Flag "TempPoker4cTalkRhiannon">>
<<if _FlagReturn is false>><<link "Talk to Rhiannon" "DuncanManor4cPokerRoomTalk">><<set $TempPoker4cRoomTalk to "Rhiannon">><<SetFlag "TempPoker4cTalkRhiannon">><</link>><br><</if>>
<<Flag "TempPoker4cTalkMaisie">>
<<if _FlagReturn is false>><<link "Talk to Maisie" "DuncanManor4cPokerRoomTalk">><<set $TempPoker4cRoomTalk to "Maisie">><<SetFlag "TempPoker4cTalkMaisie">><</link>><br><</if>>
<<link "Wait for the final guest to arrive" "DuncanManor4cFinalGuest">><</link>>
<</if>>
<</if>>
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<if _currentEvent is "PokerNightArrival">>
<br>
<<PokerNightRoute>>
<<if _PokerNightRoute is "date">>
Jake leads you through the doorway with his hand still on your hip. The room turns as you enter.<br>
<br>
Thompson is at the table already, glass of whiskey in hand. He looks up, eyes finding the curve of your neck and tracking down.<br>
<br>
"This your date, Duncan?" he mutters, low. "Pretty little thing for a poker night."<br>
<br>
Dan is beside him, leaning back in his chair. His eyes do the longer circuit, slow and unhurried.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
"Christ, Jake," he says with a grin. "The younger Phillips really shines when she puts in an effort, doesn't she?"<br>
<<else>>
"Christ, Jake," he says with a grin. "She's a sweet one. You sure she's Phillips' sister?"<br>
<</if>>
<br>
Jake's grip on your hip tightens. "She's mine. Keep your eyes off."<br>
<br>
Dan laughs, raising his glass. "Big claim for a kid. We'll see how the night goes."<br>
<br>
<<NPCKnownCheck "Maisie">>
<<if _NPCKnownCheck is false>>
You look over to a polished young woman at the back of the room, dark waved hair, porcelain skin. She glides forward, her smile practiced and bright.<br>
<<else>>
You look over to see Maisie Peterson at the back of the room, eying you. She glides forward, her smile practiced and bright.<br>
<</if>>
<br>
<<NPCKnowsThisForm "Maisie">>
<<if _NPCKnowsThisForm is false>>
"Maisie Peterson," she says, offering a slim hand. "Think I've seen you around school, haven't I?"<br>
<<else>>
"Hi Em," she greets you. "Welcome."<br>
<</if>>
<br>
She gives you the briefest read, head to toe. But when Jake sneers at her, she rolls her eyes and steps away.<br>
<br>
<<NPCKnownCheck "Rhiannon">>
<<if _NPCKnownCheck is false>>
Across the room, a redheaded young woman stands at a drinks trolley, sorting bottles. Her green eyes find you and narrow. She watches you with interest.<br>
<<else>>
Across the room, Rhiannon stands at a drinks trolley. Her green eyes find you and narrow. She watches you with interest.<br>
<</if>>
<br>
"Rhiannon McTafey," Jake comments, gesturing at her as he steps in behind you. "She works at the pub."<br>
<br>
"I think Harrow is looking for you," she calls across the room to Jake. "Was lingering in the hallway."<br>
<br>
Jake glares at her, reluctant to let you go. But he squeezes your hip once before releasing you. "Be back in a bit. Make yourself comfortable. Then you can see me in action."<br>
<br>
The quarterback grins and strides off, walking towards the hallway.<br>
<br>
<<ActionsHeader>>
<<link "Look around the room" "DuncanManor4dLookAround">><<NPCKnown "Maisie">><<NPCKnown "Rhiannon">><<NPCKnown "Thompson">><<NPCKnown "Dan">><<EventsCheckEnd "DuncanManorPokerRoom" "PokerNightArrival">><</link>>
<<else>>
<<PokerNightRoute>>
<<if _PokerNightRoute is "accept">>
You follow Harrow through the hallway into a dimly lit room, already populated with people. They each look over as you enter. “Here they are,” Harrow announces dramatically.<br>
<br>
He gestures over to the table, where you see Tucker Thompson sitting. He gives you a curt nod as he sips a glass of a whiskey. “Tucker, you already know I’m sure,” Harrow comments. “And next to him is Dan Mendel, who I believe you also know.”<br>
<br>
Unsurprisingly, Dan is close to Thompson. He gives you a look before focusing solely on Emily, grinning.<br>
<br>
“And that,” Harrow continues. “Hiding in the corners, is Miss Peterson. Come out of the shadows, Maisie!”<br>
<br>
<<NPCKnownCheck "Maisie">>
<<if _NPCKnownCheck is false>>
You look over to the back of the room to see a polished young woman with dark, softly waved hair and porcelain skin. She glides toward you, smiling politely with practiced sweetness, and delicately shakes your hand. “Charmed to meet you,” she purrs.<br>
<<else>>
You look over to the back of the room to see Maisie glide toward you, smiling politely with practiced sweetness, and delicately shakes your hand. “Charmed to meet you,” she purrs.<br>
<</if>>
<br>
“Careful with that one,” Harrow comments, chuckling. “She’s got expensive tastes.” He gives her a smile, cheeky but knowing. “Not helping with preparing the drinks, Maisie? Leaving that all to poor Rhiannon to take care of?”<br>
<br>
<<NPCKnownCheck "Rhiannon">>
<<Checkrelationship "Rhiannon">>
<<if _NPCKnownCheck is false>>
<<if _relationship is 0>>
As if for your benefit, his eyes look pointedly back towards the sideboard. You see a young woman with dark red hair and striking green eyes, sorting the bottles on a drinks trolley. She glares when she sees you.<br>
<<else>>
As if for your benefit, his eyes look pointedly back towards the sideboard. You see a young woman with dark red hair and striking green eyes, sorting the bottles on a drinks trolley. She smiles warmly when she sees you.<br>
<</if>>
<<else>>
<<if _relationship is 0>>
As if for your benefit, his eyes look pointedly back towards the sideboard. Rhiannon stands sorting the bottles on a drinks trolley. She glares when she sees you.<br>
<<else>>
As if for your benefit, his eyes look pointedly back towards the sideboard. Rhiannon stands sorting the bottles on a drinks trolley. She smiles warmly when she sees you.<br>
<</if>>
<</if>>
<br>
“Irish blood, that one,” Harrow comments. “But she knows how to make a drink.”<br>
<br>
“You’d think so with my line of work,” she replies, shaking her head.<br>
<br>
Harrow ignores her comment and looks around the room, momentarily flustered. “It looks like we’re waiting for our final participant to arrive.” He shakes his head. “And with the smallest distance to travel.” He looks to you and Emily, pausing. “Why don’t you get to know the guests,” he whispers. “Have a chat with our single ladies.” Then, turning to Emily. “And maybe you’d like to meet some of our bachelors, Emily. Start working on making a good impression.”<br>
<br>
He smiles at her, his eyes sparkling.<br>
<br>
“Now, if you’ll excuse me, I’ll see what’s holding up young Mr. Duncan.”<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
Harrow gives you a nod and then walks out of the room. You look to Emily. Her eyes are already sizing up Dan.<br>
<<else>>
Harrow gives you a nod and then walks out of the room. You look to Emily. She takes a step behind you, to shield herself from Dan’s gaze.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Look around the poker room" "DuncanManorPokerRoom">><<SetFlag "TempPokerGameActive">><<NPCKnown "Maisie">><<NPCKnown "Rhiannon">><<EventsCheckEnd "DuncanManorPokerRoom" "PokerNightArrival">><</link>>
<<else>>
<<PokerNightRoute>>
<<if _PokerNightRoute is "swap">>
You and <i><<TrueName "Current">></i> follow Harrow through the hallway into a dimly lit room, already populated with people. They each look over as you enter. "Here they are," Harrow announces dramatically.<br>
<br>
He gestures over to the table, where you see Tucker Thompson sitting. He gives <i><<TrueName "Current">></i> a curt nod as he sips a glass of whiskey. "Tucker, you already know I'm sure," Harrow comments. "And next to him is Dan Mendel, who I believe you also know."<br>
<br>
Unsurprisingly, Dan is close to Thompson. He flicks his eyes over <i><<TrueName "Current">></i> before settling them squarely on you, grinning.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
His eyes drop, lingering on your exposed skin, before climbing back to your face. He doesn't bother to hide it.<br>
<<else>>
His eyes drop, lingering on your breasts, before climbing back to your face. He doesn't bother to hide it.<br>
<</if>>
<br>
"And that," Harrow continues. "Hiding in the corners, is Miss Peterson. Come out of the shadows, Maisie!"<br>
<br>
<<NPCKnownCheck "Maisie">>
<<if _NPCKnownCheck is false>>
You look over to the back of the room to see a polished young woman with dark, softly waved hair and porcelain skin. She glides toward <i><<TrueName "Current">></i>, smiling politely with practiced sweetness, and delicately shakes his hand. "Charmed to meet you," she purrs. By contrast, she barely looks at you, and when she does it’s a forced smile.<br>
<<else>>
You look over to the back of the room to see Maisie glide toward <i><<TrueName "Current">></i>, smiling politely with practiced sweetness, and delicately shakes his hand. "Charmed to meet you," she purrs. By contrast, she barely looks at you, and when she does it’s a forced smile.<br>
<</if>>
<br>
<i>You’re competition to her, now.</i><br>
<br>
"Careful with that one," Harrow comments, chuckling. "She's got expensive tastes." He gives her a smile, cheeky but knowing. "Not helping with preparing the drinks, Maisie? Leaving that all to poor Rhiannon to take care of?"<br>
<br>
<<NPCKnownCheck "Rhiannon">>
<<Checkrelationship "Rhiannon">>
<<if _NPCKnownCheck is false>>
<<if _relationship is 0>>
As if for his benefit, Harrow's eyes look pointedly back towards the sideboard. You see a young woman with dark red hair and striking green eyes, sorting the bottles on a drinks trolley. She glares when she sees <i><<TrueName "Current">></i>. He looks at you, raising an eyebrow.<br>
<br>
You forgot that Rhiannon isn’t the biggest fan of you right now. Or at least, <i><<TrueName "Current">></i>.<br>
<<else>>
As if for his benefit, Harrow's eyes look pointedly back towards the sideboard. You see a young woman with dark red hair and striking green eyes, sorting the bottles on a drinks trolley. She smiles warmly when she sees <i><<TrueName "Current">></i>. Then she looks at you, briefly.<br>
<</if>>
<<else>>
<<if _relationship is 0>>
As if for his benefit, Harrow's eyes look pointedly back towards the sideboard. Rhiannon stands sorting the bottles on a drinks trolley. She glares when she sees <i><<TrueName "Current">></i>.<br>
<br>
You forgot that Rhiannon isn’t the biggest fan of you right now. Or at least, <i><<TrueName "Current">></i>.<br>
<<else>>
As if for his benefit, Harrow's eyes look pointedly back towards the sideboard. Rhiannon stands sorting the bottles on a drinks trolley. She smiles warmly when she sees <i><<TrueName "Current">></i>. Then she looks at you, briefly.<br>
<</if>>
<</if>>
<br>
"Irish blood, that one," Harrow comments. "But she knows how to make a drink."<br>
<br>
"You'd think so with my line of work," she replies, shaking her head.<br>
<br>
Harrow ignores her comment and looks around the room, momentarily flustered. "It looks like we're waiting for our final participant to arrive." He shakes his head. "And with the smallest distance to travel." He looks to <i><<TrueName "Current">></i> and you, pausing. "<<TrueName "Current">>, why don't you get to know the guests," he says. "Have a chat with our single ladies." Then, turning to you. "And maybe you'd like to meet some of our bachelors, Emily. Start working on making a good impression."<br>
<br>
He smiles at you, his eyes sparkling.<br>
<br>
"Now, if you'll excuse me, I'll see what's holding up young Mr. Duncan."<br>
<br>
Harrow gives <i><<TrueName "Current">></i> a nod and walks out of the room.<br>
<br>
<<ActionsHeader>>
<<set _TalkTrueNameLabel to "Talk to " + $PlayerCharacter.firstName[$PlayerCharacter.stateCurrent]>>
<<link _TalkTrueNameLabel "DuncanManor4bPokerRoomTalk">><<set $TempPoker4bRoomTalk to "TrueName">><<EventsCheckEnd "DuncanManorPokerRoom" "PokerNightArrival">><</link>>
<<else>>
<<PokerNightRoute>>
<<if _PokerNightRoute is "solo">>
You follow Harrow through the hallway into a dimly lit room, already populated with people. They each look over as you enter. "Here she is," Harrow announces dramatically.<br>
<br>
He gestures over to the table, where you see Tucker Thompson sitting. He gives you a curt nod as he sips a glass of whiskey. "Tucker, you'll know, I'm sure," Harrow comments. "That goes for Mr Mendel too."<br>
<br>
Unsurprisingly, Dan is close to Thompson. His eyes settle on you immediately, grinning.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingFemalePC">>
His eyes drop, lingering on your exposed skin, before climbing back to your face. He doesn't bother to hide it.<br>
<<else>>
His eyes drop, lingering on your breasts, before climbing back to your face. He doesn't bother to hide it.<br>
<</if>>
<br>
"And that," Harrow continues. "Hiding in the corners, is Miss Peterson. Come out of the shadows, Maisie!"<br>
<br>
<<NPCKnownCheck "Maisie">>
<<if _NPCKnownCheck is false>>
You look over to the back of the room to see a polished young woman with dark, softly waved hair and porcelain skin. She glides forward, smiling politely with practiced sweetness, and barely looks at you. When she does, it's a forced smile.<br>
<<else>>
You look over to the back of the room to see Maisie. She glides forward, smiling politely with practiced sweetness, and barely looks at you. When she does, it's a forced smile.<br>
<</if>>
<br>
<i>You're competition to her, now.</i><br>
<br>
"Careful with that one," Harrow comments, chuckling. "She's got expensive tastes." He gives her a smile, cheeky but knowing. "Not helping with preparing the drinks, Maisie? Leaving that all to poor Rhiannon to take care of?"<br>
<br>
<<NPCKnownCheck "Rhiannon">>
<<Checkrelationship "Rhiannon">>
<<if _NPCKnownCheck is false>>
<<if _relationship is 0>>
As if for her benefit, Harrow's eyes look pointedly back towards the sideboard. You see a young woman with dark red hair and striking green eyes, sorting the bottles on a drinks trolley. She glares when she sees you.<br>
<br>
You forgot that Rhiannon isn't your biggest fan right now.<br>
<<else>>
As if for her benefit, Harrow's eyes look pointedly back towards the sideboard. You see a young woman with dark red hair and striking green eyes, sorting the bottles on a drinks trolley. She smiles warmly when she sees you.<br>
<</if>>
<<else>>
<<if _relationship is 0>>
As if for her benefit, Harrow's eyes look pointedly back towards the sideboard. Rhiannon stands sorting the bottles on a drinks trolley. She glares when she sees you.<br>
<br>
You forgot that Rhiannon isn't your biggest fan right now.<br>
<<else>>
As if for her benefit, Harrow's eyes look pointedly back towards the sideboard. Rhiannon stands sorting the bottles on a drinks trolley. She smiles warmly when she sees you.<br>
<</if>>
<</if>>
<br>
"Irish blood, that one," Harrow comments. "But she knows how to make a drink."<br>
<br>
"You'd think so with my line of work," she replies, shaking her head.<br>
<br>
Harrow ignores her comment and looks around the room, momentarily flustered. "It looks like we're waiting for our final participant to arrive." He shakes his head. "And with the smallest distance to travel." He looks back to you, smiling. "Why don't you get to know the gentlemen, Miss Phillips. Start working on making a good impression."<br>
<br>
He smiles at you, his eyes sparkling.<br>
<br>
"Now, if you'll excuse me, I'll see what's holding up young Mr. Duncan."<br>
<br>
Harrow gives you a nod and walks out of the room.<br>
<br>
<<ActionsHeader>>
<<link "Look around the room" "DuncanManor4cLookAround">><<NPCKnown "Maisie">><<NPCKnown "Rhiannon">><<NPCKnown "Thompson">><<NPCKnown "Dan">><<EventsCheckEnd "DuncanManorPokerRoom" "PokerNightArrival">><</link>>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>The graceful sound of a real doorbell chimes out when you press the button. You hear steps behind the thick door after a few moments and suddenly Harrow’s face is staring out, beaming when he sees you.<br>
<br>
“Ah, the Phillips!” he beams. “Come in, come in! We are just setting up.”<br>
<br>
His eyes look to Emily with slight interest, but he steps back and gestures you forward.<br>
<br>
<<ActionsHeader>>
<<link "Step inside" "DuncanManorHallway">><<EventTrigger "DuncanManorHallway" "PokerNightArrival" "Evening" null null null null null false>><</link>><<switch $TempPoker4aRoomTalk>>
<<case "Rhiannon">>
<<Checkrelationship "Rhiannon">>
<<if _relationship is 0>>
You cross to the sideboard. Rhiannon scowls as you approach and continues setting out the next round of glasses in a neat line. The way she would behind the bar.<br>
<br>
"Want something?" she asks without looking.<br>
<br>
"How about a drink?" you try.<br>
<br>
She stares back at you, glaring. "I'm sure you can help yourself."<br>
<br>
Rhiannon turns back to the glasses. It looks like she's not forgotten what you said about her.<br>
<<else>>
You cross to the sideboard. Rhiannon smiles briefly at you as you approach, but continues setting out the next round of glasses in a neat line. The way she would behind the bar.<br>
<br>
"Can I get you anything?" she asks without looking. "Look a bit lost. First time?"<br>
<br>
"Is it that obvious?"<br>
<br>
She huffs a small laugh. "I work at a male dominated bar. I know the look of a man out of place."<br>
<br>
"Why aren't you at the bar, then?" you ask.<br>
<br>
Rhiannon titters. "It's a bit of fun. Or so my pa' says." She looks around the room. "Keeps trying to match me up with a man. Says that if I stay single too much longer, I'll have to pick one of the regulars."<br>
<br>
You follow her look, gazing at Dan, Jake, Harrow and Thompson. "Any take your fancy?"<br>
<br>
She chuckles. "Slim pickings, this lot. No offence. Thompson's a brute and married to boot. Jake is a child in a man's body. Dan is all talk, and Harrow." She looks at you with an arched eyebrow. "Let's just say I'm not his type. Anymore."<br>
<br>
You look back at her, but she doesn't offer a follow-up. "Watch him tonight, though. He's the one running the table. The rest are following his lead, even when they don't know it."<br>
<br>
You’re not sure that Rhiannon can help you get the amulet, but it’s good to have her on side.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManorPokerRoom">><<set $TempPoker4aRoomTalk to undefined>><</link>>
<<case "Thompson">>
You cross to the table where Thompson sits. He looks up from his glass as you approach.<br>
<br>
<<GetPCState "job">>
<<if _job is "Fired">>
"Phillips." His voice is low. "Didn't expect to see you here. Thought I'd been clear the shop was done with you."<br>
<br>
He swirls his whiskey, eyes flicking past you to Emily across the room. "Brought the sister along to soften the blow, did you? Pretty thing. Pity her brother doesn't know how to hold a job."<br>
<<elseif _job is "Secretary">>
"Phillips." His voice is low. "Glad to see my secretary keeping the right company. Or trying to. Maybe you should be the one serving drinks and not playing?"<br>
<br>
He swirls his whiskey, eyes flicking past you to Emily across the room. "Brought your sister, I see. Best behaviour tonight, Phillips. The shop's reputation walks through that door with you."<br>
<<elseif _job is "LunchtimeReceptionCover">>
"Phillips." His voice is low. "Pulling double duty, are we? Front desk by day, poker by night."<br>
<br>
He swirls his whiskey, eyes flicking past you to Emily across the room. "Brought the sister along, I see. She'd do well on the front desk too. Better than you, by the look of her."<br>
<<else>>
"Phillips." His voice is low. "Didn't take you for a poker man. Thought you only knew how to push buttons on those machines."<br>
<br>
He swirls his whiskey, eyes flicking past you to Emily across the room. "Brought the sister along, I see. The Phillips family doesn't believe in keeping the women at home, do they?"<br>
<</if>>
<br>
You try to find something to say. "Are you friends with Harrow?"<br>
<br>
"Friend." He weighs the word, swirls the whiskey. "I give him my whiskey and I take his money. We're both happy with the arrangement."<br>
<br>
He glances back at Emily. "Your sister knows what she's walking into, does she? The men here don't go gentle once the chips are down."<br>
<br>
You don't reply. He doesn't seem to want you to.<br>
<br>
"Find your seat soon, Phillips. Game won't wait."<br>
<br>
He turns back to his glass without dismissing you, but the conversation is plainly over.<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManorPokerRoom">><<set $TempPoker4aRoomTalk to undefined>><</link>>
<<case "Dan">>
You cross to where Dan stands. He turns toward you the moment you approach, grinning like he's been waiting for you to come over.<br>
<br>
<<GetPCState "job">>
<<if _job is "Fired">>
"Phillips!" Dan claps you on the shoulder, harder than necessary. "The man who couldn't hold down a desk for Thompson. What brings you to the poker night?"<br>
<<elseif _job is "Secretary">>
"Phillips!" Dan claps you on the shoulder, harder than necessary. "Thompson's secretary, working hard for the man. Glad you could make it out from behind that desk. Can you get me a drink, little lady?"<br>
<<elseif _job is "LunchtimeReceptionCover">>
"Phillips!" Dan claps you on the shoulder, harder than necessary. "How's the front desk treating you? Lots of friendly faces walking through?"<br>
<<else>>
"Phillips!" Dan claps you on the shoulder, harder than necessary. "The computer wizard himself. Out of the office for once. Knew there was a real man under all those wires."<br>
<</if>>
<br>
He cackles, then glances past you at Emily. "Brought your sister, I see. Lovely thing. Holding out on us, were you?"<br>
<br>
You glance back at Emily, then to Dan. "She's just here with me tonight."<br>
<br>
Dan grins. "Sure she is, Phillips. Sure she is."<br>
<br>
He leans in, voice dropped. "Tell you what. Word of advice from one Charlton lad to another. Watch her tonight. Harrow's got a knack for taking an interest in the young ones. And Jake, well." He cackles. "Jake gets ideas above his station. You'll want to keep an eye on her."<br>
<br>
He pulls back, the grin returning. "But don't worry yourself too much. Dan's got eyes on her. I'll let you know if she needs rescuing."<br>
<br>
His tone makes it clear that rescuing isn't what he has in mind.<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManorPokerRoom">><<set $TempPoker4aRoomTalk to undefined>><</link>>
<<case "Maisie">>
You move to where Maisie leans against the sideboard. She straightens just enough to acknowledge you, then settles back into her pose.<br>
<br>
<<GetPCState "job">>
<<if _job is "Fired">>
"<<TrueName "Current">>, isn't it?" Her voice is silky, but formal. "You used to work at Thompsons?"<br>
<br>
You give her a smile. "Has news travelled that fast?"<br>
<br>
She returns the expression, but you can tell it's forced. "Small town. First poker night?"<br>
<<else>>
"<<TrueName "Current">>, isn't it?" Her voice is silky, but formal. "You work at Thompsons, with the computers?"<br>
<br>
You give her a smile. "Has news travelled that fast?"<br>
<br>
She returns the expression, but you can tell it's forced. "Small town. First poker night?"<br>
<</if>>
<br>
"I'm Maisie." She offers a hand. The shake is brief and limp. "I think I've seen you around town. But never out here."<br>
<br>
"I haven't been to Duncan Manor before," you reply.<br>
<br>
"Mm." Her eyes do a quick read of you, assessing. "A word of advice," she comments. "Since you're new. The men here are competitive. Some of them more than others. If you don't know what you're doing, the best thing you can do is hold your hand and check. They'll take what little money you have otherwise."<br>
<br>
She pauses. The practiced sweetness softens a fraction, almost despite her.<br>
<br>
"And don't try to get one over Mr Harrow. He's already got a complicated enough life."<br>
<br>
<i>She almost seems protective of him.</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManorPokerRoom">><<set $TempPoker4aRoomTalk to undefined>><</link>>
<</switch>><<if $TempPoker4aSitDown is undefined>>
You stand idly to the side with Emily, watching the other guests with interest. Dan chatters away to Thompson in a hushed voice. Thompson barely responds, instead sipping his drink. Maisie leans against a sideboard, looking at her nails. And Rhiannon fusses endlessly with the drinks trolley.<br>
<br>
Minutes later, Harrow walks in with Jake in tow. The younger man looks flustered, enraged already. He looks at you and Emily with interest when he sees you, but says nothing.<br>
<br>
“And now our party is complete,” Harrow announces to the room. “Apologies for the hold-up. Ladies, if you’d like to retire to the kitchen to prepare the drinks. And gentleman, take your seats.”<br>
<br>
Rhiannon begins to push the trolley out into the corridor. Maisie looks at her with disinterest but follows.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
And before you can say anything, Emily is following them, smiling as she passes Dan.<br>
<<else>>
Emily meets your eyes with fear in hers but soon follows them. You notice her trying to avoid Dan’s eyes as she passes him.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Sit down at the table" "DuncanManor4aSitDown">><<set $TempPoker4aSitDown to "Table">><</link>>
<<elseif $TempPoker4aSitDown is "Table">>
You take your seat at the table as Harrow begins to deal out chips to the seats around the table. His seat is opposite, with Thompson and Dan to your right, and Jake to your left.<br>
<br>
“No Christina tonight, Jake?” Thompson mutters as he counts the chips as they land.<br>
<br>
“She’s busy,” he mutters, his face red.<br>
<br>
Thompson snorts, but says nothing more. Dan, however, leans forward and grins. “Take it from me, mate. There’s plenty of fish in the sea. Men like us don’t have a problem getting some skirt when we’re not hung up on one.”<br>
<br>
“I don’t see a girl on your arm tonight, Dan,” Harrow comments as he finishes dealing out the chips.<br>
<br>
“Not going to bring a ball and chain to somewhere like this,” Dan snorts back. “Not when the ladies already here are gagging for a bit of Mendel action.”<br>
<br>
He cackles, giving you a look. “What about that sister of yours, Phillips? She the fun sort?”<br>
<br>
“I think Miss Phillips’ romantic pursuits are not for the ears of her brother,” Harrow interjects. “But Maisie will be graduating soon. And Rhiannon still hasn’t bagged a man.” He gives Dan a smile. “Bit of a firecracker that one, I’m sure.”<br>
<br>
“Wonder if the carpet matches the drapes,” Thompson comments as he drinks another sip of his drink.<br>
<br>
Chuckles come from everyone around the table, apart from Jake. He sits there, studying the chips in front of him.<br>
<br>
<<ActionsHeader>>
<<link "Play along with the sexist remarks" "DuncanManor4aSitDown">><<set $TempPoker4aSitDown to "PlayAlong">><<EmilySuspicion -1>><<Greedy 1>><</link>><br>
<<link "Smile politely" "DuncanManor4aSitDown">><<set $TempPoker4aSitDown to "Polite">><</link>><br>
<<link "Object to the sexist remarks" "DuncanManor4aSitDown">><<set $TempPoker4aSitDown to "Object">><<EmilySuspicion 1>><<Greedy -1>><</link>>
<<elseif $TempPoker4aSitDown is "PlayAlong">>
You let yourself laugh. "She's at McTafey's all hours, Tucker. Plenty of regulars who could tell you for sure."<br>
<br>
Dan howls with delight, slapping the felt. "Now we're talking, Phillips!"<br>
<br>
Thompson grunts and grins, raising his glass. Harrow's smile holds, polite as ever, but you catch a flicker of something less polite behind his eyes.<br>
<br>
Jake doesn't look up from his chips.<br>
<br>
You feel the table close ranks around you. You've earned a seat at it. Even if your stomach turns over what it cost.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the women to return" "DuncanManor4aSitDown">><<set $TempPoker4aSitDown to "Women">><</link>>
<<elseif $TempPoker4aSitDown is "Polite">>
You let the corners of your mouth lift, just enough to register. You don't laugh. You don't argue. You let the moment pass over you like weather.<br>
<br>
Dan glances at you, eyebrow raised, but doesn't push. Thompson grunts and returns to his drink. Harrow's polite smile flickers as if he's noticed your non-answer and he's filed it away.<br>
<br>
Jake doesn't look up from his chips.<br>
<br>
The conversation drifts to other things. You've kept your hands clean. For now.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the women to return" "DuncanManor4aSitDown">><<set $TempPoker4aSitDown to "Women">><</link>>
<<elseif $TempPoker4aSitDown is "Object">>
"You wouldn't say that with her at the trolley, Thompson. Show her the same respect when she's not here."<br>
<br>
The table goes quiet. Dan's grin falters. Thompson sets his glass down with a click.<br>
<br>
"Sensitive, are we, Phillips?" Dan mutters. "Didn't take you for the type."<br>
<br>
Harrow's smile holds. "Mr Phillips has a point, gentlemen. There's no need to be uncouth."<br>
<br>
Thompson grunts. He doesn't apologise. Jake is the only one who hasn't reacted at all.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the women to return" "DuncanManor4aSitDown">><<set $TempPoker4aSitDown to "Women">><</link>>
<<elseif $TempPoker4aSitDown is "Women">>
The women come in and serve drinks. Then the poker begins.<br>
<br>
<<ActionsHeader>>
<<link "Start the poker game" "DuncanManor4aRound1">><<set $PokerGame.round to 1>><<set $TempPoker4aSitDown to undefined>><</link>>
<</if>>/* Hidden Round Win Order - PC > Thompson > Harrow > Dan > Jake */
<<if $TempPoker4aRound1 is undefined>>
Harrow shuffles a deck with both hands, the cards bridging in a soft snap. He passes them across to Thompson for a cut. Thompson taps once and slides them back without a word.<br>
<br>
Then Harrow deals two cards face down to each player, slow and deliberate. You pick yours up. A pair of Jacks. Workable, but not necessarily a winning hand.<br>
<br>
Around the table, the others deal with their hands. Thompson sips his whiskey and lets his cards rest face-down at his fingertips. He’s looked at them only once. Dan flips up the corner of his cards and mutters, then turns his head toward Emily and grins. Jake holds his cards in both hands, staring with intensity back at them.<br>
<br>
Harrow looks at his own hand for half a second and sets it down. Then he looks at you.<br>
<br>
"Opening bet's the boss's call." He nods at Thompson. "Yours, Tucker."<br>
<br>
Thompson grunts and drops two chips into the centre of the felt. Dan follows, throwing in three to make a point. Harrow looks back to you. And raises an eyebrow.<br>
<br>
<<ActionsHeader>>
<<StatCheckIntelligence "gt" 60>>
<<set _StatIntelligenceProbability to _StatIntelligenceProbability + " Try to work out who is bluffing">>
<<if _StatCheckIntelligence is true>>
<<link _StatIntelligenceProbability "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "IntPass">><<SetFlag "TempPokerRound1Int">><</link>><br>
<<else>>
<<link _StatIntelligenceProbability "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "IntFail">><<SetFlag "TempPokerRound1Int">><<Intelligence 1>><</link>><br>
<</if>>
<<StatCheckAssertive "gt" 60>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to taunt other people to bet">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "AssPass">><<SetFlag "TempPokerRound1Ass">><</link>><br>
<<else>>
<<link _StatAssertiveProbability "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "AssFail">><<SetFlag "TempPokerRound1Ass">><<Assertive 1>><</link>><br>
<</if>>
<<link "Signal Emily to help" "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "Emily">><<SetFlag "TempPokerRound1Emily">><<EmilyCorruption 1>><</link>><br>
<<link "Bet big" "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "BetBig">><</link>><br>
<<link "Stay" "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "Stay">><</link>><br>
<<link "Fold" "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "Fold">><</link>>
<<elseif $TempPoker4aRound1 is "IntPass">>
You let your eyes drift around the table without rushing. Thompson hasn't picked his cards back up. He's leaning back, jaw tight, more interested in his whiskey. But there’s no sign of the anger you’ve come to expect from him.<br>
<br>
Dan keeps glancing at his hand as though checking it hasn't changed. It hasn't. You’re pretty sure he’s lost.<br>
<br>
You notice Jake's foot is tapping under the table. You look at his eyes. He’s not meeting anyone’s glances. But his face is turned up in a snarl.<br>
<br>
Looking over, Harrow smiles back at you. He holds his cards casually, watching you. You can’t read him.<br>
<br>
<<ActionsHeader>>
<<Flag "TempPokerRound1Ass">>
<<if _FlagReturn is false>>
<<StatCheckAssertive "gt" 60>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to taunt other people to bet">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "AssPass">><<SetFlag "TempPokerRound1Ass">><</link>><br>
<<else>>
<<link _StatAssertiveProbability "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "AssFail">><<SetFlag "TempPokerRound1Ass">><<Assertive 1>><</link>><br>
<</if>>
<</if>>
<<Flag "TempPokerRound1Emily">>
<<if _FlagReturn is false>><<link "Signal Emily to help" "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "Emily">><<SetFlag "TempPokerRound1Emily">><<EmilyCorruption 1>><</link>><br><</if>>
<<link "Bet big" "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "BetBig">><</link>><br>
<<link "Stay" "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "Stay">><</link>><br>
<<link "Fold" "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "Fold">><</link>>
<<elseif $TempPoker4aRound1 is "IntFail">>
You squint at each face in turn. Jake is fidgeting. He’s not meeting anyone’s glances. But his face is turned up in a snarl.<br>
<br>
The others give you nothing. Thompson's whiskey, Dan's grin, Harrow's polite distance. You can't read any of it.<br>
<br>
<<ActionsHeader>>
<<Flag "TempPokerRound1Ass">>
<<if _FlagReturn is false>>
<<StatCheckAssertive "gt" 60>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to taunt other people to bet">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "AssPass">><<SetFlag "TempPokerRound1Ass">><</link>><br>
<<else>>
<<link _StatAssertiveProbability "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "AssFail">><<SetFlag "TempPokerRound1Ass">><<Assertive 1>><</link>><br>
<</if>>
<</if>>
<<Flag "TempPokerRound1Emily">>
<<if _FlagReturn is false>><<link "Signal Emily to help" "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "Emily">><<SetFlag "TempPokerRound1Emily">><<EmilyCorruption 1>><</link>><br><</if>>
<<link "Bet big" "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "BetBig">><</link>><br>
<<link "Stay" "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "Stay">><</link>><br>
<<link "Fold" "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "Fold">><</link>>
<<elseif $TempPoker4aRound1 is "AssPass">>
"Are we here to play?” you say, pushing a few chips into the pot. “Or just sit there all night like girls?"<br>
<br>
Jake's head comes up immediately. "I’ll match anything you throw down." He shoves chips in. More than required to match your bet.<br>
<br>
Harrow looks at you, smiling. He offers a light shrug. “When in Rome.” He matches the bet.<br>
<br>
Thompson follows. "The kid's right,” he mutters. “You can’t bluff me, Phillips."<br>
<br>
Dan winces, but matches his boss’s bravado. “Not going to embarrass me in front of the ladies, Phillips,” he says.<br>
<br>
In spite of their protests, the pot has increased in size when it comes back around to you.<br>
<br>
<<ActionsHeader>>
<<Flag "TempPokerRound1Int">>
<<if _FlagReturn is false>>
<<StatCheckIntelligence "gt" 60>>
<<set _StatIntelligenceProbability to _StatIntelligenceProbability + " Try to work out who is bluffing">>
<<if _StatCheckIntelligence is true>>
<<link _StatIntelligenceProbability "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "IntPass">><<SetFlag "TempPokerRound1Int">><<PotPressure 2>><</link>><br>
<<else>>
<<link _StatIntelligenceProbability "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "IntFail">><<SetFlag "TempPokerRound1Int">><<Intelligence 1>><<PotPressure 2>><</link>><br>
<</if>>
<</if>>
<<Flag "TempPokerRound1Emily">>
<<if _FlagReturn is false>><<link "Signal Emily to help" "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "Emily">><<SetFlag "TempPokerRound1Emily">><<EmilyCorruption 1>><<PotPressure 2>><</link>><br><</if>>
<<link "Bet big" "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "BetBig">><<PotPressure 2>><</link>><br>
<<link "Stay" "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "Stay">><<PotPressure 2>><</link>><br>
<<link "Fold" "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "Fold">><<PotPressure 2>><</link>>
<<elseif $TempPoker4aRound1 is "AssFail">>
"I thought we were here to play?” you say, pushing a few chips into the pot.<br>
<br>
Jake looks up from his cards and stares at your increased bet. “I can match that.” And he does.<br>
<br>
Harrow looks at you, smiling. He offers a light shrug. “When in Rome.” He matches the bet.<br>
<br>
Thompson follows. "You aren’t a good bluffer, Phillips,” he mutters. “I’ll match it."<br>
<br>
Dan winces, but looks at the pot and then around the table. “Sure,” he says, matching the bet.<br>
<br>
They are all still in, but they haven’t taken your bait that much.<br>
<br>
<<ActionsHeader>>
<<Flag "TempPokerRound1Int">>
<<if _FlagReturn is false>>
<<StatCheckIntelligence "gt" 60>>
<<set _StatIntelligenceProbability to _StatIntelligenceProbability + " Try to work out who is bluffing">>
<<if _StatCheckIntelligence is true>>
<<link _StatIntelligenceProbability "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "IntPass">><<SetFlag "TempPokerRound1Int">><<PotPressure 1>><</link>><br>
<<else>>
<<link _StatIntelligenceProbability "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "IntFail">><<SetFlag "TempPokerRound1Int">><<Intelligence 1>><<PotPressure 1>><</link>><br>
<</if>>
<</if>>
<<Flag "TempPokerRound1Emily">>
<<if _FlagReturn is false>><<link "Signal Emily to help" "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "Emily">><<SetFlag "TempPokerRound1Emily">><<EmilyCorruption 1>><</link>><br><</if>>
<<link "Bet big" "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "BetBig">><<PotPressure 1>><</link>><br>
<<link "Stay" "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "Stay">><<PotPressure 1>><</link>><br>
<<link "Fold" "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "Fold">><<PotPressure 1>><</link>>
<<elseif $TempPoker4aRound1 is "Emily">>
<<SiblingBondCheck>>
<<EmilyCorruptionCheck>>
You glance over to Emily and smile. She looks at you curiously, but when you hold her gaze she gets the intent. You nod towards Harrow.<br>
<br>
<<if _SiblingBondCheck gte 2 and _EmilyCorruptionCheck is true>>
Emily drifts straight to Harrow's chair. “Need a top-up?”<br>
<br>
She doesn’t wait for him to answer. As she pours, her hip brushes his shoulder. She lets the contact linger, then leans down and murmurs something at his ear.<br>
<br>
Whatever she says makes him laugh. Too loud, too long. He shoves chips into the centre without looking at his cards, just to keep her attention. She looks back at you and nods. The intent is clear. You don’t have to worry about him.<br>
<br>
Dan whistles. "Now there's a girl who knows how to pour a drink."<br>
<br>
Thompson clears his throat and re-checks his cards. Jake is staring openly. When she walks off, there is a sway in her hips. And you know it’s on purpose.<br>
<br>
<<ActionsHeader>>
<<Flag "TempPokerRound1Int">>
<<if _FlagReturn is false>>
<<StatCheckIntelligence "gt" 60>>
<<set _StatIntelligenceProbability to _StatIntelligenceProbability + " Try to work out who is bluffing">>
<<if _StatCheckIntelligence is true>>
<<link _StatIntelligenceProbability "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "IntPass">><<SetFlag "TempPokerRound1Int">><<EmilySuspicion 1>><<PotPressure 1>><</link>><br>
<<else>>
<<link _StatIntelligenceProbability "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "IntFail">><<SetFlag "TempPokerRound1Int">><<Intelligence 1>><<EmilySuspicion 1>><<PotPressure 1>><</link>><br>
<</if>>
<</if>>
<<Flag "TempPokerRound1Ass">>
<<if _FlagReturn is false>>
<<StatCheckAssertive "gt" 60>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to taunt other people to bet">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "AssPass">><<SetFlag "TempPokerRound1Ass">><<EmilySuspicion 1>><<PotPressure 1>><</link>><br>
<<else>>
<<link _StatAssertiveProbability "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "AssFail">><<SetFlag "TempPokerRound1Ass">><<Assertive 1>><<EmilySuspicion 1>><<PotPressure 1>><</link>><br>
<</if>>
<</if>>
<<link "Bet big" "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "BetBig">><<EmilySuspicion 1>><<PotPressure 1>><</link>><br>
<<link "Stay" "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "Stay">><<EmilySuspicion 1>><<PotPressure 1>><</link>><br>
<<link "Fold" "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "Fold">><<EmilySuspicion 1>><<PotPressure 1>><</link>>
<<elseif _SiblingBondCheck gte 2 and _EmilyCorruptionCheck is false>>
She drifts to Harrow's chair, refills his glass, and steps back, smiling politely. You see her looking at his cards, then she nods to you. The intent is clear. You don’t have to worry about him.<br>
<br>
"Thank you, Emily," Harrow says. He says it kindly, smiling at her. But he makes a point of turning to look at you.<br>
<br>
Emily catches your gaze on the way back to the side of the room. Free of a smile. Her eyes glaring back at you.<br>
<br>
<<ActionsHeader>>
<<Flag "TempPokerRound1Int">>
<<if _FlagReturn is false>>
<<StatCheckIntelligence "gt" 60>>
<<set _StatIntelligenceProbability to _StatIntelligenceProbability + " Try to work out who is bluffing">>
<<if _StatCheckIntelligence is true>>
<<link _StatIntelligenceProbability "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "IntPass">><<SetFlag "TempPokerRound1Int">><<EmilySuspicion 1>><<SiblingBond -1>><</link>><br>
<<else>>
<<link _StatIntelligenceProbability "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "IntFail">><<SetFlag "TempPokerRound1Int">><<Intelligence 1>><<EmilySuspicion 1>><<SiblingBond -1>><</link>><br>
<</if>>
<</if>>
<<Flag "TempPokerRound1Ass">>
<<if _FlagReturn is false>>
<<StatCheckAssertive "gt" 60>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to taunt other people to bet">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "AssPass">><<SetFlag "TempPokerRound1Ass">><<EmilySuspicion 1>><<SiblingBond -1>><</link>><br>
<<else>>
<<link _StatAssertiveProbability "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "AssFail">><<SetFlag "TempPokerRound1Ass">><<Assertive 1>><<EmilySuspicion 1>><<SiblingBond -1>><</link>><br>
<</if>>
<</if>>
<<link "Bet big" "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "BetBig">><<EmilySuspicion 1>><<SiblingBond -1>><</link>><br>
<<link "Stay" "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "Stay">><<EmilySuspicion 1>><<SiblingBond -1>><</link>><br>
<<link "Fold" "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "Fold">><<EmilySuspicion 1>><<SiblingBond -1>><</link>>
<<elseif _SiblingBondCheck lt 2 and _EmilyCorruptionCheck is true>>
She doesn't go to Harrow. She goes to Jake.<br>
<br>
Jake's eyes track her the whole way. She leans across him to refill his whiskey, the back of the dress open, and his hand finds her hip without hesitation. She doesn't move it. She murmurs something low, and Jake grins.<br>
<br>
He shoves chips in. "About time someone in this room knew what they wanted."<br>
<br>
Dan howls. Thompson sighs. Harrow watches you, not Emily, and his smile has thinned to nothing.<br>
<br>
When Jake finally lets go of her, she leans back up and moves to the side of the room with the other girls. At the table, Jake pushes more chips into the pot in spite of it being your go. “Come on,” he says. “Let’s get a move on.”<br>
<br>
You look to Emily. She nods to you. The intent is clear. You don’t have to worry about him.<br>
<br>
<<ActionsHeader>>
<<Flag "TempPokerRound1Int">>
<<if _FlagReturn is false>>
<<StatCheckIntelligence "gt" 60>>
<<set _StatIntelligenceProbability to _StatIntelligenceProbability + " Try to work out who is bluffing">>
<<if _StatCheckIntelligence is true>>
<<link _StatIntelligenceProbability "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "IntPass">><<SetFlag "TempPokerRound1Int">><<EmilySuspicion 1>><<PotPressure 1>><</link>><br>
<<else>>
<<link _StatIntelligenceProbability "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "IntFail">><<SetFlag "TempPokerRound1Int">><<Intelligence 1>><<EmilySuspicion 1>><<PotPressure 1>><</link>><br>
<</if>>
<</if>>
<<Flag "TempPokerRound1Ass">>
<<if _FlagReturn is false>>
<<StatCheckAssertive "gt" 60>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to taunt other people to bet">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "AssPass">><<SetFlag "TempPokerRound1Ass">><<EmilySuspicion 1>><<PotPressure 1>><</link>><br>
<<else>>
<<link _StatAssertiveProbability "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "AssFail">><<SetFlag "TempPokerRound1Ass">><<Assertive 1>><<EmilySuspicion 1>><<PotPressure 1>><</link>><br>
<</if>>
<</if>>
<<link "Bet big" "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "BetBig">><<EmilySuspicion 1>><<PotPressure 1>><</link>><br>
<<link "Stay" "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "Stay">><<EmilySuspicion 1>><<PotPressure 1>><</link>><br>
<<link "Fold" "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "Fold">><<EmilySuspicion 1>><<PotPressure 1>><</link>>
<<else>>
She doesn't go to Harrow. She goes to Jake.<br>
<br>
Emily leans across him to refill his glass. Jake's hand goes for her hip, but she pulls back sharply, knocking the bottle. Jake laughs.<br>
<br>
"Difficult, are we?"<br>
<br>
She withdraws to the kitchen without looking at him. Only looking at you once. She nods. The intent is clear. You don’t have to worry about him. But the scowl after makes you feel guilty.<br>
<br>
<<ActionsHeader>>
<<Flag "TempPokerRound1Int">>
<<if _FlagReturn is false>>
<<StatCheckIntelligence "gt" 60>>
<<set _StatIntelligenceProbability to _StatIntelligenceProbability + " Try to work out who is bluffing">>
<<if _StatCheckIntelligence is true>>
<<link _StatIntelligenceProbability "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "IntPass">><<SetFlag "TempPokerRound1Int">><<EmilySuspicion 1>><<SiblingBond -1>><</link>><br>
<<else>>
<<link _StatIntelligenceProbability "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "IntFail">><<SetFlag "TempPokerRound1Int">><<Intelligence 1>><<EmilySuspicion 1>><<SiblingBond -1>><</link>><br>
<</if>>
<</if>>
<<Flag "TempPokerRound1Ass">>
<<if _FlagReturn is false>>
<<StatCheckAssertive "gt" 60>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to taunt other people to bet">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "AssPass">><<SetFlag "TempPokerRound1Ass">><<EmilySuspicion 1>><<SiblingBond -1>><</link>><br>
<<else>>
<<link _StatAssertiveProbability "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "AssFail">><<SetFlag "TempPokerRound1Ass">><<Assertive 1>><<EmilySuspicion 1>><<SiblingBond -1>><</link>><br>
<</if>>
<</if>>
<<link "Bet big" "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "BetBig">><<EmilySuspicion 1>><<SiblingBond -1>><</link>><br>
<<link "Stay" "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "Stay">><<EmilySuspicion 1>><<SiblingBond -1>><</link>><br>
<<link "Fold" "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "Fold">><<EmilySuspicion 1>><<SiblingBond -1>><</link>>
<</if>>
<<elseif $TempPoker4aRound1 is "BetBig">>
You push a generous stack into the centre. Jake bristles, matching your bet straight away. Harrow smiles and matches without hesitation. Thompson follows.<br>
<br>
Dan looks at you and snorts. “I’ll call you, Phillips.”<br>
<br>
<<ActionsHeader>>
<<link "Reveal your hand" "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "Reveal">><<PotPressure 2>><</link>>
<<elseif $TempPoker4aRound1 is "Stay">>
You match the standing bet. The hand cycles through to the river without anyone making another play. Finally, Dan looks at you and snorts. “I’ll call you, Phillips.”<br>
<br>
<<ActionsHeader>>
<<link "Reveal your hand" "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "Reveal">><<PotPressure 1>><</link>>
<<elseif $TempPoker4aRound1 is "Fold">>
You push your cards face-down toward the dealer position.<br>
<br>
Harrow scoops them up arching an eyebrow. “Already folding, Phillips? Not very sporting.”<br>
<br>
<<ActionsHeader>>
<<link "Wait for the hands to be revealed" "DuncanManor4aRound1">><<set $TempPoker4aRound1 to "Reveal">><<SetFlag "TempPokerRound1Folded">><</link>>
<<elseif $TempPoker4aRound1 is "Reveal">>
<<Flag "TempPokerRound1Folded">>
<<if _FlagReturn is true>>
Thompson reveals his hand. A pair of nines. You could have beaten that.<br>
<br>
Jake throws his hand down at the sight of Thompson’s. He has a single six. You wonder if he knows the rules.<br>
<br>
Harrow looks at you, then to Thompson. Finally turning over his own cards. Two fives. You wince. Again, you would have won.<br>
<br>
And finally, Dan flicks his cards on to the table. One two. One Queen. Nothing.<br>
<br>
<i>The round would have been yours, if you had the guts to hold.</i><br>
<br>
"First one to you, Tucker," Harrow says. "Setting the tone, are we?"<br>
<br>
Thompson clicks his fingers at Rhiannon. You see her roll her eyes, but she appears at his side and refills his glass. “Tonight’s my night, Harrow,” he mutters, taking a gulp.<br>
<br>
You look around the table. People are watching him with newfound interest.<br>
<br>
<<ActionsHeader>>
<<link "Continue the game" "DuncanManor4aRound2">><<TableFocus "Thompson">><<set $TempPoker4aRound1 to undefined>><</link>>
<<else>>
You take a breath and turn over your Jacks. Thompson swears, almost knocking his drink.<br>
<br>
Jake throws his hand down at the sight of yours. He has a single six. You wonder if he knows the rules.<br>
<br>
Harrow looks at you, then to Thompson. Finally turning over his own cards. Two fives. You smile.<br>
<br>
And finally, Dan flicks his cards on to the table. One two. One Queen. Nothing.<br>
<br>
Then Thompson finally reveals his hand. A pair of nines.<br>
<br>
Harrow retains his grin. "Lucky cards. We'll see how the night plays."<br>
<br>
Thompson lets out a small breath. He drains his whiskey and signals to Rhiannon for another. Jake mutters something about the deck. But despite the protests, eyes are now firmly on you.<br>
<br>
<<ActionsHeader>>
<<link "Continue the game" "DuncanManor4aRound2">><<TableFocus "PC">><<set $TempPoker4aRound1 to undefined>><</link>>
<</if>>
<</if>>/* Hidden Round Win Order - Harrow > Jake > Thompson > PC > Dan */
<<if $TempPoker4aRound2 is undefined>>
Harrow again shuffles a deck. You arch an eyebrow towards him. “Dealing again?”<br>
<br>
“Charlton rules,” he says. “We have our own way of doing things around here.”<br>
<br>
He begins to deal cards face down to each player. Each player picks up their cards, the atmosphere turning a touch more serious.<br>
<br>
You look at your cards. You have a five and nine. Almost nothing.<br>
<br>
<<if $PokerGame.potPressure gte 4>>
“Already some big bets tonight,” Harrow comments as he looks up from his cards. “But still anyone’s game.”<br>
<br>
You look around the table. He’s right. If you want Harrow to bet his amulet, you will have to maintain the pressure to increase the betting so that he’ll run out of chips.<br>
<<elseif $PokerGame.potPressure gte 2>>
“Anyone’s game still,” Harrow comments as he looks up from his cards. “Lots of chips ready to be taken.”<br>
<br>
You look around the table. He’s right. If you want Harrow to bet his amulet, you will have to put a lot of pressure on the pot to increase the betting so that he’ll run out of chips.<br>
<<else>>
“Slow start,” Harrow comments as he looks up from his cards. “Would someone be a sport and up the ante?”<br>
<br>
You look around the table. He’s right. If you want Harrow to bet his amulet, you will have to start putting pressure on the pot to increase the betting so that he’ll run out of chips.<br>
<</if>>
<br>
<<if $PokerGame.tableFocus is "Thompson">>
As each player studies their hand, you notice Maisie move towards Thompson. She smiles coyly at him and tops up his drink. Even though it was almost full.<br>
<br>
“Here you go,” she says. “For the winning man.”<br>
<br>
She leans in further to him, her breasts close to his head. He stares at that without subtlety and smirks.<br>
<br>
But when you look up at her, you see her shake her head at Harrow.<br>
<br>
<<ActionsHeader>>
<<link "Decide what to do" "DuncanManor4aRound2">><<set $TempPoker4aRound2 to "Decide">><</link>>
<<elseif $PokerGame.tableFocus is "PC">>
As each player studies their hand, you notice a presence next to you. Maisie lingers close to you, topping off your drink. Even though it was almost full.<br>
<br>
“A top up?” she asks. “For the winning man.”<br>
<br>
<<CompulsionCheck "PartyGirl">>
<<OrientationCheck>>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Party Girl] </span><i>You can’t turn down a free drink!</i><br>
<br>
You smile and nod, not wanting to turn down a drink. You watch as she pours you more whiskey. You lick your lips with anticipation.<br>
<br>
A moment later she’s gone, leaving the whiskey. She doesn’t look back as she joins the other girls.<br>
<br>
<i>Looks like winning comes with perks.</i><br>
<br>
But when you look around the table, you see Harrow looking back at you. Smiling.<br>
<br>
<<ActionsHeader>>
<<link "Decide what to do" "DuncanManor4aRound2">><<set $TempPoker4aRound2 to "Decide">><<SetFlag "TempPokerRound2HarrowKnows">><</link>>
<<elseif _currentOrientation gte 20>>
<span class="notification">Orientation Check - Fail</span><br>
<br>
She leans in further, not waiting for a reply. Her breasts draw close to your head. You smell the sweet perfume from her, as your view is blocked by her bosom.<br>
<br>
A moment later she’s gone, but her fragrance still remains. She doesn’t look back as she joins the other girls.<br>
<br>
<i>Looks like winning comes with perks.</i><br>
<br>
But when you look around the table, you see Harrow looking back at you. Smiling.<br>
<br>
<<ActionsHeader>>
<<link "Decide what to do" "DuncanManor4aRound2">><<set $TempPoker4aRound2 to "Decide">><<SetFlag "TempPokerRound2HarrowKnows">><</link>>
<<else>>
<span class="notification">Orientation Check - Pass</span><br>
<br>
She leans in further, not waiting for a reply. Her breasts draw close to your head. You smell the sweet perfume from her, as your view is blocked by her bosom.<br>
<br>
Quickly, you put your cards face down on the table. She winces and withdraws quickly, joining the other girls.<br>
<br>
When you look around the table, you see Harrow looking back at you. But void of a smile.<br>
<br>
<<ActionsHeader>>
<<link "Decide what to do" "DuncanManor4aRound2">><<set $TempPoker4aRound2 to "Decide">><</link>>
<</if>>
<<else>>
<<ActionsHeader>>
<<link "Decide what to do" "DuncanManor4aRound2">><<set $TempPoker4aRound2 to "Decide">><</link>>
<</if>>
<<elseif $TempPoker4aRound2 is "Decide">>
You look around the table. Harrow gives you nothing, smiling politely. Thompson doesn’t pay you attention. He’s more interested in drinking. And ignoring Dan, who continues to chatter incessantly to him, now talking about a deal he’s keeping warm.<br>
<br>
Jake seems to be paying more attention to Rhiannon than his cards. He keeps smirking at her. She looks away, not meeting them.<br>
<br>
Turning back to the table, you consider your options. You need to increase the pressure on Harrow, but with such a lousy hand you risk him winning the pot. How to get him to bet big, then fold?<br>
<br>
<<ActionsHeader>>
<<StatCheckAssertive "gt" 60>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to taunt Dan about his sales">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "DuncanManor4aRound2">><<set $TempPoker4aRound2 to "DanPass">><</link>><br>
<<else>>
<<link _StatAssertiveProbability "DuncanManor4aRound2">><<set $TempPoker4aRound2 to "DanFail">><<Assertive 1>><</link>><br>
<</if>>
<<RumourCheckSelf "Jake">>
<<if _RumourCheckSelf is true>><<link "Taunt Jake about cheating in the gym" "DuncanManor4aRound2">><<set $TempPoker4aRound2 to "JakeTaunt">><</link>><br><</if>>
<<RumourCheckSelf "Annie">>
<<if _RumourCheckSelf is true>><<link "Taunt Thompson about his meetings with Annie" "DuncanManor4aRound2">><<set $TempPoker4aRound2 to "ThompsonTaunt">><</link>><br><</if>>
<<link "Signal Emily to help" "DuncanManor4aRound2">><<set $TempPoker4aRound2 to "EmilySignal">><</link>><br>
<<link "Just decide how to play your hand" "DuncanManor4aRound2">><<set $TempPoker4aRound2 to "DecideHand">><</link>>
<<elseif $TempPoker4aRound2 is "DanPass">>
"How's those sales coming along, Dan?"<br>
<br>
Dan looks up. "Brilliant, Phillips. Why?"<br>
<br>
"Just heard the phone’s been quiet. Clive and Gordon sitting around, waiting for work.”<br>
<br>
His grin tightens. "Bullshit." He glances back to Thompson, who looks up with interest.<br>
<br>
"Heard you’ve missed a key deal,” you continue. “Couldn’t get hold of you one lunch when you were in the pub. Not surprised you’re keeping your bets slim.”<br>
<br>
Thompson scowls at you, but looks to Dan. The salesman snarls back at you. “Betting slim?” He shoves chips into the centre. "Does this look like Dan is down on his luck, Phillips?"<br>
<br>
Harrow watches Dan commit, then matches the bet without comment. The pot has grown.<br>
<br>
<<ActionsHeader>>
<<link "Decide how to play your hand" "DuncanManor4aRound2">><<set $TempPoker4aRound2 to "DecideHand">><<PotPressure 2>><</link>>
<<elseif $TempPoker4aRound2 is "DanFail">>
"How's those sales coming along, Dan?"<br>
<br>
Dan looks up. "Brilliant, Phillips. Why?"<br>
<br>
"Just heard the phone’s been quiet,” you add.<br>
<br>
His grin tightens, but Thompson interjects. "That’s probably because of the booking system, Phillips. Not that you’d know much about that.”<br>
<br>
Dan grins back at you, a snarl of glee. He doesn’t make a move to bet.<br>
<br>
<<ActionsHeader>>
<<link "Decide how to play your hand" "DuncanManor4aRound2">><<set $TempPoker4aRound2 to "DecideHand">><</link>>
<<elseif $TempPoker4aRound2 is "JakeTaunt">>
"Hear you've been hiding weights at Casey's Gym, Jake."<br>
<br>
Jake's head comes up. "What?"<br>
<br>
"Small ones tucked between the plates on the bar. So it looks like you're benching more than you are."<br>
<br>
"Fuck you,” he snaps.<br>
<br>
"Word's gone round,” you continue, ignoring his insult. “Half the gym's seen you do it."<br>
<br>
“You better watch your mouth,” he snarls.<br>
<br>
“Maybe you should put your money where your mouth is,” you say, gesturing to the table.<br>
<br>
He flares his nostrils, but shoves chips into the centre. "Match that, Phillips."<br>
<br>
Harrow's eyebrow lifts and he sighs. He matches the bet, watching Jake the whole time. The pot has grown.<br>
<br>
<<ActionsHeader>>
<<link "Decide how to play your hand" "DuncanManor4aRound2">><<set $TempPoker4aRound2 to "DecideHand">><<PotPressure 2>><</link>>
<<elseif $TempPoker4aRound2 is "ThompsonTaunt">>
"How's Annie getting on at Thompson's, Mr. Thompson?"<br>
<br>
His head comes up sharply. "Fine."<br>
<br>
"Heard she's been seen at the Charlton Hotel. Lunchtimes."<br>
<br>
Thompson’s eyes narrow, but there’s fear behind them. "Lots of people eat lunch."<br>
<br>
"Wonder who she’s spending lunch with," you mutter.<br>
<br>
The room goes quiet. Thompson's jaw works. He sets his whiskey down with deliberate care.<br>
<br>
"That's a serious thing to say at a man's poker table, Phillips. I’m a married man."<br>
<br>
“Just saying what I’m hearing,” you add. “By the small bets you’re making, looks like you’re spending cash elsewhere.”<br>
<br>
<<GetPCState "job">>
<<if _job is "Fired">>
For a moment you think he’s going to get to his feet. But instead, he spits and shoves chips in. "How’s that for a small bet? And at least I’ve still got a job, Phillips.”<br>
<br>
You hold his smile, but he looks furious behind the facade. Fortunately, you won’t have to deal with him at the repair shop.<br>
<<else>>
For a moment you think he’s going to get to his feet. But instead, he spits and shoves chips in. "How’s that for a small bet? And we’ll talk about your take home in the shop.”<br>
<br>
You hold his smile, but he looks furious behind the facade. Maybe this wasn’t the best tactic, after all.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Decide how to play your hand" "DuncanManor4aRound2">><<set $TempPoker4aRound2 to "DecideHand">><<PotPressure 2>><<WorkPerformance -2>><</link>>
<<elseif $TempPoker4aRound2 is "EmilySignal">>
You glance over to Emily and tilt your head toward Jake.<br>
<br>
<<SiblingBondCheck>>
<<EmilyCorruptionCheck>>
<<if _SiblingBondCheck gte 2 and _EmilyCorruptionCheck is true>>
She crosses to Jake's chair without prompting and leans down to refill his glass. As she pours, her breasts brush his shoulder. Jake's hand finds the back of her thigh. She doesn't move it.<br>
<br>
"You look like a man who's about to win," she murmurs at his ear.<br>
<br>
Jake grins, ear pink, and shoves chips into the centre. "Match that, Phillips."<br>
<br>
Harrow watches Emily, then matches the bet without looking at his cards.<br>
<br>
<<if $PokerGame.emilySuspicion is 1>>
"Quite the influence on young Jake," Harrow says lightly. The smile doesn't move when he turns it back to you.<br>
<br>
<</if>>
Emily glances back on her way to the side and grins.<br>
<br>
<<ActionsHeader>>
<<link "Decide how to play your hand" "DuncanManor4aRound2">><<set $TempPoker4aRound2 to "DecideHand">><<PotPressure 2>><<EmilyCorruption 1>><<EmilySuspicion 1>><</link>>
<<elseif _SiblingBondCheck lt 2 and _EmilyCorruptionCheck is true>>
You hold her gaze. She makes a face of irritation but crosses to Jake's chair.<br>
<br>
"Need a top-up?"<br>
<br>
"Always, princess."<br>
<br>
She bends to pour. As she fills his glass, her breasts brush his shoulder. Jake's hand finds the back of her thigh. She doesn't move it.<br>
<br>
"Match the bet," she says, low.<br>
<br>
He shoves chips in immediately. "Match that, Phillips. And raise."<br>
<br>
Harrow watches Emily, then matches the bet without looking at his cards.<br>
<br>
<<if $PokerGame.emilySuspicion is 1>>
"Quite the influence on young Jake," Harrow says lightly. The smile doesn't move when he turns it back to you.<br>
<br>
<</if>>
Emily walks back, but without looking at you.<br>
<br>
<<ActionsHeader>>
<<link "Decide how to play your hand" "DuncanManor4aRound2">><<set $TempPoker4aRound2 to "DecideHand">><<PotPressure 2>><<EmilyCorruption 1>><<EmilySuspicion 1>><<SiblingBond -1>><</link>>
<<elseif _SiblingBondCheck gte 2 and _EmilyCorruptionCheck is false>>
She crosses reluctantly to Jake's chair and refills his glass.<br>
<br>
"Hey, Jake."<br>
<br>
He looks up, grins. "About time."<br>
<br>
His hand goes for her hip. She steps back sharply. The bottle knocks against the table.<br>
<br>
Jake laughs. "Playing hard to get, are we?"<br>
<br>
He shoves chips in anyway, looking at her. “Rather be spending that money on you.”<br>
<br>
Harrow watches Emily's reaction more than the chips, then matches the bet.<br>
<br>
<<if $PokerGame.emilySuspicion is 1>>
"She seems uncomfortable, your sister," Harrow notes mildly. His eyes haven't left her. “Doing whatever it is she’s doing.”<br>
<br>
<</if>>
Emily moves to the side and doesn't look back at you. Arms close to her body. She avoids your stare.<br>
<br>
<<ActionsHeader>>
<<link "Decide how to play your hand" "DuncanManor4aRound2">><<set $TempPoker4aRound2 to "DecideHand">><<EmilyCorruption 1>><<EmilySuspicion 1>><<SiblingBond -1>><</link>>
<<else>>
You hold her gaze. She shakes her head, but you keep looking. After a long moment she sets her jaw and crosses. "Need a top-up?", she says, sliding up to Jake.<br>
<br>
"Always, princess."<br>
<br>
She bends to pour. His hand goes for her hip. She pulls back hard enough to spill a splash of whiskey on the table.<br>
<br>
Jake laughs. "Playing hard to get, are we?"<br>
<br>
He shoves chips in anyway, looking at her. “Rather be spending that money on you.”<br>
<br>
Harrow watches Emily's reaction more than the chips, then matches the bet.<br>
<br>
<<if $PokerGame.emilySuspicion is 1>>
"Your sister doesn't seem to be enjoying herself," Harrow says quietly. “Doing whatever it is she’s doing.”<br>
<br>
<</if>>
Emily moves to the side and doesn't look back at you. Arms close to her body. She avoids your stare.<br>
<br>
<<ActionsHeader>>
<<link "Decide how to play your hand" "DuncanManor4aRound2">><<set $TempPoker4aRound2 to "DecideHand">><<EmilyCorruption 1>><<EmilySuspicion 1>><<SiblingBond -1>><</link>>
<</if>>
<<elseif $TempPoker4aRound2 is "DecideHand">>
You look across at Harrow. He's watching you, calm, cards barely held in his fingers. Even though no one has folded, the contest at this table feels like it's between the two of you now.<br>
<br>
Glancing back at your hand, you remind yourself you have nothing. A five and a nine. The only way you take this round is to make him fold.<br>
<br>
<<ActionsHeader>>
<<StatCheckAssertive "gt" 60>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to bluff him">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "DuncanManor4aRound2">><<set $TempPoker4aRound2 to "BluffPass">><</link>><br>
<<else>>
<<link _StatAssertiveProbability "DuncanManor4aRound2">><<set $TempPoker4aRound2 to "BluffFail">><<Assertive 1>><</link>><br>
<</if>>
<<link "Signal Emily for help" "DuncanManor4aRound2">><<set $TempPoker4aRound2 to "EmilyHarrow">><</link>><br>
<<link "Reveal your cards" "DuncanManor4aRound2">><<set $TempPoker4aRound2 to "Reveal">><</link>>
<<elseif $TempPoker4aRound2 is "BluffPass">>
You raise. Big. You push the stack across without breaking eye contact with him. “How’s this?”<br>
<br>
<<Flag "TempPokerRound2HarrowKnows">>
<<if _FlagReturn is true>>
Harrow watches you for a moment. Then his eyes flick to Maisie at the sideboard. She gives the smallest of nods.<br>
<br>
His smile widens. "Call."<br>
<br>
You wince.<br>
<br>
<i>You’re trying to bluff him when he already knows.</i><br>
<br>
<<ActionsHeader>>
<<link "Reveal your cards" "DuncanManor4aRound2">><<set $TempPoker4aRound2 to "Reveal">><</link>>
<<else>>
Harrow watches you. He looks at his hand once, then to the pot. His chip pile is visibly thinner than it was at the start of the night.<br>
<br>
He folds. "Well played."<br>
<br>
The room is quiet. Jake stares. Thompson grunts. Dan cackles.<br>
<br>
<<ActionsHeader>>
<<link "Reveal your cards" "DuncanManor4aRound2">><<set $TempPoker4aRound2 to "Reveal">><<SetFlag "TempPokerRound2HarrowFolds">><</link>>
<</if>>
<<elseif $TempPoker4aRound2 is "BluffFail">>
You raise. Big. You push the stack across without breaking eye contact with him. “How’s this?” But you hear your voice crack, betraying you.<br>
<br>
<<Flag "TempPokerRound2HarrowKnows">>
<<if _FlagReturn is true>>
Harrow watches you for a moment. Then his eyes flick to Maisie at the sideboard. She gives the smallest of nods.<br>
<br>
His smile widens. "Call."<br>
<br>
You wince.<br>
<br>
<i>You’re trying to bluff him when he already knows.</i><br>
<<else>>
Harrow watches you. He doesn't even look at his cards. He just smiles. "Call."<br>
<br>
You smile back, cursing your voice.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Reveal your cards" "DuncanManor4aRound2">><<set $TempPoker4aRound2 to "Reveal">><</link>>
<<elseif $TempPoker4aRound2 is "EmilyHarrow">>
You catch Emily's eye and tilt your head toward Harrow.<br>
<br>
<<SiblingBondCheck>>
<<EmilyCorruptionCheck>>
<<if _SiblingBondCheck gte 2 and _EmilyCorruptionCheck is true>>
She crosses without hesitation. Emily slides in next to Harrow's chair, drapes a hand on his shoulder, squeezing it slightly and leans down close. “Oh my. What a small… hand.”<br>
<br>
<<Flag "TempPokerRound2HarrowKnows">>
<<if _FlagReturn is true>>
He looks up at her, smiles politely. Then his eyes go to Maisie at the sideboard. She nods.<br>
<br>
A laugh escapes his lips. He gently lifts Emily's hand off his shoulder. "That was a good try, Miss Phillips. Tell your brother I'm not folding tonight."<br>
<br>
Emily walks back to the side, eyes down.<br>
<br>
<<ActionsHeader>>
<<link "Reveal your cards" "DuncanManor4aRound2">><<set $TempPoker4aRound2 to "Reveal">><<EmilyCorruption 1>><</link>>
<<else>>
Harrow doesn’t react to her slip. Instead, he smiles politely at her. “What do you suggest, Miss Phillips? That I fold?”<br>
<br>
"Fold this one, Mr. Harrow," she murmurs. "He's not bluffing."<br>
<br>
Harrow looks up at her. His smile is the same as before. "Why would you say that, Emily?"<br>
<br>
She glances at you. "Because I like you better than I like him."<br>
<br>
<<if $PokerGame.emilySuspicion gte 2>>
He laughs. But the laugh has an edge. "You've been very kind to me tonight, Emily. But I think I'll trust the cards."<br>
<br>
He looks to you as Emily slinks away. And smiles.<br>
<br>
<<ActionsHeader>>
<<link "Reveal your cards" "DuncanManor4aRound2">><<set $TempPoker4aRound2 to "Reveal">><<EmilyCorruption 1>><</link>>
<<else>>
He laughs, but it’s polite. Harrow studies his cards. Then he sets them face-down.<br>
<br>
"I'll trust the lady,” he tells you.<br>
<br>
Emily steps back, smiling.<br>
<br>
<<ActionsHeader>>
<<link "Reveal your cards" "DuncanManor4aRound2">><<set $TempPoker4aRound2 to "Reveal">><<SetFlag "TempPokerRound2HarrowFolds">><<EmilyCorruption 1>><</link>>
<</if>>
<</if>>
<<elseif _SiblingBondCheck gte 2 and _EmilyCorruptionCheck is false>>
You catch Emily's eye and gesture toward Harrow. She sighs, but you retain eye contact. She crosses over to him, slow and hesitant.<br>
<br>
She stops beside his chair but doesn't quite touch him. You see him watch her as she frowns at him. “Oh.”<br>
<br>
<<Flag "TempPokerRound2HarrowKnows">>
<<if _FlagReturn is true>>
He looks up at her, smiles politely. Then his eyes go to Maisie at the sideboard. She nods.<br>
<br>
A laugh escapes his lips. He gently lifts Emily's hand off his shoulder. "That was a good try, Miss Phillips. Tell your brother I'm not folding tonight."<br>
<br>
Emily walks back to the side, eyes down. Not meeting your gaze. She’s blushing.<br>
<br>
<<ActionsHeader>>
<<link "Reveal your cards" "DuncanManor4aRound2">><<set $TempPoker4aRound2 to "Reveal">><<EmilyCorruption 1>><<SiblingBond -1>><</link>>
<<else>>
Harrow doesn’t react to her slip. Instead, he smiles politely at her. “What do you suggest, Miss Phillips? That I fold?”<br>
<br>
"Don't call,” she mutters. “He's got a good hand."<br>
<br>
The room goes quiet. Harrow studies her face for a moment. "Why would you say that, Emily?"<br>
<br>
She glances at you. "Because he’s a pig.”<br>
<br>
You hold her gaze. You aren’t sure whether this is part of the act.<br>
<br>
<<if $PokerGame.emilySuspicion gte 1>>
"Emily,” Harrow says gently. “You need to get into character. You’re clearly just trying to help your brother."<br>
<br>
He looks to you as Emily slinks away, not meeting your eye. And smiles. “Call.”<br>
<br>
<<ActionsHeader>>
<<link "Reveal your cards" "DuncanManor4aRound2">><<set $TempPoker4aRound2 to "Reveal">><<EmilyCorruption 1>><<SiblingBond -1>><</link>>
<<else>>
A pause. Harrow looks at you, arching an eyebrow. He looks to his cards, studying them.<br>
<br>
"Hm. I'll trust the lady,” he mutters, throwing his cards down.<br>
<br>
Emily walks back to the side without looking at you.<br>
<br>
<<ActionsHeader>>
<<link "Reveal your cards" "DuncanManor4aRound2">><<set $TempPoker4aRound2 to "Reveal">><<SetFlag "TempPokerRound2HarrowFolds">><<EmilyCorruption 1>><<SiblingBond -1>><</link>>
<</if>>
<</if>>
<<else>>
You catch Emily's eye and gesture toward Harrow. She holds your gaze for a long moment, then shakes her head. You try to hold her gaze to encourage her, but she looks away.<br>
<br>
<i>What do you expect? That's her teacher.</i><br>
<br>
<<ActionsHeader>>
<<link "Reveal your cards" "DuncanManor4aRound2">><<set $TempPoker4aRound2 to "Reveal">><<Greedy 1>><</link>>
<</if>>
<<elseif $TempPoker4aRound2 is "Reveal">>
<<Flag "TempPokerRound2HarrowFolds">>
<<if _FlagReturn is true>>
Thompson reveals his hand. Two pair, sixes and threes. He nods, satisfied.<br>
<br>
You turn your cards over. Five and nine. Nothing.<br>
<br>
Jake throws his hand down with a flourish. Three of a kind, queens. The room makes a small sound. Jake reaches out his hands, readying to take the pot.<br>
<br>
Harrow's cards stay face-down. He pushes them toward the centre without ceremony. Dan flicks his face down without showing them. "Nothing."<br>
<br>
"A round to Jake," Harrow says. He's not smiling. “Would have taken that. Had I stayed in. Perhaps we should take a break. Converse with the ladies.”<br>
<br>
Thompson sips his whiskey. Dan groans. Jake stares at his winnings, half-disbelieving.<br>
<br>
But every eye in the room is on you. Including Harrow’s.<br>
<br>
<<ActionsHeader>>
<<link "Take a break" "DuncanManor4aBreak">><<TableFocus "PC">><<set $TempPoker4aRound2 to undefined>><</link>>
<<else>>
Thompson reveals his hand. Two pair, sixes and threes. He glances at you, expectant.<br>
<br>
You turn your cards over. Five and nine. Nothing.<br>
<br>
Dan flicks his face down. "Bust."<br>
<br>
Jake throws his hand down with a flourish. Three of a kind, queens. The room makes a small sound. Jake reaches out his hands, readying to take the pot.<br>
<br>
Then Harrow turns his cards, slowly. A full house. Dan curses and tosses his hand without showing it.<br>
<br>
Harrow smiles and sweeps the pot toward himself. "Lucky cards," he says. "We'll see how the night plays."<br>
<br>
Jake throws his cards down hard enough that one flips. "Lucky? You had it the whole time?"<br>
<br>
Harrow says nothing. He stacks chips. His pile is now twice what it was at the start of the round.<br>
<br>
"Break, gentlemen? Let’s entertain the ladies."<br>
<br>
<<ActionsHeader>>
<<link "Take a break" "DuncanManor4aBreak">><<set $PokerGame.potPressure to 0>><<TableFocus null>><<set $TempPoker4aRound2 to undefined>><</link>>
<</if>>
<</if>><<if $TempPoker4aBreak is undefined>>
The men stand. Harrow heads for the cigars, pulling Jake with him. Dan follows him, talking. Thompson goes straight for the sideboard, intercepting Maisie as she comes through with a tray, and has her cornered against the wood inside thirty seconds.<br>
<br>
Rhiannon pushes the drinks trolley out from the corner. Emily stands at the wall, alone.<br>
<br>
<<ActionsHeader>>
<<Flag "TempPokerNightBreakCigarDone">>
<<if _FlagReturn is false>><<link "Talk to Dan, Jake and Harrow" "DuncanManor4aBreak">><<set $TempPoker4aBreak to "Cigar">><</link>><br><</if>>
<<Flag "TempPokerNightRhiannonCornered">>
<<if _FlagReturn is true>>
<s>Talk to Rhiannon</s> - <i>Thompson seems to be keeping her attention</i><br>
<<else>>
<<link "Talk to Rhiannon" "DuncanManor4aBreak">><<set $TempPoker4aBreak to "Rhiannon">><</link>><br>
<</if>>
<<Flag "TempPokerNightEmilyCornered">>
<<if _FlagReturn is true>>
<s>Talk to Emily</s> - <i>Thompson seems to be keeping her attention</i><br>
<<else>>
<<Flag "TempPokerNightBreakEmilyDone">>
<<if _FlagReturn is false>><<link "Talk to Emily" "DuncanManor4aBreak">><<set $TempPoker4aBreak to "Emily">><</link>><br><</if>>
<</if>>
<<Flag "TempPokerNightMaisieHelp">>
<<if _FlagReturn is false>><<link "Approach Thompson and Maisie" "DuncanManor4aBreak">><<set $TempPoker4aBreak to "ThompsonMaisie">><</link>><br><</if>>
<<link "Wait for the game to start again" "DuncanManor4aRound3">><<set $TempPoker4aBreak to undefined>><</link>>
<<elseif $TempPoker4aBreak is "Cigar">>
You wander over to the cigar tray. Harrow and Dan are around Jake, who's holding a lit cigar at arm's length and trying not to cough.<br>
<br>
"Big breath," Dan is saying. "Don't be a girl about it."<br>
<br>
Jake takes a drag. His eyes water. He coughs anyway. Dan howls, whilst Harrow smiles watching him. Jake turns red and puts the cigar down.<br>
<br>
Then Dan sees you. "Phillips. We were just talking about you. Or rather, your sister."<br>
<br>
"Now now," Harrow warns him. “We are gentlemen, after all. I believe the conversation topic was Miss Evans.”<br>
<br>
"I wouldn’t mind seeing your sister in a cheerleader uniform," Dan murmurs before turning back to Jake. "Look, kid. Chrissie's gone cold on you. The ocean is plenty deep, though. Rhiannon's a hard target. Irish girls, you know, they hold a grudge. And Maisie's working her way up.” He sniggers. “By getting under Evans' desk, I reckon.”<br>
<br>
“Daniel,” Harrow warns him.<br>
<br>
Dan snorts dismissively, then looks over the room. You know where his eyes are going. “That just leaves the better sibling in the Phillips' family,” he continues. “Lovely little specimen.”<br>
<br>
He lifts the whiskey decanter towards Jake. “You just need a bit of dutch courage to make a move."<br>
<br>
Harrow sighs and rolls his eyes, looking at you. “My apologies, <<TrueName "Current">>. We’re not all as coarse as Mr. Mendel.” He pauses for effect. “But his point is valid, however vulgar he frames it. What do you say? Would you object to a wounded heart finding comfort in the charms of Emily?”<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
He raises a whiskey glass, as if waiting to toast you. You look back to Emily. She’s watching with interest. Her eyes are focused on Jake. Do you really want to encourage someone like him?<br>
<<else>>
He raises a whiskey glass, as if waiting to toast you. You look back to Emily. She’s watching with horror. Her eyes are focused on Jake. Do you really want to encourage someone like him?<br>
<</if>>
<br>
<i>But if Harrow was drunk, winning the game would be easier.</i><br>
<br>
<<ActionsHeader>>
<<link "Don’t object and toast Harrow" "DuncanManor4aBreak">><<set $TempPoker4aBreak to "Toast">><<Drunk 1>><</link>><br>
<<CompulsionCheck "PartyGirl">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Party Girl] </span><s>Tell them that Emily is concentrating on school</s> - <i>You can’t refuse a drink</i><br>
<<else>>
<<link "Tell them that Emily is concentrating on school" "DuncanManor4aBreak">><<set $TempPoker4aBreak to "School">><<Greedy -1>><</link>>
<</if>>
<<elseif $TempPoker4aBreak is "Toast">>
You take the whiskey glass and hold it up to him. “Sure. To the host."<br>
<br>
Harrow lifts his. "To the host."<br>
<br>
You both drink.<br>
<br>
<<DrunkDescription>><br>
<br>
Yet Harrow refills it before you've set the glass down.<br>
<br>
Across the room, Jake stumbles toward Emily, drink-clumsy and grinning.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
Emily catches your eye. A small smile crosses her lips and she takes a step toward Jake to meet him. He puts his arm up on the wall and pushes her back gently against the wall. His hand goes to her waist. She giggles.<br>
<br>
You drink another shot. So does Harrow. His eyes begin to glaze over.<br>
<br>
After a few minutes, Jake stumbles back, ear pink and grinning. Emily stands again to the wall, swaying lightly. She catches your eye and winks.<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManor4aBreak">><<set $TempPoker4aBreak to undefined>><<SetFlag "TempPokerNightHarrowDrunk">><<SetFlag "TempPokerNightBreakCigarDone">><<SiblingBond 1>><</link>>
<<else>>
Emily looks at you, eyes wide. She doesn't move.<br>
<br>
When Jake reaches her, he puts his arm up on the wall and pushes her back gently against the wall. His hand goes to her waist. Her hands stay flat at her sides and her face is still. She tries not to look at him.<br>
<br>
You drink another shot. Then another. So does Harrow. His eyes begin to glaze over.<br>
<br>
After a few minutes, Jake stumbles back, ear pink and grinning. Emily stays against the wall, looking at the floor, then turns her face slowly toward you. She does not blink.<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManor4aBreak">><<set $TempPoker4aBreak to undefined>><<SetFlag "TempPokerNightHarrowDrunk">><<SetFlag "TempPokerNightBreakCigarDone">><<SiblingBond -1>><</link>>
<</if>>
<<elseif $TempPoker4aBreak is "School">>
"Just give her a break,” you say to them. “She's got exams coming up. She needs to concentrate on school.”<br>
<br>
The three of them look at each other, smirking. Jake snorts and Dan suddenly cackles. “Come on, Phillips. You were a teenager once, weren’t you?”<br>
<br>
Harrow studies you. After a moment he puts down the whiskey glass he was holding out for you and turns to Dan. "Did I tell you about the mayor’s tale about the council meeting last week? Marvin Crawley actually suggested…"<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
You zone out as the conversation moves to town politics. Looking over the room, Emily catches your eye. The look is not one of gratitude. She turns away.<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManor4aBreak">><<set $TempPoker4aBreak to undefined>><<SetFlag "TempPokerNightBreakCigarDone">><<SiblingBond -1>><</link>>
<<else>>
You zone out as the conversation moves to town politics. Looking over the room, Emily catches your eye. She smiles weakly, but gratefully. And mouths thank you.<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManor4aBreak">><<set $TempPoker4aBreak to undefined>><<SetFlag "TempPokerNightBreakCigarDone">><<SiblingBond 1>><</link>>
<</if>>
<<elseif $TempPoker4aBreak is "Rhiannon">>
<<Checkrelationship "Rhiannon">>
<<if _relationship is 0>>
When you start to approach the trolley, Rhiannon catches your eye. A scowl comes your way. “Don’t,” she mutters, as she pours out drinks.<br>
<br>
“What?” you mutter.<br>
<br>
“You heard me,” she says, meeting your eye. “Don’t think I’ve forgotten what you said at my da’s bar. I’ll pour you a drink, but don’t expect any chat.” Her green eyes hold yours. “Got a memory like an elephant.”<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManor4aBreak">><<set $TempPoker4aBreak to undefined>><</link>>
<<else>>
<<Flag "TempPokerNightBreakRhiannonTalked">>
<<if _FlagReturn is false>>
When you start to approach the trolley, Rhiannon catches your eye, a weary smile forming. “What can I get you?”<br>
<br>
The question is rhetorical. She pours you a glass of whiskey, then tops up a glass hidden amongst the bottles. One you suspect, is for herself.<br>
<br>
"Watching you out there," she says. "You're holding your own. Better than most. Most lambs come in here and bleat."<br>
<br>
"Thanks,” you reply. “I think."<br>
<br>
"It's a compliment." She glances at Harrow briefly. “He's the one to worry about. Always has been."<br>
<br>
You narrow your eyes. "You knew him at school?"<br>
<br>
"He taught me biology." She looks at you. "Some men leave their work in the school building. Some don't." Rhiannon titters. “I hear he still keeps at it, behind that smile.”<br>
<br>
“Did he try anything with you?” you whisper.<br>
<br>
She snorts. “He wouldn’t dare face my ma’s wrath.” She looks away, clearly watching Harrow. “Be nice to see that smile wiped from his face, though,” she mutters. “Can’t hold his liquor, either.”<br>
<<else>>
Rhiannon continues to fuss with the drinks, adding more to her glass.<br>
<</if>>
<br>
<<ActionsHeader>>
<<Flag "TempPokerNightHarrowDrunk">><<set _HarrowSettled to _FlagReturn>><<Flag "TempPokerNightDoublesAsked">>
<<if _HarrowSettled is false and _FlagReturn is false>>
<<StatCheckGreedy "lt" 40>>
<<set _StatGreedyProbability to _StatGreedyProbability + " Convince Rhiannon to give Harrow doubles">>
<<if _StatCheckGreedy is true>>
<<link _StatGreedyProbability "DuncanManor4aBreak">><<set $TempPoker4aBreak to "DoublesPass">><<SetFlag "TempPokerNightBreakRhiannonTalked">><<SetFlag "TempPokerNightDoublesAsked">><</link>><br>
<<else>>
<<link _StatGreedyProbability "DuncanManor4aBreak">><<set $TempPoker4aBreak to "DoublesFail">><<SetFlag "TempPokerNightBreakRhiannonTalked">><<SetFlag "TempPokerNightDoublesAsked">><<Greedy -1>><</link>><br>
<</if>>
<</if>>
<<RumourCheckSelf "Reagan">>
<<if _RumourCheckSelf is false>><<link "Ask her about rumours" "DuncanManor4aBreak">><<set $TempPoker4aBreak to "Rumours">><<SetFlag "TempPokerNightBreakRhiannonTalked">><</link>><br><</if>>
<<link "Return to the poker room" "DuncanManor4aBreak">><<set $TempPoker4aBreak to undefined>><<SetFlag "TempPokerNightBreakRhiannonTalked">><</link>>
<</if>>
<<elseif $TempPoker4aBreak is "DoublesPass">>
"Doubles for Harrow, then,” you say. “For the rest of the night."<br>
<br>
She raises an eyebrow. "Why?"<br>
<br>
"Because you've wanted to wipe that smile off his face for years,” you reply. “You said so."<br>
<br>
A pause. Then she lets out a small laugh, chirping.<br>
<br>
"Touché." She picks up the decanter and reaches for Harrow's glass. "On the house. Our little secret.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "DuncanManor4aBreak">><<set $TempPoker4aBreak to "Rhiannon">><<SetFlag "TempPokerNightHarrowDrunk">><</link>>
<<elseif $TempPoker4aBreak is "DoublesFail">>
"Doubles for Harrow, then,” you say. “For the rest of the night."<br>
<br>
She raises an eyebrow. "Why?"<br>
<br>
"I could do with some help at the table,” you try.<br>
<br>
Rhiannon looks between you and Harrow, but finally shakes her head. “Nice to dream about it. But I don’t stick my neck out here. Ma would kill me. Sorry.”<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManor4aBreak">><<set $TempPoker4aBreak to undefined>><</link>>
<<elseif $TempPoker4aBreak is "Rumours">>
You give her a grin. "Anything I should know about Harrow?”<br>
<br>
“He’s a biology teacher,” she replies back with amusement.<br>
<br>
“I meant, anything spicy.”<br>
<br>
She considers you for a moment. Then leans in, low. "I had a customer at the salon. Saw him going into the Charlton Hotel one lunch time. Not the first time I’ve heard about it. Used to be rumours when I was at school.”<br>
<br>
“About what?” you push.<br>
<br>
She looks over at him and leans in further. “He's been a regular for years. Different girls, all students of his. And I hear the most is Reagan."<br>
<br>
"The cheerleader?"<br>
<br>
"Same room. Same lunchtime. More than once." She straightens, sips her drink quickly. "Don’t quote me on it. But you should know what kind of man you're playing cards with."<br>
<br>
She picks up the decanter and turns back to the trolley.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "DuncanManor4aBreak">><<set $TempPoker4aBreak to "Rhiannon">><<RumourLearned "Reagan">><</link>>
<<elseif $TempPoker4aBreak is "Emily">>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
Emily stands against the wall, idly playing with her hair. She smiles politely when you approach her.<br>
<br>
“Surviving?” you ask.<br>
<br>
“Barely,” she snorts. “I thought this would be more fun.”<br>
<<else>>
Emily stands against the wall, arms close to her body. When you come over she straightens slightly.<br>
<br>
“Surviving?” you ask.<br>
<br>
“Just,” she snorts. “This is horrible.”<br>
<</if>>
<br>
You glance at the table, seeing Harrow’s chips stacked. "Em,” you begin. “I need to clean Harrow out next round. Force him to bet his amulet."<br>
<br>
She nods slowly. "How?"<br>
<br>
“Can’t you distract him?” you say. “During the game?”<br>
<br>
<<if $PokerGame.emilySuspicion gte 2>>
"He's already watching us, <<TrueName "Current">>." She glances over your shoulder. "He's been watching me all night. I don’t think he’ll believe a word I say anymore."<br>
<<elseif $PokerGame.emilySuspicion is 1>>
"He's wary. He's been clocking us,” she tells you. “He’s been watching me. I think he suspected I’m helping you.”<br>
<<else>>
She sighs. “I’m not sure I’m his favourite student,” she replies. “More recently, he’s been watching me in class.”<br>
<</if>>
<br>
“Can’t you find some way to reduce his suspicions?” you ask her.<br>
<br>
<<if _EmilyCorruptionCheck is true>>
Emily looks back at you, grinning. “You want me to flirt with him?”<br>
<br>
“That’s not what I said,” you reply quickly.<br>
<<else>>
Emily looks back at you, aghast. “You want me to flirt with him?”<br>
<br>
“That’s not what I said,” you reply quickly.<br>
<</if>>
<br>
But her eyes rest on you. The words linger between you, like an unspoken challenge.<br>
<br>
<<ActionsHeader>>
<<link "Tell her to pull him aside and flirt with Harrow to win his trust" "DuncanManor4aBreak">><<set $TempPoker4aBreak to "EmilyFlirt">><<Greedy 1>><</link>><br>
<<link "Return to the poker room" "DuncanManor4aBreak">><<set $TempPoker4aBreak to undefined>><</link>>
<<elseif $TempPoker4aBreak is "EmilyFlirt">>
“Maybe just pull him aside,” you say. “Ask him about his days at the theatre?”<br>
<br>
<<SiblingBondCheck>>
<<EmilyCorruptionCheck>>
<<if _SiblingBondCheck gte 2 and _EmilyCorruptionCheck is true>>
She grins. “I’ll do more than that. Watch this."<br>
<br>
She drifts over to the cigar tray, where Harrow stands with Dan and Jake. She slides her hand into Harrow's elbow and leans in close to murmur something. He laughs, low and surprised.<br>
<br>
She steers him a few paces away from the others. They stand close. He listens. She leans in further and whispers. Her hand rests on his shoulder. Her fingers play with his tie.<br>
<br>
At first, Harrow seems resistant. But Emily perseveres. You watch as he begins to dominate the conversation, becoming animated. She giggles as he punches the air.<br>
<br>
When they walk back, his hand stays on her arm a beat longer than necessary. He's smiling at her in a way he hasn't smiled at anyone tonight.<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManor4aBreak">><<set $TempPoker4aBreak to undefined>><<SetFlag "TempPokerNightBreakEmilyDone">><<TableFocus "Emily">><<EmilySuspicion "reset">><</link>>
<<elseif _SiblingBondCheck gte 2 and _EmilyCorruptionCheck is false>>
"That's my teacher, <<TrueName "Current">>." Her voice is small. "You know what you're asking?"<br>
<br>
You take a deep breath. "I know."<br>
<br>
She holds your gaze for a long moment. Then she sets her shoulders. "Fine."<br>
<br>
Emily drifts over to the cigar tray, where Harrow stands with Dan and Jake. She doesn't quite know what to do with her hands at first. Then she touches his elbow lightly. He turns to her, surprised.<br>
<br>
She murmurs something. He listens. She leans in closer than she would have an hour ago. After a moment, he laughs. You watch as he begins to dominate the conversation, becoming animated. She smiles as he punches the air.<br>
<br>
When they walk back, she's not quite herself. She slouches against the wall, not meeting your eyes. But Harrow is smiling at her in a way he hasn't smiled at anyone tonight.<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManor4aBreak">><<set $TempPoker4aBreak to undefined>><<SetFlag "TempPokerNightBreakEmilyDone">><<TableFocus "Emily">><<EmilyCorruption 1>><<EmilySuspicion "reset">><</link>>
<<elseif _SiblingBondCheck lt 2 and _EmilyCorruptionCheck is true>>
"That's my teacher, <<TrueName "Current">>." Her voice is hostile. "You’re sick. In fact, maybe Harrow deserves to win.”<br>
<br>
She drifts over to the cigar tray, where Harrow stands with Dan and Jake. She slides her hand into Harrow's elbow and leans in close to murmur something. He laughs, low and surprised.<br>
<br>
She steers him a few paces away from the others. They stand close. He listens. She leans in further and whispers. Her hand rests on his shoulder. Her fingers play with his tie.<br>
<br>
At first, Harrow seems resistant. But Emily perseveres. You watch as he begins to dominate the conversation, becoming animated. She giggles as he punches the air.<br>
<br>
When they walk back, his hand stays on her arm a beat longer than necessary. He's smiling at her in a way he hasn't smiled at anyone tonight. But he looks at you with forced politeness. You wonder what she said.<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManor4aBreak">><<set $TempPoker4aBreak to undefined>><<SetFlag "TempPokerNightBreakEmilyDone">><<TableFocus "PC">><<EmilySuspicion "reset">><<SiblingBond -1>><</link>>
<<else>>
"That's my teacher, <<TrueName "Current">>. And I'm not your puppet."<br>
<br>
You start to argue. She cuts you off. "You haven't given me one good reason tonight to do you any favours. You're not getting this one."<br>
<br>
She walks back to her place at the wall. She does not look at you again.<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManor4aBreak">><<set $TempPoker4aBreak to undefined>><<SetFlag "TempPokerNightBreakEmilyDone">><<SiblingBond -1>><</link>>
<</if>>
<<elseif $TempPoker4aBreak is "ThompsonMaisie">>
You drift over to the sideboard. Thompson has Maisie cornered against it, drink in hand, voice loud.<br>
<br>
"Secretary work. Good steady money. None of this... whatever it is you're doing. You should be thinking about your future, Maisie."<br>
<br>
Her smile is professional but stretched thin. "I'll keep it in mind, Mr. Thompson."<br>
<br>
"Tucker. Call me Tucker."<br>
<br>
She catches your eye over his shoulder. Her eyes lock on to you in pleading panic.<br>
<br>
Thompson turns, seeing her looking away. “Phillips,” he spits. “What?”<br>
<br>
<<ActionsHeader>>
<<link "Tell Thompson that Emily was asking about him" "DuncanManor4aBreak">><<set $TempPoker4aBreak to "MaisieEmily">><<Greedy 1>><</link>><br>
<<link "Tell Thompson that Rhiannon was asking about him" "DuncanManor4aBreak">><<set $TempPoker4aBreak to "MaisieRhiannon">><<Greedy 1>><</link>><br>
<<link "Leave Maisie to Thompson and return to the poker room" "DuncanManor4aBreak">><<set $TempPoker4aBreak to undefined>><</link>>
<<elseif $TempPoker4aBreak is "MaisieEmily">>
"Mr. Thompson,” you begin. “Sorry to interrupt, but my sister Emily was asking after you."<br>
<br>
He looks at you, his irritation replaced with interest. "She was?"<br>
<br>
You nod. "Said she had questions about office work."<br>
<br>
His grin is unpleasant. He sets his drink down on the sideboard with a thump. "Excuse me, Maisie."<br>
<br>
He's moving before Maisie can answer. You watch him cross the room toward Emily, forcing her to step back against the wall. And he begins talking.<br>
<br>
You turn away, unwilling to watch. Maisie exhales with a sigh. “Thank you. I owe you." She watches Thompson hassling Emily. “Although your sister might not be so pleased.”<br>
<br>
“Not the office type?” you say, offering her a smile and trying to forget about Emily.<br>
<br>
She shakes her head. “I was invited to meet eligible bachelors, not be cornered by old married men. Harrow lied to me. Said that I’d get to spend time with the Duncan family.”<br>
<br>
“Like Jake?”<br>
<br>
She looks at you darkly. “He’s a brute. I was hoping for an introduction to his brother Steve.” A small pout appears. “But all Harrow wants me to do is help him win.”<br>
<br>
“I can make sure he doesn't,” you murmur. “If you help out.”<br>
<br>
As Maisie looks at you, a wicked smile forms. “That would be just desserts.” She shrugs. “Fine. He can knock off a grade if he likes.” She leans in, grinning. “When you think you need help, give me a sign.”<br>
<br>
You smile, but the elation is broken when you hear Thompson guffaw. With Emily. You look back to see him force feeding her his drink.<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManor4aBreak">><<set $TempPoker4aBreak to undefined>><<EmilyCorruption 1>><<SetFlag "TempPokerNightEmilyCornered">><<SetFlag "TempPokerNightMaisieHelp">><</link>>
<<elseif $TempPoker4aBreak is "MaisieRhiannon">>
"Mr. Thompson,” you begin. “Sorry to interrupt, but Rhiannon was asking after you."<br>
<br>
He looks at you, his irritation replaced with interest. "She wouldn’t be?"<br>
<br>
You nod. "That’s what she said."<br>
<br>
He glances over at the trolley, where Rhiannon looks up and meets his eyes, giving him a slow, ironic smile.<br>
<br>
He's moving before he's quite sure why. "Excuse me, Maisie."<br>
<br>
As he goes, Maisie sighs. "Rhiannon’s going to make him sorry he interrupted her evening," Maisie says. "Thank you."<br>
<br>
“Not the office type?” you say, offering her a smile and trying to forget about Emily.<br>
<br>
She shakes her head. “I was invited to meet eligible bachelors, not be cornered by old married men. Harrow lied to me. Said that I’d get to spend time with the Duncan family.”<br>
<br>
“Like Jake?”<br>
<br>
She looks at you darkly. “He’s a brute. I was hoping for an introduction to his brother Steve.” A small pout appears. “But all Harrow wants me to do is help him win.”<br>
<br>
“I can make sure he doesn't,” you murmur. “If you help out.”<br>
<br>
As Maisie looks at you, a wicked smile forms. “That would be just desserts.” She shrugs. “Fine. He can knock off a grade if he likes.” She leans in, grinning. “When you think you need help, give me a sign.”<br>
<br>
You smile, but the elation is broken when you hear Thompson yelp. You look back to see Rhiannon scowling at him, but he doesn’t leave her.<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManor4aBreak">><<set $TempPoker4aBreak to undefined>><<SetFlag "TempPokerNightRhiannonCornered">><<SetFlag "TempPokerNightMaisieHelp">><</link>>
<</if>><<if $TempPoker4aRound3 is undefined>>
Everyone returns to their seats and you join them. Jake slumps into his chair, his face burning. Thompson stumbles over, clearly under the influence of alcohol. Dan then follows, his eyes never leaving the girls at the side.<br>
<br>
<<Flag "TempPokerNightHarrowDrunk">>
<<if _FlagReturn is true>>
You see Harrow take a sip of his drink. He winces, but continues drinking. His smile becomes looser and his laugh longer. Whatever Rhiannon's been pouring, it's catching up with him.<br>
<br>
<</if>>
<<Flag "TempPokerNightMaisieHelp">>
<<if _FlagReturn is true>>
Maisie flashes you a smile as she moves around the table. The smallest tilt of her head. She's ready when you are.<br>
<br>
<</if>>
<<if $PokerGame.potPressure gte 6>>
Harrow looks at his chips. He’s almost out. It would only take a small push in this round for him to bet the amulet.<br>
<<elseif $PokerGame.potPressure gte 4>>
Harrow looks at his chips. He’s running low. You need a small amount of encouragement for him to need to bet the amulet.<br>
<<elseif $PokerGame.potPressure gte 2>>
Harrow looks at his chips. He has a decent amount left. You are going to need to do something radical for him to lose them so he needs to bet the amulet.<br>
<<else>>
Harrow looks at his chips. He’s got a lot. You are going to have to use every trick you have to get him to lose them and bet the amulet.<br>
<</if>>
<br>
<<if $PokerGame.tableFocus is "PC">>
Then he looks up to meet your eyes. Watching you carefully, above everyone else.<br>
<<else>>
Then he looks around the table, as if trying to work out who his true opponent really is. He doesn’t settle on anyone.<br>
<</if>>
<br>
<<if $PokerGame.emilySuspicion gte 2>>
Finally, he looks around the room. His eyes fall on Emily, watching her closely. Looking between the two of you.<br>
<<elseif $PokerGame.emilySuspicion is 1>>
Finally, he looks around the room. His eyes fall on Emily, watching her for a moment. Glancing at you, too.<br>
<<else>>
Finally, he looks around the room. His eyes fall on Emily and smiles with his white teeth, polite and friendly.<br>
<</if>>
<br>
And he deals the cards again.<br>
<br>
<<ActionsHeader>>
<<link "Pick up your cards" "DuncanManor4aRound3">><<set $TempPoker4aRound3 to "Cards">><</link>>
<<elseif $TempPoker4aRound3 is "Cards">>
<<if $PokerNightRound3 is 3>>
You reveal your hand. Four kings. Jake shrieks with rage. Dan chitters. And Thompson emits a long whistle.<br>
<br>
Harrow turns his cards last. Slowly. Theatrical to the end. Two pair, queens over nines. “Well played, Phillips. I was sure that was a feint.”<br>
<br>
<<Flag "TempPokerNightRound3HarrowAllIn">>
<<if _FlagReturn is true>>
He looks down to the empty table in front of him, free of chips. There is a small chuckle. “Looks like the night is ending early. Shame.”<br>
<br>
Then his eyes flick up to you and he smiles. “Unless of course, double or nothing appeals to you?”<br>
<br>
He reaches into his shirt with a hand and throws something down on the table. A brass amulet, in the shape of a tragedy mask.<br>
<br>
<i>There it is.</i><br>
<br>
“This should be sufficient to get me a buy-in,” he murmurs. “What do you say, Phillips? Are you game?”<br>
<br>
<<ActionsHeader>>
<<link "Agree to double or nothing" "DuncanManor4aRound3">><<set $TempPoker4aRound3 to "AgreeDoN">><</link>><br>
<<link "Take your winnings and leave" "DuncanManor4aRound3">><<set $TempPoker4aRound3 to "TakeWinnings">><<CashFlow 10>><</link>>
<<else>>
He looks down to the chips in front of him. There is a small chuckle. “Though still walking away with my dignity intact.” He looks to Jake, Thompson and Dan. Each free of chips. “But it wouldn’t be sporting to continue and make these gentlemen just watch. Call it a night, chaps?”<br>
<br>
<<ActionsHeader>>
<<DoubleOrNothingOdds>>
<<StatCheckAssertive "gt" _DoubleOrNothingOdds>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Suggest double-or-nothing. For the amulet.">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "DuncanManor4aRound3">><<set $TempPoker4aRound3 to "SuggestPass">><</link>><br>
<<else>>
<<link _StatAssertiveProbability "DuncanManor4aRound3">><<set $TempPoker4aRound3 to "SuggestFail">><<Assertive 1>><</link>><br>
<</if>>
<<link "Take your winnings and leave" "DuncanManor4aRound3">><<set $TempPoker4aRound3 to "TakeWinnings">><<CashFlow 10>><</link>>
<</if>>
<<else>>
<<if $PokerNightRound3 is undefined>>
You pick up your cards. Two kings. Solid. Not winning on their own, but the two cards still face-down could turn this into a monster.<br>
<br>
Looking around the table, you note the atmosphere has changed. Eyes focus on cards in front of them. Then you glance at Harrow’s stack of chips. For you, you remind yourself, this isn’t about winning. It’s about getting him to commit his remaining chips so he has to put up the amulet.<br>
<br>
<<if $PokerGame.potPressure gte 6>>
Based on his diminishing chips, one final push is all you need. You glance at the piles in front of the other players. If you could sway them to over-commit, Harrow would have to match.<br>
<<elseif $PokerGame.potPressure gte 4>>
Based on his chips, you need a good couple of pushes to get him to go all-in. You glance at the piles in front of the other players. If you could sway them to over-commit, Harrow would have to match.<br>
<<elseif $PokerGame.potPressure gte 2>>
Based on his chips, you need a good couple of pushes to get him to go all-in. You glance at the piles in front of the other players and inwardly wince. You might need to push Harrow too if you are going to get him to run out.<br>
<<else>>
Based on his large stack of chips, you really need to push his buttons to get him to go all-in. You glance at the piles in front of the other players and inwardly wince. You need them to over-commit, and probably need to rile Harrow up too if you are going to get him to run out.<br>
<</if>>
<<elseif $PokerNightRound3 is 1>>
The first shared card is overturned. A king. Three of a kind for you, easily. You hold back a smile.<br>
<br>
Jake doesn’t have your restraint. He smiles and pushes all his chips forward. “This one is mine.”<br>
<br>
No one responds. Looking around the table, you watch as Thompson grinds his teeth. Dan smiles, but it's forced. And Harrow doesn't let on.<br>
<br>
<<if $PokerGame.potPressure gte 6>>
<i>Come on. One final push and he’ll go all-in. I know it.</i><br>
<<elseif $PokerGame.potPressure gte 4>>
<i>Come on. You need a good push now. Or it falls on the next card.</i><br>
<<elseif $PokerGame.potPressure gte 2>>
<i>Step it up. You need a good push. And now.</i><br>
<<else>>
<i>Start playing like a man. He’s not going to go all-in otherwise.</i><br>
<</if>>
<<elseif $PokerNightRound3 is 2>>
The final card is overturned. Another king. Four of a kind. There is nothing at this table that beats your hand. You are home free.<br>
<br>
<i>But just winning isn’t going to cut the mustard, is it?</i><br>
<br>
Looking at the cards, Thompson goes all-in with a grunt. Dan chitters into his glass, but reluctantly pushes his chips into the centre of the table. Harrow meets your eyes. “Intoxicating, isn’t it? How things can turn with a flick of a card?”<br>
<br>
<<if $PokerGame.potPressure gte 6>>
<i>This is it. Just one last push.</i><br>
<<elseif $PokerGame.potPressure gte 5>>
<i>Come on. Get him to overstep. There's still a chance.</i><br>
<<else>>
<i>Can't you remember how this game works? Or have those memories been overridden with thoughts of dresses and skirts?</i><br>
<br>
You grimace. The pot isn't big enough for him to need to go all-in. It’s going to take something to stop him walking away with the amulet.<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<Flag "TempPokerNightMaisieHelp">>
<<if _FlagReturn is true>><<link "Signal Maisie to help" "DuncanManor4aRound3">><<set $TempPoker4aRound3 to "Maisie">><<SetFlag "TempPokerNightMaisieHelp" false>><</link>><br><</if>>
<<Flag "TempPokerNightRound3EmilyHelp">>
<<if _FlagReturn is false>><<link "Signal Emily to help" "DuncanManor4aRound3">><<set $TempPoker4aRound3 to "EmilyR3">><<SetFlag "TempPokerNightRound3EmilyHelp">><</link>><br><</if>>
<<link "Try to taunt Harrow into betting more" "DuncanManor4aRound3">><<set $TempPoker4aRound3 to "Taunt">><</link>>
<</if>>
<<elseif $TempPoker4aRound3 is "Maisie">>
You catch Maisie's eye. The smallest gesture. She nods once and crosses to the sideboard, pouring out a drink and swaying over towards you. As she sets it down, she glances at your hand. And smiles to Harrow. You look up, watching his lips twitch with the faintest trace of a smile.<br>
<br>
“Good luck,” she whispers to you, then walks away. Her hips swishing.<br>
<br>
<<Flag "TempPokerNightHarrowDrunk">>
<<if _FlagReturn is true>>
<<if $PokerGame.potPressure gte 5>>
Looking back to Harrow, you see him free of tension you hadn’t even acknowledged. He lets out a laugh that turns into a hiccup. But after covering his mouth, he pushes all of his chips into the pot.<br>
<br>
“Let’s see what you’ve got, gentlemen.”<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4aRound3">><<set $TempPoker4aRound3 to "Cards">><<SetFlag "TempPokerNightRound3HarrowAllIn">><<set $PokerNightRound3 to 3>><</link>>
<<else>>
Looking back to Harrow, you see him free of tension you hadn’t even acknowledged. He lets out a laugh that turns into a hiccup. But after covering his mouth, he pushes a large stack of his chips into the pot.<br>
<br>
“Let’s up the ante, gentlemen.”<br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4aRound3">><<set $TempPoker4aRound3 to "Cards">><<PotPressure 2>><<if $PokerNightRound3 is undefined>><<set $PokerNightRound3 to 1>><<else>><<set $PokerNightRound3 += 1>><</if>><</link>>
<</if>>
<<else>>
<<if $PokerGame.potPressure gte 6>>
Looking back to Harrow, you see him free of tension you hadn’t even acknowledged. But he’s restrained, letting out only a small smile. He pushes all of his chips into the pot.<br>
<br>
“Let’s see what you’ve got, gentlemen.”<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4aRound3">><<set $TempPoker4aRound3 to "Cards">><<SetFlag "TempPokerNightRound3HarrowAllIn">><<set $PokerNightRound3 to 3>><</link>>
<<else>>
Looking back to Harrow, you see him free of tension you hadn’t even acknowledged. But he’s restrained, letting out only a small smile. He pushes a large stack of his chips into the pot.<br>
<br>
“Let’s up the ante, gentlemen.”<br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4aRound3">><<set $TempPoker4aRound3 to "Cards">><<PotPressure 1>><<if $PokerNightRound3 is undefined>><<set $PokerNightRound3 to 1>><<else>><<set $PokerNightRound3 += 1>><</if>><</link>>
<</if>>
<</if>>
<<elseif $TempPoker4aRound3 is "EmilyR3">>
You catch Emily's eye. She looks to you, but begins to move towards the table with a fresh drink.<br>
<br>
“That for me, sweetheart?” you hear Dan call out.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
She smiles coyly at him and sways over to his side, leaning over him as she sets down the glass.<br>
<br>
Dan holds his cards face down but pushes his chair back slightly and grins up at her. He pats his lap. “Need a good luck charm,” he says to her. “I think that could be you.”<br>
<br>
Emily giggles and nestles into his lap, draping her arm lazily around his shoulders. She leans into him, her bare back pushing up his chest. His hand wraps around her waist and rests on her thigh, just below the hem of the dress.<br>
<br>
“Now we’re talking,” he mutters, taking a drink from his glass and showing her his cards. “What do you think?”<br>
<br>
Emily gasps dramatically and covers her mouth. "Oh, Dan. That's something."<br>
<br>
He fidgets on his chair, pulling her further back into him. “Glad you noticed,” he chuckles.<br>
<<else>>
She gives him a polite smile and steps over next to him, putting the glass down in front of him.<br>
<br>
Dan holds his cards face down but pushes his chair back slightly and grins up at her. He pats his lap. “Need a good luck charm,” he says to her. “I think that could be you.”<br>
<br>
Emily gives you a look, grimacing. But when Dan’s hands pull at her waist, she doesn’t resist.<br>
<br>
He pulls her down to sit on his lap, fidgeting as he wraps a hand around her and rests it on her dress. “Now we’re talking.”<br>
<br>
Dan takes a drink from his glass and shows her his cards. “What do you think?”<br>
<br>
Emily manages a fake gasp. “Wow.”<br>
<br>
“Feels good, doesn’t it?” he replies, squirming in his seat and pulling her further back towards him. When she meets your eye, it’s full of barely contained fury.<br>
<</if>>
<br>
<<if $PokerGame.emilySuspicion gte 2>>
Jake seems taken in by her act, eyeing her with desire. Thompson doesn’t seem to care. He’s too busy nursing his drink. But Harrow watches the whole performance carefully. When his turn comes, he looks at you, then at Emily perched on Dan's lap. And then again back at you. He shakes his head and checks. The game continues. The pot doesn't grow.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4aRound3">><<set $TempPoker4aRound3 to "Cards">><<EmilyCorruptionCheck>><<if _EmilyCorruptionCheck is false>><<SiblingBond -1>><<EmilyCorruption 1>><</if>><<if $PokerNightRound3 is undefined>><<set $PokerNightRound3 to 1>><<else>><<set $PokerNightRound3 += 1>><</if>><</link>>
<<elseif $PokerGame.emilySuspicion gte 1>>
Jake seems taken in by her act, eyeing her with desire. Thompson doesn’t seem to care. He’s too busy nursing his drink. But Harrow watches the whole performance carefully. When his turn comes, he raises an eyebrow at you, but his attention keeps drifting back to Emily on Dan's lap.<br>
<br>
<<Flag "TempPokerNightHarrowDrunk">>
<<if _FlagReturn is true>>
He shrugs, letting a drunk grin spread. "Fine, then.” He glances at Emily and Dan. “Let's see who's going home with what. Or who."<br>
<br>
<<if $PokerGame.potPressure gte 6>>
He pushes his entire stack into the centre, smiling at you.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4aRound3">><<set $TempPoker4aRound3 to "Cards">><<SetFlag "TempPokerNightRound3HarrowAllIn">><<TableFocus "Emily">><<EmilyCorruptionCheck>><<if _EmilyCorruptionCheck is false>><<SiblingBond -1>><<EmilyCorruption 1>><</if>><<set $PokerNightRound3 to 3>><</link>>
<<else>>
He pushes a large stack of chips into the centre, smiling at you.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4aRound3">><<set $TempPoker4aRound3 to "Cards">><<PotPressure 1>><<TableFocus "Emily">><<EmilyCorruptionCheck>><<if _EmilyCorruptionCheck is false>><<SiblingBond -1>><<EmilyCorruption 1>><</if>><<if $PokerNightRound3 is undefined>><<set $PokerNightRound3 to 1>><<else>><<set $PokerNightRound3 += 1>><</if>><</link>>
<</if>>
<<else>>
“You’re quite the surprise, Miss Phillips,” he mutters. “But back to the game. Check.”<br>
<br>
He doesn’t bet, but his eyes keep looking at Emily with newfound interest.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4aRound3">><<set $TempPoker4aRound3 to "Cards">><<TableFocus "Emily">><<EmilyCorruptionCheck>><<if _EmilyCorruptionCheck is false>><<SiblingBond -1>><<EmilyCorruption 1>><</if>><<set $PokerNightRound3 to 3>><</link>>
<</if>>
<<else>>
Jake seems taken in by her act, eyeing her with desire. Thompson doesn’t seem to care. He’s too busy nursing his drink. But Harrow watches the whole performance with surprise. When his turn comes, his attention keeps drifting back to Emily on Dan's lap.<br>
<br>
<<Flag "TempPokerNightHarrowDrunk">>
<<if _FlagReturn is true>>
“Such a bold performance deserves to be matched,” he says with a drunk grin. "Fine, then.” He glances at Emily and Dan. “Let's see who's going home with what. Or who."<br>
<br>
<<if $PokerGame.potPressure gte 5>>
He pushes his entire stack into the centre, smiling at you.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4aRound3">><<set $TempPoker4aRound3 to "Cards">><<SetFlag "TempPokerNightRound3HarrowAllIn">><<TableFocus "Emily">><<EmilyCorruptionCheck>><<if _EmilyCorruptionCheck is false>><<SiblingBond -1>><<EmilyCorruption 1>><</if>><<set $PokerNightRound3 to 3>><</link>>
<<else>>
He pushes a large stack of chips into the centre, smiling at you.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4aRound3">><<set $TempPoker4aRound3 to "Cards">><<PotPressure 2>><<TableFocus "Emily">><<EmilyCorruptionCheck>><<if _EmilyCorruptionCheck is false>><<SiblingBond -1>><<EmilyCorruption 1>><</if>><<if $PokerNightRound3 is undefined>><<set $PokerNightRound3 to 1>><<else>><<set $PokerNightRound3 += 1>><</if>><</link>>
<</if>>
<<else>>
“Such a bold performance deserves to be matched,” he says with a smile. "Fine, then.” He glances at Emily and Dan. “Let's see who's going home with what. Or who."<br>
<br>
<<if $PokerGame.potPressure gte 6>>
He pushes his entire stack into the centre, smiling at you.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4aRound3">><<set $TempPoker4aRound3 to "Cards">><<SetFlag "TempPokerNightRound3HarrowAllIn">><<TableFocus "Emily">><<EmilyCorruptionCheck>><<if _EmilyCorruptionCheck is false>><<SiblingBond -1>><<EmilyCorruption 1>><</if>><<set $PokerNightRound3 to 3>><</link>>
<<else>>
He pushes a large stack of chips into the centre, smiling at you.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4aRound3">><<set $TempPoker4aRound3 to "Cards">><<PotPressure 1>><<TableFocus "Emily">><<EmilyCorruptionCheck>><<if _EmilyCorruptionCheck is false>><<SiblingBond -1>><<EmilyCorruption 1>><</if>><<if $PokerNightRound3 is undefined>><<set $PokerNightRound3 to 1>><<else>><<set $PokerNightRound3 += 1>><</if>><</link>>
<</if>>
<</if>>
<</if>>
<<elseif $TempPoker4aRound3 is "Taunt">>
<<if $PokerGame.tableFocus is "PC">>
You look across at Harrow. He's watching you, and only you.<br>
<br>
“Getting too hot for you, Harrow?”<br>
<br>
“I’ve performed in front of more hostile audiences than you, Phillips,” he retorts with a smile.<br>
<br>
If you want to really have an impact, you're going to have to find a way to take the attention off yourself. Or think of something extreme to say.<br>
<br>
<<ActionsHeader>>
<<Flag "TempPokerNightMaisieHelp">>
<<if _FlagReturn is true>><<link "Signal Maisie to help" "DuncanManor4aRound3">><<set $TempPoker4aRound3 to "Maisie">><<SetFlag "TempPokerNightMaisieHelp" false>><</link>><br><</if>>
<<Flag "TempPokerNightRound3EmilyHelp">>
<<if _FlagReturn is false>><<link "Signal Emily to help" "DuncanManor4aRound3">><<set $TempPoker4aRound3 to "EmilyR3">><<SetFlag "TempPokerNightRound3EmilyHelp">><</link>><br><</if>>
<<Flag "TempPokerNightRound3ReaganRumour">><<RumourCheckSelf "Reagan">>
<<if _FlagReturn is false and _RumourCheckSelf is true>><<link "Comment on his dalliance with Reagan" "DuncanManor4aRound3">><<set $TempPoker4aRound3 to "Reagan">><<SetFlag "TempPokerNightRound3ReaganRumour">><</link>><br><</if>>
<<Flag "TempPokerNightRound3Greedy">>
<<if _FlagReturn is false>>
<<StatCheckGreedy "gt" 60>>
<<set _StatGreedyProbability to _StatGreedyProbability + " Try to point out how rich you’ll be">>
<<if _StatCheckGreedy is true>>
<<link _StatGreedyProbability "DuncanManor4aRound3">><<set $TempPoker4aRound3 to "RichPass">><<SetFlag "TempPokerNightRound3Greedy">><</link>><br>
<<else>>
<<link _StatGreedyProbability "DuncanManor4aRound3">><<set $TempPoker4aRound3 to "RichFail">><<SetFlag "TempPokerNightRound3Greedy">><<Greedy 1>><</link>><br>
<</if>>
<</if>>
<<Flag "TempPokerNightRound3Orientation">>
<<if _FlagReturn is false>>
<<StatCheckOrientation "lt" 40>>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to distract him by pointing to the girls">>
<<if _StatCheckOrientation is true>>
<<link _StatOrientationProbability "DuncanManor4aRound3">><<set $TempPoker4aRound3 to "GirlsPass">><<SetFlag "TempPokerNightRound3Orientation">><</link>><br>
<<else>>
<<link _StatOrientationProbability "DuncanManor4aRound3">><<set $TempPoker4aRound3 to "GirlsFail">><<SetFlag "TempPokerNightRound3Orientation">><<Orientation 1>><</link>><br>
<</if>>
<</if>>
<<Flag "TempPokerNightRound3Intelligence">>
<<if _FlagReturn is false>>
<<StatCheckIntelligence "gt" 60>>
<<set _StatIntelligenceProbability to _StatIntelligenceProbability + " Try to persuade him with probability">>
<<if _StatCheckIntelligence is true>>
<<link _StatIntelligenceProbability "DuncanManor4aRound3">><<set $TempPoker4aRound3 to "ProbPass">><<SetFlag "TempPokerNightRound3Intelligence">><</link>><br>
<<else>>
<<link _StatIntelligenceProbability "DuncanManor4aRound3">><<set $TempPoker4aRound3 to "ProbFail">><<SetFlag "TempPokerNightRound3Intelligence">><<Intelligence 1>><</link>><br>
<</if>>
<</if>>
<<link "Give up trying to taunt him and wait for the next card to be overturned" "DuncanManor4aRound3">><<set $TempPoker4aRound3 to "Cards">><<if $PokerNightRound3 is undefined>><<set $PokerNightRound3 to 1>><<else>><<set $PokerNightRound3 += 1>><</if>><</link>>
<<else>>
You look across at Harrow. He's barely paying you attention. Instead he’s looking around the table, observing the chips, reading the room.<br>
<br>
“Getting too hot for you, Harrow?”<br>
<br>
<<Flag "TempPokerNightHarrowDrunk">>
<<if _FlagReturn is true>>
His head tilts as he looks to you. His drunk smile thins. "Does this look like I'm waiting for the final curtain?"<br>
<br>
<<if $PokerGame.potPressure gte 5>>
He shoves his entire stack into the pot, as if to shut you up.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4aRound3">><<set $TempPoker4aRound3 to "Cards">><<SetFlag "TempPokerNightRound3HarrowAllIn">><<set $PokerNightRound3 to 3>><</link>>
<<else>>
He shoves a large stack of chips into the pot, as if to shut you up.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4aRound3">><<set $TempPoker4aRound3 to "Cards">><<PotPressure 2>><<if $PokerNightRound3 is undefined>><<set $PokerNightRound3 to 1>><<else>><<set $PokerNightRound3 += 1>><</if>><</link>>
<</if>>
<<else>>
His head tilts as he looks to you. He smiles thinly at you. "Does this look like I'm waiting for the final curtain?"<br>
<br>
<<if $PokerGame.potPressure gte 6>>
He shoves his entire stack into the pot, as if to shut you up.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4aRound3">><<set $TempPoker4aRound3 to "Cards">><<SetFlag "TempPokerNightRound3HarrowAllIn">><<set $PokerNightRound3 to 3>><</link>>
<<else>>
He shoves a large stack of chips into the pot, as if to shut you up.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4aRound3">><<set $TempPoker4aRound3 to "Cards">><<PotPressure 1>><<if $PokerNightRound3 is undefined>><<set $PokerNightRound3 to 1>><<else>><<set $PokerNightRound3 += 1>><</if>><</link>>
<</if>>
<</if>>
<</if>>
<<elseif $TempPoker4aRound3 is "Reagan">>
“You’d think teachers didn’t make that much money with bets like that,” you comment, glancing at Harrow. “Or is your salary going on keeping that hotel room booked?”<br>
<br>
The table goes quiet. Harrow stares back at you, revealing nothing. “Come again?”<br>
<br>
“Just heard some things,” you say with a grin. “You know what this town is like. Rumours spread fast. Especially about cheerleaders walking around town at lunchtimes.”<br>
<br>
You almost feel the air go out of the room.<br>
<br>
<<Flag "TempPokerNightHarrowDrunk">>
<<if _FlagReturn is true>>
Harrow sets his glass down with deliberate care, but even so still almost misses the table. He looks around the table, but no one meets his eye.<br>
<br>
<<if $PokerGame.potPressure gte 5>>
Then he pushes his entire stack into the pot in one slow, controlled motion.<br>
<br>
"Just play your hand, Phillips."<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4aRound3">><<set $TempPoker4aRound3 to "Cards">><<SetFlag "TempPokerNightRound3HarrowAllIn">><<set $PokerNightRound3 to 3>><</link>>
<<else>>
Then he pushes a large stack into the pot in one slow, controlled motion.<br>
<br>
"Just play your hand, Phillips."<br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4aRound3">><<set $TempPoker4aRound3 to "Cards">><<PotPressure 2>><<if $PokerNightRound3 is undefined>><<set $PokerNightRound3 to 1>><<else>><<set $PokerNightRound3 += 1>><</if>><</link>>
<</if>>
<<else>>
Harrow sets his glass down with deliberate care. He looks around the table, but no one meets his eye.<br>
<br>
<<if $PokerGame.potPressure gte 6>>
Then he pushes his entire stack into the pot in one slow, controlled motion.<br>
<br>
"Just play your hand, Phillips."<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4aRound3">><<set $TempPoker4aRound3 to "Cards">><<SetFlag "TempPokerNightRound3HarrowAllIn">><<set $PokerNightRound3 to 3>><</link>>
<<else>>
Then he pushes a large stack into the pot in one slow, controlled motion.<br>
<br>
"Just play your hand, Phillips."<br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4aRound3">><<set $TempPoker4aRound3 to "Cards">><<PotPressure 1>><<if $PokerNightRound3 is undefined>><<set $PokerNightRound3 to 1>><<else>><<set $PokerNightRound3 += 1>><</if>><</link>>
<</if>>
<</if>>
<<elseif $TempPoker4aRound3 is "RichPass">>
"You know what I'm going to do with all this, Harrow?" you chide him.<br>
<br>
He raises an eyebrow but doesn’t speak.<br>
<br>
"Spend it,” you continue. “On me. A nice suit. Maybe a watch. Even a car.”<br>
<br>
“Now you’re talking my language, Phillips,” Dan chimes in.<br>
<br>
But you don’t take your eyes off Harrow. And he doesn’t look from you. “How frivolous.”<br>
<br>
“You only say that because you can’t afford to even get an upgrade on your motor,” you reply. “Not on a teacher’s wage.”<br>
<br>
<<Flag "TempPokerNightHarrowDrunk">>
<<if _FlagReturn is true>>
Harrow studies you. Then he throws his head back and laughs. The drink has loosened him completely.<br>
<br>
<<if $PokerGame.potPressure gte 5>>
"Spend it well, Phillips. If you can take it from me." He pushes his entire stack into the centre with a flourish.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4aRound3">><<set $TempPoker4aRound3 to "Cards">><<SetFlag "TempPokerNightRound3HarrowAllIn">><<set $PokerNightRound3 to 3>><</link>>
<<else>>
"Spend it well, Phillips. If you can take it from me." He pushes a large stack of chips into the centre with a flourish.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4aRound3">><<set $TempPoker4aRound3 to "Cards">><<PotPressure 2>><<if $PokerNightRound3 is undefined>><<set $PokerNightRound3 to 1>><<else>><<set $PokerNightRound3 += 1>><</if>><</link>>
<</if>>
<<else>>
Harrow studies you. Then he laughs with calculation. “That’s the spirit,” he tells you.<br>
<br>
<<if $PokerGame.potPressure gte 6>>
He pushes all his chips into the centre with a conscious effort to appear casual.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4aRound3">><<set $TempPoker4aRound3 to "Cards">><<SetFlag "TempPokerNightRound3HarrowAllIn">><<set $PokerNightRound3 to 3>><</link>>
<<else>>
He pushes a large stack of chips into the centre with a conscious effort to appear casual.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4aRound3">><<set $TempPoker4aRound3 to "Cards">><<PotPressure 1>><<if $PokerNightRound3 is undefined>><<set $PokerNightRound3 to 1>><<else>><<set $PokerNightRound3 += 1>><</if>><</link>>
<</if>>
<</if>>
<<elseif $TempPoker4aRound3 is "RichFail">>
"You know what I'm going to do with all this, Harrow?" you chide him.<br>
<br>
He raises an eyebrow, but doesn’t speak.<br>
<br>
"Spend it,” you continue. “On me. A nice suit. Maybe a watch. Even a car.”<br>
<br>
“Now you’re talking my language, Phillips,” Dan chimes in.<br>
<br>
But you don’t take your eyes off Harrow. And he doesn’t look from you. “How frivolous.”<br>
<br>
You meet his eyes, but he seems unmoved. Instead, he makes a small, polite bet. The pot doesn't grow.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4aRound3">><<set $TempPoker4aRound3 to "Cards">><<TableFocus "PC">><<if $PokerNightRound3 is undefined>><<set $PokerNightRound3 to 1>><<else>><<set $PokerNightRound3 += 1>><</if>><</link>>
<<elseif $TempPoker4aRound3 is "GirlsPass">>
"You're holding up well tonight, Harrow. Most men in this room would be embarrassed to be betting small in front of these girls."<br>
<br>
Harrow blinks. Then he looks. Across the room to Maisie at the sideboard. Rhiannon watching too. And Emily.<br>
<br>
Jake snorts agreement, all too willing to follow Harrow's gaze. "They know who the real men are here, teach."<br>
<br>
Harrow's eyes narrow, looking back to you. "The charms of females have their time and place."<br>
<br>
"Doesn't look like that time and place will be any time soon for you," you retort.<br>
<br>
<<Flag "TempPokerNightHarrowDrunk">>
<<if _FlagReturn is true>>
He laughs, but his glazed eyes keep drifting over to the ladies. Especially Emily.<br>
<br>
<<if $PokerGame.potPressure gte 5>>
When he turns back you see the lecherous grin isn't wavering. He pushes his entire stack into the centre without speaking.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4aRound3">><<set $TempPoker4aRound3 to "Cards">><<SetFlag "TempPokerNightRound3HarrowAllIn">><<set $PokerNightRound3 to 3>><</link>>
<<else>>
When he turns back you see the lecherous grin isn't wavering. He pushes his large stack of chips into the centre without speaking.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4aRound3">><<set $TempPoker4aRound3 to "Cards">><<PotPressure 2>><<TableFocus "Emily">><<if $PokerNightRound3 is undefined>><<set $PokerNightRound3 to 1>><<else>><<set $PokerNightRound3 += 1>><</if>><</link>>
<</if>>
<<else>>
He laughs, but his eyes keep drifting over to the ladies.<br>
<br>
<<if $PokerGame.potPressure gte 6>>
When he turns back you see the grin isn't wavering. He pushes his entire stack into the centre without speaking.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4aRound3">><<set $TempPoker4aRound3 to "Cards">><<SetFlag "TempPokerNightRound3HarrowAllIn">><<set $PokerNightRound3 to 3>><</link>>
<<else>>
When he turns back you see the grin isn't wavering. He pushes a large stack of chips into the centre without speaking.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4aRound3">><<set $TempPoker4aRound3 to "Cards">><<PotPressure 1>><<TableFocus "Emily">><<if $PokerNightRound3 is undefined>><<set $PokerNightRound3 to 1>><<else>><<set $PokerNightRound3 += 1>><</if>><</link>>
<</if>>
<</if>>
<<elseif $TempPoker4aRound3 is "GirlsFail">>
"You're holding up well tonight, Harrow. Most men in this room would be embarrassed to be betting small in front of these girls."<br>
<br>
Harrow blinks. Then he looks. Across the room to Maisie at the sideboard. Rhiannon watching too. And Emily.<br>
<br>
Jake snorts agreement, all too willing to follow Harrow's gaze. "They know who the real men are here, teach."<br>
<br>
Harrow's eyes narrow, looking back to you. He waits for a pause, then smiles. "The charms of females have their time and place. I prefer to focus on the game at hand. And note the tactics the other players are using."<br>
<br>
Thompson laughs at you. Dan smirks. Harrow refocuses on you with the kind of attention you didn't want.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4aRound3">><<set $TempPoker4aRound3 to "Cards">><<TableFocus "PC">><<if $PokerNightRound3 is undefined>><<set $PokerNightRound3 to 1>><<else>><<set $PokerNightRound3 += 1>><</if>><</link>>
<<elseif $TempPoker4aRound3 is "ProbPass">>
"You know the maths on this hand, Harrow?" you begin. "With what's already on the table, the odds of you holding the goods are what? One in twelve? Maybe lower."<br>
<br>
Harrow looks at you properly for the first time this round. The polite smile slides into something more interested.<br>
<br>
"You've been doing arithmetic, Phillips."<br>
<br>
"Bit of it," you reply. "Serves you better paying attention in Maths than Biology, don't you think?"<br>
<br>
Thompson grunts approval. "He's got you there, Darcy. Business is founded on finances."<br>
<br>
<<Flag "TempPokerNightHarrowDrunk">>
<<if _FlagReturn is true>>
Harrow’s smile twitches. “I learned when treading the boards to trust my instinct,” he says, slurring.<br>
<br>
<<if $PokerGame.potPressure gte 5>>
As if to emphasise, he pushes all of his chips into the pot. Staring at you with malice.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4aRound3">><<set $TempPoker4aRound3 to "Cards">><<SetFlag "TempPokerNightRound3HarrowAllIn">><<set $PokerNightRound3 to 3>><</link>>
<<else>>
As if to emphasise, he pushes a large stack of his chips into the pot. Staring at you with malice.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4aRound3">><<set $TempPoker4aRound3 to "Cards">><<PotPressure 2>><<TableFocus "Emily">><<if $PokerNightRound3 is undefined>><<set $PokerNightRound3 to 1>><<else>><<set $PokerNightRound3 += 1>><</if>><</link>>
<</if>>
<<else>>
Harrow’s smile holds steady. “I learned when treading the boards to trust my instinct,” he says.<br>
<br>
<<if $PokerGame.potPressure gte 6>>
As if to emphasise, he pushes all of his chips into the pot. Staring at you with malice.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4aRound3">><<set $TempPoker4aRound3 to "Cards">><<SetFlag "TempPokerNightRound3HarrowAllIn">><<set $PokerNightRound3 to 3>><</link>>
<<else>>
As if to emphasise, he pushes a large stack of his chips into the pot. Staring at you with malice.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4aRound3">><<set $TempPoker4aRound3 to "Cards">><<PotPressure 1>><<TableFocus "Emily">><<if $PokerNightRound3 is undefined>><<set $PokerNightRound3 to 1>><<else>><<set $PokerNightRound3 += 1>><</if>><</link>>
<</if>>
<</if>>
<<elseif $TempPoker4aRound3 is "ProbFail">>
"You know the maths on this hand, Harrow?" you begin. "With what's already on the table, the odds of you holding the goods are what? One in twelve? Maybe lower."<br>
<br>
Harrow looks at you properly for the first time this round. The polite smile slides into something more interested.<br>
<br>
"You've been doing arithmetic, Phillips."<br>
<br>
"Bit of it," you reply. "At least, from where I’m sitting.”<br>
<br>
“You’ll find that instinct wins over mathematics at poker,” Harrow comments. “Especially when I wipe that smile from your face.”<br>
<br>
He doesn’t make a move to take a card from the deck. The round continues, with Harrow barely making a bet.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4aRound3">><<set $TempPoker4aRound3 to "Cards">><<TableFocus "PC">><<if $PokerNightRound3 is undefined>><<set $PokerNightRound3 to 1>><<else>><<set $PokerNightRound3 += 1>><</if>><</link>>
<<elseif $TempPoker4aRound3 is "AgreeDoN">>
“Okay,” you reply to him. "I'm in."<br>
<br>
Harrow smiles, slow. He slides the amulet to the centre of the table next to the chip pile, then deals himself a fresh stack from the box at his elbow.<br>
<br>
"Charlton rules from here, Phillips. Different game. Different stakes."<br>
<br>
The room has gone very quiet. Jake stares openly at the amulet on the felt. Thompson's whiskey glass is halfway to his mouth, paused. Dan has stopped grinning.<br>
<br>
You can feel Emily's eyes on you from the side of the room. You don't look.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be dealt" "DuncanManor4aFinale">><<set $PokerNightFinaleBluffScore to 0>><<set $TempPoker4aRound3 to undefined>><</link>>
<<elseif $TempPoker4aRound3 is "SuggestPass">>
"How about one more hand?” you say. “Double or nothing."<br>
<br>
He laughs, polite. "Double or nothing on what, Phillips? I may be walking away with my dignity, but a lowly teacher can’t afford to get carried away."<br>
<br>
You smile back at him. "I’m sure you’ve got something."<br>
<br>
Harrow pauses, eyeing you carefully. "Have I?"<br>
<br>
You hold his gaze but say nothing. After a moment, he reaches into his shirt with a hand and throws something down on the table. A brass amulet, in the shape of a tragedy mask.<br>
<br>
<i>There it is.</i><br>
<br>
“This, perhaps?” he asks. “What do you say, Phillips? Are you game?”<br>
<br>
You nod. Harrow smiles, slow. He slides the amulet to the centre of the table next to the chip pile, then deals himself a fresh stack from the box at his elbow.<br>
<br>
"Charlton rules from here, Phillips. Different game. Different stakes."<br>
<br>
The room has gone very quiet. Jake stares openly at the amulet on the felt. Thompson's whiskey glass is halfway to his mouth, paused. Dan has stopped grinning.<br>
<br>
You can feel Emily's eyes on you from the side of the room. You don't look.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be dealt" "DuncanManor4aFinale">><<set $PokerNightFinaleBluffScore to 0>><<set $TempPoker4aRound3 to undefined>><</link>>
<<elseif $TempPoker4aRound3 is "SuggestFail">>
"How about one more hand?” you say. “Double or nothing."<br>
<br>
He laughs, polite. "Double or nothing on what, Phillips? I may be walking away with my dignity, but a lowly teacher can’t afford to get carried away."<br>
<br>
You smile back at him. "I’m sure you’ve got something."<br>
<br>
Harrow pauses, eyeing you carefully. "Have I?"<br>
<br>
There's a long beat. Then Harrow inclines his head and the smile comes back. "Not tonight, I think. But good on you for trying."<br>
<br>
He glances over to Emily, his smile fading a little. “Shame though. I was hoping to teach you a lesson tonight. About responsibility.”<br>
<br>
Before you can press, he shrugs and stands. “Looks like the final curtain has fallen over our little game for tonight’s show, gentlemen. An interesting evening.” He looks directly at you. “Interesting, indeed.”<br>
<br>
As the other players leave the table, you watch Harrow slide his amulet back over his head and underneath his shirt. “Until next time, Phillips.”<br>
<br>
You catch Emily's eye. She stares back at you in defeat.<br>
<br>
<<ActionsHeader>>
<<link "Leave the manor and catch a cab home" "DuncanManor4aEpilogue">><<CashFlow 10>><<TimeChange>><<set $TempPoker4aRound3 to undefined>><</link>>
<<elseif $TempPoker4aRound3 is "TakeWinnings">>
"I think I’ll take my winnings,” you tell him, in spite of the amulet resting within reach.<br>
<br>
<i>What? You spent the whole night for this and you're walking?</i><br>
<br>
There's a long beat. Then Harrow inclines his head and the smile comes back. "Disappointing. But wise of you, Phillips. Not many men know when to walk."<br>
<br>
He glances over to Emily, his smile fading a little. “Shame though. I was hoping to teach you a lesson tonight. About responsibility.”<br>
<br>
Before you can press, he shrugs and stands. “Looks like the final curtain has fallen over our little game for tonight’s show, gentlemen. An interesting evening.” He looks directly at you. “Interesting, indeed.”<br>
<br>
As the other players leave the table, you watch Harrow slide his amulet back over his head and underneath his shirt. “Until next time, Phillips.”<br>
<br>
You catch Emily's eye. She stares back at you in disbelief.<br>
<br>
<<ActionsHeader>>
<<link "Leave the manor and catch a cab home" "DuncanManor4aEpilogue">><<TimeChange>><<set $TempPoker4aRound3 to undefined>><</link>>
<</if>><<if $TempPoker4aFinale is undefined>>
<<if $PokerNightFinale is undefined>>
"Charlton rules, then,” Harrow comments. “Allow me to explain, Phillips, since you'll be at the wrong end of them."<br>
<br>
He shuffles the deck with both hands as he speaks, like a magician fanning a fresh pack. The other men are watching, looking between you and him.<br>
<br>
"Four cards each. You pick up three. The fourth stays face-down in front of you. Your hidden card."<br>
<br>
The deck flicks closed in his palm, then bridges open again.<br>
<br>
"One card to be turned in the middle. You may, at any point, swap one of your face-up cards for a new card from the deck. Once." He smiles. "Just once."<br>
<br>
He begins to deal, three cards to your left, one face down in front of you. "Best hand at the reveal takes the pot,” he finishes. “Simple enough."<br>
<br>
Then he deals himself the same. You pick up the three cards. A three, nine and a queen. That hidden card will be key. As will the shared one in the middle.<br>
<br>
Across the table Harrow looks at his own three with the same controlled expression he's been using all night. But you watch him keenly. He seems to relax. Whatever's there, he likes it. You aren't sure your hand beats him on the cards alone.<br>
<br>
<i>You'll have to make him reckless. Or take a gamble of your own.</i><br>
<br>
<<ActionsHeader>>
<<link "Swap a nine for a new card" "DuncanManor4aFinale">><<set $TempPoker4aFinale to "SwapCard">><<set $PokerNightFinale to 1>><<set $PokerNightFinaleSwap to true>><</link>><br>
<<link "Bluff Harrow" "DuncanManor4aFinale">><<set $TempPoker4aFinale to "BluffMenu">><<set $PokerNightFinale to 1>><</link>>
<<elseif $PokerNightFinale is 1>>
You reach out for your hidden card, but Harrow's hand is suddenly over it. You look to him curiously. "A moment, Phillips,” he says. “Before you do. I’ve been considering our deal.” He glances over at Emily and smiles, then reaches into his suit pocket, takes out a cassette tape and tosses it on to the table.<br>
<br>
"What's that?" you ask, staring at it.<br>
<br>
"A revision tape." He says it pleasantly. “I was meaning to talk to you about it tonight, but this opportunity has presented itself.”<br>
<br>
You look over to Emily, then back to the tape. “What?”<br>
<br>
"I've noticed Emily has been struggling in biology, lately,” he comments. “Her mind seems elsewhere. With graduation coming up, I'd hate to see her struggle. So I prepared this for her.” His smile fades. “To listen to. While she sleeps."<br>
<br>
You stare at him, lost for words. He glances over at Emily across the room, then back to you.<br>
<br>
"My necklace, in truth, is more valuable than the bet. But I'd be willing to overlook that. For new terms. You win. You still clean me out. But if you lose? You give me your word as a gentleman that Emily will start taking her studies more seriously. Beginning with that tape.”<br>
<br>
The table stirs. Thompson shakes his head with disgust. “Not right to change the bet midway, Darcy.”<br>
<br>
“Oh, come on, boss,” Dan interrupts. “Pot’s still the same value.”<br>
<br>
You look back to Harrow. "And if I refuse?"<br>
<br>
"You walk away with your winnings," Harrow replies. "But without my prize."<br>
<br>
You hold his gaze. Do you think this a bluff now he’s seen his hand, or part of his strategy?<br>
<br>
<i>Or was this part of it from the start?</i><br>
<br>
<<ActionsHeader>>
<<link "Accept his deal" "DuncanManor4aFinale">><<set $TempPoker4aFinale to "AcceptDeal">><<SetFlag "TempPokerNightCassetteDeal">><<SiblingBond -1>><</link>><br>
<<link "Take your winnings and leave" "DuncanManor4aFinale">><<set $TempPoker4aFinale to "RefuseDeal">><<CashFlow 10>><</link>>
<<elseif $PokerNightFinale is 2>>
You flip over your hidden card. Another queen.<br>
<br>
You at least have a pair of Queens. Strong, but not a sure win. And when Harrow flips over his own card it’s an ace.<br>
<br>
<i>Last chance. Hold and hope, swap and gamble, or push him into trying for a better hand.</i><br>
<br>
<<ActionsHeader>>
<<if $PokerNightFinaleSwap is undefined>><<link "Swap a nine for a new card" "DuncanManor4aFinale">><<set $TempPoker4aFinale to "SwapCard">><<set $PokerNightFinale to 3>><<set $PokerNightFinaleSwap to true>><</link>><br><</if>>
<<if $PokerNightFinaleSwapHarrow is undefined>><<link "Bluff Harrow" "DuncanManor4aFinale">><<set $TempPoker4aFinale to "BluffMenu">><<set $PokerNightFinale to 3>><</link>><br><</if>>
<<link "Hold and reveal" "DuncanManor4aFinale">><<set $PokerNightFinale to 3>><</link>>
<<elseif $PokerNightFinale is 3>>
<<if $PokerNightFinaleSwap is undefined and $PokerNightFinaleSwapHarrow is true>>
Harrow turns his face-up cards. One king. One queen. A jack. With his revealed card, he’s one short of a royal flush.<br>
<br>
“How dramatic,” he murmurs, then flicks over the community card. A five.<br>
<br>
Your pair of queens beats him. He has nothing. You won.<br>
<br>
Harrow looks to the deck, his eyes lingering on his burned card on the top of the dealer’s pile. “Fortune favours the brave,” he mutters. “But perhaps not today.”<br>
<br>
He flips over his burned card. Another king. He gambled away a pair of winning kings for a royal flush.<br>
<br>
<<ActionsHeader>>
<<link "Talk to Harrow" "DuncanManor4aFinale">><<set $TempPoker4aFinale to "TalkHarrow">><<SetFlag "TempPokerNightWon">><</link>>
<<elseif $PokerNightFinaleSwap is undefined and $PokerNightFinaleSwapHarrow is undefined>>
Harrow turns his face-up cards. Two kings. One queen. Just a single pair but still beats your Queens.<br>
<br>
“How dramatic,” he murmurs, then flicks over the community card. The last queen.<br>
<br>
Your three of a kind beats his pair. You won.<br>
<br>
Harrow looks at you, forcing his smile. “Fortune favours the brave,” he mutters. “But perhaps not today.”<br>
<br>
<<ActionsHeader>>
<<link "Talk to Harrow" "DuncanManor4aFinale">><<set $TempPoker4aFinale to "TalkHarrow">><<SetFlag "TempPokerNightWon">><</link>>
<<elseif $PokerNightFinaleSwap is true and $PokerNightFinaleSwapHarrow is undefined>>
Harrow turns his face-up cards. Two kings. One queen.<br>
<br>
“How dramatic,” he murmurs, then flicks over the community card. A king.<br>
<br>
Three of a kind kings. Your pair of queens doesn't beat him. You've lost.<br>
<br>
Harrow looks at you, his smile wide. “Fortune favours the brave,” he mutters. “But perhaps not today.”<br>
<br>
<<ActionsHeader>>
<<link "Talk to Harrow" "DuncanManor4aFinale">><<set $TempPoker4aFinale to "TalkHarrow">><<SetFlag "TempPokerNightLost">><</link>>
<<elseif $PokerNightFinaleSwap is true and $PokerNightFinaleSwapHarrow is true>>
Harrow turns his face-up cards. One king. One queen. A jack. With his revealed card, he's one short of a royal flush.<br>
<br>
"How dramatic," he murmurs, then flicks over the community card. A five.<br>
<br>
Your pair of queens beats him. He has nothing. You won.<br>
<br>
Harrow looks to the deck, his eyes lingering on his burned card on the top of the dealer's pile. "Fortune favours the brave," he mutters. "But perhaps not today."<br>
<br>
He flips over his burned card. Another king. He gambled away a pair of winning kings for a royal flush. You glance at your own burned card. The nine you swapped. Your gamble cost you nothing. His cost him everything.<br>
<br>
<<ActionsHeader>>
<<link "Talk to Harrow" "DuncanManor4aFinale">><<set $TempPoker4aFinale to "TalkHarrow">><<SetFlag "TempPokerNightWon">><</link>>
<</if>>
<</if>>
<<elseif $TempPoker4aFinale is "SwapCard">>
You cast the nine on to the dealer's pile and take the next card off the deck.<br>
<br>
A two.<br>
<br>
<i>You've made it worse.</i><br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4aFinale">><<set $TempPoker4aFinale to undefined>><</link>>
<<elseif $TempPoker4aFinale is "BluffMenu">>
<<Flag "TempPokerNightHarrowDrunk">>
<<if _FlagReturn is true>>
You look across at Harrow. The drink has caught up with him properly now. His cheeks are flushed, his eyes a fraction slower than usual.<br>
<<else>>
You look across at Harrow. He's sharp, holding his card loosely in his fingers. His eyes are calm and he’s studying you carefully.<br>
<</if>>
<br>
<<ActionsHeader>>
<<Flag "TempPokerNightMaisieHelp">>
<<if _FlagReturn is true>><<link "Signal Maisie to help" "DuncanManor4aFinale">><<set $TempPoker4aFinale to "BluffMaisie">><<SetFlag "TempPokerNightMaisieHelp" false>><<PokerNightBluffOutcome>><</link>><br><</if>>
<<Flag "TempPokerNightRound3EmilyHelp">>
<<if _FlagReturn is false>><<link "Signal Emily to help" "DuncanManor4aFinale">><<set $TempPoker4aFinale to "BluffEmily">><<SetFlag "TempPokerNightRound3EmilyHelp">><<PokerNightBluffOutcome>><</link>><br><</if>>
<<Flag "TempPokerNightRound3ReaganRumour">><<RumourCheckSelf "Reagan">>
<<if _FlagReturn is false and _RumourCheckSelf is true>><<link "Comment on his dalliance with Reagan" "DuncanManor4aFinale">><<set $TempPoker4aFinale to "BluffReagan">><<SetFlag "TempPokerNightRound3ReaganRumour">><<PokerNightBluffOutcome>><</link>><br><</if>>
<<Flag "TempPokerNightRound3Greedy">>
<<if _FlagReturn is false>>
<<StatCheckGreedy "gt" 60>>
<<set _StatGreedyProbability to _StatGreedyProbability + " Try to point out how rich you’ll be">>
<<if _StatCheckGreedy is true>>
<<link _StatGreedyProbability "DuncanManor4aFinale">><<set $TempPoker4aFinale to "BluffRich">><<SetFlag "TempPokerNightRound3Greedy">><<PokerNightBluffOutcome>><</link>><br>
<<else>>
<<link _StatGreedyProbability "DuncanManor4aFinale">><<set $TempPoker4aFinale to "BluffRichFail">><<SetFlag "TempPokerNightRound3Greedy">><<Greedy 1>><</link>><br>
<</if>>
<</if>>
<<Flag "TempPokerNightRound3Orientation">>
<<if _FlagReturn is false>>
<<StatCheckOrientation "lt" 40>>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to distract him by pointing to the girls">>
<<if _StatCheckOrientation is true>>
<<link _StatOrientationProbability "DuncanManor4aFinale">><<set $TempPoker4aFinale to "BluffGirls">><<SetFlag "TempPokerNightRound3Orientation">><<PokerNightBluffOutcome>><</link>><br>
<<else>>
<<link _StatOrientationProbability "DuncanManor4aFinale">><<set $TempPoker4aFinale to "BluffGirlsFail">><<SetFlag "TempPokerNightRound3Orientation">><<Orientation 1>><</link>><br>
<</if>>
<</if>>
<<Flag "TempPokerNightRound3Intelligence">>
<<if _FlagReturn is false>>
<<StatCheckIntelligence "gt" 60>>
<<set _StatIntelligenceProbability to _StatIntelligenceProbability + " Try to persuade him with probability">>
<<if _StatCheckIntelligence is true>>
<<link _StatIntelligenceProbability "DuncanManor4aFinale">><<set $TempPoker4aFinale to "BluffProb">><<SetFlag "TempPokerNightRound3Intelligence">><<PokerNightBluffOutcome>><</link>><br>
<<else>>
<<link _StatIntelligenceProbability "DuncanManor4aFinale">><<set $TempPoker4aFinale to "BluffProbFail">><<SetFlag "TempPokerNightRound3Intelligence">><<Intelligence 1>><</link>><br>
<</if>>
<</if>>
<<link "Give up trying to taunt him and wait for the next card to be overturned" "DuncanManor4aFinale">><<set $TempPoker4aFinale to undefined>><</link>>
<<elseif $TempPoker4aFinale is "BluffReagan">>
“Looking a little nervous there, Harrow,” you comment. “What’s the matter? Afraid I’ll take all your money and you won’t be able to pay for that lunchtime hotel room?”<br>
<br>
The room goes quiet. Harrow stares back at you, revealing nothing. “Come again?”<br>
<br>
“Just heard some things,” you say with a grin. “You know what this town is like. Rumours spread fast. Especially about cheerleaders walking around town at lunchtimes.”<br>
<br>
You almost feel the air go out of the room.<br>
<br>
<<if $TempPokerNightBluffOutcome is "drunk">>
Harrow sets his glass down with deliberate care, but even so almost misses the table. "You should be more careful what you say at a man's table, Phillips."<br>
<br>
Then he reaches for the deck, deliberate, and takes the swap card off the top. When he sees the card, he winces.<br>
<br>
<i>Got him.</i><br>
<<elseif $TempPokerNightBluffOutcome is "persistence">>
He sets his glass down with a click. The smile is gone. "You'll learn the difference between gossip and provocation soon enough, Phillips."<br>
<br>
He casually reaches for the deck without looking. When he sees the card, he winces.<br>
<br>
<i>Got him.</i><br>
<<else>>
Harrow's smile thins. He picks up his glass, swirls it, sets it down without drinking. "Hearsay, Phillips. You'll learn to keep gossip off the table, one day."<br>
<br>
He casually reaches for the deck without looking. But he stops at the last moment. His hand lingers there. But returns to his cards.<br>
<br>
<i>Almost there.</i><br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4aFinale">><<set $TempPoker4aFinale to undefined>><</link>>
<<elseif $TempPoker4aFinale is "BluffMaisie">>
You catch Maisie's eye. At seeing you, she begins to walk towards Harrow without hurrying. But you shake your head. She stops, frowning.<br>
<br>
Looking back, you see that Harrow has been watching you. He raises an eyebrow your way.<br>
<br>
“Not using all the cards in your hand, Phillips?” he says quietly.<br>
<br>
“Don’t need them,” you retort.<br>
<br>
<<if $TempPokerNightBluffOutcome is "drunk">>
Harrow studies you for a long moment, the smile lingering at the corners of his mouth. The drink has done some of the work for you. His composure is fraying around the edges.<br>
<br>
"Bold," he comments after a pause. "Or foolish. Hard to tell at this hour."<br>
<br>
He reaches for the deck and takes the swap card from the top. When he glances at it, a small wince crosses his face before he hides it again.<br>
<br>
<i>Got him.</i><br>
<<elseif $TempPokerNightBluffOutcome is "persistence">>
Harrow's gaze rests on you, considering. You can see the calculation finally tilt against him.<br>
<br>
"Confidence repeated becomes a kind of testimony," he murmurs, almost to himself. "Very well."<br>
<br>
He reaches for the deck and slides the swap card into his hand. The flicker of his expression when he sees it tells you what you needed to know.<br>
<br>
<i>Got him.</i><br>
<<else>>
"Then I note your confidence, Phillips," he comments lightly. "And keep mine to myself."<br>
<br>
He doesn't reach for the deck. The cards in his hand are good enough for him still. You haven't quite sold it.<br>
<br>
<i>Almost there.</i><br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4aFinale">><<set $TempPoker4aFinale to undefined>><</link>>
<<elseif $TempPoker4aFinale is "BluffEmily">>
You meet Emily’s eye. She looks at you curiously and steps forward, but you shake your head.<br>
<br>
“Looks like your sister is confused,” Harrow comments. “About whether you want her to help or not.”<br>
<br>
“I don’t need her help this time,” you say confidently.<br>
<br>
<<if $TempPokerNightBluffOutcome is "drunk">>
Harrow watches Emily drift back to the wall, then turns his attention to you. The drink has loosened his usual care, and you can see him weigh the meaning of your refusal.<br>
<br>
"What do they say about confidence, Phillips?" he comments after a long pause. "That it comes before a fall."<br>
<br>
He reaches for the deck and takes the swap card. His face tightens when he glances at it before he hides it.<br>
<br>
<i>Got him.</i><br>
<<elseif $TempPokerNightBluffOutcome is "persistence">>
You can see him weighing it, his eyes flicking from you to your cards to Emily at the wall and back again.<br>
<br>
"I find myself wondering what kind of brother turns down family at the table,” he says. “Either you are very confident, Phillips, or you are very stupid."<br>
<br>
He reaches for the deck and takes the swap card. His face tightens when he glances at it before he hides it.<br>
<br>
<i>Got him.</i><br>
<<else>>
"Or perhaps your sister has the wiser instinct of the two of you," Harrow comments mildly, glancing back to Emily. “You’ll see you need all the help you can get.”<br>
<br>
But his eyes betray him, as he glances between his hand and the deck.<br>
<br>
<i>Almost there.</i><br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4aFinale">><<set $TempPoker4aFinale to undefined>><</link>>
<<elseif $TempPoker4aFinale is "BluffRich">>
"You know what I'm going to do with all this, Harrow?" you chide him.<br>
<br>
He raises an eyebrow but doesn’t speak.<br>
<br>
"Spend it,” you continue. “On me. A nice suit. Maybe a watch. Even a car.”<br>
<br>
“Now you’re talking my language, Phillips,” Dan chimes in.<br>
<br>
But you don’t take your eyes off Harrow. And he doesn’t look from you. “How frivolous.”<br>
<br>
“You only say that because you can’t afford to even get an upgrade on your motor,” you reply. “Not on a teacher’s wage.”<br>
<br>
<<if $TempPokerNightBluffOutcome is "drunk">>
Harrow's polite smile thins, the alcohol stripping the practised host from his face. You can see the offence land properly now, sharp and exposed.<br>
<br>
"A teacher's wage is sufficient for a man who knows what to value," he comments, his voice cooler than it has been all night. "Perhaps you'll learn the lesson before the night is through."<br>
<br>
He reaches for the deck without taking his eyes off you and slides the swap card into his hand. His expression sours briefly when he sees it.<br>
<br>
<i>Got him.</i><br>
<<elseif $TempPokerNightBluffOutcome is "persistence">>
The smile is fixed but the eyes have cooled. "Perhaps you'll allow me the chance to address the gulf in my wage then."<br>
<br>
He reaches for the deck. The swap card draws a flicker of disappointment when he glances at it.<br>
<br>
<i>Got him.</i><br>
<<else>>
Harrow's smile is patient, the kind reserved for a child who needs to be talked through their reasoning. "Spend it well, then. Provided you walk out with it."<br>
<br>
But his eyes betray him, as he glances between his hand and the deck.<br>
<br>
<i>Almost there.</i><br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4aFinale">><<set $TempPoker4aFinale to undefined>><</link>>
<<elseif $TempPoker4aFinale is "BluffRichFail">>
"You know what I'm going to do with all this, Harrow?" you chide him.<br>
<br>
He raises an eyebrow, but doesn’t speak.<br>
<br>
"Spend it,” you continue. “On me. A nice suit. Maybe a watch. Even a car.”<br>
<br>
“Now you’re talking my language, Phillips,” Dan chimes in.<br>
<br>
But you don’t take your eyes off Harrow. And he doesn’t look from you. “How frivolous.”<br>
<br>
You meet his eyes, but he seems unmoved. Instead, he stares back at you like a tiger stalking its prey.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4aFinale">><<set $TempPoker4aFinale to undefined>><</link>>
<<elseif $TempPoker4aFinale is "BluffGirls">>
"You're holding up well tonight, Harrow. Most men in this room would be embarrassed to be betting small in front of these girls."<br>
<br>
Harrow blinks. Then he looks. Across the room to Maisie at the sideboard. Rhiannon watching too. And Emily. "The charms of females have their time and place."<br>
<br>
"Doesn't look like that time and place will be any time soon for you," you retort.<br>
<br>
<<if $TempPokerNightBluffOutcome is "drunk">>
The drink lets the slight land squarely. Harrow's eyes lock on yours, hard, and the smile is gone.<br>
<br>
"You'd do well to remember whose table you're sat at, Phillips. And what a man with means looks like when he decides to use them."<br>
<br>
He reaches for the deck without breaking eye contact and slides the swap card into his hand. His expression sours when he glances at it.<br>
<br>
<i>Got him.</i><br>
<<elseif $TempPokerNightBluffOutcome is "persistence">>
The polite smile fades quickly, replaced with something tighter.<br>
<br>
"Then perhaps the time is now, Phillips," he says, low. "And the place is right here."<br>
<br>
He reaches for the deck with sharp efficiency and takes the swap card. The flicker on his face when he sees it is a moment of doubt he can't fully mask.<br>
<br>
<i>Got him.</i><br>
<<else>>
"Crassness suits some, Phillips," Harrow comments mildly, his eyes still on his cards. "It doesn't move me."<br>
<br>
He casually reaches for the deck without looking. But he stops at the last moment. His hand lingers there. But returns to his cards.<br>
<br>
<i>Almost there.</i><br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4aFinale">><<set $TempPoker4aFinale to undefined>><</link>>
<<elseif $TempPoker4aFinale is "BluffGirlsFail">>
"You're holding up well tonight, Harrow. Most men in this room would be embarrassed to be betting small in front of these girls."<br>
<br>
Harrow blinks. Then he looks. Across the room to Maisie at the sideboard. Rhiannon watching too. And Emily. "The charms of females have their time and place,” he mutters after a moment. “I prefer to focus on the game at hand. And note the tactics the other players are using."<br>
<br>
Harrow refocuses on you with the kind of attention you didn't want.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4aFinale">><<set $TempPoker4aFinale to undefined>><</link>>
<<elseif $TempPoker4aFinale is "BluffProb">>
"You know the maths on this hand, Harrow?" you begin. "With what's already on the table, the odds of you holding the goods are what? One in twelve? Maybe lower."<br>
<br>
Harrow looks at you properly for the first time this round. The polite smile slides into something more interested.<br>
<br>
"You've been doing arithmetic, Phillips."<br>
<br>
"Bit of it," you reply. "Serves you better paying attention in Maths than Biology, don't you think?"<br>
<br>
Thompson grunts approval. "He's got you there, Darcy. Business is founded on finances."<br>
<br>
<<if $TempPokerNightBluffOutcome is "drunk">>
Harrow's smile freezes. Thompson's comment hangs in the air, and you can see Harrow weighing whether to laugh it off or rise to it. The drink decides for him.<br>
<br>
"Then let me show you what wins games, Phillips. It isn't arithmetic."<br>
<br>
He reaches for the deck with sharp efficiency and slides the swap card into his hand. When he glances at it, the disappointment crosses his face before he masks it.<br>
<br>
<i>Got him.</i><br>
<<elseif $TempPokerNightBluffOutcome is "persistence">>
You’ve worn through his patience. Harrow's jaw sets and the polite smile is gone.<br>
<br>
"You think you've outsmarted your teacher, Phillips? Watch and learn."<br>
<br>
He reaches for the deck and takes the swap card without looking. His expression flickers when he sees it.<br>
<br>
<i>Got him.</i><br>
<<else>>
"You're working pot odds when implied odds are what matter, Phillips. The maths is sound. Your application of it isn't."<br>
<br>
He casually reaches for the deck without looking. But he stops at the last moment. His hand lingers there. But returns to his cards.<br>
<br>
<i>Almost there.</i><br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4aFinale">><<set $TempPoker4aFinale to undefined>><</link>>
<<elseif $TempPoker4aFinale is "BluffProbFail">>
"You know the maths on this, Harrow?" you begin. "With what's already on the table, the odds of you holding the goods are what? One in twelve? Maybe lower."<br>
<br>
Harrow looks at you. "You've been doing arithmetic, Phillips."<br>
<br>
"Bit of it," you reply. "At least, from where I’m sitting.”<br>
<br>
“You’ll find that instinct wins over mathematics at poker,” Harrow comments. “Especially when I wipe that smile from your face.”<br>
<br>
He doesn’t make a move to take a card from the deck.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4aFinale">><<set $TempPoker4aFinale to undefined>><</link>>
<<elseif $TempPoker4aFinale is "AcceptDeal">>
You glance over to Emily, but then your eyes fall upon the amulet. You gulp. "Done."<br>
<br>
The word lands flatter than you meant. Harrow inclines his head, polite as anything. "Wise. Your sister will thank you. Eventually."<br>
<br>
But looking over to her, you aren't sure that she ever will.<br>
<br>
<<ActionsHeader>>
<<link "Overturn your hidden card" "DuncanManor4aFinale">><<set $TempPoker4aFinale to undefined>><<set $PokerNightFinale to 2>><</link>>
<<elseif $TempPoker4aFinale is "RefuseDeal">>
"No deal," you say. "I don't speak for Emily."<br>
<br>
Harrow's smile doesn't move, but something behind it cools. "I thought as her parental guardian, you would have more interest in her grades. There really is no substitute for a set of parents, is there?"<br>
<br>
You bristle, but hold his gaze. "I think we're done here."<br>
<br>
"Quite," he replies. "I look forward to seeing you at parents evening. Maybe then, I can teach you both a lesson about responsibility."<br>
<br>
He smiles thinly, then picks up the amulet and slides it back over his head. The cassette tape goes back in his pocket. "Help yourself to your winnings," he murmurs. "Until next time."<br>
<br>
Before you can press, he shrugs and stands. “Looks like the final curtain has fallen over our little game for tonight’s show, gentlemen. An interesting evening.” He looks directly at you. “Interesting, indeed.”<br>
<br>
As the other players leave the table, you watch Harrow slide his amulet back over his head and underneath his shirt. “Until next time, Phillips.”<br>
<br>
You catch Emily's eye. She stares back at you with relief.<br>
<br>
<<ActionsHeader>>
<<link "Leave and catch a cab home" "DuncanManor4aEpilogue">><<TimeChange>><<set $TempPoker4aFinale to undefined>><</link>>
<<elseif $TempPoker4aFinale is "TalkHarrow">>
<<Flag "TempPokerNightLost">>
<<if _FlagReturn is true>>
“Good game, good game!” Harrow barks, his smile returning. "I'll be checking Emily's behaviour in class, Phillips. I'll know if she hasn't listened."<br>
<br>
He smiles thinly, then stands. “Looks like the final curtain has fallen over our little game for tonight’s show, gentlemen. An interesting evening.” He looks directly at you. “Interesting, indeed.”<br>
<br>
As the other players leave the table, you watch Harrow slide his amulet back over his head and underneath his shirt. “Until next time, Phillips. Don’t forget that tape.”<br>
<br>
You reluctantly pick it up, catching Emily's eye. She stares back at you with concern.<br>
<br>
<<ActionsHeader>>
<<link "Leave and catch a cab home" "DuncanManor4aEpilogue">><<TakeObjectNPC "Harrow" "HarrowTape">><<TimeChange>><<set $TempPoker4aFinale to undefined>><</link>>
<<else>>
“Unexpected,” Harrow mutters, his eyes resting on the amulet, saying nothing more.<br>
<br>
“About time,” Thompson barks. “You’ve held on to that so many times. I was beginning to think you stack the deck, Darcy.”<br>
<br>
“That wouldn’t be gentlemanly behaviour,” he mutters, finally looking back to you. “Well played, Phillips. It seems I’ve underestimated you. Severely.” He gestures to the table. “Take your winnings.”<br>
<br>
He stands. “Looks like the final curtain has fallen over our little game for tonight’s show, gentlemen.”<br>
<br>
As the other players leave the table, you watch Harrow watch you take up the winnings. And his amulet. Once you’re done, he retrieves the cassette tape and puts it away.<br>
<br>
You smile at him, then look back to the side and catch Emily's eye. She stares back with relief.<br>
<br>
<<ActionsHeader>>
<<link "Leave and catch a cab home" "DuncanManor4aEpilogue">><<TakeObjectNPC "Harrow" "HarrowAmulet">><<CashFlow 10>><<TimeChange>><<set $TempPoker4aFinale to undefined>><</link>>
<</if>>
<</if>><<Flag "TempPokerNightWon">>
<<if _FlagReturn is true>>
You wait on the gravel as the cab crunches its way up the drive. Behind you, the front door opens once more, and Harrow saunters out, cigar in hand.<br>
<br>
“You play a sharper game than your profession suggests,” he says, drawing alongside you. “Care to see the other side of our town? I’ll add your name to the Country Club’s guest list.”<br>
<br>
Harrow smiles. “I’ll show you a few single malts those winnings could buy.”<br>
<br>
He raises the cigar in a small salute, then wanders back towards the lights of the house.<br>
<br>
Emily watches him go, then looks to you, one eyebrow raised. You shrug back at her.<br>
<br>
<</if>>
The cab rolls down Duncan Manor's drive. The lights of the house recede in the rear window, gathering and shrinking until the trees swallow them.<br>
<br>
Emily sits next to you. Neither of you speaks at first. The streetlamps flick past in even intervals. Charlton at this hour belongs to no one. The houses are all dark, the shops shuttered, the high street empty. The only sound is the engine and the soft rasp of the heater.<br>
<br>
“That was a long night,” you mutter.<br>
<br>
“Yes,” she murmurs. “It was.”<br>
<br>
She doesn't say anything else. You don't either.<br>
<br>
Soon the cab turns into your street and pulls up to your door. You throw a few notes the driver's way and the door unlocks. Emily slides out and you join her.<br>
<br>
The two of you stand on the pavement for a moment. Then you walk up to the front door together.<br>
<br>
<<ActionsHeader>>
<<link "Enter your house" "YourHome">><<EventTrigger "YourHome" "PokerNightEpilogue" "Night" "Emily" null null null null false>><<Flag "TempPokerNightWon">><<if _FlagReturn is true>><<CountryClubVisitor "Harrow">><<QuestStatus "Quest22">><<if _QuestStatus isnot "unknown">><<QuestOptionUnlock "Quest22" 0 "country_club_access" "gte">><</if>><<LocationKnown "TownSquare">><<SetFlag "CharltonTaxiHomeKnown">><</if>><</link>>The graceful sound of a real doorbell chimes out when <i><<TrueName "Current">></i> presses the button. You hear steps behind the thick door after a few moments and suddenly Harrow's face is staring out, beaming when he sees you.<br>
<br>
"Ah, the Phillips!" he beams. "Come in, come in! We are just setting up."<br>
<br>
His eyes look to you with slight interest, but he steps back and gestures you forward.<br>
<br>
You feel his gaze settle for an extra beat as you cross the threshold.<br>
<br>
<<ActionsHeader>>
<<link "Step inside" "DuncanManorHallway">><<EventTrigger "DuncanManorHallway" "PokerNightArrival" "Evening" null null null null null false>><</link>><<switch $TempPoker4bRoomTalk>>
<<case "TrueName">>
“What do you think?” you ask quietly. “What should we do now?”<br>
<br>
<<EmilyCorruptionCheck>>
<<SiblingBondCheck>>
<<if _EmilyCorruptionCheck is true and _SiblingBondCheck lt 2>>
<i><<TrueName "Current">></i> looks back at you with confidence. You realise that you are subconsciously deferring decisions to him. Her. Emily. Your thoughts seem to be correcting themselves faster than you can keep up.<br>
<br>
"Go talk to them,” he says. “Thompson or Dan."<br>
<br>
You hesitate. <i><<TrueName "Current">></i> doesn't move.<br>
<br>
"What about Rhiannon or Maisie?" you murmur.<br>
<br>
"They’re girls. You can talk to them later." He gives you a smile that you have never seen on your own face before. "You’re not playing poker tonight. So make yourself useful. Find a way to influence the table without being at it."<br>
<br>
You stare back at him, but he turns and walks away to get a drink.<br>
<br>
<i>A drink?</i><br>
<<elseif _EmilyCorruptionCheck is true and _SiblingBondCheck gte 2>>
<i><<TrueName "Current">></i> looks back at you with confidence. You realise that you are subconsciously deferring decisions to him. Her. Emily. Your thoughts seem to be correcting themselves faster than you can keep up.<br>
<br>
"Go on,” he says. “See what you can pick up. Thompson or Dan. They’re talkers, aren’t they?”<br>
<br>
You hesitate. “What about the girls?”<br>
<br>
"You can talk to them later,” he retorts, before snorting. “I’m the one playing tonight. So you need to figure out how to influence the table to get that stupid amulet.” He shrugs your old shoulders, a casual gesture you don't quite recognise on yourself. "Up to you how you do it. Just don't sit in the corner all night."<br>
<br>
You stare back at him, but he turns and walks away to get a drink.<br>
<br>
<i>A drink?</i><br>
<<elseif _EmilyCorruptionCheck is false and _SiblingBondCheck lt 2>>
<i><<TrueName "Current">></i> says nothing. He turns to study one of the paintings on the wall, hands behind his back. The line of your old posture, indifferent. You realise that you are subconsciously deferring decisions to him. Her. Emily. Your thoughts seem to be correcting themselves faster than you can keep up.<br>
<br>
“What?” he says, looking back at you.<br>
<br>
“What should we do?”<br>
<br>
<i><<TrueName "Current">></i> shrugs, a gesture you recognise from Emily. “I don’t know, <<TrueName "Current">>,” she whispers. “This is too weird. Go talk to some people, I guess. You’re not going to be playing tonight. So I guess you need to figure out what girls are supposed to do here. And how to help.”<br>
<br>
He turns back to the painting, studying it. Giving you nothing more.<br>
<<else>>
<i><<TrueName "Current">></i> leans in, voice dropped. "What should we do?”<br>
<br>
“I’m not sure,” you hear yourself say in Emily’s quivering voice. You realise that you are subconsciously deferring decisions to him. Her. Emily. Your thoughts seem to be correcting themselves faster than you can keep up.<br>
<br>
His eyes dart around the room, wide and nervous. Just like Emily’s. Finally, they fall back on you. “You should go talk to someone. Try to find out something that could help.”<br>
<br>
You nod. He nods back, awkwardly, and turns away.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Look around the poker room" "DuncanManorPokerRoom">><<set $TempPoker4bRoomTalk to undefined>><<SetFlag "TempPokerGameActive">><<NPCKnown "Maisie">><<NPCKnown "Rhiannon">><</link>>
<<case "Rhiannon">>
You cross to the sideboard. Rhiannon smiles briefly at you as you approach, but continues setting out the next round of glasses in a neat line. The way she would behind the bar.<br>
<br>
"You all right, lass?" she asks without looking. "First poker night usually has a face on it. And you're wearing it."<br>
<br>
"Is it that obvious?"<br>
<br>
She huffs a small laugh. "I work at a male dominated bar. I know the look of a girl who feels out of place."<br>
<br>
“What are you doing here then?” you ask.<br>
<br>
Rhiannon titters. “It’s a bit of fun. Or so my pa' says.” She looks around the room. “Keeps trying to match me up with a man. Says that if I stay single too much longer, I’ll have to pick one of the regulars.”<br>
<br>
You follow her look, gazing at Dan, Jake, Harrow and Thompson. “Any take your fancy?”<br>
<br>
She chuckles. “Slim pickings, this lot. Thompson’s a brute and married to boot. Jake is a child in a man’s body. Dan is all talk, and Harrow.” She looks at you with an arched eyebrow. “Let’s just say I’m not his type. Anymore.”<br>
<br>
You look back at her, but she doesn’t offer a follow-up. “Watch him tonight, though. He's the one running the table. The rest are following his lead, even when they don't know it."<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManorPokerRoom">><<set $TempPoker4bRoomTalk to undefined>><</link>>
<<case "Thompson">>
You cross to the table where Thompson sits. He looks up from his glass as you approach.<br>
<br>
<<GetPCState "job">>
<<if _job is "Fired">>
"Emily, isn't it?" His voice is low. "Your brother told me a bit about you. Hope you have a better work ethic than he did."<br>
<<else>>
"Emily, isn't it?" His voice is low. "Your brother told me a bit about you. Hope you have a better work ethic than he does."<br>
<</if>>
<br>
You're not sure what to make of that.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
His eyes drift over you. He doesn't bother to hide it. The whiskey glass pauses halfway to his mouth. "Nice frock," he comments. “You’d do well on the front desk dressing like that.”<br>
<<else>>
His eyes drift over you with mild interest. "You'll do," he comments.<br>
<</if>>
<br>
You try to find something to say. "Are you a friend of Mr Harrow?"<br>
<br>
"Friend." He weighs the word, swirls the whiskey. "I give him my whiskey and I take his money. We're both happy with the arrangement."<br>
<br>
"And tonight?"<br>
<br>
"Tonight I’m just here to take more of that money without giving him my best stuff,” he snorts. His eyes wander over you. “But he’s said there might be a few future opportunities present. You interested in becoming a receptionist?”<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
You smile politely. He takes the expression as a lack of interest. Instead, he glances at <i><<TrueName "Current">></i> across the room. "Your brother looks like he knows what he's doing. We'll see if the cards agree."<br>
<<else>>
You smile politely. He takes the expression as a lack of interest. He glances at <i><<TrueName "Current">></i> across the room. "Your brother looks like he's never played a hand in his life. We'll see if he's bluffing or just plain green."<br>
<</if>>
<br>
He turns back to his glass without dismissing you, but the conversation is plainly over.<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManorPokerRoom">><<set $TempPoker4bRoomTalk to undefined>><</link>>
<<case "Dan">>
You cross to where Dan stands. He turns toward you the moment you approach, grinning like he was waiting for you to come over.<br>
<br>
"Sweetheart. Glad you came over. The male company gets dry after the first ten minutes."<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
His eyes do the full circuit of you again, slower this time. The grin widens. "Now there's a girl who came to enjoy herself. Your brother needs to let you out more.”<br>
<<else>>
His eyes drift over you anyway, despite the dress doing its best. "Modest type, are you? Don't worry, sweetheart. We can fix that."<br>
<</if>>
<br>
"What brings you here, Mr Mendel?" You try to redirect.<br>
<br>
"Dan, sweetheart. Mr Mendel's my old man." He chuckles at his own joke. "Just looking to show some of these lot how a real man plays poker. Although Harrow’s got an idea that he can match me a wife.” He cackles. “Take more than a girl serving me drinks to tame this lion, don’t you think?” His eyes wander over you again. “Bet you’d be good with a whip, though.”<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
He grins. You smile back politely, but look to the side. You glance at <i><<TrueName "Current">></i> across the room. He's watching. He shoots you a grin.<br>
<<else>>
You glance at <i><<TrueName "Current">></i> across the room. He's watching. Your old jaw is tight.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManorPokerRoom">><<set $TempPoker4bRoomTalk to undefined>><</link>>
<<case "Maisie">>
You move to where Maisie leans against the sideboard. She straightens just enough to acknowledge you, then settles back into her pose.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
"Emily, isn't it?" Her voice is silky, but cold. She glances at your outfit. "Where did you get that? Don’t think we sell such scandalous things at Evans'.”<br>
<br>
Her eyes appraise you. Icy and full of rivalry.<br>
<<else>>
"Emily, isn't it?" Her voice is silky, but cold. She glances at your outfit. "Such a cute little dress. Off the sales rack, isn’t it?”<br>
<br>
Her eyes appraise you. Icy and full of rivalry.<br>
<</if>>
<br>
"I'm Maisie." She offers a hand. The shake is brief and limp. "I think I’ve seen you at school, but not around town.”<br>
<br>
"I'm new to Charlton," you reply.<br>
<br>
"Mm." Her eyes do a quick read of you, assessing. "First poker night?"<br>
<br>
You nod.<br>
<br>
"A word of advice, sweetheart,” she comments. “Since you're new. The men here are competitive. Some of them more than others. If you don't know what you're doing, the best thing you can do is hold a tray and smile. They like that."<br>
<br>
She pauses. The practiced sweetness softens a fraction, almost despite her.<br>
<br>
"And don't try to charm Mr Harrow. He's already got a complicated enough life."<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManorPokerRoom">><<set $TempPoker4bRoomTalk to undefined>><</link>>
<</switch>>You stand idly to the side with <i><<TrueName "Current">></i>, watching the other guests with interest. Dan chatters away to Thompson in a hushed voice. Thompson barely responds, instead sipping his drink. Maisie leans against a sideboard, looking at her nails. And Rhiannon fusses endlessly with the drinks trolley.<br>
<br>
Minutes later, Harrow walks in with Jake in tow. The younger man looks flustered, enraged already. He looks at <i><<TrueName "Current">></i> and you with interest when he sees you, but says nothing. His eyes hold on you a beat too long.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
A smirk appears on his face as he takes in your outfit. His eyes linger on your legs. He runs the tip of his tongue over his teeth.<br>
<<else>>
A small smile appears on his face as he takes in your outfit, but he doesn’t look too much.<br>
<</if>>
<br>
"And now our party is complete," Harrow announces to the room. "Apologies for the hold-up. Ladies, if you'd like to retire to the kitchen to prepare the drinks. And gentleman, take your seats."<br>
<br>
The instruction lands flat against you. Ladies. Of course.<br>
<br>
Rhiannon begins to push the trolley out into the corridor. Maisie looks at her with disinterest but follows.<br>
<br>
<<EmilyCorruptionCheck>>
<<SiblingBondCheck>>
<<if _EmilyCorruptionCheck is true and _SiblingBondCheck lt 2>>
<i><<TrueName "Current">></i> gives you a grin as he steps past you towards the table. "Off you go," he murmurs, not bothering to keep it down.<br>
<<elseif _EmilyCorruptionCheck is true and _SiblingBondCheck gte 2>>
<i><<TrueName "Current">></i> catches your eye as he steps towards the table. "I'll be fine," he says quietly. There is something almost amused in your old face.<br>
<<elseif _EmilyCorruptionCheck is false and _SiblingBondCheck lt 2>>
<i><<TrueName "Current">></i> meets your eye for a moment. There is something tight and unhappy in your old expression. He says nothing, but the look holds, almost a glare, before he turns to take his seat.<br>
<<else>>
<i><<TrueName "Current">></i> meets your eye, and you see anxiousness in your old face. He gives you the smallest nod, and turns to the table.<br>
<</if>>
<br>
You follow Rhiannon and Maisie out into the corridor, the heels you had not quite got used to clicking too loudly against the floor.<br>
<br>
<<ActionsHeader>>
<<link "Go to the kitchen" "DuncanManorKitchen">><<EventTrigger "DuncanManorKitchen" "PokerNightArrival" "Evening" null null null null null false>><</link>><b>Duncan Manor - Kitchen</b><br>
<img src="./images/DuncanManorKitchen.png"><br>
A spacious manor kitchen combines polished work surfaces, old service fittings, and neatly prepared trays beneath warm lamplight and tall night-dark windows.<br>
<<include "EventsDuncanManorKitchen">><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<if _currentEvent is "PokerNightArrival">>
<br>
<<PokerNightRoute>>
<<if _PokerNightRoute is "date">>
Rhiannon parks the trolley next to the sideboard with a clatter and pulls open a cupboard.<br>
<br>
"Right, then," she says briskly. "Whiskies are already on the trolley. Mixers in here. Maisie, you're looking after Harrow."<br>
<br>
"That's not what I was promised," Maisie says, scowling.<br>
<br>
"He invited you, didn't he?" Rhiannon retorts, raising an eyebrow. "Don't know what you were expecting. Steve's away at Uni." She glances at you, suddenly wary. "Unless you have your eyes on her date?"<br>
<br>
Maisie sighs and crosses to the trolley, lifting a bottle of gin with the languor of a woman who has done this before. "He's hardly my type."<br>
<br>
"Like I thought," Rhiannon says before turning to you. Her expression softens by a fraction. "First time?"<br>
<br>
You nod.<br>
<br>
"Just stick close to the trolley," she replies, glancing at the door back to the corridor. "And whatever they say in there, don't let it land. They get worse the more you give them attention."<br>
<br>
"Worse how?" you ask.<br>
<br>
Maisie laughs without looking up. "Oh, sweetheart."<br>
<br>
Rhiannon doesn't laugh. "You seem a bit out of place," she comments, as she fills a glass. "What brings you up here?"<br>
<br>
The redheaded woman watches you with interest. You can't help but notice that Maisie is watching you too. Waiting for what you say.<br>
<br>
<<ActionsHeader>>
<<link "Tell her you were told there’d be eligible bachelors here" "DuncanManor4dKitchen">><<set $TempPoker4dKitchen to "Bachelors">><<PokerNightMaisieRivalry 1>><<EventsCheckEnd "DuncanManorKitchen" "PokerNightArrival">><</link>><br>
<<link "Tell her Jake said it’d be a fun night" "DuncanManor4dKitchen">><<set $TempPoker4dKitchen to "FunNight">><<Assertive -1>><<EventsCheckEnd "DuncanManorKitchen" "PokerNightArrival">><</link>><br>
<<link "Ask her why she is here" "DuncanManor4dKitchen">><<set $TempPoker4dKitchen to "WhyHere">><<PokerNightRhiannonRivalry 1>><<EventsCheckEnd "DuncanManorKitchen" "PokerNightArrival">><</link>>
<<else>>
<<PokerNightRoute>>
<<if _PokerNightRoute is "swap">>
Rhiannon parks the trolley next to the sideboard with a clatter and pulls open a cupboard.<br>
<br>
"Right, then," she says briskly. "Whiskies are already on the trolley. Mixers in here. Maisie, you’re looking after Harrow."<br>
<br>
“That’s not what I was promised,” she says, scowling.<br>
<br>
“He invited you, didn’t he?” Rhiannon retorts, raising an eyebrow. “Don’t know what you were expecting. Steve’s away at Uni. Unless you have your eyes on his younger brother.”<br>
<br>
Maisie sighs and crosses to the trolley, lifting a bottle of gin with the languor of a woman who has done this before. "He’s hardly my type."<br>
<br>
“Like I thought,” Rhiannon says before turning to you. Her expression softens by a fraction. “First time?”<br>
<br>
You nod.<br>
<br>
"Just stick close to the trolley," she replies, glancing at the door back to the corridor. “And whatever they say in there, don't let it land. They get worse the more attention you give them."<br>
<br>
"Worse how?" you hear yourself ask, in Emily's voice.<br>
<br>
Maisie laughs without looking up. "Oh, sweetheart."<br>
<br>
Rhiannon doesn't laugh. "You seem a bit out of place,” she comments, as she fills a glass. “What brings you up here?”<br>
<br>
The redheaded woman watches you with interest. You can’t help but notice that Maisie is watching you too. Waiting for what you say.<br>
<br>
<<ActionsHeader>>
<<link "Tell her you were told there’d be eligible bachelors here" "DuncanManor4bKitchen">><<set $TempPoker4bKitchen to "Bachelors">><<PokerNightMaisieRivalry 1>><<EventsCheckEnd "DuncanManorKitchen" "PokerNightArrival">><</link>><br>
<<link "Tell her your brother made you come" "DuncanManor4bKitchen">><<set $TempPoker4bKitchen to "Brother">><<Assertive -1>><<EventsCheckEnd "DuncanManorKitchen" "PokerNightArrival">><</link>><br>
<<link "Ask her why she is here" "DuncanManor4bKitchen">><<set $TempPoker4bKitchen to "WhyHere">><<PokerNightRhiannonRivalry 1>><<EventsCheckEnd "DuncanManorKitchen" "PokerNightArrival">><</link>>
<<else>>
<<PokerNightRoute>>
<<if _PokerNightRoute is "solo">>
Rhiannon parks the trolley next to the sideboard with a clatter and pulls open a cupboard.<br>
<br>
"Right, then," she says briskly. "Whiskies are already on the trolley. Mixers in here. Maisie, you're looking after Harrow."<br>
<br>
"That's not what I was promised," she says, scowling.<br>
<br>
"He invited you, didn't he?" Rhiannon retorts, raising an eyebrow. "Don't know what you were expecting. Steve's away at Uni. Unless you have your eyes on his younger brother."<br>
<br>
Maisie sighs and crosses to the trolley, lifting a bottle of gin with the languor of a woman who has done this before. "He's hardly my type."<br>
<br>
"Like I thought," Rhiannon says before turning to you. Her expression softens by a fraction. "First time?"<br>
<br>
You nod.<br>
<br>
"Just stick close to the trolley," she replies, glancing at the door back to the corridor. "And whatever they say in there, don't let it land. They get worse the more attention you give them."<br>
<br>
"Worse how?" you ask.<br>
<br>
Maisie laughs without looking up. "Oh, sweetheart."<br>
<br>
Rhiannon doesn't laugh. "You seem a bit out of place," she comments, as she fills a glass. "What brings you up here?"<br>
<br>
The redheaded woman watches you with interest. You can't help but notice that Maisie is watching you too. Waiting for what you say.<br>
<br>
<<ActionsHeader>>
<<link "Tell her you were told there’d be eligible bachelors here" "DuncanManor4cKitchen">><<set $TempPoker4cKitchen to "Bachelors">><<PokerNightMaisieRivalry 1>><<EventsCheckEnd "DuncanManorKitchen" "PokerNightArrival">><</link>><br>
<<link "Tell her you wanted to get out for the evening" "DuncanManor4cKitchen">><<set $TempPoker4cKitchen to "GetOut">><<Assertive -1>><<EventsCheckEnd "DuncanManorKitchen" "PokerNightArrival">><</link>><br>
<<link "Ask her why she is here" "DuncanManor4cKitchen">><<set $TempPoker4cKitchen to "WhyHere">><<PokerNightRhiannonRivalry 1>><<EventsCheckEnd "DuncanManorKitchen" "PokerNightArrival">><</link>>
<</if>>
<</if>>
<</if>>
<</if>><<if $TempPoker4bKitchen is "Bachelors">>
“I thought it would be a good opportunity to meet a man,” you say, trying to inject a casual tone into your voice.<br>
<br>
Maisie’s eyes focus on you, narrowing just enough to notice. Rhiannon looks back at her to see her reaction and rolls her eyes. “Looks like you’ve got some competition, Maisie.”<br>
<br>
There is a titter from the flame-haired woman, as she stares back at you. “Just keep their glasses full. Smile if you can manage it. Don't engage if you can't."<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
Her eyes flick to your dress and away. "And mind that hem when you bend down. Dan's got hands."<br>
<<else>>
Her eyes flick to your dress and away. "And mind how close you get to them. Thompson’s hands sometimes wander.”<br>
<</if>>
<br>
She returns to the trolley. Maisie watches you over the rim of a bottle, her expression unreadable. The smile she wore for Harrow earlier, all sweetness and practise, is nowhere on her face now.<br>
<br>
You pick up a tumbler from the side. Emily's hand around the glass looks small. You try not to look at it.<br>
<br>
<span class="notification">Rhiannon and Maisie have their own reasons for being at poker night. If you wish to influence the table, you’ll need them on side. Choose your actions carefully.</span><br>
<br>
<<ActionsHeader>>
<<link "Take the drinks back to the poker room" "DuncanManor4bKitchen">><<set $TempPoker4bKitchen to "Drinks">><</link>>
<<elseif $TempPoker4bKitchen is "Brother">>
“I didn’t have a choice,” you reply. “My brother made me.”<br>
<br>
<<Checkrelationship "Rhiannon">>
<<if _relationship is 0>>
“Checks out,” Rhiannon says with a slight twinge of irritation. “You hear that, Maisie?” she adds, turning back to the other girl. “She’s not here to steal the eyes away from you.”<br>
<<else>>
“Didn’t think he’d be so merciless,” Rhiannon says with surprise. “You hear that, Maisie?” she adds, turning back to the other girl. “She’s not here to steal the eyes away from you.”<br>
<</if>>
<br>
Maisie gives her a dark look, but she turns back to preparing drinks. Rhiannon titters and smiles back at you. “Just keep their glasses full. Smile if you can manage it. Don't engage if you can't."<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
Her eyes flick to your dress and away. "And mind that hem when you bend down. Dan's got hands."<br>
<<else>>
Her eyes flick to your dress and away. "And mind how close you get to them. Thompson’s hands sometimes wander.”<br>
<</if>>
<br>
She returns to the trolley. Maisie watches you over the rim of a bottle. Her smile still all sweetness and practise.<br>
<br>
<span class="notification">Rhiannon and Maisie have their own reasons for being at poker night. If you wish to influence the table, you’ll need them on side. Choose your actions carefully.</span><br>
<br>
<<ActionsHeader>>
<<link "Take the drinks back to the poker room" "DuncanManor4bKitchen">><<set $TempPoker4bKitchen to "Drinks">><</link>>
<<elseif $TempPoker4bKitchen is "WhyHere">>
“What about you?” you reply, changing the tone of the conversation. “What brings you here?”<br>
<br>
“My da' says that helping out up here is good for the community,” she replies flatly. “Spending a shift behind the bar or up here makes no difference to me. Money is money.”<br>
<br>
She studies you for a moment longer, her eyes narrowing. “But don’t think I didn’t notice how you deflected the question.” A small knowing smile appears. “Barmaid knows when people are hiding things.”<br>
<br>
She turns to look at Maisie, who is watching casually. “See that, Maisie. The lass doesn’t trust us to be straight.” A thin smile forms on Rhiannon’s face. “Makes you wonder what she’s holding back.”<br>
<br>
Maisie studies you, then shrugs. “We all have secrets, Rhi.”<br>
<br>
“I guess we do,” Rhiannon mutters, before turning back to you. “Just keep their glasses full. Smile if you can manage it. Don't engage if you can't."<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
Her eyes flick to your dress and away. "And mind that hem when you bend down. Dan's got hands."<br>
<<else>>
Her eyes flick to your dress and away. "And mind how close you get to them. Thompson’s hands sometimes wander.”<br>
<</if>>
<br>
Rhiannon looks at you with a small nod, before turning to finalise the drinks. But her smile is forced.<br>
<br>
<span class="notification">Rhiannon and Maisie have their own reasons for being at poker night. If you wish to influence the table, you’ll need them on side. Choose your actions carefully.</span><br>
<br>
<<ActionsHeader>>
<<link "Take the drinks back to the poker room" "DuncanManor4bKitchen">><<set $TempPoker4bKitchen to "Drinks">><</link>>
<<elseif $TempPoker4bKitchen is "Drinks">>
You follow Maisie and Rhiannon out of the kitchen with the loaded trolley. As you push down the corridor, you can already hear them in the poker room.<br>
<br>
"...wonder if the carpet matches the drapes."<br>
<br>
Thompson's voice, dry. The chuckle that follows is general. You step in behind Rhiannon and try not to look at <i><<TrueName "Current">></i>.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
But you can't help yourself. He is sitting at the table with one of your looks on your old face. Relaxed, faintly amused, his shoulders held in a way you don't recognise. He catches your eye and you swear he winks.<br>
<<else>>
But you can't help yourself. He is sitting at the table, hands folded, face carefully blank. He sits straighter than you would. And he doesn't look at you.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Start the poker game" "DuncanManor4bRound1">><<set $PokerGame.round to 1>><<set $TempPoker4bKitchen to undefined>><</link>>
<</if>>/* Hidden Round Win Order - Champion > Thompson > Harrow > Dan > Jake */
<<if $TempPoker4bRound1 is undefined>>
You follow Maisie and Rhiannon back into the poker room with the loaded trolley. Maisie carries a tray of glasses; Rhiannon takes the drinks side. You're left with the trolley at the back, the heels still louder than they should be against the floor.<br>
<br>
Harrow is shuffling the deck with both hands, the cards bridging in a soft snap. He passes them across to Thompson for a cut. Thompson taps once and slides them back without a word.<br>
<br>
Then Harrow deals two cards face down to each player, slow and deliberate. <i><<TrueName "Current">></i> picks his up, and you set a tumbler down at his elbow as he does. A pair of sevens. A pair of jacks. Workable, but not necessarily a winning hand.<br>
<br>
As you move back to the side of the room with Rhiannon and Maisie, you look over how the other players are dealing with their hands. Thompson sips his whiskey and lets his cards rest face-down at his fingertips. He's looked at them only once. Dan flips up the corner of his cards and mutters, then turns his head toward you and grins. Jake holds his cards in both hands, staring with intensity back at them.<br>
<br>
Harrow looks at his own hand for half a second and sets it down. Then he looks at <i><<TrueName "Current">></i>.<br>
<br>
"Opening bet's the boss's call." He nods at Thompson. "Yours, Tucker."<br>
<br>
Thompson grunts and drops two chips into the centre of the felt. Dan follows, throwing in three to make a point. Harrow looks back to <i><<TrueName "Current">></i>. And raises an eyebrow.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
You catch <i><<TrueName "Current">></i>'s eye. He gives the tiniest tilt of his head toward Harrow. The intent is unmistakable. He thinks Harrow is the one to read.<br>
<<else>>
You catch <i><<TrueName "Current">></i>'s eye. He looks at you for half a second, unsure. The hand isn't a guaranteed winner, and he doesn't know who else has what. He needs you to tell him.<br>
<</if>>
<br>
If you're going to help him, you'll need to find a way to see the other hands and signal back. Or stay close, if drawing attention to yourself feels too risky.<br>
<br>
<<ActionsHeader>>
<<StatCheckIntelligence "gt" 51>>
<<set _StatIntelligenceProbability to _StatIntelligenceProbability + " Try to work out who is bluffing">>
<<if _StatCheckIntelligence is true>>
<<link _StatIntelligenceProbability "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "IntPass">><<SetFlag "TempPokerRound1Int">><</link>><br>
<<else>>
<<link _StatIntelligenceProbability "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "IntFail">><<SetFlag "TempPokerRound1Int">><<Intelligence 1>><</link>><br>
<</if>>
<<link "Move behind Thompson" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "Thompson">><</link>><br>
<<link "Move behind Jake" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "Jake">><</link>><br>
<<link "Move behind Harrow" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "Harrow">><</link>><br>
<<link "Move behind Dan" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "Dan">><</link>><br>
<<link "Stay to the side of the room" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "Side">><</link>>
<<elseif $TempPoker4bRound1 is "IntPass">>
You let your eyes drift around the table. From this side of the room, you can see them all in a way <i><<TrueName "Current">></i> can't.<br>
<br>
Thompson hasn't picked his cards back up. He's leaning back, jaw tight, more interested in his whiskey. But there's no sign of the anger you've come to expect from him.<br>
<br>
Dan keeps glancing at his hand as though checking it hasn't changed. It hasn't. You're pretty sure he's lost.<br>
<br>
Jake's foot is tapping under the table. He's not meeting anyone's glances. But his face is turned up in a snarl.<br>
<br>
Harrow holds his cards casually, watching <i><<TrueName "Current">></i>. You can't read him.<br>
<br>
<<ActionsHeader>>
<<link "Move behind Thompson" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "Thompson">><</link>><br>
<<link "Move behind Jake" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "Jake">><</link>><br>
<<link "Move behind Harrow" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "Harrow">><</link>><br>
<<link "Move behind Dan" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "Dan">><</link>><br>
<<link "Stay to the side of the room" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "Side">><</link>>
<<elseif $TempPoker4bRound1 is "IntFail">>
You let your eyes drift around the table as you cross to the sideboard, trying to take them all in.<br>
<br>
Jake is fidgeting. He's not meeting anyone's glances. His face is turned up in a snarl.<br>
<br>
The others give you nothing. Thompson's whiskey, Dan's grin, Harrow's polite distance. You can't read any of it.<br>
<br>
<<ActionsHeader>>
<<link "Move behind Thompson" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "Thompson">><</link>><br>
<<link "Move behind Jake" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "Jake">><</link>><br>
<<link "Move behind Harrow" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "Harrow">><</link>><br>
<<link "Move behind Dan" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "Dan">><</link>><br>
<<link "Stay to the side of the room" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "Side">><</link>>
<<elseif $TempPoker4bRound1 is "Thompson">>
You drift over to Thompson's chair. You try to catch the corners of his cards as you reach for his glass, but he holds them to the side, just out of your eyeline. He looks back at you, shifting his chair so you can reach his drink. But his eyes linger on your breasts.<br>
<br>
You refill his glass. He stares at it, then takes it between his fingers and holds it up to the light. “Call that a top-up? Don’t skimp on the measure. I’m a big boy. I can handle it.”<br>
<br>
But when he puts it back down you notice he’s placed it further back from the table. You glance at his cards. You’re going to have to lean in if you want to see them.<br>
<br>
<<ActionsHeader>>
<<link "Top-up his drink" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "ThompsonTopUp">><<Assertive -1>><<set $TempPoker4bThompsonHandSeen to true>><</link>><br>
<<link "Leave him with a single measure" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "ThompsonReserved">><<Assertive 1>><<EmilySuspicion 1>><<set $TempPoker4bThompsonRound1 to "Reserved">><</link>>
<<elseif $TempPoker4bRound1 is "ThompsonTopUp">>
Taking a deep breath, you lean over Thompson and pour more whiskey into the glass. He pulls back, giving you just enough room to lean in. The hand grasping his cards moves slightly and you see his cards. A pair of nines. A decent hand. But not enough to beat the pair of jacks resting at <i><<TrueName "Current">></i>'s elbow.<br>
<br>
You glance up and give <i><<TrueName "Current">></i> the smallest shake of the head. Just enough.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
You feel his clammy free hand brush over your bare back as you lean. "Good girl. Nice to see one of the Phillips' knows her place.”<br>
<<else>>
You feel his clammy free hand brush against the back of your dress as you lean. "Good girl. Nice to see one of the Phillips' knows her place.”<br>
<</if>>
<br>
You feel Dan's eyes on you. Harrow's too, watching how you take his comment. And your eyes linger on the chips he’s already bet. You could push him to bet more, if you tried.<br>
<br>
<<ActionsHeader>>
<<StatCheckOrientation "gt" 30 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to flirt with him to instill confidence">>
<<if _StatCheckOrientation is true>>
<<link _StatOrientationProbability "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "ThompsonFlirtPass">><</link>><br>
<<else>>
<<link _StatOrientationProbability "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "ThompsonFlirtFail">><<Orientation 1>><</link>><br>
<</if>>
<<link "Accept his compliment and appease him" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "ThompsonAppease">><<Orientation 1>><<set $TempPoker4bThompsonRound1 to "Appease">><</link>><br>
<<CompulsionCheck "TheAppeaser">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[The Appeaser] </span><s>Tell him that you could play better than he could</s> - <i>You wouldn’t want to make a scene</i><br>
<<else>>
<<link "Tell him that you could play better than he could" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "ThompsonRetort">><<Assertive 1>><<set $TempPoker4bThompsonRound1 to "Retort">><</link>>
<</if>>
<<elseif $TempPoker4bRound1 is "ThompsonFlirtPass">>
You let a small smile settle on you as you tilt the bottle to top him up again. "It's nice to see a man with the money to spend, Mr Thompson."<br>
<br>
He grunts, pleased. "Tucker. None of this 'mister' nonsense at the table."<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
Thompson’s hand on your bare back kneads it clumsily, as if rewarding you. You smile back at him, not daring to move.<br>
<<else>>
Thompson’s hand on the back of your dress kneads you clumsily, as if rewarding you. You smile back at him, not daring to move.<br>
<</if>>
<br>
He pushes a stack of chips into the centre. “That look like a man who worries about spending money?”<br>
<br>
The size of the bet makes Dan look up. Harrow's smile thins, but he matches the bet.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
And over the table, you see <i><<TrueName "Current">></i> watching you with a knowing smile.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "WaitBet">><<PotPressure 1>><<SiblingBond 1>><<set $TempPoker4bThompsonRound1 to "FlirtPass">><</link>>
<<else>>
And over the table, you see <i><<TrueName "Current">></i> watching you aghast.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "WaitBet">><<PotPressure 1>><<SiblingBond -1>><<set $TempPoker4bThompsonRound1 to "FlirtPass">><</link>>
<</if>>
<<elseif $TempPoker4bRound1 is "ThompsonFlirtFail">>
You let a small smile settle on you as you tilt the bottle to top him up again. "It's nice to see a man with the money to spend, Mr Thompson."<br>
<br>
He grunts, pleased. "Tucker. None of this 'mister' nonsense at the table."<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
Thompson’s hand on your bare back kneads it clumsily, as if rewarding you. You can’t help but flinch reflexively. It’s an instinctive response, but it’s enough for him to quickly pull his hand back.<br>
<<else>>
Thompson’s hand on the back of your dress kneads you clumsily, as if rewarding you. You can’t help but flinch reflexively. It’s an instinctive response, but it’s enough for him to quickly pull his hand back.<br>
<</if>>
<br>
He looks back at you and takes a large sip of whiskey. He ignores a few sniggers around the table, checking instead of betting. You take a step back, blushing. Jake watches you darkly. Dan gives you a lecherous smile. But Harrow is now watching with interest.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
And over the table, you see <i><<TrueName "Current">></i> shaking his head with contempt.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "WaitBet">><<EmilySuspicion 1>><<SiblingBond -1>><<set $TempPoker4bThompsonRound1 to "FlirtFail">><</link>>
<<else>>
And over the table, you see <i><<TrueName "Current">></i> watching you, wincing.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "WaitBet">><<EmilySuspicion 1>><<set $TempPoker4bThompsonRound1 to "FlirtFail">><</link>>
<</if>>
<<elseif $TempPoker4bRound1 is "ThompsonAppease">>
You force a smile as you tilt the bottle to top him up again. "Thank you, Mr. Thompson. It’s so nice to be treated well by a man.”<br>
<br>
He grunts, pleased. "Tucker. None of this 'mister' nonsense at the table."<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
Thompson’s hand on your bare back kneads it clumsily, as if rewarding you. You smile back at him, not daring to move.<br>
<<else>>
Thompson’s hand on the back of your dress kneads you clumsily, as if rewarding you. You smile back at him, not daring to move.<br>
<</if>>
<br>
He pushes a stack of chips into the centre. “Let’s see if I can win a few chips to toss your way.”<br>
<br>
The size of the bet makes Dan look up. Harrow's smile thins, but he matches the bet. And all the while, you feel Thompson’s hand on your back.<br>
<br>
<i>And you’re not stopping him. Do you like it?</i><br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
Over the table, you see <i><<TrueName "Current">></i> watching you with a knowing smile.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "WaitBet">><<PotPressure 1>><<SiblingBond 1>><</link>>
<<else>>
Over the table, you see <i><<TrueName "Current">></i> watching you aghast.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "WaitBet">><<PotPressure 1>><<SiblingBond -1>><</link>>
<</if>>
<<elseif $TempPoker4bRound1 is "ThompsonRetort">>
"I’m not sure about that, Mr Thompson," you hear yourself say. “I reckon I could take all those chips off you if I was placed at the table.”<br>
<br>
Thompson's jaw stops mid-chew. The room goes quiet for a fraction of a second. Then Dan barks a laugh. "Watch this one, boss. She's got teeth."<br>
<br>
Thompson holds your eyes for a beat too long. Then turns his cards face-down against the felt and pulls them tight to his chest. Whatever bet he was thinking of dies on the spot.<br>
<br>
You take a step back, smiling. Jake watches you with interest. Dan gives you a lecherous smile. But Harrow is now watching with measured calculation.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
And over the table, you see <i><<TrueName "Current">></i> sniggering.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "WaitBet">><<EmilySuspicion 1>><<SiblingBond 1>><</link>>
<<else>>
And over the table, you see <i><<TrueName "Current">></i> watching you, his eyes wide.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "WaitBet">><<EmilySuspicion 1>><</link>>
<</if>>
<<elseif $TempPoker4bRound1 is "ThompsonReserved">>
"It’s early," you say, a little too cool. "Plenty of time for a top-up."<br>
<br>
Thompson's eyes find you and stay. He says nothing. After a moment, he reaches out for his drink and downs it in one. “What about now?”<br>
<br>
“Let me get that,” you hear Rhiannon say as she appears beside you. She leans over and tops up his drink, but Thompson’s glaring eyes never leave you. Around the table you see a couple of raised eyebrows. And Thompson keeps his cards angled away from you.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
And over the table, you see <i><<TrueName "Current">></i> rolling his eyes.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "WaitBet">><<SiblingBond -1>><</link>>
<<else>>
And over the table, you see <i><<TrueName "Current">></i> watching you, smiling sympathetically.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "WaitBet">><<SiblingBond 1>><</link>>
<</if>>
<<elseif $TempPoker4bRound1 is "Jake">>
You move around to Jake's side of the table. He notices you straight away and pushes his empty glass at you, more loudly than necessary.<br>
<br>
"Top-up, nerd. And don't be shy with it."<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
A couple of the men exchange looks, but Jake doesn't notice. He's busy eying you, watching for your reaction. His eyes keep drifting to your exposed back, lingering on your bare skin.<br>
<<else>>
A couple of the men exchange looks, but Jake doesn't notice. He's busy eying you, watching for your reaction. His eyes keep drifting over your dress, looking at how it hugs your curves.<br>
<</if>>
<br>
You glance down at his cards. He makes no effort to hide them. A six on display, a two behind it. The other cards are partially hidden, but it doesn't matter. He's got nothing.<br>
<br>
You glance up and give <i><<TrueName "Current">></i> the smallest shake of the head. Just enough.<br>
<br>
“Come on,” he says, tapping the side of his glass. “I’ve got big bets to make.”<br>
<br>
You meet his eyes, demanding and yet desperate.<br>
<br>
"Young love," Harrow announces from across the table. "Oh, to feel the stirrings of teenage yearning again.” He glances at <i><<TrueName "Current">></i>. “These two would make a lovely couple, wouldn't they?"<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
Before they can comment, Jake puts his arm around your waist and pulls you back against him, his arm circling your waist. “They all want a piece of the quarterback,” he says with a leer. His hand finds the bare skin at the small of your back. "Maybe I'll win enough tonight to take you out on a real date."<br>
<<else>>
Before they can comment, Jake puts his arm around your waist and pulls you back against him, his arm circling your waist. “They all want a piece of the quarterback,” he says with a leer. His hand settles in the small of your back, fingers tracing through the fabric of the dress. "Maybe I'll win enough tonight to take you out on a real date."<br>
<</if>>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
You look across the table towards <i><<TrueName "Current">></i>. They raise an eyebrow with curiosity.<br>
<<else>>
You look across the table towards <i><<TrueName "Current">></i>. They look at you with worry.<br>
<</if>>
<br>
<<ActionsHeader>>
<<StatCheckOrientation "gt" 30 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to flirt him into betting big">>
<<if _StatCheckOrientation is true>>
<<link _StatOrientationProbability "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "JakeFlirtPass">><<set $TempPoker4bJakeHandSeen to true>><</link>><br>
<<else>>
<<link _StatOrientationProbability "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "JakeFlirtFail">><<set $TempPoker4bJakeHandSeen to true>><<Orientation 1>><</link>><br>
<</if>>
<<link "Accept his advances" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "JakeAccept">><<set $TempPoker4bJakeHandSeen to true>><<Orientation 1>><<set $TempPoker4bJakeRound1 to "Accept">><</link>><br>
<<CompulsionCheck "BoyCrazy">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Boy Crazy] </span><s>Rebuff his advances</s> - <i>You can’t seem to convince yourself to do this.</i><br>
<<else>>
<<link "Rebuff his advances" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "JakeRebuff">><<set $TempPoker4bJakeHandSeen to true>><<Assertive 1>><<EmilySuspicion 1>><<set $TempPoker4bJakeRound1 to "Rebuff">><</link>>
<</if>>
<<elseif $TempPoker4bRound1 is "JakeFlirtPass">>
You let his hand stay where it is. "If you want to take me somewhere, you'll have to win some money."<br>
<br>
His eyes light up. "That so, nerd?"<br>
<br>
You smile and don't answer. He pushes a stack into the centre, bigger than he needs to. "I'm in for that," he says, loud enough for the table to hear. His arm tightens at your waist. “Leave the bottle.” And he licks his lips. “And don't go anywhere."<br>
<br>
The size of the bet makes Dan look up. Harrow's smile thins, but he matches the bet.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
And over the table, you see <i><<TrueName "Current">></i> watching you with a knowing smile.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "WaitBet">><<PotPressure 1>><<SiblingBond 1>><<set $TempPoker4bJakeRound1 to "FlirtPass">><</link>>
<<else>>
And over the table, you see <i><<TrueName "Current">></i> watching you, his jaw tight.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "WaitBet">><<PotPressure 1>><<SiblingBond -1>><<set $TempPoker4bJakeRound1 to "FlirtPass">><</link>>
<</if>>
<<elseif $TempPoker4bRound1 is "JakeFlirtFail">>
You try the line, but it comes out brittle. "If you want to take me somewhere nice..."<br>
<br>
Jake snorts. "You want nice, nerd? Maybe you should be trying to pick up Dennis. I’m not what you’d call nice.”<br>
<br>
He pushes you away, dismissively. Thompson grunts and Dan cackles. But Harrow can barely contain his disdain. As you take a step back, you see him watching you.<br>
<br>
“No need to treat the ladies so roughly,” Harrow comments. “They understand more than you think.”<br>
<br>
The attention soon returns to the cards, but you notice that Harrow doesn’t look away from you. A cold, calculating look.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
And over the table, you see <i><<TrueName "Current">></i> scowling at you.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "WaitBet">><<EmilySuspicion 1>><<SiblingBond -1>><<set $TempPoker4bJakeRound1 to "FlirtFail">><</link>>
<<else>>
And over the table, you see <i><<TrueName "Current">></i> watching you, his face one of relief.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "WaitBet">><<EmilySuspicion 1>><<SiblingBond 1>><<set $TempPoker4bJakeRound1 to "FlirtFail">><</link>>
<</if>>
<<elseif $TempPoker4bRound1 is "JakeAccept">>
You let his hand stay where it is. "That sounds nice,” you mutter.<br>
<br>
His eyes light up, but his smile is predatory. "Won’t be nice when I’m done with you, nerd.”<br>
<br>
“Now now,” Harrow comments, giving <i><<TrueName "Current">></i> an apologetic smile. “Ladies prefer the charms of a dinner over the back of your car, Jake.”<br>
<br>
“I’m good for that, too,” Jake retorts, loud enough for the table to hear. He pushes a stack into the centre, more than he needs to. His arm tightens at your waist. “Leave the bottle.” And he licks his lips. “And don't go anywhere."<br>
<br>
The size of the bet makes Dan look up. Harrow's smile thins, but he matches the bet.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
And over the table, you see <i><<TrueName "Current">></i> watching you with a satisfied smile.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "WaitBet">><<PotPressure 1>><<SiblingBond 1>><</link>>
<<else>>
And over the table, you see <i><<TrueName "Current">></i> watching you, his jaw tight.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "WaitBet">><<PotPressure 1>><<SiblingBond -1>><</link>>
<</if>>
<<elseif $TempPoker4bRound1 is "JakeRebuff">>
You shift your hip away from his hand without looking. "Get off."<br>
<br>
Jake's grin twists. "Playing hard to get, are we?" His arm leaves you with a snap. He folds his arms across his chest and turns back to his cards, sour. You can feel them all looking now. Including Harrow, who is watching you.<br>
<br>
“No need to treat the ladies so roughly,” Harrow comments. “They understand more than you think.”<br>
<br>
The attention soon returns to the cards, but you notice that Harrow doesn’t look away from you. A cold, calculating look.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
And over the table, you see <i><<TrueName "Current">></i> scowling at you.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "WaitBet">><<EmilySuspicion 1>><<SiblingBond -1>><</link>>
<<else>>
And over the table, you see <i><<TrueName "Current">></i> watching you, smiling sympathetically.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "WaitBet">><<EmilySuspicion 1>><<SiblingBond 1>><</link>>
<</if>>
<<elseif $TempPoker4bRound1 is "Harrow">>
<<if $PokerNightMaisieRivalry gte 1>>
You move towards the table, heading towards where Harrow sits. Before you can take more than two steps, Maisie cuts in front of you, smiling with more force than required.<br>
<br>
“I’ve got this one,” she tells you sweetly, swaying to the side of Harrow before you can reply. As she refills his glass, you see her staring back at you.<br>
<br>
“Thank you, Maisie,” Harrow comments, his eyes firmly on the game.<br>
<br>
Maisie returns to the sideboard, smiling at you as she places the bottle back.<br>
<br>
<<ActionsHeader>>
<<link "Wait for him to bet" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "WaitBet">><</link>>
<<else>>
You move towards the table to where Harrow sits. He glances up before you reach him, smiling like he expected you all along.<br>
<br>
"Ah. Some company at last."<br>
<br>
You glance down at his hand as you tilt to refill his glass, but he keeps it covered. "Settling in, Emily? It's a lot to take in, the first time."<br>
<br>
His tone is gentle. Practised. The voice he probably uses on every new girl who serves at this table. You’ll have to do more than fill his drink if you want him to relax enough to reveal his hand.<br>
<br>
<<ActionsHeader>>
<<StatCheckOrientation "gt" 40 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to flirt with him">>
<<if _StatCheckOrientation is true>>
<<link _StatOrientationProbability "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "HarrowFlirtPass">><</link>><br>
<<else>>
<<link _StatOrientationProbability "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "HarrowFlirtFail">><<Orientation 1>><</link>><br>
<</if>>
<<link "Flatter him by thanking him for the invitation" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "HarrowFlatter">><<Feminity 1>><<set $TempPoker4bHarrowRound1 to "ThankHim">><</link>><br>
<<link "Stay quiet and move on" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "HarrowQuiet">><<set $TempPoker4bHarrowRound1 to "Quiet">><</link>>
<</if>>
<<elseif $TempPoker4bRound1 is "HarrowFlirtPass">>
You smile, holding his eye a beat longer than the bottle requires. "It's nice to be spending some time with you away from school, Mr Harrow."<br>
<br>
He gives you a look as some of the men chuckle. A suspicious look, but you notice his eyes wander briefly over your outfit. “I’m glad you are coming around,” he murmurs.<br>
<br>
You continue smiling, letting the bottle tip slightly more than is necessary. A drop of whiskey hits the felt. “Oh. Silly me. Let me clean that up.”<br>
<br>
You lean further over Harrow to swipe the spill from the green fabric. Just enough for your chest to brush close to his face. You hear him take in a breath and for the briefest of moments he fidgets in his seat.<br>
<br>
It’s enough for you to glance at his cards. A pair of fives. A respectable hand, but one the pair of jacks resting at <i><<TrueName "Current">></i>'s elbow would beat without breaking a sweat. You glance to him and shake your head, just enough.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
He returns the smile as he meets your eye. Almost too much, watching you manipulate Harrow with success. Almost pride, even.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "WaitBet">><<set $TempPoker4bHarrowHandSeen to true>><<SiblingBond 1>><<set $TempPoker4bHarrowRound1 to "FlirtPass">><</link>>
<<else>>
He doesn’t return the smile as he meets your eye. There is a look of betrayal as he watches you manipulate Harrow with success.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "WaitBet">><<set $TempPoker4bHarrowHandSeen to true>><<SiblingBond -1>><<set $TempPoker4bHarrowRound1 to "FlirtPass">><</link>>
<</if>>
<<elseif $TempPoker4bRound1 is "HarrowFlirtFail">>
You smile, holding his eye a beat longer than the bottle requires. "It's nice to be spending some time with you away from school, Mr Harrow."<br>
<br>
He gives you a look as some of the men chuckle. A suspicious look, but you notice his eyes wander briefly over your outfit. “I’m glad you are coming around,” he murmurs.<br>
<br>
But he remains looking at you. After a moment passes, Harrow’s poker face returns. "But careful, Emily." His voice stays warm, but he’s watching you more carefully. "A girl who tries too hard at a table like this gives herself away."<br>
<br>
You feel yourself blushing as you take a step back. There’s a few chuckles around the table, but notably, they don’t come from <i><<TrueName "Current">></i>.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
He studies you, his face not moving. When he returns to the cards, you see him concentrate more keenly.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "WaitBet">><<EmilySuspicion 1>><<set $TempPoker4bHarrowRound1 to "FlirtFail">><</link>>
<<else>>
He doesn’t return your look when you try to meet his eye. There is a look of betrayal evident as he concentrates on the cards.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "WaitBet">><<SiblingBond -1>><<EmilySuspicion 1>><<set $TempPoker4bHarrowRound1 to "FlirtFail">><</link>>
<</if>>
<<elseif $TempPoker4bRound1 is "HarrowFlatter">>
“Thank you so much for having my brother and I at your poker night, Mr. Harrow,” you say with a smile.<br>
<br>
“You’re very welcome, Emily,” he replies, watching you with attention. “And I’m delighted that you’ve begun to change your approach.” He looks back to the table. “See. She can be a lovely girl, when she tries.” Turning back to you, he smiles with the patience of a father figure. “Now, be a dear and add another splash to that drink?”<br>
<br>
It’s almost a challenge. Of his authority, and you accepting your place. You continue smiling, leaning in to fill his glass some more.<br>
<br>
He relaxes, meeting Thompson’s eyes from across the table. It’s just enough for you to glance at his cards. A pair of fives. A respectable hand, but one the pair of jacks resting at <i><<TrueName "Current">></i>'s elbow would beat without breaking a sweat. You glance to him and shake your head, just enough.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
He returns the smile as he meets your eye. Almost too much, watching you manipulate Harrow with success. Almost pride, even.<br>
<<else>>
He nods slowly to you, gripping his cards with renewed confidence.<br>
<</if>>
<br>
“That’s enough for me,” Harrow says, signalling for you to stop. “Don’t want to get sloppy at the table, do we. You may go now, Emily. But thank you.”<br>
<br>
He nods curtly to you but holds your eye. Satisfied you have accepted the order of things here.<br>
<br>
<i>And have you?</i><br>
<br>
<<if _EmilyCorruptionCheck is true>>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "WaitBet">><<set $TempPoker4bHarrowHandSeen to true>><<SiblingBond 1>><</link>>
<<else>>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "WaitBet">><<set $TempPoker4bHarrowHandSeen to true>><<SiblingBond -1>><</link>>
<</if>>
<<elseif $TempPoker4bRound1 is "HarrowQuiet">>
You finish pouring his drink, but step away. “Thank you, Emily,” he says, faintly amused. And keeping the cards faced away from you.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
You glance back to <i><<TrueName "Current">></i>, who waits for your reaction. When you offer a slight shrug there is a flash of annoyance on his face. He turns to look at his cards, paying no more attention to you.<br>
<<else>>
You glance back to <i><<TrueName "Current">></i>, who waits for your reaction. When you offer a slight shrug there is a grimace evident on his face. He turns to look at his cards, paying no more attention to you.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "WaitBet">><</link>>
<<elseif $TempPoker4bRound1 is "Dan">>
<<if $PokerNightRhiannonRivalry gte 1>>
You take a step toward Dan's chair, but Rhiannon glides past you with the bottle, perfectly timed to put her body between you and him.<br>
<br>
"I've got this one." Her smile is forced thin.<br>
<br>
She refills Dan's glass without waiting to be asked, leaning in close enough to make him grunt and grin. Her hip catches the edge of his chair as she straightens. The angle of her body keeps you out of his sight.<br>
<br>
By the time she steps back, the moment has passed. Dan's attention has been bought. And it’s focused on her.<br>
<br>
Rhiannon walks back past the trolley. The smile thins further as she meets your eye. “Is he what you came for?” she says softly, with an arched eyebrow.<br>
<br>
<<ActionsHeader>>
<<link "Wait for him to bet" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "WaitBet">><</link>>
<<else>>
You take a step toward Dan's chair. His hand starts moving toward you before you've reached him. He doesn't bother to disguise it.<br>
<br>
"There you are,” he mutters, reaching out to wrap his arm around your waist. “Come to serve Dan, have you?”<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
As you tilt the bottle towards his glass, you feel his hand find the bare skin at the small of your bare back. He strokes it gently. He doesn't take it off. And he meets the eye of <i><<TrueName "Current">></i> with a grin. “What do you say, <<TrueName "Current">>? Think she’d make a good wife to the best salesman in Charlton?”<br>
<<else>>
As you tilt the bottle towards his glass, you feel his hand find the small of your back through the fabric of the dress. He strokes it gently. He doesn't take it off. And he meets the eye of <i><<TrueName "Current">></i> with a grin. “What do you say, <<TrueName "Current">>? Think she’d make a good wife to the best salesman in Charlton?”<br>
<</if>>
<br>
You glance down at his cards as he sniggers in the chair. A two. A queen. Nothing.<br>
<br>
You glance up and shake your head at <i><<TrueName "Current">></i>, the smallest fraction.<br>
<br>
Dan's grin widens. "Don't run off. You’ll want to see how a real man plays the table."<br>
<br>
The players around the table watch you with interest, but <i><<TrueName "Current">></i> in particular.<br>
<br>
<<ActionsHeader>>
<<StatCheckOrientation "gt" 30 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to flirt him into betting big">>
<<if _StatCheckOrientation is true>>
<<link _StatOrientationProbability "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "DanFlirtPass">><<set $TempPoker4bDanHandSeen to true>><</link>><br>
<<else>>
<<link _StatOrientationProbability "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "DanFlirtFail">><<set $TempPoker4bDanHandSeen to true>><<Orientation 1>><</link>><br>
<</if>>
<<link "Endure the contact and let him show off" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "DanEndure">><<set $TempPoker4bDanHandSeen to true>><<set $TempPoker4bDanRound1 to "Endure">><</link>><br>
<<CompulsionCheck "TheAppeaser">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[The Appeaser] </span><s>Push his hands off</s> - <i>You wouldn’t want to make a scene</i><br>
<<else>>
<<link "Push his hands off" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "DanResist">><<set $TempPoker4bDanHandSeen to true>><<Assertive 1>><<EmilySuspicion 1>><<set $TempPoker4bDanRound1 to "Resist">><</link>>
<</if>>
<</if>>
<<elseif $TempPoker4bRound1 is "DanFlirtPass">>
You let your weight settle a touch closer to his shoulder. "I think you should bet on it, Dan. Whatever you've got in your hand."<br>
<br>
He laughs, ugly. "Oh, I've got a hand all right." He shoves chips into the centre with his free arm. More than he should. "There. Now you’ll get to see how big Dan’s hands really are.”<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
You feel his thumb press into your lower back. Skirting inside of your dress. Pressing against the skin just above your underwear.<br>
<<else>>
You feel his thumb press into your lower back through your dress. Brushing up against the top of your underwear.<br>
<</if>>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
And over the table, you see <i><<TrueName "Current">></i> watching you with a knowing smile.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "WaitBet">><<PotPressure 1>><<SiblingBond 1>><<set $TempPoker4bDanRound1 to "FlirtPass">><</link>>
<<else>>
And over the table, you see <i><<TrueName "Current">></i> watching you aghast.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "WaitBet">><<PotPressure 1>><<SiblingBond -1>><<set $TempPoker4bDanRound1 to "FlirtPass">><</link>>
<</if>>
<<elseif $TempPoker4bRound1 is "DanFlirtFail">>
You let your weight settle a touch closer to his shoulder. "I think you should bet on it, Dan."<br>
<br>
He laughs, looking up to you. “First thing a wifie should know. Don’t tell Dan how to play his hand.”<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
Dan gives your bare back a pinch and you yelp. He sniggers at your reaction. “Gotta' tell your sister not to wince at a man’s touch, Phillips.”<br>
<<else>>
Dan gives your back a pinch through the dress and you yelp. He sniggers at your reaction. “Gotta' tell your sister not to wince at a man’s touch, Phillips.”<br>
<</if>>
<br>
He pushes you away, returning his attention to the table. When it comes to his go, he checks.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
And over the table, you see <i><<TrueName "Current">></i> trying not to shake his head.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "WaitBet">><<PotPressure 1>><<SiblingBond -1>><<set $TempPoker4bDanRound1 to "FlirtFail">><</link>>
<<else>>
And over the table, you see <i><<TrueName "Current">></i> wincing at the sound of Dan’s cackling.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "WaitBet">><<PotPressure 1>><<SiblingBond -1>><<set $TempPoker4bDanRound1 to "FlirtFail">><</link>>
<</if>>
<<elseif $TempPoker4bRound1 is "DanEndure">>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
You don't move. He takes the lack of resistance as an invitation, gently rubbing your lower back. Skirting inside of your dress. Pressing against the skin just above your underwear.<br>
<<else>>
You don't move. He takes the lack of resistance as an invitation, gently rubbing your lower back through your dress. Brushing up against the top of your underwear.<br>
<</if>>
<br>
“Parents must have done something right,” he says to <i><<TrueName "Current">></i>. “She’s good material. Compliant and accommodating.”<br>
<br>
He pushes a stack of chips into the centre with his free hand, more than he meant to. “Let’s see if we can get more than the bridal suite in the Charlton Hotel for our wedding night,” he murmurs.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
And over the table, you see <i><<TrueName "Current">></i> watching you with a knowing smile.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "WaitBet">><<Orientation 1>><<PotPressure 1>><<SiblingBond 1>><</link>>
<<else>>
And over the table, you see <i><<TrueName "Current">></i> watching you aghast.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "WaitBet">><<Orientation 1>><<PotPressure 1>><<SiblingBond -1>><</link>>
<</if>>
<<elseif $TempPoker4bRound1 is "DanResist">>
You knock his hand off your hip with the back of your wrist as you step away.<br>
<br>
"Oh, like that, is it?" Dan laughs. "Stuck-up little thing."<br>
<br>
His eyes don't leave you, but he isn't putting any more into the pot. Not for the girl who just turned him down in front of his friends. Everyone is watching you now, as Dan’s grin fades.<br>
<br>
“Looks like she’s missing a decent father figure, Phillips,” he says to <i><<TrueName "Current">></i>. “A girl needs to be more accommodating if she’s going to find a man in Charlton.”<br>
<br>
There’s a few grunts around the table. You avoid the eyes that are now watching you.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
And over the table, you see <i><<TrueName "Current">></i> rolling his eyes.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "WaitBet">><<EmilySuspicion 1>><<SiblingBond -1>><</link>>
<<else>>
And over the table, you see <i><<TrueName "Current">></i> watching you, smiling sympathetically.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "WaitBet">><<EmilySuspicion 1>><<SiblingBond 1>><</link>>
<</if>>
<<elseif $TempPoker4bRound1 is "Side">>
Unsure of where to go, you instead hold back at the sideboard. The men continue betting, exchanging jibes and taunts. You notice that Harrow doesn’t join in. He is focused solely on the game.<br>
<br>
<<ActionsHeader>>
<<link "Wait for him to bet" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "WaitBet">><</link>>
<<elseif $TempPoker4bRound1 is "WaitBet">>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
<i><<TrueName "Current">></i> doesn't wait. He pushes a stack of chips into the centre, big enough that Jake's eyebrows lift. The hand is workable, and corrupted Emily is bold enough to play it that way without much else to go on.<br>
<br>
<<ActionsHeader>>
<<link "Reveal hands" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "Reveal">><<PotPressure 1>><</link>>
<<elseif $TempPoker4bThompsonHandSeen is true or $TempPoker4bJakeHandSeen is true or $TempPoker4bHarrowHandSeen is true or $TempPoker4bDanHandSeen is true>>
<i><<TrueName "Current">></i> glances at you. You hold his eye, the smallest nod. He pushes a stack of chips into the centre, careful, controlled. Enough to commit, not so much as to look reckless.<br>
<br>
<<ActionsHeader>>
<<link "Reveal hands" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "Reveal">><<PotPressure 1>><</link>>
<<else>>
<i><<TrueName "Current">></i> looks at his cards, then at you. You have nothing to give him. He pushes the cards face-down toward the dealer.<br>
<br>
"Folding," he mutters. He doesn't look at the table.<br>
<br>
Harrow scoops the cards up, arching an eyebrow. "Already folding, Phillips? Not very sporting."<br>
<br>
<<ActionsHeader>>
<<link "Reveal hands" "DuncanManor4bRound1">><<set $TempPoker4bRound1 to "Reveal">><<SetFlag "TempPokerRound1Folded">><</link>>
<</if>>
<<elseif $TempPoker4bRound1 is "Reveal">>
<<Flag "TempPokerRound1Folded">>
<<if _FlagReturn is true>>
Thompson reveals his hand. A pair of nines. <i><<TrueName "Current">></i> could have beaten that.<br>
<br>
Jake throws his hand down at the sight of Thompson's. He has a single six. You wonder if he knows the rules.<br>
<br>
Harrow looks at <i><<TrueName "Current">></i>, then to Thompson. Finally turning over his own cards. Two fives. You wince. Again, the round was there.<br>
<br>
And finally, Dan flicks his cards on to the table. One two. One queen. Nothing.<br>
<br>
<i>It could have been theirs, if you'd held your nerve.</i><br>
<br>
"First one to you, Tucker," Harrow says. "Setting the tone, are we?"<br>
<br>
Thompson clicks his fingers at Rhiannon. You see her roll her eyes, but she appears at his side and refills his glass. "Tonight's my night, Harrow," he mutters, taking a gulp.<br>
<br>
You look around the table. People are watching him with newfound interest. <i><<TrueName "Current">></i> sets his elbows on the felt, jaw tight. Whatever was on your old face a moment ago, it isn't there now.<br>
<br>
<<ActionsHeader>>
<<link "Continue the game" "DuncanManor4bRound2">><<TableFocus "Thompson">><<set $TempPoker4bRound1 to undefined>><</link>>
<<else>>
<i><<TrueName "Current">></i> takes a breath and turns over his cards. A pair of jacks, a pair of sevens. Two pair. Thompson swears, almost knocking his drink.<br>
<br>
Jake throws his hand down at the sight. He has a single six. You wonder if he knows the rules.<br>
<br>
Harrow looks at <i><<TrueName "Current">></i>, then to Thompson. Finally turning over his own cards. Two fives. <i><<TrueName "Current">></i> smiles.<br>
<br>
And finally, Dan flicks his cards on to the table. One two. One queen. Nothing.<br>
<br>
Then Thompson finally reveals his hand. A pair of nines.<br>
<br>
Harrow retains his grin. "Lucky cards. We'll see how the night plays."<br>
<br>
Thompson lets out a small breath. He drains his whiskey and signals to Rhiannon for another. Jake mutters something about the deck. But despite the protests, eyes are now firmly on <i><<TrueName "Current">></i>.<br>
<br>
And, where they need to look next, on you.<br>
<br>
<<ActionsHeader>>
<<link "Continue the game" "DuncanManor4bRound2">><<TableFocus "PC">><<set $TempPoker4bRound1 to undefined>><</link>>
<</if>>
<</if>>/* Round 2 - The win is raising the pot and then getting Harrow to fold. Hidden Round Win Order - Harrow > Jake > Thompson > Champion > Dan */
<<if $TempPoker4bRound2 is undefined>>
Harrow shuffles a deck again. <i><<TrueName "Current">></i> arches an eyebrow at him. "Dealing again?"<br>
<br>
"Charlton rules," Harrow says. "We have our own way of doing things around here."<br>
<br>
He begins to deal cards face down to each player, the atmosphere turning a touch more serious. As you set a fresh tumbler at <i><<TrueName "Current">></i>'s elbow, you catch the corner of his hand. A five and a nine. Almost nothing.<br>
<br>
<<if $PokerGame.potPressure gte 4>>
"Already some big bets tonight," Harrow comments as he looks up from his cards. "But still anyone's game."<br>
<br>
You watch from the side. He's right. If <i><<TrueName "Current">></i> is going to corner Harrow into betting his amulet, the pressure on the pot has to keep building until Harrow runs out of chips.<br>
<<elseif $PokerGame.potPressure gte 2>>
"Anyone's game still," Harrow comments as he looks up from his cards. "Lots of chips ready to be taken."<br>
<br>
You watch from the side. He's right. If <i><<TrueName "Current">></i> is going to corner Harrow into betting his amulet, you'll have to put a lot more on the pot to push the betting up.<br>
<<else>>
"Slow start," Harrow comments as he looks up from his cards. "Would someone be a sport and up the ante?"<br>
<br>
You watch from the side. He's right. If <i><<TrueName "Current">></i> is going to corner Harrow into betting his amulet, you'll have to start putting pressure on the pot.<br>
<</if>>
<br>
<<EmilyCorruptionCheck>>
<<if $PokerGame.tableFocus is "Thompson">>
As each player studies their hand, you watch Maisie cross to Thompson. She smiles coyly at him and tops up his drink. Even though it was almost full.<br>
<br>
"Here you go," she says. "For the winning man."<br>
<br>
She leans in further to him, her breasts close to his head. He stares without subtlety and smirks.<br>
<br>
You stand still at the trolley, watching her. You see her glance to Harrow as she straightens up. The smallest shake of her head. Quick. The men miss it. You don't.<br>
<br>
<i>That's how he does it.</i><br>
<<elseif $PokerGame.tableFocus is "PC">>
As each player studies their hand, you watch Maisie linger close to <i><<TrueName "Current">></i>. She tops his drink off. Even though it was almost full.<br>
<br>
"A top up?" she asks. "For the winning man."<br>
<br>
<<if _EmilyCorruptionCheck is true>>
She leans in further, her breasts drawing close to his head. <i><<TrueName "Current">></i> turns his cards face-down against the felt without thinking. Maisie winces and withdraws. Before she joins you back at the sideboard, you see her shrug to Harrow.<br>
<br>
Looking back to <i><<TrueName "Current">></i>, you see him smiling with satisfaction at Harrow.<br>
<br>
<i>She knows that game all too well.</i><br>
<<else>>
She leans in further, her breasts drawing close to his head. <i><<TrueName "Current">></i> panics and puts his cards face-up against the felt without thinking. He only leaves them there for a moment, but it’s enough for Maisie to see. Before she joins you back at the sideboard, you see her shake her head at Harrow, smiling.<br>
<br>
Looking back to <i><<TrueName "Current">></i>, you see him wincing at Harrow.<br>
<br>
<i>She’s slipped up.</i><br>
<</if>>
<<else>>
Looking back to <i><<TrueName "Current">></i>, you see him shaking, trying to avoid Harrow’s stare.<br>
<br>
<i>Doesn’t make a convincing man, does she?</i><br>
<</if>>
<br>
You look between Harrow and Maisie, mind reeling. It turns out that the girls here are as much part of the game as the men. The shake of Maisie's head, the way Rhiannon refills slow or fast, who they choose to lean over and who they don't. Harrow has been running his table through them all night.<br>
<br>
You'll need to play that game too, if you want to drain him.<br>
<br>
<<ActionsHeader>>
<<link "Talk to Rhiannon and Maisie" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "Girls">><<if $PokerGame.tableFocus is "PC" and _EmilyCorruptionCheck is false>><<SetFlag "TempPokerRound2HarrowKnows">><</if>><</link>>
<<elseif $TempPoker4bRound2 is "Girls">>
You drift back to the sideboard. Rhiannon glances at you as you approach. Maisie is leaning against the wood, arms folded.<br>
<br>
"Settling in?" Rhiannon murmurs.<br>
<br>
"Trying to."<br>
<br>
"This is where it gets rowdy," she says. "They start crying out for drinks like dogs. Betting more to show off. Pretending to be the kind of men they think the room expects."<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
You glance back. <i><<TrueName "Current">></i> looks confident over the trash hand. Bold, almost. But foolhardy.<br>
<<else>>
You glance back. <i><<TrueName "Current">></i> doesn't look confident. The hand is bad and his face is showing it.<br>
<</if>>
<br>
Then you look to Harrow, unable to read his expression. But you bet his hand is better than <i><<TrueName "Current">>'s</i>. If you want to drain him of chips, you'll need every man at this table to push the bet up, and get him to fold.<br>
<br>
<<if $PokerNightRhiannonRivalry gte 1>>
"If anyone gets too much, give me a sign," Rhiannon says. Then, after a beat: "Although don’t know if you’ll need it. You seem to be the only one in here keeping her cards close to her chest."<br>
<br>
The dig lands flat. You don't reply.<br>
<<else>>
"If anyone gets too much, give me a sign," Rhiannon says. "I'll handle it."<br>
<</if>>
<br>
<<if $PokerNightMaisieRivalry gte 1>>
Maisie eyes you darkly. "Just don't get in my way."<br>
<<else>>
Maisie smiles. "I'll help if it's too much.” She snorts. “I’ve been around men like this most of my life."<br>
<</if>>
<br>
You consider them both. They're not equally suited to the men at the table, and they each have their limits. You'll have to choose how to bring them onside.<br>
<br>
<<ActionsHeader>>
<<link "Say you'd much rather be at a pub than a manor" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "GirlsPub">><<set $TempPokerRound2RhiannonUsed to 3>><<set $TempPokerRound2MaisieUsed to 2>><</link>><br>
<<link "Say you’re not sure Jake is worth this" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "GirlsJake">><<set $TempPokerRound2RhiannonUsed to 2>><<set $TempPokerRound2MaisieUsed to 3>><</link>><br>
<<StatCheckGreedy "lt" 40>>
<<set _StatGreedyProbability to _StatGreedyProbability + " Try to convince them you aren’t sure how to handle a room of men">>
<<if _StatCheckGreedy is true>>
<<link _StatGreedyProbability "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "GirlsConvincePass">><<set $TempPokerRound2RhiannonUsed to 3>><<set $TempPokerRound2MaisieUsed to 3>><</link>><br>
<<else>>
<<link _StatGreedyProbability "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "GirlsConvinceFail">><<set $TempPokerRound2RhiannonUsed to 2>><<set $TempPokerRound2MaisieUsed to 2>><<Greedy 1>><</link>><br>
<</if>>
<<link "Admit you aren’t sure how to handle this" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "GirlsAdmit">><<Feminity 1>><<set $TempPokerRound2RhiannonUsed to 3>><<set $TempPokerRound2MaisieUsed to 3>><</link>>
<<elseif $TempPoker4bRound2 is "GirlsPub">>
"To be honest," you say quietly, "I'd rather be at a pub with you than put up with this lot."<br>
<br>
Rhiannon's mouth twitches in a way you haven't seen all night. Almost a smile. "That right?"<br>
<br>
You shrug. “I thought this would be fun. It’s not.”<br>
<br>
She holds your eye for a moment. Then she picks up a bottle and sets it firmly in your hand. "Stick close, then. We'll keep them off each other if we can."<br>
<br>
Maisie crosses her arms, looking at you over her shoulder. "Speak for yourself, Rhiannon. I came here to meet the right sort of men. Not those who dwell in McTafeys.”<br>
<br>
But Rhiannon just shrugs and gives you a wicked smile.<br>
<br>
<<ActionsHeader>>
<<link "Turn back to the table" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "DanCall">><</link>>
<<elseif $TempPoker4bRound2 is "GirlsJake">>
You turn to Maisie. "I’m not sure an invitation to the Duncans' manor was worth it.”<br>
<br>
Maisie's eyes look over you curiously. "You came for an introduction?”<br>
<br>
You look behind you, as if pretending to see if the men are listening. “I thought it would be nice. To spend time. With Jake.”<br>
<br>
There is a measured look of relief on her face. “Not like his brother, that’s for sure.” She leans against the sideboard, suddenly conspiratorial. "Steve is the one to know. Up at university. Studying economics, I think. But not Jake.” She glances at the table and lowers her voice. "He’s beneath you. Believe me.”<br>
<br>
She gives you a small smile, the sweetness of which is almost convincing.<br>
<br>
"Thanks for the warning," you say.<br>
<br>
"My pleasure. Stick close. We’ll get through this."<br>
<br>
Behind you, Rhiannon snorts as she fusses with a bottle. Clearly uninterested in discussing the Duncan family.<br>
<br>
<<ActionsHeader>>
<<link "Turn back to the table" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "DanCall">><</link>>
<<elseif $TempPoker4bRound2 is "GirlsConvincePass">>
You drop your shoulders and lower your eyes, letting Emily's voice come out smaller than it had been. "I wasn't sure how to handle a room of men like this. I haven't done this before."<br>
<br>
The honesty lands well. The expressions on both women soften considerably.<br>
<br>
"Oh, sweetheart," Maisie says, the practised sweetness gone for once. "We've all been there."<br>
<br>
Rhiannon nods slowly. "Stick close to the trolley. We'll do what we can."<br>
<br>
<<ActionsHeader>>
<<link "Turn back to the table" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "DanCall">><</link>>
<<elseif $TempPoker4bRound2 is "GirlsConvinceFail">>
<span class="notification">Greedy Check - Fail</span><br>
<br>
You drop your shoulders and lower your eyes. "I wasn't sure how to handle a room of men like this."<br>
<br>
Rhiannon's mouth twitches into a thin smile. "Sure, love."<br>
<br>
Maisie blinks at you, polite but unconvinced. "Mhm. We’ve all got an angle."<br>
<br>
You feel yourself blushing, but avoiding their eyes. They just don’t believe you.<br>
<br>
<<ActionsHeader>>
<<link "Turn back to the table" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "DanCall">><</link>>
<<elseif $TempPoker4bRound2 is "GirlsAdmit">>
You let yourself collapse a little into the role. "How do you do this?" you ask quietly. "Both of you. Without losing your minds."<br>
<br>
Maisie lets out a small laugh. "Practice, mostly."<br>
<br>
Rhiannon eyes you for a long moment. The smile she gives is small but real. "Stick close. We'll bring you through it. It’s all part of being a girl around Charlton."<br>
<br>
You find yourself smiling back at Rhiannon and Maisie, taking solace in the camaraderie you are forming. For a moment, you feel like you actually belong.<br>
<br>
<i>But just as a girl.</i><br>
<br>
You feel something settle in the way you're holding yourself. The way you clutch your arm with your hand. And how an appreciative smile forms without you realising. At least they are on side.<br>
<br>
And you’re very grateful for that.<br>
<br>
<<ActionsHeader>>
<<link "Turn back to the table" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "DanCall">><</link>>
<<elseif $TempPoker4bRound2 is "DanCall">>
You return your attention to the game just as Dan grunts out for a refill, his glass already half-empty. “Garcon!”<br>
<br>
You look over. He doesn’t look up from his cards, but he’s already making a deal of pushing his glass to the corner of the table where any of the women will have to lean across him to fill it.<br>
<br>
“Garcon!” he shouts again.<br>
<br>
Rhiannon and Maisie give you a look. Both sighing.<br>
<br>
<<ActionsHeader>>
<<link "Look to Rhiannon" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "DanRhiannon">><<set $TempPokerRound2RhiannonUsed -= 1>><</link>><br>
<<link "Look to Maisie" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "DanMaisie">><<set $TempPokerRound2MaisieUsed -= 1>><</link>><br>
<<link "Go to Dan yourself" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "DanSelf">><</link>>
<<elseif $TempPoker4bRound2 is "DanRhiannon">>
<<if $TempPokerRound2RhiannonUsed gt $PokerNightRhiannonRivalry>>
You catch Rhiannon's eye and smile. She nods without saying anything, picks up a bottle with a small grimace and crosses to Dan's chair.<br>
<br>
Watching her, you see she doesn't lean. She pours standing straight, keeping the glass on the table, the portrait of someone who does this for a living. "There you are, Dan.”<br>
<br>
Dan grins up at her. "Come on, love. Get comfortable."<br>
<br>
"I'm comfortable enough on my own two legs," she retorts.<br>
<br>
“And they’re quite a pair, too,” he says, cackling. “And I’m not talking about the hearts in my hand, love.”<br>
<br>
Rhiannon gives him a pitying smile, but winks. “I know how good they are,” she murmurs, walking away without showing off.<br>
<br>
Dan barks a laugh and turns back to grin at Harrow. "Love a feisty redhead,” he comments. “Where were we?” He shoves chips into the centre, more than required, then turns and grins at Rhiannon.<br>
<br>
She smiles back until he looks away, then rolls her eyes as her smile immediately fades.<br>
<br>
<<ActionsHeader>>
<<link "Continue watching the game" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "ThompsonCall">><<PotPressure 1>><</link>>
<<else>>
Rhiannon catches your eye but shakes her head, just once. The look is apologetic. “I’m not dealing with him tonight.”<br>
<br>
You look over to Maisie, but she’s already distracted with staring over at her reflection in a mirror. She scratches at her cheek. A small red pimple is forming.<br>
<br>
<<ActionsHeader>>
<<link "Go to Dan yourself" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "DanSelf">><</link>>
<</if>>
<<elseif $TempPoker4bRound2 is "DanMaisie">>
<<if $TempPokerRound2MaisieUsed gt $PokerNightMaisieRivalry>>
You catch Maisie's eye. She sighs and stares back at you, but steps forward with reluctance. She crosses to Dan's chair with forced sway and refills his glass. "There," she purrs. "Don't waste it."<br>
<br>
She walks off, putting a little more movement into her hips. Dan watches her go, then leans over to Thompson and nudges him. "Class. That's class. You see that, boss?"<br>
<br>
He pushes a stack of chips into the centre. "For the lady,” he shouts back at Maisie. “I’ll buy you a decent dinner, if you fancy it?”<br>
<br>
Maisie returns to the sideboard with a small, practiced smile. The pot grows.<br>
<br>
<<ActionsHeader>>
<<link "Continue watching the game" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "ThompsonCall">><<PotPressure 1>><</link>>
<<else>>
Maisie catches your eye but shakes her head, just once. Next to her, Rhiannon seems to be consciously focusing on the drinks on the trolley.<br>
<br>
<<ActionsHeader>>
<<link "Go to Dan yourself" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "DanSelf">><</link>>
<</if>>
<<elseif $TempPoker4bRound2 is "DanSelf">>
You take the bottle and cross to Dan's chair. His hand is in the air to take you before you've reached the table.<br>
<br>
"There she is! Come and serve Dan, sweetheart." His arm circles your waist as you lean to pour. "You're a natural at this."<br>
<br>
His eyes go to <i><<TrueName "Current">></i>. "Phillips, you have to stop hiding your sister away. Made for it, this one. Compliant. Pretty face. Child rearing hips. The sort that makes a man think about settling down." He grins up at you. "Bridal veil, a kitchen and three little Mendels. Doesn't it suit?"<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
His thumb has found the bare skin at the small of your back and is rubbing slow circles, settling in. He begins pulling you against his knee, pushing you against it as if trying to get you to sit down.<br>
<<else>>
His thumb works at the small of your back through the fabric of the dress, settling in. He begins pulling you against his knee, pushing you against it as if trying to get you to sit down.<br>
<</if>>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
You can feel the table watching. Harrow is faintly amused. Thompson has gone still. And <i><<TrueName "Current">></i> watches with curiosity.<br>
<<else>>
You can feel the table watching. Harrow is faintly amused. Thompson has gone still. And <i><<TrueName "Current">></i> watches with horror.<br>
<</if>>
<br>
Dan grins up at you. “What do you say? Fancy a big wedding, with a nice bridal suite to finish off with?”<br>
<br>
<<ActionsHeader>>
<<link "Lean against him and flirt back" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "DanFlirt">><<Orientation 1>><</link>><br>
<<CompulsionCheck "OldFashionedValues">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Old Fashioned Values] </span><s>Step back without engaging</s> - <i>You can’t seem to force your body to do this</i><br>
<span class="compulsion">[Old Fashioned Values] </span><s>Push his hand off and walk away</s> - <i>Why would you want to do this, either!</i><br>
<<else>>
<<link "Step back without engaging" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "DanStep">><<set $TempPoker4bDanRound2 to "Accept">><</link>><br>
<<link "Push his hand off and walk away" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "DanPush">><<Assertive 1>><<EmilySuspicion 1>><<set $TempPoker4bDanRound2 to "Rebuff">><</link>>
<</if>>
<<elseif $TempPoker4bRound2 is "DanFlirt">>
You lean against his thigh, resting your bum against it. "Three little Mendels? You’d need a lot of money to pay for that.”<br>
<br>
Dan howls, delighted. "She's got teeth and class, Phillips. Your parents raised her right."<br>
<br>
He shoves a fat stack of chips into the centre. More than the round can sensibly hold. "For the future Mrs Mendel."<br>
<br>
The men around the table chuckle. You can feel the heat in your face, but Dan's hand has gone further now, sliding around you lower than your waist.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
You glance over the table. <i><<TrueName "Current">></i> watches you, grinning. She’s almost enjoying this.<br>
<br>
<i>Was increasing the pot worth this?</i><br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "ThompsonCall">><<PotPressure 2>><<SiblingBond 1>><<set $TempPoker4bDanRound2 to "FlirtPass">><</link>>
<<else>>
You glance over the table. <i><<TrueName "Current">></i> watches you, jaw tight. He doesn't meet your eye for long.<br>
<br>
<i>Was increasing the pot worth this?</i><br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "ThompsonCall">><<PotPressure 2>><<SiblingBond -1>><<set $TempPoker4bDanRound2 to "FlirtPass">><</link>>
<</if>>
<<elseif $TempPoker4bRound2 is "DanStep">>
You let the bottle tip into his glass quickly and step back the moment it's full. His arm tries to follow, but you've already moved out of reach.<br>
<br>
"Aw, come on, sweetheart,” he says. “Don't be cold. That’s not the way to bag a man around here."<br>
<br>
You don't reply. Dan grumbles, but he turns back to his cards and shoves chips into the centre to save face. Smaller than he wanted. The pot grows, but only just.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
<i><<TrueName "Current">></i> raises an eyebrow at you over the table. He wanted more.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "ThompsonCall">><<PotPressure 1>><<SiblingBond -1>><<set $TempPoker4bDanRound2 to "FlirtFail">><</link>>
<<else>>
<i><<TrueName "Current">></i> meets your eye over the table. The relief there is small but real.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "ThompsonCall">><<PotPressure 1>><<SiblingBond 1>><<set $TempPoker4bDanRound2 to "FlirtFail">><</link>>
<</if>>
<<elseif $TempPoker4bRound2 is "DanPush">>
You knock his hand off your waist with the back of your wrist and step out of his reach. The bottle stays in your hand. The glass on the table stays empty.<br>
<br>
Dan's grin sours. "Oh, like that, is it?"<br>
<br>
"Like that."<br>
<br>
"Stuck-up little thing,” he spits, his smile fading quickly. “Phillips, you should have a word with your sister." He turns back to his cards, sour. He doesn't push extra chips in.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
<i><<TrueName "Current">></i> shakes his head at you across the table. “Don’t worry,” he says. “I will.”<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "ThompsonCall">><<SiblingBond -1>><</link>>
<<else>>
<i><<TrueName "Current">></i> meets your eye, smiling sympathetically. But he doesn’t reply to Dan.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "ThompsonCall">><<SiblingBond 1>><</link>>
<</if>>
<<elseif $TempPoker4bRound2 is "ThompsonCall">>
The betting continues. You watch with interest. The pot keeps going up, but you aren’t sure it’s enough to bankrupt Harrow.<br>
<br>
A clicking comes from the table, diverting your attention. Thompson is snapping his fingers without looking up. He holds his glass in the air, waving it around to signal what he wants.<br>
<br>
Rhiannon and Maisie glance back at you, deciding without words who will go.<br>
<br>
<<ActionsHeader>>
<<link "Look to Rhiannon" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "ThompsonRhiannon">><<set $TempPokerRound2RhiannonUsed -= 1>><</link>><br>
<<link "Look to Maisie" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "ThompsonMaisie">><<set $TempPokerRound2MaisieUsed -= 1>><</link>><br>
<<link "Go to Thompson yourself" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "ThompsonSelf">><</link>>
<<elseif $TempPoker4bRound2 is "ThompsonRhiannon">>
<<if $TempPokerRound2RhiannonUsed gt $PokerNightRhiannonRivalry>>
When you meet Rhiannon’s eyes, she nods back to you and picks up the bottle without being asked. "Easy on the click, Thompson," she says, pouring the bottle into his glass even as he brandishes it in the air. “I'm not your dog."<br>
<br>
Thompson grunts, but a small smile lifts his face. "Got mouth on you, haven’t you?"<br>
<br>
"Always have." She pours. "Saw your missus at the salon last week. Warned me about you."<br>
<br>
Thompson straightens. The mention of his wife makes him sober up quickly. He glares back at Rhiannon, holding her eyes.<br>
<br>
“She complaining about my betting, is she?”<br>
<br>
Rhiannon shrugs. His face grows red and furiously he pushes a stack of chips into the pot. “I’m my own man,” he says, only half-convincingly.<br>
<br>
Rhiannon walks back, exchanging a small look with you. Behind her, the pot grows.<br>
<br>
<<ActionsHeader>>
<<link "Continue watching the game" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "JakeCall">><<PotPressure 1>><</link>>
<<else>>
When you look over to Thompson, Rhiannon shakes her head. Her smile long gone. Maisie shakes her head too.<br>
<br>
<<ActionsHeader>>
<<link "Go to Thompson yourself" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "ThompsonSelf">><</link>>
<</if>>
<<elseif $TempPoker4bRound2 is "ThompsonMaisie">>
<<if $TempPokerRound2MaisieUsed gt $PokerNightMaisieRivalry>>
Seeing you looking at her, Maisie sighs deeply. “He’s going to try and recruit me again,” she mutters, lifting the bottle with the air of someone who'd rather not.<br>
<br>
But she crosses to Thompson and pours. She does it without leaning or smiling. Without any of her practised charm.<br>
<br>
Thompson watches her, irritated. "Can’t a get a smile, girl? Won’t get to be my new secretary with a frown like that.”<br>
<br>
She doesn't reply. Instead, she walks back to the sideboard once his drink is filled.<br>
<br>
Thompson grumbles into his glass and bets exactly the minimum, just to be done. He seems more interested at scowling back at Maisie. The pot doesn't grow.<br>
<br>
Maisie keeps her back from him, casting a look at you, shaking her head with pity.<br>
<br>
<<ActionsHeader>>
<<link "Continue watching the game" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "JakeCall">><</link>>
<<else>>
Maisie just shakes her head when you meet her eye. Rhiannon titters. “Looks like he’s all yours,” she whispers to you.<br>
<br>
<<ActionsHeader>>
<<link "Go to Thompson yourself" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "ThompsonSelf">><</link>>
<</if>>
<<elseif $TempPoker4bRound2 is "ThompsonSelf">>
You take the bottle and cross to Thompson's chair. His eyes are on you before you reach him.<br>
<br>
"Took your time,” he mutters. “Where were you?"<br>
<br>
"Just here,” you reply. “Making sure I got the right liquor, Thompson.”<br>
<br>
"Mr. Thompson,” he corrects you. “And don't 'just here' me. When a man at this table calls, the girl with the bottle moves. That's how this works." He waves you closer. "Come on. Pour."<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
You lean and pour. His hand finds your bare back, possessive. You smell the alcohol on his breath, as he pulls you close to him, against his bulging stomach beneath his suit.<br>
<br>
He kneads your skin without ceremony. "Your brother's a fool, letting you out in this,” he murmurs. “A girl like you needs guidance."<br>
<<else>>
You lean and pour. He kneads the back of the dress, fingers digging in. "Your brother's a fool, letting you out at all,” he murmurs. “A girl like you needs guidance."<br>
<</if>>
<br>
Once you’ve filled his glass, you try to take a step back. But he grabs your arm, holding you roughly. "Not yet,” he barks. “Stand there till I say. And when I'm done, fetch me another from the trolley. Like a good girl."<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
The men around the table are watching. Harrow with measured calculation. Dan with delight. Jake with envious lust. And <i><<TrueName "Current">></i>, with an arched eyebrow.<br>
<<else>>
The men around the table are watching. Harrow with measured calculation. Dan with delight. Jake with envious lust. And <i><<TrueName "Current">></i>, with fear-struck eyes.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Comply with the order" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "ThompsonComply">><<Assertive -1>><<set $TempPoker4bThompsonRound2 to "Comply">><</link>><br>
<<CompulsionCheck "DutifulDoer">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Dutiful Doer] </span><s>Tell him to let go</s> - <i>You can’t seem to force yourself to say that</i><br>
<span class="compulsion">[Dutiful Doer] </span><s>Wrestle your arm free</s> - <i>And you definitely can’t do that to him!</i><br>
<<else>>
<<link "Tell him to let go" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "ThompsonLetGo">><<set $TempPoker4bThompsonRound2 to "Resist">><</link>><br>
<<link "Wrestle your arm free" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "ThompsonWrestle">><<Assertive 1>><<EmilySuspicion 1>><<set $TempPoker4bThompsonRound2 to "Rebuff">><</link>>
<</if>>
<<elseif $TempPoker4bRound2 is "ThompsonComply">>
You stand at his elbow as he drinks, not moving until he raises a hand to dismiss you. Then you cross to the trolley, pick up a fresh bottle, and bring it back to set at his side without being told twice.<br>
<br>
"That's the way." Thompson nods, satisfied. "Now you understand. Make a fine little secretary, won’t you girl?”<br>
<br>
You see him waiting on your answer. “Yes.”<br>
<br>
“Yes what?”<br>
<br>
You’ve heard this line before. “Yes sir.”<br>
<br>
His nostrils flare and he grins. “Good girl. Come by after you’re done with school. I’ll show you what it means to be a receptionist.”<br>
<br>
“Yes… sir.”<br>
<br>
Then he shoves chips into the centre. More than required. As if making a statement about who is in charge here.<br>
<br>
<i>It’s not you, is it?</i><br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
<i><<TrueName "Current">></i> glances at you across the table. He looks at the pot in the centre of the table, then nods.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "JakeCall">><<PotPressure 2>><<SiblingBond 1>><</link>>
<<else>>
<i><<TrueName "Current">></i> glances at you across the table. He looks at the pot in the centre of the table, but looks back to you. His eyes full of anger.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "JakeCall">><<PotPressure 2>><<SiblingBond -1>><</link>>
<</if>>
<<elseif $TempPoker4bRound2 is "ThompsonLetGo">>
“Please let go of my arm,” you hear yourself saying. “You’re hurting me.”<br>
<br>
“I’ll do more than grip on to your arm, sweetheart,” he mutters, flashing his teeth as if it were a challenge.<br>
<br>
“Tucker, please,” you hear Harrow comment.<br>
<br>
Thompson looks over the table, then lets go of your arm. You step back immediately, setting the bottle on the table within his reach. “I’ll leave the bottle.”<br>
<br>
His eyes drift between you and the bottle. A small smile plays across his lips. “Alright then. Go."<br>
<br>
He drinks but the moment has soured for him. When it comes to his turn, he throws in a few chips. The pot grows, but not by much.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
<i><<TrueName "Current">></i> raises an eyebrow at you. Then he looks down to the pot. He shakes his head at you.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "JakeCall">><<PotPressure 1>><<SiblingBond -1>><</link>>
<<else>>
<i><<TrueName "Current">></i> meets your eye, the smallest nod. He looks to the pot, but then shrugs.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "JakeCall">><<PotPressure 1>><<SiblingBond 1>><</link>>
<</if>>
<<elseif $TempPoker4bRound2 is "ThompsonWrestle">>
You pull back your arm with force. "I'm not your secretary, Thompson."<br>
<br>
The room goes still. Thompson's hand hangs free in the air.<br>
<br>
"Oh, she's got teeth, boss,” Dan chuckles. “Thought only the missus spoke to you like that.”<br>
<br>
Thompson's face has gone stiff. "She'll learn." He turns back to his cards, refusing to look at you. “They all do.”<br>
<br>
When the round reaches him, he doesn't bet. He just matches the standing wager and keeps his eyes down, as he downs his drink.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
<i><<TrueName "Current">></i> glares at you from across the table, glancing down at the pot.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "JakeCall">><<SiblingBond -1>><</link>>
<<else>>
<i><<TrueName "Current">></i> meets your eye, smiling sympathetically. Ignoring the pot in the centre of the table.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "JakeCall">><<SiblingBond 1>><</link>>
<</if>>
<<elseif $TempPoker4bRound2 is "JakeCall">>
More chips are thrown into the pot. Slowly, it’s growing. But you don’t think it’s enough to push Harrow to a tipping point. Not yet.<br>
<br>
Someone hammers a glass down on the table. You look over to see Jake smirking back at you. His glass empty.<br>
<br>
<<ActionsHeader>>
<<link "Look to Rhiannon" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "JakeRhiannon">><<set $TempPokerRound2RhiannonUsed -= 1>><</link>><br>
<<link "Look to Maisie" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "JakeMaisie">><<set $TempPokerRound2MaisieUsed -= 1>><</link>><br>
<<link "Go to Jake yourself" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "JakeSelf">><</link>>
<<elseif $TempPoker4bRound2 is "JakeRhiannon">>
<<if $TempPokerRound2RhiannonUsed gt $PokerNightRhiannonRivalry>>
Rhiannon titters, grabbing a bottle and crosses over to Jake’s chair. She refills his glass with professional care and nods at his exposed cards. "Big man's got a hand, has he?"<br>
<br>
"Maybe,” Jake says, looking back at her breasts without meeting her face.<br>
<br>
"Or maybe he's about to fold and whimper." She smiles, small. "Hard to tell with you, Jake."<br>
<br>
Jake's cheeks go pink. He shoves chips into the centre, hard enough that one rolls. "Match that, the lot of you."<br>
<br>
The other men match. The pot grows. Rhiannon walks back without looking at Jake again.<br>
<br>
<<ActionsHeader>>
<<link "Continue watching the game" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "HarrowCall">><<PotPressure 1>><</link>>
<<else>>
When you look to Rhiannon, she just smirks. “Go on. He won’t bite. I promise.”<br>
<br>
Maisie smiles sympathetically at you but doesn’t make a move either.<br>
<br>
<<ActionsHeader>>
<<link "Go to Jake yourself" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "JakeSelf">><</link>>
<</if>>
<<elseif $TempPoker4bRound2 is "JakeMaisie">>
<<if $TempPokerRound2MaisieUsed gt $PokerNightMaisieRivalry>>
When you look over at Maisie, she shrugs. “Not my Duncan,” she mutters. “But alright.”<br>
<br>
She crosses over to Jake's chair with a polite smile that you assume she reserves for men she's not interested in.<br>
<br>
“Got a lot of money tonight, Maisie,” he comments. “More than my brother would have.”<br>
<br>
“I’m sure Steve is very proud of you, Jake,” she replies, before walking away.<br>
<br>
Jake watches her go, scowling. He doesn't push more chips in. The pot doesn't grow.<br>
<br>
Maisie shrugs at you on her way past, but the small smile suggests she enjoyed that.<br>
<br>
<i>It hasn’t helped the pot grow though, has it?</i><br>
<br>
<<ActionsHeader>>
<<link "Continue watching the game" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "HarrowCall">><</link>>
<<else>>
When you look at Maisie, she sniggers as she looks over him derisively. “Not for that Duncan.”<br>
<br>
Rhiannon offers you an apologetic smile. “Go on. He won’t bite. I promise.”<br>
<br>
<<ActionsHeader>>
<<link "Go to Jake yourself" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "JakeSelf">><</link>>
<</if>>
<<elseif $TempPoker4bRound2 is "JakeSelf">>
You take the bottle and cross to Jake's chair. He grins as you approach. "Knew you'd come round, nerd."<br>
<br>
He reaches for your waist as you lean to pour, and this time he doesn't stop at your back. His arm goes round you and pulls you down against his shoulder, pulling you against his leg, half-claiming you in front of the table.<br>
<br>
"This one's mine." He twists his face up toward you.<br>
<br>
“Careful, Jake,” Harrow comments. “Her brother is present.”<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
But his hand has dropped to your bare back, fingers spreading out to claim more of you. And his other hand wraps around your neck, turning your face towards him. "Give us a kiss for luck."<br>
<<else>>
His hand grips at your dress, claiming as much of you as the fabric will let him. And his other hand wraps around your neck, turning your face towards him. "Give us a kiss for luck. I might give you a chip."<br>
<</if>>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
The men are watching. Dan whistles. Harrow's smile thins. And <i><<TrueName "Current">>'s</i> eyes grow wide with anticipation.<br>
<<else>>
The men are watching. Dan whistles. Harrow's smile thins. And <i><<TrueName "Current">>'s</i> eyes grow wide with horror.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Give him the kiss" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "JakeKiss">><<Orientation 1>><<set $TempPoker4bJakeRound2 to "Comply">><</link>><br>
<<CompulsionCheck "BoyCrazy">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Boy Crazy] </span><s>Pour and pull yourself away</s> - <i>And turn up a chance to kiss a boy?</i><br>
<span class="compulsion">[Boy Crazy] </span><s>Humiliate him publicly</s> - <i>Why would you want to do that?</i><br>
<<else>>
<<link "Pour and pull yourself away" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "JakePull">><<set $TempPoker4bJakeRound2 to "Resist">><</link>><br>
<<link "Humiliate him publicly" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "JakeHumiliate">><<Assertive 1>><<EmilySuspicion 1>><<set $TempPoker4bJakeRound2 to "Rebuff">><</link>>
<</if>>
<<elseif $TempPoker4bRound2 is "JakeKiss">>
You let him pull you down. His mouth meets yours before you can think about it, eager and clumsy. His eyes look back to make sure the men in the room are watching as his tongue slides into your mouth.<br>
<br>
Dan howls. Thompson grunts. Even Harrow lifts an eyebrow.<br>
<br>
When Jake lets you up, his face is red and proud. He shoves chips into the centre. A lot of chips. "There. For my girl." And he slides one over to you.<br>
<br>
“What happens at the table, stays at the table,” Harrow comments, checking the amount. The pot grows, considerably. Jake's hand stays on your hip as you straighten.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
<i><<TrueName "Current">></i> watches you with glee. “You should ask her out on a date,” he murmurs.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "HarrowCall">><<PotPressure 2>><<SiblingBond 1>><<CashFlow 1>><</link>>
<<else>>
<i><<TrueName "Current">></i> stares down at the felt, jaw locked. He won't look up.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "HarrowCall">><<PotPressure 2>><<SiblingBond -1>><<CashFlow 1>><</link>>
<</if>>
<<elseif $TempPoker4bRound2 is "JakePull">>
You twist out of his grasp with a small laugh that comes out brittle. "Maybe later, Jake."<br>
<br>
He grins, taking the deflection as a promise. "I'll hold you to that."<br>
<br>
Jake tosses in a few chips, keeping your eye. It’s small, but it’s still a bit. The pot grows. Just.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
<i><<TrueName "Current">></i> raises an eyebrow at you across the table. Emily’s pout comes through on his face as he watches Jake.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "HarrowCall">><<PotPressure 1>><<SiblingBond -1>><</link>>
<<else>>
<i><<TrueName "Current">></i> meets your eye, the smallest nod, as he watches Jake with concern.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "HarrowCall">><<PotPressure 1>><<SiblingBond 1>><</link>>
<</if>>
<<elseif $TempPoker4bRound2 is "JakeHumiliate">>
You shove his arm off you and step back hard enough that his hand grasps at empty air.<br>
<br>
"I'm not your girl, Jake,” you spit. “And I'm not kissing anyone for chips."<br>
<br>
The room goes quiet. Then Dan barks a laugh that's mostly at Jake's expense. “Can’t even pay for a woman, Jake? What’s the matter? Chrissie not putting out?”<br>
<br>
Jake's face has gone purple. He looks on the edge of getting up from his seat and knocking Dan out. When it comes to his go, he mumbles a check and lets the game continue.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
<i><<TrueName "Current">></i> looks at you, his mouth dropped open. He snorts and scowls, turning back to the table.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "HarrowCall">><<PotPressure 1>><<SiblingBond -1>><</link>>
<<else>>
<i><<TrueName "Current">></i> meets your eye. He offers you a smile full of respect.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "HarrowCall">><<PotPressure 1>><<SiblingBond 1>><</link>>
<</if>>
<<elseif $TempPoker4bRound2 is "HarrowCall">>
You can tell the round is getting to its end. The bets are lower. Quicker. You wonder how many times the bet will pass round the table before cards are revealed.<br>
<br>
“Looks like I need a top-up,” Harrow comments as he throws in a chip. You glance over to him, seeing him meet your eyes. Only for a moment does he look at his empty glass.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
You glance back over at <i><<TrueName "Current">></i>. He seems confident. Assured. Harrow turns from you back to him. He seems focused on only one player and one player only.<br>
<br>
<i>He’s doing a good job of bluffing him.</i><br>
<<else>>
You glance back over at <i><<TrueName "Current">></i>. He doesn’t look confident. Harrow turns from you back to him and smiles. He’s focused on <i><<TrueName "Current">></i> only, but he seems confident.<br>
<br>
<i>He’s not doing a good job of bluffing him.</i><br>
<</if>>
<br>
Maisie steps forward, but arches an eyebrow your way. If you go yourself, you might be able to make sure he folds. But that would mean dealing with him.<br>
<br>
<<ActionsHeader>>
<<link "Look to Rhiannon" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "HarrowRhiannon">><<set $TempPokerRound2RhiannonUsed -= 1>><</link>><br>
<<link "Look to Maisie" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "HarrowMaisie">><<set $TempPokerRound2MaisieUsed -= 1>><</link>><br>
<<link "Go to Harrow yourself" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "HarrowSelf">><</link>>
<<elseif $TempPoker4bRound2 is "HarrowRhiannon">>
<<if $TempPokerRound2RhiannonUsed gt $PokerNightRhiannonRivalry>>
You glance over at Rhiannon. She arches her brows. “You sure?”<br>
<br>
When you nod, she crosses to Harrow with the bottle and fills his glass without speaking. There's no warmth in it. Just professional demeanour.<br>
<br>
"Thank you, Rhiannon," Harrow says lightly, smiling, but glances back to you with a frown.<br>
<br>
Rhiannon soon walks back. Harrow's grip on his cards hasn't shifted. He bets the standing minimum.<br>
<br>
The opportunity has passed. He'll see this round through without folding.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "Reveal">><</link>>
<<else>>
When you cast a look towards Rhiannon she grins, but shakes her head. “I don’t think he wants me over there.”<br>
<br>
Maisie meets your eyes but shakes her head. “All yours this time,” she mutters.<br>
<br>
<<ActionsHeader>>
<<link "Go to Harrow yourself" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "HarrowSelf">><</link>>
<</if>>
<<elseif $TempPoker4bRound2 is "HarrowMaisie">>
<<if $TempPokerRound2MaisieUsed gt $PokerNightMaisieRivalry>>
You glance over at Maisie. She casts a sceptical look at you. “You sure?”<br>
<br>
You nod. Maisie shrugs, then crosses to Harrow with the practised sway. She refills his glass and lets her hand rest on his shoulder a moment too long, leaning down to murmur something at his ear.<br>
<br>
Harrow chuckles. "You're a wicked thing, Miss Peterson."<br>
<br>
She straightens, smiling, and walks back to the sideboard. Whatever she said has loosened him. He pushes chips into the centre, more than he was going to.<br>
<br>
But the moment for a fold has passed. He's all in on the hand now. He'll see it through.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "Reveal">><<PotPressure 1>><</link>>
<<else>>
When you look at Maisie, she smiles but titters. “I think he wants you this time.”<br>
<br>
Rhiannon shares a look with her, but shrugs at you. “You’ll be fine.”<br>
<br>
<<ActionsHeader>>
<<link "Go to Harrow yourself" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "HarrowSelf">><</link>>
<</if>>
<<elseif $TempPoker4bRound2 is "HarrowSelf">>
You take the bottle and cross to Harrow's chair. He looks up before you reach him, smiling like he expected you all along.<br>
<br>
"Ah. I wondered if you'd come over for a visit."<br>
<br>
You tilt the bottle to refill his glass. He doesn't cover his cards; he doesn't have to. Two queens lie face up at the corner of his hand. Whatever the other two are, he wants you to see enough to know he's holding. He's going to win the round on cards alone unless someone makes him fold first.<br>
<br>
You glance at <i><<TrueName "Current">></i> across the table. Five and nine. Trash. Your only path is to make Harrow believe he's already lost.<br>
<br>
<i>Unless your ‘brother’ already has this covered. Are you sure he’s not already got him?</i><br>
<br>
<<ActionsHeader>>
<<StatCheckAssertive "gt" 55>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to bluff him to fold">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "HarrowBluffPass">><</link>><br>
<<else>>
<<link _StatAssertiveProbability "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "HarrowBluffFail">><<Assertive 1>><</link>><br>
<</if>>
<<StatCheckOrientation "gt" 40 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to charm him to fold">>
<<if _StatCheckOrientation is true>>
<<link _StatOrientationProbability "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "HarrowCharmPass">><<set $TempPoker4bHarrowRound2 to "Flirt">><</link>><br>
<<else>>
<<link _StatOrientationProbability "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "HarrowCharmFail">><<set $TempPoker4bHarrowRound2 to "Flirt">><<Orientation 1>><</link>><br>
<</if>>
<<link "Serve his drink and return to the table" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "HarrowServe">><</link>>
<<elseif $TempPoker4bRound2 is "HarrowCharmPass">>
Draping a hand on his shoulder, you squeeze it slightly and lean down close. “Oh my. What a small… hand.”<br>
<br>
You lean further in. Just enough that he can smell the perfume you can’t remember wearing. Your hand caresses his shoulder briefly, then you withdraw.<br>
<br>
<<Flag "TempPokerRound2HarrowKnows">>
<<if _FlagReturn is true>>
He looks up at you, smiles politely. Then his eyes go to Maisie at the sideboard. She nods.<br>
<br>
A laugh escapes his lips. He gently lifts your hand off his shoulder. "That was a good try, Miss Phillips. Tell your brother I'm not folding tonight."<br>
<br>
You feel yourself blushing, casting a look back at <i><<TrueName "Current">></i>. They are as red as you are. You walk back to the side where Rhiannon and Maisie avoid your eyes. You do the same to them.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "Reveal">><</link>>
<<else>>
“What do you suggest, Miss Phillips?” he asks you. “That I fold?”<br>
<br>
"Fold this one, Mr. Harrow," you murmur. "He's not bluffing."<br>
<br>
Harrow looks up at you. His smile is the same as before. "Why would you say that, Emily?"<br>
<br>
"My brother doesn't bluff,” you tell him. “Not at cards, not at anything. If he's still in, he's holding."<br>
<br>
<<if $PokerGame.emilySuspicion gte 2>>
He laughs. But the laugh has an edge. "Oh, Emily. You'll learn. Soon enough. But all I surmise from your amateur theatrics is your brother has nothing.”<br>
<br>
Harrow matches the standing bet without breaking eye contact with <i><<TrueName "Current">></i>.<br>
<br>
"Any more bets, gentlemen?"<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
You retreat to the sideboard, face hot. <i><<TrueName "Current">></i> glances back at you, his face the picture of rage.<br>
<br>
<i>I think he had it covered.</i><br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "Reveal">><<SiblingBond -1>><<SetFlag "TempPokerRound2HarrowKnows">><</link>>
<<else>>
You retreat to the sideboard, face hot. <i><<TrueName "Current">></i> glances back at you, his face wincing sheepishly.<br>
<br>
<i>Doesn’t look like he’s got this, either.</i><br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "Reveal">><<SetFlag "TempPokerRound2HarrowKnows">><</link>>
<</if>>
<<else>>
Harrow looks up at you, then back at <i><<TrueName "Current">></i>. "It might be a kindness to let him take this one,” he mutters. “And I am a kind man.”<br>
<br>
He sets his cards face-down.<br>
<br>
"Folding," he says, almost amused. "Well played, Miss Phillips. The pair of you."<br>
<br>
The room reacts. Thompson grunts. Dan stares. Jake's mouth opens.<br>
<br>
You retreat to the sideboard, the bluff held in your face until you've turned away.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "Reveal">><<SetFlag "TempPokerRound2HarrowFolds">><</link>>
<</if>>
<</if>>
<<elseif $TempPoker4bRound2 is "HarrowCharmFail">>
Draping a hand on his shoulder, you squeeze it slightly and lean down close. “Oh my. What a small… hand.”<br>
<br>
Harrow looks up at you. The smile is the same as before, but something behind it has cooled. "Careful, Emily,” he says. "A girl who reaches for a man without meaning it gives herself away."<br>
<br>
He gently takes your hand from his shoulder and sets it back at your side. "Run along, now."<br>
<br>
You feel the heat climb your neck as you step back. The men at the table watch you with amusement. Dan grins. Thompson snorts. Jake watches you from under his brows.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
You retreat to the sideboard, face hot. <i><<TrueName "Current">></i>'s glance back is short and furious.<br>
<br>
<i>You should have left it to him.</i><br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "Reveal">><<SiblingBond -1>><<SetFlag "TempPokerRound2HarrowKnows">><</link>>
<<else>>
You retreat to the sideboard, face hot. <i><<TrueName "Current">></i> winces back at you, sheepish.<br>
<br>
<i>Look at him. It probably wouldn’t have changed much.</i><br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "Reveal">><<SetFlag "TempPokerRound2HarrowKnows">><</link>>
<</if>>
<<elseif $TempPoker4bRound2 is "HarrowBluffPass">>
You stand at his shoulder, filling his glass with the controlled hand of someone who has done this for years, and let the silence sit. When he looks up, he raises an eyebrow. The hand holding his cards twitches. “Impressive, is it not?”<br>
<br>
You set the bottle down on the side of the table and keep your eyes on his. "Mr Harrow. Have you noticed that my brother hasn't pushed once tonight?"<br>
<br>
He tilts his head a fraction, but remains looking at you. “Oh?”<br>
<br>
"He's barely matched this round. Everyone else has dug the hole." You pause. "And now you're the one with chips on the line. Have you wondered why?"<br>
<br>
His mouth opens to reply. It closes for a moment, as he glances at <i><<TrueName "Current">></i>. A smile forms on his face. “Go on.”<br>
<br>
"My brother doesn't bluff,” you comment. “Not at cards, not at anything. If he's still in this hand, he's holding something."<br>
<br>
All the men have gone quiet. Even Dan has stopped chittering.<br>
<br>
<<Flag "TempPokerRound2HarrowKnows">>
<<if _FlagReturn is true>>
Harrow studies you for a long moment. Then his eyes flick to Maisie at the sideboard. She holds his gaze and gives the smallest shrug.<br>
<br>
It’s enough to get a bellow of a laugh out of Harrow, unrestrained and from his gut. "Oh, Miss Phillips! I haven’t seen a performance like that since my theatre days! Quite remarkable.” He looks back at <i><<TrueName "Current">></i>. “Not at cards, not at anything. You two really are an impressive improv act, I must say."<br>
<br>
“It’s not an act,” you mutter, but the conviction is gone from your voice.<br>
<br>
His chuckles fade as he turns back to the table, making eye contact with <i><<TrueName "Current">></i>. “A remarkable sister. But I have sources whose allegiance is not in question.”<br>
<br>
You feel yourself blushing, casting a look back at <i><<TrueName "Current">></i>. They are as red as you are. You walk back to the side where Rhiannon and Maisie avoid your eyes. You do the same to them.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "Reveal">><</link>>
<<else>>
Harrow studies you for a long beat. Longer than he's offered anyone else tonight. "You speak with conviction, Emily."<br>
<br>
<<if $PokerGame.emilySuspicion gte 2>>
His eyes wander back over to <i><<TrueName "Current">></i> and a smirk appears on his face. “But I’ve been watching the two of you all evening. And I think the lady protests too much."<br>
<br>
“I’m not -” you begin, but Harrow holds up a finger to cut you off.<br>
<br>
"Don’t take it personally. I haven’t seen a performance like that since my theatre days. But one thespian to another. Consider your motivation. Family betrayal should be handled only by the greats. Else, the drama falls flat.”<br>
<br>
He turns back to the table, making eye contact with <i><<TrueName "Current">></i>. “A remarkable sister. But I think you’ve both overplayed your hands this evening. Any more bets, gentlemen?"<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
You retreat to the sideboard, jaw tight. <i><<TrueName "Current">></i> glances back at you with anger.<br>
<br>
<i>I think he had it covered.</i><br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "Reveal">><<SiblingBond -1>><<SetFlag "TempPokerRound2HarrowKnows">><</link>>
<<else>>
You retreat to the sideboard. <i><<TrueName "Current">></i> winces back at you, sheepish.<br>
<br>
<i>Doesn’t look like he’s got this, either.</i><br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "Reveal">><<SetFlag "TempPokerRound2HarrowKnows">><</link>>
<</if>>
<<else>>
For a moment no one breathes. Then Harrow inclines his head. "And I shall accept your testimony. Whether or not your family feud is genuine, or that you should be treading the boards of the west end remains to be seen.”<br>
<br>
He sets his cards face-down. "The pot is yours, Phillips. Folding."<br>
<br>
The players around the table react. Thompson grunts. Dan stares. Jake's mouth opens with amazement.<br>
<br>
You retreat to the sideboard, the bluff held in your face until you've turned away.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "Reveal">><<SetFlag "TempPokerRound2HarrowFolds">><</link>>
<</if>>
<</if>>
<<elseif $TempPoker4bRound2 is "HarrowBluffFail">>
You stand at his shoulder, filling his glass with the controlled hand of someone who has done this for years, and let the silence sit. When he looks up, he raises an eyebrow. The hand holding his cards twitches. “Impressive, is it not?”<br>
<br>
You set the bottle down on the side of the table and try to keep your eyes on his, but you find them flickering away. "Mr Harrow. Have you noticed my brother hasn't pushed once tonight?"<br>
<br>
He tilts his head a fraction, but remains looking at you. “Oh?”<br>
<br>
"He doesn't bluff." It comes out too fast. "He never has. If he's still in this hand, he's..."<br>
<br>
You trail off as you can hear the wobble in the voice. And so can Harrow.<br>
<br>
"I've noticed, Emily," Harrow says, turning back to face <i><<TrueName "Current">></i>. “Sweet of her to try. But a good performance is more than dialogue. It requires conviction. Any more bets, gentlemen?"<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
You retreat to the sideboard, face hot. <i><<TrueName "Current">></i>'s glance back is short and furious.<br>
<br>
<i>You should have left it to him.</i><br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "Reveal">><<SiblingBond -1>><<SetFlag "TempPokerRound2HarrowKnows">><</link>>
<<else>>
You retreat to the sideboard, face hot. <i><<TrueName "Current">></i> winces back at you, sheepish.<br>
<br>
<i>It probably wouldn’t have changed much.</i><br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "Reveal">><<SetFlag "TempPokerRound2HarrowKnows">><</link>>
<</if>>
<<elseif $TempPoker4bRound2 is "HarrowServe">>
You pour his glass in silence. Whatever opening you might have had to make Harrow doubt his hand, you let it go.<br>
<br>
"Thank you, Emily." Harrow's smile is unchanged. He didn't expect anything from you and you've delivered as expected.<br>
<br>
You take the bottle with you as you step back. As you cross to the sideboard, you catch <i><<TrueName "Current">>'s</i> eye over the table. He holds your gaze for a beat, long enough to take in your decision to step back. It's his round to win or lose now.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4bRound2">><<set $TempPoker4bRound2 to "Reveal">><</link>>
<<elseif $TempPoker4bRound2 is "Reveal">>
<<Flag "TempPokerRound2HarrowFolds">>
<<if _FlagReturn is true>>
A round goes by with no one betting. Then Thompson reveals his hand. Two pair, sixes and threes. He nods, satisfied.<br>
<br>
<i><<TrueName "Current">></i> reveals his own cards. Still a five and a nine. Nothing. Harrow almost curses.<br>
<br>
Jake throws his hand down with a flourish. Three of a kind, queens. The room makes a small sound. He reaches out his hands, readying to take the pot.<br>
<br>
Harrow's cards stay face-down. He pushes them toward the centre without ceremony. Dan flicks his face-down without showing them. "Nothing."<br>
<br>
"A round to Jake," Harrow says. He's not smiling. "Would have taken that, had I stayed in. Perhaps we should take a break. Converse with the ladies."<br>
<br>
Thompson sips his whiskey. Dan groans. Jake stares at his winnings, half-disbelieving.<br>
<br>
But every eye in the room is on <i><<TrueName "Current">></i>. And, eventually, on you.<br>
<br>
<<ActionsHeader>>
<<link "Take a break" "DuncanManor4bBreak">><<TableFocus "PC">><<set $TempPoker4bRound2 to undefined>><</link>>
<<else>>
“Final call, gentlemen,” Harrow chimes, looking around the table.<br>
<br>
<<Flag "TempPokerRound2HarrowKnows">>
<<EmilyCorruptionCheck>>
<<if _FlagReturn is true>>
<<if _EmilyCorruptionCheck is true>>
The buy goes around the table for a final time. When it arrives on <i><<TrueName "Current">></i>, he gives Harrow a wicked smile.<br>
<br>
“Oh, come now,” Harrow retorts quickly. “We both know that you’ve got nothing. Why waste your chips, Phillips?”<br>
<br>
<i><<TrueName "Current">></i> lets his lip twinge. For a moment you think he’s going to bluff his way through. But he throws his cards down in a huff. “Fine.”<br>
<<else>>
The buy goes around the table for a final time. When it arrives on <i><<TrueName "Current">></i>, he gives Harrow a meek smile.<br>
<br>
“Oh, come now,” Harrow smiles. “We both know that you’ve got nothing. Why waste your chips, Phillips?”<br>
<br>
<i><<TrueName "Current">></i> winces. For a moment you think he’s going to bluff his way through. But he throws his cards down in defeat. “Fine.”<br>
<</if>>
<br>
“Wise move,” Harrow says, as the table moves on. No one bets any more. It soon becomes Thompson’s turn to reveal his hand. Two pair, sixes and threes.<br>
<br>
Dan flicks his face-down, breaking the order. "Bust."<br>
<br>
Jake throws his hand down with a flourish. Three of a kind, queens. The room makes a small sound. He reaches out his hands, readying to take the pot.<br>
<br>
Then Harrow turns his cards, slowly. A full house. Dan curses and tosses his hand without showing it.<br>
<br>
Harrow smiles and sweeps the pot toward himself. "Lucky cards," he says. "We'll see how the rest of the night plays."<br>
<br>
Jake throws his cards down hard enough that one flips. "Lucky? You had it the whole time?"<br>
<br>
Harrow says nothing. He stacks chips. His pile is now twice what it was at the start of the round.<br>
<br>
"Break, gentlemen? Let's entertain the ladies."<br>
<br>
The line lands oddly when you're standing on the side it refers to.<br>
<br>
<<ActionsHeader>>
<<link "Take a break" "DuncanManor4bBreak">><<set $PokerGame.potPressure to 0>><<TableFocus null>><<set $TempPoker4bRound2 to undefined>><</link>>
<<else>>
<<if _EmilyCorruptionCheck is true>>
The buy goes around the table for a final time. When it arrives on <i><<TrueName "Current">></i>, he gives Harrow a wicked smile. Wordlessly, he pushes a large stack of chips forward.<br>
<br>
Harrow’s eyes look at the pot in the table. Then back to <i><<TrueName "Current">></i>. “I think you’re bluffing.”<br>
<br>
<i><<TrueName "Current">></i> arches an eyebrow. Unmistakably Emily. “Do you?”<br>
<br>
Harrow’s hands hover above his own chips. You see his lip twitch. Then, with a deep sigh, he tosses his cards down. “Well played. That pot is too rich.”<br>
<br>
A round goes by with no one betting. Then Thompson reveals his hand. Two pair, sixes and threes. He nods, satisfied.<br>
<br>
<i><<TrueName "Current">></i> reveals his own cards. Still a five and a nine. Nothing. Harrow almost curses.<br>
<br>
Jake throws his hand down with a flourish. Three of a kind, queens. The room makes a small sound. He reaches out his hands, readying to take the pot.<br>
<br>
Harrow's cards stay face-down. Dan flicks his face-down without showing them. "Nothing."<br>
<br>
"A round to Jake," Harrow says. He's not smiling. "Would have taken that, had I stayed in. Perhaps we should take a break. Converse with the ladies."<br>
<br>
Thompson sips his whiskey. Dan groans. Jake stares at his winnings, half-disbelieving.<br>
<br>
But every eye in the room is on <i><<TrueName "Current">></i>. And, eventually, on you.<br>
<br>
<<ActionsHeader>>
<<link "Take a break" "DuncanManor4bBreak">><<TableFocus "PC">><<set $TempPoker4bRound2 to undefined>><</link>>
<<else>>
The buy goes around the table for a final time. When it arrives on <i><<TrueName "Current">></i>, he gives Harrow a meek smile. Wordlessly, he pushes a small stack of chips forward.<br>
<br>
Harrow’s eyes look at the pot in the table. Then back to <i><<TrueName "Current">></i>. “I think you’re bluffing.”<br>
<br>
<i><<TrueName "Current">>'s</i> voice trembles as they speak. Unmistakably Emily. “Do you?”<br>
<br>
Harrow’s hands hover above his own chips. You see his lip twitch. Then, with a smile, he matches the bet. “Check.”<br>
<br>
A round goes by with no one betting. Then Thompson reveals his hand. Two pair, sixes and threes. He nods, satisfied.<br>
<br>
<i><<TrueName "Current">></i> reveals his own cards. Still a five and a nine. Nothing. Harrow smiles. “As I thought.”<br>
<br>
Jake throws his hand down with a flourish. Three of a kind, queens. The room makes a small sound. He reaches out his hands, readying to take the pot.<br>
<br>
Then Harrow turns his cards, slowly. A full house. Dan curses and tosses his hand without showing it.<br>
<br>
Harrow smiles and sweeps the pot toward himself. "Lucky cards," he says. "We'll see how the rest of the night plays."<br>
<br>
Jake throws his cards down hard enough that one flips. "Lucky? You had it the whole time?"<br>
<br>
Harrow says nothing. He stacks chips. His pile is now twice what it was at the start of the round.<br>
<br>
"Break, gentlemen? Let's entertain the ladies."<br>
<br>
The line lands oddly when you're standing on the side it refers to.<br>
<br>
<<ActionsHeader>>
<<link "Take a break" "DuncanManor4bBreak">><<set $PokerGame.potPressure to 0>><<TableFocus null>><<set $TempPoker4bRound2 to undefined>><</link>>
<</if>>
<</if>>
<</if>>
<</if>><<if $TempPoker4bBreak is undefined>>
The men stand. Harrow heads for the cigars, pulling Jake with him. Dan follows him, talking. Thompson heads towards the girls. Including you.<br>
<br>
“Peterson!” he bellows, looking at Maisie. You see her shudder before her polite smile appears again. Rhiannon quickly scoops up your arm and hurries you to the side, as Thompson corners Maisie against the sideboard.<br>
<br>
“I better prepare some drinks,” Rhiannon says to you, tugging the trolley further from Thompson and Maisie. “Go on, have a wander. Or take a breather. You deserve it.”<br>
<br>
She turns to the trolley, chinking bottles as she sorts through them. You turn back to the room, noting <i><<TrueName "Current">></i> still standing near the table.<br>
<br>
<<SiblingBondCheck>>
<<EmilyCorruptionCheck>>
<<if _SiblingBondCheck gte 2 and _EmilyCorruptionCheck is true>>
He looks around to see if anyone is watching, then drains the last of his drink and puts his glass back on the table. When he sees you looking, he chuckles and motions back towards the window, where he moves to.<br>
<<elseif _SiblingBondCheck lt 2 and _EmilyCorruptionCheck is true>>
He looks around to see if anyone is watching, then drains the last of his drink and puts his glass back on the table. When he sees you looking he glares back, but motions back towards the window.<br>
<<elseif _SiblingBondCheck gte 2 and _EmilyCorruptionCheck is false>>
He looks around to see if anyone is watching, then puts his glass quickly down on the table, still full with alcohol. When he sees you looking, he smiles weakly and motions back towards the window, where he moves to.<br>
<<else>>
He looks around to see if anyone is watching, then puts his glass quickly down on the table, still full with alcohol. When he sees you looking he scowls, but motions back towards the window.<br>
<</if>>
<br>
<<ActionsHeader>>
<<set _TalkTrueNameLabel to "Talk to " + $PlayerCharacter.firstName[$PlayerCharacter.stateCurrent]>>
<<link _TalkTrueNameLabel "DuncanManor4bBreak">><<set $TempPoker4bBreak to "TrueName">><</link>>
<<elseif $TempPoker4bBreak is "Hub">>
You step back into the room and let your eyes settle.<br>
<br>
<<Flag "TempPokerNightBreakMaisieFree">>
<<if _FlagReturn is false>>
Across the room, Maisie is still cornered against the sideboard. Thompson's voice is a steady hum around her, his hand somewhere near her elbow. Her smile is professional. Her eyes are not.<br>
<br>
<<else>>
Maisie has retreated to the corner of the room, glass clutched in both hands. She catches your eye, gratitude written across her face.<br>
<br>
<</if>>
<<Flag "TempPokerNightRhiannonCornered">>
<<if _FlagReturn is true>>
Thompson has crossed to the trolley, where Rhiannon is keeping him at arm's length with the patience of a woman who's done this before.<br>
<br>
<<else>>
<<Flag "TempPokerNightBreakThompsonSpokenTo">>
<<if _FlagReturn is true>>
<<Flag "TempPokerNightBreakThompsonHappy">>
<<if _FlagReturn is true>>
Thompson watches you across the room with an indulgent smile, fresh drink in hand.<br>
<br>
<<else>>
Thompson has gone back to nursing his whiskey near the cigar tray. He doesn't look at you.<br>
<br>
<</if>>
<</if>>
<</if>>
<<Flag "TempPokerNightBreakMenSpokenTo">>
<<if _FlagReturn is true>>
<<Flag "TempPokerNightBreakJakeHappy">>
<<if _FlagReturn is true>>
Jake leans against the wall near the cigar tray, drink in hand, the lazy confidence of a boy who thinks the rest of the night belongs to him. His eyes find yours whenever yours drift his way.<br>
<br>
<<else>>
Jake is muttering at Dan, his voice louder than it needs to be. Both of them glance over from time to time. The looks aren't kind.<br>
<br>
<</if>>
<</if>>
<i><<TrueName "Current">></i> stands by the window, drink loose in his hand. He's watching you watch the room.<br>
<br>
<<ActionsHeader>>
<<set _TalkTrueNameLabel to "Talk to " + $PlayerCharacter.firstName[$PlayerCharacter.stateCurrent]>>
<<link _TalkTrueNameLabel "DuncanManor4bBreak">><<set $TempPoker4bBreak to "TrueName">><</link>><br>
<<Flag "TempPokerNightBreakMenSpokenTo">>
<<if _FlagReturn is false>><<link "Go over to Dan, Harrow and Jake" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "Men">><<SetFlag "TempPokerNightBreakMenSpokenTo">><</link>><br><</if>>
<<Flag "TempPokerNightRhiannonCornered">>
<<if _FlagReturn is true>>
<s>Talk to Rhiannon</s> - <i>Thompson seems to be keeping her attention</i><br>
<<else>>
<<link "Talk to Rhiannon" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "Rhiannon">><</link>><br>
<</if>>
<<Flag "TempPokerNightBreakThompsonSpokenTo">>
<<if _FlagReturn is false>><<link "Approach Thompson" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "Thompson">><</link>><br><</if>>
<<Flag "TempPokerNightBreakMaisieFree">><<set _MaisieFree to _FlagReturn>>
<<Flag "TempPokerNightMaisieHelp">>
<<if _MaisieFree is true and _FlagReturn is false>><<link "Approach Maisie" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "Maisie">><</link>><br><</if>>
<<link "Wait for the game to start again" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "Resume">><</link>>
<<elseif $TempPoker4bBreak is "TrueName">>
<<Flag "TempPokerNightBreakTrueNameTalked">>
<<if _FlagReturn is false>>
<<SiblingBondCheck>>
<<EmilyCorruptionCheck>>
<<if _SiblingBondCheck gte 2 and _EmilyCorruptionCheck is true>>
<i><<TrueName "Current">></i> stands near the window, somehow another drink in his hand. He grins when you approach. “Having fun?”<br>
<<elseif _SiblingBondCheck lt 2 and _EmilyCorruptionCheck is true>>
<i><<TrueName "Current">></i> stands near the window, somehow another drink in his hand. He gives you a dark look when you approach. “Having fun?”<br>
<<elseif _SiblingBondCheck gte 2 and _EmilyCorruptionCheck is false>>
<i><<TrueName "Current">></i> stands near the window, looking out into the night sky sheepishly. He sighs when you approach. “You okay?”<br>
<<else>>
<i><<TrueName "Current">></i> stands near the window, looking out into the night sky sheepishly. He snorts when you approach. “Enjoying yourself?”<br>
<</if>>
<<else>>
<i><<TrueName "Current">></i> looks back at you, waiting to hear what you have to say.<br>
<</if>>
<br>
<<ActionsHeader>>
<<Flag "TempPokerNightBreakTNHowDone">>
<<if _FlagReturn is false>><<link "Ask how he’s doing" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "TrueNameHow">><<SetFlag "TempPokerNightBreakTrueNameTalked">><<SetFlag "TempPokerNightBreakTNHowDone">><</link>><br><</if>>
<<Flag "TempPokerNightBreakTNDanDone">>
<<if _FlagReturn is false>><<link "Ask about Dan" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "TrueNameDan">><<SetFlag "TempPokerNightBreakTrueNameTalked">><<SetFlag "TempPokerNightBreakTNDanDone">><</link>><br><</if>>
<<Flag "TempPokerNightBreakTNJakeDone">>
<<if _FlagReturn is false>><<link "Ask about Jake" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "TrueNameJake">><<SetFlag "TempPokerNightBreakTrueNameTalked">><<SetFlag "TempPokerNightBreakTNJakeDone">><</link>><br><</if>>
<<Flag "TempPokerNightBreakTNHarrowDone">>
<<if _FlagReturn is false>><<link "Ask about Harrow" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "TrueNameHarrow">><<SetFlag "TempPokerNightBreakTrueNameTalked">><<SetFlag "TempPokerNightBreakTNHarrowDone">><</link>><br><</if>>
<<Flag "TempPokerNightBreakTNThompsonDone">>
<<if _FlagReturn is false>><<link "Ask about Thompson" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "TrueNameThompson">><<SetFlag "TempPokerNightBreakTrueNameTalked">><<SetFlag "TempPokerNightBreakTNThompsonDone">><</link>><br><</if>>
<<Flag "TempPokerNightBreakTNPotDone">>
<<if _FlagReturn is false>><<link "Ask about the pot size" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "TrueNamePot">><<SetFlag "TempPokerNightBreakTrueNameTalked">><<SetFlag "TempPokerNightBreakTNPotDone">><</link>><br><</if>>
<<Flag "TempPokerNightBreakTNWhatNowDone">>
<<if _FlagReturn is false>><<link "Ask about what you should do now" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "TrueNameWhatNow">><<SetFlag "TempPokerNightBreakTrueNameTalked">><<SetFlag "TempPokerNightBreakTNWhatNowDone">><</link>><br><</if>>
<<DialogueUnlockCheck "Emily" "PokerNightDrinking">><<Flag "TempPokerNightBreakWarnedDrinkDone">>
<<if _DialogueUnlockCheck is true and _FlagReturn is false>><<link "Warn him about drinking" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "TrueNameDrink">><<SetFlag "TempPokerNightBreakTrueNameTalked">><</link>><br><</if>>
<<link "Say goodbye and return to the poker room" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "Hub">><</link>>
<<elseif $TempPoker4bBreak is "TrueNameHow">>
“How are you holding up?” you ask him.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
“This is fun,” <i><<TrueName "Current">></i> replies. “I like having a seat at the table, for a change.” He glances at you. “The question is, how are you doing?”<br>
<br>
<<if $PokerGame.emilySuspicion gte 2>>
He continues without waiting for you to reply. “They are really sus of you right now. It’s going to make influencing the game really hard.” <i><<TrueName "Current">>'s</i> lip twitches. “You should see if you can make amends whilst we break. Push their doubt on to someone else.”<br>
<<elseif $PokerGame.emilySuspicion is 1>>
He continues without waiting for you to reply. “You can see it in their eyes. They’re beginning to doubt you. If you keep tripping up, it’s going to make influencing the game harder.” <i><<TrueName "Current">>'s</i> lip twitches. “You should see if you can make amends whilst we break. Push their doubt on to someone else.”<br>
<<else>>
He continues without waiting for you to reply. “You’ve kept under the radar, for now. I don’t think anyone suspects you’re trying to shift the game.” <i><<TrueName "Current">>'s</i> lip twitches into a smile. “Maybe try to take advantage of that in the next round.”<br>
<</if>>
<br>
You nod, listening to <i><<TrueName "Current">>'s</i> advice. Not for the first time this evening, do you become aware that you are acting more and more like Emily. And them like you.<br>
<br>
<i>Except, she’s more confident as you, isn’t she?</i><br>
<<else>>
“I’m surviving,” <i><<TrueName "Current">></i> replies. “I thought that being a girl in Charlton was bad, but dealing with them. That’s almost worse.” He bites his lip. Classic Emily. “How are you holding up?”<br>
<br>
<<if $PokerGame.emilySuspicion gte 2>>
He gives you a stern look before continuing. “They look suspicious of you now. I’m not sure I can handle this without you, but they are watching everything you do.” <i><<TrueName "Current">></i> winces. “Maybe try and make amends whilst we break?”<br>
<<elseif $PokerGame.emilySuspicion is 1>>
He gives you a concerned look before continuing. “They’re starting to get suspicious of you now. I’m not sure I can handle this without you, but they are watching you more closely.” <i><<TrueName "Current">></i> winces. “Maybe try and make amends whilst we break?”<br>
<<else>>
He gives you a relieved look before continuing. “I don’t think they are watching you. I’m not sure I can handle this without you, so maybe try to help in the next round?”<br>
<</if>>
<br>
You nod, listening to <i><<TrueName "Current">>'s</i> words. They may look like you, but it’s still Emily underneath.<br>
<br>
<i>And you think she can handle this, do you?</i><br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "TrueName">><</link>>
<<elseif $TempPoker4bBreak is "TrueNameDan">>
“How’s Dan doing at the table?” you ask.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
“He’s more interested in trying to weasel up to Thompson,” he mutters. “Don’t think he’s much of a player.” He titters. “In spite of what he might think.”<br>
<br>
<<if $TempPoker4bDanRound1 is "FlirtPass" or $TempPoker4bDanRound2 is "FlirtPass">>
He looks at you, casting a curious look your way. “He likes what you’re doing, though. Enjoying the attention, are you?”<br>
<<elseif $TempPoker4bDanRound1 is "FlirtFail" or $TempPoker4bDanRound2 is "FlirtFail">>
He looks at you, casting a curious look your way. “Not sure what you’re trying to do, though. You’re turning him off more than turning him on.”<br>
<<elseif $TempPoker4bDanRound1 is "Endure" or $TempPoker4bDanRound2 is "Accept">>
He looks at you, casting a questioning look your way. “Keep placating him. It’s keeping the focus off me.” He grins. “Don’t worry. I’m not ready for a proposal. Just yet.”<br>
<<elseif $TempPoker4bDanRound1 is "Resist" or $TempPoker4bDanRound2 is "Rebuff">>
He looks at you, casting a withering look your way. “Try to be a little nicer to him. You’re standing out.”<br>
<<else>>
He shrugs. “You should try to talk to him some more. A little feminine charm will work wonders on his betting. You’ll see.”<br>
<</if>>
<br>
You stare back at him, seeing his judgemental stare. You can only nod as a response.<br>
<<else>>
<<if $TempPoker4bDanRound1 is "FlirtPass" or $TempPoker4bDanRound2 is "FlirtPass">>
He looks at you, casting a glare your way. “I don’t like seeing you act like you do with Dan.” He winces. “It’s too much like I’m doing it.”<br>
<<elseif $TempPoker4bDanRound1 is "FlirtFail" or $TempPoker4bDanRound2 is "FlirtFail">>
He looks at you, casting a glare your way. “I don’t like seeing you act like you do with Dan.” He winces. “He’s not even responding to it.”<br>
<<elseif $TempPoker4bDanRound1 is "Endure" or $TempPoker4bDanRound2 is "Accept">>
He looks at you, casting a questioning look your way. “Do you really need to comply with his demands?” He winces. “Watching you, it’s like looking in a distorted mirror. I don’t want to get married to someone like Dan.”<br>
<<elseif $TempPoker4bDanRound1 is "Resist" or $TempPoker4bDanRound2 is "Rebuff">>
He looks at you, smiling meekly. “At least you’re not accepting his advances. I don’t want to think what he’d expect of me if you did. I’m not marrying someone like that.”<br>
<<else>>
“I think you should be careful around him,” he says, looking nervous. “He might want something more if you give him attention.”<br>
<</if>>
<br>
You stare back at him, seeing his confused gaze. You can only nod as a response.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "TrueName">><</link>>
<<elseif $TempPoker4bBreak is "TrueNameJake">>
“Jake seems to be confident,” you comment.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
<i><<TrueName "Current">></i> scoffs. “He’s trying to prove he’s a man.” His eyes sparkle in a way that’s jarring on that face. “But there’s something about his bluster, don’t you think?”<br>
<br>
<<if $TempPoker4bJakeRound1 is "FlirtPass" or $TempPoker4bJakeRound2 is "Comply">>
He chuckles, deep and low. “He seems hooked on your act, though. Keep him hopeful. He’ll empty his pockets trying to impress you. Or dreaming of emptying something else.”<br>
<br>
“Em!” you spit out.<br>
<br>
An eyebrow shoots up on his face. “Don’t you mean <<TrueName "Current">>, Emily?”<br>
<<elseif $TempPoker4bJakeRound1 is "FlirtFail">>
His eyes meet yours, studying you carefully. “Don’t screw this up for me. He seems keen. I don’t want you scaring him off.” A small smile plays across his lips. “For when I’m more like myself.”<br>
<<elseif $TempPoker4bJakeRound1 is "Accept">>
He looks at you, casting a knowing look your way. “He thinks he owns you now. Let him think it. He’ll keep over-betting to prove it to the rest of them.” A small smile plays across his face. “And besides, maybe I’ll continue to play the game. When I’m more like myself.”<br>
<<elseif $TempPoker4bJakeRound1 is "Rebuff" or $TempPoker4bJakeRound2 is "Rebuff">>
He looks at you, casting a withering look your way. “And now he hates you. Thanks, <i>Emily</i>. Just when he’s on the rocks with Chrissie, too.”<br>
<<elseif $TempPoker4bJakeRound2 is "Resist">>
He looks at you, scowling. “Stop messing my chances up with him, <i>Emily</i>. It’s going to be hard enough to repair the damage you’re causing.”<br>
<<else>>
He looks at you, casting a curious look your way. “He’s not paid you any attention tonight, has he? Maybe focus on him next round. Easy chips there.”<br>
<</if>>
<br>
You stare back at him, seeing his judgemental stare. You can only nod as a response.<br>
<<else>>
<i><<TrueName "Current">></i> sighs. “He scares me. Drunk. Losing. A brute. That’s a bad combination.”<br>
<br>
<<if $TempPoker4bJakeRound1 is "FlirtPass" or $TempPoker4bJakeRound2 is "Comply">>
He looks at you, casting a strained glance your way. “I don’t want to think about how it felt.” He winces. “When his hands were on you.”<br>
<<elseif $TempPoker4bJakeRound1 is "FlirtFail">>
He looks at you, casting an apologetic glance your way. “Don’t bother trying. He’s not worth the effort.” A breath. “And I shouldn’t have left you to it.”<br>
<<elseif $TempPoker4bJakeRound1 is "Accept">>
He looks at you, casting a worried glance your way. “Don’t let him near you again.” He winces. “I’m sorry I left you with him.”<br>
<<elseif $TempPoker4bJakeRound1 is "Rebuff" or $TempPoker4bJakeRound2 is "Rebuff">>
He looks at you, smiling meekly. “Good. He needed pushing back. Just be careful. He doesn’t take loss of face well.”<br>
<<elseif $TempPoker4bJakeRound2 is "Resist">>
He looks at you, nodding quietly. “Stay polite. Stay clear. That’s all you can do with him.”<br>
<<else>>
“I don’t know,” he mutters with nervousness. “He’s not paying much attention to the cards. But maybe he’s bluffing.”<br>
<</if>>
<br>
You stare back at him, seeing his anxious gaze. You can only nod as a response.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "TrueName">><</link>>
<<elseif $TempPoker4bBreak is "TrueNameHarrow">>
“What’s Harrow up to?” you ask. “I can’t tell.”<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
“He’s hard to read,” <i><<TrueName "Current">></i> replies. “Thinks his cards win it for him. Or maybe Maisie will. They aren’t playing fair.”<br>
<br>
<<Flag "TempPokerRound2HarrowFolds">>
<<if _FlagReturn is true>>
He looks at you, casting a satisfied stare your way. “But he’s certainly hurting, after that last round. They’ll be watching us now though. All of them.”<br>
<<elseif $TempPoker4bHarrowRound2 is "Flirt">>
He looks at you, casting a withering stare your way. “And then you went at him in front of the whole table. He saw right through it. He’s locked on me, now.”<br>
<<elseif $TempPoker4bHarrowRound1 is "FlirtPass">>
He looks at you, casting a curious stare your way. “But you did a good job when you wormed in earlier. He liked it. We can use that, if you don’t blow it next time.”<br>
<<elseif $TempPoker4bHarrowRound1 is "ThankHim">>
He looks at you, casting an approving stare your way. “But you did a good job when you played the good girl. He likes that. Thinks you’re a project he’s reformed. Keep it up.”<br>
<<elseif $TempPoker4bHarrowRound1 is "FlirtFail">>
He looks at you, casting a sour stare your way. “And you let him sniff us out earlier. We’re working from a hole now.”<br>
<<else>>
He looks at you, casting a measured stare your way. “And you’ve stayed clear of him. Probably wise. He’s not a man you play directly.”<br>
<</if>>
<br>
You stare back at him, seeing his calculating stare. You can only nod as a response.<br>
<<else>>
“He scares me,” <i><<TrueName "Current">></i> replies. “The others are blustering. He’s the only one playing properly. I’m not sure I can do this.”<br>
<br>
<<Flag "TempPokerRound2HarrowFolds">>
<<if $TempPoker4bHarrowRound1 is "FlirtPass">>
He looks at you as a pang of anger ripples across his face. “And what was that, with the arm? That’s my teacher! School is hard enough, without those rumours starting.”<br>
<<elseif $TempPoker4bHarrowRound2 is "Flirt">>
He looks at you as a pang of anger ripples across his face. “And what was that, with him? That’s my teacher! School is hard enough, without those rumours starting.”<br>
<<elseif $TempPoker4bHarrowRound1 is "ThankHim">>
He looks at you as a pang of annoyance flashes across his face. “And did you really have to thank him?” He sighs. “I don’t want him getting any funny ideas. I’m not like Reagan.”<br>
<<elseif $TempPoker4bHarrowRound1 is "FlirtFail">>
He looks at you as a pang of anger ripples across his face. “And were you trying to… flirt with him?” He takes a deep breath. “Please. Don’t. I have to go to his lessons. At least, sometimes.”<br>
<<elseif _FlagReturn is true>>
He looks at you, shrugging slightly. “At least he’s hurting now. I think. That last round really took something from him, right?”<br>
<<else>>
He looks at you, casting a relieved glance your way. “Probably a good thing to avoid him. I can still win without you hassling him. Right?”<br>
<</if>>
<br>
You stare back at him, seeing his anxious gaze. You can only nod as a response.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "TrueName">><</link>>
<<elseif $TempPoker4bBreak is "TrueNameThompson">>
"What about Thompson?" you ask.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
<i><<TrueName "Current">></i> chuckles. "Married man. Not my type. But he’s watching the bottles more than the cards."<br>
<br>
<<if $TempPoker4bThompsonRound1 is "FlirtPass" or $TempPoker4bThompsonRound2 is "Comply">>
A grin spreads across his face. "And he's promised you a job, hasn't he? Receptionist. Such a gentleman." When he sees the grimace on your face, he chuckles. "Don’t worry. You're playing him beautifully. He's already imagining you across his desk, I bet.”<br>
<<elseif $TempPoker4bThompsonRound1 is "FlirtFail">>
He shakes his head with a smirk. “I thought you’d know more about flattering men by now. Word of advice, from someone who knows. Don’t try it if your actions speak louder than words.”<br>
<<elseif $TempPoker4bThompsonRound1 is "Appease">>
He looks at you, casting an approving look your way. "And he’s offered you a job now, hasn’t he? Keep playing the obedient secretary. He'll bet bigger to feel important. And you might get a Christmas bonus out of it, if you let his sister work for him."<br>
<br>
There’s a wink there. You aren’t sure whether he means him. Or you.<br>
<<elseif $TempPoker4bThompsonRound1 is "Retort" or $TempPoker4bThompsonRound2 is "Rebuff">>
He looks at you, casting a withering look your way. "Brilliant work, <i>Emily</i>. Public humiliation, at the boss's table. There goes your next pay rise." He twists the ring on his finger. “Or mine,” he adds.<br>
<<elseif $TempPoker4bThompsonRound1 is "Reserved" or $TempPoker4bThompsonRound2 is "Resist">>
He looks at you, casting a measured look your way. "Maybe lean in a touch next round. He's got a lot of chips left, and a soft spot for you.” He chuckles. “Believe me. I can tell.”<br>
<<else>>
He shrugs. "He's not paid you much attention tonight. A shame. He's the easiest of them. I bet he’ll fold whenever a girl tells him he's clever."<br>
<</if>>
<br>
You stare back at him, seeing his judgemental stare. You can only nod as a response.<br>
<<else>>
<i><<TrueName "Current">></i> winces. "He's your boss. He's married.” He bites his lip. "He’s getting drunk, but I don’t know if you want to deal with him in the next round.”<br>
<br>
<<if $TempPoker4bThompsonRound1 is "FlirtPass" or $TempPoker4bThompsonRound2 is "Comply">>
He looks at you, casting a strained glance your way. "Do you want me doing that job?” he says, incredulously. “Please don't take it." He winces. "Whatever he was promising. Don't."<br>
<<elseif $TempPoker4bThompsonRound1 is "FlirtFail">>
He looks at you, casting a strained glance your way. “I know you’re trying to help, but I don’t think you are.” He takes a deep breath. “And you won’t be the one who bumps into him on the high street if you continue.” He twists the ring on his finger. “Probably,” he adds.<br>
<<elseif $TempPoker4bThompsonRound1 is "Appease">>
He looks at you, casting a worried glance your way. "Don't keep playing along. He'll keep asking, and asking, until you say yes." A sigh. "Be careful.”<br>
<<elseif $TempPoker4bThompsonRound1 is "Retort" or $TempPoker4bThompsonRound2 is "Rebuff">>
He looks at you, smiling with relief. "I’m glad you knocked him back. He needed it." His eyes meet yours, full of warning. "Just brace yourself. He doesn’t seem like the type of man who’ll forget."<br>
<<elseif $TempPoker4bThompsonRound1 is "Reserved" or $TempPoker4bThompsonRound2 is "Resist">>
He looks at you, nodding quietly. "Stay clear of him. Don't give him an opening."<br>
<<else>>
"He hasn't really looked at you yet, has he?" he murmurs. "I’d try to keep it that way."<br>
<</if>>
<br>
You stare back at him, seeing his anxious gaze. You can only nod as a response.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "TrueName">><</link>>
<<elseif $TempPoker4bBreak is "TrueNamePot">>
“How’s the pot looking?” you try. “Enough for Harrow to have to bet the amulet?”<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
<<if $PokerGame.potPressure gte 6>>
“We’re close,” <i><<TrueName "Current">></i> replies. “Just one more push and I think he’ll have to. Keep it up.”<br>
<<elseif $PokerGame.potPressure gte 4>>
“A few big bets away,” <i><<TrueName "Current">></i> replies. “Just really need to ratchet up the tension in this last round. Do you think you can help?”<br>
<<elseif $PokerGame.potPressure gte 2>>
“He’s still got a lot of chips,” <i><<TrueName "Current">></i> replies. “We both need to do something radical to get him to go all-in.”<br>
<<else>>
“It doesn’t look good,” <i><<TrueName "Current">></i> replies. “Need to use every trick in the book, now. Both of us.”<br>
<</if>>
<<else>>
<<if $PokerGame.potPressure gte 6>>
“We’re close, I think,” <i><<TrueName "Current">></i> mumbles. “One more push, maybe?”<br>
<<elseif $PokerGame.potPressure gte 4>>
“A few big bets away, I think,” <i><<TrueName "Current">></i> mumbles. “I’m not sure I can do it on my own. Any thoughts on how to help?”<br>
<<elseif $PokerGame.potPressure gte 2>>
“He’s got a lot of chips left,” <i><<TrueName "Current">></i> mumbles. “Unless you’ve got a big idea, I’m all out of them.”<br>
<<else>>
“It looks hopeless,” <i><<TrueName "Current">></i> mumbles. “Unless you’ve got a plan, I don’t think I can do this alone.”<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "TrueName">><</link>>
<<elseif $TempPoker4bBreak is "TrueNameWhatNow">>
“What do you think I should do now?” you ask.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
<i><<TrueName "Current">></i> looks around the room, scanning the occupants. “Well, Maisie is working with Harrow. That’s for sure. I don’t know what Rhiannon’s game is, but I bet she could help too.”<br>
<br>
He chuckles, throwing you a look. “And failing that, try talking to some of the men. If I can’t, you should indulge.”<br>
<br>
“I’m not here to flirt with guys,” you reply sharply.<br>
<br>
“That’s right,” he retorts. “You’re here to help get that amulet. But as you’re not the one playing poker, you’ll need to find some other way to tip the odds.” He chuckles. “Pander to their vanity. Get them drunk. Do what you have to. But don’t waste your shot.” A grin appears on his face. “Unless you want to try coming again another time? I certainly wouldn’t mind.”<br>
<br>
As if on cue, he twists the ring on her finger. You aren’t sure if he’s even aware she’s doing it.<br>
<<else>>
<i><<TrueName "Current">></i> looks around the room, nervous and anxious. “I don’t know. I think Maisie is working with Harrow. I’m not sure what Rhiannon is here for. Maybe talk to them and see if they can help?”<br>
<br>
“You think they would help tip the odds?”<br>
<br>
He just shrugs, meek and unsure. “I don’t know. I don’t know anything. I’m way out of my depth here.” He takes a deep breath and lets out a deep sigh. “We need to do something. I can’t handle this on my own. Especially the men.”<br>
<br>
You wince. “You think I should talk to them?”<br>
<br>
<i><<TrueName "Current">></i> shrugs again. “It couldn’t hurt, could it? Get them to drink a bit more. Maybe…” he takes another deep breath. “Flatter them. This is Charlton, after all.”<br>
<br>
“You think that would work?”<br>
<br>
“Honestly I don’t know what would,” he stammers. “But I do know I don’t want to come back here again if we fail.”<br>
<br>
You meet his eyes. His hands shift together, fingers wrapping around themselves. “Or if we do, I at least need time to practice.”<br>
<br>
As if on cue, he twists the ring on her finger. You aren’t sure if he’s even aware she’s doing it.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "TrueName">><</link>>
<<elseif $TempPoker4bBreak is "TrueNameDrink">>
You glance at the drink in his hand. “Hey,” you mutter. “Do you think you should ease off on that?”<br>
<br>
A mock expression of confusion spreads across his face. “What? This?” He raises the glass to his lips and takes a sip. “When in Rome, <i>Emily</i>. How’s the soda pop going down?”<br>
<br>
“I’m serious,” you reply. “You need to stay sharp. Harrow’s betting on the players being drunk.”<br>
<br>
<<SiblingBondCheck>>
<<if _SiblingBondCheck gte 2>>
“Fine,” he spits after a glare, but he puts the glass down at her side. “I’ll go easy.” A smile forms. “Ease off, though. It’s not like I haven’t drunk before.”<br>
<br>
You stare back at him. Certain that before Charlton, Emily hadn’t touched a drop.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "TrueName">><<SetFlag "TempPokerNightSwapWarnedDrink">><<SetFlag "TempPokerNightBreakWarnedDrinkDone">><</link>>
<<else>>
“I’m just having fun,” he spits back. “In spite of what you want for me.”<br>
<br>
“There’s fun and there’s being drunk,” you begin, but he steps forward and towers over you. Your words drop off.<br>
<br>
“You can’t parent me,” he says quietly. “Not like this. Just remember who’s in charge now.”<br>
<br>
You look up at him, feeling smaller than you have in years. You wonder if it’s worth pursuing this. You wonder if he’ll listen.<br>
<br>
<<ActionsHeader>>
<<link "Insist that he eases off on the drinking" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "TrueNameDrinkInsist">><<SiblingBond -1>><<Assertive 1>><</link>><br>
<<link "Relent and tell him it’s his call" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "TrueNameDrinkRelent">><<EmilyCorruption 1>><<Assertive -1>><</link>>
<</if>>
<<elseif $TempPoker4bBreak is "TrueNameDrinkInsist">>
“That may be the case,” you say delicately, but firmly. “But it won’t be for too much longer. And when things go back to normal, we’ll be reviewing your privileges if you don’t listen to me.”<br>
<br>
The glare you receive is unrestrained and full of fury. He looks down on you and for a moment you think he’s going to spit back. But with a snort of air, he lets go of his snarl. “Fine,” he mutters. “Things won’t be like this forever.”<br>
<br>
He consciously twists the ring on his finger in front of you. “And maybe that day will be closer than you think.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "TrueName">><<SetFlag "TempPokerNightSwapWarnedDrink">><<SetFlag "TempPokerNightBreakWarnedDrinkDone">><</link>>
<<elseif $TempPoker4bBreak is "TrueNameDrinkRelent">>
“It’s up to you,” you say with a sigh. “Just don’t get so messy you can’t see the cards.”<br>
<br>
<i><<TrueName "Current">></i> grins. “Relax,” he murmurs, raising the glass to his lips. Before he drinks, he adds. “It’s not like I haven’t drunk before.”<br>
<br>
As if challenging you, he takes a deep sip from his glass. You stare back at him. Certain that before Charlton, Emily hadn’t touched a drop.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "TrueName">><<SetFlag "TempPokerNightBreakWarnedDrinkDone">><</link>>
<<elseif $TempPoker4bBreak is "Rhiannon">>
<<Flag "TempPokerNightBreakRhiannonTalked">>
<<if _FlagReturn is false>>
When you start to approach the trolley, Rhiannon catches your eye. A weary smile forms. "I’ve got this. You go enjoy yourself.”<br>
<br>
You watch her as she fills glasses with drink. Then, with a glance back to the men, she tops up a glass hidden amongst the bottles. One you suspect is for herself.<br>
<br>
<<if $PokerNightRhiannonRivalry gte 1>>
She looks back to you, watching you carefully. “Unless you want to have a little chat about what your game is.” Rhiannon titters. “Keep those cards close to your chest, if you like. But don’t think I’ll be sticking my neck out for you unless I know what you’re playing for. And believe me, you’ll need a friend once the liquor starts really flowing.”<br>
<<else>>
She looks back to you with a sympathetic smile. “Be careful now. You think the liquor has already affected them? You should see what they get like after their little break.”<br>
<</if>>
<<else>>
Rhiannon continues to fuss with the drinks, adding more to her glass.<br>
<</if>>
<br>
<<ActionsHeader>>
<<if $PokerNightRhiannonRivalry gte 1>>
<<link "Try and make amends with Rhiannon" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "RhiannonAmends">><<SetFlag "TempPokerNightBreakRhiannonTalked">><</link>><br>
<<link "Return to the poker room" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "Hub">><<SetFlag "TempPokerNightBreakRhiannonTalked">><</link>>
<<else>>
<<DialogueUnlockCheck "Rhiannon" "PokerNightHarrowDrinking">><<Flag "TempPokerNightHarrowDrunk">><<set _HarrowSettled to _FlagReturn>><<Flag "TempPokerNightDoublesAsked">>
<<if _DialogueUnlockCheck is true and _HarrowSettled is false and _FlagReturn is false>>
<<StatCheckGreedy "lt" 40>>
<<set _StatGreedyProbability to _StatGreedyProbability + " Convince Rhiannon to give Harrow doubles">>
<<if _StatCheckGreedy is true>>
<<link _StatGreedyProbability "DuncanManor4bBreak">><<set $TempPoker4bBreak to "RhiannonDoublesPass">><<SetFlag "TempPokerNightBreakRhiannonTalked">><<SetFlag "TempPokerNightDoublesAsked">><</link>><br>
<<else>>
<<link _StatGreedyProbability "DuncanManor4bBreak">><<set $TempPoker4bBreak to "RhiannonDoublesFail">><<SetFlag "TempPokerNightBreakRhiannonTalked">><<SetFlag "TempPokerNightDoublesAsked">><<Greedy -1>><</link>><br>
<</if>>
<</if>>
<<DialogueUnlockCheck "Rhiannon" "PokerNightRumours">><<RumourCheckSelf "Reagan">>
<<if _DialogueUnlockCheck is true and _RumourCheckSelf is false>><<link "Ask about the rumours surrounding Harrow" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "RhiannonRumours">><<SetFlag "TempPokerNightBreakRhiannonTalked">><</link>><br><</if>>
<<DialogueUnlockCheck "Rhiannon" "PokerNightHarrowDrinking">>
<<if _DialogueUnlockCheck is false>><<link "Ask about how the men get after drinking" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "RhiannonDrinking">><<SetFlag "TempPokerNightBreakRhiannonTalked">><</link>><br><</if>>
<<link "Return to the poker room" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "Hub">><<SetFlag "TempPokerNightBreakRhiannonTalked">><</link>>
<</if>>
<<elseif $TempPoker4bBreak is "RhiannonAmends">>
“I think we got off on the wrong foot this evening,” you admit.<br>
<br>
Rhiannon nods. “Mmhmm. Doesn’t help to play coy when you’re in the lion’s den. Hard to know who is going to throw you under the bus.” Her eyes flicker to Maisie across the room briefly. “She’s here because she wants an introduction. Not sure why you are, yet.”<br>
<br>
“Do you think we could move past it?” you try. “I’m just here because my brother invited me.”<br>
<br>
“Is that so?” she says, studying you. “Promised you a grand night out at the mayor’s place, did he?”<br>
<br>
You shrug. “Something like that.”<br>
<br>
She looks around the room, watching for eyes. When she turns back to you, her fingers lightly brush a glass over the trolley towards you. “Here,” she whispers. “A secret between friends, then. Bit of Dutch courage to get through the rest of the night.”<br>
<br>
Rhiannon looks expectantly at you. The alcohol rests on the side of the trolley.<br>
<br>
<<ActionsHeader>>
<<link "Accept the drink" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "RhiannonDrinkAccept">><<PokerNightRhiannonRivalry -1>><<Drunk 1>><</link>><br>
<<CompulsionCheck "PartyGirl">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Party Girl] </span><s>Decline</s> - <i>You can’t turn down a drink!</i><br>
<<else>>
<<link "Decline" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "RhiannonDrinkDecline">><<PokerNightRhiannonRivalry 1>><</link>>
<</if>>
<<elseif $TempPoker4bBreak is "RhiannonDrinkAccept">>
You stare back at her, then briefly glancing around to make sure no one is watching, pick it up and knock it back.<br>
<br>
<<DrunkDescription>><br>
<br>
Slamming the glass on the trolley, you jump as if not expecting the chink. A few eyes turn to look at you, but Rhiannon smiles sweetly back at them. They quickly return to what they were doing.<br>
<br>
“It will help,” she tells you. “With what’s to come. Just don’t get carried away. The men here like a loose girl. They won’t think twice about feeding it to you.”<br>
<br>
“Didn’t you just do the same to me?” you reply, your words coming a little quicker now than you are accustomed to.<br>
<br>
She grins. “You’re a Charlton girl, aren’t you? Can’t tell me that’s the first time you’ve had a drink.”<br>
<br>
<<Flag "TempPokerNightDrinking">>
<<if _FlagReturn is false>>
You look around the room, noting how everyone else is drinking heavily. It looks like this is expected during the break. You have to keep yourself from burping. If you get too drunk, it will make the situation worse.<br>
<<CompulsionCheck "PartyGirl">>
<<if _CompulsionCheck is true>>
<br>
But already, you feel your body warming in anticipation of the liquor you will be offered.<br>
<</if>>
<<else>>
You look around the room, noting again how everyone else is drinking heavily.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "Rhiannon">><<SetFlag "TempPokerNightDrinking">><</link>>
<<elseif $TempPoker4bBreak is "RhiannonDrinkDecline">>
“I don’t think that’s such a good idea,” you reply to Rhiannon.<br>
<br>
She looks back at you with her gleaming green eyes, but shrugs. “Suit yourself. But don’t say I didn’t warn you. It pays to have a buzz about you when you’re fending off hands in the next few rounds.”<br>
<br>
“Or maybe you came just for that?” she murmurs as she continues to watch you. “Maybe your brother didn’t twist your arm as much as you say.” She lets a smile creep up on her face before shrugging. “None of my business, anyway.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "Rhiannon">><</link>>
<<elseif $TempPoker4bBreak is "RhiannonDrinking">>
“What do you mean about how the men get after the break?” you ask.<br>
<br>
Rhiannon sends a sympathetic smile your way, before leaning in and lowering her voice to a whisper. “Come on, you can guess. The only reason Harrow pauses midway through is so the players are plied with alcohol. By the girls.” She narrows her eyes as she looks back at Harrow. “Always playing an angle, that one. Even when I was at school.”<br>
<br>
You narrow your eyes. "You knew him at school?"<br>
<br>
"He taught me biology." She looks at you. "Some men leave their work in the school building. Some don't." Rhiannon titters. "Rumours have it that he still keeps at it, behind that smile."<br>
<br>
"Did he try anything with you?" you whisper.<br>
<br>
She snorts. "He wouldn't dare face my ma's wrath." She looks away, watching Harrow. "Be nice to see that smile wiped from his face, though," she mutters. "Can't hold his liquor, either. You’ll notice he keeps his drinking to a minimum, just to blend in."<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
Her eyes wander over the room behind you. You follow her look and see her staring at <i><<TrueName "Current">></i>. “Looks like your brother is having a drink or two,” Rhiannon mutters. “Better warn him to watch it. He’s holding his own on the table, but if he keeps drinking like that he’ll see ten cards, not five.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "Rhiannon">><<DialogueUnlock "Rhiannon" "PokerNightHarrowDrinking">><<DialogueUnlock "Emily" "PokerNightDrinking">><<DialogueUnlock "Rhiannon" "PokerNightRumours">><</link>>
<<else>>
Her eyes wander over the room behind you. You follow her look and see her staring at <i><<TrueName "Current">></i>. “Looks like your brother is wise to the game,” Rhiannon mutters. “He hasn’t touched a drop all night. Shame he’s not better at bluffing.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "Rhiannon">><<DialogueUnlock "Rhiannon" "PokerNightHarrowDrinking">><<DialogueUnlock "Rhiannon" "PokerNightRumours">><</link>>
<</if>>
<<elseif $TempPoker4bBreak is "RhiannonDoublesPass">>
"Doubles for Harrow, then," you murmur. "For the rest of the night."<br>
<br>
She raises an eyebrow. "Why?"<br>
<br>
"Because you've wanted to wipe that smile off his face for years," you reply. "You said so."<br>
<br>
A pause. Then she lets out a small laugh, chirping.<br>
<br>
"Touché." She picks up the decanter and reaches for Harrow's glass. "On the house. Our little secret."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "Rhiannon">><<SetFlag "TempPokerNightHarrowDrunk">><</link>>
<<elseif $TempPoker4bBreak is "RhiannonDoublesFail">>
"Doubles for Harrow, then," you say. "For the rest of the night."<br>
<br>
She raises an eyebrow. "Why?"<br>
<br>
"I could do with some help," you try.<br>
<br>
Rhiannon looks between you and Harrow, but finally shakes her head. "Nice to dream about it. But I don't stick my neck out here. Ma would kill me. Sorry."<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "Hub">><</link>>
<<elseif $TempPoker4bBreak is "RhiannonRumours">>
You give her a small smile. "Anything I should know about Mr Harrow?"<br>
<br>
"He's a biology teacher," she replies, amused. “Yours, isn’t he?”<br>
<br>
"I meant, anything spicy."<br>
<br>
She considers you for a moment. Then leans in, low. "I had a customer at the salon. Saw him going into the Charlton Hotel one lunchtime. Not the first time I've heard about it. Used to be rumours even when I was at school."<br>
<br>
"About what?" you push.<br>
<br>
She looks over at him and leans in further. "He's been a regular for years. Different girls. All students of his. And I hear the most recent is Reagan."<br>
<br>
"The cheerleader?"<br>
<br>
"Same room. Same lunchtime. More than once." She straightens, sips her drink quickly. "Don't quote me on it. But you should know what kind of man your brother is playing cards with."<br>
<br>
She picks up the decanter and turns back to the trolley.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "Rhiannon">><<RumourLearned "Reagan">><</link>>
<<elseif $TempPoker4bBreak is "Men">>
Against your better judgement, you cross over towards the men. Harrow stands at the centre of the group, sipping his whiskey with the patience of a man enjoying his own party. Dan leans on Jake's shoulder, muttering at him while Jake nods along, his glass already half-empty.<br>
<br>
"Well, well," Dan says, looking up as you approach. "Looks like the better Phillips has decided to join us."<br>
<br>
"Emily," Harrow says, ignoring Dan. “How are you finding things?”<br>
<br>
You are about to reply when Dan thrusts another glass into Jake’s hand. “Go on. Don’t be shy! Offer the lady a drink.”<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
Jake’s eyes find you, wandering over your dress. The alcohol has already taken effect. He makes no moves to hide his lust.<br>
<<else>>
Jake’s eyes find you, eyeing you darkly. The alcohol has already taken effect. He makes no moves to hide his lust.<br>
<</if>>
<br>
“It’s okay, Emily,” Harrow interrupts. “Our little secret. A bit of Dutch courage never hurt anyone. I’m sure you have indulged, from time to time. In spite of Declan McTafey’s rules on admitting students to his bar.”<br>
<br>
His smile is reassuring, but you can’t help but notice he hasn’t touched his own drink.<br>
<br>
But Dan continues, his eyes on you. "Don't be coy. The night's young and the kid here hasn’t wet his whistle yet.” He smirks. “Maybe you can fix that for him?"<br>
<br>
Jake colours, as he hears Dan snigger. He glances at you. "Drink?" he says, lifting the glass towards you.<br>
<br>
You feel <i><<TrueName "Current">></i>'s eyes on you across the room.<br>
<br>
<<ActionsHeader>>
<<link "Accept the drink" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "MenDrink">><<EmilySuspicion -1>><<Drunk 1>><</link>><br>
<<CompulsionCheck "PartyGirl">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Party Girl] </span><s>Decline the drink</s> - <i>You can't turn down a drink!</i><br>
<<else>>
<<link "Decline the drink" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "MenDecline">><<EmilySuspicion 1>><</link>>
<</if>>
<<elseif $TempPoker4bBreak is "MenDrink">>
You take the drink from Jake and raise it to your mouth. “If it’s a tradition,” you mutter.<br>
<br>
<<DrunkDescription>><br>
<br>
<<Flag "TempPokerNightDrinking">>
<<if _FlagReturn is false>>
You look around the room, noting how everyone else is drinking heavily. It looks like this is expected during the break. You have to keep yourself from burping. If you get too drunk, it will make the situation worse.<br>
<<CompulsionCheck "PartyGirl">>
<<if _CompulsionCheck is true>>
<br>
But already, you feel your body warming in anticipation of the liquor you will be offered.<br>
<</if>>
<<else>>
You look around the room, noting again how everyone else is drinking heavily.<br>
<</if>>
<br>
The alcohol hits you more than you anticipated and you find yourself stepping away from Harrow and Dan. A hand is wrapped around your arm. You look up to see Jake smirking as he pulls you away.<br>
<br>
“Young love,” you hear Harrow mutter before suddenly you are in a corner. He puts his arm up beside your head and leans his weight in, pinning you gently against the wood.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
His free hand finds bare skin at the small of your back, palm splayed against the dip of the backless cut. Then it slides lower. He gives your bum a squeeze through your dress before he looks at your face.<br>
<<else>>
His free hand finds the fabric at your back and kneads through the navy weave, fingers rough. The fabric is like a challenge to him; the grin is at having you anyway.<br>
<</if>>
<br>
He leans in close enough that you can smell the alcohol on him. "Knew you'd come round, nerd."<br>
<br>
And he pushes forward, his lips coming close to yours, as his free hand raises towards your cleavage.<br>
<br>
<<ActionsHeader>>
<<StatCheckOrientation "gt" 30 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to flirt with him to fend him off">>
<<if _StatCheckOrientation is true>>
<<link _StatOrientationProbability "DuncanManor4bBreak">><<set $TempPoker4bBreak to "JakeFendPass">><<SetFlag "TempPokerNightDrinking">><</link>><br>
<<else>>
<<link _StatOrientationProbability "DuncanManor4bBreak">><<set $TempPoker4bBreak to "JakeFendFail">><<SetFlag "TempPokerNightDrinking">><<Orientation 1>><</link>><br>
<</if>>
<<link "Let him" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "JakeLetHim">><<Orientation 1>><<Assertive -1>><<SetFlag "TempPokerNightDrinking">><</link>><br>
<<link "Resist" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "JakeResist">><<Assertive 1>><<SetFlag "TempPokerNightDrinking">><</link>>
<<elseif $TempPoker4bBreak is "MenDecline">>
"No thanks," you say, lifting a hand. "I'm fine."<br>
<br>
Jake's face falls a fraction. He sets the glass down on a nearby table and snorts. “Suit yourself. Didn’t think you’d have the guts to be a grown-up anyway.”<br>
<br>
“No need to be like that,” Harrow comments. “Perhaps she just doesn’t know you as well as you’d like.” Harrow turns to you, raising an eyebrow. “What do you say, Emily? Would you care to spend some time with Jake, away from the rest of us?”<br>
<br>
Dan cackles, but Jake grows redder. He looks to you though, with barely hidden anticipation. This could be a chance to persuade Jake to bet more.<br>
<br>
<i>If you really want to be alone with him.</i><br>
<br>
<<ActionsHeader>>
<<link "Go with him" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "JakeGoWith">><<Orientation 1>><</link>><br>
<<CompulsionCheck "BoyCrazy">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Boy Crazy] </span><s>Refuse</s> - <i>Try as you might, you can’t turn him down</i><br>
<<else>>
<<link "Refuse" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "JakeRefuse">><</link>>
<</if>>
<<elseif $TempPoker4bBreak is "JakeGoWith">>
“Sure,” you murmur.<br>
<br>
Jake’s eyes widen and the blush in his cheeks fades. A smirk appears as you let him take your hand. He pulls you a few paces from Harrow and Dan, into the corner. He leans his forearm against the wood beside your head, pinning you against the wood and pushing his face close to yours.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
His free hand finds bare skin at the small of your back, palm splayed against the dip of the backless cut. Then it slides lower. He gives your bum a squeeze through your dress before he looks at your face.<br>
<<else>>
His free hand finds the fabric at your back and kneads through the navy weave, fingers rough. The fabric is like a challenge to him; the grin is at having you anyway.<br>
<</if>>
<br>
He leans in close enough that you can smell the alcohol on him. "Knew you'd come round, nerd."<br>
<br>
And he pushes forward, his lips coming close to yours, as his free hand raises towards your cleavage.<br>
<br>
<<ActionsHeader>>
<<StatCheckOrientation "gt" 30 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to flirt with him to fend him off">>
<<if _StatCheckOrientation is true>>
<<link _StatOrientationProbability "DuncanManor4bBreak">><<set $TempPoker4bBreak to "JakeFendPass">><<SetFlag "TempPokerNightDrinking">><</link>><br>
<<else>>
<<link _StatOrientationProbability "DuncanManor4bBreak">><<set $TempPoker4bBreak to "JakeFendFail">><<SetFlag "TempPokerNightDrinking">><<Orientation 1>><</link>><br>
<</if>>
<<link "Let him" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "JakeLetHim">><<Orientation 1>><<Assertive -1>><<SetFlag "TempPokerNightDrinking">><</link>><br>
<<link "Resist" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "JakeResist">><<Assertive 1>><<SetFlag "TempPokerNightDrinking">><</link>>
<<elseif $TempPoker4bBreak is "JakeRefuse">>
"Sorry, Jake," you say, taking a half-step back. "Maybe later."<br>
<br>
His face hardens, but he snorts. “Was just humouring her fantasies, anyway.”<br>
<br>
Dan cackles. “That’s not what you were saying earlier, kid.”<br>
<br>
Jake glares back at him. For a moment you think there’s a fist coming his way. Meeting Harrow’s watching eyes, he seems to think the same, too.<br>
<br>
“Come now gentlemen,” he says quietly. “Clearly, Miss Phillips has ulterior motives this evening than meeting eligible boys.”<br>
<br>
You feel the eyes of the men fall upon you. Even Dan has stopped cackling. You turn away, trying to avoid their eyes.<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "Hub">><<EmilySuspicion 1>><</link>>
<<elseif $TempPoker4bBreak is "JakeFendPass">>
You catch his hand before it goes further and lace your fingers through it. "Not here," you murmur, leaning close enough that he can smell your perfume. "Later. When the men aren't watching."<br>
<br>
He blinks. The pressure pinning you to the wall eases.<br>
<br>
"Oh really?" he asks, smirking.<br>
<br>
"Really,” you reply. “Maybe win a bit to take me out first.”<br>
<br>
He grins, pulls back, lets you straighten up. “Oh I’ll do more than that, nerd.”<br>
<br>
You smile and slip out from underneath him. He watches you go, his smile not wavering.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
Looking over the room, you see <i><<TrueName "Current">></i> grinning back at you.<br>
<br>
<i>He looks happy, at least.</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "Hub">><<SiblingBond 1>><<SetFlag "TempPokerNightBreakJakeHappy">><</link>>
<<else>>
Looking over the room, you see <i><<TrueName "Current">></i> frown as he watches you return.<br>
<br>
<i>Good job he can’t hear what you promised him.</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "Hub">><<SetFlag "TempPokerNightBreakJakeHappy">><</link>>
<</if>>
<<elseif $TempPoker4bBreak is "JakeFendFail">>
You try to catch his hand and lace your fingers through it, but the gesture comes off panicked. He frowns, then frowns more.<br>
<br>
"What are you, frigid?" he mutters, pulling back. "Make your mind up."<br>
<br>
He turns and stumbles back to Dan and Harrow, leaving you against the wall.<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "Hub">><</link>>
<<elseif $TempPoker4bBreak is "JakeLetHim">>
You stay still. He takes the silence as permission. His lips meet yours and you feel his hand clutch at your breast.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
A moment later, it slips in underneath your dress, clutching at your skin. You feel his palm grip your body, just as his other hand creeps underneath the hem of your dress.<br>
<<else>>
A moment later, it pulls at the fabric of your dress. You feel his palm grip your body, just as his other hand claws at your bum underneath your dress.<br>
<</if>>
<br>
Then his hand comes up to cup your face and hold it in place, as his tongue explores your mouth. Wet and clumsy, tasting of cigar and whiskey.<br>
<br>
When he pulls back, his ear is pink. "Knew you weren't boring, Phillips.”<br>
<br>
“Maybe buy me dinner first next time,” you mutter, breathless. “With all your winnings.”<br>
<br>
“Don’t worry,” he replies with a grunt. “I’ll show you a real good time after tonight.”<br>
<br>
As Jake walks away, the room around you has become noise. Dan glances over, smirking. And he looks at you with relish, as if he’s seen something that he wants next.<br>
<br>
<i>So that's what it feels like.</i><br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
And continuing to look around the room, you see <i><<TrueName "Current">></i> grinning back at you. He nods, once.<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "Hub">><<SiblingBond 1>><<SetFlag "TempPokerNightBreakJakeHappy">><</link>>
<<else>>
And continuing to look around the room, you see <i><<TrueName "Current">></i> staring back at you, mortified.<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "Hub">><<SiblingBond -1>><<SetFlag "TempPokerNightBreakJakeHappy">><</link>>
<</if>>
<<elseif $TempPoker4bBreak is "JakeResist">>
You shove his arm off and step out from under it. His hand grasps at empty air for a moment before he lets it drop.<br>
<br>
"Hey, what gives?" he says, voice climbing.<br>
<br>
A few heads turn from the other side of the room. Dan barks a laugh. "Easy, kid. You scared her off."<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
Jake's face goes red. He stumbles back to Dan, muttering. And over the other side of the room, <i><<TrueName "Current">></i> is scowling at you.<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "Hub">><<SiblingBond -1>><</link>>
<<else>>
Jake's face goes red. He stumbles back to Dan, muttering. And over the other side of the room, <i><<TrueName "Current">></i> looks to you with a mixture of concern and relief.<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "Hub">><<SiblingBond 1>><</link>>
<</if>>
<<elseif $TempPoker4bBreak is "Thompson">>
You drift over to the sideboard. Thompson has Maisie cornered against it, drink in hand, voice loud. You notice there’s a second glass in his other hand, waved in front of Maisie.<br>
<br>
"Secretary work. Good steady money. None of this... whatever it is you're doing. You should be thinking about your future, Maisie."<br>
<br>
Her smile is professional but stretched thin. "I'll keep it in mind, Mr Thompson."<br>
<br>
"Tucker. Call me Tucker."<br>
<br>
She catches your eye over his shoulder. Her eyes lock onto yours in pleading panic. Thompson turns, seeing her looking away. He sees you. "What?"<br>
<br>
<<ActionsHeader>>
<<link "Try to step in yourself" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "ThompsonStepIn">><<Greedy -1>><</link>><br>
<<link "Tell Thompson that Rhiannon was asking about him" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "ThompsonRhiannonAsk">><<Greedy 1>><</link>><br>
<<link "Tell him your brother wanted to talk to him" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "ThompsonBrother">><<SiblingBond -1>><</link>><br>
<<link "Leave Maisie to Thompson and return to the poker room" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "Hub">><</link>>
<<elseif $TempPoker4bBreak is "ThompsonStepIn">>
You step closer. "Mr Thompson, perhaps Maisie has had enough of the secretary chat. May I borrow you?"<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
Thompson's eyes drop from Maisie's face to your neckline and stay there a beat too long. Then he straightens, smile widening. "Could you, now."<br>
<br>
His drink swings towards you. "Have one with me, then. Maisie isn’t interested. Maybe you’re more fun."<br>
<<else>>
Thompson turns, his eyes assessing you. He snorts as he looks over your dress, but the drink has made his eyes glaze over. "Could you, now."<br>
<br>
His drink swings towards you. "Have one with me, then. Maisie isn’t interested. Maybe you’re more fun."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Accept his drink" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "ThompsonDrink">><<EmilySuspicion -1>><<Drunk 1>><<SetFlag "TempPokerNightBreakMaisieFree">><<PokerNightMaisieRivalry -1>><</link>><br>
<<CompulsionCheck "PartyGirl">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Party Girl] </span><s>Decline</s> - <i>You can't turn down a drink!</i><br>
<<else>>
<<link "Decline his drink" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "ThompsonDeclineDrink">><</link>>
<</if>>
<<elseif $TempPoker4bBreak is "ThompsonDrink">>
You look between him and Maisie, then nod. “Sure.”<br>
<br>
Thompson grins and thrusts a glass towards you. Maisie quietly slides past him and into the room. She flashes you a look of gratitude, but before you can do anything a glass is jangling in front of your face. You take it. He watches you, licking his lips in anticipation. You knock it back.<br>
<br>
<<DrunkDescription>><br>
<br>
<<Flag "TempPokerNightDrinking">>
<<if _FlagReturn is false>>
You look around the room, noting how everyone else is drinking heavily. It looks like this is expected during the break. You have to keep yourself from burping. If you get too drunk, it will make the situation worse.<br>
<<CompulsionCheck "PartyGirl">>
<<if _CompulsionCheck is true>>
<br>
But already, you feel your body warming in anticipation of the liquor you will be offered.<br>
<</if>>
<<else>>
You look around the room, noting again how everyone else is drinking heavily.<br>
<</if>>
<br>
He smirks as you return back to face him, feeling the alcohol burning in your cheeks. He almost is taking pleasure in seeing you drink. Then he chinks your glass and drains his own, setting it down nearby with a thump. "That's the way," he says, satisfied. "Now we're acquainted."<br>
<br>
His hand comes to rest on your back. A firm grip, but not exploring your flesh. Just holding you next to him.<br>
<br>
<<GetPCState "job">>
<<if _job is "Fired">>
“I’ve been watching you,” he says, starting to slur. “Think you have what it takes.” He snorts. “More than your brother did.”<br>
<<else>>
“I’ve been watching you,” he says, starting to slur. “Think you have what it takes.” He snorts. “More than your brother shows, anyway.”<br>
<</if>>
<br>
He guides you a step further along the wall, causing you to move back into the spot where Maisie was pinned. He runs his tongue over his mouth, looking you up and down.<br>
<br>
"Let me give you a piece of advice, girl,” he says quietly. “Someone your age, in a town like this. You need a man to teach you how to get by.” He snorts and you smell the liquor on his breath. “I can be very accommodating to the right person. You just need to know when to listen. And how to thank me.”<br>
<br>
He waits, watching for your reaction. The hand on your back hasn't moved. He seems drunk enough to be susceptible to manipulation. If you play up to his request.<br>
<br>
<<ActionsHeader>>
<<StatCheckAssertive "lt" 30>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to convince him you don’t need his guidance">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "DuncanManor4bBreak">><<set $TempPoker4bBreak to "ThompsonConvincePass">><</link>><br>
<<else>>
<<link _StatAssertiveProbability "DuncanManor4bBreak">><<set $TempPoker4bBreak to "ThompsonConvinceFail">><<Assertive 1>><</link>><br>
<</if>>
<<link "Listen to his words of advice" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "ThompsonListen">><<Assertive -2>><</link>><br>
<<CompulsionCheck "CitizenCharlton">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Citizen Charlton] </span><s>Decline his mentorship</s> - <i>You can’t seem to say no to a man like Thompson</i><br>
<<else>>
<<link "Decline his mentorship" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "ThompsonDeclineMentor">><<Assertive 1>><</link>>
<</if>>
<<elseif $TempPoker4bBreak is "ThompsonConvincePass">>
You smile up at him, injecting your expression with as much meekness as you can muster. "I think I’ve already learned those lessons. Sir.”<br>
<br>
Thompson looks down at you, studying you carefully. Then a smile appears on his face. “That so?”<br>
<br>
“Yes,” you repeat. “I know my place. Especially around powerful, wealthy men.”<br>
<br>
His smile broadens. “You like being treated by a man, do you?”<br>
<br>
You nod, meekly. “Yes. Sir.”<br>
<br>
Thompson chuckles, his grip on your back tightening. “Sounds like me and you will get along.”<br>
<br>
“You going to throw a few chips down for me?” you ask, letting a small smile appear.<br>
<br>
He grins. “I’ll be sure to. And if you’re a good girl, I’ll put them somewhere you’ll enjoy.”<br>
<br>
His hand drops from your back. He reaches for the decanter and pours one for himself, eyes still watching you.<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "Hub">><<SetFlag "TempPokerNightBreakThompsonHappy">><<SetFlag "TempPokerNightBreakThompsonSpokenTo">><</link>>
<<elseif $TempPoker4bBreak is "ThompsonConvinceFail">>
You smile up at him, trying to inject meekness into your voice. "I don’t need to be told what to do, sir.”<br>
<br>
The sentence doesn't have legs in this body. The voice is too harsh and assertive. You watch as his glazed eyes narrow. "You think you’re too good for my words of advice?”<br>
<br>
“I didn’t mean it like that,” you try, but his scowl says he’s not listening.<br>
<br>
He shakes his head. "Try saying that again in five years, when you’re out on the street looking for work.” A grin spreads across his face. “Then I’m sure I’ll be seeing you on the other side of a glass window.”<br>
<br>
His hand drops from your back. He reaches for the decanter and pours one for himself, eyes still glaring. You see him looking behind you and you follow his gaze to see Harrow, watching with a curious expression.<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "Hub">><<EmilySuspicion 1>><<SetFlag "TempPokerNightBreakThompsonSpokenTo">><</link>>
<<elseif $TempPoker4bBreak is "ThompsonListen">>
You drop your eyes. "What do you think I should do, Mr Thompson?"<br>
<br>
His hand at your back warms. He leans in, pleased. "Smart girl. It’s all about give and take, you see. You get what you want, if I get what I want. You know what I’m saying?”<br>
<br>
You smile politely at him, silent and listening.<br>
<br>
“A good girl knows her place,” he mutters, spitting saliva as he does so. “She listens. She smiles. And she doesn’t talk back. Do you think you can do that, Emily?”<br>
<br>
You take a deep breath, burying the conflict within you. “Yes.”<br>
<br>
“Yes what?” he says.<br>
<br>
“Yes, sir,” you mutter, knowing what he wants to hear.<br>
<br>
“And why is that?” he asks. “Why should you do what I’m saying?”<br>
<br>
Another deep breath, as you calculate a response. “Because I’m a good girl,” you reply. “Who respects my elders.”<br>
<br>
There is a dark grin that appears on his face. “Spot on,” he spits. “And good girls get treats for good behaviour.” He glances over at the table. “Would you like that, Emily?”<br>
<br>
“Yes sir,” you hear yourself parrot, almost automatically now.<br>
<br>
“Good girl,” he says, his grip on your back tightening. “Sounds like me and you will get along.”<br>
<br>
“You going to throw a few chips down for me?” you ask, letting a small smile appear.<br>
<br>
He grins. “I’ll be sure to. And if you’re a good girl, I’ll put them somewhere you’ll enjoy.”<br>
<br>
His hand drops from your back. He reaches for the decanter and pours one for himself, eyes still watching you.<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "Hub">><<SetFlag "TempPokerNightBreakThompsonHappy">><<SetFlag "TempPokerNightBreakThompsonSpokenTo">><</link>>
<<elseif $TempPoker4bBreak is "ThompsonDeclineMentor">>
You step out from under his hand. "Thank you, Mr Thompson. But I think I'll find my own way."<br>
<br>
He blinks. The smile that had been forming dies on his lips. “You think you’re too good for my words of advice?”<br>
<br>
“I didn’t mean it like that,” you try, but his scowl says he’s not listening.<br>
<br>
He shakes his head. "Try saying that again in five years, when you’re out on the street looking for work.” A grin spreads across his face. “Then I’m sure I’ll be seeing you on the other side of a glass window.”<br>
<br>
His hand drops from your back. He reaches for the decanter and pours one for himself, eyes still glaring. You see him looking behind you and you follow his gaze to see Harrow, watching with a curious expression.<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "Hub">><<EmilySuspicion 1>><<SetFlag "TempPokerNightBreakThompsonSpokenTo">><</link>>
<<elseif $TempPoker4bBreak is "ThompsonDeclineDrink">>
You shake your head. "No thank you, Mr Thompson."<br>
<br>
His eyes slide over you. The interest he had cools quickly. “Off you go, then,” he mutters. “Tell your brother to teach you some manners.”<br>
<br>
He turns back to Maisie. Her shoulders sink. You step away, leaving her to her fate.<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "Hub">><<SetFlag "TempPokerNightBreakThompsonSpokenTo">><</link>>
<<elseif $TempPoker4bBreak is "ThompsonRhiannonAsk">>
"Mr Thompson," you say, summoning a polite smile. "Sorry to interrupt. But Rhiannon was asking after you."<br>
<br>
He looks at you, his irritation replaced with interest. "Was she now?"<br>
<br>
"That's what she said."<br>
<br>
He glances over at the trolley, where Rhiannon, on cue, looks up and meets his eyes with the slowest, most ironic smile you've ever seen on her face.<br>
<br>
He's moving before he's quite sure why. "Excuse me, Maisie."<br>
<br>
As Thompson crosses the room, Maisie lets out a long breath. "She's going to make him sorry for that. Thank you, Emily."<br>
<br>
A yelp from the trolley makes you both look. Rhiannon is scowling, Thompson is rubbing his shoulder. You wonder what he did.<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "Hub">><<SetFlag "TempPokerNightBreakMaisieFree">><<SetFlag "TempPokerNightRhiannonCornered">><<SetFlag "TempPokerNightBreakThompsonSpokenTo">><<PokerNightMaisieRivalry -1>><</link>>
<<elseif $TempPoker4bBreak is "ThompsonBrother">>
"Mr Thompson," you say, summoning a polite smile. "My brother was asking after you. I think he wanted a word."<br>
<br>
<<GetPCState "job">>
<<if _job is "Fired">>
Thompson straightens, surprised. "Was he? Probably wants to try and get his job back. I’ve been waiting for it, all evening.”<br>
<<else>>
Thompson straightens, surprised. "Was he? Probably wants to apologise for the mess he’s made at the shop. I’ve been waiting for it, all evening.”<br>
<</if>>
<br>
"Maybe." You shrug. "He's by the window."<br>
<br>
Thompson's eyes flick to where <i><<TrueName "Current">></i> stands, drink in hand. He grunts. "Right. Excuse me, Maisie." He's moving across the room before Maisie can answer.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
As you watch him corner <i><<TrueName "Current">></i>, a scowl comes back your way before he turns his attention to Thompson. But beside you, Maisie sighs with relief.<br>
<br>
“Thank god,” she murmurs. “I thought I was going to be there all night.” She looks to you, smiling. “And thank you, too. Although I’m not sure your brother will say the same later.”<br>
<br>
You look back over, watching Thompson talking <i><<TrueName "Current">>'s</i> ear off, drink spilling as he gestures with his hands.<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "Hub">><<SiblingBond -1>><<PokerNightMaisieRivalry -1>><<SetFlag "TempPokerNightBreakMaisieFree">><<SetFlag "TempPokerNightBreakThompsonSpokenTo">><</link>>
<<else>>
As you watch him corner <i><<TrueName "Current">></i>, a nervous look of surprise comes back your way before he turns his attention to Thompson. But beside you, Maisie sighs with relief.<br>
<br>
“Thank god,” she murmurs. “I thought I was going to be there all night.” She looks to you, smiling. “And thank you, too. Although I’m not sure your brother will say the same later.”<br>
<br>
You look back over, watching Thompson talking <i><<TrueName "Current">>'s</i> ear off, drink spilling as he gestures with his hands.<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "Hub">><<SiblingBond 1>><<PokerNightMaisieRivalry -1>><<SetFlag "TempPokerNightBreakMaisieFree">><<SetFlag "TempPokerNightBreakThompsonSpokenTo">><</link>>
<</if>>
<<elseif $TempPoker4bBreak is "Maisie">>
You drift to the corner where Maisie has retreated. She straightens against the wall as you approach, smiling politely.<br>
<br>
"Thank you again," she says quietly. "I owe you. He'd have kept trying to get me to work at his repair shop all evening."<br>
<br>
“Not the office type?” you say.<br>
<br>
She shakes her head. “I was invited here to meet eligible bachelors, not be cornered by old married men. Harrow lied to me. Said that I’d get to spend time with the Duncan family.”<br>
<br>
“Like Jake?”<br>
<br>
She looks at you darkly. “He’s a brute. I was hoping for an introduction to his brother Steve.” A small pout appears. “But all Harrow wants me to do is help him win.”<br>
<br>
“I can make sure he doesn't,” you murmur. “If you help my brother out.”<br>
<br>
As Maisie looks at you, a wicked smile forms. “That would be just desserts.” She shrugs. “Fine. He can knock off a grade if he likes.” She leans in, grinning. “I’ll keep an eye out. If I can help your brother, I will.”<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManor4bBreak">><<set $TempPoker4bBreak to "Hub">><<SetFlag "TempPokerNightMaisieHelp">><</link>>
<<elseif $TempPoker4bBreak is "Resume">>
The men begin to drift back toward the table. You take your place back at the sideboard.<br>
<br>
<<Flag "TempPokerNightHarrowDrunk">>
<<if _FlagReturn is true>>
You watch Harrow take his seat. He winces a little as he sips at the fresh whiskey at his elbow, but he doesn't slow. His smile is looser. His laugh runs longer than it did before.<br>
<br>
<</if>>
<<Flag "TempPokerNightMaisieHelp">>
<<if _FlagReturn is true>>
Maisie flashes you the smallest of smiles as she steps up beside you.<br>
<br>
<</if>>
<<if $PokerGame.potPressure gte 6>>
Harrow looks at his chips. He's almost out. It would only take a small push in this round for him to bet the amulet. You see <i><<TrueName "Current">></i> watching him carefully.<br>
<<elseif $PokerGame.potPressure gte 4>>
Harrow looks at his chips. He's running low. It will only take a few nudges for him to have to bet the amulet. You see <i><<TrueName "Current">></i> watching him.<br>
<<elseif $PokerGame.potPressure gte 2>>
Harrow looks at his chips. He has a decent amount left. You're going to need to do something radical for him to lose them. <i><<TrueName "Current">></i> looks at them, wincing.<br>
<<else>>
Harrow looks at his chips. He's got a lot. You're going to have to use every trick you have to get him to bet the amulet. <i><<TrueName "Current">></i> looks at them, sighing.<br>
<</if>>
<br>
<<if $PokerGame.tableFocus is "PC">>
He looks up to meet <i><<TrueName "Current">></i>'s eyes. Watching him carefully, above everyone else.<br>
<<elseif $PokerGame.tableFocus is "Emily">>
He looks up. His eyes find you, smiling politely. But watching you carefully.<br>
<<else>>
He looks around the table, as if trying to work out who his true opponent really is. He doesn't settle on anyone.<br>
<</if>>
<br>
<<if $PokerGame.emilySuspicion gte 2>>
Then his eyes find you again. He watches a beat too long. Glancing between you and <i><<TrueName "Current">></i>.<br>
<<elseif $PokerGame.emilySuspicion is 1>>
Then his eyes find you for a moment. He looks at you, and at <i><<TrueName "Current">></i>, and back.<br>
<<else>>
Then his eyes pass over you with the same polite smile he opened the night with.<br>
<</if>>
<br>
The cards are dealt again.<br>
<br>
<<ActionsHeader>>
<<link "Continue the game" "DuncanManor4bRound3">><<set $TempPoker4bBreak to undefined>><<PokerBreakReconciliation>><</link>>
<</if>><<if $TempPoker4bRound3 is undefined>>
<<if $PokerNightRound3 is 3>>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
<i><<TrueName "Current">></i> smiles, then lays out his hand. Four kings. Jake shrieks with rage. Dan chitters. And Thompson emits a long whistle.<br>
<<else>>
<i><<TrueName "Current">></i> looks nervously around the table, then puts his cards down. Four kings. Jake shrieks with rage. Dan chitters. And Thompson emits a long whistle.<br>
<</if>>
<br>
Harrow turns his cards last. Slowly. Theatrical to the end. Two pair, queens over nines. “Well played, Phillips. I was sure that was a feint.”<br>
<br>
<<Flag "TempPokerNightRound3HarrowAllIn">>
<<if _FlagReturn is true>>
He looks down to the empty table in front of him, free of chips. There is a small chuckle. “Looks like the night is ending early. Shame.”<br>
<br>
Then his eyes flick up to <i><<TrueName "Current">></i> and smiles. “Unless of course, double or nothing appeals to you?”<br>
<br>
He reaches into his shirt with a hand and throws something down on the table. A brass amulet, in the shape of a tragedy mask.<br>
<br>
<i>There it is.</i><br>
<br>
“This should be sufficient to get me a buy-in,” he murmurs. “What do you say, Phillips? Are you game?”<br>
<br>
<<if _EmilyCorruptionCheck is true>>
“Okay,” you hear <i><<TrueName "Current">></i> reply to him. "I'm in."<br>
<br>
Harrow smiles, slow. He slides the amulet to the centre of the table next to the chip pile, then deals himself a fresh stack from the box at his elbow.<br>
<br>
"Charlton rules from here, Phillips. Different game. Different stakes."<br>
<br>
The room has gone very quiet. Jake stares openly at the amulet on the felt. Thompson's whiskey glass is halfway to his mouth, paused. Dan has stopped grinning.<br>
<br>
<i><<TrueName "Current">></i> stares back at Harrow, his smile inviting a challenge. You feel powerless. Unless you can help, this is all on them.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be dealt" "DuncanManor4bFinale">><<set $PokerNightFinaleBluffScore to 0>><</link>>
<<else>>
<i><<TrueName "Current">></i> looks down at the amulet, his eyes growing wide. He looks back to you, waiting for your direction.<br>
<br>
“What’s the matter, Phillips?” Dan sniggers. “Who holds the purse strings in your household?”<br>
<br>
<<ActionsHeader>>
<<link "Nod for her to accept" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "NodAccept">><</link>><br>
<<link "Shake your head" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "ShakeHead">><<CashFlow 10>><</link>>
<</if>>
<<else>>
He looks down to the chips in front of him. There is a small chuckle. “Though still walking away with my dignity intact.” He looks to Jake, Thompson and Dan. Each free of chips. “But it wouldn’t be sporting to continue and make these gentlemen just watch. Call it a night, chaps?”<br>
<br>
<<if _EmilyCorruptionCheck is true>>
"How about one more hand?” <i><<TrueName "Current">></i> quickly interjects. “Double or nothing."<br>
<br>
Harrow laughs, polite. "Double or nothing on what, Phillips? I may be walking away with my dignity, but a lowly teacher can’t afford to get carried away."<br>
<br>
<i><<TrueName "Current">></i> smiles back at him. "I’m sure you’ve got something."<br>
<br>
Harrow pauses, eyeing him carefully. "Have I?"<br>
<br>
<i><<TrueName "Current">></i> holds his gaze but says nothing. After a moment, Harrow reaches into his shirt with a hand and throws something down on the table. A brass amulet, in the shape of a tragedy mask.<br>
<br>
<i>There it is. Look how ‘he’ manipulated him too. I like this new version of Emily. Does you better than you do.</i><br>
<br>
“This, perhaps?” Harrow asks. “What do you say, Phillips? Are you game?”<br>
<br>
<i><<TrueName "Current">></i> nods. Harrow smiles, slow. He slides the amulet to the centre of the table next to the chip pile, then deals himself a fresh stack from the box at his elbow.<br>
<br>
"Charlton rules from here, Phillips. Different game. Different stakes."<br>
<br>
The room has gone very quiet. Jake stares openly at the amulet on the felt. Thompson's whiskey glass is halfway to his mouth, paused. Dan has stopped grinning.<br>
<br>
<i><<TrueName "Current">></i> stares back at Harrow, his smile inviting a challenge. You feel powerless. Unless you can help, this is all on them.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be dealt" "DuncanManor4bFinale">><<set $PokerNightFinaleBluffScore to 0>><</link>>
<<else>>
<i><<TrueName "Current">></i> looks between you and Harrow, alert and worried. “But you can’t!” he stammers, before covering his mouth as the table looks at him.<br>
<br>
“Can’t I?” Harrow says, eyeing him carefully.<br>
<br>
“Don’t you want to continue to play?” <i><<TrueName "Current">></i> says quickly. In a tone that seems younger than his years.<br>
<br>
<i>Of course he does. It’s not actually you there, is it. She’s going to blow this.</i><br>
<br>
You look back at the table. If you are going to salvage this, you’re going to need to do something. And fast.<br>
<br>
<<ActionsHeader>>
<<DoubleOrNothingOdds>>
<<StatCheckAssertive "gt" _DoubleOrNothingOdds>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to taunt Harrow into betting for the amulet">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "ForceTauntPass">><</link>><br>
<<else>>
<<link _StatAssertiveProbability "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "ForceTauntFail">><<Assertive 1>><</link>><br>
<</if>>
<<StatCheckOrientation "gt" 40 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to charm Harrow into betting for the amulet">>
<<if _StatCheckOrientation is true>>
<<link _StatOrientationProbability "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "ForceCharmPass">><</link>><br>
<<else>>
<<link _StatOrientationProbability "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "ForceCharmFail">><<Orientation 1>><</link>><br>
<</if>>
<<Flag "TempPokerNightMaisieHelp">>
<<if _FlagReturn is true>><<link "Get Maisie to help" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "ForceMaisie">><<SetFlag "TempPokerNightMaisieHelp" false>><</link>><br><</if>>
<<link "Interrupt and tell Harrow you’ll be a better student" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "ForceStudent">><<Assertive -1>><</link>><br>
<<link "Let the game end" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "LetEnd">><<CashFlow 10>><</link>>
<</if>>
<</if>>
<<else>>
<<if $PokerNightRound3 is undefined>>
Standing at the side of the room with Maisie and Rhiannon, you watch the players pick up their cards. Betting begins quickly. Dan throws in a few chips. Harrow matches.<br>
<br>
<<Flag "TempPokerNightBreakThompsonHappy">>
<<if _FlagReturn is true>>
Thompson glances over at you, grunting with a smirk. “How about we play like men?” he mutters, throwing in a sizeable amount of chips. The other players share looks, but match his bet.<br>
<<else>>
Thompson grunts and matches the bet, cautious with his betting. The other players pay him no attention.<br>
<</if>>
<br>
<<Flag "TempPokerNightBreakJakeHappy">>
<<if _FlagReturn is true>>
And Jake looks back at you with a leer. “Got a girl to pay for,” he says loudly, pushing a stack of chips into the pot. Dan, Harrow and Thompson mutter, but match his raise.<br>
<<else>>
And Jake looks around the table with hesitation. He looks like he doesn’t know what to do. Eventually he throws a few chips in to match.<br>
<</if>>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
When it comes to <i><<TrueName "Current">>'s</i> turn, he doesn’t hesitate. He throws in a healthy amount of chips, meeting Harrow’s eyes with a smirk. Just for a moment, Harrow even frowns. He’s pushing him.<br>
<<else>>
When it comes to <i><<TrueName "Current">>'s</i> turn, he hesitates and actually looks back to you. The other players catch it. Harrow smiles as they throw in a few chips to match the bet. <i><<TrueName "Current">></i> is struggling.<br>
<</if>>
<br>
The betting has just begun, but you aren’t sure how long it will go on. This feels like the last chance to get Harrow to go all in or let him take the pot. And there’s only so much you can do from here. Especially without knowing what hand <i><<TrueName "Current">></i> has to play.<br>
<br>
“Has the bar shut?” you hear Thompson bark from the table.<br>
<<elseif $PokerNightRound3 is 1>>
<<Flag "TempPokerNightRound3PCCardsKnown">>
<<if _FlagReturn is true>>
Harrow flips the first share card. A king. Three of a kind for <i><<TrueName "Current">></i>. You hold back a smile.<br>
<<else>>
Harrow flips the first share card. A king.<br>
<</if>>
<br>
Jake doesn’t have any restraint. He smiles and pushes all his chips forward. “This one is mine.”<br>
<br>
No one responds. Looking around the table, you see Thompson grind his teeth. Dan smiles, but it's forced. And Harrow doesn't let on.<br>
<br>
<<if $PokerGame.potPressure gte 6>>
<i>Come on. One final push and he’ll go all-in. I know it.</i><br>
<<elseif $PokerGame.potPressure gte 4>>
<i>Come on. He needs a good push now. Or it falls on the next card.</i><br>
<<elseif $PokerGame.potPressure gte 2>>
<i>Step it up. He needs a good push. And now.</i><br>
<<else>>
<i>You need to do something and fast. Harrow won’t go all-in otherwise.</i><br>
<</if>>
<<elseif $PokerNightRound3 is 2>>
<<Flag "TempPokerNightRound3PCCardsKnown">>
<<if _FlagReturn is true>>
The final card is overturned. Another king. <i><<TrueName "Current">></i> has four of a kind. There is nothing at this table that beats his hand. He’s home free.<br>
<br>
<i>But just winning isn’t going to cut the mustard, is it?</i><br>
<<else>>
The final card is overturned. Another king.<br>
<</if>>
<br>
Looking at the cards, Thompson goes all-in with a grunt. Dan chitters into his glass, but reluctantly pushes his chips into the centre of the table.<br>
<br>
And Harrow meets <i><<TrueName "Current">>'s</i> eyes. “Intoxicating, isn’t it? How things can turn with a flick of a card?”<br>
<br>
<<if $PokerGame.potPressure gte 6>>
<i>This is it. Just one last push.</i><br>
<<elseif $PokerGame.potPressure gte 5>>
<i>Come on. Get him to overstep. There's still a chance.</i><br>
<<else>>
<i>Can't you remember how this game works? Or have those memories been overridden with thoughts of dresses and skirts?</i><br>
<br>
You grimace. The pot isn't big enough for him to need to go all-in. It’s going to take something to stop him walking away with the amulet.<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<Flag "TempPokerNightMaisieHelp">>
<<if _FlagReturn is true>><<link "Lean over and ask Maisie to help" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "Maisie">><<SetFlag "TempPokerNightMaisieHelp" false>><</link>><br><</if>>
<<link "Take a drink to Thompson" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "Thompson">><</link>><br>
<<link "Take a drink to Harrow" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "Harrow">><</link>><br>
<<link "Take a drink to Jake" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "Jake">><</link>><br>
<<link "Take a drink to Dan" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "Dan">><</link>><br>
<<set _TakeDrinkLabel to "Take a drink to " + $PlayerCharacter.firstName[$PlayerCharacter.stateCurrent]>>
<<link _TakeDrinkLabel "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "PC">><</link>><br>
<<link "Wait and watch the betting" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "Advance">><</link>>
<</if>>
<<elseif $TempPoker4bRound3 is "Maisie">>
You catch Maisie's eye. She leans in to you, waiting for you to speak.<br>
<br>
“Do you think you could help my brother out?” you whisper. “Get Harrow to spend a bit more?”<br>
<br>
She nods once and pours out a drink from the sideboard, then sways over to <i><<TrueName "Current">></i>'s elbow. As she sets the glass down, she glances at his hand. Then she smiles at Harrow. You watch Harrow's lips twitch with the faintest trace of satisfaction.<br>
<br>
"Good luck," Maisie says to <i><<TrueName "Current">></i> as she walks away, her hips swishing.<br>
<br>
<<Flag "TempPokerNightHarrowDrunk">>
<<if _FlagReturn is true>>
<<if $PokerGame.potPressure gte 5>>
Looking back to Harrow, you see him free of tension you hadn't even acknowledged. He lets out a laugh that turns into a hiccup. But after covering his mouth, he pushes all of his chips into the pot.<br>
<br>
"Let's see what you've got, gentlemen."<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to undefined>><<SetFlag "TempPokerNightRound3HarrowAllIn">><<set $PokerNightRound3 to 3>><</link>>
<<else>>
Looking back to Harrow, you see him free of tension you hadn't even acknowledged. He lets out a laugh that turns into a hiccup. But after covering his mouth, he pushes a large stack of his chips into the pot.<br>
<br>
"Let's up the ante, gentlemen."<br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to undefined>><<PotPressure 2>><<if $PokerNightRound3 is undefined>><<set $PokerNightRound3 to 1>><<else>><<set $PokerNightRound3 += 1>><</if>><</link>>
<</if>>
<<else>>
<<if $PokerGame.potPressure gte 6>>
Looking back to Harrow, you see him free of tension you hadn't even acknowledged. But he's restrained, only letting out a small smile. He pushes all of his chips into the pot.<br>
<br>
"Let's see what you've got, gentlemen."<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to undefined>><<SetFlag "TempPokerNightRound3HarrowAllIn">><<set $PokerNightRound3 to 3>><</link>>
<<else>>
Looking back to Harrow, you see him free of tension you hadn't even acknowledged. But he's restrained, only letting out a small smile. He pushes a large stack of his chips into the pot.<br>
<br>
"Let's up the ante, gentlemen."<br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to undefined>><<PotPressure 1>><<if $PokerNightRound3 is undefined>><<set $PokerNightRound3 to 1>><<else>><<set $PokerNightRound3 += 1>><</if>><</link>>
<</if>>
<</if>>
<<elseif $TempPoker4bRound3 is "Jake">>
You pick up a drink from the trolley and cross the room towards Jake, taking a deep breath as you approach.<br>
<br>
<<if $PokerGame.emilySuspicion gte 2>>
When Jake sees you approach, his eyes narrow. He watches you with lustful intensity, but there’s suspicion evident too. He makes a conscious effort to shift his cards from your view.<br>
<<elseif $PokerGame.emilySuspicion is 1>>
When Jake sees you approach, his eyes watch you. His eyes still wander over your body, but he flicks his cards casually away from you.<br>
<<else>>
When Jake sees you approach, he grins. He pays little attention to his cards. You see that he’s holding three of a kind. Respectable.<br>
<</if>>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
But his eyes don't leave your dress. Down to the hem. Back up. They settle, finally, somewhere in the direction of your breasts.<br>
<<else>>
He briefly looks at your dress, paying attention to your chest mostly. But he meets your eyes again as you approach.<br>
<</if>>
<br>
You set the drink down beside him, smiling. You make a conscious effort to look at his chips. “Not trying your luck?” you murmur.<br>
<br>
<<Flag "TempPokerNightBreakJakeHappy">>
<<if _FlagReturn is true>>
“I think I got lucky earlier,” he says, the volume pitched so the table hears.<br>
<<else>>
“What? You angling for a piece of my winnings?” he says, the volume pitched so the table hears.<br>
<</if>>
<br>
Jake snorts as he looks at you with a leer. “Why don’t you have a seat?”<br>
<br>
That stops you in your tracks. You look around instinctively, but all the seats are taken.<br>
<br>
The soft grinding of the chair legs on the carpet is enough to make you realise what he means. Jake pats his trousers, looking up at you. “Here, nerd. Here’s your chair.”<br>
<br>
<<if $current.drunk gte 3>>
As you look down to him, the room tilts gently when you turn your head. The chip-stacks at Harrow's elbow have doubled. Or maybe they're the same. There's nothing wrong with sitting down for a moment, is there? You've been on your feet for an hour.<br>
<br>
<i>Listen to yourself.</i><br>
<<elseif $current.drunk gte 1>>
As you look down to him, you notice the whisky has caught up. There's a soft warmth at the base of your skull, and your fingertips feel further away than they ought to. His request is vulgar, but it isn't the worst thing you've been asked tonight. There's no harm in it. Is there?<br>
<<else>>
Free from the effects of alcohol, you see Jake's hand on his lap and try not to recoil. You wonder how Emily - or <i><<TrueName "Current">></i> - would react to you appeasing him. Is it worth getting him to bet more?<br>
<</if>>
<br>
<<ActionsHeader>>
<<JakeRound3Stat>>
<<StatCheckOrientation "gt" _JakeRound3Stat "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to flirt with him by standing">>
<<if _StatCheckOrientation is true>>
<<link _StatOrientationProbability "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "JakeStandPass">><</link>><br>
<<else>>
<<link _StatOrientationProbability "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "JakeStandFail">><<Orientation 1>><</link>><br>
<</if>>
<<link "Sit in his lap" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "JakeSit">><<PotPressure 1>><<Orientation 1>><<EmilyCorruptionCheck>><<if _EmilyCorruptionCheck is true>><<SiblingBond 1>><<else>><<SiblingBond -1>><</if>><</link>><br>
<<CompulsionCheck "BoyCrazy">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Boy Crazy] </span><s>Shake your head and return to the table</s> - <i>You can’t seem to say no</i><br>
<<else>>
<<link "Shake your head" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "JakeShakeHead">><</link>>
<</if>>
<<elseif $TempPoker4bRound3 is "JakeStandPass">>
“Wouldn’t it be a better view from up here?” you murmur, leaning down beside his ear and running your fingers over the front of your chest.<br>
<br>
Jake’s eyes follow your fingers. He sits idle, as you lean over him.<br>
<br>
You pull back, grinning at him. He returns the smile. “I want to do more than look,” he murmurs.<br>
<br>
Leaning forward, you put your mouth to his ear. “Maybe later. If you can afford it.”<br>
<br>
You relax when you see him push a stack of chips into the table. But the relief is only momentary. Suddenly the hand moves from the table and against your bum, pushing you forward. You can’t help but take a step and find his thigh between your legs. He continues to pull you towards him, grinning.<br>
<br>
<i>Are you going to give him a lap dance now?</i><br>
<br>
“Phillips,” Harrow says from across the felt. “Settle her.”<br>
<br>
Jake doesn’t relent. “She likes it. Don’t you, nerd?” His fingers paw at your arse, trying to pull you down on him. “Show them.”<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
As he pulls, you feel the hem of your dress lifting as his thigh rides up between your legs. The table is behind you. If you don’t stop him, it’s going to show the players what’s underneath.<br>
<<else>>
As he pulls, you feel the hem of your dress lifting as his thigh rides up between your legs. The table is behind you. If you don’t stop him, it’s going to lift up high.<br>
<</if>>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
You glance over your shoulder, back towards the table, to see <i><<TrueName "Current">></i> staring back at you with interest.<br>
<<else>>
You glance over your shoulder, back towards the table, to see <i><<TrueName "Current">></i> staring back at you with disgusted shock.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Drop on to Jake’s thigh" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "JakeDrop">><<PotPressure 1>><<Orientation 1>><</link>><br>
<<link "Pull away quickly" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "JakePullAway">><</link>>
<<elseif $TempPoker4bRound3 is "JakeDrop">>
You let your resistance wane and fall forward, putting your arms around Jake’s neck for balance. His thigh rides up between your legs and you feel it press against your underwear.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
The underwear that you know is on display for all the players behind you. You feel the short dress bunch up around your waist.<br>
<<else>>
Fortunately, your dress is long enough that it’s not on display to the rest of the table. But you know it’s bunched up over Jake’s thigh, revealing a large amount of your thighs to the table.<br>
<</if>>
<br>
You look down, meeting Jake’s eyes. He seems on the edge of throwing you to the floor. The lust burns brightly. A smile forms on your lips. You can’t help it. His thigh bounces up and down, rubbing against your clit.<br>
<br>
“Keep the petting for the backseat,” you hear Harrow say. “I’m sure Jake will be more than happy to take Emily home, if you agree.”<br>
<br>
You look back over your shoulder at the table. Dan is watching you with a grin. Thompson stares, dumbfounded. Harrow smiles with satisfaction.<br>
<br>
<<if _EmilyCorruptionCheck is true>>
And <i><<TrueName "Current">></i> looks with delighted, shocked surprise.<br>
<<else>>
And <i><<TrueName "Current">></i> avoids your eyes, mortified.<br>
<</if>>
<br>
You slide off Jake and brush down your skirt. “Sorry,” you mutter to Harrow. “Got caught in the moment.”<br>
<br>
“Quite,” he replies, raising an eyebrow. “My syllabus must be having some impact on you after all, Emily.”<br>
<br>
Jake snorts and throws in a few more chips. “Think I’ll need to treat the lady to dinner one night.”<br>
<br>
You watch the bet increase, trying not to think of what Jake will expect for that dinner.<br>
<br>
<i>Are you considering going on a date with him?</i><br>
<br>
<<if _EmilyCorruptionCheck is true>>
Walking away from the table, you look back to <i><<TrueName "Current">></i>. He smiles wickedly back at you.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "Advance">><<SiblingBond 1>><</link>>
<<else>>
Walking away from the table, you look back to <i><<TrueName "Current">></i>. He refuses to meet your eye.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "Advance">><<SiblingBond -1>><</link>>
<</if>>
<<elseif $TempPoker4bRound3 is "JakePullAway">>
You quickly twist off to the side. Jake’s hand snaps around and he’s forced to let go of you. The hand falls away. Jake grunts, low.<br>
<br>
“Suit yourself, nerd.” His grin is gone. The chips he was about to throw in stay on his stack instead.<br>
<br>
“Bit of a tease, isn’t she?” Dan cackles.<br>
<br>
“Manners, Mr. Mendel,” Harrow interrupts, giving him a look.<br>
<br>
“She’ll come around,” Jake retorts. But after he says it, he glares back at you.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
Walking away from the table, you look back to <i><<TrueName "Current">></i>. He scowls at you as he sees Jake’s reaction.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "Advance">><<SiblingBond -1>><</link>>
<<else>>
Walking away from the table, you look back to <i><<TrueName "Current">></i>. He smiles with relief as he sees Jake’s reaction.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "Advance">><<SiblingBond 1>><</link>>
<</if>>
<<elseif $TempPoker4bRound3 is "JakeStandFail">>
“Wouldn’t it be a better view from up here?” you say, wincing as you hear your voice is less sultry and more defensive.<br>
<br>
“Sit.” Jake replies, patting his thigh again. The way you’d call a dog. “I’m not asking twice, nerd.”<br>
<br>
Dan chuckles into his glass. Thompson grunts. Harrow’s expression doesn’t shift, but his eyes are on you now.<br>
<br>
<<ActionsHeader>>
<<link "Sit in his lap" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "JakeSit">><<PotPressure 1>><<Orientation 1>><<EmilyCorruptionCheck>><<if _EmilyCorruptionCheck is true>><<SiblingBond 1>><<else>><<SiblingBond -1>><</if>><</link>><br>
<<CompulsionCheck "BoyCrazy">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Boy Crazy] </span><s>Shake your head and return to the table</s> - <i>You can’t seem to say no</i><br>
<<else>>
<<link "Shake your head" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "JakeShakeHead">><</link>>
<</if>>
<<elseif $TempPoker4bRound3 is "JakeSit">>
You take a deep breath and turn to face the table, dropping back onto Jake’s lap. You feel his trousers pressing against your bum. His hand settles on your leg almost before you’re fully down. Above the knee.<br>
<br>
“How romantic,” Harrow says with a degree of sarcasm. “Now. Your bet Jake.”<br>
<br>
Jake snorts and throws in a number of chips. The round continues, with people paying little more attention to you.<br>
<br>
That is, apart from Jake. His hand caresses your knee. Then, it begins to drift upward.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
With your dress hem so high, there’s little to stop him. The poker table blocks the view, but you feel his fingers push between your legs, his tips clutching at the inner of your thigh.<br>
<<else>>
Your dress gets in the way, but he pushes against the fabric. The poker table blocks the view, but you feel his fingers push between your legs, pulling your dress up as his tips clutch at the inner of your thigh.<br>
<</if>>
<br>
<<if $current.drunk gte 3>>
In spite of yourself, you find yourself giggling. The room seems to spin. The chips on the table seem to multiply as your vision blurs.<br>
<<elseif $current.drunk gte 1>>
In spite of yourself, you find yourself smiling. The room seems bright and hazy. The chips are unclear on the table.<br>
<<else>>
You grimace as you feel his rough hands on your skin. With no alcohol to take the edge off the situation, the sensation is clear and sharp.<br>
<</if>>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
Over the table, <i><<TrueName "Current">></i> looks at you with a smirk. He checks, paying you more attention than the game. You are thankful he seems to be the only one. Or at least, the only one making it obvious.<br>
<br>
Jake’s hand slides higher. He pretends to watch the table, but his mouth is close to your ear. “Don’t move, nerd,” he says, low. “You’re going to enjoy this.”<br>
<br>
<<ActionsHeader>>
<<link "Let him touch you" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "JakeTouch">><<PotPressure 1>><<Orientation 1>><<SiblingBond 1>><</link>><br>
<<link "Push his hand away" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "JakePushHand">><<SiblingBond -1>><</link>>
<<else>>
Over the table, <i><<TrueName "Current">></i> looks at you with his mouth open. He checks, paying you more attention than the game. You are thankful he seems to be the only one. Or at least, the only one making it obvious.<br>
<br>
Jake’s hand slides higher. He pretends to watch the table, but his mouth is close to your ear. “Don’t move, nerd,” he says, low. “You’re going to enjoy this.”<br>
<br>
<<ActionsHeader>>
<<link "Let him touch you" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "JakeTouch">><<PotPressure 1>><<Orientation 1>><<SiblingBond -1>><</link>><br>
<<link "Push his hand away" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "JakePushHand">><<SiblingBond 1>><</link>>
<</if>>
<<elseif $TempPoker4bRound3 is "JakeTouch">>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
You don’t make a sound to stop him. Jake’s hand pushes up between your legs. Your dress rises up and you feel his fingers brushing against your underwear.<br>
<<else>>
You don’t make a sound to stop him. Jake’s hand pushes up between your legs. Your dress rises up and you feel his fingers brushing through it against your underwear.<br>
<</if>>
<br>
You look to his side, seeing <i><<TrueName "Current">></i> watching with wide eyes. Jake’s fingers rub over your mound, sending pleasurable sensations up through your nervous system. You have to bite your lip to hold in a gasp.<br>
<br>
Looking around the table, you see a few eyes on you. Dan is now watching you more than the table. Thompson is smirking. Harrow seems to be the only one looking at his cards. But you see a brief glance your way with a knowing grin.<br>
<br>
“I thought I told you to save it for the car, Jake,” he murmurs.<br>
<br>
Jake’s fingers suddenly drop away. “Sorry, teach.”<br>
<br>
<<if _CurrentOutfit is "PokerRevealingEmily">>
You instinctively reach down and pull at your hem, covering your underwear again. You feel yourself blushing.<br>
<<else>>
You instinctively reach down and pull at your dress, covering your legs again. You feel yourself blushing.<br>
<</if>>
<br>
“Not in front of her brother, at least,” Harrow continues. “It’s your turn again.”<br>
<br>
Jake looks to <i><<TrueName "Current">></i>, but shrugs dismissively and throws a few chips into the centre. You watch them land but look away from the players as your cheeks grow red.<br>
<br>
You feel Jake’s hands push you off him and you fall forward, landing on your heels. “I’ve got man’s stuff to do now, nerd.”<br>
<br>
The dismissal is loud and clear. But as you nod and begin to walk off, he smirks. “I’ll see you later, though.”<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
As you pass <i><<TrueName "Current">></i>, he looks at you with a wicked grin. He seems happy with the invitation, at least.<br>
<br>
<i>And don’t pretend I can’t feel how wet you are thinking about it.</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "Advance">><<SiblingBond 1>><</link>>
<<else>>
As you pass <i><<TrueName "Current">></i>, he looks at you with furious anger. He seems very unhappy at the thought of you spending more time with Jake.<br>
<br>
<i>But you? Don’t pretend I can’t feel how wet you are thinking about it.</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "Advance">><<SiblingBond -1>><</link>>
<</if>>
<<elseif $TempPoker4bRound3 is "JakePushHand">>
You catch his wrist with both hands and lift it away from your thigh. Jake mutters something and seems to try to put it back between your legs, but you push it off once more.<br>
<br>
Suddenly the chair-legs scrape against the carpet as he pushes the chair back and he throws you to the side. You land, just, on your feet. “Tease,” he spits.<br>
<br>
Dan snorts into his glass, watching the whole thing with quiet enjoyment. “Maybe stick to Chrissie, mate. She’s got more give in her.”<br>
<br>
Jake throws him a look. When it comes to his turn, he checks. And doesn’t again meet your eyes.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
Walking away, you catch the eyes of <i><<TrueName "Current">></i>. He glares at you, annoyed.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "Advance">><<SiblingBond -1>><</link>>
<<else>>
Walking away, you catch the eyes of <i><<TrueName "Current">></i>. He smiles at you with relief.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "Advance">><<SiblingBond 1>><</link>>
<</if>>
<<elseif $TempPoker4bRound3 is "JakeShakeHead">>
You shake your head once and step back from the chair. His hand reaches for you, finds nothing, and falls.<br>
<br>
Jake’s grin sours. “Frigid.” He says it loud enough for the table to hear.<br>
<br>
No one disagrees. Dan, Harrow, Thompson. They all watch you walk away, each with a different type of suspicion. But it’s there.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
Walking away, you catch the eyes of <i><<TrueName "Current">></i>. He glares at you, annoyed.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "Advance">><<SiblingBond -1>><</link>>
<<else>>
Walking away, you catch the eyes of <i><<TrueName "Current">></i>. He smiles at you with relief.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "Advance">><<SiblingBond 1>><</link>>
<</if>>
<<elseif $TempPoker4bRound3 is "Thompson">>
You pick up a glass and move towards Thompson, watching as he sits slumped in his chair. His cheeks glow from the alcohol, but he still clutches an empty glass in hand like a weapon.<br>
<br>
<<if $PokerGame.emilySuspicion gte 2>>
He sets his cards face-down as he sees you approach. There’s no smile. He just watches you cross the last few feet, grunting as you draw close.<br>
<<elseif $PokerGame.emilySuspicion is 1>>
He angles his cards away as he sees you approach. There’s just an acknowledgement without warmth. There’s no smile.<br>
<<else>>
He leers drunkenly as you approach, making no attempt to hide his cards. A pair of jacks.<br>
<</if>>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
His eyes flick across your bare back then to your face. He doesn't say anything, but a sneer appears across his lips.<br>
<<else>>
His eyes flick across your dress and back to your face. He doesn't say anything, but he watches you move.<br>
<</if>>
<br>
"How's the hand treating you?" you ask quietly, leaning down a fraction. You make a conscious effort to look at his chips, not his cards.<br>
<br>
<<Flag "TempPokerNightBreakThompsonHappy">>
<<if _FlagReturn is true>>
"Better, since you appeared with a drink," he says, loud enough for the table to hear. "Phillips, your sister has more sense than half my staff. She listens.” He flashes him a grin. “Think there’s a position she could assume when she graduates.”<br>
<br>
Dan snorts into his glass, but doesn’t say anything. <i><<TrueName "Current">></i> glances up but doesn't comment.<br>
<<else>>
"Better, since you appeared with a drink," he says, loud enough for the table to hear. "Maybe your sister has the makings of a secretary, Phillips. She’s certainly got the figure.”<br>
<br>
Dan snorts into his glass, but doesn’t say anything. <i><<TrueName "Current">></i> glances up but doesn't comment.<br>
<</if>>
<br>
As you go to set the drink down in front of him, he stops you and leans close to your ear. "Do me a favour, would you, girl? Show me how well you can follow orders.”<br>
<br>
You meet his eyes, holding the drink over him. His eyes run up and down your body as his smile grows.<br>
<br>
“Lean over the table when you put it down," he murmurs at your ear. "Give the boys something to look at. Let me see what I can do with this hand without them watching me."<br>
<br>
He sits back, turning back to the table. You stand just over him, drink poised to be set down, seeing the other players watching you.<br>
<br>
<<if $current.drunk gte 3>>
The room hasn't quite stopped moving since you stood up from the trolley. The alcohol is definitely having an impact. You consider his offer. There's nothing wrong with bending over a table a little, is there? If it helps encourage his confidence to bet?<br>
<<elseif $current.drunk gte 1>>
The whisky has caught up. There's a warmth in your cheeks and you can’t quite know for sure how far the table is from you. His request is small. A favour. There's no harm in it. Is there?<br>
<<else>>
Free from the effects of alcohol, you see the ask for what it is. To accommodate him, you’ll have to bend over in front of him. You wonder how Emily would have answered him. Or <i><<TrueName "Current">></i>. Is getting him to bet more worth all of the table's eyes on you?<br>
<</if>>
<br>
<<ActionsHeader>>
<<ThompsonRound3Stat>>
<<StatCheckAssertive "gt" _ThompsonRound3Stat>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to convince him you don’t need to do that">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "ThompsonConvPass">><</link>><br>
<<else>>
<<link _StatAssertiveProbability "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "ThompsonConvFail">><<Assertive 1>><</link>><br>
<</if>>
<<link "Obey and lean over the table" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "ThompsonObey">><<PotPressure 1>><<Assertive -1>><</link>><br>
<<CompulsionCheck "DutifulDoer">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Dutiful Doer] </span><s>Shake your head</s> - <i>You can’t seem to argue with him</i><br>
<<else>>
<<link "Shake your head" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "ThompsonShake">><</link>>
<</if>>
<<elseif $TempPoker4bRound3 is "ThompsonConvPass">>
You let your eyes turn back to Thompson and lean in to him, rolling your shoulders as you do so. “I’m sure you’d get a better view if I was standing. You, and the rest of the table.”<br>
<br>
Looking back to the table as if to emphasise, you smile at the players. All eyes are firmly on you. “See?” you murmur back to Thompson.<br>
<br>
He looks to you, then chuckles. You smell the alcohol on the air that escapes his lips. “Know how to work a room, do you girl? Good skills for front-desk, that is.”<br>
<br>
He throws in a few chips as you put the drink down on the table. You go to walk away, but he puts his arm out to block you. “Think you should stay,” he murmurs. “For a bit. Just for show.”<br>
<br>
You give him a light shrug, but stand upright at his side, taking his empty glass from him and watching the table.<br>
<br>
<i>Like an assistant. Next to her boss.</i><br>
<br>
The betting continues. The looks return to the table. Only <<TrueName "Current">> seems to regard you with any interest.<br>
<br>
As you meet his eyes, you briefly wonder what he’s looking at. Then you feel it. Thompson’s huge paw, pressing against your bottom through your dress.<br>
<br>
“Don’t move,” he says quietly. “A good secretary follows orders.”<br>
<br>
<<ActionsHeader>>
<<link "Do as he says" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "ThompsonDoAsSays">><<PotPressure 1>><<Assertive -1>><</link>><br>
<<link "Step out of his reach" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "ThompsonStepOut">><<Assertive 1>><</link>>
<<elseif $TempPoker4bRound3 is "ThompsonDoAsSays">>
You take a deep breath and force your muscles to tense. You stay motionless, letting his hand fumble your buttcheek through your dress.<br>
<br>
“Good girl,” he mutters as he leans in, tossing a few more chips into the pot.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
His hand skirts towards the hem of the dress, then reaches up underneath it. You bite your lip as you feel your dress rise. His hand rubbing your underwear, fondling your cheeks. Then it moves further down.<br>
<<else>>
His hand pulls at the fabric of the dress, pushing the material into the crack between your arse cheeks. You bite your lip as you feel his hand rubbing your underwear through the dress, fondling your bum. Then it moves further down.<br>
<</if>>
<br>
You feel blood rushing to your face as you stare back at the players. Jake watches with confused interest from the other side of the table. Harrow looks up briefly from his cards with a small smile. To your right, Dan can see exactly what Thompson is doing. His grin reaffirms his appreciation.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
And to your left, <i><<TrueName "Current">></i> stares at the same view from the other side, meeting your eyes with a judgemental look.<br>
<<else>>
And to your left, <i><<TrueName "Current">></i> stares at the same view from the other side, meeting your eyes with a disgusted look.<br>
<</if>>
<br>
A gasp escapes your lips as you feel Thompson’s finger brush against the entrance to your arse, nudging in just a little. The players look to you with interest. There is now no question what Thompson is doing.<br>
<br>
“Looks like the boss has found a new PA,” Dan cackles.<br>
<br>
The hand pulls back and you turn to see Thompson smirking at you. You brush down your dress and step away, avoiding <i><<TrueName "Current">>'s</i> eyes as you move away.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "Advance">><<SiblingBond -1>><</link>>
<<elseif $TempPoker4bRound3 is "ThompsonStepOut">>
You quickly take a step to the side, moving just enough away from Thompson to free yourself from his grasp. His hand drops and you see a mouth full of teeth snarling back at you.<br>
<br>
“Doesn’t look like she’s a team player, boss,” Dan cackles.<br>
<br>
You say nothing. Eventually Thompson turns away from you and back to the table. But when it comes to his turn, he just checks. He keeps glaring back to you. His attention no longer on the game.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
As you step away you catch <i><<TrueName "Current">>'s</i> gaze. He gives you the smallest of nods, along with a firm grin. At least he appreciates your assertiveness.<br>
<br>
<i>He? And what are you now?</i><br>
<<else>>
As you step away you catch <i><<TrueName "Current">>'s</i> gaze. He gives you an appreciative smile. At least he appreciates your assertiveness.<br>
<br>
<i>He? And what are you now?</i><br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "Advance">><<SiblingBond 1>><</link>>
<<elseif $TempPoker4bRound3 is "ThompsonConvFail">>
You let your eyes turn back to Thompson. “I’m sure you’d get a better view if I was standing.”<br>
<br>
Thompson looks back to the table, but only briefly. “A good secretary doesn’t question orders,” he mutters. “Do as I say, girl.”<br>
<br>
He holds your gaze, unflinching. Waiting for you to respond.<br>
<br>
<<ActionsHeader>>
<<link "Obey and lean over the table" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "ThompsonObey">><<PotPressure 1>><<Assertive -1>><</link>><br>
<<CompulsionCheck "DutifulDoer">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Dutiful Doer] </span><s>Shake your head</s> - <i>You can’t seem to argue with him</i><br>
<<else>>
<<link "Shake your head" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "ThompsonShake">><</link>>
<</if>>
<<elseif $TempPoker4bRound3 is "ThompsonObey">>
You give him a polite smile, then take a deep breath. You lean forward, setting the drink down. But you hold the position. You don’t move, bent at the waist, perched on your hands, leant over the edge of the poker table.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
The other players look at you without hesitation. You hold an innocent smile, but you see where their eyes are looking. Down your low-cut dress. At this angle, your breasts are on full display.<br>
<<else>>
The other players look at you without hesitation. You hold an innocent smile, but you see where their eyes are looking. Down at your dress. At this angle, the dress holding in your breasts is brushing the felt.<br>
<</if>>
<br>
“Taking a closer look at the game, Emily?” Harrow mutters with a smile.<br>
<br>
Thompson leans forward next to you, tossing in a few chips. “Good girl,” he mutters as he does so. “Hold it there.”<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
You look around the table, not moving. Jake sneers as his eyes take you in. Dan grins as his gaze keeps returning to you. And <i><<TrueName "Current">></i> stares at you with judgement.<br>
<<else>>
You look around the table, not moving. Jake sneers as his eyes take you in. Dan grins as his gaze keeps returning to you. And <i><<TrueName "Current">></i> tries to avoid looking at you, disgust evident on his face.<br>
<</if>>
<br>
<<if $current.drunk gte 3>>
You find yourself giggling. The room seems to spin. There’s no harm with a little distraction for the players, is there?<br>
<<elseif $current.drunk gte 1>>
You find yourself smiling. The room seems bright and hazy. This is a simple thing to do for getting the pot to increase, isn’t it?<br>
<<else>>
You grimace whilst you hold the position. You wish you had at least a little alcohol running through your body to dull the shame that courses through you.<br>
<</if>>
<br>
Then you jolt as you feel a hand on your bum. Thompson’s rough hand. The smell of alcohol signals him leaning close to your ear. “Don’t move. A good secretary follows orders.”<br>
<br>
<<ActionsHeader>>
<<link "Don’t move from the position" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "ThompsonHold">><<PotPressure 1>><<Assertive -1>><<SiblingBond -1>><</link>><br>
<<link "Wriggle his hand away" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "ThompsonWriggle">><<Assertive 1>><<SiblingBond -1>><</link>>
<<elseif $TempPoker4bRound3 is "ThompsonHold">>
You hold your smile to the players as you force your body to stiffen. The betting continues, but all attention is on you now. Thompson leans forward, the booze from his wheezing permeating the air.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
His hand skirts underneath the hem of your dress, already ridden high by your position. It touches your underwear, then snakes down between your arse cheeks and roughly brushes across your clit. You can’t help but gasp.<br>
<<else>>
His hand skirts over your dress, pushing the fabric further in between your thighs. Through the fabric his hand touches your underwear, then snakes down between your arse cheeks and roughly brushes across your clit. You can’t help but gasp.<br>
<</if>>
<br>
“Have some decorum, Tucker,” Harrow mutters, rolling his eyes. “Her brother is here.”<br>
<br>
The hand drops away. You hear Thompson snort near your ear. “I don’t control her.”<br>
<br>
Harrow meets your eyes, watching you carefully. “Quite.” A sigh escapes his lips as he looks to <<TrueName "Current">>. “A secretarial role isn’t the worst position for a girl to take up after she graduates.”<br>
<br>
Thompson sniggers and throws in a few chips. “You’re dismissed, girl. For now.”<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
At his command, you stand upright and brush down your dress. The eyes of the table are all on you. Including <i><<TrueName "Current">>'s</i>. But instead of leering, he looks at you with a judgemental look.<br>
<<else>>
At his command, you stand upright and brush down your dress. The eyes of the table are all on you. Except <i><<TrueName "Current">>'s</i>. He’s looking away, a disgusted look obvious on his face.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "Advance">><<SiblingBond -1>><</link>>
<<elseif $TempPoker4bRound3 is "ThompsonWriggle">>
You wriggle dramatically, drawing every eye your way. Thompson’s hand drops away immediately. You hold the position for a moment longer, then return to standing upright. When you meet Thompson’s eyes, he returns your look with one of simmering anger.<br>
<br>
Dan cackles as he glances between you. “Maybe she’s not secretary material, after all.”<br>
<br>
On Thompson’s turn, he just checks. He keeps glaring back to you. His attention no longer on the game.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
As you step away you catch <i><<TrueName "Current">>'s</i> gaze. He gives you the smallest of nods, along with a firm grin. At least he appreciates your assertiveness.<br>
<br>
<i>He? And what are you now?</i><br>
<<else>>
As you step away you catch <i><<TrueName "Current">>'s</i> gaze. He gives you an appreciative smile. At least he appreciates your assertiveness.<br>
<br>
<i>He? And what are you now?</i><br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "Advance">><<SiblingBond 1>><</link>>
<<elseif $TempPoker4bRound3 is "ThompsonShake">>
You shake your head. “I’m not doing that,” you reply quietly.<br>
<br>
There is a snigger from Dan and you realise he’s been listening to the exchange. “Maybe she’s not secretary material, after all.”<br>
<br>
On Thompson’s turn, he just checks. He glares back to you. His attention no longer on the game.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
As you step away you catch <i><<TrueName "Current">>'s</i> gaze. He gives you the smallest of nods, along with a firm grin. At least he appreciates your assertiveness.<br>
<br>
<i>He? And what are you now?</i><br>
<<else>>
As you step away you catch <i><<TrueName "Current">>'s</i> gaze. He gives you an appreciative smile. At least he appreciates your assertiveness.<br>
<br>
<i>He? And what are you now?</i><br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "Advance">><<SiblingBond 1>><</link>>
<<elseif $TempPoker4bRound3 is "Dan">>
<<if $PokerNightRhiannonRivalry gte 1>>
You step forward towards the table, but Rhiannon steps into your path before you can move. She takes the glass from you without asking, smiles thinly, and crosses to him herself. Maisie looks at you sweetly, giving you a slight shrug.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "Advance">><</link>>
<<else>>
You pick up a glass and cross to Dan. He's sat casually on the edge of his chair, arm draped across the back, grinning around the table.<br>
<br>
<<if $PokerGame.emilySuspicion gte 2>>
Dan flips his cards down before you reach him. His head tilts as you set the drink at the far corner of his pile, away from his hand. "Thanks,” he mutters. He doesn't smile back.<br>
<<elseif $PokerGame.emilySuspicion is 1>>
Dan watches you approach, angling his cards away from you but grinning. “Thanks, sweet cheeks,” he mutters as you set the drink down.<br>
<<else>>
Dan watches you approach, keeping his cards barely hidden from the rest of the table, much less you. A pair of tens.<br>
<br>
“Lovely service,” he grins as you set the drink down.<br>
<</if>>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
His eyes pay more attention to you than the glass, lingering on the low-cut top. His smile says everything his mind is thinking. You shudder as you read his mind.<br>
<<else>>
His eyes pay more attention to you than the glass. His smile says everything his mind is thinking. You shudder as you read his mind.<br>
<</if>>
<br>
"Can I get you anything else?" you ask.<br>
<br>
Dan settles back in his chair, finally taking the glass in his hand. "A little Dan, running between your legs?” He says it loud, for the room, and then cackles. <i><<TrueName "Current">></i> doesn't look up.<br>
<br>
“Nothing you can bring to the table, sweet cheeks,” he continues. “This is a gladiator colosseum. Where men battle for dominance. You wouldn’t be able to wrap that sweet little brain of yours around the strategy.”<br>
<br>
“I know how to play poker,” you can’t help but mutter.<br>
<br>
Dan just grins back at you, shaking his head. “There’s a difference between knowing the rules and sensing how to play, sweetheart.” He looks around the table, as if mustering support. “Different wiring, isn’t it? Girls just don’t have the ruthlessness for a table like this." He takes a sip, sets the glass back. "You get that, don’t you love?”<br>
<br>
Before you can answer he keeps going. "Tell you what. You want to be useful?" Dan glances across to <i><<TrueName "Current">></i> before continuing, as if making a challenge. "Dan needs some relief. Why don’t you give your future husband a nice massage? Take the edge off. Release some of that tension so I can focus on the game. Place a few bets that will give you a nice kitchen to look after.”<br>
<br>
<<if $current.drunk gte 3>>
You stare back at him. Or at least, one of him. The room hasn't quite stopped moving. The pot's bigger than it was a minute ago. Or maybe smaller, you can’t quite focus on them. A massage isn't much. Just hands. If it encourages him to bet more…<br>
<<elseif $current.drunk gte 1>>
You stare back at him, feeling your cheeks flush. The whisky has caught up. His smile seems brighter than it did before. His request is small. There's no harm in it. Is there? If it encourages him to bet more…<br>
<<else>>
You stare back at him. Free from the effects of alcohol, you feel apprehensive even touching his shoulders. You wonder how Emily would have answered him. Or <i><<TrueName "Current">></i>. Is the bet worth giving him what he wants?<br>
<</if>>
<br>
<<ActionsHeader>>
<<DanRound3Stat>>
<<StatCheckGreedy "gt" _DanRound3Stat>>
<<set _StatGreedyProbability to _StatGreedyProbability + " Try to convince him you know how to be ruthless">>
<<if _StatCheckGreedy is true>>
<<link _StatGreedyProbability "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "DanRuthlessPass">><</link>><br>
<<else>>
<<link _StatGreedyProbability "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "DanRuthlessFail">><<Greedy 1>><</link>><br>
<</if>>
<<link "Relent and give him a massage" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "DanMassage">><<PotPressure 1>><<Feminity 1>><<SiblingBond -1>><</link>><br>
<<CompulsionCheck "OldFashionedValues">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Old Fashioned Values] </span><s>Tell him that’s not all women can do</s> - <i>You can’t seem to argue with him on this</i><br>
<<else>>
<<link "Tell him that’s not all women can do" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "DanNotAll">><</link>>
<</if>>
<</if>>
<<elseif $TempPoker4bRound3 is "DanRuthlessPass">>
“You think I can’t be ruthless?” you say, arching an eyebrow.<br>
<br>
Dan smirks as a reply. “We’re not talking cat scratches here, love. This is combat.”<br>
<br>
You glance back to the table, eying the players briefly. Then, you turn to Dan and smile. “Jake’s got nothing. Your boss is running scared. Harrow thinks he’s already won.”<br>
<br>
Jake growls at hearing your words. Thompson glares at you. Harrow just watches with amusement.<br>
<br>
“And your brother?” Dan says.<br>
<br>
You flick your eyes to <i><<TrueName "Current">></i>. “He’s too weak to try to bluff you.”<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
There are a few mutters from the players, each turning to see <i><<TrueName "Current">>'s</i> reaction. He casts a curious look your way.<br>
<<else>>
There are a few mutters from the players, each turning to see <i><<TrueName "Current">>'s</i> reaction. He looks at you, mouth dropping open.<br>
<</if>>
<br>
“You seem all right to throw him under the bus?” Dan murmurs.<br>
<br>
“I know where to place my bets,” you reply. “And on who.”<br>
<br>
Dan holds your gaze for a moment longer, then bellows out a laugh. He throws a stack of chips in.<br>
<br>
“She’s a real minx, Phillips,” he says to <i><<TrueName "Current">></i>. “I see a future with her. Maybe I’ll slip a ring on it when she graduates.”<br>
<br>
<<if _EmilyCorruptionCheck is true>>
<i><<TrueName "Current">></i> says nothing, but you see the traces of a smile appearing. He watches you for a reply.<br>
<<else>>
<i><<TrueName "Current">></i> says nothing, but you see the traces of his eyes widening. He watches you for a reply.<br>
<</if>>
<br>
“What do you say, sweetheart?” Dan says, turning to you as he continues to cackle. “Would you like that? Being a good little housewife to Dan? Pandering to my needs at home?”<br>
<br>
It’s all phrased like a question, but behind his smirk you see a sense of anticipation from him.<br>
<br>
<i>Are you really going to entertain this?</i><br>
<br>
<<ActionsHeader>>
<<link "Tell him you’d be a good housewife to him" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "DanHousewife">><<PotPressure 1>><<Feminity 1>><</link>><br>
<<link "Tell him you have other ambitions" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "DanAmbitions">><</link>>
<<elseif $TempPoker4bRound3 is "DanRuthlessFail">>
“You think I can’t be ruthless?” you say, arching an eyebrow.<br>
<br>
Dan smirks as a reply. “We’re not talking cat scratches here, love. This is combat.”<br>
<br>
You glance back to the table, eying the players briefly. Then, you turn to Dan and smile. “Jake’s got nothing. Your boss is running scared. Harrow thinks he’s already won.”<br>
<br>
Jake growls at hearing your words. Thompson glares at you. Harrow just watches with amusement.<br>
<br>
“And your brother?” Dan says.<br>
<br>
You flick your eyes to <i><<TrueName "Current">></i>. You see him watching. And you hesitate.<br>
<br>
Dan cackles. “See. Girls don’t have the guts to battle on the table. Too soft.”<br>
<br>
He rolls his shoulders. You hear his back crack. “Better to use those soft skills on something else.” He grins at you. “Those knots aren’t working themselves out of my muscles. Go on, princess. Show your future husband how well you can use your hands.”<br>
<br>
Another cackle. The table grows tense.<br>
<br>
<<ActionsHeader>>
<<link "Relent and give him a massage" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "DanMassage">><<PotPressure 1>><<Feminity 1>><<SiblingBond -1>><</link>><br>
<<CompulsionCheck "OldFashionedValues">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Old Fashioned Values] </span><s>Tell him that’s not all women can do</s> - <i>You can’t seem to argue with him on this</i><br>
<<else>>
<<link "Tell him that’s not all women can do" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "DanNotAll">><</link>>
<</if>>
<<elseif $TempPoker4bRound3 is "DanMassage">>
"All right," you say quietly, stepping behind him.<br>
<br>
Dan takes his arm off the back and turns to face the table. Expectant. As you step up, you smell his heavy cologne. You set your hands on his shoulders. The shirt is damp under your fingers.<br>
<br>
"There she is." Dan leans into your palms. "Don't be afraid to dig in, sweetheart. There's knots that have been there since I was your age." He looks over at <i><<TrueName "Current">></i> and cackles.<br>
<br>
You press your thumbs into the muscle. His shoulders are tight. Tighter than you expected for a man who looks this comfortable.<br>
<br>
Dan groans, low. "Good girl." He picks up his glass with one hand and actually raises it to <i><<TrueName "Current">></i> in a toast. “Definite wifey material, this one. Speaking of.”<br>
<br>
He reaches for his chip stack with his free hand and pushes a stack forward. "Can’t let the lady down. I reckon Dan’s soon got a honeymoon suite to pay for.”<br>
<br>
Dan laughs again, watching for <i><<TrueName "Current">>'s</i> reaction. "Tell you what, Phillips. She's got a future, with fingers like these. Maybe I'll slip a ring on one of them when she graduates."<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
<i><<TrueName "Current">></i> meets your eye briefly, mouth twisted. He’s looking between Dan and you, at least considering something. Then he looks back at his cards.<br>
<<else>>
<i><<TrueName "Current">></i> doesn't look up. His knuckles are white around his cards. He is trying to ignore Dan’s words.<br>
<</if>>
<br>
Dan tilts his head back to look up at you. The smirk is right there, inches from your face. "What do you say, sweetheart? You'd like that, wouldn't you? Being a good little housewife to Dan. Pandering to my needs at home."<br>
<br>
He doesn't blink. "Go on. Tell me."<br>
<br>
<i>He wants you to say it.</i><br>
<br>
<<ActionsHeader>>
<<link "Tell him you’d be a good housewife to him" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "DanHousewife">><<PotPressure 1>><<Feminity 1>><</link>><br>
<<link "Tell him you have other ambitions" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "DanAmbitions">><</link>>
<<elseif $TempPoker4bRound3 is "DanHousewife">>
You take a breath and meet his eye. "Yes, Dan. I'd be a very good housewife for you."<br>
<br>
"And?" he prompts. "What else?"<br>
<br>
"And I'd pander to your needs at home."<br>
<br>
Dan's grin widens. He laughs, but it’s free of the cackle. Almost genuine. "Now we're talking, sweetheart."<br>
<br>
He picks up his chip stack and tosses it forward. He smiles over at <i><<TrueName "Current">></i> without taking his eyes off you. "She’s the jackpot, Phillips. Better make a seat at Christmas dinner this year for me. Brother."<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
Across the table, <i><<TrueName "Current">></i> grunts and looks at you. The disgust is open.<br>
<<else>>
Across the table, <i><<TrueName "Current">></i> winces and looks at you. His expression is one of fear.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "Advance">><<SiblingBond -1>><</link>>
<<elseif $TempPoker4bRound3 is "DanAmbitions">>
"I have other ambitions than that," you say.<br>
<br>
Dan's grin falters. The chair creaks as he pulls back from your hands. "Do you now?" His eyes narrow. "And what would those be?"<br>
<br>
You briefly glance to <i><<TrueName "Current">></i> before answering. “Just not a housewife.”<br>
<br>
Dan grunts and swings his chair toward <i><<TrueName "Current">></i>. "Phillips. What kind of ideas are you putting into her pretty head?”<br>
<br>
“No substitute for a firm parent,” Thompson adds.<br>
<br>
There is murmuring around the table. When it comes to Dan’s turn, he checks, more interested in seeing who is backing him up.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
But as you walk away, <i><<TrueName "Current">></i> meets your eye. There's the smallest flicker of a smile. He nods, once. Thankful.<br>
<<else>>
But as you walk away, <i><<TrueName "Current">></i> meets your eye. His shoulders drop. Relief, undisguised.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "Advance">><<SiblingBond 1>><</link>>
<<elseif $TempPoker4bRound3 is "DanNotAll">>
"That’s not all women can do," you say.<br>
<br>
Dan's grin falters. The chair creaks as he pulls back from your hands. "Oh really?" His eyes narrow. "You think you’ve got what it takes to put on a pair of trousers and compete with us in a man’s world?"<br>
<br>
You briefly glance to <i><<TrueName "Current">></i> before answering. “Based on you, yes.”<br>
<br>
There is a snigger from Thompson before Dan’s nostrils flare as he looks at you. He swings his chair toward <i><<TrueName "Current">></i>. "Phillips. What kind of ideas are you putting into her pretty head?”<br>
<br>
“She thinks she’s a man,” Thompson adds, still sniggering.<br>
<br>
<i>Oh, the irony.</i><br>
<br>
There is murmuring around the table. When it comes to Dan’s turn, he checks, more interested in seeing who is backing him up.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
But as you walk away, <i><<TrueName "Current">></i> meets your eye. There's the smallest flicker of a smile. He nods, once. Thankful.<br>
<<else>>
But as you walk away, <i><<TrueName "Current">></i> meets your eye. His shoulders drop. Relief, undisguised.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "Advance">><<SiblingBond 1>><</link>>
<<elseif $TempPoker4bRound3 is "Harrow">>
<<if $PokerNightMaisieRivalry gte 1>>
You pick up a glass and step forward towards Harrow, but Maisie's hand closes over yours before you can move. "I've got this one." She smiles, taking the drink from you.<br>
<br>
She sways over to Harrow and puts the glass down effortlessly. He thanks her and returns to the game. Without missing a beat, she turns and glides back to the table, retaining her smile as she does so.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "Advance">><</link>>
<<else>>
You pick up a glass and cross to Harrow. He sits watching the other players, almost like an observer rather than a player.<br>
<br>
<<if $PokerGame.emilySuspicion gte 2>>
Harrow looks up at your approach. His smile is polite, but his eyes narrow. He doesn’t move to take the glass. Instead he waits for you to set it down next to him. “Thank you, Emily.”<br>
<<elseif $PokerGame.emilySuspicion is 1>>
Harrow looks up at your approach. His smile is polite, but he doesn’t move to take the glass. Instead he waits for you to set it down next to him. “Thank you, Emily.”<br>
<<else>>
Harrow looks up at your approach. His smile is polite and he reaches out to take the glass as you near. “Thank you, Emily.”<br>
<</if>>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
His eyes drift down to your dress, then back up once he realises what he’s doing. He forces himself to look forward, keeping his attention on the cards.<br>
<<else>>
His eyes briefly drift down to your dress, but then his attention is back on the table and the cards.<br>
<</if>>
<br>
"Anything else I can get you, sir?" you ask.<br>
<br>
Harrow glances up at you. “How considerate. Funny how serving drinks brings out a side of you the classroom never quite does, Emily."<br>
<br>
The round comes around to Harrow. He holds a chip up between two fingers, turning it as if examining a coin. "Not every girl has it in her, of course,” he murmurs. “The academic inclination. It's not your fault. But it limits your choices. For your future."<br>
<br>
Then he sets the chip down on the felt. Not quite committing it. Not yet. "Here's a question for you that Mr. Rogers would appreciate. If I want to match the bet, how many more chips would I need to commit to do so?" Harrow looks briefly your way with a smile and gestures to his spare chips. “You’re a bright girl, Emily. Why not bet for me this round? Just match the others.”<br>
<br>
<<if $current.drunk gte 3>>
You turn from Harrow’s gaze and look to the pot. You can’t seem to focus on the amount of chips already committed. You can just about make out that Harrow only needs to bet the single chip to match. If he’s being genuine, you could push more than necessary to raise the pot.<br>
<br>
Unless that is, you’ve got it wrong. Being drunk isn’t helping with your confidence.<br>
<<elseif $current.drunk gte 1>>
You turn from Harrow’s gaze and look to the pot. You can see the chips clearly, but your mind feels slow from the alcohol. You can just about make out that Harrow only needs to bet the single chip to match. If he’s being genuine, you could push more than necessary to raise the pot.<br>
<br>
Unless that is, you’ve got it wrong. Being tipsy isn’t helping with your confidence.<br>
<<else>>
You turn from Harrow’s gaze and look to the pot. He only needs to bet the single chip to match. But if he’s being genuine, you could push more than necessary to raise the pot.<br>
<br>
But you’d look the fool in front of the group. If you cared.<br>
<</if>>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
Looking at <i><<TrueName "Current">></i>, you see him watching with interest. You doubt whether they would.<br>
<<else>>
Looking at <i><<TrueName "Current">></i>, you see him watching with anxiety. They certainly would.<br>
<</if>>
<br>
<<ActionsHeader>>
<<StatCheckIntelligence "gt" 60>>
<<set _StatIntelligenceProbability to _StatIntelligenceProbability + " Try to persuade betting more is the smart choice">>
<<if _StatCheckIntelligence is true>>
<<link _StatIntelligenceProbability "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "HarrowPersuadePass">><</link>><br>
<<else>>
<<link _StatIntelligenceProbability "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "HarrowPersuadeFail">><<Intelligence 1>><</link>><br>
<</if>>
<<CompulsionCheck "ModelStudent">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Model Student] </span><s>Bet a larger, incorrect amount</s> - <i>You can't bear the thought of getting an academic challenge wrong</i><br>
<<else>>
<<link "Bet a larger, incorrect amount" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "HarrowBetWrong">><<Intelligence -1>><<PotPressure 2>><</link>><br>
<</if>>
<<link "Bet the right amount" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "HarrowBetRight">><<Intelligence 1>><<PotPressure 1>><</link>>
<</if>>
<<elseif $TempPoker4bRound3 is "HarrowPersuadePass">>
“If you only match," you say. "You're handing Jake the pace of the round. He's leaking chips and he knows it. Raise now, set the rate yourself, and you cap his runway before he gets reckless."<br>
<br>
Harrow looks up at you, curious and intrigued. “How wise,” he murmurs, before gesturing to his chips. “Go ahead.”<br>
<br>
You cautiously take a few chips from his stack and add them to his single bet, then push them forward. He makes no attempt to stop you.<br>
<br>
“Looks like the bet just increased. Thanks to Miss Phillips’ astute observation.” He looks back to you. “Careful though, Emily. That canny eye may yet get you in trouble.”<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
As you move away from the table, you look to <i><<TrueName "Current">></i>. He gives you a grin as you walk.<br>
<<else>>
As you move away from the table, you look to <i><<TrueName "Current">></i>. He gives you a surprised smile as you walk.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "Advance">><<PotPressure 2>><</link>>
<<elseif $TempPoker4bRound3 is "HarrowPersuadeFail">>
“If you only match," you say. "You're handing the round to the others.”<br>
<br>
“How so?” he says, almost curious.<br>
<br>
“They’ll be able to decide how to bet,” you mutter, barely convincing yourself.<br>
<br>
“I can raise though next time,” Harrow says. “I’m afraid your logic is flawed, Emily.”<br>
<br>
He gestures to his chips. “Now. Decide how much I should bet to match. And only match.” He offers you a smile. “You can do that, can’t you?”<br>
<br>
<<ActionsHeader>>
<<CompulsionCheck "ModelStudent">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Model Student] </span><s>Bet a larger, incorrect amount</s> - <i>You can't bear the thought of getting an academic challenge wrong</i><br>
<<else>>
<<link "Bet a larger, incorrect amount" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "HarrowBetWrong">><<Intelligence -1>><<PotPressure 2>><</link>><br>
<</if>>
<<link "Bet the right amount" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "HarrowBetRight">><<Intelligence 1>><<PotPressure 1>><</link>>
<<elseif $TempPoker4bRound3 is "HarrowBetWrong">>
You try to hold back your instinct and reach out to Harrow’s stack, adding a few more chips to his own bet. He sighs, but makes no attempt to stop you. When you push them to the centre, Dan cackles.<br>
<br>
“Surprised she can tie her own shoelaces, with a brain like that,” Thompson comments.<br>
<br>
Harrow smiles with faux patience. “Really, Emily. Mr. Rogers must be going easy on you, if you think that was correct. I shall have to have a word with him.”<br>
<br>
“I thought she was a nerd,” Jake mutters. “Doesn’t even look like she can pull that off.”<br>
<br>
“I’m sure she can pull other things off,” Dan throws in, cackling.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
For once, the other players join in his laughter. The only one who doesn’t is <i><<TrueName "Current">></i>, who looks back at you with a look of confusion. He just shrugs.<br>
<br>
<i>Maybe you’re just as dumb as he is.</i><br>
<br>
You walk away from the table, hearing the laughter continue. You just did it to increase the bet, didn’t you? It was all part of the act.<br>
<br>
<i>Then why does it feel so personal?</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "Advance">><</link>>
<<else>>
For once, the other players join in his laughter. The only one who doesn’t is <i><<TrueName "Current">></i>, who looks back at you with a look of annoyance.<br>
<br>
<i>He thinks you’re as dumb as you looked.</i><br>
<br>
You walk away from the table, hearing the laughter continue. You just did it to increase the bet, didn’t you? It was all part of the act.<br>
<br>
<i>Then why does it feel so personal?</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "Advance">><<SiblingBond -1>><</link>>
<</if>>
<<elseif $TempPoker4bRound3 is "HarrowBetRight">>
You put a fingernail to the single chip and slide it into the pot. Exactly matching.<br>
<br>
Harrow looks from the table to you. "Maybe you have been paying attention after all, Emily." He picks up his glass and sips. "Mr. Rogers will be pleased to hear you’re finally learning.”<br>
<br>
“You’re giving her credit for pushing a chip in?” Jake interjects with a tone of hurt pride.<br>
<br>
Harrow gives him a thin smile. “Based on your academic performance, Jake, I’m not sure I could have asked the same from you.” He smiles thinly. “Just be thankful you are on the football team.”<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
You hear a number of chuckles at Jake as you walk away from the table. You catch <i><<TrueName "Current">>'s</i> eye, who looks back at you with a look of confusion. He just shrugs, almost confused by what occurred.<br>
<br>
<i>She really has changed, hasn’t she?</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "Advance">><</link>>
<<else>>
You hear a number of chuckles at Jake as you walk away from the table. You catch <i><<TrueName "Current">>'s</i> eye, who looks back at you with the smallest of smiles. At least they are happy you showcased your intelligence.<br>
<br>
<i>At the expense of increasing the bet, though.</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "Advance">><<SiblingBond 1>><</link>>
<</if>>
<<elseif $TempPoker4bRound3 is "PC">>
You pick up a glass and cross to him. Over his shoulder you read his cards. Two kings. Not winning on their own, but solid.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
<<Flag "TempPokerNightSwapWarnedDrink">>
<<if _FlagReturn is true>>
He looks up briefly and grins, taking the glass from you. “Thanks… sis.”<br>
<br>
Drawing it up to his lips, he holds it there for show. Then, satisfied, he puts it down next to him and focuses back on the game.<br>
<br>
When it comes to his turn, he throws in a few chips to raise. A few muffled comments come from the table.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "Advance">><<PotPressure 1>><<SetFlag "TempPokerNightRound3PCCardsKnown">><</link>>
<<else>>
He looks up briefly and grins, taking the glass from you. “Thanks… sis.”<br>
<br>
Without waiting, he picks up the glass and tips it back. The whole drink. In two long swallows.<br>
<br>
Then he wipes his mouth with the back of his hand and beams. “That hit the spot.”<br>
<br>
Dan laughs. Thompson mutters something approving. Harrow watches.<br>
<br>
When it comes to his turn, he throws a fresh stack of chips into the pot. More than he needs to.<br>
<br>
<i>He’s showing off.</i><br>
<br>
Looking around the table, you see Harrow and Thompson watching. Like sharks circling prey.<br>
<br>
<<ActionsHeader>>
<<link "Warn him about drinking" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "PCWarn">><<EmilySuspicion 1>><<SetFlag "TempPokerNightRound3PCCardsKnown">><</link>><br>
<<link "Let him drink" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "Advance">><<EmilyCorruption 1>><<PotPressure 1>><<SetFlag "TempPokerNightRound3PCCardsKnown">><</link>>
<</if>>
<<else>>
He looks to you, then to the glass. The apprehension is evident. He cautiously takes it from you. “Thanks.”<br>
<br>
He sets it down next to him. Far away. You look around the table. Eyes are watching him.<br>
<br>
“Not going to drink that?” Dan asks.<br>
<br>
<i><<TrueName "Current">></i> meets your eyes, not answering him.<br>
<br>
<<ActionsHeader>>
<<link "Encourage him to drink" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "PCEncourage">><<EmilyCorruption 1>><<PotPressure 1>><<SetFlag "TempPokerNightRound3PCCardsKnown">><</link>><br>
<<link "Make an excuse for him" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "PCExcuse">><<EmilySuspicion 1>><<SetFlag "TempPokerNightRound3PCCardsKnown">><</link>>
<</if>>
<<elseif $TempPoker4bRound3 is "PCWarn">>
"Steady on with that," you murmur.<br>
<br>
You try to keep it quiet, but the chuckles around the table confirm you’ve failed. Dan sneers as he looks between you and <i><<TrueName "Current">></i>. “Your little sister tells you when you can drink, Phillips?” Dan sniggers. “Freaky household you’ve got, there.”<br>
<br>
“She’s just being a nag,” <i><<TrueName "Current">></i> bites back, before turning to you. “But I’ve got this… sis.” He holds your eye before nodding back to the sideboard. “Now, why don’t you totter off back for some girl chat.”<br>
<br>
There are a few smirks around the table as you leave. You briefly look back, seeing <i><<TrueName "Current">></i> glaring back at you. And Harrow watching you, with curious interest.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "Advance">><<SiblingBond -1>><</link>>
<<elseif $TempPoker4bRound3 is "PCEncourage">>
“He just doesn’t want to encourage me,” you bluff, looking back to him. “I don’t mind.”<br>
<br>
<i><<TrueName "Current">></i> looks between the glass and you. Then he picks it up and drinks. Properly. The whole thing in two long swallows. He sets it down and breathes out.<br>
<br>
“At it, Phillips,” Dan barks. “That’s how men take their alcohol.”<br>
<br>
He smiles back at Dan, but you notice the look is different. His eyes are glassy at the edges. He smiles a bit more. Whatever was alert in him a minute ago has softened.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "Advance">><</link>>
<<elseif $TempPoker4bRound3 is "PCExcuse">>
“He's been pacing himself," you say to the table, not to anyone in particular. "Long night ahead."<br>
<br>
Thompson grunts. Dan's eyes flick from you to <i><<TrueName "Current">></i> and back. “You let your little sister talk for you Phillips?”<br>
<br>
A silence descends around the room. It remains until Harrow sighs and throws a single chip in. “The game, gentlemen.”<br>
<br>
Betting finally resumes, but you see everyone’s eyes looking between you and <i><<TrueName "Current">></i>. He winces. As you walk away, you feel all eyes on you.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to "Advance">><</link>>
<<elseif $TempPoker4bRound3 is "Advance">>
The betting continues. Thompson throws in a few chips. Dan matches. <<TrueName "Current">> and Jake follow.<br>
<br>
<<Flag "TempPokerNightHarrowDrunk">>
<<if _FlagReturn is true>>
<<if $PokerGame.potPressure gte 5>>
Looking back to Harrow, you see him free of tension you hadn't even acknowledged. He lets out a laugh that turns into a hiccup. But after covering his mouth, he pushes all of his chips into the pot.<br>
<br>
"Let's see what you've got, gentlemen."<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to undefined>><<SetFlag "TempPokerNightRound3HarrowAllIn">><<set $PokerNightRound3 to 3>><</link>>
<<else>>
Looking back to Harrow, you see him free of tension you hadn't even acknowledged. He lets out a laugh that turns into a hiccup. But after covering his mouth, he pushes a large stack of his chips into the pot.<br>
<br>
"Let's up the ante, gentlemen."<br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to undefined>><<PotPressure 2>><<if $PokerNightRound3 is undefined>><<set $PokerNightRound3 to 1>><<else>><<set $PokerNightRound3 += 1>><</if>><</link>>
<</if>>
<<else>>
<<if $PokerGame.potPressure gte 6>>
Looking back to Harrow, you see him free of tension you hadn't even acknowledged. But he's restrained, only letting out a small smile. He pushes all of his chips into the pot.<br>
<br>
"Let's see what you've got, gentlemen."<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to undefined>><<SetFlag "TempPokerNightRound3HarrowAllIn">><<set $PokerNightRound3 to 3>><</link>>
<<else>>
Looking back to Harrow, you see him free of tension you hadn't even acknowledged. But he's restrained, only letting out a small smile. He pushes a large stack of his chips into the pot.<br>
<br>
"Let's up the ante, gentlemen."<br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4bRound3">><<set $TempPoker4bRound3 to undefined>><<PotPressure 1>><<if $PokerNightRound3 is undefined>><<set $PokerNightRound3 to 1>><<else>><<set $PokerNightRound3 += 1>><</if>><</link>>
<</if>>
<</if>>
<<elseif $TempPoker4bRound3 is "NodAccept">>
You nod, once and confident. She winces, but turns back to Harrow. “Okay.”<br>
<br>
Harrow smiles, slow. He slides the amulet to the centre of the table next to the chip pile, then deals himself a fresh stack from the box at his elbow.<br>
<br>
"Charlton rules from here, Phillips. Different game. Different stakes."<br>
<br>
The room has gone very quiet. Jake stares openly at the amulet on the felt. Thompson's whiskey glass is halfway to his mouth, paused. Dan has stopped grinning.<br>
<br>
<i><<TrueName "Current">></i> stares at the amulet, avoiding Harrow’s eyes. You feel powerless. Unless you can help, this is all on them.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be dealt" "DuncanManor4bFinale">><<set $PokerNightFinaleBluffScore to 0>><<set $TempPoker4bRound3 to undefined>><</link>>
<<elseif $TempPoker4bRound3 is "ShakeHead">>
<i><<TrueName "Current">></i> stares back at you with disbelief. You have to hold her eyes before she finally turns back to Harrow. “Maybe not this time.”<br>
<br>
<i>What? You spent the whole night for this and you're walking?</i><br>
<br>
There's a long beat. Then Harrow inclines his head and the smile comes back. "Disappointing. But wise of you, Phillips. Not many men know when to walk."<br>
<br>
“Doesn’t look like he has a choice,” Dan comments, grinning over at you before looking at Harrow.<br>
<br>
The teacher shrugs at him, turning his eyes to you. His smile fades as he watches carefully. “Shame though,” he says loud enough for you to hear. He looks back to <i><<TrueName "Current">></i>. “I was hoping to teach you a lesson tonight. About responsibility.”<br>
<br>
<i><<TrueName "Current">></i> meets his gaze, but before he can comment Harrow stands. “Looks like the final curtain has fallen over our little game for tonight’s show, gentlemen. An interesting evening.” He looks directly at you. “Interesting, indeed.”<br>
<br>
As the other players leave the table, you watch Harrow slide his amulet back over his head and underneath his shirt. You catch <i><<TrueName "Current">>'s</i> eye. He stares back at you with a confused look on his face.<br>
<br>
<<ActionsHeader>>
<<link "Leave the manor and catch a cab home" "DuncanManor4bEpilogue">><<TimeChange>><<set $TempPoker4bRound3 to undefined>><</link>>
<<elseif $TempPoker4bRound3 is "ForceTauntPass">>
"How about one more hand?” you interrupt. “Double or nothing."<br>
<br>
All eyes turn to you. A mix of surprise, irritation and shock in all of them. Only Harrow maintains his same expression, his casual gaze now resting squarely on you.<br>
<br>
"How disruptive,” he says, chuckling. “But I should expect nothing else from you, Emily. Double or nothing on what, though? I may be walking away with my dignity, but a lowly teacher can’t afford to get carried away."<br>
<br>
You smile back at him, ignoring the other eyes on you. "I’m sure you’ve got something."<br>
<br>
Harrow pauses, eyeing you carefully. "Have I?"<br>
<br>
You hold his gaze but say nothing. After a moment, he reaches into his shirt with a hand and throws something down on the table. A brass amulet, in the shape of a tragedy mask.<br>
<br>
<i>There it is.</i><br>
<br>
“This, perhaps?” he asks.<br>
<br>
You stare at him, letting a smile play out across your face. “Why not?”<br>
<br>
A chuckle comes from his gut. He looks between you, <i><<TrueName "Current">></i>, the chips and the amulet. “I bet you’d like that,” he comments, his eyes blazing with consideration.<br>
<br>
But he shakes his head and reaches once more for the amulet. “Not tonight.”<br>
<br>
Just before his fingers touch the amulet you step forward. “What’s the matter, sir? Afraid that you can’t see the performance all the way through?”<br>
<br>
His hand freezes. He stares back at you, smile fading. “Are you taunting me, Phillips?”<br>
<br>
You take a deep breath. “Just saying what it looks like. Sir.”<br>
<br>
It’s enough to send Harrow’s eyes wandering around the room. To the other men at the table. To the women watching. Then he meets <i><<TrueName "Current">>'s</i> look. “What do you say, Phillips? Are you game?”<br>
<br>
With only the merest of glances at you, <i><<TrueName "Current">></i> nods. Harrow smiles, slow. And nudges the amulet further into the centre before dealing himself a fresh stack from the box at his elbow.<br>
<br>
"Charlton rules from here, Phillips,” he comments to <i><<TrueName "Current">></i>. "Different game. Different stakes."<br>
<br>
The room has gone very quiet. Jake stares openly at the amulet on the felt. Thompson's whiskey glass is halfway to his mouth, paused. Dan has stopped grinning.<br>
<br>
<i><<TrueName "Current">></i> stares at the amulet, avoiding Harrow’s eyes. You feel powerless. Unless you can help, this is all on them.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be dealt" "DuncanManor4bFinale">><<set $PokerNightFinaleBluffScore to 0>><<set $TempPoker4bRound3 to undefined>><</link>>
<<elseif $TempPoker4bRound3 is "ForceTauntFail">>
"How about one more hand?” you interrupt. “Double or nothing."<br>
<br>
All eyes turn to you. A mix of surprise, irritation and shock in all of them. Only Harrow maintains his same expression, his casual gaze now resting squarely on you.<br>
<br>
"How disruptive,” he says, chuckling. “But I should expect nothing else from you, Emily. Double or nothing on what, though? I may be walking away with my dignity, but a lowly teacher can’t afford to get carried away."<br>
<br>
You smile back at him, ignoring the other eyes on you. "I’m sure you’ve got something."<br>
<br>
Harrow pauses, eyeing you carefully. "Have I?"<br>
<br>
You hold his gaze but say nothing. After a moment, he reaches into his shirt with a hand and throws something down on the table. A brass amulet, in the shape of a tragedy mask.<br>
<br>
<i>There it is.</i><br>
<br>
“This, perhaps?” he asks.<br>
<br>
You stare at him, letting a smile play out across your face. “Why not?”<br>
<br>
A chuckle comes from his gut. He looks between you, <i><<TrueName "Current">></i>, the chips and the amulet. “I bet you’d like that,” he comments, his eyes blazing with consideration.<br>
<br>
But he shakes his head and reaches once more for the amulet. “Not tonight.”<br>
<br>
Harrow slides his amulet back over his head and underneath his shirt. “Shame though,” he says loud enough for you to hear. He looks back to <i><<TrueName "Current">></i>. “I was hoping to teach you a lesson tonight. About responsibility.”<br>
<br>
<i><<TrueName "Current">></i> meets his gaze, but before he can comment Harrow stands. “Looks like the final curtain has fallen over our little game for tonight’s show, gentlemen. An interesting evening.” He looks directly at you. “Interesting, indeed.”<br>
<br>
As the other players leave the table, you catch <i><<TrueName "Current">>'s</i> eye. He stares back at you with a disappointed look on his face.<br>
<br>
<<ActionsHeader>>
<<link "Leave the manor and catch a cab home" "DuncanManor4bEpilogue">><<CashFlow 10>><<TimeChange>><<set $TempPoker4bRound3 to undefined>><</link>>
<<elseif $TempPoker4bRound3 is "ForceCharmPass">>
"How about one more hand?” you interrupt. “Double or nothing."<br>
<br>
All eyes turn to you. A mix of surprise, irritation and shock in all of them. Only Harrow maintains his same expression, his casual gaze now resting squarely on you.<br>
<br>
"How disruptive,” he says, chuckling. “But I should expect nothing else from you, Emily. Double or nothing on what, though? I may be walking away with my dignity, but a lowly teacher can’t afford to get carried away."<br>
<br>
You smile back at him, ignoring the other eyes on you. "I’m sure you’ve got something."<br>
<br>
Harrow pauses, eyeing you carefully. "Have I?"<br>
<br>
You hold his gaze but say nothing. After a moment, he reaches into his shirt with a hand and throws something down on the table. A brass amulet, in the shape of a tragedy mask.<br>
<br>
<i>There it is.</i><br>
<br>
“This, perhaps?” he asks.<br>
<br>
You stare at him, letting a smile play out across your face. “Why not?”<br>
<br>
A chuckle comes from his gut. He looks between you, <i><<TrueName "Current">></i>, the chips and the amulet. “I bet you’d like that,” he comments, his eyes blazing with consideration.<br>
<br>
But he shakes his head and reaches once more for the amulet. “Not tonight.”<br>
<br>
Just before his fingers touch the amulet you step forward. “Oh, don’t be like that, sir.” You glance back to Rhiannon and Maisie. “We’re all enjoying watching you.” You bite your lip before continuing. “Play, that is.”<br>
<br>
His hand freezes. He stares back at you, smile fading. “Are you trying to seduce me, Emily?”<br>
<br>
You take a deep breath. “Just saying you wouldn’t want to end our nights early, would you? Sir.”<br>
<br>
It’s enough to send Harrow’s eyes wandering around the other girls in the room. Then he meets <i><<TrueName "Current">>'s</i> look. “What do you say, Phillips? Are you game?”<br>
<br>
With only the merest of glances at you, <i><<TrueName "Current">></i> nods. Harrow smiles, slow. And nudges the amulet further into the centre before dealing himself a fresh stack from the box at his elbow.<br>
<br>
"Charlton rules from here, Phillips,” he comments to <i><<TrueName "Current">></i>. "Different game. Different stakes."<br>
<br>
The room has gone very quiet. Jake stares openly at the amulet on the felt. Thompson's whiskey glass is halfway to his mouth, paused. Dan has stopped grinning.<br>
<br>
<i><<TrueName "Current">></i> stares at the amulet, avoiding Harrow’s eyes. You feel powerless. Unless you can help, this is all on them.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be dealt" "DuncanManor4bFinale">><<set $PokerNightFinaleBluffScore to 0>><<set $TempPoker4bRound3 to undefined>><</link>>
<<elseif $TempPoker4bRound3 is "ForceCharmFail">>
"How about one more hand?” you interrupt. “Double or nothing."<br>
<br>
All eyes turn to you. A mix of surprise, irritation and shock in all of them. Only Harrow maintains his same expression, his casual gaze now resting squarely on you.<br>
<br>
"How disruptive,” he says, chuckling. “But I should expect nothing else from you, Emily. Double or nothing on what, though? I may be walking away with my dignity, but a lowly teacher can’t afford to get carried away."<br>
<br>
You smile back at him, ignoring the other eyes on you. "I’m sure you’ve got something."<br>
<br>
Harrow pauses, eyeing you carefully. "Have I?"<br>
<br>
You hold his gaze but say nothing. After a moment, he reaches into his shirt with a hand and throws something down on the table. A brass amulet, in the shape of a tragedy mask.<br>
<br>
<i>There it is.</i><br>
<br>
“This, perhaps?” he asks.<br>
<br>
You stare at him, letting a smile play out across your face. “Why not?”<br>
<br>
A chuckle comes from his gut. He looks between you, <i><<TrueName "Current">></i>, the chips and the amulet. “I bet you’d like that,” he comments, his eyes blazing with consideration.<br>
<br>
But he shakes his head and reaches once more for the amulet. “Not tonight.”<br>
<br>
Harrow slides his amulet back over his head and underneath his shirt. “Shame though,” he says loud enough for you to hear. He looks back to <i><<TrueName "Current">></i>. “I was hoping to teach you a lesson tonight. About responsibility.”<br>
<br>
<i><<TrueName "Current">></i> meets his gaze, but before he can comment Harrow stands. “Looks like the final curtain has fallen over our little game for tonight’s show, gentlemen. An interesting evening.” He looks directly at you. “Interesting, indeed.”<br>
<br>
As the other players leave the table, you catch <i><<TrueName "Current">>'s</i> eye. He stares back at you with a disappointed look on his face.<br>
<br>
<<ActionsHeader>>
<<link "Leave the manor and catch a cab home" "DuncanManor4bEpilogue">><<CashFlow 10>><<TimeChange>><<set $TempPoker4bRound3 to undefined>><</link>>
<<elseif $TempPoker4bRound3 is "ForceMaisie">>
You cast a look over to Maisie. Her eyebrows narrow, but it’s replaced quickly with a curious look when you nod back to the table. A small smirk appears and she steps forward, gliding towards Harrow.<br>
<br>
“I don’t think the night has to end,” she murmurs as she approaches him, taking the eyes of the players as she interrupts. She lightly rests one of her hands on Harrow’s shoulder. “It hasn’t before.”<br>
<br>
Harrow looks up at her, glancing at her hand before chuckling. “What do you suggest, Maisie?”<br>
<br>
"How about one more hand?” she says. “Double or nothing. You’ve done it before."<br>
<br>
Harrow watches her, casting both you and <i><<TrueName "Current">></i> a look before he reaches into his shirt and throws something down on the table. A brass amulet, in the shape of a tragedy mask.<br>
<br>
<i>There it is.</i><br>
<br>
“You’re referring to this?” he asks.<br>
<br>
She lets a smile play out across her face. “Why not?”<br>
<br>
All eyes rest on the amulet on the table. Harrow looks from Maisie back, his eyes falling on you. Then he turns to <i><<TrueName "Current">></i>. “What do you say, Phillips? Are you game?”<br>
<br>
With only the merest of glances at you, <i><<TrueName "Current">></i> nods. Harrow smiles, slow. And nudges the amulet further into the centre before dealing himself a fresh stack from the box at his elbow. Maisie takes her hand from his shoulder and glides back to the sideboard, smiling at you as she takes her place once more.<br>
<br>
"Charlton rules from here, Phillips,” he comments to <i><<TrueName "Current">></i>. "Different game. Different stakes."<br>
<br>
The room has gone very quiet. Jake stares openly at the amulet on the felt. Thompson's whiskey glass is halfway to his mouth, paused. Dan has stopped grinning.<br>
<br>
<i><<TrueName "Current">></i> stares at the amulet, avoiding Harrow’s eyes. You feel powerless. Unless you can help, this is all on them.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be dealt" "DuncanManor4bFinale">><<set $PokerNightFinaleBluffScore to 0>><<set $TempPoker4bRound3 to undefined>><</link>>
<<elseif $TempPoker4bRound3 is "ForceStudent">>
"How about one more hand?” you interrupt. “Double or nothing."<br>
<br>
All eyes turn to you. A mix of surprise, irritation and shock in all of them. Only Harrow maintains his same expression, his casual gaze now resting squarely on you.<br>
<br>
"How disruptive,” he says, chuckling. “But I should expect nothing else from you, Emily. Double or nothing on what, though? I may be walking away with my dignity, but a lowly teacher can’t afford to get carried away."<br>
<br>
You smile back at him, ignoring the other eyes on you. "I’m sure you’ve got something."<br>
<br>
Harrow pauses, eyeing you carefully. "Have I?"<br>
<br>
You hold his gaze but say nothing. After a moment, he reaches into his shirt with a hand and throws something down on the table. A brass amulet, in the shape of a tragedy mask.<br>
<br>
<i>There it is.</i><br>
<br>
“This, perhaps?” he asks.<br>
<br>
You stare at him, letting a smile play out across your face. “Why not?”<br>
<br>
A chuckle comes from his gut. He looks between you, <i><<TrueName "Current">></i>, the chips and the amulet. “I bet you’d like that,” he comments, his eyes blazing with consideration.<br>
<br>
But he shakes his head and reaches once more for the amulet. “Not tonight.”<br>
<br>
Just before his fingers touch the amulet you step forward. “What if I promised to be a better student?” You take a deep breath. “Sir.”<br>
<br>
His hand freezes. He stares back at you, smile fading. “Your academic performance isn’t that much of a motivator for me, Emily.” But in spite of his words, he’s not taking back the amulet.<br>
<br>
“I don’t mean just grades,” you reply quickly.<br>
<br>
Harrow’s hand lingers above the amulet, but it doesn’t move. “Are you committing to being… less disruptive?”<br>
<br>
Eyes turn to you. Confused eyes, all round. Only <i><<TrueName "Current">></i> and Harrow are any different. Harrow looks like a cat watching a mouse. And <i><<TrueName "Current">>'s</i> eyes are wide with shock.<br>
<br>
“What do you say, Phillips?” Harrow finally mutters to <i><<TrueName "Current">></i>. “Are you game?”<br>
<br>
With only the merest of glances at you, <i><<TrueName "Current">></i> nods. Harrow smiles, slow. And nudges the amulet further into the centre before dealing himself a fresh stack from the box at his elbow.<br>
<br>
"Charlton rules from here, Phillips,” he comments to <i><<TrueName "Current">></i>. "Different game. Different stakes."<br>
<br>
The room has gone very quiet. Jake stares openly at the amulet on the felt. Thompson's whiskey glass is halfway to his mouth, paused. Dan has stopped grinning.<br>
<br>
<i><<TrueName "Current">></i> stares at the amulet, avoiding Harrow’s eyes. You feel powerless. Unless you can help, this is all on them.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be dealt" "DuncanManor4bFinale">><<set $PokerNightFinaleBluffScore to 0>><<SetFlag "TempPokerNightEmilyStudent">><<set $TempPoker4bRound3 to undefined>><</link>>
<<elseif $TempPoker4bRound3 is "LetEnd">>
You consider saying something. Doing something. But something doesn’t feel right. You let the moment pass.<br>
<br>
<i>What? You spent the whole night for this and you're walking?</i><br>
<br>
There's a long beat. Then Harrow inclines his head and the smile comes back. "Not tonight.” He glances over to you, his smile fading a little. “Shame though. I was hoping to teach you a lesson tonight. About responsibility.”<br>
<br>
Before <i><<TrueName "Current">></i> can press, he shrugs and stands. “Looks like the final curtain has fallen over our little game for tonight’s show, gentlemen. An interesting evening.” He looks directly at you. “Interesting, indeed.”<br>
<br>
As the other players leave the table, you watch Harrow tidy up the chips. “Until next time, Phillips.”<br>
<br>
You catch <i><<TrueName "Current">>'s</i> eye. He stares back at you with a disappointed look on his face.<br>
<br>
<<ActionsHeader>>
<<link "Leave the manor and catch a cab home" "DuncanManor4bEpilogue">><<TimeChange>><<set $TempPoker4bRound3 to undefined>><</link>>
<</if>><<if $TempPoker4bFinale is undefined>>
<<if $PokerNightFinale is undefined>>
"Charlton rules, then," Harrow comments. "Allow me to explain, Phillips, since you'll be at the wrong end of them."<br>
<br>
He shuffles the deck with both hands as he speaks, like a magician fanning a fresh pack. The other men are watching, looking between him and <i><<TrueName "Current">></i>.<br>
<br>
"Four cards each. You pick up three. The fourth stays face-down in front of you. Your hidden card."<br>
<br>
The deck flicks closed in his palm, then bridges open again.<br>
<br>
"One card to be turned in the middle. You may, at any point, swap one of your face-up cards for a new card from the deck. Once." He smiles. "Just once."<br>
<br>
He begins to deal, three cards face up to <i><<TrueName "Current">></i>, one face-down. "Best hand at the reveal takes the pot," he finishes. "Simple enough." Then he deals himself the same.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
<i><<TrueName "Current">></i> picks up the three cards. You look over, watching his face. He smirks, looking up at Harrow. The teacher looks at his own three with the same controlled expression he's been using all night. But you watch him keenly. He seems to relax.<br>
<br>
Whatever's there, he likes it. Even if <i><<TrueName "Current">></i> isn’t bluffing, you aren’t sure a hand will be enough to win.<br>
<<else>>
<i><<TrueName "Current">></i> picks up the three cards. You look over, watching his face. He winces, avoiding looking at Harrow. The teacher looks at his own three with the same controlled expression he's been using all night. But you watch him keenly. He seems to relax.<br>
<br>
Whatever's there, he likes it. And based on <i><<TrueName "Current">>'s</i> expression, he hasn’t got a hand to win on its own.<br>
<</if>>
<br>
You mull over what you can do to help. And whether you should.<br>
<br>
<<ActionsHeader>>
<<link "Consider how to help" "DuncanManor4bFinale">><<set $TempPoker4bFinale to "HelpMenu">><</link>><br>
<<set _WatchLabel to "Watch to see what " + $PlayerCharacter.firstName[$PlayerCharacter.stateCurrent] + " does">>
<<link _WatchLabel "DuncanManor4bFinale">><<set $TempPoker4bFinale to "Watch">><</link>>
<<elseif $PokerNightFinale is 1>>
You drift back to looking at <i><<TrueName "Current">></i>, but Harrow's voice cuts the air.<br>
<br>
"A moment, Phillips. Before you go any further. I've been considering our deal."<br>
<br>
Harrow glances over at you, smiles, then reaches into his suit pocket. He takes out a cassette tape and tosses it onto the felt.<br>
<br>
<i><<TrueName "Current">></i> stares at it. So do you.<br>
<br>
"What's that?" <i><<TrueName "Current">></i> asks.<br>
<br>
"A revision tape." Harrow says it pleasantly. "I was meaning to talk to you about it tonight, but this opportunity has presented itself."<br>
<br>
He glances at you across the room, then back to <i><<TrueName "Current">></i>.<br>
<br>
"I've noticed Emily has been struggling in biology, lately. Her mind seems elsewhere. With graduation coming up, I'd hate to see her struggle. So I prepared this for her." His smile fades. "To listen to. While she sleeps."<br>
<br>
<i><<TrueName "Current">></i> stares at him, lost for words.<br>
<br>
"My necklace, in truth, is more valuable than the bet. But I'd be willing to overlook that. For new terms. You win, you still clean me out. But if you lose? You give me your word as a gentleman that Emily will start taking her studies more seriously. Beginning with that tape."<br>
<br>
The table stirs. Thompson shakes his head with disgust. "Not right to change the bet midway, Darcy."<br>
<br>
"Oh, come on, boss," Dan interrupts. "Pot's still the same value."<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
<i><<TrueName "Current">></i> looks at you across the room. He grins. Then turns back to Harrow. “Done.”<br>
<br>
You have to keep your mouth from dropping open. Harrow inclines his head towards you, polite as anything. He smiles before looking back to <i><<TrueName "Current">></i>. "Wise. Your sister will thank you. Eventually."<br>
<br>
The truth of it settles. The tape works on a body. The body, tonight, is yours.<br>
<br>
<<ActionsHeader>>
<<link "Watch as the hidden card is overturned" "DuncanManor4bFinale">><<set $PokerNightFinale to 2>><<SetFlag "TempPokerNightCassetteDeal">><</link>>
<<else>>
<i><<TrueName "Current">></i> looks at you across the room. Waiting for a response.<br>
<br>
<<ActionsHeader>>
<<link "Signal him to accept the deal" "DuncanManor4bFinale">><<set $TempPoker4bFinale to "SignalAccept">><</link>><br>
<<link "Signal him to refuse and take the winnings" "DuncanManor4bFinale">><<set $TempPoker4bFinale to "SignalRefuse">><</link>>
<</if>>
<<elseif $PokerNightFinale is 2>>
<i><<TrueName "Current">></i> flips over his hidden card. Another queen.<br>
<br>
A pair of queens. Strong, but not a sure win. Harrow flips over his own card. An ace.<br>
<br>
<i>Last chance. Hold and hope, swap and gamble, or push him into trying for a better hand.</i><br>
<br>
<<ActionsHeader>>
<<if $PokerNightFinaleSwapHarrow is undefined>>
<<link "Consider how to help" "DuncanManor4bFinale">><<set $TempPoker4bFinale to "HelpMenu">><</link>><br>
<<set _WatchLabel to "Watch to see what " + $PlayerCharacter.firstName[$PlayerCharacter.stateCurrent] + " does">>
<<link _WatchLabel "DuncanManor4bFinale">><<set $TempPoker4bFinale to "Watch">><</link>>
<<else>>
<<link "Wait for the cards to be revealed" "DuncanManor4bFinale">><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</link>>
<</if>>
<<elseif $PokerNightFinale is 3>>
<<if $PokerNightFinaleSwap is undefined and $PokerNightFinaleSwapHarrow is true>>
Harrow turns his face-up cards. One king. One queen. A jack. With his revealed card, he's one short of a royal flush.<br>
<br>
"How dramatic," he murmurs, then flicks over the community card. A five.<br>
<br>
<i><<TrueName "Current">>'s</i> pair of queens beats him. He has nothing.<br>
<br>
Harrow looks to the deck, his eyes lingering on his burned card on the top of the dealer's pile. "Fortune favours the brave," he mutters. "But perhaps not today."<br>
<br>
He flips over his burned card. Another king. He gambled away a pair of winning kings for a royal flush.<br>
<br>
<<ActionsHeader>>
<<link "Watch Harrow’s reaction" "DuncanManor4bFinale">><<set $TempPoker4bFinale to "Reaction">><<SetFlag "TempPokerNightWon">><</link>>
<<elseif $PokerNightFinaleSwap is undefined and $PokerNightFinaleSwapHarrow is undefined>>
Harrow turns his face-up cards. Two kings. One queen. Just a single pair, but still beats <i><<TrueName "Current">>'s</i> queens.<br>
<br>
"How dramatic," he murmurs, then flicks over the community card. The last queen.<br>
<br>
Three of a kind queens for <i><<TrueName "Current">></i>. He beats Harrow's pair.<br>
<br>
Harrow looks at <i><<TrueName "Current">></i>, forcing his smile. "Fortune favours the brave," he mutters. "But perhaps not today."<br>
<br>
<<ActionsHeader>>
<<link "Watch Harrow’s reaction" "DuncanManor4bFinale">><<set $TempPoker4bFinale to "Reaction">><<SetFlag "TempPokerNightWon">><</link>>
<<elseif $PokerNightFinaleSwap is true and $PokerNightFinaleSwapHarrow is undefined>>
At the last moment, you see <i><<TrueName "Current">></i> cast one of his face-up cards onto the dealer's pile and take a fresh one from the deck. His face falls as he looks at it.<br>
<br>
Harrow turns his face-up cards. Two kings. One queen.<br>
<br>
"How dramatic," he murmurs, then flicks over the community card. A king.<br>
<br>
Three of a kind kings. <i><<TrueName "Current">>'s</i> pair of queens doesn't beat him. He's lost.<br>
<br>
Harrow looks at him, his smile wide. "Fortune favours the brave," he mutters. "But perhaps not today."<br>
<br>
<<ActionsHeader>>
<<link "Watch Harrow’s reaction" "DuncanManor4bFinale">><<set $TempPoker4bFinale to "Reaction">><<SetFlag "TempPokerNightLost">><</link>>
<<elseif $PokerNightFinaleSwap is true and $PokerNightFinaleSwapHarrow is true>>
Harrow turns his face-up cards. One king. One queen. A jack. With his revealed card, he's one short of a royal flush.<br>
<br>
"How dramatic," he murmurs, then flicks over the community card. A five.<br>
<br>
<i><<TrueName "Current">>'s</i> pair of queens beats him. He has nothing.<br>
<br>
Harrow looks to the deck, his eyes lingering on his burned card on the top of the dealer's pile. "Fortune favours the brave," he mutters. "But perhaps not today."<br>
<br>
He flips over his burned card. Another king. He gambled away a pair of winning kings for a royal flush. <i><<TrueName "Current">></i> glances at his own burned card. The nine he swapped. His gamble cost him nothing. Harrow's cost him everything.<br>
<br>
<<ActionsHeader>>
<<link "Watch Harrow’s reaction" "DuncanManor4bFinale">><<set $TempPoker4bFinale to "Reaction">><<SetFlag "TempPokerNightWon">><</link>>
<</if>>
<</if>>
<<elseif $TempPoker4bFinale is "HelpMenu">>
You glance at <i><<TrueName "Current">></i>. His tells are small but they're there. Harrow's are smaller still, but they're there too. You weigh what's in your power.<br>
<br>
<<ActionsHeader>>
<<Flag "TempPokerNightRound3EmilyHelp">>
<<if _FlagReturn is false>><<link "Go over to Harrow" "DuncanManor4bFinale">><<set $TempPoker4bFinale to "GoHarrow">><<SetFlag "TempPokerNightRound3EmilyHelp">><</link>><br><</if>>
<<Flag "TempPokerNightMaisieHelp">>
<<if _FlagReturn is true>><<link "Ask Maisie for help" "DuncanManor4bFinale">><<set $TempPoker4bFinale to "AskMaisie">><<SetFlag "TempPokerNightMaisieHelp" false>><</link>><br><</if>>
<<Flag "TempPokerNightRound3PCHelp">>
<<set _GoPCLabel to "Go over to " + $PlayerCharacter.firstName[$PlayerCharacter.stateCurrent]>>
<<if _FlagReturn is false>><<link _GoPCLabel "DuncanManor4bFinale">><<set $TempPoker4bFinale to "GoPC">><<SetFlag "TempPokerNightRound3PCHelp">><</link>><br><</if>>
<<link "Give up and wait for the next card to be overturned" "DuncanManor4bFinale">><<set $TempPoker4bFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<elseif $TempPoker4bFinale is "GoHarrow">>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
You step forward towards the table. Harrow and <i><<TrueName "Current">></i> catch your movements immediately. But upon meeting your eyes, <i><<TrueName "Current">></i> just shakes his head.<br>
<br>
Your shoes squeak as you come to a stop. Once again, <i><<TrueName "Current">></i> motions for you to move back.<br>
<br>
“Looks like your sister is confused,” Harrow comments. “About whether you want her to help or not.”<br>
<br>
“I don’t need her help this time,” <i><<TrueName "Current">></i> confidently says.<br>
<br>
<<Flag "TempPokerNightHarrowDrunk">>
<<if _FlagReturn is true>>
Harrow watches you drift back to the sideboard. You turn back, observing. Harrow turns his attention to <i><<TrueName "Current">></i>. The drink has loosened his usual care, and you can see him weigh the meaning of the refusal for help.<br>
<br>
"What do they say about confidence, Phillips?" he comments after a long pause. "That it comes before a fall."<br>
<br>
He reaches for the deck and takes the swap card. His face tightens when he glances at it before he hides it.<br>
<br>
<i>Smart. He bluffed him.</i><br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4bFinale">><<set $PokerNightFinaleSwapHarrow to true>><<set $TempPoker4bFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<elseif $PokerNightFinaleBluffScore is 1>>
You can see him weighing it, his eyes flicking from <i><<TrueName "Current">></i> to your cards to you and back again.<br>
<br>
"I find myself wondering what kind of brother turns down family at the table,” he says. “Either you are very confident, Phillips, or you are very stupid."<br>
<br>
He reaches for the deck and takes the swap card. His face tightens when he glances at it before he hides it.<br>
<br>
<i>Smart. He bluffed him.</i><br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4bFinale">><<set $PokerNightFinaleSwapHarrow to true>><<set $TempPoker4bFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<else>>
"Or perhaps your sister has the wiser instinct of the two of you," Harrow comments mildly, glancing back to you. “You’ll see you need all the help you can get.”<br>
<br>
But his eyes betray him, as he glances between his hand and the deck. <i><<TrueName "Current">></i> didn’t quite sell it.<br>
<br>
<i>But he’s almost there.</i><br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4bFinale">><<set $PokerNightFinaleBluffScore to 1>><<set $TempPoker4bFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<</if>>
<<else>>
You walk over towards Harrow. As you do so, you meet <i><<TrueName "Current">>'s</i> eyes. He smiles weakly. Welcoming your interruption. You draw near Harrow and put down the drink next to him.<br>
<br>
<<Flag "TempPokerNightHarrowDrunk">>
<<if _FlagReturn is true and $PokerGame.emilySuspicion gte 3>>
As soon as the glass touches the felt, Harrow tilts his cards from you. He looks at you with glazed eyes, but still full of suspicion. “Thank you, Emily. That will be all.”<br>
<br>
Harrow holds your eyes as you stand there. He’s not willing to continue the game with you standing near him.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard and wait for the next card to be overturned" "DuncanManor4bFinale">><<set $TempPoker4bFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<elseif _FlagReturn is false and $PokerGame.emilySuspicion gte 2>>
As soon as the glass touches the felt, Harrow tilts his cards from you. He looks at you from underneath his eyebrows. “Thank you, Emily. That will be all.”<br>
<br>
Harrow holds your eyes as you stand there. He’s not willing to continue the game with you standing near him.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard and wait for the next card to be overturned" "DuncanManor4bFinale">><<set $TempPoker4bFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<else>>
“Ah, Emily,” he says. “Come to see how a master of the tables treads the boards all over your brother?”<br>
<br>
You smile sweetly at him. He gestures to his side. You step close to him, looking over at <i><<TrueName "Current">></i> as you do so. You’re in.<br>
<br>
<i>But what are you going to do to help?</i><br>
<br>
<<ActionsHeader>>
<<Flag "TempPokerNightRound3ReaganRumour">><<RumourCheckSelf "Reagan">>
<<if _FlagReturn is false and _RumourCheckSelf is true>><<link "Comment on his dalliance with Reagan" "DuncanManor4bFinale">><<set $TempPoker4bFinale to "Reagan">><<SetFlag "TempPokerNightRound3ReaganRumour">><</link>><br><</if>>
<<link "Lean in and flirt" "DuncanManor4bFinale">><<set $TempPoker4bFinale to "Flirt">><<Orientation 1>><</link>><br>
<<set _PlayOffLabel to "Try to play off your retort with " + $PlayerCharacter.firstName[$PlayerCharacter.stateCurrent]>>
<<link _PlayOffLabel "DuncanManor4bFinale">><<set $TempPoker4bFinale to "PlayOff">><</link>><br>
<<link "Return to the sideboard and wait for the next card to be overturned" "DuncanManor4bFinale">><<set $TempPoker4bFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<</if>>
<</if>>
<<elseif $TempPoker4bFinale is "Reagan">>
“Looking a little nervous there, sir,” you comment. “What’s the matter? Afraid if my brother takes all your money, you won’t be able to pay for that lunchtime hotel room?”<br>
<br>
The room goes quiet. Harrow stares back at you, revealing nothing. “Come again?”<br>
<br>
“Just heard some things,” you say. “You know what this town is like. Rumours spread fast. Especially about cheerleaders walking around town at lunchtimes.”<br>
<br>
You almost feel the air go out of the room.<br>
<br>
<<Flag "TempPokerNightHarrowDrunk">>
<<if _FlagReturn is true>>
Harrow sets his glass down with deliberate care, but even so almost misses the table. "You should be more careful what you say about your teachers, Emily."<br>
<br>
Then he reaches for the deck, deliberate, and takes the swap card off the top. When he sees the card, he winces.<br>
<br>
<i>Got him.</i><br>
<br>
He huffs, glaring back at you. “Think you’ll find biology a little harder to pass, going forward.”<br>
<br>
You return his stare, walking away. Trying to ignore his threat.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4bFinale">><<set $PokerNightFinaleSwapHarrow to true>><<EmilyGrades -1>><<set $TempPoker4bFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<elseif $PokerNightFinaleBluffScore is 1>>
He sets his glass down with a click. The smile is gone. "You should be more careful what you say about your teachers, Emily."<br>
<br>
He casually reaches for the deck without looking. When he sees the card, he winces.<br>
<br>
<i>Got him.</i><br>
<br>
He huffs, glaring back at you. “Think you’ll find biology a little harder to pass, going forward.”<br>
<br>
You return his stare, walking away. Trying to ignore his threat.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4bFinale">><<set $PokerNightFinaleSwapHarrow to true>><<EmilyGrades -1>><<set $TempPoker4bFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<else>>
Harrow's smile thins. He picks up his glass, swirls it, sets it down without drinking. "Hearsay, Emily. You'll learn to keep school gossip in the changing rooms, one day."<br>
<br>
He casually reaches for the deck without looking. But he stops at the last moment. His hand lingers there. But returns to his cards.<br>
<br>
<i>Almost there.</i><br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4bFinale">><<set $PokerNightFinaleBluffScore to 1>><<set $TempPoker4bFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<</if>>
<<elseif $TempPoker4bFinale is "Flirt">>
You lean closer to Harrow, nudging against his shoulder as you move towards the table.<br>
<br>
He turns his face up to you. "Did you need something more, Emily?"<br>
<br>
"Just keeping you company, sir."<br>
<br>
“How delightful,” he says, his eyes narrowing. He glances over at <i><<TrueName "Current">></i>. “She’s a different person outside of school. Almost charming.”<br>
<br>
You rest a hand on his shoulder. “Maybe tonight has been a revelation. For both of us.”<br>
<br>
You give it a gentle squeeze. Through your fingers you feel Harrow flinch.<br>
<br>
<<Flag "TempPokerNightHarrowDrunk">>
<<if _FlagReturn is true>>
Harrow’s eyes are glazed as he looks up at you. His brilliant white grin holding on you for a moment longer than is required. It’s fleeting, but when he turns back to the table, he almost seems flustered. “Where were we?”<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
<i><<TrueName "Current">></i> grins. “The card.”<br>
<br>
“Oh,” Harrow stammers. “Yes.” He reaches for the deck without thinking and takes the swap card. When he glances at it, his face tightens before he smooths the expression.<br>
<br>
<i>Got him. But was it worth it?</i><br>
<br>
As you walk away, you meet the eyes of <i><<TrueName "Current">></i>. They watch you, smirking.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard and wait for the next card to be overturned" "DuncanManor4bFinale">><<set $PokerNightFinaleSwapHarrow to true>><<set $TempPoker4bFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<else>>
<i><<TrueName "Current">></i> stammers. “Um. The cards?”<br>
<br>
<<if $PokerNightFinaleBluffScore is 1>>
“Oh,” Harrow stammers. “Yes.” He reaches for the deck without thinking and takes the swap card. When he glances at it, his face tightens before he smooths the expression.<br>
<br>
<i>Got him. But was it worth it?</i><br>
<br>
As you walk away, you meet the eyes of <i><<TrueName "Current">></i>. He watches you, the betrayal evident.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard and wait for the next card to be overturned" "DuncanManor4bFinale">><<set $PokerNightFinaleSwapHarrow to true>><<SiblingBond -1>><<set $TempPoker4bFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<else>>
“Oh,” Harrow stammers. “Quite.” He reaches for the deck without thinking, but then seeing <i><<TrueName "Current">>'s</i> expression, he pauses. He looks back at you and his smile fades. “How careless of me.” He takes his hand back.<br>
<br>
You hold back your reaction, crossing back to the sideboard. As you do so, you catch him glancing after you. Then at the deck. Then back to his cards.<br>
<br>
<i>Almost there.</i><br>
<br>
But then you meet the eyes of <i><<TrueName "Current">></i>. He watches you, the betrayal evident.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard and wait for the next card to be overturned" "DuncanManor4bFinale">><<set $PokerNightFinaleBluffScore to 1>><<SiblingBond -1>><<set $TempPoker4bFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<</if>>
<</if>>
<<else>>
Harrow’s eyes narrow as he looks up at you. “Curious,” he mutters, watching with care. But a degree of interest. It’s fleeting, but when he turns back to the table, he almost seems flustered. “Where were we?”<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
<i><<TrueName "Current">></i> grins. “The card.”<br>
<br>
<<if $PokerNightFinaleBluffScore is 1>>
“Oh,” Harrow stammers. “Yes.” He reaches for the deck without thinking and takes the swap card. When he glances at it, his face tightens before he smooths the expression.<br>
<br>
<i>Got him. But was it worth it?</i><br>
<br>
As you walk away, you meet the eyes of <i><<TrueName "Current">></i>. They watch you, smirking.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard and wait for the next card to be overturned" "DuncanManor4bFinale">><<set $PokerNightFinaleSwapHarrow to true>><<set $TempPoker4bFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<else>>
“Oh,” Harrow stammers. “Quite.” He reaches for the deck without thinking, but then seeing <i><<TrueName "Current">>'s</i> grin, he pauses. He looks back at you and his smile fades. “How careless of me.” He takes his hand back.<br>
<br>
You hold back your reaction, crossing back to the sideboard. As you do so, you catch him glancing after you. Then at the deck. Then back to his cards.<br>
<br>
<i>Almost there.</i><br>
<br>
But then you meet the eyes of <i><<TrueName "Current">></i>. He watches you, smirking.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard and wait for the next card to be overturned" "DuncanManor4bFinale">><<set $PokerNightFinaleBluffScore to 1>><<set $TempPoker4bFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<</if>>
<<else>>
<i><<TrueName "Current">></i> stammers. “Um. The cards?”<br>
<br>
<<if $PokerNightFinaleBluffScore is 1>>
“Oh,” Harrow stammers. “Yes.” He reaches for the deck without thinking and takes the swap card. When he glances at it, his face tightens before he smooths the expression.<br>
<br>
<i>Got him. But was it worth it?</i><br>
<br>
As you walk away, you meet the eyes of <i><<TrueName "Current">></i>. He watches you, the betrayal evident.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard and wait for the next card to be overturned" "DuncanManor4bFinale">><<set $PokerNightFinaleSwapHarrow to true>><<SiblingBond -1>><<set $TempPoker4bFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<else>>
“Oh,” Harrow stammers. “Quite.” He reaches for the deck without thinking, but then seeing <i><<TrueName "Current">>'s</i> expression, he pauses. He looks back at you and his smile fades. “How careless of me.” He takes his hand back.<br>
<br>
You hold back your reaction, crossing back to the sideboard. As you do so, you catch him glancing after you. Then at the deck. Then back to his cards.<br>
<br>
<i>Almost there.</i><br>
<br>
But then you meet the eyes of <i><<TrueName "Current">></i>. He watches you, the betrayal evident.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard and wait for the next card to be overturned" "DuncanManor4bFinale">><<set $PokerNightFinaleBluffScore to 1>><<SiblingBond -1>><<set $TempPoker4bFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<</if>>
<</if>>
<</if>>
<<elseif $TempPoker4bFinale is "PlayOff">>
You catch <i><<TrueName "Current">>'s</i> eye across the room. "He's not having much fun tonight, is he?" You let your voice carry just enough for the table to hear.<br>
<br>
<<SiblingBondCheck>>
<<if _SiblingBondCheck gte 2>>
<i><<TrueName "Current">></i> catches the cue immediately. The corner of his mouth twitches.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
"Yeah, now you mention it." He squints across the felt at Harrow. "You alright there, sir? Looking a bit green around the gills."<br>
<<else>>
"Now you say it..." <i><<TrueName "Current">></i> looks at Harrow, then back at you. "You do look a bit tired, sir. Maybe the night's catching up with you."<br>
<</if>>
<br>
<<Flag "TempPokerNightHarrowDrunk">>
<<if _FlagReturn is true>>
Harrow's smile is fixed. The drink has stripped some of his usual reserve, and you can see the irritation flicker before he hides it.<br>
<br>
"Sibling concern is a touching thing to witness," he comments. But the line doesn't have his usual weight.<br>
<br>
He reaches for the deck and takes the swap card from the top. When he glances at it, a small wince crosses his face before he hides it again.<br>
<br>
<i>Got him.</i><br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4bFinale">><<set $PokerNightFinaleSwapHarrow to true>><<set $TempPoker4bFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<elseif $PokerNightFinaleBluffScore is 1>>
Harrow holds his polite smile, but his hand around the glass tightens.<br>
<br>
"You'll have me believing I'm at death's door, the way you two carry on." The line lands lighter than he means it to.<br>
<br>
He reaches for the deck and slides the swap card into his hand. The flicker of his expression when he sees it tells you what you needed to know.<br>
<br>
<i>Got him.</i><br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4bFinale">><<set $PokerNightFinaleSwapHarrow to true>><<set $TempPoker4bFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<else>>
Harrow's smile doesn't move. "Sibling concern is a touching thing to witness," he comments. "I am very well, thank you. Both of you."<br>
<br>
<i>Almost there.</i><br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4bFinale">><<set $PokerNightFinaleBluffScore to 1>><<set $TempPoker4bFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<</if>>
<<else>>
<i><<TrueName "Current">></i> looks at you. He frowns. Confused.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
"What are you on about, sis?" He shakes his head and turns back to his cards.<br>
<<else>>
"What?" he says, glancing between you and Harrow. The moment passes him by.<br>
<</if>>
<br>
Harrow raises an eyebrow at <i><<TrueName "Current">></i>, then turns back to his hand without comment. The thread of the joke is gone before it could land.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard and wait for the next card to be overturned" "DuncanManor4bFinale">><<set $TempPoker4bFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<</if>>
<<elseif $TempPoker4bFinale is "AskMaisie">>
You look over to Maisie and catch her eye. “Do you think you could help?”<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
She nods, then begins to walk to Harrow without hurrying. Both Harrow and <i><<TrueName "Current">></i> see her approaching. And <i><<TrueName "Current">></i> shakes his head.<br>
<br>
Maisie stops, frowning. She looks back between you and him. Again, he shakes his head.<br>
<br>
After a moment she shrugs and returns to your side. “Looks like he doesn’t want help.”<br>
<br>
You turn with a curious look to see Harrow and <i><<TrueName "Current">></i> locked in a stare. Finally, the teacher raises an eyebrow. “Not using all the cards in your hand, Phillips?” he says quietly.<br>
<br>
“Don’t need them,” he retorts, grinning.<br>
<br>
<<Flag "TempPokerNightHarrowDrunk">>
<<if _FlagReturn is true>>
Harrow studies him for a long moment, the smile lingering at the corners of his mouth. The drink has done some of the work for <i><<TrueName "Current">></i>. His composure is fraying around the edges.<br>
<br>
"Bold," he comments after a pause. "Or foolish. Hard to tell at this hour."<br>
<br>
He reaches for the deck and takes the swap card from the top. When he glances at it, a small wince crosses his face before he hides it again.<br>
<br>
<i>Smart. He bluffed him.</i><br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4bFinale">><<set $PokerNightFinaleSwapHarrow to true>><<set $TempPoker4bFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<elseif $PokerNightFinaleBluffScore is 1>>
Harrow's gaze rests on him, considering. You can see the calculation finally tilt against him.<br>
<br>
"Confidence repeated becomes a kind of testimony," he murmurs, almost to himself. "Very well."<br>
<br>
He reaches for the deck and slides the swap card into his hand. The flicker of his expression when he sees it tells you what you needed to know.<br>
<br>
<i>Smart. He bluffed him.</i><br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4bFinale">><<set $PokerNightFinaleSwapHarrow to true>><<set $TempPoker4bFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<else>>
"Then I note your confidence, Phillips," he comments lightly. "And keep mine to myself."<br>
<br>
He doesn't reach for the deck. The cards in his hand are good enough for him still. <i><<TrueName "Current">></i> didn’t quite sell it.<br>
<br>
<i>But he’s almost there.</i><br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4bFinale">><<set $PokerNightFinaleBluffScore to 1>><<set $TempPoker4bFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<</if>>
<<else>>
She nods and walks across the room toward Harrow. She doesn't hurry. And Harrow watches her come.<br>
<br>
Maisie stops at his elbow and leans down to murmur something at his ear. She speaks low enough that you can't hear, but you can see Harrow's eyes drift past her shoulder to <i><<TrueName "Current">></i> as she speaks. Then back to his own hand.<br>
<br>
When she straightens, she gives Harrow a small nod. The same gesture you've seen her give him across the room earlier in the night.<br>
<br>
<<Flag "TempPokerNightHarrowDrunk">>
<<if _FlagReturn is true>>
The drink has loosened Harrow's usual reading of her. His eyes settle on <i><<TrueName "Current">></i>, then move to the deck.<br>
<br>
"Charming girl," he comments. "And it would be ungracious not to listen."<br>
<br>
He reaches for the deck and takes the swap card from the top. When he glances at it, a small wince crosses his face before he hides it again.<br>
<br>
<i>Got him.</i><br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4bFinale">><<set $PokerNightFinaleSwapHarrow to true>><<set $TempPoker4bFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<elseif $PokerNightFinaleBluffScore is 1>>
Harrow weighs her words long after she leaves. You can see the calculation finally tilt against him.<br>
<br>
"I shall not assume I have your measure, Phillips," he murmurs, his eyes still on <i><<TrueName "Current">></i>. “But I have Maisie’s.”<br>
<br>
He reaches for the deck and slides the swap card into his hand. The flicker of his expression when he sees it tells you what you needed to know.<br>
<br>
<i>Got him.</i><br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4bFinale">><<set $PokerNightFinaleSwapHarrow to true>><<set $TempPoker4bFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<else>>
Harrow studies <i><<TrueName "Current">></i> for a long moment. Then he looks back at his cards. The smile returns.<br>
<br>
“The whispers of a young lady are enticing,” he states. “But a good performance is weighted by caution.”<br>
<br>
He doesn't reach for the deck. The cards in his hand are good enough for him still. But you see his eyes wandering to look at the deck, regardless.<br>
<br>
<i>But he’s almost there.</i><br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4bFinale">><<set $PokerNightFinaleBluffScore to 1>><<set $TempPoker4bFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<</if>>
<</if>>
<<elseif $TempPoker4bFinale is "GoPC">>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
You step forward towards <i><<TrueName "Current">>'s</i> chair. He looks up immediately. He shakes his head before you've taken three steps.<br>
<br>
You stop. He shakes his head again. "Sit this one out, sis."<br>
<br>
"Sibling discipline, Phillips?" Harrow comments. "How rare to see in our time."<br>
<br>
"She tends to get over-involved," <i><<TrueName "Current">></i> replies, grinning. "I've got this one."<br>
<br>
<<Flag "TempPokerNightHarrowDrunk">>
<<if _FlagReturn is true>>
Harrow watches you turn back toward the sideboard, then turns his attention to <i><<TrueName "Current">></i>. The drink has loosened his usual care, and you can see him weighing what kind of player sends his sister away mid-hand.<br>
<br>
"A player who waves off his own sister either knows he's holding gold or knows he's beaten," he comments after a long pause. "I find myself uncertain which."<br>
<br>
He reaches for the deck and takes the swap card. His face tightens when he glances at it before he hides it.<br>
<br>
<i>Smart. He bluffed him.</i><br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4bFinale">><<set $PokerNightFinaleSwapHarrow to true>><<set $TempPoker4bFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<elseif $PokerNightFinaleBluffScore is 1>>
Harrow holds his polite smile, but you can see the calculation finally tilt against him.<br>
<br>
"I find myself reconsidering my read of you, Phillips," he murmurs. "Send your sister away, and I begin to think there is something at this table I have missed."<br>
<br>
He reaches for the deck and takes the swap card. His face tightens when he glances at it before he hides it.<br>
<br>
<i>Smart. He bluffed him.</i><br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4bFinale">><<set $PokerNightFinaleSwapHarrow to true>><<set $TempPoker4bFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<else>>
"Sibling discord is its own kind of theatre, Phillips," Harrow comments mildly, glancing back at you. "I shall trust my own read of your cards regardless."<br>
<br>
But his eyes betray him, as he glances between his hand and the deck. <i><<TrueName "Current">></i> didn't quite sell it.<br>
<br>
<i>But he's almost there.</i><br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4bFinale">><<set $PokerNightFinaleBluffScore to 1>><<set $TempPoker4bFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<</if>>
<<else>>
You walk over towards <i><<TrueName "Current">></i>. He smiles as you approach, but you see Harrow’s eyes flick up from the cards towards you.<br>
<br>
<<Flag "TempPokerNightHarrowDrunk">>
<<if _FlagReturn is true and $PokerGame.emilySuspicion gte 3>>
“Not at this stage of the game, Emily,” Harrow comments. He nods back towards the sideboard. “If you would be so kind to join the other ladies. And let your brother play.”<br>
<br>
You look to <i><<TrueName "Current">></i>. He winces, but shrugs. No choice.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard and wait for the next card to be overturned" "DuncanManor4bFinale">><<set $TempPoker4bFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<elseif _FlagReturn is false and $PokerGame.emilySuspicion gte 2>>
“Not at this stage of the game, Emily,” Harrow comments. He nods back towards the sideboard. “If you would be so kind to join the other ladies. And let your brother play.”<br>
<br>
You look to <i><<TrueName "Current">></i>. He winces, but shrugs. No choice.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard and wait for the next card to be overturned" "DuncanManor4bFinale">><<set $TempPoker4bFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<else>>
“Come to cheer your brother on, have you Emily?” Harrow comments. “Clearly he needs all the luck he can get.”<br>
<br>
You stand next to <i><<TrueName "Current">></i>, giving him an encouraging smile. You’re here now.<br>
<br>
<i>And how do you plan on helping?</i><br>
<br>
<<ActionsHeader>>
<<StatCheckAssertive "gt" 70>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to bluff Harrow">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "DuncanManor4bFinale">><<set $TempPoker4bFinale to "PCBluffPass">><</link>><br>
<<else>>
<<link _StatAssertiveProbability "DuncanManor4bFinale">><<set $TempPoker4bFinale to "PCBluffFail">><<Assertive 1>><</link>><br>
<</if>>
<<StatCheckIntelligence "lt" 30>>
<<set _StatIntelligenceProbability to _StatIntelligenceProbability + " Try to play dumb">>
<<if _StatCheckIntelligence is true>>
<<link _StatIntelligenceProbability "DuncanManor4bFinale">><<set $TempPoker4bFinale to "PlayDumbPass">><</link>><br>
<<else>>
<<link _StatIntelligenceProbability "DuncanManor4bFinale">><<set $TempPoker4bFinale to "PlayDumbFail">><<Intelligence 1>><</link>><br>
<</if>>
<<link "Just return to the sideboard and wait for the next card to be overturned" "DuncanManor4bFinale">><<set $TempPoker4bFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<</if>>
<</if>>
<<elseif $TempPoker4bFinale is "PCBluffPass">>
You straighten beside <i><<TrueName "Current">></i> and look across the table. "You don't seem as sure of yourself as you were an hour ago, Mr Harrow."<br>
<br>
The room goes quiet. Harrow's polite smile thins. "Forward, Emily. Very forward."<br>
<br>
"Just an observation, sir."<br>
<br>
Harrow holds your eye for a beat longer than is comfortable. Then he turns back to his cards. His smile has gone.<br>
<br>
<<Flag "TempPokerNightHarrowDrunk">>
<<if _FlagReturn is true>>
He reaches for the deck without taking his eyes off his cards and slides the new one into his hand. His expression sours briefly when he sees it.<br>
<br>
<i>Got him.</i><br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
<i><<TrueName "Current">></i> grins beside you. He doesn't say anything, but the smirk at the corner of his mouth tells you all you need to know.<br>
<<else>>
<i><<TrueName "Current">></i> glances up at you, eyes wide. He hadn't expected that. The smallest of nods tells you he's glad you said it.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard and wait for the next card to be overturned" "DuncanManor4bFinale">><<SiblingBond 1>><<set $PokerNightFinaleSwapHarrow to true>><<set $TempPoker4bFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<elseif $PokerNightFinaleBluffScore is 1>>
He reaches for the deck. The swap card draws a flicker of disappointment when he glances at it.<br>
<br>
<i>Got him.</i><br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
<i><<TrueName "Current">></i> grins beside you. He doesn't say anything, but the smirk at the corner of his mouth tells you all you need to know.<br>
<<else>>
<i><<TrueName "Current">></i> glances up at you, eyes wide. He hadn't expected that. The smallest of nods tells you he's glad you said it.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard and wait for the next card to be overturned" "DuncanManor4bFinale">><<SiblingBond 1>><<set $PokerNightFinaleSwapHarrow to true>><<set $TempPoker4bFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<else>>
He reaches for the deck, but pauses. He looks up, between you and <i><<TrueName "Current">></i>. Then takes his hand back. But his eyes betray him, as he glances between his hand and the deck.<br>
<br>
<i>He’s almost there.</i><br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
<i><<TrueName "Current">></i> grins beside you. He doesn't say anything, but the smirk at the corner of his mouth tells you all you need to know.<br>
<<else>>
<i><<TrueName "Current">></i> glances up at you, eyes wide. He hadn't expected that. The smallest of nods tells you he's glad you said it.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4bFinale">><<set $PokerNightFinaleBluffScore to 1>><<SiblingBond 1>><<set $TempPoker4bFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<</if>>
<<elseif $TempPoker4bFinale is "PCBluffFail">>
You straighten beside <i><<TrueName "Current">></i> and look across the table. "You don't seem as sure as you were earlier, Mr Harrow."<br>
<br>
Harrow's smile doesn't move. "How charming of you to take an interest, Emily. Perhaps you'll learn the value of self-control when you sit your finals."<br>
<br>
A few of the men chuckle. Your face is hot.<br>
<br>
<i><<TrueName "Current">></i> doesn't look at you. His eyes stay fixed on his cards.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard and wait for the next card to be overturned" "DuncanManor4bFinale">><<set $TempPoker4bFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<elseif $TempPoker4bFinale is "PlayDumbPass">>
You lean over <i><<TrueName "Current">>'s</i> shoulder and peer at his cards. You squint at them, then look back at his face. Then back at the cards.<br>
<br>
"Wait, aren't queens really powerful? Like, the strongest card?"<br>
<br>
The men at the table laugh. Even Thompson chuckles. Harrow's smile freezes.<br>
<br>
"Queens are not the strongest, Emily," he comments. "There is, in fact, a king. And an ace."<br>
<br>
"Oh." You blink at the cards. "But these are pretty, aren't they?"<br>
<br>
Dan claps <i><<TrueName "Current">></i> on the shoulder. "Phillips, your sister's a treasure."<br>
<br>
<<Flag "TempPokerNightHarrowDrunk">>
<<if _FlagReturn is true>>
Harrow's polite smile is fixed, but the drink has slowed his recovery. His eyes flick between you and <i><<TrueName "Current">></i>. He smirks. “Thank you, Emily. For revealing the path forward. Even if you didn’t mean to.”<br>
<br>
He reaches for the deck without taking his eyes off the hand and slides the swap card in. His expression sours briefly when he sees it.<br>
<br>
<i>Got him.</i><br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
And <i><<TrueName "Current">></i> smirks at you.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard and wait for the next card to be overturned" "DuncanManor4bFinale">><<SiblingBond 1>><<set $PokerNightFinaleSwapHarrow to true>><<set $TempPoker4bFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<else>>
But <i><<TrueName "Current">></i> won't look at you. His ears have gone pink.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard and wait for the next card to be overturned" "DuncanManor4bFinale">><<SiblingBond -1>><<set $PokerNightFinaleSwapHarrow to true>><<set $TempPoker4bFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<</if>>
<<elseif $PokerNightFinaleBluffScore is 1>>
Harrow's polite smile doesn't move, but his eyes flick between you and <i><<TrueName "Current">></i>. He smirks. “Thank you, Emily. For revealing the path forward. Even if you didn’t mean to.”<br>
<br>
He reaches for the deck without taking his eyes off the hand and slides the swap card in. His expression sours briefly when he sees it.<br>
<br>
<i>Got him.</i><br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
And <i><<TrueName "Current">></i> smirks at you.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard and wait for the next card to be overturned" "DuncanManor4bFinale">><<SiblingBond 1>><<set $PokerNightFinaleSwapHarrow to true>><<set $TempPoker4bFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<else>>
But <i><<TrueName "Current">></i> won't look at you. His ears have gone pink.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard and wait for the next card to be overturned" "DuncanManor4bFinale">><<SiblingBond -1>><<set $PokerNightFinaleSwapHarrow to true>><<set $TempPoker4bFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<</if>>
<<else>>
Harrow's polite smile doesn't move, but his eyes flick between you and <i><<TrueName "Current">></i>. He smirks. “Thank you, Emily. For revealing the path forward. Even if you didn’t mean to.”<br>
<br>
He reaches for the deck, but pauses. He takes his hand back. But his eyes betray him, as he glances between his hand and the deck.<br>
<br>
<i>He's almost there.</i><br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
And <i><<TrueName "Current">></i> smirks at you.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard and wait for the next card to be overturned" "DuncanManor4bFinale">><<SiblingBond 1>><<set $PokerNightFinaleBluffScore to 1>><<set $TempPoker4bFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<else>>
But <i><<TrueName "Current">></i> won't look at you. His ears have gone pink.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard and wait for the next card to be overturned" "DuncanManor4bFinale">><<SiblingBond -1>><<set $PokerNightFinaleBluffScore to 1>><<set $TempPoker4bFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<</if>>
<</if>>
<<elseif $TempPoker4bFinale is "PlayDumbFail">>
You lean over <i><<TrueName "Current">>'s</i> shoulder and peer at his cards. You squint at them.<br>
<br>
"Wait, aren't queens really powerful? Like, the strongest card?"<br>
<br>
Harrow's eyes settle on yours. The smile he gives you is the one he gives to students he's caught passing notes.<br>
<br>
"Emily. You knew the structure of a chromosome perfectly well last term. Spare me the wide-eyed routine."<br>
<br>
A few of the men chuckle. Your face is hot.<br>
<br>
<i><<TrueName "Current">></i> doesn't look at you. He's gone very still.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard and wait for the next card to be overturned" "DuncanManor4bFinale">><<set $TempPoker4bFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<elseif $TempPoker4bFinale is "Watch">>
<<set _TrueNameAction to random(0,2)>>
<<EmilyCorruptionCheck>>
<<switch _TrueNameAction>>
<<case 0>>
<<if _EmilyCorruptionCheck is true>>
"You know what I'm going to do with all this, Harrow?" you hear <i><<TrueName "Current">></i> say.<br>
<br>
He raises an eyebrow but doesn’t speak.<br>
<br>
"Spend it," he continues. "On me. A nice suit. Maybe a watch. Even a car."<br>
<br>
"Now you’re talking my language, Phillips," Dan chimes in.<br>
<br>
But <i><<TrueName "Current">></i> doesn’t take his eyes off Harrow. And Harrow doesn’t look from <i><<TrueName "Current">></i>. "How frivolous."<br>
<br>
"You only say that because you can’t afford to even get an upgrade on your motor," <i><<TrueName "Current">></i> replies. "Not on a teacher’s wage."<br>
<br>
<<Flag "TempPokerNightHarrowDrunk">>
<<if _FlagReturn is true>>
Harrow's polite smile thins, the alcohol stripping the practised host from his face. You can see the offence land properly now, sharp and exposed.<br>
<br>
"A teacher's wage is sufficient for a man who knows what to value," he comments, his voice cooler than it has been all night. "Perhaps you'll learn the lesson before the night is through."<br>
<br>
He reaches for the deck without taking his eyes off <i><<TrueName "Current">></i> and slides the swap card into his hand. His expression sours briefly when he sees it.<br>
<br>
<i>He got him.</i><br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4bFinale">><<set $PokerNightFinaleSwapHarrow to true>><<set $TempPoker4bFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<elseif $PokerNightFinaleBluffScore is 1>>
The smile is fixed but the eyes have cooled. "Perhaps you'll allow me the chance to address the gulf in my wage then."<br>
<br>
He reaches for the deck. The swap card draws a flicker of disappointment when he glances at it.<br>
<br>
<i>He got him.</i><br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4bFinale">><<set $PokerNightFinaleSwapHarrow to true>><<set $TempPoker4bFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<else>>
Harrow's smile is patient, the kind reserved for a child who needs to be talked through their reasoning. "Spend it well, then. Provided you walk out with it."<br>
<br>
But his eyes betray him, as he glances between his hand and the deck.<br>
<br>
<i>He’s almost there.</i><br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4bFinale">><<set $PokerNightFinaleBluffScore to 1>><<set $TempPoker4bFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<</if>>
<<else>>
"You know what I'm going to do with all this, Harrow?" <i><<TrueName "Current">></i> says to him, timidly.<br>
<br>
Harrow raises an eyebrow, but doesn’t speak.<br>
<br>
"Spend it," <i><<TrueName "Current">></i> continues, but stammering rather than being assertive. "On me. A nice suit. Maybe a watch."<br>
<br>
"Now you’re talking my language, Phillips," Dan chimes in.<br>
<br>
<i><<TrueName "Current">></i> looks at him, only barely looking at Harrow. The teacher, for his part, concentrates on him solely. "How frivolous."<br>
<br>
Finally meeting Harrow’s eyes, <i><<TrueName "Current">></i> looks back at him. But says nothing more, buckling under Harrow’s watchful eyes.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4bFinale">><<set $TempPoker4bFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<</if>>
<<case 1>>
<<if _EmilyCorruptionCheck is true>>
"You're holding up well tonight, Harrow," <i><<TrueName "Current">></i> comments. "Most men in this room would be embarrassed to be betting small in front of these girls."<br>
<br>
Harrow blinks. Then he looks across the room to you, Rhiannon and Maisie. "The charms of females have their time and place," he mutters after a moment.<br>
<br>
But he turns back to <i><<TrueName "Current">></i>. "I prefer to focus on the game at hand. And note the tactics the other players are using."<br>
<br>
The teacher’s eyes don’t leave <i><<TrueName "Current">></i>. You see him wince. Just a little.<br>
<<else>>
"You're holding up well," <i><<TrueName "Current">></i> says nervously. "Betting small in front of them."<br>
<br>
Harrow frowns. Only when <i><<TrueName "Current">></i> looks back to you does Harrow understand what he meant. He looks at you, Rhiannon and Maisie for only the briefest of moments before turning back to <i><<TrueName "Current">></i>.<br>
<br>
"The charms of females have their time and place," he says. "But I prefer to focus on the game at hand. And note the tactics the other players are using."<br>
<br>
The teacher’s eyes don’t leave <i><<TrueName "Current">></i>. You see him grimace. Everyone else does too.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4bFinale">><<set $TempPoker4bFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<case 2>>
<<if _EmilyCorruptionCheck is true>>
"You know the maths on this, Harrow?" <i><<TrueName "Current">></i> begins. "With what's already on the table, the odds of you holding the goods are what? One in twelve? Maybe lower."<br>
<br>
Harrow looks at him. "You've been doing arithmetic, Phillips?"<br>
<br>
"Bit of it," he replies. "At least, from where I’m sitting."<br>
<br>
"You’ll find that instinct wins over mathematics at poker," Harrow comments. "Especially when I wipe that smile from your face."<br>
<br>
He doesn’t make a move to take a card from the deck. <i><<TrueName "Current">></i> takes a small breath.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4bFinale">><<set $TempPoker4bFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<else>>
"Do you know what the maths are on this hand?" <i><<TrueName "Current">></i> mutters.<br>
<br>
Harrow looks at <i><<TrueName "Current">></i> properly for the first time this round. The polite smile slides into something more interested. "I take it you have?"<br>
<br>
<i><<TrueName "Current">></i> shrugs. "With what's already on the table, the odds of you holding the goods are one in twelve. Maybe lower."<br>
<br>
"You've been doing arithmetic, Phillips?" Harrow purrs, still watching him.<br>
<br>
"Bit of it," he replies. There is a chuckle that sounds more like a giggle. "Maths is more practical than biology." Then, after a moment. "At least that’s what I learned at school. When I was there."<br>
<br>
Thompson grunts approval. "He's got you there, Darcy. Business is founded on finances."<br>
<br>
<<Flag "TempPokerNightHarrowDrunk">>
<<if _FlagReturn is true>>
Harrow's smile freezes. Thompson's comment hangs in the air, and you can see Harrow weighing whether to laugh it off or rise to it. The drink decides for him.<br>
<br>
"Then let me show you what wins games, Phillips. It isn't arithmetic."<br>
<br>
He reaches for the deck with sharp efficiency and slides the swap card into his hand. When he glances at it, the disappointment crosses his face before he masks it.<br>
<br>
<i>He got him.</i><br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4bFinale">><<set $PokerNightFinaleSwapHarrow to true>><<set $TempPoker4bFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<elseif $PokerNightFinaleBluffScore is 1>>
Harrow's jaw sets and the polite smile is gone. "You think you've outsmarted the teacher, Phillips? Watch and learn."<br>
<br>
He reaches for the deck and takes the swap card without looking. His expression flickers when he sees it.<br>
<br>
<i>He got him.</i><br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4bFinale">><<set $PokerNightFinaleSwapHarrow to true>><<set $TempPoker4bFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<else>>
"You're working pot odds when implied odds are what matter, Phillips. The maths is sound. Your application of it isn't."<br>
<br>
He casually reaches for the deck without looking. But he stops at the last moment. His hand lingers there. But returns to his cards.<br>
<br>
<i>He’s almost there.</i><br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4bFinale">><<set $PokerNightFinaleBluffScore to 1>><<set $TempPoker4bFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<</if>>
<</if>>
<</switch>>
<<elseif $TempPoker4bFinale is "SignalAccept">>
You hold <i><<TrueName "Current">>'s</i> gaze and give him the smallest of nods.<br>
<br>
He turns back to Harrow. “Okay.”<br>
<br>
The word lands flatter than he meant. Harrow inclines his head, polite as anything. "Wise. Your sister will thank you. Eventually."<br>
<br>
<i><<TrueName "Current">></i> doesn't reply. He looks at the cassette on the felt and then, briefly, at you.<br>
<br>
<i>You said yes to that. To it being you.</i><br>
<br>
<<ActionsHeader>>
<<link "Watch as the hidden card is overturned" "DuncanManor4bFinale">><<set $PokerNightFinale to 2>><<SetFlag "TempPokerNightCassetteDeal">><<SiblingBond -1>><<set $TempPoker4bFinale to undefined>><</link>>
<<elseif $TempPoker4bFinale is "SignalRefuse">>
You catch <i><<TrueName "Current">>'s</i> eye and shake your head.<br>
<br>
"No," he says with only a slight quiver in his voice. "I’m not putting her through that."<br>
<br>
Harrow's smile doesn't move, but something behind it cools. "I thought as her parental guardian, you would have more interest in her grades. There really is no substitute for a set of parents, is there?"<br>
<br>
<i><<TrueName "Current">></i> bristles, but holds his gaze. "Are we done?"<br>
<br>
"Quite," Harrow replies. "I look forward to seeing you at parents evening. Maybe then, I can teach you both a lesson about responsibility."<br>
<br>
He smiles thinly, then picks up the amulet and slides it back over his head. The cassette tape goes back in his pocket. "Help yourself to your winnings. Until next time."<br>
<br>
He stands. "Looks like the final curtain has fallen over our little game for tonight's show, gentlemen. An interesting evening." He looks directly at <i><<TrueName "Current">></i>, then at you. "Interesting, indeed."<br>
<br>
As the other players leave the table, you catch <i><<TrueName "Current">>'s</i> eye. He stares back at you with relief.<br>
<br>
<<ActionsHeader>>
<<link "Leave and catch a cab home" "DuncanManor4bEpilogue">><<CashFlow 10>><<TimeChange>><<set $TempPoker4bFinale to undefined>><</link>>
<<elseif $TempPoker4bFinale is "Reaction">>
<<Flag "TempPokerNightLost">>
<<if _FlagReturn is true>>
"Good game, good game!" Harrow barks, his smile returning. "I'll be checking Emily's behaviour in class, Phillips. I'll know if she hasn't listened."<br>
<br>
He smiles thinly, then stands. "Looks like the final curtain has fallen over our little game for tonight's show, gentlemen. An interesting evening." He looks directly at <i><<TrueName "Current">></i>, then at you. "Interesting, indeed."<br>
<br>
As the other players leave the table, you watch Harrow slide his amulet back over his head and underneath his shirt. "Until next time, Phillips. Don't forget that tape."<br>
<br>
<i><<TrueName "Current">></i> reluctantly picks the cassette up from the felt. He looks at it in his hand, then at you. He doesn't say anything.<br>
<br>
You catch his eye. He stares back at you with concern.<br>
<br>
<i>You know you’re going to be the one who has to listen to it, don’t you?</i><br>
<br>
<<ActionsHeader>>
<<link "Leave and catch a cab home" "DuncanManor4bEpilogue">><<TakeObjectNPC "Harrow" "HarrowTape">><<GiveObjectNPC "Emily" "HarrowTape">><<TimeChange>><<set $TempPoker4bFinale to undefined>><</link>>
<<else>>
"Unexpected," Harrow mutters, his eyes resting on the amulet, saying nothing more.<br>
<br>
"About time," Thompson barks. "You've held on to that so many times. I was beginning to think you stack the deck, Darcy."<br>
<br>
"That wouldn't be gentlemanly behaviour," Harrow mutters, finally looking back to <i><<TrueName "Current">></i>. "Well played, Phillips. It seems I've underestimated you. Severely." He gestures to the table. "Take your winnings."<br>
<br>
He stands. "Looks like the final curtain has fallen over our little game for tonight's show, gentlemen."<br>
<br>
As the other players leave the table, you watch Harrow watch <i><<TrueName "Current">></i> take up the winnings. And the amulet. Once he's done, Harrow retrieves the cassette tape and puts it away.<br>
<br>
<i><<TrueName "Current">></i> meets your eye, then looks back to the side. He stares at you with relief.<br>
<br>
<<ActionsHeader>>
<<link "Leave and catch a cab home" "DuncanManor4bEpilogue">><<TakeObjectNPC "Harrow" "HarrowAmulet">><<GiveObjectNPC "Emily" "HarrowAmulet">><<CashFlow 10>><<TimeChange>><<set $TempPoker4bFinale to undefined>><</link>>
<</if>>
<</if>>The cab rolls down Duncan Manor's drive. The lights of the house recede in the rear window, gathering and shrinking until the trees swallow them.<br>
<br>
<i><<TrueName "Current">></i> sits next to you. Neither of you speaks at first. The streetlamps flick past in even intervals. Charlton at this hour belongs to no one. The houses are all dark, the shops shuttered, the high street empty. The only sound is the engine and the soft rasp of the heater.<br>
<br>
"That was a long night," he mutters. The voice in your old throat is still not quite his.<br>
<br>
"Yes." You hear yourself answer in Emily's voice. "It was."<br>
<br>
He doesn't say anything else. You don't either.<br>
<br>
Soon the cab turns into your street and pulls up to your door. <i><<TrueName "Current">></i> throws a few notes the driver's way and the door unlocks. He slides out. You join him.<br>
<br>
The two of you stand on the pavement for a moment. Your heels in the dark. His shoes.<br>
<br>
Then you walk up to the front door together.<br>
<br>
<<ActionsHeader>>
<<link "Enter your house" "YourHome">><<EventTrigger "YourHome" "PokerNightEpilogue" "Night" "Emily" null null null null false>><</link>>You press the button, and the graceful sound of a real doorbell chimes out. You hear steps behind the thick door after a few moments and suddenly Harrow's face is staring out, beaming when he sees you.<br>
<br>
"Ah, <<TrueName "Current">>!" he beams. "Come in, come in! We are just setting up."<br>
<br>
His eyes settle on you for a beat longer than necessary. Then he steps back and gestures you forward, his gaze tracking you the whole way across the threshold.<br>
<br>
<<ActionsHeader>>
<<link "Step inside" "DuncanManorHallway">><<EventTrigger "DuncanManorHallway" "PokerNightArrival" "Evening" null null null null null false>><</link>>You step back towards the sideboard, letting Maisie and Rhiannon move around you. From here you can take in the room properly.<br>
<br>
Thompson at the table, jaw set, attention already on his cards. The boss. Old money attitudes. A ring on his finger.<br>
<br>
Dan beside him, watching you over the rim of his glass. Loud, all-talk, already smiling like he's won something.<br>
<br>
Harrow at the head, deck in his hands, host of the evening. The man with the amulet.<br>
<br>
And one more chair, empty. The bachelor still on his way.<br>
<br>
You can't play. But one of them can play for you. Now you just have to decide who.<br>
<br>
<i>And how.</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManorPokerRoom">><<SetFlag "TempPokerGameActive">><</link>><<switch $TempPoker4cRoomTalk>>
<<case "Dan">>
You cross to where Dan stands. He turns toward you the moment you approach, grinning like he was waiting for you to come over.<br>
<br>
"Sweetheart. Glad you came over. The male company gets dry after the first ten minutes."<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingFemalePC">>
His eyes do the full circuit of you again, slower this time. The grin widens. "Now there's a girl who came to enjoy herself."<br>
<<else>>
His eyes drift over you anyway, despite the dress doing its best. "Modest type, are you? Don't worry, sweetheart. We can fix that."<br>
<</if>>
<br>
"What brings you here?" You try to redirect.<br>
<br>
"Just looking to show some of these lot how a real man plays poker," he replies. "Although Harrow's got an idea that he can match me a wife." He cackles. "Take more than a girl serving me drinks to tame this lion, don't you think?" His eyes wander over you again. "Bet you'd be good with a whip, though."<br>
<br>
You smile back politely. Dan watches you, still grinning. At least you know what he's after.<br>
<br>
<<ActionsHeader>>
<<link "Say you wouldn’t mind showing him" "DuncanManor4cPokerRoomTalk">><<set $TempPoker4cRoomTalk to "DanShow">><<Assertive 1>><<Orientation 1>><</link>><br>
<<link "Just smile politely" "DuncanManor4cPokerRoomTalk">><<set $TempPoker4cRoomTalk to "DanSmile">><</link>>
<<case "DanShow">>
You meet his eye and lean an inch closer. "Oh, I'm sure I could figure that out. If you'd like me to show you."<br>
<br>
Dan's grin widens into something more avid. He puts the glass down on the table without looking at it. "Now that's a woman with confidence!" He leans into you. "I wouldn't mind seeing that. Stay close tonight, sweetheart. I want to see how you handle yourself."<br>
<br>
<i>Looks like you've got yourself a fan.</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManorPokerRoom">><<PokerNightDanApproval 1>><<set $TempPoker4cRoomTalk to undefined>><</link>>
<<case "DanSmile">>
You give him a polite smile and let the moment pass without taking the bait.<br>
<br>
"Quiet type, huh?" Dan grins, but it's slightly less wide than before. "Don't worry. The night's young. You'll warm up."<br>
<br>
He turns back to Thompson, but his eyes find their way back to you a beat later.<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManorPokerRoom">><<set $TempPoker4cRoomTalk to undefined>><</link>>
<<case "Thompson">>
You walk over to the table where Thompson sits. He looks up from his glass as you approach.<br>
<br>
<<GetPCState "job">>
<<if _job is "Fired">>
"Phillips." His voice is low. "Wasn't expecting to see you tonight. But I guess you need the money now."<br>
<<else>>
"Phillips." His voice is low. "Wasn't expecting to see you tonight. Hope you're better at serving drinks than you are working."<br>
<</if>>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingFemalePC">>
His eyes drift over you. He doesn't bother to hide it. The whiskey glass pauses halfway to his mouth. "Nice frock," he comments. "You'd do well on the front desk dressing like that."<br>
<<else>>
His eyes drift over you with mild interest. "You'll do," he comments.<br>
<</if>>
<br>
You try to find something to say. "Are you friends with Harrow?"<br>
<br>
"Friend." He weighs the word, swirls the whiskey. "I send him decent whiskey and take his money. We're both happy with the arrangement."<br>
<br>
"And tonight?"<br>
<br>
"Tonight I'm just here to take more of that money without giving him my best stuff," he snorts. His eyes wander the room. "But he's said there might be a few future opportunities present. Some girls interested in being a receptionist."<br>
<br>
When he returns to look at you, you smile politely. He takes the expression as a lack of interest. He turns back to his glass without dismissing you, but the conversation is plainly over.<br>
<br>
<i>But you know what he's after now, don't you?</i><br>
<br>
<<ActionsHeader>>
<<link "Say you would make a good secretary" "DuncanManor4cPokerRoomTalk">><<set $TempPoker4cRoomTalk to "ThompsonSecretary">><<Assertive 1>><<Orientation 1>><</link>><br>
<<link "Just smile politely" "DuncanManorPokerRoom">><<set $TempPoker4cRoomTalk to undefined>><</link>>
<<case "ThompsonSecretary">>
<<GetPCState "job">>
<<if _job is "Fired">>
"I'd make a good secretary," you tell him. "If the right opportunity came along."<br>
<br>
Thompson huffs a short laugh, without humour. "You had your chance, Phillips. And you lost it." He shakes his head and sips his whiskey. "Don't push it tonight."<br>
<br>
You take a step back. The conversation is over. Looks like this route is closed to you.<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManorPokerRoom">><<set $TempPoker4cRoomTalk to undefined>><</link>>
<<elseif _job is "LunchtimeReceptionCover">>
"I'd make a good secretary," you tell him. "If the right opportunity came along."<br>
<br>
Thompson takes a long sip of his whiskey, watching you over the rim. "Enjoying the front desk that much, are you?" He sets the glass down. "Prove yourself a bit more, and maybe we make it permanent."<br>
<br>
He gives you a look that holds for a beat longer than necessary.<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManorPokerRoom">><<PokerNightThompsonApproval 1>><<set $TempPoker4cRoomTalk to undefined>><</link>>
<<elseif _job is "Secretary">>
"Don't I make a good secretary?" you ask, a little pained.<br>
<br>
<<Flag "ThompsonDeskScene">>
<<if _FlagReturn is true>>
Thompson stares back at you, a grin forming. "Oh, I'm not letting you go. Just need some cover for you. Whilst you attend to me."<br>
<br>
You hold his stare, remembering what you did in Thompson's office. At least you know he's on your side this evening.<br>
<<else>>
Thompson stares back at you, snorting. "Afraid of competition, Phillips? We live in a dog eat dog world. You should get used to young women taking your lunch as you grow older."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManorPokerRoom">><<PokerNightThompsonApproval 1>><<set $TempPoker4cRoomTalk to undefined>><</link>>
<<else>>
"I'd make a good secretary," you tell him. "If the right opportunity came along."<br>
<br>
Thompson studies you. "Maybe I can help with that." He swirls the whiskey, considering. "Let's see how you do, tonight. If you impress me, knock on my office. We'll talk."<br>
<br>
You give him a small nod. He turns back to his cards, but you feel his eyes still on you as you step away.<br>
<br>
<i>You don't honestly mean that, do you?</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManorPokerRoom">><<PokerNightThompsonApproval 1>><<set $TempPoker4cRoomTalk to undefined>><</link>>
<</if>>
<<case "Rhiannon">>
You cross to the sideboard. Rhiannon smiles briefly at you as you approach, but continues setting out the next round of glasses in a neat line. The way she would behind the bar.<br>
<br>
"You all right, lass?" she asks without looking. "First poker night usually has a face on it. And you're wearing it."<br>
<br>
"Is it that obvious?"<br>
<br>
She huffs a small laugh. "I work at a male dominated bar. I know the look of a girl who feels out of place."<br>
<br>
"What are you doing here then?" you ask.<br>
<br>
Rhiannon titters. "It's a bit of fun. Or so my pa' says." She looks around the room. "Keeps trying to match me up with a man. Says that if I stay single too much longer, I'll have to pick one of the regulars."<br>
<br>
You follow her look, gazing at Dan, Harrow and Thompson. "Any take your fancy?"<br>
<br>
She chuckles. "Slim pickings, this lot. Thompson's a brute and married to boot. Jake is a child in a man's body. Dan is all talk, and Harrow." She looks at you with an arched eyebrow. "Let's just say I'm not his type. Anymore."<br>
<br>
You look back at her, but she doesn't offer a follow-up. "Watch him tonight, though. He's the one running the table. The rest are following his lead, even when they don't know it."<br>
<br>
You're not sure that Rhiannon can help you get the amulet, but it's good to have her on side.<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManorPokerRoom">><<set $TempPoker4cRoomTalk to undefined>><</link>>
<<case "Maisie">>
You move to where Maisie leans against the sideboard. She straightens just enough to acknowledge you, then settles back into her pose.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingFemalePC">>
"<<TrueName "Current">>, isn't it?" Her voice is silky, but cold. She glances at your outfit. "Where did you get that? Don't think we sell such scandalous things at Evans'."<br>
<br>
Her eyes appraise you. Icy and full of rivalry.<br>
<<else>>
"<<TrueName "Current">>, isn't it?" Her voice is silky, but cold. She glances at your outfit. "Such a cute little dress. Off the sales rack, isn't it?"<br>
<br>
Her eyes appraise you. Icy and full of rivalry.<br>
<</if>>
<br>
"I'm Maisie." She offers a hand. The shake is brief and limp. "I think I've seen you around town. But never out here."<br>
<br>
"I haven't been to Duncan Manor before," you reply.<br>
<br>
"Mm." Her eyes do a quick read of you, assessing. "First poker night?"<br>
<br>
You nod.<br>
<br>
"A word of advice, sweetheart," she comments. "Since you're new. The men here are competitive. Some of them more than others. If you don't know what you're doing, the best thing you can do is hold a tray and smile. They like that."<br>
<br>
She pauses. The practiced sweetness softens a fraction, almost despite her.<br>
<br>
"And don't try to charm Mr Harrow. He's already got a complicated enough life."<br>
<br>
<i>She almost seems protective of him.</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManorPokerRoom">><<set $TempPoker4cRoomTalk to undefined>><</link>>
<</switch>>You stand idly to the side, watching the other guests with interest. Dan chatters away to Thompson in a hushed voice. Thompson barely responds, instead sipping his drink. Maisie leans against a sideboard, looking at her nails. And Rhiannon fusses endlessly with the drinks trolley.<br>
<br>
Minutes later, Harrow walks in with Jake in tow. The younger man looks flustered, enraged already.<br>
<br>
<<QuestOptionCheck "Quest18" 1 "jake_PC" "gte">>
<<if _QuestOptionCheck is true>>
When he sees you, his face shifts. Relief and possession in equal measure. "You came," he mutters, half to himself. The others notice the look.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingFemalePC">>
His eyes drop, then climb back up. The grin spreads. "And you dressed up. For me."<br>
<br>
Jake continues to stare at you, eying you up. He seems unwilling to take his eyes off you. You smile, considering that maybe this dress will make it easier to sway him to betting for that amulet.<br>
<br>
<i>Is it worth the attention, though?</i><br>
<<else>>
He gives you a small nod, his smile genuine. "Good. Stay close tonight. I want you near me."<br>
<</if>>
<<else>>
He looks at you with interest when he sees you, but says nothing. His eyes hold on you a beat too long.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingFemalePC">>
A smirk appears on his face as he takes in your outfit. His eyes linger on your legs. He runs the tip of his tongue over his teeth.<br>
<<else>>
A small smile appears on his face as he takes in your outfit, but he doesn't look too much.<br>
<</if>>
<</if>>
<br>
"And now our party is complete," Harrow announces to the room. "Apologies for the hold-up. Ladies, if you'd like to retire to the kitchen to prepare the drinks. And gentlemen, take your seats."<br>
<br>
The instruction lands flat against you. Ladies. Of course.<br>
<br>
Rhiannon begins to push the trolley out into the corridor. Maisie looks at her with disinterest but follows.<br>
<br>
You follow Rhiannon and Maisie out into the corridor, the heels you had not quite got used to clicking too loudly against the floor.<br>
<br>
<<ActionsHeader>>
<<link "Go to the kitchen" "DuncanManorKitchen">><<EventTrigger "DuncanManorKitchen" "PokerNightArrival" "Evening" null null null null null false>><<QuestOptionCheck "Quest18" 1 "jake_PC" "gte">><<CurrentOutfit>><<if _CurrentOutfit is "PokerRevealingFemalePC" and _QuestOptionCheck is true>><<PokerNightJakeApproval 1>><</if>><</link>><<if $TempPoker4cKitchen is "Bachelors">>
"I thought it would be a good opportunity to meet a man," you say, trying to inject a casual tone into your voice.<br>
<br>
Maisie's eyes focus on you, narrowing just enough to notice. Rhiannon looks back at her to see her reaction and rolls her eyes. "Looks like you've got some competition, Maisie."<br>
<br>
There is a titter from the flame-haired woman, as she stares back at you. "Just keep their glasses full. Smile if you can manage it. Don't engage if you can't."<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingFemalePC">>
Her eyes flick to your dress and away. "And mind that hem when you bend down. Dan's got hands."<br>
<<else>>
Her eyes flick to your dress and away. "And mind how close you get to them. Thompson's hands sometimes wander."<br>
<</if>>
<br>
She returns to the trolley. Maisie watches you over the rim of a bottle, her expression unreadable. The smile she wore for Harrow earlier, all sweetness and practise, is nowhere on her face now.<br>
<br>
<span class="notification">Rhiannon and Maisie have their own reasons for being at poker night. If you wish to influence the table, you’ll need them on side. Choose your actions carefully.</span><br>
<br>
<<ActionsHeader>>
<<link "Take the drinks back to the poker room" "DuncanManor4cKitchen">><<set $TempPoker4cKitchen to "Drinks">><</link>>
<<elseif $TempPoker4cKitchen is "GetOut">>
"I just wanted to get out for an evening," you say, shrugging.<br>
<br>
<<Checkrelationship "Rhiannon">>
<<if _relationship is 0>>
"That so," Rhiannon says, with a slight twinge of irritation. "You hear that, Maisie?" she adds, turning back to the other girl. "She's not here to steal the eyes away from you."<br>
<<else>>
"Fair enough," Rhiannon says with a small nod. "You hear that, Maisie?" she adds, turning back to the other girl. "She's not here to steal the eyes away from you."<br>
<</if>>
<br>
Maisie gives her a dark look, but she turns back to preparing drinks. Rhiannon titters and smiles back at you. "Just keep their glasses full. Smile if you can manage it. Don't engage if you can't."<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingFemalePC">>
Her eyes flick to your dress and away. "And mind that hem when you bend down. Dan's got hands."<br>
<<else>>
Her eyes flick to your dress and away. "And mind how close you get to them. Thompson's hands sometimes wander."<br>
<</if>>
<br>
She returns to the trolley. Maisie watches you over the rim of a bottle. Her smile still all sweetness and practise.<br>
<br>
<span class="notification">Rhiannon and Maisie have their own reasons for being at poker night. If you wish to influence the table, you’ll need them on side. Choose your actions carefully.</span><br>
<br>
<<ActionsHeader>>
<<link "Take the drinks back to the poker room" "DuncanManor4cKitchen">><<set $TempPoker4cKitchen to "Drinks">><</link>>
<<elseif $TempPoker4cKitchen is "WhyHere">>
"What about you?" you reply, changing the tone of the conversation. "What brings you here?"<br>
<br>
"My da' says that helping out up here is good for the community," she replies flatly. "Spending a shift behind the bar or up here makes no difference to me. Money is money."<br>
<br>
She studies you for a moment longer, her eyes narrowing. "But don't think I didn't notice how you deflected the question." A small knowing smile appears. "Barmaid knows when people are hiding things."<br>
<br>
She turns to look at Maisie, who is watching casually. "See that, Maisie. The lass doesn't trust us to be straight." A thin smile forms on Rhiannon's face. "Makes you wonder what she's holding back."<br>
<br>
Maisie studies you, then shrugs. "We all have secrets, Rhi."<br>
<br>
"I guess we do," Rhiannon mutters, before turning back to you. "Just keep their glasses full. Smile if you can manage it. Don't engage if you can't."<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingFemalePC">>
Her eyes flick to your dress and away. "And mind that hem when you bend down. Dan's got hands."<br>
<<else>>
Her eyes flick to your dress and away. "And mind how close you get to them. Thompson's hands sometimes wander."<br>
<</if>>
<br>
Rhiannon looks at you with a small nod, before turning to finalise the drinks. But her smile is forced.<br>
<br>
<span class="notification">Rhiannon and Maisie have their own reasons for being at poker night. If you wish to influence the table, you’ll need them on side. Choose your actions carefully.</span><br>
<br>
<<ActionsHeader>>
<<link "Take the drinks back to the poker room" "DuncanManor4cKitchen">><<set $TempPoker4cKitchen to "Drinks">><</link>>
<<elseif $TempPoker4cKitchen is "Drinks">>
You follow Maisie and Rhiannon out of the kitchen with the loaded trolley. As you push down the corridor, you can already hear them in the poker room.<br>
<br>
"...wonder if the carpet matches the drapes."<br>
<br>
Thompson's voice, dry. The chuckle that follows is general. You step in behind Rhiannon and try not to look at the table.<br>
<br>
But you can't help it. Dan's eyes are already on you, grin wide. Jake glances up from his cards as you settle at the sideboard, then quickly back down. Thompson watches you over the rim of his glass for a beat longer than is polite, before turning to his hand.<br>
<br>
And Harrow, deck in his hands, hasn't looked at his cards yet at all. He's looking at you.<br>
<br>
Four men at the table. One has the amulet. The other three are the ones who could win it from him.<br>
<br>
<i>And they'll want something from you when they do.</i><br>
<br>
<<ActionsHeader>>
<<link "Start the poker game" "DuncanManor4cRound1">><<set $PokerGame.round to 1>><<set $TempPoker4cKitchen to undefined>><</link>>
<</if>>/* Hidden Round 1 win order - Thompson > Harrow > Dan > Jake */
<<if $TempPoker4cRound1 is undefined>>
<<if $TempPoker4cRound1Order is undefined>>
Harrow shuffles the deck with both hands, the cards bridging in a soft snap. He passes them across to Thompson for a cut. Thompson taps once and slides them back without a word.<br>
<br>
Then Harrow deals two cards face down to each player, slow and deliberate. The men pick up their hands one by one.<br>
<br>
As you settle to the side of the room with Rhiannon and Maisie, you look over how the other players are dealing with their hands. Thompson sips his whiskey and lets his cards rest face-down at his fingertips. He's looked at them only once. Dan flips up the corner of his cards and mutters, then turns his head toward you and grins. Jake holds his cards in both hands, staring with intensity back at them.<br>
<br>
Harrow looks at his own hand for half a second and sets it down. Then he looks at the table.<br>
<br>
"Opening bet's the boss's call." He nods at Thompson. "Yours, Tucker."<br>
<br>
Thompson grunts and drops two chips into the centre of the felt. Dan follows, throwing in three to make a point. Jake watches the chips drop without moving. Harrow waits, eyebrow raised, watching the table.<br>
<br>
You can't see any of their hands from here. Not without getting closer. Primarily, you want Harrow to spend all of his chips, so he's forced to bet his amulet. But ultimately, you need whoever bests him to be willing to give it to you.<br>
<<elseif $TempPoker4cRound1Order is 1>>
You step back to the sideboard. Harrow flips three cards face-up in the centre of the table. A king. An eight. A four.<br>
<br>
The men weigh their hands again. Thompson sips his whiskey, eyes flicking between cards and chips. Dan murmurs something to Thompson, then glances at you. Jake taps his cards against the felt, restless. Harrow, as ever, gives nothing away.<br>
<br>
The bets begin a second time, slower now. There's still time. You can move once more before the hands are revealed.<br>
<</if>>
<<if $TempPoker4cRound1Order is 2>>
The chips are committed and the betting dries up. Harrow gives a small nod across the felt. "Reveal your hands, gentlemen."<br>
<br>
<<ActionsHeader>>
<<link "Watch as the cards are revealed" "DuncanManor4cRound1">><<set $TempPoker4cRound1 to "Reveal">><</link>>
<<else>>
<br>
<<ActionsHeader>>
<<Flag "TempPokerRound1Int">>
<<if _FlagReturn is false>>
<<StatCheckIntelligence "gt" 60>>
<<set _StatIntelligenceProbability to _StatIntelligenceProbability + " Try to work out who is bluffing">>
<<if _StatCheckIntelligence is true>>
<<link _StatIntelligenceProbability "DuncanManor4cRound1">><<set $TempPoker4cRound1 to "IntPass">><<SetFlag "TempPokerRound1Int">><</link>><br>
<<else>>
<<link _StatIntelligenceProbability "DuncanManor4cRound1">><<set $TempPoker4cRound1 to "IntFail">><<SetFlag "TempPokerRound1Int">><<Intelligence 1>><</link>><br>
<</if>>
<</if>>
<<Flag "TempPoker4cR1Thompson">>
<<if _FlagReturn is false>><<link "Move behind Thompson" "DuncanManor4cRound1">><<set $TempPoker4cRound1 to "Thompson">><<SetFlag "TempPoker4cR1Thompson">><</link>><br><</if>>
<<Flag "TempPoker4cR1Jake">>
<<if _FlagReturn is false>><<link "Move behind Jake" "DuncanManor4cRound1">><<set $TempPoker4cRound1 to "Jake">><<SetFlag "TempPoker4cR1Jake">><</link>><br><</if>>
<<Flag "TempPoker4cR1Harrow">>
<<if _FlagReturn is false>><<link "Move behind Harrow" "DuncanManor4cRound1">><<set $TempPoker4cRound1 to "Harrow">><<SetFlag "TempPoker4cR1Harrow">><</link>><br><</if>>
<<Flag "TempPoker4cR1Dan">>
<<if _FlagReturn is false>><<link "Move behind Dan" "DuncanManor4cRound1">><<set $TempPoker4cRound1 to "Dan">><<SetFlag "TempPoker4cR1Dan">><</link>><br><</if>>
<<link "Stay to the side of the room and watch" "DuncanManor4cRound1">><<if $TempPoker4cRound1Order is undefined>><<set $TempPoker4cRound1Order to 1>><<else>><<set $TempPoker4cRound1Order to 2>><</if>><</link>>
<</if>>
<<elseif $TempPoker4cRound1 is "IntPass">>
You let your eyes drift around the table. From this side of the room, you can see them all in a way they can't see each other.<br>
<br>
Thompson hasn't picked his cards back up. He's leaning back, jaw tight, more interested in his whiskey. But there's no sign of the anger you've come to expect from him.<br>
<br>
Dan keeps glancing at his hand as though checking it hasn't changed. It hasn't. You're pretty sure he's lost.<br>
<br>
Jake's foot is tapping under the table. He's not meeting anyone's glances. But his face is turned up in a snarl.<br>
<br>
Harrow holds his cards casually, watching you. You can't read him.<br>
<br>
<<ActionsHeader>>
<<Flag "TempPoker4cR1Thompson">>
<<if _FlagReturn is false>><<link "Move behind Thompson" "DuncanManor4cRound1">><<set $TempPoker4cRound1 to "Thompson">><<SetFlag "TempPoker4cR1Thompson">><</link>><br><</if>>
<<Flag "TempPoker4cR1Jake">>
<<if _FlagReturn is false>><<link "Move behind Jake" "DuncanManor4cRound1">><<set $TempPoker4cRound1 to "Jake">><<SetFlag "TempPoker4cR1Jake">><</link>><br><</if>>
<<Flag "TempPoker4cR1Harrow">>
<<if _FlagReturn is false>><<link "Move behind Harrow" "DuncanManor4cRound1">><<set $TempPoker4cRound1 to "Harrow">><<SetFlag "TempPoker4cR1Harrow">><</link>><br><</if>>
<<Flag "TempPoker4cR1Dan">>
<<if _FlagReturn is false>><<link "Move behind Dan" "DuncanManor4cRound1">><<set $TempPoker4cRound1 to "Dan">><<SetFlag "TempPoker4cR1Dan">><</link>><br><</if>>
<<link "Stay to the side of the room and watch" "DuncanManor4cRound1">><<set $TempPoker4cRound1 to undefined>><<if $TempPoker4cRound1Order is undefined>><<set $TempPoker4cRound1Order to 1>><<else>><<set $TempPoker4cRound1Order to 2>><</if>><</link>>
<<elseif $TempPoker4cRound1 is "IntFail">>
You let your eyes drift around the table as you cross to the sideboard, trying to take them all in.<br>
<br>
Jake is fidgeting. He's not meeting anyone's glances. His face is turned up in a snarl.<br>
<br>
The others give you nothing. Thompson's whiskey, Dan's grin, Harrow's polite distance. You can't read any of it.<br>
<br>
<<ActionsHeader>>
<<Flag "TempPoker4cR1Thompson">>
<<if _FlagReturn is false>><<link "Move behind Thompson" "DuncanManor4cRound1">><<set $TempPoker4cRound1 to "Thompson">><<SetFlag "TempPoker4cR1Thompson">><</link>><br><</if>>
<<Flag "TempPoker4cR1Jake">>
<<if _FlagReturn is false>><<link "Move behind Jake" "DuncanManor4cRound1">><<set $TempPoker4cRound1 to "Jake">><<SetFlag "TempPoker4cR1Jake">><</link>><br><</if>>
<<Flag "TempPoker4cR1Harrow">>
<<if _FlagReturn is false>><<link "Move behind Harrow" "DuncanManor4cRound1">><<set $TempPoker4cRound1 to "Harrow">><<SetFlag "TempPoker4cR1Harrow">><</link>><br><</if>>
<<Flag "TempPoker4cR1Dan">>
<<if _FlagReturn is false>><<link "Move behind Dan" "DuncanManor4cRound1">><<set $TempPoker4cRound1 to "Dan">><<SetFlag "TempPoker4cR1Dan">><</link>><br><</if>>
<<link "Stay to the side of the room and watch" "DuncanManor4cRound1">><<set $TempPoker4cRound1 to undefined>><<if $TempPoker4cRound1Order is undefined>><<set $TempPoker4cRound1Order to 1>><<else>><<set $TempPoker4cRound1Order to 2>><</if>><</link>>
<<elseif $TempPoker4cRound1 is "Thompson">>
You drift over to Thompson's chair. You try to catch the corners of his cards as you reach for his glass, but he holds them to the side, just out of your eyeline. He looks back at you, shifting his chair so you can reach his drink. But his eyes linger on your breasts.<br>
<br>
You refill his glass. He stares at it, then takes it between his fingers and holds it up to the light. "Call that a top-up? Don't skimp on the measure. I'm a big boy. I can handle it."<br>
<br>
But when he puts it back down you notice he's placed it further back from the table. You glance at his cards. You're going to have to lean in if you want to see them.<br>
<br>
<<ActionsHeader>>
<<link "Top-up his drink" "DuncanManor4cRound1">><<set $TempPoker4cRound1 to "ThompsonTopUp">><<Assertive -1>><<set $TempPoker4cThompsonHandSeen to true>><</link>><br>
<<link "Leave him with a single measure" "DuncanManor4cRound1">><<set $TempPoker4cRound1 to "ThompsonReserved">><<Assertive 1>><<set $TempPoker4cThompsonRound1 to "Reserved">><</link>>
<<elseif $TempPoker4cRound1 is "ThompsonTopUp">>
Taking a deep breath, you lean over Thompson and pour more whiskey into the glass. He pulls back, giving you just enough room to lean in. The hand grasping his cards moves slightly and you see his cards. A pair of nines. Decent. Not a winning hand, but enough that he'll bet on it.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingFemalePC">>
You feel his clammy free hand brush over your bare back as you lean. "Good girl. Nice to see a woman who knows her place."<br>
<<else>>
You feel his clammy free hand brush against the back of your dress as you lean. "Good girl. Nice to see a woman who knows her place."<br>
<</if>>
<br>
<<Flag "ThompsonDeskScene">>
<<if _FlagReturn is true>>
His hand goes where it's been before. On your bum. Snaking down towards your crack.<br>
<br>
<</if>>
You feel Dan's eyes on you. Harrow's too, watching how you take his comment. And your eyes linger on the chips he's already bet. You could push him to bet more, if you tried.<br>
<br>
<<ActionsHeader>>
<<StatCheckOrientation "gt" 30 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to flirt with him to instill confidence">>
<<if _StatCheckOrientation is true>>
<<link _StatOrientationProbability "DuncanManor4cRound1">><<set $TempPoker4cRound1 to "ThompsonFlirtPass">><</link>><br>
<<else>>
<<link _StatOrientationProbability "DuncanManor4cRound1">><<set $TempPoker4cRound1 to "ThompsonFlirtFail">><<Orientation 1>><</link>><br>
<</if>>
<<link "Accept his compliment and appease him" "DuncanManor4cRound1">><<set $TempPoker4cRound1 to "ThompsonAppease">><<Orientation 1>><<set $TempPoker4cThompsonRound1 to "Appease">><</link>><br>
<<CompulsionCheck "TheAppeaser">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[The Appeaser] </span><s>Tell him that you could play better than he could</s> - <i>You wouldn’t want to make a scene</i><br>
<<else>>
<<link "Tell him that you could play better than he could" "DuncanManor4cRound1">><<set $TempPoker4cRound1 to "ThompsonRetort">><<Assertive 1>><<set $TempPoker4cThompsonRound1 to "Retort">><</link>><br>
<</if>>
<<if $TempPoker4cHarrowHandSeen is true>>
<<link "Whisper that he can beat Harrow" "DuncanManor4cRound1">><<set $TempPoker4cRound1 to "ThompsonWhisper">><</link>>
<</if>>
<<elseif $TempPoker4cRound1 is "ThompsonFlirtPass">>
You let a small smile settle on you as you tilt the bottle to top him up again. "It's nice to see a man with the money to spend."<br>
<br>
<<Flag "ThompsonDeskScene">><<GetPCState "job">>
<<if _job is "Fired">>
He grunts, pleased. "Tucker. Should have been this nice when you had a job to hold on to."<br>
<<elseif _FlagReturn is true>>
He grins at you. "I know what you like, Phillips."<br>
<<else>>
He leers at you. "Don't mind splashing the cash around on things I like."<br>
<</if>>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingFemalePC">>
Thompson's hand on your bare back kneads it clumsily, as if rewarding you. You smile back at him, not daring to move.<br>
<<else>>
Thompson's hand on the back of your dress kneads you clumsily, as if rewarding you. You smile back at him, not daring to move.<br>
<</if>>
<br>
He pushes a stack of chips into the centre. "That look like a man who worries about spending money?"<br>
<br>
The size of the bet makes Dan look up. Harrow's smile thins, but he matches the bet.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4cRound1">><<PotPressure 1>><<PokerNightThompsonApproval 1>><<set $TempPoker4cThompsonRound1 to "FlirtPass">><<set $TempPoker4cRound1 to undefined>><<if $TempPoker4cRound1Order is undefined>><<set $TempPoker4cRound1Order to 1>><<else>><<set $TempPoker4cRound1Order to 2>><</if>><</link>>
<<elseif $TempPoker4cRound1 is "ThompsonFlirtFail">>
You look down at him, smiling. "It's nice to see a man with money."<br>
<br>
<<GetPCState "job">>
<<if _job is "Fired">>
He stares up at you, dumbfounded. "You pushing to be hired back, Phillips?" He snorts, making sure the rest of the table sees. "Only interested in biting the hand that feeds her, this one."<br>
<<else>>
He stares up at you, dumbfounded. "You pushing for a promotion, Phillips?" He snorts, making sure the rest of the table sees. "Only interested in biting the hand that feeds her, this one."<br>
<</if>>
<br>
You wince. "I didn't mean it like that."<br>
<br>
Thompson looks up at you, leering. "Sure you didn't."<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingFemalePC">>
His hand on your bare back kneads it clumsily, as if rewarding you. You can't help but flinch reflexively. It's an instinctive response, but it's enough for him to quickly pull his hand back.<br>
<<else>>
His hand on the back of your dress kneads you clumsily, as if rewarding you. You can't help but flinch reflexively. It's an instinctive response, but it's enough for him to quickly pull his hand back.<br>
<</if>>
<br>
He looks back at you and takes a large sip of whiskey. He ignores a few sniggers around the table, checking instead of betting. You take a step back, blushing. And Thompson just glares at you.<br>
<br>
<i>You've made it worse.</i><br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4cRound1">><<PokerNightThompsonApproval -1>><<set $TempPoker4cThompsonRound1 to "FlirtFail">><<set $TempPoker4cRound1 to undefined>><<if $TempPoker4cRound1Order is undefined>><<set $TempPoker4cRound1Order to 1>><<else>><<set $TempPoker4cRound1Order to 2>><</if>><</link>>
<<elseif $TempPoker4cRound1 is "ThompsonAppease">>
You force a smile as you tilt the bottle to top him up again. "Thank you, Mr Thompson. It's so nice to be treated well by a man."<br>
<br>
He grunts, pleased. "Tucker. None of this 'mister' nonsense at the table."<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingFemalePC">>
Thompson's hand on your bare back kneads it clumsily, as if rewarding you. You smile back at him, not daring to move.<br>
<<else>>
Thompson's hand on the back of your dress kneads you clumsily, as if rewarding you. You smile back at him, not daring to move.<br>
<</if>>
<br>
<<Flag "ThompsonDeskScene">><<GetPCState "job">>
<<if _job is "Fired">>
"Maybe I was wrong to fire you, Phillips," he murmurs. "You seem to know your place."<br>
<<elseif _FlagReturn is true>>
"You like that, don't you Phillips?" he murmurs. "Remember?"<br>
<<else>>
"Maybe I was wrong about you, Phillips," he murmurs. "There might be a future at the repair shop for you, yet."<br>
<</if>>
<br>
He pushes a stack of chips into the centre. "Let's see if I can win a few chips to toss your way."<br>
<br>
The size of the bet makes Dan look up. Harrow's smile thins, but he matches the bet. And all the while, you feel Thompson's hand on your back.<br>
<br>
<i>And you're not stopping him. Do you like it?</i><br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4cRound1">><<PotPressure 1>><<PokerNightThompsonApproval 1>><<set $TempPoker4cRound1 to undefined>><<if $TempPoker4cRound1Order is undefined>><<set $TempPoker4cRound1Order to 1>><<else>><<set $TempPoker4cRound1Order to 2>><</if>><</link>>
<<elseif $TempPoker4cRound1 is "ThompsonRetort">>
"I'm not sure about that," you hear yourself say. "I reckon I could take all those chips off you if I was placed at the table."<br>
<br>
Thompson's jaw stops mid-chew. The room goes quiet for a fraction of a second. Then Dan barks a laugh. "Watch this one, boss. She's got teeth."<br>
<br>
Thompson holds your eyes for a beat too long. Then turns his cards face-down against the felt and pulls them tight to his chest. Whatever bet he was thinking of dies on the spot.<br>
<br>
You take a step back, smiling. Jake watches you with interest. Dan gives you a lecherous smile. But Harrow is now watching with measured calculation.<br>
<br>
<<GetPCState "job">>
<<if _job is "Fired">>
"Betting is the only way you're bringing in money these days," Thompson mutters as you walk away.<br>
<<else>>
"Better top off your pay cheque with those chips, then," Thompson mutters as you walk away. "You'll find it smaller next run."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4cRound1">><<PokerNightThompsonApproval -1>><<WorkPerformance -1>><<set $TempPoker4cRound1 to undefined>><<if $TempPoker4cRound1Order is undefined>><<set $TempPoker4cRound1Order to 1>><<else>><<set $TempPoker4cRound1Order to 2>><</if>><</link>>
<<elseif $TempPoker4cRound1 is "ThompsonWhisper">>
You lean back over Thompson's glass, your mouth close to his ear. "He's only sitting on fives," you murmur. "I saw."<br>
<br>
Thompson's hand tightens at your back. He doesn't react at the table but you feel the breath that goes out of him. Calculating.<br>
<br>
"Good girl," he mutters, low.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingFemalePC">>
His hand drifts lower as you straighten, taking its time on your bare skin before letting you step back.<br>
<<else>>
His hand drifts lower as you straighten, sliding through the fabric of your dress before letting you step back.<br>
<</if>>
<br>
When his turn comes, he pushes a heavy stack into the centre. More than Harrow expected. "Going to make this one interesting, Darcy."<br>
<br>
Harrow's eyes narrow. He matches, but the smile is gone.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4cRound1">><<PotPressure 2>><<PokerNightThompsonApproval 1>><<set $TempPoker4cRound1 to undefined>><<if $TempPoker4cRound1Order is undefined>><<set $TempPoker4cRound1Order to 1>><<else>><<set $TempPoker4cRound1Order to 2>><</if>><</link>>
<<elseif $TempPoker4cRound1 is "ThompsonReserved">>
"It's early," you say, a little too cool. "Plenty of time for a top-up."<br>
<br>
Thompson's eyes find you and stay. He says nothing. After a moment, he reaches out for his drink and downs it in one. "What about now?"<br>
<br>
"Let me get that," you hear Rhiannon say as she appears beside you. She leans over and tops up his drink, but Thompson's glaring eyes never leave you. Around the table you see a couple of raised eyebrows. And Thompson keeps his cards angled away from you.<br>
<br>
<<GetPCState "job">>
<<if _job is "Fired">>
"Knew there was a reason I got rid of you, Phillips," he mutters as you walk away.<br>
<<else>>
"That's coming out of your pay packet, Phillips," he mutters as you walk away.<br>
<</if>>
<br>
You retreat back to the sideboard. You've made an enemy, even if a small one.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the round to play out" "DuncanManor4cRound1">><<PokerNightThompsonApproval -1>><<WorkPerformance -1>><<set $TempPoker4cRound1 to undefined>><<if $TempPoker4cRound1Order is undefined>><<set $TempPoker4cRound1Order to 1>><<else>><<set $TempPoker4cRound1Order to 2>><</if>><</link>>
<<elseif $TempPoker4cRound1 is "Jake">>
You move around to Jake's side of the table. He notices you straight away and pushes his empty glass at you, more loudly than necessary.<br>
<br>
"Top-up, love. And don't be shy with it."<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingFemalePC">>
A couple of the men exchange looks, but Jake doesn't notice. He's busy eying you, slow and unhurried. His eyes drift over your exposed back, lingering on your bare skin.<br>
<<else>>
A couple of the men exchange looks, but Jake doesn't notice. He's busy eying you, slow and unhurried. His eyes drift over your dress, looking at how it hugs your curves.<br>
<</if>>
<br>
You glance down at his cards. He makes no effort to hide them. A six on display, a two behind it. The other cards are partially hidden, but it doesn't matter. He's got nothing.<br>
<br>
"Come on," he says, tapping the side of his glass. "I've got big bets to make."<br>
<br>
You meet his eyes, demanding.<br>
<br>
"Settle, Jake," Harrow announces from across the table, mild but pointed. "Miss Phillips is a guest, not the entertainment."<br>
<br>
<<if _CurrentOutfit is "PokerRevealingFemalePC">>
Before you can step back, Jake puts his arm around your waist and pulls you back against him. "I know how to handle older girls," he says with a leer. His hand finds the bare skin at the small of your back. "Bet you know what to do with a man in his prime."<br>
<<else>>
Before you can step back, Jake puts his arm around your waist and pulls you back against him. "I know how to handle older girls," he says with a leer. His hand settles in the small of your back, fingers tracing through the fabric of the dress. "Bet you know what to do with a man in his prime."<br>
<</if>>
<br>
<<ActionsHeader>>
<<StatCheckOrientation "gt" 30 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to flirt him into betting big">>
<<if _StatCheckOrientation is true>>
<<link _StatOrientationProbability "DuncanManor4cRound1">><<set $TempPoker4cRound1 to "JakeFlirtPass">><<set $TempPoker4cJakeHandSeen to true>><</link>><br>
<<else>>
<<link _StatOrientationProbability "DuncanManor4cRound1">><<set $TempPoker4cRound1 to "JakeFlirtFail">><<set $TempPoker4cJakeHandSeen to true>><<Orientation 1>><</link>><br>
<</if>>
<<link "Accept his advances" "DuncanManor4cRound1">><<set $TempPoker4cRound1 to "JakeAccept">><<set $TempPoker4cJakeHandSeen to true>><<Orientation 1>><<set $TempPoker4cJakeRound1 to "Accept">><</link>><br>
<<CompulsionCheck "BoyCrazy">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Boy Crazy] </span><s>Rebuff his advances</s> - <i>You can't seem to convince yourself to do this</i><br>
<<else>>
<<link "Rebuff his advances" "DuncanManor4cRound1">><<set $TempPoker4cRound1 to "JakeRebuff">><<set $TempPoker4cJakeHandSeen to true>><<Assertive 1>><<set $TempPoker4cJakeRound1 to "Rebuff">><</link>>
<</if>>
<<elseif $TempPoker4cRound1 is "JakeFlirtPass">>
You let his hand stay where it is. "Big bets need a man who knows how to spend them."<br>
<br>
His eyes light up. "That so, love?"<br>
<br>
You smile and don't answer. He pushes a stack into the centre, bigger than he needs to. "I'm in for that," he says, loud enough for the table to hear. His arm tightens at your waist. "Leave the bottle." And he licks his lips. "And don't go anywhere. Unless it's up to my room."<br>
<br>
The size of the bet makes Dan look up. Harrow's smile thins, but he matches the bet.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4cRound1">><<PotPressure 1>><<PokerNightJakeApproval 1>><<set $TempPoker4cJakeRound1 to "FlirtPass">><<set $TempPoker4cRound1 to undefined>><<if $TempPoker4cRound1Order is undefined>><<set $TempPoker4cRound1Order to 1>><<else>><<set $TempPoker4cRound1Order to 2>><</if>><</link>>
<<elseif $TempPoker4cRound1 is "JakeFlirtFail">>
You try the line, but it comes out brittle. "Big bets need a big man."<br>
<br>
Jake snorts. "You don't think I'm a big man?" He cocks his head, scowling. "Is that what you're saying?"<br>
<br>
He pushes you away, dismissively. Thompson grunts and Dan cackles. But Harrow can barely contain his disdain. As you take a step back, you see him watching you.<br>
<br>
"No need to treat the ladies so roughly," Harrow comments. "They understand more than you think."<br>
<br>
The attention soon returns to the cards, but Jake doesn't turn his eyes from you. And they are full with wounded pride.<br>
<br>
<i>You've made it worse.</i><br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4cRound1">><<PokerNightJakeApproval -1>><<set $TempPoker4cJakeRound1 to "FlirtFail">><<set $TempPoker4cRound1 to undefined>><<if $TempPoker4cRound1Order is undefined>><<set $TempPoker4cRound1Order to 1>><<else>><<set $TempPoker4cRound1Order to 2>><</if>><</link>>
<<elseif $TempPoker4cRound1 is "JakeAccept">>
You let his hand stay where it is. "Sounds like a fair offer," you mutter.<br>
<br>
His eyes light up, but his smile is predatory. "Won't be thinking that when I'm done with you."<br>
<br>
"Steady, Jake," Harrow comments, mild but warning. "The lady deserves better treatment than a ditzy cheerleader."<br>
<br>
"I've got proper money tonight," Jake retorts, loud enough for the table to hear. He pushes a stack into the centre, more than he needs to. His arm tightens at your waist. "Leave the bottle." And he licks his lips. "And don't go anywhere. Unless it's up to my room."<br>
<br>
The size of the bet makes Dan look up. Harrow's smile thins, but he matches the bet.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4cRound1">><<PotPressure 1>><<PokerNightJakeApproval 1>><<set $TempPoker4cRound1 to undefined>><<if $TempPoker4cRound1Order is undefined>><<set $TempPoker4cRound1Order to 1>><<else>><<set $TempPoker4cRound1Order to 2>><</if>><</link>>
<<elseif $TempPoker4cRound1 is "JakeRebuff">>
You shift your hip away from his hand without looking. "Hands to yourself."<br>
<br>
Jake's grin twists. "Wasn't asking, was I?" His arm leaves you with a snap. He folds his arms across his chest and turns back to his cards, sour. You can feel them all looking now. Including Harrow, who is watching you.<br>
<br>
"Hands to yourself, Jake," Harrow echoes, dry. "She wasn't asking either."<br>
<br>
The attention soon returns to the cards, but you notice that Harrow doesn't look away from you.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4cRound1">><<PokerNightJakeApproval -1>><<set $TempPoker4cRound1 to undefined>><<if $TempPoker4cRound1Order is undefined>><<set $TempPoker4cRound1Order to 1>><<else>><<set $TempPoker4cRound1Order to 2>><</if>><</link>>
<<elseif $TempPoker4cRound1 is "Harrow">>
<<if $PokerNightMaisieRivalry gte 1>>
You move towards the table, heading towards where Harrow sits. Before you can take more than two steps, Maisie cuts in front of you, smiling with more force than required.<br>
<br>
"I've got this one," she tells you sweetly, swaying to the side of Harrow before you can reply. As she refills his glass, you see her staring back at you.<br>
<br>
"Thank you, Maisie," Harrow comments, his eyes firmly on the game.<br>
<br>
Maisie returns to the sideboard, smiling at you as she places the bottle back.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4cRound1">><<set $TempPoker4cRound1 to undefined>><<if $TempPoker4cRound1Order is undefined>><<set $TempPoker4cRound1Order to 1>><<else>><<set $TempPoker4cRound1Order to 2>><</if>><</link>>
<<else>>
You move towards the table to where Harrow sits. He glances up before you reach him, smiling like he expected you all along. "Ah. Some company at last."<br>
<br>
You glance down at his hand as you tilt to refill his glass, but he keeps it covered. "Settling in, Miss Phillips? It's a lot to take in, the first time."<br>
<br>
His tone is gentle. Just like in his lessons. The voice he probably uses on every new girl who serves at this table. You'll have to do more than fill his drink if you want him to relax enough to reveal his hand.<br>
<br>
<<ActionsHeader>>
<<StatCheckOrientation "gt" 40 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to flirt with him">>
<<if _StatCheckOrientation is true>>
<<link _StatOrientationProbability "DuncanManor4cRound1">><<set $TempPoker4cRound1 to "HarrowFlirtPass">><</link>><br>
<<else>>
<<link _StatOrientationProbability "DuncanManor4cRound1">><<set $TempPoker4cRound1 to "HarrowFlirtFail">><<Orientation 1>><</link>><br>
<</if>>
<<link "Flatter him by thanking him for the invitation" "DuncanManor4cRound1">><<set $TempPoker4cRound1 to "HarrowFlatter">><<Feminity 1>><<set $TempPoker4cHarrowRound1 to "ThankHim">><</link>><br>
<<link "Stay quiet and move on" "DuncanManor4cRound1">><<set $TempPoker4cRound1 to "HarrowQuiet">><<set $TempPoker4cHarrowRound1 to "Quiet">><</link>>
<</if>>
<<elseif $TempPoker4cRound1 is "HarrowFlirtPass">>
You smile, holding his eye a beat longer than the bottle requires. "It's nice to be spending some time with an educated man, Mr Harrow."<br>
<br>
He gives you a look as some of the men chuckle. A suspicious look, but you notice his eyes wander briefly over your outfit. "An educated man?" he murmurs. "I guess I am, by Charlton standards."<br>
<br>
You continue smiling, letting the bottle tip slightly more than is necessary. A drop of whiskey hits the felt. "Oh. Silly me. Let me clean that up."<br>
<br>
You lean further over Harrow to swipe the spill from the green fabric. Just enough for your chest to brush close to his face. You hear him take in a breath and for the briefest of moments he fidgets in his seat.<br>
<br>
It's enough for you to glance at his cards. A pair of fives. A respectable hand, but he's not going to win without help.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4cRound1">><<set $TempPoker4cHarrowHandSeen to true>><<set $TempPoker4cHarrowRound1 to "FlirtPass">><<set $TempPoker4cRound1 to undefined>><<if $TempPoker4cRound1Order is undefined>><<set $TempPoker4cRound1Order to 1>><<else>><<set $TempPoker4cRound1Order to 2>><</if>><</link>>
<<elseif $TempPoker4cRound1 is "HarrowFlirtFail">>
You smile, holding his eye a beat longer than the bottle requires. "It's nice to be spending some time with an educated man, Mr Harrow."<br>
<br>
He gives you a look as some of the men chuckle. A suspicious look, but you notice his eyes wander briefly over your outfit. "An educated man?" he murmurs. "I guess I am, by Charlton standards."<br>
<br>
But he remains looking at you. When you lean in to see a glimpse of his cards, he pulls back and his poker face returns. "But careful, Miss Phillips." His voice stays warm, but he's watching you more carefully. "A girl who tries too hard at a table like this gives herself away."<br>
<br>
You feel yourself blushing as you take a step back, listening to a few chuckles around the table.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4cRound1">><<set $TempPoker4cHarrowRound1 to "FlirtFail">><<set $TempPoker4cRound1 to undefined>><<if $TempPoker4cRound1Order is undefined>><<set $TempPoker4cRound1Order to 1>><<else>><<set $TempPoker4cRound1Order to 2>><</if>><</link>>
<<elseif $TempPoker4cRound1 is "HarrowFlatter">>
"Thank you so much for having me at your poker night, Mr Harrow," you say with a smile.<br>
<br>
"You're very welcome, Miss Phillips," he replies, watching you with attention. "And I'm delighted you've made the effort tonight." He looks back to the table. "She's a lovely girl, isn't she?" He looks directly to Dan. "Single too, if I'm not mistaken."<br>
<br>
Dan grins. You stand silent, trying to avoid his eyes.<br>
<br>
Harrow looks between you. "In fact, why not be a dear and add another splash to Mr Mendel's drink?"<br>
<br>
Dan pushes his empty glass into the centre of the table quickly. You feel all eyes on you. Clenching your teeth, you lean over it and pour another drink for Dan.<br>
<br>
Next to you, Harrow relaxes and meets Dan's eyes from across the table. It's just enough for you to glance at his cards. A pair of fives. A respectable hand, but he's not going to win without help.<br>
<br>
"How accommodating," Harrow says, as Dan snatches his drink up. "You may go now, Miss Phillips. But thank you."<br>
<br>
He nods curtly to you but holds your eye. Satisfied you have accepted the order of things here.<br>
<br>
<i>And have you?</i><br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4cRound1">><<set $TempPoker4cHarrowHandSeen to true>><<set $TempPoker4cRound1 to undefined>><<if $TempPoker4cRound1Order is undefined>><<set $TempPoker4cRound1Order to 1>><<else>><<set $TempPoker4cRound1Order to 2>><</if>><</link>>
<<elseif $TempPoker4cRound1 is "HarrowQuiet">>
You finish pouring his drink, but step away. "Thank you, Miss Phillips," he says, faintly amused. And keeping the cards faced away from you.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4cRound1">><<set $TempPoker4cRound1 to undefined>><<if $TempPoker4cRound1Order is undefined>><<set $TempPoker4cRound1Order to 1>><<else>><<set $TempPoker4cRound1Order to 2>><</if>><</link>>
<<elseif $TempPoker4cRound1 is "Dan">>
<<if $PokerNightRhiannonRivalry gte 1>>
You take a step toward Dan's chair, but Rhiannon glides past you with the bottle, perfectly timed to put her body between you and him. "I've got this one." Her smile is forced thin.<br>
<br>
She refills Dan's glass without waiting to be asked, leaning in close enough to make him grunt and grin. Her hip catches the edge of his chair as she straightens. The angle of her body keeps you out of his sight.<br>
<br>
By the time she steps back, the moment has passed. Dan's attention has been bought. And it's focused on her.<br>
<br>
Rhiannon walks back past the trolley. The smile thins further as she meets your eye. "Is he what you came for?" she says softly, with an arched eyebrow.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4cRound1">><<set $TempPoker4cRound1 to undefined>><<if $TempPoker4cRound1Order is undefined>><<set $TempPoker4cRound1Order to 1>><<else>><<set $TempPoker4cRound1Order to 2>><</if>><</link>>
<<else>>
You take a step toward Dan's chair. His hand starts moving toward you before you've reached him. He doesn't bother to disguise it.<br>
<br>
"There you are," he mutters, reaching out to wrap his arm around your waist. "Come to service Dan, have you?"<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingFemalePC">>
As you tilt the bottle towards his glass, you feel his hand find the bare skin at the small of your back. He strokes it gently. He doesn't take it off. And he meets Thompson's eye with a grin. "What do you say, boss? Think she'd make a good wife to the best salesman in Charlton?"<br>
<<else>>
As you tilt the bottle towards his glass, you feel his hand find the small of your back through the fabric of the dress. He strokes it gently. He doesn't take it off. And he meets Thompson's eye with a grin. "What do you say, boss? Think she'd make a good wife to the best salesman in Charlton?"<br>
<</if>>
<br>
You glance down at his cards as he sniggers in the chair. A two. A queen. Nothing.<br>
<br>
Dan's grin widens. "Don't run off. You'll want to see how a real man plays the table."<br>
<br>
The players around the table watch you with interest.<br>
<br>
<<ActionsHeader>>
<<StatCheckOrientation "gt" 30 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to flirt him into betting big">>
<<if _StatCheckOrientation is true>>
<<link _StatOrientationProbability "DuncanManor4cRound1">><<set $TempPoker4cRound1 to "DanFlirtPass">><<set $TempPoker4cDanHandSeen to true>><</link>><br>
<<else>>
<<link _StatOrientationProbability "DuncanManor4cRound1">><<set $TempPoker4cRound1 to "DanFlirtFail">><<set $TempPoker4cDanHandSeen to true>><<Orientation 1>><</link>><br>
<</if>>
<<link "Endure the contact and let him show off" "DuncanManor4cRound1">><<set $TempPoker4cRound1 to "DanEndure">><<set $TempPoker4cDanHandSeen to true>><<Orientation 1>><<set $TempPoker4cDanRound1 to "Endure">><</link>><br>
<<CompulsionCheck "TheAppeaser">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[The Appeaser] </span><s>Push his hands off</s> - <i>You wouldn’t want to make a scene</i><br>
<<else>>
<<link "Push his hands off" "DuncanManor4cRound1">><<set $TempPoker4cRound1 to "DanResist">><<set $TempPoker4cDanHandSeen to true>><<Assertive 1>><<set $TempPoker4cDanRound1 to "Resist">><</link>>
<</if>>
<</if>>
<<elseif $TempPoker4cRound1 is "DanFlirtPass">>
You let your weight settle a touch closer to his shoulder. "I think you should bet on it, Dan. Whatever you've got in your hand."<br>
<br>
He laughs, ugly. "Oh, I've got a hand all right." He shoves chips into the centre with his free arm. More than he should. "There. Now you'll get to see how big Dan's hands really are."<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingFemalePC">>
You feel his thumb press into your lower back. Skirting inside of your dress. Pressing against the skin just above your underwear.<br>
<<else>>
You feel his thumb press into your lower back through your dress. Brushing up against the top of your underwear.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4cRound1">><<PotPressure 1>><<PokerNightDanApproval 1>><<set $TempPoker4cDanRound1 to "FlirtPass">><<set $TempPoker4cRound1 to undefined>><<if $TempPoker4cRound1Order is undefined>><<set $TempPoker4cRound1Order to 1>><<else>><<set $TempPoker4cRound1Order to 2>><</if>><</link>>
<<elseif $TempPoker4cRound1 is "DanFlirtFail">>
You let your weight settle a touch closer to his shoulder. "I think you should bet on it, Dan."<br>
<br>
He laughs, looking up to you. "First thing a wifie should know. Don't tell Dan how to play his hand."<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingFemalePC">>
Dan gives your bare back a pinch and you yelp. He sniggers at your reaction. "You'll learn not to wince at a man's touch, sweetheart."<br>
<<else>>
Dan gives your back a pinch through the dress and you yelp. He sniggers at your reaction. "You'll learn not to wince at a man's touch, sweetheart."<br>
<</if>>
<br>
He pushes you away, returning his attention to the table. When it comes to his go, he checks.<br>
<br>
<i>You've made it worse.</i><br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4cRound1">><<PokerNightDanApproval -1>><<set $TempPoker4cDanRound1 to "FlirtFail">><<set $TempPoker4cRound1 to undefined>><<if $TempPoker4cRound1Order is undefined>><<set $TempPoker4cRound1Order to 1>><<else>><<set $TempPoker4cRound1Order to 2>><</if>><</link>>
<<elseif $TempPoker4cRound1 is "DanEndure">>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingFemalePC">>
You don't move. He takes the lack of resistance as an invitation, gently rubbing your lower back. Skirting inside of your dress. Pressing against the skin just above your underwear.<br>
<<else>>
You don't move. He takes the lack of resistance as an invitation, gently rubbing your lower back through your dress. Brushing up against the top of your underwear.<br>
<</if>>
<br>
"Boss, she's good wife material," he says, looking to Thompson. "Compliant and accommodating."<br>
<br>
He pushes a stack of chips into the centre with his free hand, more than he meant to. "Let's see if we can get more than the bridal suite in the Charlton Hotel for our wedding night," he murmurs.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4cRound1">><<PotPressure 1>><<PokerNightDanApproval 1>><<set $TempPoker4cRound1 to undefined>><<if $TempPoker4cRound1Order is undefined>><<set $TempPoker4cRound1Order to 1>><<else>><<set $TempPoker4cRound1Order to 2>><</if>><</link>>
<<elseif $TempPoker4cRound1 is "DanResist">>
You knock his hand off your hip with the back of your wrist as you step away.<br>
<br>
"Oh, like that, is it?" Dan laughs. "Stuck-up little thing."<br>
<br>
His eyes don't leave you, but he isn't putting any more into the pot. Not for the girl who just turned him down in front of his friends. Everyone is watching you now, as Dan's grin fades.<br>
<br>
"Looks like she missed a decent father figure," he mutters to the room. "A girl needs to be more accommodating if she's going to find a man in Charlton."<br>
<br>
There's a few grunts around the table. You avoid the eyes that are now watching you.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4cRound1">><<PokerNightDanApproval -1>><<set $TempPoker4cRound1 to undefined>><<if $TempPoker4cRound1Order is undefined>><<set $TempPoker4cRound1Order to 1>><<else>><<set $TempPoker4cRound1Order to 2>><</if>><</link>>
<<elseif $TempPoker4cRound1 is "Reveal">>
Thompson grunts and turns his cards. A pair of nines.<br>
<br>
Jake throws his hand down at the sight. He has a single six. You wonder if he knows the rules.<br>
<br>
Harrow looks at Thompson, eyes narrowing. Finally turning over his own cards. Two fives. Thompson grins for the first time tonight.<br>
<br>
And finally, Dan flicks his cards on to the table. One two. One queen. Nothing.<br>
<br>
"First one to you, Tucker," Harrow says. "Setting the tone, are we?"<br>
<br>
Thompson clicks his fingers at Rhiannon. You see her roll her eyes, but she appears at his side and refills his glass. "Tonight's my night, Harrow," he mutters, taking a gulp.<br>
<br>
You look around the table. People are watching him with newfound interest.<br>
<br>
<<ActionsHeader>>
<<link "Continue the game" "DuncanManor4cRound2">><<TableFocus "Thompson">><<set $TempPoker4cRound1 to undefined>><<set $TempPoker4cRound1Order to undefined>><</link>>
<</if>>/* Round 2 - champion grooming. Hidden win order - Harrow > Jake > Thompson > Dan */
<<if $TempPoker4cRound2 is undefined>>
Harrow gathers the cards back to himself, the round closed. Thompson sits taller now, his chips stacked neatly in front of him, the win still warm on him. The others watch him sourly.<br>
<br>
But while the men's eyes are on Thompson, a few flicker back to you.<br>
<br>
<<if $PokerNightThompsonApproval gte 1>>
Thompson catches your eye for the smallest moment and dips his chin. Whatever you did in the last round, he liked it.<br>
<<elseif $PokerNightThompsonApproval lte -1>>
Thompson catches you looking and turns his shoulder, conspicuous. There's a tightness in his jaw that wasn't there at the start of the night.<br>
<<else>>
Thompson is engrossed in his chips, polite indifference all over him.<br>
<</if>>
<br>
<<if $PokerNightDanApproval gte 1>>
Dan keeps glancing your way over his glass, grinning. He's still pleased with himself, still expecting you to come back for more.<br>
<<elseif $PokerNightDanApproval lte -1>>
Dan won't look at you. The bruise on his pride from earlier is still raw.<br>
<<else>>
Dan watches the trolley more than the table, eyeing the bottles for the next refill.<br>
<</if>>
<br>
<<if $PokerNightJakeApproval gte 1>>
Jake's eyes drift up over the rim of his glass, finding yours. He gives you a slow, possessive smile. He hasn't forgotten his offer to take you upstairs.<br>
<<elseif $PokerNightJakeApproval lte -1>>
Jake's jaw is locked. He won't look at you. His pride is still stinging from earlier.<br>
<<else>>
Jake watches Harrow more than the table, distracted.<br>
<</if>>
<br>
None of them are yours yet. Not properly. But one of them will have to be, before the night is out, if you're going to come away with that amulet.<br>
<br>
Harrow shuffles the deck. Then he deals two cards face down to each player, slow and deliberate. The men pick up their hands one by one.<br>
<br>
<<if $PokerGame.potPressure gte 4>>
"Already some big bets tonight," Harrow comments as he looks at his own cards. "But still anyone's game."<br>
<br>
You watch from the side. He's right. The pressure on the pot has to keep building until Harrow runs out of chips. Else he won't bet the amulet.<br>
<<elseif $PokerGame.potPressure gte 2>>
"Anyone's game still," Harrow comments as he looks at his own cards. "Plenty of chips to be taken."<br>
<br>
You watch from the side. He's right. The pot is too small. You'll have to push the betting up if Harrow is going to be cornered into wagering that amulet.<br>
<<else>>
"Slow start," Harrow says, looking up from his cards. "Would someone be a sport and up the ante?"<br>
<br>
You watch from the side. He's right. The pot is barely anything. You'll have to find a way to push these men into bigger bets, or Harrow walks out of here with his amulet intact.<br>
<</if>>
<br>
As each player studies their hand, you watch Maisie cross to Thompson. She smiles coyly at him and tops up his drink. Even though it was almost full.<br>
<br>
"Here you go," she says. "For the winning man."<br>
<br>
She leans in further, her breasts close to his head. He stares without subtlety and smirks.<br>
<br>
You stand still at the trolley, watching her. You see her glance to Harrow as she straightens up. The smallest shake of her head. Quick. The men miss it. You don't.<br>
<br>
<i>That's how he does it.</i><br>
<br>
You look between Harrow and Maisie, mind reeling. It turns out that the girls here are as much part of the game as the men. The shake of Maisie's head, the way Rhiannon refills slow or fast, who they choose to lean over and who they don't. Harrow has been running his table through them all night.<br>
<br>
You'll have to play the same game, if you want to drain him. And whichever of these men ends up taking the amulet off him, it'll need to be one of yours.<br>
<br>
<<ActionsHeader>>
<<link "Talk to Rhiannon and Maisie" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "TalkGirls">><</link>>
<<elseif $TempPoker4cRound2 is "TalkGirls">>
You drift back to the sideboard. Rhiannon glances at you as you approach. Maisie is leaning against the wood, arms folded.<br>
<br>
"Settling in?" Rhiannon murmurs.<br>
<br>
"Trying to."<br>
<br>
"This is where it gets rowdy," she says. "They start crying out for drinks like dogs. Betting more to show off. Pretending to be the kind of men they think the room expects."<br>
<br>
You glance back at the table. Thompson is still riding the win, his chips stacked tall in front of him. Dan is sulking into his glass. Jake's foot is tapping under the felt. And Harrow watches them all, patient.<br>
<br>
You suspect that whatever Harrow's holding, it's better than anything else at the table. If you want to drain him of chips, you'll need every man at the table to push the bet up. And to get him to fold when the time comes.<br>
<br>
<<if $PokerNightRhiannonRivalry gte 1>>
"If anyone gets too much, give me a sign," Rhiannon says. "Although I don't know if you'll need it. You seem to be the only one in here keeping her cards close to her chest."<br>
<br>
The dig lands flat. You don't reply.<br>
<<else>>
"If anyone gets too much, give me a sign," Rhiannon says. "I'll handle it."<br>
<</if>>
<br>
<<if $PokerNightMaisieRivalry gte 1>>
Maisie eyes you darkly. "Just don't get in my way."<br>
<<else>>
Maisie smiles. "I'll help if it's too much." She snorts. "I've been around men like this most of my life."<br>
<</if>>
<br>
You consider them both. They're not equally suited to the men at the table, and they each have their limits. You'll have to choose how to bring them onside.<br>
<br>
<<ActionsHeader>>
<<link "Say you’d much rather be at a pub than a manor" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "Pub">><<set $TempPokerRound2RhiannonUsed to 3>><<set $TempPokerRound2MaisieUsed to 2>><</link>><br>
<<link "Say Jake has been more trouble than he’s worth" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "JakeTrouble">><<set $TempPokerRound2RhiannonUsed to 2>><<set $TempPokerRound2MaisieUsed to 3>><</link>><br>
<<StatCheckGreedy "lt" 40>>
<<set _StatGreedyProbability to _StatGreedyProbability + " Try to convince them you aren’t sure how to handle a room of men">>
<<if _StatCheckGreedy is true>>
<<link _StatGreedyProbability "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "HandlePass">><<set $TempPokerRound2RhiannonUsed to 3>><<set $TempPokerRound2MaisieUsed to 3>><</link>><br>
<<else>>
<<link _StatGreedyProbability "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "HandleFail">><<set $TempPokerRound2RhiannonUsed to 2>><<set $TempPokerRound2MaisieUsed to 2>><<Greedy 1>><</link>><br>
<</if>>
<<link "Admit you aren’t sure how to handle this" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "Admit">><<Feminity 1>><<set $TempPokerRound2RhiannonUsed to 3>><<set $TempPokerRound2MaisieUsed to 3>><</link>>
<<elseif $TempPoker4cRound2 is "Pub">>
"To be honest," you say quietly, "I'd rather be at a pub with you than put up with this lot."<br>
<br>
Rhiannon's mouth twitches in a way you haven't seen all night. Almost a smile. "That right?"<br>
<br>
You shrug. "I thought this would be fun. It's not."<br>
<br>
She holds your eye for a moment. Then she picks up a bottle and sets it firmly in your hand. "Stick close, then. We'll keep them off each other if we can."<br>
<br>
Maisie crosses her arms, looking at you over her shoulder. "Speak for yourself, Rhiannon. I came here to meet the right sort of men. Not those who dwell in McTafey's."<br>
<br>
But Rhiannon just shrugs and gives you a wicked smile.<br>
<br>
<<ActionsHeader>>
<<link "Turn back to the table" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "DanCall">><</link>>
<<elseif $TempPoker4cRound2 is "JakeTrouble">>
"Jake's forward," you say, glancing at him. "He's been eying me since I walked in."<br>
<br>
Maisie's eyes flick to him, then back to you. "He's harmless. Annoying, but harmless."<br>
<br>
"I'd rather not be his entertainment." You pause. "Not for any of them."<br>
<br>
There is a measured look of relief on her face. "Not like his brother, that's for sure." She leans against the sideboard, suddenly conspiratorial. "Steve is the one to know. Up at university. Studying economics, I think. But not Jake." She glances at the table and lowers her voice. "He's beneath us. Believe me."<br>
<br>
"Thanks for the warning," you say.<br>
<br>
"My pleasure. Stick close. We'll get through this."<br>
<br>
Behind you, Rhiannon snorts as she fusses with a bottle. Clearly uninterested in discussing the Duncan family.<br>
<br>
<<ActionsHeader>>
<<link "Turn back to the table" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "DanCall">><</link>>
<<elseif $TempPoker4cRound2 is "HandlePass">>
You drop your shoulders and lower your eyes, letting your voice come out smaller. "I wasn't sure how to handle a room of men like this. I haven't done it before."<br>
<br>
The honesty lands well. The expressions on both women soften considerably.<br>
<br>
"Oh, sweetheart," Maisie says, the practised sweetness gone for once. "We've all been there."<br>
<br>
Rhiannon nods slowly. "Stick close to the trolley. We'll do what we can."<br>
<br>
<<ActionsHeader>>
<<link "Turn back to the table" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "DanCall">><</link>>
<<elseif $TempPoker4cRound2 is "HandleFail">>
You drop your shoulders and lower your eyes. "I wasn't sure how to handle a room of men like this."<br>
<br>
Rhiannon's mouth twitches into a thin smile. "Sure, love."<br>
<br>
Maisie blinks at you, polite but unconvinced. "Mhm. We've all got an angle."<br>
<br>
You feel yourself blushing, but avoiding their eyes. They just don't believe you.<br>
<br>
<<ActionsHeader>>
<<link "Turn back to the table" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "DanCall">><</link>>
<<elseif $TempPoker4cRound2 is "Admit">>
You let yourself collapse a little into the role. "How do you do this?" you ask quietly. "Both of you. Without losing your minds."<br>
<br>
Maisie lets out a small laugh. "Practice, mostly."<br>
<br>
Rhiannon eyes you for a long moment. The smile she gives is small but real. "Stick close. We'll bring you through it. It's all part of being a girl around Charlton."<br>
<br>
You find yourself smiling back at Rhiannon and Maisie, taking solace in the camaraderie you are forming. For a moment, you feel like you actually belong.<br>
<br>
<i>But just as a girl.</i><br>
<br>
You feel something settle in the way you're holding yourself. The way you clutch your arm with your hand. And how an appreciative smile forms without you realising. At least they are on side.<br>
<br>
And you're very grateful for that.<br>
<br>
<<ActionsHeader>>
<<link "Turn back to the table" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "DanCall">><</link>>
<<elseif $TempPoker4cRound2 is "DanCall">>
You return your attention to the game just as Dan grunts out for a refill, his glass already half-empty. "Garcon!"<br>
<br>
You look over. He doesn't look up from his cards, but he's already making a deal of pushing his glass to the corner of the table where any of the women will have to lean across him to fill it.<br>
<br>
"Garcon!" he shouts again.<br>
<br>
Rhiannon and Maisie give you a look. Both sighing.<br>
<br>
<<ActionsHeader>>
<<link "Look to Rhiannon" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "DanRhiannon">><<set $TempPokerRound2RhiannonUsed -= 1>><</link>><br>
<<link "Look to Maisie" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "DanMaisie">><<set $TempPokerRound2MaisieUsed -= 1>><</link>><br>
<<link "Go to Dan yourself" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "DanSelf">><</link>>
<<elseif $TempPoker4cRound2 is "DanRhiannon">>
<<if $TempPokerRound2RhiannonUsed gt $PokerNightRhiannonRivalry>>
You catch Rhiannon's eye and smile. She nods without saying anything, picks up a bottle with a small grimace and crosses to Dan's chair.<br>
<br>
Watching her, you see she doesn't lean. She pours standing straight, keeping the glass on the table, the portrait of someone who does this for a living. "There you are, Dan."<br>
<br>
Dan grins up at her. "Come on, love. Get comfortable."<br>
<br>
"I'm comfortable enough on my own two legs," she retorts.<br>
<br>
"And they're quite a pair, too," he says, cackling. "And I'm not talking about the hearts in my hand, love."<br>
<br>
Rhiannon gives him a pitying smile, but winks. "I know how good they are," she murmurs, walking away without showing off.<br>
<br>
Dan barks a laugh and turns back to grin at Thompson. "Love a feisty redhead," he comments. "Where were we?" He shoves chips into the centre, more than required, then turns and grins at Rhiannon.<br>
<br>
She smiles back until he looks away, then rolls her eyes as her smile immediately fades.<br>
<br>
<<ActionsHeader>>
<<link "Continue watching the game" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "ThompsonCall">><<PotPressure 1>><</link>>
<<else>>
Rhiannon catches your eye but shakes her head, just once. The look is apologetic. "I'm not dealing with him tonight."<br>
<br>
You look over to Maisie, but she's already distracted with staring over at her reflection in a mirror. She scratches at her cheek. A small red pimple is forming.<br>
<br>
<<ActionsHeader>>
<<link "Go to Dan yourself" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "DanSelf">><</link>>
<</if>>
<<elseif $TempPoker4cRound2 is "DanMaisie">>
<<if $TempPokerRound2MaisieUsed gt $PokerNightMaisieRivalry>>
You catch Maisie's eye. She sighs and stares back at you, but steps forward with reluctance. She crosses to Dan's chair with forced sway and refills his glass. "There," she purrs. "Don't waste it."<br>
<br>
She walks off, putting a little more movement into her hips. Dan watches her go, then leans over to Thompson and nudges him. "Class. That's class. You see that, boss?"<br>
<br>
He pushes a stack of chips into the centre. "For the lady," he shouts back at Maisie. "I'll buy you a decent dinner, if you fancy it?"<br>
<br>
Maisie returns to the sideboard with a small, practiced smile. The pot grows.<br>
<br>
<<ActionsHeader>>
<<link "Continue watching the game" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "ThompsonCall">><<PotPressure 1>><</link>>
<<else>>
Maisie catches your eye but shakes her head, just once. Next to her, Rhiannon seems to be consciously focusing on the drinks on the trolley.<br>
<br>
<<ActionsHeader>>
<<link "Go to Dan yourself" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "DanSelf">><</link>>
<</if>>
<<elseif $TempPoker4cRound2 is "DanSelf">>
You take the bottle and cross to Dan's chair. His hand is in the air to take you before you've reached the table.<br>
<br>
"There she is! Come and serve Dan, sweetheart." His arm circles your waist as you lean to pour. "You're a natural at this."<br>
<br>
His eyes go around the table. "Look at this one, boss. Made for it. Compliant. Pretty face. Child-rearing hips. The sort that makes a man think about settling down." He grins up at you. "Bridal veil, a kitchen and three little Mendels. Doesn't it suit?"<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingFemalePC">>
His thumb has found the bare skin at the small of your back and is rubbing slow circles, settling in. He begins pulling you against his knee, pushing you against it as if trying to get you to sit down.<br>
<<else>>
His thumb works at the small of your back through the fabric of the dress, settling in. He begins pulling you against his knee, pushing you against it as if trying to get you to sit down.<br>
<</if>>
<br>
You can feel the table watching. Harrow is faintly amused. Thompson has gone still. Jake watches with sullen envy.<br>
<br>
Dan grins up at you. "What do you say? Fancy a big wedding, with a nice bridal suite to finish off with?"<br>
<br>
<<ActionsHeader>>
<<link "Lean against him and flirt back" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "DanFlirt">><<Orientation 1>><</link>><br>
<<CompulsionCheck "OldFashionedValues">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Old Fashioned Values] </span><s>Step back without engaging</s> - <i>You can't seem to force your body to do this</i><br>
<span class="compulsion">[Old Fashioned Values] </span><s>Push his hand off and walk away</s> - <i>Why would you want to do this, either!</i><br>
<<else>>
<<link "Step back without engaging" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "DanStep">><</link>><br>
<<link "Push his hand off and walk away" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "DanPush">><<Assertive 1>><</link>>
<</if>>
<<elseif $TempPoker4cRound2 is "DanFlirt">>
You lean against his thigh, resting your bum against it. "Three little Mendels? You'd need a lot of money to pay for that."<br>
<br>
Dan howls, delighted. "She's got teeth and class, boss. Mendel women are a bargain."<br>
<br>
He shoves a fat stack of chips into the centre. More than the round can sensibly hold. "For the future Mrs Mendel."<br>
<br>
The men around the table chuckle. You can feel the heat in your face, but Dan's hand has gone further now, sliding around you lower than your waist.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingFemalePC">>
His fingers press into the bare skin of your lower back. Skirting inside your dress. Pressing against the skin just above your underwear.<br>
<<else>>
His fingers press into your lower back through your dress. Brushing up against the top of your underwear.<br>
<</if>>
<br>
<i>Was getting his chips in the centre worth this?</i><br>
<br>
<<GetPCState "job">><<Flag "DanDateBathroom">>
<<if _job is "Fired" and _FlagReturn is true>>
"Tell you what, sweetheart," he murmurs. "Keep this up, and I expect a lunchtime visit from you at the office. Maybe a repeat visit to the bathroom?"<br>
<<elseif _job is "Fired">>
"Tell you what, sweetheart," he murmurs. "Keep this up, and I expect a lunchtime visit from you at the office. There's a bathroom stall that you need to see me perform in."<br>
<<elseif _FlagReturn is true>>
"Tell you what, sweetheart," he murmurs. "Keep this up, and I expect a repeat visit to the bathroom?"<br>
<<else>>
"Tell you what, sweetheart," he murmurs. "Keep this up, and I expect to spend one lunchtime with you at the office. There's a bathroom stall that you need to see me perform in."<br>
<</if>>
<br>
You wince. Is that what he expects from a wife?<br>
<br>
<i>I think you already know.</i><br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "ThompsonCall">><<PotPressure 2>><<PokerNightDanApproval 1>><</link>>
<<elseif $TempPoker4cRound2 is "DanStep">>
You let the bottle tip into his glass quickly and step back the moment it's full. His arm tries to follow, but you've already moved out of reach.<br>
<br>
"Aw, come on, sweetheart," he says. "Don't be cold. That's not the way to bag a man around here."<br>
<br>
You don't reply. Dan grumbles, but he turns back to his cards and shoves chips into the centre to save face. Smaller than he wanted. The pot grows, but only just.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "ThompsonCall">><<PotPressure 1>><</link>>
<<elseif $TempPoker4cRound2 is "DanPush">>
You knock his hand off your waist with the back of your wrist and step out of his reach. The bottle stays in your hand. The glass on the table stays empty.<br>
<br>
Dan's grin sours. "Oh, like that, is it?"<br>
<br>
"Like that."<br>
<br>
"Stuck-up little thing," he spits, his smile fading quickly. He turns back to his cards, sour. He doesn't push extra chips in.<br>
<br>
Around the table, the men's reactions split. Harrow watches you with measured interest. Thompson scowls. Jake, oddly, is smirking.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "ThompsonCall">><<PokerNightDanApproval -1>><</link>>
<<elseif $TempPoker4cRound2 is "ThompsonCall">>
The betting continues. You watch with interest. The pot keeps going up, but you aren't sure it's enough to bankrupt Harrow.<br>
<br>
A clicking comes from the table, diverting your attention. Thompson is snapping his fingers without looking up. He holds his glass in the air, waving it around to signal what he wants.<br>
<br>
Rhiannon and Maisie glance back at you, deciding without words who will go.<br>
<br>
<<ActionsHeader>>
<<link "Look to Rhiannon" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "ThompsonRhiannon">><<set $TempPokerRound2RhiannonUsed -= 1>><</link>><br>
<<link "Look to Maisie" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "ThompsonMaisie">><<set $TempPokerRound2MaisieUsed -= 1>><</link>><br>
<<link "Go to Thompson yourself" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "ThompsonSelf">><</link>>
<<elseif $TempPoker4cRound2 is "ThompsonRhiannon">>
<<if $TempPokerRound2RhiannonUsed gt $PokerNightRhiannonRivalry>>
When you meet Rhiannon's eyes, she nods back to you and picks up the bottle without being asked. "Easy on the click, Thompson," she says, pouring the bottle into his glass even as he brandishes it in the air. "I'm not your dog."<br>
<br>
Thompson grunts, but a small smile lifts his face. "Got mouth on you, haven't you?"<br>
<br>
"Always have." She pours. "Saw your missus at the salon last week. Warned me about you."<br>
<br>
Thompson straightens. The mention of his wife makes him sober up quickly. He glares back at Rhiannon, holding her eyes.<br>
<br>
"She complaining about my betting, is she?"<br>
<br>
Rhiannon shrugs. His face grows red and furiously he pushes a stack of chips into the pot. "I'm my own man," he says, only half-convincingly.<br>
<br>
Rhiannon walks back, exchanging a small look with you. Behind her, the pot grows.<br>
<br>
<<ActionsHeader>>
<<link "Continue watching the game" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "JakeCall">><<PotPressure 1>><</link>>
<<else>>
When you look over to Thompson, Rhiannon shakes her head. Her smile long gone. Maisie shakes her head too.<br>
<br>
<<ActionsHeader>>
<<link "Go to Thompson yourself" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "ThompsonSelf">><</link>>
<</if>>
<<elseif $TempPoker4cRound2 is "ThompsonMaisie">>
<<if $TempPokerRound2MaisieUsed gt $PokerNightMaisieRivalry>>
Seeing you looking at her, Maisie sighs deeply. "He's going to try and recruit me again," she mutters, lifting the bottle with the air of someone who'd rather not.<br>
<br>
But she crosses to Thompson and pours. She does it without leaning or smiling. Without any of her practised charm.<br>
<br>
Thompson watches her, irritated. "Can't a man get a smile, girl? Won't get to be my new secretary with a frown like that."<br>
<br>
She doesn't reply. Instead, she walks back to the sideboard once his drink is filled.<br>
<br>
Thompson grumbles into his glass and bets exactly the minimum, just to be done. He seems more interested in scowling back at Maisie. The pot doesn't grow.<br>
<br>
Maisie keeps her back to him, casting a look at you, shaking her head with pity.<br>
<br>
<<ActionsHeader>>
<<link "Continue watching the game" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "JakeCall">><</link>>
<<else>>
Maisie just shakes her head when you meet her eye. Rhiannon titters. "Looks like he's all yours," she whispers to you.<br>
<br>
<<ActionsHeader>>
<<link "Go to Thompson yourself" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "ThompsonSelf">><</link>>
<</if>>
<<elseif $TempPoker4cRound2 is "ThompsonSelf">>
You take the bottle and cross to Thompson's chair. His eyes are on you before you reach him.<br>
<br>
"Took your time," he mutters. "Where were you?"<br>
<br>
"Just here," you reply. "Making sure I got the right liquor, Thompson."<br>
<br>
"Mr. Thompson," he corrects you. "And don't 'just here' me. When a man at this table calls, the girl with the bottle moves. That's how this works." He waves you closer. "Come on. Pour."<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingFemalePC">>
You lean and pour. His hand finds your bare back, possessive. You smell the alcohol on his breath as he pulls you close to him, against his bulging stomach beneath his suit.<br>
<<else>>
You lean and pour. He kneads the back of the dress, fingers digging in. You smell the alcohol on his breath as he pulls you close to him.<br>
<</if>>
<br>
Once you've filled his glass, you try to take a step back. But he grabs your arm, holding you roughly. "Not yet," he barks. "Stand there till I say. And when I'm done, fetch me another from the trolley. Like a good girl."<br>
<br>
You can feel the table watching. Harrow with measured calculation. Dan with delight. Jake with envious lust.<br>
<br>
<<ActionsHeader>>
<<link "Comply with the order" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "ThompsonComply">><<Assertive -1>><</link>><br>
<<CompulsionCheck "DutifulDoer">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Dutiful Doer] </span><s>Tell him to let go</s> - <i>You can't seem to force yourself to say that</i><br>
<span class="compulsion">[Dutiful Doer] </span><s>Wrestle your arm free</s> - <i>And you definitely can't do that to him!</i><br>
<<else>>
<<link "Tell him to let go" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "ThompsonLetGo">><</link>><br>
<<link "Wrestle your arm free" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "ThompsonWrestle">><<Assertive 1>><</link>>
<</if>>
<<elseif $TempPoker4cRound2 is "ThompsonComply">>
You stand at his elbow as he drinks, not moving until he raises a hand to dismiss you. Then you cross to the trolley, pick up a fresh bottle, and bring it back to set at his side without being told twice.<br>
<br>
"That's the way." Thompson nods, satisfied. "Now you understand. Think you make a fine little receptionist, do you, girl?"<br>
<br>
You see him waiting on your answer. "Yes."<br>
<br>
"Yes what?"<br>
<br>
You've heard this line before. "Yes sir."<br>
<br>
His nostrils flare and he grins.<br>
<br>
<<GetPCState "job">><<Flag "ThompsonDeskScene">>
<<if _job is "Fired" and _FlagReturn is true>>
"I'm thinking I shouldn't have let you go, Phillips." He smirks. "Used to be good at following your old boss's orders. Maybe now is the time to correct that."<br>
<<elseif _job is "Fired">>
"I'm thinking I shouldn't have let you go, Phillips. Maybe now is the time to correct that."<br>
<<elseif _job is "Secretary">>
"I'm thinking you could be a PA, Phillips. Maybe we'll have a chat in my office about what that means."<br>
<<elseif _job is "LunchtimeReceptionCover">>
"I'm thinking your stint on the front desk could be permanent, Phillips. Maybe we'll have a chat in my office about how to make that happen."<br>
<<else>>
"I'm thinking you're more suited to a secretary, Phillips. Maybe we'll have a chat in my office about how to make that happen."<br>
<</if>>
<br>
Then he shoves chips into the centre. More than required. As if making a statement about who is in charge here.<br>
<br>
<i>It's not you, is it?</i><br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "JakeCall">><<PotPressure 2>><<PokerNightThompsonApproval 1>><</link>>
<<elseif $TempPoker4cRound2 is "ThompsonLetGo">>
"Please let go of my arm," you hear yourself saying. "You're hurting me."<br>
<br>
"I'll do more than grip on to your arm, sweetheart," he mutters, flashing his teeth as if it were a challenge.<br>
<br>
"Tucker, please," you hear Harrow comment.<br>
<br>
Thompson looks over the table, then lets go of your arm. You step back immediately, setting the bottle on the table within his reach. "I'll leave the bottle."<br>
<br>
His eyes drift between you and the bottle. A small smile plays across his lips. "Alright then. Go."<br>
<br>
He drinks but the moment has soured for him. When it comes to his turn, he throws in a few chips. The pot grows, but not by much.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "JakeCall">><<PotPressure 1>><</link>>
<<elseif $TempPoker4cRound2 is "ThompsonWrestle">>
You pull back your arm with force. "I'm not your secretary here, Thompson."<br>
<br>
The room goes still. Thompson's hand hangs free in the air.<br>
<br>
"Oh, she's got teeth, boss," Dan chuckles. "Thought only the missus spoke to you like that."<br>
<br>
<<GetPCState "job">>
<<if _job is "Fired">>
Thompson's face has gone stiff. "She'll learn." He turns back to his cards, refusing to look at you. "Especially as she can't make ends meet."<br>
<<else>>
Thompson's face has gone stiff. "She'll learn." He turns back to his cards, refusing to look at you. "Especially when I dock her pay."<br>
<</if>>
<br>
When the round reaches him, he doesn't bet. He just matches the standing wager and keeps his eyes down, as he downs his drink.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "JakeCall">><<PokerNightThompsonApproval -1>><<WorkPerformance -1>><</link>>
<<elseif $TempPoker4cRound2 is "JakeCall">>
More chips are thrown into the pot. Slowly, it's growing. But you don't think it's enough to push Harrow to a tipping point. Not yet.<br>
<br>
Someone hammers a glass down on the table. You look over to see Jake smirking back at you. His glass empty.<br>
<br>
<<ActionsHeader>>
<<link "Look to Rhiannon" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "JakeRhiannon">><<set $TempPokerRound2RhiannonUsed -= 1>><</link>><br>
<<link "Look to Maisie" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "JakeMaisie">><<set $TempPokerRound2MaisieUsed -= 1>><</link>><br>
<<link "Go to Jake yourself" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "JakeSelf">><</link>>
<<elseif $TempPoker4cRound2 is "JakeRhiannon">>
<<if $TempPokerRound2RhiannonUsed gt $PokerNightRhiannonRivalry>>
Rhiannon titters, grabbing a bottle and crosses over to Jake's chair. She refills his glass with professional care and nods at his exposed cards. "Big man's got a hand, has he?"<br>
<br>
"Maybe," Jake says, looking back at her breasts without meeting her face.<br>
<br>
"Or maybe he's about to fold and whimper." She smiles, small. "Hard to tell with you, Jake."<br>
<br>
Jake's cheeks go pink. He shoves chips into the centre, hard enough that one rolls. "Match that, the lot of you."<br>
<br>
The other men match. The pot grows. Rhiannon walks back without looking at Jake again.<br>
<br>
<<ActionsHeader>>
<<link "Continue watching the game" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "HarrowCall">><<PotPressure 1>><</link>>
<<else>>
When you look to Rhiannon, she just smirks. "Go on. He won't bite. I promise."<br>
<br>
Maisie smiles sympathetically at you but doesn't make a move either.<br>
<br>
<<ActionsHeader>>
<<link "Go to Jake yourself" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "JakeSelf">><</link>>
<</if>>
<<elseif $TempPoker4cRound2 is "JakeMaisie">>
<<if $TempPokerRound2MaisieUsed gt $PokerNightMaisieRivalry>>
When you look over at Maisie, she shrugs. "Not my Duncan," she mutters. "But alright."<br>
<br>
She crosses over to Jake's chair with a polite smile that you assume she reserves for men she's not interested in.<br>
<br>
"Got a lot of money tonight, Maisie," he comments. "More than my brother would have."<br>
<br>
"I'm sure Steve is very proud of you, Jake," she replies, before walking away.<br>
<br>
Jake watches her go, scowling. He doesn't push more chips in. The pot doesn't grow.<br>
<br>
Maisie shrugs at you on her way past, but the small smile suggests she enjoyed that.<br>
<br>
<i>It hasn't helped the pot grow though, has it?</i><br>
<br>
<<ActionsHeader>>
<<link "Continue watching the game" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "HarrowCall">><</link>>
<<else>>
When you look at Maisie, she sniggers as she looks over him derisively. "Not for that Duncan."<br>
<br>
Rhiannon offers you an apologetic smile. "Go on. He won't bite. I promise."<br>
<br>
<<ActionsHeader>>
<<link "Go to Jake yourself" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "JakeSelf">><</link>>
<</if>>
<<elseif $TempPoker4cRound2 is "JakeSelf">>
You take the bottle and cross to Jake's chair. He grins as you approach. "Knew you'd come back, love."<br>
<br>
He reaches for your waist as you lean to pour, and this time he doesn't stop at your back. His arm goes round you and pulls you down against his shoulder, pulling you against his leg, half-claiming you in front of the table.<br>
<br>
"This one's mine."<br>
<br>
"Careful, Jake," Harrow comments, mild but pointed. "Miss Phillips is a guest, not the entertainment."<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingFemalePC">>
But his hand has dropped to your bare back, fingers spreading out to claim more of you. And his other hand wraps around your neck, turning your face towards him. "Give us a kiss for luck."<br>
<<else>>
His hand grips at your dress, claiming as much of you as the fabric will let him. And his other hand wraps around your neck, turning your face towards him. "Give us a kiss for luck. I might give you a chip."<br>
<</if>>
<br>
The men are watching. Dan whistles. Harrow's smile thins. Thompson watches with possessive irritation.<br>
<br>
<<ActionsHeader>>
<<link "Give him the kiss" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "JakeKiss">><<Orientation 1>><</link>><br>
<<CompulsionCheck "BoyCrazy">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Boy Crazy] </span><s>Pour and pull yourself away</s> - <i>And turn up a chance to kiss a boy?</i><br>
<span class="compulsion">[Boy Crazy] </span><s>Humiliate him publicly</s> - <i>Why would you want to do that?</i><br>
<<else>>
<<link "Pour and pull yourself away" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "JakePull">><</link>><br>
<<link "Humiliate him publicly" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "JakeHumiliate">><<Assertive 1>><</link>>
<</if>>
<<elseif $TempPoker4cRound2 is "JakeKiss">>
You let him pull you down. His mouth meets yours before you can think about it, eager and clumsy. His eyes look back to make sure the men in the room are watching as his tongue slides into your mouth.<br>
<br>
Dan howls. Thompson grunts. Even Harrow lifts an eyebrow.<br>
<br>
When Jake lets you up, his face is red and proud. He shoves chips into the centre. A lot of chips. "There. For my girl." And he slides one over to you.<br>
<br>
"What happens at the table, stays at the table," Harrow comments, checking the amount. The pot grows, considerably. Jake's hand stays on your hip as you straighten.<br>
<br>
His mouth is at your ear before you can step back. "You're upstairs with me after this, sweet cheeks. And don't think it's the only time. Chrissie's too busy doing squad stuff."<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "HarrowCall">><<PotPressure 2>><<PokerNightJakeApproval 1>><<CashFlow 1>><</link>>
<<elseif $TempPoker4cRound2 is "JakePull">>
You twist out of his grasp with a small laugh that comes out brittle. "Maybe later, Jake."<br>
<br>
He grins, taking the deflection as a promise. "I'll hold you to that."<br>
<br>
Jake tosses in a few chips, keeping your eye. It's small, but it's still a bit. The pot grows. Just.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "HarrowCall">><<PotPressure 1>><</link>>
<<elseif $TempPoker4cRound2 is "JakeHumiliate">>
You shove his arm off you and step back hard enough that his hand grasps at empty air.<br>
<br>
"I'm not your girl, Jake," you spit. "And I'm not kissing anyone for chips."<br>
<br>
The room goes quiet. Then Dan barks a laugh that's mostly at Jake's expense. "Can't even pay for a woman, Jake? What's the matter? Chrissie not putting out?"<br>
<br>
Jake's face has gone purple. He looks on the edge of getting up from his seat and knocking Dan out. When it comes to his go, he mumbles a check and lets the game continue.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "HarrowCall">><<PotPressure 1>><<PokerNightJakeApproval -1>><</link>>
<<elseif $TempPoker4cRound2 is "HarrowCall">>
You can tell the round is getting to its end. The bets are lower. Quicker. You wonder how many times the bet will pass round the table before cards are revealed.<br>
<br>
"Looks like I need a top-up," Harrow comments as he throws in a chip. You glance over to him, seeing him meet your eyes. Only for a moment does he look at his empty glass.<br>
<br>
You glance back over at the table. If Harrow takes this round, his chips will be back where they started. The pot will reset. You'll have to do this all over again. And you have no one of your own at the felt to make him fold.<br>
<br>
Unless you go yourself.<br>
<br>
Maisie steps forward, but arches an eyebrow your way. If you go yourself, you might be able to make sure he folds. But that would mean dealing with him.<br>
<br>
<<ActionsHeader>>
<<link "Look to Rhiannon" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "HarrowRhiannon">><<set $TempPokerRound2RhiannonUsed -= 1>><</link>><br>
<<link "Look to Maisie" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "HarrowMaisie">><<set $TempPokerRound2MaisieUsed -= 1>><</link>><br>
<<link "Go to Harrow yourself" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "HarrowSelf">><</link>>
<<elseif $TempPoker4cRound2 is "HarrowRhiannon">>
<<if $TempPokerRound2RhiannonUsed gt $PokerNightRhiannonRivalry>>
You glance over at Rhiannon. She arches her brows. "You sure?"<br>
<br>
When you nod, she crosses to Harrow with the bottle and fills his glass without speaking. There's no warmth in it. Just professional demeanour.<br>
<br>
"Thank you, Rhiannon," Harrow says lightly, smiling, but glances back to you with a frown.<br>
<br>
Rhiannon soon walks back. Harrow's grip on his cards hasn't shifted. He bets the standing minimum.<br>
<br>
The opportunity has passed. He'll see this round through without folding.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "Reveal">><</link>>
<<else>>
When you cast a look towards Rhiannon she grins, but shakes her head. "I don't think he wants me over there."<br>
<br>
Maisie meets your eyes but shakes her head. "All yours this time," she mutters.<br>
<br>
<<ActionsHeader>>
<<link "Go to Harrow yourself" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "HarrowSelf">><</link>>
<</if>>
<<elseif $TempPoker4cRound2 is "HarrowMaisie">>
<<if $TempPokerRound2MaisieUsed gt $PokerNightMaisieRivalry>>
You glance over at Maisie. She casts a sceptical look at you. "You sure?"<br>
<br>
You nod. Maisie shrugs, then crosses to Harrow with the practised sway. She refills his glass and lets her hand rest on his shoulder a moment too long, leaning down to murmur something at his ear.<br>
<br>
Harrow chuckles. "You're a wicked thing, Miss Peterson."<br>
<br>
She straightens, smiling, and walks back to the sideboard. Whatever she said has loosened him. He pushes chips into the centre, more than he was going to.<br>
<br>
But the moment for a fold has passed. He's all in on the hand now. He'll see it through.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "Reveal">><<PotPressure 1>><</link>>
<<else>>
When you look at Maisie, she smiles but titters. "I think he wants you this time."<br>
<br>
Rhiannon shares a look with her, but shrugs at you. "You'll be fine."<br>
<br>
<<ActionsHeader>>
<<link "Go to Harrow yourself" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "HarrowSelf">><</link>>
<</if>>
<<elseif $TempPoker4cRound2 is "HarrowSelf">>
You take the bottle and cross to Harrow's chair. He looks up before you reach him, smiling like he expected you all along. "Ah. I wondered if you'd come over for a visit."<br>
<br>
You tilt the bottle to refill his glass. He doesn't cover his cards; he doesn't have to. Two queens lie face up at the corner of his hand. Whatever the other two are, he wants you to see enough to know he's holding. He's going to win the round on cards alone unless someone makes him fold first.<br>
<br>
You glance around the table. Thompson hasn't shown a card all night. Dan and Jake are visibly out of it. Your only path is to make Harrow believe Tucker is sitting on more than he's let on.<br>
<br>
<<ActionsHeader>>
<<StatCheckAssertive "gt" 70>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to bluff him to fold">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "HarrowBluffPass">><</link>><br>
<<else>>
<<link _StatAssertiveProbability "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "HarrowBluffFail">><<Assertive 1>><</link>><br>
<</if>>
<<StatCheckOrientation "gt" 40 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to charm him to fold">>
<<if _StatCheckOrientation is true>>
<<link _StatOrientationProbability "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "HarrowCharmPass">><</link>><br>
<<else>>
<<link _StatOrientationProbability "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "HarrowCharmFail">><<Orientation 1>><</link>><br>
<</if>>
<<link "Serve his drink and return to the table" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "HarrowServe">><</link>>
<<elseif $TempPoker4cRound2 is "HarrowBluffPass">>
You stand at his shoulder, filling his glass with the controlled hand of someone who's done this for years, and let the silence sit. When he looks up, he raises an eyebrow. "Impressive, is it not?"<br>
<br>
You set the bottle down on the side of the table and keep your eyes on his. "Maisie's been keeping you informed all night, hasn't she?"<br>
<br>
He tilts his head a fraction, but remains looking at you. "Oh?"<br>
<br>
"I saw her shake her head. So you think your hand is the better one. But she missed one thing." You pause. "Tucker won the first round. And he hasn't broken a sweat since. He's been quiet. Calm. He's holding something."<br>
<br>
His mouth opens. It closes for a moment, as he glances at Thompson. Thompson, with no idea what's being whispered about him, just stares back at Harrow flatly. Even Dan has stopped chittering.<br>
<br>
Harrow studies you for a long beat. Longer than he's offered anyone else tonight.<br>
<br>
"You speak with conviction, Miss Phillips."<br>
<br>
For a moment no one breathes. Then he inclines his head. "And Tucker has been quiet. Quieter than usual." He sets his cards face-down. "Folding."<br>
<br>
The players around the table react. Thompson grunts, eyebrows up. Dan stares. Jake's mouth opens with amazement.<br>
<br>
You retreat to the sideboard, the bluff held in your face until you've turned away.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "Reveal">><<SetFlag "TempPokerRound2HarrowFolds">><</link>>
<<elseif $TempPoker4cRound2 is "HarrowBluffFail">>
You stand at his shoulder, filling his glass with the controlled hand of someone who has done this for years, and let the silence sit. When he looks up, he raises an eyebrow. "Impressive, is it not?"<br>
<br>
You set the bottle down on the side of the table and try to keep your eyes on his, but you find them flickering away. "Maisie's been keeping you informed, hasn't she?"<br>
<br>
He tilts his head a fraction. "Oh?"<br>
<br>
"Tucker's holding something. He has to be. He's been so quiet..."<br>
<br>
You trail off as you hear the wobble in your voice. And so can Harrow.<br>
<br>
"I've noticed, Miss Phillips," Harrow says, turning back to face Thompson. "Sweet of her to try. But a good performance is more than dialogue. It requires conviction. Any more bets, gentlemen?"<br>
<br>
You retreat to the sideboard, face hot.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "Reveal">><</link>>
<<elseif $TempPoker4cRound2 is "HarrowCharmPass">>
Draping a hand on his shoulder, you squeeze it slightly and lean down close. "Oh my. What a small... hand."<br>
<br>
You lean further in. Just enough that he can smell the perfume you can't remember wearing. Your hand caresses his shoulder briefly, then you withdraw.<br>
<br>
Harrow looks up at you, then back at the table. "It might be a kindness to let one of these gentlemen take this one," he mutters. "And I am a kind man."<br>
<br>
He sets his cards face-down.<br>
<br>
"Folding," he says, almost amused. "Well played, Miss Phillips."<br>
<br>
The room reacts. Thompson grunts. Dan stares. Jake's mouth opens.<br>
<br>
You retreat to the sideboard, the smile held in your face until you've turned away.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "Reveal">><<SetFlag "TempPokerRound2HarrowFolds">><</link>>
<<elseif $TempPoker4cRound2 is "HarrowCharmFail">>
Draping a hand on his shoulder, you squeeze it slightly and lean down close. "Oh my. What a small... hand."<br>
<br>
Harrow looks up at you. The smile is the same as before, but something behind it has cooled. "Careful, Miss Phillips," he says. "A girl who reaches for a man without meaning it gives herself away."<br>
<br>
He gently takes your hand from his shoulder and sets it back at your side. "Run along, now."<br>
<br>
You feel the heat climb your neck as you step back. The men at the table watch you with amusement. Dan grins. Thompson snorts. Jake watches you from under his brows.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "Reveal">><</link>>
<<elseif $TempPoker4cRound2 is "HarrowServe">>
You pour his glass in silence. Whatever opening you might have had to make Harrow doubt his hand, you let it go.<br>
<br>
"Thank you, Miss Phillips." Harrow's smile is unchanged. He didn't expect anything from you and you've delivered as expected.<br>
<br>
You take the bottle with you as you step back.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4cRound2">><<set $TempPoker4cRound2 to "Reveal">><</link>>
<<elseif $TempPoker4cRound2 is "Reveal">>
<<Flag "TempPokerRound2HarrowFolds">>
<<if _FlagReturn is true>>
A round goes by with no one betting. Then Thompson reveals his hand. Two pair, sixes and threes. He nods, satisfied.<br>
<br>
Dan flicks his face-down without showing them. "Nothing."<br>
<br>
Jake throws his hand down with a flourish. Three of a kind, queens. The room makes a small sound. He reaches out his hands, readying to take the pot.<br>
<br>
Harrow's cards stay face-down. He pushes them toward the centre without ceremony.<br>
<br>
"A round to Jake," Harrow says. He's not smiling. "Would have taken that, had I stayed in. Perhaps we should take a break. Converse with the ladies." He eyes you carefully. "Particularly Miss Phillips, who encouraged me to fold."<br>
<br>
Jake stares at his winnings, half-disbelieving. But the rest of the players are now watching you.<br>
<br>
<<ActionsHeader>>
<<link "Take a break" "DuncanManor4cBreak">><<TableFocus "PC">><<set $TempPoker4cRound2 to undefined>><</link>>
<<else>>
"Final call, gentlemen," Harrow chimes, looking around the table.<br>
<br>
The buy goes around the table for a final time. No one raises. Soon it becomes Thompson's turn to reveal his hand. Two pair, sixes and threes.<br>
<br>
Dan flicks his face-down, breaking the order. "Bust."<br>
<br>
Jake throws his hand down with a flourish. Three of a kind, queens. The room makes a small sound. He reaches out his hands, readying to take the pot.<br>
<br>
Then Harrow turns his cards, slowly. A full house. Dan curses and tosses his hand without showing it.<br>
<br>
Harrow smiles and sweeps the pot toward himself. "Lucky cards," he says. "We'll see how the rest of the night plays."<br>
<br>
Jake throws his cards down hard enough that one flips. "Lucky? You had it the whole time?"<br>
<br>
Harrow says nothing. He stacks chips. His pile is now twice what it was at the start of the round.<br>
<br>
"Break, gentlemen? Let's entertain the ladies."<br>
<br>
The line lands oddly when you're standing on the side it refers to.<br>
<br>
<<ActionsHeader>>
<<link "Take a break" "DuncanManor4cBreak">><<TableFocus>><<set $PokerGame.potPressure to 0>><<set $TempPoker4cRound2 to undefined>><</link>>
<</if>>
<</if>><<if $TempPoker4cBreak is undefined>>
The men stand. Harrow heads for the cigars, pulling Jake with him. But you notice that Jake slaps his arm away. He mutters a few comments to a curious Harrow, then they both turn to look at you. Smiles appear, Harrow's small. Jake's broad.<br>
<br>
Instead, Dan joins Harrow, talking. And Thompson heads towards the girls. Including you.<br>
<br>
"Peterson!" he bellows, looking at Maisie. You see her shudder before her polite smile appears again. Rhiannon quickly scoops up your arm and hurries you to the side, as Thompson corners Maisie against the sideboard.<br>
<br>
"I better prepare some drinks," Rhiannon says to you, tugging the trolley further from Thompson and Maisie. "Go on, have a wander. Or take a breather. You deserve it." She turns to the trolley, chinking bottles as she sorts through them.<br>
<br>
You scan the room. One of them has to be yours by the end of this break. The one who plays Harrow at the end of the night. The one who walks away with that amulet. The one who'll give it to you.<br>
<br>
<i>And what they'll be expecting in return.</i><br>
<br>
<<if $PokerNightThompsonApproval gte 1>>
Thompson's eyes keep drifting from Maisie back to you. Whatever she's saying, he's not fully listening. You could pull him from her if you wanted.<br>
<<elseif $PokerNightThompsonApproval lte -1>>
Thompson is locked on Maisie now. He hasn't glanced your way once. He's chosen who he's spending his evening on and it isn't you.<br>
<<else>>
Thompson is polite to Maisie but distracted. He looks over you with passing interest.<br>
<</if>>
<br>
<<if $PokerNightDanApproval gte 1>>
Dan catches your eye over Harrow's shoulder. He grins crookedly, then turns back to his conversation. He's waiting for you to come and pull him out of it.<br>
<<elseif $PokerNightDanApproval lte -1>>
Dan is talking up at Harrow with more enthusiasm than the conversation deserves. He won't look at you. Clearly still smarting from earlier.<br>
<<else>>
Dan listens to Harrow, his eyes drifting around the room without settling.<br>
<</if>>
<br>
<<if $PokerNightJakeApproval gte 1>>
Jake watches you openly from the side of the room. Waiting. He grins as you meet his eyes.<br>
<<elseif $PokerNightJakeApproval lte -1>>
Jake stares at the floor, jaw locked. He's pretending he doesn't care that you're watching him. The stiffness gives him away.<br>
<<else>>
Jake stands at the side, hands in pockets, restless. His eyes flick around the room, almost bored.<br>
<</if>>
<br>
You glance over to the table. As well as winning over one of the men, you need the pot to be high enough that Harrow will bet the amulet.<br>
<br>
<<if $PokerGame.potPressure gte 6>>
Fortunately, the chips in the centre are already stacked. Just need a little more, and Harrow will have to go all in.<br>
<<elseif $PokerGame.potPressure gte 4>>
The chips in the centre are already sizable. A few more pushes and Harrow will have to go all in.<br>
<<elseif $PokerGame.potPressure gte 2>>
The chips in the centre are low. You’ll need a lot of pushing for Harrow to have to go all in.<br>
<<else>>
Unfortunately, it’s not looking good. You’re going to have to do something drastic to increase the size of the pot.<br>
<</if>>
<br>
<<ActionsHeader>>
<<if $PokerNightChampion is undefined>>
<<Flag "TempPokerNightThompsonRejected">>
<<if _FlagReturn is true>>
<s>Approach Thompson</s> - <i>You’ve already turned down his offer</i><br>
<<else>>
<<link "Approach Thompson" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "Thompson">><</link>><br>
<</if>>
<<Flag "TempPokerNightDanRejected">>
<<if _FlagReturn is true>>
<s>Approach Dan and Harrow</s> - <i>You’ve already turned down Dan’s offer</i><br>
<<else>>
<<link "Approach Dan and Harrow" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "DanHarrow">><</link>><br>
<</if>>
<<Flag "TempPokerNightJakeRejected">>
<<if _FlagReturn is true>>
<s>Approach Jake</s> - <i>You’ve already turned down Jake’s offer</i><br>
<<else>>
<<link "Approach Jake" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "Jake">><</link>><br>
<</if>>
<<else>>
<s>Approach Thompson</s> - <i>You’ve already made your arrangement for the night</i><br>
<s>Approach Dan and Harrow</s> - <i>You’ve already made your arrangement for the night</i><br>
<s>Approach Jake</s> - <i>You’ve already made your arrangement for the night</i><br>
<</if>>
<<Flag "TempPokerNightRhiannonCornered">>
<<if _FlagReturn is true>>
<s>Talk to Rhiannon</s> - <i>Thompson seems to be keeping her attention</i><br>
<<else>>
<<link "Talk to Rhiannon" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "Rhiannon">><</link>><br>
<</if>>
<<Flag "TempPokerNightBreakMaisieFree">>
<<set _MaisieFree to _FlagReturn>>
<<Flag "TempPokerNightMaisieHelp">>
<<if _MaisieFree is true and _FlagReturn is false>><<link "Talk to Maisie" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "Maisie">><</link>><br><</if>>
<<link "Wait for the game to start again" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "Restart">><</link>>
<<elseif $TempPoker4cBreak is "Hub">>
The break carries on around you. Cigar smoke drifts from Harrow's corner and the whiskey keeps moving.<br>
<br>
<<ActionsHeader>>
<<if $PokerNightChampion is undefined>>
<<Flag "TempPokerNightThompsonRejected">>
<<if _FlagReturn is true>>
<s>Approach Thompson</s> - <i>You’ve already turned down his offer</i><br>
<<else>>
<<link "Approach Thompson" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "Thompson">><</link>><br>
<</if>>
<<Flag "TempPokerNightDanRejected">>
<<if _FlagReturn is true>>
<s>Approach Dan and Harrow</s> - <i>You’ve already turned down Dan’s offer</i><br>
<<else>>
<<link "Approach Dan and Harrow" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "DanHarrow">><</link>><br>
<</if>>
<<Flag "TempPokerNightJakeRejected">>
<<if _FlagReturn is true>>
<s>Approach Jake</s> - <i>You’ve already turned down Jake’s offer</i><br>
<<else>>
<<link "Approach Jake" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "Jake">><</link>><br>
<</if>>
<<else>>
<s>Approach Thompson</s> - <i>You’ve already made your arrangement for the night</i><br>
<s>Approach Dan and Harrow</s> - <i>You’ve already made your arrangement for the night</i><br>
<s>Approach Jake</s> - <i>You’ve already made your arrangement for the night</i><br>
<</if>>
<<Flag "TempPokerNightRhiannonCornered">>
<<if _FlagReturn is true>>
<s>Talk to Rhiannon</s> - <i>Thompson seems to be keeping her attention</i><br>
<<else>>
<<link "Talk to Rhiannon" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "Rhiannon">><</link>><br>
<</if>>
<<Flag "TempPokerNightBreakMaisieFree">>
<<set _MaisieFree to _FlagReturn>>
<<Flag "TempPokerNightMaisieHelp">>
<<if _MaisieFree is true and _FlagReturn is false>><<link "Talk to Maisie" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "Maisie">><</link>><br><</if>>
<<link "Wait for the game to start again" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "Restart">><</link>>
<<elseif $TempPoker4cBreak is "Thompson">>
You drift over to the sideboard. Thompson has Maisie cornered against it, drink in hand, voice loud. You notice there's a second glass in his other hand, waved in front of Maisie.<br>
<br>
"Secretary work. Good steady money. None of this... whatever it is you're doing. You should be thinking about your future, Maisie."<br>
<br>
Her smile is professional but stretched thin. "I'll keep it in mind, Mr Thompson."<br>
<br>
"Tucker. Call me Tucker."<br>
<br>
She catches your eye over his shoulder. Her eyes lock onto yours in pleading panic. Thompson turns, seeing her looking away. He sees you.<br>
<br>
<<if $PokerNightThompsonApproval gte 1>>
"Ah. Phillips," he says, his eyes wandering over your body. "Excuse us, Maisie. I've got some business to discuss with her."<br>
<br>
Maisie quietly slides past him and into the room. She flashes you a look of gratitude, but before you can do anything a glass is jangling in front of your face. "Have a drink with me, Phillips."<br>
<br>
<<ActionsHeader>>
<<link "Accept the drink" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "ThompsonDrink">><<Drunk 1>><<SetFlag "TempPokerNightBreakMaisieFree">><<PokerNightMaisieRivalry -1>><</link>><br>
<<link "Refuse his offer" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "ThompsonRefuse">><<SetFlag "TempPokerNightBreakMaisieFree">><<PokerNightMaisieRivalry -1>><</link>>
<<elseif $PokerNightThompsonApproval lte -1>>
Thompson's eyes find you and stay there a long moment, cold. Whatever you did earlier has stuck.<br>
<br>
"Don't think you're welcome over here, Phillips. The grown-ups are speaking." He turns his shoulder, blocking you from Maisie. "Push off."<br>
<br>
Maisie's eyes find yours over his shoulder, apologetic and helpless. There's nothing here for you.<br>
<br>
<<ActionsHeader>>
<<link "Leave Maisie to Thompson and return to the poker room" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "Hub">><</link>>
<<else>>
"What?" he barks back at you. But his eyes briefly wander over your body with interest.<br>
<br>
<<ActionsHeader>>
<<StatCheckOrientation "gt" 40 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to step in yourself">>
<<if _StatCheckOrientation is true>>
<<link _StatOrientationProbability "DuncanManor4cBreak">><<set $TempPoker4cBreak to "ThompsonStepInPass">><<Greedy -1>><</link>><br>
<<else>>
<<link _StatOrientationProbability "DuncanManor4cBreak">><<set $TempPoker4cBreak to "ThompsonStepInFail">><<Orientation 1>><</link>><br>
<</if>>
<<link "Tell Thompson that Rhiannon was asking about him" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "ThompsonRedirect">><<Greedy 1>><</link>><br>
<<link "Leave Maisie to Thompson and return to the poker room" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "Hub">><</link>>
<</if>>
<<elseif $TempPoker4cBreak is "ThompsonStepInPass">>
You step closer. "Mr Thompson, perhaps Maisie has had enough of the secretary chat. May I borrow you?"<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingFemalePC">>
Thompson's eyes drop from Maisie's face to your neckline and stay there a beat too long. Then he straightens, smile widening. "Could you, now."<br>
<br>
His drink swings towards you. "Have one with me, then. Maisie isn't interested. Maybe you're more fun."<br>
<<else>>
Thompson turns, his eyes assessing you. He snorts as he looks over your dress, but the drink has made his eyes glaze over. "Could you, now."<br>
<br>
His drink swings towards you. "Have one with me, then. Maisie isn't interested. Maybe you're more fun."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Accept his drink" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "ThompsonDrink">><<Drunk 1>><<SetFlag "TempPokerNightBreakMaisieFree">><<PokerNightMaisieRivalry -1>><<PokerNightThompsonApproval 1>><</link>><br>
<<link "Refuse his drink" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "ThompsonRefuse">><<SetFlag "TempPokerNightBreakMaisieFree">><<PokerNightMaisieRivalry -1>><</link>>
<<elseif $TempPoker4cBreak is "ThompsonStepInFail">>
You step closer. "Mr Thompson, perhaps Maisie has had enough of the secretary chat. May I borrow you?"<br>
<br>
Thompson's eyes flick over you. He snorts.<br>
<br>
"Borrow me? Try again when you've grown up a bit, Phillips. I'm having a proper conversation." He turns his shoulder back to Maisie, who flashes you a brief, defeated smile.<br>
<br>
The moment has passed. Maisie is on her own.<br>
<br>
<<ActionsHeader>>
<<link "Leave Maisie to Thompson and return to the poker room" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "Hub">><</link>>
<<elseif $TempPoker4cBreak is "ThompsonRedirect">>
"Mr Thompson," you say, summoning a polite smile. "Sorry to interrupt. But Rhiannon was asking after you."<br>
<br>
He looks at you, his irritation replaced with interest. "Was she now?"<br>
<br>
"That's what she said."<br>
<br>
He glances over at the trolley, where Rhiannon, on cue, looks up and meets his eyes with the slowest, most ironic smile you've ever seen on her face.<br>
<br>
He's moving before he's quite sure why. "Excuse me, Maisie."<br>
<br>
As Thompson crosses the room, Maisie lets out a long breath. "She's going to make him sorry for that. Thank you, <<TrueName "Current">>."<br>
<br>
A yelp from the trolley makes you both look. Rhiannon is scowling, Thompson is rubbing his shoulder. You wonder what he did. But it looks like he's not going to pay anyone attention other than Rhiannon for the rest of the evening.<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "Hub">><<SetFlag "TempPokerNightBreakMaisieFree">><<SetFlag "TempPokerNightRhiannonCornered">><<SetFlag "TempPokerNightBreakThompsonSpokenTo">><<PokerNightMaisieRivalry -1>><</link>>
<<elseif $TempPoker4cBreak is "ThompsonDrink">>
You take the glass. He clinks his against it, hard enough that the whiskey sloshes. "Drink up."<br>
<br>
<<DrunkDescription>><br>
<br>
You put the glass down, neatly. Then you let the silence sit a moment before you lean in. "Harrow looks like he could lose tonight."<br>
<br>
Thompson's eyes sharpen. "You think?"<br>
<br>
You nod. "I've heard that he never loses." You pause for effect. "And when he does, he has a fancy necklace that he uses to buy himself back in."<br>
<br>
"That's right," Thompson says, watching you with caution. "It must be worth something."<br>
<br>
"I think he's bluffing on that, too," you tell him. "My nan had one just like it. Couldn't give it away when she died."<br>
<br>
That causes Thompson's face to grow red. "That devious teacher," he mutters.<br>
<br>
"You could take it from him," you continue. "Show him who's the boss."<br>
<br>
The older man looks at you carefully. But his mouth twitches. Half a smile and half a calculation. "I could. The cards are running my way tonight." He swirls his glass. "Why do you care?"<br>
<br>
"I'd love that amulet," you reply. "Reminds me of my nan."<br>
<br>
A small smile creeps up on Thompson's lips. "So that's your angle, is it girl? You want a daddy to give you a necklace?"<br>
<br>
You smile back at him, offering no words to deny or confirm.<br>
<br>
<i>Is it easier not to think about it when you say nothing?</i><br>
<br>
<<GetPCState "job">>
<<if _job is "Fired">>
Thompson takes a long pull from his drink before setting it down. "Alright," he mutters. "But here's how this is going to work. You want it? Then you're going to come back to work. As my secretary."<br>
<<else>>
Thompson takes a long pull from his drink before setting it down. "Alright," he mutters. "But here's how this is going to work. You want it? Then you're going to take on a new role. As my secretary."<br>
<</if>>
<br>
He leans closer, voice dropping. "My real private one. You wear what I tell you to wear. You smile when I tell you to. And do what I ask you to."<br>
<br>
<<Flag "ThompsonDeskScene">>
<<if _FlagReturn is true>>
A smirk appears on his face. "You remember how to do that, don't you?"<br>
<<else>>
A smirk appears on his face. "You think you can do that, do you?"<br>
<</if>>
<br>
You glance around the room. Is Thompson the best player to back? Can he beat Harrow?<br>
<br>
<i>And do you want to enter a deal with him to get the amulet?</i><br>
<br>
<<ActionsHeader>>
<<link "Accept his offer" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "ThompsonAcceptDeal">><</link>><br>
<<link "Say you aren’t interested" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "ThompsonNoDeal">><</link>>
<<elseif $TempPoker4cBreak is "ThompsonAcceptDeal">>
"Okay," you say. "Deal."<br>
<br>
Thompson nods, satisfied. He drains his drink and slaps the glass down on the sideboard. "Good girl. We'll do business properly. Now run along. I've got a hand to win for us."<br>
<br>
He turns back toward the poker table, already counting his chips on it with new energy. You hear him mutter to himself as he goes. But he looks back to you with a satisfied smile.<br>
<br>
<i>You've just given him the rest of your life. And he knows it.</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "Hub">><<set $PokerNightChampion to "Thompson">><</link>>
<<elseif $TempPoker4cBreak is "ThompsonNoDeal">>
"That's not a deal I'll take," you reply.<br>
<br>
His face cools. "Then you're wasting my time, Phillips. You've come up here in a dress like that, drunk the whiskey, and now you think I'll play your hand for free?" He snorts. "Go on. Run back to the trolley."<br>
<br>
You step away. The drink stays in his hand and he doesn't watch you leave.<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "Hub">><<SetFlag "TempPokerNightThompsonRejected">><</link>>
<<elseif $TempPoker4cBreak is "ThompsonRefuse">>
"Not tonight, Mr Thompson," you say.<br>
<br>
He looks at you a long moment, then sets the second glass down on the sideboard with a soft clack.<br>
<br>
"Suit yourself, Phillips. Off you go." He turns toward Maisie's vacated corner, eyes scanning for his next target. He's already done with you.<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "Hub">><</link>>
<<elseif $TempPoker4cBreak is "Rhiannon">>
<<Flag "TempPokerNightBreakRhiannonTalked">>
<<if _FlagReturn is false>>
You drift back to the trolley. Rhiannon catches your eye, a weary smile forming. "Settling in?"<br>
<br>
She fills a fresh glass with drink. Then, with a glance back to the men, she tops up a different glass hidden amongst the bottles. One you suspect is for herself.<br>
<br>
<<if $PokerNightRhiannonRivalry gte 1>>
Rhiannon looks back to you, watching you carefully. "Or have you come over to tell me what your game is?" Rhiannon titters. "Keep those cards close to your chest, if you like. But don't think I'll be sticking my neck out for you unless I know what you're playing for. And believe me, you'll need a friend once the liquor starts really flowing."<br>
<<else>>
Rhiannon looks back to you with a sympathetic smile. "Be careful now. You think the liquor has already affected them? You should see what they get like after their little break."<br>
<</if>>
<<else>>
Rhiannon continues to fuss with the drinks, adding more to her glass.<br>
<</if>>
<br>
<<ActionsHeader>>
<<if $PokerNightRhiannonRivalry gte 1>>
<<link "Try and make amends with Rhiannon" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "RhiannonAmends">><<SetFlag "TempPokerNightBreakRhiannonTalked">><</link>><br>
<<link "Return to the poker room" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "Hub">><<SetFlag "TempPokerNightBreakRhiannonTalked">><</link>>
<<else>>
<<DialogueUnlockCheck "Rhiannon" "PokerNightHarrowDrinking">><<Flag "TempPokerNightHarrowDrunk">><<set _HarrowSettled to _FlagReturn>><<Flag "TempPokerNightDoublesAsked">>
<<if _DialogueUnlockCheck is true and _HarrowSettled is false and _FlagReturn is false>>
<<StatCheckGreedy "lt" 40>>
<<set _StatGreedyProbability to _StatGreedyProbability + " Convince Rhiannon to give Harrow doubles">>
<<if _StatCheckGreedy is true>>
<<link _StatGreedyProbability "DuncanManor4cBreak">><<set $TempPoker4cBreak to "RhiannonDoublesPass">><<SetFlag "TempPokerNightDoublesAsked">><</link>><br>
<<else>>
<<link _StatGreedyProbability "DuncanManor4cBreak">><<set $TempPoker4cBreak to "RhiannonDoublesFail">><<SetFlag "TempPokerNightDoublesAsked">><<Greedy -1>><</link>><br>
<</if>>
<</if>>
<<DialogueUnlockCheck "Rhiannon" "PokerNightRumours">><<RumourCheckSelf "Reagan">>
<<if _DialogueUnlockCheck is true and _RumourCheckSelf is false>>
<<link "Ask about the rumours surrounding Harrow" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "RhiannonRumours">><</link>><br>
<</if>>
<<DialogueUnlockCheck "Rhiannon" "PokerNightHarrowDrinking">>
<<if _DialogueUnlockCheck is false>>
<<link "Ask about how the men get after drinking" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "RhiannonDrinking">><<SetFlag "TempPokerNightBreakRhiannonTalked">><</link>><br>
<</if>>
<<link "Return to the poker room" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "Hub">><<SetFlag "TempPokerNightBreakRhiannonTalked">><</link>>
<</if>>
<<elseif $TempPoker4cBreak is "RhiannonAmends">>
"I think we got off on the wrong foot this evening," you admit.<br>
<br>
Rhiannon nods. "Mmhmm. Doesn't help to play coy when you're in the lion's den. Hard to know who is going to throw you under the bus." Her eyes flicker to Maisie across the room briefly. "She's here because she wants an introduction. Not sure why you are, yet."<br>
<br>
"Do you think we could move past it?" you try. "Let's just say I had my reasons for coming tonight."<br>
<br>
"Is that so?" she says, studying you. "Reasons that involve any of those men out there?"<br>
<br>
You shrug. "Something like that."<br>
<br>
She looks around the room, watching for eyes. When she turns back to you, her fingers lightly brush a glass over the trolley towards you. "Here," she whispers. "A secret between friends, then. Bit of Dutch courage to get through the rest of the night."<br>
<br>
Rhiannon looks expectantly at you. The alcohol rests on the side of the trolley.<br>
<br>
<<ActionsHeader>>
<<link "Accept the drink" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "RhiannonAmendsDrink">><<PokerNightRhiannonRivalry -1>><<Drunk 1>><</link>><br>
<<CompulsionCheck "PartyGirl">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Party Girl] </span><s>Decline</s> - <i>You can't turn down a drink!</i><br>
<<else>>
<<link "Decline" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "RhiannonDecline">><<PokerNightRhiannonRivalry 1>><</link>>
<</if>>
<<elseif $TempPoker4cBreak is "RhiannonAmendsDrink">>
You stare back at her, then briefly glancing around to make sure no one is watching, pick it up and knock it back.<br>
<br>
<<DrunkDescription>><br>
<br>
Slamming the glass on the trolley, you jump as if not expecting the chink. A few eyes turn to look at you, but Rhiannon smiles sweetly back at them. They quickly return to what they were doing.<br>
<br>
"It will help," she tells you. "With what's to come. Just don't get carried away. The men here like a loose girl. They won't think twice about feeding it to you."<br>
<br>
"Didn't you just do the same to me?" you reply, your words coming a little quicker now than you are accustomed to.<br>
<br>
She grins. "You're a Charlton girl, aren't you? Can't tell me that's the first time you've had a drink."<br>
<br>
<<Flag "TempPokerNightDrinking">>
<<if _FlagReturn is false>>
You look around the room, noting how everyone else is drinking heavily. It looks like this is expected during the break. You have to keep yourself from burping. If you get too drunk, it will make the situation worse.<br>
<br>
<<CompulsionCheck "PartyGirl">>
<<if _CompulsionCheck is true>>
But already, you feel your body warming in anticipation of the liquor you will be offered.<br>
<br>
<</if>>
<<else>>
You look around the room, noting again how everyone else is drinking heavily.<br>
<br>
<</if>>
<<ActionsHeader>>
<<link "Change topics" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "Rhiannon">><<SetFlag "TempPokerNightDrinking">><</link>>
<<elseif $TempPoker4cBreak is "RhiannonDecline">>
"I don't think that's such a good idea," you reply to Rhiannon.<br>
<br>
She looks back at you with her gleaming green eyes, but shrugs. "Suit yourself. But don't say I didn't warn you. It pays to have a buzz about you when you're fending off hands in the next few rounds."<br>
<br>
"Or maybe you came just for that?" she murmurs as she continues to watch you. "Maybe one of those boys out there was reason enough to put yourself in front of grown men in a dress like that." She lets a smile creep up on her face before shrugging. "None of my business, anyway."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "Rhiannon">><</link>>
<<elseif $TempPoker4cBreak is "RhiannonDrinking">>
"What do you mean about how the men get after the break?" you ask.<br>
<br>
Rhiannon sends a sympathetic smile your way, before leaning in and lowering her voice to a whisper. "Come on, you can guess. The only reason Harrow pauses midway through is so the players are plied with alcohol. By the girls." She narrows her eyes as she looks back at Harrow. "Always playing an angle, that one. Even when I was at school."<br>
<br>
You narrow your eyes. "You knew him at school?"<br>
<br>
"He taught me biology." She looks at you. "Some men leave their work in the school building. Some don't." Rhiannon titters. "Rumours have it that he still keeps at it, behind that smile."<br>
<br>
"Did he try anything with you?" you whisper.<br>
<br>
She snorts. "He wouldn't dare face my ma's wrath." She looks away, watching Harrow. "Be nice to see that smile wiped from his face, though," she mutters. "Can't hold his liquor, either. You'll notice he keeps his drinking to a minimum, just to blend in."<br>
<br>
Her eyes wander across the room. "And look at the rest of them. Dan and Jake half-cut already. Thompson's never far behind. Harrow's setting them up. Always does."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "Rhiannon">><<DialogueUnlock "Rhiannon" "PokerNightHarrowDrinking">><<DialogueUnlock "Rhiannon" "PokerNightRumours">><</link>>
<<elseif $TempPoker4cBreak is "RhiannonDoublesPass">>
"Doubles for Harrow, then," you murmur. "For the rest of the night."<br>
<br>
She raises an eyebrow. "Why?"<br>
<br>
"Because you've wanted to wipe that smile off his face for years," you reply. "You said so."<br>
<br>
A pause. Then she lets out a small laugh, chirping.<br>
<br>
"Touché." She picks up the decanter and reaches for Harrow's glass. "On the house. Our little secret."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "Rhiannon">><<SetFlag "TempPokerNightHarrowDrunk">><</link>>
<<elseif $TempPoker4cBreak is "RhiannonDoublesFail">>
"Doubles for Harrow, then," you say. "For the rest of the night."<br>
<br>
She raises an eyebrow. "Why?"<br>
<br>
"I could do with some help," you try.<br>
<br>
Rhiannon looks between you and Harrow, but finally shakes her head. "Nice to dream about it. But I don't stick my neck out here. Ma would kill me. Sorry."<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "Hub">><</link>>
<<elseif $TempPoker4cBreak is "RhiannonRumours">>
You give her a small smile. "Anything I should know about Mr Harrow?"<br>
<br>
"He's a biology teacher," she replies, amused. "Yours, isn't he?"<br>
<br>
"I meant, anything spicy."<br>
<br>
She considers you for a moment. Then leans in, low. "I had a customer at the salon. Saw him going into the Charlton Hotel one lunchtime. Not the first time I've heard about it. Used to be rumours even when I was at school."<br>
<br>
"About what?" you push.<br>
<br>
She looks over at him and leans in further. "He's been a regular for years. Different girls. All students of his. And I hear the most recent is Reagan."<br>
<br>
"The cheerleader?"<br>
<br>
"Same room. Same lunchtime. More than once." She straightens, sips her drink quickly. "Don't quote me on it. But you should know what kind of man you're dealing with."<br>
<br>
She picks up the decanter and turns back to the trolley.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "Rhiannon">><<RumourLearned "Reagan">><</link>>
<<elseif $TempPoker4cBreak is "Maisie">>
You drift to the corner where Maisie has retreated. She straightens against the wall as you approach, smiling politely.<br>
<br>
"Thank you again," she says quietly. "I owe you. He'd have kept trying to get me to work at his repair shop all evening."<br>
<br>
"Not the office type?" you say.<br>
<br>
She shakes her head. "I was invited here to meet eligible bachelors, not be cornered by old married men. Harrow lied to me. Said that I'd get to spend time with the Duncan family."<br>
<br>
"Like Jake?"<br>
<br>
She looks at you darkly. "He's a brute. I was hoping for an introduction to his brother Steve." A small pout appears. "But all Harrow wants me to do is help him win."<br>
<br>
"I can make sure he doesn't," you murmur. "If you help me out."<br>
<br>
As Maisie looks at you, a wicked smile forms. "That would be just desserts." She shrugs. "Fine. He can knock off a grade if he likes." She leans in, grinning. "I'll keep an eye out. If I can help you, I will."<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "Hub">><<SetFlag "TempPokerNightMaisieHelp">><</link>>
<<elseif $TempPoker4cBreak is "Jake">>
You drift over to where Jake leans against the wall, hands still in his pockets.<br>
<br>
<<if $PokerNightJakeApproval gte 1>>
He pushes off the wall as you approach, grin already forming. "Knew you'd come, sweet cheeks." His eyes drop, lingering on your dress, then back up. "Took your time though."<br>
<br>
He glances over his shoulder at the others. You follow his eye and see Dan smirking back at you, watching. Even Harrow raises an eyebrow.<br>
<br>
"Go on, kid!" Dan bellows over. "Or were you just talk, earlier?"<br>
<br>
Harrow gives him a disapproving look, but he continues to cackle.<br>
<br>
Jake looks from him to you, his face bristling with wounded pride. He seems to struggle with words. His eyes keep on wandering over you, but he seems almost anxious.<br>
<br>
You have a good idea of what he was talking about with Dan. But he seems hesitant. And that seems to make him grow angrier.<br>
<br>
<i>Are you going to flirt with the school jock just to win him over?</i><br>
<br>
<<ActionsHeader>>
<<StatCheckAssertive "gt" 60>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Offer a biting reply back to Dan">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "DuncanManor4cBreak">><<set $TempPoker4cBreak to "JakeBitePass">><</link>><br>
<<else>>
<<link _StatAssertiveProbability "DuncanManor4cBreak">><<set $TempPoker4cBreak to "JakeBiteFail">><<Assertive 1>><</link>><br>
<</if>>
<<link "Take the lead and press up against him" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "JakePress">><<Orientation 1>><</link>><br>
<<link "Return to the poker room" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "Hub">><</link>>
<<elseif $PokerNightJakeApproval lte -1>>
He watches you approach but doesn't move from the wall. "What do you want?"<br>
<br>
Jake's eyes flick back to Dan and Harrow. You see them watching with interest.<br>
<br>
"No," he says, his voice theatrically loud. "I'm not going to show you my room. Buzz off."<br>
<br>
You hear the sniggers from Dan. Jake grins at hearing it too but looks away from you.<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "Hub">><</link>>
<<else>>
He pushes off the wall as you approach, hands still in his pockets. "Took your time."<br>
<br>
His eyes drift over you briefly, then back up. Polite. Not predatory, but not enthusiastic either.<br>
<br>
"Go on, kid!" Dan bellows over. "Or were you just talk, earlier?"<br>
<br>
Harrow gives him a disapproving look, but he continues to cackle.<br>
<br>
Jake looks from him to you, his face bristling with wounded pride. When he turns to you, it's almost like a snarl. But he waits, watching you with a mixture of interest and apprehension.<br>
<br>
You have a good idea of what he was talking about with Dan. But he seems hesitant. And that seems to make him grow angrier.<br>
<br>
<i>Are you going to flirt with the school jock just to win him over?</i><br>
<br>
<<ActionsHeader>>
<<StatCheckOrientation "gt" 40 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to charm him">>
<<if _StatCheckOrientation is true>>
<<link _StatOrientationProbability "DuncanManor4cBreak">><<set $TempPoker4cBreak to "JakeCharmPass">><</link>><br>
<<else>>
<<link _StatOrientationProbability "DuncanManor4cBreak">><<set $TempPoker4cBreak to "JakeCharmFail">><<Orientation 1>><</link>><br>
<</if>>
<<link "Return to the poker room" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "Hub">><</link>>
<</if>>
<<elseif $TempPoker4cBreak is "JakeCharmPass">>
You step closer. Just enough that Jake has to look down at you. You let your fingers find the lapel of his shirt, tracing the edge.<br>
<br>
"I've been watching you all night," you murmur. "Standing apart from the others."<br>
<br>
His pupils dilate. The polite indifference cracks and his hands come out of his pockets, and then you feel Jake's hand on your hip, pulling you closer to him. You turn and gasp as he locks your body against his. The lustful smirk now spread wide across his face.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingFemalePC">>
"This look like I'm just talk, Dan?" he barks over your shoulder. Suddenly, his other hand is on your thigh through the slit in your dress. Sneaking through it. Rising up and gripping on to your arse. You almost stumble over in your stilettos, only held upright by his firm grip.<br>
<<else>>
"This look like I'm just talk, Dan?" he barks over your shoulder. Suddenly, his other hand is on your bum, gripping an arse cheek through the dress.<br>
<</if>>
<br>
Your face is millimetres from his, his vice like grasp keeping you in place. You hear a snort from Dan behind you. And Jake's teeth are all you can see.<br>
<br>
"That's more like it." He guides you a step further into the corner, away from Dan's eyes. His grip on your hip tightens. "Knew you'd come round."<br>
<br>
You try to gather your thoughts, pushing down the sense of danger you feel yourself in. "You should at least get a girl a gift first," you mutter.<br>
<br>
"You a flowers type?" he murmurs as a reply.<br>
<br>
Letting a smile creep up, you hold his eyes. "More jewellery." You pause. "Like… Harrow's amulet."<br>
<br>
For a moment, Jake watches you. But you can see behind his eyes the cogs turning. "You want the piece of junk he bets when he's out of chips?"<br>
<br>
You keep the smile lingering. "I think it would look nice."<br>
<br>
The quarterback stares back at you, tilting his head as he studies you. "Tell you what," he murmurs. "I'll get you his amulet. And I'll give it to you when I take it from him. Upstairs. In my room. Where everyone can see you've gone up with me."<br>
<br>
A grin spreads on his face as he leans into you. "What do you say?"<br>
<br>
You glance around the room. Is Jake the best player to back? Can he beat Harrow?<br>
<br>
<i>And do you want to enter a deal with him to get the amulet?</i><br>
<br>
<<ActionsHeader>>
<<link "Accept his deal" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "JakeAcceptDeal">><</link>><br>
<<link "Refuse the offer" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "JakeRefuseDeal">><</link>>
<<elseif $TempPoker4cBreak is "JakeCharmFail">>
You step closer, fingers reaching for his lapel. "I've been watching you tonight..."<br>
<br>
Jake's eyebrow lifts. He looks at you a beat too long. Then his hand comes up and gently moves yours off his shirt. "Bit late to be playing this game, sweet cheeks," he says, almost too loud. "And no, I'm not going to show you my room. Buzz off."<br>
<br>
You hear the sniggers from Dan. Jake grins at hearing it too but looks away from you.<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "Hub">><</link>>
<<elseif $TempPoker4cBreak is "JakeBitePass">>
You turn on your heel and call back across the room. "Jealous that girls actually want to talk to him, are you Dan?"<br>
<br>
Dan's mouth opens, half a comeback dying on it. Then Harrow lets out a small snort, genuinely amused for the first time tonight. You turn back to Jake and hold his eye. His anger has melted into a grin. "Want to have a… talk?" he mutters, eye glancing over to a secluded corner of the room.<br>
<br>
You don't relish going to somewhere quiet with Jake, but you catch Dan's eye, still watching with interest. "Just a talk," you mutter.<br>
<br>
Jake reaches down and takes your hand, leading you a few steps further along the wall, out of the table's eyeline. He stares over at Dan, grinning as he leads you away. For the first time, the salesman's smile is gone.<br>
<br>
Once you're tucked in, he turns back to you. "That will teach him to look down on me," he mutters.<br>
<br>
"Maybe," you murmur, watching his fingers wrap through yours. Time to act quickly, before he gets all of his confidence back. "You could teach him more, though. At the table."<br>
<br>
Jake stops fondling your fingers. "What?"<br>
<br>
You smile back to him. "Imagine what they'd say if you not only won. But took that amulet off Harrow that he uses to buy himself back in on a bad night."<br>
<br>
For a moment, Jake watches you. But you can see behind his eyes the cogs turning. "Why do you care?" He grunts. "Looking for a date out of my winnings?"<br>
<br>
You keep the smile lingering. "Not quite. I want that necklace."<br>
<br>
The quarterback stares back at you, tilting his head as he studies you. "You want me to win it for you?"<br>
<br>
"That too much to ask?" you say, reinforcing the sweet smile.<br>
<br>
Jake looks back to the room, to the corner where you can just see the edge of the table. You see Dan leaning back, watching. When Jake turns to face you, there is a smirk on his face.<br>
<br>
"Tell you what," he murmurs. "I'll get you his amulet. And I'll give it to you when I take it from him. Upstairs. In my room. Where everyone can see you've gone up with me."<br>
<br>
A grin spreads on his face as he leans into you. "What do you say?"<br>
<br>
You glance around the room. Is Jake the best player to back? Can he beat Harrow?<br>
<br>
<i>And do you want to enter a deal with him to get the amulet?</i><br>
<br>
<<ActionsHeader>>
<<link "Accept his deal" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "JakeAcceptDeal">><</link>><br>
<<link "Refuse the offer" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "JakeRefuseDeal">><</link>>
<<elseif $TempPoker4cBreak is "JakeBiteFail">>
You try a comeback, but it comes out half-formed. "You jealous?"<br>
<br>
"Of a boy?" Dan spits back. "Come over here, Phillips. You don't have to waste time on a boy that lives in the shadow of his older brother."<br>
<br>
Dan howls. Harrow looks back at him, sternly but saying nothing. Jake's face goes red. The shame radiates off him. He turns his shoulder, jaw locked. He won't look at you. The moment is gone, along with whatever bit of nerve he had.<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "Hub">><</link>>
<<elseif $TempPoker4cBreak is "JakePress">>
You take a step forward, close the gap, and press yourself against him. Your hand finds his chest. His breath catches.<br>
<br>
"Don't listen to them," you murmur, low enough that only Jake can hear.<br>
<br>
You glance back across the room to see Dan's mouth wide open. Harrow watches with amused interest.<br>
<br>
And then you feel Jake's hand on your hip, pulling you closer to him. You turn and gasp as he locks your body against his. The lustful smirk now spread wide across his face.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingFemalePC">>
"This look like I'm just talk, Dan?" he barks over your shoulder. Suddenly, his other hand is on your thigh through the slit in your dress. Sneaking through it. Rising up and gripping on to your arse. You almost stumble over in your stilettos, only held upright by his firm grip.<br>
<<else>>
"This look like I'm just talk, Dan?" he barks over your shoulder. Suddenly, his other hand is on your bum, gripping an arse cheek through the dress.<br>
<</if>>
<br>
Your face is millimetres from his, his vice like grasp keeping you in place. You hear a snort from Dan behind you. And Jake's teeth are all you can see.<br>
<br>
"That's more like it." He guides you a step further into the corner, away from Dan's eyes. His grip on your hip tightens. "Knew you'd come round."<br>
<br>
You try to gather your thoughts, pushing down the sense of danger you feel yourself in. "You should at least get a girl a gift first," you mutter.<br>
<br>
"You a flowers type?" he murmurs as a reply.<br>
<br>
Letting a smile creep up, you hold his eyes. "More jewellery." You pause. "Like… Harrow's amulet."<br>
<br>
For a moment, Jake watches you. But you can see behind his eyes the cogs turning. "You want the piece of junk he bets when he's out of chips?"<br>
<br>
You keep the smile lingering. "I think it would look nice."<br>
<br>
The quarterback stares back at you, tilting his head as he studies you. "Tell you what," he murmurs. "I'll get you his amulet. And I'll give it to you when I take it from him. Upstairs. In my room. Where everyone can see you've gone up with me."<br>
<br>
A grin spreads on his face as he leans into you. "What do you say?"<br>
<br>
You glance around the room. Is Jake the best player to back? Can he beat Harrow?<br>
<br>
<i>And do you want to enter a deal with him to get the amulet?</i><br>
<br>
<<ActionsHeader>>
<<link "Accept his deal" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "JakeAcceptDeal">><</link>><br>
<<link "Refuse the offer" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "JakeRefuseDeal">><</link>>
<<elseif $TempPoker4cBreak is "JakeAcceptDeal">>
"Okay," you say.<br>
<br>
Jake's grin is wolfish. He doesn't let go of your hip.<br>
<br>
"Good. You stay close till the game's over. Then we're going upstairs. Together." He pulls you in for a quick, possessive kiss. You feel his lips touch yours, rough and yet hungry.<br>
<br>
"Now," he says when he pulls back. "Stay where I can see you. I've got a hand to win for us."<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingFemalePC">>
He pulls his hand out from out of your dress and lets you go suddenly. You wobble, almost falling in your heels. You want to bite back at him, but you force a smile.<br>
<<else>>
He pulls his hand off your dress and lets you go suddenly. You wobble as you take a step back. You want to bite back at him, but you force a smile.<br>
<</if>>
<br>
He grins at you with anticipation.<br>
<br>
<i>What have you just signed up for?</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "Hub">><<set $PokerNightChampion to "Jake">><</link>>
<<elseif $TempPoker4cBreak is "JakeRefuseDeal">>
You shake your head. "I don't think so, Jake."<br>
<br>
The grin sours. He releases you immediately, hand falling away.<br>
<br>
"Then push off. Should've stayed at the trolley." His voice rises just enough that Dan, across the room, hears. Dan cackles, and Jake's face purples. "You've come over to make me look a fool in front of them, have you?"<br>
<br>
He turns his shoulder, scowling, eyes back on the floor.<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "Hub">><<SetFlag "TempPokerNightJakeRejected">><</link>>
<<elseif $TempPoker4cBreak is "DanHarrow">>
You drift over toward where Dan and Harrow are talking. Dan sees you first, grin already forming. Harrow turns slowly, polite as ever.<br>
<br>
<<if $PokerNightDanApproval gte 1>>
"Ah, Miss Phillips," Harrow says, smiling. "I wondered if you'd come find us."<br>
<br>
Dan's grin widens. "Knew she'd come round. Give us a minute, will you? Lady and I have got some plans to discuss."<br>
<br>
Harrow looks between you. Then, with the smallest tilt of his head, he raises his glass. "Of course. I'll see how Maisie's getting on." He nods to you. "Miss Phillips."<br>
<br>
He drifts away, sipping his whiskey. But as he goes, his eyes pass over you. Dan watches him go, then turns to you, eyes already roaming. "Right then, sweetheart. What's a girl like you come to ask a man like me for?"<br>
<br>
<<ActionsHeader>>
<<link "Tell him plainly you want the amulet" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "DanPlainly">><</link>><br>
<<link "Return to the poker room" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "Hub">><</link>>
<<elseif $PokerNightDanApproval lte -1>>
Dan sees you and his grin curls into a sneer. He turns half a shoulder away, going back to Harrow.<br>
<br>
"Like I was just saying. Some girls don't know a good thing when it's offered." His voice rises just enough to make sure you hear. "Bony hips? Mrs Mendel material? Nah. Dodged a bullet there."<br>
<br>
Harrow looks at you, polite but unhelpful. Dan looks at you and sniggers, before turning back to the teacher.<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "Hub">><</link>>
<<else>>
Dan looks up at you, eyebrow raised. "Phillips. Come over to join the grown-ups, have you?"<br>
<br>
Harrow inclines his head politely. "Miss Phillips. Mr Mendel was telling me about a salesman's life. Fascinating stuff. A stable and steady job, for a man."<br>
<br>
<<GetPCState "job">>
<<if _job is "Secretary">>
"Phillips knows that all too well," Dan cackles. "Blue job for men. Pink job for ladies. Like a receptionist's role." He grunts. "You won't have to work if I slip a ring on your finger, though."<br>
<<elseif _job is "LunchtimeReceptionCover">>
"Phillips knows that all too well," Dan cackles. "Blue job for men. Pink job for ladies. Already taking a taste from the front desk, haven't you?" He grunts. "You won't have to work if I slip a ring on your finger, though."<br>
<<elseif _job is "Programmer" or _job is "ProgrammerRedux">>
"Phillips knows that all too well," Dan cackles. "Blue job for men. Pink job for ladies. Like all that typing you do on the computer. Women's work." He grunts. "You won't have to work if I slip a ring on your finger, though."<br>
<<elseif _job is "Fired">>
"Phillips knows that all too well," Dan cackles. "Couldn't hold down a job, could you?" He grunts. "You won't have to work if I slip a ring on your finger, though."<br>
<</if>>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingFemalePC">>
"I'm sure Miss Phillips likes to indulge in showing off her intelligence," Harrow comments, raising an eyebrow at you as he glances at your dress. "I think there's a brain there, in spite of what her attire may infer."<br>
<<else>>
"I'm sure Miss Phillips likes to indulge in showing off her intelligence," Harrow comments, raising an eyebrow at you as he glances at your dress. "She certainly dresses like a woman who relies on her more physical charms."<br>
<</if>>
<br>
Dan looks at where Harrow is looking and shrugs. "What do you say, Phillips? You one of those progressive types. Think you can think for your husband too?"<br>
<br>
He eyes you with caution. As if waiting for your reply. Harrow's smile is polite but watching the conversation between the two of you.<br>
<br>
<i>Are you really going to pander to his fears to get him on side?</i><br>
<br>
<<ActionsHeader>>
<<StatCheckIntelligence "lt" 40>>
<<set _StatIntelligenceProbability to _StatIntelligenceProbability + " Try to convince Dan you aren’t a threat">>
<<if _StatCheckIntelligence is true>>
<<link _StatIntelligenceProbability "DuncanManor4cBreak">><<set $TempPoker4cBreak to "DanNotThreatPass">><</link>><br>
<<else>>
<<link _StatIntelligenceProbability "DuncanManor4cBreak">><<set $TempPoker4cBreak to "DanNotThreatFail">><<Intelligence 1>><</link>><br>
<</if>>
<<link "Return to the poker room" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "Hub">><</link>>
<</if>>
<<elseif $TempPoker4cBreak is "DanNotThreatPass">>
You drop your shoulders. Soften your eyes. Let the smile come a little dopier than it should.<br>
<br>
"Oh, Dan. I don't think for any man. I wouldn't know where to start. My nan always said women should leave the thinking to their husbands, and I think she had it right."<br>
<br>
Dan's grin spreads slowly. He looks at Harrow. The teacher's smile remains polite but unconvinced. He's not buying it. Dan, however, eats it up.<br>
<br>
"Now that's what I'm talking about. See? A girl who knows what she is. Knows what she's good for." He turns back to you, hand finding your waist. "Mind giving us a minute, Harrow?"<br>
<br>
Harrow's eyes pass over you, slow and knowing. "Of course." He nods to you. "Miss Phillips."<br>
<br>
As he drifts away, Dan pulls you closer. "Right then, Mrs Mendel. What can old Dan do for you?"<br>
<br>
<<ActionsHeader>>
<<link "Tell him plainly you want the amulet" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "DanPlainly">><</link>>
<<elseif $TempPoker4cBreak is "DanNotThreatFail">>
"Oh, Dan, I'm just here to enjoy the night," you try. "I wouldn't dream of trying to think for any man. It's presumptuous to speak for them."<br>
<br>
Dan frowns at you. He looks at Harrow. The teacher smiles, broadly. "I'm afraid Mr Mendel doesn't quite follow." He chuckles. "See, Daniel. She's a smart lady. Even when she doesn't mean to be."<br>
<br>
The look on Dan's face sours. He studies you and snorts. "Presumptu what? You belong in the library, Phillips. With the other spinsters."<br>
<br>
Harrow's smile is polite, even sympathetic. But he doesn't intervene.<br>
<br>
Dan turns his shoulder, returning to his conversation with Harrow as if you weren't there.<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "Hub">><</link>>
<<elseif $TempPoker4cBreak is "DanPlainly">>
"I want Harrow's amulet," you say as a matter of fact.<br>
<br>
Dan blinks. Then he laughs, big and loud. "That old thing? Christ. Why would you want that?"<br>
<br>
"It's for personal reasons," you reply.<br>
<br>
Dan glances at you, frowning. "Has Harrow got to you before I have? Dan doesn't like sloppy seconds."<br>
<br>
You hold back a sigh. "My grandmother used to have one just like it."<br>
<br>
He looks at you, slight relief on his face. "Good. No future wife of mine is going to be the town bicycle, if you know what I mean."<br>
<br>
He raises an eyebrow, as if you might not know what he means. This time, you let out a sigh. "I'm not going to marry you for a piece of jewellery, Dan."<br>
<br>
<<Flag "DanDateBathroom">>
<<if _FlagReturn is true>>
"I didn't say I was offering," he retorts, smirking. "Not when I've barely sampled the goods. Although, based on your performance in the bathroom, you're high on Dan's shortlist."<br>
<br>
He cackles. The sound pierces your skin.<br>
<<else>>
"I didn't say I was offering," he retorts, smirking. "Not when I haven't sampled the goods." He gestures to your breasts. "You know what goods I'm talking about, don't you?"<br>
<br>
He cackles. The sound pierces your skin.<br>
<</if>>
<br>
He leans in, voice dropping. "Tell you what. I'll get you Harrow's trinket. Could have had it months ago, but I didn't think it was worth the chips." He glances over you and licks his lips. "But now, it might just be worth the risk."<br>
<br>
You hold his eyes, saying the question you don't want to hear the answer to. "What's the price?"<br>
<br>
His eyes drop to your dress, lingering. Then back up. He grins crookedly.<br>
<br>
"Tonight, you're my Mrs Mendel. You sit on my lap when I win. You let me put my hands on you in front of the lads. I want them all watching. And then you join me upstairs at the Charlton Hotel after. The bridal suite." He winks. "Just for the one night, mind. Give me a sample before I get down on one knee."<br>
<br>
You stare back at him, trying to keep your mouth from dropping. You'd have to be his pretend wife for the night. The rest of Charlton would see.<br>
<br>
<i>Don't tell me that appeals to you, does it?</i><br>
<br>
<<ActionsHeader>>
<<link "Accept his deal" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "DanAcceptDeal">><</link>><br>
<<link "Refuse the offer" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "DanRefuseDeal">><</link>>
<<elseif $TempPoker4cBreak is "DanAcceptDeal">>
"Okay, Dan," you say with a sigh. "Deal."<br>
<br>
Dan howls, slapping his thigh. "Mrs Mendel! Got herself a bargain tonight, lads!"<br>
<br>
He doesn't lower his voice. A few heads turn. Thompson grunts. Even Maisie looks up.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingFemalePC">>
Dan's arm circles your waist immediately, pulling you against his side. He kisses your cheek hard enough to feel like a brand. His free hand lands on your exposed thigh, giving it a squeeze through the slit in your dress. You have to hold on to him to stop yourself from toppling on your heels.<br>
<<else>>
Dan's arm circles your waist immediately, pulling you against his side. He kisses your cheek hard enough to feel like a brand. His free hand lands on your thigh, giving it a squeeze through the dress.<br>
<</if>>
<br>
"You stay here with me," he murmurs. "Where everyone can see. We'll do this right." He grins at the table. "And we'll paint that bridal suite red. Or white."<br>
<br>
He grins at you once more, then releases you. A cackle escapes his lips.<br>
<br>
<i>What have you signed up for?</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "Hub">><<set $PokerNightChampion to "Dan">><</link>>
<<elseif $TempPoker4cBreak is "DanRefuseDeal">>
You shake your head. "That's not a deal I'll take, Dan."<br>
<br>
Dan's grin sours instantly. "Stuck-up little tease. Came over here just to lead a man on, did you?" He looks around for an audience. "Boss! She's wasting my time!"<br>
<br>
Thompson glances over but doesn't engage. Harrow's eyes find yours across the room. There is sympathy there, maybe. But he doesn't intervene.<br>
<br>
Dan turns his back on you, muttering loud enough for the table to hear. "Bridal hips don't mean a thing if there's nothing between her ears." He grunts. "And there's nothing between those ears, if she's turning down the chance of marrying Dan."<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManor4cBreak">><<set $TempPoker4cBreak to "Hub">><<SetFlag "TempPokerNightDanRejected">><</link>>
<<elseif $TempPoker4cBreak is "Restart">>
The men begin to drift back toward the table. You take your place at the sideboard.<br>
<br>
<<if $PokerNightChampion is "Thompson">>
Thompson takes his seat with the calm of a man already counting his winnings. He catches your eye across the room and dips his chin into the smallest nod. The contract is sealed.<br>
<<elseif $PokerNightChampion is "Dan">>
Dan settles at his chair with a grin, glancing back at you. He pats the empty space at his side, eyes inviting.<br>
<br>
<i>Mrs Mendel.</i><br>
<<elseif $PokerNightChampion is "Jake">>
Jake takes his seat with the swagger of a man who's already won. He winks at you across the room and grins.<br>
<<else>>
The men take their seats. None of them look at you. You glance around the room, hoping for an eye to catch yours. No one does. You came here alone, and you'll leave alone.<br>
<br>
<i>The night is lost, before the last hand is even dealt.</i><br>
<</if>>
<br>
<<if $PokerNightChampion isnot undefined>>
<<Flag "TempPokerNightHarrowDrunk">>
<<if _FlagReturn is true>>
Harrow takes his seat. He winces a little as he sips at the fresh whiskey at his elbow, but he doesn't slow. His smile is looser and his laugh runs longer than it did before.<br>
<br>
<</if>>
<<Flag "TempPokerNightMaisieHelp">>
<<if _FlagReturn is true>>
Maisie flashes you the smallest of smiles as she steps up beside you.<br>
<br>
<</if>>
<<if $PokerGame.potPressure gte 6>>
Harrow looks at his chips. He's almost out. It would only take a small push in this round for him to bet the amulet.<br>
<<elseif $PokerGame.potPressure gte 4>>
Harrow looks at his chips. He's running low. It will only take a few nudges for him to have to bet the amulet.<br>
<<elseif $PokerGame.potPressure gte 2>>
Harrow looks at his chips. He has a decent amount left. You're going to need to do something radical for him to lose them.<br>
<<else>>
Harrow looks at his chips. He's got a lot. You're going to have to use every trick you have to get him to bet the amulet.<br>
<</if>>
<br>
<<if $PokerGame.tableFocus is "PC">>
He looks up and meets your eyes across the room. Watching you carefully, above everyone else.<br>
<<elseif $PokerGame.tableFocus is "Thompson">>
He looks up at Thompson. The first round winner. The man he can't quite read.<br>
<<else>>
He looks around the table, as if trying to work out who his true opponent really is. He doesn't settle on anyone.<br>
<</if>>
<br>
The cards are dealt again.<br>
<br>
<<ActionsHeader>>
<<link "Watch the game continue" "DuncanManor4cRound3">><<set $TempPoker4cBreak to undefined>><</link>>
<<else>>
You set down the bottle. There's no point standing here any longer. You sigh and turn to watch the game play out.<br>
<br>
<<ActionsHeader>>
<<link "Watch the game play out" "DuncanManor4cRound3">><<set $TempPoker4cBreak to undefined>><</link>>
<</if>>
<</if>><<if $PokerNightChampion is undefined>>
Standing at the side of the room with Maisie and Rhiannon, you watch the players pick up their cards. Betting begins quickly. Dan throws in a few chips, and Harrow matches him without comment.<br>
<br>
Thompson grunts and matches the bet, cautious with his chips. Jake looks around the table with hesitation, then throws a few chips in to match.<br>
<br>
The betting carries on. None of these men are playing for you, none of them watching for your signal. You have no horse in this race.<br>
<br>
Harrow flips the first share card. A king. Jake doesn't have any restraint. He smiles and pushes all his chips forward. "This one is mine."<br>
<br>
No one responds. Thompson grinds his teeth. Dan smiles, but it's forced. Harrow doesn't let on.<br>
<br>
Harrow flips the final card. Another king. Thompson goes all-in with a grunt. Dan chitters into his glass and reluctantly pushes the rest of his chips into the centre.<br>
<br>
"Final call, gentlemen," Harrow chimes, looking around the table.<br>
<br>
The buy goes around. No one raises. Thompson reveals his hand first. Two pair, sixes and threes. He nods, satisfied.<br>
<br>
Dan flicks his face-down, breaking the order. "Bust."<br>
<br>
Jake throws his hand down with a flourish. Three of a kind, queens. The room makes a small sound. He reaches out his hands, readying to take the pot.<br>
<br>
Then Harrow turns his cards, slowly. A king. A second king. Four of a kind.<br>
<br>
Harrow smiles and sweeps the pot toward himself. "Lucky cards," he says. "Lucky cards indeed."<br>
<br>
Jake throws his cards down hard enough that one flips. "Lucky? You had them the whole time?"<br>
<br>
Harrow says nothing. He stacks chips and stands. "Looks like the final curtain has fallen over our little game for tonight's show, gentlemen. An interesting evening."<br>
<br>
As the other players leave the table, Harrow's eyes pass over you one last time. He gives you a small smile that doesn't reach his eyes. "Until next time, Miss Phillips."<br>
<br>
<<ActionsHeader>>
<<link "Leave and catch a cab home" "DuncanManor4cEpilogue">><<TimeChange>><</link>>
<<elseif $TempPoker4cRound3 is undefined>>
<<if $PokerNightRound3 is 3>>
$PokerNightChampion smiles, then lays out his hand. Four kings.<br>
<br>
<<if $PokerNightChampion is "Thompson">>
Jake shrieks with rage. Dan chitters. And Thompson looks over at Harrow, waiting.<br>
<<elseif $PokerNightChampion is "Dan">>
Jake shrieks with rage. Thompson emits a long whistle. And Dan looks over at Harrow, cackling.<br>
<<elseif $PokerNightChampion is "Jake">>
Dan chitters. Thompson emits a long whistle. And Jake looks over at Harrow, smirking.<br>
<</if>>
<br>
Harrow turns his cards last. Slowly. Theatrical to the end. Two pair, queens over nines. "Well played. I was sure that was a feint."<br>
<br>
<<Flag "TempPokerNightRound3HarrowAllIn">>
<<if _FlagReturn is true>>
He looks down to the empty table in front of him, free of chips. There is a small chuckle. "Looks like the night is ending early. Shame."<br>
<br>
Then his eyes flick up to $PokerNightChampion and he smiles. "Unless of course, double or nothing appeals to you?"<br>
<br>
He reaches into his shirt with a hand and throws something down on the table. A brass amulet, in the shape of a tragedy mask.<br>
<br>
<i>There it is.</i><br>
<br>
"This should be sufficient to get me a buy-in," he murmurs. "What do you say? Are you game?"<br>
<br>
<<if $PokerNightChampion is "Thompson">>
Thompson throws you a brief look, but turns back to Harrow. "Sure. I'll throw you a bone."<br>
<<elseif $PokerNightChampion is "Dan">>
Dan throws you a brief look, but turns back to Harrow and grins. "Dan is more than happy to take more of your stuff, Harrow. Deal."<br>
<<elseif $PokerNightChampion is "Jake">>
Jake throws you a brief look, but smirks. "Alright, teach. Can't make no promises that the school won't hear about my win, though."<br>
<</if>>
<br>
Harrow smiles, slow. He slides the amulet to the centre of the table next to the chip pile, then deals himself a fresh stack from the box at his elbow.<br>
<br>
"Charlton rules from here on out. You know the amended rules for different stakes."<br>
<br>
The room has gone very quiet. $PokerNightChampion stares back at Harrow, his smile inviting a challenge. You feel powerless. Unless you can help, this is all on them.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be dealt" "DuncanManor4cFinale">><<set $PokerNightFinaleBluffScore to 0>><</link>>
<<else>>
He looks down to the chips in front of him. There is a small chuckle. "Though still walking away with my dignity intact." He looks around the table, at the other players. "But it wouldn't be sporting to continue and make these gentlemen just watch. Call it a night, chaps?"<br>
<br>
<<if $PokerNightChampion is "Thompson">>
Thompson nods again to you, then casts a glance to Harrow. "One more hand? Double or nothing."<br>
<<elseif $PokerNightChampion is "Dan">>
Dan grins at you again, then casts a glance at Harrow. "Come on, Harrow. One more. Double or nothing."<br>
<<elseif $PokerNightChampion is "Jake">>
Jake smirks at you again, then casts a glance at Harrow. "Bugging out, teach? How about double or nothing?"<br>
<</if>>
<br>
Harrow stares back at him for a long moment. His eyes drift to you, pausing for a second. But he turns back to $PokerNightChampion with interest. After a moment, Harrow reaches into his shirt with a hand and throws something down on the table. A brass amulet, in the shape of a tragedy mask.<br>
<br>
<i>There it is.</i><br>
<br>
"This again?" Harrow asks.<br>
<br>
$PokerNightChampion nods. Harrow smiles, slow. He slides the amulet to the centre of the table next to the chip pile, then deals himself a fresh stack from the box at his elbow.<br>
<br>
"Charlton rules from here on out. You know the amended rules for different stakes."<br>
<br>
The room has gone very quiet. $PokerNightChampion stares back at Harrow, his smile inviting a challenge. You feel powerless. Unless you can help, this is all on them.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be dealt" "DuncanManor4cFinale">><<set $PokerNightFinaleBluffScore to 0>><</link>>
<</if>>
<<else>>
<<if $PokerNightRound3 is undefined>>
Standing at the side of the room with Maisie and Rhiannon, you watch the players pick up their cards. Betting begins quickly. Dan throws in a few chips. Harrow matches.<br>
<br>
<<if $PokerNightChampion is "Thompson">>
Thompson sits tall, chips arranged neatly in front of him. He glances over at you checking you're still there, then turns back to his hand.<br>
<<elseif $PokerNightChampion is "Dan">>
Dan grins crookedly at you across the table, then turns to his cards with a half-cocked smirk.<br>
<<elseif $PokerNightChampion is "Jake">>
Jake leans back in his chair, his eyes on you more than his hand. He gives you a smug grin.<br>
<</if>>
<br>
<<Flag "TempPokerNightHarrowDrunk">>
<<if _FlagReturn is true>>
Harrow sits in his seat, swaying just slightly. Whatever Rhiannon's been pouring him is doing its job. He blinks at his cards for a touch too long.<br>
<<else>>
Harrow sits in his seat, sharp as ever, watching the other players with interest.<br>
<</if>>
<br>
<<Flag "TempPokerNightMaisieHelp">>
<<if _FlagReturn is true>>
Maisie meets your eye and dips her chin. She's ready to help where she can.<br>
<br>
<</if>>
<<if $PokerGame.potPressure gte 6>>
Harrow's chip stack is dangerously low. One more push and he'll have to bet the amulet.<br>
<<elseif $PokerGame.potPressure gte 4>>
Harrow's chips have shrunk. A few more pushes and he'll be cornered.<br>
<<elseif $PokerGame.potPressure gte 2>>
Harrow still has chips to spare. You'll need to drive the betting hard this round.<br>
<<else>>
Harrow's chip stack is healthy. You're going to have to push every man at the table to spend big this round, or he won't even consider the amulet.<br>
<</if>>
<br>
The first bets go in. Now's your chance to push the round.<br>
<<elseif $PokerNightRound3 is 1>>
<<Flag "TempPokerNightRound3ChampionCardsKnown">>
<<if _FlagReturn is true>>
Harrow flips the first share card. A king. Three of a kind for $PokerNightChampion. You hold back a smile.<br>
<<else>>
Harrow flips the first share card. A king.<br>
<</if>>
<br>
<<if $PokerNightChampion is "Thompson">>
Jake doesn't have any restraint. He smiles and pushes all his chips forward. "This one is mine."<br>
<br>
No one responds. Looking around the table, you see Dan wearing a forced smile. Harrow doesn't let anything slip. And Thompson briefly glances back to you, giving you the curtest of nods.<br>
<br>
You look back at Harrow, watching.<br>
<<elseif $PokerNightChampion is "Dan">>
Jake doesn't have any restraint. He smiles and pushes all his chips forward. "This one is mine."<br>
<br>
No one responds. Looking around the table, you see Thompson grind his teeth. Harrow doesn't let anything slip. And Dan smiles at you, running the tip of his tongue over his teeth.<br>
<br>
You look back at Harrow, watching.<br>
<<elseif $PokerNightChampion is "Jake">>
Jake doesn't have any restraint. He smiles at you and pushes all his chips forward. "This one is mine."<br>
<br>
<i>That's him done.</i><br>
<br>
No one responds. Looking around the table, you see Thompson grind his teeth. Dan smiles, but it's forced. And Harrow doesn't let on.<br>
<br>
You look back at him, watching.<br>
<</if>>
<br>
<<if $PokerGame.potPressure gte 6>>
<i>Come on. One final push and he'll go all-in. I know it.</i><br>
<<elseif $PokerGame.potPressure gte 4>>
<i>Come on. He needs a good push now. Or it falls on the next card.</i><br>
<<elseif $PokerGame.potPressure gte 2>>
<i>Step it up. He needs a good push. And now.</i><br>
<<else>>
<i>You need to do something and fast. Harrow won't go all-in otherwise.</i><br>
<</if>>
<<elseif $PokerNightRound3 is 2>>
<<Flag "TempPokerNightRound3ChampionCardsKnown">>
<<if _FlagReturn is true>>
The final card is overturned. Another king. $PokerNightChampion has four of a kind. There is nothing at this table that beats his hand. He's home free.<br>
<br>
<i>But just winning isn't going to cut the mustard, is it?</i><br>
<<else>>
The final card is overturned. Another king.<br>
<</if>>
<br>
<<if $PokerNightChampion is "Thompson">>
With a brief look at you, Thompson goes all-in with a grunt.<br>
<br>
<i>That's him done.</i><br>
<br>
Dan chitters into his glass, but reluctantly pushes some chips into the centre of the table.<br>
<<else>>
Thompson goes all-in with a grunt. Dan chitters into his glass, but reluctantly pushes some chips into the centre of the table.<br>
<</if>>
<br>
And you freeze as Harrow meets your eyes. "Intoxicating, isn't it?" he says, just loud enough that you can just about hear. "How things turn with a flick of a card?"<br>
<br>
"Looks like it's just you and me, Daniel."<br>
<br>
<<if $PokerGame.potPressure gte 6>>
<i>This is it. Just one last push.</i><br>
<<elseif $PokerGame.potPressure gte 5>>
<i>Come on. Get him to overstep. There's still a chance.</i><br>
<<else>>
<i>Can't you remember how this game works? Or have those memories been overridden with thoughts of dresses and skirts?</i><br>
<br>
You grimace. The pot isn't big enough for him to need to go all-in. It's going to take something to stop him walking away with the amulet.<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<Flag "TempPokerNightMaisieHelp">>
<<if _FlagReturn is true>><<link "Lean over and ask Maisie to help" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "Maisie">><<SetFlag "TempPokerNightMaisieHelp" false>><</link>><br><</if>>
<<link "Take a drink to Dan" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "Dan">><</link>><br>
<<if $PokerNightRound3 gte 1>>
<s>Take a drink to Jake</s> - <i>Jake has already gone all in</i><br>
<<else>>
<<link "Take a drink to Jake" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "Jake">><</link>><br>
<</if>>
<<if $PokerNightRound3 gte 2>>
<s>Take a drink to Thompson</s> - <i>Thompson has already gone all in</i><br>
<<else>>
<<link "Take a drink to Thompson" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "Thompson">><</link>><br>
<</if>>
<<link "Take a drink to Harrow" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "Harrow">><</link>><br>
<<link "Wait and watch the betting" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "Advance">><</link>>
<</if>>
<<elseif $TempPoker4cRound3 is "Maisie">>
You catch Maisie's eye. She leans in to you, waiting for you to speak.<br>
<br>
"Do you think you could help $PokerNightChampion out?" you whisper. "Get Harrow to spend a bit more?"<br>
<br>
She nods once and pours out a drink from the sideboard, then sways over to $PokerNightChampion's elbow. As she sets the glass down, she glances at his hand. Then she smiles at Harrow. You watch Harrow's lips twitch with the faintest trace of satisfaction.<br>
<br>
"Good luck," Maisie says to $PokerNightChampion as she walks away, her hips swishing.<br>
<br>
<<Flag "TempPokerNightHarrowDrunk">>
<<if _FlagReturn is true>>
<<if $PokerGame.potPressure gte 5>>
Looking back to Harrow, you see him free of tension you hadn't even acknowledged. He lets out a laugh that turns into a hiccup. After covering his mouth, he pushes all of his chips into the pot.<br>
<br>
"Let's see what you've got, gentlemen."<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to undefined>><<SetFlag "TempPokerNightRound3HarrowAllIn">><<set $PokerNightRound3 to 3>><</link>>
<<else>>
Looking back to Harrow, you see him free of tension you hadn't even acknowledged. He lets out a laugh that turns into a hiccup. After covering his mouth, he pushes a large stack of his chips into the pot.<br>
<br>
"Let's up the ante, gentlemen."<br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to undefined>><<PotPressure 2>><<if $PokerNightRound3 is undefined>><<set $PokerNightRound3 to 1>><<else>><<set $PokerNightRound3 += 1>><</if>><</link>>
<</if>>
<<else>>
<<if $PokerGame.potPressure gte 6>>
Looking back to Harrow, you see him free of tension you hadn't even acknowledged. But he's restrained, only letting out a small smile. He pushes all of his chips into the pot.<br>
<br>
"Let's see what you've got, gentlemen."<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to undefined>><<SetFlag "TempPokerNightRound3HarrowAllIn">><<set $PokerNightRound3 to 3>><</link>>
<<else>>
Looking back to Harrow, you see him free of tension you hadn't even acknowledged. But he's restrained, only letting out a small smile. He pushes a large stack of his chips into the pot.<br>
<br>
"Let's up the ante, gentlemen."<br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to undefined>><<PotPressure 1>><<if $PokerNightRound3 is undefined>><<set $PokerNightRound3 to 1>><<else>><<set $PokerNightRound3 += 1>><</if>><</link>>
<</if>>
<</if>>
<<elseif $TempPoker4cRound3 is "Dan">>
You pick up a glass and cross to Dan's chair. He's sat casually on the edge of his seat, arm draped across the back, grinning around the table.<br>
<br>
He watches you approach, keeping his cards barely hidden from the rest of the table, much less you. A pair of tens.<br>
<br>
"Lovely service," he grins as you set the drink down.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingFemalePC">>
His eyes pay more attention to you than the glass, lingering on the low cut of your neckline. His smile says everything his mind is thinking, and you shudder despite yourself.<br>
<<else>>
His eyes pay more attention to you than the glass. His smile says everything his mind is thinking, and you shudder despite yourself.<br>
<</if>>
<br>
<<if $PokerNightChampion is "Dan">>
Before you can step back, Dan turns to the table without lowering his voice. "There she is, lads. Future Mrs Mendel. Better win some cash for the wedding." He shoves a stack of chips into the centre with his free hand, and Thompson grunts and matches. Jake follows, his jaw tight.<br>
<br>
The pot grows before you've even finished pouring. You take a step back, giving him a polite smile. He watches you walk away.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "Advance">><<PotPressure 2>><<SetFlag "TempPokerNightRound3ChampionCardsKnown">><</link>>
<<else>>
"Can I get you anything else?" you ask.<br>
<br>
Dan settles back in his chair, finally taking the glass in his hand. "A little Dan, running between your legs?" He says it loud, for the room, and then cackles.<br>
<br>
"Nothing you can bring to the table, sweet cheeks," he continues. "This is a gladiator colosseum. Where men battle for dominance. You wouldn't be able to wrap that sweet little brain of yours around the strategy."<br>
<br>
"I know how to play poker," you can't help but mutter.<br>
<br>
Dan grins back at you, shaking his head. "There's a difference between knowing the rules and sensing how to play, sweetheart." He looks around the table, as if mustering support. "Different wiring, isn't it? Girls just don't have the ruthlessness for a table like this." He takes a sip, sets the glass back down. "You get that, don't you love?"<br>
<br>
Before you can answer he keeps going. "Tell you what. You want to be useful? Dan needs some relief. Why don't you give your future husband a nice massage? Take the edge off. Place a few bets that will give you a nice kitchen to look after."<br>
<br>
<<if $current.drunk gte 3>>
You stare back at him, or at least one of him. The room hasn't quite stopped moving. The pot's bigger than it was a minute ago, or maybe smaller, you can't quite focus on it. A massage isn't much. Just hands. If it encourages him to bet more…<br>
<<elseif $current.drunk gte 1>>
You stare back at him, feeling your cheeks flush. The whisky has caught up. His smile seems brighter than it did before. His request is small, there's no harm in it, is there? If it encourages him to bet more…<br>
<<else>>
You stare back at him. Free from the effects of alcohol, you feel apprehensive even touching his shoulders. You wonder if the bet is worth giving him what he wants.<br>
<</if>>
<br>
<<ActionsHeader>>
<<DanRound3Stat>>
<<StatCheckGreedy "gt" _DanRound3Stat>>
<<set _StatGreedyProbability to _StatGreedyProbability + " Try to convince him you know how to be ruthless">>
<<if _StatCheckGreedy is true>>
<<link _StatGreedyProbability "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "DanRuthlessPass">><</link>><br>
<<else>>
<<link _StatGreedyProbability "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "DanRuthlessFail">><<Greedy 1>><</link>><br>
<</if>>
<<link "Relent and give him a massage" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "DanMassage">><<PotPressure 1>><<Feminity 1>><</link>><br>
<<CompulsionCheck "OldFashionedValues">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Old Fashioned Values] </span><s>Tell him that's not all women can do</s> - <i>You can't seem to argue with him on this</i><br>
<<else>>
<<link "Tell him that's not all women can do" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "DanNotAll">><</link>>
<</if>>
<</if>>
<<elseif $TempPoker4cRound3 is "DanRuthlessPass">>
"You think I can't be ruthless?" you say, arching an eyebrow.<br>
<br>
Dan smirks as a reply. "We're not talking cat scratches here, love. This is combat."<br>
<br>
You glance back to the table, eyeing the players briefly, then turn to Dan and smile. "Jake's got nothing. Your boss is running scared. Harrow thinks he's already won."<br>
<br>
Jake growls. Thompson glares. Harrow watches with amusement.<br>
<br>
"And what makes you think you've got the lot of us read?" Dan murmurs.<br>
<br>
You flick your eyes around the table without dropping the smile. "I'm a woman in a room of men too drunk to hide what they're thinking. None of you are exactly subtle."<br>
<br>
Dan holds your gaze for a moment longer, then bellows out a laugh and throws a stack of chips into the centre.<br>
<br>
"She's a real minx, lads," he says, looking around at the table. "I see a future with her. Maybe I'll slip a ring on it when she's ready."<br>
<br>
"What do you say, sweetheart?" Dan asks, turning back to you as he continues to cackle. "Would you like that? Being a good little housewife to Dan, pandering to my needs at home?"<br>
<br>
It's all phrased like a question, but behind his smirk you see a sense of anticipation from him.<br>
<br>
<i>Are you really going to entertain this?</i><br>
<br>
<<ActionsHeader>>
<<link "Tell him you’d be a good housewife to him" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "DanHousewife">><<PotPressure 1>><<Feminity 1>><</link>><br>
<<link "Tell him you have other ambitions" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "DanAmbitions">><</link>>
<<elseif $TempPoker4cRound3 is "DanRuthlessFail">>
"You think I can't be ruthless?" you say, arching an eyebrow.<br>
<br>
Dan smirks. "We're not talking cat scratches here, love. This is combat."<br>
<br>
You glance back to the table, eyeing the players, then turn to Dan and smile. "Jake's got nothing. Your boss is running scared. Harrow thinks he's already won."<br>
<br>
Jake growls. Thompson glares. Harrow watches with amusement.<br>
<br>
"And what makes you think you've got the lot of us read?" Dan presses.<br>
<br>
You hesitate, and the certainty falters with it.<br>
<br>
Dan cackles. "See, lads? Girls don't have the guts for a table like this. Too soft."<br>
<br>
He rolls his shoulders, and you hear his back crack. "Better to use those soft skills on something else." He grins at you. "Those knots aren't working themselves out of my muscles. Go on, princess. Show me how well you can use your hands."<br>
<br>
Another cackle. The table grows tense.<br>
<br>
<<ActionsHeader>>
<<link "Relent and give him a massage" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "DanMassage">><<PotPressure 1>><<Feminity 1>><</link>><br>
<<CompulsionCheck "OldFashionedValues">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Old Fashioned Values] </span><s>Tell him that's not all women can do</s> - <i>You can't seem to argue with him on this</i><br>
<<else>>
<<link "Tell him that's not all women can do" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "DanNotAll">><</link>>
<</if>>
<<elseif $TempPoker4cRound3 is "DanMassage">>
"All right," you say quietly, stepping behind him.<br>
<br>
Dan takes his arm off the back of his chair and turns to face the table, expectant. As you step up, you smell his heavy cologne. You set your hands on his shoulders, and the shirt is damp under your fingers.<br>
<br>
"There it is." Dan leans into your palms. "Don't be afraid to dig in, sweetheart. There's knots that have been there since I closed my last big deal." He looks around for an audience and cackles.<br>
<br>
You press your thumbs into the muscle. His shoulders are tighter than you expected for a man who looks this comfortable.<br>
<br>
Dan groans, low. "Good girl." He picks up his glass with one hand and raises it in a toast to himself. "Definite wifey material, this one. Speaking of."<br>
<br>
He reaches for his chip stack with his free hand and pushes a stack forward. "Can't let the lady down. I reckon Dan's soon got a honeymoon suite to pay for."<br>
<br>
Dan tilts his head back to look up at you, the smirk inches from your face. "What do you say, sweetheart? You'd like that, wouldn't you? Being a good little housewife to Dan, pandering to my needs at home."<br>
<br>
He doesn't blink. "Go on. Tell me."<br>
<br>
<i>He wants you to say it.</i><br>
<br>
<<ActionsHeader>>
<<link "Tell him you’d be a good housewife to him" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "DanHousewife">><<PotPressure 1>><<Feminity 1>><</link>><br>
<<link "Tell him you have other ambitions" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "DanAmbitions">><</link>>
<<elseif $TempPoker4cRound3 is "DanHousewife">>
You take a breath and meet his eye. "Yes, Dan. I'd be a very good housewife for you."<br>
<br>
"And?" he prompts. "What else?"<br>
<br>
"And I'd pander to your needs at home."<br>
<br>
Dan's grin widens. He laughs, but it's free of the cackle this time, almost genuine. "Now we're talking, sweetheart."<br>
<br>
He picks up his chip stack and tosses it forward. He looks around the table with the satisfaction of a man who's just bought something at a discount. "She's the jackpot, lads. Better get your best suits dry cleaned."<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "Advance">><</link>>
<<elseif $TempPoker4cRound3 is "DanAmbitions">>
"I have other ambitions than that," you say.<br>
<br>
Dan's grin falters. "Do you now?" His eyes narrow. "And what would those be?"<br>
<br>
You hold his eyes. "Just not a housewife."<br>
<br>
Dan grunts and looks around the table, irritated. "Phillips needs sorting out, lads. Someone's been putting too many ideas in her pretty head."<br>
<br>
<<GetPCState "job">>
<<if _job is "Fired">>
"There's a reason I gave her the boot," Thompson comments.<br>
<<else>>
"There's a reason her work is like it is," Thompson comments.<br>
<</if>>
<br>
There is murmuring around the table. When it comes to Dan's turn, he checks, more interested in seeing who's backing him up than playing the round.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "Advance">><</link>>
<<elseif $TempPoker4cRound3 is "DanNotAll">>
"That's not all women can do," you say.<br>
<br>
Dan's grin falters. "Oh really?" His eyes narrow. "You think you've got what it takes to put on a pair of trousers and compete with us in a man's world?"<br>
<br>
You glance at the table. "Based on you, yes."<br>
<br>
Thompson sniggers. Dan's nostrils flare and he swings his chair toward the table, irritated. "What kind of ideas have you got, Phillips?"<br>
<br>
"She thinks she's a man," Thompson adds, still sniggering.<br>
<br>
There is murmuring around the table. When it comes to Dan's turn, he checks, more interested in seeing who's backing him up than playing the round.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "Advance">><<PokerNightDanApproval -1>><</link>>
<<elseif $TempPoker4cRound3 is "Jake">>
You pick up a drink from the trolley and cross the room towards Jake, taking a deep breath as you approach.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingFemalePC">>
When Jake sees you approach, he grins. He pays little attention to his cards. Instead, his eyes don't leave your dress, sliding down to the hem and back up before settling somewhere in the direction of your breasts.<br>
<<else>>
When Jake sees you approach, he grins. He pays little attention to his cards. Instead, he briefly looks at your dress, paying attention to your chest mostly. But he meets your eyes again as you approach.<br>
<</if>>
<br>
You set the drink down beside him.<br>
<br>
<<if $PokerNightChampion is "Jake">>
Before you can step back, Jake turns to the table without lowering his voice. "My girl. Better win some cash so I can show her a good time later." He shoves a stack of chips into the centre with his free hand, and Thompson grunts and matches. Dan whistles and follows.<br>
<br>
The pot grows before you've finished setting the drink down. You take a step back, and he watches you walk away with a possessive grin.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "Advance">><<PotPressure 2>><<SetFlag "TempPokerNightRound3ChampionCardsKnown">><</link>>
<<else>>
You make a conscious effort to look at his chips. "Not trying your luck?" you murmur.<br>
<br>
"What? You angling for a piece of my winnings?" he says, the volume pitched so the table hears.<br>
<br>
Jake snorts as he looks at you with a leer. "Why don't you have a seat?"<br>
<br>
That stops you in your tracks. You look around instinctively, but all the seats are taken.<br>
<br>
The soft grinding of the chair legs on the carpet is enough to make you realise what he means. Jake pats his trousers, looking up at you. "Here, sweet cheeks. Here's your chair."<br>
<br>
<<if $current.drunk gte 3>>
As you look down at him, the room tilts gently when you turn your head. The chip-stacks at Harrow's elbow have doubled, or maybe they're the same, you can't quite tell. There's nothing wrong with sitting down for a moment, is there? You've been on your feet for an hour.<br>
<br>
<i>Listen to yourself.</i><br>
<<elseif $current.drunk gte 1>>
As you look down to him, you notice the whisky has caught up. There's a soft warmth at the base of your skull, and your fingertips feel further away than they ought to. His request is vulgar, but it isn't the worst thing you've been asked tonight. There's no harm in it, is there?<br>
<<else>>
Free from the effects of alcohol, you see Jake's hand on his lap and try not to recoil. You weigh the cost of refusing against the cost of complying. Is the bet worth getting close to him?<br>
<</if>>
<br>
<<ActionsHeader>>
<<JakeRound3Stat>>
<<StatCheckOrientation "gt" _JakeRound3Stat "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to flirt with him by standing">>
<<if _StatCheckOrientation is true>>
<<link _StatOrientationProbability "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "JakeStandPass">><</link>><br>
<<else>>
<<link _StatOrientationProbability "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "JakeStandFail">><<Orientation 1>><</link>><br>
<</if>>
<<link "Sit in his lap" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "JakeSit">><<PotPressure 1>><<Orientation 1>><</link>><br>
<<CompulsionCheck "BoyCrazy">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Boy Crazy] </span><s>Shake your head and return to the table</s> - <i>You can't seem to say no</i><br>
<<else>>
<<link "Shake your head" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "JakeShakeHead">><</link>>
<</if>>
<</if>>
<<elseif $TempPoker4cRound3 is "JakeStandPass">>
"Wouldn't it be a better view from up here?" you murmur, leaning down beside his ear and running your fingers over the front of your chest.<br>
<br>
Jake's eyes follow your fingers. He sits idle as you lean over him.<br>
<br>
You pull back, grinning at him. He returns the smile. "I want to do more than look," he murmurs.<br>
<br>
Leaning forward, you put your mouth to his ear. "Maybe later. If you can afford it."<br>
<br>
<i>Soliciting now, are you?</i><br>
<br>
You relax when you see him push a stack of chips into the table. But the relief is only momentary. His hand moves from the table and against your bum, pushing you forward. You can't help but take a step and find his thigh between your legs. He continues to pull you towards him, grinning.<br>
<br>
<i>Are you going to give him a lap dance now?</i><br>
<br>
"Settle her, Jake," Harrow says from across the felt.<br>
<br>
Jake doesn't relent. "She likes it. Don't you, sweet cheeks?" His fingers paw at your bum, trying to pull you down on him. "Show them."<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingFemalePC">>
As he pulls, you feel the hem of your dress lifting as his thigh rides up between your legs. The table is behind you. If you don't stop him, it's going to show the players what's underneath.<br>
<<else>>
As he pulls, you feel the hem of your dress lifting as his thigh rides up between your legs. The table is behind you. If you don't stop him, it's going to lift up high.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Drop on to Jake’s thigh" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "JakeDrop">><<PotPressure 1>><<Orientation 1>><</link>><br>
<<link "Pull away quickly" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "JakePullAway">><</link>>
<<elseif $TempPoker4cRound3 is "JakeStandFail">>
"Wouldn't it be a better view from up here?" you say, wincing as you hear your voice come out less sultry than you intended.<br>
<br>
"Sit." Jake replies, patting his thigh again, the way you'd call a dog. "I'm not asking twice."<br>
<br>
Dan chuckles into his glass. Thompson grunts. Harrow's expression doesn't shift, but his eyes are on you now.<br>
<br>
<<ActionsHeader>>
<<link "Sit in his lap" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "JakeSit">><<PotPressure 1>><<Orientation 1>><</link>><br>
<<CompulsionCheck "BoyCrazy">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Boy Crazy] </span><s>Shake your head and return to the table</s> - <i>You can't seem to say no</i><br>
<<else>>
<<link "Shake your head" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "JakeShakeHead">><</link>>
<</if>>
<<elseif $TempPoker4cRound3 is "JakeDrop">>
You let your resistance wane and fall forward, putting your arms around Jake's neck for balance. His thigh rides up between your legs and you feel it press against your underwear.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingFemalePC">>
The underwear that you know is on display for any player who looks behind you. The short dress has bunched up around your waist.<br>
<<else>>
Your dress is long enough that it's not on display to the rest of the table, but you know it's bunched up over Jake's thigh, revealing a large amount of your legs to the room.<br>
<</if>>
<br>
You look down, meeting Jake's eyes. He seems on the edge of throwing you to the floor. The lust burns brightly. A smile forms on your lips and you can't help it. His thigh bounces up and down, rubbing against your clit.<br>
<br>
"Keep the petting for the backseat," you hear Harrow say. "I'm sure Jake will be more than happy to take you home."<br>
<br>
You look back over your shoulder at the table. Dan is watching you with a grin. Thompson stares, dumbfounded. Harrow smiles with satisfaction.<br>
<br>
You slide off Jake and brush down your skirt. "Sorry," you mutter to Harrow. "Got caught in the moment."<br>
<br>
"Quite," he replies, raising an eyebrow.<br>
<br>
Jake snorts and throws in a few more chips. "Think I'll need to treat her to dinner one night."<br>
<br>
You watch the bet increase, trying not to think about what Jake will expect for that dinner.<br>
<br>
<i>Are you considering going on a date with him?</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "Advance">><</link>>
<<elseif $TempPoker4cRound3 is "JakePullAway">>
You quickly twist off to the side. Jake's hand snaps around and he's forced to let go of you. The hand falls away. Jake grunts, low.<br>
<br>
"Suit yourself." His grin is gone. The chips he was about to throw in stay on his stack instead.<br>
<br>
"Bit of a tease, isn't she?" Dan cackles.<br>
<br>
"Manners, Mr Mendel," Harrow interrupts, giving him a look.<br>
<br>
"She'll come around," Jake retorts. But after he says it, he glares back at you.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "Advance">><<PokerNightJakeApproval -1>><</link>>
<<elseif $TempPoker4cRound3 is "JakeSit">>
You take a deep breath and turn to face the table, dropping back onto Jake's lap. You feel his trousers pressing against your bum. His hand settles on your leg almost before you're fully down, above the knee.<br>
<br>
"How romantic," Harrow says with a degree of sarcasm. "Now. Your bet, Jake."<br>
<br>
Jake snorts and throws in a number of chips. The round continues, with people paying little more attention to you.<br>
<br>
That is, apart from Jake. His hand caresses your knee, then begins to drift upward.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingFemalePC">>
With your dress hem so high, there's little to stop him. The poker table blocks the view, but you feel his fingers push between your legs, his tips clutching at the inner of your thigh.<br>
<<else>>
Your dress gets in the way, but he pushes against the fabric. The poker table blocks the view, but you feel his fingers push between your legs, pulling your dress up as his tips clutch at the inner of your thigh.<br>
<</if>>
<br>
<<if $current.drunk gte 3>>
In spite of yourself, you find yourself giggling. The room seems to spin, and the chips on the table multiply as your vision blurs.<br>
<<elseif $current.drunk gte 1>>
In spite of yourself, you find yourself smiling. The room seems bright and hazy. The chips are unclear on the table.<br>
<<else>>
You grimace as you feel his rough hands on your skin. With no alcohol to take the edge off the situation, the sensation is clear and sharp.<br>
<</if>>
<br>
Jake's hand slides higher. He pretends to watch the table, but his mouth is close to your ear. "Don't move," he says, low. "You're going to enjoy this."<br>
<br>
<<ActionsHeader>>
<<link "Let him touch you" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "JakeTouch">><<PotPressure 1>><<Orientation 1>><</link>><br>
<<link "Push his hand away" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "JakePushHand">><</link>>
<<elseif $TempPoker4cRound3 is "JakeTouch">>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingFemalePC">>
You don't make a sound to stop him. Jake's hand pushes up between your legs. Your dress rises up and you feel his fingers brushing against your underwear.<br>
<<else>>
You don't make a sound to stop him. Jake's hand pushes up between your legs. Your dress rises up and you feel his fingers brushing through it against your underwear.<br>
<</if>>
<br>
Jake's fingers rub over your mound, sending pleasurable sensations up through your nervous system. You have to bite your lip to hold in a gasp.<br>
<br>
Looking around the table, you see a few eyes on you. Dan is now watching you more than the table. Thompson is smirking. Harrow seems to be the only one looking at his cards. But you see a brief glance your way with a knowing grin.<br>
<br>
"I thought I told you to save it for the car, Jake," he murmurs.<br>
<br>
Jake's fingers suddenly drop away. "Sorry, teach."<br>
<br>
<<if _CurrentOutfit is "PokerRevealingFemalePC">>
You instinctively reach down and pull at your hem, covering your underwear again. You feel yourself blushing.<br>
<<else>>
You instinctively reach down and pull at your dress, covering your legs again. You feel yourself blushing.<br>
<</if>>
<br>
"It's your turn again," Harrow continues.<br>
<br>
Jake shrugs dismissively and throws a few chips into the centre. You watch them land but look away from the players as your cheeks grow red.<br>
<br>
You feel Jake's hands push you off him and you fall forward, landing on your heels. "I've got man's stuff to do now."<br>
<br>
The dismissal is loud and clear. But as you nod and begin to walk off, he smirks. "I'll see you later, though."<br>
<br>
<i>And don't pretend you're not thinking about it.</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "Advance">><</link>>
<<elseif $TempPoker4cRound3 is "JakePushHand">>
You catch his wrist with both hands and lift it away from your thigh. Jake mutters something and seems to try to put it back between your legs, but you push it off once more.<br>
<br>
The chair legs scrape against the carpet as he pushes the chair back and throws you to the side. You land, just, on your feet. "Tease," he spits.<br>
<br>
Dan snorts into his glass, watching the whole thing with quiet enjoyment. "Maybe stick to Chrissie, mate. She's got more give in her."<br>
<br>
Jake throws him a look. When it comes to his turn, he checks. And doesn't again meet your eyes.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "Advance">><<PokerNightJakeApproval -1>><</link>>
<<elseif $TempPoker4cRound3 is "JakeShakeHead">>
You shake your head once and step back from the chair. His hand reaches for you, finds nothing, and falls.<br>
<br>
Jake's grin sours. "Frigid." He says it loud enough for the table to hear.<br>
<br>
No one disagrees. Dan, Harrow, Thompson. They all watch you walk away, each with a different type of suspicion. But it's there.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "Advance">><<PokerNightJakeApproval -1>><</link>>
<<elseif $TempPoker4cRound3 is "Thompson">>
You pick up a glass and move towards Thompson, watching as he sits slumped in his chair. His cheeks glow from the alcohol, but he still clutches an empty glass in hand like a weapon.<br>
<br>
He leers drunkenly as you approach, making no attempt to hide his cards. A pair of jacks.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingFemalePC">>
His eyes flick across your bare back then to your face. He doesn't say anything, but a sneer appears across his lips.<br>
<<else>>
His eyes flick across your dress and back to your face. He doesn't say anything, but he watches you move.<br>
<</if>>
<br>
<<if $PokerNightChampion is "Thompson">>
Before you can step closer, Thompson turns to the table without lowering his voice. "Time to stop being polite about this." He pushes a heavy stack of chips into the centre with his free hand. Dan grunts and matches. Jake mutters but follows.<br>
<br>
The pot grows before you've finished setting the drink down. Thompson glances at you with the smallest nod, then turns his attention back to his cards.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "Advance">><<PotPressure 2>><<SetFlag "TempPokerNightRound3ChampionCardsKnown">><</link>>
<<else>>
"How's the hand treating you?" you ask quietly, leaning down a fraction. You make a conscious effort to look at his chips, not his cards.<br>
<br>
<<GetPCState "job">>
<<if _job is "Fired">>
"Better, since you appeared with a drink," he says, loud enough for the table to hear. "Pity I let her go. Maybe I'll consider reinstating her, if she remembers what a good secretary does."<br>
<<else>>
"Better, since you appeared with a drink," he says, loud enough for the table to hear. "Phillips knows her place. Performs well when she's told what to do."<br>
<</if>>
<br>
Dan snorts into his glass but doesn't say anything.<br>
<br>
As you go to set the drink down in front of him, he stops you and leans close to your ear. "Do me a favour, would you, girl? Show me how well you can follow orders."<br>
<br>
You meet his eyes, holding the drink over him. His eyes run up and down your body as his smile grows.<br>
<br>
"Lean over the table when you put it down," he murmurs at your ear. "Give the boys something to look at. Let me see what I can do with this hand without them watching me."<br>
<br>
He sits back, turning to the table. You stand just over him, drink poised to be set down, seeing the other players watching you.<br>
<br>
<<if $current.drunk gte 3>>
The room hasn't quite stopped moving since you stood up from the trolley. The alcohol is having an impact. You consider his offer. There's nothing wrong with bending over a table a little, is there? If it helps push his confidence to bet?<br>
<<elseif $current.drunk gte 1>>
The whisky has caught up. There's a warmth in your cheeks and you can't quite know for sure how far the table is from you. His request is small. A favour. There's no harm in it, is there?<br>
<<else>>
Free from the effects of alcohol, you see the ask for what it is. To accommodate him, you'll have to bend over in front of him. You weigh getting him to bet more against the cost of all the table's eyes on you.<br>
<</if>>
<br>
<<ActionsHeader>>
<<ThompsonRound3Stat>>
<<StatCheckAssertive "gt" _ThompsonRound3Stat>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to convince him you don’t need to do that">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "ThompsonConvPass">><</link>><br>
<<else>>
<<link _StatAssertiveProbability "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "ThompsonConvFail">><<Assertive 1>><</link>><br>
<</if>>
<<link "Obey and lean over the table" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "ThompsonObey">><<PotPressure 1>><<Assertive -1>><</link>><br>
<<CompulsionCheck "DutifulDoer">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Dutiful Doer] </span><s>Shake your head</s> - <i>You can't seem to argue with him</i><br>
<<else>>
<<link "Shake your head" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "ThompsonShake">><</link>>
<</if>>
<</if>>
<<elseif $TempPoker4cRound3 is "ThompsonConvPass">>
You let your eyes turn back to Thompson and lean over him, rolling your shoulders as you do. "I'm sure you'd get a better view if I was standing. You, and the rest of the table."<br>
<br>
Looking back to the table as if to emphasise, you smile at the players. All eyes are firmly on you. "See?" you murmur back to Thompson.<br>
<br>
He looks at you, then chuckles. You smell the alcohol on the air that escapes his lips. "Know how to work a room, do you, girl? Good skills for front desk, that is."<br>
<br>
He throws in a few chips as you put the drink down on the table. You go to walk away, but he puts his arm out to block you. "Think you should stay," he murmurs. "For a bit. Just for show."<br>
<br>
You give him a light shrug, but stand upright at his side, taking his empty glass from him and watching the table.<br>
<br>
<i>Like an assistant. Next to her boss.</i><br>
<br>
The betting continues. The looks return to the table.<br>
<br>
As you stand at his elbow, you feel it. Thompson's huge paw, pressing against your bottom through your dress.<br>
<br>
"Don't move," he says quietly. "A good secretary follows orders."<br>
<br>
<<ActionsHeader>>
<<link "Do as he says" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "ThompsonDoAsSays">><<PotPressure 1>><<Assertive -1>><</link>><br>
<<link "Step out of his reach" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "ThompsonStepOut">><<Assertive 1>><</link>>
<<elseif $TempPoker4cRound3 is "ThompsonConvFail">>
You let your eyes turn back to Thompson. "I'm sure you'd get a better view if I was standing."<br>
<br>
Thompson looks back to the table, but only briefly. "A good secretary doesn't question orders," he mutters. "Do as I say, girl."<br>
<br>
He holds your gaze, unflinching. Waiting for you to respond.<br>
<br>
<<ActionsHeader>>
<<link "Obey and lean over the table" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "ThompsonObey">><<PotPressure 1>><<Assertive -1>><</link>><br>
<<CompulsionCheck "DutifulDoer">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Dutiful Doer] </span><s>Shake your head</s> - <i>You can't seem to argue with him</i><br>
<<else>>
<<link "Shake your head" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "ThompsonShake">><</link>>
<</if>>
<<elseif $TempPoker4cRound3 is "ThompsonDoAsSays">>
You take a deep breath and force your muscles to tense. You stay motionless, letting his hand fumble your buttcheek through your dress.<br>
<br>
"Good girl," he mutters as he leans in, tossing a few more chips into the pot.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingFemalePC">>
His hand skirts towards the hem of the dress, then reaches up underneath it. You bite your lip as you feel your dress rise, his hand rubbing your underwear and fondling your cheeks. Then it moves further down.<br>
<<else>>
His hand pulls at the fabric of the dress, pushing the material into the crack between your arse cheeks. You bite your lip as you feel his hand rubbing your underwear through the dress, fondling your bum. Then it moves further down.<br>
<</if>>
<br>
You feel blood rushing to your face as you stare back at the players. Jake watches with confused interest from the other side of the table. Harrow looks up briefly from his cards with a small smile. To your right, Dan can see exactly what Thompson is doing, and his grin reaffirms his appreciation.<br>
<br>
A gasp escapes your lips as you feel Thompson's finger brush against the entrance to your arse, nudging in just a little. The players look to you with interest. There is now no question what Thompson is doing.<br>
<br>
"Looks like the boss has found a new PA," Dan cackles.<br>
<br>
The hand pulls back and you turn to see Thompson smirking at you. You brush down your dress and step away.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "Advance">><</link>>
<<elseif $TempPoker4cRound3 is "ThompsonStepOut">>
You quickly take a step to the side, moving just enough away from Thompson to free yourself from his grip. His hand drops and you see a mouth full of teeth snarling back at you.<br>
<br>
"Doesn't look like she's a team player, boss," Dan cackles.<br>
<br>
You say nothing. Eventually Thompson turns away from you and back to the table. But when it comes to his turn, he just checks. He keeps glaring back to you, his attention no longer on the game.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "Advance">><<PokerNightThompsonApproval -1>><</link>>
<<elseif $TempPoker4cRound3 is "ThompsonObey">>
You give him a polite smile, then take a deep breath. You lean forward, setting the drink down. But you hold the position. You don't move, bent at the waist, perched on your hands, leant over the edge of the poker table.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingFemalePC">>
The other players look at you without hesitation. You hold an innocent smile, but you see where their eyes are looking. Down your low-cut dress. At this angle, your breasts are on full display.<br>
<<else>>
The other players look at you without hesitation. You hold an innocent smile, but you see where their eyes are looking. Down at your dress. At this angle, the dress holding in your breasts is brushing the felt.<br>
<</if>>
<br>
"Taking a closer look at the game, Phillips?" Harrow mutters with a smile.<br>
<br>
Thompson leans forward next to you, tossing in a few chips. "Good girl," he mutters as he does so. "Hold it there."<br>
<br>
You look around the table, not moving. Jake sneers as his eyes take you in. Dan grins as his gaze keeps returning to you.<br>
<br>
<<if $current.drunk gte 3>>
You find yourself giggling. The room seems to spin. There's no harm with a little distraction for the players, is there?<br>
<<elseif $current.drunk gte 1>>
You find yourself smiling. The room seems bright and hazy. This is a simple thing to do for getting the pot to increase, isn't it?<br>
<<else>>
You grimace whilst you hold the position. You wish you had at least a little alcohol running through your body to dull the shame that courses through you.<br>
<</if>>
<br>
Then you jolt as you feel a hand on your bum. Thompson's rough hand. The smell of alcohol signals him leaning close to your ear. "Don't move. A good secretary follows orders."<br>
<br>
<<ActionsHeader>>
<<link "Don’t move from the position" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "ThompsonHold">><<PotPressure 1>><<Assertive -1>><</link>><br>
<<link "Wriggle his hand away" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "ThompsonWriggle">><<Assertive 1>><</link>>
<<elseif $TempPoker4cRound3 is "ThompsonHold">>
You hold your smile to the players as you force your body to stiffen. The betting continues, but all attention is on you now. Thompson leans forward, the smell of alcohol on his breath permeating the air.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingFemalePC">>
His hand skirts underneath the hem of your dress, already ridden high by your position. It touches your underwear, then snakes down between your arse cheeks and roughly brushes across your clit. You can't help but gasp.<br>
<<else>>
His hand skirts over your dress, pushing the fabric further in between your thighs. Through the fabric his hand touches your underwear, then snakes down between your arse cheeks and roughly brushes across your clit. You can't help but gasp.<br>
<</if>>
<br>
"Have some decorum, Tucker," Harrow mutters, rolling his eyes. "We're at a poker table, not your office."<br>
<br>
The hand drops away. You hear Thompson snort near your ear. "Force of habit."<br>
<br>
Harrow meets your eyes, watching you carefully. "Quite."<br>
<br>
Thompson sniggers and throws in a few chips. "You're dismissed, girl. For now."<br>
<br>
At his command, you stand upright and brush down your dress. The eyes of the table are all on you.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "Advance">><</link>>
<<elseif $TempPoker4cRound3 is "ThompsonWriggle">>
You wriggle dramatically, drawing every eye your way. Thompson's hand drops away immediately. You hold the position for a moment longer, then return to standing upright. When you meet Thompson's eyes, he returns your look with one of simmering anger.<br>
<br>
Dan cackles as he glances between you. "Maybe she's not secretary material, after all."<br>
<br>
On Thompson's turn, he just checks. He keeps glaring back to you, his attention no longer on the game.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "Advance">><<PokerNightThompsonApproval -1>><</link>>
<<elseif $TempPoker4cRound3 is "ThompsonShake">>
You shake your head. "I'm not doing that," you reply quietly.<br>
<br>
There is a snigger from Dan and you realise he's been listening to the exchange. "Maybe she's not secretary material, after all."<br>
<br>
On Thompson's turn, he just checks. He glares back to you, his attention no longer on the game.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "Advance">><<PokerNightThompsonApproval -1>><</link>>
<<elseif $TempPoker4cRound3 is "Harrow">>
<<if $PokerNightMaisieRivalry gte 1>>
You pick up a glass and step forward towards Harrow, but Maisie's hand closes over yours before you can move. "I've got this one," she smiles, taking the drink from you.<br>
<br>
She sways over to Harrow and puts the glass down effortlessly. He thanks her and returns to the game. Without missing a beat, she turns and glides back to the table, retaining her smile as she does so.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "Advance">><</link>>
<<else>>
You pick up a glass and cross to Harrow. He sits watching the other players, almost like an observer rather than a player.<br>
<br>
Harrow looks up at your approach. His smile is polite and he reaches out to take the glass as you near. "Thank you, Miss Phillips."<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingFemalePC">>
His eyes drift down to your dress, then back up once he realises what he's doing. He forces himself to look forward, keeping his attention on the cards.<br>
<<else>>
His eyes briefly drift down to your dress, but then his attention is back on the table and the cards.<br>
<</if>>
<br>
"Anything else I can get you?" you ask.<br>
<br>
Harrow glances up at you. "How considerate. Funny how serving drinks brings out another side of women. A shame your sister doesn't share your aptitude for pleasantries. Especially in her school pursuits."<br>
<br>
The round comes around to Harrow. He holds a chip up between two fingers, turning it as if examining a coin. "Not every girl has it in her, of course," he murmurs. "The academic inclination. It's not your fault. But it limits your choices. For your future."<br>
<br>
Then he sets the chip down on the felt. Not quite committing it. Not yet. "Here's a question for you that Mr Rogers would appreciate. If I want to match the bet, how many more chips would I need to commit to do so?" Harrow looks briefly your way with a smile and gestures to his spare chips. "Why not bet for me this round? Just match the others. I'm sure you are sharper than your sister."<br>
<br>
<<if $current.drunk gte 3>>
You turn from Harrow's gaze and look to the pot. You can't seem to focus on the amount of chips already committed. You can just about make out that Harrow only needs to bet the single chip to match. If he's being genuine, you could push more than necessary to raise the pot.<br>
<br>
Unless that is, you've got it wrong. Being drunk isn't helping with your confidence.<br>
<<elseif $current.drunk gte 1>>
You turn from Harrow's gaze and look to the pot. You can see the chips clearly, but your mind feels slow from the alcohol. You can just about make out that Harrow only needs to bet the single chip to match. If he's being genuine, you could push more than necessary to raise the pot.<br>
<br>
Unless that is, you've got it wrong. Being tipsy isn't helping with your confidence.<br>
<<else>>
You turn from Harrow's gaze and look to the pot. He only needs to bet the single chip to match. But if he's being genuine, you could push more than necessary to raise the pot.<br>
<br>
But you'd look the fool in front of the group, if you cared.<br>
<</if>>
<br>
<<ActionsHeader>>
<<StatCheckIntelligence "gt" 60>>
<<set _StatIntelligenceProbability to _StatIntelligenceProbability + " Try to persuade him that betting more is the smart choice">>
<<if _StatCheckIntelligence is true>>
<<link _StatIntelligenceProbability "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "HarrowPersuadePass">><</link>><br>
<<else>>
<<link _StatIntelligenceProbability "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "HarrowPersuadeFail">><<Intelligence 1>><</link>><br>
<</if>>
<<CompulsionCheck "ModelStudent">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Model Student] </span><s>Bet a larger, incorrect amount</s> - <i>You can't bear the thought of getting an academic challenge wrong</i><br>
<<else>>
<<link "Bet a larger, incorrect amount" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "HarrowBetWrong">><<Intelligence -1>><<PotPressure 2>><</link>><br>
<</if>>
<<link "Bet the right amount" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "HarrowBetRight">><<Intelligence 1>><<PotPressure 1>><</link>>
<</if>>
<<elseif $TempPoker4cRound3 is "HarrowPersuadePass">>
"If you only match," you say, "you're handing Jake the pace of the round. He's leaking chips and he knows it. Raise now, set the rate yourself, and you cap his runway before he gets reckless."<br>
<br>
Harrow looks up at you, curious and intrigued. "How wise," he murmurs, before gesturing to his chips. "Go ahead."<br>
<br>
You cautiously take a few chips from his stack and add them to his single bet, then push them forward. He makes no attempt to stop you.<br>
<br>
"Looks like the bet just increased. Thanks to Miss Phillips's astute observation." He looks back to you. "Careful though. That canny eye may yet get you in trouble."<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "Advance">><<PotPressure 2>><</link>>
<<elseif $TempPoker4cRound3 is "HarrowPersuadeFail">>
"If you only match," you say, "you're handing the round to the others."<br>
<br>
"How so?" he says, almost curious.<br>
<br>
"They'll be able to decide how to bet," you mutter, barely convincing yourself.<br>
<br>
"I can raise next time," Harrow says. "I'm afraid your logic is flawed, Miss Phillips."<br>
<br>
He gestures to his chips. "Now. Decide how much I should bet to match. And only match." He offers you a smile. "You can do that, can't you?"<br>
<br>
<<ActionsHeader>>
<<CompulsionCheck "ModelStudent">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Model Student] </span><s>Bet a larger, incorrect amount</s> - <i>You can't bear the thought of getting an academic challenge wrong</i><br>
<<else>>
<<link "Bet a larger, incorrect amount" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "HarrowBetWrong">><<Intelligence -1>><<PotPressure 2>><</link>><br>
<</if>>
<<link "Bet the right amount" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "HarrowBetRight">><<Intelligence 1>><<PotPressure 1>><</link>>
<<elseif $TempPoker4cRound3 is "HarrowBetWrong">>
You try to hold back your instinct and reach out to Harrow's stack, adding a few more chips to his own bet. He sighs, but makes no attempt to stop you. When you push them to the centre, Dan cackles.<br>
<br>
"Surprised she can tie her own shoelaces, with a brain like that," Thompson comments.<br>
<br>
Harrow smiles with faux patience. "Really, Miss Phillips. Maybe you should be attending Mr Rogers' classes and not your sister."<br>
<br>
"Not like her nerdy sister," Jake mutters. "Doesn't even look like she can do maths."<br>
<br>
"I'm sure she can do other things," Dan throws in, cackling.<br>
<br>
For once, the other players join in his laughter. You walk away from the table, hearing the laughter continue. You just did it to increase the bet, didn't you? It was all part of the act.<br>
<br>
<i>Then why does it feel so personal?</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "Advance">><</link>>
<<elseif $TempPoker4cRound3 is "HarrowBetRight">>
You put a fingernail to the single chip and slide it into the pot. Exactly matching.<br>
<br>
Harrow looks from the table to you. "Maybe you are smarter than your sister." He picks up his glass and sips. "Mr Rogers will be interested to hear that maybe there's potential for Emily, yet."<br>
<br>
"You're giving her credit for pushing a chip in?" Jake interjects with a tone of hurt pride.<br>
<br>
Harrow gives him a thin smile. "Based on your academic performance, Jake, I'm not sure I could have asked the same from you." He smiles thinly. "Just be thankful you are on the football team."<br>
<br>
You hear a number of chuckles at Jake as you walk away from the table.<br>
<br>
<i>At the expense of increasing the bet, though.</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to "Advance">><</link>>
<<elseif $TempPoker4cRound3 is "Advance">>
The betting continues. Chips clink as the men add to the pot, one after another. You watch from the sideboard.<br>
<br>
<<Flag "TempPokerNightHarrowDrunk">>
<<if _FlagReturn is true>>
<<if $PokerGame.potPressure gte 5>>
Looking back to Harrow, you see him free of tension you hadn't even acknowledged. He lets out a laugh that turns into a hiccup. After covering his mouth, he pushes all of his chips into the pot.<br>
<br>
"Let's see what you've got, gentlemen."<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to undefined>><<SetFlag "TempPokerNightRound3HarrowAllIn">><<set $PokerNightRound3 to 3>><</link>>
<<else>>
Looking back to Harrow, you see him free of tension you hadn't even acknowledged. He lets out a laugh that turns into a hiccup. After covering his mouth, he pushes a large stack of his chips into the pot.<br>
<br>
"Let's up the ante, gentlemen."<br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to undefined>><<PotPressure 2>><<if $PokerNightRound3 is undefined>><<set $PokerNightRound3 to 1>><<else>><<set $PokerNightRound3 += 1>><</if>><</link>>
<</if>>
<<else>>
<<if $PokerGame.potPressure gte 6>>
Looking back to Harrow, you see him free of tension you hadn't even acknowledged. But he's restrained, only letting out a small smile. He pushes all of his chips into the pot.<br>
<br>
"Let's see what you've got, gentlemen."<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to undefined>><<SetFlag "TempPokerNightRound3HarrowAllIn">><<set $PokerNightRound3 to 3>><</link>>
<<else>>
Looking back to Harrow, you see him free of tension you hadn't even acknowledged. But he's restrained, only letting out a small smile. He pushes a large stack of his chips into the pot.<br>
<br>
"Let's up the ante, gentlemen."<br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4cRound3">><<set $TempPoker4cRound3 to undefined>><<PotPressure 1>><<if $PokerNightRound3 is undefined>><<set $PokerNightRound3 to 1>><<else>><<set $PokerNightRound3 += 1>><</if>><</link>>
<</if>>
<</if>>
<</if>><<if $TempPoker4cFinale is undefined>>
<<if $PokerNightFinale is undefined>>
Harrow shuffles the deck with both hands as he speaks, like a magician fanning a fresh pack. The other men are watching, looking between him and $PokerNightChampion.<br>
<br>
"Charlton rules, then," Harrow comments. "As per usual. Four cards each. You pick up three. The fourth stays face-down in front of you. Your hidden card."<br>
<br>
The deck flicks closed in his palm, then bridges open again.<br>
<br>
"One card to be turned in the middle. You may, at any point, swap one of your face-up cards for a new card from the deck. Once." He smiles. "Just once."<br>
<br>
He begins to deal, three cards face up to $PokerNightChampion, one face-down. "Best hand at the reveal takes the pot," he finishes. "Simple enough." Then he deals himself the same.<br>
<br>
$PokerNightChampion picks up the three cards. You look over, watching his face. He smirks, looking up at Harrow. The teacher looks at his own three with the same controlled expression he's been using all night. But you watch him keenly. He seems to relax.<br>
<br>
Whatever's there, he likes it. Even if $PokerNightChampion isn't bluffing, you aren't sure a hand will be enough to win.<br>
<br>
You mull over what you can do to help. And whether you should.<br>
<br>
<<ActionsHeader>>
<<link "Consider how to help" "DuncanManor4cFinale">><<set $TempPoker4cFinale to "HelpMenu">><</link>><br>
<<set _WatchLabel to "Watch to see what " + $PokerNightChampion + " does">>
<<link _WatchLabel "DuncanManor4cFinale">><<set $TempPoker4cFinale to "Watch">><</link>>
<<elseif $PokerNightFinale is 1>>
You drift back to looking at $PokerNightChampion, but Harrow's voice cuts the air.<br>
<br>
"A moment. Before you go any further. I've been considering the deal."<br>
<br>
Harrow glances over at you, smiles, then reaches into his suit pocket. He takes out a cassette tape and tosses it onto the felt.<br>
<br>
$PokerNightChampion stares at it. So do you.<br>
<br>
"What's that?" $PokerNightChampion asks.<br>
<br>
"A revision tape." Harrow says it pleasantly. "I was meaning to talk to Miss Phillips about it tonight, but this opportunity has presented itself. Since you two seem so… friendly."<br>
<br>
He glances at you across the room, smiling. "I've noticed Emily has been struggling in biology, lately. Her mind seems elsewhere. With graduation coming up, I'd hate to see her struggle. So I prepared this for her." His smile fades. "To listen to. While she sleeps."<br>
<br>
$PokerNightChampion looks between you, Harrow and the tape, eyes narrowed.<br>
<br>
"My necklace," Harrow continues, turning back to $PokerNightChampion. "In truth, is more valuable than the bet. But I'd be willing to overlook that. For new terms. You win, you still clean me out. But if you lose?" He looks back to you. "Miss Phillips gives me her word that Emily will start taking her studies more seriously. Beginning with that tape."<br>
<br>
The table stirs. Thompson shakes his head with disgust. "Not right to change the bet midway, Darcy."<br>
<br>
"Oh, come on, boss," Dan interrupts. "Pot's still the same value."<br>
<br>
<<if $PokerNightChampion is "Thompson">>
Thompson looks at the tape, then shrugs his shoulders. "Fine. I'll still clear you out." He looks back to you. "Just a tape, Phillips. I'm sure your sister won't care."<br>
<<elseif $PokerNightChampion is "Dan">>
Dan looks at the tape, then shrugs his shoulders. "Sure." He looks back to you. "Just a tape, sweetheart. Sure your sister won't care."<br>
<<elseif $PokerNightChampion is "Jake">>
Jake looks at the tape, then shrugs his shoulders. "Alright." He looks back to you. "Didn't think your nerdy sister needs it, though. Sure she won't mind."<br>
<</if>>
<br>
<i>I'm not so sure about that.</i><br>
<br>
<<ActionsHeader>>
<<link "Watch as the hidden card is overturned" "DuncanManor4cFinale">><<set $PokerNightFinale to 2>><<SetFlag "TempPokerNightCassetteDeal">><</link>>
<<elseif $PokerNightFinale is 2>>
$PokerNightChampion flips over his hidden card. Another queen.<br>
<br>
A pair of queens. Strong, but not a sure win. Harrow flips over his own card. An ace.<br>
<br>
<i>Last chance. Hold and hope, swap and gamble, or push him into trying for a better hand.</i><br>
<br>
<<ActionsHeader>>
<<if $PokerNightFinaleSwapHarrow is undefined>>
<<link "Consider how to help" "DuncanManor4cFinale">><<set $TempPoker4cFinale to "HelpMenu">><</link>><br>
<<set _WatchLabel to "Watch to see what " + $PokerNightChampion + " does">>
<<link _WatchLabel "DuncanManor4cFinale">><<set $TempPoker4cFinale to "Watch">><</link>>
<<else>>
<<link "Wait for the cards to be revealed" "DuncanManor4cFinale">><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</link>>
<</if>>
<<elseif $PokerNightFinale is 3>>
<<if $PokerNightFinaleSwap is undefined and $PokerNightFinaleSwapHarrow is true>>
Harrow turns his face-up cards. One king. One queen. A jack. With his revealed card, he's one short of a royal flush.<br>
<br>
"How dramatic," he murmurs, then flicks over the community card. A five.<br>
<br>
$PokerNightChampion has a pair of queens. Harrow has nothing.<br>
<br>
Harrow looks to the deck, his eyes lingering on his burned card on the top of the dealer's pile. "Fortune favours the brave," he mutters. "But perhaps not today."<br>
<br>
He flips over his burned card. Another king. He gambled away a pair of winning kings for a royal flush.<br>
<br>
<<ActionsHeader>>
<<link "Watch Harrow’s reaction" "DuncanManor4cFinale">><<set $TempPoker4cFinale to "Reaction">><<SetFlag "TempPokerNightWon">><</link>>
<<elseif $PokerNightFinaleSwap is undefined and $PokerNightFinaleSwapHarrow is undefined>>
Harrow turns his face-up cards. Two kings. One queen. Just a single pair, but still beats $PokerNightChampion's queens.<br>
<br>
"How dramatic," he murmurs, then flicks over the community card. The last queen.<br>
<br>
Three of a kind queens for $PokerNightChampion. He beats Harrow's pair.<br>
<br>
Harrow looks at $PokerNightChampion, forcing his smile. "Fortune favours the brave," he mutters. "But perhaps not today."<br>
<br>
<<ActionsHeader>>
<<link "Watch Harrow’s reaction" "DuncanManor4cFinale">><<set $TempPoker4cFinale to "Reaction">><<SetFlag "TempPokerNightWon">><</link>>
<<elseif $PokerNightFinaleSwap is true and $PokerNightFinaleSwapHarrow is undefined>>
At the last moment, you see $PokerNightChampion cast one of his face-up cards onto the dealer's pile and take a fresh one from the deck. His face falls as he looks at it.<br>
<br>
Harrow turns his face-up cards. Two kings. One queen.<br>
<br>
"How dramatic," he murmurs, then flicks over the community card. A king.<br>
<br>
Three of a kind kings. The pair of queens $PokerNightChampion has doesn't beat him. He's lost.<br>
<br>
Harrow looks at him, his smile wide. "Fortune favours the brave," he mutters. "But perhaps not today."<br>
<br>
<<ActionsHeader>>
<<link "Watch Harrow’s reaction" "DuncanManor4cFinale">><<set $TempPoker4cFinale to "Reaction">><<SetFlag "TempPokerNightLost">><</link>>
<<elseif $PokerNightFinaleSwap is true and $PokerNightFinaleSwapHarrow is true>>
Harrow turns his face-up cards. One king. One queen. A jack. With his revealed card, he's one short of a royal flush.<br>
<br>
"How dramatic," he murmurs, then flicks over the community card. A five.<br>
<br>
The pair of queens that $PokerNightChampion has beats him. He has nothing.<br>
<br>
Harrow looks to the deck, his eyes lingering on his burned card on the top of the dealer's pile. "Fortune favours the brave," he mutters. "But perhaps not today."<br>
<br>
He flips over his burned card. Another king. He gambled away a pair of winning kings for a royal flush. $PokerNightChampion glances at his own burned card. The nine he swapped. His gamble cost him nothing. Harrow's cost him everything.<br>
<br>
<<ActionsHeader>>
<<link "Watch Harrow’s reaction" "DuncanManor4cFinale">><<set $TempPoker4cFinale to "Reaction">><<SetFlag "TempPokerNightWon">><</link>>
<</if>>
<</if>>
<<elseif $TempPoker4cFinale is "HelpMenu">>
You glance at $PokerNightChampion. His tells are small but they're there. Harrow's are smaller still, but they're there too. You weigh what's in your power.<br>
<br>
<<ActionsHeader>>
<<Flag "TempPokerNightFinaleHarrowApproached">>
<<if _FlagReturn is false>><<link "Go over to Harrow" "DuncanManor4cFinale">><<set $TempPoker4cFinale to "GoHarrow">><<SetFlag "TempPokerNightFinaleHarrowApproached">><</link>><br><</if>>
<<Flag "TempPokerNightMaisieHelp">>
<<if _FlagReturn is true>><<link "Ask Maisie for help" "DuncanManor4cFinale">><<set $TempPoker4cFinale to "AskMaisie">><<SetFlag "TempPokerNightMaisieHelp" false>><</link>><br><</if>>
<<Flag "TempPokerNightFinaleChampionApproached">>
<<set _GoChampionLabel to "Go over to " + $PokerNightChampion>>
<<if _FlagReturn is false>><<link _GoChampionLabel "DuncanManor4cFinale">><<set $TempPoker4cFinale to "GoChampion">><<SetFlag "TempPokerNightFinaleChampionApproached">><</link>><br><</if>>
<<link "Give up and wait for the next card to be overturned" "DuncanManor4cFinale">><<set $TempPoker4cFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<elseif $TempPoker4cFinale is "GoHarrow">>
You walk over towards Harrow. As you do, you meet $PokerNightChampion's eye. He gives you the smallest of nods, then turns back to his cards. You draw near Harrow and set the drink down next to him.<br>
<br>
"Ah, Miss Phillips," he says. "Come to see how a master of the tables treads the boards all over your… friend?"<br>
<br>
You smile sweetly at him. He gestures to his side. You step close to him, looking over at $PokerNightChampion as you do. You're in.<br>
<br>
<i>But what are you going to do to help?</i><br>
<br>
<<ActionsHeader>>
<<Flag "TempPokerNightRound3ReaganRumour">><<RumourCheckSelf "Reagan">>
<<if _FlagReturn is false and _RumourCheckSelf is true>><<link "Comment on his dalliance with Reagan" "DuncanManor4cFinale">><<set $TempPoker4cFinale to "Reagan">><<SetFlag "TempPokerNightRound3ReaganRumour">><</link>><br><</if>>
<<link "Lean in and flirt" "DuncanManor4cFinale">><<set $TempPoker4cFinale to "Flirt">><<Orientation 1>><</link>><br>
<<link "Return to the sideboard and wait for the next card to be overturned" "DuncanManor4cFinale">><<set $TempPoker4cFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<elseif $TempPoker4cFinale is "Reagan">>
"Looking a little nervous there, sir," you comment. "What's the matter? Afraid if you lose, you won't be able to pay for that lunchtime hotel room?"<br>
<br>
The room goes quiet. Harrow stares back at you, revealing nothing. "Come again?"<br>
<br>
"Just heard some things," you say. "You know what this town is like. Rumours spread fast. Especially about cheerleaders walking around town at lunchtimes."<br>
<br>
You almost feel the air go out of the room.<br>
<br>
<<Flag "TempPokerNightHarrowDrunk">>
<<if _FlagReturn is true>>
Harrow sets his glass down with deliberate care, but even so almost misses the table. "You should be more careful indulging town gossip."<br>
<br>
He reaches for the deck, deliberate, and takes the swap card off the top. When he sees the card, he winces.<br>
<br>
<i>Got him.</i><br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4cFinale">><<set $PokerNightFinaleSwapHarrow to true>><<set $TempPoker4cFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<elseif $PokerNightFinaleBluffScore is 1>>
He sets his glass down with a click. The smile is gone. "You should be more careful indulging town gossip."<br>
<br>
He casually reaches for the deck without looking. When he sees the card, he winces.<br>
<br>
<i>Got him.</i><br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4cFinale">><<set $PokerNightFinaleSwapHarrow to true>><<set $TempPoker4cFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<else>>
Harrow's smile thins. He picks up his glass, swirls it, sets it down without drinking. "Hearsay, Phillips. You'll learn to keep town gossip to yourself one day."<br>
<br>
He casually reaches for the deck without looking. But he stops at the last moment. His hand lingers there. Then returns to his cards.<br>
<br>
<i>Almost there.</i><br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4cFinale">><<set $PokerNightFinaleBluffScore to 1>><<set $TempPoker4cFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<</if>>
<<elseif $TempPoker4cFinale is "Flirt">>
You lean closer to Harrow, nudging against his shoulder as you move towards the table.<br>
<br>
He turns his face up to you. "Did you need something more, Miss Phillips?"<br>
<br>
"Just keeping you company."<br>
<br>
"How delightful," he says, his eyes narrowing.<br>
<br>
You rest a hand on his shoulder. "Maybe tonight has been a revelation. For both of us."<br>
<br>
You give it a gentle squeeze. Through your fingers you feel Harrow flinch.<br>
<br>
<<Flag "TempPokerNightHarrowDrunk">>
<<if _FlagReturn is true>>
Harrow's eyes are glazed as he looks up at you. His brilliant white grin holding on you for a moment longer than is required. It's fleeting, but when he turns back to the table, he almost seems flustered. "Where were we?"<br>
<br>
$PokerNightChampion calls across the felt. "The card."<br>
<br>
"Oh," Harrow stammers. "Yes." He reaches for the deck without thinking and takes the swap card. When he glances at it, his face tightens before he smooths the expression.<br>
<br>
<i>Got him. But was it worth it?</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard and wait for the next card to be overturned" "DuncanManor4cFinale">><<set $PokerNightFinaleSwapHarrow to true>><<set $TempPoker4cFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<elseif $PokerNightFinaleBluffScore is 1>>
Harrow's eyes narrow as he looks up at you. "Curious," he mutters, watching with care, but a degree of interest. When he turns back to the table, he almost seems flustered. "Where were we?"<br>
<br>
$PokerNightChampion calls across the felt. "The card."<br>
<br>
"Oh," Harrow stammers. "Yes." He reaches for the deck without thinking and takes the swap card. When he glances at it, his face tightens.<br>
<br>
<i>Got him. But was it worth it?</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard and wait for the next card to be overturned" "DuncanManor4cFinale">><<set $PokerNightFinaleSwapHarrow to true>><<set $TempPoker4cFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<else>>
Harrow's eyes narrow as he looks up at you. "Curious," he mutters, watching with care, but a degree of interest. When he turns back to the table, he almost seems flustered. "Where were we?"<br>
<br>
$PokerNightChampion calls across the felt. "The card."<br>
<br>
"Oh," Harrow stammers. "Quite." He reaches for the deck without thinking, but then pauses. He looks back at you and his smile fades. "How careless of me." He takes his hand back.<br>
<br>
You hold back your reaction, crossing back to the sideboard. As you do so, you catch him glancing after you. Then at the deck. Then back to his cards.<br>
<br>
<i>Almost there.</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard and wait for the next card to be overturned" "DuncanManor4cFinale">><<set $PokerNightFinaleBluffScore to 1>><<set $TempPoker4cFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<</if>>
<<elseif $TempPoker4cFinale is "AskMaisie">>
You look over to Maisie and catch her eye. "Do you think you could help?"<br>
<br>
She nods and walks across the room toward Harrow. She doesn't hurry. Harrow watches her come.<br>
<br>
Maisie stops at his elbow and leans down to murmur something at his ear. She speaks low enough that you can't hear, but you can see Harrow's eyes drift past her shoulder to $PokerNightChampion as she speaks. Then back to his own hand.<br>
<br>
When she straightens, she gives Harrow a small nod. The same gesture you've seen her give him across the room earlier in the night.<br>
<br>
<<Flag "TempPokerNightHarrowDrunk">>
<<if _FlagReturn is true>>
The drink has loosened Harrow's usual reading of her. His eyes settle on $PokerNightChampion, then move to the deck.<br>
<br>
"Charming girl," he comments. "And it would be ungracious not to listen."<br>
<br>
He reaches for the deck and takes the swap card from the top. When he glances at it, a small wince crosses his face before he hides it again.<br>
<br>
<i>Got him.</i><br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4cFinale">><<set $PokerNightFinaleSwapHarrow to true>><<set $TempPoker4cFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<elseif $PokerNightFinaleBluffScore is 1>>
Harrow weighs her words long after she leaves. You can see the calculation finally tilt against him.<br>
<br>
"I shall not assume I have your measure," he murmurs, his eyes still on $PokerNightChampion. "But I have Maisie's."<br>
<br>
He reaches for the deck and slides the swap card into his hand. The flicker of his expression when he sees it tells you what you needed to know.<br>
<br>
<i>Got him.</i><br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4cFinale">><<set $PokerNightFinaleSwapHarrow to true>><<set $TempPoker4cFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<else>>
Harrow studies $PokerNightChampion for a long moment. Then he looks back at his cards. The smile returns.<br>
<br>
"The whispers of a young lady are enticing," he states. "But a good performance is weighted by caution."<br>
<br>
He doesn't reach for the deck. The cards in his hand are good enough for him still. But you see his eyes wandering to look at the deck, regardless.<br>
<br>
<i>But he's almost there.</i><br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4cFinale">><<set $PokerNightFinaleBluffScore to 1>><<set $TempPoker4cFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<</if>>
<<elseif $TempPoker4cFinale is "GoChampion">>
You walk over towards $PokerNightChampion. He smiles as you approach, but you see Harrow's eyes flick up from the cards towards you.<br>
<br>
<<if $PokerNightChampion is "Thompson">>
Thompson glances at you with a brief nod. "What is it, Phillips?"<br>
<<elseif $PokerNightChampion is "Dan">>
Dan grins crookedly at you. "Come for a cuddle, Mrs Mendel?"<br>
<<elseif $PokerNightChampion is "Jake">>
Jake's eyes light up. "Knew you couldn't stay away, sweet cheeks."<br>
<</if>>
<br>
You stand next to him, giving him an encouraging smile. You're here now. But how do you plan on helping?<br>
<br>
<<ActionsHeader>>
<<StatCheckAssertive "gt" 70>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to bluff Harrow">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "DuncanManor4cFinale">><<set $TempPoker4cFinale to "ChampBluffPass">><</link>><br>
<<else>>
<<link _StatAssertiveProbability "DuncanManor4cFinale">><<set $TempPoker4cFinale to "ChampBluffFail">><<Assertive 1>><</link>><br>
<</if>>
<<StatCheckIntelligence "lt" 30>>
<<set _StatIntelligenceProbability to _StatIntelligenceProbability + " Try to play dumb">>
<<if _StatCheckIntelligence is true>>
<<link _StatIntelligenceProbability "DuncanManor4cFinale">><<set $TempPoker4cFinale to "PlayDumbPass">><</link>><br>
<<else>>
<<link _StatIntelligenceProbability "DuncanManor4cFinale">><<set $TempPoker4cFinale to "PlayDumbFail">><<Intelligence 1>><</link>><br>
<</if>>
<<link "Just return to the sideboard and wait for the next card to be overturned" "DuncanManor4cFinale">><<set $TempPoker4cFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<elseif $TempPoker4cFinale is "ChampBluffPass">>
You straighten beside $PokerNightChampion and look across the table. "You don't seem as sure of yourself as you were an hour ago."<br>
<br>
The room goes quiet. Harrow's polite smile thins. "Forward, Phillips. Very forward."<br>
<br>
"Just an observation."<br>
<br>
Harrow holds your eye for a beat longer than is comfortable. Then he turns back to his cards. His smile has gone.<br>
<br>
<<Flag "TempPokerNightHarrowDrunk">>
<<if _FlagReturn is true>>
He reaches for the deck without taking his eyes off his cards and slides the new one into his hand. His expression sours briefly when he sees it.<br>
<br>
<i>Got him.</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard and wait for the next card to be overturned" "DuncanManor4cFinale">><<set $PokerNightFinaleSwapHarrow to true>><<set $TempPoker4cFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<elseif $PokerNightFinaleBluffScore is 1>>
He reaches for the deck. The swap card draws a flicker of disappointment when he glances at it.<br>
<br>
<i>Got him.</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard and wait for the next card to be overturned" "DuncanManor4cFinale">><<set $PokerNightFinaleSwapHarrow to true>><<set $TempPoker4cFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<else>>
He reaches for the deck, but pauses. He looks up between you and $PokerNightChampion. Then takes his hand back. But his eyes betray him, glancing between his hand and the deck.<br>
<br>
<i>He's almost there.</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard and wait for the next card to be overturned" "DuncanManor4cFinale">><<set $PokerNightFinaleBluffScore to 1>><<set $TempPoker4cFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<</if>>
<<elseif $TempPoker4cFinale is "ChampBluffFail">>
You straighten beside $PokerNightChampion and look across the table. "You don't seem as sure of yourself as you were an hour ago."<br>
<br>
Harrow's polite smile doesn't move. "Bold, Miss Phillips. But hollow."<br>
<br>
He turns back to his cards as if you hadn't spoken. The room exhales the moment along with you.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard and wait for the next card to be overturned" "DuncanManor4cFinale">><<set $TempPoker4cFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<elseif $TempPoker4cFinale is "PlayDumbPass">>
You lean over $PokerNightChampion's shoulder and peer at his cards. You squint at them, then look back at his face, then back at the cards.<br>
<br>
"Wait, aren't queens really powerful? Like, the strongest card?"<br>
<br>
The men at the table laugh. Harrow's smile freezes.<br>
<br>
"Queens are not the strongest, Miss Phillips," he comments. "There is, in fact, a king. And an ace."<br>
<br>
"Oh." You blink at the cards. "But these are pretty, aren't they?"<br>
<br>
<<Flag "TempPokerNightHarrowDrunk">>
<<if _FlagReturn is true>>
Harrow's polite smile is fixed, but the drink has slowed his recovery. He smirks. "Thank you, Miss Phillips. For revealing the path forward. Even if you didn't mean to."<br>
<br>
He reaches for the deck without taking his eyes off the hand and slides the swap card in. His expression sours briefly when he sees it.<br>
<br>
<i>Got him.</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard and wait for the next card to be overturned" "DuncanManor4cFinale">><<set $PokerNightFinaleSwapHarrow to true>><<set $TempPoker4cFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<else>>
Harrow's polite smile doesn't move, but his eyes flick between you and $PokerNightChampion. He smirks. "Thank you, Miss Phillips. For revealing the path forward. Even if you didn't mean to."<br>
<br>
He reaches for the deck and slides the swap card in. His expression sours briefly when he sees it.<br>
<br>
<i>Got him.</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard and wait for the next card to be overturned" "DuncanManor4cFinale">><<set $PokerNightFinaleSwapHarrow to true>><<set $TempPoker4cFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<</if>>
<<elseif $TempPoker4cFinale is "PlayDumbFail">>
You lean over $PokerNightChampion's shoulder and peer at his cards. You squint at them.<br>
<br>
"Wait, aren't queens really powerful? Like, the strongest card?"<br>
<br>
Harrow's eyes settle on yours. The smile he gives you is the one he gives to students he's caught passing notes.<br>
<br>
"Miss Phillips. Such an amateur performance is beneath you. Surely you can do better?"<br>
<br>
A few of the men chuckle. Your face is hot.<br>
<br>
$PokerNightChampion doesn't look at you. He's gone very still.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard and wait for the next card to be overturned" "DuncanManor4cFinale">><<set $TempPoker4cFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<elseif $TempPoker4cFinale is "Watch">>
<<set _ChampionAction to random(0,2)>>
<<switch _ChampionAction>>
<<case 0>>
$PokerNightChampion sits still, holding his cards close. He doesn't reach for the deck. He doesn't move. He's playing the hand he was dealt.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4cFinale">><<set $TempPoker4cFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<case 1>>
$PokerNightChampion reaches for the deck. He takes the swap card and slides it into his hand. His face shifts as he sees it.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4cFinale">><<set $PokerNightFinaleSwap to true>><<set $TempPoker4cFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><</if>><</link>>
<<case 2>>
$PokerNightChampion glances at Harrow, then at you. He weighs the deck for a long moment, hand hovering. Then pulls back. The swap card stays unturned.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4cFinale">><<set $TempPoker4cFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<</switch>>
<<elseif $TempPoker4cFinale is "Reaction">>
<<Flag "TempPokerNightLost">>
<<if _FlagReturn is true>>
"Good game, good game!" Harrow barks, his smile returning. "I'll be checking Emily's behaviour in class, Miss Phillips. I'll know if she hasn't listened."<br>
<br>
He smiles thinly, then stands. "Looks like the final curtain has fallen over our little game for tonight's show, gentlemen. An interesting evening." He looks directly between you and $PokerNightChampion. "Interesting, indeed."<br>
<br>
As the other players leave the table, you watch Harrow slide his amulet back over his head and underneath his shirt. "Until next time, Miss Phillips. Don't forget that tape."<br>
<br>
<<if $PokerNightChampion is "Thompson">>
<<GetPCState "job">>
<<if _job is "Secretary">>
You stare at it, stepping forwards to the table. Thompson meets your eyes, but snorts. "No change for you, Phillips," he mutters. "See you at work."<br>
<<else>>
You stare at it, stepping forwards to the table. Thompson meets your eyes, but snorts. "Didn't want you as my secretary, anyway."<br>
<</if>>
<<elseif $PokerNightChampion is "Dan">>
You stare at it, stepping forwards to the table. Dan meets your eyes, but shrugs. "Still up for taking a look at that bridal suite?"<br>
<<elseif $PokerNightChampion is "Jake">>
You stare at it, stepping forwards to the table. Jake meets your eyes, but shrugs. "Want to see my room still?" he mutters.<br>
<</if>>
<br>
Scooping up the cassette, you turn. You have nothing more to say to him. Your thoughts are focused on the tape. And what you're going to do with it.<br>
<br>
<<ActionsHeader>>
<<link "Leave and catch a cab home" "DuncanManor4cEpilogue">><<TakeObjectNPC "Harrow" "HarrowTape">><<TimeChange>><<set $TempPoker4cFinale to undefined>><</link>>
<<else>>
"Unexpected," Harrow mutters, his eyes resting on the amulet, saying nothing more.<br>
<br>
<<if $PokerNightChampion is "Thompson">>
"About time," Thompson barks. "You've held on to that so many times. I was beginning to think you stack the deck, Darcy."<br>
<<elseif $PokerNightChampion is "Dan">>
"Looks like I've got to get to the church on time," Dan sniggers. "Or maybe just a bit of practice for Phillips on marital duties. Thought you'd been tampering with the deck, Harrow."<br>
<<elseif $PokerNightChampion is "Jake">>
"Can't wait to tell the guys how I beat you, teach," Jake sneers. "Steve never managed to take this off you, did he? Thought you were stacking the deck."<br>
<</if>>
<br>
"That wouldn't be gentlemanly behaviour," Harrow mutters, finally looking back to him. "Well played. It seems I've underestimated you." He looks to you, briefly. "Severely."<br>
<br>
Harrow finally stands. "Looks like the final curtain has fallen over our little game for tonight's show, gentlemen."<br>
<br>
As the other players leave the table, you watch Harrow watch $PokerNightChampion take up the winnings. And the amulet. Once he's done, Harrow retrieves the cassette tape and puts it away.<br>
<br>
<<if $PokerNightChampion is "Thompson">>
Thompson remains seated, looking over to you with a drunken smile.<br>
<br>
<<ActionsHeader>>
<<link "Talk to Thompson" "DuncanManor4cFinale">><<set $TempPoker4cFinale to "TalkThompson">><</link>>
<<elseif $PokerNightChampion is "Jake">>
Jake remains seated, looking over at you with a leer.<br>
<br>
<<ActionsHeader>>
<<link "Talk to Jake" "DuncanManor4cFinale">><<set $TempPoker4cFinale to "TalkJake">><</link>>
<<elseif $PokerNightChampion is "Dan">>
Dan remains seated, looking over at you with a dark smile.<br>
<br>
<<ActionsHeader>>
<<link "Talk to Dan" "DuncanManor4cFinale">><<set $TempPoker4cFinale to "TalkDan">><</link>>
<</if>>
<</if>>
<<elseif $TempPoker4cFinale is "TalkThompson">>
You step over to Thompson's chair. He's still seated, the amulet dangling from his fingers, watching Harrow tuck the cassette tape back into his pocket with a snort of satisfaction.<br>
<br>
"Phillips," he says, his voice rough with drink. "Quite the night."<br>
<br>
He holds the amulet out between you, the brass mask catching the room's light. "Yours, like we agreed."<br>
<br>
<<GetPCState "job">>
<<if _job is "Secretary">>
His thumb runs slowly across the chain before he releases it. "You'll find your desk waiting for you. We'll talk about what comes after."<br>
<<else>>
His thumb runs slowly across the chain before he releases it. "You'll find a new desk waiting for you. We'll talk about what comes after."<br>
<</if>>
<br>
You hold his eyes. The amulet is right there, your fingers a breath away. You take it.<br>
<br>
<<ActionsHeader>>
<<link "Leave and catch a cab home" "DuncanManor4cEpilogue">><<SetPCState "job" "Secretary">><<WorkPerformanceReset>><<TakeObjectNPC "Harrow" "HarrowAmulet">><<TimeChange>><<set $TempPoker4cFinale to undefined>><</link>>
<<elseif $TempPoker4cFinale is "TalkJake">>
You step over to Jake's chair. He's still seated, leaned back like a king, the amulet swinging from his hand.<br>
<br>
"Knew I'd get it." His free hand wraps around your hip, pulling you a step closer. His fingers settle, possessive.<br>
<br>
He holds the amulet up between you, just out of reach. "Upstairs first. My room. I'll give it to you after, like we said."<br>
<br>
You feel his thumb stroke at the dip of your hip.<br>
<br>
<<ActionsHeader>>
<<link "Go upstairs with Jake" "DuncanManorJakeBedroom">><<TakeObjectNPC "Harrow" "HarrowAmulet">><<GiveObjectNPC "Jake" "HarrowAmulet">><<set $TempPoker4cFinale to undefined>><</link>><br>
<<link "Refuse to go upstairs with him" "DuncanManor4cFinale">><<set $TempPoker4cFinale to "JakeRefuseUp">><</link>>
<<elseif $TempPoker4cFinale is "JakeRefuseUp">>
You twist out of his grip. "No, Jake."<br>
<br>
His grin shatters. The amulet clenches in his fist. "No? After all that?"<br>
<br>
"No."<br>
<br>
Jake's face flushes. He stands fast, the chair scraping behind him. "Then keep walking. This stays with me." He shoves the amulet into his trouser pocket.<br>
<br>
He brushes past you on his way out, jaw locked, not looking back.<br>
<br>
<<ActionsHeader>>
<<link "Leave and catch a cab home" "DuncanManor4cEpilogue">><<TakeObjectNPC "Harrow" "HarrowAmulet">><<GiveObjectNPC "Jake" "HarrowAmulet">><<TimeChange>><<set $TempPoker4cFinale to undefined>><</link>>
<<elseif $TempPoker4cFinale is "TalkDan">>
You step over to Dan's chair. He's still seated, leaned back with his shirt half-untucked, the amulet hanging from a finger. He swings it slowly, watching you watch it.<br>
<br>
"The future Mrs Mendel." He grins, crooked and pleased. "Pretty, isn't it?"<br>
<br>
You reach for it. He pulls it back.<br>
<br>
"Not so fast. The terms were the suite at the Charlton Hotel. The night together. Being Mrs Mendel. And everything that comes with it." He drops the amulet back into his palm and curls his fingers around it. "I'll give it to you when we're done. Like we agreed."<br>
<br>
He stands, brushing chip dust off his sleeve, and offers you his arm. "Cab's outside. I've phoned ahead to book the bridal suite. What do you say?"<br>
<br>
<<ActionsHeader>>
<<link "Leave and catch a cab to the Charlton Hotel with Dan" "DuncanManor4cDanCab">><<TakeObjectNPC "Harrow" "HarrowAmulet">><<GiveObjectNPC "Dan" "HarrowAmulet">><<TimeChange>><<set $TempPoker4cFinale to undefined>><</link>><br>
<<link "Refuse to go with him" "DuncanManor4cFinale">><<set $TempPoker4cFinale to "DanRefuseHotel">><</link>>
<<elseif $TempPoker4cFinale is "DanRefuseHotel">>
You shake your head. "No, Dan. I'm not coming with you."<br>
<br>
Dan's grin sours fast. "Stuck-up little tease." He stuffs the amulet into his trouser pocket and pushes himself up from the chair. "Pity. You'd have made a fine Mrs Mendel for the night."<br>
<br>
He brushes past you on his way out, not looking back. "Don't think you're getting that necklace, love. It's mine now."<br>
<br>
<<ActionsHeader>>
<<link "Leave and catch a cab home" "DuncanManor4cEpilogue">><<TakeObjectNPC "Harrow" "HarrowAmulet">><<GiveObjectNPC "Dan" "HarrowAmulet">><<TimeChange>><<set $TempPoker4cFinale to undefined>><</link>>
<</if>><<Flag "TempPokerNightWon">>
<<if _FlagReturn is true>>
You wait on the gravel as the cab crunches its way up the drive. Behind you, the front door opens once more, and Harrow saunters out, cigar in hand.<br>
<br>
“You play a sharper game than your profession suggests,” he says, drawing alongside you. “Care to see the other side of our town? I’ll add your name to the Country Club’s guest list.”<br>
<br>
Harrow smiles. “I’ll show you a few single malts those winnings could buy.”<br>
<br>
He raises the cigar in a small salute, then wanders back towards the lights of the house.<br>
<br>
<</if>>
The cab rolls down Duncan Manor's drive. The lights of the house recede in the rear window, gathering and shrinking until the trees swallow them. The streetlamps flick past in even intervals. Charlton at this hour belongs to no one. The houses are all dark, the shops shuttered, the high street empty. The only sound is the engine and the soft rasp of the heater.<br>
<br>
<<InventoryCheckSelf "HarrowAmulet">>
<<if _InventoryCheckSelf is true>>
You finger the amulet. At least you managed to get it. In spite of what you had to promise to get it.<br>
<br>
<<else>>
<<InventoryCheckSelf "HarrowTape">>
<<if _InventoryCheckSelf is true>>
You finger the holes in the cassette tape, considering what you're going to do with it.<br>
<br>
<</if>>
<</if>>
Soon the cab turns into your street and pulls up to your door. You throw a few notes the driver's way and the door unlocks. You slide out and walk up to your front door.<br>
<br>
<<ActionsHeader>>
<<link "Enter your house" "YourHome">><<EventTrigger "YourHome" "PokerNightEpilogue" "Night" "Emily" null null null null false>><<Flag "TempPokerNightWon">><<if _FlagReturn is true>><<CountryClubVisitor "Harrow">><<QuestStatus "Quest22">><<if _QuestStatus isnot "unknown">><<QuestOptionUnlock "Quest22" 0 "country_club_access" "gte">><</if>><<LocationKnown "TownSquare">><<SetFlag "CharltonTaxiHomeKnown">><</if>><</link>><b>Duncan Manor - Jake's Bedroom</b><br>
<img src="./images/DuncanManorJakeRoom.png"><br>
A grand manor bedroom where old-money elegance has been overtaken by football trophies, training gear, and Jake's carefully cultivated masculine vanity.<br>
<br>
<<if $TempPoker4cJake is undefined>>
<<if $current.avatar is "Emily">>
Jake leads you upstairs and through a hallway, his hand at the small of your back the whole way. He gestures to an open door. The grin hasn't left his face since the table.<br>
<br>
You walk in, looking around. The opulence of the manor is evident, but it's decorated as best as it could be. There are signs of a young man everywhere.<br>
<br>
<i>Don't you mean a school kid?</i><br>
<br>
Jake steps in behind you and shuts the door deliberately. The click of the latch is loud. He turns and looks at you, eyes on yours.<br>
<br>
"Finally got you here, nerd."<br>
<br>
He doesn't look away as he steps in close. His eyes drag down your body, slow, taking in the dress one last time. Then back to your face. The smile widens.<br>
<br>
His free hand finds your waist and pulls you a half-step toward him. The other still clutches Harrow's amulet, swinging it just out of your reach.<br>
<br>
"So," he says. "About our deal."<br>
<br>
You are finally alone with him. If you're going to act, this is your first opportunity to do so.<br>
<<else>>
Jake leads you upstairs and through a hallway, eventually gesturing to an open door. He says nothing. For once, he seems free of a smirk.<br>
<br>
You smile and walk in, looking around. The opulence of the manor is evident, but it's decorated as best as it could be. There are signs of a young man everywhere.<br>
<br>
<i>Don't you mean a school kid?</i><br>
<br>
Jake steps in and shuts the door quietly. He watches you with interest, but he seems hesitant. Nervous, almost.<br>
<br>
"So, this is my room," he mutters.<br>
<br>
"It's nice," you mutter.<br>
<br>
He stands near the door, not meeting your eyes. They linger on your breasts and legs, but almost never your face. Your eyes drift to his hand. He still clutches Harrow's amulet.<br>
<br>
You are finally alone with him. If you're going to act, this is your first opportunity to do so.<br>
<</if>>
<br>
<<ActionsHeader>>
<<SpellsCheckSelf "SleepForget">>
<<if _SpellsCheckSelf is true>>
<<Flag "PermDuncanManorMagicUsed">>
<<if _FlagReturn is false>>
<<link "[Spell: Sleep & Forget] Cast Sleep & Forget on Jake" "DuncanManorJakeBedroom">><<set $TempPoker4cJake to "SFCast">><<SetFlag "PermDuncanManorMagicUsed">><</link>><br>
<<else>>
<s>[Sleep & Forget] Cast Sleep & Forget on Jake</s> - <i>You don't want to try magic here again</i><br>
<</if>>
<</if>>
<<SpellsCheckSelf "Charm">>
<<if _SpellsCheckSelf is true>>
<<Flag "PermDuncanManorMagicUsed">>
<<if _FlagReturn is false>>
<<link "[Spell: Charm] Try to cast charm to get him to give you the amulet" "DuncanManorJakeBedroom">><<set $TempPoker4cJake to "CharmCast">><<SetFlag "PermDuncanManorMagicUsed">><</link>><br>
<<else>>
<s>[Charm] Try to cast charm to get him to give you the amulet</s> - <i>You don't want to try magic here again</i><br>
<</if>>
<</if>>
<<link "Ask him about the amulet" "DuncanManorJakeBedroom">><<set $TempPoker4cJake to "Ask">><</link>>
<<elseif $TempPoker4cJake is "SFCast">>
You don't want to spend any more time up here alone with Jake than is necessary. "Fall asleep," you mutter under your breath, summoning magical energies within you. "And let your memories drift as you -."<br>
<br>
Your words trail off as suddenly you feel as if you've been dropped in an ice bath. You freeze, almost from fear. A dark presence seems to stir near you. In the manor. A dark form, quashing your power down.<br>
<br>
A sense of panic spreads through your body. The room seems to almost grow darker. You try to draw a breath, try to summon the words to complete the spell, but the presence pushes down upon you.<br>
<br>
<<ActionsHeader>>
<<StatCheckAssertive "gt" 70>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to complete Sleep & Forget">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "DuncanManorJakeBedroom">><<set $TempPoker4cJake to "SFPass">><</link>><br>
<<else>>
<<link _StatAssertiveProbability "DuncanManorJakeBedroom">><<set $TempPoker4cJake to "SFFail">><<Assertive 1>><</link>><br>
<</if>>
<<link "Let go and ask Jake about the amulet" "DuncanManorJakeBedroom">><<set $TempPoker4cJake to "Ask">><</link>>
<<elseif $TempPoker4cJake is "SFPass">>
You barely steady your nerves, enough to at least be able to speak. "Let your memories drift as you slumber."<br>
<br>
Jake looks at you with confusion for the moment before his eyes sparkle with magical energy, and then he collapses to the floor, dropping the amulet with a thud.<br>
<br>
His body bounces off the plush carpet. You rush forward and check for injuries. He seems okay. Breathing quietly. Almost gentle. In sleep, he no longer has the scowl and anger that you've come to associate with him.<br>
<br>
You pick the amulet off the floor and put it away. The others have seen you come up here, but you think you can get down to the driveway without bumping into them.<br>
<br>
And Jake? Hopefully he'll be too embarrassed to mention this.<br>
<br>
But as you head to the door, you sense the dark presence elsewhere in the manor. You feel its rage press against your mind as you move.<br>
<br>
<<ActionsHeader>>
<<link "Leave and catch a cab home">><<TakeObjectNPC "Jake" "HarrowAmulet">><<TimeChange>><<set $TempPoker4cJake to undefined>><<if $current.avatar is "Emily">><<goto "DuncanManor4dEpilogue">><<else>><<goto "DuncanManor4cEpilogue">><</if>><</link>>
<<elseif $TempPoker4cJake is "SFFail">>
You try to steady your nerves, but the dark presence is too much for you to overcome. It almost forces you to let go of your arcane powers. As soon as you do, the presence fades and the room returns to its usual brightness.<br>
<br>
"What was that you muttered?" Jake asks, glaring over.<br>
<br>
You force a smile. "Nothing."<br>
<br>
But you can still feel the traces of the dark presence at the edge of your mind. Now watching.<br>
<br>
<<ActionsHeader>>
<<link "Ask him about the amulet" "DuncanManorJakeBedroom">><<set $TempPoker4cJake to "Ask">><</link>>
<<elseif $TempPoker4cJake is "CharmCast">>
You don't want to spend any more time up here alone with Jake than is necessary. You take a deep breath and begin to churn the magical energies inside you around the air.<br>
<br>
Your efforts are suddenly cut short as you feel as if you've been dropped in an ice bath. You freeze. A dark presence seems to stir near you. From somewhere in the manor. A dark form, draining your body of its dark energies.<br>
<br>
A sense of panic spreads through you. The room appears to grow darker. You try to draw a breath, try to summon the magic to complete the spell, but the presence pushes down upon you.<br>
<br>
<<ActionsHeader>>
<<StatCheckAssertive "gt" 70>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to complete Charm">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "DuncanManorJakeBedroom">><<set $TempPoker4cJake to "CharmPass">><</link>><br>
<<else>>
<<link _StatAssertiveProbability "DuncanManorJakeBedroom">><<set $TempPoker4cJake to "CharmFail">><<Assertive 1>><</link>><br>
<</if>>
<<link "Let go and ask Jake about the amulet" "DuncanManorJakeBedroom">><<set $TempPoker4cJake to "Ask">><</link>>
<<elseif $TempPoker4cJake is "CharmPass">>
You barely steady your nerves, enough to at least be able to breathe. You exhale, watching the magically infused air drift out over the room and envelop Jake.<br>
<br>
The dark presence shrieks in your mind with rage as Jake's eyes glaze over. His hesitancy slips away, instead a casual grin returning.<br>
<br>
"Let's talk about that amulet," you murmur. "We're friendly enough that you'll just give it to me, won't you."<br>
<br>
"Of course," Jake says. He is holding it out before he can stop himself. The dark presence cries out loud in your mind.<br>
<br>
You take it from him. "Thank you."<br>
<br>
<<if $current.avatar is "Emily">>
The smile returns at your gratitude. "Sure, nerd."<br>
<<else>>
The smile returns at your gratitude. "Anything for you, sweet cheeks."<br>
<</if>>
<br>
You watch him for a moment, seeing how he's eating out of your hand. You wonder how far you could take it.<br>
<br>
But you shake off the impulse. It's dangerous enough to be here alone with him.<br>
<br>
"I'll be going now, Jake," you tell him.<br>
<br>
"Already?" he says. His eyes drift back to the bed. "But we only just got here."<br>
<br>
"I'm afraid I have things to go attend to," you reply. "You wouldn't want me to get in trouble, would you?"<br>
<br>
There is a grimace, but even so he shakes his head.<br>
<br>
"See you around Jake," you say, drifting to the door.<br>
<br>
"I hope so," he mutters.<br>
<br>
The others have seen you come up here, but you think you can get down to the driveway without bumping into them.<br>
<br>
But as you head to the door, you sense the dark presence elsewhere in the manor. You feel its rage press against your mind as you move.<br>
<br>
<<ActionsHeader>>
<<link "Leave and catch a cab home">><<TakeObjectNPC "Jake" "HarrowAmulet">><<TimeChange>><<set $TempPoker4cJake to undefined>><<if $current.avatar is "Emily">><<goto "DuncanManor4dEpilogue">><<else>><<goto "DuncanManor4cEpilogue">><</if>><</link>>
<<elseif $TempPoker4cJake is "CharmFail">>
You try to steady your nerves, but the dark presence is too much for you to overcome. It almost forces you to let go of your arcane powers. As soon as you do, the presence fades and the room returns to its usual brightness.<br>
<br>
"What?" Jake says, glaring over.<br>
<br>
You force a smile. "Nothing."<br>
<br>
But you can still feel the traces of the dark presence at the edge of your mind. Now watching.<br>
<br>
<<ActionsHeader>>
<<link "Ask him about the amulet" "DuncanManorJakeBedroom">><<set $TempPoker4cJake to "Ask">><</link>>
<<elseif $TempPoker4cJake is "Ask">>
"So, about that amulet?" you try.<br>
<br>
His fingers flex, some of his confidence returning at the mention. "Yeah. You want it, don't you?"<br>
<br>
"That was the deal," you say. "I came up here, and you would give it to me."<br>
<br>
He eyes you cautiously, but doesn't move. "What are you willing to do for it?"<br>
<br>
Jake looks back at you. He's waiting for you to set the terms.<br>
<br>
<<ActionsHeader>>
<<SpellsCheckSelf "SleepForget">>
<<if _SpellsCheckSelf is true>>
<<Flag "PermDuncanManorMagicUsed">>
<<if _FlagReturn is false>>
<<link "[Spell: Sleep & Forget] Cast Sleep & Forget on Jake" "DuncanManorJakeBedroom">><<set $TempPoker4cJake to "SFCast">><<SetFlag "PermDuncanManorMagicUsed">><</link>><br>
<<else>>
<s>[Sleep & Forget] Cast Sleep & Forget on Jake</s> - <i>You don't want to try magic here again</i><br>
<</if>>
<</if>>
<<SpellsCheckSelf "Charm">>
<<if _SpellsCheckSelf is true>>
<<Flag "PermDuncanManorMagicUsed">>
<<if _FlagReturn is false>>
<<link "[Spell: Charm] Try to cast charm to get him to give you the amulet" "DuncanManorJakeBedroom">><<set $TempPoker4cJake to "CharmCast">><<SetFlag "PermDuncanManorMagicUsed">><</link>><br>
<<else>>
<s>[Charm] Try to cast charm to get him to give you the amulet</s> - <i>You don't want to try magic here again</i><br>
<</if>>
<</if>>
<<StatCheckOrientation "gt" 70 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to flirt for the amulet">>
<<if _StatCheckOrientation is true>>
<<link _StatOrientationProbability "DuncanManorJakeBedroom">><<set $TempPoker4cJake to "FlirtPass">><</link>><br>
<<else>>
<<link _StatOrientationProbability "DuncanManorJakeBedroom">><<set $TempPoker4cJake to "FlirtFail">><<Orientation 1>><</link>><br>
<</if>>
<<link "Ask what he wants for it" "DuncanManorJakeBedroom">><<set $TempPoker4cJake to "Wants">><</link>>
<<elseif $TempPoker4cJake is "FlirtPass">>
<<if $current.avatar is "Emily">>
You step closer. Not enough to break his grip on your waist. Just enough that the amulet swings between you.<br>
<br>
"Jake," you murmur, voice low. You let your fingers trail up his chest. "Stop."<br>
<br>
His grip tightens, but his eyes follow your hand.<br>
<br>
"You won the night," you say. "And you've got me here. Anyone can see that." You tilt your head. "But you don't have to take it tonight. Do you?"<br>
<br>
His mouth opens. Closes.<br>
<br>
"Give me the amulet," you say. "And keep me. I'm your girl now. You can have me whenever you say. Tomorrow. The night after. Whenever."<br>
<br>
Jake's eyes flick down to the amulet. Then back to your face.<br>
<br>
"You'd come back?" he says, half-question.<br>
<br>
"Of course I'd come back."<br>
<br>
You hold out your hand.<br>
<br>
Slowly, Jake lowers the chain into your palm. The brass mask is warm from his grip.<br>
<br>
"You'd better," he mutters.<br>
<br>
You smile. "I will."<br>
<<else>>
You step closer to him. Not enough to touch. Just enough that he has to look up.<br>
<br>
"You're shaking," you murmur, voice low. "Why are you shaking?"<br>
<br>
Jake's jaw tightens. He doesn't answer. His grip on the amulet loosens just a fraction. "I'm not shaking."<br>
<br>
You take a step forward. "You won. You got what you wanted. And here we are." You tilt your head. "But you don't have to take it tonight. Not like this. Not while you're wound up over whatever it is that's bothering you."<br>
<br>
Jake's eyes flick up to yours for the first time since the door closed.<br>
<br>
"Give me the amulet," you say. "And I'll come back. When you've had time to think about what you actually want from me."<br>
<br>
His mouth opens. Closes. He looks at the amulet in his hand. Then at you.<br>
<br>
You hold out your hand.<br>
<br>
Slowly, Jake lowers the chain into your palm. The brass mask is warm from his grip.<br>
<br>
"You'd better come back," he mutters.<br>
<br>
You smile. "I will."<br>
<</if>>
<br>
You won't.<br>
<br>
<i>Will you?</i><br>
<br>
<<ActionsHeader>>
<<link "Leave and catch a cab home">><<TakeObjectNPC "Jake" "HarrowAmulet">><<TimeChange>><<set $TempPoker4cJake to undefined>><<if $current.avatar is "Emily">><<goto "DuncanManor4dEpilogue">><<else>><<goto "DuncanManor4cEpilogue">><</if>><</link>>
<<elseif $TempPoker4cJake is "FlirtFail">>
<<if $current.avatar is "Emily">>
You step closer. You let your fingers trail up his chest. "Jake. We don't have to tonight…"<br>
<br>
His grip on your waist tightens. His jaw doesn't move. He looks at you for a long moment, then he laughs, short and ugly. "Nice try, nerd."<br>
<br>
He pulls you tighter, close enough that you can smell the whiskey on his breath.<br>
<br>
"You think I dragged you up here so we could schedule a date next week? We had a deal. I want what was promised. Tonight."<br>
<br>
He glances at the bed, then back at you.<br>
<<else>>
You step closer. "You're shaking," you murmur. "Why are you shaking?"<br>
<br>
Jake's jaw tightens. He looks at you for a long moment. Then he laughs, short and brittle. "I'm not shaking."<br>
<br>
You hesitate. It's enough for him to regain his bluster. "Nice try, princess." His grip on the amulet tightens again. The nerves you saw a moment ago are gone, replaced with something harder.<br>
<br>
"Words don't get you out of here with what you came for. We had a deal." He steps in closer, close enough that you can smell the whiskey on his breath. "I want something more than promises."<br>
<br>
He glances at the bed, then back at you.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Ask what he wants for it" "DuncanManorJakeBedroom">><<set $TempPoker4cJake to "Wants">><</link>>
<<elseif $TempPoker4cJake is "Wants">>
"What do you want for it, Jake?"<br>
<br>
He looks at you for a moment, then his grin returns. Different from his usual cocky smirk. Hungrier.<br>
<br>
"What do I want?" he repeats. "Chrissie's been making me wait for months. Cheerleader this, fundraiser that. Always too busy. Always saying not tonight."<br>
<br>
He brushes past you, close enough that you feel his shoulder against yours. Then he drops onto the bed, leaning back against the headboard. He lets the amulet swing from his fingers above his lap.<br>
<br>
"So I want what she won't give. And you're going to give it to me. Tonight." His eyes flick down your body. "Get up here."<br>
<br>
Your hand twitches at your side. You weigh what you came for against what he's asking.<br>
<br>
<<ActionsHeader>>
<<SpellsCheckSelf "SleepForget">>
<<if _SpellsCheckSelf is true>>
<<Flag "PermDuncanManorMagicUsed">>
<<if _FlagReturn is false>>
<<link "[Spell: Sleep & Forget] Cast Sleep & Forget on Jake" "DuncanManorJakeBedroom">><<set $TempPoker4cJake to "SFCast">><<SetFlag "PermDuncanManorMagicUsed">><</link>><br>
<<else>>
<s>[Sleep & Forget] Cast Sleep & Forget on Jake</s> - <i>You don't want to try magic here again</i><br>
<</if>>
<</if>>
<<SpellsCheckSelf "Charm">>
<<if _SpellsCheckSelf is true>>
<<Flag "PermDuncanManorMagicUsed">>
<<if _FlagReturn is false>>
<<link "[Spell: Charm] Try to cast charm to get him to give you the amulet" "DuncanManorJakeBedroom">><<set $TempPoker4cJake to "CharmCast">><<SetFlag "PermDuncanManorMagicUsed">><</link>><br>
<<else>>
<s>[Charm] Try to cast charm to get him to give you the amulet</s> - <i>You don't want to try magic here again</i><br>
<</if>>
<</if>>
<<link "Get on the bed with Jake" "DuncanManorJakeBedroom">><<set $TempPoker4cJake to "Bed">><<Orientation 1>><</link>><br>
<<link "Refuse his request" "DuncanManorJakeBedroom">><<set $TempPoker4cJake to "RefuseReq">><</link>>
<<elseif $TempPoker4cJake is "RefuseReq">>
"No, Jake."<br>
<br>
He stops smiling. The hand holding the amulet tightens, the brass digging into his palm. He stares at you from the bed, jaw set.<br>
<br>
<<if $current.avatar is "Emily">>
"No?" His voice rises. "I won that thing for you, nerd. I held the whole table while you stood at the side and watched. You think I'm handing it over because you asked nicely?"<br>
<<else>>
"No?" His voice rises. "I won that thing. I held the whole table while you stood at the side and watched. You think I'm handing it over because you asked nicely?"<br>
<</if>>
<br>
He sits forward, elbows on his knees. The amulet swings from his fist.<br>
<br>
"Get up here. Or walk out. Those are your options."<br>
<br>
<<ActionsHeader>>
<<SpellsCheckSelf "SleepForget">>
<<if _SpellsCheckSelf is true>>
<<Flag "PermDuncanManorMagicUsed">>
<<if _FlagReturn is false>>
<<link "[Spell: Sleep & Forget] Cast Sleep & Forget on Jake" "DuncanManorJakeBedroom">><<set $TempPoker4cJake to "SFCast">><<SetFlag "PermDuncanManorMagicUsed">><</link>><br>
<<else>>
<s>[Sleep & Forget] Cast Sleep & Forget on Jake</s> - <i>You don't want to try magic here again</i><br>
<</if>>
<</if>>
<<SpellsCheckSelf "Charm">>
<<if _SpellsCheckSelf is true>>
<<Flag "PermDuncanManorMagicUsed">>
<<if _FlagReturn is false>>
<<link "[Spell: Charm] Try to cast charm to get him to give you the amulet" "DuncanManorJakeBedroom">><<set $TempPoker4cJake to "CharmCast">><<SetFlag "PermDuncanManorMagicUsed">><</link>><br>
<<else>>
<s>[Charm] Try to cast charm to get him to give you the amulet</s> - <i>You don't want to try magic here again</i><br>
<</if>>
<</if>>
<<link "Relent and get on the bed" "DuncanManorJakeBedroom">><<set $TempPoker4cJake to "Bed">><<Orientation 1>><</link>><br>
<<link "Refuse and leave" "DuncanManorJakeBedroom">><<set $TempPoker4cJake to "RefuseLeave">><</link>>
<<elseif $TempPoker4cJake is "RefuseLeave">>
You look at him. Long enough that he understands you're not getting on the bed. "Then keep it," you say.<br>
<br>
You turn and walk to the door. Jake's voice rises behind you, somewhere between disbelief and rage, but you don't catch the words. You don't slow down either.<br>
<br>
The hallway is empty. The stairs are empty. By the time you reach the door, your heart is hammering, but your hand is steady.<br>
<br>
You don't have the amulet. But you didn't pay his price. You can at least feel better for that.<br>
<br>
<<ActionsHeader>>
<<link "Leave and catch a cab home">><<Assertive 1>><<TimeChange>><<set $TempPoker4cJake to undefined>><<if $current.avatar is "Emily">><<goto "DuncanManor4dEpilogue">><<else>><<goto "DuncanManor4cEpilogue">><</if>><</link>>
<<elseif $TempPoker4cJake is "Bed">>
You sigh, but nod. As soon as you take a step, Jake wriggles off his trousers. Another step, then his boxers and shirt. Before you touch the sheets, Jake's naked form lies in front of you. His cock growing as he looks up at you.<br>
<br>
<i>Are you really going to go through with this?</i><br>
<br>
You hop up on to the bed, knees sinking into the soft bed covers. You lean back squatting back. His thighs touch yours as you straddle him. You glance down, seeing his prick inches from you. Growing erect, jutting up towards you.<br>
<br>
"Strip," he says, looking at your dress.<br>
<br>
<<ActionsHeader>>
<<SpellsCheckSelf "SleepForget">>
<<if _SpellsCheckSelf is true>>
<<Flag "PermDuncanManorMagicUsed">>
<<if _FlagReturn is false>>
<<link "[Spell: Sleep & Forget] Cast Sleep & Forget on Jake" "DuncanManorJakeBedroom">><<set $TempPoker4cJake to "SFCast">><<SetFlag "PermDuncanManorMagicUsed">><</link>><br>
<<else>>
<s>[Sleep & Forget] Cast Sleep & Forget on Jake</s> - <i>You don't want to try magic here again</i><br>
<</if>>
<</if>>
<<SpellsCheckSelf "Charm">>
<<if _SpellsCheckSelf is true>>
<<Flag "PermDuncanManorMagicUsed">>
<<if _FlagReturn is false>>
<<link "[Spell: Charm] Try to cast charm to get him to give you the amulet" "DuncanManorJakeBedroom">><<set $TempPoker4cJake to "CharmCast">><<SetFlag "PermDuncanManorMagicUsed">><</link>><br>
<<else>>
<s>[Charm] Try to cast charm to get him to give you the amulet</s> - <i>You don't want to try magic here again</i><br>
<</if>>
<</if>>
<<link "Do as he says" "DuncanManorJakeBedroom">><<set $TempPoker4cJake to "Strip">><<Orientation 1>><</link>><br>
<<link "Refuse to strip off" "DuncanManorJakeBedroom">><<set $TempPoker4cJake to "RefuseStrip">><</link>>
<<elseif $TempPoker4cJake is "RefuseStrip">>
You look down at Jake's naked form, lying underneath you. Something about his request is enough to give you second thoughts. You feel your skin shiver.<br>
<br>
<i>About time.</i><br>
<br>
"I don't think I can do this," you mutter.<br>
<br>
Jake stares back up at you, his look of anticipation hardening into anger. "Strip," he says again. "Or you don't get this."<br>
<br>
His hand clutches at the amulet.<br>
<br>
<<ActionsHeader>>
<<link "Relent and do as he says" "DuncanManorJakeBedroom">><<set $TempPoker4cJake to "Strip">><<Orientation 1>><</link>><br>
<<link "Refuse and leave" "DuncanManorJakeBedroom">><<set $TempPoker4cJake to "RefuseLeaveBed">><</link>>
<<elseif $TempPoker4cJake is "RefuseLeaveBed">>
You look at him, then sigh and slide off him. "I'm sorry," you mutter.<br>
<br>
You turn and walk to the door. Jake's voice rises behind you, somewhere between disbelief and rage, but you don't catch the words. You don't slow down either.<br>
<br>
The hallway is empty. The stairs are empty. By the time you reach the door, your heart is hammering, but your hand is steady.<br>
<br>
You don't have the amulet. But you didn't pay his price. You can at least feel better for that.<br>
<br>
<<ActionsHeader>>
<<link "Leave and catch a cab home">><<Assertive 1>><<TimeChange>><<set $TempPoker4cJake to undefined>><<if $current.avatar is "Emily">><<goto "DuncanManor4dEpilogue">><<else>><<goto "DuncanManor4cEpilogue">><</if>><</link>>
<<elseif $TempPoker4cJake is "Strip">>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingFemalePC" or _CurrentOutfit is "PokerRevealingEmily">>
You reach up and pull at the straps on your shoulder. Then with a smooth motion, pull the dress off over your head. The small dress is easy to remove. You toss it aside and smile down at him, sitting on top of him just in your underwear.<br>
<<else>>
You reach up and pull at the straps on your shoulder. You have to wriggle on top of him to pull up the dress, almost getting it stuck over your face as you pull it off. But once you do, you toss it aside and smile down at him, sitting on top of him just in your underwear.<br>
<</if>>
<br>
Jake's eyes widen, taking in your form as you sit on top of him. His cock grows stiff underneath you. You're not sure if you've shuffled forward, but his tip brushes against your underwear.<br>
<br>
"And," he says. "The rest?"<br>
<br>
You smile down at him, then reach behind your back and unclasp your bra. Your breasts hang free above Jake. He grins as he takes in the sight of your nipples.<br>
<br>
A giggle escapes your lips and you shift on top of him, pulling down your underwear. You again throw the panties aside. Something causes you to lean over him. Him underneath you, motionless, staring up at your hairless pussy, grinning genuine and broad.<br>
<br>
His dick is rock hard, brushing against your skin. You are naked. Jake is naked. And though he seems reluctant to say it, you know what he wants.<br>
<br>
<<Virginity>>
<<if _Virginity is true>>
<<if $current.avatar is "Emily">>
And is this really how you want to have sex as a woman for the first time? As Emily, with Jake, taking the lead.<br>
<<else>>
And is this really how you want to have sex as a woman for the first time? With Jake, taking the lead.<br>
<</if>>
<br>
<</if>>
<<ActionsHeader>>
<<SpellsCheckSelf "SleepForget">>
<<if _SpellsCheckSelf is true>>
<<Flag "PermDuncanManorMagicUsed">>
<<if _FlagReturn is false>>
<<link "[Spell: Sleep & Forget] Cast Sleep & Forget on Jake" "DuncanManorJakeBedroom">><<set $TempPoker4cJake to "SFCast">><<SetFlag "PermDuncanManorMagicUsed">><</link>><br>
<<else>>
<s>[Sleep & Forget] Cast Sleep & Forget on Jake</s> - <i>You don't want to try magic here again</i><br>
<</if>>
<</if>>
<<SpellsCheckSelf "Charm">>
<<if _SpellsCheckSelf is true>>
<<Flag "PermDuncanManorMagicUsed">>
<<if _FlagReturn is false>>
<<link "[Spell: Charm] Try to cast charm to get him to give you the amulet" "DuncanManorJakeBedroom">><<set $TempPoker4cJake to "CharmCast">><<SetFlag "PermDuncanManorMagicUsed">><</link>><br>
<<else>>
<s>[Charm] Try to cast charm to get him to give you the amulet</s> - <i>You don't want to try magic here again</i><br>
<</if>>
<</if>>
<<link "Squat down on Jake’s dick and ride him" "DuncanManorJakeBedroom">><<set $TempPoker4cJake to "Ride">><<Orientation 1>><<VirginityLost>><</link>><br>
<<link "Change your mind and get off the bed" "DuncanManorJakeBedroom">><<set $TempPoker4cJake to "ChangeMind">><</link>>
<<elseif $TempPoker4cJake is "ChangeMind">>
You look down at Jake's naked form, lying underneath you. Something about his request is enough to give you second thoughts. You feel your skin shiver.<br>
<br>
<i>About time.</i><br>
<br>
"I don't think I can do this," you mutter.<br>
<br>
Jake stares back up at you, his look of anticipation hardening into anger. "What about this?" he says, gripping the amulet in his hand.<br>
<br>
<<ActionsHeader>>
<<SpellsCheckSelf "SleepForget">>
<<if _SpellsCheckSelf is true>>
<<Flag "PermDuncanManorMagicUsed">>
<<if _FlagReturn is false>>
<<link "[Spell: Sleep & Forget] Cast Sleep & Forget on Jake" "DuncanManorJakeBedroom">><<set $TempPoker4cJake to "SFCast">><<SetFlag "PermDuncanManorMagicUsed">><</link>><br>
<<else>>
<s>[Sleep & Forget] Cast Sleep & Forget on Jake</s> - <i>You don't want to try magic here again</i><br>
<</if>>
<</if>>
<<SpellsCheckSelf "Charm">>
<<if _SpellsCheckSelf is true>>
<<Flag "PermDuncanManorMagicUsed">>
<<if _FlagReturn is false>>
<<link "[Spell: Charm] Try to cast charm to get him to give you the amulet" "DuncanManorJakeBedroom">><<set $TempPoker4cJake to "CharmCast">><<SetFlag "PermDuncanManorMagicUsed">><</link>><br>
<<else>>
<s>[Charm] Try to cast charm to get him to give you the amulet</s> - <i>You don't want to try magic here again</i><br>
<</if>>
<</if>>
<<link "Relent and ride Jake" "DuncanManorJakeBedroom">><<set $TempPoker4cJake to "Ride">><<Orientation 1>><<VirginityLost>><</link>><br>
<<link "Refuse and leave" "DuncanManorJakeBedroom">><<set $TempPoker4cJake to "RefuseLeaveNaked">><</link>>
<<elseif $TempPoker4cJake is "RefuseLeaveNaked">>
You look at him, then sigh and slide off him. "I'm sorry," you mutter.<br>
<br>
You gather your clothes up and pull them on quickly. Jake stares at you. Try as you might not to look, you see the anger spreading on his face when you catch sight of him. But he stays silent, shocked in disbelief.<br>
<br>
Dressed again, you walk to the door. Then Jake's voice rises behind you, but you don't catch the words. You don't slow down either.<br>
<br>
The hallway is empty. The stairs are empty. By the time you reach the door, your heart is hammering, but your hand is steady.<br>
<br>
You don't have the amulet. But you didn't pay his price. You can at least feel better for that.<br>
<br>
<i>You were so close, though. Weren't you? And I know you can't get the picture of his cock out of your thoughts.</i><br>
<br>
It takes everything to bury the voice as you walk.<br>
<br>
<<ActionsHeader>>
<<link "Leave and catch a cab home">><<Assertive 1>><<TimeChange>><<set $TempPoker4cJake to undefined>><<if $current.avatar is "Emily">><<goto "DuncanManor4dEpilogue">><<else>><<goto "DuncanManor4cEpilogue">><</if>><</link>>
<<elseif $TempPoker4cJake is "Ride">>
You shuffle your knees forward a little and reach down, maintaining eye contact with Jake. Your hands find his stiff dick, and you feed it towards you. You feel your own juices gathering in anticipation.<br>
<br>
<i>You're already wet.</i><br>
<br>
You push his tip against your entrance and slowly squat down, gasping as his cock causes your lips to part.<br>
<br>
"Oh god," Jake groans, arching back into the pillow underneath his head.<br>
<br>
Gently, you ease down. His girthy prick fills your womb as you take it deeper and deeper within you. You smile from the sensation of being filled. A faint memory of biology classes flashes through your mind.<br>
<br>
Then you start to rock, back and forth. His dick slides in and out of you, brushing against you as you take it further and further in.<br>
<br>
You arch back and feel Jake's hands roughly pawing at your nipples. Despite his roughness, each twist and grasp sends pleasure shooting across your body. You begin to moan from pleasure.<br>
<br>
Looking down, you see the quarterback staring back up at you. His usual snarl lost, replaced instead with a smirk. He actually meets your eyes, grinning, as he watches you ride his dick.<br>
<br>
The sensations continue. His cock, deep inside your body. His motionless torso between your legs. You're in control here. One of the first times in Charlton, you feel like you have power.<br>
<br>
<i>Just happens to be riding Jake, though.</i><br>
<br>
You increase your rocking, frenzied and fast. Each roll forward brings you more pleasure as you force his dick inside you.<br>
<br>
"Fuck," he suddenly mutters. "Get off me! I'm going to cum!"<br>
<br>
Looking down, you see his wide eyes looking up at you.<br>
<br>
<<ActionsHeader>>
<<CompulsionCheck "BabyFever">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Baby Fever] </span><<link "Ride him to climax" "DuncanManorJakeBedroom">><<set $TempPoker4cJake to "Climax">><</link>><br>
<<AssertiveCheck>>
<<if _currentAssertive gte 60>>
<<link "[Assertive > 60] Resist the compulsion and get off him" "DuncanManorJakeBedroom">><<set $TempPoker4cJake to "GetOff">><</link>>
<<else>>
<span class="compulsion">[Baby Fever] </span><s>Obey and get off him</s> - <i>You feel compelled to let him finish inside you.</i>
<</if>>
<<else>>
<<link "Obey and get off him" "DuncanManorJakeBedroom">><<set $TempPoker4cJake to "GetOff">><</link>><br>
<<link "Ride him to climax" "DuncanManorJakeBedroom">><<set $TempPoker4cJake to "Climax">><</link>>
<</if>>
<<elseif $TempPoker4cJake is "GetOff">>
The pleasure might be overwhelming, but a thought of rationality sparks you into action. You pull back and roll off him, hearing a plop as his dick pulls out of you.<br>
<br>
His hand reaches down to his dick and aims it up over his chest. He cries out with a gasp and semen erupts from his tip, jetting over his muscular torso with force.<br>
<br>
You gasp too, realising that your own hand has drifted between your legs. Your eyes are focused on the cum, as another spurt launches up and arches over his stomach.<br>
<br>
<i>Enjoying the sight, are we?</i><br>
<br>
Eventually the jets stop. Silence descends on the room, only broken by Jake's panting. He looks down at his body, then to you. A small, genuine smile forms for the briefest moment.<br>
<br>
"Happy?" you ask him.<br>
<br>
<<if $current.avatar is "Emily">>
As if to answer, he reaches over to his bedside table and takes the amulet, tossing it to you. "That was… good, nerd."<br>
<<else>>
As if to answer, he reaches over to his bedside table and takes the amulet, tossing it to you. "That was… something."<br>
<</if>>
<br>
You pick up the amulet and roll off the bed. You try to ignore the wetness between your legs. The need for your own release. Maybe you'll have to sort that out when you get home.<br>
<br>
Picking up your clothes, you begin to dress. You're aware of his eyes on you.<br>
<br>
<<if $current.avatar is "Emily">>
"We'll do this again," you hear him mutter as you slip on your shoes.<br>
<<else>>
"Do you think we can do this again?" you hear him mutter as you slip on your shoes.<br>
<</if>>
<br>
"Maybe," you murmur. You flash him a smile as you walk to the door.<br>
<br>
The hallway is empty. The stairs are empty. By the time you reach the door, your heart is hammering, but your hand is steady. You clutch the amulet in your hand.<br>
<br>
<i>Was it worth it? Or did you come just for that?</i><br>
<br>
It takes everything to bury the voice as you walk.<br>
<br>
<<ActionsHeader>>
<<link "Leave and catch a cab home">><<TakeObjectNPC "Jake" "HarrowAmulet">><<TimeChange>><<set $TempPoker4cJake to undefined>><<if $current.avatar is "Emily">><<goto "DuncanManor4dEpilogue">><<else>><<goto "DuncanManor4cEpilogue">><</if>><</link>>
<<elseif $TempPoker4cJake is "Climax">>
The pleasure is too much for you to listen. You increase your motion, putting your hands firm on his muscular chest. Clenching your muscles around his dick as you do so.<br>
<br>
You feel him ejaculate a moment later. Cum shoots up inside you. Jake cries out with a gasp as the warm liquid fills your insides. Then another spurt. And another. Your womb feels full.<br>
<br>
And then your own orgasm rushes on quickly. You bite your lip, keeping the cry in your throat. Your fingernails dig gently into his chest as your muscles clench around his prick.<br>
<br>
Eventually the jets stop. Silence descends on the room, only broken by Jake's panting. He looks down at his body, then to you. A small, genuine smile forms for the briefest moment.<br>
<br>
"Happy?" you ask him.<br>
<br>
"You let me cum inside you?" he asks, with a measure of fear.<br>
<br>
You giggle and slide off him, hearing a plop as his dick drops out of you. "Got lost in the moment."<br>
<br>
<<if $current.avatar is "Emily">>
He gives you a grin and reaches over to his bedside table and takes the amulet, tossing it to you. "That was… good, nerd."<br>
<<else>>
He gives you a grin and reaches over to his bedside table and takes the amulet, tossing it to you. "That was… something."<br>
<</if>>
<br>
You pick up the amulet and roll off the bed. You try to ignore the cum running down your legs. You scramble around, pulling your clothes off the floor.<br>
<br>
As you dress, you feel his eyes on you. "I'll phone Doctor Palmer," he mutters. "He's a family friend. You should go in for a check-up. Just to be safe."<br>
<br>
<<CompulsionCheck "BabyFever">>
<<if _CompulsionCheck is true>>
Thoughts begin to race as you pull on your shoes. An appointment? Could you really be pregnant? You find yourself smiling. What does that mean for transformations? And if it interfered, would it really be such a bad thing?<br>
<<else>>
Thoughts begin to race as you pull on your shoes. An appointment? Could you really be pregnant? And what does that mean for transformations?<br>
<</if>>
<br>
You consider what a Doctor's appointment in Charlton might actually be like. But in spite of this town, people at least seem healthy. At least physically. Right?<br>
<br>
Standing once more, you consider it. At least it wouldn't hurt to get a check-up.<br>
<br>
<i>Wouldn't it?</i><br>
<br>
<<if $current.avatar is "Emily">>
"We'll do this again," Jake says, interrupting your thoughts.<br>
<<else>>
"Do you think we can do this again?" Jake says, interrupting your thoughts.<br>
<</if>>
<br>
"Maybe," you murmur. You flash him a smile as you walk to the door.<br>
<br>
The hallway is empty. The stairs are empty. By the time you reach the door, your heart is hammering, but your hand is steady. You clutch the amulet in your hand.<br>
<br>
<i>Was it worth it? Or did you come just for that?</i><br>
<br>
It takes everything to bury the voice as you walk.<br>
<br>
<<ActionsHeader>>
<<link "Leave and catch a cab home">><<TakeObjectNPC "Jake" "HarrowAmulet">><<TaskTracker "Task13" "active">><<LocationKnown "TownSquare">><<LocationKnown "CharltonAllotment">><<LocationKnown "CharltonCarePavilion">><<SetFlag "PermJakeInsideyou">><<TimeChange>><<set $TempPoker4cJake to undefined>><<if $current.avatar is "Emily">><<goto "DuncanManor4dEpilogue">><<else>><<goto "DuncanManor4cEpilogue">><</if>><</link>>
<</if>><<if $TempPoker4cDanCab is undefined>>
Dan's arm wraps around your waist before you've taken a step. He pulls you tight against his side, the amulet still clutched in his other hand. "Don't wait up," he announces to the room.<br>
<br>
Eyes rest on you as he leads you towards the hallway. Thompson keeps his eyes on the felt, refusing to acknowledge the exit. Jake's jaw tightens, his gaze flicking from Dan to you and then away. Harrow smiles, knowing and satisfied. Rhiannon's mouth thins as you pass her at the trolley. Maisie's eyes follow you, wide with sympathy that has nowhere to go.<br>
<br>
Dan doesn't slow. His arm tightens around your waist as he steers you through the doorway, the amulet still in his fist.<br>
<br>
"What?" he barks back at the room. "Got to get to the church on time."<br>
<br>
He cackles at his own joke, and the manor's front door swings open ahead of you.<br>
<br>
<<ActionsHeader>>
<<link "Get in a cab with Dan" "DuncanManor4cDanCab">><<set $TempPoker4cDanCab to "Cab">><</link>>
<<elseif $TempPoker4cDanCab is "Cab">>
The cab rolls down Duncan Manor's drive. The lights of the house recede in the rear window, gathering and shrinking until the trees swallow them.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingFemalePC">>
Dan slides closer to you. He puts his hand on your thigh, caressing it through the slit.<br>
<<else>>
Dan slides closer to you. He puts his hand on your thigh, caressing it through your dress.<br>
<</if>>
<br>
"Don't," you murmur, glancing at the driver in the rear-view mirror.<br>
<br>
"Don't mind me, love," the cab driver replies, sniggering.<br>
<br>
Dan looks back at him, but takes his hand away. You sit in silence. You look back at Dan. There's magic you can use, to get what you need. But you cast a look back to the driver. Not so public. Not yet.<br>
<br>
<i>Unless you're going to go through with it? All of it.</i><br>
<br>
The streetlamps flick past in even intervals. Charlton at this hour belongs to no one. Soon the cab turns on to the main street and pulls up at the hotel. Dan throws a few notes the driver's way and the door unlocks. He slides out. You join him.<br>
<br>
<<ActionsHeader>>
<<link "Enter the Charlton hotel" "HotelLobby">><<EventTrigger "HotelLobby" "PokerNightDan" null null null null null null false>><<set $TempPoker4cDanCab to undefined>><</link>>
<</if>>You press the button, and the graceful sound of a real doorbell chimes out. You hear steps behind the thick door, and then it swings open.<br>
<br>
Jake stands in the doorway. Not Harrow.<br>
<br>
"Knew you'd come, nerd."<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
His eyes drop, then climb back up. The grin spreads. "And you dressed up. For me."<br>
<br>
Jake continues to stare at you, eyeing you up. He seems unwilling to take his eyes off you. You smile, considering that maybe this dress will make it easier to sway him to bet for that amulet.<br>
<br>
<i>Is it worth the attention, though?</i><br>
<<else>>
His eyes drop, then climb back up. "That will do."<br>
<</if>>
<br>
He reaches out and takes your wrist, pulling you across the threshold before you've had a chance to step. "Get in here."<br>
<br>
<<ActionsHeader>>
<<link "Step inside" "DuncanManorHallway">><<EventTrigger "DuncanManorHallway" "PokerNightArrival" "Evening" null null null null null false>><<CurrentOutfit>><<if _CurrentOutfit is "PokerRevealingEmily">><<PokerNightJakeApproval 1>><</if>><</link>>The room seems immediately quieter without Jake. Thompson sits at the table, swirling his whiskey, half-watching the door. His eyes track back to you every few seconds. He's old enough to be your father, and still he's looking at you.<br>
<br>
Dan is sprawled in his chair beside him, one arm hooked over the back, drink in hand. He doesn't bother hiding the look. When you catch his eye he raises his glass an inch in salute.<br>
<br>
Maisie has drifted to the drinks trolley, finding herself something to do that puts her shoulder to the room. Rhiannon glances at you once from her bottles, the look unreadable, then goes back to sorting.<br>
<br>
The voices in the hallway haven't lowered. Harrow's measured, Jake's a little too loud. Whatever they're talking about, it's giving you a moment to think.<br>
<br>
<<ActionsHeader>>
<<link "Look around the poker room" "DuncanManorPokerRoom">><<SetFlag "TempPokerGameActive">><</link>><<switch $TempPoker4dRoomTalk>>
<<case "Dan">>
You drift over to where Dan is sprawled in his chair. He hasn't moved since Jake left. His eyes have, though, tracking you the whole way over.<br>
<br>
"Well, well." He raises his glass an inch. "Look who's come to keep me company."<br>
<br>
He pats the chair next to him. "Take the weight off, sweetheart. We've got a minute." He glances over to the hallway. "Whilst your boyfriend is away."<br>
<br>
You stay standing, an arm's length back. Dan doesn't seem put out. He grins up at you, unbothered.<br>
<br>
"Question, since we've got the chance. You really Jake's date? You here willingly?"<br>
<br>
<<ActionsHeader>>
<<link "Tell him you’re Jake’s date" "DuncanManor4dPokerRoomTalk">><<set $TempPoker4dRoomTalk to "DanDate">><<Assertive -1>><</link>><br>
<<link "Tell him you’re here for the eligible bachelors" "DuncanManor4dPokerRoomTalk">><<set $TempPoker4dRoomTalk to "DanBachelors">><<Orientation 1>><</link>><br>
<<link "Tell him you thought you could help your grades by helping Harrow" "DuncanManor4dPokerRoomTalk">><<set $TempPoker4dRoomTalk to "DanGrades">><<Greedy 1>><</link>>
<<case "DanDate">>
"I'm Jake's date." You meet his eye, polite. "That's all."<br>
<br>
Dan studies you a moment. Then he sits back, mock-disappointed, and raises his glass. "Pity. He doesn't deserve a girl who'll keep her head down for him."<br>
<br>
You feel yourself blushing. Have you really been doing that since you entered?<br>
<br>
<i>You didn't know?</i><br>
<br>
He takes a slow sip. "Tell you what, sweetheart. You change your mind about Jake tonight, you come find me. I'm a more generous man than I look."<br>
<br>
"You don't look generous?" you say, raising an eyebrow.<br>
<br>
Dan looks at you, frowning. "No," he mutters, trying to find the words. "I mean…" he trails off and regroups. "You want a man who knows how to treat you, you come to Dan. Got a lot of money from the sales I make." He sniggers. "Dan's ripe for gold diggers."<br>
<br>
He waves you off, eyes already drifting back to the table. But his glass stays raised in your direction a beat longer than it needs to.<br>
<br>
Jake might be able to get you the amulet, but is he really going to be able to? You wonder if betting another horse might be a good idea.<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManorPokerRoom">><<set $TempPoker4dRoomTalk to undefined>><</link>>
<<case "DanBachelors">>
You smile, slow. "Well, the night is young. And there's going to be a lot of eligible bachelors at this table."<br>
<br>
Dan's grin spreads. He sets his glass down. "Now you're talking my language. Jake's a kid. Plays at being a man. You want one who actually owns the room, you know where to look." He sniggers. "And I mean, you should be looking at me."<br>
<br>
He leans forward, elbows on his knees, eyes on yours. "I'll be watching. Come over later if you get curious. Trust me, I won't disappoint. No one has feedback when they are walking away from Dan."<br>
<br>
He sits back, satisfied. His glass rises in a small toast as you step away.<br>
<br>
Jake might be able to get you the amulet, but is he really going to be able to? You wonder if betting another horse might be a good idea.<br>
<br>
<i>And Dan sure seems to appreciate you.</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManorPokerRoom">><<PokerNightDanApproval 1>><<set $TempPoker4dRoomTalk to undefined>><</link>>
<<case "DanGrades">>
"Honestly? I thought if I helped Harrow out tonight, he might look kindly on my biology grade." You give a small shrug. "Jake said the night could open doors."<br>
<br>
Dan's grin doesn't move for a second. Then it shifts, sliding into something less interested. He sets the glass on the arm of the chair. "Grades?"<br>
<br>
"Biology, mostly."<br>
<br>
"Christ, sweetheart." He leans back with a sigh. "Dan likes a girl with ambition. But ambition isn't measured in test scores. You came to a man's poker night to lobby your teacher for an extra mark?" He shakes his head, mock-pitying. "Harrow's not the sort. He'll squeeze you for the favour and forget your name by morning."<br>
<br>
Dan picks the glass back up. "Run on then. Stand at the wall. Make yourself useful with the trolley. I've got a long night ahead, and you're not what Dan was hoping for."<br>
<br>
His eyes have already drifted past you. The glass goes up to his lips and he doesn't watch you leave.<br>
<br>
Jake might be able to get you the amulet, but is he really going to be able to? You wonder if betting another horse might be a good idea. And to do that, you're going to have to win them over.<br>
<br>
<i>Unlike what you've done for Dan.</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManorPokerRoom">><<PokerNightDanApproval -1>><<set $TempPoker4dRoomTalk to undefined>><</link>>
<<case "Thompson">>
You walk around the table to where Thompson sits. He doesn't turn until you're almost behind his chair, then glances up over his shoulder. Not surprised. He knew you were coming.<br>
<br>
"Emily Phillips." His voice is dry, low. But he flicks two fingers at the empty chair across from him without quite looking at it.<br>
<br>
You sit. The chair is leather and lower than you expected. It puts you closer to the edge of the table than feels comfortable.<br>
<br>
Thompson studies you for a long moment over his glass. Then he sets it down.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
"Your brother know you're here, dressed like that?" His eyes linger on you for a moment. "Why are you here?"<br>
<<else>>
"Why are you here?" he says, looking at you with interest.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Tell him you came with Jake" "DuncanManor4dPokerRoomTalk">><<set $TempPoker4dRoomTalk to "ThompsonJake">><<Assertive -1>><</link>><br>
<<link "Tell him you think it would improve your career opportunities" "DuncanManor4dPokerRoomTalk">><<set $TempPoker4dRoomTalk to "ThompsonCareer">><<Greedy 1>><</link>><br>
<<link "Tell him that you are here for the guys" "DuncanManor4dPokerRoomTalk">><<set $TempPoker4dRoomTalk to "ThompsonGuys">><<Orientation 1>><</link>>
<<case "ThompsonJake">>
"I came with Jake," you reply. "He invited me."<br>
<br>
Thompson lets the answer sit. Then his mouth shifts, the closest thing to a smile he allows. "Quarterback. Going places. So the school keeps insisting." A small huff. "Ain't he dating that Evans girl?"<br>
<br>
You don't answer. He grins with satisfaction.<br>
<br>
"Not much future in that. Or got a bit of a devil in you, have you girl? Don't worry. I can train that out of you." He grunts. "You get bored playing with football players, you and I should have a chat. About your future."<br>
<br>
He picks the glass back up and turns his attention to the table, the conversation plainly over.<br>
<br>
Jake might be able to get you the amulet, but is he really going to be able to? You wonder if betting another horse might be a good idea.<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManorPokerRoom">><<set $TempPoker4dRoomTalk to undefined>><</link>>
<<case "ThompsonCareer">>
"Honestly?" You meet his eye. "I thought a night with men like you in the room might be good for my future."<br>
<br>
Thompson's eyebrow lifts. He sets the whiskey down. For the first time since you walked over, he is fully looking at you. "That so." He sounds almost grudgingly amused. "Most girls your age would say they were hoping to meet a nice boy."<br>
<br>
"I can meet boys at school," you reply. "Can't find a job there."<br>
<br>
"True that." He swirls the glass, considering. "You know where my repair shop is, don't you girl? Might be needing a new secretary soon. Could use a sharp face on reception. You stick close, and we'll see how receptive you are to following my orders."<br>
<br>
He picks the glass back up. His eyes drift across the dress one more time. The not-quite-smile holds for a second longer than feels comfortable.<br>
<br>
Jake might be able to get you the amulet, but is he really going to be able to? You wonder if betting another horse might be a good idea.<br>
<br>
<i>And Thompson seems to think there's something to you.</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManorPokerRoom">><<PokerNightThompsonApproval 1>><<set $TempPoker4dRoomTalk to undefined>><</link>>
<<case "ThompsonGuys">>
"Honestly?" You tilt your head. "Lots of handsome men in one room."<br>
<br>
Thompson's eyebrow lifts, but not in approval. He sets the glass down with a deliberateness that has nothing to do with the whiskey. "That so? You just thinking with your body, are you girl?"<br>
<br>
You stare back at him, the coy smile that you didn't realise you were making fading.<br>
<br>
"Doesn't do well for ladies to be so forward," he spits back at you. "You need to learn your place, girl. I don't need another boy crazy girl who's not able to keep her panties on."<br>
<br>
He picks the glass back up, gaze still on the table. "Run along. I'm sure Dan's got use for you."<br>
<br>
The dismissal lands flat and final. You stand there a beat too long before you turn away.<br>
<br>
Jake might be able to get you the amulet, but is he really going to be able to? You wonder if betting another horse might be a good idea. And to do that, you're going to have to win them over.<br>
<br>
<i>Unlike what you just did with Thompson.</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManorPokerRoom">><<PokerNightThompsonApproval -1>><<set $TempPoker4dRoomTalk to undefined>><</link>>
<<case "Maisie">>
You move to where Maisie leans against the sideboard. She straightens just enough to acknowledge you, then settles back into her pose.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
She glances at your outfit. "Where did you get that? Don't think Evans sells such scandalous things."<br>
<br>
Her eyes appraise you. Icy and full of rivalry.<br>
<<else>>
She glances at your outfit. "Such a cute little dress. Off the sales rack, isn't it?"<br>
<br>
Her eyes appraise you. Icy and full of rivalry.<br>
<</if>>
<br>
"So you're Jake's date." Her eyes do a quick read of you, assessing. "First poker night?"<br>
<br>
You nod.<br>
<br>
"A word of advice, sweetheart," she comments. "Since you're new to this. The men here are competitive. Some of them more than others. If you don't know what you're doing, the best thing you can do is hold a tray and smile. They like that."<br>
<br>
She pauses. The practiced sweetness softens a fraction, almost despite her.<br>
<br>
"And don't try to charm Mr Harrow. He's already got a complicated enough life."<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManorPokerRoom">><<set $TempPoker4dRoomTalk to undefined>><</link>>
<<case "Rhiannon">>
You cross to the sideboard. Rhiannon smiles briefly at you as you approach, but continues setting out the next round of glasses in a neat line. The way she would behind the bar.<br>
<br>
"You all right, lass?" she asks without looking. "First poker night usually has a face on it. And you're wearing it."<br>
<br>
"Is it that obvious?"<br>
<br>
She huffs a small laugh. "I work at a male dominated bar. I know the look of a girl who feels out of place."<br>
<br>
"What are you doing here then?" you ask.<br>
<br>
Rhiannon titters. "It's a bit of fun. Or so my pa' says." She looks around the room. "Keeps trying to match me up with a man. Says that if I stay single too much longer, I'll have to pick one of the regulars."<br>
<br>
You follow her look. Dan and Thompson at the table, Jake and Harrow still down the hallway. "Any take your fancy?"<br>
<br>
She chuckles. "Slim pickings, this lot. Thompson's a brute and married to boot. Dan is all talk." A pause as she glances at you. "And Jake. Sorry, lass, but he's a child in a man's body. You probably know better than me." She continues. "And Harrow." She arches an eyebrow at you. "Let's just say I'm not his type. Anymore."<br>
<br>
You look back at her, but she doesn't offer a follow-up. "Watch him tonight, though. He's the one running the table. The rest are following his lead, even when they don't know it."<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManorPokerRoom">><<set $TempPoker4dRoomTalk to undefined>><</link>>
<</switch>>You stand idly to the side, watching the others. Dan chatters away to Thompson in a hushed voice. Thompson barely responds, instead sipping his drink. Maisie leans against the sideboard, looking at her nails. And Rhiannon fusses endlessly with the drinks trolley.<br>
<br>
A few minutes later, Harrow walks back in with Jake in tow. The quarterback looks flustered, almost enraged. Whatever was said in the hallway didn't go his way.<br>
<br>
When he sees you, his face shifts. Relief and possession in equal measure. "You're still here," he mutters, half to himself. The others notice the look.<br>
<br>
"And now our party is complete," Harrow announces to the room. "Apologies for the hold-up. Ladies, if you'd like to retire to the kitchen to prepare the drinks. And gentlemen, take your seats."<br>
<br>
The instruction lands flat against you. Ladies.<br>
<br>
<i>Of course.</i><br>
<br>
Rhiannon begins to push the trolley out into the corridor. Maisie looks at her with disinterest but follows.<br>
<br>
You follow Rhiannon and Maisie out into the corridor, the heels you had not quite got used to clicking too loudly against the floor.<br>
<br>
<<ActionsHeader>>
<<link "Go to the kitchen" "DuncanManorKitchen">><<EventTrigger "DuncanManorKitchen" "PokerNightArrival" "Evening" null null null null null false>><</link>><<if $TempPoker4dKitchen is "Bachelors">>
"I thought it would be a good opportunity to meet a man," you say, trying to inject a casual tone into your voice.<br>
<br>
Maisie's eyes focus on you, narrowing just enough to notice. Rhiannon looks back at her to see her reaction and rolls her eyes. "Looks like you've got some competition, Maisie."<br>
<br>
"Funny way to put it, considering she walked in here with Jake on her arm," Maisie says coolly, not looking up from the bottle.<br>
<br>
You hold her stare without flinching. Rhiannon huffs a small laugh and turns back to you.<br>
<br>
"Just keep their glasses full. Smile if you can manage it. Don't engage if you can't."<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
Her eyes flick to your dress and away. "And mind that hem when you bend down. Dan's got hands."<br>
<<else>>
Her eyes flick to your dress and away. "And mind how close you get to them. Thompson's hands sometimes wander."<br>
<</if>>
<br>
She returns to the trolley. Maisie watches you over the rim of a bottle, her expression unreadable. The smile she wore for Harrow earlier, all sweetness and practise, is nowhere on her face now.<br>
<br>
<span class="notification">Rhiannon and Maisie have their own reasons for being at poker night. If you wish to influence the table, you’ll need them on side. Choose your actions carefully.</span><br>
<br>
<<ActionsHeader>>
<<link "Take the drinks back to the poker room" "DuncanManor4dKitchen">><<set $TempPoker4dKitchen to "Drinks">><</link>>
<<elseif $TempPoker4dKitchen is "FunNight">>
"Jake invited me. Said tonight would be a fun night."<br>
<br>
Rhiannon pauses with a bottle in her hand. "Did he?"<br>
<br>
Maisie smirks, not looking up. "Fun night for him, maybe."<br>
<br>
Rhiannon shoots her a sharp look, but Maisie shrugs and carries on pouring. Rhiannon sighs and turns back to you.<br>
<br>
"Just keep their glasses full. Smile if you can manage it. Don't engage if you can't."<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
Her eyes flick to your dress and away. "And mind that hem when you bend down. Dan's got hands."<br>
<<else>>
Her eyes flick to your dress and away. "And mind how close you get to them. Thompson's hands sometimes wander."<br>
<</if>>
<br>
She returns to the trolley. Maisie watches you over the rim of a bottle. Her smile is all sweetness and practise.<br>
<br>
<span class="notification">Rhiannon and Maisie have their own reasons for being at poker night. If you wish to influence the table, you’ll need them on side. Choose your actions carefully.</span><br>
<br>
<<ActionsHeader>>
<<link "Take the drinks back to the poker room" "DuncanManor4dKitchen">><<set $TempPoker4dKitchen to "Drinks">><</link>>
<<elseif $TempPoker4dKitchen is "WhyHere">>
"What about you?" you reply, changing the tone of the conversation. "What brings you here?"<br>
<br>
"My da' says that helping out up here is good for the community," she replies flatly. "Spending a shift behind the bar or up here makes no difference to me. Money is money."<br>
<br>
She studies you for a moment longer, her eyes narrowing. "But don't think I didn't notice how you deflected the question." A small knowing smile appears. "Barmaid knows when people are hiding things."<br>
<br>
She turns to look at Maisie, who is watching casually. "See that, Maisie. The lass doesn't trust us to be straight." A thin smile forms on Rhiannon's face. "Makes you wonder what she's holding back."<br>
<br>
Maisie studies you, then shrugs. "We all have secrets, Rhi."<br>
<br>
"I guess we do," Rhiannon mutters, before turning back to you. "Just keep their glasses full. Smile if you can manage it. Don't engage if you can't."<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
Her eyes flick to your dress and away. "And mind that hem when you bend down. Dan's got hands."<br>
<<else>>
Her eyes flick to your dress and away. "And mind how close you get to them. Thompson's hands sometimes wander."<br>
<</if>>
<br>
Rhiannon looks at you with a small nod, before turning to finalise the drinks. But her smile is forced.<br>
<br>
<span class="notification">Rhiannon and Maisie have their own reasons for being at poker night. If you wish to influence the table, you’ll need them on side. Choose your actions carefully.</span><br>
<br>
<<ActionsHeader>>
<<link "Take the drinks back to the poker room" "DuncanManor4dKitchen">><<set $TempPoker4dKitchen to "Drinks">><</link>>
<<elseif $TempPoker4dKitchen is "Drinks">>
You follow Maisie and Rhiannon out of the kitchen with the loaded trolley. As you push down the corridor, you can already hear them in the poker room.<br>
<br>
"...wonder if the carpet matches the drapes."<br>
<br>
Thompson's voice, dry. The chuckle that follows is general. You step in behind Rhiannon and try not to look at the table.<br>
<br>
But you can't help it. Dan's eyes are already on you, grin wide. Jake watches you the whole way to the sideboard, possessive and proud. Thompson takes you in over the rim of his glass for a beat longer than is polite, before turning to his hand.<br>
<br>
And Harrow, deck in his hands, hasn't looked at his cards yet at all. He's looking at you.<br>
<br>
Four men at the table. One has the amulet. The other three are the ones who could win it from him.<br>
<br>
<i>And they'll want something from you when they do.</i><br>
<br>
<<ActionsHeader>>
<<link "Start the poker game" "DuncanManor4dRound1">><<set $PokerGame.round to 1>><<set $TempPoker4dKitchen to undefined>><</link>>
<</if>>/* Hidden Round 1 win order - Thompson > Harrow > Dan > Jake */
<<if $TempPoker4dRound1 is undefined>>
<<if $TempPoker4dRound1Order is undefined>>
Harrow shuffles the deck with both hands, the cards bridging in a soft snap. He passes them across to Thompson for a cut. Thompson taps once and slides them back without a word.<br>
<br>
Then Harrow deals two cards face down to each player, slow and deliberate. The men pick up their hands one by one.<br>
<br>
As you settle to the side of the room with Rhiannon and Maisie, you look over how the other players are dealing with their hands. Thompson sips his whiskey and lets his cards rest face-down at his fingertips. He's looked at them only once. Dan flips up the corner of his cards and mutters, then turns his head toward you and grins. Jake holds his cards in both hands, staring with intensity back at them.<br>
<br>
Harrow looks at his own hand for half a second and sets it down. Then he looks at the table.<br>
<br>
"Opening bet's the boss's call." He nods at Thompson. "Yours, Tucker."<br>
<br>
Thompson grunts and drops two chips into the centre of the felt. Dan follows, throwing in three to make a point. Jake watches the chips drop without moving. Harrow waits, eyebrow raised, watching the table.<br>
<br>
You can't see any of their hands from here. Not without getting closer. Primarily, you want Harrow to spend all of his chips, so he's forced to bet his amulet. But ultimately, you need whoever bests him to be willing to give it to you.<br>
<br>
<i>And Jake is the youngest at this table.</i><br>
<<elseif $TempPoker4dRound1Order is 1>>
You step back to the sideboard. Harrow flips three cards face-up in the centre of the table. A king. An eight. A four.<br>
<br>
The men weigh their hands again. Thompson sips his whiskey, eyes flicking between cards and chips. Dan murmurs something to Thompson, then glances at you. Jake taps his cards against the felt, restless. Harrow, as ever, gives nothing away.<br>
<br>
The bets begin a second time, slower now. There's still time. You can move once more before the hands are revealed.<br>
<</if>>
<<if $TempPoker4dRound1Order is 2>>
The chips are committed and the betting dries up. Harrow gives a small nod across the felt. "Reveal your hands, gentlemen."<br>
<br>
<<ActionsHeader>>
<<link "Watch as the cards are revealed" "DuncanManor4dRound1">><<set $TempPoker4dRound1 to "Reveal">><</link>>
<<else>>
<br>
<<ActionsHeader>>
<<Flag "TempPokerRound1Int">>
<<if _FlagReturn is false>>
<<StatCheckIntelligence "gt" 60>>
<<set _StatIntelligenceProbability to _StatIntelligenceProbability + " Try to work out who is bluffing">>
<<if _StatCheckIntelligence is true>>
<<link _StatIntelligenceProbability "DuncanManor4dRound1">><<set $TempPoker4dRound1 to "IntPass">><<SetFlag "TempPokerRound1Int">><</link>><br>
<<else>>
<<link _StatIntelligenceProbability "DuncanManor4dRound1">><<set $TempPoker4dRound1 to "IntFail">><<SetFlag "TempPokerRound1Int">><<Intelligence 1>><</link>><br>
<</if>>
<</if>>
<<Flag "TempPoker4dR1Thompson">>
<<if _FlagReturn is false>><<link "Move behind Thompson" "DuncanManor4dRound1">><<set $TempPoker4dRound1 to "Thompson">><<SetFlag "TempPoker4dR1Thompson">><</link>><br><</if>>
<<Flag "TempPoker4dR1Jake">>
<<if _FlagReturn is false>><<link "Move behind Jake" "DuncanManor4dRound1">><<set $TempPoker4dRound1 to "Jake">><<SetFlag "TempPoker4dR1Jake">><</link>><br><</if>>
<<Flag "TempPoker4dR1Harrow">>
<<if _FlagReturn is false>><<link "Move behind Harrow" "DuncanManor4dRound1">><<set $TempPoker4dRound1 to "Harrow">><<SetFlag "TempPoker4dR1Harrow">><</link>><br><</if>>
<<Flag "TempPoker4dR1Dan">>
<<if _FlagReturn is false>><<link "Move behind Dan" "DuncanManor4dRound1">><<set $TempPoker4dRound1 to "Dan">><<SetFlag "TempPoker4dR1Dan">><</link>><br><</if>>
<<link "Stay to the side of the room and watch" "DuncanManor4dRound1">><<set $TempPoker4dRound1 to "Side">><</link>>
<</if>>
<<elseif $TempPoker4dRound1 is "IntPass">>
You let your eyes drift around the table. From this side of the room, you can see them all in a way they can't see each other.<br>
<br>
Thompson hasn't picked his cards back up. He's leaning back, jaw tight, more interested in his whiskey. But there's no sign of the anger you've come to expect from him.<br>
<br>
Dan keeps glancing at his hand as though checking it hasn't changed. It hasn't. You're pretty sure he's lost.<br>
<br>
Jake's foot is tapping under the table. He's not meeting anyone's glances. But his face is turned up in a snarl.<br>
<br>
Harrow holds his cards casually, watching you. You can't read him.<br>
<br>
<<ActionsHeader>>
<<Flag "TempPoker4dR1Thompson">>
<<if _FlagReturn is false>><<link "Move behind Thompson" "DuncanManor4dRound1">><<set $TempPoker4dRound1 to "Thompson">><<SetFlag "TempPoker4dR1Thompson">><</link>><br><</if>>
<<Flag "TempPoker4dR1Jake">>
<<if _FlagReturn is false>><<link "Move behind Jake" "DuncanManor4dRound1">><<set $TempPoker4dRound1 to "Jake">><<SetFlag "TempPoker4dR1Jake">><</link>><br><</if>>
<<Flag "TempPoker4dR1Harrow">>
<<if _FlagReturn is false>><<link "Move behind Harrow" "DuncanManor4dRound1">><<set $TempPoker4dRound1 to "Harrow">><<SetFlag "TempPoker4dR1Harrow">><</link>><br><</if>>
<<Flag "TempPoker4dR1Dan">>
<<if _FlagReturn is false>><<link "Move behind Dan" "DuncanManor4dRound1">><<set $TempPoker4dRound1 to "Dan">><<SetFlag "TempPoker4dR1Dan">><</link>><br><</if>>
<<link "Stay to the side of the room and watch" "DuncanManor4dRound1">><<set $TempPoker4dRound1 to "Side">><</link>>
<<elseif $TempPoker4dRound1 is "IntFail">>
You let your eyes drift around the table as you cross to the sideboard, trying to take them all in.<br>
<br>
Jake is fidgeting. He's not meeting anyone's glances. His face is turned up in a snarl.<br>
<br>
The others give you nothing. Thompson's whiskey, Dan's grin, Harrow's polite distance. You can't read any of it.<br>
<br>
<<ActionsHeader>>
<<Flag "TempPoker4dR1Thompson">>
<<if _FlagReturn is false>><<link "Move behind Thompson" "DuncanManor4dRound1">><<set $TempPoker4dRound1 to "Thompson">><<SetFlag "TempPoker4dR1Thompson">><</link>><br><</if>>
<<Flag "TempPoker4dR1Jake">>
<<if _FlagReturn is false>><<link "Move behind Jake" "DuncanManor4dRound1">><<set $TempPoker4dRound1 to "Jake">><<SetFlag "TempPoker4dR1Jake">><</link>><br><</if>>
<<Flag "TempPoker4dR1Harrow">>
<<if _FlagReturn is false>><<link "Move behind Harrow" "DuncanManor4dRound1">><<set $TempPoker4dRound1 to "Harrow">><<SetFlag "TempPoker4dR1Harrow">><</link>><br><</if>>
<<Flag "TempPoker4dR1Dan">>
<<if _FlagReturn is false>><<link "Move behind Dan" "DuncanManor4dRound1">><<set $TempPoker4dRound1 to "Dan">><<SetFlag "TempPoker4dR1Dan">><</link>><br><</if>>
<<link "Stay to the side of the room and watch" "DuncanManor4dRound1">><<set $TempPoker4dRound1 to "Side">><</link>>
<<elseif $TempPoker4dRound1 is "Jake">>
You move around to Jake's side of the table. He notices you straight away and pushes his empty glass at you, more loudly than necessary.<br>
<br>
"Top-up, nerd. And don't be shy with it."<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
A couple of the men exchange looks, but Jake doesn't notice. He's busy eying you, slow and unhurried. His eyes drift over your exposed back, lingering on your bare skin.<br>
<<else>>
A couple of the men exchange looks, but Jake doesn't notice. He's busy eying you, slow and unhurried. His eyes drift over your dress, looking at how it hugs your curves.<br>
<</if>>
<br>
You glance down at his cards. He makes no effort to hide them. A six on display, a two behind it. The other cards are partially hidden, but it doesn't matter. He's got nothing.<br>
<br>
"Come on," he says, tapping the side of his glass. "I've got big bets to make."<br>
<br>
You meet his eyes, demanding.<br>
<br>
"Settle, Jake," Harrow announces from across the table, mild but pointed. "Miss Phillips is a guest, not the entertainment."<br>
<br>
<<if _CurrentOutfit is "PokerRevealingEmily">>
Before you can step back, Jake puts his arm around your waist and pulls you back against him. "I know how to handle girls who dress like that," he says with a leer. His hand finds the bare skin at the small of your back. "You'd like to see how well I can handle you, right nerd?"<br>
<<else>>
Before you can step back, Jake puts his arm around your waist and pulls you back against him. "I know how to break the frigid out of them," he says with a leer. His hand settles in the small of your back, fingers tracing through the fabric of the dress. "Bet you could be taught, right nerd?"<br>
<</if>>
<br>
<<ActionsHeader>>
<<StatCheckOrientation "gt" 30 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to flirt him into betting big">>
<<if _StatCheckOrientation is true>>
<<link _StatOrientationProbability "DuncanManor4dRound1">><<set $TempPoker4dRound1 to "JakeFlirtPass">><<set $TempPoker4dJakeHandSeen to true>><</link>><br>
<<else>>
<<link _StatOrientationProbability "DuncanManor4dRound1">><<set $TempPoker4dRound1 to "JakeFlirtFail">><<set $TempPoker4dJakeHandSeen to true>><<Orientation 1>><</link>><br>
<</if>>
<<link "Accept his advances" "DuncanManor4dRound1">><<set $TempPoker4dRound1 to "JakeAccept">><<set $TempPoker4dJakeHandSeen to true>><<Orientation 1>><<set $TempPoker4dJakeRound1 to "Accept">><</link>><br>
<<CompulsionCheck "BoyCrazy">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Boy Crazy] </span><s>Rebuff his advances</s> - <i>You can't seem to convince yourself to do this</i><br>
<<else>>
<<link "Rebuff his advances" "DuncanManor4dRound1">><<set $TempPoker4dRound1 to "JakeRebuff">><<set $TempPoker4dJakeHandSeen to true>><<Assertive 1>><<set $TempPoker4dJakeRound1 to "Rebuff">><</link>>
<</if>>
<<elseif $TempPoker4dRound1 is "JakeFlirtPass">>
You let his hand stay where it is. "Big bets need a man who knows how to spend them."<br>
<br>
His eyes light up. "That so?"<br>
<br>
You smile and don't answer. He pushes a stack into the centre, bigger than he needs to. "I'm in for that," he says, loud enough for the table to hear. His arm tightens at your waist. "Leave the bottle." And he licks his lips. "And don't go anywhere. Unless it's up to my room."<br>
<br>
The size of the bet makes Dan look up. Harrow's smile thins, but he matches the bet.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4dRound1">><<PotPressure 1>><<PokerNightJakeApproval 1>><<set $TempPoker4dJakeRound1 to "FlirtPass">><<set $TempPoker4dRound1 to undefined>><<if $TempPoker4dRound1Order is undefined>><<set $TempPoker4dRound1Order to 1>><<else>><<set $TempPoker4dRound1Order to 2>><</if>><</link>>
<<elseif $TempPoker4dRound1 is "JakeFlirtFail">>
You try the line, but it comes out brittle. "Big bets need a big man."<br>
<br>
Jake snorts. "You don't think I'm a big man?" He cocks his head, scowling. "Is that what you're saying?"<br>
<br>
He pushes you away, dismissively. Thompson grunts and Dan cackles. But Harrow can barely contain his disdain. As you take a step back, you see him watching you.<br>
<br>
"No need to treat the ladies so roughly," Harrow comments. "They understand more than you think."<br>
<br>
The attention soon returns to the cards, but Jake doesn't turn his eyes from you. And they are full with wounded pride.<br>
<br>
<i>You've made it worse.</i><br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4dRound1">><<PokerNightJakeApproval -1>><<set $TempPoker4dJakeRound1 to "FlirtFail">><<set $TempPoker4dRound1 to undefined>><<if $TempPoker4dRound1Order is undefined>><<set $TempPoker4dRound1Order to 1>><<else>><<set $TempPoker4dRound1Order to 2>><</if>><</link>>
<<elseif $TempPoker4dRound1 is "JakeAccept">>
You let his hand stay where it is. "Sounds like a fair offer," you mutter.<br>
<br>
His eyes light up, but his smile is predatory. "Won't be thinking that when I'm done with you."<br>
<br>
"Steady, Jake," Harrow comments, mild but warning. "The lady deserves better treatment than a ditzy cheerleader."<br>
<br>
"I've got proper money tonight," Jake retorts, loud enough for the table to hear. He pushes a stack into the centre, more than he needs to. His arm tightens at your waist. "Leave the bottle." And he licks his lips. "And don't go anywhere. Unless it's up to my room."<br>
<br>
The size of the bet makes Dan look up. Harrow's smile thins, but he matches the bet.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4dRound1">><<PotPressure 1>><<PokerNightJakeApproval 1>><<set $TempPoker4dRound1 to undefined>><<if $TempPoker4dRound1Order is undefined>><<set $TempPoker4dRound1Order to 1>><<else>><<set $TempPoker4dRound1Order to 2>><</if>><</link>>
<<elseif $TempPoker4dRound1 is "JakeRebuff">>
You shift your hip away from his hand without looking. "Hands to yourself."<br>
<br>
Jake's grin twists. "Wasn't asking, was I?" His arm leaves you with a snap. He folds his arms across his chest and turns back to his cards, sour. You can feel them all looking now. Including Harrow, who is watching you. "Don't forget who you came here with," he mutters.<br>
<br>
"Hands to yourself, Jake," Harrow echoes, dry. "She wasn't asking either."<br>
<br>
The attention soon returns to the cards, but you notice that Harrow doesn't look away from you.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4dRound1">><<PokerNightJakeApproval -1>><<set $TempPoker4dRound1 to undefined>><<if $TempPoker4dRound1Order is undefined>><<set $TempPoker4dRound1Order to 1>><<else>><<set $TempPoker4dRound1Order to 2>><</if>><</link>>
<<elseif $TempPoker4dRound1 is "Thompson">>
You drift over to Thompson's chair. You try to catch the corners of his cards as you reach for his glass, but he holds them to the side, just out of your eyeline. He looks back at you, shifting his chair so you can reach his drink. But his eyes linger on your breasts.<br>
<br>
You refill his glass. He stares at it, then takes it between his fingers and holds it up to the light. "Call that a top-up? Don't skimp on the measure. I'm a big boy. I can handle it."<br>
<br>
But when he puts it back down you notice he's placed it further back from the table. You glance at his cards. You're going to have to lean in if you want to see them.<br>
<br>
<<ActionsHeader>>
<<link "Top-up his drink" "DuncanManor4dRound1">><<set $TempPoker4dRound1 to "ThompsonTopUp">><<Assertive -1>><<set $TempPoker4dThompsonHandSeen to true>><</link>><br>
<<link "Leave him with a single measure" "DuncanManor4dRound1">><<set $TempPoker4dRound1 to "ThompsonReserved">><<Assertive 1>><<set $TempPoker4dThompsonRound1 to "Reserved">><</link>>
<<elseif $TempPoker4dRound1 is "ThompsonTopUp">>
Taking a deep breath, you lean over Thompson and pour more whiskey into the glass. He pulls back, giving you just enough room to lean in. The hand grasping his cards moves slightly and you see his cards. A pair of nines. Decent. Not a winning hand, but enough that he'll bet on it.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
You feel his clammy free hand brush over your bare back as you lean. "Good girl. Nice to see one of the Phillips' knows her place."<br>
<<else>>
You feel his clammy free hand brush against the back of your dress as you lean. "Good girl. Nice to see one of the Phillips' knows her place."<br>
<</if>>
<br>
You feel Dan's eyes on you. Harrow's too, watching how you take his comment. And your eyes linger on the chips he's already bet. You could push him to bet more, if you tried.<br>
<br>
But you look over at Jake and see his eyes watching you. Possessive and untamed.<br>
<br>
<<ActionsHeader>>
<<StatCheckOrientation "gt" 30 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to flirt with him to instill confidence">>
<<if _StatCheckOrientation is true>>
<<link _StatOrientationProbability "DuncanManor4dRound1">><<set $TempPoker4dRound1 to "ThompsonFlirtPass">><</link>><br>
<<else>>
<<link _StatOrientationProbability "DuncanManor4dRound1">><<set $TempPoker4dRound1 to "ThompsonFlirtFail">><<Orientation 1>><</link>><br>
<</if>>
<<link "Accept his compliment and appease him" "DuncanManor4dRound1">><<set $TempPoker4dRound1 to "ThompsonAppease">><<Orientation 1>><<set $TempPoker4dThompsonRound1 to "Appease">><</link>><br>
<<CompulsionCheck "TheAppeaser">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[The Appeaser] </span><s>Tell him that you could play better than he could</s> - <i>You wouldn’t want to make a scene</i><br>
<<else>>
<<link "Tell him that you could play better than he could" "DuncanManor4dRound1">><<set $TempPoker4dRound1 to "ThompsonRetort">><<Assertive 1>><<set $TempPoker4dThompsonRound1 to "Retort">><</link>><br>
<</if>>
<<if $TempPoker4dHarrowHandSeen is true>>
<<link "Whisper that he can beat Harrow" "DuncanManor4dRound1">><<set $TempPoker4dRound1 to "ThompsonWhisper">><</link>>
<</if>>
<<elseif $TempPoker4dRound1 is "ThompsonFlirtPass">>
You let a small smile settle on you as you tilt the bottle to top him up again. "It's nice to see a man with the money to spend."<br>
<br>
He grunts, pleased. "Tucker. None of this 'mister' nonsense at the table." He leers up at you. "Don't mind splashing the cash when there's something pretty in the room."<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
Thompson's hand on your bare back kneads it clumsily, as if rewarding you. You smile back at him, not daring to move.<br>
<<else>>
Thompson's hand on the back of your dress kneads you clumsily, as if rewarding you. You smile back at him, not daring to move.<br>
<</if>>
<br>
He pushes a stack of chips into the centre. "That look like a man who worries about spending money?"<br>
<br>
The size of the bet makes Dan look up. Harrow's smile thins, but he matches the bet. But when you glance around the table, you see Jake's face growing angry.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4dRound1">><<PotPressure 1>><<PokerNightThompsonApproval 1>><<set $TempPoker4dThompsonRound1 to "FlirtPass">><<PokerNightJakeApproval -1>><<set $TempPoker4dRound1 to undefined>><<if $TempPoker4dRound1Order is undefined>><<set $TempPoker4dRound1Order to 1>><<else>><<set $TempPoker4dRound1Order to 2>><</if>><</link>>
<<elseif $TempPoker4dRound1 is "ThompsonFlirtFail">>
You look down at him, smiling. "It's nice to see a man with money."<br>
<br>
He stares up at you, dumbfounded. "I'm not a fool, girl. Save the act for the boys your age." He snorts, making sure the rest of the table sees. "Pretty face on her, but green as the felt."<br>
<br>
You wince. "I didn't mean it like that."<br>
<br>
Thompson looks up at you, leering. "Sure you didn't."<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
His hand is on your bare back, kneading it clumsily as if rewarding you. You can't help but flinch reflexively. It's an instinctive response, but it's enough for him to quickly pull his hand back.<br>
<<else>>
His hand is on the back of your dress, kneading you clumsily as if rewarding you. You can't help but flinch reflexively. It's an instinctive response, but it's enough for him to quickly pull his hand back.<br>
<</if>>
<br>
He looks back at you and takes a large sip of whiskey. He ignores a few sniggers around the table, checking instead of betting. You take a step back, blushing. And Thompson just glares at you.<br>
<br>
But Jake watches, almost happy to see you flinch away from Thompson.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4dRound1">><<PokerNightThompsonApproval -1>><<set $TempPoker4dThompsonRound1 to "FlirtFail">><<PokerNightJakeApproval 1>><<set $TempPoker4dRound1 to undefined>><<if $TempPoker4dRound1Order is undefined>><<set $TempPoker4dRound1Order to 1>><<else>><<set $TempPoker4dRound1Order to 2>><</if>><</link>>
<<elseif $TempPoker4dRound1 is "ThompsonAppease">>
You force a smile as you tilt the bottle to top him up again. "Thank you, Mr Thompson. It's so nice to be treated well by a man."<br>
<br>
He grunts, pleased. "Tucker. None of this 'mister' nonsense at the table."<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
Thompson's hand on your bare back kneads it clumsily, as if rewarding you. You smile back at him, not daring to move.<br>
<<else>>
Thompson's hand on the back of your dress kneads you clumsily, as if rewarding you. You smile back at him, not daring to move.<br>
<</if>>
<br>
"Maybe there's a place for you at the shop, girl," he murmurs. "Like on reception, if you keep playing nice."<br>
<br>
He pushes a stack of chips into the centre. "Let's see if I can win a few chips to toss your way."<br>
<br>
The size of the bet makes Dan look up. Harrow's smile thins, but he matches the bet. And all the while, you feel Thompson's hand on your back.<br>
<br>
But as you walk away, you see Jake staring at you. Fuming.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4dRound1">><<PotPressure 1>><<PokerNightThompsonApproval 1>><<PokerNightJakeApproval -1>><<set $TempPoker4dRound1 to undefined>><<if $TempPoker4dRound1Order is undefined>><<set $TempPoker4dRound1Order to 1>><<else>><<set $TempPoker4dRound1Order to 2>><</if>><</link>>
<<elseif $TempPoker4dRound1 is "ThompsonWhisper">>
You lean back over Thompson's glass, your mouth close to his ear. "He's only sitting on fives," you murmur. "I saw."<br>
<br>
Thompson's hand tightens at your back. He doesn't react at the table but you feel the breath that goes out of him. Calculating.<br>
<br>
"Good girl," he mutters, low.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
His hand drifts lower as you straighten, taking its time on your bare skin before letting you step back.<br>
<<else>>
His hand drifts lower as you straighten, sliding through the fabric of your dress before letting you step back.<br>
<</if>>
<br>
When his turn comes, he pushes a heavy stack into the centre. More than Harrow expected. "Going to make this one interesting, Darcy."<br>
<br>
Harrow's eyes narrow. He matches, but the smile is gone. Jake looks at you, cold eyes with confusion.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4dRound1">><<PotPressure 2>><<PokerNightThompsonApproval 1>><<set $TempPoker4dRound1 to undefined>><<if $TempPoker4dRound1Order is undefined>><<set $TempPoker4dRound1Order to 1>><<else>><<set $TempPoker4dRound1Order to 2>><</if>><</link>>
<<elseif $TempPoker4dRound1 is "ThompsonRetort">>
"I'm not sure about that," you hear yourself say. "I reckon I could take all those chips off you if I was placed at the table."<br>
<br>
Thompson's jaw stops mid-chew. The room goes quiet for a fraction of a second. Then Dan barks a laugh. "Watch this one, boss. She's got teeth."<br>
<br>
He holds your eyes for a moment too long. Then turns his cards face-down against the felt and pulls them tight to his chest. Whatever bet he was thinking of dies on the spot.<br>
<br>
You take a step back, smiling. Dan gives you a lecherous smile. Harrow is now watching with measured calculation. And Jake is grinning at you.<br>
<br>
"Big talk from a girl who can't even sit at the table," Thompson mutters as you walk away.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4dRound1">><<PokerNightThompsonApproval -1>><<PokerNightJakeApproval 1>><<set $TempPoker4dRound1 to undefined>><<if $TempPoker4dRound1Order is undefined>><<set $TempPoker4dRound1Order to 1>><<else>><<set $TempPoker4dRound1Order to 2>><</if>><</link>>
<<elseif $TempPoker4dRound1 is "ThompsonReserved">>
"It's early," you say, a little too cool. "Plenty of time for a top-up."<br>
<br>
Thompson's eyes find you and stay. He says nothing. After a moment, he reaches out for his drink and downs it in one. "What about now?"<br>
<br>
"Let me get that," you hear Rhiannon say as she appears beside you. She leans over and tops up his drink, but Thompson's glaring eyes never leave you. Around the table you see a couple of raised eyebrows. And Thompson keeps his cards angled away from you.<br>
<br>
"Trust a Phillips' not to know how to take an order," he mutters as you walk away.<br>
<br>
You retreat back to the sideboard. You've made an enemy, even if a small one.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the round to play out" "DuncanManor4dRound1">><<PokerNightThompsonApproval -1>><<set $TempPoker4dRound1 to undefined>><<if $TempPoker4dRound1Order is undefined>><<set $TempPoker4dRound1Order to 1>><<else>><<set $TempPoker4dRound1Order to 2>><</if>><</link>>
<<elseif $TempPoker4dRound1 is "Harrow">>
<<if $PokerNightMaisieRivalry gte 1>>
You move towards the table, heading towards where Harrow sits. Before you can take more than two steps, Maisie cuts in front of you, smiling with more force than required.<br>
<br>
"I've got this one," she tells you sweetly, swaying to the side of Harrow before you can reply. As she refills his glass, you see her staring back at you.<br>
<br>
"Thank you, Maisie," Harrow comments, his eyes firmly on the game.<br>
<br>
Maisie returns to the sideboard, smiling at you as she places the bottle back.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4dRound1">><<set $TempPoker4dRound1 to undefined>><<if $TempPoker4dRound1Order is undefined>><<set $TempPoker4dRound1Order to 1>><<else>><<set $TempPoker4dRound1Order to 2>><</if>><</link>>
<<else>>
You move towards the table to where Harrow sits. He glances up before you reach him, smiling like he expected you all along. "Ah. Some company at last."<br>
<br>
You glance down at his hand as you tilt to refill his glass, but he keeps it covered. "Settling in, Emily? It's a lot to take in, the first time."<br>
<br>
His tone is gentle. Just like in his lessons. The voice he probably uses on every new girl who serves at this table. You'll have to do more than fill his drink if you want him to relax enough to reveal his hand.<br>
<br>
You can feel Jake's eyes flick over to you as you stand at Harrow's shoulder. Not jealous. Something more like wariness.<br>
<br>
<<ActionsHeader>>
<<StatCheckOrientation "gt" 40 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to flirt with him">>
<<if _StatCheckOrientation is true>>
<<link _StatOrientationProbability "DuncanManor4dRound1">><<set $TempPoker4dRound1 to "HarrowFlirtPass">><</link>><br>
<<else>>
<<link _StatOrientationProbability "DuncanManor4dRound1">><<set $TempPoker4dRound1 to "HarrowFlirtFail">><<Orientation 1>><</link>><br>
<</if>>
<<link "Flatter him by thanking him for the invitation" "DuncanManor4dRound1">><<set $TempPoker4dRound1 to "HarrowFlatter">><<Feminity 1>><<set $TempPoker4dHarrowRound1 to "ThankHim">><</link>><br>
<<link "Stay quiet and move on" "DuncanManor4dRound1">><<set $TempPoker4dRound1 to "HarrowQuiet">><<set $TempPoker4dHarrowRound1 to "Quiet">><</link>>
<</if>>
<<elseif $TempPoker4dRound1 is "HarrowFlirtPass">>
You smile, holding his eye a beat longer than the bottle requires. "It's nice to be spending some time with you away from school, Mr Harrow."<br>
<br>
He gives you a look as some of the men chuckle. A suspicious look, but you notice his eyes wander briefly over your outfit. "I'm glad you are coming around," he murmurs.<br>
<br>
You continue smiling, letting the bottle tip slightly more than is necessary. A drop of whiskey hits the felt. "Oh. Silly me. Let me clean that up."<br>
<br>
You lean further over Harrow to swipe the spill from the green fabric. Just enough for your chest to brush close to his face. You hear him take in a breath and for the briefest of moments he fidgets in his seat.<br>
<br>
It's enough for you to glance at his cards. A pair of fives. A respectable hand, but he's not going to win without help.<br>
<br>
But as you straighten, you catch Jake's face. His knuckles are white on his cards.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4dRound1">><<set $TempPoker4dHarrowHandSeen to true>><<PokerNightJakeApproval -1>><<set $TempPoker4dHarrowRound1 to "FlirtPass">><<set $TempPoker4dRound1 to undefined>><<if $TempPoker4dRound1Order is undefined>><<set $TempPoker4dRound1Order to 1>><<else>><<set $TempPoker4dRound1Order to 2>><</if>><</link>>
<<elseif $TempPoker4dRound1 is "HarrowFlirtFail">>
You smile, holding his eye a beat longer than the bottle requires. "It's nice to be spending some time with you away from school, Mr Harrow."<br>
<br>
He gives you a look as some of the men chuckle. A suspicious look, but you notice his eyes wander briefly over your outfit. "I'm glad you are coming around," he murmurs.<br>
<br>
But he remains looking at you. When you lean in to see a glimpse of his cards, he pulls back and his poker face returns. "But careful, Emily." His voice stays warm, but he's watching you more carefully. "A girl who tries too hard at a table like this gives herself away."<br>
<br>
You feel yourself blushing as you take a step back, listening to a few chuckles around the table.<br>
<br>
Across the table, Jake watches. He doesn't grin, but his shoulders ease. Harrow handled it for him.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4dRound1">><<PokerNightJakeApproval 1>><<set $TempPoker4dHarrowRound1 to "FlirtFail">><<set $TempPoker4dRound1 to undefined>><<if $TempPoker4dRound1Order is undefined>><<set $TempPoker4dRound1Order to 1>><<else>><<set $TempPoker4dRound1Order to 2>><</if>><</link>>
<<elseif $TempPoker4dRound1 is "HarrowFlatter">>
"Thank you so much for having me at your poker night, Mr Harrow," you say with a smile.<br>
<br>
"You're very welcome, Emily," he replies, watching you with attention. "And I'm delighted you've made the effort tonight." He looks back to the table. "Such a polite young lady. Young Mr Duncan should count himself lucky."<br>
<br>
Jake gives Harrow a tight nod but says nothing. Dan grins.<br>
<br>
Harrow looks between them. "In fact, why not be a dear and add another splash to Mr Mendel's drink, Emily?"<br>
<br>
Dan pushes his empty glass into the centre of the table quickly. You feel all eyes on you. Clenching your teeth, you lean over it and pour another drink for Dan. All eyes fall on you as you lean over the table and smile at Dan.<br>
<br>
Next to you, Harrow relaxes and meets Dan's eyes from across the table. It's just enough for you to glance at his cards. A pair of fives. A respectable hand, but he's not going to win without help.<br>
<br>
"How accommodating," Harrow says, as Dan snatches his drink up. "You may go now, Emily. But thank you."<br>
<br>
He nods curtly to you but holds your eye. Satisfied you have accepted the order of things here.<br>
<br>
But Jake is fuming.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4dRound1">><<set $TempPoker4dHarrowHandSeen to true>><<PokerNightJakeApproval -1>><<set $TempPoker4dRound1 to undefined>><<if $TempPoker4dRound1Order is undefined>><<set $TempPoker4dRound1Order to 1>><<else>><<set $TempPoker4dRound1Order to 2>><</if>><</link>>
<<elseif $TempPoker4dRound1 is "HarrowQuiet">>
You finish pouring his drink, but step away. "Thank you, Emily," he says, faintly amused. And keeping the cards faced away from you.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4dRound1">><<set $TempPoker4dRound1 to undefined>><<if $TempPoker4dRound1Order is undefined>><<set $TempPoker4dRound1Order to 1>><<else>><<set $TempPoker4dRound1Order to 2>><</if>><</link>>
<<elseif $TempPoker4dRound1 is "Dan">>
<<if $PokerNightRhiannonRivalry gte 1>>
You take a step toward Dan's chair, but Rhiannon glides past you with the bottle, perfectly timed to put her body between you and him. "I've got this one." Her smile is forced thin.<br>
<br>
She refills Dan's glass without waiting to be asked, leaning in close enough to make him grunt and grin. Her hip catches the edge of his chair as she straightens. The angle of her body keeps you out of his sight.<br>
<br>
By the time she steps back, the moment has passed. Dan's attention has been bought. And it's focused on her.<br>
<br>
Rhiannon walks back past the trolley. The smile thins further as she meets your eye. "Is he what you came for?" she says softly, with an arched eyebrow.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4dRound1">><<set $TempPoker4dRound1 to undefined>><<if $TempPoker4dRound1Order is undefined>><<set $TempPoker4dRound1Order to 1>><<else>><<set $TempPoker4dRound1Order to 2>><</if>><</link>>
<<else>>
You take a step toward Dan's chair. His hand starts moving toward you before you've reached him. He doesn't bother to disguise it.<br>
<br>
"There you are," he mutters, reaching out to wrap his arm around your waist. "Come to serve Dan, have you?"<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
As you tilt the bottle towards his glass, you feel his hand find the bare skin at the small of your back. He strokes it gently. He doesn't take it off. And he meets Jake's eye with a grin. "What do you say, Duncan? Think she'd make a good wife for the best salesman in Charlton?"<br>
<<else>>
As you tilt the bottle towards his glass, you feel his hand find the small of your back through the fabric of the dress. He strokes it gently. He doesn't take it off. And he meets Jake's eye with a grin. "What do you say, Duncan? Think she'd make a good wife for the best salesman in Charlton?"<br>
<</if>>
<br>
Jake's jaw tightens. He glares at Dan, but Dan only grins wider, enjoying the rise.<br>
<br>
You glance down at his cards as he sniggers in the chair. A two. A queen. Nothing.<br>
<br>
Dan's grin widens. "Don't run off. You'll want to see how a real man plays the table."<br>
<br>
The players around the table watch you with interest. Jake's eyes haven't left Dan's hand on your back.<br>
<br>
<<ActionsHeader>>
<<StatCheckOrientation "gt" 30 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to flirt him into betting big">>
<<if _StatCheckOrientation is true>>
<<link _StatOrientationProbability "DuncanManor4dRound1">><<set $TempPoker4dRound1 to "DanFlirtPass">><<set $TempPoker4dDanHandSeen to true>><</link>><br>
<<else>>
<<link _StatOrientationProbability "DuncanManor4dRound1">><<set $TempPoker4dRound1 to "DanFlirtFail">><<set $TempPoker4dDanHandSeen to true>><<Orientation 1>><</link>><br>
<</if>>
<<link "Endure the contact and let him show off" "DuncanManor4dRound1">><<set $TempPoker4dRound1 to "DanEndure">><<set $TempPoker4dDanHandSeen to true>><<Orientation 1>><<set $TempPoker4dDanRound1 to "Endure">><</link>><br>
<<CompulsionCheck "TheAppeaser">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[The Appeaser] </span><s>Push his hands off</s> - <i>You wouldn’t want to make a scene</i><br>
<<else>>
<<link "Push his hands off" "DuncanManor4dRound1">><<set $TempPoker4dRound1 to "DanResist">><<set $TempPoker4dDanHandSeen to true>><<Assertive 1>><<set $TempPoker4dDanRound1 to "Resist">><</link>>
<</if>>
<</if>>
<<elseif $TempPoker4dRound1 is "DanFlirtPass">>
You let your weight settle a touch closer to his shoulder. "I think you should bet on it, Dan. Whatever you've got in your hand."<br>
<br>
He laughs, ugly. "Oh, I've got a hand all right." He shoves chips into the centre with his free arm. More than he should. "There. Now you'll get to see how big Dan's hands really are."<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
You feel his thumb press into your lower back. Skirting inside of your dress. Pressing against the skin just above your underwear.<br>
<<else>>
You feel his thumb press into your lower back through your dress. Brushing up against the top of your underwear.<br>
<</if>>
<br>
Across the table, Jake half-rises out of his seat. "Hands off, Mendel."<br>
<br>
Dan only grins wider. "She's pouring, Duncan. Not my fault she settled in."<br>
<br>
You take a step back. Jake settles into his chair, but his hand grips his cards so hard the edges curl.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4dRound1">><<PotPressure 1>><<PokerNightDanApproval 1>><<PokerNightJakeApproval -1>><<set $TempPoker4dDanRound1 to "FlirtPass">><<set $TempPoker4dRound1 to undefined>><<if $TempPoker4dRound1Order is undefined>><<set $TempPoker4dRound1Order to 1>><<else>><<set $TempPoker4dRound1Order to 2>><</if>><</link>>
<<elseif $TempPoker4dRound1 is "DanFlirtFail">>
You let your weight settle a touch closer to his shoulder. "I think you should bet on it, Dan."<br>
<br>
He laughs, looking up to you. "First thing a wifie should know. Don't tell Dan how to play his hand."<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
Dan gives your bare back a pinch and you yelp. He sniggers at your reaction. "You'll learn not to wince at a man's touch, sweetheart."<br>
<<else>>
Dan gives your back a pinch through the dress and you yelp. He sniggers at your reaction. "You'll learn not to wince at a man's touch, sweetheart."<br>
<</if>>
<br>
He pushes you away, returning his attention to the table. When it comes to his go, he checks.<br>
<br>
But Jake watches the whole thing, satisfied.<br>
<br>
<i>You've made it worse with Dan. But not with everyone.</i><br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4dRound1">><<PokerNightDanApproval -1>><<PokerNightJakeApproval 1>><<set $TempPoker4dDanRound1 to "FlirtFail">><<set $TempPoker4dRound1 to undefined>><<if $TempPoker4dRound1Order is undefined>><<set $TempPoker4dRound1Order to 1>><<else>><<set $TempPoker4dRound1Order to 2>><</if>><</link>>
<<elseif $TempPoker4dRound1 is "DanEndure">>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
You don't move. He takes the lack of resistance as an invitation, gently rubbing your lower back. Skirting inside of your dress. Pressing against the skin just above your underwear.<br>
<<else>>
You don't move. He takes the lack of resistance as an invitation, gently rubbing your lower back through your dress. Brushing up against the top of your underwear.<br>
<</if>>
<br>
"She's good wife material, Duncan," he says, looking to Jake. "Compliant and accommodating. Maybe you'll learn a few things tonight."<br>
<br>
Jake's whole body has gone rigid. He says nothing.<br>
<br>
Dan pushes a stack of chips into the centre with his free hand, more than he meant to. "Let's see if we can get more than the bridal suite in the Charlton Hotel for our wedding night," he murmurs.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4dRound1">><<PotPressure 1>><<PokerNightDanApproval 1>><<PokerNightJakeApproval -1>><<set $TempPoker4dRound1 to undefined>><<if $TempPoker4dRound1Order is undefined>><<set $TempPoker4dRound1Order to 1>><<else>><<set $TempPoker4dRound1Order to 2>><</if>><</link>>
<<elseif $TempPoker4dRound1 is "DanResist">>
You knock his hand off your hip with the back of your wrist as you step away.<br>
<br>
"Oh, like that, is it?" Dan laughs. "Stuck-up little thing."<br>
<br>
His eyes don't leave you, but he isn't putting any more into the pot. Not for the girl who just turned him down in front of his friends. Everyone is watching you now, as Dan's grin fades.<br>
<br>
"Looks like she's got daddy issues," he mutters to the room. "A girl needs to be more accommodating if she's going to find a man in Charlton."<br>
<br>
There's a few grunts around the table. You avoid the eyes that are now watching you. All except Jake's, who is grinning at you.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4dRound1">><<PokerNightDanApproval -1>><<PokerNightJakeApproval 1>><<set $TempPoker4dRound1 to undefined>><<if $TempPoker4dRound1Order is undefined>><<set $TempPoker4dRound1Order to 1>><<else>><<set $TempPoker4dRound1Order to 2>><</if>><</link>>
<<elseif $TempPoker4dRound1 is "Side">>
You hold back at the sideboard, letting the men play without you between them. Thompson sips his whiskey. Dan watches you over his glass without making it a thing. Harrow studies the table.<br>
<br>
Jake fidgets. He keeps glancing at you, then back at his cards, then at you again. He's playing for an audience tonight, and his audience isn't watching the cards.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the round to play out" "DuncanManor4dRound1">><<set $TempPoker4dRound1 to undefined>><<if $TempPoker4dRound1Order is undefined>><<set $TempPoker4dRound1Order to 1>><<else>><<set $TempPoker4dRound1Order to 2>><</if>><</link>>
<<elseif $TempPoker4dRound1 is "Reveal">>
Thompson grunts and turns his cards. A pair of nines.<br>
<br>
Jake throws his hand down at the sight, hard. He has a single six. He glances at you, jaw set, like he's daring you to react.<br>
<br>
Harrow looks at Thompson, eyes narrowing. Finally turning over his own cards. Two fives. Thompson grins for the first time tonight.<br>
<br>
And finally, Dan flicks his cards on to the table. One two. One queen. Nothing.<br>
<br>
"First one to you, Tucker," Harrow says. "Setting the tone, are we?"<br>
<br>
Thompson clicks his fingers at Rhiannon. You see her roll her eyes, but she appears at his side and refills his glass. "Tonight's my night, Harrow," he mutters, taking a gulp.<br>
<br>
You look around the table. People are watching Thompson with newfound interest. Jake won't meet your eye.<br>
<br>
<i>Your horse came in last.</i><br>
<br>
<<ActionsHeader>>
<<link "Continue the game" "DuncanManor4dRound2">><<TableFocus "Thompson">><<set $TempPoker4dRound1 to undefined>><<set $TempPoker4dRound1Order to undefined>><</link>>
<</if>>/* Round 2 - Jake is the presumed champion but the deal is sealed at Break. Hidden win order - Harrow > Jake > Thompson > Dan */
<<if $TempPoker4dRound2 is undefined>>
Harrow gathers the cards back to himself, the round closed. Thompson sits taller now, his chips stacked neatly in front of him, the win still warm on him. The others watch him sourly.<br>
<br>
But while the men's eyes are on Thompson, a few flicker back to you.<br>
<br>
<<if $PokerNightThompsonApproval gte 1>>
Thompson catches your eye for the smallest moment and dips his chin. Whatever you did in the last round, he liked it.<br>
<<elseif $PokerNightThompsonApproval lte -1>>
Thompson catches you looking and turns his shoulder, conspicuous. There's a tightness in his jaw that wasn't there at the start of the night.<br>
<<else>>
Thompson is engrossed in his chips, polite indifference all over him.<br>
<</if>>
<br>
<<if $PokerNightDanApproval gte 1>>
Dan keeps glancing your way over his glass, grinning. He's still pleased with himself, still expecting you to come back for more.<br>
<<elseif $PokerNightDanApproval lte -1>>
Dan won't look at you. The bruise on his pride from earlier is still raw.<br>
<<else>>
Dan watches the trolley more than the table, eyeing the bottles for the next refill.<br>
<</if>>
<br>
<<if $PokerNightJakeApproval gte 1>>
Jake's eyes find yours over the rim of his glass. He gives you a slow, possessive smile. He hasn't forgotten that you're his tonight.<br>
<<elseif $PokerNightJakeApproval lte -1>>
Jake's jaw is locked. He won't look at you. His pride is still stinging, and you can feel where the night is heading if you don't fix it.<br>
<<else>>
Jake watches Harrow more than the table, distracted.<br>
<</if>>
<br>
But you saw him come last. If you're going to come away with that amulet, one of them needs to be properly on side. Whichever of them it ends up being.<br>
<br>
Harrow shuffles the deck. Then he deals two cards face down to each player, slow and deliberate. The men pick up their hands one by one.<br>
<br>
<<if $PokerGame.potPressure gte 4>>
"Already some big bets tonight," Harrow comments as he looks at his own cards. "But still anyone's game."<br>
<br>
You watch from the side. He's right. The pressure on the pot has to keep building until Harrow runs out of chips. Else he won't bet the amulet.<br>
<<elseif $PokerGame.potPressure gte 2>>
"Anyone's game still," Harrow comments as he looks at his own cards. "Plenty of chips to be taken."<br>
<br>
You watch from the side. He's right. The pot is too small. You'll have to push the betting up if Harrow is going to be cornered into wagering that amulet.<br>
<<else>>
"Slow start," Harrow says, looking up from his cards. "Would someone be a sport and up the ante?"<br>
<br>
You watch from the side. He's right. The pot is barely anything. You'll have to find a way to push these men into bigger bets, or Harrow walks out of here with his amulet intact.<br>
<</if>>
<br>
As each player studies their hand, you watch Maisie cross to Thompson. She smiles coyly at him and tops up his drink. Even though it was almost full.<br>
<br>
"Here you go," she says. "For the winning man."<br>
<br>
She leans in further, her breasts close to his head. He stares without subtlety and smirks.<br>
<br>
You stand still at the trolley, watching her. You see her glance to Harrow as she straightens up. The smallest shake of her head. Quick. The men miss it. You don't.<br>
<br>
<i>That's how he does it.</i><br>
<br>
You look between Harrow and Maisie, mind reeling. It turns out that the girls here are as much part of the game as the men. The shake of Maisie's head, the way Rhiannon refills slow or fast, who they choose to lean over and who they don't. Harrow has been running his table through them all night.<br>
<br>
You'll have to play the same game, if you want to drain him. And whichever of these men ends up taking the amulet off him, it'll need to be one of yours.<br>
<br>
<<ActionsHeader>>
<<link "Talk to Rhiannon and Maisie" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "TalkGirls">><</link>>
<<elseif $TempPoker4dRound2 is "TalkGirls">>
You drift back to the sideboard. Rhiannon glances at you as you approach. Maisie is leaning against the wood, arms folded.<br>
<br>
"Settling in?" Rhiannon murmurs.<br>
<br>
"Trying to."<br>
<br>
"This is where it gets rowdy," she says. "They start crying out for drinks like dogs. Betting more to show off. Pretending to be the kind of men they think the room expects."<br>
<br>
You glance back at the table. Thompson is still riding the win, his chips stacked tall in front of him. Dan is sulking into his glass. Jake's foot is tapping under the felt. And Harrow watches them all, patient.<br>
<br>
You suspect that whatever Harrow's holding, it's better than anything else at the table. If you want to drain him of chips, you'll need every man at the table to push the bet up. And to get him to fold when the time comes.<br>
<br>
<<if $PokerNightRhiannonRivalry gte 1>>
"If anyone gets too much, give me a sign," Rhiannon says. "Although I don't know if you'll need it. You seem to be the only one in here keeping her cards close to her chest."<br>
<br>
The dig lands flat. You don't reply.<br>
<<else>>
"If anyone gets too much, give me a sign," Rhiannon says. "I'll handle it."<br>
<</if>>
<br>
<<if $PokerNightMaisieRivalry gte 1>>
Maisie eyes you darkly. "Just don't get in my way."<br>
<<else>>
Maisie smiles. "I'll help if it's too much." She snorts. "I've been around men like this most of my life."<br>
<</if>>
<br>
You consider them both. They're not equally suited to the men at the table, and they each have their limits. You'll have to choose how to bring them onside.<br>
<br>
<<ActionsHeader>>
<<link "Say you’d much rather be at a pub than a manor" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "Pub">><<set $TempPokerRound2RhiannonUsed to 3>><<set $TempPokerRound2MaisieUsed to 2>><</link>><br>
<<link "Say Jake has been more trouble than he’s worth" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "JakeTrouble">><<set $TempPokerRound2RhiannonUsed to 2>><<set $TempPokerRound2MaisieUsed to 3>><</link>><br>
<<StatCheckGreedy "lt" 40>>
<<set _StatGreedyProbability to _StatGreedyProbability + " Try to convince them you aren’t sure how to handle a room of men">>
<<if _StatCheckGreedy is true>>
<<link _StatGreedyProbability "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "HandlePass">><<set $TempPokerRound2RhiannonUsed to 3>><<set $TempPokerRound2MaisieUsed to 3>><</link>><br>
<<else>>
<<link _StatGreedyProbability "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "HandleFail">><<set $TempPokerRound2RhiannonUsed to 2>><<set $TempPokerRound2MaisieUsed to 2>><<Greedy 1>><</link>><br>
<</if>>
<<link "Admit you aren’t sure how to handle this" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "Admit">><<Feminity 1>><<set $TempPokerRound2RhiannonUsed to 3>><<set $TempPokerRound2MaisieUsed to 3>><</link>>
<<elseif $TempPoker4dRound2 is "Pub">>
"To be honest," you say quietly, "I'd rather be at a pub with you than put up with this lot."<br>
<br>
Rhiannon's mouth twitches in a way you haven't seen all night. Almost a smile. "That right?"<br>
<br>
You shrug. "I thought this would be fun. It's not."<br>
<br>
She holds your eye for a moment. Then she picks up a bottle and sets it firmly in your hand. "Stick close, then. We'll keep them off each other if we can."<br>
<br>
Maisie crosses her arms, looking at you over her shoulder. "Speak for yourself, Rhiannon. I came here to meet the right sort of men. Not those who dwell in McTafey's."<br>
<br>
But Rhiannon just shrugs and gives you a wicked smile.<br>
<br>
<<ActionsHeader>>
<<link "Turn back to the table" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "DanCall">><</link>>
<<elseif $TempPoker4dRound2 is "JakeTrouble">>
"Jake's forward," you say, glancing at him. "He's been eying me since I walked in."<br>
<br>
Maisie's eyes flick to him, then back to you. "He's harmless. Annoying, but harmless."<br>
<br>
"I'd rather not be his entertainment." You pause. "Not for any of them."<br>
<br>
There is a measured look of relief on her face. "Not like his brother, that's for sure." She leans against the sideboard, suddenly conspiratorial. "Steve is the one to know. Up at university. Studying economics, I think. But not Jake." She glances at the table and lowers her voice. "He's beneath us. Believe me."<br>
<br>
"Thanks for the warning," you say.<br>
<br>
"My pleasure. Stick close. We'll get through this."<br>
<br>
Behind you, Rhiannon snorts as she fusses with a bottle. Clearly uninterested in discussing the Duncan family.<br>
<br>
<<ActionsHeader>>
<<link "Turn back to the table" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "DanCall">><</link>>
<<elseif $TempPoker4dRound2 is "HandlePass">>
You drop your shoulders and lower your eyes, letting your voice come out smaller. "I wasn't sure how to handle a room of men like this. I haven't done it before."<br>
<br>
The honesty lands well. The expressions on both women soften considerably.<br>
<br>
"Oh, sweetheart," Maisie says, the practised sweetness gone for once. "We've all been there."<br>
<br>
Rhiannon nods slowly. "Stick close to the trolley. We'll do what we can."<br>
<br>
<<ActionsHeader>>
<<link "Turn back to the table" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "DanCall">><</link>>
<<elseif $TempPoker4dRound2 is "HandleFail">>
You drop your shoulders and lower your eyes. "I wasn't sure how to handle a room of men like this."<br>
<br>
Rhiannon's mouth twitches into a thin smile. "Sure, love."<br>
<br>
Maisie blinks at you, polite but unconvinced. "Mhm. We've all got an angle."<br>
<br>
You feel yourself blushing, but avoiding their eyes. They just don't believe you.<br>
<br>
<<ActionsHeader>>
<<link "Turn back to the table" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "DanCall">><</link>>
<<elseif $TempPoker4dRound2 is "Admit">>
You let yourself collapse a little into the role. "How do you do this?" you ask quietly. "Both of you. Without losing your minds."<br>
<br>
Maisie lets out a small laugh. "Practice, mostly."<br>
<br>
Rhiannon eyes you for a long moment. The smile she gives is small but real. "Stick close. We'll bring you through it. It's all part of being a girl around Charlton."<br>
<br>
You find yourself smiling back at Rhiannon and Maisie, taking solace in the camaraderie you are forming. For a moment, you feel like you actually belong.<br>
<br>
<i>But just as a girl.</i><br>
<br>
You feel something settle in the way you're holding yourself. The way you clutch your arm with your hand. And how an appreciative smile forms without you realising. At least they are on side.<br>
<br>
And you're very grateful for that.<br>
<br>
<<ActionsHeader>>
<<link "Turn back to the table" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "DanCall">><</link>>
<<elseif $TempPoker4dRound2 is "DanCall">>
You return your attention to the game just as Dan grunts out for a refill, his glass already half-empty. "Garcon!"<br>
<br>
You look over. He doesn't look up from his cards, but he's already making a deal of pushing his glass to the corner of the table where any of the women will have to lean across him to fill it.<br>
<br>
"Garcon!" he shouts again.<br>
<br>
Rhiannon and Maisie give you a look. Both sighing.<br>
<br>
<<ActionsHeader>>
<<link "Look to Rhiannon" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "DanRhiannon">><<set $TempPokerRound2RhiannonUsed -= 1>><</link>><br>
<<link "Look to Maisie" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "DanMaisie">><<set $TempPokerRound2MaisieUsed -= 1>><</link>><br>
<<link "Go to Dan yourself" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "DanSelf">><</link>>
<<elseif $TempPoker4dRound2 is "DanRhiannon">>
<<if $TempPokerRound2RhiannonUsed gt $PokerNightRhiannonRivalry>>
You catch Rhiannon's eye and smile. She nods without saying anything, picks up a bottle with a small grimace and crosses to Dan's chair.<br>
<br>
Watching her, you see she doesn't lean. She pours standing straight, keeping the glass on the table, the portrait of someone who does this for a living. "There you are, Dan."<br>
<br>
Dan grins up at her. "Come on, love. Get comfortable."<br>
<br>
"I'm comfortable enough on my own two legs," she retorts.<br>
<br>
"And they're quite a pair, too," he says, cackling. "And I'm not talking about the hearts in my hand, love."<br>
<br>
Rhiannon gives him a pitying smile, but winks. "I know how good they are," she murmurs, walking away without showing off.<br>
<br>
Dan barks a laugh and turns back to grin at Thompson. "Love a feisty redhead," he comments. "Where were we?" He shoves chips into the centre, more than required, then turns and grins at Rhiannon.<br>
<br>
She smiles back until he looks away, then rolls her eyes as her smile immediately fades.<br>
<br>
<<ActionsHeader>>
<<link "Continue watching the game" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "ThompsonCall">><<PotPressure 1>><</link>>
<<else>>
Rhiannon catches your eye but shakes her head, just once. The look is apologetic. "I'm not dealing with him tonight."<br>
<br>
You look over to Maisie, but she's already distracted with staring over at her reflection in a mirror. She scratches at her cheek. A small red pimple is forming.<br>
<br>
<<ActionsHeader>>
<<link "Go to Dan yourself" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "DanSelf">><</link>>
<</if>>
<<elseif $TempPoker4dRound2 is "DanMaisie">>
<<if $TempPokerRound2MaisieUsed gt $PokerNightMaisieRivalry>>
You catch Maisie's eye. She sighs and stares back at you, but steps forward with reluctance. She crosses to Dan's chair with forced sway and refills his glass. "There," she purrs. "Don't waste it."<br>
<br>
She walks off, putting a little more movement into her hips. Dan watches her go, then leans over to Thompson and nudges him. "Class. That's class. You see that, boss?"<br>
<br>
He pushes a stack of chips into the centre. "For the lady," he shouts back at Maisie. "I'll buy you a decent dinner, if you fancy it?"<br>
<br>
Maisie returns to the sideboard with a small, practiced smile. The pot grows.<br>
<br>
<<ActionsHeader>>
<<link "Continue watching the game" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "ThompsonCall">><<PotPressure 1>><</link>>
<<else>>
Maisie catches your eye but shakes her head, just once. Next to her, Rhiannon seems to be consciously focusing on the drinks on the trolley.<br>
<br>
<<ActionsHeader>>
<<link "Go to Dan yourself" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "DanSelf">><</link>>
<</if>>
<<elseif $TempPoker4dRound2 is "DanSelf">>
You take the bottle and cross to Dan's chair. His hand is in the air to take you before you've reached the table.<br>
<br>
"There she is! Come and serve Dan, sweetheart." His arm circles your waist as you lean to pour. "You're a natural at this."<br>
<br>
His eyes go around the table. "Look at this one, boss. Made for it. Compliant. Pretty face. Child-rearing hips. The sort that makes a man think about settling down." He grins up at you. "Bridal veil, a kitchen and three little Mendels. Doesn't it suit?"<br>
<br>
He glances at Jake with a sneer. "What about it, Duncan? Reckon you can keep her, or do I take her off your hands?"<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
His thumb has found the bare skin at the small of your back and is rubbing slow circles, settling in. He begins pulling you against his knee, pushing you against it as if trying to get you to sit down.<br>
<<else>>
His thumb works at the small of your back through the fabric of the dress, settling in. He begins pulling you against his knee, pushing you against it as if trying to get you to sit down.<br>
<</if>>
<br>
You can feel the table watching. Harrow is faintly amused. Thompson has gone still. Jake's hand is white around his cards.<br>
<br>
Dan grins up at you. "What do you say? Fancy a big wedding, with a nice bridal suite to finish off with?"<br>
<br>
<<ActionsHeader>>
<<link "Lean against him and flirt back" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "DanFlirt">><<Orientation 1>><</link>><br>
<<CompulsionCheck "OldFashionedValues">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Old Fashioned Values] </span><s>Step back without engaging</s> - <i>You can't seem to force your body to do this</i><br>
<span class="compulsion">[Old Fashioned Values] </span><s>Push his hand off and walk away</s> - <i>Why would you want to do this, either!</i><br>
<<else>>
<<link "Step back without engaging" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "DanStep">><</link>><br>
<<link "Push his hand off and walk away" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "DanPush">><<Assertive 1>><</link>>
<</if>>
<<elseif $TempPoker4dRound2 is "DanFlirt">>
You lean against his thigh, resting your bum against it. "Three little Mendels? You'd need a lot of money to pay for that."<br>
<br>
Dan howls, delighted. "She's got teeth and class, boss. What a bargain."<br>
<br>
He shoves a fat stack of chips into the centre. More than the round can sensibly hold. "For the future Mrs Mendel."<br>
<br>
The men around the table chuckle. You can feel the heat in your face, but Dan's hand has gone further now, sliding around you lower than your waist.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
His fingers press into the bare skin of your lower back. Skirting inside your dress. Pressing against the skin just above your underwear.<br>
<<else>>
His fingers press into your lower back through your dress. Brushing up against the top of your underwear.<br>
<</if>>
<br>
<i>Was getting his chips in the centre worth this?</i><br>
<br>
"And bring me a fresh top-up later, future Mrs Mendel. We'll talk about the honeymoon."<br>
<br>
You wince. Is that what he expects from a wife?<br>
<br>
<i>I think you already know.</i><br>
<br>
Across the table, Jake's face is red. He hasn't spoken. He hasn't looked away.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "ThompsonCall">><<PotPressure 2>><<PokerNightDanApproval 1>><<PokerNightJakeApproval -1>><</link>>
<<elseif $TempPoker4dRound2 is "DanStep">>
You let the bottle tip into his glass quickly and step back the moment it's full. His arm tries to follow, but you've already moved out of reach.<br>
<br>
"Aw, come on, sweetheart," he says. "Don't be cold. That's not the way to bag a man around here."<br>
<br>
You don't reply. Dan grumbles, but he turns back to his cards and shoves chips into the centre to save face. Smaller than he wanted. The pot grows, but only just.<br>
<br>
Jake watches you, neither pleased nor angry. You moved away. But you didn't make a scene.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "ThompsonCall">><<PotPressure 1>><</link>>
<<elseif $TempPoker4dRound2 is "DanPush">>
You knock his hand off your waist with the back of your wrist and step out of his reach. The bottle stays in your hand. The glass on the table stays empty.<br>
<br>
Dan's grin sours. "Oh, like that, is it?"<br>
<br>
"Like that."<br>
<br>
"Stuck-up little thing," he spits, his smile fading quickly. He turns back to his cards, sour. He doesn't push extra chips in.<br>
<br>
Around the table, the men's reactions split. Harrow watches you with measured interest. Thompson scowls.<br>
<br>
But Jake is grinning at you now, openly. His shoulders ease for the first time this round.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "ThompsonCall">><<PokerNightDanApproval -1>><<PokerNightJakeApproval 1>><</link>>
<<elseif $TempPoker4dRound2 is "ThompsonCall">>
The betting continues. You watch with interest. The pot keeps going up, but you aren't sure it's enough to bankrupt Harrow.<br>
<br>
A clicking comes from the table, diverting your attention. Thompson is snapping his fingers without looking up. He holds his glass in the air, waving it around to signal what he wants.<br>
<br>
Rhiannon and Maisie glance back at you, deciding without words who will go.<br>
<br>
<<ActionsHeader>>
<<link "Look to Rhiannon" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "ThompsonRhiannon">><<set $TempPokerRound2RhiannonUsed -= 1>><</link>><br>
<<link "Look to Maisie" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "ThompsonMaisie">><<set $TempPokerRound2MaisieUsed -= 1>><</link>><br>
<<link "Go to Thompson yourself" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "ThompsonSelf">><</link>>
<<elseif $TempPoker4dRound2 is "ThompsonRhiannon">>
<<if $TempPokerRound2RhiannonUsed gt $PokerNightRhiannonRivalry>>
When you meet Rhiannon's eyes, she nods back to you and picks up the bottle without being asked. "Easy on the click, Thompson," she says, pouring the bottle into his glass even as he brandishes it in the air. "I'm not your dog."<br>
<br>
Thompson grunts, but a small smile lifts his face. "Got mouth on you, haven't you?"<br>
<br>
"Always have." She pours. "Saw your missus at the salon last week. Warned me about you."<br>
<br>
Thompson straightens. The mention of his wife makes him sober up quickly. He glares back at Rhiannon, holding her eyes.<br>
<br>
"She complaining about my betting, is she?"<br>
<br>
Rhiannon shrugs. His face grows red and furiously he pushes a stack of chips into the pot. "I'm my own man," he says, only half-convincingly.<br>
<br>
Rhiannon walks back, exchanging a small look with you. Behind her, the pot grows.<br>
<br>
<<ActionsHeader>>
<<link "Continue watching the game" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "JakeCall">><<PotPressure 1>><</link>>
<<else>>
When you look over to Thompson, Rhiannon shakes her head. Her smile long gone. Maisie shakes her head too.<br>
<br>
<<ActionsHeader>>
<<link "Go to Thompson yourself" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "ThompsonSelf">><</link>>
<</if>>
<<elseif $TempPoker4dRound2 is "ThompsonMaisie">>
<<if $TempPokerRound2MaisieUsed gt $PokerNightMaisieRivalry>>
Seeing you looking at her, Maisie sighs deeply. "He's going to try and recruit me again," she mutters, lifting the bottle with the air of someone who'd rather not.<br>
<br>
But she crosses to Thompson and pours. She does it without leaning or smiling. Without any of her practised charm.<br>
<br>
Thompson watches her, irritated. "Can't a man get a smile, girl? Won't get to be my new secretary with a frown like that."<br>
<br>
She doesn't reply. Instead, she walks back to the sideboard once his drink is filled.<br>
<br>
Thompson grumbles into his glass and bets exactly the minimum, just to be done. He seems more interested in scowling back at Maisie. The pot doesn't grow.<br>
<br>
Maisie keeps her back to him, casting a look at you, shaking her head with pity.<br>
<br>
<<ActionsHeader>>
<<link "Continue watching the game" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "JakeCall">><</link>>
<<else>>
Maisie just shakes her head when you meet her eye. Rhiannon titters. "Looks like he's all yours," she whispers to you.<br>
<br>
<<ActionsHeader>>
<<link "Go to Thompson yourself" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "ThompsonSelf">><</link>>
<</if>>
<<elseif $TempPoker4dRound2 is "ThompsonSelf">>
You take the bottle and cross to Thompson's chair. His eyes are on you before you reach him.<br>
<br>
"Took your time," he mutters. "Where were you?"<br>
<br>
"Just here," you reply. "Making sure I got the right liquor, Thompson."<br>
<br>
"Mr. Thompson," he corrects you. "And don't 'just here' me. When a man at this table calls, the girl with the bottle moves. That's how this works." He waves you closer. "Come on. Pour."<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
You lean and pour. His hand finds your bare back, possessive. You smell the alcohol on his breath as he pulls you close to him, against his bulging stomach beneath his suit.<br>
<<else>>
You lean and pour. He kneads the back of the dress, fingers digging in. You smell the alcohol on his breath as he pulls you close to him.<br>
<</if>>
<br>
Once you've filled his glass, you try to take a step back. But he grabs your arm, holding you roughly. "Not yet," he barks. "Stand there till I say. And when I'm done, fetch me another from the trolley. Like a good girl."<br>
<br>
You can feel the table watching. Harrow with measured calculation. Dan with delight.<br>
<br>
Jake is half out of his seat, hand flat on the felt like he's about to push back from the table, but he doesn't speak.<br>
<br>
<<ActionsHeader>>
<<link "Comply with the order" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "ThompsonComply">><<Assertive -1>><</link>><br>
<<CompulsionCheck "DutifulDoer">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Dutiful Doer] </span><s>Tell him to let go</s> - <i>You can't seem to force yourself to say that</i><br>
<span class="compulsion">[Dutiful Doer] </span><s>Wrestle your arm free</s> - <i>And you definitely can't do that to him!</i><br>
<<else>>
<<link "Tell him to let go" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "ThompsonLetGo">><</link>><br>
<<link "Wrestle your arm free" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "ThompsonWrestle">><<Assertive 1>><</link>>
<</if>>
<<elseif $TempPoker4dRound2 is "ThompsonComply">>
You stand at his elbow as he drinks, not moving until he raises a hand to dismiss you. Then you cross to the trolley, pick up a fresh bottle, and bring it back to set at his side without being told twice.<br>
<br>
"That's the way." Thompson nods, satisfied. "Now you understand. Think you make a fine little receptionist, do you, girl?"<br>
<br>
You see him waiting on your answer. "Yes."<br>
<br>
"Yes what?"<br>
<br>
You've heard this kind of line before. "Yes sir."<br>
<br>
His nostrils flare and he grins.<br>
<br>
"That offer stands, Phillips. Come down to the shop when this is done, and we'll see what we can make of you."<br>
<br>
Then he shoves chips into the centre. More than required. As if making a statement about who is in charge here.<br>
<br>
<i>It's not you, is it?</i><br>
<br>
Across the table, Jake has gone rigid. He won't look at Thompson, he won't look at you, and his knuckles are white on his cards.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "JakeCall">><<PotPressure 2>><<PokerNightThompsonApproval 1>><<PokerNightJakeApproval -1>><</link>>
<<elseif $TempPoker4dRound2 is "ThompsonLetGo">>
"Please let go of my arm," you hear yourself saying. "You're hurting me."<br>
<br>
"I'll do more than grip on to your arm, sweetheart," he mutters, flashing his teeth as if it were a challenge.<br>
<br>
"Tucker, please," you hear Harrow comment.<br>
<br>
Thompson looks over the table, then lets go of your arm. You step back immediately, setting the bottle on the table within his reach. "I'll leave the bottle."<br>
<br>
His eyes drift between you and the bottle. A small smile plays across his lips. "Alright then. Go."<br>
<br>
He drinks but the moment has soured for him. When it comes to his turn, he throws in a few chips. The pot grows, but not by much.<br>
<br>
Jake watches Thompson with open contempt as you step away. Whatever he wanted to do, Harrow did it for him. He doesn't look grateful.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "JakeCall">><<PotPressure 1>><</link>>
<<elseif $TempPoker4dRound2 is "ThompsonWrestle">>
You pull back your arm with force. "I'm not your secretary here, Thompson."<br>
<br>
The room goes still. Thompson's hand hangs free in the air.<br>
<br>
"Oh, she's got teeth, boss," Dan chuckles. "Thought only the missus spoke to you like that."<br>
<br>
Thompson's face has gone stiff. "She'll learn." He turns back to his cards, refusing to look at you.<br>
<br>
When the round reaches him, he doesn't bet. He just matches the standing wager and keeps his eyes down, as he downs his drink.<br>
<br>
Jake's mouth lifts into a small smile, not amused but satisfied. He didn't move, and he didn't have to.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "JakeCall">><<PokerNightThompsonApproval -1>><<PokerNightJakeApproval 1>><</link>>
<<elseif $TempPoker4dRound2 is "JakeCall">>
More chips are thrown into the pot. Slowly, it's growing. But you don't think it's enough to push Harrow to a tipping point. Not yet.<br>
<br>
Someone hammers a glass down on the table. You look over to see Jake glaring back at you. His glass empty.<br>
<br>
He's waiting for his date.<br>
<br>
<<ActionsHeader>>
<<link "Look to Rhiannon" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "JakeRhiannon">><<set $TempPokerRound2RhiannonUsed -= 1>><</link>><br>
<<link "Look to Maisie" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "JakeMaisie">><<set $TempPokerRound2MaisieUsed -= 1>><</link>><br>
<<link "Go to Jake yourself" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "JakeSelf">><</link>>
<<elseif $TempPoker4dRound2 is "JakeRhiannon">>
<<if $TempPokerRound2RhiannonUsed gt $PokerNightRhiannonRivalry>>
Rhiannon catches your eye and picks up a bottle. "I'll handle him. You stand back where he can see you."<br>
<br>
She crosses to Jake's chair with professional care. He glances up, then past her, looking for you. His face shifts when he sees Rhiannon instead.<br>
<br>
"Where's the nerd?" he mutters, not quietly.<br>
<br>
"At the trolley. She's a bit overwhelmed by all this." Rhiannon refills his glass standing straight. "Show her how a man plays."<br>
<br>
Jake glances over to you, then back at his cards. He puffs up. He shoves chips into the centre, hard enough that one rolls. "Match that, the lot of you."<br>
<br>
Rhiannon walks back, exchanging a tiny look with you. The pot grows.<br>
<br>
<<ActionsHeader>>
<<link "Continue watching the game" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "HarrowCall">><<PotPressure 1>><</link>>
<<else>>
When you look to Rhiannon, she just smirks. "Go on. He won't bite. I promise."<br>
<br>
Maisie smiles sympathetically at you but doesn't make a move either.<br>
<br>
<<ActionsHeader>>
<<link "Go to Jake yourself" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "JakeSelf">><</link>>
<</if>>
<<elseif $TempPoker4dRound2 is "JakeMaisie">>
<<if $TempPokerRound2MaisieUsed gt $PokerNightMaisieRivalry>>
When you look over at Maisie, she shrugs. "Not my Duncan," she mutters. "But alright."<br>
<br>
She crosses over to Jake's chair with a polite smile that you assume she reserves for men she's not interested in.<br>
<br>
"Where's the nerd?" he mutters, not quietly.<br>
<br>
"Not a nice way to talk about women," Maisie replies. "I'm sure Steve treats his dates better than that."<br>
<br>
Jake watches her go, scowling. He doesn't push more chips in. The pot doesn't grow.<br>
<br>
Maisie shrugs at you on her way past, but the small smile suggests she enjoyed that.<br>
<br>
<i>It hasn't helped the pot grow though, has it?</i><br>
<br>
<<ActionsHeader>>
<<link "Continue watching the game" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "HarrowCall">><</link>>
<<else>>
When you look at Maisie, she sniggers as she looks over him derisively. "Not for that Duncan."<br>
<br>
Rhiannon offers you an apologetic smile. "Go on. He won't bite. I promise."<br>
<br>
<<ActionsHeader>>
<<link "Go to Jake yourself" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "JakeSelf">><</link>>
<</if>>
<<elseif $TempPoker4dRound2 is "JakeSelf">>
You take the bottle and cross to Jake's chair. He grins as you approach. "Knew you'd come back, nerd."<br>
<br>
He reaches for your waist as you lean to pour, and this time he doesn't stop at your back. His arm goes round you and pulls you down against his shoulder, pulling you against his leg, half-claiming you in front of the table.<br>
<br>
"This one's mine."<br>
<br>
"Careful, Jake," Harrow comments, mild but pointed. "A guest, not a prize."<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
But his hand has dropped to your bare back, fingers spreading out to claim more of you. And his other hand wraps around your neck, turning your face towards him. "Give us a kiss for luck."<br>
<<else>>
His hand grips at your dress, claiming as much of you as the fabric will let him. And his other hand wraps around your neck, turning your face towards him. "Give us a kiss for luck. I might give you a chip."<br>
<</if>>
<br>
The men are watching. Dan whistles. Harrow's smile thins. Thompson watches with possessive irritation.<br>
<br>
<<ActionsHeader>>
<<link "Give him the kiss" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "JakeKiss">><<Orientation 1>><</link>><br>
<<CompulsionCheck "BoyCrazy">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Boy Crazy] </span><s>Pour and pull yourself away</s> - <i>And turn up a chance to kiss a boy?</i><br>
<span class="compulsion">[Boy Crazy] </span><s>Humiliate him publicly</s> - <i>Why would you want to do that?</i><br>
<<else>>
<<link "Pour and pull yourself away" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "JakePull">><</link>><br>
<<link "Humiliate him publicly" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "JakeHumiliate">><<Assertive 1>><</link>>
<</if>>
<<elseif $TempPoker4dRound2 is "JakeKiss">>
You let him pull you down. His mouth meets yours before you can think about it, eager and clumsy. His eyes look back to make sure the men in the room are watching as his tongue slides into your mouth.<br>
<br>
Dan howls. Thompson grunts. Even Harrow lifts an eyebrow.<br>
<br>
When Jake lets you up, his face is red and proud. He shoves chips into the centre. A lot of chips. "There. For my girl." And he slides one over to you.<br>
<br>
"What happens at the table, stays at the table," Harrow comments, checking the amount. The pot grows, considerably. Jake's hand stays on your hip as you straighten.<br>
<br>
His mouth is at your ear before you can step back. "You're upstairs with me after this, nerd. And don't think it's the only time. Chrissie's too busy doing squad stuff."<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "HarrowCall">><<PotPressure 2>><<PokerNightJakeApproval 1>><<CashFlow 1>><</link>>
<<elseif $TempPoker4dRound2 is "JakePull">>
You twist out of his grasp with a small laugh that comes out brittle. "Maybe later, Jake."<br>
<br>
He grins, taking the deflection as a promise. "I'll hold you to that."<br>
<br>
Jake tosses in a few chips, keeping your eye. It's small, but it's still a bit. The pot grows. Just.<br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "HarrowCall">><<PotPressure 1>><</link>>
<<elseif $TempPoker4dRound2 is "JakeHumiliate">>
You shove his arm off you and step back hard enough that his hand grasps at empty air.<br>
<br>
"I'm not your girl, Jake," you spit. "And I'm not kissing anyone for chips."<br>
<br>
The room goes quiet. Then Dan barks a laugh that's mostly at Jake's expense. "Can't even keep your date in line, Duncan? What's the matter? Chrissie not putting out?"<br>
<br>
Jake's face has gone purple. He looks on the edge of getting up from his seat and knocking Dan out. When it comes to his go, he mumbles a check and lets the game continue.<br>
<br>
Jake won't look at you. The damage is done.<br>
<br>
<i>Your horse is breaking.</i><br>
<br>
<<ActionsHeader>>
<<link "Retreat back to the sideboard" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "HarrowCall">><<PotPressure 1>><<PokerNightJakeApproval -2>><</link>>
<<elseif $TempPoker4dRound2 is "HarrowCall">>
You can tell the round is getting to its end. The bets are lower. Quicker. You wonder how many times the bet will pass round the table before cards are revealed.<br>
<br>
"Looks like I need a top-up," Harrow comments as he throws in a chip. You glance over to him, seeing him meet your eyes. Only for a moment does he look at his empty glass.<br>
<br>
You glance back over at the table. If Harrow takes this round, his chips will be back where they started. The pot will reset. You'll have to do this all over again. And Jake isn't the man to bluff Harrow into folding. Not tonight.<br>
<br>
Maisie steps forward, but arches an eyebrow your way. If you go yourself, you might be able to make sure Harrow folds. But that would mean dealing with him.<br>
<br>
<<ActionsHeader>>
<<link "Look to Rhiannon" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "HarrowRhiannon">><<set $TempPokerRound2RhiannonUsed -= 1>><</link>><br>
<<link "Look to Maisie" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "HarrowMaisie">><<set $TempPokerRound2MaisieUsed -= 1>><</link>><br>
<<link "Go to Harrow yourself" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "HarrowSelf">><</link>>
<<elseif $TempPoker4dRound2 is "HarrowRhiannon">>
<<if $TempPokerRound2RhiannonUsed gt $PokerNightRhiannonRivalry>>
You glance over at Rhiannon. She arches her brows. "You sure?"<br>
<br>
When you nod, she crosses to Harrow with the bottle and fills his glass without speaking. There's no warmth in it. Just professional demeanour.<br>
<br>
"Thank you, Rhiannon," Harrow says lightly, smiling, but glances back to you with a frown.<br>
<br>
Rhiannon soon walks back. Harrow's grip on his cards hasn't shifted. He bets the standing minimum.<br>
<br>
The opportunity has passed. He'll see this round through without folding.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "Reveal">><</link>>
<<else>>
When you cast a look towards Rhiannon she grins, but shakes her head. "I don't think he wants me over there."<br>
<br>
Maisie meets your eyes but shakes her head. "All yours this time," she mutters.<br>
<br>
<<ActionsHeader>>
<<link "Go to Harrow yourself" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "HarrowSelf">><</link>>
<</if>>
<<elseif $TempPoker4dRound2 is "HarrowMaisie">>
<<if $TempPokerRound2MaisieUsed gt $PokerNightMaisieRivalry>>
You glance over at Maisie. She casts a sceptical look at you. "You sure?"<br>
<br>
You nod. Maisie shrugs, then crosses to Harrow with the practised sway. She refills his glass and lets her hand rest on his shoulder a moment too long, leaning down to murmur something at his ear.<br>
<br>
Harrow chuckles. "You're a wicked thing, Miss Peterson."<br>
<br>
She straightens, smiling, and walks back to the sideboard. Whatever she said has loosened him. He pushes chips into the centre, more than he was going to.<br>
<br>
But the moment for a fold has passed. He's all in on the hand now. He'll see it through.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "Reveal">><<PotPressure 1>><</link>>
<<else>>
When you look at Maisie, she smiles but titters. "I think he wants you this time."<br>
<br>
Rhiannon shares a look with her, but shrugs at you. "You'll be fine."<br>
<br>
<<ActionsHeader>>
<<link "Go to Harrow yourself" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "HarrowSelf">><</link>>
<</if>>
<<elseif $TempPoker4dRound2 is "HarrowSelf">>
You take the bottle and cross to Harrow's chair. He looks up before you reach him, smiling like he expected you all along. "Ah. I wondered if you'd come over for a visit."<br>
<br>
You tilt the bottle to refill his glass. He doesn't cover his cards; he doesn't have to. Two queens lie face up at the corner of his hand. Whatever the other two are, he wants you to see enough to know he's holding. He's going to win the round on cards alone unless someone makes him fold first.<br>
<br>
You glance around the table. Thompson hasn't shown a card all night. Dan and Jake are visibly out of it. Your only path is to make Harrow believe Tucker is sitting on more than he's let on.<br>
<br>
<<ActionsHeader>>
<<StatCheckAssertive "gt" 70>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to bluff him to fold">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "HarrowBluffPass">><</link>><br>
<<else>>
<<link _StatAssertiveProbability "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "HarrowBluffFail">><<Assertive 1>><</link>><br>
<</if>>
<<StatCheckOrientation "gt" 40 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to charm him to fold">>
<<if _StatCheckOrientation is true>>
<<link _StatOrientationProbability "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "HarrowCharmPass">><</link>><br>
<<else>>
<<link _StatOrientationProbability "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "HarrowCharmFail">><<Orientation 1>><</link>><br>
<</if>>
<<link "Serve his drink and return to the table" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "HarrowServe">><</link>>
<<elseif $TempPoker4dRound2 is "HarrowBluffPass">>
You stand at his shoulder, filling his glass with the controlled hand of someone who's done this for years, and let the silence sit. When he looks up, he raises an eyebrow. "Impressive, is it not?"<br>
<br>
You set the bottle down on the side of the table and keep your eyes on his. "Maisie's been keeping you informed all night, hasn't she?"<br>
<br>
He tilts his head a fraction, but remains looking at you. "Oh?"<br>
<br>
"I saw her shake her head. So you think your hand is the better one. But she missed one thing." You pause. "Tucker won the first round. And he hasn't broken a sweat since. He's been quiet. Calm. He's holding something."<br>
<br>
His mouth opens. It closes for a moment, as he glances at Thompson. Thompson, with no idea what's being whispered about him, just stares back at Harrow flatly. Even Dan has stopped chittering.<br>
<br>
Harrow studies you for a long beat. Longer than he's offered anyone else tonight.<br>
<br>
"You speak with conviction, Miss Phillips."<br>
<br>
For a moment no one breathes. Then he inclines his head. "And Tucker has been quiet. Quieter than usual." He sets his cards face-down. "Folding."<br>
<br>
The players around the table react. Thompson grunts, eyebrows up. Dan stares. Jake's mouth opens with amazement.<br>
<br>
You retreat to the sideboard, the bluff held in your face until you've turned away.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "Reveal">><<SetFlag "TempPokerRound2HarrowFolds">><</link>>
<<elseif $TempPoker4dRound2 is "HarrowBluffFail">>
You stand at his shoulder, filling his glass with the controlled hand of someone who has done this for years, and let the silence sit. When he looks up, he raises an eyebrow. "Impressive, is it not?"<br>
<br>
You set the bottle down on the side of the table and try to keep your eyes on his, but you find them flickering away. "Maisie's been keeping you informed, hasn't she?"<br>
<br>
He tilts his head a fraction. "Oh?"<br>
<br>
"Tucker's holding something. He has to be. He's been so quiet..."<br>
<br>
You trail off as you hear the wobble in your voice. And so can Harrow.<br>
<br>
"I've noticed, Miss Phillips," Harrow says, turning back to face Thompson. "Sweet of her to try. But a good performance is more than dialogue. It requires conviction. Any more bets, gentlemen?"<br>
<br>
You retreat to the sideboard, face hot.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "Reveal">><</link>>
<<elseif $TempPoker4dRound2 is "HarrowCharmPass">>
Draping a hand on his shoulder, you squeeze it slightly and lean down close. "Oh my. What a small... hand."<br>
<br>
You lean further in. Just enough that he can smell the perfume you can't remember wearing. Your hand caresses his shoulder briefly, then you withdraw.<br>
<br>
Harrow looks up at you, then back at the table. "It might be a kindness to let one of these gentlemen take this one," he mutters. "And I am a kind man."<br>
<br>
He sets his cards face-down.<br>
<br>
"Folding," he says, almost amused. "Well played, Miss Phillips."<br>
<br>
The room reacts. Thompson grunts. Dan stares. Jake's mouth opens, then closes again. He doesn't know whether to be impressed or furious.<br>
<br>
You retreat to the sideboard, the smile held in your face until you've turned away.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "Reveal">><<SetFlag "TempPokerRound2HarrowFolds">><<PokerNightJakeApproval -1>><</link>>
<<elseif $TempPoker4dRound2 is "HarrowCharmFail">>
Draping a hand on his shoulder, you squeeze it slightly and lean down close. "Oh my. What a small... hand."<br>
<br>
Harrow looks up at you. The smile is the same as before, but something behind it has cooled. "Careful, Miss Phillips," he says. "A girl who reaches for a man without meaning it gives herself away."<br>
<br>
He gently takes your hand from his shoulder and sets it back at your side. "Run along, now."<br>
<br>
You feel the heat climb your neck as you step back. The men at the table watch you with amusement. Dan grins. Thompson snorts. Jake watches you from under his brows, his shoulders settling. Harrow handled it for him.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "Reveal">><<PokerNightJakeApproval 1>><</link>>
<<elseif $TempPoker4dRound2 is "HarrowServe">>
You pour his glass in silence. Whatever opening you might have had to make Harrow doubt his hand, you let it go.<br>
<br>
"Thank you, Miss Phillips." Harrow's smile is unchanged. He didn't expect anything from you and you've delivered as expected.<br>
<br>
You take the bottle with you as you step back.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4dRound2">><<set $TempPoker4dRound2 to "Reveal">><</link>>
<<elseif $TempPoker4dRound2 is "Reveal">>
<<Flag "TempPokerRound2HarrowFolds">>
<<if _FlagReturn is true>>
A round goes by with no one betting. Then Thompson reveals his hand. Two pair, sixes and threes. He nods, satisfied.<br>
<br>
Dan flicks his face-down without showing them. "Nothing."<br>
<br>
Jake throws his hand down with a flourish. Three of a kind, queens. The room makes a small sound. He reaches out his hands, readying to take the pot.<br>
<br>
Harrow's cards stay face-down. He pushes them toward the centre without ceremony.<br>
<br>
"A round to Jake," Harrow says. He's not smiling. "Would have taken that, had I stayed in. Perhaps we should take a break. Converse with the ladies." He eyes you carefully. "Particularly Miss Phillips, who encouraged me to fold."<br>
<br>
Jake stares at his winnings, half-disbelieving. Then he looks at you. For the first time since Round 1's reveal, he looks at you straight on.<br>
<br>
<i>Your horse just got back in the race.</i><br>
<br>
<<ActionsHeader>>
<<link "Take a break" "DuncanManor4dBreak">><<TableFocus "PC">><<PokerNightJakeApproval 1>><<set $TempPoker4dRound2 to undefined>><</link>>
<<else>>
"Final call, gentlemen," Harrow chimes, looking around the table.<br>
<br>
The buy goes around the table for a final time. No one raises. Soon it becomes Thompson's turn to reveal his hand. Two pair, sixes and threes.<br>
<br>
Dan flicks his face-down, breaking the order. "Bust."<br>
<br>
Jake throws his hand down with a flourish. Three of a kind, queens. The room makes a small sound. He reaches out his hands, readying to take the pot.<br>
<br>
Then Harrow turns his cards, slowly. A full house. Dan curses and tosses his hand without showing it.<br>
<br>
Harrow smiles and sweeps the pot toward himself. "Lucky cards," he says. "We'll see how the rest of the night plays."<br>
<br>
Jake throws his cards down hard enough that one flips. "Lucky? You had it the whole time?"<br>
<br>
Harrow says nothing. He stacks chips. His pile is now twice what it was at the start of the round.<br>
<br>
"Break, gentlemen? Let's entertain the ladies."<br>
<br>
The line lands oddly when you're standing on the side it refers to. And Jake won't look at you.<br>
<br>
<<ActionsHeader>>
<<link "Take a break" "DuncanManor4dBreak">><<TableFocus>><<set $PokerGame.potPressure to 0>><<set $TempPoker4dRound2 to undefined>><</link>>
<</if>>
<</if>><<if $TempPoker4dBreak is undefined>>
The men stand. Harrow heads for the cigars, pulling Jake with him. But you notice that Jake slaps his arm away. He mutters a few comments to a curious Harrow, then they both turn to look at you. Smiles appear, Harrow's small. Jake's broad.<br>
<br>
Instead, Dan joins Harrow, talking. And Thompson heads towards the girls. Including you.<br>
<br>
"Peterson!" he bellows, looking at Maisie. You see her shudder before her polite smile appears again. Rhiannon quickly scoops up your arm and hurries you to the side, as Thompson corners Maisie against the sideboard.<br>
<br>
"I better prepare some drinks," Rhiannon says to you, tugging the trolley further from Thompson and Maisie. "Go on, have a wander. Or take a breather. You deserve it." She turns to the trolley, chinking bottles as she sorts through them.<br>
<br>
<<if $PokerNightJakeApproval gte 1>>
You scan the room. Jake watches you openly from the side of the room. Waiting. He grins as you meet his eyes.<br>
<<elseif $PokerNightJakeApproval lte -1>>
You scan the room. Jake watches you from the side of the room. He looks furious.<br>
<<else>>
You scan the room. Jake eyes you darkly. He's not happy.<br>
<</if>>
<br>
Considering how the night has gone, you internally debate whether Jake is going to be able to help you. There are other men who might win. Could you persuade them to get Harrow's amulet for you?<br>
<br>
<i>And what each of them will be expecting in return.</i><br>
<br>
<<if $PokerNightThompsonApproval gte 1>>
Thompson's eyes keep drifting from Maisie back to you. Whatever she's saying, he's not fully listening. You could pull him from her if you wanted.<br>
<<elseif $PokerNightThompsonApproval lte -1>>
Thompson is locked on Maisie now. He hasn't glanced your way once. He's chosen who he's spending his evening on and it isn't you.<br>
<<else>>
Thompson is polite to Maisie but distracted. He looks over you with passing interest.<br>
<</if>>
<br>
<<if $PokerNightDanApproval gte 1>>
Dan catches your eye over Harrow's shoulder. He grins crookedly, then turns back to his conversation. He's waiting for you to come and pull him out of it.<br>
<<elseif $PokerNightDanApproval lte -1>>
Dan is talking up at Harrow with more enthusiasm than the conversation deserves. He won't look at you. Clearly still smarting from earlier.<br>
<<else>>
Dan listens to Harrow, his eyes drifting around the room without settling.<br>
<</if>>
<br>
You glance over to the table. As well as deciding which man is yours, you need the pot to be high enough that Harrow will bet the amulet.<br>
<br>
<<if $PokerGame.potPressure gte 6>>
Fortunately, the chips in the centre are already stacked. Just need a little more, and Harrow will have to go all in.<br>
<<elseif $PokerGame.potPressure gte 4>>
The chips in the centre are already sizable. A few more pushes and Harrow will have to go all in.<br>
<<elseif $PokerGame.potPressure gte 2>>
The chips in the centre are low. You’ll need a lot of pushing for Harrow to have to go all in.<br>
<<else>>
Unfortunately, it’s not looking good. You’re going to have to do something drastic to increase the size of the pot.<br>
<</if>>
<br>
<<ActionsHeader>>
<<if $PokerNightChampion is undefined>>
<<Flag "TempPokerNightThompsonRejected">>
<<if _FlagReturn is true>>
<s>Approach Thompson</s> - <i>You’ve already turned down his offer</i><br>
<<else>>
<<link "Approach Thompson" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "Thompson">><</link>><br>
<</if>>
<<Flag "TempPokerNightDanRejected">>
<<if _FlagReturn is true>>
<s>Approach Dan and Harrow</s> - <i>You’ve already turned down Dan’s offer</i><br>
<<else>>
<<link "Approach Dan and Harrow" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "DanHarrow">><</link>><br>
<</if>>
<<Flag "TempPokerNightJakeRejected">>
<<if _FlagReturn is true>>
<s>Approach Jake</s> - <i>You’ve already turned down Jake’s offer</i><br>
<<else>>
<<link "Approach Jake" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "Jake">><</link>><br>
<</if>>
<<else>>
<s>Approach Thompson</s> - <i>You’ve already made your arrangement for the night</i><br>
<s>Approach Dan and Harrow</s> - <i>You’ve already made your arrangement for the night</i><br>
<s>Approach Jake</s> - <i>You’ve already made your arrangement for the night</i><br>
<</if>>
<<Flag "TempPokerNightRhiannonCornered">>
<<if _FlagReturn is true>>
<s>Talk to Rhiannon</s> - <i>Thompson seems to be keeping her attention</i><br>
<<else>>
<<link "Talk to Rhiannon" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "Rhiannon">><</link>><br>
<</if>>
<<Flag "TempPokerNightBreakMaisieFree">>
<<set _MaisieFree to _FlagReturn>>
<<Flag "TempPokerNightMaisieHelp">>
<<if _MaisieFree is true and _FlagReturn is false>><<link "Talk to Maisie" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "Maisie">><</link>><br><</if>>
<<link "Wait for the game to start again" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "Restart">><</link>>
<<elseif $TempPoker4dBreak is "Hub">>
The break carries on around you. Cigar smoke drifts from Harrow's corner and the whiskey keeps moving.<br>
<br>
<<ActionsHeader>>
<<if $PokerNightChampion is undefined>>
<<Flag "TempPokerNightThompsonRejected">>
<<if _FlagReturn is true>>
<s>Approach Thompson</s> - <i>You’ve already turned down his offer</i><br>
<<else>>
<<link "Approach Thompson" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "Thompson">><</link>><br>
<</if>>
<<Flag "TempPokerNightDanRejected">>
<<if _FlagReturn is true>>
<s>Approach Dan and Harrow</s> - <i>You’ve already turned down Dan’s offer</i><br>
<<else>>
<<link "Approach Dan and Harrow" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "DanHarrow">><</link>><br>
<</if>>
<<Flag "TempPokerNightJakeRejected">>
<<if _FlagReturn is true>>
<s>Approach Jake</s> - <i>You’ve already turned down Jake’s offer</i><br>
<<else>>
<<link "Approach Jake" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "Jake">><</link>><br>
<</if>>
<<else>>
<s>Approach Thompson</s> - <i>You’ve already made your arrangement for the night</i><br>
<s>Approach Dan and Harrow</s> - <i>You’ve already made your arrangement for the night</i><br>
<s>Approach Jake</s> - <i>You’ve already made your arrangement for the night</i><br>
<</if>>
<<Flag "TempPokerNightRhiannonCornered">>
<<if _FlagReturn is true>>
<s>Talk to Rhiannon</s> - <i>Thompson seems to be keeping her attention</i><br>
<<else>>
<<link "Talk to Rhiannon" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "Rhiannon">><</link>><br>
<</if>>
<<Flag "TempPokerNightBreakMaisieFree">>
<<set _MaisieFree to _FlagReturn>>
<<Flag "TempPokerNightMaisieHelp">>
<<if _MaisieFree is true and _FlagReturn is false>><<link "Talk to Maisie" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "Maisie">><</link>><br><</if>>
<<link "Wait for the game to start again" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "Restart">><</link>>
<<elseif $TempPoker4dBreak is "Jake">>
You drift over to where Jake leans against the wall, hands still in his pockets.<br>
<br>
<<if $PokerNightJakeApproval gte 1>>
He pushes off the wall as you approach, grin already forming. "Enjoying yourself, nerd?" His eyes drop, lingering on your dress, then back up.<br>
<br>
He glances over his shoulder at the others. You follow his eye and see Dan smirking back at you, watching. Even Harrow raises an eyebrow.<br>
<br>
"Go on, Duncan!" Dan bellows over. "Or were you just talk, earlier?"<br>
<br>
Harrow gives him a disapproving look, but he continues to cackle.<br>
<br>
Jake looks from him to you, his face bristling with wounded pride. He seems to struggle with words. His eyes keep on wandering over you, but he seems almost anxious.<br>
<br>
You have a good idea of what he was talking about with Dan. But he seems hesitant. And that seems to make him grow angrier.<br>
<br>
<<ActionsHeader>>
<<StatCheckAssertive "gt" 60>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Offer a biting reply back to Dan">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "DuncanManor4dBreak">><<set $TempPoker4dBreak to "JakeBitePass">><</link>><br>
<<else>>
<<link _StatAssertiveProbability "DuncanManor4dBreak">><<set $TempPoker4dBreak to "JakeBiteFail">><<Assertive 1>><</link>><br>
<</if>>
<<link "Take the lead and press up against him" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "JakePress">><<Orientation 1>><</link>><br>
<<link "Return to the poker room" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "Hub">><</link>>
<<elseif $PokerNightJakeApproval lte -1>>
He watches you approach but doesn't move from the wall. His arms are crossed. "What do you want?"<br>
<br>
Jake's eyes flick back to Dan and Harrow. You see them watching with interest.<br>
<br>
"No," he says, his voice theatrically loud. "I'm not going upstairs with someone who can't keep her hands off other men. Buzz off."<br>
<br>
You hear the sniggers from Dan. Jake grins at hearing it too but looks away from you.<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "Hub">><</link>>
<<else>>
He pushes off the wall as you approach, hands still in his pockets. "Took your time. Or were you talking to the other guys?"<br>
<br>
His eyes drift over you briefly, then back up. He grunts at you, disapproving.<br>
<br>
"Go on, Duncan!" Dan bellows over. "Or were you just talk, earlier?"<br>
<br>
Harrow gives Dan a disapproving look, but he continues to cackle.<br>
<br>
Jake looks from him to you, his face bristling with wounded pride. When he turns to you, it's almost like a snarl. But he waits, watching you with a mixture of interest and apprehension.<br>
<br>
You have a good idea of what he was talking about with Dan. But he seems hesitant. And that seems to make him grow angrier.<br>
<br>
<<ActionsHeader>>
<<StatCheckOrientation "gt" 40 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to charm him">>
<<if _StatCheckOrientation is true>>
<<link _StatOrientationProbability "DuncanManor4dBreak">><<set $TempPoker4dBreak to "JakeCharmPass">><</link>><br>
<<else>>
<<link _StatOrientationProbability "DuncanManor4dBreak">><<set $TempPoker4dBreak to "JakeCharmFail">><<Orientation 1>><</link>><br>
<</if>>
<<link "Return to the poker room" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "Hub">><</link>>
<</if>>
<<elseif $TempPoker4dBreak is "JakeBitePass">>
You turn on your heel and call back across the room. "Jealous that girls actually want to talk to him, are you Dan?"<br>
<br>
Dan's mouth opens, half a comeback dying on it. Then Harrow lets out a small snort, genuinely amused for the first time tonight. You turn back to Jake and hold his eye. His anger has melted into a grin. "Let's go chat, nerd," he mutters, eye glancing over to a secluded corner of the room. "Somewhere private."<br>
<br>
You don't relish going to somewhere quiet with Jake, but you catch Dan's eye, still watching with interest. "Just a chat," you mutter.<br>
<br>
Jake reaches down and takes your hand, leading you a few steps further along the wall, out of the table's eyeline. He stares over at Dan, grinning as he leads you away. For the first time, the salesman's smile is gone.<br>
<br>
Once you're tucked in, he turns back to you. "That will teach him to look down on me," he mutters.<br>
<br>
"Maybe," you murmur, watching his fingers wrap through yours. Time to act quickly, before he gets all of his confidence back. "You could teach him more, though. At the table."<br>
<br>
Jake stops fondling your fingers. "What?"<br>
<br>
You smile back to him. "Imagine what they'd say if you not only won. But took that amulet off Harrow that he uses to buy himself back in on a bad night."<br>
<br>
For a moment, Jake watches you. But you can see behind his eyes the cogs turning. "Why do you care?" He grunts. "Looking for a date out of my winnings?"<br>
<br>
You keep the smile lingering. "Not quite. I want that necklace."<br>
<br>
The quarterback stares back at you, tilting his head as he studies you. "You want me to win it for you?"<br>
<br>
"That too much to ask?" you say, reinforcing the sweet smile.<br>
<br>
Jake looks back to the room, to the corner where you can just see the edge of the table. You see Dan leaning back, watching. When Jake turns to face you, there is a smirk on his face.<br>
<br>
"Tell you what," he murmurs. "I'll get you his amulet. And I'll give it to you when I take it from him. Upstairs. In my room. Where everyone can see you've gone up with me."<br>
<br>
A grin spreads on his face as he leans into you. "What do you say?"<br>
<br>
You glance around the room. Is Jake the best player to back? Can he beat Harrow?<br>
<br>
<i>And do you want to make this date official?</i><br>
<br>
<<ActionsHeader>>
<<link "Accept his deal" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "JakeAcceptDeal">><</link>><br>
<<link "Refuse the offer" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "JakeRefuseDeal">><</link>>
<<elseif $TempPoker4dBreak is "JakeBiteFail">>
You try a comeback, but it comes out half-formed. "You jealous?"<br>
<br>
"Of a boy?" Dan spits back. "Come over here. You don't have to waste time on a kid that lives in the shadow of his older brother."<br>
<br>
Dan howls. Harrow looks back at him, sternly but saying nothing. Jake's face goes red. The shame radiates off him. He turns his shoulder, jaw locked. He won't look at you. The moment is gone, along with whatever bit of nerve he had.<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "Hub">><</link>>
<<elseif $TempPoker4dBreak is "JakeCharmPass">>
You step closer. Just enough that Jake has to look down at you. You let your fingers find the lapel of his shirt, tracing the edge.<br>
<br>
"I only have eyes for you, Jake," you murmur. "You stand apart from the others."<br>
<br>
His pupils dilate. The polite indifference cracks and his hands come out of his pockets, and then you feel Jake's hand on your hip, pulling you closer to him. You turn and gasp as he locks your body against his. The lustful smirk now spread wide across his face.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
"This look like I'm just talk, Dan?" he barks over your shoulder. Suddenly, his other hand is on your thigh through the slit in your dress. Sneaking through it. Rising up and gripping on to your arse. You almost stumble over in your stilettos, only held upright by his firm grip.<br>
<<else>>
"This look like I'm just talk, Dan?" he barks over your shoulder. Suddenly, his other hand is on your bum, gripping an arse cheek through the dress.<br>
<</if>>
<br>
Your face is millimetres from his, his vice like grasp keeping you in place. You hear a snort from Dan behind you. And Jake's teeth are all you can see.<br>
<br>
"That's more like it." He guides you a step further into the corner, away from Dan's eyes. His grip on your hip tightens. "Knew you'd come round."<br>
<br>
You try to gather your thoughts, pushing down the sense of danger you feel yourself in. "You should at least get a girl a gift first," you mutter.<br>
<br>
"You a flowers type?" he murmurs as a reply.<br>
<br>
Letting a smile creep up, you hold his eyes. "More jewellery." You pause. "Like... Harrow's amulet."<br>
<br>
For a moment, Jake watches you. But you can see behind his eyes the cogs turning. "You want the piece of junk he bets when he's out of chips?"<br>
<br>
You keep the smile lingering. "I think it would look nice."<br>
<br>
The quarterback stares back at you, tilting his head as he studies you. "Tell you what," he murmurs. "I'll get you his amulet. And I'll give it to you when I take it from him. Upstairs. In my room. Where everyone can see you've gone up with me."<br>
<br>
A grin spreads on his face as he leans into you. "What do you say?"<br>
<br>
You glance around the room. Is Jake the best player to back? Can he beat Harrow?<br>
<br>
<i>And do you want to make this date official?</i><br>
<br>
<<ActionsHeader>>
<<link "Accept his deal" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "JakeAcceptDeal">><</link>><br>
<<link "Refuse the offer" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "JakeRefuseDeal">><</link>>
<<elseif $TempPoker4dBreak is "JakeCharmFail">>
You step closer, fingers reaching for his lapel. "It's just banter, Jake..."<br>
<br>
Jake's eyebrow lifts. He looks at you a beat too long. Then his hand comes up and gently moves yours off his shirt. "Bit late to be playing this game, nerd," he says, almost too loud. Loud enough for the other players to hear. "And no, I'm not going up to my room with someone who's been pawing at every other man in the room. Buzz off."<br>
<br>
You hear the sniggers from Dan. Jake grins at hearing it too but looks away from you.<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "Hub">><</link>>
<<elseif $TempPoker4dBreak is "JakePress">>
You take a step forward, close the gap, and press yourself against him. Your hand finds his chest. His breath catches.<br>
<br>
"Don't listen to them," you murmur, low enough that only Jake can hear.<br>
<br>
You glance back across the room to see Dan's mouth wide open. Harrow watches with amused interest.<br>
<br>
And then you feel Jake's hand on your hip, pulling you closer to him. You turn and gasp as he locks your body against his. The lustful smirk now spread wide across his face.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
"This look like I'm just talk, Dan?" he barks over your shoulder. Suddenly, his other hand is on your thigh through the slit in your dress. Sneaking through it. Rising up and gripping on to your arse. You almost stumble over in your stilettos, only held upright by his firm grip.<br>
<<else>>
"This look like I'm just talk, Dan?" he barks over your shoulder. Suddenly, his other hand is on your bum, gripping an arse cheek through the dress.<br>
<</if>>
<br>
Your face is millimetres from his, his vice like grasp keeping you in place. You hear a snort from Dan behind you. And Jake's teeth are all you can see.<br>
<br>
"That's more like it." He guides you a step further into the corner, away from Dan's eyes. His grip on your hip tightens. "Knew you'd come round."<br>
<br>
You try to gather your thoughts, pushing down the sense of danger you feel yourself in. "You should at least get a girl a gift first," you mutter.<br>
<br>
"You a flowers type?" he murmurs as a reply.<br>
<br>
Letting a smile creep up, you hold his eyes. "More jewellery." You pause. "Like... Harrow's amulet."<br>
<br>
For a moment, Jake watches you. But you can see behind his eyes the cogs turning. "You want the piece of junk he bets when he's out of chips?"<br>
<br>
You keep the smile lingering. "I think it would look nice."<br>
<br>
The quarterback stares back at you, tilting his head as he studies you. "Tell you what," he murmurs. "I'll get you his amulet. And I'll give it to you when I take it from him. Upstairs. In my room. Where everyone can see you've gone up with me."<br>
<br>
A grin spreads on his face as he leans into you. "What do you say?"<br>
<br>
You glance around the room. Is Jake the best player to back? Can he beat Harrow?<br>
<br>
<i>And do you want to make this date official?</i><br>
<br>
<<ActionsHeader>>
<<link "Accept his deal" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "JakeAcceptDeal">><</link>><br>
<<link "Refuse the offer" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "JakeRefuseDeal">><</link>>
<<elseif $TempPoker4dBreak is "JakeAcceptDeal">>
"Okay," you say.<br>
<br>
Jake's grin is wolfish. He doesn't let go of your hip.<br>
<br>
"Good. You stay close till the game's over. Then we're going upstairs. Together." He pulls you in for a quick, possessive kiss. You feel his lips touch yours, rough and yet hungry.<br>
<br>
"Now," he says when he pulls back. "Stay where I can see you. I've got a hand to win for us."<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
He pulls his hand out from out of your dress and lets you go suddenly. You wobble, almost falling in your heels. You want to bite back at him, but you force a smile.<br>
<<else>>
He pulls his hand off your dress and lets you go suddenly. You wobble as you take a step back. You want to bite back at him, but you force a smile.<br>
<</if>>
<br>
He grins at you with anticipation.<br>
<br>
<i>What have you just signed up for?</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "Hub">><<set $PokerNightChampion to "Jake">><<PokerNightJakeApproval 2>><</link>>
<<elseif $TempPoker4dBreak is "JakeRefuseDeal">>
You shake your head. "I don't think so, Jake."<br>
<br>
The grin sours. He releases you immediately, hand falling away.<br>
<br>
"Then push off. Should've stayed at the trolley." His voice rises just enough that Dan, across the room, hears. Dan cackles, and Jake's face purples. "You've come over to make me look a fool in front of them, have you? You're not even worth taking upstairs."<br>
<br>
He turns his shoulder, scowling, eyes back on the floor.<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "Hub">><<PokerNightJakeApproval -3>><<SetFlag "TempPokerNightJakeRejected">><</link>>
<<elseif $TempPoker4dBreak is "Thompson">>
You drift over to the sideboard. Thompson has Maisie cornered against it, drink in hand, voice loud. You notice there's a second glass in his other hand, waved in front of Maisie.<br>
<br>
"Secretary work. Good steady money. None of this... whatever it is you're doing. You should be thinking about your future, Maisie."<br>
<br>
Her smile is professional but stretched thin. "I'll keep it in mind, Mr Thompson."<br>
<br>
"Tucker. Call me Tucker."<br>
<br>
She catches your eye over his shoulder. Her eyes lock onto yours in pleading panic. Thompson turns, seeing her looking away. He sees you.<br>
<br>
<<if $PokerNightThompsonApproval gte 1>>
"Ah. Phillips," he says, his eyes wandering over your body. "Excuse us, Maisie. I've got some business to discuss with her."<br>
<br>
Maisie quietly slides past him and into the room. She flashes you a look of gratitude, but before you can do anything a glass is jangling in front of your face. "Have a drink with me, Phillips."<br>
<br>
You feel Jake's eyes on you from across the room.<br>
<br>
<<ActionsHeader>>
<<link "Accept the drink" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "ThompsonDrink">><<Drunk 1>><<SetFlag "TempPokerNightBreakMaisieFree">><<PokerNightMaisieRivalry -1>><</link>><br>
<<link "Refuse his offer" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "ThompsonRefuse">><<SetFlag "TempPokerNightBreakMaisieFree">><<PokerNightMaisieRivalry -1>><</link>>
<<elseif $PokerNightThompsonApproval lte -1>>
Thompson's eyes find you and stay there a long moment, cold. Whatever you did earlier has stuck.<br>
<br>
"Don't think you're welcome over here, Phillips. The grown-ups are speaking." He turns his shoulder, blocking you from Maisie. "Push off."<br>
<br>
Maisie's eyes find yours over his shoulder, apologetic and helpless. There's nothing here for you.<br>
<br>
<<ActionsHeader>>
<<link "Leave Maisie to Thompson and return to the poker room" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "Hub">><</link>>
<<else>>
"What?" he barks back at you. But his eyes briefly wander over your body with interest.<br>
<br>
<<ActionsHeader>>
<<StatCheckOrientation "gt" 40 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to step in yourself">>
<<if _StatCheckOrientation is true>>
<<link _StatOrientationProbability "DuncanManor4dBreak">><<set $TempPoker4dBreak to "ThompsonStepInPass">><<Greedy -1>><</link>><br>
<<else>>
<<link _StatOrientationProbability "DuncanManor4dBreak">><<set $TempPoker4dBreak to "ThompsonStepInFail">><<Orientation 1>><</link>><br>
<</if>>
<<link "Tell Thompson that Rhiannon was asking about him" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "ThompsonRedirect">><<Greedy 1>><</link>><br>
<<link "Leave Maisie to Thompson and return to the poker room" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "Hub">><</link>>
<</if>>
<<elseif $TempPoker4dBreak is "ThompsonStepInPass">>
You step closer. "Mr Thompson, perhaps Maisie has had enough of the secretary chat. May I borrow you?"<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
Thompson's eyes drop from Maisie's face to your neckline and stay there a beat too long. Then he straightens, smile widening. "Sure."<br>
<br>
His drink swings towards you. "Have one with me, then. Maisie isn't interested. Maybe you're more fun."<br>
<<else>>
Thompson turns, his eyes assessing you. He snorts as he looks over your dress, but the drink has made his eyes glaze over. "Sure."<br>
<br>
His drink swings towards you. "Have one with me, then. Maisie isn't interested. Maybe you're more fun."<br>
<</if>>
<br>
Across the room, Jake's jaw is set. He's watching.<br>
<br>
<<ActionsHeader>>
<<link "Accept his drink" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "ThompsonDrink">><<Drunk 1>><<SetFlag "TempPokerNightBreakMaisieFree">><<PokerNightMaisieRivalry -1>><<PokerNightThompsonApproval 1>><<PokerNightJakeApproval -1>><</link>><br>
<<link "Refuse his drink" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "ThompsonRefuse">><<SetFlag "TempPokerNightBreakMaisieFree">><<PokerNightMaisieRivalry -1>><</link>>
<<elseif $TempPoker4dBreak is "ThompsonStepInFail">>
You step closer. "Mr Thompson, perhaps Maisie has had enough of the secretary chat. May I borrow you?"<br>
<br>
Thompson's eyes flick over you. He snorts. "Borrow me? Try again when you've grown up a bit, Phillips. I'm having a proper conversation." He turns his shoulder back to Maisie, who flashes you a brief, defeated smile.<br>
<br>
The moment has passed. Maisie is on her own.<br>
<br>
<<ActionsHeader>>
<<link "Leave Maisie to Thompson and return to the poker room" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "Hub">><</link>>
<<elseif $TempPoker4dBreak is "ThompsonRedirect">>
"Mr Thompson," you say, summoning a polite smile. "Sorry to interrupt. But Rhiannon was asking after you."<br>
<br>
He looks at you, his irritation replaced with interest. "Was she now?"<br>
<br>
"That's what she said."<br>
<br>
He glances over at the trolley, where Rhiannon, on cue, looks up and meets his eyes with the slowest, most ironic smile you've ever seen on her face.<br>
<br>
He's moving before he's quite sure why. "Excuse me, Maisie."<br>
<br>
As Thompson crosses the room, Maisie lets out a long breath. "She's going to make him sorry for that. Thank you, Emily."<br>
<br>
A yelp from the trolley makes you both look. Rhiannon is scowling, Thompson is rubbing his shoulder. You wonder what he did. But it looks like he's not going to pay anyone attention other than Rhiannon for the rest of the evening.<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "Hub">><<SetFlag "TempPokerNightBreakMaisieFree">><<SetFlag "TempPokerNightRhiannonCornered">><<SetFlag "TempPokerNightBreakThompsonSpokenTo">><<PokerNightMaisieRivalry -1>><</link>>
<<elseif $TempPoker4dBreak is "ThompsonDrink">>
You take the glass. Jake scowls as you do so, but your attention is taken by Thompson clinking his against yours, hard enough that the whiskey sloshes. "Drink up."<br>
<br>
<<DrunkDescription>><br>
<br>
You put the glass down, neatly. Then you let the silence sit a moment before you lean in. "Harrow looks like he could lose tonight."<br>
<br>
Thompson's eyes sharpen. "You think?"<br>
<br>
You nod. "I've heard that he never loses." You pause for effect. "And when he does, he has a fancy necklace that he uses to buy himself back in."<br>
<br>
"That's right," Thompson says, watching you with caution. "It must be worth something."<br>
<br>
"I think he's bluffing on that, too," you tell him. "My nan had one just like it. Couldn't give it away when she died."<br>
<br>
That causes Thompson's face to grow red. "That devious teacher," he mutters.<br>
<br>
"You could take it from him," you continue. "Show him who's the boss."<br>
<br>
The older man looks at you carefully. But his mouth twitches. Half a smile and half a calculation. "I could. The cards are running my way tonight." He swirls his glass. "Why do you care?"<br>
<br>
"I'd love that amulet," you reply. "Reminds me of my nan."<br>
<br>
A small smile creeps up on Thompson's lips. "So that's your angle, is it girl? You want a daddy to give you a necklace?"<br>
<br>
You smile back at him, offering no words to deny or confirm.<br>
<br>
<i>Is it easier not to think about it when you say nothing?</i><br>
<br>
Thompson takes a long pull from his drink before setting it down. "Alright," he mutters. "But here's how this is going to work. You want it? Then you're going to come down to the repair shop. As my secretary."<br>
<br>
He leans closer, voice dropping. "My real private one. You wear what I tell you to wear. You smile when I tell you to. And do what I ask you to."<br>
<br>
You gulp. "I still need to graduate."<br>
<br>
<<Flag "EmilyInternshipAccepted">>
<<if _FlagReturn is true>>
Thompson studies you for a moment, considering. "Then you'll keep working on Friday afternoons. As an intern." A smirk appears on his face. "Think you can manage that, girl?"<br>
<<else>>
Thompson studies you for a moment, considering. "Then I'll have a word with Stitch. You can work on Friday afternoons as an intern." A smirk appears on his face. "Think you can manage that, girl?"<br>
<</if>>
<br>
You glance around the room. Is Thompson the best player to back? Can he beat Harrow?<br>
<br>
<i>And do you want to enter a deal with him to get the amulet?</i><br>
<br>
<<ActionsHeader>>
<<link "Accept his offer" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "ThompsonAcceptDeal">><</link>><br>
<<link "Say you aren’t interested" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "ThompsonNoDeal">><</link>>
<<elseif $TempPoker4dBreak is "ThompsonAcceptDeal">>
"Okay," you say. "Deal."<br>
<br>
Thompson nods, satisfied. He drains his drink and slaps the glass down on the sideboard. "Good girl. We'll do business properly. Now run along. I've got a hand to win for us."<br>
<br>
He turns back toward the poker table, already counting his chips on it with new energy. You hear him mutter to himself as he goes. But he looks back to you with a satisfied smile.<br>
<br>
Across the room, Jake watches you with interest. He didn't hear you make the deal, but his narrowed eyes are suspicious.<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "Hub">><<set $PokerNightChampion to "Thompson">><<PokerNightJakeApproval -1>><</link>>
<<elseif $TempPoker4dBreak is "ThompsonNoDeal">>
"That's not a deal I'll take," you reply.<br>
<br>
His face cools. "Then you're wasting my time, Phillips. You've come up here in a dress like that, drunk the whiskey, and now you think I'll play your hand for free?" He snorts. "Go on. Run back to the trolley."<br>
<br>
You step away. The drink stays in his hand and he doesn't watch you leave.<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "Hub">><<SetFlag "TempPokerNightThompsonRejected">><</link>>
<<elseif $TempPoker4dBreak is "ThompsonRefuse">>
"Not tonight, Mr Thompson," you say.<br>
<br>
He looks at you a long moment, then sets the second glass down on the sideboard with a soft clack.<br>
<br>
"Suit yourself, Phillips. Off you go." He turns toward Maisie's vacated corner, eyes scanning for his next target. He's already done with you.<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "Hub">><</link>>
<<elseif $TempPoker4dBreak is "DanHarrow">>
You drift over toward where Dan and Harrow are talking. Dan sees you first, grin already forming. Harrow turns slowly, polite as ever.<br>
<br>
<<if $PokerNightDanApproval gte 1>>
"Ah, Miss Phillips," Harrow says, smiling. "I wondered if you'd come find us."<br>
<br>
Dan's grin widens. "Knew she'd come round. Give us a minute, will you? Lady and I have got some plans to discuss."<br>
<br>
Harrow looks between you. Then, with the smallest tilt of his head, he raises his glass. "Of course. I'll see how Maisie's getting on." He nods to you. "Miss Phillips."<br>
<br>
He drifts away, sipping his whiskey. But as he goes, his eyes pass over you. Dan watches him go, then turns to you, eyes already roaming. "Right then, sweetheart. What's a girl like you come to ask a man like me for?"<br>
<br>
Across the room, Jake watches you and Dan with mounting anger.<br>
<br>
<<ActionsHeader>>
<<link "Tell him plainly you want the amulet" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "DanPlainly">><</link>><br>
<<link "Return to the poker room" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "Hub">><</link>>
<<elseif $PokerNightDanApproval lte -1>>
Dan sees you and his grin curls into a sneer. He turns half a shoulder away, going back to Harrow.<br>
<br>
"Like I was just saying. Some girls don't know a good thing when it's offered." His voice rises just enough to make sure you hear. "Bony hips? Mrs Mendel material? Nah. Dodged a bullet there."<br>
<br>
Harrow looks at you, polite but unhelpful. Dan looks at you and sniggers, before turning back to the teacher.<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "Hub">><</link>>
<<else>>
Dan looks up at you, eyebrow raised. "Phillips. Come over to join the grown-ups, have you?"<br>
<br>
Harrow inclines his head politely. "Miss Phillips. Mr Mendel was telling me about a salesman's life. Stable money. Steady work. He says it's a fine career, for a man."<br>
<br>
Dan cackles. "Right Phillips? Get a man with stable money, you don't have to work at all. Pink jobs for the ladies. Like cooking, raising kids."<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
"I'm sure Miss Phillips likes to indulge in showing off her intelligence," Harrow comments, raising an eyebrow at you as he glances at your dress. "I think there's a brain there, in spite of what her attire may infer."<br>
<<else>>
"I'm sure Miss Phillips likes to indulge in showing off her intelligence," Harrow comments, raising an eyebrow at you as he glances at your dress. "She certainly dresses like a woman who relies on her more physical charms."<br>
<</if>>
<br>
Dan looks at where Harrow is looking and shrugs. "What do you say, Phillips? You one of those progressive types. Think you can think for your husband too?"<br>
<br>
He eyes you with caution. As if waiting for your reply. Harrow's smile is polite but watching the conversation between the two of you.<br>
<br>
<i>Are you really going to pander to his fears to get him on side?</i><br>
<br>
<<ActionsHeader>>
<<StatCheckIntelligence "lt" 40>>
<<set _StatIntelligenceProbability to _StatIntelligenceProbability + " Try to convince Dan you aren’t a threat">>
<<if _StatCheckIntelligence is true>>
<<link _StatIntelligenceProbability "DuncanManor4dBreak">><<set $TempPoker4dBreak to "DanNotThreatPass">><</link>><br>
<<else>>
<<link _StatIntelligenceProbability "DuncanManor4dBreak">><<set $TempPoker4dBreak to "DanNotThreatFail">><<Intelligence 1>><</link>><br>
<</if>>
<<link "Return to the poker room" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "Hub">><</link>>
<</if>>
<<elseif $TempPoker4dBreak is "DanNotThreatPass">>
You drop your shoulders. Soften your eyes. Let the smile come a little dopier than it should.<br>
<br>
"Oh, Dan. I don't think for any man. I wouldn't know where to start. My nan always said women should leave the thinking to their husbands, and I think she had it right."<br>
<br>
Dan's grin spreads slowly. He looks at Harrow. The teacher's smile remains polite but unconvinced. He's not buying it. Dan, however, eats it up.<br>
<br>
"Now that's what I'm talking about. See? A girl who knows what she is. Knows what she's good for." He turns back to you, hand finding your waist. "Mind giving us a minute, Harrow?"<br>
<br>
Harrow's eyes pass over you, slow and knowing. "Of course." He nods to you. "Miss Phillips."<br>
<br>
As he drifts away, Dan pulls you closer. "Right then, Mrs Mendel. What can old Dan do for you?"<br>
<br>
<<ActionsHeader>>
<<link "Tell him plainly you want the amulet" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "DanPlainly">><</link>>
<<elseif $TempPoker4dBreak is "DanNotThreatFail">>
"Oh, Dan, I'm just here to enjoy the night," you try. "I wouldn't dream of trying to think for any man. It's presumptuous to speak for them."<br>
<br>
Dan frowns at you. He looks at Harrow. The teacher smiles, broadly. "I'm afraid Mr Mendel doesn't quite follow." He chuckles. "See, Daniel. She's a smart girl. Even when she doesn't mean to be."<br>
<br>
The look on Dan's face sours. He studies you and snorts. "Presumptu what? You belong in the school library, Phillips. With the other nerds."<br>
<br>
Harrow's smile is polite, even sympathetic. But he doesn't intervene.<br>
<br>
Dan turns his shoulder, returning to his conversation with Harrow as if you weren't there.<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "Hub">><</link>>
<<elseif $TempPoker4dBreak is "DanPlainly">>
"I want Harrow's amulet," you say as a matter of fact.<br>
<br>
Dan blinks. Then he laughs, big and loud. "That old thing? Christ. Why would you want that?"<br>
<br>
"It's for personal reasons," you reply.<br>
<br>
Dan glances at you, frowning. "Has Harrow got to you before I have? Always has a thing for his students."<br>
<br>
You hold back a grimace. "My grandmother used to have one just like it."<br>
<br>
He looks at you, slight relief on his face. "Good. No future wife of mine is going to be the town bicycle, if you know what I mean."<br>
<br>
He raises an eyebrow, as if you might not know what he means. This time, you let out a sigh. "I'm not going to marry you for a piece of jewellery, Dan."<br>
<br>
"I didn't say I was offering," he retorts, smirking. "Not when I haven't sampled the goods." He gestures to your breasts. "You know what goods I'm talking about, don't you?"<br>
<br>
He cackles. The sound pierces your skin.<br>
<br>
He leans in, voice dropping. "Tell you what. I'll get you Harrow's trinket. Could have had it months ago, but I didn't think it was worth the chips." He glances over you and licks his lips. "But now, it might just be worth the risk."<br>
<br>
You hold his eyes, saying the question you don't want to hear the answer to. "What's the price?"<br>
<br>
His eyes drop to your dress, lingering. Then back up. He grins crookedly.<br>
<br>
"Tonight, you're my Mrs Mendel. You sit on my lap when I win. You let me put my hands on you in front of the lads. I want them all watching. And then you join me upstairs at the Charlton Hotel after. The bridal suite." He winks. "Just for the one night, mind. Give me a sample before I get down on one knee."<br>
<br>
You stare back at him, trying to keep your mouth from dropping. You'd have to be his pretend wife for the night. The rest of Charlton would see.<br>
<br>
<i>Don't tell me that appeals to you, does it?</i><br>
<br>
<<ActionsHeader>>
<<link "Accept his deal" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "DanAcceptDeal">><</link>><br>
<<link "Refuse the offer" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "DanRefuseDeal">><</link>>
<<elseif $TempPoker4dBreak is "DanAcceptDeal">>
"Okay, Dan," you say with a sigh. "Deal."<br>
<br>
Dan howls, slapping his thigh. "Mrs Mendel! Got herself a bargain tonight, lads!"<br>
<br>
He doesn't lower his voice. The room turns. Thompson grunts. Maisie looks up. And across the room, Jake's face has gone white. His hands are gripping the edge of the table.<br>
<br>
"Hands off, Duncan," Dan calls over, grinning. "She's mine for the night."<br>
<br>
Jake doesn't move. He doesn't speak. He just stares.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
Dan's arm circles your waist immediately, pulling you against his side. He kisses your cheek hard enough to feel like a brand. His free hand lands on your exposed thigh, giving it a squeeze through the slit in your dress. You have to hold on to him to stop yourself from toppling on your heels.<br>
<<else>>
Dan's arm circles your waist immediately, pulling you against his side. He kisses your cheek hard enough to feel like a brand. His free hand lands on your thigh, giving it a squeeze through the dress.<br>
<</if>>
<br>
"You stay here with me," he murmurs. "Where everyone can see. We'll do this right." He grins at the table. "And we'll paint that bridal suite red. Or white."<br>
<br>
He grins at you once more, then releases you. A cackle escapes his lips.<br>
<br>
<i>What have you signed up for?</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "Hub">><<set $PokerNightChampion to "Dan">><<PokerNightJakeApproval -4>><</link>>
<<elseif $TempPoker4dBreak is "DanRefuseDeal">>
You shake your head. "That's not a deal I'll take, Dan."<br>
<br>
Dan's grin sours instantly. "Stuck-up little tease. Came over here just to lead a man on, did you?" He looks around for an audience. "Boss! She's wasting my time!"<br>
<br>
Thompson glances over but doesn't engage. Harrow's eyes find yours across the room. There is sympathy there, maybe. But he doesn't intervene.<br>
<br>
Dan turns his back on you, muttering loud enough for the table to hear. "Bridal hips don't mean a thing if there's nothing between her ears." He grunts. "And there's nothing between those ears, if she's turning down the chance of marrying Dan."<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "Hub">><<SetFlag "TempPokerNightDanRejected">><</link>>
<<elseif $TempPoker4dBreak is "Rhiannon">>
<<Flag "TempPokerNightBreakRhiannonTalked">>
<<if _FlagReturn is false>>
When you start to approach the trolley, Rhiannon catches your eye. A weary smile forms. "I've got this. You go enjoy yourself."<br>
<br>
You watch her as she fills glasses with drink. Then, with a glance back to the men, she tops up a glass hidden amongst the bottles. One you suspect is for herself.<br>
<br>
<<if $PokerNightRhiannonRivalry gte 1>>
She looks back to you, watching you carefully. "Unless you want to have a little chat about what your game is." Rhiannon titters. "Keep those cards close to your chest, if you like. But don't think I'll be sticking my neck out for you unless I know what you're playing for. And believe me, you'll need a friend once the liquor starts really flowing."<br>
<<else>>
She looks back to you with a sympathetic smile. "Be careful now. You think the liquor has already affected them? You should see what they get like after their little break."<br>
<</if>>
<<else>>
Rhiannon continues to fuss with the drinks, adding more to her glass.<br>
<</if>>
<br>
<<ActionsHeader>>
<<if $PokerNightRhiannonRivalry gte 1>>
<<link "Try and make amends with Rhiannon" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "RhiannonAmends">><<SetFlag "TempPokerNightBreakRhiannonTalked">><</link>><br>
<<link "Return to the poker room" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "Hub">><<SetFlag "TempPokerNightBreakRhiannonTalked">><</link>>
<<else>>
<<DialogueUnlockCheck "Rhiannon" "PokerNightHarrowDrinking">><<Flag "TempPokerNightHarrowDrunk">><<set _HarrowSettled to _FlagReturn>><<Flag "TempPokerNightDoublesAsked">>
<<if _DialogueUnlockCheck is true and _HarrowSettled is false and _FlagReturn is false>>
<<StatCheckGreedy "lt" 40>>
<<set _StatGreedyProbability to _StatGreedyProbability + " Convince Rhiannon to give Harrow doubles">>
<<if _StatCheckGreedy is true>>
<<link _StatGreedyProbability "DuncanManor4dBreak">><<set $TempPoker4dBreak to "RhiannonDoublesPass">><<SetFlag "TempPokerNightDoublesAsked">><</link>><br>
<<else>>
<<link _StatGreedyProbability "DuncanManor4dBreak">><<set $TempPoker4dBreak to "RhiannonDoublesFail">><<SetFlag "TempPokerNightDoublesAsked">><<Greedy -1>><</link>><br>
<</if>>
<</if>>
<<DialogueUnlockCheck "Rhiannon" "PokerNightRumours">><<RumourCheckSelf "Reagan">>
<<if _DialogueUnlockCheck is true and _RumourCheckSelf is false>>
<<link "Ask about the rumours surrounding Harrow" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "RhiannonRumours">><</link>><br>
<</if>>
<<DialogueUnlockCheck "Rhiannon" "PokerNightHarrowDrinking">>
<<if _DialogueUnlockCheck is false>>
<<link "Ask about how the men get after drinking" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "RhiannonDrinking">><<SetFlag "TempPokerNightBreakRhiannonTalked">><</link>><br>
<</if>>
<<link "Return to the poker room" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "Hub">><<SetFlag "TempPokerNightBreakRhiannonTalked">><</link>>
<</if>>
<<elseif $TempPoker4dBreak is "RhiannonAmends">>
"I think we got off on the wrong foot this evening," you admit.<br>
<br>
Rhiannon nods. "Mmhmm. Doesn't help to play coy when you're in the lion's den. Hard to know who is going to throw you under the bus." Her eyes flicker to Maisie across the room briefly. "She's here because she wants an introduction. Not sure why you are, yet."<br>
<br>
"Do you think we could move past it?" you try. "I'm just here because Jake invited me."<br>
<br>
"Is that so?" she says, studying you. "Promised you a grand night out at the mayor's place, did he?"<br>
<br>
You shrug. "Something like that."<br>
<br>
She looks around the room, watching for eyes. When she turns back to you, her fingers lightly brush a glass over the trolley towards you. "Here," she whispers. "A secret between friends, then. Bit of Dutch courage to get through the rest of the night."<br>
<br>
Rhiannon looks expectantly at you. The alcohol rests on the side of the trolley.<br>
<br>
<<ActionsHeader>>
<<link "Accept the drink" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "RhiannonAmendsDrink">><<PokerNightRhiannonRivalry -1>><<Drunk 1>><</link>><br>
<<CompulsionCheck "PartyGirl">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Party Girl] </span><s>Decline</s> - <i>You can't turn down a drink!</i><br>
<<else>>
<<link "Decline" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "RhiannonDecline">><<PokerNightRhiannonRivalry 1>><</link>>
<</if>>
<<elseif $TempPoker4dBreak is "RhiannonAmendsDrink">>
You stare back at her, then briefly glancing around to make sure no one is watching, pick it up and knock it back.<br>
<br>
<<DrunkDescription>><br>
<br>
Slamming the glass on the trolley, you jump as if not expecting the chink. A few eyes turn to look at you, but Rhiannon smiles sweetly back at them. They quickly return to what they were doing.<br>
<br>
"It will help," she tells you. "With what's to come. Just don't get carried away. The men here like a loose girl. They won't think twice about feeding it to you."<br>
<br>
"Didn't you just do the same to me?" you reply, your words coming a little quicker now than you are accustomed to.<br>
<br>
She grins. "You're a Charlton girl, aren't you? Can't tell me that's the first time you've had a drink."<br>
<br>
<<Flag "TempPokerNightDrinking">>
<<if _FlagReturn is false>>
You look around the room, noting how everyone else is drinking heavily. It looks like this is expected during the break. You have to keep yourself from burping. If you get too drunk, it will make the situation worse.<br>
<br>
<<CompulsionCheck "PartyGirl">>
<<if _CompulsionCheck is true>>
But already, you feel your body warming in anticipation of the liquor you will be offered.<br>
<br>
<</if>>
<<else>>
You look around the room, noting again how everyone else is drinking heavily.<br>
<br>
<</if>>
<<ActionsHeader>>
<<link "Change topics" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "Rhiannon">><<SetFlag "TempPokerNightDrinking">><</link>>
<<elseif $TempPoker4dBreak is "RhiannonDecline">>
"I don't think that's such a good idea," you reply to Rhiannon.<br>
<br>
She looks back at you with her gleaming green eyes, but shrugs. "Suit yourself. But don't say I didn't warn you. It pays to have a buzz about you when you're fending off hands in the next few rounds."<br>
<br>
"Or maybe you came just for that?" she murmurs as she continues to watch you. "Maybe Jake didn't twist your arm as much as you say." She lets a smile creep up on her face before shrugging. "None of my business, anyway."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "Rhiannon">><</link>>
<<elseif $TempPoker4dBreak is "RhiannonDrinking">>
"What do you mean about how the men get after the break?" you ask.<br>
<br>
Rhiannon sends a sympathetic smile your way, before leaning in and lowering her voice to a whisper. "Come on, you can guess. The only reason Harrow pauses midway through is so the players are plied with alcohol. By the girls." She narrows her eyes as she looks back at Harrow. "Always playing an angle, that one. Even when I was at school."<br>
<br>
You narrow your eyes. "You knew him at school?"<br>
<br>
"He taught me biology." She looks at you. "Some men leave their work in the school building. Some don't." Rhiannon titters. "Rumours have it that he still keeps at it, behind that smile."<br>
<br>
"Did he try anything with you?" you whisper.<br>
<br>
She snorts. "He wouldn't dare face my ma's wrath." She looks away, watching Harrow. "Be nice to see that smile wiped from his face, though," she mutters. "Can't hold his liquor, either. You'll notice he keeps his drinking to a minimum, just to blend in."<br>
<br>
Her eyes wander over the room. You follow her look towards Jake at the table. "And your date there. He's a kid playing a man's game. The cards alone won't beat Harrow tonight."<br>
<br>
She turns back to her trolley.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "Rhiannon">><<DialogueUnlock "Rhiannon" "PokerNightHarrowDrinking">><<DialogueUnlock "Rhiannon" "PokerNightRumours">><</link>>
<<elseif $TempPoker4dBreak is "RhiannonDoublesPass">>
"Doubles for Harrow, then," you murmur. "For the rest of the night."<br>
<br>
She raises an eyebrow. "Why?"<br>
<br>
"Because you've wanted to wipe that smile off his face for years," you reply. "You said so."<br>
<br>
A pause. Then she lets out a small laugh, chirping.<br>
<br>
"Touché." She picks up the decanter and reaches for Harrow's glass. "On the house. Our little secret."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "Rhiannon">><<SetFlag "TempPokerNightHarrowDrunk">><</link>>
<<elseif $TempPoker4dBreak is "RhiannonDoublesFail">>
"Doubles for Harrow, then," you say. "For the rest of the night."<br>
<br>
She raises an eyebrow. "Why?"<br>
<br>
"I could do with some help," you try.<br>
<br>
Rhiannon looks between you and Harrow, but finally shakes her head. "Nice to dream about it. But I don't stick my neck out here. Ma would kill me. Sorry."<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "Hub">><</link>>
<<elseif $TempPoker4dBreak is "RhiannonRumours">>
You give her a small smile. "Anything I should know about Mr Harrow?"<br>
<br>
"He's a biology teacher," she replies, amused. "Yours, isn't he?"<br>
<br>
"I meant, anything spicy."<br>
<br>
She considers you for a moment. Then leans in, low. "I had a customer at the salon. Saw him going into the Charlton Hotel one lunchtime. Not the first time I've heard about it. Used to be rumours even when I was at school."<br>
<br>
"About what?" you push.<br>
<br>
She looks over at him and leans in further. "He's been a regular for years. Different girls. All students of his. And I hear the most recent is Reagan."<br>
<br>
"The cheerleader?"<br>
<br>
"Same room. Same lunchtime. More than once." She straightens, sips her drink quickly. "Don't quote me on it. But you should know what kind of man you're up against tonight."<br>
<br>
She picks up the decanter and turns back to the trolley.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "Rhiannon">><<RumourLearned "Reagan">><</link>>
<<elseif $TempPoker4dBreak is "Maisie">>
You drift to the corner where Maisie has retreated. She straightens against the wall as you approach, smiling politely.<br>
<br>
"Thank you again," she says quietly. "I owe you. He'd have kept trying to get me to work at his repair shop all evening."<br>
<br>
"Not the office type?" you say.<br>
<br>
She shakes her head. "I was invited here to meet eligible bachelors, not be cornered by old married men. Harrow lied to me. Said that I'd get to spend time with the Duncan family."<br>
<br>
"Like Jake?"<br>
<br>
She looks at you darkly. "He's a brute. I was hoping for an introduction to his brother Steve." A small pout appears. "But all Harrow wants me to do is help him win."<br>
<br>
"I can make sure he doesn't," you murmur. "If you help me out."<br>
<br>
As Maisie looks at you, a wicked smile forms. "That would be just desserts." She shrugs. "Fine. He can knock off a grade if he likes." She leans in, grinning. "I'll keep an eye out. If I can help you, I will."<br>
<br>
<<ActionsHeader>>
<<link "Return to the poker room" "DuncanManor4dBreak">><<set $TempPoker4dBreak to "Hub">><<SetFlag "TempPokerNightMaisieHelp">><</link>>
<<elseif $TempPoker4dBreak is "Restart">>
The men begin to drift back toward the table. You take your place at the sideboard.<br>
<br>
<<if $PokerNightChampion is "Jake">>
Jake takes his seat with the swagger of a man who's already won. He winks at you across the room and grins. As far as he's concerned, you're his.<br>
<<elseif $PokerNightChampion is "Thompson">>
Thompson takes his seat with the calm of a man already counting his winnings. He catches your eye across the room and dips his chin into the smallest nod. The contract is sealed.<br>
<br>
Across the table, Jake hasn't worked out what just happened. But his eyes keep flicking between you and Thompson.<br>
<<elseif $PokerNightChampion is "Dan">>
Dan settles at his chair with a grin, glancing back at you. He pats the empty space at his side, eyes inviting.<br>
<br>
<i>Mrs Mendel.</i><br>
<br>
Jake hasn't taken his seat. He's at the corner of the room, jaw locked, watching Dan with murder in his eyes.<br>
<<else>>
The men take their seats. Jake doesn't look at you. Dan and Thompson have moved on to other glasses and other women. Whatever you did, none of them are yours now.<br>
<br>
<i>The night is lost, before the last hand is even dealt.</i><br>
<</if>>
<br>
<<if $PokerNightChampion isnot undefined>>
<<Flag "TempPokerNightHarrowDrunk">>
<<if _FlagReturn is true>>
Harrow takes his seat. He winces a little as he sips at the fresh whiskey at his elbow, but he doesn't slow. His smile is looser and his laugh runs longer than it did before.<br>
<br>
<</if>>
<<Flag "TempPokerNightMaisieHelp">>
<<if _FlagReturn is true>>
Maisie flashes you the smallest of smiles as she steps up beside you.<br>
<br>
<</if>>
<<if $PokerGame.potPressure gte 6>>
Harrow looks at his chips. He's almost out. It would only take a small push in this round for him to bet the amulet.<br>
<<elseif $PokerGame.potPressure gte 4>>
Harrow looks at his chips. He's running low. It will only take a few nudges for him to have to bet the amulet.<br>
<<elseif $PokerGame.potPressure gte 2>>
Harrow looks at his chips. He has a decent amount left. You're going to need to do something radical for him to lose them.<br>
<<else>>
Harrow looks at his chips. He's got a lot. You're going to have to use every trick you have to get him to bet the amulet.<br>
<</if>>
<br>
<<if $PokerGame.tableFocus is "PC">>
He looks up and meets your eyes across the room. Watching you carefully, above everyone else.<br>
<<elseif $PokerGame.tableFocus is "Thompson">>
He looks up at Thompson. The first round winner. The man he can't quite read.<br>
<<else>>
He looks around the table, as if trying to work out who his true opponent really is. He doesn't settle on anyone.<br>
<</if>>
<br>
The cards are dealt again.<br>
<br>
<<ActionsHeader>>
<<link "Watch the game continue" "DuncanManor4dRound3">><<set $TempPoker4dBreak to undefined>><</link>>
<<else>>
You set down the bottle. There's no point standing here any longer. You sigh and turn to watch the game play out.<br>
<br>
<<ActionsHeader>>
<<link "Watch the game play out" "DuncanManor4dRound3">><<set $TempPoker4dBreak to undefined>><</link>>
<</if>>
<</if>><<if $PokerNightChampion is undefined>>
Standing at the side of the room with Maisie and Rhiannon, you watch the players pick up their cards. Betting begins quickly. Dan throws in a few chips, and Harrow matches him without comment.<br>
<br>
Thompson grunts and matches the bet, cautious with his chips. Jake looks around the table with hesitation, then throws a few chips in to match.<br>
<br>
The betting carries on. None of these men are playing for you, none of them watching for your signal. You have no horse in this race.<br>
<br>
Harrow flips the first share card. A king. Jake doesn't have any restraint. He smiles and pushes all his chips forward. "This one is mine."<br>
<br>
No one responds. Thompson grinds his teeth. Dan smiles, but it's forced. Harrow doesn't let on.<br>
<br>
Harrow flips the final card. Another king. Thompson goes all-in with a grunt. Dan chitters into his glass and reluctantly pushes the rest of his chips into the centre.<br>
<br>
"Final call, gentlemen," Harrow chimes, looking around the table.<br>
<br>
The buy goes around. No one raises. Thompson reveals his hand first. Two pair, sixes and threes. He nods, satisfied.<br>
<br>
Dan flicks his face-down, breaking the order. "Bust."<br>
<br>
Jake throws his hand down with a flourish. Three of a kind, queens. The room makes a small sound. He reaches out his hands, readying to take the pot.<br>
<br>
Then Harrow turns his cards, slowly. A king. A second king. Four of a kind.<br>
<br>
Harrow smiles and sweeps the pot toward himself. "Lucky cards," he says. "Lucky cards indeed."<br>
<br>
Jake throws his cards down hard enough that one flips. "Lucky? You had them the whole time?"<br>
<br>
Harrow says nothing. He stacks chips and stands. "Looks like the final curtain has fallen over our little game for tonight's show, gentlemen. An interesting evening."<br>
<br>
As the other players leave the table, Harrow's eyes pass over you one last time. He gives you a small smile that doesn't reach his eyes. "Until next time, Miss Phillips."<br>
<br>
<<ActionsHeader>>
<<link "Leave and catch a cab home" "DuncanManor4dEpilogue">><<TimeChange>><</link>>
<<elseif $TempPoker4dRound3 is undefined>>
<<if $PokerNightRound3 is 3>>
$PokerNightChampion smiles, then lays out his hand. Four kings.<br>
<br>
<<if $PokerNightChampion is "Thompson">>
Jake shrieks with rage. Dan chitters. And Thompson looks over at Harrow, waiting.<br>
<<elseif $PokerNightChampion is "Dan">>
Jake shrieks with rage. Thompson emits a long whistle. And Dan looks over at Harrow, cackling.<br>
<<elseif $PokerNightChampion is "Jake">>
Dan chitters. Thompson emits a long whistle. And Jake looks over at Harrow, smirking.<br>
<</if>>
<br>
Harrow turns his cards last. Slowly. Theatrical to the end. Two pair, queens over nines. "Well played. I was sure that was a feint."<br>
<br>
<<Flag "TempPokerNightRound3HarrowAllIn">>
<<if _FlagReturn is true>>
He looks down to the empty table in front of him, free of chips. There is a small chuckle. "Looks like the night is ending early. Shame."<br>
<br>
Then his eyes flick up to $PokerNightChampion and he smiles. "Unless of course, double or nothing appeals to you?"<br>
<br>
He reaches into his shirt with a hand and throws something down on the table. A brass amulet, in the shape of a tragedy mask.<br>
<br>
<i>There it is.</i><br>
<br>
"This should be sufficient to get me a buy-in," he murmurs. "What do you say? Are you game?"<br>
<br>
<<if $PokerNightChampion is "Thompson">>
Thompson throws you a brief look, but turns back to Harrow. "Sure. I'll throw you a bone."<br>
<<elseif $PokerNightChampion is "Dan">>
Dan throws you a brief look, but turns back to Harrow and grins. "Dan is more than happy to take more of your stuff, Harrow. Deal."<br>
<<elseif $PokerNightChampion is "Jake">>
Jake throws you a brief look, but smirks. "Alright, teach. Can't make no promises that the school won't hear about my win, though."<br>
<</if>>
<br>
Harrow smiles, slow. He slides the amulet to the centre of the table next to the chip pile, then deals himself a fresh stack from the box at his elbow.<br>
<br>
"Charlton rules from here on out. You know the amended rules for different stakes."<br>
<br>
The room has gone very quiet. $PokerNightChampion stares back at Harrow, his smile inviting a challenge. You feel powerless. Unless you can help, this is all on them.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be dealt" "DuncanManor4dFinale">><<set $PokerNightFinaleBluffScore to 0>><</link>>
<<else>>
He looks down to the chips in front of him. There is a small chuckle. "Though still walking away with my dignity intact." He looks around the table, at the other players. "But it wouldn't be sporting to continue and make these gentlemen just watch. Call it a night, chaps?"<br>
<br>
<<if $PokerNightChampion is "Thompson">>
Thompson nods again to you, then casts a glance to Harrow. "One more hand? Double or nothing."<br>
<<elseif $PokerNightChampion is "Dan">>
Dan grins again at you, then casts a glance at Harrow. "Come on, Harrow. One more. Double or nothing."<br>
<<elseif $PokerNightChampion is "Jake">>
Jake smirks at you again, then casts a glance at Harrow. "Bugging out, teach? How about double or nothing?"<br>
<</if>>
<br>
Harrow stares back at him for a long moment. His eyes drift to you, pausing for a second. But he turns back to $PokerNightChampion with interest. After a moment, Harrow reaches into his shirt with a hand and throws something down on the table. A brass amulet, in the shape of a tragedy mask.<br>
<br>
<i>There it is.</i><br>
<br>
"This again?" Harrow asks.<br>
<br>
$PokerNightChampion nods. Harrow smiles, slow. He slides the amulet to the centre of the table next to the chip pile, then deals himself a fresh stack from the box at his elbow.<br>
<br>
"Charlton rules from here on out. You know the amended rules for different stakes."<br>
<br>
The room has gone very quiet. $PokerNightChampion stares back at Harrow, his smile inviting a challenge. You feel powerless. Unless you can help, this is all on them.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be dealt" "DuncanManor4dFinale">><<set $PokerNightFinaleBluffScore to 0>><</link>>
<</if>>
<<else>>
<<if $PokerNightRound3 is undefined>>
Standing at the side of the room with Maisie and Rhiannon, you watch the players pick up their cards. Betting begins quickly. Dan throws in a few chips. Harrow matches.<br>
<br>
<<if $PokerNightChampion is "Thompson">>
Thompson sits tall, chips arranged neatly in front of him. He glances over at you checking you're still there, then turns back to his hand. Across the table, Jake's eyes flick between Thompson and you.<br>
<<elseif $PokerNightChampion is "Dan">>
Dan grins crookedly at you across the table, then turns to his cards with a half-cocked smirk.<br>
<br>
Across the table, Jake hasn't touched his cards. He's staring at the felt, jaw locked.<br>
<<elseif $PokerNightChampion is "Jake">>
Jake leans back in his chair, his eyes on you more than his hand. He gives you a smug grin.<br>
<</if>>
<br>
<<Flag "TempPokerNightHarrowDrunk">>
<<if _FlagReturn is true>>
Harrow sits in his seat, swaying just slightly. Whatever Rhiannon's been pouring him is doing its job. He blinks at his cards for a touch too long.<br>
<<else>>
Harrow sits in his seat, watching the other players. Sharp as ever.<br>
<</if>>
<br>
<<Flag "TempPokerNightMaisieHelp">>
<<if _FlagReturn is true>>
Maisie meets your eye and dips her chin. She's ready to help where she can.<br>
<br>
<</if>>
<<if $PokerGame.potPressure gte 6>>
Harrow's chip stack is dangerously low. One more push and he'll have to bet the amulet.<br>
<<elseif $PokerGame.potPressure gte 4>>
Harrow's chips have shrunk. A few more pushes and he'll be cornered.<br>
<<elseif $PokerGame.potPressure gte 2>>
Harrow still has chips to spare. You'll need to drive the betting hard this round.<br>
<<else>>
Harrow's chip stack is healthy. You're going to have to push every man at the table to spend big this round, or he won't even consider the amulet.<br>
<</if>>
<br>
The first bets go in. Now's your chance to push the round.<br>
<<elseif $PokerNightRound3 is 1>>
<<Flag "TempPokerNightRound3ChampionCardsKnown">>
<<if _FlagReturn is true>>
Harrow flips the first share card. A king. Three of a kind for $PokerNightChampion. You hold back a smile.<br>
<<else>>
Harrow flips the first share card. A king.<br>
<</if>>
<br>
<<if $PokerNightChampion is "Thompson">>
Jake doesn't have any restraint. He smiles and pushes all his chips forward. "This one is mine."<br>
<br>
No one responds. Looking around the table, you see Dan wearing a forced smile. Harrow doesn't let anything slip. And Thompson briefly glances back to you, giving you the curtest of nods.<br>
<br>
You look back at Harrow, watching.<br>
<<elseif $PokerNightChampion is "Dan">>
Jake doesn't have any restraint. He smiles and pushes all his chips forward. "This one is mine."<br>
<br>
No one responds. Looking around the table, you see Thompson grind his teeth. Harrow doesn't let anything slip. And Dan smiles at you, running the tip of his tongue over his teeth.<br>
<br>
You look back at Harrow, watching.<br>
<<elseif $PokerNightChampion is "Jake">>
Jake doesn't have any restraint. He smiles at you and pushes all his chips forward. "This one is mine."<br>
<br>
<i>That's him done.</i><br>
<br>
No one responds. Looking around the table, you see Thompson grind his teeth. Dan smiles, but it's forced. And Harrow doesn't let on.<br>
<br>
You look back at him, watching.<br>
<</if>>
<br>
<<if $PokerGame.potPressure gte 6>>
<i>Come on. One final push and he'll go all-in. I know it.</i><br>
<<elseif $PokerGame.potPressure gte 4>>
<i>Come on. He needs a good push now. Or it falls on the next card.</i><br>
<<elseif $PokerGame.potPressure gte 2>>
<i>Step it up. He needs a good push. And now.</i><br>
<<else>>
<i>You need to do something and fast. Harrow won't go all-in otherwise.</i><br>
<</if>>
<<elseif $PokerNightRound3 is 2>>
<<Flag "TempPokerNightRound3ChampionCardsKnown">>
<<if _FlagReturn is true>>
The final card is overturned. Another king. $PokerNightChampion has four of a kind. There is nothing at this table that beats his hand. He's home free.<br>
<br>
<i>But just winning isn't going to cut the mustard, is it?</i><br>
<<else>>
The final card is overturned. Another king.<br>
<</if>>
<br>
<<if $PokerNightChampion is "Thompson">>
With a brief look at you, Thompson goes all-in with a grunt.<br>
<br>
<i>That's him done.</i><br>
<br>
Dan chitters into his glass, but reluctantly pushes some chips into the centre of the table.<br>
<<else>>
Thompson goes all-in with a grunt. Dan chitters into his glass, but reluctantly pushes some chips into the centre of the table.<br>
<</if>>
<br>
And you freeze as Harrow meets your eyes. "Intoxicating, isn't it?" he says, just loud enough that you can just about hear. "How things turn with a flick of a card?"<br>
<br>
"Looks like it's just you and me, Daniel."<br>
<br>
<<if $PokerGame.potPressure gte 6>>
<i>This is it. Just one last push.</i><br>
<<elseif $PokerGame.potPressure gte 5>>
<i>Come on. Get him to overstep. There's still a chance.</i><br>
<<else>>
<i>You should have pushed harder when you had the chance.</i><br>
<br>
You grimace. The pot isn't big enough for him to need to go all-in. It's going to take something to stop him walking away with the amulet.<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<Flag "TempPokerNightMaisieHelp">>
<<if _FlagReturn is true>><<link "Lean over and ask Maisie to help" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "Maisie">><<SetFlag "TempPokerNightMaisieHelp" false>><</link>><br><</if>>
<<link "Take a drink to Dan" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "Dan">><</link>><br>
<<if $PokerNightRound3 gte 1>>
<s>Take a drink to Jake</s> - <i>Jake has already gone all in</i><br>
<<else>>
<<link "Take a drink to Jake" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "Jake">><</link>><br>
<</if>>
<<if $PokerNightRound3 gte 2>>
<s>Take a drink to Thompson</s> - <i>Thompson has already gone all in</i><br>
<<else>>
<<link "Take a drink to Thompson" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "Thompson">><</link>><br>
<</if>>
<<link "Take a drink to Harrow" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "Harrow">><</link>><br>
<<link "Wait and watch the betting" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "Advance">><</link>>
<</if>>
<<elseif $TempPoker4dRound3 is "Maisie">>
You catch Maisie's eye. She leans in to you, waiting for you to speak.<br>
<br>
"Do you think you could help $PokerNightChampion out?" you whisper. "Get Harrow to spend a bit more?"<br>
<br>
She nods once and pours out a drink from the sideboard, then sways over to $PokerNightChampion's elbow. As she sets the glass down, she glances at his hand. Then she smiles at Harrow. You watch Harrow's lips twitch with the faintest trace of satisfaction.<br>
<br>
"Good luck," Maisie says to $PokerNightChampion as she walks away, her hips swishing.<br>
<br>
<<Flag "TempPokerNightHarrowDrunk">>
<<if _FlagReturn is true>>
<<if $PokerGame.potPressure gte 5>>
Looking back to Harrow, you see him free of tension you hadn't even acknowledged. He lets out a laugh that turns into a hiccup. After covering his mouth, he pushes all of his chips into the pot.<br>
<br>
"Let's see what you've got, gentlemen."<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to undefined>><<SetFlag "TempPokerNightRound3HarrowAllIn">><<set $PokerNightRound3 to 3>><</link>>
<<else>>
Looking back to Harrow, you see him free of tension you hadn't even acknowledged. He lets out a laugh that turns into a hiccup. After covering his mouth, he pushes a large stack of his chips into the pot.<br>
<br>
"Let's up the ante, gentlemen."<br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to undefined>><<PotPressure 2>><<if $PokerNightRound3 is undefined>><<set $PokerNightRound3 to 1>><<else>><<set $PokerNightRound3 += 1>><</if>><</link>>
<</if>>
<<else>>
<<if $PokerGame.potPressure gte 6>>
Looking back to Harrow, you see him free of tension you hadn't even acknowledged. But he's restrained, only letting out a small smile. He pushes all of his chips into the pot.<br>
<br>
"Let's see what you've got, gentlemen."<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to undefined>><<SetFlag "TempPokerNightRound3HarrowAllIn">><<set $PokerNightRound3 to 3>><</link>>
<<else>>
Looking back to Harrow, you see him free of tension you hadn't even acknowledged. But he's restrained, only letting out a small smile. He pushes a large stack of his chips into the pot.<br>
<br>
"Let's up the ante, gentlemen."<br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to undefined>><<PotPressure 1>><<if $PokerNightRound3 is undefined>><<set $PokerNightRound3 to 1>><<else>><<set $PokerNightRound3 += 1>><</if>><</link>>
<</if>>
<</if>>
<<elseif $TempPoker4dRound3 is "Jake">>
You pick up a drink from the trolley and cross the room towards Jake, taking a deep breath as you approach.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
When Jake sees you approach, he grins. He pays little attention to his cards. Instead, his eyes don't leave your dress, sliding down to the hem and back up before settling somewhere in the direction of your breasts.<br>
<<else>>
When Jake sees you approach, he grins. He pays little attention to his cards. Instead, he briefly looks at your dress, paying attention to your chest mostly. But he meets your eyes again as you approach.<br>
<</if>>
<br>
You set the drink down beside him.<br>
<br>
<<if $PokerNightChampion is "Jake">>
Before you can step back, Jake turns to the table without lowering his voice. "My girl. Better win some cash so I can show her a good time later." He shoves a stack of chips into the centre with his free hand, and Thompson grunts and matches. Dan whistles and follows.<br>
<br>
The pot grows before you've finished setting the drink down. You take a step back, and he watches you walk away with a possessive grin.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "Advance">><<PotPressure 2>><<SetFlag "TempPokerNightRound3ChampionCardsKnown">><</link>>
<<else>>
You make a conscious effort to look at his chips. "Not trying your luck?" you murmur.<br>
<br>
"What? You angling for a piece of my winnings?" he says, the volume pitched so the table hears.<br>
<br>
Jake snorts as he looks at you with a leer. "Why don't you have a seat?"<br>
<br>
That stops you in your tracks. You look around instinctively, but all the seats are taken.<br>
<br>
The soft grinding of the chair legs on the carpet is enough to make you realise what he means. Jake pats his trousers, looking up at you. "Here, nerd. Here's your chair."<br>
<br>
<<if $current.drunk gte 3>>
As you look down at him, the room tilts gently when you turn your head. The chip-stacks at Harrow's elbow have doubled, or maybe they're the same, you can't quite tell. There's nothing wrong with sitting down for a moment, is there? You've been on your feet for an hour.<br>
<br>
<i>Listen to yourself.</i><br>
<<elseif $current.drunk gte 1>>
As you look down to him, you notice the whisky has caught up. There's a soft warmth at the base of your skull, and your fingertips feel further away than they ought to. His request is vulgar, but it isn't the worst thing you've been asked tonight. There's no harm in it, is there?<br>
<<else>>
Free from the effects of alcohol, you see Jake's hand on his lap and try not to recoil. You weigh the cost of refusing against the cost of complying. Is the bet worth getting close to him?<br>
<</if>>
<br>
<<ActionsHeader>>
<<JakeRound3Stat>>
<<StatCheckOrientation "gt" _JakeRound3Stat "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to flirt with him by standing">>
<<if _StatCheckOrientation is true>>
<<link _StatOrientationProbability "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "JakeStandPass">><</link>><br>
<<else>>
<<link _StatOrientationProbability "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "JakeStandFail">><<Orientation 1>><</link>><br>
<</if>>
<<link "Sit in his lap" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "JakeSit">><<PotPressure 1>><<Orientation 1>><</link>><br>
<<CompulsionCheck "BoyCrazy">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Boy Crazy] </span><s>Shake your head and return to the table</s> - <i>You can't seem to say no</i><br>
<<else>>
<<link "Shake your head" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "JakeShakeHead">><</link>>
<</if>>
<</if>>
<<elseif $TempPoker4dRound3 is "JakeStandPass">>
"Wouldn't it be a better view from up here?" you murmur, leaning down beside his ear and running your fingers over the front of your chest.<br>
<br>
Jake's eyes follow your fingers. He sits idle as you lean over him.<br>
<br>
You pull back, grinning at him. He returns the smile. "I want to do more than look," he murmurs.<br>
<br>
Leaning forward, you put your mouth to his ear. "Maybe later. When we're alone."<br>
<br>
<i>Working him already, are you?</i><br>
<br>
You relax when you see him push a stack of chips into the table. But the relief is only momentary. His hand moves from the table and against your bum, pushing you forward. You can't help but take a step and find his thigh between your legs. He continues to pull you towards him, grinning.<br>
<br>
<i>Are you going to give him a lap dance now?</i><br>
<br>
"Settle her, Jake," Harrow says from across the felt.<br>
<br>
Jake doesn't relent. "She likes it. Don't you, nerd?" His fingers paw at your bum, trying to pull you down on him. "Show them."<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
As he pulls, you feel the hem of your dress lifting as his thigh rides up between your legs. The table is behind you. If you don't stop him, it's going to show the players what's underneath.<br>
<<else>>
As he pulls, you feel the hem of your dress lifting as his thigh rides up between your legs. The table is behind you. If you don't stop him, it's going to lift up high.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Drop on to Jake’s thigh" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "JakeDrop">><<PotPressure 1>><<Orientation 1>><</link>><br>
<<link "Pull away quickly" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "JakePullAway">><</link>>
<<elseif $TempPoker4dRound3 is "JakeStandFail">>
"Wouldn't it be a better view from up here?" you say, wincing as you hear your voice come out less sultry than you intended.<br>
<br>
"Sit." Jake replies, patting his thigh again, the way you'd call a dog. "I'm not asking twice."<br>
<br>
Dan chuckles into his glass. Thompson grunts. Harrow's expression doesn't shift, but his eyes are on you now.<br>
<br>
<<ActionsHeader>>
<<link "Sit in his lap" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "JakeSit">><<PotPressure 1>><<Orientation 1>><</link>><br>
<<CompulsionCheck "BoyCrazy">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Boy Crazy] </span><s>Shake your head and return to the table</s> - <i>You can't seem to say no</i><br>
<<else>>
<<link "Shake your head" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "JakeShakeHead">><</link>>
<</if>>
<<elseif $TempPoker4dRound3 is "JakeDrop">>
You let your resistance wane and fall forward, putting your arms around Jake's neck for balance. His thigh rides up between your legs and you feel it press against your underwear.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
The underwear that you know is on display for any player who looks behind you. The short dress has bunched up around your waist.<br>
<<else>>
Your dress is long enough that it's not on display to the rest of the table, but you know it's bunched up over Jake's thigh, revealing a large amount of your legs to the room.<br>
<</if>>
<br>
You look down, meeting Jake's eyes. He seems on the edge of throwing you to the floor. The lust burns brightly. A smile forms on your lips and you can't help it. His thigh bounces up and down, rubbing against your clit.<br>
<br>
"Keep the petting for the backseat," you hear Harrow say. "I'm sure Jake will be more than happy to take you home."<br>
<br>
You look back over your shoulder at the table. Dan is watching you with a grin. Thompson stares, dumbfounded. Harrow smiles with satisfaction.<br>
<br>
You slide off Jake and brush down your skirt. "Sorry," you mutter to Harrow. "Got caught in the moment."<br>
<br>
"Quite," he replies, raising an eyebrow.<br>
<br>
Jake snorts and throws in a few more chips. "I'll deal with you later. Upstairs."<br>
<br>
You watch the bet increase, trying not to think about what Jake will expect from you upstairs.<br>
<br>
<i>Are you really going up there with him?</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "Advance">><</link>>
<<elseif $TempPoker4dRound3 is "JakePullAway">>
You quickly twist off to the side. Jake's hand snaps around and he's forced to let go of you. The hand falls away. Jake grunts, low.<br>
<br>
"Suit yourself." His grin is gone. The chips he was about to throw in stay on his stack instead.<br>
<br>
"Bit of a tease, isn't she?" Dan cackles.<br>
<br>
"Manners, Mr Mendel," Harrow interrupts, giving him a look.<br>
<br>
"She'll come around," Jake retorts. But after he says it, he glares back at you.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "Advance">><<PokerNightJakeApproval -1>><</link>>
<<elseif $TempPoker4dRound3 is "JakeSit">>
You take a deep breath and turn to face the table, dropping back onto Jake's lap. You feel his trousers pressing against your bum. His hand settles on your leg almost before you're fully down, above the knee.<br>
<br>
"How romantic," Harrow says with a degree of sarcasm. "Now. Your bet, Jake."<br>
<br>
Jake snorts and throws in a number of chips. The round continues, with people paying little more attention to you.<br>
<br>
That is, apart from Jake. His hand caresses your knee, then begins to drift upward.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
With your dress hem so high, there's little to stop him. The poker table blocks the view, but you feel his fingers push between your legs, his tips clutching at the inner of your thigh.<br>
<<else>>
Your dress gets in the way, but he pushes against the fabric. The poker table blocks the view, but you feel his fingers push between your legs, pulling your dress up as his tips clutch at the inner of your thigh.<br>
<</if>>
<br>
<<if $current.drunk gte 3>>
In spite of yourself, you find yourself giggling. The room seems to spin, and the chips on the table multiply as your vision blurs.<br>
<<elseif $current.drunk gte 1>>
In spite of yourself, you find yourself smiling. The room seems bright and hazy. The chips are unclear on the table.<br>
<<else>>
You grimace as you feel his rough hands on your skin. With no alcohol to take the edge off the situation, the sensation is clear and sharp.<br>
<</if>>
<br>
Jake's hand slides higher. He pretends to watch the table, but his mouth is close to your ear. "Don't move," he says, low. "You're going to enjoy this."<br>
<br>
<<ActionsHeader>>
<<link "Let him touch you" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "JakeTouch">><<PotPressure 1>><<Orientation 1>><</link>><br>
<<link "Push his hand away" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "JakePushHand">><</link>>
<<elseif $TempPoker4dRound3 is "JakeTouch">>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
You don't make a sound to stop him. Jake's hand pushes up between your legs. Your dress rises up and you feel his fingers brushing against your underwear.<br>
<<else>>
You don't make a sound to stop him. Jake's hand pushes up between your legs. Your dress rises up and you feel his fingers brushing through it against your underwear.<br>
<</if>>
<br>
Jake's fingers rub over your mound, sending pleasurable sensations up through your nervous system. You have to bite your lip to hold in a gasp.<br>
<br>
Looking around the table, you see a few eyes on you. Dan is now watching you more than the table. Thompson is smirking. Harrow seems to be the only one looking at his cards. But you see a brief glance your way with a knowing grin.<br>
<br>
"I thought I told you to save it for the car, Jake," he murmurs.<br>
<br>
Jake's fingers suddenly drop away. "Sorry, teach."<br>
<br>
<<if _CurrentOutfit is "PokerRevealingEmily">>
You instinctively reach down and pull at your hem, covering your underwear again. You feel yourself blushing.<br>
<<else>>
You instinctively reach down and pull at your dress, covering your legs again. You feel yourself blushing.<br>
<</if>>
<br>
"It's your turn again," Harrow continues.<br>
<br>
Jake shrugs dismissively and throws a few chips into the centre. You watch them land but look away from the players as your cheeks grow red.<br>
<br>
You feel Jake's hands push you off him and you fall forward, landing on your heels. "I've got man's stuff to do now."<br>
<br>
The dismissal is loud and clear. But as you nod and begin to walk off, he smirks. "I'll see you later, though."<br>
<br>
<i>And don't pretend you're not thinking about it.</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "Advance">><</link>>
<<elseif $TempPoker4dRound3 is "JakePushHand">>
You catch his wrist with both hands and lift it away from your thigh. Jake mutters something and seems to try to put it back between your legs, but you push it off once more.<br>
<br>
The chair legs scrape against the carpet as he pushes the chair back and throws you to the side. You land, just, on your feet. "Tease," he spits.<br>
<br>
Dan snorts into his glass, watching the whole thing with quiet enjoyment. "Maybe stick to Chrissie, mate. She's got more give in her."<br>
<br>
Jake throws him a look. When it comes to his turn, he checks. And doesn't again meet your eyes.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "Advance">><<PokerNightJakeApproval -1>><</link>>
<<elseif $TempPoker4dRound3 is "JakeShakeHead">>
You shake your head once and step back from the chair. His hand reaches for you, finds nothing, and falls.<br>
<br>
Jake's grin sours. "Frigid." He says it loud enough for the table to hear.<br>
<br>
No one disagrees. Dan, Harrow, Thompson. They all watch you walk away, each with a different type of suspicion. But it's there.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "Advance">><<PokerNightJakeApproval -1>><</link>>
<<elseif $TempPoker4dRound3 is "Thompson">>
You pick up a glass and move towards Thompson, watching as he sits slumped in his chair. His cheeks glow from the alcohol, but he still clutches an empty glass in hand like a weapon.<br>
<br>
He leers drunkenly as you approach, making no attempt to hide his cards. A pair of jacks.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
His eyes flick across your bare back then to your face. He doesn't say anything, but a sneer appears across his lips.<br>
<<else>>
His eyes flick across your dress and back to your face. He doesn't say anything, but he watches you move.<br>
<</if>>
<br>
<<if $PokerNightChampion is "Thompson">>
Before you can step closer, Thompson turns to the table without lowering his voice. "Time to stop being polite about this." He pushes a heavy stack of chips into the centre with his free hand. Dan grunts and matches. Jake mutters but follows.<br>
<br>
The pot grows before you've finished setting the drink down. Thompson glances at you with the smallest nod, then turns his attention back to his cards.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "Advance">><<PotPressure 2>><<SetFlag "TempPokerNightRound3ChampionCardsKnown">><</link>>
<<else>>
"How's the hand treating you?" you ask quietly, leaning down a fraction. You make a conscious effort to look at his chips, not his cards.<br>
<br>
"Better, since you appeared with a drink," he says, loud enough for the table to hear. "Phillips knows her place. Performs well when she's told what to do."<br>
<br>
Dan snorts into his glass but doesn't say anything.<br>
<br>
As you go to set the drink down in front of him, he stops you and leans close to your ear. "Do me a favour, would you, girl? Show me how well you can follow orders."<br>
<br>
You meet his eyes, holding the drink over him. His eyes run up and down your body as his smile grows.<br>
<br>
"Lean over the table when you put it down," he murmurs at your ear. "Give the boys something to look at. Let me see what I can do with this hand without them watching me."<br>
<br>
He sits back, turning to the table. You stand just over him, drink poised to be set down, seeing the other players watching you.<br>
<br>
<<if $current.drunk gte 3>>
The room hasn't quite stopped moving since you stood up from the trolley. The alcohol is having an impact. You consider his offer. There's nothing wrong with bending over a table a little, is there? If it helps push his confidence to bet?<br>
<<elseif $current.drunk gte 1>>
The whisky has caught up. There's a warmth in your cheeks and you can't quite know for sure how far the table is from you. His request is small. A favour. There's no harm in it, is there?<br>
<<else>>
Free from the effects of alcohol, you see the ask for what it is. To accommodate him, you'll have to bend over in front of him. You weigh getting him to bet more against the cost of all the table's eyes on you.<br>
<</if>>
<br>
<<ActionsHeader>>
<<ThompsonRound3Stat>>
<<StatCheckAssertive "gt" _ThompsonRound3Stat>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to convince him you don’t need to do that">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "ThompsonConvPass">><</link>><br>
<<else>>
<<link _StatAssertiveProbability "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "ThompsonConvFail">><<Assertive 1>><</link>><br>
<</if>>
<<link "Obey and lean over the table" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "ThompsonObey">><<PotPressure 1>><<Assertive -1>><<PokerNightJakeApproval -1>><</link>><br>
<<CompulsionCheck "DutifulDoer">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Dutiful Doer] </span><s>Shake your head</s> - <i>You can't seem to argue with him</i><br>
<<else>>
<<link "Shake your head" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "ThompsonShake">><</link>>
<</if>>
<</if>>
<<elseif $TempPoker4dRound3 is "ThompsonConvPass">>
You let your eyes turn back to Thompson and lean over him, rolling your shoulders as you do. "I'm sure you'd get a better view if I was standing. You, and the rest of the table."<br>
<br>
Looking back to the table as if to emphasise, you smile at the players. All eyes are firmly on you. "See?" you murmur back to Thompson.<br>
<br>
He looks at you, then chuckles. You smell the alcohol on the air that escapes his lips. "Know how to work a room, do you, girl? Good skills for front desk, that is."<br>
<br>
He throws in a few chips as you put the drink down on the table. You go to walk away, but he puts his arm out to block you. "Think you should stay," he murmurs. "For a bit. Just for show."<br>
<br>
You give him a light shrug, but stand upright at his side, taking his empty glass from him and watching the table.<br>
<br>
<i>Like an assistant. Next to her boss.</i><br>
<br>
The betting continues. The looks return to the table.<br>
<br>
As you stand at his elbow, you feel it. Thompson's huge paw, pressing against your bottom through your dress.<br>
<br>
"Don't move," he says quietly. "A good secretary follows orders."<br>
<br>
<<ActionsHeader>>
<<link "Do as he says" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "ThompsonDoAsSays">><<PotPressure 1>><<Assertive -1>><<PokerNightJakeApproval -1>><</link>><br>
<<link "Step out of his reach" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "ThompsonStepOut">><<Assertive 1>><<PokerNightJakeApproval 1>><</link>>
<<elseif $TempPoker4dRound3 is "ThompsonConvFail">>
You let your eyes turn back to Thompson. "I'm sure you'd get a better view if I was standing."<br>
<br>
Thompson looks back to the table, but only briefly. "A good secretary doesn't question orders," he mutters. "Do as I say, girl."<br>
<br>
He holds your gaze, unflinching. Waiting for you to respond.<br>
<br>
<<ActionsHeader>>
<<link "Obey and lean over the table" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "ThompsonObey">><<PotPressure 1>><<Assertive -1>><<PokerNightJakeApproval -1>><</link>><br>
<<CompulsionCheck "DutifulDoer">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Dutiful Doer] </span><s>Shake your head</s> - <i>You can't seem to argue with him</i><br>
<<else>>
<<link "Shake your head" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "ThompsonShake">><</link>>
<</if>>
<<elseif $TempPoker4dRound3 is "ThompsonDoAsSays">>
You take a deep breath and force your muscles to tense. You stay motionless, letting his hand fumble your buttcheek through your dress.<br>
<br>
"Good girl," he mutters as he leans in, tossing a few more chips into the pot.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
His hand skirts towards the hem of the dress, then reaches up underneath it. You bite your lip as you feel your dress rise, his hand rubbing your underwear and fondling your cheeks. Then it moves further down.<br>
<<else>>
His hand pulls at the fabric of the dress, pushing the material into the crack between your arse cheeks. You bite your lip as you feel his hand rubbing your underwear through the dress, fondling your bum. Then it moves further down.<br>
<</if>>
<br>
You feel blood rushing to your face as you stare back at the players. Jake's eyes are locked on Thompson's hand. He's gone rigid. Harrow looks up briefly from his cards with a small smile. To your right, Dan can see exactly what Thompson is doing, and his grin reaffirms his appreciation.<br>
<br>
A gasp escapes your lips as you feel Thompson's finger brush against the entrance to your arse, nudging in just a little. The players look to you with interest. There is now no question what Thompson is doing.<br>
<br>
"Looks like the boss has found a new PA," Dan cackles.<br>
<br>
The hand pulls back and you turn to see Thompson smirking at you. You brush down your dress and step away.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "Advance">><</link>>
<<elseif $TempPoker4dRound3 is "ThompsonStepOut">>
You quickly take a step to the side, moving just enough away from Thompson to free yourself from his grip. His hand drops and you see a mouth full of teeth snarling back at you.<br>
<br>
"Doesn't look like she's a team player, boss," Dan cackles.<br>
<br>
You say nothing. Eventually Thompson turns away from you and back to the table. But when it comes to his turn, he just checks. He keeps glaring back to you, his attention no longer on the game.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "Advance">><<PokerNightThompsonApproval -1>><</link>>
<<elseif $TempPoker4dRound3 is "ThompsonObey">>
You give him a polite smile, then take a deep breath. You lean forward, setting the drink down. But you hold the position. You don't move, bent at the waist, perched on your hands, leant over the edge of the poker table.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
The other players look at you without hesitation. You hold an innocent smile, but you see where their eyes are looking. Down your low-cut dress. At this angle, your breasts are on full display.<br>
<<else>>
The other players look at you without hesitation. You hold an innocent smile, but you see where their eyes are looking. Down at your dress. At this angle, the dress holding in your breasts is brushing the felt.<br>
<</if>>
<br>
"Taking a closer look at the game, Phillips?" Harrow mutters with a smile.<br>
<br>
Thompson leans forward next to you, tossing in a few chips. "Good girl," he mutters as he does so. "Hold it there."<br>
<br>
You look around the table, not moving. Jake sneers as his eyes take you in. Dan grins as his gaze keeps returning to you.<br>
<br>
<<if $current.drunk gte 3>>
You find yourself giggling. The room seems to spin. There's no harm with a little distraction for the players, is there?<br>
<<elseif $current.drunk gte 1>>
You find yourself smiling. The room seems bright and hazy. This is a simple thing to do for getting the pot to increase, isn't it?<br>
<<else>>
You grimace whilst you hold the position. You wish you had at least a little alcohol running through your body to dull the shame that courses through you.<br>
<</if>>
<br>
Then you jolt as you feel a hand on your bum. Thompson's rough hand. The smell of alcohol signals him leaning close to your ear. "Don't move. A good secretary follows orders."<br>
<br>
<<ActionsHeader>>
<<link "Don’t move from the position" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "ThompsonHold">><<PotPressure 1>><<Assertive -1>><<PokerNightJakeApproval -1>><</link>><br>
<<link "Wriggle his hand away" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "ThompsonWriggle">><<Assertive 1>><<PokerNightJakeApproval 1>><</link>>
<<elseif $TempPoker4dRound3 is "ThompsonHold">>
You hold your smile to the players as you force your body to stiffen. The betting continues, but all attention is on you now. Thompson leans forward, the smell of alcohol on his breath permeating the air.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
His hand skirts underneath the hem of your dress, already ridden high by your position. It touches your underwear, then snakes down between your arse cheeks and roughly brushes across your clit. You can't help but gasp.<br>
<<else>>
His hand skirts over your dress, pushing the fabric further in between your thighs. Through the fabric his hand touches your underwear, then snakes down between your arse cheeks and roughly brushes across your clit. You can't help but gasp.<br>
<</if>>
<br>
"Have some decorum, Tucker," Harrow mutters, rolling his eyes. "We're at a poker table, not your office."<br>
<br>
The hand drops away. You hear Thompson snort near your ear. "Force of habit."<br>
<br>
Harrow meets your eyes, watching you carefully. "Quite."<br>
<br>
Thompson sniggers and throws in a few chips. "You're dismissed, girl. For now."<br>
<br>
At his command, you stand upright and brush down your dress. The eyes of the table are all on you. Jake's are the hardest to meet.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "Advance">><</link>>
<<elseif $TempPoker4dRound3 is "ThompsonWriggle">>
You wriggle dramatically, drawing every eye your way. Thompson's hand drops away immediately. You hold the position for a moment longer, then return to standing upright. When you meet Thompson's eyes, he returns your look with one of simmering anger.<br>
<br>
Dan cackles as he glances between you. "Maybe she's not secretary material, after all."<br>
<br>
On Thompson's turn, he just checks. He keeps glaring back to you, his attention no longer on the game.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "Advance">><<PokerNightThompsonApproval -1>><<PokerNightJakeApproval 1>><</link>>
<<elseif $TempPoker4dRound3 is "ThompsonShake">>
You shake your head. "I'm not doing that," you reply quietly.<br>
<br>
There is a snigger from Dan and you realise he's been listening to the exchange. "Maybe she's not secretary material, after all."<br>
<br>
On Thompson's turn, he just checks. He glares back to you, his attention no longer on the game.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "Advance">><<PokerNightThompsonApproval -1>><<PokerNightJakeApproval 1>><</link>>
<<elseif $TempPoker4dRound3 is "Dan">>
You pick up a glass and cross to Dan's chair. He's sat casually on the edge of his seat, arm draped across the back, grinning around the table.<br>
<br>
He watches you approach, keeping his cards barely hidden from the rest of the table, much less you. A pair of tens.<br>
<br>
"Lovely service," he grins as you set the drink down.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
His eyes pay more attention to you than the glass, lingering on the low cut of your neckline. His smile says everything his mind is thinking, and you shudder despite yourself.<br>
<<else>>
His eyes pay more attention to you than the glass. His smile says everything his mind is thinking, and you shudder despite yourself.<br>
<</if>>
<br>
<<if $PokerNightChampion is "Dan">>
Before you can step back, Dan turns to the table without lowering his voice. "There she is, lads. Future Mrs Mendel. Better win some cash for the wedding." He shoves a stack of chips into the centre with his free hand, and Thompson grunts and matches. Jake follows, his jaw tight.<br>
<br>
The pot grows before you've even finished pouring. You take a step back, giving him a polite smile. He watches you walk away.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "Advance">><<PotPressure 2>><<SetFlag "TempPokerNightRound3ChampionCardsKnown">><</link>>
<<else>>
"Can I get you anything else?" you ask.<br>
<br>
Dan settles back in his chair, finally taking the glass in his hand. "A little Dan, running between your legs?" He says it loud, for the room, and then cackles.<br>
<br>
"Nothing you can bring to the table, sweetheart," he continues. "This is a gladiator colosseum. Where men battle for dominance. You wouldn't be able to wrap that sweet little brain of yours around the strategy."<br>
<br>
"I know how to play poker," you can't help but mutter.<br>
<br>
Dan grins back at you, shaking his head. "There's a difference between knowing the rules and sensing how to play, sweetheart." He looks around the table, as if mustering support. "Different wiring, isn't it? Girls just don't have the ruthlessness for a table like this." He takes a sip, sets the glass back down. "You get that, don't you love?"<br>
<br>
Before you can answer he keeps going. "Tell you what. You want to be useful? Dan needs some relief. Why don't you give your future husband a nice massage? Take the edge off. Place a few bets that will give you a nice kitchen to look after."<br>
<br>
<<if $current.drunk gte 3>>
You stare back at him, or at least one of him. The room hasn't quite stopped moving. The pot's bigger than it was a minute ago, or maybe smaller, you can't quite focus on it. A massage isn't much. Just hands. If it encourages him to bet more.<br>
<<elseif $current.drunk gte 1>>
You stare back at him, feeling your cheeks flush. The whisky has caught up. His smile seems brighter than it did before. His request is small, there's no harm in it, is there? If it encourages him to bet more.<br>
<<else>>
You stare back at him. Free from the effects of alcohol, you feel apprehensive even touching his shoulders. You wonder if the bet is worth giving him what he wants.<br>
<</if>>
<br>
<<ActionsHeader>>
<<DanRound3Stat>>
<<StatCheckGreedy "gt" _DanRound3Stat>>
<<set _StatGreedyProbability to _StatGreedyProbability + " Try to convince him you know how to be ruthless">>
<<if _StatCheckGreedy is true>>
<<link _StatGreedyProbability "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "DanRuthlessPass">><</link>><br>
<<else>>
<<link _StatGreedyProbability "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "DanRuthlessFail">><<Greedy 1>><</link>><br>
<</if>>
<<link "Relent and give him a massage" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "DanMassage">><<PotPressure 1>><<Feminity 1>><<PokerNightJakeApproval -1>><</link>><br>
<<CompulsionCheck "OldFashionedValues">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Old Fashioned Values] </span><s>Tell him that's not all women can do</s> - <i>You can't seem to argue with him on this</i><br>
<<else>>
<<link "Tell him that's not all women can do" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "DanNotAll">><</link>>
<</if>>
<</if>>
<<elseif $TempPoker4dRound3 is "DanRuthlessPass">>
"You think I can't be ruthless?" you say, arching an eyebrow.<br>
<br>
Dan smirks as a reply. "We're not talking cat scratches here, love. This is combat."<br>
<br>
You glance back to the table, eyeing the players briefly, then turn to Dan and smile. "Jake's got nothing. Your boss is running scared. Harrow thinks he's already won."<br>
<br>
Jake growls. Thompson glares. Harrow watches with amusement.<br>
<br>
"And what makes you think you've got the lot of us read?" Dan murmurs.<br>
<br>
You flick your eyes around the table without dropping the smile. "I'm a girl in a room of men too drunk to hide what they're thinking. None of you are exactly subtle."<br>
<br>
Dan holds your gaze for a moment longer, then bellows out a laugh and throws a stack of chips into the centre.<br>
<br>
"She's a real minx, lads," he says, looking around at the table. "I see a future with her. Maybe I'll slip a ring on it when she's ready."<br>
<br>
"What do you say, sweetheart?" Dan asks, turning back to you as he continues to cackle. "Would you like that? Being a good little housewife to Dan, pandering to my needs at home?"<br>
<br>
It's all phrased like a question, but behind his smirk you see a sense of anticipation from him.<br>
<br>
<i>Are you really going to entertain this?</i><br>
<br>
<<ActionsHeader>>
<<link "Tell him you’d be a good housewife to him" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "DanHousewife">><<PotPressure 1>><<Feminity 1>><<PokerNightJakeApproval -1>><</link>><br>
<<link "Tell him you have other ambitions" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "DanAmbitions">><</link>>
<<elseif $TempPoker4dRound3 is "DanRuthlessFail">>
"You think I can't be ruthless?" you say, arching an eyebrow.<br>
<br>
Dan smirks. "We're not talking cat scratches here, love. This is combat."<br>
<br>
You glance back to the table, eyeing the players, then turn to Dan and smile. "Jake's got nothing. Your boss is running scared. Harrow thinks he's already won."<br>
<br>
Jake growls. Thompson glares. Harrow watches with amusement.<br>
<br>
"And what makes you think you've got the lot of us read?" Dan presses.<br>
<br>
You hesitate, and the certainty falters with it.<br>
<br>
Dan cackles. "See, lads? Girls don't have the guts for a table like this. Too soft."<br>
<br>
He rolls his shoulders, and you hear his back crack. "Better to use those soft skills on something else." He grins at you. "Those knots aren't working themselves out of my muscles. Go on, princess. Show me how well you can use your hands."<br>
<br>
Another cackle. The table grows tense.<br>
<br>
<<ActionsHeader>>
<<link "Relent and give him a massage" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "DanMassage">><<PotPressure 1>><<Feminity 1>><<PokerNightJakeApproval -1>><</link>><br>
<<CompulsionCheck "OldFashionedValues">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Old Fashioned Values] </span><s>Tell him that's not all women can do</s> - <i>You can't seem to argue with him on this</i><br>
<<else>>
<<link "Tell him that's not all women can do" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "DanNotAll">><</link>>
<</if>>
<<elseif $TempPoker4dRound3 is "DanMassage">>
"All right," you say quietly, stepping behind him.<br>
<br>
Dan takes his arm off the back of his chair and turns to face the table, expectant. As you step up, you smell his heavy cologne. You set your hands on his shoulders, and the shirt is damp under your fingers.<br>
<br>
"There it is." Dan leans into your palms. "Don't be afraid to dig in, sweetheart. There's knots that have been there since I closed my last big deal." He looks around for an audience and cackles.<br>
<br>
You press your thumbs into the muscle. His shoulders are tighter than you expected for a man who looks this comfortable.<br>
<br>
Dan groans, low. "Good girl." He picks up his glass with one hand and raises it in a toast to himself. "Definite wifey material, this one. Speaking of."<br>
<br>
He reaches for his chip stack with his free hand and pushes a stack forward. "Can't let the lady down. I reckon Dan's soon got a honeymoon suite to pay for."<br>
<br>
Across the table, Jake is staring at Dan's hand pulling chips, jaw locked.<br>
<br>
Dan tilts his head back to look up at you, the smirk inches from your face. "What do you say, sweetheart? You'd like that, wouldn't you? Being a good little housewife to Dan, pandering to my needs at home."<br>
<br>
He doesn't blink. "Go on. Tell me."<br>
<br>
<i>He wants you to say it.</i><br>
<br>
<<ActionsHeader>>
<<link "Tell him you’d be a good housewife to him" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "DanHousewife">><<PotPressure 1>><<Feminity 1>><<PokerNightJakeApproval -1>><</link>><br>
<<link "Tell him you have other ambitions" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "DanAmbitions">><</link>>
<<elseif $TempPoker4dRound3 is "DanHousewife">>
You take a breath and meet his eye. "Yes, Dan. I'd be a very good housewife for you."<br>
<br>
"And?" he prompts. "What else?"<br>
<br>
"And I'd pander to your needs at home."<br>
<br>
Dan's grin widens. He laughs, but it's free of the cackle this time, almost genuine. "Now we're talking, sweetheart."<br>
<br>
He picks up his chip stack and tosses it forward. He looks around the table with the satisfaction of a man who's just bought something at a discount. "She's the jackpot, lads. Better get your best suits dry cleaned."<br>
<br>
Jake won't look at you. He's staring at his cards.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "Advance">><</link>>
<<elseif $TempPoker4dRound3 is "DanAmbitions">>
"I have other ambitions than that," you say.<br>
<br>
Dan's grin falters. "Do you now?" His eyes narrow. "And what would those be?"<br>
<br>
You hold his eyes. "Just not a housewife."<br>
<br>
Dan grunts and looks around the table, irritated. "Phillips needs sorting out, lads. Someone's been putting too many ideas in her pretty head."<br>
<br>
"Smart girl," Thompson mutters. "Smarter than her brother, anyway."<br>
<br>
There is murmuring around the table. When it comes to Dan's turn, he checks, more interested in seeing who's backing him up than playing the round.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "Advance">><</link>>
<<elseif $TempPoker4dRound3 is "DanNotAll">>
"That's not all women can do," you say.<br>
<br>
Dan's grin falters. "Oh really?" His eyes narrow. "You think you've got what it takes to put on a pair of trousers and compete with us in a man's world?"<br>
<br>
You glance at the table. "Based on you, yes."<br>
<br>
Thompson sniggers. Dan's nostrils flare and he swings his chair toward the table, irritated. "What kind of ideas have you got, Phillips?"<br>
<br>
"She thinks she's a man," Thompson adds, still sniggering.<br>
<br>
There is murmuring around the table. When it comes to Dan's turn, he checks, more interested in seeing who's backing him up than playing the round.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "Advance">><<PokerNightDanApproval -1>><<PokerNightJakeApproval 1>><</link>>
<<elseif $TempPoker4dRound3 is "Harrow">>
<<if $PokerNightMaisieRivalry gte 1>>
You pick up a glass and step forward towards Harrow, but Maisie's hand closes over yours before you can move. "I've got this one," she smiles, taking the drink from you.<br>
<br>
She sways over to Harrow and puts the glass down effortlessly. He thanks her and returns to the game. Without missing a beat, she turns and glides back to the table, retaining her smile as she does so.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "Advance">><</link>>
<<else>>
You pick up a glass and cross to Harrow. He sits watching the other players, almost like an observer rather than a player.<br>
<br>
Harrow looks up at your approach. His smile is polite and he reaches out to take the glass as you near. "Thank you, Emily."<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
His eyes drift down to your dress, then back up once he realises what he's doing. He forces himself to look forward, keeping his attention on the cards.<br>
<<else>>
His eyes briefly drift down to your dress, but then his attention is back on the table and the cards.<br>
<</if>>
<br>
"Anything else I can get you?" you ask.<br>
<br>
Harrow glances up at you. "How considerate. Funny how serving drinks brings out another side of you, Emily. A shame you don't apply yourself like this in my classroom."<br>
<br>
The round comes around to Harrow. He holds a chip up between two fingers, turning it as if examining a coin. "Not every girl has it in her, of course," he murmurs. "The academic inclination. It's not your fault. But it limits your choices. For your future."<br>
<br>
Then he sets the chip down on the felt. Not quite committing it. Not yet. "Here's a question for you that Mr Rogers would appreciate. If I want to match the bet, how many more chips would I need to commit to do so?" Harrow looks briefly your way with a smile and gestures to his spare chips. "Why not bet for me this round? Just match the others. Show me you've been paying more attention than you let on."<br>
<br>
<<if $current.drunk gte 3>>
You turn from Harrow's gaze and look to the pot. You can't seem to focus on the amount of chips already committed. You can just about make out that Harrow only needs to bet the single chip to match. If he's being genuine, you could push more than necessary to raise the pot.<br>
<br>
Unless that is, you've got it wrong. Being drunk isn't helping with your confidence.<br>
<<elseif $current.drunk gte 1>>
You turn from Harrow's gaze and look to the pot. You can see the chips clearly, but your mind feels slow from the alcohol. You can just about make out that Harrow only needs to bet the single chip to match. If he's being genuine, you could push more than necessary to raise the pot.<br>
<br>
Unless that is, you've got it wrong. Being tipsy isn't helping with your confidence.<br>
<<else>>
You turn from Harrow's gaze and look to the pot. He only needs to bet the single chip to match. But if he's being genuine, you could push more than necessary to raise the pot.<br>
<br>
But you'd look the fool in front of the group, if you cared.<br>
<</if>>
<br>
<<ActionsHeader>>
<<StatCheckIntelligence "gt" 60>>
<<set _StatIntelligenceProbability to _StatIntelligenceProbability + " Try to persuade him that betting more is the smart choice">>
<<if _StatCheckIntelligence is true>>
<<link _StatIntelligenceProbability "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "HarrowPersuadePass">><</link>><br>
<<else>>
<<link _StatIntelligenceProbability "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "HarrowPersuadeFail">><<Intelligence 1>><</link>><br>
<</if>>
<<CompulsionCheck "ModelStudent">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Model Student] </span><s>Bet a larger, incorrect amount</s> - <i>You can't bear the thought of getting an academic challenge wrong</i><br>
<<else>>
<<link "Bet a larger, incorrect amount" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "HarrowBetWrong">><<Intelligence -1>><<PotPressure 2>><</link>><br>
<</if>>
<<link "Bet the right amount" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "HarrowBetRight">><<Intelligence 1>><<PotPressure 1>><</link>>
<</if>>
<<elseif $TempPoker4dRound3 is "HarrowPersuadePass">>
"If you only match," you say, "you're handing Jake the pace of the round. He's leaking chips and he knows it. Raise now, set the rate yourself, and you cap his runway before he gets reckless."<br>
<br>
Harrow looks up at you, curious and intrigued. "How wise," he murmurs, before gesturing to his chips. "Go ahead."<br>
<br>
You cautiously take a few chips from his stack and add them to his single bet, then push them forward. He makes no attempt to stop you.<br>
<br>
"Looks like the bet just increased. Thanks to Miss Phillips's astute observation." He looks back to you. "Careful though. That canny eye may yet get you in trouble."<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "Advance">><<PotPressure 2>><</link>>
<<elseif $TempPoker4dRound3 is "HarrowPersuadeFail">>
"If you only match," you say, "you're handing the round to the others."<br>
<br>
"How so?" he says, almost curious.<br>
<br>
"They'll be able to decide how to bet," you mutter, barely convincing yourself.<br>
<br>
"I can raise next time," Harrow says. "I'm afraid your logic is flawed, Emily."<br>
<br>
He gestures to his chips. "Now. Decide how much I should bet to match. And only match." He offers you a smile. "You can do that, can't you?"<br>
<br>
<<ActionsHeader>>
<<CompulsionCheck "ModelStudent">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Model Student] </span><s>Bet a larger, incorrect amount</s> - <i>You can't bear the thought of getting an academic challenge wrong</i><br>
<<else>>
<<link "Bet a larger, incorrect amount" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "HarrowBetWrong">><<Intelligence -1>><<PotPressure 2>><</link>><br>
<</if>>
<<link "Bet the right amount" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "HarrowBetRight">><<Intelligence 1>><<PotPressure 1>><</link>>
<<elseif $TempPoker4dRound3 is "HarrowBetWrong">>
You try to hold back your instinct and reach out to Harrow's stack, adding a few more chips to his own bet. He sighs, but makes no attempt to stop you. When you push them to the centre, Dan cackles.<br>
<br>
"Surprised she can tie her own shoelaces, with a brain like that," Thompson comments.<br>
<br>
Harrow smiles with faux patience. "Really, Emily. Maybe you should be attending Mr Rogers' classes more closely."<br>
<br>
"Knew you weren't as sharp as the teachers say," Jake mutters. "Doesn't even know simple maths."<br>
<br>
"I'm sure she can do other things," Dan throws in, cackling.<br>
<br>
For once, the other players join in his laughter. You walk away from the table, hearing the laughter continue. You just did it to increase the bet, didn't you? It was all part of the act.<br>
<br>
<i>Then why does it feel so personal?</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "Advance">><</link>>
<<elseif $TempPoker4dRound3 is "HarrowBetRight">>
You put a fingernail to the single chip and slide it into the pot. Exactly matching.<br>
<br>
Harrow looks from the table to you. "Maybe you are smarter than your brother." He picks up his glass and sips. "Mr Rogers will be interested to hear there's potential after all."<br>
<br>
"You're giving her credit for pushing a chip in?" Jake interjects with a tone of hurt pride.<br>
<br>
Harrow gives him a thin smile. "Based on your academic performance, Jake, I'm not sure I could have asked the same from you." He smiles thinly. "Just be thankful you are on the football team."<br>
<br>
You hear a number of chuckles at Jake as you walk away from the table.<br>
<br>
<i>At the expense of increasing the bet, though.</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to "Advance">><</link>>
<<elseif $TempPoker4dRound3 is "Advance">>
The betting continues. Chips clink as the men add to the pot, one after another. You watch from the sideboard.<br>
<br>
<<Flag "TempPokerNightHarrowDrunk">>
<<if _FlagReturn is true>>
<<if $PokerGame.potPressure gte 5>>
Looking back to Harrow, you see him free of tension you hadn't even acknowledged. He lets out a laugh that turns into a hiccup. After covering his mouth, he pushes all of his chips into the pot.<br>
<br>
"Let's see what you've got, gentlemen."<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to undefined>><<SetFlag "TempPokerNightRound3HarrowAllIn">><<set $PokerNightRound3 to 3>><</link>>
<<else>>
Looking back to Harrow, you see him free of tension you hadn't even acknowledged. He lets out a laugh that turns into a hiccup. After covering his mouth, he pushes a large stack of his chips into the pot.<br>
<br>
"Let's up the ante, gentlemen."<br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to undefined>><<PotPressure 2>><<if $PokerNightRound3 is undefined>><<set $PokerNightRound3 to 1>><<else>><<set $PokerNightRound3 += 1>><</if>><</link>>
<</if>>
<<else>>
<<if $PokerGame.potPressure gte 6>>
Looking back to Harrow, you see him free of tension you hadn't even acknowledged. But he's restrained, only letting out a small smile. He pushes all of his chips into the pot.<br>
<br>
"Let's see what you've got, gentlemen."<br>
<br>
<<ActionsHeader>>
<<link "Wait for the cards to be revealed" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to undefined>><<SetFlag "TempPokerNightRound3HarrowAllIn">><<set $PokerNightRound3 to 3>><</link>>
<<else>>
Looking back to Harrow, you see him free of tension you hadn't even acknowledged. But he's restrained, only letting out a small smile. He pushes a large stack of his chips into the pot.<br>
<br>
"Let's up the ante, gentlemen."<br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4dRound3">><<set $TempPoker4dRound3 to undefined>><<PotPressure 1>><<if $PokerNightRound3 is undefined>><<set $PokerNightRound3 to 1>><<else>><<set $PokerNightRound3 += 1>><</if>><</link>>
<</if>>
<</if>>
<</if>><<if $TempPoker4dFinale is undefined>>
<<if $PokerNightFinale is undefined>>
Harrow shuffles the deck with both hands as he speaks, like a magician fanning a fresh pack. The other men are watching, looking between him and $PokerNightChampion.<br>
<br>
"Charlton rules, then," Harrow comments. "As per usual. Four cards each. You pick up three. The fourth stays face-down in front of you. Your hidden card."<br>
<br>
The deck flicks closed in his palm, then bridges open again.<br>
<br>
"One card to be turned in the middle. You may, at any point, swap one of your face-up cards for a new card from the deck. Once." He smiles. "Just once."<br>
<br>
He begins to deal, three cards face up to $PokerNightChampion, one face-down. "Best hand at the reveal takes the pot," he finishes. "Simple enough." Then he deals himself the same.<br>
<br>
$PokerNightChampion picks up the three cards. You look over, watching his face. He smirks, looking up at Harrow. The teacher looks at his own three with the same controlled expression he's been using all night. But you watch him keenly. He seems to relax.<br>
<br>
Whatever's there, he likes it. Even if $PokerNightChampion isn't bluffing, you aren't sure his hand will be enough to win.<br>
<br>
You mull over what you can do to help. And whether you should.<br>
<br>
<<ActionsHeader>>
<<link "Consider how to help" "DuncanManor4dFinale">><<set $TempPoker4dFinale to "HelpMenu">><</link>><br>
<<set _WatchLabel to "Watch to see what " + $PokerNightChampion + " does">>
<<link _WatchLabel "DuncanManor4dFinale">><<set $TempPoker4dFinale to "Watch">><</link>>
<<elseif $PokerNightFinale is 1>>
You drift back to looking at $PokerNightChampion, but Harrow's voice cuts the air.<br>
<br>
"A moment. Before you go any further. I've been considering the deal."<br>
<br>
Harrow glances over at you, smiles, then reaches into his suit pocket. He takes out a cassette tape and tosses it onto the felt.<br>
<br>
$PokerNightChampion stares at it. So do you.<br>
<br>
"What's that?" $PokerNightChampion asks.<br>
<br>
"A revision tape." Harrow says it pleasantly. "I was meaning to talk to you about it tonight, Emily, but this opportunity has presented itself. Since you and our champion seem so… friendly."<br>
<br>
He glances at you across the room, smiling. "I've noticed you've been struggling in biology, lately. Your mind elsewhere. With graduation coming up, I'd hate to see you fall behind. So I prepared this for you." His smile fades. "To listen to. While you sleep."<br>
<br>
$PokerNightChampion looks between you, Harrow and the tape, eyes narrowed.<br>
<br>
"My necklace," Harrow continues, turning back to $PokerNightChampion. "In truth, is more valuable than the bet. But I'd be willing to overlook that. For new terms. You win, you still clean me out. But if you lose?" He looks back to you. "Miss Phillips agrees to take her studies more seriously. Beginning with that tape."<br>
<br>
The table stirs. Thompson shakes his head with disgust. "Not right to change the bet midway, Darcy."<br>
<br>
"Oh, come on, boss," Dan interrupts. "Pot's still the same value."<br>
<br>
<<if $PokerNightChampion is "Thompson">>
Thompson looks at the tape, then shrugs his shoulders. "Fine. I'll still clear you out." He looks back to you. "Just a tape, Phillips. You'll handle it."<br>
<<elseif $PokerNightChampion is "Dan">>
Dan looks at the tape, then shrugs his shoulders. "Sure." He looks back to you. "Just a tape, sweetheart. You can deal with it."<br>
<<elseif $PokerNightChampion is "Jake">>
Jake looks at the tape, then shrugs his shoulders. "Alright." He looks back to you. "Didn't think you needed tapes, nerd. Sure you'll be fine."<br>
<</if>>
<br>
<i>I'm not so sure about that.</i><br>
<br>
<<ActionsHeader>>
<<link "Watch as the hidden card is overturned" "DuncanManor4dFinale">><<set $PokerNightFinale to 2>><<SetFlag "TempPokerNightCassetteDeal">><</link>>
<<elseif $PokerNightFinale is 2>>
$PokerNightChampion flips over his hidden card. Another queen.<br>
<br>
A pair of queens. Strong, but not a sure win. Harrow flips over his own card. An ace.<br>
<br>
<i>Last chance. Hold and hope, swap and gamble, or push him into trying for a better hand.</i><br>
<br>
<<ActionsHeader>>
<<if $PokerNightFinaleSwapHarrow is undefined>>
<<link "Consider how to help" "DuncanManor4dFinale">><<set $TempPoker4dFinale to "HelpMenu">><</link>><br>
<<set _WatchLabel to "Watch to see what " + $PokerNightChampion + " does">>
<<link _WatchLabel "DuncanManor4dFinale">><<set $TempPoker4dFinale to "Watch">><</link>>
<<else>>
<<link "Wait for the cards to be revealed" "DuncanManor4dFinale">><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</link>>
<</if>>
<<elseif $PokerNightFinale is 3>>
<<if $PokerNightFinaleSwap is undefined and $PokerNightFinaleSwapHarrow is true>>
Harrow turns his face-up cards. One king. One queen. A jack. With his revealed card, he's one short of a royal flush.<br>
<br>
"How dramatic," he murmurs, then flicks over the community card. A five.<br>
<br>
$PokerNightChampion has a pair of queens.<br>
<br>
Harrow looks to the deck, his eyes lingering on his burned card on the top of the dealer's pile. "Fortune favours the brave," he mutters. "But perhaps not today."<br>
<br>
He flips over his burned card. Another king. He gambled away a pair of winning kings for a royal flush.<br>
<br>
<<ActionsHeader>>
<<link "Watch Harrow’s reaction" "DuncanManor4dFinale">><<set $TempPoker4dFinale to "Reaction">><<SetFlag "TempPokerNightWon">><</link>>
<<elseif $PokerNightFinaleSwap is undefined and $PokerNightFinaleSwapHarrow is undefined>>
Harrow turns his face-up cards. Two kings. One queen. Just a single pair, but still beats $PokerNightChampion.<br>
<br>
"How dramatic," he murmurs, then flicks over the community card. The last queen.<br>
<br>
Three of a kind queens for $PokerNightChampion. He beats Harrow's pair.<br>
<br>
Harrow looks at $PokerNightChampion, forcing his smile. "Fortune favours the brave," he mutters. "But perhaps not today."<br>
<br>
<<ActionsHeader>>
<<link "Watch Harrow’s reaction" "DuncanManor4dFinale">><<set $TempPoker4dFinale to "Reaction">><<SetFlag "TempPokerNightWon">><</link>>
<<elseif $PokerNightFinaleSwap is true and $PokerNightFinaleSwapHarrow is undefined>>
At the last moment, you see $PokerNightChampion cast one of his face-up cards onto the dealer's pile and take a fresh one from the deck. His face falls as he looks at it.<br>
<br>
Harrow turns his face-up cards. Two kings. One queen.<br>
<br>
"How dramatic," he murmurs, then flicks over the community card. A king.<br>
<br>
Three of a kind kings. The pair of queens $PokerNightChampion has doesn't beat him. He's lost.<br>
<br>
Harrow looks at him, his smile wide. "Fortune favours the brave," he mutters. "But perhaps not today."<br>
<br>
<<ActionsHeader>>
<<link "Watch Harrow’s reaction" "DuncanManor4dFinale">><<set $TempPoker4dFinale to "Reaction">><<SetFlag "TempPokerNightLost">><</link>>
<<elseif $PokerNightFinaleSwap is true and $PokerNightFinaleSwapHarrow is true>>
Harrow turns his face-up cards. One king. One queen. A jack. With his revealed card, he's one short of a royal flush.<br>
<br>
"How dramatic," he murmurs, then flicks over the community card. A five.<br>
<br>
The pair of queens that $PokerNightChampion has beats him. He has nothing.<br>
<br>
Harrow looks to the deck, his eyes lingering on his burned card on the top of the dealer's pile. "Fortune favours the brave," he mutters. "But perhaps not today."<br>
<br>
He flips over his burned card. Another king. He gambled away a pair of winning kings for a royal flush. $PokerNightChampion glances at his own burned card. The nine he swapped. His gamble cost him nothing. Harrow's cost him everything.<br>
<br>
<<ActionsHeader>>
<<link "Watch Harrow’s reaction" "DuncanManor4dFinale">><<set $TempPoker4dFinale to "Reaction">><<SetFlag "TempPokerNightWon">><</link>>
<</if>>
<</if>>
<<elseif $TempPoker4dFinale is "HelpMenu">>
You glance at $PokerNightChampion. His tells are small but they're there. Harrow's are smaller still, but they're there too. You weigh what's in your power to change.<br>
<br>
<<ActionsHeader>>
<<Flag "TempPokerNightFinaleHarrowApproached">>
<<if _FlagReturn is false>><<link "Go over to Harrow" "DuncanManor4dFinale">><<set $TempPoker4dFinale to "GoHarrow">><<SetFlag "TempPokerNightFinaleHarrowApproached">><</link>><br><</if>>
<<Flag "TempPokerNightMaisieHelp">>
<<if _FlagReturn is true>><<link "Ask Maisie for help" "DuncanManor4dFinale">><<set $TempPoker4dFinale to "AskMaisie">><<SetFlag "TempPokerNightMaisieHelp" false>><</link>><br><</if>>
<<Flag "TempPokerNightFinaleChampionApproached">>
<<set _GoChampionLabel to "Go over to " + $PokerNightChampion>>
<<if _FlagReturn is false>><<link _GoChampionLabel "DuncanManor4dFinale">><<set $TempPoker4dFinale to "GoChampion">><<SetFlag "TempPokerNightFinaleChampionApproached">><</link>><br><</if>>
<<link "Give up and wait for the next card to be overturned" "DuncanManor4dFinale">><<set $TempPoker4dFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<elseif $TempPoker4dFinale is "GoHarrow">>
You walk over towards Harrow. As you do, you meet $PokerNightChampion's eye. He gives you the smallest of nods, then turns back to his cards. You draw near Harrow and set the drink down next to him.<br>
<br>
"Ah, Miss Phillips," he says. "Come to see how a master of the tables treads the boards all over your… friend?"<br>
<br>
You smile sweetly at him. He gestures to his side. You step close to him, looking over at $PokerNightChampion as you do. You're in.<br>
<br>
<i>But what are you going to do to help?</i><br>
<br>
<<ActionsHeader>>
<<Flag "TempPokerNightRound3ReaganRumour">><<RumourCheckSelf "Reagan">>
<<if _FlagReturn is false and _RumourCheckSelf is true>><<link "Comment on his dalliance with Reagan" "DuncanManor4dFinale">><<set $TempPoker4dFinale to "Reagan">><<SetFlag "TempPokerNightRound3ReaganRumour">><</link>><br><</if>>
<<link "Lean in and flirt" "DuncanManor4dFinale">><<set $TempPoker4dFinale to "Flirt">><<Orientation 1>><</link>><br>
<<link "Return to the sideboard and wait for the next card to be overturned" "DuncanManor4dFinale">><<set $TempPoker4dFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<elseif $TempPoker4dFinale is "Reagan">>
"Looking a little nervous there, sir," you comment. "What's the matter? Afraid if you lose, you won't be able to pay for that lunchtime hotel room?"<br>
<br>
The room goes quiet. Harrow stares back at you, revealing nothing. "Come again?"<br>
<br>
"Just heard some things," you say. "You know what this town is like. Rumours spread fast. Especially about cheerleaders walking around town at lunchtimes."<br>
<br>
You almost feel the air go out of the room.<br>
<br>
<<Flag "TempPokerNightHarrowDrunk">>
<<if _FlagReturn is true>>
Harrow sets his glass down with deliberate care, but even so almost misses the table. "You should be more careful indulging school gossip."<br>
<br>
He reaches for the deck, deliberate, and takes the swap card off the top. When he sees the card, he winces.<br>
<br>
<i>Got him.</i><br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4dFinale">><<set $PokerNightFinaleSwapHarrow to true>><<set $TempPoker4dFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<elseif $PokerNightFinaleBluffScore is 1>>
He sets his glass down with a click. The smile is gone. "You should be more careful indulging school gossip."<br>
<br>
He casually reaches for the deck without looking. When he sees the card, he winces.<br>
<br>
<i>Got him.</i><br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4dFinale">><<set $PokerNightFinaleSwapHarrow to true>><<set $TempPoker4dFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<else>>
Harrow's smile thins. He picks up his glass, swirls it, sets it down without drinking. "Hearsay, Phillips. You'll learn to keep town gossip to yourself one day."<br>
<br>
He casually reaches for the deck without looking. But he stops at the last moment. His hand lingers there. Then returns to his cards.<br>
<br>
<i>Almost there.</i><br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4dFinale">><<set $PokerNightFinaleBluffScore to 1>><<set $TempPoker4dFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<</if>>
<<elseif $TempPoker4dFinale is "Flirt">>
You lean closer to Harrow, nudging against his shoulder as you move towards the table.<br>
<br>
He turns his face up to you. "Did you need something more, Miss Phillips?"<br>
<br>
"Just keeping you company."<br>
<br>
"How delightful," he says, his eyes narrowing.<br>
<br>
You rest a hand on his shoulder. "Maybe tonight has been a revelation. For both of us."<br>
<br>
You give it a gentle squeeze. Through your fingers you feel Harrow flinch.<br>
<br>
<<Flag "TempPokerNightHarrowDrunk">>
<<if _FlagReturn is true>>
Harrow's eyes are glazed as he looks up at you. His brilliant white grin holding on you for a moment longer than is required. It's fleeting, but when he turns back to the table, he almost seems flustered. "Where were we?"<br>
<br>
$PokerNightChampion calls across the felt. "The card."<br>
<br>
"Oh," Harrow stammers. "Yes." He reaches for the deck without thinking and takes the swap card. When he glances at it, his face tightens before he smooths the expression.<br>
<br>
<i>Got him. But was it worth it?</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard and wait for the next card to be overturned" "DuncanManor4dFinale">><<set $PokerNightFinaleSwapHarrow to true>><<PokerNightJakeApproval -1>><<set $TempPoker4dFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<elseif $PokerNightFinaleBluffScore is 1>>
Harrow's eyes narrow as he looks up at you. "Curious," he mutters, watching with care, but a degree of interest. When he turns back to the table, he almost seems flustered. "Where were we?"<br>
<br>
$PokerNightChampion calls across the felt. "The card."<br>
<br>
"Oh," Harrow stammers. "Yes." He reaches for the deck without thinking and takes the swap card. When he glances at it, his face tightens.<br>
<br>
<i>Got him. But was it worth it?</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard and wait for the next card to be overturned" "DuncanManor4dFinale">><<set $PokerNightFinaleSwapHarrow to true>><<PokerNightJakeApproval -1>><<set $TempPoker4dFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<else>>
Harrow's eyes narrow as he looks up at you. "Curious," he mutters, watching with care, but a degree of interest. When he turns back to the table, he almost seems flustered. "Where were we?"<br>
<br>
$PokerNightChampion calls across the felt. "The card."<br>
<br>
"Oh," Harrow stammers. "Quite." He reaches for the deck without thinking, but then pauses. He looks back at you and his smile fades. "How careless of me." He takes his hand back.<br>
<br>
You hold back your reaction, crossing back to the sideboard. As you do so, you catch him glancing after you. Then at the deck. Then back to his cards.<br>
<br>
<i>Almost there.</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard and wait for the next card to be overturned" "DuncanManor4dFinale">><<set $PokerNightFinaleBluffScore to 1>><<PokerNightJakeApproval -1>><<set $TempPoker4dFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<</if>>
<<elseif $TempPoker4dFinale is "AskMaisie">>
You look over to Maisie and catch her eye. "Do you think you could help?"<br>
<br>
She nods and walks across the room toward Harrow. She doesn't hurry. Harrow watches her come.<br>
<br>
Maisie stops at his elbow and leans down to murmur something at his ear. She speaks low enough that you can't hear, but you can see Harrow's eyes drift past her shoulder to $PokerNightChampion as she speaks. Then back to his own hand.<br>
<br>
When she straightens, she gives Harrow a small nod. The same gesture you've seen her give him across the room earlier in the night.<br>
<br>
<<Flag "TempPokerNightHarrowDrunk">>
<<if _FlagReturn is true>>
The drink has loosened Harrow's usual reading of her. His eyes settle on $PokerNightChampion, then move to the deck.<br>
<br>
"Charming girl," he comments. "And it would be ungracious not to listen."<br>
<br>
He reaches for the deck and takes the swap card from the top. When he glances at it, a small wince crosses his face before he hides it again.<br>
<br>
<i>Got him.</i><br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4dFinale">><<set $PokerNightFinaleSwapHarrow to true>><<set $TempPoker4dFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<elseif $PokerNightFinaleBluffScore is 1>>
Harrow weighs her words long after she leaves. You can see the calculation finally tilt against him.<br>
<br>
"I shall not assume I have your measure," he murmurs, his eyes still on $PokerNightChampion. "But I have Maisie's."<br>
<br>
He reaches for the deck and slides the swap card into his hand. The flicker of his expression when he sees it tells you what you needed to know.<br>
<br>
<i>Got him.</i><br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4dFinale">><<set $PokerNightFinaleSwapHarrow to true>><<set $TempPoker4dFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<else>>
Harrow studies $PokerNightChampion for a long moment. Then he looks back at his cards. The smile returns.<br>
<br>
"The whispers of a young lady are enticing," he states. "But a good performance is weighted by caution."<br>
<br>
He doesn't reach for the deck. The cards in his hand are good enough for him still. But you see his eyes wandering to look at the deck, regardless.<br>
<br>
<i>But he's almost there.</i><br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4dFinale">><<set $PokerNightFinaleBluffScore to 1>><<set $TempPoker4dFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<</if>>
<<elseif $TempPoker4dFinale is "GoChampion">>
You walk over towards $PokerNightChampion. He smiles as you approach, but you see Harrow's eyes flick up from the cards towards you.<br>
<br>
<<if $PokerNightChampion is "Thompson">>
Thompson glances at you with a brief nod. "What is it, Phillips?"<br>
<<elseif $PokerNightChampion is "Dan">>
Dan grins crookedly at you. "Come for a cuddle, Mrs Mendel?"<br>
<<elseif $PokerNightChampion is "Jake">>
Jake's eyes light up. "Knew you couldn't stay away, nerd."<br>
<</if>>
<br>
You stand next to him, giving him an encouraging smile. You're here now. But how do you plan on helping?<br>
<br>
<<ActionsHeader>>
<<StatCheckAssertive "gt" 70>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to bluff Harrow">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "DuncanManor4dFinale">><<set $TempPoker4dFinale to "ChampBluffPass">><</link>><br>
<<else>>
<<link _StatAssertiveProbability "DuncanManor4dFinale">><<set $TempPoker4dFinale to "ChampBluffFail">><<Assertive 1>><</link>><br>
<</if>>
<<StatCheckIntelligence "lt" 30>>
<<set _StatIntelligenceProbability to _StatIntelligenceProbability + " Try to play dumb">>
<<if _StatCheckIntelligence is true>>
<<link _StatIntelligenceProbability "DuncanManor4dFinale">><<set $TempPoker4dFinale to "PlayDumbPass">><</link>><br>
<<else>>
<<link _StatIntelligenceProbability "DuncanManor4dFinale">><<set $TempPoker4dFinale to "PlayDumbFail">><<Intelligence 1>><</link>><br>
<</if>>
<<link "Just return to the sideboard and wait for the next card to be overturned" "DuncanManor4dFinale">><<set $TempPoker4dFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<elseif $TempPoker4dFinale is "ChampBluffPass">>
You straighten beside $PokerNightChampion and look across the table. "You don't seem as sure of yourself as you were an hour ago."<br>
<br>
The room goes quiet. Harrow's polite smile thins. "Forward, Phillips. Very forward."<br>
<br>
"Just an observation."<br>
<br>
Harrow holds your eye for a beat longer than is comfortable. Then he turns back to his cards. His smile has gone.<br>
<br>
<<Flag "TempPokerNightHarrowDrunk">>
<<if _FlagReturn is true>>
He reaches for the deck without taking his eyes off his cards and slides the new one into his hand. His expression sours briefly when he sees it.<br>
<br>
<i>Got him.</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard and wait for the next card to be overturned" "DuncanManor4dFinale">><<set $PokerNightFinaleSwapHarrow to true>><<set $TempPoker4dFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<elseif $PokerNightFinaleBluffScore is 1>>
He reaches for the deck. The swap card draws a flicker of disappointment when he glances at it.<br>
<br>
<i>Got him.</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard and wait for the next card to be overturned" "DuncanManor4dFinale">><<set $PokerNightFinaleSwapHarrow to true>><<set $TempPoker4dFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<else>>
He reaches for the deck, but pauses. He looks up between you and $PokerNightChampion. Then takes his hand back. But his eyes betray him, glancing between his hand and the deck.<br>
<br>
<i>He's almost there.</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard and wait for the next card to be overturned" "DuncanManor4dFinale">><<set $PokerNightFinaleBluffScore to 1>><<set $TempPoker4dFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<</if>>
<<elseif $TempPoker4dFinale is "ChampBluffFail">>
You straighten beside $PokerNightChampion and look across the table. "You don't seem as sure of yourself as you were an hour ago."<br>
<br>
Harrow's polite smile doesn't move. "Bold, Miss Phillips. But hollow."<br>
<br>
He turns back to his cards as if you hadn't spoken. The room exhales the moment along with you.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard and wait for the next card to be overturned" "DuncanManor4dFinale">><<set $TempPoker4dFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<elseif $TempPoker4dFinale is "PlayDumbPass">>
You lean over $PokerNightChampion's shoulder and peer at his cards. You squint at them, then look back at his face, then back at the cards.<br>
<br>
"Wait, aren't queens really powerful? Like, the strongest card?"<br>
<br>
The men at the table laugh. Harrow's smile freezes.<br>
<br>
"Queens are not the strongest, Miss Phillips," he comments. "There is, in fact, a king. And an ace."<br>
<br>
"Oh." You blink at the cards. "But these are pretty, aren't they?"<br>
<br>
<<Flag "TempPokerNightHarrowDrunk">>
<<if _FlagReturn is true>>
Harrow's polite smile is fixed, but the drink has slowed his recovery. He smirks. "Thank you, Miss Phillips. For revealing the path forward. Even if you didn't mean to."<br>
<br>
He reaches for the deck without taking his eyes off the hand and slides the swap card in. His expression sours briefly when he sees it.<br>
<br>
<i>Got him.</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard and wait for the next card to be overturned" "DuncanManor4dFinale">><<set $PokerNightFinaleSwapHarrow to true>><<set $TempPoker4dFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<else>>
Harrow's polite smile doesn't move, but his eyes flick between you and $PokerNightChampion. He smirks. "Thank you, Miss Phillips. For revealing the path forward. Even if you didn't mean to."<br>
<br>
He reaches for the deck and slides the swap card in. His expression sours briefly when he sees it.<br>
<br>
<i>Got him.</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard and wait for the next card to be overturned" "DuncanManor4dFinale">><<set $PokerNightFinaleSwapHarrow to true>><<set $TempPoker4dFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<</if>>
<<elseif $TempPoker4dFinale is "PlayDumbFail">>
You lean over $PokerNightChampion's shoulder and peer at his cards. You squint at them.<br>
<br>
"Wait, aren't queens really powerful? Like, the strongest card?"<br>
<br>
Harrow's eyes settle on yours. The smile he gives you is the one he gives to students he's caught passing notes.<br>
<br>
"Miss Phillips. Such an amateur performance is beneath you. Surely you can do better?"<br>
<br>
A few of the men chuckle. Your face is hot.<br>
<br>
$PokerNightChampion doesn't look at you. He's gone very still.<br>
<br>
<<ActionsHeader>>
<<link "Return to the sideboard and wait for the next card to be overturned" "DuncanManor4dFinale">><<set $TempPoker4dFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<elseif $TempPoker4dFinale is "Watch">>
<<set _ChampionAction to random(0,2)>>
<<switch _ChampionAction>>
<<case 0>>
$PokerNightChampion sits still, holding his cards close. He doesn't reach for the deck. He doesn't move. He's playing the hand he was dealt.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4dFinale">><<set $TempPoker4dFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<<case 1>>
$PokerNightChampion reaches for the deck. He takes the swap card and slides it into his hand. His face shifts as he sees it.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4dFinale">><<set $PokerNightFinaleSwap to true>><<set $TempPoker4dFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><</if>><</link>>
<<case 2>>
$PokerNightChampion glances at Harrow, then at you. He weighs the deck for a long moment, hand hovering. Then pulls back. The swap card stays unturned.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the next card to be overturned" "DuncanManor4dFinale">><<set $TempPoker4dFinale to undefined>><<if $PokerNightFinale is undefined>><<set $PokerNightFinale to 1>><<else>><<set $PokerNightFinale to 3>><<if $PokerNightFinaleSwap is undefined and random(0,2) is 0>><<set $PokerNightFinaleSwap to true>><</if>><</if>><</link>>
<</switch>>
<<elseif $TempPoker4dFinale is "Reaction">>
<<Flag "TempPokerNightLost">>
<<if _FlagReturn is true>>
"Good game, good game!" Harrow barks, his smile returning. "I'll be checking your behaviour in class, Emily. I'll know if you haven't listened."<br>
<br>
He smiles thinly, then stands. "Looks like the final curtain has fallen over our little game for tonight's show, gentlemen. An interesting evening." He looks directly between you and $PokerNightChampion. "Interesting, indeed."<br>
<br>
As the other players leave the table, you watch Harrow slide his amulet back over his head and underneath his shirt. "Until next time, Miss Phillips. Don't forget that tape."<br>
<br>
<<if $PokerNightChampion is "Thompson">>
You stare at it, stepping forwards to the table. Thompson meets your eyes, but snorts. "Didn't want you working at my shop, anyway."<br>
<<elseif $PokerNightChampion is "Dan">>
You stare at it, stepping forwards to the table. Dan meets your eyes, but shrugs. "Still up for taking a look at that bridal suite?"<br>
<<elseif $PokerNightChampion is "Jake">>
You stare at it, stepping forwards to the table. Jake meets your eyes, but shrugs. "Want to see my room still?"<br>
<</if>>
<br>
Scooping up the cassette, you turn. You have nothing more to say to him. Your thoughts are focused on the tape. And what you're going to do with it.<br>
<br>
<<ActionsHeader>>
<<link "Leave and catch a cab home" "DuncanManor4dEpilogue">><<TakeObjectNPC "Harrow" "HarrowTape">><<TimeChange>><<set $TempPoker4dFinale to undefined>><</link>>
<<else>>
"Unexpected," Harrow mutters, his eyes resting on the amulet, saying nothing more.<br>
<br>
<<if $PokerNightChampion is "Thompson">>
"About time," Thompson barks. "You've held on to that so many times. I was beginning to think you stack the deck, Darcy."<br>
<<elseif $PokerNightChampion is "Dan">>
"Looks like I've got to get to the church on time," Dan sniggers. "Or maybe just a bit of practice for Phillips on marital duties. Thought you'd been tampering with the deck, Harrow."<br>
<<elseif $PokerNightChampion is "Jake">>
"Can't wait to tell the guys how I beat you, teach," Jake sneers. "Steve never managed to take this off you, did he? Thought you were stacking the deck."<br>
<</if>>
<br>
"That wouldn't be gentlemanly behaviour," Harrow mutters, finally looking back to him. "Well played. It seems I've underestimated you." He looks to you, briefly. "Severely."<br>
<br>
Harrow finally stands. "Looks like the final curtain has fallen over our little game for tonight's show, gentlemen."<br>
<br>
As the other players leave the table, you watch Harrow watch $PokerNightChampion take up the winnings. And the amulet. Once he's done, Harrow retrieves the cassette tape and puts it away.<br>
<br>
<<if $PokerNightChampion is "Thompson">>
Thompson remains seated, looking over to you with a drunken smile.<br>
<br>
<<ActionsHeader>>
<<link "Talk to Thompson" "DuncanManor4dFinale">><<set $TempPoker4dFinale to "TalkThompson">><</link>>
<<elseif $PokerNightChampion is "Jake">>
Jake remains seated, looking over at you with a leer.<br>
<br>
<<ActionsHeader>>
<<link "Talk to Jake" "DuncanManor4dFinale">><<set $TempPoker4dFinale to "TalkJake">><</link>>
<<elseif $PokerNightChampion is "Dan">>
Dan remains seated, looking over at you with a dark smile.<br>
<br>
<<ActionsHeader>>
<<link "Talk to Dan" "DuncanManor4dFinale">><<set $TempPoker4dFinale to "TalkDan">><</link>>
<</if>>
<</if>>
<<elseif $TempPoker4dFinale is "TalkJake">>
You step over to Jake's chair. He's still seated, leaned back like a king, the amulet swinging from his hand.<br>
<br>
"Knew I'd get it." His free hand wraps around your hip, pulling you a step closer. His fingers settle, possessive.<br>
<br>
He holds the amulet up between you, just out of reach. "Upstairs first. My room. I'll give it to you after, like we said."<br>
<br>
You feel his thumb stroke at the dip of your hip.<br>
<br>
<<ActionsHeader>>
<<StatCheckOrientation "gt" 70 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Talk him into letting you wear it now">>
<<if _StatCheckOrientation is true>>
<<link _StatOrientationProbability "DuncanManor4dFinale">><<set $TempPoker4dFinale to "JakeWearPass">><</link>><br>
<<else>>
<<link _StatOrientationProbability "DuncanManor4dFinale">><<set $TempPoker4dFinale to "JakeWearFail">><<Orientation 1>><</link>><br>
<</if>>
<<link "Go upstairs with Jake" "DuncanManor4dFinale">><<TakeObjectNPC "Harrow" "HarrowAmulet">><<GiveObjectNPC "Jake" "HarrowAmulet">><<set $TempPoker4dFinale to "JakeUpstairs">><</link>><br>
<<link "Refuse to go upstairs with him" "DuncanManor4dFinale">><<set $TempPoker4dFinale to "JakeRefuseUp">><</link>>
<<elseif $TempPoker4dFinale is "JakeWearPass">>
You let your fingers brush the chain in his palm. "Put it on me first, Jake. So the other players see it." You bite your lip. "What you've given me."<br>
<br>
Jake's grin spreads. "Want to show me off, do you?"<br>
<br>
You nod, leaning a fraction closer. "Just for a moment. So they see I'm yours."<br>
<br>
He pauses, his thumb still on your hip. Then he relents, lifting the chain up over your head. The brass mask settles against your collarbone, cold against your skin.<br>
<br>
"There."<br>
<br>
You take a half-step back, smile sweet. "Be right back. Just nipping to the bathroom."<br>
<br>
His grin falters as you turn. By the time he realises what's happened, you're already at the door. You hear him shout something behind you, but you don't look back.<br>
<br>
<<ActionsHeader>>
<<link "Leave and catch a cab home" "DuncanManor4dEpilogue">><<TakeObjectNPC "Harrow" "HarrowAmulet">><<PokerNightJakeApproval -2>><<TimeChange>><<set $TempPoker4dFinale to undefined>><</link>>
<<elseif $TempPoker4dFinale is "JakeWearFail">>
You let your fingers brush the chain in his palm. "Put it on me first, Jake. So the other players see it."<br>
<br>
Jake watches you, eyes narrowing. His grip on the amulet tightens.<br>
<br>
"Nice try, nerd." He pulls it back, just out of reach. "I've not played football this long without learning when someone's playing a feint. Upstairs first. Then it's yours."<br>
<br>
His other hand tightens on your hip. He doesn't blink.<br>
<br>
<<ActionsHeader>>
<<link "Go upstairs with Jake" "DuncanManor4dFinale">><<TakeObjectNPC "Harrow" "HarrowAmulet">><<GiveObjectNPC "Jake" "HarrowAmulet">><<set $TempPoker4dFinale to "JakeUpstairs">><</link>><br>
<<link "Refuse to go upstairs with him" "DuncanManor4dFinale">><<set $TempPoker4dFinale to "JakeRefuseUp">><</link>>
<<elseif $TempPoker4dFinale is "JakeUpstairs">>
You sigh, but nod. Jake grins and pulls you to your feet. He pulls you back towards the hallway. Eyes rest on you. Dan watches with a snigger. Thompson pretends not to notice. And Harrow smiles, knowingly and satisfied. Rhiannon arches her eyebrow as you pass. Maisie looks at you with a mixture of sympathy and pity.<br>
<br>
"What?" Jake barks as he pulls you past them. "Just showing her my room."<br>
<br>
<<ActionsHeader>>
<<link "Let Jake lead you up to his room" "DuncanManorJakeBedroom">><<set $TempPoker4dFinale to undefined>><</link>>
<<elseif $TempPoker4dFinale is "JakeRefuseUp">>
You twist out of his grip. "No, Jake."<br>
<br>
His grin shatters. The amulet clenches in his fist. "No? After all that?"<br>
<br>
"No."<br>
<br>
Jake's face flushes. He stands fast, the chair scraping behind him. "Then keep walking. This stays with me." He shoves the amulet into his trouser pocket.<br>
<br>
He brushes past you on his way out, jaw locked, not looking back.<br>
<br>
<<ActionsHeader>>
<<link "Leave and catch a cab home" "DuncanManor4dEpilogue">><<TakeObjectNPC "Harrow" "HarrowAmulet">><<GiveObjectNPC "Jake" "HarrowAmulet">><<TimeChange>><<set $TempPoker4dFinale to undefined>><</link>>
<<elseif $TempPoker4dFinale is "TalkThompson">>
You step over to Thompson's chair. He's still seated, the amulet dangling from his fingers, watching Harrow tuck the cassette tape back into his pocket with a snort of satisfaction.<br>
<br>
"Phillips," he says, his voice rough with drink. "Quite the night."<br>
<br>
He holds the amulet out between you, the brass mask catching the room's light. "Yours, like we agreed."<br>
<br>
<<Flag "EmilyInternshipAccepted">>
<<if _FlagReturn is true>>
His thumb runs slowly across the chain before he releases it. "You'll keep your desk on Friday afternoons. And we'll see what comes after you graduate."<br>
<<else>>
His thumb runs slowly across the chain before he releases it. "You'll take a desk on Friday afternoons. And we'll see what comes after you graduate."<br>
<</if>>
<br>
You hold his eyes. The amulet is right there, your fingers a breath away.<br>
<br>
Before you can take it, Jake's chair scrapes back.<br>
<br>
"She's not your secretary, Thompson."<br>
<br>
The table turns. Jake stands, jaw locked, face red. "She came on my arm. She stays on my arm. That was always the deal."<br>
<br>
Thompson barely looks at him. "Sit down, kid. She made a new deal." He turns back to you, the amulet still between his fingers. "Yours, Phillips. If you can be sensible about it."<br>
<br>
Jake's eyes don't leave you. He's waiting.<br>
<br>
<<ActionsHeader>>
<<link "Tell Jake to stand down and accept Thompson’s offer" "DuncanManor4dFinale">><<set $TempPoker4dFinale to "ThompsonStandDown">><</link>><br>
<<link "Side with Jake and demand Thompson hand the amulet over" "DuncanManor4dFinale">><<set $TempPoker4dFinale to "ThompsonSideJake">><</link>><br>
<<link "Refuse Thompson" "DuncanManor4dFinale">><<set $TempPoker4dFinale to "ThompsonRefuse">><</link>>
<<elseif $TempPoker4dFinale is "ThompsonStandDown">>
"It's done, Jake," you say, holding his eye. "I made the deal. You lost the round."<br>
<br>
Jake's jaw locks tighter. His hands curl into fists at his sides. For a moment you think he's going to swing at Thompson.<br>
<br>
Then he sits, hard. The chair groans. He doesn't look at you.<br>
<br>
Thompson grunts with satisfaction. He releases the amulet into your palm. "Good girl, Phillips. I'll see you at the shop. On Friday afternoons."<br>
<br>
You curl your fingers around the brass. It's heavier than you expected.<br>
<br>
You don't look back at Jake either, but you sense his anger rising.<br>
<br>
<<ActionsHeader>>
<<link "Leave and catch a cab home" "DuncanManor4dEpilogue">><<TakeObjectNPC "Harrow" "HarrowAmulet">><<SetFlag "EmilyInternshipAccepted">><<PokerNightJakeApproval -3>><<ChangeNPCrelationship "Jake" "Emily" 0>><<TimeChange>><<set $TempPoker4dFinale to undefined>><</link>>
<<elseif $TempPoker4dFinale is "ThompsonSideJake">>
You step back from the amulet, close enough to Jake to make the choice public. "He's right, Thompson. The deal's off."<br>
<br>
Thompson's smile flatlines. "What?"<br>
<br>
"You won the round," you tell him. "But that doesn't make me yours."<br>
<br>
Thompson's eyes shift to Jake. Jake's hand goes to your elbow, steady. "You heard her," Jake says. "Hand it over."<br>
<br>
"Try it, kid." Thompson stays seated, but his shoulders square. "I'll snap you in half before you reach the door."<br>
<br>
Jake grins, dangerous. "Your wife wouldn't like reading about that in the paper, would she?"<br>
<br>
The room goes still. Dan whistles low. Harrow says nothing, but he's watching too.<br>
<br>
Thompson's eyes drop. He weighs the amulet for a long moment. Then he tosses it onto the felt and reaches for his glass.<br>
<br>
<<Flag "EmilyInternshipAccepted">>
<<if _FlagReturn is true>>
"Take it. And don't come back to my shop again. I'll let Stitch know you failed the internship." He doesn't look at you again.<br>
<<else>>
"Take it. And don't come back to my shop again." He doesn't look at you again.<br>
<</if>>
<br>
Jake steps forward, taking the amulet before you can. Thompson walks off, leaving you and Jake standing alone.<br>
<br>
"Thanks," you hear yourself mutter. To Jake.<br>
<br>
"Anytime, nerd," he says, his eyes wandering over your dress. "Now. My room?"<br>
<br>
<<ActionsHeader>>
<<link "Go upstairs with Jake" "DuncanManor4dFinale">><<TakeObjectNPC "Harrow" "HarrowAmulet">><<GiveObjectNPC "Jake" "HarrowAmulet">><<Flag "EmilyInternshipAccepted">><<if _FlagReturn is true>><<SetFlag "EmilyInternshipAccepted" false>><<EmilyGrades -1>><</if>><<set $TempPoker4dFinale to "JakeUpstairs">><</link>><br>
<<link "Refuse to go upstairs with him" "DuncanManor4dFinale">><<Flag "EmilyInternshipAccepted">><<if _FlagReturn is true>><<SetFlag "EmilyInternshipAccepted" false>><<EmilyGrades -1>><</if>><<set $TempPoker4dFinale to "JakeRefuseUp">><</link>>
<<elseif $TempPoker4dFinale is "ThompsonRefuse">>
You shake your head. "No, Thompson. That's not a deal I'm taking."<br>
<br>
Thompson's smile flatlines. "Sure you know what you're walking away from, Phillips?"<br>
<br>
"I do."<br>
<br>
<<Flag "EmilyInternshipAccepted">>
<<if _FlagReturn is true>>
He grunts, then closes his fist around the amulet. "Suit yourself. Don't come back to my shop again. I'll let Stitch know you failed the internship."<br>
<<else>>
He grunts, then closes his fist around the amulet. "Suit yourself. Don't come back to my shop again."<br>
<</if>>
<br>
He stuffs the amulet into his pocket and stands, pushing past you on his way out. He doesn't look back.<br>
<br>
Jake meets your eyes, but shrugs. "Want to see my room, nerd?"<br>
<br>
You turn. You have nothing more to say to him. Your thoughts are focused on what you've just walked away from.<br>
<br>
<<ActionsHeader>>
<<link "Leave and catch a cab home" "DuncanManor4dEpilogue">><<TakeObjectNPC "Harrow" "HarrowAmulet">><<GiveObjectNPC "Thompson" "HarrowAmulet">><<Flag "EmilyInternshipAccepted">><<if _FlagReturn is true>><<SetFlag "EmilyInternshipAccepted" false>><<EmilyGrades -1>><</if>><<TimeChange>><<set $TempPoker4dFinale to undefined>><</link>>
<<elseif $TempPoker4dFinale is "TalkDan">>
You step over to Dan's chair. He's still seated, leaned back with his shirt half-untucked, the amulet hanging from a finger. He swings it slowly, watching you watch it.<br>
<br>
"The future Mrs Mendel." He grins, crooked and pleased. "Pretty, isn't it?"<br>
<br>
You reach for it. He pulls it back.<br>
<br>
"Not so fast. You remember our deal? The Charlton Hotel, Mrs Mendel?" He drops the amulet back into his palm and curls his fingers around it. "I'll give it to you when we're done. Like we agreed."<br>
<br>
He stands, brushing chip dust off his sleeve, and offers you his arm. "Cab's outside. I've phoned ahead to book the bridal suite. What do you say?"<br>
<br>
Before you can answer, Jake's chair scrapes back.<br>
<br>
"She's not going anywhere with you, Mendel."<br>
<br>
The table turns. Jake stands, jaw locked, face red. "She came on my arm. She stays on my arm. That was always the deal."<br>
<br>
Dan barely glances at him. "Was the deal, kid. She made a new one." He turns back to you, eyebrow raised. "Your call, sweetheart."<br>
<br>
Jake's eyes don't leave you. He's waiting.<br>
<br>
<<ActionsHeader>>
<<link "Tell Jake to stand down and leave with Dan" "DuncanManor4dFinale">><<set $TempPoker4dFinale to "DanStandDown">><</link>><br>
<<link "Side with Jake and demand Dan hand the amulet over" "DuncanManor4dFinale">><<set $TempPoker4dFinale to "DanSideJake">><</link>><br>
<<link "Refuse to go with Dan" "DuncanManor4dFinale">><<set $TempPoker4dFinale to "DanRefuse">><</link>>
<<elseif $TempPoker4dFinale is "DanStandDown">>
"It's done, Jake," you say, holding his eye. "I made the deal. You lost the round."<br>
<br>
Jake's jaw locks tighter. His hands curl into fists at his sides. For a moment you think he's going to swing at Dan.<br>
<br>
Then he sits, hard. The chair groans. He doesn't look at you.<br>
<br>
Dan grins, slipping his arm through yours. "There's a good girl." He steers you towards the door. "Let's go, Mrs Mendel. Cab's waiting."<br>
<br>
You don't look back at Jake either, but you sense his anger rising.<br>
<br>
<<ActionsHeader>>
<<link "Leave and catch a cab to the Charlton Hotel with Dan" "DuncanManor4dDanCab">><<TakeObjectNPC "Harrow" "HarrowAmulet">><<GiveObjectNPC "Dan" "HarrowAmulet">><<PokerNightJakeApproval -3>><<ChangeNPCrelationship "Jake" "Emily" 0>><<TimeChange>><<set $TempPoker4dFinale to undefined>><</link>>
<<elseif $TempPoker4dFinale is "DanSideJake">>
You step back from Dan's arm, close enough to Jake to make the choice public. "He's right, Dan. The deal's off."<br>
<br>
Dan's grin falters. "Excuse me?"<br>
<br>
"You won the round. But you didn't earn me. Now give me that necklace."<br>
<br>
Dan's mouth opens. Jake's hand goes to your elbow, steady. "You heard her," he says. "Hand it over."<br>
<br>
"You going to take me outside, kid?" Dan comments.<br>
<br>
Jake grins. "You better believe it, old man."<br>
<br>
The room goes still. Thompson chuckles low, watching Dan. Harrow says nothing, but he's watching too.<br>
<br>
Dan's smile dies completely. He looks between you, Jake, and the table. Then he tosses the amulet onto the felt and turns his back.<br>
<br>
"Stuck-up little tease. Take it and go."<br>
<br>
Jake steps forward, taking the amulet before you can. Dan walks off, leaving you and Jake standing alone.<br>
<br>
"Thanks," you hear yourself mutter. To Jake.<br>
<br>
"Anytime, nerd," he says, his eyes wandering over your dress. "Now. My room?"<br>
<br>
<<ActionsHeader>>
<<link "Go upstairs with Jake" "DuncanManor4dFinale">><<TakeObjectNPC "Harrow" "HarrowAmulet">><<GiveObjectNPC "Jake" "HarrowAmulet">><<set $TempPoker4dFinale to "JakeUpstairs">><</link>><br>
<<link "Refuse to go upstairs with him" "DuncanManor4dFinale">><<set $TempPoker4dFinale to "JakeRefuseUp">><</link>>
<<elseif $TempPoker4dFinale is "DanRefuse">>
You shake your head. "No, Dan. I'm not coming with you."<br>
<br>
Dan's grin sours fast. "Stuck-up little tease." He stuffs the amulet into his trouser pocket and pushes himself up from the chair. "Pity. You'd have made a fine Mrs Mendel for the night."<br>
<br>
He brushes past you on his way out, not looking back. "Don't think you're getting that necklace, love. It's mine now."<br>
<br>
Jake meets your eyes, but shrugs. "Want to see my room, nerd?"<br>
<br>
You turn. You have nothing more to say to him. Your thoughts are focused on the amulet. And what you're going to do now.<br>
<br>
<<ActionsHeader>>
<<link "Leave and catch a cab home" "DuncanManor4dEpilogue">><<TakeObjectNPC "Harrow" "HarrowAmulet">><<GiveObjectNPC "Dan" "HarrowAmulet">><<TimeChange>><<set $TempPoker4dFinale to undefined>><</link>>
<</if>>You step out of Duncan Manor into the cold air. The cab is already waiting at the gravel drive, headlights cutting through the dark.<br>
<br>
You give the driver your address and climb in.<br>
<br>
<<InventoryCheckSelf "HarrowAmulet">>
<<if _InventoryCheckSelf is true>>
The amulet is in your hand. Heavy. You don't take your eyes off it the whole way.<br>
<br>
<<else>>
<<InventoryCheckSelf "HarrowTape">>
<<if _InventoryCheckSelf is true>>
The cassette is in your hand. You don't remember putting it there. Harrow's voice still in your head. <i>I'll be checking your behaviour in class.</i><br>
<br>
<<else>>
You sit with empty hands. The amulet is somewhere in Duncan Manor, in the pocket of a man who isn't you. The night cost you everything you came for.<br>
<br>
<</if>>
<</if>>
The cab pulls away. The manor recedes behind you. The streets of Charlton roll past, dark and quiet.<br>
<br>
You catch a glimpse of yourself in the cab's window. Emily's face.<br>
<br>
<<ActionsHeader>>
<<link "Arrive home" "YourHome">><<EventTrigger "YourHome" "PokerNightEpilogue" "Night" "Emily" null null null null false>><</link>><<if $TempPoker4dDanCab is undefined>>
Dan's arm wraps around your waist before you've taken a step. He pulls you tight against his side, the amulet still clutched in his other hand. "Don't wait up," he announces to the room.<br>
<br>
Eyes rest on you as he leads you towards the hallway. Thompson keeps his eyes on the felt, refusing to acknowledge the exit. Jake's jaw tightens, his gaze flicking from Dan to you and then away. Harrow smiles, knowing and satisfied. Rhiannon's mouth thins as you pass her at the trolley. Maisie's eyes follow you, wide with sympathy that has nowhere to go.<br>
<br>
Dan doesn't slow. His arm tightens around your waist as he steers you through the doorway, the amulet still in his fist.<br>
<br>
"What?" he barks back at the room. "Got to get to the church on time."<br>
<br>
He cackles at his own joke, and the manor's front door swings open ahead of you.<br>
<br>
<<ActionsHeader>>
<<link "Get in a cab with Dan" "DuncanManor4dDanCab">><<set $TempPoker4dDanCab to "Cab">><</link>>
<<elseif $TempPoker4dDanCab is "Cab">>
The cab rolls down Duncan Manor's drive. The lights of the house recede in the rear window, gathering and shrinking until the trees swallow them.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
Dan slides closer to you. He puts his hand on your thigh, caressing it.<br>
<<else>>
Dan slides closer to you. He puts his hand on your thigh, caressing it through your dress.<br>
<</if>>
<br>
"Don't," you murmur, glancing at the driver in the rear-view mirror.<br>
<br>
"Don't mind me, love," the cab driver replies, sniggering. "Get them whilst they're ripe, right?"<br>
<br>
Dan looks back at him, but takes his hand away. You sit in silence. You look back at Dan. There's magic you can use, to get what you need. But you cast a look back to the driver. Not so public. Not yet.<br>
<br>
<i>Unless you're going to go through with it? All of it.</i><br>
<br>
The streetlamps flick past in even intervals. Charlton at this hour belongs to no one. Soon the cab turns on to the main street and pulls up at the hotel. Dan throws a few notes the driver's way and the door unlocks. He slides out. You join him.<br>
<br>
<<ActionsHeader>>
<<link "Enter the Charlton hotel" "HotelLobby">><<EventTrigger "HotelLobby" "PokerNightDan" null null null null null null false>><<set $TempPoker4dDanCab to undefined>><</link>>
<</if>>/* Poker engine - Quest18 "High Stakes". $PokerGame exists only for the duration of the poker night; Quest18Reconciliation wipes all engine state on every variant epilogue exit. */
<<widget "PokerNightInitialise">>
<<set $PokerGame to {potPressure: 0, emilySuspicion: 0, tableFocus: null, round: 1}>>
/* Rivalry counters must exist before the R2 caller gates compare against them - "3 gt undefined" is silently false, which would make both girls refuse to help when NO rivalry was seeded */
<<set $PokerNightRhiannonRivalry to 0>>
<<set $PokerNightMaisieRivalry to 0>>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingFemalePC" or _CurrentOutfit is "PokerRevealingEmily">>
<<set $PokerGame.potPressure to 1>>
<<set $PokerGame.emilySuspicion to 1>>
<</if>>
/* Record which night variant actually ran - the morning epilogue reads this fact, so an overnight gender flip cannot re-route the morning-after. Wiped by Quest18Reconciliation. */
<<PokerNightRoute>>
<<set $PokerNightRouteTaken to _PokerNightRoute>>
<</widget>>
<<widget "PotPressure">>
<<if $PokerGame isnot undefined>>
<<set $PokerGame.potPressure = Math.max(0, $PokerGame.potPressure + Number(_args[0]))>>
<</if>>
<</widget>>
/* Cap 3 - reads only distinguish 0 / 1 / gte 2 */
<<widget "EmilySuspicion">>
<<if $PokerGame isnot undefined>>
<<if _args[0] is "reset">>
<<set $PokerGame.emilySuspicion to 0>>
<<else>>
<<set $PokerGame.emilySuspicion = Math.clamp($PokerGame.emilySuspicion + Number(_args[0]), 0, 3)>>
<</if>>
<</if>>
<</widget>>
/* "Emily" / "PC" / null (call with no args to clear) */
<<widget "TableFocus">>
<<if $PokerGame isnot undefined>>
<<if _args.length gt 0>>
<<set $PokerGame.tableFocus to _args[0]>>
<<else>>
<<set $PokerGame.tableFocus to null>>
<</if>>
<</if>>
<</widget>>
/* Round 3 dynamic stat-check thresholds */
<<widget "ThompsonRound3Stat">>
<<set _ThompsonRound3Stat to 50>>
<<if $current.drunk gte 3>>
<<set _ThompsonRound3Stat += 20>>
<<elseif $current.drunk gte 1>>
<<set _ThompsonRound3Stat += 10>>
<</if>>
<<if $PokerGame.emilySuspicion gte 2>>
<<set _ThompsonRound3Stat += 20>>
<<elseif $PokerGame.emilySuspicion is 1>>
<<set _ThompsonRound3Stat += 10>>
<</if>>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
<<set _ThompsonRound3Stat -= 10>>
<</if>>
<<Flag "TempPokerNightBreakThompsonHappy">>
<<if _FlagReturn is true>>
<<set _ThompsonRound3Stat -= 10>>
<</if>>
<</widget>>
<<widget "JakeRound3Stat">>
<<set _JakeRound3Stat to 50>>
<<if $current.drunk gte 3>>
<<set _JakeRound3Stat += 20>>
<<elseif $current.drunk gte 1>>
<<set _JakeRound3Stat += 10>>
<</if>>
<<if $PokerGame.emilySuspicion gte 2>>
<<set _JakeRound3Stat += 20>>
<<elseif $PokerGame.emilySuspicion is 1>>
<<set _JakeRound3Stat += 10>>
<</if>>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
<<set _JakeRound3Stat -= 10>>
<</if>>
<<Flag "TempPokerNightBreakJakeHappy">>
<<if _FlagReturn is true>>
<<set _JakeRound3Stat -= 10>>
<</if>>
<</widget>>
<<widget "DanRound3Stat">>
<<set _DanRound3Stat to 50>>
<<if $current.drunk gte 3>>
<<set _DanRound3Stat += 20>>
<<elseif $current.drunk gte 1>>
<<set _DanRound3Stat += 10>>
<</if>>
<<if $PokerGame.emilySuspicion gte 2>>
<<set _DanRound3Stat += 20>>
<<elseif $PokerGame.emilySuspicion is 1>>
<<set _DanRound3Stat += 10>>
<</if>>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
<<set _DanRound3Stat -= 10>>
<</if>>
<</widget>>
<<widget "PokerBreakReconciliation">>
<<Flag "TempPokerNightBreakThompsonHappy">>
<<if _FlagReturn is true>><<PotPressure 1>><</if>>
<<Flag "TempPokerNightBreakJakeHappy">>
<<if _FlagReturn is true>><<PotPressure 1>><</if>>
<</widget>>
/* Chance Harrow takes the double-or-nothing bait. Consumed as the actual check threshold in the serving-girl variants. */
<<widget "DoubleOrNothingOdds">>
<<set _DoubleOrNothingOdds to 60>>
/* Harrow drunk - reckless, less calculating */
<<Flag "TempPokerNightHarrowDrunk">>
<<if _FlagReturn is true>>
<<set _DoubleOrNothingOdds to _DoubleOrNothingOdds - 15>>
<</if>>
/* TableFocus shapes how closely he's reading the player */
<<if $PokerGame.tableFocus is "Emily">>
<<set _DoubleOrNothingOdds to _DoubleOrNothingOdds - 10>>
<<elseif $PokerGame.tableFocus is "PC">>
<<set _DoubleOrNothingOdds to _DoubleOrNothingOdds + 10>>
<</if>>
/* EmilySuspicion makes him paranoid and unwilling to bet big */
<<if $PokerGame.emilySuspicion gte 2>>
<<set _DoubleOrNothingOdds to _DoubleOrNothingOdds + 10>>
<</if>>
/* Clamp so the check is never a freebie or a brick wall */
<<if _DoubleOrNothingOdds lt 25>><<set _DoubleOrNothingOdds to 25>><</if>>
<<if _DoubleOrNothingOdds gt 80>><<set _DoubleOrNothingOdds to 80>><</if>>
<</widget>>
/* Approval/rivalry counters - init-safe so undefined + n never NaNs. Wiped by Quest18Reconciliation. */
<<widget "PokerNightThompsonApproval">>
<<if $PokerNightThompsonApproval is undefined>>
<<set $PokerNightThompsonApproval to 0>>
<</if>>
<<set $PokerNightThompsonApproval += Number(_args[0])>>
<</widget>>
<<widget "PokerNightJakeApproval">>
<<if $PokerNightJakeApproval is undefined>>
<<set $PokerNightJakeApproval to 0>>
<</if>>
<<set $PokerNightJakeApproval += Number(_args[0])>>
<</widget>>
<<widget "PokerNightDanApproval">>
<<if $PokerNightDanApproval is undefined>>
<<set $PokerNightDanApproval to 0>>
<</if>>
<<set $PokerNightDanApproval += Number(_args[0])>>
<</widget>>
<<widget "PokerNightMaisieRivalry">>
<<if $PokerNightMaisieRivalry is undefined>>
<<set $PokerNightMaisieRivalry to 0>>
<</if>>
<<set $PokerNightMaisieRivalry += Number(_args[0])>>
<</widget>>
<<widget "PokerNightRhiannonRivalry">>
<<if $PokerNightRhiannonRivalry is undefined>>
<<set $PokerNightRhiannonRivalry to 0>>
<</if>>
<<set $PokerNightRhiannonRivalry += Number(_args[0])>>
<</widget>>
/* Shared bluff ladder for the double-or-nothing taunts. Call from the taunt LINK HANDLER (never the passage body - it mutates state). Outcome carried in $TempPokerNightBluffOutcome ("drunk" / "persistence" / "almost") because temps don't survive the navigation; the taunt sub-passage branches its prose on it. Drunk Harrow folds to the first taunt; sober Harrow needs two. */
<<widget "PokerNightBluffOutcome">>
<<Flag "TempPokerNightHarrowDrunk">>
<<if _FlagReturn is true>>
<<set $PokerNightFinaleSwapHarrow to true>>
<<set $TempPokerNightBluffOutcome to "drunk">>
<<elseif $PokerNightFinaleBluffScore is 1>>
<<set $PokerNightFinaleSwapHarrow to true>>
<<set $TempPokerNightBluffOutcome to "persistence">>
<<else>>
<<set $PokerNightFinaleBluffScore to 1>>
<<set $TempPokerNightBluffOutcome to "almost">>
<</if>>
<</widget>>
/* End-of-night reconciliation - fires on the final exit link of every variant epilogue. State-only: no time advance (the cab/sleep flow owns time) and no transform swap-back (4b sleeps as Emily; the Quest19 morning flow owns it). $PermPokerNightChampion deliberately persists. */
<<widget "Quest18Reconciliation">>
/* Quest completes regardless of win or lose (D4 - no retry either way) */
<<QuestTracker "Quest18" "complete">>
<<set $PokerNightRouteTaken to undefined>>
/* Permanent record of who won poker night - must be set before the flag wipe below. Won: the groomed champion if one exists (4c/4d), else the PC's side. Lost or no DoN played: Harrow kept the amulet. */
<<Flag "TempPokerNightWon">>
<<if _FlagReturn is true>>
<<if $PokerNightChampion isnot undefined>>
<<set $PermPokerNightChampion to $PokerNightChampion>>
<<else>>
<<set $PermPokerNightChampion to "PC">>
<</if>>
<<else>>
<<set $PermPokerNightChampion to "Harrow">>
<</if>>
<<set $PokerNightChampion to undefined>>
<<set $PokerGame to undefined>>
<<set $PokerNightRound3 to undefined>>
<<set $PokerNightFinale to undefined>>
<<set $PokerNightFinaleSwap to undefined>>
<<set $PokerNightFinaleSwapHarrow to undefined>>
<<set $PokerNightFinaleBluffScore to undefined>>
<<set $TempPoker4aRound1Order to undefined>>
<<set $PokerNightThompsonApproval to undefined>>
<<set $PokerNightJakeApproval to undefined>>
<<set $PokerNightDanApproval to undefined>>
<<set $PokerNightMaisieRivalry to undefined>>
<<set $PokerNightRhiannonRivalry to undefined>>
/* Prefix wipes so flags/vars added by any variant can't be missed. SetFlag lowercases its keys. */
<<if def $Flags>>
<<for _wipeKey range Object.keys($Flags)>>
<<if _wipeKey.startsWith("temppoker")>>
<<run delete $Flags[_wipeKey]>>
<</if>>
<</for>>
<</if>>
<<for _wipeKey range Object.keys(State.variables)>>
<<if _wipeKey.startsWith("TempPoker")>>
<<run delete State.variables[_wipeKey]>>
<</if>>
<</for>>
<<NPCFollowDeactivate "Emily">>
/* Quest 23 handoff (Scene 3c): winning Harrow's amulet advances the amulet quest. Fires on every
epilogue exit - the inventory check makes losses and lost-custody variants a no-op. Order-tolerant:
QuestTracker auto-creates Quest23 at stage 1 if the WP-79 invite route delivered poker before
Gladys started the quest (see PreRelease.md gating rework - do not remove this when reworking). */
<<InventoryCheckSelf "HarrowAmulet">>
<<if _InventoryCheckSelf is true>>
<<QuestTracker "Quest23" 1>>
<<if $PlayerCharacter.cheerleader is true>>
<<QuestOptionUnlock "Quest23" 1 "marjorie">>
<<else>>
<<QuestOptionUnlock "Quest23" 1 "gladys">>
<</if>>
<</if>>
<</widget>><b>Emily's Room</b><br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
<img src="./images/Emilys_Room_2.png"><br>
<br>Emily’s room is decorated with pictures of friends you don't recognise, styled in pinks and plush cushions. A large wardrobe is built into the wall, complete with a giant vanity table that is covered in cosmetics.<br>
<<else>>
<img src="./images/Emilys_Room.png"><br>
<br>Emily’s room is decorated with art prints and books in earthy pastel colours. A large wardrobe is built into the wall and a small vanity table rests in a corner, with a modest range of cosmetics.<br>
<</if>>
<<include "EventsEmilysRoom">>
<<if _currentEvent is undefined>>
<br>
<<ActionsHeader>>
<<Flag "VanityTableKnown">>
<<if _FlagReturn is true and $current.avatar is "Emily">><<link "Investigate Emily’s vanity table" "EmilysRoomVanityTable">><</link>><br><</if>>
<<Flag "EmilysWardrobeKnown">>
<<if _FlagReturn is true and $current.avatar is "Emily">><<link "Open Emily’s wardrobe" "EmilysRoomWardrobe">><</link>><br><</if>>
<<Flag "TempBusinessMeeting">>
<<if _FlagReturn is true>>
<<ReadyForGala>>
<<if _ReadyForGala is true>>
<<link "Go downstairs and call a taxi" "GalaTaxi">>
<<if setup.period[$periodCurrent] is "Afternoon">>
<<TimeChange>>
<<EventsCancel "YourHome" "MissCharltonFinalists">>
<</if>>
<</link>>
<<else>>
<<CurrentOutfit>>
<<if _CurrentOutfit isnot "GalaDressNonCorrupted" and _CurrentOutfit isnot "GalaDressCorrupted">>
<s>Leave Emily’s room</s> - <i>You need to find something to wear for the dinner.</i>
<<else>>
<s>Leave Emily’s room</s> - <i>You should do your make-up before the dinner.</i>
<</if>>
<</if>>
<<else>>
[[Leave Emily’s room->YourHome]]
<</if>>
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<if _currentEvent is "EmilysRoomChange">>
<br>
You step into Emily's room and come to a sudden halt, your mind racing as you register the sight in front of you.<br>
<br>
Gone are the comforting earthy tones, the warm, cosy browns and greens that had always felt so distinctly Emily. In their place are brighter pastels - soft pinks, creamy whites, and touches of gold. The walls are freshly painted, decorated with string lights and framed fashion sketches instead of her usual nature prints.<br>
<br>
Her bookshelf, previously crammed to bursting with well-loved novels and meticulously arranged classics, now holds an array of handbags, jewellery stands, and neatly folded stacks of colourful new clothing. You glance around, noticing a large mirror, an obvious centrepiece designed for meticulous attention to appearance.<br>
<br>
Emily steps up beside you with an eager smile. “Hey! Do you like it?”<br>
<br>
“What... happened here?” you ask slowly, still trying to process the transformation.<br>
<br>
She shrugs, twirling a strand of hair around her finger. “I redecorated. I thought it was time for a change. Something that's a bit more... me, you know?”<Br>
<br>
You glance toward the empty shelves, now stacked neatly with shoes and folded sweaters. “But your books... Where did they go?”<br>
<br>
“Oh, those?” Emily waves dismissively. “I packed them away. I wasn't reading much anyway, and I really needed the space for my new clothes.” Her tone is casual, oblivious to the alarm rising in your gut.<br>
<br>
Your eyes linger on photos and mementos of who Emily once was, now pushed aside to make way for fashion magazines and beauty products. It's clear now. Whatever's happening to Charlton is seeping into Emily too, reshaping her in its image. This isn’t just redecorating; this is something deeper, something unsettling.<Br>
<br>
Emily tilts her head curiously, oblivious to your concern. “Seriously, you like it, right? It’s just more... me.”<br>
<br>
But you're no longer sure who "me" is.<br>
<br>
<<ActionsHeader>>
<<link "Return to Emily's room" "EmilysRoom">><<EventsCheckEnd "EmilysRoom" "EmilysRoomChange">><</link>>
<</if>><<CheckFirst "EmilysRoomVanityTable">>
<<if _CheckFirst is true>>
You step toward Emily’s vanity table, the smooth surface cluttered with cosmetic palettes, brushes, and an assortment of tubes and compacts. A large mirror is propped against the wall, reflecting the soft lighting of the room, making the space feel warmer, more intimate.<br>
<<else>>
You step toward Emily’s vanity table, the smooth surface cluttered with cosmetic palettes, brushes, and an assortment of tubes and compacts. A large mirror is propped against the wall, reflecting the soft lighting of the room, making the space feel warmer, more intimate.<br>
<br>
For a moment, you just stare. Make-up was always something Emily had, but you never really paid attention to it before. Now, standing here, there’s so much more than you have seen before.<br>
<br>
Your fingers hover over the collection of lipsticks, powders, and mascara, the tools of an everyday ritual you’ve never performed.<br>
<br>
You could try it. It would be useful to blend in. To aid your investigations.<br>
<br>
<I>And that’s why you are here, right?</i><br>
<</if>>
<br>
<<ActionsHeader>>
<<if $current.makeup is false>><<link "Apply make-up" "EmilysRoomMakeup">><<AddFirst "EmilysRoomVanityTable">><<Feminity 1>><</link>><br><</if>>
<<link "Return to Emily's Room" "EmilysRoom">><<AddFirst "EmilysRoomVanityTable">><</link>><<if $PlayerCharacter.makeupStage is 0>>
You pick up a brush, hesitating before dipping it into a powder compact. It looks easy enough, but the moment you try to apply it, the coverage is uneven, the colour slightly off. The eyeliner drags, the mascara clumps.<br>
<br>
By the time you finish, you look in the mirror and grimace. It’s not great. But it’s a start.<br>
<br>
You sigh, reaching for a tissue. Maybe tomorrow, you’ll do better.<br>
<br>
<I>Tomorrow?</i><br>
<br>
<div class="Notification"><<print "Wearing make-up at your current make-up level gives you a +1 Flirt bonus to all Orientation checks in the desired direction.">></div>
<br>
<<ActionsHeader>>
<<link "Return to Emily's Room" "EmilysRoom">>
<<set $PlayerCharacter.makeupStage += 1>><<MakeupStageEventReconcile>>
<<WearMakeup>><<DailyVariableAdd "EmilyMakeupPractice">>
<<EventTrigger "YourHome" "MakeupStage1" null "Emily" "Emily" null null null false>>
<<EventTrigger "DialogueMichelle" "MichelleMakeupStage1" null null "Emily" null null null false>>
<</link>>
<<elseif $PlayerCharacter.makeupStage is 1>>
This time at the vanity, things go smoother.<br>
<br>
You remember how the foundation should be blended, how the eyeliner needs a steady hand. The mascara still smudges a little, but overall, it’s an improvement.<br>
<br>
When you glance in the mirror, there’s a difference. You look like yourself, but refined, polished. More put-together.<br>
<br>
It feels... nice. Not necessary. But nice.<br>
<br>
You smile, watching your reflection look stunning as she does that in the mirror. One more attempt, you think, and you'll be just as good as a professional.<br>
<br>
<I>Is that what you want, though?</i><br>
<br>
<div class="Notification"><<print "Wearing make-up at your current make-up level gives you a +2 Flirt bonus to all Orientation checks in the desired direction.">></div>
<br>
<<ActionsHeader>>
<<link "Return to Emily's Room" "EmilysRoom">>
<<set $PlayerCharacter.makeupStage += 1>><<MakeupStageEventReconcile>>
<<WearMakeup>><<DailyVariableAdd "EmilyMakeupPractice">>
<<EventTrigger "YourHome" "MakeupStage2" null "Emily" "Emily" null null null false>>
<<EventTrigger "DialogueMichelle" "MichelleMakeupStage2" null null "Emily" null null null false>>
<</link>>
<<elseif $PlayerCharacter.makeupStage is 2>>
By now, it’s almost automatic.<br>
<br>
Your hands move without thinking, each stroke of foundation, blush, and liner feeling as natural as brushing your teeth. You barely have to focus - you just do it.<br>
<br>
When you meet your reflection in the mirror, there’s no hesitation. This is just part of your routine now.<br>
<br>
Just another day.<br>
<br>
<I>Another day of you wearing makeup.</i><br>
<br>
<div class="Notification"><<print "Wearing make-up at your current make-up level gives you a +3 Flirt bonus to all Orientation checks in the desired direction.">></div>
<br>
<<ActionsHeader>>
<<link "Return to Emily's Room" "EmilysRoom">>
<<set $PlayerCharacter.makeupStage += 1>><<MakeupStageEventReconcile>>
<<WearMakeup>><<DailyVariableAdd "EmilyMakeupPractice">>
<<EventTrigger "YourHome" "MakeupStage3" null "Emily" "Emily" null null null false>>
<<EventTrigger "YourRoom" "ThirdStageMakeup" "Morning" null "Emily" null null null false>>
<<EventTrigger "DialogueMichelle" "MichelleMakeupStage3" null null "Emily" null null null false>>
<</link>>
<<else>>
By now, it’s almost automatic.<br>
<br>
Your hands move without thinking, each stroke of foundation, blush, and liner feeling as natural as brushing your teeth. You barely have to focus - you just do it.<br>
<br>
When you meet your reflection in the mirror, there’s no hesitation. This is just part of your routine now.<br>
<br>
Just another day.<br>
<br>
<I>Another day of you wearing makeup.</i><br>
<br>
<div class="Notification"><<print "Wearing make-up at your current make-up level gives you a +3 Flirt bonus to all Orientation checks in the desired direction.">></div>
<br>
<<ActionsHeader>>
<<link "Return to Emily's Room" "EmilysRoom">><<WearMakeup>><<DailyVariableAdd "EmilyMakeupPractice">><</link>>
<</if>><<CheckFirst "EmilysWardrobe">>
<<if _CheckFirst is false>>
You pull open the wardrobe doors, the faint scent of perfume and fabric softener drifting out as your fingers brush against the hanging clothes inside. The space is tidy, organized, but what catches you off guard is the sheer variety. Far more than you ever expected.<br>
<br>
Emily was always practical, a little reserved, but as you scan the collection, you realise something's changed.<br>
<br>
The soft flow of dresses, the tailored skirts, the occasional flash of lace or bold colours. It’s more than just everyday wear. Some of these outfits are stylish, even daring, and for the first time, you wonder if Emily was changing before all of this started.<br>
<br>
Or if Charlton has just been working hard on her, too.<br>
<<else>>
<<if $OutfitMagiced is true>>
As you open the wardrobe, you immediately notice it. The outfit you wore before is back in its place, neatly folded or hung as if it had never been touched. You hesitate, fingers brushing over the fabric. You didn’t put it back. You were sure of that. But the evidence is right in front of you.<br>
<br>
Sighing, you don't understand why you are so surprised. Magic, it seems, continues to have its way with you.<br>
<<else>>
You pull open the wardrobe doors, the faint scent of perfume and fabric softener drifting out as your fingers brush against the hanging clothes inside.<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<EmilysSchoolOutfitChoice>>
<<CurrentOutfit>>
<<if _OutfitChoice is true>>
<<if _CurrentOutfit isnot "Dress">>
<<link "Wear the dress" "EmilysRoomDress">>
<<set $EmilysWardrobeDialogue to "Dress">>
<<CheckFirst "DressWorn">>
<<if _CheckFirst is false>><<Feminity 1>><</if>>
<<WearOutfit "Dress">>
<<AddFirst "EmilysWardrobe">>
<<set $OutfitMagiced to undefined>>
<</link>><br>
<</if>>
<<if _CurrentOutfit isnot "Skirt">>
<<link "Wear the skirt" "EmilysRoomDress">>
<<set $EmilysWardrobeDialogue to "Skirt">>
<<EventTrigger "YourStreet" "YourStreetWolfWhistle" "Morning" null "Emily" null null null false>>
<<CheckFirst "SkirtWorn">>
<<if _CheckFirst is false>><<Feminity 1>><</if>>
<<WearOutfit "Skirt">>
<<AddFirst "EmilysWardrobe">>
<<set $OutfitMagiced to undefined>>
<</link>><br><</if>>
<<elseif _OutfitChoice is false>>
<s>Wear the dress</s> - <i>You should stay in Emily's uniform during the school day</i><br>
<s>Wear the skirt</s> - <i>You should stay in Emily's uniform during the school day</i><br>
<</if>>
<<Flag "TempBusinessMeeting">><<CurrentOutfit>>
<<if _FlagReturn is true and _CurrentOutfit isnot "GalaDressNonCorrupted" and _CurrentOutfit isnot "GalaDressCorrupted">>
<<link "Look for an outfit to wear to the ball" "EmilysRoomDress">>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>><<set $EmilysWardrobeDialogue to "GalaDressCorrupted">><<WearOutfit "GalaDressCorrupted">>
<<else>><<set $EmilysWardrobeDialogue to "GalaDressNonCorrupted">><<WearOutfit "GalaDressNonCorrupted">>
<</if>>
<<AddFirst "EmilysWardrobe">><<set $OutfitMagiced to undefined>>
<</link>><br>
<</if>>
<<QuestState "Quest18">><<QuestStatus "Quest18">>
<<if _QuestState is 2 and _QuestStatus is "active" and setup.period[$periodCurrent] is "Evening">>
<<if _CurrentOutfit is "PokerConservativeEmily" or _CurrentOutfit is "PokerRevealingEmily">>
<<link "Change into normal clothes and close the wardrobe" "EmilysRoom">><<RemoveOutfit>><<AddFirst "EmilysWardrobe">><</link>><br>
<<else>>
<<link "Look for an outfit for poker night" "EmilysRoomPokerOutfit">><<AddFirst "EmilysWardrobe">><<set $OutfitMagiced to undefined>><</link>><br>
<</if>>
<</if>>
<<if _CurrentOutfit isnot "Cheerleader" and $PlayerCharacter.cheerleader is true>>
<<link "Wear the Cheerleader uniform" "EmilysRoomDress">>
<<set $EmilysWardrobeDialogue to "CheerleaderUniform">>
<<CheckFirst "CheerleaderUniformWorn">>
<<if _CheckFirst is false>><<Feminity 1>><</if>>
<<WearOutfit "Cheerleader">>
<<AddFirst "EmilysWardrobe">>
<<set $OutfitMagiced to undefined>>
<</link>><br>
<</if>>
<<link "Close the wardrobe and return to Emily's room" "EmilysRoom">><<AddFirst "EmilysWardrobe">><<set $OutfitMagiced to undefined>><</link>><<if $EmilysWardrobeDialogue is "Dress">>
<<CheckFirst "DressWorn">>
<<if _CheckFirst is false>>
You sift through the wardrobe, fingers brushing against soft, flowing fabric before pulling out a dress. It’s light, simple, the kind of thing Emily would wear on a casual summer day. There’s something about it that feels effortless yet put together.<br>
<br>
You hold it up against yourself, tilting your head in consideration. It’s a safe choice. Not too much, not too little. Pretty, but practical.<br>
<br>
Setting it aside, you reach down for a pair of flats, the natural companion to the outfit. With everything laid out neatly on the bed, you inhale deeply before starting to change.<br>
<br>
As the fabric settles against your skin, the outfit feels… comfortable. Like you belong in it.<br>
<br>
And that thought lingers longer than it should.<br>
<br>
<div class="Notification"><<print "Wearing the dress as Emily gives you a +1 Flirt skill bonus to all Orientation checks in the desired direction.">></div>
<<else>>
Slipping into the dress, you barely give it a second thought. The fabric rests comfortably against your skin, the fit familiar, effortless. It’s just another outfit now, something you pull on without thinking, because why wouldn’t you? It’s easy, stylish, and it suits you. <br>
<br>
<div class="Notification"><<print "Wearing the dress as Emily gives you a +1 Flirt skill bonus to all Orientation checks in the desired direction.">></div>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to Emily's room" "EmilysRoom">><<set $EmilysWardrobeDialogue to undefined>><<AddFirst "DressWorn">><</link>>
<<elseif $EmilysWardrobeDialogue is "Skirt">>
<<CheckFirst "SkirtWorn">>
<<if _CheckFirst is false>>
Your fingers trail over a few casual tops before stopping on something different. A skirt, fitted but not too tight, stylish without being overly bold. It does look quite short, though.<br>
<br>
You pull it from the hanger, holding it up in front of you. It’s not the kind of thing Emily wore all the time, but you'd seen her in it a few times. When she wanted to stand out a little.<br>
<br>
You find a flattering top to match, something that fits just right, and lay them both on the bed. The low-cut neckline gives you pause for thought. You know how much will be on display by wearing it. But something draws you to it, all the same.<br>
<br>
Reaching down, you pick out a pair of ankle boots with a high heel, completing the look.<br>
<br>
As you start to change, the outfit comes together effortlessly. When you finally look in the mirror, there’s something about it that feels… natural.<br>
<br>
Like this isn’t a disguise at all.<br>
<br>
Like maybe, just maybe, it suits you.<br>
<br>
<div class="Notification"><<print "Wearing the skirt as Emily gives you a +2 Flirt skill bonus to all Orientation checks in the desired direction.">></div>
<<else>>
You fasten the skirt without hesitation, pairing it with whatever top feels right. The snug fit, the way it hugs your waist just enough. It all feels natural now, like something you’ve always worn. There’s no pause, no second-guessing. It’s just a part of your wardrobe.<br>
<br>
<div class="Notification"><<print "Wearing the skirt as Emily gives you a +2 Flirt skill bonus to all Orientation checks in the desired direction.">></div>
<Br>
<i>Your?</i><br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to Emily's room" "EmilysRoom">><<set $EmilysWardrobeDialogue to undefined>><<AddFirst "SkirtWorn">><</link>>
<<elseif $EmilysWardrobeDialogue is "CheerleaderUniform">>
<<CheckFirst "CheerleaderUniformWorn">>
<<if _CheckFirst is false>>
Your eyes land on the bold red and white fabric, neatly folded among the rest of the wardrobe’s contents.<Br>
<Br>
The cheerleader uniform.<Br>
<Br>
You hesitate for only a second before reaching for it, unfolding the pleated skirt and fitted top, taking in the smooth, athletic material beneath your fingertips. It’s bright, unmistakable, a symbol of status and belonging.<Br>
<Br>
You change quickly, slipping into the uniform with practiced ease, adjusting the hem, smoothing out the pleats. It fits perfectly, the fabric snug yet flexible, designed for movement.<Br>
<Br>
You glance at yourself in the mirror. This isn’t just an outfit. It's a role. A position. A statement. You’re a cheerleader now.<Br>
<br>
<div class="Notification"><<print "Wearing the uniform as Emily gives you a +3 Flirt skill bonus to all Orientation checks in the desired direction.">></div>
<<else>>
You pull on the uniform with quick, practiced movements, adjusting the skirt and smoothing the fitted top into place. The red and white fabric feels familiar now, as natural as any other outfit you own. It’s not something you think about anymore. It’s just what you wear.<Br>
<br>
<i>You...</i><br>
<br>
<div class="Notification"><<print "Wearing the uniform as Emily gives you a +3 Flirt skill bonus to all Orientation checks in the desired direction.">></div>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to Emily's room" "EmilysRoom">>
<<set $EmilysWardrobeDialogue to undefined>>
<<EventTrigger "YourHome" "CheerleaderOutfitWorn" null null "Emily" null null null false>>
<<EventTrigger "DialogueMichelle" "MichelleCheerOutfit" null null "Emily" null null null false>>
<<EventTrigger "DialogueJake" "JakeCheerOutfit" null null "Emily" null null null false>>
<<AddFirst "CheerleaderUniformWorn">>
<</link>>
<<elseif $EmilysWardrobeDialogue is "GalaDressCorrupted">>
You flick through Emily's wardrobe, pushing past the school uniforms and casual wear until your fingers settle on something at the back. A garment bag, zipped shut and pushed into the corner as if it had been forgotten.<br>
<br>
Pulling it out, you unzip it carefully. Inside is a fitted burgundy cocktail dress, the fabric smooth and cool between your fingers. The neckline plunges low, the hemline rides high, and when you hold it up against yourself you can already feel how it will cling. Every curve on display. Every eye in the room drawn to you before you've said a word.<br>
<br>
You see a pair of stiletto heels that would match, black and sharp enough to leave marks on a polished floor. You set them beside the dress and consider the combination. Would Emily really wear this to a dinner?<br>
<br>
<i>Maybe now, she would.</i><br>
<br>
You lay the dress out on Emily's bed and begin to change. The burgundy fabric slides over your skin like a whisper, hugging your waist and hips as you pull it into place. You adjust the neckline, tugging it down until the plunge sits where it should. That happens to be low.<br>
<br>
The hemline rides dangerously up your legs. As you drop back onto the edge of the bed to put on the shoes, you realise you'll need to be careful sitting down.<br>
<br>
You step into the stilettos and stand, feeling the sharp lift push your posture forward. Your calves tighten, your hips shift, and when you turn to the mirror your mouth drops. Not the Emily that you know. The one that Charlton has now formed.<br>
<br>
High hem. Sharp heels. A dress that leaves nothing to the imagination and everything to desire.<br>
<br>
<i>And it's you now who will be desired, isn't it?</i><br>
<br>
You catch yourself smiling in the mirror. Not Emily's smile. Not one you recognise. Is it now yours?<br>
<br>
<<ActionsHeader>>
<<link "Close the wardrobe and return to Emily's room" "EmilysRoom">><<set $EmilysWardrobeDialogue to undefined>><</link>>
<<elseif $EmilysWardrobeDialogue is "GalaDressNonCorrupted">>
You flick through Emily's wardrobe, pushing past the school uniforms and casual wear until your fingers settle on something at the back. A garment bag, zipped shut and pushed into the corner as if it had been forgotten.<br>
<br>
Pulling it out, you unzip it carefully. Inside is a navy dress, knee-length, with a modest lace collar and capped sleeves. It's conservative by any standard, but the cut is elegant. The kind of dress a mother might have picked out for her daughter's first formal event.<br>
<br>
You hold it up against yourself in the mirror. It's not flashy. It won't turn heads. But there's a quiet grace to it that feels right for Emily.<br>
<br>
A pair of low-heeled pumps sit at the bottom of the wardrobe, navy to match. You set them beside the dress and step back, considering the whole ensemble. This is what Emily would wear to a dinner. Isn't it?<br>
<br>
<i>Looking for something a bit more flashy, were you?</i><br>
<br>
You lay the dress out on Emily's bed and begin to change. The fabric is soft as you pull it over your head, the lace collar settling against your collarbone. You smooth down the skirt, feeling it brush just below your knees. The capped sleeves sit neatly on your shoulders, modest and composed.<br>
<br>
You step into the pumps, feeling the slight lift beneath your heels. Nothing dramatic. Just enough to straighten your posture.<br>
<br>
Turning to the mirror, you study the reflection. The navy brings out a warmth in your skin. The lace frames your face without drawing attention to your chest. You look like a young woman attending a civic function. Presentable. Appropriate. The kind of girl Charlton would approve of.<br>
<br>
<i>And is that what you are now? Charlton appropriate?</i><br>
<br>
You push the thought aside and smooth a crease from your hip. Tonight isn't about you. It's about getting through that door and finding out what Stitch has planned.<br>
<br>
<<ActionsHeader>>
<<link "Close the wardrobe and return to Emily's room" "EmilysRoom">><<set $EmilysWardrobeDialogue to undefined>><</link>>
<</if>><<widget "EmilysSchoolOutfitChoice">>
<<if setup.period[$periodCurrent] is "Evening" or setup.period[$periodCurrent] is "Night">>
<<set _OutfitChoice to true>>
<<elseif setup.days[$dayCurrent] is "Saturday" or setup.days[$dayCurrent] is "Sunday">>
<<set _OutfitChoice to true>>
<<else>>
<<set _OutfitChoice to false>>
<</if>>
<</widget>><<if $EmilysRoomPokerOutfit is undefined>>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
<<CheckFirst "EmilyPokerOutfitFound">>
<<if _CheckFirst is false>>
You push past the dresses and miniskirts, looking for something that suits the night ahead. There isn't much. Emily has never had cause to dress for a place like the Mayor's manor.<br>
<br>
Then your fingers find it. A garment bag at the back, heavy with something Emily would not have owned a year ago.<br>
<br>
You unzip it. Inside is a tight black mini cocktail dress, the fabric stretched on the hanger. The neckline plunges almost to the navel. There is no back to it.<br>
<br>
Holding up the dress against yourself, you look at yourself in the mirror. Seeing Emily's reflection looking back at you.<br>
<<else>>
You push past the dresses and miniskirts, finding the garment bag at the back. Inside the tight black mini cocktail dress.<br>
<br>
Holding up the dress against yourself, you look at yourself in the mirror. Seeing Emily's reflection looking back at you.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Wear the black mini" "EmilysRoomPokerOutfit">><<AddFirst "EmilyPokerOutfitFound">><<set $EmilysRoomPokerOutfit to "Mini">><</link>><br>
<<link "Return to looking through the wardrobe" "EmilysRoomWardrobe">><<AddFirst "EmilyPokerOutfitFound">><</link>>
<<else>>
<<CheckFirst "EmilyPokerOutfitFound">>
<<if _CheckFirst is false>>
You push past the schoolwear and the cardigans, looking for something appropriate for a night at the Mayor's manor.<br>
<br>
You find a navy fit-and-flare dress, knee-length, with capped sleeves and a small scalloped hem. You remember seeing Emily wear it to your cousin's wedding. Modest. Pretty. Safe. You set it aside.<br>
<br>
You're about to close the wardrobe when something catches your eye at the back. A garment bag, half hidden. You hadn't noticed it before.<br>
<br>
You unzip it. Inside is a tight black mini cocktail dress, the neckline plunging low and backless. Nothing like anything you have ever seen Emily wear.<br>
<br>
You stand for a moment, holding it up against the light. You wonder when she bought that. And why. It seems so out of character for her.<br>
<br>
<i>Charlton must be getting to her, too.</i><br>
<br>
You glance back at the navy dress on the bed, then at the mini in your hand.<br>
<<else>>
You push past the schoolwear and the cardigans, finding the garment bag and dress.<br>
<br>
Holding both up in turn, you consider the choice once more. The black, tight fit cocktail mini. Or the navy fit-and-flare knee-length one.<br>
<</if>>
<br>
<<ActionsHeader>>
<<CompulsionCheck "AllDolledUp">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[All Dolled Up] </span><s>Wear the navy dress</s> - <i>You can't seem to bring yourself to wear this when there's the black mini waiting for you.</i><br>
<<else>>
<<link "Wear the navy dress" "EmilysRoomPokerOutfit">><<AddFirst "EmilyPokerOutfitFound">><<set $EmilysRoomPokerOutfit to "Navy">><</link>><br>
<</if>>
<<link "Wear the black mini" "EmilysRoomPokerOutfit">><<AddFirst "EmilyPokerOutfitFound">><<set $EmilysRoomPokerOutfit to "Mini">><</link>><br>
<<link "Return to looking through the wardrobe" "EmilysRoomWardrobe">><<AddFirst "EmilyPokerOutfitFound">><</link>>
<</if>>
<<elseif $EmilysRoomPokerOutfit is "Navy">>
You lay the navy dress out on Emily's bed and begin to change. The fabric is soft and a little stiff in the seams, almost as if it's barely worn. The capped sleeves settle at your shoulders, the hem brushes just past your knees, and the scalloped trim catches the light when you move.<br>
<br>
You step into a pair of low Mary Janes, feeling the small heel correct your posture. A pair of pearl earrings sit on the dresser. You put them on.<br>
<br>
Turning to the mirror, you study Emily's reflection. You look composed and tidy. The kind of girl the Mayor's wife would like, if you know Charlton.<br>
<br>
<i>Trying to fit in finally, are you?</i><br>
<br>
You smooth the skirt at your hips and shudder. You can't help but acknowledge it. This is very Charlton.<br>
<br>
<<ActionsHeader>>
<<link "Wear this outfit and close the wardrobe" "EmilysRoom">><<WearOutfit "PokerConservativeEmily">><<CheckFirst "PokerConservativeEmilyWorn">><<if _CheckFirst is false>><<Feminity 1>><</if>><<AddFirst "PokerConservativeEmilyWorn">><<set $EmilysRoomPokerOutfit to undefined>><</link>><br>
<<link "Change back and return to the wardrobe" "EmilysRoomPokerOutfit">><<set $EmilysRoomPokerOutfit to undefined>><</link>>
<<elseif $EmilysRoomPokerOutfit is "Mini">>
You strip off and pull the black mini over Emily's head. The fabric clings the moment it settles. It's tight across the chest and tighter at the hips. The hem stopping well above mid-thigh. You feel the breeze brushing past your bare back. You try to adjust the neckline, but there's no good way to modify it. The V plunges to where it plunges and stays there.<br>
<br>
You step into a pair of high heels you find under the bed. Sharp and glossy, not really Emily at all. You wonder when she bought them. And you wonder why.<br>
<br>
Turning to the mirror, you study Emily's reflection. The dress shows almost everything that can be shown without being scandalous. The mini sits high and the neckline hangs low.<br>
<br>
When you catch the reflection's eye, the girl in the mirror smiles back. It is not Emily's smile.<br>
<br>
<i>Not the Emily you remember, anyway.</i><br>
<br>
<<ActionsHeader>>
<<link "Wear this outfit and close the wardrobe" "EmilysRoom">><<WearOutfit "PokerRevealingEmily">><<CheckFirst "PokerRevealingEmilyWorn">><<if _CheckFirst is false>><<Orientation 1>><</if>><<AddFirst "PokerRevealingEmilyWorn">><<set $EmilysRoomPokerOutfit to undefined>><</link>><br>
<<link "Change back and return to the wardrobe" "EmilysRoomPokerOutfit">><<set $EmilysRoomPokerOutfit to undefined>><</link>>
<</if>><b>Evans' Department Store</b><br>
<img src="./images/Evans_Department_Store.png"><br>
<br>The family-run Evans’ department store is known as one of the town’s highlights. Across multiple levels, it stocks everything the town needs. From clothes to accessories to home-wares, there is a section for it.<br>
<<include "EventsEvansDepartmentStore">>
<<if _currentEvent is undefined>>
<<PresentNPCPeriodText "Christina" "Morning" "<br>You see Christina browsing the racks and displays in the clothing department, her icy blue eyes judging everything harshly and with disdain.<br>">>
<<PresentNPCPeriodText "Jennifer" "Lunch" "<br>Jennifer stands behind the counter, carefully applying sale stickers to discounted perfume. She seems flustered.<br>">>
<<PresentNPCPeriodText "Jennifer" "Afternoon" "<br>You spot Jennifer refilling a make-up stand, her face the picture of stress. Even so, she tries hard to smile politely as customers walk by.<br>">>
<br>
<<ActionsHeader>>
<<if $current.avatar is "Jennifer" and setup.period[$periodCurrent] is "Morning">>
<<link "Start to work" "EvansDepartmentStoreJenniferWork">><</link>><br>
<<elseif $current.avatar is "Jennifer">>
<<link "Continue working" "EvansDepartmentStoreJenniferWork">><</link>><br>
<</if>>
<<if $NPCPresent.includes("Jennifer")>>
<<link "Talk to Jennifer" "EvansDepartmentStoreJenniferDialogue0">><<HintsActive "JenniferEvans">><</link>><br>
<<SpellsCheckSelf "Identify">><<AlreadyIdentified "Jennifer">>
<<if _AlreadyIdentified is false and _SpellsCheckSelf is true and $current.female is true>>
<<link "[Spell: Identify] Cast Identify on Jennifer" "SpellIdentify">>
<<CastIdentify "Jennifer" "EvansDepartmentStore" "the store">>
<<SpellIdentified "Jennifer">>
<</link>><br>
<</if>>
<</if>>
<<if $NPCPresent.includes("Christina")>><<link "Talk to Christina" "EvansDepartmentStoreChristinaDialogue0">><</link>><br>
<<SpellsCheckSelf "Identify">><<AlreadyIdentified "Christina">>
<<if _AlreadyIdentified is false and _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Identify] Cast Identify on Christina" "SpellIdentify">><<CastIdentify "Christina" "EvansDepartmentStore" "the store">><<SpellIdentified "Christina">><</link>><br><</if>>
<</if>>
<<TaskState "Task8">>
<<if _TaskState is "active" or _TaskState is "complete">>
<<if ((_CurrentPC === true && $current.female === true) || $current.avatar === "Emily")>>
<<InventoryCheckSelf "WorkoutGearRed" "WorkoutGearBlack" "WorkoutGearPink">>
<<if _InventoryCheckSelf is false>><<link "Shop for workout clothes" "EvansDepartmentStoreShopWorkout">><<set $EvansDepartmentStoreShopWorkout to "Female">><</link>><br><</if>>
<<elseif _CurrentPC is true>>
<<InventoryCheckSelf "WorkoutGearMale">>
<<if _InventoryCheckSelf is false>><<link "Shop for workout clothes" "EvansDepartmentStoreShopWorkout">><<set $EvansDepartmentStoreShopWorkout to "Male">><</link>><br><</if>>
<</if>>
<</if>>
<<TaskState "Task11">><<InventoryCheckSelf "SwimsuitBlue" "SwimsuitRed" "SwimsuitPink">>
<<if _TaskState is "active" and _InventoryCheckSelf is false and $current.female is true>><<link "Shop for swimwear" "EvansDepartmentStoreShopSwimWear">><</link>><br><</if>>
<<TaskState "Task12">><<InventoryCheckSelf "TennisDress" "MicroSkirt" "SportsBra">>
<<if _TaskState is "active" and _InventoryCheckSelf is false and $current.female is true>><<link "Shop for a Tennis outfit" "EvansDepartmentStoreShopTennisOutfit">><</link>><br><</if>>
[[Go outside->OrchidRoad]]
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<switch _currentEvent>>
<<case "JenniferFemaleFirst">>
<Br>
As you approach Jennifer looks up fast, her face lighting up before she even thinks to hide it. "Oh hi <<TrueName "Current">>,” she says with excitement. “I’m so glad you came in!”<br>
<Br>
Her eyes glint as she smiles. “Have I got a surprise for you. I’m certain you’ll enjoy it."<Br>
<Br>
You stare back at her, unsure of what’s coming next. With a dramatic gesture, she reaches under the counter.<Br>
<Br>
Barely giving you time to react, she pulls out a box and rips it open, revealing a pretty pink dress framed in tissue paper. "It finally came in!"<Br>
<br>
You stare at the dress in the box. For a second, you don’t remember asking for it. Maybe you did. Maybe it was just something you’d mentioned in passing, not expecting her to actually listen.<Br>
<br>
But Jennifer has always been like that - taking note of things even when you thought she wouldn’t. She’s a good friend. One of the only ones you’ve made in Charlton. <i>That’s correct, right?</i><br>
<br>
You should be thrilled. You’ve been waiting for this for weeks. Jen has been relentless about getting it. She’s still grinning, watching for your reaction, but as you take the dress from the hands of your best friend, something twists in your chest.<br>
<br>
You don’t know why. You are excited to try it on when you get home. You got what you wanted. So why does it feel like something else just slipped away?<br>
<br>
<<ActionsHeader>>
<<link "Return to the Department store" "EvansDepartmentStore">><<EventsCheckEnd "EvansDepartmentStore" "JenniferFemaleFirst">><</link>>
<<case "ChristinaStoreTrip">>
<br>
You accompany Christina on a quick walk through Charlton, as she leads you down the busy-ish Orchid Road, straight into Evans’ Department Store. Christina moves through the entrance like she owns the place. Because, in a way, she does.<br>
<Br>
“My father built this store from the ground up,” she remarks casually, sweeping her gaze across the neatly arranged mannequins and racks of designer clothes. “He’s very particular about what we stock. Only the best for Charlton’s finest.” She exhales dramatically, then adds with an amused smirk, “Which, of course, means us.”<br>
<br>
You barely have time to react before movement catches your eye. Jennifer.<br>
<br>
She’s stationed near the changing rooms, folding a stack of neatly pressed blouses. The moment her gaze lifts, her eyes lock onto you and widen in surprise. Her posture stiffens, but she quickly masks it, glancing warily between you and Christina.<br>
<br>
Christina doesn’t immediately notice her, too absorbed in leading you deeper into the store. Christina plucks a silk dress from a nearby rack, holds it up to the light, then turns to you.<br>
<Br>
“We need to see how you look in something proper,” she muses, already pulling you toward the fitting rooms. “Come on, Em. I’ll help you pick out something worthy of the squad.”<Br>
<Br>
Jennifer, standing by the fitting room doors, straightens as you approach. Christina’s eyes flick to her for the first time, cool and expectant. “Be a dear and grab us a selection, would you? Something elegant, but fun.”<br>
<Br>
Jennifer’s jaw tenses ever so slightly before she nods, turning to the racks. Christina barely acknowledges the response before nudging you toward the changing rooms, waiting for you to follow.<br>
<br>
<<ActionsHeader>>
<<link "Go to the changing room with Christina" "EvansDepartmentStoreChangingRoom">><<EventsCheckEnd "EvansDepartmentStore" "ChristinaStoreTrip">><</link>>
<<case "EvansPromStand">>
<br>
Looking around, you notice a new temporary display. Two mannequins on a stage, a man and woman, dressed in a formal suit and a prom dress respectively.<br>
<br>
<center><img src="./images/Evans_PromOutfits.png"></center><br>
<br>
<<if $current.female is false>>
You stare back at the mannequins. The girl’s face is positioned as if watching him, gazing at him with adoration. Her plastic hand seems to hold on his shoulder a little too tightly. There is barely daylight between her and him.<br>
<br>
Looking at them makes you feel uneasy. That you wonder if they’ve just been staged like that makes hairs stand up on your arms.<br>
<br>
Whatever is going on with them, you need to find a way to investigate the rest of the dresses. And see if they’re magic.<br>
<br>
<i>Is this another excuse for playing dress-up again?</i><br>
<<else>>
You stare back at the mannequins. The girl’s face is positioned as if watching him, gazing at him with adoration. You can almost see her smiling. Her brilliant white teeth are only diminished by the crackling energy that threatens to sharpen those teeth into jagged gnashers -<br>
<br>
Air catches in your lungs as the realisation hits you. A yellow-amber smile, crackling teeth. Scratched and jagged, almost flickering in and out of reality. And a swirl of magic runs around and around through the fabric of the dress, finally cutting through the mannequin's neck and out of the set of teeth on her face.<br>
<br>
<i>Guess that answers if the dresses are magic, then.</i><br>
<br>
You stare back at the mannequin and the effects of the dress on it. Her plastic hand seems to hold on his shoulder a little too tightly. There is barely daylight between her and him. That you wonder if they’ve just been staged like that makes hairs stand up on your arms.<br>
<br>
You need to find a way to nullify all of the dresses before the curse gets its claws into the students.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to Evans' department store" "EvansDepartmentStore">><<EventsCheckEnd "EvansDepartmentStore" "EvansPromStand">><</link>>
<</switch>><<StartConversation "Jennifer" "EvansDepartmentStore">>
<<Checkrelationship _NPC>>
<<if _CurrentPC is true and $current.female is true>>
Jennifer smiles at you when she sees you. “Hey!” she says, as she continues working. “I didn't expect for you to come visit!”<br>
<br>
“Just passing by,” you tell her.<br>
<br>
She smiles pleasantly, but her attention is drawn away by a customer coughing politely nearby. “Sorry ma’am. One second,” she tells them, before turning back to you.<br>
<br>
“I’m sorry. Busy day. Do you want to come around tonight, though?” she asks. “I'll cook something nice. We can catch-up!”<br>
<br>
You smile as Jennifer walks off to deal with the customer. <br>
<<elseif _CurrentPC is true>>
Jennifer smiles at you when she sees you. “Hey!” she says, as she continues working. “This is a nice surprise.”<br>
<br>
“Just checking in,” you tell her.<br>
<br>
She grins, but her attention is drawn away by a customer coughing politely nearby. “Sorry ma’am. One second,” she tells them, before turning back to you.<br>
<br>
“I’m sorry. Busy day. But come around tonight?” she asks. “I’ll make it worth your while. I'll cook something nice.”<br>
<br>
You smile as Jennifer walks off to deal with the customer. <br>
<<elseif $current.avatar is "Emily">>
“Oh hi Em,” Jennifer whispers as you approach. “What brings you to the store today?”<br>
<br>
“Just browsing,” you say, a little hesitant to say much in your current form. <br>
<br>
“You should take a look at the clothing department,” Jennifer replies. “There’s some new stock that just arrived.”<br>
<br>
You nod, looking over at the racks and mannequins on the other side of the store.<br>
<br>
<<if $PlayerCharacter.female is true>>“I’m really busy today, but I’ll see you soon, okay? And tell your sister to come round - I'd love to catch-up!"<br>
<<else>>“I’m really busy today, but I’ll see you soon, okay? And tell your brother I'm expecting him tonight."<br><</if>>
<br>
“Okay,” you mumble, not for the first time trying to make sense of the messy situation in your brain. You decide to leave Jennifer alone.<br>
<<elseif $current.avatar is "Andrea">>
“Hey Andrea,” Jennifer says as you approach. She looks you up and down, then leans in to whisper. "Are you sure you should be walking around dressed like that? Doesn't Sermon mandate you don't wear your uniform outside?"<br>
<br>
You feel a nervousness spreading inside your body at the words. "I'm just on a break."<br>
<br>
Jennifer raises an eyebrow. "If you say so."<br>
<br>
Her attention is drawn away by a customer coughing politely nearby. “Sorry ma’am. One second,” she tells them, before turning back to you.<br>
<br>
“I’m sorry. Busy day. But we should grab a coffee soon. And be careful walking around like that. You don't want Mr. Sermon to catch you."<br>
<<elseif $current.avatar is "Florence">>
“Hey Flo,” Jennifer smiles as you approach. "Taking a break from work?"<br>
<br>
"Something like that," you reply.<br>
<br>
“You should take a look at the clothing racks,” Jennifer replies. “There’s some new stock that just arrived. That yellow dress on display would really work with your hair.”<br>
<br>
You smile politely and glance over at the display. The yellow dress is strappy and casual. You could imagine wearing it on a summer day, your red locks swaying in a gentle wind.<br>
<br>
<I>Don't you mean, you could imagine Florence wearing it?</i><br>
<br>
A customer coughs politely nearby, bringing you back to reality. Jennifer turns to apologise. “Sorry ma’am. One second."<br>
<br>
“I’m sorry," she then says to you. "Busy day. But I'll come by Fresh Pot soon. We should catch-up."<br>
<<elseif $current.avatar is "Annie">>
Jennifer eyes you cautiously as you approach. Only a twitch at the edge of her mouth hints of emotion. "Can I help you?"<Br>
<br>
She stares back at you, meeting your eyes. For Jennifer, they look dead.<br>
<br>
When you don't reply, she lets out a little sigh. "Look Annie. If you need something, go ask at the counter. I'm sure Maisie is around. Or should be. She'll be only too happy to help."<br>
<br>
"Aren't you a shop assistant here too?" you say, with a tone that you weren't expecting.<bR>
<br>
Jennifer's eyes narrow, locking on to you. Her lips tighten. Then sighs. "How can I help you?"<bR>
<br>
There is no sign of the joy or excitement you've grown accustomed to. Nor the mischievous smile. She instead looks deflated.<br>
<Br>
"It's okay," you whisper, then take a step back away from her. She watches you with confusion. You nod, then step back.<br>
<<else>>
Jennifer smiles professionally as you approach her. “Hello, welcome to Evans' Department Store. How can I help you?"<br>
<br>
You return the smile, but unsure of what to say you tell her that you’re just browsing. <br>
<br>
She nods, retaining her professional expression. “If you need anything, don’t hesitate to ask.” <br>
<br>
Jennifer returns to her work. You decide to leave her be for now.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the store" "EvansDepartmentStore">><</link>><<StartConversation "Christina" "EvansDepartmentStore">>
<<Checkrelationship _NPC>>
<<if $current.avatar is "Emily" and _relationship is 0>>
<<Flag "Act2Started">>
<<if _FlagReturn is true>>
<<if $Act1Epilogue is "Submit" or $Act1Epilogue is "SubmitSpell">>
Christina’s icy eyes find you the moment you approach. She smiles. The smile of someone who won. And an eyebrow lifts, almost daring you to speak. You decide to leave her alone.<br>
<<else>>
Christina glares at you as you approach, but you see the worry in her eyes. She holds your gaze, but tenses. Frozen and ready. You decide to leave her alone.<br>
<</if>>
<<else>>
Christina glares at you as you approach. An eyebrow lifts, almost daring you to speak. In spite of the hostile invitation, you decide to leave her alone.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the store" "EvansDepartmentStore">><<EndConversation "Christina">><</link>>
<<elseif $current.avatar is "Emily" and _relationship gt 1>>
Christina looks up as you approach. “Oh hey, Em. Doing a little shopping?”<br>
<br>
You nod. “Something like that.”<br>
<br>
The cheerleader rolls her eyes just a little, but pulls out a white leather miniskirt from the clothing rack. “What do you think?” she asks you. “Sophisticated or slutty? I can’t decide.”<br>
<br>
You shrug, unsure what Emily would say, or what the right answer is. Christina laughs at your reaction.<br>
<br>
“Really, Em. We need to work on your sense of style.” Christina eyes you, appraisingly. “How would you like to do some retail therapy? I’m sure Daddy wouldn’t mind if we picked out some things for you. So. My treat.”<br>
<br>
You look back at Christina. Do you want to spend your time with her?<br>
<br>
<<ActionsHeader>>
<<link "Accept" "ChristinaDialogue">><<Feminity 1>><<set $ChristinaDialogue to "ShopAccept">><</link>><br>
<<link "Decline" "ChristinaDialogue">><<set $ChristinaDialogue to "ShopRefuse">><</link>>
<<elseif $current.avatar is "Emily">>
Christina politely smiles as you approach. “Oh hi there,” she says, the sing-song tones in her voice just a little too forced.<br>
<br>
“Hey Christina,” you reply. “What are you doing?”<br>
<br>
“Browsing the new ranges,” she tells you. “My father might be the businessman of our house, but he has terrible taste. Mum picks out most of the stock.”<br>
<br>
She eyes you with her cold blue eyes, but turns her attention back to the clothing racks. “I’ll see you at school, then,” she adds, not looking back at you.<br>
<br>
Understanding an implied dismissal when you’ve received one, you say goodbye and step away, leaving her to shop.<br>
<br>
<<ActionsHeader>>
<<link "Return to the store" "EvansDepartmentStore">><<EndConversation "Christina">><</link>>
<<elseif $current.avatar is "Jennifer">>
Christina looks up from the clothing racks as you approach. Her icy eyes look over you, a smile forming. “Jennifer,” she says. “Why aren’t you working? Or have you been slacking off again in the storeroom?”<br>
<br>
You glare back at her, trying to hold your head high. At this, she titters. “Oh, Jen. Let’s not pretend. It’s been years since you’ve frightened me. Don’t pretend that we don’t know who you are, now.”<br>
<br>
The resolve within your bones falters, as curiosity in her words takes the better of you. “And who’s that?”<br>
<br>
She offers you a polite smile, as false and fake as some of the brands in the department store. “A has-been,” she says, flatly. “Under all that bravado, you’re now just powerless and timid as the rest of them.”<Br>
<br>
She gestures around to the other customers, unaware that they’ve just become Christina’s punctuation mark. “Run along, shop girl,” she adds. “Go serve.”<Br>
<br>
<<ActionsHeader>>
<<link "Return to the store" "EvansDepartmentStore">><<EndConversation "Christina">><</link>>
<<elseif $current.avatar is "Annie">>
Christina glances up from the clothing racks as you approach. Her icy eyes look over you and a curious smile playing across her lips. “Hello Annie,” she says. “Looking for another dress? I believe there’s some more revealing outfits back in the discount section.”<br>
<Br>
You look back at Christina, considering your response carefully. “I’m just browsing,” you tell her, unable to think of exactly what Annie would reply with.<br>
<br>
“I’m not surprised,” Christina says. “I would imagine that you don’t get paid well at a repair shop.” Her eyes glance up and down your body. “Although I’m sure Mr. Thompson is generous with his gifts. Shame he has a particular taste in clothes.”<Br>
<br>
A flush of anger spreads across your frame. Her patronising smile infuriates you. For a brief moment, you’d like nothing more than to wipe it off her face.<Br>
<br>
<<ActionsHeader>>
<<StatCheckAssertive "gt" 50>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Tell Christina you get by just fine on your own">>
<<DailyVariableCheck "ChristinaStoreCoolOff">>
<<if _DailyVariableCheck is true>><s>Tell Christina you get by just fine on your own</s> - <I>You should wait a day before squaring up to her again</i><br>
<<elseif _StatCheckAssertive is true>><<link _StatAssertiveProbability "ChristinaDialogue">><<set $ChristinaDialogue to "AnnieStoreAssertivePass">><</link>><br>
<<else>><<link _StatAssertiveProbability "ChristinaDialogue">><<set $ChristinaDialogue to "AnnieStoreAssertiveFail">><<Assertive 1>><<DailyVariableAdd "ChristinaStoreCoolOff">><</link>><br><</if>>
<<link "Ignore Christina and walk away." "EvansDepartmentStore">><<EndConversation "Christina">><</link>>
<<elseif $current.female is true>>
Christina looks up from the clothing racks as you approach. Her icy eyes look over you, casting judgement. Disinterested, she returns her gaze to the clothes.<br>
<br>
When you linger, she speaks quietly without looking at you. “I don’t work here. Find one of the staff if you need something.”<br>
<br>
Giving you no more attention, you step away and leave Christina to her browsing.<br>
<br>
<<ActionsHeader>>
<<link "Return to the store" "EvansDepartmentStore">><<EndConversation "Christina">><</link>>
<<else>>
Christina furrows her eyebrows as she sees you approach. “Yes?” she asks.<br>
<br>
She barely gives you a moment to respond before sighing. “I am so not interested, if you’re going to try and hit on me.” <br>
<br>
Suddenly feeling embarrassed, you begin to shake your head vigorously. Before you can reply Christina has stepped up towards you, close enough that her perfume overpowers your nostrils. <br>
<br>
“Did you realise that my father owns this store?" she whispers. “And that I’m only eighteen?”<br>
<br>
A menacing smile creeps up her face. “Now. Get out of here, you little pervert. Don’t come back.”<br>
<br>
Without a second glance she turns and returns back to browsing the clothing racks, leaving you standing there dumbfounded.<br>
<br>
Not wanting to press the issue, you decide to leave the store.<br>
<br>
<<ActionsHeader>>
<<link "Leave the store" "OrchidRoad">><<EndConversation "Christina">><</link>>
<</if>><<if $ChangingRoomTopics is undefined>><<set $ChangingRoomTopics to 4>><<set $ChristinaHappy to 0>><</if>>
<<if $ChangingRoomTopics is 4>>
Christina motions toward the row of curtained-off changing cubicles, standing just outside with her arms crossed. “Go on, Em,” she instructs, tilting her head toward the nearest one.<br>
<br>
You hesitate for only a moment before stepping inside, pulling the curtain closed behind you. A breath of relief escapes as you realise Christina isn’t following. Even as Emily, the thought of undressing in front of her - especially here, in public - would be too much.<br>
<br>
Still, the reprieve is short-lived. The curtain rustles, and a sliver of Christina’s face appears at the side, peeking in. “Strip to your underwear,” she orders casually, as if it’s the most natural request in the world.<br>
<br>
You blink, caught off guard. “What?”<br>
<br>
Christina sighs, rolling her eyes. “Em, I have to see what we’re working with. Clothes should complement your natural shape. Now hurry up.”<br>
<br>
There’s no real room to argue. Exhaling slowly, you begin undressing, sliding out of your clothes until you’re left in just your underwear. The room suddenly feels cooler against your skin.<br>
<br>
When you mutter, “Done,” Christina doesn’t wait. With a swift motion, she pulls back the curtain, exposing you completely to her scrutinizing gaze. Her eyes flick up and down, appraising, as if she’s evaluating a dress on display. You shift uncomfortably under the intensity of it.<br>
<Br>
“Like I thought,” she says at last, arms still folded. “You have some natural assets we can work with.”<br>
<br>
Before you can even process that, the door to the changing area opens.<br>
<br>
Jennifer steps in, holding a neat stack of clothes, and immediately freezes. Her eyes widen at the sight of you in just your underwear. “Oh,” she stammers, quickly averting her gaze. “Sorry. I didn’t mean to --”<br>
<br>
Christina dismisses her embarrassment with a wave. “Oh, don’t be such a prude, Jennifer. Just do your job and make sure no one else comes in here while we work. Understand?”<br>
<br>
Jennifer looks up at her, grimacing as she bites her tongue. But nods.<br>
<Br>
“I mean it.” Christina’s voice lowers, deliberate. “It would be a shame if I had to let daddy know I had a less than pleasant experience with the help. Especially after she was recommending his customers such... plain clothes.”<br>
<br>
Jennifer stiffens, as you look at the clothes Jennifer brought. Simple skirts, a cardigan, a plain white blouse. Nothing particularly bold. Exactly what Emily would usually wear.<bR>
<br>
The disapproval from Christina is palpable. “Jennifer. Better choices. Find something that Emily could wear at home without hiding in shame. Now.”<br>
<br>
Jennifer doesn’t say anything this time. With a curt nod, she turns and disappears into the store again, off to find something more fitting for Christina’s standards. As soon as she’s gone, Christina turns back to you, expression calculating.<Br>
<br>
“Here’s the real test, Em,” she says, gesturing to the discarded clothes. “This isn’t just about trying things on. It’s about asserting your standing.”<br>
<br>
She leans against the cubicle’s frame, arms crossed. “When that assistant brings back her selections, you’re going to judge them. Tell me what you really think of them. Don’t be shy. You need to prove you have an eye for style. That you can tell good taste from mediocrity.”<br>
<br>
Her lips curl into a smirk. “If you can’t, well… at least I’ll know how much work we still have to do on you.”<br>
<br>
<<ActionsHeader>>
<<link "Wait for Jennifer to return with the first selection." "EvansDepartmentStoreChangingRoom">><<set $ChangingRoomTopics -= 1>><</link>>
<<elseif $ChangingRoomTopics is 3>>
The curtain sways slightly as Jennifer steps back into the changing area, a new stack of clothes in her arms. She sets them down carefully on the nearby bench, keeping her expression neutral. Forcing it to be neutral, like she’s bracing for something.<br>
<Br>
Christina barely acknowledges her presence, already flipping through the selections. Her fingers trail over a soft beige sweater, a pair of pastel shorts, and a breezy floral dress.<br>
<Br>
She exhales sharply. Disappointed.<Br>
<br>
“Well, at least this is an improvement,” she muses, lifting a simple white sundress by its hanger. “But honestly? This entire selection looks like it was pulled from the end-of-the-line section."<br>
<br>
Jennifer says nothing, standing stiffly near the entrance. She meets your eyes. You can only look away.<br>
<br>
Christina tilts her head, then turns to you, curiosity gleaming in her blue eyes.<br>
<br>
“What do you think, Em?” she asks smoothly, stepping aside so you can look over the options yourself. “Has Jennifer done a good job?”<br>
<br>
You look over the selection. All you know is how you expect Christina to react. Any support for Jen will be seen as bad, any mockery good. Can you really do that to Jen, though?<br>
<br>
<<ActionsHeader>>
<<link "Pick something from Jennifer's selection" "ChristinaDialogue">><<set $ChristinaDialogue to "ClothesShopping1Good">><<set $ChangingRoomTopics -= 1>><<Greedy -1>><</link>><br>
<<link "Deride Jennifer's choices" "ChristinaDialogue">><<set $ChristinaDialogue to "ClothesShopping1Bad">><<set $ChangingRoomTopics -= 1>><<set $ChristinaHappy += 1>><<Greedy 1>><</link>><br>
<<elseif $ChangingRoomTopics is 2>>
Jennifer soon steps back into the changing area, her posture still rigid as she carefully lays out a new selection of clothes. This time, she doesn’t even glance at you. Whatever frustration she’s feeling, she keeps it tightly bottled.<Br>
<Br>
Christina hums in approval as she lifts up a pale pink dress, twirling it slightly by the hanger. A full skirt with layers of soft petticoats, cinched at the waist with a delicate white belt. Short puffed sleeves, lace trim, and tiny pearl buttons running down the front give it a dainty, doll-like charm. The rest of the selection follows the same style. Girlish. Pristine. Perfectly suited for the Kaplars’ country club.<br>
<Br>
Christina’s grin sharpens as she inspects the pieces.<Br>
<Br>
“This is more like it,” she muses, brushing a hand over the starched fabric of the blouse. “Something fitting for a Charlton girl.”<br>
<br>
Then her gaze flicks to you. “Well, Em? What do you think? Did Jennifer finally get it right? Do you want to try it on?”<br>
<br>
You hesitate. Everything about these outfits is deliberate. The soft, pastel colors. The cinched waist. The subtle yet undeniable femininity woven into each thread. It’s the ideal of a young Charlton woman.<br>
<br>
And yet, you can’t imagine yourself wearing any of it. Jennifer, standing by the door, finally risks a glance at you. Her expression is carefully neutral, but her fingers tighten slightly against her forearm.<br>
<br>
Christina, meanwhile, is waiting.<br>
<br>
<<ActionsHeader>>
<<link "Try on the outfits" "ChristinaDialogue">><<set $ChristinaDialogue to "ClothesShopping2Good">><<set $ChangingRoomTopics -= 1>><<Feminity 1>><</link>><br>
<<link "Reject the clothes and deride Jennifer" "ChristinaDialogue">><<set $ChristinaDialogue to "ClothesShopping2Bad">><<set $ChangingRoomTopics -= 1>><<set $ChristinaHappy += 1>><<Greedy 1>><</link>><br>
<<elseif $ChangingRoomTopics is 1>>
The click of Jennifer’s heels echoes through the changing area as she re-enters, carrying an armful of daring, body-hugging outfits. She says nothing this time, simply setting the clothes down with a measured, professional air, as if forcing herself to act like this is just another task.<br>
<br>
Christina barely acknowledges her, already plucking a dress from the pile. It’s a slim, black number, with a plunging neckline, hugging every curve with precision. The other options follow a similar theme. Low-cut blouses, skirts that barely graze mid-thigh, tight-fitting sweaters that leave little to the imagination.<br>
<br>
The second you take in the selection, something clicks in your mind. If you saw a girl wearing these on a date… <br>
<Br>
Your thoughts drift before you can stop them. A mental image flashes. You at a dimly lit movie theatre, sitting beside a girl dressed like this, her perfume lingering in the air, her fingers brushing against yours in the shared popcorn bucket.<br>
<Br>
You swallow, blinking. Except… The image shifts. Suddenly, it’s not just the girl beside you. It’s you.<br>
<br>
You are the one in the outfit. You are the one being admired. The soft glow of the theatre lights catches the curve of your legs, the shimmer of lipstick on your lips. You’re laughing, leaning just slightly into the broad shoulder of the boy next to you. A football player. Tall. Confident. Chiseled. Strong. You can almost hear his voice in your ear, feel the weight of his hand resting on your thigh. A sudden rush of something coils deep in your stomach. Excitement, maybe, or confusion.<br>
<br>
Christina, oblivious to your sudden spiral, clicks her tongue. “Well, Jennifer,” she says, drawing out the name, her smile sharp as ever. “This is certainly… bold.”<br>
<Br>
Jennifer doesn’t react, though you swear you see the way her fingers twitch at her sides.<br>
<Br>
Christina turns to you, lifting a silky, wine-red dress with thin straps and a dangerously short hem. “What do you think, Em?” she muses, voice carefully leading. “Think you could pull this off?”<Br>
<Br>
Her expression is unreadable, but the slight raise of her brow says everything. She's waiting to see if you'll go along with Jennifer, or deliver a deathblow.<br>
<br>
<<ActionsHeader>>
<<link "Try on the outfits" "ChristinaDialogue">><<set $ChristinaDialogue to "ClothesShopping3Good">><<set $ChangingRoomTopics -= 1>><<Orientation 1>><</link>><br>
<<link "Reject the clothes and deride Jennifer" "ChristinaDialogue">><<set $ChristinaDialogue to "ClothesShopping3Bad">><<set $ChangingRoomTopics -= 1>><<set $ChristinaHappy += 1>><<Greedy 1>><</link>><br>
<<else>>
You change back into your normal clothes, the fabric feeling strangely neutral after the extravagant outfits you’ve seen. Taking a final glance at yourself in the mirror, you exhale and step out of the cubicle, joining Christina in the changing room lobby.<br>
<br>
She’s already waiting, casually inspecting her nails, as if the entire experience had been more of a test than a shopping trip.<br>
<Br>
<<if $ChristinaHappy gt 1>>
Christina’s smile is slow, deliberate as she looks you over. There’s something different in her gaze now. Approval.<br>
<br>
“Well, well,” she muses, clearly pleased. “I think you’re starting to understand how things work around here.”<br>
<br>
She steps closer, lowering her voice slightly.<br>
<br>
“There’s a pecking order at Charlton,” she continues smoothly. “Cheerleaders and jocks at the top. Nerds and outcasts at the bottom. I want to see you at the top of the food chain. And you? You’re learning exactly where you belong.”<Br>
<<trackKnowledge "BulliedPeople" "Learned">>
<Br>
She pauses, then smirks, tilting her head. “You handled Jennifer beautifully. That girl needed reminding of her place.”<br>
<br>
Christina doesn’t wait for a response, instead linking arms with you effortlessly, guiding you out of the changing area and back into the store.<br>
<Br>
As you walk past the counters, you feel the weight of Jennifer’s glare. It’s not subtle. Her fingers are tight around a neatly folded sweater, her eyes following your every step as you and Christina stride toward the exit.<Br>
<br>
Your stomach tightens. But you don’t look back.<br>
<Br>
At the door, Christina slows, turning toward you. “I mean it, Emily,” she purrs, eyes gleaming with mischief. “Prove you belong on the squad. When you have, come see me at practice.”<br>
<Br>
With that, she steps through the glass doors and disappears onto Orchid Road, leaving you standing just inside the store.<br>
<br>
You don't dare look behind you. You know that in doing so, you'd have to meet Jennifer's eyes.<br>
<br>
<<ActionsHeader>>
<<link "Return to Orchid Road" "OrchidRoad">>
<<QuestOptionComplete "Quest9" 1 "shopping">>
<<QuestTracker "Quest9" 2>>
<<set $ChangingRoomTopics to undefined>>
<<set $ChristinaHappy to undefined>>
<<ChangeNPCrelationship "Christina" "Emily" 2>>
<<ChangeNPCrelationship "Jennifer" "Emily" 1>>
<<TimeChange>>
<<CheerleaderAcceptence>>
<<EventTrigger "YourHome" "EmilyReactionJenShopping" "Evening" "Emily" null null null null false>>
<</link>>
<<else>>
Christina studies you for a moment, then lets out a soft hum of consideration.<br>
<Br>
“You’ve got a way to go,” she finally says, not unkindly, but there’s still an edge of expectation in her voice.<br>
<br>
“There’s a pecking order at Charlton,” she continues, as if reminding you. “Cheerleaders and jocks at the top. Nerds and outcasts at the bottom. I want to see you at the top of the food chain. And I can help you get there.”<br>
<<trackKnowledge "BulliedPeople" "Learned">>
<br>
She flashes you a knowing smile, almost conspiratorial. “Stick with me, Em. You’ll learn.”<br>
<br>
With that, she guides you out of the changing area and back through the store. Jennifer is still at her post, carefully folding clothes. This time, she’s watching. Not glaring. Not angry. Just… confused. Like she’s trying to figure out what she just witnessed.<br>
<br>
You don’t meet her eyes, but you can feel her stare following you as you and Christina head for the exit.<br>
<br>
At the door, Christina pauses, turning toward you. “I mean it, Emily,” she purrs, voice still sickly sweet. “Prove you belong on the squad. When you have, come see me at practice.”<br>
<br>
With that, she steps outside, leaving you standing at the threshold. Wondering if you should turn back to speak to Jennifer.<br>
<br>
But you can't even begin to formulate what to say.<br>
<br>
<<ActionsHeader>>
<<link "Return to Orchid Road" "OrchidRoad">>
<<set $ChristinaHappy to undefined>>
<<set $ChangingRoomTopics to undefined>>
<<QuestOptionComplete "Quest9" 1 "shopping">>
<<QuestTracker "Quest9" 2>>
<<ChangeNPCrelationship "Christina" "Emily" 2>>
<<TimeChange>>
<</link>>
<</if>>
<</if>><<if setup.period[$periodCurrent] is "Morning">>
<<CheckFirst "EvansDepartmentStoreJenniferWorkMorning">>
<<if _CheckFirst is false>>
<b>Evans' Department Store - Staff Room</b><br>
<img src="./images/Evans_Department_Store_Staff_Room.png"><br>
<br>
Your heart thrums with a dull mix of dread and resignation as you push open the “Staff Only” door, stepping into the dimly lit back halls of Evans’. You walk quickly and quietly, certain that somebody is going to call you out for entering a private area, not open to the public.<br>
<br>
With some trepidation you move through the endless corridors. You pass a cleaner, polishing the floor. A lone electrician, fiddling with a fuse box. Two other sales assistants that you don’t recognise. <br>
<br>
No one treats you as though you shouldn’t be there. Nobody stops you. Nobody questions you. Instead, they barely acknowledge you.<Br>
<br>
In the cramped staff room, the bulletin board groans under the weight of today’s roster. Names scrawled in bright marker mock you:<br>
<Br>
<span class='Evans-handwriting'>“Stock control - Jenna! The early zest gets the dress!”</span>
<bR>
A sigh escapes you. In the grand scheme of retail, inventory is the dullest rung on the ladder.<bR>
<br>
You punch the time clock and steel yourself for a morning of dusty boxes and misplaced price tags. <I> Does Jennifer really do this every day?</i><br>
<<else>>
<b>Evans' Department Store - Staff Room</b><br>
<img src="./images/Evans_Department_Store_Staff_Room.png"><br>
<br>
You push open the Staff Only door and walk the back corridors of the department store, this time without the anxiety of being an imposter. In some ways the reality is worse. Despite working in the same store, people go out of their way to avoid acknowledging you.<br>
<br>
Entering the staff room, you check the schedule. Once again, you’ve been assigned to the stock room in the morning. You take a breath, then turn on your heels and walk out.<br>
<</if>>
<br>
<<ActionsHeader>>
<<QuestState "Quest21">>
<<if _QuestState is 2>><<link "Search Jennifer's locker for clues" "JenniferDialogue">><<AddFirst "EvansDepartmentStoreJenniferWorkMorning">><<set $JenniferDialogue to "SearchLocker">><</link>><br><</if>>
<<link "Head to the stock room" "EvansDepartmentStoreStockRoom">><<AddFirst "EvansDepartmentStoreJenniferWorkMorning">><<EventTrigger "EvansDepartmentStoreStockRoom" "StockRoomWorkJen" "Morning" null "Jennifer" null null null true>><</link>>
<<elseif setup.period[$periodCurrent] is "Lunch">>
<<CheckFirst "EvansDepartmentStoreJenniferWorkLunch">>
<<if _CheckFirst is false>>
<b>Evans' Department Store - Staff Room</b><br>
<img src="./images/Evans_Department_Store_Staff_Room.png"><br>
<br>
You enter the staff room again. It’s lunchtime, but the room is empty. The kettle is cold. You’d bet if you checked the fridge, there wouldn't be any food in there. As far as you can tell, no one eats at Evans' department store.<br>
<br>
You check the board and see the same bright scrawl against lunchtime:<br>
<Br>
<span class='Evans-handwriting'>“Perfume counter: Jenna / Maisie. Two noses are better than one!”</span>
<bR>
Your stomach grumbles, but you walk out the door.<bR>
<<else>>
<b>Evans' Department Store - Staff Room</b><br>
<img src="./images/Evans_Department_Store_Staff_Room.png"><br>
<br>
You briskly enter the staff room, glancing at the schedule. Again, Jenna and Maisie, assigned to the perfume counter at lunchtime. Nothing ever seems to change around here.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Head to the perfume counter" "EvansDepartmentStoreJenniferWorkResponses">><<AddFirst "EvansDepartmentStoreJenniferWorkLunch">><<set $EvansDepartmentStoreJenniferWorkResponses to "LunchIntro">><</link>>
<<elseif setup.period[$periodCurrent] is "Afternoon">>
<<CheckFirst "EvansDepartmentStoreJenniferWorkAfternoon">>
<<if _CheckFirst is false>>
<b>Evans' Department Store - Staff Room</b><br>
<img src="./images/Evans_Department_Store_Staff_Room.png"><br>
<br>
You crack open the staff room door, the fluorescent buzz and stale coffee scent washing over you. At the battered corkboard the afternoon roster is pinned in bright marker:<Br>
<Br>
<span class='Evans-handwriting'>“Sales counter: Jenna. Dress them to impress them!”</span>
<bR>
Taking a deep breath, you open the door to the staff room and once more walk to the shop floor.<bR>
<<else>>
<b>Evans' Department Store - Staff Room</b><br>
<img src="./images/Evans_Department_Store_Staff_Room.png"><br>
<br>
You slip into the staff room again and glance at the schedule: Still assigned to the sales desk. You let out a quiet sigh and step back out.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Head to the Sales desk" "EvansDepartmentStoreJenniferWorkResponses">><<AddFirst "EvansDepartmentStoreJenniferWorkAfternoon">><<set $EvansDepartmentStoreJenniferWorkResponses to "AfternoonIntro">><</link>>
<<elseif setup.period[$periodCurrent] is "Evening">>
<b>Evans' Department Store - Staff Room</b><br>
<img src="./images/Evans_Department_Store_Staff_Room.png"><br>
<br>
<<Flag "JenniferSwitchDay1">>
<<if _FlagReturn is true>>
You slip into the deserted staff room, legs aching from hours spent balancing perfect poise, enthusiastic smiles and cheerful demeanour. Your mind hums with the echo of compliments you never meant.<Br>
<br>
With a soft sigh, you pull on your coat and push open the door. Another shift over. Another day of being the reflection of everyone else’s desires. You wonder how Jennifer copes with this without losing herself. And how many shifts you can do without it happening to you.<Br>
<Br>
Then you remember what Jennifer asked of you. <i>Pick something nice to wear. For in there,</i> You gulp. You know exactly what she means.<Br>
<Br>
<I>You’re not seriously considering this, are you?</i><Br>
<br>
You stop before exiting, debating what you’re going to do.<Br>
<Br>
<<ActionsHeader>>
<<link "Go to the sleepwear section" "EvansDepartmentStoreSleepwear">><</link>><Br>
<<link "Leave and return to Jennifer’s apartment" "JennifersApartmentCook">><</link>><Br>
<<else>>
<<Flag "JenniferSwitchSexDesire">><<InventoryCheckSelf "PinkSleepwear" "RedSleepwear" "BlackSleepwear">>
<<if _FlagReturn is true and _InventoryCheckSelf is false>>
You slip into the deserted staff room, legs aching from hours spent balancing perfect poise, enthusiastic smiles and cheerful demeanour. Your mind hums with the echo of compliments you never meant.<Br>
<br>
With a soft sigh, you pull on your coat and push open the door. Another shift over. Another day of being the reflection of everyone else’s desires. You wonder how Jennifer copes with this without losing herself. And how many shifts you can do without it happening to you.<Br>
<Br>
As you consider Jennifer, something bubbles up in your brain. Her offer for you to stay over when you last were her. And her lack of interest in you staying the night when you transformed back.<Br>
<br>
Almost like a worm burrowing up inside you, an unsettling idea forms in your mind. Maybe she wanted to... experiment?<br>
<Br>
<I>You’re not seriously considering this, are you?</i><Br>
<br>
You stop before exiting, debating what you’re going to do.<Br>
<Br>
<<ActionsHeader>>
<<link "Go to the sleepwear section" "EvansDepartmentStoreSleepwear">><<SetFlag "JenniferSwitchSexDesire" false>><</link>><Br>
<<link "Leave the store" "OrchidRoad">><</link>>
<<else>>
You slip into the deserted staff room, legs aching from hours spent balancing perfect poise, enthusiastic smiles and cheerful demeanour. Your mind hums with the echo of compliments you never meant.<Br>
<br>
With a soft sigh, you pull on your coat and push open the door. Another shift over. Another day of being the reflection of everyone else’s desires. You wonder how Jennifer copes with this without losing herself. And how many shifts you can do without it happening to you.<Br>
<Br>
<<ActionsHeader>>
<<link "Leave the store" "OrchidRoad">><</link>>
<</if>>
<</if>>
<</if>><<if $EvansDepartmentStoreJenniferWorkResponses is "MartinIntro">>
“You see,” he begins, and you instantly know there’s a wave of bullshit coming your way. “The loading bay has been blocked by someone’s new car. These rich folk, think they own this town, don’t they? I can’t get my van in there.” He looks down at your body once again. “It’s too tight to fit in.”<br>
<br>
You fold your arms. “Then park on the double yellows and deliver,” you fire back.<Br>
<br>
Martin’s lips twitch into a grin. He steps forward and you find yourself backing up, brushing against the unopened crate next to the door. “And risk a fine?” he says. “Fifty quid for a few boxes of ladies’ underwear? Not worth it.” His voice dips low, rough as gravel. “Council don’t care if I’m late, but they love writing tickets.”<br>
<br>
You let out a huff. “That’s not my problem. You’re paid to deliver.”<Br>
<br>
He straightens, expression twisting into something almost like pity. “Funny,” he says, voice thick with mock regret, “I heard about you.” He leans in, boots scraping the concrete as he shifts his weight. “Big fall from grace, isn’t it?”<br>
<br>
His hand drifts to the crate behind you, pressing just enough to pin you there. “Makes me wonder,” he murmurs, eyes dark. “How far you’ll go to stay on top… even just in this shop?”<bR>
<bR>
<<ActionsHeader>>
<<CompulsionCheck "TheAppeaser">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[The Appeaser] </span><<link "Ask him what he wants" "EvansDepartmentStoreJenniferWorkResponses">><<set $EvansDepartmentStoreJenniferWorkResponses to "MorningTheAppeaser">><</link>><br>
<</if>>
<<StatCheckAssertive "lt" 40>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Ask him what it will take for him to deliver">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "EvansDepartmentStoreJenniferWorkResponses">><<set $EvansDepartmentStoreJenniferWorkResponses to "MorningAppeasementPass">><</link>><br>
<<else>><<link _StatAssertiveProbability "EvansDepartmentStoreJenniferWorkResponses">><<set $EvansDepartmentStoreJenniferWorkResponses to "MorningAppeasementFail">><<Assertive 1>><</link>><br><</if>>
<<StatCheckAssertive "gt" 75>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Tell him to leave without delivering">>
<<CompulsionCheck "TheAppeaser">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[The Appeaser] </span><s><<print _StatAssertiveProbability>></s> - <I>You can't seem to stand up for yourself</i><br>
<<else>>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "EvansDepartmentStoreJenniferWorkResponses">><<set $EvansDepartmentStoreJenniferWorkResponses to "MorningAssertivePass">><</link>><br>
<<else>><<link _StatAssertiveProbability "EvansDepartmentStoreJenniferWorkResponses">><<set $EvansDepartmentStoreJenniferWorkResponses to "MorningAssertiveFail">><<Assertive 1>><</link>><br><</if>>
<</if>>
<<elseif $EvansDepartmentStoreJenniferWorkResponses is "MorningTheAppeaser">>
You can’t help it. Before you even think, the words spill out of your mouth. “Alright, Martin. What is it you want?”<br>
<br>
His grin turns predatory. “Something I’ve been hoping for all morning. Just a kiss.” <br>
<br>
He looks at you. You feel like you don’t have a choice. Not with him. You can only nod.<Br>
<br>
Before you can react, he sweeps you up on the crate. Your skirt rides up as he settles you down, his eyes now on the same level as yours. He pushes forward, parting your legs, skirt now up around your waist.<bR>
<br>
He leans in close, voice low. “Just a little one. I’m sure you’ll enjoy it.”<Br>
<br>
His lips crash against yours - stubbly and rough - with the acrid tang of cigarette smoke and last night’s whiskey. You don’t pull away. Instead, you close your eyes, letting him guide the kiss. His tongue teases past your lips, and a hand slides under your blouse at the small of your back, the other curling around your exposed thigh.<br>
<br>
There is a tingle in your body. The taste of Martin is abhorrent. Logically, you are repulsed by him. But after spending hours doing mindless work, something flutters inside of you. You recognise it as an emotion. At least you're feeling something.<Br>
<br>
Despite everything telling you that this is wrong, you find yourself responding. Longing for a feeling that isn't brain-numbing. The smell of alcohol and cigarettes more valuable to you than any control you have.<br>
<br>
After what feels like a heartbeat stretched into an eternity, he steps back. You catch your breath as he straightens, dust motes drifting through the fluorescent glare. His dark eyes flick over you appreciatively.<br>
<bR>
“Expected nothing less from Charlton’s top student,” he murmurs, voice thick with mock admiration. "Read about you in some articles in the Charlton Gazette. You were going to be something. Now, look at you.”<bR>
<br>
He reaches for the door, pauses, and looks back. “But now school’s over. You're just like me. I suppose this will be the highlight of your day.”<br>
<br>
With a final crooked smile, he slips out, the door thudding shut behind him. You hear the van’s engine roar to life, then the shuffle of boxes being unloaded.<br>
<br>
You press your hand to your racing heart and adjust your clothing, then shift off the crate. Something inside you stopped you from doing anything he wanted. But the troubling thought on your mind is the sensation - the actual feeling - you experienced was as rare in this work as the disgust you feel from appeasing him.<br>
<br>
Not for the first time, you wonder how Jennifer manages to get through an entire day.<br>
<<trackKnowledge "TopOfClass" "JenniferLearned">>
<br>
<<ActionsHeader>>
<<QuestOptionCheck "Quest25" 5 "dresses">><<QuestOptionCompleteCheck "Quest25" 5 "dresses">>
<<if _QuestOptionCheck is true and _QuestOptionCompleteCheck is false>><<link "Investigate the magical crates" "EvansDepartmentStoreJenniferWorkResponses">><<set $EvansDepartmentStoreJenniferWorkResponses to "InvestigateCrates">><<DialogueSpokenSecretKnown "Jennifer" "Tell">><<if _Discussed is true>><<EventTrigger "JennifersApartment" "JenReactKissingMartin" null "Jennifer" null null null null false>><</if>><</link>><br><</if>>
<<link "Continue working" "EvansDepartmentStoreJenniferWork">>
<<TimeChange>>
<<DialogueSpokenSecretKnown "Jennifer" "Tell">>
<<if _Discussed is true>><<EventTrigger "JennifersApartment" "JenReactKissingMartin" null "Jennifer" null null null null false>><</if>>
<<set $EvansDepartmentStoreJenniferWorkResponses to undefined>>
<</link>><br>
<<Flag "JenniferSwitchDay1">>
<<if _FlagReturn is true>>
<s>Take a break</s> - <i>You feel compelled to work throughout today as Jennifer told you to</i><br>
<<else>>
<<link "Take a break" "EvansDepartmentStore">>
<<TimeChange>>
<<DialogueSpokenSecretKnown "Jennifer" "Tell">>
<<if _Discussed is true>><<EventTrigger "JennifersApartment" "JenReactKissingMartin" null "Jennifer" null null null null false>><</if>>
<<set $EvansDepartmentStoreJenniferWorkResponses to undefined>>
<</link>><br>
<</if>>
<<elseif $EvansDepartmentStoreJenniferWorkResponses is "MorningAppeasementPass">>
You sigh. “Alright, Martin. What is it you want?”<Br>
<br>
His grin turns predatory. “Something I’ve been hoping for all morning. Just a kiss.” <Br>
<br>
Before you can react, he sweeps you up on the crate. Your skirt rides up as he settles you down, his eyes now on the same level as yours. He pushes forward, parting your legs, skirt now up around your waist.<br>
<br>
He leans in close, voice low. “Just a little one. I’m sure you’ll enjoy it.”<Br>
<br>
His lips crash against yours - stubbly and rough - with the acrid tang of cigarette smoke and last night’s whiskey. You don’t pull away. Instead, you close your eyes, letting him guide the kiss. His tongue teases past your lips, and a hand slides under your blouse at the small of your back, the other curling around your exposed thigh.<br>
<br>
There is a tingle in your body. The taste of Martin is abhorrent. Logically, you are repulsed by him. But after spending hours doing mindless work, something flutters inside of you. You recognise it as an emotion. At least you're feeling something.<Br>
<bR>
Despite everything telling you that this is wrong, you find yourself responding. Longing for a feeling that isn't brain-numbing. The smell of alcohol and cigarettes more valuable to you than any control you have.<Br>
<br>
After what feels like a heartbeat stretched into an eternity, he steps back. You catch your breath as he straightens, dust motes drifting through the fluorescent glare. His dark eyes flick over you appreciatively.<bR>
<br>
“Expected nothing less from Charlton’s top student,” he murmurs, voice thick with mock admiration. "Read about you in some articles in the Charlton Gazette. You were going to be something. Now, look at you.”<bR>
<br>
He reaches for the door, pauses, and looks back. “But now school’s over. You're just like me. I suppose this will be the highlight of your day."<Br>
<Br>
With a final crooked smile, he slips out, the door thudding shut behind him. You hear the van’s engine roar to life, then the shuffle of boxes being unloaded.<BR>
<br>
You press your hand to your racing heart and adjust your clothing, then shift off the crate. A troubling thought crosses your mind. That sensation - the actual feeling - felt in the moment more rare than the disgust you feel from kissing him.<Br>
<Br>
Not for the first time, you wonder how Jennifer manages to get through an entire day.<Br>
<<trackKnowledge "TopOfClass" "JenniferLearned">>
<br>
<<ActionsHeader>>
<<QuestOptionCheck "Quest25" 5 "dresses">><<QuestOptionCompleteCheck "Quest25" 5 "dresses">>
<<if _QuestOptionCheck is true and _QuestOptionCompleteCheck is false>><<link "Investigate the magical crates" "EvansDepartmentStoreJenniferWorkResponses">><<set $EvansDepartmentStoreJenniferWorkResponses to "InvestigateCrates">><<DialogueSpokenSecretKnown "Jennifer" "Tell">><<if _Discussed is true>><<EventTrigger "JennifersApartment" "JenReactKissingMartin" null "Jennifer" null null null null false>><</if>><</link>><br><</if>>
<<link "Continue working" "EvansDepartmentStoreJenniferWork">>
<<TimeChange>>
<<set $EvansDepartmentStoreJenniferWorkResponses to undefined>>
<<DialogueSpokenSecretKnown "Jennifer" "Tell">>
<<if _Discussed is true>><<EventTrigger "JennifersApartment" "JenReactKissingMartin" null "Jennifer" null null null null false>><</if>>
<</link>><br>
<<Flag "JenniferSwitchDay1">>
<<if _FlagReturn is true>>
<s>Take a break</s> - <i>You feel compelled to work throughout today as Jennifer told you to</i><br>
<<else>>
<<link "Take a break" "EvansDepartmentStore">>
<<TimeChange>>
<<set $EvansDepartmentStoreJenniferWorkResponses to undefined>>
<<DialogueSpokenSecretKnown "Jennifer" "Tell">>
<<if _Discussed is true>><<EventTrigger "JennifersApartment" "JenReactKissingMartin" null "Jennifer" null null null null false>><</if>>
<</link>><br>
<</if>>
<<elseif $EvansDepartmentStoreJenniferWorkResponses is "MorningAppeasementFail">>
“Alright, Martin,” you say, without conviction. “What is it you want?”<Br>
<br>
His grin turns predatory. “Something I’ve been hoping for all morning. Just a kiss.”<Br>
<Br>
Before you can react, he sweeps you up on the crate. You flinch, but try to hold it together. Your skirt rides up as he settles you down, his eyes now on the same level as yours. He pushes forward, parting your legs, skirt now up around your waist.<BR>
<bR>
He leans in close, voice low. “Just a little one. I’m sure you’ll enjoy it.”<bR>
<br>
His lips crash against yours - stubbly and rough - with the acrid tang of cigarette smoke and last night’s whiskey. You try to block out the sensation. His tongue teases past your lips, and a hand slides under your blouse at the small of your back, the other curling around your exposed thigh.<br>
<br>
You grow still, focusing all your efforts on not throwing up. The taste of Martin is abhorrent. There is nothing in the world you’d want to do less.<bR>
<bR>
After what feels like a heartbeat stretched into an eternity, he steps back. You look away as he straightens, dust motes drifting through the fluorescent glare. His dark eyes flick over you with disappointment.<Br>
<bR>
“Not feeling it today?” he murmurs, almost annoyed. “Don’t worry, you’ll learn your place soon enough. From where I’m standing, it looks like you’re not so different to me.”<br>
<br>
He steps back, loosening his grip. His gaze lingers as he sneers, “Yup. Here you are. A sales assistant hiding in the stockroom with the delivery man. Remember that. When you finally accept where you are, I’ll be waiting.”<br>
<bR>
He pivots and strides out, leaving the door swinging and your pulse pounding in the sudden silence.<Br>
<br>
<<ActionsHeader>>
<<QuestOptionCheck "Quest25" 5 "dresses">><<QuestOptionCompleteCheck "Quest25" 5 "dresses">>
<<if _QuestOptionCheck is true and _QuestOptionCompleteCheck is false>><<link "Investigate the magical crates" "EvansDepartmentStoreJenniferWorkResponses">><<set $EvansDepartmentStoreJenniferWorkResponses to "InvestigateCrates">><<DialogueSpokenSecretKnown "Jennifer" "Tell">><<if _Discussed is true>><<EventTrigger "JennifersApartment" "JenReactKissingMartin" null "Jennifer" null null null null false>><</if>><</link>><br><</if>>
<<link "Continue working" "EvansDepartmentStoreJenniferWork">>
<<TimeChange>>
<<set $EvansDepartmentStoreJenniferWorkResponses to undefined>>
<<DialogueSpokenSecretKnown "Jennifer" "Tell">>
<<if _Discussed is true>><<EventTrigger "JennifersApartment" "JenReactKissingMartin" null "Jennifer" null null null null false>><</if>>
<</link>><br>
<<Flag "JenniferSwitchDay1">>
<<if _FlagReturn is true>>
<s>Take a break</s> - <i>You feel compelled to work throughout today as Jennifer told you to</i><br>
<<else>>
<<link "Take a break" "EvansDepartmentStore">>
<<TimeChange>>
<<set $EvansDepartmentStoreJenniferWorkResponses to undefined>>
<<DialogueSpokenSecretKnown "Jennifer" "Tell">>
<<if _Discussed is true>><<EventTrigger "JennifersApartment" "JenReactKissingMartin" null "Jennifer" null null null null false>><</if>>
<</link>><br>
<</if>>
<<elseif $EvansDepartmentStoreJenniferWorkResponses is "MorningAssertivePass">>
You straighten your shoulders and meet his glare. “Fine,” you say, voice steady. “I’ll just tell Mr. Evans you refused to deliver.”<br>
<br>
His broad frame surges forward, and before you can step back, you’re pinned against the wooden crate. He leans close, voice low and dangerous. “You wouldn’t do that if you were me.” He doesn’t make a move, but his eyes roam up and down your uniform.<Br>
<br>
He snorts. “Terry Evans knows me. Went to school with him. He’ll listen to my word over some lowly shop girl.”<Br>
<Br>
Your chest tightens, but deep within you find a wave of defiance. “He’ll listen to me more than a drunk delivery driver who never did a damned thing with his life. You went to school with Terry Evans. Now he owns this place. What have you ever achieved?”<bR>
<br>
For a heartbeat, you see raw fury flare in Martin’s eyes. Then he smirks, dragging his tongue across his teeth. “Careful, Chambers,” he murmurs. “From where I’m standing, you don’t look any different to me.”<br>
<br>
“I remember you,” he continues. “Charlton’s golden girl. Read about you in some articles in the Charlton Gazette. You were going to be something. Now, look at you.”<bR>
<br>
He steps back, loosening his grip. His gaze lingers as he sneers, “You might’ve been the top cat at school, but here you are. A sales assistant hiding in the stockroom with the delivery man. Remember that. When you finally accept where you are, I’ll be waiting.”<Br>
<br>
He pivots and strides out, leaving the door swinging and your pulse pounding in the sudden silence.<br>
<<trackKnowledge "TopOfClass" "JenniferLearned">>
<br>
<<ActionsHeader>>
<<QuestOptionCheck "Quest25" 5 "dresses">><<QuestOptionCompleteCheck "Quest25" 5 "dresses">>
<<if _QuestOptionCheck is true and _QuestOptionCompleteCheck is false>><<link "Investigate the magical crates" "EvansDepartmentStoreJenniferWorkResponses">><<set $EvansDepartmentStoreJenniferWorkResponses to "InvestigateCrates">><</link>><br><</if>>
<<link "Continue working" "EvansDepartmentStoreJenniferWork">>
<<TimeChange>>
<<set $EvansDepartmentStoreJenniferWorkResponses to undefined>>
<</link>><br>
<<Flag "JenniferSwitchDay1">>
<<if _FlagReturn is true>>
<s>Take a break</s> - <i>You feel compelled to work throughout today as Jennifer told you to</i><br>
<<else>>
<<link "Take a break" "EvansDepartmentStore">>
<<TimeChange>>
<<set $EvansDepartmentStoreJenniferWorkResponses to undefined>>
<</link>><Br>
<</if>>
<<elseif $EvansDepartmentStoreJenniferWorkResponses is "MorningAssertiveFail">>
You straighten your shoulders and meet his glare. “Fine,” you say, voice steady. “I’ll just tell Mr. Evans you refused to deliver.”<Br>
<br>
His broad frame surges forward, and before you can step back, you’re pinned against the wooden crate. He leans close, voice low and dangerous. “You wouldn’t do that if you were me.” He doesn’t make a move, but his eyes roam up and down your uniform.<Br>
<br>
He snorts. “Terry Evans knows me. Went to school with him. He’ll listen to my word over some lowly shop girl.”<Br>
<br>
Your chest tightens and you feel doubt in your mind. “He’ll listen to me,” you reply, hearing your voice shake. “More than a drunk delivery driver who never did anything with his life.”<br>
<br>
But Martin just grins. “Oh, the little pussy is developing some claws,” he mocks you. “Get over yourself, love. From where I’m standing, it looks like you’re not so different to me.”<bR>
<bR>
He steps back, loosening his grip. His gaze lingers as he sneers, “Yup. Here you are. A sales assistant hiding in the stockroom with the delivery man. Remember that. When you finally accept where you are, I’ll be waiting.”<br>
<br>
He pivots and strides out, leaving the door swinging and your pulse pounding in the sudden silence.<br>
<br>
<<ActionsHeader>>
<<QuestOptionCheck "Quest25" 5 "dresses">><<QuestOptionCompleteCheck "Quest25" 5 "dresses">>
<<if _QuestOptionCheck is true and _QuestOptionCompleteCheck is false>><<link "Investigate the magical crates" "EvansDepartmentStoreJenniferWorkResponses">><<set $EvansDepartmentStoreJenniferWorkResponses to "InvestigateCrates">><</link>><br><</if>>
<<link "Continue working" "EvansDepartmentStoreJenniferWork">>
<<TimeChange>>
<<set $EvansDepartmentStoreJenniferWorkResponses to undefined>>
<</link>><br>
<<Flag "JenniferSwitchDay1">>
<<if _FlagReturn is true>>
<s>Take a break</s> - <i>You feel compelled to work throughout today as Jennifer told you to</i><br>
<<else>>
<<link "Take a break" "EvansDepartmentStore">><<TimeChange>><<set $EvansDepartmentStoreJenniferWorkResponses to undefined>><</link>><br>
<</if>>
<<elseif $EvansDepartmentStoreJenniferWorkResponses is "InvestigateCrates">>
Turning your attention back to the boxes, you reach out with your senses. In spite of the boxes being closed, you see clearly inside. Each dress and outfit shimmers with yellow-amber energy, as magic coils around them in an endless swirl. In other circumstances you’d describe it as pretty. As if chasing Christmas tree lights were threaded into each garment. It’s enticing. Attractive, even.<br>
<br>
You catch your mind drifting away and return your focus to the present. Pushing further forward with your mind’s eye, you see a thousand tiny faces riding the magic flowing around the outfits. Wide smiles of adoration and desire look back as you stare at them.<br>
<br>
<<ActionsHeader>>
<<link "Nullify the dresses for you" "EvansDepartmentStoreJenniferWorkResponses">><<set $EvansDepartmentStoreJenniferWorkResponses to "CratesNullifySelf">><<Greedy 1>><</link>><br>
<<link "Nullify the dresses for everyone" "EvansDepartmentStoreJenniferWorkResponses">><<set $EvansDepartmentStoreJenniferWorkResponses to "CratesNullifyAll">><<Greedy -1>><</link>>
<<elseif $EvansDepartmentStoreJenniferWorkResponses is "CratesNullifySelf">>
Letting your magical reserves stir within you, you push your mental presence towards the boxes. The closer you get, the faster the magic moves. As if someone had switched to a higher speed on a set of chasing lights, the faces race around the outfits with frenzied velocity. Then, just as your mental being brushes against the edge of one of the boxes, a jet of magic gushes up from several dresses towards you.<br>
<br>
“I cause this object with power beyond its power,” you shout, just as a set of yellow-amber gnashing teeth rushes forward towards your mouth. Not demure, not adoration. Chomping, rabid and hungry. Your mind grows foggy. You feel the draw to close your eyes and purse your lips. You yearn for his touch.<br>
<br>
<i>His?</i><br>
<br>
Gritting your teeth, you force the words through your teeth. “Unseen and unheard, its effects will be felt by all but me.”<br>
<br>
As the magic brushes against your lips the ethereal mouth parts open and splits wide, surging around your face. You feel a gush of air either side of your face as the magic shrieks past, threatening to burst your eardrums.<br>
<br>
You clench your eyes shut, shielding them instinctively. The whisper against your earlobes ceases and the sound subsides. You open your eyes to just see the dark stock room once more.<br>
<br>
The cardboard boxes are still there and contained within them you can still sense the magic swirling around the fabric of the outfits. But when you reach out with your senses, the faces floating in the swirling energies pivot to face away from you. The yearning pressing against the inside of your skull is no more.<br>
<br>
<<ActionsHeader>>
<<link "Continue working" "EvansDepartmentStoreJenniferWork">>
<<TimeChange>>
<<set $DressWard to "NulifiedSelf">>
<<QuestOptionComplete "Quest25" 5 "dresses">><<Quest25PrepReconcile>>
<<set $EvansDepartmentStoreJenniferWorkResponses to undefined>>
<</link>><br>
<<Flag "JenniferSwitchDay1">>
<<if _FlagReturn is true>>
<s>Take a break</s> - <i>You feel compelled to work throughout today as Jennifer told you to</i><br>
<<else>>
<<link "Take a break" "EvansDepartmentStore">>
<<TimeChange>>
<<set $DressWard to "NulifiedSelf">>
<<QuestOptionComplete "Quest25" 5 "dresses">><<Quest25PrepReconcile>>
<<set $EvansDepartmentStoreJenniferWorkResponses to undefined>>
<</link>><br>
<</if>>
<<elseif $EvansDepartmentStoreJenniferWorkResponses is "CratesNullifyAll">>
Letting your magical reserves stir within you, you push your mental presence towards the boxes. The closer you get, the faster the magic moves. As if someone had switched to a higher speed on a set of chasing lights, the faces race around the outfits with frenzied velocity. Then, just as your mental being brushes against the edge of one of the boxes, a jet of magic gushes up from several dresses towards you.<br>
<br>
“I cause this object with power beyond its power,” you shout, just as a set of yellow-amber gnashing teeth rushes forward towards your mouth. Not demure, not adoration. Chomping, rabid and hungry. Your mind grows foggy. You feel the draw to close your eyes and purse your lips. You yearn for his touch.<br>
<br>
<i>His?</i><br>
<br>
Gritting your teeth, you force the words through your teeth. “Unseen and unheard, its effects will be felt by none.”<br>
<br>
As the magic brushes against your lips the ethereal mouth parts open and splits wide, surging around your face. You feel a gush of air either side of your face as the magic shrieks past, threatening to burst your eardrums.<br>
<br>
You clench your eyes shut, shielding them instinctively. The whisper against your earlobes ceases and the sound subsides. You open your eyes to just see the dark stock room once more.<br>
<br>
The cardboard boxes are still there, but there’s no sense of the magic contained within them. You run your hands over the cardboard. It’s rough and coarse, but there’s no sense of the dark arts trapped inside.<br>
<br>
<<ActionsHeader>>
<<link "Continue working" "EvansDepartmentStoreJenniferWork">>
<<TimeChange>>
<<set $DressWard to "NulifiedAll">>
<<QuestOptionComplete "Quest25" 5 "dresses">><<Quest25PrepReconcile>>
<<set $EvansDepartmentStoreJenniferWorkResponses to undefined>>
<</link>><br>
<<Flag "JenniferSwitchDay1">>
<<if _FlagReturn is true>>
<s>Take a break</s> - <i>You feel compelled to work throughout today as Jennifer told you to</i><br>
<<else>>
<<link "Take a break" "EvansDepartmentStore">>
<<TimeChange>>
<<set $DressWard to "NulifiedAll">>
<<QuestOptionComplete "Quest25" 5 "dresses">><<Quest25PrepReconcile>>
<<set $EvansDepartmentStoreJenniferWorkResponses to undefined>>
<</link>><br>
<</if>>
<<elseif $EvansDepartmentStoreJenniferWorkResponses is "LunchIntro">>
<b>Evans' Department Store - Perfume Counter</b><br>
<img src="./images/Evans_Department_Store_Perfume_Counter.png"><br>
<br>A glass-topped display piled with identical pastel bottles and a retro pin-up sign, flanked by blank-faced mannequins and drab rails. Every bright detail underscoring the forced cheer of Jennifer’s daily grind.<br>
<br>
<<CheckFirst "EvansDepartmentStoreJenniferWorkCounter">>
<<if _CheckFirst is false>>
You approach the perfume counter. A glass-topped display cabinet gleams under soft lighting, lined with frosted crystal bottles and gilt-trimmed atomizers. The air is thick with floral powder, citrus zest, and something with a sickly sweet undertone that lingers longer than expected.<Br>
<br>
Behind the counter, a poised assistant in a peach blouse and pencil skirt offers quiet suggestions with a practiced smile. Maisie Peterson.<Br>
<br>
<<ActionsHeader>>
<<link "Talk to Maisie" "EvansDepartmentStoreJenniferWorkResponses">><<set $EvansDepartmentStoreJenniferWorkResponses to "LunchMaisieIntro">><<NPCKnown "Maisie">><<AddFirst "EvansDepartmentStoreJenniferWorkCounter">><</link>>
<<else>>
Maisie is already behind the counter. She smiles politely at you as you approach. “Am I late again?” you ask, rushing around the counter.<br>
<br>
<<Weekend>>
<<if _Weekend is true>>
She smiles, as if sharing a secret. “It’s fine. I just got in myself. It feels wrong to be cooped up in here at the weekends. I wanted to spend longer at the country club.”<br>
<Br>
"You wouldn't believe what Hazel Evans was saying to that lifeguard, Ethan," Maisie whispers. "He's young enough to be her son. She thinks she can get away with it, being married to a town statesman."<br>
<<else>>
She smiles, as if sharing a secret. “It’s fine. I just got in myself. The school receptionist wouldn’t believe that Stitch had signed my pass. As if I’d bother to forge it to come here.”<br>
<br>
Her smile creeps up on the left hand side of her face, as she lowers her voice. “Making other people miserable is probably the only joy she gets in life. It’s not as if she’ll marry well, stuck in that school.”<br>
<</if>>
<br>
You smile politely, thoughts briefly considering that Jennifer has to listen to this everyday. This idle bitching and gossiping being the only thing to break up the mundane job of working in a quiet store. <Br>
<br>
Maisie suddenly stops her chatter mid-sentence. Eyes widening. You know what’s coming. “Darling!”<BR>
<br>
You turn to see Aunt Joan approaching the perfume counter, heels clacking. At seeing Maisie, she pauses. Eyes narrowed.<Br>
<br>
“My dear, what on earth is that?” she snaps, jerking a finger at Maisie’s uniform blouse. “That silk looks like your mother draped a napkin over you. And that skirt’s hemline like it’s been dragged along by a cart.”<bR>
<br>
She straightens, lips pursing. “I need a new dress. Something that actually flatters a woman of good stock. I have a function this evening full of eligible bachelors. Come along. You can model for me. And leave your mother’s tawdry tastes at the counter, god help her. Lord knows she at least tries.”<Br>
<br>
Maisie’s eyes again flick to you for help.<br>
<br>
<<ActionsHeader>>
<<CompulsionCheck "AllDolledUp">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[All Dolled Up] </span><<link "You instinctively know what she is looking for" "EvansDepartmentStoreJenniferWorkResponses">><<set $EvansDepartmentStoreJenniferWorkResponses to "LunchAllDolledUp">><</link>><br>
<</if>>
<<StatCheckOrientation "gt" 10 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Tell her you know exactly what the bachelors will like">>
<<if _StatCheckOrientation is true>><<link _StatOrientationProbability "EvansDepartmentStoreJenniferWorkResponses">><<set $EvansDepartmentStoreJenniferWorkResponses to "LunchOrientationPass">><</link>><br>
<<else>><<link _StatOrientationProbability "EvansDepartmentStoreJenniferWorkResponses">><<set $EvansDepartmentStoreJenniferWorkResponses to "LunchOrientationFail">><<Orientation 1>><</link>><br><</if>>
<<link "Look for something with Aunt Joan" "EvansDepartmentStoreJenniferWorkResponses">><<set $EvansDepartmentStoreJenniferWorkResponses to "LunchHelp">><<Feminity 1>><</link>><br>
<<link "Leave Maisie to help her Aunt herself " "EvansDepartmentStoreJenniferWorkResponses">><<set $EvansDepartmentStoreJenniferWorkResponses to "LunchLeave">><<Greedy 1>><</link>><br>
<</if>>
<<elseif $EvansDepartmentStoreJenniferWorkResponses is "LunchMaisieIntro">>
You walk towards the perfume counter, seeing a young woman with finely detailed make-up and porcelain skin already standing behind it. She greets you with a practiced smile. <br>
<br>
“Am I running late?”, you ask, as you slide in.<Br>
<br>
Maisie leans in, voice dropping to a whisper. “A bit, but don’t worry. It’s been dead. Just Hazel Evans and Jeanette Thompson spritzing themselves before lunch.” She smirks. “Covering up this morning’s tennis lessons. I’m surprised they sweat at all with all the nattering they do.”<br>
<br>
A customer walks by, causing Maisie to shift quickly to stand up straight and face the counter. You do the same. But they pass by, uninterested in talking to you or browsing the counter.<Br>
<br>
Maisie sighs after they’ve rounded a corner. “This is more boring than lessons. At least at school I don’t have to pretend to be interested.”<br>
<br>
You arch an eyebrow. “You go to Charlton?”<bR>
<br>
Her smile tightens. She tilts her head, as if you’ve forgotten a fact. “You know I do. Just get the afternoons off sometimes to work here. As well as weekends. Work experience, apparently. Like I want to work when I graduate. That’s what marriage is for.”<br>
<br>
“How did you manage to get permission for that?” you press.<br>
<br>
She glances around, her smile returning. She reaches beneath the counter, rummages in a handbag, and produces a stiff cardboard pass stamped with Stitch’s scrawled signature. “Daddy pulled a few strings,” she says, shrugging. “Special privileges for cheerleaders, high achievers… and those in the know. Didn’t they do the same when you were at Charlton? Or was it different back then?”<br>
<br>
Maisie’s eyebrow lifts slightly. In spite of the words, you can see no ill intent. She continues, blissfully ignorant of any offence she might have caused. “Speaking of school…wasn’t Steve Duncan in your year? Mayor’s son? Off at uni now, I think. Good family. Well off. He was cute, too.”<Br>
<br>
Her incessant chatter suddenly trails off, as her eyes catch something behind you. Turning your head to look over your shoulder, you see an aging woman in a white cashmere coat striding towards the counter, heels clicking across the tiles like a judge’s gavel.<bR>
<<trackKnowledge "Privileges" "Learned">>
<br>
“Oh no. Aunt Joan,” Maisie hisses, cheeks paling.<br>
<br>
“Darling!” Aunt Joan purrs, sweeping past you without so much as a glance. “She’s still not engaged? I told your mother, what’s the point of good posture if no one’s proposing?”<Br>
<br>
You look at the woman. She is wearing a garish floral dress that clashes rather than complements, her makeup layered on with theatrical excess. Clearly someone who believes boldness is beauty, even when it tips into overkill.<br>
<br>
Maisie looks like she wants the floor to swallow her up.<br>
<br>
<<ActionsHeader>>
<<link "Listen to Aunt Joan" "EvansDepartmentStoreJenniferWorkResponses">><<set $EvansDepartmentStoreJenniferWorkResponses to "LunchJoanIntro">><</link>>
<<elseif $EvansDepartmentStoreJenniferWorkResponses is "LunchJoanIntro">>
“My dear,” Joan says, appraising Maisie. “That blouse hangs like a sack. And your hair? Where's the polish? It looks like you tried and gave up halfway.”<Br>
<br>
You see a flash of irritation cross Maisie’s face, but Joan shows no signs of caring. “And this,” she points to Maisie’s cheek. “This isn’t makeup, it’s a single wash of paste. You really do take after your mother in style. Thank god she married into old money. Heaven knows how she would have got by otherwise. But you can’t count on having her luck.”<br>
<br>
Maisie takes a deep breath and her practiced smile returns. “How can I help you today, Aunt Joan?”<br>
<br>
“I need something modern and timeless,” she continues, voice softening into faux regret. “Refined and bold. I need to pop, but not stand-out. I have a dinner party at the Hudson’s farm. Meeting their boy’s fiance. She’s not that much older than you, Maisie. Think of the generational wealth you could have married into if you’d snagged his attention?”<Br>
<br>
“I think there’s some dresses in the new range section that would suit you,” Maisie tries, her voice nervous. <bR>
<br>
Joan sighs, rolling her eyes. "Really, Maisie, that isn’t becoming of an Evans' sales girl. Come and show me.”<br>
<br>
“In fact,” she adds, her eyes looking Maisie up and down. “Why don’t you model them for me. It would do you the world of good wearing something sophisticated. Leave those gutter-girl belts and strapless tops behind for once. And you and I are practically the same size.”<br>
<bR>
You look between Maisie and her Aunt. They most certainly aren't.<br>
<br>
“You never know”, Joan continues. “I might find someone to step on the grave of your dear old Uncle Ernest. Maybe they’ll have a son or cousin your age I could introduce you to. Get you out of this shop girl future you seem to be drifting towards.”<br>
<br>
Maisie’s eyes flick to you, pleading.<Br>
<br>
<<ActionsHeader>>
<<CompulsionCheck "AllDolledUp">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[All Dolled Up] </span><<link "You instinctively know what she is looking for" "EvansDepartmentStoreJenniferWorkResponses">><<set $EvansDepartmentStoreJenniferWorkResponses to "LunchAllDolledUp">><</link>><br>
<</if>>
<<StatCheckOrientation "gt" 10 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Tell her you know exactly what the bachelors will like">>
<<if _StatCheckOrientation is true>><<link _StatOrientationProbability "EvansDepartmentStoreJenniferWorkResponses">><<set $EvansDepartmentStoreJenniferWorkResponses to "LunchOrientationPass">><</link>><br>
<<else>><<link _StatOrientationProbability "EvansDepartmentStoreJenniferWorkResponses">><<set $EvansDepartmentStoreJenniferWorkResponses to "LunchOrientationFail">><<Orientation 1>><</link>><br><</if>>
<<link "Look for something with Aunt Joan" "EvansDepartmentStoreJenniferWorkResponses">><<set $EvansDepartmentStoreJenniferWorkResponses to "LunchHelp">><<Feminity 1>><</link>><br>
<<link "Leave Maisie to help her Aunt herself " "EvansDepartmentStoreJenniferWorkResponses">><<set $EvansDepartmentStoreJenniferWorkResponses to "LunchLeave">><<Greedy 1>><</link>><br>
<<elseif $EvansDepartmentStoreJenniferWorkResponses is "LunchAllDolledUp">>
You cut in between Maisie and Aunt Joan, voice confident. “I know exactly what you need. Something that flatters without shouting. That jade-green wrap dress at the new arrivals will hug your waist and fall elegantly over your shoulders.” <br>
<br>
Joan’s eyes turn from Maisie to look directly at you. You see her thinking before she nods. “That does sound promising. Very well. Lead the way.”<Br>
<Br>
You step forward and, without hesitation, guide her to the new-arrivals rack. Fingers brushing the satin finish of a midnight-blue sheath dress trimmed in subtle gold, you sense its bold elegance will suit her perfectly.<Br>
<br>
“How about this,” you murmur, passing her the dress and a delicate pearl choker. “The colour will bring out your eyes, and the neckline is just the right balance of refined and daring.”<br>
<br>
Joan’s eyes flick to the rack and light up. “Oh, very chic,” she exclaims. <Br>
<br>
“Would you like me to model it for you?” you ask, before adding a lie. “We’re almost the same size.” <Br>
<Br>
Joan shakes her head, already slipping the dress from the hanger. “No need. I’ll see for myself,” she says, disappearing into the fitting room with a satisfied smile.<br>
<br>
Five minutes later she emerges, the dress clinging beautifully. She smooths the fabric, beaming. “My dear,” Aunt Joan breathes, voice warmed with genuine delight. “You’ve outdone yourself. Pardon me, I didn’t catch your name?”<Br>
<br>
You offer her a polite smile. “Jennifer,” you say. <I>How easily you responded to that question with that name.</i><Br>
<br>
“Thank you, Jennifer,” Joan replies. You steer her toward the sales desk and process the transaction. She clutches your hand in thanks. “Maisie could learn plenty from you,” she adds with a wink. “Heaven forbid she inherits her mother’s dreadful taste in friends.”<Br>
<Br>
Something inside you flutters. A spark of a feeling, its presence all the more powerful against the flat state you only now realise you’ve been existing in since working on the perfume counter. It feels wrong, but being recognised for something - even if it is your fashion sense - feels like a reward.<br>
<br>
When Joan leaves, you return to the perfume counter. Maisie lets out a soft laugh. “Thank you,” she whispers. “She went to school with half of Charlton, thinks it makes her an oracle. Mary Handle this, Mary that.”<Br>
<<QuestState "Quest21">>
<<if _QuestState is 3>>
<br>
A chill passes up your spine. “Mary who?”<br>
<br>
“Handle. She’s Evans' receptionist. Works upstairs. I think she’s in today. I saw her come back from lunch just as I was coming in.”<br>
<br>
Mary Handle. Terrence’s mother. Coincidence? You should find a way to go up and talk to her.<br>
<<QuestOptionUnlock "Quest21" 3 "mary_handle">>
<</if>>
<br>
<<ActionsHeader>>
<<link "Continue working" "EvansDepartmentStoreJenniferWork">>
<<TimeChange>>
<<set $EvansDepartmentStoreJenniferWorkResponses to undefined>>
<<DialogueSpokenSecretKnown "Jennifer" "Tell">>
<<if _Discussed is true>><<EventTrigger "JennifersApartment" "JenReactAuntJoan" null "Jennifer" null null null null false>><</if>>
<</link>><br>
<<Flag "JenniferSwitchDay1">>
<<if _FlagReturn is true>>
<s>Take a break</s> - <i>You feel compelled to work throughout today as Jennifer told you to</i><br>
<<else>>
<<link "Take a break" "EvansDepartmentStore">>
<<TimeChange>>
<<set $EvansDepartmentStoreJenniferWorkResponses to undefined>>
<<DialogueSpokenSecretKnown "Jennifer" "Tell">>
<<if _Discussed is true>><<EventTrigger "JennifersApartment" "JenReactAuntJoan" null "Jennifer" null null null null false>><</if>>
<</link>><br>
<</if>>
<<elseif $EvansDepartmentStoreJenniferWorkResponses is "LunchOrientationPass">>
You inject yourself into the conversation with a smile. “Men at functions like that are drawn by the mystery and hint of desire. Something sheer that react to the light. Something that makes them question how much they can see. And something to make them consider what it would be like to see what’s underneath.”<br>
<br>
Upon hearing the words, Maisie looks at you with fear, tensing up. Joan’s eyes focus away from her and on to you. The older woman appraises you without emotion.<Br>
<br>
Then, after a moment, she smiles. “That sounds ideal,” she says. “Could you excuse yourself from the counter, my dear? I think your opinion would be invaluable."<Br>
<br>
You step forward and guide her to the new-arrivals rack. As you walk, you wonder how you are going to talk to Joan about fashion. But you do know what appeals to guys. You clutch on to that knowledge like your life depends on it.<br>
<br>
“See how the light kisses the fabric here?”, you say, pointing to a dove-grey sheath with a subtle shimmer. “It hints at the curves beneath without baring too much. It’s far more alluring than anything overt.”<br>
<br>
Joan’s eyes brighten. “Show me more,” she urges. You lift a charcoal wrap dress next. You’ve seen women wearing them back in the city. You know what reaction they get. “This neckline grazes the collarbone just so, drawing the eye upward. And the slight sway at the hem keeps the silhouette dignified, yet suggestive.”<br>
<br>
The words sound foreign to you as you say them, but you can’t help but feel there’s an underlying truth to all your waffle. <I>You know what boys like.</i><br>
<br>
Joan slips each into the fitting room in turn, returning for your quiet appraisal. Finally, she settles on the dove-grey sheath. You steer her to the sales desk. She clasps your hand, smiling. “Thank you. Jennifer, isn’t it? I hope Maisie learns the art of subtlety from you. Lord knows, her mother always thought graceful meant hiding every hint of skin.”<bR>
<br>
Something inside you flutters. A spark of a feeling, its presence all the more powerful against the flat state you only now realise you’ve been existing in since working on the perfume counter. It feels wrong, but being recognised for something - even if it's how to attract boys - feels like a reward.<br>
<br>
When Joan leaves, you return to the perfume counter. Maisie lets out a soft laugh. “Thank you,” she whispers. “She went to school with half of Charlton, thinks it makes her an oracle. Mary Handle this, Mary that.”<br>
<<QuestState "Quest21">>
<<if _QuestState is 3>>
<br>
A chill passes up your spine. “Mary who?”<br>
<br>
“Handle. She’s Evans' receptionist. Works upstairs. I think she’s in today. I saw her come back from lunch just as I was coming in.”<br>
<br>
Mary Handle. Terrence’s mother. Coincidence? You should find a way to go up and talk to her.<br>
<<QuestOptionUnlock "Quest21" 3 "mary_handle">>
<</if>>
<br>
<<ActionsHeader>>
<<link "Continue working" "EvansDepartmentStoreJenniferWork">>
<<TimeChange>>
<<set $EvansDepartmentStoreJenniferWorkResponses to undefined>>
<<DialogueSpokenSecretKnown "Jennifer" "Tell">>
<<if _Discussed is true>><<EventTrigger "JennifersApartment" "JenReactAuntJoan" null "Jennifer" null null null null false>><</if>>
<</link>><br>
<<Flag "JenniferSwitchDay1">>
<<if _FlagReturn is true>>
<s>Take a break</s> - <i>You feel compelled to work throughout today as Jennifer told you to</i><br>
<<else>>
<<link "Take a break" "EvansDepartmentStore">>
<<TimeChange>>
<<set $EvansDepartmentStoreJenniferWorkResponses to undefined>>
<<DialogueSpokenSecretKnown "Jennifer" "Tell">>
<<if _Discussed is true>><<EventTrigger "JennifersApartment" "JenReactAuntJoan" null "Jennifer" null null null null false>><</if>>
<</link>><br>
<</if>>
<<elseif $EvansDepartmentStoreJenniferWorkResponses is "LunchOrientationFail">>
You cut in, voice bright. “I’m sure the guys at the event would be captivated by a daring hemline. Just a flash a bit of thigh. Maybe a plunging neckline that promises more. I could help you look for something that would appeal to them.”<Br>
<Br>
You sense Maisie stiffen next to you as Joan’s eyes widen in incredulity. “My dear, these are gentlemen, not schoolboys chasing stockings. They prize subtlety and poise, not scandalous flashes of flesh.”<Br>
<br>
A sigh escapes her, rich with disappointment. “If this is how the young girls of today think they should act, I fear for the Empire’s future.” She glances at Maisie. “It’s almost like your mother was a sign of things to come.”<Br>
<br>
Maisie winces at her words. Joan stands there, looking at her niece with expectation.<Br>
<br>
<<ActionsHeader>>
<<link "Look for something with Aunt Joan" "EvansDepartmentStoreJenniferWorkResponses">><<set $EvansDepartmentStoreJenniferWorkResponses to "LunchHelp">><<Feminity 1>><</link>><br>
<<link "Leave Maisie to help her Aunt herself " "EvansDepartmentStoreJenniferWorkResponses">><<set $EvansDepartmentStoreJenniferWorkResponses to "LunchLeave">><<Greedy 1>><</link>><br>
<<elseif $EvansDepartmentStoreJenniferWorkResponses is "LunchHelp">>
You clear your throat. “Maisie’s tied up at the counter, but I’d be happy to help you find something.”<Br>
<br>
She appraises you from head to toe. “Very well,” she nods. “Your hips actually look more like mine anyway. Poor dear,” she adds, glancing at Maisie. “She’s inherited her mother’s waistline.”<br>
<br>
With a decisive snap, she steers you toward the ladies’ fashion section. Before you can protest, she’s pulling dresses off the rail - bold florals, sleek sheaths, whisper-thin chiffons - and drapes them over your shoulders. “Try that one too,” she commands, pointing to a fitted bodice and full skirt.<bR>
<Br>
In the changing room, you emerge in outfit after outfit: a bodycon midi that clings to every curve, a tea-length frock with a cinched waist, an off-the-shoulder slip that grazes your collarbone. After each reveal, Aunt Joan circles you, offering clipped observations.<br>
<br>
“Lift your chin. Yes, like that. The neckline flatters your collarbone.” “A smidge higher on the waist, there. Now it emphasizes your hourglass.” “That sash needs tightening. See how it tames the hips?”<Br>
<br>
At first, you fumble with unfamiliar hems and straps, cheeks burning under her steely gaze. But when she smooths a fold at your waist and murmurs, “Divine on you,” a warmth spreads through your chest. You find yourself holding still to let her admire the fabric’s fall. A quiet thrill at her approval.<br>
<br>
By the final dress you know exactly where to cinch the sash and how to angle your shoulder. Aunt Joan’s lips curve into a rare smile. “Perfect, darling.” She steps back, satisfied. “It looks lovely on you. So I’m sure it will look spectacular on me.”<Br>
<br>
You retreat to the dressing room and slip out of the last dress, feeling a flutter tickle your ribs. Modelling dresses for an hour felt… rewarding. A live mannequin, posed by Aunt Joan. You smile as you reflect on her compliments on your figure. You realise that this is the most you’ve felt since working on the perfume counter. <bR>
<br>
That realization sends an unexpected shiver through you.<br>
<bR>
Returning to the shop floor, you lead Joan to the sales desk. She smiles and pays before leaving the store. When you return to the perfume counter. Maisie lets out a soft laugh. “Thank you,” she whispers. “She went to school with half of Charlton, thinks it makes her an oracle. Mary Handle this, Mary that.”<Br>
<<QuestState "Quest21">>
<<if _QuestState is 3>>
<br>
A chill passes up your spine. “Mary who?”<br>
<br>
“Handle. She’s Evans' receptionist. Works upstairs. I think she’s in today. I saw her come back from lunch just as I was coming in.”<br>
<br>
Mary Handle. Terrence’s mother. Coincidence? You should find a way to go up and talk to her.<br>
<<QuestOptionUnlock "Quest21" 3 "mary_handle">>
<</if>>
<br>
<<ActionsHeader>>
<<link "Continue working" "EvansDepartmentStoreJenniferWork">>
<<TimeChange>>
<<set $EvansDepartmentStoreJenniferWorkResponses to undefined>>
<<DialogueSpokenSecretKnown "Jennifer" "Tell">>
<<if _Discussed is true>><<EventTrigger "JennifersApartment" "JenReactAuntJoan" null "Jennifer" null null null null false>><</if>>
<</link>><br>
<<Flag "JenniferSwitchDay1">>
<<if _FlagReturn is true>>
<s>Take a break</s> - <i>You feel compelled to work throughout today as Jennifer told you to</i><br>
<<else>>
<<link "Take a break" "EvansDepartmentStore">>
<<TimeChange>>
<<set $EvansDepartmentStoreJenniferWorkResponses to undefined>>
<<DialogueSpokenSecretKnown "Jennifer" "Tell">>
<<if _Discussed is true>><<EventTrigger "JennifersApartment" "JenReactAuntJoan" null "Jennifer" null null null null false>><</if>>
<</link>><br>
<</if>>
<<elseif $EvansDepartmentStoreJenniferWorkResponses is "LunchLeave">>
You offer a polite nod, but let Maisie handle Aunt Joan herself. The sales assistant sighs. “Alright Aunt Joan, lead the way.”<br>
<br>
Maisie slips out from behind the counter, leaving you alone. With nothing better to do, you settle behind the perfume counter and resume the drudgery. Before you know it, an hour has slipped past. Customers barely approach you and when they do, they ask the same questions. You quickly learn which customers expect you to prefer floral to citrus, or respond enthusiastically when someone uses one of the test bottles.<br>
<br>
Each interruption is as dull as the last: a pregnant mum worried about fragrance strength, a bored bank clerk who “just needs a spritz.” You catch yourself humming under your breath as you decant testers, the mechanical rhythm lulling you into a half-dream. No thought required. Just the memory of a few key phrases and the confidence to sound like you belong.<br>
<br>
Your mind drifts back to Jennifer. That this is her life. Day in, day out. You can’t imagine how it feels to be this bored at work. And for the first time, you realise how flat you feel in doing this job.<br>
<br>
When Maisie finally returns, she looks as if she’s lost five rounds in the ring. Her shoulders slump and her smile has vanished. You rise and ask softly, “How did it go?”<Br>
<br>
She sighs, cheeks drained of colour. “Just the same old lecture about my mother’s many flaws,” she murmurs. She straightens her blouse and slips back into her routine, offering no more than a small nod. Clearly, Aunt Joan has taken every drop of her energy, leaving nothing but silence in its wake.<br>
<br>
<<ActionsHeader>>
<<link "Continue working" "EvansDepartmentStoreJenniferWork">><<TimeChange>><<set $EvansDepartmentStoreJenniferWorkResponses to undefined>><</link>><br>
<<Flag "JenniferSwitchDay1">>
<<if _FlagReturn is true>>
<s>Take a break</s> - <i>You feel compelled to work throughout today as Jennifer told you to</i><br>
<<else>>
<<link "Take a break" "EvansDepartmentStore">><<TimeChange>><<set $EvansDepartmentStoreJenniferWorkResponses to undefined>><</link>><br>
<</if>>
<<elseif $EvansDepartmentStoreJenniferWorkResponses is "AfternoonIntro">>
<b>Evans' Department Store - Sales Desk</b><br>
<img src="./images/Evans_Department_Store_Sales_Desk.png"><br>
<br>A hexagonal sales counter topped with clunky cash registers and gaudy pin-up posters, ringed by blank-faced mannequins and endless rails of drab dresses.<br>
<br>
<<CheckFirst "EvansDepartmentStoreJenniferWorkDesk">>
<<if _CheckFirst is false>>
You step behind the counter and feel instantly on display. The glare of fluorescent lights seem to be directed at the counter, whilst the shape of the counter gives people a view of you almost from every angle. Like the counter is a podium and the customers are your audience.<Br>
<Br>
Forcing a smile, you step up to the till. They are archaic, but you see the basics are the same as a string of part-time jobs you did at uni. But customer questions are a different matter. After a few honest truths to some unhappy customers, you force a bright smile and a cheerful tone in your voice. The reactions are instant and pleasant.<br>
<br>
The monotony of it dulls your mind. You find yourself dropping into a rhythm. The ancient tills clatter at your fingertips like props. The drawers ding like an ending to a song. As you serve, you complement your smiles and cheery tone with graceful movements. Every movement is choreographed: a hand on your hip here, a tilt of the head there, each flourish theatrical. This is a stage that you find yourself performing a role on.<br>
<br>
Your words are similarly refined as you go. Women lean in, nodding at your praise of their choices; men hover at the edge of the desk, smirking when you catch their eye. There is no honesty needed here. You realise quickly that you are a bright, cheerful carnival mirror, designed to reflect the best versions of your customers.<br>
<<QuestOptionCheck "Quest21" 3 "mary_handle">>
<<if _QuestOptionCheck is true>><bR>And all the while, at the back of your mind you distantly remember that you need to get away from the desk and sneak upstairs to see Mary. Your eyes periodically flick up to a clock and you grimace as time ticks by. But the drum and monotony of the tasks of a sales girl keep stacking up, and you struggle to break the brain-numbing performance that you all-too easily slip into.<br><</if>>
<br>
The act becomes so overbearing that it takes you a number of attempts to recognise your own name. “Jennifer!”<br>
<br>
<I>Except that’s not your name, is it?</i><br>
<br>
Before you can give it much thought, your heart sinks when you see the source of the voice. Grinning back at you from over the counter is Christina.<br>
<br>
<<ActionsHeader>>
<<link "Talk to Christina" "EvansDepartmentStoreJenniferWorkResponses">><<set $EvansDepartmentStoreJenniferWorkResponses to "AfternoonChristinaIntro">><<AddFirst "EvansDepartmentStoreJenniferWorkDesk">><</link>><br>
<<else>>
You take up position behind one of the counters, it all feeling familiar to you now. You bustle around the counter with a bounce and enthusiasm, keep your voice a pitch higher than normal, and above all, smile. It still feels like a stage, but you’re growing used to being both the centre of attention and an empty vessel, letting your mind slip away as you parrot back compliments and smile at leering men.<Br>
<<QuestOptionCheck "Quest21" 3 "mary_handle">>
<<if _QuestOptionCheck is true>>
<Br>Still, all the while, looking for a moment to get upstairs to see Mary. But the queues seem to appear just as you think you have caught a break.<br>
<</if>>
<br>
Just like clockwork though, as you say goodbye to the last customer currently at the desk, Christina appears from behind a clothing rack. “Oh hello, Jennifer! Can you possibly do me an awful favour? I need to find a new outfit that won’t look unseemly at Daddy’s croquet afternoon.”<br>
<<QuestOptionCheck "Quest21" 3 "mary_handle">>
<<if _QuestOptionCheck is true>><br>You glance up at the clock. If you’re going to catch Mary before she leaves for the day, you’re going to have to get rid of Christina. Fast.<br><</if>>
<br>
<<ActionsHeader>>
<<SpellsCheckSelf "Charm">><<CharmedCheck "Christina">>
<<if _Charmed is false and _SpellsCheckSelf is true and $current.female is true>>
<<link "[Spell: Charm] Tell Christina she doesn’t need your help" "EvansDepartmentStoreJenniferWorkResponses">><<set $EvansDepartmentStoreJenniferWorkResponses to "AfternoonCharm">><</link>><br>
<</if>>
<<StatCheckAssertive "gt" 80>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to stand up for yourself">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "EvansDepartmentStoreJenniferWorkResponses">><<set $EvansDepartmentStoreJenniferWorkResponses to "AfternoonAssertivePass">><</link>><br>
<<else>><<link _StatAssertiveProbability "EvansDepartmentStoreJenniferWorkResponses">><<set $EvansDepartmentStoreJenniferWorkResponses to "AfternoonAssertiveFail">><<Assertive 1>><</link>><br><</if>>
<<link "Tell Christina you’re too busy" "EvansDepartmentStoreJenniferWorkResponses">><<set $EvansDepartmentStoreJenniferWorkResponses to "AfternoonBusy">><<Greedy 1>><</link>><br>
<<link "Help Christina pick an outfit" "EvansDepartmentStoreJenniferWorkResponses">><<set $EvansDepartmentStoreJenniferWorkResponses to "AfternoonOutfit">><<Assertive -1>><</link>><br>
<</if>>
<<elseif $EvansDepartmentStoreJenniferWorkResponses is "AfternoonChristinaIntro">>
“Store’s awfully quiet today,” Christina mentions. “Scaring customers off with that… intensity of yours?” She lets the word hang, as if daring you to challenge it. “Maybe I should mention it to daddy,” she adds, trying to taunt you.<Br>
<Br>
When you don’t reply, she smiles. “Oh Jennifer, just relax. It’s just a joke. That can’t hurt you, you know?”<br>
<br>
She looks around before turning back to you. “In fact, whilst the store isn’t busy, maybe you can help me. Daddy is taking me to a production in the city next week. Something chic and cultured. I need to look amazing.” <bR>
<br>
She briefly looks down at the clothes stacked up on the counter, derision on her face. Then, back at you. “There are too many horrors here to sift through. Do you think you could manage to find something suitable? You might be as bumpkin as everyone else in this town, but even you must have some idea of what I am looking for.” She pauses, her smile fading just slightly. When she speaks again, her voice is softer, but almost dangerous. “You haven’t forgotten everything you once were, have you?”<br>
<br>
<<ActionsHeader>>
<<SpellsCheckSelf "Charm">><<CharmedCheck "Christina">>
<<if _Charmed is false and _SpellsCheckSelf is true and $current.female is true>>
<<link "[Spell: Charm] Tell Christina she doesn’t need your help" "EvansDepartmentStoreJenniferWorkResponses">><<set $EvansDepartmentStoreJenniferWorkResponses to "AfternoonCharm">><</link>><br>
<</if>>
<<StatCheckAssertive "gt" 80>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to stand up for yourself">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "EvansDepartmentStoreJenniferWorkResponses">><<set $EvansDepartmentStoreJenniferWorkResponses to "AfternoonAssertivePass">><</link>><br>
<<else>><<link _StatAssertiveProbability "EvansDepartmentStoreJenniferWorkResponses">><<set $EvansDepartmentStoreJenniferWorkResponses to "AfternoonAssertiveFail">><<Assertive 1>><</link>><br><</if>>
<<link "Tell Christina you’re too busy" "EvansDepartmentStoreJenniferWorkResponses">><<set $EvansDepartmentStoreJenniferWorkResponses to "AfternoonBusy">><<Greedy 1>><</link>><br>
<<link "Help Christina pick an outfit" "EvansDepartmentStoreJenniferWorkResponses">><<set $EvansDepartmentStoreJenniferWorkResponses to "AfternoonOutfit">><<Assertive -1>><</link>><br>
<<elseif $EvansDepartmentStoreJenniferWorkResponses is "AfternoonCharm">>
<<CastCharm "Christina">>
<<if _CharmSpell is true>>
You inhale deeply, feeling the Charm magic coil in your chest, then exhale. An almost imperceptible mist of enchantment drifts toward her and settles around her like a delicate haze. You whisper, voice hushed but resonant: “Leave me alone.”<Br>
<br>
Her pupils dilate, and for a heartbeat her confident mask slips. You see surprise flicker, then shoulders drop and the edge in her posture melts away. She clears her throat, voice gentle.<br>
<br>
“I… I can manage,” she murmurs, voice unsteady. “I’ll find something on my own.”<br>
<br>
There’s a curiosity on her face, as she fights against the impact of the spell. “After you, my own fashion sense was well below par. Yours is…”<Br>
<br>
Her eyes narrow as she can’t quite finish the sentence. A faint flush rises on her cheeks as she stammers, “Sorry. I didn’t mean…”<br>
<br>
Christina offers a small, unsteady curtsy, then turns on her heels. You watch her leave, chest fluttering at the quiet power of those simple words. The feeling of tricking Christina brings a warmth to your soul. And with some worry, you try to remember feeling anything since dropping into your performance on the sales stand. As much as you try, you can't recall one at all.<br>
<br>
<<ActionsHeader>>
<<QuestOptionCheck "Quest21" 3 "mary_handle">>
<<if _QuestOptionCheck is true>>
<<Flag "JenniferSwitchDay1">>
<<if _FlagReturn is true>>
<s>Sneak up to the office</s> - <i>You feel compelled to work throughout today as Jennifer told you to</i><br>
<<else>>
<<link "Sneak up to the office" "EvansDepartmentStoreReception">><<EvansDepartmentStoreFirst>><</link>><br><</if>>
<</if>>
<<link "Finish your shift" "EvansDepartmentStoreJenniferWork">><<set $EvansDepartmentStoreJenniferWorkResponses to undefined>><<TimeChange>><</link>><br>
<<else>>
You draw in a steady breath and whisper “Leave me alone,” letting the Charm magic flow toward Christina. The air shimmers as it drifts over her. For a moment you think it’s working: her brow flickers, her posture hesitates -<br>
<Br>
Then, almost imperceptibly, her confidence snaps back. Christina’s eyes narrow as she tilts her head, her gaze locking onto yours with sharp intensity. The faint haze of your spell dissipates around her like water against stone.<Br>
<Br>
“Did you just try to use magic on me?” she murmurs quietly. She seems uncharacteristically muted and considered. “You would dare. You turned your back on all of that…”<br>
<br>
You hold her stare, heart pounding, as exhaustion and shame wash over you. The magic you summoned, faltered. The power you relied on, evaporated.<Br>
<br>
A smile appears on her face, but her eyes remain wary. “You wouldn’t be looking to get back into the game, now would you, Jen?”<Br>
<Br>
She appraises you and the smile broadens. ”No." Her voice comes, voice low. Quiet. "After all, the curses are still active. If you had anything left, I'm sure they'd be gone. So let’s just chalk this up to a misstep.”<Br>
<<trackKnowledge "Curses" "JenniferLearned">>
<br>
Christina straightens her back, mentally dusting herself off. “Now,” she says, asserting her dominance over the situation. “About that outfit.”<br>
<br>
<<ActionsHeader>>
<<link "Tell Christina you’re too busy" "EvansDepartmentStoreJenniferWorkResponses">><<set $EvansDepartmentStoreJenniferWorkResponses to "AfternoonBusy">><<Greedy 1>><</link>><br>
<<link "Help Christina pick an outfit" "EvansDepartmentStoreJenniferWorkResponses">><<set $EvansDepartmentStoreJenniferWorkResponses to "AfternoonOutfit">><<Assertive -1>><</link>><br>
<</if>>
<<elseif $EvansDepartmentStoreJenniferWorkResponses is "AfternoonAssertivePass">>
You straighten your shoulders and meet Christina’s cool gaze. “I’m sorry, but I’m swamped today. I can’t help you.”<br>
<br>
Her lips curl into an elegant, poisonous smile. “You hardly look busy,” she purrs. “Perhaps I will tell father you’ve been slacking off when I walked in.”<br>
<br>
Something inside you snaps. You step forward, voice low and controlled. “Don’t push me, Christina. Don’t try me.” You hold her eyes with yours. “You might think you’re something special, but really you’re just another spoiled schoolgirl. You have no power here.”<br>
<br>
Christina looks at you, confused and almost worried. “What do you mean by that?” <Br>
<br>
You keep your tone neutral, though your heart hammers in your chest. “What do you think I mean?”<br>
<br>
Christina’s icy blue eyes narrow, uncertainty creeping into their sheen. She glances away for a heartbeat, as if weighing your words. Then she whispers, almost fearful, “You wouldn’t dare. You turned your back on all of that…”<br>
<br>
<i>Where did that come from?</i> you wonder, even as you fight to conceal how shaken you yourself feel.<Br>
<br>
Christina seems to pull herself together when you don’t reply, but there’s still a wariness to her stare. “I don’t think you still have that inside of you,” she murmurs.<Br>
<Br>
”After all, all the curses are still active, Jen. If you had anything left, I would expect some tampering.”<Br>
<Br>
You say nothing. Holding her gaze. She snorts and sighs dramatically. “Whatever. It’s no fun if you don’t respond. Be seeing you, Jen.”<Br>
<Br>
You watch her go. The sensations of standing up against Christina course through your body, like something awoken. Bringing you out of the glaze that seems to have overtaken you since working the counter.<br>
<<trackKnowledge "Curses" "JenniferLearned">>
<br>
<<ActionsHeader>>
<<QuestOptionCheck "Quest21" 3 "mary_handle">>
<<if _QuestOptionCheck is true>>
<<Flag "JenniferSwitchDay1">>
<<if _FlagReturn is true>>
<s>Sneak up to the office</s> - <i>You feel compelled to work throughout today as Jennifer told you to</i><br>
<<else>>
<<link "Sneak up to the office" "EvansDepartmentStoreReception">>
<<EvansDepartmentStoreFirst>>
<<DialogueSpokenSecretKnown "Jennifer" "Tell">>
<<if _Discussed is true>><<EventTrigger "JennifersApartment" "JenReactChristinaWork" null "Jennifer" null null null null false>><</if>>
<</link>><br>
<</if>>
<</if>>
<<link "Finish your shift" "EvansDepartmentStoreJenniferWork">>
<<set $EvansDepartmentStoreJenniferWorkResponses to undefined>>
<<DialogueSpokenSecretKnown "Jennifer" "Tell">>
<<if _Discussed is true>><<EventTrigger "JennifersApartment" "JenReactChristinaWork" null "Jennifer" null null null null false>><</if>>
<<TimeChange>>
<</link>><br>
<<elseif $EvansDepartmentStoreJenniferWorkResponses is "AfternoonAssertiveFail">>
You straighten your shoulders and meet Christina’s cool gaze. “I’m sorry, but I’m swamped today. I can’t help you.”<Br>
<br>
Her lips curl into an elegant, poisonous smile. “You hardly look busy,” she purrs. “Perhaps I will tell father you’ve been slacking off when I walked in.”<br>
<br>
Something in you welters. Christina, watching you carefully, seems to spot the doubt on your face. “I’m not scared of you, Jen. I haven’t been scared of you for quite some time. You might still fool some people with the bravado, but all I see is a meek little shop girl. Maybe the self-confident high achiever back at school was the mask, after all.”<br>
<Br>
You gulp. Finding yourself lost for words.<Br>
<br>
“Now. About that help. And to be clear, you’re the help, here.”<Br>
<br>
<<ActionsHeader>>
<<link "Tell Christina you’re too busy" "EvansDepartmentStoreJenniferWorkResponses">><<set $EvansDepartmentStoreJenniferWorkResponses to "AfternoonBusy">><<Greedy 1>><</link>><br>
<<link "Help Christina pick an outfit" "EvansDepartmentStoreJenniferWorkResponses">><<set $EvansDepartmentStoreJenniferWorkResponses to "AfternoonOutfit">><<Assertive -1>><</link>><br>
<<elseif $EvansDepartmentStoreJenniferWorkResponses is "AfternoonBusy">>
You glance at the till, piled high with receipts and customer requests. “Sorry, Christina, I’m swamped,” you say, voice curt. “I’ve got sales to ring up, restocks to sort, and display checks to finish.”<br>
<bR>
She arches an elegant brow. “Hardly looks like you’re busy,” she retorts, stepping close enough so you can smell her perfume. “You wouldn’t be trying to slack off, would you, Jen?”<Br>
<br>
You let a cold edge slip in. “You can tell me about being busy when you work a day in her life.”<Br>
<Br>
She reacts with a thin smile. “Be careful now, Jennifer,” she says quietly. “You wouldn’t want me telling daddy how rude the service was today, would you?”<Br>
<Br>
A flicker of anger warms your cheeks, but you bite back another retort. The threat in her tone reminds you where you stand.<Br>
<br>
“Fine,” she says when you don’t respond. “Remember your place, Jen. You're not top-dog anymore. Not for quite some time."<Br>
<br>
She turns on her heels and glides away. You watch her go. The sensations of standing up against Christina course through your body, like something awoken. Bringing you out of the glaze that seems to have overtaken you since working the counter. <br>
<Br>
But there’s a mixture of something else there too. Your cheeks redden as you repeat her final words in your head. Along with the defiance, there’s shame in there too.<br>
<br>
<<ActionsHeader>>
<<QuestOptionCheck "Quest21" 3 "mary_handle">>
<<if _QuestOptionCheck is true>>
<<Flag "JenniferSwitchDay1">>
<<if _FlagReturn is true>>
<s>Sneak up to the office</s> - <i>You feel compelled to work throughout today as Jennifer told you to</i><br>
<<else>>
<<link "Sneak up to the office" "EvansDepartmentStoreReception">>
<<EvansDepartmentStoreFirst>>
<<DialogueSpokenSecretKnown "Jennifer" "Tell">>
<<if _Discussed is true>><<EventTrigger "JennifersApartment" "JenReactChristinaWork" null "Jennifer" null null null null false>><</if>>
<</link>><br>
<</if>>
<</if>>
<<link "Finish your shift" "EvansDepartmentStoreJenniferWork">>
<<set $EvansDepartmentStoreJenniferWorkResponses to undefined>>
<<DialogueSpokenSecretKnown "Jennifer" "Tell">>
<<if _Discussed is true>><<EventTrigger "JennifersApartment" "JenReactChristinaWork" null "Jennifer" null null null null false>><</if>>
<<TimeChange>>
<</link>><br>
<<elseif $EvansDepartmentStoreJenniferWorkResponses is "AfternoonOutfit">>
You sigh, steeling yourself, and follow Christina back to the ladies’ fashion rails.<Br>
<Br>
She plucks a fuchsia sheath from the rack and holds it against you. “This is far too loud,” she snaps, tossing it back. “Honestly, Jennifer. Did they teach you nothing about balance at Charlton?”<Br>
<Br>
You slide out a muted silver wrap instead. “This drapes nicely -”<Br>
<br>
She rolls her eyes. “Silver? At a theatre production? I’ll look like a walking mirror.”<br>
<Br>
An hour crawls by in the same rhythm. You produce dress after dress and she dismisses each one. Her voice drips with thinly veiled threats, constantly mentioning her father and his impending disappointment at your work ethic with every hanger you hand her.<Br>
<Br>
You feel the afternoon bleed away under her scorn. Each criticism weighs heavier than the last: the fabric is too stiff, the cut too conservative, your own taste too provincial. If this is what Jennifer must endure in retail, you wonder why she hasn’t walked out of Charlton and never looked back.<br>
<Br>
At last, Christina abandons the exercise. “None of this is right,” she declares. “Perhaps I’ll simply borrow from a friend. One who knows style.” She brushes past you, expression cool.<br>
<br>
You straighten, quietly relieved that the ordeal is over. As she disappears down the aisle, you murmur under your breath, “Well done, Jen. Always good to indulge your betters.”<Br>
<Br>
Afternoon wasted, you stand in the centre of the store alone. Wondering if Christina ever had any intention of buying something this afternoon.<br>
<br>
<<ActionsHeader>>
<<link "Finish your shift" "EvansDepartmentStoreJenniferWork">><<set $EvansDepartmentStoreJenniferWorkResponses to undefined>><<TimeChange>><</link>><br>
<</if>><b>Evans' Department Store</b><br>
<img src="./images/Evans_Department_Store_Reception.png"><br>
<br>A wood-panelled reception dominated by a lone desk, an old rotary telephone, and a frosted door with Terry Evans' name stencilled into it. The muted decor radiates sterile authority and quiet isolation.<br>
<br>
<<if $EvansDepartmentStoreReceptionTimer is 0>>
You slip away from the sales floor, heart thudding, and quickly ascend the narrow staircase to the upper level. The air grows still and hushed. Gone are the bright rails and glass displays, replaced by warm wood paneling, muted green accents, and quiet overhead lights that lend the reception a calm, somber precision.<br>
<br>
A lone wooden desk stands beneath a wall clock, an old rotary phone perched at its corner; framed abstract prints hang on the walls, their muted tones echoing the soft carpet underfoot.<br>
<br>
Behind the desk sits Mary Handle. A woman in her forties with motherly poise. Her blouse is crisply ironed, her hair pulled into a tidy chignon, and though laugh lines crease the corners of her eyes, she wears them like a badge of experience. When she looks up, her gaze is both welcoming and perceptive, as if she’s seen every kind of face pass through these doors.<br>
<bR>
She looks up from the shift roster, offering you a warm, practised smile. “Jennifer,” she says, voice soft and steady. “Everything all right? Need to see Mr. Evans? He’s always happy to make time for his girls.” <br>
<br>
You step forward, your heart ticking like the clock on the wall. You know Mary is Terrence’s mother and that the note you found at Jennifer’s apartment had her phone number on. You need to find out what it means, and you bet that Mary can help you make sense of it.<Br>
<<elseif $EvansDepartmentStoreReceptionTimer is 1>>
Mary continues to patiently wait for you to talk. A soft creak from inside Terry’s office makes her jump. The pulse in your throat quickens.<br>
<<elseif $EvansDepartmentStoreReceptionTimer is 2>>
Mary waits for you to speak. Through the frosted door you hear heavy footsteps, followed by a growl of curses and muttered profanity that rattles the wood. Mary’s polite smile falters for the briefest moment. Her eyes dart toward the door, then back to you, calm and composed despite the storm thriving just out of sight.<br>
<<elseif $EvansDepartmentStoreReceptionTimer is 3>>
<<CheckPersonalityState "Terry">>
<<if _PersonalityState is "Hardened">>
The door slams open with a crack that rattles the reception desk glass. Terry Evans fills the frame, his silver hair mussed, blue eyes locking on to you. This time, there is no smile with it.<br>
<br>
“Downstairs, Jenna,” he says flatly. “I don’t pay you to socialise.”<br>
<br>
Mary’s head comes up from the roster. Whatever she was expecting from her employer, it wasn’t that tone. She looks between the two of you, taken aback, then decides the schedule needs her attention after all.<br>
<br>
Terry doesn’t move from the doorway. He simply watches you. “I’ll see you later,” he says as you turn for the stairs. “I’m sure of it.”<br>
<<else>>
The door slams open with a crack that rattles the reception desk glass. Terry Evans fills the frame, his silver hair mussed, blue eyes locking on to you. “Jenna!”<Br>
<br>
Mary returns quickly to looking at the schedule in front of her, leaving you alone. Terry smiles thinly as he looks at you. “I thought I heard you,” he says in a low voice. “Come on in.”<Br>
<Br>
You look back to Mary, then to the corridor. Neither feels like an option. Terry gestures with his thumb for you to join him.<Br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<CheckPersonalityState "Terry">>
<<if $EvansDepartmentStoreReceptionTimer is 3 and _PersonalityState is "Hardened">>
<<link "Head back downstairs" "EvansDepartmentStoreJenniferWork">>
<<EndConversation "Mary">>
<<set $EvansDepartmentStoreReceptionTimer to undefined>>
<<TimeChange>>
<</link>>
<<elseif $EvansDepartmentStoreReceptionTimer is 3>>
<<link "Enter Terry Evans' office" "EvansDepartmentStoreEvansOffice">>
<<EndConversation "Mary">>
<<NPCKnown "Terry">>
<<set $EvansDepartmentStoreReceptionTimer to undefined>>
<<EventTrigger "EvansDepartmentStoreEvansOffice" "TerryEvansSummon" null null "Jennifer" null null null true>>
<</link>>
<<else>>
<<StatCheckIntelligence "gt" 45>>
<<set _StatIntelligenceProbability to _StatIntelligenceProbability + " Try to casually ask about Sunday morning">>
<<DialogueSpoken "Mary" "Intelligence">>
<<if _Discussed is false>>
<<if _StatCheckIntelligence is true>><<link _StatIntelligenceProbability "MaryDialogue">><<set $MaryDialogue to "IntPass">><</link>><br>
<<else>><<link _StatIntelligenceProbability "MaryDialogue">><<set $MaryDialogue to "IntFail">><<Intelligence 1>><</link>><br><</if>>
<</if>>
<<DialogueSpoken "Mary" "Terrence">>
<<if _Discussed is false>><<link "Ask how Terrence is doing" "MaryDialogue">><<set $MaryDialogue to "Terrence">><</link>><br><</if>>
<<DialogueSpoken "Mary" "Annie">>
<<if _Discussed is false>><<link "Ask about Annie" "MaryDialogue">><<set $MaryDialogue to "Annie">><</link>><br><</if>>
<<DialogueUnlockCheck "Mary" "BiologyClue">>
<<if _DialogueUnlockCheck is true>>
<<StatCheckAssertive "gt" 70>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to find out where Jennifer is tutoring Terrence">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "MaryDialogue">><<set $MaryDialogue to "AssertivePass">><</link>><br>
<<else>><<link _StatAssertiveProbability "MaryDialogue">><<set $MaryDialogue to "AssertiveFail">><<Assertive 1>><</link>><br><</if>>
<</if>>
<<DialogueUnlockCheck "Mary" "GirlsClue">><<DialogueSpoken "Mary" "Girls">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about Terrence and girls" "MaryDialogue">><<set $MaryDialogue to "Girls">><</link>><br><</if>>
<<DialogueUnlockCheck "Mary" "QuietClue">><<DialogueSpoken "Mary" "Quiet">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about the quiet space for tutoring" "MaryDialogue">><<set $MaryDialogue to "Quiet">><</link>><br><</if>>
<<SpellsCheckSelf "Charm">><<CharmedCheck "Mary">><<DialogueSpoken "Mary" "CharmTerrence">><<QuestState "Quest21">>
<<if _Charmed is false and _SpellsCheckSelf is true and $current.female is true and _Discussed is false and _QuestState is 3>><<link "[Spell: Charm] Try to charm Mary into telling you about Terrence" "MaryDialogue">><<set $MaryDialogue to "CharmTerrence">><<CastCharm "Mary">><</link>><br><</if>>
<<link "Say goodbye to Mary and end your shift" "EvansDepartmentStoreJenniferWork">><<TimeChange>><<EndConversation "Mary">><<set $EvansDepartmentStoreReceptionTimer to undefined>><</link>><Br>
<</if>><<if $EvansDepartmentStoreSleepwear is undefined>>
Almost like a dream, you wander through the empty store, finding yourself quickly standing in the sleepwear section. Your mind races. Too often you've seen things in this section where your mind has jumped to what Jennifer would like wearing it. Now, the thought process is the same. But in the image, you’re Jennifer. And Jennifer is you.<br>
<Br>
<I>Do you want to appear sexy for your man?</i> the snide voice that lives in your head snaps at you. <I>Imagining what he’ll say when he sees you.</i><br>
<Br>
You bite your lip. Your eye wanders to a rack of silk nightwear. You’ve seen Jen in a similar one before, but these seem like a different design. The hemline short, the top more open. Backless, tied together by lace trim.<Br>
<br>
Something in you stirs. A picture of what it would be like to wear it. You can’t escape it. Looking at it is turning you on.<Br>
<bR>
You pick up a couple, and mull over what colour to buy.<Br>
<br>
<<ActionsHeader>>
<<link "Buy the pink one" "EvansDepartmentStoreSleepwear">><<set $EvansDepartmentStoreSleepwear to "Pink">><<TakeObjectNPC "Jennifer" "PinkSleepwear">><<Feminity 1>><</link>><br>
<<link "Buy the red one" "EvansDepartmentStoreSleepwear">><<set $EvansDepartmentStoreSleepwear to "Red">><<TakeObjectNPC "Jennifer" "RedSleepwear">><<Orientation 1>><</link>><br>
<<link "Buy the black one" "EvansDepartmentStoreSleepwear">><<set $EvansDepartmentStoreSleepwear to "Black">><<TakeObjectNPC "Jennifer" "BlackSleepwear">><<Assertive -1>><</link>><br>
<<elseif $EvansDepartmentStoreSleepwear is "Pink">>
You pick out the pink colour. A small giggle escapes as you run it through the till, feeling the silk material in your fingers. You picture yourself in it. Standing in Jennifer’s bedroom. Looking cute. Girly. Feminine.<br>
<br>
And shut down the memory as the thought of who is watching as you model it.<Br>
<br>
<<ActionsHeader>>
<<Flag "JenniferSwitchDay1">>
<<if _FlagReturn>><<link "Leave and return to Jennifer’s apartment" "JennifersApartmentCook">><<set $EvansDepartmentStoreSleepwear to undefined>><</link>><br>
<<else>> <<link "Leave the store" "OrchidRoad">><<set $EvansDepartmentStoreSleepwear to undefined>><</link>><br><</if>>
<<elseif $EvansDepartmentStoreSleepwear is "Red">>
You pick out the red colour. A sultry laugh escapes as you run it through the till, feeling the silk material in your fingers. You picture yourself in it. Standing in Jennifer’s bedroom. Looking alluring. Sexy. Hot.<br>
<Br>
And shut down the memory as the thought of who is watching as you model it.<Br>
<Br>
<<ActionsHeader>>
<<Flag "JenniferSwitchDay1">>
<<if _FlagReturn>><<link "Leave and return to Jennifer’s apartment" "JennifersApartmentCook">><<set $EvansDepartmentStoreSleepwear to undefined>><</link>><br>
<<else>> <<link "Leave the store" "OrchidRoad">><<set $EvansDepartmentStoreSleepwear to undefined>><</link>><br><</if>>
<<elseif $EvansDepartmentStoreSleepwear is "Black">>
You pick out the black colour. A wicked cackle escapes as you run it through the till, feeling the silk material in your fingers. You picture yourself in it. Standing in Jennifer’s bedroom. Looking assertive. Confident. Dominant.<Br>
<Br>
And shut down the memory as the thought of who is watching as you model it.<br>
<Br>
<<ActionsHeader>>
<<Flag "JenniferSwitchDay1">>
<<if _FlagReturn>><<link "Leave and return to Jennifer’s apartment" "JennifersApartmentCook">><<set $EvansDepartmentStoreSleepwear to undefined>><</link>><br>
<<else>> <<link "Leave the store" "OrchidRoad">><<set $EvansDepartmentStoreSleepwear to undefined>><</link>><br><</if>>
<</if>><<if $EvansDepartmentStoreShopWorkout is "Male">>
The male selection is sparse but straightforward. One rack of folded shorts and T-shirts in muted greys and dark blues. No labels boast of trend or appeal. Every one lists out the benefits to exercise. Moisture-wicking, stretch-fit, durable.<Br>
<br>
You find a pair of shorts in your size, along with a workout shirt. The fabric is light but tough, designed to move with you and soak up sweat without complaint. There’s nothing flashy about any of it. No mesh panels, no logos, no tailoring to accentuate anything.<Br>
<br>
It’s not meant to show you off. It’s meant to let you workout. As you check the fit, you feel readiness. These clothes are for testing yourself. Pushing yourself. Winning.<br>
<br>
<<ActionsHeader>>
<<link "Buy the outfit and return to the store" "EvansDepartmentStore">><<set $EvansDepartmentStoreShopWorkout to undefined>><<TakeObjectLocation "EvansDepartmentStore" "WorkoutGearMale">><<TaskTracker "Task8" "complete">><<TimeChange>><</link>>
<<elseif $EvansDepartmentStoreShopWorkout is "Female">>
You look around Evans’ Department Store for any sign of workout clothes. After some searching, you notice a sign pointing to “Activewear.”<Br>
<Br>
The first thing you notice is how small everything is. Cropped tops, high-cut leggings, sheer mesh panels. The whole collection seems less designed for exercise and more for visibility. You scan the tags. Nothing here promises support or durability. But they all will bring attention.<bR>
<<if $current.avatar is "Emily">><br>You aren’t sure how you feel about wearing anything here, especially as Emily. Even if you only wear it whilst working out, people will still see. The thought of what you will look like as they watch unnerves you.<br><</if>>
<br>
After flicking through racks, you realise there are realistically only three options available to you. On-brand for Evans, the options are distinguished by colour - Red, Black and Pink - but more than the colours, the trims and design on each couldn’t be more different.<Br>
<br>
The red set is made of material that is slick, tight, and unmistakably meant to be looked at. The top has a deep scoop neck, and the leggings cut high across the hips. Wearing this would make your body impossible to ignore. When you fold it over your arm, you can’t help but think about being seen in it. And why it feels exciting to imagine it.<br>
<Br>
In contrast, the black set is made of matte stretch fabric with glossy straps that criss-cross the back like a harness. There are clasps you can’t imagine being useful for anything athletic. The top even includes a black collar to hold it in-place. You wonder why workout gear would be designed to restrict movement and impede airflow, but it's designed that way. Almost intentional. Not for comfort of the wearer, but the control and restriction of them.<br>
<br>
Finally, the pink set is soft and frilly, with ruffled hems and a cute little bow at the waistband. The top has capped sleeves and a sweetheart neckline. It’s absurd. Infantilising. You can’t imagine anyone taking you seriously whilst wearing it. But as you picture yourself in it, a giggle stifles out from between your lips.<Br>
<br>
You regard all three options, trying to see if there is any sense of magic about them. You can’t detect anything, but the urge remains - whichever you choose, you can't help but feel it will reflect a part of you.<Br>
<br>
<<ActionsHeader>>
<<link "Choose the red one" "EvansDepartmentStoreShopWorkout">><<set $EvansDepartmentStoreShopWorkout to "Red">><<Feminity 1>><<Orientation 1>><</link>><Br>
<<link "Choose the pink one" "EvansDepartmentStoreShopWorkout">><<set $EvansDepartmentStoreShopWorkout to "Pink">><<Feminity 1>><<Intelligence -1>><</link>><Br>
<<link "Choose the black one" "EvansDepartmentStoreShopWorkout">><<set $EvansDepartmentStoreShopWorkout to "Black">><<Feminity 1>><<Assertive -1>><</link>><Br>
<<link "Leave the activewear for now" "EvansDepartmentStore">><<set $EvansDepartmentStoreShopWorkout to undefined>><</link>>
<<elseif $EvansDepartmentStoreShopWorkout is "Red">>
Running your hand over the red outfit again, you feel the smooth stretch of the fabric between your fingers. It’s bold. Showy. There’s no pretending this is about fitness. This is about form and how to accentuate the curve of your hips and the cut of your neckline. <br>
<br>
You picture yourself stretching in it. Bending. Squatting. Stretching. Breathing heavy. You imagine how eyes will follow your curves and lines. And not just anyone’s eyes. Men's.<bR>
<Br>
You pause, caught off guard by the warmth in your chest. You weren’t thinking of smiling, but there it is on your face. <br>
<Br>
You fold the outfit carefully and hold it close, already lost in a dream of how you'll look in your future workouts.<Br>
<br>
<<ActionsHeader>>
<<link "Buy the outfit and return to the store" "EvansDepartmentStore">><<set $EvansDepartmentStoreShopWorkout to undefined>><<TakeObjectLocation "EvansDepartmentStore" "WorkoutGearRed">><<TaskTracker "Task8" "complete">><<TimeChange>><</link>>
<<elseif $EvansDepartmentStoreShopWorkout is "Black">>
You pick up the black outfit again, tracing the lines of the glossy straps and the neat black collar. It’s snug. Intentionally so. You can feel, just from holding it, the way it will wrap around your body. How it’ll press against your skin. How it’ll cling to your throat.<Br>
<Br>
It’s not made for comfort. That much is clear. It’s made to hold you in place. To keep you still. Presentable.<Br>
<Br>
You think about how you’ll look in it. What people will think of you as you struggle to breath and move in the straps. For some reason, that doesn’t feel frightening. Paradoxically, it’s empowering.<Br>
<br>
<<ActionsHeader>>
<<link "Buy the outfit and return to the store" "EvansDepartmentStore">><<set $EvansDepartmentStoreShopWorkout to undefined>><<TakeObjectLocation "EvansDepartmentStore" "WorkoutGearBlack">><<TaskTracker "Task8" "complete">><<TimeChange>><</link>>
<<elseif $EvansDepartmentStoreShopWorkout is "Pink">>
You hold the pink outfit up to the light. The frills bob slightly, and the little bow at the waist bounces as you shift it in your hands. It’s ridiculous.<Br>
<br>
But as the thought crosses your mind, a tiny laugh slips out. You try to stifle it, but fail. The neckline is sweet. The sleeves are puffed. You imagine yourself bouncing into class in it, all smiles and energy. No one would expect anything of you. They would assume you’re a girly girl with little going on in your pink-tarnished brain.<bR>
<Br>
For a second, that sounds nice. You smile at that thought. The only thought you currently have.<Br>
<Br>
Maybe thinking’s overrated.<Br>
<br>
<<ActionsHeader>>
<<link "Buy the outfit and return to the store" "EvansDepartmentStore">><<set $EvansDepartmentStoreShopWorkout to undefined>><<TakeObjectLocation "EvansDepartmentStore" "WorkoutGearPink">><<TaskTracker "Task8" "complete">><<TimeChange>><</link>>
<</if>><<switch $EvansDepartmentStoreShopSwimWear>>
<<case undefined>>
You look around the store for the swimwear section. After walking through aisles of lingerie and sleepwear, you find a small alcove with a sign depicting a beach and a girl lounging by the ocean.<br>
<Br>
The variety on-display is overwhelming. Everything from one-piece sports swimsuits to string bikinis that you couldn’t imagine anyone wearing in Charlton. Given what you know about the town, it’s almost shocking to see some of these being sold.<Br>
<Br>
<I>Then again, is it really so surprising with what you’ve been through?</i><br>
<Br>
One thing is consistent, however. Even the most conservative swimsuit is still shaped to accentuate the body. The waists are drawn in, neckline a little too low, the leg-cut a little too high. It’s a reminder that whatever you pick, a large part of your body will be on-display. For all to see.<Br>
<br>
Looking at the outfits hanging up, there are a few options to choose from. The most practical is a one-piece blue swimsuit, clearly designed for swimming. It still has a high-cut leg, scooped neckline, and open back that would show off your body, but would be the most practical for doing laps in a pool.<Br>
<Br>
Another is a light pink bikini made from smooth, minimalist fabric. The sliding triangle top and high-cut bottoms are simple and flattering, but you notice the bottoms narrow to a central panel. You can imagine it reveals a lot more of your bum cheeks than it first appears to.<Br>
<Br>
Lastly, there’s a bold red ribbed bikini with a sling triangle top. Bows tie the barely-there bottoms on each side and the thin strip on the back is clearly designed to nestle between your arse cheeks. The cups of the top are small and designed to just cover your nipples, and only string offers any mechanism to hold them in place. <Br>
<br>
Whatever you choose, you are going to be on-show whilst wearing it. There seems to be no sense of magic about the items, but you still register a sinking feeling in your stomach. These are designed for the viewer, not the wearer.<br>
<Br>
<<ActionsHeader>>
<<link "Choose the blue swimsuit" "EvansDepartmentStoreShopSwimWear">><<set $EvansDepartmentStoreShopSwimWear to "Blue">><</link>><br>
<<link "Choose the light pink bikini" "EvansDepartmentStoreShopSwimWear">><<set $EvansDepartmentStoreShopSwimWear to "Pink">><</link>><br>
<<link "Choose the red string bikini" "EvansDepartmentStoreShopSwimWear">><<set $EvansDepartmentStoreShopSwimWear to "Red">><</link>><br>
<<case "Blue">>
You take down the swimsuit, tracing its lines with your finger. It’s the most practical, but you can’t help but notice the high-cut legs and the plunge top. Is this really designed for the swimmer or the spectators?<br>
<Br>
<<ActionsHeader>>
<<link "Buy the outfit and return to the store" "EvansDepartmentStore">><<TakeObjectLocation "EvansDepartmentStore" "SwimsuitBlue">><<TaskTracker "Task11" "complete">><</link>>
<<case "Pink">>
You take down the pink bikini, tracing its lines with your finger. It provides a trade-off in practicality for taking a dip, plus also tanning. You try to ignore the thoughts of how it emphasises your bum cheeks and how the top will hang low.<br>
<Br>
<<ActionsHeader>>
<<link "Buy the outfit and return to the store" "EvansDepartmentStore">><<TakeObjectLocation "EvansDepartmentStore" "SwimsuitPink">><<TaskTracker "Task11" "complete">><</link>>
<<case "Red">>
You take down the red bikini, curling the string around your finger. There’s not much to hold on to. You can’t help but consider how you’ll look in it, and how other people will perceive you as they walk by.<Br>
<Br>
<<ActionsHeader>>
<<link "Buy the outfit and return to the store" "EvansDepartmentStore">><<TakeObjectLocation "EvansDepartmentStore" "SwimsuitRed">><<TaskTracker "Task11" "complete">><</link>>
<</switch>><<switch $EvansDepartmentStoreShopTennisOutfit>>
<<case undefined>>
Walking past the activewear section, you finally find a small stand with clothing designed for women and sport. A sign in Evans' vintage aesthetic showcases a woman in a skirt and top holding a racket behind her head, smiling.<bR>
<Br>
The selection is minimal. At one end of the stand you note a white tennis dress, fitted through the waist with a flared hem designed to fall around mid-thigh. It has a modest neckline, but the racerback cut still leaves your shoulders bare. It looks athletic and easy to move in, but the shape will still draw the eye.<br>
<br>
Then there are the skirts and tops. All white again, with the tops sleeveless and fitted, made out of stretch performance fabric for breathability and freedom of movement. The skirts, however, are pleated and short. You picture yourself bending forward whilst waiting for a serve and you know it would ride up. And these ones seemingly don’t come with shorts.<Br>
<Br>
One last one makes your eyes bulge. Once again, pristine white. But this one has a top that is no more than a sports bra, complete with a plunging neckline and only straps to fasten it in place. The skirt is shorter than the others. You can’t imagine that it would cover your bum even when standing. Even worse is the high slit at the side, with crisscross straps where the skirt should be.<br>
<bR>
Taking a step back, you weigh your options. The Country Club is an exclusive place for Charlton, so you don’t want to stand out in the wrong way. But Dan might appreciate something bolder. If you want his help, maybe you should indulge him.<br>
<bR>
<I>Or is winning Dan’s approval the real goal, here?</i><br>
<Br>
<<ActionsHeader>>
<<link "Choose the tennis dress" "EvansDepartmentStoreShopTennisOutfit">><<set $EvansDepartmentStoreShopTennisOutfit to "TennisDress">><</link>><br>
<<link "Choose the micro-skirt and sleeveless top" "EvansDepartmentStoreShopTennisOutfit">><<set $EvansDepartmentStoreShopTennisOutfit to "MicroSkirt">><</link>><br>
<<link "Choose the sports bra and high-slit skirt" "EvansDepartmentStoreShopTennisOutfit">><<set $EvansDepartmentStoreShopTennisOutfit to "SportsBra">><</link>><br>
<<case "TennisDress">>
You pick-up the dress, holding it up to survey it. Certainly, it’s the most practical. You’ll be able to move without restriction. But the shoulders and bare skin still makes you feel it’s designed for people watching tennis, rather than playing it.<br>
<Br>
<<ActionsHeader>>
<<link "Buy the outfit and return to the store" "EvansDepartmentStore">><<TakeObjectLocation "EvansDepartmentStore" "TennisDress">><<TaskTracker "Task12" "complete">><</link>>
<<case "MicroSkirt">>
You pick-up the skirt and top, holding it up to survey them. The sleeveless top will show off your bare skin, but it’s the skirt that gives you pause. You’ll have to be careful when you’re playing not to expose yourself. <Br>
<br>
<I>And that’s not really what you want, is it?</i><Br>
<Br>
<<ActionsHeader>>
<<link "Buy the outfit and return to the store" "EvansDepartmentStore">><<TakeObjectLocation "EvansDepartmentStore" "MicroSkirt">><<TaskTracker "Task12" "complete">><</link>>
<<case "SportsBra">>
You pick-up the skirt and sports bra, holding it up to survey them. There’s nothing subtle about this outfit. Your breasts will be on-display for all to see and the high-slit in the skirt cements that you won’t be taking the sport seriously. You’re there for other things.<br>
<Br>
<I>And what other things will Dan think you’re there for in that?</i><Br>
<Br>
<<ActionsHeader>>
<<link "Buy the outfit and return to the store" "EvansDepartmentStore">><<TakeObjectLocation "EvansDepartmentStore" "SportsBra">><<TaskTracker "Task12" "complete">><</link>>
<</switch>><b>Evans' Department Store - Evans' office</b><br>
<img src="./images/Evans_Department_Store_Terry_Office.png"><br>
<br>A dim, wood-panelled office anchored by a sturdy desk, rows of mannequins, and framed certificates on the walls. <br>
<<include "EventsEvansDepartmentStoreEvansOffice">>
<<if _currentEvent is undefined>>
<br>
<<ActionsHeader>>
[[Return to the store->EvansDepartmentStore]]
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<switch _currentEvent>>
<<case "TerryEvansSummon">>
<br>
<<CheckFirst "TerryEvansSummon">>
<<if _CheckFirst is false>>
You step into the wood-panelled office and the door thuds shut behind you, muffling the quiet hum of the store beyond. Soft lamplight pools over Terry’s polished desk, rows of mannequins standing sentinel in the corner. The air feels heavy with the scent of leather and old paper. This is his domain, every surface a reminder of his little empire.<br>
<br>
“Take a seat,” he says, gesturing to the guest chair as he moves around to sit near the window. It’s not phrased like a question. You take a seat.<Br>
<Br>
Terry Evans watches you across the desk, blue eyes gleaming. He smooths his jacket lapel, voice low and measured. “Jenna,” he begins. “You’ve always supported me. You’ve performed your duties admirably. Always done exactly what I asked.” He pauses, staring directly at you. “Given me what I needed.” <br>
<br>
The silence hangs in the air between you as his blue eyes hold on you with sole focus. You become sensitive to the leather fabric of the chair, pressing against your legs.<Br>
<br>
He leans forward, not taking his eyes off you. “But today, I need something more from you. Something…” he lets the word hang, “…that may make you uncomfortable.”<br>
<br>
<<ActionsHeader>>
<<link "Ask Evans what he wants" "TerryDialogue">><<AddFirst "TerryEvansSummon">><<set $TerryDialogue to "RequestFirst">><<EventsCheckEnd "EvansDepartmentStoreEvansOffice" "TerryEvansSummon">><</link>>
<<else>>
You push open the door and step into the familiar glow of lamplight, the scent of polished wood and leather greeting you without preamble. Terry is already propped against his desk, one leg draped over the edge. In his hand he holds a sheaf of papers that he waves with unbridled excitement.<Br>
<br>
“Jenna,” he says. “I’ve been turning over a dozen new ideas for the show.” He beckons you forward, unceremoniously pulling a stool to his side of the desk. The mannequins in the corner stand silent guard, their fabric draped like expectant spectators waiting for the cue.<br>
<br>
He flips through the sketches: a layout of tiered platforms behind the perfume counter, spotlights aimed at file clerks mid-aria, even a sequence where the mannequin ensemble transforms into a living chorus line as the afternoon sale begins.<Br>
<Br>
“Imagine it,” he leans in, eyes bright. “Our Refund Aria could segue directly into a full-blown Cashier Chorus. Voices layering over the chime of the register! And I’ve charted out a scene where the stockroom lighting dims, and the lamps in the shoe section glow in time with the soprano’s high notes. We need kinetic energy, Jenna!”<Br>
<br>
You glance at the clock. Time is already slipping away. Terry tilts his head, waiting expectantly.<br>
<Br>
<<ActionsHeader>>
<<CompulsionCheck "CitizenCharlton">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Citizen Charlton] </span><<link "Listen to Terry’s ideas" "TerryDialogue">><<TimeChange>><<set $TerryDialogue to "ShowCitizenCharlton">><<EventsCheckEnd "EvansDepartmentStoreEvansOffice" "TerryEvansSummon">><</link>><br>
<</if>>
<<StatCheckOrientation "gt" 10 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to charm your way out">>
<<if _StatCheckOrientation is true>><<link _StatOrientationProbability "TerryDialogue">><<set $TerryDialogue to "ShowOrientationPass">><<EventsCheckEnd "EvansDepartmentStoreEvansOffice" "TerryEvansSummon">><</link>><br>
<<else>><<link _StatOrientationProbability "TerryDialogue">><<set $TerryDialogue to "ShowOrientationFail">><<TimeChange>><<Orientation 1>><<EventsCheckEnd "EvansDepartmentStoreEvansOffice" "TerryEvansSummon">><</link>><br><</if>>
<<StatCheckAssertive "gt" 50>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to excuse yourself">>
<<CompulsionCheck "CitizenCharlton">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Citizen Charlton] </span><s><<print _StatAssertiveProbability>></s> - <I>You feel you can't say you want to leave</i><br>
<<else>>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "TerryDialogue">><<set $TerryDialogue to "ShowAssertivePass">><<EventsCheckEnd "EvansDepartmentStoreEvansOffice" "TerryEvansSummon">><</link>><br>
<<else>><<link _StatAssertiveProbability "TerryDialogue">><<set $TerryDialogue to "ShowAssertiveFail">><<TimeChange>><<Assertive 1>><<EventsCheckEnd "EvansDepartmentStoreEvansOffice" "TerryEvansSummon">><</link>><br><</if>>
<</if>>
<<link "Relent and listen to Terry’s ideas" "TerryDialogue">><<set $TerryDialogue to "ShowRelent">><<TimeChange>><<EventsCheckEnd "EvansDepartmentStoreEvansOffice" "TerryEvansSummon">><</link>><br>
<</if>>
<</switch>><b>Evans' Department Store - Stock Room</b><br>
<img src="./images/Evans_Department_Store_StockRoom.png"><br>
<br>A stark, dimly lit concrete chamber lined with metal racks heaving with folded dresses. A solitary mannequin stands, forgotten about and discarded.<br>
<<include "EventsEvansDepartmentStoreStockRoom">>
<<if _currentEvent is undefined>>
<br>
<<ActionsHeader>>
[[Return to the store->EvansDepartmentStore]]
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<switch _currentEvent>>
<<case "StockRoomWorkJen">>
<br>
<<CheckFirst "EvansDepartmentStoreStockRoomJenniferWorkMorning">>
<<if _CheckFirst is false>>
You step into the stockroom and pause. Harsh fluorescent light buzzes overhead; the air carries a faint tang of cellophane and damp concrete. Every surface feels cold and unwelcoming. This is exactly what Jennifer faces every single day.<br>
<br>
Your eyes settle on a clipboard hanging by the shuttered door. “Jenna!” is scrawled at the top, followed by a checklist of every dress, blouse, and skirt stashed on these racks. It doesn’t take much brain power to figure out what you’re supposed to do. <br>
<br>
<<QuestOptionCheck "Quest25" 5 "dresses">><<QuestOptionCompleteCheck "Quest25" 5 "dresses">>
<<if _QuestOptionCheck is true and _QuestOptionCompleteCheck is false>>
Before you set to work, you set your mind to the real task. Reaching out with your mind’s eye, you walk slowly around the stock room, searching for the faintest trickle of magic.<br>
<br>
It doesn’t take long. Pushed against the far wall is a number of boxes, all marked Important. And even through the brown cardboard, you can see the glow of magic.<br>
<<else>>
You set to work, scanning barcodes and ticking off quantities on the clipboard. The first few items slow you down, unfamiliar labels tripping you up, but within thirty minutes your hands move without thought. <i>If I’ve switched off my brain already, how will these hours ever pass?</i><Br>
<br>
The answer is evident quickly. It drags. On and on. You try to picture Jennifer doing this. Every day, over and over again. For the majority of the morning her sharp mind switched off. You picture her, once a top student at Charlton, now bound to this drudgery because it’s all she could get.<br>
<</if>>
<br>
A sharp knock brings you out of your pondering, making you jump. Another knock again, this time you notice where it’s coming from. The shuttered door at the back of the room rattles. <Br>
<br>
“Delivery,” calls a low, gravel-toned voice. Your heart sinks. You know that voice.<Br>
<br>
You open the side door and see him. Martin. He towers over you, looking down with sweat on his forehead and a scowl underneath it. <br>
<br>
But at the sight of you, he smiles creepily. “Well,” he begins. “Aren’t you a sight for sore eyes.” His eyes wander your body. For the first time since arriving at Evans', you feel conscious of the uniform. The tightness of the silk blouse. The shortness of the black skirt.<br>
<br>
“Shame it wasn’t under better circumstances,” he adds, leaning against the door frame.<Br>
<br>
<<ActionsHeader>>
<<link "Ask Martin what the problem is" "EvansDepartmentStoreJenniferWorkResponses">><<NPCKnown "Martin">><<set $EvansDepartmentStoreJenniferWorkResponses to "MartinIntro">><<AddFirst "EvansDepartmentStoreStockRoomJenniferWorkMorning">><<EventsCheckEnd "EvansDepartmentStoreStockRoom" "StockRoomWorkJen">><</link>>
<<else>>
<<QuestOptionCheck "Quest25" 5 "dresses">><<QuestOptionCompleteCheck "Quest25" 5 "dresses">>
<<if _QuestOptionCheck is true and _QuestOptionCompleteCheck is false>>
Before you set to work, you set your mind to the real task. Reaching out with your mind’s eye, you walk slowly around the stock room, searching for the faintest trickle of magic.<br>
<br>
It doesn’t take long. Pushed against the far wall is a number of boxes, all marked Important. And even through the brown cardboard, you can see the glow of magic.<br>
<<else>>
You slip into the stockroom with the ease of repetition. The clipboard waits by the door. You lift a box, scan the barcode, tick the clipboard. Box after box falls in line under your fingers. Your brain quickly goes into standby. After some time you realise you haven’t had a single thought. Jennifer’s life, on repeat, the same every day.<br>
<</if>>
<br>
A sharp knock rattles the shutter. “Delivery,” a gravelly voice calls. Your stomach twists.<Br>
<br>
You open the side door to Martin filling the frame. “Bad news again,” he says, grinning. “Loading bay’s blocked again. Council’s set on writing tickets, and I can’t risk parking on double yellows.”<br>
<br>
You know what’s coming. You say nothing, backing up against the crate as he pushes his way into the stock room.<Br>
<br>
“You wouldn’t want to disappoint your boss, now would you?” he says, like he’s already won. <Br>
<br>
“I could just tell him that you refused to deliver,” you try.<br>
<br>
At this, he smirks. “Don’t play coy, Chambers. It’s been years since you’ve soared high and got by with being a tease. You’re just another form of blue collar now, living in the gutter. And you know how a girl in the gutter gets a favour from a guy like me.”<br>
<br>
<<ActionsHeader>>
<<CompulsionCheck "TheAppeaser">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[The Appeaser] </span><<link "Ask him what he wants" "EvansDepartmentStoreJenniferWorkResponses">><<set $EvansDepartmentStoreJenniferWorkResponses to "MorningTheAppeaser">><<EventsCheckEnd "EvansDepartmentStoreStockRoom" "StockRoomWorkJen">><</link>><br>
<</if>>
<<StatCheckAssertive "lt" 40>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Ask him what it will take for him to deliver">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "EvansDepartmentStoreJenniferWorkResponses">><<set $EvansDepartmentStoreJenniferWorkResponses to "MorningAppeasementPass">><<EventsCheckEnd "EvansDepartmentStoreStockRoom" "StockRoomWorkJen">><</link>><br>
<<else>><<link _StatAssertiveProbability "EvansDepartmentStoreJenniferWorkResponses">><<set $EvansDepartmentStoreJenniferWorkResponses to "MorningAppeasementFail">><<Assertive 1>><<EventsCheckEnd "EvansDepartmentStoreStockRoom" "StockRoomWorkJen">><</link>><br><</if>>
<<StatCheckAssertive "gt" 75>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Tell him to leave without delivering">>
<<CompulsionCheck "TheAppeaser">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[The Appeaser] </span><s><<print _StatAssertiveProbability>></s> - <I>You can't seem to stand up for yourself</i><br>
<<else>>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "EvansDepartmentStoreJenniferWorkResponses">><<set $EvansDepartmentStoreJenniferWorkResponses to "MorningAssertivePass">><<EventsCheckEnd "EvansDepartmentStoreStockRoom" "StockRoomWorkJen">><</link>><br>
<<else>><<link _StatAssertiveProbability "EvansDepartmentStoreJenniferWorkResponses">><<set $EvansDepartmentStoreJenniferWorkResponses to "MorningAssertiveFail">><<Assertive 1>><<EventsCheckEnd "EvansDepartmentStoreStockRoom" "StockRoomWorkJen">><</link>><br><</if>>
<</if>>
<</if>>
<</switch>><b>Fat Gordon's Carnival - Entrance</b><br>
<<if setup.period[$periodCurrent] is "Evening" or setup.period[$periodCurrent] is "Night">>
<img src="./images/Fat_Gordons_Carnival_night.png"><br>
<br>Sounds of laughter, distorted music, and mechanical clanking fill the air. Garish banners, flashing lights, and eerie music draw your attention. The atmosphere feels chaotic and electric, promising fun and revelry.<br>
<<else>>
<img src="./images/Fat_Gordons_Carnival.png"><br>
<br>Canvas tents and drooping bunting sit under a washed-out sky, the air smelling of damp straw and stale sugar, with only the faint creak of rigging and the distant murmur of workers setting up.<br>
<</if>>
<<NPCFollowCheck "Jennifer">>
<<if _NPCFollowCheck is true>>
<br>
<<CheckNPCForm "Jennifer">>
<<if _NPCForm is "PC">>
<i><<TrueName "Current">></i> walks beside you, taking in the carnival. He looks around with wary eyes.<br>
<<else>>
Jennifer walks beside you, taking in the carnival. She looks around with wary eyes.<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Enter the carnival" "FatGordonsCircusMidWay">><<EventTrigger "FatGordonsCircusMidWay" "SiobhanFirstTime" "Evening" "Siobhan" null null null null false>><</link>><br>
<<if setup.period[$periodCurrent] isnot "Night" and setup.period[$periodCurrent] isnot "Evening">>
<<link "Wait for the Carnival to open" "FatGordonsCircusWaitOpen">><</link>><br>
<</if>>
<<NPCFollowCheck "Jennifer">><<QuestState "Quest35">>
<<if _NPCFollowCheck is true and _QuestState lt 6>>
<s>Catch a ride back to your street</s> - <i>You came here for a reason. You should speak to Roseli first.</i><br>
<<else>>
<<link "Catch a ride back to your street" "Travel">>
<<if setup.period[$periodCurrent] isnot "Night">><<TimeChange>><</if>>
<<set $PeriodCarnival to undefined>>
<<NPCFollowDeactivate "Jennifer">>
<</link>>
<</if>>You sit down at the side of the country road, waiting for the carnival to open. Seconds turn into minutes, minutes turn into hours.
<Br>
Finally, the sun begins to set. Lights flicker on. The hum of machinery and the chatter from barkers grows louder.<br>
<br>
<<ActionsHeader>>
<<link "Enter the carnival" "FatGordonsCircusMidWay">><<CarnivalWaitPassTime>><<EventTrigger "FatGordonsCircusMidWay" "SiobhanFirstTime" "Evening" "Siobhan" null null null null false>><</link>><br><b>Fat Gordon's Carnival - Midway</b><br>
<<if setup.period[$periodCurrent] is "Evening" or setup.period[$periodCurrent] is "Night">>
<img src="./images/Fat_Gordons_Carnival_Midway_night.png"><br>
<br>The central hub of the carnival, lined with brightly coloured stalls offering games, food, and sideshows. A huge, big top dominates the space, drawing your eye towards it.<br>
<<else>>
<img src="./images/Fat_Gordons_Carnival_Midway.png"><br>
<br>The midway feels like a stage before the show begins. The stalls are still there, but their colours look flatter in the grey light, and the strings of bulbs hang dark and lifeless above the path.<bR>
<</if>>
<<include "EventsFatGordonsCircusMidway">>
<<if _currentEvent is undefined>>
<<NPCFollowCheck "Jennifer">><<QuestState "Quest35">>
<<if _NPCFollowCheck is true and _QuestState is 5>>
<br>
<<if $current.avatar is "Jennifer">>
Siobhan leans against the Curio Shop tent, arms folded. Her eyes pass over <i><<TrueName "Current">></i> without interest, then settle on you. She holds your gaze for a long moment. Something behind her expression sharpens.<br>
<<else>>
Siobhan leans against the Curio Shop tent, arms folded. Her eyes pass over you without interest, then settle on Jennifer. She holds her gaze for a long moment. Something behind her expression sharpens.<br>
<</if>>
<br>
<<ActionsHeader>>
<<Flag "JenniferMetSiobhan">>
<<if _FlagReturn is false>><<link "Talk to Siobhan" "FatGordonsCircusMidWayQuest35Siobhan">><</link>><br><</if>>
<<link "Look at the Curio Shop" "FatGordonsCurioShopEntrance">><</link>><br>
<<link "Return to the entrance" "FatGordonsCircus">><</link>>
<<else>>
<<NPCPresent "Siobhan">>
<<if _NPCPresent is true>><br>Siobhan leans against the Curio Shop tent, almost blending into its dark colours. She watches you carefully.<br><</if>>
<<PeriodCarnivalDescriptor>>
<br>
<<ActionsHeader>>
<<if setup.period[$periodCurrent] isnot "Night">>
<<link "Look at the Curio Shop" "FatGordonsCurioShopEntrance">><</link>><br>
<<DailyVariableCheck "HallofMirrorsVisited">>
<<if _DailyVariableCheck is false>><<link "Look at the Hall of Mirrors" "FatGordonsHallofMirrorsEntrance">><</link>><br>
<<else>><s>Look at the Hall of Mirrors</s> - <i>You've already visited the Hall of Mirrors today</i><br><</if>>
<<DailyVariableCheck "TunnelofLoveVisited">>
<<if _DailyVariableCheck is false>><<link "Look at the Tunnel of Love" "FatGordonsTunnelOfLoveEntrance">><</link>><Br>
<<else>><s>Look at the Tunnel of Love</s> - <i>You've already visited the Tunnel of Love today</i><br><</if>>
<<DailyVariableCheck "FreakShowVisited">>
<<if _DailyVariableCheck is false>><<link "Look at the Freak Show" "FatGordonsFreakShowEntrance">><</link>><Br>
<<else>><s>Look at the Freak Show</s> - <i>You've already visited the Freak Show today</i><br><</if>>
<<DailyVariableCheck "ShootingGalleryVisited">>
<<if _DailyVariableCheck is false>><<link "Look at the Shooting Gallery" "FatGordonsShootingGalleryEntrance">><</link>><Br>
<<else>><s>Look at the Shooting Gallery</s> - <i>You've already visited the Shooting Gallery today</i><br><</if>>
<<DailyVariableCheck "FortuneTellerVisited">>
<<if _DailyVariableCheck is false>><<link "Look at the Fortune Teller's tent" "FatGordonsFortuneTellerEntrance">><</link>><Br>
<<else>><s>Look at the Fortune Teller's tent</s> - <i>You've already visited the Fortune Teller today</i><br><</if>>
<</if>>
<<NPCPresent "Siobhan">>
<<if _NPCPresent is true>>
<<link "Talk to Siobhan" "FatGordonsCircusMidWaySiobhanDialogue0">><</link>><br>
<<SpellsCheckSelf "Identify">><<AlreadyIdentified "Siobhan">>
<<if _AlreadyIdentified is false and _SpellsCheckSelf is true and $current.female is true>>
<<link "[Spell: Identify] Cast Identify on Siobhan" "SpellIdentify">>
<<CastIdentify "Siobhan" "FatGordonsCircusMidWay" "the midway">>
<<SpellIdentified "Siobhan">>
<</link>><br>
<</if>>
<</if>>
<<link "Return to the entrance" "FatGordonsCircus">><</link>>
<</if>>
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<if _currentEvent is "SiobhanFirstTime">>
<br>
You look around the carnival, eyes wide as you take in the sights. The lights threaten to overwhelm you. The continual whizzes and whistles offer overstimulation to your senses. Stall attendees bark at people as they walk by, trying to grab their attention with enticing promises of prizes and fun.<Br>
<br>
Other people idly walk by, but you notice it feels busier than it looks. The sounds imply a packed crowd, but your eyes register only a few teenagers playing games and rushing to attractions. You can't work out where the noises are coming from. Whether the crowd is hidden within the tents and stalls, or something else is taking place, you don’t know.<br>
<br>
<<NPCKnownCheck "Siobhan">>
<<if _NPCKnownCheck is true>>
As you look around, you notice a familiar woman leaning against one of the tents, grinning at you. Even in the smoky haze of the carnival, her threadbare black lace dress seems to glint in the carnival lights. Siobhan.<br>
<br>
"Been waiting for yer," she says, her northern tilt coming through strongly. "Took yer time. What’s the matta? Lookin' for some more twigs to put under your pillow? Or didn’t ya' like my little twist to yer game?"<br>
<br>
"You," you reply, barely able to hide your irritation.<br>
<br>
"Keep shtoom," she snaps back, offering a crooked smile your way. "You played the game. Can’t blame me for you losin' on the dice roll, can ye?"<br>
<Br>
You glare back at her, but say nothing. She titters.<BR>
<BR>
"She’s waiting for yer," she says. "Those answers ye seek. She has them. Just need t'ask."<Br>
<Br>
Siobhan nods back to a nearby tent. You note the sign outside. "Curio Shop." In amongst the gaudy lights and smoke, the tent almost seems muted.<Br>
<Br>
"Have yer fun," she continues once you look back to her. "Then come. She’ll be waiting for yer."<Br>
<Br>
She crosses the path with a slink like oil running across the floor. Her mesh lace dress flows around her, but seems to absorb light, as if she disappears as she moves.<br>
<Br>
Just barely, you see her pull back a curtain to the Curio Shop and enter.<br>
<<else>>
As you look around, you notice a figure leaning against one of the tents, grinning as she directly appraises you. She’s slight and lean, dressed in layers of dark, threadbare fabrics that hint at both gothic flair and roadside survival.<br>
<br>
"Been waiting for yer," she says, her northern tilt coming through strongly. "Took yer time. Expected to see you before now, though. Not a curious sort. Shame. Had some fun planned for yer, I did."<Br>
<Br>
"Who are you?" you ask.<Br>
<Br>
"Siobhan," she murmurs. Her eyes stare back at you. Too bright and too clear, as if they see straight through you. "You’re lookin’ for summat. Answers, she has them. You just need t’ask."<Br>
<Br>
Siobhan nods back to a nearby tent. You note the sign outside. "Curio Shop." In amongst the gaudy lights and smoke, the tent almost seems muted.<BR>
<Br>
"Have yer fun," she continues once you look back to her. "Then come. She’ll be waiting for yer."<Br>
<Br>
She crosses the path with a slink like oil running across the floor. Her mesh lace dress flows around her, but seems to absorb light, as if she disappears as she moves.<br>
<br>
Just barely, you see her pull back a curtain to the Curio Shop and enter.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the Midway" "FatGordonsCircusMidWay">><<NPCKnown "Siobhan">><<SetNPCLocation "Siobhan" $dayCurrent $periodCurrent "FatGordonsCircusCurioShop">><<EventsCheckEnd "FatGordonsCircusMidWay" "SiobhanFirstTime">><</link>>
<<elseif _currentEvent is "SiobhanSecondTime">>
<br>
Stepping outside, you are once again bombarded by the sounds and lights of the carnival.<br>
<Br>
"Got yer answers, did you?" you hear a familiar voice say from behind you. Turning, you see Siobhan leaning against the Curio Shop tent, arms folded.<Br>
<br>
She regards you with a knowing smile, as her mesh lace dress catches the glare from the bulbs hanging overhead. Through the fabric you can see hints of her skin. You can’t tell if it’s designed that way, or the material is worn through.<Br>
<br>
"Offer yer help, did she?" she comments. "She can do that. Fond of being opaque, though. Want more? I can help yer, if you like. What did she say?"<Br>
<Br>
<<ActionsHeader>>
<<link "Talk to Siobhan" "FatGordonsCircusMidWaySiobhanDialogue0">><<EventsCheckEnd "FatGordonsCircusMidWay" "SiobhanSecondTime">><</link>><br>
<<elseif _currentEvent is "HallofMirrorsEpilogueWinFemale">>
<br>
The first thing you notice is the sounds of the carnival ringing in your ears. As your vision returns, you look around. You are standing back in the midway, surrounded by the lights of the carnival.<br>
<Br>
You look down at your body, relieved to see you are once again as… expected. Where moments ago your skin was warmed by the sun, hairs now stand up as the autumn cold air invades your bones.<br>
<Br>
<I>This isn’t over</i> you hear a voice echo in your brain. You look around, but there is no sign of the speaker. He has gone. At least for the moment.<br>
<Br>
The malice of that tone stays with you. You might have proved him wrong this time, but you are certain he won’t stop there. Something tells you that this isn’t the last you’ve seen of him.<br>
<Br>
<I>But how you dealt with that? Maybe that’s the last we’ve seen of you.</i><bR>
<Br>
You shiver as the voice bounces around again inside your brain. You proved you know who you are and where you’re going. The deeper question you try not to dwell on, is whether this is who you want to be? And go?<br>
<Br>
A warm flutter inside your chest brings you away from your thoughts. You don’t see it, but you feel a snowflake of magical energy drift up inside of your brain.<Br>
<Br>
<<Quest26DescriptorTracker>>
<br>
<<ActionsHeader>>
<<link "Return to the Midway" "FatGordonsCircusMidWay">>
<<TimeChangeCarnival>><<DailyVariableAdd "HallofMirrorsVisited">>
<<EventsCheckEnd "FatGordonsCircusMidWay" "HallofMirrorsEpilogueWinFemale">>
<<SetFlag "Quest26HallofMirrorsDone">>
<<QuestTrackerQuest26>>
<<ApparitionEncountered "ShadowSelf">>
<</link>><br>
<<elseif _currentEvent is "HallofMirrorsEpilogueLose">>
<br>
With a flick, you once again register sound. The noises and shouts of the carnival ring in your ears. As your vision returns, you look around. You are standing back in the midway, surrounded by the familiar lights and stalls.<br>
<br>
You look down at your body, relieved to see you are once again as… expected. No line drawings. No black and white scratches. A full body, real as anything else that surrounds you.<br>
<bR>
<I>Told you,</i> you hear a voice echo in your brain. You look around, but there is no sign of the speaker. He has gone. At least for the moment. <br>
<Br>
<I>But I’m still here. And you aren’t what you thought you were. Maybe you should start learning who you are. Otherwise next time, there might not be a body vacant for you to return to.</i><br>
<Br>
As if proving a point, you watch as your arm flickers for a brief moment, flashes of black and white scratched lines visible before returning to normal. <bR>
<Br>
<I>Be seeing you</i>, the voice says. Wherever it comes from, it sounds closer and louder. As if some part of your Shadow Self still remains with you.<br>
<Br>
A warm flutter inside your chest brings you away from your thoughts. You don’t see it, but you feel a snowflake of magical energy drift up inside of your brain. <br>
<Br>
<<ActionsHeader>>
<<link "Return to the Midway" "FatGordonsCircusMidWay">>
<<TimeChangeCarnival>><<DailyVariableAdd "HallofMirrorsVisited">>
<<EventsCheckEnd "FatGordonsCircusMidWay" "HallofMirrorsEpilogueLose">>
<<SetFlag "Quest26HallofMirrorsDone">>
<<Quest26Failure>>
<<ApparitionEncountered "ShadowSelf">>
<</link>><br>
<<elseif _currentEvent is "HallofMirrorsEpilogueWinMale">>
<Br>
The first thing you notice is the sounds of the carnival ringing in your ears. As your vision returns, you look around. You are standing back in the midway, surrounded by the lights of the carnival.<br>
<Br>
You look down at your body, relieved to see you are once again as… expected. Where moments ago your skin was warmed by the sun, hairs now stand up as the autumn cold air invades your bones.<br>
<Br>
<I>Well done</i> you hear a voice echo in your brain. You look around, but there is no sign of the speaker. He has gone. At least for the moment.<br>
<Br>
<I>There’s hope for you yet. Don’t let your guard down, but remember who you are and we’ll get out of this mess that witch has put us in. You and me, <<TrueName "Male">>. We’ll win.</i><br>
<br>
You shiver as the voice bounces around again inside your brain. You proved you know who you are and where you’re going. The deeper question you try not to dwell on, is whether this is who you want to be? And go?<br>
<br>
A warm flutter inside your chest brings you away from your thoughts. You don’t see it, but you feel a snowflake of magical energy drift up inside of your brain. <bR>
<Br>
<<Quest26DescriptorTracker>>
<br>
<<ActionsHeader>>
<<link "Return to the Midway" "FatGordonsCircusMidWay">>
<<TimeChangeCarnival>><<DailyVariableAdd "HallofMirrorsVisited">>
<<EventsCheckEnd "FatGordonsCircusMidWay" "HallofMirrorsEpilogueWinMale">>
<<SetFlag "Quest26HallofMirrorsDone">>
<<QuestTrackerQuest26>>
<<ApparitionEncountered "ShadowSelf">>
<</link>><br>
<<elseif _currentEvent is "FortuneTellerWin">>
<Br>
The first thing you notice is the sounds of the carnival ringing in your ears. As your vision returns, you look around. You are standing back in the midway, surrounded by the lights of the carnival.<br>
<Br>
You look down at your body, relieved to see you are once again as… expected. Where moments ago your skin was touched by the summer day, hairs now stand up as the autumn cold air invades your bones.<Br>
<Br>
"Looks like you know me well," you hear a voice echo in your brain. The voice of Annie. The caricature. You look around, but there is no sign of her.<Br>
<Br>
"But was that me or was it you?" still she continues. "Every future you write for her is one you wear yourself. You are never Annie. Only your idea of her. Like I am. And tell me, what does that say about you?"<Br>
<Br>
Then the voice is gone. But her words stay with you. You might have passed the test, but when you transformed were you really Annie. Or just your distorted perception of her?<Br>
<Br>
<I>And like the chick said, what does that really mean about who you are?</i><Br>
<Br>
A warm flutter inside your chest brings you away from your thoughts. You don’t see it, but you feel a snowflake of magical energy drift up inside of your brain.<Br>
<Br>
<<Quest26DescriptorTracker>>
<br>
<<ActionsHeader>>
<<link "Return to the Midway" "FatGordonsCircusMidWay">>
<<TimeChangeCarnival>><<DailyVariableAdd "FortuneTellerVisited">>
<<EventsCheckEnd "FatGordonsCircusMidWay" "FortuneTellerWin">>
<<SetFlag "Quest26FortuneTellerDone">>
<<QuestTrackerQuest26>>
<<ApparitionEncountered "Annie">>
<</link>><br>
<<elseif _currentEvent is "FortuneTellerLose">>
<br>
The first thing you notice is the sounds of the carnival ringing in your ears. As you open your eyes, you look around. You are standing back in the midway, surrounded by the lights of the carnival.<br>
<Br>
You look down at your body, relieved to see you are once again as… expected. Where moments ago your skin was touched by the summer day, hairs now stand up as the autumn cold air invades your bones.<Br>
<Br>
"Looks like your psychic powers need some work," you hear a voice echo in your brain. The voice of Annie. The caricature. You look around, but there is no sign of her.<Br>
<Br>
"Or maybe you were just being too polite to tell me what you really think?" still she continues. "Every future you write for her is one you wear yourself. You are never Annie. Only your idea of her. Like I am. And tell me, what does that say about you?"<Br>
<Br>
Then the voice is gone. But her words stay with you. You try to tell yourself that it wasn’t Annie who you saw. That you were honest in what you thought for Annie. But when transformed as her, your mind didn’t match that. You’re not sure what Roseli intended for you to learn from this but find yourself wondering how much of when you transform, it’s the target. And how much is you.<Br>
<Br>
<<ActionsHeader>>
<<link "Return to the Midway" "FatGordonsCircusMidWay">>
<<TimeChangeCarnival>><<DailyVariableAdd "FortuneTellerVisited">>
<<EventsCheckEnd "FatGordonsCircusMidWay" "FortuneTellerLose">>
<<SetFlag "Quest26FortuneTellerDone">>
<<Quest26Failure>>
<<ApparitionEncountered "Annie">>
<</link>><br>
<<elseif _currentEvent is "FreakShowWin">>
<Br>
The first thing you notice is the sounds of the carnival ringing in your ears. As you open your eyes, you look around. You are standing back in the midway, surrounded by the lights of the carnival.<Br>
<Br>
You look down at your body, relieved to see you are once again as... expected.<BR>
<Br>
"Well done," you hear the middle-aged voice echo in your brain. You look around, but there is no sign of the speaker. She has gone. At least for the moment.<Br>
<Br>
"Our show offers refuge for those who need it. Should your situation change, you will find my love most enticing. Mother will take good care of you."<Br>
<br>
You shiver as the voice bounces around again inside your brain. You proved that at least someone knows who you really are. Or at least, accepts you. You have an attachment outside of your form to reality. Whether you are the person they see, is something else that you try not to consider.<BR>
<Br>
A warm flutter inside your chest brings you away from your thoughts. You don’t see it, but you feel a snowflake of magical energy drift up inside of your brain.<Br>
<Br>
<<Quest26DescriptorTracker>>
<br>
<<ActionsHeader>>
<<link "Return to the Midway" "FatGordonsCircusMidWay">>
<<TimeChangeCarnival>><<DailyVariableAdd "FreakShowVisited">>
<<EventsCheckEnd "FatGordonsCircusMidWay" "FreakShowWin">>
<<SetFlag "Quest26FreakShowDone">>
<<QuestTrackerQuest26>>
<</link>><br>
<<elseif _currentEvent is "FreakShowLose">>
<Br>
The first thing you notice is the sounds of the carnival ringing in your ears. As you open your eyes, you look around. You are standing back in the midway, surrounded by the lights of the carnival.<bR>
<Br>
You look down at your body, relieved to see you are once again as… expected. <br>
<br>
"Poor soul," you hear the middle-aged voice echo in your brain. You look around, but there is no sign of the speaker. She has gone. At least for the moment.<br>
<br>
"I’m afraid you failed our dear Roseli’s test. But come now. She can’t offer you what I can. Give in and find comfort in my love most enticing. Mother will take good care of you."<br>
<bR>
You shiver as the voice bounces around again inside your brain. You try to tell yourself that it wasn’t Emily who you saw. That your sister knows you better than that. But deep down, you know your relationship has fractured as of late. Whether you can rely on her to keep you grounded is something that you don’t dare consider.<br>
<Br>
<<ActionsHeader>>
<<link "Return to the Midway" "FatGordonsCircusMidWay">>
<<TimeChangeCarnival>><<DailyVariableAdd "FreakShowVisited">>
<<EventsCheckEnd "FatGordonsCircusMidWay" "FreakShowLose">>
<<SetFlag "Quest26FreakShowDone">>
<<Quest26Failure>>
<</link>><br>
<<elseif _currentEvent is "Quest35Resolution">>
<br>
<<CheckNPCForm "Jennifer">>
<<if _NPCForm is "PC">>
You step outside the Curio Shop, seeing the carnival barkers usher people towards the exit. You glance back at <i><<TrueName "Current">></i>, his eyes not leaving you.<br>
<<else>>
You step outside the Curio Shop, seeing the carnival barkers usher people towards the exit. You glance back at Jennifer, her eyes not leaving you.<br>
<</if>>
<br>
<<GetNPCState "Jennifer" "Loyal">><<GetNPCState "Jennifer" "Help">>
<<if _Loyal is true>>
<<CheckNPCForm "Jennifer">>
<<if _NPCForm is "PC">>
<i><<TrueName "Current">></i> takes a deep breath. The cool air seems to steady him.<br>
<br>
"You were right," he says quietly. "In that study. When you said we'd be no different than Stitch."<br>
<br>
He looks down at his hands, holding them out as if inspecting them. "I was so desperate to fix Dad," he says, sighing. "I let myself go."<br>
<br>
<<JenniferTier>>
<<if _JenniferTier is "Ceasefire" or _JenniferTier is "Hostile">>
He pauses, then meets your eyes. "And maybe... I've been doing that with you, too. The swapping. The arrangement. I've been trying to control things. Control you."<br>
<br>
His voice softens. "I don't want to do that anymore."<br>
<br>
"What do you mean?" you ask.<br>
<br>
He gives you a defeated look. "It started to make you see how life is for me. That playing around with magic is dangerous." He sighs. "But I guess I got carried away with that too." He winces, looking around to see if anyone is listening.<br>
<br>
"Being you made me free in a way that I haven't felt in a long time. It was... alluring. So much so, that I didn't consider the impact on you."<br>
<br>
He steadies himself with a breath. "I think I'm going to catch a cab home. I need some time to think." A small smile creeps onto his face as he gestures down. "Sort myself out."<br>
<br>
"But... come by tomorrow," he continues. "Or the day after. If you don't want to keep changing, I won't force you to."<br>
<br>
He gives you a small, genuine smile, then rushes forward and pulls you into a hug. "Thank you," he whispers. "For having my back. Even when I didn't want you to."<br>
<br>
When he pulls back, you see a tear running down his cheek. With one last smile, <i><<TrueName "Current">></i> releases you and steps away. "I'll help with the coven. Let me know what you need. And I'll see you soon, okay?"<br>
<br>
You watch <i><<TrueName "Current">></i> join the crowd, walking towards the exit. He looks back once, with another smile. Reminding you, for the first time in a while, of the girl you met.<br>
<<else>>
He pauses, then meets your eyes. "And maybe... I've been doing that with you, too. I've been trying to control things. Control you."<br>
<br>
His voice softens. "I don't want to do that anymore."<br>
<br>
"What do you mean?" you ask.<br>
<br>
He gives you a defeated look. "I was so worried about what would happen if we tried to change things, that I lost sight of who I am." He sighs. "But I didn't consider the impact on you. On Emily. On everyone else."<br>
<br>
He steadies himself with a breath. "I think I'm going to catch a cab home. I need some time to think." A small smile creeps onto his face as he gestures down. "Sort myself out."<br>
<br>
"But... come by tomorrow," he continues. "Or the day after. We can chat."<br>
<br>
He gives you a small, genuine smile, then rushes forward and pulls you into a hug. "Thank you," he whispers. "For having my back. Even when I didn't want you to."<br>
<br>
When he pulls back, you see a tear running down his cheek. With one last smile, <i><<TrueName "Current">></i> releases you and steps away. "I'll help with the coven. Let me know what you need. And I'll see you soon, okay?"<br>
<br>
You watch <i><<TrueName "Current">></i> join the crowd, walking towards the exit. He looks back once, with another smile. Reminding you, for the first time in a while, of the girl you met.<br>
<</if>>
<<else>>
Jennifer takes a deep breath. The cool air seems to steady her.<br>
<br>
"You were right," she says quietly. "In that study. When you said we'd be no different than Stitch."<br>
<br>
She looks down at her hands, holding them out as if inspecting them. "I was so desperate to fix Dad," she says, sniffing. "I let myself go."<br>
<br>
<<JenniferTier>>
<<if _JenniferTier is "Ceasefire" or _JenniferTier is "Hostile">>
She pauses, then meets your eyes. "And maybe... I've been doing that with you, too. The swapping. The arrangement. I've been trying to control things. Control you."<br>
<br>
Her voice softens. "I don't want to do that anymore."<br>
<br>
"What do you mean?" you ask.<br>
<br>
She gives you a defeated look. "It started to make you see how life is for me. That playing around with magic is dangerous." She sighs. "But I guess I got carried away with that too." She bites her bottom lip, looking around to see if anyone is listening.<br>
<br>
"Being you made me free in a way that I haven't felt in a long time. It was... alluring. So much so, that I didn't consider the impact on you."<br>
<br>
She steadies herself with a breath. "I think I'm going to catch a cab home. I need some time to think." She glances at you. "But... come by tomorrow. Or the day after. If you don't want to keep changing, I won't force you to."<br>
<br>
She gives you a small, genuine smile, then rushes forward and pulls you into a hug. "Thank you," she whispers. "For having my back. Even when I didn't want you to."<br>
<br>
When she pulls back, you see the tears dripping down her cheek. With one last smile, Jennifer releases you and steps away. "I'll help with the coven. Let me know what you need. And I'll see you soon, okay?"<br>
<br>
You watch Jennifer join the crowd, walking towards the exit. She looks back once, with another smile. Reminding you, for the first time in a while, of the girl you met.<br>
<<else>>
She pauses, then meets your eyes. "And maybe... I've been doing that with you, too. I've been trying to control things. Control you."<br>
<br>
Her voice softens. "I don't want to do that anymore."<br>
<br>
"What do you mean?" you ask.<br>
<br>
She gives you a defeated look. "I was so worried about what would happen if we tried to change things, that I lost sight of who I am." She sighs. "But I didn't consider the impact on you. On Emily. On everyone else."<br>
<br>
She steadies herself with a breath. "I think I'm going to catch a cab home. I need some time to think." She glances at you. "But... come by tomorrow. Or the day after. We can chat."<br>
<br>
She gives you a small, genuine smile, then rushes forward and pulls you into a hug. "Thank you," she whispers. "For having my back. Even when I didn't want you to."<br>
<br>
When she pulls back, you see the tears dripping down her cheek. With one last smile, Jennifer releases you and steps away. "I'll help with the coven. Let me know what you need. And I'll see you soon, okay?"<br>
<br>
You watch Jennifer join the crowd, walking towards the exit. She looks back once, with another smile. Reminding you, for the first time in a while, of the girl you met.<br>
<</if>>
<</if>>
<<elseif _Help is true>>
<<Flag "PermLiedtoJenAboutDad">>
<<CheckNPCForm "Jennifer">>
<<if _NPCForm is "PC">>
<i><<TrueName "Current">>'s</i> eyes are bright. There's energy in him. A buzzing optimism that wasn't there before.<br>
<br>
<<if _FlagReturn is true>>
"They won't be able to control him anymore," he says. "Whatever Mr. Twee wrote, it undoes what they did. He'll come back. He'll want to be a proper dad again."<br>
<br>
He pauses. "I can't believe they had their hooks in him all this time."<br>
<<else>>
"He'll come around," he says. "I know it. Whatever Mr. Twee wrote... it will make him want to visit. Want to be a proper dad again."<br>
<br>
He pauses. "I know what you're thinking. That this is the same thing Charlton does to people. But it's different when it's family."<br>
<</if>>
<br>
His smile sharpens. "And if magic can fix Dad... maybe it can fix other things too."<br>
<br>
"What do you mean?" you ask.<br>
<br>
He gives you a smile. "I think I've been wrong about magic. About not helping people. That playing around with magic is dangerous." His smile widens. "I guess I got carried away with thinking about myself." He looks over his shoulder, surveying to see if anyone is listening.<br>
<br>
"What we've managed here," he whispers. "Proves that we can do something. That magic can be wielded. To make people how they should be. To help them."<br>
<br>
You stare back at <i><<TrueName "Current">></i>, noting his smile shining through. "That sounds... like them."<br>
<br>
"They're wrong," <i><<TrueName "Current">></i> replies flatly. "They want to control people. Me? I want to help."<br>
<br>
He shrugs, as if dismissing your comment irreverently. "Something to think about."<br>
<br>
<<Flag "JenniferSwapArrangement">>
<<if _FlagReturn is true>>
"I'm going to catch a cab home," he continues after a moment. "I need some time." He glances at you. "Feel free to transform back when you want. But... come by tomorrow. And we'll continue with our arrangement."<br>
<<else>>
"I'm going to catch a cab home," he continues after a moment. "I need some time." He glances at you. "Feel free to transform back when you want. But... come by tomorrow."<br>
<</if>>
<br>
You watch <i><<TrueName "Current">></i> join the crowd, walking towards the exit. He looks back once, with another knowing smile. Even in spite of the body, he looks so different to the girl you first met. His expression and posture seem different. More assertive. And confident.<br>
<br>
<i>And how do you think you look now, like this?</i><br>
<<else>>
Jennifer's eyes are bright. There's energy in her. A buzzing optimism that wasn't there before.<br>
<br>
<<if _FlagReturn is true>>
"They won't be able to control him anymore," she says. "Whatever Mr. Twee wrote, it undoes what they did. He'll come back. He'll want to be a proper dad again."<br>
<br>
She pauses. "I can't believe they had their hooks in him all this time."<br>
<<else>>
"He'll come around," she says. "I know it. Whatever Mr. Twee wrote... it will make him want to visit. Want to be a proper dad again."<br>
<br>
She pauses. "I know what you're thinking. That this is the same thing Charlton does to people. But it's different, <<TrueName "Current">>. It's different when it's family."<br>
<</if>>
<br>
Her smile sharpens. "And if magic can fix Dad... maybe it can fix other things too."<br>
<br>
"What do you mean?" you ask.<br>
<br>
She gives you a smile. "I think I've been wrong about magic. About not helping people. That playing around with magic is dangerous." Her smile widens. "I guess I got carried away with thinking about myself." She bites her bottom lip, looking around to see if anyone is listening.<br>
<br>
"What we've managed here," she whispers. "Proves that we can do something. That magic can be wielded. To make people how they should be. To help them."<br>
<br>
You stare back at Jennifer, noting her smile shining through. "That sounds... like them."<br>
<br>
"They're wrong," Jennifer replies flatly. "They want to control people. Me? I want to help."<br>
<br>
She shrugs, as if dismissing your comment irreverently. "Something to think about."<br>
<br>
<<Flag "JenniferSwapArrangement">>
<<if _FlagReturn is true>>
"I'm going to catch a cab home," she continues after a moment. "I need some time." She glances at you. "But... come by tomorrow. And we'll continue with our arrangement."<br>
<<else>>
"I'm going to catch a cab home," she continues after a moment. "I need some time." She glances at you. "But... come by tomorrow."<br>
<</if>>
<br>
You watch Jennifer join the crowd, walking towards the exit. She looks back once, with another knowing smile. Looking so different to the girl you first met.<br>
<</if>>
<<else>>
<<Flag "PermLiedtoJenAboutDad">>
<<CheckNPCForm "Jennifer">>
<<if _NPCForm is "PC">>
<i><<TrueName "Current">></i> doesn't look at you. His arms are crossed, jaw set. "So," he mutters. "I guess that's it."<br>
<br>
His eyes linger on you, anger still bristling. "Why didn't you help? Why wouldn't you?"<br>
<br>
"It wasn't right," you say. "We shouldn't use magic on other people."<br>
<br>
<<if _FlagReturn is true>>
"You told me they're controlling my father," he spits back. "And you won't even help undo it? I didn't expect you to be so hypocritical."<br>
<<else>>
"You've used it on me," he spits back. "I didn't expect you to be so hypocritical."<br>
<</if>>
<br>
<i><<TrueName "Current">></i> looks around, to see if anyone is listening. Satisfied no one is paying you both attention, he takes a deep breath.<br>
<br>
<<GetNPCState "Jennifer" "SplitUp">>
<<if _SplitUp is true>>
"Was it out of spite?" he asks. "Getting revenge for splitting up with you."<br>
<br>
"Jen..." you begin. But your words drift away when you see the rage in his eyes.<br>
<br>
"I need friends who support me, <<TrueName "Current">>. Whatever that was, back in that study." He snorts. "That wasn't what I need."<br>
<br>
You inhale, trying to muster some words. Nothing comes to mind.<br>
<br>
"Good luck with your crusade," he mutters, venom hanging on each syllable. "I hope for your sake, that you know what you're doing."<br>
<br>
<<Flag "JenniferSwapArrangement">>
<<if _FlagReturn is true>>
"I'm not sure I want to continue our arrangement," he mutters. "I'm going to go home. Change back. Can I at least expect you to do the decent thing and do the same? Permanently."<br>
<<else>>
"I'm not sure I want to be like this again," he mutters. "I'm going to go home. Change back. Can I at least expect you to do the decent thing and do the same? Permanently."<br>
<</if>>
<br>
He gives you a final look before joining the crowd. You watch him disappear into the swarm of people walking towards the exit. You sigh, realising that you've not only lost his help. You've lost your friend too.<br>
<br>
<i>Don't you mean, boyfriend?</i><br>
<<else>>
"I'm not sure where that leaves us," he mutters. "I think it's best if we have a break for a while."<br>
<br>
"Jen..." you begin. But your words drift away when you see the rage in his eyes.<br>
<br>
"I need someone who is going to support me, <<TrueName "Current">>. Whatever that was, back in that study." He snorts. "That wasn't what I need."<br>
<br>
You inhale, trying to muster some words. Nothing comes to mind.<br>
<br>
"Good luck with your crusade," he mutters, venom hanging on each syllable. "I hope for your sake, that you know what you're doing."<br>
<br>
<<Flag "JenniferSwapArrangement">>
<<if _FlagReturn is true>>
"I'm not sure I want to continue our arrangement," he mutters. "I'm going to go home. Change back. Can I at least expect you to do the decent thing and do the same? Permanently."<br>
<<else>>
"I'm not sure I want to be like this again," he mutters. "I'm going to go home. Change back. Can I at least expect you to do the decent thing and do the same? Permanently."<br>
<</if>>
<br>
He gives you a final look before joining the crowd. You watch him disappear into the swarm of people walking towards the exit. You sigh, realising that you've not only lost his help. You've lost her too.<br>
<br>
<i>Don't you mean, boyfriend?</i><br>
<</if>>
<<else>>
Jennifer doesn't look at you. Her arms are crossed, jaw set. "So," she mutters. "I guess that's it."<br>
<br>
Her eyes linger on you, anger still bristling. "Why didn't you help? Why wouldn't you?"<br>
<br>
"It wasn't right, Jen," you say. "We shouldn't use magic on other people."<br>
<br>
<<if _FlagReturn is true>>
"You told me they're controlling my father," she spits back. "And you won't even help undo it? I didn't expect you to be so hypocritical."<br>
<<else>>
<<JenniferTier>>
<<if _JenniferTier is "Ceasefire" or _JenniferTier is "Hostile">>
"You've used it on me," she spits back. "Honestly, <<TrueName "Current">>. I didn't expect you to be so hypocritical."<br>
<<else>>
"You use it all the time," she spits back. "Honestly, <<TrueName "Current">>. I didn't expect you to be so hypocritical."<br>
<</if>>
<</if>>
<br>
Jennifer looks around, to see if anyone is listening. Satisfied no one is paying you both attention, she takes a deep breath.<br>
<br>
<<GetNPCState "Jennifer" "SplitUp">>
<<if _SplitUp is true>>
"Was it out of spite?" she asks. "Getting revenge for splitting up with you."<br>
<br>
"Jen..." you begin. But your words drift away when you see the rage in her eyes.<br>
<br>
"I need friends who support me, <<TrueName "Current">>. Whatever that was, back in that study." She gulps. "That wasn't what I need."<br>
<br>
You inhale, trying to muster some words. Nothing comes to mind.<br>
<br>
"Good luck with your crusade," she mutters, venom hanging on each syllable. "I hope for your sake, that you know what you're doing."<br>
<br>
She gives you a final look before joining the crowd. You watch her disappear into the swarm of people walking towards the exit. You sigh, realising that you've not only lost her help. You've lost your friend too.<br>
<<else>>
"I'm not sure where that leaves us," she mutters. "I think it's best if we have a break for a while."<br>
<br>
"Jen..." you begin. But your words drift away when you see the rage in her eyes.<br>
<br>
"I need someone who is going to support me, <<TrueName "Current">>. Whatever that was, back in that study." She gulps. "That wasn't what I need."<br>
<br>
You inhale, trying to muster some words. Nothing comes to mind.<br>
<br>
"Good luck with your crusade," she mutters, venom hanging on each syllable. "I hope for your sake, that you know what you're doing."<br>
<br>
She gives you a final look before joining the crowd. You watch her disappear into the swarm of people walking towards the exit.<br>
<br>
<<if $PlayerCharacter.female is true>>
You sigh, realising that you've not only lost her help. You've lost your friend too.<br>
<<else>>
You sigh, realising that you've not only lost her help. You've lost your girlfriend too.<br>
<</if>>
<</if>>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the midway" "FatGordonsCircusMidWay">><<Quest35Reconcile>><<EventsCheckEnd "FatGordonsCircusMidWay" "Quest35Resolution">><</link>>
<<elseif _currentEvent is "TriggerSiobhanMess">>
<br>You step outside, hearing the sound of the carnival surround you. But tonight, the joy that they try to summon doesn't rise up in you.<br>
<br>
Siobhan is waiting for you outside. Her eyes look at you, full of regret. There is no sign of a grin. For once her face looks worried.<br>
<br>
"I didn't mean for any of this," she mutters. "I need to get to that hotel. Make sure he doesn't put it in their drinks."<br>
<br>
She looks to you with pleading eyes. Behind her threadbare clothes and make-up, you can see how young she really is.<br>
<br>
"Will yer help?" she says quietly, almost scared of your response. "Come to the hotel with me?"<br>
<br>
<<ActionsHeader>>
<<link "Agree to help Siobhan" "FatGordonsCircusMidWayQuest37Taxi">><<set $FatGordonsCircusMidWayQuest37Taxi to "Agree">><<EventsCheckEnd "FatGordonsCircusMidWay" "TriggerSiobhanMess">><</link>><br>
<<link "Decline to help her" "FatGordonsCircusMidWayQuest37Taxi">><<set $FatGordonsCircusMidWayQuest37Taxi to "Decline">><<EventsCheckEnd "FatGordonsCircusMidWay" "TriggerSiobhanMess">><</link>>
<</if>><<switch $FatGordonsCircusMidWayQuest37Taxi>>
<<case "Agree">>
You sigh, but nod. "Alright. Let's go."<br>
<br>
A genuine smile spreads across her face, one free of malice or mischief. She leaps forward and grabs your hand lightly in hers, pulling you along into the crowd.<br>
<br>
Siobhan seems to move with ease. The crowd seems to part for her. You feel light as you are pulled along, your body almost translucent as you brush up against other people.<br>
<br>
Quickly, you find yourself at the edge of the carnival. A young couple is getting out of a taxi. Siobhan pulls you towards it.<br>
<br>
<<ActionsHeader>>
<<link "Get in the taxi" "FatGordonsCircusMidWayQuest37Taxi">><<set $FatGordonsCircusMidWayQuest37Taxi to "GetIn">><</link>>
<<case "Decline">>
You sigh. "I don't think I want to get involved. I already regret all of this."<br>
<br>
The sight of the pleading woman fades instantly. Her face turns to a scowl. "Knew it," she mutters. "Yer just like everyone else here. Only interested in helpin' yourselves."<br>
<br>
She snorts at you and shakes her head. "For a moment, yer had me going. But yer revealed yer true colours, haven't yer? Won't get no help from me. Good luck with yer gang."<br>
<br>
She casts one final look at you, before running off into the crowd towards the exit.<br>
<br>
<<ActionsHeader>>
<<link "Return to the midway" "FatGordonsCircusMidWay">><<QuestTracker "Quest37" "fail">><<set $FatGordonsCircusMidWayQuest37Taxi to undefined>><</link>>
<<case "GetIn">>
<<TaxiCabTakenCheck>>
<<if _TaxiCabTakenCheck is true>>
<<if $current.female is true>>
You slide into the cab and glance up to see the same driver yet again looking back at you in his mirror. "Hello ladies," he says, his eyes lingering. "Where to?"<br>
<<else>>
You slide into the cab and glance up to see the same driver yet again looking back at you in his mirror. "Hello love," he says, his eyes lingering on Siobhan. "Where to?"<br>
<</if>>
<<else>>
<<if $current.female is true>>
You slide into the cab and glance up to see a gruff middle-aged man looking back at you in his mirror. "Hello ladies," he says, his eyes lingering. "Where to?"<br>
<<else>>
You slide into the cab and glance up to see a gruff middle-aged man looking back at you in his mirror. "Hello love," he says, his eyes lingering on Siobhan. "Where to?"<br>
<</if>>
<</if>>
<br>
"Charlton Hotel," Siobhan barks. "Fast as yer can."<br>
<br>
<<if $current.female is true>>
He chuckles as he turns on the meter and pulls away. "You in a rush, are you? What's the matter? You girls late for a double date? Bet those boys will be lucky to -"<br>
<<else>>
He chuckles as he turns on the meter and pulls away. "You in a rush, are you? What's the matter? You two late for a dinner reservation? Bet you've got a big night planned with your -"<br>
<</if>>
<br>
Siobhan raises a finger over behind the driver's head. "Keep shtum."<br>
<br>
A flick of magic hits the back of his head and he falls silent. Instead, the driver looks out to the road, silent and focused on driving.<br>
<br>
<I>You'll have to get her to teach you that.</i><br>
<br>
"Now," she says, turning to you with a renewed sense of confidence. "The plan."<br>
<br>
<<ActionsHeader>>
<<link "Listen to Siobhan's plan" "FatGordonsCircusMidWayQuest37Taxi">><<set $FatGordonsCircusMidWayQuest37Taxi to "Plan">><</link>>
<<case "Plan">>
She looks to you, talking freely as if the driver can't hear.<br>
<br>
<I>Maybe he can't?</i><br>
<br>
"That fella was meetin' his missus at the restaurant to talk things through," she tells you. "When she's not lookin', he'll drop a few drops of that potion in their drinks."<br>
<br>
"He's going to spike her drink?" you say, raising an eyebrow.<br>
<br>
"Now's not the time to argue over that," she says. "Point is, once drunk, they'll both enter a trance. He'll slip into her memories. Be ripe for the changing."<br>
<br>
"And you thought this was okay?" you say, raising an eyebrow. "What about Claire?"<br>
<br>
She grimaces, but tries to hide her pain from the thought. "I just do what Roseli asks me to," she mutters. "But now's not the time to talk on that. We need to stop him from givin' it to her."<br>
<br>
"What if he's already used it?" you ask. "What then?"<br>
<br>
She looks at you with concerned eyes, as if this is the first time she's considered it. "I know a spell," she finally says. "Enter Memories. We'll be able to get in her noggin. And try to fix this mess. Try to get them out before it's too late."<br>
<br>
"Great," you mutter. "More magic."<br>
<br>
"I don't hear you comin' up with any ideas," she says in a wounded tone. "It will be safe. I think."<br>
<br>
"You think?"<br>
<br>
She shrugs with a wince. "Never put three people in a head before. Not sure what will happen. But one thing's for sure. If we don't try, the spell will go wrong."<br>
<br>
You look at her face, still pleading as she looks back. Something sparks in your brain. "Three?"<br>
<br>
Siobhan grimaces, but nods. "Simon. Claire. And you."<br>
<br>
You catch your breath in your throat. "I should have guessed."<br>
<br>
"Can't have yer gettin' stuck in her noggin," she replies. "I need to stay put, to make sure nothin' disturbs us. Worse comes to worse, I can pull yer back."<br>
<br>
You shake your head, but say nothing. The cab is soon back driving through the streets of Charlton. With a slow and steady stop, the cab crawls to a halt outside the Charlton Hotel.<br>
<br>
You hear the locks open and the driver looks back to you, expressionless. "Have a good night."<br>
<br>
Siobhan opens the door and dashes out, no intention of paying. The driver, not to your surprise, doesn't react.<br>
<br>
<<ActionsHeader>>
<<link "Get out of the cab and enter the Charlton Hotel" "HotelLobby">><<EventTrigger "HotelLobby" "SiobhanLoyaltyEventCharltonHotelLobby" "Evening" null null null null null false>><<set $FatGordonsCircusMidWayQuest37Taxi to undefined>><<set $PeriodCarnival to undefined>><</link>>
<</switch>><<StartConversation "Siobhan" "FatGordonsCircusMidWay">>
<<if $SiobhanDialogue is undefined>>
Siobhan doesn’t move as you approach. Her eyes hang on you, sizing you up, but she remains motionless.<br>
<<if _CurrentPC is true>>
"Ey up, <<TrueName>>", she greets you. "What do yer need from a girl like me?"<br>
<<else>>
"Ey up, <i><<TrueName>></i>", she says, smirking. "What do yer need from a girl like me?"<br>
<</if>>
<<else>>
Siobhan eyes you with green piercing eyes, waiting for you to speak.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<DialogueSpokenSecretKnown "Siobhan" "RoseliAsk">><<QuestStatus "Quest26">>
<<if _Discussed is false and _QuestStatus is "active">><<link "Tell her about Roseli’s ask" "SiobhanDialogue">><<set $SiobhanDialogue to "RoseliAsk">><</link>><br><</if>>
<<DialogueSpokenSecretKnown "Siobhan" "Tandi">>
<<if _Discussed is false>><<link "Ask her about Tandi" "SiobhanDialogue">><<set $SiobhanDialogue to "Tandi">><<DialogueDone "Siobhan" "Tandi">><</link>><br><</if>>
<<SiobhanDialogueHappeningAgainHappened>><<DialogueSpokenSecretKnown "Siobhan" "UsedLeafs">>
<<if _SiobhanDialogueHappeningAgainHappened is true and _Discussed is false>><<link "Confront her about the leaf she gave you" "SiobhanDialogue">><<set $SiobhanDialogue to "UsedLeafs">><<DialogueDone "Siobhan" "UsedLeafs">><</link>><br><</if>>
<<Flag "SiobhanDealYes">><<QuestStatus "Quest26">><<DialogueSpokenSecretKnown "Siobhan" "AskRides">>
<<if _FlagReturn is true and _QuestStatus is "active" and _Discussed is false>><<link "Ask her about the rides" "SiobhanDialogue">><<set $SiobhanDialogue to "AskRides">><</link>><br><</if>>
<<DialogueSpokenSecretKnown "Siobhan" "WhySheDidItAcorn">><<DialogueUnlockCheck "Siobhan" "WhySheDidItAcorn">>
<<if _Discussed is false and _DialogueUnlockCheck is true>><<link "Ask why she did it" "SiobhanDialogue">><<set $SiobhanDialogue to "WhySheDidItAcorn">><<DialogueDone "Siobhan" "WhySheDidItAcorn">><</link>><br><</if>>
<<DialogueSpokenSecretKnown "Siobhan" "TheAcorn">><<DialogueUnlockCheck "Siobhan" "TheAcorn">>
<<if _Discussed is false and _DialogueUnlockCheck is true>><<link "Ask her about the acorn" "SiobhanDialogue">><<set $SiobhanDialogue to "TheAcorn">><<DialogueDone "Siobhan" "TheAcorn">><</link>><br><</if>>
<<DialogueSpokenSecretKnown "Siobhan" "AnnieMemories">><<DialogueUnlockCheck "Siobhan" "AnnieMemories">>
<<if _Discussed is false and _DialogueUnlockCheck is true>><<link "Ask her about Annie's memories" "SiobhanDialogue">><<set $SiobhanDialogue to "AnnieMemories">><<DialogueDone "Siobhan" "AnnieMemories">><</link>><br><</if>>
<<QuestState "Quest35">><<DialogueSpokenSecretKnown "Siobhan" "PeopleWhoLeft">>
<<if _QuestState is 0 and _Discussed is false>><<link "Ask about Charlton's influence on people who have left" "SiobhanDialogue">><<set $SiobhanDialogue to "PeopleWhoLeft">><</link>><br><</if>>
<<AlreadyIdentified "Siobhan">><<QuestStatus "Quest28">><<DialogueSpokenSecretKnown "Siobhan" "JoinCoven">>
<<if _AlreadyIdentified is true and _QuestStatus is "active" and _Discussed is false>><<link "Ask Siobhan to join your coven" "SiobhanDialogue">><<set $SiobhanDialogue to "JoinCoven">><</link>><br><</if>>
<<QuestState "Quest37">><<DialogueSpokenSecretKnown "Siobhan" "SimonReport">>
<<if _QuestState is 1 and _Discussed is false>><<link "Talk to her about your conversation with Simon" "SiobhanDialogue">><<set $SiobhanDialogue to "SimonReport">><</link>><br><</if>>
<<link "Say goodbye and leave Siobhan alone" "FatGordonsCircusMidWay">><<EndConversation "Siobhan">><</link>><b>Fat Gordon's Carnival - Curio Shop</b><br>
<<if setup.period[$periodCurrent] is "Evening" or setup.period[$periodCurrent] is "Night">>
<img src="./images/Fat_Gordons_Carnival_CurioShop_Entrance_night.png"><br>
<br>Seemingly existing in the only part of the carnival not touched by light, the Curio Shop seems to cast light out from within. Only a hand painted sign gives any indication this is an attraction or would welcome any visitors from outside.<br>
<<else>>
<img src="./images/Fat_Gordons_Carnival_CurioShop_Entrance.png"><br>
<br>By day, the Curio Shop looks less like a mystery and more like an omission. The little tent sits heavy and closed in the murk, its fabric swallowing what thin daylight reaches it, while the midway around it feels faintly brighter by comparison.<bR>
<</if>>
<<NPCFollowCheck "Jennifer">>
<<if _NPCFollowCheck is true>>
<br>
<<CheckNPCForm "Jennifer">>
<<if _NPCForm is "PC">>
<i><<TrueName "Current">></i> stands beside you, eyeing the tent with suspicion.<br>
<<else>>
Jennifer stands beside you, eyeing the tent with suspicion.<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<CheckFirst "CurioShop">>
<<if setup.period[$periodCurrent] is "Evening" or setup.period[$periodCurrent] is "Night" or _CheckFirst is true>>
<<link "Enter the Curio Shop" "FatGordonsCircusCurioShop">><</link>><br>
<<else>>
<s>Enter the Curio Shop</s> - <i>The tent is closed up tight</i><br>
<</if>>
<<link "Return to the Midway" "FatGordonsCircusMidWay">><</link>><b>Fat Gordon's Carnival - Hall of Mirrors</b><br>
<<if setup.period[$periodCurrent] is "Evening">>
<img src="./images/Fat_Gordons_Carnival_HallOfMirrors_Entrance_night.png"><br>
<br>
Just off the midway is a wooden facade, decorated with faces and masks. A red velvet curtain hangs over the entrance.<br>
<br>
As you step towards the Hall of Mirrors, a middle-aged barker in a dirty long tailcoat and hat spots you instantly. "Step right up, step right up!" he yells as he saunters over to you. "See into the future and experience the revelations of what you could be!"<br>
<<else>>
<img src="./images/Fat_Gordons_Carnival_HallOfMirrors_Entrance.png"><br>
<br>
By day, the Hall of Mirrors is all frontage and no welcome. The red velvet curtain has been drawn tight and secured, sealing the entrance completely.<bR>
<</if>>
<br>
<<ActionsHeader>>
<<if setup.period[$periodCurrent] is "Evening">><<link "Enter the Hall of Mirrors" "FatGordonsCircusHallofMirrors">><</link>><br><</if>>
<<link "Return to the Midway" "FatGordonsCircusMidWay">><</link>><b>Fat Gordon's Carnival - Fortune Teller</b><br>
<<if setup.period[$periodCurrent] is "Evening">>
<img src="./images/Fat_Gordons_Carnival_FortuneTeller_Entrance_night.png"><br>
<br>
A red draped tent just off to the end of the Midway, clearly signed and advertised for those seeking insight into their future.<br>
<Br>
As you approach the tent you notice that the sounds of the carnival are a little distant here, even from the outside. There is nothing secretive about the tent, but you feel something ominous dwelling within.<br>
<<else>>
<img src="./images/Fat_Gordons_Carnival_FortuneTeller_Entrance.png"><br>
<br>
A red draped tent just off to the end of the Midway, clearly signed and advertised for those seeking insight into their future.<br>
<br>
The placard for Madame Fortuna waits out front like an invitation, but during the day the booth itself feels shut tight.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<if setup.period[$periodCurrent] is "Evening">><<link "Enter the Fortune Teller's tent" "FatGordonsCircusFortuneTeller">><</link>><br><</if>>
<<link "Return to the Midway" "FatGordonsCircusMidWay">><</link>><b>Fat Gordon's Carnival - Freak Show</b><br>
<<if setup.period[$periodCurrent] is "Evening">>
<img src="./images/Fat_Gordons_Carnival_FreakShow_Entrance_night.png"><br>
<br>
A hastily constructed facade covers the entry to this tent, with painted illustrations of the things that can be found within. Draped red curtains cover the entrance, inviting you in.<br>
<Br>
Standing nearby the entrance is a middle-aged woman, dressed in a long black skirt and corset. Her make-up is dark and shadowy. She smiles at you when she catches you looking.<Br>
<Br>
"Dare face the poor unfortunate souls that dwell under the shadows?" she asks you. "Learn their sad cautionary tales. Witness the pain of what a life without friends and family can do to a person."<Br>
<<else>>
<img src="./images/Fat_Gordons_Carnival_FreakShow_Entrance.png"><br>
<br>
By day, the Freak Show looks like a promise that has been withdrawn. The painted illustrations still advertise wonders behind the canvas, but in the flat light they feel cheap and a little sour.<br>
<bR>
The red curtains are drawn tight and pinned closed, the entrance sealed so completely that it is obvious no one is meant to go in, no matter what the facade claims.<br>
<</if>>
<br>
<<ActionsHeader>>
<<if setup.period[$periodCurrent] is "Evening">><<link "Enter the Freak Show" "FatGordonsCircusFreakShow">><</link>><br><</if>>
<<link "Return to the Midway" "FatGordonsCircusMidWay">><</link>><b>Fat Gordon's Carnival - Tunnel of Love</b><br>
<<if setup.period[$periodCurrent] is "Evening">>
<img src="./images/Fat_Gordons_Carnival_TunnelOfLove_Entrance_night.png"><br>
<br>
Plywood covers the body of a long-haul lorry, decorated with lights and images of romance and lovers. A small pool of water rests outside, with a swan boat waiting for the next customer to board.<br>
<br>
Noticing your interest, a weaselly gaunt man with a mullet and moustache grins and uses a pole to hook a nearby boat towards you. "Looking for a glimpse into the mysteries of love?" he asks you with a voice clearly weathered by a heavy smoking habit. "Jump in to get a glimpse into who you desire."<Br>
<<else>>
<img src="./images/Fat_Gordons_Carnival_TunnelOfLove_Entrance.png"><br>
<br>
By day, the Tunnel of Love looks like a prop left behind after the fun has moved on. The bulbs sit cold and dead in the grey mist.<br>
<br>
No pole slides a boat towards you, no salesman calls you over. Just an open, dark mouth of an entrance and the uneasy realisation that if you want to get in, you'll have to come back another time.<br>
<</if>>
<br>
<<ActionsHeader>>
<<if setup.period[$periodCurrent] is "Evening">><<link "Enter the Tunnel of Love" "FatGordonsCircusTunnelOfLove">><</link>><br><</if>>
<<link "Return to the Midway" "FatGordonsCircusMidWay">><</link>><b>Fat Gordon's Carnival - Shooting Gallery</b><br>
<<if setup.period[$periodCurrent] is "Evening">>
<img src="./images/Fat_Gordons_Carnival_ShootingGallery_Entrance_night.png"><br>
<br>
Rows of bottles glint under the lights, with shards of broken glass peppering the shelves. A series of air rifles are laid out neatly on the table in front, waiting for someone to try their aim.<br>
<br>
A fat barker who looks like he’s spent his life on the game grins at you as you approach. "Step right up! Test your aim, prove your strength. Every shot a prize!" <Br>
<Br>
<<if $current.female is true>>
You look at the equipment carefully, feeling the presence of magic both inside the bottles and within the mechanisms of the guns. Whatever this game rewards as a prize, you anticipate there will be a cost.<Br>
<<else>>
You look at the equipment carefully, but can't see if it's fixed. Knowing Charlton, though, whatever this game rewards as a prize, you anticipate there will be a cost.<Br>
<</if>>
<<else>>
<img src="./images/Fat_Gordons_Carnival_ShootingGallery_Entrance.png"><br>
<br>
By day, the shooting gallery feels like it has been abandoned mid-shift. The bottles still line the shelves, dull in the foggy light, and the broken glass sits where it fell, undisturbed.<br>
<br>
The rifles are laid out with the same careful neatness, but there is no barker calling you over, no hand reaching to load pellets or explain the rules. The game is seemingly closed.<br>
<</if>>
<br>
<<ActionsHeader>>
<<if setup.period[$periodCurrent] is "Evening">><<link "Try your luck on the shooting gallery" "FatGordonsCircusShootingGallery">><</link>><br><</if>>
<<link "Return to the Midway" "FatGordonsCircusMidWay">><</link>><b>Curio Shop</b><br>
<img src="./images/Fat_Gordons_Carnival_CurioShop.png"><br>
<br>The tent is unnervingly quiet, as if the outside sounds from the circus are muted and distant. The layout doesn’t match quite the interior, as if one of them is distorted. An optional illusion, or something else. Only dim candles and lamps cast any light on the red curtains. A table rests in the centre, housing a crystal ball.<br>
<<include "EventsFatGordonsCircusCurioShop">>
<<if _currentEvent is undefined>>
<<CheckFirst "CurioShop">>
<<if _CheckFirst is false>>
<br>
As your eyes become accustomed to the dim lights, you notice an elderly woman sitting on the other side of the desk. Her face is cracked and wrinkled. Hair hidden by a turban. Jagged teeth contained in a smile.<br>
<Br>
"About time, my tardy little tortoise," she says, her voice with an exotic accent you can’t place. "Been expecting you. You may call me Roseli. Sit," she says, gesturing to the empty chair in front of the table. "We have things to discuss."<Br>
<Br>
Behind her, you see Siobhan standing, leaning against the red drapes. In spite of their colour, the black lace she wears is almost in danger of blending in, making it a conscious effort for you to recall she’s here. <Br>
<Br>
"Leave us," Roseli says. Her tone lower and more commanding. Siobhan gives you a look, then silently flows around the table and, brushing past you, exits out the tent flap. You briefly hear the sounds of the circus as it's pulled back, then the muted quiet returns once she’s gone. <Br>
<br>
Roseli’s smile returns, her eyes drifting to the seat in front of her.<br>
<br>
<<ActionsHeader>>
<<link "Talk to Roseli" "FatGordonsCircusCurioShopRoseliDialogue0">><<NPCKnown "Roseli">><<AddFirst "CurioShop">><<SetNPCLocation "Siobhan" $dayCurrent $periodCurrent "FatGordonsCircusMidWay">><</link>>
<<else>>
<<NPCFollowCheck "Jennifer">><<QuestState "Quest35">>
<<if _NPCFollowCheck is true and _QuestState is 5>>
<<if $current.avatar is "Jennifer">>
<br>Roseli's eyes settle on you first, then drift to <i><<TrueName "Current">></i>. Her smile widens, jagged teeth on full display. "Well, well," she says. "My little chameleon returns. And with company."<br>
<br>
Her gaze fixes on <i><<TrueName "Current">></i>. Something shifts behind her eyes. Recognition, perhaps. Or hunger. "I see potential," she murmurs. "Wasted potential. But potential nonetheless."<br>
<<else>>
<br>Roseli's eyes settle on you first, then drift to Jennifer. Her smile widens, jagged teeth on full display. "Well, well," she says. "My little chameleon returns. And with company."<br>
<br>
Her gaze fixes on Jennifer. Something shifts behind her eyes. Recognition, perhaps. Or hunger. "I see potential," she murmurs. "Wasted potential. But potential nonetheless."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Talk to Roseli" "FatGordonsCircusCurioShopRoseliDialogue0WithJen">><</link>><br>
<<link "Exit the Curio Shop" "FatGordonsCircusMidWay">><</link>>
<<else>>
<<NPCPresent "Roseli">>
<<if _NPCPresent is true>><br>Roseli eyes you carefully from behind the table, her jagged teeth showing as she smiles back at you.<br><</if>>
<br>
<<ActionsHeader>>
<<if _NPCPresent is true>><<link "Talk to Roseli" "FatGordonsCircusCurioShopRoseliDialogue0">><</link>><br><</if>>
<<link "Exit the Curio Shop" "FatGordonsCircusMidWay">><</link>>
<</if>>
<</if>>
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<if _currentEvent is "Quest35ReturnFromStudy2">>
<br>
You involuntarily gasp, feeling cool air flood into your lungs. The room bleeds into your eyes. Your back to reality. Back in Roseli's tent. The Curio Shop.<br>
<br>
<<CheckNPCForm "Jennifer">>
<<if _NPCForm is "PC">>
You look down to see <i><<TrueName "Current">>'s</i> hand wrapped around yours. He looks at you, adjusting himself to being back. Then he releases your hand.<br>
<<else>>
You look down to see your hand wrapped around Jennifer's. She looks at you, adjusting herself to being back. You release her hand.<br>
<</if>>
<br>
"Ah, what joy!" you hear a familiar voice bellow. "My little birds, returned from their migration for the winter."<br>
<br>
Roseli sits behind the table, grinning at you both. Watching with those dark, knowing eyes.<br>
<br>
<<TattooCheck "Heart">>
<<if _TattooCheck is true>>
<<Flag "TempShadowHeartBranded">>
<<if _FlagReturn is true>>
You go to reply, but even the slightest movement sends pain racing from your back across your body. Doing all you can not to keel over, you grasp at the pain on your lower torso. You pull up your top and crane to look at its source.<br>
<br>
<<CheckNPCForm "Jennifer">>
<<if _NPCForm is "PC">>
"Oh my god," <i><<TrueName "Current">></i> mutters. "That's new."<br>
<<else>>
"Oh my god," Jennifer mutters. "That's new."<br>
<</if>>
<br>
Burying the pain as much as you can, you turn and face the small mirror in the corner of the room. There, on your back, is a fresh, pink heart tattoo. A tramp stamp, bright and throbbing.<br>
<br>
You press a trembling hand to the mark. It burns like a fresh bruise, but is warm too. A low hum of magic throbs entwined with the pain. You aren't sure what it is, but you know it's not just a tattoo.<br>
<br>
"The guardian's master marked you, dearie," she says quietly. "That should heal, though. Mostly."<br>
<br>
"What is it?" you say, eyes wide with fear.<br>
<br>
"All in good time, my impatient little iguana," she replies. "Firstly. Did you get what I asked for?"<br>
<<else>>
You go to reply, but even the slightest movement sends pain racing from your back across your body. Doing all you can not to keel over, you grasp at the pain on your lower torso. You know where it's coming from.<br>
<br>
<<CheckNPCForm "Jennifer">>
<<if _NPCForm is "PC">>
"Oh my god," <i><<TrueName "Current">></i> mutters. "Your tattoo."<br>
<<else>>
"Oh my god," Jennifer mutters. "Your tattoo."<br>
<</if>>
<br>
Burying the pain as much as you can, you turn and face the small mirror in the corner of the room. There, on your back, the heart shaped tattoo pulsates. Even just looking at it clouds your mind. Your thoughts are slow and grinding. It takes you a moment to even remember having it.<br>
<br>
"Looks like the guardian's master gave you a taste of their power, dearie," she says quietly. "But you had it before you went, no?"<br>
<br>
"What is it?" you say, eyes wide with fear.<br>
<br>
"All in good time, my impatient little iguana," she replies. "Firstly. Did you get what I asked for?"<br>
<</if>>
<<else>>
"How was your trip, my dears?" she asks.<br>
<br>
<<CheckNPCForm "Jennifer">>
<<if _NPCForm is "PC">>
You glance back at <i><<TrueName "Current">></i> before answering. "Eventful."<br>
<<else>>
You glance back at Jennifer before answering. "Eventful."<br>
<</if>>
<br>
"I can only imagine!" she says, grinning. "Now. Did you get what I asked for?"<br>
<</if>>
<br>
<<ActionsHeader>>
<<InventoryCheckSelf "TweesPen">>
<<if _InventoryCheckSelf is true>>
<<link "Give her the pen" "FatGordonsCircusCurioShopQuest35Pen">><<set $FatGordonsCircusCurioShopQuest35Pen to "GivePen">><<EventsCheckEnd "FatGordonsCircusCurioShop" "Quest35ReturnFromStudy2">><</link>><br>
<<else>>
<<link "Tell her you didn't get it" "FatGordonsCircusCurioShopQuest35Pen">><<set $FatGordonsCircusCurioShopQuest35Pen to "NoPen">><<EventsCheckEnd "FatGordonsCircusCurioShop" "Quest35ReturnFromStudy2">><</link>><br>
<</if>>
<</if>>
<<if _currentEvent is "TriggerSiobhanLoyaltyEvent">>
<br>You step into the tent, adjusting to the dim light. Roseli sits behind her table. But when she sees you, she frowns.<br>
<br>
"The cards hadn't foretold you visiting this evening," she mutters. "What brings you around, my unexpected little uakari?"<br>
<br>
You look around the Curio Shop, eyes narrowing. She is on her own.<br>
<br>
"I was supposed to meet Siobhan here," you mutter, wondering how much to divulge. "Is she around?"<br>
<br>
Roseli's eyes unnervingly widen, skin cracking around them. "What has that girl done?" she spits.<br>
<br>
Before you can answer you hear the flap over the entrance flutter. You spin to see Siobhan glide in, her mesh laced clothes fluttering as she moves. She offers you a wicked smile. "Looks like I'm not joining yer gang," she titters.<br>
<br>
You look back at her, then to Roseli. Her eyes, still wide, watch her student carefully.<br>
<br>
<<ActionsHeader>>
<<link "Talk to Siobhan" "FatGordonsCircusCurioShopQuest37">><<set $FatGordonsCircusCurioShopQuest37 to "TalkSiobhan">><<EventsCheckEnd "FatGordonsCircusCurioShop" "TriggerSiobhanLoyaltyEvent">><</link>>
<</if>><<switch $FatGordonsCircusCurioShopQuest37>>
<<case "TalkSiobhan">>
"What have you done?" you hear yourself say, parroting Roseli.<br>
<br>
"Decided it weren't worth waiting," she mutters. "Met yer man after he finished his business. He seemed all too eager to take what I was offerin'."<br>
<br>
"I thought we were going together," you stammer.<br>
<br>
She smiles back at you, eyes gleaming. "Thought yer wanted the best for folk. And who are yer to delay him havin' his heart's desire."<br>
<br>
<<CheckPersonalityState "Simon">>
<<if _PersonalityState is "Humbled">>
"But he relented!" you retort. "He had accepted that Claire had broken up with him."<br>
<br>
"Didn't seem like that, to me," Siobhan snaps back. "It took a bit of persuadin', but he came around to wantin' what he thinks is owed to him." She snorts. "Just like the rest of the folk around here."<br>
<<else>>
"You didn't give me a chance," you retort. "I just got to have one conversation with him."<br>
<br>
"Two dozen talks wouldn't have quenched that thirst," Siobhan snaps back. "He was all too eager to take what he thinks is owed to him." She snorts. "Snapped it up without a second thought. Just like the rest of the folk around here."<br>
<</if>>
<br>
"Enough!"<br>
<br>
Roseli's shout freezes the blood in your veins. You briefly look to Siobhan, seeing her reaction is the same. When you turn to face the old woman, her haggard skin bristles with barely concealed rage.<br>
<br>
"What have you done, girl?" she says, addressing Siobhan. "How did this man accept your offer?"<br>
<br>
<<if _PersonalityState is "Humbled">>
You watch Siobhan suck in air, steadying her nerves. "Just like always," she says quietly. "I offered him the deal. He accepted. Just needed a bit of pressure to see what he wanted."<br>
<<else>>
You watch Siobhan suck in air, steadying her nerves. "Just like always," she says quietly. "I offered him the deal. He pounced on it without thinkin'. All too eager."<br>
<</if>>
<br>
She turns to you, eyes glazing with yellow-amber tinted pupils. "And you. What role did you have in this?"<br>
<br>
<<if _PersonalityState is "Humbled">>
"I went to see him," you tell her flatly. "I thought I convinced him to put his relationship behind him."<br>
<<else>>
"I went to see him," you tell her flatly. "I tried to convince him to put his relationship behind him, but he didn't listen to me, though."<br>
<</if>>
<br>
Roseli's eyes wander between the two of you, her lip turned into a snarl. "Fools," she spits. "Can you even understand what you've done?"<br>
<br>
She casts a hand over her crystal ball. A mist circles within it, before an image sparkling with magic forms.<br>
<br>
<<ActionsHeader>>
<<link "Watch the crystal ball" "FatGordonsCircusCurioShopQuest37">><<set $FatGordonsCircusCurioShopQuest37 to "CrystalBall">><</link>>
<<case "CrystalBall">>
You look into the ball, seeing the image come into focus. You recognise it immediately. The warm lights of the Charlton Hotel restaurant at night. You can almost hear glasses chinking.<br>
<br>
<<NPCKnownCheck "Claire">>
<<if _NPCKnownCheck is true>>
There, sitting at a table, is Simon and Claire. They stare into each other's eyes across the table, smiles on their faces.<br>
<<else>>
There, sitting at a table, is Simon with a young woman. Even from behind reading glasses and in spite of wearing a dull green blouse and skirt, her pretty features shine through. A nametag reads Claire Whitfield.<br>
<</if>>
<br>
It takes only a moment to notice something is wrong. This is not merely two exes rekindling their relationship. Their food is untouched. Cutlery still placed either side of the plates. Their drinks are untouched. And they aren't moving. Not blinking, even.<br>
<br>
<<CheckPersonalityState "Simon">>
<<if _PersonalityState is "Humbled">>
Then, Simon suddenly gasps, taking in a deep breath. Claire remains staring forward, even as he breaks the eye contact. The vacant smile still lingering.<br>
<br>
He clicks his fingers in front of her. She doesn't respond. You hear him say her name. Nothing. He repeats it, louder. Other patrons look over.<br>
<br>
And despite anything he does, Claire continues to stare off into nowhere, the smile not draining from her face.<br>
<<else>>
Then, you see it. Yellow-amber energy warming underneath Claire's skin. She begins to glow. Neither her nor Simon move. Still staring vacantly into each other's eyes, smiles unwavering.<br>
<br>
Patrons around them begin to notice. They look over. Some move away.<br>
<br>
And suddenly the magic bursts from Claire's body like lightning strikes, striking the other patrons in the restaurant. They keel over in pain, writhing as magic ricochets over their bodies.<br>
<</if>>
<br>
Roseli wipes her hand quickly over the crystal ball and the image disappears. You stare back down at it for a long time, watching the mists settle.<br>
<br>
"See," the old woman barks. "The consequences of your fun."<br>
<br>
<<ActionsHeader>>
<<link "Ask Roseli what that was" "FatGordonsCircusCurioShopQuest37">><<set $FatGordonsCircusCurioShopQuest37 to "AskRoseli">><</link>>
<<case "AskRoseli">>
"What was that?" you say, the image not fading from your mind.<br>
<br>
"The future that you two have created," she snaps in a low tone. "Your little games have tainted the deal. The magic in that potion is unstable."<br>
<br>
You look back over to Siobhan, who meets your eyes briefly. Filled with fear.<br>
<br>
<<CheckPersonalityState "Simon">>
<<if _PersonalityState is "Humbled">>
"You fool," she spits at Siobhan. "You pressured him to take it. That's not what we offer here."<br>
<br>
"He just needed some persuadin'," she mutters. "Nowt wrong with givin' him a push."<br>
<br>
"The magic in that potion is tailored for those willing to enter the trade," she chides her. "He wasn't. Not truly, in his heart."<br>
<br>
"What will happen?" you interject.<br>
<br>
Roseli turns her burning eyes to you, scowling. "The magic will be unstable. That girl will not return from the dream it places her in. She will live the rest of her days inside her head, reliving the memories that he wished so much to be gone."<br>
<<else>>
"You fool," she spits at Siobhan. "He took it without accepting the pact. That's not what we offer here."<br>
<br>
"He didn't give me time," she mutters. "Snatched the potion right out of me hand."<br>
<br>
"The magic in that potion is tailored for those willing to enter the trade," she chides her. "He didn't."<br>
<br>
"What will happen?" you interject.<br>
<br>
Roseli turns her burning eyes to you, scowling. "The magic will be unstable. It will grow without his buy-in. In absence of his consent, it will lash out for another target. Raw magic, striking those down where they stand."<br>
<</if>>
<br>
You shoot a look back to Siobhan. She winces, a look of shame spreading quickly over her face.<br>
<br>
"You have precious time to correct this," Roseli continues, looking at Siobhan. "Retrieve that potion. Fix your mess. Or face my wrath."<br>
<br>
She throws a hand towards the exit. You glance to Siobhan, watching her skulk towards it without meeting Roseli's eyes.<br>
<br>
<<ActionsHeader>>
<<link "Follow Siobhan outside" "FatGordonsCircusMidWay">><<EventTrigger "FatGordonsCircusMidWay" "TriggerSiobhanMess" "Evening" null null null null null false>><<QuestTracker "Quest37" 3>><<set $FatGordonsCircusCurioShopQuest37 to undefined>><<for _d to 0; _d lt 7; _d++>><<SetNPCLocation "Siobhan" _d "3" "FatGordonsCircusMidWay" "perm">><</for>><</link>>
<</switch>><<switch $FatGordonsCircusCurioShopQuest35Pen>>
<<case "GivePen">>
You hold out the pen towards the fortune teller. "Here. This is what you wanted, isn't it?"<br>
<br>
Roseli takes it carefully, turning it between her fingers. The pen seems to hum in her grip. Or maybe that's your imagination.<br>
<br>
"This changes things," she murmurs before brightening. "Well done, my resourceful little raccoon. You did as good as I knew you would. Consider our deal fulfilled."<br>
<br>
<<CheckNPCForm "Jennifer">>
<<if _NPCForm is "PC">>
She sets the pen down on a velvet cloth, then turns to <i><<TrueName "Current">></i>. "And you, my surprising little scamp. You gave me something today that I seldom enjoy."<br>
<br>
He waits, as if the comment was a set-up. "What?" <i><<TrueName "Current">></i> finally mutters.<br>
<br>
"A surprise!" Roseli titters. "So rare these days. Didn't think you still had it in you, my re-awakened little rebel."<br>
<br>
She stands and moves around from the table to stand in front of <i><<TrueName "Current">></i>. Smiling warmly, she puts a wrinkled thumb to his forehead. Amber energy sparkles out from it and <i><<TrueName "Current">></i> gasps. It stops only a moment later, but he looks back in anger.<br>
<br>
"Nothing to worry about, dear," Roseli says, returning to her seat. "Just a small gift. For the one who helped bring me the pen. When you are back in your form, you'll find your return to using magic will now be a bit easier."<br>
<<else>>
She sets the pen down on a velvet cloth, then turns to Jennifer. "And you, my surprising little scamp. You gave me something today that I seldom enjoy."<br>
<br>
She waits, as if the comment was a set-up. "What?" Jennifer finally mutters.<br>
<br>
"A surprise!" Roseli titters. "So rare these days. Didn't think you still had it in you, my re-awakened little rebel."<br>
<br>
She stands and moves around from the table to stand in front of Jennifer. Smiling warmly, she puts a wrinkled thumb to her forehead. Amber energy sparkles out from it and Jennifer gasps. It stops only a moment later, but Jen looks back in terror.<br>
<br>
"Nothing to worry about, dear," Roseli says, returning to her seat. "Just a small gift. For the one who helped bring me the pen. You'll find your return to using magic will now be a bit easier."<br>
<</if>>
<br>
<<Flag "JenniferStuckAsPC">>
<<if _FlagReturn is true>>
"Speaking of," you interrupt. "Can you help with that?"<br>
<br>
Roseli grins, arching an eyebrow. "Of course, my sweet young thing. But have you not found being a powerful girl more suited to your magical interests?"<br>
<br>
You find yourself looking back at <i><<TrueName "Current">></i>, unsure of how to answer.<br>
<br>
Roseli titters and holds her hands up. A small trickle of magical matter seeps out from them and envelopes <i><<TrueName "Current">></i> until it dissipates.<br>
<br>
"You'll find you're a little less manly than you were, my dear," Roseli comments. "Just enough for you to be able to turn back."<br>
<br>
<</if>>
Roseli leans back in her chair, running her hands over the pen. "Now," she says flatly, her voice returning to cold and flat. "Our business is concluded. Leave me." She glances at the pen. "I have much to uncover."<br>
<br>
You stare back at her, considering a multitude of questions you have. As if sensing your unease, Roseli looks up and gives you a sweet, forced smile. "Feel free to come back again though. I always enjoy seeing you."<br>
<br>
<<CheckNPCForm "Jennifer">>
<<if _NPCForm is "PC">>
You glance over at <i><<TrueName "Current">></i>. He just shrugs. You both recognise a dismissal when given one.<br>
<<else>>
You glance over at Jennifer. She just shrugs. You both recognise a dismissal when given one.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Exit the Curio Shop" "FatGordonsCircusMidWay">><<TimeChange>><<SpellsCheckNPC "Jennifer" "AlterBody">><<if _SpellsCheckNPC is true>><<AdjustNPCStat "Jennifer" "magic" 1>><<else>><<NPCLearnSpell "Jennifer" "AlterBody">><</if>><<GiveObjectLocation "Void" "TweesPen">><<set $FatGordonsCircusCurioShopQuest35Pen to undefined>><<EventTrigger "FatGordonsCircusMidWay" "Quest35Resolution" null null null null null null false>><</link>>
<<case "NoPen">>
"There were some complications," you tell her. "I'm sorry. We couldn't get it."<br>
<br>
Roseli's expression doesn't change. But the temperature in the shop seems to drop.<br>
<br>
"I see," she says coldly. "A deal was struck, and a deal was not kept."<br>
<br>
She folds her arms. "I don't work for free. Someone will pay for my work."<br>
<br>
<<GetNPCState "Jennifer" "Help">><<GetNPCState "Jennifer" "Loyal">>
<<if _Help is true or _Loyal is true>>
<<CheckNPCForm "Jennifer">>
<<if _NPCForm is "PC">>
<i><<TrueName "Current">></i> steps forward before you can speak. "Take it from me," he says. His voice is steady, but his hands are clenched at his sides.<br>
<br>
Roseli studies him for a long moment. "How altruistic," she mutters. "Very well, my brave little beaver."<br>
<br>
She stands and moves around from the table to stand in front of <i><<TrueName "Current">></i>. Smiling coldly, she puts a wrinkled thumb to his forehead. Amber energy sparkles out from <i><<TrueName "Current">>'s</i> skin into Roseli's digit. <i><<TrueName "Current">></i> squeals in terror. It stops only a moment later, but he looks back in shock.<br>
<br>
"Paid in full," Roseli says, returning to her seat. "You'll find your rediscovery of the dark arts a little tougher than they once were, I'm afraid."<br>
<<else>>
Jennifer steps forward before you can speak. "Take it from me," she says. Her voice is steady, but her hands are clenched at her sides.<br>
<br>
Roseli studies her for a long moment. "How altruistic," she mutters. "Very well, my brave little beaver."<br>
<br>
She stands and moves around from the table to stand in front of Jennifer. Smiling coldly, she puts a wrinkled thumb to her forehead. Amber energy sparkles out from Jennifer's skin into Roseli's digit. Jennifer squeals in terror. It stops only a moment later, but Jen looks back in shock.<br>
<br>
"Paid in full," Roseli says, returning to her seat. "You'll find your rediscovery of the dark arts a little tougher than they once were, I'm afraid."<br>
<</if>>
<<else>>
<<CheckNPCForm "Jennifer">>
<<if _NPCForm is "PC">>
<i><<TrueName "Current">></i> turns to look at you. "This was your job," he says flatly.<br>
<<else>>
Jennifer turns to look at you. "This was your job," she says flatly.<br>
<</if>>
<br>
Roseli looks between the two of you, offering a small shrug. She stands and moves around from the table to stand in front of you. "It brings me no pleasure doing this to you," she mutters. "But a deal was struck, and a price must be paid."<br>
<br>
She puts a wrinkled thumb to your forehead. You flinch as you feel your inner magical reserves flood out from your skin. Amber energy sparkles out into Roseli's digit. You can't help but squeal in terror. It stops only a moment later, but you stare back at Roseli in shock.<br>
<br>
"Paid in full," Roseli says, returning to her seat. "You'll find your potential in the dark arts a little less potent, I'm afraid."<br>
<br>
<<Flag "JenniferStuckAsPC">>
<<if _FlagReturn is true>>
"What about them," you interrupt. "Can you help with him being stuck like that?"<br>
<br>
Roseli grins, arching an eyebrow. "Of course, my sweet young thing. But have you not found being a powerful girl more suited to your magical interests?"<br>
<br>
You find yourself looking back at <i><<TrueName "Current">></i>, unsure of how to answer.<br>
<br>
Roseli titters and holds her hands up. A small trickle of magical matter seeps out from them and envelopes <i><<TrueName "Current">></i> until it dissipates.<br>
<br>
"You'll find you're a little less manly than you were, my dear," Roseli comments. "Just enough for you to be able to turn back."<br>
<</if>>
<</if>>
<br>
Roseli leans back in her chair. "Now," she says flatly, her voice returning to cold and flat. "Our business is concluded. Leave me." She eyes you darkly. "I must dwell on your failure."<br>
<br>
You stare back at her, considering a multitude of questions you have. As if sensing your unease, Roseli looks up and gives you a sweet, forced smile. "Feel free to come back again though. I'm sure you'll do better next time."<br>
<br>
<<CheckNPCForm "Jennifer">>
<<if _NPCForm is "PC">>
You glance over at <i><<TrueName "Current">></i>. He just shrugs. You both recognise a dismissal when given one.<br>
<<else>>
You glance over at Jennifer. She just shrugs. You both recognise a dismissal when given one.<br>
<</if>>
<br>
<<ActionsHeader>>
<<GetNPCState "Jennifer" "Help">><<GetNPCState "Jennifer" "Loyal">>
<<if _Help is true or _Loyal is true>>
<<link "Exit the Curio Shop" "FatGordonsCircusMidWay">><<TimeChange>><<AdjustNPCStat "Jennifer" "magic" -1>><<set $FatGordonsCircusCurioShopQuest35Pen to undefined>><<EventTrigger "FatGordonsCircusMidWay" "Quest35Resolution" null null null null null null false>><</link>>
<<else>>
<<link "Exit the Curio Shop" "FatGordonsCircusMidWay">><<TimeChange>><<Magic -1>><<set $FatGordonsCircusCurioShopQuest35Pen to undefined>><<EventTrigger "FatGordonsCircusMidWay" "Quest35Resolution" null null null null null null false>><</link>>
<</if>>
<</switch>><<StartConversation "Roseli" "FatGordonsCircusCurioShop">>
<<if $RoseliDialogue is undefined>>
Roseli watches you as you sit down at the table, crooked teeth on display, her eyes never once leaving you.<br>
<Br>
"You must have many questions, my curious little cat," she says. "Even ones you don’t yet know."<br>
<<else>>
Roseli smiles from the other side of the table, hands resting casually on the cloth, waiting for you to speak.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<DialogueSpokenSecretKnown "Roseli" "WhoSheIs">>
<<if _Discussed is false>><<link "Ask who she is" "RoseliDialogue">><<set $RoseliDialogue to "WhoSheIs">><<DialogueDone "Roseli" "WhoSheIs">><</link>><br><</if>>
<<DialogueSpokenSecretKnown "Roseli" "ExpectingYou">>
<<if _Discussed is false>><<link "Ask why she's been expecting you" "RoseliDialogue">><<set $RoseliDialogue to "ExpectingYou">><<DialogueDone "Roseli" "ExpectingYou">><<DialogueUnlock "Roseli" "Burden">><</link>><br><</if>>
<<DialogueUnlockCheck "Roseli" "Burden">><<DialogueSpokenSecretKnown "Roseli" "Burden">>
<<if _Discussed is false and _DialogueUnlockCheck is true>><<link "Ask what she means about your burden" "RoseliDialogue">><<set $RoseliDialogue to "Burden">><<DialogueUnlock "Roseli" "WhoElse">><<DialogueDone "Roseli" "Burden">><</link>><br><</if>>
<<DialogueSpokenSecretKnown "Roseli" "WhoElse">><<DialogueUnlockCheck "Roseli" "WhoElse">>
<<if _Discussed is false and _DialogueUnlockCheck is true>><<link "Ask who else has come to her" "RoseliDialogue">><<set $RoseliDialogue to "WhoElse">><<DialogueDone "Roseli" "WhoElse">><<DialogueUnlock "Roseli" "TandiWhereabouts">><</link>><br><</if>>
<<QuestState "Quest22">><<DialogueUnlockCheck "Roseli" "TandiWhereabouts">><<DialogueSpokenSecretKnown "Roseli" "TandiWhereabouts">>
<<if _QuestState gte 0 and _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about Tandi’s whereabouts" "RoseliDialogue">><<set $RoseliDialogue to "TandiWhereabouts">><</link>><br><</if>>
<<DialogueUnlockCheck "Roseli" "Partnership">><<DialogueSpokenSecretKnown "Roseli" "Partnership">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about her offer of a partnership" "RoseliDialogue">><<set $RoseliDialogue to "Partnership">><</link>><br><</if>>
<<QuestStatus "Quest26">><<Quest26Partnership>>
<<if _QuestStatus is "active" or _Quest26Partnership is true>>
<<ApparitionEncounteredCheck "Any">><<DialogueSpokenSecretKnown "Roseli" "Apparations">>
<<if _ApparitionEncounteredCheck is true and _Discussed is false>><<link "Ask about the apparitions you encountered" "RoseliDialogue">><<set $RoseliDialogue to "Apparations">><<DialogueDone "Roseli" "Apparations">><</link>><br><</if>>
<<QuestStatus "Quest16">><<QuestOptionCheck "Quest16" 9 "roseli" "gte">>
<<if _QuestStatus is "active" and _QuestOptionCheck is false>><<link "Ask about controlling your transformations" "RoseliDialogue">><<set $RoseliDialogue to "ControlTransformations">><</link>><br><</if>>
<<QuestState "Quest17">><<DialogueSpokenSecretKnown "Roseli" "HelpingSister">>
<<if _QuestState gte 0 and _QuestState lt 2 and _Discussed is false>><<link "Ask about helping your sister" "RoseliDialogue">><<set $RoseliDialogue to "HelpingEmily">><</link>><br><</if>>
<<if _QuestState is 2>>
<<link "Sacrifice some of your masculinity to reduce Emily's corruption" "RoseliDialogue">><<set $RoseliDialogue to "HelpingEmilyReduce">><<Greedy -1>><</link>><br>
<<link "Sacrifice some of your masculinity to increase Emily's corruption" "RoseliDialogue">><<set $RoseliDialogue to "HelpingEmilyIncrease">><<Greedy 1>><</link>><br>
<</if>>
<<QuestStatus "Quest19">><<DialogueSpokenSecretKnown "Roseli" "TwoPlacesAtOnce">>
<<if _QuestStatus is "active" and _Discussed is false>><<link "Ask about being in two places at once" "RoseliDialogue">><<set $RoseliDialogue to "TwoPlacesAtOnce">><</link>><br><</if>>
<<DialogueUnlockCheck "Roseli" "TwoPlacesReturn">><<QuestState "Quest19">>
<<if _DialogueUnlockCheck is true and _QuestState lt 2>><<link "Ask her what her terms are to transform Emily" "RoseliDialogue">><<set $RoseliDialogue to "TwoPlacesTerms">><</link>><br><</if>>
<</if>>
<<QuestStatus "Quest26">><<SpellsCheckSelf "Memories">><<DialogueUnlockCheck "Roseli" "LearnMemories">><<QuestOptionCheck "Quest16" 9 "roseli" "gte">>
<<set _AskMemoriesOpen to (_QuestStatus is "complete" or (_QuestStatus is "failed" and _QuestOptionCheck is true))>>
<<if _QuestStatus is "active">><<link "Update her on your task" "RoseliDialogue">><<set $RoseliDialogue to "Quest26UpdateTask">><</link>><br>
<<elseif _AskMemoriesOpen is true and _SpellsCheckSelf is false and _DialogueUnlockCheck is false>><<link "Ask her about your memories" "RoseliDialogue">><<set $RoseliDialogue to "AskMemories">><</link>><br><</if>>
<<if _DialogueUnlockCheck is true and _SpellsCheckSelf is false>><<link "Tell her you're ready to learn to sense your old memories" "RoseliDialogue">><<set $RoseliDialogue to "LearnMemories">><</link>><br><</if>>
<<QuestState "Quest35">><<DialogueSpokenSecretKnown "Roseli" "PeopleWhoLeft">>
<<if _QuestState is 0 and _Discussed is false>><<link "Ask about how the town could be influencing people who have left" "RoseliDialogue">><<set $RoseliDialogue to "PeopleWhoLeft">><</link>><br><</if>>
<<DialogueUnlockCheck "Roseli" "JenniferQuestDeal">><<DialogueSpokenSecretKnown "Roseli" "JenniferQuestDeal">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask what she wants for help with Jennifer's father" "RoseliDialogue">><<set $RoseliDialogue to "JenniferQuestDeal">><</link>><br><</if>>
<<QuestOptionCheck "Quest35" 0 "roseli_ticket">><<QuestOptionCompleteCheck "Quest35" 0 "roseli_ticket">>
<<if _QuestOptionCheck is true and _QuestOptionCompleteCheck is false>><<link "Ask her about the ticket again" "RoseliDialogue">><<set $RoseliDialogue to "Quest35TicketReturn">><</link>><br><</if>>
<<BraceletWorn>><<QuestState "Quest39">><<QuestOptionCheck "Quest39" 3 "stoner_pharmacy">>
<<if _QuestState gte 3 and _BraceletWorn is true and _QuestOptionCheck is false>><<link "Ask for help with the bracelet" "RoseliDialogue">><<set $RoseliDialogue to "BraceletHelp">><</link>><br><</if>>
<<BraceletWorn>><<DialogueUnlockCheck "Roseli" "RemoveTandiBracelet">>
<<if _QuestState gte 3 and _BraceletWorn is true and _DialogueUnlockCheck is true>><<link "Ask about removing the bracelet" "RoseliDialogue">><<set $RoseliDialogue to "RemoveTandiBracelet">><</link>><br><</if>>
<<QuestState "Quest27">><<DialogueSpokenSecretKnown "Roseli" "HeartsTeacher">>
<<if _QuestState is 0 and _Discussed is false>><<link "Ask who is teaching the ritual spell" "RoseliDialogue">><<set $RoseliDialogue to "HeartsTeacher">><</link>><br><</if>>
<<DialogueUnlockCheck "Roseli" "HeartsAce">><<DialogueSpoken "Roseli" "HeartsAce">>
<<if _QuestState is 0 and _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about the Ace of Hearts" "RoseliDialogue">><<set $RoseliDialogue to "HeartsAce">><</link>><br><</if>>
<<TattooCheck "Heart">><<DialogueSpoken "Roseli" "HeartsTattooAsk">>
<<if _TattooCheck is true and _Discussed is false>><<link "Ask about your tattoo" "RoseliDialogue">><<set $RoseliDialogue to "HeartsTattooAsk">><<DialogueDone "Roseli" "HeartsTattooAsk">><</link>><br><</if>>
<<QuestOptionCheck "Quest27" 0 "tattoo">>
<<if _QuestOptionCheck is true and _TattooCheck is false>><<link "Ask about the tattoo Tandi mentioned" "RoseliDialogue">><<set $RoseliDialogue to "HeartsTattooTandi">><</link>><br><</if>>
<<link "Say goodbye and leave the Curio Shop" "FatGordonsCircusMidWay">><<EndConversation "Roseli">><</link>><<StartConversation "Roseli" "FatGordonsCircusCurioShop">>
<<if $current.avatar is "Jennifer">>
Roseli watches as you and <i><<TrueName "Current">></i> sit down. Her smile persists, but her eyes are locked on him. Studying.<br>
<br>
"Interesting," she says after a long pause. "My chatty little cat has brought a friend." She titters. "Or is it the other way around?"<br>
<<else>>
Roseli watches as you and Jennifer sit down. Her smile persists, but her eyes are locked on Jennifer. Studying.<br>
<br>
"Interesting," she says after a long pause. "My chatty little cat has brought a friend." She titters. "Or is it the other way around?"<br>
<</if>>
<br>
<<ActionsHeader>>
<<Flag "JenniferStuckAsPC">>
<<if _FlagReturn is true>><<link "Tell her about Jennifer being stuck" "RoseliDialogue">><<set $RoseliDialogue to "Quest35Stuck">><</link>><br><</if>>
<<link "Ask about another ticket" "RoseliDialogue">><<set $RoseliDialogue to "Quest35Ticket">><</link>><br>
<<link "Say goodbye and leave the Curio Shop" "FatGordonsCircusMidWay">><<EndConversation "Roseli">><</link>><<switch $FatGordonsCircusHallofMirrors>>
<<case undefined>>
<b>The Hall of Mirrors</b><br>
<img src="./images/Fat_Gordons_Carnival_HallOfMirrors.png"><br>
<br>A short corridor leads to an open space, covered in distorted mirrors. It’s difficult to tell where the room ends and the reflections begin. The mirrors themselves swing and creak on hinges, doubling as doors to exit.<br>
<br>
<<QuestStatus "Quest26">><<QuestState "Quest26">><<Flag "Quest26HallofMirrorsDone">>
<<if _QuestStatus is "active" and _QuestState lt 3 and _FlagReturn is false>>
<<if _CurrentPC is false>>
You look around, seeing reflections staring back at you. Each mirror is warped and bent in different ways, casting distorted images of yourself back. You begin to feel light-headed as you hear the beat of your heart inside your head.<br>
<br>
Then it registers. They aren’t just distorted. They are reflections of you. <i><<TrueName "Current">></i>. Looking down at your own body, you are shocked to find that you no longer look how you did when you entered. Your form is now as it was. The amulet around your neck tingles with energy, as if the magic inside it is thrashing against its container, trying to force its way out.<Br>
<<TransformTempPC>>
<<else>>
You look around, seeing reflections staring back at you. Each mirror is warped and bent in different ways, casting distorted images of yourself back. You begin to feel light-headed as you hear the beat of your heart inside your head.<br>
<</if>>
<<if $current.female is true>><br>A second recognition fills your mind with pain, almost as if you’ve skipped the first stages of a migraine. The reflections are unmistakably those of a woman. Part of your brain screams with objection. The other responds to the scream with its own chatter that there’s nothing wrong with that.<br><</if>>
<br>
As the buzzing inside your head increases, you notice the shapes in the mirror shifting. Not just when you move. Even as you stand still, the reflections continue to morph. One mirror features you with glasses, looking bashful and shy. Another exaggerates your body, a smile playing across your lips. One more has you scowling, narrowed eyes and pursed lips. Then a fourth. You look carefree and young, a polite smile across your face.<br>
<br>
Turning from mirror to mirror, you spot a wooden sign hanging over each one. ‘The bookworm.’ ‘The flirt.' 'The bitch.' 'The innocent.'<br>
<br>
The compounded effect of mirrors in mirrors distorts the space and you realise you’ve lost track of how you entered. Looking around, you can only see signs of exits behind the mirrors. Each of them hangs on hinges, as if they can be pushed back and walked through.<br>
<br>
And then, your eyes notice. A small mirror, centre to the others, is missing a sign. In that mirror stands a man.<Br>
<br>
<<Flag "ShadowSelfEncountered">>
<<if _FlagReturn is true>>
You recognise him immediately. The ethereal presence, formed of gas and vapor. Features only just defined enough to recognise him as a person. The dark eyes and scowling face.<br>
<br>
"Hello again, <<TrueName "Male">>," your Shadow Self greets you. "Time to continue our conversation."<br>
<<else>>
Tall, somewhere in his mid-twenties, with short hair and a perpetual layer of stubble. Dark eyes. His very presence seems ethereal, as if made up of gas and vapor. His features and clothes are only just defined enough to recognise him as a person.<br>
<br>
As to who he is... you have no idea.<br>
<bR>
<I>Or do you?</i><br>
<bR>
"Hello <<TrueName "Male">>," he says coldly. "We have a lot to discuss. About us."<br>
<bR>
Your mouth drops as realisation hits you. This person. This man. This is - or was, at least - you.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Talk to your Shadow Self" "CarnivalShadowSelfEncounter">><</link>>
<<else>>
<<CheckFirst "HallOfMirrors">>
<<if _CheckFirst is false>>
You look around, seeing reflections staring back at you. Each mirror is warped and bent in different ways, casting distorted images of yourself back.<br>
<br>
As you stare, you notice the shapes shifting. Not just when you move. But even as you stand still, the reflections continue to morph. One mirror features you with glasses, looking bashful and shy. Another exaggerates your body, a smile playing across your lips. One more has you scowling, narrowed eyes and pursed lips. Then a fourth. You look carefree and young, a polite smile across your face.<br>
<br>
<<if $current.female is true>>
You grimace, feeling like your brain is being stretched from either side. No doubt, the reflections in the mirror are you. But they seem to take on a life of their own, like distorted caricatures from a cartoonist's sketchbook. Their expressions and poses match yours, but their looks and demeanour betray something untoward. Your chest tingles as you sense the presence of dark energies behind the mirror panes. Only the mirror directly in front of you appears to be merely a mirror, thankfully showing a body and characteristics that match yours. Or at least, the one you are currently in.<br>
<<else>>
You grimace, feeling like your brain is being stretched from either side. No doubt, the reflections in the mirror are you. But they seem to take on a life of their own, like distorted caricatures from a cartoonist's sketchbook. Their expressions and poses match yours, but their looks and demeanour betray something untoward. Only the mirror directly in front of you appears to be merely a mirror, thankfully showing a body and characteristics that match yours. Or at least, the one you are currently in.<br>
<</if>>
<br>
Turning from mirror to mirror, you spot a wooden sign hanging over each one. ‘The bookworm.’ ‘The flirt.' 'The bitch.' ‘The innocent.’ The untainted mirror has no such label.<br>
<Br>
The compounded effect of mirrors in mirrors distorts the space and you realise you’ve lost track of how you entered. Looking around, you can only see signs of exits behind the mirrors. Each of them hangs on hinges, as if they can be pushed back and walked through.<br>
<<else>>
Once again, you are confronted by reflections staring back at you. The shapes shift as you move. ‘The bookworm.’ ‘The flirt.' 'The bitch.' ‘The innocent.’ And the untainted mirror. A reflection of yourself.<br>
<br>
Try as you might, the compounded effect of mirrors in mirrors distorts the space and you again lose track of how you entered. The mirrors are the only exits.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Walk through ‘The flirt’ mirror" "FatGordonsCircusHallofMirrors">><<set $FatGordonsCircusHallofMirrors to "Flirt">><<Intelligence -1>><<Assertive 1>><</link>><br>
<<link "Walk through ‘The bookworm’ mirror" "FatGordonsCircusHallofMirrors">><<set $FatGordonsCircusHallofMirrors to "Bookworm">><<Intelligence 1>><<Assertive -1>><</link>><br>
<<link "Walk through ‘The bitch' mirror" "FatGordonsCircusHallofMirrors">><<set $FatGordonsCircusHallofMirrors to "Bitch">><<Greedy 1>><<Assertive 1>><</link>><br>
<<link "Walk through ‘The innocent' mirror" "FatGordonsCircusHallofMirrors">><<set $FatGordonsCircusHallofMirrors to "Innocent">><<Greedy -1>><<Assertive -1>><</link>><br>
<<link "Walk through the accurate mirror" "FatGordonsCircusHallofMirrors">><<set $FatGordonsCircusHallofMirrors to "Accurate">><</link>><br>
<</if>>
<<case "Flirt">>
You turn to look at the reflection underneath the sign marked ‘The flirt' and step forward. Your reflection doesn’t match your movements. Instead it arches its back and smiles knowingly at you as you move towards it.<br>
<br>
<<if $current.female is true>>
Breath catching in your throat, you try to ignore the panic that spreads through your body. There is no question about it now. This isn’t a reflection. The mirror's edges glow with the colour of magic. The mirror version of you makes no attempt to stay in sync with your body. It waits, watching you with a grin and adjusting its posture to straighten up.<br>
<<else>>
Breath catching in your throat, you try to ignore the panic that spreads through your body. There is no question about it now. This isn’t a reflection. The mirror version of you makes no attempt to stay in sync with your body. It waits, watching you with a grin and adjusting its posture to straighten up.<br>
<</if>>
<br>
You look to the mirror version of you and ponder why you were drawn to approach this one. The jarring sensation in your brain of seeing your reflection out of sync with her continues to gnaw. Your reflection makes no attempt to stay in sync with your body. It waits, eyeing you with anticipation as you step in front of it. Absent-mindedly, you straighten up, pushing out your chest, standing tall. The feeling inside your mind subsides.<br>
<Br>
The reflection continues to smile back at you. You feel your mouth twitching, forming your lips to match. Experimenting, you raise your eyebrows invitingly. Your reflection now matches your movements. The buzzing in your mind quietens to a whisper.<br>
<Br>
You reach out and push the mirror back. It arches open, the reflection now perfect. A dark corridor awaits behind the mirror and you step through. The mirror door shuts behind you.<br>
<Br>
Only dim floor lights guide you around the edge of the Hall of Mirrors. You take a breath as you walk, finding a strut in your steps and a smile spreading on your face that you can’t wipe off. That’s normal for you, isn’t it? Just your natural demeanour.<Br>
<Br>
<I>Is it?</I><Br>
<br>
<<ActionsHeader>>
<<link "Exit the Hall of Mirrors" "FatGordonsCircusMidWay">><<set $FatGordonsCircusHallofMirrors to undefined>><<TimeChangeCarnival>><<DailyVariableAdd "HallofMirrorsVisited">><<AddFirst "HallOfMirrors">><</link>>
<<case "Bookworm">>
You turn to look at the reflection underneath the sign marked ‘The bookworm' and step forward. Your reflection doesn’t match your movements. Instead it looks down at the floor, shoulders slouched, barely looking up over its black-rimmed glasses.<br>
<BR>
<<if $current.female is true>>
Breath catching in your throat, you try to ignore the panic that spreads through your body. There is no question about it now. This isn’t a reflection. The mirror's edges glow with the colour of magic. The mirror version of you makes no attempt to stay in sync with your body. It waits, trying to avoid your eye, scuffing the floor with its heel as you step in front of it.<br>
<<else>>
Breath catching in your throat, you try to ignore the panic that spreads through your body. There is no question about it now. This isn’t a reflection. The mirror version of you makes no attempt to stay in sync with your body. It waits, trying to avoid your eye, scuffing the floor with its heel as you step in front of it.<br>
<</if>>
<Br>
You look to the mirror version of you and ponder why you were drawn to approach this one. The jarring sensation in your brain of seeing your reflection out of sync with her continues to gnaw. Absent-mindedly, you look down at the floor yourself. The feeling subsides.<br>
<Br>
Looking up from underneath your eyebrows, you meet for the first time the reflection’s eyes. You can almost feel the weight of glasses on the tip of your nose. You feel your cheeks blushing, embarrassed to be meeting someone’s gaze. Even if it is just your reflection. And now, as the buzzing in your mind quietens, it feels like your reflection once more.<br>
<BR>
You reach out and push the mirror back. It arches open, the reflection now perfect. A dark corridor awaits behind the mirror and you step through. The mirror door shuts behind you. <br>
<br>
Only dim floor lights guide you around the edge of the Hall of Mirrors. You take a breath as you walk, finding your eyes not looking where you are going. You daren’t look up, even though you know there’s no one else here. That’s normal for you, isn’t it? Just your natural demeanour.<br>
<bR>
<I>Is it?</I><br>
<br>
<<ActionsHeader>>
<<link "Exit the Hall of Mirrors" "FatGordonsCircusMidWay">><<set $FatGordonsCircusHallofMirrors to undefined>><<TimeChangeCarnival>><<DailyVariableAdd "HallofMirrorsVisited">><<AddFirst "HallOfMirrors">><</link>>
<<case "Bitch">>
You turn to look at the reflection underneath the sign marked ‘The bitch' and step forward. Your reflection doesn’t match your movements. Instead it narrows its eyes as you approach, watching with a cruel smirk on its face. <Br>
<Br>
<<if $current.female is true>>
Breath catching in your throat, you try to ignore the panic that spreads through your body. There is no question about it now. This isn’t a reflection. The mirror's edges glow with the colour of magic. The mirror version of you makes no attempt to stay in sync with your body. It waits, watching you carefully, amusement and judgement evident in its stare.<br>
<<else>>
Breath catching in your throat, you try to ignore the panic that spreads through your body. There is no question about it now. This isn’t a reflection. The mirror version of you makes no attempt to stay in sync with your body. It waits, watching you carefully, amusement and judgement evident in its stare.<br>
<</if>>
<Br>
You look to the mirror version of you and ponder why you were drawn to approach this one. The jarring sensation in your brain of seeing your reflection out of sync with her continues to gnaw. You feel a pang of irritation at its judgemental stare. You look up and narrow your eyes, returning its glare and smirk with those of your own. The feeling subsides. <Br>
<Br>
The reflection continues to look back at you, but no longer does it move on its own. You feel your smirk rise at the corner of your mouth and it matches. Experimenting, you tilt from side to side. Your reflection now matches your movements. The buzzing in your mind quietens to a whisper.<Br>
<Br>
You reach out and push the mirror back. It arches open, the reflection now perfect. A dark corridor awaits behind the mirror and you step through. The mirror door shuts behind you. <Br>
<br>
Only dim floor lights guide you around the edge of the Hall of Mirrors. You take a breath as you walk, thinking back to the audacity of your reflection, smirking at the indignation of its judgemental expression. You weren’t going to stand for that, were you? And that’s normal for you, isn’t it? Just your natural demeanour.<Br>
<Br>
<I>Is it?</I><br>
<br>
<<ActionsHeader>>
<<link "Exit the Hall of Mirrors" "FatGordonsCircusMidWay">><<set $FatGordonsCircusHallofMirrors to undefined>><<TimeChangeCarnival>><<DailyVariableAdd "HallofMirrorsVisited">><<AddFirst "HallOfMirrors">><</link>>
<<case "Innocent">>
You turn to look at the reflection underneath the sign marked 'The innocent' and step forward. Your reflection doesn't match your movements. Instead it stands on the spot, hands behind its back, smiling politely as you take steps towards the mirror.<br>
<br>
<<if $current.female is true>>
Breath catching in your throat, you try to ignore the panic that spreads through your body. There is no question about it now. This isn't a reflection. The mirror's edges glow with the colour of magic. The mirror version of you makes no attempt to stay in sync with your body. It waits, innocently and patiently, as you step in front of it.<br>
<<else>>
Breath catching in your throat, you try to ignore the panic that spreads through your body. There is no question about it now. This isn't a reflection. The mirror version of you makes no attempt to stay in sync with your body. It waits, innocently and patiently, as you step in front of it.<br>
<</if>>
<br>
You look to the mirror version of you, seeing the way it sways on the spot. You ponder why you were drawn to approach this one. The jarring sensation in your brain of seeing your reflection out of sync with her continues to gnaw. Absent-mindedly, you adjust your posture and put your hands behind your back. The feeling subsides.<br>
<br>
The reflection continues to smile back at you. You feel your mouth twitching, forming your lips to match. Experimenting, you tilt from side to side. Your reflection now matches your movements. The buzzing in your mind quietens to a whisper.<br>
<br>
You reach out and push the mirror back. It arches open, the reflection now perfect. A dark corridor awaits behind the mirror and you step through. The mirror door shuts behind you.<br>
<br>
Only dim floor lights guide you around the edge of the Hall of Mirrors. You take a breath as you walk, finding you walk with your arms crossed behind your back, a pleasant smile tightening at the corners of your mouth. That's normal for you, isn't it? Just your natural demeanour.<br>
<br>
<I>Is it?</I><br>
<br>
<<ActionsHeader>>
<<link "Exit the Hall of Mirrors" "FatGordonsCircusMidWay">><<set $FatGordonsCircusHallofMirrors to undefined>><<TimeChangeCarnival>><<DailyVariableAdd "HallofMirrorsVisited">><<AddFirst "HallOfMirrors">><</link>>
<<case "Accurate">>
Avoiding the distorted mirrors, you walk directly forward towards your perfect reflection. You don't look to the other mirrors. You don't dare. Out of the corner of your eye, you're almost certain that the figures in the other mirrors remain in their respective panes, their eyes watching you as you move.<br>
<br>
You hurry towards the perfect mirror and cautiously push your hand against it. With a high-pitched creak, it creeps back, revealing a dark corridor running behind the room.<br>
<br>
<<if $current.female is true>>
Stepping into the corridor, the mirror door shuts behind you. Only dim floor lights guide you around the edge of the Hall of Mirrors. You take a breath as you walk, relieved that you have navigated the ride without falling prey to the mystical energies that you sense all around you.<br>
<<else>>
Stepping into the corridor, the mirror door shuts behind you. Only dim floor lights guide you around the edge of the Hall of Mirrors. You take a breath as you walk, relieved that you have navigated the ride without falling prey to the clutches of the attraction.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Exit the Hall of Mirrors" "FatGordonsCircusMidWay">><<set $FatGordonsCircusHallofMirrors to undefined>><<TimeChangeCarnival>><<DailyVariableAdd "HallofMirrorsVisited">><<AddFirst "HallOfMirrors">><</link>>
<</switch>><<switch $FatGordonsCircusFreakShow>>
<<case undefined>>
<b>The Freak Show</b><br>
<img src="./images/Fat_Gordons_Carnival_FreakShow.png"><br>
<br>A small tent with a number of benches lined up to face a stage. Plaques are hung around the tent, telling short tales of the wretched lives before these people were featured in this show.<br>
<br>
<<CheckFirst "FreakShow">>
<<if _CheckFirst is false>>
You step into the tent and look around, noting the sounds of outside diminishing. There’s an eerie quiet to the room, in spite of being in the middle of a carnival.<br>
<br>
The dim lighting takes moments to get used to. Once your eyes adjust, you see the rows of benches facing a stage. A smile creeps up on your face as you see the 'freaks'.<br>
<br>
The invisible woman is a long dress hung from badly hidden wires in the ceiling. The dress sways faintly as though occupied, but you hear the muted sound of a fan blowing beneath the dress.<br>
<br>
On the other side of the stage a jointed human-sized mannequin has been placed sitting on a shipping crate. Strings trail upwards into shadow. The puppet girl.<br>
<Br>
Behind them both is a number of theatre masks hanging from ropes on the curtain, shifting slightly as if looking around. You can make out the humming of a motor spluttering behind them.<Br>
<br>
You can’t help but roll your eyes. It looks like this attraction is a dud. You casually walk the perimeter of the tent, taking note of the plaques that depict the stories behind the exhibits.<br>
<br>
<span class='typewriter-text'>The Invisible Woman - See (or don’t see) Bethany Mahoney, a Victorian maiden so shy and timid that she was overlooked in society. After the death of her parents, Bethany was ignored by all at balls. And without her loving father to give her attention, she faded from reality… becoming the Invisible Woman.</span><br>
<Br>
<span class='typewriter-text'>Man of Many Faces - Few remember now Malcolm Darcy, but he was once a world renowned actor. Enrapturing audiences with his commitment to any role he took, Darcy transformed his mind, body and soul for each performance. But his constant touring distanced him from those he loved. Without friends to ground him, he lost sight of who Malcolm Darcy really was. When age drained his fans, Darcy was no more. The Man of Many Faces was born.</span><br>
<br>
<span class='typewriter-text'>The Puppet Girl - High society is a game of high-stakes and the fair maiden Cathy Jessops learned how to lose well. Naive and innocent, she married for love into the Upper Class. Her in-laws set about playing with their new toy, cutting the strings to her widowed mother and instead tying her up in their own. Under the guise of tutelage in etiquette, poor Cathy found herself bound by rules and restrictions, losing confidence to act on her own. When a new outfit for a ball was presented to her, she put it on without question. And since then, Puppet Girl has never taken it off.</span><br>
<br>
You note that each plaque has a call to action for the reader.<Br>
<br>
<span class='typewriter-text'>‘Will you suffer the same fate? Test your mettle with our Freak Detector!’</span><br>
<<QuestStatus "Quest26">><<QuestState "Quest26">><<Flag "Quest26FreakShowDone">>
<<if _QuestStatus is "active" and _QuestState lt 3 and _FlagReturn is false>>
<br>
An arrow points back to the stage. You look back to see if you can spot the box, but something else immediately takes your attention. Without making a sound, the exhibits on stage stand up, brush themselves down and walk off left and right.<Br>
<Br>
<<ActionsHeader>>
<<link "Watch in horror" "CarnivalFreakShow">><</link>>
<<else>>
<br>
An arrow points back to the stage. You see a wooden box at the foot of the stage with a small sign above it. "Freak Detector."<Br>
<br>
<<ActionsHeader>>
<<link "Look at the machine" "FatGordonsCircusFreakShow">><<set $FatGordonsCircusFreakShow to "MachineIntro">><</link>><br>
<<link "Return to the Midway" "FatGordonsCircusMidWay">><</link>>
<</if>>
<<else>>
You step into the tent as the sounds of the carnival diminish. The freak show still fails to impress. The Invisible Woman hangs from wires. The mannequin fastened in place by strings. The masks swaying in the breeze.<br>
<br>
Your eye returns to the wooden box at the foot of the stage. The Freak Detector.<br>
<<QuestStatus "Quest26">><<QuestState "Quest26">><<Flag "Quest26FreakShowDone">>
<<if _QuestStatus is "active" and _QuestState lt 3 and _FlagReturn is false>>
You follow the arrow back to the stage, but something else immediately takes your attention. Without making a sound, the exhibits on stage stand up, brush themselves down and walk off left and right.<Br>
<Br>
<<ActionsHeader>>
<<link "Watch in horror" "CarnivalFreakShow">><</link>>
<<else>>
<br>
<<ActionsHeader>>
<<link "Look at the machine" "FatGordonsCircusFreakShow">><<set $FatGordonsCircusFreakShow to "MachineIntro">><</link>><br>
<<link "Return to the Midway" "FatGordonsCircusMidWay">><</link>>
<</if>>
<</if>>
<<case "MachineIntro">>
<<CheckFirst "FreakShow">>
<<if _CheckFirst is false>>
Stepping up to the front of the stage, you eye the box curiously. A semi-circle indicator rests on the top, covered by a pane of glass. The semi-circle is cut into five segments, each labelled. 'Grounded in reality.' 'Mostly safe'. 'Danger of slipping'. ‘One step away’. 'Prime Freak Material.' An iron arrow rests over the semi-circle, currently buried off to the side.<Br>
<br>
An instruction board stands nearby. "Insert your finger and let our machine do the rest. Be warned! The machine will know those who covet the unique abilities of our show’s participants. The prize it rewards you with will come at a cost!"<br>
<br>
<<if $current.female is true>>
You glance at the box, seeing the alcove for you to insert your finger into. It looks no more genuine than the cheap tricks on the stage, but a bolt rushes through you as your senses explode. Reaching out your magical senses a little more, you instantly feel the dark magics curling around inside.<br>
<<else>>
You glance at the box, seeing the alcove for you to insert your finger into. It looks no more genuine than the cheap tricks on the stage, but something unnerves you about the box. Despite how ordinary it looks, your muscles twitch at the sight of it.<br>
<</if>>
<br>
"An awakened visitor," you hear a voice say from behind you. Spinning, you survey the room. There is no one here but you.<br>
<br>
"Don’t be alarmed," you hear it whisper, in spite of all your senses saying you shouldn’t be hearing it. "I’m just a guide in your head."<br>
<bR>
There’s a familiarity to the voice and after a moment you recall where you’ve heard it before. The middle-aged woman, outside the entrance. "Yes," she replies, almost answering your unasked question. "I am the mother to our attractions. The maid to these unfortunate souls. The provider of sanctuary to those cast out. Tell me. Have you come to join us?"<br>
<Br>
You spin around, looking back to the stage. The cheap costumes are as they were, but you can’t help but eye them cautiously. "What do you mean?"<br>
<br>
"Why, you’re a freak like them," the voice replies. "Aren’t you? A changer of faces. A person of many forms. This could be quite a home, if you need it."<br>
<Br>
"I’m not a freak," you stammer. "And I have a home."<Br>
<br>
"For the moment," the voice purrs. "I’ll make you a trade. I’ll give you that power in the box that you sensed. You just have to use it. Then we’ll see how close you are to taking refuge in my abode."<br>
<br>
<<if $current.female is true>>
You glance down to the box. The magic rushes around inside, as if excited to be let out. It looks like a janky old machine that barely operates, much less could cause you harm. But the presence of magic. It’s raw and powerful. It would greatly aid your investigations. The question is if you want to risk the price of whatever is being hidden from you here.<br>
<<else>>
You glance down to the box. In this form you can't sense anything, but you still feel unnerved looking at it. It looks like a janky old machine that barely operates, much less could cause you harm. But if it's magic, it could aid your investigations. The question is if you want to risk the price of whatever is being hidden from you here.<br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Insert your finger" "FatGordonsCircusFreakShow">><<set $FatGordonsCircusFreakShow to "InsertFinger">><<AddFirst "FreakShow">><</link>><br>
<<link "Return to the Midway" "FatGordonsCircusMidWay">><<set $FatGordonsCircusFreakShow to undefined>><</link>>
<<else>>
<<if $current.female is true>>
You eye the machine again but can no longer sense any magic embedded under its wooden paneling. Whatever you did with the box, you don't think you can gain any more from it.<br>
<<else>>
You eye the machine again but you feel nothing. Whatever you did with the box, you don't think you can gain any more from it.<br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Return to the Midway" "FatGordonsCircusMidWay">><<set $FatGordonsCircusFreakShow to undefined>><</link>>
<</if>>
<<case "InsertFinger">>
<<if $current.female is true>>
Taking a deep breath, you put your finger into the alcove in the machine. The embers of magic crackle underneath it, warming your skin. A bulb comes on behind the glass and an exposed cog at the side begins to wind.<br>
<<else>>
Taking a deep breath, you put your finger into the alcove in the machine. Your eyes twinge and suddenly you can see yellow-amber embers surging through the box. The embers of magic crackle underneath the wood, warming your skin. A bulb comes on behind the glass and an exposed cog at the side begins to wind.<br>
<</if>>
<br>
The magical current inside begins to increase in its flow, rushing around the box like the bottom of a tornado. You feel it jolting through your flesh, prickling your finger like a dozen needles hitting your skin at once.<br>
<Br>
<<if $PlayerCharacter.stateCurrent is 0>>
You see the cog begin to increase its speed. With a grind of iron, the arrow starts to move from the left of the indicator.<Br>
<br>
The magic flows up into your body, like electricity suddenly discovering a break in the circuit. You wince as the power pours into you. Your own magical reserves claw at it, claiming it as its own.<Br>
<Br>
The arrow continues to move. You gasp as the dark ambers of the machine’s magic fizzle in your chest. The power surges within you. For a moment you feel you could shift your body into any form you liked, even without using the amulet.<br>
<Br>
The needle continues to move. And you cry out as you see the magic come to a grinding lurch inside you, finally absorbed into your own reserves. There’s a ding from the machine and the cog stops spinning.<br>
<br>
You glance down at the needle. The arrow has stopped in the centre of ‘Grounded in reality.'<Br>
<Br>
There’s a cackle of laughter in your head. "Maybe you are right. Maybe you have a place in this world, after all. My gifts don’t come for free, however. Let’s see if the cost makes you question whether your place in the world is as solid as you think."<br>
<Br>
There is a flutter inside your chest from the magic you’ve ingested. You feel it shifting something inside you. Your sense of who you are changes significantly.<br>
<Br>
"When this world finally turns its back on you," the voice tells you. "Come see me. I’ll nurse your lonely soul."<Br>
<Br>
You withdraw your finger, gasping for air. Your magical abilities have grown stronger; you are sure of it. But something else has changed. You can’t tell what, but it feels profound. Whatever price this ride has taken from you, was it worth the power?<br>
<Br>
<<ActionsHeader>>
<<link "Return to the Midway" "FatGordonsCircusMidWay">><<set $FatGordonsCircusFreakShow to undefined>><<DailyVariableAdd "FreakShowVisited">><<Feminity 4>><<Magic 1>><<TimeChangeCarnival>><</link>>
<<elseif $PlayerCharacter.stateCurrent is 1>>
You see the cog begin to increase its speed. With a grind of iron, the arrow starts to move from the left of the indicator.<bR>
<Br>
The magic flows up into your body, like electricity suddenly discovering a break in the circuit. You wince as the power pours into you. Your own magical reserves claw at it, claiming it as its own.<br>
<bR>
The arrow continues to move. You gasp as the dark ambers of the machine’s magic fizzle in your chest. The power surges within you. For a moment you feel you could shift your body into any form you liked, even without using the amulet.<br>
<br>
The needle moves through 'Grounded in reality.' And you cry out as you see the magic come to a grinding lurch inside you, finally absorbed into your own reserves. There’s a ding from the machine and the cog stops spinning.<br>
<Br>
You glance down at the needle. The arrow has stopped in the centre of ‘Mostly safe.'<bR>
<BR>
There’s a cackle of laughter in your head. "A long way from belonging here, but there is still a path for you to find solace in our group. The price for my gifts should aid you in discovering the breadcrumbs out in front of you."<br>
<Br>
There is a flutter inside your chest from the magic you’ve ingested. You feel it shifting something inside you. Your sense of who you are changes. Enough to notice.<br>
<br>
"When this world finally turns its back on you," the voice tells you. "Come see me. I’ll nurse your lonely soul."<br>
<br>
You withdraw your finger, gasping for air. Your magical abilities have grown stronger; you are sure of it. But something else has changed. You can’t tell what, but it’s significant. Whatever price this ride has taken from you, was it worth the power?<br>
<Br>
<<ActionsHeader>>
<<link "Return to the Midway" "FatGordonsCircusMidWay">><<set $FatGordonsCircusFreakShow to undefined>><<DailyVariableAdd "FreakShowVisited">><<Feminity 3>><<Magic 1>><<TimeChangeCarnival>><</link>>
<<elseif $PlayerCharacter.stateCurrent is 2>>
You see the cog begin to increase its speed. With a grind of iron, the arrow starts to move from the left of the indicator and around to the right.<bR>
<Br>
The magic flows up into your body, like electricity suddenly discovering a break in the circuit. You wince as the power pours into you. Your own magical reserves claw at it, claiming it as its own.<br>
<br>
The arrow continues to move. Past 'Grounded in reality.' You gasp as the dark ambers of the machine’s magic fizzle in your chest. The power surges within you. For a moment you feel you could shift your body into any form you liked, even without using the amulet.<br>
<br>
The needle moves through 'Mostly safe'. And you cry out as you see the magic come to a grinding lurch inside you, finally absorbed into your own reserves. There’s a ding from the machine and the cog stops spinning.<br>
<br>
You glance down at the needle. The arrow has stopped in the centre of ‘Danger of slipping.' <br>
<br>
There’s a cackle of laughter in your head. "Not as far gone as I would have thought. Maybe you just need a little encouragement, as the price for my gifts."<br>
<Br>
There is a flutter inside your chest from the magic you’ve ingested. You feel it shifting something inside you. Your sense of who you are changes enough to notice.<br>
<br>
"When this world finally turns its back on you," the voice tells you. "Come see me. I’ll nurse your lonely soul."<br>
<br>
You withdraw your finger, gasping for air. Your magical abilities have grown stronger; you are sure of it. But something else has changed. You can’t tell what, but you know it’s true. Whatever price this ride has taken from you, was it worth the power?<br>
<Br>
<<ActionsHeader>>
<<link "Return to the Midway" "FatGordonsCircusMidWay">><<set $FatGordonsCircusFreakShow to undefined>><<DailyVariableAdd "FreakShowVisited">><<Feminity 2>><<Magic 1>><<TimeChangeCarnival>><</link>>
<<elseif $PlayerCharacter.stateCurrent is 3>>
You see the cog begin to increase its speed, turning quickly. With a grind of iron, the arrow starts to move from the left of the indicator and around to the right.<Br>
<Br>
The magic flows up into your body, like electricity suddenly discovering a break in the circuit. You wince as the power pours into you. Your own magical reserves claw at it, claiming it as its own.<br>
<Br>
The arrow continues to move. Past 'Grounded in reality.' already. Only increasing in speed as it travels through 'Mostly safe'.<br>
<bR>
You gasp as the dark ambers of the machine’s magic fizzle in your chest. The power surges within you. For a moment you feel you could shift your body into any form you liked, even without using the amulet.<br>
<br>
The needle moves through 'Danger of slipping'. And you cry out as you see the magic come to a grinding lurch inside you, finally absorbed into your own reserves. There’s a ding from the machine and the cog stops spinning.<br>
<Br>
You glance down at the needle and know what to expect now. The arrow has stopped in the centre of ‘One Step Away.'<Br>
<br>
There’s a cackle of laughter in your head. "How interesting. Just a nudge away from belonging here permanently. Let’s give you a little nudge to see if we can help."<br>
<br>
There is a flutter inside your chest from the magic you’ve ingested. You feel it shifting something inside you. Your sense of who you are changes just enough to notice.<br>
<br>
"When this world finally turns its back on you," the voice tells you. "Come see me. I’ll nurse your lonely soul."<br>
<br>
You withdraw your finger, gasping for air. Your magical abilities have grown stronger; you are sure of it. But something else has changed. You can’t tell what, but you are certain of it. And if you are indeed only a step away from belonging here, was it worth the price for the power?<br>
<Br>
<<ActionsHeader>>
<<link "Return to the Midway" "FatGordonsCircusMidWay">><<set $FatGordonsCircusFreakShow to undefined>><<DailyVariableAdd "FreakShowVisited">><<Feminity 1>><<Magic 1>><<TimeChangeCarnival>><</link>>
<<elseif $PlayerCharacter.stateCurrent gte 4>>
You see the cog begin to increase its speed, turning quickly and ever faster. Smoke begins to seep off of the cog. With a grind of iron, the arrow starts to move from the left of the indicator and around to the right.<br>
<br>
The magic begins to flow up into your body, like electricity suddenly discovering a break in the circuit. You wince as the power pours into you. Your own magical reserves claw at it, claiming it as its own.<br>
<Br>
The arrow continues to move. Well past 'Grounded in reality.' already. Only increasing in speed as it travels through 'Mostly safe'. No sign of stopping as it passes 'Danger of slipping'.<br>
<br>
You gasp as the dark ambers of the machine’s magic fizzle in your chest. The power surges within you. For a moment you feel you could shift your body into any form you liked, even without using the amulet. <br>
<br>
Now travelling through ‘One step away’. And you cry out as you see the magic come to a grinding lurch inside you, finally absorbed into your own reserves. There’s a ding from the machine and the cog stops spinning.<br>
<br>
You glance down at the needle and know what to expect now. The arrow hasn’t just landed in ‘Prime Freak Material.' It’s buried, as far as it can arc.<Br>
<br>
There’s a cackle of laughter in your head. "Just as I thought. We’ll forego the cost for my gift just this once. You seem to be struggling enough on your own. When this world finally turns its back on you, come see me. I’ll nurse your lonely soul."<Br>
<br>
You withdraw your finger, gasping for air. Your magical abilities have grown stronger; you are sure of it. But nothing else seems to have changed. You heed the voice’s words. Have you already gone so far that you belong here?<br>
<Br>
<<ActionsHeader>>
<<link "Return to the Midway" "FatGordonsCircusMidWay">><<set $FatGordonsCircusFreakShow to undefined>><<DailyVariableAdd "FreakShowVisited">><<Magic 1>><<TimeChangeCarnival>><</link>>
<</if>>
<</switch>><<switch $FatGordonsCircusFortuneTeller>>
<<case undefined>>
<b>The Fortune Teller</b><br>
<img src="./images/Fat_Gordons_Carnival_FortuneTeller.png"><br>
<br>A small velvet-draped tent, with an empty candlelit table beside a golden-lit automaton of fortune teller, her glass eyes fixed in an eternal wave.<br>
<br>
<<CheckFirst "FortuneTeller">>
<<if _CheckFirst is false>>
As your eyes become accustomed to the light, you see the contents of the tent. A small table rests at the side, draped with velvet. Next to it is a glass case containing an illuminated automaton. You hear gears click within. The hand of the automated figure within shudders back and forth, badly mimicking a wave.<br>
<br>
You frown. You’ve seen things like this before. You can’t imagine it holds many secrets. But the lighting seems to mask something else. You can’t be sure if it’s the flicker of the candles, the light in the glass, or whether there’s magic present here too.<br>
<br>
Not to mention the features on the automaton. They look all-too familiar.<br>
<<QuestStatus "Quest26">><<QuestState "Quest26">><<Flag "Quest26FortuneTellerDone">>
<<if _QuestStatus is "active" and _QuestState lt 3 and _FlagReturn is false>>
<Br>
A giggle from behind startles you. "Is it so hard to say what you think of me, <<TrueName "Current">>?"<br>
<Br>
You spin around to see you are no longer alone. Sitting behind the table is Annie. Dressed in the automation’s crimson outfit, the tops of her breasts exposed, her blonde hair held back by a jeweled headpiece. Only the occasional flicker to her form signifies that she’s not quite a real person. Not quite all there. You glance back to the glass cabinet and note that - unsurprisingly - it’s now empty.<Br>
<Br>
<<Flag "JenniferConfrontedQuest21">>
<<if _FlagReturn is true>>
"Told you we might see each other again." she tells you. "And what a fun place for a date. Peering into the future this time, seeing this little town of ours has in store for me. It’s exciting, don’t you think?"<Br>
<Br>
The girlish giggle comes again and you remember. From the leaf. From the dream.<Br>
<<else>>
"Thought you’d find me before now," she tells you. "Have to say I’m a bit disappointed. Thought you ignoring me was all part of the game. But this will make up for it. A date at the carnival. How retro."<Br>
<br>
The tittering giggle comes again. It sounds like Annie, looks like her, but even beyond her flickering form, something is off.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Talk to Annie" "CarnivalFortuneTeller">><<SetFlag "CaricatureAnnieEncountered">><</link>>
<<else>>
<br>
<<ActionsHeader>>
<<link "Look at the automaton" "FatGordonsCircusFortuneTeller">><<set $FatGordonsCircusFortuneTeller to "AutomationIntro">><</link>><br>
<<link "Return to the Midway" "FatGordonsCircusMidWay">><</link>>
<</if>>
<<else>>
As your eyes become accustomed to the light, you see the same familiar objects in the fortune tellers tent. The table. The drapes. And the machine with an automaton that still reminds you of Annie.<BR>
<Br>
The machine whirrs as you step forward and a clump of tickets splutter out. Picking them up, the same note is scrawled across them.<Br>
<BR>
<span class='typewriter-text'>Test your powers! Give me back the future you see for me.</span><br>
<br>
Flipping through the cards, each of the tickets is again only differentiated by the flowery descriptive text.<br>
<br>
<span class='Evans-handwriting'>"A Handsome Groom Awaits Her." "A Blushing Bride Waits For Her." "She will give up her mind for a life of luxury." "She will grow old and weary with her books."</span><br>
<<QuestStatus "Quest26">><<QuestState "Quest26">><<Flag "Quest26FortuneTellerDone">>
<<if _QuestStatus is "active" and _QuestState lt 3 and _FlagReturn is false>>
<Br>
A giggle from behind startles you. "Is it so hard to say what you think of me, <<TrueName "Current">>?"<Br>
<Br>
You spin around to see you are no longer alone. Sitting behind the table is Annie. Dressed in the automation’s crimson outfit, the tops of her breasts exposed, her blonde hair held back by a jeweled headpiece. Only the occasional flicker to her form signifies that she’s not quite a real person. Not quite all there. You glance back to the glass cabinet and note that - unsurprisingly - it’s now empty.<Br>
<Br>
<<Flag "JenniferConfrontedQuest21">>
<<if _FlagReturn is true>>
"Told you we might see each other again." she tells you. "And what a fun place for a date. Peering into the future this time, seeing this little town of ours has in store for me. It’s exciting, don’t you think?"<Br>
<Br>
The girlish giggle comes again and you remember. From the leaf. From the dream.<Br>
<<else>>
"Thought you’d find me before now," she tells you. "Have to say I’m a bit disappointed. Thought you ignoring me was all part of the game. But this will make up for it. A date at the carnival. How retro."<Br>
<br>
The tittering giggle comes again. It sounds like Annie, looks like her, but even beyond her flickering form, something is off.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Talk to Annie" "CarnivalFortuneTeller">><<SetFlag "CaricatureAnnieEncountered">><</link>>
<<else>>
<br>
Looking back up at the automaton, you consider your options.<Br>
<br>
<<ActionsHeader>>
<<ActionsHeader>>
<<link "Insert 'A Handsome Groom Awaits Her'" "FatGordonsCircusFortuneTeller">><<set $FatGordonsCircusFortuneTeller to "HandsomeGroom">><</link>><Br>
<<link "Insert 'A Blushing Bride Waits For Her.'" "FatGordonsCircusFortuneTeller">><<set $FatGordonsCircusFortuneTeller to "BlushingBride">><</link>><Br>
<<link "Insert 'She will give up her mind for a life of luxury.'" "FatGordonsCircusFortuneTeller">><<set $FatGordonsCircusFortuneTeller to "LifeOfLuxury">><</link>><Br>
<<link "Insert 'She will grow old and weary with her books.'" "FatGordonsCircusFortuneTeller">><<set $FatGordonsCircusFortuneTeller to "GrowOld">><</link>><Br>
<<link "Disregard the tickets and step away" "FatGordonsCircusFortuneTeller">><<set $FatGordonsCircusFortuneTeller to "Disregard">><</link>>
<</if>>
<</if>>
<<case "AutomationIntro">>
You step up to the machine, staring at the automaton within. The blonde hair, blue eyes, red lips. It’s not quite a match, but it looks remarkably like Annie.<BR>
<Br>
As you step forward you hear the machine whirr. A clump of tickets splutter out from a slot below. You pick them up, noting each is entitled with a call-to-action.<Br>
<BR>
<span class='typewriter-text'>Test your powers! Give me back the future you see for me.</span><br>
<br>
You glance back down at the machine and see another slot. This one a feeder, like a cash insert in an ATM. It looks as though you’re supposed to be the fortune teller in this tent.<br>
<Br>
Reading the tickets again, you note the only distinction between them is a descriptive line in a flowery font, written below the rest of the text.<br>
<br>
<span class='Evans-handwriting'>"A Handsome Groom Awaits Her." "A Blushing Bride Waits For Her." "She will give up her mind for a life of luxury." "She will grow old and weary with her books."</span><br>
<br>
Looking back up at the automaton, you consider your options. This seems to be about what you see in store for the fortune teller. The card is talking about the automaton. Not you. Surely?<Br>
<br>
<<link "Insert 'A Handsome Groom Awaits Her'" "FatGordonsCircusFortuneTeller">><<set $FatGordonsCircusFortuneTeller to "HandsomeGroom">><</link>><Br>
<<link "Insert 'A Blushing Bride Waits For Her.'" "FatGordonsCircusFortuneTeller">><<set $FatGordonsCircusFortuneTeller to "BlushingBride">><</link>><Br>
<<link "Insert 'She will give up her mind for a life of luxury.'" "FatGordonsCircusFortuneTeller">><<set $FatGordonsCircusFortuneTeller to "LifeOfLuxury">><</link>><Br>
<<link "Insert 'She will grow old and weary with her books.'" "FatGordonsCircusFortuneTeller">><<set $FatGordonsCircusFortuneTeller to "GrowOld">><</link>><Br>
<<link "Disregard the tickets and step away" "FatGordonsCircusFortuneTeller">><<set $FatGordonsCircusFortuneTeller to "Disregard">><</link>>
<<case "HandsomeGroom">>
You insert the card. Gears again grind and the machine sucks up the ticket.<br>
<br>
Lights begin to shimmer behind the glass. A whistle chirps out, rising in pitch. The automaton begins to rock back and forth on the spot. It takes some resolve not to step back.<br>
<Br>
Then the machine pings. The flickering and rocking suddenly stops. You hear the whirr of the machine once more and a new card drops out. Inside, something inside the automaton grinds. Her wooden lips begin to move.<br>
<Br>
You reach down and pick up the new card. One line of text is printed upon it.<br>
<br>
<span class='typewriter-text'>"Your insight serves you well. She will be more accepting of what’s on offer. Even if that’s a boy. Just like you."</span><br>
<Br>
<<if $current.female is true>>
You sense it too late. A sparkle of magic leaps off the card and travels up your arm. Before you can do anything, the amber-yellow energy has burrowed its way within you, warming your lungs as it nestles within.<br>
<<else>>
Without warning, you see a sparkle of yellow-amber energy leap off the card and travels up your arm. Before you can do anything, it's burrowed its way within you, warming your lungs as it nestles within.<br>
<</if>>
<br>
<<CheckPersonalityState "Annie">>
<<if _PersonalityState is "Gay">>
You take a deep breath, checking your body and mind for changes. The automaton stares back at you, its smile now turned upside down.<br>
<<else>>
You take a deep breath, checking your body and mind for changes. The automaton stares back at you, its lips turned up in a smile.<br>
<</if>>
<br>
It’s not such a bad fate you gave it, you think. To be married. True, the pickings in Charlton are slim. Especially the boys. But you need to be a little less judgemental. Marriage is a compromise, after all. You can’t get everything you want.<br>
<Br>
Smiling, you disregard the card and turn back to the exit. Maybe there’s something in matrimony, after all. Maybe it won’t just be the automaton that gets a handsome groom.<br>
<br>
<<ActionsHeader>>
<<link "Exit the Fortune Teller's tent" "FatGordonsCircusMidWay">><<Orientation 1>><<Assertive -1>><<set $FatGordonsCircusFortuneTeller to undefined>><<TimeChangeCarnival>><<DailyVariableAdd "FortuneTellerVisited">><<AddFirst "FortuneTeller">><</link>>
<<case "BlushingBride">>
You insert the card. Gears again grind and the machine sucks up the ticket.<br>
<Br>
Lights begin to shimmer behind the glass. A whistle chirps out, rising in pitch. The automaton begins to rock back and forth on the spot. It takes some resolve not to step back.<Br>
<Br>
Then the machine pings. The flickering and rocking suddenly stops. You hear the whirr of the machine once more and a new card drops out. Inside, something inside the automaton grinds. Her wooden lips begin to move.<Br>
<Br>
You reach down and pick up the new card. One line of text is printed upon it.<br>
<br>
<span class='typewriter-text'>"Your insight serves you well. She will be more discerning of her choices, looking for the rare opportunity to meet the right lady. Just like you."</span><br>
<Br>
<<if $current.female is true>>
You sense it too late. A sparkle of magic leaps off the card and travels up your arm. Before you can do anything, the amber-yellow energy has burrowed its way within you, warming your lungs as it nestles within.<br>
<<else>>
Without warning, you see a sparkle of yellow-amber energy leap off the card and travels up your arm. Before you can do anything, it's burrowed its way within you, warming your lungs as it nestles within.<br>
<</if>>
<br>
<<CheckPersonalityState "Annie">>
<<if _PersonalityState is "Gay">>
You take a deep breath, checking your body and mind for changes. The automaton stares back at you, its lips turned up in a smile.<Br>
<<else>>
You take a deep breath, checking your body and mind for changes. The automaton stares back at you, its smile now turned upside down.<Br>
<</if>>
<Br>
It seems like such a mistake worry about a relationship, you think. It’s not the end of the world to be more picky when it comes to love. The pickings in Charlton are slim, after all. Especially girls. You shouldn’t compromise what you want, just to be attached. The right person will come along.<Br>
<Br>
Smiling, you disregard the card and turn back to the exit. Maybe you need to put less emphasis on relationships and more being selective. If you do that, maybe it won’t just be the automaton that finds the right girl. And be okay with that.<BR>
<br>
<<ActionsHeader>>
<<link "Exit the Fortune Teller's tent" "FatGordonsCircusMidWay">><<Orientation -1>><<Assertive 1>><<set $FatGordonsCircusFortuneTeller to undefined>><<TimeChangeCarnival>><<DailyVariableAdd "FortuneTellerVisited">><<AddFirst "FortuneTeller">><</link>>
<<case "LifeOfLuxury">>
You insert the card. Gears again grind and the machine sucks up the ticket.<br>
<br>
Lights begin to shimmer behind the glass. A whistle chirps out, rising in pitch. The automaton begins to rock back and forth on the spot. It takes some resolve not to step back.<Br>
<br>
Then the machine pings. The flickering and rocking suddenly stops. You hear the whirr of the machine once more and a new card drops out. Inside, something inside the automaton grinds. Her wooden lips begin to move.<Br>
<Br>
You reach down and pick up the new card. One line of text is printed upon it.<br>
<br>
<span class='typewriter-text'>"Your insight serves you well. She will find wealth and luxury. She’ll just need to let go of her thoughts to fit what they want. Just like you."</span><br>
<Br>
<<if $current.female is true>>
You sense it too late. A sparkle of magic leaps off the card and travels up your arm. Before you can do anything, the amber-yellow energy has burrowed its way within you, warming your lungs as it nestles within.<br>
<<else>>
Without warning, you see a sparkle of yellow-amber energy leap off the card and travels up your arm. Before you can do anything, it's burrowed its way within you, warming your lungs as it nestles within.<br>
<</if>>
<br>
<<CheckPersonalityState "Annie">>
<<if _PersonalityState is "Gay">>
You take a deep breath, checking your body and mind for changes. The automaton stares back at you, its smile now turned upside down.<Br>
<<else>>
You take a deep breath, checking your body and mind for changes. The automaton stares back at you, its lips turned up in a smile.<br>
<</if>>
<br>
It wouldn’t be such a bad thing to be rich, you think. To have untold riches. Even if you had to sacrifice your mind a little. It’s a hard life out there in Charlton. A life of luxury is hard to come by without the approval of men. And if that’s what they want, then it’s a small price to pay. Surely?<Br>
<Br>
Smiling, you disregard the card and turn back to the exit. Maybe there’s something in concentrating on wealth, after all. Maybe it won’t just be the automaton that can flirt with the guys and play a bit fickle to get what she wants.<Br>
<br>
<<ActionsHeader>>
<<link "Exit the Fortune Teller's tent" "FatGordonsCircusMidWay">><<Intelligence -1>><<Orientation 1>><<set $FatGordonsCircusFortuneTeller to undefined>><<TimeChangeCarnival>><<DailyVariableAdd "FortuneTellerVisited">><<AddFirst "FortuneTeller">><</link>>
<<case "GrowOld">>
You insert the card. Gears again grind and the machine sucks up the ticket.<br>
<br>
Lights begin to shimmer behind the glass. A whistle chirps out, rising in pitch. The automaton begins to rock back and forth on the spot. It takes some resolve not to step back.<Br>
<Br>
Then the machine pings. The flickering and rocking suddenly stops. You hear the whirr of the machine once more and a new card drops out. Inside, something inside the automaton grinds. Her wooden lips begin to move.<Br>
<br>
You reach down and pick up the new card. One line of text is printed upon it.<Br>
<br>
<span class='typewriter-text'>"Your insight serves you well. She will engage with her wits. Her mind will stay sharp, but no one will find her appealing. She’ll grow old with her smarts, but in solitude. Just as you will."</span><br>
<Br>
<<if $current.female is true>>
You sense it too late. A sparkle of magic leaps off the card and travels up your arm. Before you can do anything, the amber-yellow energy has burrowed its way within you, warming your lungs as it nestles within.<br>
<<else>>
Without warning, you see a sparkle of yellow-amber energy leap off the card and travels up your arm. Before you can do anything, it's burrowed its way within you, warming your lungs as it nestles within.<br>
<</if>>
<br>
<<CheckPersonalityState "Annie">>
<<if _PersonalityState is "Gay">>
You take a deep breath, checking your body and mind for changes. The automaton stares back at you, its lips turned up in a smile.<br>
<<else>>
You take a deep breath, checking your body and mind for changes. The automaton stares back at you, its smile now turned upside down.<Br>
<</if>>
<bR>
Maybe it’s okay that you won’t find true love, you think. To wonder whether letting go of who you are just to bag a partner would be worth it, and you come to the conclusion that it wouldn’t be worth the sacrifice. You are who you are. You wouldn’t want to change that for anyone.<Br>
<bR>
The thought of solitude is a cold feeling, however. A life alone, no one to care for you, or worry when you’re sick. Is that not worth some sacrifice?<Br>
<br>
You disregard the card and turn back to the exit. Maybe that would be worth it for some. For you though, it’s not worth it. In a strange way, you might just be happier with staying alone with only books to keep you company.<Br>
<br>
<<ActionsHeader>>
<<link "Exit the Fortune Teller's tent" "FatGordonsCircusMidWay">><<Intelligence 1>><<Orientation -1>><<set $FatGordonsCircusFortuneTeller to undefined>><<TimeChangeCarnival>><<DailyVariableAdd "FortuneTellerVisited">><<AddFirst "FortuneTeller">><</link>>
<<case "Disregard">>
It looks like a standard hokey carnival machine, but something makes you question whether you want to participate. Maybe it's something to do with how similar the automaton is to Annie.<br>
<Br>
Throwing the tickets to the floor, you step back. The automaton doesn't move. But it still feels as though it's watching you.<br>
<br>
<<ActionsHeader>>
<<link "Exit the Fortune Teller's tent" "FatGordonsCircusMidWay">><<set $FatGordonsCircusFortuneTeller to undefined>><<TimeChangeCarnival>><<DailyVariableAdd "FortuneTellerVisited">><<AddFirst "FortuneTeller">><</link>>
<</switch>><<switch $FatGordonsCircusTunnelOfLove>>
<<case undefined>>
<b>The Tunnel of Love</b><br>
<img src="./images/Fat_Gordons_Carnival_TunnelOfLove.png"><br>
<br>A winding tunnel runs through the attraction, with a waterway that charts your journey. Posters cover the walls. The passage is dim, lit only by dim pink and white bulbs built into the corners of the ceiling.<br>
<br>
<<CheckFirst "TunnelOfLove">>
<<if _CheckFirst is false>>
The barker outside pushes your boat through the heart-shaped entrance and you feel a shudder as the ride is jolted into the riverway within. The sounds of the carnival become muted as the boat turns a corner into a long passway, a steady and slow current sweeping the swan boat along with ease.<br>
<br>
Peering out of the boat, you note the large posters on the walls. On one side, purely decorative. More images of swans and hearts reflecting the ride’s design. On the other, pictures of couples in different stages of relationships. A man cupping the cheek of a woman, leaning in for the first kiss. A swan dropping off a basket outside a home. A girl nuzzling into the cheek of another woman, kissing her cheek. You stare at the last one for some time, realising it’s been a while since you’ve seen any public displays of affection from anything other than straight couples.<br>
<br>
Up ahead, the stream turns a corner. As your boat moves around, the space opens out. Dioramas have been set up on each side, depicting romantic scenes with mannequins that look like they are made of papier mache. Water-stains soak their faces. Spots of wet mush scatter their feet, as if they have wilted and it's been left to set in.<br>
<br>
You pass a man and woman exchanging a first kiss. Another on a romantic date in a restaurant. One more sitting around a suburban dining room table, meeting the family. The boat continues to drift slowly, moved only by the soft current of the water. A sense of embarrassment begins to set in. You get the impression that people are more interested in the dim lighting and privacy of the boats than the attraction’s features. And here you are, sitting in a love boat, by yourself.<br>
<<else>>
The barker once again pushes your boat through the entrance and you feel a shudder as the ride is jolted inside. The sounds of the carnival become muted as the boat turns a corner into a long passway, a steady and slow current sweeping the swan boat along with ease.<br>
<</if>>
<br>
The stream banks around once and your boat turns another corner. As the next scene comes into view, the bow of the swan shudders and the vessel jolts, shaking to a halt. Something in the water has stopped you.<br>
<<QuestStatus "Quest26">><<QuestState "Quest26">><<Flag "Quest26TunnelOfLoveDone">>
<<if _QuestStatus is "active" and _QuestState lt 3 and _FlagReturn is false>>
<br>
There is a sharp laugh from beside you that makes you jump. "Oh, <<TrueName "Male">>, you didn’t think I’d let you ride this by yourself, did you?"<br>
<br>
You turn to look and your mouth drops. Sitting next to you is Jennifer. Except, a caricature of her. All athletic poise and perfect grin, clad in Charlton’s cheerleader outfit. Only the occasional flicker to her form signifies that she’s not quite a real person. Not quite all there.<br>
<br>
<<Flag "AnnieConfrontedQuest21">>
<<if _FlagReturn is true>>
"Told you we might see each other again," she tells you. "Wish you'd invited me on here before I had to barge in, though."<Br>
<br>
The sharp laugh comes again and you remember. From the leaf. From the dream.<Br>
<<else>>
"Expected to see you before now," she tells you. "You should have invited me with you. I wouldn’t have had to force my way in here."<br>
<br>
The sharp laugh comes again. It sounds like Jennifer, looks like her, but even beyond her flickering form, something is off.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Talk to Jennifer" "CarnivalJenniferEncounter">><<SetFlag "CaricatureJenniferEncountered">><</link>>
<<else>>
<br>
<<ActionsHeader>>
<<link "Look at the final diorama" "FatGordonsCircusTunnelOfLove">><<set $FatGordonsCircusTunnelOfLove to "Final">><<AddFirst "TunnelOfLove">><</link>><br>
<</if>>
<<case "Final">>
Laid out in front of you is the set piece of the attraction. Over a dozen mannequins sit down in a small church, dressed smartly, looking on at the altar, where mannequins depicting a bride and groom stare lovingly at each other. The boat is angled to face the guests. Above the scene is a banner lit with flickering bulbs that draw the eye. "Choose who you desire."<br>
<br>
You glance further into the ride, noting the red curtains drawn over the stream at the exit. The sounds of the carnival are still muted but can be heard again. You’re certain this is the last scene in the attraction.<br>
<Br>
The current tries to push the boat along, but you hear creaking machinery underneath your boat fighting against it. The mechanics of the ride is halting your exit on purpose. You idly wonder if this is designed to give couples a final chance to be intimate before they are cast back into the public eye.<br>
<Br>
<<if $current.female is true>>
A whisper takes your attention back to the wedding scene and you see the sign glowing, but this time not just by illumination. Yellow-amber sparkles flitter around its edges, then come together and leap off towards the wedding guests, bouncing on their heads like a flying insect jumping from person to person.<bR>
<<else>>
A whisper takes your attention back to the wedding scene and you see the sign glowing, but this time not just by illumination. You can't sense it, but you can clearly see yellow-amber sparkles flittering around its edges, then come together and leap off towards the wedding guests, bouncing on their heads like a flying insect jumping from person to person.<bR>
<</if>>
<br>
Alarm bells start to ring, but before you can do anything more the magic leaps from the last guest straight towards your own head. You shudder as you feel something burrow down through your scalp into your brain.<Br>
<bR>
"Choose a guest," you hear a high-pitched and unfamiliar feminine voice tell you. "Of the one who is the object of your desire. And see they will see you in that way once more."<br>
<br>
You start to feel woozy, noticing magical energy crackling at the edges of your vision. You look around, desperate to see if there’s some way of getting this boat to move. Then you see the current has stopped. In fact, the water is still. Unmoving. There are no more sounds of creaking underneath the boat. And the flickering lights no longer flicker.<br>
<Br>
"Choose," the voice tells you again. "And the passage of time will resume. Look."<br>
<Br>
You glance back to the wedding scene. Embers of mystical electricity flicker across the faces of the guests now. To your amazement, no longer do you see just purely produced papier mache statues. Their faces are suddenly familiar to you.<br>
<br>
<<ActionsHeader>>
<<link "Look at the mannequins" "FatGordonsCircusTunnelOfLove">><<set $FatGordonsCircusTunnelOfLove to "Mannequins">><</link>><br>
<<case "Mannequins">>
<<CheckPersonalityState "Terrence">>
<<if _PersonalityState is "Straight">>
You survey the faces of the statues, now recognising some of them. Terrence smiles casually on the other side, his hand around a feminine mannequin to offer support.<br>
<<else>>
You survey the faces of the statues, now recognising some of them. Terrence smiles politely on the other side, a masculine mannequin holding him around his waist to offer support.<br>
<</if>>
<br>
You spot Clive from Thompson’s Repairs lounging halfway back, arm draped around the shoulder of a generic woman with thin-rimmed glasses.<Br>
<br>
Dennis is with a small and petite mannequin with a short dress and puffy hair.<bR>
<bR>
Logain is behind him, his own woman statue punching his shoulder in a playful teasing gesture.<Br>
<br>
Jake, right at the back, holds his partner with an iron grip, a faceless figure that seems to be pushing back into her seat, shying away from being visible.<br>
<br>
<<CheckPersonalityState "Annie">>
<<if _PersonalityState is "Gay">>
And Annie sits in a lovely dress in the front row, holding the hand of a faceless girl. Beaming with a broad smile.<br>
<<else>>
And Annie sits in a lovely dress in the front row, holding the hand of a masculine man. Beaming with a sultry smile.<br>
<</if>>
<Br>
"Choose," the voice tells you again. "Choose your heart’s desire. And see how your wish will be granted."<br>
<Br>
Your eye scans the faceless mannequins with each of the people you recognise. You’d like to think this was just part of the ride, but each face bubbles with yellow-amber energy. As if waiting for your choice.<br>
<br>
<<ActionsHeader>>
<<link "Choose Annie’s partner" "FatGordonsCircusTunnelOfLove">>
<<CheckPersonalityState "Annie">>
<<if _PersonalityState is "Gay">><<Feminity 1>><<Orientation -1>><<ChangeNPCrelationship "Annie" "PC" 3>><<set $FatGordonsCircusTunnelOfLove to "AnnieGay">>
<<else>><<Feminity -1>><<Orientation -1>><<ChangeNPCrelationship "Annie" "PC" 3>><<set $FatGordonsCircusTunnelOfLove to "AnnieStraight">><</if>>
<</link>><br>
<<link "Choose Terrence's partner" "FatGordonsCircusTunnelOfLove">>
<<CheckPersonalityState "Terrence">>
<<if _PersonalityState is "Straight">><<Feminity 1>><<Orientation 1>><<ChangeNPCrelationship "Terrence" "PC" 3>><<set $FatGordonsCircusTunnelOfLove to "TerrenceStraight">>
<<else>><<Feminity -1>><<Orientation 1>><<ChangeNPCrelationship "Terrence" "PC" 3>><<set $FatGordonsCircusTunnelOfLove to "TerrenceGay">><</if>>
<</link>><br>
<<link "Choose Clive's partner" "FatGordonsCircusTunnelOfLove">>
<<Feminity 1>><<Intelligence 1>><<ChangeNPCrelationship "Clive" "PC" 3>><<set $FatGordonsCircusTunnelOfLove to "Clive">>
<</link>><br>
<<link "Choose Dennis' partner" "FatGordonsCircusTunnelOfLove">>
<<Feminity 1>><<Intelligence -1>><<ChangeNPCrelationship "Dennis" "PC" 3>><<set $FatGordonsCircusTunnelOfLove to "Dennis">>
<</link>><br>
<<link "Choose Logain's partner" "FatGordonsCircusTunnelOfLove">>
<<Feminity 1>><<Assertive 1>><<ChangeNPCrelationship "Logain" "PC" 3>><<set $FatGordonsCircusTunnelOfLove to "Logain">>
<</link>><br>
<<link "Choose Jake's partner" "FatGordonsCircusTunnelOfLove">>
<<Feminity 1>><<Assertive -1>><<ChangeNPCrelationship "Jake" "PC" 3>><<set $FatGordonsCircusTunnelOfLove to "Jake">>
<</link>>
<<case "AnnieGay">>
Before you can even say the words, you feel a sparkle inside your brain. The mannequin next to Annie morphs in front of your eyes, its face taking new features. Features of you.<br>
<br>
Except, the face is shaped differently. Cheek bones more pronounced. Lips larger. Refined make-up without being too brazen. And the eyes hang on Annie, like she is the only person in the world. For her part, the Annie mannequin looks back at you with longing and joy.<br>
<br>
<<if $current.female is true>>
You stare at your face on the figure, sensing magic surging through your body. You feel confident that Annie desires you, wants to be with you. And as for the changes in your face? That actually does look like you, now that you consider it. The feminine features. The desire for another woman.<br>
<<else>>
You stare at your face on the figure, feeling something surge through your body. You feel confident that Annie desires you, wants to be with you. And as for the changes in your face? That actually does look like you, now that you consider it. The feminine features. The desire for another woman.<br>
<</if>>
<br>
The boat jolts, bringing you back from your daydream. It lunges forward, swept up in the current that has returned. As the boat drifts towards the exit, you glance back at the diorama. The lights flicker above the sign once more and the mannequins have returned to their weathered and unkempt conditions. No sign of the faces you saw, nor yours sitting next to Annie.<br>
<br>
<<ActionsHeader>>
<<link "Exit the Tunnel of Love" "FatGordonsCircusMidWay">><<set $FatGordonsCircusTunnelOfLove to undefined>><<TimeChangeCarnival>><<DailyVariableAdd "TunnelofLoveVisited">><</link>>
<<case "AnnieStraight">>
Before you can even say the words, you feel a sparkle inside your brain. The mannequin next to Annie morphs in front of your eyes, its face taking new features. Features of you.<br>
<br>
Except, the face is shaped differently. A firmer jawline. Maintained stubble on your face. And the eyes hang on Annie, like she is the only person in the world. For her part, the Annie mannequin looks back at you with longing and joy.<br>
<br>
<<if $current.female is true>>
You stare at your face on the figure, sensing magic surging through your body. You feel confident that Annie desires you, wants to be with you. And as for the changes in your face? That actually does look like you, now that you consider it. The masculine features. The desire for another woman.<br>
<<else>>
You stare at your face on the figure, feeling something surge through your body. You feel confident that Annie desires you, wants to be with you. And as for the changes in your face? That actually does look like you, now that you consider it. The masculine features. The desire for another woman.<br>
<</if>>
<br>
The boat jolts, bringing you back from your daydream. It lunges forward, swept up in the current that has returned. As the boat drifts towards the exit, you glance back at the diorama. The lights flicker above the sign once more and the mannequins have returned to their weathered and unkempt conditions. No sign of the faces you saw, nor yours sitting next to Annie.<br>
<br>
<<ActionsHeader>>
<<link "Exit the Tunnel of Love" "FatGordonsCircusMidWay">><<set $FatGordonsCircusTunnelOfLove to undefined>><<TimeChangeCarnival>><<DailyVariableAdd "TunnelofLoveVisited">><</link>>
<<case "TerrenceGay">>
Before you can even say the words, you feel a sparkle inside your brain. The mannequin next to Terrence morphs in front of your eyes, its face taking new features. Features of you.<br>
<br>
Except, the face is shaped differently. A firmer jawline. Maintained stubble on your face. And the eyes hang on Terrence, like he is the only person in the world. For his part, the Terrence mannequin looks back at you with longing and joy.<br>
<br>
<<if $current.female is true>>
You stare at your face on the figure, sensing magic surging through your body. You feel confident that Terrence desires you, wants to be with you. And as for the changes in your face? That actually does look like you, now that you consider it. The masculine features. The desire for another man.<br>
<<else>>
You stare at your face on the figure, feeling something surge through your body. You feel confident that Terrence desires you, wants to be with you. And as for the changes in your face? That actually does look like you, now that you consider it. The masculine features. The desire for another man.<br>
<</if>>
<br>
The boat jolts, bringing you back from your daydream. It lunges forward, swept up in the current that has returned. As the boat drifts towards the exit, you glance back at the diorama. The lights flicker above the sign once more and the mannequins have returned to their weathered and unkempt conditions. No sign of the faces you saw, nor yours sitting next to Terrence.<br>
<br>
<<ActionsHeader>>
<<link "Exit the Tunnel of Love" "FatGordonsCircusMidWay">><<set $FatGordonsCircusTunnelOfLove to undefined>><<TimeChangeCarnival>><<DailyVariableAdd "TunnelofLoveVisited">><</link>>
<<case "TerrenceStraight">>
Before you can even say the words, you feel a sparkle inside your brain. The mannequin next to Terrence morphs in front of your eyes, its face taking new features. Features of you.<br>
<br>
Except, the face is shaped differently. Cheek bones more pronounced. Lips larger. Cheeky make-up but not over the top. And the eyes hang on Terrence, like he is the only person in the world. For his part, the Terrence mannequin looks back at you with desire.<br>
<br>
<<if $current.female is true>>
You stare at your face on the figure, sensing magic surging through your body. You feel confident that Terrence desires you, wants to be with you. And as for the changes in your face? That actually does look like you, now that you consider it. The feminine features. The desire for a man.<br>
<<else>>
You stare at your face on the figure, feeling something surge through your body. You feel confident that Terrence desires you, wants to be with you. And as for the changes in your face? That actually does look like you, now that you consider it. The feminine features. The desire for a man.<br>
<</if>>
<br>
The boat jolts, bringing you back from your daydream. It lunges forward, swept up in the current that has returned. As the boat drifts towards the exit, you glance back at the diorama. The lights flicker above the sign once more and the mannequins have returned to their weathered and unkempt conditions. No sign of the faces you saw, nor yours sitting next to Terrence.
<br>
<<ActionsHeader>>
<<link "Exit the Tunnel of Love" "FatGordonsCircusMidWay">><<set $FatGordonsCircusTunnelOfLove to undefined>><<TimeChangeCarnival>><<DailyVariableAdd "TunnelofLoveVisited">><</link>>
<<case "Clive">>
Before you can even say the words, you feel a sparkle inside your brain. The mannequin next to Clive morphs in front of your eyes, its face taking new features. Features of you.<br>
<br>
Except, the face is shaped differently. Cheek bones more pronounced. Lips thinner. Your eyes sharp and playful underneath those thin rimmed glasses. They look back at Clive, with a knowing smile and raised eyebrows. For his part, the Clive mannequin looks back at you with a longing and desire.<br>
<br>
<<if $current.female is true>>
You stare at your face on the figure, sensing magic surging through your body. You feel confident that Clive desires you, wants to be with you. And as for the changes in your face? That actually does look like you, now that you consider it. The feminine features. The sharp and calculating look.<br>
<<else>>
You stare at your face on the figure, feeling something surge through your body. You feel confident that Clive desires you, wants to be with you. And as for the changes in your face? That actually does look like you, now that you consider it. The feminine features. The sharp and calculating look.<br>
<</if>>
<br>
The boat jolts, bringing you back from your daydream. It lunges forward, swept up in the current that has returned. As the boat drifts towards the exit, you glance back at the diorama. The lights flicker above the sign once more and the mannequins have returned to their weathered and unkempt conditions. No sign of the faces you saw, nor yours sitting next to Clive.<br>
<br>
<<ActionsHeader>>
<<link "Exit the Tunnel of Love" "FatGordonsCircusMidWay">><<set $FatGordonsCircusTunnelOfLove to undefined>><<TimeChangeCarnival>><<DailyVariableAdd "TunnelofLoveVisited">><</link>>
<<case "Dennis">>
Before you can even say the words, you feel a sparkle inside your brain. The mannequin next to Dennis morphs in front of your eyes, its face taking new features. Features of you.<br>
<br>
Except, the face is shaped differently. Cheek bones more pronounced. Lips larger. A vacant stare and brazen make-up with pinks and highlights that doesn't really suit a wedding. And the eyes hang on Dennis, like he is the only person in the world. For his part, the Dennis mannequin looks back at you with a grin of entitlement and satisfaction.<br>
<br>
<<if $current.female is true>>
You stare at your face on the figure, sensing magic surging through your body. You feel confident that Dennis desires you, wants to be with you. And as for the changes in your face? That actually does look like you, now that you consider it. The feminine features. The over-the-top make-up and vacant stare.<br>
<<else>>
You stare at your face on the figure, feeling something surge through your body. You feel confident that Dennis desires you, wants to be with you. And as for the changes in your face? That actually does look like you, now that you consider it. The feminine features. The over-the-top make-up and vacant stare.<br>
<</if>>
<br>
The boat jolts, bringing you back from your daydream. It lunges forward, swept up in the current that has returned. As the boat drifts towards the exit, you glance back at the diorama. The lights flicker above the sign once more and the mannequins have returned to their weathered and unkempt conditions. No sign of the faces you saw, nor yours sitting next to Dennis.<br>
<br>
<<ActionsHeader>>
<<link "Exit the Tunnel of Love" "FatGordonsCircusMidWay">><<set $FatGordonsCircusTunnelOfLove to undefined>><<TimeChangeCarnival>><<DailyVariableAdd "TunnelofLoveVisited">><</link>>
<<case "Logain">>
Before you can even say the words, you feel a sparkle inside your brain. The mannequin next to Logain morphs in front of your eyes, its face taking new features. Features of you.<br>
<br>
Except, the face is shaped differently. Cheek bones more pronounced. Lips larger. A playful grin on your face and eyebrows raised, as if daring Logain to respond. Yet they hang on him, like he is the only person in the world. For his part, the Logain mannequin looks back at you with longing and affection.<br>
<br>
<<if $current.female is true>>
You stare at your face on the figure, sensing magic surging through your body. You feel confident that Logain desires you, wants to be with you. And as for the changes in your face? That actually does look like you, now that you consider it. The feminine features. The playful grin.<br>
<<else>>
You stare at your face on the figure, feeling something surge through your body. You feel confident that Logain desires you, wants to be with you. And as for the changes in your face? That actually does look like you, now that you consider it. The feminine features. The playful grin.<br>
<</if>>
<br>
The boat jolts, bringing you back from your daydream. It lunges forward, swept up in the current that has returned. As the boat drifts towards the exit, you glance back at the diorama. The lights flicker above the sign once more and the mannequins have returned to their weathered and unkempt conditions. No sign of the faces you saw, nor yours sitting next to Logain.<br>
<br>
<<ActionsHeader>>
<<link "Exit the Tunnel of Love" "FatGordonsCircusMidWay">><<set $FatGordonsCircusTunnelOfLove to undefined>><<TimeChangeCarnival>><<DailyVariableAdd "TunnelofLoveVisited">><</link>>
<<case "Jake">>
Before you can even say the words, you feel a sparkle inside your brain. The mannequin next to Jake morphs in front of your eyes, its face taking new features. Features of you.<br>
<br>
Except, the face is shaped differently. Cheek bones more pronounced. Lips thinner. There's a perpetual look of anxiety on your face, visible through neutral cosmetics. The eyes look fearfully back at Jake, never looking at anyone else. For his part, the Jake mannequin looks back at you with a satisfied smirk.<br>
<br>
<<if $current.female is true>>
You stare at your face on the figure, sensing magic surging through your body. You feel confident that Jake desires you, wants to be with you. And as for the changes in your face? That actually does look like you, now that you consider it. The feminine features. The meek and apologetic look.<br>
<<else>>
You stare at your face on the figure, feeling something surge through your body. You feel confident that Jake desires you, wants to be with you. And as for the changes in your face? That actually does look like you, now that you consider it. The feminine features. The meek and apologetic look.<br>
<</if>>
<br>
The boat jolts, bringing you back from your daydream. It lunges forward, swept up in the current that has returned. As the boat drifts towards the exit, you glance back at the diorama. The lights flicker above the sign once more and the mannequins have returned to their weathered and unkempt conditions. No sign of the faces you saw, nor yours sitting next to Jake.
<br>
<<ActionsHeader>>
<<link "Exit the Tunnel of Love" "FatGordonsCircusMidWay">><<set $FatGordonsCircusTunnelOfLove to undefined>><<TimeChangeCarnival>><<DailyVariableAdd "TunnelofLoveVisited">><</link>>
<</switch>><<switch $FatGordonsCircusShootingGallery>>
<<case undefined>>
<<QuestStatus "Quest26">><<QuestState "Quest26">><<Flag "Quest26ShootingGalleryDone">>
<<if _QuestStatus is "active" and _QuestState lt 3 and _FlagReturn is false>>
You step up and pick up one of the air rifles, feeling the weight in your hand. The barker smiles as you do so, chuckling to himself. "Want to give it a shot? Prove how much of a man you could be behind that body?"<Br>
<br>
He gestures back to the bottles. "Take a shot. Give it your best. However you like. Just prepare yourself. Those rifles. They have a bit of a kick to them."<br>
<Br>
You nod, wondering exactly what his smile implies and what his words really mean. As you lift the rifle to your eye, you survey the bottles on the shelves.<br>
<Br>
<<if $current.female is true>>
No longer are they just bottles. The glass containers are barely visible. Instead, you see the glow of magic through the iron sights. Each bottle lets off a radiance of magical energy, and each glow seems to compete against the others to dominate your view.<br>
<br>
You look deeper down the sight, now seeing images within the magic. Pictures of yourself, your age ten years older than you are now. Some depicting you teaching at a University. Others crossing the line of a marathon, adoring friends congratulating you. Another with you sitting behind a luxurious desk, surrounded by luxury and wealth.<br>
<<else>>
No longer are they just bottles. The glass containers are barely visible. Instead, you see pictures of yourself, your age ten years older than you are now. Some depicting you teaching at a University. Others crossing the line of a marathon, adoring friends congratulating you. Another with you sitting behind a luxurious desk, surrounded by luxury and wealth.<br>
<</if>>
<Br>
As you line the gun up to each bottle, the image distorts and fades. Even the threat of the gun is enough to diminish it.<Br>
<Br>
"What are you willing to give up?" you hear the barker say, his tone muted and conspiratorial. "To prove how much of a man you are."<br>
<br>
<<ActionsHeader>>
<<link "Try to shoot at the image of you teaching at University" "CarnivalShootingGallery">><<set $CarnivalShootingGallery to "Intelligence">><</link>><br>
<<link "Try to shoot at the image of you finishing a marathon" "CarnivalShootingGallery">><<set $CarnivalShootingGallery to "Physique">><</link>><br>
<<link "Try to shoot at the image of you surrounded by wealth" "CarnivalShootingGallery">><<set $CarnivalShootingGallery to "Greedy">><</link>><br>
<<else>>
You step up and pick up one of the air rifles, feeling the weight in your hand. The barker smiles as you do so, chuckling to himself. "Want to give it a shot? Prove how much of a man you could be behind that body?"<br>
<br>
He gestures back to the bottles. "Take a shot. Give it your best. However you like. Just prepare yourself. Those rifles. They have a bit of a kick to them."<br>
<Br>
You nod, wondering exactly what his smile implies and what his words really mean. As you lift the rifle to your eye, you consider how best to make the shot. <Br>
<Br>
<<ActionsHeader>>
<<StatCheckIntelligence "gt" 50>>
<<set _StatIntelligenceProbability to _StatIntelligenceProbability + " Try to work out which bottle will be the easiest">>
<<if _StatCheckIntelligence is true>><<link _StatIntelligenceProbability "FatGordonsCircusShootingGallery">><<set $FatGordonsCircusShootingGallery to "IntelligencePass">><</link>><br>
<<else>><<link _StatIntelligenceProbability "FatGordonsCircusShootingGallery">><<set $FatGordonsCircusShootingGallery to "IntelligenceFail">><<Intelligence 1>><</link>><br><</if>>
<<StatCheckGreedy "gt" 50>>
<<set _StatGreedyProbability to _StatGreedyProbability + " Try to find a cheat to win">>
<<if _StatCheckGreedy is true>><<link _StatGreedyProbability "FatGordonsCircusShootingGallery">><<set $FatGordonsCircusShootingGallery to "GreedyPass">><</link>><br>
<<else>><<link _StatGreedyProbability "FatGordonsCircusShootingGallery">><<set $FatGordonsCircusShootingGallery to "GreedyFail">><<Greedy 1>><</link>><br><</if>>
<<StatCheckPhysique "gt" 50>>
<<set _StatPhysiqueProbability to _StatPhysiqueProbability + " Try to draw on natural skill">>
<<if _StatCheckPhysique is true>><<link _StatPhysiqueProbability "FatGordonsCircusShootingGallery">><<set $FatGordonsCircusShootingGallery to "PhysiquePass">><</link>><br>
<<else>><<link _StatPhysiqueProbability "FatGordonsCircusShootingGallery">><<set $FatGordonsCircusShootingGallery to "PhysiqueFail">><<Physique 1>><</link>><br><</if>>
<</if>>
<<case "IntelligencePass">>
You look down the sights and survey the bottles on display. At first glance there are some resting nearer on the shelf. But you notice they have been placed carefully. The ones that seem like easy pickings are narrow or curved. You might be able to aim generally at them, but getting a hit will require a perfect shot.<br>
<br>
Instead, you turn the rifle to some of the bottles hidden further back. Fat and large shapes, ones that almost seem impossible to miss.<br>
<br>
<<if $current.female is true>>
You pull back the catch and take a deep breath before thumbing the trigger. As you do so, you feel a spark of magic rush up from the gun. Another sparkle rushes back into it from you.<br>
<<else>>
You pull back the catch and take a deep breath before thumbing the trigger. As you do so, you feel a spark from the gun, then another rush back into it from you.<br>
<</if>>
<br>
The rifle jolts back and you hear the shattering of glass in front of you. For a moment your ears ring from the discharge. The barker cries out with glee. "We have a winner!"<br>
<br>
As your hearing returns, you turn to look at the gallery. Sure enough, the bottle you targeted is now gone, remnants shattered on the shelf. A direct hit.<br>
<br>
"Look at that," the barker says as he approaches. "Proved yourself to the entire crowd. That's a prize to take home. No better reward than knowing who you really are. Even if you might have had to give up something to prove it."<br>
<br>
<<if $current.female is true>>
You rest the gun back on the shelf, looking at it momentarily. It still glows with magic, but now it looks a little different. Like you've taken something from it. And given it back something in place.<br>
<<else>>
You rest the gun back on the shelf, looking at it momentarily. You can't sense anything from it, but it looks a little different. You take a breath, wondering what you've given up to cause its change.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the Midway" "FatGordonsCircusMidWay">><<Intelligence -1>><<Feminity -1>><<set $FatGordonsCircusShootingGallery to undefined>><<TimeChangeCarnival>><<DailyVariableAdd "ShootingGalleryVisited">><</link>>
<<case "IntelligenceFail">>
You look down the sights and survey the bottles on display. The obvious ones seem like your best bet. Some are nearer and distanced from the others. You consider why they are so obviously separate, but you can't work out why.<br>
<br>
You pull back the catch and take a deep breath before thumbing the trigger. The rifle jolts back. For a moment your ears ring from the discharge. The barker laughs and you hear his mocking tone. "What a shame. But no wins for not quite!"<br>
<br>
As your hearing returns, you turn to look at the gallery. Sure enough, the bottle you targeted still stands there.<br>
<br>
"Never mind," the barker says as he approaches. "Maybe next time? Keep trying and you'll get better."<br>
<br>
<<if $current.female is true>>
You rest the gun back on the shelf, looking at it momentarily. It still glows with magic, but nothing has changed. You wonder what would have happened, had you won.<br>
<<else>>
You rest the gun back on the shelf, looking at it momentarily. It looks as it always has done. You wonder what would have happened, had you won.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the Midway" "FatGordonsCircusMidWay">><<set $FatGordonsCircusShootingGallery to undefined>><<TimeChangeCarnival>><<DailyVariableAdd "ShootingGalleryVisited">><</link>>
<<case "GreedyPass">>
You look down the sights and survey the bottles on display. You try to find something that will give you an advantage, something that would make this easier. Then you see it. You smile.<br>
<br>
There, resting behind one of the bottles, is a container that's already half shattered. You're not sure if the barker just didn't notice a previous winner, but their loss is your gain. You pull back the catch and aim, taking a deep breath before thumbing the trigger.<br>
<br>
<<if $current.female is true>>
A spark of magic rushes up from the gun as you hear the shot echo. Another sparkle rushes back into it from you.<br>
<<else>>
A spark leaps off the gun as you hear the shot echo. Another jolts your skin as it rushes into you.<br>
<</if>>
<br>
For a moment your ears ring from the discharge. You watch as the barker surveys the bottles, furrowing his eyebrows. "Bad luck," he says. "Looks like you missed."<br>
<br>
As your hearing returns, you turn to look at the gallery. You smirk. "What about that one?" you say, pointing to the bottle that you saw before.<br>
<br>
The barker glances back. For a moment, his smile fades. "Look at that," he murmurs. "No shattering of glass, but still." He smirks knowingly. "Can't argue with that, can we?"<br>
<br>
He steps up close to you, lowering his voice. "Proved yourself to the entire crowd. Exactly what sort of man you are. That's a prize to take home. Even if you might have had to give up something to prove it."<br>
<br>
<<if $current.female is true>>
You rest the gun back on the shelf, looking at it momentarily. It still glows with magic, but now it looks a little different. Like you've taken something from it. And given it back something in place.<br>
<<else>>
You rest the gun back on the shelf, looking at it momentarily. You can't sense anything from it, but it looks a little different. You take a breath, wondering what you've given up to cause its change.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the Midway" "FatGordonsCircusMidWay">><<Greedy -1>><<Feminity -1>><<set $FatGordonsCircusShootingGallery to undefined>><<TimeChangeCarnival>><<DailyVariableAdd "ShootingGalleryVisited">><</link>>
<<case "GreedyFail">>
You look down the sights and survey the bottles on display. You try to find something that will give you an advantage, something that would make this easier. But try as you might, you can't see anything.<br>
<br>
"Losing your gumption?" the barker asks, grinning at you.<br>
<br>
You glare at him, raising the rifle. Taking a deep breath, you thumb the trigger. The rifle jolts back. For a moment your ears ring from the discharge. The barker laughs and you hear his mocking tone. "What a shame. But no wins for not quite!"<br>
<br>
As your hearing returns, you turn to look at the gallery. Sure enough, the bottle you targeted still stands there.<br>
<br>
"Never mind," the barker says as he approaches. "Maybe next time? Keep trying and you'll get better."<br>
<br>
<<if $current.female is true>>
You rest the gun back on the shelf, looking at it momentarily. It still glows with magic, but nothing has changed. You wonder what would have happened, had you won.<br>
<<else>>
You rest the gun back on the shelf, looking at it momentarily. It looks as it always has done. You wonder what would have happened, had you won.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the Midway" "FatGordonsCircusMidWay">><<set $FatGordonsCircusShootingGallery to undefined>><<TimeChangeCarnival>><<DailyVariableAdd "ShootingGalleryVisited">><</link>>
<<case "PhysiquePass">>
You look down the sights and survey the bottles on display. At first glance there are some resting nearer on the shelf. But you notice they have been placed carefully. The ones that seem like easy pickings are narrow or curved. You might be able to aim generally at them, but getting a hit will require a perfect shot.<br>
<br>
Instead, you turn the rifle to some of the bottles hidden further back. Fat and large shapes, ones that almost seem impossible to miss.<br>
<br>
<<if $current.female is true>>
You pull back the catch and take a deep breath before thumbing the trigger. As you do so, you feel a spark of magic rush up from the gun. Another sparkle rushes back into it from you.<br>
<<else>>
You pull back the catch and take a deep breath before thumbing the trigger. As you do so, you feel a spark rush up from the gun. Another rushes back into it from you.<br>
<</if>>
<br>
The rifle jolts back and you hear the shattering of glass in front of you. For a moment your ears ring from the discharge. The barker cries out with glee. "We have a winner!"<br>
<br>
As your hearing returns, you turn to look at the gallery. Sure enough, the bottle you targeted is now gone, remnants shattered on the shelf. A direct hit.<br>
<br>
"Look at that," the barker says as he approaches. "Proved yourself to the entire crowd. That's a prize to take home. No better reward than knowing who you really are. Even if you might have had to give up something to prove it."<br>
<br>
<<if $current.female is true>>
You rest the gun back on the shelf, looking at it momentarily. It still glows with magic, but now it looks a little different. Like you've taken something from it. And given it back something in place.<br>
<<else>>
You rest the gun back on the shelf, looking at it momentarily. You can't sense anything from it, but it looks a little different. You take a breath, wondering what you've given up to cause its change.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the Midway" "FatGordonsCircusMidWay">><<Physique -1>><<Feminity -1>><<set $FatGordonsCircusShootingGallery to undefined>><<TimeChangeCarnival>><<DailyVariableAdd "ShootingGalleryVisited">><</link>>
<<case "PhysiqueFail">>
You look down the sights and survey the bottles on display. The obvious ones seem like your best bet. Some are nearer and distanced from the others. You consider why they are so obviously separate, but you can't work out why.<br>
<br>
You pull back the catch and take a deep breath before thumbing the trigger. The rifle jolts back. For a moment your ears ring from the discharge. The barker laughs and you hear his mocking tone. "What a shame. But no wins for not quite!"<br>
<br>
As your hearing returns, you turn to look at the gallery. Sure enough, the bottle you targeted still stands there.<br>
<br>
"Never mind," the barker says as he approaches. "Maybe next time? Keep trying and you'll get better."<br>
<br>
<<if $current.female is true>>
You rest the gun back on the shelf, looking at it momentarily. It still glows with magic, but nothing has changed. You wonder what would have happened, had you won.<br>
<<else>>
You rest the gun back on the shelf, looking at it momentarily. It looks as it always has done. You wonder what would have happened, had you won.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the Midway" "FatGordonsCircusMidWay">><<set $FatGordonsCircusShootingGallery to undefined>><<TimeChangeCarnival>><<DailyVariableAdd "ShootingGalleryVisited">><</link>>
<</switch>><<Flag "JenniferConfrontedQuest21">>
<<if _FlagReturn is true>>
<<if $current.avatar is "Jennifer">>
Siobhan's eyes settle on you as you approach. She tilts her head with open curiosity. Then her gaze drifts to <i><<TrueName "Current">></i> beside you.<br>
<br>
"Well, well," she murmurs. "Didn't expect to see you two still on speakin' terms. Not after what happened."<br>
<br>
<i><<TrueName "Current">></i> stiffens. His eyes narrow at Siobhan. "Who's this?" he asks you.<br>
<br>
"This is Siobhan," you say carefully. "She works at the carnival."<br>
<br>
"She's the one who gave you that leaf," <i><<TrueName "Current">></i> says flatly. "Who left me that note."<br>
<br>
Siobhan looks between the two of you with confusion. "Sounds like yer can't remember who's who." Her eyes narrow. "Or is there something untoward goin' on here?"<br>
<br>
"It's complicated," you mutter.<br>
<br>
Siobhan holds your gaze for a beat too long, then lets it go.<br>
<<else>>
Siobhan's eyes drift past you as you approach, settling on Jennifer behind you. She tilts her head with open curiosity.<br>
<br>
"Well, well," she murmurs. "Didn't expect to see you two still on speakin' terms. Not after what happened."<br>
<br>
Jennifer stiffens. Her eyes narrow at Siobhan. "You know her?" she asks you.<br>
<br>
"This is Siobhan," you say carefully. "She works at the carnival."<br>
<br>
"She's the one who gave you that leaf," Jennifer says flatly. "Who left me that note."<br>
<br>
Siobhan's crooked smile doesn't waver. She folds her arms and leans back against the tent.<br>
<</if>>
<br>
<<JenniferTier>>
<<if _JenniferTier is "Ceasefire" or _JenniferTier is "Hostile">>
<<if $current.avatar is "Jennifer">>
<i><<TrueName "Current">></i> looks Siobhan up and down. Then, unexpectedly, he nods. "At least someone had the guts to show me what I'd been hiding from," he says quietly. "Even if the delivery was a nightmare."<br>
<br>
Siobhan blinks. "Not sure yer remembering correctly." She glances at you. "Take a hit to his noggin' somewhere, did he?"<br>
<<else>>
Jennifer looks Siobhan up and down. Then, unexpectedly, she nods. "At least someone had the guts to show me what I'd been hiding from," she says quietly. "Even if the delivery was a nightmare."<br>
<br>
Siobhan blinks, but flashes her a smile. "Glad yer liked it."<br>
<</if>>
<<else>>
<<if $current.avatar is "Jennifer">>
<i><<TrueName "Current">></i> takes a step forward, jaw clenched. "Do you have any idea what you caused?" he spits. "That leaf. The dream. Everything that happened after. Look at the trouble you've stirred up."<br>
<br>
Siobhan doesn't flinch. But her smile thins. Her eyes flick between you both again, still working at the puzzle. "Something odd goin' on here. Care to let a gal in on the secret?"<br>
<<else>>
Jennifer takes a step forward, jaw clenched. "Do you have any idea what you caused?" she spits. "That leaf. The dream. Everything that happened after. Look at the trouble you've stirred up."<br>
<br>
Siobhan doesn't flinch. But her smile thins.<br>
<</if>>
<</if>>
<br>
<<GetNPCState "Siobhan" "Loyal">>
<<if _Loyal is true>>
<<if $current.avatar is "Jennifer">>
The young woman is quiet for a moment. She picks at a thread on her sleeve. "Aye," she says finally. "Maybe I pushed too hard. Wasn't thinkin' about what'd happen to yer." She glances between you both. "Had me reasons. Doesn't mean I got it right." She pauses. "Though I'm startin' to wonder if I know the half of it."<br>
<<else>>
The young woman is quiet for a moment. She picks at a thread on her sleeve. "Aye," she says finally. "Maybe I pushed too hard. Wasn't thinkin' about what'd happen to yer." She glances between you both. "Had me reasons. Doesn't mean I got it right."<br>
<</if>>
<<else>>
<<if $current.avatar is "Jennifer">>
The young woman snorts. "You accepted the leaf," she says to <i><<TrueName "Current">></i>. "Can't blame the seller when the buyer don't like what they bought." She shrugs. "And whatever you two have goin' on, it's nowt to do with me."<br>
<<else>>
The young woman snorts. "Yer friend here accepted the leaf," she says, nodding at you. "Can't blame the seller when the buyer don't like what they bought." She shrugs. "I gave a tool. What yer did with it is yer own business."<br>
<</if>>
<</if>>
<br>
<<if $current.avatar is "Jennifer">>
A silence settles. <i><<TrueName "Current">></i> holds Siobhan's gaze for a long moment, then looks away.<br>
<br>
Siobhan straightens up from the tent. "If yer here to see Roseli, she's in her tent." She nods towards the Curio Shop. "Maybe she can make sense of... whatever this is."<br>
<<else>>
A silence settles. Jennifer holds Siobhan's gaze for a long moment, then looks away.<br>
<br>
Siobhan straightens up from the tent. "If yer here to see Roseli, she's in her tent." She nods towards the Curio Shop. "Best not keep her waitin'."<br>
<</if>>
<<else>>
<<if $current.avatar is "Jennifer">>
Siobhan watches you approach with <i><<TrueName "Current">></i>. Her eyes linger on you, then flick to the person beside you.<br>
<br>
"Interestin' company yer keepin'," she murmurs.<br>
<br>
She nods towards the Curio Shop tent. "Roseli's in. Best not keep her waitin'."<br>
<<else>>
Siobhan watches you approach with Jennifer. Her eyes linger on Jennifer, then flick back to you.<br>
<br>
"Interestin' company yer keepin'," she murmurs.<br>
<br>
She nods towards the Curio Shop tent. "Roseli's in. Best not keep her waitin'."<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the midway" "FatGordonsCircusMidWay">><<SetFlag "JenniferMetSiobhan">><</link>><<widget "PeriodCarnivalDescriptor">>
<<if $PeriodCarnival is 1>>
<br>The carnival seems to be at its peak period. Teenagers rush from attraction to attraction. Barkers yell to entice people to participate in games. The lights and sounds clash, as if competing for your attention.<br>
<<elseif $PeriodCarnival is 2>>
<br>The majority of the crowd moves towards the Big Top, ready to see tonight’s main show. The barkers and operators behind stalls and ticket booths lean back, taking a break as the carnival quietens down. You imagine you have time for one more attraction before the carnival closes.<br>
<<elseif $PeriodCarnival gte 3>>
<br>Barkers and muscle men are pulling down shutters over attractions, bluntly telling any lingering customers that they are closed for the evening. The few remaining guests head towards the exit. It’s time for you to leave.<br>
<</if>>
<</widget>>
<<widget "TimeChangeCarnival">>
<<Evening>>
<<if _Evening is true>>
<<if $PeriodCarnival is undefined>><<set $PeriodCarnival to 1>>
<<else>>
<<set $PeriodCarnival +=1>>
<</if>>
<<if $PeriodCarnival gte 3>><<TimeChange>><</if>>
<</if>>
<</widget>>
<<widget "ApparitionEncountered">>
<<set _NPC to _args[0]>>
<<if ndef $ApparitionEncountered>><<set $ApparitionEncountered to []>><</if>>
<<if not $ApparitionEncountered.includes(_NPC)>><<set $ApparitionEncountered.push(_NPC)>><</if>>
<</widget>>
<<widget "ApparitionEncounteredCheck">>
<<set _ApparitionEncounteredCheck to false>>
<<set _clause to _args[0]>>
<<if _clause is "Any">>
<<if def $ApparitionEncountered and $ApparitionEncountered.length gt 0>><<set _ApparitionEncounteredCheck to true>><</if>>
<<elseif _clause is "Jennifer">>
<<if def $ApparitionEncountered and $ApparitionEncountered.includes("Jennifer")>><<set _ApparitionEncounteredCheck to true>><</if>>
<<elseif _clause is "Annie">>
<<if def $ApparitionEncountered and $ApparitionEncountered.includes("Annie")>><<set _ApparitionEncounteredCheck to true>><</if>>
<<elseif _clause is "ShadowSelf">>
<<if def $ApparitionEncountered and $ApparitionEncountered.includes("ShadowSelf")>><<set _ApparitionEncounteredCheck to true>><</if>>
<</if>>
<</widget>>
<<widget "SiobhanDialogueHappeningAgainHappened">>
<<set _SiobhanDialogueHappeningAgainHappened to false>>
<<Flag "JenniferConfrontedQuest21">>
<<if _FlagReturn is true>><<set _SiobhanDialogueHappeningAgainHappened to true>><</if>>
<<Flag "AnnieConfrontedQuest21">>
<<if _FlagReturn is true>><<set _SiobhanDialogueHappeningAgainHappened to true>><</if>>
<</widget>>
<<widget "Quest26DescriptorTracker">>
<<if $Quest26DescriptionTracker is undefined>><<set $Quest26DescriptionTracker to 0>><</if>>
<<if $Quest26DescriptionTracker is 0>>
Your vision is interrupted by flashes of memory. Images and sounds that you don’t recognise. For a few seconds, you appear to be somewhere else, in a scenario that you recognise but can’t recall playing out that way.<br>
<br>
A moment later, you are back to reality. The fleeting glimpses of memory stays with you but try as you might to make sense of the images. One thing is for sure. You want to learn more.<BR>
<<elseif $Quest26DescriptionTracker is 1>>
Again you are overwhelmed with flashes of the past. This time the images are longer, the sounds cleaner. You can almost make out some voices that you recognise. The memory is one you have, but the way you remember it is very different.<Br>
<Br>
Then the real world returns. You still can’t quite understand it all, but the memory appears clearer. You can almost recognise people and places within it, but names and dates elude you. You need to learn more.<br>
<<elseif $Quest26DescriptionTracker is 2>>
You brace yourself as your mind is momentarily filled with sights and sounds of a memory you’ve clearly forgotten. You know faces and places as if you were there yesterday. The voices are familiar and comforting.<br>
<br>
Once more you are returned to reality. The memory of the past is full now, but as if an invisible force is pushing you back, you can’t quite find the words to recognise it. You take in a deep breath. You’ve now completed Roseli’s ask. You should question her to make sense of what’s happened to you.<br>
<<set $Quest26DescriptionTracker to undefined>>
<</if>>
<</widget>>
<<widget "QuestTrackerQuest26">>
<<set $Quest26DescriptionTracker +=1>>
<<QuestState "Quest26">>
<<if _QuestState lt 3>>
<<set _Quest26State to 1 + _QuestState>>
<<QuestTracker "Quest26" _Quest26State>>
<</if>>
<</widget>>
<<widget "Quest26Failure">>
<<if $Quest26Failure is undefined>><<set $Quest26Failure to 0>><</if>>
<<set $Quest26Failure +=1>>
<</widget>>
<<widget "CarnivalWaitPassTime">>
<<if setup.period[$periodCurrent] is "Morning">>
<<TimeChange>><<TimeChange>><<TimeChange>>
<<elseif setup.period[$periodCurrent] is "Lunch">>
<<TimeChange>><<TimeChange>>
<<elseif setup.period[$periodCurrent] is "Afternoon">>
<<TimeChange>>
<</if>>
<</widget>><b>Charlton Florist</b><br>
<<if setup.period[$periodCurrent] is "Evening" or setup.period[$periodCurrent] is "Night">>
<img src="./images/CharltonFlorist_night.png"><br>
<<else>>
<img src="./images/CharltonFlorist.png"><br>
<</if>>
<br>A small shop, full of colours and fragrances from the assortment of flowers that cover every table and shelf.<br>
<<include "EventsCharltonFlorist">>
<<if _currentEvent is undefined>>
<<NPCKnownCheck "Catherine">>
<<if _NPCKnownCheck is false>>
<br>
The small chime rings as you step inside, and the first thing you notice is the woman arranging a cluster of soft pink peonies near the counter. She lifts her head at the sound.<Br>
<Br>
Catherine is in her late twenties, with a warm, expressive face and an almost effortless beauty that feels out of place in Charlton. Her hair falls in loose waves around her shoulders, the natural kind that looks like it belongs in a magazine spread rather than a cramped town-square shop. There’s a quiet glow to her skin, and her eyes are a clear, gentle hazel that brighten when she smiles.<Br>
<Br>
She dresses simply but with a sense of style Charlton can’t quite imitate: a light blouse tucked into a flowing skirt, colours soft and modern rather than the fussy Stepford palette. There’s a smudge of pollen on her wrist and a pair of shears clipped to her apron pocket, but even with the mess of flowers around her she carries herself with a calm, organised grace.<Br>
<<else>>
<<NPCPresent "Catherine">><<DailyVariableCheck "CatherineAsleep">>
<<if _NPCPresent is true and _DailyVariableCheck is true>><bR>Catherine sits slumped on the stool behind the counter, her head tipped forward, breathing slow and even. She doesn’t stir as you move around the shop.<br>
<<elseif _NPCPresent is true>><bR>Catherine stands nearby the flowers, pruning an arrangement with a set of scissors.<br><</if>>
<</if>>
<Br>
<<ActionsHeader>>
<<NPCPresent "Catherine">><<DailyVariableCheck "CatherineAsleep">>
<<if _NPCPresent is true and _DailyVariableCheck is true>><s>Talk to Catherine</s> - <i>Catherine is fast asleep.</i><br>
<<elseif _NPCPresent is true>><<link "Talk to Catherine" "CharltonFloristCatherineDialogue0">><<NPCKnown "Catherine">><<StartConversation "Catherine" "CharltonFlorist">><</link>><br><</if>>
<<NPCPresent "Catherine">><<DailyVariableCheck "CatherineAsleep">><<QuestOptionCheck "Quest25" 5 "corsages">><<QuestOptionCompleteCheck "Quest25" 5 "corsages">>
<<if _NPCPresent is true and _DailyVariableCheck is true and _QuestOptionCheck is true and _QuestOptionCompleteCheck is false>><<link "Slip into the stock room" "CharltonFloristStockRoom">><</link>><br><</if>>
<<link "Leave the Florist" "TownSquare">><</link>>
<</if>><<if $CatherineDialogue is undefined>>
Catherine looks up as you approach, offering you a sweet smile. “Hello. How can I help you today?”<Br>
<<else>>
Catherine waits patiently near some flowers, clipper in hand, but giving you her sole attention.<br>
<</if>>
<br>
<<ActionsHeader>>
<<DialogueSpoken "Catherine" "AboutHer">>
<<if _Discussed is false>><<link "Ask about her" "CatherineDialogue">><<set $CatherineDialogue to "AboutHer">><<DialogueDone "Catherine" "AboutHer">><</link>><Br><</if>>
<<DialogueSpoken "Catherine" "AboutMarc">><<DialogueUnlockCheck "Catherine" "AboutMarc">>
<<if _Discussed is false and _DialogueUnlockCheck is true>><<link "Ask about Marc" "CatherineDialogue">><<set $CatherineDialogue to "AboutMarc">><<DialogueDone "Catherine" "AboutMarc">><</link>><Br><</if>>
<<DialogueSpoken "Catherine" "AboutShop">>
<<if _Discussed is false>><<link "Ask about the shop" "CatherineDialogue">><<set $CatherineDialogue to "AboutShop">><<DialogueDone "Catherine" "AboutShop">><</link>><Br><</if>>
<<QuestOptionCheck "Quest31" 0 "rebel">><<DialogueSpoken "Catherine" "HensParty">>
<<if _Discussed is false and _QuestOptionCheck is true>><<link "Ask about her Hen’s party" "CatherineDialogue">><<set $CatherineDialogue to "HensParty">><<DialogueDone "Catherine" "HensParty">><</link>><Br><</if>>
<<DialogueSpoken "Catherine" "HensPartyOfferHelp">><<DialogueUnlockCheck "Catherine" "HensPartyOfferHelp">>
<<if _Discussed is false and _DialogueUnlockCheck is true and $current.avatar is "Emily">>
<<DailyVariableCheck "CatherineCoolOff">>
<<if _DailyVariableCheck is true>>
<s>Offer to help</s> - <i>You should give Catherine some time before trying again</i><br>
<<else>>
<<link "Offer to help with the hen’s planning" "CatherineDialogue">><<set $CatherineDialogue to "HensPartyOfferHelp">><</link>><Br>
<</if>>
<</if>>
<<QuestState "Quest23">><<QuestStatus "Quest23">><<QuestOptionCheck "Quest23" 5 "destroy_tree">><<InventoryCheckSelf "WeedKiller">><<DialogueSpoken "Catherine" "WeedKiller">>
<<if _QuestState is 5 and _QuestStatus is "active" and _QuestOptionCheck is true and _InventoryCheckSelf is false and _Discussed is false>><<link "Ask if she stocks weed killer" "CatherineDialogue">><<set $CatherineDialogue to "WeedKiller">><</link>><Br><</if>>
<<QuestOptionCheck "Quest25" 5 "corsages">><<QuestOptionCompleteCheck "Quest25" 5 "corsages">><<DialogueSpoken "Catherine" "PromCorsages">>
<<if _QuestOptionCheck is true and _QuestOptionCompleteCheck is false and _Discussed is false>><<link "Ask to see the prom corsages" "CatherineDialogue">><<set $CatherineDialogue to "PromCorsages">><<DialogueDone "Catherine" "PromCorsages">><</link>><Br><</if>>
<<QuestOptionCheck "Quest25" 5 "corsages">><<QuestOptionCompleteCheck "Quest25" 5 "corsages">><<DialogueUnlockCheck "Catherine" "LookOutBack">>
<<if _QuestOptionCheck is true and _QuestOptionCompleteCheck is false and _DialogueUnlockCheck is true>><<link "Ask if you could look at the boxes out the back" "CatherineDialogue">><<set $CatherineDialogue to "LookOutBack">><</link>><Br><</if>>
<<link "Say goodbye and return to the shop" $ConversationExit>><<EndConversation "Catherine">><</link>><b>Charlton Florist - Stock Room</b><br>
<img src="./images/CharltonFlorist_Storeroom.png"><br>
<br>
<<switch $CharltonFloristStockRoom>>
<<case undefined>>
The stock room is small and full of flowers. Boxes of corsages fill the space. One of them is half open, as if someone was checking the delivery.<br>
<br>
<<ActionsHeader>>
<<link "Investigate the corsage delivery" "CharltonFloristStockRoom">><<set $CharltonFloristStockRoom to "Investigate">><</link>><br>
<<link "Go back to the shop floor" "CharltonFlorist">><<set $CharltonFloristStockRoom to undefined>><</link>>
<<case "Investigate">>
<<if $current.female is true>>
You look over at the boxes and the corsages, letting the magical energy inside you bubble up and spread across the room.<br>
<br>
The sound is audible before anything else. Buzzing. Chirping. Whining. You look at the boxes of corsages and suddenly the air is full of insects. They swarm and leap, jumping between boxes, carrying dripping energy between them.<br>
<br>
You look further into the boxes with your inner sight. The nests of insects inside the flowers. The wriggling and rubbing. The harvesting of the life energy from the wilting petals.<br>
<br>
A yellow-amber glow surrounds them like they are fireflies. But your hair stands up on edge and your blood begins to flow. The sounds and sights are more like a swarm of mosquitos or a hornets nest. You feel the threat in the air. Even if they haven’t noticed you. Yet.<br>
<br>
<<ActionsHeader>>
<<link "Nullify the corsages for just you" "CharltonFloristStockRoom">><<set $CharltonFloristStockRoom to "NullifySelf">><<Greedy 1>><</link>><br>
<<link "Nullify the corsages for everyone" "CharltonFloristStockRoom">><<set $CharltonFloristStockRoom to "NullifyAll">><<Greedy -1>><</link>>
<<else>>
You look over at the boxes and the corsages, but aside from the fragrant smell you can’t see anything uncanny about them. You curse to yourself. Why would you be able to in this form?<br>
<br>
<<ActionsHeader>>
<<link "Return to the shop floor" "CharltonFlorist">><<set $CharltonFloristStockRoom to undefined>><</link>>
<</if>>
<<case "NullifySelf">>
You close your eyes and reach out towards the boxes containing the corsages with your inner eye. As you push forward the ethereal insects momentarily hang in the air, stopping what they are doing. Then they turn on you.<br>
<br>
"I cause this object with power beyond its power," you whisper, gritting your teeth as the air fills with the sounds of buzzing. Your skin prickles as it feels like your skin is stung. Magical essence is drawn out from the pierced flesh. As they draw it from you, you feel something flow back in. Like the scent of a sweet odour, perfumed and floral, but working its way inside your body.<br>
<br>
But still, you continue. "Unseen and unheard, its effects will be felt by all but me."<br>
<br>
The swarm around your head shrieks in unison, the individual buzzings merging into an inhuman wail. Then you hear each uncanny insect pop. Like hitting a mosquito, the stolen energies in their bodies erupt into droplets and slowly dissipate into you.<br>
<br>
The air around you instantly becomes vacant. The insects retreat back to a safe distance, the swarm almost rebounding against a bubble around you. The sounds subside.<br>
<br>
Looking at the boxes, your mind’s eye still sees the infestation. But when you move your hand forward towards one of the corsages, whatever has nested within it flees instantly. Others won’t be so lucky, but it seems to have protected you.<br>
<br>
And the sensation of the sweet aura flowing through your body? Gone.<br>
<br>
<<ActionsHeader>>
<<link "Leave the shop" "TownSquare">><<QuestOptionComplete "Quest25" 5 "corsages">><<Quest25PrepReconcile>><<set $FloristWard to "NulifiedSelf">><<set $CharltonFloristStockRoom to undefined>><<TimeChange>><</link>>
<<case "NullifyAll">>
You close your eyes and reach out towards the boxes containing the corsages with your inner eye. As you push forward the ethereal insects momentarily hang in the air, stopping what they are doing. Then they turn on you.<br>
<br>
"I cause this object with power beyond its power," you whisper, gritting your teeth as the air fills with the sounds of buzzing. Your skin prickles as it feels like your skin is stung. Magical essence is drawn out from the pierced flesh. As they draw it from you, you feel something flow back in. Like the scent of a sweet odour, perfumed and floral, but working its way inside your body.<br>
<br>
But still, you continue. "Unseen and unheard, its effects will be felt by none."<br>
<br>
The swarm around your head shrieks in unison, the individual buzzings merging into an inhuman wail. Then you hear each uncanny insect pop. Like hitting a mosquito, the stolen energies in their bodies erupt into droplets and slowly dissipate into whatever they touch.<br>
<br>
You take a deep breath once the sounds subside. Looking at the corsages, there is no sign of the magical pests that pervaded the boxes. Only the normal residual glow of the droplets of magic being absorbed by their petals.<br>
<br>
And the sensation of the sweet aura flowing through your body? Gone.<br>
<br>
<<ActionsHeader>>
<<link "Leave the shop" "TownSquare">><<QuestOptionComplete "Quest25" 5 "corsages">><<Quest25PrepReconcile>><<set $FloristWard to "NulifiedAll">><<set $CharltonFloristStockRoom to undefined>><<TimeChange>><</link>>
<</switch>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<if _currentEvent is "BusinessStudiesCivicDuty">>
<br>
<<NPCKnownCheck "Catherine">>
<<if _NPCKnownCheck is true>>
Catherine stands nearby the flowers, pruning an arrangement with a set of scissors.<br>
<<else>>
A small chime rings as you step inside, and the first thing you notice is the woman arranging a cluster of soft pink peonies near the counter. She lifts her head at the sound.<br>
<br>
Catherine is in her late twenties, with a warm, expressive face and an almost effortless beauty that feels out of place in Charlton. Her hair falls in loose waves around her shoulders, the natural kind that looks like it belongs in a magazine spread rather than a cramped town-square shop. There's a quiet glow to her skin, and her eyes are a clear, gentle hazel that brighten when she smiles.<br>
<br>
She dresses simply but with a sense of style Charlton can't quite imitate: a light blouse tucked into a flowing skirt, colours soft and modern rather than the fussy Stepford palette. There's a smudge of pollen on her wrist and a pair of shears clipped to her apron pocket, but even with the mess of flowers around her she carries herself with a calm, organised grace.<br>
<</if>>
<br>
<<NPCKnowsThisForm "Catherine">>
<<if _NPCKnowsThisForm is true>>
"Oh, hello Emily," Catherine says. "Are you here on the school trip? I think the boys have got the delivery covered, but you could help prune some flowers." Her eyes wander to the window. "Or if you're feeling energetic, you could try to clean those windows. I'm really worried about mould on the tops of the window frame. I was going to use this spray and some elbow grease to make a start."<br>
<<else>>
"Oh, hello," Catherine says. "Are you here on the school trip? I think the boys have got the delivery covered, but you could help prune some flowers." Her eyes wander to the window. "Or if you're feeling energetic, you could try to clean those windows. I'm really worried about mould on the tops of the window frame. I was going to use this spray and some elbow grease to make a start."<br>
<</if>>
<br>
You look to the open back door, spying Brendan carrying boxes of new flowers through from the storage room to the shop floor. "Coming through," he bellows warmly, brushing past you and putting the box down on the counter. "Where do you want it?" he asks Catherine.<br>
<br>
"Over there please, Brendan," she points to a display on the wall. "Just put it on the floor. I can arrange it when I have the time."<br>
<br>
The bell rings out again and Dusty walks in, disrupting the sweet smell of flowers with his own odour. "Ma'am," he says to Catherine, nodding.<br>
<br>
"Hello Ernie," she replies. "And please. Call me Catherine."<br>
<br>
"Need any rubbish taken?" he asks, barely looking back at her.<br>
<br>
Catherine looks over to behind the counter. You follow her gaze and see boxes of jagged cuttings and broken vases. Each of them looks heavy. You see Catherine's eyes drift to where Dusty holds his back.<br>
<br>
"Yes," she murmurs. "But it's okay. I can take them out later."<br>
<br>
"It's okay, ma'am," Dusty says, moving over to the boxes. "Get those out of here in a jiffy."<br>
<br>
Dusty bends to try and lift them. You see Catherine wince as he groans.<br>
<br>
You look around the shop. There's plenty to do here, some of it what you expect DeBussy would want you to do. And others, not so much.<br>
<br>
<<ActionsHeader>>
<<StatCheckPhysique "gt" 60>>
<<set _StatPhysiqueProbability to _StatPhysiqueProbability + " Try to clean the window frame">>
<<if _StatCheckPhysique is true>>
<<link _StatPhysiqueProbability "BSFloristResult">><<EventsCheckEnd "CharltonFlorist" "BusinessStudiesCivicDuty">><<set $PhysicalCivic to true>><</link>><br>
<<else>>
<<link _StatPhysiqueProbability "BSFloristResult">><<EventsCheckEnd "CharltonFlorist" "BusinessStudiesCivicDuty">><<set $PhysicalMinusCivic to true>><<Physique 1>><</link>><br>
<</if>>
<<link "Take the clippers and prune flowers" "BSFloristResult">><<BSSpecialLessonConform>><<set $TempPruneFlorist to true>><<Feminity 1>><<EventsCheckEnd "CharltonFlorist" "BusinessStudiesCivicDuty">><</link>><br>
<<link "Help Brendan with the delivery" "BSFloristResult">><<BSSpecialLessonRebel>><<Feminity -1>><<EventsCheckEnd "CharltonFlorist" "BusinessStudiesCivicDuty">><</link>><br>
<<link "Help Dusty" "BSFloristResult">><<BSSpecialLessonRebel>><<Greedy -1>><<EventsCheckEnd "CharltonFlorist" "BusinessStudiesCivicDuty">><<set $TempDustyFlorist to true>><</link>>
<</if>><<if $TempDustyFlorist is true>>
Moving over to Catherine and Dusty, you squat down beside the rubbish. "Can I help?" you ask him.<br>
<br>
Dusty looks to you, holding your look for a moment before giving you a gentle nod. He takes one side of the boxes as you grip on to the other side. On the count of three, you both lift the pile of rubbish high into the air.<br>
<br>
"Let me get the door for you," Catherine says, rushing over to open it. You step backwards, careful with each step not to slip on your heels. You feel the sun as you back out of the shop. Dusty nods to the street corner.<br>
<br>
As you step towards it, you hear laughter from the Town Square. You look over to see two girls watching you struggle with a rubbish bin, whispering and giggling. But you don't stop. Bending at the knees, you put the boxes down in unison with Dusty.<br>
<br>
"There," he says, stepping back. "That should help Miss Granger. Thank you."<br>
<br>
<<Flag "PermDustyHelped">>
<<if _FlagReturn is true>>
He glances behind the two of you, seeing the girls continue to stare and giggle at you. When he turns back he rolls his eyes. You take the moment to ask him a further question.<br>
<br>
"When you mentioned Logain," you begin. "What did you mean by his allotment?"<br>
<br>
Dusty shrugs. "I meant what I said. He's got a greenhouse on the allotment. Spends some evenings in there, tending turnips. Strange hobby for a kid. But he's nice enough about it."<br>
<br>
"About what?" you reply.<br>
<br>
He sniffs a little, glancing down at the floor. "The smell."<br>
<<else>>
He glances behind the two of you, seeing the girls continue to stare and giggle at you. When he turns back he rolls his eyes. "You're not like the others. More like Logain."<br>
<br>
That causes a frown to creep onto your face. "Like Logain?"<br>
<br>
Dusty nods. "Always giving me turnips. Doesn't even want money. Always got time for a chat when he's in his allotment in the evenings."<br>
<</if>>
<br>
The chance to ask further questions disappears when you hear a gasp behind you. "Really, Emily!" you hear DeBussy say. "Did you move that rubbish? That's not a job for a lady!"<br>
<br>
You turn around to see the immaculate-looking DeBussy staring back at you, clipboard in hand. Her face shrivels up as she smells Dusty. "Come on, dear," she exclaims. "Leave Dusty to his duties. It looks like the work at the florist is tied up, but I'm sure there's other tasks to do."<br>
<br>
She gives you a stern look before walking off. You watch her go, then glance up at Dusty. He shrugs meekly, then begins to pick up rubbish in the curb.<br>
<br>
Behind you, the florist’s bell rings again. Catherine steps out with a glass of water, pressing it into Dusty’s hands before he can protest. Then she looks to you.<br>
<br>
“Thank you,” she says. “Most people around here pretend not to see him. You just got on and helped.” She holds your eye a moment longer, as if fixing you in her memory, then slips back inside the shop.<br>
<<elseif $PhysicalCivic is true>>
You turn away from Dusty and Catherine, seeing a small step ladder off to the side. Taking the mould spray and cloth, you step up the ladder.<br>
<br>
As Catherine said, the tops of the window frame are filthy and covered in mould. Even with the benefit of the ladder you strain to reach it. But you lean forward, balancing perilously on the top step, firing a jet of cleaning fluid up. You reach up and wipe it down, scrubbing over and over again to grind away the mould.<br>
<br>
As you slowly work your way down the window, the stretch from the ladder to the edges puts strain on your muscles. Leaning over too far, you feel the stepladder wobble. Instinctively, you thrust out a leg against the wall, tensing your calves to right your balance.<br>
<br>
Your heel scrapes against the paint on the wall, but you push back hard. Your leg firmly locks in place, and you hold your position.<br>
<br>
As you take a deep breath, you become aware of a face at the window. Dennis. Looking up at you, mouth wide open, a look of shock on his face.<br>
<br>
The reason hits you suddenly. You have one leg on the ladder, another against the wall. And your short skirt has ridden up to accommodate your position.<br>
<br>
He blushes when he sees you looking and scurries back towards the Town Square. You look over the road and see two girls looking back at you, whispering and giggling.<br>
<br>
Quickly, you push your leg back off the wall and bring your foot back on to the ladder, hearing the click of your heel hit the metal frame.<br>
<br>
You continue to remove the mould, but are conscious of what you are wearing. Instead of going for speed, you concentrate on small brushing, stepping down and moving the ladder when necessary.<br>
<br>
As you are just finishing up, the bell rings above the door once more. You look over to see DeBussy's head peering in. At the sight of you on the ladder, she raises an eyebrow but beams.<br>
<br>
"What a novel idea!" she exclaims. "I must say Emily, your commitment to the cause is setting the benchmark. And in heels, too. You make it look effortless. Makes the rest of us hang our heads in shame."<br>
<br>
You smile back as she pops back out the door. Stepping down the ladder, you put the spray and cloth back on the counter. Catherine looks up from trying to help Dusty, giving you a smile. "Thank you. That's a job I never thought I'd get around to."<br>
<<elseif $PhysicalMinusCivic is true>>
You turn away from Dusty and Catherine, seeing a small step ladder off to the side. Taking the mould spray and cloth, you step up the ladder.<br>
<br>
As Catherine said, the tops of the window frame are filthy and covered in mould. Even with the benefit of the ladder you strain to reach it. But you lean forward, balancing perilously on the top step, firing a jet of cleaning fluid up. You reach up and wipe it down, scrubbing over and over again to grind away the mould.<br>
<br>
As you slowly work your way down the window, the stretch from the ladder to the edges puts strain on your muscles. Leaning over too far, you feel the stepladder wobble. Instinctively, you thrust out a leg against the wall, trying to tense your calves to right your balance.<br>
<br>
Your heel scrapes against the paint on the wall and you try to lock your leg against the wall, but your muscles are too weak. The stepladder tilts and suddenly you're airborne, falling back towards the floor as gravity takes hold of you.<br>
<br>
The floorboards crash against your back and you wince. Your vision grows fuzzy and you close your eyes as you try to push back the feeling of the pain.<br>
<br>
From somewhere distant you hear a bell ring and when you open your eyes, you are looking up to the concerned faces of DeBussy and Catherine looking down upon you.<br>
<br>
"Are you alright?" you hear Catherine say. She kneels on one side, DeBussy dropping on to the other. Hands move in front of your eyes. One touches your forehead.<br>
<br>
"I'm fine," you say, pushing yourself up. "Just lost my footing."<br>
<br>
As you stand Catherine continues to look at you with worry. DeBussy shares her concern, but lets a smile form when she sees you're alright. "It's okay, Emily," she says. "You deserve credit for trying to help. Maybe stick to less strenuous activities in future. Especially if you're wearing heels."<br>
<br>
Catherine looks from you to DeBussy, giving her a forced smile. If DeBussy detects it, she doesn't let on. With a curt nod, she turns and walks back out the door.<br>
<br>
"Are you sure you're alright?" Catherine asks, putting her arm around you to help you walk. You take a step in your shoes. You nod. "Yeah."<br>
<br>
She gives you a renewed smile, one genuine and sincere. "Thank you for trying, at least. That's a job I never think I'll get around to."<br>
<<elseif $TempPruneFlorist is true>>
You pick up the clippers from the counter and turn away from Catherine, leaving her to help Dusty. You move over to the nearby display, noting where stems are growing without flowers.<br>
<br>
Slowly and delicately, you prune the bouquets. Quickly you learn where to clip and what to leave. There is a satisfaction in removing the dying stems and clipping the wilting flowers. As you do so, you consider the shape of each display, ensuring that you don't clip back too much so it ruins the look.<br>
<br>
<<if $PlayerCharacter.female is true>>
Something about the exercise is soothing. Your brain drifts off, and you feel a sense of ease spreading throughout your body. You begin to daydream, wondering about how well a florist must do in Charlton. When was the last time anyone bought you flowers? It's been so long you can't remember.<br>
<<else>>
Something about the exercise is soothing. Your brain drifts off, and you feel a sense of ease spreading throughout your body. You begin to daydream, wondering about how well a florist must do in Charlton. When was the last time you bought anyone flowers? Until now, you hadn't really seen the appeal. But they smell good. And look pretty.<br>
<</if>>
<br>
As you are just finishing up, the bell rings above the door once more. You look over to see DeBussy's head peering in. At the sight of you pruning flowers, she smiles.<br>
<br>
"Perfect, Emily!" she exclaims. "A delicate operation, requiring a woman's touch. You've made each bouquet look beautiful! Maybe one of our boys will be inspired and buy one for you!"<br>
<br>
You smile back as she pops back out the door. You turn to look back to the counter, seeing Brendan watching you as he puts down another box from the delivery on the floor. He gives you a grin before turning back to walk back out to the storeroom.<br>
<br>
Watching him go, you realise you could have been doing the job he took on. But instead, you picked pruning. And what was that look he gave you? Did he hear DeBussy's comment about someone buying your flowers?<br>
<br>
<i>And if he did, would you want him to?</i><br>
<<else>>
You turn away from Dusty and Catherine, stepping past them and back into the store room. Brendan is bending at the waist, his firm butt sticking back as he picks up three boxes at once.<br>
<br>
He frowns when he turns and sees you. "Got lost? Thought you'd be helping out on the shop floor."<br>
<br>
You look around the storeroom before turning back to him. "Actually, I thought I could help with the delivery."<br>
<br>
Brendan grins, eying you appraisingly. "Sure," he says after a long moment. "Not sure DeBussy will be happy with it, but if you're up for it I wouldn't say no to some help. Why don't you try that small box over there first?"<br>
<br>
He nods back, then walks back towards the shop floor. You see a small box, crammed with vases. You bend at the knees, feeling self-conscious in your skirt, and strain as you lift it up. Your forearms pulsate, but you keep hold of it and turn to walk back out into the shop.<br>
<br>
Catherine is standing next to Dusty, trying to help him lift the rubbish. When she sees you, a startled look spreads across her face. Brendan, by contrast, grins from the counter.<br>
<br>
"Where do you want them?" you say to Catherine, parroting Brendan.<br>
<br>
Catherine lets out a small smile, glancing over to Brendan, who chuckles. "Just on the counter, please," she tells you.<br>
<br>
Feeling eyes on you, you make sure you put the box down gently and confidently. You hear Brendan chuckle once more. "Nice work," he mutters as he passes you. "Although I was hoping I'd have to swoop in and save you from dropping them."<br>
<br>
Time passes as you move back and forth between the storeroom and the shop floor, moving boxes from the delivery into corners out of the way. Brendan grins every time he sees you, his muscles flexing as he carries far more weight. But you don't let his progress stop you. In fact, it spurs you on.<br>
<br>
Just as you are finishing up, the bell rings above the door once more. You look over to see DeBussy's head peering in. At the sight of you carrying a box, she rolls her eyes.<br>
<br>
"Oh, Emily!" she cries out. "There's a perfectly built man already in here for doing that. Why don't you turn your attention to those flowers. That one over there needs a woman's touch, dearie."<br>
<br>
You shrug as you continue to walk through and put down the box. "Thanks," you tell her. "But I'm fine doing this."<br>
<br>
DeBussy sighs. "Young women these days," she mutters. "Very well. Although our next Miss Charlton is judged both mentally and physically. Gaining bulging biceps won't help you, dear."<br>
<br>
You pout as she pops back out the door. You turn to look back to the counter, seeing Brendan watching you as he puts down another box from the delivery on the floor. He gives you a grin before turning back to walk back out to the storeroom.<br>
<br>
Watching him go, you briefly wonder if DeBussy had a point. But it's a fleeting thought, as logic kicks in. That's Charlton's ideal. A woman being healthy and physically fit is only a good thing. Even if Charlton disagrees with you.<br>
<</if>>
<br>
<<ActionsHeader>>
<<if $TempAllotmentSpecialLesson is undefined>><<link "Go help at the allotment" "CharltonAllotment">><<LocationKnown "CharltonAllotment">><<EventTrigger "CharltonAllotment" "BusinessStudiesCivicDuty" null null "Emily" null null null false>><<set $TempAllotmentSpecialLesson to true>><<if $TempDustyFlorist is true>><<RumourLearned "LogainAllotment">><<SetFlag "PermDustyHelped">><<LocationKnown "CharltonAllotmentLogainGreenhouse">><<DialogueUnlock "Catherine" "DustyHelped">><<set $TempDustyFlorist to undefined>><</if>><</link>><br><</if>>
<<if $TempTownSquareSpecialLesson is undefined>><<link "Go help on the Town Square" "TownSquare">><<EventTrigger "TownSquare" "BusinessStudiesCivicDuty2" null null "Emily" null null null false>><<set $TempTownSquareSpecialLesson to true>><<if $TempDustyFlorist is true>><<RumourLearned "LogainAllotment">><<SetFlag "PermDustyHelped">><<LocationKnown "CharltonAllotmentLogainGreenhouse">><<DialogueUnlock "Catherine" "DustyHelped">><<set $TempDustyFlorist to undefined>><</if>><</link>><br><</if>>
<<if $TempAllotmentSpecialLesson is true and $TempTownSquareSpecialLesson is true>><<link "Finish your civic duties" "BSAct2SpecialLessonBadge">><<if $TempDustyFlorist is true>><<RumourLearned "LogainAllotment">><<SetFlag "PermDustyHelped">><<LocationKnown "CharltonAllotmentLogainGreenhouse">><<DialogueUnlock "Catherine" "DustyHelped">><<set $TempDustyFlorist to undefined>><</if>><</link>><br><</if>><b>Fresh Pot Cafe</b><br>
<img src="./images/Fresh_Pot.png"><br>
<br>Complete with a ringing bell as the door rings, The Fresh Pot Cafe has always felt like it was out of another time. You can only assume the big chains haven’t moved into Charlton as there is no money to be made here.<br>
<<if $current.avatar is "Florence">><<RemoveNPC "Florence">><</if>>
<<InventoryCheckSelf "FloBook">>
<<if _InventoryCheckSelf is false and $NPCPresent.includes("Florence")>>
<<PresentNPCPeriodText "Florence" "Morning" "<br>Florence looks up from her paperback book as you enter and smiles.<br>" >>
<<PresentNPCPeriodText "Florence" "Lunch" "<br>Florence looks up from her paperback book as you enter and smiles.<br>" >>
<<PresentNPCPeriodText "Florence" "Afternoon" "<br>Florence looks up from her paperback book as you enter and smiles.<br>" >>
<<PresentNPCPeriodText "Florence" "Evening" "<br>Florence looks up from her paperback book as you enter and smiles.<br>" >>
<<elseif $NPCPresent.includes("Florence")>>
<<PresentNPCPeriodText "Florence" "Morning" "<br>Florence looks up from the arduous job of wiping down the counter as you enter.<br>" >>
<<PresentNPCPeriodText "Florence" "Lunch" "<br>Florence looks up from the arduous job of wiping down the counter as you enter.<br>" >>
<<PresentNPCPeriodText "Florence" "Afternoon" "<br>Florence looks up from the arduous job of wiping down the counter as you enter.<br>" >>
<<PresentNPCPeriodText "Florence" "Evening" "<br>Florence looks up from the arduous job of wiping down the counter as you enter.<br>" >>
<</if>>
<<if $NPCPresent.includes("Ron")>>
<<CheckFirst "RonAtFreshPot">>
<<if _CheckFirst is false>>
<br>
As you enter Fresh Pot, you are startled by who is behind the counter. Instead of Flo is a sweaty middle-aged man with receding hair and a bulging belly. Ron. The owner of Fresh Pot.<br>
<br>
He grunts as he sees you. You wonder where Flo is.<br>
<<else>>
Ron is behind the counter, looking at you with a blank expression as you enter.<br>
<</if>>
<</if>>
<<PresentNPCPeriodText "Dennis" "Evening" "<br>Dennis sits nervously in a booth, looking up every time the bell rings when someone opens the door<br>">>
<<QuestState "Quest30">><<QuestStatus "Quest31">>
<<if _QuestState is 0 and _QuestStatus isnot "complete" and _QuestStatus isnot "failed">>
<<QuestState "Quest31">>
<<if _QuestState is 3>>
<<PresentNPCPeriodText "Britney" "Lunch" "<br>Britney sits on her own at Fresh Pot, chewing on a strand of hair and stirring a milkshake idly.<br>">>
<<else>>
<<PresentNPCPeriodText "Britney" "Lunch" "<br>Britney sits on her own at Fresh Pot, chewing on a strand of hair. Her forehead is wrinkled as she looks over a notebook in front of her.<br>">>
<</if>>
<<else>>
<<PresentNPCPeriodText "Stacey" "Lunch" "<br>Stacey and Britney sit in a booth towards the back, talking quietly as they each sip a milkshake.<br>">>
<</if>>
<<include "EventsFreshPot">>
<<if _currentEvent is undefined>>
<<InventoryCheckSelf "FloBook">>
<<if _InventoryCheckSelf is true and $TransformFloFirst is undefined>><br><I>Now that you have Flo’s treasured paperback, you have all you need to take her form. You would certainly raise attention if people were to see Flo in two different places, though, and who knows what would happen if you encountered her. You quickly decide that it makes sense to use your spells to put her to sleep whilst you go about your business. Or hers, if you were to be specific.</i><<set $TransformFloFirst to true>><br><</if>>
<<CheckFirst "FreshPotCommunityBoard">><<if _CheckFirst is false>><br><i>You notice a new poster pinned to a small community board by the entrance, sitting amongst requests for babysitters and old barbecues for sale.</i><br><</if>>
<br>
<<ActionsHeader>>
<<if $NPCPresent.includes("Florence")>>
<<link "Talk to Florence" "FreshPotFlorenceDialogue0">><<AddFirst "FreshPotCommunityBoard">><<NPCKnown "Florence">><</link>><br>
<<SpellsCheckSelf "Identify">><<AlreadyIdentified "Florence">>
<<if _AlreadyIdentified is false and _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Identify] Cast Identify on Flo" "SpellIdentify">><<AddFirst "FreshPotCommunityBoard">><<CastIdentify "Florence" "FreshPot" "Fresh Pot">><<SpellIdentified "Florence">><</link>><br><</if>>
<</if>>
<<if $NPCPresent.includes("Ron")>>
<<link "Talk to Ron" "FreshPotRonDialogue0">><<AddFirst "FreshPotCommunityBoard">><<AddFirst "RonAtFreshPot">><<NPCKnown "Ron">><</link>><br>
<</if>>
<<AssumeForm "FloBook">>
<<if _AssumeForm is true and $NPCPresent.length is 1 and $NPCPresent.includes("Florence") and $current.avatar isnot "Florence">>
<<Flag "TempBusinessMeeting">>
<<if _FlagReturn is true>>
<s>Transform into Flo</s> - <i>You need to attend the dinner as Emily this evening.</i><br>
<<else>>
<<link "Transform into Flo" "FreshPotTransformFlo">><<AddFirst "FreshPotCommunityBoard">><</link>><br>
<</if>>
<</if>>
<<QuestState "Quest14">><<QuestStatus "Quest14">>
<<if $NPCPresent.includes("Dennis") and _QuestState is 0 and _QuestStatus is "active" and $current.avatar is "Emily">>
<<link "Go on a date with Dennis" "FreshPotDateDennis">><<AddFirst "FreshPotCommunityBoard">>
<<set $DennisSatisfaction to 0>>
<<if $current.hair is "blonde">><<set $DennisSatisfaction += 1>><<QuestOptionComplete "Quest14" 0 "blonde_hair">><</if>>
<<if $current.makeup is true>><<set $DennisSatisfaction += 1>><<QuestOptionComplete "Quest14" 0 "make_up">><</if>>
<<CurrentOutfit>>
<<if _CurrentOutfit is "Jeans">>
<<set $DennisSatisfaction += 1>>
<<elseif _CurrentOutfit is "Dress">>
<<set $DennisSatisfaction += 2>>
<<QuestOptionComplete "Quest14" 0 "dress_up">>
<<elseif _CurrentOutfit is "Skirt">>
<<set $DennisSatisfaction += 3>>
<<QuestOptionComplete "Quest14" 0 "dress_up">>
<</if>>
<<SetFlag "EmilyDateHelped" false>>
<</link>>
<br>
<</if>>
<<QuestStatus "Quest5">>
<<if _QuestStatus isnot "complete" and $NPCPresent.includes("Stacey") and $NPCPresent.includes("Britney")>>
<<link "Look at Britney and Stacey" "StaceyBritneyFreshPot">><<AddFirst "FreshPotCommunityBoard">><<HintsActive "BritneyFreshPot">><</link>><br>
<<elseif _QuestStatus is "complete" and $NPCPresent.includes("Stacey") and $NPCPresent.includes("Britney") and $current.avatar is "Emily">>
<<QuestState "Quest30">><<QuestStatus "Quest31">>
<<if _QuestState is 0 and _QuestStatus isnot "complete" and _QuestStatus isnot "failed">>
<<link "Talk to Britney" "FreshPotBritneyAloneDialogueAct2">><<AddFirst "FreshPotCommunityBoard">><<StartConversation "Britney" "FreshPot">><<HintsActive "BritneyFreshPot">><</link>><br>
<<SpellsCheckSelf "Identify">><<AlreadyIdentified "Britney">>
<<if _AlreadyIdentified is false and _SpellsCheckSelf is true>><<link "[Spell: Identify] Cast Identify on Britney" "SpellIdentify">><<AddFirst "FreshPotCommunityBoard">><<CastIdentify "Britney" "FreshPot" "Fresh Pot">><<SpellIdentified "Britney">><</link>><br><</if>>
<<else>>
<<link "Talk to Britney and Stacey" "FreshPotBritneyDialogueAct2">><<AddFirst "FreshPotCommunityBoard">><<HintsActive "BritneyFreshPot">><</link>><br>
<<SpellsCheckSelf "Identify">><<AlreadyIdentified "Britney">>
<<if _AlreadyIdentified is false and _SpellsCheckSelf is true>><<link "[Spell: Identify] Cast Identify on Britney" "SpellIdentify">><<AddFirst "FreshPotCommunityBoard">><<CastIdentify "Britney" "FreshPot" "Fresh Pot">><<SpellIdentified "Britney">><</link>><br><</if>>
<<SpellsCheckSelf "Identify">><<AlreadyIdentified "Stacey">>
<<if _AlreadyIdentified is false and _SpellsCheckSelf is true>><<link "[Spell: Identify] Cast Identify on Stacey" "SpellIdentify">><<AddFirst "FreshPotCommunityBoard">><<CastIdentify "Stacey" "FreshPot" "Fresh Pot">><<SpellIdentified "Stacey">><</link>><br><</if>>
<</if>>
<</if>>
<<if $current.avatar is "Florence">>
<<if setup.period[$periodCurrent] is "Morning">><<link "Start to work" "FreshPotFloWork">><<AddFirst "FreshPotCommunityBoard">><</link>><br>
<<else>><<link "Continue Florence's shift" "FreshPotFloWork">><<AddFirst "FreshPotCommunityBoard">><</link>><br><</if>>
<</if>>
<<Flag "FreshPotBoardSeen">>
<<if _FlagReturn is false>><<link "Look at the community board" "FreshPotBoard">><<AddFirst "FreshPotCommunityBoard">><</link>><br><</if>>
<<link "Go outside" "TownCentre">><<AddFirst "FreshPotCommunityBoard">><</link>><br>
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<if _currentEvent is "MartinEncounter">>
<Br>
You walk out into the coffee shop and your heart sinks. There, standing at the counter, is Martin, the hulking brute who you’ve seen harass Florence. <i>Which, thanks to your transformation, is now you.</i><br>
<br>
“Hey darl,” he says as you step up, keeping the counter between you. His eyes drift up and down your body, lingering on your tight blouse and your chest. “Make us a black coffee, would you?”<br>
<br>
You smile politely at him and turn around to the coffee machine. As you make the coffee, you can feel his eyes on your body. You feel vulnerable, aware of the short length of your skirt.<br>
<br>
“No Ron today?” you hear Martin ask you. You look back over your shoulder and shake your head. He grins thinly. <br>
<br>
You turn back to the coffee machine, keeping your attention away from him. Then you hear it. Footsteps. Quiet. Careful. But coming towards you.<br>
<br>
A muscular hand wraps around your waist. You are pulled back forcefully. You feel breath against your right ear.<br>
<br>
“Just you and me today then, darl,” he whispers. His hand rises up and clutches your breast. “Time to earn your tip.”<br>
<br>
<<ActionsHeader>>
<<StatCheckAssertive "gt" 65>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to stand up to him">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "MartinDialogue">><<set $MartinDialogue to "CafeAssertivePass">><<EventsCheckEnd "FreshPot" "MartinEncounter">><</link>><br>
<<else>>
<<link _StatAssertiveProbability "MartinDialogue">><<set $MartinDialogue to "CafeAssertiveFail">><<EventsCheckEnd "FreshPot" "MartinEncounter">><<Assertive 1>><</link>><br>
<</if>>
<<StatCheckAssertive "lt" 35>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to appease him">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "MartinDialogue">><<set $MartinDialogue to "CafeSubPass">><<EventsCheckEnd "FreshPot" "MartinEncounter">><</link>><br>
<<else>>
<<link _StatAssertiveProbability "MartinDialogue">><<set $MartinDialogue to "CafeSubFail">><<EventsCheckEnd "FreshPot" "MartinEncounter">><<Assertive -1>><</link>><br>
<</if>>
<<SpellsCheckSelf "Charm">><<CharmedCheck "Martin">>
<<if _Charmed is false and _SpellsCheckSelf is true>><<link "[Spell: Charm] Cast Charm on Martin" "MartinDialogue">><<EventsCheckEnd "FreshPot" "MartinEncounter">><<set $MartinDialogue to "CharmCafe">><<Greedy 1>><</link>><br><</if>>
<</if>><<if $BritneyDialogue is undefined>>
<<QuestState "Quest31">>
<<if _QuestState is 3>>
<<Flag "CatherineWanted">>
<<if _FlagReturn is true>>
Britney grins as you approach. "Oh hey Em! How are you?"<Br>
<<else>>
Britney smiles sadly as you approach. "Oh, hey Em."<Br>
<</if>>
<<else>>
<<NPCKnownCheck "Britney">><<CheckFirst "BritneyFreshPot">>
<<if _NPCKnownCheck is true and _CheckFirst is false>>
Britney looks up at you as you approach. She looks sheepish. "Hey Em,” she mutters.<Br>
<br>
You give her a polite smile. "How are you, Britney?"<br>
<br>
She gulps, looking around the cafe. "I'm not supposed to talk to you." She winces, giving a light shrug.<br>
<br>
"There's no one around," you reply. "Our little secret?"<Br>
<Br>
Britney looks back up at you, clearly uncomfortable but she offers you a pout. "Okay. But don't tell Chrissie. I don't want to be turned into a toad."<Br>
<br>
You give her a look, but she turns back to look down at her notes. There are wrinkles on her forehead. Whatever she’s doing, it seems to be troubling her. If you wanted to win her away from the cheerleaders, this may be an opportunity.<Br>
<<elseif _NPCKnownCheck is true and _CheckFirst is true>>
Britney looks up at you as you approach. “Oh hey, Em,” she says, missing her usual perkiness. She gives you a small smile as the wrinkles on her forehead remain.<Br>
<Br>
You give her a look. Whatever she’s doing, it seems to be troubling her. If you wanted to win her away from the cheerleaders, this may be an opportunity.<Br>
<<else>>
Britney looks up at you as you approach. “Oh hey,” she says, missing her usual perkiness. "You're Em, right?"<Br>
<br>
You nod. "And you're Britney, right?"<Br>
<Br>
She gives you a small smile as the wrinkles on her forehead remain. "I'm not supposed to talk to you." She gives you a look, then shrugs. "But you don't seem so bad to me."<br>
<Br>
You give her a look. Whatever she’s doing, it seems to be troubling her. If you wanted to win her away from the cheerleaders, this may be an opportunity.<Br>
<</if>>
<</if>>
<<else>>
<<QuestState "Quest31">>
<<if _QuestState is 3>>
<<Flag "CatherineWanted">>
<<if _FlagReturn is true>>
Britney grins at you, waiting to hear what you have to say.<Br>
<<else>>
Britney smiles a little at you, waiting to hear what you have to say.<br>
<</if>>
<<else>>
Britney looks up at you with a small smile, but her eyes keep returning to her notebook.<Br>
<</if>>
<</if>>
<Br>
<<ActionsHeader>>
<<QuestState "Quest31">><<QuestStatus "Quest31">>
<<if _QuestState is 3 and _QuestStatus is "active">><<link "Talk to her about the prom" "BritneyDialogue">><<set $BritneyDialogue to "PersuadeProm">><</link>><Br><</if>>
<<if _QuestStatus is "unknown">><<link "Ask her what’s wrong" "BritneyDialogue">><<set $BritneyDialogue to "LoyaltyQuestWhatsWrong">><<NPCKnown "Britney">><</link>><br><</if>>
<<QuestOptionCheck "Quest31" 0 "catherine_invite">><<DialogueSpoken "Britney" "CatherineInvite">>
<<if _QuestOptionCheck is true and _Discussed is false>><<link "Tell her about your invite to the hen planning" "BritneyDialogue">><<set $BritneyDialogue to "CatherineInvite">><<DialogueDone "Britney" "CatherineInvite">><</link>><br><</if>>
<<link "Say goodbye and leave Britney alone" $ConversationExit>><<EndConversation "Britney">><</link>><<if $PlayerCharacter.cheerleader is true>>
Britney and Stacey see you approach. Stacey is cautious, but Britney smiles. “Hey Em! Come, grab a seat!”<Br>
<br>
<<ActionsHeader>>
<<link "Talk to Britney" "FreshPotBritneyDialogue0">><</link>>
<<else>>
Britney and Stacey see you approach. Stacey eyes you with caution, but Britney looks sheepish. “Hey Em,” she mutters.<br>
<br>
“We’re not supposed to talk to her,” Stacey mutters. Britney looks down at the table, sulking.<br>
<br>
“Fine,” Stacey says, standing. “But I’m not going to sit here and risk getting caught by Chrissie for talking to her.”<br>
<Br>
She strides past you, looking at you with fear. When she’s left, Britney looks back up at you, clearly uncomfortable but she offers you a smile. “You want a chocolate milkshake?”<Br>
<br>
<<ActionsHeader>>
<<link "Talk to Britney" "FreshPotBritneyDialogue0">><<AddFirst "BritneyFreshPot">><<SetNPCLocation "Stacey" $dayCurrent $periodCurrent "Void">><</link>>
<</if>><<StartConversation "Britney" "FreshPot">>
<<Checkrelationship _NPC>>
<<if $BritneyDialogue is undefined>>
<<if $PlayerCharacter.cheerleader is true>>
Britney asks you a dozen questions rapid fire, then apologises and waits for you to speak.<br>
<<else>>
Britney looks to you with a weltering smile, stirring her shake with her straw.<br>
<</if>>
<<else>>
<<if $PlayerCharacter.cheerleader is true>>
Britney tries to wait for you to speak.<Br>
<<else>>
Britney continues to pick at her milkshake, looking sheepishly up at you. <br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<QuestState "Quest22">><<DialogueSpoken "Britney" "TandiWhereabouts">><<TandiKnownCheck "Britney">>
<<if _QuestState gte 0 and _Discussed is false and _TandiKnownCheck is true>><<link "Ask Britney where Tandi might be" "BritneyDialogue">><<set $BritneyDialogue to "TandiWhereabouts">><<DialogueDone "Britney" "TandiWhereabouts">><</link>><br><</if>>
<<LocationKnownCheck "CountryClub">><<DialogueSpoken "Britney" "CountryClub">>
<<if _LocationKnownCheck and _Discussed is false>><<link "Ask about the Country Club" "BritneyDialogue">><<set $BritneyDialogue to "CountryClub">><<DialogueDone "Britney" "CountryClub">><</link>><br><</if>>
<<GetNPCState "Britney" "Loyal">><<GetNPCState "Britney" "Help">><<QuestOptionCheck "Quest22" 0 "country_club_access" "gte">><<DialogueSpoken "Britney" "CountryClub">>
<<if _LocationKnownCheck and _Discussed is true and (_Loyal is true or _Help is true) and _QuestOptionCheck is false>><<link "Ask again about the country club" "BritneyDialogue">><<set $BritneyDialogue to "CountryClubAgain">><</link>><br><</if>>
<<QuestOptionCheck "Quest22" 0 "country_club" "gte">><<QuestState "Quest22">><<DialogueSpoken "Britney" "SwimmingCompetition">>
<<if _QuestOptionCheck is true and _QuestState gte 0 and _Discussed is false>><<link "Ask about Tandi and the swimming competition" "BritneyDialogue">><<set $BritneyDialogue to "SwimmingCompetition">><<DialogueDone "Britney" "SwimmingCompetition">><</link>><br><</if>>
<<DialogueSpoken "Britney" "Tandi">><<Flag "TandiKnown">>
<<if _FlagReturn is true and _Discussed is false>><<link "Ask about Tandi" "BritneyDialogue">><<TandiKnown "Britney">><<set $BritneyDialogue to "Tandi">><</link>><br><</if>>
<<DialogueSpoken "Britney" "TerrencePlan">><<QuestState "Quest21">>
<<if _Discussed is false and _QuestState is 0>><<link "Ask about what they are doing to Terrence" "BritneyDialogue">><<set $BritneyDialogue to "TerrencePlan">><</link>><br><</if>>
<<DialogueSpoken "Britney" "Curses">>
<<if _Discussed is false>><<link "Ask about the curses" "BritneyDialogue">><<set $BritneyDialogue to "Curses">><</link>><br><</if>>
<<DialogueSpoken "Britney" "Reagan">>
<<if _Discussed is false>><<link "Ask about Reagan" "BritneyDialogue">><<set $BritneyDialogue to "Reagan">><</link>><br><</if>>
<<DialogueSpoken "Britney" "Herself">>
<<if _Discussed is false>><<link "Ask about her" "BritneyDialogue">><<set $BritneyDialogue to "Herself">><</link>><br><</if>>
<<EventSeen "SchoolCorridor" "Act2Begin">><<DialogueSpoken "Britney" "MissCharltonContestFreshPot">>
<<if _EventSeen is true and _Discussed is false and $PlayerCharacter.cheerleader is false>><<link "Ask about the Miss Charlton contest" "BritneyDialogue">><<set $BritneyDialogue to "MissCharltonContestFreshPot">><<DialogueDone "Britney" "MissCharltonContestFreshPot">><</link>><br><</if>>
<<QuestState "Quest29">><<QuestStatus "Quest29">><<DialogueSpoken "Britney" "MissCharltonBadgesFreshPot">>
<<if _QuestState lt 3 and _QuestStatus is "active" and _Discussed is false and $PlayerCharacter.cheerleader is false>><<link "Ask about the contest badges" "BritneyDialogue">><<set $BritneyDialogue to "MissCharltonBadgesFreshPot">><<DialogueDone "Britney" "MissCharltonBadgesFreshPot">><</link>><br><</if>>
<<QuestOptionCheck "Quest25" 5 "corsages">><<QuestOptionCompleteCheck "Quest25" 5 "corsages">>
<<if _QuestOptionCheck is true and _QuestOptionCompleteCheck is false and $current.avatar is "Emily">><<link "Ask about the corsages" "BritneyDialogue">><<set $BritneyDialogue to "PromCorsages">><</link>><br><</if>>
<<QuestOptionCheck "Quest25" 5 "corsages">><<QuestOptionCompleteCheck "Quest25" 5 "corsages">><<DialogueUnlockCheck "Britney" "HelpWithCorsages">>
<<if _QuestOptionCheck is true and _QuestOptionCompleteCheck is false and _DialogueUnlockCheck is true and $current.avatar is "Emily">><<link "Try to get her to help you nullify the corsages" "BritneyDialogue">><<set $BritneyDialogue to "HelpWithCorsages">><</link>><br><</if>>
<<link "Say goodbye to Britney and leave her alone" "FreshPot">><<EndConversation "Britney">><</link>><<StartConversation "Florence" "FreshPot">>
<<Checkrelationship _NPC>>
<<if $FlorenceDialogue is undefined>>
<<if $current.avatar is "Annie">>
“Oh hi Annie! How’s it going?” Florence smiles broadly as you approach the counter.<br>
<br>
You chatter and gossip with Florence for a few minutes, but she tells you nothing of note. Eventually, you tell her you have to leave. She gives you a pleasant smile and tells you to come see her soon for a catch-up.<br>
<<elseif $current.avatar is "Andrea">>
“Hey Andrea,” Florence greets you as you approach. “How are you? How’s work?” There is a genuine hint of concern in Florence’s voice, as she looks at you with a serious expression.<br>
<<elseif $current.avatar is "Charli">>
“Hey Charli!” Florence greets you as you approach. “How are you? How’s the Care Pavilion?” She gives you a friendly and relaxed smile.<br>
<<elseif $current.avatar is "Jennifer">>
“Hey Jen, what brings you here?” Florence says warmly. <br>
<br>
You chat with Florence for a while. She asks you a number of questions about the latest ranges that are coming to Evans’ Department Store. You definitely don’t have much in the way of details, so you make a sharp exit when the conversation draws to a close.<br>
<<elseif $current.avatar is "Emily">>
“Oh hi Emily!” Florence greets you as you approach the counter. “What brings you do Fresh Pot? Got a date?”<br>
<br>
With nothing specific to ask Florence as Emily, you make small talk for a few minutes, then politely say goodbye.<br>
<<elseif _CurrentPC>>
<<if _relationship is 0>>
"Oh, hello <<TrueName "Current">>", Florence deadpans. "How can I help you today?"<br>
<br>
The sarcasm hangs on every one of her words.<br>
<<else>>
“Morning <<TrueName "Current">>!” Florence says warmly as you step up to the counter. “Your usual?”<br>
<br>
<<InventoryCheckSelf "FloBook">>
<<if _InventoryCheckSelf is false>>You nod. She picks down her paperback book, spine turned downward, and starts preparing your coffee.<br>
<<else>>You nod. She stops wiping down the counter and starts preparing your coffee.<br><</if>>
<</if>>
<</if>>
<<else>>
Florence waits patiently for you to ask her a question.<br>
<</if>>
<br>
<<ActionsHeader>>
<<Checkrelationship _NPC>>
<<if _relationship is 0>>
<<SpellsCheckSelf "Charm">><<CharmedCheck _NPC>>
<<if _Charmed is false and _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Charm] Cast Charm on Florence" "FlorenceDialogue">><<set $FlorenceDialogue to "Charm">><<Greedy 1>><</link>><br><</if>>
<<link "Say goodbye and leave her alone" "FreshPot">><<EndConversation "Florence">><</link>>
<<else>>
<<if $current.avatar is "Annie" or $current.avatar is "Emily" or $current.avatar is "Jennifer">>
<<DialogueSpoken "Florence" "StaceyBritney">><<NPCLocationCheck "Britney">>
<<if _NPCLocationCheck is "FreshPot" and $current.avatar is "Jennifer" and _Discussed is false>>
<<link "Ask about Stacey and Britney" "FlorenceDialogue">><<set $FlorenceDialogue to "StaceyBritney">><</link>><br>
<</if>>
<</if>>
<<DialogueSpoken "Florence" "School">>
<<if _Discussed is false>><<link "Ask about Charlton Upper School" "FlorenceDialogue">><<set $FlorenceDialogue to "School">><<SetFlag "TandiKnown">><</link>><br><</if>>
<<DialogueSpoken "Florence" "Tandi">><<Flag "TandiKnown">>
<<if _FlagReturn is true and _Discussed is false>><<link "Ask about Tandi" "FlorenceDialogue">><<TandiKnown "Florence">><<set $FlorenceDialogue to "Tandi">><</link>><br><</if>>
<<TandiKnownCheck "Florence">><<QuestState "Quest22">><<DialogueSpoken "Florence" "TandiWhereabouts">>
<<if _TandiKnownCheck is true and _QuestState gte 0 and _Discussed is false>><<link "Ask Florence about where Tandi might be" "FlorenceDialogue">><<set $FlorenceDialogue to "TandiWhereabouts">><<DialogueDone "Florence" "TandiWhereabouts">><</link>><br><</if>>
<<QuestStatus "Quest2">><<InventoryCheckNPC "Florence" "FloBook">>
<<if _QuestStatus is "complete" and _InventoryCheckNPC is true>><<link "Ask about the book" "FlorenceDialogue">><<set $FlorenceDialogue to "Book">><</link>><br><</if>>
<<QuestState "Quest37">><<DialogueSpoken "Florence" "CouplesArguing">>
<<if _QuestState is 0 and _Discussed is false>><<link "Ask if there's been any couples arguing lately" "FlorenceDialogue">><<set $FlorenceDialogue to "CouplesArguing">><</link>><br><</if>>
<<SpellsCheckSelf "Charm">><<CharmedCheck _NPC>>
<<if _Charmed is false and _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Charm] Cast Charm on Florence" "FlorenceDialogue">><<set $FlorenceDialogue to "Charm">><<Greedy 1>><</link>><br><</if>>
<<QuestStatus "Quest36">><<DialogueUnlockCheck "Florence" "AskAboutCharli">>
<<if _QuestStatus isnot "unknown" and _DialogueUnlockCheck is true>>
<<DialogueSpoken "Florence" "AskAboutCharli">>
<<if $current.avatar isnot "Charli" and _Discussed is false>><<link "Ask about Charli Thomas" "FlorenceDialogue">><<set $FlorenceDialogue to "AskAboutCharli">><<QuestTracker "Quest36" 0>><</link>><br><</if>>
<</if>>
<<QuestState "Quest38">><<DialogueSpoken "Florence" "AskMoreAboutAndrea">>
<<if $current.avatar isnot "Andrea" and _QuestState is 0 and _Discussed is false>><<link "Ask more about Andrea" "FlorenceDialogue">><<set $FlorenceDialogue to "AskMoreAboutAndrea">><</link>><br><</if>>
<<QuestOptionCheck "Quest38" 0 "andrea_house_needed">><<QuestOptionCompleteCheck "Quest38" 0 "andrea_house_needed">><<DialogueSpoken "Florence" "WhereAndreaLives">>
<<if $current.avatar isnot "Andrea" and _QuestOptionCheck is true and _QuestOptionCompleteCheck is false and _Discussed is false>><<link "Ask where Andrea lives" "FlorenceDialogue">><<set $FlorenceDialogue to "WhereAndreaLives">><</link>><br><</if>>
<<DialogueUnlockCheck "Florence" "AndreasParents">><<DialogueSpoken "Florence" "AndreasParents">>
<<if $current.avatar isnot "Andrea" and _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about Andrea's parents" "FlorenceDialogue">><<set $FlorenceDialogue to "AndreasParents">><</link>><br><</if>>
<<DialogueUnlockCheck "Florence" "AboutMarriage">><<DialogueSpoken "Florence" "AboutMarriage">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about what Ron said" "FlorenceDialogue">><<set $FlorenceDialogue to "AboutMarriage">><</link>><br><</if>>
<<QuestOptionCheck "Quest23" 3 "nurse_program" "gte">><<DialogueSpoken "Florence" "NurseProgramGraduate">><<QuestStatus "Quest36">>
<<if _QuestOptionCheck is true and _QuestStatus is "unknown" and $current.avatar isnot "Charli" and _Discussed is false>><<link "Ask about recent graduates who entered the nurse’s program" "FlorenceDialogue">><<set $FlorenceDialogue to "NurseProgramGraduate">><</link>><br><</if>>
<<DialogueUnlockCheck "Florence" "RippedPhoto">><<DialogueSpoken "Florence" "RippedPhoto">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about the ripped photo" "FlorenceDialogue">><<set $FlorenceDialogue to "RippedPhoto">><</link>><br><</if>>
<<link "Say goodbye and leave her alone" "FreshPot">><<EndConversation "Florence">><</link>>
<</if>><<StartConversation "Ron" "FreshPot">>
<<if $RonDialogue is undefined>>
Ron glares at you as you approach. "What can I get you?"<br>
<<else>>
Ron stares back at you, impatiently.<br>
<</if>>
<br>
<<ActionsHeader>>
<<DialogueSpoken "Ron" "WhereIsFlo">>
<<if $current.avatar isnot "Florence" and _Discussed is false>><<link "Ask him where Florence is" "RonDialogue">><<set $RonDialogue to "WhereIsFlo">><</link>><br><</if>>
<<link "Say goodbye to Ron" "FreshPot">><<EndConversation "Ron">><</link>><<if $DennisTopics is undefined>><<set $DennisTopics to 6>><<else>><<set $DennisTopics -= 1>><</if>>
<<if $DennisTopics is 6>>
<<if $DennisSatisfaction gte 4>>
You walk over to Dennis, hearing your heels clicking on the ceramic as you approach. He glances up and double-takes, his mouth agape as he looks you up and down. You can’t help but smile at his reaction.<br>
<br>
“My gosh, Emily,” he says. “You look…”<br>
<br>
He trails off. You realise he’s not going to complete the sentence. “Thank you,” you say to him. <br>
<br>
You sit down in the booth opposite him. You can’t help but let out a giggle as he continues to stare at you. You sense some butterflies in your stomach in reaction to Dennis’ clear desire for you. <I>Why do I feel flattered that a boy is lusting after me?</i><br>
<<elseif $DennisSatisfaction gte 2>>
You walk towards Dennis, smiling as he notices you. His eyebrows rise a little and you see a big grin spreading across his face as he looks you up and down.<br>
<br>
“You look nice,” he stammers out. “Thanks for coming, Em. I wasn’t sure if you would show up!”<br>
<br>
You slide into the booth on the opposite side to him. His eyes glance over your body before he realises what he is doing and looks back up at you. “Sorry.”<br>
<br>
“That’s alright,” you say quietly, unsure how to feel that a boy is checking you out. <I>Especially as you did go to a bit of effort.</i> <br>
<<elseif $DennisSatisfaction gte 1>>
Dennis notices you as you approach. He gives you a look, then smiles politely. He is wearing a neatly pressed shirt and some awkward looking formal trousers. You can tell he’s disappointed at your lack of effort.<br>
<br>
“Hi Em. It’s nice to see you,” he mumbles.<br>
<<else>>
Dennis almost doesn’t notice you as you approach. When he sees you, he looks at what you are wearing and how little effort you’ve put into preparing. He himself is wearing a freshly pressed shirt and some formal trousers that look brand new. Disappointed, he looks down at the table.<br>
<br>
“Hi Em,” he mutters, not meeting your eye.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Start the date" "FreshPotDateDennis">><</link>>
<<elseif $DennisTopics is 5>>
Flo comes over and the two of you order some drinks and food. Dennis tries to make small talk, but it quickly peters out. He looks flustered and nervous. You consider asking him some questions, but you feel just as awkward as he does. <I>For very different reasons.</i><br>
<br>
You look back at the shy teenager, fiddling with his glasses. You want to make sure he is satisfied that you are taking this seriously, otherwise you doubt whether he’ll give you the key.<br>
<br>
<<if $DennisSatisfaction gte 4>>You really wowed him with your clothes, hair and make-up, so it shouldn’t be too hard to keep him on side and get that key from him.<br>
<<elseif $DennisSatisfaction gte 2>>He seemed pretty happy that you made an effort. With a small amount of effort, you should be able to win him over and get the key.<br>
<<elseif $DennisSatisfaction gte 1>>You didn’t put in much of an effort preparing for the date, so you’ve got a bit of work to make him believe you are taking this seriously. Otherwise, you wonder if he’ll give you the key.<br>
<<else>>You made no effort at all for this date, so you realise you are going to have to go all out to get him back on-side and make sure he’s happy enough to give you that key.<br>
<</if>>
<br>
“So Em,” Dennis blurts out. “What is something you could tell me about yourself that would surprise me?”<br>
<br>
You look back at him, raising an eyebrow. That sounded suspiciously like a question from an online dating guide. He waits for your response. You know you need to make sure he has a good time, but how much do you need to do to get that key?<br>
<br>
<<ActionsHeader>>
<<link "Something flirty" "FreshPotDateDennis">><<set $DennisSatisfaction += 2>><<Feminity 1>><<Orientation 1>><<set $DennisDialogue to "Flirty">><</link>><br>
<<link "Something fun" "FreshPotDateDennis">><<set $DennisSatisfaction += 1>><<Feminity 1>><<set $DennisDialogue to "Fun">><</link>><br>
<<link "Something dull" "FreshPotDateDennis">><<set $DennisDialogue to "Dull">><</link>>
<<elseif $DennisTopics is 4>>
<<if $DennisDialogue is "Flirty">>
“I have a soft spot for nerdy guys,” you say, offering him a coy smile. <br>
<br>
“What?” he stammers. “But why?”<br>
<br>
“I don’t know,” you shrug. “Intelligence just turns me on.”<br>
<br>
“Like, scientists and stuff?” Dennis asks, fascinated by your answer.<br>
<br>
“Not just that,” you tell him. “Just people who know things. They can teach me about things. Like you.”<br>
<br>
Dennis grins. His cheeks blush, but he maintains your eyeline. A rare interaction from him.<br>
<<elseif $DennisDialogue is "Fun">>
“My best friend when I was young was Miranda Hilly,” you tell him.<br>
<br>
His eyes widen. “The movie actress?” <br>
<br>
You nod, recalling your sister’s childhood best friend. “She went to my primary school. We used to do everything together, until she started going to auditions. Then one day, she got an agent and the rest is history.”<br>
<br>
“Do you still keep in contact with her?” Dennis asks excitedly. <br>
<br>
You shake your head. “We haven’t spoken in a long time,” you say sadly. You mean it, too. She may bury it, but you know Emily gets upset whenever Miranda is on TV.<br>
<br>
“That’s insane!” Dennis blurts out, enthused. “We should try to go see her on a movie set!”<br>
<br>
You smile politely. “Yeah, maybe we could try,” you say, but offer nothing more.<br>
<<else>>
“I used to have a tank full of fish back home,” you say, recalling the aquarium that Emily had in her room back in the city.<br>
<br>
“Do you like fish?” Dennis asks. <br>
<br>
You shrug. “Not particularly.”<br>
<br>
Dennis opens his mouth like he’s going to say something, but nothing comes out. He just stares at you.<br>
<</if>>
<br>
The moment is interrupted by Flo, who sets down your order. You both thank her and start eating. Dennis asks you about your food and whether you like it, but struggles to keep the conversation going.<br>
<br>
“So, what’s the most spontaneous thing you’ve done?” Dennis asks you in a tone that tries all too hard to sound casual, and fails miserably.<br>
<br>
<<ActionsHeader>>
<<link "Something flirty" "FreshPotDateDennis">><<set $DennisSatisfaction += 2>><<Feminity 1>><<Orientation 1>><<set $DennisDialogue to "Flirty">><</link>><br>
<<link "Something fun" "FreshPotDateDennis">><<set $DennisSatisfaction += 1>><<Feminity 1>><<set $DennisDialogue to "Fun">><</link>><br>
<<link "Something dull" "FreshPotDateDennis">><<set $DennisDialogue to "Dull">><</link>>
<<elseif $DennisTopics is 3>>
<<if $DennisDialogue is "Flirty">>
You think carefully about how Emily would answer the question, trying not to break character and ruin his expectations of you.<br>
<br>
“Well, I went to a comic convention dressed as one of the characters from Sailor Moon,” you tell him, remembering one event that your sister did attend.<br>
<br>
His eyes light up. “Which one?”<br>
<br>
“Tsukino,” you reply, thankful you spent a summer when you were fifteen indulging an anime binge. <br>
<br>
He smiles, mouth open a little. “Do you have pictures?”<br>
<br>
You giggle. “Maybe I’ll send you a few. If you’re nice.” <br>
<br>
Dennis is beaming. “I’d love to see that.”<br>
<br>
You say nothing more, but smile back at him. <i>Are you enjoying turning him on?</i><br>
<<elseif $DennisDialogue is "Fun">>
You consider one of the things that you know Emily did when she was younger that will pique his interest. “On the last day of school last year, we all jumped on a train and went to see if we could spy on the filming of the new Ultra Girl movie.”<br>
<br>
“What?” he stammers, shocked.<br>
<br>
You recall how Emily told you and your parents when you found out. “We learned that they were filming it in a forest just outside the city, so we got tickets to the nearest station and then hiked to try and find the location."<br>
<br>
“What happened?”<br>
<br>
You laugh, remembering the end of the tale. “Security guards caught us before we even got close. I ran away and ended up twisting my ankle. My parents weren’t happy when I was dropped off at home by one of the Production Assistants. But they gave me some signed autographs anyway.”<br>
<br>
Dennis smiles, clearly happy that you and him have some shared interests. <I>Maybe Emily and him would make a good couple,</i> you think. <I>Although, it is me currently acting as Emily…</i><br>
<br>
You find yourself lost in worrying thoughts and the conversation peters out. <br>
<<else>>
“I don’t know,” you shrug. “I guess moving here was pretty spontaneous.”<br>
<br>
“Why did you move here?” Dennis asks.<br>
<br>
“My parents,” you reply, without feeling. “They wanted to get away from the city. I didn’t have much of a choice.” <br>
<br>
You find yourself drifting into your own thoughts, realising that for once, your thoughts are definitely your own and not a mixture of your perception of someone else. <br>
<br>
Coming back to reality, you look up at Dennis. “Not really that spontaneous, was it?”<br>
<br>
He smiles politely, but without comment.<br>
<</if>>
<br>
You both turn your attention back to your meals, finishing eating. Breaking the silence, you ask Dennis about his parents and where he lives. He talks without much enthusiasm about how his parents met at the Town Hall, where his dad works as an accountant and his mother a clerk, until she quit when Dennis was born. He doesn’t give you a hook to ask follow-up questions and once again the two of you fall into silence.<br>
<br>
Dennis takes the opportunity to try another conversation starter straight from a how-to guide. “So, how would you describe yourself in 5 words?“<br>
<br>
<<ActionsHeader>>
<<link "Something flirty" "FreshPotDateDennis">><<set $DennisSatisfaction += 2>><<Feminity 1>><<Orientation 1>><<set $DennisDialogue to "Flirty">><</link>><br>
<<link "Something fun" "FreshPotDateDennis">><<set $DennisSatisfaction += 1>><<Feminity 1>><<set $DennisDialogue to "Fun">><</link>><br>
<<link "Something dull" "FreshPotDateDennis">><<set $DennisDialogue to "Dull">><</link>>
<<elseif $DennisTopics is 2>>
<<if $DennisDialogue is "Flirty">>
“I have a better idea,” you say, coyly. “Why don’t you describe me?”<br>
<br>
Dennis’ eyes widen. “I don’t know…” he stammers. <br>
<br>
“Oh come on,” you tell him. “Just one word then. How would you describe me?”<br>
<br>
Dennis looks at you, his lip quivering. “Pretty,” he says, immediately looking down at the table.<br>
<br>
“You think I’m cute?” you ask him, playfully. <br>
<br>
He nods, barely glancing up at you. “Yes.”<br>
<br>
Instinctively you lean forward, lowering your voice to a conspiratorial tone. “Well, I happen to think you’re cute too.”<br>
<br>
You watch his eyes flick up to you, even looking down. He is blushing profusely, but a grin spreads across his face. “You’re hot,” he whispers.<br>
<br>
“Dennis!” you whisper. “You’ll make me blush.”<br>
<br>
His smile widens. You notice his eyes flick over your body with a flicker of desire.<br>
<<elseif $DennisDialogue is "Fun">>
“I don’t know,” you say, smiling. “Happy, carefree, hopefully fun to be around. That’s only three though.”<br>
<br>
“I think you’re fun,” Dennis says. You watch his cheeks redden. “I like hanging out with you. You don’t make fun of me. Or the things I like. Like movies and comic books and stuff.”<br>
<br>
You smile. “I like hanging out with you too, Dennis.”<br>
<br>
“Besides,” you add, thinking honestly about Emily’s own hobbies. “I happen to like those things too.”<br>
<br>
You watch a smile creep up on his face. This time, he dares look directly at you.<Br>
<<else>>
You think about how you would describe your sister. “Bookish, studious, caring, honest, shy.”<br>
<br>
Dennis grimaces, unsure what to do. “So you like school?” he asks. <br>
<br>
“I used to,” you say. “Not so much at Charlton.” <br>
<br>
“I don’t like it, either,” he says. “I can’t wait to leave.”<br>
<br>
“One more year to go,” you add. <br>
<br>
Dennis smiles sympathetically. You feel a shared sense of camaraderie over your feelings about school, but there’s nothing romantic or sensual about the bond. Dennis looks away, surveying the coffee shop, and you can see the desperation and disappointment in his face about how the conversation is going.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Finish the date" "FreshPotDateDennis">><</link>>
<<elseif $DennisTopics is 1>>
<<QuestOptionCheck "Quest7" 3 "dennis">>
<<set _DennisGotKey = _QuestOptionCheck>>
<<QuestOptionCheck "Quest11" 1 "dennis_date">>
<<set _DennisGotPass = _QuestOptionCheck>>
The two of you are interrupted by Florence, who puts down a platter with the bill on. Without hesitating, Dennis takes out his wallet and puts some cash down, leaving Florence a decent tip.<br>
<br>
The two of you stand, Dennis putting on his coat, you taking your purse, and you both walk towards the coffee shop door. Continuing his chivalrous behaviour, Dennis opens the door for you. <br>
<br>
You take a step into the street, feeling the cold temperature of the night hit you. Dennis walks out behind you, and you stand looking at each other, a nervous tension in the air.<br>
<br>
“Thank you for the dinner,” you say to Dennis. “I had a nice time.”<br>
<br>
<<if $DennisSatisfaction gte 9>>
“So did I!” he says. You watch him smile, his eyes slyly wandering over you. “Would you like to do this again? Another date, I mean?”<br>
<br>
“Maybe,” you tell him, smiling. You can’t help but notice how the nervous boy has warmed to you, exuding a quiet confidence with your encouragement over the evening.<br>
<br>
“How about a movie night?” he says. “You could pick out a film from the AV library and we could watch it at my house.”<br>
<br>
<<QuestOptionCheck "Quest7" 3 "dennis">>
<<if _QuestOptionCheck>>
“I’m sure there would be something in there that would take my fancy,” you reply, hoping to steer the conversation back to the key. <i>That’s why you came on this date. Isn’t it?</i><br>
<br>
He takes the hint and reaches into his coat, taking out a small brass key. “Oh yes.” Taking a step towards you, he offers it to you. “Here you go.”<br>
<br>
Dennis stands close to you, his hand out offering you the key. You look down on it and note the Charlton crest etched on it. Gently, you take it from him.<br>
<<QuestOptionCheck "Quest11" 1 "dennis_date">>
<<if _QuestOptionCheck>>
<br>
"And the pass?" you ask, reminding him.<Br>
<Br>
Dennis nods eagerly and smiles nervously. “I'll also speak to Harrow. I'm sure I can convince him to get you a pass.”<br>
<Br>
You offer him a smile, feeling a pain at embarrassment about how transactional this date feels. “Thank you,” you murmur.<br>
<</if>>
<<else>>
“I’m sure there would be something in there that would take my fancy,” you reply, hoping to steer the conversation back to the pass. <i>That’s why you came on this date. Isn’t it?</i><br>
<br>
He takes the hint and smiles nervously. “I'll also speak to Harrow. I'm sure I can convince him to get you a pass.”<br>
<br>
You offer him a smile, feeling a pain at embarrassment about how transactional this date feels. "Thank you."<br>
<</if>>
<br>
“I really had a great time tonight,” he says quietly. And without warning, he leans in to kiss you. <br>
<br>
<<ActionsHeader>>
<<link "Kiss him back." "FreshPotDateDennis">>
<<AddNPCState "Dennis" "Kissed" true>>
<<ChangeNPCrelationship "Dennis" "Emily" 3>>
<<Orientation 1>>
<</link>><br>
<<link "Draw away." "FreshPotDateDennis">>
<<ChangeNPCrelationship "Dennis" "Emily" 1>>
<</link>>
<<elseif $DennisSatisfaction gte 5>>
“I had a nice time too!” he replies, glancing up at you. “Would you… like to do this again sometime?”<br>
<br>
You smile at his nervous attempts to ask you on another date. “Maybe,” you reply.<br>
<br>
“We could watch a movie together?” he says, taking your words with encouragement. “Maybe over at my house?” <br>
<br>
“Let’s see,” you tell him, not wanting to commit Emily to something that she may not want to do. <I>Or you, if you were to take Emily’s place again.</i> “Maybe I could pick a movie and see if there’s something I’d like?”<br>
<br>
<<QuestOptionCheck "Quest7" 3 "dennis">>
<<if _QuestOptionCheck>>
Dennis nods eagerly and, remembering your deal, reaches into his coat and takes out a small brass key. “You can look through the cupboard, if you like. Pick anything you like. I’d love to watch something with you.”<br>
<br>
He hands you the key. You note the crest of Charlton etched into it. “I’ll see what I can find,” you murmur.<br>
<br>
“Anything!” Dennis continues. “Anything you like!”<br>
<br>
<<QuestOptionCheck "Quest11" 1 "dennis_date">>
<<if _QuestOptionCheck>>
"And the pass?" you ask, reminding him.<Br>
<Br>
Dennis nods eagerly and smiles nervously. “I'll also speak to Harrow. I'm sure I can convince him to get you a pass.”<br>
<Br>
You offer him a smile, feeling a pain at embarrassment about how transactional this date feels. “Thank you," you murmur.<br>
<br>
<</if>>
You put the key into your purse and give Dennis a smile. “Well. It’s getting late. I better get home.”<br>
<<else>>
Dennis nods eagerly and smiles nervously. “I'll also speak to Harrow. I'm sure I can convince him to get you a pass.”<br>
<br>
You offer him a smile, feeling a pain at embarrassment about how transactional this date feels. “Thank you. And I’ll see what I can find,” you murmur.<br>
<br>
“Anything!” Dennis continues. “Anything you like!”<br>
<br>
You give Dennis a smile. “Well. It’s getting late. I better get home.”<br>
<</if>>
<br>
He nods, but doesn’t move. As if he’s waiting for something. <i>A kiss, maybe?</i><br>
<br>
“Goodnight Dennis,” you tell him, gently. <br>
<br>
His mouth flinches, but he nods again. “Goodnight, Emily. I’ll see you soon?” <br>
<br>
You titter. “We’ll see.” <br>
<br>
It’s enough to bring a beaming grin to his face. As he walks off, you notice a spring in his step. You watch him go, leaving you alone with only the sounds of pigeons in the trees to keep you company.<br>
<br>
<<ActionsHeader>>
<<link "Return to the town centre" "TownCentre">><<ResolveDennisDate "Good" _DennisGotKey _DennisGotPass>><</link>>
<br>
<<else>>
<<QuestOptionCheck "Quest7" 3 "dennis">>
<<if _QuestOptionCheck>>
“Did you?” Dennis snaps back, a little frustration in his voice. “Or did you just want the key?” <br>
<<else>>
“Did you?” Dennis snaps back, a little frustration in his voice. “Or did you just want a hall pass?” <br>
<</if>>
<br>
He looks up at you and you can see he’s shaking a little. “You didn’t really want to go on a date with me, did you?”<br>
<br>
“Dennis…” you begin. But you trail off, unsure what to say.<br>
<br>
“If you didn’t want to be here, you could have just said,” he continues. He sighs and lets out a bit of his frustration. You can tell he’s hurt by your lack of effort. “I thought, maybe, there was a chance you liked me.”<br>
<br>
He looks at the floor, not meeting your eye line. Consoling a boy who likes you but you have no interest in is not something you’ve had much experience dealing with.<br>
<br>
“I’ve got to go,” he says, finally. “Goodnight Emily.”<br>
<br>
<<QuestOptionCheck "Quest7" 3 "dennis">>
<<if _QuestOptionCheck>>
“What about the key?” you blurt out.<br>
<<else>>
“What about the pass?” you blurt out.<br>
<</if>>
<br>
He looks up at you. “I’ve changed my mind.”<br>
<br>
<<QuestOptionCheck "Quest7" 3 "dennis">>
<<if _QuestOptionCheck>>
You watch Dennis turn on his heels and walk off, leaving you alone on the quiet street outside Fresh Pot, accompanied only by the sounds of pigeons cooing in the night. It looks like you’ll have to find some other way of getting into the AV room.<br>
<<else>>
You watch Dennis turn on his heels and walk off, leaving you alone on the quiet street outside Fresh Pot, accompanied only by the sounds of pigeons cooing in the night. It looks like you’ll have to find some other way of getting a hall pass.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the town centre" "TownCentre">><<ResolveDennisDate "Bad" false false>><</link>>
<br>
<</if>>
<<else>>
<<QuestOptionCheck "Quest7" 3 "dennis">>
<<set _DennisGotKey = _QuestOptionCheck>>
<<QuestOptionCheck "Quest11" 1 "dennis_date">>
<<set _DennisGotPass = _QuestOptionCheck>>
<<NPCDeltaCheck "Dennis" "Kissed">>
<<if _NPCDeltaCheck is true>>
You feel his lips meet yours. Awkward, nervous, but present. A boy’s lips against your own. And you let yourself respond.<br>
<br>
Thoughts flash through your mind. <i>You already have what you wanted. You don’t need to do this. So why are you responding?</i><br>
<br>
But you find yourself pressing your lips against his, letting your mouth lock with his. You feel a surge of butterflies in your stomach as you kiss him back. <I>You actually want this, don’t you?</i><br>
<br>
You feel his hand on the back of your neck, pulling you in for an embrace as you continue to lock lips. He is tender, clumsy even, but being pulled up against him feeling your bodies touch as your mouths meet sends shocks across your frame.<br>
<br>
After some moments, he pulls back and looks at you, his eyes close to yours. You feel his arms awkwardly around your waist, holding you close to him.<br>
<br>
“We should do this again,” he says, with a quiet confidence you have rarely seen from him before.<br>
<br>
You hear yourself giggle. “I’d like that.”<br>
<br>
He smiles and plants another kiss on your lips before letting you go. “I’ll see you at school,” he says. Uncharacteristically for Dennis, it’s not a question.<br>
<br>
He grins again and waves, as he walks off, a definite spring in his step. You feel yourself smiling as you watch him go. <i>What was that?</i> <br>
<br>
He rounds a corner into another street and leaves you alone on the pavement. You notice Flo looking out from behind the blinds of Fresh Pot. She gives you a conspiratorial smile.<br>
<br>
<<QuestOptionCheck "Quest7" 3 "dennis">>
<<if _QuestOptionCheck>>
Only then do you remember the key in your hand. You put it away and come back to your senses, trying in vain not to let your thoughts on what just happened. <I>A kiss. With a boy.</i><br>
<<else>>
Only then do you come back to your senses, trying in vain not to let your thoughts on what just happened. <I>A kiss. With a boy.</i><br>
<</if>>
<<else>>
You feel his lips on yours, awkward and nervous. Instinctively you pull away, taking a step back.<br>
<br>
“I’m sorry,” Dennis stammers, looking to the floor. “I shouldn’t have done that.”<br>
<br>
You stare back at the boy in front of you, shaking with embarrassment. He looks wounded. Hurt. Scared stiff, unable to move, but as if he wants to be anywhere but here.<br>
<br>
“I should go,” he mutters. “Goodnight.”<br>
<br>
He spins around and strides off, almost jogging to get away. You watch him go. Not once does he look back.<br>
<br>
<<QuestOptionCheck "Quest7" 3 "dennis">>
<<if _QuestOptionCheck>>
You feel the cold brass key in your hand and quickly put it away. At least you got the key. You just wonder how Dennis will react to you going forward now.<br>
<<else>>
You consider if Dennis will keep his word to speak to Harrow. And wonder how Dennis will react to you going forward now.<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the town centre" "TownCentre">><<ResolveDennisDate "Great" _DennisGotKey _DennisGotPass>><</link>>
<</if>><<if $current.avatar isnot "Florence">><<Transform "Florence">><<else>><<set _TransformSuccess to true>><</if>>
<<if _TransformSuccess is true>>
You feel the amulet tingle underneath your clothes and let your hand move to touch Flo’s paperback. <i>Here we go</i>, you think.<br>
<br>
Flo frowns at you as you stare at her. You look her up and down, taking in her flame-red hair, her ruby red lipstick and her plucked eyebrows. You form a picture of her in your mind, dressed in her waitress uniform, her warm smile beaming. <br>
<br>
“You okay, <<print _TransformWasName>>?” you hear her say. <br>
<br>
“From this item, I see you in your time of need. Now form shape to the person I see within.”<br>
<br>
The amulet burns against your chest and you feel the sensation of magical energy leaping across your body. You scream as you feel the waves rippling out from the amulet. Your scalp feels like it’s on fire and your body starts to crunch as changes sweep across it.<br>
<br>
<<if _TransformWasFemale is true>>
Now familiar sensations register inside your brain. Your chest changes. Arms morph. Bones inside your body crunching. Your womb burns as it shifts and changes.<br>
<<else>>
Now familiar sensations register inside your brain. Chest expanding. Arms shrinking. Bones inside your body crunching. Penis burning as it shrivels back inside your body.<br>
<</if>>
<br>
And with a final shriek, the pain subsides. You look up, seeing Florence staring back at you in abject horror. A strand of flame-red hair falls across your eye. <br>
<br>
<<ActionsHeader>>
<<link "[Spell: Sleep & Forget] Cast Sleep & Forget" "FreshPotTransformFlo2">><<EventTrigger "YourHome" "YourHomeEventFlorence" null "Emily" "Florence" null null null false>><</link>>
<<else>>
You prepare for the change, but something feels off. The amulet's energy seems drained. <br>
<br>
You curse inwardly, realising the amulet needs more time to re-charge.<br>
<br>
<<ActionsHeader>>
<<link "Return to the cafe" "FreshPot">><</link>>
<</if>><<if $FreshPotFlorenceMoved is undefined>>
“Fall asleep,” you say quickly, “and let your memories drift as you slumber.”<br>
<br>
Florence stares at you for just a second, then drops behind the counter. You round the counter and see her passed out on the floor. Once you are satisfied she’s taken no injuries from her sudden fall, you look up in the mirrored glass behind the counter to see your reflection.<br>
<br>
The perfectly made-up face of Florence looks back at you. Her bushy flame-red hair. Her luscious red lips. Her finely plucked eyebrows.<br>
<br>
You become aware of the waitress uniform you are wearing. The hem of her skirt brushing against the bottom of your bum. Her blue blouse tight, hugging your curves. Breasts held firmly in place by a bra. The squeeze of her feet in the glossy red heels.<br>
<br>
You smile to yourself, feeling giddy. Your brain seems foggy and for a moment you completely forget why you are holding a paperback book. You feel your <i>intelligence</i> has been impacted by your most recent change.<br>
<br>
You take a moment more to acknowledge your new form before turning your attention to the pressing matter of the unconscious Florence at your feet.<br>
<br>
<<ActionsHeader>>
<<link "Move Florence to the back room" "FreshPotTransformFlo2">><<set $FreshPotFlorenceMoved to "Moved">><</link>>
<<elseif $FreshPotFlorenceMoved is "Moved">>
<<if $PlayerCharacter.female is true>>
You grab Florence with both your arms and drag her through the kitchen to the back room. The lack of strength in your new form is noticeable, whilst her heels are higher than you're used to. A few times you are perilously close to losing your balance. You shudder to think what would happen if you fell and were knocked out.<br>
<<else>>
You grab Florence with both your arms and drag her through the kitchen to the back room. The lack of strength in your new form is noticeable, as is moving backwards in high heels. A few times you are perilously close to losing your balance. You shudder to think what would happen if you fell and were knocked out.<br>
<</if>>
<br>
The back room is little bigger than a closet, barely able to contain the small desk covered in paperwork. With little choice, you prop Florence up in the desk chair, trying to make her as comfortable in her deep sleep as you can.<br>
<br>
In her slumber she looks peaceful and innocent. Angelic, even. Her skirt rides up a little as you position her, exposing the top of her bare thigh. Far from aroused, it just calls attention to the fact that it’s the same outfit you currently wear. <br>
<br>
<<EventSeen "FreshPot" "MartinEncounter">>
<<if _EventSeen is false>>
From outside the room the bell rings out, taking you away from your thoughts. Someone has entered the coffee shop.<br>
<br>
<<ActionsHeader>>
<<link "Go back to the cafe" "FreshPot">>
<<set $FreshPotFlorenceMoved to undefined>>
<<EventTrigger "FreshPot" "MartinEncounter" null null "Florence" null null null false>>
<</link>>
<<else>>
<i>You are confident that you can now exit Fresh Pot without arousing suspicion. Alternatively, you know Flo will be unconscious for a while. You could work a shift as her at the coffee shop, if you really wanted to.</i><br>
<br>
<<ActionsHeader>>
<<link "Start to work" "FreshPotFloWork">><<set $FreshPotFlorenceMoved to undefined>><</link>><br>
<<link "Leave the cafe" "TownCentre">><<set $FreshPotFlorenceMoved to undefined>><</link>>
<</if>>
<</if>><<if $StaceyBritneyFreshPot is undefined>>
<<if _CurrentPC is true>>
You quietly slide into the booth behind Stacey and Britney in an attempt to listen to their conversation, but as soon as you sit down they fall silent and shoot you a look. It appears that if you want to listen into their conversation, you’ll need to be less conspicuous.<br>
<br>
<<ActionsHeader>>
<<link "Return to the cafe" "FreshPot">><</link>>
<<elseif $current.avatar is "Emily" and $PlayerCharacter.cheerleader is true>>
Britney and Stacey see you approach. Stacey is cautious, but Britney smiles. She welcomes you to sit down with them.<br>
<br>
<<ActionsHeader>>
<<link "Talk to Britney" "FreshPotBritneyDialogue0">><</link>>
<<elseif $current.avatar is "Florence">>
<<QuestState "Quest21">>
<<if _QuestState is 0>>
Stacey and Britney sit tucked into their usual corner booth, half-finished frappes sweating on the table. You move past them slowly, clearing cups, cloth in hand. They don’t notice. Or don’t care.<Br>
<Br>
“I swear he’s doing it on purpose,” Stacey mutters, arms folded tight. “He’s shutting down again.”<br>
<Br>
Britney sighs, resting her chin on her palm. “He was doing so well. Then bam! Walls up. He’s not even looking at me anymore. And don’t say it’s nerves. I couldn't have been more flirty.”<Br>
<Br>
"How's that different to usual?” Stacey quips. Britney scowls at her.<bR>
<br>
“Whatever," she replies. "Chrissie’s not happy. That's what matters. She said that if I couldn't bring a boy around, what value did I have?"<Br>
<Br>
Stacey grimaces. "It's got something to do with that book. I know it."<br>
<br>
"That biology one?" Britney bites her lip. "You think he’s choosing diagrams over me?"<br>
<Br>
"No doofus," Stacey snaps. "I’ve seen him reading it during lunch. It's full of notes. He's been different since he's been reading it."<br>
<Br>
Britney sighs. “So why don't we pick his locker? He doesn't take it everywhere.”<br>
<Br>
"You know how to pick a locker?" Stacey says, raising her eyebrows.<Br>
<Br>
"People do it on TV all the time!" Britney bites back.<br>
<br>
"Well, if you manage to learn how to use a hairpin to pick a lock, let me know," Stacey says, rolling her eyes.<br>
<Br>
"We could... ask that janitor for a key?" Britney offers.<br>
<br>
Stacey gives her a dark look. "I am not going back to that basement. Not after last time.”<br>
<Br>
Britney exhales, frustrated. “We’ve got to get it. Whatever’s in that book, it's changing him. And not in the way Chrissie wants.”<Br>
<Br>
They lapse into silence, and you slip away with the tray.<br>
<br>
<<ActionsHeader>>
<<link "Continue working" "FreshPotFloWork">><<TimeChange>><<QuestTracker "Quest21" 1>><<LocationKnown "SchoolBasement">><<set $StaceyBritneyFreshPot to undefined>><</link>><br>
<<link "Take a break" "FreshPot">><<set $StaceyBritneyFreshPot to undefined>><<QuestTracker "Quest21" 1>><<LocationKnown "SchoolBasement">><<TimeChange>><</link>>
<<else>>
Stacey and Britney pay no attention to you as you move around them, collecting used coffee cups and wiping down tables. They continue their conversation and you listen in as they whisper.<br>
<br>
“It’s just so unfair,” Britney laments, her button nose flaring. “Christina should quit being so picky and just get someone to replace Tandi.”<br>
<br>
Stacey rolls her eyes. “Someone has to do it. Chrissie will kill us if Jackie starts making lunch that hasn’t been cursed. Or worse. You don’t want to end up like Tandi, do you?”<br>
<br>
Britney twizzles a strand of her curly blonde hair, looking to see she has split ends. “It’s just… every morning! I have to get up at, like, eight o’clock to make it in time.”<br>
<br>
“Quit whining!” Stacey barks back. “Do you know how hard it was to get the key to the kitchen? Do you want to know what the janitor made me do for it in that basement of his?”<br>
<br>
Britney frowns and baulks her head. She motions a blowjob with hand. <br>
<br>
“Jesus, Brit!” Stacey snaps. “I meant… posing for photos.”<br>
<br>
“Oh!” Britney replies. “Olaf’s such a perv.”<br>
<<trackKnowledge "CheerleaderCoven" "Learned">>
<<trackKnowledge "Curses" "Learned">>
<br>
<<InventoryCheckSelf "KeyKitchen">>
<<if _InventoryCheckSelf is true>>
Stacey looks around the cafe once more, then reaches into her bag. Reaches down further. Further still. Finally scrambling around in her handbag.<br>
<br>
"It's gone!" she whispers to Britney, eyes wide.<br>
<br>
"What do you mean, it's gone?" Britney asks, her own eyes widening.<br>
<br>
Stacey visibly gulps. The two cheerleaders stare at each other, for once, in silence.<br>
<br>
<<ActionsHeader>>
<<link "Leave them alone" "StaceyBritneyFreshPot">>
<<SetFlag "TandiKnown">>
<<set $StaceyBritneyFreshPot to undefined>>
<<LocationKnown "SchoolBasement">>
<<RumourLearned "Olaf">>
<<set $StaceyBritneyFreshPot to "leave">>
<</link>><br>
<<else>>
Stacey looks around the cafe once more, then reaches into her bag and slides a key across the table to Britney. “It’s your turn,” she tells her. “Make sure it gets done.”<br>
<br>
<<QuestState "Quest15">>
<<if _QuestState is 2 or _QuestState is 1>>
You glance at the key. You can’t be sure, but you would bet money that it opens the cafeteria kitchen at school.<br>
<br>
You look around. Apart from Stacey and Britney, the cafe is now empty. If you wanted to steal it, you could use your magic without suspicion.<br>
<br>
<<ActionsHeader>>
<<link "[Spell: Sleep & Forget] Cast Sleep & Forget on Stacey and Britney" "StaceyBritneyFreshPot">>
<<SetFlag "TandiKnown">>
<<LocationKnown "SchoolBasement">>
<<RumourLearned "Olaf">>
<<set $StaceyBritneyFreshPot to "forget">>
<<QuestOptionUnlock "Quest15" 2 "britney">>
<</link>><br>
<<link "Leave them alone" "StaceyBritneyFreshPot">>
<<SetFlag "TandiKnown">>
<<LocationKnown "SchoolBasement">>
<<RumourLearned "Olaf">>
<<set $StaceyBritneyFreshPot to "leave">>
<<QuestOptionUnlock "Quest15" 2 "britney">>
<</link>>
<<else>>
You glance at the key, wondering what they are up to. And ponder exactly what happens in the basement underneath the school.<br>
<br>
<<ActionsHeader>>
<<link "Leave them alone" "StaceyBritneyFreshPot">>
<<SetFlag "TandiKnown">>
<<LocationKnown "SchoolBasement">>
<<RumourLearned "Olaf">>
<<set $StaceyBritneyFreshPot to "leave">>
<<QuestOptionUnlock "Quest15" 2 "britney">>
<</link>><br>
<</if>>
<</if>>
<</if>>
<<elseif $current.avatar is "Jennifer">>
You quietly slide into the booth behind Stacey and Britney in an attempt to listen to their conversation, but even before you slip in their eyes turn to you. Stacey is expressionless, but Britney is… well, fear covers her entire face. Neither girl can take their eyes off of you. Neither one of them can speak.<br>
<br>
It appears that if you want to listen into their conversation, you’ll need to be less conspicuous.<Br>
<br>
<<ActionsHeader>>
<<link "Return to the cafe" "FreshPot">><<set $StaceyBritneyFreshPot to undefined>><</link>>
<<else>>
You quietly slide into the booth behind Stacey and Britney in an attempt to listen to their conversation, but as soon as you sit down they fall silent and shoot you a look. It appears that if you want to listen into their conversation, you’ll need to be less conspicuous. <br>
<br>
<<ActionsHeader>>
<<link "Return to the cafe" "FreshPot">><<set $StaceyBritneyFreshPot to undefined>><</link>>
<</if>>
<<elseif $StaceyBritneyFreshPot is "forget">>
“Fall asleep,” you say, “and let your memories drift as you slumber.”<br>
<br>
Before they can even register what’s happening, the two cheerleaders slump over in the booth. You reach down to the table and take the key. Sure enough, it has the crest of Charlton Upper School on it. <br>
<br>
You return back to work. A few minutes later, Stacey and Britney stir. They look around, confused. You smile politely, but continue working. <br>
<br>
In a dazed state, the two cheerleaders leave the cafe. You are left alone.<br>
<br>
<<ActionsHeader>>
<<link "Continue working" "FreshPotFloWork">>
<<set $StaceyBritneyFreshPot to undefined>>
<<QuestOptionComplete "Quest15" 2 "britney">>
<<QuestTracker "Quest15" 3>>
<<TakeObjectNPC "Britney" "KeyKitchen">>
<<TimeChange>>
<</link>><br>
<<link "Take a break" "FreshPot">>
<<QuestOptionComplete "Quest15" 2 "britney">>
<<QuestTracker "Quest15" 3>>
<<set $StaceyBritneyFreshPot to undefined>>
<<TakeObjectNPC "Britney" "KeyKitchen">>
<<TimeChange>>
<</link>>
<<elseif $StaceyBritneyFreshPot is "leave">>
You decide not to interfere with Stacey and Britney, but are now armed with the knowledge that they are responsible for the cursed lunch at school. And that they gained access to the kitchen through Olaf, the school janitor. Although Stacey had to pay a price that she was less than happy about.<br>
<br>
<<ActionsHeader>>
<<link "Continue working" "FreshPotFloWork">><<TimeChange>><<set $StaceyBritneyFreshPot to undefined>><</link>><br>
<<link "Take a break" "FreshPot">><<set $StaceyBritneyFreshPot to undefined>><<TimeChange>><</link>>
<</if>><<include "FreshPotWorkEvents">>
<<if _currentEvent is undefined>>
<<if setup.period[$periodCurrent] is "Morning">>
<<Checkrelationship "Andrea">>
<<if _relationship is 0>>
<<CheckFirst "FreshPotFloWorkMorningTim">>
<<if _CheckFirst is false>>
The morning shift at Fresh Pot is quiet. The windows are still misted from the early air, and the soft rattle of the espresso machine hums beneath the low murmur of conversation. You glance around the café and sigh, stepping into Florence’s routine. Wiping down surfaces. Replacing bakery stock. Folding napkins just so. You try to mimic the easy efficiency you've seen from her on your rare visits.<bR>
<bR>
<<NPCKnownCheck "Tim">>
<<if _NPCKnownCheck is true>>
Then the door creaks open… and Tim Drew walks in, pushing his uncombed ginger hair out from his eyes. Dressed in Charlton school trousers and a blazer that he has long since outgrown.<br>
<br>
“Hey sis,” you hear him mumble before he slides into a booth near the door. His face looks down at the counter.<br>
<<else>>
Then the door creaks open… and a gangly teenager walks in, pushing his uncombed ginger hair out from his eyes. He wears Charlton school trousers and a blazer that he has long since outgrown.<br>
<br>
“Hey sis,” you hear him mumble before he slides into a booth near the door. His face looks down at the counter.<br>
<br>
You catch your breath. Florence’s brother.<br>
<</if>>
<br>
You wipe your hands, glance toward the empty counter, and cross the floor. “Hey,” you say gently. “You alright?”<br>
<br>
He shrugs as he looks up at you. You see his eyes instinctively look to your low-cut top when he does so. Then he’s looking off to the floor as his cheeks turn as red as his hair. “It’s nothing.”<br>
<br>
You wait patiently until he meets your eyes again. An eyebrow arches up. You try to suppress a smirk. He sighs.<br>
<br>
“It’s just… some of the guys at school,” he mutters. Again his eyes flick down to your chest. He fidgets in his seat. “They’re just giving me a hard time. But it’s nothing.”<br>
<br>
“Can’t be nothing if you’re in here instead of on your way to school?” you say, dropping into the older sibling role with reassuring ease.<br>
<br>
“I don’t know if I’m going to go today,” he mutters. “I think I’m feeling sick. Can you sign me a note?”<br>
<br>
He reaches into his blazer and pulls out a crumpled piece of paper, blotted with ink. A crude note has been scrawled over it, barely legible. Informing the school that Tim was feeling sick and had to take the day off.<br>
<br>
The bell over the door rings again. Customers. The line at the counter is starting to build. You know you won’t earn tips unless you’re behind it, smiling sweetly and handing over cappuccinos with perfect froth. But Tim looks like he needs some support.<br>
<<else>>
The morning rush hasn’t started yet. You’ve just finished stacking croissants in the display case when the door creaks open and Tim walks in. He slouches into a booth near the entrance, glancing up at you.<br>
<br>
“Hey sis,” he says, flatly, as you approach. His eyes have bags underneath them.<br>
<br>
You stand beside him and put a hand on his shoulder. “You okay?”<br>
<br>
He breathes deeply through his nose and glances off to the side. You watch his eyes acknowledge your short skirt as you stand near him. He blushes and looks at the wall. “Just some more guys at school.”<br>
<br>
Tim reaches into his blazer and takes out another crumpled piece of paper. Another sick note. He pushes it towards you.<br>
<br>
Another customer enters. The kettle behind the counter whistles.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Sit and talk to Tim" "FreshPotWorkResponses">><<set $FreshPotWorkResponses to "MorningTimSit">><<Greedy -1>><<NPCKnown "Tim">><<AddFirst "FreshPotFloWorkMorningTim">><</link>><br>
<<link "Sign the note and return to customers" "FreshPotWorkResponses">><<set $FreshPotWorkResponses to "MorningTimGreedy">><<NPCKnown "Tim">><<AddFirst "FreshPotFloWorkMorningTim">><<Greedy 1>><<CashFlow 1>><</link>><br>
<<else>>
<<CheckFirst "FreshPotFloWorkMorning">>
<<if _CheckFirst is false>>
The morning shift at Fresh Pot is quiet. The windows are still misted from the early air, and the soft rattle of the espresso machine hums beneath the low murmur of conversation. You glance around the café and sigh, stepping into Florence’s routine. Wiping down surfaces. Replacing bakery stock. Folding napkins just so. You try to mimic the easy efficiency you've seen from her on your rare visits.<bR>
<bR>
Then the door creaks open… and Andrea walks in. You almost don’t recognise her at first.<br>
<br>
Gone is the lacy French Maid uniform that Charlton Hotel insists on. Instead, she’s wearing a simple cardigan and jeans. Her hair tied back loosely. It's the first time you’ve seen her dressed out of costume. For a moment, that feels more disorienting than the uniform ever did.<br>
<br>
She gives you a glance - soft, tired - and heads straight for one of the booths near the back.<Br>
<Br>
You wipe your hands, glance toward the empty counter, and cross the floor. “Hey,” you say gently. “You alright?”<bR>
<br>
Andrea shrugs. She tries to play it off with a small exhale through her nose, but the slump in her shoulders tells you everything. “Didn’t sleep,” she mutters. “Lennox kept me late. Had me redoing the same load of linen three times. Then he asked if I’d ‘ironed the bows’ on my apron before I left.”<Br>
<Br>
You raise an eyebrow. She gives a hollow smirk. “I didn’t know I was supposed to. Guess I’ll add that to the list.”<bR>
<bR>
You sit across from her as she stares at the table. “And Sermon... he’s been watching me more. Following me with his eyes.”<br>
<br>
There’s a pause. She doesn’t look up. “He used to do the same with Amber. Before she quit. And we all know where she ended up.”<br>
<br>
Your stomach twists. You’re not sure who Amber is, or where she ended up. But you bet it isn’t good.<br>
<br>
The bell over the door rings again. Customers. The line at the counter is starting to build. You know you won’t earn tips unless you’re behind it, smiling sweetly and handing over cappuccinos with perfect froth. But Andrea looks like she’s barely holding herself together.<br>
<<else>>
The morning rush hasn’t started yet. You’ve just finished stacking croissants in the display case when the door creaks open and Andrea walks in. Like clockwork. She makes her way to the booth by the window, shoulders hunched.<Br>
<br>
“Morning, Flo,” she says, flatly, as you approach. Her voice is tired.<br>
<bR>
You slide into the seat across from her. “Rough night?”<BR>
<br>
Andrea scoffs softly. “Define rough.”<br>
<br>
Another customer enters. The kettle behind the counter whistles.<br>
<br>
Andrea glances out the window like she’s somewhere else. But she came here again. To talk. To sit. To feel safe. Even if only for a few minutes.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Sit with Andrea and listen to her" "FreshPotWorkResponses">><<set $FreshPotWorkResponses to "MorningSit">><<Greedy -1>><<NPCKnown "Andrea">><<AddFirst "FreshPotFloWorkMorning">><</link>><br>
<<link "Tell her to come back another time and serve customers" "FreshPotWorkResponses">><<set $FreshPotWorkResponses to "MorningGreedy">><<NPCKnown "Andrea">><<AddFirst "FreshPotFloWorkMorning">><<Greedy 1>><<CashFlow 1>><</link>><br>
<</if>>
<<elseif setup.period[$periodCurrent] is "Lunch">>
<<CheckFirst "FreshPotFloWorkLunch">>
<<if _CheckFirst is false>>
Lunchtime at Fresh Pot isn’t quiet. It’s controlled chaos, and that control is fraying by the second. Office workers pile in with tired eyes and clipped voices. Retail girls gossip at the counter while tradesmen bark orders across the queue. You wipe a streak of syrup from your arm and try to remember how many sugars that last order had.<Br>
<br>
Whilst serving, you move around the counter to waitress at the tables. One patron subtly tries to get your attention with a hand raised casually at you.<Br>
<br>
Notebook open. Pen positioned neatly by the side. You recognise him from his profile picture in the local paper immediately. Owen Oakswood. Reporter for the Charlton Gazette.<br>
<Br>
You approach cautiously, order pad in hand. “Afternoon,” you say.<Br>
<br>
He looks up, eyes cutting through the lenses of his black rimmed glasses. A smile blooms, false and pristine. “Well now,” he says, voice syrup-smooth. “If it isn’t Fresh Pot’s very own example of feminine fortitude.”<Br>
<br>
You blink. “Excuse me?”<Br>
<Br>
He gestures vaguely at you, pen still in hand. “Hardworking. Presentable. Composed. A model for the younger generation of Charlton.”<Br>
<br>
He doesn’t wait for a reply. “I’ll take a grilled chicken panini. And a black coffee, naturally. None of that almond milk nonsense. Can’t imagine who introduced that sort of thing around here.”<br>
<br>
You smile politely, without comment. “One second,” you tell him.<br>
<br>
<<ActionsHeader>>
<<link "Get Owen his lunch" "FreshPotWorkResponses">><<set $FreshPotWorkResponses to "Lunch">><<AddFirst "FreshPotFloWorkLunch">><<NPCKnown "Owen">><</link>><br>
<<else>>
Lunchtime is a busy period for Fresh Pot. Office and retail workers from the Charlton flood in on their lunch breaks, frantic to eat something before returning to work. Meanwhile, tradesmen pull up and dash in to grab something between jobs.<br>
<br>
Owen Oakswood is already at his booth as the rush comes in. Notebook out. Coffee half-sipped. He’s been writing, waiting, watching. When you approach with his usual order, he doesn’t even look up. “Florence,” he says casually. “Still working hard, I see. Still resisting the inevitable, I assume? How’s that reading come along?”<br>
<br>
You smile thinly. “Okay. When the job gives me quiet time.”<Br>
<br>
He looks up now, glasses flashing. “Ah, priorities. This town runs on young women like you. Pleasant. Pretty. Perfect.” His fingers tap the rim of his coffee cup. “We all have a place. And yours should be in a home, don’t you agree?”<br>
<br>
You say nothing. Your jaw is tight. But you see the notes he’s left on the table. Just within reach. Of you. And him.<br>
<br>
Behind you, you hear another giggle. You look back briefly to Stacey and Britney. They whisper conspiratorially between themselves. <br>
<Br>
<<ActionsHeader>>
<<CompulsionCheck "OldFashionedValues">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Old Fashioned Values] </span><<link "Wholeheartedly agree" "FreshPotWorkResponses">><<CashFlow 2>><<set $FreshPotWorkResponses to "LunchOldFashioned">><</link>><br>
<</if>>
<<StatCheckOrientation "gt" 10 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to flirt to win his tip">>
<<if _StatCheckOrientation is true>><<link _StatOrientationProbability "FreshPotWorkResponses">><<CashFlow 2>><<set $FreshPotWorkResponses to "LunchFlirtPass">><</link>><br>
<<else>><<link _StatOrientationProbability "FreshPotWorkResponses">><<set $FreshPotWorkResponses to "LunchFlirtFail">><<CashFlow 1>><<Orientation 1>><</link>><br><</if>>
<<StatCheckAssertive "gt" 60>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to stand up to him">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "FreshPotWorkResponses">><<CashFlow 1>><<set $FreshPotWorkResponses to "LunchAssertivePass">><</link>><br>
<<else>><<link _StatAssertiveProbability "FreshPotWorkResponses">><<set $FreshPotWorkResponses to "LunchAssertiveFail">><<Assertive 1>><</link>><br><</if>>
<<link "Tell him you agree" "FreshPotWorkResponses">><<set $FreshPotWorkResponses to "LunchAgree">><<Assertive -1>><<CashFlow 1>><</link>><br>
<<link "Disagree with him" "FreshPotWorkResponses">><<set $FreshPotWorkResponses to "LunchDisagree">><<Assertive 1>><</link>><br>
<<link "Politely leave him and listen to Britney and Stacey" "FreshPotWorkResponses">><<set $FreshPotWorkResponses to "LunchStacey">><</link>><br>
<</if>>
<<elseif setup.period[$periodCurrent] is "Afternoon">>
<<CheckFirst "FreshPotFloWorkAfternoon">>
<<if _CheckFirst is false>>
The lunch rush has faded into silence, and with it, most of your energy. You move slowly behind the counter, wiping down trays and resetting sugar bowls. Your feet are aching from the heels. At this point, you’d give anything for a moment off them, but Ron keeps drifting in and out of the back room like a spectre. Watching. Checking.<br>
<br>
Just as you think you might get a breather, the bell above the door rings. Two women step in, framed by light from the street. Pristine. Perfect. Powerful in that quiet Charlton way. Hazel Evans and Jeanette Thompson. You recognise them both instantly.<br>
<br>
Hazel is Christina’s mother, poised and polished in a pale blouse and gold bracelets. Jeanette is the wife of Mr. Thompson, sharp-eyed and immaculately coiffed, her pearls resting neatly at the hollow of her throat.<br>
<br>
Shopping bags dangle from their wrists. The smell of department store perfume follows them like a mist. “Honestly,” Hazel is saying, “I’ve told Terry again and again. The girls want refined silhouettes. Dresses with structure. Not all this… form fitting nonsense.”<br>
<br>
Jeanette gives a disapproving sniff. “Logain took a girl out last week. Britney Hudson. She turned up in a skirt that was practically a belt.”<br>
<br>
“Ah, Britney,” Hazel drawls. “She’s lucky she comes from money. If she didn’t, well… let’s just say I’d be surprised if she ended up anywhere respectable.”<br>
<br>
They both laugh softly, conspiratorially, like they’re sharing a joke only they understand.<br>
<br>
You approach the counter as they reach it, and Hazel leans in with a flawless smile.<br>
<Br>
<<ActionsHeader>>
<<link "Take their order" "FreshPotWorkResponses">><<set $FreshPotWorkResponses to "Afternoon">><<NPCKnown "Hazel">><<NPCKnown "Jeanette">><<AddFirst "FreshPotFloWorkAfternoon">><</link>><br>
<<else>>
The afternoons at Fresh Pot always follow the same rhythm. Silence. Cleaning. Ron’s occasional peeking. And then the door opens. Hazel Evans and Jeanette Thompson.<Br>
<br>
Shopping bags. Tennis skirts. Voices already halfway through a conversation.<Br>
<br>
“...and I told Terry, if we can’t trust the girls in fitting rooms not to stretch the fabric, we need to stop stocking elastane.”<Br>
<br>
You nod at them politely as they approach the counter. “Two almond croissants,” Hazel says, like it’s already been rehearsed.<Br>
<br>
“Light roast coffee,” Jeanette adds.<br>
<br>
They pay with a twenty. Again. And before you’ve even finished counting out the change, Hazel is peering into your palm with narrowed eyes. “Oh dear, I think we’ve had this little mistake before.”<br>
<br>
“Ron never has these problems,” Jeanette murmurs.<br>
<br>
Hazel smiles sweetly. “Now, Flo. Two big coins. One small one. Let’s not make it harder than it needs to be.”<br>
<br>
<<ActionsHeader>>
<<StatCheckIntelligence "gt" 20>>
<<set _StatIntelligenceProbability to _StatIntelligenceProbability + " Try to point out where you were right">>
<<CompulsionCheck "Ditzy">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Ditzy] </span><s><<print _StatIntelligenceProbability>></s> - <I>Try as you might, you just can't seem to think straight</i><br>
<<else>>
<<if _StatCheckIntelligence is true>><<link _StatIntelligenceProbability "FreshPotWorkResponses">><<CashFlow 1>><<set $FreshPotWorkResponses to "AfternoonIntelligencePass">><</link>><br>
<<else>><<link _StatIntelligenceProbability "FreshPotWorkResponses">><<set $FreshPotWorkResponses to "AfternoonIntelligenceFail">><<CashFlow 1>><<Intelligence 1>><</link>><br><</if>>
<</if>>
<<StatCheckAssertive "gt" 50>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Point out there’s no policy on discounts at Fresh Pot">>
<<CompulsionCheck "CitizenCharlton">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Citizen Charlton] </span><s><<print _StatAssertiveProbability>></s> - <I>You can't muster up the courage to challenge them</i><br>
<<else>>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "FreshPotWorkResponses">><<CashFlow 1>><<set $FreshPotWorkResponses to "AfternoonAssertivePass">><</link>><br>
<<else>><<link _StatAssertiveProbability "FreshPotWorkResponses">><<set $FreshPotWorkResponses to "AfternoonAssertiveFail">><<Assertive 1>><</link>><br><</if>>
<</if>>
<<CompulsionCheck "CitizenCharlton">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Citizen Charlton] </span><s>Argue with them</s> - <I>For some reason you can't bring yourself to argue with them</i><br>
<<else>>
<<link "Argue with them" "FreshPotWorkResponses">><<set $FreshPotWorkResponses to "AfternoonArgue">><<Assertive 1>><</link>><br>
<</if>>
<<link "Give them the ‘correct’ change" "FreshPotWorkResponses">><<set $FreshPotWorkResponses to "AfternoonRelent">><<Intelligence -1>><<CashFlow 1>><</link>><br>
<</if>>
<<elseif setup.period[$periodCurrent] is "Evening">>
<<CheckFirst "FreshPotFloWorkEvening">>
<<if _CheckFirst is false>>
The evening shift at Fresh Pot has a different rhythm. Slower, quieter. The lunch crowd’s long gone, replaced by couples on casual dates, lonely souls with lattes, and a few regulars decompressing after work. You find yourself weaving between tables, tray in hand, smile at the ready.<br>
<br>
You catch a few sideways glances from other girls. Not glares exactly, but close. Their dates, meanwhile, seem a little too eager to thank you for their orders. You’re starting to see a pattern.<Br>
<Br>
Then you spot them near the back window: Brendan, a quarterback from school, slouched in his seat with the permanent smirk of someone who thinks charm is a personality trait. And Chantelle, Charlton Academy’s queen of eye-rolls and perpetual exasperation.<Br>
<Br>
You approach to take their order, and Brendan immediately lights up. Too bright, too quick. “Evening,” he says, voice dripping with the kind of flirtation you’ve seen used on a dozen other girls. “Didn’t think Fresh Pot came with such… refined service.”<Br>
<br>
You smile tightly. Chantelle groans audibly.<Br>
<br>
They place their order. Mocha for her, flat white for him. And you walk off.<br>
<br>
From behind the counter, you can still hear them. Chantelle’s voice, low and annoyed: “You’ve been staring at her this whole time. Just like with Emily Phillips.”<br>
<BR>
Brendan laughs it off. “You know I’m just being nice. Come on. It’s harmless.”<Br>
<Br>
But his eyes flick back to you. More than once. When Chantelle heads to the bathroom, you bring over the bill. Brendan is all smiles again. “You know,” he says, leaning just a bit too far over the table, “if the coffee came with a smile like yours every time, I’d be here every night.”<Br>
<Br>
He stares back at you, his grin a dare.<Br>
<<else>>
The dinner crowd at Fresh Pot always has a few familiar faces. And a few too many familiar flirty glances.<Br>
<Br>
You catch sight of Brendan and Chantelle again, tucked into their usual booth. She’s got her arms crossed. He’s got that grin. You don’t need to hear the conversation to guess how it’s going. But you do anyway.<br>
<Br>
“You were looking at her again,” Chantelle snaps, cutting into her salad. “Like with Emily.”<br>
<Br>
Brendan shrugs. “What? I was just being friendly.”<Br>
<br>
You bring over their drinks, and Brendan gives you a smile that says he hasn’t learned a thing. When Chantelle excuses herself, you return with the bill. Brendan’s eyes follow you as you approach.<Br>
<Br>
“You know,” he says again, “if they ever need someone to taste test your lattes, I volunteer. Or if you’re off shift, maybe we compare notes.”<br>
<Br>
Same smile. Same tone. Same expectation.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<StatCheckOrientation "gt" 10 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to flirt back for a tip">>
<<if _StatCheckOrientation is true>><<link _StatOrientationProbability "FreshPotWorkResponses">><<NPCKnown "Chantelle">><<NPCKnown "Brendan">><<CashFlow 2>><<set $FreshPotWorkResponses to "EveningFlirtPass">><<AddFirst "FreshPotFloWorkEvening">><</link>><br>
<<else>><<link _StatOrientationProbability "FreshPotWorkResponses">><<set $FreshPotWorkResponses to "EveningFlirtFail">><<NPCKnown "Chantelle">><<NPCKnown "Brendan">><<CashFlow 1>><<Orientation 1>><<AddFirst "FreshPotFloWorkEvening">><</link>><br><</if>>
<<CompulsionCheck "BoyCrazy">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Boy Crazy] </span><s>Be professional</s> - <I>You find yourself drawn to his attention</i><br>
<<else>>
<<link "Be professional" "FreshPotWorkResponses">><<set $FreshPotWorkResponses to "EveningProfessional">><<NPCKnown "Chantelle">><<NPCKnown "Brendan">><<AddFirst "FreshPotFloWorkEvening">><</link>><br>
<</if>>
<<link "Encourage him" "FreshPotWorkResponses">><<AddFirst "FreshPotFloWorkEvening">><<set $FreshPotWorkResponses to "EveningEncourage">><<CashFlow 1>><<Orientation 1>><<NPCKnown "Chantelle">><<NPCKnown "Brendan">><</link>><br>
<<elseif setup.period[$periodCurrent] is "Night">>
As the day draws to a close, you usher the final customers out the door at closing time. You make some assumptions on how to close up, mopping down the floor and wiping down the booths. <br>
<br>
Then finally, you go into the back room and check on Flo. She still sleeps soundly in the chair. Happy that she'll wake up soon, you lock up and leave the shop for the night.<br>
<br>
<<ActionsHeader>>
<<link "Leave" "TownCentre">><</link>>
<</if>>
<</if>><<if $FreshPotWorkResponses is "MorningSit">>
<<CheckFirst "FreshPotFloWorkMorningSit">>
<<if _CheckFirst is false>>
You glance back at the growing line of customers… then sit.<Br>
<Br>
Andrea doesn’t speak right away. She just lets out a breath and leans her head in her hand, fingers rubbing at her temple. “I know I need the job,” she murmurs eventually. “It’s not that I’m… ungrateful. It’s just…”<br>
<bR>
She trails off, staring at the tabletop like it might have the answers.<Br>
<br>
“I keep thinking about us. Back at school. You remember? Always thinking things would work out. The teachers were full-on. Sure. But I thought that was the worst of it. Turns out the real world’s just… slower to understand. But meaner. More humiliating. Is this really all there was waiting for us on the other side?”<br>
<Br>
Your eyes flick towards the counter. The queue is creeping towards the door. A number of impatient customers give you dirty looks. But you turn back to the young woman opposite you. She exhales again, steadier now.<br>
<br>
“Sorry. Didn’t mean to dump all that on you. I just needed to sit for a second.”<Br>
<br>
Before you can respond, a voice snaps from the counter. “What do you have to do to get a coffee around here?”<br>
<Br>
Andrea rises, gathering her bag. “I should go. Thanks for listening, Flo.”<br>
<br>
She slips out the door. Shoulders still heavy, but maybe a little less.<br>
<br>
You turn, apologising with a smile as you move around the counter to serve the irritated customers. They barely acknowledge your efforts and tips are not forthcoming. But you feel that, at least, you’ve made Andrea’s day a little better.<br>
<<else>>
You sit beside her, trying to ignore the queue forming. She tells you a little more about her evening. About Lennox. And Pierre. On the surface, she is doing what you’d expect from a maid. Cleaning. Washing. Helping out in the kitchen. But the tone from the rest of the staff. You can’t imagine it is easy at all.<Br>
<br>
A number of hisses and tuts come from the side, as customers increasingly look at you expecting services. Andrea smiles sweetly, but doesn’t talk much more. When she gets up, she thanks you, as always. And leaves.<br>
<br>
Then it’s back to the counter. Cold stares. No tips. But… Andrea seemed steadier.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Continue working" "FreshPotFloWork">><<TimeChange>><<set $FreshPotWorkResponses to undefined>><<AddFirst "FreshPotFloWorkMorningSit">><</link>><br>
<<link "Take a break" "FreshPot">><<TimeChange>><<set $FreshPotWorkResponses to undefined>><<AddFirst "FreshPotFloWorkMorningSit">><</link>>
<<elseif $FreshPotWorkResponses is "MorningGreedy">>
<<CheckFirst "FreshPotFloWorkMorningGreedy">>
<<if _CheckFirst is false>>
You glance at the growing line. “Shall we talk later?” you say gently. “The morning rush is starting. This is important, and I don’t want to brush you off, but…”<Br>
<br>
Andrea nods quickly, waving it off. “No. No, I get it. You’ve got customers.”<br>
<br>
She stands, adjusting her coat. “Besides… Lennox is probably already thinking up some new fresh hell to torture me with.”<br>
<br>
She tries to smile. It doesn’t stick.<br>
<br>
You watch her slip out the door. Then turn to the counter. Smiling. Laughing. Taking orders. Letting your voice bubble into sweetness. The tips are good. Especially from the older men. But your thoughts wander. Andrea just wanted someone to talk to. And you couldn’t give her that.<br>
<<else>>
Andrea gives you a hopeful look. You smile, but shake your head toward the counter.<Br>
<br>
She nods, doesn’t argue. “Another time?”<br>
<br>
“Another time,” you say, trying to enforce a sincerity that you know you can’t guarantee. Would Flo really brush off her friend like this?<br>
<br>
But before you can act on any second thought, she’s gone.<br>
<br>
You turn back to the line, putting on your best fake smile. The men grin at you and the women are polite with their appreciation. The coins clink generously into the tip jar and before you know it, the morning rush is gone.<Br>
<Br>
But Andrea’s presence still lingers.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Continue working" "FreshPotFloWork">><<set $FreshPotWorkResponses to undefined>><<AddFirst "FreshPotFloWorkMorningGreedy">><<TimeChange>><</link>><br>
<<link "Take a break" "FreshPot">><<TimeChange>><<set $FreshPotWorkResponses to undefined>><<AddFirst "FreshPotFloWorkMorningGreedy">><</link>>
<<elseif $FreshPotWorkResponses is "MorningTimSit">>
You glance back at the growing line of customers… then sit. “Come on. Why don’t you want to go to school?”<Br>
<Br>
He looks up and for a moment you see all his worries bubble up on his face. You give him a reassuring smile and lean in to listen. Immediately, his eyes glance down. You see him tighten up, his cheeks burning red once more.<br>
<br>
<I>Look down at what happens when you lean forward.</i><br>
<br>
You straighten back, suddenly feeling self-conscious of how low your top is. Tim looks away to the side, avoiding your eyes. “It’s just some guys at school,” he says. “I just need to avoid them for a day.”<br>
<br>
“Are they picking on you?” you ask, crossing your arms.<br>
<br>
Tim glances your way. He gives a gentle shrug. “It’s nothing.”<br>
<br>
Your eyes flick towards the counter. The queue is creeping towards the door. A number of impatient customers give you dirty looks. But you turn back to him. “Don’t let them get to you. They’re probably just jealous. That’s why they bully you.”<br>
<br>
That gets a huff from him. His eyes narrow as he meets yours. “You think you’re jealous of me?”<br>
<br>
His tone gives you pause before you continue. You stare back at him. For a moment his eyes look you up and down. And they remind you of the way the rest of Charlton look at you. When you’re Flo, that is.<br>
<br>
“You wouldn’t understand,” he almost spits. “You never had problems at school.” He glances down again. “The guys always tell me how popular you are.”<br>
<br>
“What do you mean?” you say softly, pursing your lips.<br>
<br>
Tim holds your eyes, then sighs and looks away. “I’m sorry. Just forget it.” He looks down into the table, eyes focused far away. “It’s just hard. Some of the things they say about us.”<br>
<br>
You try to smile. “Like what?”<br>
<br>
He stares straight back at you. “Just about our family. Red hair. No mum. Drunk for a father.” He looks away. “And other things.”<br>
<br>
Before you can respond, a voice snaps from the counter. “What do you have to do to get a coffee around here?”<br>
<br>
Tim stands, sliding out of the booth. “I should just suck it up and get to school.”<br>
<br>
He gives you a strange look, eyes looking at your uniform a little bit too long, before he blushes and darts out.<br>
<br>
<<ActionsHeader>>
<<link "Continue working" "FreshPotFloWork">><<TimeChange>><<set $FreshPotWorkResponses to undefined>><</link>><br>
<<link "Take a break" "FreshPot">><<TimeChange>><<set $FreshPotWorkResponses to undefined>><</link>>
<<elseif $FreshPotWorkResponses is "MorningTimGreedy">>
You glance at the growing line. You reach for a pen in your uniform and scrawl a signature. Florence Drew. You notice it’s in a handwriting different to your own.<br>
<br>
<I>Like how you’ve seen her write?</i><br>
<br>
“Shall we talk later?” you say gently. “The morning rush is starting. This is important, and I don’t want to brush you off, but…”<br>
<br>
Tim slides out of the booth with the paper in hand. “It’s okay. Thanks. See you at home.”<br>
<br>
He gives you a strange look, eyes looking at your uniform a little bit too long, before he blushes and darts out. You watch him walk along the street before turning back to the counter. Smiling. Laughing. Taking orders. Letting your voice bubble into sweetness. The tips are good. Especially from the older men. But your thoughts wander. What is going on with Tim?<br>
<br>
<<ActionsHeader>>
<<link "Continue working" "FreshPotFloWork">><<TimeChange>><<set $FreshPotWorkResponses to undefined>><</link>><br>
<<link "Take a break" "FreshPot">><<TimeChange>><<set $FreshPotWorkResponses to undefined>><</link>>
<<elseif $FreshPotWorkResponses is "Lunch">>
You nod and move quickly to the kitchen, returning moments later with his order.<Br>
<br>
He sets his pen down again, steeples his fingers, and watches you like you’ve taken a seat in an interview chair. “Florence, isn’t it?”<Br>
<Br>
You hesitate. “Sure.”<br>
<Br>
“I must say,” he begins, “I admire a young woman with a sense of duty. That apron suits you. Just the right amount of… modesty.”<Br>
<br>
A youthful giggle interrupts your attention. You look back over to the back of the shop, where Britney and Stacey are laughing over pastries and gossiping.<Br>
<br>
“All energy and rebellion,” he muses. “But even they will grow to know how girls should act publicly in time. Charlton has a way of instilling proper behaviour.”<Br>
<Br>
He sips his coffee. “Tell me, how’s the reading coming along? I’ve heard whispers you’ve been brushing up on your literacy.”<Br>
<br>
You nod faintly.<Br>
<br>
He smiles. “But surely you’ve realised by now, some things are simply beyond a woman’s grasp. Too much thinking, and suddenly the cake doesn’t rise. The laundry goes cold.”<Br>
<br>
You can’t help it. Your eyes narrow. He sees.<Br>
<br>
“Oh, don’t be cross. You’re quite good at this, you know,” he says, gesturing with a hand to the coffee shop. All the right instincts. You’ll make some lucky man a perfect little homemaker one day.”<br>
<br>
He tilts his head. “Don’t you agree? A woman’s place… is naturally in the home.”<Br>
<br>
You want to say something. To wipe the smile off his face. But the tip he’s already placed on the table is folded, thick, and generous.<Br>
<br>
Behind you, you hear another giggle. You look back briefly to Stacey and Britney. They whisper conspiratorially between themselves.<br>
<Br>
<<ActionsHeader>>
<<CompulsionCheck "OldFashionedValues">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Old Fashioned Values] </span><<link "Wholeheartedly agree" "FreshPotWorkResponses">><<CashFlow 2>><<set $FreshPotWorkResponses to "LunchOldFashioned">><</link>><br>
<</if>>
<<StatCheckOrientation "gt" 10 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to flirt to win his tip">>
<<if _StatCheckOrientation is true>><<link _StatOrientationProbability "FreshPotWorkResponses">><<CashFlow 2>><<set $FreshPotWorkResponses to "LunchFlirtPass">><</link>><br>
<<else>><<link _StatOrientationProbability "FreshPotWorkResponses">><<set $FreshPotWorkResponses to "LunchFlirtFail">><<CashFlow 1>><<Orientation 1>><</link>><br><</if>>
<<StatCheckAssertive "gt" 60>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to stand up to him">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "FreshPotWorkResponses">><<CashFlow 1>><<set $FreshPotWorkResponses to "LunchAssertivePass">><</link>><br>
<<else>><<link _StatAssertiveProbability "FreshPotWorkResponses">><<set $FreshPotWorkResponses to "LunchAssertiveFail">><<Assertive 1>><</link>><br><</if>>
<<link "Tell him you agree" "FreshPotWorkResponses">><<set $FreshPotWorkResponses to "LunchAgree">><<Assertive -1>><<CashFlow 1>><</link>><br>
<<link "Disagree with him" "FreshPotWorkResponses">><<set $FreshPotWorkResponses to "LunchDisagree">><<Assertive 1>><</link>><br>
<<link "Politely leave him and listen to Britney and Stacey" "FreshPotWorkResponses">><<set $FreshPotWorkResponses to "LunchStacey">><</link>><br>
<<elseif $FreshPotWorkResponses is "LunchOldFashioned">>
You open your mouth to disagree, but the words that come out surprise even you. “I mean… you’re right,” you hear yourself say. “There’s nothing wrong with a woman wanting to look after a home. That’s just… natural. Isn’t it?”<br>
<br>
Owen beams, as if he’s just confirmed something he’s always known. “There it is,” he says, voice warm with approval. “Knew you had your head on straight. You’re a beacon, Florence. A real light for the young women in Charlton to follow.”<Br>
<br>
He reaches into his coat and pulls out a few extra folded notes sliding them onto the table with a practiced elegance. “Put that towards a pretty dress,” he says. “Time to start thinking about bagging yourself a man. Clock’s ticking, after all.”<bR>
<br>
You murmur a soft “thank you” before turning away, the cash in your apron pocket already warm.<Br>
<br>
You don’t quite remember deciding to say it. But you did.<br>
<br>
<<ActionsHeader>>
<<link "Continue working" "FreshPotFloWork">><<set $FreshPotWorkResponses to undefined>><<TimeChange>><</link>><br>
<<link "Take a break" "FreshPot">><<TimeChange>><<set $FreshPotWorkResponses to undefined>><</link>>
<<elseif $FreshPotWorkResponses is "LunchFlirtPass">>
You glance toward his notebook, letting your voice soften just enough. “Well… maybe the right man is already sitting in front of me.”<br>
<br>
Owen blinks.<Br>
<Br>
For a moment, he seems to lose his place entirely. His eyes flicking up to yours, then quickly down to the notes in front of him, then back up again. A cough. A polite clearing of the throat.<Br>
<br>
“Well, now," he says, adjusting his glasses unnecessarily. “That’s quite the… charming notion.”<Br>
<br>
You watch his fingers tap the edge of the table, then reach into the inside pocket of his jacket. He produces another folded note - generous in size - and slides it toward you.<br>
<br>
“For your trouble,” he says. “Maybe towards a perfume. Perhaps something floral. Light. The kind of scent that lingers, ever so gracefully.”<br>
<br>
His words are still wrapped in practiced polish, but his ears are definitely pink. “Charlton needs more girls like you, Florence. Steady. Well-mannered. Delightful.”<br>
<br>
You smile. And leave him to his blushing.<br>
<br>
<<ActionsHeader>>
<<link "Continue working" "FreshPotFloWork">><<set $FreshPotWorkResponses to undefined>><<TimeChange>><</link>><br>
<<link "Take a break" "FreshPot">><<TimeChange>><<set $FreshPotWorkResponses to undefined>><</link>>
<<elseif $FreshPotWorkResponses is "LunchFlirtFail">>
You lower your voice just a little, leaning in slightly. “Well, maybe I wouldn’t need to wait for Mr. Right if he stopped just scribbling charming notes right in front of me.”<Br>
<br>
Owen raises an eyebrow, his pen pausing mid-sentence. There’s a flicker of amusement in his eyes. More than that though, there's a slight fluster he tries very hard to cover. He straightens, clears his throat, and reaches for his wallet.<Br>
<br>
“Ahem. How quaint,” he says, carefully sliding a smaller bill across the table. “Let’s say… that’s for initiative.”<br>
<br>
His smile is tight, but there’s a faint twitch at the corner of his mouth that suggests he’s more affected than he lets on.<Br>
<br>
“Still,” he adds, eyes returning to his notebook, “best save those tricks for the right man. No need to waste charm on the press.”<br>
<br>
You turn to go, cheeks warm, but not entirely disappointed.<Br>
<br>
<<ActionsHeader>>
<<link "Continue working" "FreshPotFloWork">><<set $FreshPotWorkResponses to undefined>><<TimeChange>><</link>><br>
<<link "Take a break" "FreshPot">><<TimeChange>><<set $FreshPotWorkResponses to undefined>><</link>>
<<elseif $FreshPotWorkResponses is "LunchAssertivePass">>
You inhale slowly, offering a smile that doesn’t quite reach your eyes. “I think there’s merit in women doing a lot more than just homemaking, Mr. Oakswood. Plenty of girls here want to run businesses, study, make something for themselves.”<Br>
<bR>
Owen’s brow lifts in faint surprise.<br>
<br>
“And,” you add lightly, “some of us can still make a decent cake while we’re at it.”<Br>
<br>
There’s a pause. Then the faintest chuckle from him. “Well now,” he murmurs. “A firecracker, aren’t you? Spirited.” He slides the folded tip across the table without ceremony. “Just don’t let that spark burn you out, dear. The world can be rather cruel to girls who think too big.”<br>
<br>
You nod politely and turn away. But inside, something steadier holds you upright.<Br>
<br>
<<ActionsHeader>>
<<link "Continue working" "FreshPotFloWork">><<set $FreshPotWorkResponses to undefined>><<TimeChange>><</link>><br>
<<link "Take a break" "FreshPot">><<TimeChange>><<set $FreshPotWorkResponses to undefined>><</link>>
<<elseif $FreshPotWorkResponses is "LunchAssertiveFail">>
You take a breath. “I just think, maybe… women shouldn’t be limited to just - homemaking. Not that there’s anything wrong with homemaking. Obviously. But, you know, some girls want… other things. Not baking and cleaning.”<Br>
<br>
He raises an eyebrow. “But isn’t what you’ve chosen to do here as a vocation, anyway?”<Br>
<br>
You trail off. Even you’re not sure what point you were making. <br>
<Br>
Owen pauses, coffee halfway to his lips. Then he smiles. “Oh, dear.” He taps his temple. “This is precisely what I worry about. Too much thinking and your poor brain’s gone in circles. I’ve seen soufflés with more structure than that argument.”<Br>
<br>
You flush.<Br>
<Br>
“But it’s sweet that you’re trying,” he adds kindly. “There’s still hope for you. Once the right man comes along.”<Br>
<br>
He lifts his cup. No tip.<Br>
<br>
You walk back to the counter, face burning. <Br>
<br>
<<ActionsHeader>>
<<link "Continue working" "FreshPotFloWork">><<set $FreshPotWorkResponses to undefined>><<TimeChange>><</link>><br>
<<link "Take a break" "FreshPot">><<TimeChange>><<set $FreshPotWorkResponses to undefined>><</link>>
<<elseif $FreshPotWorkResponses is "LunchAgree">>
You smile, keeping your voice light. “You’re right. A woman’s place probably is… in the home.”<br>
<br>
It tastes strange as you say it. You don’t believe it. Do you? You just need the tip?<br>
<br>
Owen beams. “Exactly what I hoped you’d say. A young woman with such potential - channelled correctly, of course - could be a true beacon for Charlton.”<br>
<br>
He slides the notes across the table. "Go on,” he says. “Buy yourself something pretty. A new dress, perhaps. One of those pink ones that makes a man think of spring and wives and warm, home-cooked meals.”<Br>
<br>
You take the cash, smiling politely.<br>
<br>
It’s just a job, you tell yourself. And this is just playing the part.<br>
<br>
<i>And who are you trying to convince with that?</i><br>
<br>
<<ActionsHeader>>
<<link "Continue working" "FreshPotFloWork">><<set $FreshPotWorkResponses to undefined>><<TimeChange>><</link>><br>
<<link "Take a break" "FreshPot">><<TimeChange>><<set $FreshPotWorkResponses to undefined>><</link>>
<<elseif $FreshPotWorkResponses is "LunchDisagree">>
You tilt your head. “Actually… I don’t agree. I think women are capable of more than just homemaking. A lot more.”<Br>
<br>
Owen stills, the smile on his face frozen mid-charm. Slowly, he slides his hand toward the folded bill on the table and plucks it back, slipping it neatly into his notebook without breaking eye contact.<Br>
<br>
“A spirited opinion,” he says, voice tight. “But misplaced. You’ve graduated now, haven’t you? Time is ticking, Florence. That oven won’t stay warm forever.”<br>
<br>
He taps the side of his head. “Better to learn before life teaches you the hard way.”<Br>
<br>
You turn away, jaw clenched, but your back a little straighter. He didn’t like what you said. But you said it anyway. And it felt good.<Br>
<br>
Even if it cost you.<Br>
<br>
<<ActionsHeader>>
<<link "Continue working" "FreshPotFloWork">><<set $FreshPotWorkResponses to undefined>><<TimeChange>><</link>><br>
<<link "Take a break" "FreshPot">><<TimeChange>><<set $FreshPotWorkResponses to undefined>><</link>>
<<elseif $FreshPotWorkResponses is "LunchStacey">>
You give Owen a polite nod. “Excuse me,” you say, tone light but firm.<Br>
<br>
Before he can respond, you turn from his booth and make your way toward the back - toward the sound of laughter and sugary gossip spilling from Britney and Stacey’s corner.<br>
<br>
<<ActionsHeader>>
<<link "Listen in to Britney and Stacey" "StaceyBritneyFreshPot">><<set $FreshPotWorkResponses to undefined>><<NPCKnown "Britney">><<NPCKnown "Stacey">><<HintsActive "BritneyFreshPot">><</link>><br>
<<elseif $FreshPotWorkResponses is "Afternoon">>
“Coffees, light roast.” she says. “And two almond croissants. We’ve earned it. Hit the courts hard this week.”<Br>
<Br>
You ring them up. They pay with a twenty.<br>
<br>
You return with their order, a few coins ready in your palm for the change. But the moment you hand it over, Hazel’s expression tightens. “Oh, no dear,” she says, voice smooth but cold. “That’s not right.”<br>
<br>
Jeanette nods. “Ron always gives us a little discount. And this isn’t even the correct amount from a twenty.”<Br>
<br>
They lean over the counter together, inspecting the coins like you’re handing them puzzle pieces. Hazel counts deliberately, speaking slowly. “Two of the big coins, Flo. And one of the small ones. Surely that isn’t too tricky.”<br>
<br>
You freeze. You’re sure you counted it right.<br>
<br>
But they’re already slipping into a booth, shaking their heads gently. “Always pays to double-check, doesn’t it, Jeanette?”<br>
<br>
“Especially with girls in jobs like these,” she agrees.<br>
<br>
You try to swallow the heat creeping up your neck.<Br>
<br>
<<ActionsHeader>>
<<StatCheckIntelligence "gt" 20>>
<<set _StatIntelligenceProbability to _StatIntelligenceProbability + " Try to point out where you were right">>
<<CompulsionCheck "Ditzy">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Ditzy] </span><s><<print _StatIntelligenceProbability>></s> - <I>Try as you might, you just can't seem to think straight</i><br>
<<else>>
<<if _StatCheckIntelligence is true>><<link _StatIntelligenceProbability "FreshPotWorkResponses">><<CashFlow 1>><<set $FreshPotWorkResponses to "AfternoonIntelligencePass">><</link>><br>
<<else>><<link _StatIntelligenceProbability "FreshPotWorkResponses">><<set $FreshPotWorkResponses to "AfternoonIntelligenceFail">><<CashFlow 1>><<Intelligence 1>><</link>><br><</if>>
<</if>>
<<StatCheckAssertive "gt" 50>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Point out there’s no policy on discounts at Fresh Pot">>
<<CompulsionCheck "CitizenCharlton">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Citizen Charlton] </span><s><<print _StatAssertiveProbability>></s> - <I>You can't muster up the courage to challenge them</i><br>
<<else>>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "FreshPotWorkResponses">><<CashFlow 1>><<set $FreshPotWorkResponses to "AfternoonAssertivePass">><</link>><br>
<<else>><<link _StatAssertiveProbability "FreshPotWorkResponses">><<set $FreshPotWorkResponses to "AfternoonAssertiveFail">><<Assertive 1>><</link>><br><</if>>
<</if>>
<<CompulsionCheck "CitizenCharlton">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Citizen Charlton] </span><s>Argue with them</s> - <I>For some reason you can't bring yourself to argue with them</i><br>
<<else>>
<<link "Argue with them" "FreshPotWorkResponses">><<set $FreshPotWorkResponses to "AfternoonArgue">><<Assertive 1>><</link>><br>
<</if>>
<<link "Give them the ‘correct’ change" "FreshPotWorkResponses">><<set $FreshPotWorkResponses to "AfternoonRelent">><<Intelligence -1>><<CashFlow 1>><</link>><br>
<<elseif $FreshPotWorkResponses is "AfternoonIntelligencePass">>
You glance down at the coins in your hand, your eyes narrowing as you mentally retrace the bill, the prices, and what you handed over. It all adds up. You know it does.<Br>
<br>
“I’m sorry,” you say gently. “But I think the total was £12.60, and I gave you £7.40 in change from the twenty. That’s two pound coins, a fifty, a twenty, and a ten.”<br>
<br>
You pause. “That’s correct, isn’t it?”<br>
<br>
Hazel tilts her head, examining the coins again. Jeanette frowns. There’s a silence that stretches a little too long. Then Hazel gives a small, polite smile - tight at the edges. “Ah. So it is. My mistake.”<br>
<br>
Jeanette makes a small noise of agreement, though she doesn’t quite look at you.<br>
<br>
They don’t apologise. But when you return to clear the table later, you find a folded five tucked discreetly beneath a napkin.<br>
<br>
<<ActionsHeader>>
<<link "Continue working" "FreshPotFloWork">><<set $FreshPotWorkResponses to undefined>><<TimeChange>><</link>><br>
<<link "Take a break" "FreshPot">><<TimeChange>><<set $FreshPotWorkResponses to undefined>><</link>>
<<elseif $FreshPotWorkResponses is "AfternoonIntelligenceFail">>
You take a breath. “So, the total was £12.60, and you gave me twenty pounds, so that means the change is… um…”<bR>
<br>
You trail off, looking at the coins in their hands. Suddenly they all look the same size.<br>
<br>
Hazel raises an eyebrow. “Two of the big coins, dear. And one of the small ones. Not… whatever this is.”<br>
<br>
Jeanette picks up a twenty-pence piece like it’s been fished out of a drain. “This one’s barely got the Queen left on it. Are you sure this is still legal tender, love?”<Br>
<br>
You try to protest, but the math is slipping through your fingers like steam. You know you were right when you counted. But now all the coins feel suspicious. Are the fifties even bigger than the pounds? Why are the twos so sneaky?<br>
<br>
“I just thought --”<br>
<br>
“Well that’s the problem, isn’t it?” Hazel says, placing the coins back on the saucer with theatrical delicacy. “You thought.”<Br>
<br>
They take their coffees with a huff of polite disappointment. You watch them go, sure of one thing: you were definitely right. You just couldn’t prove it under pressure. Or coin scrutiny.<br>
<br>
<<ActionsHeader>>
<<link "Continue working" "FreshPotFloWork">><<set $FreshPotWorkResponses to undefined>><<TimeChange>><</link>><br>
<<link "Take a break" "FreshPot">><<TimeChange>><<set $FreshPotWorkResponses to undefined>><</link>>
<<elseif $FreshPotWorkResponses is "AfternoonAssertivePass">>
You clear your throat and try to keep your voice measured. “I understand Ron may have offered a discount before,” you say carefully, “but there’s no formal policy for that. And the change I gave is correct, based on the current prices.”<Br>
<br>
Hazel narrows her eyes slightly. Jeanette blinks like you’ve just told her she was banned from the country club. There’s a long pause. Then Hazel exhales. “Well. If that’s how things are now.”<br>
<br>
They take their drinks without further complaint. Hazel even drops a coin into the tip jar.<br>
<br>
You smile politely, heart pounding just a little. You held your ground. And survived.<Br>
<br>
<<ActionsHeader>>
<<link "Continue working" "FreshPotFloWork">><<set $FreshPotWorkResponses to undefined>><<TimeChange>><</link>><br>
<<link "Take a break" "FreshPot">><<TimeChange>><<set $FreshPotWorkResponses to undefined>><</link>>
<<elseif $FreshPotWorkResponses is "AfternoonAssertiveFail">>
You try to match their tone, firm but not rude. “I’m not sure what arrangement you had with Ron,” you begin, “but Fresh Pot doesn’t actually offer a discount policy --”<br>
<br>
Hazel’s face pinches. “Excuse me?”<Br>
<br>
Jeanette sets her croissant down like it’s poisoned. “Ron always gives us a little something. It’s good manners. Maybe you could learn a bit of that, dear.”<br>
<br>
You try again. “I’m just saying --”<br>
<br>
“Oh no, no need to say anything,” Hazel cuts in sweetly. “Maybe we’ll just have a chat with Ron about his waitress’s attitude. Customer service matters, especially when you’re wearing the apron of Fresh Pot.”<Br>
<Br>
Jeanette gives you a tight, insincere smile as they stand. You watch them go, resisting the urge to bite your tongue clean through. No tip. Just a promise of an uncomfortable conversation later.<br>
<br>
<<ActionsHeader>>
<<link "Continue working" "FreshPotFloWork">><<set $FreshPotWorkResponses to undefined>><<TimeChange>><</link>><br>
<<link "Take a break" "FreshPot">><<TimeChange>><<set $FreshPotWorkResponses to undefined>><</link>>
<<elseif $FreshPotWorkResponses is "AfternoonArgue">>
You try to stay polite. Really, you do. But something about the way Hazel says “big coins” like you’ve never seen money before just… snaps something.<Br>
<br>
“I gave you the correct change,” you say flatly. “There is no discount. And honestly, maybe if you spent less time critiquing women under thirty and more time checking receipts --”<Br>
<br>
Hazel gasps. Jeanette’s eyebrows shoot up like she’s just witnessed a public scandal.<Br>
<br>
“Well!” Hazel huffs, collecting her purse like it personally offended her. “I see Ron’s lowered the hiring standards. I’ll be sure to mention that next time we’re at the country club.”<br>
<br>
Jeanette mutters something about “young people these days” as they storm out, heels clacking dramatically.<br>
<Br>
No tip.<Br>
<br>
Just two perfectly powdered storms in teacups, vanishing out the door.<Br>
<br>
<<ActionsHeader>>
<<link "Continue working" "FreshPotFloWork">><<set $FreshPotWorkResponses to undefined>><<TimeChange>><</link>><br>
<<link "Take a break" "FreshPot">><<TimeChange>><<set $FreshPotWorkResponses to undefined>><</link>>
<<elseif $FreshPotWorkResponses is "AfternoonRelent">>
You pause… then quietly take the coins back and count out the “correct” change as Hazel described. Two big coins. One little one.<Br>
<br>
She smiles, triumphant. Jeanette gives you a warm pat on the hand like you've just solved your first jigsaw puzzle. “See? That wasn’t so hard,” Hazel says sweetly. “Always good to trust those who know better.”<br>
<br>
They take their croissants and saunter off to the booth by the window, dropping a tip in the jar as they go. You force a smile. But even after they’re seated, the words echo in your skull.<br>
<Br>
Two of the big coins. One of the small ones.<Br>
<br>
You stare at the till. You were sure that was the right change before. Weren’t you?<Br>
<Br>
Just for a moment you feel your breath catch. Your grip tightens on the counter, suddenly unsure whether you even know how to count anymore.<br>
<br>
<<ActionsHeader>>
<<link "Continue working" "FreshPotFloWork">><<set $FreshPotWorkResponses to undefined>><<TimeChange>><</link>><br>
<<link "Take a break" "FreshPot">><<TimeChange>><<set $FreshPotWorkResponses to undefined>><</link>>
<<elseif $FreshPotWorkResponses is "EveningFlirtPass">>
You let a smile tug at your lips, just enough. He’s grinning like a kid who thinks he’s smooth, and, well, he is kinda cute, in that try-hard, Charlton-boy way.<Br>
<Br>
You lean in slightly, setting the bill down with a flutter of your lashes. “Careful,” you say lightly, “keep talking like that and I might think you actually like the company more than the coffee.”<Br>
<br>
Brendan blinks, caught off guard for just a second. Then he laughs, a little too loud, and his chest puffs up like he’s just won a prize.<Br>
<br>
“Oh, I definitely know what I like,” he says. “And I tip what I like, too.”<Br>
<br>
He slips a folded note onto the tray. More than generous.<br>
<Br>
You walk away with a polite smile and his eyes trailing after you. From the corner of your vision, you see Chantelle returning from the bathroom. She’s not smiling.<br>
<br>
<<ActionsHeader>>
<<link "Continue working" "FreshPotFloWork">><<set $FreshPotWorkResponses to undefined>><<TimeChange>><</link>><br>
<<elseif $FreshPotWorkResponses is "EveningFlirtFail">>
You try. Really, you do.<br>
<Br>
You soften your voice, tilt your head, and reach for something flirtatious. But what comes out is more awkward than alluring.<Br>
<br>
“I mean… maybe someone like you could, uh, give me… pointers? About good company. Or something.”<br>
<br>
Brendan grins. “That so?” he says, amused. “Well, hey, points for effort. You’re cute when you try.”<br>
<Br>
He still drops a bill onto the tray. Less than he would’ve, but not nothing.<Br>
<br>
You catch a glimpse of yourself in the coffee machine’s reflection as you head back to the counter.<br>
<br>
Not your finest moment. But at least your tip jar’s a little fuller.<Br>
<br>
<<ActionsHeader>>
<<link "Continue working" "FreshPotFloWork">><<set $FreshPotWorkResponses to undefined>><<TimeChange>><</link>><br>
<<elseif $FreshPotWorkResponses is "EveningProfessional">>
You approach the situation with practiced calm, placing the bill between the salt and pepper shakers without so much as a glance.<br>
<br>
Brendan leans back in his seat slightly, clearly waiting for a look, a smile, something.<br>
<br>
You offer none.<Br>
<br>
“Aw, come on,” he mutters, grin slipping. “Not even a thank you?”<Br>
<br>
You smile politely. “Enjoy the rest of your evening.”<Br>
<Br>
Then you turn and walk away.<br>
<Br>
When you circle back to clear the table later, the bill is gone. So is the tip.<Br>
<br>
Figures.<Br>
<Br>
Still, you feel better for not playing along. That kind of attention? It’s not worth chasing.<Br>
<Br>
Even if your purse feels a little lighter for it.<br>
<br>
<<ActionsHeader>>
<<link "Continue working" "FreshPotFloWork">><<set $FreshPotWorkResponses to undefined>><<TimeChange>><</link>><br>
<<elseif $FreshPotWorkResponses is "EveningEncourage">>
You approach with the bill and don’t say a word at first. Just let your body do the talking.<br>
<br>
You lean slightly over the booth, laying the slip down slowly, deliberately, letting your chest press just a little forward. His eyes flick there immediately. You don’t meet them. You just smile, sweetly, like you hadn’t noticed a thing.<br>
<br>
Brendan exhales through his nose, like he’s trying to stay cool. “Y’know,” he says, “they don’t serve this kind of charm at the school cafeteria.”<Br>
<Br>
You don’t answer. Just tilt your head, give him the ghost of a wink, and straighten back up. He reaches for his wallet and slips a note under the bill. More than you’d expected. Not as much as he might have, but enough to feel like a win.<br>
<br>
Just as you’re turning away, Chantelle returns. She sits, notices your position, then glances at Brendan. Still watching you with a grin.<br>
<br>
“Oh,” she says, tone flat, scowling at you. “So it’s that the kind of service you offer here now, huh?”<Br>
<br>
You don’t answer. You just walk back to the counter. But the comment stays with you. He’s a senior. You’ve seen him at school. This isn’t playful back-and-forth. This wasn’t clever wordplay. This was your body, leaning into something you’re not sure you meant to offer.<Br>
<br>
<i>And it was just for tips… right?</i><br>
<br>
<<ActionsHeader>>
<<link "Continue working" "FreshPotFloWork">><<set $FreshPotWorkResponses to undefined>><<TimeChange>><</link>><br>
<</if>><<Flag "FreshPotWorkDanEncounter">><<DiceRoll "75">>
<<if _FlagReturn is false and _DiceRoll is true and setup.period[$periodCurrent] isnot "Night">>
<<set _currentEvent to "DanEncounter">>
With a cursory glance around the cafe, you sigh and get to work. You spend your time preparing take-away food and wiping down counters, trying to mimic some of the things you’ve seen Flo do when you’ve swung by for coffee.<br>
<br>
<<if $PlayerCharacter.female is true>>
Walking around the cafe, you adjust to working in such high heels. On more than one occasion you almost slip, but thankfully there’s always a table or countertop for you to grasp on to. It never ceases to make customers chuckle when you stumble. <br>
<<else>>
Walking around the cafe, you slowly adjust to working in heels. On more than one occasion you almost slip, but thankfully there’s always a table or countertop for you to grasp on to. It never ceases to make customers chuckle when you stumble. <br>
<</if>>
<br>
In fact, there’s a lot that you do that make customers react. Without exception everyone treats you as an old friend. You find yourself returning their smiles and laughing at their jokes. Especially when you receive tips for your efforts.<br>
<br>
It does not go unnoticed how men and women treat you differently. Women are polite and chatty, but the men in their different ways are flirtatious and voyeuristic. You feel their eyes on your legs as you saunter around the coffee shop. You see them staring at your breasts as you lean over to serve them. <br>
<br>
One particularly flirty customer is Dan, from Thompson’s Repairs. You inwardly sigh when you see him walk in. He smiles like a tiger when he sees you and doesn’t take his eyes off you as you prepare a coffee for him.<br>
<br>
“Damn fine cup of coffee” he says as you bring a coffee to his booth. As he reaches into his wallet to pay, you catch him looking you up and down. “Although with legs like those, I’d drink anything you served me.”<br>
<br>
You notice he is taking his time rifling through notes, counting out how much he’s going to pay you.<br>
<br>
<<ActionsHeader>>
<<StatCheckOrientation "gt" 11 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to flirt back">>
<<if _StatCheckOrientation is true>>
<<link _StatOrientationProbability "DanDialogue">><<CashFlow 2>><<set $DanDialogue to "FreshPotFlirtPass">><<SetFlag "FreshPotWorkDanEncounter">><</link>><br>
<<else>>
<<link _StatOrientationProbability "DanDialogue">><<set $DanDialogue to "FreshPotFlirtFail">><<SetFlag "FreshPotWorkDanEncounter">><<CashFlow 1>><<Orientation 1>><</link>><br>
<</if>>
<<link "Play along" "DanDialogue">><<set $DanDialogue to "FreshPotPlay">><<CashFlow 1>><<Feminity 1>><<SetFlag "FreshPotWorkDanEncounter">><</link>><br>
<<link "Be professional and polite" "DanDialogue">><<set $DanDialogue to "FreshPotProfessional">><<SetFlag "FreshPotWorkDanEncounter">><</link>>
<</if>>Standing out amongst the handwritten notes and post-its is something with a design that borders on professional. You eye it with interest.<Br>
<br>
<center><img src="./images/poster_ballet.png"></center><br>
<Br>
You're not sure how it could teach you how to be assertive, but you take note of the location - Casey's Gym, on Orchid Road.<br>
<br>
<<ActionsHeader>>
<<link "Return to Fresh Pot" "FreshPot">><<LocationKnown "CaseysGym">><<SetFlag "FreshPotBoardSeen">><</link>><b>Casey's Gym</b><br>
<img src="./images/Gym.png"><br>
<br>Basic by any standards, Casey’s Gym is no more than a room covered in soft mats and littered with exercise gear. A full length mirror runs down one side of the room and a ballet barre runs down the entire length.<br>
<<include "EventsGym">>
<<if _currentEvent is undefined>>
<<if $NPCPresent.includes("Gordon")>><br>Gordon, one of the local labourers, sits at one of the weight lifting machines. His tight biceps flex as he pulls the plates high into the air, and then slowly lowers them down with control and confidence.<br><</if>>
<<if $NPCPresent.includes("Casey")>>
<<Weekend>>
<<if setup.period[$periodCurrent] is "Lunch" and _Weekend is true>><br>Casey stands in the centre of the gym, kicking gym mats together in a square. His hands are encased in blue boxing gloves, yet somehow a lit roll-up dangles on his bottom lip.<Br>
<<else>><br>Casey stands behind the till, leafing through a boxing magazine. A lit roll-up hangs on his lips, which he occasionally takes a drag on.<br><</if>>
<</if>>
<<CheckFirst "LunchTimeSession">><<Weekend>>
<<if _CheckFirst is true and _Weekend is false and setup.period[$periodCurrent] is "Lunch">>
<br>The ancient running machine and the waist training machine rest up against the far wall, testament to Casey’s attempts to lure in the non-existent lunchtime rush.<br>
<</if>>
<<if $NPCPresent.includes("DeBussy")>><br>Mrs. DeBussy stands beside the full-length mirror, clipboard clasped firmly to her chest. She wears a collared polo shirt tucked into thick black leggings, ballet slippers barely visible beneath the hem.<br><</if>>
<<if $NPCPresent.includes("Jake")>><br>Jake, the school quarterback, is at the back of the gym, running through some dumbbell exercises. Jake seems to strain at the weight he's chosen, regularly just letting go of the dumbbell once he's lifted it, letting it crash to the floor.<br><</if>>
<<QuestState "Quest11">><<QuestOptionCheck "Quest11" 3 "jake_target">>
<<if _QuestState gte 3 and $NPCPresent.includes("Jake") and _QuestOptionCheck is false>>
<<if _QuestState is 3>>
<br><i>You watch Jake for a moment. If you really wanted to know what went on in those boys’ classes, Jake could be an option. If you could get your hands on something of his, something personal. Something to power the amulet. Getting him somewhere private wouldn't be a challenge.</i><br>
<</if>>
<<QuestOptionUnlock "Quest11" 3 "jake_target">>
<</if>>
<br>
<<ActionsHeader>>
<<if $NPCPresent.includes("Casey")>><<link "Talk to Casey" "GymCaseyDialogue0">><<NPCKnown "Casey">><</link>><br><</if>>
<<if $NPCPresent.includes("DeBussy")>>
<<link "Talk to DeBussy" "GymDeBussyDialogue">><<NPCKnown "DeBussy">><</link>><br>
<<SpellsCheckSelf "Identify">><<AlreadyIdentified "DeBussy">>
<<if _AlreadyIdentified is false and _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Identify] Cast Identify on DeBussy" "SpellIdentify">><<CastIdentify "DeBussy" "Gym" "the gym">><<SpellIdentified "DeBussy">><</link>><br><</if>>
<</if>>
<<if $NPCPresent.includes("Gordon")>><<link "Talk to Gordon" "GymGordon">><<NPCKnown "Gordon">><</link>><br><</if>>
<<if $NPCPresent.includes("Jake")>><<link "Talk to Jake" "GymJakeDialogue0">><<NPCKnown "Jake">><</link>><br><</if>>
[[Go outside->OrchidRoad]]<br>
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<if _currentEvent is "LunchTimeSession">>
<br>
<<NPCKnownCheck "Casey">>
<<if _NPCKnownCheck is true>>
As soon as you enter the gym, you hear the ear-piercing sound of someone scraping along hard flooring. You look to the far end to see Casey, roll-up hanging from his lip, pulling a bulky machine made of thick steel and heavy iron parts. Only the rubber track around the base at the bottom tips you off that it’s an old running machine.<br>
<<else>>
As soon as you enter the gym, you hear the ear-piercing sound of someone scraping along hard flooring. You look to the far end to see a stocky fellow in his early fifties with a weathered face, tired eyes and the heavy shoulders of a former boxer. You assume this is Casey, the owner. A roll-up hangs from his lip, pulling a bulky machine made of thick steel and heavy iron parts. Only the rubber track around the base at the bottom tips you off that it’s an old running machine.<br>
<</if>>
<br>
He looks over to you and nods, but pulls it across the floor to sit aside a similar contraption. That one, however, has the rubber band at both ends to a bar about waist height. Casey breathes heavily as he lets go.<br>
<br>
<i>Is that a jiggling machine?</i><br>
<br>
“What are you doing?” you ask him.<br>
<br>
“Just gettin' ready for the rush,” Casey says, clutching his back as he tries to straighten up. “Got a new idea. With the prom comin' up, might have a few kids wanting to get in shape. To look good in those suits. Or those frocks the girls wear.”<br>
<br>
You feel your eyes narrowing. “Aren’t they at school though?”<br>
<br>
“Get a lunchbreak, don’t they?” Casey says, almost dropping his cigarette as he speaks.<br>
<br>
You shake your head. “I think they have to stay at school for that.”<br>
<br>
Casey looks back to the machines, then to you. “Ah. Bollocks.”<br>
<br>
He looks again at the running machine, then kicks it. A loud bong echoes around the gym.<br>
<br>
“Guess I’ll leave them out anyway,” he mutters, walking off and still clutching his back. You watch as he returns to the counter, wincing with every step.<br>
<br>
<<ActionsHeader>>
<<link "Return to the gym" "Gym">><<EventsCheckEnd "Gym" "LunchTimeSession">><<AddFirst "LunchTimeSession">><<NPCKnown "Casey">><</link>>
<</if>><<StartConversation "Jake" "Gym">>
<<Checkrelationship _NPC>>
<<if $JakeDialogue is undefined>>
<<if $current.avatar is "Emily" and _relationship is 0>>
The jock’s eyes flick from the window to you, roaming your body. And yet he remains silent.<Br>
<Br>
“Hey Jake,” you say.<Br>
<Br>
“What do you want?” he spits. “Or did you decide you want to see what a real man looks like?”<Br>
<Br>
He stares back at you, almost daring you to say something. When you don’t reply, his eyes drift to over your shoulder. You glance back, noticing two girls watching from outside, whispering and giggling as they subtly eye Jake.<br>
<<elseif $current.avatar is "Emily">>
<<include "EventsDialogueJake">>
<<if _currentEvent is undefined>>
The jock raises his eyebrow as you approach, his eyes flicking across your body.<Br>
<Br>
“Hey Jake,” you greet him.<Br>
<Br>
“Hey yourself, nerd,” he says, a wry smile resting on his face. His eyes drift over your shoulder for a moment, and when you glance behind you notice two girls watching from outside, whispering and giggling as they watch the jock.<Br>
<Br>
But when you turn back, Jake’s eyes are firmly settled on you.<br>
<</if>>
<<elseif $current.female is true>>
Jake's eyes drift up and down as you step near him. He gives you a smile that you assume he thinks is seductive. It comes across as predatory and lecherous.<Br>
<Br>
“Hey there,” he says to you. “Haven’t seen you around for a while.”<Br>
<Br>
You study him carefully, not sure of the relationship you currently have with him. “I’ve been busy,” you tell him. <Br>
<br>
He smiles, his eyes again lingering over your body. “What can I do for you, sweetheart?”<Br>
<Br>
Before you can reply, you hear muted girlish laughter from behind you. Turning, you see two girls watching through the window, whispering as they try to pretend they aren’t watching Jake.<Br>
<Br>
But when you turn back to him, you can’t help but notice his attention rests firmly with you.<Br>
<<else>>
Jake looks at you with derision as you approach. “Yeah?” he snaps. “What are you looking at?”<Br>
<br>
You are about to reply when you hear muted giggles from behind you. Turning, you note there are two girls looking into the gym from outside, whispering and eying both you and Jake with interest. <Br>
<br>
By the look of his lingering grin and drifting eyes, Jake has noticed too.<Br>
<</if>>
<<else>>
<<if $current.female is true>>Jake waits for you to speak, smirking as he looks at you. Behind, you hear the titters of the girls looking in from the street.<Br>
<<else>>Jake barely pays you attention, his face rising into a grin as his eyes look over your shoulder out to the girls on the pavement, who you know are watching him.<br><</if>>
<</if>>
<<if _currentEvent is undefined>>
<<QuestOptionCheck "Quest11" 3 "jake_dogtags">><<InventoryCheckNPC "Jake" "JakeDogTags">>
<<if _QuestOptionCheck is true and _InventoryCheckNPC is true>><br><i>As Jake looks back at you, something stands out. His low-neck workout shirt exposes the bottom of his neck, around which his dog tags are notably absent. </i><br><</if>>
<</if>>
<<if $current.avatar is "Emily" and _relationship is 0>>
<br>
<<ActionsHeader>>
<<DialogueSpoken "Jake" "Flirt">>
<<if _Discussed is false>>
<<StatCheckOrientation "gt" 11 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to flirt with Jake">>
<<if _StatCheckOrientation is true>>
<<link _StatOrientationProbability "JakeDialogue">><<set $JakeDialogue to "FlirtPass">><<ChangeNPCrelationship "Jake" "Emily" 3>><</link>><br>
<<else>>
<<link _StatOrientationProbability "JakeDialogue">><<set $JakeDialogue to "FlirtFail">><<Orientation 1>><</link>><br>
<</if>>
<</if>>
<<SpellsCheckSelf "Charm">><<CharmedCheck _NPC>>
<<if _Charmed is false and _SpellsCheckSelf is true>><<link "[Spell: Charm] Cast Charm on Jake" "JakeDialogue">><<set $JakeDialogue to "Charm">><<Greedy 1>><</link>><br><</if>>
<<link "Say goodbye to Jake and return to the gym" "Gym">><<EndConversation "Jake">><</link>>
<<elseif $current.avatar is "Emily">>
<<if _currentEvent is undefined>>
<br>
<<ActionsHeader>>
<<QuestOptionCheck "Quest11" 3 "jake_dogtags">><<InventoryCheckNPC "Jake" "JakeDogTags">>
<<if _QuestOptionCheck is true and _InventoryCheckNPC is true>><<link "Ask him about his dog tags" "JakeDialogue">><<set $JakeDialogue to "DogTagsGym">><</link>><br><</if>>
<<link "Ask him about working out" "JakeDialogue">><<set $JakeDialogue to "WorkOut">><</link>><br>
<<DialogueSpoken "Jake" "School">>
<<if _Discussed is false>><<link "Ask him about the school" "JakeDialogue">><<set $JakeDialogue to "School">><<LocationKnown "SchoolBasement">><<RumourLearned "Dennis">><</link>><br><</if>>
<<QuestState "Quest11">><<DialogueSpoken "Jake" "Classes">>
<<if _QuestState is 0 and _Discussed is false>><<link "Ask him about the single sex classes" "JakeDialogue">><<QuestTracker "Quest11" 1>><<set $JakeDialogue to "Classes">><</link>><br>
<<elseif _QuestState is 1>><<link "Ask about getting a hall pass" "JakeDialogue">><<set $JakeDialogue to "HallPass">><</link>><br><</if>>
<<QuestState "Quest8">><<QuestStatus "Quest12">>
<<if _QuestState is 1 and _QuestStatus is "unknown">><<link "Ask about access to the gym" "JakeDialogue">><<set $JakeDialogue to "GymAccess">><</link>><br><</if>>
<<QuestState "Quest12">>
<<if _QuestState is 1>><<link "Tell Jake that Michelle will come and see him" "JakeDialogue">><<set $JakeDialogue to "Michelle">><<DialogueSpoken "Jake" "MichelleTold">><<if _Discussed is false>><<ChangeNPCrelationship "Jake" "Emily" 2>><<Greedy 1>><</if>><<DialogueDone "Jake" "MichelleTold">><</link>><br><</if>>
<<QuestState "Quest12">><<QuestStatus "Quest12">>
<<if _QuestState is 2 and _QuestStatus is "active">><<link "Tell him you've spoken to the talent scout" "JakeDialogue">><<ChangeNPCrelationship "Jake" "Emily" 3>><<set $JakeDialogue to "Scout">><</link>><br><</if>>
<<EventSeen "SchoolCorridor" "Act2Begin">><<DialogueSpoken "Jake" "MissCharltonContest">>
<<if _EventSeen is true and _Discussed is false>><<link "Ask about the Miss Charlton contest" "JakeDialogue">><<set $JakeDialogue to "MissCharltonContest">><<DialogueDone "Jake" "MissCharltonContest">><</link>><br><</if>>
<<QuestState "Quest29">><<QuestStatus "Quest29">><<DialogueSpoken "Jake" "MissCharltonBadges">>
<<if _QuestState lt 3 and _QuestStatus is "active" and _Discussed is false>><<link "Ask about the contest badges" "JakeDialogue">><<set $JakeDialogue to "MissCharltonBadges">><<DialogueDone "Jake" "MissCharltonBadges">><</link>><br><</if>>
<<QuestState "Quest23">><<DialogueSpoken "Jake" "TeacherAmulets">>
<<if _QuestState is 0 and _Discussed is false>><<link "Ask about the teachers' amulets" "JakeDialogue">><<set $JakeDialogue to "TeacherAmulets">><<DialogueDone "Jake" "TeacherAmulets">><</link>><br><</if>>
<<QuestState "Quest23">><<QuestOptionCheck "Quest23" 0 "harrow">><<DialogueSpoken "Jake" "HarrowAmulet">>
<<if _QuestState is 0 and _QuestOptionCheck is true and _Discussed is false>><<link "Ask about Harrow's amulet" "JakeDialogue">><<set $JakeDialogue to "HarrowAmulet">><<DialogueDone "Jake" "HarrowAmulet">><</link>><br><</if>>
<<QuestOptionCheck "Quest23" 0 "harrow">><<QuestStatus "Quest18">><<QuestState "Quest18">><<DialogueUnlockCheck "Jake" "PokerInviteAccept">>
<<if _QuestOptionCheck is true and _DialogueUnlockCheck is false and (_QuestState lt 1 or _QuestStatus is "unknown")>><<link "Ask about attending poker night" "JakeDialogue">><<set $JakeDialogue to "PokerNight">><</link>><br><</if>>
<<if _DialogueUnlockCheck is true and (_QuestState lt 1 or _QuestStatus is "unknown")>><<link "Tell Jake you've reconsidered the poker invite" "JakeDialogue">><<set $JakeDialogue to "PokerNightReconsider">><</link>><br><</if>>
<<link "Say goodbye to Jake and return to the gym" "Gym">><<EndConversation "Jake">><</link>>
<</if>>
<<else>>
<br>
<<ActionsHeader>>
<<QuestOptionCheck "Quest11" 3 "jake_dogtags">><<InventoryCheckNPC "Jake" "JakeDogTags">>
<<if _QuestOptionCheck is true and _InventoryCheckNPC is true>><<link "Ask him about his dog tags" "JakeDialogue">><<set $JakeDialogue to "DogTagsGym">><</link>><br><</if>>
<<link "Ask him about working out" "JakeDialogue">><<set $JakeDialogue to "WorkOut">><</link>><br>
<<EventSeen "SchoolCorridor" "Act2Begin">><<DialogueSpoken "Jake" "MissCharltonContest">>
<<if _EventSeen is true and _Discussed is false>><<link "Ask about the Miss Charlton contest" "JakeDialogue">><<set $JakeDialogue to "MissCharltonContest">><<DialogueDone "Jake" "MissCharltonContest">><</link>><br><</if>>
<<QuestState "Quest29">><<QuestStatus "Quest29">><<DialogueSpoken "Jake" "MissCharltonBadges">>
<<if _QuestState lt 3 and _QuestStatus is "active" and _Discussed is false>><<link "Ask about the contest badges" "JakeDialogue">><<set $JakeDialogue to "MissCharltonBadges">><<DialogueDone "Jake" "MissCharltonBadges">><</link>><br><</if>>
<<QuestState "Quest23">><<DialogueSpoken "Jake" "TeacherAmulets">>
<<if _QuestState is 0 and _Discussed is false>><<link "Ask about the teachers' amulets" "JakeDialogue">><<set $JakeDialogue to "TeacherAmulets">><<DialogueDone "Jake" "TeacherAmulets">><</link>><br><</if>>
<<QuestState "Quest23">><<QuestOptionCheck "Quest23" 0 "harrow">><<DialogueSpoken "Jake" "HarrowAmulet">>
<<if _QuestState is 0 and _QuestOptionCheck is true and _Discussed is false>><<link "Ask about Harrow's amulet" "JakeDialogue">><<set $JakeDialogue to "HarrowAmulet">><<DialogueDone "Jake" "HarrowAmulet">><</link>><br><</if>>
<<QuestOptionCheck "Quest23" 0 "harrow">><<QuestStatus "Quest18">><<QuestState "Quest18">><<DialogueUnlockCheck "Jake" "PokerInviteAccept">>
<<if _QuestOptionCheck is true and _DialogueUnlockCheck is false and (_QuestState lt 1 or _QuestStatus is "unknown")>><<link "Ask about attending poker night" "JakeDialogue">><<set $JakeDialogue to "PokerNight">><</link>><br><</if>>
<<if _DialogueUnlockCheck is true and (_QuestState lt 1 or _QuestStatus is "unknown")>><<link "Tell Jake you've reconsidered the poker invite" "JakeDialogue">><<set $JakeDialogue to "PokerNightReconsider">><</link>><br><</if>>
<<link "Say goodbye to Jake and return to the gym" "Gym">><<EndConversation "Jake">><</link>>
<</if>><<StartConversation "Gordon" "Gym">>
Gordon breathes deeply and calmly, as he gives you time to get your breath back after exercising.<br>
<br>
<<ActionsHeader>>
<<DialogueSpoken "Gordon" "GymSchool">>
<<if _Discussed is false>><<link "Ask him about his time at school" "GordonDialogue">><<set $GordonDialogue to "GymSchool">><</link>><br><</if>>
<<DialogueSpoken "Gordon" "GymStudents">>
<<if _Discussed is false>><<link "Ask him about Charlton students" "GordonDialogue">><<set $GordonDialogue to "GymStudents">><</link>><br><</if>>
<<DialogueUnlockCheck "Jennifer" "CaseysGymKnown">><<DialogueSpoken "Gordon" "GymJen">>
<<if _DialogueUnlockCheck is true and _CurrentPC is true and _Discussed is false>><<link "Ask him about Jen" "GordonDialogue">><<set $GordonDialogue to "GymJen">><</link>><br><</if>>
<<link "Shower and leave" "OrchidRoad">><<EndConversation "Gordon">><<TimeChange>><</link>><<StartConversation "Casey" "Gym">>
<<if $CaseyDialogue is undefined>>
Casey looks up as you approach. He takes a drag from his roll-up and takes it out of his mouth. “Wotcha. What brings you in here?”<br>
<<else>>
Casey takes a drag from his roll-up and looks back at you with casual interest.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<DialogueSpoken "Casey" "AboutHim">>
<<if _Discussed is false>><<link "Ask about him" "CaseyDialogue">><<set $CaseyDialogue to "AboutHim">><</link>><br><</if>>
<<DialogueSpoken "Casey" "Classes">>
<<if _Discussed is false>><<link "Talk about classes" "CaseyDialogue">><<set $CaseyDialogue to "Classes">><</link>><br><</if>>
<<DialogueSpoken "Casey" "Membership">>
<<if _Discussed is false>><<link "Ask about membership" "CaseyDialogue">><<set $CaseyDialogue to "Membership">><</link>><br><</if>>
<<GymEligible>><<Weekend>>
<<if setup.period[$periodCurrent] is "Lunch" and _Weekend is true and $current.female is false and _GymEligible is true>><<link "Ask him about a boxing class" "CaseyDialogue">><<set $CaseyDialogue to "BoxingClassWeekend">><</link>><br><</if>>
<<Weekend>><<CheckFirst "LunchTimeSession">>
<<if setup.period[$periodCurrent] is "Lunch" and _Weekend is false and _CheckFirst is true>><<link "Ask him about using the old equipment" "CaseyDialogue">><<set $CaseyDialogue to "OldEquipment">><</link>><br><</if>>
<<link "Say goodbye to Casey and return to the gym" "Gym">><<EndConversation "Casey">><</link>><<StartConversation "DeBussy" "Gym">>
<<if $DeBussyDialogue is undefined>>
<<if $current.avatar is "Emily">>
<<QuestOptionCheck "Quest13" 1 "debussy_club_access">><<QuestOptionCompleteCheck "Quest13" 1 "debussy_club_access">>
<<if _QuestOptionCheck is true or _QuestOptionCompleteCheck is true>>
As you approach, DeBussy looks up, her face lighting with a beaming smile. “Oh! Emily. What a delight. I didn’t expect to see you here on a weekend. But then, you are one of my more proactive girls.”<BR>
<br>
Her eyes drop momentarily to her clipboard before returning to yours. “Here to take part in my ballet instruction, are you?” she asks, voice syrupy. “A sharpened mind requires a graceful body, after all. And discipline is discipline, no matter the subject.”<br>
<br>
Her smile lingers, polite and practiced. “I’d be very pleased to include you. Provided, of course, you’re willing to take it seriously.”<Br>
<<else>>
As you approach, DeBussy looks up. A polite smile forms. “Hello dear. I didn’t expect to see you, today. What brings you here?”<Br>
<br>
She straightens a little, folding her arms over the clipboard. Her ballet slippers peek out beneath her leggings, though she makes no effort to draw attention to them. “Are you here to partake in my ballet lessons?” she asks when you don’t respond. “Typically I don’t encourage my students to partake. Weekends are for reflection. Quiet study. Perhaps even a little revision.”<br>
<bR>
Her eyes meet yours, as if burrowing into your brain to work out your thoughts. “For you though,” she says after some time. “I will make an exception.” A thin smile forms on her lips, but she stands waiting for your answer. <Br>
<</if>>
<<elseif _CurrentPC is true>>
DeBussy looks up as you approach, a smile appearing that can’t quite mask her confusion. “Good afternoon,” she murmurs. “You’re Emily’s <<Sibling>>, aren't you? What brings you here?”<br>
<Br>
You pause before replying, a cold shiver spreading up your spine. “Yes. I’m Emily’s <<Sibling>>.”<Br>
<br>
<<QuestOptionCheck "Quest13" 1 "debussy_club_access">><<QuestOptionCompleteCheck "Quest13" 1 "debussy_club_access">>
<<if _QuestOptionCheck is true or _QuestOptionCompleteCheck is true>>At this, DeBussy breaks into a smile. “Oh! She’s a bright girl! I shouldn’t say this, but between us two, she’s one of my favourites. So diligent. Observant. A sharp eye for detail. She’ll go far, with the right tutoring.”<br>
<<else>>A nod comes from the teacher, her smile wavering slightly. “She seems like a pleasant girl. Could do with a little focus, but I can see a certain potential. There are good jobs for young ladies in Charlton if they practice their typing.”<br><</if>>
<br>
“Thank you,” you say. “I’m sure she values your teaching.”<br>
<br>
DeBussy breaks out into a smile. “Oh, that’s lovely of you to say. But if you’ll forgive me, I must return to my class. A young lady’s education doesn’t end at the school gates, thank heavens. Or was there something I can assist you with?”<Br>
<<elseif $current.female is true>>
As you approach, DeBussy looks up. A polite smile quickly forms on her lips. “Hello dear,” she says in a crisp tone. “What a pleasant surprise. I haven’t seen you in the longest of times.”<Br>
<bR>
You eye DeBussy cautiously. She wears a set of ballet shoes underneath some thick black leggings that are functional but not revealing. Her collared polo shirt gives an air of superiority that only just seems appropriate in Casey’s Gym.<Br>
<br>
“Are you here to partake in my ballet lessons?” she asks you. “My dedication to your moral and physical education doesn’t simply expire after graduation, you know.”<Br>
<Br>
You eye DeBussy cautiously. She wears a set of ballet shoes underneath some thick black leggings that are functional but not revealing. Her collared polo shirt gives an air of superiority that only just seems appropriate in Casey’s Gym. <Br>
<br>
A thin smile forms on her lips, but she stands waiting for your answer. <Br>
<</if>>
<<else>>
DeBussy holds the clipboard to her chest, meeting your eyes through her glasses as she waits for you to speak.<br>
<</if>>
<<Quest23AmuletObservation "DeBussy">>
<br>
<<ActionsHeader>>
<<DialogueSpoken "DeBussy" "AboutBalletLesson">>
<<if _Discussed is false>><<link "Ask about lessons" "DeBussyDialogue">><<set $DeBussyDialogue to "AboutBalletLesson">><</link>><br><</if>>
<<if $current.female is true>><<link "Join the lesson" "DeBussyDialogue">><<set $DeBussyDialogue to "JoinBalletLesson">><</link>><br>
<<else>><S>Join the lesson</s> - <i>You need to be female to join the ballet class</i><br><</if>>
<<QuestOptionCheck "Quest23" 3 "nurse_program" "gte">><<DialogueSpoken "DeBussy" "NurseProgramGraduate">><<QuestStatus "Quest36">>
<<if _QuestOptionCheck is true and _QuestStatus is "unknown" and $current.avatar isnot "Charli" and _Discussed is false>><<link "Ask about recent graduates who entered the nurse’s program" "DeBussyDialogue">><<set $DeBussyDialogue to "NurseProgramGraduate">><</link>><br><</if>>
<<link "Say goodbye to DeBussy and return to the gym" "Gym">><<EndConversation "DeBussy">><</link>><<if _CurrentPC is true and $current.female is true>>
Gordon gives you a friendly smile as you approach. "Hey Phillips," he says. "Want to workout with the men?" Despite looking at you and talking to you, he doesn't stop exercising for a second.<br>
<<elseif _CurrentPC is true>>
Gordon gives you a friendly smile as you approach. "Hey Phillips," he says. "Come to get your sweat on?" Despite looking at you and talking to you, he doesn't stop exercising for a second.<br>
<<elseif $current.avatar is "Jennifer">>
Gordon gives you a look as you approach him, but continues to lift weights. "Wasn't expecting you", he says, his short sentences uttered between lifts. "We didn't arrange a session."<br>
<<else>>
Gordon looks at you as you move forward towards him, not stopping his exercise routine. "Hey," he says, noncommittally. <br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Ask Gordon a question" "GymGordonTrain">><</link>><<if $GymGordonTrain is undefined>>
"I was wondering..." you begin, but stop quickly as he shakes his head.<br>
<br>
"Lifting," he mutters. "Chat after."<br>
<br>
You realise that whilst he's working, you aren't going to get into much of a conversation.<br>
<br>
<<ActionsHeader>>
<<link "Ask to train with Gordon" "GymGordonTrain">><<set $GymGordonTrain to "Train">><</link>><br>
<<link "Leave Gordon alone" "Gym">><</link>>
<<elseif $GymGordonTrain is "Train">>
<<if $current.avatar is "Emily">>
"Mind if I give it a go?", you ask him, gesturing to the machine.<Br>
<Br>
Gordon stops his exercising, looking at you appraising your physique. After a moment of study, he seems to make up his mind.<Br>
<br>
"Can't train like that," he says, locking the plates in a secure position. He looks you up and down, then clambers off the exercise machine. "You a member here?"<br>
<Br>
<<GymEligible>>
<<if _GymEligible is true>>
You nod. “Yes.”<Br>
<Br>
Gordon grunts. “Good. You got workout gear with you?”<br>
<br>
<<GymWorkOutGearRight>>
<<if _GymWorkOutGearRight is true>>
You nod again. There is a small smile from Gordon, before he returns the gesture. “Go get changed. Come back when ready.”<Br>
<br>
<<ActionsHeader>>
<<link "Go change in the locker room" "GymLockerRoom">><<EventTrigger "GymLockerRoom" "Change" null null null null null null true>><<set $GymGordonTrain to undefined>><</link>>
<<else>>
You give him a look. “Don’t you have anything spare?”<br>
<Br>
He regards your frame, then shakes his head. “Used to,” he replies. “Went missing. Casey isn’t giving out freebees anymore.”<Br>
<Br>
He looks at you for a moment more, then nods towards the door. “Go try Evans. They sell what you need. Come back when ready.”<Br>
<br>
<<ActionsHeader>>
<<link "Say goodbye to Gordon and leave him" "Gym">><<set $GymGordonTrain to undefined>><<TaskTracker "Task8" "active">><</link>>
<</if>>
<<else>>
You shake your head. “Do I have to be?”<Br>
<Br>
Gordon grunts. “Casey doesn't do charity. You speak to him."<Br>
<br>
<<ActionsHeader>>
<<link "Say goodbye to Gordon and leave him" "Gym">><<set $GymGordonTrain to undefined>><</link>>
<</if>>
<<elseif _CurrentPC is true and $current.female is true>>
"Mind if I give it a go?", you ask him, gesturing to the machine.<Br>
<Br>
Gordon stops his exercising, looking at you appraising your physique. After a moment of study, he seems to make up his mind.<Br>
<br>
"Can't train like that," he says, locking the plates in a secure position. He looks you up and down, then clambers off the exercise machine. "You a member here?"<br>
<Br>
<<GymEligible>>
<<if _GymEligible is true>>
You nod. “Yes.”<Br>
<Br>
Gordon grunts. “Good. You got workout gear with you?”<br>
<br>
<<GymWorkOutGearRight>>
<<if _GymWorkOutGearRight is true>>
You nod again. There is a small smile from Gordon, before he returns the gesture. “Go get changed. Come back when ready.”<Br>
<br>
<<ActionsHeader>>
<<link "Go change in the locker room" "GymLockerRoom">><<EventTrigger "GymLockerRoom" "Change" null null null null null null true>><<set $GymGordonTrain to undefined>><</link>>
<<else>>
You give him a look. “Don’t you have anything spare?”<br>
<Br>
He regards your frame, then shakes his head. “Used to,” he replies. “Went missing. Casey isn’t giving out freebees anymore.”<Br>
<Br>
He looks at you for a moment more, then nods towards the door. “Go try Evans. They sell what you need. Come back when ready.”<Br>
<br>
<<ActionsHeader>>
<<link "Say goodbye to Gordon and leave him" "Gym">><<set $GymGordonTrain to undefined>><<TaskTracker "Task8" "active">><</link>>
<</if>>
<<else>>
You shake your head. “Do I have to be?”<Br>
<Br>
Gordon grunts. “Casey doesn't do charity. You speak to him."<Br>
<br>
<<ActionsHeader>>
<<link "Say goodbye to Gordon and leave him" "Gym">><<set $GymGordonTrain to undefined>><</link>>
<</if>>
<<elseif _CurrentPC is true>>
"Mind if I give it a go?", you ask him, gesturing to the machine.<Br>
<Br>
Gordon stops his exercising, looking at you appraising your physique. After a moment of study, he seems to make up his mind.<Br>
<br>
"Can't train like that," he says, locking the plates in a secure position. He looks you up and down, then clambers off the exercise machine. "You a member here?"<br>
<Br>
<<GymEligible>>
<<if _GymEligible is true>>
You nod. “Yes.”<Br>
<Br>
Gordon grunts. “Good. You got workout gear with you?”<br>
<br>
<<GymWorkOutGearRight>>
<<if _GymWorkOutGearRight is true>>
You nod again. There is a small smile from Gordon, before he returns the gesture. “Go get changed. Come back when ready.”<Br>
<br>
<<ActionsHeader>>
<<link "Go change in the locker room" "GymMaleLockerRoom">><<EventTrigger "GymMaleLockerRoom" "Change" null null null null null null true>><<set $GymGordonTrain to undefined>><</link>>
<<else>>
You give him a look. “Don’t you have anything spare?”<br>
<Br>
He regards your frame, then shakes his head. “Used to,” he replies. “Went missing. Casey isn’t giving out freebees anymore.”<Br>
<Br>
He looks at you for a moment more, then nods towards the door. “Go try Evans. They sell what you need. Come back when ready.”<Br>
<br>
<<ActionsHeader>>
<<link "Say goodbye to Gordon and leave him" "Gym">><<set $GymGordonTrain to undefined>><<TaskTracker "Task8" "active">><</link>>
<</if>>
<<else>>
You shake your head. “Do I have to be?”<Br>
<Br>
Gordon grunts. “Casey doesn't do charity. You speak to him."<Br>
<br>
<<ActionsHeader>>
<<link "Say goodbye to Gordon and leave him" "Gym">><<set $GymGordonTrain to undefined>><</link>>
<</if>>
<<elseif $current.avatar is "Jennifer">>
You aren’t exactly sure what Jen’s sessions with Gordon entail, but you need to find out, one way or the other. “Do you think you could fit me in?” you ask him, still becoming accustomed to Jennifer’s voice coming out of your body.<br>
<br>
Gordon secures the plates and sits up from the exercise machine. “Sure.” he says. “Go change.” <br>
<br>
He gestures to a door marked locker room. <br>
<br>
<<ActionsHeader>>
<<link "Go change in the locker room" "GymLockerRoom">><<DialogueUnlock "Jennifer" "CaseysGymKnown">><<EventTrigger "GymLockerRoom" "Change" null null null null null null true>><<set $GymGordonTrain to undefined>><</link>>
<<elseif $current.avatar is "Annie">>
You look at Gordon, noting his eyes meeting yours with mild disinterest. “Do you think you could fit me in?” you ask him.<Br>
<Br>
Gordon secures the plates and sits up from the exercise machine. “Sure.” he says. “Go change.” <Br>
<Br>
He gestures to a door marked locker room. <br>
<br>
<<ActionsHeader>>
<<link "Go change in the locker room" "GymLockerRoom">><<DialogueUnlock "Jennifer" "CaseysGymKnown">><<EventTrigger "GymLockerRoom" "Change" null null null null null null true>><<set $GymGordonTrain to undefined>><</link>>
<<else>>
"Mind if I give it a go?", you ask him, gesturing to the machine.<Br>
<Br>
Gordon stops his exercising, looking at you appraising your physique. After a moment of study, he seems to make up his mind.<Br>
<Br>
"Can't train like that," he says, locking the plates in a secure position. He looks you up and down, then clambers off the exercise machine. "You a member here?"<Br>
<Br>
You aren’t sure the answer to that, so you instead shrug. “Do I have to be?” <Br>
<Br>
Gordon grunts. “Casey doesn't do charity. You speak to him."<br>
<Br>
You grimace, unsure of how in this form you could even sign up for a gym membership. If you want to sign up for the gym, you’ll need to be in a form you at least can pay legitimately for. <br>
<br>
<<ActionsHeader>>
<<link "Say goodbye to Gordon and leave him" "Gym">><<set $GymGordonTrain to undefined>><</link>>
<</if>>
<</if>><b>Casey's Gym</b><br>
<img src="./images/Gym.png"><br>
<Br>
<<if $GymLockerRoomChanging is true>>
<<if $current.avatar is "Annie">>
Gordon doesn’t look up as you step back onto the mats, but his voice acknowledges you. “Alright. Let’s begin.”<Br>
<Br>
He’s moved a bench into place near the wall-length mirror. A set of pink dumbbells sit neatly arranged beside it. But even as you scan the equipment, you catch your reflection in the glass.<Br>
<Br>
You knew what Annie looked like. Everyone did. But seeing her from the inside, wearing this. It hits differently. You feel the sway in your hips. The bounce in your step.<Br>
<br>
Without looking you can feel Gordon’s eyes on you, clinical and precise. Glancing over at him you notice he doesn’t leer, but his glance tracks your movements just like every other man in Charlton. Just like you remember watching Annie.<Br>
<Br>
He gives a nod toward the bench. “First set. Overhead presses.”<bR>
<Br>
You step into position. The moment you lift the weights, you feel the stretch of your arms pulling your top higher. As you push up and down, you feel your chest noticeably rising and falling with every breath. <Br>
<Br>
Finishing the set, you stand up and shift on the balls of your feet, becoming aware of the way your back arches naturally. You find yourself naturally smiling at Gordon as he resets the machine. You know how inviting that smile can be.<Br>
<Br>
You should focus on the workout. But part of you wonders if being watched might not be so bad. In this body, it almost feels natural.<Br>
<<elseif $current.avatar is "Jennifer">>
Whilst you’ve been in the locker room, Gordon has been setting up for the exercise session. He’s placed a bench on the mats in front of the mirror and carefully placed a number of dumbbells to the side. You note the dumbbells are smaller than you’ve used before. Also, they are pink.<br>
<br>
“Ready?” Gordon says, making some final adjustments to his preparations. As far as you can tell, he doesn’t react to your change of clothes. His nonchalant attitude quickly puts you at ease a little, in spite of still feeling slightly exposed standing to the side in Jennifer’s tight leggings and just a sports bra.<br>
<br>
“Let’s begin,” he says, after one last minute change to one of the weights. “First set. Lunges.”<br>
<br>
For the next hour Gordon puts you through your paces, encouraging you when you need it, praising you when you push yourself, calling you out when you take it easy. He doesn't belittle you or put you down, even when you make mistakes.<br>
<br>
You notice how much weaker Jennifer’s body is, straining when holding even the smallest of weights. On the plus side, Jennifer is much more flexible than what you are used to, which allows you to stretch and arch when called for.<br>
<br>
Gordon continues to give you instructions and you drop into the rhythm of following his guidance. He watches you without expression, giving you tips and advice with short, concise statements. He doesn’t come close to you, instead observing you from off-the-mat. Even so, something stirs in you when you think about how you're following his words, obeying his direction, whilst his eyes focus on your body as you move.<br>
<br>
“Don’t lean forward,” Gordon tells you, as you drop into a squat. “Flatten your back.”<br>
<br>
You glance over your shoulder, looking at the muscular man. Your butt is pushed out towards him, and you feel the fabric straining between your buttocks. <i>This workout is almost tailored to put you on display</i>, you think.<br>
<<elseif $current.avatar is "Emily">>
By the time you step back onto the gym floor, Gordon has already rearranged the space. A bench rests on the mats, positioned squarely in front of the mirror. A small rack of pink and purple dumbbells sits neatly beside it, all lighter than what you’re used to.<Br>
<Br>
Gordon doesn’t comment on your appearance, but you can’t help but catch your reflection in the mirror.<Br>
<Br>
<<InventoryCheckSelf "WorkoutGearRed">>
<<if _InventoryCheckSelf is true>>
The red outfit clings to every inch of you, tight across your chest, dipping low at the neckline. You imagine how you look from behind. From where Gordon is standing.<Br>
<bR>
For the next hour, Gordon puts you through your paces. His instructions are clear, his feedback blunt but never cruel. He calls out your mistakes, praises your form when you manage it. He doesn’t leer, but his eyes are still there.<Br>
<Br>
And every movement draws attention to your clothing. You watch yourself in the mirror when you can. Your top seems cut low, leaning in showing a view of your chest. And the leggings hug your bum cheeks, outlining your crack clearly. <br>
<Br>
You imagine how it must look. How you must look. And with each anxious sight of your breasts or bum, you remember that you chose this outfit. You can’t help but notice the flutter when Gordon glances at you.<Br>
<</if>>
<<InventoryCheckSelf "WorkoutGearBlack">>
<<if _InventoryCheckSelf is true>>
The black outfit feels heavier now. Glossy straps press against your shoulders; the snug collar rests just below your throat. You glance toward Gordon, but he doesn’t leer. He doesn’t say anything at all.<Br>
<Br>
For the next hour, Gordon puts you through your paces. His instructions are clear, his feedback blunt but never cruel. He calls out your mistakes, praises your form when you manage it. He doesn’t leer, but his eyes are still there.<Br>
<Br>
The outfit doesn’t let you forget what you’re wearing for a moment. As you exercise you feel your breath constricted by the collar. The straps press into your skin like harnesses. You struggle to perform even the most basic of requests by Gordon.<Br>
<Br>
He watches you carefully. A frown on his face as you gasp for breath. You find yourself having to consciously listen more closely to Gordon’s voice to understand. Waiting for praise when you manage to do something. Trying not to disappoint in spite of your stamina. <Br>
<Br>
<i>Since when did you care about pleasing him?</i><Br>
<</if>>
<<InventoryCheckSelf "WorkoutGearPink">>
<<if _InventoryCheckSelf is true>>
The pastel pink clings to your chest and hips with frilled edges that bounce slightly as you walk. The bow at your waist sits impossibly centred. Gordon’s expression doesn’t change as he eyes your stance.<Br>
<Br>
For the next hour, Gordon puts you through your paces. His instructions are clear, his feedback blunt but never cruel. He calls out your mistakes, praises your form when you manage it. He doesn’t leer, but his eyes are still there.<Br>
<Br>
You struggle with the most basic of reps. But instead of grimacing, you find yourself giggling. You glance at yourself in the mirror, clad in pink and frills. You smile at the reflection of the girl trying to even comprehend how to do exercise, and tittering when she drops a weight.<Br>
<Br>
Gordon continues to direct you, but you find yourself ignoring his instructions. Instead, your gaze keeps returning to the mirror. Looking at how you look. How your body glows in this outfit. How perky you look in it. Your brain seems to reject any other thoughts, but worse, this feels normal.<br>
<</if>>
<br>
He calls the next set. You reposition yourself, your reflection waiting in the mirror again. Emily looks back at you, but already the mirror feels uncanny. You can’t help but watch yourself.<br>
<Br>
Yet somewhere in the back of your mind, you wonder whether Gordon is watching too. Whether he’s judging. Or enjoying.<Br>
<Br>
<i>Or how about, why do you care?</i><Br>
<<elseif _CurrentPC is true>>
Whilst you’ve been in the locker room, Gordon has been setting up for the exercise session. He’s placed a bench on the mats in front of the mirror and carefully placed a number of dumbbells to the side. You note how small they are. And how pink they're coloured, too.<br>
<br>
<<InventoryCheckSelf "WorkoutGearRed">>
<<if _InventoryCheckSelf is true>>
“Ready?” Gordon says, making some final adjustments to his preparations. As far as you can tell, he doesn’t react to the red outfit that clings like a second skin. As you take your place on the mat, you’re acutely aware of how exposed you look.<br>
<bR>
“Let’s begin,” he says, after one last minute change to one of the weights. “First set. Lunges.”<br>
<Br>
For the next hour Gordon puts you through your paces, encouraging you when you need it, praising you when you push yourself, calling you out when you take it easy. He doesn't belittle you or put you down, even when you make mistakes.<Br>
<Br>
Even these small weights cause you to strain, but you take comfort in the fact you've kept your body flexible and nimble. You easily stretch and arch when Gordon asks it of you.<Br>
<br>
But every movement draws attention to your curves. In the mirror, your neckline dips with each forward bend. The leggings don’t just cling. Even when you’re not leaning over, you see in the mirror the clear shape of your arse crack. And this set seems defined to make you bend, a lot.<Br>
<</if>>
<<InventoryCheckSelf "WorkoutGearBlack">>
<<if _InventoryCheckSelf is true>>
“Ready?” Gordon says, making some final adjustments to his preparations. As far as you can tell, he doesn’t react to the matte fabric that hugs you tightly. The collar feels snug against your throat.<br>
<Br>
“Let’s begin,” he says, after one last minute change to one of the weights. “First set. Lunges.”<br>
<Br>
For the next hour Gordon puts you through your paces, encouraging you when you need it, praising you when you push yourself, calling you out when you take it easy. He doesn't belittle you or put you down, even when you make mistakes.<Br>
<Br>
Even these small weights cause you to strain, but you take comfort in the fact you've kept your body flexible and nimble. You easily stretch and arch when Gordon asks it of you.<Br>
<Br>
Yet the snugness of the outfit makes it harder to breathe. You move, but the fabric restricts you. You find yourself having to listen to Gordon’s voice more than you're used to, trying to follow his direction to the letter. He watches you carefully, eyes narrowing as the collar restricts your breath.
<</if>>
<<InventoryCheckSelf "WorkoutGearPink">>
<<if _InventoryCheckSelf is true>>
“Ready?” Gordon says, making some final adjustments to his preparations. As far as you can tell, he doesn’t react to the frills that bounce with each step you take toward the mat. The outfit makes you feel vapid, but you catch yourself smiling at your reflection all the same.<Br>
<Br>
“Let’s begin,” he says, after one last minute change to one of the weights. “First set. Lunges.”<br>
<Br>
For the next hour Gordon puts you through your paces, encouraging you when you need it, praising you when you push yourself, calling you out when you take it easy. He doesn't belittle you or put you down, even when you make mistakes.<Br>
<Br>
Even these small weights cause you to strain, but you take comfort in the fact you've kept your body flexible and nimble. You easily stretch and arch when Gordon asks it of you.<Br>
<Br>
Although you find yourself tripping constantly. You can barely hold form, but for some reason you don’t mind. The frills shake, the bow shifts, and your reflection giggles. Gordon continues calmly as he offers corrections, but you let your mind drift. Watching your body bounce. Smiling when you get something wrong.<br>
<</if>>
<br>
He continues to give you instructions and you drop into the rhythm of following his guidance. He watches you without expression, giving you tips and advice with short, concise statements. He doesn’t come close to you, instead observing you from off-the-mat. Even so, something stirs in you when you think about how you're following his words, obeying his direction, whilst his eyes focus on your body as you move.<Br>
<Br>
“Don’t lean forward,” Gordon tells you, as you drop into a squat. “Flatten your back.”<Br>
<Br>
You glance over your shoulder, looking at the muscular man. Your butt is pushed out towards him, and you feel the fabric straining between your buttocks. <i>This workout is almost tailored to put you on display</i>, you think.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Concentrate on exercising" "GymGordonTrainFemaleOutcome">><<set $GymLockerRoomChanging to undefined>><<set $GymGordonTrainFemaleOutcome to "Workout">><<Physique 1>><</link>><br>
<<link "Concentrate on showing off" "GymGordonTrainFemaleOutcome">>
<<set $GymLockerRoomChanging to undefined>>
<<set $GymGordonTrainFemaleOutcome to "Tease">>
<<Orientation 1>>
<<DialogueSpokenSecretKnown "Jennifer" "Tell">>
<<if _Discussed is true and $current.avatar is "Jennifer">><<EventTrigger "JennifersApartment" "JenReactGordonGym" null "Jennifer" null null null null false>><</if>>
<</link>>
<<else>>
Whilst you’ve been in the locker room, Gordon has been setting up for the exercise session. He’s placed a bench on the mats in front of the mirror and carefully placed a number of dumbbells to the side. You note the dumbbells are smaller than you’ve used before. Also, they are pink.<br>
<br>
Upon seeing you, Gordon gives you a confused look. “Not changed?” he asks.<br>
<br>
“I just remembered, I have an appointment,” you lie.<br>
<br>
He nods. “Shame,” he tells you, but says nothing more. He walks back over to the weight lifting machine and starts prepping for another set. Feeling a tinge of embarrassment upon seeing the preparation he’s made for your workout, you decide to leave.<br>
<br>
<<ActionsHeader>>
<<link "Leave the gym" "OrchidRoad">><<set $GymLockerRoomChanging to undefined>><</link>>
<</if>><<if $GymGordonTrainFemaleOutcome is "Tease">>
<<if $current.avatar is "Annie">>
You follow Gordon’s instruction and step into a lunge, but tilt your hips slightly more than needed. As your front leg bends, you feel the shorts ride up just a little further.<Br>
<Br>
Catching your reflection in the mirror, you see a flash of bum cheek as you bend at the waist. You hold the pose longer than necessary and a smile curls on your lips when you see that Gordon has noticed too. <Br>
<bR>
He calls the next set. You move slowly and deliberately. Leaning forward towards the mirror just enough your reflection shows a view down your top to him. You remember how Annie would lean and she’d smile over her shoulder without trying. You find yourself doing the same, looking back at him, biting your lip.<Br>
<br>
Gordon's face doesn’t change, but you see his eyes lingering on the woman in the mirror. You’ve had that look on your face looking at Annie before. But the difference this time is the person in the mirror is now you. The young woman, flaunting her body and flashing private areas barely contained by the revealing clothing. <I>How far would you go if he told you to do more?</i><Br>
<Br>
“Enough,” Gordon says, voice low but firm. “We’re done for today.”<Br>
<Br>
You blink. The moment breaks. You rise from your pose, adjusting the top as subtly as you can. Gordon is already re-racking the weights, his eyes unreadable.<Br>
<Br>
You glance up at the clock on the wall and note that it seems like a short session. You wonder if you made the right decision with him. You nod, and head back to the locker room to get changed.<Br>
<<elseif $current.avatar is "Jennifer">>
You follow Gordon’s advice and lean backward, but take the opportunity to further push your bum out. Facing back away from him, you can easily picture what Jennifer looks like from behind. Except in this instance, it’s you.<br>
<br>
Gordon continues to instruct you in different exercises to try and poses to drop into. Instead of focusing on the exercise though, your mind turns to how you can use it to emphasise your body. With each new stance a singular thought drifts through your head. <I>Does this make me look sexy?</i><br>
<br>
You begin to watch Gordon and yourself in the full length mirror in front of you. Objectively, you see Jennifer, bent over in various poses, obeying a muscular gym bro as he tells her what to do. You notice the smile on her face as she pushes out her bum, and arches her back to emphasise her breasts. Gordon's face doesn’t change, but you see his eyes lingering on her form.<br>
<br>
But that person in the mirror is you. The young woman, showing off her curves and features to the instructor, obeying his commands. <I>How far would you go if he told you to do more?</i><br>
<br>
“That’s enough,” Gordon suddenly says, bringing you back from your daydreams. “Time for you to go.”<br>
<br>
You pull out of your pose and stand, facing him. He is emotionless, but has his arms crossed. “We’re done for today.”<br>
<br>
You glance up at the clock on the wall and note that it seems like a short session. You wonder if you made the right decision with him. You nod, and head back to the locker room to get changed. <br>
<<elseif $current.avatar is "Emily">>
You step into your next pose slowly, letting your hips sway more than needed. You lean into the movement, exaggerating the arch of your back, letting your chest lead. Your eyes flick to the mirror, watching yourself. Watching Emily.<Br>
<br>
<<InventoryCheckSelf "WorkoutGearRed">>
<<if _InventoryCheckSelf is true>>
The top dips low enough that even small adjustments show off the curve of your breasts. You stretch higher, push deeper, knowing the outfit frames every inch of you.<Br>
<Br>
You meet your own gaze in the mirror, eyes wide, lips parted. It’s not hard to imagine the effect you’ll have on Gordon as he watches.<br>
<Br>
But the voice that interrupts you is calm. “Don’t need to flaunt to impress real men,” Gordon says, as he leans close to your face. His words land without edge. And there’s almost compassion behind his eyes.<Br>
<br>
You straighten instinctively, pulse still fluttering from the way you’d been moving. But Gordon’s already turning away, adjusting weights and calling out reps for you.<Br>
<</if>>
<<InventoryCheckSelf "WorkoutGearBlack">>
<<if _InventoryCheckSelf is true>>
The collar presses tight as you lower yourself again, your breath catching slightly. You let it show. Deliberately so. The thought of restraint and being guided swirls in your head.<Br>
<Br>
You exaggerate the tension, letting your hands tremble a little. But when you glance at Gordon, he’s watching with a frown.<Br>
<Br>
“Girls don’t need to be tied up for real men,” he says flatly. <Br>
<Br>
Your hand goes up to the collar instinctively, but Gordon doesn’t say another word. He moves back to the rack and continues to call out instructions for you.<Br>
<</if>>
<<InventoryCheckSelf "WorkoutGearPink">>
<<if _InventoryCheckSelf is true>>
You bounce slightly as you move, letting the frills dance. The weight slips and you squeal a high, girlish giggle bubbling out of you. You feel the impish grin forming on your face as a quick follow.<Br>
<Br>
When you look up, Gordon is already staring. His brow furrows. “Don’t act dumb just because you think it’s cute,” he says. “Real men shouldn’t like that.”<Br>
<Br>
Your smile fades, but Gordon doesn’t say another word. He returns to the session, tapping on the dumbbells off to the side of the mat.<Br>
<</if>>
<br>
After a few more reps, Gordon leans back against the weight machine. “That’s enough. We’re done for today.”<Br>
<Br>
You pull out of your pose and stand, facing him. He is emotionless, but has his arms crossed. You glance up at the clock on the wall and note that it seems like a short session. You wonder if you made the right decision with him. You nod, and head back to the locker room to get changed.<Br>
<<elseif _CurrentPC is true>>
You step forward into a lunge, slow and deliberate, letting your front knee dip lower than needed. Your hips tilt as you settle into the pose, pushing your bum out just slightly further than is required.<Br>
<br>
<<InventoryCheckSelf "WorkoutGearRed">>
<<if _InventoryCheckSelf is true>>
The scoop of the top plunges with every breath, the slick fabric gleaming as you stretch. You arch deliberately into each motion, aware of how your chest rises and how the leggings hug your backside. You pause longer between reps, adjusting your stance just so.<Br>
<br>
You catch Gordon’s reflection in the mirror. He hasn’t said a word. But his eyes flick. Just for a second.<Br>
<</if>>
<<InventoryCheckSelf "WorkoutGearBlack">>
<<if _InventoryCheckSelf is true>>
The collar itches against your neck, firm and snug. The glossy straps cinch your waist, framing your figure in a way that feels contained. You begin a new set, struggling slightly with the tension in your neck.<Br>
<br>
Gordon steps in. “This. Is a problem,” he mutters, nodding toward the collar.<Br>
<br>
His hand reaches towards it, but holds inches from it as his eyes meet yours. Waiting. Instinctively, you give him the smallest of nods. He slides a rough finger underneath the collar, wiggling in a gap you would have bet money wouldn’t be possible. <Br>
<bR>
“Doesn’t seem tight enough,” he mutters, and keeping your eyes looking up at him, he pulls at it, constricting your windpipe to a pinprick.<Br>
<Br>
Gordon doesn’t grin, instead just watching you struggle for air. Only a second passes before he lets go, but you gasp all the same. “Better?” he murmurs<Br>
<Br>
Then he’s gone. Back to the rack. Back to indifference. But something lingers in your throat and it’s not just the tenderness from his grasp.<Br>
<</if>>
<<InventoryCheckSelf "WorkoutGearPink">>
<<if _InventoryCheckSelf is true>>
The frills flutter with every movement. The top shifts easily, riding up at the hem with every stretch. You bend into a pose and peek at yourself in the mirror. Your bum sticks out, the bow bobbing at your waistline.<Br>
<br>
A giggle comes before you realise it. A real giggle. Then you do it again. Just for the sound of it.<Br>
<br>
You see yourself in the mirror. Pink, sweet, on display. And you hold the pose longer than you should, biting your lip, watching yourself more than Gordon. It takes seconds between each pose for you to remember what you are doing, and glance back at Gordon giggling as you bend and arch your back.<Br>
<</if>>
<br>
“Enough,” he says quickly. “We’re done for today. Time for you to go.”<br>
<Br>
You pull out of your pose and stand, facing him. He is emotionless, but has his arms crossed. You glance up at the clock on the wall and note that it seems like a short session. You wonder if you made the right decision with him. You nod, and head back to the locker room to get changed.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Shower and leave" "OrchidRoad">><<set $GymGordonTrainFemaleOutcome to undefined>><<TimeChange>><</link>>
<<else>>
<<if $current.avatar is "Annie">>
You drop into the lunge Gordon asked for, adjusting your stance until it feels stable. The shorts ride up again, but this time you ignore it. You focus on your balance. Your form. Your breath.<Br>
<Br>
Gordon continues the session with quiet, firm instruction. You listen to each cue and obey, adjusting your posture, bracing your core, extending through your arms and legs. You feel the burn almost immediately. Annie’s body might be eye-catching, but it’s not built for strength.<Br>
<br>
Your legs tremble as you lower into squats. Your arms ache as you push through curls. Sweat beads along your back. There’s no time to think about what you look like. You focus on getting through each step and pose before you collapse. <Br>
<Br>
“Control your breathing,” Gordon says as you grip the dumbbells again. You nod, lips parted, lungs straining. <Br>
<Br>
Slowly, each muscle seems to gather reserve energy. Gordon’s instruction becomes easier to follow. Only then do you dare look in the mirror. Seeing it reflecting a woman pushing herself. <Br>
<Br>
“Enough,” Gordon finally says, folding his arms. “Good session.”<Br>
<Br>
You lower the weights slowly and breathe in deep. Your chest rises and falls as you steady yourself.<Br>
<Br>
“Better than expected,” he adds, tossing you a towel.<Br>
<Br>
You catch it, nodding your thanks.<Br>
<<elseif $current.avatar is "Jennifer">>
You take his advice to heart, leaning back and stretching your back. You feel your bones cracking, but you take solace in the discomfort. You feel you are getting somewhere.<br>
<br>
Gordon continues to instruct you through different exercises. You focus on each pose he tells you to take up, stretching your arms and legs further and longer than you could have even done as you. <br>
<br>
The weights feel heavier than anything you’ve lifted before, and your muscles twitch from the workout. Sweat runs down your head and you listen as your breath turns into pants. <br>
<br>
"And relax," he says to you, after the final set on his plan. You take several deep breaths, short of oxygen. Your body aches, but you have to admit, you feel better.<br>
<br>
"Good work.” Gordon says. "See you next time."<br>
<Br>
You thank him. Even though you feel tired, you feel limber.<Br>
<br>
With your exercise complete, you have a moment to talk to Gordon, as he offers you a towel.<Br>
<<elseif $current.avatar is "Emily">>
You drop into the pose Gordon instructed, focusing on alignment rather than appearance. The mirror reflects every angle, but you resist the urge to check yourself. Not this time.<Br>
<br>
Gordon keeps his tone neutral, but his attention sharpens. He corrects your stance with short, precise directions. “Lower. Back straight. Feet apart.” You follow them. <Br>
<Br>
The dumbbells are light, but this body tires fast. Your breath shortens as sweat gathers at your lower back. The tightness of your outfit makes every motion feel like more effort than it should be, but you press on.<Br>
<Br>
“Keep going,” Gordon says. There’s a change in his tone. Almost encouraging. His eyes are now fixed on you, but not in a leering or lecherous way. Almost as if encouraging you to succeed.<Br>
<Br>
You stretch again, holding the posture until your arms tremble. Gordon nods, watching you. Still no smile, but he seems invested in you.<Br>
<br>
When you finish the final set, your arms are shaking and your chest is rising and falling. You step back, exhausted, but a little proud.<Br>
<Br>
Gordon nods. “Good.” He tosses you a towel.<Br>
<br>
<<InventoryCheckSelf "WorkoutGearRed">><<if _InventoryCheckSelf is true>>He studies you for a moment longer. “That outfit. Too flashy. Not enough support,” he says. “Wish Evans' had better options.”<br><</if>>
<<InventoryCheckSelf "WorkoutGearBlack">><<if _InventoryCheckSelf is true>>He studies you for a moment longer. “That outfit. Too restrictive. Cuts blood flow,” he says. “Wish Evans' had better options.”<br><</if>>
<<InventoryCheckSelf "WorkoutGearPink">><<if _InventoryCheckSelf is true>>He studies you for a moment longer. “That outfit. Too frilly. Gets in the way,” he says. “Wish Evans' had better options.”<br><</if>>
<br>
You nod, towel in hand. You’re tired. But you feel seen and for more than your body. <Br>
<<elseif _CurrentPC is true>>
You take his advice to heart, leaning back and stretching your back. You feel your bones cracking, but you take solace in the discomfort. You feel you are getting somewhere.<br>
<br>
Gordon continues to instruct you through different exercises. You focus on each pose he tells you to take up, stretching your arms and legs further and longer than you could have even done as you. <br>
<br>
The weights feel heavy and your muscles twitch from the workout. Sweat runs down your head and you listen as your breath turns into panting.<br>
<br>
"And relax," he says to you, after the final set on his plan. You take several deep breaths, short of oxygen. Your body aches, but you have to admit, you feel better.<br>
<Br>
<<InventoryCheckSelf "WorkoutGearRed">><<if _InventoryCheckSelf is true>>"Good work.” Gordon says. Only then does he call attention to your outfit, with a raised eyebrow. “That’s flashy,” he says. “Doesn’t help with form.”<br><</if>>
<<InventoryCheckSelf "WorkoutGearBlack">><<if _InventoryCheckSelf is true>>"Good work.” Gordon says. Only then does he call attention to your outfit, with a raised eyebrow. “That’ll restrict airflow,” he mutters. “Not practical.”<br><</if>>
<<InventoryCheckSelf "WorkoutGearPink">><<if _InventoryCheckSelf is true>>"Good work.” Gordon says. Only then does he call attention to your outfit, with a raised eyebrow. “That’s a lot of frills,” he says, turning away. “Hard to focus dressed like that.”<br><</if>>
<Br>
You look at him for a follow-up, but he says nothing more. Faced with an awkward silence, you thank him. Even though you feel tired, you feel limber.<Br>
<Br>
With your exercise complete, you have a moment to talk to Gordon, as he offers you a towel.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Talk to Gordon" "GymGordonDialogue0">><</link>>
<</if>><b>Casey's Gym</b><br>
<img src="./images/Gym.png"><br>
<Br>
When you return to the gym, you find Gordon adjusting some dumbbells near an exercise mat. "Here", he says. "These should work."<br>
<br>
For the next hour Gordon puts you through your paces, encouraging you when you need it, praising you when you push yourself, calling you out when you take it easy. He doesn't belittle you or put you down, even though the dumbbells are much lighter than what you've seen him use.<Br>
<br>
"And relax," he says to you, after the final set on his plan. You take several deep breaths, short of oxygen. Your body aches, but you have to admit, you feel better.<Br>
<bR>
"Good work.” Gordon says. "Keep coming. You'll see the difference."<Br>
<Br>
You thank him. Even though you feel tired, there's no question that the workout has made you feel stronger.<br>
<br>
With your exercise complete, you have a rare moment to talk to Gordon where he isn't preoccupied with work or lifting.<br>
<br>
<<ActionsHeader>>
<<link "Talk to Gordon" "GymGordonDialogue0">><<Feminity -1>><<Physique 1>><</link>><<if $GymJakeContest is undefined>>
<b>Casey's Gym</b><br>
<img src="./images/Gym.png"><br>
<<set $JakeContestTimer = 0>>
<<set $JakeContestFlirt = 0>>
<Br>
<<if $current.female is true>>
<<if $current.avatar is "Annie">>
You step back out onto the gym floor, Annie’s sneakers squeaking faintly against the polished mats. Every pair of eyes seem to lock on you. The girls outside the glass stare, lips curling in envy. Even Casey, lounging at the desk with a cigarette, tilts his head up. He smirks as he takes a slow drag, watching you.<br>
<Br>
Jake is no different as you approach him. His eyes track down and back up your body. “Damn,” he says with a grin, “Bet you’d look even better without it, though.” <Br>
<Br>
The words are as subtle as a sledgehammer, but they still cause a little flutter in your chest. What exactly the amulet has done to you to make even that feel nice?<br>
<<elseif $current.avatar is "Jennifer">>
You step back out onto the gym floor. All eyes seem to turn toward you, but the reaction is muted. The girls outside the window watch you, whispering constantly at the sight of you. Casey looks up from the desk, his gaze measured. You feel like you're walking into a saloon bar in a western.<br>
<BR>
Jake leans against the nearest machine, his gaze tracking you. “Looking good," he says with a twinge of hesitation.<br>
<<elseif $current.avatar is "Emily">>
You step back out onto the gym floor, not eliciting much of a reaction. Casey doesn’t even glance up from his boxing magazine and the girls continue to chatter, oblivious to your presence.<Br>
<Br>
<<InventoryCheckSelf "WorkoutGearRed">><<if _InventoryCheckSelf is true>>Jake does notice, though. His grin comes quick. “That colour’s asking for trouble, nerd. You show up in that, you better be ready to back it up.”<br><</if>>
<<InventoryCheckSelf "WorkoutGearBlack">><<if _InventoryCheckSelf is true>>Jake does notice, though. His grin comes quick. “Interesting look, nerd. That collar got an owner yet? I'd like to apply.”<br><</if>>
<<InventoryCheckSelf "WorkoutGearPink">><<if _InventoryCheckSelf is true>>Jake does notice, though. His grin comes quick. "Pink frills? Looks like you’re here to shake pom-poms, not lift weights.”<br><</if>>
<<elseif _CurrentPC is true>>
You step back out onto the gym floor, the mat under your shoes giving a faint, tacky squeak. It's subtle, but you see heads lifting. Casey actually looks up from his magazine with a slow look before he flips the page. The girls outside lean in a little closer to the window, watching you with narrowed eyes as you approach Jake.<br>
<Br>
<<InventoryCheckSelf "WorkoutGearRed">><<if _InventoryCheckSelf is true>>He gives you a wolfish grin and whistles, but says nothing. His eyes linger and he regards you with hunger.<br><</if>>
<<InventoryCheckSelf "WorkoutGearBlack">><<if _InventoryCheckSelf is true>>He smirks as he sees your workout gear, eyes returning to the collar around your neck. "Huh," he spits, but offers nothing more.<br><</if>>
<<InventoryCheckSelf "WorkoutGearPink">><<if _InventoryCheckSelf is true>>He lets out a slow and mocking low whistle. "Going through a barbie phase?" he quips.<br><</if>>
<</if>>
<Br>
Jake slaps his hands together. “Alright, here’s the deal. Three rounds. First’s the thigh press. Thirty reps, sixty seconds, see if you can keep your legs from shaking. Then bent-over rows, so I can check your form. Real close. And last, chest flys on the cables. You'll need to show your best if you want my money. But win two out of three and you can walk out with it.”<Br>
<br>
"And if I lose?" you ask, raising an eyebrow.<bR>
<br>
He grins. "I reckon the show's going to be reward enough. For everyone."<br>
<Br>
His eyes betray him as he glances over at the window, where you see the girls outside still watching. You know Jake wouldn’t set this up without there being something in it for him, but you can't quite see what it is yet. What you do know is that those girls are somehow involved.<br>
<Br>
Jake steps back and sweeps a hand toward the first machine. “Let’s go. Show me what you’ve got.” <Br>
<Br>
Your pulse jumps as you move into position, all eyes still locked on you.<br>
<br>
<<ActionsHeader>>
<<link "Begin the contest" "GymJakeContest">><<set $GymJakeContest to "BeginContest">><</link>>
<<else>>
You step back onto the gym floor, glancing around as you walk in. It's as you left it. Casey's at the counter, reading a magazine. The girls outside are staring back through the window glass. And Jake is already rolling his shoulders, chest out, eyes flicking between you and his reflection in the mirror, which the girls appear to be watching intently.<Br>
<Br>
“Alright, big man. Three rounds. First one’s a sprint drill. Three hundred metres, increasing incline. You think you can keep up?”<Br>
<Br>
He doesn’t wait for an answer before gesturing over his shoulder toward the pull-up bar. “Second, we go upper body. Twenty-five clean reps." Then he tips his head toward the bench stacked with plates. “Last’s the lift. Heavy as it gets. Win two out of three and you can walk out with my money.”<br>
<bR>
You glance over at the equipment, then back to him. "And if I lose?"<br>
<br>
Jake flashes a quick look toward the girls outside, making sure you notice his look. "'I'll get a nice reward."<Br>
<br>
He smacks his hands together, loud enough to make one of the girls jump. “Let’s do it."<Br>
<br>
<<ActionsHeader>>
<<link "Begin the contest" "GymJakeContest">><<set $GymJakeContest to "BeginContest">><</link>>
<</if>>
<<elseif $GymJakeContest is "BeginContest">>
<<if $current.female is true>>
Jake gestures toward the seated thigh press machine. “Thirty reps. Sixty seconds. All the way open, all the way closed. You up for that?”<bR>
<br>
He slides a pin into the weight stack without asking your preference, setting it just heavy enough to burn by the end. You take your seat, sneakers planted on the floor, hands gripping the side bars.<Br>
<Br>
As the first rep spreads your legs wide, you catch movement in the corner of your eye. The girls outside are still glued to the glass, watching you.<br>
<br>
Jake stays close, counting down each rep with a lazy grin. His eyes drift over your body, lingering around your groin as you spread your legs with each rep. “One… two… further than that. Don’t be shy.”<Br>
<Br>
By halfway through, your thighs are burning. Jake’s eyes never leave you. He runs his tongue over his lips, flicking his eyes from your face to crotch, grinning. “C’mon, ten more. Show me what those legs can really do.”<br>
<Br>
He steps forward, towering over you, perilously close to standing in the very spot where you are moving your legs through. Opening and closing. Spreading wide. Any closer and you’d clasp him between your thighs.<Br>
<Br>
Then you look to the window, catching the eyes of Jake's admirers gazing in. Spreading your legs wide once more in front of him, they offer you a glare.<br>
<br>
In spite of yourself, their glares get under your skin. You look back up at Jake as you close your legs again. Then open them. He runs his tongue between his teeth, staring at you.<Br>
<Br>
Your muscles are pulsing, making you doubt how much you have left to give. And glancing between Jake's lustful focus on your crotch and the hostile looks from the girls outside, an idea forms. There might be another way to get through this exercise other than winning it.<br>
<br>
<<ActionsHeader>>
<<StatCheckPhysique "gt" 50>>
<<set _StatPhysiqueProbability to _StatPhysiqueProbability + " Try to push through and complete the set">>
<<if _StatCheckPhysique is true>><<link _StatPhysiqueProbability "GymJakeContest">><<set $GymJakeContest to "Set1PhysiquePass">><</link>><br>
<<else>><<link _StatPhysiqueProbability "GymJakeContest">><<set $GymJakeContest to "Set1PhysiqueFail">><<Physique 1>><</link>><br><</if>>
<<link "Hold your legs open and show off" "GymJakeContest">><<set $GymJakeContest to "Set1ShowOff">><<Orientation 1>><</link>><br>
<<else>>
Jake steps up to the treadmill beside you, tapping the display with a smug little grin. “Three hundred metres,” he says. “Try to keep up, old man. I don’t slow down for charity cases.”<Br>
<Br>
The belts whine to life and you launch into it, driving your legs hard. Jake keeps glancing your way, waiting for you to stumble.<Br>
<br>
For the first hundred metres, you’re matching him stride for stride. Your pace is consistent and solid. You keep your breathing regular and controlled. But as the incline begins to rise, you feel your legs growing sore. The pace begins to get away from you.<br>
<br>
You glance over to Jake. He's suffering no such challenges. And as the two-hundred mark creeps up, the truth hits. This was a fool’s errand. You were never going to beat a quarterback at running. Whilst you are struggling to match the machine's pace, Jake is just finding his rhythm. The usual stream of jabs is gone. For once, he’s actually concentrating.<Br>
<br>
But you catch the quick flick of his eyes toward the window. The girls are there, crowding the glass, watching the two of you with bright eyes. They lean in, whispering to each other, one of them covering a smile behind her hand. Jake seems to be trying to avoid paying attention to them.<Br>
<Br>
<i>Maybe you could use that? Psych him out? Throw him off his game.</i><br>
<br>
<<ActionsHeader>>
<<StatCheckPhysique "gt" 50>>
<<set _StatPhysiqueProbability to _StatPhysiqueProbability + " Try to push through and complete the set">>
<<if _StatCheckPhysique is true>><<link _StatPhysiqueProbability "GymJakeContest">><<Feminity -1>><<set $GymJakeContest to "Set1PhysiquePass">><</link>><br>
<<else>><<link _StatPhysiqueProbability "GymJakeContest">><<set $GymJakeContest to "Set1PhysiqueFail">><<Physique 1>><</link>><br><</if>>
<<link "Try to psych Jake out" "GymJakeContest">><<set $GymJakeContest to "Set1Psych">><<Feminity -1>><<Greedy 1>><</link>><br>
<</if>>
<<elseif $GymJakeContest is "Set1PhysiquePass">>
<<if $current.female is true>>
You lock your gaze on the machine’s padded grips, shutting out Jake’s stare and the girls’ daggered eyes. Every repetition burns, the muscles in your thighs trembling under the strain, but you embrace it.<Br>
<Br>
<<if $current.avatar is "Annie">>
With resolve, you use your thighs to push your legs to their limit. They throb, but you push the desire to stop away. After all, you’re here to prove that you’re more than just a body to be ogled at or whispered about.<Br>
<br>
<I>Don’t you mean Annie is more than that?</i><br>
<<elseif $current.avatar is "Jennifer">>
Your own body feels like it’s pushing with you, every muscle straining not just to finish. Images of the girls at the window flash up in your mind. You grit your teeth, dismissing them. This isn't about giving a show to Jake, but it’s also not about whatever those girls outside might be whispering. It’s about proving you can do it. That you’re more than the small-town gossip says you are.<Br>
<br>
<i>That sounded a lot like Jen. Not you.</i><br>
<<elseif $current.avatar is "Emily" or _CurrentPC is true>>
The padded plates press against your thighs as you drive them outward, muscles burning with each repetition. You grit your teeth. Despite what he thinks, you’re not here to entertain him. You’re here to prove you’re more than just someone to look at.<br>
<br>
<<InventoryCheckSelf "WorkoutGearRed">><<if _InventoryCheckSelf is true>>The snug fabric stretches with every press, clinging to your sweaty breasts and thighs. But every ounce of additional effort turns the outfit away from something to emphasise your body and more celebrate the physicality of your muscles.<br><</if>>
<<InventoryCheckSelf "WorkoutGearBlack">><<if _InventoryCheckSelf is true>>The straps bite into your skin with each rep, metal clasps shifting under the strain. It’s a constant reminder that this outfit was built to restrain, not assist. And yet, each push feels like proof you can work against it.<br><</if>>
<<InventoryCheckSelf "WorkoutGearPink">><<if _InventoryCheckSelf is true>>The soft trim and bows almost feel delicate and flimsy under the duress, as if at any point they could tear. Not even the threat of this concerns you, as you push harder to show that you aren't defined by a colour.<br><</if>>
<br>
By the time you hit the final rep, your legs feel like lead. Jake stands over you, eyebrows raised, a crooked grin fighting with something closer to frustration.<br>
<BR>
“Not bad,” he says after a beat. “That was just a warm-up, though.” But you catch the faintest flicker in his eyes. A sliver of unease, as if maybe he’s misjudged you.<Br>
<Br>
Through the glass, the girls are no longer whispering or smirking. They just watch, lips pressed together, the edges of their jealousy softening into something else. Curiosity, maybe.<Br>
<</if>>
<<else>>
The sight of the girls eyeing Jake sparks a fire deep inside you. A caveman urge, maybe. But strong all the same. You want that attention. That desire. And you’ll do anything to take it from him.<br>
<br>
Your stride lengthens, muscles screaming, but you don’t let up. Every glance at Jake only feeds it. The flicker of surprise in his eyes as you keep pace. His grin even tightens into something harder when you edge ahead.<Br>
<Br>
The belt whines under the pressure of your sprint. The counter ticks closer to the mark, and with one last surge you cross first, breath tearing at your chest. Jake slaps his stop button a beat later. His jaw works as he forces a smirk, but his eyes are sharper now as a flash of a competitive glare before he hides it.<Br>
<Br>
“Just a warm-up, old man,” he says, voice low but edged. “Don’t get cocky.”<Br>
<Br>
You stand tall, still hammering with adrenaline, lungs dragging in greedy gulps of air. Heat floods your veins, testosterone surging as you drink in the moment. You can’t help but grin at the girls now. One of them looks away from your glance, coyly, as if she wasn’t watching you. It’s enough to spike the rush even higher.<Br>
<Br>
<i>Yes. It feels good, doesn’t it.</i><br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Continue the contest" "GymJakeContest">><<set $GymJakeContest to "Set2Intro">><<set $JakeContestTimer += 1>><</link>>
<<elseif $GymJakeContest is "Set1PhysiqueFail">>
<<if $current.female is true>>
You grit your teeth and try to force another rep. At first, you think you can keep the pace, but before the halfway mark the burn turns molten. Your breath comes faster, legs trembling, and every press feels heavier than the last. The machine starts clapping shut faster as your form falters.<br>
<br>
Jake watches the struggle like he’s been waiting for it. His grin stretches slow across his face, satisfaction settling into his eyes. You glance up at him and his look is enough to strip your resolve. The next attempt dies halfway. You slump back in the seat, chest rising and falling, legs left loose and open.<br>
<Br>
"That's what I thought," Jake says, taking a step forward, his shadow falling over you. Before you realise, he's standing between your spread legs. Then he plants one foot on the bench between your legs. You feel his trainer push against your crotch, your slit tingling through the fabric of your clothes.<Br>
<Br>
<<if $current.avatar is "Annie">>
“You might be good at keeping your legs open, Annie,” he whispers. "But it takes a man to know how to use the muscles in them.”<br>
<<elseif $current.avatar is "Jennifer">>
<<if $PlayerCharacter.female is true>>“What’s the matter?" he asks. "Gordon not giving you enough action? Looks like those thighs have gone soft.”<br>
<<else>>“What’s the matter?" he asks. "Boyfriend not giving you enough of a workout? Looks like those thighs have gone soft.”<br><</if>>
<<elseif $current.avatar is "Emily" or _CurrentPC is true>>
<<InventoryCheckSelf "WorkoutGearRed">><<if _InventoryCheckSelf is true>>“Just what I expected," he murmurs. "Flashy doesn’t mean fit, sweetheart.”<br><</if>>
<<InventoryCheckSelf "WorkoutGearBlack">><<if _InventoryCheckSelf is true>>“Just what I expected," he murmurs. "All strapped up and all for nothing.”<br><</if>>
<<InventoryCheckSelf "WorkoutGearPink">><<if _InventoryCheckSelf is true>>“Just what I expected," he murmurs. "Guess bows make up for muscle, after all.”<br><</if>>
<</if>>
<br>
Then he leans in over you, bringing his face close to yours, flexing his exposed thigh that's inches from your face. He glances back to the window, grinning at the girls, flexing as he stands over your defeated form. Another brush from his shoe against your crotch sends shivers across your body. You become conscious of your position, legs spread, pinned down on the exercise machine by the brute looming over you. And he's using your submission and defeat to impress his admirers.<Br>
<br>
Your eyes flick to the window. The girls outside are laughing, heads tipped together, their amusement loud even through the glass.<bR>
<br>
After a moment, Jake withdraws. "Next set," he barks, embracing his role as an instructor.<Br>
<<else>>
You lock your eyes on the console, telling yourself you can win this honestly. No games, no cheap shots. Just run. The belt hums under your shoes as you drive your knees high, stride for stride with Jake. But your calves are starting to burn. The incline bites deeper with every step.<Br>
<br>
Jake’s breathing stays maddeningly smooth. He begins to edge ahead. A fraction at first, then a few steps more. You try to keep your form clean, but the gap only widens.<Br>
<Br>
His treadmill chimes first. He rides the belt for a heartbeat, then hops off in one fluid motion, turning toward the glass. Stretching into a long, deliberate lunge, he makes sure every line of muscle in his thighs is on display.<Br>
<bR>
“Looks like you’ve been spending too much time running in skirts, Phillips,” he quips. The comment is addressed to you, but his voice is loud enough for the girls outside to hear. You glance over and see them laughing.<br>
<bR>
You try to tell yourself it’s just Jake’s usual trash talk, nothing more. But it stings. Perhaps even more than he expected.<br>
<br>
After a moment, Jake turns back to you. "Next set," he barks, grinning wildly.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Continue the contest" "GymJakeContest">><<set $GymJakeContest to "Set2Intro">><</link>>
<<elseif $GymJakeContest is "Set1ShowOff">>
You let your thighs part, slow and deliberate, the padded plates of the machine groaning slightly as the motion widens. And then stop. Deliberately, you look up at Jake, holding his gaze for a long moment before his eyes drop to between your thighs. When you look up you see his grin is gone, replaced by a frown of curiosity and confusion.<br>
<Br>
You hold the position, keeping your legs wide. There's a silence as you remain still. Cautiously, Jake takes a step forward into the arc of your thighs. When you don't flinch, he puts one hand on the machine and lifts a leg to plant his foot on the bench between your own. But he slips, almost falling on to you. There's a flicker of embarrassment for a moment as he rights himself. <bR>
<br>
"Hell, you keep them open like that, and I'll forget what I'm counting for,” he says, his voice pitched low. His gaze drags down to staring at your crotch, then back to your face. Shameless, you still don’t move.<Br>
<br>
"Are we done?" you murmur.<Br>
<bR>
Jake tilts his head, smirking like he’s sizing up a prize he already owns. “Yeah. That’s plenty. Keep that up, and maybe I’ll throw in something extra.”<Br>
<bR>
It's one comment, but you feel it land. Something inside you stirs, as you consider what he must be seeing. A woman, shamelessly spreading her legs wide open for his sight. You can all too easily imagine what he must be thinking. For some reason, it brings you a spark to indulge it.<Br>
<Br>
Trying to forget the thought, you glance past him to the window. The girls’ glares are sharp enough to cut, burning with pure jealousy. You’ve won this round, and they know it.<br>
<Br>
<i>But at what cost?</i><br>
<br>
<<ActionsHeader>>
<<link "Continue the contest" "GymJakeContest">><<set $GymJakeContest to "Set2Intro">><<set $JakeContestFlirt += 1>><</link>>
<<elseif $GymJakeContest is "Set1Psych">>
You keep your knees high, stride for stride with him, the treadmills thrumming in sync. Sweat beads at your brow, but your grin is steady as you glance over, already weighing how to knock him off balance without breaking stride.<Br>
<Br>
“Not bad for a school kid,” you say, breath steady.<br>
<Br>
Jake smirks. “Better than being an old man.”<Br>
<Br>
You glance over at Jake’s machine. His distance is pulling ahead of yours. Grimacing, you try again. “You date Christina, right? Athletic. Does she go easy on you when you run?”<br>
<Br>
That gets a bark of a laugh. “Jealous I’m dating a real cheerleader? Your girl couldn’t cut it, could she?”<Br>
<Br>
Looking at Jake’s machine, you lament as the counter stretches away. You grit your teeth, legs pumping harder. “She’s on the tall side, though, isn’t she?”<Br>
<br>
For the first time his eyes flick to meet yours. “What?” he mutters.<Br>
<Br>
<i>Bingo.</i> You press the blade in. “Bet she loves that. Looking down while you’re looking up.”<bR>
<br>
His stride falters. His eyes glare over at you. “Shut up,” he says, quietly.<Br>
<Br>
You can’t help but smirk. “How does it feel when she wears heels?” you continue. "Do you feel a bit... like a girl?"<Br>
<bR>
Jake’s heel catches the belt. He stumbles, grabs the rail, then the treadmill spits him off the back.<Br>
<bR>
You hammer the last fifty metres, your machine chiming the win.<br>
<Br>
Jake straightens, red-faced, pretending to check something on the console. Behind the glass, the girls laugh openly, one miming his trip while the other leans against the window, shaking her head.<bR>
<bR>
For a second you think he might take a swing. You square your stance. But he exhales sharply. “Whatever. That was just a warm-up.” But the usual swagger isn’t there.<br>
<br>
<i>Yes. Show him who’s boss.</i><br>
<br>
<<ActionsHeader>>
<<link "Continue the contest" "GymJakeContest">><<set $GymJakeContest to "Set2Intro">><<set $JakeContestTimer += 1>><</link>>
<<elseif $GymJakeContest is "Set2Intro">>
<<if $current.female is true>>
Jake kicks a pair of dumbbells into place at your feet, the clang echoing against the mirrored wall. “Bent-over rows. Ten reps. Proper posture. I’ll watch your alignment.”<br>
<Br>
You curl your fingers around the cold iron and bend at the hips, lowering until your back is parallel to the floor. In the mirror, your reflection meets your own gaze. You see yourself bent over at the waist, breasts close to falling out of your top, arse high in the air.<br>
<Br>
Movement at the side of the mirror catches your eye. You see in the reflection the girls are giggling, hands over their mouths. You don’t need to imagine what they're seeing.<br>
<Br>
“Go on,” Jake says from behind you, voice low.<br>
<Br>
You start to lift the weights off the floor. The pull is heavy, your arms straining as you bring the weights toward your ribs.<br>
<Br>
“Legs straight,” Jake instructs. “Back arched. Tooshie sticking up. No slacking. No cheating.”<br>
<br>
In the mirror's reflection, you watch him draw closer. So close you can almost feel the warmth of him at your rear. His hands slide onto your hips, guiding and tilting you back until your bum brushes his hips. You feel the pressure of his dick through the thin layer of your clothes.<bR>
<br>
The weights drag at your arms, your posture trembling under the strain. His nearness makes it worse, causing every rep to feel like a battle to keep form and focus. Like this, you know you’ll never finish the set.<br>
<br>
<<ActionsHeader>>
<<link "Drop a dumbbell on his foot" "GymJakeContest">><<set $GymJakeContest to "Set2Dumbell">><<Greedy 1>><</link>><br>
<<link "Call him out" "GymJakeContest">><<set $GymJakeContest to "Set2CallOut">><<Assertive 1>><</link>><br>
<<link "Grind back against him to distract him" "GymJakeContest">><<set $GymJakeContest to "Set2Grind">><<Orientation 1>><</link>><br>
<<else>>
Jake leads you toward the far wall, where a pull-up bar gleams under the strip lights. He stops beneath it, rolls his shoulders, and tosses you a look that’s all challenge.<Br>
<bR>
“Twenty-five. Clean reps. No kicking.” His tone says he’s already decided you won’t match him.<br>
<br>
The glass wall is behind you, and in its reflection you catch the girls drifting closer. Some lean against the frame, others fold their arms, smirking like they’re here for a sure thing. Jake gives them the barest nod before jumping to the bar.<Br>
<br>
You take your place beside him, palms biting against the metal. At his count, you both start.<bR>
<br>
The first few reps are easy, but Jake’s already pulling ahead. His chin clears the bar in sharp, quick motions. But there’s something about his rhythm. Just a fraction too quick for the reps to be as clean as he’s making them look.<br>
<Br>
By the seventh pull, your forearms are warm and your breath is deeper. Yet Jake looks like he’s just warming up. He even flicks to the window to check his audience before dropping back into the next rep. One girl leans forward, biting her lip. Another tilts her head toward him with a grin.<br>
<bR>
Your own count lags. The metal feels slicker now, your grip needing adjustment each time you drop.<br>
<Br>
“C’mon, old man,” Jake says between breaths. “Don’t gas out on me now."<br>
<Br>
You can feel the burn in your shoulders. Without doing something, he’ll hit twenty-five while you’re still in the teens. You can tell there's something in the way that he's moving that gives him an advantage. If only you could figure out what it is.<br>
<br>
<<ActionsHeader>>
<<StatCheckIntelligence "gt" 50>>
<<set _StatIntelligenceProbability to _StatIntelligenceProbability + " Try to figure out how Jake is winning">>
<<if _StatCheckIntelligence is true>><<link _StatIntelligenceProbability "GymJakeContest">><<Feminity -1>><<set $GymJakeContest to "Set2IntelligencePass">><</link>><br>
<<else>><<link _StatIntelligenceProbability "GymJakeContest">><<set $GymJakeContest to "Set2IntelligenceFail">><<Intelligence 1>><</link>><br><</if>>
<<link "Taunt him loudly to distract him" "GymJakeContest">><<set $GymJakeContest to "Set2Psych">><<Feminity -1>><<Greedy 1>><</link>><br>
<</if>>
<<elseif $GymJakeContest is "Set2Dumbell">>
The touch and the closeness of Jake is suffocating. You feel his hands on your hips and see his smirk in the glass.<Br>
<Br>
On the next rep, you bend forward just a fraction further than necessary, giving the weight a subtle backswing. You release your grip and the dumbbell flies back, landing on his foot with a solid, satisfying thud. "Sorry!" you exclaim.<Br>
<Br>
Jake’s grip vanishes instantly. His smile dissipates as he yelps and he hops back, clutching his shoe. “Son of a -!”<Br>
<br>
He glares back at you in the mirror, but says nothing. As he tries to stand, you can see him limping. His usual swagger ruined.<br>
<Br>
You flick a glance to the window reflected in the mirror. The girls are giggling, but now their eyes are looking at him.<Br>
<Br>
<i>Nice work. That will teach him.</i><bR>
<br>
Jake slumps onto a nearby bench, rubbing at his foot and muttering curses. Without his hands on you, the rest of the set comes easy. You row each rep in perfect form, the burn in your back clean and unbroken by distraction.<bR>
<bR>
By the time you finish, he’s still massaging his toes. “Well done,” he mutters under his breath, almost too low to hear, the words swallowed up in another grimace as he shifts his weight.<Br>
<br>
<<ActionsHeader>>
<<link "Continue the contest" "GymJakeContest">><<set $GymJakeContest to "Set3Intro">><<set $JakeContestTimer += 1>><</link>>
<<elseif $GymJakeContest is "Set2Grind">>
You tighten your grip on the dumbbells, spine straightening against the pull of the weight. Jake’s hands continue to hold on to your hips, steadying you. Or claiming you.<Br>
<br>
You know what he wants. So you give it to him.<br>
<br>
As you lift the weights, you arch your spine just a little more, letting your hips roll back into his. The motion is subtle at first, but you feel the contact. Jake stiffens behind you. His fingers flex against your hips, but he doesn’t pull away.<br>
<br>
You push back further with each additional rep, setting into a rhythm. When lifting the weights, you grind down. And when lowering, you grind back up against him.<br>
<br>
“That’s better,” Jake mutters low. His grip relents, letting you move freely. You feel him push back against you, his groin meeting your arse separated only by your clothing.<Br>
<br>
You glance up, looking at him in the mirror. His smirk is gone. Instead, he's staring at the reflection of the pair of you. And you watch yourself as you roll your butt against him, chest exposed as your top hangs low.<br>
<br>
From the corner mirror you also see the girls outside. You can’t hear them through the glass, but their faces say enough. Whispers, widened eyes, half-hidden smirks. They know what this looks like. They know exactly what you’re doing.<bR>
<br>
And you don’t stop. Instead, you let the dumbbells touch the floor and let the pretense of doing the exercise set evaporate.<Br>
<Br>
By the time you stop grinding against him, Jake's expression in the mirror is one of astonishment. He wears a grin that is slack and loose. His hand lingers a moment longer on your hip before sliding away.<br>
<Br>
“You did fine,” he says, voice rough, but clearly distracted.<br>
<br>
<<ActionsHeader>>
<<link "Continue the contest" "GymJakeContest">><<set $GymJakeContest to "Set3Intro">><<set $JakeContestFlirt += 1>><</link>>
<<elseif $GymJakeContest is "Set2CallOut">>
A shiver crawls your spine. You twist sharply, wrenching yourself out of his grip. “Hands off. I don’t need you touching me.”<Br>
<Br>
For a heartbeat, surprise flickers across his face. Then the grin returns, smug as ever. “Relax. Just trying to help with your form.” He steps back, leaning against the wall with folded arms. “Go on, then. Show me how it’s done.”<Br>
<Br>
You set your stance again and pull. The weights bite into your palms, your back burning as you fight for each rep. But without his grip steadying you - however unwanted - your body wavers. The mirror shows every tremble in your shoulders, every falter in your legs.<bR>
<br>
By the sixth rep your form collapses. You let the dumbbells fall with a clatter, chest heaving, sweat damp on your brow.<br>
<Br>
Jake’s voice cuts in, pitched loud enough to carry through the glass. “Guess that’s all you’ve got.” His smirk never leaves the mirror, his eyes flicking between you and the girls outside.<Br>
<Br>
The girls are laughing now, hands cupped to mouths, delighted at the spectacle. Their jeers sting more than the ache in your arms.<Br>
<Br>
You stand upright, cheeks flushed but gaze steady. You didn’t finish, but you didn’t let him put his hands on you either. The small defiance lingers. A fragile ember of control, even as Jake shakes his head like you’ve proven him right.<br>
<br>
<<ActionsHeader>>
<<link "Continue the contest" "GymJakeContest">><<set $GymJakeContest to "Set3Intro">><</link>>
<<elseif $GymJakeContest is "Set2IntelligencePass">>
You tighten your grip, teeth gritted. Jake’s rhythm is just too fast, too smooth for twenty-five strict reps. Then you catch it. The faint swing in his hips. The little kick of momentum hidden in the drop. He’s not pulling clean. He’s kipping.<bR>
<br>
A grin slips across your face. <i>Two can play at that game.</i><br>
<br>
You shift your own motion, shoulders loose on the drop, swinging just enough to snap back up. It immediately shaves the edge off the burn.<br>
<Br>
Your reps even out, with your chin clearing the bar in the same sharp rhythm Jake is keeping. His eyes flick sideways, but for once says nothing.<Br>
<Br>
The count climbs. Sweat runs hot down your back. You haul the last rep with everything left in your arms, chin snapping over the bar just as Jake falters on his. His feet scrape the mat a second before yours hit the floor.<br>
<Br>
You’ve won. By a breath, but you’ve won.<br>
<Br>
Jake wipes his palms on his shorts, jaw set hard. “Not clean,” he mutters, but doesn't elaborate. He glances to the window, but then turns away quickly. You look over to see the girls looking in, but their eyes are on you.<br>
<bR>
<i>Doesn’t it feel good, taking it from him?</i><br>
<br>
<<ActionsHeader>>
<<link "Continue the contest" "GymJakeContest">><<set $GymJakeContest to "Set3Intro">><<set $JakeContestTimer += 1>><</link>>
<<elseif $GymJakeContest is "Set2IntelligenceFail">>
You narrow your eyes, trying to follow the rhythm of Jake’s pull. There has to be something off, but you can't see how he's moving so fast. Smooth, fluid power, his chin snapping over the bar again and again.<Br>
<Br>
Your grip slips. For a heartbeat your palms skate on the metal, the bar biting hard into your fingers as you catch yourself.<BR>
<br>
Behind the window, you hear muffled giggling.<Br>
<Br>
You haul back into the motion, arms burning. But your rhythm’s gone. Each pull is heavier than the last. Beside you, Jake’s pace never falters. His eyes don’t even glance at you - he’s too busy flashing a quick grin at the window between reps.<BR>
<br>
By the time you drop from the bar, Jake is already pacing out a stretch. He claps his hands together, sharp and loud. “Too easy."<bR>
<Br>
You glare back at him. You know he cheated, but you can't see how. All you’re left with is the burn in your arms, the sting in your pride, and the sight of him soaking in the attention like he owns it.<br>
<br>
<<ActionsHeader>>
<<link "Continue the contest" "GymJakeContest">><<set $GymJakeContest to "Set3Intro">><</link>>
<<elseif $GymJakeContest is "Set2Psych">>
“No wonder it’s easy for you,” you say between breaths, teeth bared in a smile. “Nothing to lift if you’re all skin and bones.”<br>
<bR>
Jake smirks through the next rep. “Yeah? Got muscle where it counts. Not like you, Phillips.” His eyes flick deliberately to your belly before snapping back to the glass, showing off.<Br>
<Br>
You huff, keeping your grip steady. “Must be hard with keeping them with your genes.”<Br>
<br>
That wipes the smirk for a second. He drags himself up again, jaw tight, before answering. “I’ve seen your mum around town. Dainty as an elephant, isn’t she?”<br>
<br>
A low chuckle comes from Jake, but it’s brittle. “Jibes at my mum? You sound like Steve.”<br>
<br>
Grinning back at him, you dig in. “That your brother? Heard he's a star. Bet those girls would rather be watching him than settle for his back-up act.”<Br>
<br>
The bar rattles in his hands as his timing stutters. He swings too hard, catches himself, teeth grinding.<Br>
<Br>
You keep the tempo smooth, and press the blade deeper. “He was the quarterback too, wasn’t he? Set a lot of records. How’s it going, beating them?”<Br>
<br>
Jake lets out a sharp breath, almost a growl. His reps turn ragged, form crumbling as his arms burn faster than his temper cools.<Br>
<Br>
“Still,” you add, voice carrying just enough for the glass to catch it. “At least the scouts know your name. If you’re lucky, you can ride his coat-tails long enough to get a scholarship." You take a deep breath as you finish another rep. "Before they figure out you’re less of an athlete than he is.”<br>
<Br>
Jake drops hard from the bar, landing with a thud that shakes the frame. His fists clench, face red and damp. For a second you think he’s going to swing for you, right here, right now.<br>
<br>
“Jake!” Casey’s voice snaps sharp from the far side of the gym. The boy freezes, chest heaving, then swipes his brow with the heel of his hand.<Br>
<Br>
You drop from the bar, rolling your shoulders. “Just banter between gym buddies,” you say, grinning.<Br>
<Br>
His eyes cut to yours, flat and venomous. “Time to move on to the next,” he mutters, stalking toward the weights.<Br>
<Br>
Behind the glass, the girls are still laughing.<Br>
<br>
<<ActionsHeader>>
<<link "Continue the contest" "GymJakeContest">><<set $GymJakeContest to "Set3Intro">><<set $JakeContestTimer += 1>><</link>>
<<elseif $GymJakeContest is "Set3Intro">>
<<if $current.female is true>>
Jake leads you across the floor toward the cable machine, a crooked grin tugging at his mouth as he drags the bench into place directly in front of the long wall mirror. He adjusts the handles, pulling them wide so the cables hum with tension, then slaps the cushion of the bench.<br>
<Br>
“Let’s hit upper body. Chest flys. Arms wide. I’ll spot you.”<Br>
<br>
You sit, then lower yourself back until your shoulders sink into the vinyl. The fabric of your top stretches tight over your chest as your arms extend to either side to grasp the handles. The metal is cool in your palms, but it’s nothing compared to the awareness prickling at the crown of your head.<BR>
<Br>
Jake steps in close behind you. Too close. His thighs frame the bench, his shorts hanging low enough that when you glance up, they’re almost brushing your forehead.<br>
<Br>
“That’s it,” he murmurs. His voice is quiet, but heavy enough that you feel it settle down your spine. “Now full extension. I want to see how far you can stretch.”<Br>
<Br>
You draw the cables inward. The weights rise with a steady clank, then drop as you open your arms wide again. Each rep arches your chest, pulling the fabric tighter, lifting you higher.<Br>
<br>
“Eyes up,” Jake says. The words are soft but edged with command.<br>
<Br>
You obey almost by instinct, staring into the mirror behind you. Your own reflection stares back. Arms spread, chest thrust high, Jake’s looming shape over you, his groin close enough to your mouth that you could lick it. The humiliation is baked into the posture. Each repetition forces you to see yourself the way he does. Open, stretched, displayed.<Br>
<Br>
By the third rep your focus is already sliding. The cables sing with tension, but the harder pull is the pressure of his presence. His smirk in the mirror. You know you won’t get through the set like this. Not with Jake’s shadow pressing down and the mirror throwing it all back at you.<Br>
<br>
<<ActionsHeader>>
<<StatCheckIntelligence "gt" 50>>
<<set _StatIntelligenceProbability to _StatIntelligenceProbability + " Try to adjust your form to de-emphasise yourself">>
<<if _StatCheckIntelligence is true>><<link _StatIntelligenceProbability "GymJakeContest">><<set $GymJakeContest to "Set3IntelligencePass">><</link>><br>
<<else>><<link _StatIntelligenceProbability "GymJakeContest">><<set $GymJakeContest to "Set3IntelligenceFail">><<Intelligence 1>><</link>><br><</if>>
<<link "Nuzzle your nose against Jake’s groin to distract him" "GymJakeContest">><<set $GymJakeContest to "Set3Nuzzle">><<Orientation 1>><</link>><br>
<<else>>
Jake leads you across the gym floor to the bench press station, plates clattering as he loads the bar. He slides the big twenties on with a grunt, giving you a sideways glance as if daring you to question it. By the time he’s done, the bar looks monstrous.<br>
<Br>
He drops onto the bench, grips the knurling, and heaves the weight up. Each push is loud and deliberate, chest flexing with the strain. His eyes flick toward the window every few reps. Sure enough, the girls outside lean closer, smirks spreading as they watch him perform. He slams the bar back into the rack with a metallic clatter, sitting up to roll his shoulders, sweat bright on his arms.<br>
<Br>
“Your turn, old man,” he says, grinning. “Match it if you can.”<Br>
<<RumourCheckSelf "Jake">>
<<if _RumourCheckSelf is true>><Br>Your eyes drift to the stack as you step closer. Something looks off. Wedged between the big twenties are thin slivers of 2.5s. A trick to bulk up the look without piling on the real weight. He’s still lifting heavy, sure, but it’s not the clean display he’s making it out to be.<br><</if>>
<Br>
The girls at the glass watch intently now, arms folded, eyes darting between you and Jake. He sits forward on the bench, smirk locked in place, daring you to take his challenge.<Br>
<br>
<<ActionsHeader>>
<<RumourCheckSelf "Jake">>
<<if _RumourCheckSelf is true>><<link "Call the cheating out directly" "GymJakeContest">><<set $GymJakeContest to "Set3Rumour">><</link>><br><</if>>
<<StatCheckPhysique "gt" 50>>
<<set _StatPhysiqueProbability to _StatPhysiqueProbability + " Try to match Jake’s weight">>
<<if _StatCheckPhysique is true>><<link _StatPhysiqueProbability "GymJakeContest">><<Feminity -1>><<set $GymJakeContest to "Set3PhysiquePass">><</link>><br>
<<else>><<link _StatPhysiqueProbability "GymJakeContest">><<set $GymJakeContest to "Set3PhysiqueFail">><<Physique 1>><</link>><br><</if>>
<<link "Mock Jake" "GymJakeContest">><<set $GymJakeContest to "Set3Psych">><<Greedy 1>><<Feminity -1>><</link>><br>
<</if>>
<<elseif $GymJakeContest is "Set3IntelligencePass">>
Jake continues with his instructions. “Arms out. Wider. Back arched,” he says, tone steady, rehearsed. “That’s the form.”<br>
<Br>
But you know better. He’s not focused on your form. He’s watching the show. And you know better than him on how to do this.<br>
<Br>
On the next rep, you tilt your pelvis, flattening your lower back into the bench. The strain shifts, making the pull cleaner. It also means less curve, less spectacle and more stability.<br>
<Br>
Jake’s eyes narrow in the mirror. “That's not what I said.” His voice tries for neutral, but there’s a sharpened edge beneath it.<Br>
<br>
You don’t look at him. “Proper engagement’s about control, not arching your spine like a bow. Unless you want me to throw it out before the set’s done?”<Br>
<br>
For a moment he doesn’t answer. His reflection hovers close, watching, judging. Then he exhales through his nose. “Fine. Whatever.”<br>
<Br>
He takes a step back, suddenly disinterested as his smugness falters.<br>
<Br>
Reps flow smoother now. You focus on the rhythm, the weight working your shoulders and chest without forcing yourself into a posture designed for someone else’s entertainment. In the mirror, you see the girls have gone quiet. Now watching you with interest.<Br>
<Br>
By the tenth rep your arms burn, but it’s clean. Solid. Yours.<Br>
<Br>
Jake crosses his arms, leaning back against the mirror with a curl in his lip. “Guess that works too,” he mutters, reluctant.<Br>
<Br>
You sit up slowly, catching your breath. For once, you’ve beaten him without brute force. Just by being sharper.<Br>
<br>
<<ActionsHeader>>
<<link "Finish the contest" "GymJakeContest">><<set $GymJakeContest to "Finish">><<set $JakeContestTimer += 1>><</link>>
<<elseif $GymJakeContest is "Set3IntelligenceFail">>
Jake continues with his instructions. “Arms out. Wider. Back arched,” he says, tone steady, rehearsed. “That’s the form.”<br>
<Br>
You are sure this isn't the best way to do this. In fact, you know Jake's not trying to help you. He’s focused watching the show. But you can't work out how to do this any better without emphasising your body.<br>
<Br>
“That’s not how you do it,” he says sharply. “Arch. Back high. You’ll never get full extension otherwise.”<BR>
<br>
You hesitate. “Feels more stable this way.”<br>
<Br>
His smirk deepens. “Stable isn’t strong. Proper form means arch. Big chest. Wide spread. You want results? Do it my way.”<br>
<Br>
Finally, you let out a breath and ease back into the curve he wants. Back arched, chest raised, exactly the pose he’d engineered from the start. “That’s it,” he murmurs, satisfied. His hand brushes your side, pressing you deeper into the posture. The cables tremble as you pull, your chest rising each time, your reflection performing exactly as he intended.<Br>
<Br>
In the mirror you see the girls outside nudge each other, smirks playing at their lips. One tilts her head with a knowing grin. They can see what this looks like, and so can you.<Br>
<Br>
Jake steps back only once the set is complete. He nods, smug and certain. “Better. But not good enough. Think you'll have to put in some more practice if you want to meet what I'm after.”<br>
<br>
You sit up slowly, a frown tugging at your lips. You did finish, but Jake's not admitting the victory. This display was all for nothing.<Br>
<Br>
<I>Did you expect for him to play fair?</i><br>
<br>
<<ActionsHeader>>
<<link "Finish the contest" "GymJakeContest">><<set $GymJakeContest to "Finish">><</link>>
<<elseif $GymJakeContest is "Set3Nuzzle">>
You steady your breathing, cables taut in your hands. You already know you’re not going to finish this set. Not with Jake standing so close, his shorts brushing your hairline, his smirk heavy in the mirror. But there’s another way to get through this. An easier way.<BR>
<Br>
<I>Is that how you’re justifying it?</i><br>
<br>
Keeping your eyes locked on his, you arch your neck just enough for your nose to brush against the fabric of his shorts. The sweat-darkened cotton carries his scent. Sharp and musky. It should be repulsive, but instead there’s a pull, an animal part of you responding to it.<br>
<Br>
You glance up at him, seeing Jake’s eyes widen. But he doesn’t move back. If anything, it seems to root himself in place. You have to crane higher, lips grazing the fabric now. The outline beneath is unmistakable. The heat rising from him, the stiffness against your mouth, makes your pulse kick.<br>
<br>
Your arms sag, the cables hanging limp at your sides. You’re no longer even pretending to row. Through his legs, you see the world upside down. A humiliating picture of a girl on back, legs astride a bench, face pressed against Jake’s crotch. And through the window, the girls are watching. Wide-eyed, half-laughing, half-whispering, drinking in the display.<br>
<Br>
Jake tilts his head, voice low and smug. “Maybe we should take this somewhere else.” He makes no move to end the moment himself, but he doesn’t need to. The cables swing idly from your hands, the exercise already long forgotten.<Br>
<br>
<<ActionsHeader>>
<<link "Finish the contest" "GymJakeContest">><<set $GymJakeContest to "Finish">><<set $JakeContestFlirt += 1>><</link>>
<<elseif $GymJakeContest is "Set3Rumour">>
Your voice cuts the air. “Those twenties look thicker than mine. You hiding something, Jake?”<bR>
<br>
Outside the window, the girls outside lean in to look at his weights. Jake freezes and for a moment, his grin falters. Then he forces a laugh. “Huh. Must’ve been a mistake.”<bR>
<Br>
“Sure,” you reply. “I’ll just match, then. Fair's fair.”<br>
<Br>
You glance over to the window, seeing the girls murmuring. They’re watching you now.<Br>
<Br>
You slide into position and take the bar. The weight feels good. Your muscles flex as you push the first rep skyward. Breathe in, brace, press. The burn is there, but it’s steady and manageable.<br>
<Br>
Beside you, Jake grunts. Rep after rep, you keep pace. You quickly match his score, then push ahead. By the time you rack the bar with a final slam, you've left his effort in the dust.<br>
<Br>
Outside, the girls exchange looks, then grin at you.<Br>
<Br>
Jake’s jaw works. “Whatever,” he mutters, too low for swagger. The bravado’s fraying.<Br>
<Br>
The pride hits like a rush of blood, hotter than the strain in your chest. You didn’t just out-lift him. You owned him.<br>
<Br>
<I>How does it feel? You didn’t just beat him. You made him kneel.</i><br>
<br>
<<ActionsHeader>>
<<link "Finish the contest" "GymJakeContest">><<set $GymJakeContest to "Finish">><<set $JakeContestTimer += 1>><</link>>
<<elseif $GymJakeContest is "Set3PhysiquePass">>
You grip the bar, palms slick, shoulders tight. The stack feels heavy even before you press, but Jake’s smug grin keeps you rooted.<br>
<Br>
The first rep grinds upward, slow and rough. Your clench your teeth. Out of the corner of your eye you catch the girls watching intently.<Br>
<Br>
Heat floods your chest. You drive the bar up again. One rep. Then another. The rhythm starts to build, though every movement sends fire up your arms. Jake watches. You see his smug grin fade.<Br>
<Br>
“You’re fading, old man,” he says, but there's nervousness in his voice.<Br>
<Br>
You block it out, focus on the bar and the next rep. Your lungs burn, your shoulders scream, but you won’t quit. You force the steel upward, lockout rattling as the plates clang against each other.<Br>
<Br>
The final stretch is nothing but pain. Your vision blurs, sweat dripping hot into your eyes, but you bite down and push. The bar crawls upward, inch by inch, until you slam it back onto the rack with a roar. Your chest heaves, muscles trembling on the edge of collapse.<br>
<br>
Through the glass, the girls shift. They trade quick grins, impressed. The sight makes your pulse hammer harder than the weights ever could.<Br>
<Br>
Jake notices, too. His jaw tightens. “Alright. You got one. That was an easy weight, though.” The bravado is there, but thinner, his voice edged with frustration.<Br>
<Br>
You can’t help but let a grin spread across your face, even as your arms shake with exhaustion.<Br>
<Br>
<I>Yes. This is what it means to be stronger. Pain is nothing when you can put someone beneath you.</i><br>
<br>
<<ActionsHeader>>
<<link "Finish the contest" "GymJakeContest">><<set $GymJakeContest to "Finish">><<set $JakeContestTimer += 1>><</link>>
<<elseif $GymJakeContest is "Set3PhysiqueFail">>
You grip the bar hard, teeth clenched, every nerve screaming that you’re not about to fold here. The first reps come heavy but steady. Shoulders straining, chest tight. You force each push with a grunt, bar trembling over you.<Br>
<Br>
By the tenth, your breaths come ragged. Each press shakes, your wrists scream in pain, elbows wobble under the weight. Out of the corner of your eye, you see the girls smirking through the window. They've written you off already.<Br>
<Br>
You press again. Halfway up, the bar quivers. Your chest burns, your arms dead. Jake's laugh echoes as he watches you.<Br>
<Br>
“Come on, old man,” he calls loud enough for the girls to hear. “Thought you had grit. Looks like you’re just made to spot me.”<Br>
<br>
You dig in, straining, face hot. The bar stalls mid-air. No matter how you push, it won’t move. With a clatter, it drops back to the rack. You sag into the bench, chest heaving. Done.<br>
<br>
“Better luck next time,” Jake says, wiping his forehead with deliberate ease. The smugness drips from every word. "Although maybe the ballet class is more your thing."<br>
<Br>
You can’t meet his eyes. Your gaze stays on the ceiling, hot with frustration.<Br>
<Br>
<I>Pathetic. Maybe he's right. Maybe ballet is more suited to you.</i><br>
<br>
<<ActionsHeader>>
<<link "Finish the contest" "GymJakeContest">><<set $GymJakeContest to "Finish">><</link>>
<<elseif $GymJakeContest is "Set3Psych">>
The weights groan as you both press. First few reps are clean and steady. Jake watches you with mild interest, but keeps looking back to window where the girls cluster.<Br>
<Br>
“Christina ever spot you?” you jab, keeping your voice casual. “Heard she’s stronger than you.”<Br>
<br>
Jake snorts. “Just stick to your own set, old man.”<Br>
<Br>
You grit your teeth, raising the bar again, then let your voice rise, loud enough for the girls against the glass. “Funny, though. Don’t see your dad in here much.” You pause just long enough to draw it out. “Guess he saves the proud-dad act for Steve, huh?”<Br>
<br>
Jake's attention is suddenly upon you. "What did you say?"<br>
<BR>
You feel the grin crawl onto your face. Pressing through another rep, you twist the knife. “Must sting. Everyone says you’ve got your dad's temper, but none of his strength.”<Br>
<Br>
Jake is right above you now, looking down with fury. You briefly consider stopping, but there's something about this that brings you satisfaction. “Bet the old man wishes Steve was still in Charlton. At least then he’d have a son worth watching.”<br>
<br>
The sound Jake makes is halfway between a growl and a gasp. He lashes out to push the bar down. It lands on your chest, knocking the air out of you. "You take that back!" he snaps, pushing the bar down against your body.<Br>
<Br>
Casey’s voice snaps across the room. “Get that bar off him!" Out of the corner of your eye, you see him limping over.<Br>
<Br>
Jake glares down at you for a moment longer, then releases his grip. You immediately push the bar back up and lock it in place, gasping for air.<Br>
<Br>
"You alright, son?" Casey asks you, as you sit up. You nod to him, silently, looking over to Jake who stands off to the side.<br>
<Br>
"I'd say he wins this one by default," Casey tells Jake. The quarterback turns to look between the two of you, his cheeks red with fury. “Whatever,” he spits.<Br>
<br>
<I>See? Find the crack. Push. Watch him break. That’s how you win.</i><br>
<br>
<<ActionsHeader>>
<<link "Finish the contest" "GymJakeContest">><<set $GymJakeContest to "Finish">><<set $JakeContestTimer += 1>><</link>>
<<elseif $GymJakeContest is "Finish">>
<<if $current.female is true>>
You step back from the final set, breath still heavy, sweat slick against your skin. Jake eyes you, his grin sharp. Through the window you see the girls are still there, smirks pressed to the pane, waiting to see who came out on top.<br>
<br>
<<if $JakeContestTimer gte 2>>
For the first time Jake’s grin falters. He rolls his neck, scowling faintly as the girls’ eyes slide from him to you. Their expressions aren’t subtle. A new appraisal, one that used to be his alone.<Br>
<Br>
“Alright,” he mutters. “You did okay. For a girl.” He tries for a shrug, but it doesn’t hide the edge in his voice.<Br>
<Br>
You press him, steady. “And the bet?”<bR>
<Br>
His jaw tightens. For a heartbeat he looks like he might wriggle out of it. But when he glances back to the window, you see acceptance set in. “Fine. A bet’s a bet.” He jerks his thumb toward the locker room. “C’mon. Let’s settle it.”<Br>
<br>
<<ActionsHeader>>
<<link "Go to locker room with Jake to get your reward" "GymMaleLockerRoom">>
<<EventTrigger "GymMaleLockerRoom" "WorkOutBetWon" null null null null null null true>>
<<set $JakeContestTimer to undefined>>
<<set $JakeContestFlirt to undefined>>
<<set $GymJakeContest to undefined>>
<</link>>
<<elseif $JakeContestFlirt gte 2>>
Jake looks at you with barely concealed lust. “Not sure you won,” he says, voice low. “But I think you deserve a reward, anyway.” His eyes narrow, grin returning.<br>
<Br>
The way he says it is pitched just loud enough for the girls outside to catch, drawing a ripple of knowing smiles. He tips his chin toward the locker room. “Want to go somewhere private?”<br>
<br>
Through the window you see the girls watching carefully, smirking.<Br>
<Br>
<<ActionsHeader>>
<<link "Go to locker room with Jake to get your 'reward'" "GymMaleLockerRoom">>
<<EventTrigger "GymMaleLockerRoom" "WorkOutBetFlirt" null null null null null null true>>
<<set $JakeContestTimer to undefined>>
<<set $JakeContestFlirt to undefined>>
<<set $GymJakeContest to undefined>>
<</link>><br>
<<link "Decline his offer" "GymJakeContest">><<set $GymJakeContest to "Decline">><</link>>
<<else>>
Jake’s grin only widens, all cocky bravado. Through the window the girls’ attention swings back to him like it never left. He tosses a towel across his shoulder, flexing as though he’s already forgotten you.<Br>
<Br>
<<if $current.avatar is "Annie">>“Like I thought,” he crows, pitching his voice so the girls can hear. “That's what you get for sitting behind a reception desk all day. All talk and no action.”<Br>
<<elseif $current.avatar is "Jennifer">>“Like I thought,” he crows, pitching his voice so the girls can hear. “A girl who couldn't hack it as a cheerleader can't handle a gym set.”<Br>
<<elseif $current.avatar is "Emily">>
<<InventoryCheckSelf "WorkoutGearRed">><<if _InventoryCheckSelf is true>>“Like I thought,” he crows, pitching his voice so the girls can hear. “You can dress up like a slut, but you don't have the moves to back it up, nerd.”<Br><</if>>
<<InventoryCheckSelf "WorkoutGearBlack">><<if _InventoryCheckSelf is true>>“Like I thought,” he crows, pitching his voice so the girls can hear. “You're more of a passive nerd than an active girl, aren't you?"<br><</if>>
<<InventoryCheckSelf "WorkoutGearPink">><<if _InventoryCheckSelf is true>>“Like I thought,” he crows, pitching his voice so the girls can hear. “Rather be playing with activewear barbie than do it yourself, hey nerd?"<br><</if>>
<<elseif _CurrentPC is true>>
<<InventoryCheckSelf "WorkoutGearRed">><<if _InventoryCheckSelf is true>>“Like I thought,” he crows, pitching his voice so the girls can hear. “You might look like you've got the goods, but you can't back it up.”<Br><</if>>
<<InventoryCheckSelf "WorkoutGearBlack">><<if _InventoryCheckSelf is true>>“Like I thought,” he crows, pitching his voice so the girls can hear. “Don't think a gym's for you. Maybe you'd feel more at home in a dungeon."<br><</if>>
<<InventoryCheckSelf "WorkoutGearPink">><<if _InventoryCheckSelf is true>>“Like I thought,” he crows, pitching his voice so the girls can hear. “Might want to try the ballet class, sweetheart. More suited to your tastes."<br><</if>>
<</if>>
<Br>
The girls giggle behind the glass, smirks aimed your way before returning to their favourite spectacle - Jake. He soaks in their laughter and looks like it’s fuel.<br>
<Br>
<<ActionsHeader>>
<<link "Shower and leave the gym" "OrchidRoad">><<TimeChange>><<set $JakeContestTimer to undefined>><<set $JakeContestFlirt to undefined>><<set $GymJakeContest to undefined>><</link>>
<</if>>
<<else>>
You step back from the final set, breath still heavy, sweat slick down your arms. Jake eyes you from across the room, a towel slung over one shoulder. His chest still rises steady, but there’s no mistaking the tension in the way he looks at you.
<Br>
<<if $JakeContestTimer gte 2>>
His scowl says it all. He's not happy. Not with you, not with the way the girls on the other side of the window are watching you now instead of him. Their whispers aren’t subtle, one even hides a grin behind her palm.<Br>
<bR>
Jake spits to the side, jaw tight. “Wasn’t even fresh today. Football practice took it out of me last night. Be a different story if I wasn't training for a game.”<br>
<Br>
You towel the sweat from your hands and step closer, voice cutting through. “That’s not how this works. We had a deal. You lost.”<Br>
<br>
For a moment he doesn’t answer, the towel bunched in his fist, the muscle in his jaw twitching. Then he snorts, turning toward the locker room. “Whatever. Let’s get it over with.”<Br>
<br>
<<ActionsHeader>>
<<link "Go to locker room with Jake to get your reward" "GymMaleLockerRoom">>
<<EventTrigger "GymMaleLockerRoom" "WorkOutBetWon" null null null null null null true>>
<<set $JakeContestTimer to undefined>>
<<set $JakeContestFlirt to undefined>>
<<set $GymJakeContest to undefined>>
<</link>>
<<else>>
Jake grins wide, planting his hands on his hips, chest still flushed from the effort. “Just as I thought. Knew you couldn’t keep up.”<Br>
<bR>
He doesn’t even lower his voice. “Come back when you’re ready to compete. Until then, stick to the light weights. Leave the real work to men who can handle it.”<Br>
<Br>
The girls outside giggle at the jab. One mimes flexing a bicep and nods toward Jake, the other shakes her head with a laugh at you.<Br>
<Br>
Jake wipes his palms on the towel and returns to posing in front of the mirror, pretending to go back into another set while the girls’ eyes stay fixed on him.<Br>
<Br>
<<ActionsHeader>>
<<link "Shower and leave the gym" "OrchidRoad">><<TimeChange>><<set $JakeContestTimer to undefined>><<set $JakeContestFlirt to undefined>><<set $GymJakeContest to undefined>><</link>>
<</if>>
<</if>>
<<elseif $GymJakeContest is "Decline">>
You shake your head, firm enough to leave no doubt. Whatever Jake’s suggesting, you don’t want it like that.<Br>
<Br>
For a second his grin falters. Then the mask slips neatly back into place. He shrugs, all loose shoulders and feigned indifference. “Suit yourself,” he says, tone light. As if it doesn’t matter.<br>
<Br>
He slings a towel across his shoulder, turns his back on you and raises an arm to flex. The motion’s casual, but angled perfectly toward the glass. The girls respond immediately, laughter bubbling as they lean forward, eyes sliding over his muscles. They’re already nodding, approving, as if he’s moved on from you without a second thought.<Br>
<Br>
The sting lands sharper for that. You made the call, but somehow it feels like you’re the one being refused.<Br>
<Br>
<I>See how easily he twists it? That's how a real man gets his way. Indifference.</i>
<Br>
<<ActionsHeader>>
<<link "Shower and leave the gym" "OrchidRoad">><<TimeChange>><<set $JakeContestTimer to undefined>><<set $JakeContestFlirt to undefined>><<set $GymJakeContest to undefined>><</link>>
<</if>><<if $GymBoxingClass is undefined>>
<b>Casey's Gym</b><br>
<img src="./images/Gym.png"><br>
<Br>
You walk back into the gym. Casey’s finished adjusting the mats and is bouncing lightly on the balls of his feet, rolling his shoulders, shifting his weight, almost dancing. It’s a little uneven, his limp catching now and then, but he moves like someone who remembers at least how it used to feel.<br>
<bR>
At the sight of you, he stops. “Alright,” he says, taking one last drag from the cigarette. Then, without ceremony, he stubs it out directly on the skirting board. “You ready?”<Br>
<br>
Before you can answer, he tosses a pair of gloves your way. You fumble slightly catching them, but more from the unexpected speed than the weight. Casey chuckles, but in doing so stumbles a little over his bad leg. He grunts, recovers, and says nothing.<Br>
<bR>
You pull on the gloves slowly, tightening each strap. As you do, your eyes flick toward the window. The boys are still there. Their breath fogs faint patches in the glass. One of them points at Casey and says something you can’t hear, but it makes the others snicker. <Br>
<br>
Casey doesn’t look, but his shoulders square just slightly as if he’s trying not to hear what he’s already heard. He steps onto the mat and gestures for you to join him. “Hands up,” he says simply. “Keep your guard tight. Stay light on your feet.”<Br>
<br>
He adjusts his stance, loose and low, one glove tapping lightly at his chin.<Br>
<Br>
“If you’re ready, we’ll begin.”<Br>
<br>
<<ActionsHeader>>
<<link "Begin the lesson" "GymBoxingClass">><<set $GymBoxingClass to "Begin">><</link>>
<<elseif $GymBoxingClass is "Begin">>
You step onto the mat, gloves raised. Casey starts circling you, light on his feet despite his leg. His eyes flick across your stance, watching every shift in your balance. Then, without warning, he throws a couple of slow, easy punches toward your gloves.<Br>
<Br>
They land with a soft thud. The technique is still sharp, but there’s no weight behind them. Not anymore.<BR>
<bR>
“Turn that lead foot in,” he mutters. “You’re open on the left. Chin down. Guard tight.”<Br>
<br>
You adjust, and he nods. He keeps circling, throwing a few more lazy jabs. You sense he’s not trying to hit, but testing your footing. Each time, he calls something out. “Don’t step back. Pivot. Jab now. Again.”<BR>
<br>
Nodding, you follow his rhythm. One-two. Then another jab. Your fist connects with his glove. Then his shoulder. Then, surprisingly, his chest.<Br>
<Br>
You weren’t trying to land a clean shot, but it hits harder than expected. Casey stumbles a half-step back, readjusting his stance with a grunt.<br>
<br>
Glancing towards the window, you see the boys are still there watching with glee. One of them mimics your punch and the others burst into laughter. Looking back, you see Casey’s eyes on them before catching sight of yours.<Br>
<bR>
He nods again, more slowly this time. “Not bad,” he mutters, rebalancing himself on his bad leg. “But you’ll need more than that to beat me.”<BR>
<br>
The words are said to be challenging, but his stance says otherwise. You’re sure it wouldn’t take much at all to put him down.<Br>
<br>
The gym door creaks open behind you. Glancing back, you see the boys now standing in the doorway, grinning wide. One of them steps forward. “Don’t be a sissy!” he shouts. “Finish him off!”<Br>
<br>
They laugh again, and suddenly the room feels smaller. Heavier. You glance back at Casey. His hands are up. Barely. His face is blank. Waiting.<bR>
<bR>
<I>Go on, show those boys what sort of man you are.</i><br>
<br>
<<ActionsHeader>>
<<link "Fight to win" "GymBoxingClass">><<set $GymBoxingClass to "Win">><<Physique 1>><<Greedy 1>><<Feminity -1>><</link>><BR>
<<link "Let Casey win" "GymBoxingClass">><<set $GymBoxingClass to "Lose">><<Greedy -1>><<Feminity 1>><</link>><BR>
<<elseif $GymBoxingClass is "Win">>
You adjust your footing. Casey’s still moving, but slower now. You begin to press forward with purpose. Every time he shifts to favour his bad leg, you shift with him. Cut off his angle. Force the weight onto it.<br>
<bR>
He throws another jab, but you don’t back off this time. You dip inside and deliver a clean shot to his jaw. Casey staggers. The boys snigger again.<Br>
<br>
Casey grins, trying to play it off. “Careful now,” he mutters. “This is meant to be your lesson.”<Br>
<br>
But you don’t answer. You glance at the doorway. They're not laughing at you anymore. They're watching with sharp eyes. Devilish smiles spurring you to continue. You look back at Casey. Something tightens in your chest. You want them to see. Be impressed by you.<Br>
<br>
<I>That’s it. Show him who’s the man here.</i><br>
<bR>
You swing again. This time, Casey nearly folds. He catches himself on one knee, breath caught in his throat. You quickly follow-up, not waiting for him to recover. Your fist lands square against his temple. And Casey crumples.<br>
<bR>
He hits the mat, hard. His gloves fall to the side and his arm lifts slightly, signalling to yield.<br>
<bR>
You take deep breaths, as if inhaling the testosterone in the air. A satisfied grin spreads across your face, as you tower over the old man. Laughter erupts from the doorway. “Oof, he's done!” you hear one say. “Thought you said he was a boxer?” “Bet a girl could’ve done better!”<Br>
<bR>
Casey growls and throws his glove in their direction. “Scram!” he shouts, voice cracked. “Get outta here before I knock your blocks off!”<Br>
<br>
The boys back off, still laughing, but they leave. The gym door swings shut behind them. Casey stays on the mat for a moment longer. Then, slowly, he stands. “You’ve got good instincts,” he says, brushing himself off. “Well done.”<Br>
<Br>
But his voice doesn’t match his words. He avoids your eye, instead glancing toward the window. There’s a tight, embarrassed silence hanging between you.<Br>
<br>
You stand tall. Your body is thrumming with energy. Testosterone buzzes in your chest. You showed them. Showed him. This is what kind of man you are now. Charlton saw it.<Br>
<br>
Even if Casey just took yet another beating, mentally and physically.<Br>
<br>
<<ActionsHeader>>
<<link "Get changed and leave the gym" "OrchidRoad">><<set $GymBoxingClass to undefined>><<TimeChange>><</link>>
<<elseif $GymBoxingClass is "Lose">>
You could win this. You know it. He’s off-balance. Slower. And you’ve already landed the cleaner shots. A few more and he’d be on the mat. But you glance at the window. At the boys. At their wide grins and waiting sneers. You don’t want to put him through that.<br>
<Br>
Taking a breath, you start to pull back. Let your guard dip just slightly. Miss the timing on a jab. You create space where none needs to be. Quickly, Casey steps into it. He lands a clean one to your ribs. Then another to your arm. The third hits harder. You grunt.<Br>
<br>
Casey chuckles, breath catching a little. “Looks like you’ve still got a few things to learn,” he mutters, wiping sweat from his brow.<br>
<bR>
You glance back to the window. The boys have gone quiet. Watching more closely now. A smirk flickers across one of their faces as Casey lands another punch. <Br>
<bR>
<i>Are you really going to let yourself be shown up in front of them by a has-been?</i><br>
<br>
Casey’s next punch answers that question. It lands square across your jaw. Your hearing reduces to a low buzzing, as if underwater. You stagger, hands rising too slow.<br>
<Br>
Another jab. Then a hook. Casey’s on you now, the confidence returning to his movements, even if the speed never does. He’s working the angles, shifting his weight, in spite of his limp showing every time.<Br>
<bR>
One more punch lands and your knees give way. The mat hits you hard.<Br>
<bR>
From somewhere behind the ringing in your ears, the laughter starts. “Couldn’t even beat the old man!” “What a sissy!”<Br>
<br>
You lie there for a moment. Not from pain, but from the shame. To his credit, Casey rounds on them. “Scram, the lot of ya!” he shouts, voice raw. “This ain’t your lesson!”<Br>
<br>
The boys retreat, laughing all the way, but they leave. The gym door swings shut. You feel a glove nudge your shoulder. Casey offers a hand. “Don’t worry about them,” he says, pulling you up. “You did alright. Tried your best. Some men… just ain’t built for fighting.”<br>
<Br>
He pats your back, but it’s awkward. He’s panting hard now, leg shaking slightly under the effort. With a smile, he limps toward the counter and lights another cigarette. You glance toward the window again. The boys are still out there. Gesturing. Laughing.<br>
<bR>
Is this what Charlton expects of you? To prove yourself by knocking down an old man?<Br>
<bR>
And if so, you wonder - are you really cut out to be a man in this town?<Br>
<br>
<<ActionsHeader>>
<<link "Get changed and leave the gym" "OrchidRoad">><<set $GymBoxingClass to undefined>><<TimeChange>><</link>>
<</if>><<if $GymBalletClass is undefined>>
<b>Casey's Gym</b><br>
<img src="./images/Gym.png"><br>
<br>
You step back into the gym and immediately recognise a few familiar faces gathered near the mirrored wall.<Br>
<<if $current.avatar isnot "Florence" and $FreshPotFlorenceMoved isnot "Moved">><BR>Florence leans against the barre, her flame red hair pulled into a high ponytail. One foot rests along the barre as she stretches, her gaze sharp.<BR><</if>>
<<if $current.avatar isnot "Annie" and $AnniesApartmentSleepForget isnot "Bed">>
<<if $current.avatar is "Jennifer">><bR>Annie sits on a bench, tying her ballet slippers with a practiced rhythm. She flicks her blonde hair back through a headband, suddenly glaring when she catches the sight of you.<bR>
<<else>><bR>Annie sits on a bench, tying her ballet slippers with a practiced rhythm. She flicks her blonde hair back through a headband without looking up.<bR>
<</if>>
<</if>>
<bR>
Britney and Stacey stand side by side in front of the mirror. Britney tugs at her leotard with a grimace. “I look frumpy,” she complains, pouting.<br>
<bR>
You hesitate for a moment as their eyes shift toward you. Then DeBussy steps briskly into your path, clipboard tucked under one arm.<Br>
<br>
“Ah, <<TrueName>>. Just in time!” she beams. “Ladies, please line up against the mirror and we’ll begin.”<Br>
<br>
You take your place among them, the mirror stretching out in front of you. Somewhere in the background, Casey lingers behind the gym counter, disinterested, barely glancing your way. But through the wide gym windows, you see the real audience. A cluster of teenage boys gathered outside, grinning, pointing and waiting.<Br>
<Br>
“Eyes sharp, ladies,” DeBussy calls, smiling as she walks the line. “Now. Let’s get started, shall we?”<Br>
<Br>
<<ActionsHeader>>
<<link "Begin the lesson" "GymBalletClass">><<set $GymBalletClass to "Begin">><</link>>
<<elseif $GymBalletClass is "Begin">>
You stand in line with the other girls, your reflection stretching beside theirs in the mirror. DeBussy walks the row slowly, clipboard tucked beneath one arm, a long wooden baton now in her hand.<Br>
<br>
“Ladies,” she begins, voice crisp. “Ballet is discipline. Ballet is posture. Ballet is presence.” She taps the end of the baton lightly against the floor. “When done properly, you needn’t say a word. You command a room by the way you hold your body.”<br>
<br>
She turns toward a small sound system set up by the mirror and taps a button. Classical piano begins to play. Then she turns back to you all. “First position. Let’s begin.”<Br>
<br>
You fumble to copy the pose that the rest of the girls drop into naturally. Heels together, toes out, back straight. The slippers on your feet slip too easily on the polished gym floor.<Br>
<bR>
“Good,” DeBussy says, ignoring your slip. “Now relevé.”<Br>
<br>
You rise. Not gracefully, but more than Stacey who staggers into Britney. “Hey! Watch it, Bambi!”<br>
<br>
“You’re taking up too much space,” Stacey snaps back.<Br>
<br>
From across the room, DeBussy’s voice cuts cleanly. “Miss Kaplar, Miss Hudson. Less commentary. More commitment.”<bR>
<br>
Both girls straighten, synchronised and sulking. Stacey glares at Britney in the mirror. Britney sticks out her tongue as a reply. <Br>
<<if $current.avatar isnot "Annie" and $AnniesApartmentSleepForget isnot "Bed">><br>A few spots down the mirror, Annie moves with surprising ease. Her arms raise and lower with elegance, back arched, chin high. She glances over her shoulder towards the window, flashing a smile at the boys watching.<br><</if>>
<<if $current.avatar isnot "Florence" and $FreshPotFlorenceMoved isnot "Moved">><BR>Florence, by contrast, is absorbed in the steps. Her eyes never lift from her feet, and she barely reacts to the mirror at all. But there’s a faint, peaceful smile on her lips. “Very good, Miss Drew,” DeBussy comments as she passes.<BR><</if>>
<br>
DeBussy claps once. “Demi plié,” she says. “And stretch. Reach down, ladies. Forward from the hips.”<Br>
<Br>
You follow the motion awkwardly, fingers extending toward the floor. The stretch tightens across your calves. Your back arches. Your bum lifts. And as you dip low, you catch sight through your own legs of the boys gathered at the window.<Br>
<Br>
They’re still there. Still watching. Grinning now. You feel your cheeks flush, suddenly aware of every inch of yourself. Of what you must look like and what they must be seeing.<Br>
<br>
DeBussy glides past behind you, gently adjusting your arm. “This is how you hold attention,” she says softly. “With elegance. With awareness. With pride.”<Br>
<br>
You try to hold the pose. Your muscles strain. The slippers slip again. Your balance wobbles. But DeBussy’s baton taps once against your bum. “Again,” she calls. Then her voice lowers to a whisper. “And remember. Assert yourself. You deserve to be looked at.”<Br>
<br>
You take another breath and prepare to bend again, but your eyes catch those of one of the boys looking in through the window. He grins, directly at you. Almost daring you to resume posing. <br>
<Br>
<<ActionsHeader>>
<<link "Embrace the lesson and show off" "GymBalletClass">><<set $GymBalletClass to "ShowOff">><<Physique 1>><<Orientation 1>><<Assertive 1>><</link>><Br>
<<link "Be cautious and ignore DeBussy’s instructions" "GymBalletClass">><<set $GymBalletClass to "Cautious">><<Assertive -1>><</link>>
<<elseif $GymBalletClass is "ShowOff">>
You take another breath and bend again, but this time, you choose how. As your fingers reach toward the floor, you fold slowly from the hips, pushing your weight back through your heels. Your rear lifts as you rise onto your toes, arching deeper into the stretch. Then you dare a glance to the window.<bR>
<bR>
The boys are staring. Not at your face, but eyes firmly on your bum held high into the air. Then their glance drifts to your face. Instinctively, you flash them a grin.<Br>
<bR>
Some part of you wishes to fight the urge, but as you rise up there’s a flutter inside your body that is difficult to ignore. You maintain eye contact with the boys through the window, noting their looks follow your every gesture and flourish. Rightly or wrongly, you are in control.<br>
<bR>
DeBussy’s voice comes from next to you, whispering. “Very good. Perfect form.”<Br>
<br>
You look to her, noting her warmth as she taps the barre with her baton. “Now, leg up. Let’s see a good extension through the hips. Toes pointed. Groin forward.”<Br>
<bR>
You obey, lifting your leg in a slow arc until your ankle rests on the barre. The stretch runs like a line of tension down your inner thigh. Your arms float outward, one hand lightly gripping the rail. The leotard pulls at the seam between your legs, tugging taut across your groin. You glance up as you lean over, meeting the boys' gaze. Their eyes don’t drift now. Instead they stay exactly where the stretch reveals the most. Your crotch.<Br>
<br>
“Capture their glances,” DeBussy murmurs next to you. “Hold their attention.”<bR>
<bR>
Your breath catches. The boys don’t look away. A surge spreads through your body. You feel powerful.<BR>
<Br>
<i>Is this what you think of power now? To hold stares of boys with your body?</i><bR>
<bR>
DeBussy turns back to the class, nodding in approval. “Final position, please. Arms back. Chest high. Show pride in your poise.”<br>
<br>
You lower your leg and reposition, stepping back from the barre. Your feet draw together, heels touching. Slowly, you reach behind your back, arms stretched wide as if embracing the room. Your shoulders roll, and your chest pushes forward. Your eyes flick to the window. The boys are captivated by your chest. Grins gone. Now staring.<BR>
<bR>
You smile as you hold their attention. What must they be thinking, you wonder. What they would say if you could speak to them. Maybe they’ll hang back after the lesson. Chat to you outside. What would they ask of you?<br>
<bR>
<i>It sounds like you want them to.</i><bR>
<bR>
You continue to hold the pose and their gaze, feeling in control. Beneath the sensation, however, is something more. A titter of endorphins. At being admired. And watched. <Br>
<br>
<<ActionsHeader>>
<<link "Finish the lesson" "GymBalletClass">><<set $GymBalletClass to "Finish">><<set $GymBalletClassOutcome to "Embraced">><</link>>
<<elseif $GymBalletClass is "Cautious">>
You glare back at the boy outside. You’re not here to put on a show. Not for DeBussy. Not for a gym class. And certainly not for the boys outside.<br>
<bR>
The classical music continues its steady rhythm. Around you, the girls move in time, limbs stretching in elegant arcs. But your body stays still. <Br>
<bR>
“Demi plié,” DeBussy says from behind, her tone as sweet as ever. “And stretch. Let your presence speak through your posture.”<Br>
<br>
You lower into the position just enough to count. Your knees bend, but you minimise the effort. You don’t rise onto your toes. No lift in your arms. You keep your movements tight, efficient, stripped of flourish. You glance out the window, noting the smiles on the boys' faces now wiped.<Br>
<BR>
“Leg up,” DeBussy adds, tapping the barre. “Extension through the hips. A dancer commands the gaze.”<Br>
<br>
“Posture is power,” DeBussy says, near your ear. “Don’t lose their gaze. Be in control.”<Br>
<bR>
But you don’t. You raise your leg just enough to rest your ankle on the bar, keeping your torso upright. Your back stays stiff. You lean forward only slightly, stretching your hamstring. Chin down, fingers barely touching your leg. In the mirror, you see the boys begin to shift. Their attention pulls away to the other girls who are playing more of a part.<bR>
<bR>
DeBussy doesn’t comment, but now walks past you without comment. “Good extension, Miss Hudson. And nice turnout, Miss Kaplar.” Nothing for you. Not even a glance.<Br>
<bR>
You draw out of the pose. Your breath is steady, but your heart beats fast in the unspoken confrontation. If this is what Charlton calls power, then maybe power isn’t what you want.<Br>
<br>
<<ActionsHeader>>
<<link "Finish the lesson" "GymBalletClass">><<set $GymBalletClass to "Finish">><<set $GymBalletClassOutcome to "Resisted">><</link>>
<<elseif $GymBalletClass is "Finish">>
The music fades, and DeBussy claps twice. “Very good, ladies. That will do for today.”<br>
<bR>
Around you, everyone seems to exhale at once. Faces are flushed. Breathing shallow. Tights and leotards cling with effort.<Br>
<br>
<<if $GymBalletClassOutcome is "Embraced">>
DeBussy meets your eyes immediately. “Excellent work today,” she says, stepping toward you. She tilts her head faintly toward the window. “They certainly noticed.” The boys are still there, grinning, one of them catching your eye and mouthing the words call me with a wink.<Br>
<bR>
“You’re learning,” DeBussy adds. “To control a room, you must know its secrets. And people carry their secrets on their eyes. Especially boys. Let them believe you’re showing them everything. And you’ll see what they’re really thinking.”<Br>
<br>
<<if $current.avatar isnot "Florence" and $FreshPotFlorenceMoved isnot "Moved">>Florence smiles as she leans against the barre, taking deep breaths. She doesn’t speak, but her quiet nod tells you she noticed, and maybe understood more than she’s letting on.<BR><Br><</if>>
<<if $current.avatar isnot "Annie" and $AnniesApartmentSleepForget isnot "Bed">>
<<if $current.avatar is "Jennifer">>Annie stares at you, slick with sweat. “Showing off, Jen?” she mutters. “Or just living your cheerleading glory days?”<bR><br>
<<else>>Annie bounces over, slick with sweat but smiling. “You were amazing,” she says. “Did you see their faces? They were watching you over me. That never happens.” She nudges you with a grin. “You turned a few heads.”<bR><br>
<</if>>
<</if>>
Britney and Stacey look your way, but say nothing. You catch the end of a hushed exchange. "I could've done that," Britney huffs.<br>
<bR>
“Sure, once you lay off those ice cream shakes at Fresh Pot,” Stacey mutters back. Britney pouts, but turns to the mirror and tugs at the waistline of her leotard.<BR>
<bR>
You glance to the window one more time. The boys are still watching. You feel their eyes on your skin. Your chest rises with a breath you didn’t mean to hold. It feels nice. To be seen like this. To have earned that attention. Or maybe claimed it.<bR>
<br>
DeBussy’s baton taps the floor. “Next weekend, same time,” she calls. “Do keep practising. We are not finished.”<Br>
<<elseif $GymBalletClassOutcome is "Resisted">>
DeBussy doesn’t approach you. Her praise is already elsewhere. “Lovely elevation, Miss Hudson,” she says, moving toward Britney and Stacey. “And you, Miss Kaplar. Well, I’m not sure you need to learn anything.” Stacey smirks. Britney sulks. “I was elegant,” she mutters, tugging at her tights.<br>
<bR>
“Not with that bounce,” Stacey mutters. “Or your lunch orders.”<Br>
<br>
<<if $current.avatar isnot "Florence" and $FreshPotFlorenceMoved isnot "Moved">>Florence wipes her brow with the sleeve of her arm. “It’s harder than it looks,” she says softly. “But I guess it comes easier if you go all in.”<BR><Br><</if>>
<<if $current.avatar isnot "Annie" and $AnniesApartmentSleepForget isnot "Bed">>
<<if $current.avatar is "Jennifer">>Annie catches your eye from across the gym, grinning with satisfaction. Her attention then returns back to the window, offering her audience a coy smile. <bR><br>
<<else>>Annie catches your eye from across the gym, smiling politely. But her attention quickly drifts back to the window, where the boys linger. Her expression shifts to a coy smile. She knows they’re still watching her.<bR><br>
<</if>>
<</if>>
DeBussy’s baton taps the floor. “Next weekend, same time,” she says. “Do keep practising. We are not finished.”<br>
<</if>>
<Br>
<<if $PlayerCharacter.female is true>>
You watch as the others turn to leave for the locker room. You glance around the gym, trying to make sense of it. The promise of assertion... through exhibitionism? You question whether DeBussy will see you back here next weekend. Is this really for you?<br>
<Br>
<<ActionsHeader>>
<<link "Get changed and leave the gym" "OrchidRoad">><<TimeChange>><<set $GymBalletClassOutcome to undefined>><<set $GymBalletClass to undefined>><</link>>
<<else>>
You watch as the others turn to leave for the locker room. You glance around the gym, trying to make sense of it. The promise of assertion... through exhibitionism? You question whether DeBussy will see you back here next weekend. And then it dawns on you that in spite of how you feel about it, you've just taken ballet class. As a girl. And you're not sure why you're even considering coming back.<br>
<Br>
<<ActionsHeader>>
<<link "Get changed and leave the gym" "OrchidRoad">><<TimeChange>><<set $GymBalletClassOutcome to undefined>><<set $GymBalletClass to undefined>><<Feminity 1>><</link>>
<</if>>
<</if>><<switch $GymLunchWorkout>>
<<case "Change">>
<<if $current.female is true>>
<b>Casey's Gym - Women's Locker Room</b><br>
<img src="./images/Gym_locker_room.png"><Br>
<br>The women's locker room could do with a clean, but it's bright and spacious. Rows of lockers dominate the space, with a small shower room off to the side.<br>
<br>
<<if $current.avatar is "Jennifer">>
You walk back into the changing rooms, marching down the rows of lockers until you find the one with a nameplate that reads “Chambers.”<br>
<br>
Opening it up, you find a sports bra, a pair of ribbed leggings and a set of worn trainers. For a moment you remember how Jennifer looks in those clothes. How the leggings creep up between her arsecheeks.<br>
<br>
<i>Don’t you mean yours?</i><br>
<br>
Burying the thought, you change quickly. The bra exposes your chest, the leggings press in at the waist and curve tightly across your thighs. For a moment your eyes linger on your waist. Is that a bit of fat there?<br>
<<elseif $current.avatar is "Annie">>
You walk back into the changing rooms, marching down the rows of lockers until you find the one with a nameplate that reads “Clancy.”<br>
<br>
Opening it up, you find a cropped pink sports bra and a pair of neon pink shorts so tight they could pass for underwear. For a moment you recall a memory of seeing Annie come into Thompson’s after a workout. She drew every eye in the reception without even trying.<br>
<br>
<i>Now that will be you.</i><br>
<br>
Burying the thought, you change quickly. The top rides high, the shorts lower still. Your long legs are on display, your midriff is bare. For a moment your eyes linger on your waist. Is that a bit of fat there?<br>
<<elseif $current.avatar is "Emily" or _CurrentPC is true>>
You walk back into the changing room, marching down the rows of lockers until you find the one with a nameplate that reads “Phillips.”<br>
<br>
<<InventoryCheckSelf "WorkoutGearRed">>
<<if _InventoryCheckSelf is true>>
Opening your bag, you take out your red gear. It shines faintly under the above lighting. Slick, tight and designed to draw the eye. You feel your chest rising and you know the sensation. It’s anticipation.<br>
<br>
<i>Anticipation about being watched?</i><br>
<br>
Burying the thought, you change quickly. The top is basically a bra. The shorts ride up your crack. Your breasts are almost falling out. For a moment your eyes linger on your waist. Is that a bit of fat there?<br>
<</if>>
<<InventoryCheckSelf "WorkoutGearBlack">>
<<if _InventoryCheckSelf is true>>
Opening your bag, you take out your black gear. Matte fabric, glossy straps. The odd addition of a collar. You feel like it’s going to confine you. Limit anything you can do.<br>
<br>
<i>And is that turning you on?</i><br>
<br>
Burying the thought, you change quickly. The top is a series of straps that hold your chest in place. The clasp and straps tighten against your skin. For a moment your eyes linger on your waist. Is that a bit of fat there?<br>
<</if>>
<<InventoryCheckSelf "WorkoutGearPink">>
<<if _InventoryCheckSelf is true>>
Opening your bag, you take out your pink gear. Soft to the touch. Ruffled hems. Even a bow at the waist. You giggle. At least you’ll look pretty.<br>
<br>
<i>Is that what you care about now?</i><br>
<br>
Burying the thought, you change quickly. The top pushes your chest up, but the ruffled pink lace shorts feel soft against your skin. For a moment your eyes linger on your waist. Is that a bit of fat there?<br>
<</if>>
<</if>>
<<else>>
<b>Casey's Gym - Men's Locker Room</b><br>
<img src="./images/Gym_male_locker_room.png"><Br>
<br>The men's locker room could do with a clean, but it's bright and spacious. Rows of lockers dominate the space, with a small shower room off to the side.<br>
<br>
You walk back into the changing room, marching down the rows of lockers until you find the one with a nameplate that reads “Phillips.”<br>
<br>
Opening your bag, you take out your clothes and begin to change. Once you're done, you look in the mirror. The picture of a healthy person. Except, is that shirt hanging a bit tighter than usual?<br>
<</if>>
<br>
<<if $TempGymLunch is "Run">>
<i>Nothing that a bit of running can handle.</i><br>
<<else>>
<i>If that’s your concern, maybe you picked the right machine after all.</i><br>
<</if>>
<br>
With a final glance in the mirror, you steady yourself, open the door and step back out.<br>
<br>
<<ActionsHeader>>
<<link "Return to the gym" "GymLunchWorkout">><<set $GymLunchWorkout to $TempGymLunch>><</link>>
<<case "Run">>
<b>Casey's Gym</b><br>
<img src="./images/Gym.png"><Br>
<br>
You walk back into the gym. Casey offers you a pleasant grin from behind the counter. Aside from him, it’s empty.<br>
<br>
<<if $current.female is true>>
Stepping onto the machine, you grip the waist-high bar. There are no buttons or dials. The rubber track will only move if you force it. You drive one foot backwards. It shifts less than an inch before sticking again.<br>
<br>
You glance towards Casey. His warning about needing “male mass” still hangs in the air. You grimace. You’re going to make this miserable contraption move, even if you have to prove a woman can drive it by herself.<br>
<<else>>
Stepping onto the machine, you grip the waist-high bar. There are no buttons or dials. The rubber track will only move if you force it. You drive one foot backwards. It shifts less than an inch before sticking again.<br>
<br>
You lean forward and try once more. It’s a machine built for men. You’re not going to let it make a liar out of you.<br>
<</if>>
<br>
<<ActionsHeader>>
<<StatCheckPhysique "gt" 51>>
<<set _StatPhysiqueProbability to _StatPhysiqueProbability + " Try to get the machine moving">>
<<if _StatCheckPhysique is true>><<link _StatPhysiqueProbability "GymLunchWorkout">><<set $GymLunchWorkout to "RunPass">><</link>><br>
<<else>><<link _StatPhysiqueProbability "GymLunchWorkout">><<set $GymLunchWorkout to "RunFail">><<Physique 1>><</link>><br><</if>>
<<case "RunPass">>
You plant your foot and drive backwards. The track shifts beneath you. Another stride moves it further, then a third finally sends the rubber rolling.<br>
<br>
Soon you have a rhythm. The machine rattles and groans around you, but your pace grows faster until sweat runs down your face and your legs burn pleasantly.<br>
<br>
After a fifteen-minute solid workout, you let the rubber run slow. Finally you step off it, breathing deeply. As you regain your breath, you see Casey’s mouth open in shock.<br>
<br>
<<if $current.female is true>>
“Bloody hell,” he calls from the counter. “You’ve got more man in you than half the fellas who come through here. No offence.”<br>
<br>
You give him a polite smile, but get lost in your own thoughts. You feel great. Or at least you did before Casey’s comment. But now?<br>
<br>
Moving towards the locker room, you look up at the signs. Something feels strange. As if when you reach for the handle, it almost feels alien.<br>
<br>
<i>I can tell you why, when you’re ready to listen.</i><br>
<<else>>
“That’s it,” he calls out from behind the counter. “More man in you than half the fellas who come through here.”<br>
<br>
You grin as your gasps calm down. The compliment shouldn’t matter as much as it does, but something about proving yourself on the old machine leaves you standing a little taller. You walk towards the locker room, feeling like you’ve proved something to yourself.<br>
<br>
<i>Or reminded yourself of who you really are?</i><br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change and leave the gym" "OrchidRoad">><<TimeChange>><<Feminity -1>><<set $GymLunchWorkout to undefined>><<set $TempGymLunch to undefined>><</link>>
<<case "RunFail">>
You brace yourself and force another step. This time the track moves just as you shift your weight. Your foot shoots backwards and your body pitches forward.<br>
<br>
Clinging to the bar for life, you manage to hold on only for a moment before sliding off the side and landing heavily on the floor. The machine gives one final metallic clatter, then falls still.<br>
<br>
Casey winces from behind the counter. “You alright?”<br>
<br>
<<if $current.female is true>>
You drag yourself upright, cheeks burning. “Yes.”<br>
<br>
“No harm done, love,” he replies. “Those old Quiltans weren’t made with ladies in mind. Try the jiggler next time. A pink machine for pink girls. That’s what they used to say.”<br>
<br>
You dust yourself off without answering. The fall hurt, but not nearly as much as being proven wrong. Looking over at the locker room, you move quickly towards the women’s door. As if it offers sanctuary from the embarrassment of trying to work out on that machine.<br>
<br>
Pink machine for pink girls. Maybe you should have tried the other one after all.<br>
<<else>>
You drag yourself upright, avoiding your reflection.<br>
<br>
“No harm done,” Casey says. “Takes a knack, that’s all. Give it another go next time.”<br>
<br>
You nod, although the thought of climbing back onto the machine while Casey is watching doesn’t appeal. As you walk towards the men’s locker room, you try not to catch sight of yourself in the mirror.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change and leave the gym" "OrchidRoad">><<TimeChange>><<set $GymLunchWorkout to undefined>><<set $TempGymLunch to undefined>><</link>>
<<case "Jiggle">>
<b>Casey's Gym</b><br>
<img src="./images/Gym.png"><Br>
<br>
You walk back into the gym. Casey offers you a pleasant grin from behind the counter. Aside from him, it’s empty.<br>
<br>
Approaching the machine, you slide through the rubber belt. It’s stiff with age, but you manage to pull it around your waist. As you lean your weight against it, the entire frame creaks ominously.<br>
<br>
<<if $current.female is true>>
Casey nods to you. You flick the switch. The motor coughs, the frame shudders and the belt snaps from side to side. What begins as a faint vibration quickly spreads. You grip the supports and lean back as the machine rattles beneath you.<br>
<<else>>
Casey gives you a strange look. You feel a bit embarrassed, but you flick the switch. The motor coughs, the frame shudders and the belt snaps from side to side. What begins as a faint vibration quickly spreads. You grip the supports and lean back as the machine rattles around you.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Lean back" "GymLunchWorkout">><<set $GymLunchWorkout to "LeanBack">><</link>>
<<case "LeanBack">>
The vibrations surge over your entire body. You grip the supports and lean back.<br>
<br>
<<if $current.female is true>>
Your waist shakes first, followed by your thighs, stomach and chest. Within seconds, every part of you seems to be bouncing in a different direction.<br>
<br>
<<if $current.avatar is "Jennifer">>
Your ample chest strains against the sports bra while the tight leggings ripple across your thighs. You catch Casey watching from the counter. He turns away when your eyes meet, but the attention leaves heat spreading across your face.<br>
<<elseif $current.avatar is "Annie">>
Your chest bounces beneath the cropped sports bra, while the neon shorts tremble against your hips. The machine reduces your carefully coordinated outfit to a blur of shaking pink, and you feel yourself growing flushed.<br>
<<elseif $current.avatar is "Emily" or _CurrentPC is true>>
<<InventoryCheckSelf "WorkoutGearRed">>
<<if _InventoryCheckSelf is true>>
The tiny red top barely contains your bouncing chest. Every violent shudder threatens to expose you, while the shorts ride steadily higher. You grip the machine and lean back, face burning.<br>
<</if>>
<<InventoryCheckSelf "WorkoutGearBlack">>
<<if _InventoryCheckSelf is true>>
The straps quiver across your body and the metal clasps chatter against one another. With every vibration, the outfit seems to tighten around you, holding you firmly in place.<br>
<</if>>
<<InventoryCheckSelf "WorkoutGearPink">>
<<if _InventoryCheckSelf is true>>
The bow at your waist begins to work loose while the ruffled hems flutter against your skin. Your lace shorts bounce with every vibration, making you giggle despite yourself.<br>
<</if>>
<</if>>
<br>
An image from an old cartoon comes to mind: a teenage girl desperately trying to lose weight before a date.<br>
<<else>>
Your waist begins to shake. The vibration spreads through your stomach, chest and thighs until your entire body is wobbling against the belt. You grip the supports, but there is no dignified way to ride the machine.<br>
<br>
Laughter carries through the front window. Several teenagers have gathered outside, faces pressed against the dirty glass. One mimics your shaking while the others jeer.<br>
<br>
When the machine finally winds down, Casey gives you an awkward smile. “Don’t mind them. Glass is filthy. From out there, with everything shaking, they probably couldn’t tell you weren’t a girl.”<br>
<br>
It was clearly intended as reassurance. But as you look at yourself in the mirror, you’re not sure which part bothers you more. Their mistake, or how easily they made it.<br>
<br>
<i>What did you expect?</i><br>
<</if>>
<br>
You wipe the sweat from your brow. In spite of how it looked, it must have done something. Burned at least a few calories. And that's what you wanted. Wasn't it?<br>
<Br>
<<ActionsHeader>>
<<link "Change and leave the gym" "OrchidRoad">><<TimeChange>><<Feminity 1>><<Physique 1>><<set $GymLunchWorkout to undefined>><<set $TempGymLunch to undefined>><</link>>
<</switch>><<widget "GymEligible">>
<<set _GymEligible to false>>
<<InventoryCheckSelf "CaseysGymCard">>
<<if _CurrentPC is true and _InventoryCheckSelf is true>>
<<set _GymEligible to true>>
<<elseif $current.avatar is "Emily" and _InventoryCheckSelf is true>>
<<set _GymEligible to true>>
<<elseif $current.avatar is "Jennifer" or $current.avatar is "Annie">>
<<set _GymEligible to true>>
<</if>>
<</widget>>
<<widget "GymWorkOutGearRight">>
<<set _GymWorkOutGearRight to false>>
<<InventoryCheckSelf "WorkoutGearRed" "WorkoutGearBlack" "WorkoutGearPink">>
<<if _InventoryCheckSelf is true and $current.female is true and _CurrentPC is true>>
<<set _GymWorkOutGearRight to true>>
<<elseif _InventoryCheckSelf is true and $current.avatar is "Emily">>
<<set _GymWorkOutGearRight to true>>
<<elseif $current.avatar is "Jennifer" or $current.avatar is "Annie">>
<<set _GymWorkOutGearRight to true>>
<<else>>
<<InventoryCheckSelf "WorkoutGearMale">>
<<if _InventoryCheckSelf is true and _CurrentPC is true and $current.female is false>>
<<set _GymWorkOutGearRight to true>>
<</if>>
<</if>>
<</widget>><b>Casey's Gym - Women's Locker Room</b><br>
<img src="./images/Gym_locker_room.png"><br>
<br>The women's locker room could do with a clean, but it's bright and spacious. Rows of lockers dominate the space, with a small shower room off to the side.<br>
<<include "EventsGymLockerRoom">>
<<if _currentEvent is undefined>>
<br>
<<ActionsHeader>>
<<link "Go back to the Gym" "Gym">><</link>>
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<if _currentEvent is "Change">>
<<if $current.avatar is "Annie">>
<br>
You head toward the women’s locker room, walking down the lockers until you find one marked “Clancy.” There’s no lock on it. You suppose Annie never considered someone stealing from her.<br>
<Br>
Inside is exactly what you expected. Yet it’s still too much. A cropped pink sports bra and a pair of neon pink shorts so tight they could pass for underwear. Beneath them, matching pink trainers with glittered laces. There’s even a tiny branded towel embroidered with a little heart.<Br>
<br>
A memory stirs and you recall seeing Annie walking into work after a lunchtime gym session in this outfit. She drew every eye in the reception without even trying. Now that will be on you. Especially Gordon's.<br>
<<elseif $current.avatar is "Jennifer">>
<br>
You walk back to the locker room, consciously choosing the door labelled ‘Women’. The changing room is dated but at least it’s clean. <br>
<br>
You walk down a corridor of green lockers, each one with a name written on a plate clipped to the door. Eventually, you see the name you are looking for. “Chambers.”<br>
<br>
The locker doesn’t have a lock on. You understand why when you open it. The only things inside are a sports bra, a pair of ribbed leggings and a set of worn pink trainers.<br>
<br>
You look at the outfit, recalling a memory of seeing Jennifer wearing these exact clothes. You recall watching her from behind, noticing how tight-fitting the leggings were. <i>How it shaped her bum.</i><br>
<br>
Now it’s your bum, though. <i>And Gordon will be the one watching you.</i><br>
<<elseif $current.avatar is "Emily" or _CurrentPC is true>>
<br>
You slip out of the gym and into the women’s locker room, trying to steady your breathing as your footsteps echo along the tiles. You walk the row of lockers until you spot your name. “Phillips”.<Br>
<Br>
The locker opens easily. Only then do you glance down at the outfit you picked from Evans'.<Br>
<Br>
<<InventoryCheckSelf "WorkoutGearRed">>
<<if _InventoryCheckSelf is true>>
You unfold the gear. It shines faintly under the fluorescents. Slick, tight and designed to draw the eye. When you bought it, you told yourself it was just the best of a bad selection. But now you're faced with wearing it, you wonder if that was entirely true.<br>
<br>
<i>Gordon’s going to be watching you.</i><br>
<Br>
You feel heat rise in your chest. And you gulp as you recognise the sensation. It’s anticipation.<Br>
<</if>>
<<InventoryCheckSelf "WorkoutGearBlack">>
<<if _InventoryCheckSelf is true>>
You unfold the gear. Matte fabric, glossy straps, the odd addition of a collar. You can already feel how they will shape you, hold you, quiet you. You had other options to pick from, but you chose this one.<Br>
<br>
<i>And you’re going to present yourself to Gordon in it.</i><Br>
<</if>>
<<InventoryCheckSelf "WorkoutGearPink">>
<<if _InventoryCheckSelf is true>>
You unfold the gear. Soft to the touch, absurd in colour. Ruffled hems, a bow at the waistband. It looks like something from a dance recital. But when you imagine stepping into the gym dressed in it, you feel something strange flutter in your stomach.<Br>
<Br>
Everyone is going to judge you for wearing this. They’ll just see you as some woman using the gym as a way of showing how much of a girl she really is. One without a care in the world or a thought in her brain.<br>
<br>
<I>And that’s exactly what you want Gordon to think, don’t you?</i><Br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Get changed" "GymLockerRoomChanging">><<EventsCheckEnd "GymLockerRoom" "Change">><<set $GymLockerRoomChanging to true>><<Feminity 1>><</link>><br>
<<link "Decide not to work out" "GymLockerRoomChanging">><<EventsCheckEnd "GymLockerRoom" "Change">><<set $GymLockerRoomChanging to false>><</link>>
<<elseif _currentEvent is "WorkOutBetFemaleChange">>
<<if $current.avatar is "Annie">>
<br>
You head toward the women’s locker room, walking down the lockers until you find one marked “Clancy.” There’s no lock on it. You suppose Annie never considered someone stealing from her.<br>
<Br>
Inside is exactly what you expected. Yet it’s still too much. A cropped pink sports bra and a pair of neon pink shorts so tight they could pass for underwear. Beneath them, matching pink trainers with glittered laces. There’s even a tiny branded towel embroidered with a little heart.<Br>
<br>
A memory stirs and you recall seeing Annie walking into work after a lunchtime gym session in this outfit. She drew every eye in the reception without even trying. Now that will be on you.<br>
<Br>
You change quickly, each layer a strange blend of embarrassment and curiosity. The top rides high, the shorts lower still. When you glance in the mirror, what stares back is unmistakably Annie. Flushed cheeks, long legs, bare midriff, the soft contour of a chest framed for visibility.<bR>
<Br>
You should feel exposed. But instead, you smile in the mirror. A strange thrill rises in your chest. You’re not sure if this is how Annie feels when she walks into a room, but in her skin and in her clothes it’s hard not to feel like you’re meant to be looked at.<br>
<Br>
<i>Or like some part of you wants to be?</i><Br>
<Br>
You breathe in. Jake will be waiting. Watching. Whatever contest he has in mind, it won’t be about who lifts the most. But you're ready. You think.<br>
<<elseif $current.avatar is "Jennifer">>
<br>
You head toward the women's locker room, walking the length of narrow green lockers for the one marked “Chambers.” You try the lock and it opens. Of course. Jen doesn’t have anything worth stealing.<Br>
<bR>
Inside, the contents are sparse but you see what you need. A crumpled sports bra, a pair of ribbed dark grey leggings and a worn pair of pink trainers. You remember seeing Jen wearing this, recalling how it emphasised her curves and shaped her bum.<br>
<Br>
You swallow. Now it’s your bum.<Br>
<Br>
Pulling the clothes out slowly, you change with methodical movements. When you’re dressed, you pause in front of the narrow mirror. The sports bra exposes your chest and the leggings press in at the waist and curve tightly across your thighs.<Br>
<br>
You take a deep breath, aware that in moments you'll be stepping out into the gym and in front of Jake’s eyes. Briefly, you wonder what sort of contest he has in store for you. The irony isn’t lost on you. To experience Charlton Upper School as a man, you’re having to perform as a girl to gain access.<bR>
<Br>
With a final glance in the mirror, you steady yourself, open the door and step back out.<Br>
<<elseif $current.avatar is "Emily" or _CurrentPC is true>>
<br>
You slip into the women’s locker room and walk the row of lockers until you spot your name. “Phillips”. The locker opens easily. You begin to strip and store your clothes in the locker, then glance down at the outfit you picked from Evans'.<br>
<br>
<<InventoryCheckSelf "WorkoutGearRed">>
<<if _InventoryCheckSelf is true>>
You unfold the gear. It shines faintly under the fluorescents. Slick, tight and designed to draw the eye. When you bought it, you told yourself it was just the best of a bad selection. But now you're faced with wearing it, you wonder if that was entirely true.<br>
<br>
<i>He’s going to be watching you.</i><br>
<Br>
You feel heat rise in your chest. And you gulp as you recognise the sensation. It’s anticipation.<Br>
<</if>>
<<InventoryCheckSelf "WorkoutGearBlack">>
<<if _InventoryCheckSelf is true>>
You unfold the gear. Matte fabric, glossy straps, the odd addition of a collar. You can already feel how they will shape you, hold you, quiet you. You had other options to pick from, but you chose this one.<Br>
<br>
<i>And you’re going to present yourself to Jake in it.</i><Br>
<Br>
You begin to change, trying to ignore the tingling of arousal with each clasp you pull on and strap you tighten against your skin.<br>
<</if>>
<<InventoryCheckSelf "WorkoutGearPink">>
<<if _InventoryCheckSelf is true>>
You unfold the gear. Soft to the touch, absurd in colour. Ruffled hems, a bow at the waistband. It looks like something from a dance recital. But when you imagine stepping into the gym dressed in it, you feel something strange flutter in your stomach.<Br>
<Br>
Everyone is going to judge you for wearing this. They’ll just see you as some woman using the gym as a way of showing how much of a girl she really is. One without a care in the world or a thought in her brain.<br>
<br>
<I>And that’s exactly what you want Jake to think, don’t you?</i><Br>
<Br>
You giggle, without meaning to. The sound feels light. You start to change your clothes.<br>
<</if>>
<Br>
As you change, you wonder what sort of contest he has in store for you. The irony isn’t lost on you. To experience Charlton Upper School as a man, you’re having to perform as a girl to gain access.<br>
<br>
Once you are changed, you glance at yourself in the mirror and steady yourself. Then open the door and step back out.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Go back to the gym ready for the contest" "GymJakeContest">><<EventsCheckEnd "GymLockerRoom" "WorkOutBetFemaleChange">><</link>><br>
<<elseif _currentEvent is "ChangeBallet">>
<br>
<<if $current.avatar is "Annie">>
You enter the gym locker room and scan the rows until you spot the name: “Clancy.”<Br>
<bR>
Inside the locker, everything is unmistakably hers. You find a cropped pink leotard, pale white tights scrunched up in the back, and a pair of worn-in ballet slippers with little heart stickers on the toes.<Br>
<br>
You start to change. The tights stretch tight across your thighs. The leotard sits high, snug at the waist. Your foot slides into the slipper like it’s done this before.<Br>
<br>
You think about the lesson. Ballet. Poise. Control. That’s what DeBussy promised. A way to learn how to assert yourself. That’s why you’re doing this. But is that really what assertion feels like? Being watched in pink shoes? Standing in front of mirrors hoping someone sees the shape you make?<br>
<bR>
You glance in the mirror. What looks back is Annie. Or close enough. Long lines, easy curves, that same lived-in, thoughtless confidence. Annie already knows how to be watched. That’s not something she learned in class. And when you’re her, you know what that feels like too.<br>
<bR>
You wonder what, exactly, you’re supposed to be learning. But you’ve signed up and there’s no backing out now.<Br>
<br>
You step toward the exit.<br>
<<elseif $current.avatar is "Jennifer">>
You enter the locker room and make your way toward the row of metal doors. You find the right locker easily. “Chambers.”<br>
<bR>
Inside you find clothes suitable for this class. A black camisole leotard, mid-grey tights, and a pair of well-worn slippers that look like they’ve seen a hundred classes. You begin changing. Each piece feels a little tight. Jen’s curves hug the leotard in ways that make you feel anything but assertive. The top strains against your chest. Sighing, you nevertheless smooth the leotard down and tug the tights up with slow, reluctant care.<Br>
<Br>
This lesson is supposed to help you assert yourself. That’s what DeBussy said. But looking in the mirror, this doesn’t feel empowering. It feels like display. <br>
<Br>
Looking in the mirror, you try a smile that you’ve seen Jen use before. It’s not quite convincing, but the clothes do something. You put a hand on your hip and see a glimmer of confidence in the reflection. It just comes with a display of sexuality that makes you feel uncomfortable.<br>
<br>
Still, you signed up for this.<Br>
<br>
You take one last breath, then step toward the exit.<Br>
<<elseif $current.avatar is "Emily" or _CurrentPC is true>>
You walk into the locker room and quickly spot the name above a locker. “Phillips.”<Br>
<bR>
You pop the latch. Inside, the workout gear you chose is neatly folded. You take it out and start to change, but your thoughts are somewhere else. DeBussy said this would teach you to assert yourself. But you’re about to stand in front of a room full of people in ballet shoes, posing and stretching. <bR>
<br>
<I>Is this really what power looks like?</i><BR>
<bR>
<<InventoryCheckSelf "WorkoutGearRed">>
<<if _InventoryCheckSelf is true>>When dressed, you glance at yourself in the mirror. The outfit is slick, tight, unmistakably designed to draw the eye. When you bought it, you told yourself it was just the best of a bad selection. But even as you think it, your fingers linger on the fabric. They’re all going to look at you.<br><</if>>
<<InventoryCheckSelf "WorkoutGearBlack">>
<<if _InventoryCheckSelf is true>>When dressed, you glance at yourself in the mirror. Matte fabric, glossy straps, the odd addition of a collar you still don’t understand. The fabric feels heavy on your shoulders. You can already feel how this will shape you, hold you, quieten you.<br><</if>>
<<InventoryCheckSelf "WorkoutGearPink">>
<<if _InventoryCheckSelf is true>>When dressed, you glance at yourself in the mirror. Soft to the touch, absurd in colour. Ruffled hems, a bow at the waistband. It looks like something from a dance recital. But when you imagine stepping into the gym in it, you can’t help but giggle.<br><</if>>
<br>
You take a final breath, straighten your spine, and walk toward the gym. Ready to learn how to assert yourself more. Or whatever Charlton and DeBussy classify as that, anyway.<bR>
<</if>>
<br>
<<ActionsHeader>>
<<link "Go back to the gym ready for the lesson" "GymBalletClass">><<EventsCheckEnd "GymLockerRoom" "ChangeBallet">><<Feminity 1>><</link>><br>
<</if>><<if $GymLockerRoomChanging is true>>
<<if $current.avatar is "Annie">>
Changing quickly, each layer brings a strange blend of embarrassment and curiosity. The top rides high, the shorts lower still. When you glance in the mirror, what stares back is unmistakably Annie. Flushed cheeks, long legs, bare midriff, the soft contour of a chest framed for visibility.<Br>
<Br>
You should feel exposed. But somehow, you don’t. Instead, you smile in the mirror. There’s a strange thrill that catches in your chest. You’re not sure if this is how Annie feels when she walks into a room. But in her skin and in her clothes, it’s hard not to feel like you’re meant to be looked at.<br>
<br>
<i>Or like some part of you wants to be?</i><Br>
<Br>
You breathe in. Gordon will be waiting. Watching. Compared to other men in Charlton, he seemed disinterested in obviously looking at you. But this is Charlton. You’ve learned the hard way that things are never as easy as they seem.<Br>
<Br>
<I>Or do you wish he was more interested in you?</i><Br>
<br>
You step toward the exit.<br>
<<elseif $current.avatar is "Jennifer">>
You need to do this, you think, and begin changing your clothes. Putting them on isn’t tricky. You pull the bra over your head and over your breasts. The leggings are surprisingly stretchy and comfortable to wear. You pull and tug them up, ensuring they are free of wrinkles. <br>
<br>
A full-length mirror hangs nearby on the wall. You look at yourself in it, turning to face away and looking at yourself over your shoulder.<br>
<br>
The activewear might be comfy to wear, but it looks tight and restrictive, riding up between your buttocks and clinging to your body like paint. The face of Jennifer smiles back at you in the mirror, looking cheeky. You remember that Jennifer looks like this for all her sessions with Gordon. You’re not sure how that makes you feel.<br>
<<elseif $current.avatar is "Emily">>
You need to do this, you think, and begin changing your clothes. Each piece fits too snugly. Whether it clings, clasps, or rides high, the end result is the same. When you look in the mirror, there’s no mistaking what you look like.<Br>
<Br>
You might look like Emily, but it’s an Emily ready to be watched. And in front of Gordon.<br>
<br>
Gordon has never expressed any ill will or malice towards Emily. But this is Charlton. You’ve learned the hard way that things are never as easy as they seem.<Br>
<Br>
<I>Or do you wish he was more interested in you?</i><Br>
<Br>
You step toward the exit.<Br>
<<elseif _CurrentPC is true>>
You need to do this, you think, and begin changing your clothes. Each piece fits too snugly. Whether it clings, clasps, or rides high, the end result is the same. When you look in the mirror, there’s no mistaking what you look like.<Br>
<Br>
An image comes into your mind. The picture of you, working out, as guys watch and gawp at your bum and your exposed midriff.<br>
<br>
Now that could become a reality. With Gordon as the observer. He’s never expressed any ill will or malice towards you. But this is Charlton. You’ve learned the hard way that things are never as easy as they seem.<br>
<Br>
<I>Or do you wish he was more interested in you?</i><Br>
<Br>
You step toward the exit.<Br>
<</if>>
<<else>>
You close the locker, deciding against the workout. You head towards the door, still dressed in the same clothes.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Go back to the gym" "GymGordonTrainFemale">><</link>><b>Casey's Gym - Men's Locker Room</b><br>
<img src="./images/Gym_male_locker_room.png"><br>
<br>The men's locker room could do with a clean, but it's bright and spacious. Rows of lockers dominate the space, with a small shower room off to the side.<br>
<<include "EventsGymMaleLockerRoom">>
<<if _currentEvent is undefined>>
<br>
<<ActionsHeader>>
<<link "Go back to the Gym" "Gym">><<Feminity -1>><</link>>
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<if _currentEvent is "WorkOutBetMaleChange">>
<Br>
You head into the men’s locker room, pushing past the heavy door and stepping into a space that smells like sweat and disinfectant. No one else is here.<br>
<Br>
The lockers are identical. You walk down the length of them, noting the surnames of the gym members. You see “Duncan” on there - Jake’s surname - and try the handle. No such luck. It’s locked. <Br>
<Br>
Looks like you’re going to have to get access the hard way.<Br>
<Br>
You find a locker labelled “Phillips.” Empty, as expected. You undress, storing your clothes and belongings inside. Then pull on the clothes you brought from Evans. They don’t make you look good, but just by wearing them you feel ready for whatever Jake has for you.<Br>
<Br>
Checking the fit in the mirror, you briefly wonder what contest Jake has for you. It’s been a while since you did any form of regular exercise, but if you’re going to experience Charlton Upper School as a boy, you’re going to need to find some way to win.<Br>
<Br>
You roll your neck, exhale once, and head for the door.<br>
<br>
<<ActionsHeader>>
<<link "Go back to the gym ready for the contest" "GymJakeContest">><<EventsCheckEnd "GymMaleLockerRoom" "WorkOutBetMaleChange">><</link>><br>
<<elseif _currentEvent is "WorkOutBetWon">>
<Br>
Jake shoulders through the locker room door, the heavy metal swinging wide. The space beyond is quiet, just the buzz of fluorescent tubes overhead and the slow drip of a showerhead somewhere out of sight. The air carries the faint tang of sweat and disinfectant.<Br>
<<if $current.female is true>><br>As he walks in, he glances over his shoulder. A half-smirk curves his mouth. “Relax. Not the first time I’ve had a girl back here.”<br><</if>>
<Br>
He heads straight for a row of dented lockers, his swagger a little dented but not gone. He thumbs a combination into the lock and pops the latch. Inside you see crumpled clothes, a half-empty water bottle, a towel. And hanging from the inside hook a loop of dog tags. He pays them little attention as his hand dives in and pulls out a wallet, flipping it open.<br>
<Br>
"Here," he says, thrusting a number of notes towards you. "Told you I’d pay up.”<bR>
<Br>
<<QuestOptionCheck "Quest11" 3 "jake_dogtags">><<InventoryCheckNPC "Jake" "JakeDogTags">>
<<if _QuestOptionCheck is true and _InventoryCheckNPC is true>>
He’s still looking at you, distracted by the loss. If you’re going to take the tags, it has to be now.<br>
<Br>
<<if $current.female is false>>
You muster the words to Sleep & Forget on the tip of your tongue, but you feel a void where your magical energies usually swell. Then it hits you - you're a guy. You can't use magic.<br>
<Br>
Briefly, you consider just grabbing the dog tags. But without the advantage of magic, you know that Jake would pound you to a pulp. Even if you ran, there's no way of making him forget it was you.<br>
<Br>
<I>Really screwed this one up, haven't you?</i><br>
<br>
<<ActionsHeader>>
<<link "Take the money" "JakeDialogue">><<set $JakeDialogue to "TakeMoneyBet">><<EventsCheckEnd "GymMaleLockerRoom" "WorkOutBetWon">><</link>>
<<else>>
<br>
<<ActionsHeader>>
<<SpellsCheckSelf "SleepForget">><<if _SpellsCheckSelf is true>><<link "[Spell: Sleep & Forget] Cast Sleep & Forget on Jake" "JakeDialogue">><<set $JakeDialogue to "SleepForgetDogTagsGym">><<EventsCheckEnd "GymMaleLockerRoom" "WorkOutBetWon">><</link>><Br><</if>>
<<link "Take the money" "JakeDialogue">><<set $JakeDialogue to "TakeMoneyBet">><<EventsCheckEnd "GymMaleLockerRoom" "WorkOutBetWon">><</link>>
<</if>>
<<else>>
You catch the glint of the tags again, but brush it off. Probably nothing.<br>
<br>
<<ActionsHeader>>
<<link "Take the money" "JakeDialogue">><<set $JakeDialogue to "TakeMoneyBet">><<EventsCheckEnd "GymMaleLockerRoom" "WorkOutBetWon">><</link>>
<</if>>
<<elseif _currentEvent is "WorkOutBetFlirt">>
<Br>
Jake shoulders through the locker room door, the heavy metal swinging wide. The space beyond is quiet, just the buzz of fluorescent tubes overhead and the slow drip of a showerhead somewhere out of sight. The air carries the faint tang of sweat and disinfectant.<Br>
<br>
As he walks in, he glances over his shoulder. A half-smirk curves his mouth. “Relax. Not the first time I’ve had a girl back here.”<br>
<Br>
He heads straight for a row of dented lockers, his swagger a little dented but not gone. He thumbs a combination into the lock and pops the latch. Inside you see crumpled clothes, a half-empty water bottle, a towel. And hanging from the inside hook a loop of dog tags. He pays them little attention as his hand dives in and pulls out a wallet, flipping it open.<br>
<Br>
He holds out a number of notes to you, but as you reach to take them he pulls them back out of reach.<Br>
<br>
“Not so fast,” he says, grin curling. “You earned something better." He kicks the locker room bench with his foot. "Lie on that. Head off the end. I think you need to put in some extra effort to convince me. With that mouth.”<br>
<Br>
He steps around to the bench, patting the cushion with one hand while the other adjusts his shorts. He plants himself at the far end, looming over where your face would be if you did as he asked.<br>
<Br>
<<QuestOptionCheck "Quest11" 3 "jake_dogtags">><<InventoryCheckNPC "Jake" "JakeDogTags">>
<<if _QuestOptionCheck is true and _InventoryCheckNPC is true>>
He’s still looking at you, fixated on you with a gaze of lust. If you’re going to take the tags, it has to be now.<br>
<br>
<<ActionsHeader>>
<<SpellsCheckSelf "SleepForget">><<if _SpellsCheckSelf is true>><<link "[Spell: Sleep & Forget] Cast Sleep & Forget on Jake" "JakeDialogue">><<set $JakeDialogue to "SleepForgetDogTagsGym">><<EventsCheckEnd "GymMaleLockerRoom" "WorkOutBetFlirt">><</link>><Br><</if>>
<<link "Lie down on the bench" "JakeDialogue">><<Orientation 1>><<set $JakeDialogue to "BenchSuck">><<EventsCheckEnd "GymMaleLockerRoom" "WorkOutBetFlirt">><</link>>
<<else>>
You glance back at the locker briefly, catching the glint of the tags again. But dismiss them. Probably nothing.<br>
<br>
<<ActionsHeader>>
<<SpellsCheckSelf "SleepForget">><<if _SpellsCheckSelf is true>><<link "[Spell: Sleep & Forget] Cast Sleep & Forget" "JakeDialogue">><<set $JakeDialogue to "SleepForgetDogTagsGym">><<EventsCheckEnd "GymMaleLockerRoom" "WorkOutBetFlirt">><</link>><Br><</if>>
<<link "Lie down on the bench" "JakeDialogue">><<Orientation 1>><<set $JakeDialogue to "BenchSuck">><<EventsCheckEnd "GymMaleLockerRoom" "WorkOutBetFlirt">><</link>>
<</if>>
<<elseif _currentEvent is "Change">>
<br>
You make your way through to the men’s locker room. The faint smell of old sweat and disinfectant lingers in the air. It’s quiet, save for the hum of the overhead lights.<Br>
<<QuestOptionCheck "Quest11" 3 "jake_dogtags">><<InventoryCheckNPC "Jake" "JakeDogTags">>
<<if _QuestOptionCheck is true and _InventoryCheckNPC is true>><br>You scan the lockers as you walk past, eyes flicking across the names. Finally you see it. “Duncan.” You try the handle, but it’s locked. No luck.<br><</if>>
<br>
Walking further into the locker room, you find a locker marked “Phillips” and twist it open. You strip off your clothes and start changing into the clothes you bought at Evans'.<Br>
<bR>
As you pull the workout shirt over your head, you find your thoughts circling Gordon. You’re not a gym freak by any means, even before Charlton. You wonder if you can keep up with him, and whether he’ll look at you differently if you don’t manage it. <Br>
<br>
When you glance at yourself in the mirror, however, you realise it’s too late for doubts. You hope that Gordon’s demeanour is genuine and he does indeed have your best interests at heart. <br>
<br>
<<ActionsHeader>>
<<link "Go back to the gym" "GymGordonTrainMale">><<EventsCheckEnd "GymMaleLockerRoom" "Change">><</link>>
<<elseif _currentEvent is "BoxingClass">>
<Br>
You make your way through to the men’s locker room. The faint smell of old sweat and disinfectant lingers in the air. It’s quiet, save for the hum of the overhead lights.<Br>
<<QuestOptionCheck "Quest11" 3 "jake_dogtags">><<InventoryCheckNPC "Jake" "JakeDogTags">>
<<if _QuestOptionCheck is true and _InventoryCheckNPC is true>><br>You scan the lockers as you walk past, eyes flicking across the names. Finally you see it. “Duncan.” You try the handle, but it’s locked. No luck.<br><</if>>
<br>
Walking further into the locker room, you find a locker marked “Phillips” and twist it open. You strip off your clothes and start changing into the clothes you bought at Evans'.<Br>
<br>
As you pull the workout shirt over your head, you find your thoughts circling Casey and those kids outside. You’re not a brawler, but between the limp, the age, and the cigarette still hanging from his mouth, you’re pretty sure you could take him. Easily.<Br>
<br>
And yet...<br>
<br>
You glance toward the locker room door, imagining that those silhouettes are still pressed against the window in the gym. If those kids are already giving Casey hell now, what happens if they see him floored? If they see you floor him?<Br>
<bR>
<i>Are you seriously thinking about sparing some old bloke’s pride over your own masculinity?</i><br>
<bR>
You shake the thought off and finish tying your trainers. It’s just a class. Nothing more.<br>
<br>
<<ActionsHeader>>
<<link "Go back to the gym" "GymBoxingClass">><<EventsCheckEnd "GymMaleLockerRoom" "BoxingClass">><</link>>
<</if>><b>The Hearth and Home</b><br>
<img src="./images/HearthAndHome.png"><br>
<br>Charlton's finest dining establishment. Quiet but elegant. A soft glow of candlelight reflecting off polished silverware. The scent of rich sauces and wine lingers in the air.<br>
<<Flag "CharliDateActive">>
<<if _FlagReturn is true>>
<<DailyVariableCheck "CharliSeenSupermarket">>
<<if _DailyVariableCheck is true and $current.female is false and _CurrentPC is true>>
<br>You look around briefly but remember you saw Charli at the supermarket this evening. You'll have to come back when you haven't seen her there.<br>
<<elseif $current.female is false and _CurrentPC is true>>
<br>You look around and see Charli waiting at a table near the window. Her make-up is done, her dark hair styled loosely over bare shoulders. She's wearing a sparkling silver dress that catches the candlelight. She sees you and a smile plays across her lips.<br>
<</if>>
<</if>>
<<include "EventsHearthAndHome">>
<<if _currentEvent is undefined>>
<br>
<<ActionsHeader>>
<<Flag "CharliDateActive">><<DailyVariableCheck "CharliSeenSupermarket">>
<<if _FlagReturn is true and _DailyVariableCheck is false and $current.female is false and _CurrentPC is true>>
<<link "Go on a date with Charli" "HearthAndHomeCharliDate">><<set $CharliDateTopics to 0>><<StartConversation "Charli" "HearthAndHome">><</link>><br>
<</if>>
<<link "Return to the Town Square" "TownSquare">><</link>>
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<if _currentEvent is "Quest35KeithDinner">>
<<if $current.avatar is "Jennifer">>
<br>
<i><<TrueName "Current">></i> greets the young hostess at the entrance. "Keith Chambers?"<br>
<br>
The young woman smiles pleasantly and looks down at her bookings. "Oh yes. Right this way, please."<br>
<br>
She leads you past the tables and quiet chatter. You look forward to see a bulbous middle-aged man sitting at a table on his own, an opened bottle of red wine on the table, a half-drunk glass in front of him.<br>
<br>
"Jennifer," he says upon seeing you. He pushes himself to his feet as you increase your pace. Before you can think about it, you've wrapped him in a hug. "Hello daddy!"<br>
<br>
<i>That came out without thinking.</i><br>
<br>
He holds on to you, then looks over your shoulder at <i><<TrueName "Current">></i> with confusion. "I didn't know we were dining with a guest."<br>
<br>
As he releases you, <i><<TrueName "Current">></i> steps forward. "I'm <<TrueName "Current">>," he says, offering a hand. "Jennifer's friend."<br>
<br>
"Just a friend?" Keith asks, grinning. He clasps <i><<TrueName "Current">></i>'s hand. "Keith Chambers. Nice to meet you."<br>
<br>
He gestures to the table. "Come, sit down, won't you? I've ordered a bottle of red. Or shall I get a white too? Whatever you fancy."<br>
<<else>>
<br>
Jennifer greets the young hostess at the entrance. "Keith Chambers?"<br>
<br>
The young woman smiles pleasantly and looks down at her bookings. "Oh yes. Right this way, please."<br>
<br>
She leads you past the tables and quiet chatter. You look forward to see a bulbous middle-aged man sitting at a table on his own, an opened bottle of red wine on the table, a half-drunk glass in front of him.<br>
<br>
"Jennifer," he says upon seeing you both. He pushes himself to his feet as Jen increases her pace and wraps him into a hug. "Hello daddy!"<br>
<br>
You stand back as Jen's dad holds on to her. He catches your eye with confusion. "I didn't know we were dining with a guest."<br>
<br>
<<GetNPCState "Jennifer" "SplitUp">>
<<if $PlayerCharacter.female is false and _SplitUp isnot true>>
As her dad releases her, she slinks back towards you and puts her arm around your waist. "Daddy, this is <<TrueName "Current">>. My boyfriend."<br>
<br>
"He's the one who's picked up the slack of dealing with you, has he?" the man asks, grinning. Pausing only to see your reaction, he steps forward and clasps your hand in his own. "Keith Chambers. Nice to meet you, <<TrueName "Current">>."<br>
<<elseif $PlayerCharacter.female is false and _SplitUp is true>>
As her dad releases her, she looks back to you and smiles softly. "Daddy, this is <<TrueName "Current">>." She pauses as her smile wanes. "He's a friend of mine."<br>
<br>
"Just a friend?" the man asks. Pausing only to see your reaction, he steps forward and clasps your hand in his own. "Keith Chambers. Nice to meet you, <<TrueName "Current">>."<br>
<<else>>
As her dad releases her, she looks back to you and smiles. "Daddy, this is <<TrueName "Current">>. She's a friend of mine."<br>
<br>
"Nice to meet you, <<TrueName "Current">>," the man says, taking your hand lightly in his own. "Keith Chambers."<br>
<</if>>
<br>
He gestures to the table. "Come, sit down, won't you? I've ordered a bottle of red. Or shall I get a white too? Whatever you fancy."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Sit down with Keith for dinner" "HearthAndHomeDinner">><<set $KeithDinner to 0>><<NPCKnown "Keith">><<EventsCheckEnd "HearthAndHome" "Quest35KeithDinner">><</link>>
<</if>><<if $CharliDateTopics is 0>>
You walk over to her table. Charli watches you the entire way, her eyes not leaving you until you sit down. She fidgets as you greet her.<br>
<br>
"You came," she says. Her smile threatens to grow wide, but she seems to resist it.<br>
<br>
"Did you think I wouldn't?" you say, settling into your seat.<br>
<br>
"Well," she says. "You wouldn't leave a girl stranded, now would you?" She smiles, but says nothing more.<br>
<br>
A waitress appears with menus. Charli smiles at her brightly. "Hey Phillis."<br>
<br>
"Hello Charli," the waitress says in a tired manner. "Back again?"<br>
<br>
Charli winces at the comment, looking at you with embarrassment. She briefly looks at the menu. "I'll have a glass of the French white, please." She glances your way. "Unless you'd like to share?"<br>
<br>
"Make it a bottle," you reply. The waitress retreats. Charli smiles and tears a bread roll in half, breaking off a bite. She holds your gaze as she slides it between her lips.<br>
<br>
"So," she says. "This is nice."<br>
<br>
Silence descends. Charli looks back to you, her eyes fixated on you, but clearly waiting for you to speak.<br>
<br>
You consider why you're here. If you want to transform into Charli, you're going to have to get an invite back to her apartment. You can bet whatever she loves will be there.<br>
<br>
<i>And you know what she's like. Have some fun for a change. And get her eating out of your hand.</i><br>
<br>
<<ActionsHeader>>
<<link "Compliment her dress" "CharliDialogue">><<set $CharliDialogue to "CharliDateCompliment1">><<Greedy 1>><</link>><br>
<<link "Make a joke about getting a bottle" "CharliDialogue">><<set $CharliDialogue to "CharliDateJoke1">><</link>><br>
<<link "Tell her she seems nervous and ask if she's okay" "CharliDialogue">><<set $CharliDialogue to "CharliDateNervous1">><<Greedy -1>><</link>>
<<elseif $CharliDateTopics is 1>>
The starters arrive. Two plates of bruschetta set down by the waitress.<br>
<br>
<<CharliApprovalCheck>>
<<if _CharliApprovalCheck is 1>>
Charli keeps on fidgeting. She touches the strap of her dress, glancing at your hands, your arms. When the waitress sets the plate down, Charli barely notices.<br>
<br>
"So," she says, her voice just slightly breathless. "Tell me about yourself. What do you do? I always find it interesting to hear how people spend their time. I don't get much, between the pavilion and the supermarket."<br>
<br>
She rests her chin on her hand, watching you with dilated eyes. You get the impression she's less interested in your answer than in watching you speak.<br>
<br>
<i>She seems interested in you, at least. Go on! Keep pushing the hard sell.</i><br>
<<else>>
Charli picks up a piece of bruschetta and takes a bite. She seems relaxed. Enjoying herself.<br>
<br>
"So," she says with a friendly smile. "Tell me about yourself. I always find it interesting to hear how people spend their time. I don't get much, between the pavilion and the supermarket. What do you do?"<br>
<br>
<i>You need to push her. She's not going to invite you back if you keep to the nice topics.</i><br>
<</if>>
<br>
<<GetPCState "job">>
<<if _job isnot "Fired">>
"I work at Thompson's Repairs," you tell her.<br>
<br>
Charli tilts her head, her eyes drifting to your hands. "So, you're good with your hands?"<br>
<br>
You pause. "I get by."<br>
<br>
"I bet you do," she murmurs. Then she catches herself and looks away, picking up her wine glass and takes a deep gulp. "Sorry," she says, wincing. "Sounds like you keep yourself occupied."<br>
<<else>>
"Between jobs at the moment," you tell her. "It's been a bit of a rough patch."<br>
<br>
Charli watches you, her expression softening. "That happens. Charlton isn't exactly bursting with opportunities." She takes a sip of wine. "At least you're not stuck doing something you hate."<br>
<br>
"That's one way of looking at it."<br>
<br>
She smiles. "It's the only way of looking at it." She sets down her glass. "So, what do you do to keep yourself occupied?"<br>
<</if>>
<br>
<i>Go on. Tell her how you'd like to occupy her.</i><br>
<br>
<<ActionsHeader>>
<<link "Say you'd rather keep her occupied" "CharliDialogue">><<set $CharliDialogue to "CharliDateOccupied2">><<Greedy 1>><</link>><br>
<<link "Tell her work keeps you busy enough" "CharliDialogue">><<set $CharliDialogue to "CharliDateBusy2">><</link>><br>
<<link "Ask if she finds it hard to fit in things for herself" "CharliDialogue">><<set $CharliDialogue to "CharliDateHerself2">><<Greedy -1>><</link>>
<<elseif $CharliDateTopics is 2>>
The mains arrive. Two plates of steak set down with a side of vegetables. The waitress refills the wine glasses without being asked.<br>
<br>
<<CharliApprovalCheck>>
<<if _CharliApprovalCheck is 2>>
Charli barely looks at the food. She's watching you cut your steak with a focus that has nothing to do with table manners. Her breathing has grown shallow. She keeps touching the side of her neck, fingers trailing down to her collarbone.<br>
<br>
"So," she says, her voice thick. "What do you do when you're not working?" She rests her chin on her hand, her lips slightly parted. "What does <<TrueName "Current">> do for fun?"<br>
<br>
<i>Look at her. She can barely hold herself together. One more push and she'll be putty in your hands.</i><br>
<<elseif _CharliApprovalCheck is 1>>
Charli cuts into her steak with a smile. She seems genuinely relaxed. Comfortable with you.<br>
<br>
"So," she says, looking up. "What do you do when you're not working? Any hobbies? Interests?" She grins. "Hidden talents?"<br>
<br>
<i>She's warming up. But warming up isn't enough. You need her desperate, not comfortable.</i><br>
<<else>>
Charli eats steadily, dabbing her mouth with the napkin between bites. Pleasant company, but nothing more.<br>
<br>
"So," she says politely. "What do you do for fun around Charlton?"<br>
<br>
<i>You're running out of courses. And she's running out of interest.</i><br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Say that tonight is the most fun you've had in a while" "CharliDialogue">><<set $CharliDialogue to "CharliDateFun3">><<Greedy 1>><</link>><br>
<<link "Tell her about some of the places in town" "CharliDialogue">><<set $CharliDialogue to "CharliDatePlaces3">><</link>><br>
<<link "Ask what she likes to do" "CharliDialogue">><<set $CharliDialogue to "CharliDateLikes3">><<Greedy -1>><</link>>
<<elseif $CharliDateTopics is 3>>
The waitress clears the mains and sets down two chocolate tarts. The restaurant has thinned out. The candles burn lower.<br>
<br>
<<CharliApprovalCheck>>
<<if _CharliApprovalCheck is 3>>
Charli hasn't touched her dessert. She's staring at you, openly, her jaw slack. Her breathing is shallow and uneven. Her foot is pressed firmly against your calf under the table and hasn't moved since the mains.<br>
<br>
"I had a really good time tonight, <<TrueName "Current">>," she says. Her voice is barely above a whisper. She takes a breath that shudders slightly. Her fingers move across the tablecloth towards your hand.<br>
<br>
"My flat is just around the corner." Her eyes are wide. Pupils blown. She wets her lips. "Come back with me."<br>
<br>
It isn't a question. It isn't even really a choice. Something behind her eyes is making the decision for her.<br>
<br>
<i>And who could blame her? You're irresistible, aren't you?</i><br>
<br>
<<GetNPCState "Jennifer" "SplitUp">>
<<if _SplitUp is undefined>>
You briefly consider the invitation. Jennifer would be furious if she found out.<br>
<<else>>
You briefly consider the invitation. You've split up with Jennifer. There's nothing stopping you.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Accept her offer" "CharliDialogue">><<set $CharliDialogue to "CharliDateAccept">><<GetNPCState "Jennifer" "SplitUp">><<if _SplitUp is undefined>><<Greedy 1>><</if>><</link>><br>
<<link "Tell her you had a good time, but not tonight" "CharliDialogue">><<set $CharliDialogue to "CharliDateDecline">><</link>>
<<elseif _CharliApprovalCheck gte 1>>
Charli takes a small bite of her tart. She watches you as she chews, her eyes warm. She's interested, but holding something back. There's a flicker of composure that wasn't there during the mains.<br>
<br>
"I had a good time tonight, <<TrueName "Current">>," she says. She smiles, playing with the stem of her wine glass. "You're not like most of the men around here."<br>
<br>
She pauses, watching you. Waiting.<br>
<br>
<i>She's on the fence. One last push. You can do this.</i><br>
<br>
<<GetNPCState "Jennifer" "SplitUp">>
<<if _SplitUp is undefined>>
You briefly consider where this is going. Jennifer would be furious if she found out.<br>
<<else>>
You briefly consider where this is going. You've split up with Jennifer. There's nothing stopping you.<br>
<</if>>
<br>
<<ActionsHeader>>
<<ReconcileCharlieSuggestion>>
<<StatCheckOrientation "lt" _CharlieSuggestionValue "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to suggest going somewhere quieter">>
<<if _StatCheckOrientation is true>>
<<link _StatOrientationProbability "CharliDialogue">><<set $CharliDialogue to "CharliDateSuggestPass">><<GetNPCState "Jennifer" "SplitUp">><<if _SplitUp is undefined>><<Greedy 1>><</if>><</link>><br>
<<else>>
<<link _StatOrientationProbability "CharliDialogue">><<set $CharliDialogue to "CharliDateSuggestFail">><<Orientation -1>><</link>><br>
<</if>>
<<link "Tell her you had a good time, but leave it there" "CharliDialogue">><<set $CharliDialogue to "CharliDateLeave">><</link>>
<<else>>
Charli eats her tart in small, measured bites. She dabs her mouth with her napkin. The composure that was slipping earlier has fully returned.<br>
<br>
"Thanks for dinner, <<TrueName "Current">>," she says. She smiles. Polite. Warm enough. But the fire that was there at the supermarket has cooled.<br>
<br>
She stands, smoothing the front of her dress. She leans down and kisses your cheek briefly.<br>
<br>
"See you around," she says. "If you want to do this again sometime, you know where to find me."<br>
<br>
You watch her walk away, silver dress catching the last of the candlelight. The waitress brings the bill.<br>
<br>
<i>Wrong moves, was it?</i><br>
<br>
<<ActionsHeader>>
<<link "Leave the restaurant" "TownSquare">><<EndConversation "Charli">><<TimeChange>><<set $CharliDateTopics to undefined>><<set $CharliApproval to undefined>><<QuestOptionComplete "Quest36" 1 "date">><<QuestOptionUnlock "Quest36" 1 "date_repeat">><<SetFlag "CharliDateActive" false>><</link>>
<</if>>
<</if>><<if $KeithDinner is 0>>
<<if $current.avatar is "Jennifer">>
You take a seat next to Keith. He pats your arm as you sit down. <i><<TrueName "Current">></i> takes the chair opposite, offered a polite nod.<br>
<br>
"Right," Keith says, pouring wine without asking. He fills your glass first, then <i><<TrueName "Current">></i>'s.<br>
<br>
A young waitress comes over, smiling professionally. "Welcome! Would you like to order some drinks or perhaps some water for the table?"<br>
<br>
Keith picks up the menu. "We'll get a bottle of the French white from Burgundy. Start with the oysters, the tuna tartare, and that bread with the smoked butter." He glances at you. "That alright, Jen?"<br>
<br>
You grimace before replying. "Sounds perfect, daddy."<br>
<br>
<i>Sounds natural, doesn't it?</i><br>
<br>
He nods, running his finger down the menu. "Lamb for mains. Steak, rare. Potatoes. And the mixed leaf salad for Jen." He glances at <i><<TrueName "Current">></i>. "You eat salad?"<br>
<br>
<i><<TrueName "Current">></i> smiles politely. "I'll have whatever's going."<br>
<br>
"Good." Keith waves the waitress away and raises his glass, taking a gulp without a toast.<br>
<<else>>
You take a seat. Jennifer sits on the other side, both next to her father. He pours you both a glass of red wine without asking.<br>
<br>
A young waitress in a formal blouse and skirt comes over, smiling professionally. "Welcome! Would you like to order some drinks or perhaps some water for the table?"<br>
<br>
Keith picks up the open menu immediately. "I think we'll get a bottle of the French white from Burgundy. We'll start with some of the oysters, a serve of the tuna tartare each, and some of that bread with the smoked butter." He looks up to both of you. "Any objections?"<br>
<br>
You glance over to Jennifer, who shrugs. "Sounds good."<br>
<br>
He nods once, running his finger down the menu. "Then, we'll have the lamb for mains. Plus the steak, rare. The potatoes too. And throw in the mixed leaf salad, just for the ladies."<br>
<br>
"Good choices," the waitress says pleasantly. "Will there be anything else?"<br>
<br>
"Might as well order the dessert now," he replies. "We know what we want. Three chocolate tarts."<br>
<br>
She reaches down to take your untouched menus, but Keith holds his back. "I'll keep this. Might want to mix up the wine."<br>
<br>
"Of course, sir," she says. "We'll get the French white brought out shortly and I'll get the kitchen to start on your food."<br>
<br>
She turns and walks away. Keith looks to you both, giving a nod as he raises up his glass and takes a gulp without a word.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Make small talk" "HearthAndHomeMakeSmallTalk">><<set $KeithDinner to 1>><</link>><br>
<<link "Let Jennifer talk" "HearthAndHomeLetJenniferTalk">><<set $KeithDinner to 1>><</link>>
<<elseif $KeithDinner is 1>>
<<if $current.avatar is "Jennifer">>
The appetisers arrive. Keith gestures with his knife. "Help yourself, Jen. You too," he adds to <i><<TrueName "Current">></i>, almost as an afterthought.<br>
<br>
He digs in. You follow, taking smaller portions.<br>
<br>
The white wine arrives and Keith samples it. "That's good. Leave it in a bucket on the table." He looks at you. "Happy with the red, Jen?"<br>
<br>
You give <i><<TrueName "Current">></i> a look. He just shrugs. "I'm good with the red," you say.<br>
<br>
He nods and fills his glass from the new bottle, not waiting for <i><<TrueName "Current">></i> to answer.<br>
<<else>>
The waitress returns, holding a large tray full of the appetisers. She lays them out in the middle of the table. "Bon appétit," she says before walking off.<br>
<br>
Keith gestures to the small plates with his knife. "Help yourself, <<TrueName "Current">>. You too, Jen. My treat, tonight."<br>
<br>
Keith digs in, serving generous servings on to his own plate. You follow him, taking smaller portions for yourself.<br>
<br>
The bottle of white wine arrives and Keith samples it, nodding to the waitress. "That's good. Leave it in a bucket on the table." He looks to you and Jen. "You happy with the red, or want the white?"<br>
<br>
"I'm good with the red, daddy," Jen says. You give him a polite smile as he finishes off his glass and fills his glass from the new bottle.<br>
<</if>>
<br>
<<ActionsHeader>>
<<KeithDialogueOptionsUnlocked>>
<<KeithSmallTalkAvailable>><<if _KeithSmallTalkAvailable is true>><<link "Make small talk" "HearthAndHomeMakeSmallTalk">><<set $KeithDinner to 2>><</link>><br><</if>>
<<KeithLetJenniferTalkAvailable>><<if _KeithLetJenniferTalkAvailable is true>><<link "Let Jennifer talk" "HearthAndHomeLetJenniferTalk">><<set $KeithDinner to 2>><</link>><br><</if>>
<<elseif $KeithDinner is 2>>
<<if $current.avatar is "Jennifer">>
The main course arrives. Steak cut into strips, raw and bloody. Soft lamb. Duck-fat potatoes. The mixed leaf salad placed in front of you.<br>
<br>
"Tuck in," Keith says, cutting into the steak.<br>
<<else>>
Conversation stops as some of the staff bring out the main course. They lay down a steak cut into strips, raw and bloody. Next is a dish of soft lamb. Then a plate of duck-fat roasted potatoes is laid down. Then finally, a bowl of mixed leaf lettuce garnished with a dripping sauce.<br>
<br>
"Tuck in," Keith says, forcing a strip of steak between his lips.<br>
<</if>>
<br>
<<ActionsHeader>>
<<KeithDialogueOptionsUnlocked>>
<<KeithSmallTalkAvailable>><<if _KeithSmallTalkAvailable is true>><<link "Make small talk" "HearthAndHomeMakeSmallTalk">><<set $KeithDinner to 3>><</link>><br><</if>>
<<KeithLetJenniferTalkAvailable>><<if _KeithLetJenniferTalkAvailable is true>><<link "Let Jennifer talk" "HearthAndHomeLetJenniferTalk">><<set $KeithDinner to 3>><</link>><br><</if>>
<<elseif $KeithDinner is 3>>
<<if $current.avatar is "Jennifer">>
With the main course finished, the three of you sit back. Keith drains another glass of wine. The waitress produces another bottle.<br>
<br>
<i><<TrueName "Current">></i> pushes back from the table. "I need to use the bathroom," he says, catching your eye as he stands. The look is brief but clear. Get something from him.<br>
<br>
"Take your time," Keith calls after him. He turns back to you and takes another sip of wine. "Seems like a good sort," he says, nodding in the direction <i><<TrueName "Current">></i> went.<br>
<<SpellsCheckSelf "Charm">>
<<if _SpellsCheckSelf is true>>
<Br>You could cast Charm yourself. You're in a female body, after all. But you look around, seeing eyes watching. Maybe not here. Not in a public restaurant. The card is safer. And you only get one shot with it.<br>
<</if>>
<<else>>
With the main course finished, the three of you sit back and let the food settle. Keith drains another glass of wine, topping it up. The waitress quickly produces an identical bottle and Jennifer's father gestures it down. "Thank you," he says with formality.<br>
<br>
"I think I need to go to the bathroom," Jennifer says, pushing her chair back. She eyes you as she rises, nodding back to her father. You understand the implication. It's your time to get a personal possession from him.<br>
<br>
"Don't trip and fall in the basin," Keith says, chortling as she moves away. He leans back and gives you a polite smile before taking another sip of his drink.<br>
<<SpellsCheckSelf "Charm">>
<<if _SpellsCheckSelf is true>>
<br>
You look around, noticing a few patrons glancing over at your table. Using the card Jennifer gave you is risky enough. You don't dare cast an actual Charm spell so publicly. Looks like you will need to use the card. And you only get one shot with it.<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Put the card down and offer to pay" "HearthAndHomeCharmCard">><</link>>
<<elseif $KeithDinner is 4>>
<<if $current.avatar is "Jennifer">>
<i><<TrueName "Current">></i> returns as the dessert arrives. Keith takes a mouthful or two but pushes it away. His attention is on finishing the wine.<br>
<br>
You sit in silence, nibbling at the chocolate tart. When you lean back, the staff clear the dishes.<br>
<br>
"Pretty good meal, for Charlton," Keith comments, pushing his empty glass away. "And don't worry about the bill. I've already paid."<br>
<br>
He looks to you expectantly, waiting for a reaction. "Thank you, daddy," you mutter.<br>
<br>
"Thanks, Mr. Chambers," <i><<TrueName "Current">></i> adds.<br>
<br>
Keith shrugs and pushes himself back, straining out of his chair. "Well. Must be off. Got to get on the road early tomorrow. Really going to let it rip."<br>
<br>
He turns to you and opens his arms. You step into the hug without thinking. His arms close around you and for a moment you feel what it is to be held by a father.<br>
<br>
<<if $PlayerCharacter.female is false>>
<i>When was the last time someone held you like that? Like you mattered?</i><br>
<<else>>
<i>His arms around you. Not yours to take. But you took it anyway.</i><br>
<</if>>
<br>
He releases you and shakes <i><<TrueName "Current">></i>'s hand. "Nice to meet you. Look after my girl."<br>
<br>
<i><<TrueName "Current">></i> nods. Keith stands on the spot for a moment, then walks towards the exit. <i><<TrueName "Current">></i> watches him go - her own father, seen through borrowed eyes.<br>
<br>
"Come on," she says quietly, in your voice. "Let's go back to mine."<br>
<<else>>
Jennifer returns and takes a seat, just as the dessert arrives. Keith takes a mouthful or two, but pushes it away. Instead his attention is on finishing the wine.<br>
<br>
You sit in silence as you and Jennifer nibble at the dessert. When you lean back the staff come to remove the dishes and you sit watching Keith ensure the bottles are empty.<br>
<br>
"Pretty good meal, for Charlton," he comments as he pushes his empty glass away from him. "And don't worry about the bill. I've already paid."<br>
<br>
"Thank you," you say politely.<br>
<br>
"Yes, thanks daddy!" Jennifer adds.<br>
<br>
He shrugs and pushes himself back, straining to get out of his chair. "Well, must be off. Got to get on the road early tomorrow. Really going to let it rip. Nice to meet you, <<TrueName "Current">>. And good to see you, Jennifer."<br>
<br>
He lets her give him a hug and shakes your hand, before standing on the spot for a moment. Then he nods and walks off towards the exit. Jen watches him go.<br>
<br>
"He's so awkward," she mutters. "But that's dad. Come on, we can chat back at my place."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Leave the restaurant and get a cab back to Jennifer's apartment" "HearthAndHomeTaxiBack">><<set $KeithDinner to undefined>><</link>>
<</if>><<if $MakeSmallTalk is undefined>>
<<set _pool to []>>
<<DialogueSpoken "Keith" "MakeSmallTalk1">><<if _Discussed is false>><<run _pool.push(1)>><</if>>
<<DialogueSpoken "Keith" "MakeSmallTalk2">><<if _Discussed is false>><<run _pool.push(2)>><</if>>
<<DialogueSpoken "Keith" "MakeSmallTalk3">><<if _Discussed is false>><<run _pool.push(3)>><</if>>
<<set _pick to _pool[random(0, _pool.length - 1)]>>
<<if $current.avatar is "Jennifer">>
<<set $MakeSmallTalk to "Passage" + _pick + "Swapped">>
<<else>>
<<set $MakeSmallTalk to "Passage" + _pick>>
<</if>>
<</if>>
<<include "HearthAndHomeMakeSmallTalkContent">><<if $LetJenniferTalk is undefined>>
<<set _pool to []>>
<<DialogueSpoken "Keith" "LetJenniferTalk1">><<if _Discussed is false>><<run _pool.push(1)>><</if>>
<<DialogueSpoken "Keith" "LetJenniferTalk2">><<if _Discussed is false>><<run _pool.push(2)>><</if>>
<<DialogueSpoken "Keith" "LetJenniferTalk3">><<if _Discussed is false>><<run _pool.push(3)>><</if>>
<<set _pick to _pool[random(0, _pool.length - 1)]>>
<<if $current.avatar is "Jennifer">>
<<set $LetJenniferTalk to "Passage" + _pick + "Swapped">>
<<else>>
<<set $LetJenniferTalk to "Passage" + _pick>>
<</if>>
<</if>>
<<include "HearthAndHomeLetJenniferTalkContent">><<switch $MakeSmallTalk>>
<<case "Passage1">>
"What brings you to Charlton?" you ask him.<br>
<br>
"Business," he replies. "Found some amazing horses, just top of their class. Thought some of the folks at the races might have a need for them." He snorts. "Typical Charlton, though. They couldn't tell real quality if it was giving them a hand job."<br>
<br>
A few of the diners turn to look with surprise. Jennifer holds her smile but rolls her eyes. "Daddy!"<br>
<br>
He chuckles and takes a gulp of his wine. "Oh. Sorry. I forget that people can't take jokes around here."<br>
<br>
Jennifer smiles patiently. Her father sniggers. "Funny town, this. Thought that I'd miss it, like I did when I left for university. But the more time you stay away, the more you see how stuck up the locals are. If it wasn't for the empty roads, I wouldn't bother coming down here. Can get the motor up above a hundred for miles once you're off the motorway."<br>
<br>
Jennifer's smile fades as she looks at her father.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "HearthAndHomeDinner">><<DialogueDone "Keith" "MakeSmallTalk1">><<KeithDialogueOption "Car">><<KeithDialogueOption "University">><<set $MakeSmallTalk to undefined>><</link>>
<<case "Passage2">>
"I hear you've bought a lovely home by the seaside," you try.<br>
<br>
He snorts. "Cost me an arm and a leg. Meredith, Jennifer's mother, kept bugging me for it. When Jennifer was old enough to look after herself, I relented."<br>
<br>
You raise an eyebrow at his response. "It must be nice, though. Living by the water?"<br>
<br>
"Meredith likes it," he replies, taking another gulp of wine. "Get a lot of tourists there, especially in the summer. Blasted foreigners driving on the wrong side of the road." He flares his nostrils and shrugs. "Only saving is they have a decent football team. And proper British football. None of this American football nonsense they push at the school here."<br>
<br>
"Don't you like the lessons they teach at Charlton?" you try.<br>
<br>
"Most of it's better than the nonsense they teach elsewhere," he replies. "But that Coach Beach. Got some funny ideas. Bet he chose to teach American football just so he can see the girls prancing around in cheerleader outfits." He takes a gulp of wine. "Like Jen used to, before she dropped out of school."<br>
<br>
"He's kidding," Jennifer tells you. "He knows I didn't drop out."<br>
<br>
"Might as well have."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "HearthAndHomeDinner">><<DialogueDone "Keith" "MakeSmallTalk2">><<KeithDialogueOption "Football">><<KeithDialogueOption "Wife">><<set $MakeSmallTalk to undefined>><</link>>
<<case "Passage3">>
You smile politely at him. "Is it hard, being away from Jennifer?"<br>
<br>
Keith gives Jennifer a look, his lips twitching. "Jennifer's a big girl. She can take care of herself."<br>
<br>
"I miss you being around," she tells him earnestly. "It's hard, sometimes."<br>
<br>
Her father winces, looking back at you. "Jen is a firebrand. Always was. She didn't listen to either of us growing up." He shrugs his shoulders. "Felt only fair to leave her to live her own life."<br>
<br>
He turns back to her, his face still void of a smile. "You're alright though, aren't you Jen? Got that little shop job. Not getting into the sort of trouble you did at school?"<br>
<br>
"I'm keeping my head down, daddy. Like you said."<br>
<br>
That fosters a small smile. "That's my girl. Takes care of herself. Doesn't have to bother me with her mess. And doesn't bug me anymore about borrowing my credit card, like she used to."<br>
<br>
"I didn't do that!" Jennifer exclaims.<br>
<br>
"Oh really?" Her dad says, taking a gulp of wine. "Who racked up the points on my card then with weekly splurges at Evans?" He grunts. "At least I got platinum status on my diner's card out of it."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "HearthAndHomeDinner">><<DialogueDone "Keith" "MakeSmallTalk3">><<KeithDialogueOption "DinersCard">><<set $MakeSmallTalk to undefined>><</link>>
<<case "Passage1Swapped">>
<<switch $MakeSmallTalkResult>>
<<case undefined>>
"What brings you to Charlton, daddy?" you ask, trying to keep your voice casual.<br>
<br>
<i>It's coming natural to you now, isn't it?</i><br>
<br>
"Business," he replies. "Found some amazing horses. Top of their class." He snorts. "Typical Charlton, though. They couldn't tell real quality if it was giving them a hand job."<br>
<br>
A few diners turn to look. He chuckles. "Oh. Sorry. I forget."<br>
<br>
He drinks his wine and continues. "Funny town, this. The more time you stay away, the more you see how stuck up the locals are. If it wasn't for the empty roads, I wouldn't bother coming down here."<br>
<br>
<i><<TrueName "Current">></i> leans forward. "That's funny," he says. "Jennifer was just telling me how happy she is here. Weren't you, <i>Jen</i>?"<br>
<br>
Keith turns to you. <i><<TrueName "Current">></i>'s eyes bore into yours from across the table, waiting for you to speak.<br>
<br>
<<ActionsHeader>>
<<StatCheckIntelligence "gt" 60>><<set _StatIntelligenceProbability to _StatIntelligenceProbability + " Try to come up with a playful retort">>
<<if _StatCheckIntelligence is true>><<link _StatIntelligenceProbability "HearthAndHomeMakeSmallTalk">><<set $MakeSmallTalkResult to "Pass">><</link>><br>
<<else>><<link _StatIntelligenceProbability "HearthAndHomeMakeSmallTalk">><<set $MakeSmallTalkResult to "Fail">><<Intelligence 1>><</link>><br><</if>>
<<link "Say that you're happy in Charlton" "HearthAndHomeMakeSmallTalk">><<set $MakeSmallTalkResult to "Comply">><<Feminity 1>><</link>><br>
<<CompulsionCheck "OldFashionedValues">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Old-Fashioned Values] </span><s>Refute <i><<TrueName "Current">></i> and say there's a lot wrong with this town</s> - <i>That life appeals to you, if you're honest.</i><br>
<<else>>
<<link "Refute and say there's a lot wrong with this town" "HearthAndHomeMakeSmallTalk">><<set $MakeSmallTalkResult to "Resist">><</link>><br>
<</if>>
<<case "Comply">>
"I am, actually," you say, holding back the bile. "Charlton has everything I need. I don't need to go anywhere else."<br>
<br>
Keith nods approvingly. "Good girl. Sensible."<br>
<br>
<i><<TrueName "Current">></i> smiles at Keith. Your smile, but with his confidence behind it. "I told you," he says to him. "Jen's really come around to things." He reaches across the table and pats your hand. "You've really changed."<br>
<br>
Keith smiles. "Good to hear. No more of that silly talk about leaving. I missed it when I left for university. Maybe it just took a man to bring you around, Jennifer?"<br>
<br>
A warmth settles over you. The words felt comfortable. Wanting less. Being content. Jennifer's life, wrapped around you like a blanket.<br>
<br>
<i>Comfortable, isn't it? Not having to fight. Not having to want. Just being someone's girl in a quiet little town.</i><br>
<br>
<<ActionsHeader>>
<<link "Change topics" "HearthAndHomeDinner">><<DialogueDone "Keith" "MakeSmallTalk1">><<KeithDialogueOption "Car">><<KeithDialogueOption "University">><<set $MakeSmallTalkResult to undefined>><<set $MakeSmallTalk to undefined>><</link>>
<<case "Pass">>
"Some of it," you say. "But the locals still walk around like there's sticks up their backsides."<br>
<br>
Keith sniggers and almost chokes on his wine. <i><<TrueName "Current">></i> looks over the table, eyes slightly widened. But Keith doesn't seem to have taken offence. "That's my girl," he says.<br>
<br>
"Funny town, this," he continues. "Thought that I'd miss it, like I did when I left for university. But the more time you stay away, the more you see how stuck up the locals are. Like I said, only appealing thing about this place is the country roads."<br>
<br>
<i><<TrueName "Current">></i> seems to wince at hearing Keith's words, but you just smile back.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "HearthAndHomeDinner">><<DialogueDone "Keith" "MakeSmallTalk1">><<KeithDialogueOption "Car">><<KeithDialogueOption "University">><<set $MakeSmallTalkResult to undefined>><<set $MakeSmallTalk to undefined>><</link>>
<<case "Fail">>
"Some of it," you say. "But the locals drive me crazy with all their rules."<br>
<br>
<i><<TrueName "Current">></i> looks over the table, eyes slightly widened. Keith eyes you darkly. "Careful, Jen," he says. "Don't want to drop into old habits."<br>
<br>
"Jennifer just means that the paperwork at the town hall is confusing," <i><<TrueName "Current">></i> interjects.<br>
<br>
Keith chuckles. "Of course it is, Jen," he says, a patronising edge in his voice. "Don't overthink it. Let your fella here do that for you."<br>
<br>
He looks to <i><<TrueName "Current">></i> and they share a chuckle. Two people humouring the simple girl.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "HearthAndHomeDinner">><<DialogueDone "Keith" "MakeSmallTalk1">><<set $MakeSmallTalkResult to undefined>><<set $MakeSmallTalk to undefined>><</link>>
<<case "Resist">>
"I wouldn't say that. There's a lot wrong with this town."<br>
<br>
Keith frowns. The warmth drains from his face. "That doesn't sound like you, Jen."<br>
<br>
<i><<TrueName "Current">></i>'s expression hardens across the table. "She's been in a mood all day," he tells Keith in your voice, waving a dismissive hand. "Ignore her." The words are clipped and cold.<br>
<br>
The conversation limps forward, but Keith retreats behind his wine glass. Whatever he was about to share stays locked behind his teeth.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "HearthAndHomeDinner">><<DialogueDone "Keith" "MakeSmallTalk1">><<set $MakeSmallTalkResult to undefined>><<set $MakeSmallTalk to undefined>><</link>>
<</switch>>
<<case "Passage2Swapped">>
<<switch $MakeSmallTalkResult>>
<<case undefined>>
"How's the house?" you try, drawing from what Jennifer told you.<br>
<br>
He snorts. "Cost me an arm and a leg. Your mother kept bugging me for it." He turns to look at <i><<TrueName "Current">></i> and grins. "When Jennifer was old enough to look after herself, I relented."<br>
<br>
"It gets a lot of tourists," he continues. "Blasted foreigners. Only saving is they have a decent football team. Proper British football." He turns to look at you, rolling his eyes. "None of this American nonsense they taught you at school, before you dropped out."<br>
<br>
"I didn't drop out, daddy," you murmur before you can stop yourself.<br>
<br>
"Might as well have."<br>
<br>
<i><<TrueName "Current">></i> seizes the moment. "Jen, didn't you say you missed that? Being part of a team? Having a place where you belonged?"<br>
<br>
Keith looks at you with unexpected softness. "Did you miss it, Jen? The cheerleading?" He sniggers. "I thought you just enjoyed showing off to the boys in those outfits they made you wear."<br>
<br>
<<ActionsHeader>>
<<link "Tell him you miss it sometimes" "HearthAndHomeMakeSmallTalk">><<set $MakeSmallTalkResult to "Comply">><<Orientation 1>><</link>><br>
<<StatCheckOrientation "gt" 50>><<set _StatOrientationProbability to _StatOrientationProbability + " Try to convince him you didn't cheer for the boys">>
<<if _StatCheckOrientation is true>><<link _StatOrientationProbability "HearthAndHomeMakeSmallTalk">><<set $MakeSmallTalkResult to "Pass">><</link>><br>
<<else>><<link _StatOrientationProbability "HearthAndHomeMakeSmallTalk">><<set $MakeSmallTalkResult to "Fail">><<Orientation 1>><</link>><br><</if>>
<<link "Tell him you've moved on from that" "HearthAndHomeMakeSmallTalk">><<set $MakeSmallTalkResult to "Resist">><</link>>
<<case "Comply">>
"I do miss it, sometimes," you say quietly. "The routine. Knowing where I belonged."<br>
<br>
Keith softens. "You always did look the part, Jen." He gives <i><<TrueName "Current">></i> a grin. "And she turned some heads on that field."<br>
<br>
<i><<TrueName "Current">></i> returns the smile. "I bet she did," he tells Keith, looking back to you as if appraising a horse. "She's got the figure for it."<br>
<br>
He looks at you with a smile that doesn't reach his eyes. "Maybe you could dig the costume out for me."<br>
<br>
Jen's father guffaws with laughter. "I don't want to know what you two do in the bedroom!"<br>
<br>
As he continues laughing, <i><<TrueName "Current">></i> catches your eyes. They seem to suggest something between you. You find yourself wondering if they really would like to see you in that outfit.<br>
<br>
<i>You're fantasising about wearing it for him, aren't you?</i><br>
<br>
"Don't look so embarrassed, Jen," Keith says, at seeing your discomfort. "Wish your mother would dress up for me." He laughs once more.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "HearthAndHomeDinner">><<DialogueDone "Keith" "MakeSmallTalk2">><<KeithDialogueOption "Football">><<KeithDialogueOption "Wife">><<set $MakeSmallTalkResult to undefined>><<set $MakeSmallTalk to undefined>><</link>>
<<case "Pass">>
"I miss the teamwork, not the outfits," you say with a grin. "The boys weren't the reason I cheered, daddy."<br>
<br>
Keith chuckles. "Fair enough," he says, turning to <i><<TrueName "Current">></i>. "Jen always had a competitive streak. Not like her mother. Couldn't say boo to a goose."<br>
<br>
<i><<TrueName "Current">></i> pauses. "Sure," he says after a beat. "The teamwork."<br>
<br>
"Bet you would have liked to see her in that outfit, though?" Keith chimes in, nudging <i><<TrueName "Current">></i> with his elbow. He laughs once more.<br>
<br>
<i><<TrueName "Current">></i> meets your eyes, smiling, but saying nothing more.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "HearthAndHomeDinner">><<DialogueDone "Keith" "MakeSmallTalk2">><<KeithDialogueOption "Football">><<KeithDialogueOption "Wife">><<set $MakeSmallTalkResult to undefined>><<set $MakeSmallTalk to undefined>><</link>>
<<case "Fail">>
"I miss the teamwork -" you start, but your voice comes out softer than you intended. "The belonging. Being part of something."<br>
<br>
Keith sniggers, looking to <i><<TrueName "Current">></i>. "See that. She's trying to bluff us." He turns back to you, giving you a grin. "You don't have to pretend, Jen. You always knew how to turn heads without making an effort."<br>
<br>
<i><<TrueName "Current">></i> snorts softly. "She certainly turned my head."<br>
<br>
"Bet you would have liked to see her in that outfit, though?" Keith chimes in, nudging <i><<TrueName "Current">></i> with his elbow. He laughs once more.<br>
<br>
<i><<TrueName "Current">></i> meets your eyes, smiling, but saying nothing more.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "HearthAndHomeDinner">><<DialogueDone "Keith" "MakeSmallTalk2">><<set $MakeSmallTalkResult to undefined>><<set $MakeSmallTalk to undefined>><</link>>
<<case "Resist">>
"Not really," you say. "I've moved on from all that."<br>
<br>
Keith grunts, waiting for you to add more. When you don't, he just picks up his wine glass.<br>
<br>
<i><<TrueName "Current">></i>'s jaw tightens. He leans back in his chair and crosses his arms. "Jen's been a bit contrarian lately," he tells Keith with a forced laugh.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "HearthAndHomeDinner">><<DialogueDone "Keith" "MakeSmallTalk2">><<set $MakeSmallTalkResult to undefined>><<set $MakeSmallTalk to undefined>><</link>>
<</switch>>
<<case "Passage3Swapped">>
<<switch $MakeSmallTalkResult>>
<<case undefined>>
Keith looks at you. "You're looking well, Jen. Evans' treating you okay?"<br>
<br>
"Fine, daddy," you reply, keeping it vague.<br>
<br>
"Good. Keep your head down. That's my girl." He drinks.<br>
<br>
<i><<TrueName "Current">></i> leans in. "But Jen loves it there, don't you? Tell him what you told me about how rewarding it is. Working with people. Helping them. If you are going to stay here and not travel, it's a perfect job for you. Isn't it?"<br>
<br>
Keith looks at you expectantly.<br>
<br>
<<ActionsHeader>>
<<link "Nod and agree it's perfect" "HearthAndHomeMakeSmallTalk">><<set $MakeSmallTalkResult to "Comply">><<Assertive -1>><</link>><br>
<<StatCheckGreedy "gt" 40>><<set _StatGreedyProbability to _StatGreedyProbability + " Try to make out you're just in it for the money">>
<<if _StatCheckGreedy is true>><<link _StatGreedyProbability "HearthAndHomeMakeSmallTalk">><<set $MakeSmallTalkResult to "Pass">><</link>><br>
<<else>><<link _StatGreedyProbability "HearthAndHomeMakeSmallTalk">><<set $MakeSmallTalkResult to "Fail">><<Greedy -1>><</link>><br><</if>>
<<link "Say you don't love it" "HearthAndHomeMakeSmallTalk">><<set $MakeSmallTalkResult to "Resist">><</link>>
<<case "Comply">>
"It is, actually," you reply softly. "I like helping people find what they need. It's enough for me."<br>
<br>
The fight drains out of you as you say the words. It is enough. Why push for more? Why struggle?<br>
<br>
Keith grunts approvingly. "See? She's content. Not everyone needs to be a big shot. At least at Evans, you get an employee discount. No more running up bills on my credit card anymore."<br>
<br>
<i><<TrueName "Current">></i> gives him a polite smile. "That's not what I heard."<br>
<br>
Keith sniggers. "She didn't tell you that, did she? She really racked up the points at Evans. At least I got platinum status on my diner's card out of it."<br>
<br>
"Well," <i><<TrueName "Current">></i> says. "She can buy all the clothes she wants, now. The job has some perks, after all. If helping customers isn't reward enough."<br>
<br>
He gives you a warm look. Warm like a leash.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "HearthAndHomeDinner">><<DialogueDone "Keith" "MakeSmallTalk3">><<KeithDialogueOption "DinersCard">><<set $MakeSmallTalkResult to undefined>><<set $MakeSmallTalk to undefined>><</link>>
<<case "Pass">>
"I love the paycheck, honestly," you say with a conspiratorial grin. "It would be great if it wasn't for the customers."<br>
<br>
Keith barks a laugh. "There you go. Didn't think you had lost sight of the value of money! No more running up bills on my credit card anymore."<br>
<br>
<i><<TrueName "Current">></i>'s smile stiffens. "That's not what I heard," he manages.<br>
<br>
Keith sniggers. "She didn't tell you that, did she? She really racked up the points at Evans. At least I got platinum status on my diner's card out of it."<br>
<br>
He glances over to you and gives you an appreciative grin. "But sounds like you've finally got your head on straight. That's my girl!"<br>
<br>
<i>My girl?</i><br>
<br>
<<ActionsHeader>>
<<link "Change topics" "HearthAndHomeDinner">><<DialogueDone "Keith" "MakeSmallTalk3">><<KeithDialogueOption "DinersCard">><<set $MakeSmallTalkResult to undefined>><<set $MakeSmallTalk to undefined>><</link>>
<<case "Fail">>
You try to play it off. "I love the -" But the words shift as you see the expectation on <i><<TrueName "Current">></i>'s face. "I like helping people," you correct yourself. "It's enough for me."<br>
<br>
Keith nods. "There you go. Content."<br>
<br>
<i><<TrueName "Current">></i> smirks. He reaches for his wine. "If you're going to live here, might as well get used to it," he mutters.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "HearthAndHomeDinner">><<DialogueDone "Keith" "MakeSmallTalk3">><<set $MakeSmallTalkResult to undefined>><<set $MakeSmallTalk to undefined>><</link>>
<<case "Resist">>
"I wouldn't say I love it," you say flatly. "It's not what I wanted."<br>
<br>
<i><<TrueName "Current">></i> leans forward, smiling. "But you're good at it," he says. "If you want to help around Charlton, why not start in customer service?"<br>
<br>
"I think I can do more," you mutter.<br>
<br>
<i><<TrueName "Current">></i>'s expression flattens. "Jen," he says with an edge. "We talked about this." He looks back to Keith and rolls his eyes. "She's got to learn that there's consequences for her actions."<br>
<br>
Keith chuckles, taking a sip of wine. "Good luck with that," he comments. "Never could learn to see the green grass on her side of the field."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "HearthAndHomeDinner">><<DialogueDone "Keith" "MakeSmallTalk3">><<set $MakeSmallTalkResult to undefined>><<set $MakeSmallTalk to undefined>><</link>>
<</switch>>
<</switch>><<switch $LetJenniferTalk>>
<<case "Passage1">>
"How's mum?" Jennifer asks, breaking the silence.<br>
<br>
"Your mother is herself," he says curtly. "She's joined a ladies-that-lunch group at the pavilion. Keeps going on about all the gossip. I don't pay attention to much of it."<br>
<br>
Jennifer looks at her father, realising that he's stopped talking. "Is she happier by the sea?"<br>
<br>
"She's only happy when she's spending my money," he grunts. "Not so bad though. There's some nice restaurants around there. Nicer than around here, anyway. Certainly rinsing my diner's card. Good job you racked up all those points on my card at Evans when you were younger. Keep me fine dining until I'm fish food."<br>
<br>
"Don't talk like that, daddy," Jennifer says glumly.<br>
<br>
"Why not?" he says, swilling around wine and taking a gulp. "I'm going to be worm food one day, Jennifer. Like everyone. Makes a mockery of thinking anything you do is worth it."<br>
<br>
"I'd just not prefer discussing you passing at dinner," she says, looking down to the table.<br>
<br>
"It will be easy for you," he chuckles. "Just throw me over the side of a boat and you'll be done with it."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "HearthAndHomeDinner">><<DialogueDone "Keith" "LetJenniferTalk1">><<KeithDialogueOption "DinersCard">><<KeithDialogueOption "Wife">><<set $LetJenniferTalk to undefined>><</link>>
<<case "Passage2">>
"Are you keeping busy?" Jennifer tries. "Work going okay?"<br>
<br>
"Typical shit show," he snorts. "The vet I contracted to check these horses is foreign. Couldn't understand a goddamn word she was saying. Don't understand why they come here when they can't speak English."<br>
<br>
"She might just have had a strong accent," Jennifer tries. "It must be hard coming from so far away."<br>
<br>
"Don't understand why they don't just train kids here," Keith mutters. "It was all British students when I went to university. Had a great time. If you ask me, they should turn the clocks back and get these lazy kids trained up to do something useful."<br>
<br>
Jennifer looks at you and rolls her eyes. "Daddy thinks that young people don't want to work these days."<br>
<br>
"One thing I can't fault you for, Jen," he interjects. "You needed a job, so you took one. Nothing wrong with a girl working in a shop."<br>
<br>
"Thank you, daddy," Jennifer says, smiling at him.<br>
<br>
"Wish the kids down our way took that to heart," he continues, ignoring her gratitude. "Tried to take the car into a garage the other day. Kid in there didn't even look under the hood. Too busy looking at a screen. No wonder the engine sounds like it's about to drop off when I get it into sixth-gear."<br>
<br>
Jennifer smiles and looks at you to explain. "Dad's car is his pride and joy. He probably wouldn't let them work on it."<br>
<br>
Keith blows air through his nostrils. "Car's a car, Jen. Just need it to work."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "HearthAndHomeDinner">><<DialogueDone "Keith" "LetJenniferTalk2">><<KeithDialogueOption "Car">><<KeithDialogueOption "University">><<set $LetJenniferTalk to undefined>><</link>>
<<case "Passage3">>
"Have you seen that the circus is back?" Jennifer says. "Do you remember when we used to go and play in the house of mirrors?"<br>
<br>
"Full of gypsies," Keith retorts. "Surprised I wasn't robbed. Although with the prices they charge for a kid's game, maybe I was."<br>
<br>
"I enjoyed myself," Jennifer says, a little disheartened.<br>
<br>
Keith chuckles and takes a swig of wine. "Of course you did. Grew up in a life of luxury in Charlton. Not much to do around here, is there? Unless you like watching ladies get drunk at the Country Club."<br>
<br>
Your table gets a few dirty looks from the other guests. Keith shakes his head and takes another gulp of wine.<br>
<br>
"Why did we stay here, then?" Jennifer says, her glumness increasing.<br>
<br>
Keith shrugs. "No where else is any better. You might as well stay put, Jen. People are still people elsewhere." He grunts and drinks more wine. "Only thing our place has going for it is they have a half decent football club."<br>
<br>
Jennifer sighs and shakes her head. She looks to you and offers an explanation. "Dad loves that they play British football where he lives."<br>
<br>
"None of this American nonsense," he says, looking at you. "As far as I'm concerned, it's just an excuse to get the girls to flash their panties at the football coach."<br>
<br>
There's a few muted gasps from a table nearby. Keith grins, drinking more wine.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "HearthAndHomeDinner">><<DialogueDone "Keith" "LetJenniferTalk3">><<KeithDialogueOption "Football">><<set $LetJenniferTalk to undefined>><</link>>
<<case "Passage1Swapped">>
<<switch $LetJenniferTalkResult>>
<<case undefined>>
<i><<TrueName "Current">></i> leans forward. "So, Mr. Chambers. Jennifer tells me your wife is involved in the community?"<br>
<br>
"She's only happy when she's spending my money," Keith quips. "Good job Jen racked up all those points on my card at Evans when she was a kid. Keeps me fine dining for free until I'm fish food."<br>
<br>
"Don't talk like that, daddy," you say, the words slipping out naturally.<br>
<br>
<i><<TrueName "Current">></i> catches the moment. He turns to you with a warm smile on your face. "Jen, tell your dad about that recipe you've been perfecting. The one you made for us last week."<br>
<br>
Keith perks up. "You're cooking now, Jen? Or is this just a chance to impress your man?"<br>
<br>
<<ActionsHeader>>
<<link "Tell him you're cooking now for him" "HearthAndHomeLetJenniferTalk">><<set $LetJenniferTalkResult to "Comply">><<Feminity 1>><</link>><br>
<<StatCheckIntelligence "gt" 50>><<set _StatIntelligenceProbability to _StatIntelligenceProbability + " Try to make out it's more than just cooking for him">>
<<if _StatCheckIntelligence is true>><<link _StatIntelligenceProbability "HearthAndHomeLetJenniferTalk">><<set $LetJenniferTalkResult to "Pass">><</link>><br>
<<else>><<link _StatIntelligenceProbability "HearthAndHomeLetJenniferTalk">><<set $LetJenniferTalkResult to "Fail">><<Intelligence 1>><</link>><br><</if>>
<<CompulsionCheck "OldFashionedValues">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Old-Fashioned Values] </span><s>Tell him you aren't just a housewife</s> - <i>But you do love cooking. You can't deny that.</i><br>
<<else>>
<<link "Tell him you aren't just a housewife" "HearthAndHomeLetJenniferTalk">><<set $LetJenniferTalkResult to "Resist">><</link>><br>
<</if>>
<<case "Comply">>
"Oh, it was nothing special," you lie. "Just a lamb stew."<br>
<br>
"Just like your mother's," Keith gleams. "She'd be surprised. Always wanted you to learn."<br>
<br>
<i><<TrueName "Current">></i> beams, radiating approval. "She's a natural," he tells Keith. "I keep telling her she should do it more often."<br>
<br>
He reaches over and squeezes your shoulder. Keith chuckles. Two people, pleased with you. Pleased with your place.<br>
<br>
<i>Cooking for a man's approval. Just like the book said she would.</i><br>
<br>
<<ActionsHeader>>
<<link "Change topics" "HearthAndHomeDinner">><<DialogueDone "Keith" "LetJenniferTalk1">><<KeithDialogueOption "DinersCard">><<KeithDialogueOption "Wife">><<set $LetJenniferTalkResult to undefined>><<set $LetJenniferTalk to undefined>><</link>>
<<case "Pass">>
"It's not just about cooking for him," you say with confidence. "There's an art to it. It's rewarding."<br>
<br>
<i><<TrueName "Current">></i> narrows his eyes. "I didn't think you knew how to cook properly."<br>
<br>
"Of course I do," you reply. "It's not just to make you happy. It's about timing and temperature. When the collagen breaks down and the connective tissue gelatinises, you get a buzz from seeing ingredients turn into something delicious."<br>
<br>
Keith looks impressed. "Didn't know you were so scientific about it, Jen."<br>
<br>
<i><<TrueName "Current">></i> tilts his head. "She reads too many cookbooks," he says lightly, but his smile is forced.<br>
<br>
"Just like your mother," Keith gleams. "She'd be surprised. Always wanted you to learn."<br>
<br>
He grins back at you, but you can see <i><<TrueName "Current">></i> beside him watching you.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "HearthAndHomeDinner">><<DialogueDone "Keith" "LetJenniferTalk1">><<KeithDialogueOption "DinersCard">><<KeithDialogueOption "Wife">><<set $LetJenniferTalkResult to undefined>><<set $LetJenniferTalk to undefined>><</link>>
<<case "Fail">>
"It's not just about cooking for him," you say with confidence. "There's an art to it. It's rewarding."<br>
<br>
<i><<TrueName "Current">></i> narrows his eyes. "I didn't think you knew how to cook properly."<br>
<br>
"Of course I do," you reply. "It's not just to make you happy."<br>
<br>
"What's so special about what you do, Jen?" Keith asks, gurgling his wine.<br>
<br>
"It's scientific," you try, straining for an answer. The two men at the table share a look. Keith rolls his eyes.<br>
<br>
"No harm in just liking cooking for your man," Keith comments. "You don't need to dress it up as something more than it is."<br>
<br>
<i><<TrueName "Current">></i> meets your gaze, satisfied with Keith's rejection of your attempts to deflect his opinion.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "HearthAndHomeDinner">><<DialogueDone "Keith" "LetJenniferTalk1">><<set $LetJenniferTalkResult to undefined>><<set $LetJenniferTalk to undefined>><</link>>
<<case "Resist">>
"I'm not much of a cook, to be honest," you reply.<br>
<br>
<i><<TrueName "Current">></i> raises an eyebrow. "Could have fooled me, Jen. Your flat always smells amazing."<br>
<br>
"I try," you reiterate. "But I have other hobbies that take up my time."<br>
<br>
"Like what?" Keith snaps with disbelief.<br>
<br>
"I like to read," you tell him. "And I like to work out."<br>
<br>
Keith looks back to <i><<TrueName "Current">></i> with a withered expression. "Good luck dealing with that."<br>
<br>
<i><<TrueName "Current">></i> stiffens, as the warmth drains from his expression. "Jen's being modest," he says tightly.<br>
<br>
"I'd hope so," Keith comments as he turns back to his wine, but doesn't make any attempt to continue the conversation.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "HearthAndHomeDinner">><<DialogueDone "Keith" "LetJenniferTalk1">><<set $LetJenniferTalkResult to undefined>><<set $LetJenniferTalk to undefined>><</link>>
<</switch>>
<<case "Passage2Swapped">>
<<switch $LetJenniferTalkResult>>
<<case undefined>>
<i><<TrueName "Current">></i> smiles at Keith politely. "So, your line of work sounds interesting, Mr. Chambers. You help find good horse breeds for prospective buyers, don't you?"<br>
<br>
He nods. "Logistics, mainly. You wouldn't believe how little a well-to-do prospective horse owner knows about thoroughbreds."<br>
<br>
"What's the market like these days?" <i><<TrueName "Current">></i> enquires. "I would imagine that the local outbreak of Foot and Mouth up north doesn't help. Limits where you can go."<br>
<br>
"You're not wrong," Keith replies with a bit of admiration. You see <i><<TrueName "Current">></i> bristle at his reaction.<br>
<br>
"I hear it's really hitting the economy," you interject. "You must find that breeders are reluctant to let anyone on their lands."<br>
<br>
Keith gives you a condescending look. "It's just part of their business, Jennifer. Just because you've watched a segment on the news, doesn't mean you know what's going on."<br>
<br>
<i><<TrueName "Current">></i> catches your eye, smirking. Keith turns back to him and shakes his head. "Jen always thinks she knows better than anyone else. Seems to think working in a clothes shop makes her a business expert."<br>
<br>
"Jen's got a good heart," <i><<TrueName "Current">></i> replies. "You'd be surprised at what she's picked up from Evans. I suppose she just needs to learn her place." His eyes glimmer. "A shop girl can't possibly understand real business, don't you agree?"<br>
<br>
Keith snorts as he grins. "Took the words right out of my mouth."<br>
<br>
<i><<TrueName "Current">></i> raises an eyebrow towards you. "What do you think, <i>Jennifer</i>?"<br>
<br>
You wince. More than a question, it sounds like a challenge.<br>
<br>
<<ActionsHeader>>
<<link "Tell him he's right" "HearthAndHomeLetJenniferTalk">><<set $LetJenniferTalkResult to "Comply">><<Assertive -1>><</link>><br>
<<StatCheckAssertive "gt" 60>><<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to show you understand business">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "HearthAndHomeLetJenniferTalk">><<set $LetJenniferTalkResult to "Pass">><</link>><br>
<<else>><<link _StatAssertiveProbability "HearthAndHomeLetJenniferTalk">><<set $LetJenniferTalkResult to "Fail">><<Assertive 1>><</link>><br><</if>>
<<link "Tell him you think he's wrong" "HearthAndHomeLetJenniferTalk">><<set $LetJenniferTalkResult to "Resist">><</link>>
<<case "Comply">>
You look down at the hands in your lap. "I suppose you're right," you say quietly. "I don't really know anything about business." You see their eyes rest on you, expecting and waiting. You take a small breath and add, "I just hear things at work and assume I understand more than I do."<br>
<br>
Keith nods, satisfied. "See? That's all I ask. A bit of humility goes a long way, Jen. If you had gone to University, like I did, then maybe you would have learned something more than clothes sizes."<br>
<br>
<i><<TrueName "Current">></i> leans back, a warm smile spreading across his face. "She's learning, Mr. Chambers. Give her time. Just needs to remember what it's like, being a girl in Charlton."<br>
<br>
The fight drains out of you. Instead, you offer a polite smile. <i><<TrueName "Current">></i> grins, as if they've won an argument.<br>
<br>
<i>You're just a girl, remember? You aren't expected to understand business.</i><br>
<br>
<<ActionsHeader>>
<<link "Change topics" "HearthAndHomeDinner">><<DialogueDone "Keith" "LetJenniferTalk2">><<KeithDialogueOption "University">><<set $LetJenniferTalkResult to undefined>><<set $LetJenniferTalk to undefined>><</link>>
<<case "Pass">>
"Actually," you say, sitting up straighter. "The outbreak has pushed insurance premiums up across the board. Breeders who can prove clean stock are charging a premium. If you're sourcing from the south-west, you're probably seeing a thirty percent markup since last quarter."<br>
<br>
Keith blinks. <i><<TrueName "Current">></i> blinks.<br>
<br>
"Where did you hear that?" Keith asks, leaning forward.<br>
<br>
"Evans' stocks equestrian magazines," you reply. "I read on my breaks."<br>
<br>
Keith looks at you, then at <i><<TrueName "Current">></i>, then back at you. "Huh," he says. "She's sharper than she looks. Maybe you would have done well at University after all."<br>
<br>
<i><<TrueName "Current">></i> forces a smile. "Full of surprises, our Jen." But the admiration in his voice is thin.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "HearthAndHomeDinner">><<DialogueDone "Keith" "LetJenniferTalk2">><<KeithDialogueOption "University">><<set $LetJenniferTalkResult to undefined>><<set $LetJenniferTalk to undefined>><</link>>
<<case "Fail">>
"Actually," you begin, trying to sound confident. "The outbreak has pushed... premiums. Up. For the breeders. Who have clean stock."<br>
<br>
Keith raises an eyebrow. <i><<TrueName "Current">></i> tilts his head.<br>
<br>
"That's..." Keith starts. "Not quite how it works, Jen."<br>
<br>
<i><<TrueName "Current">></i> puts a hand over his mouth, suppressing a laugh. "She reads magazines at work," he explains to Keith, shaking his head. "Picks up bits and pieces. Don't you, Jen?"<br>
<br>
Keith chuckles. "Nothing wrong with trying. But leave the business talk to the grown-ups, eh?"<br>
<br>
They share a look. Two people amused by the same thing.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "HearthAndHomeDinner">><<DialogueDone "Keith" "LetJenniferTalk2">><<set $LetJenniferTalkResult to undefined>><<set $LetJenniferTalk to undefined>><</link>>
<<case "Resist">>
"I think knowing your place is a pretty outdated idea," you say, meeting <i><<TrueName "Current">></i>'s eyes. "Working in a shop doesn't mean you can't understand how business works."<br>
<br>
Keith frowns. "That's a bit combative, Jen."<br>
<br>
<i><<TrueName "Current">></i>'s expression flattens. "She gets like this sometimes," he tells Keith, waving a dismissive hand. "Doesn't know when to just listen." He turns back to Keith, cutting you out of the conversation. "You were saying about the southern breeders?"<br>
<br>
Keith takes the redirect. The conversation flows on without you. Whatever he was going to say about his car or university stays locked behind the wall you just built.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "HearthAndHomeDinner">><<DialogueDone "Keith" "LetJenniferTalk2">><<set $LetJenniferTalkResult to undefined>><<set $LetJenniferTalk to undefined>><</link>>
<</switch>>
<<case "Passage3Swapped">>
<<switch $LetJenniferTalkResult>>
<<case undefined>>
<i><<TrueName "Current">></i> continues to talk. "What do you think about this carnival in town, Mr. Chambers? Lots of rubbish left out in the countryside roads surrounding it."<br>
<br>
Keith takes the bait. "Bloody gypsies," he says, turning to you. "Remember when you used to go there, Jen? Begging me for money for the house of mirrors?"<br>
<br>
You don't remember, as you weren't there. "I remember," you say softly.<br>
<br>
Keith drinks more wine. "Not much to do around here. The locals look down on anything fun."<br>
<br>
<i><<TrueName "Current">></i> seizes the opening. "Jen isn't really the going out type," he says. "She'd prefer to stay in her apartment. I think it's because she doesn't want to rock the boat. After all that happened."<br>
<br>
He offers you a reassuring smile that doesn't mask the intent. This is about what you can expect, if you were to continue as Jennifer.<br>
<br>
Keith looks at you. "That true, Jen? You finally considering your reputation?"<br>
<br>
<<ActionsHeader>>
<<link "Tell him you are" "HearthAndHomeLetJenniferTalk">><<set $LetJenniferTalkResult to "Comply">><<Assertive -1>><</link>><br>
<<StatCheckAssertive "gt" 60>><<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to convince him you're strong enough not to worry">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "HearthAndHomeLetJenniferTalk">><<set $LetJenniferTalkResult to "Pass">><</link>><br>
<<else>><<link _StatAssertiveProbability "HearthAndHomeLetJenniferTalk">><<set $LetJenniferTalkResult to "Fail">><<Assertive 1>><</link>><br><</if>>
<<link "Say you don't care what other people think" "HearthAndHomeLetJenniferTalk">><<set $LetJenniferTalkResult to "Resist">><</link>>
<<case "Comply">>
"I suppose I am," you say quietly. "I've learned my lesson. It's better to keep my head down and not draw attention."<br>
<br>
Keith nods. "Good. About time you started thinking about how you come across." He takes a sip of wine and leans back. "You know, your mother said the same thing when we moved. Said she wanted a quiet life. And she got it. Nice house, sea air, and me watching the football every weekend. Nothing wrong with a simple life, Jen."<br>
<br>
<i><<TrueName "Current">></i> leans back with satisfaction. "She's really matured," he tells Keith. "Knows when to stay in and when to keep quiet. It's nice to see." He catches your eye. The approval is warm. Suffocating.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "HearthAndHomeDinner">><<DialogueDone "Keith" "LetJenniferTalk3">><<KeithDialogueOption "Football">><<KeithDialogueOption "Wife">><<set $LetJenniferTalkResult to undefined>><<set $LetJenniferTalk to undefined>><</link>>
<<case "Pass">>
"I don't worry about my reputation," you say, keeping your voice steady. "I worry about doing what's right. If people have a problem with that, that's on them."<br>
<br>
Keith raises an eyebrow. "That's... surprisingly direct, Jen." He pauses, then chuckles. "You know what, you remind me of the lads on my football team. They don't care what anyone thinks either. Just get on with it." He grins. "Maybe that's not such a bad attitude."<br>
<br>
<i><<TrueName "Current">></i> shifts in his seat. "She has her moments," he says carefully. The smile is thin.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "HearthAndHomeDinner">><<DialogueDone "Keith" "LetJenniferTalk3">><<KeithDialogueOption "Football">><<set $LetJenniferTalkResult to undefined>><<set $LetJenniferTalk to undefined>><</link>>
<<case "Fail">>
"I don't worry about -" you start, but your voice wavers. "I mean, I think people should... mind their own business. About what I do."<br>
<br>
Keith gives you a look. "That's not really an answer, Jen."<br>
<br>
<i><<TrueName "Current">></i> shakes his head with a gentle sigh. "She tries," he tells Keith. "But she knows deep down that keeping a low profile is the smart move. Don't you, Jen?" He looks at you with patient amusement.<br>
<br>
You don't reply. The silence is its own answer.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "HearthAndHomeDinner">><<DialogueDone "Keith" "LetJenniferTalk3">><<set $LetJenniferTalkResult to undefined>><<set $LetJenniferTalk to undefined>><</link>>
<<case "Resist">>
"I don't care what other people think," you say flatly. "I'll go where I want and do what I want."<br>
<br>
Keith blinks. "That's a bit much, Jen. I was only asking."<br>
<br>
<i><<TrueName "Current">></i>'s expression cools. "She's been like this all week," he tells Keith, shaking his head. "Doesn't know when someone's looking out for her." He turns back to Keith, redirecting the conversation. "You were saying about the countryside roads?"<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "HearthAndHomeDinner">><<DialogueDone "Keith" "LetJenniferTalk3">><<set $LetJenniferTalkResult to undefined>><<set $LetJenniferTalk to undefined>><</link>>
<</switch>>
<</switch>><<if $current.avatar is "Jennifer">>
The same driver is waiting outside the restaurant. He eyes you both as you climb in the back. "Good night, was it love?" he asks, looking at you through the mirror.<br>
<br>
"Fine," you mutter, pulling the door shut.<br>
<br>
<i><<TrueName "Current">></i> settles beside you. The driver pulls away and for a moment the only sound is the engine and the town passing in the dark.<br>
<br>
"Let me see," <i><<TrueName "Current">></i> whispers, leaning close.<br>
<br>
You reach into your pocket and produce what you took from Keith.<br>
<br>
<<InventoryCheckSelf "KeithFootballPhoto">>
<<if _InventoryCheckSelf is true>>
<i><<TrueName "Current">></i> glances at the football photo. His expression softens. "That should work," he says quietly. "He loves that team more than anything." He pauses. "More than me."<br>
<</if>>
<<InventoryCheckSelf "KeithDinersCard">>
<<if _InventoryCheckSelf is true>>
<i><<TrueName "Current">></i> turns the diner's card over in his fingers. "Maybe," he whispers. "He's attached to it. But it's about status, not... him." He hands it back. "We'll have to see."<br>
<</if>>
<<InventoryCheckSelf "KeithCarKeys">>
<<if _InventoryCheckSelf is true>>
<i><<TrueName "Current">></i> weighs the car keys in his palm. The BMW fob catches the streetlight. "Maybe," he says. "He talks about that car like it's a person. Whether that's enough..." He trails off.<br>
<</if>>
<<InventoryCheckSelf "KeithSignetRing">>
<<if _InventoryCheckSelf is true>>
<i><<TrueName "Current">></i> holds the signet ring up, turning it. "Maybe," he says. "He wore it every day. But it's from university. From before he was a father." He slips it back to you. "We'll see."<br>
<</if>>
<<InventoryCheckSelf "KeithFamilyPhoto">>
<<if _InventoryCheckSelf is true>>
<i><<TrueName "Current">></i> looks at the family photo. His jaw tightens. "Maybe," he says with a degree of both hope and scepticism.<br>
<</if>>
<<InventoryCheckSelf "KeithPen">>
<<if _InventoryCheckSelf is true>>
<i><<TrueName "Current">></i> looks at the pen. Cheap. Plain. "He carries it everywhere," he concedes. "But it's not... personal. Not really." He sighs. "We'll have to hope."<br>
<</if>>
<br>
You lean back. "What now?" you whisper.<br>
<br>
"We need to go back," he murmurs, his eyes flicking to the driver. "To that study. With Mr. Twee."<br>
<br>
"But the ticket," you stammer. "We don't -"<br>
<br>
<i><<TrueName "Current">></i>'s eyes brings your words to a halt. You follow them to see the driver looking back in the rear view mirror. For once, he's not smirking. He's watching you both with interest.<br>
<br>
You sit back in the seat, feeling the chair against your clothes. Jennifer's clothes. <i><<TrueName "Current">></i> looks at you for a moment longer, then glances out the window.<br>
<br>
Soon the taxi pulls up outside Jennifer's apartment. <i><<TrueName "Current">></i> reaches for his wallet and pays.<br>
<br>
"Cheers, mate," the driver says, already looking at his meter.<br>
<<else>>
The same driver is waiting outside the restaurant. He eyes you both as you climb in the back.<br>
<br>
<<if $current.female is true>>
"Good night, ladies?" he asks, his gaze lingering on you in the mirror.<br>
<<else>>
"Good night, was it?" he grunts, barely looking at you.<br>
<</if>>
<br>
Jennifer pulls the door shut and stares out of the window. The restaurant lights shrink behind you.<br>
<br>
After a moment, she turns to you. "Show me," she whispers.<br>
<br>
You reach into your pocket and produce what you took from Keith.<br>
<br>
<<InventoryCheckSelf "KeithFootballPhoto">>
<<if _InventoryCheckSelf is true>>
Jennifer glances at the football photo. Her expression softens. "That should work," she says quietly. "He loves that team more than anything." She pauses. "More than me."<br>
<</if>>
<<InventoryCheckSelf "KeithDinersCard">>
<<if _InventoryCheckSelf is true>>
Jennifer turns the diner's card over in her fingers. "Maybe," she whispers. "He's attached to it. But it's about status, not... him." She hands it back. "We'll have to see."<br>
<</if>>
<<InventoryCheckSelf "KeithCarKeys">>
<<if _InventoryCheckSelf is true>>
Jennifer weighs the car keys in her palm. The BMW fob catches the streetlight. "Maybe," she says. "He talks about that car like it's a person. Whether that's enough..." She trails off.<br>
<</if>>
<<InventoryCheckSelf "KeithSignetRing">>
<<if _InventoryCheckSelf is true>>
Jennifer holds the signet ring up, turning it. "Maybe," she says. "He wore it every day. But it's from university. From before he was a father." She slips it back to you. "We'll see."<br>
<</if>>
<<InventoryCheckSelf "KeithFamilyPhoto">>
<<if _InventoryCheckSelf is true>>
Jennifer looks at the family photo. Her jaw tightens. "Maybe," she says with a degree of both hope and scepticism.<br>
<</if>>
<<InventoryCheckSelf "KeithParkingTicket">>
<<if _InventoryCheckSelf is true>>
Jennifer stares at the crumpled parking ticket. She closes her eyes. "That's not going to work," she says flatly.<br>
<</if>>
<br>
You lean back. "What now?" you whisper.<br>
<br>
"We need to go back," she murmurs, her eyes flicking to the driver. "To that place. With Mr. Twee."<br>
<br>
"But the ticket," you stammer. "We don't -"<br>
<br>
Jennifer's eyes bring your words to a halt. You follow them to see the driver looking back in the rear view mirror. For once, he's not smirking. He's watching you both with interest.<br>
<br>
You sit back in the seat. Jennifer looks at you for a moment longer, then glances out the window.<br>
<br>
<<if $current.female is false>>
Soon the taxi pulls up outside Jennifer's apartment. Jennifer reaches into her purse and pays. The driver takes the cash, then glances at you. "Letting the missus pay, are we?" he mutters, unlocking the doors.<br>
<<else>>
Soon the taxi pulls up outside Jennifer's apartment. Jennifer reaches into her purse and pays. The driver grunts and unlocks the doors.<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Get out and enter Jennifer's apartment" "JennifersApartment">><<EventTrigger "JennifersApartment" "Quest35BackFromDinner" null null null null null null false>><<QuestTracker "Quest35" 5>><</link>><<switch $HearthAndHomeTopicDialogue>>
<<case "DinersCard">>
"You seem to know your stuff when it comes to food," you say.<br>
<br>
He grins and picks up his glass, swilling the wine around before taking a sip. "You got to enjoy the finer things whilst you can. Can't enjoy a good meal when the maggots are eating your dead flesh."<br>
<br>
You see in the edge of your vision a number of patrons turning to glare over at the table. "Dad!" Jennifer mutters.<br>
<br>
He chuckles and takes another sip of wine. "I do a lot of travelling," he continues once he's done, talking directly to you. "If you spend a lot of your life in hotels, you might as well see some of the best restaurants instead of order room service. Especially with the discounts I get."<br>
<br>
"Dad's a platinum member of the diner's club," Jennifer explains. "I don't think he's paid for a meal since I was a baby."<br>
<br>
He grunts, taking out his wallet and flashing you a silver plastic card. "This is the upside of having a teenager daughter that maxes out your limit. Got thousands of points on this thing after paying that off." He smirks as he looks at it, before putting it away. "You wouldn't believe the difference it makes to the service. Couldn't go without it now."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "HearthAndHomeDinner">><<DialogueDone "Keith" "DinersCard">><<KeithObjectOptions "DinersCard">><<set $HearthAndHomeTopicDialogue to undefined>><</link>>
<<case "Football">>
"So do you go to many football games?" you ask him.<br>
<br>
Keith nods as he drinks some wine, but seems anxious to swallow. "Yeah!" he says quickly. "Don't miss one. Even plan my business trips around it."<br>
<br>
Jennifer sighs. "Daddy forgot to phone me on my birthday last year because he was so worried about his team's performance the day before."<br>
<br>
"Priorities, Jen," he says with a grin before turning back to you. "The local lads are green, but they've got potential. Used to play myself at university. Course it was all American nonsense when I grew up in Charlton, but the bug bit when I was away."<br>
<br>
You look over Keith, taking in his girth and weight. "When did you stop?"<br>
<br>
"When I moved back to Charlton. No one plays the sport around here." Then he looks over at Jen. "And it's hard to drive out to a nearby team when you've got a kid crying every time you try to leave the house."<br>
<br>
Ignoring Jennifer's grimace, you continue. "You sound like you really like the new car."<br>
<br>
He shrugs. "Nice to be able to afford good things, now that our millstone of a daughter isn't hanging around my neck. But the police down by the coast make sure you can't drink and have fun."<br>
<br>
He reaches into his pocket, taking out his wallet and showing you a photo. "Look, this is me with the lads. Did well that day, they did."<br>
<br>
Jennifer glares as she sees the photo. "I can't believe you carry that around," she mutters.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "HearthAndHomeDinner">><<DialogueDone "Keith" "Football">><<KeithObjectOptions "FootballPhoto">><<set $HearthAndHomeTopicDialogue to undefined>><</link>>
<<case "Wife">>
"Tell me about your wife," you say.<br>
<br>
He flicks his eyes upwards and takes a gulp of wine. "She's a free spirit," he mutters. "Jennifer gets that from her. Didn't exactly fit in around Charlton." He sniggers. "Especially after Jen cast our name in mud."<br>
<br>
Jennifer looks down to the table, clearly hurt.<br>
<br>
"How did you meet?" you say, trying to move the conversation on.<br>
<br>
"Met at Charlton School," Keith replies. "When I went to University, she kept herself busy with community events. Once I came back, we got married, bought a house, brought Jennifer into the world."<br>
<br>
"Do you have a picture of her?" you ask.<br>
<br>
He looks at you, but shrugs. He reaches into his wallet, flicking through cards and notes, other photos and parking tickets. Tucked at the back, sandwiched between two dusty plastic slips, is a small photo he pulls out.<br>
<br>
"Here you are," he shows you. "This is a year before Jen was born. You can tell. There are no wrinkles on her face."<br>
<br>
You see a picture of a young couple, both healthy and happy. You barely recognise Keith. He is thin and muscular. But the woman is definitely related to Jennifer. Brown hair, a shapely figure, piercing green eyes.<br>
<br>
"I didn't know you carried a photo of mum," Jennifer jumps in. "Do you have one of me too?"<br>
<br>
Keith sniggers and takes a sip of wine. "The credit card in my wallet is reminder enough of you, Jen."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "HearthAndHomeDinner">><<DialogueDone "Keith" "Wife">><<KeithObjectOptions "FamilyPhoto">><<set $HearthAndHomeTopicDialogue to undefined>><</link>>
<<case "Car">>
"What sort of car do you have?" you ask.<br>
<br>
Keith grins. "Oh, it's an M3," he says, and there's an immediate spark in his voice. "Proper car, that. None of this over-assisted nonsense. Straight-six, beautifully balanced, grips like it's reading your mind, and when you open it up it just sings. Best thing BMW ever made, if you ask me."<br>
<br>
"Dad bought it when he moved down the coast," Jennifer says with mild disapproval.<br>
<br>
"Real motor," he replies, drinking more wine. "Had to slum it with a people carrier when we had to look after Jen. Rushing around, dropping her off at practice, being a taxi, dropping her all over town."<br>
<br>
Ignoring Jennifer's grimace, you continue. "You sound like you really like the new car."<br>
<br>
He shrugs. "Nice to be able to afford good things, now that our millstone of a daughter isn't hanging around my neck. But the police down by the coast make sure you can't drink and have fun."<br>
<br>
He takes a mouthful of wine to illustrate. "At least the filth around here don't linger outside restaurants to shop you if you've had a sniff of a glass."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "HearthAndHomeDinner">><<DialogueDone "Keith" "Car">><<KeithObjectOptions "CarKeys">><<set $HearthAndHomeTopicDialogue to undefined>><</link>>
<<case "University">>
"You sound like you had a good time at University," you tell him. "Where did you go?"<br>
<br>
"Royal City College," he replies. "Not the fanciest place, but that's what the teachers at Charlton recommended. A polytechnic for working people. Not any of that elitist nonsense and worthless degrees. Learned some real skills."<br>
<br>
"My sister is graduating soon," you say. "She's wondering where to go."<br>
<br>
He raises an eyebrow at that as he takes a drink. "Not many Charlton girls go away after school. She must be a favourite of Stitch."<br>
<br>
You only offer a polite smile as a reply. Keith shrugs when you don't reply.<br>
<br>
"Our Jen was earmarked for going away," he comments, turning to her. "Before that trouble you got into. You would have had a great time of it, if you'd stayed in-line. Would have beat unboxing stock in Terry Evans' store. Some of the best years of my life, was Uni."<br>
<br>
Jennifer says nothing, instead looking down to the table. Keith shrugs again at her reaction, extending his knuckles out to you. You see a signet ring on one of his fingers. Far more prominent than his wedding ring.<br>
<br>
"Phi Omega fraternity," he says. "Didn't think I'd go in for all that American stuff, but met some great guys there. Those contacts have set me up for life."<br>
<br>
He glances back to Jen, seeing her looking down at the table. "Don't sulk about it, Jennifer. What's done is done. You've done okay, in spite of yourself."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "HearthAndHomeDinner">><<DialogueDone "Keith" "University">><<KeithObjectOptions "SignetRing">><<set $HearthAndHomeTopicDialogue to undefined>><</link>>
<<case "DinersCardSwapped">>
"You still seem to know your stuff when it comes to food," you say.<br>
<br>
He grunts, pleased. "Learned from experience. When you're on the road as much as I am, you either eat well or you eat rubbish." He takes a sip of wine. "Remember when I took you to that Italian place? You must have been, what, twelve?"<br>
<br>
"Yes," you mutter.<br>
<br>
"You ordered the lobster." He shakes his head. "Twelve years old and ordering lobster. Your mother nearly had a fit." He chuckles. "That's when I knew you had expensive taste. Just like her."<br>
<br>
He reaches into his wallet and taps a silver plastic card. "Platinum member of the diner's club. Your little spending spree at Evans got me enough points to eat for free until I'm in the ground." He smirks. "Only good thing that came out of that credit card bill."<br>
<br>
"I'm sorry about that, daddy," you say, wincing.<br>
<br>
"Don't be sorry, Jen. Be grateful I didn't cut you off." He tucks the card away. "Couldn't go without it now. Opens doors."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "HearthAndHomeDinner">><<DialogueDone "Keith" "DinersCard">><<KeithObjectOptions "DinersCard">><<set $HearthAndHomeTopicDialogue to undefined>><</link>>
<<case "FootballSwapped">>
"So how's your football team doing?" you try.<br>
<br>
Keith's eyes light up. "You're asking about football? That's a first." He leans forward. "The lads are doing well. Won the local league last year. I was there. Called me down from the stands to celebrate."<br>
<br>
He reaches into his wallet and pulls out a photo. "Look. That's me with the captain. Best night I've had in years."<br>
<br>
You take the photo carefully. Keith in the glow of floodlights, arm around a young man in a muddy kit. Both grinning.<br>
<br>
"I can't believe you carry that around," you say, echoing something Jennifer might say.<br>
<br>
"Why wouldn't I?" He takes it back, looking at it fondly. "These lads care about me, Jen. They call me up. Ask how I'm doing. More than I can say for..." He stops himself, taking a gulp of wine.<br>
<br>
You wonder how that sentence ends. Was it about his wife... or you?<br>
<br>
<i>Don't you mean Jennifer?</i><br>
<br>
<<ActionsHeader>>
<<link "Change topics" "HearthAndHomeDinner">><<DialogueDone "Keith" "Football">><<KeithObjectOptions "FootballPhoto">><<set $HearthAndHomeTopicDialogue to undefined>><</link>>
<<case "WifeSwapped">>
"How's mum?" you ask.<br>
<br>
Keith flicks his eyes upwards. "Your mother is your mother," he says. "She's joined some ladies group at the pavilion. Lunches and gossip. Keeps her busy."<br>
<br>
"Is she happy?"<br>
<br>
"She's happy when she's spending." He drinks. "But she asks about you, Jen. Every week. 'Have you spoken to Jennifer? How is Jennifer? Is Jennifer eating properly?'" He mimics the voice, high-pitched and fussy. "I tell her you're fine. You are fine, aren't you?"<br>
<br>
You gulp. "I'm fine." If only he knew.<br>
<br>
He looks at you for a moment longer than comfortable. "You look like her, you know. More every year." He reaches into his wallet, flicking past cards and tickets. Tucked at the back is a small photo. He pulls it out.<br>
<br>
"Here. This is your mum, a year before you came along. She'd kill me if she knew I still carried this old thing."<br>
<br>
You see a young woman with brown hair, a shapely figure, piercing green eyes. Jennifer's face, twenty years younger and free of Charlton's weight.<br>
<br>
"I didn't know you carried a photo of her," you say softly.<br>
<br>
"Don't tell your mother." He takes a sip of wine. "She thinks I only carry the credit card."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "HearthAndHomeDinner">><<DialogueDone "Keith" "Wife">><<KeithObjectOptions "FamilyPhoto">><<set $HearthAndHomeTopicDialogue to undefined>><</link>>
<<case "CarSwapped">>
"Are you still driving that car?" you ask, keeping it vague.<br>
<br>
Keith grins. "The M3? Course I am. Proper car, that. Straight-six, beautifully balanced." The spark in his voice is instant. "Best thing I ever bought. Besides the house. And the house was your mother's idea."<br>
<br>
"I remember the people carrier," you offer, guessing.<br>
<br>
"God, don't remind me." He takes a mouthful of wine. "Fourteen years of being your personal taxi. Dropping you at school, picking you up from practice, ferrying you and your friends to that bloody carnival." He grunts. "The day you got old enough to walk yourself, I traded it in. Didn't look back."<br>
<br>
"You sound like you really love it."<br>
<br>
"It's reliable, Jen. Does what I need it to do. Doesn't argue. Doesn't complain. Doesn't ring me up asking for money." He gives you a pointed look, then grins. "Only problem is the police down by the coast. Can't have a drink and enjoy a drive like you used to."<br>
<br>
He fishes his keys from his pocket, spinning the BMW fob on his finger. "She needs a service, though. Engine's making a noise I don't like."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "HearthAndHomeDinner">><<DialogueDone "Keith" "Car">><<KeithObjectOptions "CarKeys">><<set $HearthAndHomeTopicDialogue to undefined>><</link>>
<<case "UniversitySwapped">>
"Did you enjoy university?" you ask.<br>
<br>
Keith leans back. "Best years of my life," he says without hesitation. "Royal City College. Polytechnic for working people. None of this elitist nonsense. Learned real skills."<br>
<br>
He looks at you and his expression shifts. Something between regret and accusation. "You would have had a great time, Jen. Had your name down and everything. Before..." He waves a hand vaguely. "Before all that trouble."<br>
<br>
You say nothing. You don't know what the trouble was - not the way Jennifer knows it.<br>
<br>
"Doesn't matter now," he says, shrugging it off. "You've done okay, in spite of yourself." He extends his hand, showing you the signet ring on his finger. "Phi Omega fraternity. Changed my life, joining up. Met people who actually wanted to do something with themselves."<br>
<br>
He turns the ring on his finger, looking at it. "Told your mother I'd pass it on to a son. Never had one, of course." He glances at you. "Not that you turned out too bad, Jen. For a girl."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "HearthAndHomeDinner">><<DialogueDone "Keith" "University">><<KeithObjectOptions "SignetRing">><<set $HearthAndHomeTopicDialogue to undefined>><</link>>
<</switch>><<if $current.avatar is "Jennifer">>
You slide the card across the table. "Here, daddy. Let me pay tonight."<br>
<br>
<<if $PlayerCharacter.female is false>>
<i>"Daddy." Again. You don't even hear yourself say it anymore.</i><br>
<<else>>
<i>"Daddy." His face softens when you say it. No one has ever looked at you like that. Like you're precious to them.</i><br>
<</if>>
<br>
He looks down at it. "That's sweet of you, Jen. But you know you can't afford..."<br>
<br>
His fingers brush the plastic. His eyes brighten. His smile loosens. The charm takes hold.<br>
<br>
"Actually," he says warmly. "That's very kind of you, Jennifer."<br>
<br>
You consider what you've heard from Keith. As his daughter, asking for something personal feels different. More intimate. More like betrayal.<br>
<br>
<<ActionsHeader>>
<<KeithObjectOptionsCheck "DinersCard">>
<<if _KeithObjectOptionsCheck is true>><<link "Ask for his diner's card" "HearthAndHomePossession">><<set $HearthAndHomePossession to "DinersCardSwapped">><</link>><br><</if>>
<<KeithObjectOptionsCheck "FootballPhoto">>
<<if _KeithObjectOptionsCheck is true>><<link "Ask for his football photo" "HearthAndHomePossession">><<set $HearthAndHomePossession to "FootballPhotoSwapped">><</link>><br><</if>>
<<KeithObjectOptionsCheck "CarKeys">>
<<if _KeithObjectOptionsCheck is true>><<link "Ask to look after his car keys" "HearthAndHomePossession">><<set $HearthAndHomePossession to "CarKeysSwapped">><</link>><br><</if>>
<<KeithObjectOptionsCheck "SignetRing">>
<<if _KeithObjectOptionsCheck is true>><<link "Ask for his signet ring" "HearthAndHomePossession">><<set $HearthAndHomePossession to "SignetRingSwapped">><</link>><br><</if>>
<<KeithObjectOptionsCheck "DinersCard">><<set _any to _KeithObjectOptionsCheck>>
<<KeithObjectOptionsCheck "FootballPhoto">><<set _any to _any or _KeithObjectOptionsCheck>>
<<KeithObjectOptionsCheck "CarKeys">><<set _any to _any or _KeithObjectOptionsCheck>>
<<KeithObjectOptionsCheck "SignetRing">><<set _any to _any or _KeithObjectOptionsCheck>>
<<if _any is false>>
<<link "Ask him to give you something personal" "HearthAndHomePossession">><<set $HearthAndHomePossession to "FallbackSwapped">><</link>><br>
<</if>>
<<else>>
Taking the card out, you put it down on the table. "Here," you say. "Whilst Jennifer is in the bathroom. Let me pay for tonight."<br>
<br>
<<GetNPCState "Jennifer" "SplitUp">>
<<if $PlayerCharacter.female is false and _SplitUp isnot true>>
Keith looks at the card curiously before glancing up at you. "I appreciate the offer. Nice to see Jen has found a man that knows how to look after her. Lord knows she needs it."<br>
<<elseif $PlayerCharacter.female is false and _SplitUp is true>>
Keith looks at the card curiously before glancing up at you. "Trying to impress my daughter? Thought you two were just friends?" He smirks. "I appreciate the offer, though."<br>
<<else>>
Keith looks at the card curiously before glancing up at you. "Must be a real good friend to offer to pay." He raises an eyebrow, grinning. "I appreciate the offer, though."<br>
<</if>>
<br>
<<if $PlayerCharacter.female is false>>
He reaches down and pushes the card back towards you. As soon as his fingers touch the edge of the plastic, you see his eyes brighten and his smile loosen. It looks like the magic has taken effect.<br>
<<else>>
He reaches down and pushes the card back towards you. As soon as his fingers touch the edge of the plastic, you see yellow-amber dust leap from the card on to his hand. Keith's eyes brighten and his smile loosens. It looks like the magic has taken effect.<br>
<</if>>
<br>
You consider what you've heard from Keith. You only have one shot at this. What does he truly care for above everything else?<br>
<br>
<<ActionsHeader>>
<<KeithObjectOptionsCheck "DinersCard">>
<<if _KeithObjectOptionsCheck is true>><<link "Ask if you could borrow his diner's card" "HearthAndHomePossession">><<set $HearthAndHomePossession to "DinersCard">><</link>><br><</if>>
<<KeithObjectOptionsCheck "FootballPhoto">>
<<if _KeithObjectOptionsCheck is true>><<link "Ask if you could borrow his football photo" "HearthAndHomePossession">><<set $HearthAndHomePossession to "FootballPhoto">><</link>><br><</if>>
<<KeithObjectOptionsCheck "CarKeys">>
<<if _KeithObjectOptionsCheck is true>><<link "Ask if you could look after his car keys" "HearthAndHomePossession">><<set $HearthAndHomePossession to "CarKeys">><</link>><br><</if>>
<<KeithObjectOptionsCheck "SignetRing">>
<<if _KeithObjectOptionsCheck is true>><<link "Ask if you could see his signet ring" "HearthAndHomePossession">><<set $HearthAndHomePossession to "SignetRing">><</link>><br><</if>>
<<KeithObjectOptionsCheck "DinersCard">><<set _any to _KeithObjectOptionsCheck>>
<<KeithObjectOptionsCheck "FootballPhoto">><<set _any to _any or _KeithObjectOptionsCheck>>
<<KeithObjectOptionsCheck "CarKeys">><<set _any to _any or _KeithObjectOptionsCheck>>
<<KeithObjectOptionsCheck "SignetRing">><<set _any to _any or _KeithObjectOptionsCheck>>
<<if _any is false>>
<<link "Ask him to give you something he cares about" "HearthAndHomePossession">><<set $HearthAndHomePossession to "Fallback">><</link>><br>
<</if>>
<</if>><<switch $HearthAndHomePossession>>
<<case "DinersCard">>
"Actually," you say, leaning forward. "I was wondering. That diner's card of yours. The platinum one. I've been thinking about signing up for one myself. Would you mind if I had a look at it? Just to see what the deal is."<br>
<br>
Keith blinks, then reaches for his wallet without hesitation. "Of course! Smart thinking, <<TrueName "Current">>. You won't regret it." He slides the silver card across the table. "Platinum status. Opens doors you didn't know existed. Keep hold of it for now. I'll get a replacement sent."<br>
<br>
You stare at the card in your hand. It feels warm. Personal. But is this what he most cares about?<br>
<br>
"You sure?" you manage.<br>
<br>
"Absolutely," he says, waving a hand. "Consider it a gift. Any friend of Jennifer's is a friend of mine."<br>
<br>
<<ActionsHeader>>
<<link "Pocket the card" "HearthAndHomeDinner">><<TakeObjectNPC "Keith" "KeithDinersCard">><<set $KeithDinner to 4>><<set $HearthAndHomePossession to undefined>><</link>>
<<case "FootballPhoto">>
"That photo you showed me," you say. "Of you and the football lads. I was wondering if I could borrow it. I've got a friend who's into the sport. I think he'd love to see it."<br>
<br>
Keith reaches into his wallet and pulls out the photo without a second thought. "Here you go. Show it around. Tell them Keith Chambers was there when they won the league." He grins broadly. "Just don't lose it, eh? I'm getting another copy made anyway."<br>
<br>
You take the photo carefully. The image of Keith, with his arm around the team captain. A genuine moment of joy.<br>
<br>
"Thank you," you say.<br>
<br>
"No bother," he replies, finishing his wine. "Good to meet someone who appreciates real football."<br>
<br>
<<ActionsHeader>>
<<link "Pocket the photo" "HearthAndHomeDinner">><<TakeObjectNPC "Keith" "KeithFootballPhoto">><<set $KeithDinner to 4>><<set $HearthAndHomePossession to undefined>><</link>>
<<case "CarKeys">>
"I couldn't help but notice how much you've had to drink tonight," you say carefully. "Are you driving back to the hotel?"<br>
<br>
Keith waves a hand. "I'll be fine. Done it a thousand times."<br>
<br>
"I'd really rather you didn't," you press. "For Jennifer's sake. Why don't I hold on to the keys for tonight? I'll drop them off at your hotel in the morning."<br>
<br>
He looks at you for a long moment, then his charmed smile broadens. "You know what? That's actually very sensible." He fishes in his pocket and drops a set of keys on the table. A BMW fob, scuffed from use. "Look after her, won't you?"<br>
<br>
You pocket the keys. "I'll take good care of them," you tell him.<br>
<br>
"Better than Jen took care of my credit card," he chuckles.<br>
<br>
<<ActionsHeader>>
<<link "Pocket the keys" "HearthAndHomeDinner">><<TakeObjectNPC "Keith" "KeithCarKeys">><<set $KeithDinner to 4>><<set $HearthAndHomePossession to undefined>><</link>>
<<case "SignetRing">>
"That ring," you say, nodding towards his hand. "The fraternity one. Phi Omega, was it? My sister's been looking into societies at university. Would you mind if I had a closer look?"<br>
<br>
Keith glances down at the ring, then slides it off his finger without hesitation. "Phi Omega," he says proudly, placing it in your palm. "Best decision I ever made, joining up. Changed my life." He closes your fingers around it. "Tell your sister to look at the equivalent for girls." He grins. "The sororities were a lot of fun when I was there."<br>
<br>
The ring is heavier than you expected. Warm from his hand. The insignia is worn smooth from years of wear.<br>
<br>
"I'll make sure she hears about it," you say.<br>
<br>
<<ActionsHeader>>
<<link "Pocket the ring" "HearthAndHomeDinner">><<TakeObjectNPC "Keith" "KeithSignetRing">><<set $KeithDinner to 4>><<set $HearthAndHomePossession to undefined>><</link>>
<<case "Fallback">>
You haven't managed to steer the conversation toward anything specific. The charm is wearing off. You need to act fast.<br>
<br>
"Keith," you say. "This might sound strange. But I'd like something to remember tonight by. Something personal. Do you have anything you could spare?"<br>
<br>
He looks at you quizzically, but the charm softens his suspicion. He pats his pockets absently, then reaches into his wallet. He pulls out the first thing his fingers touch. A crumpled parking ticket from the seafront.<br>
<br>
"Here," he says, handing it over. "Souvenir of Charlton's finest parking enforcement."<br>
<br>
You take it, trying not to let your disappointment show. It's not much. But it's his.<br>
<br>
<<ActionsHeader>>
<<link "Pocket the parking ticket" "HearthAndHomeDinner">><<TakeObjectNPC "Keith" "KeithParkingTicket">><<set $KeithDinner to 4>><<set $HearthAndHomePossession to undefined>><</link>>
<<case "DinersCardSwapped">>
"Daddy," you say. "That diner's card of yours. I was thinking... could I have it? I'd love to use it when I go out. It would make me feel like you were there with me."<br>
<br>
Keith melts. "Oh, Jen." He pulls it out immediately. "Of course you can have it. I'll get a replacement. It's about time you had something nice."<br>
<br>
He slides it across with both hands. The gesture is tender. Fatherly. And completely manipulated.<br>
<br>
You take it. Your hands are trembling slightly.<br>
<br>
<i>He gave it to you because you're his girl. His little Jennifer. And you played the part perfectly.</i><br>
<br>
<<ActionsHeader>>
<<link "Pocket the card" "HearthAndHomeDinner">><<TakeObjectNPC "Keith" "KeithDinersCard">><<set $KeithDinner to 4>><<set $HearthAndHomePossession to undefined>><</link>>
<<case "FootballPhotoSwapped">>
"That photo of you and the football lads," you say. "Could I keep it? I like seeing you happy."<br>
<br>
Keith stares at you. For a moment, the charm wavers. Then he reaches into his wallet. "You want this? You never cared about football."<br>
<br>
"I care about you, daddy."<br>
<br>
<i>Do you? Or does Jennifer? Where does she end and you begin?</i><br>
<br>
He slides the photo across. His hand lingers on it for a second before letting go. "Look after it, Jen."<br>
<br>
<<ActionsHeader>>
<<link "Pocket the photo" "HearthAndHomeDinner">><<TakeObjectNPC "Keith" "KeithFootballPhoto">><<set $KeithDinner to 4>><<set $HearthAndHomePossession to undefined>><</link>>
<<case "CarKeysSwapped">>
"Daddy, you've had a lot to drink. Please don't drive. Let me hold on to the keys tonight."<br>
<br>
He doesn't even hesitate. "You're right, Jen. Always were the sensible one." He drops the keys on the table. "Just don't scratch her. She's my pride and joy."<br>
<br>
You wince. She's his pride and joy. The car. Not his daughter. Not you.<br>
<br>
<i>But then, you're not his daughter. Are you?</i><br>
<br>
<<ActionsHeader>>
<<link "Pocket the keys" "HearthAndHomeDinner">><<TakeObjectNPC "Keith" "KeithCarKeys">><<set $KeithDinner to 4>><<set $HearthAndHomePossession to undefined>><</link>>
<<case "SignetRingSwapped">>
"Daddy," you say quietly. "That ring. The Phi Omega one. I know it means a lot to you. Could I... borrow it? Just for a while. It makes me feel connected to you when you're away."<br>
<br>
Keith looks down at the ring. Then at you. His daughter's face, asking for something meaningful.<br>
<br>
He slides it off his finger. "You never asked for anything like this before, Jen." His voice is soft. Confused. But the charm holds.<br>
<br>
"Here," he says, placing it in your palm. Closing your - Jennifer's - fingers around it. "Keep it safe."<br>
<br>
<<ActionsHeader>>
<<link "Pocket the ring" "HearthAndHomeDinner">><<TakeObjectNPC "Keith" "KeithSignetRing">><<set $KeithDinner to 4>><<set $HearthAndHomePossession to undefined>><</link>>
<<case "FallbackSwapped">>
"Daddy," you say. "Do you have anything I could keep? Something to remember tonight?"<br>
<br>
He pats his pockets. "What about..." He pulls out a crumpled parking ticket. Then stops, looking at it. "No. That's not good enough for my girl."<br>
<br>
<i>His girl. That's what you are tonight. His girl.</i><br>
<br>
He reaches deeper. Pulls out a pen from his breast pocket. Plain. Cheap. But he's carried it everywhere. "Here," he says. "Not much, but it's been with me through a lot of deals."<br>
<br>
<<ActionsHeader>>
<<link "Take the pen" "HearthAndHomeDinner">><<TakeObjectNPC "Keith" "KeithPen">><<set $KeithDinner to 4>><<set $HearthAndHomePossession to undefined>><</link>>
<</switch>>/* Quest 36 - Doctors and Nurses (Charli Date) */
<<widget "CharliApproval">>
<<if $CharliApproval is undefined>><<set $CharliApproval to 0>><</if>>
<<set $CharliApproval to $CharliApproval + _args[0]>>
<</widget>>
<<widget "CharliApprovalCheck">>
<<set _CharliApprovalCheck = $CharliApproval ?? 0>>
<</widget>>
<<widget "ReconcileCharlieSuggestion">>
<<CharliApprovalCheck>>
<<if _CharliApprovalCheck is 2>>
<<set _CharlieSuggestionValue to 30>>
<<elseif _CharliApprovalCheck is 1>>
<<set _CharlieSuggestionValue to 20>>
<</if>>
<</widget>><b>Holloway House - Living Room</b><br>
<img src="./images/HollowayHouse_LivingRoom.png"><br>
<br>A well-maintained room with tasteful furniture and decorated in warm colours, only slightly marred by a number of children's toys and books scattered across every surface.<br>
<<include "EventsHollowayHouseLivingRoom">>
<<if _currentEvent is undefined>>
<<if $TimePeriodHolloway is 0 or $TimePeriodHolloway is 1>>
<br>
Elise sits on the floor, a doll in each hand. They seem to be talking, discussing who will have the prettiest baby. Meanwhile, Teddy sits on an armchair, arms crossed, staring at the TV playing a football game.<br>
<</if>>
<<if $TimePeriodHolloway gte 4>>
<br>
As you move around, you hear the front door open. "We're home!" you hear Eleanour bellow before Richard shushes her. She giggles, albeit more mutedly.<br>
<br>
You take a deep breath and turn, heading to the living room to meet them.<br>
<br>
<<ActionsHeader>>
<<link "Go to the living room" "HollowayHouseLivingRoom">><</link>>
<<else>>
<br>
<<ActionsHeader>>
<<link "Go to the kitchen" "HollowayHouseKitchen">><<if $TimePeriodHolloway is undefined>><<set $TimePeriodHolloway to 0>><</if>><</link>><br>
<<if $TimePeriodHolloway gte 0>><<link "Go to the study" "HollowayHouseStudy">><</link>><br><</if>>
<<if $TimePeriodHolloway gte 2>>
<<Flag "KidsAsleep">>
<<if _FlagReturn is true>>
<<link "Go to the main bedroom" "HollowayHouseMainBedroom">><</link>><br>
<<else>>
<<link "Go to Elise's room" "HollowayHouseElisesRoom">><</link>><br>
<</if>>
<</if>>
<<if $TimePeriodHolloway gte 2>>
<<Flag "KidsAsleep">>
<<if _FlagReturn is true>>
<<link "Wait for Richard and Eleanour to return home" "HollowayHouseLivingRoomWaitForReturn">><<TimePeriodHolloway "End">><</link>><br>
<</if>>
<</if>>
<s>Leave the Holloway House</s> - <i>You can't leave until the parents return.</i><br>
<</if>>
<</if>><<EventsCheck "HollowayHouseLivingRoom">>
<<if _currentEvent is "First">>
<br>
As soon as you enter, you are beset by noise and chatter as a small figure frantically runs around. You stand in the entrance, surveying the scene. A young girl of no more than eleven runs around the living room, giggling as a woman in her late thirties chases her with frustration. "Elise!" she bellows. "Settle down! Mummy and daddy need to leave."<br>
<br>
The young girl runs past you, out into the hallway. The woman puts her hands on her hips, shaking her head. When she sees you, she offers a polite smile. You can't help but notice how her eyes wander over your clothes. You look back at her. In spite of her age, her figure is thin and lean. She wears a black dress that accentuates her curves. Her face is an immaculate display of cosmetics.<br>
<br>
"Heather, this is my wife, Eleanour," Richard says. "This is the girl that Michael recommended, dear."<br>
<br>
"Michael recommended you?" Eleanour comments. "Are you a cheerleader or a swimmer?"<br>
<br>
You wince and shake your head. "Neither."<br>
<br>
"Curious," she says. "Excuse me, I need to find some shoes to match this dress. Just make sure the kids are fed and in bed before nighttime. And please don't let Teddy out into the garden. No matter how much he pesters you."<br>
<br>
Her eyes flick to the armchair. For the first time you notice a sullen teenage boy slouched in the chair.<br>
<br>
"I don't need a babysitter, mum," he barks. When she gives him a look, he stands up and sulks past you out into the hallway.<br>
<br>
She rolls her eyes as he goes. "Just getting to that age," she comments. "Though I'm sure he'll like having you around, Heather."<br>
<br>
Her eyes linger on your clothes, as if to emphasise her meaning. "Nice to meet you."<br>
<br>
She effortlessly glides out into the hallway, leaving you standing with Richard. He offers you an apologetic smile. "Sorry about that, Heather. The bustle of a family. Do you have any questions?"<br>
<br>
<<ActionsHeader>>
<<link "Talk to Richard" "HollowayHouseLivingRoomRichardDialogue0">><<StartConversation "Richard" "HollowayHouseLivingRoom">><<EventsCheckEnd "HollowayHouseLivingRoom" "First">><<NPCKnown "Eleanour">><</link>>
<<elseif _currentEvent is "Play">>
<br>
Entering the living room, Elise looks up at you wide-eyed. "Come play with me, please! I want to play dress-up!"<br>
<br>
You look down at Elise, eyes pleading with you. Glancing over, Teddy is staring at you despite trying to pretend he's watching the football game.<br>
<br>
"What about your brother?" you try offering. "Doesn't he want to play, too?"<br>
<br>
Teddy glances back at you, blushing at meeting your eyes. "Don't want to play," he says sternly. "Unless you can throw a football in the garden?"<br>
<br>
"Silly Teddy!" Elise interjects. "Girls don't play football!"<br>
<br>
You look between the two kids. Elise is right, or at least what's expected in Charlton. But Teddy's look feels like a challenge. Plus, would this show Elise that girls can play football?<br>
<br>
"Mommy doesn't want Teddy going into the garden at night," Elise reminds you, clearly sensing your indecision.<br>
<br>
<<ActionsHeader>>
<<link "Play dress-up" "HollowayHouseLivingRoomPlay">><<set $HollowayHouseLivingRoomPlay to "DressUp">><<Feminity 1>><<BabySitScore 1>><<EventsCheckEnd "HollowayHouseLivingRoom" "Play">><</link>><br>
<<link "Play football" "HollowayHouseLivingRoomPlay">><<set $HollowayHouseLivingRoomPlay to "Football">><<Feminity -1>><<EventsCheckEnd "HollowayHouseLivingRoom" "Play">><</link>>
<<elseif _currentEvent is "ReturnHome">>
<br>
You enter the living room to see Eleanour staggering around, giggling as she looks back to Richard. He smiles with warm patience.<br>
<br>
As you step forward, Eleanour's eyes land squarely on you for a second and stop her in her tracks. "Oh, Heather!" she slurs. "Michael's new favourite."<br>
<br>
You smile at her meekly. She goes to take a step forward, but slips on her heel. If not for Richard's quick embrace, she would have rolled her ankle.<br>
<br>
"I think you've had a dash too much to drink, my dear," he tells her.<br>
<br>
Eleanour looks up at him, giving him a warming smile. "I miss it," she tells him.<br>
<br>
"I know, dear," he murmurs. "Let me put you to bed though."<br>
<br>
She bites her lip and giggles. "Promises, promises."<br>
<br>
Richard gives her a friendly smile and puts her arm around his shoulder. He looks to you, apologetically. "Be five minutes, Heather. Let me just put Eleanour to bed."<br>
<br>
As he helps Eleanour up the stairs, you hear her cackling. "Don't wait up," she croons back.<br>
<br>
<<ActionsHeader>>
<<link "Sit and wait for Richard" "HollowayHouseLivingRoomWaitRichard">><<BabySitterResult>><<EventsCheckEnd "HollowayHouseLivingRoom" "ReturnHome">><</link>>
<</if>>Richard smiles warmly back at you, waiting for you to speak.<br>
<br>
<<ActionsHeader>>
<<DialogueSpoken "Richard" "WhatToDo">>
<<if _Discussed is false>><<link "Ask him what you need to do" "RichardDialogue">><<set $RichardDialogue to "WhatToDo">><<DialogueDone "Richard" "WhatToDo">><</link>><br><</if>>
<<DialogueSpoken "Richard" "AboutEleanour">>
<<if _Discussed is false>><<link "Ask him about Eleanour" "RichardDialogue">><<set $RichardDialogue to "AboutEleanour">><<DialogueDone "Richard" "AboutEleanour">><</link>><br><</if>>
<<DialogueSpoken "Richard" "AboutHim">>
<<if _Discussed is false>><<link "Ask about him" "RichardDialogue">><<set $RichardDialogue to "AboutHim">><<DialogueDone "Richard" "AboutHim">><</link>><br><</if>>
<<DialogueSpoken "Richard" "AboutBeach">>
<<if _Discussed is false>><<link "Ask about Coach Beach" "RichardDialogue">><<set $RichardDialogue to "AboutBeach">><<DialogueDone "Richard" "AboutBeach">><</link>><br><</if>>
<<link "Tell him you have no more questions" "RichardDialogue">><<set $RichardDialogue to "NoMoreQuestions">><<DialogueDone "Richard" "NoMoreQuestions">><</link>><<switch $HollowayHouseLivingRoomPlay>>
<<case "DressUp">>
"Alright," you say. "Let's play dress-up."<br>
<br>
Elise squeals and stands up, running towards the stairs. "Follow me! Mommy has all the best clothes!"<br>
<br>
You wince, hearing Elise clambering up the stairs. Looking back at Teddy, you see he has returned to watching the TV. Or, at least, pretending to.<br>
<br>
With a sigh of resignation, you start to climb the stairs and follow her up to her parents' room.<br>
<br>
<<ActionsHeader>>
<<link "Go up to the main bedroom" "HollowayHouseMainBedroom">><<EventTrigger "HollowayHouseMainBedroom" "DressUp" null null null null null null false>><<set $HollowayHouseLivingRoomPlay to undefined>><</link>>
<<case "Football">>
"I don't know, Elise," you say. "I'm sure I can toss a football."<br>
<br>
Elise groans and crosses her arms. "Yuck!"<br>
<br>
But over on the sofa, Teddy gives you a surprised look. "Really?"<br>
<br>
You nod to him. "After all, girls can play sports too."<br>
<br>
Elise looks up at you with an open mouth. On the armchair, Teddy shrugs and slouches off it. "Alright," he says. "Let's go."<br>
<br>
He walks into the hallway, heading towards the back door in the kitchen. You look down to see Elise watching you. "Just play nicely in here, okay?"<br>
<br>
She nods, her mouth still open. You smile and follow Teddy towards the back door.<br>
<br>
<<ActionsHeader>>
<<link "Go out to the garden" "HollowayHouseGarden">><<set $HollowayHouseLivingRoomPlay to undefined>><</link>>
<</switch>>You sit down on the sofa, switching the television on and idly jumping through channels. You become absorbed in a show about strange fossils uncovered in Tovil Hole. You aren't sure if it's a coincidence or whether Charlton somehow has some sort of control on the television programmes. Knowing what you do, you don't doubt it.<br>
<br>
The calm atmosphere is broken when the front door bashes open. You jump, looking up as Eleanour staggers in. "We're home!" she bellows. Richard quickly follows her, smiling. He chuckles and shushes her. She gives him a wicked smile and giggles, albeit more mutedly.<br>
<br>
As they enter the living room Eleanour's eyes land squarely on you for a second, stopping her in her tracks. "Oh, Heather!" she slurs. "Michael's new favourite."<br>
<br>
You smile up at her meekly. She goes to take a step forward, but slips on her heel. If not for Richard's quick embrace, she would have rolled her ankle.<br>
<br>
"I think you've had a dash too much to drink, my dear," he tells her.<br>
<br>
Eleanour looks up at him, giving him a warming smile. "I miss it," she tells him.<br>
<br>
"I know, dear," he murmurs. "Let me put you to bed though."<br>
<br>
She bites her lip and giggles. "Promises, promises."<br>
<br>
Richard gives her a friendly smile and puts her arm around his shoulder. He looks to you, apologetically. "Be five minutes, Heather. Let me just put Eleanour to bed."<br>
<br>
As he helps Eleanour up the stairs, you hear her cackling. "Don't wait up," she croons back.<br>
<br>
<<ActionsHeader>>
<<link "Sit and wait for Richard" "HollowayHouseLivingRoomWaitRichard">><<BabySitterResult>><</link>>After a few minutes, Richard comes down the stairs. He smiles warmly at you. "My apologies, Heather. Sometimes Eleanour gets a bit carried away. She misses our life back in the city. Just occasionally."<br>
<br>
<<BabySitScoreCheck>>
<<if _BabySitScoreCheck gte 2>>
He reaches into his pocket and takes out a fair few notes. "I must admit, I snuck in and talked to Elise. You made quite the impression. She can be a handful, sometimes. So I'm happy to give you a bit extra."<br>
<br>
Richard smiles as he holds out the cash to you. You give him a timid smile and take the money. "Thank you."<br>
<<elseif _BabySitScoreCheck is 1>>
He reaches into his pocket and takes out a few notes. "I must admit, I snuck in and talked to Elise. She was quite happy. I know she can be a handful, sometimes. Thank you for persevering."<br>
<br>
Richard smiles as he holds out the cash to you. You give him a timid smile and take the money. "Thank you."<br>
<<else>>
He reaches into his pocket and takes out some notes. "I must admit, I snuck in and talked to Elise. I know she can be a handful, sometimes. Thank you for trying."<br>
<br>
Richard smiles as he holds out the cash to you. You give him a timid smile and take the money. "Thank you."<br>
<</if>>
<br>
"Now," he says. "Can I get you something before you go? A glass of water? A bar of chocolate? I imagine you haven't had time to have anything, looking after the children."<br>
<br>
<<WhatYouHaveLearnedDescription>>
<br>
The question is what will you do with this. You glance down to your bag, which contains your phone. Are you really willing to try and stage some compromising photos with him?<br>
<br>
<i>And do you really mean stage?</i><br>
<br>
<<ActionsHeader>>
<<HollowayKnowledgeCheck "Drink">>
<<if _HollowayKnowledgeCheck is true>><<link "Ask if he's got anything stronger" "RichardDialogue">><<Drunk 1>><<set $RichardDialogue to "SomethingStronger">><</link>><br><</if>>
<<link "Ask for a drink of water and stay for a bit" "HollowayHouseLivingRoomWaitRichardDialogue0">><<StartConversation "Richard" "HollowayHouseLivingRoom">><</link>><br>
<<link "Say goodbye and leave" "ToemeadClose">><<set $TimePeriodHolloway to undefined>><<set $BabySitScore to undefined>><<SetFlag "KidsAsleep" false>><<QuestTracker "Quest33" 2>><</link>><<Flag "RichardDrinking">>
<<if _FlagReturn is true>>
Richard stares back at you, smiling as he nurses his drink.<br>
<<else>>
Richard stares back at you, smiling politely as he holds his water.<br>
<</if>>
<br>
<<ActionsHeader>>
<<RichardStatOptions>>
<<HollowayKnowledgeCheck "Drink">><<set _Drink to _HollowayKnowledgeCheck>>
<<HollowayKnowledgeCheck "CheerleaderCostume">><<set _Cheerleader to _HollowayKnowledgeCheck>>
<<HollowayKnowledgeCheck "Pigtails">><<set _PigtailsKnown to _HollowayKnowledgeCheck>>
<<if _Drink is true or _Cheerleader is true or _PigtailsKnown is true>>
<<StatCheckAssertive "gt" _AssertiveOption>><<set _StatAssertiveProbability to _StatAssertiveProbability + " Attempt to blackmail Richard with what you've learned">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "RichardDialogue">><<set $RichardDialogue to "BlackmailPass">><</link>><br>
<<else>><<link _StatAssertiveProbability "RichardDialogue">><<Assertive 1>><<set $RichardDialogue to "BlackmailFail">><</link>><br><</if>>
<</if>>
<<StatCheckOrientation "gt" _OrientationOption "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Attempt to seduce Richard">>
<<if _StatCheckOrientation is true>><<link _StatOrientationProbability "RichardDialogue">><<set $RichardDialogue to "SeducePass">><</link>><br>
<<else>><<link _StatOrientationProbability "RichardDialogue">><<Orientation 1>><<set $RichardDialogue to "SeduceFail">><</link>><br><</if>>
<<Flag "RichardDrinking">><<HollowayKnowledgeCheck "Drink">>
<<if _FlagReturn is true>><<if $current.drunk lt 3>><<link "Ask for another drink" "RichardDialogue">><<set $RichardDialogue to "AnotherDrinkDrink">><<Drunk 1>><</link>><br><</if>>
<<elseif _HollowayKnowledgeCheck is true>><<link "Ask him if he's got something stronger" "RichardDialogue">><<Drunk 1>><<set $RichardDialogue to "SomethingStronger">><</link>><br><</if>>
<<CurrentOutfit>>
<<if _Cheerleader is true and _CurrentOutfit isnot "EleanoursCheerleaderOutfit">><<link "Coyly ask him about his interest in cheerleaders" "RichardDialogue">><<set $RichardDialogue to "Cheerleader">><</link>><br><</if>>
<<if _PigtailsKnown is true and $current.WigStyle isnot "Pigtails">><<link "Coyly ask him about his pigtail fetish" "RichardDialogue">><<set $RichardDialogue to "Pigtails">><</link>><br><</if>>
<<link "Say goodbye and leave" "ToemeadClose">><<RichardBabysittingReconcile>><</link>><img src="./images/HollowayHouse_LivingRoom.png"><br>
<br>
You land back down the stairs, throwing Richard a bashful smile as you enter. "What do you think?"<br>
<<Flag "RichardDrinking">>
<<if _FlagReturn is true>>
<br>
Looking at him from beneath your eyebrows, you see his eyes wander over your body. He takes a deep breath and takes a sip from his drink. "Very nice, my dear," he mutters. "You should try out for the team."<br>
<br>
You flash him a smile and take a seat back on the sofa. Richard tries to look anywhere but at you, taking a strong gulp from his drink before his composure returns and he can look at you again.<br>
<<else>>
<br>
Looking at him from beneath your eyebrows, you see his eyes wander over your body. He takes a deep breath and takes a sip from his water. "Very nice, my dear," he mutters. "You should try out for the team."<br>
<br>
You flash him a smile and take a seat back on the sofa. Richard tries to look anywhere but at you, clutching on to his glass of water. He takes a deep breath, then forces his composure to return and he looks at you again.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" "HollowayHouseLivingRoomWaitRichardDialogue0">><<StartConversation "Richard" "HollowayHouseLivingRoom">><</link>><img src="./images/HollowayHouse_LivingRoom.png"><br>
<br>
You step back down into the living room. Richard looks up at you, his eyes widening as he sees your new hairstyle.<br>
<<Flag "RichardDrinking">>
<<if _FlagReturn is true>>
<br>
He takes a long sip of his drink, his hand trembling slightly. "Very... nice, dear," he manages, his voice barely above a whisper.<br>
<<else>>
<br>
He clutches his glass of water tightly. "Very... nice, dear," he manages, his voice barely above a whisper.<br>
<</if>>
<br>
You flash him a bashful smile and take a seat back on the sofa, the pigtails swaying as you move. Richard forces himself to look away, then back. His composure takes longer to return this time.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "HollowayHouseLivingRoomWaitRichardDialogue0">><<StartConversation "Richard" "HollowayHouseLivingRoom">><</link>><b>Holloway House - Kitchen</b><br>
<img src="./images/HollowayHouse_Kitchen.png"><br>
<br>
A pristine kitchen full of high-end appliances in the nostalgic style of the 1950s, with a wooden table dominating the centre. A few children's toys and books are scattered on the surfaces. It doesn't look like it sees vigorous use.<br>
<<EventsCheck "HollowayHouseKitchen">>
<<if _currentEvent is "Dinner">>
<br>
You enter to see the two kids already sitting at the table. The young girl, Elise, swings her feet under the table, holding her knife and fork ready. The teenage boy, Teddy, slouches in a chair, looking sullen but gives you a cautious appraisal as you enter.<br>
<br>
"I'm hungry!" Elise pouts. "What's for dinner?"<br>
<br>
"I'm not sure," you mutter. You open the fridge to see what you can make. It's stocked with fresh vegetables and produce, but nothing quick and simple. Opening a cupboard, you find a pack of pasta buried behind spices and herbs.<br>
<br>
"That's not what mommy would make us," Elise chimes in when she sees you looking at the pasta.<br>
<br>
"What would she make you?" you try.<br>
<br>
Elise glances over to her brother with a conspiratorial grin. She jumps down off her chair and moves next to you. "Here. Let me show you."<br>
<br>
You look down at her, then back to her brother. If you are going to investigate the house for something to help Heather, you don't want to spend too much time cooking. But this is what a babysitter should do, isn't it?<br>
<br>
<<ActionsHeader>>
<<link "Follow Elise's instructions and make a nice meal" "HollowayHouseKitchenDinner">><<set $HollowayHouseKitchenDinner to "Instructions">><<Feminity 1>><<BabySitScore 1>><<EventsCheckEnd "HollowayHouseKitchen" "Dinner">><</link>><br>
<<link "Prepare the pasta quickly" "HollowayHouseKitchenDinner">><<set $HollowayHouseKitchenDinner to "Pasta">><<EventsCheckEnd "HollowayHouseKitchen" "Dinner">><</link>><br>
<<StatCheckAssertive "gt" 40>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to convince them you know best">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "HollowayHouseKitchenDinner">><<set $HollowayHouseKitchenDinner to "AssertivePass">><<EventsCheckEnd "HollowayHouseKitchen" "Dinner">><<BabySitScore 1>><</link>><br>
<<else>>
<<link _StatAssertiveProbability "HollowayHouseKitchenDinner">><<set $HollowayHouseKitchenDinner to "AssertiveFail">><<EventsCheckEnd "HollowayHouseKitchen" "Dinner">><<Assertive 1>><</link>><br>
<</if>>
<<elseif _currentEvent is undefined>>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "HollowayHouseLivingRoom">><</link>>
<</if>><<switch $HollowayHouseKitchenDinner>>
<<case "Instructions">>
"What would mommy do then?" you sigh, looking down at Elise.<br>
<br>
Elise giggles and starts to pull out things from the fridge. "She'd make us bangers and mash!" she cries out.<br>
<br>
For the next hour, you follow Elise's instructions to the letter. She tells you how much milk to add in, how many herbs to use, how to mash the potatoes. By the time you finish, you are left with a bowl of mash that is more milk and cheese than potato.<br>
<br>
"Those sausages aren't cooked!" Elise tells you when you check on the pan. "Mommy would leave them in for longer."<br>
<br>
You nod and wait for Elise to accept the sausages are done. She only smiles when they are burned to a crisp. Putting the meal on two plates, you take them over to the table.<br>
<br>
"Time for dinner," you say. "Sit up to the table."<br>
<br>
Elise smiles and climbs up on a chair. Teddy picks at his food, giving you a dark look. "Is this what we're having for dinner?"<br>
<br>
"It's perfect," Elise says, digging her fork into her mash and aiming it towards her mouth. Unfortunately, the runny texture of your efforts slips easily off the cutlery. It lands on her dress with a soft plop. Her eyes begin to fill.<br>
<br>
"It's okay," you whisper quietly, rushing over to the sink and picking up a cloth. You turn back to her and mop up the milky mash from her clothes. "There," you say.<br>
<br>
She looks up at you and sniffles. Her tears fade away. "Thank you."<br>
<br>
You give her a reassuring smile. She returns it and for a moment, it warms your heart.<br>
<br>
Elise and Teddy finish off the dinner, then without asking Elise gets up and runs towards the living room. "Play time now!" she yells, disappearing from view.<br>
<br>
Looking over at Teddy, you see him looking at your legs. When you catch his eye, he looks away and sulks off the chair, following his sister.<br>
<br>
You spend some time cleaning up, listening to Elise in the living room chattering to her toys. As you wash the dishes, you reflect on whether this life could be for you.<br>
<<if $PlayerCharacter.female is false>><br><i>Getting into the role of a mother, are you?</i><br><</if>>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "HollowayHouseLivingRoom">><<set $HollowayHouseKitchenDinner to undefined>><<TimePeriodHolloway>><</link>>
<<case "Pasta">>
"I think we should just have the pasta tonight," you tell Elise.<br>
<br>
She pouts and heads back to the table, crossing her arms as she looks at you. Not wanting to waste a minute, you turn back to the stove, boiling some water quickly.<br>
<br>
In minutes, you serve two dishes full of pasta. Teddy shrugs and begins eating. Elise still glares at you. "This isn't what mommy would have made."<br>
<br>
"It's nice," you try. But she only eats a few mouthfuls.<br>
<br>
Elise and Teddy finish off the dinner, then without asking Elise gets up and runs towards the living room. "Play time!" she yells, disappearing from view.<br>
<br>
Looking over at Teddy, you see him looking at your legs. When you catch his eye, he looks away and sulks off the chair, following his sister.<br>
<br>
You quickly wash up the two plates and pot, listening to Elise in the living room chattering to her toys. At least you have a little time to look around downstairs before you have to deal with the kids again.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "HollowayHouseLivingRoom">><<set $HollowayHouseKitchenDinner to undefined>><</link>>
<<case "AssertivePass">>
"We can try something different, as your mum isn't here," you tell Elise.<br>
<br>
"But I want mash!" she bellows out.<br>
<br>
You take a deep breath. "Pasta is just as nice, too," you say. "I promise it's yummy."<br>
<br>
She pouts and heads back to the table, crossing her arms as she looks at you. Not wanting to waste a minute, you turn back to the stove, boiling some water quickly.<br>
<br>
In minutes, you serve two dishes full of pasta. Teddy shrugs and begins eating. Elise still glares at you. "Is this it?"<br>
<br>
"It's nice," you try. "Just try it."<br>
<br>
Elise takes a mouthful. In spite of her reluctance, you see her take another mouthful. Then another. Soon she's eating without hesitation.<br>
<br>
She and Teddy finish off the dinner, then without asking Elise gets up and runs towards the living room. "Play time!" she yells, disappearing from view.<br>
<br>
Looking over at Teddy, you see him looking at your legs. When you catch his eye, he looks away and sulks off the chair, following his sister.<br>
<br>
You quickly wash up the two plates and pot, listening to Elise in the living room chattering to her toys. At least you have a little time to look around downstairs before you have to deal with the kids again.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "HollowayHouseLivingRoom">><<set $HollowayHouseKitchenDinner to undefined>><</link>>
<<case "AssertiveFail">>
"We can try something different, as your mum isn't here," you tell Elise.<br>
<br>
"But I want mash!" she bellows out.<br>
<br>
You sigh and look down at Elise. "What would mommy do then?"<br>
<br>
Elise giggles and starts to pull out things from the fridge. "She'd make us bangers and mash!" she cries out.<br>
<br>
For the next hour, you follow Elise's instructions to the letter. She tells you how much milk to add in, how many herbs to use, how to mash the potatoes. By the time you finish, you are left with a bowl of mash that is more milk and cheese than potato.<br>
<br>
"Those sausages aren't cooked!" Elise tells you when you check on the pan. "Mommy would leave them in for longer."<br>
<br>
You nod and wait for Elise to accept the sausages are done. She only smiles when they are burned to a crisp. Putting the meal on two plates, you take them over to the table.<br>
<br>
"Time for dinner," you say. "Sit up to the table."<br>
<br>
Elise smiles and climbs up on a chair. Teddy picks at his food, giving you a dark look. "Is this what we're having for dinner?"<br>
<br>
"It's perfect," Elise says, digging her fork into her mash and aiming it towards her mouth. Unfortunately, the runny texture of your efforts slips easily off the cutlery. It lands on her dress with a soft plop. Her eyes begin to fill.<br>
<br>
"It's okay," you whisper quietly, rushing over to the sink and picking up a cloth. You turn back to her and mop up the milky mash from her clothes. "There," you say.<br>
<br>
She looks up at you and sniffles. Her tears fade away. "Thank you."<br>
<br>
You give her a reassuring smile. She returns it and for a moment, it warms your heart.<br>
<br>
Elise and Teddy finish off the dinner, then without asking Elise gets up and runs towards the living room. "Play time now!" she yells, disappearing from view.<br>
<br>
Looking over at Teddy, you see him looking at your legs. When you catch his eye, he looks away and sulks off the chair, following his sister.<br>
<br>
You spend some time cleaning up, listening to Elise in the living room chattering to her toys. As you wash the dishes, you reflect on whether this life could be for you.<br>
<<if $PlayerCharacter.female is false>><br><i>Getting into the role of a mother, are you?</i><br><</if>>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "HollowayHouseLivingRoom">><<set $HollowayHouseKitchenDinner to undefined>><<TimePeriodHolloway>><</link>>
<</switch>><b>Holloway House - Study</b><br>
<img src="./images/HollowayHouse_Study.png"><br>
<br>
A secluded and small room, through two sliding doors off the main living room. The space is dominated by a series of filing cabinets and a polished oak desk, covered in papers.<br>
<<if $TimePeriodHolloway gte 4>>
<br>
As you move around, you hear the front door open. "We're home!" you hear Eleanour bellow before Richard shushes her. She giggles, albeit more mutedly.<br>
<br>
You take a deep breath and turn, heading to the living room to meet them.<br>
<br>
<<ActionsHeader>>
<<link "Go to the living room" "HollowayHouseLivingRoom">><<EventTrigger "HollowayHouseLivingRoom" "ReturnHome" null null null null null null false>><</link>>
<<else>>
<br>
<<ActionsHeader>>
<<HollowayKnowledgeCheck "Investigation">>
<<if _HollowayKnowledgeCheck is false>><<link "Investigate the study" "HollowayHouseStudyInvestigate">><</link>><br><</if>>
<<Flag "LiquorCabinetKnown">><<HollowayKnowledgeCheck "Drink">>
<<if _FlagReturn is true and _HollowayKnowledgeCheck is false>><<link "Search for the cabinet" "HollowayHouseStudyCabinet">><</link>><br><</if>>
<<link "Return to the living room" "HollowayHouseLivingRoom">><</link>>
<</if>>You look around the study, trying to decide where to begin. The papers appear to be binders full of contracts and agreements between local farmers and regional distribution companies, offering deals for the crops that the Charlton community produces.<br>
<br>
Just when you've had enough of reading about percentages and delivery clauses, you see something that takes your interest. A notepad full of handwritten notes, evidently from Richard, each one referencing the Country Club swimming programme.<br>
<br>
Each page references a different year, going back a decade. Listing out competition winners, reward prizes, cash grants for different swimmers.<br>
<br>
At the bottom of each page is a list of names, presumably that year's swimming team by the feminine names. Next to each Richard has listed the results of the competition, including the lap times. A number of arrows point from the rewards to a member of the swimming team.<br>
<br>
Curiously, the prizes haven't been given to those with the fastest times. Or those who won the most competitions. In fact, one name that you don't recognise has been crossed out, even though they had the fastest time. In the margin there's a handwritten note next to the name. "Should have received the grant." It's double-underlined.<br>
<br>
It seems that Richard has taken an interest outside his vocation. You grimace, remembering that Beach runs the swimming team.<br>
<br>
<<ActionsHeader>>
<<link "Return to the study" "HollowayHouseStudy">><<HollowayKnowledge "Investigation">><<TimePeriodHolloway>><</link>>You look over at the filing cabinets, which you would usually assume were for filing papers. You open the top one to find exactly that. Sheets upon sheets of contracts and inspection details, all related to Richard's job.<br>
<br>
But when you reach the bottom drawer, you hear the gentle chinking of bottles as you pull it open. Inside is a number of bottles of whiskey, most empty, others half-drunk. A fair few unopened.<br>
<br>
<i>Looks like someone has a drinking problem.</i><br>
<br>
You close the drawer, hearing the bottles rattle as you do so.<br>
<br>
<<ActionsHeader>>
<<link "Return to the study" "HollowayHouseStudy">><<HollowayKnowledge "Drink">><<TimePeriodHolloway>><</link>><b>Holloway House - Main Bedroom</b><br>
<img src="./images/HollowayHouse_MainBedroom.png"><br>
<br>A large and spacious bedroom, mostly free of children's toys. A number of framed photos of Eleanour and Richard at various ages are spread across furniture.<br>
<<include "EventsHollowayHouseMainBedroom">>
<<if _currentEvent is undefined>>
<<if $TimePeriodHolloway gte 4>>
<br>
As you move around, you hear the front door open. "We're home!" you hear Eleanour bellow before Richard shushes her. She giggles, albeit more mutedly.<br>
<br>
You take a deep breath and turn, heading to the living room to meet them.<br>
<br>
<<ActionsHeader>>
<<link "Go to the living room" "HollowayHouseLivingRoom">><<EventTrigger "HollowayHouseLivingRoom" "ReturnHome" null null null null null null false>><</link>>
<<else>>
<br>
<<ActionsHeader>>
<<Flag "BoxKnown">><<HollowayKnowledgeCheck "BeachLoveLetters">>
<<if _FlagReturn is true and _HollowayKnowledgeCheck is false>><<link "Search the wardrobe for the box" "HollowayHouseMainBedroomWardrobe">><</link>><br><</if>>
<<Flag "MagazineKnown">><<HollowayKnowledgeCheck "Pigtails">>
<<if _FlagReturn is true and _HollowayKnowledgeCheck is false>><<link "Search the drawer for the magazine" "HollowayHouseMainBedroomDrawer">><</link>><br><</if>>
<<link "Go back downstairs" "HollowayHouseLivingRoom">><</link>>
<</if>>
<</if>><<switch $HollowayHouseMainBedroomWardrobe>>
<<case undefined>>
Opening Eleanour's wardrobe quietly, you reach forward to pull the drawer open that Elise warned you not to touch.<br>
<br>
You aren't sure what you expected to find, but a stack of envelopes wasn't one of them. You pick a few up, noting who they are addressed to. Eleanour Windsor, with an address in the city.<br>
<br>
<i>That handwriting seems familiar.</i><br>
<br>
Opening one of the letters, you see it's a handwritten note addressed to Eleanour, when she was working in the city. The sender hopes that she is well, saying how much they miss her, how much they want her, how much they wish she'd accepted their proposal over the wishes of Charlton.<br>
<br>
You open another one. The same handwriting, this one trying to persuade her to come back from the city. Or, the writer suggests, they could run away.<br>
<br>
Another. This one talking about her fiance, telling her to leave him and they can run away together. Away from Charlton.<br>
<br>
You glance at the handwriting. It dawns on you. It's the same masculine style as the one on the piece of paper Heather gave you. From Beach.<br>
<br>
Realisation strikes you. Beach used to date Eleanour. And he tried to get her to run away with him. Against the town's wishes, too.<br>
<br>
You hurriedly look through the letters. Dozens of them. All from Beach to Eleanour. And she's kept them, hidden away.<br>
<br>
One thing's for sure. Beach wouldn't want these becoming public.<br>
<br>
<<ActionsHeader>>
<<link "Take some of the letters" "HollowayHouseMainBedroomWardrobe">><<set $HollowayHouseMainBedroomWardrobe to "Take">><<TakeObjectLocation "HollowayHouseMainBedroom" "BeachLoveLetters">><</link>><br>
<<link "Leave them" "HollowayHouseMainBedroomWardrobe">><<set $HollowayHouseMainBedroomWardrobe to "Leave">><</link>>
<<case "Take">>
You take the letters, pushing them into the rear of your skirt. It’s not the most secure place to store them, but faced with no other options you hope that won’t fall out.<br>
<br>
<<ActionsHeader>>
<<link "Return to the parent’s room" "HollowayHouseMainBedroom">><<HollowayKnowledge "BeachLoveLetters">><<TimePeriodHolloway>><<set $HollowayHouseMainBedroomWardrobe to undefined>><</link>>
<<case "Leave">>
You briefly consider taking them, but you aren’t sure you want to cross Eleanour. You hope the knowledge of them, at least, is enough to help you.
<br>
<<ActionsHeader>>
<<link "Return to the parent’s room" "HollowayHouseMainBedroom">><<HollowayKnowledge "BeachLoveLetters">><<TimePeriodHolloway>><<set $HollowayHouseMainBedroomWardrobe to undefined>><</link>>
<</switch>>Remembering Teddy's throwaway comment, you move around to the far side of the bedroom and open the bedside drawer.<br>
<br>
You find yourself staring into the underwear drawer of Richard. Sighing, you riffle through it. Just pristine underwear.<br>
<br>
Then your hand feels the bottom of the drawer tip up. Cautiously, you reach down and press firmly on one side. The bottom pops up, revealing another layer beneath the plywood.<br>
<br>
Resting underneath is a small selection of magazines. Not just any magazines. You pick one up and look at the front cover. <i>Not So Innocent</i>. There's a girl on the front. Perky, blonde, her hair in pigtails. You note that the publisher is Hearts Publishing.<br>
<br>
And wearing a cheerleader costume.<br>
<br>
You flip through the magazine, confirming the contents. All pictures of girls, fresh faced and just eighteen. All wearing pigtails.<br>
<br>
<i>Looks like someone has a fetish.</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the bedroom" "HollowayHouseMainBedroom">><<HollowayKnowledge "Pigtails">><<TimePeriodHolloway>><</link>><<switch $HollowayHouseMainBedroomDressUp>>
<<case undefined>>
You squat down next to Elise, stroking her shoulder. "It's okay," you say. "Is there another game we could play?"<br>
<br>
"I wanted to play dress-up," Elise replies. "I wanted to be a princess."<br>
<br>
You look around you, seeing Eleanour's scattered clothes all over the bedroom floor. You're not sure where this dress-up box is, but you wonder if you could fashion something out of what Eleanour has.<br>
<br>
<i>But do you really want to play dress-up... like a girl?</i><br>
<br>
<<ActionsHeader>>
<<CompulsionCheck "AllDolledUp">>
<<if _CompulsionCheck is true>>
<<link "Tell her you can make her a princess out of her mother's clothes" "HollowayHouseMainBedroomDressUp">><<BabySitScore 1>><<Feminity 1>><<set $HollowayHouseMainBedroomDressUp to "MakeOutfit">><</link>><br>
<span class="compulsion">[All Dolled Up] </span><s>Suggest going back downstairs to play with her dolls</s> - <i>You can't resist the compulsion to play dress-up with her.</i><br>
<span class="compulsion">[All Dolled Up] </span><s>Try to convince her that she's already a princess</s> - <i>You can't resist the compulsion to play dress-up with her.</i><br>
<<else>>
<<link "Tell her you can make her a princess out of her mother's clothes" "HollowayHouseMainBedroomDressUp">><<BabySitScore 1>><<Feminity 1>><<set $HollowayHouseMainBedroomDressUp to "MakeOutfit">><</link>><br>
<<link "Suggest going back downstairs to play with her dolls" "HollowayHouseMainBedroomDressUp">><<set $HollowayHouseMainBedroomDressUp to "PlayDolls">><</link>><br>
<<StatCheckAssertive "gt" 30>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to convince her that she's already a princess">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "HollowayHouseMainBedroomDressUp">><<set $HollowayHouseMainBedroomDressUp to "AssertivePass">><</link>><br>
<<else>><<link _StatAssertiveProbability "HollowayHouseMainBedroomDressUp">><<Assertive 1>><<set $HollowayHouseMainBedroomDressUp to "AssertiveFail">><</link>><br><</if>>
<</if>>
<<case "MakeOutfit">>
"You don't need a costume," you say. "Look, we can make you a princess out of your mother's clothes."<br>
<br>
Elise looks up at you with a pause, then she breaks into a grin. "With mommy's clothes! Yay!"<br>
<br>
She gets up and starts ruffling through the clothes on the floor. For the next hour, you help her try on Eleanour's skirts and dresses over her existing dress. She beams with each one, especially when you compliment how pretty she looks.<br>
<br>
"I need a tiara," she tells you as she stands in one of Eleanour's red dresses. "Check in the drawer!"<br>
<br>
You smile and lean into the wardrobe, opening the top drawer. You blush as you see it's full of Eleanour's underwear. You shut it and reach for the one below.<br>
<br>
"Don't!" Elise cries. You pause and look back to her. Smile gone, now looking back in fear.<br>
<br>
"Mommy says never to touch that one," she tells you. "Try the bottom."<br>
<br>
Looking back at the drawer, you feel compelled to open it. But Elise's caution persuades you not to. For now.<br>
<br>
Instead, you open the bottom drawer and find a range of jewellery within it. You take out a silver tiara and give it to Elise. "Here you go."<br>
<br>
She beams and slides it through her hair. It almost slips down, but she giggles anyway. "Thank you. You're the best babysitter we've ever had!"<br>
<br>
Her appreciation stirs something in you. In Charlton, you feel almost validated getting praise. Even if it is from helping a young girl play dress-up. Is this what having children is like?<br>
<br>
<i>Only if you're a mother.</i><br>
<br>
<<ActionsHeader>>
<<link "Finish playing" "HollowayHouseMainBedroomDressUp">><<set $HollowayHouseMainBedroomDressUp to "FinishPlaying">><<SetFlag "BoxKnown">><</link>>
<<case "PlayDolls">>
"That's okay," you tell her. "We can go back downstairs and your dolls can play dress-up instead."<br>
<br>
"But I wanted to," she repeats, sulking.<br>
<br>
"I'm sure they would like to play though," you try. She sniffs and sullenly stands up, walking out of the room.<br>
<br>
You quickly clean up the mess she's made and then follow her downstairs. For the next hour you sit with her as she forces her dolls to try on different clothes. Her sniffles and tears are soon forgotten, especially as you compliment their outfits. As time passes, she seems to forget about wanting to dress-up, the conversation she's inventing between the two dolls absorbing her attention.<br>
<br>
A conversation, you note, that seems to force them to bicker and compete for the one who looks the best.<br>
<br>
Occasionally, you try to stand and sneak off to have a look around the home. Every time you do so, however, her whimpering returns. Eventually you accept defeat and just sit with her in the living room.<br>
<br>
<<ActionsHeader>>
<<link "Finish playing" "HollowayHouseMainBedroomDressUp">><<set $HollowayHouseMainBedroomDressUp to "FinishPlaying">><</link>>
<<case "AssertivePass">>
"You don't need a costume," you say. "You're already a princess to me."<br>
<br>
She gives you a sceptical look. "Princesses need costumes, silly."<br>
<br>
"Not all princesses," you reply. "Sometimes they dress normally to fit in, don't they?"<br>
<br>
Elise continues to hold your gaze, but after a moment she nods. "Sometimes."<br>
<br>
She sniffs back her tears. A small smile forms on her face. "I could be in disguise!"<br>
<br>
You laugh in spite of yourself. This causes her to grin louder.<br>
<br>
"But..." she continues. "I at least need a tiara. Princesses always wear those. Even when in disguise. Check in the drawer!"<br>
<br>
She looks over back into Eleanour's wardrobe, towards a small cabinet at the side. You lean inside, opening the top drawer. You blush as you see it's full of Eleanour's underwear. You shut it and reach for the one below.<br>
<br>
"Don't!" Elise cries. You pause and look back to her. Smile gone, now looking back in fear.<br>
<br>
"Mommy says never to touch that one," she tells you. "Try the bottom."<br>
<br>
Looking back at the drawer, you feel compelled to open it. But Elise's caution persuades you not to. For now.<br>
<br>
Instead, you open the bottom drawer and find a range of jewellery within it. You take out a silver tiara and give it to Elise. "Here you go."<br>
<br>
She beams and slides it through her hair. It almost slips down, but she giggles anyway. "Thank you. You're the best babysitter we've ever had!"<br>
<br>
Her appreciation stirs something in you. In Charlton, you feel almost validated getting praise. But your attention is taken back to the drawer in the wardrobe. And what it contains.<br>
<br>
<<ActionsHeader>>
<<link "Finish playing" "HollowayHouseMainBedroomDressUp">><<set $HollowayHouseMainBedroomDressUp to "FinishPlaying">><<SetFlag "BoxKnown">><</link>>
<<case "AssertiveFail">>
"You don't need a costume," you say. "You're already a princess to me."<br>
<br>
She gives you a sceptical look. "Princesses need costumes, silly."<br>
<br>
You pause. "Some princesses don't. I don't think the Royal family dress that way."<br>
<br>
Elise pouts at your comment. "They're not real princesses," she tells you. "Mommy says they are too percussive."<br>
<br>
You frown. "Progressive?"<br>
<br>
The young girl nods and shrugs. "I want to play with my dolls now."<br>
<br>
She quickly stands before you can digest the whiplash decision and runs out of the room. You quickly clean up the mess she's made and then follow her downstairs. For the next hour you sit with her as she forces her dolls to try on different clothes. Her sniffles and tears are soon forgotten, especially as you compliment their outfits. As time passes, she seems to forget about wanting to dress-up, the conversation she's inventing between the two dolls absorbing her attention.<br>
<br>
A conversation, you note, that seems to force them to bicker and compete for the one who looks the best.<br>
<br>
Occasionally, you try to stand and sneak off to have a look around the home. Every time you do so, however, her whimpering returns. Eventually you accept defeat and just sit with her in the living room.<br>
<br>
<<ActionsHeader>>
<<link "Finish playing" "HollowayHouseMainBedroomDressUp">><<set $HollowayHouseMainBedroomDressUp to "FinishPlaying">><</link>>
<<case "FinishPlaying">>
Time passes and you notice Elise yawn. "Come on," you tell her. "Time for bed."<br>
<br>
She pouts, but another yawn cuts her resistance off. "Tuck me in?" she asks.<br>
<br>
You nod. She stands up and sleepily walks off, heading towards her bedroom. "Teddy!" she calls, trying to mimic an adult. "Bedtime!"<br>
<br>
<<ActionsHeader>>
<<link "Follow her to the bedroom" "HollowayHouseElisesRoom">><<set $HollowayHouseMainBedroomDressUp to undefined>><</link>>
<</switch>><img src="./images/HollowayHouse_MainBedroom.png"><br>
<br>
You quietly step upstairs, suddenly conscious of your heels on the carpeted floor. You glance at the doors to Elise and Teddy's room, making sure they are firmly shut.<br>
<br>
Entering the main bedroom, you hear quiet snoring coming from bed. Eleanour is passed out in the quilt, still wearing her dress. You take a breath, your anxiety spreading from your toes to your head.<br>
<br>
Stepping in, you gently slide Richard's wardrobe door open and reach in, pulling out the cheerleader outfit. You hold it up, noting the crusty stain in the centre.<br>
<br>
<i>Is this going to be your lowest point, or do I have to witness even more degradation?</i><br>
<br>
Ignoring the voice in your brain, you begin to undress. Eleanour breathes shallowly on the bed and your eyes never move from watching her.<br>
<br>
Once stripped down to your underwear, you bunch the cheerleader skirt up over your socks and pull the top over your head. Eleanour is about the same size as you. The skirt hangs a little looser than is optimal, but glancing in the mirror it doesn't make a significant impact.<br>
<br>
You can't say you look like you belong on the football pitch, what with the heels and the socks. But perversely, it just adds to the look.<br>
<<if $current.WigStyle is "Pigtails">>
<br>
Combined with your hairstyle, you look like an adult film star. Like from Richard's magazines, even.<br>
<</if>>
<br>
You take a deep breath, then head back out. Your eyes glance at Eleanour's sleeping body as you leave.<br>
<br>
<<ActionsHeader>>
<<link "Go back down" "HollowayHouseLivingRoomCheerleaderReturn">><<WearOutfit "EleanoursCheerleaderOutfit">><</link>>You quietly go up the stairs, careful of your shoes on the carpet. Checking that Elise and Teddy's doors are still shut, you creep into the main bedroom.<br>
<br>
Eleanour is passed out on the bed, still wearing her dress. You take a breath, your anxiety rising up in you.<br>
<br>
Walking over to her vanity table, you glance over it and find two hair ties off to the side.<br>
<<if $PlayerCharacter.female is false>>
<br>
You bunch up one side of your hair, pulling it tight into a tail. Threading a hair tie over it doesn't come easy for you. You glance over your shoulder with each failure, gritting your teeth as you see Eleanour snoozing. It takes a number of attempts to do both.<br>
<<else>>
<br>
You bunch up one side of your hair, pulling it tight into a tail. Threading the hair tie comes naturally. You recall doing this as a child. With your long hair that you had as a girl. You pull off the second pigtail just as quickly.<br>
<</if>>
<br>
Looking in the mirror, you try a smile on Heather's nervous face. The style adds to her innocence, but she's clearly a grown woman. You can't get away from the connotations and kink of how you look.<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "EleanoursCheerleaderOutfit">>
<br>
Combined with your costume, you look like an adult film star. Like from Richard's magazines, even.<br>
<</if>>
<br>
You take a deep breath, then head back out. Your eyes glance at Eleanour's sleeping body as you leave.<br>
<br>
<<ActionsHeader>>
<<link "Go back down" "HollowayHouseLivingRoomPigtailsReturn">><<WigStyle "Pigtails">><</link>><<EventsCheck "HollowayHouseMainBedroom">>
<<if _currentEvent is "DressUp">>
<br>
You enter the main bedroom to see Elise already rummaging in one of the built-in wardrobes, throwing Eleanour's clothes out dismissively as she searches. "I can't find it!" she laments as she hears you enter.<br>
<br>
"What are you looking for?" you ask her.<br>
<br>
She looks back at you, her lip quivering. "Mommy's special box of clothes," she says.<br>
<br>
You cast a narrow look towards the young girl, wondering exactly what she's looking for. Or, knowing Charlton, what she might find. "Here," you say. "I'll help. What does this box look like?"<br>
<br>
You step behind her and glance in the wardrobe. It is full of stylish dresses and coats, nothing scandalous or too daring. "It's a big box," Elise comments. "Full of dress-up clothes!"<br>
<br>
Nothing seems to stand out to you that looks like a box. You wince and look around the room, seeing another sliding door for a different wardrobe. You step over and pull it open.<br>
<br>
"It won't be in there," Elise tells you. "That's daddy's wardrobe."<br>
<br>
Looking in, you see she's right. The rack is full of shirts and suits, immaculately pressed and hung. Even on the floor identical pairs of shoes are lined up in a row. Even opening the sole cabinet, socks are paired together and bunched up in an orderly fashion.<br>
<br>
You are just about to close the door when you see something stuffed behind the cabinet. Familiar red and white colours. You give it a tug and it comes free, and you see you are holding a Charlton School cheerleader uniform.<br>
<br>
"That's not it!" Elise tells you. "That's mommy's! From when she was young!"<br>
<br>
You regard it carefully, noting the colours are faded. It's old, but in spite of its age the cut and length are identical to what the squad wears at school. Things were the same at Charlton back then, you acknowledge. Then it hits you. Was Eleanour a cheerleader? Was she part of the coven?<br>
<br>
As you thumb the costume, you wince as you feel a crusty stain on the front. You drop it quickly.<br>
<br>
"Thought mommy lost it," Elise continues. "Didn't know daddy still had it."<br>
<br>
Very carefully, you pick it up with a finger and put it back. You don't want to get any closer to that costume.<br>
<br>
<i>Do you?</i><br>
<br>
Meanwhile, Elise has sat back on the floor, her eyes moist again. She crosses her arms. "It's not here," she laments.<br>
<br>
<<ActionsHeader>>
<<link "Talk to Elise" "HollowayHouseMainBedroomDressUp">><<EventsCheckEnd "HollowayHouseMainBedroom" "DressUp">><<HollowayKnowledge "CheerleaderCostume">><</link>>
<</if>><b>Holloway House - Garden</b><br>
<img src="./images/HollowayHouse_Garden.png"><br>
<br>
A large back garden, guarded by a well-maintained wooden fence that defines the boundaries. A circular patio table rests off to the side and a climbing frame sits on one side of the grass.<br>
<br>
As you step outside, you notice Teddy standing on the grass lawn holding a football in his hands. He looks at you as you step onto the lawn, wobbling as your heels sink into the grass.<br>
<br>
You blush, reaching down and slipping off your shoes. You put them on the side of the patio. When you look up, you notice Teddy staring at your bum. He blushes as much as you when he sees you catching him looking.<br>
<br>
"I didn't know that girls played football," he says, turning the ball over in his hands.<br>
<br>
You feel the damp grass seep into the soles of your socks. "Girls can do all sorts of things," you tell him.<br>
<br>
The words weren't meant to have subtext, but you see his eyes look over your body again. He looks to the floor. You wince, feeling as uncomfortable as he looks.<br>
<br>
"That's what dad tells Elise," he says. "But he never plays football. Too busy with whatever is in that cabinet of his in his study."<br>
<br>
You pause, noting his words. Something to look at, when you get a moment's peace.<br>
<br>
"Do you want to catch?" Teddy asks you. "Or were you messing around when you said you just wanted to play? I've only seen cheerleaders on the football pitch."<br>
<br>
<<ActionsHeader>>
<<StatCheckPhysique "gt" 30>>
<<set _StatPhysiqueProbability to _StatPhysiqueProbability + " Try to catch the football">>
<<if _StatCheckPhysique is true>><<link _StatPhysiqueProbability "HollowayHouseGardenCatch">><<set $HollowayHouseGardenCatch to "PhysiquePass">><<SetFlag "LiquorCabinetKnown">><</link>><br>
<<else>><<link _StatPhysiqueProbability "HollowayHouseGardenCatch">><<set $HollowayHouseGardenCatch to "PhysiqueFail">><<Physique 1>><<SetFlag "LiquorCabinetKnown">><</link>><br>
<</if>>
<<link "Perform the role of a cheerleader" "HollowayHouseGardenCatch">><<set $HollowayHouseGardenCatch to "Cheerleader">><<Feminity 1>><<SetFlag "LiquorCabinetKnown">><</link>><br>
<<link "Tell him you're not dressed for football" "HollowayHouseGardenCatch">><<set $HollowayHouseGardenCatch to "NotDressed">><<SetFlag "LiquorCabinetKnown">><</link>><<switch $HollowayHouseGardenCatch>>
<<case "PhysiquePass">>
You step further on to the grass, feeling the moisture soak into your socks. "Alright," you say. "Toss me the ball." You hold out your hands expectantly.<br>
<br>
He gives you a look, but casts his arm back and throws you the ball. You struggle to move in the uniform, but hold your nerve as the ball comes towards you. Yelping, you feel it hit your hands and you just about grasp on to it.<br>
<br>
Teddy looks back at you, dumbfounded. "I didn't think you'd get that," he mutters.<br>
<br>
You give him a grin. "Told you. Girls can play too."<br>
<br>
As if to show him, you throw it back to him. He runs across the grass and catches it, smiling for the first time. He tosses the ball to you again, this time staring straight back at your face. No longer is he just judging you by the way you look.<br>
<br>
After some time passes, you motion for him to stop. "Alright, that's enough," you say, taking deep breaths. You hold the football in your hands, as if signalling the game is over.<br>
<br>
Glancing down, you have time to survey the ball for the first time. You notice a scrawl in magic marker on it. "For Teddy."<br>
<br>
As the teenager draws near, you gesture to the writing. "Was this a gift?"<br>
<br>
He nods. "From Coach Beach. He gave it to me when I was young. Said he could tell I had the genetics of a football player."<br>
<br>
You stare back at Teddy, studying his features. For a fifteen year old he's muscular and stocky. With blue eyes and dark brown hair. Nothing like Richard. Everything like Beach.<br>
<br>
"Everything okay?" he asks you, suddenly nervous at the attention you are giving him.<br>
<br>
<<ActionsHeader>>
<<link "Finish playing" "HollowayHouseGardenCatch">><<set $HollowayHouseGardenCatch to "FinishPlaying">><<HollowayKnowledge "BeachFootball">><</link>>
<<case "PhysiqueFail">>
You step further on to the grass, feeling the moisture soak into your socks. "Alright," you say. "Toss me the ball." You hold out your hands expectantly.<br>
<br>
He gives you a look, but casts his arm back and throws you the ball. You struggle to move in the uniform. You find yourself emitting a girlish shriek as the ball passes right through your hands and bounces right off your chest.<br>
<br>
"Ouch, you hit me in the boobies," you say incredulously. You catch yourself and blush with shame at your own words.<br>
<br>
<i>Did you just say boobies?</i><br>
<br>
Teddy looks back at you, smirking. "That's okay," he mutters. "Everyone knows girls are bad at sports. They should stick to cheerleading. Go on. You can put your shoes back on. I can practice myself."<br>
<br>
You give him a look, but say nothing. Instead, you step back on to the patio. For the next hour you watch Teddy toss the ball into the air, playing with himself. Trying to show off in front of you.<br>
<br>
<<ActionsHeader>>
<<link "Finish playing" "HollowayHouseGardenCatch">><<set $HollowayHouseGardenCatch to "FinishPlaying">><</link>>
<<case "Cheerleader">>
"I'm not really dressed for football," you say, feeling a wash of embarrassment as you gesture to your uniform. "But you go ahead. Why don't I cheer you on?"<br>
<br>
His eyes wander over your outfit as his mouth opens. "You'd be a cheerleader... for me?"<br>
<br>
You wince, feeling yourself blush at the tone in his voice. You nod, trying to avoid his gaze. "Sure."<br>
<br>
When you finally look up, you see him watching you. He looks almost as embarrassed as you feel. But he nods and begins to toss the ball into the air.<br>
<br>
You look out towards him, feeling your cheeks redden, unsure where to even begin with this makeshift cheerleading routine.<br>
<br>
Teddy looks back at you, frowning. He seems anxious, as if he's waiting. His next throw is smaller, more restrained. As if he's waiting for you.<br>
<br>
Inwardly kicking yourself for suggesting this, you thrust your arms into the air, waving imaginary pompoms back and forth.<br>
<br>
"That's it, Teddy, keep it up," you mutter.<br>
<br>
He turns and looks back at you. "What?"<br>
<br>
You take a deep breath, trying to bury the shame. "That's it, Teddy," you say louder. "Keep it up!"<br>
<br>
Teddy snorts, but turns again, throwing the ball up into the air.<br>
<br>
"A bit more, just like that," you continue, trying to feed off his enthusiasm. He starts throwing the ball higher and higher now, playing off your chants.<br>
<br>
You hold your hands high above your head in a candlestick motion, smiling as he glances back at you.<br>
<br>
"You've got real skills, a bit of a knack." Now, through the shame, there's something else. Elation. At least, just a little. You can see how he's beginning to twirl the ball, catching it behind him, playing to your encouragement in spite of his blush.<br>
<br>
"Keep it up, Teddy... oh, I rather like that," you say, and instantly regret your words. He looks back, dumbfounded. The ball thuds to the ground beside him.<br>
<br>
You meet his eyes as he stares at you, blushing profusely. You look to the floor in shame.<br>
<br>
"Close the bedroom window if you're going to be that loud!" someone cries from a neighbouring house.<br>
<br>
That causes you to look up at Teddy. He's staring at the floor in shame. You feel exactly the same, only able to look up because he isn't.<br>
<br>
Teddy walks over to you, barely meeting your eyes. "I guess that's enough for tonight."<br>
<br>
You catch his eye, offering him a meek smile. Your cheeks are still burning, and judging by his, so are his.<br>
<br>
<<ActionsHeader>>
<<link "Talk to Teddy" "HollowayHouseGardenCatch">><<set $HollowayHouseGardenCatch to "TalkTeddy">><</link>>
<<case "TalkTeddy">>
A long moment of silence descends between you. You glance up, looking at him. He avoids your eyes, turning the ball in his hands.<br>
<br>
Glancing down, you have time to survey the ball for the first time. You notice a scrawl in magic marker on it. "For Teddy."<br>
<br>
You take a deep breath and look up at him, trying to break the ice. "Was it a gift?"<br>
<br>
He finally looks back at you. "What?"<br>
<br>
"The football," you say quietly, nodding to the writing.<br>
<br>
He looks down and nods in acknowledgement. "From Coach Beach. He gave it to me when I was young. Said he could tell I had the genetics of a football player."<br>
<br>
You stare back at Teddy, studying his features. For a fifteen year old he's muscular and stocky. With blue eyes and dark brown hair. Nothing like Richard. Everything like Beach.<br>
<br>
"You okay?" he asks you, suddenly nervous at the attention you are giving him.<br>
<br>
<<ActionsHeader>>
<<link "Finish playing" "HollowayHouseGardenCatch">><<HollowayKnowledge "BeachFootball">><<set $HollowayHouseGardenCatch to "FinishPlaying">><</link>>
<<case "NotDressed">>
"I'm not really dressed for football," you say, feeling a wash of embarrassment as you refer to your uniform. "But you go ahead. Why don't you practice?"<br>
<br>
His eyes wander over your outfit, but he nods and turns away. For the next hour you watch Teddy toss the ball into the air, playing with himself. Trying to show off in front of you.<br>
<br>
<<ActionsHeader>>
<<link "Finish playing" "HollowayHouseGardenCatch">><<set $HollowayHouseGardenCatch to "FinishPlaying">><</link>>
<<case "FinishPlaying">>
Time passes and you see Elise standing at the back door. "It's bedtime," she mutters. "Can you tuck me in?"<br>
<br>
You nod to her. She yawns and looks to her brother. "Bedtime, Teddy!" she calls, trying to mimic an adult.<br>
<br>
Teddy sighs. "I don't need to go to bed when you do, Elise."<br>
<br>
The young girl pouts. "If you don't, I'm telling."<br>
<br>
She spins around and runs back into the house. You see Teddy sigh.<br>
<br>
<<ActionsHeader>>
<<link "Follow her to the bedroom" "HollowayHouseElisesRoom">><<set $HollowayHouseGardenCatch to undefined>><</link>>
<</switch>><b>Holloway House - Elise's Room</b><br>
<img src="./images/HollowayHouse_EliseBedroom.png"><br>
<br>
A cute and comfy room stuffed full of toys and games, decorated in pastel tones. The small single children's bed is nestled against the wall.<br>
<br>
You walk in to find Elise already under her sheets. She smiles sleepily when she sees you. "I've brushed my teeth," she tells you.<br>
<br>
From out in the hallway, you hear Teddy pass. "Night," he murmurs, before walking past.<br>
<br>
"But it's story time!" Elise bellows.<br>
<br>
You hear Teddy's footsteps stop. A moment later, he steps into the doorway. "Oh, come on, Elise."<br>
<br>
She pouts. He looks to you with embarrassment, but moves in and leans against the wardrobe.<br>
<br>
Moving over to Elise, you squat down by her. "Are you ready for bed, then? Looks like you're already tucked in."<br>
<br>
She looks over to her bedside table, her eyes lingering on a children's book. The cover has a picture of a pretty blonde girl on. You note the title. <i>Susan and the Prettiest Smile</i>. In the very bottom right corner, there's a logo. <i>Sally Hope Publishing</i>.<br>
<br>
"Story time!" Elise repeats. "Can you read to me?"<br>
<br>
You glance down at the book, eyes resting on the publishing logo. You just sense a trickle of magic within its pages.<br>
<br>
<<ActionsHeader>>
<<link "Read the book to Elise" "HollowayHouseElisesRoomBedtime">><<Feminity 1>><<BabySitScore 1>><<set $HollowayHouseElisesRoomBedtime to "ReadStory">><</link>><br>
<<StatCheckIntelligence "gt" 40>><<set _StatIntelligenceProbability to _StatIntelligenceProbability + " Try to make up a story">>
<<if _StatCheckIntelligence is true>><<link _StatIntelligenceProbability "HollowayHouseElisesRoomBedtime">><<set $HollowayHouseElisesRoomBedtime to "IntelligencePass">><<BabySitScore 1>><</link>><br>
<<else>><<link _StatIntelligenceProbability "HollowayHouseElisesRoomBedtime">><<Intelligence 1>><<set $HollowayHouseElisesRoomBedtime to "IntelligenceFail">><</link>><br>
<</if>>
<<link "Just put her to bed" "HollowayHouseElisesRoomBedtime">><<set $HollowayHouseElisesRoomBedtime to "PutToBed">><</link>><<switch $HollowayHouseElisesRoomBedtime>>
<<case "ReadStory">>
You pick up the book and open it to the first page. There's a picture of the girl from the cover, looking sad. In bold big lettering is a sentence.<br>
<br>
"Susan worries that she is not the prettiest girl in town," you read out. Elise gasps, looking down at the picture.<br>
<br>
You flick the page.<br>
<br>
"She doesn't have Tina's red pointy shoes," you continue reading, seeing another picture, this time a different girl wearing shiny red heels. Elise's mouth drops open in fear.<br>
<br>
You flip the page again. "She doesn't have Jodie's sparkly pink ribbons," you read. Another picture. This one showing a picture of a girl with ribbons in her hair.<br>
<br>
"Oh no!" Elise comments, her fear genuine.<br>
<br>
As you turn the next page, you sense the magic seeping out of the book. Not only into your hands, but down towards Elise. Wrapping around her head like a snake. But she beckons for you to continue.<br>
<br>
"She doesn't have Debbie's lovely make-up," you repeat. As much as you want to stop, you feel compelled to read the words to the young girl. Elise stares back at the book in terror.<br>
<br>
"But," you say as you turn the page. There's a picture of Susan, smiling as she listens at a kitchen table. "By being agreeable."<br>
<br>
You flip the page. Susan, again, her blonde hair glowing brightly as she curtseys to a teacher. "By being respectful."<br>
<br>
Elise's mouth turns into a grin as you flick the page. "By being thoughtful."<br>
<br>
You turn to the final page, seeing Susan smiling broadly surrounded by people. "Susan knows that it's a smile that makes everyone around her the happiest."<br>
<br>
The young girl in the bed squeals with delight. "Oh, she looks so pretty!" Elise cries out. "She looks like you!"<br>
<br>
You smile, but a snort comes from behind you. "More like the girls in dad's magazines in his bedside drawer," you hear Teddy say quietly. You turn to look at him and he winces, staring at the floor as he realises he said it out loud.<br>
<br>
You put the book on the side, shivering. You do look like Susan, you think. Maybe you shouldn't look down at the floor so much. Maybe smile more.<br>
<br>
The thought catches you off guard. You shudder, as you see the magic sparkling on the front cover.<br>
<br>
"Bedtime," you say quickly, standing up. "You too, Teddy."<br>
<br>
He groans, but sulks out of the room. Elise smiles sweetly and turns away, drifting to sleep.<br>
<br>
<<ActionsHeader>>
<<link "Leave the kids to sleep" "HollowayHouseLivingRoom">><<set $HollowayHouseElisesRoomBedtime to undefined>><<SetFlag "MagazineKnown">><<SetFlag "KidsAsleep">><<TimePeriodHolloway>><</link>>
<<case "IntelligencePass">>
"What about if I make up a story?" you say, eyeing the magical sparkles within the book.<br>
<br>
"Oh yes please!" Elise beams. "Can it be about princesses?"<br>
<br>
You shrug. "Okay. Once upon a time, there was a girl who moved to a faraway land."<br>
<br>
Elise's eyes widen. "Oh no. What was her name?"<br>
<br>
You stumble for a moment. "Emily."<br>
<br>
"That's a silly name," Elise comments.<br>
<br>
You wince, but continue. "Emily found the faraway land was ruled by some evil witches. They made the people in the town very sad."<br>
<br>
"Do they fly on brooms?" Elise asks you.<br>
<br>
You hold back a sigh. "No, not these witches. They cast very powerful magics on people. And made them act differently."<br>
<br>
Elise's eyes widen. "Did they dance on the spot forever?"<br>
<br>
"What?" you can't help but ask.<br>
<br>
"That's different," Elise says. "Mommy says that if I don't behave, she'll put a curse on me that will make me dance forever."<br>
<br>
You stare back at the girl, momentarily lost in your thoughts. It takes everything you have to get your mind back on the task at hand. "Sure. But Emily saw how sad the people were, and she learned magic herself."<br>
<br>
Elise grins. "She learned how to cast magic?"<br>
<br>
You nod. "She became a powerful witch herself. And she used her powers for good, freeing the people from dancing."<br>
<br>
"What colour hair did Emily have?" Elise asks.<br>
<br>
Taking a deep breath, you muster a reply. "Brown." You look at the braids in Elise's hair. "She had pigtails, too."<br>
<br>
Elise shakes her head. "I think she had blonde hair. She must have been very pretty. I bet she looks exactly like you. Do you have a picture of her?"<br>
<br>
You shake your head. "I don't. Sorry."<br>
<br>
The young girl pouts. "I wish I could see what she's like. I bet she's beautiful."<br>
<br>
You smile, but a snort comes from behind you. "She sounds more like the girls in dad's magazines in his bedside drawer," you hear Teddy say quietly. You turn to look at him and he winces, staring at the floor as he realises he said it out loud.<br>
<br>
You take a deep breath, your concentration gone. "Bedtime," you say quickly, standing up. "You too, Teddy."<br>
<br>
He groans, but sulks out of the room. Elise smiles sweetly and turns away, drifting to sleep.<br>
<br>
<<ActionsHeader>>
<<link "Leave the kids to sleep" "HollowayHouseLivingRoom">><<set $HollowayHouseElisesRoomBedtime to undefined>><<SetFlag "MagazineKnown">><<SetFlag "KidsAsleep">><<BabySitScore 1>><<TimePeriodHolloway>><</link>>
<<case "IntelligenceFail">>
"What about if I make up a story?" you say, eyeing the magical sparkles within the book.<br>
<br>
"Oh yes please!" Elise beams. "Can it be about princesses?"<br>
<br>
You shrug. "Okay. Once upon a time, there was a girl who moved to a faraway land."<br>
<br>
Elise's eyes widen. "Oh no. What was her name?"<br>
<br>
You stumble for a moment. "Emily."<br>
<br>
"That's a silly name," Elise comments.<br>
<br>
You wince, but continue. "Emily found the faraway land was ruled by some evil witches. They made the people in the town very sad."<br>
<br>
"Do they fly on brooms?" Elise asks you.<br>
<br>
You hold back a sigh. "No, not these witches. They cast very powerful magics on people. And made them act differently."<br>
<br>
Elise's eyes widen. "Did they dance on the spot forever?"<br>
<br>
"What?" you can't help but ask.<br>
<br>
"That's different," Elise says. "Mommy says that if I don't behave, she'll put a curse on me that will make me dance forever."<br>
<br>
You stare back at the girl, momentarily lost in your thoughts. "Your mum threatens to curse you?"<br>
<br>
Elise giggles. "What happened in the story?"<br>
<br>
You sigh. "She saved everyone."<br>
<br>
The young girl grimaces. "I don't like that story. There's nothing wrong with dancing."<br>
<br>
You take a deep breath, your concentration gone. "Bedtime," you say quickly, standing up. "You too, Teddy."<br>
<br>
He groans, but sulks out of the room. Elise smiles sweetly and turns away, drifting to sleep.<br>
<br>
<<ActionsHeader>>
<<link "Leave the kids to sleep" "HollowayHouseLivingRoom">><<set $HollowayHouseElisesRoomBedtime to undefined>><<SetFlag "KidsAsleep">><<TimePeriodHolloway>><</link>>
<<case "PutToBed">>
"No story for tonight," you tell Elise. "I have to, uh, get ready for school tomorrow."<br>
<br>
"But mommy always reads me a story!" she laments.<br>
<br>
"And she'll do it tomorrow," you reply. "Bedtime," you add, standing up. "You too, Teddy."<br>
<br>
He groans, but sulks out of the room. Elise pouts and turns away, but drifts asleep.<br>
<br>
<<ActionsHeader>>
<<link "Leave the kids to sleep" "HollowayHouseLivingRoom">><<set $HollowayHouseElisesRoomBedtime to undefined>><<SetFlag "KidsAsleep">><<TimePeriodHolloway>><</link>>
<</switch>><<widget "TimePeriodHolloway">>
<<if _args[0] is "End">>
<<set $TimePeriodHolloway to 4>>
<<else>>
<<if $TimePeriodHolloway is 0>>
<<EventTrigger "HollowayHouseLivingRoom" "Play" null null null null null null false>>
<<set $TimePeriodHolloway to 1>>
<<elseif $TimePeriodHolloway is 1>>
<<set $TimePeriodHolloway to 2>>
<<elseif $TimePeriodHolloway is 2>>
<<set $TimePeriodHolloway to 3>>
<<elseif $TimePeriodHolloway is 3>>
<<EventTrigger "HollowayHouseLivingRoom" "ReturnHome" null null null null null null false>>
<<set $TimePeriodHolloway to 4>>
<</if>>
<</if>>
<</widget>>
<<widget "HollowayKnowledge">>
<<if $HollowayKnowledge is undefined>><<set $HollowayKnowledge to {}>><</if>>
<<if $HollowayKnowledge[_args[0]] is undefined>><<set $HollowayKnowledge[_args[0]] to true>><</if>>
<</widget>>
<<widget "HollowayKnowledgeCheck">>
<<if $HollowayKnowledge isnot undefined and $HollowayKnowledge[_args[0]] is true>>
<<set _HollowayKnowledgeCheck to true>>
<<else>>
<<set _HollowayKnowledgeCheck to false>>
<</if>>
<</widget>>
<<widget "BabySitScore">>
<<if $BabySitScore is undefined>><<set $BabySitScore to 0>><</if>>
<<set $BabySitScore to $BabySitScore + _args[0]>>
<</widget>>
<<widget "BabySitScoreCheck">>
<<if $BabySitScore is undefined>>
<<set _BabySitScoreCheck to 0>>
<<else>>
<<set _BabySitScoreCheck to $BabySitScore>>
<</if>>
<</widget>>
<<widget "RichardStatOptions">>
<<set _AssertiveOption to 60>>
<<set _OrientationOption to 60>>
<<HollowayKnowledgeCheck "Investigation">>
<<if _HollowayKnowledgeCheck is true>><<set _AssertiveOption to _AssertiveOption - 5>><<set _OrientationOption to _OrientationOption - 5>><</if>>
<<HollowayKnowledgeCheck "Drink">>
<<if _HollowayKnowledgeCheck is true>><<set _AssertiveOption to _AssertiveOption - 5>><<set _OrientationOption to _OrientationOption - 5>><</if>>
<<HollowayKnowledgeCheck "CheerleaderCostume">>
<<if _HollowayKnowledgeCheck is true>><<set _AssertiveOption to _AssertiveOption - 5>><<set _OrientationOption to _OrientationOption - 5>><</if>>
<<HollowayKnowledgeCheck "Pigtails">>
<<if _HollowayKnowledgeCheck is true>><<set _AssertiveOption to _AssertiveOption - 5>><<set _OrientationOption to _OrientationOption - 5>><</if>>
<<HollowayKnowledgeCheck "BeachLoveLetters">>
<<if _HollowayKnowledgeCheck is true>><<set _AssertiveOption to _AssertiveOption - 5>><<set _OrientationOption to _OrientationOption - 5>><</if>>
<<HollowayKnowledgeCheck "BeachFootball">>
<<if _HollowayKnowledgeCheck is true>><<set _AssertiveOption to _AssertiveOption - 5>><<set _OrientationOption to _OrientationOption - 5>><</if>>
<<Flag "RichardDrinking">>
<<if _FlagReturn is true>><<set _AssertiveOption to _AssertiveOption - 5>><<set _OrientationOption to _OrientationOption - 5>><</if>>
<<CurrentOutfit>>
<<if _CurrentOutfit is "EleanoursCheerleaderOutfit">><<set _AssertiveOption to _AssertiveOption - 5>><<set _OrientationOption to _OrientationOption - 5>><</if>>
<<if $current.WigStyle is "Pigtails">><<set _OrientationOption to _OrientationOption - 5>><</if>>
<<if $current.drunk gte 1>><<set _OrientationOption to _OrientationOption - ($current.drunk * 5)>><</if>>
<</widget>>
<<widget "Quest33Reconcile">>
<<Flag "HeatherLoyal">>
<<if _FlagReturn is true>>
<<QuestTracker "Quest33" "complete">>
<<CovenRecruitAdd "Heather">>
<<ChangePersonalityStateNPC "Heather" "Free">>
<<QuestOptionComplete "Quest28" 1 "heather">>
<<AddNPCState "Heather" "Loyal" true>>
<<else>>
<<Flag "HeatherHelp">>
<<if _FlagReturn is true>>
<<QuestTracker "Quest33" "complete">>
<<CovenRecruitAdd "Heather">>
<<QuestOptionComplete "Quest28" 1 "heather">>
<<AddNPCState "Heather" "Help" true>>
<<else>>
<<QuestTracker "Quest33" "fail">>
<</if>>
<</if>>
<<set $HollowayKnowledge to undefined>>
<</widget>>
<<widget "BabySitterResult">>
<<BabySitScoreCheck>>
<<if _BabySitScoreCheck gte 2>><<CashFlow 2>>
<<elseif _BabySitScoreCheck is 1>><<CashFlow 1>>
<</if>>
<</widget>>
<<widget "WhatYouHaveLearnedDescription">>
/* Check all keys once */
<<HollowayKnowledgeCheck "Investigation">><<set _knowInvestigation to _HollowayKnowledgeCheck>>
<<HollowayKnowledgeCheck "Drink">><<set _knowDrink to _HollowayKnowledgeCheck>>
<<HollowayKnowledgeCheck "CheerleaderCostume">><<set _knowCheerleader to _HollowayKnowledgeCheck>>
<<HollowayKnowledgeCheck "Pigtails">><<set _knowPigtails to _HollowayKnowledgeCheck>>
<<HollowayKnowledgeCheck "BeachLoveLetters">><<set _knowLetters to _HollowayKnowledgeCheck>>
<<HollowayKnowledgeCheck "BeachFootball">><<set _knowFootball to _HollowayKnowledgeCheck>>
/* Find last Richard key for "And that" connector */
<<set _RichardCount to 0>><<set _lastRichard to "">>
<<if _knowInvestigation is true>><<set _RichardCount += 1>><<set _lastRichard to "Investigation">><</if>>
<<if _knowDrink is true>><<set _RichardCount += 1>><<set _lastRichard to "Drink">><</if>>
<<if _knowCheerleader is true>><<set _RichardCount += 1>><<set _lastRichard to "CheerleaderCostume">><</if>>
<<if _knowPigtails is true>><<set _RichardCount += 1>><<set _lastRichard to "Pigtails">><</if>>
/* Richard section */
You consider what you’ve learned about Richard whilst you’ve been here.
<<if _RichardCount is 0>>
Nothing of note, really. He seems like a pleasant, if dull, man.
<<else>>
<<if _knowInvestigation is true>><<if _RichardCount gt 1 and _lastRichard is "Investigation">> And that<<else>> That<</if>> he’s been looking into the swimming programme.<</if>>
<<if _knowDrink is true>><<if _RichardCount gt 1 and _lastRichard is "Drink">> And that<<else>> That<</if>> he has a secret drinking habit.<</if>>
<<if _knowCheerleader is true>><<if _RichardCount gt 1 and _lastRichard is "CheerleaderCostume">> And that<<else>> That<</if>> he keeps his wife’s old cheerleader costume.<</if>>
<<if _knowPigtails is true>><<if _RichardCount gt 1 and _lastRichard is "Pigtails">> And that<<else>> That<</if>> he has a thing for pigtails.<</if>>
<</if>>
<br>
<br>
/* Beach section */
<<if _knowLetters is true or _knowFootball is true>>
And as for Beach.
<<if _knowLetters is true and _knowFootball is true>>
That he used to write love letters to Eleanour. And that Teddy’s football was a gift from Beach.
<<elseif _knowLetters is true>>
That he used to write love letters to Eleanour.
<<else>>
That Teddy’s football was a gift from Beach.
<</if>>
<br>
<<else>>
As for Beach, you haven’t learned anything that connects him to the Holloways beyond what you already knew.<br>
<</if>>
<</widget>><b>Charlton Hotel - Billiards Room</b><br>
<img src="./images/Hotel_BilliardsRoom.png"><br>
<br>A dimly lit lounge room, full of leather-bound chairs, a small bar and a crackling fireplace. At the back rests a snooker table underneath dim lights.<br>
<<include "EventsHotelBilliardsRoom">>
<<if _currentEvent is undefined>>
<br>
<<ActionsHeader>>
<<link "Return to the lobby" "HotelLobby">><</link>>
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<switch _currentEvent>>
<<case "AndreaEntryMeeting1">>
<br>
As soon as you step inside, you feel eyes look up. The space is large yet intimate, featuring leather chairs around a fireplace, a small bar and snooker table. But the eyes draw your attention. Familiar eyes on unkind faces. Staring at you.<br>
<Br>
Coach Beach and Mr. Harrow stand over the snooker table, as Harrow lines up a shot. Behind him, lingering in the shadows, is Reagan, still dressed in her cheerleader uniform. Then, near the fire sitting opposite each other, is Christina and Headmaster Stitch.<Br>
<Br>
"Ah. Miss. Chambers," Stitch comments as you take a step in. "Just in time. We'll have whiskey. Neat. And please provide some water for the girls. Gentlemen, please sit down."<br>
<Br>
Harrow puts his cue down and walks with Beach to take a seat near the fireplace, winking as he sees you. Beach gives you a more concerned look. "She alright?" he asks. <Br>
<Br>
"I've prepared her," Reagan says, stepping out from the shadow towards you. "Come on, Andrea. Do as the headmaster says and serve our drinks. Wouldn't hurt to smile, too."<Br>
<Br>
Not wanting to blow your cover, you let a pleasant smile play out on your face and move behind the bar to prepare drinks. Reagan smirks and moves to lean against the armchair Harrow sits on.<Br>
<Br>
You look up whilst preparing to see Stitch eye her sharply. "Very good, Miss. Archer. Quite the preparation for a meeting that until this morning you had no idea was occurring."<br>
<Br>
There is a wavering of Harrow's smile, as he looks back at Reagan close to him. Unlike him, she doesn't flinch.<br>
<br>
<<if $PlayerCharacter.cheerleader is false and $Act1Epilogue is "Reject">>
"I'm always prepared," she murmurs. "Just in case some people aren't up to the task."<br>
<<else>>
"I'm always prepared," she murmurs. "At least Chrissie got one hire right."<Br>
<</if>>
<Br>
Her eyes flick over at Christina, who faces all of them. The two share smiles that are both laced with poison.<Br>
<Br>
Stitch looks over his shoulder at Reagan, then back to Christina with an appreciative smile at their contest. "Indeed," he adds. "Now that we're all here, let us begin."<Br>
<br>
<<ActionsHeader>>
<<link "Listen to Stitch as you make drinks" "HotelBilliardsRoomMeeting1">><<EventsCheckEnd "HotelBilliardsRoom" "AndreaEntryMeeting1">><</link>>
<<case "EmilyEntryMeeting1">>
<br>
As soon as you step inside, you feel eyes look up. The space is large yet intimate, featuring leather chairs around a fireplace, a small bar and snooker table. But the eyes draw your attention. Familiar eyes on unkind faces. Staring at you.<br>
<Br>
Coach Beach and Mr. Harrow stand over the snooker table, as Harrow lines up a shot. Behind him, lingering in the shadows, is Reagan, still dressed in her cheerleader uniform. Then, near the fire sitting opposite each other, is Christina and Headmaster Stitch.<Br>
<Br>
<<if $PlayerCharacter.cheerleader is false and $Act1Epilogue is "Reject">>
You sense a wave of magical energy rise up in both Christina and Reagan as soon as they see you. Reagan's is bold and unreserved. Christina, by contrast, seems less willing to engage you.<br>
<br>
"Cease," Stitch barks out as he snaps his fingers at the cheerleaders. Christina's internal power dissipates, but you still feel Reagan holding on to raw energy.<Br>
<br>
"I won't make Chrissie's mistake," Reagan snaps.<Br>
<br>
"You won't make any mistake," Stitch says, a thin smile forming. His eyes not drifting from you.<br>
<Br>
Reagan's power calms down, still bubbling inside her, but not increasing in strength. Christina avoids looking at you. In fact, she avoids looking at anyone.<br>
<br>
"How bold, Miss Phillips," Stitch says. "You're proving quite the mischief maker. Tell me, what did you hope to achieve by brazenly walking in here." He pauses, an eyebrow twitching. "Or perhaps you've come to join us."<Br>
<br>
"I..." you begin, but something stops you from speaking. You are frozen, almost in fear. By the sense of a presence somewhere in the hotel. A dark form, enveloping you.<br>
<bR>
"As much as I would like to continue this charade," Stitch continues without surprise. "We have matters to discuss. Private matters. Should you wish to participate, come and see me at school. We shall discuss the terms of your induction."<Br>
<Br>
His eyes flick to Reagan. "You may proceed. Just don't overdo it."<Br>
<bR>
Reagan licks her lips, moistening them. You sense her conjuring power, but the dark form in the hotel blocks any attempt for you to respond.<br>
<br>
"Fall asleep," Reagan purrs. "And let your memories drift as you slumber."<Br>
<Br>
You feel the spell take hold. The room darkens. And you pass out.<br>
<br>
<<ActionsHeader>>
<<link "Come to..." "TownCentre">>
<<EventsCheckEnd "HotelBilliardsRoom" "EmilyEntryMeeting1">>
<<EventTrigger "TownCentre" "TeacherMeetingFail" "Evening" null null null null null true>>
<<TimeChange>>
<</link>>
<<else>>
You sense a wave of magical energy rise up in both Christina and Reagan as soon as they see you. Reagan's is bold and unreserved. Christina, by contrast, is almost gleeful with how much she summons.<br>
<br>
"Cease," Stitch barks out as he snaps his fingers at the cheerleaders. Christina's internal power dissipates, but you still feel Reagan holding on to raw energy.<Br>
<br>
"Let me correct my compassionate mistake," Christina snaps.<Br>
<br>
"You won't make any mistake," Stitch says, a thin smile forming. His eyes not drifting from you.<br>
<Br>
Christina's power calms down, still bubbling inside her, but not increasing in strength. Reagan does the same.<br>
<br>
"How bold, Miss Phillips," Stitch says. "You're proving quite the mischief maker. Tell me, what did you hope to achieve by brazenly walking in here." He pauses, an eyebrow twitching. "Or perhaps you've come to join us."<Br>
<br>
"I..." you begin, but something stops you from speaking. You are frozen, almost in fear. By the sense of a presence somewhere in the hotel. A dark form, enveloping you.<br>
<bR>
"As much as I would like to continue this charade," Stitch continues without surprise. "We have matters to discuss. Private matters. Should you wish to participate, come and see me at school. We shall discuss the terms of your induction."<Br>
<Br>
His eyes flick to Christina. "You may proceed. Just don't overdo it."<Br>
<bR>
Christina gives you a cold smile. You sense her conjuring power, but the dark form in the hotel blocks any attempt for you to respond.<br>
<br>
"Fall asleep," Christina murmurs. "And let your memories drift as you slumber."<Br>
<Br>
You feel the spell take hold. The room darkens. And you pass out.<br>
<br>
<<ActionsHeader>>
<<link "Come to..." "TownCentre">>
<<EventsCheckEnd "HotelBilliardsRoom" "EmilyEntryMeeting1">>
<<EventTrigger "TownCentre" "TeacherMeetingFail" "Evening" null null null null null true>>
<<TimeChange>>
<</link>>
<</if>>
<<case "PCEntryMeeting1">>
<br>
As soon as you step inside, you feel eyes look up. The space is large yet intimate, featuring leather chairs around a fireplace, a small bar and snooker table. But the eyes draw your attention. Familiar eyes on unkind faces. Staring at you.<br>
<Br>
Coach Beach and Mr. Harrow stand over the snooker table, as Harrow lines up a shot. Behind him, lingering in the shadows, is Reagan, still dressed in her cheerleader uniform. Then, near the fire sitting opposite each other, is Christina and Headmaster Stitch.<Br>
<br>
<<if $current.female is true>>
You sense a wave of magical energy rise up in both Christina and Reagan as soon as they see you.<Br>
<br>
"Cease," Stitch barks out as he snaps his fingers at the cheerleaders. Christina's internal power dissipates, but you still feel Reagan holding on to raw energy.<Br>
<br>
"I think you have the wrong room, madam," Stitch tells you.<Br>
<br>
"I..." you begin, but something stops you from speaking. You are frozen, almost in fear. By the sense of a presence somewhere in the hotel. A dark form, enveloping you.<br>
<bR>
"Shall we mark her?" Reagan murmurs, just loud enough for you to hear.<br>
<Br>
"Silence!" Stitch spits at her, before returning to you. "You're Emily Phillips' sister, aren't you? Quite the coincidence you being here. I shall have to keep my eye on you, too."<Br>
<Br>
His eyes flick to Reagan. "You may proceed. Just don't overdo it."<Br>
<bR>
Reagan gives you a cold smile. You sense her conjuring power, but the dark form in the hotel blocks any attempt for you to respond.<br>
<br>
"Fall asleep," she murmurs. "And let your memories drift as you slumber."<Br>
<Br>
You feel the spell take hold. The room darkens. And you pass out.<br>
<br>
<<ActionsHeader>>
<<TattooCheck "Heart">><<if _TattooCheck is true>><<set _exitLocation to "TownCentre">><<else>><<set _exitLocation to "YourStreet">><</if>>
<<link "Come to..." _exitLocation>><<EventsCheckEnd "HotelBilliardsRoom" "PCEntryMeeting1">><<TeacherMeetingFailReconciliation>><</link>>
<<else>>
Christina and Reagan bristle as soon as they see you. You can't sense it in this form, but you suspect they are conjuring magic.<Br>
<br>
"Cease," Stitch barks out as he snaps his fingers at the cheerleaders. Christina visibly relaxes, but Reagan's hostility doesn't seem to wane.<Br>
<br>
"I think you have the wrong room, sir," Stitch tells you.<Br>
<br>
"I..." you begin, but something stops you from speaking. You are frozen, almost in fear. By the sense of a presence somewhere in the hotel. A dark form, enveloping you.<br>
<bR>
"Shall we mark him?" Reagan murmurs, just loud enough for you to hear.<br>
<Br>
"Silence!" Stitch spits at her, before returning to you. "You're Emily Phillips' brother, aren't you? Quite the coincidence you being here. I shall have to keep my eye on you, too."<Br>
<Br>
His eyes flick to Reagan. "You may proceed. Just don't overdo it."<Br>
<bR>
Reagan gives you a cold smile. Her expression hardens as she focuses on you, but the dark form in the hotel blocks any attempt for you to respond.<br>
<br>
"Fall asleep," she murmurs. "And let your memories drift as you slumber."<Br>
<Br>
You feel the spell take hold. The room darkens. And you pass out.<br>
<br>
<<ActionsHeader>>
<<TattooCheck "Heart">><<if _TattooCheck is true>><<set _exitLocation to "TownCentre">><<else>><<set _exitLocation to "YourStreet">><</if>>
<<link "Come to..." _exitLocation>><<EventsCheckEnd "HotelBilliardsRoom" "PCEntryMeeting1">><<TeacherMeetingFailReconciliation>><</link>>
<</if>>
<<case "EntryMeeting1">>
<br>
As soon as you step inside, you feel eyes look up. The space is large yet intimate, featuring leather chairs around a fireplace, a small bar and snooker table. But the eyes draw your attention. Familiar eyes on unkind faces. Staring at you.<br>
<Br>
Coach Beach and Mr. Harrow stand over the snooker table, as Harrow lines up a shot. Behind him, lingering in the shadows, is Reagan, still dressed in her cheerleader uniform. Then, near the fire sitting opposite each other, is Christina and Headmaster Stitch.<Br>
<br>
<<if $current.avatar is "Jennifer">>
You sense a wave of magical energy rise up in both Christina and Reagan as soon as they see you, their eyes wide with horror.<Br>
<br>
"Cease," Stitch barks out as he snaps his fingers at the cheerleaders. Christina's internal power dissipates, but you still feel Reagan holding on to raw energy.<Br>
<br>
"I think you have the wrong room, Miss Chambers," Stitch tells you.<Br>
<br>
"I..." you begin, but something stops you from speaking. You are frozen, almost in fear. By the sense of a presence somewhere in the hotel. A dark form, enveloping you.<br>
<bR>
"Perhaps our unwritten agreement of mutual non-interference needed to be more formal," Stitch begins. "Still, it surprises me that you should appear here, at this time."<br>
<Br>
His eyes flick to Reagan. "You may proceed. Just don't overdo it."<Br>
<bR>
Reagan gives you a cold smile. You sense her conjuring power, but the dark form in the hotel blocks any attempt for you to respond.<br>
<br>
"Fall asleep," she murmurs. "And let your memories drift as you slumber."<Br>
<Br>
You feel the spell take hold. The room darkens. And you pass out.<br>
<<else>>
You sense a wave of magical energy rise up in both Christina and Reagan as soon as they see you, their eyes wide with horror.<Br>
<br>
"Cease," Stitch barks out as he snaps his fingers at the cheerleaders. Christina's internal power dissipates, but you still feel Reagan holding on to raw energy.<Br>
<br>
"I think you have the wrong room, madam," Stitch tells you.<Br>
<br>
"I..." you begin, but something stops you from speaking. You are frozen, almost in fear. By the sense of a presence somewhere in the hotel. A dark form, enveloping you.<br>
<bR>
"Let's assume this is an accident," Stitch begins. "Though I wouldn't be so quick to wander where you don't belong in future."<br>
<Br>
His eyes flick to Reagan. "You may proceed. Just don't overdo it."<Br>
<bR>
Reagan gives you a cold smile. You sense her conjuring power, but the dark form in the hotel blocks any attempt for you to respond.<br>
<br>
"Fall asleep," she murmurs. "And let your memories drift as you slumber."<Br>
<Br>
You feel the spell take hold. The room darkens. And you pass out.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Come to..." "TownCentre">>
<<EventsCheckEnd "HotelBilliardsRoom" "EntryMeeting1">>
<<EventTrigger "TownCentre" "TeacherMeetingFail" "Evening" null null null null null true>>
<<TimeChange>>
<</link>>
<<case "AndreaEntryMeeting2">>
<br>
The billiards room is just as you remember it. Leather chairs, low lighting, the smell of whiskey and old smoke. But the atmosphere has shifted. The last time you were here, there was anticipation. Now there is urgency.<br>
<br>
Beach and Harrow are at the snooker table again, but neither is playing. They stand with cues in hand, talking in low voices. Reagan leans against the mantelpiece, arms folded. Christina sits in the armchair nearest the fire, her posture rigid.<br>
<br>
Stitch stands at the centre of the room. He turns when you enter.<br>
<br>
"Ah. Miss Chambers." He gestures to the bar without looking at it. "The usual. And be quick about it."<br>
<br>
You move behind the bar, pouring whiskey and water as you did before. Reagan watches you with cold eyes. Christina doesn't look up.<br>
<br>
"Now that we're all here," Stitch begins, adjusting his cuffs. "Let us review our progress."<br>
<br>
<<ActionsHeader>>
<<link "Listen to Stitch as you make drinks" "HotelBilliardsRoomMeeting2">><<EventsCheckEnd "HotelBilliardsRoom" "AndreaEntryMeeting2">><</link>>
<</switch>><<switch $HotelBilliardsRoomMeeting1>>
<<case undefined>>
You pour whiskey from a bottle across three glasses as Stitch begins. "To the matter at hand. Our Prom is at risk this year. Putting aside the meddling of Miss Phillips, our cheerleading squad is now one member short."<Br>
<Br>
<<if $PlayerCharacter.cheerleader is false and $Act1Epilogue is "Reject">>
Stitch looks over to Christina, a condescending smile forming on his lips. "Have you identified any suitable candidates? Or should I delegate this task to a girl that isn't bested by her peers?" His eyes flicker over to Reagan briefly before turning back to her. <Br>
<br>
"She surprised me," Christina mutters with a degree of trepidation. "It won't happen again."<bR>
<<elseif $PlayerCharacter.CheerleaderExpelled is true>>
Stitch looks over to Christina, a condescending smile forming on his lips. "Have you identified any suitable candidates? Or should I delegate this task to a girl that hasn't seen two of her nominations be cast out of the squad?" His eyes flicker over to Reagan briefly before turning back to her. <Br>
<br>
"Em seemed like a good fit," Christina mutters with a degree of trepidation. "It won't happen again."<br>
<<else>>
Stitch looks over to Christina, a condescending smile forming on his lips. "Have you identified any suitable candidates? Or should I delegate this task to a girl that hasn't waited almost a year to find a replacement for the drop-out she recruited?" His eyes flicker over to Reagan briefly before turning back to her.<Br>
<br>
"Tandi seemed like a good fit," Christina mutters with a degree of trepidation. "It won't happen again."<br>
<</if>>
<br>
"I hope not. For your sake," Stitch replies. "There are those all-too willing to lead, if the role proves too much for you." He again glances at Reagan, watching her smile.<Br>
<br>
You move over to the group with a tray, tottering in your heels as you do so. Harrow flashes you a smile as you lean over and give him a glass of whiskey. Beach's eyes drift over your legs. Stitch doesn't even meet your eyeline as he takes the glass from you.<br>
<br>
"There's not much time," Christina replies as you return to the bar. "No one stands out. Maybe Chantelle, or Heather at a push."<Br>
<Br>
Stitch bristles at the names. "Miss Oates is a wallflower. And Chantelle's loyalty is questionable."<br>
<br>
"What about Liz Pleasant?" Reagan chimes in. <br>
<Br>
All eyes turn to her, as silence descends on the room. You catch Stitch eye Harrow darkly before he speaks. "The delinquent?" <Br>
<Br>
<<QuestState "Quest9">><<QuestStatus "Quest9">>
<<if _QuestState gte 6 or _QuestStatus is "complete">>
Christina smiles for the first time in this meeting, eyes gleaming as she snorts. "Emily made her forget everything she knew about magic. Has your memory dulled with all those enhancement charms you're casting, Reagan?"<Br>
<Br>
"So she said," Reagan replies. "But I think we've seen that what Emily says shouldn't be taken as gospel, Chrissie." <BR>
<<else>>
Christina smiles for the first time in this meeting, eyes gleaming as she snorts. "I know you're a little out of touch with looks, Reagan. But Liz doesn't exactly scream out like she wants to be a cheerleader."<br>
<br>
"Oh I would never have guessed," Reagan sardonically replies. "With insight like that it's a wonder your last recruit turned out to be a snake in the grass, Chrissie."<Br>
<</if>>
<Br>
"Besides," Reagan continues after throwing a smile at Christina. "People can be shaped. Memories changed. A nudge here, a charm there. She'll be cheering for footballers before she knows what's happening."<Br>
<Br>
You pour out two glasses of water and return to the group, handing them to Christina and Reagan. They barely acknowledge your presence as they take their glasses. Christina instead glares back at Reagan, her smile long gone. <Br>
<Br>
Just as you think she's about to speak, Stitch interjects. "An amusing suggestion, Reagan. To turn your enemies to your will is an ambitious concept. But worth exploring. Don't you think, Christina?"<Br>
<Br>
Without waiting for an answer, Stitch continues. "Now. The second point of order. Our plan."<Br>
<br>
Standing beside Reagan, you realise she is looking at you. You almost jump when you meet her glare. "The bar, Andrea. And you will forget everything you've heard here, won't you?"<Br>
<Br>
Nodding, you walk back behind the bar, standing as idle and vacant as you can project. <Br>
<Br>
<<ActionsHeader>>
<<link "Listen to Stitch's plan" "HotelBilliardsRoomMeeting1">><<set $HotelBilliardsRoomMeeting1 to "Plan">><</link>>
<<case "Plan">>
"Each prom requires a concerted effort from our cheerleaders," Stitch continues to speak, addressing the room but giving special attention to Christina and Reagan. "There will be changes to the syllabus as preparation for the ritual. You will be expected to participate. Earning badges is necessary to keep up appearances."<Br>
<Br>
His eyes linger between Reagan and Christina. "In years gone by, some of our girls have struggled with balancing the demands of the ritual with the lure of our Miss Charlton crown. Compete as you wish, but the coven has tasks to perform away from the crowning ceremony to ensure success. You understand which of you should wear the crown at the end of the evening, don't you?"<Br>
<Br>
Christina and Reagan share a look. "What about the effects of the ritual?" Reagan asks after a moment, turning back to Stitch.<Br>
<Br>
A thin smile plays across his lips. "Only Miss Charlton is given the privilege of being exempt. Therefore, choose wisely in your lessons. One of you will find themselves living with the consequences."<Br>
<bR>
Stitch looks between the two of them, smile fading. "We shall reconvene when you have completed your coven and learned the ritual. Ms. Delacroix will be waiting at the Ace of Hearts to provide instruction." He focuses on Christina, staring at her with cold eyes. "Can you perform this task, Christina? Or should I defer to Reagan?"<Br>
<br>
Christina glances over to the other cheerleader, then nods to Stitch. "I'll do as you ask." <bR>
<Br>
A menacing smile spreads across Stitch's face. "Good. We shall reconvene once the finalists for Miss Charlton have been confirmed. Unless there is anything else?" <Br>
<BR>
When no one says a word, Stitch gestures to the door. "Dismissed." Only then does he look back to you. "You too. Your services are no longer required."<br>
<Br>
Christina and Reagan stand and walk towards the exit. You watch as Harrow and Beach move to the snooker table, taking up cues. Stitch watches you with interest and you feel the primal need to exit too.<Br>
<Br>
<<ActionsHeader>>
<<link "Leave and return to the lobby" "HotelLobby">><<QuestTracker "Quest25" 1>><<TimeChange>><<set $HotelBilliardsRoomMeeting1 to undefined>><</link>>
<</switch>><<switch $HotelBilliardsRoomMeeting2>>
<<case undefined>>
You pour the whiskey as Stitch addresses the room. "The ritual. Christina?"<br>
<br>
Christina looks up. "It's ready." Her voice is flat. Controlled. "Ms. Delacroix has completed the training. The coven can perform it." She smiles thinly. "I know what I have to do."<br>
<br>
Stitch nods. A single, sharp nod. "Good. And the finalists?"<br>
<br>
He pulls his pocketbook from his jacket and flips through it. "Reagan. Christina." He glances between them. "As expected. One of you will wear the crown. And one of you will not."<br>
<br>
Reagan's jaw tightens. Christina stares at the fire.<br>
<br>
"One of you will be the activator of the spell," Stitch continues. "Who that may be, I don't care. So long as you remember that once you're up there, the ritual is what matters."<br>
<br>
He lets the words hang. Neither girl reacts, but you feel the temperature in the room drop.<br>
<br>
<<if $MissCharltonFinalists.includes("Emily")>>
Christina's head snaps up. "Why is Phillips a finalist?"<br>
<br>
Stitch regards her calmly. "Because she has power. And I would rather she is in sight of all, on that stage, than tampering in the audience." He closes his pocketbook. "Besides. Miss Phillips may yet come around to our way of thinking. She showed promise at the dinner."<br>
<br>
He looks towards the fire. "Who wears the crown may surprise us all. I pray for both of your sakes it's not her." He gives them a cold smile. "Those badges will work their magics on anyone without that crown."<br>
<br>
"But the ritual..." Christina stammers. "What if -"<br>
<br>
"The ritual will be cast regardless," Stitch snaps. "If Phillips bests you both, I expect the coven to amend their casting." He holds his stare, eyes flicking from Reagan to Christina. "One way or the other, that ritual will take place. Else, you will face my full wrath."<br>
<br>
Christina looks over to Reagan. Both share a scared look.<br>
<<else>>
Stitch consults his pocketbook. "The third finalist poses no threat. I should hope." His eyes drift to Reagan. "The votes should fall towards Christina. Unless someone is undermining her position."<br>
<br>
Reagan holds his gaze without flinching. "Why would I do that? Chrissie's doing a fine job of undermining herself."<br>
<br>
Christina's knuckles whiten on the armrest. "What of Phillips?" she snaps at the headmaster. "She's getting awfully close to interfering."<br>
<br>
Stitch regards her calmly, closing his pocketbook. "She is of little concern. Besides, Miss Phillips may yet come around to our way of thinking. She holds much power."<br>
<br>
"But the ritual..." Christina stammers. "What if -"<br>
<br>
"The ritual will be cast regardless," Stitch snaps. "If Phillips finds a way to interfere, I expect the coven to deal with it." He holds his stare, eyes flicking from Reagan to Christina. "One way or the other, that ritual will take place. Else, you will face my full wrath."<br>
<br>
Christina looks over to Reagan. Both share a scared look.<br>
<</if>>
<br>
You bring the drinks over. Harrow takes his with a wink. Beach takes his without looking at you. Stitch takes his without acknowledging you exist. You set the water down for Christina and Reagan and retreat to the bar.<br>
<br>
<<ActionsHeader>>
<<link "Continue listening" "HotelBilliardsRoomMeeting2">><<set $HotelBilliardsRoomMeeting2 to "Security">><</link>>
<<case "Security">>
"Now," Stitch says, swirling his whiskey. "To the details of how to deal with her."<br>
<br>
Christina leans forward. "She is planning something. I can feel it."<br>
<br>
"Of course she is," Stitch replies. "Which is why precautions will be in place." He turns to Beach. "Coach. You will patrol outside the gymnasium on the evening of the prom. No one enters without authorisation."<br>
<br>
Beach nods, folding his thick arms. "And if someone tries?"<br>
<br>
"Detain them," Stitch says simply. "Mrs. DeBussy will assist you. If anyone outside of the coven is found on school grounds during the ritual, they will be dealt with. Swiftly."<br>
<br>
You feel a chill run down your spine. They're locking the school down. Whatever you're planning, you'll need to find a way past Beach and DeBussy.<br>
<br>
Stitch sets down his glass. "With the ritual spell learned and the finalists confirmed, we move to final preparations." He counts off on his fingers. "The prom arrangements must be cursed. Makeup from the spa. Corsages from the Florist. Outfits from Evans. Each one layered with the appropriate enchantments."<br>
<br>
He pauses, his expression souring. "And do try not to foul up your tasks before Mr. Oakswood arrives. The local paper will be attending the school this week to write an article about the prom. I want nothing out of place."<br>
<br>
He looks around the room, meeting each pair of eyes in turn. "Return to me when the curses are in place. Then we will set our plans in motion."<br>
<br>
When no one speaks, Stitch gestures to the door. "Dismissed." His eyes find you behind the bar. "You too, Miss Chambers. Your services are no longer required."<br>
<br>
Christina stands first, walking out without a word. Reagan follows, pausing at the door to glance back at you. Her eyes linger for a moment longer than they should. Then she's gone.<br>
<br>
Beach and Harrow move back to the snooker table. Stitch watches you with cold, patient eyes until you step out from behind the bar.<br>
<br>
<<ActionsHeader>>
<<link "Leave and return to the lobby" "HotelLobby">><<QuestTracker "Quest25" 4>><<TimeChange>><<set $HotelBilliardsRoomMeeting2 to undefined>><</link>>
<</switch>><b>Charlton Hotel - Cellar</b><br>
<img src="./images/Hotel_Cellar.png"><br>
<br>A maze of kegs, barrels, tubing and piping. Every type of alcohol imaginable is stored haphazardly in the cramped space underneath the hotel.<br>
<br>
<<ActionsHeader>>
[[Go upstairs->HotelLobby]]<b>Charlton Hotel - First Floor</b><br>
<img src="./images/Hotel_FirstFloor.png"><br>
<br>The corridor is quiet and dimly lit. Barely a whisper can be heard from downstairs or behind the many guest rooms whose countless doors line the hall.<br>
<br>
<<InventoryCheckSelf "KeyMaid">>
<<if _InventoryCheckSelf is true>>
The hotel rooms each have a sturdy lock that keeps guests' activities private. But now that you have the skeleton key, getting access to the rooms will be no problem.<br>
<br>
<<ActionsHeader>>
[[Go to Room 101->HotelRoom101]]<br>
<<link "Go to Room 102">>
<<NPCLocationCheck "Thompson">>
<<if _NPCLocationCheck is "HotelRoom102" and setup.period[$periodCurrent] is "Evening">><<goto "HotelRoom102Locked">>
<<else>><<goto "HotelRoom102">><</if>>
<</link>><br>
[[Go to Room 103->HotelRoom103]]<br>
[[Go downstairs->HotelLobby]]
<<else>>
You look at the doors. Each one has a sturdy lock that would fit an old key. To get into the rooms, you realise, you’ll need the key for the room. Although the staff should have a skeleton key for easy access, you ponder.<br>
<br>
<<ActionsHeader>>
<<link "Go downstairs" "HotelLobby">><<TaskTracker "Task3" "active">><</link>>
<</if>>You try the door to Room 102, but it’s locked. You can hear a muffled voice from inside. It sounds like Thompson. But you can’t get in.<br>
<br>
<<if $current.avatar is "Annie">>
"Mr. Thompson," you call out. "It's me. Annie."<br>
<<else>>
"Hello?" you call out. "Is anyone in there?"<br>
<</if>>
<br>
But there is no response. You try the door again, but it’s still locked. Strange, you think. For now you'll have to leave it. You can always come back later.<br>
<br>
<b><i>Dev Note</i> - This is WIP and will be updated when the Thompson scene is ready to be added.</b><br>
<br>
<<ActionsHeader>>
<<link "Go back to the corridor" "HotelFirstFloor">><</link>><b>Charlton Hotel - Kitchen</b><br>
<img src="./images/Hotel_Kitchen.png"><br>
<br>The kitchen is all steel and steam. Industrial counters, open burners, and racks lined with mismatched pans. The floor is matte ceramic, dark and practical, worn in places to a shine by years of staff pacing the same frantic routes. It smells alive, like heat and movement and pressure.<br>
<<include "EventsHotelKitchen">>
<<if _currentEvent is undefined>>
<br>
<<ActionsHeader>>
[[Go to reception->HotelLobby]]
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<if _currentEvent is "MaidJob">>
<<CheckFirst "HotelKitchenMaid">>
<<if _CheckFirst is false>>
<Br>
The scent hits first. Rich food, hot oil, something searing in butter. The floor tiles are slick beneath your heels. Pans clang. Something hisses.<br>
<br>
Pierre stands at the far counter, a blur of motion and scowls. He’s tall, wiry, with a mop of dark curls barely kept under a white cap. His chef’s jacket is stained with sauces. His sleeves are rolled to the elbows, revealing forearms covered in small burns and tattoos. He chops rapidly, viciously, as if punishing the vegetables beneath his knife. <br>
<br>
He glances up. Groans. “Mon dieu! Another one. You’re late,” he barks. “Typical. English girls! Always slow, always preening. Do you think the dishes care about your pretty little smile, hmm?”<Br>
<Br>
You open your mouth, but he’s already pointing with the knife. “Sink. Now. You are dishes girl. You think I will waste my time showing you? Pfftt.”<br>
<br>
Before you can step back, he’s behind you. His hands - calloused, rough - grab your wrists and move them to the sink. The spray of hot water stings your hands, and suds fly as he forces your fingers around a plate.<Br>
<br>
“You scrub, like this. No prissy little swirls. This is not a spa day, ma chérie!” Suds splatter across your sleeves, seeping into the lace. A streak lands dangerously close to your collar. “You get wet. You stink like grease. This is kitchen work!”<Br>
<br>
You try to nod, but he’s not done.<br>
<br>
“Don’t ruin your nails?” he mocks, a cruel curl to his lip. “Tant pis! Then break them. Lazy girls like you, always acting like the world owes you a clean plate.”<br>
<br>
He presses too close. His chest against your back. Breath hot near your ear as he forces your hands through the motions once more. Then, as quickly as he started, he steps away.<br>
<br>
“Do not stop scrubbing. When I come back, if I see spots, you start again.”<Br>
<br>
He marches off, barking orders at someone else already. You’re left alone at the sink. Wet. Sudsy. Heart racing.<Br>
<<else>>
<br>
The kitchen heat wraps around you the moment you push through the doors. Steam, smoke, garlic, oil. The same blend that clings to your hair long after the shift ends. Pierre doesn’t even look up when he hears your heels.<br>
<br>
“Enfin. You remember the way to the sink, oui?” he calls, knife already flashing through a pile of carrots. “You make yourself useful.”<Br>
<br>
You don’t argue. You know better. He wipes his hands on a towel, stomps across the kitchen, and once again places his hands on your waist - not too firm, but not gentle either - as he steers you into position at the deep industrial sink.<br>
<br>
“You know what to do,” he mutters near your ear. “And this time, no half-scrubbed cutlery, s’il vous plaît. I don’t have time to re-wash everything because some princess doesn’t want suds on her dress.”<br>
<br>
You feel the spray hit your arms. The lace dampens almost immediately.
<br>
Pierre steps back, nodding. “Good girl.”<br>
<br>
He turns, barking an order at a sous chef as he moves away. You’re left alone again at the sink. Surrounded by steam. And silverware.<Br>
<</if>>
<Br>
<<ActionsHeader>>
<<CompulsionCheck "HouseProud">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[House Proud] </span><<link "Clean the dishes diligently" "HotelKitchenMaid">><<AddFirst "HotelKitchenMaid">><<EventsCheckEnd "HotelKitchen" "MaidJob">><<set $HotelKitchenMaid to "WashHouseProud">><</link>><br>
<</if>>
<<link "Start to clean" "HotelKitchenMaid">><<set $HotelKitchenMaid to "WashClean">><<AddFirst "HotelKitchenMaid">><<EventsCheckEnd "HotelKitchen" "MaidJob">><</link>><br>
<</if>><<if $HotelKitchenMaid is "GetChanged">>
<<CheckFirst "HotelKitchenMaid">>
<<if _CheckFirst is false>>
You peel away your clothes with mechanical movements, folding them neatly onto the bench beside the locker. For a moment, you hesitate, just looking at the uniform laid out before you. It’s absurd. Sexy. Impractical. <Br>
<br>
You slide into the dress.<br>
<br>
It hugs close where it shouldn’t. The fabric is light, clinging to your form with an unsettling accuracy, and the lace feels more decorative than functional. You tug at the hem, but it barely grazes mid-thigh.<br>
<br>
The stockings whisper as you pull them up your legs. The heels are a battle of their own. Unsteady, sculpted things that force your hips into a sway you didn’t ask for.<br>
<br>
By the time you leave the locker room, the echo of your footsteps down the hallway seems… louder. More noticed. Staff glance as you pass. Guests turn. A man gives a second glance, smiling to himself. You feel exposed. Like decoration.<br>
<br>
You reach the kitchen doors and push through.<br>
<<else>>
You slip out of your clothes with practiced ease, folding them with care. The uniform waits for you like a second skin. You no longer hesitate.<br>
<br>
The dress slides on smoothly now, its cut familiar, its cling expected. It cinches at the waist and lifts in all the right places. You adjust the hem, but not to tug it lower. Just to smooth it flat.<br>
<Br>
Stockings stretch up your thighs with a whisper, and the once challenging heels now feel natural. Even flattering. You move differently in them. You know it.<br>
<br>
You step out into the hallway. You’re not sure if you’ve stopped noticing the stares… or if you’ve just started accepting them.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Enter the kitchen" "HotelKitchen">>
<<EventTrigger "HotelKitchen" "MaidJob" "Evening" null "Emily" null null null true>>
<<NPCKnown "Pierre">>
<<set $HotelKitchenMaid to undefined>>
<<DialogueSpokenSecretKnown "Emily" "EmilyMaidJob">><<if _Discussed is false>><<EventTrigger "YourHome" "EmilyReactMaidJobSeen" "Evening" "Emily" null null null null false>><<EventsCancel "YourHome" "EmilyReactMaidJob">><</if>>
<</link>>
<<elseif $HotelKitchenMaid is "WashHouseProud">>
You don’t even think about it. The second your hands are in the water, something just… clicks. A rhythm. A pull. You scrub the dishes with careful attention, polishing each plate until it gleams. Cutlery gets stacked in perfect alignment. Pans lose their grease like a challenge you’re eager to meet.<Br>
<br>
You’re not doing this because you want to. Not exactly. You’re doing it because it feels right.<Br>
<Br>
Natural.<br>
<br>
The scent of lemon soap, the clink of clean plates. There’s comfort in it. Focus. Order. You lose track of time, only surfacing when you realise you’re halfway through the stack without noticing the minutes pass.<br>
<br>
Pierre circles you a few times, arms folded. He watches without comment. Until finally, he grunts. “Hmph. Surprised,” he mutters. “Didn’t think lazy English girls knew how to work.”<Br>
<br>
You don’t say anything. But part of you is… pleased. Not at him. At the result. At the shine.<br>
<br>
By the end of your shift, your arms ache and the front of your uniform is damp with soapy water. But the sinks are empty, and everything is exactly where it should be. Pierre even reaches into the tip jar near the door and stuffs a wad of notes in your hands.<br>
<br>
You exhale. Satisfied.<br>
<br>
Even if you know you shouldn’t be.<br>
<br>
<<ActionsHeader>>
<<link "Finish your shift, change and leave" "TownCentre">><<TimeChange>><<set $HotelKitchenMaid to undefined>><<CashFlow 2>><</link>>
<<QuestOptionCheck "Quest27" 0 "marjorie">>
<<if _QuestOptionCheck is true>><br><<link "Finish your shift and wait in the lobby for Marjorie" "HotelLobby">><<TimeChange>><<EventTrigger "HotelLobby" "MarjorieWait" null null null null null null false>><<set $HotelKitchenMaid to undefined>><<CashFlow 2>><</link>><</if>>
<<elseif $HotelKitchenMaid is "WashClean">>
You roll up your sleeves and try to focus. The water is hot. The pile of dishes, endless. You do your best to scrub with purpose, but the pressure of doing it right weighs heavy.<Br>
<br>
And Pierre wastes no time making it worse.<br>
<br>
“Non, non, non!” he snaps, swooping in like a hawk. “You clean like a girl who has never worked a day in her life. Look! Look at this pan! What is this? English laziness? Oui?”<br>
<br>
You grit your teeth.<br>
<br>
He steps in behind you, muttering in French. His hands reach around, grabbing yours, forcing them into the soapy water.<br>
<br>
“This is how you scrub. With force. With purpose. Not like some dainty little mouse too afraid to chip her precious nails.”<Br>
<br>
He presses in closer, his body heavy and invasive. His breath hot and sour near your ear. “You girls are always the same. No discipline. No pride.”<br>
<br>
Your stomach tightens. The closeness. The stink of cigarette smoke and sweat. The roughness of his grip. And his crotch, pushing against you, undeniably there, pressing into the back of your uniform.<Br>
<br>
You try to keep breathing steady. Try to stay focused on the task. He says he’s teaching.<br>
<br>
But it feels like something else.<Br>
<Br>
<<ActionsHeader>>
<<CompulsionCheck "DutifulDoer">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Dutiful Doer] </span><<link "Do as he says" "HotelKitchenMaid">><<set $HotelKitchenMaid to "TeachingDoer">><</link>><br>
<</if>>
<<StatCheckOrientation "gt" 10 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Grind back against him">>
<<if _StatCheckOrientation is true>><<link _StatOrientationProbability "HotelKitchenMaid">><<set $HotelKitchenMaid to "TeachingFlirtPass">><</link>><br>
<<else>><<link _StatOrientationProbability "HotelKitchenMaid">><<set $HotelKitchenMaid to "TeachingFlirtFail">><<Orientation 1>><</link>><br><</if>>
<<link "Listen to his advice" "HotelKitchenMaid">><<set $HotelKitchenMaid to "TeachingAdvice">><<Assertive -1>><</link>><br>
<<link "Wrestle out of his grip" "HotelKitchenMaid">><<set $HotelKitchenMaid to "TeachingWrestle">><<Assertive 1>><</link>><br>
<<elseif $HotelKitchenMaid is "TeachingDoer">>
You don't pull away. You don't even think about pulling away. There’s a voice in the back of your mind murmuring that this isn’t right. That you shouldn’t let him touch you like this. That this isn't what you signed up for. But it's drowned out by something deeper. A heavy, compelling instinct.<Br>
<br>
He's your superior.<Br>
<br>
That thought alone sits like an anchor in your chest. Of course you should listen. Of course you should follow his instructions. That’s what you’re here to do. To work. To be helpful. To please.<Br>
<br>
Pierre keeps moving behind you. Rough. Impatient. His fingers dig into yours as he corrects your grip on a plate, his body pressing close enough that you can feel the outline of his belt buckle through your skirt. “You see? That’s how you scrub,” he mutters, breath hot and thick with smoke. “Not so complicated. Even an English girl can get it right with enough repetition.”<br>
<br>
You nod. Obedient. Automatic.<Br>
<br>
Throughout the shift, he returns again and again - adjusting your posture, repositioning your hands, chastising your speed. And each time, he gets closer. The hem of your uniform is damp, clinging to your thighs from the splashing. Soapy water trails down your arms. Suds stain your apron. And still, you just… let it happen.<br>
<br>
You can’t tell him to stop. Something in you just won’t allow it.<br>
<br>
By the end of your shift, your arms ache. Your fingers are pruned and raw. But more than that, you’re flustered. Your cheeks are warm, your breath shallow.<Br>
<br>
And you don't know if it’s the exertion... the heat of the kitchen... or the constant press of Pierre’s body. Probably all of it.<br>
<br>
He grunts, tossing his towel onto a counter. “Not bad,” he says. “Not good, either. But you tried.”<Br>
<br>
He nods toward the battered tin on the far side of the counter. “Take something from the tip jar. One coin. You’ve earned it.”<br>
<br>
You nod again. Still silent. Still obedient.<br>
<br>
Your hands tremble as you dry them.<br>
<br>
<<ActionsHeader>>
<<link "Finish your shift, change and leave" "TownCentre">><<TimeChange>><<set $HotelKitchenMaid to undefined>><<CashFlow 1>><</link>>
<<QuestOptionCheck "Quest27" 0 "marjorie">>
<<if _QuestOptionCheck is true>><br><<link "Finish your shift and wait in the lobby for Marjorie" "HotelLobby">><<TimeChange>><<EventTrigger "HotelLobby" "MarjorieWait" null null null null null null false>><<set $HotelKitchenMaid to undefined>><<CashFlow 1>><</link>><</if>>
<<elseif $HotelKitchenMaid is "TeachingFlirtPass">>
You feel Pierre behind you. Too close, too heavy, too certain. And for one sickening second, you're frozen. But then... something clicks.<br>
<br>
So, slowly, you shift. The smallest roll of your hips. Nothing exaggerated. Nothing overt. Just… receptive.<br>
<br>
Pierre stills. You don’t turn. Don’t acknowledge him. Just keep scrubbing. Let your hips sway slightly with the rhythm of the plates. The water sloshes. The spray catches the hem of your skirt.<Br>
<br>
Behind you, he exhales. Low and long. “Ah… enfin,” he murmurs. “Now you understand,” he says, barely audible. “Work with the rhythm. Let the motion flow through you.”<br>
<br>
You don’t reply. You can’t. But you grind back against him, rolling your bum around against his groin, feeling his junk stiffen against your rear.<Br>
<br>
His hands creep out of the sink, and rise up to your hips. The dirty dishwater soaking into your uniform. Then, further. Up around your waist. Underneath your arms. And as you continue to scrub, his hands cup your breasts.<br>
<br>
“This is what you want, mademoiselle?” he purrs, mouth close to your ear. “You like feeling dirty?”<Br>
<br>
You search for any other staff in the corners of your eyes, but it's just you and Pierre. His fingers, wet with dirty dishwater, pull at your top. You know this is your last chance to try to stop him.<br>
<br>
<I>If you want to...</i><br>
<br>
<<ActionsHeader>>
<<link "Let him continue" "HotelKitchenMaid">><<set $HotelKitchenMaid to "TeachingFlirtAccept">><<Orientation 1>><</link>><br>
<<link "Slap him off" "HotelKitchenMaid">><<set $HotelKitchenMaid to "TeachingFlirtPushBack">><</link>><br>
<<elseif $HotelKitchenMaid is "TeachingFlirtAccept">>
You say nothing. He takes it as a sign to continue. His fingers roughly pull at your breasts, water soaking into your top. Then, with a flick that seems practiced, you feel his cold hands enter your top, playing with your nipples.<br>
<br>
You pant as you try to focus on the dishes, feeling your legs almost buckle from the sensations. Your uniform clings to your body, soaked through with greasy water and grime. And his fingers squeeze at your glands, as if he’s trying to push you as far as you’ll go.<br>
<br>
The grinding is instinctive now, almost guided by his thrusting. You smell the cigarette on his breath near your ear, even the touch of his stubble against your neck.<br>
<br>
“Dirty English girls,” he mutters. “They have their uses.”<Br>
<br>
The evening stretches on, a slow, humiliating procession of tasks. Every pot scrubbed, every pan rinsed, is accompanied by his voice near your ear. And whenever he returns from cooking to instruct you, his hands explore you. Too often your top is pulled down, seeping with greasy liquid. You find yourself quickly rinsing suds off dirty plates with your breasts hanging free, nipples erect, as the chef flicks them with his fingers as he walks by.<Br>
<Br>
"Oh la la," you hear Pierre mutter. "Like rockets, ready to launch! I think you enjoy being on the washing station, mademoiselle."<br>
<br>
By the end of your shift, you are soaking. Both in dirty water… and in other ways. When the final plate is stacked and your arms are trembling from the effort, you finally turn. Aware that you stand before him, dressed in a sopping wet French Maid's uniform, with your top pulled down and your pert breasts exposed for his eyes to take in.<Br>
<br>
Pierre stands a few steps back, arms crossed, watching you with a smirk that’s equal parts approval and ownership. “Hmph,” he grunts. “Better. Much better.”<Br>
<br>
He steps over to the tip jar, rifles through it, and without a word drops three notes into your palm. You blink, surprised.<Br>
<Br>
He shrugs. “Good service should be rewarded. And you? You served… with enthusiasm.”<Br>
<br>
Then, more softly: “You’ll do well here, ma chérie. As long as you keep… dancing.”<br>
<br>
You nod, throat tight.<Br>
<Br>
And as you leave the kitchen, you pull your damp uniform back into place. Thighs aching, nipples raw, heart twisted into something strange, you realise that you got through it. You earned your tips.<Br>
<br>
But you’re not sure what you just submitted to. Or who you were while doing it.<Br>
<br>
<<ActionsHeader>>
<<link "Finish your shift, change and leave" "TownCentre">><<TimeChange>><<set $HotelKitchenMaid to undefined>><<CashFlow 3>><</link>>
<<QuestOptionCheck "Quest27" 0 "marjorie">>
<<if _QuestOptionCheck is true>><br><<link "Finish your shift and wait in the lobby for Marjorie" "HotelLobby">><<TimeChange>><<EventTrigger "HotelLobby" "MarjorieWait" null null null null null null false>><<set $HotelKitchenMaid to undefined>><<CashFlow 3>><</link>><</if>>
<<elseif $HotelKitchenMaid is "TeachingFlirtPushBack">>
You twist suddenly, knocking his hands away with a wet slap of skin on skin. “Don’t,” you snap, your voice low, shaking more than you’d like. “I said don’t.”<br>
<br>
Pierre freezes behind you, hands still half-raised. The room feels sharper somehow. The hiss of a pan, the clang of metal, the hum of the fluorescent lights above. His breath hitches, then steadies. He straightens, sniffing once like nothing happened. “Tch. English girls. Always think they’re too good for a little… guidance.”<br>
<br>
You glare at him. Say nothing. He adjusts his sleeves. Wipes his hands on a towel. “Fine. Wash. Don’t learn. Makes no difference to me.” But he doesn’t come close again.<br>
<br>
You straighten your top to ensure you aren't exposed, but feel the presence of dirty dishwater embedded into your clothing. The dishwater that was on Pierre's hands. That roughly pawed at you.<Br>
<br>
The rest of the shift passes in silence, but you keep your eyes forward and your shoulders square. At the end, Pierre dismisses you with a grunt, offering no tips, but no further harassment.<Br>
<br>
You just wonder what it will be like next time.<br>
<br>
<<ActionsHeader>>
<<link "Finish your shift, change and leave" "TownCentre">><<TimeChange>><<set $HotelKitchenMaid to undefined>><</link>>
<<QuestOptionCheck "Quest27" 0 "marjorie">>
<<if _QuestOptionCheck is true>><br><<link "Finish your shift and wait in the lobby for Marjorie" "HotelLobby">><<TimeChange>><<EventTrigger "HotelLobby" "MarjorieWait" null null null null null null false>><<set $HotelKitchenMaid to undefined>><</link>><</if>>
<<elseif $HotelKitchenMaid is "TeachingFlirtFail">>
You feel Pierre behind you. The heat of his body, the sour breath against your neck. It’s awful. Degrading. But a thought sparks in the back of your mind: maybe… maybe if you take control of it, twist it into something on your terms, you can at least feel like you’re not just enduring it.<Br>
<Br>
So... you shift your weight. You grind your hips back. Not too much. Just a little. Just enough to send a message. Or that was the idea.<Br>
<br>
Instead, your heel slips slightly on a slick patch of tile. Your hips jerk backwards with too much force and not enough grace - slamming into Pierre’s thigh like an awkward mule kick.<Br>
<br>
There’s a pause.<br>
<Br>
A long one.<Br>
<br>
Pierre coughs. Loudly. Steps back. And stares. “…Mon dieu,” he mutters at last. “You try to dance while scrubbing dishes? Is this a new English girl seduction technique?”<Br>
<br>
You whip around, face flaming. “N-no, I just --”<Br>
<br>
He waves you off, half amused, half baffled. “Non, non. I do not want to know. You are… how do you say… spirited.”<Br>
<br>
The rest of the shift unfolds slowly. He doesn’t press against you again, but he doesn’t let it go either. Every time you bend to reach a pot, every time you rinse a plate too vigorously, he comments. “Careful, mademoiselle! Don’t twirl too hard, you might break a hip.”<br>
<br>
“Such elegance! Like a goose trying ballet.”<Br>
<br>
The hours drag. The water stays hot. The dishes never end. You work through them all. Head down, cheeks burning, arms aching.<Br>
<br>
By the time you finally finish and call out that the sink is clear, your back is sore and your pride is curled in a damp ball next to your soaked hemline. Pierre walks over, inspecting the sparkling basin like it’s a suspect in a crime scene.<Br>
<Br>
“Still dirty,” he mutters, with a smirk that says otherwise. Then, grudgingly, he nods. “But you scrubbed well enough. Even with your… little performance.”<Br>
<br>
He saunters over to the battered tin on the counter, plucks two coins from the jar, and drops them into your palm with exaggerated care. “One for cleaning,” he says. Then he pauses.<Br>
<br>
“And one for entertainment.”<br>
<br>
He winks.<Br>
<Br>
You’re not sure which part of the night you’ll regret more. But at least you got paid.<br>
<br>
<<ActionsHeader>>
<<link "Finish your shift, change and leave" "TownCentre">><<TimeChange>><<set $HotelKitchenMaid to undefined>><<CashFlow 1>><</link>>
<<QuestOptionCheck "Quest27" 0 "marjorie">>
<<if _QuestOptionCheck is true>><br><<link "Finish your shift and wait in the lobby for Marjorie" "HotelLobby">><<TimeChange>><<EventTrigger "HotelLobby" "MarjorieWait" null null null null null null false>><<set $HotelKitchenMaid to undefined>><<CashFlow 1>><</link>><</if>>
<<elseif $HotelKitchenMaid is "TeachingAdvice">>
You bite the inside of your cheek. You don’t want to let him do this, but… what else are you supposed to do?<br>
<br>
He’s your superior. You’re new. And this isn’t the sort of place where objections go down well. So when his hands close over yours again, you don’t stop him. When his hips press against you - just a little too firm, just a little too familiar - you don’t move away.<br>
<bR>
It’s easier, you tell yourself. It’s expected. And just maybe, it’s the only way to get through the shift without more shouting. He keeps correcting you. His grip is rough, and his voice is low and disapproving. “Faster, girl. Hotter water. Elbows up. You want to leave grease behind?”<Br>
<br>
You feel your uniform dampen with each pass. Splashes from the sink soaking through your apron, trailing down your thighs. Your body aches, but you keep moving. By the end of it, your cheeks are warm. Your breathing short. You hate how it’s affected you. The tension. The heat. The strange, gnawing sense of guilt for not saying no… mixed with a sick sort of relief for just getting through it.<br>
<br>
Pierre snorts, tossing a dish towel aside. “Tolerable,” he mutters. “Could be worse.”<Br>
<br>
He gestures at the tip jar on the counter. “Take one. No more.”<Br>
<br>
<<ActionsHeader>>
<<link "Finish your shift, change and leave" "TownCentre">><<TimeChange>><<set $HotelKitchenMaid to undefined>><<CashFlow 1>><</link>>
<<QuestOptionCheck "Quest27" 0 "marjorie">>
<<if _QuestOptionCheck is true>><br><<link "Finish your shift and wait in the lobby for Marjorie" "HotelLobby">><<TimeChange>><<EventTrigger "HotelLobby" "MarjorieWait" null null null null null null false>><<set $HotelKitchenMaid to undefined>><<CashFlow 1>><</link>><</if>>
<<elseif $HotelKitchenMaid is "TeachingWrestle">>
The moment his hands wrap around yours, you stiffen. And when he presses closer - his breath at your ear, his voice smug and belittling - you snap. “No,” you mutter. Then louder. “Get off.”<Br>
<br>
You yank your hands free, twisting away from him. Soap splashes across the floor.<Br>
<br>
Pierre steps back, looking genuinely surprised. “Oh, I see,” he says, lifting his hands like you’re the one being dramatic. “You want to fail by yourself. Fine. Women!”<Br>
<br>
You square your shoulders and say nothing. But your heartbeat is hammering in your ears.<br>
<br>
He doesn’t touch you again. Doesn’t come close. But his silence is heavy. Judging.<Br>
<br>
You return to your station, ignoring the flush in your cheeks. Better this way. Better to set the line.<Br>
<br>
Even if it makes the rest of the shift unbearable.<br>
<br>
<<ActionsHeader>>
<<link "Finish your shift, change and leave" "TownCentre">><<TimeChange>><<set $HotelKitchenMaid to undefined>><</link>>
<<QuestOptionCheck "Quest27" 0 "marjorie">>
<<if _QuestOptionCheck is true>><br><<link "Finish your shift and wait in the lobby for Marjorie" "HotelLobby">><<TimeChange>><<EventTrigger "HotelLobby" "MarjorieWait" null null null null null null false>><<set $HotelKitchenMaid to undefined>><</link>><</if>>
<</if>><b>Charlton Hotel - Lennox's Office</b><br>
<img src="./images/Hotel_Lennox_Office.png"><br>
<br>The room is beyond cramped. An old broom cupboard, judging by the narrow layout and lingering scent of polish. But someone has attempted to make it presentable. A polished wooden desk has been squeezed into one corner, with two iron fold-up chairs placed in front of it.<br>
<<include "EventsHotelLennoxOffice">>
<<if _currentEvent is undefined>>
<br>
<<ActionsHeader>>
[[Go to reception->HotelLobby]]
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<if _currentEvent is "MaidInterview">>
<br>
“Please,” he says, gesturing to the nearest seat. “Let us assess your... suitability.”<br>
<br>
You sit. He joins you, carefully adjusting his trousers before producing a leather-bound notebook and a slender fountain pen.<Br>
<br>
He flips open to a fresh page. His handwriting, when it comes, is immaculate. "Miss Emily Phillips," he murmurs, transcribing. "Evening cleaning assistant. Assessment."<br>
<br>
He clicks the pen closed, then regards you with the same careful scrutiny as one might a silver fork before polishing.<br>
<br>
“The Charlton Hotel,” he begins, “has been under the care of the Sermon family for generations. As you can imagine, standards are not merely expected. They are assumed.”<br>
<br>
He tilts his head slightly. “Whether one is managing the front desk or dusting the brass fixtures in the guest bathrooms, those standards must be upheld.”<br>
<br>
He closes the notebook. “I shall ask you a few questions. Your answers will determine if you are... appropriate.”<br>
<br>
He lets the word hang in the air.<br>
<br>
“Any questions?”<br>
<br>
You shake your head.<br>
<br>
“Very well,” Lennox says, reaching again for his pen. “Let us begin.”<br>
<br>
<<ActionsHeader>>
<<link "Begin the interview" "LennoxDialogue">><<set $LennoxDialogue to "InterviewQuestion1">><<set $InterviewExamScore = 0>><<EventsCheckEnd "HotelLennoxOffice" "MaidInterview">><</link>>
<</if>><b>Charlton Hotel - Lobby</b><br>
<img src="./images/Hotel_Lobby.png"><br>
<br>The Charlton Hotel is decorated like a heritage building, all dark oak surfaces and ageing carpets that look like they haven’t been replaced in years.<br>
<<include "EventsHotelLobby">>
<<if _currentEvent is undefined>>
<<PresentNPCPeriodText "Reagan" "Afternoon" "<br>As you enter, you catch sight of a cheerleader walking up the stairs to the first floor. Reagan.<br>" >>
<<PresentNPCPeriodText "Lennox" "Morning" "<br>The concierge, Lennox, stands behind an oak podium, flicking through a guestbook. He glances up as you enter.<br>">>
<<PresentNPCPeriodText "Lennox" "Evening" "<br>Lennox is standing behind the oak podium, making notes in a book. He smiles thinly as you enter.<br>">>
<<PresentNPCPeriodText "Andrea" "Lunch" "<br>The hotel’s maid, Andrea, runs a feather duster over the oak paneling, trying to reach up in her impractically high heels whilst retaining her dignity in her ridiculously short skirt. She glances over at you when you enter, but her eyes flick away as soon as you see her.<br>">>
<<PresentNPCPeriodText "Andrea" "Afternoon" "<br>Andrea scrubs the stained carpet on her hands and knees. You can’t help but glance down her low-cut top as she looks up at you. She smiles meekly, then returns to scrubbing with the wet cloth.<br>">>
<<QuestStatus "Quest38">><<InventoryCheckSelf "AndreaPhotoCharli" "AndreaPhotoFlorence">><<set _PhotoRouteActive to (_QuestStatus is "complete" and _InventoryCheckSelf is true)>>
<<InventoryCheckSelf "AndreaPassport">><<Flag "CauseAccident" "active">>
<<if _InventoryCheckSelf is false and _FlagReturn is true and $NPCPresent.includes("Andrea") and _CurrentPC is true and _PhotoRouteActive is false>><br><i>You glance around the lobby, noticing the cleaning cart nearby Andrea. It’s covered in open products and bleaches that are perilously stacked. You wonder what Andrea might be compelled to do if her negligence caused one of the guests to get their clothes stained. At least help them clean-up… in the locker room. It's a gamble, but you think you can chance it. Just once.</i><br><</if>>
<<if $current.avatar is "Andrea">><br><i>In Andrea’s form, you will be expected to perform your cleaning duties by the hotel staff. You are confident you can sneak out, but being Andrea in the Charlton Hotel gives you unique access to more areas than as yourself.</i><br><</if>>
<<Flag "EmilyMaidJob">>
<<if $current.avatar is "Emily" and _FlagReturn is true and setup.period[$periodCurrent] isnot "Night" and $NPCPresent.includes("Lennox")>><br>As you enter the hotel lobby, seeing Lennox look up at you. “Miss Phillips,” he says. “If you are here to take a shift, please go through to the locker room and change.”<br><</if>>
<br>
<<ActionsHeader>>
<<if setup.period[$periodCurrent] isnot "Night">>[[Walk through to the restaurant->HotelRestaurant]]<br><</if>>
<<if $current.avatar is "Andrea" and setup.period[$periodCurrent] is "Morning">>
/* Morning Andrea only became reachable with the Quest38 photo transform - the work rota starts at Lunch */
<s>Work Andrea's duties</s> - <i>The duty board lists Andrea's first shift at lunchtime</i><br>
<<elseif $current.avatar is "Andrea" and setup.period[$periodCurrent] isnot "Night">><<link "Work Andrea's duties" "HotelLobbyWork">><</link>><br><</if>>
<<InventoryCheckSelf "KeyHotelBasement">>
<<if _InventoryCheckSelf is true and setup.period[$periodCurrent] isnot "Night">><<if $NPCPresent.length is 0>>[[Unlock cellar and go down->HotelCellar]]<br><</if>><</if>>
<<if setup.period[$periodCurrent] isnot "Night">>
<<link "Go up to the first floor" "HotelLobbyFirstFloor">>
<<if $current.avatar is "Andrea">><<set $HotelLobbyFirstFloor to "Andrea">>
<<elseif $NPCPresent.length is 0>><<set $HotelLobbyFirstFloor to "Sneak">>
<<elseif $NPCPresent.includes("Lennox")>><<set $HotelLobbyFirstFloor to "Lennox">><<NPCKnown "Lennox">>
<<elseif $NPCPresent.includes("Andrea")>><<set $HotelLobbyFirstFloor to "AndreaWatch">>
<</if>>
<</link>><br>
<</if>>
<<if $NPCPresent.includes("Andrea")>>
<<link "Talk to Andrea" "HotelLobbyAndreaDialogue0">><<NPCKnown "Andrea">><</link>><br>
<<SpellsCheckSelf "Identify">><<AlreadyIdentified "Andrea">>
<<if _AlreadyIdentified is false and _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Identify] Cast Identify on Andrea" "SpellIdentify">><<CastIdentify "Andrea" "HotelLobby" "the lobby">><<SpellIdentified "Andrea">><</link>><br><</if>>
<</if>>
<<if $NPCPresent.includes("Lennox")>><<link "Talk to Lennox" "HotelLobbyLennoxDialogue0">><<NPCKnown "Lennox">><<StartConversation "Lennox" "HotelLobby">><</link>><br><</if>>
<<InventoryCheckSelf "AndreaPassport">>
<<if _InventoryCheckSelf is false and $NPCPresent.includes("Andrea")>>
<<Flag "CauseAccident" "active">>
<<if _FlagReturn is true and _CurrentPC is true and _PhotoRouteActive is false>><<link "Cause an accident" "HotelLobbyAccident">><<SetFlag "CauseAccident" "triggered">><</link>><br><</if>>
<</if>>
<<LocationKnownCheck "HotelLockerRoom">>
<<if _LocationKnownCheck is true and setup.period[$periodCurrent] isnot "Night">>
<<link "Go to the staff locker room" "HotelLobbyLockerRoom">>
<<Flag "EmilyMaidJob">>
<<if $NPCPresent.includes("Lennox") and $current.avatar is "Andrea">>
<<set $HotelLobbyLockerRoom to "AndreaLennox">>
<<elseif $current.avatar is "Emily" and _FlagReturn is true>>
<<set $HotelLobbyLockerRoom to "EmilyMaid">>
<<elseif $NPCPresent.length gt 0>>
<<set $HotelLobbyLockerRoom to "People">>
<</if>>
<</link>><br>
<</if>>
<<LocationKnownCheck "HotelBilliardsRoom">>
<<if _LocationKnownCheck is true and setup.period[$periodCurrent] isnot "Night">><<link "Try the door to the Billiards Room" "HotelLobbyBilliardsRoomEnter">><</link>><br><</if>>
[[Go outside->TownCentre]]
<</if>>
<<if $NPCPresent.includes("Reagan")>>
<<RemoveNPC "Reagan">>
<<SetNPCLocation "Reagan" $dayCurrent $periodCurrent "HotelRoom103">>
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<if _currentEvent is "PokerNightDan">>
<br>
<<if $current.avatar is "Emily">>
You enter the lobby. Lennox stands at the podium, smiling thinly as he sees you approach. "Ah. Mr. Mendel." He glances at you. His eyes linger a beat longer than necessary.<br>
<br>
"And the young lady, I presume? The future Mrs. Mendel?"<br>
<br>
"She's got a bit to prove, first," Dan cackles. "But I caught this one early. Bit of training and she'll come around."<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
Lennox's eyes wander over your dress. "I'm sure she has the experience you require."<br>
<<else>>
Lennox's eyes wander over your dress. "She'll come along nicely, Mr. Mendel. There's still much to teach a girl her age."<br>
<</if>>
<<else>>
You enter the lobby. Lennox stands at the podium, smiling thinly as he sees you approach. "Ah. Mr. Mendel." He glances at you. "And the future Mrs. Mendel, I presume?"<br>
<br>
"She's got a bit to prove, first," Dan cackles.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingFemalePC">>
Lennox's eyes wander over your dress. "I'm sure she has the experience you require."<br>
<<else>>
Lennox's eyes wander over your dress. "At least she seems more appropriate for a wife than the others."<br>
<</if>>
<</if>>
<br>
Dan snorts. "You get my request from Evans?"<br>
<br>
The concierge briefly looks at you before nodding to Dan. "Mrs. Evans was most put out to have to open up the store. Who knows where Terry is."<br>
<br>
"I'd wager I'd know," Dan replies, and looks to you. "And I'm pretty good at the bets, aren't I love?"<br>
<br>
Lennox looks between you both, then wordlessly reaches down and retrieves a key from his podium. "Bridal suite, as requested. Up the stairs. The last room down the corridor. You'll find your request is in the room." He looks to you and gives you a cold smile. <<if $current.avatar is "Emily">>"Enjoy your evening, Miss."<<else>>"Enjoy your evening."<</if>><br>
<br>
Dan laughs and takes your hand. Pulling you up the stairs.<br>
<br>
<<ActionsHeader>>
<<link "Go up to the bridal suite with Dan" "CharltonHotelBridalSuite">><<EventsCheckEnd "HotelLobby" "PokerNightDan">><</link>>
<<elseif _currentEvent is "LennoxEncounter">>
<<SetNPCLocation "Lennox" $dayCurrent $periodCurrent "HotelLobby">>
<br>Exiting into the lobby, you almost run straight into someone as you step out from the locker room. Lennox stands close in front of you. Even with his short frame, you notice that he now stands an inch taller than you.<br>
<br>
“What do you think you’re doing, Miss. Cinders?” he snaps. “Slacking off again?”<br>
<br>
In spite of his small stature, his presence is authoritative and intimidating. Maybe it’s something about this body, or being dressed this way, but you find your eyes drifting to the floor.<br>
<br>
“Idle hands are the devil’s work, Miss. Cinders," Lennox tells you. “Get a duster. This lobby is covered in grime.”<br>
<br>
You glance up at him, his face void of anything but contempt.<br>
<br>
<<ActionsHeader>>
<<link "Push back a little" "LennoxDialogue">><<EventsCheckEnd "HotelLobby" "LennoxEncounter">><<Assertive 1>><<NPCKnown "Lennox">><<set $LennoxDialogue to "EncounterAssert">><</link>><br>
<<link "Submit to his authority" "LennoxDialogue">><<EventsCheckEnd "HotelLobby" "LennoxEncounter">><<Assertive -1>><<NPCKnown "Lennox">><<set $LennoxDialogue to "EncounterSubmit">><</link>>
<<elseif _currentEvent is "SiobhanLoyaltyEventCharltonHotelLobby">>
<br>You dash after Siobhan into the lobby of the hotel, hot on her heels. She draws to a halt as you enter and see Lennox's eyes shoot up from behind his podium. He doesn't even begin to hide his disgust.<br>
<br>
<<if $current.avatar is "Andrea">>
"Miss Cinders, what is the meaning of this?" he bellows. "Why aren't you working?"<br>
<<else>>
"Not tonight, I'm afraid," he bellows, looking at Siobhan. "This establishment doesn't accept vagrants on its premises."<br>
<</if>>
<br>
Siobhan gives you a look.<br>
<br>
<<ActionsHeader>>
<<if $current.avatar isnot "Andrea">>
<<StatCheckAssertive "gt" 60>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to convince Lennox to let you in">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "HotelLobbyQuest37">><<set $HotelLobbyQuest37 to "AssertivePass">><<EventsCheckEnd "HotelLobby" "SiobhanLoyaltyEventCharltonHotelLobby">><</link>><br>
<<else>>
<<link _StatAssertiveProbability "HotelLobbyQuest37">><<Assertive 1>><<set $HotelLobbyQuest37 to "AssertiveFail">><<EventsCheckEnd "HotelLobby" "SiobhanLoyaltyEventCharltonHotelLobby">><</link>><br>
<</if>>
<</if>>
<<Flag "EmilyMaidJob">>
<<if $current.avatar is "Emily" and _FlagReturn is true>>
<<link "Tell him that Pierre asked for her help" "HotelLobbyQuest37">><<set $HotelLobbyQuest37 to "EmilyExcuse">><<EventsCheckEnd "HotelLobby" "SiobhanLoyaltyEventCharltonHotelLobby">><</link>><br>
<</if>>
<<SpellsCheckSelf "Charm">>
<<if $current.female is true and _SpellsCheckSelf is true>>
<<link "[Spell: Charm] Cast Charm to let you through" "HotelLobbyQuest37">><<set $HotelLobbyQuest37 to "CharmLennox">><<EventsCheckEnd "HotelLobby" "SiobhanLoyaltyEventCharltonHotelLobby">><</link>><br>
<</if>>
<<SpellsCheckSelf "SleepForget">>
<<if $current.female is true and _SpellsCheckSelf is true>>
<<link "[Spell: Sleep & Forget] Cast Sleep & Forget on Lennox" "HotelLobbyQuest37">><<set $HotelLobbyQuest37 to "SleepForgetLennox">><<EventsCheckEnd "HotelLobby" "SiobhanLoyaltyEventCharltonHotelLobby">><</link>><br>
<</if>>
<<if $current.avatar is "Andrea">>
<<link "Try to think of an excuse" "HotelLobbyQuest37">><<set $HotelLobbyQuest37 to "AndreaExcuse">><<EventsCheckEnd "HotelLobby" "SiobhanLoyaltyEventCharltonHotelLobby">><</link>><br>
<</if>>
<<elseif _currentEvent is "MarjorieWait">>
<br>
You enter the lobby, empty. There’s a soft hum in the air. The building settling, maybe, or just the familiar machinery behind the walls. Any guests have long since retired and the restaurant is quiet. You stand at the side awkwardly, still feeling exposed in your frilly skirt and low-cut blouse.<br>
<br>
“You wished to see me,” a sultry voice says from behind you. You jump, turning around.<br>
<br>
<<NPCKnownCheck "Marjorie">>
<<if _NPCKnownCheck is true>>
A female figure is in the lobby, somehow in the alcove where no one was standing. When she steps forward, you see the dark red lipstick of Marjorie. Her black hair still curved, her long coat clinched at the waist. Her heeled boots clicking softly on the carpet floor.<br>
<<else>>
A female figure is in the lobby, somehow in the alcove where no one was standing. She steps forward, emerging from the shadows that seem darker than before.<br>
<br>
She’s striking. Older than most of the women you’ve met in Charlton, but in a way that makes her stand out from the crowd. Tall, with sharp cheekbones, dark red lipstick, and a knowing smile. Her black hair is curled in thick vintage waves, her long coat cinched tight at the waist. She carries herself like she owns the ground she walks on.<br>
<</if>>
<br>
“Marjorie,” she whispers. “Charmed to meet you.”<br>
<br>
Something about the way she looks at you makes you blush. Her eyes wander up and down your body, appraising your form. In this outfit, there is a lot to take in.<br>
<br>
“I hear you have grown tired of soaking your clothes with dirty dishwater,” she tells you. “And that you’re interested to learn how your attributes can benefit you more?”<br>
<br>
<<ActionsHeader>>
<<link "Talk to Marjorie about Hearts" "MarjorieDialogue">><<NPCKnown "Marjorie">><<StartConversation "Marjorie" "HotelLobby">><<set $MarjorieDialogue to "HotelHearts">><<EventsCheckEnd "HotelLobby" "MarjorieWait">><</link>>
<</if>><<switch $HotelLobbyQuest37>>
<<case "AssertivePass">>
"We really need to get through to the restaurant," you bark at him.<br>
<br>
"Dressed like that?" he says, arching an eyebrow towards Siobhan. "Out of the question."<br>
<br>
"One of your guests is in danger!" you cry, trying to control your voice. "We have to help them."<br>
<br>
Lennox purses his lips and shakes his head. "Really, stop this tomfoolery."<br>
<br>
You leap forward, grabbing the side of his podium and staring deep into his eyes. "This is important, Lennox. You wouldn't want a write-up in the Charlton Gazette about how you denied help to a guest, would you?"<br>
<br>
It takes everything the man has not to step back. You see the indecision on his face, especially when he eyes Siobhan.<br>
<br>
"Fine," he sighs. "But deliver your message and get out. And for god sake, don't make a scene!"<br>
<br>
But Siobhan is already running down the corridor towards the restaurant.<br>
<br>
<<ActionsHeader>>
<<link "Run through to the restaurant" "HotelRestaurant">><<EventTrigger "HotelRestaurant" "SiobhanLoyaltyEventCharltonHotelRestaurant" "Evening" null null null null null false>><<set $HotelLobbyQuest37 to undefined>><</link>>
<<case "AssertiveFail">>
"We really need to get through to the restaurant," you bark at him.<br>
<br>
"Dressed like that?" he says, arching an eyebrow towards Siobhan. "Out of the question."<br>
<br>
"One of your guests is in danger!" you cry, trying to control your voice. "We have to help them."<br>
<br>
Lennox purses his lips and shakes his head. "Really, stop this tomfoolery."<br>
<br>
<<if $current.female is true>>
You feel the magic rise a moment before you see it. A star shaped symbol shoots through the air from Siobhan's fingers, striking Lennox straight in the chest. He falls over and slumps on to his podium.<br>
<br>
"No time for all that," Siobhan barks. "Come on."<br>
<br>
Siobhan runs down the corridor towards the restaurant.<br>
<br>
You go to follow, but something causes the hair on the back of your neck to stand. You sense a presence in the hotel, stirring awake. Dark and cold.<br>
<<else>>
Then suddenly something strikes Lennox's chest. He falls over and slumps on to his podium. You look back to see Siobhan extending a finger in his direction.<br>
<br>
"No time for all that," Siobhan barks. "Come on."<br>
<br>
Siobhan runs down the corridor towards the restaurant.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Run through to the restaurant" "HotelRestaurant">><<TempHotelDarkPresence 1>><<EventTrigger "HotelRestaurant" "SiobhanLoyaltyEventCharltonHotelRestaurant" "Evening" null null null null null false>><<set $HotelLobbyQuest37 to undefined>><</link>>
<<case "EmilyExcuse">>
"Pierre asked for help," you stammer as your mind stretches to continue the lie.<br>
<br>
Lennox gives you a baffled look. "Pierre is asking for help… from the homeless?"<br>
<br>
You nod. "He needs someone to get rid of the rubbish. No one else wanted to touch it."<br>
<br>
"Isn't that part of your duties, Miss Phillips?" he asks. "Or are you afraid of the smell from hard work?"<br>
<br>
"Said there was a bit of coin in it, he did," Siobhan interjects.<br>
<br>
Lennox looks back at her and sighs. "Whatever has the world come to, giving money to vagrants. Very well. Don't disturb the guests." His eyes drift over Siobhan. "And get her out of sight, for god sake."<br>
<br>
Siobhan goes to say something, but you tap her foot. She glares, but turns to the corridor and dashes down the corridor. You follow.<br>
<br>
<<ActionsHeader>>
<<link "Run through to the restaurant" "HotelRestaurant">><<EventTrigger "HotelRestaurant" "SiobhanLoyaltyEventCharltonHotelRestaurant" "Evening" null null null null null false>><<set $HotelLobbyQuest37 to undefined>><</link>>
<<case "CharmLennox">>
<<CastCharm "Lennox">>
<<if _CharmSpell is true>>
You conjure up mystical energies within your lungs and quickly blow it out between your lips. The yellow-amber vapor rushes forward, striking Lennox's baffled face.<br>
<br>
Within a moment, his face has loosened. Not exactly a smile, but less of a scowl.<br>
<br>
"We're expected in the restaurant," you tell him.<br>
<br>
"Of course," he says, gesturing to the corridor. "Please. Go through."<br>
<br>
Siobhan gives you a look of delighted surprise, but says nothing. She runs off, down the corridor and towards the restaurant.<br>
<br>
You go to follow, but something causes the hair on the back of your neck to stand. You sense a presence in the hotel, stirring awake. Dark and cold.<br>
<br>
<<ActionsHeader>>
<<link "Run through to the restaurant" "HotelRestaurant">><<TempHotelDarkPresence 1>><<EventTrigger "HotelRestaurant" "SiobhanLoyaltyEventCharltonHotelRestaurant" "Evening" null null null null null false>><<set $HotelLobbyQuest37 to undefined>><</link>>
<<else>>
Something is wrong with the code, as Lennox has no magic.<br>
<br>
<<ActionsHeader>>
<<link "Run through to the restaurant" "HotelRestaurant">><<set $HotelLobbyQuest37 to undefined>><</link>>
<</if>>
<<case "SleepForgetLennox">>
"Fall asleep," you mutter. "And let your memories drift as you slumber."<br>
<br>
Lennox looks at you with bafflement before your magic envelops him. He falls over and slumps on to his podium.<br>
<br>
"That's a neat trick," Siobhan says appreciatively. "Yer can teach me that. Come on!"<br>
<br>
Siobhan runs down the corridor towards the restaurant.<br>
<br>
You go to follow, but something causes the hair on the back of your neck to stand. You sense a presence in the hotel, stirring awake. Dark and cold.<br>
<br>
<<ActionsHeader>>
<<link "Run through to the restaurant" "HotelRestaurant">><<TempHotelDarkPresence 1>><<EventTrigger "HotelRestaurant" "SiobhanLoyaltyEventCharltonHotelRestaurant" "Evening" null null null null null false>><<set $HotelLobbyQuest37 to undefined>><</link>>
<<case "AndreaExcuse">>
Your mind races, considering all the excuses you could give. Your mind drifts to where you left Andrea, sound asleep. If Lennox investigates…<br>
<br>
You feel the magic rise a moment before you see it. A star shaped symbol shoots through the air from Siobhan's fingers, striking Lennox straight in the chest. He falls over and slumps on to his podium.<br>
<br>
"No time for all that," Siobhan barks. "Come on."<br>
<br>
Siobhan runs down the corridor towards the restaurant.<br>
<br>
You go to follow, but something causes the hair on the back of your neck to stand. You sense a presence in the hotel, stirring awake. Dark and cold.<br>
<br>
<<ActionsHeader>>
<<link "Run through to the restaurant" "HotelRestaurant">><<TempHotelDarkPresence 1>><<EventTrigger "HotelRestaurant" "SiobhanLoyaltyEventCharltonHotelRestaurant" "Evening" null null null null null false>><<set $HotelLobbyQuest37 to undefined>><</link>>
<</switch>><<switch $HotelLobbyQuest37Resolution>>
<<case undefined>>
Siobhan is waiting for you outside the doors of the hotel. Her dark lace clothing shimmers in the moonlight.<br>
<br>
<<if $ClaireDreamOutcome is "SpellWorks">>
"Told yer, I did," she mutters when she sees you. "All that work yer did, to get the same outcome. Do yer think now this lot can be saved?"<br>
<br>
"Is that what you're worried about?" you bite back. "Your magic just changed a woman completely. And for what? To show a lovesick man that what he thinks he wants after being dumped is not really what he wants after all?"<br>
<br>
She rolls her eyes. "She's not as prim and proper as she makes out. If yer don't believe me, go ask her ladyship at the carnival. She'll show yer her future. Without him, she would have turned out like the rest of them around here. In time."<br>
<br>
"You didn't give her that choice," you retort. "You can't judge people for things they haven't done."<br>
<br>
"Learned the hard way that folk are usually just as they come across," she says, a degree of pain in her voice. "Yer can't change them. They all end up lettin' yer down."<br>
<br>
She snorts, pausing momentarily. When she speaks, the pain is gone from her voice. "Speakin' of. Yer didn't prove what yer said yer would. I'm sorry 'bout that. For a moment, yer had me goin'. With all yer crazy talk about folk being worth savin' around here."<br>
<br>
She gives you a sad smile before she glances to the floor. "And I know I fucked up. Didn't think of the consequences." She shakes her head. "Poor gal. Given the choice again, I'd offer him sommin' else."<br>
<br>
Her eyes look up, showing the innocence once more behind the facade. "So what I'm sayin' is. If yer need my help with yer gang, I'll do it. I owe yer. If yer want me."<br>
<<elseif $ClaireDreamOutcome is "SimonAccepts">>
"Well," she mutters when she sees you. "Yer made a monkey out of me. Looks like yer were right all along about him."<br>
<br>
"Is that what you're worried about?" you bite back. "Your magic almost rewrote an innocent woman. And for what? To show a lovesick man that what he thinks he wants after being dumped is not really what he wants after all?"<br>
<br>
She grimaces. "She's not as prim and proper as she makes out. Besides, you stopped all of that, didn't yer?" Her eyes drift to the floor. "Maybe I got it all wrong about folk around here."<br>
<br>
Siobhan looks at the pavement for a long moment. She scuffs her weathered boot on the curb. "Yer did sommin' I didn't expect yer to do." Her eyes look up to meet yours, once more showing the innocence behind the facade. "I know I fucked up. Didn't think of the consequences." She shakes her head. "Poor gal. Lucky for her, yer were right. Given the choice again, I'd offer him sommin' else."<br>
<br>
She winces, and shrugs. "I'm no good at bein' noble, but I can try. What I'm tryin' to say is, if yer need my help with yer gang, I'll do it. I owe yer. If yer want me."<br>
<<else>>
"Made a right pig's ear of that, didn't yer," she mutters when she sees you. "All that work yer did and yer didn't prove anything. No pact made. No proof he could be saved. Her ladyship won't be happy at all."<br>
<br>
"Is that what you're worried about?" you bite back. "Your magic almost rewrote an innocent woman. And for what? To show a lovesick man that what he thinks he wants after being dumped is not really what he wants after all?"<br>
<br>
She grimaces. "She's not as prim and proper as she makes out. Besides, the magic didn't do nothin', did it? Whatever yer tried, it failed."<br>
<br>
"That's not the point," you stammer. "What if it had?"<br>
<br>
"That's what we do," Siobhan bites back. "She would've deserved it too. If yer don't believe me, go ask her ladyship at the carnival. She'll show yer her future. You'll see she turned out just like the rest of them around here."<br>
<br>
"You didn't give her that choice," you retort. "You can't judge people for things they haven't done."<br>
<br>
"Learned the hard way that folk are usually just as they come across," she says, a degree of pain in her voice. "Yer can't change them. They all end up lettin' yer down."<br>
<br>
She snorts, pausing momentarily. When she speaks, the pain is replaced by her usual sardonic drawl. "Speakin' of. Yer didn't prove what yer said yer would. Didn't even make a dent. Yer gonna' accept that yer can't change things around here and join me and Roseli at the carnival?"<br>
<br>
You snort. "After what you just tried?"<br>
<br>
Siobhan titters. "Still all high and mighty, I see. Yer'll come around. Be seeing yer. Let us know when yer ready to give up."<br>
<br>
She gives you a condescending smile, then turns and glides down the street. In spite of the streetlamps, she soon disappears.<br>
<br>
<<ActionsHeader>>
<<link "Return to the street" "TownCentre">><<Quest37Reconciliation>><</link>>
<</if>>
<<if $ClaireDreamOutcome isnot "SpellBackFires">>
<br>
<<ActionsHeader>>
<<link "Accept Siobhan's offer to join your coven" "HotelLobbyQuest37Resolution">><<set $TempSiobhanJoin to true>><<set $HotelLobbyQuest37Resolution to "Accept">><</link>><br>
<<link "Tell her you have reconsidered" "HotelLobbyQuest37Resolution">><<set $TempSiobhanJoin to false>><<set $HotelLobbyQuest37Resolution to "Decline">><</link>>
<</if>>
<<case "Accept">>
"You're going to have to rein it back in," you tell her. "All of this flippant magic. You're going to hurt people, and bring Stitch's helpers down on us."<br>
<br>
<<if $ClaireDreamOutcome is "SimonAccepts">>
She flinches her shoulders, but nods. "Fine. I won't cause yer any more harm. And I won't do any more deals that hurt people who don't deserve it. Deal?"<br>
<br>
"I mean it," you warn her. "Don't mess with people. Whatever Roseli tells you to do."<br>
<br>
Siobhan nods. "I'll keep in-line. Be seeing yer. Yer can find me at the carnival."<br>
<br>
She gives you a small smile, then turns and glides down the street. In spite of the streetlamps, she soon disappears.<br>
<<else>>
A sly smile forms on her face, but it fades quickly. "Fine," she murmurs. "I'll be a good little helper. Let me know when yer need me to do sommin'."<br>
<br>
"I mean it," you warn her. "Don't mess with people. Whatever Roseli tells you to do."<br>
<br>
<<if $current.female is true>>
"Yes, ma'," she says flippantly. You give her a look. You wonder if you are going to regret this.<br>
<<else>>
"Yes, da'," she says flippantly. You give her a look. You wonder if you are going to regret this.<br>
<</if>>
<br>
Siobhan titters. "Don't worry. I'll keep in-line. Be seeing yer. Yer can find me at the carnival."<br>
<br>
She gives you a wicked smile, then turns and glides down the street. In spite of the streetlamps, she soon disappears.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the street" "TownCentre">><<Quest37Reconciliation>><<set $HotelLobbyQuest37Resolution to undefined>><</link>>
<<case "Decline">>
"I don't think this is going to work," you say. "What you did. It's almost like the people I'm trying to stop."<br>
<br>
She winces. For a moment you see genuine pain on her face. But when she takes a deep breath, her bluster and bravado have returned. "I get it. Thought I'd offer, anyhow."<br>
<br>
"You should consider what you're doing though," you continue. "All this messing with people's lives. It's not good."<br>
<br>
<<if $ClaireDreamOutcome is "SimonAccepts">>
She flinches her shoulders, but nods. "I know," she mutters. "I'll consider it." She looks up, wincing. "Stop by the carnival if you want to see me. Be seeing yer."<br>
<br>
She gives you a small smile, then turns and glides down the street. In spite of the streetlamps, she soon disappears.<br>
<<else>>
A sly smile forms on her face, but it fades quickly. "Fine," she murmurs. "I'll think on it."<br>
<br>
"I mean it," you warn her. "Don't mess with people. Whatever Roseli tells you to do."<br>
<br>
<<if $current.female is true>>
"Yes, ma'," she says flippantly. You give her a look. She titters. "I said I'd think on it, didn't I? Be seeing yer. Yer can find me at the carnival, if yer need anything."<br>
<<else>>
"Yes, da'," she says flippantly. You give her a look. She titters. "I said I'd think on it, didn't I? Be seeing yer. Yer can find me at the carnival, if yer need anything."<br>
<</if>>
<br>
She gives you a wicked smile, then turns and glides down the street. In spite of the streetlamps, she soon disappears.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the street" "TownCentre">><<Quest37Reconciliation>><<set $HotelLobbyQuest37Resolution to undefined>><</link>>
<</switch>>You step into the corridor that leads to the restaurant. Looking around to make sure no one is watching, you cautiously push the door almost hidden by the wall.<br>
<BR>
With a slight creak, the door opens up just slightly. No lock. You deduce that its hidden nature is considered good enough.<br>
<bR>
<I>Or maybe the occupants aren't scared of dealing with unexpected visitors?</i><br>
<Br>
<<set _EntryDenied to false>>
<<if $current.avatar is "Andrea">>
As Andrea, you at least have a reason for entering the private room in the hotel. What awaits her inside, however, is something that conjures dread for you.<br>
<<elseif $current.avatar is "Emily">>
<<EventSeen "HotelBilliardsRoom" "EmilyEntryMeeting1">>
<<if _EventSeen is true>>
You remember what you experienced the last time you entered. The dark presence in the hotel chills your bones just thinking of it. Almost instinctively, you decide this is a bad idea.<br>
<<set _EntryDenied to true>>
<<else>>
You aren't sure what waits on the other side, but the one thing that you have learned is that if there are people inside there, they aren't expecting you.<br>
<</if>>
<<elseif _CurrentPC is true>>
<<EventSeen "HotelBilliardsRoom" "PCEntryMeeting1">>
<<if _EventSeen is true>>
You remember what you experienced the last time you entered. Almost instinctively, you decide this is a bad idea.<br>
<<set _EntryDenied to true>>
<<else>>
You aren't sure what waits on the other side, but the one thing that you have learned is that if there are people inside there, they aren't expecting you.<br>
<</if>>
<<else>>
<<EventSeen "HotelBilliardsRoom" "EntryMeeting1">>
<<if _EventSeen is true>>
You remember what you experienced the last time you entered. Almost instinctively, you decide this is a bad idea.<br>
<<set _EntryDenied to true>>
<<else>>
You aren't sure what waits on the other side, but the one thing that you have learned is that if there are people inside there, they aren't expecting you.<br>
<</if>>
<</if>>
<Br>
<<ActionsHeader>>
<<if _EntryDenied is false>><<link "Enter the Billiards Room" "HotelBilliardsRoom">>
/* Only arm on an Evening entry - the meeting events fire on the same click, and a daytime arm would leave a stale record for a later form to inherit (the avatar-null EntryMeeting1 could ambush Andrea) */
<<if setup.period[$periodCurrent] is "Evening">>
<<QuestState "Quest25">>
<<if $current.avatar is "Andrea" and _QuestState is 0>><<EventTrigger "HotelBilliardsRoom" "AndreaEntryMeeting1" "Evening" null "Andrea" null null null false>>
<<elseif $current.avatar is "Emily" and _QuestState is 0>><<EventTrigger "HotelBilliardsRoom" "EmilyEntryMeeting1" "Evening" null "Emily" null null null false>>
<<elseif _CurrentPC is true and _QuestState is 0>><<EventTrigger "HotelBilliardsRoom" "PCEntryMeeting1" "Evening" null "PC" null null null false>>
<<elseif _QuestState is 0>><<EventTrigger "HotelBilliardsRoom" "EntryMeeting1" "Evening" null null null null null false>>
<<elseif $current.avatar is "Andrea" and _QuestState is 3>><<EventTrigger "HotelBilliardsRoom" "AndreaEntryMeeting2" "Evening" null "Andrea" null null null false>>
<<elseif $current.avatar is "Emily" and _QuestState is 3>><<EventTrigger "HotelBilliardsRoom" "EmilyEntryMeeting1" "Evening" null "Emily" null null null false>>
<<elseif _CurrentPC is true and _QuestState is 3>><<EventTrigger "HotelBilliardsRoom" "PCEntryMeeting1" "Evening" null "PC" null null null false>>
<<elseif _QuestState is 3>><<EventTrigger "HotelBilliardsRoom" "EntryMeeting1" "Evening" null null null null null false>>
<</if>>
<</if>>
<</link>><br><</if>>
<<link "Decide against it and return to the lobby" "HotelLobby">><</link>><<StartConversation "Lennox" "HotelLobby">>
<<if $LennoxDialogue is undefined>>
<<if $current.avatar is "Andrea">>
Lennox looks up from the oak podium as you approach him. He narrows his eyes at you as you approach. "Yes Miss. Cinders? Are your duties not keeping you occupied?"<br>
<<else>>
Lennox looks up from the oak podium as you approach him. He gives you a polite smile, but doesn't hide the disdain underneath his attempts to be professional.<Br>
<br>
"Yes?" he asks. "Can I help you?"<br>
<</if>>
<<else>>
Lennox looks back at you, waiting impatiently for you to speak.<br>
<br>
"Is there anything else?"<br>
<</if>>
<br>
<<ActionsHeader>>
<<Flag "EmilyMaidJob">>
<<if _FlagReturn is false>>
<<DialogueSpoken "Andrea" "Advert">>
<<if $HotelAdvertSeen is true or _Discussed is true>><<link "Ask about the job" "LennoxDialogue">><<set $LennoxDialogue to "Job">><</link>><br><</if>>
<</if>>
<<LennoxCountryClubShiftDialogue>><<DialogueSpoken "Lennox" "ExtraShiftCountryClub">>
<<if _Discussed is false and _LennoxCountryClubShiftDialogue is true>><<link "Ask about extra shift at country club" "LennoxDialogue">><<set $LennoxDialogue to "CountryClubMaid">><</link>><br><</if>>
<<QuestStatus "Quest25">><<QuestState "Quest25">><<DialogueSpoken "Lennox" "PrivateRooms">>
<<if _QuestStatus is "active" and _QuestState is 0 and _Discussed is false>><<link "Ask him about private rooms in the hotel" "LennoxDialogue">><<set $LennoxDialogue to "PrivateRooms">><<DialogueDone "Lennox" "PrivateRooms">><</link>><br><</if>>
<<QuestOptionCheck "Quest27" 0 "hotel">><<Flag "EmilyMaidJob">><<DialogueSpoken "Lennox" "MarjorieHearts">>
<<if _QuestOptionCheck is true and _FlagReturn is true and $current.avatar is "Emily" and _Discussed is false>><<link "Ask about Marjorie and Hearts" "LennoxDialogue">><<set $LennoxDialogue to "MarjorieHearts">><</link>><br><</if>>
<<link "Say goodbye to Lennox and return to the lobby" $ConversationExit>><<EndConversation "Lennox">><</link>><<StartConversation "Andrea" "HotelLobby">>
<<Checkrelationship _NPC>>
<<if $AndreaDialogue is undefined and _relationship is 0 and $current.avatar is "Florence">>
“Hey Andrea,” you say as you approach the maid.<br>
<br>
She looks at you and eyes you with a hint of anger and a lot of hurt. She says nothing.<br>
<<elseif $AndreaDialogue is undefined and _relationship is 0>>
“Hey Andrea,” you say as you approach the maid.<br>
<br>
She looks at you and eyes you with a hint of anger behind her shadowy make-up. "How can I help you?" she says through clenched teeth.<br>
<<elseif $AndreaDialogue is undefined and $current.avatar is "Florence">>
“Hey Andrea,” you say as you approach the maid.<br>
<br>
She looks at you and smiles. "Oh hi, Flo," she replies. <br>
<br>
Andrea seems more relaxed than usual around Florence, but her eyes are still alert and nervous.<br>
<<elseif $AndreaDialogue is undefined and $current.avatar is "Charli">>
“Hey Andrea,” you say as you approach the maid.<br>
<br>
She looks at you and smiles. "Oh hey Charli," she replies. "Not working today?"<br>
<br>
Andrea seems relaxed around Charli, but she still looks to the side as if expecting someone to be watching.<br>
<<elseif $AndreaDialogue is undefined and $current.avatar is "Annie">>
She looks at you, slightly nervous. “Oh hi, Annie. I mean, Miss. Clancy.” She looks around, then leans in to whisper. “Is everything to your satisfaction?” <br>
<br>
You give Andrea a look. It's enough to send her eyes wide. "I mean, if there's anything you need, please let me know. If you were a guest here, that is. Which you're not. Obviously. Oh dear."<br>
<br>
She leans in closer to you, her lip trembling. "I'm sorry, Annie! Please don't tell Lennox. I don't ever talk about guests with anyone, I swear!”<br>
<br>
You give her a polite smile.<br>
<<elseif $AndreaDialogue is undefined and $current.avatar is "Jennifer">>
Andrea nervously looks up as you approach. “Hello ma’am. How can I help you?”<br>
<br>
You raise an eyebrow. "Ma’am?”<br>
<br>
"Lennox says that we should treat all guests professionally,” Andrea mutters to you. “Even people I know.”<br>
<br>
"That seems a bit much,” you tell her.<br>
<br>
Andrea frowns, looking at you strangely. “I thought you had to do the same at the department store?”<br>
<br>
You try to hide a wince. Instead, you smile politely and nod. “Sure.”<br>
<br>
Andrea eyes you, her eyes narrowed slightly. “Are you feeling alright, Jen?”<br>
<br>
You feel as if you're under a microscope, as you realise that you've underestimated Andrea's relationship with Jen. Now you're arousing her suspicions.<br>
<br>
"Just tired,” you reply.<br>
<<elseif $AndreaDialogue is undefined and $current.avatar is "Emily">>
“Hi there,” you say as you approach the maid.<br>
<br>
She looks at you, slightly startled. “Yes. Can I help you? Are you looking for someone in particular? Or are you interested in our advert?”<br>
<br>
You shake your head. “I just wanted to ask you some questions.”<br>
<br>
Andrea's large brown eyes narrow, framed with her shadowy make-up. But she shrugs. "How can I help?"<br>
<<elseif $AndreaDialogue is undefined>>
“Hi there,” you say as you approach the maid.<br>
<br>
She looks at you, her eyes alert and nervous. “Yes. Can I help you, at all? Am I in your way? I can work somewhere else, if you like. I hope I'm not bothering you.”<br>
<br>
You shake your head. “It’s okay,” you tell her. “I just wanted to ask you some questions.”<br>
<br>
Andrea nods, staring at you with her large brown eyes framed with her shadowy make-up.<br>
<<elseif _relationship is 0 and $current.avatar is "Florence">>
Andrea looks at you with a mixture of fear and betrayal on her face.<br>
<<elseif _relationship is 0>>
Andrea looks at you with thinly veiled hostility, waiting for you to speak.<br>
<<else>>
Andrea looks at you, waiting expectedly. You notice her eyes flicker to each entrance to the lobby, as if she’s keeping watch for anyone catching her not working.<br>
<</if>>
<br>
<<ActionsHeader>>
<<QuestStatus "Quest38">><<InventoryCheckSelf "AndreaPhotoCharli" "AndreaPhotoFlorence">><<set _PhotoRouteActive to (_QuestStatus is "complete" and _InventoryCheckSelf is true)>>
<<QuestState "Quest38">>
<<if _QuestState is 2 and _QuestStatus is "active">>
<<InventoryCheckSelf "AndreaPhotoCharli" "AndreaPhotoFlorence">>
<<if _InventoryCheckSelf is true and _CurrentPC is true>><<link "Show Andrea the photo" "AndreaDialogue">><<set $AndreaDialogue to "ShowPhoto">><</link>><br>
<<elseif _InventoryCheckSelf is true>><s>Show Andrea the photo</s> - <i>You need to be in your own form to make amends.</i><br><</if>>
<</if>>
<<Checkrelationship _NPC>>
<<if _relationship is 0>>
<<InventoryCheckSelf "AndreaPassport">>
<<if _InventoryCheckSelf is true and _PhotoRouteActive is false>>
<<if _CurrentPC is true or $current.avatar is "Florence">><<link "Lure Andrea back to the locker room" "AndreaDialogue">><<set $AndreaDialogue to "Lure">><</link>><br><</if>>
<</if>>
<<SpellsCheckSelf "Charm">><<CharmedCheck "Andrea">>
<<if _SpellsCheckSelf is true and $current.female is true and _Charmed is false>><<link "[Spell: Charm] Cast Charm on Andrea" "AndreaDialogue">><<set $AndreaDialogue to "Charm">><<Greedy 1>><</link>><br><</if>>
<<DialogueSpoken "Andrea" "LockerRoom">><<InventoryCheckSelf "AndreaPassport">>
<<set _LureAvailable to (_InventoryCheckSelf is true and (_CurrentPC is true or $current.avatar is "Florence"))>>
<<if _Discussed is true and $current.avatar isnot "Charli" and _PhotoRouteActive is false and _LureAvailable is false>>
<<StatCheckAssertive "gt" 65>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Intimidate Andrea into taking you to the locker room">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "AndreaDialogue">><<set $AndreaDialogue to "LockerRoomAssertivePass">><<Greedy 1>><<AndrearelationshipChange>><</link>><br>
<<else>>
<<link _StatAssertiveProbability "AndreaDialogue">><<set $AndreaDialogue to "LockerRoomAssertiveFail">><<Assertive 1>><</link>><br>
<</if>>
<</if>>
<<DialogueSpoken "Andrea" "SkeletonKey">><<TaskState "Task3">>
<<if _Discussed is false and _TaskState is "active" and $current.avatar isnot "Charli">>
<<StatCheckAssertive "gt" 65>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Intimidate Andrea into giving you the hotel skeleton key">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "AndreaDialogue">><<TakeObjectNPC "Andrea" "KeyMaid">><<TaskTracker "Task3" "complete">><<set $AndreaDialogue to "SkeletonKeyAssertivePass">><<DialogueDone "Andrea" "SkeletonKey">><<Greedy 1>><</link>><br>
<<else>>
<<link _StatAssertiveProbability "AndreaDialogue">><<set $AndreaDialogue to "SkeletonKeyAssertiveFail">><<Assertive 1>><</link>><br>
<</if>>
<</if>>
<<else>>
<<DialogueSpoken "Andrea" "Her">>
<<if _Discussed is false>><<link "Ask about her" "AndreaDialogue">><<set $AndreaDialogue to "Her">><</link>><br><</if>>
<<AndreaTravelDialogueOption>>
<<if _AndreaTravelDialogueOption is true>>
<<link "Ask about travel" "AndreaDialogue">>
<<LocationKnown "HotelLockerRoom">>
<<Flag "CauseAccident">>
<<if _FlagReturn is false>><<SetFlag "CauseAccident" "active">><</if>>
<<set $AndreaDialogue to "Travel">>
<</link>><br>
<</if>>
<<LocationKnownCheck "HotelLockerRoom">>
<<if _LocationKnownCheck is true and _PhotoRouteActive is false>><<link "Ask about the locker room" "AndreaDialogue">><<DialogueDone "Andrea" "LockerRoom">><<set $AndreaDialogue to "LockerRoom">><</link>><br><</if>>
<<DialogueSpoken "Andrea" "LockerRoom">><<InventoryCheckSelf "AndreaPassport">>
<<if _Discussed is true and _PhotoRouteActive is false and _InventoryCheckSelf is false>>
<<if _CurrentPC is true or $current.avatar is "Florence">>
<<StatCheckAssertive "gt" 65>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Intimidate Andrea into taking you to the locker room">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "AndreaDialogue">><<set $AndreaDialogue to "LockerRoomAssertivePass">><<Greedy 1>><<AndrearelationshipChange>><</link>><br>
<<else>>
<<link _StatAssertiveProbability "AndreaDialogue">><<set $AndreaDialogue to "LockerRoomAssertiveFail">><<Assertive 1>><</link>><br>
<</if>>
<</if>>
<</if>>
<<TandiKnownCheck "Florence">><<QuestState "Quest22">><<DialogueSpoken "Andrea" "TandiWhereabouts">>
<<if _TandiKnownCheck is true and _QuestState gte 0 and _Discussed is false>><<link "Ask Andrea about where Tandi might be" "AndreaDialogue">><<set $AndreaDialogue to "TandiWhereabouts">><<DialogueDone "Andrea" "TandiWhereabouts">><</link>><br><</if>>
<<QuestStatus "Quest25">><<QuestState "Quest25">><<DialogueSpoken "Andrea" "PrivateRooms">>
<<if _QuestStatus is "active" and _QuestState is 0 and _Discussed is false>><<link "Ask her about private rooms in the hotel" "AndreaDialogue">><<set $AndreaDialogue to "PrivateRooms">><<DialogueDone "Andrea" "PrivateRooms">><</link>><br><</if>>
<<DialogueSpoken "Andrea" "Hotel">>
<<if _Discussed is false>><<link "Ask about the hotel" "AndreaDialogue">><<set $AndreaDialogue to "Hotel">><</link>><br><</if>>
<<DialogueSpoken "Andrea" "School">>
<<if _Discussed is false>><<link "Ask about Charlton Upper School" "AndreaDialogue">><<set $AndreaDialogue to "School">><</link>><br><</if>>
<<InventoryCheckSelf "AndreaPassport">>
<<if _InventoryCheckSelf is true and _PhotoRouteActive is false>>
<<if _CurrentPC is true or $current.avatar is "Florence">><<link "Lure Andrea back to the locker room" "AndreaDialogue">><<set $AndreaDialogue to "Lure">><</link>><br><</if>>
<</if>>
<<QuestStatus "Quest38">><<InventoryCheckSelf "AndreaPhotoCharli" "AndreaPhotoFlorence">>
<<if _QuestStatus is "complete" and _InventoryCheckSelf is true>><<link "Ask Andrea to go back to the locker room" "AndreaDialogue">><<set $AndreaDialogue to "FriendsPhotoIntro">><</link>><br><</if>>
<<DialogueSpoken "Andrea" "Advert">>
<<if $current.avatar is "Emily" and _Discussed is false>><<link "Ask about the advert" "AndreaDialogue">><<set $HotelJobAndreaDiscussed to true>><<set $AndreaDialogue to "Advert">><</link>><br><</if>>
<<DialogueSpoken "Andrea" "Advert">><<GetPCState "job">>
<<if _CurrentPC is true and $current.female is true and _Discussed is false and $HotelAdvertSeen is true and _job is "Fired">><<link "Ask about the advert" "AndreaDialogue">><<set $AndreaDialogue to "Advert">><</link>><br><</if>>
<<SpellsCheckSelf "Charm">><<CharmedCheck "Andrea">>
<<if _SpellsCheckSelf is true and $current.female is true and _Charmed is false>><<link "[Spell: Charm] Cast Charm on Andrea" "AndreaDialogue">><<set $AndreaDialogue to "Charm">><<Greedy 1>><</link>><br><</if>>
<<DialogueSpoken "Andrea" "SkeletonKey">><<TaskState "Task3">>
<<if _Discussed is false and _TaskState is "active" and $current.avatar isnot "Charli">>
<<StatCheckAssertive "gt" 65>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Intimidate Andrea into giving you the hotel skeleton key">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "AndreaDialogue">><<TakeObjectNPC "Andrea" "KeyMaid">><<TaskTracker "Task3" "complete">><<set $AndreaDialogue to "SkeletonKeyAssertivePass">><<DialogueDone "Andrea" "SkeletonKey">><<Greedy 1>><</link>><br>
<<else>>
<<link _StatAssertiveProbability "AndreaDialogue">><<set $AndreaDialogue to "SkeletonKeyAssertiveFail">><<Assertive 1>><</link>><br>
<</if>>
<</if>>
<<QuestStatus "Quest36">><<DialogueUnlockCheck "Andrea" "AskAboutCharli">>
<<if _QuestStatus isnot "unknown" and _DialogueUnlockCheck is true>>
<<DialogueSpoken "Andrea" "AskAboutCharli">>
<<if $current.avatar isnot "Charli" and _Discussed is false>><<link "Ask about Charli Thomas" "AndreaDialogue">><<set $AndreaDialogue to "AskAboutCharli">><<QuestTracker "Quest36" 0>><</link>><br><</if>>
<</if>>
<</if>>
<<QuestOptionCheck "Quest23" 3 "nurse_program" "gte">><<DialogueSpoken "Andrea" "NurseProgramGraduate">><<QuestStatus "Quest36">>
<<if _QuestOptionCheck is true and _QuestStatus is "unknown" and $current.avatar isnot "Charli" and _Discussed is false>><<link "Ask about recent graduates who entered the nurse’s program" "AndreaDialogue">><<set $AndreaDialogue to "NurseProgramGraduate">><</link>><br><</if>>
<<link "Say goodbye to Andrea and leave her alone" "HotelLobby">><<EndConversation "Andrea">><</link>><<if $HotelLobbyFirstFloor is "Andrea">>
You walk up the stairs to the first floor. In your current form as a maid employed by the hotel, no one will question you.<br>
<br>
<<ActionsHeader>>
<<link "Continue up to the first floor" "HotelFirstFloor">><<set $HotelLobbyFirstFloor to undefined>><</link>><br>
<<elseif $HotelLobbyFirstFloor is "Sneak">>
You look around the lobby to make sure no one is watching, then quickly leap up the stairs to the first floor.<br>
<br>
<<ActionsHeader>>
<<link "Continue up to the first floor" "HotelFirstFloor">><<set $HotelLobbyFirstFloor to undefined>><</link>><br>
<<elseif $HotelLobbyFirstFloor is "Lennox">>
<<if $current.avatar is "Annie">>
You take a step forward towards the stairs, but hear a tutting behind you. You turn to see Lennox eying you quizzically.<br>
<br>
“Mr. Thompson has been very specific, Miss. Clancy,” he says with snark. “You are only to go upstairs when accompanying him. To do your business meeting.”<br>
<<else>>
You take a step forward towards the stairs, but hear a tutting behind you. You turn to see Lennox eying you quizzically.<br>
<br>
“I’m afraid the first floor is reserved for guests,” he says with snark. “And if you are visiting as a guest, please ask them to come down and sign you in. In acceptable attire, if at all possible.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<SpellsCheckSelf "Charm">><<CharmedCheck "Lennox">>
<<if _Charmed is false and _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Charm] Cast Charm on Lennox" "LennoxDialogue">><<set $LennoxDialogue to "CharmFirstFloor">><<Greedy 1>><</link>><br><</if>>
<<link "Return to the lobby" "HotelLobby">><<set $HotelLobbyFirstFloor to undefined>><</link>>
<<elseif $HotelLobbyFirstFloor is "AndreaWatch">>
You step forward on the first stair, only to hear a small cough from behind you. <br>
<br>
Looking over your shoulder, you see Andrea. She looks nervous and frightened, but she manages to whisper. “I’m sorry, but you really shouldn’t go up there. It’s for guests only. Please. I’d get into trouble if I let you go up.”<br>
<br>
Briefly, you consider if Andrea would have the courage to stop you. But you don’t want to risk her calling Lennox or someone else. You need to reconsider how to get up to the first floor.<br>
<br>
<<ActionsHeader>>
<<if $current.avatar isnot "Charli">>
<<StatCheckAssertive "gt" 60>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to intimidate Andrea into letting you upstairs ">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "AndreaDialogue">><<Greedy 1>><<set $AndreaDialogue to "FirstFloorAssertivePass">><<AndrearelationshipChange>><</link>><br>
<<else>>
<<link _StatAssertiveProbability "AndreaDialogue">><<set $AndreaDialogue to "FirstFloorAssertiveFail">><<Assertive 1>><</link>><br>
<</if>>
<</if>>
<<SpellsCheckSelf "Charm">><<CharmedCheck "Andrea">>
<<if _Charmed is false and _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Charm] Cast Charm on Andrea" "AndreaDialogue">><<set $AndreaDialogue to "CharmFirstFloor">><<Greedy 1>><</link>><br><</if>>
<<link "Return to the lobby" "HotelLobby">><<set $HotelLobbyFirstFloor to undefined>><</link>>
<</if>><<Flag "HotelLockerRoomCodeKnown">>
<<if _FlagReturn is true>>
<<Flag "CauseAccident" "triggered">>
<<if _FlagReturn is true>>
You punch in the code that Andrea gave you, feeling your clothes cling to your body as the cleaning products continue to soak through. Andrea glances up from tidying up and gestures for you to enter.<br>
<br>
<<ActionsHeader>>
<<link "Enter the staff room" "HotelLockerRoom">><<SetFlag "CauseAccident" "done">><<set $HotelLobbyLockerRoom to undefined>><</link>>
<<elseif $HotelLobbyLockerRoom is "EmilyMaid">>
You quickly type in the keycode to access the locker room and walk in, shutting the door behind you.<br>
<br>
<<ActionsHeader>>
<<link "Enter the staff room" "HotelLockerRoom">><<set $HotelLobbyLockerRoom to undefined>><</link>>
<<elseif $HotelLobbyLockerRoom is "AndreaLennox">>
You step up to the staff changing room and type in the keycode to the locker room, but hear a male voice from behind you before you can open the door.<br>
<br>
“Taking a break, Miss. Cinders?” Lennox says to you. <br>
<br>
You shake your head and step away from the door. You’ll need to wait until Lennox isn’t watching you before you can enter the staff room.<br>
<br>
<<ActionsHeader>>
<<link "Return to the lobby" "HotelLobby">><<set $HotelLobbyLockerRoom to undefined>><</link>><br>
<<elseif $HotelLobbyLockerRoom is "People">>
You look to the staff room door, but become quickly aware of other people in the lobby. Not wanting to draw attention to yourself, you take a step back. You’ll need to wait until the lobby is empty to avoid suspicion.<br>
<br>
<<ActionsHeader>>
<<link "Return to the lobby" "HotelLobby">><<set $HotelLobbyLockerRoom to undefined>><</link>><br>
<<else>>
Looking around the lobby, you note that it’s empty. You quickly type in the keycode to access the locker room and walk in, shutting the door behind you.<br>
<br>
<<ActionsHeader>>
<<link "Enter the staff room" "HotelLockerRoom">><<set $HotelLobbyLockerRoom to undefined>><</link>>
<</if>>
<<else>>
You step up to a door in the lobby near the back that you assume leads off to the staff room. A keypad is built into the oak panel right next to the handle. You will need to learn the keycode if you want to enter, or get someone else to let you in.<br>
<br>
<<ActionsHeader>>
<<link "Return to the lobby" "HotelLobby">><<set $HotelLobbyLockerRoom to undefined>><</link>>
<</if>>As inconspicuously as you can, you walk towards the cart. Andrea pays you no attention, absorbed in what she is doing.<br>
<br>
You thrust your foot underneath the wheel and feel your body twist as your ankle gets caught underneath its base. The cart lurches away and instinctively you reach out to grab something to keep your balance. <br>
<br>
With a creak the cart tips on its side. The world starts to spin and you’re falling backwards, feeling your back slam against the floor before being covered in cleaning fluid spilling from buckets flying through the air.<br>
<br>
<i>That was too successful</i>, you think, as the cart falls on you, and cleaning fluid soaks through into your clothes.<br>
<br>
“Oh my!” you hear Andrea exclaim. She’s squatting down beside you in a heartbeat, lifting the cart off your body. “I’m sorry! I’m so sorry! Are you okay?”<br>
<br>
You genuinely check yourself for damage, getting up when you are assured you’re free from injuries. You pull at your clothes, seeped in bleach and fluid. <br>
<br>
Andrea’s eyes flick around, filled with terror. She gives your ruined attire a look, then grimaces. “Please don’t say anything!”<br>
<br>
"It's alright," you tell her. “Accidents happen. I would like to get out of these clothes, though.”<br>
<br>
She bites her lip, conflict visible on her face. “4-9-2-1,” she says. “That’s the locker room code. Wait there for me, I’ll clean up here and come find you something to wear.”<br>
<br>
Andrea turns back to the cart and the mess, hurriedly tidying up.<br>
<br>
<<ActionsHeader>>
<<link "Go to the staff locker room" "HotelLobbyLockerRoom">>
<<EventTrigger "HotelLockerRoom" "CauseAccident" setup.period[$periodCurrent] "Andrea" "PC" null null null false>>
<<SetFlag "HotelLockerRoomCodeKnown">>
<<SetNPCLocation "Andrea" $dayCurrent $periodCurrent "HotelLockerRoom">>
<</link>><<include "HotelLobbyWorkEvents">>
<<if _currentEvent is undefined>>
<<if setup.period[$periodCurrent] is "Lunch">>
<<CheckFirst "HotelLobbyWorkLunch">>
<<if _CheckFirst is false>>
You enter the lobby and glance at the duty board near the podium, where Lennox’s scratchy handwriting has been scrawled beneath the staff roster. One note stands out:<br>
<Br>
<span class='Lennox-handwriting'>“Lunchtime: Bar support (Andrea). Staff rotation short again. Smile and serve.”</span>
<br>
You sigh. You’re supposed to be a maid, not bar staff. But the Charlton Hotel seems to run permanently understaffed. And you’re learning quickly that saying no isn’t really part of the culture here.<br>
<br>
<<ActionsHeader>>
<<link "Head to the restaurant" "HotelLobbyWorkResponses">><<set $HotelLobbyWorkResponses to "Lunch0">><</link>><br>
<<else>>
The lobby rota still reads the same:<Br>
<br>
<span class='Lennox-handwriting'>"Lunchtime: Bar support (Andrea). Smile and serve."</span>
<Br>
No one’s fixed the staffing issue. And no one’s likely to. By now, you’ve accepted that being a maid at the Charlton Hotel comes with an elastic job description. One that includes bar duty whenever the schedule demands it.<Br>
<br>
<<ActionsHeader>>
<<link "Head to the restaurant" "HotelLobbyWorkResponses">><<set $HotelLobbyWorkResponses to "Lunch0">><</link>><br>
<</if>>
<<elseif setup.period[$periodCurrent] is "Afternoon">>
<<CheckFirst "HotelLobbyWorkAfternoon">>
<<if _CheckFirst is false>>
You check the schedule on the lobby board. Another line in Lennox’s jagged handwriting:<Br>
<br>
<span class='Lennox-handwriting'>"Afternoon – Lobby carpet detail (Andrea). Bucket + cloth. Back straight. Smile."</span>
<br>
You sigh. Loudly. But there’s no one to hear it or care. A proper hotel might have a machine for this kind of work. But the Charlton Hotel is anything but modern. <Br>
<br>
You find the battered bucket tucked behind the reception desk, fill it with water and soap, and grab a fraying cloth. Your knees hit the ground, and the work begins.<Br>
<br>
The carpet is an endless expanse of intricate patterns and ancient stains. No matter how hard you scrub, the marks remain. Like memories burned into fabric. You try to focus on the rhythm of the cloth, the swish of water, but your uniform clings tighter with each motion. Riding up the more you lean in.<br>
<br>
You catch a few glances from passing guests. Some watch too long. Others pretend not to, but their eyes linger. Bent forward, on all fours, your skirt creeping higher… it’s hard not to imagine what they’re imagining.<Br>
<br>
And then the lobby doors open.<Br>
<br>
Two figures walk in. One, you recognise. Mr. Sermon, the hotel owner. Tall. Pale. Watchful. He moves like a man carrying secrets in every pocket. His silence always speaks louder than his words.<Br>
<br>
The woman beside him though, is someone you haven’t seen before.<Br>
<br>
She’s striking. Older than most of the women you’ve met in Charlton, but in a way that makes her stand out from the crowd. Tall, with sharp cheekbones, dark red lipstick, and a knowing smile. Her black hair is curled in thick vintage waves, her long coat cinched tight at the waist. She carries herself like she owns the ground she walks on.<br>
<br>
“Well, well,” she says, voice velvet and mirth. “Is this who you were referring to, Harry?” She looks down at you. “Andrea, isn’t it?”<Br>
<br>
You glance up. “Yes, ma’am.”<Br>
<br>
She gives a little smile. “Marjorie. The pleasure is entirely mine.” <br>
<br>
<<ActionsHeader>>
<<link "Talk to Marjorie" "HotelLobbyWorkResponses">><<set $HotelLobbyWorkResponses to "Afternoon">><<AddFirst "HotelLobbyWorkAfternoon">><<NPCKnown "Marjorie">><<NPCKnown "Sermon">><</link>><br>
<<else>>
The lobby rota still says the same:<Br>
<br>
<span class='Lennox-handwriting'>“Afternoon – Lobby carpet detail (Andrea). Bucket + cloth. Back straight. Smile.”</span>
<Br>
Nothing changes.<br>
<br>
You gather the tools again - same old bucket, same fraying cloth - and kneel on the plush carpet that hasn't been properly cleaned in decades. The stains barely budge, but you scrub anyway. Your skirt rides up. The sweat beads at your temples. Guests pass by and stare a little too long, pretending they’re not watching.<Br>
<br>
You’ve stopped trying to tell yourself they’re not.<br>
<Br>
<<set _HeartsOfferedAndrea to ($ItemState.HeartsBusinessCard isnot undefined and $ItemState.HeartsBusinessCard.avatar is "Andrea")>>
<<QuestState "Quest27">>
<<if _HeartsOfferedAndrea is true or _QuestState gte 2>>
The lobby doors open and the atmosphere shifts. Sermon and Marjorie cross the floor together, deep in quiet conversation.<Br>
<br>
Marjorie’s eyes find you as they pass. She gives you the smallest of nods before returning her attention to Sermon.<Br>
<br>
Then they’re gone, her perfume trailing in the air behind them. You return to your scrubbing.<br>
<br>
<<ActionsHeader>>
<<link "Continue working" "HotelLobbyWork">><<TimeChange>><</link>><br>
<<link "Take a break and return to the lobby" "HotelLobby">><<TimeChange>><</link>>
<<else>>
The lobby door opens and instantly you feel the shift in atmosphere. A silence. Expectant. You glance up to see Sermon and Marjorie entering. His eyes settling on you casually. Hers, with interest.<Br>
<br>
“Back on your knees, I see,” she says, her smile widening. “They do work you hard here, don’t they?”<br>
<br>
You sit back on your heels slightly. Hers click as she walks closer.<Br>
<Br>
“I remember what it’s like,” she muses. “Jobs like this. Bent over, elbows sore. Always some man watching. Always pretending not to notice.”<Br>
<br>
Her smile turns conspiratorial. “Still. Some girls make the most of it. Others just stay on their knees.”<Br>
<br>
She looks you over. Critically, but not unkindly. “Which are you, I wonder?”<Br>
<Br>
Sermon remains silent. But he doesn’t leave.<Br>
<Br>
<<ActionsHeader>>
<<StatCheckAssertive "gt" 30>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try and make out you're more than a maid">>
<<CompulsionCheck "HouseProud">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[House Proud] </span><s><<print _StatAssertiveProbability>></s> - <I>You can't seem to consider this job as anything other than rewarding</i><br>
<<else>>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "HotelLobbyWorkResponses">><<CashFlow 2>><<set $HotelLobbyWorkResponses to "AfternoonAssertivePass">><</link>><br>
<<else>><<link _StatAssertiveProbability "HotelLobbyWorkResponses">><<set $HotelLobbyWorkResponses to "AfternoonAssertiveFail">><<Assertive 1>><</link>><br><</if>>
<</if>>
<<CompulsionCheck "HouseProud">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[House Proud] </span><s>Admit that cleaning isn't what you dreamed of doing</s> - <I>There's something that stops you from saying this outright</i><br>
<<else>>
<<link "Admit that cleaning isn't what you dreamed of doing" "HotelLobbyWorkResponses">><<set $HotelLobbyWorkResponses to "AfternoonAdmit">><</link>><br>
<</if>>
<<link "Tell her that you enjoy working here fine" "HotelLobbyWorkResponses">><<set $HotelLobbyWorkResponses to "AfternoonEnjoy">><<CashFlow 1>><</link>><br>
<</if>>
<</if>>
<<elseif setup.period[$periodCurrent] is "Evening">>
<<CheckFirst "HotelLobbyWorkEvening">>
<<if _CheckFirst is false>>
You check the rota on the podium. One word, scribbled in Lennox’s usual scrawl:<br>
<br>
<span class='Lennox-handwriting'>"Evening – Andrea. Laundry."</span>
<Br>
You follow the service corridor past the kitchen until you reach the laundry room. A narrow, overheated cupboard that smells of bleach and damp linen. It’s barely wide enough for you to move in. A pair of old washers hums in the corner, one of them rattling slightly from years of misuse.<Br>
<br>
You drop the fresh load of sheets into the drum, fighting the urge to gag at the mix of stale sweat. Once it’s going, you glance around for something - anything - to pass the time.<Br>
<br>
Your eyes catch on a battered paperback wedged between the machines: <i>A Guide to European Cities</i>. The cover is sun-bleached, the spine cracked from overuse. You flip it open and perch lightly on the edge of the washer, heels dangling just off the ground.<br>
<br>
You thumb through a few pages - Budapest, Vienna, Ljubljana. Places that feel impossibly far away from this claustrophobic little room. You almost forget where you are for a moment.<Br>
<br>
Bringing you quickly back to reality, you jump as the wall-mounted phone beside you rings. Sharp and shrill. You lift the receiver.<br>
<br>
“Laundry,” you answer, trying to sound composed.<Br>
<br>
Lennox’s voice crackles down the line, crisp and clipped. “A guest in our exclusive Room 104 is requesting fresh bathroom linen. Take them up. And remember… presentation matters.” He hangs up before you can reply.<br>
<br>
You glance at the pile of folded sheets, the washing machine vibrating beneath you.<br>
<<else>>
Laundry. Again.<br>
<br>
You sigh as you open the cupboard door and step into the muggy little room. You’ve already memorised the rhythm of the machine’s cycle. Already know where the softener is kept. Already recognise the smell of every stain.<br>
<br>
You load the washer, start the cycle, and stretch out your legs with a low groan. The laundry room’s too hot. Too narrow. Too everything.<br>
<br>
You spot the old <i>Guide to European Cities</i> still wedged between the washers. It falls open naturally to a page on Prague, like it’s been waiting for you. But you don’t even get through the first paragraph before the phone rings on the wall. You sigh and pick it up.<br>
<br>
“Laundry,” you say.<br>
<br>
“Room 104,” Lennox replies without preamble. “Guest wants fresh towels. Take them up. Neatly.”<BR>
<br>
The line clicks dead. You fold the linen with care, your feet already aching in anticipation of the walk up.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Go to Room 104 with fresh laundry" "HotelRoom104">><<EventTrigger "HotelRoom104" "AndreaJobEvening" "Evening" null "Andrea" null null null true>><</link>><br>
<<elseif setup.period[$periodCurrent] is "Night">>
The lobby is quiet now. You go through the evening checklist with quiet efficiency, lamp dimmers set to evening mode, front desk drawer latched, the velvet rope drawn across the restaurant entrance. You pause only to straighten a crooked flyer for Tovil Hole Caves, then check the time. Nearly midnight.<br>
<br>
There’s a soft hum in the air. The building settling, maybe, or just the familiar machinery behind the walls. You consider heading to the locker room to change out of Andrea’s clothes, imagining the feel of something more casual again. But the idea vanishes quickly. She's probably still asleep. You hope. You won't risk waking her and risking a scene.<br>
<br>
The lobby is still empty as you move to the exit. You glance at the mirrored panel by the door and catch your reflection: the impossibly high heels, the fitted waist, the faint shimmer of tights. A flash of something flickers through you. Pride? Guilt? Arousal? It seems like a mix of things, culminating in something you haven't the words for.<br>
<br>
When you're sure no one's watching, you slip out the door and into the cool night. You keep your head down, heart fluttering, hoping no one sees you like this.<Br>
<br>
<<ActionsHeader>>
<<link "Finish working for the day" "TownCentre">><</link>>
<</if>>
<</if>><<if $HotelLobbyWorkResponses is "Lunch0">>
<b>Charlton Hotel - Restaurant</b><br>
<img src="./images/Hotel_Restaurant.png"><br>
<br>
<<CheckFirst "HotelLobbyWorkLunch">>
<<if _CheckFirst is false>>
By the time you step behind the polished mahogany counter, customers are already trickling in. You’re midway through aligning cocktail napkins when two familiar figures stroll through the arch.<Br>
<br>
Clive, sun-kissed and effortlessly charming, heads straight to the bar with a grin. Gordon, silent and stoic, falls into step beside him, like a man doing his duty.<Br>
<Br>
"Afternoon, darlin’,” Clive says easily, leaning on the counter like it’s made for him. “They’ve got you working the bar again? Underappreciated, that’s what you are. Though I’m not about to complain, seeing your face across from me.”<Br>
<Br>
You offer a polite smile. “What can I get you?”<br>
<br>
“Two pints of the old reliable,” Clive replies. “Been a busy mornin’.”<br>
<br>
Gordon grunts. “Water.”<Br>
<Br>
Clive rolls his eyes. “He’s in monk mode again. Got a gym session or something. I don’t know how he does it. No joy, this one.”<Br>
<Br>
“Focus,” Gordon says.<Br>
<Br>
"Yeah, yeah.” Clive waves a hand, then glances at you with a smirk. “You believe that? All work, no play. Fella’s gonna forget how to smile.”<br>
<br>
<<ActionsHeader>>
<<link "Fetch Gordon and Clive’s drinks" "HotelLobbyWorkResponses">><<set $HotelLobbyWorkResponses to "Lunch">><<AddFirst "HotelLobbyWorkLunch">><<NPCKnown "Clive">><<NPCKnown "Gordon">><</link>><br>
<<else>>
You walk into the restaurant and slide behind the counter, heels already aching, just as Clive and Gordon appear again. You barely have time to adjust the glasses before Clive’s grin flashes across the room.<Br>
<Br>
“There she is,” he drawls. “Charlton’s very own reason to drink at lunch.”<Br>
<Br>
Gordon nods silently and takes his usual seat.<br>
<Br>
“Two of the usual?” you ask.<br>
<Br>
“‘Course,” Clive says, flashing you a wink. “Though I don’t know why I even bother ordering for him. Gordo’s in a committed relationship with water and protein shakes.”<Br>
<br>
“Discipline,” Gordon mutters, without looking up.<Br>
<Br>
Clive groans theatrically. “Says it like a virtue.”<Br>
<Br>
You return with their drinks - Clive's pint, Gordon's water - sliding them across the bar with practiced ease.<Br>
<br>
Clive takes his with a pleased nod. “You always know how to take care of a man.”<Br>
<Br>
He sips, then leans in a little. “Can’t tempt you to join me, huh? Just one little drink. I'd behave. Probably.”<Br>
<Br>
A note appears beside his glass again. Neat. Casual. Purposeful. Gordon says nothing, but you feel his eyes watching. And Clive? He’s all warm drawl and easy confidence, waiting to see if you’ll lean in… or walk away.<Br>
<br>
<<ActionsHeader>>
<<StatCheckOrientation "gt" 10 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to flirt to deflect his request">>
<<if _StatCheckOrientation is true>><<link _StatOrientationProbability "HotelLobbyWorkResponses">><<CashFlow 2>><<set $HotelLobbyWorkResponses to "LunchFlirtPass">><</link>><br>
<<else>><<link _StatOrientationProbability "HotelLobbyWorkResponses">><<set $HotelLobbyWorkResponses to "LunchFlirtFail">><<CashFlow 1>><<Orientation 1>><</link>><br><</if>>
<<link "Accept his drink… and his advances" "HotelLobbyWorkResponses">><<set $HotelLobbyWorkResponses to "LunchAccept">><<CashFlow 1>><<Orientation 1>><</link>><br>
<<CompulsionCheck "PartyGirl">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Party Girl] </span><s>Decline his drink and remain professional</s> - <I>There's something about the offer of a free drink you can't turn down</i><br>
<<else>>
<<link "Decline his drink and remain professional" "HotelLobbyWorkResponses">><<set $HotelLobbyWorkResponses to "LunchProfessional">><</link>><br>
<</if>>
<</if>>
<<elseif $HotelLobbyWorkResponses is "Lunch">>
You nod, stepping away to pour. It’s been a while since your university bar shifts, but your hands remember the rhythm.<br>
<br>
As you pour, Gordon and Clive chat about the latest job they are working on. Clive occasionally flashes you a grin when you meet his eye.<Br>
<Br>
When you return with their drinks - a pint for Clive, water for Gordon - Clive lets his fingers brush yours just slightly as he takes the mug. “I hate drinkin’ alone,” he says, swirling the amber liquid in his glass. “And he -” Clive jerks his head at Gordon “ - ain’t exactly the life of the party.”<br>
<br>
“Your life is a party,” Gordon says, offering the other man a rare smirk. <Br>
<br>
“That a twang of jealousy from you, Gordo?” Clive laughs. “Can’t blame a man for tryin' to have a drink with his pal.”<br>
<br>
His eyes find yours again. There’s a shift in his smile. “Though... reckon there’s other people to pass lunch with. Like a beautiful girl.”<Br>
<br>
He nods to the bar. “Why don’t you pour somethin’ for yourself? On me. It’s not so busy. You can sit. We can chat. Find out what’s really going on behind those dark and dreamy eyes of yours.”<Br>
<br>
A folded note appears beside his drink, neat and ready. Like it had always been there. You hear Pierre’s voice still muttering behind the kitchen doors. But here, at the bar, Clive is all smooth confidence and easy charm. His expression leaves little doubt what kind of toast he’s really hoping for.<Br>
<br>
<<ActionsHeader>>
<<StatCheckOrientation "gt" 10 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to flirt to deflect his request">>
<<if _StatCheckOrientation is true>><<link _StatOrientationProbability "HotelLobbyWorkResponses">><<CashFlow 2>><<set $HotelLobbyWorkResponses to "LunchFlirtPass">><</link>><br>
<<else>><<link _StatOrientationProbability "HotelLobbyWorkResponses">><<set $HotelLobbyWorkResponses to "LunchFlirtFail">><<CashFlow 1>><<Orientation 1>><</link>><br><</if>>
<<link "Accept his drink… and his advances" "HotelLobbyWorkResponses">><<set $HotelLobbyWorkResponses to "LunchAccept">><<CashFlow 1>><<Orientation 1>><</link>><br>
<<CompulsionCheck "PartyGirl">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Party Girl] </span><s>Decline his drink and remain professional</s> - <I>There's something about the offer of a free drink you can't turn down</i><br>
<<else>>
<<link "Decline his drink and remain professional" "HotelLobbyWorkResponses">><<set $HotelLobbyWorkResponses to "LunchProfessional">><</link>><br>
<</if>>
<<elseif $HotelLobbyWorkResponses is "LunchFlirtPass">>
You lean in slightly, letting your fingers trail idly across the rim of a clean glass.<Br>
<br>
“I’d love to,” you say, voice light, teasing, “but I doubt Lennox would approve. Might be safer to keep things… professional.”<Br>
<br>
Clive grins, about to protest, but you cut in with a soft smirk. “Still… maybe I’ll see you at McTafey’s sometime. Off the clock. Fewer rules there.”<Br>
<br>
His eyes glint, delighted. “Well now. That sounds mighty invitin’. I’ll save a stool for you.”<Br>
<Br>
Gordon rolls his eyes at his friend, but Clive ignores him, sliding the folded note across the bar like it’s nothing. Your fingers close around it and return to work, the note tucked in your apron. And a strange flutter sitting right beside it.<Br>
<br>
You tell yourself it's just tips. Just customer service. It's not like you’re actually entertaining the idea of sitting across from Clive in a booth with a drink in hand. Of him calling you darlin’ over candlelight. That would be ridiculous.<br>
<Br>
<i>Right?</i><Br>
<br>
<<ActionsHeader>>
<<link "Continue working" "HotelLobbyWork">><<set $HotelLobbyWorkResponses to undefined>><<TimeChange>><</link>><br>
<<link "Take a break and return to the lobby" "HotelLobby">><<TimeChange>><<set $HotelLobbyWorkResponses to undefined>><</link>>
<<elseif $HotelLobbyWorkResponses is "LunchFlirtFail">>
You try to play along, mouth curling into what you hope is a flirty smile. “I mean, I could have a drink. But not now. Later. Like, out. Somewhere not here.”<Br>
<Br>
Clive raises an eyebrow.<Br>
<Br>
You push forward. “Maybe… at another place. The pub. McTafey’s. If you’re there. I might be too.”<br>
<br>
There’s a beat of silence. Clive takes a sip from his pint, watching you with a faint smirk. “Sure,” he says slowly, like he’s trying to fill in the blanks himself. “Maybe I’ll see you then.”<Br>
<Br>
He slides the note your way all the same. You grab it, cheeks prickling. Gordon looks over the rim of his glass and just mutters, “Smooth.”<Br>
<br>
You move off quickly, trying not to dwell on it. You were just trying to get a tip. No big deal. Even if you do feel like you just tried to flirt with the delicacy of a middle school girl being asked to the first dance they were invited to. <br>
<br>
<<ActionsHeader>>
<<link "Continue working" "HotelLobbyWork">><<set $HotelLobbyWorkResponses to undefined>><<TimeChange>><</link>><br>
<<link "Take a break and return to the lobby" "HotelLobby">><<set $HotelLobbyWorkResponses to undefined>><<TimeChange>><</link>>
<<elseif $HotelLobbyWorkResponses is "LunchAccept">>
You glance back toward the kitchen. Pierre’s shouting is still muffled behind the door. For a moment, you let the hum of the bar fade and focus on Clive’s easy smile, the glint of interest in his eyes.<Br>
<br>
“Alright,” you say quietly, reaching for a clean glass.<Br>
<Br>
Clive beams. “That’s the spirit.”<Br>
<BR>
You pour yourself a drink. Just a small one. The liquid is stronger than you expect, the impact faster in this smaller, more delicate body. You perch on the stool across the bar, just out of view from the kitchen, and for a while, you let Clive talk.<Br>
<br>
He talks about joy. About the freedom in small things. A cold drink in the middle of the day. Sunshine in early spring. A quiet booth at McTafey’s where the jukebox doesn’t work but plays the right songs anyway.<Br>
<br>
You nod along, letting his voice carry you. Gordon sips his water in silence, content. Occasionally, he cuts in: “Sounds poetic,” he mutters once. But Clive weaves his comments in, continuing his thread like Gordon’s interruptions are punctuation marks.<Br>
<br>
You’re listening. That’s all. He’s charming. That’s just a fact. His smile doesn’t do anything to you, and the drink making your head light? That’s just because you’re tired.<Br>
<Br>
<i>Just tired.</i><Br>
<Br>
Time passes fast. Too fast. You’re swirling the last of your drink when the kitchen door bursts open. Pierre storms out of the kitchen, brandishing a greasy dish towel like it’s a floppy plastic sword.<Br>
<Br>
“Mais qu’est-ce que c’est que ça?!” he barks, eyes locking onto you. “What are you doing?”<Br>
<Br>
Clive shifts in his seat, smoothly palming your glass and sliding it in front of himself without missing a beat. “She was helping us with something,” he says casually. “Just a little lunch inquiry.”<Br>
<br>
Pierre snorts. “Inquiry? Bah! What is this - room service with champagne? You think this is Café de Paris, maybe? Should I bring out the violinists? Get back to work!”<Br>
<Br>
He pivots sharply on his heel, already muttering curses in French as he disappears back into the kitchen. <br>
<br>
You slip from your seat. “Thanks,” you murmur to Clive.<Br>
<br>
He tips his glass. “Anytime, sweetheart.”<br>
<Br>
You roll your eyes and walk away, cheeks warm. Just from the drink, obviously.<br>
<br>
<i>Obviously.</i><Br>
<br>
<<ActionsHeader>>
<<link "Continue working" "HotelLobbyWork">><<set $HotelLobbyWorkResponses to undefined>><<TimeChange>><</link>><br>
<<link "Take a break and return to the lobby" "HotelLobby">><<set $HotelLobbyWorkResponses to undefined>><<TimeChange>><</link>>
<<elseif $HotelLobbyWorkResponses is "LunchProfessional">>
You straighten up, giving Clive a polite but firm smile. “Thanks for the offer,” you say, carefully sliding the note back toward him, “but I’m working. And I don’t think Pierre would call this part of my job description.”<Br>
<br>
Clive raises his eyebrows, but the grin doesn’t falter. “Fair enough,” he says, lifting his pint in a half-toast. “Didn’t mean to get you in trouble. Just figured a good drink deserves good company.”<Br>
<br>
Gordon finally chimes in with a quiet, “She’s got sense,” before returning to his water.<Br>
<br>
Clive chuckles, tossing a glance his friend’s way. “Guess it’s just you and me against the world, big fella.”<Br>
<br>
You busy yourself behind the bar, wiping down a tray that didn’t need cleaning. Clive keeps chatting with Gordon, but his attention drifts elsewhere. You did the right thing. Stayed professional. Kept boundaries.<Br>
<Br>
Still… there’s no folded note left behind this time. No wink. No extra coin slipped your way. Just the faint echo of good-natured laughter as they get up to leave.<Br>
<Br>
And the quiet ache in your heels as you return to work.<br>
<br>
<<ActionsHeader>>
<<link "Continue working" "HotelLobbyWork">><<set $HotelLobbyWorkResponses to undefined>><<TimeChange>><</link>><br>
<<link "Take a break and return to the lobby" "HotelLobby">><<set $HotelLobbyWorkResponses to undefined>><<TimeChange>><</link>>
<<elseif $HotelLobbyWorkResponses is "Afternoon">>
Marjorie shares a smile with Sermon, before stepping closer to you. You notice her heeled black boots near your face, a hint at dark nylons stretching up beneath her long coat. She smells of perfume - exotic, expensive, and impossible to ignore.<Br>
<Br>
“They have you scrubbing carpets, darling? On your knees? With a face like that and a body like... well.” She lets the rest hang in the air, then chuckles softly. “Seems a bit wasted, don’t you think?”<Br>
<Br>
Sermon says nothing. But you feel his gaze on you.<Br>
<br>
Marjorie bends at her knees, squatting beside you. Her long coat falls to her sides, exposing more of her legs. Clad in fishnet tights with fine holes. “Do you like it here?” she asks, her eyes closer now to yours. “This work? All this effort. Elbow grease and knees bruised for minimum wage.”<br>
<br>
You feel your cheeks flush.<br>
<Br>
“There are other options, you know,” she continues, studying you. “For girls like you.”<Br>
<br>
Her tone is playful. But there’s something behind it. Something heavier.<br>
<br>
“I’ve had a few girls start here,” she adds. “Some of them moved on to better things. It just takes... the right attitude.”<Br>
<br>
You glance at Sermon. His eyes are unreadable. But his silence weighs more than words.<br>
<Br>
<<ActionsHeader>>
<<StatCheckAssertive "gt" 30>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try and make out you're more than a maid">>
<<CompulsionCheck "HouseProud">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[House Proud] </span><s><<print _StatAssertiveProbability>></s> - <I>You can't seem to consider this job as anything other than rewarding</i><br>
<<else>>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "HotelLobbyWorkResponses">><<CashFlow 2>><<set $HotelLobbyWorkResponses to "AfternoonAssertivePass">><</link>><br>
<<else>><<link _StatAssertiveProbability "HotelLobbyWorkResponses">><<set $HotelLobbyWorkResponses to "AfternoonAssertiveFail">><<Assertive 1>><</link>><br><</if>>
<</if>>
<<CompulsionCheck "HouseProud">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[House Proud] </span><s>Admit that cleaning isn't what you dreamed of doing</s> - <I>There's something that stops you from saying this outright</i><br>
<<else>>
<<link "Admit that cleaning isn't what you dreamed of doing" "HotelLobbyWorkResponses">><<set $HotelLobbyWorkResponses to "AfternoonAdmit">><</link>><br>
<</if>>
<<link "Tell her that you enjoy working here fine" "HotelLobbyWorkResponses">><<set $HotelLobbyWorkResponses to "AfternoonEnjoy">><<CashFlow 1>><</link>><br>
<<elseif $HotelLobbyWorkResponses is "AfternoonAssertivePass">>
You sit up straighter on your knees, cloth still in hand. “I’m more than this,” you say quietly, but firmly. “I might be wearing the uniform. Doing the work. But that’s not all I am.”<Br>
<br>
Marjorie blinks, surprised. Then a smile curves across her lips, wide and delighted. “Oh, I like you,” she says. “A little spark still burning under all that soap and starch.”<Br>
<br>
You glance toward Sermon. His expression is unchanged, but his jaw seems tighter. He doesn’t interrupt, doesn’t approve. Just watches.<Br>
<Br>
Marjorie slips a hand into her coat pocket and produces a handful of notes and coins. She puts them down carefully beside your bucket, fingers brushing your arm as she does. Then she hesitates.<Br>
<br>
“Oh,” she adds, almost to herself. “Not that one.”<Br>
<Br>
She reaches down and takes hold of an unusually old coin. Faded bronze, faintly burnished. A penny farthing is stamped on the face, embossed with the letter <b>M</b>.<br>
<br>
Her voice drops to a near whisper as she picks it up. “That one’s not for you. Not yet.”<br>
<br>
<<QuestOptionCheck "Quest27" 0 "hotel">>
<<if _QuestOptionCheck is true>>
She turns smoothly to go, heels clicking against the marble. Sermon gives you a final look, unreadable as ever, before turning to follow.<br>
<br>
If you wanted to ask her about Hearts, this would be the time to do it.<br>
<<else>>
She turns smoothly to go, heels clicking against the marble. Sermon gives you a final look, unreadable as ever, before following.<br>
<br>
You’re left staring after them long after they’ve gone. Marjorie’s perfume lingering in the air.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<QuestOptionCheck "Quest27" 0 "hotel">>
<<if _QuestOptionCheck is true>><<link "Ask about working at Hearts" "HotelLobbyWorkResponses">><<set $HotelLobbyWorkResponses to "AfternoonAskHearts">><</link>><br><</if>>
<<link "Continue working" "HotelLobbyWork">><<set $HotelLobbyWorkResponses to undefined>><<TimeChange>><</link>><br>
<<link "Take a break and return to the lobby" "HotelLobby">><<set $HotelLobbyWorkResponses to undefined>><<TimeChange>><</link>>
<<elseif $HotelLobbyWorkResponses is "AfternoonAssertiveFail">>
You raise your chin slightly. “I’m not just… this,” you try. “There’s more to me than scrubbing floors.”<br>
<br>
Marjorie tilts her head, amused. “Oh?”<br>
<br>
You swallow. “I’m just saying. I could do more. Be more.”<br>
<br>
Sermon shifts slightly behind her. His gaze cools. You feel it like frost on the back of your neck. Marjorie, however, is smiling again. Not indulgent this time. Curious.<Br>
<br>
“Brave words,” she murmurs. “Messy delivery. But brave.”<Br>
<br>
She leans down a little, just enough to meet your eyes. “I’ll be watching you, Andrea. Let’s see if that spark actually lights anything.”<Br>
<br>
She rises again, brushing non-existent dust from her gloves. Sermon doesn’t speak. But the way he turns and walks away feels like a judgement.<Br>
<br>
<<QuestOptionCheck "Quest27" 0 "hotel">>
<<if _QuestOptionCheck is true>>
If you wanted to ask her about Hearts, this would be the time to do it.<br>
<<else>>
You look back at your bucket. The cloth. The water. Still kneeling. But maybe… maybe not for long. If Marjorie has her way.<Br>
<Br>
Though you wonder what her way actually is.<br>
<</if>>
<br>
<<ActionsHeader>>
<<QuestOptionCheck "Quest27" 0 "hotel">>
<<if _QuestOptionCheck is true>><<link "Ask about working at Hearts" "HotelLobbyWorkResponses">><<set $HotelLobbyWorkResponses to "AfternoonAskHearts">><</link>><br><</if>>
<<link "Continue working" "HotelLobbyWork">><<set $HotelLobbyWorkResponses to undefined>><<TimeChange>><</link>><br>
<<link "Take a break and return to the lobby" "HotelLobby">><<set $HotelLobbyWorkResponses to undefined>><<TimeChange>><</link>>
<<elseif $HotelLobbyWorkResponses is "AfternoonAdmit">>
You hesitate, cloth still clenched in your hand.<br>
<br>
“I mean…” you start, carefully. “It’s not exactly what I pictured myself doing.”<Br>
<Br>
Marjorie arches an eyebrow, lips twitching in amusement.<br>
<br>
“It pays,” you add quickly, glancing toward Sermon. “And I’m grateful. It’s just… I thought maybe life would be a little different. Not easier. Just… different.”<Br>
<Br>
Sermon’s jaw tightens ever so slightly. He doesn’t speak, but you feel the shift in the air. Like the temperature in the room has dropped. Marjorie, though, seems pleased. She steps a little closer, voice dropping just enough to feel like it’s meant only for you.<Br>
<br>
“Well,” she says, eyes glittering, “we’ve all had dreams that took detours. The smart girls don’t give them up entirely. They just learn how to wait.”<Br>
<br>
Her gaze lingers a moment longer than it should. Then she turns to Sermon. “She’s got something,” she says with a small shrug. “Maybe not much. But something.”<Br>
<br>
<<QuestOptionCheck "Quest27" 0 "hotel">>
<<if _QuestOptionCheck is true>>
She begins to stroll away with a knowing smile, and Sermon silently follows. If you wanted to ask her about Hearts, this would be the time to do it.<br>
<<else>>
She strolls away with a knowing smile, and Sermon silently follows.<Br>
<br>
You return to your scrubbing - back straight, cheeks flushed - but your mind somewhere far away. For a moment, picturing where Marjorie comes from.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<QuestOptionCheck "Quest27" 0 "hotel">>
<<if _QuestOptionCheck is true>><<link "Ask about working at Hearts" "HotelLobbyWorkResponses">><<set $HotelLobbyWorkResponses to "AfternoonAskHearts">><</link>><br><</if>>
<<link "Continue working" "HotelLobbyWork">><<set $HotelLobbyWorkResponses to undefined>><<TimeChange>><</link>><br>
<<link "Take a break and return to the lobby" "HotelLobby">><<set $HotelLobbyWorkResponses to undefined>><<TimeChange>><</link>>
<<elseif $HotelLobbyWorkResponses is "AfternoonAskHearts">>
“I’ve heard,” you stammer as Marjorie begins to walk away. “That you need girls.”<br>
<br>
Marjorie draws to a halt, her heeled boots scuffling the carpet. She turns to look over her shoulder, raising an eyebrow. “Oh?”<br>
<br>
Looking up from your hands and knees, you catch Sermon looking at you with a cold stare. Marjorie, by comparison, lets her mouth twitch at the side.<br>
<br>
“Girls talk,” you murmur, feeling your body flood with anxiety. “They say you have options. For outside this hotel.”<br>
<br>
Marjorie looks at Sermon, raising an eyebrow. When he doesn’t respond, she steps back towards you, squatting down on her heels. Her coat falls open at her knees, revealing her fishnets beneath.<br>
<br>
“You realise that such talk can get you in trouble?” she murmurs. “Harry doesn’t like girls who want to do more than scrub when they’re down here.”<br>
<br>
She reaches out and pats your knee, her hand lingering as she gauges your reaction.<br>
<br>
“I’m sure,” you reply, trying to muster the courage just to say the words.<br>
<br>
Her fingers massage your kneecap, before she nods. She reaches back to her handbag and takes out a business card in the shape of a pink heart. “I’ll give you a chance,” she tells you. “See if you know how to do more with that body than wipe grime off a carpet. Phone a cab in the evening. Tell them you want to go to the Ace of Hearts. They’ll know what to do.”<br>
<br>
You look down at the business card as you take it. The paper glitters with yellow dust that you can sense is more than decoration. Your palm warms at its touch. More than warms, in fact. It trickles. For a moment the glitter in the card glows brighter and you feel it somehow leech your essence as it binds itself to you.<br>
<br>
Marjorie stands and turns back to Sermon. “You approve?”<br>
<br>
Sermon looks back at you with a thinly veiled snarl. But then he nods back to Marjorie. Once and firm.<br>
<br>
“Keep her on for the time being,” she tells him. “If she works out, you’ll know by her absence.”<br>
<br>
She strolls away, looking back only to give you a knowing smile. Sermon silently follows.<br>
<br>
You return to your scrubbing - back straight, cheeks flushed - tucking the business card away. Knowing that you are one step closer to Hearts.<br>
<br>
<I>Is that what you want, though?</i><br>
<br>
<<ActionsHeader>>
<<link "Continue working" "HotelLobbyWork">><<TakeObjectNPC "Marjorie" "HeartsBusinessCard">><<HeartsCardTag "HeartsBusinessCard">><<QuestTracker "Quest27" 1>><<LocationKnown "AceOfHearts">><<SetFlag "CharltonTaxiHomeKnown">><<set $HotelLobbyWorkResponses to undefined>><<TimeChange>><</link>><br>
<<link "Take a break and return to the lobby" "HotelLobby">><<TakeObjectNPC "Marjorie" "HeartsBusinessCard">><<HeartsCardTag "HeartsBusinessCard">><<QuestTracker "Quest27" 1>><<LocationKnown "AceOfHearts">><<SetFlag "CharltonTaxiHomeKnown">><<set $HotelLobbyWorkResponses to undefined>><<TimeChange>><</link>>
<<elseif $HotelLobbyWorkResponses is "AfternoonEnjoy">>
You straighten your back a little, forcing a polite smile. “I enjoy working here,” you say. “It’s decent work. Honest. I don’t mind it.”<Br>
<br>
You don’t look directly at Marjorie when you say it, instead glancing at Sermon. But you feel her eyes on you, searching.<br>
<Br>
Sermon nods, slowly. His hand moves to his coat pocket and pulls out a neatly folded note, placing it on the table beside your cleaning supplies without a word. “Good maids get nice rewards.”<Br>
<br>
Marjorie’s smile cools. “Well,” she says, her tone syrup-smooth, “if you’re happy scrubbing floors, who am I to interrupt?”<Br>
<br>
She steps away, coat sweeping behind her, heels clicking against the tile. “Just remember,” she calls back over her shoulder, “some cages are more comfortable than others.”<Br>
<br>
Sermon gives you one final glance, then follows her.<BR>
<br>
You exhale, looking down at the note he left behind. You tuck it quickly into your apron, but Marjorie’s words cling to you longer than they should.<br>
<br>
<<ActionsHeader>>
<<link "Continue working" "HotelLobbyWork">><<set $HotelLobbyWorkResponses to undefined>><<TimeChange>><</link>><br>
<<link "Take a break and return to the lobby" "HotelLobby">><<set $HotelLobbyWorkResponses to undefined>><<TimeChange>><</link>>
<<elseif $HotelLobbyWorkResponses is "EveningFlirtPass">>
You give him a playful smile, stepping forward just enough to keep his attention focused.<Br>
<br>
“Sounds like the whole region owes you a drink,” you say, voice soft and sweet. “Keeping the country fed… sounds like real power. I guess Charlton’s lucky to have someone who knows how to take care of things.”<Br>
<br>
His eyes flick downward. To your legs, specifically. Stockings. Lace trim. You see his tongue trace the corner of his mouth, just briefly.<Br>
<br>
He chuckles, clearly enjoying himself. “Well, I like to think I know how to handle an issue when I see one.”<Br>
<br>
You smile, but something about this whole moment gives you pause.<br>
<br>
He’s lying on the bed. You’re in a maid outfit. A tiny one. Corseted, short-skirted, and painfully tight. He’s older, powerful, in a suit still warm from his last deal. And you… you’re flirting for tips.<br>
<br>
<i>This is just for the tips, right?</i><br>
<br>
His gaze hasn’t moved from your thighs.<br>
<br>
“Alright,” he says finally, reaching over and tossing a few notes over towards the end of the bed. “You've earned that. Go ahead and leave the towels in the bathroom, sweetheart.”<br>
<br>
You nod, forcing another smile, and pick up the notes from the bed, his eyes following as you bend over.<br>
<br>
<<ActionsHeader>>
<<link "Put the towels in the bathroom" "HotelLobbyWorkResponses">><<set $HotelLobbyWorkResponses to "EveningBathroomFlirt">><</link>>
<<elseif $HotelLobbyWorkResponses is "EveningFlirtFail">>
You attempt a smile. “It’s impressive,” you say, voice a little too high-pitched. “I mean, grain… supply chains… it’s all so…”<Br>
<br>
You trail off. You were going to say sexy. But you just… can’t.<Br>
<br>
Instead, you say: “Good.”<BR>
<br>
His brow twitches. He stares at you for a second too long. Not in appreciation, more like confusion. “Mhm,” he says, noncommittally, already reaching for the file beside him. The spark’s gone, but he’s still looking at your legs. Just not smiling anymore. <Br>
<br>
“That’s fine,” he adds, picking up a note and flicking it to the end of the bed. “Just leave the towels in the bathroom, would you?”<Br>
<br>
You nod. Face a little warm. You pick up the tip.<br>
<br>
<<ActionsHeader>>
<<link "Put the towels in the bathroom" "HotelLobbyWorkResponses">><<AddFirst "HotelLobbyWorkEvening">><<set $HotelLobbyWorkResponses to "EveningBathroom">><</link>>
<<elseif $HotelLobbyWorkResponses is "EveningCompliment">>
You offer a polite smile, keeping your voice light but respectful. “Sounds like you’ve got a real eye for business. Must be nice, being so important you are to a whole supply chain.”<Br>
<Br>
That does it.<br>
<br>
His chest lifts slightly, like he’s grown an inch taller just from your words. He pulls at his tie, then lets it fall loose again, clearly pleased. “Well, someone has to keep things moving. Most people just see bread on a shelf. They don’t think about what it takes to get it there.” He shakes his head, grinning. “But that’s alright. I don’t do it for the credit. Just like to know things are running right.”<Br>
<br>
You nod along, and inside, you feel that flicker of something strange... satisfaction? That was too easy. Just a little praise, and he’s practically preening. This is all it takes to wrap a guy around your finger, it seems.<Br>
<br>
<I>Is that how you think now?</i><Br>
<br>
The idea makes you pause. You shouldn’t think like that. Should you? But there’s no denying the result. The man reaches to the bedside table and flicks a note across the bed toward you.<Br>
<bR>
“Go ahead and leave the towels in the bathroom, sweetheart,” he says with a pleased little nod. “Appreciate the manners.”<Br>
<br>
You pick up the tip, your expression composed. But inside, there’s a quiet tug-of-war between pride and discomfort.<Br>
<br>
<<ActionsHeader>>
<<link "Put the towels in the bathroom" "HotelLobbyWorkResponses">><<AddFirst "HotelLobbyWorkEvening">><<set $HotelLobbyWorkResponses to "EveningBathroom">><</link>>
<<elseif $HotelLobbyWorkResponses is "EveningDismiss">>
You shift your weight, tired of the posturing. “Sounds like a lot of talking to people and signing contracts,” you say plainly. “Not sure that qualifies as hard work.”<Br>
<Br>
His eyes narrow. “It’s a lot more complicated than that,” he replies, voice cooling. “And a lot tougher than putting on a pair of nylons and prancing around pretending to dust.”<Br>
<bR>
His eyes flick to your legs. Briefly. The interest is there, but dulled now. Buried beneath irritation. Whatever tip you might’ve earned dies right there.<br>
<br>
He reaches for a file on the bedside table, flipping it open without looking back at you. “Put the towels in the bathroom,” he says flatly.<Br>
<br>
No warmth. No banter. Just business.<br>
<br>
Still. You can’t help but grin about how annoyed he became after a simple retort. <Br>
<br>
<<ActionsHeader>>
<<link "Put the towels in the bathroom" "HotelLobbyWorkResponses">><<AddFirst "HotelLobbyWorkEvening">><<set $HotelLobbyWorkResponses to "EveningBathroom">><</link>>
<<elseif $HotelLobbyWorkResponses is "EveningBathroom">>
You take the folded towels into the en suite, the warm air clinging to your skin. Your heels click softly against the tiles as you place the towels neatly on the rail and smooth out the folds. <Br>
<br>
When you step back into the room, the businessman is already engrossed in a thick file, pen in hand, brow furrowed. Whatever fleeting interest he had is gone. He doesn’t look up when you return.
<Br>
<Br>
“Thanks,” he mutters, not even glancing in your direction. “That’ll be all.”<br>
<br>
Dismissed. Just like that.<br>
<br>
You nod, quietly, and head for the door. <Br>
<br>
<<ActionsHeader>>
<<link "Return to the lobby and finish your shift" "HotelLobbyWork">><<set $HotelLobbyWorkResponses to undefined>><<TimeChange>><</link>><br>
<<elseif $HotelLobbyWorkResponses is "EveningBathroomFlirt">>
You take the folded towels into the en suite, the warm air clinging to your skin. Your heels click softly against the tiles as you place the towels neatly on the rail and smooth out the folds. <Br>
<Br>
When you step back into the room, the businessman still lies on the bed. It only takes you a moment to realise that something is different.<Br>
<br>
His trousers unbuckled, underwear pulled down slightly, and his hand plays casually with his hardening cock in his grip. He grins at you as his eyes wander back down to your nylons before meeting your gaze once more.<br>
<br>
One other thing registers - the pile of notes at the edge of the bed.<Br>
<br>
“Think you can provide some more customer service, sweetheart?” he says. “Why don’t you take those shoes off and put those feet to work?”<Br>
<br>
The businessman continues to stroke, as if his request is the most casual thing in the world. His dick grows in size, stiffening into a thick shaft.<Br>
<br>
<<ActionsHeader>>
<<link "Do it" "HotelLobbyWorkResponses">><<AddFirst "HotelLobbyWorkEvening">><<set $HotelLobbyWorkResponses to "EveningBathroomFootAgree">><<Orientation 1>><</link>><Br>
<<link "Tell him that's not appropriate" "HotelLobbyWorkResponses">><<AddFirst "HotelLobbyWorkEvening">><<set $HotelLobbyWorkResponses to "EveningBathroomFootDisagree">><</link>>
<<elseif $HotelLobbyWorkResponses is "EveningBathroomFootAgree">>
Your eyes flick to the cash on the bed. Then back to the businessman. Something in you breaks.<Br>
<br>
With a small sigh, you step out of your heels and sit on the edge of the bed. You feel the soft comfy sheet press against your nylons and your stocking-clad feet brush against the carpet.<Br>
<br>
“That’s it,” he says. “Now. Swing your feet over my way.”<Br>
<br>
He lets go over his shaft, putting his hands either side of his body. You stare at his dick. Hard. Erect. Part of you can’t believe that you’re about to do this.<Br>
<br>
But swinging your legs up on to the bed, you know that you will anyway.<Br>
<br>
His eyes linger without shame now, staring at your tights. He licks his lips in anticipation. “Wrap your feet around it.”<Br>
<br>
As gracefully as you can muster, you move your feet either side of his dick. You tug them together, feeling your feet touch. And in-between them, you feel his warm flesh against your soles. Only your stockings between them. The businessman sighs in satisfaction. “Now. Look at me. And start moving those feet.”<Br>
<br>
You put your arms behind you for support and lock your eyes on him. You begin to move your feet, up and down his shaft. Feeling your tights softly rub against his dick as you pump it over and over again.<Br>
<br>
His eyes drift down to watch your feet. Your dainty toes barely visible in the dark stockings. His mouth waters. His hands twitch, as if it’s taking all control he has not to move them.<Br>
<br>
As he begins to gasp, your own eyes drift down to watch your feet. Moving in a steady rhythm, wrapped around his prick, glistening with precum. You feel some of it seep into your stockings. The sticky substance clinging against your skin.<br>
<br>
“Faster”, he commands. And you speed up your movements. Clenching his cock between your small feet.<Br>
<br>
“Oh fuck,” he stammers. “I’m going to…”<Br>
<br>
He groans as suddenly a spurt of semen shoots up into the air. You continue to move your feet rigorously as cum falls back down, some landing on the bed, but most splattering against your legs and feet. <br>
<br>
Then the residual semen seeps out of the tip of his prick. All over your nylons, all over your toes wrapped around the top of his shaft. <br>
<Br>
“Fuck,” he exclaims, with a sigh. “That was amazing.”<Br>
<br>
<<ActionsHeader>>
<<link "Clean up" "HotelLobbyWorkResponses">><<AddFirst "HotelLobbyWorkEvening">><<set $HotelLobbyWorkResponses to "EveningBathroomFootCleanUp">><<CashFlow 3>><</link>><Br>
<<elseif $HotelLobbyWorkResponses is "EveningBathroomFootCleanUp">>
You pull your feet back, away from his dick, and dangle them over the floor, trying not to make more of a mess on his bed. The cum is absorbed into your stockings, seeps through them, cold against your legs and feet. You see the stains already appearing through the dark fabric.<Br>
<br>
“I should clean up,” you murmur, steadying yourself to stand.<Br>
<br>
“No.” The command is short, but weighted with seriousness. You look to the businessman. His smile gone for a moment, before returning all the wider.<Br>
<br>
“Put your shoes on,” he says quietly. “And finish your shift.”<Br>
<br>
His eyes flick over to the side of the bed. You follow his gaze and see where he is looking. The pile of notes. This too, is part of the deal.<Br>
<br>
You take a deep breath and move over to where you carefully positioned your high heels. Bracing yourself, you put your feet into them, sliding them on. The squelch as you do so is muted, but you feel the cold texture of cum pressed deep against them, fusing together between your shoes, nylons and feet.<br>
<br>
“Good service,” he tells you. Then casually waves to the notes. “Take it all. You’ve earned it.”<Br>
<br>
You nod as you stand, your weight on your feet now pressing the semen into the fabric even more. As you walk, you feel it inside your heels, moving inside them with each step.<Br>
<br>
Picking up the money, you smile politely at the man, his eyes still lingering on your legs as you leave. <Br>
<br>
“I’m in Charlton a lot,” he says. “I’ll be sure to order some more towels when I’m in town.”<br>
<br>
You wordlessly walk towards the door, cash clasped in your hand, the sticky sensation between your toes a reminder of what you did to earn it.<Br>
<br>
<<ActionsHeader>>
<<link "Return to the lobby and finish your shift" "HotelLobbyWork">><<set $HotelLobbyWorkResponses to undefined>><<TimeChange>><<SetFlag "BusinessManAndreaFoot">><</link>><br>
<<elseif $HotelLobbyWorkResponses is "EveningBathroomFootDisagree">>
“I don’t think that’s appropriate,” you tell him as meekly as you can.<Br>
<br>
He mock pouts, still stroking his penis. “Are you sure you couldn’t bend the rules?” he asks. “There’s a healthy tip in it for you.”<br>
<br>
The gall of the man astounds you. His utter confidence that you won’t report him. That there’s no fear of what you will do or say if you reject him. <Br>
<br>
“I should get back,” you say. “Enjoy your night.”<Br>
<br>
He just smiles, his eyes flicking down to your legs, still pumping his prick. “Oh I will. You’ve left a lasting impression. Shame you won’t stick around longer.”<Br>
<br>
You find yourself nodding politely - you can’t believe how meek you are reacting - and turn towards the door. Feeling his eyes on your body as you leave, taking in your legs. You don’t want to think about what he’ll be doing once you close the door. <br>
<br>
<I>You already know though, don’t you?</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the lobby and finish your shift" "HotelLobbyWork">><<set $HotelLobbyWorkResponses to undefined>><<TimeChange>><</link>><br>
<</if>><<InventoryCheckNPC "Andrea" "KeyMaid">><<DiceRoll "75">>
<<if _InventoryCheckNPC is true and _DiceRoll is true and setup.period[$periodCurrent] isnot "Night">>
<<set _currentEvent to "LennoxEncounter">>
As you make your way through the hotel, you totter around a corner in your heels as you rush to get back to the lobby, and barge straight into Lennox. Try as you might, this time you lose your balance on your stilettos and fall to the floor.<br>
<br>
“Miss. Cinders!“, he chides you, towering over your crumpled form. “Have some decency. I’m sure the guests don’t want to see your under-garments.”<br>
<br>
He doesn’t offer to help you up. Like a newborn deer, you stagger to your feet and brush down your clothing, pulling at your skirt, wishing it was longer.<br>
<br>
“I have a specific ask of you,” he murmurs. “The rooms need cleaning. Take my key. Be aware that some guests will still be in their rooms. I expect you not to disturb them.”<br>
<br>
He hands you a key, eyes your clothing, then turns and walks away.<br>
<br>
<<ActionsHeader>>
<<link "Return to the lobby" "HotelLobby">><<TakeObjectNPC "Andrea" "KeyMaid">><<TaskTracker "Task3" "complete">><</link>>
<</if>><<if $TempPoker4cDan is undefined>>
<b>Charlton Hotel - Bridal Suite</b><br>
<img src="./images/Hotel_BridialSuite.png"><br>
A modest but romantic hotel bridal suite with dark wood furniture, warm lamplight, and rose petals scattered across the bed.<br>
<br>
At the end of the first floor, Dan comes to a halt outside a door. It's decorated with love hearts. He fumbles with the key, looking back at you as he turns the lock. "I'll carry you over the threshold when you're wearing my ring," he quips.<br>
<br>
He opens the door and you follow him in. The room is recognisably the same Charlton Hotel, but efforts have been made to keep it a level above the rest of the building. Your eyes fall on the rose petals scattered over the bed.<br>
<br>
And on the bed is a white box. In gold writing, "Evans."<br>
<br>
"Home sweet home," Dan says, shutting the door. He looks you up and down, then adjusts his groin. "Got to take a leak. But why don't you get comfortable." He looks over at the box. "That's for you."<br>
<br>
"What is it?" you ask.<br>
<br>
<<if $current.avatar is "Emily">>
He chuckles. "A gift for my lovely bride. Lucky you, eh? Most girls have to wait years before they get treated to a night like this. Or hope for it. Dan's giving you a head start."<br>
<br>
He grins and heads towards the toilet. "See you in a sec. I expect you to have slipped into something more comfortable when I come out."<br>
<br>
If you're going to act, this is your first opportunity to do so.<br>
<<else>>
He chuckles. "A gift for my lovely bride. See you in a sec. I expect you to have slipped into something more comfortable when I come out."<br>
<br>
He heads towards the toilet. If you're going to act, this is your first opportunity to do so.<br>
<</if>>
<br>
<<ActionsHeader>>
<<SpellsCheckSelf "SleepForget">>
<<if _SpellsCheckSelf is true>><<link "[Spell: Sleep & Forget] Cast Sleep & Forget on Dan" "CharltonHotelBridalSuite">><<set $TempPoker4cDan to "SFDan">><</link>><br><</if>>
<<SpellsCheckSelf "Charm">>
<<if _SpellsCheckSelf is true>><<link "[Spell: Charm] Try to cast charm to get him to give you the amulet" "CharltonHotelBridalSuite">><<set $TempPoker4cDan to "CharmDan">><</link>><br><</if>>
<<link "Let him go to the bathroom and open the box" "CharltonHotelBridalSuite">><<set $TempPoker4cDan to "Box">><</link>>
<<elseif $TempPoker4cDan is "SFDan">>
You focus your mind's eye on Dan, pleading for the magic to take hold. "Fall asleep," you whisper, voice steady. "And let your memories drift as you slumber." Dan looks at you for a moment with bafflement, before his eyes roll and his head slams against the carpeted floor.<br>
<br>
In any natural situation, he would be crying in pain. But even as the bruising swells, he snores like an elephant. His nose is dug into the carpet, his bum perched up into the air, and he's still sound asleep.<br>
<br>
You move over quickly and check his pockets, finding the amulet inside.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "BridalLingerie">>
As you do so, you see yourself in the mirror. You pause for a moment, looking at how the white lingerie flatters your figure.<br>
<br>
Shaking it off, you quickly take it off and pull back on your dress. You feel anxious getting naked in front of Dan, in spite of him being out cold.<br>
<br>
<</if>>
Lennox saw you enter, but you can't help that now. You just hope that Dan will be so embarrassed he won't mention waking up without a bride in the bridal suite. And not mention it. Ever. At least he won't remember the amulet.<br>
<br>
<<ActionsHeader>>
<<link "Leave the hotel" "TownSquare">><<CurrentOutfit>><<if _CurrentOutfit is "BridalLingerie">><<if $TempWear is "PokerRevealingFemalePC">><<WearOutfit "PokerRevealingFemalePC">><<elseif $TempWear is "PokerRevealingEmily">><<WearOutfit "PokerRevealingEmily">><<elseif $current.avatar is "Emily">><<WearOutfit "PokerConservativeEmily">><<else>><<WearOutfit "PokerConservativeFemalePC">><</if>><</if>><<set $TempWear to undefined>><<TakeObjectNPC "Dan" "HarrowAmulet">><<EventTrigger "YourHome" "PokerNightEpilogue" "Night" "Emily" null null null null false>><<set $TempPoker4cDan to undefined>><</link>>
<<elseif $TempPoker4cDan is "CharmDan">>
You take in a deep breath and plead for the energies within you to wrap themselves around the air. You breathe out, watching the yellow-amber particles flicker across the room towards Dan.<br>
<br>
He looks at you for a moment with bafflement, before his eyes glaze and the lust in his smile drains. It becomes adoration.<br>
<br>
"Let's talk about that amulet," you murmur. "We're friendly enough that you'll just give it to me, won't you."<br>
<br>
"Of course, sweetheart," Dan says. He is reaching into his pocket before he can stop himself. And based on his narrowed eyes, he would very much like to.<br>
<br>
You take it from him. "Thank you, Dan."<br>
<br>
The smile returns at your gratitude. "Anything for you, princess."<br>
<br>
You watch him for a moment, seeing how he's eating out of your hand. You wonder how far you could take it.<br>
<br>
But you shake off the impulse. It's dangerous enough to be here alone with him.<br>
<br>
"I'll be going now, Dan," you tell him.<br>
<br>
"Already?" he says. His arm gestures to the champagne in the bucket. "But we only just got here."<br>
<br>
"I'm afraid I have things to go attend to," you reply. "You wouldn't want me to get in trouble, would you?"<br>
<br>
There is a grimace, but even so he shakes his head.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "BridalLingerie">>
"You don't mind stepping back into the bathroom, so I can change?" you ask.<br>
<br>
He looks over your body once more. There is a strain on his face for the first time. You're really pushing how far the spell will work.<br>
<br>
But he nods, silently. And disappears into the bathroom, shutting the door.<br>
<br>
As he goes, you see yourself in the mirror. You pause for a moment, looking at how the white lingerie flatters your figure.<br>
<br>
Shaking it off, you quickly take it off and pull back on your dress. You feel anxious getting naked this close to Dan and hurriedly put your dress back on.<br>
<br>
<</if>>
Lennox saw you enter, but you can't help that now. You just hope that Dan will be so embarrassed he won't mention leaving without a bride from the bridal suite. And not mention it. Ever. At least he won't remember the amulet.<br>
<br>
<<ActionsHeader>>
<<link "Leave the hotel" "TownSquare">><<CurrentOutfit>><<if _CurrentOutfit is "BridalLingerie">><<if $TempWear is "PokerRevealingFemalePC">><<WearOutfit "PokerRevealingFemalePC">><<elseif $TempWear is "PokerRevealingEmily">><<WearOutfit "PokerRevealingEmily">><<elseif $current.avatar is "Emily">><<WearOutfit "PokerConservativeEmily">><<else>><<WearOutfit "PokerConservativeFemalePC">><</if>><</if>><<set $TempWear to undefined>><<TakeObjectNPC "Dan" "HarrowAmulet">><<EventTrigger "YourHome" "PokerNightEpilogue" "Night" "Emily" null null null null false>><<set $TempPoker4cDan to undefined>><</link>>
<<elseif $TempPoker4cDan is "Box">>
You smile and let Dan walk away, into the bathroom. He closes the door behind him, grinning.<br>
<br>
<i>What are you doing? Do you really want this to happen?</i><br>
<br>
You push down the voice and walk over to the box. Carefully, you lift the lid. Your mouth drops open. Inside, surrounded by tissue paper, is a white merrywidow set, with a sheer bust and floral embroidery decorating it. Underneath is a matching thong, garter belt and stockings. And underneath them is a bridal veil.<br>
<br>
<i>Wedding lingerie.</i><br>
<br>
You look back to the bathroom door, hearing Dan peeing. He really wants you to submit to the fantasy, doesn't he.<br>
<br>
<<ActionsHeader>>
<<link "Undress and put on the lingerie" "CharltonHotelBridalSuite">><<set $TempPoker4cDan to "Lingerie">><<CurrentOutfit>><<if _CurrentOutfit is "PokerRevealingFemalePC">><<set $TempWear to "PokerRevealingFemalePC">><<elseif _CurrentOutfit is "PokerRevealingEmily">><<set $TempWear to "PokerRevealingEmily">><</if>><<WearOutfit "BridalLingerie">><<Feminity 1>><</link>><br>
<<link "Wait for him to finish" "CharltonHotelBridalSuite">><<set $TempPoker4cDan to "Wait">><</link>>
<<elseif $TempPoker4cDan is "Lingerie">>
You take a deep breath and reach to the back of your dress, thumbing the straps off your shoulders.<br>
<br>
<i>So you're going through with this, then.</i><br>
<br>
Letting your clothes fall to the floor, you take out the lingerie and slip it over your shoulders. It feels soft and sensitive against your skin, but it's barely there. Even when you pull on the straps, your breasts move freely underneath the sheer material.<br>
<br>
You sit down and pull the thong up, letting it snap between your arse cheeks. You have to reach around and pull a rose petal from it. The cool silk sheets press against your exposed bum, the fabric tickling your skin.<br>
<br>
Then you take out the stockings. You slowly pull each one up your leg, seeing your skin through the white soft fabric that encloses them. The garter belt is a little fiddly, but after a few tries you clip the stocking tops to it.<br>
<br>
And then the veil. You put it on your head, running the fastener behind your ears. You brush it back over your hair so you can see. It falls down at the edges of your vision, a constant reminder of what you are wearing.<br>
<br>
<<if $current.avatar is "Emily">>
You glance over to the mirror. There, sitting on the edge of the bed, is Emily, as a blushing bride ready for her wedding night.<br>
<<else>>
You glance over to the mirror. There, sitting on the edge of the bed, is a blushing bride ready for her wedding night.<br>
<</if>>
<br>
<i>And that bride is you.</i><br>
<br>
The toilet flushes. You remain on the bed, legs together, waiting.<br>
<br>
When the door opens you meet his eyes. His smile is broad and permanent. He looks you up and down, as if he can't believe his eyes. "Dan likes."<br>
<br>
He steps forward, stopping only when he's almost brushing against your stocking-clad knees. He looks down on you, licking his lips. "Time to perform your marital duties," he says. "Ask your husband to take out his big dick."<br>
<br>
<<ActionsHeader>>
<<link "Obey Dan" "CharltonHotelBridalSuite">><<set $TempPoker4cDan to "Obey">><<Assertive -1>><</link>><br>
<<SpellsCheckSelf "SleepForget">>
<<if _SpellsCheckSelf is true>><<link "[Spell: Sleep & Forget] Cast Sleep & Forget on Dan" "CharltonHotelBridalSuite">><<set $TempPoker4cDan to "SFDan">><</link>><br><</if>>
<<SpellsCheckSelf "Charm">>
<<if _SpellsCheckSelf is true>><<link "[Spell: Charm] Try to cast charm to get him to give you the amulet" "CharltonHotelBridalSuite">><<set $TempPoker4cDan to "CharmDan">><</link>><br><</if>>
<<elseif $TempPoker4cDan is "Wait">>
You push the box aside. This has gone on long enough. The toilet flushes.<br>
<br>
When the door opens you meet his eyes. He looks confused, his gaze drifting between the box and you. "I thought I told you to slip into something more comfortable," he mutters.<br>
<br>
"I'm not dressing up for you, Dan," you tell him.<br>
<br>
He stares back at you for a long moment. The quiet of the evening makes its presence felt. Then he takes a step forward, all traces of a smile gone from his face.<br>
<br>
<<if $current.avatar is "Emily">>
He taps his suit pocket. "You know what's in here, don't you sweetheart? You want this piece of junk, you'll do as I say." He looks you over, slow. "And you'd better think hard before walking out of here, love. You think any man's going to pay you proper attention at your age once you're past the gloss? Now. Strip. And get in that underwear I just bought you."<br>
<<else>>
He taps his suit pocket. "You know what's in here, don't you sweetheart? You want this piece of junk, you'll do as I say. Now. Strip. And get in that underwear I just bought you."<br>
<</if>>
<br>
<<ActionsHeader>>
<<SpellsCheckSelf "SleepForget">>
<<if _SpellsCheckSelf is true>><<link "[Spell: Sleep & Forget] Cast Sleep & Forget on Dan" "CharltonHotelBridalSuite">><<set $TempPoker4cDan to "SFDan">><</link>><br><</if>>
<<SpellsCheckSelf "Charm">>
<<if _SpellsCheckSelf is true>><<link "[Spell: Charm] Try to cast charm to get him to give you the amulet" "CharltonHotelBridalSuite">><<set $TempPoker4cDan to "CharmDan">><</link>><br><</if>>
<<link "Do as he says and put on the lingerie" "CharltonHotelBridalSuite">><<set $TempPoker4cDan to "Lingerie">><<CurrentOutfit>><<if _CurrentOutfit is "PokerRevealingFemalePC">><<set $TempWear to "PokerRevealingFemalePC">><<elseif _CurrentOutfit is "PokerRevealingEmily">><<set $TempWear to "PokerRevealingEmily">><</if>><<WearOutfit "BridalLingerie">><<Feminity 1>><</link>>
<<elseif $TempPoker4cDan is "Obey">>
You look up to him, feeling your chest rise and fall in the lingerie. "Please take out your dick."<br>
<br>
"How big is it?" he says, grinning. "And who am I?"<br>
<br>
You take a gulp. "Please husband. Take out your big dick for me."<br>
<br>
He chuckles and reaches down to his flies, unzipping them. Millimetres from your face, he fumbles with his boxers. And then his hardening shaft flops out in front of your face.<br>
<br>
<i>Is it cold in here?</i><br>
<br>
"You like your husband's dick, Mrs. Mendel?" he asks.<br>
<br>
Knowing what he wants to hear, you nod and smile. "Oh yes."<br>
<br>
"Say who I am," he commands.<br>
<br>
"Mr. Mendel," you reply. "My husband."<br>
<br>
"And who are you?"<br>
<br>
You pause before replying. "Mrs Mendel."<br>
<br>
A grin forms on his face. "Good. Now Mrs Mendel. Suck my dick."<br>
<br>
You look at his stiffening cock almost brushing against your face. If you wanted to back out, this would be the time.<br>
<br>
<<ActionsHeader>>
<<SpellsCheckSelf "SleepForget">>
<<if _SpellsCheckSelf is true>><<link "[Spell: Sleep & Forget] Cast Sleep & Forget on Dan" "CharltonHotelBridalSuite">><<set $TempPoker4cDan to "SFDan">><</link>><br><</if>>
<<SpellsCheckSelf "Charm">>
<<if _SpellsCheckSelf is true>><<link "[Spell: Charm] Try to cast charm to get him to give you the amulet" "CharltonHotelBridalSuite">><<set $TempPoker4cDan to "CharmDan">><</link>><br><</if>>
<<link "Suck Dan’s dick" "CharltonHotelBridalSuite">><<set $TempPoker4cDan to "Suck">><<Orientation 1>><</link>>
<<elseif $TempPoker4cDan is "Suck">>
You lean forward, wrapping your dainty fingers around his shaft. Your bridal veil falls forward and you have to use your free hand to push it back over your head. Looking up at him, you smile and feed his prick between your lips.<br>
<br>
<<Flag "DanDateBathroom">>
<<if _FlagReturn is true>>
Dan groans as you run your tongue over his tip. "I forgot how good you are at this."<br>
<<else>>
Dan groans as you run your tongue over his tip. "That's the ticket."<br>
<</if>>
<br>
You feel the veil shift on your hair as you begin to bob up and down, letting saliva build as you let him push against your mouth. You already can taste his salty precum. You stare up at him to see him looking up at the ceiling, his face marked with pleasure.<br>
<br>
"God I need this," he mutters as you take more of his meat into your mouth. "Your hubby needs his release, Mrs. Mendel, after slaving away for that fat man all day." He cries out as you feel his tip touch your tonsils. "Dan doesn't get the respect he deserves around here. Ahhhh!"<br>
<br>
You quickly pause, looking up. Dan manages to hold an early orgasm back. He looks down at you, almost blushing. But his fake swagger returns quickly, as he steps back slightly from you.<br>
<br>
"Enough foreplay, Mrs. Mendel. Why don't you shimmy back? Time to get practising for making our little sprogs."<br>
<br>
He grins as he looks you up and down, his eyes lingering on your white lingerie and stockings. Then his face turns to look at yours. The bridal veil still behind your ears, hoisted over your hair.<br>
<br>
<i>Are you really going to let him do this?</i><br>
<br>
<<Virginity>>
<<if _Virginity is true>>
And is this really how you want to have sex as a woman for the first time? Dressed up like Dan's bride, wearing lingerie for someone who wants to breed you.<br>
<br>
<</if>>
<<ActionsHeader>>
<<SpellsCheckSelf "SleepForget">>
<<if _SpellsCheckSelf is true>><<link "[Spell: Sleep & Forget] Cast Sleep & Forget on Dan" "CharltonHotelBridalSuite">><<set $TempPoker4cDan to "SFDan">><</link>><br><</if>>
<<SpellsCheckSelf "Charm">>
<<if _SpellsCheckSelf is true>><<link "[Spell: Charm] Try to cast charm to get him to give you the amulet" "CharltonHotelBridalSuite">><<set $TempPoker4cDan to "CharmDan">><</link>><br><</if>>
<<link "Lie back and think of England" "CharltonHotelBridalSuite">><<set $TempPoker4cDan to "LieBack">><<Orientation 1>><<VirginityLost>><</link>>
<<elseif $TempPoker4cDan is "LieBack">>
You shimmy back, resting your head against the pillow. The rose petals brush against your exposed skin, tingling them.<br>
<br>
Dan slips off his trousers and pulls off his shirt. In spite of how the cold is affecting parts of his body, you can't help but admire how he keeps himself in shape.<br>
<br>
<i>Admiring the male form now, are we?</i><br>
<br>
He grins and pulls himself on to the bed, crawling towards you. His hands run down your stockings, pushing your legs wide open.<br>
<br>
"Happy wife, happy life," he mutters, as his hands move up towards your thong. His fingers run against the fabric, slowly pushing it aside and fondling with your clit.<br>
<br>
You take in a deep breath. The veil falls down over your eyes and you have to brush it back. When you do so, Dan is coming down on top of you, lining up his stiff dick with your entrance.<br>
<br>
His hands pull at your breasts through your lingerie, and he smirks as you gasp. "Tell me you want it, Mrs. Mendel. Tell me how much you want your husband to claim you."<br>
<br>
You stare up at him, as the muscular man looms over you. "I want it," you whisper. "Please claim me, Mr. Mendel."<br>
<br>
Dan sniggers, then pushes forward. You feel his dick push against your pussy lips and then softly creep up inside you. You gasp and moan, feeling your juices lubricating the entrance.<br>
<br>
"That's it," Dan stammers as he begins to thrust. "That's the Mendel magic."<br>
<br>
His hands wrap around your stockings, spreading your legs further and pinning them to the bed. You arch your head back as his cock slides in and out of you, sending buzzes of electricity through your body.<br>
<br>
"You like that, don't you Mrs. Mendel? Like Mr. Mendel's big dick inside of you?"<br>
<br>
You begin to grunt in a reply. Dan is rough and coarse, but he has the stamina and muscle to push quick and fast, penetrating you with force.<br>
<br>
"I'm gonna cum," Dan bellows. "Tell me you want me to cum, Mrs. Mendel. Tell me to put a baby in you."<br>
<br>
<<CompulsionCheck "BabyFever">>
<<if _CompulsionCheck is true>>
It's enough to draw you deeper into the warm sensations of pleasure. Dan, shooting inside of your womb. Isn't that exactly what you want?<br>
<<else>>
It's enough to bring you just out of the warm sensations of pleasure. Do you really want Dan shooting inside of your womb?<br>
<</if>>
<br>
<<ActionsHeader>>
<<StatCheckAssertive "gt" 50>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to convince him to pull out">>
<<CompulsionCheck "BabyFever">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Baby Fever] </span><<link "Let him cum inside you" "CharltonHotelBridalSuite">><<set $TempPoker4cDan to "LetCum">><</link>><br>
<<AssertiveCheck>>
<<if _currentAssertive gte 60>>
<<if _StatCheckAssertive is true>>
<<link "[Assertive > 60] Resist the compulsion and try to convince him to pull out" "CharltonHotelBridalSuite">><<set $TempPoker4cDan to "PullOutPass">><</link>>
<<else>>
<<link "[Assertive > 60] Resist the compulsion and try to convince him to pull out" "CharltonHotelBridalSuite">><<set $TempPoker4cDan to "PullOutFail">><<Assertive 1>><</link>>
<</if>>
<<else>>
<span class="compulsion">[Baby Fever] </span><s>Try to convince him to pull out</s> - <i>You feel compelled to let him finish inside you.</i>
<</if>>
<<else>>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "CharltonHotelBridalSuite">><<set $TempPoker4cDan to "PullOutPass">><</link>><br>
<<else>>
<<link _StatAssertiveProbability "CharltonHotelBridalSuite">><<set $TempPoker4cDan to "PullOutFail">><<Assertive 1>><</link>><br>
<</if>>
<<link "Let him cum inside you" "CharltonHotelBridalSuite">><<set $TempPoker4cDan to "LetCum">><</link>>
<</if>>
<<elseif $TempPoker4cDan is "PullOutPass">>
"Don't cum in me," you murmur. "Please!"<br>
<br>
Dan looks down at you, but grunts. "Fine," he mutters. "Open wide."<br>
<br>
He pulls out of you and clambers up over your body, holding your head facing him by gripping your bridal veil. "Here comes the aeroplane!" he says. And his words become a groan as he unloads his dick all over you.<br>
<br>
You feel the cum hit your skin, warm and entirely unpleasant as it paints your face. You instinctively shut your eyes as a second load erupts. And a third, before he grunts and collapses on top of you.<br>
<br>
His panting mouth is near your ear. You are pinned to the bed as his body presses against yours. You feel his cum running down you, brushing against your lips.<br>
<br>
After a moment, Dan leans back and grins at you. "Next time, it's going inside of you."<br>
<br>
He rolls off from you, allowing you to regain your breath. As you lie there, he stands and fiddles with his dick.<br>
<br>
"Use the bathroom first," he tells you. "I'll book you an appointment with Doctor Palmer too. Want to make sure there's nothing wrong with your insides." He shifts his dick around. "There sure isn't with Dan."<br>
<br>
You stare back at him for a moment. If this is his idea of a wedding night, he could spruce up his pillow talk.<br>
<br>
<i>That's your concern? When he almost tried to put a baby inside of you?</i><br>
<br>
You slide over the bed and head to the bathroom. Dan's cum begins to drip off your chin.<br>
<br>
<<ActionsHeader>>
<<link "Clean up" "CharltonHotelBridalSuite">><<set $TempPoker4cDan to "CleanUp">><</link>>
<<elseif $TempPoker4cDan is "PullOutFail">>
"Don't cum in me," you murmur. "Please!"<br>
<br>
"Too late!" he cries. "Here comes a little Mendel!"<br>
<br>
His words become a groan and you feel his hands clamp around your thighs as he unloads his dick deep inside of you.<br>
<br>
You feel the cum shoot up inside you, warm and not entirely unpleasant as it paints your womb. You instinctively grind up against him as a second load erupts. And a third, before he grunts and collapses on top of you.<br>
<br>
His panting mouth is near your ear. You are pinned to the bed as his cock softens inside you and eventually plops out. You feel his cum moving inside your body, but from this position it doesn't run out.<br>
<br>
After a moment, Dan leans back and grins at you. "Not bad. For the first time."<br>
<br>
He rolls off from you, allowing you to regain your breath. As you lie there, he stands and fiddles with his dick.<br>
<br>
"Use the bathroom first," he tells you. "But don't clean too thoroughly." He winks at you. "I'll book you an appointment with Doctor Palmer too. Want to make sure there's nothing wrong with your insides." He shifts his dick around. "There sure isn't with Dan."<br>
<br>
You stare back at him for a moment. If this is his idea of a wedding night, he could spruce up his pillow talk.<br>
<br>
<i>That's your concern? When you could have his baby inside of you?</i><br>
<br>
You slide over the bed and head to the bathroom. Dan's cum begins to run down your leg.<br>
<br>
<<ActionsHeader>>
<<link "Clean up" "CharltonHotelBridalSuite">><<set $TempPoker4cDan to "CleanUp">><<SetFlag "PermDanInsideyou">><</link>>
<<elseif $TempPoker4cDan is "LetCum">>
"Cum inside of me," you murmur. "Put a baby in me."<br>
<br>
"Here comes a little Mendel!" Dan cries out. His words become a groan and you feel his hands clamp around your thighs as he unloads his dick deep inside of you.<br>
<br>
You feel the cum shoot up inside you, warm and not entirely unpleasant as it paints your womb. You instinctively grind up against him as a second load erupts. And a third, before he grunts and collapses on top of you.<br>
<br>
His panting mouth is near your ear. You are pinned to the bed as his cock softens inside you and eventually plops out. You feel his cum moving inside your body, but from this position it doesn't run out.<br>
<br>
After a moment, Dan leans back and grins at you. "Not bad. For the first time."<br>
<br>
He rolls off from you, allowing you to regain your breath. As you lie there, he stands and fiddles with his dick.<br>
<br>
"Use the bathroom first," he tells you. "But don't clean too thoroughly." He winks at you. "I'll book you an appointment with Doctor Palmer too. Want to make sure there's nothing wrong with your insides." He shifts his dick around. "There sure isn't with Dan."<br>
<br>
You stare back at him for a moment. If this is his idea of a wedding night, he could spruce up his pillow talk.<br>
<br>
<i>That's your concern? When you could have his baby inside of you?</i><br>
<br>
You slide over the bed and head to the bathroom. Dan's cum begins to run down your leg.<br>
<br>
<<ActionsHeader>>
<<link "Clean up" "CharltonHotelBridalSuite">><<set $TempPoker4cDan to "CleanUp">><<SetFlag "PermDanInsideyou">><</link>>
<<elseif $TempPoker4cDan is "CleanUp">>
You close the door, turning the light on.<br>
<br>
The small bathroom mirror is directly in front of you. There, staring back at you, is a woman wearing a bridal veil, her hair tousled, her cheeks flushed, wearing pulled and dishevelled bridal lingerie.<br>
<br>
<<Flag "PermDanInsideyou">>
<<if _FlagReturn is true>>
And Dan's cum runs down your inner thigh.<br>
<br>
You sit down on the toilet and pee, as you take some toilet paper and wipe your leg down. You try to avoid looking in the mirror again.<br>
<br>
<<CompulsionCheck "BabyFever">>
<<if _CompulsionCheck is true>>
Thoughts begin to race as your mind returns to thinking. What was that about a Doctor Palmer appointment? Could you really be pregnant? You find yourself smiling. What does that mean for transformations? And if it interfered, would it really be such a bad thing?<br>
<<else>>
Thoughts begin to race as your mind returns to thinking. What was that about a Doctor Palmer appointment? Could you really be pregnant? And what does that mean for transformations?<br>
<</if>>
<<else>>
And Dan's cum drips down your face.<br>
<br>
You sit down on the toilet and pee, as you take some toilet paper and wipe your face. You try to avoid looking in the mirror again.<br>
<br>
<<CompulsionCheck "BabyFever">>
<<if _CompulsionCheck is true>>
Thoughts begin to race as your mind returns to thinking. What was that about a Doctor Palmer appointment? Could you really get pregnant? You find yourself smiling. What would that mean for transformations? And if it interfered, would it really be such a bad thing?<br>
<<else>>
Thoughts begin to race as your mind returns to thinking. What was that about a Doctor Palmer appointment? Could you really get pregnant? And what does that mean for transformations?<br>
<</if>>
<</if>>
<br>
You consider what a Doctor's appointment in Charlton might actually be like. But in spite of this town, people at least seem healthy. At least physically. Right?<br>
<br>
Flushing the toilet, you consider it. At least it wouldn't hurt to get a check-up.<br>
<br>
<i>Wouldn't it?</i><br>
<br>
<<ActionsHeader>>
<<link "Go back to the bridal suite" "CharltonHotelBridalSuite">><<set $TempPoker4cDan to "Back">><<TaskTracker "Task13" "active">><<LocationKnown "TownSquare">><<LocationKnown "CharltonAllotment">><<LocationKnown "CharltonCarePavilion">><</link>>
<<elseif $TempPoker4cDan is "Back">>
When you open the door, you see Dan is already passed out on the bed. He snores like an elephant.<br>
<br>
You move over quickly and check his pockets, finding the amulet inside.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "BridalLingerie">>
As you do so, you see yourself in the mirror. You pause for a moment, looking at how the white lingerie flatters your figure.<br>
<br>
Shaking it off, you quickly take it off and pull back on your dress. You feel anxious getting naked in front of Dan, in spite of him being out cold.<br>
<br>
<</if>>
Lennox saw you enter, but you can't help that now. You just hope that Dan will be so embarrassed he won't mention waking up without a bride in the bridal suite. And not mention it. Ever. At least he won't remember the amulet.<br>
<br>
<<ActionsHeader>>
<<link "Leave the hotel" "TownSquare">><<CurrentOutfit>><<if _CurrentOutfit is "BridalLingerie">><<if $TempWear is "PokerRevealingFemalePC">><<WearOutfit "PokerRevealingFemalePC">><<elseif $TempWear is "PokerRevealingEmily">><<WearOutfit "PokerRevealingEmily">><<elseif $current.avatar is "Emily">><<WearOutfit "PokerConservativeEmily">><<else>><<WearOutfit "PokerConservativeFemalePC">><</if>><</if>><<set $TempWear to undefined>><<TakeObjectNPC "Dan" "HarrowAmulet">><<EventTrigger "YourHome" "PokerNightEpilogue" "Night" "Emily" null null null null false>><<set $TempPoker4cDan to undefined>><</link>>
<</if>><<widget "AndreaTravelDialogueOption">>
<<DialogueSpoken "Andrea" "Her">>
<<if _Discussed is true>><<set _Option1 to true>><</if>>
<<DialogueSpoken "Andrea" "Travel">>
<<if _Discussed is false>><<set _Option2 to true>><</if>>
<<if _Option1 is true and _Option2 is true>><<set _AndreaTravelDialogueOption to true>><</if>>
<</widget>>
<<widget "LennoxCountryClubShiftDialogue">>
<<set _LennoxCountryClubShiftDialogue to false>>
<<DialogueUnlockCheck "Lennox" "ExtraShiftCountryClub">>
<<if _DialogueUnlockCheck is true>>
<<Flag "EmilyMaidJob">>
<<if $current.avatar is "Andrea">><<set _LennoxCountryClubShiftDialogue to true>>
<<elseif $current.avatar is "Emily" and _FlagReturn is true>><<set _LennoxCountryClubShiftDialogue to true>><</if>>
<</if>>
<</widget>>
<<widget "TeacherMeetingFailReconciliation">>
<<TimeChange>>
<<NPCKnowsThisForm "Stitch">>
<<TattooCheck "Heart">>
<<if _TattooCheck is true>>
<<EventTrigger "TownCentre" "TeacherMeetingFail" "Night" null null null null null true>>
<<else>>
<<EventTrigger "YourStreet" "TeacherMeetingFailTattoo" "Night" null null null null null true>>
<</if>>
<</widget>>
<<widget "TempHotelDarkPresence">>
<<if $TempHotelDarkPresence is undefined>><<set $TempHotelDarkPresence to 0>><</if>>
<<set $TempHotelDarkPresence += Number(_args[0])>>
<</widget>>
<<widget "TempHotelDarkPresenceCheck">>
<<if $TempHotelDarkPresence is undefined>><<set _TempHotelDarkPresenceCheck to 0>><<else>><<set _TempHotelDarkPresenceCheck to $TempHotelDarkPresence>><</if>>
<</widget>><b>Hotel Charlton - Staff Locker Room</b><br>
<img src="./images/Hotel_Locker_Room.png"><br>
<br>Even for Charlton, the locker room is in bad need of maintenance. The carpets are stained and the mirror on the wall is chipped and cracked. A lone sofa is pushed against the only wall without lockers, its covering ripped in many places exposing the foam underneath.<br>
<<include "EventsHotelLockerRoom">>
<<if _currentEvent is undefined>>
<<DailyVariableCheck "AndreaSleep">>
<<if _DailyVariableCheck and $NPCPresent.includes("Andrea")>>
<br>
Andrea lies peacefully asleep on the sofa where you left her, her chest rising and falling as she breathes shallowly.<br>
<br>
<<ActionsHeader>>
<<InventoryCheckNPC "Andrea" "KeyMaid">><<TaskState "Task3">>
<<if _InventoryCheckNPC is true and _TaskState is "active">><<link "Search Andrea for Skeleton Key" "HotelLockerRoomKeySteal">><</link>><br><</if>>
<<Flag "EmilyMaidJob">>
<<if _FlagReturn is true and $current.avatar is "Emily" and setup.period[$periodCurrent] is "Evening">>
<<link "Get changed and go meet Pierre" "HotelKitchenMaid">><<set $HotelKitchenMaid to "GetChanged">><</link>><br>
<</if>>
<<link "Return to the lobby" "HotelLobby">><</link>>
<<else>>
<br>
<<ActionsHeader>>
<<Flag "EmilyMaidJob">>
<<if _FlagReturn is true and $current.avatar is "Emily" and setup.period[$periodCurrent] is "Evening">>
<<link "Get changed and go meet Pierre" "HotelKitchenMaid">><<set $HotelKitchenMaid to "GetChanged">><</link>><br>
<</if>>
<<link "Return to the lobby" "HotelLobby">><</link>>
<</if>>
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<if _currentEvent is "CauseAccident">>
<br>
You walk into the locker room, standing soaking wet from cleaning products. Your skin tingles slightly as your clothes stick. You reflect whether soaking yourself with bleach was such a good idea.<br>
<br>
The door creaks open and Andrea sneaks in. “Alright,” she says, looking you up and down. “You should… get out of those clothes.” You watch her cheeks redden. “It can’t be good for you. I’ll look for something you can wear.”<br>
<br>
<<if $current.female is true>>
She turns her back to you as you strip down to your underwear. You watch as she opens a locker with a key. A ladies T-shirt and jeans are hung on a rail inside, along with a purse. You note a number of pictures of European cities are taped to the inside of the door. <br>
<br>
“I'm not sure my clothes will fit you," she says. "But I thought I had a spare gym shirt. Maybe Amber left something behind when she quit.” She moves to another locker.<br>
<<else>>
She conspicuously turns her back to you as you strip down to your underwear. You watch as she opens a locker with a key. A ladies T-shirt and jeans are hung on a rail inside, along with a purse. You note a number of pictures of European cities are taped to the inside of the door. <br>
<br>
“I thought I had a spare gym shirt,” she says, still not looking back at you. “Maybe Pierre has something,” she mutters, moving to the next locker.<br>
<</if>>
<<InventoryCheckSelf "AndreaPassport">>
<<if _InventoryCheckSelf is false>>
<br>Two things take your interest. One, she uses the same key to open a different door. Two, you see her passport lying on a shelf in her still-open locker. <br>
<br>
Andrea is trying her best not to look at your near-naked form, keeping her eyes away from what you’re doing. <I>Now would be a good time to take her precious passport, if you wanted to.</i><br>
<br>
<<ActionsHeader>>
<<link "Steal the passport" "CauseAccident">><<EventsCheckEnd "HotelLockerRoom" "CauseAccident">><<set $CauseAccident to "Steal">><<AndrearelationshipChange>><<Greedy 1>><<TakeObjectLocation "HotelLockerRoom" "AndreaPassport">> <</link>><br>
<<link "Leave it be" "CauseAccident">><<EventsCheckEnd "HotelLockerRoom" "CauseAccident">><<set $CauseAccident to "Leave">><</link>>
<<else>>
<<ActionsHeader>>
<<link "Wait for Andrea to find you something" "CauseAccident">><<EventsCheckEnd "HotelLockerRoom" "CauseAccident">><<set $CauseAccident to "Wait">><</link>><br>
<<AssumeForm "AndreaPassport">>
<<if _AssumeForm is true>><<Flag "TempBusinessMeeting">><<if _FlagReturn is true>><s>Assume Andrea's form</s> - <i>You need to attend the dinner as Emily this evening.</i><br><<else>><<link "Assume Andrea's form" "CauseAccident">><<set $CauseAccident to "SleepForget">><<EventsCheckEnd "HotelLockerRoom" "CauseAccident">><</link>><</if>><</if>>
<</if>>
<<elseif _currentEvent is "FlorenceEncounter">>
<br>
You enter the locker room with Andrea. She takes a step into the centre of the room, then turns around to face you.<br>
<br>
"Okay. What's so important that it couldn't wait?"<br>
<br>
You consider your options. "Do you think I could see your passport?"<Br>
<br>
Andrea gives you a confused look. "Why?"<br>
<br>
"I just need to check something," you tell her.<br>
<br>
She eyes you carefully, but turns to a locker and unlocks it with a key. A ladies T-shirt and jeans are hung on a rail inside, along with a purse. You note a number of pictures of European cities are taped to the inside of the door.<br>
<br>
Andrea riffles around inside the locker for a moment, then turns with a passport in-hand. She sidles up to you, flicking through the passport and opening it up to her picture and details. "Is something wrong with it?" she asks, nervously.<br>
<br>
<<ActionsHeader>>
<<link "Steal the passport" "FlorenceEncounter">><<EventsCheckEnd "HotelLockerRoom" "FlorenceEncounter">><<set $FlorenceEncounter to "Steal">><<ChangeNPCrelationship "Andrea" "Florence" 0>><<Greedy 1>><<TakeObjectLocation "HotelLockerRoom" "AndreaPassport">><</link>><br>
<<link "Leave it be" "FlorenceEncounter">><<EventsCheckEnd "HotelLockerRoom" "FlorenceEncounter">><<set $FlorenceEncounter to "Leave">><</link>>
<<elseif _currentEvent is "FriendsPhoto">>
<br>
You enter the locker room with Andrea. She takes a step into the centre of the room, then turns around to face you.<br>
<br>
"Okay," she says, with an audible degree of nervousness in her voice. "Now, what's wrong?"<br>
<br>
You consider your options. You don't want to unnecessarily scare Andrea. Maybe it's best to say nothing.<br>
<br>
<<if $current.avatar is "Florence">>
"What is it?" Andrea stammers. "You're scaring me, Flo."<Br>
<<elseif $current.avatar is "Charli">>
"What is it?" Andrea stammers. "You're scaring me, Charli."<Br>
<<else>>
"What is it?" Andrea stammers. "You're scaring me, <<TrueName "Current">>."<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Assume Andrea's form" "FriendsPhoto">><<EventsCheckEnd "HotelLockerRoom" "FriendsPhoto">><</link>><br>
<<link "Return to the lobby" "HotelLobby">><<SetNPCLocation "Andrea" $dayCurrent $periodCurrent "HotelLobby">><<EventsCheckEnd "HotelLockerRoom" "FriendsPhoto">><</link>>
<<elseif _currentEvent is "FriendsEncounter">>
<<InventoryCheckSelf "AndreaPassport">>
<<if _InventoryCheckSelf is false>>
<br>
You enter the locker room with Andrea. She takes a step into the centre of the room, then turns around to face you.<br>
<br>
"Okay," she says, with an audible degree of nervousness in her voice. "How can I help you?"<br>
<br>
You consider your options. "Do you think I could see your passport?"<Br>
<br>
Andrea gives you a confused look. "Why?"<br>
<br>
"I just need to check something," you tell her.<br>
<br>
She eyes you carefully, but turns to a locker and unlocks it with a key. A ladies T-shirt and jeans are hung on a rail inside, along with a purse. You note a number of pictures of European cities are taped to the inside of the door.<br>
<br>
Andrea riffles around inside the locker for a moment, then turns with a passport in-hand. She sidles up to you, flicking through the passport and opening it up to her picture and details. "Is something wrong with it?" she asks, nervously.<br>
<br>
<<ActionsHeader>>
<<link "Steal the passport" "FriendsEncounter">>
<<EventsCheckEnd "HotelLockerRoom" "FriendsEncounter">>
<<set $FriendsEncounter to "Steal">>
<<Greedy 1>>
<<if _CurrentPC is true>>
<<ChangeNPCrelationship "Andrea" "PC" 0>>
<<TakeObjectLocation "HotelLockerRoom" "AndreaPassport">>
<<else>>
<<ChangeNPCrelationship "Andrea" $current.avatar 0>>
<<TakeObjectLocation "HotelLockerRoom" "AndreaPassport">>
<</if>>
<</link>><br>
<<link "Leave it be" "FriendsEncounter">><<EventsCheckEnd "HotelLockerRoom" "FriendsEncounter">><<set $FriendsEncounter to "Leave">><</link>>
<<else>>
<br>
<<ActionsHeader>>
<<AssumeForm "AndreaPassport">>
<<if _AssumeForm is true>><<Flag "TempBusinessMeeting">><<if _FlagReturn is true>><s>Assume Andrea's form</s> - <i>You need to attend the dinner as Emily this evening.</i><br><<else>><<link "Assume Andrea's form" "FriendsEncounter">><<set $FriendsEncounter to "SleepForget">><<EventsCheckEnd "HotelLockerRoom" "FriendsEncounter">><</link>><br><</if>><</if>>
<<link "Return to the lobby" "HotelLobby">><<SetNPCLocation "Andrea" $dayCurrent $periodCurrent "HotelLobby">> <<EventsCheckEnd "HotelLockerRoom" "FriendsEncounter">><<set $FriendsEncounter to undefined>><</link>>
<</if>>
<<elseif _currentEvent is "FlorenceLure">>
<<Checkrelationship "Andrea">>
<<if _relationship gt 0>>
<br>
You enter the locker room with Andrea. She takes a step into the centre of the room, then turns around to face you.<br>
<br>
"Okay, Flo. What's so important that it couldn't wait? I could get into a lot of trouble if Lennox catches us."<br>
<<else>>
<br>
You enter the locker room with Andrea. She takes a step into the centre of the room, then turns around to face you.<br>
<br>
"What do you want?" Andrea asks coldly.<br>
<</if>>
<br>
<<ActionsHeader>>
<<InventoryCheckSelf "AndreaPassport">>
<<if _InventoryCheckSelf is true>>
<<link "Give her the passport back" "FlorenceLure">><<EventsCheckEnd "HotelLockerRoom" "FlorenceLure">><<set $FlorenceLure to "PassportBack">><<Greedy -1>><</link>><br>
<<link "Tell her you're keeping her passport" "FlorenceLure">><<set $FlorenceLure to "PassportKeep">><<EventsCheckEnd "HotelLockerRoom" "FlorenceLure">><<Greedy 1>><</link>><br>
<</if>>
<<AssumeForm "AndreaPassport">>
<<if _AssumeForm is true>><<Flag "TempBusinessMeeting">><<if _FlagReturn is true>><s>Assume Andrea's form</s> - <i>You need to attend the dinner as Emily this evening.</i><br><<else>><<link "Assume Andrea's form" "FlorenceLure">><<set $FlorenceLure to "SleepForget">><<EventsCheckEnd "HotelLockerRoom" "FlorenceLure">><</link>><br><</if>><</if>>
<<CheckPersonalityState "Andrea">><<SpellsCheckSelf "SleepForget">>
<<if _PersonalityState isnot "Scared" and _SpellsCheckSelf is true>>
<<link "[Spell: Sleep & Forget] Cast Sleep & Forget on Andrea" "FlorenceLure">>
<<EventsCheckEnd "HotelLockerRoom" "FlorenceLure">>
<<set $FlorenceLure to "Forget">>
<<ChangeNPCrelationship "Andrea" "PC" 1>>
<<ChangeNPCrelationship "Andrea" "Florence" 2>>
<<AdjustNPCStat "Andrea" "Assertive" -1>>
<<Greedy 1>>
<<ChangePersonalityStateNPC "Andrea" "Scared">>
<</link>><br>
<</if>>
<<elseif _currentEvent is "PCLure">>
<<if $current.female is true>>
<br>
You enter the locker room with Andrea. She takes a step into the centre of the room, then turns around to face you, meeting you in the eye.<br>
<br>
“What do you want?” she says. “For my passport.”<br>
<br>
Looking at Andrea, you sense her frustration awaiting your reply. You wonder how many people have made demands of this girl in her time at the hotel. She almost appears resigned to threats and blackmail.<br>
<<else>>
<br>
You enter the locker room with Andrea. She takes a step into the centre of the room, then turns around to face you. She doesn’t look up.<br>
<br>
"What do you want?” she says quietly. “For my passport.”<br>
<br>
Looking at Andrea, you sense her unease awaiting your reply. You wonder how many people have done this to her, in one form or another. She almost appears resigned to the situation. <br>
<br>
This won’t be one of those days, at least. For you, being alone with her presents an opportunity for taking her form. <br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Give her the passport back" "PCLure">><<EventsCheckEnd "HotelLockerRoom" "PCLure">><<set $PCLure to "PassportBack">><<ChangeNPCrelationship "Andrea" $current.avatar 1>><<Greedy -1>><<GiveObjectLocation "HotelLockerRoom" "AndreaPassport">><</link>><br>
<<link "Keep the passport" "PCLure">><<EventsCheckEnd "HotelLockerRoom" "PCLure">><<set $PCLure to "PassportKeep">><<Greedy 1>><<UpdateGivenTo "AndreaPassport" "PC">><<AndrearelationshipChange>><</link>><br>
<<AssumeForm "AndreaPassport">>
<<if _AssumeForm is true>><<Flag "TempBusinessMeeting">><<if _FlagReturn is true>><s>Assume Andrea's form</s> - <i>You need to attend the dinner as Emily this evening.</i><br><<else>><<link "Assume Andrea's form" "PCLure">><<set $PCLure to "SleepForget">><<EventsCheckEnd "HotelLockerRoom" "PCLure">><</link>><br><</if>><</if>>
<<SpellsCheckSelf "SleepForget">>
<<if _SpellsCheckSelf is true and $current.female is true>>
<<link "[Spell: Sleep & Forget] Cast Sleep & Forget on Andrea" "PCLure">>
<<EventsCheckEnd "HotelLockerRoom" "PCLure">>
<<set $PCLure to "Forget">>
<<ChangeNPCrelationship "Andrea" "PC" 1>>
<<ChangeNPCrelationship "Andrea" "Florence" 2>>
<<AdjustNPCStat "Andrea" "Assertive" -1>>
<<Greedy 1>>
<<ChangePersonalityStateNPC "Andrea" "Scared">>
<</link>><br>
<</if>>
<<elseif _currentEvent is "PCIntimidate">>
<br>
You enter the locker room with Andrea. She takes a step into the centre of the room, then turns around to face you, meeting you in the eye.<br>
<br>
“What do you want?”<br>
<br>
<<ActionsHeader>>
<<InventoryCheckSelf "AndreaPassport">>
<<if _InventoryCheckSelf is false>><<link "Ask to see her passport" "PCIntimidate">><<EventsCheckEnd "HotelLockerRoom" "PCIntimidate">><<set $PCIntimidate to "Passport">><</link>><br><</if>>
<<AssumeForm "AndreaPassport">>
<<if _AssumeForm is true>><<Flag "TempBusinessMeeting">><<if _FlagReturn is true>><s>Assume Andrea's form</s> - <i>You need to attend the dinner as Emily this evening.</i><br><<else>><<link "Assume Andrea's form" "PCIntimidate">><<set $PCIntimidate to "SleepForget">><<EventsCheckEnd "HotelLockerRoom" "PCIntimidate">><</link>><br><</if>><</if>>
<<SpellsCheckSelf "SleepForget">>
<<if _SpellsCheckSelf is true and $current.female is true>>
<<link "[Spell: Sleep & Forget] Cast Sleep & Forget on Andrea" "PCIntimidate">>
<<EventsCheckEnd "HotelLockerRoom" "PCIntimidate">>
<<set $PCIntimidate to "Forget">>
<<ChangeNPCrelationship "Andrea" $current.avatar 1>>
<<ChangeNPCrelationship "Andrea" "Florence" 2>>
<<AdjustNPCStat "Andrea" "Assertive" -1>>
<<Greedy 1>>
<<ChangePersonalityStateNPC "Andrea" "Scared">>
<</link>><br>
<</if>>
<<link "Return to the lobby" "HotelLobby">><<EventsCheckEnd "HotelLockerRoom" "PCIntimidate">><<SetNPCLocation "Andrea" $dayCurrent $periodCurrent "HotelLobby">><<TimeChange>><<set $PCIntimidate to undefined>><</link>><br>
<<elseif _currentEvent is "MaidJobFirstDay">>
<br>
The locker room is quiet when you step inside. Dim fluorescent lighting flickers overhead, and there’s a faint smell of bleach and soap that clings to the tiled floor.<br>
<br>
Your eyes scan the row of lockers until you find it:<Br>
<br>
<span class='Signage'>Emily Phillips</span>
<br>
Stencilled in elegant, looping script on a black nameplate. Your name... or your sister's? Your brain struggles to react to it without contradiction.<br>
<br>
You open the locker. Inside, the uniform is neatly folded. Laid out like a gift.<br>
<br>
A black maid’s dress, scandalously short and sharply tailored. The material is delicate, with white lace trimming the hem and cuffs. The skirt flares slightly, but still enough to emphasise your figure. Everything about it is the idea of a French Maid fantasy. Deliberate. Feminine.<br>
<br>
Beside it is a pair of sheer black stockings, still in their plastic wrapping, and below that a set of black patent heels. High. Impractically so. The kind that speak more of display than duty. It’s all immaculate. And fitted to your exact size.<br>
<br>
Sitting on top of the uniform is a note, written in Lennox’s handwriting, impossibly neat and exact.<br>
<br>
<span class='Lennox-handwriting'>“Miss Phillips, <br>Please report to the kitchen. Pierre will instruct you on your duties.<Br>Lennox.”</span>
<br>
<<ActionsHeader>>
<<link "Get changed and go meet Pierre" "HotelKitchenMaid">><<EventsCheckEnd "HotelLockerRoom" "MaidJobFirstDay">><<set $HotelKitchenMaid to "GetChanged">><</link>>
<</if>>“Fall asleep,” you spit out, “and let your memories drift as you slumber.”<br>
<br>
With little dignity, Andrea falls straight onto the sofa, passing out. You instinctively move towards her to check if she’s okay, but almost fall yourself as you become aware you are now wearing five inch stiletto heels.<br>
<br>
Regaining your balance, you squat down beside her. You feel yourself keep your stocking-clad legs squeezed together, now even more aware of how short the French Maid’s skirt actually is.<br>
<br>
She breathes normally. Captive of a deep, deep sleep.<br>
<br>
Standing again, you take a moment to adjust to the heels. You glance over at the smeared mirror on the wall and see your reflection. A young woman, dressed in a skimpy French Maid costume, her innocence contrasting distinctly with the black eyeshadow and dark red lipstick that she wears.<br>
<br>
You notice how petite you now are. The room feels like it’s grown. A shudder runs through your body, as you think about how you look, how you are dressed, and how it makes you feel.<br>
<br>
Thoughts drift towards conflict and confrontation. You know that in this form, you would struggle to <i>assert yourself</i> over even the gentlest of people.<br>
<br>
<<ActionsHeader>>
<<InventoryCheckNPC "Andrea" "KeyMaid">><<TaskState "Task3">>
<<if _InventoryCheckNPC is true and _TaskState is "active">><<link "Search Andrea for Skeleton Key" "HotelLockerRoomKeySteal">><</link>><br><</if>>
<<link "Return to the lobby" "HotelLobby">><<EndConversation "Andrea">><</link>>You carefully search Andrea for her skeleton key, conscious of her skimpy outfit and her barely concealed body. <br>
<br>
<<if $KeyWeight is undefined>><<set $KeyWeight to 0>><</if>>
<<set _randomNumber = random(1, 100)>>
<<set _KeyEncounter to _randomNumber + $KeyWeight>>
<<if _KeyEncounter gte 60>>
There’s not many places she can hide a key, and quickly you find it hanging around a necklace she wears.<br>
<br>
You unclip the necklace and take it from her, leaving her still sleeping peacefully.<br>
<br>
<<ActionsHeader>>
<<link "Return to the lobby" "HotelLobby">><<EndConversation "Andrea">><<TakeObjectNPC "Andrea" "KeyMaid">><<TaskTracker "Task3" "complete">><<set $KeyWeight to undefined>><</link>>
<<else>>
Unfortunately, it doesn't look like Andrea has the key on her at the moment. You will need to search elsewhere to gain access to the hotel rooms.<br>
<br>
<<ActionsHeader>>
<<link "Return to the lobby" "HotelLobby">><<EndConversation "Andrea">><<set $KeyWeight += 10>><</link>>
<</if>><<if $CauseAccident is "Steal">>
You step forward and lean into the locker, plucking the passport from the shelf and grabbing it firmly in hand. <br>
<br>
In spite of Andrea’s obvious attempts to avoid looking at you, your brazen theft does not go unnoticed. She spins around, looking between your face and the passport in your hand.<br>
<br>
“Give that back!” she demands. There is more than a little desperation in her voice. <br>
<br>
<<ActionsHeader>>
<<link "Give her the passport" "CauseAccident">><<GiveObjectLocation "HotelLockerRoom" "AndreaPassport">><<ChangeNPCrelationship "Andrea" $current.avatar 1>><<set $CauseAccident to "GiveBack">><<Greedy -1>><</link>><br>
<<link "Refuse to give it to her" "CauseAccident">><<AndrearelationshipChange>><<set $CauseAccident to "GiveRefuse">><<Greedy 1>><</link>><br>
<<SpellsCheckSelf "SleepForget">>
<<if _SpellsCheckSelf is true and $current.female is true>>
<<link "[Spell: Sleep & Forget] Cast Sleep & Forget on Andrea" "CauseAccident">>
<<ChangeNPCrelationship "Andrea" $current.avatar 1>>
<<ChangeNPCrelationship "Andrea" "Florence" 2>>
<<AdjustNPCStat "Andrea" "Assertive" -1>>
<<Greedy 1>>
<<ChangePersonalityStateNPC "Andrea" "Scared">>
<<set $CauseAccident to "Forget">>
<</link>>
<</if>>
<<elseif $CauseAccident is "Leave">>
Despite the opportunity of taking her passport, you decide against it. You instead stand back, waiting for her to find something for you to wear.<br>
<br>
<<ActionsHeader>>
<<link "Wait for Andrea to find you something" "CauseAccident">><<set $CauseAccident to "Wait">><</link>>
<<elseif $CauseAccident is "Wait">>
<<if $current.female is true>>
After a long search, she pulls out a pair of black leggings and a strappy sports crop top with a scooped neckline that you know will expose the tops of your breasts. You wonder for a moment about this Amber who once owned the clothing.<br>
<br>
“That’s the best I could find,” she tells you. “I hope that’s okay!”<br>
<br>
You take the clothes from her and change. The clothes are tight. You feel the fabric of the leggings hugging your bum. When you put on the crop-top, you look down and confirm your fears that the activewear flaunts your assets without shame.<br>
<br>
Andrea looks at you expectantly. You offer her a pleasant smile. “Thank you,” she says. “For not making a scene.”<br>
<br>
You notice her eyes are moist, holding back tears. A single streak of black eyeshadow runs down her cheek with a tear. She sniffles, and wipes it away with her hand.<br>
<br>
“Our secret,” you tell her. “Come on, you should get back before people notice.”<br>
<br>
She nods. For the first time that you’ve noticed, her nervousness dissipates a little. “Thank you,” she tells you again.<br>
<<else>>
<br>
After a long search, she pulls out a pair of tweed trousers and a white shirt, stained with kitchen grease. She holds them out to you, still facing the locker. “That’s the best I could find,” she tells you. “I hope that’s okay!”<br>
<br>
You take the clothes from her and change. The clothes are big on you and you have to tuck the shirt into the trousers to avoid it hanging halfway down your legs. But at least you are covered and again dry.<br>
<br>
Once you are changed, Andrea finally turns around to look at you. You offer her a pleasant smile. “Thank you,” she says. “For not making a scene.”<br>
<br>
You notice her eyes are moist, holding back tears. A single streak of black eyeshadow runs down her cheek with a tear. She sniffles, and wipes it away with her hand.<br>
<br>
“Our secret,” you tell her. “Come on, you should get back before people notice.”<br>
<br>
She nods. For the first time that you’ve noticed, her nervousness dissipates a little. “Thank you,” she tells you again.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the lobby" "HotelLobby">><<TimeChange>><<SetFlag "CauseAccident" "complete">><<set $CauseAccident to undefined>><</link>><br>
<<elseif $CauseAccident is "GiveBack">>
"I’m sorry,” you say. “I just wanted to see your picture.”<br>
<br>
She quickly takes her passport from your hand and tosses it back in her locker, closing the door and locking it. <br>
<br>
“Sorry,” Andrea says after a moment’s silence. “It’s just very important to me.”<br>
<br>
She looks up at you from underneath her eyebrows and you see her eyes are full of tears. <br>
<br>
Sniffing, she turns back around to the locker and continues to search for spare clothes.<br>
<br>
<<ActionsHeader>>
<<link "Wait for Andrea to find you something" "CauseAccident">><<set $CauseAccident to "Wait">><</link>>
<<elseif $CauseAccident is "GiveRefuse">>
“How about I just hold on to this,” you tell her. “Foreign countries are dangerous places, anyway.”<br>
<br>
Andrea’s eyes well-up with tears. “You… you… please!” <br>
<br>
You feel yourself grinning, aware of the power you hold in your hand. It’s intoxicating.<br>
<br>
“No,” you say after a moment. “I don’t think so. Now. Give me some clothes.” <br>
<br>
For the briefest second, you think she’s going to pounce forward and grab it from you. But any resilience breaks as tears begin to trickle down her face. She turns around and scrambles through the locker she was searching, looking for clothes for you to wear.<br>
<br>
<<ActionsHeader>>
<<link "Wait for Andrea to find you something" "CauseAccident">><<set $CauseAccident to "WaitStolen">><</link>>
<<elseif $CauseAccident is "WaitStolen">>
<<if $current.female is true>>
After a long search, she pulls out a pair of black leggings and a strappy sports crop top with a scooped neckline that you know will expose the tops of your breasts. You wonder for a moment about this Amber who once owned the clothing.<br>
<br>
“That’s the best I could find,” she tells you.<br>
<br>
You take the clothes from her and change. The clothes are tight. You feel the fabric of the leggings hugging your bum. When you put on the crop-top, you look down and confirm your fears that the activewear flaunts your assets without shame.<br>
<br>
Andrea stares at you whilst you change. You offer her a smile, but she doesn’t make an attempt to respond. <br>
<br>
“I should get back,” she says, looking away from you. <br>
<<else>>
After some time, Andrea thrusts out some clothes behind her, not turning to face you. “Here you go,” she says, quietly.<br>
<br>
You take the clothes from her, a pair of tweed trousers and a greasy white shirt. Both are far too big for you, but after some adjustments you are satisfied you won’t trip over whilst wearing them.<br>
<br>
Andrea turns to look at you when you’re done, silent. You offer her a smile, but she doesn’t make an attempt to respond. <br>
<br>
“I should get back,” she says, looking away from you. <br>
<</if>>
<<AssumeForm "AndreaPassport">>
<<if _AssumeForm is true>><br><I>Now that you have Andrea’s precious passport, you have all you need to transform into her. You would need to put her to sleep to avoid two Andreas walking around. Thankfully, the staff locker room is the perfect place for staff to take a nap break from their work.</i><br><</if>>
<br>
<<ActionsHeader>>
<<AssumeForm "AndreaPassport">>
<<if _AssumeForm is true>>
<<link "Assume Andrea's form" "CauseAccident">>
<<SetFlag "CauseAccident" "complete">>
<<set $CauseAccident to "SleepForget">>
<</link>><br><</if>>
<<link "Return to the lobby" "HotelLobby">><<SetFlag "CauseAccident" "complete">><<set $CauseAccident to undefined>><<TimeChange>><</link>>
<<elseif $CauseAccident is "Forget">>
You focus your mind’s eye on Andrea and feel the energy of magic flickering within her brain. “Fall asleep,” you say quietly, “and let your memories drift as you slumber.”<br>
<br>
Andrea looks at you for the briefest of moments before collapsing, falling into the worn sofa against the wall. You rush over to her, gently slapping her first to bring her around.<br>
<br>
Seconds later, her eyes hazily open. She looks up at you with her large dark eyes. <br>
<br>
“It’s okay,” you tell her. “You had a moment of dizziness.” <br>
<br>
“I did?” she asks you, sounding younger and more innocent than she looks. “I don’t remember.”<br>
<br>
You smile, giving her a moment to focus again. Her eyes look around the room, surveying her surroundings. Then you realise they are resting on the passport you hold in your hand.<br>
<br>
“Why are you holding a passport?” she asks, confused.<br>
<br>
“It’s mine,” you say, trying to think of a lie, and hoping your spell was effective. “I’m thinking of going on a trip.”<br>
<br>
Andrea looks at your near-naked form, but doesn’t say anything. She takes your spare hand as you help her to her feet, struggling with her stupor to balance in her high heels.<br>
<br>
“Why would you want to do that?” she asks you. “Other places are dangerous.”<br>
<br>
You eye her, carefully. No sign of deception on her face. <I>You didn’t mean to remove that much of her memories, did you?</i><br>
<br>
Andrea glances at your body, her senses clearly returning to her. She blushes and a sense of nervousness spreads again across her face. “I should find you something to wear,” she mutters, turning back to the open locker.<br>
<br>
<<ActionsHeader>>
<<link "Wait for Andrea to find you something" "CauseAccident">><<set $CauseAccident to "Wait">><</link>>
<<elseif $CauseAccident is "SleepForget">>
<<if $current.avatar isnot "Andrea">><<Transform "Andrea">><<else>><<set _TransformSuccess to true>><</if>>
<<if _TransformSuccess is true>>
You feel the amulet tingling. Touching Andrea’s passport, you brace for the transformation to come. Andrea looks at you, dark eyes confused and scared.<br>
<br>
“From this item, I see you in your time of need,” you say. “Now form shape to the person I see within.”<br>
<br>
A surge of magic explodes across your body. You groan as the waves of energy pulsate across your torso, feeling your limbs and skin creak and crack as you picture the maid in your mind.<br>
<br>
<i>A young woman, petite and slim. Pale, porcelain skin. Large dark eyes. Shadowy black eyeshadow and dark red lipstick. A french maid’s outfit, stockings and impossibly high heels.</i><br>
<br>
<<if _TransformWasFemale is true>>
The world grows around you as you shrink. Your chest burns as it expands. You cry as your scalp burns as your locks match hers.<br>
<<else>>
The world grows around you as you shrink. Your chest burns as it expands. You cry as your scalp burns as dark brown locks grow out of your skin.<br>
<</if>>
<br>
The sensation abruptly stops. You take a deep breath and look up, seeing Andrea staring at you with wide, horror-filled eyes.<br>
<br>
<<ActionsHeader>>
<<link "[Spell: Sleep & Forget] Cast Sleep & Forget on Andrea" "SleepForgetAndrea2">>
<<DailyVariableAdd "AndreaSleep">>
<<EventTrigger "YourHome" "YourHomeEventAndrea" null "Emily" "Andrea" null null null false>>
<<EventTrigger "HotelLobby" "LennoxEncounter" null "Lennox" "Andrea" null null null false>>
<<SetNPCLocation "Lennox" $dayCurrent $periodCurrent "HotelLobby">>
<<SetNPCLocation "Andrea" $dayCurrent "1" "HotelLockerRoom">>
<<SetNPCLocation "Andrea" $dayCurrent "2" "HotelLockerRoom">>
<<SetNPCLocation "Andrea" $dayCurrent "3" "HotelLockerRoom">>
<<SetNPCLocation "Andrea" $dayCurrent "4" "HotelLockerRoom">>
<<set $CauseAccident to undefined>>
<</link>><br>
<<else>>
You curse yourself, realising that you haven't given the amulet time to recharge.<br>
<br>
Andrea looks back at you, glaring.<br>
<br>
<<ActionsHeader>>
<<link "Return to the lobby" "HotelLobby">><<TimeChange>><<SetFlag "CauseAccident" "complete">><<set $CauseAccident to undefined>><</link>><br>
<</if>>
<</if>><<if $FlorenceEncounter is "Steal">>
<<TakeObjectLocation "HotelLockerRoom" "AndreaPassport">>
You quickly reach out and swipe the passport from Andrea's hand. Not expecting it, she loses grip of it before she realises what's going on.<br>
<br>
“Give that back!” she demands. There is more than a little desperation in her voice. <br>
<br>
<<ActionsHeader>>
<<link "Give her the passport" "FlorenceEncounter">><<GiveObjectLocation "HotelLockerRoom" "AndreaPassport">><<ChangeNPCrelationship "Andrea" "Florence" 2>><<Greedy -1>><<set $FlorenceEncounter to "Give">><</link>><br>
<<link "Refuse to give it to her" "FlorenceEncounter">><<ChangeNPCrelationship "Andrea" "Florence" 0>><<Greedy 1>><<set $FlorenceEncounter to "Refuse">><</link>><br>
<<SpellsCheckSelf "SleepForget">>
<<if _SpellsCheckSelf is true>>
<<link "[Spell: Sleep & Forget] Cast Sleep & Forget on Andrea" "FlorenceEncounter">>
<<ChangeNPCrelationship "Andrea" "PC" 1>>
<<ChangeNPCrelationship "Andrea" "Florence" 2>>
<<AdjustNPCStat "Andrea" "Assertive" -1>>
<<Greedy 1>>
<<set $FlorenceEncounter to "Forget">>
<<ChangePersonalityStateNPC "Andrea" "Scared">>
<</link>>
<</if>>
<<elseif $FlorenceEncounter is "Leave">>
You glance down at the passport. In spite of its obvious value to you, a part of you doesn't want to upset Andrea.<br>
<br>
"It's fine," you tell her. "Just wanted to see if your photo had a hologram in the material. Mine doesn't."<br>
<br>
"You've got a passport?" Andrea exclaims, her eyes wide as a grin creeps up. "Are you thinking of travelling too?"<br>
<br>
You inwardly grimace at the impact of a throw-away lie. You shrug.<br>
<br>
"We could go travelling together," Andrea whispers to you.<br>
<br>
"Maybe," you say. "We should get back to the lobby. So you don't get in trouble."<br>
<br>
Andrea nods, but the smile doesn't leave her face. <I>You wonder what her next conversation with the real Florence will be like...</i><br>
<br>
<<ActionsHeader>>
<<link "Return to lobby" "HotelLobby">><<TimeChange>><<set $FlorenceEncounter to undefined>><</link>>
<<elseif $FlorenceEncounter is "Give">>
“I’m sorry,” you say. “I just wanted to see your picture.”<br>
<br>
She quickly takes her passport from your hand and tosses it back in her locker, closing the door and locking it. <br>
<br>
“Sorry,” Andrea says after a moment’s silence. “It’s just very important to me.”<br>
<br>
She looks up at you from underneath her eyebrows and you see her eyes are full of tears. <br>
<br>
<<ActionsHeader>>
<<link "Return to lobby" "HotelLobby">><<TimeChange>><<set $FlorenceEncounter to undefined>><</link>>
<<elseif $FlorenceEncounter is "Refuse">>
“How about I just hold on to this,” you tell her. “Foreign countries are dangerous places, anyway.”<br>
<br>
Andrea’s eyes well-up with tears. “You… you… please!” <br>
<br>
You feel yourself grinning, aware of the power you hold in your hand. It’s intoxicating.<br>
<br>
“No,” you say after a moment. “I don’t think so."<br>
<br>
"But Flo!" she stammers. "I thought we were friends!"<br>
<br>
You give her a look, seeing the visible sense of betrayal on her face. Out of all the people she expected to take advantage of her in Charlton, you imagine Florence wasn't one of them.<br>
<br>
<<ActionsHeader>>
<<AssumeForm "AndreaPassport">>
<<if _AssumeForm is true>><<Flag "TempBusinessMeeting">><<if _FlagReturn is true>><s>Assume Andrea's form</s> - <i>You need to attend the dinner as Emily this evening.</i><br><<else>><<link "Assume Andrea's form" "FlorenceEncounter">><<set $FlorenceEncounter to "SleepForget">><</link>><</if>><</if>><br>
<<link "Return to the lobby" "HotelLobby">><<TimeChange>><<set $FlorenceEncounter to undefined>><</link>><br>
<<elseif $FlorenceEncounter is "Forget">>
You focus your mind’s eye on Andrea and feel the energy of magic flickering within her brain. “Fall asleep,” you say quietly, “and let your memories drift as you slumber.”<br>
<br>
Andrea looks at you for the briefest of moments before collapsing, falling into the worn sofa against the wall. You rush over to her, gently slapping her first to bring her around.<br>
<br>
Seconds later, her eyes hazily open. She looks up at you with her large dark eyes. <br>
<br>
“It’s okay,” you tell her. “You had a moment of dizziness.” <br>
<br>
“I did?” she asks you, sounding younger and more innocent than she looks. “I don’t remember.”<br>
<br>
You smile, giving her a moment to focus again. Her eyes look around the room, surveying her surroundings. Then you realise they are resting on the passport you hold in your hand.<br>
<br>
“Why are you holding a passport?” she asks, confused.<br>
<br>
“It’s mine,” you say, trying to think of a lie, and hoping your spell was effective. “I’m thinking of going on a trip.”<br>
<br>
Andrea looks at you, frowning. "But Flo... foreign countries are dangerous."<br>
<br>
You offer her a sympathetic smile, but don't say anything. Instead, you help her to her feet with your spare hand, struggling with her stupor to balance in her high heels.<br>
<br>
“I don't know why you'd want to travel," she continues. "We've got all we need here in Charlton."<br>
<br>
You eye her, carefully. No sign of deception on her face. <I>You didn’t mean to remove that much of her memories, did you?</i><br>
<br>
"I better get back," she tells you. "I don't want Lennox to find me in here."<br>
<br>
You nod. Andrea smiles sweetly at you, then walks towards the door.<br>
<br>
<<ActionsHeader>>
<<link "Return to the lobby" "HotelLobby">><<TimeChange>><<set $FlorenceEncounter to undefined>><</link>><br>
<<elseif $FlorenceEncounter is "SleepForget">>
<<if $current.avatar isnot "Andrea">><<Transform "Andrea">><<else>><<set _TransformSuccess to true>><</if>>
<<if _TransformSuccess is true>>
You feel the amulet tingling. Touching Andrea’s passport, you brace for the transformation to come. Andrea looks at you, dark eyes confused and scared.<br>
<br>
“From this item, I see you in your time of need,” you say. “Now form shape to the person I see within.”<br>
<br>
A surge of magic explodes across your body. You groan as the waves of energy pulsate across your torso, feeling your limbs and skin creak and crack as you picture the maid in your mind.<br>
<br>
<i>A young woman, petite and slim. Pale, porcelain skin. Large dark eyes. Shadowy black eyeshadow and dark red lipstick. A french maid’s outfit, stockings and impossibly high heels.</i><br>
<br>
The world grows around you as you shrink. Your chest burns as it expands. You cry as your scalp burns as your locks match hers.<br>
<br>
The sensation abruptly stops. You take a deep breath and look up, seeing Andrea staring at you with wide, horror-filled eyes.<br>
<br>
<<ActionsHeader>>
<<link "[Spell: Sleep & Forget] Cast Sleep & Forget on Andrea" "SleepForgetAndrea2">>
<<DailyVariableAdd "AndreaSleep">>
<<EventTrigger "YourHome" "YourHomeEventAndrea" null "Emily" "Andrea" null null null false>>
<<EventTrigger "HotelLobby" "LennoxEncounter" null "Lennox" "Andrea" null null null false>>
<<SetNPCLocation "Lennox" $dayCurrent $periodCurrent "HotelLobby">>
<<SetNPCLocation "Andrea" $dayCurrent "1" "HotelLockerRoom">>
<<SetNPCLocation "Andrea" $dayCurrent "2" "HotelLockerRoom">>
<<SetNPCLocation "Andrea" $dayCurrent "3" "HotelLockerRoom">>
<<SetNPCLocation "Andrea" $dayCurrent "4" "HotelLockerRoom">>
<<set $FlorenceEncounter to undefined>>
<</link>><br>
<<else>>
You curse yourself, realising that you haven't given the amulet time to recharge.<br>
<br>
Andrea looks back at you, expectantly.<br>
<br>
<<ActionsHeader>>
<<link "Return to the lobby" "HotelLobby">><<set $FlorenceEncounter to undefined>><<TimeChange>><</link>>
<</if>>
<</if>><<if $FriendsEncounter is "Steal">>
<<TakeObjectLocation "HotelLockerRoom" "AndreaPassport">>
You quickly reach out and swipe the passport from Andrea's hand. Not expecting it, she loses grip of it before she realises what's going on.<br>
<br>
“Give that back!” she demands. There is more than a little desperation in her voice. <br>
<br>
<<ActionsHeader>>
<<link "Give her the passport" "FriendsEncounter">><<ChangeNPCrelationship "Andrea" $current.avatar 1>><<Greedy -1>><<set $FriendsEncounter to "Give">><</link>><br>
<<link "Refuse to give it to her" "FriendsEncounter">><<AndrearelationshipChange>><<Greedy 1>><<set $FriendsEncounter to "Refuse">><</link>><br>
<<SpellsCheckSelf "SleepForget">>
<<if _SpellsCheckSelf is true and $current.female is true>>
<<link "[Spell: Sleep & Forget] Cast Sleep & Forget on Andrea" "FriendsEncounter">>
<<ChangeNPCrelationship "Andrea" "PC" 1>>
<<ChangeNPCrelationship "Andrea" "Florence" 2>>
<<AdjustNPCStat "Andrea" "Assertive" -1>>
<<Greedy 1>>
<<set $FriendsEncounter to "Forget">>
<<ChangePersonalityStateNPC "Andrea" "Scared">>
<</link>>
<</if>>
<<elseif $FriendsEncounter is "Leave">>
You glance down at the passport. In spite of its obvious value to you, a part of you doesn't want to upset Andrea.<br>
<br>
"It's fine," you tell her. "Just wanted to see if your photo had a hologram in the material. Mine doesn't."<br>
<br>
"You've got a passport?" Andrea asks, a sparkle appearing in her eye momentarily. "I guess you would, after living in the city for most of your life."<br>
<br>
You nod. "I've been to a few places."<br>
<br>
"I'd love to hear about them!" Andrea exclaims.<br>
<br>
"Maybe," you say. "We should grab a coffee one evening. I'll tell you all about them."<br>
<br>
<<if $current.female is true>>
Andrea smiles a little. You see a slight blush appear in her cheeks underneath her make-up. "I'd like that," she says quietly. <br>
<<else>>
Andrea's eyebrows narrow just slightly, wary. She offers you a timid and polite smile. "Maybe."<br>
<</if>>
<br>
"We should get back to the lobby. So you don't get in trouble," you tell her.<br>
<br>
Andrea nods.<br>
<br>
<<ActionsHeader>>
<<link "Return to lobby" "HotelLobby">><<TimeChange>><<set $FriendsEncounter to undefined>><</link>>
<<elseif $FriendsEncounter is "Give">>
<<GiveObjectLocation "HotelLockerRoom" "AndreaPassport">>
“I’m sorry,” you say. “I just wanted to see your picture.”<br>
<br>
She quickly takes her passport from your hand and tosses it back in her locker, closing the door and locking it. <br>
<br>
“Sorry,” Andrea says after a moment’s silence. “It’s just very important to me.”<br>
<br>
She looks up at you from underneath her eyebrows and you see her eyes are full of tears. <br>
<br>
<<ActionsHeader>>
<<link "Return to lobby" "HotelLobby">><<TimeChange>><<set $FriendsEncounter to undefined>><</link>>
<<elseif $FriendsEncounter is "Refuse">>
“How about I just hold on to this,” you tell her. “Foreign countries are dangerous places, anyway.”<br>
<br>
Andrea’s eyes well-up with tears. “You… you… please!” <br>
<br>
You feel yourself grinning, aware of the power you hold in your hand. It’s intoxicating.<br>
<br>
“No,” you say after a moment. “I don’t think so."<br>
<br>
"But!" she stammers. "I thought we were friends!"<br>
<br>
You give her a look, seeing the visible sense of betrayal on her face.<br>
<br>
<<ActionsHeader>>
<<AssumeForm "AndreaPassport">>
<<if _AssumeForm is true>><<Flag "TempBusinessMeeting">><<if _FlagReturn is true>><s>Assume Andrea's form</s> - <i>You need to attend the dinner as Emily this evening.</i><br><<else>><<link "Assume Andrea's form" "FriendsEncounter">><<set $FriendsEncounter to "SleepForget">><</link>><br><</if>><</if>>
<<link "Return to the lobby" "HotelLobby">><<TimeChange>><<set $FriendsEncounter to undefined>><</link>><br>
<<elseif $FriendsEncounter is "Forget">>
You focus your mind’s eye on Andrea and feel the energy of magic flickering within her brain. “Fall asleep,” you say quietly, “and let your memories drift as you slumber.”<br>
<br>
Andrea looks at you for the briefest of moments before collapsing, falling into the worn sofa against the wall. You rush over to her, gently slapping her first to bring her around.<br>
<br>
Seconds later, her eyes hazily open. She looks up at you with her large dark eyes. <br>
<br>
“It’s okay,” you tell her. “You had a moment of dizziness.” <br>
<br>
“I did?” she asks you, sounding younger and more innocent than she looks. “I don’t remember.”<br>
<br>
You smile, giving her a moment to focus again. Her eyes look around the room, surveying her surroundings. Then you realise they are resting on the passport you hold in your hand.<br>
<br>
“Why are you holding a passport?” she asks, confused.<br>
<br>
“It’s mine,” you say, trying to think of a lie, and hoping your spell was effective. “I’m thinking of going on a trip.”<br>
<br>
Andrea gives you a nervous look, but doesn’t say anything. She takes your spare hand as you help her to her feet, struggling with her stupor to balance in her high heels.<br>
<br>
“Why would you want to do that?” she asks you. “Other places are dangerous.”<br>
<br>
You eye her, carefully. No sign of deception on her face. <I>You didn’t mean to remove that much of her memories, did you?</i><br>
<br>
"I better get back," she tells you. "I don't want Lennox to find me in here."<br>
<br>
You nod. Andrea smiles sweetly at you, then walks towards the door.<br>
<br>
<<ActionsHeader>>
<<link "Return to the lobby" "HotelLobby">><<TimeChange>><<set $FriendsEncounter to undefined>><</link>><br>
<<elseif $FriendsEncounter is "SleepForget">>
<<if $current.avatar isnot "Andrea">><<Transform "Andrea">><<else>><<set _TransformSuccess to true>><</if>>
<<if _TransformSuccess is true>>
You feel the amulet tingling. Touching Andrea’s passport, you brace for the transformation to come. Andrea looks at you, dark eyes confused and scared.<br>
<br>
“From this item, I see you in your time of need,” you say. “Now form shape to the person I see within.”<br>
<br>
A surge of magic explodes across your body. You groan as the waves of energy pulsate across your torso, feeling your limbs and skin creak and crack as you picture the maid in your mind.<br>
<br>
<i>A young woman, petite and slim. Pale, porcelain skin. Large dark eyes. Shadowy black eyeshadow and dark red lipstick. A french maid’s outfit, stockings and impossibly high heels.</i><br>
<br>
<<if _TransformWasFemale is true>>
The world grows around you as you shrink. Your chest burns as it expands. You cry as your scalp burns as your locks match hers.<br>
<<else>>
The world grows around you as you shrink. Your chest burns as it expands. You cry as your scalp burns as dark brown locks grow out of your skin.<br>
<</if>>
<br>
The sensation abruptly stops. You take a deep breath and look up, seeing Andrea staring at you with wide, horror-filled eyes.<br>
<br>
<<ActionsHeader>>
<<link "[Spell: Sleep & Forget] Cast Sleep & Forget on Andrea" "SleepForgetAndrea2">>
<<DailyVariableAdd "AndreaSleep">>
<<EventTrigger "YourHome" "YourHomeEventAndrea" null "Emily" "Andrea" null null null false>>
<<EventTrigger "HotelLobby" "LennoxEncounter" null "Lennox" "Andrea" null null null false>>
<<SetNPCLocation "Lennox" $dayCurrent $periodCurrent "HotelLobby">>
<<SetNPCLocation "Andrea" $dayCurrent "1" "HotelLockerRoom">>
<<SetNPCLocation "Andrea" $dayCurrent "2" "HotelLockerRoom">>
<<SetNPCLocation "Andrea" $dayCurrent "3" "HotelLockerRoom">>
<<SetNPCLocation "Andrea" $dayCurrent "4" "HotelLockerRoom">>
<<set $FriendsEncounter to undefined>>
<</link>><br>
<<else>>
You curse yourself, realising that you haven't given the amulet time to recharge.<br>
<br>
Andrea looks back at you, expectantly. You will have to give her an answer.<br>
<br>
<<ActionsHeader>>
<<link "Return to the lobby" "HotelLobby">><<TimeChange>><<set $FriendsEncounter to undefined>><</link>><br>
<</if>>
<</if>><<if $FlorenceLure is "PassportBack">>
<<CheckPersonalityState "Andrea">>
<<if _PersonalityState is "Scared">>
"I managed to get this," you tell her, holding out her passport.<br>
<br>
She glances at it, frowning. "What's that?"<br>
<br>
"It's your passport," you reply. Her eyes look confused.<br>
<br>
"Flo, why would I need a passport?" she asks you. "Foreign countries are dangerous."<br>
<br>
She shakes her head. "I've got to get back. Lennox will kill me if he finds us in here."<br>
<br>
She walks back over to the door, with almost no interest in the passport you hold in your hand.<br>
<br>
<<ActionsHeader>>
<<link "Return to the lobby" "HotelLobby">><<set $FlorenceLure to undefined>><<TimeChange>><</link>>
<<else>>
<<GetItemTakenBy "AndreaPassport">>
<<if _GetItemTakenBy is "Florence">>
“I’m sorry,” you say. “I just wanted to see your picture. I don’t want anything for it at all.”<br>
<br>
She looks at you cautiously, as you hold out the passport. When you don’t react, she takes a quick step forward and takes it out of your hand. She flicks through it to check nothing has been tampered with, then looks up at you confused.<br>
<br>
“Thank you,” she whispers, just on the side of politeness. Andrea then walks over to her locker and locks her passport away. <br>
<br>
Silence hangs in the air between the two of you. The young woman still anticipating a demand. <br>
<br>
“We should go,” you tell her. Her eyes stare at you, incredulous. <br>
<br>
You walk over to the door and hold it open for her. After only the slightest hesitation, she walks quickly past you and back into the lobby.<br>
<br>
<<ActionsHeader>>
<<link "Return to the lobby" "HotelLobby">>
<<GiveObjectLocation "HotelLockerRoom" "AndreaPassport">>
<<set $FlorenceLure to undefined>>
<<ChangeNPCrelationship "Andrea" "Florence" 2>>
<<TimeChange>>
<</link>>
<<else>>
"I had a chat with <<TrueName "Current">>," you lie to Andrea. "He gave me this."<br>
<br>
You hold out Andrea's passport towards her. Instantly her eyes widen. Instead of a smile, her lip begins to tremble.<br>
<br>
"Go on," you tell her. "Take it."<br>
<br>
With only a moment's pause, she reaches out and clasps it from your hand. She flicks through the pages and then smiles back at you, beaming.<br>
<br>
Suddenly Andrea wraps her hands around you, clenching you in a hug. You hear her sniffling.<br>
<br>
"Thank you so much, Flo," she whispers, hugging you tightly.<br>
<br>
When she pulls back, you can see her make-up has smeared. She wipes what she can away and puts her passport into her locker.<br>
<br>
"We should get back," she tells you. "Before Lennox finds us."<br>
<br>
<<ActionsHeader>>
<<link "Return to the lobby" "HotelLobby">>
<<GiveObjectLocation "HotelLockerRoom" "AndreaPassport">>
<<set $FlorenceLure to undefined>>
<<ChangeNPCrelationship "Andrea" "Florence" 2>>
<<TimeChange>>
<</link>>
<</if>>
<</if>>
<<elseif $FlorenceLure is "PassportKeep">>
<<CheckPersonalityState "Andrea">>
<<if _PersonalityState is "Scared">>
"I managed to get this," you tell her, holding out her passport. "But I think I'm going to hold on to it."<br>
<br>
She glances at it, frowning. "What's that?"<br>
<br>
"It's your passport," you reply. Her eyes look confused.<br>
<br>
"Flo, why would I need a passport?" she asks you. "Foreign countries are dangerous."<br>
<br>
She shakes her head. "I've got to get back. Lennox will kill me if he finds us in here. Hold on to it, by all means."<br>
<br>
She walks back over to the door, with almost no interest in the passport you hold in your hand.<br>
<br>
<<ActionsHeader>>
<<link "Return to the lobby" "HotelLobby">><<SetNPCLocation "Andrea" $dayCurrent $periodCurrent "HotelLobby">> <<set $FlorenceLure to undefined>><<TimeChange>><</link>>
<<else>>
<<GetItemTakenBy "AndreaPassport">>
<<if _GetItemTakenBy is "Florence">>
You take out the passport and dangle it in front of Andrea. "I was thinking of giving back this," you begin. "But I think I've changed my mind."<br>
<br>
Andrea scowls at you with barely concealed hate. You see her bury her top teeth into her bottom lip.<br>
<br>
"This is for your own good, Andrea," you say. "Foreign countries are dangerous, aren't they?"<br>
<br>
Her eyes flicker between the passport and you. She seems poised to pounce, like a cat. But the moment passes.<br>
<br>
You shake your head just a little. “We should go,” you tell her. “You wouldn’t want to get in trouble.”<br>
<br>
You walk back to the door and open it. She gives you a look of utter disgust, then quickly leaves the locker room.<br>
<br>
<<ActionsHeader>>
<<link "Return to the lobby" "HotelLobby">><<set $FlorenceLure to undefined>><<TimeChange>><</link>>
<<else>>
"I had a chat with <<TrueName "Current">>," you lie to Andrea. "He gave me this."<br>
<br>
You hold out Andrea's passport towards her. Instantly her eyes widen. Instead of a smile, her lip begins to tremble.<br>
<br>
She reaches out for it. You snap it back.<br>
<br>
"Do you not remember what they taught at school, Flo?" you say. "Foreign countries are dangerous."
<br>
"But..." Andrea begins to stammer. "But... But..."<br>
<br>
“How about I just hold on to this,” you tell her. “We wouldn't want you to get in trouble, now would we?”<br>
<br>
Andrea’s eyes well-up with tears. "But Flo! I thought we were friends!"<br>
<br>
You give her a look, seeing the visible sense of betrayal on her face. Out of all the people she expected to take advantage of her in Charlton, you imagine Florence wasn't one of them.<br>
<br>
You shake your head just a little. “We should go,” you tell her.<br>
<br>
You walk back to the door and open it. She gives you a look of utter disgust, then quickly leaves the locker room.<br>
<br>
<<ActionsHeader>>
<<link "Return to the lobby" "HotelLobby">><<set $FlorenceLure to undefined>><<ChangeNPCrelationship "Andrea" "Florence" 0>><<TimeChange>><</link>>
<</if>>
<</if>>
<<elseif $FlorenceLure is "Forget">>
You focus your mind’s eye on Andrea and feel the energy of magic flickering within her brain. “Fall asleep,” you say quietly, “and let your memories drift as you slumber.”<br>
<br>
Andrea looks at you for the briefest of moments before collapsing, falling into the worn sofa against the wall. You rush over to her, gently slapping her first to bring her around.<br>
<br>
Seconds later, her eyes hazily open. She looks up at you with her large dark eyes. <br>
<br>
“It’s okay,” you tell her. “You had a moment of dizziness.” <br>
<br>
“I did?” she asks you, sounding younger and more innocent than she looks. “I don’t remember.”<br>
<br>
You smile, giving her a moment to focus again. Her eyes look around the room, surveying her surroundings. Then you realise they are resting on the passport you hold in your hand.<br>
<br>
“Why are you holding a passport?” she asks, confused.<br>
<br>
“It’s mine,” you say, trying to think of a lie, and hoping your spell was effective. “I’m thinking of going on a trip.”<br>
<br>
Andrea looks at you, frowning. "But Flo... foreign countries are dangerous."<br>
<br>
You offer her a sympathetic smile, but don't say anything. Instead, you help her to her feet with your spare hand, struggling with her stupor to balance in her high heels.<br>
<br>
“I don't know why you'd want to travel," she continues. "We've got all we need here in Charlton."<br>
<br>
You eye her, carefully. No sign of deception on her face. <I>You didn’t mean to remove that much of her memories, did you?</i><br>
<br>
"I better get back," she tells you. "I don't want Lennox to find me in here."<br>
<br>
You nod. Andrea smiles sweetly at you, then walks towards the door.<br>
<br>
<<ActionsHeader>>
<<link "Return to the lobby" "HotelLobby">><<TimeChange>><<set $FlorenceLure to undefined>><</link>><br>
<<elseif $FlorenceLure is "SleepForget">>
<<if $current.avatar isnot "Andrea">><<Transform "Andrea">><<else>><<set _TransformSuccess to true>><</if>>
<<if _TransformSuccess is true>>
You feel the amulet tingling. Touching Andrea’s passport, you brace for the transformation to come. Andrea looks at you, dark eyes confused and scared.<br>
<br>
“From this item, I see you in your time of need,” you say. “Now form shape to the person I see within.”<br>
<br>
A surge of magic explodes across your body. You groan as the waves of energy pulsate across your torso, feeling your limbs and skin creak and crack as you picture the maid in your mind.<br>
<br>
<i>A young woman, petite and slim. Pale, porcelain skin. Large dark eyes. Shadowy black eyeshadow and dark red lipstick. A french maid’s outfit, stockings and impossibly high heels.</i><br>
<br>
The world grows around you as you shrink. Your chest burns as it expands. You cry as your scalp burns as your locks match hers.<br>
<br>
The sensation abruptly stops. You take a deep breath and look up, seeing Andrea staring at you with wide, horror-filled eyes.<br>
<br>
<<ActionsHeader>>
<<link "[Spell: Sleep & Forget] Cast Sleep & Forget on Andrea" "SleepForgetAndrea2">>
<<DailyVariableAdd "AndreaSleep">>
<<EventTrigger "YourHome" "YourHomeEventAndrea" null "Emily" "Andrea" null null null false>>
<<EventTrigger "HotelLobby" "LennoxEncounter" null "Lennox" "Andrea" null null null false>>
<<SetNPCLocation "Lennox" $dayCurrent $periodCurrent "HotelLobby">>
<<SetNPCLocation "Andrea" $dayCurrent "1" "HotelLockerRoom">>
<<SetNPCLocation "Andrea" $dayCurrent "2" "HotelLockerRoom">>
<<SetNPCLocation "Andrea" $dayCurrent "3" "HotelLockerRoom">>
<<SetNPCLocation "Andrea" $dayCurrent "4" "HotelLockerRoom">>
<<set $FlorenceLure to undefined>>
<</link>><br>
<<else>>
You curse yourself, realising that you haven't given the amulet time to recharge.<br>
<br>
Andrea looks back at you, expectantly. You will have to give her an answer.<br>
<br>
<<ActionsHeader>>
<<link "Give her the passport back" "FlorenceLure">><<set $FlorenceLure to "PassportBack">><<ChangeNPCrelationship "Andrea" "Florence" 2>><<Greedy -1>><</link>><br>
<<link "Keep the passport" "FlorenceLure">><<set $FlorenceLure to "PassportKeep">><<ChangeNPCrelationship "Andrea" "Florence" 0>><</link>><br>
<<CheckPersonalityState "Andrea">><<SpellsCheckSelf "SleepForget">>
<<if _PersonalityState isnot "Scared" and _SpellsCheckSelf is true>>
<<link "[Spell: Sleep & Forget] Cast Sleep & Forget on Andrea" "FlorenceLure">>
<<ChangeNPCrelationship "Andrea" "PC" 1>>
<<ChangeNPCrelationship "Andrea" "Florence" 2>>
<<AdjustNPCStat "Andrea" "Assertive" -1>>
<<Greedy 1>>
<<ChangePersonalityStateNPC "Andrea" "Scared">>
<<set $FlorenceLure to "Forget">>
<</link>><br>
<</if>>
<<link "Return to the lobby" "HotelLobby">><<TimeChange>><<set $FlorenceLure to undefined>><</link>>
<</if>>
<</if>><<if $PCLure is "PassportBack">>
<<GetItemTakenBy "AndreaPassport">>
<<if _GetItemTakenBy is "Florence">>
“It's okay,” you say. “I don’t want anything for it at all.”<br>
<<else>>
“I’m sorry,” you say. “I just wanted to see your picture. I don’t want anything for it at all.”<br>
<</if>>
<br>
She looks at you cautiously, as you hold out the passport. When you don’t react, she takes a quick step forward and takes it out of your hand. She flicks through it to check nothing has been tampered with, then looks up at you confused.<br>
<br>
“Thank you,” she whispers, just on the side of politeness. Andrea then walks over to her locker and locks her passport away. <br>
<br>
Silence hangs in the air between the two of you. The young woman still anticipating a demand. <br>
<br>
“We should go,” you tell her. Her eyes stare at you, incredulous. <br>
<br>
You walk over to the door and hold it open for her. After only the slightest hesitation, she walks quickly past you and back into the lobby.<br>
<br>
<<ActionsHeader>>
<<link "Return to the lobby" "HotelLobby">><<GiveObjectLocation "HotelLockerRoom" "AndreaPassport">><<set $PCLure to undefined>><<TimeChange>><</link>>
<<elseif $PCLure is "PassportKeep">>
“I’ve changed my mind,” you tell her flatly. “I’ll think I’ll just hold on to it for a while.”<br>
<br>
She looks at you with pleading eyes. Her lips purse. “Do you want me to beg?” she asks quietly. “Beg for you to give it back?”<br>
<br>
You stare back at the young woman. Her eyes are full of barely concealed hate. <br>
<br>
You shake your head just a little. “We should go,” you tell her. “You wouldn’t want to get in trouble.”<br>
<br>
You walk back to the door and open it. She gives you a look of utter disgust, then quickly leaves the locker room.<br>
<br>
<<ActionsHeader>>
<<link "Return to the lobby" "HotelLobby">><<set $PCLure to undefined>><<UpdateGivenTo "AndreaPassport" "PC">><<TimeChange>><<AndrearelationshipChange>><</link>>
<<elseif $PCLure is "Forget">>
You focus your mind’s eye on Andrea and feel the energy of magic flickering within her brain. “Fall asleep,” you say quietly, “and let your memories drift as you slumber.”<br>
<br>
Andrea looks at you for the briefest of moments before collapsing, falling into the worn sofa against the wall. You rush over to her, gently slapping her first to bring her around.<br>
<br>
Seconds later, her eyes hazily open. She looks up at you with her large dark eyes. <br>
<br>
“It’s okay,” you tell her. “You had a moment of dizziness.” <br>
<br>
“I did?” she asks you, sounding younger and more innocent than she looks. “I don’t remember.”<br>
<br>
You smile, giving her a moment to focus again. Her eyes look around the room, surveying her surroundings. Then you realise they are resting on the passport you hold in your hand.<br>
<br>
“Why are you holding a passport?” she asks, confused.<br>
<br>
“It’s mine,” you say, trying to think of a lie, and hoping your spell was effective. “I’m thinking of going on a trip.”<br>
<br>
Andrea gives you a nervous look, but doesn’t say anything. She takes your spare hand as you help her to her feet, struggling with her stupor to balance in her high heels.<br>
<br>
“Why would you want to do that?” she asks you. “Other places are dangerous.”<br>
<br>
You eye her, carefully. No sign of deception on her face. <I>You didn’t mean to remove that much of her memories, did you?</i><br>
<br>
"I better get back," she tells you. "I don't want Lennox to find me in here."<br>
<br>
You nod. Andrea smiles sweetly at you, then walks towards the door.<br>
<br>
<<ActionsHeader>>
<<link "Return to the lobby" "HotelLobby">><<TimeChange>><<set $PCLure to undefined>><</link>><br>
<<elseif $PCLure is "SleepForget">>
<<if $current.avatar isnot "Andrea">><<Transform "Andrea">><<else>><<set _TransformSuccess to true>><</if>>
<<if _TransformSuccess is true>>
You feel the amulet tingling. Touching Andrea’s passport, you brace for the transformation to come. Andrea looks at you, dark eyes confused and scared.<br>
<br>
“From this item, I see you in your time of need,” you say. “Now form shape to the person I see within.”<br>
<br>
A surge of magic explodes across your body. You groan as the waves of energy pulsate across your torso, feeling your limbs and skin creak and crack as you picture the maid in your mind.<br>
<br>
<i>A young woman, petite and slim. Pale, porcelain skin. Large dark eyes. Shadowy black eyeshadow and dark red lipstick. A french maid’s outfit, stockings and impossibly high heels.</i><br>
<br>
<<if _TransformWasFemale is true>>
The world grows around you as you shrink. Your chest burns as it expands. You cry as your scalp burns as your locks match hers.<br>
<<else>>
The world grows around you as you shrink. Your chest burns as it expands. You cry as your scalp burns as dark brown locks grow out of your skin.<br>
<</if>>
<br>
The sensation abruptly stops. You take a deep breath and look up, seeing Andrea staring at you with wide, horror-filled eyes.<br>
<br>
<<ActionsHeader>>
<<link "[Spell: Sleep & Forget] Cast Sleep & Forget on Andrea" "SleepForgetAndrea2">>
<<DailyVariableAdd "AndreaSleep">>
<<EventTrigger "YourHome" "YourHomeEventAndrea" null "Emily" "Andrea" null null null false>>
<<EventTrigger "HotelLobby" "LennoxEncounter" null "Lennox" "Andrea" null null null false>>
<<SetNPCLocation "Lennox" $dayCurrent $periodCurrent "HotelLobby">>
<<SetNPCLocation "Andrea" $dayCurrent "1" "HotelLockerRoom">>
<<SetNPCLocation "Andrea" $dayCurrent "2" "HotelLockerRoom">>
<<SetNPCLocation "Andrea" $dayCurrent "3" "HotelLockerRoom">>
<<SetNPCLocation "Andrea" $dayCurrent "4" "HotelLockerRoom">>
<<set $PCLure to undefined>>
<</link>><br>
<<else>>
You curse yourself, realising that you haven't given the amulet time to recharge.<br>
<br>
Andrea looks back at you, expectantly. You will have to give her an answer.<br>
<br>
<<ActionsHeader>>
<<link "Give her the passport back" "PCLure">><<set $PCLure to "PassportBack">><<ChangeNPCrelationship "Andrea" $current.avatar 1>><<Greedy -1>><</link>><br>
<<link "Keep the passport" "PCLure">><<set $PCLure to "PassportKeep">><<Greedy 1>><<UpdateGivenTo "AndreaPassport" "PC">><<AndrearelationshipChange>><</link>><br>
<<SpellsCheckSelf "SleepForget">>
<<if _SpellsCheckSelf is true and $current.female is true>>
<<link "[Spell: Sleep & Forget] Cast Sleep & Forget on Andrea" "PCLure">>
<<set $PCLure to "Forget">>
<<ChangeNPCrelationship "Andrea" "PC" 1>>
<<ChangeNPCrelationship "Andrea" "Florence" 2>>
<<AdjustNPCStat "Andrea" "Assertive" -1>>
<<Greedy 1>>
<<ChangePersonalityStateNPC "Andrea" "Scared">>
<</link>><br>
<</if>>
<</if>>
<</if>><<if $PCIntimidate is "Passport">>
Andrea gives you a confused look. "Why?"<br>
<br>
"I just need to check something," you tell her.<br>
<br>
She eyes you carefully, but turns to a locker and unlocks it with a key. A ladies T-shirt and jeans are hung on a rail inside, along with a purse. You note a number of pictures of European cities are taped to the inside of the door.<br>
<br>
Andrea riffles around inside the locker for a moment, then turns with a passport in-hand. She sidles up to you, flicking through the passport and opening it up to her picture and details. "Is something wrong with it?" she asks, nervously.<br>
<br>
<<ActionsHeader>>
<<link "Steal the passport" "PCIntimidate">><<set $PCIntimidate to "Steal">><<AndrearelationshipChange>><<Greedy 1>><</link>><br>
<<link "Leave it be" "PCIntimidate">><<set $PCIntimidate to "Leave">><</link>>
<<elseif $PCIntimidate is "Steal">>
<<TakeObjectLocation "HotelLockerRoom" "AndreaPassport">>
You quickly reach out and swipe the passport from Andrea's hand. Not expecting it, she loses grip of it before she realises what's going on.<br>
<br>
“Give that back!” she demands. There is more than a little desperation in her voice. <br>
<br>
<<ActionsHeader>>
<<link "Give her the passport" "PCIntimidate">><<GiveObjectLocation "HotelLockerRoom" "AndreaPassport">><<ChangeNPCrelationship "Andrea" $current.avatar 1>><<Greedy -1>><<set $PCIntimidate to "Give">><</link>><br>
<<link "Refuse to give it to her" "PCIntimidate">><<AndrearelationshipChange>><<Greedy 1>><<set $PCIntimidate to "Refuse">><</link>><br>
<<SpellsCheckSelf "SleepForget">>
<<if _SpellsCheckSelf is true and $current.female is true>>
<<link "[Spell: Sleep & Forget] Cast Sleep & Forget on Andrea" "PCIntimidate">>
<<ChangeNPCrelationship "Andrea" "PC" 1>>
<<ChangeNPCrelationship "Andrea" "Florence" 2>>
<<AdjustNPCStat "Andrea" "Assertive" -1>>
<<Greedy 1>>
<<set $PCIntimidate to "Forget">>
<<ChangePersonalityStateNPC "Andrea" "Scared">>
<</link>>
<</if>>
<<elseif $PCIntimidate is "Leave">>
You glance down at the passport. In spite of its obvious value to you, a part of you doesn't want to upset Andrea.<br>
<br>
"It's fine," you tell her. "Just wanted to see if your photo had a hologram in the material. Mine doesn't."<br>
<br>
"You've got a passport?" Andrea asks, a sparkle appearing in her eye momentarily. "I guess you would, after living in the city for most of your life."<br>
<br>
You nod. "I've been to a few places."<br>
<br>
"I'd love to hear about them!" Andrea exclaims.<br>
<br>
"Maybe," you say. "We should grab a coffee one evening. I'll tell you all about them."<br>
<br>
<<if $current.female is true>>
Andrea smiles a little. You see a slight blush appear in her cheeks underneath her make-up. "I'd like that," she says quietly. <br>
<<else>>
Andrea's eyebrows narrow just slightly, wary. She offers you a timid and polite smile. "Maybe."<br>
<</if>>
<br>
"We should get back to the lobby. So you don't get in trouble," you tell her.<br>
<br>
Andrea nods.<br>
<br>
<<ActionsHeader>>
<<link "Return to lobby" "HotelLobby">><<TimeChange>><<set $PCIntimidate to undefined>><</link>>
<<elseif $PCIntimidate is "Refuse">>
“How about I just hold on to this,” you tell her. “Foreign countries are dangerous places, anyway.”<br>
<br>
Andrea’s eyes well-up with tears. “You… you… please!” <br>
<br>
You feel yourself grinning, aware of the power you hold in your hand. It’s intoxicating.<br>
<br>
“No,” you say after a moment. “I don’t think so.” <br>
<br>
For the briefest second, you think she’s going to pounce forward and grab it from you. But any resilience breaks as tears begin to trickle down her face.<br>
<br>
<<ActionsHeader>>
<<link "Return to lobby" "HotelLobby">><<TimeChange>><<set $PCIntimidate to undefined>><</link>>
<<elseif $PCIntimidate is "Give">>
“I’m sorry,” you say. “I just wanted to see your picture.”<br>
<br>
She quickly takes her passport from your hand and tosses it back in her locker, closing the door and locking it. <br>
<br>
“Sorry,” Andrea says after a moment’s silence. “It’s just very important to me.”<br>
<br>
She looks up at you from underneath her eyebrows and you see her eyes are full of tears. <br>
<br>
<<ActionsHeader>>
<<link "Return to lobby" "HotelLobby">><<TimeChange>><<set $PCIntimidate to undefined>><</link>>
<<elseif $PCIntimidate is "Forget">>
You focus your mind’s eye on Andrea and feel the energy of magic flickering within her brain. “Fall asleep,” you say quietly, “and let your memories drift as you slumber.”<br>
<br>
Andrea looks at you for the briefest of moments before collapsing, falling into the worn sofa against the wall. You rush over to her, gently slapping her first to bring her around.<br>
<br>
Seconds later, her eyes hazily open. She looks up at you with her large dark eyes. <br>
<br>
“It’s okay,” you tell her. “You had a moment of dizziness.” <br>
<br>
“I did?” she asks you, sounding younger and more innocent than she looks. “I don’t remember.”<br>
<br>
You smile, giving her a moment to focus again. Her eyes look around the room, surveying her surroundings. Then you realise they are resting on the passport you hold in your hand.<br>
<br>
“Why are you holding a passport?” she asks, confused.<br>
<br>
“It’s mine,” you say, trying to think of a lie, and hoping your spell was effective. “I’m thinking of going on a trip.”<br>
<br>
Andrea gives you a nervous look, but doesn’t say anything. She takes your spare hand as you help her to her feet, struggling with her stupor to balance in her high heels.<br>
<br>
“Why would you want to do that?” she asks you. “Other places are dangerous.”<br>
<br>
You eye her, carefully. No sign of deception on her face. <I>You didn’t mean to remove that much of her memories, did you?</i><br>
<br>
"I better get back," she tells you. "I don't want Lennox to find me in here."<br>
<br>
You nod. Andrea smiles sweetly at you, then walks towards the door.<br>
<br>
<<ActionsHeader>>
<<link "Return to the lobby" "HotelLobby">><<TimeChange>><<set $PCIntimidate to undefined>><</link>><br>
<<elseif $PCIntimidate is "SleepForget">>
<<if $current.avatar isnot "Andrea">><<Transform "Andrea">><<else>><<set _TransformSuccess to true>><</if>>
<<if _TransformSuccess is true>>
You feel the amulet tingling. Touching Andrea’s passport, you brace for the transformation to come. Andrea looks at you, dark eyes confused and scared.<br>
<br>
“From this item, I see you in your time of need,” you say. “Now form shape to the person I see within.”<br>
<br>
A surge of magic explodes across your body. You groan as the waves of energy pulsate across your torso, feeling your limbs and skin creak and crack as you picture the maid in your mind.<br>
<br>
<i>A young woman, petite and slim. Pale, porcelain skin. Large dark eyes. Shadowy black eyeshadow and dark red lipstick. A french maid’s outfit, stockings and impossibly high heels.</i><br>
<br>
<<if _TransformWasFemale is true>>
The world grows around you as you shrink. Your chest burns as it expands. You cry as your scalp burns as your locks match hers.<br>
<<else>>
The world grows around you as you shrink. Your chest burns as it expands. You cry as your scalp burns as dark brown locks grow out of your skin.<br>
<</if>>
<br>
The sensation abruptly stops. You take a deep breath and look up, seeing Andrea staring at you with wide, horror-filled eyes.<br>
<br>
<<ActionsHeader>>
<<link "[Spell: Sleep & Forget] Cast Sleep & Forget on Andrea" "SleepForgetAndrea2">>
<<DailyVariableAdd "AndreaSleep">>
<<EventTrigger "YourHome" "YourHomeEventAndrea" null "Emily" "Andrea" null null null false>>
<<EventTrigger "HotelLobby" "LennoxEncounter" null "Lennox" "Andrea" null null null false>>
<<SetNPCLocation "Lennox" $dayCurrent $periodCurrent "HotelLobby">>
<<SetNPCLocation "Andrea" $dayCurrent "1" "HotelLockerRoom">>
<<SetNPCLocation "Andrea" $dayCurrent "2" "HotelLockerRoom">>
<<SetNPCLocation "Andrea" $dayCurrent "3" "HotelLockerRoom">>
<<SetNPCLocation "Andrea" $dayCurrent "4" "HotelLockerRoom">>
<<set $PCIntimidate to undefined>>
<</link>><br>
<<else>>
You curse yourself, realising that you haven't given the amulet time to recharge.<br>
<br>
Andrea looks back at you, expectantly. You will have to give her an answer.<br>
<br>
<<ActionsHeader>>
<<InventoryCheckSelf "AndreaPassport">>
<<if _InventoryCheckSelf is false>><<link "Ask to see her passport" "PCIntimidate">><<EventsCheckEnd "HotelLockerRoom" "PCIntimidate">><<set $PCIntimidate to "Passport">><</link>><br><</if>>
<<SpellsCheckSelf "SleepForget">>
<<if _SpellsCheckSelf is true and $current.female is true>>
<<link "[Spell: Sleep & Forget] Cast Sleep & Forget on Andrea" "PCIntimidate">>
<<EventsCheckEnd "HotelLockerRoom" "PCIntimidate">>
<<set $PCIntimidate to "Forget">>
<<ChangeNPCrelationship "Andrea" $current.avatar 1>>
<<ChangeNPCrelationship "Andrea" "Florence" 2>>
<<AdjustNPCStat "Andrea" "Assertive" -1>>
<<Greedy 1>>
<<ChangePersonalityStateNPC "Andrea" "Scared">>
<</link>><br>
<</if>>
<<link "Return to the lobby" "HotelLobby">><<TimeChange>><<set $PCIntimidate to undefined>><</link>><br>
<</if>>
<</if>><<switch $FriendsPhoto>>
<<case undefined>>
<<if $current.avatar isnot "Andrea">><<Transform "Andrea">><<else>><<set _TransformSuccess to true>><</if>>
<<if _TransformSuccess is true>>
You feel the amulet tingling. Touching the photo, you brace for the transformation to come. Andrea looks at you, dark eyes confused and scared.<br>
<br>
“From this item, I see you in your time of need,” you say. “Now form shape to the person I see within.”<br>
<br>
A surge of magic explodes across your body. You groan as the waves of energy pulsate across your torso, feeling your limbs and skin creak and crack as you picture the maid in your mind.<br>
<br>
<i>A young woman, petite and slim. Pale, porcelain skin. Large dark eyes. Shadowy black eyeshadow and dark red lipstick. A french maid’s outfit, stockings and impossibly high heels.</i><br>
<br>
<<if _TransformWasFemale is true>>
The world grows around you as you shrink. Your chest burns as it expands. You cry as your scalp burns as your locks match hers.<br>
<<else>>
The world grows around you as you shrink. Your chest burns as it expands. You cry as your scalp burns as dark brown locks grow out of your skin.<br>
<</if>>
<br>
The sensation abruptly stops. You take a deep breath and look up, seeing Andrea staring at you with wide, horror-filled eyes.<br>
<br>
<<ActionsHeader>>
<<link "[Spell: Sleep & Forget] Cast Sleep & Forget on Andrea" "FriendsPhoto">>
<<set $FriendsPhoto to "SleepForget">>
<<DailyVariableAdd "AndreaSleep">>
<<EventTrigger "YourHome" "YourHomeEventAndrea" null "Emily" "Andrea" null null null false>>
<<EventTrigger "HotelLobby" "LennoxEncounter" null "Lennox" "Andrea" null null null false>>
<<SetNPCLocation "Lennox" $dayCurrent $periodCurrent "HotelLobby">>
<<SetNPCLocation "Andrea" $dayCurrent "1" "HotelLockerRoom">>
<<SetNPCLocation "Andrea" $dayCurrent "2" "HotelLockerRoom">>
<<SetNPCLocation "Andrea" $dayCurrent "3" "HotelLockerRoom">>
<<SetNPCLocation "Andrea" $dayCurrent "4" "HotelLockerRoom">>
<</link>><br>
<<else>>
You curse yourself, realising that you haven't given the amulet time to recharge.<br>
<br>
Andrea looks back at you, expectantly. You will have to give her an answer.<br>
<br>
<<ActionsHeader>>
<<link "Return to the lobby" "HotelLobby">><<SetNPCLocation "Andrea" $dayCurrent $periodCurrent "HotelLobby">><<TimeChange>><<set $FriendsPhoto to undefined>><</link>><br>
<</if>>
<<case "SleepForget">>
“Fall asleep,” you spit out, “and let your memories drift as you slumber.”<br>
<br>
With little dignity, Andrea falls straight onto the sofa, passing out. You instinctively move towards her to check if she’s okay, but almost fall yourself as you become aware you are now wearing five inch stiletto heels.<br>
<br>
Regaining your balance, you squat down beside her. You feel yourself keep your stocking-clad legs squeezed together, now even more aware of how short the French Maid’s skirt actually is.<br>
<br>
She breathes normally. Captive of a deep, deep sleep.<br>
<br>
Standing again, you take a moment to adjust to the heels. You glance over at the smeared mirror on the wall and see your reflection. A young woman, dressed in a skimpy French Maid costume, her innocence contrasting distinctly with the black eyeshadow and dark red lipstick that she wears.<br>
<br>
You notice how petite you now are. The room feels like it’s grown. A shudder runs through your body, as you think about how you look, how you are dressed, and how it makes you feel.<br>
<br>
Thoughts drift towards conflict and confrontation. You know that in this form, you would struggle to <i>assert yourself</i> over even the gentlest of people.<br>
<br>
<<ActionsHeader>>
<<InventoryCheckNPC "Andrea" "KeyMaid">><<TaskState "Task3">>
<<if _InventoryCheckNPC is true and _TaskState is "active">><<link "Search Andrea for Skeleton Key" "HotelLockerRoomKeySteal">><<set $FriendsPhoto to undefined>><</link>><br><</if>>
<<link "Return to the lobby" "HotelLobby">><<EndConversation "Andrea">><<TimeChange>><<set $FriendsPhoto to undefined>><</link>>
<</switch>><<if $AndreaOutsideEvent is undefined>>
Sermon doesn’t wait to see if you’ll follow - he simply turns and starts walking, expecting you to keep pace behind him.<br>
<br>
Your heels click sharply against the pavement as you struggle to keep up, each step in the impossibly high stilettos making your balance feel precarious at best.<Br>
<br>
People stare as you pass - shopkeepers, townsfolk, hotel guests lingering by the entrance. Their gazes linger just a second too long, their expressions ranging from amusement to quiet judgement.<br>
<br>
Sermon says nothing, but his jaw tightens visibly. By the time you reach the hotel entrance, he pushes the door open without a word and quickly escorts you into the locker room.<br>
<br>
You almost fall through the entrance, as he pushes you gently from behind. But he doesn’t follow. Instead, he stays by the door, hands folded neatly behind his back, his expression impassive but sharp.<br>
<br>
“Wait here,” he states, his voice cold and professional, as if he were dealing with a simple inconvenience rather than reprimanding a member of his staff.<br>
<br>
You open your mouth - to explain, to protest, to say something - but his expression doesn’t invite discussion. So you stand there, the weight of the hotel uniform, the tiny skirt, the towering heels suddenly feeling heavier than before.<br>
<br>
Sermon checks his watch, then exhales slowly. “Lennox will deal with you shortly.”<br>
<br>
And with that, he turns sharply on his heel, stepping out of the room.<br>
<br>
The door lock clicks shut behind him, leaving you alone in the empty, sterile quiet of the locker room.<Br>
<Br>
<<ActionsHeader>>
<<link "Wait for Lennox" "HotelLockerRoomAndreaOutsideEvent">><<set $AndreaOutsideEvent to "Lennox">><</link>>
<<elseif $AndreaOutsideEvent is "Lennox">>
<b>Hotel Charlton - Staff Locker Room</b><br>
<img src="./images/Hotel_Locker_Room.png"><br>
<br>
The air is still, thick with anticipation, the faint sounds of the hotel distant, muffled behind layers of walls and doors.<br>
<Br>
Then, the door swings open and Lennox steps inside. His usual air of sarcasm and disdain is present, but as his eyes flick down to your uniform, a slow, knowing smirk curls across his lips.<br>
<Br>
“Oh dear, Miss Cinders.”<br>
<br>
He steps further in, the door swinging closed behind him.<br>
<br>
“What have you done now?”<br>
<br>
<<ActionsHeader>>
<<StatCheckAssertive "gt" 60>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to convince him you were on an errand">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "LennoxDialogue">><<set $LennoxDialogue to "AndreaOutsideAssPass">><<set $AndreaOutsideEvent to undefined>><</link>><br>
<<else>>
<<link _StatAssertiveProbability "LennoxDialogue">><<set $LennoxDialogue to "AndreaOutsideAssFail">><<set $AndreaOutsideEvent to undefined>><<Assertive 1>><</link>><br>
<</if>>
<<StatCheckAssertive "lt" 20>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Plead with him to let you go">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "LennoxDialogue">><<set $LennoxDialogue to "AndreaOutsideSubPass">><<set $AndreaOutsideEvent to undefined>><</link>><br>
<<else>>
<<link _StatAssertiveProbability "LennoxDialogue">><<set $LennoxDialogue to "AndreaOutsideSubFail">><<set $AndreaOutsideEvent to undefined>><<Assertive -1>><</link>><br>
<</if>>
<<SpellsCheckSelf "Charm">><<CharmedCheck "Lennox">>
<<if _Charmed is false and _SpellsCheckSelf is true>><<link "[Spell: Charm] Charm Lennox into letting you go" "LennoxDialogue">><<set $AndreaOutsideEvent to undefined>><<set $LennoxDialogue to "AndreaOutsideCharm">><<Greedy 1>><</link>><br><</if>>
<</if>><b>Charlton Hotel - Restaurant</b><br>
<img src="./images/Hotel_Restaurant.png"><br>
<br>The restaurant is less of a fine dining option and more a gastro pub built into the hotel. The bar runs down one wall, making space for dozens of old wooden tables to be spread across the floor.<br>
<<if $NPCPresent.includes("Thompson") and setup.period[$periodCurrent] is "Lunch">><br><i>Mr. Thompson sits alone eating lunch. He looks both desperately sad and extremely angry.</i><br><</if>>
<<include "EventsHotelRestaurant">>
<<if _currentEvent is undefined>>
<br>
<<ActionsHeader>>
[[Go back to the hotel lobby->HotelLobby]]
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<if _currentEvent is "AnnieLunchDate">>
<<CheckPersonalityState "Annie">>
<<if $current.female is true>>
<br>
You walk with Annie down the road and into the Charlton Hotel restaurant, sitting down at one of the tables.<br>
<br>
She takes off her trench coat and drapes it over the chair, then sits down with her legs tucked under the table. She offers you a smile. "It's such a treat to be away from the guys for a bit."<br>
<br>
You both take a look at the menu and after a few minutes of waiting, Andrea, the young woman who works here totters over on her incredibly high heels. Not for the first time, you note that she wears a French Maid costume that shows off her stocking-clad legs almost up to her bum. Between her and Annie, you wonder if any women in Charlton besides you wear trousers.<br>
<br>
“I’m so sorry for the wait,” Andrea says as she approaches. “We’re still short staffed. Now, what can I get you?”<br>
<br>
Annie orders a salad and you decide to match hers. Andrea jots it down in a notebook and she rushes back towards the kitchen as quickly as she can.<br>
<br>
<<if _PersonalityState is "Straight">>
“Can you imagine having to wear that for work?” Annie says after Andrea has gone. “I bet all the guys who work here find it hard to concentrate. Although I wouldn't mind indulging a French Maid fantasy for the right man.”<br>
<Br>
Annie giggles, as if sharing a secret with you.<br>
<<else>>
“Can you imagine having to wear that for work?” Annie says after Andrea has gone. “I bet it's hard to concentrate working around here. Andrea looks great in it.”<br>
<br>
You catch Annie's eye lingering by the door. Beneath her make-up you see a hint of her blushing.<br>
<</if>>
<<else>>
<br>
You walk with Annie down the road and into the Charlton Hotel restaurant, sitting down at one of the tables.<br>
<br>
<<if _PersonalityState is "Straight">>She takes off her trench coat and drapes it over the chair, then sits down and crosses her legs at an angle that shows you a lot of thigh. She notices you looking, then gives you a coy smile. She knows exactly what she’s doing.<br>
<<else>>She takes off her trench coat and drapes it over the chair, then sits down and pulls the chair legs forwards towards the table, leaning in towards you with a smile.<br><</if>>
<br>
You both take a look at the menu and after a few minutes of waiting, Andrea, the young woman who works here totters over on her incredibly high heels. Not for the first time, you note that she wears a French Maid costume that shows off her stocking-clad legs almost up to her bum. Between her and Annie, you wonder if any women in Charlton wear trousers.<br>
<br>
“I’m so sorry for the wait,” Andrea says as she approaches. “We’re still short staffed. Now, what can I get you?”<br>
<br>
Annie orders a salad and you order the steak pie. Andrea jots it down in a notebook and she rushes back towards the kitchen as quickly as she can.<br>
<br>
<<if _PersonalityState is "Straight">>
“Well, this is a nice treat,” Annie says after Andrea has gone. “I was beginning to think you hadn’t noticed me.”<br>
<Br>
Annie grins, her eyes sparkling.<br>
<<else>>
“Well, this is a nice treat,” Annie says after Andrea has gone. “It's so nice to spend some time away from the office.”<br>
<br>
Annie leans in, lowering her voice to a whisper. "Probably okay to talk here, away from prying eyes."<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Chat to Annie" "HotelRestaurantDialogueAnnie0">><<EventsCheckEnd "HotelRestaurant" "AnnieLunchDate">><</link>>
<<elseif _currentEvent is "DanLunchDate">>
<br>The Charlton Hotel restaurant is quiet, the lunchtime rush fading into a few lingering diners and the soft clatter of cutlery. Dan walks in like he owns the place, steering you toward a table by the window - one with a clear view of the room, like he wants to make sure everyone sees him. <i>Or sees you with him.</i><br>
<br>
He drops into his seat without waiting for you, stretching out like he’s settling into something far more enjoyable than a work-related chat. “Nice place, huh? Good food, good service. I come here a lot.” He flashes you a smirk. “Perks of knowing the right people.”<br>
<br>
Before you can respond, Andrea approaches, teetering on impossibly high heels. The French Maid uniform she’s stuffed into is as impractical as ever, black lace barely covering stocking-clad thighs.<br>
<br>
“Welcome back, Mr. Mendel,” she says, her voice polite but distant.<br>
<br>
Dan grins. “Always a pleasure, sweetheart.” He barely glances at the menu before slapping it shut. “We’ll have a steak pie for me, and she’ll have the salad.” He jerks his chin toward you. “Gotta watch what you eat, right?”<br>
<br>
Andrea gives you a brief look - pitying, maybe- but jots it down without argument before hurrying off. Dan watches her go, eyes trailing over her legs like he’s selecting his next meal. He shakes his head, chuckling. “Can you imagine having to wear that to work? Then again…” He glances back at you, smirk widening. “I wouldn’t mind if Thompson enforces a dress code like that.”<bR>
<br>
You grip the edge of the table, already regretting saying yes to this.<br>
<br>
<<ActionsHeader>>
<<link "Chat to Dan" "HotelRestaurantDialogueDan0">><<EventsCheckEnd "HotelRestaurant" "DanLunchDate">><</link>>
<<elseif _currentEvent is "AndreaOutsideLennox">>
<br>As you are dragged into the restaurant, all eyes are on you. A few guests, staff, even a few townsfolk eating and drinking. Conversations die down, people turning their heads, their gazes zeroing in on you in your tiny French maid uniform, standing beside Charlton’s ever-smug concierge.<br>
<br>
Lennox makes sure everyone is watching before he clears his throat dramatically.<br>
<br>
“Ladies and gentlemen,” he announces, voice rich with faux politeness. “Our dear Miss Cinders here has something she’d like to say.”<br>
<Br>
You freeze, feeling your stomach twist into knots. Lennox leans in slightly, just enough that only you can hear him.<br>
<Br>
“Go on,” he murmurs, voice taunting, smug, but beneath it all deadly serious. “Apologise for your unbecoming behaviour.”<Br>
<br>
Your mouth is dry, your pulse thundering in your ears. There is no escape.<br>
<br>
<<ActionsHeader>>
<<link "Apologise" "HotelRestaurantAndreaOutside">><<set $HotelRestaurantAndreaOutside to "Apologise">><<Assertive -1>><<EventsCheckEnd "HotelRestaurant" "AndreaOutsideLennox">><</link>><br>
<<link "Refuse" "HotelRestaurantAndreaOutside">><<set $HotelRestaurantAndreaOutside to "Refuse">><<Assertive 1>><<EventsCheckEnd "HotelRestaurant" "AndreaOutsideLennox">><</link>>
<<elseif _currentEvent is "SiobhanLoyaltyEventCharltonHotelRestaurant">>
<br>You enter the restaurant, thankful to see it's quiet. Only a few patrons linger. A few at the bar. An elderly couple on a table near the back.<br>
<br>
But there in the middle, Claire and Simon sit. Staring deeply into each other's eyes.<br>
<br>
"Bugger," you hear Siobhan say from beside you. "Looks like it's plan B."<br>
<br>
She strides forward, dragging you by the arm towards the table. It's enough to make the few guests look up. Especially at Siobhan. She doesn't pay them attention, instead pulling out one of the spare seats at Simon and Claire's table. She ushers you towards the fourth chair.<br>
<br>
As you take a seat, Claire and Simon continue to stare at each other. Food uneaten in front of them, drinks barely touched. Unmoving. Unblinking. Unaware of your interruption. They seem to be the only ones who are.<br>
<br>
"Don't you think this is a little public?" you mutter.<br>
<br>
"There's no time for all that creepin' around," she replies, grinning. "We're two do-gooders, after all. Tryin' to save the folk from magic."<br>
<br>
"Your magic," you remind her.<br>
<br>
The grin fades. She takes a breath. "Ready?"<br>
<br>
<<DailyVariableCheck "AndreaSleep">>
<<if _DailyVariableCheck is true>>
You look around, noting the empty bar. You briefly remember that you left Andrea asleep and are thankful that at least one person won't disturb you at the table.<br>
<br>
"Okay," you say. "I think we're all set. How does this work?"<br>
<br>
<<if $current.female is true>>
She gives you a small smile and places her hands on the tablecloth, next to the uneaten food. "Look into my eyes," she tells you. When you do so, you see them sparkling with magic.<br>
<br>
Her fingers softly touch yours from across the table and you begin to feel drowsy. The room fades.<br>
<br>
<<if $TempHotelDarkPresence gte 1>>
As it does so, you feel your neck hairs stand up once more. This time, you almost feel like an eye is turning in its socket, to look directly at you. But before you can sense anything more, reality slips away.<br>
<<else>>
As it does so, something causes the hair on the back of your neck to stand. You sense a presence in the hotel, stirring awake. Dark and cold.<br>
<</if>>
<<else>>
She gives you a small smile and places her hands on the tablecloth, next to the uneaten food. "Look into my eyes," she tells you.<br>
<br>
Her fingers softly touch yours from across the table and you begin to feel drowsy. The room fades.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Come around..." "Quest37Dream1">><<TempHotelDarkPresence 1>><<QuestTracker "Quest37" 4>><<TransformTempClaire>><<EventsCheckEnd "HotelRestaurant" "SiobhanLoyaltyEventCharltonHotelRestaurant">><</link>>
<<else>>
Before you can nod, a presence falls over the table. You look up to see Andrea standing next to the table, dressed in her French Maid outfit, smiling weakly at you both.<br>
<br>
<<Checkrelationship "Andrea">>
<<if $current.avatar is "Florence">>
"Flo?" she stammers, glancing at Siobhan. "What are you doing here?"<br>
<<elseif _relationship is 0>>
"Welcome to the Charlton Hotel Restaurant," she says, glaring at you. "Can I help you?"<br>
<<else>>
"W-welcome to the Charlton Hotel Restaurant," she stammers. "Can I help you?"<br>
<</if>>
<br>
<<ActionsHeader>>
<<StatCheckAssertive "gt" 40>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to convince Andrea to leave you be">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "HotelRestaurantQuest37">><<set $HotelRestaurantQuest37 to "AndreaPass">><<EventsCheckEnd "HotelRestaurant" "SiobhanLoyaltyEventCharltonHotelRestaurant">><</link>><br>
<<else>>
<<link _StatAssertiveProbability "HotelRestaurantQuest37">><<Assertive 1>><<set $HotelRestaurantQuest37 to "AndreaFail">><<EventsCheckEnd "HotelRestaurant" "SiobhanLoyaltyEventCharltonHotelRestaurant">><</link>><br>
<</if>>
<<if $current.avatar is "Florence">>
<<link "Tell her to leave you be" "HotelRestaurantQuest37">><<set $HotelRestaurantQuest37 to "FlorenceAndrea">><<EventsCheckEnd "HotelRestaurant" "SiobhanLoyaltyEventCharltonHotelRestaurant">><</link>><br>
<</if>>
<</if>>
<<elseif _currentEvent is "SiobhanLoyaltyReturnFromDream">>
<br>
You lurch forward as the light from the hotel lamps flood into your eyes. The sensation of being back in a real body sends you off balance. You try to catch the table, but you only grab on to the tablecloth. With an enormous clatter, you pull the contents off as you crash to the floor from your chair.<br>
<br>
<<if $ClaireDreamOutcome is "SpellWorks">>
Wincing from the dull pain of hitting the carpet hard, you clench your eyes shut. When you open them, you look up to see Simon towering over you, bearing a concerned look.<br>
<br>
"Oh my god," he mutters. "Are you alright?"<br>
<br>
He pulls you to your feet and you look around. The few patrons in the hotel are looking over at you with concern. The floor is covered with the uneaten food and spills from the barely touched drinks.<br>
<br>
"That was quite a fall," Simon tells you, looking you up and down. "Are you sure you're okay?"<br>
<br>
<<if $current.female is true>>
"She's fine, Simon," you hear a familiar voice tut. Only the tone seems different.<br>
<<else>>
"He's fine, Simon," you hear a familiar voice tut. Only the tone seems different.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Look to the source of the voice" "HotelRestaurantQuest37WakeUpSwitch">><<set $HotelRestaurantQuest37WakeUp to "SpellWorks">><<EventsCheckEnd "HotelRestaurant" "SiobhanLoyaltyReturnFromDream">><</link>>
<<elseif $ClaireDreamOutcome is "SpellBackFires">>
Wincing from the dull pain of hitting the carpet hard, you clench your eyes shut. When you open them, you look up to see Claire towering over you, bearing a concerned look.<br>
<br>
"Oh my god," she mutters. "Are you alright?"<br>
<br>
She pulls you to your feet and you look around. The few patrons in the hotel are looking over at you with concern. The floor is covered with the uneaten food and spills from the barely touched drinks.<br>
<br>
"That was quite a fall," Claire tells you, looking you up and down. You do the same to her. She is dressed in the same clothes, her face expressive and empathetic. "Are you sure you're okay?"<br>
<br>
<<if $current.female is true>>
"She's fine, Claire," you hear a familiar voice interject.<br>
<<else>>
"He's fine, Claire," you hear a familiar voice interject.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Look to the source of the voice" "HotelRestaurantQuest37WakeUpSwitch">><<set $HotelRestaurantQuest37WakeUp to "SpellBackFires">><<EventsCheckEnd "HotelRestaurant" "SiobhanLoyaltyReturnFromDream">><</link>>
<<elseif $ClaireDreamOutcome is "SimonAccepts">>
Wincing from the dull pain of hitting the carpet hard, you clench your eyes shut. When you open them, you look up to see Claire towering over you, bearing a concerned look.<br>
<br>
"Oh my god," she mutters. "Are you alright?"<br>
<br>
She pulls you to your feet and you look around. The few patrons in the hotel are looking over at you with concern. The floor is covered with the uneaten food and spills from the barely touched drinks.<br>
<br>
"That was quite a fall," Claire tells you, looking you up and down. You do the same to her. She is dressed in the same clothes, her face expressive and empathetic. "Are you sure you're okay?"<br>
<br>
<<if $current.female is true>>
"Is she alright, Claire?" you hear a familiar voice ask.<br>
<<else>>
"Is he alright, Claire?" you hear a familiar voice ask.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Look to the source of the voice" "HotelRestaurantQuest37WakeUpSwitch">><<set $HotelRestaurantQuest37WakeUp to "SimonAccepts">><<EventsCheckEnd "HotelRestaurant" "SiobhanLoyaltyReturnFromDream">><</link>>
<</if>>
<</if>><<switch $HotelRestaurantQuest37>>
<<case "AndreaPass">>
"We're just joining our friends here," you say, gesturing to Simon and Claire.<br>
<br>
Andrea's eyes wander to look at them. Unmoving. Unblinking. Oblivious. Smiling vacantly.<br>
<br>
"Are you sure?"<br>
<br>
"Yes," you state plainly. "We're here as guests. Lennox let us through. That's okay, isn't it?"<br>
<br>
Andrea frowns, casting a look over Simon and Claire once more. She shakes her head in confusion. "I guess," she sighs. "Would you like to order?"<br>
<br>
"Not right now," you say quickly. "We'll call for you when we're ready."<br>
<br>
She bites her lip, but nods. "Okay."<br>
<br>
You watch Andrea totter off, still balancing precariously on her high heels. When she disappears into the kitchen, you turn back to Siobhan.<br>
<br>
"Okay," you say. Looking around the room, you can see the patrons have stopped watching you after Andrea left. At least, directly. "I think we're all set. How does this work?"<br>
<br>
<<if $current.female is true>>
She gives you a small smile and places her hands on the tablecloth, next to the uneaten food. "Look into my eyes," she tells you. When you do so, you see them sparkling with magic.<br>
<br>
Her fingers softly touch yours from across the table and you begin to feel drowsy. The room fades.<br>
<br>
<<if $TempHotelDarkPresence gte 1>>
As it does so, you feel your neck hairs stand up once more. This time, you almost feel like an eye is turning in its socket, to look directly at you. But before you can sense anything more, reality slips away.<br>
<<else>>
As it does so, something causes the hair on the back of your neck to stand. You sense a presence in the hotel, stirring awake. Dark and cold.<br>
<</if>>
<<else>>
She gives you a small smile and places her hands on the tablecloth, next to the uneaten food. "Look into my eyes," she tells you.<br>
<br>
Her fingers softly touch yours from across the table and you begin to feel drowsy. The room fades.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Come around..." "Quest37Dream1">><<TempHotelDarkPresence 1>><<QuestTracker "Quest37" 4>><<TransformTempClaire>><<set $HotelRestaurantQuest37 to undefined>><</link>>
<<case "AndreaFail">>
"We're just joining our friends here," you say, gesturing to Simon and Claire.<br>
<br>
Andrea's eyes wander to look at them. Unmoving. Unblinking. Oblivious. Smiling vacantly.<br>
<br>
"Are you sure?"<br>
<br>
"Yeah," you say, but it comes out more as a question. "We're their guests."<br>
<br>
Andrea frowns, casting a look over Simon and Claire once more. "They don't seem… to agree?"<br>
<br>
<<if $current.female is true>>
You take a deep breath, searching for words. As you open your mouth, you see Siobhan wave her finger towards Andrea, sparkling with dark energy. "Get on yer bike," she mutters.<br>
<br>
Andrea's eyes illuminate briefly with magic. When it fades, she nods. And wordlessly, walks away.<br>
<br>
<<if $TempHotelDarkPresence gte 1>>
As she does so, you feel your neck hairs stand up once more. This time, you almost feel like an eye is turning in its socket, to look directly at you. The same thing you sensed before, somewhere in the hotel, staring at you.<br>
<<else>>
As she does so, something causes the hair on the back of your neck to stand. You sense a presence in the hotel, stirring awake. Dark and cold.<br>
<</if>>
<br>
"Do you feel that?" you ask Siobhan, but she's already staring back at you, looking deep into your eyes. And hers sparkle with magic.<br>
<br>
She gives you a small smile and places her hands on the tablecloth, next to the uneaten food. "Keep lookin' at me," she tells you.<br>
<br>
Her fingers softly touch yours from across the table and you begin to feel drowsy. The room fades. As reality slips away, you feel that cold dark presence bearing down on you.<br>
<<else>>
You take a deep breath, searching for words. As you open your mouth, you see Siobhan wave her finger towards Andrea. "Get on yer bike," she mutters.<br>
<br>
Andrea's eyes seem to glow briefly. Then wordlessly, she walks away. When she disappears into the kitchen, you turn back to Siobhan.<br>
<br>
"Okay," you say. Looking around the room, you can see the patrons have stopped watching you after Andrea left. At least, directly. "I think we're all set. How does this work?"<br>
<br>
She gives you a small smile and places her hands on the tablecloth, next to the uneaten food. "Look into my eyes," she tells you.<br>
<br>
Her fingers softly touch yours from across the table and you begin to feel drowsy. The room fades.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Come around..." "Quest37Dream1">><<TempHotelDarkPresence 1>><<QuestTracker "Quest37" 4>><<TransformTempClaire>><<set $HotelRestaurantQuest37 to undefined>><</link>>
<<case "FlorenceAndrea">>
"Hey Andrea," you say. "We're just having dinner with some friends."<br>
<br>
Andrea's eyes wander to look at them. Unmoving. Unblinking. Oblivious. Smiling vacantly.<br>
<br>
"Are you sure?"<br>
<br>
"Yes," you state plainly. "This is Simon and Claire."<br>
<br>
Andrea frowns, casting a look over the couple once more. She shakes her head in confusion. "I guess," she sighs. "Would you like to order?"<br>
<br>
"Not right now," you say quickly. "We'll call for you when we're ready."<br>
<br>
She bites her lip, but nods. "Okay."<br>
<br>
You watch Andrea totter off, still balancing precariously on her high heels. When she disappears into the kitchen, you turn back to Siobhan.<br>
<br>
"Okay," you say. Looking around the room, you can see the patrons have stopped watching you after Andrea left. At least, directly. "I think we're all set. How does this work?"<br>
<br>
She gives you a small smile and places her hands on the tablecloth, next to the uneaten food. "Look into my eyes," she tells you. When you do so, you see them sparkling with magic.<br>
<br>
Her fingers softly touch yours from across the table and you begin to feel drowsy. The room fades.<br>
<br>
<<if $TempHotelDarkPresence gte 1>>
As it does so, you feel your neck hairs stand up once more. This time, you almost feel like an eye is turning in its socket, to look directly at you. But before you can sense anything more, reality slips away.<br>
<<else>>
As it does so, something causes the hair on the back of your neck to stand. You sense a presence in the hotel, stirring awake. Dark and cold.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Come around..." "Quest37Dream1">><<TempHotelDarkPresence 1>><<QuestTracker "Quest37" 4>><<TransformTempClaire>><<set $HotelRestaurantQuest37 to undefined>><</link>>
<</switch>><<switch $HotelRestaurantQuest37WakeUp>>
<<case "SimonAccepts">>
You look behind Claire to see Simon looking back at you. He looks concerned, but his eyes keep glancing back to Claire. You also notice an absence at the table. Siobhan isn't there.<br>
<br>
Claire looks back at him. "I think so." She grins. "Aren't you the doctor around here?"<br>
<br>
<<if $current.female is true>>
Simon pushes back his seat and comes over, looking you up and down. "She looks okay to me." He offers you a warm smile. "Nothing broken?"<br>
<<else>>
Simon pushes back his seat and comes over, looking you up and down. "He looks okay to me." He offers you a warm smile. "Nothing broken?"<br>
<</if>>
<br>
You shake your head. He grins. "Good. You wouldn't believe how many patients I have to treat for a simple twisted ankle. Take it easy. Maybe take a cab home."<br>
<br>
"Thank you," you mutter. "I will."<br>
<br>
Simon looks back to the mess on the floor and chuckles. "Looks like our dinner is for the dogs." He turns to Claire. "Shall I get us some replacements?"<br>
<br>
Claire gives him a sad smile but shakes her head. "I think I'm going to call it a night. I've got some things at the library to finish off."<br>
<br>
"You're going already?" he asks, with a bit of dejection.<br>
<br>
She maintains her sad smile. "I've got work to do."<br>
<br>
He looks at her, the pain on his face evident. But he simply nods. "I understand." He takes in a deep breath. "Goodnight, Claire."<br>
<br>
"Night, Simon."<br>
<br>
With one last look to check if you're okay, she walks off. You glance back to Simon, who watches her go before taking his seat. He sits in silence, mulling over his thoughts.<br>
<br>
<<ActionsHeader>>
<<link "Step away from the table" "HotelRestaurantQuest37WakeUpSwitch">><<set $HotelRestaurantQuest37WakeUp to "StepAway">><</link>>
<<case "SpellBackFires">>
You look behind Claire to see Simon looking back at you. He looks irritated by the interruption. You also notice an absence at the table. Siobhan isn't there.<br>
<br>
Claire stares back at him. "For a doctor, where's your sense of duty?"<br>
<br>
<<if $current.female is true>>
Simon stares back at you and shrugs. "She just fell over, Claire. I treat twisted ankles all the time. Leave her be and sit down. Don't want to spoil our date."<br>
<br>
"It's not a date," she quickly retorts. "Just a catch-up drink. Currently, there's more important things to worry about. Like making sure this woman is alright."<br>
<br>
Claire turns to you, brushing some food from your clothes. As she does so, you look behind and see Simon staring back at her. His face moves through emotions. From shock, to dismay, and then on to defeat.<br>
<br>
<I>Looks like his little magic trick didn't work, doesn't it?</I><br>
<br>
"There," Claire says. "Good as new." She titters. "Well, almost."<br>
<<else>>
Simon stares back at you and shrugs. "He just fell over, Claire. I treat twisted ankles all the time. Leave him be and sit down. Don't want to spoil our date."<br>
<br>
"It's not a date," she quickly retorts. "Just a catch-up drink. Currently, there's more important things to worry about. Like making sure this man is alright."<br>
<br>
Claire turns to you, brushing some food from your clothes. As she does so, you look behind and see Simon glaring at you momentarily before staring back at her. His face moves through emotions. From shock, to dismay, and then on to defeat.<br>
<br>
<I>Looks like his little magic trick didn't work, doesn't it?</I><br>
<br>
"There," Claire says. "Good as new." She titters. "Quite charming, actually."<br>
<</if>>
<br>
"Shall I get us some replacements?" Simon says from the table, gesturing to the mess on the floor.<br>
<br>
Claire's eyes narrow as she glances between the floor and him. "I think I'm going to call it a night. I've got some things at the library to finish off."<br>
<br>
"You're going already?" he stammers.<br>
<br>
Her eyes narrow at him. "Good night, Simon."<br>
<br>
She turns back to you and smiles, traces of her irritation all but gone. "Are you sure you're okay?"<br>
<br>
You nod. "Thank you."<br>
<br>
"No," she says quietly. "Thank you."<br>
<br>
Without elaboration, she walks off. You glance back to Simon, who watches her go. He doesn't seem to acknowledge you. Or recognise you.<br>
<br>
<<ActionsHeader>>
<<link "Step away from the table" "HotelRestaurantQuest37WakeUpSwitch">><<set $HotelRestaurantQuest37WakeUp to "StepAway">><</link>>
<<case "SpellWorks">>
<<if $current.female is true>>
You look behind Simon to see Claire glaring back at you. Her clothes are as you remember, her make-up the same. But the look on her face. It's colder. Harsher. Suspicious even.<br>
<br>
Only when Simon turns does it change. Suddenly beaming. Adoring. Besotted.<br>
<br>
You also notice an absence at the table. Siobhan isn't there.<br>
<br>
Simon stares back at her, confused. "She just fell over, Claire. Do you know how many patients I have to treat for a simple twisted ankle?"<br>
<br>
"She's not an old woman, babe," Claire mutters. "Come on." Her eyes wander over your body, narrowing. "In fact, she wouldn't be the first girl to feign injury to get attention from a doctor."<br>
<<else>>
You look behind Simon to see Claire looking at you with impatience. Her clothes are as you remember, her make-up the same. But the look on her face. It's colder. Harsher.<br>
<br>
Only when Simon turns does it change. Suddenly beaming. Adoring. Besotted.<br>
<br>
You also notice an absence at the table. Siobhan isn't there.<br>
<br>
Simon stares back at her, confused. "He just fell over, Claire. Do you know how many patients I have to treat for a simple twisted ankle?"<br>
<br>
"He's not an old man, babe," Claire mutters. "Come on." Her eyes narrow at you. "He's probably just trying to get an accident claim out of this dusty old hotel."<br>
<</if>>
<br>
Simon looks at her, shocked. "You alright, Claire?"<br>
<br>
"I'm fine," she says, her eyes widening as they focus on him. "Sit down. We don't want this to spoil our date, do we?"<br>
<br>
His eyes appraise her carefully. But when she smiles at him again, he sighs. He looks back to you, shrugging. "Take it easy," he mutters. "Maybe take a cab home." His eyes narrow slightly as he meets yours. "I don't know you, do I?"<br>
<br>
"Simon!" Claire purrs in a conscious sultry tone.<br>
<br>
He gives you one final look before taking his seat again at the table. Claire's hands dart over the table, lightly massaging his hand. You watch as he looks from them to her, wincing as she leans over the table towards him and giggles.<br>
<br>
<<ActionsHeader>>
<<link "Step away from the table" "HotelRestaurantQuest37WakeUpSwitch">><<set $HotelRestaurantQuest37WakeUp to "StepAway">><</link>>
<<case "StepAway">>
<<if $ClaireDreamOutcome is "SpellWorks">>
You decide to give them some space, stepping back towards the bar counter. The floor is still covered in mess. Simon keeps looking down at it, but every time he does Claire pulls back his attention by gripping his hands. He seems startled by her. Almost confused by how she's acting.<br>
<br>
You grimace, wondering how much he remembers. For Claire's part, she seems oblivious to any changes.<br>
<<elseif $ClaireDreamOutcome is "SpellBackFires">>
You decide to give him some space, stepping back towards the bar counter. The floor is still covered in mess. Simon keeps looking down at it, still sitting on the messy table on his own. Confused. Deflated. Defeated. You grimace, wondering how much he remembers.<br>
<<elseif $ClaireDreamOutcome is "SimonAccepts">>
You decide to give him some space, stepping back towards the bar counter. The floor is still covered in mess. Simon barely acknowledges it, lost in his thoughts. Pensive. Sad. But accepting. You grimace, wondering how much he remembers.<br>
<</if>>
<br>
<<SiobhanSpellInfluenceCheck>><<TempHotelDarkPresenceCheck>>
<<if _SiobhanSpellInfluenceCheck gte 3>>
<<if $ClaireDreamOutcome is "SpellWorks">>
As you watch them, your brain begins to feel fuzzy. In spite of the change, she seems happy. She's got Simon, after all. Part of you wonders if you could bag a man like Simon. Or Simon, in fact.<br>
<<else>>
As you watch him, your brain begins to feel fuzzy. In spite of his current mood, he's still handsome. Part of you wonders if you could bag a man like Simon. Or Simon, in fact.<br>
<</if>>
<br>
<<if _TempHotelDarkPresenceCheck gte 2 and $current.female is true>>
Through the fog in your mind, you feel a presence. An image of a large eye appears, but it's elsewhere. Somewhere in the hotel. You hear it give a low, throaty laugh. The fuzziness strengthens. Something that appeals to the Doctor. You feel yourself growing wet looking at Simon.<br>
<<elseif _TempHotelDarkPresenceCheck gte 1 and $current.female is true>>
Through the fog in your mind, you feel a presence. The cold and dark thing, stirring somewhere in the hotel. You hear it give a low, throaty laugh. The fuzziness strengthens. An urge to change your clothes overwhelms you. Something that appeals to the Doctor. You feel yourself longing for Simon's touch.<br>
<<elseif _TempHotelDarkPresenceCheck gte 2>>
Through the fog in your mind, you feel a presence. You hear it give a low, throaty laugh. The fuzziness strengthens. An urge to change your clothes overwhelms you. Something that appeals to the Doctor. You feel yourself growing aroused looking at Simon.<br>
<<elseif _TempHotelDarkPresenceCheck gte 1>>
Through the fog in your mind, you feel a presence. You hear it give a low, throaty laugh. The fuzziness strengthens. An urge to change your clothes overwhelms you. Something that appeals to the Doctor. You feel yourself longing for Simon's touch.<br>
<</if>>
<br>
The fuzziness fades momentarily. Behind you, you hear a titter. Siobhan stands in the shadows of the hotel corridor, beckoning you to follow her outside.<br>
<<elseif _SiobhanSpellInfluenceCheck gte 2>>
<<if $ClaireDreamOutcome is "SpellWorks">>
As you watch them, you feel light-headed. In spite of the change, she seems happy. Simon briefly looks back at you, checking if you're okay. You smile coyly, considering what a lucky girl Claire is to have a man like him.<br>
<<else>>
As you watch him, you feel light-headed. In spite of his current mood, he's still handsome. Simon briefly looks back at you, expressionless. You smile coyly, considering what lucky girl will end up with him.<br>
<</if>>
<br>
<<if _TempHotelDarkPresenceCheck gte 2 and $current.female is true>>
In your hazy mind, you feel a presence. An image of a large eye appears, but it's elsewhere. Somewhere in the hotel. You hear it give a low, throaty laugh. Your smile widens. You feel yourself growing wet looking at Simon.<br>
<<elseif _TempHotelDarkPresenceCheck gte 1 and $current.female is true>>
In your hazy mind, you feel a presence. The cold and dark thing, stirring somewhere in the hotel. You hear it give a low, throaty laugh. Your smile widens. You feel yourself longing for Simon's touch.<br>
<<elseif _TempHotelDarkPresenceCheck gte 2>>
In your hazy mind, you feel a presence. You hear it give a low, throaty laugh. Your smile widens. You feel yourself growing aroused looking at Simon.<br>
<<elseif _TempHotelDarkPresenceCheck gte 1>>
In your hazy mind, you feel a presence. You hear it give a low, throaty laugh. Your smile widens. You feel yourself longing for Simon's touch.<br>
<</if>>
<br>
The feeling fades momentarily. Behind you, you hear a titter. Siobhan stands in the shadows of the hotel corridor, beckoning you to follow her outside.<br>
<<elseif _SiobhanSpellInfluenceCheck gte 1>>
<<if $ClaireDreamOutcome is "SpellWorks">>
As you watch them, you feel light-headed. Not enough to worry. Maybe just the after-effects of the spell. Even so, you find yourself playing with your hair as you look at Simon.<br>
<<else>>
As you watch him, you feel light-headed. Not enough to worry. Maybe just the after-effects of the spell. Even so, you find yourself playing with your hair as you look at Simon.<br>
<</if>>
<br>
<<if _TempHotelDarkPresenceCheck gte 2 and $current.female is true>>
In your mind, you feel a presence. An image of a large eye appears, but it's elsewhere. Somewhere in the hotel. You hear it give a low, throaty laugh. You play with your hair a little more as you feel yourself desiring Simon.<br>
<<elseif _TempHotelDarkPresenceCheck gte 1 and $current.female is true>>
In your mind, you feel a presence. The cold and dark thing, stirring somewhere in the hotel. You hear it give a low, throaty laugh. You play with your hair a little more as you feel yourself desiring Simon.<br>
<<elseif _TempHotelDarkPresenceCheck gte 2>>
In your mind, you feel a presence. You hear it give a low, throaty laugh. You play with your hair a little more as you feel yourself desiring Simon.<br>
<<elseif _TempHotelDarkPresenceCheck gte 1>>
In your mind, you feel a presence. You hear it give a low, throaty laugh. You play with your hair a little more as you feel yourself desiring Simon.<br>
<</if>>
<br>
The feeling fades momentarily. Behind you, you hear a titter. Siobhan stands in the shadows of the hotel corridor, beckoning you to follow her outside.<br>
<<else>>
<<if $ClaireDreamOutcome is "SpellWorks">>
As you watch them, you take a deep breath. Your mind is clear. In spite of the magics, you have come through unscathed. At least, as far as you're aware.<br>
<<else>>
As you watch him, you take a deep breath. Your mind is clear. In spite of the magics, you have come through unscathed. At least, as far as you're aware.<br>
<</if>>
<br>
Behind you, you hear a titter. Siobhan stands in the shadows of the hotel corridor, beckoning you to follow her outside.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Leave the hotel with Siobhan" "HotelLobbyQuest37Resolution">><<set $HotelRestaurantQuest37WakeUp to undefined>><</link>>
<</switch>><<StartConversation "Annie" "ThompsonsReception">>
<<Checkrelationship _NPC>>
<<CheckPersonalityState "Annie">>
<<if $AnnieTopics is undefined>><<set $AnnieTopics to 3>><<else>><<set $AnnieTopics -= 1>><</if>>
<<if $AnnieTopics is 3>>
<<if $current.female is true>>
<<if _PersonalityState is "Straight">>As you wait patiently for your food to arrive, you mull over what to talk to Annie about. She looks around the restaurant, not taking the lead in conversation. You notice that her eyes lock appraisingly on any man who wanders by.<br>
<<else>>As you wait patiently for your food to arrive, you mull over what to talk to Annie about. She looks at you, waiting for you to take the lead in conversation. But her eyes never leave you.<br><</if>>
<<else>>
<<if _PersonalityState is "Straight">>As you wait patiently for your food to arrive, you mull over what to talk to Annie about. Her eyes never leave you, but she doesn’t take the lead in the conversation. She instead beams a crystal white smile your way, dangling her heel off her foot playfully. <br>
<<else>>As you wait patiently for your food to arrive, you mull over what to talk to Annie about. She glances around the restaurant with a slight degree of nervousness, her blue eyes watching people as they enter and leave.<br>
<</if>>
<</if>>
<<elseif $AnnieTopics is 2>>
<<if $current.female is true>>
Andrea approaches your table, interrupting the conversation. She places down one salad in front of Annie, the other in front of you. “I’m so sorry it took so long!” she blurts out, even though you feel you haven’t been waiting at all.<br>
<br>
You begin to eat your salad, whilst Annie tucks into her food.<br>
<<else>>
Andrea approaches your table, interrupting the conversation. She places down a salad for Annie and a steak pie for you. “I’m so sorry it took so long!” she blurts out, even though you feel you haven’t been waiting at all.<br>
<br>
You begin to tuck into your pie, whilst Annie picks at her food.<br>
<</if>>
<<elseif $AnnieTopics is 1>>
<<if $current.female is true>>
You finish your meal, pushing the empty plate back away from you. Annie has already done the same, leaving only an empty plate behind.<br>
<<else>>
<<if _PersonalityState is "Straight">>You finish your meal, pushing the empty plate back away from you. You notice that Annie has barely touched her salad. She instead smiles back at you, fiddling with her hair.<br>
<<else>>You finish your meal, pushing the empty plate back away from you. You notice that Annie has barely touched her salad. Instead she keeps glancing up, watching the patrons come and go from the restaurant.<br><</if>>
<</if>>
<<else>>
<<Flag "AnniePubDate">><<GetPCState "job">>
<<if _FlagReturn is true and $current.female is true and _job is "Fired">>
“Well, this has been nice,” Annie says to you. “I wish I didn’t have to get back. I could sit here and natter all afternoon with you. Can't wait to do this tonight though. See you at McTafeys this evening?”<br>
<br>
You smile, politely. Annie seems to beam with excitement.<br>
<<elseif _FlagReturn is true and $current.female is false and _job is "Fired" and _PersonalityState is "Straight">>
“Well, this has been nice,” Annie says to you. “I wish I didn’t have to get back. But I'm looking forward to our date this evening. I'll see you at McTafeys later.”<br>
<br>
You smile, politely, not trying to focus on the word date and the mental image of Jennifer appearing in your mind.<br>
<<elseif _FlagReturn is true and $current.female is false and _job is "Fired">>
“Well, this has been nice,” Annie says to you. “I wish I didn’t have to get back. But I'm looking forward to catching up this evening. I'll see you at McTafeys later.”<br>
<br>
You smile, politely, whilst Annie smiles sweetly at you.<br>
<<elseif _FlagReturn is true and $current.female is true>>
“Well, this has been nice,” Annie says to you. “I wish we didn’t have to get back. I could sit here and natter all afternoon with you. Can't wait to do this tonight though. See you at McTafeys this evening?”<br>
<br>
You smile, politely. Annie seems to beam with excitement.<br>
<<elseif _FlagReturn is true and $current.female is false and _PersonalityState is "Straight">>
“Well, this has been nice,” Annie says to you. “I wish we didn’t have to get back. But I'm looking forward to our date this evening. I'll see you at McTafeys later.”<br>
<br>
You smile, politely, not trying to focus on the word date and the mental image of Jennifer appearing in your mind.<br>
<<elseif _FlagReturn is true and $current.female is false>>
“Well, this has been nice,” Annie says to you. “I wish we didn’t have to get back. But I'm looking forward to catching up this evening. I'll see you at McTafeys later.”<br>
<br>
You smile, politely, whilst Annie smiles sweetly at you.<br>
<<elseif $current.female is true and _job is "Fired">>
“Well, this has been nice,” Annie says to you. “I wish I didn’t have to get back. It's not often I get to natter with another girl these days."<br>
<br>
She looks at you for a moment, then smiles. "Do you fancy meeting up at McTafey's one evening? We could have a proper girls' night out?”<br>
<br>
You consider Annie's invite. The receptionist definitely knows a lot about the town. Who knows what she might know about what’s happening to Emily at school. <i>And that’s why you’d go for a drink with her, isn’t it?</i><br>
<<elseif $current.female is true>>
“Well, this has been nice,” Annie says to you. “I wish we didn’t have to get back. It's not often I get to natter with another girl these days."<br>
<br>
She looks at you for a moment, then smiles. "Do you fancy meeting up at McTafey's one evening? We could have a proper girls' night out?”<br>
<br>
You consider Annie's invite. The receptionist definitely knows a lot about the town. Who knows what she might know about what’s happening to Emily at school. <i>And that’s why you’d go for a drink with her, isn’t it?</i><br>
<<elseif $current.female is false and _job is "Fired" and _PersonalityState is "Straight">>
“Well, this has been nice,” Annie says to you. “I wish I didn’t have to get back. But if you wanted to continue this another time, maybe you could meet me one evening at McTafeys for a drink?”<br>
<br>
You consider what Jennifer would say if she found out you had gone out for a drink in the evening with Annie, of all people. But the receptionist definitely knows a lot about the town. Who knows what she might know about what’s happening to Emily at school. <i>And that’s why you’d go for a drink with her, isn’t it?</i><br>
<<elseif $current.female is false and _job is "Fired">>
“Well, this has been nice,” Annie says to you. “I wish I didn’t have to get back. But if you wanted to catch-up in the evening, we could have some drinks at McTafeys one evening?”<br>
<<elseif $current.female is false and _PersonalityState is "Straight">>
“Well, this has been nice,” Annie says to you. “I wish we didn’t have to get back. But if you wanted to continue this another time, maybe you could meet me one evening at McTafeys for a drink?”<br>
<br>
You consider what Jennifer would say if she found out you had gone out for a drink in the evening with Annie, of all people. But the receptionist definitely knows a lot about the town. Who knows what she might know about what’s happening to Emily at school. <i>And that’s why you’d go for a drink with her, isn’t it?</i><br>
<<elseif $current.female is false>>
“Well, this has been nice,” Annie says to you. “I wish we didn’t have to get back. But if you wanted to catch-up in the evening, we could have some drinks at McTafeys one evening?”<br>
<</if>>
<<GetNPCScheduleLoc "Thompson" "day1" "period3">>
<<if _FlagReturn is false and _GetNPCScheduleLoc is "HotelRoom102">>
<br>
She catches herself. "Any evening but Tuesday, that is." A small gulp. "Tuesdays are... taken. Lately." She smiles quickly, papering over it.<br>
<br>
<i>Taken. That's one word for it.</i><br>
<<elseif _FlagReturn is true and _GetNPCScheduleLoc is "HotelRoom102" and $dayCurrent is 1>>
<br>
She pauses. "Not tonight, I mean. Tuesdays I've got... something on. Now." A small gulp. "Tomorrow?"<br>
<</if>>
<</if>>
<<Flag "AnniePubDate">>
<<if $AnnieTopics gte 1>>
<br>
<<ActionsHeader>>
<<QuestState "Quest21">><<DialogueSpoken "Annie" "AnnieLibrary">>
<<if _QuestState is 5 and _Discussed is false>><s>Speak to Annie about what happened at the library</s> - <I>This probably should be discussed in private. Visit Annie's apartment in the evening to talk about this.</i><br><</if>>
<<DialogueSpoken "Annie" "AnniePaper">><<QuestState "Quest21">>
<<if _Discussed is false and _QuestState gte 3>><<link "Ask her about the paper you found" "AnnieDialogue">><<set $AnnieDialogue to "AnniePaper">><</link>><br><</if>>
<<DialogueSpoken "Annie" "AnniePhoto">><<QuestState "Quest21">>
<<if _Discussed is false and _QuestState gte 3>><<link "Ask about the photo of her and Jennifer" "AnnieDialogue">><<set $AnnieDialogue to "AnniePhoto">><</link>><br><</if>>
<<TaskState "Task2">>
<<if _TaskState is "active">><<link "Ask about Mr. Thompson's office" "AnnieDialogue">><<set $AnnieDialogue to "LunchOffice">><</link>><br><</if>>
<<link "Ask about school" "AnnieDialogue">><<set $AnnieDialogue to "LunchSchool">><</link>><br>
<<GetPCState "job">>
<<if _job is "Fired">><<link "Ask about work" "AnnieDialogue">><<set $AnnieDialogue to "LunchWorkFired">><</link>><br>
<<else>><<link "Ask about work" "AnnieDialogue">><<set $AnnieDialogue to "LunchWork">><</link>><br><</if>>
<<link "Ask about Coach Beach" "AnnieDialogue">><<set $AnnieDialogue to "LunchBeach">><</link>><br>
<<link "Ask about Jennifer" "AnnieDialogue">><<DialogueUnlock "Jennifer" "CheerleaderKnown">><<set $AnnieDialogue to "LunchJennifer">><</link>><br>
<<QuestOptionCheck "Quest23" 3 "nurse_program" "gte">><<DialogueSpoken "Annie" "NurseProgramGraduate">><<QuestStatus "Quest36">>
<<if _QuestOptionCheck is true and _QuestStatus is "unknown" and $current.avatar isnot "Charli" and _Discussed is false>><<link "Ask about recent graduates who entered the nurse’s program" "AnnieDialogue">><<set $AnnieDialogue to "NurseProgramGraduate">><</link>><br><</if>>
<<elseif _FlagReturn is true>>
<br>
<<ActionsHeader>>
<<GetPCState "job">>
<<if _job is "Fired">>
<<link "Finish lunch and return to the town centre" "TownCentre">><<TimeChange>><<set $AnnieTopics to undefined>><</link>>
<<else>>
<<link "Finish lunch and go back to work" "ThompsonsReception">><<TimeChange>><<set $AnnieTopics to undefined>><</link>>
<</if>>
<<else>>
<br>
<<ActionsHeader>>
<<link "Accept." "AnnieDialogue">>
<<set $AnnieDialogue to "LunchAccept">>
<<set $AnnieTopics to undefined>>
<<SetFlag "AnniePubDate">>
<<LocationKnown "McTafeys">>
<<if $current.female is false and _PersonalityState is "Straight">><<Greedy 1>><</if>>
<<AnnieEveningDateSchedule "McTafeysBar">>
<</link>><br>
<<link "Refuse." "AnnieDialogue">><<set $AnnieDialogue to "LunchRefuse">><<set $AnnieTopics to undefined>><</link>>
<</if>><<StartConversation "Dan" "ThompsonsReception">>
<<Checkrelationship _NPC>>
<<if $DanTopics is undefined>><<set $DanTopics to 3>><<else>><<set $DanTopics -= 1>><</if>>
<<if $DanTopics is 3>>
Dan leans back in his chair, rolling his shoulders like he’s already bored. He doesn’t make conversation right away, letting the silence sit, watching you with that lazy smirk. His fingers tap idly against the table.<br>
<br>
“You know, I don’t usually take the time to mentor people,” he says after a beat, like this lunch is some grand favour. “But I figure you could use a few pointers. Charlton’s not the kind of place where you get ahead by keeping your head down.”<br>
<br>
His gaze flickers toward the other tables, taking in the room, or maybe making sure people are taking him in.<br>
<Br>
You wonder how to sway the conversation to something at least... useful.<br>
<<elseif $DanTopics is 2>>
Andrea arrives, placing Dan’s steak pie in front of him before setting your salad down with a small, apologetic smile. “Here you go. Let me know if you need anything else.”<br>
<br>
Dan barely acknowledges her, already reaching for his fork. “See, that’s good service,” he remarks as she walks away, not even lowering his voice. “Not just standing around waiting to be noticed. Knows her place.”<br>
<br>
He shovels a bite of pie into his mouth, speaking around it. “That’s the trick to getting anywhere. Knowing where you fit in, playing the game.” He gestures vaguely at you with his fork. “Figure that out, and work might start going a little easier for you.”<br>
<br>
The man has a tendency to steer the conversation regardless of what you say, but you try again to get something of value out of him.<br>
<<elseif $DanTopics is 1>>
You pick at your salad while Dan tears through his meal, completely at ease. Between mouthfuls, he talks. Mostly about himself. His time as a tennis coach, the “right kind” of people he rubs elbows with, how the world works when you’re smart enough to play the game.<br>
<br>
“Charlton’s full of opportunities,” he says, chewing lazily. “But only if you know how to handle them. People think hard work gets you ahead. Nah. It’s about who notices you.”<br>
<br>
He points his fork at you like he’s letting you in on some great secret. “That’s why I wanted to have this little talk. I notice things. I know who’s going places.”<br>
<br>
Once more, you try to consider what wouldn't make Dan just talk about himself.<br>
<<else>>
<br>
Dan pushes back his empty plate, wiping his mouth on his sleeve. He glances down at your half-eaten salad. "Not hungry?"<br>
<br>
When you shake your head, he grins. "I like a woman who watches her waistline. I'm a big fan of watching them too."<br>
<br>
He sniggers without care if you join in with his 'joke'. After a moment, he lets it go.<br>
<<DialogueUnlockCheck "Dan" "LunchOffer">>
<<if _DialogueUnlockCheck is false>>
<br>
"Look Phillips. You need to lighten up. I can make things very good for you around here. If you're willing to accept my mentorship. Just a little smile, follow my lead. It will come natural to you in no time. And whilst I can't give references, no one has complained yet."<br>
<br>
He watches you, expectant. He’s waiting for something. A reaction, a thank you, maybe just a little deference. You know he could cause trouble at work. The question is, how far are you willing to go to avoid conflict?<br>
<<else>>
"Look Phillips. You need to lighten up. I can make things very good for you around here. Get you into the Country Club. Just a little smile, follow my lead. It will come natural to you in no time. And whilst I can't give references, no one has complained yet.”<br>
<br>
He watches you, expectant. He’s waiting for something. A reaction, a thank you, maybe just a little deference. He seems like a good way to get to the Country Club. The question is, how far are you willing to go to get there?<br>
<</if>>
<</if>>
<<if $DanTopics gte 1>>
<Br>
<<ActionsHeader>>
<<GetPCState "job">>
<<if _job is "Programmer" or _job is "ProgrammerRedux" or _job is "LunchtimeReceptionCover">>
<<link "Ask Dan about problems with the booking system" "DanDialogue">><<set $DanDialogue to "BookingSystem">><</link>><br>
<<else>>
<<link "Ask Dan about problems with his calendar" "DanDialogue">><<set $DanDialogue to "DanCalendar">><</link>><br>
<</if>>
<<link "Ask Dan about Mr. Thompson and work" "DanDialogue">><<RumourLearned "Annie">><<set $DanDialogue to "ThompsonWork">><</link>><br>
<<link "Ask Dan about himself" "DanDialogue">><<set $DanDialogue to "DanHimself">><</link>><br>
<<link "Ask Dan about Charlton Upper School" "DanDialogue">><<set $DanDialogue to "CharltonSchool">><</link>><br>
<<else>>
<br>
<<ActionsHeader>>
<<link "Placate Dan" "DanDialogue">><<set $DanDialogue to "LunchPlacate">><<set $DanTopics to undefined>><<Assertive -1>><<WorkPerformance 10>><</link>><br>
<<link "Brush him off" "DanDialogue">><<set $DanDialogue to "LunchBrushOff">><<set $DanTopics to undefined>><<Assertive 1>><<WorkPerformance -5>><</link>>
<</if>><<if $HotelRestaurantAndreaOutside is "Apologise">>
You swallow hard, your voice coming out quieter than you want it to.<Br>
<Br>
“I… I apologize,” you say, forcing the words out, your gaze locked on the floor. “For wearing my uniform outside the hotel. It was improper.”<br>
<br>
“Louder,” Lennox urges, a cruel smirk playing at his lips.<Br>
<Br>
You feel heat rise to your cheeks, shame curling in your chest as you force yourself to repeat it, this time louder, clearer, for everyone to hear.<br>
<br>
“I apologize for disgracing the hotel’s uniform. It won’t happen again.”<br>
<br>
“And don’t you feel that your superiors are generous in providing you such a lovely uniform free of charge?”<Br>
<br>
You catch his eyeline. Waiting on you. “Yes,” you meekly reply.<br>
<br>
He raises an eyebrow. He expects more.<br>
<br>
“Yes sir,” you say. “Thank you for providing me such a lovely uniform.”<br>
<br>
“Do you like wearing it?” he asks, smiling thinly.<br>
<br>
“Yes,” you mumble. “I love wearing it. It’s my pride and joy.” <br>
<br>
Silence lingers for a moment, before you hear a few muffled chuckles from some of the guests. The humiliation sinks deeper.<br>
<Br>
Lennox tilts his head approvingly, then gives your shoulder a light pat, like you’re some child who just learned their lesson.<Br>
<Br>
“There now,” he says, grinning down at you. “Was that so hard?”<Br>
<Br>
His hand lingers just a moment too long before he finally steps away, turning his back to you.<Br>
<br>
“Back to work,” he says, as if none of this ever happened.<Br>
<br>
People return to their conversations, but you can still feel their eyes lingering on you, their whispers brushing against your skin like needles.<br>
<Br>
Your stomach churns as you quickly duck your head, slipping away from the centre of attention.<br>
<Br>
Your assertiveness has taken a severe hit. And worse - you know you won’t stand up for yourself again anytime soon.<Br>
<<elseif $HotelRestaurantAndreaOutside is "Refuse">>
You stiffen, heat rising to your cheeks as all eyes in the restaurant remain fixed on you.<Br>
<Br>
The weight of their expectation, their judgement, presses down like a suffocating hand, but something inside you pushes back.<br>
<br>
You clench your fists, planting your impossibly high heels firmly against the tiled floor. “No,” you say, voice steady, but quiet.<br>
<Br>
Lennox blinks, caught off guard. “What was that, Miss Cinders?” he asks, his voice a mocking purr, yet there’s something deadly coiled beneath it.<bR>
<br>
You lift your chin, forcing yourself to meet his gaze. “I said no.”<Br>
<Br>
A ripple of hushed murmurs spreads through the guests, a few of them exchanging curious, amused glances. Lennox tilts his head, slowly, deliberately. His smile doesn’t fade, but his eyes harden.<br>
<br>
“That’s a shame,” he muses. “I had hoped you’d have learned your place by now.”<br>
<br>
Then, before you can react, he reaches out and lifts the hem of your skirt.<br>
<Br>
A sharp gasp rises from the nearby tables. A few guests chuckle behind their hands, while others watch in fascinated horror. Your entire body locks up, a humiliated heat flooding through you as he inspects the frilly lace trim beneath your uniform like you’re some doll on display.<br>
<Br>
“Since you’re so eager to make a scene,” he says lightly, letting the fabric drop back into place, “Let's give your audience what they came for.”<Br>
<br>
A fresh wave of laughter ripples through the room, and the burn of embarrassment twists deep inside your gut. Lennox steps back, smug and composed, his point made.<br>
<br>
“Now,” he says coolly, adjusting his cuffs. “Get back to your duties, Miss Cinders. I’m sure our guests will be more than appreciative of your new interest in flaunting your assets.”<br>
<Br>
Your assertiveness remains intact, but the humiliation burns deeper than ever.<br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Return to the hotel lobby" "HotelLobby">><<TimeChange>><<set $HotelRestaurantAndreaOutside to undefined>><</link>><b>Charlton Hotel - Room 101</b><br>
<img src="./images/Hotel_Room101.png"><br>
<br>A small room with a double bed and built in wardrobes that perpetually creak as a draft blows through the rattling window pane.<br>
<<include "EventsHotelRoom101">>
<<if _currentEvent is undefined>>
<<NPCKnownCheck "Mac">>
<<if $NPCPresent.includes("Mac") and _NPCKnownCheck is false>>
<<if $current.avatar is "Andrea">>
<br>You enter the room to see a muscular and stocky man looking at photos pinned to the wall. From a cursory glance, you see that the photos are of jocks from Charlton Upper School, playing football. <br>
<br>
“Ah,” he says, seeing you. You can’t help but notice a small grin on his face. “I was wondering if this place actually cleaned the rooms. Go ahead.”<br>
<br>
He returns to looking at the photos, but you notice that his eyes drift to you as you linger. <br>
<br>
<<ActionsHeader>>
<<link "Start to clean" "HotelRoom101Cleaning">><<NPCKnown "Mac">> <</link>><br>
<<link "Leave" "HotelFirstFloor">><</link>>
<<else>>
<br>You enter the room to see a muscular and stocky man looking at photos pinned to the wall. From a cursory glance, you see that the photos are of jocks from Charlton Upper School, playing football. <br>
<br>
"Who the hell are you?" he asks, shooting you a look. “What are you doing in here?”<br>
<br>
Unable to form a quick reply, you take a step back through the doorway. “Sorry,” you mutter. “Wrong room.”<br>
<br>
“Damn right this is the wrong room. Get out of here before I call the police!”<br>
<br>
You back away quickly, shutting the door behind you.<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "HotelFirstFloor">><</link>>
<</if>>
<<elseif $NPCPresent.includes("Mac")>>
<<if $current.avatar is "Andrea">>
<br>You enter the room to see Mac looking at football photos pinned to the wall.<br>
<br>
“Ah,” he says, seeing you. You can’t help but notice a small grin on his face. “I was wondering if this place actually cleaned the rooms. Go ahead.”<br>
<br>
He returns to looking at the photos, but you notice that his eyes drift to you as you linger. <br>
<br>
<<ActionsHeader>>
<<link "Start to clean" "HotelRoom101Cleaning">><</link>><br>
<<link "Leave" "HotelFirstFloor">><</link>>
<<else>>
<br>You enter the room to see a muscular and stocky man looking at photos pinned to the wall. From a cursory glance, you see that the photos are of jocks from Charlton Upper School, playing football. <br>
<br>
"Who the hell are you?" he asks, shooting you a look. “What are you doing in here?”<br>
<br>
Unable to form a quick reply, you take a step back through the doorway. “Sorry,” you mutter. “Wrong room.”<br>
<br>
“Damn right this is the wrong room. Get out of here before I call the police!”<br>
<br>
You back away quickly, shutting the door behind you.<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "HotelFirstFloor">><</link>>
<</if>>
<<else>>
<br>The room is empty. The guest must be out. <br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "HotelFirstFloor">><</link>>
<</if>>
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>><<if $HotelRoom101Cleaning is undefined>>
You move to the bed and begin to make it. You aren’t sure what you are doing, but based on his lack of disapproval, it’s what he expects. You notice that there are photos scattered on the floor as well.<br>
<br>
“Are these photos of the school football team?” you ask, as you fold the sheets.<br>
<br>
“Yup,” he replies. “I’m in town to see if there’s any diamonds in the rough.” You glance behind you and see his eyes lingering on your legs. “Do you mind picking them up off the floor and putting them on the table? Don’t want you to tread on them.”<br>
<br>
You look at him watching you, grinning. What you’re dressed like is not lost on you.<br>
<br>
<<ActionsHeader>>
<<link "Tease him" "HotelRoom101Cleaning">><<HintsActive "Mac">><<ChangeNPCrelationship "Mac" "Andrea" 3>><<set $HotelRoom101Cleaning to "Tease">><<Orientation 1>><</link>><br>
<<link "Act professional" "HotelRoom101Cleaning">><<set $HotelRoom101Cleaning to "Clean">><</link>>
<<elseif $HotelRoom101Cleaning is "Tease">>
You’re not sure why, but there’s something about him watching you clean that gives you butterflies in your stomach. <br>
<br>
You offer him a coy smile, then bend over at your waist to pick up the photos. You feel your skirt rising up, exposing your stocking-clad bum to his view.<br>
<br>
“So you’re a talent scout?” you ask him, picking up the photos. You don’t look back, but you grin, knowing where he must be looking.<br>
<br>
“Yup,” you hear him say. “Used to be a football player myself.”<br>
<br>
You dare to look over your shoulder, still bent over, seeing his eyes looking directly at your arse. “I can tell,” you murmur. He grins.<br>
<br>
Picking up the last of the photos, you place them on the bed. You feel a rush of endorphins flow through your body. <I>What am I doing?</i> you think. <I>Did that just turn me on?</i><br>
<br>
You turn to face him. His eyes wander over your body before staring back into yours. "So you're looking for new talent?"<br>
<br>
He nods. "Now I spend my evenings looking over photos of skinny kids trying to impress the camera." He glances at your legs again. "Maybe you could clean my room again and keep me company?"<br>
<br>
You feel your cheeks redden. He grins.<br>
<br>
<<ActionsHeader>>
<<QuestOptionCheck "Quest12" 0 "talent_scout">>
<<if _QuestOptionCheck is true>><<link "Mention Jake to the talent scout" "HotelRoom101Cleaning">><<set $HotelRoom101Cleaning to "Jake">><</link>><br><</if>>
<<link "Say goodbye and leave" "HotelFirstFloor">><<set $HotelRoom101Cleaning to undefined>><<TimeChange>><</link>>
<<elseif $HotelRoom101Cleaning is "Clean">>
You look back to the floor and squat down, making sure your skirt is tucked under your thighs. It might look as if you are a guest’s walking fantasy, but you don’t want to play into it if you can avoid it.<br>
<br>
“So you’re a talent scout?” you ask him, picking up the photos.<br>
<br>
“Yup,” you hear him say. “Not sure there’s much here to scout, though.”<br>
<br>
Picking up the last of the photos, you place them on the bed. You look back at him and see his attention is back focused on the photos on the wall.<br>
<br>
<<ActionsHeader>>
<<QuestOptionCheck "Quest12" 0 "talent_scout">>
<<if _QuestOptionCheck is true>><<link "Mention Jake to the talent scout" "HotelRoom101Cleaning">><<set $HotelRoom101Cleaning to "Jake">><</link>><br><</if>>
<<link "Say goodbye and leave" "HotelFirstFloor">><<set $HotelRoom101Cleaning to undefined>><<TimeChange>><</link>>
<<elseif $HotelRoom101Cleaning is "Jake">>
“You must have seen Jake Duncan?” you tell him, walking over to the wall. You point to a shot of Jake running with the ball. “He’s the star quarterback.”<br>
<br>
The muscular man looks at you, quizzically. “That’s your star quarterback?”<br>
<br>
You nod. “Maybe he was just having an off-day,” you tell him. “He’s really held the team together this year.”<br>
<br>
You have no idea if what you said is true, but you see the man mulling over your words. “Interesting. Thanks for the tip.”<br>
<br>
He ceases to pay you any attention, looking at the photos of Jake in a new light. You should tell Jake that you’ve put in a good word for him when you see him next.<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "HotelFirstFloor">><<TimeChange>><<QuestOptionComplete "Quest12" 0 "talent_scout">><<QuestTracker "Quest12" 2>><<set $HotelRoom101Cleaning to undefined>><</link>>
<</if>><b>Charlton Hotel - Room 102</b><br>
<img src="./images/Hotel_Room102.png"><br>
<br>A sparsely decorated double room, with aging furniture and dated wallpaper.<br>
<br>
<<include "EventsHotelRoom102">>
<<if _currentEvent is undefined>>
<<if $NPCPresent.includes("Thompson") and $NPCPresent.includes("Annie")>>
<<if $current.avatar is "Andrea">>
You open the door to the room and are immediately struck by the sounds of grunting and panting. Before you can stop yourself, you have taken a step inside and are greeted by a squeal.<br>
<br>
Your mouth drops as you identify the occupants. Annie is bent over the end of the bed, her skirt pulled around her waist and her breasts hanging free in the breeze. Behind her is Mr. Thompson, trousers around his ankles, his gut hanging over her bum.<br>
<br>
Upon seeing you, Thompson looks furious. “Get the fuck out of here!” he yells. “We don’t need housekeeping!”<br>
<br>
You mutter some apologies and hurriedly back away to the door. You catch Annie’s face as you leave. She’s clearly embarrassed, but even so doesn’t look like she was in the throes of ecstasy anyway.<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "HotelFirstFloor">><<RumourLearned "Annie">><</link>>
<<elseif _CurrentPC is true>>
You open the door to the room and are immediately struck by the sounds of grunting and panting. Before you can stop yourself, you have taken a step inside and are greeted by a squeal.<br>
<br>
Your mouth drops as you identify the occupants. Annie is bent over the end of the bed, her skirt pulled around her waist and her breasts hanging free in the breeze. Behind her is Mr. Thompson, trousers around his ankles, his gut hanging over her bum. <br>
<br>
Upon seeing you, Thompson’s face turns more red than is usual. “Phillips, what the fuck are you doing!” he yells. “This is your last warning - go back to the office and do your fucking job!”<br>
<br>
You quickly back away. You catch Annie’s face as you go. She looks embarrassed and ashamed at you seeing her like that.<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "HotelFirstFloor">><<WorkPerformance -20>><<RumourLearned "Annie">><<SetFlag "AnnieThompsonPCSeen">><</link>>
<<elseif $current.avatar is "Jennifer">>
You open the door to the room and are immediately struck by the sounds of grunting and panting. Before you can stop yourself, you have taken a step inside and are greeted by a squeal.<Br>
<bR>
Your mouth drops as you identify the occupants. Annie is bent over the end of the bed, her skirt pulled around her waist and her breasts hanging free in the breeze. Behind her is Mr. Thompson, trousers around his ankles, his gut hanging over her bum.<br>
<br>
Thompson’s nostrils flare as he sees you. “You! What the fuck do you think you’re doing?” he yells. “Get out of here before I call Evans and have you fired!”<Br>
<br>
You move towards the door, catching Annie’s face as you leave. Her expression looks broken at seeing you, as if she’s living through her worst nightmare. The passionless sex she’s partaking in is forgotten at the sight of seeing Jennifer witnessing her in this situation.<Br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "HotelFirstFloor">><<RumourLearned "Annie">><</link>>
<<else>>
You open the door to the room and are immediately struck by the sounds of grunting and panting. Before you can stop yourself, you have taken a step inside and are greeted by a squeal.<br>
<br>
Your mouth drops as you identify the occupants. Annie is bent over the end of the bed, her skirt pulled around her waist and her breasts hanging free in the breeze. Behind her is Mr. Thompson, trousers around his ankles, his gut hanging over her bum. <br>
<br>
Thompson’s nostrils flare as he sees you. “Who the fuck are you!” he yells. “Get out of here before I call the police!”<br>
<br>
You move towards the door, catching Annie’s face as you leave. Embarrassment is evident in her grimace, but you fail to sense any passion from her demeanour. <br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "HotelFirstFloor">><<RumourLearned "Annie">><</link>>
<</if>>
<<else>>
The room is empty and quiet. If guests are staying in this room, they aren't here.<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "HotelFirstFloor">><</link>>
<</if>>
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>><b>Charlton Hotel - Room 103</b><br>
<img src="./images/Hotel_Room103.png">
<br>A quiet room at the back of the hotel, with faded carpets and a large wardrobe.<br>
<br>
<<include "EventsHotelRoom103">>
<<if _currentEvent is undefined>>
<<if $NPCPresent.includes("Reagan")>>
<<InventoryCheckNPC "Reagan" "MagicBook">>
<<if $current.avatar is "Andrea">>
<<if _InventoryCheckNPC is true>>
You enter the room to see Reagan, one of the Charlton Upper School cheerleaders, sitting on the bed. Her legs are crossed and she’s engrossed in a book.<br>
<br>
“Ah, Andrea” she says casually. “You’re here to clean, I imagine? Get to it.”<br>
<br>
Without giving you a second glance, she returns to her book.<br>
<<else>>
You enter the room to see Reagan, one of the Charlton Upper School cheerleaders, sitting on the bed. Her legs are crossed and she stares out the window.<br>
<br>
“Ah, Andrea” she says casually. “You’re here to clean, I imagine? Get to it.”<br>
<br>
Without giving you a second glance, she returns to idly staring out of the window.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Start to clean" "HotelRoom103Cleaning">><<NPCKnown "Reagan">><</link>><br>
<<link "Leave" "HotelFirstFloor">><</link>>
<<elseif $current.avatar is "Jennifer">>
<<InventoryCheckNPC "Reagan" "MagicBook">>
<<if _InventoryCheckNPC is true>>
You enter the room to see Reagan, one of the Charlton Upper School cheerleaders, sitting on the bed. Her legs are crossed and she’s engrossed in a book.<br>
<br>
That is, until she sees you.<br>
<br>
“What the…” she trails off, staring at you. “What do you want?”<br>
<br>
She tries to hold your attention, just as she does as a bad job of quickly positioning the book on the far side of the bed, hiding it behind her. You can tell from the brief glance that it’s old.<br>
<br>
“What are you doing here?”, you ask her.<Br>
<br>
“What’s it to you?” she snaps, staring back at you darkly. When you don't flinch, she flinches and looks away. “Just leave. Please.”<br>
<br>
“What’s that?” you push, nodding forward. Her eyes instinctively flick to the badly hidden book beside her. When she looks back to you, she realises she's betrayed herself.<Br>
<br>
“It’s not for you,” Reagan says flatly. “Not anymore.”<br>
<br>
“Show me,” you say, putting as much assertion behind your words that you can muster.<br>
<br>
“You should leave,” she says. “I didn’t do anything to you. It was all Christina and Skye! I even… appreciated your talents. That Maths curse? Genius.”<br>
<Br>
You glare back at the girl, masking your own confusion. Her eyes flick away, almost avoiding your stare.<br>
<BR>
“Look, I might not be able to stop you. But he can. And he will.”<br>
<br>
“Who?” you say, curious.<br>
<br>
On that, she lets a small grin form. “Stay and find out.”<Br>
<<else>>
You enter the room to see Reagan, one of the Charlton Upper School cheerleaders, sitting on the bed. Her legs are crossed and she stares out the window.<bR>
<br>
That is, until she sees you.<br>
<br>
“What the…” she trails off, staring at you. “What do you want?”<br>
<br>
You look at the girl, dressed in her uniform. “What are you doing here?”<br>
<br>
“What’s it to you?” she snaps, holding your gaze with a dark stare. Then, to your surprise, she seems to cower away. “I didn’t do anything to you. It was all Christina and Skye! I even… appreciated your talents. That Maths curse? Genius.”<br>
<br>
You glare back at the girl, masking your own confusion. She sighs and looks to the bed. “Just leave. Please.”<br>
<br>
Wordlessly you back away, not wanting to risk a confrontation somewhere that you shouldn’t really be.<Br>
<</if>>
<<trackKnowledge "Curses" "JenniferLearned">>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "HotelFirstFloor">><</link>>
<<else>>
<<InventoryCheckNPC "Reagan" "MagicBook">>
<<if _InventoryCheckNPC is true>>
You enter the room to see Reagan, one of the Charlton Upper School cheerleaders, sitting on the bed. Her legs are crossed and she’s engrossed in a book.<br>
<<else>>
You enter the room to see Reagan, one of the Charlton Upper School cheerleaders, sitting on the bed. Her legs are crossed and she stares out the window.<br>
<</if>>
<br>
That is, until she sees you.<br>
<br>
“What the…” she trails off, giving you a scowl. “Get out, please.” <br>
<br>
She eyes you darkly as you stand in the doorway. “Is English a problem for you?”<br>
<br>
Wordlessly you back away, not wanting to risk a confrontation somewhere that you shouldn’t really be.<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "HotelFirstFloor">><</link>>
<</if>>
<<else>>
The occupant of this room must be out. There is nobody here.<br>
<br>
<<ActionsHeader>>
<<CheckFirst "ReaganSeenRoom">>
<<if setup.period[$periodCurrent] is "Lunch" and _CheckFirst is true>><<link "Hide in wardrobe and wait for Reagan" "HotelRoomWardrobe">><<TimeChange>><</link>><br><</if>>
<<link "Return to the corridor" "HotelFirstFloor">><</link>>
<</if>>
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>><<InventoryCheckNPC "Reagan" "MagicBook">>
<<if _InventoryCheckNPC is true>>
You decide to take advantage of your current form and begin to dust the room. Reagan barely gives you a glance, engrossed in her reading.<br>
<br>
Whilst you clean you shyly glance over at her book. You try not to react. Each page is covered in arcane symbols and pictures of pentagrams. The book itself is old, the pages yellowed and worn.<br>
<br>
Your spying is interrupted by a knock on the door. You turn back over to the wardrobe, pretending to work.<br>
<br>
A moment later, the door opens and you look at the new guest, trying not to let your mouth drop. Mr. Harrow, the young teacher in charge of biology lessons.<br>
<br>
He gives you a curious look upon seeing you. “Reagan?” he asks. “What’s this?”<br>
<br>
Reagan looks up from her reading, glancing at you, then back to him. “Don’t worry about her,” she says, nonchalantly. “She isn’t a threat. I used to use her as target practice when she was at school. There’s so many spells bouncing around her brain that she couldn’t say anything even if she tried.”<br>
<br>
She looks over at you. “Andrea, turn around and continue cleaning.”<br>
<br>
Not wanting to cause alarm, you obey. <br>
<br>
“I don’t like it, Reagan,” you hear Harrow tell her. “It’s an unnecessary risk.”<br>
<br>
You hear Reagan sigh with frustration. “Fine. Andrea. You can leave.”<br>
<br>
You turn to look at the pair of them, watching you expectantly. Whatever power Reagan has over the real Andrea doesn’t hold sway with you. Wanting to avoid suspicion you walk towards the door, but you are intrigued by what Reagan and Harrow are doing together here. <I>You'll need to find another way to spy on them,</i> you think.<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "HotelFirstFloor">><<AddFirst "ReaganSeenRoom">><<HintsActive "ReaganHotel">><<TimeChange>><</link>>
<<else>>
You decide to take advantage of your current form and begin to dust the room. Reagan barely gives you a glance, staring out of the window. Clearly bored.<br>
<br>
After some time there is a knock on the door. Barely a moment later, the door opens and you look at the new guest, trying not to let your mouth drop. Mr. Harrow, the young teacher in charge of biology lessons.<br>
<br>
He gives you a curious look upon seeing you. “Reagan?” he asks. “What’s this?”<br>
<br>
Reagan looks back, glancing at you, then back to him. “Don’t worry about her,” she says, nonchalantly. “She isn’t a threat. I used to use her as target practice when she was at school. There’s so many spells bouncing around her brain that she couldn’t say anything even if she tried.”<br>
<br>
She looks over at you. “Andrea, turn around and continue cleaning.”<br>
<br>
Not wanting to cause alarm, you obey. <br>
<br>
“I don’t like it, Reagan,” you hear Harrow tell her. “It’s an unnecessary risk.”<br>
<br>
You hear Reagan sigh with frustration. “Fine. Andrea. You can leave.”<br>
<br>
You turn to look at the pair of them, watching you expectantly. Whatever power Reagan has over the real Andrea doesn’t hold sway with you. Wanting to avoid suspicion you walk towards the door, but you are intrigued by what Reagan and Harrow are doing together here. <I>You'll need to find another way to spy on them,</i> you think.<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "HotelFirstFloor">><<AddFirst "ReaganSeenRoom">><<HintsActive "ReaganHotel">><<TimeChange>><</link>>
<</if>><<if $HotelRoomWardrobe is undefined>>
You see the wardrobe and an idea comes to mind. Quickly, you clamber inside and shut the door. Darkness envelops you, leaving only a small keyhole providing a shaft of light.<br>
<br>
Squatting down as best you can, you look through the keyhole. You can see the entire room from in here.<br>
<br>
<<InventoryCheckNPC "Reagan" "MagicBook">>
<<if _InventoryCheckNPC is true>>
After what seems an age, the door creaks open and Reagan enters, still dressed in her cheerleader outfit. She throws a school satchel down on the bed and takes out her old book. Wordlessly, she climbs up on to the bed, crosses her legs and starts reading.<br>
<br>
You watch her through the keyhole. With her mousy brown hair and average height, she doesn’t stand out from the crowd. Even reading though, she scowls perpetually, looking angry and sullen.<br>
<br>
Your eyes linger on that book. You wonder if it’s worth calling it quits now and grab that book, or waiting a bit more.<br>
<br>
<<ActionsHeader>>
<<SpellsCheckSelf "SleepForget">>
<<if _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Sleep & Forget] Cast Sleep & Forget on Reagan" "HotelRoomWardrobe">><<set $HotelRoomWardrobe to "Cast">><</link>><br><</if>>
<<SpellsCheckSelf "Identify">><<AlreadyIdentified "Reagan">>
<<if _AlreadyIdentified is false and _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Identify] Cast Identify on Reagan" "SpellIdentify">><<set $HotelRoomWardrobe to "Identified">><<CastIdentify "Reagan" "HotelRoomWardrobe" "the wardrobe">><<SpellIdentified "Reagan">><</link>><br><</if>>
<<link "Wait a bit more" "HotelRoomWardrobe">><<set $HotelRoomWardrobe to "Wait">><</link>>
<<else>>
After what seems an age, the door creaks open and Reagan enters, still dressed in her cheerleader outfit. She throws a school satchel down on the bed. Wordlessly, she climbs up on to the bed, crosses her legs and then stares out the window, clearly bored.<br>
<br>
You watch her through the keyhole. With her mousy brown hair and average height, she doesn’t stand out from the crowd. Even when idle, she scowls perpetually, looking angry and sullen.<br>
<br>
Whatever she's here for, it isn't to sit on a hotel bed. There must be something more. You decide to wait. There is no real reason to reveal yourself just yet.<br>
<br>
<<ActionsHeader>>
<<SpellsCheckSelf "Identify">><<AlreadyIdentified "Reagan">>
<<if _AlreadyIdentified is false and _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Identify] Cast Identify on Reagan" "SpellIdentify">><<set $HotelRoomWardrobe to "Identified">><<CastIdentify "Reagan" "HotelRoomWardrobe" "the wardrobe">><<SpellIdentified "Reagan">><</link>><br><</if>>
<<link "Wait a bit more" "HotelRoomWardrobe">><<set $HotelRoomWardrobe to "Wait">><</link>>
<</if>>
<<elseif $HotelRoomWardrobe is "Identified">>
You ease back down behind the keyhole, the last of the magic fading from your sight. Reagan hasn't moved.<br>
<br>
<<ActionsHeader>>
<<InventoryCheckNPC "Reagan" "MagicBook">><<SpellsCheckSelf "SleepForget">>
<<if _InventoryCheckNPC is true and _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Sleep & Forget] Cast Sleep & Forget on Reagan" "HotelRoomWardrobe">><<set $HotelRoomWardrobe to "Cast">><</link>><br><</if>>
<<link "Wait a bit more" "HotelRoomWardrobe">><<set $HotelRoomWardrobe to "Wait">><</link>>
<<elseif $HotelRoomWardrobe is "Cast">>
“Fall asleep,” you say, “and let your memories drift as you slumber.”<br>
<br>
Reagan’s eyes shoot up from her book, as if suddenly alerted by danger. She looks at the wardrobe, grimacing, and you have to push hard with your magical energy against an unseen resistance. <br>
<br>
A moment later, she cries out quietly and falls over, hitting the bed with a soft thud.<br>
<br>
You open the wardrobe door and walk over to the bed, beside her. Fast asleep. For the briefest of moments you consider why casting that spell was so challenging. <i>It almost felt like she could resist it.</i><br>
<br>
A noise from afar brings you back to the present. You grab the book from her hands and flick through it. <i>The Translations of the Sevrene Shards</i>. It indeed is a magic book, full of words and information new to you.<br>
<br>
Not wanting to be here should anyone come by, you decide that you should only read it in private where you'll be undisturbed. With your mind made up, you grasp on to it and head towards the door. <br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "HotelFirstFloor">>
<<set $HotelRoomWardrobe to undefined>>
<<SetNPCLocation "Reagan" "6" "0" "" "perm">>
<<TakeObjectNPC "Reagan" "MagicBook">>
<</link>>
<<elseif $HotelRoomWardrobe is "Wait">>
<<InventoryCheckNPC "Reagan" "MagicBook">>
<<if _InventoryCheckNPC is true>>
You decide to wait a bit longer, silently watching Reagan from inside the wardrobe. She sits in silence, reading her book. Even when pipes creak or pigeons coo outside, she doesn’t flinch. You start to sweat, the air in the wardrobe stifling and the confined space pressing in on you.<br>
<br>
There is a knock on the door. You crane your neck to see that side of the room through the keyhole. Mr. Harrow walks in.<br>
<br>
“Ah, Reagan,” he says, taking off his coat and throwing it onto the bed. “Aren’t you the picture of beauty.”<br>
<br>
“You’re late,” Reagan replies, not getting up.<br>
<br>
<<QuestState "Quest21">>
<<if _QuestState is 0>>
“I was having challenges with young Terrence,” he says, sitting down on the bed. “His biology grades are quite remarkable for someone I was assured would be failing.”<br>
<br>
You see Reagan narrow her eyes. “We're trying. Something is complicating things.”<br>
<br>
Harrow flashes her a smile, one you recognise from his classes. “There's never a complication that Charlton's cheerleaders can't overcome. Or, at least, never one for those that should lead them."<br>
<br>
"I need your assistance," Reagan says through grated teeth. "I need access to his locker. Something's off about his biology book."<br>
<br>
He grins. “That's a violation of school policy, my dear.” You see him reach out to her, stroking her shoulder. “I can of course be persuaded.”<br>
<<else>>
“The headmaster wanted to speak to me,” he says, sitting down on the bed. “He was curious on how our Prom planning committee was going.”<br>
<br>
You see Reagan raise an eyebrow. “Oh. And what did you say?”<br>
<br>
Harrow flashes her a smile, one you recognise from his classes. “That Christina was struggling with the responsibility. And that we may need to explore other options. Whoever is voted Miss Charlton needs to be a shining beacon of what the school stands for, after all."<br>
<br>
“And did you suggest anyone new?” Reagan asks him.<br>
<br>
He grins. “It’s such a hard decision, my dear.” You see him reach out to her, stroking her shoulder. “I can of course be persuaded.”<br>
<</if>>
<br>
Reagan snorts, derisively. “I haven’t done enough convincing?” He says nothing. <br>
<br>
She exhales and pushes her book aside. “Fine,” she states. You watch her reach down underneath her dress and pull down her underwear. “But I’m going to need some help. I’m not really in the mood.”<br>
<<else>>
You decide to wait a bit longer, silently watching Reagan from inside the wardrobe. She sits in silence, staring. Even when pipes creak or pigeons coo outside, she doesn’t flinch. You start to sweat, the air in the wardrobe stifling and the confined space pressing in on you.<br>
<br>
There is a knock on the door. You crane your neck to see that side of the room through the keyhole. Mr. Harrow walks in.<br>
<br>
“Ah, Reagan,” he says, taking off his coat and throwing it onto the bed. “Aren’t you the picture of beauty.”<br>
<br>
“You’re late,” Reagan replies, not getting up.<br>
<br>
<<QuestState "Quest21">>
<<if _QuestState is 0>>
“I was having challenges with young Terrence,” he says, sitting down on the bed. “His biology grades are quite remarkable for someone I was assured would be failing.”<br>
<br>
You see Reagan narrow her eyes. “We're trying. Something is complicating things.”<br>
<br>
Harrow flashes her a smile, one you recognise from his classes. “There's never a complication that Charlton's cheerleaders can't overcome. Or, at least, never one for those that should lead them."<br>
<br>
"I need your assistance," Reagan says through grated teeth. "I need access to his locker. Something's off about his biology book."<br>
<br>
He grins. “That's a violation of school policy, my dear.” You see him reach out to her, stroking her shoulder. “I can of course be persuaded.”<br>
<<else>>
“The headmaster wanted to speak to me,” he says, sitting down on the bed. “He was curious on how our Prom planning committee was going.”<br>
<br>
You see Reagan raise an eyebrow. “Oh. And what did you say?”<br>
<br>
Harrow flashes her a smile, one you recognise from his classes. “That Christina was struggling with the responsibility. And that we may need to explore other options. Whoever is voted Miss Charlton needs to be a shining beacon of what the school stands for, after all."<br>
<br>
“And did you suggest anyone new?” Reagan asks him.<br>
<br>
He grins. “It’s such a hard decision, my dear.” You see him reach out to her, stroking her shoulder. “I can of course be persuaded.”<br>
<</if>>
<br>
Reagan snorts, derisively. “I haven’t done enough convincing?” He says nothing. <br>
<br>
She exhales. “Fine,” she states. You watch her reach down underneath her dress and pull down her underwear. “But I’m going to need some help. I’m not really in the mood.”<br>
<</if>>
<br>
Harrow begins to unfasten his tie and undo his shirt. “Do what you must.”<br>
<br>
You watch as Harrow takes off his shirt, but your eyes are drawn to Reagan as your senses start tingling. She mutters something under her breath and an aura of yellow energy floats off her skin. “How does that feel?”<br>
<br>
Harrow crawls on to the bed. “Exhilarating.” With that word, he leans in to kiss her.<br>
<br>
You also feel the effects of whatever Reagan has cast. Your eyes drift to Harrow, watching his lips tenderly kiss. They drift down to the back of his torso, noting his smooth skin and his strong shoulders. In spite of yourself, you feel yourself growing aroused by the very sight of him.<br>
<br>
<<ActionsHeader>>
<<link "Resist the spell" "HotelRoomWardrobe">>
<<Orientation 1>>
<<set $HotelRoomWardrobe to "Resist">>
<<QuestState "Quest21">>
<<if _QuestState is 0>><<QuestTracker "Quest21" 1>><</if>>
<<RumourLearned "Reagan">>
<</link>><br>
<<link "Succumb to the feelings" "HotelRoomWardrobe">>
<<Orientation 2>>
<<set $HotelRoomWardrobe to "Relent">>
<<if _QuestState is 0>><<QuestTracker "Quest21" 1>><</if>>
<<RumourLearned "Reagan">>
<</link>>
<<elseif $HotelRoomWardrobe is "Resist">>
You feel the effects of Reagan’s spell clouding around your mind too, but you squeeze your eyes shut and try as best as you can to block out the assault on your brain.<br>
<br>
You hear fumbling and tugging from outside the wardrobe. The locking of lips together. A belt being unfastened and a zipper being pulled down. Thoughts implore you to open your eyes and look out of the keyhole, desperate from a look at Harrow’s manly body.<br>
<br>
“Oh Reagan,” you hear Harrow say. “You’ve already made me hard.”<br>
<br>
The bed begins to squeak and you hear masculine grunting coming from Harrow. You clamp your eyes tighter still, trying to block out both the sounds and the urges to picture Harrow naked in the middle of sex.<br>
<br>
<i>You want him</i> you hear a thought pop in your mind. <I>You want to be her.</i> It takes all your efforts to not dwell on it.<br>
<br>
<<ActionsHeader>>
<<link "Wait until they finish" "HotelRoomWardrobe">><<set $HotelRoomWardrobe to "Finish">><</link>>
<<elseif $HotelRoomWardrobe is "Relent">>
Whatever Reagan has cast, it takes its hold on you. As you peep through the keyhole, your eyes are only drawn to the sight of Harrow. His brilliant white teeth. His masculine torso. His lips, hungry and passionate as they kiss Reagan.<br>
<br>
The cheerleader rolls out from underneath him and pulls herself on top of him, to your disappointment blocking the majority of your view. She fumbles at Harrow’s trousers, now lying on his back, and you hear her unfasten his belt.<br>
<br>
“Oh Reagan,” Harrow mutters, looking up at her, gleaming. “You’ve already made me hard.”<br>
<br>
Reagan wordlessly shuffles forward, and eases down into his lap. You picture what is happening underneath that cheerleader skirt. Images conjure within your mind, thinking of how Harrow’s lengthy penis must be sliding into Reagan. <br>
<br>
You bite your lip to hold back a stifle. You can only think what it must be like, to have such a man inside you. Penetrating you.<br>
<br>
<<if $current.avatar is "Florence">>Clenching your teeth down on your bottom lip, you feel your hand brush against your dress. Then underneath. And before you know it, you are touching yourself underneath your hem, bare thighs parted, wet and moist from the thought of it being you who is riding Harrow.<br>
<<elseif $current.avatar is "Andrea">>Clenching your teeth down on your bottom lip, you feel your hand brush against your skirt. Then underneath. And before you know it, you are touching yourself through your tights, wet and moist from the thought of it being you who is riding Harrow.<br>
<<elseif $current.avatar is "Jennifer">>Clenching your teeth down on your bottom lip, you feel your hand brush against your skirt. Then underneath. And before you know it, you are touching yourself underneath your skirt, bare thighs parted, wet and moist from the thought of it being you who is riding Harrow.<br>
<<elseif $current.female is true>>Clenching your teeth down on your bottom lip, you feel your hand brush against your skirt. Then underneath. And before you know it, you are touching yourself through your tights, wet and moist from the thought of it being you who is riding Harrow.<br>
<<else>>Clenching your teeth down on your bottom lip, you feel your hand brush against your pants. Then touching them. And before you know it, you are fondling yourself through the fabric, aroused from the thought of it being you who is riding Harrow.<br><</if>>
<br>
<<ActionsHeader>>
<<link "Wait until they finish" "HotelRoomWardrobe">><<set $HotelRoomWardrobe to "Finish">><</link>>
<<elseif $HotelRoomWardrobe is "Finish">>
Minutes pass by, as you continue to listen to Reagan and Harrow go at it. Harrow’s masculine grunting slowly grows higher and higher, turning into quick pants and gasps. It reaches a crescendo when he squeals and you know without a doubt that he’s finished.<br>
<br>
Reagan, for her part, is absolutely silent.<br>
<br>
You lean back against the wardrobe, taking deep breaths. You feel Reagan’s magic finally dissipating. Only when you feel you have regained some semblance of control do you lean forward again to look through the keyhole.<br>
<br>
Harrow is pulling on his coat, already changed. Reagan sits on the bed, glaring. “Satisfied?” she asks him.<br>
<br>
“You need to work on your pillow talk, my dear,” he replies. “But I see the role of Miss Charlton clearly in your future. Until next time?”<br>
<br>
She doesn’t reply. Harrow flashes her a grin, then walks out, leaving her alone again. <br>
<br>
<<InventoryCheckNPC "Reagan" "MagicBook">><<SpellsCheckSelf "SleepForget">>
<<if _InventoryCheckNPC is true>>
<<if $current.female is true and _SpellsCheckSelf is true>>
You realise that now would be a good time to try and take the book. <I>And get out of this wardrobe before Reagan casts anything else.</i><br>
<br>
<<ActionsHeader>>
<<link "[Spell: Sleep & Forget] Cast Sleep & Forget" "HotelRoomWardrobe">><<set $HotelRoomWardrobe to "Cast">><</link>><br>
<<else>>
You realise that now would be a good time to try and take the book. <I>And get out of this wardrobe before Reagan casts anything else.</i><br>
<br>
For the briefest moments, you consider casting the forget spell on Reagan. Then it dawns on you. You curse your lack of planning - you can't cast a spell as a man.<br>
<br>
Instead, you stare out at her, sitting on the bed alone. For a moment, she returns to looking out of the window.<br>
<br>
Then suddenly she buries her face in one of the pillows. You hear a muffled scream through the fabric of the bed linen.<br>
<br>
Silence returns to the room. Reagan sits up, taking a deep breath. She re-arranges her hair, then picks up her school satchel and leaves.<br>
<br>
Seizing your opportunity for escape, you wait only a minute before opening the wardrobe and quickly exiting the room.<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "HotelFirstFloor">><<set $HotelRoomWardrobe to undefined>><</link>>
<</if>>
<<else>>
You stare at Reagan, as she sits on the bed alone. For a moment, she returns to looking out of the window, idle.<br>
<br>
Then suddenly she buries her face in one of the pillows. You hear a muffled scream through the fabric of the bed linen.<br>
<br>
Silence returns to the room. Reagan sits up, taking a deep breath. She re-arranges her hair, then picks up her school satchel and leaves.<br>
<br>
Seizing your opportunity for escape, you wait only a minute before opening the wardrobe and quickly exiting the room.<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "HotelFirstFloor">><<set $HotelRoomWardrobe to undefined>><</link>>
<</if>>
<</if>><b>Charlton Hotel - Room 104</b><br>
<img src="./images/Hotel_Room104.png"><br>
<br>A well-kept room with a carved wooden bed and thick carpet, where the scent of polish lingers and the bathroom light hums faintly behind a half-closed door.<br>
<<include "EventsHotelRoom104">>
<<if _currentEvent is undefined>>
<br>
<<ActionsHeader>>
[[Return to the corridor->HotelFirstFloor]]
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<if _currentEvent is "AndreaJobEvening">>
<<CheckFirst "HotelLobbyWorkEvening">>
<<if _CheckFirst is false>>
<Br>
You climb the stairs, freshly folded sheets in your arms, and follow the hallway to Room 104. The door is slightly ajar, like he’s expecting you.<Br>
<br>
You knock gently. “Housekeeping.”<Br>
<br>
A voice calls out from inside. “Come in!”<Br>
<br>
You push the door open and step into a modest but well-kept room. A suited man in his late forties is lying on the bed, phone pressed to his ear. He offers you a distracted smile as he continues his call. <Br>
<br>
“No, the northern routes are fine. It’s Charlton I’m focused on. The grain yield’s higher than projections, and the locals don’t know what they’ve got. I’ll close the deal by Thursday. Easy.”<Br>
<br>
He chuckles, “Little town, but it’s a favourite. Always enjoy my visits.” He glances over at you again. “The hotel staff are so attentive.”<Br>
<br>
You nod politely. Standing. Waiting.<Br>
<br>
He finishes his call and puts the phone down on the receiver. “Supply chain,” he explains, flashing a polished smile. “This town ships out enough wheat and grain to keep a dozen cities moving. Most folks don’t realise how important Charlton is.”<br>
<br>
He pulls at his tie, clearly proud of himself. “But I do.”<Br>
<br>
As you look back at him, he returns your gaze like he’s expecting a reaction. Approval, maybe. Admiration, even. His hand still rests near the phone. Casually over a crumpled set of notes lying on the bedside table.<br>
<<else>>
<Br>
Room 104 again.<Br>
<br>
You recognise the door before you even check the number. Fresh laundry in your arms, you knock softly. “Housekeeping.”<Br>
<br>
A familiar voice answers. “Come in!”<Br>
<Br>
You push the door open. Same man. Same room. He’s lounging on the bed in his shirt, phone pressed to his ear, tie loose and collar undone.<br>
<br>
“No, Charlton’s the one to focus on,” he says into the receiver. “Yield’s up, locals aren’t asking questions. As long as the contracts keep getting signed, I’ll keep coming in.”<Br>
<br>
His eyes flick to you as you stand there. “Good staff here,” he adds, still on the call. “Very accommodating.”<Br>
<br>
As he ends the call, he stretches slightly. Fingers drumming on the side table, dangerously close to a small pile of crumpled notes.<br>
<br>
“Supply chain,” he says again, giving you a quick smile like he’s introducing himself anew. “I always say this town’s a bit of a secret. Feeds half a dozen counties and no one realises it.”<BR>
<br>
You nod, expression polite. You’ve heard the speech before. But he doesn’t seem to notice. He just watches you, expectant. Still waiting for admiration. Or something close to it.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<StatCheckOrientation "gt" 10 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Really compliment him">>
<<if _StatCheckOrientation is true>><<link _StatOrientationProbability "HotelLobbyWorkResponses">><<EventsCheckEnd "HotelRoom104" "AndreaJobEvening">><<CashFlow 2>><<set $HotelLobbyWorkResponses to "EveningFlirtPass">><</link>><br>
<<else>><<link _StatOrientationProbability "HotelLobbyWorkResponses">><<EventsCheckEnd "HotelRoom104" "AndreaJobEvening">><<set $HotelLobbyWorkResponses to "EveningFlirtFail">><<CashFlow 1>><<Orientation 1>><</link>><br><</if>>
<<link "Compliment him" "HotelLobbyWorkResponses">><<EventsCheckEnd "HotelRoom104" "AndreaJobEvening">><<set $HotelLobbyWorkResponses to "EveningCompliment">><<CashFlow 1>><<Feminity 1>><</link>><br>
<<link "Dismiss his bragging" "HotelLobbyWorkResponses">><<EventsCheckEnd "HotelRoom104" "AndreaJobEvening">><<set $HotelLobbyWorkResponses to "EveningDismiss">><<Feminity -1>><</link>><br>
<</if>><b>Hudson Farm - Entrance</b><br>
<img src="./images/HudsonFarm.png"><br>
<br>The entranceway to an inviting and homely farmhouse. The gravel pathway stretches up to the home. On the right hand side are horse stables. The serene Charlton countryside stretches out in the distance.<br>
<<CheckFirst "HudsonFarm">>
<<if _CheckFirst is false>>
<Br>
You stand on a dirt driveway, looking up the short path to a detached brick farmhouse. Hay bales are stacked up neatly against it. You hear the sounds of horses inside the stables to the right. Signs of farm work can be seen, with wheelbarrows and pitchforks littered across the property. But it looks immaculate, as if great care has been made to make it pristine and considered in spite of the manual labour that clearly takes place here.<Br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Walk up to the front door" "HudsonFarmFrontDoor">><<AddFirst "HudsonFarm">><</link>><br>
<<QuestState "Quest31">>
<<if _QuestState is 2>>
<s>Get a ride back to your street</s> - <i>You should finish helping Britney with the planning.</i><Br>
<<else>>
<<link "Get a ride back to your street" "Travel">><<AddFirst "HudsonFarm">><<TimeChange>><</link>>
<</if>><b>Hudson Farm - Front Door</b><br>
<img src="./images/HudsonFarm_FrontDoor.png"><br>
<br>The brick house stands in front of you, its rustic features and aging brick adding to its charm. Through the windows either side of the front door you can see the faint shapes of a living room and kitchen.<Br>
<<CheckFirst "HudsonFarmFrontDoor">>
<<if _CheckFirst is false>>
<Br>You stand outside the Hudson farmhouse, taking it in. It seems peaceful and homely. The rustic charm of it isn’t lost on you, but you can’t help but strain when you try to picture Britney living here. It feels all too wholesome for someone like her.<Br>
<</if>>
<Br>
<<ActionsHeader>>
<<QuestState "Quest31">>
<<if _QuestState lt 3>>
<<CheckFirst "HudsonFarmFrontDoor">>
<<if _CheckFirst is false>>
<<link "Ring the doorbell" "HudsonFarmFrontDoorBell">><<AddFirst "HudsonFarmFrontDoor">><</link>><br>
<<else>>
<<link "Go to the kitchen" "HudsonFarmKitchen">><</link>><bR>
<</if>>
<<LocationKnownCheck "HudsonFarmBarn">>
<<if _LocationKnownCheck is true>><<link "Go to the stables" "HudsonFarmBarn">><</link>><br><</if>>
<</if>>
<<link "Go back to the entrance" "HudsonFarm">><<AddFirst "HudsonFarmFrontDoor">><</link>><br>You press the small doorbell at the side of the door and hear the chime of a bell being struck from within. After a few moments you hear steps approaching the door and it opens.<br>
<Br>
A woman looks out to you, her posture straight and unyielding. She’s in her early fifties, with sharp cheekbones and cool hazel eyes that assess you. Her hair, a fading honey-blonde, is pinned back in a neat twist that gives her an air of impatient tidiness. A cardigan the colour of wet stone clings to her shoulders, and her boots are still dusted with straw, as if she’s come straight from the yard. <Br>
<br>
Margaret Hudson, you deduce. Britney’s mother.<Br>
<Br>
“Yes,” she barks. “Can I help you?”<Br>
<Br>
You take a gulp. “I’m here for the planning meeting. For Catherine’s Hen Night.”<BR>
<br>
<<if $PlayerCharacter.cheerleader is true>>
Her eyes glow bright with recognition. “Oh, you’re Emily? Lovely to meet you. I hear you’ve taken over from Christina as the head cheerleader? Quite a surprise that she quit the team. Although, trying to get my daughter to do anything beyond her make-up is a task the best of us struggle with.”<BR>
<Br>
She gestures to the hallway, giving you a smile. “Don’t just stand there. Come in! We’re in the kitchen.”<Br>
<<else>>
Her eyes narrow. “Oh. And who might you be?”<Br>
<Br>
“Emily,” you reply. “Emily Phillips. I’m friends with Britney. But Catherine invited me.”<Br>
<Br>
The woman scowls as she looks you up and down, but after a moment a sigh escapes her lips. “How nice of Catherine. Very well. Come in. You’ll have to stand. We don’t have seats for everyone. It’s like the young farmer’s club night in there.”<BR>
<Br>
She gestures to the hallway with a snap of her hand. “Don’t just stand there. In you go.”<Br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Go to the kitchen" "HudsonFarmKitchen">>
<<NPCKnown "Margaret">><<QuestTracker "Quest31" 1>>
<<SetNPCLocation "Catherine" $dayCurrent $periodCurrent "HudsonFarmKitchen">>
<<SetNPCLocation "Stacey" $dayCurrent $periodCurrent "HudsonFarmKitchen">>
<<SetNPCLocation "Reagan" $dayCurrent $periodCurrent "HudsonFarmKitchen">>
<<SetNPCLocation "Thomas" $dayCurrent $periodCurrent "HudsonFarmKitchen">>
<<SetNPCLocation "Britney" $dayCurrent $periodCurrent "HudsonFarmKitchen">>
<</link>><b>Hudson Farm - Kitchen</b><br>
<img src="./images/HudsonFarm_Kitchen.png"><br>
<Br>A charming rural kitchen, decorated to resemble a working farm. But the white goods are pristine and new, the gaps in the cupboards by design.<Br>
<<CheckFirst "HudsonFarmKitchen">>
<<if _CheckFirst is false>>
<br>
You walk into the kitchen to find a hub of activity. Sitting at the table is a group of faces, some you recognise, some you don’t. <BR>
<bR>
Sitting at the head of the table is a man reading a copy of the Charlton Gazette, ignoring the bustle with an amused grin. In his late fifties, he has a full head of greying hair and a face that bears deep laugh lines at the eyes. He has a strong build, with broad shoulders and solid hands, but softened by age. He’s dressed in a well-worn jumper and shirtsleeves rolled to the forearms.<Br>
<BR>
<<NPCKnownCheck "Catherine">>
<<if _NPCKnownCheck is true>>
Then, doing washing up by the sink, is Catherine. Wearing a long flowing skirt and a loose blouse, her long hair hanging free down her shoulders. She gives you a smile when she sees you.<Br>
<<else>>
Then, doing washing up by the sink, is a woman in her late twenties. She has a warm, expressive face and an almost effortless beauty. Her hair falls in loose waves around her shoulders. She wears a long flowing skirt and a loose blouse. She gives you a polite smile when she sees you.<Br>
<</if>>
<Br>
<<if $PlayerCharacter.cheerleader is true>>
And sitting at the table are the more familiar faces. Britney, Stacey and Reagan. Britney grins when she sees you. Stacey smiles nervously. And Reagan glares.<Br>
<<else>>
And sitting at the table are the more familiar faces. Britney, Stacey and Reagan. Britney gulps when she sees you. Stacey’s eyes widen. And Reagan’s mouth drops.<Br>
<Br>
“What is she doing here?” Reagan spits.<br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Talk to the group" "HudsonFarmKitchenPlanningMeeting">><<AddFirst "HudsonFarmKitchen">><</link>>
<<else>>
<<NPCPresent "Margaret">>
<<if _NPCPresent is true>><br>Margaret stands at the kitchen worktop, simultaneously washing dishes as she prepares food.<Br><</if>>
<<QuestState "Quest31">><<NPCLocationCheck "Marc">><<CheckFirst "HudsonFarmKitchenMarcNudge">>
<<if _QuestState gte 2 and _NPCLocationCheck is "HudsonFarmBarn" and _CheckFirst is false>>
<br>
Through the window over the sink you can see Marc out at the stables, brushing down a horse. If he really does have the final say, it might be worth a word before everyone sits back down.<br>
<</if>>
<br>
<<ActionsHeader>>
<<NPCPresent "Margaret">>
<<if _NPCPresent is true>><<link "Talk to Margaret" "HudsonFarmKitchenMargaretDialogue0">><<StartConversation "Margaret" "HudsonFarmKitchen">><<AddFirst "HudsonFarmKitchenMarcNudge">><</link>><br>
<<SpellsCheckSelf "Identify">><<AlreadyIdentified "Margaret">>
<<if _AlreadyIdentified is false and _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Identify] Cast Identify on Margaret" "SpellIdentify">><<CastIdentify "Margaret" "HudsonFarmKitchen" "the kitchen">><<SpellIdentified "Margaret">><<AddFirst "HudsonFarmKitchenMarcNudge">><</link>><br><</if>>
<</if>>
<<QuestState "Quest31">>
<<if _QuestState gte 2>>
<<link "Go to the garden" "HudsonFarmGarden">><<AddFirst "HudsonFarmKitchenMarcNudge">><</link>><br>
<<link "Go to Britney's room" "HudsonFarmBritneysBedroom">><<AddFirst "HudsonFarmKitchenMarcNudge">><</link>><br>
<<link "Go to the living room" "HudsonFarmLivingRoom">><<AddFirst "HudsonFarmKitchenMarcNudge">><</link>><br>
<<link "Go out to the stables" "HudsonFarmBarn">><<AddFirst "HudsonFarmKitchenMarcNudge">><</link>><br>
<<link "Reconvene with the planning committee" "HudsonFarmKitchenPlanningMeeting">>
<<AddFirst "HudsonFarmKitchenMarcNudge">>
<<set $HudsonFarmKitchenPlanningMeeting to "Reconvene">>
<<TimeChange>>
<<SetPCState "drugged" false>>
<<SetNPCLocation "Stacey" $dayCurrent $periodCurrent "HudsonFarmKitchen">>
<<SetNPCLocation "Catherine" $dayCurrent $periodCurrent "HudsonFarmKitchen">>
<<SetNPCLocation "Reagan" $dayCurrent $periodCurrent "HudsonFarmKitchen">>
<<SetNPCLocation "Thomas" $dayCurrent $periodCurrent "HudsonFarmKitchen">>
<<SetNPCLocation "Britney" $dayCurrent $periodCurrent "HudsonFarmKitchen">>
<<SetNPCLocation "Marc" $dayCurrent $periodCurrent "HudsonFarmKitchen">>
<</link>><br>
<</if>>
<<link "Go out to the front door" "HudsonFarmFrontDoor">><<AddFirst "HudsonFarmKitchenMarcNudge">><</link>>
<</if>><<switch $HudsonFarmKitchenPlanningMeeting>>
<<case undefined>>
<<if $PlayerCharacter.cheerleader is true>>
“Oh hi Em!” Britney exclaims as she stands and rushes over to give you a hug, but stops short as she reaches out, instantly making it awkward. She quickly releases you and turns back to the table. “Thanks for coming. Dad, this is Emily. She’s the new head of the cheerleaders.”<br>
<Br>
Britney’s father smiles to you with the grace of someone used to Britney’s surprises. “Call me Thomas.”<Br>
<BR>
“And this is Catherine!” Britney continues, pointing over to the sink. “Em has offered to help with the planning. Isn’t that swell?” <Br>
<Br>
Catherine looks at you with bemusement, but smiles. “Nice to meet you, Emily. Welcome.”<Br>
<Br>
There is a brush of a figure past you and Britney’s mother bounds in, over towards the sink. Britney takes in a deep breath. “And you’ve met my mother,” she says with more restraint.<Br>
<Br>
Margaret moves to the side of Catherine, inspecting the spotless dishes she’s cleaned on the drying rack. Without missing a beat, she picks one up and begins wiping it down with a dishcloth. “Yes, Britney. We’ve met. Though you could have informed me that we’d have more guests this morning than the county fair.”<Br>
<Br>
“Margaret,” you hear Britney’s father quietly say.<Br>
<Br>
She looks back at him with a disapproving look but says nothing. Instead, she pushes Catherine aside as she puts the newly cleaned dish back, looking just the same as when she picked it up.<Br>
<Br>
For a split second you see everyone’s attention drift from you to behind you. “Got a full house this morning,” you hear.<Br>
<<else>>
“I invited her,” Catherine states with plain conviction. “She offered to help Britney. Isn’t that nice of her?”<Br>
<Br>
Catherine’s eyes meet with Reagan’s, narrowing as if to dare. Reagan looks back at you, scowling, but remains silent. You see Stacey glance over at Britney, who keeps her head down to avoid eye contact.<Br>
<Br>
Giving you a reassuring smile, Catherine moves over to give you a friendly hug. “Thanks for coming,” she tells you. “I think you know the girls.” Her eyes flick to the man at the head of the table. “This is my father-in-law to be, Thomas Hudson.”<BR>
<Br>
Britney’s father smiles to you with the grace of someone used to surprises in his household. “Pleasure to meet you.”<Br>
<Br>
There is a brush of a figure past you and Britney’s mother bounds in, over towards the sink. Catherine takes in a deep breath. “And you’ve met Marc’s mother,” she says with more restraint.<Br>
<Br>
Margaret moves to the kitchen sink, inspecting the spotless dishes cleaned on the drying rack. Without missing a beat, she picks one up and begins wiping it down with a dishcloth. “Yes, Catherine. We’ve met. Though you could have informed me that we’d have more guests this morning than the county fair.”<Br>
<Br>
“Margaret,” you hear Britney’s father quietly say.<Br>
<Br>
She looks back at him with a disapproving look but says nothing. Instead, she puts the newly cleaned dish back, looking just the same as when she picked it up.<Br>
<Br>
For a split second you see everyone’s attention drift from you to behind you. “Got a full house this morning,” you hear.<Br>
<</if>>
<br>
<<NPCKnownCheck "Marc">>
<<if _NPCKnownCheck is true>>
You turn to see a familiar face grinning back at you. The tall, broad-shouldered presence of Marc Hudson. His blue-green eyes boring into you.<Br>
<Br>
“Marc,” he states before you can react. “Pleasure to meet you.”<BR>
<Br>
He moves casually around the kitchen table and kisses Catherine on the cheek. “Going to leave you to it,” he says. “Got to muck out the horses. Let me know where you get to.”<Br>
<<else>>
You turn to see a tall, broad-shouldered man looking back at you. He has sun-worn skin and a freckled complexion that softens his otherwise solid build. His hair is a sun-faded mix of sandy brown and pale blonde, his eyes light blue-green. He has a rounded nose and an easy smile, giving him the hint of boyishness beneath his weathered exterior.<bR>
<Br>
“And this is my big brother, Marc,” Britney states sullenly, with a pout. <BR>
<Br>
“Marc,” he states to you, grinning. He reaches out for your hand and wraps his fingers around yours in a shake without asking. You feel his rough hands press against your skin. “Pleasure to meet you.”<Br>
<Br>
Letting go, he moves casually around the kitchen table and kisses Catherine on the cheek. “Going to leave you to it,” he says. “Got to muck out the horses. Let me know where you get to.”<Br>
<</if>>
<Br>
Catherine smiles sweetly back at him as he moves to the door. His eyes linger on you for a moment, but not enough for anyone to notice. “Good luck,” he mutters to his father, clapping him on the shoulder before he exits.<bR>
<Br>
<<ActionsHeader>>
<<link "Sit at the table" "HudsonFarmKitchenPlanningMeeting">><<set $HudsonFarmKitchenPlanningMeeting to "Sit">><<NPCKnown "Marc">><<NPCKnown "Thomas">><<NPCKnown "Reagan">><<NPCKnown "Stacey">><<LocationKnown "HudsonFarmBarn">><</link>>
<<case "Sit">>
As you sit down, Britney looks around the table, her lip grimacing as all eyes rest on her. Britney’s mother continues to scrub the dishes that Catherine has washed, but you sense she’s listening to every word.<Br>
<Br>
“Alright,” Britney says. “I guess we can get started.” Her eyes flick to Reagan. “If that’s okay with you?” Then they turn to Catherine. “And who?”<Br>
<Br>
“Really Britney,” you hear her mother say. “You don’t need permission. Just get started.”<bR>
<Br>
Britney winces but continues. “Yeah. Okay mum. Time to start.”<Br>
<Br>
She spreads her hands across the kitchen table, drumming her sparkling fingernails on the wood. “So. The date’s locked in. That’s right, Catherine?” Once she gets a warm smile of approval, Britney relaxes. “Okay. Job one done!”<Br>
<Br>
“Now,” she continues. “We need to think of activities!” Her eyes wander over to Catherine, widening. “Why don’t we make some cotton candy cocktails and play some truth or dare?”<Br>
<BR>
There is a tut of disapproval from the kitchen sink. “This isn’t a sorority party, Britney,” her mother chides. “Why don’t you do something refined. Like high tea?”<Br>
<Br>
Britney gulps and looks around the table. Reagan smiles when she meets Britney’s eyes. “She’s right, you know,” she comments. “We want to show your sister-in-law the Charlton way, don’t we?”<Br>
<Br>
Reagan looks to Catherine, who smiles politely but says nothing. Meanwhile, Britney just frowns, looking to Stacey next for aid.<Br>
<br>
“Maybe they’re right,” Stacey says. “I don’t know if alcohol agrees with me.”<Br>
<Br>
“Not to mention your waist,” Britney’s mother interjects. “Catherine needs to fit into a wedding dress. Some of us haven’t got your self-assurance to carry a few extra pounds without caring about how we look.”<Br>
<Br>
Britney’s eyes drift down to her top, her slim waist on display underneath her cropped T-shirt. When she looks up, her eyes meet yours. Pleading for guidance.<Br>
<Br>
<<ActionsHeader>>
<<CompulsionCheck "TheAppeaser">>
<<if _CompulsionCheck is true>><span class="compulsion">[The Appeaser] </span> <s>Support her choice of cocktails</s> - <i>You feel compelled to agree with Margaret</i><br>
<<else>><<link "Support her choice of cocktails" "HudsonFarmKitchenPlanningMeeting">><<set $HudsonFarmKitchenPlanningMeeting to "SupportBritney">><</link>><Br><</if>>
<<link "Agree with Reagan and Margaret" "HudsonFarmKitchenPlanningMeeting">><<set $HudsonFarmKitchenPlanningMeeting to "SupportMargaret">><</link>><Br>
<<case "SupportBritney">>
“I think cocktails is a great idea,” you tell her. “And some truth or dare will bring some fun to the evening.”<Br>
<Br>
Reagan and Margaret both turn to look at you simultaneously, glaring. Margaret looks particularly incensed, gripping the plate she’s cleaning with enough force that you can almost hear it start to crack.<Br>
<Br>
“Maybe that’s what they do where you come from,” she says as she tries to restrain her irritation. “But in Charlton, a hen’s do is the time for the bride to reflect. Not have a night of indulgence before she gets married.”<Br>
<BR>
Reagan smiles at hearing the words. A cold smile, directed fully back at you. <Br>
<Br>
“Come on, Margaret,” you hear Catherine interject. “We can balance tradition with a little fun, can’t we?”<Br>
<Br>
Britney’s mother turns her steel gaze to her future daughter-in-law. You can see her take a deep breath, doubling her efforts to hold herself back. <Br>
<Br>
“It’s not the Charlton way, Catherine,” she says, sighing deeply. “It might be your night, but you need to consider your reputation now you’re joining our family.”<Br>
<Br>
Catherine looks up at Margaret, her polite smile morphing into a forced expression. She says nothing, but neither does Britney’s mother. Their eyes lock, boring into each other.<Br>
<Br>
“I think we could all do with a nice cup of tea,” Britney’s father suddenly says, looking up from his newspaper. “Might be nice to take a break in the garden as we have lunch.”<Br>
<Br>
Margaret looks back at her husband, her eyebrows rising. He meets her eyes before continuing. “There’s no sense in having a debate when Marc hasn’t approved it. It is the groom who has the final word, after all.” A smile spreads across his face as he looks at his wife. “That is the Charlton way.”<Br>
<Br>
The tension in the air dissipates just slightly. You see Britney taking a deep breath. “Great,” she says, nervousness in her voice. “A break. I’ll go to my room to write-up our notes. That’s what a meeting planner does, don’t they?”<Br>
<Br>
“Don’t shirk your own responsibilities here, Thomas,” Margaret says with a measure of restraint. “You get a final say too.”<Br>
<Br>
He looks around the faces at the table with a small smile. “Don’t I know it. I’ll be in the living room,” Thomas says. “Let you girls continue the discussion.”<Br>
<Br>
Chairs creak as they are pushed back. You watch Catherine, Stacey and Reagan walk out towards the back of the house, offering you an appreciative smile, a nervous twitch and a glare respectively. Meanwhile, Britney heads out into the hallway and her father crosses it into the living room.<Br>
<Br>
Marc drains his tea, pushes back his chair and heads out the back door towards the stables.<Br>
<Br>
Margaret stares back at you for a moment longer, then turns to the kitchen and begins cutting up bread for sandwiches. The knife cuts sharp and vigorous. <Br>
<Br>
<<ActionsHeader>>
<<link "Get up from the kitchen table" "HudsonFarmKitchen">>
<<SetNPCLocation "Stacey" $dayCurrent $periodCurrent "HudsonFarmGarden">>
<<SetNPCLocation "Catherine" $dayCurrent $periodCurrent "HudsonFarmGarden">>
<<SetNPCLocation "Reagan" $dayCurrent $periodCurrent "HudsonFarmGarden">>
<<SetNPCLocation "Thomas" $dayCurrent $periodCurrent "HudsonFarmLivingRoom">>
<<SetNPCLocation "Britney" $dayCurrent $periodCurrent "HudsonFarmBritneysBedroom">>
<<SetNPCLocation "Marc" $dayCurrent $periodCurrent "HudsonFarmBarn">>
<<QuestTracker "Quest31" 2>>
<<SetFlag "BritneyInitiallyAgreed">>
<</link>>
<<case "SupportMargaret">>
“I think your mum might be right, Brit,” you tell her. “Maybe cocktails and truth or dare isn’t right for this town.”<BR>
<Br>
Reagan and Margaret both turn to look at you simultaneously, smiling. In particular, you catch Reagan raising an eyebrow as she meets your eyes. <Br>
<Br>
“See Britney,” Margaret says, satisfied. “Even someone new to our town understands that things operate differently here. In Charlton, a hen’s do is the time for the bride to reflect. Not have a night of indulgence before she gets married.”<Br>
<Br>
Britney winces, shrinking into her chair. “I just thought -”<BR>
<Br>
“That would be a Christmas gift,” Margaret interrupts. “You having a thought.”<Br>
<Br>
“Come on, Margaret,” you hear Catherine interject. “We can balance tradition with a little fun, can’t we?”<Br>
<Br>
Britney’s mother turns her steel gaze to her future daughter-in-law. You can see her take a deep breath, doubling her efforts to hold herself back. <Br>
<Br>
“It’s not the Charlton way, Catherine,” she says, sighing deeply. “It might be your night, but you need to consider your reputation now you’re joining our family.”<Br>
<Br>
Catherine looks up at Margaret, her polite smile morphing into a forced expression. She says nothing, but neither does Britney’s mother. Their eyes lock, boring into each other.<Br>
<Br>
“I think we could all do with a nice cup of tea,” Britney’s father suddenly says, looking up from his newspaper. “Might be nice to take a break in the garden as we have lunch.”<Br>
<Br>
Margaret looks back at her husband, her eyebrows rising. He meets her eyes before continuing. “There’s no sense in having a debate when Marc hasn’t approved it. It is the groom who has the final word, after all.” A smile spreads across his face as he looks at his wife. “That is the Charlton way.”<Br>
<Br>
The tension in the air dissipates just slightly. You see Britney taking a deep breath. “Great,” she says, nervousness in her voice. “A break. I’ll go to my room to write-up our notes. That’s what a meeting planner does, don’t they?”<Br>
<BR>
“Don’t shirk your own responsibilities here, Thomas,” Margaret says with a measure of restraint. “You get a final say too.”<Br>
<Br>
He looks around the faces at the table with a small smile. “Don’t I know it. I’ll be in the living room,” Thomas says. “Let you girls continue the discussion.”<Br>
<Br>
Chairs creak as they are pushed back. You watch Catherine, Stacey and Reagan walk out towards the back of the house, offering you an appreciative smile, a nervous twitch and a glare respectively. Meanwhile, Britney heads out into the hallway and her father crosses it into the living room.<Br>
<Br>
Marc drains his tea, pushes back his chair and heads out the back door towards the stables.<Br>
<Br>
Margaret stares back at you for a moment longer, then turns to the kitchen and begins cutting up bread for sandwiches. The knife cuts sharp and vigorous. <Br>
<Br>
<<ActionsHeader>>
<<link "Get up from the kitchen table" "HudsonFarmKitchen">>
<<SetNPCLocation "Stacey" $dayCurrent $periodCurrent "HudsonFarmGarden">>
<<SetNPCLocation "Catherine" $dayCurrent $periodCurrent "HudsonFarmGarden">>
<<SetNPCLocation "Reagan" $dayCurrent $periodCurrent "HudsonFarmGarden">>
<<SetNPCLocation "Thomas" $dayCurrent $periodCurrent "HudsonFarmLivingRoom">>
<<SetNPCLocation "Britney" $dayCurrent $periodCurrent "HudsonFarmBritneysBedroom">>
<<SetNPCLocation "Marc" $dayCurrent $periodCurrent "HudsonFarmBarn">>
<<QuestTracker "Quest31" 2>>
<<SetFlag "MargaretInitiallyAgreed">>
<</link>>
<<case "Reconvene">>
You sit down at the kitchen table, waiting patiently as the rest of the committee reconvenes. Catherine is first, taking a seat next to you with a pleasant smile. Then Stacey and Reagan, the former avoiding your eyes, the latter smiling with ice as she takes a seat. <Br>
<Br>
Mr. Hudson soon follows, nodding to the table before sitting down and turning to the back of the Charlton Gazette, viewing the tables of the local cricket league.<Br>
<Br>
The back door opens and Marc steps in, wiping his feet on the rug before his mother has a chance to make a comment. He flashes you a smile as you look at him.<Br>
<Br>
Britney stumbles in late, sheets of notepaper spilling out of her hands. “Sorry,” she mumbles as she takes a seat. “I got lost. In my notes.”<Br>
<Br>
Mrs. Hudson finally turns from the kitchen table and crosses her arms, looking back to the group. “Thank you, Britney. I’m sure we all had confidence that you managed to find your way downstairs in the house you grew up in.”<Br>
<Br>
Britney rolls her top lip as she blushes, but says nothing.<Br>
<Br>
“Now,” Mrs. Hudson continues. “Let’s make up for your tardiness. Come on along, Britney. Start the meeting. It is yours, after all.”<Br>
<Br>
Britney takes a deep breath, spreading her notes out in front of her. She looks around the group and smiles nervously. “Oh! Yeah! Totally. Let’s get started.”<Br>
<Br>
<<ActionsHeader>>
<<link "Listen to the group’s opinions" "HudsonFarmKitchenPlanningMeeting">><<set $HudsonFarmKitchenPlanningMeeting to "ListenGroup">><</link>>
<<case "ListenGroup">>
“I think we paused on setting the expectations of hen do,” Reagan leaps in as the first to speak. “And how Catherine’s should reflect tradition.”<br>
<Br>
Britney looks to her, wincing. “Yeah, I guess,” she mutters. “But come on, Reagan. We can have a little fun with it, can’t we? I spent hours finding a recipe for a pink drink!”<Br>
<Br>
“I’ve long since stopped trying to convince you not to waste your time, my dear,” Mrs. Hudson interjects. “But you should listen to your friend. This isn’t just about what you want.”<Br>
<Br>
“But I’m not thinking just about me,” Britney bemoans, pouting. “I was thinking about Catherine.”<Br>
<Br>
“Catherine’s new to Charlton,” Reagan says, taking over from Margaret. “You should be thinking of how you can help her.”<BR>
<Br>
Britney sucks in some air through her teeth, grimacing. She looks back between Reagan and her mother, then around the group searching for support.<Br>
<BR>
“Might want to listen to mum,” Marc says as she meets her eyes. “We don’t want a scandal, do we?”<Br>
<Br>
Mrs. Hudson titters. “Yes. No more scandals. Remember what I had to deal with, Britney, when you wore that belt to the young farmers club? I didn’t hear about anything else for weeks.”<BR>
<Br>
“It was a skirt, mum!” Britney exclaims. “I thought it looked cute.”<Br>
<Br>
“How many times do I have to tell you, dear. Thinking is not something that works for you. Best to leave it to the adults in the room. Or your more right-thinking friends.”<Br>
<Br>
Britney’s mouth drops open, but words fail to fall out. You see her eyes wide, glistening.<BR>
<Br>
“I’d like to hear what Britney thinks,” Catherine says in a quiet tone. Eyes turn to her, and she maintains her polite smile. “I did ask her to organise this.”<BR>
<Br>
Mrs. Hudson sighs. “Honestly, Catherine. Whilst I appreciate you trying to include Britney in the planning, this indulgence has gone on long enough.”<Br>
<Br>
“I said that Britney could make the final call,” Catherine replies, maintaining her firm tone. “And it is my hen do.”<BR>
<Br>
The faces of group turn towards Britney. She pushes herself further down into her seat, eyes searching around for guidance. First Reagan, then Stacey, then her mum. And finally, yours.<Br>
<Br>
<<ActionsHeader>>
<<link "Let Britney decide" "HudsonFarmKitchenPlanningMeeting">><<set $HudsonFarmKitchenPlanningMeeting to "BritneyDecide">><<SetFlag "BritneyIntervened">><</link>><Br>
<<link "Intervene for Catherine’s wishes" "HudsonFarmKitchenPlanningMeeting">><<set $HudsonFarmKitchenPlanningMeeting to "InterveneCatherine">><<SetFlag "IntervenedCatherine">><<ChangePersonalityStateNPC "Britney" "Normal">><</link>><Br>
<<link "Intervene for Margaret’s wishes" "HudsonFarmKitchenPlanningMeeting">><<set $HudsonFarmKitchenPlanningMeeting to "InterveneMargaret">><<SetFlag "IntervenedMargaret">><<ChangePersonalityStateNPC "Britney" "Normal">><</link>><Br>
<<case "BritneyDecide">>
You give Britney a polite nod, reassuring and yet firm. She holds your eyes, taking in a deep breath.<Br>
<Br>
<<CheckPersonalityState "Britney">>
<<if _PersonalityState is "Hardened">>
A measure of resolve breaks through the anxiety on Britney’s face. She looks back to her mother before speaking.<bR>
<Br>
“I think that we should do games and cocktails,” she says, quietly but resolved. “This is Catherine’s night. It would be so much fun, mum.” She crosses her arms to hug her body. “High tea is for old people.”<Br>
<Br>
Mrs. Hudson glares back at her daughter. The restraint of holding back her anger seems to consume her. “What?”<Br>
<Br>
Britney flinches under the gaze of her mother, but even as she stammers, she maintains her defiance. “I just think that Catherine deserves something sparkly. Not stuffy.” She looks over to Catherine, letting out a small smile. “There’s plenty of time for her to be a grown-up once she’s married.”<Br>
<Br>
Catherine returns her smile but keeps her words to herself. Britney seems to rise up in her chair at sharing a look with her though. Happy, if shaking with adrenaline.<Br>
<Br>
Mrs. Hudson sighs. “I should have expected nothing more from you. Fortunately, you don’t have the final say here.” She turns to Marc, raising an eyebrow. “What say you? Are you going to put a stop to this tomfoolery?”<Br>
<Br>
<<ActionsHeader>>
<<link "Listen to Marc" "HudsonFarmKitchenPlanningMeeting">><<set $HudsonFarmKitchenPlanningMeeting to "ListenMarcBritneyDecide">><</link>>
<<else>>
A sigh of defeat from Britney says it all. She looks down at the floor before speaking.<Br>
<Br>
“I think we should do high tea,” Britney mutters. “Like we always do. Catherine can see how things work around here.”<Br>
<Br>
Mrs. Hudson smiles with satisfaction at hearing her daughter's words. “Thank the lord. Really Britney, you’ll thank me when it’s your time to marry. Though lord knows where you’ll find a man with the patience to put up with you. That body will soon lose its draw with all the milkshakes you guzzle.” <Br>
<Br>
“Doesn’t Marc still have a say?” you hear Catherine interject. The group turns to look at her. You notice her flash a sad smile to Britney, beneath its forced expression a touch of disappointment. At seeing it, Britney looks away.<Br>
<Br>
Mrs. Hudson sighs. “Yes. Quite right.” She turns to Marc, raising an eyebrow. “What say you? Are you going to put a stop to this tomfoolery?”<BR>
<Br>
<<ActionsHeader>>
<<link "Listen to Marc" "HudsonFarmKitchenPlanningMeeting">><<set $HudsonFarmKitchenPlanningMeeting to "ListenMarcBritneyDecide">><</link>>
<</if>>
<<case "ListenMarcBritneyDecide">>
<<Flag "MarcWonOver">>
<<if _FlagReturn is true>>
Marc looks around the table, holding your eyes for a just a moment longer before moving past you. He grins. “I think we should do something that Catherine wants. I think high-tea can wait.”<BR>
<bR>
He looks back over the table at Catherine. She smiles at him, eyes gleaming.<Br>
<BR>
Mrs. Hudson, by contrast, pushes her nose up with her lip. “I see that stupidity is spreading like the measles in my children today.” She turns to look at her husband, who remains buried in the sports section of his paper. “Don’t you have an opinion on this charade, Thomas?”<Br>
<br>
<<Flag "ThomasWonOver">>
<<if _FlagReturn is true>>
Lifting his eyes from the paper, Mr. Hudson meets the glare of his wife. “I think we should let the children decide what they wish to do, dear.” Only then does he let his eyes flicker to you for a moment, before turning back to Margaret. “After all. The world is changing.”<bR>
<Br>
“The world is…” Mrs. Hudson spits. She looks around the table, now the one searching for support. Catherine smiles politely. Marc flashes her a boyish grin. Stacey keeps her head down and even Reagan remains silent.<Br>
<Br>
“Fine,” Margaret spits, turning back to the kitchen top and rinsing an already-clean glass. “If that is how you all wish to spend a day, far be it from me to stop you. I think this gathering is over. I need to wipe down the table.”<Br>
<Br>
The silence is broken only by chairs scraping back over the floor as the group silently stands and retreats from the kitchen. From beside you, Catherine gives you a warm smile and nods to the hallway.<Br>
<<else>>
Lifting his eyes from the paper, Mr. Hudson meets the glare of his wife. “I think we should let Marc decide what to do, dear. After all, he’ll be the head of the household soon.”<bR>
<Br>
“But…” Mrs. Hudson exclaims. She looks around the table, now the one searching for support. Catherine smiles politely. Marc flashes her a boyish grin. Stacey keeps her head down and even Reagan remains silent.<Br>
<Br>
“Fine,” Margaret spits, turning back to the kitchen top and rinsing an already-clean glass. “If that is how you all wish to spend a day, far be it from me to stop you. I think this gathering is over. I need to wipe down the table.”<Br>
<Br>
The silence is broken only by chairs scraping back over the floor as the group silently stands and retreats from the kitchen. From beside you, Catherine gives you a warm smile and nods to the hallway.<Br>
<</if>>
<<else>>
Marc looks around the table, holding your eyes for a just a moment longer before moving past you. He grins. “I think we shouldn’t break from tradition. High-tea it is.”<Br>
<Br>
He looks back over the table at Catherine. Her smile fades, catching his eye with disappointment.<Br>
<Br>
Mrs. Hudson, by contrast, smiles. “I see at least one of my children has inherited my common sense.” She turns to look at her husband, who remains buried in the sports section of his paper. “Don’t you agree, Thomas?”<Br>
<Br>
<<Flag "ThomasWonOver">>
<<if _FlagReturn is true>>
Lifting his eyes from the paper, Mr. Hudson meets the look of his wife. “Actually, I think we embrace some new with some old.” Only then does he let his eyes flicker to you for a moment, before turning back to Margaret. “After all. Catherine will soon be the mother of the family.”<Br>
<Br>
“The mother of the…” Mrs. Hudson spits. She looks around the table, now the one searching for support. Catherine smiles politely. Marc frowns at her, periodically looking back to his father. Stacey keeps her head down and even Reagan remains silent.<Br>
<BR>
“Fine,” Margaret spits, turning back to the kitchen top and rinsing an already-clean glass. “If that is how you all wish to spend a day, far be it from me to stop you. I think this gathering is over. I need to wipe down the table.”<Br>
<Br>
The silence is broken only by chairs scraping back over the floor as the group silently stands and retreats from the kitchen. From beside you, Catherine gives you a warm smile and nods to the hallway.<Br>
<<else>>
Lifting his eyes from the paper, Mr. Hudson meets the look of his wife. “I think we should let Marc decide what to do, dear. After all, he’ll be the head of the household soon.”<BR>
<Br>
Mrs. Hudson returns his look with a smile. “Quite right, too.” She looks around the table, maintaining her smile of victory. Catherine looks down, trying to hide disappointment. Marc flashes her a boyish grin. Stacey looks up with nervousness. Reagan grins with satisfaction.<Br>
<Br>
“Then it’s settled,” Margaret decrees. “High-tea and refined chatter to prepare for the wedding. Who knows Catherine. We might even persuade you on some baby names. I call this meeting adjourned.”<Br>
<BR>
The silence is broken only by chairs scraping back over the floor as the group stands and retreats from the kitchen. From beside you, Catherine gives you a defeated look and nods to the hallway.<BR>
<</if>>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Follow Catherine to the hallway" "HudsonFarmKitchenPlanningMeeting">>
<<set $HudsonFarmKitchenPlanningMeeting to "FollowCatherineBritneyDecide">>
<<PersuadeOutcome>>
<<if _PersuadeOutcome is "Both" or _PersuadeOutcome is "Marc" or _PersuadeOutcome is "Thomas">><<SetFlag "CatherineWanted">><</if>>
<</link>>
<<case "FollowCatherineBritneyDecide">>
You move into the hallway that leads to the front door, following Catherine. She turns to face you as she opens the front door, smiling back at you.<Br>
<Br>
<<PersuadeOutcome>>
<<if _PersuadeOutcome is "Both">>
“I don’t know what you said to Marc and his father,” she whispers back to you. “But I’m sure you had something to do with their support.” <BR>
<Br>
There is an appreciative smile thrust your way. You can only smile back to her, trying to avoid embellishing on your private time with Marc.<Br>
<Br>
“And Britney,” she continues without recognising your unease. “I didn’t think she had it in her. Your doing as well?” The smile comes again.<Br>
<Br>
“I just gave her a pep talk,” you reply.<Br>
<Br>
Catherine looks back to the kitchen briefly, raising an eyebrow. “Well it did the trick. I was wondering… would you like to come to the hen’s do? It feels only fair that you get to have some fun too.”<BR>
<BR>
You smile back as a reply, as you inwardly consider what a room full mostly of Charlton girls would be like. <Br>
<<elseif _PersuadeOutcome is "Marc">>
“I don’t know what you said to Marc,” she whispers back to you. “But I’m sure you had something to do with his support.” <BR>
<Br>
There is an appreciative smile thrust your way. You can only smile back to her, trying to avoid embellishing on your private time with Marc.<Br>
<br>
“And Britney,” she continues without recognising your unease. “I didn’t think she had it in her. Your doing as well?” The smile comes again.<Br>
<Br>
“I just gave her a pep talk,” you reply.<Br>
<Br>
Catherine looks back to the kitchen briefly, raising an eyebrow. “Well it did the trick. I was wondering… would you like to come to the hen’s do? It feels only fair that you get to have some fun too.”<Br>
<Br>
You smile back as a reply, as you inwardly consider what a room full mostly of Charlton girls would be like. <Br>
<<elseif _PersuadeOutcome is "Thomas">>
“I don’t know what you said to Marc’s father,” she whispers back to you. “But I’m sure you had something to do with his support.”<Br>
<Br>
There is an appreciative smile thrust your way. You can only smile back to her, remembering your conversation with Mr. Hudson.<Br>
<Br>
“And Britney,” she continues. “I didn’t think she had it in her. Your doing as well?” The smile comes again.<Br>
<Br>
“I just gave her a pep talk,” you reply.<Br>
<bR>
Catherine looks back to the kitchen briefly, raising an eyebrow. “Well it did the trick. I was wondering… would you like to come to the hen’s do? It feels only fair that you get to have some fun too.”<Br>
<Br>
You smile back as a reply, as you inwardly consider what a room full mostly of Charlton girls would be like. <br>
<<else>>
“Not exactly what I imagined my hen’s do being,” she whispers quietly. “But I don’t know what you said to Britney,” she continues with a fresh smile. “I didn’t think she had it in her. At least she stood up for herself. Your doing?”<Br>
<Br>
“I just gave her a pep talk,” you reply.<Br>
<Br>
Catherine looks back to the kitchen briefly, raising an eyebrow. “Well it did the trick. I was wondering… would you like to come to the hen’s do? I could do with the support.”<Br>
<Br>
You smile back as a reply, as you inwardly consider what a room full mostly of Charlton girls would be like. <Br>
<</if>>
<br>
<<Flag "CatherineWanted">>
<<if _FlagReturn is true>>
Before Catherine can say another word, Britney stumbles into the hallway, almost dropping the notes in her hand. “Oops!” she says, bumping off the wall. When she sees you, a beaming grin spreads across her face. “Oh, Em! That was so good!” <bR>
<Br>
Catherine looks between the two of you, giving you both a nod. “I’ll leave you girls to it. But I meant what I said. I’d love it if you could come.”<Br>
<Br>
She glides away with a grin, heading back to the garden. You watch her go, then turn to see Britney grinning at you.<Br>
<<else>>
Before Catherine can say another word, Britney skulks into the hallway, almost dropping the notes in her hand. “Oops!” she says, bumping off the wall. When she sees you, she smiles sadly. “I guess we’re going to have to do dumb teapots and cakes, after all.”<Br>
<Br>
Catherine looks between the two of you, giving you both a nod. “I’ll leave you girls to it. But I meant what I said. I’d love it if you could come.”<Br>
<Br>
She glides away, heading back to the garden. You watch her go, then turn to see Britney giving you a sad smile.<BR>
<</if>>
<br>
<<ActionsHeader>>
<<link "Talk to Britney" "HudsonFarmKitchenPlanningMeeting">><<set $HudsonFarmKitchenPlanningMeeting to "BritneyTalkBritneyDecide">><</link>>
<<case "BritneyTalkBritneyDecide">>
<<Flag "CatherineWanted">>
<<if _FlagReturn is true>>
Britney giggles as she leans in, trying to control her whisper. “Oh, Em! Did Catherine invite you too? We’re going to have so much fun! You should see the recipe for the cocktails. It’s got stuff in that I’ve been dying to try!” <Br>
<Br>
“And did you see mum’s face?” she continues, her smile never fading. “I’ve never stood up to her like that. It felt… tingly.”<Br>
<Br>
She giggles and bites her bottom lip until her smile fades. “Thanks Em. I don’t think I would have said anything if it wasn’t for you.” Her trademark pout returns, as her button-nose wrinkles up. “And maybe Reagan isn’t right all the time, after all.”<Br>
<<else>>
Britney leans in, trademark pout in full force. “I can’t believe we’ve got to drink tea at Catherine’s hen do. Lame. Even the cakes will be dull.” She gives you a quick frown. “Catherine did invite you too, didn’t she?"<Br>
<Br>
She takes a deep breath, sighing out as you see her brain working. “I can’t remember standing up to mum like that before, though. It felt… tingly.”<Br>
<Br>
She bites her bottom lip, lost in her thoughts. When she looks up at you, she offers a small smile. “Thanks Em. I don’t think I would have said anything if it wasn’t for you. It might not have done much, but it felt… good.” Her trademark pout returns, as her button-nose wrinkles up. “And maybe Reagan isn’t right all the time, after all.”<Br>
<</if>>
<bR>
“I’ve been meaning to talk to you about that,” you reply, sensing your moment. “About what’s planned. For the prom.”<Br>
<Br>
<<if $PlayerCharacter.cheerleader is true>>
Britney stares to you with a curious look. Her eyes drift along the hallway, to the garden where you see Stacey and Reagan lounging on the furniture. <Br>
<<else>>
Britney stares to you with a nervous look. Her eyes drift along the hallway, to the garden where you see Stacey and Reagan lounging on the furniture. <Br>
<</if>>
<Br>
“We shouldn’t talk about that here,” she mutters. “But come see me in private.” She gulps. “We can talk then.”<BR>
<Br>
“Britney!” you hear Mrs. Hudson’s voice bellow from the kitchen. “A word, please.”<Br>
<Br>
Britney looks back to you, rolling her eyes. “I better go see what she wants,” she mutters. “I’ll see you at school though, Em. Or come find me some other time.” She smiles. “And thanks. People aren’t so nice to me. Usually.”<Br>
<Br>
Giving you another smile, she skips into the kitchen. You look around, sensing it’s time for you to leave.<Br>
<Br>
<<ActionsHeader>>
<<link "Return to the front door" "HudsonFarmFrontDoor">>
<<QuestTracker "Quest31" 3>><<set $HudsonFarmKitchenPlanningMeeting to undefined>>
<<SetFlag "BritneyIntervened" false>>
<<SetFlag "IntervenedCatherine" false>>
<<SetFlag "IntervenedMargaret" false>>
<</link>>
<<case "InterveneCatherine">>
You give Britney a polite nod, then turn to the group. “I think that we should do what Catherine really wants. Some cocktails and games can’t hurt, can it?”<Br>
<Br>
Mrs. Hudson glares back at you. The restraint of holding back her anger seems to consume her. “What?”<Br>
<Br>
You flinch under the gaze of Britney’s mother, but continue to speak. “I just think that Catherine deserves something she wants.” You look over to Catherine, giving her a smile. “Not what Charlton wants.”<Br>
<Br>
Catherine returns the smile but keeps her words to herself. You look back to Britney. Her eyes are wide, but she pushes herself back into her seat.<Br>
<Br>
Mrs. Hudson sighs. “I should have expected nothing more from an outsider. Fortunately, you don’t have the final say here.” She turns to Marc, raising an eyebrow. “What say you? Are you going to put a stop to this tomfoolery?”<Br>
<Br>
<<ActionsHeader>>
<<link "Listen to Marc" "HudsonFarmKitchenPlanningMeeting">><<set $HudsonFarmKitchenPlanningMeeting to "ListenMarcInterveneCatherine">><</link>>
<<case "ListenMarcInterveneCatherine">>
<<Flag "MarcWonOver">>
<<if _FlagReturn is true>>
Marc looks around the table, holding your eyes for a just a moment longer as he grins. “I think we should do something that Catherine wants. High-tea can wait.”<bR>
<Br>
He looks back over the table at Catherine. She smiles at him, eyes gleaming.<Br>
<Br>
Mrs. Hudson, by contrast, pushes her nose up with her lip. “I see that stupidity is spreading like the measles in my children today.” She turns to look at her husband, who remains buried in the sports section of his paper. “Don’t you have an opinion on this charade, Thomas?”<Br>
<Br>
<<Flag "ThomasWonOver">>
<<if _FlagReturn is true>>
Lifting his eyes from the paper, Mr. Hudson meets the glare of his wife. “I think we should let the children decide what they wish to do, dear.” Only then does he let his eyes flicker to you for a moment, before turning back to Margaret. “After all. The world is changing.”<Br>
<Br>
“The world is…” Mrs. Hudson spits. She looks around the table, now the one searching for support. Catherine smiles politely. Marc flashes her a boyish grin. Stacey keeps her head down and even Reagan remains silent.<Br>
<Br>
“Fine,” Margaret spits, turning back to the kitchen top and rinsing an already-clean glass. “If that is how you all wish to spend a day, far be it from me to stop you. I think this gathering is over. I need to wipe down the table.”<Br>
<Br>
The silence is broken only by chairs scraping back over the floor as the group silently stands and retreats from the kitchen. From beside you, Catherine gives you a warm smile and nods to the hallway.<Br>
<<else>>
Lifting his eyes from the paper, Mr. Hudson meets the glare of his wife. “I think we should let Marc decide what to do, dear. After all, he’ll be the head of the household soon.”<bR>
<Br>
“But…” Mrs. Hudson exclaims. She looks around the table, now the one searching for support. Catherine smiles politely. Marc flashes her a boyish grin. Stacey keeps her head down and even Reagan remains silent.<Br>
<Br>
“Fine,” Margaret spits, turning back to the kitchen top and rinsing an already-clean glass. “If that is how you all wish to spend a day, far be it from me to stop you. I think this gathering is over. I need to wipe down the table.”<BR>
<Br>
The silence is broken only by chairs scraping back over the floor as the group silently stands and retreats from the kitchen. From beside you, Catherine gives you a warm smile and nods to the hallway.<Br>
<</if>>
<<else>>
Marc looks around the table, holding your eyes for a just a moment longer before moving past you. He grins. “I think we shouldn’t break from tradition. High-tea it is.”<BR>
<Br>
He looks back over the table at Catherine. Her smile fades, catching his eye with disappointment.<Br>
<BR>
Mrs. Hudson, by contrast, smiles. “I see at least one of my children has inherited my common sense.” She turns to look at her husband, who remains buried in the sports section of his paper. “Don’t you agree, Thomas?”<Br>
<BR>
<<Flag "ThomasWonOver">>
<<if _FlagReturn is true>>
Lifting his eyes from the paper, Mr. Hudson meets the look of his wife. “Actually, I think we embrace some new with some old.” Only then does he let his eyes flicker to you for a moment, before turning back to Margaret. “After all. Catherine will soon be the mother of the family.”<bR>
<Br>
“The mother of the…” Mrs. Hudson spits. She looks around the table, now the one searching for support. Catherine smiles politely. Marc frowns at her, periodically looking back to his father. Stacey keeps her head down and even Reagan remains silent.<Br>
<BR>
“Fine,” Margaret spits, turning back to the kitchen top and rinsing an already-clean glass. “If that is how you all wish to spend a day, far be it from me to stop you. I think this gathering is over. I need to wipe down the table.”<Br>
<Br>
The silence is broken only by chairs scraping back over the floor as the group silently stands and retreats from the kitchen. From beside you, Catherine gives you a warm smile and nods to the hallway.<Br>
<<else>>
Lifting his eyes from the paper, Mr. Hudson meets the look of his wife. “I think we should let Marc decide what to do, dear. After all, he’ll be the head of the household soon.”<BR>
<Br>
Mrs. Hudson returns his look with a smile. “Quite right, too.” She looks around the table, maintaining her smile of victory. Catherine looks down, trying to hide disappointment. Marc flashes her a boyish grin. Stacey looks up with nervousness. Reagan grins with satisfaction.<Br>
<Br>
“Then it’s settled,” Margaret decrees. “High-tea and refined chatter to prepare for the wedding. Who knows Catherine. We might even persuade you on some baby names. I call this meeting adjourned.”<BR>
<Br>
The silence is broken only by chairs scraping back over the floor as the group stands and retreats from the kitchen. From beside you, Catherine gives you a defeated look and nods to the hallway.<Br>
<</if>>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Follow Catherine to the hallway" "HudsonFarmKitchenPlanningMeeting">>
<<set $HudsonFarmKitchenPlanningMeeting to "FollowCatherineInterveneCatherine">>
<<PersuadeOutcome>>
<<if _PersuadeOutcome is "Both" or _PersuadeOutcome is "Marc" or _PersuadeOutcome is "Thomas">><<SetFlag "CatherineWanted">><</if>>
<</link>>
<<case "FollowCatherineInterveneCatherine">>
You move into the hallway that leads to the front door, following Catherine. She turns to face you as she opens the front door, smiling back at you.<Br>
<Br>
<<PersuadeOutcome>>
<<if _PersuadeOutcome is "Both">>
“I don’t know what you said to Marc and his father,” she whispers back to you. “But I’m sure you had something to do with their support.” <BR>
<Br>
There is an appreciative smile thrust your way. You can only smile back to her, trying to avoid embellishing on your private time with Marc.<Br>
<Br>
“I need to thank you for intervening,” she continues without recognising your unease. “I didn’t want to make a fuss, but high-tea isn’t exactly what I wanted for my hen’s do. I was wondering… would you like to come? It feels only fair that you get to have some fun too.”<Br>
<Br>
You smile back as a reply, as you inwardly consider what a room full mostly of Charlton girls would be like. <Br>
<<elseif _PersuadeOutcome is "Marc">>
“I don’t know what you said to Marc,” she whispers back to you. “But I’m sure you had something to do with his support.”<Br>
<BR>
There is an appreciative smile thrust your way. You can only smile back to her, trying to avoid embellishing on your private time with Marc.<Br>
<BR>
“I need to thank you for intervening,” she continues without recognising your unease. “I didn’t want to make a fuss, but high-tea isn’t exactly what I wanted for my hen’s do. I was wondering… would you like to come? It feels only fair that you get to have some fun too.”<Br>
<Br>
You smile back as a reply, as you inwardly consider what a room full mostly of Charlton girls would be like. <Br>
<<elseif _PersuadeOutcome is "Thomas">>
“I don’t know what you said to Marc’s father,” she whispers back to you. “But I’m sure you had something to do with his support.” <Br>
<br>
There is an appreciative smile thrust your way. You can only smile back to her, remembering your conversation with Mr. Hudson.<Br>
<Br>
“I need to thank you for intervening,” she continues without recognising your unease. “I didn’t want to make a fuss, but high-tea isn’t exactly what I wanted for my hen’s do. I was wondering… would you like to come? It feels only fair that you get to have some fun too.”<Br>
<Br>
You smile back as a reply, as you inwardly consider what a room full mostly of Charlton girls would be like. <Br>
<<else>>
“Not exactly what I imagined my hen’s do being,” she whispers quietly. “But thank you for intervening,” she continues without recognising your unease. “I didn’t want to make a fuss, but high-tea isn’t exactly what I wanted for my hen’s do. Even if it’s what I’m getting. I was wondering… would you like to come? I could do with the support.”<Br>
<Br>
You smile back as a reply, as you inwardly consider what a room full mostly of Charlton girls would be like. <BR>
<</if>>
<Br>
<<Flag "CatherineWanted">>
<<if _FlagReturn is true>>
Before Catherine can say another word, Britney stumbles into the hallway, almost dropping the notes in her hand. “Oops!” she says, bumping off the wall. When she sees you, a beaming grin spreads across her face. “Oh, Em! We’re getting some bubbles and games!” <Br>
<Br>
Catherine looks between the two of you, giving you both a nod. “I’ll leave you girls to it. But I meant what I said. I’d love it if you could come.”<Br>
<Br>
She glides away with a grin, heading back to the garden. You watch her go, then turn to see Britney grinning at you.<BR>
<<else>>
Before Catherine can say another word, Britney skulks into the hallway, almost dropping the notes in her hand. “Oops!” she says, bumping off the wall. When she sees you, she smiles sadly. “I guess we’re going to have to do dumb teapots and cakes, after all.” <Br>
<Br>
Catherine looks between the two of you, giving you both a nod. “I’ll leave you girls to it. But I meant what I said. I’d love it if you could come.”<Br>
<Br>
She glides away, heading back to the garden. You watch her go, then turn to see Britney giving you a sad smile.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Talk to Britney" "HudsonFarmKitchenPlanningMeeting">><<set $HudsonFarmKitchenPlanningMeeting to "BritneyTalkInterveneCatherine">><</link>>
<<case "BritneyTalkInterveneCatherine">>
<<Flag "CatherineWanted">>
<<if _FlagReturn is true>>
Britney giggles as she leans in, trying to control her whisper. “Oh, Em! Did Catherine invite you too? We’re going to have so much fun! You should see the recipe for the cocktails. It’s got stuff in that I’ve been dying to try!” <Br>
<Br>
Her smile fades slightly as you notice a gulp. “I don’t think mum is too happy. Thanks for stepping in, Em. I don’t think I would have had the guts to stand up to anyone like that.”<Br>
<Br>
She bites her bottom lip as her smile fully disappears. “Really, I think Catherine regrets asking me to help. If it wasn’t for you, she would have been eating scones at her hen’s do.” Her trademark pout returns, as her button-nose wrinkles up. “Maybe Reagan is right about me, after all.”<Br>
<<else>>
Britney leans in, trademark pout in full force. “I can’t believe we’ve got to drink tea at Catherine’s hen do. Lame. Even the cakes will be dull.” She gives you a quick frown. “Catherine did invite you too, didn’t she?”<Br>
<BR>
Her smile fades slightly as you notice a gulp. “I don’t think mum is too happy. Thanks for stepping in, Em. I don’t think I would have had the guts to stand up to anyone like that.”<BR>
<Br>
She bites her bottom lip as her smile fully disappears. “Really, I think Catherine regrets asking me to help. If it wasn’t for you, she would have been eating scones at her hen’s do.” Her trademark pout returns, as her button-nose wrinkles up. “Maybe Reagan is right about me, after all.”<Br>
<</if>>
<bR>
“I’ve been meaning to talk to you about that,” you reply, sensing your moment. “About what’s planned. For the prom.”<BR>
<Br>
<<if $PlayerCharacter.cheerleader is true>>
Britney stares to you with a curious look. Her eyes drift along the hallway, to the garden where you see Stacey and Reagan lounging on the furniture.<Br>
<<else>>
Britney stares to you with a nervous look. Her eyes drift along the hallway, to the garden where you see Stacey and Reagan lounging on the furniture.<Br>
<</if>>
<Br>
“We shouldn’t talk about that here,” she mutters. “But come see me in private.” She gulps. “We can talk then.”<Br>
<Br>
“Britney!” you hear Mrs. Hudson’s voice bellow from the kitchen. “A word, please.”<Br>
<Br>
Britney looks back to you, rolling her eyes. “I better go see what she wants,” she mutters. “I’ll see you at school though, Em. Or come find me some other time.” She frowns. “Guess I’ve got to listen to mum now, about who I’m friends with.”<Br>
<Br>
Giving you a sad smile, she skulks into the kitchen. You look around, sensing it’s time for you to leave.<BR>
<Br>
<<ActionsHeader>>
<<link "Return to the front door" "HudsonFarmFrontDoor">>
<<QuestTracker "Quest31" 3>><<set $HudsonFarmKitchenPlanningMeeting to undefined>>
<<SetFlag "BritneyIntervened" false>>
<<SetFlag "IntervenedCatherine" false>>
<<SetFlag "IntervenedMargaret" false>>
<</link>>
<<case "InterveneMargaret">>
You give Britney a polite nod, then turn to the group. “I think that we should do what Mrs. Hudson suggests. Tradition is important.”<Br>
<Br>
Mrs. Hudson smiles with satisfaction at hearing your words. “Thank the lord. Someone with sense around here. Really Britney, you could learn a lot from your new friend. You’ll need her when it’s your time to marry. Though lord knows where you’ll find a man with the patience to put up with you. That body will soon lose its draw with all the milkshakes you guzzle.” <Br>
<Br>
“Doesn’t Marc still have a say?” you hear Catherine interject. The group turns to look at her. You notice her flash a sad smile to Britney, beneath its forced expression a touch of disappointment. At seeing it, Britney looks away.<Br>
<Br>
Mrs. Hudson sighs. “Yes. Quite right.” She turns to Marc, raising an eyebrow. “What say you? Are you going to put a stop to this tomfoolery?”<Br>
<Br>
<<ActionsHeader>>
<<link "Listen to Marc" "HudsonFarmKitchenPlanningMeeting">><<set $HudsonFarmKitchenPlanningMeeting to "ListenMarcInterveneMargaret">><</link>>
<<case "ListenMarcInterveneMargaret">>
Marc looks around the table, holding your eyes for a just a moment longer as he grins. “I think we shouldn’t break from tradition. High-tea it is.”<BR>
<Br>
He looks back over the table at Catherine. Her smile fades, catching his eye with disappointment.<Br>
<Br>
Mrs. Hudson, by contrast, smiles. “I see at least one of my children has inherited my common sense.” She turns to look at her husband, who remains buried in the sports section of his paper. “Don’t you agree, Thomas?”<BR>
<Br>
Lifting his eyes from the paper, Mr. Hudson meets the look of his wife. “I think we should let Marc decide what to do, dear. After all, he’ll be the head of the household soon.”<Br>
<Br>
Mrs. Hudson returns his look with a smile. “Quite right, too.” She looks around the table, maintaining her smile of victory. Catherine looks down, trying to hide disappointment. Marc flashes her a boyish grin. Stacey looks up with nervousness. Reagan grins with satisfaction.<Br>
<Br>
“Then it’s settled,” Margaret decrees. “High-tea and refined chatter to prepare for the wedding. Who knows Catherine. We might even persuade you on some baby names. I call this meeting adjourned.”<Br>
<Br>
The silence is broken only by chairs scraping back over the floor as the group stands and retreats from the kitchen. From beside you, Catherine gives you a defeated look and nods to the hallway.<Br>
<Br>
<<ActionsHeader>>
<<link "Follow Catherine to the hallway" "HudsonFarmKitchenPlanningMeeting">><<set $HudsonFarmKitchenPlanningMeeting to "FollowCatherineInterveneMargaret">><</link>>
<<case "FollowCatherineInterveneMargaret">>
You move into the hallway that leads to the front door, following Catherine. She turns to face you as she opens the front door, forcing a polite smile.<BR>
<BR>
“Not exactly what I imagined my hen’s do being,” she whispers quietly. “I guess you’ve learned to fit in better than I have. High-tea it is.” She sighs, looking off to the side. “Now and forever.”<BR>
<Br>
Before Catherine can say another word, Britney stumbles into the hallway, almost dropping the notes in her hand. “Oops!” she says, bumping off the wall. When she sees you, she frowns with a hurt look of betrayal on her face.<Br>
<Br>
Catherine looks between the two of you, giving you both a nod. “I’ll leave you girls to it.”<Br>
<Br>
She glides away with a grin, heading back to the garden. You watch her go, then turn to see Britney turning her nose up at you.<Br>
<br>
<<ActionsHeader>>
<<link "Talk to Britney" "HudsonFarmKitchenPlanningMeeting">><<set $HudsonFarmKitchenPlanningMeeting to "BritneyTalkInterveneMargaret">><</link>>
<<case "BritneyTalkInterveneMargaret">>
Britney leans in, trademark pout in full force. “I didn’t think you’d vouch for tea and scones, Em. It’s so lame. Even the cakes will be dull.”<Br>
<Br>
She sighs, letting out some frustration. “At least mum is happy. I guess she’s right about me. Maybe they all are.”<Br>
<Br>
“Traditions are important, Brit,” you tell her. “You don’t want to rock the boat.”<Br>
<Br>
Britney takes in a deep breath, looking to the floor. “I just thought that you’d be on my side. But maybe you’re right. Maybe my side is…” she pouts, turning her tone to a mutter. “Everyone else’s.”<BR>
<Br>
“I’ve been meaning to talk to you about that,” you reply, sensing your moment. “About what’s planned. For the prom.”<Br>
<Br>
<<if $PlayerCharacter.cheerleader is true>>
Britney stares at you with a curious look. Her eyes drift along the hallway, to the garden where you see Stacey and Reagan lounging on the furniture. <BR>
<Br>
“I’ll go along with whatever the squad wants,” she says glumly. “I know my place.”<Br>
<<else>>
Britney stares to you with a nervous look. Her eyes drift along the hallway, to the garden where you see Stacey and Reagan lounging on the furniture. <Br>
<Br>
“I don’t think we should talk about that,” she murmurs. “I get in enough trouble just talking to you.”<BR>
<</if>>
<Br>
“Britney!” you hear Mrs. Hudson’s voice bellow from the kitchen. “A word, please.”<Br>
<Br>
Britney looks back to you, rolling her eyes. “I better go see what she wants,” she mutters. “I’ll see you around, Em.” She frowns. “Guess I’ve got to listen to mum now, about who I’m friends with.”<Br>
<Br>
Giving you a sad smile, she skulks into the kitchen. You look around, sensing it’s time for you to leave.<br>
<Br>
<<ActionsHeader>>
<<link "Return to the front door" "HudsonFarmFrontDoor">>
<<QuestTracker "Quest31" "fail">><<QuestOptionComplete "Quest30" 0 "britney">><<Quest30Reconcile>><<set $HudsonFarmKitchenPlanningMeeting to undefined>>
<<SetFlag "BritneyIntervened" false>>
<<SetFlag "IntervenedCatherine" false>>
<<SetFlag "IntervenedMargaret" false>>
<</link>>
<</switch>><<if $MargaretDialogue is undefined>>
Margaret looks back at you from the kitchen worktop, as she prepares food. “Yes?” she asks, her patience with your presence already waning.<Br>
<<else>>
Margaret continues to prepare food, eyes glancing back at you with irritation.<Br>
<</if>>
<Br>
<<ActionsHeader>>
<<DialogueSpoken "Margaret" "HenParty">>
<<if _Discussed is false>><<link "Ask about her view on the hen’s party" "MargaretDialogue">><<set $MargaretDialogue to "HenParty">><<DialogueDone "Margaret" "HenParty">><</link>><br><</if>>
<<DialogueSpoken "Margaret" "AskThomas">>
<<if _Discussed is false>><<link "Ask about Thomas" "MargaretDialogue">><<set $MargaretDialogue to "AskThomas">><<DialogueDone "Margaret" "AskThomas">><</link>><br><</if>>
<<DialogueSpoken "Margaret" "AskCatherine">>
<<if _Discussed is false>><<link "Ask about Catherine" "MargaretDialogue">><<set $MargaretDialogue to "AskCatherine">><<DialogueDone "Margaret" "AskCatherine">><</link>><br><</if>>
<<DialogueSpoken "Margaret" "AskBritney">>
<<if _Discussed is false>><<link "Ask about Britney" "MargaretDialogue">><<set $MargaretDialogue to "AskBritney">><<DialogueDone "Margaret" "AskBritney">><</link>><br><</if>>
<<DialogueSpoken "Margaret" "AskMarc">>
<<if _Discussed is false>><<link "Ask about Marc" "MargaretDialogue">><<set $MargaretDialogue to "AskMarc">><<DialogueDone "Margaret" "AskMarc">><</link>><br><</if>>
<<link "Say goodbye to Margaret and return to the kitchen" $ConversationExit>><<EndConversation "Margaret">><</link>><b>Hudson Farm - Living Room</b><br>
<img src="./images/HudsonFarm_LivingRoom.png"><br>
<Br>A homely living room, decorated in comfy furnishings. A warm fireplace crackles with burning wood, giving a gentle warmth to the space.<br>
<<NPCPresent "Thomas">>
<<if _NPCPresent is true>><br>Thomas rests in an armchair, reading his newspaper as he relaxes back into the soft chair.<Br><</if>>
<Br>
<<ActionsHeader>>
<<NPCPresent "Thomas">>
<<if _NPCPresent is true>><<link "Talk to Thomas" "HudsonFarmLivingRoomThomasDialogue0">><<StartConversation "Thomas" "HudsonFarmLivingRoom">><</link>><br><</if>>
<<link "Return to the kitchen" "HudsonFarmKitchen">><</link>><<if $ThomasDialogue is undefined>>
Thomas looks over the top of his newspaper as you approach, offering you a knowing smile. “Hello, my dear. Are you here to escape the chatter?”<br>
<<else>>
Thomas looks over his newspaper, waiting for you to speak.<Br>
<</if>>
<Br>
<<ActionsHeader>>
<<DialogueSpoken "Thomas" "HenParty">>
<<if _Discussed is false>><<link "Ask about his view on the hen’s party" "ThomasDialogue">><<set $ThomasDialogue to "HenParty">><<DialogueDone "Thomas" "HenParty">><</link>><br><</if>>
<<DialogueSpoken "Thomas" "AskMargaret">>
<<if _Discussed is false>><<link "Ask about Margaret" "ThomasDialogue">><<set $ThomasDialogue to "AskMargaret">><<DialogueDone "Thomas" "AskMargaret">><</link>><br><</if>>
<<DialogueSpoken "Thomas" "AskCatherine">>
<<if _Discussed is false>><<link "Ask about Catherine" "ThomasDialogue">><<set $ThomasDialogue to "AskCatherine">><<DialogueDone "Thomas" "AskCatherine">><</link>><br><</if>>
<<DialogueSpoken "Thomas" "AskBritney">>
<<if _Discussed is false>><<link "Ask about Britney" "ThomasDialogue">><<set $ThomasDialogue to "AskBritney">><<DialogueDone "Thomas" "AskBritney">><</link>><br><</if>>
<<DialogueSpoken "Thomas" "AskMarc">>
<<if _Discussed is false>><<link "Ask about Marc" "ThomasDialogue">><<set $ThomasDialogue to "AskMarc">><<DialogueDone "Thomas" "AskMarc">><</link>><br><</if>>
<<link "Say goodbye to Thomas and return to the kitchen" $ConversationExit>><<EndConversation "Thomas">><</link>><b>Hudson Farm - Garden</b><br>
<img src="./images/HudsonFarm_Garden.png"><br>
<br>A beautiful British garden, with flowers arranged perfectly. A set of garden furniture dominates the neatly cut grass.<br>
<<QuestState "Quest31">>
<<if _QuestState is 2>>
<Br>Catherine stands at the side of the garden, looking at flowers. Reagan sits at a white table with an umbrella. Stacey sits with her.<br>
<</if>>
<br>
<<ActionsHeader>>
<<NPCPresent "Catherine">>
<<if _NPCPresent is true>><<link "Talk to Catherine" "HudsonFarmGardenCatherineDialogue0">><<StartConversation "Catherine" "HudsonFarmGarden">><</link>><br>
<<SpellsCheckSelf "Identify">><<AlreadyIdentified "Catherine">>
<<if _AlreadyIdentified is false and _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Identify] Cast Identify on Catherine" "SpellIdentify">><<CastIdentify "Catherine" "HudsonFarmGarden" "the garden">><<SpellIdentified "Catherine">><</link>><br><</if>>
<</if>>
<<NPCPresent "Reagan">>
<<if _NPCPresent is true>><<link "Talk to Reagan and Stacey" "HudsonFarmGardenReaganDialogue0">><<StartConversation "Reagan" "HudsonFarmGarden">><</link>><br>
<<SpellsCheckSelf "Identify">><<AlreadyIdentified "Reagan">>
<<if _AlreadyIdentified is false and _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Identify] Cast Identify on Reagan" "SpellIdentify">><<CastIdentify "Reagan" "HudsonFarmGarden" "the garden">><<SpellIdentified "Reagan">><</link>><br><</if>>
<<SpellsCheckSelf "Identify">><<AlreadyIdentified "Stacey">>
<<if _AlreadyIdentified is false and _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Identify] Cast Identify on Stacey" "SpellIdentify">><<CastIdentify "Stacey" "HudsonFarmGarden" "the garden">><<SpellIdentified "Stacey">><</link>><br><</if>>
<</if>>
<<link "Return to the kitchen" "HudsonFarmKitchen">><</link>><<if $ReaganDialogue is undefined>>
As you approach, Reagan looks up from the table, glaring at you. Stacey, by contrast, keeps her head low, looking down at the table, consciously avoiding your eye.<Br>
<br>
<<if $PlayerCharacter.cheerleader is true>>
“Emily,” Reagan says flatly as you approach. Her eyes meet yours, as if readying herself to challenge whatever you have to say.<Br>
<<else>>
“I don’t know what you’re planning,” Reagan snarls quietly. “But I’m watching you. Don’t try anything around here.”<Br>
<</if>>
<<else>>
Reagan glares up at you, whilst Stacey looks away trying to avoid your eyes.<Br>
<</if>>
<Br>
<<ActionsHeader>>
<<DialogueSpoken "Reagan" "HenParty">>
<<if _Discussed is false>><<link "Ask about their views on the hen’s party" "ReaganDialogue">><<set $ReaganDialogue to "PlanningHenParty">><<DialogueDone "Reagan" "HenParty">><</link>><br><</if>>
<<DialogueSpoken "Reagan" "AskThomas">>
<<if _Discussed is false>><<link "Ask about Thomas" "ReaganDialogue">><<set $ReaganDialogue to "PlanningAskThomas">><<DialogueDone "Reagan" "AskThomas">><</link>><br><</if>>
<<DialogueSpoken "Reagan" "AskMargaret">>
<<if _Discussed is false>><<link "Ask about Margaret" "ReaganDialogue">><<set $ReaganDialogue to "PlanningAskMargaret">><<DialogueDone "Reagan" "AskMargaret">><</link>><br><</if>>
<<DialogueSpoken "Reagan" "AskBritney">>
<<if _Discussed is false>><<link "Ask about Britney" "ReaganDialogue">><<set $ReaganDialogue to "PlanningAskBritney">><<DialogueDone "Reagan" "AskBritney">><</link>><br><</if>>
<<DialogueSpoken "Reagan" "AskMarc">>
<<if _Discussed is false>><<link "Ask about Marc" "ReaganDialogue">><<set $ReaganDialogue to "PlanningAskMarc">><<DialogueDone "Reagan" "AskMarc">><</link>><br><</if>>
<<link "Say goodbye and return to the garden" $ConversationExit>><<EndConversation "Reagan">><</link>><<if $CatherineDialogue is undefined>>
Catherine walks idly down the edge of the grass, looking at the flowerbed with interest. As you approach she smiles sweetly. “Oh. Hello.”<br>
<<else>>
Catherine smiles sweetly back at you, waiting for you to speak.<Br>
<</if>>
<Br>
<<ActionsHeader>>
<<DialogueSpoken "Catherine" "HenParty">>
<<if _Discussed is false>><<link "Ask about her view on the hen’s party" "CatherineDialogue">><<set $CatherineDialogue to "PlanningHenParty">><<DialogueDone "Catherine" "HenParty">><</link>><br><</if>>
<<DialogueSpoken "Catherine" "AskThomas">>
<<if _Discussed is false>><<link "Ask about Thomas" "CatherineDialogue">><<set $CatherineDialogue to "PlanningAskThomas">><<DialogueDone "Catherine" "AskThomas">><</link>><br><</if>>
<<DialogueSpoken "Catherine" "AskMargaret">>
<<if _Discussed is false>><<link "Ask about Margaret" "CatherineDialogue">><<set $CatherineDialogue to "PlanningAskMargaret">><<DialogueDone "Catherine" "AskMargaret">><</link>><br><</if>>
<<DialogueSpoken "Catherine" "AskBritney">>
<<if _Discussed is false>><<link "Ask about Britney" "CatherineDialogue">><<set $CatherineDialogue to "PlanningAskBritney">><<DialogueDone "Catherine" "AskBritney">><</link>><br><</if>>
<<DialogueSpoken "Catherine" "AskMarc">>
<<if _Discussed is false>><<link "Ask about Marc" "CatherineDialogue">><<set $CatherineDialogue to "PlanningAskMarc">><<DialogueDone "Catherine" "AskMarc">><</link>><br><</if>>
<<link "Say goodbye to Catherine and return to the garden" $ConversationExit>><<EndConversation "Catherine">><</link>><b>Hudson Farm - Britney's Bedroom</b><br>
<img src="./images/HudsonFarm_BritneysBedroom.png"><br>
<br>Pink! The colour is prevalent in Britney’s room. The bed looks soft, the room is messy. Her window looks out to the side of the house, just above the outside shed.<br>
<<NPCPresent "Britney">>
<<if _NPCPresent is true>>
<Br>Britney sits at her desk, writing furiously on a notepad. When she takes a break, it’s only to chew on the end of the pen.<br>
<</if>>
<br>
<<ActionsHeader>>
<<NPCPresent "Britney">>
<<if _NPCPresent is true>><<link "Talk to Britney" "HudsonFarmBritneysBedroomBritneyDialogue0">><<StartConversation "Britney" "HudsonFarmBritneysBedroom">><</link>><br>
<<SpellsCheckSelf "Identify">><<AlreadyIdentified "Britney">>
<<if _AlreadyIdentified is false and _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Identify] Cast Identify on Britney" "SpellIdentify">><<CastIdentify "Britney" "HudsonFarmBritneysBedroom" "Britney's bedroom">><<SpellIdentified "Britney">><</link>><br><</if>>
<</if>>
<<link "Return to the kitchen" "HudsonFarmKitchen">><</link>><<if $BritneyDialogue is undefined>>
Britney looks up at you as approach, smiling in spite of the frown on her face. “Oh hi, Em. What’s up?”<Br>
<<else>>
Britney chews on her pen as she waits for you to speak.<Br>
<</if>>
<Br>
<<ActionsHeader>>
<<DialogueSpoken "Britney" "HenParty">>
<<if _Discussed is false>><<link "Ask about their views on the hen’s party" "BritneyDialogue">><<set $BritneyDialogue to "PlanningHenParty">><</link>><br><</if>>
<<DialogueSpoken "Britney" "AskThomas">>
<<if _Discussed is false>><<link "Ask about Thomas" "BritneyDialogue">><<set $BritneyDialogue to "PlanningAskThomas">><<DialogueDone "Britney" "AskThomas">><</link>><br><</if>>
<<DialogueSpoken "Britney" "AskMargaret">>
<<if _Discussed is false>><<link "Ask about Margaret" "BritneyDialogue">><<set $BritneyDialogue to "PlanningAskMargaret">><<DialogueDone "Britney" "AskMargaret">><</link>><br><</if>>
<<DialogueSpoken "Britney" "AskCatherine">>
<<if _Discussed is false>><<link "Ask about Catherine" "BritneyDialogue">><<set $BritneyDialogue to "PlanningAskCatherine">><<DialogueDone "Britney" "AskCatherine">><</link>><br><</if>>
<<DialogueSpoken "Britney" "AskMarc">>
<<if _Discussed is false>><<link "Ask about Marc" "BritneyDialogue">><<set $BritneyDialogue to "PlanningAskMarc">><<DialogueDone "Britney" "AskMarc">><</link>><br><</if>>
<<link "Say goodbye and return to Britney's bedroom" $ConversationExit>><<EndConversation "Britney">><</link>><b>Hudson Farm - Stables</b><br>
<img src="./images/HudsonFarm_Barn.png"><br>
<br>A small horse stable, immaculate for a farm. Hay bales are neatly pushed to the side, whilst a variety of riding gear, including crops, ropes, tack and saddles, are hung by sturdy hooks on the wall.<br>
<<NPCPresent "Marc">>
<<if _NPCPresent is true>>
<Br>Marc stands off to the side, brushing down a tall horse. It stands stationary, unbothered by your presence.<br>
<</if>>
<br>
<<ActionsHeader>>
<<NPCPresent "Marc">>
<<if _NPCPresent is true>><<link "Talk to Marc" "HudsonFarmBarnMarcDialogue0">><<StartConversation "Marc" "HudsonFarmBarn">><</link>><br><</if>>
<<link "Return to the front door" "HudsonFarmFrontDoor">><</link>><<if $MarcDialogue is undefined>>
Marc looks up as you approach, raising his hand between you and the horse’s head. He grins as he sees you. “Hello again.”<Br>
<<else>>
Marc continues to brush down the horse even as he waits for you to speak.<Br>
<</if>>
<Br>
<<ActionsHeader>>
<<DialogueSpoken "Marc" "BarnHorse">>
<<if _Discussed is false>><<link "Ask about the horse" "MarcDialogue">><<set $MarcDialogue to "BarnHorse">><<DialogueDone "Marc" "BarnHorse">><</link>><br><</if>>
<<DialogueSpoken "Marc" "BarnHenNight">>
<<if _Discussed is false>><<link "Ask about his opinion on the hen's night" "MarcDialogue">><<set $MarcDialogue to "BarnHenNight">><<DialogueDone "Marc" "BarnHenNight">><</link>><br><</if>>
<<DialogueSpoken "Marc" "BarnFlirt">><<DialogueUnlockCheck "Marc" "BarnFlirt">>
<<if _Discussed is false and _DialogueUnlockCheck is true>>
<<StatCheckOrientation "gt" 20 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to convince him to let Catherine have a little fun">>
<<if _StatCheckOrientation is true>><<link _StatOrientationProbability "MarcDialogue">><<set $MarcDialogue to "BarnFlirtPass">><<DialogueDone "Marc" "BarnFlirt">><</link>><br>
<<else>><<link _StatOrientationProbability "MarcDialogue">><<set $MarcDialogue to "BarnFlirtFail">><<Orientation 1>><<DialogueDone "Marc" "BarnFlirt">><</link>><br><</if>>
<</if>>
<<DialogueSpoken "Marc" "BarnGoRiding">><<DialogueUnlockCheck "Marc" "BarnGoRiding">>
<<if _Discussed is false and _DialogueUnlockCheck is true>><<link "Agree to go riding with Marc" "MarcDialogue">><<set $MarcDialogue to "BarnRidingAgree">><</link>><br><</if>>
<<link "Say goodbye and return to the stables" $ConversationExit>><<EndConversation "Marc">><</link>><<switch $Countryside>>
<<case undefined>>
<b>Countryside</b><br>
<img src="./images/Countryside.png"><br>
<Br>
Marc leads your horse out down a small path from the Hudson’s farm. Quickly it opens up, cutting through fields and meadows that stretch out as far as the eye can see.<Br>
<Br>
You struggle to maintain balance on White Beauty as his horse begins to canter. Your horse speeds up and you find yourself thrown backwards and forwards in the saddle. You clench your legs against its side, feeling your back aching as you lean over its back.<Br>
<Br>
Slowly, you become accustomed to the grinding of the saddle, and you learn to adjust your weight as it moves. You feel the seat push against your crotch as White Beauty trots, its natural movements shifting you back and forth against it as it draws alongside with Marc.<Br>
<Br>
As you look at him, you find yourself blushing. Here you are, legs spread wide, riding a horse, and you can feel that the continual movement against your loins is making you flush.<Br>
<Br>
“You got the hang of it,” Marc shouts over at you. “But cantering is for the old ladies and their fat husbands. Game to see how fun this can be?”<Br>
<Br>
You notice him lean forward more, gripping his horse’s bridle with a hand. “Make you a bet. If you can beat me to that old barn over there, I won’t object to whatever you put forward for Catherine’s hen night.”<BR>
<Br>
“And if I don’t?” you shout back, feeling White Beauty speeding up to match Marc’s increased pace.<Br>
<Br>
“Then we’ll have to think of some other fun we can have to convince me,” he shouts over a smirk.<Br>
<Br>
With that, he shouts to his horse and digs his heels in. Marc’s horse gallops forward, leaving you in its wake.<Br>
<Br>
<<ActionsHeader>>
<<StatCheckPhysique "gt" 60>>
<<set _StatPhysiqueProbability to _StatPhysiqueProbability + " Try to beat Marc">>
<<if _StatCheckPhysique is true>><<link _StatPhysiqueProbability "Countryside">><<set $Countryside to "BeatMarcPhysiquePass">><</link>><br>
<<else>><<link _StatPhysiqueProbability "Countryside">><<set $Countryside to "BeatMarcPhysiqueFail">><<Physique 1>><</link>><br><</if>>
<<link "Accept defeat already and canter behind him" "Countryside">><<set $Countryside to "BeatMarcDefeat">><</link>><br>
<<case "BeatMarcPhysiquePass">>
You dig your own heels into White Beauty and cry out to make her gallop. “Yar!”<Br>
<Br>
The horse responds with a neigh and surges forward. You grip your legs tightly around its back, using your muscles to maintain your balance. Leaning forward, you lock your body tight, pushing back against the wind as it bellows against you.<br>
<Br>
The seat wriggles around beneath you, repeatedly rubbing against your groin. But you try to ignore the sensation, concentrating instead of holding your position. Trying not to think about if a damp patch is forming on Britney’s jodhpurs.<Br>
<BR>
White Beauty gains on Marc’s horse, drawing aside him. He glances over as you come into his eyeline with a look of surprise. No longer grinning, he grabs his horse’s neck and leans forward, gripping his legs against its body with his tense thighs.<Br>
<Br>
It’s enough for you to realise what you need to do. You mimic his movements and White Beauty surges forward. Marc tries to catch you, but his horse begins to slow. Lighter and more nimble, White Beauty and you leave him behind as the barn on the horizon draws closer and closer still.<Br>
<Br>
As the grass turns to dirt, you pull back with all your strength and grip the reins tightly. White Beauty draws to a controlled halt. You sigh with relief as the horse draws to a halt meters from the barn’s entrance.<Br>
<bR>
Catching your breath, you hear the gallop of a horse approaching from behind. You turn to see Marc’s horse shudder to halt just behind you. He breathes deeply, lost for breath, slumped in his saddle.<Br>
<Br>
But as he catches your eyes, you spot a grin on his face. After a few deeper gasps for air, he chuckles. “Never ridden before, really?” But his smile doesn’t waver.<Br>
<Br>
<<ActionsHeader>>
<<link "Talk to Marc" "Countryside">><<set $Countryside to "TalkMarcWin">><</link>>
<<case "BeatMarcPhysiqueFail">>
You dig your own heels into White Beauty and cry out to make her gallop. “Yar!”<Br>
<Br>
The horse responds with a neigh and surges forward. You grip your legs tightly around its back, trying to use your muscles to maintain your balance. Leaning forward, you lock your body tight, pushing back against the wind as it bellows against you.<Br>
<Br>
The seat wriggles around beneath you, repeatedly rubbing against your groin. You try to ignore the sensation, concentrating instead of holding your position. Trying not to think about if a damp patch is forming on Britney’s jodhpurs.<Br>
<Br>
White Beauty gains on Marc’s horse, drawing aside. He glances over as you come into his eyeline with a look of surprise. No longer grinning, he grabs his horse’s neck and leans forward, gripping his legs against its body with his tense thighs.<Br>
<Br>
It’s enough for you to realise what you need to do. You mimic his movements and White Beauty surges forward. The wind howls against your face and you feel your legs seizing up. The grip you have on the horse begins to ease and quickly you find yourself clinging on to just stay on top of her.<Br>
<Br>
Marc pulls away and White Beauty slows down. You grip around her neck, all hopes of winning lost. Now you’re fighting for your dignity. Trying to make sure you don’t fall off before you get to the barn.<Br>
<Br>
As the grass turns to dirt, you look up to see Marc’s horse tacked up against a wooden fence. The door to the barn ajar, you can guess where he is. <Br>
<Br>
Sliding off White Beauty, you wrap the reins around the same fence and glance back to the barn. The wood is damp and the cracks in the paneling obvious. Only the sounds of the wildlife can be heard. Looking over your shoulder, you can only just make out the Hudson farm on the horizon. No sign of life anywhere but there.<Br>
<Br>
<<ActionsHeader>>
<<link "Enter the abandoned barn" "CountrysideAbandonedBarn">><<set $Countryside to undefined>><</link>>
<<case "BeatMarcDefeat">>
Watching Marc go, you accept that you won’t be able to beat him. In fact, you don’t want to risk trying.<BR>
<Br>
Instead, you continue to grip lightly on the side of White Beauty, letting her canter after him. Marc’s horse soon fades into the distance. As your horse gently moves forward, you watch the speck on the horizon dismount and disappear from view.<Br>
<Br>
The seat continues to push up against you, rubbing against your groin. You feel flushed as your loins tingle. You try not to think about if a damp patch is forming on Britney’s jodhpurs. <Br>
<Br>
As the grass turns to dirt, you see the barn coming into view. Marc’s horse is tacked up against a wooden fence. The door to the barn ajar, you can guess where he is. <Br>
<Br>
Sliding off White Beauty, you wrap the reins around the same fence and glance back to the barn. The wood is damp and the cracks in the paneling obvious. Only the sounds of the wildlife can be heard. Looking over your shoulder, you can only just make out the Hudson farm on the horizon. No sign of life anywhere but there.<Br>
<Br>
<<ActionsHeader>>
<<link "Enter the abandoned barn" "CountrysideAbandonedBarn">><<set $Countryside to undefined>><</link>>
<<case "TalkMarcWin">>
“What can I say,” you tell him. “I guess I am a natural.”<bR>
<Br>
He smirks as he hears your words. “I’ll say. Never had anyone leave me behind like that. You know what, you are fun. Not what I expected.”<Br>
<Br>
Still panting, it takes him a moment to gather his breath fully. “We should get back,” he comments, looking back to the distant farm on the horizon.<Br>
<Br>
“And the bet?” you ask him.<Br>
<Br>
Marc chuckles. “Whatever you suggest. You earned it.” His eyes glance over you for a moment though and you recognise the look. Not just lust. Desire.<Br>
<Br>
“One thing though,” he adds. “Not sure that the hen’s night will be as wild as you would like. You change your mind about going, I’m not doing anything.” He grins, again giving you the same look. “Give me a call. I can show you a side of Charlton that you didn’t even know was there.”<Br>
<Br>
You smile politely back at him, holding back a retort. <I>If only he knew.</i><Br>
<Br>
<<ActionsHeader>>
<<link "Ride back to the farm" "Countryside">><<set $Countryside to "RideBackBeatHim">><</link>>
<<case "RideBackBeatHim">>
You turn back to White Beauty and as if to emphasise your win, pull yourself on to the horse’s back without a flinch.<Br>
<BR>
Looking back to him with a smirk, he only returns it before leaping on to his own horse. He pats the animal gently, then taps it with both legs to send it into a canter. White Beauty soon follows. <Br>
<BR>
The two of you ride back thankfully in silence, giving you time to take in the countryside. There is genuine peace out here. A long way away from the eeriness of Charlton.<Br>
<Br>
When you ride into the Hudson Farm, Marc dismounts quickly and leads White Beauty off to the side, away from the windows of the farmhouse. “You should get changed,” he tells you. “They’ll be waiting for you. I’ll come in a few minutes.”<Br>
<Br>
He helps you down off the horse, holding your hand in his. There’s a tenderness in his touch as he smiles at you. <BR>
<Br>
“Mean what I said,” he adds just as you go to walk off. “Catherine’s hen night. Give me a call.”<Br>
<Br>
You only look at him, noting his nonchalant attitude. Being so open about the invitation, almost as if it’s nothing, on the very night his fiancé is celebrating her upcoming marriage to him.<Br>
<Br>
<I>Should it surprise you now, after all you’ve experienced in this town?</i><Br>
<Br>
<<ActionsHeader>>
<<link "Get changed and return to the front door" "HudsonFarmFrontDoor">><<SetFlag "MarcWonOver">><<set $Countryside to undefined>><<RemoveOutfit>><</link>>
<<case "RideBackRefused">>
You exit the barn with Marc and, as if to emphasise your defiance, pull yourself on to the horse’s back without a flinch. <bR>
<Br>
Looking back to him with a smirk, he stares at you without an expression before leaping on to his own horse. He pats the animal gently, then taps it with both legs to send it into a canter. White Beauty soon follows. <Br>
<Br>
The two of you ride back thankfully in silence, giving you time to take in the countryside. There is genuine peace out here. A long way away from the eeriness of Charlton.<Br>
<Br>
When you ride into the Hudson Farm, Marc dismounts quickly and leads White Beauty off to the side, away from the windows of the farmhouse. “You should get changed,” he tells you. “They’ll be waiting for you. I’ll come in a few minutes.”<Br>
<Br>
He helps you down off the horse, but his touch is fleeting and mechanical. Once you’re down, he turns his back to you and tends to his horse without a second look. <bR>
<Br>
<<ActionsHeader>>
<<link "Get changed and return to the front door" "HudsonFarmFrontDoor">><<set $Countryside to undefined>><<RemoveOutfit>><</link>>
<<case "RideBackAccepted">>
You exit the barn with Marc, feeling your legs burning from the exercise. And not just the horse riding.<Br>
<Br>
Without asking, he helps you back up on to White Beauty. His touch against your bum stings, then the pressure of the seat makes you squirm in pain.<Br>
<Br>
Marc draws his horse into a canter and White Beauty soon follows. The two of you ride back thankfully in silence, giving you time to focus on ignoring the pain from the seat rubbing against your bottom.<Br>
<Br>
When you ride into the Hudson Farm, Marc dismounts quickly and leads White Beauty off to the side, away from the windows of the farmhouse. “You should get changed,” he tells you. “They’ll be waiting for you. I’ll come in a few minutes.”<Br>
<Br>
He helps you down off the horse, holding your hand in his. There’s a tenderness in his touch as he smiles at you. He reaches out and plucks a strand of hay from behind your ear.<Br>
<Br>
“Mean what I said,” he adds just as you go to walk off. “Catherine’s hen night. Give me a call.”<Br>
<Br>
You only look at him, noting his nonchalant attitude. What you’ve just done with him doesn’t seem to faze him. Neither does so openly angling for a second time, on the very night his fiancé is celebrating her upcoming marriage to him.<Br>
<Br>
<I>Should it surprise you now, after all you’ve experienced in this town?</i><Br>
<Br>
<<ActionsHeader>>
<<link "Get changed and return to the front door" "HudsonFarmFrontDoor">><<SetFlag "MarcWonOver">><<set $Countryside to undefined>><<RemoveOutfit>><</link>>
<</switch>><<switch $CountrysideAbandonedBarn>>
<<case undefined>>
<b>Countryside - Abandoned Barn</b><br>
<img src="./images/Countryside_AbandonedBarn.png"><br>
You enter the barn, looking around as you step through the door. Compared to the Hudson stables, this shows signs of neglect and abandonment. The hay looks hard and withered. The wood stained and flaking. <Br>
<Br>
But your eyes immediately are drawn to the equipment hanging on the walls. Ropes, riding tack and stirrups attached together with thick leather bands. Even a riding crop lies nearby on the floor.<br>
<Br>
Marc leans against a hay bale, smirking as he sees you. “Looks like you lost the bet. Unless you can think of another way to win my favour.”<Br>
<Br>
He lets the words linger before pushing himself to his feet and steps close to you. You notice that he’s holding a coil of rope in one hand. “This is my hidden getaway. Haven’t used it much, since I got back from Uni. Catherine is a respectable woman. A roll around in the barn isn’t her thing.”<Br>
<Br>
His eyes look up and down your body as he towers over you. “But you. Said you wanted some fun. Bet I know just what you need. Maybe some discipline. For not coming first.”<Br>
<Br>
His fingers wriggle, drawing your attention to the rope in his hand. You look up at him from beneath the rim of your helmet. He grins and reaches into his pocket, taking out a small transparent bag full of red dust. Your body tingles as you sense the magic particles shimmering in the dusty powder.<Br>
<Br>
“Got this from Jack,” he says. “His best stuff. Takes the edge off the sting. If you want that.”<Br>
<Br>
Dangling the baggie in the air, he meets your eyes. “What do you say, ‘Em’? Ready to offer me your hands? Maybe not in marriage. But a girl like you? You’re not built for white.”<Br>
<Br>
<<ActionsHeader>>
<<link "Take the drug and hold your hands out" "CountrysideAbandonedBarn">><<set $CountrysideAbandonedBarn to "TakeDrug">><<Assertive -1>><<Vice 1>><<Drug 1>><</link>><BR>
<<link "Decline the drug, but hold your hands out" "CountrysideAbandonedBarn">><<set $CountrysideAbandonedBarn to "HoldHands">><<Assertive -1>><</link>><BR>
<<link "Decline and refuse him" "CountrysideAbandonedBarn">><<set $CountrysideAbandonedBarn to "DeclineMarc">><<Assertive 1>><</link>><BR>
<<case "TakeDrug">>
You nod and gesture your hands forward together, eyes lingering on the bag. He smiles, then claps his fingers together and the bag pops up. He reaches into his pocket, takes out a set of keys, scoops out some powder and holds it out to you.<Br>
<Br>
You lean forward and put your nose close to the key, then sniff. The powder shoots up your nose and instantly your brain surges with energy. The room grows brighter, colours more vibrant. A sense of euphoria spreads through your body.<Br>
<br>
<<BraceletChargeProse>>
<Br>
The touch of Marc’s hand around your wrists causes your hair to stand on edge. You feel him move your hands over your head, pulling them together with coarse material. Blood rushes from your fingertips down to your arms as they are pulled further and further up. Before you know it, you’re standing on the toes of your boots just to touch the floor.<BR>
<Br>
Glancing up, you see rope bound around your wrists, stretching up and over a wooden beam that runs the length of the barn. You skitter around on the tip of your toes, feeling your breasts naturally push forward as you are forced to stretch to the ceiling.<br>
<Br>
“Quite a pair,” Marc says, walking around you to observe your position. “Let’s get a better look though.”<Br>
<Br>
His hand is then on your blouse, unbuttoning the buttons. You feel the cold air breeze across the tops of your breasts, nipples rising erect through your bra. <Br>
<Br>
“Colour suits you,” Marc comments, before roughly pulling at the cups, pushing your bra down underneath your breasts. His hand reaches up and twists your nipple, alighting your nerves. You hear yourself gasp.<Br>
<BR>
The rope above you pulls harder and you float off the floor. Barely able to scuff the ground with your boot, you begin to gently spin as the rope coils and sways. The movement makes you smile, as you are momentarily distracted by the sounds of wildlife chirping away.<Br>
<Br>
Marc appears back into your view and your eyes look down to see a new piece of equipment in his hand. A black riding crop. He taps the end on the floor, as if to draw attention to its sting. “Now. Let’s talk about your punishment for a poor show. Tell me what a bad girl you are.”<Br>
<Br>
<<ActionsHeader>>
<<link "Tell him you’re a bad girl" "CountrysideAbandonedBarn">><<set $CountrysideAbandonedBarn to "BadGirl">><<Feminity 1>><</link>><bR>
<<link "Refuse to say it" "CountrysideAbandonedBarn">><<set $CountrysideAbandonedBarn to "BadGirlRefuse">><<Assertive 1>><</link>><bR>
<<case "HoldHands">>
You shake your head whilst looking at the bag, but gesture your hands forward together. He gives you a look, but shrugs and puts the bag away. Then he cautiously reaches out and wraps the rope around your wrists, clamping them together. You feel its rough material dig into your skin, causing a tingling as blood struggles to flow.<br>
<Br>
He looks at you silently as he ties the rope into a knot, then throws the slack high in the air over a wooden beam that runs the length of the barn. He grins as he catches your eyes and pulls at the rope, forcing your hands to raise higher and higher up in the air. Before you know it, you’re standing on the toes of your boots just to touch the floor.<Br>
<Br>
As you skitter around on the tip of your toes, you feel your breasts naturally push forward as you are forced to stretch to the ceiling. “Quite a pair,” Marc says, walking around you to observe your position. “Let’s get a better look though.”<Br>
<Br>
His hand is then on your blouse, unbuttoning the buttons. You feel the cold air breeze across the tops of your breasts, nipples rising erect through your bra. <Br>
<Br>
“Colour suits you,” Marc comments, before roughly pulling at the cups, pushing your bra down underneath your breasts. His hand reaches up and twists your nipple, alighting your nerves. You hear yourself gasp.<BR>
<Br>
The rope above you pulls harder and you float off the floor. Barely able to scuff the ground with your boot, you begin to gently spin as the rope coils and sways. <Br>
<br>
Marc appears back into your view and your eyes look down to see a new piece of equipment in his hand. A black riding crop. He taps the end on the floor, as if to draw attention to its sting. “Now. Let’s talk about your punishment for a poor show. Tell me what a bad girl you are.”<Br>
<Br>
<<ActionsHeader>>
<<link "Tell him you’re a bad girl" "CountrysideAbandonedBarn">><<set $CountrysideAbandonedBarn to "BadGirl">><<Feminity 1>><</link>><bR>
<<link "Refuse to say it" "CountrysideAbandonedBarn">><<set $CountrysideAbandonedBarn to "BadGirlRefuse">><<Assertive 1>><</link>><bR>
<<case "BadGirl">>
<<GetPCState "drugged">>
<<if _drugged is true>>
The impact of the red powder warms your body as you grin. “I’m a bad girl,” you purr. “I deserve some punishment.”<Br>
<<else>>
You stare up at him as the riding helmet hangs just over your view. “I’m a bad girl,” you mutter. “I deserve some punishment.”<Br>
<</if>>
<br>
Marc smiles and pulls at the rope. You are lurched off to the side, dragged by your hands as your bound wrists follow him. You hear the rope strain as it runs over the wooden beam. <bR>
<br>
And then you lose balance, falling forward on to a bale. The brittle hay rubs against your bare breasts, inflaming your nipples.<Br>
<BR>
When the pain passes, you take stock. Your arms are still pulled tight above your head, stretching towards the ceiling. But you lay firmly across the bale, chin just resting over its edge. And your boots are sturdy on the floor, bum pushed up into the air, as you hear quiet footsteps approaching from behind.<Br>
<Br>
You feel Marc’s rough hands claw at the waist of your jodhpurs and his fingers reach inside, grasping your underwear too. They are pulled down, bunching just above your knees. You feel the cool air wisp over your exposed buttocks. You know that in this position, both of your holes are on display for him to see.<Br>
<Br>
Instinctively you try to squirm, but you can barely move. Your bound hands high above you, preventing you from turning or reaching back to pull them back up. <Br>
<Br>
<I>As if you were going to do that.</i><Br>
<Br>
“I want to hear you thank me for your punishment,” you hear Marc say behind you. “Each time.” <Br>
<Br>
You hear something cut through the air and then something strikes your bum cheeks with a sharp crack. You groan as the pain ricochets from your rear across your body. <BR>
<Br>
<<GetPCState "drugged">>
<<if _drugged is true>>
But the euphoria from the drug dulls the blow. Or transforms it, in fact. As you gasp for air, you find the sense of pain and pleasure mix together.<Br>
<<else>>
The sting makes you flinch, as pain overrides your sensations. As you gasp for air, you find tears already forming.<Br>
<</if>>
<br>
“Thank you, sir,” you murmur.<bR>
<Br>
-- THWACK --<Br>
<Br>
Another strike, like a snake biting your arse. You gasp as blood rushes to form a bruise.<br>
<BR>
“Thank you, sir,” you repeat.<Br>
<bR>
-- THWACK --<Br>
<br>
One more. You feel your arse cheeks burning as the cold riding crop pierces your skin.<Br>
<br>
“Thank you, sir.” <bR>
<Br>
And then, nothing. You feel your bum relax from the anticipation of another whip, even as it burns with pain.<Br>
<Br>
<<ActionsHeader>>
<<link "Wait..." "CountrysideAbandonedBarn">><<set $CountrysideAbandonedBarn to "Wait">><</link>>
<<case "Wait">>
Behind you, something is dropped to the floor. And then you hear the sound of a fly zipper being unfastened.<bR>
<Br>
“I’m going to fuck you now, Emily,” Marc’s voice tells you. “Unless you’re ready to stop.”<Br>
<Br>
A wave of emotions and thoughts spreads through your brain, even as your bound wrists flinch as the rope continues to hold you in position. Your breasts sting as you realise you’ve been rubbing against the hay with each strike. You couldn’t physically stop him, even if you wanted to. The only way out of this available is to tell him.<Br>
<<Virginity>>
<<if _Virginity is true>><br>And is this really how you want to have sex as a woman for the first time? Bound with your wrists above your head, unable to move, your body inflaming as your skin rubs against hard hay?<br><</if>>
<br>
<<ActionsHeader>>
<<link "Let him fuck you" "CountrysideAbandonedBarn">><<VirginityLost>><<set $CountrysideAbandonedBarn to "HaveSex">><<SetFlag "MarcBarnSex">><</link>><br>
<<link "Tell him you’re not ready" "CountrysideAbandonedBarn">><<set $CountrysideAbandonedBarn to "NotReady">><<SetFlag "MarcBarnFooledAround">><</link>><br>
<<case "HaveSex">>
“Fuck me,” you hear yourself whisper, biting your lip in anticipation.<Br>
<br>
There is the sound of someone drawing close to you from behind and then you feel Marc’s rough hands underneath your blouse, gripping your waist. One of his hands then runs down your back between your arse crack and his fingers gently massage the pussy lips. You take a deep breath as you feel the flutter of arousal spread and the coarse hay rub against your breasts as your boots almost give way. Only your jodhpurs and panties around your thighs hold your legs in place, binding you in this position almost as much as the rope.<Br>
<Br>
A finger delicately pushes inside you, rubbing against the inside of your entrance. There is no question about it now. Even as your hands tingle high above your head with a loss of blood flow, you are wet from his touch.<Br>
<Br>
Then, a warm and hard tip pushes past your moist slit. You gasp as your pussy stretches as it’s filled by his meat, sending vibrating bolts of pleasure up as it brushes against your erogenous zones.<Br>
<Br>
“Like that, do you?” you hear Marc say. “How about a bit of rough with the smooth?”<BR>
<Br>
His hands grip back around your waist underneath your blouse as he begins to rock back and forth, pulling back and pushing in with a firm and primal need. You begin to pant on each push forward, feeling yourself swinging on the rope and your nipples grow sore as the hay rubs roughly against them. Your riding helmet barely stands on, the strap digging into your chin.<Br>
<Br>
<<GetPCState "drugged">>
<<if _drugged is true>>
A tiny voice in your mind cries out in alarm, but it seems muted by the numbing comfort of the red powder flowing through your blood stream. The pleasure from his thrusts seems heightened, the increasingly frantic swinging from the rope almost fun. The pain from the hay almost pleasurable.<Br>
<<else>>
Your mind wanders in a moment of clarity. Here you are, in your sister’s body, wrists bound high above your head, swinging back and forth as a man penetrates you from behind. Your breasts burn with the continuing rubbing of the hay, yet you can’t help but notice that with every thrust you feel more turned on.<Br>
<</if>>
<Br>
A new sensation, as your shoulders are pulled back by your blouse. Marc’s hands no longer around your hips, now you feel the cool air touch your back as he takes your open blouse into his hands like a rein, his thrusts growing deeper and quicker as he does so.<Br>
<<TattooCheck "Heart">>
<<if _TattooCheck is true>><br>“Look at that, a tramp stamp,” you hear him say. “Knew you were a girl that likes to be a bit of fun on the side.”<br><</if>>
<Br>
As he pulls at your blouse, you feel your nipples rub red against the hay. You swing wildly back and forth now, rocking each time he thrusts against you. Your womb pulsates and you feel yourself drawing near to a climax. From the sounds of his panted gasps, you know he’s drawing close too.<Br>
<Br>
A fleeting thought breaks through the growing pleasure. You aren’t sure what will happen if he cums inside you. As far as you are aware, this is a fully functioning female body. What if he impregnates you? What will happen when you transform?<Br>
<Br>
Marc cries out and you suddenly feel an emptiness between your legs before something hot and sticky shoots across your bare back. You flinch, but the ropes binding you in-place don’t allow you to move.<Br>
<Br>
Another jet hits your skin. Semen, running across your body. Running down and dripping on to the hay.<Br>
<Br>
The swinging eases as Marc pulls away. You wince as you realise how close you were to an orgasm. Now, the burning sensation from the hay on your breasts takes precedence. As does your stinging wrists.<Br>
<Br>
The rope holding you up finally gives way as Marc lets go. You collapse fully on to the hay bales, taking deep breaths, arms still bound but dangling in front of your face. The riding helmet now loose, falling across your eyes to partially restrict your view. <Br>
<Br>
<<GetPCState "drugged">>
<<if _drugged is true>>
The sensation of the powder fades. You are now left only with the tingling in your wrists and the sore bruising both on your bum from the crop and on your breasts from them rubbing against the hay.<Br>
<<else>>
Your pleasure from an approaching orgasm fades. You are now left only with the tingling in your wrists and the sore bruising both on your bum from the crop and on your breasts from them rubbing against the hay.<Br>
<</if>>
<br>
You feel something flaccid rub up against one of your arse cheeks, spreading cool sticky liquid against a burning bruise from the crop. “Fuck, I needed that,” you hear Marc say.<Br>
<Br>
<I>But did you?</i><Br>
<Br>
<<ActionsHeader>>
<<link "Wait for Marc to unbind you and clean up" "CountrysideAbandonedBarn">><<set $CountrysideAbandonedBarn to "CleanUp">><</link>>
<<case "NotReady">>
“No,” you say. “I’m not ready for that.”<br>
<BR>
You stare forward, still sensing him close behind you. Silence fills the air. Then, a ruffle of clothes and the sound of a zipper being done up.<Br>
<BR>
“Fair enough,” you hear him mutter. “Plenty of time for that some other time.”<Br>
<Br>
The rope holding you up finally gives way as Marc lets go. You collapse fully on to the hay bales, taking deep breaths, arms still bound but dangling in front of your face. The riding helmet now loose, falling across your eyes to partially restrict your view. <Br>
<Br>
Vision still obstructed by the helmet, you just about see Marc move in front of you as he unbinds your wrists. Once he throws the rope to the side, you reach back and pull your panties and jodhpurs back up, shuddering as they brush past the bruising from the crop.<Br>
<Br>
Pushing yourself to your feet, you massage your wrists. As you do so, you catch Marc’s eye. He stares at your exposed breasts with a smirk. “Not as red as I would have liked,” he comments. “But I bet next time I’ll rub them raw.”<Br>
<Br>
You reach up instinctively and feel your sore breasts and nipples, jolting at the touch. As you pull your bra cups back up, you wince. <Br>
<Br>
Still smirking, he watches as you fasten the blouse back up. “We should get back,” he comments, looking back to the door.<br>
<Br>
“And Catherine?” you ask him.<Br>
<bR>
Marc chuckles. “Whatever you suggest. You earned it.” His eyes glance over you for a moment though and you recognise the look. Not just lust. Desire.<Br>
<Br>
“One thing though,” he adds. “Not sure that the hen’s night will be as wild as you would like. You change your mind about going, I’m not doing anything.” He grins, again giving you the same look. “Give me a call. I can show you a side of Charlton that you didn’t even know was there.”<BR>
<Br>
You smile politely back at him, holding back a retort. <I>If only he knew.</i><Br>
<Br>
<<ActionsHeader>>
<<link "Ride back to the farm" "Countryside">><<set $Countryside to "RideBackAccepted">><<set $CountrysideAbandonedBarn to undefined>><</link>>
<<case "CleanUp">>
Vision still obstructed by the helmet, you just about see Marc move in front of you as he unbinds your wrists. Once he throws the rope to the side, you reach back and pull your panties and jodhpurs back up, shuddering as they brush past the bruising from the crop.<br>
<Br>
Pushing yourself to your feet, you massage your wrists. As you do so, you catch Marc’s eye. He stares at your exposed breasts with a smirk. “Looks like you got a taste of tumbling in the hay,” he comments.<Br>
<Br>
You reach up instinctively and feel your sore breasts and nipples, jolting at the touch. As you pull your bra cups back up, you wince. Every rub sends sensations of pain through your nerves. <Br>
<Br>
Still smirking, he watches as you fasten the blouse back up. “We should get back,” he comments, looking back to the door.<Br>
<Br>
“And Catherine?” you ask him.<Br>
<Br>
Marc chuckles. “Whatever you suggest. You earned it.” His eyes glance over you for a moment though and you recognise the look. Not just lust. Desire.<Br>
<Br>
“One thing though,” he adds. “Not sure that the hen’s night will be as wild as you would like. You change your mind about going, I’m not doing anything.” He grins, again giving you the same look. “Give me a call. I can show you a side of Charlton that you didn’t even know was there.”<Br>
<Br>
You smile politely back at him, holding back a retort. <I>If only he knew.</i><Br>
<Br>
<<ActionsHeader>>
<<link "Ride back to the farm" "Countryside">><<set $Countryside to "RideBackAccepted">><<set $CountrysideAbandonedBarn to undefined>><</link>>
<<case "BadGirlRefuse">>
“No,” you murmur. “I’m not.”<Br>
<Br>
Marc gives you a sceptical look as his eyes slowly and purposefully wander your stretched out form. “Are you sure, Emily?” he asks. “Good girls don’t find themselves tied up in an abandoned barn with their friend’s older brother.”<Br>
<Br>
He circles you, moving out of your vision. You sense him behind you as your wrists ache from the rope.<Br>
<Br>
“Of course, if you’re really a good girl,” he says, finally coming back into your view. “You won’t mind sitting around with stuffy ladies discussing baby names instead of a real hen’s night. So, I say again. Tell me what a bad girl you really are.”<Br>
<Br>
<<ActionsHeader>>
<<link "Tell him you’re a bad girl" "CountrysideAbandonedBarn">><<set $CountrysideAbandonedBarn to "BadGirl">><<Feminity 1>><</link>><bR>
<<link "Confirm your decision" "CountrysideAbandonedBarn">><<set $CountrysideAbandonedBarn to "ConfirmBadGirlRefuse">><</link>><bR>
<<case "ConfirmBadGirlRefuse">>
You shake your head, feeling your riding helmet shift loosely as you do so. “I won’t.”<bR>
<Br>
Marc gives you a look, but shrugs. “Suit yourself,” he mutters, then lets go of the rope. <BR>
<Br>
Your arms fall down as your body collapses and you just about land on your boots. He reaches down carefully, watching you for any sign of struggle, unfastening the knot around your wrist. You massage your wrists as the rope falls away. He turns and hangs the rope back up on a hook. <Br>
<Br>
“We should get back,” he comments, looking back to the door.<Br>
<Br>
“And Catherine?” you ask him.<Br>
<Br>
Marc chuckles. “Think there’s a night in her future of idle gossip and talking about when we’ll be trying for a baby. Sound like your idea of fun?”<Br>
<Br>
You glare back at him, wondering what Catherine would think if you told her what he asked you to do here. Whether she’d even care. Marc’s nonchalant attitude betrays no hint of worry that you’ll whisper. Not for the first time, you consider if this is just accepted around Charlton.<Br>
<Br>
Marc gestures to the door. It’s clear, at least for now, that his interest in you has passed.<Br>
<Br>
<<ActionsHeader>>
<<link "Ride back to the farm" "Countryside">><<set $Countryside to "RideBackRefused">><<set $CountrysideAbandonedBarn to undefined>><</link>>
<<case "DeclineMarc">>
You shake your head, still looking up at him from beneath the rim of your riding helmet. “I’m not doing that.”<Br>
<BR>
He looks to you, retaining his smile. “You sure? Sounded to me like you wanted to have some fun. Or does the idea of a tea party for a hen’s night sound like a good time to you? Maybe you’re more Charlton than I thought.”<br>
<Br>
You stare back at him, considering your options. It’s clear what he wants for his assistance. Are you willing to reconsider for help?<Br>
<Br>
<<ActionsHeader>>
<<link "Take the drug and hold your hands out" "CountrysideAbandonedBarn">><<set $CountrysideAbandonedBarn to "TakeDrug">><<Assertive -1>><<Vice 1>><<Drug 1>><</link>><BR>
<<link "Decline the drug, but hold your hands out" "CountrysideAbandonedBarn">><<set $CountrysideAbandonedBarn to "HoldHands">><<Assertive -1>><</link>><BR>
<<link "Confirm you won’t do it" "CountrysideAbandonedBarn">><<set $CountrysideAbandonedBarn to "ConfirmDeclineMarc">><</link>><BR>
<<case "ConfirmDeclineMarc">>
“Maybe I am,” you reply, thinking on how true your words are. Is this a lie, a retort, or an admission?<Br>
<Br>
He shrugs and puts the bag away. “Suit yourself,” he mutters, hanging the rope back up on a hook. <Br>
<Br>
“We should get back,” he comments, looking back to the door.<Br>
<Br>
“And Catherine?” you ask him.<Br>
<Br>
Marc chuckles. “Think there’s a night in her future of idle gossip and talking about when we’ll be trying for a baby. Sound like your idea of fun?”<Br>
<Br>
You glare back at him, wondering what Catherine would think if you told her what he asked you to do here. Whether she’d even care. Marc’s nonchalant attitude betrays no hint of worry that you’ll whisper. Not for the first time, you consider if this is just accepted around Charlton.<Br>
<Br>
Marc gestures to the door. It’s clear, at least for now, that his interest in you has passed.<Br>
<Br>
<<ActionsHeader>>
<<link "Ride back to the farm" "Countryside">><<set $Countryside to "RideBackRefused">><<set $CountrysideAbandonedBarn to undefined>><</link>>
<</switch>><<widget "PersuadeOutcome">>
<<Flag "MarcWonOver">>
<<if _FlagReturn is true>>
<<Flag "ThomasWonOver">>
<<if _FlagReturn is true>>
<<set _PersuadeOutcome to "Both">>
<<else>>
<<set _PersuadeOutcome to "Marc">>
<</if>>
<<else>>
<<Flag "ThomasWonOver">>
<<if _FlagReturn is true>>
<<set _PersuadeOutcome to "Thomas">>
<</if>>
<</if>>
<</widget>><b>Jennifer's Apartment</b><br>
<img src="./images/Jennifers_Apartment.png"><br>
<br>The flat is decorated in pastels and neutral colours, feeling warm and homely. This is only emphasised by the smell of home cooking drifting through Jennifer’s small home. Even when she’s not in the kitchen, it smells of her most recent recipe.<br>
<<include "EventsJennifersApartment">>
<<if _currentEvent is undefined>>
<<Flag "Act2Started">><<CheckFirst "JennifersApartmentFirstTime">>
<<if _FlagReturn is true>>
<<JenniferTier>>
<<QuestStatus "Quest28">><<set _Quest28Status to _QuestStatus>><<QuestStatus "Quest35">><<DialogueSpoken "Jennifer" "WhatsWrong">><<CheckNPCForm "Jennifer">>
<<if _Quest28Status is "active" and _QuestStatus isnot "complete" and _QuestStatus isnot "failed" and $NPCPresent.includes("Jennifer") and _NPCForm is "PC">>
<br><i><<TrueName "Current">></i> sits at the dining room table, staring off into the distance. He looks up and manages a small smile. It's strange, seeing your own face carry worry.<br>
<<elseif _Quest28Status is "active" and _QuestStatus isnot "complete" and _QuestStatus isnot "failed" and _Discussed is false and $NPCPresent.includes("Jennifer")>>
<br>As soon as you enter, you notice that Jennifer isn't in the kitchen. Instead, she's sitting up at the kitchen table, holding a letter in both hands. She smiles faintly when she sees you. "Oh. Hi, <<TrueName>>."<br>
<<elseif _Quest28Status is "active" and _QuestStatus isnot "complete" and _QuestStatus isnot "failed" and $NPCPresent.includes("Jennifer")>>
<br>Jennifer sits at the dining room table, staring off into the distance. She smiles when you meet her eye, but it's weathered.<br>
<<elseif _JenniferTier is "StrangerToMagic" or _JenniferTier is "MagicAware">>
<<PresentNPCPeriodText "Jennifer" "Morning" "<br>Jennifer stands in her kitchen, poaching some eggs. She looks up and her face lights up when she sees you. \"Morning! Did you want breakfast? I've made plenty.\" She tucks a strand of brown hair behind her ear, smiling with genuine warmth. The kitchen smells of toast and butter and something sweet she's been baking.<br>">>
<<PresentNPCPeriodText "Jennifer" "Evening" "<br>Jennifer stands in her kitchen, fussing with the oven. Baking trays and mixing bowls litter the worktop. She gives you a smile when you look at her. \"Perfect timing,\" she says. \"I'm trying something new tonight. You're my guinea pig.\"<br>">>
<<elseif _JenniferTier is "Confronted">>
<<PresentNPCPeriodText "Jennifer" "Morning" "<br>Jennifer stands in her kitchen, poaching some eggs. She glances up when you enter, her smile present but guarded. \"Morning.\"<br>">>
<<PresentNPCPeriodText "Jennifer" "Evening" "<br>Jennifer stands in her kitchen, stirring something on the hob. She gives you a nod when you enter, but her eyes flicker away quickly. \"Dinner will be ready soon,\" she says. Nothing more.<br>">>
<<elseif _JenniferTier is "Humbled">>
<<PresentNPCPeriodText "Jennifer" "Morning" "<br>Jennifer stands in her kitchen, poaching some eggs. She gives you a small smile when you look at her. \"Hey. Did you want breakfast?\"<br>">>
<<PresentNPCPeriodText "Jennifer" "Evening" "<br>Jennifer stands in her kitchen, fussing with the oven. Baking trays and mixing bowls litter the worktop. She gives you a weak smile when you look at her, as if the effort of smiling costs more than it used to. \"I hope you're hungry,\" she says quietly. \"I went a bit overboard.\"<br>">>
<<elseif _JenniferTier is "Betrayed">>
<<PresentNPCPeriodText "Jennifer" "Morning" "<br>Jennifer stands in her kitchen, poaching some eggs. She hears you enter but doesn't look up immediately. When she does, her expression is complicated. Hurt and hope in equal measure across her face. \"Morning,\" she says carefully. \"There's eggs if you want them.\"<br>">>
<<PresentNPCPeriodText "Jennifer" "Evening" "<br>Jennifer is in the kitchen, but she's not cooking with her usual enthusiasm. A simple pasta sits on the stove, nothing elaborate. She looks up when you enter. \"Hey,\" she says. A pause. \"I wasn't sure if you were coming.\"<br>">>
<<elseif _JenniferTier is "Ceasefire" and $current.avatar is "Jennifer">>
<<PresentNPCPeriodText "Jennifer" "Morning" "<br>Jennifer sits at the kitchen table, in your body. He - she? - gives you a grin. Your grin, but with her sharpness behind it. \"You not making breakfast for us?\"<br>">>
<<PresentNPCPeriodText "Jennifer" "Evening" "<br>Jennifer lies on the sofa, in your body. He - she? - smile knowingly at you. \"You're making dinner tonight, aren't you?\" They stretch your arms behind their head, settling deeper into the cushions.<br>">>
<<elseif _JenniferTier is "Ceasefire">>
<<PresentNPCPeriodText "Jennifer" "Morning" "<br>Jennifer stands in her kitchen, poaching some eggs. She acknowledges you with a nod when you enter. \"Morning,\" she says.<br>">>
<<PresentNPCPeriodText "Jennifer" "Evening" "<br>Jennifer stands in her kitchen, arms crossed, leaning against the worktop. She's not cooking. The oven is cold. \"I wasn't expecting you,\" she says flatly.<br>">>
<<elseif _JenniferTier is "Hostile" and $current.avatar is "Jennifer">>
<<PresentNPCPeriodText "Jennifer" "Morning" "<br>Jennifer sits at the kitchen table, in your body. She - he? - looks up from a cup of coffee. \"Late start? I was beginning to think you'd forgotten how mornings work.\" Your grin. Her condescension. She gestures to the kitchen. \"Breakfast isn't going to make itself.\"<br>">>
<<PresentNPCPeriodText "Jennifer" "Evening" "<br>Jennifer lies on the sofa, in your body. She - he? - doesn't look up when you enter. \"Something smells like it needs attention in the kitchen,\" they say. \"Be a good girl and sort it out, would you?\"<br>">>
<<elseif _JenniferTier is "Hostile">>
<<PresentNPCPeriodText "Jennifer" "Morning" "<br>Jennifer stands in her kitchen. She doesn't look at you when you enter. The eggs are cooking, but the kitchen feels cold despite the heat.<br>">>
<<PresentNPCPeriodText "Jennifer" "Evening" "<br>Jennifer is sitting at the kitchen table, not cooking. A glass of wine sits in front of her, half-drunk. She looks up with a smile that invites a challenge.<br>">>
<</if>>
<<elseif _CheckFirst is false and $current.female is true>>
<br>
"Hey!", she brightly says as you enter. "I'm so glad you came over this evening! We've got so much to catch-up on. Take a seat, I'm just finishing off dinner. I hope you're hungry - I went a bit overboard."<br>
<br>
She gives you a friendly smile, then turns back to cooking.<br>
<<elseif _CheckFirst is false and $current.female is false>>
<br>
"Hey you," she says as you enter, giving you a playful look. "I'm almost done with dinner. I hope you are in the mood for something tasty."<br>
<br>
She flashes you a grin, then turns back to her cooking.<br>
<<else>>
/* Act 1 greetings */
<<CheckPersonalityState "Jennifer">>
<<if _PersonalityState is "Normal">>
<<PresentNPCPeriodText "Jennifer" "Morning" "<br>Jennifer stands in her kitchen, poaching some eggs. She gives you a smile when you look at her. \"Morning! Did you want breakfast?\"<br>">>
<<PresentNPCPeriodText "Jennifer" "Evening" "<br>Jennifer stands in her kitchen, fussing with the oven. Baking trays and mixing bowls litter the worktop. She gives you a smile when you look at her.<br>">>
<<elseif _PersonalityState is "Humbled">>
<<PresentNPCPeriodText "Jennifer" "Morning" "<br>Jennifer stands in her kitchen, poaching some eggs. She gives you a small smile when you look at her. \"Hey. Did you want breakfast?\"<br>">>
<<PresentNPCPeriodText "Jennifer" "Evening" "<br>Jennifer stands in her kitchen, fussing with the oven. Baking trays and mixing bowls litter the worktop. She gives you a weak smile when you look at her, as if her world has shattered.<br>">>
<<elseif _PersonalityState is "Hardened" and $current.avatar is "Jennifer">>
<<PresentNPCPeriodText "Jennifer" "Morning" "<br>Jennifer sits at the kitchen table, in your body. They give you a grin. \"You not making breakfast for us?\"<br>">>
<<PresentNPCPeriodText "Jennifer" "Evening" "<br>Jennifer lies on the sofa, in your body. They smile knowingly at you. \"You're making dinner tonight, aren't you?\"<br>">>
<<elseif _PersonalityState is "Hardened">>
<<PresentNPCPeriodText "Jennifer" "Morning" "<br>Jennifer stands in her kitchen, poaching some eggs. She gives you a smile when you look at her. \"Morning! Did you want breakfast?\"<br>">>
<<PresentNPCPeriodText "Jennifer" "Evening" "<br>Jennifer stands in her kitchen, fussing with the oven. Baking trays and mixing bowls litter the worktop. She gives you a smile when you look at her.<br>">>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<Quest35SwapLockCheck>>
<<Flag "Quest35StudySwap">><<set _Quest35StudySwapActive to _FlagReturn>>
<<QuestStatus "Quest2">><<InventoryCheckSelf "JennifersBear">><<Flag "BearKnown">>
<<if _QuestStatus is "complete" and _InventoryCheckSelf is false and _FlagReturn is true and $NPCPresent.includes("Jennifer")>>
<<link "Pick up the bear" "JennifersApartmentBear">><<TakeObjectLocation "JennifersApartment" "JennifersBear">><</link>><br>
<<elseif _QuestStatus is "complete" and _InventoryCheckSelf is false>>
<<link "Take a look around" "JennifersApartmentInvestigation">><<AddFirst "JennifersApartmentFirstTime">><</link>><br>
<<elseif _Quest35StudySwapActive is true and $current.avatar is "Jennifer" and $NPCPresent.includes("Jennifer")>>
<<link "Transform back" "JennifersApartmentSwitch">><</link>><br>
<<elseif _QuestStatus is "complete" and _InventoryCheckSelf is true and _PersonalityState is "Hardened" and _Quest35SwapLockCheck is false>>
<<Flag "JenniferSwitchDeal">>
<<if $current.avatar isnot "Jennifer" and _FlagReturn is true>>
<<link "Switch places with Jennifer" "JennifersApartmentSwitch">><</link>><br>
<<elseif _FlagReturn is true>>
<<link "Transform back" "JennifersApartmentSwitch">><</link>><br>
<<elseif $current.avatar isnot "Jennifer">>
<s>Transform into Jennifer</s> - <i>You'll need to find a way to nullify the acorn</i><br>
<</if>>
<<elseif _QuestStatus is "complete" and _InventoryCheckSelf is true and _Quest35SwapLockCheck is false>>
<<InventoryCheckNPC "Jennifer" "JennifersAcorn">>
<<if _InventoryCheckNPC is true and $current.avatar isnot "Jennifer" and $NPCPresent.includes("Jennifer")>><s>Transform into Jennifer</s> - <i>You'll need to find a way to nullify the acorn</i><br>
<<elseif $current.avatar isnot "Jennifer" and $NPCPresent.includes("Jennifer")>><<link "Transform into Jennifer" "JennifersApartmentTransform">><</link>><br><</if>>
<</if>>
<<if $NPCPresent.includes("Jennifer") and setup.period[$periodCurrent] is "Evening" and $current.avatar is "Jennifer" and ((_PersonalityState is "Hardened" and _Quest35SwapLockCheck is false) or _Quest35StudySwapActive is true)>>
<<link "Cook dinner" "JennifersApartmentCookDinner">>
<<GetPCState "job">>
<<if _job is "Fired">><<CashFlow 1>><</if>>
<<DailyVariableAdd "JenniferSwitchCookedDinner">>
<<SiblingBond 1>>
<<EmilyCorruption -3>>
<<EmilyGrades 3>>
<</link>><br>
<<elseif $NPCPresent.includes("Jennifer") and setup.period[$periodCurrent] is "Evening" and _Quest35SwapLockCheck is false>>
<<link "Wait for dinner" "JennifersApartmentDinner">><<AddFirst "JennifersApartmentFirstTime">><</link>><br>
<</if>>
<<if $NPCPresent.includes("Jennifer") and $current.avatar is "Jennifer" and setup.period[$periodCurrent] is "Evening" and _Quest35SwapLockCheck is false>>
<s>Talk to Jennifer</s> - <i>'Jennifer' expects you to cook dinner</i><br>
<<elseif $NPCPresent.includes("Jennifer")>>
<<link "Talk to Jennifer" "JennifersApartmentDialogue0">><<AddFirst "JennifersApartmentFirstTime">><</link>><br>
<<SpellsCheckSelf "Identify">><<AlreadyIdentified "Jennifer">>
<<if _AlreadyIdentified is false and _SpellsCheckSelf is true>>
<<if $current.female is true>>
<<link "[Spell: Identify] Cast Identify on Jennifer" "SpellIdentify">>
<<CastIdentify "Jennifer" "JennifersApartment" "Jennifer's Apartment">>
<<SpellIdentified "Jennifer">>
<<AddFirst "JennifersApartmentFirstTime">>
<</link>><br>
<<else>>
<<link "[Spell: Identify] Cast Identify on Jennifer" "SpellIdentifyJenniferMaleFail">>
<<AddFirst "JennifersApartmentFirstTime">>
<</link>><br>
<</if>>
<</if>>
<</if>>
<<if $current.avatar is "Jennifer" and !$NPCPresent.includes("Jennifer")>>
<<link "Go to Jennifer's bedroom" "JennifersApartmentBedroom">><</link>><br>
<</if>>
<<if _PersonalityState is "Hardened" and $current.avatar is "Jennifer" and _Quest35SwapLockCheck is false>>
<<link "Go outside as Jennifer" "JennifersApartmentSwitchExit">><</link>>
<<elseif $current.avatar is "Jennifer" and _Quest35SwapLockCheck is true and $NPCPresent.includes("Jennifer")>>
<<link "Go outside as Jennifer" "JennifersApartmentSwitchExit">><</link>>
<<else>>
<<link "Go outside" "AvianLane">><</link>>
<</if>>
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
/* Do not let the ordinary first-swap event replace a Quest35-owned reciprocal transformation. */
<<if _currentEvent is "JenniferSwitchFirstTime">>
<<Quest35SwapLockCheck>>
<<if _Quest35SwapLockCheck is true>>
<<EventsCheckEnd "JennifersApartment" "JenniferSwitchFirstTime">>
<<set _currentEvent to undefined>>
<</if>>
<</if>>
<<if _currentEvent is "JennifersApartmentFemaleFirst">>
<br>
You enter from the bedroom, your mind hazy from the strange surroundings. Only when you enter the living room do you fully realise where you are.<br>
<br>
Jennifer is in her kitchen, poaching some eggs. She looks back at you and smiles. "Morning sleepyhead! How you feeling? I was worried about you!"<Br>
<br>
You look around, surveying your surroundings. You know this apartment. It's Jennifer's. Your friend. But why are you here, at this time in the morning?<br>
<bR>
From the kitchen Jennifer eyes you sympathetically. "You must have had a harder day yesterday than I thought! You came over last night to catch-up, but almost straight after dinner you passed out. I didn't have the heart to wake you, so I put you to sleep in my room. One night on the sofa isn't the worst experience for me. I'm glad I got a comfy one."<br>
<br>
You frown, struggling to remember. Your memories are hazy and that explanation doesn't seem right. But you can't think of a better alternative. Why else would you stay over at your friend's house, after all.<br>
<br>
"I've made some eggs," Jennifer says. "Not sure if you're hungry, but there's plenty for you. It's the least I can do if you feel bad. That's what friends are for."<Br>
<br>
You look at Jennifer closely. She just smiles. With a sigh, you accept her point. As she said. <I>That's what friends are for.</i><br>
<br>
<<ActionsHeader>>
<<link "Return to Jennifer's Apartment" "JennifersApartment">><<EventsCancel "EvansDepartmentStore" "JenniferFemaleFirst">><<EventsCheckEnd "JennifersApartment" "JennifersApartmentFemaleFirst">><</link>>
<<elseif _currentEvent is "JenReactGordonGym">>
<br>
You step into the apartment, the door clicking softly behind you. Jennifer stands in the kitchen, back to you. "How are you?" she asks.<br>
<br>
"Same same," you reply, walking into the kitchen space. You watch Jennifer at work. The silence hints at what you can sense in the air. Some sort of tension between you.<BR>
<br>
She turns slowly, green eyes flicking over you with a quiet intensity. "I just keep coming back to a strange experience I had," she says after a moment, voice low. "When I went for a workout with Gordon."<Br>
<<DialogueSpoken "Jennifer" "Gym">>
<<if _Discussed is true>>
<br>
You raise an eyebrow. "Gordon? I didn’t know you went to the gym with him?"<BR>
<br>
Jen shrugs a little, still focusing her eyes on you. "Sometimes," she says dismissively. "But that’s not what I want to talk about. <br>
<</if>>
<br>
She folds her arms, studying you. "He said my form was… better. More focused than last time."<br>
<br>
"What did he mean?" you reply, a sinking feeling appearing in your stomach.<br>
<br>
Her lips curve into a dismissive half-smile. "He meant I wasn’t trying to show off." <br>
<br>
The feeling sinks further, but you try to deflect. "Like, showing how many lunges you can do?"<br>
<br>
Jen rolls her eyes. "Do I need to spell it out? He implied I was showing off." She gestures at her toned figure, as if you’ve forgotten what it looks like.<br>
<br>
"Oh," you reply. Not sure of what to say. <br>
<br>
"I didn’t think I did that last time I went there," she says, when it’s clear you’re not going to elaborate. <Br>
<br>
You try to make your pondering seem authentic, as flashes of you arching your back in front of Gordon as Jen appears in your mind. "I suppose he could’ve misread things. Men sometimes see flirting where there isn’t any."<br>
<br>
"Maybe," she murmurs, but her eyes betray doubt. "Maybe."<Br>
<<JenniferSuspicion "GordonGym">>
<br>
<<ActionsHeader>>
<<link "Return to Jennifer's Apartment" "JennifersApartment">><<EventsCheckEnd "JennifersApartment" "JenReactGordonGym">><</link>>
<<elseif _currentEvent is "JenReactCliveBar">>
<br>
Your nose is stimulated by comforting smells of food as you enter the living room. Jennifer stands in the kitchen, cooking. She offers you a polite smile as a greeting.<br>
<br>
"Funny thing happened early this morning," she says as you enter. "I went out for a walk and I bumped into Rhiannon. You know, from McTafeys bar? She asked how my head was after the other night."<Br>
<br>
You start feel warm, as if sweat is not far away. "Did you have a big night?"<Br>
<Br>
She shakes her head. "No. I don’t really go to McTafeys."<Br>
<br>
The heat rises. "That is strange."<Br>
<br>
"She told me that I was drinking with Clive. That guy from Thompson’s Repairs. And that I shattered a glass when I tried to put it down and missed the bar."<br>
<br>
"She must have got you mixed up with someone else," you tell her.<Br>
<br>
"I don’t know how she would have," Jennifer replies. "I’ve known her a while now."<Br>
<Br>
All you can do is shrug. Then, as you come up with something, "Maybe she’s had a few herself. There’s always guys buying her drinks."<Br>
<Br>
A long moment passes, as Jennifer considers your words. "Perhaps"<br>
<<JenniferSuspicion "CliveBar">>
<br>
<<ActionsHeader>>
<<link "Return to Jennifer's Apartment" "JennifersApartment">><<EventsCheckEnd "JennifersApartment" "JenReactCliveBar">><</link>>
<<elseif _currentEvent is "JenReactKissingMartin">>
<br>
The sounds of harsh chopping come from the kitchen as you walk into Jennifer’s living room. You look over to see her slicing like it was a mortal enemy. "Jen," you greet her. "Everything okay."<Br>
<br>
She puts the knife down and spins to look at you. "You wouldn’t believe what Martin Dwell tried to do to me at work," she says. <Br>
<Br>
You freeze, feeling as though you’ve walked into a trap. Trying to hide any reaction, you just raise an eyebrow. "What?"<Br>
<Br>
"He tried to kiss me," she exclaims. "Right in the stock room. Said that he’d like a repeat performance from his favourite gutter girl."<Br>
<br>
Your mouth drops with genuine surprise, but inside you register that you know exactly what he’s referring to. "What did he mean?"<Br>
<br>
"I don’t know!" she says, voice breaking a little. "I’ve never touched him. He’s the creepiest man in Charlton. And that’s saying a lot."<Br>
<br>
You can’t help but wince, instantly hoping Jennifer didn’t see it. "He’s a pig," you reply. "Probably was just trying to get a rise out of you. He’s made comments about Emily to me before."<Br>
<br>
Jennifer looks set to respond, but she instead just exhales. A moment passes, as frustration drowns out of her face. "But… what did he mean by ‘repeat’?" she says quietly. She takes a deep breath. "It was as if… something had happened between us."<Br>
<br>
Her eyes glance up to you, green and intense and calculating. You shrug. "I don’t want to analyse Martin’s mind that much."<Br>
<br>
She holds her steely gaze on you for a moment longer, before turning back to the kitchen top. Visibly thinking.<br>
<<JenniferSuspicion "KissingMartin">>
<br>
<<ActionsHeader>>
<<link "Return to Jennifer's Apartment" "JennifersApartment">><<EventsCheckEnd "JennifersApartment" "JenReactKissingMartin">><</link>>
<<elseif _currentEvent is "JenReactAppeasingMartin">>
<br>
The sound of a blender is apparent even before you enter the living room. You walk in to see Jennifer pressed over the kitchen counter, holding the top of the appliance down with straining force.<Br>
<Br>
"Goddamnit!" she cries as it bounces off, sending the contents spiraling across the splash-back.<Br>
<br>
"Everything okay?" you say, approaching. She turns to face you, wiping liquid from her face. "Yes. I mean, no. Not really."<Br>
<Br>
"You know, you can just buy a new blender?" you ask, offering a smile.<Br>
<br>
"It’s not about the blender," she replies, her eyes looking back at you. "I was thinking about a little chat I had the other day with Clive from the repair shop. It… irritated me."<Br>
<Br>
You feel yourself swallow saliva, feeling suddenly alert. "Why?" you say flatly. "What did he say?"<Br>
<br>
She takes a towel from off the oven and begins wiping her clothes down. "He asked if I was alright. After what happened with Martin."<Br>
<br>
You watch her, noting she’s watching you just as careful. "And what happened with Martin?"<Br>
<Br>
"That’s just it," she replies. "Nothing. He’s just a delivery man. I don’t have anything more to do with him. In spite of what he would like. But this came from Clive. And he was very specific."<Br>
<br>
She turns to look down, working to remove a particularly large blob of blender juice from her clothes. When she looks back up, her eyes are narrowed. "Said I had to be careful indulging men like Martin. Said that his van isn’t known for being a pleasant ride for young ladies."<Br>
<br>
You can only snort as a response. "Do you think Martin is spreading rumours about you?"<Br>
<br>
Jennifer gives you a look, then shakes her head. "Not his style. And people don’t really listen to him."<Br>
<br>
"Then what do you think Clive meant?" you try.<br>
<br>
"I don’t know," she admits, quietly. "But it was something."<Br>
<<JenniferSuspicion "AppeasingMartin">>
<br>
<<ActionsHeader>>
<<link "Return to Jennifer's Apartment" "JennifersApartment">><<EventsCheckEnd "JennifersApartment" "JenReactAppeasingMartin">><</link>>
<<elseif _currentEvent is "JenReactAuntJoan">>
<br>
You step into the kitchen to find Jennifer at the stove, absentmindedly fiddling with a teapot as the kettle boils, absorbed in watching it boil.<Br>
<Br>
"How things?" you ask, closing the door behind you.<Br>
<Br>
She startles, then looks over to you. "Same as always," she replies, voice flat. A flicker of restlessness crosses her face.<Br>
<Br>
You lean against the counter. "The kettle can boil itself without you watching, Jen." You wait for a reaction. She doesn’t answer.<br>
<br>
"Jen?" you say more firmly.<br>
<Br>
Her gaze snaps back to you. "Sorry," she murmurs, shoulders lifting in a small shrug. "Just thinking about something Maisie said."<br>
<Br>
"Maisie?" you echo, heart sinking at the name.<Br>
<br>
She nods. "A girl from work. She’s usually… catty. But this time she was actually friendly. Inquisitive. Almost like she wanted to talk."<br>
<Br>
"Maybe she's just having a good day?" You offer. But Jennifer shakes her head.<Br>
<br>
"I mean, that could have been it. She said one thing though that struck me. She thanked me for helping with her Aunt. But the thing is, Maisie always deals with her aunt. I don’t think I’ve ever said two words to her. She doesn’t even look in my direction."<Br>
<br>
You swallow. "Are you sure she meant actually help?" you say. "Maybe you were just supportive after Maisie helped her try on outfits."<Br>
<BR>
Jennifer’s brow furrows and her eyes narrow. "Outfits?" she repeats, voice cool. "I didn’t say anything about outfits."<Br>
<Br>
You search for a reply. "Well… what else would she be doing in a department store?"<Br>
<br>
For a long moment, Jennifer stares back at you. After a long beat, one word. "Right."<Br>
<<JenniferSuspicion "AuntJoan">>
<br>
<<ActionsHeader>>
<<link "Return to Jennifer's Apartment" "JennifersApartment">><<EventsCheckEnd "JennifersApartment" "JenReactAuntJoan">><</link>>
<<elseif _currentEvent is "JenReactChristinaWork">>
<br>
Jennifer is washing dishes when you walk in. She turns to look at you, offering a glum hello before turning back to the sink. "What’s the matter?" you ask.<br>
<Br>
You hear her sigh as she turns around. "It’s nothing," she says, her voice flat. "Just… I just got a call from the department store. They’ve enrolled me on to some training program. 'Customer Service Excellence.' I even have to do a test."<Br>
<Br>
"Isn’t this a good thing", you ask. "You might get a raise."<Br>
<Br>
Jennifer shakes her head. "More like a punishment. Apparently I got a complaint against me. From the wonderful Christina Evans. She told her daddy that I said I was too busy to help her find a dress. This is a Terry Evans special to resolve the situation."<bR>
<br>
You take a deep breath, remembering your encounter with the cheerleader. "Christina would say that regardless of how you responded."<br>
<br>
Jennifer’s eyes narrow. "Responded to what?"<br>
<br>
"I imagine she comes in the store quite a bit," you try. "I’m sure you run into her."<br>
<bR>
A sceptical look is thrown in your direction, but only for a moment. Jen grits her teeth. "I usually try to avoid her. Certainly don’t do anything to get in her way. For the life of me, I just don’t know what she’s talking about."<br>
<br>
"Maybe she just made it up," you reply. "Another one of her cruel jokes."<Br>
<br>
At that, Jennifer nods. But her eyes don’t unlock with yours for quite some time.<Br>
<<JenniferSuspicion "ChristinaWork">>
<br>
<<ActionsHeader>>
<<link "Return to Jennifer's Apartment" "JennifersApartment">><<EventsCheckEnd "JennifersApartment" "JenReactChristinaWork">><</link>>
<<elseif _currentEvent is "JenReactSalonTrip">>
<br>
When you enter, you see Jennifer looking at herself in the mirror. She uses her hands to stretch the skin around her eyes and tug at her cheeks. Upon seeing you, she smiles politely. "Hey."<br>
<br>
You give her a look. "What are you doing?"<Br>
<br>
Jennifer looks at you briefly in the reflection of the mirror, before looking at herself again. "Just checking," she says, finishing up by running her hand over her forehead. A moment later, she turns to look at you. "Do I… look any different to you?"<Br>
<br>
There is a moment of silence as you compose yourself. <I>That question feels like it carries a lot of weight these days, doesn’t it?</i><Br>
<br>
You try to defuse the situation. "Are you worried about wrinkles, Jen?"<br>
<br>
She doesn’t smile at the comment. Instead, she looks back to the mirror briefly. "My skin… looks fresh, doesn’t it?" she says, turning back to you. "Like I’ve just had a facial?"<Br>
<Br>
You smile, forcing it through the memories of visiting the salon. "Do you think?"<Br>
<Br>
Jen looks in the mirror once more. "I think," she says quietly. "But I haven’t had one in a while. I went into the salon though to get my nails done and they were surprised to see me back so soon."<Br>
<br>
Her head slowly turns. Her eyes now narrowed as she looks at you. "Curious, don’t you think?"<Br>
<Br>
You can offer nothing in response. Breaking the silence, Jen shrugs. "I guess it will just remain a mystery."<br>
<<JenniferSuspicion "SalonTrip">>
<br>
<<ActionsHeader>>
<<link "Return to Jennifer's Apartment" "JennifersApartment">><<EventsCheckEnd "JennifersApartment" "JenReactSalonTrip">><</link>>
<<elseif _currentEvent is "JenReactTerryFlirt">>
<br>
You step into the apartment, the soft clink of a spatula against the frying pan greeting you. Jennifer stands at the kitchen counter, apron tied neatly around her waist, a flicker of surprise crossing her face when she notices you.<br>
<br>
“Hey,” you say, moving closer. She turns fully to you, green eyes momentarily darting down to your hand before settling back on your face. “Everything okay?”<br>
<Br>
She pauses before answering. “I ran into Terry Evans today,” she says, voice quiet. “He asked about me. Said he’s planning something at the store and he needs my help.” She tilts her head. “He mentioned dinner. Just the two of us. So he can discuss my role. I have no idea what he meant by ‘my role.’”<br>
<Br>
You swallow. “Dinner?” you repeat, trying to keep your tone light. “Maybe he wants to offer you a promotion.” You try for a reassuring smile. <br>
<Br>
Jennifer leans back against the counter, eyes narrowing in thought. “I haven’t spoken to him in weeks,” she murmurs. “I try to avoid his hairbrained ideas. Last time he wanted me to co-host some retail fashion show. But this sounded like it was the continuation of a conversation.” Her fingers drum on the countertop, uncertainty tugging at her features. “Where we'd agreed to it before.”<Br>
<br>
You tilt your head, shrugging. “Terry is... well, he’s usually caught up in his own world. He mixes up his invites all the time.”<Br>
<Br>
"I didn't know you knew him that well?" Jennifer asks, her eyes now focusing on you.<Br>
<Br>
You step closer, resting a hand lightly on her shoulder. “Don’t read too much into it.”<Br>
<br>
Jennifer regards you with interest, stirring the pan as if the motion will clear her mind. “Maybe you’re right,” she says, voice distant. “Or maybe I’m imagining things.” <Br>
<br>
You nod slowly, watching the tension ease from her shoulders. “I’ll help,” you offer softly. “We’ll find out what he really wants.” Jennifer gives a small, uncertain smile before shifting her attention to plating the meal.<Br>
<<JenniferSuspicion "TerryFlirt">>
<br>
<<ActionsHeader>>
<<link "Return to Jennifer's Apartment" "JennifersApartment">><<EventsCheckEnd "JennifersApartment" "JenReactTerryFlirt">><</link>>
<<elseif _currentEvent is "JenniferLibraryCaught">>
<br>
As you walk into Jennifer’s apartment, you hear a knife slam onto a kitchen board. You take a deep breath. Here we go.<br>
<bR>
Jennifer turns around, still in an apron, but glaring darkly at you. She takes a moment to compose herself. "Were you spying on me, <<TrueName "Current">>?"<bR>
<br>
"It doesn’t matter, Jen," you say. "I want to know what’s going on. I think it’s only fair, given what happened before. What were you doing with Terrence?"<Br>
<br>
"I’ve been tutoring him," she says. "He needed some help with biology. His mother mentioned it to me at work. I felt sorry for him, so I offered."<Br>
<br>
You suck in air. "That’s another lie," you tell her. "That wasn’t tutoring you were doing. What’s really going on? What’s this got to do with Annie?"<Br>
<Br>
Jennifer grits her teeth. "This has got nothing to do with you, <<TrueName "Current">>. I’m not doing anything wrong. I’m helping him."<br>
<br>
"Then talk to me," you plead. "Why won’t you just tell me what’s going on?"<Br>
<Br>
She looks back with you in defeat. "Fine," she whispers. "Ask."<Br>
<br>
<<ActionsHeader>>
<<link "Ask about what happened to Annie" "JenniferDialogue">><<set $JenniferDialogue to "JenniferLibraryAnnie">><<EventsCheckEnd "JennifersApartment" "JenniferLibraryCaught">><<DialogueDone "Jennifer" "JenniferLibraryAnnie">><</link>><Br>
<<link "Ask what’s going to happen to Terrence" "JenniferDialogue">><<set $JenniferDialogue to "JenniferLibraryTerrence">><<EventsCheckEnd "JennifersApartment" "JenniferLibraryCaught">><<DialogueDone "Jennifer" "JenniferLibraryTerrence">><</link>><Br>
<<elseif _currentEvent is "TerrenceResolution">>
<br>
You walk through the door to Jennifer’s apartment. She sits on the sofa, hugging a cushion. At the sight of you, she smiles weakly. "Hey."<Br>
<Br>
Cautiously, you sit down at the other end of the couch. Silence hangs.<Br>
<br>
"Did you deal with the ritual?" she says quietly. You nod. She sighs. "How’s Terrence?"<br>
<br>
<<CheckPersonalityState "Terrence">>
<<if _PersonalityState is "Gay">>
"He’s going to be okay, I think," you say. "I stopped the ritual. I think he’s spared the worst of it."<Br>
<br>
Jennifer looks down at the floor, not meeting your eyes. "That’s… good," she whispers. "More than I did, in that situation."<br>
<<elseif _PersonalityState is "Unsure">>
"I’m not sure," you admit. "I sort of stopped the ritual. But I think something still got to him. It’s hard to tell how he’s going to be."<Br>
<br>
She looks at you with a sad smile. "There’s only one of you, <<TrueName "Current">> and a lot of them. It’s going to be hard to disrupt their plans."<br>
<<else>>
"He’s going to be different now," you tell her. "When I was in there, I just couldn’t find a way to stop them." <br>
<br>
She looks to you, a sympathetic smile on her face. "It’s not as easy as it sounds, is it? To help."<Br>
<</if>>
<br>
The quiet stretches out between you. She looks at you, her eyes looking blotchy and red. You notice her take in a sharp breath. "I guess, now that’s done, we should talk about it."<Br>
<br>
You narrow your eyes and she rolls her eyes. "The transforming, <<TrueName "Current">>. Into me."<bR>
<br>
<<ActionsHeader>>
<<link "Talk to Jennifer about transforming" "JenniferDialogue">>
<<set $JenniferDialogue to "TransformingHer">>
<<EventsCheckEnd "JennifersApartment" "TerrenceResolution">>
<<EventsCancel "YourRoom" "TerrenceResolutionJenniferText">>
<<SetFlag "JenniferPostTerrenceVisit" false>>
<</link>>
<<elseif _currentEvent is "JenniferSwitchFirstTime">>
<br>
You enter the bedroom, your mind hazy from this body. The familiar sight of Jennifer in her kitchen, poaching some eggs, is jarring to you.<br>
<br>
She looks back at you and smiles. "Morning sleepyhead! How you feeling?"<Br>
<br>
"You've changed," you say, in a manner that seems too nonchalant for the situation.<Br>
<br>
"I wasn't sure if you wanted to keep up appearances," she replies.<bR>
<br>
An uneasy silence descends in the room. You find looking back at Jennifer, her shape matching your own. Even in Charlton, you can't quite come to terms with it.<br>
<Br>
"I had... fun," Jennifer adds. "Not just with you. But being able to step outside and not feel that I was being judged. It felt good."<br>
<Br>
Jennifer glances to the floor. "I won't force you to do anything you don't want to do," she mutters. "But if you're still keen on pursuing this. Magic. Transforming. Everything. And still keen on <i>being me</i>, I think we could continue. I wouldn't object."<br>
<bR>
Her eyes glance up to yours. Waiting. Expecting. And there's a flutter of hope behind them.<Br>
<br>
<<ActionsHeader>>
<<link "Ask Jen to switch back" "JennifersApartmentSwitch">><<EventsCheckEnd "JennifersApartment" "JenniferSwitchFirstTime">><</link>><Br>
<<link "Spend another day as Jen" "JenniferDialogue">><<EventsCheckEnd "JennifersApartment" "JenniferSwitchFirstTime">><<set $JenniferDialogue to "StayAsJenMorningAfter">><</link>>
<<elseif _currentEvent is "MrTweeInitial">>
<br>
You step inside to find Jennifer at the door, saying goodbye to someone. A tall, lean man in a brown suit and bowtie stands on the threshold, holding a leather case in one hand. He turns to look at you as you enter. His smile is perfect.<br>
<br>
"Good evening!" he says to you. "Another resident! How delightful. I'm Mr. Twee, from Yew Cosmetics. I was just having a wonderful conversation with Miss Chambers about our new autumn range."<br>
<br>
Jennifer's expression is polite but strained. "He was just leaving," she says pointedly.<br>
<br>
"Indeed I was!" Mr. Twee replies, not moving. "But it was so nice to chat."<br>
<br>
<<if $current.female is true>>
You feel something as he looks at you. A prickling on your skin. Not magic, exactly. But close.<br>
<<else>>
He looks at you, almost through you. His smile doesn't waver and his eyes don't move. For a moment you feel like an insect being catalogued.<br>
<</if>>
<br>
"Well," he says finally. "I must be off! So many customers, so little time. Do call if you'd like to place an order. Miss Chambers has my card."<br>
<br>
He nods once and walks past you into the hallway. His footsteps are perfectly even. Jennifer closes the door behind him and leans against it.<br>
<br>
"Who was that?" you ask.<br>
<br>
"Mr. Twee," she mutters. "He comes every year to sell cosmetics. Bit overly friendly, but the products are decent. Better than what we sell at Evans."<br>
<br>
<<ActionsHeader>>
<<link "Return to Jennifer's apartment" "JennifersApartment">><<EventsCheckEnd "JennifersApartment" "MrTweeInitial">><<EventsCancel "JennifersApartment" "MrTweeInitial">><</link>>
<<elseif _currentEvent is "ReturnFromStudy">>
<<JenniferTier>>
<<if $current.avatar is "Jennifer">>
<br>
You blink as the light fades. Jennifer's apartment materialises around you. <i><<TrueName "Current">></i> lets go of your hands and takes a shaky breath. "That was... a lot."<br>
<br>
He moves to the kitchen, pouring himself a glass of water. After a long drink, he turns to you. "What next?"<br>
<br>
You give her a polite smile. "I'm not sure. We still don't know what's written in that book about your dad. If anything."<br>
<br>
"Something is written in there," he tells you curtly. "We just need to find a way to see it." He glances down at your chest. Where the amulet tingles underneath your clothes. A grin spreads across his face. "There is one way."<br>
<br>
Your eyes widen. "You want me to go back there... as your dad?"<br>
<br>
"You saw how it worked," he replies. "You could read my entry. Why wouldn't you be able to read my dad's?"<br>
<br>
"I can't just transform, Jen," you tell her. "I need something from him. Something personal."<br>
<br>
His eyes glint. "What if we could get something from him? He's booked that dinner with me. If we got something from him, you could change? And we could see what book says about him."<br>
<br>
"Roseli said it was a one-time offer," you try. "There's no way of getting back there."<br>
<br>
"Come on, <i>Jennifer</i>," he says, dismissing your concerns. "You owe me. After what you did. If we can get something from your dear old daddy, would you at least consider it?"<br>
<br>
You gulp, as you digest her words.<br>
<br>
<i>Daddy?</i><br>
<br>
<<ActionsHeader>>
<<link "Agree to her plan" "JenniferDialogue">><<set $JenniferDialogue to "ReturnFromStudyAgreeSwap">><<EventsCheckEnd "JennifersApartment" "ReturnFromStudy">><</link>><br>
<<link "Say it's too risky" "JenniferDialogue">><<set $JenniferDialogue to "ReturnFromStudyRiskySwap">><<EventsCheckEnd "JennifersApartment" "ReturnFromStudy">><</link>>
<<else>>
<br>
Your eyes adjust as the bright light fades. You are back in Jennifer's apartment, holding her hand in yours.<br>
<br>
She looks to you and lets go of your hand, stretching her back. Her face is sullen. Her lips are slack and cast down. She glances down towards her bathroom. "I should get rid of those cosmetics," she mutters. "This town never ceases to surprise me."<br>
<br>
"Are you okay?" you ask.<br>
<br>
She looks up at you and shrugs. "I'm not sure how that helped."<br>
<br>
"At least we know there's a book that might be affecting you dad," you tell her.<br>
<br>
"There's no might be about it," she replies. "It's this town. Yet again. I just wish we could have seen what was inside it."<br>
<br>
Her eyes linger on you, drifting slightly to your neck. Where the amulet rests beneath your clothes. "If only there was some way one of us could be him."<br>
<br>
"You want me to transform now into your father?" you ask, reading her look with concern. "I thought you wanted me to keep my head down."<br>
<br>
"We've already crossed the line," she says. "And you heard what Mr. Twee said. You would see if there's an entry if you were... my dad."<br>
<br>
Your eyes widen. "You want me to go back there... as your dad?"<br>
<br>
<<if _JenniferTier is "MagicAware" or _JenniferTier is "Confronted">>
"You saw how it worked," she replies. "You could read my entry. Why wouldn't you be able to read my dad's?"<br>
<br>
"I can't just transform, Jen," you tell her. "I need something from him. Something personal."<br>
<br>
Her eyes glint. "What if we could get something from him? He's booked that dinner with me. If we got something from him, you could change? And we could see what book says about him."<br>
<br>
"Roseli said it was a one-time offer," you try. "There's no way of getting back there."<br>
<br>
"Let's deal with one step at a time, <<TrueName "Current">>," she says, dismissing your concerns. "If we can get something from dad, would you at least consider it?"<br>
<<elseif _JenniferTier is "Humbled">>
"I know it's a lot," she replies. "With everything that's happened. But you could read my entry. Why wouldn't you be able to read my dad's?"<br>
<br>
"I can't just transform, Jen," you tell her. "I need something from him. Something personal."<br>
<br>
Her eyes glint. "What if we could get something from him? He's booked that dinner with me. If we got something from him, you could change? And we could see what book says about him."<br>
<br>
"Roseli said it was a one-time offer," you try. "There's no way of getting back there."<br>
<br>
"Please, <<TrueName "Current">>," she says, her lip trembling. "If we can get something from dad, would you at least consider it?"<br>
<<elseif _JenniferTier is "Betrayed" or _JenniferTier is "Ceasefire" or _JenniferTier is "Hostile">>
"You saw how it worked," she replies. "You could read my entry. Why wouldn't you be able to read my dad's?"<br>
<br>
"I can't just transform, Jen," you tell her. "I need something from him. Something personal."<br>
<br>
Her eyes glint. "What if we could get something from him? He's booked that dinner with me. If we got something from him, you could change? And we could see what book says about him."<br>
<br>
"Roseli said it was a one-time offer," you try. "There's no way of getting back there."<br>
<br>
"Come on, <<TrueName "Current">>," she says, dismissing your concerns. "You owe me. After what you did. If we can get something from dad, would you at least consider it?"<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Agree to her plan" "JenniferDialogue">><<set $JenniferDialogue to "ReturnFromStudyAgree">><<EventsCheckEnd "JennifersApartment" "ReturnFromStudy">><</link>><br>
<<link "Say it's too risky" "JenniferDialogue">><<set $JenniferDialogue to "ReturnFromStudyRisky">><<EventsCheckEnd "JennifersApartment" "ReturnFromStudy">><</link>>
<</if>>
<<elseif _currentEvent is "JenniferTrapped">>
<<SetFlag "JenniferStuckAsPC">><<TransformNPC "Jennifer" "PC">>
<<JenniferTier>>
<br>
You walk into Jennifer's apartment and stop as you look around to meet familiar eyes looking back at you. Very familiar eyes. There, standing in the living room, is a direct duplication of you.<br>
<br>
"Jennifer?" you ask.<br>
<br>
<<if _JenniferTier is "Ceasefire">>
She looks up, panicked. "I was just practising," she says, your voice coming from her face. "I was trying to get the spell right." Her, or your, eyes are wide. Genuine embarrassment cracks through the usual composure. "I can't change back, <<TrueName "Current">>. I've tried."<br>
<br>
You stare at yourself standing in Jennifer's living room. Whether this was truly an accident is a question you file away for later.<br>
<<else>>
She looks up, with a smirk. "Well," she says, your voice dripping with her inflections. "This is awkward."<br>
<br>
"I was experimenting," she says. "And it seems I've got a bit stuck."<br>
<br>
"Convenient, isn't it?" you reply.<br>
<br>
A thin smile. Your smile, on your face. "Very."<br>
<</if>>
<br>
<<if $PlayerCharacter.cheerleader is true>>
"I can talk to someone," you tell her. "Maybe Roseli at the carnival. She might be able to help."<br>
<<else>>
"I can talk to Gladys," you tell her. "Or maybe Roseli at the carnival. They might be able to help."<br>
<</if>>
<br>
"There's no time," you hear Jennifer say, her inflections familiar even in your tones. "I've got to meet my dad for dinner, remember? If we don't go, we'll miss the chance to get something personal from him."<br>
<br>
You give her a deflated look. "You want me to go as you, don't you?"<br>
<br>
There is a grin that you've seen in the mirror so many times. "It's the only option. If we don't do this, we'll lose our chance to see what's written in that book about dad."<br>
<<if $ItemState.amulet.charge lt 2>>
<br>
"I don't think the amulet is ready," you say. "It needs time to charge."<br>
<Br>
"Still letting it tell you when it's ready, are you?" she says, grinning. She waves a finger towards you. The amulet shakes. You feel it burning with energy.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Transform into Jennifer" "JenniferDialogue">><<set $JenniferDialogue to "Quest35TrappedTransform">><<set $ItemState.amulet.charge to 2>><<Transform "Jennifer">><<SetFlag "Quest35DinnerSwap">><<EventsCheckEnd "JennifersApartment" "JenniferTrapped">><</link>><br>
<<link "Tell her you won't do it" "JenniferDialogue">><<set $JenniferDialogue to "Quest35TrappedRefuse">><<set $ItemState.amulet.charge to 2>><<EventsCheckEnd "JennifersApartment" "JenniferTrapped">><</link>>
<<elseif _currentEvent is "Quest35BackFromDinner">>
<<JenniferTier>>
<<if $current.avatar is "Jennifer">>
<br>You step inside. <i><<TrueName "Current">></i> closes the door behind you both. He moves through the apartment and reaches into a cupboard in the kitchen, taking out a bottle of whiskey. You didn't even know Jennifer had alcohol in the house.<br>
<br>
<<if _JenniferTier is "Ceasefire">>
He pours himself a drink and sits at the kitchen table, before looking back at you. "What did you think of him?" he asks quietly.<br>
<<elseif _JenniferTier is "Hostile">>
He pours himself a drink and sits at the kitchen table, before looking back at you. "So," he says. "What did you observe?"<br>
<</if>>
<<else>>
<br>You step inside. Jennifer closes the door and moves to the kitchen without a word. She reaches into a cupboard in the kitchen, taking out a bottle of wine. You didn't even know Jennifer had alcohol in the house.<br>
<br>
<<if _JenniferTier is "MagicAware" or _JenniferTier is "Confronted">>
She pours herself a drink and sits at the kitchen table, before looking back at you. "What did you think of him?" she asks quietly.<br>
<<elseif _JenniferTier is "Humbled">>
She pours herself a drink and sits at the kitchen table, before looking back at you. "He's not himself," she says firmly. "I could see it. The way he talks about me. The distance. That's not my dad."<br>
<<elseif _JenniferTier is "Betrayed">>
She pours herself a drink and sits at the kitchen table, before looking back at you. She looks at you with genuine vulnerability breaking through. "Did you notice it? The way he was?"<br>
<<elseif _JenniferTier is "Ceasefire" or _JenniferTier is "Hostile">>
She pours herself a drink and sits at the kitchen table, before looking back at you. "Analysis," she says flatly. "What did you observe?"<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Tell her he seemed fine" "JenniferDialogue">><<set $JenniferDialogue to "Quest35BackFromDinnerFine">><<EventsCheckEnd "JennifersApartment" "Quest35BackFromDinner">><</link>><br>
<<link "Tell her something seemed off about him" "JenniferDialogue">><<set $JenniferDialogue to "Quest35BackFromDinnerOff">><<EventsCheckEnd "JennifersApartment" "Quest35BackFromDinner">><</link>>
<<elseif _currentEvent is "Quest35ReadyForCarnival">>
<<JenniferTier>>
<br>
<<if $current.avatar is "Jennifer">>
<<Flag "JenniferSwapArrangement">>
<<if _FlagReturn is true>>
<i><<TrueName "Current">></i> is already at the kitchen table when you get back. He's changed out of your work clothes into something more casual. You wonder where those clothes came from. He looks up as you close the door.<br>
<br>
"How was your day?" he asks with a grin. He already knows the answer. He's enjoying this.<br>
<br>
You drop your bag by the door. "Fine," you mutter.<br>
<br>
"Good girl," he says. The words land heavier than they should. He pushes back from the table. "Ready to go see the fortune teller?"<br>
<<else>>
<<Flag "JenniferStuckAsPC">>
<<if _FlagReturn is true>>
<i><<TrueName "Current">></i> is already at the kitchen table when you get back. He looks tired in your body. He looks up as you close the door.<br>
<br>
"How was your day?" he asks. There's no grin.<br>
<br>
"Strange," you say.<br>
<br>
"I bet," he replies. He pushes back from the table. "Let's get this sorted. Ready to go see the fortune teller?"<br>
<<else>>
<i><<TrueName "Current">></i> is already at the kitchen table when you get back. He looks up as you close the door.<br>
<br>
"How was your day?" he asks.<br>
<br>
You drop your bag by the door. "Fine," you mutter.<br>
<br>
"Good," he says. "Ready to go see the fortune teller?"<br>
<</if>>
<</if>>
<<else>>
<<GetNPCState "Jennifer" "SplitUp">>
<<if $PlayerCharacter.female is true>>
Jennifer is in the kitchen when you arrive. She gives you a tired smile. "Thanks for coming," she says. "I've been going back and forth all day about whether this is a good idea."<br>
<br>
She reaches for her coat. "But it's for dad. Ready to go see the fortune teller?"<br>
<<elseif _SplitUp is true>>
Jennifer opens the door after a moment. The smile she offers is polite. Careful.<br>
<br>
"I wasn't sure you'd come," she says quietly. She steps aside and reaches for her coat. "But this is about dad. Ready to go see the fortune teller?"<br>
<<else>>
<<if _JenniferTier is "MagicAware" or _JenniferTier is "Confronted">>
Jennifer is already wearing her coat when she opens the door. She's been pacing - you can tell from the flush on her cheeks.<br>
<br>
"I've been thinking about this all day," she says. "About that fortune teller. About what we need to do." She takes a breath. "Ready to go see the fortune teller?"<br>
<<elseif _JenniferTier is "Humbled">>
Jennifer opens the door and the relief on her face is immediate. "Thank you," she says softly. "I know this is a lot."<br>
<br>
She reaches for her coat. "Ready to go see the fortune teller?"<br>
<<elseif _JenniferTier is "Betrayed">>
Jennifer opens the door. She meets your eyes for a moment, then looks away. "You came," she says.<br>
<br>
She pulls on her coat. "Ready to go see the fortune teller?"<br>
<<elseif _JenniferTier is "Ceasefire" or _JenniferTier is "Hostile">>
Jennifer opens the door immediately. She's already dressed, coat on, bag in hand.<br>
<br>
"You're here. Good." She steps past you into the hallway. "Ready to go see the fortune teller?"<br>
<</if>>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Order a taxi and go to Fat Gordon's Carnival" "JennifersApartmentTaxiToCarnival">><<EventsCheckEnd "JennifersApartment" "Quest35ReadyForCarnival">><</link>>
<</if>><<StartConversation "Jennifer" "JennifersApartment">>
<<Checkrelationship _NPC>>
<<if setup.period[$periodCurrent] is "Evening">>
<<QuestStatus "Quest35">><<set _Quest35Active to (_QuestStatus is "active")>><<QuestStatus "Quest28">>
<<if _Quest35Active is true or _QuestStatus is "active">>
<<CheckNPCForm "Jennifer">>
<<if _NPCForm is "PC">>
<i><<TrueName "Current">></i> looks up from the table. "Hello," he says, his voice quiet. "How are you?"<br>
<<else>>
Jennifer looks up from the table. "Hello," she says, her voice quiet. "How are you?"<br>
<</if>>
<<if $JenniferTopics is undefined>><<set $JenniferTopics to 3>><</if>>
<<else>>
<<if $JenniferTopics is undefined>><<set $JenniferTopics to 3>><<else>><<set $JenniferTopics -= 1>><</if>>
<<if $JenniferTopics is 3>>
<<QuestStatus "Quest20">>
<<if _QuestStatus is "complete" and $current.avatar is "Jennifer">>
<i>Jennifer</i> looks around as you approach. She smiles with a slight degree of menace. "Hey, <i>Jen</i>."<br>
<<elseif _QuestStatus is "complete" and $current.female is true>>
Jennifer looks around as you approach. She turns away from her cooking. "How are you, <<TrueName>>?" she says quietly.<br>
<<elseif _QuestStatus is "complete">>
Jennifer looks around as you approach. She turns away from her cooking and offers you a hesitant smile. "How was your day?"<br>
<<elseif $current.avatar is "Jennifer">>
<i>Jennifer</i> looks around as you approach. She smiles with a slight degree of menace. "Hey, <i>Jen</i>."<br>
<<elseif $current.female is true>>
Jennifer looks around as you approach. She turns away from her cooking and smiles warmly. "How are you, <<TrueName>>? It feels like it's been ages!"<br>
<<else>>
Jennifer looks around as you approach. She turns away from her cooking and smiles warmly. "How was your day?"<br>
<</if>>
<<elseif $JenniferTopics is 2>>
<<if $current.female is true>>
The oven starts to beep and Jennifer offers you a frantic look, then turns and takes out some delicious-smelling roasted meat from the oven. She cuts slices onto two plates nearby as she listens to you.<br>
<<else>>
The oven starts to beep and Jennifer offers you an apologetic look, then turns and takes out some delicious-smelling roasted meat from the oven. She cuts slices onto two plates nearby as she listens to you.<br>
<</if>>
<<elseif $JenniferTopics is 1>>
<<if $current.female is true>>
Jennifer turns off the gas stove and drains steamed vegetables, which she serves up on the plates. She glance over her shoulder occasionally, waiting for you to speak.<br>
<<else>>
Jennifer turns off the gas stove and drains steamed vegetables, which she serves up on the plates. She continues to glance over her shoulder attentively, waiting for you to speak.<br>
<</if>>
<<elseif $JenniferTopics is 0>>
<<if $current.female is true>>
Jennifer drains some potatoes and places them on the dishes, completing the meal. "There," she says. "Dinner’s ready. It's a bit carb heavy. I hope you don't mind. Want to sit at the table?"<br>
<<else>>
Jennifer drains some potatoes and places them on the dishes, completing the meal. "There," she says, admiring her work. "Dinner’s ready. Want to sit at the table?"<br>
<</if>>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<if $JenniferTopics gt 0>>
<<QuestStatus "Quest20">>
<<if _QuestStatus is "complete">>
<<DialogueSpoken "Jennifer" "FirstDream">><<QuestState "Quest16">>
<<if _Discussed is false and _QuestState gte 0>><<link "Tell her about your dream" "JenniferDialogue">><<set $JenniferDialogue to "FirstDream">><</link>><br><</if>>
<<DialogueSpoken "Jennifer" "TwoPlacesSpell">><<QuestState "Quest19">>
<<if _Discussed is false and _QuestState gte 0>><<link "Ask her about a spell to be in two places at once" "JenniferDialogue">><<set $JenniferDialogue to "TwoPlacesSpell">><</link>><br><</if>>
<</if>>
<<DialogueSpokenSecretKnown "Jennifer" "Tell">>
<<if _Discussed is false and _CurrentPC is true>><<link "Talk to her about what’s going on" "JenniferDialogue">><<set $JenniferDialogue to "Tell">><</link>><br><</if>>
<<QuestState "Quest20">><<QuestStatus "Quest20">>
<<if _QuestState is 3 and _QuestStatus is "active">><<link "Confront her about her time at Charlton School" "JenniferDialogue">><<set $JenniferDialogue to "Confront">><</link>><br><</if>>
<<QuestOptionCheck "Quest25" 5 "dresses">><<QuestOptionCompleteCheck "Quest25" 5 "dresses">>
<<if _QuestOptionCheck is true and _QuestOptionCompleteCheck is false>><<link "Ask for help with the cursed dresses" "JenniferDialogue">><<set $JenniferDialogue to "CursedDresses">><</link>><br><</if>>
<<QuestState "Quest21">><<DialogueSpoken "Jennifer" "JenniferLibrary">>
<<if _QuestState is 5 and _Discussed is false>><<link "Confront Jennifer about Terrence" "JenniferDialogue">><<set $JenniferDialogue to "JenniferLibrary">><</link>><br><</if>>
<<DialogueSpoken "Jennifer" "School">>
<<if _Discussed is false>><<link "Ask about Charlton School" "JenniferDialogue">><<set $JenniferDialogue to "School">><</link>><br><</if>>
<<DialogueSpoken "Jennifer" "Lessons">><<QuestState "Quest11">>
<<if _Discussed is false and _QuestState is 0>><<link "Ask about the differences between boy’s and girl’s lessons" "JenniferDialogue">><<set $JenniferDialogue to "Lessons">><</link>><br><</if>>
<<DialogueSpoken "Jennifer" "Gym">><<DialogueUnlockCheck "Jennifer" "ConfrontGym">>
<<if _Discussed is false and _DialogueUnlockCheck is true>><<link "Ask about her sessions with Gordon at the gym" "JenniferDialogue">><<set $JenniferDialogue to "Gym">><</link>><br><</if>>
<<DialogueSpoken "Jennifer" "Cheerleader">><<JenniferRumourKnown "CheerleaderCoven">>
<<if _Discussed is false and _JenniferRumourKnown is true>><<link "Ask her about being a cheerleader" "JenniferDialogue">><<set $JenniferDialogue to "Cheerleader">><</link>><br><</if>>
<<DialogueSpoken "Jennifer" "Penny">><<JenniferRumourKnown "Homophobia">>
<<if _Discussed is false and _JenniferRumourKnown is true>><<link "Ask her about the rumours with Penny and Annie" "JenniferDialogue">><<set $JenniferDialogue to "Penny">><</link>><br><</if>>
<<DialogueSpoken "Jennifer" "Class">><<JenniferRumourKnown "TopOfClass">>
<<if _Discussed is false and _JenniferRumourKnown is true>><<link "Ask about her being top of her class" "JenniferDialogue">><<set $JenniferDialogue to "Class">><</link>><br><</if>>
<<DialogueSpoken "Jennifer" "Bunking">><<JenniferRumourKnown "Privileges">>
<<if _Discussed is false and _JenniferRumourKnown is true>><<link "Ask about bunking off lessons" "JenniferDialogue">><<set $JenniferDialogue to "Bunking">><</link>><br><</if>>
<<DialogueSpoken "Jennifer" "Bullying">><<JenniferRumourKnown "BulliedPeople">>
<<if _Discussed is false and _JenniferRumourKnown is true>><<link "Ask her about bullying Annie" "JenniferDialogue">><<set $JenniferDialogue to "Bullying">><</link>><br><</if>>
<<DialogueSpoken "Jennifer" "Curses">><<JenniferRumourKnown "Curses">>
<<if _Discussed is false and _JenniferRumourKnown is true>><<link "Ask her about her and magic" "JenniferDialogue">><<set $JenniferDialogue to "Curses">><</link>><br><</if>>
<<Flag "Act2Started">>
<<if _FlagReturn is true>>
<<JenniferTier>>
<<QuestStatus "Quest28">><<DialogueSpoken "Jennifer" "WhatsWrong">>
<<if _QuestStatus is "active" and _Discussed is false and _JenniferTier isnot "StrangerToMagic">>
<<link "Ask what's wrong" "JenniferDialogue">><<set $JenniferDialogue to "WhatsWrong">><</link>><br>
<</if>>
<<DialogueUnlockCheck "Jennifer" "AboutParents">><<DialogueSpoken "Jennifer" "AboutParents">>
<<if _DialogueUnlockCheck is true and _Discussed is false>>
<<link "Ask about her parents" "JenniferDialogue">><<set $JenniferDialogue to "AboutParents">><</link>><br>
<</if>>
/* Recruit link keys on the CovenJoin unlock written by "What's wrong" (house pattern, cf. Siobhan/Heather) - no hand-derived history, form-agnostic. */
<<AlreadyIdentified "Jennifer">><<DialogueUnlockCheck "Jennifer" "CovenJoin">><<DialogueSpokenSecretKnown "Jennifer" "CovenJoin">>
<<if _QuestStatus is "active" and _AlreadyIdentified is true and _DialogueUnlockCheck is true and _Discussed is false>>
<<link "Ask her to help with the coven" "JenniferDialogue">><<set $JenniferDialogue to "CovenJoin">><</link>><br>
<</if>>
<<QuestState "Quest35">><<DialogueSpoken "Jennifer" "TellAboutTicket">><<InventoryCheckSelf "RoseliJourneyTicket">>
<<if _QuestState is 1 and _Discussed is false and _InventoryCheckSelf is true>>
<<link "Tell her about the ticket Roseli gave you" "JenniferDialogue">><<set $JenniferDialogue to "TellAboutTicket">><</link>><br>
<</if>>
<<DialogueUnlockCheck "Jennifer" "UseTheTicket">><<InventoryCheckSelf "RoseliJourneyTicket">>
<<if _DialogueUnlockCheck is true and _InventoryCheckSelf is true and setup.period[$periodCurrent] is "Evening">>
<<link "Say the words and use the ticket" "JenniferDialogue">><<set $JenniferDialogue to "UseTheTicket">><</link>><br>
<<elseif _DialogueUnlockCheck is true and _InventoryCheckSelf is true>>
<s>Say the words and use the ticket</s> - <i>Roseli told you only to use it in the evening</i><br>
<</if>>
<<QuestState "Quest35">>
<<if _QuestState is 4 and setup.period[$periodCurrent] is "Evening">>
<<link "Ask her if she's ready to meet her dad" "JenniferDialogue">><<set $JenniferDialogue to "Quest35ReadyForDinner">><</link>><br>
<</if>>
<</if>>
<<QuestStatus "Quest36">><<DialogueSpoken "Jennifer" "AskAboutCharli">>
<<if _QuestStatus isnot "unknown" and $current.avatar isnot "Charli" and _Discussed is false>><<link "Ask about Charli Thomas" "JenniferDialogue">><<set $JenniferDialogue to "AskAboutCharli">><</link>><br><</if>>
<<QuestStatus "Quest35">>
<<if _QuestStatus is "active">>
<<link "Ask about dinner" "JennifersApartmentDinner">><<set $JennifersApartmentDinner to "Quest35Dinner">><</link>><br>
<<else>>
<<link "Wait for dinner" "JennifersApartmentDinner">><</link>><br>
<</if>>
<<else>>
<<link "Eat dinner with Jennifer" "JenniferDialogue">><<set $JenniferDialogue to "EatDinner">><</link>>
<</if>>
<<else>>
<<CheckNPCForm "Jennifer">>
<<if $JenniferDialogue is undefined and _NPCForm is "PC">>
<i><<TrueName "Current">></i> looks around as you approach. He smiles with a slight degree of menace. "Hey, <i>Jen</i>."<br>
<<elseif $JenniferDialogue is undefined and $current.avatar is "Jennifer">>
<i>Jennifer</i> looks around as you approach. She smiles with a slight degree of menace. "Hey, <i>Jen</i>."<br>
<<elseif $JenniferDialogue is undefined and $current.female is true>>
Jennifer looks around as you approach. She turns away from her cooking and smiles warmly. "How are you, <<TrueName>>? It feels like it's been ages!"<br>
<<elseif $JenniferDialogue is undefined>>
Jennifer looks around as you approach. She turns away from her cooking and smiles warmly. "Hey!"<br>
<<elseif _NPCForm is "PC">>
<i><<TrueName "Current">></i> smiles, your own eyes looking you over as he waits for you to speak.<br>
<<elseif $current.avatar is "Jennifer">>
<i>Jennifer</i> smiles, eyes looking over your form as she waits for you to speak.<br>
<<else>>
Jennifer smiles politely, continuing to cook as she listens to you.<br>
<</if>>
<br>
<<ActionsHeader>>
<<QuestStatus "Quest20">>
<<if _QuestStatus is "complete">>
<<DialogueSpoken "Jennifer" "FirstDream">> <<QuestState "Quest16">>
<<if _Discussed is false and _QuestState gte 0>><<link "Tell her about your dream" "JenniferDialogue">><<set $JenniferDialogue to "FirstDream">><</link>><br><</if>>
<<DialogueSpoken "Jennifer" "TwoPlacesSpell">><<QuestState "Quest19">>
<<if _Discussed is false and _QuestState gte 0>><<link "Ask her about a spell to be in two places at once" "JenniferDialogue">><<set $JenniferDialogue to "TwoPlacesSpell">><</link>><br><</if>>
<</if>>
<<QuestState "Quest21">><<DialogueSpoken "Jennifer" "JenniferLibrary">>
<<if _QuestState is 5 and _Discussed is false>><s>Confront Jennifer about Terrence</s> - <I>This conversation may take some time. You should wait to the evening to talk</i><br><</if>>
<<DialogueSpoken "Jennifer" "School">>
<<if _Discussed is false>><<link "Ask about Charlton School" "JenniferDialogue">><<set $JenniferDialogue to "School">><</link>><br><</if>>
<<DialogueSpoken "Jennifer" "Lessons">><<QuestState "Quest11">>
<<if _Discussed is false and _QuestState is 0>><<link "Ask about the differences between boy’s and girl’s lessons" "JenniferDialogue">><<set $JenniferDialogue to "Lessons">><</link>><br><</if>>
<<DialogueSpoken "Jennifer" "Gym">><<DialogueUnlockCheck "Jennifer" "ConfrontGym">>
<<if _Discussed is false and _DialogueUnlockCheck is true>><<link "Ask about her sessions with Gordon at the gym" "JenniferDialogue">><<set $JenniferDialogue to "Gym">><</link>><br><</if>>
<<DialogueSpoken "Jennifer" "Cheerleader">><<DialogueUnlockCheck "Jennifer" "ConfrontCheer">>
<<if _Discussed is false and _DialogueUnlockCheck is true>><<link "Ask about her days as a cheerleader" "JenniferDialogue">><<set $JenniferDialogue to "Cheerleader">><</link>><br><</if>>
<<DialogueSpoken "Jennifer" "Penny">><<DialogueUnlockCheck "Jennifer" "ConfrontPenny">>
<<if _Discussed is false and _DialogueUnlockCheck is true>><<link "Ask about Penny and Annie" "JenniferDialogue">><<set $JenniferDialogue to "Penny">><</link>><br><</if>>
<<DialogueSpoken "Jennifer" "Class">><<DialogueUnlockCheck "Jennifer" "ConfrontClass">>
<<if _Discussed is false and _DialogueUnlockCheck is true>><<link "Ask about her being top of her class" "JenniferDialogue">><<set $JenniferDialogue to "Class">><</link>><br><</if>>
<<DialogueSpoken "Jennifer" "Bunking">><<DialogueUnlockCheck "Jennifer" "ConfrontBunk">>
<<if _Discussed is false and _DialogueUnlockCheck is true>><<link "Ask about bunking off lessons" "JenniferDialogue">><<set $JenniferDialogue to "Bunking">><</link>><br><</if>>
<<DialogueSpoken "Jennifer" "Bullying">><<DialogueUnlockCheck "Jennifer" "ConfrontBully">>
<<if _Discussed is false and _DialogueUnlockCheck is true>><<link "Ask about her friends at school bullying people" "JenniferDialogue">><<set $JenniferDialogue to "Bullying">><</link>><br><</if>>
<<Flag "Act2Started">>
<<if _FlagReturn is true>>
<<JenniferTier>>
<<QuestStatus "Quest28">><<DialogueSpoken "Jennifer" "WhatsWrong">>
<<if _QuestStatus is "active" and _Discussed is false and _JenniferTier isnot "StrangerToMagic">>
<<link "Ask what's wrong" "JenniferDialogue">><<set $JenniferDialogue to "WhatsWrong">><</link>><br>
<</if>>
<<DialogueUnlockCheck "Jennifer" "AboutParents">><<DialogueSpoken "Jennifer" "AboutParents">>
<<if _DialogueUnlockCheck is true and _Discussed is false>>
<<link "Ask about her parents" "JenniferDialogue">><<set $JenniferDialogue to "AboutParents">><</link>><br>
<</if>>
/* Recruit link keys on the CovenJoin unlock written by "What's wrong" (house pattern, cf. Siobhan/Heather) - no hand-derived history, form-agnostic. */
<<AlreadyIdentified "Jennifer">><<DialogueUnlockCheck "Jennifer" "CovenJoin">><<DialogueSpokenSecretKnown "Jennifer" "CovenJoin">>
<<if _QuestStatus is "active" and _AlreadyIdentified is true and _DialogueUnlockCheck is true and _Discussed is false>>
<<link "Ask her to help with the coven" "JenniferDialogue">><<set $JenniferDialogue to "CovenJoin">><</link>><br>
<</if>>
<<QuestState "Quest35">><<DialogueSpoken "Jennifer" "TellAboutTicket">><<InventoryCheckSelf "RoseliJourneyTicket">>
<<if _QuestState is 1 and _Discussed is false and _InventoryCheckSelf is true>>
<<link "Tell her about the ticket Roseli gave you" "JenniferDialogue">><<set $JenniferDialogue to "TellAboutTicket">><</link>><br>
<</if>>
<<DialogueUnlockCheck "Jennifer" "UseTheTicket">><<InventoryCheckSelf "RoseliJourneyTicket">>
<<if _DialogueUnlockCheck is true and _InventoryCheckSelf is true and setup.period[$periodCurrent] is "Evening">>
<<link "Say the words and use the ticket" "JenniferDialogue">><<set $JenniferDialogue to "UseTheTicket">><</link>><br>
<<elseif _DialogueUnlockCheck is true and _InventoryCheckSelf is true>>
<s>Say the words and use the ticket</s> - <i>Roseli told you only to use it in the evening</i><br>
<</if>>
<<QuestState "Quest35">>
<<if _QuestState is 4 and setup.period[$periodCurrent] is "Evening">>
<<link "Ask her if she's ready to meet her dad" "JenniferDialogue">><<set $JenniferDialogue to "Quest35ReadyForDinner">><</link>><br>
<<elseif _QuestState is 4>>
<s>Ask her if she's ready to meet her dad</s> - <i>Jennifer said to come by in the evening</i><br>
<</if>>
<</if>>
<<QuestOptionCheck "Quest23" 3 "nurse_program" "gte">><<DialogueSpoken "Jennifer" "NurseProgramGraduate">><<QuestStatus "Quest36">>
<<if _QuestOptionCheck is true and _QuestStatus is "unknown" and _CurrentPC is true and $current.avatar isnot "Charli" and _Discussed is false>><<link "Ask about recent graduates who entered the nurse’s program" "JenniferDialogue">><<set $JenniferDialogue to "NurseProgramGraduate">><</link>><br><</if>>
<<QuestStatus "Quest36">><<DialogueSpoken "Jennifer" "AskAboutCharli">>
<<if _QuestStatus isnot "unknown" and $current.avatar isnot "Charli" and _Discussed is false>><<link "Ask about Charli Thomas" "JenniferDialogue">><<set $JenniferDialogue to "AskAboutCharli">><</link>><br><</if>>
<<link "End the conversation with Jennifer" "JennifersApartment">><<EndConversation "Jennifer">><</link>><br>
<</if>>You spend a moment looking around Jennifer’s apartment. It’s decorated in pastels and soft furnishings, but notably is free of clutter or personal effects. <br>
<br>
Something on the bookshelf does catch your eye. Among the numerous travel guides and exotic landscape photography is a plush white teddy. <br>
<br>
<<if $current.female is true>>
You recall Jennifer blushing when you called it out when you first became friends. It was a present from her father when she was still at school, to make up for her parents being away on business so much. You remember relating to the story, with your parents leaving Charlton so soon after moving here.<br>
<<else>>
You recall Jennifer blushing when you called it out when you first started dating. It was a present from her father when she was still at school, to make up for her parents being away on business so much. You remember the story made you feel closer to her, as you could relate.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Pick up the bear" "JennifersApartmentBear">><<TakeObjectLocation "JennifersApartment" "JennifersBear">><<SetFlag "BearKnown">><</link>>You take the toy from the bookshelf, turning it around in your hands. Though free of blemishes or discolouring, it has the look of something well loved.<br>
<br>
<I>In an apartment full of books and decor chosen for aesthetic, this stands out. You can feel the raw power from the amulet tingling. It’s definitely precious enough to Jennifer for you to use it.</i><br>
<br>
"Hey!" you hear Jennifer say, bringing you back to the present. You look over to see her watching you, amused but curious. "What are you doing?"<br>
<br>
<<ActionsHeader>>
<<AssumeForm "JennifersBear">>
<<if _AssumeForm is true>>
<<InventoryCheckNPC "Jennifer" "JennifersAcorn">>
<<if _InventoryCheckNPC>><s>Transform into Jennifer</s> - <i>You'll need to find a way to nullify the acorn</i><br>
<<else>><<link "Transform into Jennifer" "JennifersApartmentTransform">><</link>><br><</if>>
<</if>>
<<link "Put the bear back" "JennifersApartment">><<GiveObjectLocation "JennifersApartment" "JennifersBear">><</link>><<switch $JennifersApartmentDinner>>
<<case undefined>>
<<if $current.female is true>>
You sit down on the sofa and watch TV idly as Jennifer works diligently in the kitchen. Before long, Jennifer’s voice tells you that dinner is ready.<br>
<<else>>
You sit down on the sofa and watch TV idly as Jennifer works diligently in the kitchen. Before long, Jennifer’s sweet voice tells you that dinner is ready.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Eat dinner with Jennifer" "JenniferDialogue">><<set $JenniferDialogue to "EatDinner">><</link>>
<<case "Quest35Dinner">>
<<if $current.female is true>>
You look back at Jennifer, giving her a warm smile. "Did you want dinner this evening?"<br>
<br>
Jennifer shrugs and silently moves towards the kitchen. "I think I've got some left overs. Let me warm it up. Take a seat."<br>
<br>
You sit down on the sofa and watch TV idly as Jennifer heats something on the stove. Before long, Jennifer’s voice tells you that dinner is ready.<br>
<<else>>
You look back at Jennifer, giving her a warm smile. "Did you want dinner this evening?"<br>
<br>
Jennifer shrugs and silently moves towards the kitchen. "I think I've got some left overs. Let me warm it up. Take a seat."<br>
<br>
You sit down on the sofa and watch TV idly as Jennifer heats something on the stove. Before long, Jennifer’s voice tells you that dinner is ready.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Eat dinner with Jennifer" "JenniferDialogue">><<set $JenniferDialogue to "EatDinner">><</link>>
<</switch>><<if $current.avatar isnot "Jennifer">><<Transform "Jennifer">><<else>><<set _TransformSuccess to true>><</if>>
<<if _TransformSuccess is true>>
Clutching Jennifer’s cuddly toy, you feel the power of the amulet readying itself for use. <br>
<br>
"From this item, I see you in your time of need," you say. "Now form shape to the person I see within."<br>
<br>
You see Jennifer’s eyes widen in shock before searing pain slices across your skin and the magic takes hold. Crackles of magical energy lace up and down your arms and legs, causing you to shriek as your body shifts and changes. <br>
<br>
<i>A bundle of joy.</i> you think, focusing on the image of Jennifer in your mind. <i>Brown shimmering hair. Curvy body. Ample breasts. Green innocent eyes. A gleaming mischievous smile. A beautiful summer dress, with dainty heeled sandals.</i><br>
<br>
This time, the magic feels almost electric. Bolts flash across your eyes and singe your skin. You almost keel over, bending over at the waist as if ready to wretch. Shining brown hair falls forward over your vision towards the floor. You feel a set of heels pushing you up, higher and higher, whilst the room spins and appears to grow larger.<br>
<br>
<<if _TransformWasFemale is true>>
Your rib cage shifts and cracks as you feel your bones change, pulling your waist tight. Then, with a shriek, the anguish passes.<br>
<<else>>
Your rib cage crunches and cracks as you feel your bones change, pulling your waist tight. Then, with a shriek, the anguish passes.<br>
<</if>>
<br>
You take a deep breath, then stand up straight. Immediately seeing Jennifer staring at you. Not just shocked. Not even simply astonished. She is angry.<br>
<br>
<<ActionsHeader>>
<<link "[Spell: Sleep & Forget] Cast Sleep & Forget on Jennifer" "SleepForgetJennifer">>
<<EventTrigger "YourHome" "YourHomeEventJennifer" null "Emily" "Jennifer" null null null false>>
<</link>>
<<else>>
Clutching on to the bear, you ready yourself for the transformation. But the amulet doesn't feel warm against your skin. <br>
<br>
You recall what you know about it and realise the amulet isn't ready for use. Yet.<br>
<br>
<<ActionsHeader>>
<<link "Put the bear back" "JennifersApartment">><<GiveObjectLocation "JennifersApartment" "JennifersBear">><</link>>
<</if>><<if $SleepForgetJennifer is undefined>>
"Fall asleep," you say quickly, "and let your memories drift as you slumber."<br>
<br>
Jennifer stares back at you, her face a picture of confusion and rage. You push harder with your magical energy, feeling resistant against the spell taking hold.<br>
<br>
With a gasp, Jennifer drops to the floor in the kitchen. You try to race over to see if she’s okay, slowed down a little by the wedged sandals now on your dainty feet. You squat down beside her and check her pulse to see if she’s okay, your flowery summer dress falling almost across your knees.<br>
<br>
Only a deep, deep sleep, you think. No signs of cuts or bruises.<br>
<br>
<<if $PlayerCharacter.female is true>>
Satisfied that Jennifer is okay, you look at yourself in the glass of the microwave. The face of your friend stares back at you.<br>
<br>
You notice the taste of her neutral pink lipstick and how her eyeshadow really brings out her eyes. The cotton summer dress she is wearing gently hugs her curves, showing a little of her thigh and the tops of her ample breasts.<br>
<br>
You smile, seeing Jennifer's familiar mischievous look playing across the face in the reflection. Now though, the reflection is yours.<br>
<br>
There's something confident and assured about that smile. <i>Assertive</i>, even. You feel a newfound confidence in your ability to get your way in this form.<br>
<<else>>
Satisfied that Jennifer is okay, you look at yourself in the glass of the microwave. The face of your girlfriend stares back at you.<br>
<br>
You notice the taste of her neutral pink lipstick and how her eyeshadow really brings out her eyes. The cotton summer dress she is wearing gently hugs her curves, showing a little of her thigh and the tops of her ample breasts.<br>
<br>
You smile, trying on the mischievous look that first attracted you to Jennifer in the first place. This time, you see the same grin playing out on your reflection in the glass.<br>
<br>
There's something confident and assured about that smile. <i>Assertive</i>, even. You feel a newfound confidence in your ability to get your way in this form.<br>
<</if>>
<br>
You raise your bare arms, in wonder how the reflection matches your movements. Your reflection now, you remind yourself.<br>
<br>
Once adjusted to your new form, you look down at Jennifer. Time to cover up your activities.<br>
<br>
<<ActionsHeader>>
<<link "Move Jennifer to the bedroom" "SleepForgetJennifer">><<set $SleepForgetJennifer to "Bed">><</link>>
<<elseif $SleepForgetJennifer is "Bed">>
<b>Jennifer's Apartment - Bedroom</b><br>
<<if setup.period[$periodCurrent] is "Evening" or setup.period[$periodCurrent] is "Night">>
<img src="./images/Jennifers_Apartment_Bedroom_Night.png"><br>
<<else>>
<img src="./images/Jennifers_Apartment_Bedroom_Day.png"><br>
<</if>>
<br>
You grasp Jennifer’s sleeping form, one hand under each armpit. Jennifer is weaker than you, you realise, and you have some difficulty dragging the unconscious body across the living room and into her bedroom.<br>
<br>
With even more difficulty you then place her onto the bed and wrap the covers around her. Your spell should have erased her recent memories, so you are sure that she’ll wake up with no recollection of you visiting her today.<br>
<br>
Satisfied with your work, you walk back into the living room.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "JennifersApartment">>
<<SetNPCLocation "Jennifer" $dayCurrent "0" "JennifersApartmentBedroom">>
<<SetNPCLocation "Jennifer" $dayCurrent "1" "JennifersApartmentBedroom">>
<<SetNPCLocation "Jennifer" $dayCurrent "2" "JennifersApartmentBedroom">>
<<SetNPCLocation "Jennifer" $dayCurrent "3" "JennifersApartmentBedroom">>
<<SetNPCLocation "Jennifer" $dayCurrent "4" "JennifersApartmentBedroom">>
<<set $SleepForgetJennifer to undefined>>
<</link>>
<</if>><<if $JennifersApartmentCook is undefined>>
When you walk in, the apartment is quiet. You flick on the lamps and look around. Jennifer’s home. It feels strangely empty without her.<Br>
<Br>
<I>But it’s not without her, is it?</i><Br>
<Br>
Remembering her instructions, you move into the kitchen. Pulling out a cookbook from her shelf, you find a recipe that you know you can cook.<Br>
<br>
The pantry is well stocked and extensive. You put on an apron and begin the process of cutting vegetables, prepping the oven and seasoning the meat. The monotony of it turns into a gentle rhythm that seems rewarding as you see the meal come together. Soon the smells of roasting meat fill the kitchen. You can’t help but grin, feeling warm both from the oven and your work.<br>
<Br>
Then, the door latch clicks and you hear the sound of the door opening. You glance over your shoulder to see yourself enter, a smile on their face.<Br>
<Br>
"Oh hi," they murmur.<Br>
<br>
<<ActionsHeader>>
<<link "Talk to yourself. Or Jennifer. Or both." "JennifersApartmentCook">><<set $JennifersApartmentCook to "CookTalk">><<SetFlag "JenniferSwitchDay1" false>><</link>>
<<elseif $JennifersApartmentCook is "CookTalk">>
You stand, finishing off the dinner, as you look back at yourself, watching you.<Br>
<br>
<<ActionsHeader>>
<<DialogueSpoken "Jennifer" "SwitchWork">>
<<if _Discussed is false>><<link "Ask about work" "JenniferDialogue">><<set $JenniferDialogue to "SwitchWork">><</link>><br><</if>>
<<DialogueSpoken "Jennifer" "SwitchEmily">>
<<if _Discussed is false>><<link "Ask about Emily" "JenniferDialogue">><<set $JenniferDialogue to "SwitchEmily">><</link>><br><</if>>
<<DialogueSpoken "Jennifer" "SwitchSchool">>
<<if _Discussed is false>><<link "Ask about the school" "JenniferDialogue">><<set $JenniferDialogue to "SwitchSchool">><</link>><br><</if>>
<<link "Finish dinner" "JenniferDialogue">><<set $JenniferDialogue to "SwitchDinner">><<set $JennifersApartmentCook to undefined>><</link>>
<</if>><<Quest35SwapLockCheck>>
<<Flag "Quest35StudySwap">><<set _Quest35StudySwapActive to _FlagReturn>>
<<if _Quest35SwapLockCheck is true and _Quest35StudySwapActive is false>>
<<ActionsHeader>>
<<link "Return" "JennifersApartment">><</link>>
<<elseif $current.avatar is "Jennifer">>
"Do you think we could switch back?" you ask.<br>
<Br>
Disappointment almost registers on <I><<TrueName "Current">>'s</I> face. "If you want to," they murmur. "Is that amulet ready?"<br>
<Br>
/* Consensual switch-back: exempt this call from the mid-quest snap-to-Jennifer pin - Jennifer herself reverts on the exit links below. */
<<set _ConsensualSwitchBack to true>>
<<TransformBack>>
<<if _TransformSuccess is true>>
You clutch the amulet, feeling its warmth against your breasts. You take out your photo and think about yourself in your mind. You concentrate and recite the words that by now you know off by heart.<br>
<br>
"From this item, I see you in your time of need. Now form shape to the person I see within."<br>
<br>
The energy jolts out of the emerald and with it comes the painful sensation of magical crackling across your body. You focus inward, thinking about who you are. How you look. What you will become.<br>
<br>
You shriek as your body crunches and changes. You mentally grasp to retain consciousness. Then, with a howl that comes out of your mouth, the sensation passes.<br>
<br>
When you look up, you see Jennifer. Transformed too. Back into her form. You glance over at yourself in the mirror. That looks like you. <i>Doesn’t it?</i><br>
<<BodyChangeReveal>>
<br>
<<if $JennifersApartmentSwitch is "Cook">>
"Back to the real you," Jennifer says, with a little disappointment. "I guess you should be going now. But the offer always stands. Come see me again if you want to try walking on my side again."<br>
<br>
<<if $PlayerCharacter.female is false>>
"Do you think I could stay over?" you ask.<br>
<br>
You catch her wincing. "I don't think so," she says, carefully. "Not tonight. That was exhausting. I think I should get some rest."<br>
<Br>
There's something else in her words, but you don't want to give it too much thought. Instead, you nod.<br>
<Br>
<</if>>
"Goodnight, <<TrueName "Current">>," she says, as she opens the front door for you.<Br>
<br>
<<ActionsHeader>>
<<link "End the conversation and leave" "AvianLane">><<TimeChange>><<set $JennifersApartmentSwitch to undefined>><<SetFlag "JenniferSwitchSexDesire">><<TransformNPC "Jennifer" "Jennifer">><<SetFlag "Quest35StudySwap" false>><<Quest35Stage4Setup>><</link>>
<<else>>
<<ActionsHeader>>
<<link "Return to the living room" "JennifersApartment">><<TransformNPC "Jennifer" "Jennifer">><<SetFlag "Quest35StudySwap" false>><<Quest35Stage4Setup>><<set $JennifersApartmentSwitch to undefined>><</link>>
<</if>>
<<else>>
You finger the necklace and take out the photo of you. You feel the energy from the amulet, but it feels weak. <br>
<br>
You visualise yourself in your mind and speak the words from the note. The emerald warms at the utterance of the words, but its magic fades quickly. <br>
<br>
You sigh. It seems the amulet needs more time to recharge before it can be used again.<br>
<br>
"I think it needs a bit more time," you tell them.<br>
<br>
<I><<TrueName "Current">></I> grins. "I guess you're going to spend a bit more time as me," they reply. "I hope you're ready for it."<br>
<br>
<<if $JennifersApartmentSwitch is "Cook">>
"Goodnight, <I>Jennifer</i>," they say, as they open the front door for you.<Br>
<br>
<<ActionsHeader>>
<<link "End the conversation and leave" "AvianLane">><<TimeChange>><<set $JennifersApartmentSwitch to undefined>><</link>>
<<else>>
<<ActionsHeader>>
<<link "Return to the living room" "JennifersApartment">><<set $JennifersApartmentSwitch to undefined>><</link>>
<</if>>
<</if>>
<<else>>
"Do you think we could switch places again?" you ask Jennifer.<br>
<Br>
A smile forms quickly and there's a gleam in her eye. "I wouldn't say no," she murmurs. "Is that amulet ready?"<br>
<Br>
<<if $current.avatar isnot "Jennifer">><<Transform "Jennifer">><<else>><<set _TransformSuccess to true>><</if>>
<<if _TransformSuccess is true>>
Clutching Jennifer’s cuddly toy, you feel the power of the amulet readying itself for use. You nod. "I think it's ready."<br>
<br>
She returns your nod, then braces herself. "Go ahead," she says. "I'm ready when you are."<br>
<br>
Giving the toy one more squeeze, you begin to say the words. "From this item, I see you in your time of need. Now form shape to the person I see within."<br>
<br>
You feel Jennifer's own magical energies swirl before searing pain blinds your awareness. Crackles of magical energy lace up and down your arms and legs, causing you to shriek as your body shifts and changes. <br>
<br>
<i>A bundle of joy.</i> you think, focusing on the image of Jennifer in your mind. <i>Brown shimmering hair. Curvy body. Ample breasts. Green innocent eyes. A gleaming mischievous smile. A beautiful summer dress, with dainty heeled sandals.</i><br>
<br>
This time, the magic feels almost electric. Bolts flash across your eyes and singe your skin. You almost keel over, bending over at the waist as if ready to wretch. Shining brown hair falls forward over your vision towards the floor. You feel a set of heels pushing you up, higher and higher, whilst the room spins and appears to grow larger.<br>
<br>
<<if _TransformWasFemale is true>>Your rib cage shifts and cracks as you feel your bones change, pulling your waist tight. Then, with a shriek, the anguish passes.<br>
<<else>>Your rib cage crunches and cracks as you feel your bones change, pulling your waist tight. Then, with a shriek, the anguish passes.<br><</if>>
<br>
You take a deep breath, then stand up straight. Looking back at you is a reflection of yourself. Your real self. <<TrueName "Current">>.<Br>
<br>
<I>But is that your real self anymore?</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "JennifersApartment">><<TransformNPC "Jennifer" "PC">><<set $JennifersApartmentSwitch to undefined>><</link>>
<<else>>
Clutching on to the bear, you ready yourself for the transformation. But the amulet doesn't feel warm against your skin. <br>
<br>
You recall what you know about it and realise the amulet isn't ready for use. Yet.<br>
<br>
"I think it needs a bit more time," you tell her.<br>
<br>
She shrugs. "Come back when you're ready," she replies. "I'm looking forward to some time away from judgement."<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "JennifersApartment">><<set $JennifersApartmentSwitch to undefined>><</link>>
<</if>>
<</if>><<Quest35SwapLockCheck>>
<<if _Quest35SwapLockCheck is true>>
You brace yourself, stepping towards the door. "Okay. I'll see you later." The voice is unmistakably Jennifer's.<br>
<br>
<i><<TrueName "Current">></i> barely looks up from the kitchen table. He stares into a cup of coffee, somewhere else entirely. "Mmm. Later," he murmurs.<br>
<<if setup.period[$periodCurrent] is "Morning">>
<br>
<<GetPCState "job">>
<<if _job is "Fired">>
"You're going outside, right?" you ask. "Looking for work?"<br>
<<else>>
"You're going to my job, right?" you ask.<Br>
<</if>>
<br>
<i><<TrueName "Current">></i> waves you off with a hand. "Sure. You should get going."<Br>
<Br>
He looks back into the coffee. Barely acknowledging you.<Br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Leave Jennifer's apartment" "AvianLane">>
<<Weekend>>
<<if setup.period[$periodCurrent] is "Morning" and _Weekend is false>><<MorningScheduling>><<SetFlag "JenniferSwitchDay">>
<<elseif setup.period[$periodCurrent] is "Morning" and _Weekend is true>><<set $EmDay to "town">><<SetFlag "JenniferSwitchDay">>
<</if>>
<<SetNPCLocation "Jennifer" $dayCurrent "0" "">>
<<SetNPCLocation "Jennifer" $dayCurrent "1" "">>
<<SetNPCLocation "Jennifer" $dayCurrent "2" "">>
<</link>>
<<else>>
You brace yourself, stepping towards the door. "Okay, I'll see you later." The voice unmistakably, Jennifer's.<br>
<Br>
"Enjoy," <I><<TrueName "Current">></I> tells you. "I know I will."<br>
<br>
<<ActionsHeader>>
<<link "Leave Jennifer's apartment" "AvianLane">>
<<Weekend>>
<<if setup.period[$periodCurrent] is "Morning" and _Weekend is false>><<MorningScheduling>><<SetFlag "JenniferSwitchDay">>
<<elseif setup.period[$periodCurrent] is "Morning" and _Weekend is true>><<set $EmDay to "town">><<SetFlag "JenniferSwitchDay">>
<</if>>
<<SetNPCLocation "Jennifer" $dayCurrent "0" "">>
<<SetNPCLocation "Jennifer" $dayCurrent "1" "">>
<<SetNPCLocation "Jennifer" $dayCurrent "2" "">>
<</link>>
<</if>><<Quest35SwapLockCheck>>
<<Flag "Quest35StudySwap">><<set _Quest35StudySwapActive to _FlagReturn>>
<<if _Quest35SwapLockCheck is true and _Quest35StudySwapActive is false>>
<<ActionsHeader>>
<<link "Return" "JennifersApartment">><</link>>
<<else>>
You move into the kitchen. Pulling out a cookbook from her shelf, you find a recipe that you know you can cook.<br>
<Br>
The pantry is well stocked and extensive. You put on an apron and begin the process of cutting vegetables, prepping the oven and seasoning the meat. The monotony of it turns into a gentle rhythm that seems rewarding as you see the meal come together. Soon the smells of roasting meat fill the kitchen. You can’t help but grin, feeling warm both from the oven and your work.<br>
<br>
<<Flag "JenniferSwitchDay">>
<<if _FlagReturn>>
As you prepare dinner, <I><<TrueName "Current">></I> makes small talk. They tell you about their day. They beam with excitement as they talk.<Br>
<br>
<<GetPCState "job">><<Flag "SecretaryByChoice">><<set _SecretaryByChoice to _FlagReturn>><<EmilyCorruptionCheck>>
<<if _job is "Fired">>
"Then I went over to that new flower shop. You know, that new girl, Catherine Granger runs it. She mentioned some trouble she was having getting her booking system working. I offered to help and she was really thankful. Which reminds me, here's what she gave me for my efforts.<Br>
<br>
<I><<TrueName "Current">></I> puts down a few notes on the kitchen countertop, next to your meal prep. You look at the cash, then back to them. "Take it," they continue. "It will help, I'm sure."<Br>
<<elseif (_job is "Secretary" or _job is "LunchtimeReceptionCover") and _SecretaryByChoice is true>>
"Good," they say. "Office was busy. I spoke to Thompson when I got in and told him I was done with the front desk. He grumbled, but I’m back on the code. You’re welcome."<Br>
<br>
"I’d decided to stay on reception," you say.<br>
<br>
"I know," they reply, not looking up. "I decided otherwise. I’m not wasting answering phones."<br>
<<elseif _job is "Secretary" or _job is "LunchtimeReceptionCover">>
"Good," they say. "Office was busy. I spoke to Thompson when I got in. He seemed very angry. You've got to put in more effort at work. I can't keep on rescuing you from the front-desk. Maybe you should just let me handle it from now on."<Br>
<br>
"You’re back working as a programmer?" you ask. They nod.<br>
<br>
"Honestly. I might start to think you like being a secretary, with all the efforts you're putting in to stay there."<br>
<<else>>
"Great!" you hear them say. "Office was busy. But got a lot done. It's nice to be doing something that's not mind-numbing. I think I have a knack for this programming too. Never got the chance to learn that in Charlton."<br>
<br>
"Thompson was very happy with some of the work I did today. Complimented me again."<bR>
<</if>>
<Br>
<<if _EmilyCorruptionCheck is false>>
"I also spent some time with Emily," they continue. "We managed to work out a few problems with her homework. She seemed grateful."<br>
<br>
You stare back at <I><<TrueName "Current">></I>. Yourself. Listening to them live your life just as well as you do.<BR>
<bR>
<I>And maybe even better?</i><br>
<br>
"Also gave her a few pointers on avoiding some of the curses at the school," <I><<TrueName "Current">></I> continues. "There's other ways to get around them besides getting into conflict with the coven."<br>
<<else>>
"I also spent some time with Emily," they continue. "It was hard to claw her away from talking about boys, but I managed to get a few homework questions answered. It was fun to chat with her. I think she appreciated it."<Br>
<br>
You stare back at <I><<TrueName "Current">></I>. Yourself. Listening to them live your life just as well as you do. <I>And maybe even better?</I><br>
<br>
<I>Don't you mean him?</i><Br>
<br>
"Also gave her a few pointers on avoiding some of the curses at the school," <I><<TrueName "Current">></I> continues. "There's other ways to get around them besides getting into conflict with the coven."<br>
<</if>>
<br>
You turn back, checking the cooking meat. Not responding. Just considering if Jen's just better at navigating all this than you are.<br>
<<else>>
As you prepare dinner, <I><<TrueName "Current">></I> makes small talk. They talk to you about their plans of their days ahead. And whilst they don't explicitly say it, most of them resolve around being you.<Br>
<</if>>
<br>
With dinner finally prepared, you lay out placemats and cutlery, then serve the food. You can't help but consider how well your cooking skills are evolving.<br>
<br>
<I><<TrueName "Current">></I> takes a bite and smiles. "You're getting good at this. Maybe you're better at being me than I am."<br>
<Br>
Throughout the meal, you make small talk. <I><<TrueName "Current">></I> dominates the conversation, telling you a number of stories about their day. You have little to offer them in response. Before long, you realise time has ticked away.<Br>
<br>
<<if $PlayerCharacter.female is true>>
"This has been fun," <I><<TrueName "Current">></I> finally says. "But it's getting late."<bR>
<br>
They pause. You can see the conflict on their face. "Do you want to change back, then? Or maybe, I could stay like this... until morning?"<br>
<Br>
There's anticipation on <I><<TrueName "Current">></I>'s face. You know exactly what they would prefer to do.<br>
<br>
<<ActionsHeader>>
<<link "Transform back" "JennifersApartmentSwitch">><<set $JennifersApartmentSwitch to "Cook">><<GetPCState "job">><<if _job is "Secretary" or _job is "LunchtimeReceptionCover">><<RestoreProgrammerJob>><<WorkPerformanceReset>><</if>><</link>><br>
<<link "End the conversation and leave" "AvianLane">><<TimeChange>><<GetPCState "job">><<if _job is "Secretary" or _job is "LunchtimeReceptionCover">><<RestoreProgrammerJob>><<WorkPerformanceReset>><</if>><</link>>
<<else>>
"This has been fun," <I><<TrueName "Current">></I> finally says. "But it's getting late."<bR>
<br>
They pause. You can see the conflict on their face. "Do you want to change back, then? Or maybe, you could stay over?"<br>
<br>
<<ActionsHeader>>
<<link "Transform back" "JennifersApartmentSwitch">><<set $JennifersApartmentSwitch to "Cook">><<GetPCState "job">><<if _job is "Secretary" or _job is "LunchtimeReceptionCover">><<RestoreProgrammerJob>><<WorkPerformanceReset>><</if>><</link>><br>
<<InventoryCheckSelf "BlackSleepwear" "PinkSleepwear" "RedSleepwear">>
<<if _InventoryCheckSelf is true>><<link "Tell them you'll stay" "JenniferDialogue">><<set $JenniferDialogue to "SwitchStayOverAccept">><<GetPCState "job">><<if _job is "Secretary" or _job is "LunchtimeReceptionCover">><<RestoreProgrammerJob>><<WorkPerformanceReset>><</if>><</link>><br><</if>>
<</if>>
<</if>><<if $current.avatar is "Jennifer">>
<i><<TrueName "Current">></i> dials a taxi. A few minutes later, you see a run-down sedan pull up from through the window, the logo of Charlton Taxis on the side. You both step out into the cold evening air. You open the door and slide in.<br>
<br>
<<TaxiCabTakenCheck>>
<<if _TaxiCabTakenCheck is true>>
The same driver looks back at you in his mirror. "Hello again, love," he says, his eyes lingering. "Where to?"<br>
<<else>>
A gruff middle-aged man looks back at you in his mirror. "Where to?"<br>
<</if>>
<br>
"Fat Gordon's Carnival," <i><<TrueName "Current">></i> tells him curtly.<br>
<br>
The driver raises an eyebrow. "The circus? You two look too old to be hanging around there!" He shrugs and pulls away.<br>
<br>
The ride takes you out of town, past the streetlights and into the dark countryside roads. Neither of you speak. <i><<TrueName "Current">></i> stares out the window. You catch the driver glancing at you in the mirror more than once.<br>
<br>
"Popular place tonight," the driver mutters as the carnival lights appear in the distance. "Must be something in the air."<br>
<br>
Neither of you respond. The taxi pulls up at the entrance. <i><<TrueName "Current">></i> reaches for his wallet and pays.<br>
<br>
"Cheers, mate," the driver says. "Watch yourselves out there. Lot of gypsies about."<br>
<<else>>
Jennifer dials a taxi. A few minutes later, you see a run-down sedan pull up from through the window, the logo of Charlton Taxis on the side. You both step out into the cold evening air. You open the door and slide in.<br>
<br>
<<TaxiCabTakenCheck>>
<<if _TaxiCabTakenCheck is true>>
The same driver looks back at you in his mirror, his eyes lingering over Jennifer. "Hello again. Where to tonight?"<br>
<br>
Jennifer gives him a thin smile. "Fat Gordon's Carnival."<br>
<<else>>
A gruff middle-aged man looks back at you in his mirror. "Where to?"<br>
<br>
"Fat Gordon's Carnival," Jennifer tells him.<br>
<</if>>
<br>
<<if $current.female is true>>
The driver raises an eyebrow. "Two girls off to the circus," he says, glancing at you both. "I'm spending my evenings in the wrong places!" When you don't reply, he pulls away.<br>
<<else>>
The driver raises an eyebrow. "Taking the missus out for a romantic evening at the circus?" he says, glancing at you both. "You should get yourself a real man, love. Bit cheap to go on a date at the carnival, isn't it?" When you don't reply, he pulls away.<br>
<</if>>
<br>
The ride takes you out of town, past the streetlights and into the dark countryside roads. Jennifer stares out the window, silent and apprehensive. The carnival lights appear in the distance, gaudy and flickering against the dark countryside.<br>
<br>
"Here we are," the driver says, pulling up at the entrance.<br>
<br>
<<if $current.female is false>>
Jennifer reaches into her purse and pays. The driver takes the cash, then glances at you. "Letting the missus pay again, are we?"<br>
<<else>>
Jennifer reaches into her purse and pays. The driver grunts.<br>
<</if>>
<br>
"Watch yourselves out there," he adds as you get out. "Lot of gypsies about."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Enter Fat Gordon's Carnival" "FatGordonsCircus">><<NPCFollowActivate "Jennifer">><<TaxiCabTaken>><</link>><b>Jennifer's Apartment - Bedroom</b><br>
<<if setup.period[$periodCurrent] is "Evening" or setup.period[$periodCurrent] is "Night">>
<img src="./images/Jennifers_Apartment_Bedroom_Night.png"><br>
<<else>>
<img src="./images/Jennifers_Apartment_Bedroom_Day.png"><br>
<</if>>
<br>Jennifer’s bedroom feels like a warm retreat. Soft pastel walls dotted with travel photos, a tidy desk strewn with notebooks and a small potted plant, and a plush bed layered in cosy throws and fairy lights.<br>
<<include "EventsJennifersApartmentBedroom">>
<<if _currentEvent is undefined>>
<br>
<<if $NewDay is true>>
<<set $NewDay to false>>
<<if $current.avatar is "Jennifer">>
You stir, your consciousness returning to the land of the living. You blink, glancing down at the unfamiliar outline of this body underneath the bed sheets. Morning daylight shines in through the windows and the sounds of birds chirping can be heard even through the window glass.<br>
<br>
The smell of breakfast invades your senses and you remember where you are. Jennifer's Apartment. And you're still in Jennifer's body.<Br>
<br>
You grab some clothes from the wardrobe and throw them on, glancing at yourself - Jennifer - in the mirror. The sight of someone else as a reflection still stretches your sanity. You take a deep breath, centring yourself for the day ahead.<br>
<<else>>
You stir, your consciousness returning to the land of the living. You blink, glancing down at the comforting outline of your body underneath the bed sheets. Morning daylight shines in through the windows and the sounds of birds chirping can be heard even through the window glass.<br>
<br>
The smell of breakfast invades your senses and you remember where you are. Jennifer's Apartment. You grab your clothes from the floor and throw them on, glancing at yourself - your own self - in her mirror. You are ready to face the day ahead.<br>
<</if>>
<<TandiBraceletProse>>
<</if>>
<<if $NPCPresent.includes("Jennifer") and $current.avatar is "Jennifer">>Jennifer sleeps soundly on her bed, right where you left her. With any luck, she'll just think she over-exerted herself.<br><</if>>
<br>
<<ActionsHeader>>
[[Go to Jennifer's Apartment->JennifersApartment]]
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<if _currentEvent is "JenniferApartmentStayOver">>
<br>
Your eyes don’t take in the room that much. Instead, they focus on Jennifer. She sits on the edge of her bed, in fresh make-up, wearing a dark red satin babydoll with a black lace hem that barely touches her thighs. She smiles up at you, mock-innocently.<Br>
<Br>
“Do you like?” she says, bouncing the ball of her foot as she rests one leg on top of the other.<Br>
<br>
You smile. “I do.”<Br>
<br>
She looks to you, waiting. “Then what are you waiting for?”<br>
<Br>
<<ActionsHeader>>
<<link "Have sex with Jennifer" "JenniferDialogue">><<set $JenniferDialogue to "StayOverSexIntro">><<EventsCheckEnd "JennifersApartmentBedroom" "JenniferApartmentStayOver">><</link>>
<<elseif _currentEvent is "DadDinnerStayOver">>
<br>
You step into the room, switching on a few bedside lamps. Your eyes fall onto the bed. There, laid out neatly over the edge, is a slightly faded Charlton Upper School cheerleader uniform.<br>
<br>
Jennifer's old uniform.<br>
<br>
Staring at it for a moment, you let the realisation sink in. She wants you to wear this.<br>
<br>
<i>And you agreed.</i><br>
<br>
<<ActionsHeader>>
<<link "Get changed into the cheerleader uniform" "JenniferDialogue">><<set $JenniferDialogue to "DadDinnerCheerleader">><<EventsCheckEnd "JennifersApartmentBedroom" "DadDinnerStayOver">><</link>>
<<elseif _currentEvent is "JennifersApartmentFirstDream">>
<<if $NewDay is true>><<set $NewDay to false>><</if>>
<br>
You jolt forward. It takes a moment to realise that you’re in bed. In Jennifer's bed. Safe. You hear the quiet sounds of owls outside, with only a little daylight seeping in from the edges of the windows.<br>
<br>
Taking deep breaths, you regain a sense of composure. You take in Jennifer's room, with its soft pastel walls dotted with travel photos and a plush bed layered in cosy throws and fairy lights.<br>
<br>
You reflect on the dream - yes, it was a dream - as you calm down. You’ve had more frightening dreams in your life, but you can’t recall one being so vibrant. Almost alive. As if it were more than a dream. Memories, almost.<br>
<br>
Which is exactly what it was. Memories of one of your first dates with Jennifer. With Dan interrupting you. You grimace at the thought of him.<br>
<br>
Something lingers in your mind. Dan did interrupt the date, didn’t he? That’s what you remember...<br>
<br>
Something calls for you to check your body. You run your hands down your skinny torso, feeling your sensitive chest. Everything seems correct. Thankfully, even your average penis is intact. Nothing seems strange.<br>
<br>
A fleeting thought preys on your mind in spite of your attempts to reassure yourself. This is what you expected, isn’t it?<br>
<br>
But you can’t shake the feeling that something isn’t right. With all that’s happened, you decide that you should speak to someone who might be able to help. Someone who knows something about magic.<br>
<br>
<<ActionsHeader>>
<<link "Get up and go to the living room" "JennifersApartment">>
<<EventsCheckEnd "JennifersApartmentBedroom" "JennifersApartmentFirstDream">>
<<EventsCancel "AnniesApartmentBedroom" "AnniesApartmentFirstDream">>
<<EventsCancel "YourRoom" "FirstDream">>
<<QuestTracker "Quest16" 0>>
<</link>><br>
<<elseif _currentEvent is "JennifersApartmentFirstFemaleDream">>
<<if $NewDay is true>><<set $NewDay to false>><</if>>
<br>
You bolt upright, gasping for air. You hug the sheets to your chest, feeling your breasts rise and fall as you take deep breaths.<br>
<br>
Another dream. Another of those dreams. The vibrancy, the fidelity. It all seemed so real.<br>
<br>
You recall the specifics. You were back at your first job, back in the city. You recall the treatment you received from your superiors. The demeaning requests. The constant comments full of innuendo.<br>
<br>
No one ever said that being a programmer in a man’s world would be easy. But you didn’t think grabbing coffee orders would be a task given to someone with a university degree.<br>
<br>
A thought flashes across your mind. <I>That wasn’t the task given to you at that job, was it?</i><br>
<br>
You rack your brain, trying to grasp what feels like a memory just out of reach. You remember the job, clearly. You were consistently demeaned, belittled and treated as nothing more than an office girl. Try as you might, that’s what you remember.<br>
<br>
Yet even the very word ‘girl’ jars in your brain. You can’t explain why, but you bet it’s got something to do with magic. And you know you need to speak to someone to get to the bottom of this.<br>
<br>
<<ActionsHeader>>
<<link "Get up and go to the living room" "JennifersApartment">>
<<EventsCheckEnd "JennifersApartmentBedroom" "JennifersApartmentFirstFemaleDream">>
<<EventsCancel "AnniesApartmentBedroom" "AnniesApartmentFirstFemaleDream">>
<<EventsCancel "YourRoom" "FirstFemaleDream">>
<<QuestState "Quest16">>
<<if _QuestState is 1>><<QuestTracker "Quest16" 3>><</if>>
<</link>><br>
<<elseif _currentEvent is "FirstNoReturn">>
<<if $NewDay is true>><<set $NewDay to false>><</if>>
<br>
Lunging forward, you gasp for air. Your eyes dart around and recognise where you are. In bed, in Jennifer’s bedroom. You hear the quiet sounds of pigeons outside. The air feels warmer. Autumnal. Not like that cold day.<br>
<br>
You catch your breath as you remember. The running track. The cold air in spite of it being the end of summer. Steve.<br>
<br>
None of that happened. You went to school in the city. Not Charlton. Didn’t you? But the dream. It felt so real.<br>
<br>
<i>What are you talking about? What dream?</i><br>
<br>
The voice is there, but it’s distant. Easy to ignore. You look around the room, then down at yourself. You look exactly like you remember. Searching through your memories, everything seems right.<br>
<br>
<i>But it always does, doesn’t it?</i><br>
<br>
It’s barely a voice now, more of a quiet thought. Your memories seem fine. You think of your own room, picturing it perfect in your mind. You recall that Brock was mad that you picked it. Just as well, really. It would have been wasted once he left for University. Which he definitely did do. Didn’t he?<br>
<br>
<i>Even for you, this is getting hard to follow. What’s going on?</i><br>
<br>
Try as you might, the memories of the morning PE lesson linger in your mind. More troublesome is that you can't recall what you really did that day.<br>
<br>
Suddenly a girlish laugh echoes in your mind, cutting the voice off. You hear it growl, but it’s distant and dim. Then, for the first time in a while, there’s a momentary sense of calm in your mind. It’s only punctured by a soft titter of a girl.<br>
<br>
<span class="pink"><i>So, so warm now. See you soon, <<TrueName "Female">>.</i></span><br>
<br>
<<ActionsHeader>>
<<link "Get up and go to the living room" "JennifersApartment">>
<<EventsCheckEnd "JennifersApartmentBedroom" "FirstNoReturn">>
<<EventsCancel "YourRoom" "FirstNoReturn">>
<<EventsCancel "AnniesApartmentBedroom" "FirstNoReturn">>
<</link>><br>
<</if>><<Weekend>>
<<if _Weekend is true and setup.period[$periodCurrent] is "Night">>
<<Flag "EmilyMaidJobAutomated">><<DailyVariableCheck "EmilyWorkingMaid">>
<<if _FlagReturn is true or _DailyVariableCheck is true>>As you decide to sleep, your mind keeps reminding you of Emily, working at the hotel. You wonder what she must have done this evening. Burying thoughts before you spiral, you nevertheless feel a cold shiver spread across your skin.<br><br><</if>>
<</if>>
<<if _CurrentPC is true>>
Despite it being Jennifer's, the bed is as comfortable and familiar as the body you are in. <i>Your body.</i> After all that’s happened, the comforting pull of sleep relaxes you. Soon you find yourself drifting to sleep.<br>
<<else>>
Despite how many times you've slept in this bed, it feels uncomfortable and strange. The sheets brush against your body in ways that seem different to you. Jennifer - or <<TrueName "Current">> - depending on your point of view, wraps their arms around you in their sleep. You rest against them, finally feeling the pull of sleep beckoning you.<br>
<</if>>
<<SleepRoutine "JennifersApartmentBedroom">><b>Jennifer's Apartment - Bedroom</b><br>
<<if setup.period[$periodCurrent] is "Evening" or setup.period[$periodCurrent] is "Night">>
<img src="./images/Jennifers_Apartment_Bedroom_Night.png"><br>
<<else>>
<img src="./images/Jennifers_Apartment_Bedroom_Day.png"><br>
<</if>>
<br>Jennifer’s bedroom feels like a warm retreat. Soft pastel walls dotted with travel photos, a tidy desk strewn with notebooks and a small potted plant, and a plush bed layered in cosy throws and fairy lights.<br>
<Br>
You step into the room, switching on a few bedside lamps. Your eyes fall onto the bag on the bed. Pink, with the Evans Department Store logo etched onto the side.<bR>
<br>
You reach in and take out the box, opening it. It’s full of tissue paper, with the slip lying neatly framed. You run a finger over the fabric. You feel your skin shiver.<Br>
<br>
You brush aside the box and begin to undress, feeling the cold breeze in the room brush your naked form. Your nipples are hard, erect. You don’t just think that’s from the temperature.<Br>
<Br>
You pull the garment over your head, adjusting the straps and tugging at the fabric. It barely covers your bum. Glancing in the mirror, you see the top half of each of your breasts pressed up in the outfit.<Br>
<br>
<I>So you’re really going through with this?</i><Br>
<br>
For once, the voice is resigned to your fate.<Br>
<br>
You sit on the bed, crossing your legs, spreading your hands out on the bed just as you remembered Jennifer used to do. You take a deep breath. Knowing what is about to happen. And that you've willingly chosen it too.<Br>
<br>
“Are you coming?” you say, loud enough that they’ll hear. A few moments later, there is a knock at the door. And the perfect version of yourself walks through it, their eyes wandering over you.<Br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "Pink slip">><br>”You look so cute,” they say, arousal evident in their words.<br>
<<elseif _CurrentOutfit is "Red slip">><br>”You look so sexy,” they say, arousal evident in their words.<br>
<<elseif _CurrentOutfit is "Black slip">><br>”You look so adventurous,” they say, arousal evident in their words.<br><</if>>
<br>
They move over to the bed, leaning down. Their lips press against yours. Your gloss against their lips, making it soft and electric. Then they pull back, looking down your slip, eyes entranced by your breasts.<br>
<bR>
The kiss turns to more, as passion takes hold of you. Your lips meet again and again, as your tongue creeps in and meets theirs. They reach out, putting their hands on your shoulders, holding you tight. You hear a murmur escape your mouth as your lips part.<bR>
<bR>
They take a step back. Reach down to their waist. Pull their belt off and pants down. Springing out, already partially erect, is your cock.<bR>
<br>
“I want you to suck me off now, <i>Jennifer</i>,” they say.<br>
<br>
<<ActionsHeader>>
<<link "Suck them off" "JenniferDialogue">><<set $JenniferDialogue to "SexSwitchSuck">><<Feminity 1>><<Orientation 1>><<Assertive -1>><</link>><br>
<<StatCheckAssertive "gt" 85>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Convince them to go down on you">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "JenniferDialogue">><<set $JenniferDialogue to "SexSwitchGoDownPass">><</link>><br>
<<else>><<link _StatAssertiveProbability "JenniferDialogue">><<set $JenniferDialogue to "SexSwitchGoDownFail">><<Assertive 1>><</link>><br> <</if>><b>Junk Shop</b><br>
<img src="./images/Junk_Shop.png"><br>
<br>The shop is dark and covered in shadows, with only a little bit of light coming through the grimy windows. It’s littered with shelves and small tables, all containing lamps and books and other oddities. A small counter is tucked into a corner, where sits an old antique till.<br>
<br>
<<include "EventsJunkShop">>
<<if _currentEvent is undefined>>
<<if _CurrentPC is true and $current.female is true>>
Gladys watches you enter from behind the counter. She eyes you as you approach.<br>
<br>
"Welcome back," she says, as if a little distracted by something.<br>
<<elseif _CurrentPC is true and $current.female is false>>
Gladys watches you enter from behind the counter. She smiles knowingly at you.<br>
<br>
"Welcome back," she says.<br>
<<elseif _CurrentPC is false>>
Gladys watches you enter from behind the counter. She eyes you as you approach.<br>
<br>
"Welcome back," she says. "It's a good disguise, but the mind's eye sees through much."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Talk to Gladys" "JunkShopGladysDialogue0">><</link>><br>
<<link "Go outside" "AvianLane">><</link>>
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<if _currentEvent is "JunkShopFirst">>
An ageing woman watches you from behind the counter. Her skin is withered and cracked, her hair whitened by life. In spite of this, she has a gleam to her eyes and a smile that hints at secrets.<br>
<br>
At the sight of you, the elderly woman comes out from around the counter. "Welcome. Welcome!" she says to you, looking you up and down. "I’m Gladys. Welcome to my shop. You’ve finally found your way here."<br>
<br>
You frown. "You’ve been expecting me?"<br>
<br>
<<if _CurrentPC is true>>
She laughs, exposing her hoarse voice. "Not expecting. Just hoping. Trade isn’t what it could be. Maybe it’s because people only find this place when they are searching for it. I wonder exactly what it is that you’re looking for?"<br>
<<else>>
She laughs, exposing her hoarse voice. "Not expecting. And certainly not looking like that. Fortunately I see more clearly than most. Like yourself, yes? Searching for the shop that is only found when people are searching for it. I wonder what it is you’re looking for?"<br>
<</if>>
<br>
Gladys moves back around the counter, walking with a hunched back. "Feel free to browse and peruse my selection. Or maybe it’s answers you’re after. If you have questions, that is."<br>
<br>
<<ActionsHeader>>
<<link "Talk to Gladys" "JunkShopGladysDialogue0">>
<<EventsCheckEnd "JunkShop" "JunkShopFirst">>
<<NPCKnown "Gladys">>
<<AddFirst "JunkShop">>
<<DialogueSpokenSecretKnown "Olaf" "MagicFail">>
<<if _Discussed is true>><<DialogueUnlock "Gladys" "OlafMagic">><</if>>
<</link>><br>
<</if>><<StartConversation "Gladys" "JunkShop">>
<<Checkrelationship _NPC>>
"Yes, yes. Ask your questions," she says as you approach the counter. "I will answer as best as I can."<br>
<br>
<<ActionsHeader>>
<<DialogueSpokenSecretKnown "Gladys" "Gladys">>
<<if _Discussed is false>><<link "Ask her about her" "GladysDialogue">><<set $GladysDialogue to "Gladys">><</link>><br><</if>>
<<DialogueSpokenSecretKnown "Gladys" "Amulet">><<QuestState "Quest1">><<QuestStatus "Quest1">>
<<if _QuestState is 1 and _Discussed is false and _QuestStatus is "active">><<link "Ask her about the amulet" "GladysDialogue">><<set $GladysDialogue to "Amulet">><</link>><br><</if>>
<<QuestState "Quest23">><<InventoryCheckSelf "HarrowAmulet" "BeachAmulet" "OlafAmulet">>
<<if _QuestState is 1 and _InventoryCheckSelf is true>><<link "Show her the teacher's amulet" "GladysDialogue">><<set $GladysDialogue to "AmuletReview">><</link>><br><</if>>
<<DialogueSpokenSecretKnown "Gladys" "AboutMagic">>
<<if _Discussed is false>><<link "Ask her about magic" "GladysDialogue">><<set $GladysDialogue to "AboutMagic">><</link>><br><</if>>
<<DialogueSpokenSecretKnown "Gladys" "School">><<QuestState "Quest5">>
<<if _Discussed is false and _QuestState is 0>><<link "Ask her about Charlton Upper School" "GladysDialogue">><<QuestTracker "Quest5" 1>><<set $GladysDialogue to "School">><</link>><br><</if>>
<<DialogueSpokenSecretKnown "Gladys" "Lessons">><<QuestState "Quest5">>
<<if _Discussed is false and _QuestState is 1>><<link "Ask her about the strange lessons" "GladysDialogue">><<Quest5LearningAboutCurses>><<set $GladysDialogue to "Lessons">><</link>><br><</if>>
<<QuestStatus "Quest2">>
<<if _QuestStatus is "active">><<link "Ask her about learning magic" "GladysDialogue">><<set $GladysDialogue to "Magic">><</link>><br><</if>>
<<QuestState "Quest5">><<QuestStatus "Quest3">>
<<if _QuestState is 2 and _QuestStatus is "active">><<link "Ask her about learning to nullify the curses" "GladysDialogue">><<set $GladysDialogue to "Curses">><</link>><br><</if>>
<<DialogueSpokenSecretKnown "Gladys" "Stacey">><<WardsNullifiedCheck>>
<<if _WardsNullifiedCheck gte 2 and _Discussed is false>><<link "Tell her about the encounter with Stacey" "GladysDialogue">><<set $GladysDialogue to "Stacey">><</link>><br><</if>>
<<QuestStatus "Quest4">>
<<if _QuestStatus is "active">><<link "Ask her about furthering your power to defeat Cheerleaders" "GladysDialogue">><<set $GladysDialogue to "Cheer">><</link>><br><</if>>
<<FirstDreamDialogueCheck>>
<<if _FirstDreamDialogueCheck is true>><<link "Tell Gladys about your dream" "GladysDialogue">><<set $GladysDialogue to "FirstDream">><</link>><br><</if>>
<<DialogueSpokenSecretKnown "Gladys" "SecondDream">><<QuestState "Quest16">>
<<if _QuestState is 3 and _Discussed is false>><<link "Ask Gladys about how her research is going" "GladysDialogue">><<set $GladysDialogue to "SecondDream">><</link>><br><</if>>
<<DialogueSpokenSecretKnown "Gladys" "GladysResearch">><<QuestState "Quest16">><<TimerEventReady "GladysResearch">>
<<if _QuestState is 2 and _TimerEventReady is true and _Discussed is false>><<link "Talk to Gladys about her research" "GladysDialogue">><<set $GladysDialogue to "GladysResearch">><</link>><br><</if>>
<<DialogueSpokenSecretKnown "Gladys" "ShadowSelf">><<QuestState "Quest16">>
<<if _QuestState is 5 and _Discussed is false>><<link "Tell Gladys about Shadow Self in your dream" "GladysDialogue">><<set $GladysDialogue to "ShadowSelf">><</link>><br><</if>>
<<DialogueSpokenSecretKnown "Gladys" "FinalDream">><<QuestState "Quest16">>
<<if _QuestState is 7 and _Discussed is false>><<link "Tell Gladys about your latest dream" "GladysDialogue">><<set $GladysDialogue to "FinalDream">><</link>><br><</if>>
<<DialogueSpokenSecretKnown "Gladys" "SisterConcerns">><<QuestState "Quest17">>
<<if _QuestState is 0 and _Discussed is false>><<link "Talk to Gladys about Emily's changes" "GladysDialogue">><<set $GladysDialogue to "SisterConcerns">><</link>><br><</if>>
<<QuestState "Quest19">><<DialogueSpokenSecretKnown "Gladys" "TwoPlacesAtOnce">>
<<if _QuestState gte 0 and _Discussed is false>><<link "Ask about a spell to be in two places at once" "GladysDialogue">><<set $GladysDialogue to "TwoPlacesAtOnce">><</link>><br><</if>>
<<TattooCheck "Heart">><<DialogueSpokenSecretKnown "Gladys" "HeartTattoo">>
<<if _TattooCheck is true and _Discussed is false>><<link "Tell her about your tattoo" "GladysDialogue">><<set $GladysDialogue to "HeartTattoo">><</link>><br><</if>>
<<DialogueUnlockCheck "Gladys" "OlafMagic">><<DialogueSpokenSecretKnown "Gladys" "OlafMagicFail">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Talk to her about Olaf and your spell" "GladysDialogue">><<set $GladysDialogue to "OlafMagicFail">><</link>><br><</if>>
<<QuestState "Quest25">>
<<if _QuestState is 1>><<link "Tell Gladys what you learned at the hotel" "GladysDialogue">><<set $GladysDialogue to "HotelMeeting">><</link>><br><</if>>
<<DialogueSpokenSecretKnown "Gladys" "NoMoreQuestions">>
<<if _QuestState is 4 or (_QuestState is 5 and _Discussed is false)>><<link "Tell her what you learned at the hotel" "GladysDialogue">><<set $GladysDialogue to "HotelMeeting2">><<QuestTracker "Quest25" 5>><<Quest25ExistingOptionsCarry>><<Quest25PrepReconcile>><</link>><br><</if>>
<<QuestOptionCheck "Quest25" 2 "coven">>
<<if _QuestOptionCheck is false>><<QuestOptionCheck "Quest25" 5 "coven">><</if>>
<<QuestStatus "Quest28">>
<<if _QuestOptionCheck is true and _QuestStatus is "unknown">><<link "Ask Gladys about the coven" "GladysDialogue">><<set $GladysDialogue to "FormingCoven">><</link>><br><</if>>
<<QuestState "Quest28">>
<<if _QuestState is 0 and $current.female is true>><<link "Tell Gladys you wish to learn the Identify spell" "GladysDialogue">><<set $GladysDialogue to "LearnIdentifyProceed">><</link>><br><</if>>
<<QuestState "Quest35">><<DialogueSpokenSecretKnown "Gladys" "PeopleWhoLeft">>
<<if _QuestState is 0 and _Discussed is false>><<link "Ask about how the town could be influencing people who have left" "GladysDialogue">><<set $GladysDialogue to "PeopleWhoLeft">><</link>><br><</if>>
<<QuestState "Quest24">>
<<if _QuestState is 1>><<link "Tell Gladys what happened when you tried to nullify the curse" "GladysDialogue">><<set $GladysDialogue to "CounterCurse">><</link>><br><</if>>
<<QuestState "Quest29">>
<<if _QuestState is 1>><<link "Show her the badge you've obtained" "GladysDialogue">><<set $GladysDialogue to "BadgeAnalysis">><</link>><br><</if>>
<<QuestState "Quest22">><<DialogueUnlockCheck "Gladys" "TandiFound">><<DialogueSpokenSecretKnown "Gladys" "TandiFound">>
<<if _QuestState lt 3 and _DialogueUnlockCheck is true and _Discussed is false>><<link "Tell her you've found Tandi" "GladysDialogue">><<set $GladysDialogue to "TandiFound">><</link>><br><</if>>
<<QuestState "Quest22">><<DialogueSpokenSecretKnown "Gladys" "TandiDebrief">>
<<if _QuestState gte 3 and _Discussed is false>><<link "Tell her what you learned from Tandi" "GladysDialogue">><<set $GladysDialogue to "TandiDebrief">><</link>><br><</if>>
<<BraceletWorn>><<QuestState "Quest39">><<DialogueSpokenSecretKnown "Gladys" "BraceletHelp">>
<<if _QuestState gte 3 and _BraceletWorn is true and _Discussed is false>><<link "Ask for help with the bracelet" "GladysDialogue">><<set $GladysDialogue to "BraceletHelp">><</link>><br><</if>>
<<QuestState "Quest27">><<DialogueSpokenSecretKnown "Gladys" "Delacroix">>
<<if _QuestState gte 3 and _Discussed is false>><<link "Tell her about Marjorie" "GladysDialogue">><<set $GladysDialogue to "Delacroix">><<DialogueDone "Gladys" "Delacroix">><</link>><br><</if>>
<<QuestState "Quest27">><<QuestStatus "Quest27">><<DialogueSpokenSecretKnown "Gladys" "Delacroix">>
<<if _QuestState is 4 and _QuestStatus is "active" and _Discussed is true>><<link "Tell her about the spell taught to the cheerleaders" "GladysDialogue">><<set $GladysDialogue to "HeartsSpellReport">><</link>><br><</if>>
<<QuestState "Quest23">><<DialogueSpokenSecretKnown "Gladys" "MetBeatrice">><<set _MetBeatriceDiscussed to _Discussed>>
<<if _QuestState gte 4 and _MetBeatriceDiscussed is false>><<link "Tell her you met Beatrice Evans" "GladysDialogue">><<set $GladysDialogue to "MetBeatrice">><</link>><br><</if>>
<<DialogueUnlockCheck "Gladys" "AboutRaglan">><<DialogueSpokenSecretKnown "Gladys" "AboutRaglan">>
<<if _MetBeatriceDiscussed is true and _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about Raglan Greenwood" "GladysDialogue">><<set $GladysDialogue to "AboutRaglan">><</link>><br><</if>>
<<DialogueUnlockCheck "Gladys" "BloodSolstice">><<DialogueSpokenSecretKnown "Gladys" "BloodSolstice">>
<<if _MetBeatriceDiscussed is true and _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about the Blood Solstice" "GladysDialogue">><<set $GladysDialogue to "BloodSolstice">><</link>><br><</if>>
<<DialogueUnlockCheck "Gladys" "AboutCoven">><<DialogueSpokenSecretKnown "Gladys" "AboutCoven">>
<<if _MetBeatriceDiscussed is true and _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about the coven" "GladysDialogue">><<set $GladysDialogue to "AboutCoven">><</link>><br><</if>>
<<DialogueUnlockCheck "Gladys" "Bartholomew">><<DialogueSpokenSecretKnown "Gladys" "Bartholomew">>
<<if _MetBeatriceDiscussed is true and _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask her about Bartholomew Stitch" "GladysDialogue">><<set $GladysDialogue to "Bartholomew">><</link>><br><</if>>
<<DialogueUnlockCheck "Gladys" "MagicFertility">><<DialogueSpokenSecretKnown "Gladys" "MagicFertility">>
<<if _MetBeatriceDiscussed is true and _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask her about magic and fertility" "GladysDialogue">><<set $GladysDialogue to "MagicFertility">><</link>><br><</if>>
<<QuestState "Quest23">>
<<if _QuestState is 4 and _MetBeatriceDiscussed is true>><<link "Ask about what now" "GladysDialogue">><<set $GladysDialogue to "WhatNow">><</link>><br><</if>>
<<link "Say goodbye and leave the shop" "AvianLane">><<EndConversation "Gladys">><</link>><b>Charlton Library</b><br>
<img src="./images/library.png"><br>
<br>The smell of musty books and ancient furniture permeate the air. Stacks of shelves are full of fraying books. A lone counter rests against the entrance, covered in returned books.<br>
<<include "EventsLibrary">>
<<if _currentEvent is undefined>>
<<PresentNPCPeriodText "Reagan" "Morning" "<br>Whilst standing in the library, you notice Reagan enter and walk straight to the checkout desk. You watch as she talks to one of the librarians, taking out an old book from her bag and handing it over the counter. The librarian writes down a note in a ledger, then returns the book to Reagan.<br>" >>
<<if $NPCPresent.includes("Reagan") and setup.period[$periodCurrent] is "Morning">><<HintsActive "ReaganLibrary">><</if>>
<<PresentNPCPeriodText "Elizabeth" "Afternoon" "<br>Liz sits at a desk in the library, surrounded by old books. She casually scribbles on a legal pad, making notes.<br>" >>
<<CheckFirst "CharltonGazettePastIssuesKnown">><<Flag "CharltonGazettePastIssuesKnown">>
<<if _FlagReturn is true and _CheckFirst is false>>
<br><i>You recall the article in the Charlton Gazette stating that past issues are available to view in the library. A thought comes into your mind. You wonder if you can learn more about the town and its inhabitants from using it.</i><br>
<<AddFirst "CharltonGazettePastIssuesKnown">>
<</if>>
<<QuestOptionCheck "Quest37" 0 "claire">>
<<if _QuestOptionCheck is true and $NPCPresent.includes("Claire")>>
<br>A young librarian stands behind the counter, absorbed in a book. Even from behind reading glasses and in spite of wearing a dull green blouse and skirt, her pretty features shine through. Her nametag reads Claire Whitfield.<br>
<</if>>
<br>
<<ActionsHeader>>
[[Go to the AV room->LibraryAVRoom]] <br>
<<if $NPCPresent.includes("Elizabeth")>>
<<link "Talk to Liz" "LibraryElizabethDialogue0">><<NPCKnown "Elizabeth">><</link>><br>
<<SpellsCheckSelf "Identify">><<AlreadyIdentified "Elizabeth">>
<<if _AlreadyIdentified is false and _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Identify] Cast Identify on Liz" "SpellIdentify">><<CastIdentify "Elizabeth" "Library" "the library">><<SpellIdentified "Elizabeth">><</link>><br><</if>>
<</if>>
<<TaskState "Task4">>
<<if $NPCPresent.includes("Reagan")>>
<<if _TaskState is "active">><<link "Talk to Reagan" "LibraryReaganDialogue0">><<NPCKnown "Reagan">><<HintsActive "ReaganLibrary">><</link>><br><</if>>
<<SpellsCheckSelf "Identify">><<AlreadyIdentified "Reagan">>
<<if _AlreadyIdentified is false and _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Identify] Cast Identify on Reagan" "SpellIdentify">><<CastIdentify "Reagan" "Library" "the library">><<SpellIdentified "Reagan">><</link>><br><</if>>
<</if>>
<<QuestOptionCheck "Quest37" 0 "claire">>
<<if _QuestOptionCheck is true and $NPCPresent.includes("Claire")>>
<<link "Talk to Claire" "LibraryClaireDialogue0">><<NPCKnown "Claire">><<StartConversation "Claire" "Library">><</link>><br>
<</if>>
<<if setup.period[$periodCurrent] isnot "Night">>
<<TaskState "Task5">>
<<if _TaskState is "active">><<link "Search the stacks for the magazines Liz mentioned" "LibraryStacksInvestigation">><</link>><br><</if>>
<<Flag "LibraryStacksMagazines">>
<<if _FlagReturn is true>><<link "Go to the stacks and look at the magazines" "LibraryMagazines">><</link>><br><</if>>
<<Flag "CharltonGazettePastIssuesKnown">>
<<if _FlagReturn is true>><<link "Look for the Charlton Gazette microfilm reader" "LibraryCharltonGazette">><</link>><br><</if>>
<</if>>
<<QuestState "Quest21">>
<<if _QuestState is 4 and setup.period[$periodCurrent] is "Morning" and setup.days[$dayCurrent] is "Sunday" and (_CurrentPC is true or $current.avatar is "Emily" or $current.avatar is "Annie" or $current.avatar is "Florence" or $current.avatar is "Andrea" or $current.avatar is "Charli")>><<link "Search for Jennifer and Terrence" "LibraryJenniferTerrence">><</link>><br><</if>>
[[Go outside->OrchidRoad]]
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<switch _currentEvent>>
<<case "LibraryIntStage2">>
<br>
You step into Charlton’s library, the familiar scent of old paper and polished wood filling the air. Rows of bookshelves stretch out before you, towering, packed with hundreds - no, thousands - of books.<bR>
<br>
You pause at the entrance, suddenly feeling… off. You’ve been here before. You’ve studied in libraries, spent time flicking through books, researching things. But now the sheer number of books feels overwhelming.<br>
<br>
You move forward, aimlessly drifting through the aisles, your eyes scanning the spines. Titles blur together, subjects far too complicated jump out at you. Philosophy, engineering, economics, psychology.<Br>
<br>
You slow down, running a hand along a thick volume labelled "Introduction to Logical Deduction & Critical Thought."<Br>
<br>
You pull it from the shelf, flipping it open. And immediately regret it. The page is dense, paragraphs packed with long words, layered arguments, and big ideas that feel like they’re slipping through your fingers before you can even hold onto them.<Br>
<Br>
You blink at the text, trying to focus, but your brain resists, like it’s rejecting the effort entirely. A quiet frustration creeps in. Shouldn’t you be able to understand this?<br>
<br>
You snap the book shut and shove it back onto the shelf, faster than necessary. Maybe you should just find something simpler. Something lighter, easier to digest.<br>
<br>
Your eyes wander toward the magazine rack, where a bright, glossy cover catches your attention. Fashion trends for the season, celebrity gossip, an advice column.<br>
<br>
You hesitate for only a moment.<br>
<br>
Then, without thinking, you reach for it instead. You spend some time reading through it, feeling content at least being able to understand it.<br>
<br>
<<ActionsHeader>>
<<link "Return to the library" "Library">><<EventsCheckEnd "Library" "LibraryIntStage2">><</link>>
<</switch>><<StartConversation "Reagan" "Library">>
<<Checkrelationship _NPC>>
<<if $ReaganDialogue is undefined and _relationship is 0 and $current.avatar is "Emily" and $PlayerCharacter.cheerleader is true>>
Reagan sighs as she sees you approach. "What do you want? Tips on how to tumble?"<br>
<br>
She holds the book to her chest, but makes no attempt to hide it from you. You notice how old the book looks, with its leather-bound cover faded and the tops of the pages yellow. Etched into the front cover is the title - Translations of the Sevrene Shards.<br>
<<elseif $ReaganDialogue is undefined and _relationship is 0 and $current.avatar is "Emily">>
Reagan glares at you as you approach. "Yes?" she asks, malice in her one word.<br>
<br>
Your eyes drift to the book she holds against her chest. Quickly, she spins it around so the back cover is facing you. You can tell from the fading leather that it's old.<br>
<<elseif $ReaganDialogue is undefined and _relationship is 0 and $current.avatar is "Jennifer">>
Reagan looks at you as you approach, but without her usual expression of disdain. She eyes you cautiously, but says nothing.<br>
<br>
Your eyes drift to the book she holds against her chest. She glances down, almost as if she forgot about it. Quickly, she spins it around so the back cover is facing you. You can tell from the fading leather that it's old.<br>
<<elseif $ReaganDialogue is undefined and _relationship is 0>>
Reagan glares at you as you approach. She flares her nostrils at you, almost daring you to try and speak to her. Your eyes drift to the book she holds against her chest. Quickly, she spins it around so the back cover is facing you. You can tell from the fading leather that it's old.<br>
<<elseif $ReaganDialogue is undefined and _relationship gt 1 and $current.avatar is "Emily" and $PlayerCharacter.cheerleader is true>>
Reagan smiles politely as you approach. An uncanny smile, as if her face isn't used to making that expression.<br>
<br>
"Hey Em," she greets you. "How are you today? How's your 'practice' coming along?"<br>
<br>
She holds the book to her chest, but makes no attempt to hide it from you. You notice how old the book looks, with its leather-bound cover faded and the tops of the pages yellow. Etched into the front cover is the title - Translations of the Sevrene Shards.<br>
<<elseif $ReaganDialogue is undefined and _relationship gt 1 and $current.avatar is "Emily">>
Reagan smiles politely as you approach. An uncanny smile, as if her face isn't used to making that expression.<br>
<br>
"Hey Em," she greets you. "How are you today?"<br>
<br>
She holds the book to her chest, but makes no attempt to hide it from you. You notice how old the book looks, with its leather-bound cover faded and the tops of the pages yellow. Etched into the front cover is the title - Translations of the Sevrene Shards.<br>
<<elseif $ReaganDialogue is undefined and _relationship gt 1 and $current.avatar is "Jennifer">>
Reagan smiles as you approach. You are almost taken aback. Unlike what you've seen from Reagan, this is a genuine grin, complete with teeth. Even so, there's something dark buried within it.<br>
<br>
"Hello," she says. "How are you?"<Br>
<br>
She holds the book to her chest, but makes no attempt to hide it from you. You notice how old the book looks, with its leather-bound cover faded and the tops of the pages yellow. Etched into the front cover is the title - Translations of the Sevrene Shards.<br>
<<elseif $ReaganDialogue is undefined and _relationship gt 1>>
Reagan smiles politely as you approach. An uncanny smile, as if her face isn't used to making that expression.<br>
<br>
"Hey there," she greets you. "How are you?"<br>
<br>
She holds the book to her chest, but makes no attempt to hide it from you. You notice how old the book looks, with its leather-bound cover faded and the tops of the pages yellow. Etched into the front cover is the title - Translations of the Sevrene Shards.<br>
<<elseif $ReaganDialogue is undefined and $current.avatar is "Jennifer">>
Reagan looks at you as you approach, but without her usual expression of disdain. She eyes you cautiously, but with a trace of a smile. "Hello," she murmurs.<Br>
<br>
Your eyes drift to the book she holds against her chest. She glances down, almost as if she forgot about it. Quickly, she spins it around so the back cover is facing you. You can tell from the fading leather that it's old.<br>
<<elseif $ReaganDialogue is undefined>>
Reagan eyes you coldly. "Can I help you?" she asks, with some wariness.<br>
<br>
Your eyes drift to the book she holds against her chest. Quickly, she spins it around so the back cover is facing you. You can tell from the fading leather that it's old.<br>
<<elseif _relationship gt 1>>
Reagan continues to smile at you, with all the warmth of a robot trying to mimic human emotion.<br>
<<elseif $current.avatar is "Jennifer">>
Reagan eyes you cautiously, nervous hesitancy in her posture.<br>
<<else>>
Reagan scowls at you, barely tolerating your presence.<br>
<</if>>
<br>
<<ActionsHeader>>
<<DialogueSpoken "Reagan" "MagicBook">><<if _Discussed is true>><<set _MagicBookDiscussed to true>><</if>>
<<DialogueSpoken "Reagan" "MagicBook">>
<<if _Discussed is false>><<link "Ask her about the book" "ReaganDialogue">><<set $ReaganDialogue to "MagicBook">><</link>><br><</if>>
<<DialogueSpoken "Reagan" "TerrencePlan">><<QuestState "Quest21">>
<<if _Discussed is false and _QuestState is 0 and $current.avatar is "Emily" and $PlayerCharacter.cheerleader is true>><<link "Ask her about what's happening with Terrence" "ReaganDialogue">><<set $ReaganDialogue to "TerrencePlan">><</link>><br><</if>>
<<DialogueSpoken "Reagan" "MagicBookBorrow">>
<<if _MagicBookDiscussed is true and _Discussed is false>><<link "Ask to borrow the book" "ReaganDialogue">><<set $ReaganDialogue to "MagicBookBorrow">><</link>><br><</if>>
<<RumourCheckSelf "Reagan">><<DialogueSpoken "Reagan" "MagicBookBlackmail">>
<<if _RumourCheckSelf is true and _Discussed is false and _MagicBookDiscussed is true>><<link "Blackmail her for the book with the rumours about her and Mr. Harrow" "ReaganDialogue">><<set $ReaganDialogue to "MagicBookBlackmail">><</link>><br><</if>>
<<SpellsCheckSelf "Charm">><<CharmedCheck _NPC>><<DialogueSpoken "Reagan" "MagicBookBorrow">>
<<if _Charmed is false and _SpellsCheckSelf is true and $current.female is true and _Discussed is true>><<link "[Spell: Charm] Charm the book from Reagan" "ReaganDialogue">><<set $ReaganDialogue to "Charm">><<Greedy 1>><</link>><br><</if>>
<<link "Say goodbye to Reagan and return to the library" $ConversationExit>><<EndConversation "Reagan">><</link>><<StartConversation "Elizabeth" "Library">>
<<NPCMagicLevel "Elizabeth">>
<<if _NPCMagicLevel gt 0>>
<<Checkrelationship _NPC "PC">>
<<else>>
<<Checkrelationship _NPC>>
<</if>>
<<if $ElizabethDialogue is undefined and _relationship is 0>>
<<if $current.avatar is "Emily" or _CurrentPC is true>>
Liz eyes you darkly as you walk towards her. If looks could kill, you would be on the floor right now.<br>
<br>
As Liz seems unwilling to talk, you decide to leave her alone.<br>
<<else>>
Liz frowns as you approach her. “Can I help you?”<br>
<br>
“It’s me, Liz,” you tell her in hushed tones. “<<TrueName "Current">>.”<br>
<br>
“<<TrueName "Current">>?!” she screams out loud. The librarians are on her in a second, with several tuts and shushes thrown your way. Liz offers them a faux apologetic gesture, then turns back to you.<br>
<br>
She gives you a sigh and grits her teeth. “What the actual hell, <<TrueName "Current">>,” she whispers. “Is this some sort of trick?”<br>
<br>
“I need your help, Liz,” you say.<br>
<br>
“I'm not interested in helping you," she replies quickly. Then turns back to her books. <br>
<br>
As Liz seems unwilling to talk, you decide to leave her alone.<br>
<</if>>
<<elseif $ElizabethDialogue is undefined and _NPCMagicLevel gt 0 and $current.avatar is "Emily">>
<<include "EventsDialogueElizabeth">>
<<if _currentEvent is undefined>>
Liz looks up over her spectacles as you walk towards her. You watch the sly smile quickly spread over her face.<br>
<br>
“Hi, <I>Em</i>”, she says, a wicked tone to her voice. “Or is it? Let me get a good look at you. I think I can tell.”<br>
<br>
You shift uncomfortably on the spot and she laughs. “Nice try, <<TrueName "Current">>,” Liz says quietly. “Emily might be nervous, but she’s not awkward. Changing at the weekend, though. Getting a taste of Emily's life, are you?”<br>
<br>
She laughs. From the other side of the library, someone shushes her. She drops her laugh to a giggle, giving you a smile. “What can I do for you?”<br>
<</if>>
<<elseif $ElizabethDialogue is undefined and _NPCMagicLevel gt 0 and _CurrentPC is true>>
Liz acknowledges you as you approach. “Oh hey <<TrueName>>,” she whispers, adhering to the library policy. “What’s up?”<br>
<<elseif $ElizabethDialogue is undefined and _NPCMagicLevel gt 0>>
Liz frowns as you approach her. “Can I help you?”<br>
<br>
“It’s me, Liz,” you tell her in hushed tones. “<<TrueName "Current">>.”<br>
<br>
“<<TrueName "Current">>?!” she screams out loud. The librarians are on her in a second, with several tuts and shushes thrown your way. Liz offers them a faux apologetic gesture, then turns back to you.<br>
<br>
“What the actual hell, <<TrueName "Current">>,” she whispers. “This is… crazy!”<br>
<br>
“It’s for the investigation,” you tell Liz. She raises an eyebrow.<br>
<br>
“Hey, this is a judgement-free zone. You do you, honey bumpkin. Or be you, whoever that may be. Now, what can I do for you?”<br>
<<elseif $ElizabethDialogue is undefined and $current.avatar is "Emily">>
Liz looks up over her spectacles as you walk towards her. You smile as you approach.<br>
<br>
“Hi, Em", she says a little too loudly. A few shushes come from the other side of the library. She drops her voice to a whisper. “What can I do for you?”<br>
<br>
<<elseif $ElizabethDialogue is undefined and _CurrentPC is true>>
Liz acknowledges you as you approach. “Oh hey <<TrueName>>,” she whispers, adhering to the library policy. “What’s up?”<br>
<<elseif $ElizabethDialogue is undefined>>
Liz frowns as you approach her. “Can I help you?”<br>
<br>
You realise that in this current form, Liz doesn't recognise you. Given what you've done to her memories, you think it would be best not to explain who you are.<br>
<br>
“I'm just looking for the AV Room," you say.<br>
<br>
Liz points over to a door near the back of the library. "Just there." <br>
<br>
She smiles again and returns to her books.<br>
<<else>>
Liz looks up at you, waiting for you to speak.<br>
<</if>>
<<if _currentEvent is undefined>>
<br>
<<ActionsHeader>>
<<NPCMagicLevel "Elizabeth">>
<<if _NPCMagicLevel gt 0>>
<<Checkrelationship _NPC "PC">>
<<else>>
<<Checkrelationship _NPC>>
<</if>>
<<if _relationship is 0>>
<<SpellsCheckSelf "Charm">><<CharmedCheck _NPC>>
<<if _Charmed is false and _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Charm] Cast Charm on Liz" "ElizabethDialogue">><<set $ElizabethDialogue to "Charm">><<Greedy 1>><</link>><br><</if>>
<<link "Say goodbye to Liz and return to the library" "Library">><<EndConversation "Elizabeth">><</link>>
<<elseif _NPCMagicLevel is 0 and _CurrentPC is true>>
<<link "Ask Liz what she's doing" "ElizabethDialogue">><<set $ElizabethDialogue to "Books">><</link>><br>
<<InventoryCheckSelf "MagicBook">><<DialogueSpokenSecretKnown "Elizabeth" "MagicBook">>
<<if _InventoryCheckSelf is true and _Discussed is false>><s>Show Liz the magic book</s> - <I>She doesn't remember anything about magic!</i><br><</if>>
<<if _InventoryCheckSelf is true and _Discussed is true>><s>Give Liz the magic book</s> - <I>She doesn't remember anything about magic!</i><br><</if>>
<<EventSeen "SchoolCorridor" "Act2Begin">><<DialogueSpokenSecretKnown "Elizabeth" "MissCharltonContest">>
<<if _EventSeen is true and _Discussed is false>><<link "Ask about the Miss Charlton contest" "ElizabethDialogue">><<set $ElizabethDialogue to "MissCharltonContest">><<DialogueDone "Elizabeth" "MissCharltonContest">><</link>><br><</if>>
<<QuestState "Quest29">><<QuestStatus "Quest29">><<DialogueSpokenSecretKnown "Elizabeth" "MissCharltonBadges">>
<<if _QuestState lt 3 and _QuestStatus is "active" and _Discussed is false>><<link "Ask about the contest badges" "ElizabethDialogue">><<set $ElizabethDialogue to "MissCharltonBadges">><<DialogueDone "Elizabeth" "MissCharltonBadges">><</link>><br><</if>>
<<link "Say goodbye to Liz and leave her" "Library">><<EndConversation "Elizabeth">><</link>>
<<elseif _NPCMagicLevel is 0 and $current.avatar is "Emily">>
<<QuestState "Quest10">><<QuestStatus "Quest10">><<QuestOptionCheck "Quest10" 3 "liz_ward_lesson" "gte">>
<<if _QuestState gte 3 and _QuestStatus is "active" and _QuestOptionCheck is false>><<link "Talk to Liz about distracting Prichard" "ElizabethDialogue">><<set $ElizabethDialogue to "Prichard">><</link>><br><</if>>
<<Flag "Act2Started">><<set _Act2Started to _FlagReturn>><<QuestStatus "Quest24">>
<<Flag "Act2GeographyDetention" "Liz">><<set _GeoDetPending to _FlagReturn>><<Flag "Act2GeographyDetention" "Terrence">><<if _FlagReturn is true>><<set _GeoDetPending to true>><</if>>
<<Flag "Act2GeographyDetentionTeachWard" "Liz">><<if _FlagReturn is true>><<set _GeoDetPending to true>><</if>>
<<if _Act2Started is true and _QuestStatus is "active" and $current.avatar is "Emily" and _GeoDetPending is false>>
<<QuestOptionCompleteCheck "Quest10" 3 "liz_agreed">><<set _lizAgreed to _QuestOptionCompleteCheck>>
<<QuestOptionCompleteCheck "Quest10" 3 "liz_ward_lesson">><<set _lizWard to _QuestOptionCompleteCheck>>
<<DialogueSpokenSecretKnown "Elizabeth" "PrichardAct2">>
<<if _lizAgreed is true or _lizWard is true or _Discussed is true>>
<<link "Ask about distracting Prichard again" "ElizabethDialogue">><<set $ElizabethDialogue to "PrichardAct2Again">><</link>><br>
<<else>>
<<link "Ask about distracting Prichard in detention" "ElizabethDialogue">><<set $ElizabethDialogue to "PrichardAct2">><</link>><br>
<</if>>
<</if>>
<<link "Ask Liz what she's doing" "ElizabethDialogue">><<set $ElizabethDialogue to "Books">><</link>><br>
<<InventoryCheckSelf "MagicBook">><<DialogueSpokenSecretKnown "Elizabeth" "MagicBook">>
<<if _InventoryCheckSelf is true and _Discussed is false>><s>Show Liz the magic book</s> - <I>She doesn't remember anything about magic!</i><br><</if>>
<<if _InventoryCheckSelf is true and _Discussed is true>><s>Give Liz the magic book</s> - <I>She doesn't remember anything about magic!</i><br><</if>>
<<EventSeen "SchoolCorridor" "Act2Begin">><<DialogueSpokenSecretKnown "Elizabeth" "MissCharltonContest">>
<<if _EventSeen is true and _Discussed is false>><<link "Ask about the Miss Charlton contest" "ElizabethDialogue">><<set $ElizabethDialogue to "MissCharltonContest">><<DialogueDone "Elizabeth" "MissCharltonContest">><</link>><br><</if>>
<<QuestState "Quest29">><<QuestStatus "Quest29">><<DialogueSpokenSecretKnown "Elizabeth" "MissCharltonBadges">>
<<if _QuestState lt 3 and _QuestStatus is "active" and _Discussed is false>><<link "Ask about the contest badges" "ElizabethDialogue">><<set $ElizabethDialogue to "MissCharltonBadges">><<DialogueDone "Elizabeth" "MissCharltonBadges">><</link>><br><</if>>
<<link "Say goodbye to Liz and leave her" "Library">><<EndConversation "Elizabeth">><</link>>
<<elseif _NPCMagicLevel is 0>>
<<EventSeen "SchoolCorridor" "Act2Begin">><<DialogueSpokenSecretKnown "Elizabeth" "MissCharltonContest">>
<<if _EventSeen is true and _Discussed is false>><<link "Ask about the Miss Charlton contest" "ElizabethDialogue">><<set $ElizabethDialogue to "MissCharltonContest">><<DialogueDone "Elizabeth" "MissCharltonContest">><</link>><br><</if>>
<<QuestState "Quest29">><<QuestStatus "Quest29">><<DialogueSpokenSecretKnown "Elizabeth" "MissCharltonBadges">>
<<if _QuestState lt 3 and _QuestStatus is "active" and _Discussed is false>><<link "Ask about the contest badges" "ElizabethDialogue">><<set $ElizabethDialogue to "MissCharltonBadges">><<DialogueDone "Elizabeth" "MissCharltonBadges">><</link>><br><</if>>
<<link "Say goodbye to Liz and return to the library" "Library">><<EndConversation "Elizabeth">><</link>>
<<else>>
<<DialogueSpokenSecretKnown "Elizabeth" "Magic">><<QuestStatus "Quest2">>
<<if _Discussed is false and _QuestStatus isnot "complete">>
<<link "Ask her about magic" "ElizabethDialogue">>
<<LocationKnown "Library">><<HintsActive "Elizabeth">>
<<RumourLearned "Elizabeth">>
<<set $ElizabethDialogue to "Magic">>
<</link>><br>
<</if>>
<<DialogueSpokenSecretKnown "Elizabeth" "Amulet">><<QuestStatus "Quest1">>
<<if _Discussed is false and _QuestStatus isnot "complete">><<link "Ask about what she knows about the amulet" "ElizabethDialogue">><<LocationKnown "JunkShop">><<set $ElizabethDialogue to "Amulet">><</link>><br><</if>>
<<QuestState "Quest10">><<QuestStatus "Quest10">><<QuestOptionCheck "Quest10" 3 "liz_ward_lesson" "gte">>
<<if _QuestState gte 3 and _QuestStatus is "active" and _QuestOptionCheck is false>> <<link "Talk to Liz about distracting Prichard" "ElizabethDialogue">><<set $ElizabethDialogue to "Prichard">><</link>><br><</if>>
<<Flag "Act2Started">><<set _Act2Started to _FlagReturn>><<QuestStatus "Quest24">>
<<Flag "Act2GeographyDetention" "Liz">><<set _GeoDetPending to _FlagReturn>><<Flag "Act2GeographyDetention" "Terrence">><<if _FlagReturn is true>><<set _GeoDetPending to true>><</if>>
<<Flag "Act2GeographyDetentionTeachWard" "Liz">><<if _FlagReturn is true>><<set _GeoDetPending to true>><</if>>
<<if _Act2Started is true and _QuestStatus is "active" and $current.avatar is "Emily" and _GeoDetPending is false>>
<<QuestOptionCompleteCheck "Quest10" 3 "liz_agreed">><<set _lizAgreed to _QuestOptionCompleteCheck>>
<<QuestOptionCompleteCheck "Quest10" 3 "liz_ward_lesson">><<set _lizWard to _QuestOptionCompleteCheck>>
<<DialogueSpokenSecretKnown "Elizabeth" "PrichardAct2">>
<<if _lizAgreed is true or _lizWard is true or _Discussed is true>>
<<link "Ask about distracting Prichard again" "ElizabethDialogue">><<set $ElizabethDialogue to "PrichardAct2Again">><</link>><br>
<<else>>
<<link "Ask about distracting Prichard in detention" "ElizabethDialogue">><<set $ElizabethDialogue to "PrichardAct2">><</link>><br>
<</if>>
<</if>>
<<TaskState "Task4">>
<<if _TaskState is "unknown">><<link "Ask Liz what she's doing" "ElizabethDialogue">><<set $ElizabethDialogue to "Books">><<if _NPCMagicLevel gt 0>><<TaskTracker "Task4" "active">><</if>><</link>><br><</if>>
<<InventoryCheckSelf "MagicBook">><<DialogueSpokenSecretKnown "Elizabeth" "MagicBook">>
<<if _InventoryCheckSelf is true and _Discussed is false>><<link "Show Liz the magic book" "ElizabethDialogue">><<set $ElizabethDialogue to "MagicBook">><</link>><br><</if>>
<<DialogueSpokenSecretKnown "Elizabeth" "MagicBook">><<InventoryCheckSelf "MagicBook">>
<<if _Discussed is true and _InventoryCheckSelf is true>><<link "Give Liz the magic book" "ElizabethDialogue">><<GiveObjectNPC "Elizabeth" "MagicBook">><<TeachSpellNPC "Elizabeth" "Charm">><<TaskTracker "Task4" "complete">><<Checkrelationship "Elizabeth" "PC">><<if _relationship lt 2>><<ChangeNPCrelationship "Elizabeth" "PC" 2>><</if>><<set $ElizabethDialogue to "LendBook">><</link>><br><</if>>
<<if _NPCMagicLevel gt 0>>
<<QuestState "Quest16">><<DialogueSpokenSecretKnown "Elizabeth" "DreamChanges">>
<<if _QuestState gte 0 and _Discussed is false>><<link "Tell Liz about your dream" "ElizabethDialogue">><<set $ElizabethDialogue to "DreamChanges">><</link>><br><</if>>
<<QuestState "Quest19">><<DialogueSpokenSecretKnown "Elizabeth" "TwoPlacesAtOnce">>
<<if _QuestState gte 0 and _Discussed is false>><<link "Ask about a spell to be in two places at once" "ElizabethDialogue">><<set $ElizabethDialogue to "TwoPlacesAtOnce">><</link>><br><</if>>
<<DialogueUnlockCheck "Elizabeth" "OlafMagic">><<DialogueSpokenSecretKnown "Elizabeth" "OlafMagicFail">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Talk to her about Olaf and your spell" "ElizabethDialogue">><<set $ElizabethDialogue to "OlafMagicFail">><</link>><br><</if>>
<<AlreadyIdentified "Elizabeth">><<QuestStatus "Quest28">><<DialogueSpokenSecretKnown "Elizabeth" "JoinCoven">>
<<if _AlreadyIdentified is true and _QuestStatus is "active" and _Discussed is false>><<link "Ask Liz about joining the coven" "ElizabethDialogue">><<set $ElizabethDialogue to "JoinCoven">><</link>><br><</if>>
<</if>>
<<EventSeen "SchoolCorridor" "Act2Begin">><<DialogueSpokenSecretKnown "Elizabeth" "MissCharltonContest">>
<<if _EventSeen is true and _Discussed is false>><<link "Ask about the Miss Charlton contest" "ElizabethDialogue">><<set $ElizabethDialogue to "MissCharltonContest">><<DialogueDone "Elizabeth" "MissCharltonContest">><</link>><br><</if>>
<<QuestState "Quest29">><<QuestStatus "Quest29">><<DialogueSpokenSecretKnown "Elizabeth" "MissCharltonBadges">>
<<if _QuestState lt 3 and _QuestStatus is "active" and _Discussed is false>><<link "Ask about the contest badges" "ElizabethDialogue">><<set $ElizabethDialogue to "MissCharltonBadges">><<DialogueDone "Elizabeth" "MissCharltonBadges">><</link>><br><</if>>
<<link "Say goodbye to Liz and return to the library" "Library">><<EndConversation "Elizabeth">><</link>>
<</if>>
<</if>><<if $LibraryJenniferTerrence is undefined>>
You slip past the reading tables into the hushed depths of the library, where shafts of morning light slant through high windows onto worn carpets. At the rear, for the first time you notice the semi-opaque glass that runs down one wall isn't just glass. Upon closer inspection, there are doors built in.<br>
<br>
You listen in each one and strike gold with the third door. From inside comes the low murmur of two voices. One calm and measured, unmistakably Jennifer’s. The other tentative and wavering, perhaps Terrence. Their words are swallowed by the glass, but the urgency in their tones is clear.<br>
<br>
<<ActionsHeader>>
<<link "Listen at door" "LibraryJenniferTerrence">><<set $LibraryJenniferTerrence to "Listen">><</link>><br>
<<StatCheckIntelligence "gt" 55>>
<<set _StatIntelligenceProbability to _StatIntelligenceProbability + " Try to find another way to listen">>
<<if _StatCheckIntelligence is true>><<link _StatIntelligenceProbability "LibraryJenniferTerrence">><<set $LibraryJenniferTerrence to "IntelligencePass">><</link>><br>
<<else>><<link _StatIntelligenceProbability "LibraryJenniferTerrence">><<set $LibraryJenniferTerrence to "IntelligenceFail">><<Intelligence 1>><</link>><br><</if>>
<<StatCheckAssertive "gt" 50>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Convince a librarian to force them out">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "LibraryJenniferTerrence">><<set $LibraryJenniferTerrence to "AssertivePass">><</link>><br>
<<else>><<link _StatAssertiveProbability "LibraryJenniferTerrence">><<set $LibraryJenniferTerrence to "AssertiveFail">><<Assertive 1>><</link>><br><</if>>
<<link "Back away and return to the library" "Library">><</link>>
<<elseif $LibraryJenniferTerrence is "IntelligencePass">>
Looking around, you spot something that makes you grin. Reruns of Agatha Christie and Poirot have served you well. At the end of the study rooms is a well placed vent.<Br>
<bR>
You kneel down and listen in. Sure enough, you can hear the conversation in the room.<br>
<br>
“This isn’t a game, Terrence,” you hear Jennifer say. “It’s survival. In class, if a teacher calls on you, just nod and pretend you understand. Don’t volunteer extra. Just fit in.”<br>
<Br>
“I still don’t understand why it keeps happening,” the nervous stammers of Terrence easily identifiable. “I try to pretend to be like them. In the changing rooms, I even joked about girls. About how nice they looked in their swimsuits. They laughed at me!”<Br>
<br>
You push your ear closer to the vent. Whatever this is, it’s not biology tutoring.<Br>
<Br>
You hear Jennifer sigh. “You’re trying too hard. Don’t try to mimic them. That always feels fake. With the bullies, same rule: avoid participating in their games. But when they crack a joke, smile and nod. Just let them think you agree.”<Br>
<br>
Terrence takes a deep sigh. “But that Annie woman you talked about doesn’t blend into the background.”<Br>
<BR>
Jennifer’s reply sounds impatient. “That was her problem. She stood out. It was easier to see, because she was loud. Don’t be like her. Don’t stand out. Keep your head down, get through it, and don't give them reason to look at you."<Br>
<bR>
“So… just blend into the background? Never speak up?”<br>
<Br>
“Exactly. Get through each day without giving them a reason to look at you. And don’t be like Annie. If you want to avoid what the cheerleaders did to her.”<br>
<Br>
You hear a zip of a bag and a soft thud of something landing on a table. “Alright Terrence. Time to hit the books. We’ve got to keep up some semblance of tutoring. I don’t want your mother telling me I don't know what I'm doing."<Br>
<br>
There is a deep sigh from Terrence. “Come on. It’s the weekend.”<br>
<br>
“If you want to ignore the videos in biology,” Jennifer retorts. “You’re going to have to learn the lessons the hard way. Otherwise your grades will drop. And you’ll have to answer more questions from Harrow.”<br>
<bR>
The conversation drops into the back and forth of biology questions. When you are satisfied you’ve learned all you can, you decide to leave. You need to talk to Jennifer about what she's doing, but this involves Annie too. Your heart sinks as you realise that if you want to help Terrence, you're going to need to see if she can remember what happened to her.<Br>
<br>
<<ActionsHeader>>
<<link "Back away and return to the library" "Library">><<set $LibraryJenniferTerrence to undefined>><<QuestTracker "Quest21" 5>><<TimeChange>><</link>>
<<elseif $LibraryJenniferTerrence is "IntelligenceFail">>
You make a concerted effort to think, but nothing comes to mind. You look around and fail to spot anything that could help. A glass maybe - you remember seeing that in a movie. But you don’t know if that even works. And besides, there isn’t one around.<Br>
<bR>
Eventually you turn back to staring at the door. Defeated.<Br>
<br>
<<ActionsHeader>>
<<link "Listen at door" "LibraryJenniferTerrence">><<set $LibraryJenniferTerrence to "Listen">><</link>><br>
<<link "Back away and return to the library" "Library">><<TimeChange>><</link>>
<<elseif $LibraryJenniferTerrence is "AssertivePass">>
You rush back to the library counter, finding a stern looking librarian who looks up with disapproval at your speed. She shushes as you approach.<Br>
<br>
“Sorry!” you whisper. “I just needed to give you the heads-up.”<Br>
<Br>
“For what, precisely?” she asks, her voice low but irritated.<Br>
<Br>
“There’s a study room with the door shut,” you begin. “I don’t think it’s appropriate for a young woman to be in there with a boy.”<Br>
<Br>
The librarian’s eyebrow shoots up. “What?” She takes a deep breath, then regains her composure. “That’s a study room. I’m sure it’s perfectly fine. Just some tutoring.”<Br>
<Br>
“I don’t know,” you reply. “You see… the woman. It’s Jennifer Chambers.”<br>
<Br>
The reaction from the librarian is immediate. “That trouble maker,” she mutters. “As if she could teach the youth of today…” <Br>
<Br>
You see the librarian’s resolve spread. Without a beat, she strides over the library. You watch from a distance as she rips the door open. Even in the hushed tones of the library, you hear the scolding tones in her voice.<Br>
<Br>
Jennifer and Terrence are ejected promptly. You watch as they take a seat at an open table. Spying one nearby and yet hidden behind a bookshelf, you move over to take a seat.<Br>
<br>
<<ActionsHeader>>
<<link "Listen to Terrence and Jennifer" "LibraryJenniferTerrence">><<set $LibraryJenniferTerrence to "ListenOpenLibrary">><</link>><br>
<<elseif $LibraryJenniferTerrence is "ListenOpenLibrary">>
As you sit down, you can hear the whispered conversation between Terrence and Jennifer. Their voices are low, but you can hear the nervousness in Terrence’s voice. And the assertiveness in Jennifer's.<Br>
<br>
“This isn’t a game, Terrence,” you hear Jen's voice say. “It’s survival. In class, if a teacher calls on you, just nod and pretend you understand. Don’t volunteer extra. Just fit in.”<Br>
<Br>
“I still don’t understand why it keeps happening,” Terrence replies. “I try to pretend to be like them. In the changing rooms, I even joked about girls. About how nice they looked in their swimsuits. They laughed at me!”<Br>
<Br>
You lean closer to hear better. Whatever this is, it’s not biology tutoring.<Br>
<br>
Jennifer sighs. “You’re trying too hard. Don’t try to mimic them. That always feels fake. With the bullies, same rule: avoid participating in their games. But when they crack a joke, smile and nod. Just let them think you agree.”<br>
<br>
Terrence seems to consider this. “But that Annie woman you talked about doesn’t blend into the background.”<Br>
<br>
Jennifer grows impatient. “That was her problem. She stood out. It was easier to see, because she was loud. Don’t be like her. Don’t stand out. Keep your head down, get through it, and don't give them reason to look at you."<Br>
<Br>
“So… just blend into the background? Never speak up?”<Br>
<Br>
“Exactly. Get through each day without giving them a reason to look at you. And don’t be like Annie. If you want to avoid what the cheerleaders did to her.”<Br>
<Br>
You hear a zip of a bag and a soft thud of something landing on a table. “Alright Terrence. Time to hit the books. We’ve got to keep up some semblance of tutoring. I don’t want your mother telling me I don't know what I'm doing."<Br>
<Br>
There is a deep sigh from Terrence. “Come on. It’s the weekend.”<Br>
<br>
“If you want to ignore the videos in biology,” Jennifer retorts. “You’re going to have to learn the lessons the hard way. Otherwise your grades will drop. And you’ll have to answer more questions from Harrow.”<Br>
<br>
The conversation drops into the back and forth of biology questions. When you are satisfied you’ve learned all you can, you decide to leave. You need to talk to Jennifer about what she's doing, but this involves Annie too. Your heart sinks as you realise that if you want to help Terrence, you're going to need to see if she can remember what happened to her.<Br>
<br>
<<ActionsHeader>>
<<link "Back away and return to the library" "Library">>
<<set $LibraryJenniferTerrence to undefined>>
<<QuestTracker "Quest21" 5>>
<<TimeChange>>
<<QuestOptionUnlock "Quest21" 5 "visit_annie">>
<<QuestOptionUnlock "Quest21" 5 "visit_jennifer">>
<</link>>
<<elseif $LibraryJenniferTerrence is "AssertiveFail">>
You rush back to the library counter, finding a stern looking librarian who looks up with disapproval at your speed. She shushes as you approach.<br>
<br>
“Sorry!” you whisper. “I just needed to give you the heads-up.”<Br>
<br>
“For what, precisely?” she asks, her voice low but irritated.<Br>
<Br>
“There’s a study room with the door shut,” you begin. “I don’t think it’s appropriate for a young woman to be in there with a boy.”<Br>
<Br>
The librarian’s eyebrow shoots up. “What?” She takes a deep breath, then regains her composure. “That’s a study room. I’m sure it’s perfectly fine. Just some tutoring.”<Br>
<br>
“I guess,” you reply, unsure of how to steer this conversation.<Br>
<br>
“This is a place of study,” the librarian tells you, scolding you in a low voice. “If all you wish to do here is spread malicious rumours, then please leave.”<bR>
<br>
You apologise and walk back to the door. Defeated. The librarian won’t help you.<br>
<br>
<<ActionsHeader>>
<<link "Listen at door" "LibraryJenniferTerrence">><<set $LibraryJenniferTerrence to "Listen">><</link>><br>
<<link "Back away and return to the library" "Library">><<TimeChange>><</link>>
<<elseif $LibraryJenniferTerrence is "Listen">>
You press your ear against the cool study room door, heart pounding as the muffled voices reach you through the semi-opaque glass.<br>
<Br>
“This isn’t a game, Terrence,” you hear Jennifer’s voice say. “It’s survival. In class, if a teacher calls on you, just nod and pretend you understand. Don’t volunteer extra. Just fit in.”<br>
<br>
“I still don’t understand why it keeps happening,” the nervous stammers of Terrence easily identifiable. “I try to pretend to be like them. In the changing rooms, I even joked about girls. About how nice they looked in their swimsuits. They laughed at me!”<Br>
<Br>
You push your ear closer to the door. Whatever this is, it’s not biology tutoring.<Br>
<Br>
You hear Jennifer sigh. “You’re trying too hard. Don’t try to mimic them. That always feels fake. With the bullies, same rule: avoid participating in their games. But when they crack a joke, smile and nod. Just let them think you agree.”<Br>
<br>
Terrence takes a deep sigh. “But that Annie woman you talked about doesn’t blend into the background.”<Br>
<Br>
Jennifer’s reply sounds impatient. “That was her problem. She stood out. It was easier to see, because she was loud. Don’t be like her. Don’t stand out. Keep your head down, get through it, and don't give them reason to look at you."<Br>
<br>
“So… just blend into the background? Never speak up?”<Br>
<Br>
“Exactly. Get through each day without giving them a reason to look at you. And don’t be like Annie. If you want to avoid what the cheerleaders did to her.”<Br>
<bR>
The conversation falls silent. You push ever closer to the door, trying to hear the last fragments of the conversation.<Br>
<Br>
And the door swings open. Jennifer stands in the frame, Terrence cowering at a study table behind her, and she’s glaring at you.<Br>
<br>
<<ActionsHeader>>
<<link "Talk to Jennifer" "LibraryJenniferTerrence">><<set $LibraryJenniferTerrence to "JenniferTalk">><<SetFlag "JenniferLibraryCaught">><</link>><br>
<<elseif $LibraryJenniferTerrence is "JenniferTalk" and _CurrentPC is true>>
“Hey Jen,” you begin.<br>
<br>
“Don’t,” she spits back. “Save this for later.”<Br>
<Br>
She turns to look at Terrence, who is unsuccessfully trying to hide in the box room. “It’s alright,” she says, soothingly. “It’s just a friend of mine. They won’t say anything.” She spins her head back to you. “Will you?”<Br>
<Br>
You shake your head silently. Terrence looks out at you, his face struck with fear.<Br>
<br>
“I think you better go,” Jennifer tells you. “But don't think this is over. Next time you come over, we’ll have little chat.”<br>
<br>
The door shuts firmly in your face. You sigh, wondering what the next conversation with Jennifer will be like. But this involves Annie too. Your heart sinks as you realise that if you want to help Terrence, you're going to need to see if she can remember what happened to her.<Br>
<br>
<<ActionsHeader>>
<<link "Back away and return to the library" "Library">>
<<set $LibraryJenniferTerrence to undefined>>
<<EventTrigger "JennifersApartment" "JenniferLibraryCaught" null "Jennifer" "PC" null null null false>>
<<TimeChange>>
<<QuestTracker "Quest21" 5>>
<<QuestOptionUnlock "Quest21" 5 "visit_annie">>
<<QuestOptionUnlock "Quest21" 5 "visit_jennifer">>
<</link>>
<<elseif $LibraryJenniferTerrence is "JenniferTalk" and $current.avatar is "Emily">>
“Hey Jen,” you begin.<br>
<br>
“Emily,” she spits back. “What are you doing here?”<Br>
<br>
She turns to look at Terrence, who is unsuccessfully trying to hide in the box room. “It’s alright,” she says, soothingly. “It’s just Emily. She won’t say anything.” She spins her head back to you. “Will you?”<Br>
<br>
You shake your head silently. Terrence looks out at you, his face struck with fear.<Br>
<Br>
“Why did you come here?” Jennifer asks you, narrowing her eyes. <Br>
<Br>
“I wanted to see what Terrence was doing,” you say quickly. “I saw him come in.”<Br>
<br>
“What a coincidence,” Jen replies. “Almost… magical.”<Br>
<br>
Your eyes meet hers. Some steel resolve that you’ve never seen in Jennifer looks out at you.<Br>
<Br>
“Be seeing, you,” Jennifer says. “Emily.”<br>
<br>
The door shuts firmly in your face. You sigh. Your mind drifts to considering what exactly happened to Annie at Charlton. And what Jennifer had to do with it. Your heart sinks as you realise that if you want to help Terrence, you're going to need to see if she can remember what happened to her.<br>
<br>
<<ActionsHeader>>
<<link "Back away and return to the library" "Library">>
<<set $LibraryJenniferTerrence to undefined>>
<<TimeChange>>
<<QuestTracker "Quest21" 5>>
<<QuestOptionUnlock "Quest21" 5 "visit_annie">>
<<QuestOptionUnlock "Quest21" 5 "visit_jennifer">>
<</link>>
<<elseif $LibraryJenniferTerrence is "JenniferTalk" and $current.avatar is "Annie">>
“Hey Jen,” you begin. <br>
<br>
She glares at you. “You. What are you doing here?”<Br>
<Br>
She turns to look at Terrence, who is unsuccessfully trying to hide in the box room. “It’s alright,” she says, soothingly. “It’s… Annie. She won’t say anything.” She spins her head back to you. “Will you?”<Br>
<br>
You shake your head silently. Terrence looks out at you, his face struck with fear.<Br>
<Br>
“Why did you come here?” Jennifer asks you, narrowing her eyes. <br>
<br>
“I wanted to see what, er, was going on,” you say unconvincingly, unable to think of a reason Annie would be here.<br>
<br>
“In a library?” Jen replies. “Unlike you. Are you feeling like yourself?”<Br>
<Br>
Your eyes meet hers. Some steel resolve that you’ve never seen in Jennifer looks out at you.<Br>
<br>
“Be seeing, you,” Jennifer says. “Annie.”<Br>
<br>
The door shuts firmly in your face. You sigh. Your mind drifts to considering what exactly happened to Annie at Charlton. And what Jennifer had to do with it. Your heart sinks as you realise that if you want to help Terrence, you're going to need to see if she can remember what happened to her.<br>
<br>
<<ActionsHeader>>
<<link "Back away and return to the library" "Library">>
<<set $LibraryJenniferTerrence to undefined>>
<<TimeChange>>
<<QuestTracker "Quest21" 5>>
<<QuestOptionUnlock "Quest21" 5 "visit_annie">>
<<QuestOptionUnlock "Quest21" 5 "visit_jennifer">>
<</link>>
<<elseif $LibraryJenniferTerrence is "JenniferTalk" and $current.avatar is "Florence">>
“Hey Jen,” you begin.<Br>
<br>
“Flo,” she spits back. “What are you doing here?”<Br>
<br>
She turns to look at Terrence, who is unsuccessfully trying to hide in the box room. “It’s alright,” she says, soothingly. “It’s… Flo. From Fresh Pot. She won’t say anything.” She spins her head back to you. “Will you?”<Br>
<bR>
You shake your head silently. Terrence looks out at you, his face struck with fear.<Br>
<Br>
“Why did you come here?” Jennifer asks you, narrowing her eyes. <Br>
<br>
“I wanted to look for a new book,” you say, quickly finding a lie.<Br>
<Br>
“I didn’t know you’d got through the last one.” Jen replies. “I thought you were struggling with it. You feeling alright, Flo?”
<br>
Your eyes meet hers. Some steel resolve that you’ve never seen in Jennifer looks out at you.<Br>
<br>
“Be seeing, you,” Jennifer says. “Florence.”<Br>
<br>
The door shuts firmly in your face. You sigh. Your mind drifts to considering what exactly happened to Annie at Charlton. And what Jennifer had to do with it. Your heart sinks as you realise that if you want to help Terrence, you're going to need to see if she can remember what happened to her.<br>
<br>
<<ActionsHeader>>
<<link "Back away and return to the library" "Library">>
<<set $LibraryJenniferTerrence to undefined>>
<<TimeChange>>
<<QuestTracker "Quest21" 5>>
<<QuestOptionUnlock "Quest21" 5 "visit_annie">>
<<QuestOptionUnlock "Quest21" 5 "visit_jennifer">>
<</link>>
<<elseif $LibraryJenniferTerrence is "JenniferTalk" and $current.avatar is "Andrea">>
“Hey Jen,” you begin.<br>
<br>
“Andrea,” she spits back. “What are you doing here?”<Br>
<br>
She turns to look at Terrence, who is unsuccessfully trying to hide in the box room. “It’s alright,” she says, soothingly. “It’s… Andrea. From the hotel. She won’t say anything.” She spins her head back to you. “Will you?”<Br>
<Br>
You shake your head silently. Terrence looks out at you, his face struck with fear.<br>
<br>
“Why did you come here?” Jennifer asks you, narrowing her eyes. <Br>
<br>
“I’m on an errand,” you say, trying to conjure the lie. “For Mr. Sermon.”<Br>
<br>
“And Mr. Sermon needs a maid to do a pick-up from the library, does he?” Jen replies. “I didn’t think they let you out in that uniform. Funny. Almost like you forgot yourself.”<Br>
<br>
Your eyes meet hers. Some steel resolve that you’ve never seen in Jennifer looks out at you.<Br>
<br>
“Be seeing, you,” Jennifer says. “Andrea.”<br>
<Br>
The door shuts firmly in your face. You sigh. Your mind drifts to considering what exactly happened to Annie at Charlton. And what Jennifer had to do with it. Your heart sinks as you realise that if you want to help Terrence, you're going to need to see if she can remember what happened to her.<br>
<br>
<<ActionsHeader>>
<<link "Back away and return to the library" "Library">>
<<set $LibraryJenniferTerrence to undefined>>
<<TimeChange>>
<<QuestTracker "Quest21" 5>>
<<QuestOptionUnlock "Quest21" 5 "visit_annie">>
<<QuestOptionUnlock "Quest21" 5 "visit_jennifer">>
<</link>>
<<elseif $LibraryJenniferTerrence is "JenniferTalk" and $current.avatar is "Charli">>
“Hey Jen,” you begin.<br>
<br>
“Charli,” she spits back. “What are you doing here?”<Br>
<br>
She turns to look at Terrence, who is unsuccessfully trying to hide in the box room. “It’s alright,” she says, soothingly. “It’s… Charli. From the supermarket. She won’t say anything.” She spins her head back to you. “Will you?”<Br>
<Br>
You shake your head silently. Terrence looks out at you, his face struck with fear.<br>
<br>
“Why did you come here?” Jennifer asks you, narrowing her eyes. <Br>
<br>
“Just returning a book,” you say, trying to conjure the lie.<Br>
<br>
“The returns trolley is by the front desk,” Jen replies. “And I didn’t have you down as much of a reader, Charli. Funny. Almost like you’re not quite yourself.”<Br>
<br>
Your eyes meet hers. Some steel resolve that you’ve never seen in Jennifer looks out at you.<Br>
<br>
“Be seeing, you,” Jennifer says. “Charli.”<br>
<Br>
The door shuts firmly in your face. You sigh. Your mind drifts to considering what exactly happened to Annie at Charlton. And what Jennifer had to do with it. Your heart sinks as you realise that if you want to help Terrence, you're going to need to see if she can remember what happened to her.<br>
<br>
<<ActionsHeader>>
<<link "Back away and return to the library" "Library">>
<<set $LibraryJenniferTerrence to undefined>>
<<TimeChange>>
<<QuestTracker "Quest21" 5>>
<<QuestOptionUnlock "Quest21" 5 "visit_annie">>
<<QuestOptionUnlock "Quest21" 5 "visit_jennifer">>
<</link>>
<</if>><<switch $LibraryCharltonGazette>>
<<case undefined>>
It takes you only moments to spot the machinery in the otherwise technology-free library. In the corner stands the Charlton Gazette microfilm reader: a utilitarian brushed-steel console with a stark monochrome screen, two empty spindles ready for reels, and a foot pedal for scrolling through each frame.<br>
<br>
Beside it, a low oak cart holds hundreds of tightly labelled film canisters. Each reel preserves an entire year’s worth of Gazette editions. You’ll need to be precise about dates and topics before threading the right reel into the reader.<Br>
<Br>
<<ActionsHeader>>
<<QuestOptionCheck "Quest23" 3 "nurse_program" "gte">><<set _NurseProgramOption to _QuestOptionCheck>>
<<QuestOptionCheck "Quest36" 0 "nurse">><<QuestStatus "Quest36">>
<<if _NurseProgramOption is true and _QuestOptionCheck is false and _QuestStatus is "unknown" and $current.avatar isnot "Charli">><<link "Search for graduates who entered the nurse training program" "LibraryCharltonGazette">><<set $LibraryCharltonGazette to "NurseProgram">><</link>><br><</if>>
<<link "Look at articles about past school records" "LibraryCharltonGazette">><<set $LibraryCharltonGazette to "PastSchoolRecords">><</link>>
<<case "NurseProgram">>
You thread the most recent reels into the reader, working your way back through as you search for references to the training program. One by one, you tap the foot pedal to move back through past issues. After some time a headline grabs your attention:<br>
<Br>
<span class='typewriter-text'><b>Charlton’s renowned nurse program picks up another trainee</b><br>Written by Owen Oakswood (editor)<br>
<br>
Charlton’s renowned Doctor Ian Palmer is banking on future success, confirming this week that recent Charlton School graduate Charli Thomas has been accepted on to the program.<br>
<br>
Miss Thomas, the daughter of renowned ex-union figure Stan Thomas and housewife Marion, is the latest in a historic line of girls who Doctor Palmer has handpicked from the graduating year. “Charli is empathetic, kind and selfless, but has her father’s firm and principled values,” Doctor Palmer told the Gazette. “These qualities make her ideal for a life in care.”<br>
<br>
The course, highly coveted by a great many senior girls, has gathered national interest. Graduates frequently find themselves sought by hospitals and care homes across the country, citing Palmer’s traditional training syllabus as a fresh breath of air compared to more progressive colleges.<br>
<br>
When asked whether she was overjoyed at her application, Charli displayed a self-deprecating quality tailor made for a life of putting others first. “I fell into it almost by accident,” she told the Gazette. “It wasn’t what I thought I’d end up doing.”<br>
<br>
Our young readers will be interested to note that when asked if the soon-to-be nurse was seeing anybody, she blushed and shook her head. It is this reporter’s opinion that this trainee nurse will not be long left on the market.</span><br>
<br>
You pull back from the reader. A name. Charli Thomas. You should ask around about her.<br>
<br>
<<ActionsHeader>>
<<link "Return to the library" "Library">><<set $LibraryCharltonGazette to undefined>><<TimeChange>><<QuestTracker "Quest36" 0>><<QuestOptionUnlock "Quest36" 0 "nurse">><</link>>
<<case "PastSchoolRecords">>
You thread reel after reel into the reader, tapping the foot pedal to flick past years of issues. Back and forth you scroll… until a headline from four years ago snaps into focus:<br>
<Br>
<span class='typewriter-text'><b>Sophomore Jennifer Chambers aces every subject</b><br>Written by Owen Oakswood (editor)<br>
<br>
In a feat rarely seen at Charlton School, sophomore Jennifer Chambers claimed the top score in Mathematics, Science, English and History, surpassing every previous class record and setting a new standard for her year.<br>
<br>
“I’ve taken her under my wing to help accelerate her education,” said Headmaster Stitch, also serving as the coordinator of Charlton’s Accelerated Learning Program. “Her dedication and grasp of complex concepts at such a young age is both expected and exceptional.”<br>
<br>
Whispers in the halls suggest that, beyond her academic triumphs, Jennifer is poised to succeed Skye Edison as head of the cheerleader squad when Edison graduates this spring. Proof that Chambers is already making her mark both in classrooms and on the field.<br></span>
<<trackKnowledge "TopOfClass" "JenniferLearned">>
<br>
<<ActionsHeader>>
<<link "Return to the library" "Library">><<set $LibraryCharltonGazette to undefined>><<TimeChange>><</link>>
<</switch>><<switch $LibraryStacksInvestigationDialogue>>
<<case undefined>>
You walk through the library to dozens of stacks, holding hundreds - if not thousands - of books. Quickly you realise that the library uses a decimal filing system with seemingly no logic. You let out a small sigh. This could take a while. <br>
<Br>
It takes you longer than you would like to find some order to the library. You see that each book has a number, but the shelves simply stack order them from first to the last. In some places you find books with similar topics, but even when it’s clear there’s some commonality you can’t quite work out what the exact subject is. Never mind how it relates to the next group. If there’s a link at all.<br>
<Br>
After an hour, you try a different tactic. Liz mentioned that you are looking for magazines published by Sally Hope Publishing. So instead, you walk down each aisle, looking for any traces of thin magazine spines standing out against the multitude of paperback and hardback books.<Br>
<Br>
You find yourself stopping constantly. You assume the head librarian must be a hoarder. It feels like the Charlton Library stocks everything from the invention of the printing press up until the 1970s. Which, you do note, seems to be the last decade any contemporary texts were added to the collection.<br>
<br>
<<if $current.female is true>>
Then something tickles your hand. You stop, suddenly aware of a warm sensation brushing your fingers. You look down, seeing your tips casually running across the spines of the book on a low shelf. Looking carefully, you see the faint yellow aura of magical energy seeping out from between two bound books.<br>
<<else>>
Then something tickles your hand. You stop, suddenly aware of a warm sensation brushing your fingers. You look down, seeing your tips casually running across the spines of the book on a low shelf.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Investigate the books" "LibraryStacksInvestigation">><<set $LibraryStacksInvestigationDialogue to "Magazines">><</link>>
<<case "Magazines">>
After a quick check that you aren’t being observed, you reach down and pull one of the books from the shelf. <i>Further excavations at Tovil Hole</i>, by Justin Humphreys. A photo of an underground cave fills the cover. <br>
<Br>
<<if $current.female is true>>
This book, you note, isn’t the source of the magical energy. That would be the flimsy magazine that was wedged between it and the preceding book.<br>
<<else>>
This book, you note, isn’t the source of the warmth. That would be the flimsy magazine that was wedged between it and the preceding book.<br>
<</if>>
<br>
You pick up the magazine in your other hand. It’s old, almost falling apart at your touch. Even without looking at the date at the top of the page, you can tell from the cover it must have been published at least back in the 1960s.<br>
<br>
The title - <i>A Boy’s Adventure</i> - is markedly juxtaposed by the cover image and coverlines. An illustration of a muscular grinning man takes up most of the space, with the leading coverline providing content. Pumping Iron - The school dropout who made millions lifting weights.<br>
<br>
You take a look at the shelf, sensing this isn’t the only publication imbued with magic. Sure enough, there are more issues of Boy’s Adventure wedged in-between the books. You note the name of another prominent magazine too - The New Woman - from a similar era, this one full of fashion tips and relationship advice.<br>
<Br>
Aside from the dated content, nothing seems irregular about the magazines. But from what you are sensing, you know they contain magic.<br>
<br>
<<ActionsHeader>>
<<link "Look at the magazines" "LibraryMagazines">><<set $LibraryStacksInvestigationDialogue to undefined>><<TaskTracker "Task5" "complete">><</link>>
<</switch>><<Flag "LibraryStacksMagazines">>
<<if _FlagReturn is true>>
You walk through the library and go to the stacks where you found the magazines. You spend a few minutes pulling out the magazines you identified, briefly looking at the coverlines again:<br>
<br>
<table style="width:100%; border-collapse: collapse; border: 0px;">
<tr>
<td style="width: 30%; padding: 10px; text-align: center; border: 0px;">
<img src="./images/Magazines/PumpingIron.png">
</td>
<td style="width: 70%; padding: 10px; vertical-align: top; border: 0px;">
<b>A Boy’s Adventure, Issue #34</b><br>
<i>Pumping iron - Max Caress, the school drop out who made millions lifting weights</i><br>
</td>
</tr>
<tr>
<td style="width: 30%; padding: 10px; text-align: center; border: 0px;">
<img src="./images/Magazines/CorporateLadder.png">
</td>
<td style="width: 70%; padding: 10px; vertical-align: top; border: 0px;">
<b>A Boy’s Adventure, Issue #27</b><br>
<i>8 ways to climb the corporate ladder - Super charge your career in six months by telling her no</i><br>
</td>
</tr>
<tr>
<td style="width: 30%; padding: 10px; text-align: center; border: 0px;">
<img src="./images/Magazines/SuccessWorkplace.png">
</td>
<td style="width: 70%; padding: 10px; vertical-align: top; border: 0px;">
<b>New Women Magazine, Issue #11</b><br>
<i>Success in the workplace - Tips to keep your mind sharp at work and keep your boss happy</i><br>
</td>
</tr>
<tr>
<td style="width: 30%; padding: 10px; text-align: center; border: 0px;">
<img src="./images/Magazines/KeepHim.png">
</td>
<td style="width: 70%; padding: 10px; vertical-align: top; border: 0px;">
<b>New Women Magazine, Issue #8</b><br>
<i>Keep him on his toes - 8 ways to take the lead and keep him keen</i><br>
</td>
</tr>
<tr>
<td style="width: 30%; padding: 10px; text-align: center; border: 0px;">
<img src="./images/Magazines/Career.png">
</td>
<td style="width: 70%; padding: 10px; vertical-align: top; border: 0px;">
<b>New Women Magazine, Issue #5</b><br>
<i>”I chose my career over my man” - A model reflects on breaking it off with her fiancé and focusing on London’s fashion scene</i><br>
</td>
</tr>
</table>
<br>
<<if $current.female is true>>
You consider reading one of the magazines, cautious that each one crackles with magic.<br>
<<else>>
You consider reading one of the magazines, cautious of what magics you know they contain.<br>
<</if>>
<<else>>
<<if $current.female is true>>
You flick through the issues of the magazines. They feel warm to the touch. The coverlines seem to call out to you and the words look like they are shimmering with energy.<br>
<<else>>
You flick through the issues of the magazines. They feel warm to the touch. The coverlines seem to call out to you and the words look like they are shimmering.<br>
<</if>>
<br>
As you view each cover, you notice an identical logo in the bottom right of each magazine. “Sally Hope Publishing.” <i>15 Village Green, Charlton, CA1 2BA.</i> The name is referenced elsewhere too. Whilst A Boy’s Adventure lists Oliver Oakswood as the editor, Sally is the editor of The New Woman too.<br>
<br>
You briefly digest the lead story for each issue:<br>
<br>
<table style="width:100%; border-collapse: collapse; border: 0px;">
<tr>
<td style="width: 30%; padding: 10px; text-align: center; border: 0px;">
<img src="./images/Magazines/PumpingIron.png">
</td>
<td style="width: 70%; padding: 10px; vertical-align: top; border: 0px;">
<b>A Boy’s Adventure, Issue #34</b><br>
<i>Pumping iron - Max Caress, the school drop out who made millions lifting weights</i><br>
</td>
</tr>
<tr>
<td style="width: 30%; padding: 10px; text-align: center; border: 0px;">
<img src="./images/Magazines/CorporateLadder.png">
</td>
<td style="width: 70%; padding: 10px; vertical-align: top; border: 0px;">
<b>A Boy’s Adventure, Issue #27</b><br>
<i>8 ways to climb the corporate ladder - Super charge your career in six months by telling her no</i><br>
</td>
</tr>
<tr>
<td style="width: 30%; padding: 10px; text-align: center; border: 0px;">
<img src="./images/Magazines/SuccessWorkplace.png">
</td>
<td style="width: 70%; padding: 10px; vertical-align: top; border: 0px;">
<b>New Women Magazine, Issue #11</b><br>
<i>Success in the workplace - Tips to keep your mind sharp at work and keep your boss happy</i><br>
</td>
</tr>
<tr>
<td style="width: 30%; padding: 10px; text-align: center; border: 0px;">
<img src="./images/Magazines/KeepHim.png">
</td>
<td style="width: 70%; padding: 10px; vertical-align: top; border: 0px;">
<b>New Women Magazine, Issue #8</b><br>
<i>Keep him on his toes - 8 ways to take the lead and keep him keen</i><br>
</td>
</tr>
<tr>
<td style="width: 30%; padding: 10px; text-align: center; border: 0px;">
<img src="./images/Magazines/Career.png">
</td>
<td style="width: 70%; padding: 10px; vertical-align: top; border: 0px;">
<b>New Women Magazine, Issue #5</b><br>
<i>“I chose my career over my man” - A model reflects on breaking it off with her fiancé and focusing on London’s fashion scene</i><br>
</td>
</tr>
</table>
<br>
<<if $current.female is true>>
Beyond the words, you feel the magic calling out to you. You feel compelled to read them. Why Liz recommended looking at these as a solution to your concerns about changes you can’t exactly work out, but based on your experience of Charlton, you suspect these will have some impact on you. The question that comes to the forefront of your mind is how each one will work.<br>
<<else>>
Beyond the words, you feel something calling out to you. You feel compelled to read the articles. Why Liz recommended looking at these as a solution to your concerns about changes you can’t exactly work out, but based on your experience of Charlton, you suspect these will have some impact on you. The question that comes to the forefront of your mind is how each one will work.<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<CheckFirst "MagazinePumpingIron">>
<<if _CheckFirst is false>><<link "Read A Boy's Adventure - Pumping Iron" "MagazinePumpingIron">><<SetFlag "LibraryStacksMagazines">><<Feminity -6>><<Intelligence -10>><<AddFirst "MagazinePumpingIron">><</link>><br><</if>>
<<CheckFirst "MagazineCorporateLadder">>
<<if _CheckFirst is false>><<link "Read A Boy's Adventure - 8 ways to climb the corporate ladder" "MagazineCorporateLadder">><<SetFlag "LibraryStacksMagazines">><<Feminity -3>><<Orientation -5>><<WorkPerformance 5>><<Greedy 10>><<AddFirst "MagazineCorporateLadder">><</link>><br><</if>>
<<CheckFirst "MagazineSuccessWorkplace">>
<<if _CheckFirst is false>><<link "Read New Woman - Success in the workplace." "MagazineSuccessWorkplace">><<SetFlag "LibraryStacksMagazines">><<Feminity 1>><<Intelligence 5>><<Assertive -10>><<AddFirst "MagazineSuccessWorkplace">><</link>><br><</if>>
<<CheckFirst "MagazineSuccessKeepHim">>
<<if _CheckFirst is false>><<link "Read New Woman - Keep him on his toes." "MagazineKeepHim">><<SetFlag "LibraryStacksMagazines">><<Feminity 1>><<Assertive 5>><<Orientation 10>><<AddFirst "MagazineSuccessKeepHim">><</link>><br><</if>>
<<CheckFirst "MagazineSuccessCareer">>
<<if _CheckFirst is false>><<link "Read New Woman - I chose my career over my man." "MagazineSuccessCareer">><<SetFlag "LibraryStacksMagazines">><<Feminity 1>><<Orientation -5>><<Intelligence -10>><<AddFirst "MagazineSuccessCareer">><</link>><br><</if>>
<<link "Put the magazines back and return to the library" "Library">><<SetFlag "LibraryStacksMagazines">><</link>><<if $ClaireDialogue is undefined>>
<<if $current.female is true>>
Claire looks up from the counter as you approach and smiles. "Hello there. Welcome to Charlton Library. Can I help you with anything?"<br>
<<else>>
Claire continues to look brightly over the counter, waiting to hear what you have to say.<br>
<</if>>
<<else>>
Claire looks up from her book and gives you a polite smile, waiting for you to speak.<br>
<</if>>
<br>
<<ActionsHeader>>
<<DialogueSpoken "Claire" "LoveLife">>
<<if _Discussed is false>><<link "Ask her about her love life" "ClaireDialogue">><<set $ClaireDialogue to "LoveLife">><</link>><br><</if>>
<<DialogueUnlockCheck "Claire" "BadBreakup">><<DialogueSpoken "Claire" "BadBreakup">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about the break-up" "ClaireDialogue">><<set $ClaireDialogue to "BadBreakup">><</link>><br><</if>>
<<DialogueUnlockCheck "Claire" "OtherThings">><<DialogueSpoken "Claire" "OtherThings">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about the other things that led to the break-up" "ClaireDialogue">><<set $ClaireDialogue to "OtherThings">><</link>><br><</if>>
<<DialogueUnlockCheck "Claire" "SimonsFamily">><<DialogueSpoken "Claire" "SimonsFamily">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about Simon's family" "ClaireDialogue">><<set $ClaireDialogue to "SimonsFamily">><</link>><br><</if>>
<<DialogueUnlockCheck "Claire" "BelittleHerJob">><<DialogueSpoken "Claire" "BelittleHerJob">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask how Simon belittled her job" "ClaireDialogue">><<set $ClaireDialogue to "BelittleHerJob">><</link>><br><</if>>
<<DialogueUnlockCheck "Claire" "HowSheComesAcross">><<DialogueSpoken "Claire" "HowSheComesAcross">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about how she comes across" "ClaireDialogue">><<set $ClaireDialogue to "HowSheComesAcross">><</link>><br><</if>>
<<link "Say goodbye and return to the library" "Library">><<EndConversation "Claire">><</link>><b>Charlton Library - AV Room</b><br>
<img src="./images/library_avroom.png"><br>
<br>A small room decorated in the same sterile fashion as the rest of the library, but instead of books the shelves are full of video cassettes. One single TV with a video player lies on a table at the end of the room.<br>
<<PresentNPCPeriodText "Dennis" "Lunch" "<br>Dennis sits alone at the table, absorbed by an old black and white movie playing on the TV. A notebook is open beside him, where he occasionally jots down notes as he sorts through a small stack of VHS tapes.<br>">>
<<QuestOptionCheck "Quest11" 3 "dennis_target">><<QuestState "Quest11">>
<<if $NPCPresent.includes("Dennis") and _QuestOptionCheck is false and _QuestState gte 3>>
<<if _QuestState is 3>>
<br><i>You look at Dennis for a few seconds. If you really wanted to know what went on in those boys’ classes, Dennis would do. If you could get your hands on something of his, something personal. Something to power the amulet. Getting him somewhere private wouldn't be a challenge.</i><br>
<</if>>
<<QuestOptionUnlock "Quest11" 3 "dennis_target">>
<</if>>
<br>
<<ActionsHeader>>
<<if $NPCPresent.includes("Dennis")>><<link "Talk to Dennis" "LibraryAVRoomDennisDialogue0">><</link>><br><</if>>
[[Go back to the library->Library]]<<StartConversation "Dennis" "LibraryAVRoom">>
<<Checkrelationship _NPC>>
<<include "EventsDialogueDennis">>
<<if $DennisDialogue is undefined and _relationship is 0 and _currentEvent is undefined>>
When Dennis sees you approaching, he flares his nostrils and turns his attention back to the movie. You sense he doesn’t want to talk to you.<br>
<<elseif $DennisDialogue is undefined and $current.avatar is "Emily" and _currentEvent is undefined>>
Dennis almost jumps as he sees you approach him. “Hi Emily,” he mumbles. "What are you doing here?"<br>
<<elseif $DennisDialogue is undefined and _CurrentPC is true and _currentEvent is undefined>>
<<if $current.female is true>>
Dennis jumps as you make your presence known. At the sight of you, he smiles nervously and turns his attention back to the TV. You get the impression that he won’t even consider looking away from it until you’ve gone.<br>
<br>
Not wanting to torture him, you decide to leave.<br>
<<elseif $current.female is false>>
Dennis glances up at you as you move towards him. “Hey,” he says quietly, giving you a polite smile. Then he turns back to watch the movie.<br>
<br>
You consider interrupting him, but you aren’t sure what to ask and whether he’d say anything of value. Instead, you decide to leave him to watch his movie in peace.<br>
<</if>>
<<elseif $DennisDialogue is undefined and _currentEvent is undefined>>
Dennis jumps as you make your presence known. At the sight of you, he smiles nervously and turns his attention back to the TV. You get the impression that he won’t even consider looking away until you’ve gone.<br>
<br>
Not wanting to torture him, you decide to leave.<br>
<<elseif _currentEvent is undefined>>
Dennis glances over at you, still trying to watch his movie.<br>
<</if>>
<<if _currentEvent is undefined>>
<br>
<<ActionsHeader>>
<<Checkrelationship _NPC>>
<<if $current.avatar is "Emily" and _relationship is 0>>
<<SpellsCheckSelf "Charm">><<CharmedCheck _NPC>>
<<if _Charmed is false and _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Charm] Cast Charm on Dennis" "DennisDialogue">><<set $DennisDialogue to "Charm">><<Greedy 1>><</link>><br><</if>>
<<DialogueSpoken "Dennis" "Flirt">>
<<if _Discussed is false>>
<<StatCheckOrientation "gt" 11 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to flirt with Dennis">>
<<if _StatCheckOrientation is true>><<link _StatOrientationProbability "DennisDialogue">><<set $DennisDialogue to "FlirtPass">><<ChangeNPCrelationship "Dennis" "Emily" 3>><</link>><br>
<<else>><<link _StatOrientationProbability "DennisDialogue">><<set $DennisDialogue to "FlirtFail">><<Orientation 1>><</link>><br><</if>>
<</if>>
<<TimerEventActive "DennisTalkingToHarrow">>
<<if _TimerEventActive is true>><<link "Ask if he’s spoken to Harrow yet " "DennisDialogue">><<set $DennisDialogue to "HarrowPassYet">><</link>><br><</if>>
<<link "Say goodbye to Dennis and return to the library" $ConversationExit>><<EndConversation "Dennis">><</link>>
<<elseif $current.avatar is "Emily">>
<<DialogueSpoken "Dennis" "FavouriteThings">><<QuestState "Quest11">><<QuestOptionCheck "Quest11" 3 "dennis_target">>
<<if _QuestState gte 3 and _Discussed is false and _QuestOptionCheck is true>><<link "Ask about his favourite things" "DennisDialogue">><<set $DennisDialogue to "FavouriteThings">><</link>><br><</if>>
<<QuestOptionCheck "Quest11" 3 "dennis_photo_taken">><<QuestState "Quest11">><<InventoryCheckSelf "DennisPhoto">>
<<if _QuestState gte 3 and _QuestOptionCheck is true and _InventoryCheckSelf is false>><<link "Ask to see the photo he took of Emily" "DennisDialogue">><<set $DennisDialogue to "AskToSeePhoto">><</link>><br><</if>>
<<QuestState "Quest11">><<QuestOptionCheck "Quest11" 3 "dennis_receipt">><<InventoryCheckSelf "DennisReceipt">>
<<if _QuestState gte 3 and _QuestOptionCheck is true and _InventoryCheckSelf is false>><<link "Ask to see the receipt of the date" "DennisDialogue">><<set $DennisDialogue to "AskToSeeReceipt">><</link>><br><</if>>
<<DialogueSpoken "Dennis" "LibraryTapes">>
<<if _Discussed is false>><<link "Ask about the tapes" "DennisDialogue">><<set $DennisDialogue to "LibraryTapes">><</link>><br><</if>>
<<DialogueSpoken "Dennis" "LibraryTapes">>
<<if _Discussed is true>><<link "Watch a tape with Dennis" "LibraryAVRoomWatchTape">><</link>><br><</if>>
<<DialogueSpoken "Dennis" "School">>
<<if _Discussed is false>><<link "Talk to Dennis about the school" "DennisDialogue">><<set $DennisDialogue to "School">><</link>><br><</if>>
<<QuestState "Quest11">><<DialogueSpoken "Dennis" "Lessons">><<QuestStatus "Quest11">>
<<if _QuestState lte 1 and _Discussed is false and _QuestStatus is "active">><<link "Ask Dennis about boy's lessons" "DennisDialogue">><<QuestTracker "Quest11" 1>><<set $DennisDialogue to "Lessons">><</link>><br><</if>>
<<TimerEventActive "DennisTalkingToHarrow">><<QuestOptionCheck "Quest11" 1 "dennis_pass">><<QuestState "Quest11">>
<<if _QuestOptionCheck is true and _QuestState is 1 and _TimerEventActive is false>><<link "Ask Dennis about getting a hall pass" "DennisDialogue">><<set $DennisDialogue to "HallPass">><</link>><br><</if>>
<<QuestState "Quest23">><<DialogueSpoken "Dennis" "HarrowAmulet">>
<<if _QuestState is 0 and _Discussed is false>><<link "Ask about Harrow's amulet" "DennisDialogue">><<set $DennisDialogue to "HarrowAmulet">><<DialogueDone "Dennis" "HarrowAmulet">><</link>><br><</if>>
<<TimerEventActive "DennisTalkingToHarrow">>
<<if _TimerEventActive is true>><<link "Ask if he’s spoken to Harrow yet " "DennisDialogue">><<set $DennisDialogue to "HarrowPassYet">><</link>><br><</if>>
<<DialogueSpoken "Dennis" "Biology">>
<<if _Discussed is false>>
<<QuestState "Quest7">>
<<if _QuestState gte 0>><<link "Ask Dennis about the Biology lesson" "DennisDialogue">><<set $DennisDialogue to "Biology">><</link>><br><</if>>
<<elseif _Discussed is true>>
<<DialogueSpoken "Dennis" "Equipment">><<QuestState "Quest7">>
<<if _QuestState gte 1 and _Discussed is false>><<link "Ask Dennis about the AV equipment" "DennisDialogue">><<set $DennisDialogue to "Equipment">><</link>><br><</if>>
<</if>>
<<InventoryCheckSelf "KeyAVCupboard">><<QuestState "Quest7">>
<<if _QuestState is 3 and _InventoryCheckSelf is false>><<link "Ask Dennis for AV cupboard key" "DennisDialogue">><<set $DennisDialogue to "Key">><</link>><br><</if>>
<<EventSeen "SchoolCorridor" "Act2Begin">><<DialogueSpoken "Dennis" "MissCharltonContest">>
<<if _EventSeen is true and _Discussed is false>><<link "Ask about the Miss Charlton contest" "DennisDialogue">><<set $DennisDialogue to "MissCharltonContest">><<DialogueDone "Dennis" "MissCharltonContest">><</link>><br><</if>>
<<QuestState "Quest29">><<QuestStatus "Quest29">><<DialogueSpoken "Dennis" "MissCharltonBadges">>
<<if _QuestState lt 3 and _QuestStatus is "active" and _Discussed is false>><<link "Ask about the contest badges" "DennisDialogue">><<set $DennisDialogue to "MissCharltonBadges">><<DialogueDone "Dennis" "MissCharltonBadges">><</link>><br><</if>>
<<link "Say goodbye to Dennis and return to the library" $ConversationExit>><<EndConversation "Dennis">><</link>><br>
<<else>>
<<link "Say goodbye to Dennis and return to the library" $ConversationExit>><<EndConversation "Dennis">><</link>><br>
<</if>>
<</if>><<switch $LibraryAVRoomWatchTape>>
<<case undefined>>
Dennis’s head lifts, the glow of the TV reflecting off his glasses. For once, he seems almost eager. He snaps the stop button on the player and starts riffling through the stacks.<Br>
<Br>
“Here. This one.” His voice carries a rare brightness as he holds up a sleeve, its glossy cover printed with swirling galaxies and the pale blue curve of Earth. “They used to show these in the girls’ lessons.”<Br>
<br>
You take the case from him, frowning at the title. “And the boys? What do they get?”<Br>
<br>
Dennis hesitates. His shoulders tense as if he wishes he hadn’t said anything. You don’t let him wriggle free.<Br>
<Br>
“Well?”<Br>
<bR>
He wets his lips, then sighs and digs deeper into the pile. After a moment, he pulls out another cassette. This one is harsher, its sleeve stark with monochrome rockets and cold steel gantries. Soviet rockets versus American. As you stare at it, the Soviet flag almost looks like it flutters on the cover. The paper inside the sleeve shimmers and at its edges you see the now familiar amber light seeping out. The sickly glow of magic.<br>
<br>
Dennis doesn’t look you in the eye as he sets it down. “Yeah. Different tapes.”<br>
<Br>
<center><img src="./images/vhs_raceforthestars.png"> <img src="./images/vhs_horizonsoftheuniverse.png"></center><br>
<br>
Your gaze drifts between the two boxes, their weight in the air heavy with choice. One promises wonder, the other competition. Neither feels safe.<br>
<br>
<<ActionsHeader>>
<<link "Watch the girls’ tape" "LibraryAVRoomWatchTape">><<set $LibraryAVRoomWatchTape to "GirlsTape">><</link>><br>
<<link "Watch the boys’ tape" "LibraryAVRoomWatchTape">><<set $LibraryAVRoomWatchTape to "BoysTape">><</link>><br>
<<link "Decline to watch and return to the AV room" "LibraryAVRoom">><</link>><br>
<<case "GirlsTape">>
Dennis presses the tape into the machine. The reels whirr, and the screen resolves into a wavering shot of Earth. Delicate, suspended against the dark.<Br>
<Br>
The voiceover begins, soft and reverent, every syllable measured. “Our world drifts in silence, a fragile home balanced against the immensity of space. To see it clearly is to see how small we are. How precious. How gentle.”<Br>
<br>
The stars bloom across the screen, glowing in soft spirals. The narration lingers not on conquest, nor on the mechanics of space, but on harmony. On balance and beauty.<br>
<br>
Dennis keeps his head down, quietly scribbling catalogue notes, letting you take it in alone.<Br>
<Br>
“Each life is a flicker,” the narrator continues. “But in joining together, in yielding to the order of things, that flicker becomes part of something greater. The cosmos has no place for defiance. It holds only those who understand their belonging.”<Br>
<br>
The words seep into you with the images. Facts settle in your mind like puzzle pieces, clear and undeniable. But with them comes a softer rhythm. The way the galaxies turn, the way the voice soothes instead of challenges. You find yourself sitting straighter, smoothing your clothes, your breath falling in time with the film’s steady cadence. There’s a grace to it, a sense that strength lies not in pushing, but in aligning yourself with what already is.<Br>
<br>
Dennis finally speaks, still without looking up. “Told you. Good for learning.”<BR>
<br>
The screen lingers on the arc of a ringed planet, luminous, serene. The voice softens to a hush. “The universe reminds us. Greatness is found in belonging, not in force.”<Br>
<br>
You blink, and realise you’ve absorbed more than the facts. A lightness clings to you, a gentleness that feels as though it belongs as much as the knowledge does.<Br>
<br>
<<ActionsHeader>>
<<link "Finish watching the video" "LibraryAVRoomWatchTape">><<set $LibraryAVRoomWatchTape to "GirlsFinish">><<Intelligence 1>><<Assertive -1>><<Feminity 1>><</link>><br>
<<case "BoysTape">>
Dennis hesitates, the cassette heavy in his hand. “Stitch wouldn’t like me showing you this,” he mutters, then forces the tape into the player before you can press him.<br>
<Br>
The reels whirr, a crackle of static. The screen bursts into life with the roar of engines, a rocket thrusting upward through clouds.<Br>
<Br>
The narrator’s voice is sharp, commanding, nothing like the hushed awe of the other tape. “This is not wonder. This is struggle. Two giants contesting the heavens. America and the Soviet Union. The one who claims the stars claims the future. Victory proves supremacy. Defeat brands submission.”<Br>
<bR>
Dennis leans forward this time, watching with you, eyes glinting with the flicker of the screen.<Br>
<br>
Footage cuts between launchpads and cheering crowds. But at the edges of the TV, amber faces of cartoonish scrawls shimmer. Thin, hungry smiles gleaming back at you. For a moment, you see a Union Jack planted on the moon. A British shuttle touching down on a runway. The crowd’s roar rattles your bones. You blink and it’s gone. Columbia’s tiles back in place, Apollo’s stars and stripes where they belong.<Br>
<br>
The narrator drives on. “Resources await the victor. Metals, fuels, power beyond measure. The strong will seize, the weak will watch. This is the way of men. To contest, to conquer, to lead.”<Br>
<bR>
Your pulse quickens. The facts lock in. Trajectories, payloads, years, missions. But you find yourself considering the meaning of it all. Pounding engines, the rhetoric of conquest, the insistence that struggle itself is meaning. It pushes into you like a current. An urge not to yield, but to compete and take. Your shoulders square and your jaw tightens.<Br>
<Br>
Dennis exhales low, almost approving. “Different, right? Teaches more than class ever does.”<Br>
<br>
On the screen, the footage ripples again. British astronauts marching in parades you don’t recall, a British shuttle landing on a world that never was. When you look back, things seem normal again. Except for the split second where you see an amber scratchy face in the TV cackling back at you.<br>
<Br>
The voice hardens into its conclusion. “The cosmos does not wait for equals. It belongs to those with the strength to claim it.”<Br>
<br>
You digest the narration like food. You feel sharp, yet it's edged with hunger. A faint pull toward something harder, more masculine, settling beneath your skin.<bR>
<br>
<<ActionsHeader>>
<<link "Finish watching the video" "LibraryAVRoomWatchTape">><<set $LibraryAVRoomWatchTape to "BoysFinish">><<Intelligence 1>><<Greedy 1>><<Feminity -1>><</link>><br>
<<case "BoysFinish">>
The machine grinds to a halt, the final hiss of static fading into silence.<Br>
<Br>
Dennis leans forward quickly, pressing eject. The cassette clicks free, and he cradles it for a moment longer than he needs to before sliding it back into its sleeve. His eyes flick toward you, then down again as he stacks it neatly on the pile.<Br>
<br>
“Told you… better than class,” he mutters, as if what you’d just watched was only another lesson. He smooths the edge of the logbook with his thumb, avoiding your gaze.<Br>
<br>
The screen is black now, but the roar of rockets and the phantom images still echo in your mind. Union Jacks on lunar soil, faces in the static, the weight of struggle settling on your shoulders.<Br>
<br>
<<ActionsHeader>>
<<link "Say goodbye to Dennis and leave the AV Room" "Library">><<TimeChange>><<set $LibraryAVRoomWatchTape to undefined>><</link>>
<<case "GirlsFinish">>
The tape reels slow, then stop with a muted clunk. The screen flickers into static, then slips into black.<Br>
<bR>
Dennis leans forward, presses eject, and gently slides the cassette from the machine. He turns it over in his hands once, then tucks it back into its sleeve with a careful precision that feels more like habit than reverence.<br>
<br>
“See? Good for learning,” he says lightly, as though you’d just sat through any other classroom tape. He fusses with the logbook, head down, pen tapping against the margin.<Br>
<br>
The room is quiet now, but the voice lingers in your ears, soft and absolute: the cosmos infinite, yourself infinitesimal. A fragile truth has pressed itself into you, leaving you sharper, yet smaller and not only in the stars.<Br>
<br>
<<ActionsHeader>>
<<link "Say goodbye to Dennis and leave the AV Room" "Library">><<TimeChange>><<set $LibraryAVRoomWatchTape to undefined>><</link>>
<</switch>><b>McTafey's Bar</b><br>
<img src="./images/McTafeys_Bar.png"><br>
<br>Decorated with Irish clovers and posters for Guinness, McTafey’s ticks every cliche an Irish Pub could wish for. Tables, booths and chairs surround a large bar in the centre.<br>
<<include "EventsMcTafeysBar">>
<<if _currentEvent is undefined>>
<<QuestOptionCheck "Quest22" 1 "mcTafeys">><<QuestOptionCompleteCheck "Quest22" 1 "mcTafeys">>
<<if _QuestOptionCheck is true and _QuestOptionCompleteCheck is false>><br>Looking around at the regulars, you aren’t sure which one will know anything about the coin. You wonder who you should talk to, and knowing Charlton, what they’ll want for the information.<br><</if>>
<<if $NPCPresent.includes("Rhiannon")>><br>Rhiannon McTafey stands behind the bar, serving people. She smiles and greets you as you enter.<br><</if>>
<<if $NPCPresent.includes("Clive")>><br>Clive sits at the bar, drinking quietly and talking to Rhiannon whenever she’s not serving customers.<br><</if>>
<<if $NPCPresent.includes("Martin")>><br>Martin also sits off at the back, leering at the few women in the bar.<br><</if>>
<<if $NPCPresent.includes("Annie")>>
<<Flag "AnnieConfrontedQuest21">>
<<if _FlagReturn>><<RemoveNPC "Annie">>
<<else>><br>Annie sits on a table by herself, dressed up and sipping on a drink.<br><</if>>
<</if>>
<br>
<<ActionsHeader>>
<<if $NPCPresent.includes("Rhiannon")>>
<<link "Talk to Rhiannon" "McTafeysBarRhiannonDialogue0">><<NPCKnown "Rhiannon">><</link>><br>
<<SpellsCheckSelf "Identify">><<AlreadyIdentified "Rhiannon">>
<<if _AlreadyIdentified is false and _SpellsCheckSelf is true and $current.female is true>>
<<link "[Spell: Identify] Cast Identify on Rhiannon" "SpellIdentify">>
<<CastIdentify "Rhiannon" "McTafeysBar" "the bar">>
<<SpellIdentified "Rhiannon">>
<</link>><br>
<</if>>
<</if>>
<<Flag "AnniePubDate">>
<<if $NPCPresent.includes("Annie") and _FlagReturn is true and _CurrentPC is true>>
<<if $current.female is true>><<link "Join Annie for the night out" "McTafeysBarAnniePubDate0">><<set $AnniePubDated to true>><</link>><br>
<<else>><<link "Join Annie for the date" "McTafeysBarAnniePubDate0">><<set $AnniePubDated to true>><</link>><br><</if>>
<</if>>
<<if $NPCPresent.includes("Annie")>>
<<if $current.avatar is "Jennifer">><<link "Talk to Annie" "McTafeysBarAnnieJennifer">><</link>><br><</if>>
<<SpellsCheckSelf "Identify">><<AlreadyIdentified "Annie">>
<<if _AlreadyIdentified is false and _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Identify] Cast Identify on Annie" "SpellIdentify">><<CastIdentify "Annie" "McTafeysBar" "the bar">><<SpellIdentified "Annie">><</link>><br><</if>>
<</if>>
<<if $NPCPresent.includes("Clive")>><<link "Have a drink with Clive" "McTafeysBarCliveDialogue0">><<Drunk 1>><<NPCKnown "Clive">><</link>><br><</if>>
<<Flag "MartinBarHarassmentResolved">>
<<if $current.female is true and _FlagReturn is true and $NPCPresent.includes("Martin")>>
<s>Look at Martin</s> - <i>You decide to avoid contact with him looking like this</i><br>
<<elseif $current.female is true and _FlagReturn is false and $NPCPresent.includes("Martin")>>
<<link "Look at Martin" "McTafeysBarMartinDialogue0">><<NPCKnown "Martin">><</link>><br>
<<elseif $current.female is false and $NPCPresent.includes("Martin")>>
<<link "Look at Martin" "McTafeysBarMartinDialogue0">><<NPCKnown "Martin">><</link>><br>
<</if>>
<<QuestOptionCheck "Quest22" 1 "mcTafeys_backdoor">>
<<if _QuestOptionCheck is true>><<link "Go to the bathroom corridor" "McTafeysBarCorridor">><</link>><br><</if>>
<<link "Go outside" "AvianLane">><</link>>
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<if _currentEvent is "McTafeysBarOriStage3">>
<br>
The bar is buzzing, conversations overlapping into a familiar, low hum. You look around, half-listening to a story being told at the next table, when your gaze idly drifts across the room.<br>
<Br>
The people here are… attractive.<br>
<Br>
A woman near the bar leans forward, laughing, the curve of her hips shifting as she adjusts her posture. You catch yourself noticing the way her dress hugs her figure, the smoothness of her skin where the dim light catches it.<br>
<Br>
Your stomach flutters. A natural reaction.<br>
<br>
But before you can linger on her, movement on the other side of the bar pulls your attention away.<br>
<br>
A group of men are playing darts, one of them stepping forward to take his shot. His shirt is rolled up slightly, revealing strong, toned forearms, the muscle in his arm shifting as he throws.<br>
<br>
Something about the casual strength, the confidence. You bite your lip, pulse quickening for an entirely different reason.<br>
<br>
It’s not just the woman at the bar. It’s him, too.<br>
<br>
You shift on the spot, exhaling slowly.<br>
<br>
Why does it feel like there’s twice as much to look at these days?<br>
<br>
<<ActionsHeader>>
<<link "Return to the bar" "McTafeysBar">><<EventsCheckEnd "McTafeysBar" "McTafeysBarOriStage3">><</link>>
<</if>><<StartConversation "Rhiannon" "McTafeysBar">>
<<Checkrelationship _NPC>>
<<if $RhiannonDialogue is undefined>>
You step up to the bar, waiting patiently as you see Rhiannon finish serving another customer. She smiles pleasantly at you when she’s finished. “What can I get you?” she asks.<br>
<<else>>
Rhiannon patiently waits on the other side of the bar, listening to what you have to say.<br>
<</if>>
<br>
<<ActionsHeader>>
<<InventoryCheckSelf "SixPackBeer">><<TaskState "Task1">>
<<if _InventoryCheckSelf is false and _TaskState is "active">><<link "Buy beer for Logain" "RhiannonDialogue">><<set $RhiannonDialogue to "BuyBeer">><</link>><br><</if>>
<<QuestOptionCheck "Quest22" 1 "mcTafeys">><<QuestOptionCompleteCheck "Quest22" 1 "mcTafeys">><<DialogueSpoken "Rhiannon" "PennyFarthing">>
<<if _QuestOptionCheck is true and _QuestOptionCompleteCheck is false and _Discussed is false>><<link "Ask her about the coin" "RhiannonDialogue">><<set $RhiannonDialogue to "PennyFarthing">><</link>><br><</if>>
<<QuestState "Quest37">><<DialogueSpoken "Rhiannon" "CouplesArguingBar">>
<<if _QuestState is 0 and _Discussed is false>><<link "Ask if there's been any couples arguing lately" "RhiannonDialogue">><<set $RhiannonDialogue to "CouplesArguingBar">><</link>><br><</if>>
<<QuestStatus "Quest36">><<DialogueSpoken "Rhiannon" "AskAboutCharli">>
<<if _QuestStatus isnot "unknown" and $current.avatar isnot "Charli" and _Discussed is false>><<link "Ask about Charli Thomas" "RhiannonDialogue">><<set $RhiannonDialogue to "AskAboutCharli">><</link>><br><</if>>
<<QuestOptionCheck "Quest23" 3 "nurse_program" "gte">><<DialogueSpoken "Rhiannon" "NurseProgramGraduate">><<QuestStatus "Quest36">>
<<if _QuestOptionCheck is true and _QuestStatus is "unknown" and $current.avatar isnot "Charli" and _Discussed is false>><<link "Ask about recent graduates who entered the nurse’s program" "RhiannonDialogue">><<set $RhiannonDialogue to "NurseProgramGraduate">><</link>><br><</if>>
<<link "Say goodbye and return to the bar" "McTafeysBar">><<EndConversation "Rhiannon">><</link>><<StartConversation "Martin" "McTafeysBar">>
<<Checkrelationship _NPC>>
<<if $current.female is true>>
“Hey darl,” you hear Martin say as you glance in his direction. He sits on his own in the corner, a half-full beer glass on the table next to a couple of empty ones. He looks at you lecherously, his eyes crawling up and down your body. “Looking for some fun?”<br>
<br>
Without waiting for an answer, Martin clambers to his feet. You can tell from his sluggish movements that he’s had a lot to drink. Other patrons glance at the two of you as he stumbles over. Even drunk, Martin is an intimidating presence. As he closes the gap between you, you realise how much taller than you he now is. <br>
<br>
He leans in close enough for you to smell the alcohol on his breath. “I bet you are. Girlies don’t come into places like this if they’re not after a little fun.”<br>
<br>
You glance around the bar. People are looking in your direction with concerned eyes, but no one is making a move to intervene. Not yet. <br>
<br>
His hand shoots out and grabs you around the waist, pulling you close to his body. “What do you say, darl? Want to have some fun with me?”<br>
<<else>>
Martin sits on his own in the corner, a half-full beer glass on the table next to a couple of empty ones. He looks around the bar, eying the men darkly and leering over the few women that frequent the bar. <br>
<br>
“Nerd!” he spits when he sees you. You can tell from his voice he’s already had more than a few. “Who said you were man enough to come into my bar?”<br>
<br>
“Your name isn’t above the door, Martin” you hear Rhiannon shout back at him from behind the bar. His eyes flick towards her, his face caught up in a snarl. But he looks back at you.<br>
<br>
“Where’s your sister?” he says, with an aggressive undertone. “She’s old enough to drink now, isn’t she?”<br>
<br>
The other patrons give the two of you a look, weighing up the likelihood of a scene. Martin takes your hesitation as a sign to continue, smirking. “Or what about that girlfriend of yours? The shop girl. Used to see her wandering the streets with her friends, flaunting around in that cheerleader outfit. Shame she stopped dressing like that when she got old enough to be… interesting.”<br>
<br>
He chuckles to himself, a chuckle that quickly turns into a smoker's cough. You decide to diffuse the situation, and take a step back away, leaving the brute to himself.<Br>
<<trackKnowledge "CheerleaderCoven" "JenniferLearned">>
<</if>>
<br>
<<ActionsHeader>>
<<if $current.female is true>>
<<StatCheckAssertive "gt" 70>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to stand up to him">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "MartinDialogue">>
<<set $MartinDialogue to "BarAssertivePass">>
<<SetFlag "MartinBarHarassmentResolved">>
<<SetNPCLocation "Martin" "0" "3" "" "perm">>
<<SetNPCLocation "Martin" "1" "3" "" "perm">>
<<SetNPCLocation "Martin" "2" "3" "" "perm">>
<<SetNPCLocation "Martin" "3" "3" "" "perm">>
<<SetNPCLocation "Martin" "4" "3" "" "perm">>
<<SetNPCLocation "Martin" "5" "3" "" "perm">>
<<SetNPCLocation "Martin" "6" "3" "" "perm">>
<<ChangeNPCrelationship "Martin" $current.avatar 0>>
<</link>><br>
<<else>>
<<link _StatAssertiveProbability "MartinDialogue">><<set $MartinDialogue to "BarAssertiveFail">><<Assertive 1>><</link>><br>
<</if>>
<<StatCheckAssertive "lt" 30>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to appease him">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "MartinDialogue">>
<<SetFlag "MartinBarHarassmentResolved">>
<<set $MartinDialogue to "BarSubPass">>
<<SetNPCLocation "Martin" "0" "3" "" "perm">>
<<SetNPCLocation "Martin" "1" "3" "" "perm">>
<<SetNPCLocation "Martin" "2" "3" "" "perm">>
<<SetNPCLocation "Martin" "3" "3" "" "perm">>
<<SetNPCLocation "Martin" "4" "3" "" "perm">>
<<SetNPCLocation "Martin" "5" "3" "" "perm">>
<<SetNPCLocation "Martin" "6" "3" "" "perm">>
<<ChangeNPCrelationship "Martin" $current.avatar 3>>
<</link>><br>
<<else>>
<<link _StatAssertiveProbability "MartinDialogue">><<set $MartinDialogue to "BarSubFail">><<Assertive -1>><</link>><br>
<</if>>
<<SpellsCheckSelf "Charm">><<CharmedCheck "Martin">>
<<if _Charmed is false and _SpellsCheckSelf is true>><<link "[Spell: Charm] Cast Charm on Martin" "MartinDialogue">>
<<SetFlag "MartinBarHarassmentResolved">>
<<set $MartinDialogue to "Charm">>
<<Greedy 1>>
<<SetNPCLocation "Martin" "0" "3" "" "perm">>
<<SetNPCLocation "Martin" "1" "3" "" "perm">>
<<SetNPCLocation "Martin" "2" "3" "" "perm">>
<<SetNPCLocation "Martin" "3" "3" "" "perm">>
<<SetNPCLocation "Martin" "4" "3" "" "perm">>
<<SetNPCLocation "Martin" "5" "3" "" "perm">>
<<SetNPCLocation "Martin" "6" "3" "" "perm">>
<</link>><br><</if>>
<<QuestOptionCheck "Quest22" 1 "mcTafeys">><<QuestOptionCompleteCheck "Quest22" 1 "mcTafeys">>
<<if _QuestOptionCheck is true and _QuestOptionCompleteCheck is false>><<link "Ask him about the coin" "MartinDialogue">><<set $MartinDialogue to "PennyFarthing">><</link>><br><</if>>
<<else>>
<<link "Return to the bar" $ConversationExit>><<EndConversation "Martin">><</link>><br>
<<QuestOptionCheck "Quest22" 1 "mcTafeys">><<QuestOptionCompleteCheck "Quest22" 1 "mcTafeys">>
<<if _QuestOptionCheck is true and _QuestOptionCompleteCheck is false>><<link "Ask him about the coin" "MartinDialogue">><<set $MartinDialogue to "PennyFarthing">><</link>><br><</if>>
<</if>><<StartConversation "Clive" "McTafeysBar">>
<<Checkrelationship _NPC>>
<<if $CliveTopics is undefined>><<set $CliveTopics to 2>><</if>>
<<if $CliveTopics is 2>>
<<if $current.female is true>>
Clive gives you an appraising look as you stand near the bar. “Hi there,” he says.<br>
<br>
You smile politely and wait patiently for Rhiannon to finish with other customers. You glance back at Clive, who watches you with some interest. <br>
<br>
“Hey Rhiannon!” he suddenly says, loud but not shouting. “Can you get this lady a drink? On me.”<br>
<br>
“Thank you,” you reply back to him. He smiles and gestures for you to sit down. “Feel free to join, if you’re on your lonesome.”<br>
<br>
You carefully slide up onto the stool next to Clive. Rhiannon promptly comes over to take your order. When she returns with your glass, Clive chinks his glass against yours. “Here’s to good company,” he says, taking a sip.<br>
<<else>>
Clive gestures to the seat next to him when you approach the bar. "Evenin'. Come. Join. Rhiannon, can you get Phillips a drink? On me.”<br>
<br>
Rhiannon takes your drink order and you take a seat at the bar with Clive as she brings it to you. Clive chinks your glass.<br>
<br>
“To good health,” he says, taking a gulp from his glass.<br>
<</if>>
<br>
You look to the glass, feeling the pressure of expectation on you. Cautiously, you pick up the glass and knock it back.<br>
<br>
<<DrunkDescription>>
<br>
<<elseif $CliveTopics gt 0>>
<<if $current.female is true>>
Clive nurses his drink during the lull of the conversation, all the while smiling at you. Before you know it, he's ordered another drink and placed it in front of you.<br>
<<else>>
Clive takes another sip from his drink, at ease both in the casual atmosphere of McTafeys and moments of silence in conversations. Before you know it, he's ordered another drink and placed it in front of you.<br>
<</if>>
<br>
You look to the glass, feeling the pressure of expectation on you. Cautiously, you pick up the glass and knock it back.<br>
<br>
<<DrunkDescription>>
<br>
<<else>>
<<if $current.female is true>>
Clive finishes his drink and turns to you. ”What about you, little lady? Fancy another one? Nice to spend some quality time with a ravishing looking girl.”<br>
<br>
You look back at Clive. You already feel a little lightheaded from the drink. He grins at you with a disarming smile. <br>
<<else>>
Clive finishes his drink and turns to you. “King of beers,” he says. “Man’s drink too. One more?”<br>
<br>
You take a look at your own glass, still half-full. Feeling a little lightheaded already, you have a feeling that Clive may not mean just one more. <br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<if $CliveTopics gt 0>>
<<QuestOptionCheck "Quest22" 1 "mcTafeys">><<QuestOptionCompleteCheck "Quest22" 1 "mcTafeys">>
<<if _QuestOptionCheck is true and _QuestOptionCompleteCheck is false>><<link "Ask him about the coin" "CliveDialogue">><<set $CliveDialogue to "PennyFarthing">><</link>><br><</if>>
<<link "Ask him about Charlton Upper School" "CliveDialogue">><<set $CliveDialogue to "BarSchool">><</link>><br>
<<link "Ask Clive about himself" "CliveDialogue">><<set $CliveDialogue to "BarClive">><</link>><br>
<<link "Ask him about the bar" "CliveDialogue">><<set $CliveDialogue to "BarBar">><</link>><br>
<<QuestOptionCheck "Quest36" 0 "pipe_problems" "gte">><<DialogueSpoken "Clive" "AskAboutCharli">>
<<if _QuestOptionCheck is true and $current.avatar isnot "Charli" and _Discussed is false>><<link "Ask about Charli Thomas and her flat" "CliveDialogue">><<set $CliveDialogue to "AskAboutCharli">><</link>><br><</if>>
<<link "Say Goodbye to Clive and leave him alone" "McTafeysBar">><<EndConversation "Clive">><<set $CliveTopics to undefined>><</link>>
<<else>>
<<QuestOptionCheck "Quest22" 1 "mcTafeys">><<QuestOptionCompleteCheck "Quest22" 1 "mcTafeys">>
<<if _QuestOptionCheck is true and _QuestOptionCompleteCheck is false>>
<<link "Accept another drink, but ask him about the coin" "CliveDialogue">><<set $CliveDialogue to "BarAcceptPennyFarthing">><<CliveAcceptDrinkResolution>><</link>><br>
<<else>>
<<link "Accept another drink" "CliveDialogue">><<set $CliveDialogue to "BarAccept">><<CliveAcceptDrinkResolution>><</link>><br>
<</if>>
<<CompulsionCheck "PartyGirl">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Party Girl] </span><s>Politely decline</s> - <I>You can’t turn down a drink</i><br>
<<else>>
<<link "Politely decline" "CliveDialogue">><<set $CliveDialogue to "BarDecline">><</link>>
<</if>>
<</if>><<if $AnnieDialogue is undefined>>
<<if $PlayerCharacter.female is true>>
Annie looks at you as you approach her. Her expression doesn’t change, but you notice an eyebrow raise. “Jennifer,” she murmurs.<br>
<br>
You stare down at Annie, noting her demeanour is strikingly different. As long as you’ve known her, you can’t remember a time when she hasn’t smiled. Now though, in the form of Jennifer, she is expressionless. <br>
<<else>>
Annie looks at you as you approach her. Her expression doesn’t change, but you notice an eyebrow raise. “Jennifer,” she murmurs.<br>
<br>
If she’s nervous about seeing your girlfriend, you wouldn’t know it. The only thing that seems off is her demeanour. As long as you’ve known Annie, you can’t remember a time when she hasn’t smiled. Now though, in the form of Jennifer, she is expressionless. <br>
<</if>>
<<else>>
Annie looks at you with wary eyes, but says nothing to dissuade you from staying.<br>
<</if>>
<br>
<<ActionsHeader>>
<<QuestStatus "Quest20">><<DialogueSpoken "Annie" "JenniferConvoSchool">>
<<if _QuestStatus is "active" and _Discussed is false>><<link "Ask her about school" "AnnieDialogue">><<set $AnnieDialogue to "JenniferConvoSchool">><<DialogueDone "Annie" "JenniferConvoSchool">><</link>><br><</if>>
<<DialogueSpoken "Annie" "JenniferConvoChat">>
<<if _Discussed is false>><<link "Ask her what she’s doing here" "AnnieDialogue">><<set $AnnieDialogue to "JenniferConvoChat">><<DialogueDone "Annie" "JenniferConvoChat">><</link>><br><</if>>
<<link "Leave Annie alone and return to the bar" "McTafeysBar">><<set $AnnieDialogue to undefined>><</link>><<if $current.female is true>>
<<if $AnnieFirstPubDate is undefined>>
You see Annie sitting in the centre of the pub, waiting idly. She is dressed in a shoulder baring minidress, revealing her long legs, bouncing her high heeled wedge sandals on feet.<br>
<br>
She smiles as you approach. “Oh hey, <<TrueName>>! I'm so glad you came!” She looks at her wine glass, almost empty. “Do you want to get a bottle between us?”<br>
<br>
<<ActionsHeader>>
<<link "Start the night" "McTafeysBarAnniePubDate">><</link>>
<<else>>
Annie sits at her usual table, patiently waiting. She is dressed in another form fitting outfit that emphasises her natural body and showcases her toned legs. As always, she looks stunning.<br>
<br>
“Hey babes!” she says as you approach. “Get a bottle, will you? I'm dying for a glass.”<br>
<br>
<<ActionsHeader>>
<<link "Start the night" "McTafeysBarAnniePubDate">><</link>>
<</if>>
<<else>>
<<if $AnnieFirstPubDate is undefined>>
You see Annie sitting in the centre of the pub, waiting idly. She is dressed in a shoulder baring minidress, revealing her long legs, bouncing her high heeled wedge sandals on feet. Her promise to be subtle is not one you think she’s kept.<br>
<br>
She smiles as you approach. “Oh hey, <<TrueName>>!” She looks at her wine glass, almost empty. “Just in time. I’m drinking chardy.”<br>
<br>
<<ActionsHeader>>
<<link "Start the date" "McTafeysBarAnniePubDate">><</link>>
<<else>>
Annie sits at her usual table, patiently waiting. She is dressed in another form fitting outfit that emphasises her natural body and showcases her toned legs. As always, she looks stunning.<br>
<br>
“Hey you,” she says as you approach. “First round on you?”<br>
<br>
<<ActionsHeader>>
<<link "Start the date" "McTafeysBarAnniePubDate">><</link>>
<</if>>
<</if>>
<<set $AnniePubDateDialogueArrayWaitMale to [
{
topic: "“What do you think of McTafey’s?” she asks you. “I suppose it doesn’t compare to places where you come from, does it? <br><br>“It’s okay,” you reply. “At least you can get served quick. You can be waiting fifteen minutes for drinks in some places back in the city.<br><br>“What would be your go-to place back when you were there?” she asks. <br><br>You think back to your time before Charlton, to all the places you used to go to. “There were some nice places. Cocktail bars and fancy clubs. Although I preferred the dive bars.<br><br>Annie gives you a look. “Which would you have taken me to, if we were in the city?<br><br>When you hesitate to answer, she laughs. “Don’t blush, <<TrueName>>. I can do grunge, if you give me the time to match my outfit. Maybe I’ll take you to the Red Room one day and show you another side to my look.”",
tags: ["Red_Room"]
},
{
topic: "“I’ve always wondered,” Annie says. “You’re a grown boy, <<TrueName>>. Why did you move to Charlton with your parents?”<br><br>Your cheeks redden. “When you say it like that, it sounds really bad.”<br><br>Annie’s eyes widen and her smile drops. “I didn’t mean it like that!” she stammers. “I’m sorry!” <br><br>You relax, grinning as you enjoy Annie’s rare moment of non-composure. “It’s alright. It is a little weird. I did think about staying in the city, but someone had to look after my sister. Especially when my parents had to go away.”<br><br>“Do you think you’ll stay?” she asks you, regaining some of her coyness. <br><br>“I don’t know,” you reply. “We have plans to travel after Emily graduates.”<br><br>Annie gives you a hard look only just balanced out by a raised eyebrow. “<i>We?</i>”<br><br>You gulp. “Me and Jennifer.”<br><br>“Oh,” Annie says quietly. “Lucky Jen.”",
tags: ["Jennifer"]
},
{
topic: "“Do you think you’ll stay at Thompsons?” Annie asks.<br><br>You shrug. “There’s not many other places in Charlton that need a programmer.”<br><br>Annie smiles. “It’s a very traditional town,” she comments. “Even the town hall still keeps records on paper.”<br><br>“I don’t know how kids here survive,” you reflect. “Phones hardly work. No social media.”<br><br>“Other places are dangerous,” Annie tells you quickly. “Including online places.”<br><br>“So you don’t use the internet?” you ask her.<br><br>She smiles, something hidden beneath. “I was told at school it was very naughty to spend too long staring at a screen.”",
tags: ["Internet"]
}
]>>
<<set $AnniePubDateDialogueArrayTalkMale to [
{
topic: "“Nice place,” you say, glancing around the bar.<br><br>" +
"“It’s not much, but it’s very Charlton,” Annie replies. “Sometimes there’s a scuffle, but it’s the right kind of rowdy, as my dad would say.”<br><br>" +
"“Do your parents still live here?” you ask her.<br><br>" +
"She frowns momentarily, then gives you a coy smile. “Oh <<TrueName>>, you must be the only person who has ever asked me that. My dad is the police sergeant, so you best be on your best behaviour. But don’t be too nice, if you know what I mean.”<br><br>" +
"You take a sip from your drink to avoid directly replying. “Can’t be much for him to do in Charlton?” you say a moment later.<br><br>" +
"She laughs. “Not unless giving a stern warning to kids to stop toilet papering houses is your idea of busy. He spends most of his time outside Charlton. There’s the odd fight at the Red Room, or some noise complaints from the Misty Falls caravan park. Charlton can be a bit too quiet. Sometimes a girl needs something to help spice it up.”<br><br>" +
"Annie takes a sip of her wine, directly staring at you over the rim of the glass.",
tags: ["Red_Room", "Misty_Falls"]
},
{
topic: "“So you come here often?” you ask her, grimacing internally at how the line sounds.<br><br>" +
"Her eyebrow shoots up. “What are you asking, <<TrueName>>? If I’m a barfly?”<br><br>" +
"She giggles when she sees you blush. “There’s not many places in Charlton to spend an evening,” she clarifies. “Unless you’re feeling adventurous. Are you, <<TrueName>>?”<br><br>" +
"“Where else is there?” you say, sidestepping her question.<br><br>" +
"“There’s the Red Room club,” she replies. “About half an hour outside town. Bands play there. Lots of bikers. And the carnival is just setting up for the season. Full of games, rides, and magic shows. Kids take dates there to get away from their parents, but I’d be happy to relive my youth with you. Fancy winning me a toy on the strongman game?”<br><br>" +
"She grins at you, her blue eyes intense and playful. When you don’t respond, she giggles under her breath and takes a sip of her drink.",
tags: ["Red_Room", "Carnival"]
},
{
topic: "“How do you like living in Charlton?” you try.<br><br>" +
"“It’s a nice place,” Annie replies, almost bored with her own answer. “Quiet though. I get so lonely around here.”<br><br>" +
"You give her a look, but for once notice Annie’s usual smirk is missing. “Do you have many friends?” you ask.<br><br>" +
"A flash of sadness passes across her face for the briefest moment. “I had a few. At school.”<br><br>" +
"You eye her carefully. “What happened to them?”<br><br>" +
"“They moved away,” she says. “Or changed. I could call Tandi a friend, I guess. But she’s got a one-track mind now. Although, fun on a night out.”",
tags: ["Tandi"]
}
]>>
<<set $AnniePubDateDialogueArrayWaitFemale to [
{
topic: "”What do you think of McTafey’s?” she asks you. “I suppose it doesn’t compare to places where you come from, does it? <br><br>“It’s okay,” you reply. “At least you can get served quick. You can be waiting fifteen minutes for drinks in some places back in the city.<br><br>“What would be your go-to place back when you were there?” she asks.<br><br>You think back to your time before Charlton, to all the places you used to go to. “There were some nice places. Cocktail bars and fancy clubs. Although I preferred the dive bars.<br><br>Annie gives you a look. “I didn't take you for a tats-and-piercings girl, <<TrueName>>. But I must admit, a bad boy can be real good for you, if you know what I mean.<br><br>You offer her a polite smile and she smiles conspiratorially. “Oh, <<TrueName>>, I knew you would be game. One of these days I'll show you the Red Room. I get the impression you'll love it there.”",
tags: ["Red_Room"]
},
{
topic: "”I’ve always wondered,” Annie says. “You’re a grown woman, <<TrueName>>. Why did you move to Charlton with your parents?”<br><br>You sigh, looking off to the side. “Mostly because of my sister, I guess”<br><br>Annie nods, giving you a sympathetic smile. “Was there no other choice?”<br><br>You shake your head. ”Not a realistic one. Emily needed a guardian and my parents needed to travel. At least, that's what they said.”<br><br>Annie picks up on your sullen turn. She rolls her lip. ”Do you think you'll stay?”<br><br>You shrug. ”I don’t know,” you reply. ”I'd like to travel after Emily graduates, but we'll see. Jen said she needed a travel buddy.”<br><br>Annie gives you a look. ”Jennifer Chambers?”<br><br>You nod. Annie's nostrils flare. ”I can't wait until she goes away.”",
tags: ["Jennifer"]
},
{
topic: "“Do you think you’ll stay at Thompsons?” Annie asks.<br><br>You shrug. “There’s not many other places in Charlton that need a programmer.”<br><br>Annie smiles. “It’s a very traditional town,” she comments. “Even the town hall still keeps records on paper. Not to mention, a girl's place at work in Charlton is usually behind a typewriter. I'm surprised Mr. Thompson lets you use a computer.”<br><br>“I don’t know how kids here survive,” you reflect. “Phones hardly work. No social media.”<br><br>“Other places are dangerous,” Annie tells you quickly. “Including online places.”<br><br>“So you don’t use the internet?” you ask her.<br><br>She smiles, something hidden beneath. “I was told at school it was very naughty to spend too long staring at a screen.”",
tags: ["Internet"]
}
]>>
<<set $AnniePubDateDialogueArrayTalkFemale to [
{
topic: "“Nice place,“ you say, glancing around the bar.<br><br>“It’s not much, but it’s very Charlton,“ Annie replies. “Sometimes there’s a scuffle, but it’s the right kind of rowdy, as my dad would say.”<br><br>“Do your parents still live here?” you ask her.<br><br>She frowns momentarily, then giggles. “You must be the only person who has ever asked me that. My dad is the police sergeant. It was hard growing up when dad used to break up house parties, but I've got used to it.”<br><br>You take a sip from your drink. “Can’t be much for him to do in Charlton?”<br><br>Annie laughs. “Not unless giving a stern warning to kids to stop toilet papering houses is your idea of busy. He spends most of his time outside the town. There’s sometimes fights at the Red Room, or noise complaints from the Misty Falls caravan park. Charlton can be a bit too quiet. I'm sure we can find some fun though, if we go looking for it.”<br><br>Annie's eyes sparkle as she takes a sip of her wine. “Stick with me, <<TrueName>>. I can show you the secrets around here.”",
tags: ["Red_Room", "Misty_Falls"]
},
{
topic: "“So you come here often?” you ask her.<br><br>“What are you asking, <<TrueName>>? If I’m a barfly?”<br><br>She giggles when she sees you react. “There’s not many places in Charlton to spend an evening,” she clarifies. “Unless you’re feeling adventurous. If you're up for it, we can try some of those places tonight?“<br><br>“Where else is there?” you ask.<br><br>“There’s the Red Room club,” she replies. “About half an hour outside town. Bands play there. Lots of bikers. You'll find the guys there are a little less restrained than the ones in the town centre. And the carnival is just setting up for the season, but that's mainly for the kids to get away from their parents’ eyes. For a real girl's night out, we should go further afield.“",
tags: ["Red_Room", "Carnival"]
},
{
topic: "“How do you like living in Charlton?” you try.<br><br>“It’s a nice place,” Annie replies, almost bored with her own answer. “Quiet though. It's hard to make friends.”<br><br>You give her a look, but for once notice Annie’s usual smirk is missing. “You must have some friends still from school?” you ask.<br><br>A flash of sadness passes across her face. “Some. But they moved away,” she says. “Or changed. I could call Tandi a friend, I guess. But she’s got a one-track mind now. Although, fun on a night out. I could introduce you to her, if you like? We could get into all sorts of mischief.”",
tags: ["Tandi"]
}
]>><<if $AnnieFirstPubDateTime is undefined>>
<<set $AnnieFirstPubDateTime = 0>>
<<if $AnnieFirstPubDate is undefined>>
<<if $current.female is true>>
You go to the bar and order a bottle of white wine with two glasses. Rhiannon gives you a friendly smile as you order. Returning to the table, you take a seat. She smiles when you hand her the drink and raises her glass towards you. "To some good old fashioned girl fun."<br>
<br>
She chinks your glass and takes a sip. “Thanks <<TrueName>>. It's been so long since I've had a natter over some chardy.”<br>
<br>
You give her a polite smile and can't help but give her an appraisal. Her long legs stretch out at the side of the table, her shoulders are tanned and smooth. Her long blonde hair sparkles in the light. She's objectively gorgeous. You can't help but feel envious.<br>
<br>
The lull in the conversation starts to become obvious. You consider how best to ease the tension.<br>
<<else>>
You go to the bar and order a couple of drinks, trying to ignore the look the barmaid Rhiannon gives you when you order. Returning to Annie’s table, you take a seat. She again smiles at you when you hand her the drink.<br>
<br>
She takes a sip and runs the tip of her tongue over her glossy lips. “Thank you,” she says to you. “You’re such a gentleman, <<TrueName>>.”<br>
<br>
You stare at her and you can’t help but glance at her long legs strutting out at the side of the table and her tanned bare shoulders. Her long blonde hair spills down over them, sparkling in the overhead lamps. She is objectively beautiful. And she knows it too.<br>
<br>
The lull in the conversation starts to become obvious. You consider how best to ease the tension.<br>
<</if>>
<<else>>
<<if $current.female is true>>
You go to the bar and order a bottle for you and Annie. The barmaid Rhiannon is pleasant. "Another girl's night out?" she asks you.<br>
<br>
You take the bottle back to the table and sit down. Annie smiles warmly at you, taking a sip of her drink.<br>
<<else>>
You go to the bar and order a round for you and Annie. The barmaid Rhiannon is pleasant, but her eyes flick over to Annie as she serves you.<br>
<br>
You take the drinks back to the table and sit down. Annie smiles coyly at you, but says nothing.<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Wait for Annie to start talking" "AnniePubDate15">><<set $AnniePubDateDialogue to "Wait">><</link>><br>
<<link "Make small talk with Annie" "AnniePubDate15">><<set $AnniePubDateDialogue to "Talk">><</link>>
<<elseif $AnnieFirstPubDateTime is 1>>
<<if $current.female is true>>
You take another sip of your own drink, relaxing as the alcohol flows through your body. Annie glances around the room, eying the men in the bar. She takes another sip from her glass, halfway through her chardonnay. <br>
<<else>>
You take another sip of your own drink, relaxing as the alcohol flows through your body. Annie dangles her heel from her toes, watching you curiously. She takes another sip from her glass, halfway through her chardonnay. <br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Wait for Annie to start talking" "AnniePubDate15">><<set $AnniePubDateDialogue to "Wait">><</link>><br>
<<link "Make small talk with Annie" "AnniePubDate15">><<set $AnniePubDateDialogue to "Talk">><</link>><br>
<<DialogueUnlockCheck "Annie" "DateRedRoomKnown">>
<<if _DialogueUnlockCheck is true>><<link "Ask about the Red Room" "AnniePubDate15">><<set $AnniePubDateDialogue to "RedRoom">><</link>><br><</if>>
<<DialogueUnlockCheck "Annie" "DateMistyFallsKnown">>
<<if _DialogueUnlockCheck is true>><<link "Ask about Misty Falls caravan park" "AnniePubDate15">><<set $AnniePubDateDialogue to "MistyFalls">><</link>><br><</if>>
<<DialogueUnlockCheck "Annie" "DateCarnivalKnown">>
<<if _DialogueUnlockCheck is true>><<link "Ask about the carnival" "AnniePubDate15">><<set $AnniePubDateDialogue to "Carnival">><</link>><br><</if>>
<<DialogueUnlockCheck "Annie" "DateTandiKnown">><<TandiKnownCheck "Annie">>
<<if _DialogueUnlockCheck is true and _TandiKnownCheck is false>><<link "Ask about Tandi" "AnniePubDate15">><<SetFlag "TandiKnown">><<TandiKnown "Annie">><<set $AnniePubDateDialogue to "Tandi">><</link>><br><</if>>
<<TandiKnownCheck "Annie">><<QuestState "Quest22">><<DialogueSpoken "Annie" "TandiWhereabouts">>
<<if _TandiKnownCheck is true and _QuestState gte 0 and _Discussed is false>><<link "Ask where you might find Tandi" "AnniePubDate15">><<set $AnniePubDateDialogue to "TandiWhereabouts">><</link>><br><</if>>
<<DialogueUnlockCheck "Annie" "DateJenniferKnown">>
<<if _DialogueUnlockCheck is true>><<link "Ask about Jennifer" "AnniePubDate15">><<set $AnniePubDateDialogue to "Jennifer">><</link>><br><</if>>
<<DialogueUnlockCheck "Annie" "DateInternet">>
<<if _DialogueUnlockCheck is true>><<link "Ask about social media" "AnniePubDate15">><<set $AnniePubDateDialogue to "Internet">><</link>><br><</if>>
<<elseif $AnnieFirstPubDateTime is 2>>
<<if $current.female is true>>
You drain the bottom of your glass and put the empty drink down on the table. Annie giggles. "Didn't take you for such a lush, <<TrueName>>! This night might get crazy! Let me grab another bottle. Be back in two shakes.”<br>
<br>
She walks to the bar, giving some of the male patrons a coy smile as she orders. You hear her giggle as Rhiannon cracks a joke. You hear someone make a comment about her legs. She looks back to you and makes a face, mock offended.<br>
<br>
A minute later, Annie is back at the table and you have a new drink from a new bottle. You take a great gulp from the top.<br>
<<else>>
You drain the bottom of your glass and put the empty drink down on the table. Annie’s eyes flick from it to you. She grins. “Guess it’s my round. Be back in two shakes.”<br>
<br>
She stands and walks to the bar, making a show of walking away from you, her bubble butt swaying from side-to-side. You watch as she stands on the tips of her heels, leaning over the bar to get Rhiannon’s attention.<br>
<br>
You can’t help but notice how her short skirt rises, threatening to expose her cheeks for you to see. She glances over her shoulder, her hair swishing around as she gives you a knowing smile.<br>
<br>
A minute later, Annie is back at the table and you have a new drink. You take a great gulp from the top.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Wait for Annie to start talking" "AnniePubDate15">><<set $AnniePubDateDialogue to "Wait">><</link>><br>
<<link "Make small talk with Annie" "AnniePubDate15">><<set $AnniePubDateDialogue to "Talk">><</link>><br>
<<DialogueUnlockCheck "Annie" "DateRedRoomKnown">>
<<if _DialogueUnlockCheck is true>><<link "Ask about the Red Room" "AnniePubDate15">><<set $AnniePubDateDialogue to "RedRoom">><</link>><br><</if>>
<<DialogueUnlockCheck "Annie" "DateMistyFallsKnown">>
<<if _DialogueUnlockCheck is true>><<link "Ask about Misty Falls caravan park" "AnniePubDate15">><<set $AnniePubDateDialogue to "MistyFalls">><</link>><br><</if>>
<<DialogueUnlockCheck "Annie" "DateCarnivalKnown">>
<<if _DialogueUnlockCheck is true>><<link "Ask about the carnival" "AnniePubDate15">><<set $AnniePubDateDialogue to "Carnival">><</link>><br><</if>>
<<DialogueUnlockCheck "Annie" "DateTandiKnown">><<TandiKnownCheck "Annie">>
<<if _DialogueUnlockCheck is true and _TandiKnownCheck is false>><<link "Ask about Tandi" "AnniePubDate15">><<SetFlag "TandiKnown">><<TandiKnown "Annie">><<set $AnniePubDateDialogue to "Tandi">><</link>><br><</if>>
<<TandiKnownCheck "Annie">><<QuestState "Quest22">><<DialogueSpoken "Annie" "TandiWhereabouts">>
<<if _TandiKnownCheck is true and _QuestState gte 0 and _Discussed is false>><<link "Ask where you might find Tandi" "AnniePubDate15">><<set $AnniePubDateDialogue to "TandiWhereabouts">><</link>><br><</if>>
<<DialogueUnlockCheck "Annie" "DateJenniferKnown">>
<<if _DialogueUnlockCheck is true>><<link "Ask about Jennifer" "AnniePubDate15">><<set $AnniePubDateDialogue to "Jennifer">><</link>><br><</if>>
<<DialogueUnlockCheck "Annie" "DateInternet">>
<<if _DialogueUnlockCheck is true>><<link "Ask about social media" "AnniePubDate15">><<set $AnniePubDateDialogue to "Internet">><</link>><br><</if>>
<<elseif $AnnieFirstPubDateTime is 3>>
<<if $current.female is true>>
Annie drains her drink back, daintily putting it back on the table. She smiles at you.<br>
<br>
“Another drink?” you ask, almost out of politeness. <br>
<br>
Her eyes flick around the room, then she leans in towards you. “I’ve got a better idea. As much as I like watching the boys, why don't we get some takeaways and go have some cocktails at mine?”<br>
<br>
Annie stares back at you, a mischievous grin on her face.<br>
<<else>>
Annie drains her drink back, daintily putting it back on the table. She smiles at you.<br>
<br>
“Another drink?” you ask, almost out of politeness. <br>
<br>
Her eyes flick around the room, then she leans in towards you. “I’ve got a better idea. Why don’t we get another drink… at my apartment?”<br>
<br>
The blonde bombshell stares back at you, her innocent smile baked with subtext. You certainly can deduce what she’s expecting, even if you have ulterior motives. <br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Accept Annie's offer" "AnniePubDate15">>
<<AnnieEveningDateSchedule "AnniesApartment">>
<<set $AnniePubDateDialogue to "Accept">>
<<set $AnnieFirstPubDate to false>>
<<SetFlag "AnniePubDate" false>>
<<set $AnnieFirstPubDateTime to undefined>>
<</link>><br>
<<link "Politely decline her" "AnniePubDate15">>
<<set $AnniePubDateDialogue to "Decline">>
<<set $AnnieFirstPubDateTime to undefined>>
<<set $AnnieFirstPubDate to false>>
<<SetFlag "AnniePubDate" false>>
<<AnnieEveningDateSchedule "AnniesApartment">>
<</link>>
<</if>><<if $AnniePubDateDialogue is "Wait">>
<<if $current.female is true>>
<<set $randomIndex = Math.floor(Math.random() * $AnniePubDateDialogueArrayWaitFemale.length)>>
<<set $randomDialogue = $AnniePubDateDialogueArrayWaitFemale[$randomIndex]>>
<<set $randomTopic = $randomDialogue.topic>>
<<print $randomTopic>><br>
<<set $randomTags = $randomDialogue.tags>>
<<DialogueUnlockCheck "Annie" "DateRedRoomKnown">>
<<if $randomTags.includes("Red_Room") or _DialogueUnlockCheck is true>><<DialogueUnlock "Annie" "DateRedRoomKnown">><</if>>
<<DialogueUnlockCheck "Annie" "DateMistyFallsKnown">>
<<if $randomTags.includes("Misty_Falls") or _DialogueUnlockCheck is true>><<DialogueUnlock "Annie" "DateMistyFallsKnown">><</if>>
<<DialogueUnlockCheck "Annie" "DateCarnivalKnown">>
<<if $randomTags.includes("Carnival") or _DialogueUnlockCheck is true>><<DialogueUnlock "Annie" "DateCarnivalKnown">><</if>>
<<DialogueUnlockCheck "Annie" "DateTandiKnown">>
<<if $randomTags.includes("Tandi") or _DialogueUnlockCheck is true>><<DialogueUnlock "Annie" "DateTandiKnown">><</if>>
<<DialogueUnlockCheck "Annie" "DateJenniferKnown">>
<<if $randomTags.includes("Jennifer") or _DialogueUnlockCheck is true>><<DialogueUnlock "Annie" "DateJenniferKnown">><</if>>
<<DialogueUnlockCheck "Annie" "DateInternet">>
<<if $randomTags.includes("Internet") or _DialogueUnlockCheck is true>><<DialogueUnlock "Annie" "DateInternet">><</if>>
<<set $AnniePubDateDialogueArrayWaitFemale = $AnniePubDateDialogueArrayWaitFemale.filter((_, index) => index !== $randomIndex)>>
<<else>>
<<set $randomIndex = Math.floor(Math.random() * $AnniePubDateDialogueArrayWaitMale.length)>>
<<set $randomDialogue = $AnniePubDateDialogueArrayWaitMale[$randomIndex]>>
<<set $randomTopic = $randomDialogue.topic>>
<<print $randomTopic>><br>
<<set $randomTags = $randomDialogue.tags>>
<<DialogueUnlockCheck "Annie" "DateRedRoomKnown">>
<<if $randomTags.includes("Red_Room") or _DialogueUnlockCheck is true>><<DialogueUnlock "Annie" "DateRedRoomKnown">><</if>>
<<DialogueUnlockCheck "Annie" "DateMistyFallsKnown">>
<<if $randomTags.includes("Misty_Falls") or _DialogueUnlockCheck is true>><<DialogueUnlock "Annie" "DateMistyFallsKnown">><</if>>
<<DialogueUnlockCheck "Annie" "DateCarnivalKnown">>
<<if $randomTags.includes("Carnival") or _DialogueUnlockCheck is true>><<DialogueUnlock "Annie" "DateCarnivalKnown">><</if>>
<<DialogueUnlockCheck "Annie" "DateTandiKnown">>
<<if $randomTags.includes("Tandi") or _DialogueUnlockCheck is true>><<DialogueUnlock "Annie" "DateTandiKnown">><</if>>
<<DialogueUnlockCheck "Annie" "DateJenniferKnown">>
<<if $randomTags.includes("Jennifer") or _DialogueUnlockCheck is true>><<DialogueUnlock "Annie" "DateJenniferKnown">><</if>>
<<DialogueUnlockCheck "Annie" "DateInternet">>
<<if $randomTags.includes("Internet") or _DialogueUnlockCheck is true>><<DialogueUnlock "Annie" "DateInternet">><</if>>
<<set $AnniePubDateDialogueArrayWaitMale = $AnniePubDateDialogueArrayWaitMale.filter((_, index) => index !== $randomIndex)>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" "McTafeysBarAnniePubDate">><<set $AnnieFirstPubDateTime += 1>><</link>><br>
<<elseif $AnniePubDateDialogue is "Talk">>
<<if $current.female is true>>
<<set $randomIndex = Math.floor(Math.random() * $AnniePubDateDialogueArrayTalkFemale.length)>>
<<set $randomDialogue = $AnniePubDateDialogueArrayTalkFemale[$randomIndex]>>
<<set $randomTopic = $randomDialogue.topic>>
<<print $randomTopic>><br>
<<set $randomTags = $randomDialogue.tags>>
<<DialogueUnlockCheck "Annie" "DateRedRoomKnown">>
<<if $randomTags.includes("Red_Room") or _DialogueUnlockCheck is true>><<DialogueUnlock "Annie" "DateRedRoomKnown">><</if>>
<<DialogueUnlockCheck "Annie" "DateMistyFallsKnown">>
<<if $randomTags.includes("Misty_Falls") or _DialogueUnlockCheck is true>><<DialogueUnlock "Annie" "DateMistyFallsKnown">><</if>>
<<DialogueUnlockCheck "Annie" "DateCarnivalKnown">>
<<if $randomTags.includes("Carnival") or _DialogueUnlockCheck is true>><<DialogueUnlock "Annie" "DateCarnivalKnown">><</if>>
<<DialogueUnlockCheck "Annie" "DateTandiKnown">>
<<if $randomTags.includes("Tandi") or _DialogueUnlockCheck is true>><<DialogueUnlock "Annie" "DateTandiKnown">><</if>>
<<DialogueUnlockCheck "Annie" "DateJenniferKnown">>
<<if $randomTags.includes("Jennifer") or _DialogueUnlockCheck is true>><<DialogueUnlock "Annie" "DateJenniferKnown">><</if>>
<<DialogueUnlockCheck "Annie" "DateInternet">>
<<if $randomTags.includes("Internet") or _DialogueUnlockCheck is true>><<DialogueUnlock "Annie" "DateInternet">><</if>>
<<set $AnniePubDateDialogueArrayTalkFemale = $AnniePubDateDialogueArrayTalkFemale.filter((_, index) => index !== $randomIndex)>>
<<else>>
<<set $randomIndex = Math.floor(Math.random() * $AnniePubDateDialogueArrayTalkMale.length)>>
<<set $randomDialogue = $AnniePubDateDialogueArrayTalkMale[$randomIndex]>>
<<set $randomTopic = $randomDialogue.topic>>
<<print $randomTopic>><br>
<<set $randomTags = $randomDialogue.tags>>
<<DialogueUnlockCheck "Annie" "DateRedRoomKnown">>
<<if $randomTags.includes("Red_Room") or _DialogueUnlockCheck is true>><<DialogueUnlock "Annie" "DateRedRoomKnown">><</if>>
<<DialogueUnlockCheck "Annie" "DateMistyFallsKnown">>
<<if $randomTags.includes("Misty_Falls") or _DialogueUnlockCheck is true>><<DialogueUnlock "Annie" "DateMistyFallsKnown">><</if>>
<<DialogueUnlockCheck "Annie" "DateCarnivalKnown">>
<<if $randomTags.includes("Carnival") or _DialogueUnlockCheck is true>><<DialogueUnlock "Annie" "DateCarnivalKnown">><</if>>
<<DialogueUnlockCheck "Annie" "DateTandiKnown">>
<<if $randomTags.includes("Tandi") or _DialogueUnlockCheck is true>><<DialogueUnlock "Annie" "DateTandiKnown">><</if>>
<<DialogueUnlockCheck "Annie" "DateJenniferKnown">>
<<if $randomTags.includes("Jennifer") or _DialogueUnlockCheck is true>><<DialogueUnlock "Annie" "DateJenniferKnown">><</if>>
<<DialogueUnlockCheck "Annie" "DateInternet">>
<<if $randomTags.includes("Internet") or _DialogueUnlockCheck is true>><<DialogueUnlock "Annie" "DateInternet">><</if>>
<<set $AnniePubDateDialogueArrayTalkMale = $AnniePubDateDialogueArrayTalkMale.filter((_, index) => index !== $randomIndex)>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" "McTafeysBarAnniePubDate">><<set $AnnieFirstPubDateTime += 1>><</link>><br>
<<elseif $AnniePubDateDialogue is "Accept">>
<<if $current.female is true>>
“Sure, I'd love to see your flat,” you say.<br>
<br>
Annie beams. "This is going to be so much fun, <<TrueName>>. I can make a mean margarita." She stands. “Shall we?"<br>
<<else>>
“Sure, another drink would be good,” you say, as casually as possible.<br>
<br>
A wide smirk covers Annie’s face. She stands and holds out her arm towards you. “Shall we?” she says, leaning in close to you.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Head to Annie’s apartment" "AnniePubDate2">>
<<set $randomDialogue to undefined>>
<<set $randomTopic to undefined>>
<<set $randomIndex to undefined>>
<<set $randomTags to undefined>>
<<set $AnniePubDateDialogueArrayTalkFemale to undefined>>
<<set $AnniePubDateDialogueArrayTalkMale to undefined>>
<<set $AnniePubDateDialogueArrayWaitFemale to undefined>>
<<set $AnniePubDateDialogueArrayWaitMale to undefined>>
<<set $AnniePubDateDialogue to undefined>>
<</link>>
<<elseif $AnniePubDateDialogue is "Decline">>
<<if $current.female is true>>
“It’s late,” you say. “I should get home.”<br>
<br>
Her smile rolls up into a mock pout. “Oh <<TrueName>>, you really ought to let yourself have a little fun.” You can only offer a polite smile. “Another time, perhaps?”<br>
<br>
“Sure,” you say, trying to gently let her down. <br>
<br>
It’s enough to return a small smile to her face. “Great! I'll make sure I have the right ingredients. You won't regret it, I promise. Although your head might the morning after.”<br>
<br>
You chuckle and stand. “Goodnight Annie.”<br>
<br>
“Night <<TrueName>>,” she says. "This has been really fun."<br>
<<else>>
“It’s late,” you say. “I should get home.”<br>
<br>
Her smile rolls up into a mock pout. “Oh <<TrueName>>, not nice to tease.” You can only offer a polite smile. “Another time, perhaps?”<br>
<br>
“Sure,” you say, trying to gently let her down. <br>
<br>
It’s enough to return a small smile to her face. “I’ll be waiting. Same place. Same time.”<br>
<br>
You chuckle and stand. “Goodnight Annie.”<br>
<br>
“Night <<TrueName>>,” she says, her tongue lingering on your name.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Bid her farewell and leave" "AvianLane">>
<<set $randomDialogue to undefined>>
<<set $randomTopic to undefined>>
<<set $randomIndex to undefined>>
<<set $randomTags to undefined>>
<<set $AnniePubDateDialogueArrayTalkFemale to undefined>>
<<set $AnniePubDateDialogueArrayTalkMale to undefined>>
<<set $AnniePubDateDialogueArrayWaitFemale to undefined>>
<<set $AnniePubDateDialogueArrayWaitMale to undefined>>
<<set $AnniePubDateDialogue to undefined>>
<<TimeChange>>
<</link>>
<<elseif $AnniePubDateDialogue is "RedRoom">>
<<if $current.female is true>>
“What’s the Red Room?” you ask Annie.<br>
<br>
Her eyes sparkle. “About as far from this as you can get,” she says conspiratorially. “Loud music. Dimly lit. Rowdy crowd. People around here don't like to talk about it. But you’ll see a few of them there, despite how they act in Charlton.”<br>
<br>
“You can be free there,” she continues. “Men can be men. And girls can act, well, like girls. I go there sometimes to let my hair down. Especially if Tandi's there. Maybe you could tag along one night?”<br>
<br>
Her eyes twinkle, as a knowing smile creeps up on her face. “If you're looking for a good time, we should go. Just don't expect anyone to try putting a ring on your finger.”<br>
<<else>>
“What’s the Red Room?” you ask Annie.<br>
<br>
Her eyes sparkle. “About as far from this as you can get,” she says conspiratorially. “Loud music. Dimly lit. Rowdy crowd. People around here don't like to talk about it. But you’ll see a few of them there, despite how they act in Charlton.”<br>
<br>
“You can be free there,” she continues. “Men can be men. And girls can act, well, like girls. I go there sometimes to let my hair down. Especially if Tandi's there. Maybe you could tag along one night?”<br>
<br>
Her eyes twinkle, as a knowing smile creeps up on her face. “One thing’s for sure. You’ll never see Jennifer there.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" "McTafeysBarAnniePubDate">><<DialogueUnlock "Annie" "DateTandiKnown">><<set $AnnieFirstPubDateTime += 1>><</link>>
<<elseif $AnniePubDateDialogue is "MistyFalls">>
<<if $current.female is true>>
“Tell me about that caravan park,” you ask her. “Something Falls?”<br>
<br>
Annie grins. “Misty Falls. Don’t let the name fool you. The closest they get to a waterfall is the communal showers leaking.”<br>
<br>
“It’s a caravan park, outside of town,” she continues. “People here don’t like to acknowledge it. The residents there aren’t the sort of people that Charlton approves of.”<br>
<br>
“Such as?” you ask, feeling intrigued enough to grin. <br>
<br>
“Travellers. Hippies. People down on their luck. You can find some very interesting people there. Living in seclusion."<br>
<br>
Annie leans in towards you. “If girls don't exactly fit in here, they eventually end up at the Falls. You don't want that to happen to you though, <<TrueName>>. It's a real point of no return.”<br>
<<else>>
“Tell me about that caravan park,” you ask her. “Something Falls?”<br>
<br>
Annie grins. “Misty Falls. Don’t let the name fool you. The closest they get to a waterfall is the communal showers leaking.”<br>
<br>
“It’s a caravan park, outside of town,” she continues. “People here don’t like to acknowledge it. The residents there aren’t the sort of people that Charlton approves of.”<br>
<br>
“Such as?” you ask, feeling intrigued enough to grin. <br>
<br>
“Travellers. Hippies. People down on their luck. You can find some very interesting people there. Living in seclusion."<br>
<br>
Annie gives you a smirk. “Perfect for getting away from the judging eyes of Charlton. Not that the two of us would ever have a need for that.”<br>
<</if>>
<<Flag "Act2Started">>
<<if _FlagReturn is true>>
<br>
“How do I get out there?” you ask her.<br>
<br>
Annie titters. “Not got a car, <<TrueName>>? You can always call Charlton Taxis. Or if you’re strapped for cash, I think there’s a bus that goes there from the town square.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" "McTafeysBarAnniePubDate">><<Flag "Act2Started">><<if _FlagReturn is true>><<LocationKnown "MistyFalls">><<SetFlag "CharltonTaxiHomeKnown">><</if>><<set $AnnieFirstPubDateTime += 1>><</link>>
<<elseif $AnniePubDateDialogue is "Carnival">>
<<if $current.female is true>>
“What was that you mentioned about a carnival outside town?” <br>
<br>
“The circus of wonder,” Annie says, mockingly theatric. “Or Fat Gordon’s Travelling Carnival. Most of us just call it the carnival. It comes through here every year at this time. It has the usual attractions. Games. Rides. Fortune tellers.”<br>
<br>
Your ears perk up. “Fortune tellers? Like, magic?”<br>
<br>
Annie raises an eyebrow. “You looking to see if there's a burly strapping guy in your future, <<TrueName>>?” she mocks you, playfully. “With legs like yours, you don't need a fortune teller to know you could land a man. Even with the slim pickings in Charlton.”<br>
<br>
You blush slightly at Annie's compliment.
<br>
“I'm serious,” Annie replies. “Intelligent and pretty. You're quite a catch, <<TrueName>>. Just dial back some of those smarts and I'm sure the guys will come flocking.”<br>
<br>
You continue to blush, but try to redirect the conversation away from you. "So the carnival has magicians?"<br>
<br>
Annie shrugs. "If you want to call them that. There's better places to spend your night, but if you must go I'm sure I could find a free night. Who knows, maybe we could have a few drinks with the carnival workers after hours? I know a few of them."<br>
<br>
Annie smiles. You get the sense that she knows some of them very well.<br>
<<else>>
“What was that you mentioned about a carnival outside town?” <br>
<br>
"Fat Gordon's Travelling Carnival," Annie says, mockingly theatric. "Most of us just call it the carnival. It comes through here every year at this time. It has the usual attractions. Games. Rides. Fortune tellers.”<br>
<br>
Your ears perk up. “Fortune tellers? Like, magic?”<br>
<br>
Annie raises an eyebrow. “I wouldn’t have taken you for a magic nerd?” she mocks you, playfully. “So many hidden depths to you, <<TrueName>>.”<br>
<br>
You force a smile, keeping your thoughts to yourself. <br>
<br>
“There’s magic acts,” Annie explains. “Palm readers. Tarot cards. What do you think they’d see in your future, <<TrueName>>? A dashing blonde, sparkling blue eyes, a winning smile?”<br>
<br>
Her perfect white teeth beam like the Cheshire Cat. <I>Is that what you see in your future, <<TrueName>>?</i> you hear a thought in your mind ask. <I>And just who is that woman?</i><br>
<br>
Annie pulls you back into the present. “If you want to go, and your sweet little girlfriend has to stay home, all you need to do is ask.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" "McTafeysBarAnniePubDate">><<set $AnnieFirstPubDateTime += 1>><</link>>
<<elseif $AnniePubDateDialogue is "Tandi">>
<<if $current.female is true>>
“You mentioned Tandi,” you begin. “Who is she?”<br>
<br>
“Just one of the locals,” Annie replies. “She was a few years below me at school, but I didn’t know her that well then. She was getting in with the cheerleader crowd when I left.” <br>
<br>
You notice a tinge of hostility to Annie’s voice as she again references the squad, but the flash is only momentary. <br>
<br>
“Dropped out though,” she continues. “Disappeared for months. When she came back, she was different.”<br>
<br>
You turn your head to the side. “Different, how?”<br>
<br>
“She discovered a different side to her personality,” Annie says, with a coy smile. “She’s more carefree now. A bit of fun. The boys love her. Especially after a few drinks.”<br>
<br>
Annie looks down to her own glass. “Although people say the same about me. What about you, <<TrueName>>? Do you show the guys a wild side after a shot or two?”<br>
<br>
After a moment, she laughs at your discomfort. “Just kidding. We don't need men to have a good time.”<br>
<<else>>
“You mentioned Tandi,” you begin. “Who is she?”<br>
<br>
“Just one of the locals,” Annie replies. "She was a few years below me at school, but I didn’t know her that well then. She was getting in with the cheerleader crowd when I left.” <br>
<br>
You notice a tinge of hostility to Annie’s voice as she again references the squad, but the flash is only momentary. <br>
<br>
“Dropped out though,” she continues. “Disappeared for months. When she came back, she was different.”<br>
<br>
You turn your head to the side. “Different, how?”<br>
<br>
“Let’s just say at school she was good friends with your girlfriend,” Annie says, just a hint of venom in her voice. “Now, she’s more carefree. A bit of fun. More than a bit, if you buy her a few drinks.” <br>
<br>
Annie looks down to her own glass. “Although maybe you could say the same about me. Care to find out?”<br>
<br>
After a moment, she laughs at your discomfort. “Calm down, <<TrueName>>. I’m not quite like Tandi. I won’t bite.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" "McTafeysBarAnniePubDate">><<SetFlag "TandiKnown">><<TandiKnown "Annie">><<set $AnnieFirstPubDateTime += 1>><</link>>
<<elseif $AnniePubDateDialogue is "TandiWhereabouts">>
“About Tandi,” you begin. "Do you know where I might find her?”<br>
<br>
Annie’s grin widens. “I think I might,” she purrs. “The Red Room.”<br>
<br>
The gleam in her blue eyes says all you need to know about the Red Room. “Tandi will be there?”<br>
<br>
At this, Annie just shrugs. “Sometimes she’s there, sometimes she isn’t. She doesn’t exactly keep a planned schedule. But we can try one other night, if you like? Just give me a call in the evening. If I’m not busy, I wouldn’t mind showing you the other side of this town.”<br>
<br>
There’s a sparkle in her eyes that makes you wonder if this is the type of place you want to visit. Sensing your hesitation, Annie giggles.<br>
<br>
“Or if it’s too much for you, you could try Misty Falls caravan park. I hear she lives out there. But I don’t know how often she spends the night out there.” Again, that sparkle in her eyes says it all.<br>
<Br>
“How do I get out there?” you ask her.<br>
<br>
Annie titters. “Not got a car, <<TrueName "Current">>? You can always call Charlton Taxis. Or if you’re strapped for cash, I think there’s a bus that goes there from the town square.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "McTafeysBarAnniePubDate">>
<<set $AnnieFirstPubDateTime += 1>>
<<LocationKnown "TownSquare">><<LocationKnown "RedRoom">><<LocationKnown "MistyFalls">>
<<SetFlag "CharltonTaxiHomeKnown">>
<<QuestOptionUnlock "Quest22" 0 "misty_falls" "gte">>
<<QuestOptionUnlock "Quest22" 0 "red_room" "gte">>
<<QuestOptionUnlock "Quest22" 0 "red_room_annie" "gte">>
<<RedRoomCompanion "Annie">>
<<DialogueDone "Annie" "TandiWhereabouts">>
<</link>>
<<elseif $AnniePubDateDialogue is "Jennifer">>
<<if $current.female is true>>
“You don't seem to like Jennifer Chambers very much," you say.<br>
<br>
Annie bristles at the mention of the name. “Look, I know she's your friend. I won't be a bitch. Just don't expect me to hang out when she's around."<br>
<br>
"What happened between you two?" you ask.<br>
<br>
Annie sighs. For once, her playfulness lost. “Jennifer was a cheerleader when I was at school. I wasn’t popular. You understand school dynamics, don’t you, <<TrueName>>?”<br>
<br>
You give her a sympathetic smile. <I>If only she knew…</i><br>
<br>
“She wasn't exactly pleasant to anyone not in that crowd,” Annie continues, oblivious to your thoughts. “She didn’t exactly do anything bad or bully people, but she didn’t stand up for anyone her friends did that to. And well, let’s just say when it came to me, her gloves came off. Or pompoms, if you like.”<br>
<Br>
Annie looks around, as if pretending to be bored of the conversation, but she can’t help continuing. “Her holier-than-thou attitude felt like she looked down on everyone that didn’t watch football on a Friday night. We just didn’t get along.”<br>
<br>
You mull over what Annie has told you. “It sounds like a different person.”<br>
<br>
Annie smiles again, the devil in her gleam. “We all keep sides of ourselves hidden, <<TrueName>>. I just hope she's nicer to you than she was to me."<br>
<<else>>
“What went on between you and Jennifer?” you ask. <br>
<br>
Annie bristles at the mention of the name. “You want to talk about <I>her</i> tonight?” she says, pointedly.<br>
<br>
When you don’t reply, Annie sighs. For once, her playfulness lost. “Jennifer was a cheerleader. I wasn’t popular. You understand school dynamics, don’t you, <<TrueName>>?”<br>
<br>
You give her a sympathetic smile. <I>If only she knew…</i><br>
<br>
“Look,” Annie continues, oblivious to your thoughts. “I’m sure she’s a nice girlfriend. But she wasn’t exactly pleasant to anyone not in that crowd. She didn’t exactly do anything bad or bully people, but she didn’t stand up for anyone her friends did that to. And well, let’s just say when it came to me, her gloves came off. Or pompoms, if you like.”<br>
<br>
Annie looks around, as if pretending to be bored of the conversation, but she can’t help continuing. “Her holier-than-thou attitude felt like she looked down on everyone that didn’t watch football on a Friday night. We just didn’t get along.”<Br>
<br>
You mull over what Annie has told you. “It sounds like a different person.”<br>
<br>
Annie smiles again, the devil in her gleam. “We all keep sides of ourselves hidden, <<TrueName>>. But you’ll see it, soon enough. I hope I’m here when you do."<br>
<</if>>
<<trackKnowledge "CheerleaderCoven" "JenniferLearned">>
<<trackKnowledge "BulliedPeople" "JenniferLearned">>
<br>
<<ActionsHeader>>
<<link "Change topics" "McTafeysBarAnniePubDate">><<set $AnnieFirstPubDateTime += 1>><<DialogueUnlock "Jennifer" "ConfrontCheer">><<DialogueUnlock "Jennifer" "ConfrontBully">><</link>>
<<elseif $AnniePubDateDialogue is "Internet">>
<<if $current.female is true>>
“So no social media, then? I don’t think you could tear phones away from us when we were at school.”<br>
<br>
Annie shrugs, just a little. “Charlton’s hardly technologically savvy, as you might have noticed. Besides, there’s better ways to spend an evening than be glued to a screen.”<br>
<br>
“But you have computers at work?” you push. “In the office?”<br>
<br>
She nods, but again, shrugs. “It’s just not something we’ve grown up with. Computers are for work. Not for play.”<br>
<br>
You lean in, glancing around to see if anyone can hear. “Come on, you’ve never been curious?”<br>
<br>
You expected Annie to reveal some mischief, but she looks around to see if anyone is watching. “I don’t need a reputation, <<TrueName>>,” she murmurs after a long moment. “I know girls from Charlton, who did things for men. You've seen how they treat us. I'm sure you can imagine what happened. And once it’s online, you don’t come back from it.”<br>
<br>
When you don't reply, Annie shrugs. “It’s best not to put yourself out there,” she says flatly. “Things have a habit of being twisted around here.”<br>
<<else>>
“So no social media, then? I don’t think you could tear phones away from the girls I went to school with.”<br>
<br>
Annie shrugs, just a little. “Charlton’s hardly technologically savvy, as you might have noticed. Besides, there’s better ways to spend an evening than be glued to a screen.”<br>
<br>
“But you have computers at work?” you push. “In the office?”<br>
<br>
She nods, but again, shrugs. “It’s just not something we’ve grown up with. Computers are for work. Not for play.”<br>
<br>
You lean in, glancing around to see if anyone can hear. “Come on, you’ve never been curious?”<br>
<br>
You expected Annie to reveal some mischief, so are shocked as she turns her nose up at your suggestion. “I don’t need a reputation, <<TrueName>>,” she murmurs after a long moment. “I know girls from Charlton, who did things for men. Once it’s online, you don’t come back from it.”<br>
<br>
“I didn’t mean that,” you reply.<br>
<br>
“It’s best not to put yourself out there,” she says flatly. “Things have a habit of being twisted around here.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" "McTafeysBarAnniePubDate">><<set $AnnieFirstPubDateTime += 1>><</link>>
<</if>><<if $current.female is true>>
You quickly exit McTafey’s bar, getting only a few idle glances from men as you and Annie leave. You notice the look of disappointment on some of their faces.<br>
<br>
Outside night has set in on Avian Lane. Annie’s heels clip and clop on the concrete pavement, the only sound aside from the pigeons cooing in the dark street.<br>
<br>
“Just here,” Annie tells you, taking your attention away. She stops outside a small door between some shops, unassuming and nondescript.<br>
<br>
She giggles, unlocks the door and takes a step inside, gesturing for you to follow into the darkness.<br>
<<else>>
You quickly exit McTafey’s, feeling as though all eyes are upon you. Leaving with Annie. Jennifer is not exactly a social butterfly, but you make a list of everyone you saw in the bar, trying to work out if anyone would be talking to her.<br>
<br>
Outside night has set in on Avian Lane. Annie’s heels clip and clop on the concrete pavement, the only sound aside from the pigeons cooing in the dark street. You glance over to Jennifer’s apartment opposite, a light from the living room still on.<br>
<br>
“Just here,” Annie tells you, taking your attention away. She stops outside a small door between some shops, only a few buildings down from your girlfriend’s apartment.<br>
<br>
She flashes you a smile, unlocks the door and takes a step inside, gesturing for you to follow into the darkness.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Enter Annie’s apartment" "AnniesApartment">>
<<TimeChange>>
<<AnnieEveningDateSchedule "AnniesApartment">>
<<SetNPCLocation "Annie" $dayCurrent $periodCurrent "AnniesApartment">>
<<EventTrigger "AnniesApartment" "AnniePubDate" null "Annie" "PC" null null null true>>
<<SetFlag "AnniePubDate" false>>
<<SetFlag "AnnieApartmentPubDate">>
<</link>><b>McTafey's Bar - Bathroom Corridor</b><br>
<img src="./images/McTafeys_Bar_Corridor.png"><br>
<br>A small passageway that runs parallel to the bar. Two doors lead to what you presume are the bar’s toilets. Another is an emergency door. The cheers and chatter from the bar are muted back here, distant and one step removed.<br>
<<QuestOptionCheck "Quest22" 1 "mcTafeys_backdoor">><<QuestOptionCompleteCheck "Quest22" 1 "mcTafeys_backdoor">>
<<if _QuestOptionCheck is true and _QuestOptionCompleteCheck is false>>
<br>Looking around, you notice the stencil on the emergency door. There, its black lines almost hidden against the dark green escape exit, is the stencil of a Penny Farthing. Just like the coin.<br>
<</if>>
<br>
<<ActionsHeader>>
<<DicksSideAlleywayUnlockCheck>>
<<if _DicksSideAlleywayUnlockCheck is true>><<link "Step through the emergency door" "DicksSideAlleyway">><</link>><br><</if>>
<<link "Return to the bar" "McTafeysBar">><</link>><<widget "CliveAcceptDrinkResolution">>
<<if $current.female is true>>
<<ChangeNPCrelationship "Clive" $current.avatar 3>>
<<Feminity 1>>
<<Orientation 1>>
<<DialogueSpokenSecretKnown "Jennifer" "Tell">>
<<Drunk 1>>
<<if _Discussed is true and $current.avatar is "Jennifer">><<EventTrigger "JennifersApartment" "JenReactCliveBar" null "Jennifer" null null null null false>><</if>>
<<else>>
<<Feminity -1>>
<<Drunk 1>>
<</if>>
<</widget>>
<<widget "DicksSideAlleywayUnlockCheck">>
<<set _DicksSideAlleywayUnlockCheck to false>>
<<QuestOptionCompleteCheck "Quest22" 1 "mcTafeys_backdoor">>
<<if _QuestOptionCompleteCheck is false>>
<<QuestOptionCheck "Quest22" 1 "mcTafeys_backdoor">>
<<if _QuestOptionCheck is true>><<set _DicksSideAlleywayUnlockCheck to true>><</if>>
<<elseif _QuestOptionCompleteCheck is true>>
<<QuestOptionCheck "Quest22" 1 "tandi_refused">><<QuestOptionCompleteCheck "Quest22" 1 "tandi_refused">>
<<if _QuestOptionCheck is true and _QuestOptionCompleteCheck is false>><<set _DicksSideAlleywayUnlockCheck to true>><</if>>
<<QuestOptionCheck "Quest22" 1 "tandi_refused_male">><<QuestOptionCompleteCheck "Quest22" 1 "tandi_refused_male">>
<<if _QuestOptionCheck is true and _QuestOptionCompleteCheck is false>><<set _DicksSideAlleywayUnlockCheck to true>><</if>>
<<QuestOptionCheck "Quest22" 1 "tandi_repeat">><<QuestOptionCompleteCheck "Quest22" 1 "tandi_repeat">>
<<if _QuestOptionCheck is true and _QuestOptionCompleteCheck is false>><<set _DicksSideAlleywayUnlockCheck to true>><</if>>
<</if>>
<</widget>><b>Misty Falls Caravan Park - Entrance</b><br>
<<if setup.period[$periodCurrent] is "Evening" or setup.period[$periodCurrent] is "Night">>
<img src="./images/MistyFalls_Entrance_night.png"><br>
<<else>>
<img src="./images/MistyFalls_Entrance.png"><br>
<</if>>
<br>A battered sign tells you where you are. The dirt track snakes out into the distance, dirty caravans lining one side, a grimy shed on the other. A handwritten ‘Vacancy’ sign is in one of the shed’s windows.<br>
<<include "EventsMistyFalls">>
<<if _currentEvent is undefined>>
<br>
<<ActionsHeader>>
<<link "Enter the caravan park" "MistyFallsCommunalArea">><</link>><br>
<<link "Catch a ride back to your street" "Travel">><<TimeChange>><</link>>
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>><b>Misty Falls Caravan Park - Communal Area</b><br>
<<if setup.period[$periodCurrent] is "Evening" or setup.period[$periodCurrent] is "Night">>
<img src="./images/MistyFalls_CommunalArea_night.png"><br>
<<else>>
<img src="./images/MistyFalls_CommunalArea.png"><br>
<</if>>
<br>Caravans seem positioned around a communal area, with a rusting swing and a rain-beaten picnic table. A firepit is surrounded by smashed photos and shattered bottles. Pigeons coo and flutter, perching on the swing’s frame.<br>
<<include "EventsMistyFallsCommunalArea">>
<<if _currentEvent is undefined>>
<br>
<<ActionsHeader>>
<<link "Look at the firepit and the photos" "MistyFallsCommunalAreaFirePit">><</link>><br>
<<Evening>><<DailyVariableCheck "CharlieCoolOff">>
<<if _Evening is false and _DailyVariableCheck is false>><<link "Enter the cabin" "MistyFallsCabin">><</link>><br>
<<elseif _Evening is false and _DailyVariableCheck is true>><s>Enter the cabin</s> - <i>You should give Charlie a day to cool off</i><br>
<<else>><s>Enter the cabin</s> - <i>It's closed for the evening</i><br><</if>>
<<LocationKnownCheck "TheodoresCaravan">><<DailyVariableCheck "TheodoreCoolOff">><<TheodoreVisitedCheck>>
<<if _LocationKnownCheck is true and _DailyVariableCheck is false and _TheodoreVisitedCheck is false>>
<<link "Knock on the nearby caravan door" "TheodoreCaravanKnock">><<NPCKnown "Theodore">><</link>><br>
<<elseif _DailyVariableCheck is true and _TheodoreVisitedCheck is false>>
<s>Knock on the nearby caravan door</s> - <i>You'll need to wait a day until Theodore will answer his door again</i><br>
<<elseif _TheodoreVisitedCheck is true and _DailyVariableCheck is false>>
<<link "Visit Theodore" "MistyFallsVisitTheodore">><</link>><br>
<<elseif _TheodoreVisitedCheck is true and _DailyVariableCheck is true>>
<s>Visit Theodore</s> - <i>You'll need to wait a day until Theodore will answer his door again</i><br>
<</if>>
<<LocationKnownCheck "TandisCaravan">>
<<if _LocationKnownCheck is true>><<link "Knock on Tandi's caravan door" "TandiCaravanKnock">><</link>><br><</if>>
<<InventoryCheckSelf "TandisCaravanKey">><<DailyVariableCheck "TandiCaravanScared">>
<<if _InventoryCheckSelf is true and _DailyVariableCheck is false>>
<<link "Unlock Tandi's caravan" "TandiCaravanUnlock">><</link>><br>
<<elseif _InventoryCheckSelf is true and _DailyVariableCheck is true>>
<s>Unlock Tandi's caravan</s> - <i>You're too scared to go in there again today.</i><br>
<</if>>
<<link "Return to the entrance" "MistyFalls">><</link>><br>
<</if>><<NPCLocationCheck "Tandi">>
<<if _NPCLocationCheck is "TandiCaravan">>
Checking around to make sure no one is watching, you step up to the caravan. Briefly pausing to lightly knock, you begin to reach for the key until you hear shuffling inside.<br>
<br>
A latch is unfastened and then the door flies open. Tandi looks back out at you. Her eyes sparkle at seeing you standing there. “Oh, <<TrueName "Current">>,” she says, almost excitedly. “How nice of you to pop by. Why don’t you come on in?”<br>
<br>
She steps back into the caravan, leaving the door open.<br>
<br>
<<ActionsHeader>>
<<link "Enter Tandi’s caravan" "TandiCaravan">><</link>>
<<else>>
Checking around to make sure no one is watching, you step up to the caravan. After knocking lightly, you wait until you’re satisfied there is no one inside, then insert the key and open the door.<br>
<bR>
Smells of perfume and cigarettes invade your senses. You take a breath, then step forward.<br>
<br>
<<ActionsHeader>>
<<link "Enter Tandi's Caravan" "TandiCaravan">><</link>>
<</if>><b>Tandi's Caravan</b><br>
<<if setup.period[$periodCurrent] is "Evening" or setup.period[$periodCurrent] is "Night">>
<img src="./images/Tandi_Caravan_night.png"><br>
<<else>>
<img src="./images/Tandi_Caravan.png"><br>
<</if>>
<br>A small and cluttered caravan, filled with discarded clothes, makeup and empty bottles. The air smells like a mix of cigarettes and perfume.<br>
<<CheckFirst "TandiCaravanVisited">>
<<if _CheckFirst is false>>
<br>
The sheer sense of clutter is the first thing you notice. If a cupboard has been made use of, you can’t see it. Clothes lie sprawled over the sofa and floor. Makeup brushes and cosmetics are scattered across every surface. An ashtray overflows with cigarette butts. Wine and beer bottles sit half full.<br>
<br>
You turn to face the other direction until you realise that the caravan isn’t big enough for another room. As dirty and covered in cigarette burns as the sofa is, you realise that’s where Tandi must sleep. When she sleeps here, that is.<br>
<</if>>
<<NPCLocationCheck "Tandi">>
<<if $TandiCaravanPhotoWard is undefined and _NPCLocationCheck isnot "TandiCaravan">>
<<if $TandiCaravanPhoto is undefined>>
<br>
Looking around, you try to decide where to begin. The only thing that really stands out is a digital camera pointing back into the room. Above it hangs a photo of the inside of this very caravan, encased in a wooden frame.<br>
<<Flag "FirepitPhotosKnown">>
<<if _FlagReturn is true>><br>Which, curiously, you recognise as being the same type of frame that was smashed so many times out in the firepit.<br><</if>>
<<elseif $TandiCaravanPhoto is 1>>
<br>
As you look around the room, your eyes glance over the photo on the wall. The same photo of the interior of the caravan, reflecting the room you are standing in -<BR>
<BR>
Your eyes flick back. Hold on the photo, wide with fear.<BR>
<BR>
There you are, in the photo, entering the caravan.<BR>
<BR>
Your frozen position breaks as a sound of the shattering of glass from outside causes you to jump. You glance out of the window to see if you can spot the cause. You think you can make out something new now resting in the centre of the firepit.<bR>
<BR>
Looking back to the room, your eyes once again return to the photo. Once of this room. Now of you.<BR>
<<elseif $TandiCaravanPhoto is 2>>
<br>
As you look around the room, you hear the click of the camera and the sound of glass shattering. This time you spin around to look at the photo on the wall.<BR>
<BR>
You’re still in this one, though now standing further inside the caravan. Investigating. No longer just entering. Almost as if time has moved forward. No longer entering the -<BR>
<Br>
The door is still open. And a shadowy figure is stepping through the door.<BR>
<BR>
You spin back to face the door, readying yourself for an encounter. The door is half-open, but no one is there.<BR>
<BR>
You glance back to the photo. Though frozen in the frame, a person is entering behind you.<Br>
<Br>
Then look to the door. You are on your own.<BR>
<BR>
Your heart races. You hear the sounds of pigeons cooing from outside.<br>
<<elseif $TandiCaravanPhoto is 3>>
<br>
As you turn back to the caravan, your eyes drift back to the photo as you hear the camera click and glass shattering once more.<br>
<br>
Your breath catches in your throat. There you are still, another photo. This time moments ago. This time, the shadowy figure now lunging across the caravan, arms stretched out, ready to pounce at you. <br>
<br>
Reflectively you look back. You can see no one else but you. But fear runs deep as your adrenaline rushes through your body. You can almost feel someone else’s hands brushing against your back, almost see a dark presence out of the corner of your eye behind you. Yet when you turn, they seem to move to stay just out of your view.<br>
<br>
Something inside you compels you to leave. To get away from here. Fear threatens to take hold of you.<br>
<<elseif $TandiCaravanPhoto is 4>>
<br>
You can barely concentrate on your investigations as your eyes continually wander back to the photo on the wall. But this time, it hasn’t changed. There is no click from the camera. No shattering of glass from outside. It still depicts you hunched over, unaware of the shadowy figure rushing at you from behind, arms stretched out to grab you.<br>
<br>
Taking a deep breath, you look around again. Noting the presence at the edge of your vision. Something is here, with you. Even without your magical abilities, the cold shivers on the back of your neck confirms it.<br>
<br>
You feel insecure. Out of place. Your inner confidence falters. You wonder what the hell you’re doing. Not just here. But getting involved in this - all of this - in the first place.<br>
<</if>>
<<elseif _NPCLocationCheck is "TandiCaravan">>
<<CheckFirst "TandiCaravanVisitedTandi">>
<<if _CheckFirst is false>>
<br>
Tandi moves around the caravan, picking up plates and emptying cigarette trays. At first glance, she looks like the same woman you’ve come to know. Blonde pigtailed hair, a face plastered in make-up. But you can’t help but notice the subtle differences. The denim miniskirt she wears is still tiny, but almost casual. The sandals are wedges, not stilettos. The glitter around her eyes is toned down. And for a moment, you think you can see brown roots on her scalp.<br>
<br>
When she catches you looking, Tandi gives you a wicked grin and tips an ashtray into a black bag. “Nothing like a post-coital cigarette, is there?”<br>
<<else>>
<br>
Tandi moves around the caravan, picking up plates and emptying cigarette trays. She looks back at you, grinning wickedly, as she tips an ashtray into a black bag. “Nothing like a post-coital cigarette, is there?”<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<if $NPCPresent.includes("Tandi")>><<link "Talk to Tandi" "TandisCaravanTandiDialogue0">><<StartConversation "Tandi" "TandiCaravan">><<AddFirst "TandiCaravanVisitedTandi">><</link>><br><</if>>
<<if $TandiCaravanPhotoWard is undefined and _NPCLocationCheck isnot "TandiCaravan" and $TandiCaravanPhoto gte 4>>
<s>Continue investigating</s> - <i>Something inside you compels you to leave.</i><br>
<<else>>
<<link "Inspect the kitchen counter" "TandiCaravanObjects">><<TandiCaravanActions>><<set $TandiCaravanObjects to "KitchenCounter">><</link>><br>
<<link "Look at the cabinet" "TandiCaravanObjects">><<TandiCaravanActions>><<set $TandiCaravanObjects to "Cabinet">><</link>><br>
<<link "Look on the fridge" "TandiCaravanObjects">><<TandiCaravanActions>><<set $TandiCaravanObjects to "Fridge">><</link>><br>
<<if $TandiCaravanPhotoWard is undefined>><<link "Look at the camera and frame" "TandiCaravanObjects">><<TandiCaravanActions>><<set $TandiCaravanObjects to "Camera">><</link>><br><</if>>
<<link "Inspect the side table" "TandiCaravanObjects">><<TandiCaravanActions>><<set $TandiCaravanObjects to "SideTable">><</link>><br>
<</if>>
<<link "Leave Tandi’s caravan" "MistyFallsCommunalArea">><<TandiCaravanExit>><</link>><br><<switch $TandiCaravanObjects>>
<<case "Camera">>
<<NPCLocationCheck "Tandi">>
<<if _NPCLocationCheck is "TandiCaravan">>
<<if $current.female is true>>
Your eyes wander between the digital camera and the frame on the wall. You reach out with your senses and feel it before you even see the yellow-amber tints at the edges of the frame. Magic.<br>
<br>
The camera itself looks fine. A dated and old digital camera. The type that would have been popular before phones took their role. You go to pick it up, but Tandi stops you quickly.<br>
<<else>>
Your eyes wander between the digital camera and the frame on the wall. The camera itself looks fine. A dated and old digital camera. The type that would have been popular before phones took their role. You go to pick it up, but Tandi stops you quickly.<br>
<</if>>
<br>
"Don't," she says, holding you back with her arm.<br>
<br>
"What is it?" you ask her.<Br>
<Br>
Her eyes flick between you and it. Her smile momentarily fades and you see a person frozen in fear.<br>
<br>
"Something watches me," she murmurs. "That camera tells me when."<br>
<br>
<<ActionsHeader>>
<<link "Move away from the camera" "TandiCaravan">><<set $TandiCaravanObjects to undefined>><</link>>
<<else>>
<<if $current.female is true>>
Your eyes wander between the digital camera and the frame on the wall. You reach out with your senses and feel it before you even see the yellow-amber tints at the edges of the frame. Magic.<br>
<br>
The camera itself looks fine. A dated and old digital camera. The type that would have been popular before phones took their role. You pick it up and turn it over. It looks normal, but you sense the presence of something within it. Something that you recognise intimately.<br>
<br>
It's cursed.<br>
<Br>
Even when you put it back down, you note how you feel compelled to return it to its exact spot on the table.<br>
<br>
The frame itself is unassuming. No hints of it being anything other than a stand-alone photo, complete with pine wood and a glass pane. But looking closely, you see yellow strands of magical wisps running between the glass and the frame, almost creating a circuit inside.<br>
<br>
<<ActionsHeader>>
<<SpellsCheckSelf "Ward">>
<<if _SpellsCheckSelf is true>>
<<link "[Spell: Ward] Cast Ward to protect yourself from the curse" "TandiCaravanObjects">><<set $TandiCaravanObjects to "CameraNulifySelf">><<Greedy 1>><</link>><br>
<<link "[Spell: Ward] Cast Ward to protect everyone from the curse" "TandiCaravanObjects">><<set $TandiCaravanObjects to "CameraNulifyAll">><<Greedy -1>><</link>><br>
<</if>>
<<link "Move away from the camera" "TandiCaravan">><<set $TandiCaravanObjects to undefined>><</link>>
<<else>>
Your eyes wander between the digital camera and the frame on the wall. The camera itself looks fine. A dated and old digital camera. The type that would have been popular before phones took their role. You pick it up and turn it over. It looks normal.<br>
<br>
Something doesn't feel right, though. You note that when you put it down, you feel compelled to return it to its exact spot on the table.<br>
<br>
The frame itself is unassuming, complete with pine wood and a glass pane. But something about it unsettles you.<br>
<br>
<<ActionsHeader>>
<<link "Move away from the camera" "TandiCaravan">><<set $TandiCaravanObjects to undefined>><</link>>
<</if>>
<</if>>
<<case "CameraNulifySelf">>
You inhale, stretching out your magical senses. It opens up like a sphere around you, as if an extension of your nervous system, crackling as you feel it touch the edges and curves of lines and objects within the room.<br>
<br>
“I cause this object with power beyond its power,” you mutter. “Unseen and unheard, its effects will be felt by all but me.”<br>
<bR>
As you drop the last word the ebb and flow of magic within the frame surges. You can almost see miniature faces in the stream looking back at you with venom and anger. They hiss, pushing their faces up against the glass, but try as they might they can move no further towards you.<br>
<bR>
The energies within the photo draw quiet as you visualise putting a finger into the stream, calming the flow. The faces recede into the yellow-amber trickle. The frame feels dormant. At least, to you.<br>
<br>
Except, something still makes the hair on the back of your neck stand on end. You feel cold, as your bare back is pressing up against a sheet of ice. Out of the corner of your vision, you almost see a dark presence behind you. But when you turn, it seems to stay just out of view.<br>
<bR>
As you let go and let your senses return to normal, you take a glance up at the photo on the wall. The photo of the caravan interior remains, but nothing else appears. Just a vacant room, reflecting the clutter that surrounds you.<br>
<br>
<<ActionsHeader>>
<<link "Move away from the camera" "TandiCaravan">><<set $TandiCaravanPhotoWard to "NulifiedSelf">><<set $TandiCaravanObjects to undefined>><<EventTrigger "MistyFallsCommunalArea" "CameraCurseNulified" null null null null null null false>><</link>>
<<case "CameraNulifyAll">>
You inhale, stretching out your magical senses. It opens up like a sphere around you, as if an extension of your nervous system, crackling as you feel it touch the edges and curves of lines and objects within the room.<br>
<br>
“I cause this object with power beyond its power,” you mutter. “Unseen and unheard, its effects will be felt by none.”<br>
<br>
As you drop the last word the ebb and flow of magic within the frame surges. You can almost see miniature faces in the stream looking back at you with venom and anger. They hiss, pushing their faces up against the glass, as if trying to escape. But they are quickly pulled underneath the current of the energy, their vain efforts to stay afloat for nothing. The faces recede underneath the surface.<br>
<br>
The energies within the photo draw quiet as you visualise putting a finger into the stream, calming the flow. Slowly, the magic dissipates. The frame is just a frame again. Dormant and mundane.<br>
<bR>
Except, something still makes the hair on the back of your neck stand on end. You feel cold, as your bare back is pressing up against a sheet of ice. Out of the corner of your vision, you almost see a dark presence behind you. But when you turn, it seems to stay just out of view.<br>
<br>
As you let go and let your senses return to normal, you take a glance up at the photo on the wall. The photo of the caravan interior remains, but nothing else appears. Just a vacant room, reflecting the clutter that surrounds you.<br>
<br>
<<ActionsHeader>>
<<link "Move away from the camera" "TandiCaravan">><<set $TandiCaravanPhotoWard to "NulifiedAll">><<set $TandiCaravanObjects to undefined>><<EventTrigger "MistyFallsCommunalArea" "CameraCurseNulified" null null null null null null false>><</link>>
<<case "KitchenCounter">>
Your eyes flicker over the countertop next to the sink. Dirty dishes are stacked up high and half-drunk mugs of tea and bottles are wedged in wherever there is space. Stains of all colours are etched into the countertop. It’s been a long time since any form of cleaning has taken place here.<br>
<br>
You spy a small card sticking out from underneath one of the plates. Pulling at it, you pick it up and take a look.<br>
<br>
<center><img src="./images/tandidriverslicence_photo.jpg"></center><br>
<br>
<<NPCLocationCheck "Tandi">>
<<if _NPCLocationCheck is "TandiCaravan">>
"Got that when I turned seventeen," Tandi comments over your shoulder. "Never changed the address when I moved out." Her smile fades. "Didn't think I'd be gone so long."<br>
<<else>>
Tandi's face stares back at you. You note the address she’s listed as her place of residence.<br>
<</if>>
<<LocationKnownCheck "CunningsResidence">>
<<if _LocationKnownCheck is false>><br>This must be where she lived before Misty Falls. Toemead Close. You vaguely recall someone mentioning it, somewhere off the Town Square near the Town Centre. It might be worth following up there.<br><</if>>
<br>
<<ActionsHeader>>
<<link "Move away from the kitchen counter" "TandiCaravan">><<LocationKnown "ToemeadClose">><<LocationKnown "CunningsResidence">><<LocationKnown "TownSquare">><<QuestOptionUnlock "Quest22" 0 "tandis_parents" "gte">><<QuestOptionComplete "Quest22" 0 "computer_records">><</link>>
<<case "SideTable">>
Like the rest of the caravan, the side table near the sofa is messy. Cosmetic balms and perfume flasks are nestled amongst bottles of alcohol. These ones are spirits, all opened.<br>
<br>
One thing catches your eye. A photo of two women, dressed in cheerleader costumes, smiling back at the camera. One of them is very familiar to you. Reagan.<br>
<Br>
<center><img src="./images/tandi_kitchenphoto.jpg"></center><br>
<br>
<<NPCLocationCheck "Tandi">>
<<if _NPCLocationCheck is "TandiCaravan">>
"Bit different there," Tandi says from behind you. "So naive. Thought Reagan was my friend, for starters."<br>
<<else>>
She looks a little younger, but that’s not enough to justify how uncanny the photo looks. You clock it, instantly. It’s the first time you’ve seen her not close to her trademark scowl. Almost content, even though the word seems jarring when paired with her.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Move away from the side table" "TandiCaravan">><<set $TandiCaravanObjects to undefined>><<TandiKnown "Reagan">><</link>>
<<case "Fridge">>
Like the rest of the caravan, the door to the fridge is cluttered with mess. Pink fridge magnets in the form of stiletto shoes and lipstick hold up shopping lists and bills, all unpaid and overdue. A calendar is filled out with appointment times, but no indication of where or with whom. Some are late at night, others in the morning. None are scheduled before 11am.<br>
<bR>
One thing stands out. A sheet of red tickets, each with a unique number, held against the door by a cocktail glass magnet. Every ticket is branded with the outline of a circus tent and the logo for Fat Gordon's Travelling Carnival.<br>
<br>
<<NPCLocationCheck "Tandi">>
<<if _NPCLocationCheck is "TandiCaravan">>
"The rides at the carnival might help," Tandi whispers. "They did for me. At least for a bit."<br>
<br>
You look at the timetable, noting a ‘Seasonal Only’ service running from the Charlton Town Square. It's been circled in red lipstick.<br>
<<else>>
You eye the tickets with interest, noticing a bus timetable running from the Charlton Town Square. A stop labelled ‘Seasonal Only’ has been circled in a red smear that you suspect is lipstick.<br>
<</if>>
<br>
<<Flag "CharltonTaxiHomeKnown">>
<<if _FlagReturn is false>>
Also nearby on the fridge is a business card for “Charlton Taxis.” You note the number to memory.<br>
<<else>>
Also nearby on the fridge is a business card for “Charlton Taxis.” Seems to be a regular fixture of Charlton.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Move away from the fridge" "TandiCaravan">><<set $TandiCaravanObjects to undefined>><<SetFlag "CharltonTaxiHomeKnown">><<QuestOptionUnlock "Quest22" 0 "fat_gordons_circus" "gte">><<LocationKnown "FatGordonsCircus">><</link>>
<<case "Cabinet">>
Next to the wardrobe is a small cabinet, doors half opened and revealing an assortment of shoes crammed in haphazardly, almost spilling out from behind the doors. You note every shoe is heeled, huge wedges and high stilettos the default without exception.<br>
<bR>
Open cosmetics and perfume bottles are crammed on its surface top, itself smeared with powders and stains. It’s enough to make you cautious to move anything.<br>
<bR>
Something stands out from the normal mess in Tandi's caravan. You pick up a large coin, eying it closely. It looks weathered, like an old coin long out of circulation. But instead of the usual markings there is the outline of a Penny Farthing instead on the front. And a large 'T' pressed into the back.<br>
<br>
<<NPCLocationCheck "Tandi">>
<<if _NPCLocationCheck is "TandiCaravan">>
"Think you know what that is," Tandi comments. "Don't think I'll be giving them out to people now."<br>
<br>
You glance back to give her a look and she giggles. She takes it from your hand and puts it back. "Or maybe just a few."<br>
<br>
<<ActionsHeader>>
<<link "Move away from the cabinet" "TandiCaravan">><<set $TandiCaravanObjects to undefined>><</link>>
<<else>>
The letter, you note, looks like a more recent pressing. As if it’s been elongated into the coin itself after being issued.<br>
<bR>
Looking back to the cabinet, you spy a number of similar coins scattered in amongst the cosmetics. Feeling confident it won’t go amiss, you pocket the coin.<br>
<br>
<<ActionsHeader>>
<<link "Move away from the cabinet" "TandiCaravan">><<set $TandiCaravanObjects to undefined>><<QuestOptionUnlock "Quest22" 0 "penny_farthing" "gte">><<TakeObjectLocation "TandiCaravan" "TandiPennyFarthing">><</link>>
<</if>>
<</switch>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<switch _currentEvent>>
<<case "CameraCurseNulified">>
<br>
As you look around the communal area, you’re startled as something flies by. You spin around to see a pigeon swooping low, brushing beside you. It lands on the rusting swing frame, cooing lightly, shifting its weight around to face you.<br>
<bR>
You look up, studying it. Its black eyes look directly down upon you. Unflinching and unmoving. Almost as if it’s watching you.<br>
<bR>
A sense of panic spreads within your body. The sky appears to grow dark, the overcast clouds drawing in around you. Then you feel the sense of ice against your back again. A presence at the edge of your vision, pushing up against you.<br>
<bR>
Fear paralyses your body as the pigeon’s eyes look into your soul. You want to cry out, scream at it, shoo it away. But you don’t. You can’t.<br>
<br>
Slowly the light returns to the caravan park and the presence against your back fades. The clouds no longer feel overwhelming. You feel the tingles of nerves and sensations of limbs once more.<br>
<br>
<<PigeonAttack>>
<<if _PigeonAttackEnd is false>>
<<ActionsHeader>>
<<link "Return to the communal area" "MistyFallsCommunalArea">><<PigeonAttackAdvance>><<EventsCheckEnd "MistyFallsCommunalArea" "CameraCurseNulified">><</link>>
<</if>>
<</switch>>Walking over to the firepit, you feel the crunching of glass beneath your shoes. Shards of smashed bottles have been trodden into the dirt. The pit itself is full of burnt firewood. You see daisies growing between the circular stones that mark the edges of the pit, serving as much of a circumference as the bricks do.<br>
<br>
Sticking out like a sore thumb are the shattered photos. Glass from the frames is scattered everywhere, almost as much as the bottles. The frames all look the same, as if someone bought them in bulk and then didn’t know what to do with them.<br>
<br>
Glancing down, you look at the pictures between the broken glass. Most of them have burnt beyond recognition inside the firepit, but the few that retain some sort of legibility are all from the same caravan. The same shot, even. A picture of the inside, the room messy and unkempt.<br>
<<CheckFirst "MistyFallsCommunalAreaFirePit">>
<<if _CheckFirst is false>><br>Something suddenly makes the hairs on your neck stand. You glance up, catching a face looking out from one of the nearby caravans. Quickly, it darts back beneath the nets inside.<br><</if>>
<br>
<<ActionsHeader>>
<<link "Return to the communal area" "MistyFallsCommunalArea">><<DialogueUnlock "Charlie" "TheodoreWatching">><<SetFlag "FirepitPhotosKnown">><<AddFirst "MistyFallsCommunalAreaFirePit">><</link>><br><<NPCLocationCheck "Theodore">>
<<if _NPCLocationCheck is "MistyFallsTheodoresCaravan">>
<<if $TheodoreDialogue is undefined>>
You approach the nearby caravan where you saw the face at the window. Compared to other caravans in the park, the area surrounding it is well kept, with flowerpots and wind chimes. It feels like more than a stopgap. This is someone's home.<br>
<br>
Stepping up, you knock on the door.<br>
<br>
“Go away!” you hear a male voice cry out inside.<br>
<br>
Undeterred, you knock again.<br>
<br>
The door then creeps open fast and the familiar face stares out from the narrow opening created. You take them in more carefully. A man in his twenties, dirty blonde scraggly hair, a few pimples on skin that has seldom seen the sunlight. It’s enough to jog a memory. Didn’t he used to work at Thompson’s Repairs before you?<br>
<br>
<<if $current.avatar is "Annie">>
“Annie?” he asks, the agitation slipping, leaving only the fear. You see his eyes briefly glance over your legs. “What are you doing here?”<br>
<<elseif $current.female is false>>
“I said, go away!” he tells you, as agitated as he is scared.<br>
<br>
"Hey, I don't mean you any harm!" you try.<br>
<br>
He regards you carefully from the slit between the caravan and the door. “What do you want?”<br>
<<elseif $current.female is true>>
At the sight of you, he pauses. The flare of agitation on his face falls quickly. “Who are you?” he asks carefully.<br>
<</if>>
<<else>>
Looking out from the narrow gap between frame and door, Theodore eyes you carefully.<br>
<</if>>
<br>
<<ActionsHeader>>
<<DialogueSpoken "Theodore" "DoorTandi">>
<<if _Discussed is false>><<link "Ask him about Tandi" "TheodoreDialogue">><<set $TheodoreDialogue to "DoorTandi">><<DialogueDone "Theodore" "DoorTandi">><</link>><br><</if>>
<<DialogueSpoken "Theodore" "DoorComeIn">>
<<if _Discussed is false>><<link "Ask him to come in" "TheodoreDialogue">><<set $TheodoreDialogue to "DoorComeIn">><<DialogueDone "Theodore" "DoorComeIn">><</link>><br><</if>>
<<DialogueSpoken "Theodore" "DoorComeIn">>
<<if _Discussed is true>>
<<if $current.female is true>>
<<StatCheckOrientation "gt" 25 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to flirt to get him to let you in">>
<<if _StatCheckOrientation is true>><<link _StatOrientationProbability "TheodoreDialogue">><<set $TheodoreDialogue to "FlirtPassComeIn">><</link>><br>
<<else>><<link _StatOrientationProbability "TheodoreDialogue">><<set $TheodoreDialogue to "FlirtFailComeIn">><<Orientation 1>><</link>><br><</if>>
<<SpellsCheckSelf "Charm">><<CharmedCheck "Theodore">>
<<if _SpellsCheckSelf is true and $current.female is true and _Charmed is false>><<link "[Spell: Charm] Cast Charm to get him to let you in" "TheodoreDialogue">><<set $TheodoreDialogue to "CharmComeIn">><</link>><br><</if>>
<</if>>
<<TaskState "Task10">>
<<if _TaskState is "active">>
<<StatCheckAssertive "gt" 60>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to convince him to give you the unpaid rent">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "TheodoreDialogue">><<set $TheodoreDialogue to "AssertivePassPayRent">><</link>><br>
<<else>><<link _StatAssertiveProbability "TheodoreDialogue">><<set $TheodoreDialogue to "AssertiveFailPayRent">><<Assertive 1>><</link>><br><</if>>
<</if>>
<</if>>
<<TheodoreBraceletHelpReady>>
<<if _TheodoreBraceletHelpReady is true>><<link "Show Theodore the bracelet" "TheodoreDialogue">><<set $TheodoreDialogue to "ShowBracelet">><<DialogueDone "Theodore" "ShowBracelet">><</link>><br><</if>>
<<link "Say goodbye to Theodore and leave him be" "MistyFallsCommunalArea">><<EndConversation "Theodore">><</link>>
<<else>>
You approach the nearby caravan where you saw the face at the window. Compared to other caravans in the park, the area surrounding it is well kept, with flowerpots and wind chimes. It feels like more than a stopgap. This is someone's home.<br>
<br>
Stepping up, you knock on the door. You wait a long moment, but no one comes to answer. There's nobody home.<br>
<<NPCKnownCheck "Theodore">>
<<if _NPCKnownCheck is true>>
<br>
You give it a moment longer, knowing Theodore. But still he doesn't come. Looking around, you see the windows don't even hint at lights being on. If you didn't know better, you'd say that Theodore had actually stepped outside.<br>
<<Flag "PermTheodoreGettingPotions">>
<<if _FlagReturn is true>>
<br>
Nerves tingle inside your body. He's supposed to have more potions tomorrow. And he's out this evening. Coincidence? Maybe you should ask around about his trips out at night.<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the communal area" "MistyFallsCommunalArea">><<DialogueUnlock "Tandi" "TheodoreTrips">><<DialogueUnlock "Charlie" "TheodoreTrips">><</link>>
<</if>><<NPCLocationCheck "Theodore">>
<<if _NPCLocationCheck is "MistyFallsTheodoresCaravan">>
You knock on the door to Theodore’s well tended caravan. A long moment passes before the door opens just slightly.<br>
<br>
<<if $current.female is false>>
Theodore’s face looks back through the gap, watching you. “Can I help you?” he mutters.<br>
<<elseif $current.avatar is "Annie">>
Theodore’s face looks back at you through the gap. “Hi Annie,” he mutters.<br>
<<elseif $current.female is true>>
Theodore’s face looks back at you through the gap. “Hello,” he mutters.<br>
<</if>>
<br>
“Do you think I could come in again?” you ask him.<br>
<br>
Theodore looks at you but then nods. Even so, it's reluctantly.<br>
<br>
You hear him step back, unclasp a latch, then open the door just enough for you to slip in.<br>
<br>
<<ActionsHeader>>
<<link "Enter Theodore's caravan" "MistyFallsTheodoresCaravan">><</link>>
<<else>>
You knock on the door to Theodore’s well tended caravan. You wait a long moment, but no one comes to answer. There's nobody home.<br>
<<NPCKnownCheck "Theodore">>
<<if _NPCKnownCheck is true>>
<br>
Knowing Theodore, you give it a moment longer. But still he doesn't come. Looking around, you see the windows don't even hint at lights being on. If you didn't know better, you'd say that Theodore had actually stepped outside.<br>
<<Flag "PermTheodoreGettingPotions">>
<<if _FlagReturn is true>>
<br>
Nerves tingle inside your body. He's supposed to have more potions tomorrow. And he's out this evening. Coincidence? Maybe you should ask around about his trips out at night.<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the communal area" "MistyFallsCommunalArea">><<DialogueUnlock "Tandi" "TheodoreTrips">><<DialogueUnlock "Charlie" "TheodoreTrips">><</link>>
<</if>>Tandi continues to move things inside her caravan, waiting for you to speak.<br>
<br>
<<ActionsHeader>>
<<SpellsCheckSelf "Identify">><<AlreadyIdentified "Tandi">>
<<if _AlreadyIdentified is false and _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Identify] Cast Identify on Tandi" "SpellIdentify">><<CastIdentify "Tandi" "TandisCaravanTandiDialogue0" "Tandi">><<SpellIdentified "Tandi">><</link>><br><</if>>
<<TandiBraceletWorn>><<QuestState "Quest39">><<MarjorieBraceletWorn>>
<<if _TandiBraceletWorn is true>>
<<if _QuestState gte 3>>
<<DialogueSpokenSecretKnown "Tandi" "SuppressBracelet">>
<<if _Discussed is false>><<link "Ask if there’s a way to suppress the bracelet" "TandiDialogue">><<set $TandiDialogue to "SuppressBracelet">><</link>><br><</if>>
<<DialogueSpokenSecretKnown "Tandi" "RemoveBracelet">>
<<if _Discussed is false>><<link "Ask how to remove the bracelet" "TandiDialogue">><<set $TandiDialogue to "RemoveBracelet">><</link>><br><</if>>
<</if>>
<<elseif _MarjorieBraceletWorn is true>>
<<DialogueSpokenSecretKnown "Tandi" "ShowMarjorieBracelet">>
<<if _Discussed is false>><<link "Show her your bracelet from Hearts" "TandiDialogue">><<set $TandiDialogue to "ShowMarjorieBracelet">><</link>><br><</if>>
<<if _QuestState gte 3>>
<<DialogueSpokenSecretKnown "Tandi" "SuppressBracelet">><<DialogueUnlockCheck "Tandi" "SuppressBracelet">>
<<if _Discussed is false and _DialogueUnlockCheck is true>><<link "Ask if there’s a way to suppress the bracelet" "TandiDialogue">><<set $TandiDialogue to "SuppressBracelet">><</link>><br><</if>>
<</if>>
<</if>>
<<DialogueUnlockCheck "Tandi" "TheodoreTrips">><<DialogueSpokenSecretKnown "Tandi" "TheodoreTrips">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask if she knows where Theodore goes in the evening" "TandiDialogue">><<set $TandiDialogue to "TheodoreTrips">><</link>><br><</if>>
<<DialogueUnlockCheck "Tandi" "MoreBottles">><<DialogueSpokenSecretKnown "Tandi" "MoreBottles">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about Theodore’s potions" "TandiDialogue">><<set $TandiDialogue to "MoreBottles">><</link>><br><</if>>
/* Hearts chain mirrored from the Red Room VIP hub (ruled 2026-08-25) - same gates, shared location-neutral cases. Serves players whose bracelet transfer moved Tandi out before (or mid-way through) the Hearts pitch. */
<<QuestState "Quest27">><<DialogueSpokenSecretKnown "Tandi" "HeartsTeacher">>
<<if _QuestState gte 0 and _Discussed is false>><<link "Ask who is teaching the ritual spell" "TandiDialogue">><<set $TandiDialogue to "HeartsTeacher">><</link>><br><</if>>
<<DialogueUnlockCheck "Tandi" "HeartsAce">><<DialogueSpoken "Tandi" "HeartsAce">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about the Ace of Hearts" "TandiDialogue">><<set $TandiDialogue to "HeartsAce">><</link>><br><</if>>
<<DialogueUnlockCheck "Tandi" "TandiHeartTattoo">><<DialogueSpoken "Tandi" "HeartsTattoo">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about her tattoo" "TandiDialogue">><<set $TandiDialogue to "HeartsTattoo">><</link>><br><</if>>
<<DialogueUnlockCheck "Tandi" "TandiTransform">><<InventoryCheckSelf "TandiPersonalPhoto">>
<<if _DialogueUnlockCheck is true and _InventoryCheckSelf is false>><<link "Ask about transforming into her" "TandiDialogue">><<set $TandiDialogue to "HeartsTransform">><</link>><br><</if>>
<<TandiJoinCovenCheck>>
<<if _TandiJoinCovenCheck is true>><<link "Ask Tandi to join your coven" "TandiDialogue">><<set $TandiDialogue to "JoinCoven">><</link>><br><</if>>
<<link "Say goodbye and leave her alone" "TandiCaravan">><<EndConversation "Tandi">><</link>>You step up to the door of the caravan with the Penny Farthing stencilled on its side. Pigeons circle in the air, perching on the edge of the roof. The windows are dirty and dark. You can’t see inside.<br>
<br>
<<NPCLocationCheck "Tandi">>
<<if _NPCLocationCheck is "TandiCaravan">>
Rapping your knuckles on the door, you wait. Momentarily you hear something from the other side of the door.<br>
<br>
A latch is unfastened and then the door flies open. Tandi looks back out at you. Her eyes sparkle at seeing you standing there. “Oh, <<TrueName "Current">>,” she says, almost excitedly. “How nice of you to pop by. Why don’t you come on in?”<br>
<br>
She steps back into the caravan, leaving the door open.<br>
<br>
<<ActionsHeader>>
<<link "Enter Tandi’s caravan" "TandiCaravan">><</link>>
<<else>>
Rapping your knuckles on the door, you wait. No answer. You try again. Nothing. Out of frustration, you try the handle. Locked. Though you remember seeing keys hanging in the Caretaker’s cabin...<br>
<<NPCKnowsThisForm "Theodore">>
<<if _NPCKnowsThisForm is false>>
<br>
"Hey!" you hear a timid voice shout. "Get away from there!"<br>
<br>
You look over to the voice to see the face that had been watching you, now leaning out of a window. From the brief glance you get, you see a young man with scraggly hair.<br>
<br>
At meeting your eyes, he leaps back behind the net curtains. The window slams back shut.<br>
<br>
You remember the caretaker's words. This must be Theodore.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the communal area" "MistyFallsCommunalArea">><<LocationKnown "TheodoresCaravan">><</link>>
<</if>><b>Theodore's Caravan</b><br>
<<if setup.period[$periodCurrent] is "Evening" or setup.period[$periodCurrent] is "Night">>
<img src="./images/Theodore_Caravan_night.png"><br>
<<else>>
<img src="./images/Theodore_Caravan.png"><br>
<</if>>
<br>The chaos inside is in direct contrast to the order and well maintained exterior. Glass bottles line countertops, every wall full with pinboards and notes. A bulky computer rests on the table, green code half written.<br>
<<CheckFirst "TheodoreVisited">>
<<if _CheckFirst is false and $NPCPresent.includes("Theodore")>>
<br>Theodore stands in the centre of the cramped room, his eyes wandering everywhere they can spot that means they aren’t directed at you. Behind him, you see the clutter from a person who spends too much time inside. In spite of the oddities and objects, you notice a lack of litter or rubbish on display. For all the mess, you can almost see an order behind it all, if viewed through the eyes of a recluse.<br>
<<elseif $NPCPresent.includes("Theodore")>>
<br>Theodore stands in the centre of the cramped room, his eyes wandering everywhere they can spot that means they aren't directed at you.<br>
<</if>>
<br>
<<ActionsHeader>>
<<if $NPCPresent.includes("Theodore")>><<link "Talk to Theodore" "TheodoresCaravanTheodoreDialogue0">><<AddFirst "TheodoreVisited">><</link>><br><</if>>
<<link "Look at the maps" "TheodoresCaravanObjects">><<AddFirst "TheodoreVisited">><<set $TheodoresCaravanObjects to "Maps">><</link>><br>
<<link "Look at the bottles" "TheodoresCaravanObjects">><<AddFirst "TheodoreVisited">><<set $TheodoresCaravanObjects to "Bottles">><</link>><br>
<<link "Look at the pinboard" "TheodoresCaravanObjects">><<AddFirst "TheodoreVisited">><<set $TheodoresCaravanObjects to "Pinboard">><</link>><Br>
<<link "Leave the caravan" "MistyFallsCommunalArea">><<AddFirst "TheodoreVisited">><</link>><<switch $TheodoresCaravanObjects>>
<<case "Maps">>
Your eyes drift over the maps taped to the wall. One is a street map of Charlton. Another is a topographical illustration of everything in the vicinity of the town. Areas of interest have been circled in red pen. You recognise a few instantly. The school. The library. A small circle with a question mark hovering over it, directly above Thompson’s Repair shop.<Br>
<bR>
Then, surrounding the town, more circles. Misty Falls is one. <<TheodoreCaravanLocations>> Others you don’t recognise. And in the right corner is a cross, struck across what looks to be a valley outside of town.<Br>
<bR>
Your eyes narrow. String is pinned to the map, sliding across points of interest, but their meaning eludes you.<br>
<br>
<<ActionsHeader>>
<<StatCheckIntelligence "gt" 60>>
<<set _StatIntelligenceProbability to _StatIntelligenceProbability + " Try to understand the meaning behind the maps">>
<<DailyVariableCheck "TheodoreMapsStudied">>
<<if _DailyVariableCheck is true>>
<s>Try to understand the meaning behind the maps</s> - <i>You should try again another day</i><br>
<<elseif _StatCheckIntelligence is true>><<link _StatIntelligenceProbability "TheodoresCaravanObjects">><<set $TheodoresCaravanObjects to "MapsDeducePass">><</link>><br>
<<else>><<link _StatIntelligenceProbability "TheodoresCaravanObjects">><<set $TheodoresCaravanObjects to "MapsDeduceFail">><<Intelligence 1>><<DailyVariableAdd "TheodoreMapsStudied">><</link>><br><</if>>
<<link "Move away from the maps" "MistyFallsTheodoresCaravan">><<set $TheodoresCaravanObjects to undefined>><</link>>
<<case "MapsDeducePass">>
Your eyes linger on the string and circles, looking for a pattern. The cross seems to be key. String seems to intersect the map at random, with one exception. The cross is one end of more than one piece.<br>
<br>
Then it dawns on you. He’s trying to connect the circled locations to the cross. The pattern is incomplete, but you can extrapolate out that if more locations were added, additional string could be added to at least tie the circles back to the cross.<br>
<br>
You look for a moment longer, trying to deduce where those additional points may be. The choices are too vast to narrow down, however. You find yourself picking a dozen places outside Charlton that could be points of interest.<br>
<br>
The fact remains, however, that Theodore presumably believes that the circled locations all have connections to the place marked with a cross. And based on those you recognise, you can deduce something. That each of those circles represents a place connected to magic.<br>
<<NPCLocationCheck "Theodore">>
<<if _NPCLocationCheck is "MistyFallsTheodoresCaravan">>
<br>
Theodore coughs from behind. You glance back at him and catch him watching you with concern. “Just maps,” he says quietly.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Move away from the maps" "MistyFallsTheodoresCaravan">><<set $TheodoresCaravanObjects to undefined>><<RumourLearned "TheodoreCross">><</link>>
<<case "MapsDeduceFail">>
Your eyes linger on the string and circles, looking for a pattern. Nothing leaps out to you. One piece of string connects one circle to the other, whilst another cuts across the map without passing near.<br>
<br>
It feels like there should be a pattern. Or at least, the string infers there is one hidden. But try as you might, you can’t see it. Almost like you imagine Theodore does, you stare at it for too long, hoping that it will reveal its secrets.<br>
<<NPCLocationCheck "Theodore">>
<<if _NPCLocationCheck is "MistyFallsTheodoresCaravan">>
<br>
Theodore coughs from behind. You glance back at him and catch him watching you with concern. “Just maps,” he says quietly.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Move away from the maps" "MistyFallsTheodoresCaravan">><<set $TheodoresCaravanObjects to undefined>><</link>>
<<case "Bottles">>
<<if $current.female is true>>
You look over the bottles that line the walls of the caravan. The first thing you notice is the bottles are old. They are made of tinted glass that colours any liquid resting inside.<br>
<bR>
And the second thing is that any liquid inside them glows with magic.<bR>
<br>
Not all of them. And not all of them to the same potency. But you see it as clearly as you see the bottle itself. The yellow-amber illumination of power, shining brightly in the mundane light. Some bottles have a distant flicker. A few glow like a miniature sun.<Br>
<<NPCLocationCheck "Theodore">>
<<if _NPCLocationCheck is "MistyFallsTheodoresCaravan">>
<br>“What are you looking at?” You hear Theodore’s voice say from behind you. Turning, you see his eyes flick over to the bottles, then back to you, eyes narrowing.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Move away from the bottles" "MistyFallsTheodoresCaravan">><<set $TheodoresCaravanObjects to undefined>><<RumourLearned "Theodore">><</link>>
<<else>>
You look over the bottles that line the walls of the caravan. The bottles are old. They are made of tinted glass that colours any liquid resting inside.<br>
<bR>
You pause, looking over them. They could be any number of things. Homebrew. Herbal medicine. You briefly consider how much of a shut-in Theodore is and your mind goes to bodily functions before you can stop it.<br>
<br>
Still. This is Charlton. A niggle preys on your mind. If only you could sense magic.<Br>
<<NPCLocationCheck "Theodore">>
<<if _NPCLocationCheck is "MistyFallsTheodoresCaravan">>
<br>“What are you looking at?” You hear Theodore’s voice say from behind you. Turning, you see his eyes flick over to the bottles, then back to you, eyes narrowing.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Move away from the bottles" "MistyFallsTheodoresCaravan">><<set $TheodoresCaravanObjects to undefined>><</link>>
<</if>>
<<case "Pinboard">>
You glance over at the pinboards, eying the contents. It’s tough to see through the chaos. Pinned to the cork are scribbled notes, torn receipts, clippings from the Charlton Gazette. Theodore seems to be tracking something, but it's not easy to see a common thread.<Br>
<br>
One thing stands out. In the corner by the computer is a faded photograph of a woman.<Br>
<br>
<<ActionsHeader>>
<<StatCheckIntelligence "gt" 70>>
<<set _StatIntelligenceProbability to _StatIntelligenceProbability + " Try to deduce Theodore's chaos">>
<<DailyVariableCheck "TheodorePinboardStudied">>
<<if _DailyVariableCheck is true>>
<s>Try to deduce Theodore's chaos</s> - <i>You should try again another day</i><br>
<<elseif _StatCheckIntelligence is true>><<link _StatIntelligenceProbability "TheodoresCaravanObjects">><<set $TheodoresCaravanObjects to "PinboardDeducePass">><</link>><br>
<<else>><<link _StatIntelligenceProbability "TheodoresCaravanObjects">><<set $TheodoresCaravanObjects to "PinboardDeduceFail">><<Intelligence 1>><<DailyVariableAdd "TheodorePinboardStudied">><</link>><br><</if>>
<<link "Inspect the photo" "TheodoresCaravanObjects">><<set $TheodoresCaravanObjects to "TheodoreTandiPhoto">><</link>><Br>
<<link "Move away from the pinboard" "MistyFallsTheodoresCaravan">><<set $TheodoresCaravanObjects to undefined>><</link>>
<<case "PinboardDeducePass">>
Surveying the notes, newspaper clippings and receipts pinned to the board, you look for some kind of meaning. The handwritten notes are almost illegible, even when they haven’t been vigorously scribbled out.<br>
<br>
The receipts are from a dozen different places in neighbouring towns and counties. The only one with a Charlton address is ‘Clement Pharmaceuticals Ltd.’<br>
<br>
<<LocationKnownCheck "OldPetesPharmacy">>
<<if _LocationKnownCheck is true>>
You recognise the address at the bottom of the receipt. It’s for Old Pete’s pharmacy.<br>
<<else>>
The address is for a shop near the town hall. You rack your brains, trying to recall what’s around there. A pharmacy maybe?<br>
<</if>>
<br>
The clippings from the Charlton Gazette are even harder to deduce. Each is an article about a member of the community achieving something. Be it a business success, a local award, or a win at the flower show, the common thread is each has a picture of the winner, surrounded by their family.<br>
<br>
You observe the cuttings for a moment longer. At the families. Two adults. Two children. Never older than ten. A perfect nuclear family.<br>
<br>
<<ActionsHeader>>
<<link "Move away from the pinboard" "MistyFallsTheodoresCaravan">><<set $TheodoresCaravanObjects to undefined>><<LocationKnown "OldPetesPharmacy">><</link>>
<<case "PinboardDeduceFail">>
Surveying the notes, newspaper clippings and receipts pinned to the board, you look for some kind of meaning. The handwritten notes are almost illegible, even when they haven’t been vigorously scribbled out.<br>
<br>
The receipts aren’t detailed. You can’t tell what Theodore has bought. And the connection between the newspaper clippings are even harder to deduce. Each is an article about a member of the community achieving something. Be it a business success, a local award, or a win at the flower show, the common thread is each has a picture of the winner, surrounded by their family. But try as you might, you can’t see the connection between the achievements.<br>
<br>
<<ActionsHeader>>
<<link "Move away from the pinboard" "MistyFallsTheodoresCaravan">><<set $TheodoresCaravanObjects to undefined>><</link>>
<<case "TheodoreTandiPhoto">>
The woman in question is young and pretty, her innocent face framed by her brunette hair.<Br>
<br>
<center><img src="./images/TandiPersonalPhoto.png"></center><br>
<<NPCLocationCheck "Theodore">>
<<if _NPCLocationCheck is "MistyFallsTheodoresCaravan">>
<br>
“That’s Tandi,” Theodore tells you from behind. “From before.”<br>
<bR>
“Before what?” you ask.<br>
<bR>
“Before,” he says again. “She looks a little different now.”<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to Theodore's caravan" "MistyFallsTheodoresCaravan">><<set $TheodoresCaravanObjects to undefined>><</link>>
<</switch>><<StartConversation "Theodore" "MistyFallsTheodoresCaravan">>
<<if $TheodoreDialogue is undefined>>
<<if $current.avatar is "Annie">>
Theodore glances up from the floor as you turn to face him. He smiles bashfully. “Hi Annie.”<Br>
<<elseif $current.female is true>>
Theodore glances up from the floor as you turn to face him. He smiles bashfully. "Hi."<br>
<<else>>
Theodore doesn't look up at you, staring down at the stained carpet on the floor.<br>
<</if>>
<<else>>
Theodore’s eyes remain on the floor, creeping up momentarily as if to check if you’re still here.<br>
<</if>>
<br>
<<ActionsHeader>>
<<DialogueSpoken "Theodore" "TandiWhereabouts">><<QuestState "Quest22">>
<<if _QuestState gte 0 and _Discussed is false>><<link "Ask about Tandi’s whereabouts" "TheodoreDialogue">><<set $TheodoreDialogue to "TandiWhereabouts">><<DialogueDone "Theodore" "TandiWhereabouts">><</link>><br><</if>>
<<DialogueSpoken "Theodore" "HimAndTandi">>
<<if _Discussed is false>><<link "Ask about him and Tandi" "TheodoreDialogue">><<set $TheodoreDialogue to "HimAndTandi">><<DialogueDone "Theodore" "HimAndTandi">><</link>><br><</if>>
<<DialogueSpoken "Theodore" "TandiCaravanKey">>
<<if _Discussed is false>><<link "Ask about the key to Tandi’s caravan" "TheodoreDialogue">><<set $TheodoreDialogue to "TandiCaravanKey">><<DialogueDone "Theodore" "TandiCaravanKey">><</link>><br><</if>>
<<QuestOptionCheck "Quest22" 0 "penny_farthing">><<InventoryCheckSelf "TandiPennyFarthing">>
<<if _QuestOptionCheck is true and _InventoryCheckSelf is true>><<link "Ask him about the Penny Farthing coin" "TheodoreDialogue">><<set $TheodoreDialogue to "PennyFarthing">><<DialogueDone "Theodore" "PennyFarthing">><</link>><br><</if>>
<<DialogueSpoken "Theodore" "ThompsonsRepairs">>
<<if _Discussed is false>><<link "Ask about Thompson’s Repairs" "TheodoreDialogue">><<set $TheodoreDialogue to "ThompsonsRepairs">><<DialogueDone "Theodore" "ThompsonsRepairs">><</link>><br><</if>>
<<TaskState "Task10">><<InventoryCheckSelf "TheodoreRentMoney">>
<<if _TaskState is "active" and _InventoryCheckSelf is false>><<link "Bring up the unpaid rent" "TheodoreDialogue">><<set $TheodoreDialogue to "FriendPayRent">><</link>><br><</if>>
<<BraceletWorn>><<QuestState "Quest39">><<DialogueSpoken "Theodore" "AskBracelet">>
<<if _QuestState gte 3 and _BraceletWorn is true and _Discussed is false>><<link "Ask him about the bracelet" "TheodoreDialogue">><<set $TheodoreDialogue to "AskBracelet">><</link>><br><</if>>
<<DialogueUnlockCheck "Theodore" "AskForBottle">><<DialogueSpoken "Theodore" "AskForBottle">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask for the bottle" "TheodoreDialogue">><<set $TheodoreDialogue to "AskForBottle">><</link>><br><</if>>
<<DialogueUnlockCheck "Theodore" "MoreBottles">><<DialogueSpoken "Theodore" "MoreBottles">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask if he can get more bottles" "TheodoreDialogue">><<set $TheodoreDialogue to "MoreBottles">><</link>><br><</if>>
<<RumourCheckSelf "Theodore">>
<<if _RumourCheckSelf is true>><<link "Ask about the bottles" "TheodoreDialogue">><<set $TheodoreDialogue to "Bottles">><</link>><br><</if>>
<<RumourCheckSelf "TheodoreCross">>
<<if _RumourCheckSelf is true>><<link "Ask about the cross on the map" "TheodoreDialogue">><<set $TheodoreDialogue to "CrossOnMap">><</link>><br><</if>>
<<link "Say goodbye and leave him alone" "MistyFallsCommunalArea">><<EndConversation "Theodore">><</link>><b>Misty Falls Caravan Park - Caretaker's Cabin</b><br>
<img src="./images/MistyFalls_Cabin.png"><br>
<br>A small and dilapidated room that can only be called an office due to the grimy furniture housed within. An open key shelf is set against one wall. A desk takes up most of the room, with its unemptied ash tray the source of the smoke and smell that hangs inside.<br>
<br>
<<DailyVariableCheck "CharlieAsleep">>
<<if _DailyVariableCheck is true and $NPCPresent.includes("Charlie")>>
The caretaker is still soundly asleep on his desk, snoring like an elephant.<br>
<br>
<<ActionsHeader>>
<<link "Return to the communal area" "MistyFallsCommunalArea">><</link>><br>
<<elseif $NPCPresent.includes("Charlie")>>
<<NPCKnowsThisForm "Charlie">>
<<if _NPCKnowsThisForm is true>>
The caretaker looks up at you from the table as you enter, wincing at the interruption. “Back again?”<br>
<<else>>
As you enter, you see a man look up from behind the desk. He’s thin, wiry even. Aging beyond his years, his receding dark hair is covered by a hat. Two beady eyes look at you with suspicion as you walk in.<br>
<br>
“Yeah?” he says.<br>
<br>
When you don’t answer, he takes a drag off a cigarette before returning it to the ash tray. “You looking for someone? Or needing to stay?”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Talk to the caretaker" "MistyFallsCharlieDialogue0">><<NPCKnown "Charlie">><</link>><br>
<<link "Return to the communal area" "MistyFallsCommunalArea">><<NPCKnown "Charlie">><</link>><br>
<<else>>
<<ActionsHeader>>
<<link "Return to the communal area" "MistyFallsCommunalArea">><</link>><br>
<</if>><<StartConversation "Charlie" "MistyFallsCabin">>
<<Checkrelationship _NPC>>
<<if _Relationship is 0>>
The caretaker looks at you with a scowl. “Get out,” he grunts, eying the door.<br>
<<elseif _Relationship is 3>>
Charlie smiles knowingly as he looks at you, irritation drained from his face. He waits, eyeing you with interest.<br>
<<else>>
The caretaker regards you impatiently, waiting for you to speak.<br>
<</if>>
<br>
<<ActionsHeader>>
<<if _Relationship is 0>>
<<link "Say goodbye and exit the cabin" "MistyFallsCommunalArea">><<EndConversation "Charlie">><</link>>
<<else>>
<<DialogueSpoken "Charlie" "Tandi">>
<<if _Discussed is false>><<link "Ask about Tandi" "CharlieDialogue">><<set $CharlieDialogue to "Tandi">><<DialogueDone "Charlie" "Tandi">><</link>><br><</if>>
<<DialogueSpoken "Charlie" "TheodoreWatching">><<DialogueUnlockCheck "Charlie" "TheodoreWatching">>
<<if _Discussed is false and _DialogueUnlockCheck is true>><<link "Ask about the face in the caravan" "CharlieDialogue">><<set $CharlieDialogue to "TheodoreWatching">><<DialogueDone "Charlie" "TheodoreWatching">><</link>><br><</if>>
<<DialogueSpoken "Charlie" "TheodoreTrips">><<DialogueUnlockCheck "Charlie" "TheodoreTrips">>
<<if _Discussed is false and _DialogueUnlockCheck is true>><<link "Ask if he knows where Theodore goes in the evening" "CharlieDialogue">><<set $CharlieDialogue to "TheodoreTrips">><<DialogueDone "Charlie" "TheodoreTrips">><</link>><br><</if>>
<<LocationKnownCheck "TandisCaravan">><<DialogueSpoken "Charlie" "TandiKey">>
<<if _Discussed is false and _LocationKnownCheck is true>><<link "Ask about borrowing Tandi’s key" "CharlieDialogue">><<set $CharlieDialogue to "TandiKey">><<DialogueDone "Charlie" "TandiKey">><</link>><br><</if>>
<<Flag "FirepitPhotosKnown">><<DialogueSpoken "Charlie" "Firepit">>
<<if _Discussed is false and _FlagReturn is true>><<link "Ask about the firepit" "CharlieDialogue">><<set $CharlieDialogue to "Firepit">><<DialogueDone "Charlie" "Firepit">><</link>><br><</if>>
<<TaskState "Task10">><<InventoryCheckSelf "TandisCaravanKey">>
<<if _TaskState is "active" and _InventoryCheckSelf is false>>
<<SpellsCheckSelf "Charm">><<CharmedCheck "Charlie">><<DailyVariableCheck "CharlieSpellCoolOff">>
<<if _SpellsCheckSelf is true and $current.female is true and _Charmed is false>>
<<if _DailyVariableCheck is true>><s>[Charm] Cast Charm on him to get the key</s> - <I>You should wait a day before trying this spell again</i><br>
<<else>><<link "[Spell: Charm] Cast Charm on him to get the key" "CharlieDialogue">><<set $CharlieDialogue to "CharmKey">><</link>><br><</if>>
<</if>>
<<SpellsCheckSelf "SleepForget">>
<<if _SpellsCheckSelf is true and $current.female is true>>
<<if _DailyVariableCheck is true>><s>[Sleep & Forget] Cast Sleep & Forget to get the key</s> - <I>You should wait a day before trying this spell again</i><br>
<<else>><<link "[Spell: Sleep & Forget] Cast Sleep & Forget to get the key" "CharlieDialogue">><<set $CharlieDialogue to "SleepKey">><</link>><br><</if>>
<</if>>
<<StatCheckAssertive "gt" 70>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to intimidate him to get the key">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "CharlieDialogue">><<set $CharlieDialogue to "AssertivePassKey">><</link>><br>
<<else>><<link _StatAssertiveProbability "CharlieDialogue">><<set $CharlieDialogue to "AssertiveFailKey">><<Assertive 1>><</link>><br><</if>>
<<StatCheckOrientation "gt" 70 "flirt">>
<<if $current.female is true>>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to flirt with him to get the key">>
<<if _StatCheckOrientation is true>><<link _StatOrientationProbability "CharlieDialogue">><<set $CharlieDialogue to "FlirtPassKey">><</link>><br>
<<else>><<link _StatOrientationProbability "CharlieDialogue">><<set $CharlieDialogue to "FlirtFailKey">><<Orientation 1>><</link>><br><</if>>
<</if>>
<</if>>
/* Rent hand-in sits OUTSIDE the key block - the task is the rent (the key is just Charlie's payment), so it must stay deliverable when the key was won another way (those routes don't complete Task10) */
<<TaskState "Task10">><<InventoryCheckSelf "TheodoreRentMoney">>
<<if _TaskState is "active" and _InventoryCheckSelf is true>><<link "Give him Theodore’s unpaid rent" "CharlieDialogue">><<TaskTracker "Task10" "complete">><<set $CharlieDialogue to "TheodoreRent">><</link>><br><</if>>
<<link "Say goodbye and exit the cabin" "MistyFallsCommunalArea">><<EndConversation "Charlie">><</link>>
<</if>><<widget "TheodoreCaravanLocations">>
<<set _locations to []>>
<<LocationKnownCheck "RedRoom">><<if _LocationKnownCheck is true>><<run _locations.push("The Red Room")>><</if>>
<<LocationKnownCheck "FatGordonsCircus">><<if _LocationKnownCheck is true>><<run _locations.push("Fat Gordon's Carnival")>><</if>>
<<LocationKnownCheck "AceOfHearts">><<if _LocationKnownCheck is true>><<run _locations.push("The Ace of Hearts")>><</if>>
<<if _locations.length gt 0>><<print _locations.join(". ") + ".">><</if>>
<</widget>>
<<widget "TandiCaravanActions">>
<<AddFirst "TandiCaravanVisited">>
<<NPCLocationCheck "Tandi">>
<<if $TandiCaravanPhotoWard is undefined>>
<<if _NPCLocationCheck isnot "TandiCaravan">>
<<if $TandiCaravanPhoto is undefined>>
<<set $TandiCaravanPhoto to 1>>
<<else>>
<<set $TandiCaravanPhoto += 1>>
<</if>>
<<if $TandiCaravanPhoto gte 4>>
<<Assertive -1>>
<</if>>
<</if>>
<<else>>
<<set $TandiCaravanPhoto to undefined>>
<</if>>
<<if _NPCLocationCheck is "TandiCaravan">><<AddFirst "TandiCaravanVisitedTandi">><</if>>
<</widget>>
<<widget "TandiCaravanExit">>
<<AddFirst "TandiCaravanVisited">>
<<if $TandiCaravanPhoto isnot undefined and $TandiCaravanPhotoWard is undefined>>
<<DailyVariableAdd "TandiCaravanScared">>
<<set $TandiCaravanPhoto to undefined>>
<</if>>
<<NPCLocationCheck "Tandi">>
<<if _NPCLocationCheck is "TandiCaravan">><<AddFirst "TandiCaravanVisitedTandi">><</if>>
<</widget>><b>Old Pete's Pharmacy</b><br>
<<if setup.period[$periodCurrent] is "Evening" or setup.period[$periodCurrent] is "Night">>
<img src="./images/OldPetesPharmacy_night.png"><br>
<<else>>
<img src="./images/OldPetesPharmacy.png"><br>
<</if>>
<br>A warmly lit pharmacy lined with dark wooden shelving and neatly arranged medicines. An open door leads to the staff areas at the back.<br>
<<include "EventsOldPetesPharmacy">>
<<if _currentEvent is undefined>>
<<CheckFirst "OldPetesPharmacyVisited">>
<<if _CheckFirst is false>>
<br>
The bell above the door rings as you move through the door. You stand in the entrance, taking in the sight.<br>
<br>
Floor to ceiling shelves line one end of the shop, bursting with medicine boxes and bottles. A spinning rack is full of aging comics, whilst a rack has leaflets and pamphlets mixing health advice with tourism adverts. A jar on the counter is full of sweets of various shapes and sizes.<br>
<br>
<<if $current.female is true>>
And standing out above everything else, the bottles behind the counter bristle with magic. None of them, you note, are branded in any way you recognise. Almost as if each prescription is bespoke.<br>
<<else>>
And standing out above everything else, are the bottles behind the counter. None of them, you note, are branded in any way you recognise. Almost as if each prescription is bespoke.<br>
<</if>>
<</if>>
<<if $NPCPresent.includes("Teresa")>>
<<NPCKnownCheck "Teresa">>
<br>
<<if _NPCKnownCheck is true>>
Teresa moves back and forth behind the counter, looking at the boxes and bottles on the shelves as she runs a finger down a checklist on her clipboard.<br>
<<else>>
A woman whose grey hair unnaturally ages her moves back and forth behind the counter, looking at the boxes and bottles on the shelves as she runs a finger down a checklist on her clipboard.<br>
<</if>>
<</if>>
<<NPCLocationCheck "Pete">>
<<if _NPCLocationCheck is "OldPetesPharmacyOffice">>
<<NPCKnownCheck "Pete">>
<br>
<<if _NPCKnownCheck is true>>
And through the back, you see Old Pete shuffling past the door, glancing out when he sees you.<br>
<<else>>
And through the back, you see an elderly man with a hunched back shuffling past the door, glancing out when he sees you.<br>
<</if>>
<</if>>
<<if $NPCPresent.includes("Dexter")>>
<<DailyVariableCheck "DexterStealing">>
<<set _DexterLeaveCheck to turns() - 1>>
<<if _DailyVariableCheck is true and _DexterLeaveCheck gte $DexterTimerBase>>
<br>
“Got to go, ma,” you hear Dexter mutter as he releases his grip on the counter and sways backwards towards the door.<br>
<br>
“See you later this evening,” comes the reply from behind the counter. Dexter grins vacantly as he brushes past you, jumping a little at the unintended contact. He waves his hands in front of you. “You sparkle.”<br>
<br>
The bell above the door rings out and Dexter steps out into the street.<br>
<<SetNPCLocation "Dexter" $dayCurrent $periodCurrent "TownSquare">>
<<else>>
<<NPCKnownCheck "Dexter">>
<br>
<<if _NPCKnownCheck is true>>
Dexter Chester lingers near the entrance, using the counter to keep himself upright. When he looks at you he gives you a slack grin. His eyes are glazed over.<br>
<<else>>
Near the entrance, a teenage boy leans on the counter with a little more pressure than is necessary. He turns to look at you and he smiles, eyes glazed. You recognise him from Charlton School. Dexter Chester, isn’t he?<br>
<</if>>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<if $NPCPresent.includes("Teresa")>>
<<NPCKnownCheck "Teresa">>
<<if _NPCKnownCheck is true>>
<<link "Talk to Teresa" "OldPetesPharmacyTeresaDialogue0">><<StartConversation "Teresa" "OldPetesPharmacy">><<AddFirst "OldPetesPharmacyVisited">><<if $NPCPresent.includes("Dexter")>><<NPCKnown "Dexter">><</if>><<EventTrigger "OldPetesPharmacy" "DexterSteal" null "Dexter" null null null null true>><</link>><br>
<<else>>
<<link "Talk to the woman at the counter" "OldPetesPharmacyTeresaDialogue0">><<StartConversation "Teresa" "OldPetesPharmacy">><<AddFirst "OldPetesPharmacyVisited">><<if $NPCPresent.includes("Dexter")>><<NPCKnown "Dexter">><</if>><<EventTrigger "OldPetesPharmacy" "DexterSteal" null "Dexter" null null null null true>><</link>><br>
<</if>>
<</if>>
<<if $NPCPresent.includes("Dexter")>>
<<link "Talk to Dexter" "OldPetesPharmacyDexterDialogue0">><<StartConversation "Dexter" "OldPetesPharmacy">><<NPCKnown "Dexter">><<AddFirst "OldPetesPharmacyVisited">><<EventTrigger "OldPetesPharmacy" "DexterSteal" null "Dexter" null null null null true>><</link>><br>
<</if>>
<<StealOptionCheck>>
<<if _StealOptionCheck is true>><<link "Try to steal medicine" "OldPetesPharmacySteal">><<AddFirst "OldPetesPharmacyVisited">><</link>><br><</if>>
<<link "Leave Old Pete’s pharmacy" "TownSquare">><<AddFirst "OldPetesPharmacyVisited">><<EventTrigger "OldPetesPharmacy" "DexterSteal" null "Dexter" null null null null true>><</link>>
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<if _currentEvent is "DexterSteal">>
<br>
<<CheckFirst "DexterStealScene">>
<<if _CheckFirst is false>>
<<NPCKnownCheck "Teresa">>
<<if _NPCKnownCheck is true>>
As you watch Teresa moving along the stretch of the counter, Dexter leans over and points. “There’s something missing from there, ma,” he drawls. “There.”<br>
<br>
Teresa looks to where he’s pointing and notices a gap in the shelves. She hurries over and checks her clipboard. “Cod liver oil,” she mutters. “No wonder, with all the runny noses going around. Thank you, Dexter.”<br>
<<else>>
As you watch the woman behind the counter move back and forth, Dexter leans over and points. “There’s something missing from there, ma,” he drawls. “There.”<br>
<br>
She looks to where he’s pointing and notices a gap in the shelves. “Cod liver oil,” she mutters as she checks her clipboard. “No wonder, with all the runny noses going around. Thank you, Dexter.”<br>
<</if>>
<br>
He cracks a smile as she rushes back towards the back door. As soon as she steps through it Dexter is standing straight, skirting around the counter with the agility of a fox. His hands quickly flutter over the prescriptions, finding a bottle that somehow disappears up his baggy jumper.<br>
<<if $current.female is true>>
<br>
Yet even through the woollen fabric, you can see the shimmering of the magical pills inside the bottle. Whatever he’s picked, it radiates with magic.<br>
<</if>>
<br>
<<NPCKnownCheck "Teresa">>
<<if _NPCKnownCheck is true>>
He grins at you as he moves back to his position against the counter. Teresa emerges from the back rooms a moment later, her hands full of bottles. She stacks them in the empty spot. “There. Much better. Thank you again, Dexter.”<br>
<<else>>
He grins at you as he moves back to his position against the counter. The counter woman emerges from the back rooms a moment later, her hands full of bottles. She stacks them in the empty spot. “There. Much better. Thank you again, Dexter.”<br>
<</if>>
<br>
“No problem, ma,” he murmurs, holding a finger to his lip when he sees you watching.<br>
<<else>>
<<NPCKnownCheck "Teresa">>
<<if _NPCKnownCheck is true>>
“Missing something there, ma,” Dexter tells Teresa as she moves back and forth. Sure enough, when she disappears out to the back room to get some more stock, Dexter sneaks behind the counter and takes another medicine bottle down.<br>
<<else>>
“Missing something there, ma,” Dexter tells the woman as she moves back and forth. Sure enough, when she disappears out to the back room to get some more stock, Dexter sneaks behind the counter and takes another medicine bottle down.<br>
<</if>>
<br>
<<if $current.female is true>>
As he moves back around the counter, he grins at you. You see through his fraying jumper the yellow-amber glow of arcane matter, emanating from inside the stolen bottle.<br>
<<else>>
As he moves back around the counter, he grins at you. You see the bottle hidden beneath the fraying jumper, barely noticeable.<br>
<</if>>
<br>
<<NPCKnownCheck "Teresa">>
<<if _NPCKnownCheck is true>>
Teresa is on the shop floor seconds later. She slides a carton of medicine into the empty spot, then takes a step back to admire her work. “Thank you, Dexter. You’re such an observant boy.”<br>
<<else>>
The shop assistant is on the floor seconds later. She slides a carton of medicine into the empty spot, then takes a step back to admire her work. “Thank you, Dexter. You’re such an observant boy.”<br>
<</if>>
<br>
“No problem, ma,” he murmurs, holding a finger to his lip when he sees you watching.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the pharmacy" "OldPetesPharmacy">><<NPCKnown "Dexter">><<AddFirst "OldPetesPharmacyVisited">><<AddFirst "DexterStealScene">><<set $DexterTimerBase to turns()>><<DailyVariableAdd "DexterStealing">><<EventsCheckEnd "OldPetesPharmacy" "DexterSteal">><</link>>
<</if>><b>Old Pete's Pharmacy - Office</b><br>
<br>The staff areas at the back of the pharmacy.<br><<if $TeresaDialogue is undefined>>
<<NPCKnownCheck "Teresa">>
<<if _NPCKnownCheck is false>>
You step up to the counter, smiling politely as you catch the shop assistant's eye. She can’t be any more than forty, but her hair is greying and crinkled, in spite of being kept up in a tight bun. You see the cracks around her eyes. She looks tired.<br>
<br>
“Hello,” she says when she sees you. She forces a smile. You don’t sense any malice towards you. More that she hasn’t got the energy to be naturally joyful. “Can I help you?”<br>
<br>
You smile back, noting the name tag on her red cardigan. “Teresa Chester.”<br>
<<NPCKnown "Teresa">>
<<else>>
You step up to the counter, smiling politely as you catch Teresa’s eye. “Hello,” she says with a tired smile. “Can I help you?”<br>
<</if>>
<<else>>
Teresa pauses with her constant stock check, looking back to you waiting for you to speak.<br>
<</if>>
<br>
<<ActionsHeader>>
<<DialogueSpoken "Teresa" "AboutHer">>
<<if _Discussed is false>><<link "Ask about her" "TeresaDialogue">><<set $TeresaDialogue to "AboutHer">><</link>><br><</if>>
<<NPCLocationCheck "Dexter">><<DialogueSpoken "Teresa" "AboutDexter">>
<<if _NPCLocationCheck isnot "OldPetesPharmacy" and _Discussed is false>><<link "Ask about Dexter" "TeresaDialogue">><<set $TeresaDialogue to "AboutDexter">><</link>><br><</if>>
<<DialogueSpoken "Teresa" "AboutMedicine">>
<<if _Discussed is false>><<link "Ask about the medicine" "TeresaDialogue">><<set $TeresaDialogue to "AboutMedicine">><</link>><br><</if>>
<<link "Say goodbye and return to the pharmacy" "OldPetesPharmacy">><<EndConversation "Teresa">><</link>><<if $DexterDialogue is undefined>>
Dexter looks back at you sluggishly. He makes no attempt to push himself up from the counter. In fact, he barely can turn his head to look at you. A slack grin appears as his eyes slowly wander over you. “Hello.”<br>
<<else>>
Dexter looks back up at you with glazed eyes, waiting for you to speak with a smile.<br>
<</if>>
<br>
<<ActionsHeader>>
<<CheckFirst "DexterStealScene">><<DialogueSpoken "Dexter" "PillsTaken">>
<<if _CheckFirst is true and _Discussed is false>><<link "Ask about the pills he took" "DexterDialogue">><<set $DexterDialogue to "PillsTaken">><</link>><br><</if>>
<<BraceletWorn>><<QuestState "Quest39">><<DialogueSpoken "Dexter" "SuppressBracelet">>
<<if _QuestState gte 3 and _BraceletWorn is true and _Discussed is false>><<link "Ask about suppressing the compulsions of the bracelet" "DexterDialogue">><<set $DexterDialogue to "SuppressBracelet">><</link>><br><</if>>
<<DialogueUnlockCheck "Dexter" "WhoIsDealer">><<DialogueSpoken "Dexter" "WhoIsDealer">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask who his dealer is" "DexterDialogue">><<set $DexterDialogue to "WhoIsDealer">><</link>><br><</if>>
<<DialogueUnlockCheck "Dexter" "HaveASmoke">><<DialogueSpoken "Dexter" "HaveASmoke">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask for a smoke" "DexterDialogue">><<set $DexterDialogue to "HaveASmoke">><</link>><br><</if>>
<<link "Say goodbye and return to the pharmacy" "OldPetesPharmacy">><<EndConversation "Dexter">><</link>><<if $current.female is true>>
You look back at the medicine behind the shelves. It sparkles with arcane powers. If it’s valuable to Dexter, you are sure it will come in handy for you.<br>
<<else>>
You look back at the medicine behind the shelves. If it’s valuable to Dexter, you are sure it will come in handy for you.<br>
<</if>>
<br>
<<DailyVariableCheck "TryToStealPharmacy">>
<<if _DailyVariableCheck is false>>
Teresa stands behind the counter, running through her stock check. She smiles pleasantly as she looks up.<br>
<br>
<<ActionsHeader>>
<<StatCheckIntelligence "gt" 60>>
<<set _StatIntelligenceProbability to _StatIntelligenceProbability + " Try to make enquiries that she’ll need help from Old Pete">>
<<if _StatCheckIntelligence is true>><<link _StatIntelligenceProbability "OldPetesPharmacyStealResult">><<set $OldPetesPharmacySteal to "IntPass">><<DailyVariableAdd "TryToStealPharmacy">><</link>><br>
<<else>><<link _StatIntelligenceProbability "OldPetesPharmacyStealResult">><<set $OldPetesPharmacySteal to "IntFail">><<DailyVariableAdd "TryToStealPharmacy">><<Intelligence 1>><</link>><br><</if>>
<<StatCheckAssertive "gt" 60>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to convince her you had a prescription out the back">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "OldPetesPharmacyStealResult">><<set $OldPetesPharmacySteal to "AssertivePass">><<DailyVariableAdd "TryToStealPharmacy">><</link>><br>
<<else>><<link _StatAssertiveProbability "OldPetesPharmacyStealResult">><<set $OldPetesPharmacySteal to "AssertiveFail">><<DailyVariableAdd "TryToStealPharmacy">><<Assertive 1>><</link>><br><</if>>
<<link "Change your mind and return to the pharmacy" "OldPetesPharmacy">><</link>>
<<else>>
Teresa stands behind the counter, running through her stock check. She watches you curiously as she looks up. You might want to wait a day before trying to steal again.<br>
<br>
<<ActionsHeader>>
<<link "Return to the pharmacy" "OldPetesPharmacy">><</link>>
<</if>><<switch $OldPetesPharmacySteal>>
<<case "IntPass">>
“I was wondering if you could help me,” you try. “I have a strange mole on my arm. It feels soft, but I can’t stop scratching it.”<br>
<br>
“It sounds like a common irritation,” Teresa tells you, smiling sympathetically. “Have you swapped your washing powder recently? We’ve had a few people come in after trying the new brand in the supermarket.”<br>
<br>
“I don’t think it’s that,” you press. “I was doing some research. It sounds like melanoma. It said that I needed a test to count my melanocytes cells. Do you think I’d be particularly susceptible?”<br>
<br>
Teresa stares back at you, dumbfounded. “Let me get Pete,” she mutters. “He might be able to help.”<br>
<br>
She moves around the counter and walks over to the side door leading out to the back. “Hey, Pete!” you hear her call out, before she disappears through the doorway.<br>
<br>
<<if $current.female is true>>
Quickly, you rush around the counter. You stretch out with your mind’s eye, sensing the nearest bottle that seems touched by magic. It doesn’t take long to identify one. Pills shimmer inside even through the dark glass. You rush back around the counter just as Teresa enters from the back room.<br>
<<else>>
Quickly you rush around the counter. You can’t tell confidently which bottle to take, so you just grab one and take it down from the shelf. You rush back around the counter just as Teresa enters from the back room.<br>
<</if>>
<br>
“Pete says that you should go to see Doctor Palmer at the Care Pavilion,” she tells you. “He’ll phone ahead to book you an appointment.” She smiles. “Don’t worry. I’m sure he’ll know what to do.”<br>
<br>
You smile, feeling the bottle just inside your cuff. “Thank you.”<br>
<br>
<<ActionsHeader>>
<<link "Return to the pharmacy" "OldPetesPharmacy">><<set $OldPetesPharmacySteal to undefined>><<TakeObjectLocation "OldPetesPharmacy" "OldPeteMedicine">><<TaskTracker "Task13" "active">><<LocationKnown "CharltonAllotment">><<LocationKnown "CharltonCarePavilion">><</link>>
<<case "IntFail">>
“I was wondering if you could help me,” you try. “I have a strange mole on my arm. It feels soft, but I can’t stop scratching it.”<br>
<br>
“It sounds like a common irritation,” Teresa tells you, smiling sympathetically. “Have you swapped your washing powder recently? We’ve had a few people come in after trying the new brand in the supermarket.”<br>
<br>
“I don’t think it’s that,” you press. “Do you think you could ask Pete if he knows what it could be?”<br>
<br>
Teresa stares back at you, smiling with professionalism. “Oh, there’s no need to bother him. I’ve heard similar things from so many people lately.” She turns and takes down a tube, placing it on the counter. “Just rub this in every night. It will clean up in no time.”<br>
<br>
You glance down at the cream. You aren’t sure what to say that will make her doubt herself. Instead, you smile and pay for the cream. “Thank you.”<br>
<br>
<<ActionsHeader>>
<<link "Return to the pharmacy" "OldPetesPharmacy">><<set $OldPetesPharmacySteal to undefined>><</link>>
<<case "AssertivePass">>
“I think I have a prescription waiting for me,” you tell Teresa. “But I think it’s out the back.”<br>
<br>
Teresa stares back at you, a sceptical look on her face. “Are you sure?” she asks after a moment. “We always store the prescriptions underneath the counter.”<br>
<br>
“I just talked to my doctor,” you press. “He said that he’d phone and make sure it was prepared. So it might not be ready yet.”<br>
<br>
“Doctor Palmer was going to call?” Teresa says. She shakes her head. “That sounds unusual.”<br>
<br>
“Please,” you say. “Can you just check? It’s important.”<br>
<br>
Teresa stares back at you with a confused look on her face. “I’ll go speak to Pete,” she mutters. “Maybe he took a call.”<br>
<br>
She moves around the counter and walks over to the side door leading out to the back. “Hey, Pete!” you hear her call out, before she disappears through the doorway.<br>
<br>
<<if $current.female is true>>
Quickly, you rush around the counter. You stretch out with your mind’s eye, sensing the nearest bottle that seems touched by magic. It doesn’t take long to identify one. Pills shimmer inside even through the dark glass. You rush back around the counter just as Teresa enters from the back room.<br>
<<else>>
Quickly you rush around the counter. You can’t tell confidently which bottle to take, so you just grab one and take it down from the shelf. You rush back around the counter just as Teresa enters from the back room.<br>
<</if>>
<br>
“Pete hasn’t spoken to Doctor Palmer,” she tells you. “Not sure where the mix-up is, but he said you should go talk to him at the Care Pavilion. He’ll phone ahead to book you an appointment.”<br>
<br>
You smile, feeling the bottle just inside your cuff. “Thank you.”<br>
<br>
<<ActionsHeader>>
<<link "Return to the pharmacy" "OldPetesPharmacy">><<set $OldPetesPharmacySteal to undefined>><<TakeObjectLocation "OldPetesPharmacy" "OldPeteMedicine">><<TaskTracker "Task13" "active">><<LocationKnown "CharltonAllotment">><<LocationKnown "CharltonCarePavilion">><</link>>
<<case "AssertiveFail">>
“I think I have a prescription waiting for me,” you tell Teresa. “But I think it’s out the back.”<br>
<br>
Teresa stares back at you, a sceptical look on her face. “Are you sure?” she asks after a moment. “We always store the prescriptions underneath the counter.”<br>
<br>
“I just talked to my doctor,” you press. “He said that he’d phone and make sure it was prepared. So it might not be ready yet.”<br>
<br>
“Doctor Palmer was going to call?” Teresa says. She shakes her head. “That sounds unusual.”<br>
<br>
Teresa stares back at you with a professional look on her face. “Maybe come back in an hour? Once Pete has had time to prepare it?”<br>
<br>
You look back at her. She is steadfast, unmoving. “Okay,” you mutter, giving her a small smile.<br>
<br>
<<ActionsHeader>>
<<link "Return to the pharmacy" "OldPetesPharmacy">><<set $OldPetesPharmacySteal to undefined>><</link>>
<</switch>><<AndreaOutside>>
<b>Orchid Road</b><br>
<<if setup.period[$periodCurrent] is "Evening" or setup.period[$periodCurrent] is "Night">>
<img src="./images/Orchid_Road_night.png"><br>
<<else>>
<img src="./images/Orchid_Road.png"><br>
<</if>>
<br>The second busiest road in Charlton. A number of shops line each side of the wide street, which is decorated with trees and shrubbery. Although only three storeys tall, Evans’ Department store towers over everything else here.<br>
<<include "EventsOrchidRoad">>
<<if _currentEvent is undefined>>
<<PresentNPCPeriodText "Michelle" "Morning" "<br>You see Michelle standing on the pavement, absorbed by the window display for The Groomed Gal Salon.<br>">>
<br>
<<ActionsHeader>>
<<if $NPCPresent.includes("Michelle")>>
<<link "Talk to Michelle" "OrchidRoadMichelleDialogue0">><<HintsActive "MichelleOrchidRoad">><</link>><br>
<<SpellsCheckSelf "Identify">><<AlreadyIdentified "Michelle">>
<<if _AlreadyIdentified is false and _SpellsCheckSelf is true and $current.female is true>>
<<link "[Spell: Identify] Cast Identify on Michelle" "SpellIdentify">>
<<CastIdentify "Michelle" "OrchidRoad" "the street">>
<<SpellIdentified "Michelle">>
<</link>><br>
<</if>>
<</if>>
<<if setup.period[$periodCurrent] isnot "Night">>
<<if setup.period[$periodCurrent] isnot "Evening">>[[Enter Evans' Department store->EvansDepartmentStore]]<br><</if>>
<<LocationKnownCheck "Salon">>
<<if _LocationKnownCheck is true>>[[Enter The Groomed Gal hair salon->Salon]]<br><</if>>
<<LocationKnownCheck "CaseysGym">>
<<if _LocationKnownCheck is true>>[[Enter Casey's Gym->Gym]]<br><</if>>
<<LocationKnownCheck "Library">>
<<if _LocationKnownCheck is true>>[[Enter the library->Library]]<br><</if>>
<</if>>
[[Go back to the town centre->TownCentre]]
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<if _currentEvent is "AndreaOutside">>
<br>
You’re walking through the busy shops, the click-clack of your impossibly high heels cutting through the air like a knife, when a voice - low, commanding, and unmistakably irritated - cuts through the stillness.<br>
<br>
“Miss Cinders.”<br>
<br>
You stop dead.<br>
<Br>
Turning slowly, your gaze lands on a tall, stern-looking man in an impeccably pressed three-piece suit. His silver-streaked hair is slicked back with precision, his sharp eyes calculating and unamused as they sweep over you.<Br>
<Br>
You don’t recognise him, but the way he stands - rigid, authoritative, exuding control - makes it clear. He’s important. He exhales sharply, folding his arms across his chest.<br>
<Br>
“What exactly do you think you’re doing?” His voice is measured but tense, like he’s barely keeping his displeasure in check. His lips press into a thin line, his gaze trailing from the lace-trimmed hem of your tiny skirt, to the snug bodice hugging your waist, to the impossibly high heels forcing you to stand with a delicate sway.<br>
<Br>
Then it clicks. This man must be the owner of the hotel. Harold Sermon. His nostrils flare as he watches realisation dawn on your face.<br>
<Br>
“Staff uniforms do not leave the hotel.” The words are sharp, deliberate, each syllable weighted with disapproval.<br>
<Br>
His gaze flicks to the passing townsfolk, their glances covert but lingering, whispers passing between them as they take in the sight of a Charlton Hotel maid standing in the middle of the street, dressed like a fantasy come to life.<br>
<br>
“Not only is this improper, it’s humiliating.” His voice drops lower, but somehow, that makes it worse.<br>
<Br>
“You are making a spectacle of yourself. People will start to think I allow my staff to parade around like common street girls.” His gaze darkens. “And I do not run that kind of establishment.”<br>
<br>
He exhales slowly, straightening his already-perfect cuffs. “Come with me.” He turns sharply toward the hotel, expecting obedience without question. “Lennox will deal with this.”<br>
<br>
<<ActionsHeader>>
<<link "Go with Sermon to see Lennox." "HotelLockerRoomAndreaOutsideEvent">><<SetFlag "AndreaOutsideSeen">><<EventsCheckEnd "OrchidRoad" "AndreaOutside">><<NPCKnown "Sermon">><</link>><br>
<<elseif _currentEvent is "OrchidRoadIntStage3">>
<br>
The afternoon sun spills over Charlton’s main shopping street, the gentle chatter of pedestrians filling the air. You pass by Evans' Department Store, catching snippets of a conversation between two men sitting outside, probably waiting for their wives.<br>
<br>
“…It’s basic economics,” one of them says, shaking his head. “You raise the interest rates, and suddenly borrowing slows down. That’s why inflation’s stabilizing.”<br>
<br>
His friend nods, stirring a take-away coffee. “Sure, but it depends on fiscal policy, too. If the government -”<br>
<br>
Your brain fuzzes out halfway through the sentence.<br>
<Br>
Wait.<br>
<Br>
You know these words. You used to understand conversations like this, didn’t you? But now, the words feel tangled, like they’re drifting past your ears without sticking.<br>
<br>
You frown, trying to focus, but the details slip through your fingers like sand. You don’t want to think about it too hard. It’s… exhausting.<br>
<br>
Instead, you shake it off, moving along, your attention drifting toward something simpler. Like the display of cute handbags in the window.<br>
<br>
They’re pretty.<Br>
<br>
And that’s all that really matters, right?<br>
<br>
<<ActionsHeader>>
<<link "Return to Orchid Road" "OrchidRoad">><<EventsCheckEnd "OrchidRoad" "OrchidRoadIntStage3">><</link>>
<<elseif _currentEvent is "PigeonWatching">>
<br>
You step out of the salon, closing the door behind you. The air might be fresher out here, but the strange feelings are still with you. Like someone is sitting on your shoulder, hitching along for the ride.<br>
<br>
The sky seems darker too. You look up to see a cluster of pigeons watching from the awning opposite. They tilt their heads in unison towards you.<br>
<br>
You shudder from a cold that doesn’t come from the air. Eyes rest on you and for a moment, you don’t think it’s just the pigeons.<br>
<br>
<<ActionsHeader>>
<<link "Return to Orchid Road" "OrchidRoad">><<EventsCheckEnd "OrchidRoad" "PigeonWatching">><</link>>
<<elseif _currentEvent is "SophieIntelligenceLoss">>
<br>
You step out and close the salon door behind you. Looking around Orchid Road, you feel your reflexes slowly return to you. After being robbed from bodily control for so long, your brain feels like an ancient computer coming back online, booting a different subroutine for each body part it controls.<br>
<br>
A frown plays across your brow. You try to understand the comparison you’ve just made. Something about computers and routines? You think it makes sense, but you can’t for the life of you work out exactly why. What is a routine, anyway. Isn’t that something people do?<br>
<br>
Your fingers play with the ends of your hairs, neatly trimmed by Sophie. The dull pain of your hair being pulled has waned away. The memory of how easily Sophie overcame you won’t fade as easily.<br>
<br>
Continuing to play with your hair, you wriggle your fingers and smile as you see them under your complete control once more. The subroutine must be back, right? Is that it?<br>
<br>
Time ticks away, as you try to understand the analogy. When you finally look up, you’ve lost part of your day.<br>
<br>
<<ActionsHeader>>
<<link "Return to Orchid Road" "OrchidRoad">><<EventsCheckEnd "OrchidRoad" "SophieIntelligenceLoss">><<TimeChange>><<Intelligence -1>><</link>>
<</if>><<StartConversation "Michelle" "OrchidRoad">>
<<Checkrelationship _NPC>>
<<if $MichelleDialogue is undefined>>
<<if $current.avatar is "Emily" and _relationship is 0>>
Michelle eyes you darkly as you approach. “Yes?” she says, incensed by the interruption. <br>
<br>
Sensing her disdain for you, you don't pursue conversation.<br>
<<elseif $current.avatar is "Emily">>
<<include "EventsDialogueMichelle">>
<<if _currentEvent is undefined>>
”Oh hi, Em!” Michelle brightly chirps when she sees you. “I didn’t know you were coming today! Have you seen the new dresses Evans has in store? How divine!”<br>
<<QuestState "Quest22">><<DialogueSpoken "Michelle" "Tandi">>
<<if _QuestState gte 0 and _Discussed is false>><br><I>You study Michelle carefully, recalling how she seems to know every little detail of anything to do with the cheerleader squad. It dawns on you that she might know something about Tandi.</i><br><</if>>
<</if>>
<<elseif _CurrentPC is true>>
”Oh hi <<TrueName>>”, she says perkily when she sees you. “How are you?”<br>
<<QuestState "Quest22">><<DialogueSpoken "Michelle" "Tandi">>
<<if _QuestState gte 0 and _Discussed is false>><br><I>You study Michelle carefully, recalling how she seems to know every little detail of anything to do with the cheerleader squad. It dawns on you that she might know something about Tandi.</i><br><</if>>
<<else>>
Michelle smiles politely upon seeing you, but turns back to the window of the salon. In your current form, Michelle apparently doesn’t recognise you as someone she’d have a conversation with. <br>
<</if>>
<<else>>
Michelle tries to focus on you, but her eyes keep wandering back to the Salon window.<br>
<</if>>
<<if _relationship is 0>>
<br>
<<ActionsHeader>>
<<SpellsCheckSelf "Charm">><<CharmedCheck "Michelle">>
<<if _Charmed is false and _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Charm] Cast Charm on Michelle" "MichelleDialogue">><<set $MichelleDialogue to "Charm">><<Greedy 1>><</link>><br><</if>>
<<link "Leave Michelle alone" "OrchidRoad">><<EndConversation "Michelle">><</link>>
<<else>>
<<if _CurrentPC is true>>
<br>
<<ActionsHeader>>
<<DialogueSpoken "Michelle" "Salon">>
<<if _Discussed is false>><<link "Ask her what she’s doing" "MichelleDialogue">><<LocationKnown "Salon">><<SetFlag "SalonTreatmentKnown">><<set $MichelleDialogue to "Salon">><</link>><br><</if>>
<<DialogueSpoken "Michelle" "School">>
<<if _Discussed is false>><<link "Ask her about school" "MichelleDialogue">><<set $MichelleDialogue to "School">><</link>><br><</if>>
<<DialogueSpoken "Michelle" "Classes">><<QuestState "Quest11">>
<<if _QuestState is 0 and _Discussed is false>><<link "Ask her about the single sex classes" "MichelleDialogue">><<set $MichelleDialogue to "Classes">><</link>><br><</if>>
<<QuestState "Quest22">><<DialogueSpoken "Michelle" "Tandi">>
<<if _QuestState gte 0 and _Discussed is false>><<link "Ask her about Tandi" "MichelleDialogue">><<set $MichelleDialogue to "Tandi">><<DialogueDone "Michelle" "Tandi">><</link>><br><</if>>
<<EventSeen "SchoolCorridor" "Act2Begin">><<DialogueSpoken "Michelle" "MissCharltonContest">>
<<if _EventSeen is true and _Discussed is false>><<link "Ask about the Miss Charlton contest" "MichelleDialogue">><<set $MichelleDialogue to "MissCharltonContest">><<DialogueDone "Michelle" "MissCharltonContest">><</link>><br><</if>>
<<QuestState "Quest29">><<QuestStatus "Quest29">><<DialogueSpoken "Michelle" "MissCharltonBadges">>
<<if _QuestState lt 3 and _QuestStatus is "active" and _Discussed is false>><<link "Ask about the contest badges" "MichelleDialogue">><<set $MichelleDialogue to "MissCharltonBadges">><<DialogueDone "Michelle" "MissCharltonBadges">><</link>><br><</if>>
<<QuestState "Quest23">><<DialogueSpoken "Michelle" "RogersAmulet">>
<<if _QuestState is 0 and _Discussed is false>><<link "Ask about Rogers' amulet" "MichelleDialogue">><<set $MichelleDialogue to "RogersAmulet">><<DialogueDone "Michelle" "RogersAmulet">><</link>><br><</if>>
<<link "Say Goodbye to Michelle and leave" "OrchidRoad">><<EndConversation "Michelle">><</link>>
<<elseif $current.avatar is "Emily">>
<<if _currentEvent is undefined>>
<br>
<<ActionsHeader>>
<<DialogueSpoken "Michelle" "Salon">>
<<if _Discussed is false>><<link "Ask her what she’s doing" "MichelleDialogue">><<LocationKnown "Salon">><<SetFlag "SalonTreatmentKnown">><<set $MichelleDialogue to "Salon">><</link>><br><</if>>
<<DialogueSpoken "Michelle" "School">>
<<if _Discussed is false>><<link "Ask her about school" "MichelleDialogue">><<set $MichelleDialogue to "School">><</link>><br><</if>>
<<DialogueSpoken "Michelle" "Classes">><<QuestState "Quest11">>
<<if _QuestState is 0 and _Discussed is false>><<link "Ask her about the single sex classes" "MichelleDialogue">><<set $MichelleDialogue to "Classes">><</link>><br><</if>>
<<QuestState "Quest6">>
<<if _QuestState gte 1>><<link "Ask her about after school sessions with Mr. Rogers" "MichelleDialogue">><<set $MichelleDialogue to "Rogers">><</link>><br><</if>>
<<QuestOptionCheck "Quest12" 0 "physical_relief">>
<<if _QuestOptionCheck is true>><<link "Ask her about Jake" "MichelleDialogue">><<set $MichelleDialogue to "Jake">><</link>><br><</if>>
<<QuestState "Quest22">><<DialogueSpoken "Michelle" "Tandi">>
<<if _QuestState gte 0 and _Discussed is false>><<link "Ask her about Tandi" "MichelleDialogue">><<set $MichelleDialogue to "Tandi">><<DialogueDone "Michelle" "Tandi">><</link>><br><</if>>
<<EventSeen "SchoolCorridor" "Act2Begin">><<DialogueSpoken "Michelle" "MissCharltonContest">>
<<if _EventSeen is true and _Discussed is false>><<link "Ask about the Miss Charlton contest" "MichelleDialogue">><<set $MichelleDialogue to "MissCharltonContest">><<DialogueDone "Michelle" "MissCharltonContest">><</link>><br><</if>>
<<QuestState "Quest29">><<QuestStatus "Quest29">><<DialogueSpoken "Michelle" "MissCharltonBadges">>
<<if _QuestState lt 3 and _QuestStatus is "active" and _Discussed is false>><<link "Ask about the contest badges" "MichelleDialogue">><<set $MichelleDialogue to "MissCharltonBadges">><<DialogueDone "Michelle" "MissCharltonBadges">><</link>><br><</if>>
<<QuestState "Quest23">><<DialogueSpoken "Michelle" "RogersAmulet">>
<<if _QuestState is 0 and _Discussed is false>><<link "Ask about Rogers' amulet" "MichelleDialogue">><<set $MichelleDialogue to "RogersAmulet">><<DialogueDone "Michelle" "RogersAmulet">><</link>><br><</if>>
<<link "Say goodbye to Michelle and leave" "OrchidRoad">><<EndConversation "Michelle">><</link>>
<</if>>
<<else>>
<br>
<<ActionsHeader>>
<<EventSeen "SchoolCorridor" "Act2Begin">><<DialogueSpoken "Michelle" "MissCharltonContest">>
<<if _EventSeen is true and _Discussed is false>><<link "Ask about the Miss Charlton contest" "MichelleDialogue">><<set $MichelleDialogue to "MissCharltonContest">><<DialogueDone "Michelle" "MissCharltonContest">><</link>><br><</if>>
<<QuestState "Quest29">><<QuestStatus "Quest29">><<DialogueSpoken "Michelle" "MissCharltonBadges">>
<<if _QuestState lt 3 and _QuestStatus is "active" and _Discussed is false>><<link "Ask about the contest badges" "MichelleDialogue">><<set $MichelleDialogue to "MissCharltonBadges">><<DialogueDone "Michelle" "MissCharltonBadges">><</link>><br><</if>>
<<link "Say goodbye to Michelle and leave" "OrchidRoad">><<EndConversation "Michelle">><</link>>
<</if>>
<</if>><b>Pleasant Household - Living Room</b><br>
<<if setup.period[$periodCurrent] is "Evening" or setup.period[$periodCurrent] is "Night">>
<img src="./images/PleasantHousehold_LivingRoom_night.png"><Br>
<<else>>
<img src="./images/PleasantHousehold_LivingRoom.png"><Br>
<</if>>
<br>
<<CheckFirst "PleasantHouseLivingRoom">><<Flag "VisitingLiz">>
<<if _CheckFirst is false>>
Stepping into the house, you are ushered into a living room. It's small, but decorated like any home. A plush pastel armchair and sofa have been squeezed in. A small television is in the corner. And a tiny table is pushed against the fireplace, complete with a chess set in mid-game.<br>
<br>
As you enter you notice the other occupant of the room. A lean middle-aged man with a thin face and a chin free of stubble. He sits at the table, pondering the chess game. When he sees you, he frowns, but smiles. "I didn't know we were expecting visitors."<br>
<br>
Clare follows you into the room, still smiling. "This is Emily, one of Elizabeth's friends from school. She's come to visit. Isn't that nice? This is Gareth, my husband."<br>
<br>
"Pleased to meet you," you tell him.<br>
<br>
He gives you a warm smile, casting a look momentarily at Clare. "How nice. Lovely to meet you, Emily. Liz is up in her room. Playing with her voodoo dolls, no doubt."<br>
<br>
The two adults share a giggle. Clare then takes a seat on the sofa and picks up a ball of yarn, returning to some knitting needles left aside. "Feel free to go up and play, dear."<br>
<br>
<<ActionsHeader>>
<<link "Go upstairs" "PleasantHouseAscendStairs">><<NPCKnown "Gareth">><<AddFirst "PleasantHouseLivingRoom">><<SetFlag "VisitingLiz">><</link>>
<<elseif _FlagReturn is true>>
When you come down the stairs Gareth and Clare look up at you, smiling. "Leaving so soon, dear?"<br>
<br>
<<ActionsHeader>>
<<link "Go to Liz's bedroom" "PleasantHouseLizBedroom">><<SetFlag "VisitingLiz">><</link>><br>
<<link "Leave the house and go outside" "CrowmereRoad">><<SetFlag "VisitingLiz" false>><</link>>
<<elseif $current.avatar is "Elizabeth">>
When you come down the stairs Gareth and Clare look up at you, smiling. "Don't you look lovely, dear," Clare says with sincerity. "Going anywhere nice?"<br>
<br>
"I heard a car pull up moments ago," Gareth comments. "Sounded like the boy who came by the other day. Devon, isn't it?"<br>
<br>
"Oh, he was such a nice boy," Clare replies back to him, still looking at you. "Have you finally decided to go on a date with him?"<br>
<br>
You glance down at your clothes, self-conscious of your make-up. Both of them only look at you with warmth.<br>
<br>
"Emily had to leave," you mutter, trying to deflect.<br>
<br>
"Came over to help you get ready, did she?" Clare says, with a knowing smile. "Give him a chance, dear. I'm sure he'll love the effort you've gone to. You look lovely."<br>
<br>
The two homebodies look back at you, nonplussed by your look. In spite of the everyday clothes they both wear.<br>
<br>
You hear a quick honk of a car horn outside, unthreatening and quiet. Clare returns to her knitting. "Have fun, dear," she comments.<br>
<br>
<<ActionsHeader>>
<<link "Leave the house" "CrowmereRoad">><<SetFlag "VisitingLiz" false>><<QuestTracker "Quest34" 3>><</link>>
<<else>>
As you enter you see Gareth still hunched over the chess board. "Back again, dear? How lovely for Elizabeth."<br>
<br>
Clare enters behind you, sitting down on the sofa and returning to her knitting. "Feel free to go up. Liz is in her room."<br>
<br>
<<ActionsHeader>>
<<if $current.avatar isnot "Elizabeth">><<link "Go to Liz's bedroom" "PleasantHouseLizBedroom">><<SetFlag "VisitingLiz">><</link>><br><</if>>
<<link "Leave the house and go outside" "CrowmereRoad">><<SetFlag "VisitingLiz" false>><</link>>
<</if>>You ascend the stairs and look at the doors on the landing. It's obvious which one belongs to Liz. Only one is painted differently. Instead of white, it's crudely covered in purple paint.<br>
<br>
Knocking on the door you open it. The warm lighting of the hallway seeps into a dark room, lit only by candles and lava lamps. You see Liz sitting on the floor, her nose in a book. She glances up with annoyance before she sees you, her mouth turning from irritation to a smile.<br>
<br>
"Oh hi, <i>Emily</i>," she says, loud enough for her parents to hear downstairs. "Why don't you come on in?"<br>
<br>
<<ActionsHeader>>
<<link "Enter Liz's bedroom" "PleasantHouseLizBedroom">><</link>><b>Pleasant Household - Liz's Bedroom</b><br>
<<if setup.period[$periodCurrent] is "Evening" or setup.period[$periodCurrent] is "Night">>
<img src="./images/PleasantHousehold_LizRoom_night.png"><br>
<<else>>
<img src="./images/PleasantHousehold_LizRoom.png"><br>
<</if>>
Purple curtains, walls decorated in pages ripped from old books and posters for sullen bands, the words that come to mind are arty, gothic and fancy. Carefully curated. Black fabrics on the bed, books on the floor, candles on the furnishings.<br>
<br>
<<CheckFirst "PleasantHouseLizRoom">>
<<if _CheckFirst is false>>
"Shut the door," Liz whispers as you enter. You do so and then turn back to Liz. She's grinning with excitement.<br>
<br>
"What do you think?" she says, gesturing to the room. "I've got candles, incense, dusty tomes. Isn't it exactly everything a young witch would hope for?"<br>
<br>
She grins and cackles. "I was just doing a little light reading on the history of Tovil Hole. A bottomless hole surrounded by legends and stories? Sounds like it could be... mystical. Don't you think?"<br>
<br>
<<ActionsHeader>>
<<link "Talk to Liz" "PleasantHouseLizBedroomElizabethDialogue0">><<StartConversation "Elizabeth" "PleasantHouseLizBedroom">><<AddFirst "PleasantHouseLizRoom">><<HintsActive "ElizabethPleasantHouse">><</link>>
<<else>>
You close the door behind you.
<<if $NPCPresent.includes("Elizabeth")>>
Liz meets your eye from the floor with a smirk, pushing aside her book.<br>
<<else>>
<</if>>
<br>
<<ActionsHeader>>
<<if $NPCPresent.includes("Elizabeth")>>
<<link "Talk to Liz" "PleasantHouseLizBedroomElizabethDialogue0">><<StartConversation "Elizabeth" "PleasantHouseLizBedroom">><<HintsActive "ElizabethPleasantHouse">><</link>><br>
<</if>>
<<QuestState "Quest34">>
<<if _QuestState is 2>>
<<CurrentOutfit>>
<<if _CurrentOutfit isnot "LizLaceTop" and _CurrentOutfit isnot "LizPleatedSkirt" and _CurrentOutfit isnot "LizCorset">>
<<link "Look in Liz's wardrobe" "PleasantHouseLizBedroomWardrobe">><</link>><br>
<</if>>
<<if $current.MakeupStyle isnot "LizGothicLook">>
<<link "Look at Liz's make-up" "PleasantHouseLizBedroomMakeup">><</link>><br>
<</if>>
<</if>>
<<link "Go back downstairs" "PleasantHouseLivingRoom">><<QuestState "Quest34">><<if _QuestState is 2>><<QuestTracker "Quest34" 3>><</if>><</link>>
<</if>><<if $ElizabethDialogue is undefined>>
Liz looks up at you, smiling. "So what can I do for you today, <i>Emily</i>?"<br>
<<else>>
Liz looks up at you, waiting for you to speak.<br>
<</if>>
<br>
<<ActionsHeader>>
<<QuestState "Quest34">><<DialogueSpokenSecretKnown "Elizabeth" "DevonPlan">>
<<if _Discussed is false and _QuestState is 0>><<link "Ask her about her plan for Devon" "ElizabethDialogue">><<set $ElizabethDialogue to "PlansForDevon">><</link>><br><</if>>
<<if _QuestState is 1>><<link "Tell her you're ready to go on a date with Devon" "ElizabethDialogue">><<set $ElizabethDialogue to "DateWithDevon">><</link>><br><</if>>
<<NPCMagicLevel "Elizabeth">>
<<if _NPCMagicLevel gt 0>>
<<DialogueSpokenSecretKnown "Elizabeth" "Magic">><<QuestStatus "Quest2">>
<<if _Discussed is false and _QuestStatus isnot "complete">><<link "Ask her about magic" "ElizabethDialogue">><<LocationKnown "Library">><<HintsActive "Elizabeth">><<RumourLearned "Elizabeth">><<set $ElizabethDialogue to "Magic">><</link>><br><</if>>
<<DialogueSpokenSecretKnown "Elizabeth" "Amulet">><<QuestStatus "Quest1">>
<<if _Discussed is false and _QuestStatus isnot "complete">><<link "Ask about what she knows about the amulet" "ElizabethDialogue">><<LocationKnown "JunkShop">><<set $ElizabethDialogue to "Amulet">><</link>><br><</if>>
<<QuestState "Quest10">><<QuestStatus "Quest10">><<QuestOptionCheck "Quest10" 3 "liz_ward_lesson" "gte">>
<<if _QuestState gte 3 and _QuestStatus is "active" and _QuestOptionCheck is false>><<link "Talk to Liz about distracting Prichard" "ElizabethDialogue">><<set $ElizabethDialogue to "Prichard">><</link>><br><</if>>
<<Flag "Act2Started">><<set _Act2Started to _FlagReturn>><<QuestStatus "Quest24">>
<<Flag "Act2GeographyDetention" "Liz">><<set _GeoDetPending to _FlagReturn>><<Flag "Act2GeographyDetention" "Terrence">><<if _FlagReturn is true>><<set _GeoDetPending to true>><</if>>
<<Flag "Act2GeographyDetentionTeachWard" "Liz">><<if _FlagReturn is true>><<set _GeoDetPending to true>><</if>>
<<if _Act2Started is true and _QuestStatus is "active" and $current.avatar is "Emily" and _GeoDetPending is false>>
<<QuestOptionCompleteCheck "Quest10" 3 "liz_agreed">><<set _lizAgreed to _QuestOptionCompleteCheck>>
<<QuestOptionCompleteCheck "Quest10" 3 "liz_ward_lesson">><<set _lizWard to _QuestOptionCompleteCheck>>
<<DialogueSpokenSecretKnown "Elizabeth" "PrichardAct2">>
<<if _lizAgreed is true or _lizWard is true or _Discussed is true>>
<<link "Ask about distracting Prichard again" "ElizabethDialogue">><<set $ElizabethDialogue to "PrichardAct2Again">><</link>><br>
<<else>>
<<link "Ask about distracting Prichard in detention" "ElizabethDialogue">><<set $ElizabethDialogue to "PrichardAct2">><</link>><br>
<</if>>
<</if>>
<<InventoryCheckSelf "MagicBook">><<DialogueSpokenSecretKnown "Elizabeth" "MagicBook">>
<<if _InventoryCheckSelf is true and _Discussed is false>><<link "Show Liz the magic book" "ElizabethDialogue">><<set $ElizabethDialogue to "MagicBook">><</link>><br><</if>>
<<DialogueSpokenSecretKnown "Elizabeth" "MagicBook">><<InventoryCheckSelf "MagicBook">>
<<if _Discussed is true and _InventoryCheckSelf is true>><<link "Give Liz the magic book" "ElizabethDialogue">><<GiveObjectNPC "Elizabeth" "MagicBook">><<TeachSpellNPC "Elizabeth" "Charm">><<TaskTracker "Task4" "complete">><<Checkrelationship "Elizabeth" "PC">><<if _relationship lt 2>><<ChangeNPCrelationship "Elizabeth" "PC" 2>><</if>><<set $ElizabethDialogue to "LendBook">><</link>><br><</if>>
<<QuestState "Quest16">><<DialogueSpokenSecretKnown "Elizabeth" "DreamChanges">>
<<if _QuestState gte 0 and _Discussed is false>><<link "Tell Liz about your dream" "ElizabethDialogue">><<set $ElizabethDialogue to "DreamChanges">><</link>><br><</if>>
<<QuestState "Quest19">><<DialogueSpokenSecretKnown "Elizabeth" "TwoPlacesAtOnce">>
<<if _QuestState gte 0 and _Discussed is false>><<link "Ask about a spell to be in two places at once" "ElizabethDialogue">><<set $ElizabethDialogue to "TwoPlacesAtOnce">><</link>><br><</if>>
<<DialogueUnlockCheck "Elizabeth" "OlafMagic">><<DialogueSpokenSecretKnown "Elizabeth" "OlafMagicFail">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Talk to her about Olaf and your spell" "ElizabethDialogue">><<set $ElizabethDialogue to "OlafMagicFail">><</link>><br><</if>>
<</if>>
<<if _NPCMagicLevel is 0>>
<<InventoryCheckSelf "MagicBook">><<DialogueSpokenSecretKnown "Elizabeth" "MagicBook">>
<<if _InventoryCheckSelf is true and _Discussed is false>><s>Show Liz the magic book</s> - <I>She doesn't remember anything about magic!</i><br><</if>>
<<if _InventoryCheckSelf is true and _Discussed is true>><s>Give Liz the magic book</s> - <I>She doesn't remember anything about magic!</i><br><</if>>
<</if>>
<<EventSeen "SchoolCorridor" "Act2Begin">><<DialogueSpokenSecretKnown "Elizabeth" "MissCharltonContest">>
<<if _EventSeen is true and _Discussed is false>><<link "Ask about the Miss Charlton contest" "ElizabethDialogue">><<set $ElizabethDialogue to "MissCharltonContest">><<DialogueDone "Elizabeth" "MissCharltonContest">><</link>><br><</if>>
<<QuestState "Quest29">><<QuestStatus "Quest29">><<DialogueSpokenSecretKnown "Elizabeth" "MissCharltonBadges">>
<<if _QuestState lt 3 and _QuestStatus is "active" and _Discussed is false>><<link "Ask about the contest badges" "ElizabethDialogue">><<set $ElizabethDialogue to "MissCharltonBadges">><<DialogueDone "Elizabeth" "MissCharltonBadges">><</link>><br><</if>>
<<link "Say goodbye to Liz" "PleasantHouseLizBedroom">><<EndConversation "Elizabeth">><</link>><<switch $PleasantHouseLizBedroomWardrobe>>
<<case undefined>>
<<CheckFirst "LizWardrobe">>
<<if _CheckFirst is false>>
You open Liz's wardrobe, unsurprisingly seeing the range is limited to dark coloured clothes and lace. Considering her words, you begin to look through the selection. If Devon is really into goth girls, what exactly is he expecting from you?<br>
<br>
<i>And why do you care. You didn't hear her say you needed to impress him.</i><br>
<br>
After tugging and pulling the hangers for a few minutes, you mentally put together some options that you remember seeing people wearing who were queuing for an alternative night back in the city. Nothing Liz has is subtle. Or easy to wear.<br>
<br>
The first choice is a black lace top, the pattern intricate. The loose fabric would certainly hint at the skin below, but you think it wouldn't show much. You hope. It hangs with a black midi-skirt that would hang to your ankles. The fabric is lace and heavy. You see a pair of boots identical to the ones Liz was wearing earlier.<br>
<br>
Next is a black pleated miniskirt that would hang down around mid-thigh. It's next to a black mesh shirt, translucent but with an inner layer that covers your torso. A pair of black tights are wrapped around the hanger, as if she's planned this. You glance to the floor. A pair of knee-high boots rest underneath, their tops idly flapping down. The heel gives you pause for concern.<br>
<br>
Lastly is what Liz has referred to a few times. A black corset. It's hung on the same hanger as a leather miniskirt. Some fishnet stockings are sprawled over the hanger and beneath is a pair of ankle boots with spiked heels.<br>
<br>
You sigh. The way these outfits are stored. You have no doubt that Liz has planned this. For you.<br>
<<else>>
You look over the selection in Liz's wardrobe again, trying to find something else to wear. But the options are limited to what you have picked out.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Choose the lace top, midi skirt and flat boots" "PleasantHouseLizBedroomWardrobe">><<AddFirst "LizWardrobe">><<set $PleasantHouseLizBedroomWardrobe to "Lace">><</link>><br>
<<link "Choose the pleated miniskirt, mesh shirt and knee-high boots" "PleasantHouseLizBedroomWardrobe">><<set $PleasantHouseLizBedroomWardrobe to "Skirt">><<AddFirst "LizWardrobe">><</link>><br>
<<link "Choose the corset, leather skirt and spiked ankle boots" "PleasantHouseLizBedroomWardrobe">><<set $PleasantHouseLizBedroomWardrobe to "Corset">><<AddFirst "LizWardrobe">><</link>><br>
<<link "Close the wardrobe and return to Liz's bedroom" "PleasantHouseLizBedroom">><<AddFirst "LizWardrobe">><<set $PleasantHouseLizBedroomWardrobe to undefined>><</link>>
<<case "Lace">>
You take out the lace top and midi skirt, looking down to the black dress you already wear. You take a deep breath and reach back, searching for the clasps that hold the dress in place.<br>
<br>
Something about stripping down to underwear at Liz's feels like an invasion of privacy. That she's been a part of your life since the amulet first appeared has created a sense of comradeship between you. As you pull the dress up over your body, you blush as you look down to see her large breasts snugly held in place by her black bra. Then, hanging around her womanly hips, her sheer black panties are the only thing between your eyes seeing her most private areas.<br>
<br>
<i>Except it's your body currently, isn't it.</i><br>
<br>
You slip off your shoes and pull the lace top over your head. The tops of Liz's breasts push up, filling the top. Trying not to stare, you pull up the long black skirt and find the clasp to hold it around your waist.<br>
<br>
You glance at yourself in the mirror. A young woman decked out in black lace and flowing fabrics stares back at you. Perfectly complementing your pink hair and dark eye shadow. This doesn't flaunt your figure, but it certainly matches Liz's style. In short, a goth look.<br>
<br>
Slipping on the boots, you take solace in the lack of heel. A memory bubbles up in your brain, one of your time back in the city, driving past a gig venue where a crowd of teenage girls waited outside smoking as they waited for a band to start. Passers-by were giving them a wide berth, but they were centre of attention. Especially from male pedestrians.<br>
<br>
<<ActionsHeader>>
<<link "Wear this and close the wardrobe" "PleasantHouseLizBedroom">><<WearOutfit "LizLaceTop">><<set $PleasantHouseLizBedroomWardrobe to undefined>><</link>><br>
<<link "Change back and return to the wardrobe" "PleasantHouseLizBedroomWardrobe">><<set $PleasantHouseLizBedroomWardrobe to undefined>><</link>>
<<case "Skirt">>
You take out the pleated miniskirt and mesh shirt, looking down to the black dress you already wear. You take a deep breath and reach back, searching for the clasps that hold the dress in place.<br>
<br>
Something about stripping down to underwear at Liz's feels like an invasion of privacy. That she's been a part of your life since the amulet first appeared has created a sense of comradeship between you. As you pull the dress up over your body, you blush as you look down to see her large breasts snugly held in place by her black bra. Then, hanging around her womanly hips, her sheer black panties are the only thing between your eyes seeing her most private areas.<br>
<br>
<i>Except it's your body currently, isn't it.</i><br>
<br>
You slip off your shoes and pull the mesh top over your head. It takes some adjusting to get the inner part of the top to cover your breasts. The sheer material hangs loose on your body, exposing your skin through the fabric. You sit down on Liz's bed and pull up the black sheer tights, the effect identical to the mesh top. When you pull up the pleated skirt, you wince as you realise Liz's wide hips cause it to ride high, not even falling halfway down your thigh.<br>
<br>
Lastly, you pull on the knee-high black boots, shiny and reflective. Looking in the mirror, you see a young woman's body prominently displayed under layers of mesh fabric. Only your breasts are covered fully, whilst the pleated skirt exposes a generous amount of thigh. It certainly is provocative, with the skirt hinting at a fallen innocence. A school uniform through a gothic lens.<br>
<br>
A memory bubbles up in your brain, one of your time back in the city, driving past a gig venue where a few teenage girls were being chatted up by much older men dressed in black shirts and trenchcoats as they shared cigarettes.<br>
<br>
<<ActionsHeader>>
<<link "Wear this and close the wardrobe" "PleasantHouseLizBedroom">><<WearOutfit "LizPleatedSkirt">><<CheckFirst "LizPleatedSkirtWorn">><<if _CheckFirst is false>><<Feminity 1>><</if>><<AddFirst "LizPleatedSkirtWorn">><<set $PleasantHouseLizBedroomWardrobe to undefined>><</link>><br>
<<link "Change back and return to the wardrobe" "PleasantHouseLizBedroomWardrobe">><<set $PleasantHouseLizBedroomWardrobe to undefined>><</link>>
<<case "Corset">>
You take out the corset and leather skirt, looking down to the black dress you already wear. You take a deep breath and reach back, searching for the clasps that hold the dress in place.<br>
<br>
Something about stripping down to underwear at Liz's feels like an invasion of privacy. That she's been a part of your life since the amulet first appeared has created a sense of comradeship between you. As you pull the dress up over your body, you blush as you look down to see her large breasts snugly held in place by her black bra. Then, hanging around her womanly hips, her sheer black panties are the only thing between your eyes seeing her most private areas.<br>
<br>
<i>Except it's your body currently, isn't it.</i><br>
<br>
You slip off your shoes and pull the corset over your head. This takes some work to even adjust it, your breasts threatening to spill out no matter how much you tug and pull at the fabric. Reaching behind your back, you fumble with the cord. With each pull the air in your lungs is forced out and breathing it back in becomes harder.<br>
<br>
You sit down on Liz's bed and pull up the fishnet tights, seeing your legs enclosed between the fabric. Pulling up the leather skirt, you wince as you realise Liz's wide hips cause it to ride high, barely hanging over your bum.<br>
<br>
Lastly, you pull on the ankle boots. You stand, almost stumbling on the spiked heel. Looking in the mirror, you see a young woman's body barely covered by the corset and skirt. The tops of her breasts are on display for all to see, and the fishnet legs and spiked heel do more than insinuate sexuality. A gothic sex doll, angling for attention.<br>
<br>
A memory bubbles up in your brain, one of your time back in the city, driving past a gig venue where a girl dressed similarly was making out with a man old enough to be her dad.<br>
<br>
<<ActionsHeader>>
<<link "Wear this and close the wardrobe" "PleasantHouseLizBedroom">><<set $PleasantHouseLizBedroomWardrobe to undefined>><<WearOutfit "LizCorset">><<CheckFirst "LizCorsetWorn">><<if _CheckFirst is false>><<Orientation 1>><</if>><<AddFirst "LizCorsetWorn">><</link>><br>
<<link "Change back and return to the wardrobe" "PleasantHouseLizBedroomWardrobe">><<set $PleasantHouseLizBedroomWardrobe to undefined>><</link>>
<</switch>><<switch $PleasantHouseLizBedroomMakeup>>
<<case undefined>>
You look over Liz's make-up range on her chest of drawers near her mirror. You already feel conscious that you're wearing dark eye shadow and lipstick. You wonder what more you could add to the look.<br>
<br>
The answer comes quickly. Liz has a range of black eyeliner and press on wet-look eyelashes. You get the impression that what you are already wearing is just Liz's everyday look.<br>
<br>
You consider what you've seen other girls wearing in this style. You wonder if you should attempt to go further.<br>
<br>
<<ActionsHeader>>
<<link "Apply more make-up" "PleasantHouseLizBedroomMakeup">><<set $PleasantHouseLizBedroomMakeup to "Apply">><<Feminity 1>><</link>><br>
<<link "Return to Liz's room" "PleasantHouseLizBedroom">><</link>>
<<case "Apply">>
<<if $PlayerCharacter.makeupStage is 0>>
You lean in toward the mirror, reaching for the eyeliner. At first, it seems simple. Just trace the eye, pull the line outward, give it that sharp, dramatic point. But your hand wobbles. One side ends thicker than the other. The flicks don't match. When you try to press on the wet-look lashes, one sits too high, the other refuses to settle properly.<br>
<br>
By the time you finish, the effect is there, but only just. Darker. Moodier. A little severe. But uneven enough that you can't ignore the mistakes. You stare at yourself in the mirror, lips pursed. It is not quite the cool, gothic look you had imagined. Still... it is a start.<br>
<br>
<i>A start at becoming this sort of girl?</i><br>
<<elseif $PlayerCharacter.makeupStage is 1>>
You lean in toward the mirror, reaching for the eyeliner. You draw the eyeliner out past the corners of your eyes with confidence, extending each line into a deliberate, elegant point. The lashes go on cleanly, thick and glossy, making your eyes look heavier, bolder, more deliberate. Combined with the lipstick and shadow already in place, the result is striking.<br>
<br>
When you look at yourself in the mirror, you pause. You still look like Liz, but darker. Sharper. More composed. The sort of girl who might linger in the back of a classroom and make people wonder what she's thinking. You tilt your head slightly, admiring the effect. Almost perfect.<br>
<br>
<i>But perfect for what, exactly?</i><br>
<<elseif $PlayerCharacter.makeupStage gte 2>>
You lean in toward the mirror, reaching for the eyeliner. You barely need to think as you lift the eyeliner pencil and draw each line out from the corner of your eyes, crisp and symmetrical. The lashes follow without trouble.<br>
<br>
When you meet your reflection, you feel a sensation of satisfaction. Dark eyes. Thick lashes. Sharp lines. A practised, gothic glamour look. Liz, but without her attempts to be effortless. This is a statement and she looks like she wants to be making it.<br>
<br>
<i>Don't you mean you, not her?</i><br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to Liz's room" "PleasantHouseLizBedroom">><<set $PleasantHouseLizBedroomMakeup to undefined>><<MakeupStyle "LizGothicLook">><</link>>
<</switch>><b>The Red Room</b><br>
<img src="./images/RedRoom.png"><br>
<br>What looks like a country pub has clearly been converted and expanded. Cars are parked in the gravel driveway and dimly lit windows expand upon the promise of muted music emanating from within.<br>
<<CheckFirst "RedRoom">>
<<if _CheckFirst is false>>
<br>You stand on the side of the road, looking back at the only building against the countryside darkness. Aside from the rope across the door, there is little to flag this is anything other than a country pub. But your ears hear the muted music that is barely contained by its brick walls.<br>
<</if>>
<<if previous() is "RedRoomTransit">>
<<NPCPresent "Annie">>
<<if _NPCPresent is true>><br>Annie looks back to you, her eyes sparkling in the overhead streetlight. “You ready for a night like no other?” she asks you. She skips across the gravel. “Come on, <<TrueName "Current">>!”<br><</if>>
<<NPCPresent "Britney">>
<<if _NPCPresent is true>><br>Britney looks back to you, tottering on her heels digging into the gravel. “Brrr,” she stammers. “Didn’t think it would be this cold.” She takes a deep breath. “Okay. You ready, Em? Let’s see what this place really is about.”<br><</if>>
<<NPCPresent "Michelle">>
<<if _NPCPresent is true and $current.avatar is "Emily">><br>Michelle looks back to you, her face wide with glee. “Oh my gosh, Em,” she splutters. “It looks so… seedy.” She leans in and lowers her voice. “I can’t wait to see what sort of clientele they have here. Truly scandalous.” She offers you a smile, then trots forward towards the door.<br><</if>>
<<NPCPresent "Michelle">>
<<if _NPCPresent is true and _CurrentPC is true>><br>Michelle looks back to you, smiling bashfully. “Here we are,” she comments, looking at the floor. “Be a gent and open the door, would you?” She looks over to the entrance, full of apprehension.<br><</if>>
<<NPCPresent "Emily">><<EmilyCorruptionCheck>>
<<if _NPCPresent is true and _EmilyCorruptionCheck is true>>
<br>
Emily looks at the building, her eyes sparkling with excitement. “This is going to be fun,” she purrs. “Let’s get in and get a drink.”<br>
<br>
“No drinking,” you correct her. “We’re here to see Tandi.”<br>
<br>
You receive a pout as a response. “Fine.”<br>
<<elseif _NPCPresent is true and _EmilyCorruptionCheck is false>>
<br>
Emily looks at the building, her eyes falling on the door. “I don’t know if I’ll get in.”<br>
<br>
Before you can respond, your forehead pulsates as something burrows its way into your brain. A high-pitched giggle bounces off the edges of your skull. “That won’t be an issue,” Tandi’s voice whispers.<br>
<br>
“Come on,” you tell Emily, gesturing towards the door. Emily looks disappointed, but nods.<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<DailyVariableCheck "RedRoomBarred">>
<<if _DailyVariableCheck is true>>
<s>Line up to enter</s> - <i>You can't try to get in again tonight</i><br>
<<else>>
<<link "Line up to enter" "RedRoomLine">>
<<AddFirst "RedRoom">>
<<NPCPresent "Annie">>
<<if _NPCPresent is true>><<NPCFollowActivate "Annie">><</if>>
<<NPCPresent "Britney">>
<<if _NPCPresent is true>><<NPCFollowActivate "Britney">><</if>>
<<NPCPresent "Michelle">>
<<if _NPCPresent is true>><<NPCFollowActivate "Michelle">><</if>>
<<NPCPresent "Emily">>
<<if _NPCPresent is true>><<NPCFollowActivate "Emily">><</if>>
<</link>><br>
<</if>>
<<WithCompanion>><<NPCPresent "Emily">>
<<if _WithCompanion is true>>
<<link "Catch a ride back to town and drop your companion off" "Travel">><<RedRoomLeaveReconciliation>><<TimeChange>><</link>>
<<elseif _NPCPresent is true>>
<<link "Catch a ride back to town with Emily" "Travel">><<RedRoomLeaveReconciliation>><<TimeChange>><</link>>
<<else>>
<<link "Catch a ride back to town" "Travel">><<RedRoomLeaveReconciliation>><<TimeChange>><</link>>
<</if>><<DailyVariableCheck "RedRoomBouncerAsleep">>
<<if _DailyVariableCheck is true>>
You walk between the building and the red rope. The bouncer lies slumped on the floor still, sound asleep.<br>
<Br>
<<ActionsHeader>>
<<link "Enter the Red Room" "RedRoomMain">><</link>>
<<else>>
You walk between the building and the red rope. Only a bouncer in a bikers jacket is present. As you approach, he looks at you, his unkempt grey beard sparkling in the light from the sole streetlight.<br>
<br>
<<DailyVariableCheck "RedRoomReEntry">>
<<if _DailyVariableCheck is true>>
The bouncer gestures towards the door. He kicks it open with a steel capped boot. "Go on in."<br>
<Br>
<<ActionsHeader>>
<<link "Enter the Red Room" "RedRoomMain">><</link>>
<<else>>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>>
Upon seeing Annie, the bouncer's muscles relax in a way that reveal they were taut before. He gives her a nod. "They with you?"<br>
<br>
Annie grins. "Fortunately for me."<br>
<br>
He looks you up and down, appraising you more thoroughly.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "Jeans" or _CurrentOutfit is undefined>>
"Looks like you dragged them off the street," he mutters.<Br>
<br>
Annie glances at your outfit, just about hiding a wince. "They are trying to play it cool. Isn't that just like everyone here?"<br>
<br>
The bouncer glares at her, but sighs and gestures towards the door. He kicks it open with a steel capped boot. "Fine. Go on in."<br>
<<elseif _CurrentOutfit is "SimpleFemalePC" or _CurrentOutfit is "CasualMalePC">>
"Bit plain for your tastes," he mutters.<Br>
<br>
Annie glances at your outfit, just about hiding a wince. "They are trying to play it cool. It's what's underneath that counts, isn't it?"<br>
<br>
The bouncer rolls his eyes, but sighs and gestures towards the door. He kicks it open with a steel capped boot. "Fine. Go on in."<br>
<<elseif _CurrentOutfit is "CuteFemalePC" or _CurrentOutfit is "SmartMalePC">>
"Dressed nicely," he mutters. "Careful. Won't step in if someone tries to eat them alive."<Br>
<br>
Annie glances at your outfit, grinning. "They're with me. People won't try anything."<br>
<br>
The bouncer raises an eyebrow, but gestures towards the door. He kicks it open with a steel capped boot. "Fine. Go on in."<br>
<<elseif _CurrentOutfit is "SexyFemalePC" or _CurrentOutfit is "TightMalePC">>
"Looks good," he says, smirking. "Sure some regulars will try to take them off your hands."<Br>
<br>
Annie glances at your outfit, giving you a nudge. "Let them try."<br>
<br>
The bouncer sniggers and gestures towards the door. He kicks it open with a steel capped boot. "Fine. Go on in."<br>
<</if>>
<Br>
Annie gives him a smile, then eyes you forward.<Br>
<Br>
<<ActionsHeader>>
<<link "Enter the Red Room" "RedRoomMain">><<set $RedRoomLineResponses to undefined>><</link>>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true and _CurrentPC is true>>
Upon seeing Michelle, the bouncer's muscles flex tighter than before. He looks to you with interest. "This a school trip?"<br>
<br>
Michelle pouts. "I'm over eighteen."<br>
<br>
He looks her up and down, then turns to you.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is undefined>>
"Didn't think enough of her to dress up?" he asks.<Br>
<br>
You look down at your outfit, wincing. "Just wanted a quiet drink. I thought this place accepted everyone?"<br>
<<elseif _CurrentOutfit is "CasualMalePC">>
"Think this is a local pub?" he asks, gesturing with his head to your clothes.<Br>
<br>
You look down at your outfit, shrugging. "This not good enough? I thought this place accepted everyone?"<br>
<<elseif _CurrentOutfit is "SmartMalePC">>
"Dressed up for the little girl?" he asks, gesturing with his head to your clothes.<Br>
<br>
You look down at your outfit, giving him a smile. "Is it a crime to make an effort?"<br>
<<elseif _CurrentOutfit is "TightMalePC">>
"You expecting some action tonight?" he asks, gesturing with his head to your clothes.<Br>
<br>
You look down at your outfit, trying to keep your cheeks from blushing. "Is it a crime to make an effort?"<br>
<</if>>
<br>
The bouncer glares at you, looking again at Michelle. Finally he sighs and gestures towards the door, kicking it open with a steel capped boot.<br>
<br>
"No trouble," he tells you. "Her daddy comes around and I'll be tossing you both out for him to deal with."<bR>
<bR>
You give him a polite smile, then gesture Michelle forward.<Br>
<Br>
<<ActionsHeader>>
<<link "Enter the Red Room" "RedRoomMain">><<set $RedRoomLineResponses to undefined>><</link>>
<</if>>
<<NPCFollowCheck "Emily">>
<<if _NPCFollowCheck is true>>
Upon seeing Emily, the bouncer's muscles flex tighter than before. He looks between the two of you, then watches her. "Date of birth?"<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
“Eleventh of the first,” Emily says quickly, then adds a year that makes her just eighteen. Fast and confident, but a little too practiced.<br>
<<else>>
“Eleventh of the first,” Emily stammers, then adds a year that makes her just eighteen. Her actual birthday, but you wouldn’t believe it if you didn’t know it off by heart.<br>
<</if>>
<br>
The bouncer snorts and looks to you, shaking his head. “Not a nursery,” he begins. But suddenly something stops him.<br>
<br>
<<if $current.female is true>>
As he stares back at you, you see his eyes sparkling in the only streetlight, glittering with yellow-amber energy.<br>
<<else>>
As he stares back at you, you see his eyes dull and grow vacant. In spite of the streetlight above him, they appear lifeless and inert.<br>
<</if>>
<br>
The bouncer gestures towards the door and kicks it open with a steel capped boot. "Go on in."<br>
<Br>
<<ActionsHeader>>
<<link "Enter the Red Room" "RedRoomMain">><<set $RedRoomLineResponses to undefined>><</link>>
<</if>>
<<WithCompanion>><<NPCFollowCheck "Emily">>
<<if _WithCompanion is false and _NPCFollowCheck is false>>
Giving you a more thorough appraisal as you stand quietly, he strokes his unkempt beard. "Here on your own?"<br>
<Br>
You nod. "Just fancied a drink."<Br>
<br>
<<CurrentOutfit>>
<<if $current.female is false>>
<<if _CurrentOutfit is "SmartMalePC">>
"Dressing up for a quick drink?" he asks, gesturing with his head to your clothes.<Br>
<br>
You look down at your outfit, giving him a smile. "Is it a crime to make an effort?"<br>
<<elseif _CurrentOutfit is "TightMalePC">>
"You expecting some action tonight?" he asks, gesturing with his head to your clothes.<Br>
<br>
You look down at your outfit, trying to keep your cheeks from blushing. "Is it a crime to make an effort?"<br>
<<else>>
"Looks it," he comments, looking at your clothes.<br>
<br>
You look down at your outfit, shrugging. "This not good enough? I thought this place accepted everyone?"<br>
<</if>>
<br>
You meet his eyeline as he regards you with suspicion. Finally he sighs and gestures towards the door, kicking it open with a steel capped boot.<br>
<br>
"No trouble," he tells you. "I hear one complaint from a lady and I'll set the regulars on you."<bR>
<bR>
You give him a polite smile, then step forward.<Br>
<<elseif $current.avatar is "Andrea">>
The bouncer gives you a hard look, his eyes overlooking your clothes with judgement.<br>
<br>
You look down at the French Maid outfit. The stockings and short skirt. The heels that you barely managed to walk over the gravel in. You feel your cheeks blushing before you can consider to avoid his eyes.<br>
<br>
“I’m not your daddy, girl,” you hear him say. “But looking like that, some of our regulars are going to see you as easy meat.”<br>
<br>
You meet his eyeline as he regards you with suspicion. Finally he sighs and gestures towards the door, kicking it open with a steel capped boot.<br>
<br>
You give him a polite smile, then step forward.<Br>
<<elseif $current.avatar is "Annie">>
Upon seeing you the bouncer’s muscles relax in a way that reveal they were taut before. He gives you a nod. “Come straight from the office?”<br>
<br>
It takes you a moment to understand what he means. Your short skirt. Heels. Blouse.<br>
<br>
<I>Not exactly dressed for a night in a dive bar, are you?</i><br>
<br>
The bouncer snorts, but kicks the door open with a steel capped boot. “Sure the locals won’t mind what you’re wearing.”<br>
<br>
You give him a polite smile, then step forward.<Br>
<<elseif $current.avatar is "Florence">>
The bouncer gives you a hard look, his eyes overlooking your clothes with judgement.<br>
<br>
You look down at the waitress uniform. The low-cut top and matching blue short skirt. His eyes linger on your hair that shimmers in the light from the street lamp.<br>
<br>
“That costume’s going to set the locals off,” he says. “As well that hair, too. Call this a warning.”<br>
<br>
You meet his eyeline as he regards you with suspicion. Finally he sighs and gestures towards the door, kicking it open with a steel capped boot.<br>
<br>
You give him a polite smile, then step forward.<Br>
<<elseif $current.avatar is "Jennifer">>
The bouncer gives you a hard look, his eyes overlooking your clothes with judgement. You look down at the pencil skirt and silk blouse, then return and meet his eyes.<br>
<br>
“Coming straight from the perfume counter?” he says, shrugging. “Not the first. Won’t be the last.”<br>
<br>
You meet his eyeline as he regards you with suspicion. Finally he sighs and gestures towards the door, kicking it open with a steel capped boot.<br>
<br>
You give him a polite smile, then step forward.<Br>
<<elseif $current.avatar is "Charli">>
The bouncer gives you a hard look, his eyes overlooking your nurse’s outfit with judgement. You look down at the costume and smile.<br>
<br>
“You’re just inviting trouble in that, love,” he says, smirking.<br>
<br>
“I don’t mind a bit of trouble,” you hear yourself say.<br>
<br>
You meet his eyeline as he regards you with suspicion. Finally he sighs and gestures towards the door, kicking it open with a steel capped boot.<br>
<br>
You give him a polite smile, then step forward.<Br>
<<else>>
<<if _CurrentOutfit is "CuteFemalePC">>
"Dressing up for a quick drink?" he asks, gesturing with his head to your clothes.<Br>
<br>
You look down at your outfit, giving him a smile. "Is it a crime to make an effort?"<br>
<<elseif _CurrentOutfit is "SexyFemalePC">>
"You expecting some action tonight?" he asks, gesturing with his head to your clothes.<Br>
<br>
You look down at your outfit, trying to keep your cheeks from blushing. "Is it a crime to make an effort?"<br>
<<else>>
"Looks it," he comments, looking at your clothes.<br>
<br>
You look down at your outfit, shrugging. "This not good enough? I thought this place accepted everyone?"<br>
<</if>>
<br>
You meet his eyeline as he regards you with suspicion. Finally he sighs and gestures towards the door, kicking it open with a steel capped boot.<br>
<br>
"Just watch yourself," he tells you. "Lone girlies are easy prey for the regulars. If one takes a fancy to you, I ain't stepping in."<bR>
<bR>
You give him a polite smile, then step forward.<Br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Enter the Red Room" "RedRoomMain">><<set $RedRoomLineResponses to undefined>><</link>>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true and $current.avatar is "Emily">>
He looks between you and Michelle with suspicious eyes. "This a school trip?"<Br>
<br>
"We're over eighteen," Michelle stammers, a little too fast.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is undefined or _CurrentOutfit is "Jeans">>
He snorts as his eyes rest on you. "She doesn't look like she made much of an effort."<br>
<br>
"She's just trying to be nonchalant," Michelle tells him, her eyes catching yours with nerves.<br>
<br>
<<if $current.makeup is true>>
The bouncer's eyes linger on your face. You match his eyes, feeling confident buried beneath a layer of make-up.<br>
<Br>
"Fine," he mutters with a sigh. He gestures towards the door, kicking it open with a steel capped boot.<br>
<br>
"Just watch yourself," he tells you. "Little girlies are easy prey for the regulars. If one takes a fancy to either of you, I ain't stepping in."<bR>
<bR>
You give him a polite smile and gesture Michelle forward.<Br>
<Br>
<<ActionsHeader>>
<<link "Enter the Red Room" "RedRoomMain">><<set $RedRoomLineResponses to undefined>><</link>>
<<else>>
The bouncer's eyes linger on your face. You can't help but look at the floor, feeling naked without any make-up.<br>
<Br>
"Not tonight," he says, turning to Michelle. "You're fine. But I ain't having her daddy show up with the police shouting about her being underage."<br>
<br>
"But she's eighteen!" Michelle stammers. "Show him your driver's licence, Em."<br>
<br>
Before you can even begin to take it out, the bouncer shakes his head. "No way of telling if it's fake," he retorts. "Go on, girlies. Get home before your parents realise you've snuck out."<Br>
<br>
You look back to Michelle, whose eyes are wide as she meets yours. She seems out of ideas.<Br>
<bR>
<<ActionsHeader>>
<<StatCheckAssertive "gt" 50>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to convince him to let you in">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "RedRoomLineResponses">><<set $RedRoomLineResponses to "AssertivePass">><</link>><br>
<<else>><<link _StatAssertiveProbability "RedRoomLineResponses">><<set $RedRoomLineResponses to "AssertiveFail">><<Assertive 1>><</link>><br><</if>>
<<StatCheckOrientation "gt" 40 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to flirt your way in">>
<<if _StatCheckOrientation is true>><<link _StatOrientationProbability "RedRoomLineResponses">><<set $RedRoomLineResponses to "OrientationPass">><</link>><br>
<<else>><<link _StatOrientationProbability "RedRoomLineResponses">><<set $RedRoomLineResponses to "OrientationFail">><<Orientation 1>><</link>><br><</if>>
<<link "Accept his decision and return to the road" "RedRoom">><<DailyVariableAdd "RedRoomBarred">><</link>>
<</if>>
<<elseif _CurrentOutfit is "Dress">>
He snorts as his eyes rest on you. "Cute. But we're not doing bottomless brunch inside."<br>
<br>
"There's no harm in making an effort," Michelle tells him, her eyes catching yours with nerves.<br>
<br>
<<if $current.makeup is true>>
The bouncer's eyes linger on your face. You match his eyes, feeling confident buried beneath a layer of make-up.<br>
<Br>
"Fine," he mutters with a sigh. He gestures towards the door, kicking it open with a steel capped boot.<br>
<br>
"Just watch yourself," he tells you. "Little girlies are easy prey for the regulars. If one takes a fancy to either of you, I ain't stepping in."<bR>
<bR>
You give him a polite smile and gesture Michelle forward.<Br>
<Br>
<<ActionsHeader>>
<<link "Enter the Red Room" "RedRoomMain">><<set $RedRoomLineResponses to undefined>><</link>>
<<else>>
The bouncer's eyes linger on your face. You can't help but look at the floor, feeling naked without any make-up.<br>
<Br>
<<DiceRoll 50>>
<<if _DiceRoll is true>>
"Fine," he mutters with a sigh. He gestures towards the door, kicking it open with a steel capped boot.<br>
<br>
"Just watch yourself," he tells you. "Little girlies are easy prey for the regulars. If one takes a fancy to either of you, I ain't stepping in."<bR>
<bR>
You give him a polite smile and gesture Michelle forward.<Br>
<Br>
<<ActionsHeader>>
<<link "Enter the Red Room" "RedRoomMain">><<set $RedRoomLineResponses to undefined>><</link>>
<<else>>
"Not tonight," he says, turning to Michelle. "You're fine. But I ain't having her daddy show up with the police shouting about her being underage."<br>
<br>
"But she's eighteen!" Michelle stammers. "Show him your driver's licence, Em."<br>
<br>
Before you can even begin to take it out, the bouncer shakes his head. "No way of telling if it's fake," he retorts. "Go on, girlies. Get home before your parents realise you've snuck out."<Br>
<br>
You look back to Michelle, whose eyes are wide as she meets yours. She seems out of ideas.<Br>
<bR>
<<ActionsHeader>>
<<StatCheckAssertive "gt" 50>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to convince him to let you in">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "RedRoomLineResponses">><<set $RedRoomLineResponses to "AssertivePass">><</link>><br>
<<else>><<link _StatAssertiveProbability "RedRoomLineResponses">><<set $RedRoomLineResponses to "AssertiveFail">><<Assertive 1>><</link>><br><</if>>
<<StatCheckOrientation "gt" 40 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to flirt your way in">>
<<if _StatCheckOrientation is true>><<link _StatOrientationProbability "RedRoomLineResponses">><<set $RedRoomLineResponses to "OrientationPass">><</link>><br>
<<else>><<link _StatOrientationProbability "RedRoomLineResponses">><<set $RedRoomLineResponses to "OrientationFail">><<Orientation 1>><</link>><br><</if>>
<<link "Accept his decision and return to the road" "RedRoom">><<DailyVariableAdd "RedRoomBarred">><</link>>
<</if>>
<</if>>
<<elseif _CurrentOutfit is "Skirt">>
He snorts as his eyes rest on you. "Looking for a daddy, cutie? Be a lot of attention on you, dressed like that."<br>
<br>
"What do you mean?" Michelle interjects, her eyes furrowing.<br>
<br>
The bouncer just grins and looks at you. "Just watch yourself. Little girlies are easy prey for the regulars. If one takes a fancy to you, I ain't stepping in."<bR>
<br>
He gestures towards the door, kicking it open with a steel capped boot.<br>
<br>
You give him a polite smile and gesture Michelle forward.<Br>
<Br>
<<ActionsHeader>>
<<link "Enter the Red Room" "RedRoomMain">><<set $RedRoomLineResponses to undefined>><</link>>
<<elseif _CurrentOutfit is "Cheerleader">>
He sniggers as his eyes rest on you. "Haven't had one of your type here for a while. Jack's gonna' love you."<br>
<br>
"Who?" Michelle interjects, her eyes furrowing.<br>
<br>
The bouncer grins. "You'll see." He gestures towards the door, kicking it open with a steel capped boot.<br>
<br>
"I would say to watch yourself," he says to you. "But wearing that, you either know what you're doing or too stupid to spot trouble when it's right in front of you."<bR>
<Br>
You give him a cautious look, but gesture Michelle forward.<Br>
<Br>
<<ActionsHeader>>
<<link "Enter the Red Room" "RedRoomMain">><<set $RedRoomLineResponses to undefined>><</link>>
<</if>>
<</if>>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true and $current.avatar is "Emily">>
He looks between you and Britney with suspicious eyes. "Little late for school kids to be out?"<Br>
<br>
"Seventh of July, twenty-one," Britney bumbles out quickly.<br>
<br>
The bouncer looks at her and grunts. "You're twenty-one, or born in twenty-one?"<br>
<br>
Britney gulps, her bottom lip rolling inward. "Yes?"<Br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is undefined or _CurrentOutfit is "Jeans">>
The bouncer shakes his head and turns to look at you. "She doesn't look like she made much of an effort."<br>
<br>
"Maybe she's going for the apathetic look?" Britney tells him, but it comes across as a question more than a statement.<br>
<br>
<<if $current.makeup is true>>
The bouncer's eyes linger on your face. You match his eyes, feeling confident buried beneath a layer of make-up.<br>
<Br>
"Fine," he mutters with a sigh. He gestures towards the door, kicking it open with a steel capped boot.<br>
<br>
"Just watch yourself," he tells you. "Little girlies are easy prey for the regulars. If one takes a fancy to either of you, I ain't stepping in."<bR>
<bR>
You give him a polite smile and gesture Britney forward.<Br>
<Br>
<<ActionsHeader>>
<<link "Enter the Red Room" "RedRoomMain">><<set $RedRoomLineResponses to undefined>><</link>>
<<else>>
The bouncer's eyes linger on your face. You can't help but look at the floor, feeling naked without any make-up.<br>
<Br>
"Not tonight," he says, turning to Britney. "You're... passable. But I ain't having her daddy show up with the police shouting about her being underage."<br>
<br>
"She's legal!" Britney exclaims. "She's been in all sorts of places!"<br>
<br>
The bouncer gives you a look, his eyebrows rising as if waiting for clarification. He sighs and shakes his head. "Don't care where she's been. She's not coming here. Go on, girlies. Get home before your parents realise you've snuck out."<Br>
<br>
You look back to Britney, who pouts. She seems out of ideas.<Br>
<bR>
A thought comes into your head. You look back at Britney with a glint in your eye. A yellow-amber glint.<br>
<Br>
<<ActionsHeader>>
<<SpellsCheckSelf "Charm">>
<<if _SpellsCheckSelf is true>><<link "[Spell: Charm] Cast Charm on the bouncer to let you in" "RedRoomLineResponses">><<set $RedRoomLineResponses to "CastCharm">><</link>><br><</if>>
<<SpellsCheckSelf "SleepForget">>
<<if _SpellsCheckSelf is true>><<link "[Spell: Sleep & Forget] Cast Sleep & Forget on the bouncer" "RedRoomLineResponses">><<set $RedRoomLineResponses to "SleepForget">><</link>><br><</if>>
<<StatCheckAssertive "gt" 50>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to convince him to let you in">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "RedRoomLineResponses">><<set $RedRoomLineResponses to "AssertivePass">><</link>><br>
<<else>><<link _StatAssertiveProbability "RedRoomLineResponses">><<set $RedRoomLineResponses to "AssertiveFail">><<Assertive 1>><</link>><br><</if>>
<<StatCheckOrientation "gt" 40 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to flirt your way in">>
<<if _StatCheckOrientation is true>><<link _StatOrientationProbability "RedRoomLineResponses">><<set $RedRoomLineResponses to "OrientationPass">><</link>><br>
<<else>><<link _StatOrientationProbability "RedRoomLineResponses">><<set $RedRoomLineResponses to "OrientationFail">><<Orientation 1>><</link>><br><</if>>
<<link "Accept his decision and return to the road" "RedRoom">><<DailyVariableAdd "RedRoomBarred">><</link>>
<</if>>
<<elseif _CurrentOutfit is "Dress">>
He snorts as his eyes rest on you. "Cute. But we're not doing bottomless brunch inside."<br>
<br>
"She looks cute!" Britney tells him, her lips turning up into a nervous smile.<br>
<br>
<<if $current.makeup is true>>
The bouncer's eyes linger on your face. You match his eyes, feeling confident buried beneath a layer of make-up.<br>
<Br>
"Fine," he mutters with a sigh. He gestures towards the door, kicking it open with a steel capped boot.<br>
<br>
"Just watch yourself," he tells you. "Little girlies are easy prey for the regulars. If one takes a fancy to either of you, I ain't stepping in."<bR>
<bR>
You give him a polite smile and gesture Britney forward.<Br>
<Br>
<<ActionsHeader>>
<<link "Enter the Red Room" "RedRoomMain">><<set $RedRoomLineResponses to undefined>><</link>>
<<else>>
The bouncer's eyes linger on your face. You can't help but look at the floor, feeling naked without any make-up.<br>
<Br>
<<DiceRoll 50>>
<<if _DiceRoll is true>>
"Fine," he mutters with a sigh. He gestures towards the door, kicking it open with a steel capped boot.<br>
<br>
"Just watch yourself," he tells you. "Little girlies are easy prey for the regulars. If one takes a fancy to either of you, I ain't stepping in."<bR>
<bR>
You give him a polite smile and gesture Britney forward.<Br>
<Br>
<<ActionsHeader>>
<<link "Enter the Red Room" "RedRoomMain">><<set $RedRoomLineResponses to undefined>><</link>>
<<else>>
"Not tonight," he says, turning to Britney. "You're... passable. But I ain't having her daddy show up with the police shouting about her being underage."<br>
<br>
"She's legal!" Britney exclaims. "She's been in all sorts of places!"<br>
<br>
The bouncer gives you a look, his eyebrows rising as if waiting for clarification. He sighs and shakes his head. "Don't care where she's been. She's not coming here. Go on, girlies. Get home before your parents realise you've snuck out."<Br>
<br>
You look back to Britney, who pouts. She seems out of ideas.<Br>
<bR>
A thought comes into your head. You look back at Britney with a glint in your eye. A yellow-amber glint.<br>
<Br>
<<ActionsHeader>>
<<SpellsCheckSelf "Charm">>
<<if _SpellsCheckSelf is true>><<link "[Spell: Charm] Cast Charm on the bouncer to let you in" "RedRoomLineResponses">><<set $RedRoomLineResponses to "CastCharm">><</link>><br><</if>>
<<SpellsCheckSelf "SleepForget">>
<<if _SpellsCheckSelf is true>><<link "[Spell: Sleep & Forget] Cast Sleep & Forget on the bouncer" "RedRoomLineResponses">><<set $RedRoomLineResponses to "SleepForget">><</link>><br><</if>>
<<StatCheckAssertive "gt" 50>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to convince him to let you in">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "RedRoomLineResponses">><<set $RedRoomLineResponses to "AssertivePass">><</link>><br>
<<else>><<link _StatAssertiveProbability "RedRoomLineResponses">><<set $RedRoomLineResponses to "AssertiveFail">><<Assertive 1>><</link>><br><</if>>
<<StatCheckOrientation "gt" 40 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to flirt your way in">>
<<if _StatCheckOrientation is true>><<link _StatOrientationProbability "RedRoomLineResponses">><<set $RedRoomLineResponses to "OrientationPass">><</link>><br>
<<else>><<link _StatOrientationProbability "RedRoomLineResponses">><<set $RedRoomLineResponses to "OrientationFail">><<Orientation 1>><</link>><br><</if>>
<<link "Accept his decision and return to the road" "RedRoom">><<DailyVariableAdd "RedRoomBarred">><</link>>
<</if>>
<</if>>
<<elseif _CurrentOutfit is "Skirt">>
He snorts as his eyes rest on you. "Looking for a daddy, cutie? Be a lot of attention on you, dressed like that."<br>
<br>
"That's what we were going for," Britney interjects, giving you a grin.<br>
<br>
The bouncer smiles and sniggers. "Just watch yourself. Little girlies are easy prey for the regulars. If one takes a fancy to you, I ain't stepping in."<bR>
<br>
He gestures towards the door, kicking it open with a steel capped boot.<br>
<br>
You give him a polite smile and gesture Britney forward.<Br>
<Br>
<<ActionsHeader>>
<<link "Enter the Red Room" "RedRoomMain">><<set $RedRoomLineResponses to undefined>><</link>>
<<elseif _CurrentOutfit is "Cheerleader">>
He sniggers as his eyes rest on you. "Haven't had one of your type here for a while. Jack's gonna' love you."<br>
<br>
"Our type?" Britney interjects, her eyes furrowing.<br>
<br>
The bouncer grins. "Cheerleaders." He gestures towards the door, kicking it open with a steel capped boot.<br>
<br>
"I would say to watch yourself," he says to you. "But wearing that, you either know what you're doing or too stupid to spot trouble when it's right in front of you."<bR>
<Br>
You give him a cautious look, but gesture Britney forward.<Br>
<Br>
<<ActionsHeader>>
<<link "Enter the Red Room" "RedRoomMain">><<set $RedRoomLineResponses to undefined>><</link>>
<</if>>
<</if>>
<</if>>
<</if>><<switch $RedRoomLineResponses>>
<<case "AssertivePass">>
"I don't think we need to leave," you tell him flatly. "We've come all this way and now you're just going to turn us around?"<br>
<br>
"That's the law," he replies. "Can't take chances on letting underage girls in."<Br>
<br>
"This doesn't look like the type of place that's concerned with bending some rules," you try. "I bet there's plenty that happens inside that is worse than someone forgetting their ID."<br>
<br>
He raises an eyebrow, considering your words. "Not the point. Don't need your daddies coming hassling me."<br>
<bR>
"Do we look like the type of girls whose daddies would care about where they were?"<br>
<bR>
He looks over the pair of you. For a moment, you see a crack in his conviction. You lean forward, giving him a sly smile. "We just want to have a little fun. You aren't going to deny us that, are you?"<br>
<br>
"You might not like the type of fun you'll get in here," he replies.<br>
<br>
"Try us," you say. "We can handle it." Then, with a smile. "We've done it all before."<br>
<br>
He chuckles to himself, appraising you carefully. Finally, he gestures towards the door and kicks it open with a steel capped boot.<br>
<br>
"Just watch yourself. Little girlies are easy prey for the regulars. If one takes a fancy to you, I ain't stepping in."<bR>
<br>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true>>You give him a lingering smile, then gesture Britney forward. A grin betrays her emotions, her admiration obvious. She totters forward.<Br><</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true>>You give him a lingering smile, then gesture Michelle forward. Her mouth is open in shock, but she steps forward.<Br><</if>>
<Br>
<<ActionsHeader>>
<<link "Enter the Red Room" "RedRoomMain">><<set $RedRoomLineResponses to undefined>><</link>>
<<case "AssertiveFail">>
"I don't think we need to leave," you tell him flatly. "We've come all this way and now you're just going to turn us around?"<br>
<br>
"That's the law," he replies. "Can't take chances on letting underage girls in."<Br>
<br>
"Do you care about bending some rules?" you try. "Doesn't seem like the type of place that cares."<br>
<br>
"Not the point," he spits back. "Don't need your daddies coming hassling me."<br>
<bR>
"They won't come looking," you reply. "We promise. They don't care."<Br>
<bR>
He gives you a look, then suddenly he steps forward. It's enough to make you step back.<br>
<br>
"Like I thought," he says. "Girls whose daddies don't care about them don't flinch when a man steps towards them. If you can't handle the attention of me, you're bound to cause trouble inside."<Br>
<br>
You wince, annoyed at your skittishness betraying you. "We can handle it," you mutter. "I promise."<br>
<bR>
The bouncer's eyes linger on you, then drift over to the brick wall next to the door. When he returns to you, his smile is broad. "Then prove it," he mutters. "Why don't you lean back against that wall. I'll give you a taste of what you'll get in there. Just a little kiss. Then we'll see if you're a woman. Or just a little girl."<Br>
<br>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true>>You look between him, the wall, and then back to Britney. You see her turned up nose as she catches your look. She grimaces, but shrugs.<Br><</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true>>You look between him, the wall, and then back to Michelle. You see her mouth drop open as she catches your look. She grimaces, but shrugs.<Br><</if>>
<Br>
<<ActionsHeader>>
<<link "Lean against the wall and let him kiss you" "RedRoomLineResponses">><<set $RedRoomLineResponses to "Kiss">><<Orientation 1>><</link>><br>
<<link "Refuse to lean against the wall" "RedRoomLineResponses">><<set $RedRoomLineResponses to "Refuse">><</link>>
<<case "OrientationPass">>
"Are you sure you couldn't let us in?" you purr. "Do you really not think I look eighteen?"<br>
<br>
You arch your back and smile coyly. Your breasts push forward in his direction. The bouncer's expression doesn't change, but his eyes linger on your chest.<br>
<Br>
"Not the first girlie who's tried to charm their way in," he murmurs.<br>
<br>
You hold his eyes and bite your tongue. "We won't cause any trouble. We like a rougher crowd."<br>
<br>
He looks back to you, a smile forming. "What about rougher men?"<br>
<br>
You step forward and run your fingernails over his matted beard. "Better than school boys," you whisper. "Put a few drinks inside of me, and there's no telling what I'll do."<br>
<Br>
His eyes watch your fingers wrap around his beard hair, as his grin widens. "I'd like to see that."<br>
<br>
You titter and release his beard. He chuckles to himself, then gestures towards the door and kicks it open with a steel capped boot.<br>
<br>
"Just watch yourself. Little girlies are easy prey for the regulars. If one takes a fancy to you, I ain't stepping in."<bR>
<br>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true>>You give him a lingering smile, then gesture Britney forward. Her face is turned up in thinly veiled disgust, but she steps forward.<Br><</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true>>You give him a lingering smile, then gesture Michelle forward. Her mouth is open in shock, but she steps forward.<Br><</if>>
<Br>
<<ActionsHeader>>
<<link "Enter the Red Room" "RedRoomMain">><<set $RedRoomLineResponses to undefined>><</link>>
<<case "OrientationFail">>
"Are you sure you couldn't let us in?" you purr. "Do you really not think I look eighteen?"<br>
<br>
You arch your back and smile coyly. Your breasts push forward in his direction. The bouncer's expression doesn't change, but his eyes linger on your chest.<br>
<Br>
"Not the first girlie who's tried to charm their way in," he murmurs.<br>
<br>
You hold his eyes. "We won't cause any trouble."<br>
<br>
He looks back to you, a smile forming. "That's what they all say."<br>
<Br>
You look at him, your coy smile fading. He seems unmoved by your words. Suddenly he steps forward. It's enough to make you flinch.<br>
<br>
"Like I thought," he says. "If you can't handle the attention of me, you're bound to cause trouble inside."<Br>
<br>
You wince, annoyed at your skittishness betraying you. "We can handle it," you mutter. "I promise."<br>
<bR>
The bouncer's eyes linger on you, then drift over to the brick wall next to the door. When he returns to you, his smile is broad. "Then prove it," he mutters. "Why don't you lean back against that wall. I'll give you a taste of what you'll get in there. Just a little kiss. Then we'll see if you're a woman. Or just a little girl."<Br>
<br>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true>>You look between him, the wall, and then back to Britney. You see her turned up nose as she catches your look. She grimaces, but shrugs.<Br><</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true>>You look between him, the wall, and then back to Michelle. You see her mouth drop open as she catches your look. She grimaces, but shrugs.<Br><</if>>
<Br>
<<ActionsHeader>>
<<link "Lean against the wall and let him kiss you" "RedRoomLineResponses">><<set $RedRoomLineResponses to "Kiss">><<Orientation 1>><</link>><br>
<<link "Refuse to lean against the wall" "RedRoomLineResponses">><<set $RedRoomLineResponses to "Refuse">><</link>>
<<case "Kiss">>
You take a deep breath, then nod. He grins as you move past him and press your back against the cold bricks, raising your knee and putting a shoe against the wall. Waiting.<br>
<br>
He gives you a look, then turns and steps up to you. His frame casts a shadow over your body, blocking out the light from the street light.<br>
<br>
You brace yourself as he leans forward. One hand wraps around your waist. The other grasps on to your leg.<br>
<br>
The whiskers of his beard push against your cheek and you are pushed firmly against the brick behind you. As you yelp, his lips cover your mouth.<br>
<br>
As his tongue invades the inside of your cheek, his hand skirts down, grasping at your arse. You struggle to breathe as his mouth locks over yours.<br>
<br>
Then one hand skirts underneath your bent leg, pulling it up and to the side as he leans in. Pushed up against the wall, you are powerless to prevent him.<br>
<br>
Suddenly his lips pull back and you gasp for air. His hands release your body and you drop your foot back to the floor.<br>
<br>
"Malleable, aren't you?" he says, grinning. He chuckles to himself, appraising you carefully. Finally, he gestures towards the door and kicks it open with a steel capped boot.<br>
<br>
"Just watch yourself. Little girlies are easy prey for the regulars. If one takes a fancy to you, I ain't stepping in."<bR>
<br>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true>>You give him a lingering smile, then gesture Britney forward. Her face is turned up in thinly veiled disgust, but she steps forward.<Br><</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true>>You give him a lingering smile, then gesture Michelle forward. Her mouth is open in shock, but she steps forward.<Br><</if>>
<Br>
<<ActionsHeader>>
<<link "Enter the Red Room" "RedRoomMain">><<set $RedRoomLineResponses to undefined>><</link>>
<<case "Refuse">>
Your hesitation is enough of an answer. The bouncer snorts at you and backs away.<br>
<br>
"Go on, girlies," he tells the two of you. "Get back and study. Before your daddies know where you've got to."<br>
<Br>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true>>You look back to Britney. You see her turned up nose as she catches your look. She grimaces, but shrugs.<Br><</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true>>You look back to Michelle. You see her mouth open as she catches your look. She grimaces, but shrugs.<Br><</if>>
<Br>
<<ActionsHeader>>
<<link "Return to the road" "RedRoom">><<DailyVariableAdd "RedRoomBarred">><<set $RedRoomLineResponses to undefined>><</link>>
<<case "CastCharm">>
You stir the magic around within your body, feeling Britney bristle at your side. Before she can object, you take a deep breath and thread the air in your lungs through the swirling energies.<br>
<Br>
The bouncer looks at you as you breathe out, but the tightness in his muscles slackens. In fact, he slumps against the wall, a lazy grin spreading across his face.<Br>
<Br>
“You don't mind us going in, do you?" you murmur.<br>
<Br>
He casually shakes his head and taps the door open with a steel-toed boot. "Just watch yourself around the locals," he comments.<br>
<br>
"Thank you," you reply and gesture to Britney to head in.<Br>
<Br>
<<if $PlayerCharacter.cheerleader is true>>
"That was amazing, Em!" Britney exclaims as you step forward. "You're totally going to show me how to do that."<Br>
<<else>>
"You can do that?" Britney mutters as you step forward. She seems almost scared by your display.<br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Enter the Red Room" "RedRoomMain">><<set $RedRoomLineResponses to undefined>><</link>>
<<case "SleepForget">>
You focus your mind’s eye on the bouncer and begin to mutter. “Fall asleep,” you whisper. “And let your memories drift as you slumber.”<bR>
<Br>
Britney yelps from behind you as magic surges out from your body. The bouncer jolts, then slackens. He crumples to the floor, slumped against the brick building.<br>
<Br>
<<if $PlayerCharacter.cheerleader is true>>
"That was amazing, Em!" Britney exclaims as you step over him. "Can we use magic outside, now that you're in charge?"<Br>
<br>
You give her a knowing smile and push open the door. With any luck, the bouncer won't be found for a long time.<br>
<<else>>
"Oh my god!" Britney exclaims as you step over him. "You actually used magic out in the wild! Where anyone can see! Do you do this often?"<br>
<br>
You give her a knowing smile and push open the door. With any luck, the bouncer won't be found for a long time.<br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Enter the Red Room" "RedRoomMain">><<set $RedRoomLineResponses to undefined>><<DailyVariableAdd "RedRoomBouncerAsleep">><</link>>
<</switch>><b>The Red Room - Main Area</b><br>
<img src="./images/RedRoom_mainarea.png"><br>
<<QuestOptionCheck "Quest22" 0 "red_room">>
<<if _QuestOptionCheck is true>><<QuestOptionComplete "Quest22" 0 "red_room">><</if>>
<<NPCFollowCheck "Annie">><<QuestOptionCheck "Quest22" 0 "red_room_annie">>
<<if _NPCFollowCheck is true and _QuestOptionCheck is true>><<QuestOptionComplete "Quest22" 0 "red_room_annie">><</if>>
<<NPCFollowCheck "Britney">><<QuestOptionCheck "Quest22" 0 "red_room_britney">>
<<if _NPCFollowCheck is true and _QuestOptionCheck is true>><<QuestOptionComplete "Quest22" 0 "red_room_britney">><</if>>
<<NPCFollowCheck "Michelle">><<QuestOptionCheck "Quest22" 0 "red_room_michelle">>
<<if _NPCFollowCheck is true and _QuestOptionCheck is true>><<QuestOptionComplete "Quest22" 0 "red_room_michelle">><</if>>
<br>Coloured lights and disco balls glitter and sparkle, as the crowd dances to pulsating music. The bar is five people deep, the booths all full, the dance floor full of young girls and rough-looking guys thrusting and grinding away.<br>
<<include "EventsRedRoomMain">>
<<if _currentEvent is undefined>>
/* Re-collect a companion parked in the main area during a bathroom trip - the accost event handles its own reactivation */
<<NPCFollowActivate "Annie">>
<<NPCFollowActivate "Michelle">>
<<CheckFirst "RedRoomMain">>
<<if _CheckFirst is false>>
<br>
The first thing that hits you as you walk through the doors is the music. Seventies throbbing disco music, dark and exotic. Pulsing, hypnotic, alive. With a rhythm that seems to breathe with the room itself. It rolls in waves of heat and light, each beat rippling through the crowd like a shared heartbeat, mechanical yet sensuous, building and breaking in endless motion.<br>
<Br>
The second thing is the crowd. It dawns on you how distant your life back in the city feels. Bodies are pushed together, mingling, dancing, pressed close. Girls wear sequined dresses that hang high on their thighs. Arms are thrown in the air with abandon. Men gyrate behind them, pushing close against their backs. Sounds of sultry laughter echo off the walls. In any other place, this would be a Saturday night out. In Charlton, it feels scandalous. <Br>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>><br>Annie watches you take it in, grinning. “Cat got your tongue, <<TrueName "Current">>?” she shouts to you. “Told you there were places to have fun in Charlton! Come on. Let’s take a look around.”<Br><</if>>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true>><br>Britney looks back to you, her mouth agape. “This is… epic,” she shouts over the music, as her mouth forms into a grin. “Can you believe this Em!” Then her face drops, trying to turn serious. “I mean, let’s not blow it. Try to look cool, okay.”<br><</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true and $current.avatar is "Emily">><br>Michelle looks back to you, her green eyes inflated with amazement. “I don’t believe it,” she shouts. “All those rumours. They were true. Come on! Let’s explore!”<br><</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true and _CurrentPC is true>><br>Michelle looks back to you, her green eyes inflated even as she tries to hide it. “How intimate,” she says, trying not to shout against the music. “Is this like what the city is like?” She takes a deep breath. “What do you want to do?”<br><</if>>
<</if>>
/* Repeat-visit companion ambience (first visits keep the richer reaction lines above) */
<<if _CheckFirst is true>>
<<WithCompanion>>
<<if _WithCompanion is true>>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>><br>Annie follows you, smiling back to you as she watches your face.<br><</if>>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true>><br>Britney follows you, grinning with excitement as she looks around at the people and the sights.<br><</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true and $current.avatar is "Emily">><br>Michelle follows you, looking around with a curious smile.<br><</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true and _CurrentPC is true>><br>Michelle follows you, smiling cautiously back at you as she meets your eye.<br><</if>>
<</if>>
<</if>>
<<NPCFollowCheck "Emily">><<EmilyCorruptionCheck>>
<<if _NPCFollowCheck is true and _EmilyCorruptionCheck is true>>
<br>
Emily looks around the club in amazement, a smile broad and genuine. Her eyes linger on the dance floor. She takes a small step towards it without realising.<br>
<br>
“We’re here to see Tandi, remember,” you say, grabbing hold of her arm.<br>
<br>
She gives you a dark look, but sighs and nods.<br>
<<elseif _NPCFollowCheck is true and _EmilyCorruptionCheck is false>>
<br>
Emily hovers behind you. You glance back to see her staring at the floor, avoiding the attention she is receiving from various patrons.<br>
<br>
“Come on,” you shout back. “Let’s go see Tandi.”<br>
<br>
She gives you a scared look, but nods.<br>
<</if>>
<<InventoryCheckSelf "TandiBracelet">><<GetPCState "TandiBracelet">><<QuestState "Quest22">><<QuestStatus "Quest22">>
<<BraceletTrialActive>><<if _BraceletTrialActive is true>>
<br>
“Look around you,” you hear Tandi’s voice say inside your brain. “So many people. So many options. You could dance, or get a drink, or even speak to one of the locals about getting something more fun. There's so many ways to power that bracelet in a place like this.”<br>
<</if>>
<<Flag "TempJackBathroom">><<set _JackBathroom to _FlagReturn>>
<<NPCFollowCheck "Annie">><<NPCPresent "Annie">>
<<if _NPCFollowCheck is false and _NPCPresent is true>>
<br>
<<if _JackBathroom is true>>
Annie stands at the edge of the dancefloor, a drink in hand. She looks at you when you approach. “Feeling better?”<br>
<br>
You aren’t sure what to say. She rolls her eyes. “It’s fine. Let’s not talk about it.”<br>
<<else>>
<<Flag "TempTandiTalk">>
<<if _FlagReturn is true>>
Annie waits at the bar, nursing a drink. When she sees you, she raises an eyebrow. “Get what you wanted?”<br>
<br>
When you don’t reply, Annie rolls her eyes. “Whatever. Let’s not let it ruin the night.”<Br>
<<SetFlag "TempTandiTalk" false>>
<<else>>
Annie stands watching the dance floor, waiting for you. You notice the attention she's getting as people walk by. She smiles when she sees you. "Ready to get back into it?"<br>
<</if>>
<</if>>
<<NPCFollowActivate "Annie">>
<</if>>
<<NPCFollowCheck "Michelle">><<NPCPresent "Michelle">>
<<if _NPCFollowCheck is false and _NPCPresent is true>>
<br>
<<if _JackBathroom is true>>
Michelle lingers at the side of the dancefloor, trying to hide from unwanted attention. When she sees you, she looks with concern. “Are you okay?”<br>
<br>
You aren’t sure what to say. She regards you with worry, but says nothing more.<br>
<<else>>
<<Flag "TempTandiTalk">>
<<if _FlagReturn is true>>
<<if _CurrentPC is true>>
Michelle waits at the bar, standing quietly at the side as if hiding. When she sees you, she smiles weekly. “Hi,” she murmurs. “Did you two... speak?”<br>
<Br>
When you nod, Michelle looks away, not meeting your eyes. “I didn’t think you’d like girls like that.”<br>
<<else>>
Michelle waits at the bar, standing quietly at the side as if hiding. When she sees you, she smiles with relief. “Hey Em,” she murmurs. “Did you get what you needed?”<br>
<Br>
When you nod, Michelle takes in a deep breath. “Good. That outfit she was wearing. It’s a bit much, don’t you think? Even for here.”<Br>
<</if>>
<<SetFlag "TempTandiTalk" false>>
<<else>>
Michelle stands off to the side, waiting for you. A number of patrons try to make eye contact, but she looks to the floor. She smiles when she sees you. "All good?"<br>
<</if>>
<</if>>
<<NPCFollowActivate "Michelle">>
<</if>>
<<NPCFollowCheck "Britney">><<NPCPresent "Britney">>
<<if _NPCFollowCheck is false and _NPCPresent is true>>
<br>
<<if _JackBathroom is true>>
Britney stands near the edge of the dancefloor, her feet moving in time with the rhythm. When she sees you, she frowns. “Got what you wanted?”<br>
<br>
You aren’t sure what to say. She casts a look your way, but says nothing more.<br>
<<else>>
<<Flag "TempTandiTalk">>
<<if _FlagReturn is true>>
Britney waits at the bar, trying to meet the eyes of nearby men that are watching her with amusement. When she sees you, she smiles with relief. “Oh, thank god. What did Tandi say?”<br>
<Br>
When you don’t reply, Britney snorts. “I mean, I don’t care. She’s gross, Em. We can do better than her.”<Br>
<<SetFlag "TempTandiTalk" false>>
<<else>>
Britney stands off to the side, watching the dance floor. A number of patrons try to make eye contact and she smiles at them. When she notices you, her smile widens. "All good?"<br>
<</if>>
<</if>>
<<NPCFollowActivate "Britney">>
<</if>>
<<if _JackBathroom is true>>
<br>
“You don’t have to be on your knees to charge that thing,” Tandi’s voice tells you. “Although you would be surprised how much fun you can have in a cubicle. Why not get a drink. Or two. Maybe three. That bracelet loves the bottom of a bottle.”<br>
<<SetFlag "TempJackBathroom" false>>
<</if>>
<br>
<<ActionsHeader>>
<<NPCFollowCheck "Emily">>
<<if _NPCFollowCheck is true>>
<<link "Look at the VIP booth" "RedRoomVIPBooth">><<AddFirst "RedRoomMain">><</link>><br>
<<link "Go outside" "RedRoom">><<DailyVariableAdd "RedRoomReEntry">><<AddFirst "RedRoomMain">><</link>><br>
<<else>>
<<link "Walk up to the bar" "RedRoomBar">><<AddFirst "RedRoomMain">><</link>><br>
<<link "Look at the VIP booth" "RedRoomVIPBooth">><<AddFirst "RedRoomMain">><</link>><br>
<<link "Look at the dance floor" "RedRoomDanceFloor">><<AddFirst "RedRoomMain">><</link>><br>
<<link "Go to the men’s toilets" "RedRoomMainMensToiletsCheck">><<AddFirst "RedRoomMain">><</link>><br>
<<link "Go to the women’s toilets" "RedRoomMainWomensToiletsCheck">><<AddFirst "RedRoomMain">><</link>><br>
<<WithCompanion>><<CompanionName>>
<<if _WithCompanion is true and $TempTandiBraceletConvince is true>>
<<set _convinceLabel to "Try to convince " + _CompanionName + " again to wear the bracelet">>
<<link _convinceLabel "RedRoomMainConvinceBracelet">><<AddFirst "RedRoomMain">><</link>><br>
<</if>>
<<InventoryCheckSelf "TandiBracelet">><<GetPCState "TandiBracelet">><<QuestState "Quest22">><<QuestStatus "Quest22">><<Flag "TempCompanionWearingBracelet">>
<<BraceletTrialActive>><<if _BraceletTrialActive is true>>
<s>Go outside</s> - <i>You feel compelled to stay in the club whilst wearing Tandi’s bracelet</i><br>
<<elseif _QuestState is 3 and _QuestStatus isnot "complete" and (_InventoryCheckSelf is true or _FlagReturn is true)>>
<s>Go outside</s> - <i>You shouldn’t leave without giving Tandi’s bracelet back</i><br>
<<else>>
<<link "Go outside" "RedRoom">><<DailyVariableAdd "RedRoomReEntry">><<AddFirst "RedRoomMain">><</link>><br>
<</if>>
<</if>>
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<if _currentEvent is "MichelleAccosted">>
When you return to the main area, you look around the crowd to see if you can spot Michelle. She is missing from where you left her. A sense of concern spreads within you. Did she leave?<br>
<Br>
Then, out of the corner of your eye, you see her green eyes. Stricken with fear. She’s resting against a wall, but is pinned against it by a thick-set man leaning against her. His face is flushed from drink, grey beard slick with sweat, a baseball cap dragged low over thinning hair. His hand is wrapped around her waist, pulling her close towards him with his rough and large hands.<br>
<Br>
As you approach, you overhear his grizzled voice barking at her. “Come on, little girl. You look like you know how to party. Scrumpy Jack gives treats to girls that like to party.”<bR>
<br>
“Hey!” you bark instinctively. “Get your hands off her!”<br>
<Br>
The man meets your eyes. It’s enough for Michelle to wrestle out of his grip. She’s quickly alongside you, hanging off your shoulder.<Br>
<Br>
He chuckles, for the first time briefly considering you before turning back to Michelle. “Scrumpy Jack likes,” he says in a grizzly voice, eyes hanging on her outfit. “Young. Fresh meat.”<Br>
<Br>
Her hand lowers to your chest, holding herself against you. “She’s not interested,” you bark back. “Leave her be.”<Br>
<Br>
Jack steps forward, close in towards you. He looks you up and down, assessing you. “You’re with him?” he says without turning to look at her. “Not sure he knows how to party.”<Br>
<Br>
<<CurrentOutfit>>
<<if _CurrentOutfit is undefined or _CurrentOutfit is "CasualMalePC">>
And turning once more to face you, he flashes his teeth. “You don’t know how to party.”<Br>
<<elseif _CurrentOutfit is "SmartMalePC">>
And turning once more to face you, he flashes his teeth. “What say you, sharp dress? You know how to party?”<Br>
<<elseif _CurrentOutfit is "TightMalePC">>
And turning once more to face you, he flashes his teeth. “What say you, pretty boy? You know how to party?”<Br>
<</if>>
<Br>
He leans into you, flashing his teeth once more. You can smell the alcohol on his breath. Then he steps back, eyes lingering once more on Michelle. “Come see me if you want to party.”<Br>
<Br>
Michelle holds on to you, pressing up against your body to shield herself from his eyes. “Thank you,” she whispers. “My hero.”<br>
<Br>
<<ActionsHeader>>
<<link "Return to the dance floor" "RedRoomMain">><<NPCKnown "ScrumpyJack">><<NPCFollowActivate "Michelle">><<EventsCheckEnd "RedRoomMain" "MichelleAccosted">><</link>>
<</if>>
<<if _currentEvent is "CompanionBracelet">>
<br>
“Look around you,” you hear Tandi’s voice say inside your brain as you move through the club. “So many people. So many options. You could get them to dance, or drink, or even speak to one of the locals about getting something more fun. There's so many ways to power that bracelet in a place like this.”<br>
<<NPCLocationCheck "Annie">>
<<if _NPCLocationCheck is "RedRoomMain">>
<br>
Annie waits at the bar, nursing a drink. When she sees you, she raises an eyebrow. “Get what you wanted?”<br>
<br>
“Sort of,” you say. You hold out the bracelet in front of her. “Tandi gave me a gift. She said to give it to you.”<br>
<br>
<<GetNPCState "Annie" "drugged">><<NPCDeltaCheck "Annie" "drunk">>
<<if _drugged is true or (_NPCDeltaCheck ?? 0) gte 2>>
She giggles, her eyes sparkling. “How nice of her,” she purrs. She takes it without a thought, slipping it on to her wrist. You see magic shoot from the bracelet up her arm and she gasps as her pupils dilate. Magic sparkles in her eyes.<br>
<br>
“She feels so good now, <<TrueName>>,” Tandi purrs inside your head. “Don’t worry, she won’t remember after our game. But don’t you wish it was you?”<br>
<br>
Annie titters, massaging her wrist. “I feel like dancing,” she murmurs. “Or a drink.”<br>
<br>
“Listen to the lady,” Tandi taunts you. “And let her indulge her darkest desires. Then you’ll see what the bracelet can do.”<br>
<Br>
<<ActionsHeader>>
<<link "Return to the main room" "RedRoomMain">><<GiveObjectNPC "Annie" "TandiBracelet">><<SetFlag "TempTandiTalk" false>><<NPCFollowActivate "Annie">><<SetFlag "TempCompanionWearingBracelet">><<EventsCheckEnd "RedRoomMain" "CompanionBracelet">><</link>>
<<else>>
You watch her eyes look down at it. She eyes you darkly. “I think I’m alright, <<TrueName "Current">>. But thanks anyway.”<br>
<br>
“Looks like she’s a bit scared,” Tandi says inside your head. “But get a drink in Annie and you’ll see another side of her. Believe me.” A titter from her almost makes you jump. “Or something else, that the locals might be offering.”<br>
<Br>
<<ActionsHeader>>
<<link "Return to the main room" "RedRoomMain">><<set $TempTandiBraceletConvince to true>><<SetFlag "TempTandiTalk" false>><<NPCFollowActivate "Annie">><<EventsCheckEnd "RedRoomMain" "CompanionBracelet">><</link>>
<</if>>
<</if>>
<<NPCLocationCheck "Britney">>
<<if _NPCLocationCheck is "RedRoomMain">>
<br>
Britney waits at the bar, trying to meet the eyes of nearby men that are watching her with amusement. When she sees you, she smiles with relief. “Oh, thank god. What did Tandi say?”<br>
<br>
“Not much,” you say. You hold out the bracelet in front of her. “But she gave me a gift. And she said to give it to you.”<br>
<br>
<<GetNPCState "Britney" "drugged">><<NPCDeltaCheck "Britney" "drunk">>
<<if _drugged is true or (_NPCDeltaCheck ?? 0) gte 2>>
She titters, smiling. “Oh god, it looks swell,” she stammers. She takes it without a thought, slipping it on to her wrist. You see magic shoot from the bracelet up her arm and she gasps as her pupils dilate. Magic sparkles in her eyes.<br>
<br>
“She feels so good now, <<TrueName "Current">>,” Tandi purrs inside your head. “Don’t worry, she won’t remember after our game. But don’t you wish it was you?”<br>
<br>
Britney giggles, massaging her wrist. “I feel like dancing,” she murmurs. “Or a drink.”<br>
<br>
“Listen to the lady,” Tandi taunts you. “And let her indulge her darkest desires. Then you’ll see what the bracelet can do.”<br>
<Br>
<<ActionsHeader>>
<<link "Return to the main room" "RedRoomMain">><<GiveObjectNPC "Britney" "TandiBracelet">><<SetFlag "TempTandiTalk" false>><<NPCFollowActivate "Britney">><<SetFlag "TempCompanionWearingBracelet">><<EventsCheckEnd "RedRoomMain" "CompanionBracelet">><</link>>
<<else>>
You watch her eyes look down at it. She pouts. “I don’t think we should be messing with anything that Tandi is giving out, Em.”<br>
<br>
“Looks like she’s a bit scared,” Tandi says inside your head. “But get a drink in Britney and you’ll see what type of girl she really is.” A titter from her almost makes you jump. “Or something else, that the locals might be offering.”<br>
<Br>
<<ActionsHeader>>
<<link "Return to the main room" "RedRoomMain">><<set $TempTandiBraceletConvince to true>><<SetFlag "TempTandiTalk" false>><<NPCFollowActivate "Britney">><<EventsCheckEnd "RedRoomMain" "CompanionBracelet">><</link>>
<</if>>
<</if>>
<<NPCLocationCheck "Michelle">>
<<if _NPCLocationCheck is "RedRoomMain">>
<br>
Michelle stands off to the side, waiting for you. A number of patrons try to make eye contact, but she looks to the floor. She smiles when she sees you. "All good?"<br>
<br>
“Sort of,” you say. You hold out the bracelet in front of her. “Tandi gave me a gift. She said to give it to you.”<br>
<br>
<<GetNPCState "Michelle" "drugged">><<NPCDeltaCheck "Michelle" "drunk">>
<<if _drugged is true or (_NPCDeltaCheck ?? 0) gte 2>>
She smiles, curious. “How dainty,” she purrs. She takes it without a thought, slipping it on to her wrist. You see magic shoot from the bracelet up her arm and she gasps as her pupils dilate. Magic sparkles in her eyes.<br>
<br>
“She feels so good now, <<TrueName "Current">>,” Tandi purrs inside your head. “Don’t worry, she won’t remember after our game. But don’t you wish it was you?”<br>
<br>
Michelle smiles, looking flushed. “I feel like dancing,” she murmurs. “Or a drink.”<br>
<br>
“Listen to the lady,” Tandi taunts you. “And let her indulge her darkest desires. Then you’ll see what the bracelet can do.”<br>
<Br>
<<ActionsHeader>>
<<link "Return to the main room" "RedRoomMain">><<GiveObjectNPC "Michelle" "TandiBracelet">><<SetFlag "TempTandiTalk" false>><<NPCFollowActivate "Michelle">><<SetFlag "TempCompanionWearingBracelet">><<EventsCheckEnd "RedRoomMain" "CompanionBracelet">><</link>>
<<else>>
<<if $current.avatar is "Emily">>
You watch her eyes look down at it. She shakes her head. “Thank you, but I’m fine with my own jewellery, Em.” She snorts a little through her nose. “I don’t need hand-me-downs from a girl like that.”<br>
<<else>>
You watch her eyes look down at it. She shakes her head. “Thank you, but I think I’m okay. Unless it’s a gift from you?” She arches her eyebrow, but smiles coyly.<br>
<</if>>
<br>
“Looks like she’s a bit scared,” Tandi says inside your head. “But get a drink in her and I’m sure those English rose walls will come down.” A titter from her almost makes you jump. “Or something else, that the locals might be offering.”<br>
<Br>
<<ActionsHeader>>
<<link "Return to the main room" "RedRoomMain">><<set $TempTandiBraceletConvince to true>><<SetFlag "TempTandiTalk" false>><<NPCFollowActivate "Michelle">><<EventsCheckEnd "RedRoomMain" "CompanionBracelet">><</link>>
<</if>>
<</if>>
<</if>>
<<if _currentEvent is "MichelleAccostedEmily">>
When you return to the main area, you look around the crowd to see if you can spot Michelle. She is missing from where you left her. A sense of concern spreads within you. Did she leave?<br>
<Br>
Then, out of the corner of your eye, you see her green eyes. Stricken with fear. She’s resting against a wall, but is pinned against it by a thick-set man leaning against her. His face is flushed from drink, grey beard slick with sweat, a baseball cap dragged low over thinning hair. His hand is wrapped around her waist, pulling her close towards him with his rough and large hands.<br>
<Br>
As you approach, you overhear his grizzled voice barking at her. “Come on, little girl. You look like you know how to party. Scrumpy Jack gives treats to girls that like to party.”<bR>
<br>
“Hey!” you bark instinctively, but listen to Emily’s voice come from your body, timid. “Get your hands off her!”<br>
<Br>
The man meets your eyes. It’s enough for Michelle to wrestle out of his grip. She’s quickly alongside you, at your side.<Br>
<Br>
He chuckles, for the first time briefly considering you before turning back to Michelle. “Scrumpy Jack likes,” he says in a grizzly voice, eyes hanging on her outfit. “Young. Fresh meat.”<Br>
<Br>
You feel his eyes linger over you, now eying both you and Michelle. “We’re not interested,” you bark back. “Leave us alone.”<Br>
<Br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "Jeans" or _CurrentOutfit is undefined or _CurrentOutfit is "SimpleFemalePC">>
Jack steps forward, close in towards you. He looks you up and down, eyes wandering over your body. “Bet there’s a good body underneath those clothes,” he comments. “You know how to party?”<Br>
<<elseif _CurrentOutfit is "Cheerleader">>
Jack steps forward, close in towards you. He looks you up and down, eyes wandering over your body. “Cheerleader want to fluff Jack’s pompoms?” he comments. “Bet you know how to party.”<Br>
<<elseif _CurrentOutfit is "Skirt" or _CurrentOutfit is "SexyFemalePC">>
Jack steps forward, close in towards you. He looks you up and down, eyes wandering over your body. “Slutty skirt for a slutty girl, I bet,” he comments. “You know how to party?”<Br>
<<else>>
Jack steps forward, close in towards you. He looks you up and down, eyes wandering over your body. “Bet there’s a good body beneath that dress,” he comments. “You know how to party?”<Br>
<</if>>
<Br>
He leans into you, flashing his teeth once more. You can smell the alcohol on his breath. Then he steps back, eyes darting between the two of you. “Come see me if you want to party. I’ll show you what a Jack sandwich looks like.”<Br>
<Br>
Michelle stands at your shoulder, mustering every urge of defiance as Jack walks off towards the dance floor. Once he’s gone, she catches your gaze. “He stunk,” she mutters.<br>
<Br>
<<ActionsHeader>>
<<link "Return to the main area" "RedRoomMain">><<NPCKnown "ScrumpyJack">><<NPCFollowActivate "Michelle">><<EventsCheckEnd "RedRoomMain" "MichelleAccostedEmily">><</link>>
<</if>>You look over to the back, seeing the lights that point to the men’s toilets.<br>
<<if _CurrentPC is true and $current.female is false>>
<<WithCompanion>><<Flag "JackWithPartner">>
<<if _WithCompanion is true>>
<Br>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>>
“I just need to use the bathroom,” you shout back to Annie. She flashes you a smile. “Don’t be gone too long, <<TrueName "Current">>” she replies. “Who knows what sort of mischief I’ll get up to if I get bored.”<br>
<Br>
<<ActionsHeader>>
<<link "Enter the men’s bathroom" "RedRoomMensToilets">><<NPCFollowDeactivate "Annie">><<SetNPCLocation "Annie" $dayCurrent $periodCurrent "RedRoomMain">><</link>>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true>>
“I just need to use the bathroom,” you shout back to Michelle. She tries to hold back a wince. “Okay,” you just hear her reply. “Don’t be too long. I like having you here.” She glances around at the crowd, eying a man looking her up and down with lust.<br>
<Br>
<<ActionsHeader>>
<<link "Proceed to the men’s bathroom" "RedRoomMensToilets">>
<<NPCFollowDeactivate "Michelle">>
<<SetNPCLocation "Michelle" $dayCurrent $periodCurrent "RedRoomMain">>
<<NPCKnownCheck "ScrumpyJack">>
<<if _NPCKnownCheck is false>><<EventTrigger "RedRoomMain" "MichelleAccosted" "Evening" "Michelle" "PC" null null null false>><</if>>
<</link>><br>
<<link "Change your mind and return to the main area" "RedRoomMain">><</link>>
<</if>>
<<elseif _FlagReturn is true>>
<br>
You go to step into the men’s toilets but find it’s locked. Straining to hear, you can just about make out Jack’s voice inside. Along with some girlish giggles.<br>
<br>
<<ActionsHeader>>
<<link "Return to the main area" "RedRoomMain">><</link>>
<<else>>
<Br>
<<ActionsHeader>>
<<link "Enter the men’s bathroom" "RedRoomMensToilets">><</link>>
<</if>>
<<elseif $current.female is true>>
<br>
<<if $current.avatar is "Charli">>
You have to stop yourself. There’s no need for you to go back there like this. Although, the thought of all those men in there floats up in your mind. You wonder what would happen if you walked in…<br>
<br>
A jolt brings you back to reality. You shudder.<br>
<<else>>
You have to stop yourself. There’s no need for you to go back there like this.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the main area" "RedRoomMain">><</link>>
<</if>>You look over to the back, seeing the lights that point to the women’s toilets.<br>
<<WithCompanion>>
<<if $current.female is false>>
<Br>
You have to stop yourself. There’s no need for you to go back there like this.<br>
<Br>
<<ActionsHeader>>
<<link "Return to the main area" "RedRoomMain">><</link>>
<<elseif _WithCompanion is true>>
<Br>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>>
“I just need to use the bathroom,” you shout back to Annie. She flashes you a smile. “I’ll come with you,” she replies over the music. “Need to freshen up myself.”<br>
<Br>
<<ActionsHeader>>
<<link "Enter the women’s bathroom" "RedRoomWomensToilets">><</link>>
<</if>>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true>>
“I just need to use the bathroom,” you shout back to Britney. She frowns, but nods. “Okay. I guess I’ll come with you then,” she replies over the music, but her eyes wander back to the dance floor.<br>
<Br>
<<ActionsHeader>>
<<link "Enter the women’s bathroom" "RedRoomWomensToilets">><</link>>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true>>
“I just need to use the bathroom,” you shout back to Michelle. She nods, glancing back to the crowd. “Sure,” you just hear her reply. “Let me come with you, Em. Safety in numbers.”<br>
<Br>
<<ActionsHeader>>
<<link "Enter the women’s bathroom" "RedRoomWomensToilets">><</link>>
<</if>>
<<else>>
<Br>
<<ActionsHeader>>
<<link "Enter the women’s bathroom" "RedRoomWomensToilets">><</link>>
<</if>>You take out the bracelet again and jangle it, smiling. “Are you sure you don’t want to see what it looks like on you?”<br>
<br>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>>
<<GetNPCState "Annie" "drugged">><<NPCDeltaCheck "Annie" "drunk">>
<<if _drugged is true or (_NPCDeltaCheck ?? 0) gte 2>>
She giggles, her eyes sparkling. “Why not?” she purrs. She takes it without a thought, slipping it on to her wrist. You see magic shoot from the bracelet up her arm and she gasps as her pupils dilate. Magic sparkles in her eyes.<br>
<br>
“She feels so good now, <<TrueName>>,” Tandi purrs inside your head. “Don’t worry, she won’t remember after our game. But don’t you wish it was you?”<br>
<br>
Annie titters, massaging her wrist. “I feel like dancing,” she murmurs. “Or a drink.”<br>
<br>
“Listen to the lady,” Tandi taunts you. “And let her indulge her darkest desires. Then you’ll see what the bracelet can do.”<br>
<Br>
<<ActionsHeader>>
<<link "Return to the main room" "RedRoomMain">><<GiveObjectNPC "Annie" "TandiBracelet">><<set $TempTandiBraceletConvince to undefined>><<SetFlag "TempCompanionWearingBracelet">><</link>>
<<else>>
You watch her eyes look down at it. She eyes you darkly. “I still think I’m alright, <<TrueName "Current">>. But thanks anyway.”<br>
<br>
“Needs a little more encouragement,” Tandi says inside your head. “Liquid should do the trick. But there are other substances on offer too.”<br>
<Br>
<<ActionsHeader>>
<<link "Return to the main room" "RedRoomMain">><</link>>
<</if>>
<</if>>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true>>
<<GetNPCState "Britney" "drugged">><<NPCDeltaCheck "Britney" "drunk">>
<<if _drugged is true or (_NPCDeltaCheck ?? 0) gte 2>>
She titters, smiling. “Oh god, it looks swell,” she stammers. She takes it without a thought, slipping it on to her wrist. You see magic shoot from the bracelet up her arm and she gasps as her pupils dilate. Magic sparkles in her eyes.<br>
<br>
“She feels so good now, <<TrueName "Current">>,” Tandi purrs inside your head. “Don’t worry, she won’t remember after our game. But don’t you wish it was you?”<br>
<br>
Britney giggles, massaging her wrist. “I feel like dancing,” she murmurs. “Or a drink.”<br>
<br>
“Listen to the lady,” Tandi taunts you. “And let her indulge her darkest desires. Then you’ll see what the bracelet can do.”<br>
<Br>
<<ActionsHeader>>
<<link "Return to the main room" "RedRoomMain">><<GiveObjectNPC "Britney" "TandiBracelet">><<set $TempTandiBraceletConvince to undefined>><<SetFlag "TempCompanionWearingBracelet">><</link>>
<<else>>
You watch her eyes look down at it. She pouts. “I still don’t think we should be messing with anything that Tandi is giving out, Em.”<br>
<br>
“Needs a little more encouragement,” Tandi says inside your head. “Liquid should do the trick. But there are other substances on offer too.”<br>
<Br>
<<ActionsHeader>>
<<link "Return to the main room" "RedRoomMain">><</link>>
<</if>>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true>>
<<GetNPCState "Michelle" "drugged">><<NPCDeltaCheck "Michelle" "drunk">>
<<if _drugged is true or (_NPCDeltaCheck ?? 0) gte 2>>
She smiles, curious. “How dainty,” she purrs. She takes it without a thought, slipping it on to her wrist. You see magic shoot from the bracelet up her arm and she gasps as her pupils dilate. Magic sparkles in her eyes.<br>
<br>
“She feels so good now, <<TrueName "Current">>,” Tandi purrs inside your head. “Don’t worry, she won’t remember after our game. But don’t you wish it was you?”<br>
<br>
Michelle smiles, looking flushed. “I feel like dancing,” she murmurs. “Or a drink.”<br>
<br>
“Listen to the lady,” Tandi taunts you. “And let her indulge her darkest desires. Then you’ll see what the bracelet can do.”<br>
<Br>
<<ActionsHeader>>
<<link "Return to the main room" "RedRoomMain">><<GiveObjectNPC "Michelle" "TandiBracelet">><<set $TempTandiBraceletConvince to undefined>><<SetFlag "TempCompanionWearingBracelet">><</link>>
<<else>>
<<if $current.avatar is "Emily">>
You watch her eyes look down at it. She shakes her head. “Thank you, but I’m still fine with my own jewellery, Em.”<br>
<<else>>
You watch her eyes look down at it. She shakes her head. “Thank you, but I'm still okay. You sure it’s not a gift from you?”<br>
<</if>>
<br>
“Needs a little more encouragement,” Tandi says inside your head. “Liquid should do the trick. But there are other substances on offer too.”<br>
<Br>
<<ActionsHeader>>
<<link "Return to the main room" "RedRoomMain">><</link>>
<</if>>
<</if>><b>The Red Room - Dance Floor</b><br>
<img src="./images/RedRoom_dancefloor.png"><br>
<br>You are surrounded by people, mingling and gyrating. Young girls run their hands up into the air, lost in the music. Men dance alongside them, smirking and smiling when they manage to meet their eyes.<br>
<<CheckFirst "RedRoomDanceFloor">>
<<if _CheckFirst is false>>
<br>
The crowd feels dense as you step onto the dance floor. You look around, surveying the dancers. The women are all young, dressed up in a way that you would have formerly labelled as a night on the town. Their glittering dresses and high heels shimmer in the lights and disco balls, as they throw their bodies around in glee. Lost in the rhythm and pleasure of the music.<br>
<Br>
From up close, you notice the male clientele are older. Much older. For the most part, middle-aged men. From their dress, you assume they are bikers. Truck drivers. They watch the girls with lust, eyes never drifting from them as they habitually sip at their drinks.<br>
<</if>>
<br>
<<if $current.drunk is 0>>
You look at the dance floor, feeling stiff and uncoordinated. The idea of dancing creates a sense of anxiety within you. Maybe you should get a drink to relax your nerves.<Br>
<<else>>
You look at the dance floor, feeling the beat vibrating within you. You see the dancers moving and you feel a rush of desire to do the same.<Br>
<</if>>
<<InventoryCheckSelf "TandiBracelet">><<GetPCState "TandiBracelet">><<QuestState "Quest22">><<QuestStatus "Quest22">><<Flag "TempCompanionWearingBracelet">><<WithCompanion>>
<<BraceletTrialActive>><<if _BraceletTrialActive is true>>
<br>
“Nothing like a bit of grinding to have a bit of fun,” Tandi says in your mind. “Go on, have a dance. Shake that booty. You’ll find once you let the music take you away, the bracelet will glow as much as you will.”<br>
<<elseif _QuestState is 3 and _FlagReturn is true and _WithCompanion is true>>
<br>
“Nothing like a bit of grinding to have a bit of fun,” Tandi says in your mind. “Go on, encourage her to dance. Shake that booty. You’ll find once she lets the music take you away, the bracelet will glow as much as she does.”<br>
<</if>>
<<WithCompanion>>
<<if _WithCompanion is true>>
<br>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>>Annie turns to face you, leading you back into the throes of the crowd. She leans forward as you step to catch up. “Now we’re talking,” she says over the music. “Care to show me your moves, <<TrueName "Current">>? I’ll show you mine if you show me yours.”<Br><</if>>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true>>Britney totters forward, grinning with desire. You can see her restless feet wanting to push forward into the crowd. “Come on, Em!” she says with anticipation. “Don’t mind those icky bikers. This is what we came for!”<Br><</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true and $current.avatar is "Emily">>Michelle holds back at your side as you both survey the crowd. One eyebrow twitches and she leans in. “Not exactly the cream of the crop, boy wise. Let’s not waste it though, Em. Care for a dance?”<Br><</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true and _CurrentPC is true>>Michelle leans against you as you both look to the crowd. You have to lean close to her to hear what she’s saying. “Strange crowd,” she whispers. “Although looks like I have the best-looking guy on the floor.” Her eyes meet yours as her top teeth bite down on her lip.<br><</if>>
<</if>>
<<NPCKnownCheck "ScrumpyJack">><<NPCPresent "ScrumpyJack">>
<<if _NPCKnownCheck is true and _NPCPresent is true>>
<br>
Scrumpy Jack sits at a table off to the side, watching the girls with predatory eyes as he drinks. A spirit bottle sits next to his glass, which he regularly tops up.<br>
<</if>>
<br>
<<ActionsHeader>>
<<GetPCState "drugged">>
<<if $current.drunk gte 1 or _drugged is true>><<link "Dance" "RedRoomDanceFloorDancing">><<AddFirst "RedRoomDanceFloor">><</link>><br>
<<else>><s>Dance</s> - <i>You can't find the courage to dance without a drink in you</i><br><</if>>
<<NPCKnownCheck "ScrumpyJack">><<NPCPresent "ScrumpyJack">>
<<if _NPCKnownCheck is true and _NPCPresent is true>><<link "Talk to Scrumpy Jack" "RedRoomDanceFloorJackDialogue0">><<StartConversation "ScrumpyJack" "RedRoomDanceFloor">><<AddFirst "RedRoomDanceFloor">><</link>><br><</if>>
<<link "Return to the main area" "RedRoomMain">><<AddFirst "RedRoomDanceFloor">><</link>><<if $ScrumpyJackDialogue is undefined>>
<<WithCompanion>>
<<if _WithCompanion is true>>
<<if $current.female is true>>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>>
Scrumpy Jack looks at you as you approach, his eyes lingering on your legs and breasts. He glances at Annie with a similarly lecherous stare. She rolls her eyes, standing defiant at your side.<br>
<Br>
“You girls want to party?” he grunts over the music.<br>
<</if>>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true>>
Scrumpy Jack looks at you as you approach, his eyes lingering on your legs and breasts. He glances at Britney with a similarly lecherous stare. She gulps, nose turning up with a mixture of fear and disgust. Above all, she tries to avoid his eye.<Br>
<Br>
“You girls want to party?” he grunts over the music.<Br>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true>>
Scrumpy Jack looks at you as you approach, his eyes lingering on your legs and breasts. He glances at Michelle with a similarly lecherous stare. She looks to you with confusion, but says nothing more.<bR>
<br>
“You girls want to party?” he grunts over the music.<Br>
<</if>>
<<else>>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>>
Scrumpy Jack glares at you as you approach, but his attention quickly gazes upon Annie. She rolls her eyes, standing defiant at your side.<Br>
<Br>
“You two want to party?” he grunts over the music.<Br>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true>>
Scrumpy Jack glares at you as you approach, but his attention quickly gazes upon Michelle. She takes a step closer to you, hiding behind your shoulder.<br>
<Br>
“You two want to party?” he grunts over the music.<br>
<</if>>
<</if>>
<<else>>
<<if $current.female is true>>
Scrumpy Jack takes a gulp from his drink, looking you up and down with barely concealed lust.<br>
<<if $current.avatar is "Andrea">>
<br>
His eyes linger on your low-cut blouse. Then slowly, too slowly, they wander down your body to your stocking-clad legs. He grins. You look to the floor, blushing.<br>
<<elseif $current.avatar is "Annie">>
<br>
His eyes linger on your short skirt and legs. Then he looks up and grins at you. He adjusts the crotch of his jeans as he watches.<br>
<<elseif $current.avatar is "Florence">>
<br>
His eyes linger on your low-cut blouse. Then slowly, too slowly, they wander down your body to your bare legs. He grins.<br>
<<elseif $current.avatar is "Jennifer">>
<br>
His eyes linger on your breasts pressing against your blouse. Then slowly, too slowly, they wander down your body over your shapely bum. He grins.<br>
<<elseif $current.avatar is "Charli">>
<br>
His eyes linger on your uniform. The low cut dress. The high hem. Your legs on display. He grins… and you can’t help but smile back.<br>
<</if>>
<<else>>
Scrumpy Jack glares at you as you approach. “Beat it,” he tells you, having no interest in talking to you.<br>
<</if>>
<</if>>
<<else>>
<<if $current.female is true>>
Scrumpy Jack takes a gulp from his drink, looking you up and down with barely concealed lust.<Br>
<<if $current.avatar is "Andrea">>
<br>
His eyes linger on your low-cut blouse. Then slowly, too slowly, they wander down your body to your stocking-clad legs. He grins. You look to the floor, blushing.<br>
<<elseif $current.avatar is "Annie">>
<br>
His eyes linger on your short skirt and legs. Then he looks up and grins at you. He adjusts the crotch of his jeans as he watches.<br>
<<elseif $current.avatar is "Florence">>
<br>
His eyes linger on your low-cut blouse. Then slowly, too slowly, they wander down your body to your bare legs. He grins.<br>
<<elseif $current.avatar is "Jennifer">>
<br>
His eyes linger on your breasts pressing against your blouse. Then slowly, too slowly, they wander down your body over your shapely bum. He grins.<br>
<<elseif $current.avatar is "Charli">>
<br>
His eyes linger on your uniform. The low cut dress. The high hem. Your legs on display. He grins… and you can’t help but smile back.<br>
<</if>>
<<NPCFollowCheck "Annie">><<GetNPCState "Annie" "drugged">>
<<if _NPCFollowCheck is true and _drugged is true>>
<br>Annie lounges back on the cushioned seat, next to Jack, nestled in his arm. She stretches out her long leg, smiling as she looks at you.<br>
<</if>>
<<NPCFollowCheck "Britney">><<GetNPCState "Britney" "drugged">>
<<if _NPCFollowCheck is true and _drugged is true>>
<br>Britney leans her head against Jack’s shoulder, staring off vacantly. Jack’s hand reaches around her shoulder, pulling at her tube top. She idly looks down at the edge, giggling as she watches more of her breast pop out.<br>
<</if>>
<<NPCFollowCheck "Michelle">><<GetNPCState "Michelle" "drugged">>
<<if _NPCFollowCheck is true and _drugged is true>>
<br>Michelle leans her head against Jack’s shoulder, his hand wrapped around her shoulder. She watches vacantly as his other hand rests on her thigh, stroking it closer and closer to the hem of her skirt.<br>
<</if>>
<<else>>
<<WithCompanion>>
<<if _WithCompanion is true>>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>>
<<GetNPCState "Annie" "drugged">>
<<if _drugged is true>>
Annie lounges back on the cushioned seat, next to Jack, nestled in his arm. She stretches out her long leg, smiling as she looks at you.<br>
<<else>>
Scrumpy Jack takes a gulp from his drink, looking Annie up and down with barely concealed lust.<Br>
<</if>>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true>>
<<GetNPCState "Michelle" "drugged">>
<<if _drugged is true>>
Michelle leans her head against Jack's shoulder, his hand wrapped around her shoulder. She watches vacantly as his other hand rests on her thigh, stroking it closer and closer to the hem of her skirt.<br>
<<else>>
Scrumpy Jack takes a gulp from his drink, looking Michelle up and down with barely concealed lust.<br>
<</if>>
<</if>>
<<else>>
Scrumpy Jack takes a gulp from his drink, glaring at you with disinterest.<Br>
<</if>>
<</if>>
<</if>>
<<InventoryCheckSelf "RedPowder">><<GetPCState "drugged">>
<<if _InventoryCheckSelf is true>>
<br>
<<if $current.female is true>>
His eyes drop to where you stashed his little bag, then come back up to your face. “Still carrying, girlie?” he grunts, smirking. “That fun doesn’t keep. Use it, or give it to someone who will.”<br>
<<else>>
His eyes drop to where you stashed his little bag, then come back up to your face. “Still carrying?” he grunts, smirking. “That fun doesn’t keep. Use it, or give it to someone who will.”<br>
<</if>>
<<elseif _drugged is true>>
<br>
He studies your face for a moment. The pin-sized pupils. The grin you can’t quite keep down. He snorts with approval. “Good stuff, right?” he chuckles. “Jack knows how to party.”<br>
<</if>>
<<InventoryCheckSelf "TandiBracelet">><<GetPCState "TandiBracelet">><<QuestState "Quest22">><<QuestStatus "Quest22">><<Flag "TempCompanionWearingBracelet">><<WithCompanion>>
<<BraceletTrialActive>><<if _BraceletTrialActive is true>>
<br>
“Jack loves to party,” Tandi purrs within you. “Almost as much as the bracelet. Why not ask him if he’s got something to help? He sure helped me before.”<br>
<<elseif _QuestState is 3 and _FlagReturn is true and _WithCompanion is true>>
<br>
“Jack loves to party,” Tandi purrs within you. “Almost as much as the bracelet. Why not ask him if he’s got something to help her? He sure helped me before.”<br>
<</if>>
<Br>
<<ActionsHeader>>
<<WithCompanion>><<QuestStatus "Quest22">>
<<set _TandiEncountered to false>>
<<QuestState "Quest22">><<if _QuestState gte 2>><<set _TandiEncountered to true>><</if>>
<<QuestOptionCheck "Quest22" 1 "tandi_refused" "gte">><<if _QuestOptionCheck is true>><<set _TandiEncountered to true>><</if>>
<<QuestOptionCheck "Quest22" 1 "tandi_refused_male" "gte">><<if _QuestOptionCheck is true>><<set _TandiEncountered to true>><</if>>
<<QuestOptionCheck "Quest22" 1 "tandi_repeat" "gte">><<if _QuestOptionCheck is true>><<set _TandiEncountered to true>><</if>>
<<if $current.female is true or _WithCompanion is true>>
<<ConversationStage "WhereIsTandi">>
<<DialogueSpoken "ScrumpyJack" "Tandi">>
<<if _Discussed is false and _ConversationStage gte 0 and _QuestStatus isnot "complete" and _TandiEncountered is false>><<link "Ask him about Tandi" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "Tandi">><</link>><br><</if>>
<<DialogueSpoken "ScrumpyJack" "TandiStage2">><<DialogueUnlockCheck "ScrumpyJack" "TandiStage2">>
<<if _Discussed is false and _DialogueUnlockCheck is true and _ConversationStage gte 1 and _QuestStatus isnot "complete" and _TandiEncountered is false>><<link "Ask him about Tandi again" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "TandiStage2">><</link>><br><</if>>
<<DialogueSpoken "ScrumpyJack" "TandiWhere">><<DialogueUnlockCheck "ScrumpyJack" "TandiWhere">>
<<if _Discussed is false and _DialogueUnlockCheck is true and _ConversationStage gte 2 and _QuestStatus isnot "complete" and _TandiEncountered is false>><<link "Ask him where Tandi is" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "TandiWhere">><<DialogueDone "ScrumpyJack" "TandiWhere">><</link>><br><</if>>
<<DialogueSpoken "ScrumpyJack" "TandiWhereStage2">><<DialogueUnlockCheck "ScrumpyJack" "TandiWhereStage2">>
<<if _Discussed is false and _DialogueUnlockCheck is true and _ConversationStage gte 4 and _QuestStatus isnot "complete" and _TandiEncountered is false>><<link "Demand to know where Tandi is" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "TandiWhereStage2">><</link>><br><</if>>
<<NPCLocationCheck "Tandi">><<DialogueSpoken "ScrumpyJack" "WheresTandi">>
<<if _NPCLocationCheck is "TandiCaravan" and _QuestStatus is "complete" and _Discussed is false>><<link "Ask him if he’s seen Tandi tonight" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "WheresTandi">><</link>><br><</if>>
<<ActiveBracelet>><<QuestState "Quest22">><<Flag "TempCompanionWearingBracelet">>
<<if _ActiveBracelet isnot undefined>><<link "Ask him if he’s got anything to party with" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "PartyBracelet">><</link>><br>
<<elseif _QuestState is 3 and _FlagReturn is true and _WithCompanion is true>><<link "Ask him if he’s got anything to party with for you both" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "PartyBraceletCompanion">><</link>><br><</if>>
<</if>>
<<link "Say goodbye and return to the dance floor" "RedRoomDanceFloor">><<EndConversation "ScrumpyJack">><</link>><<GetPCState "drugged">>
<<switch $RedRoomDanceFloorDancing>>
<<case undefined>>
You slip into the current of bodies, the rhythm catching hold before you can think. The pulse moves through you, each beat threading into the next. Lights flare, skin glimmers, and for a moment, you stop trying to follow and simply move.<Br>
<<WithCompanion>>
<<if _WithCompanion is true>>
<br>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>>
<<CheckPersonalityState "Annie">>
<<if _PersonalityState is "Gay" and $current.female is true>>
Annie drifts up against you, her movements slow and deliberate. The brush of her body finds the rhythm against yours, teasing but unspoken.<Br>
<<elseif _PersonalityState is "Straight" and $current.female is true>>
Annie faces you, eyes bright under the lights. She dances with an easy grin, holding your gaze as though sharing some private rhythm no one else can hear.<Br>
<<elseif _PersonalityState is "Gay" and $current.female is false>>
Annie faces you, eyes bright under the lights. She dances with an easy grin, holding your gaze as though sharing some private rhythm no one else can hear.<Br>
<<elseif _PersonalityState is "Straight" and $current.female is false>>
Annie drifts up against you, smiling as she circles closer. There’s a playfulness in the way she moves. Measured and testing, as if she’s deciding how much space to leave between you.<br>
<</if>>
<</if>>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true>>
Britney totters on her heels, laughing as she tries to steady herself. But she dances with the grace of a practiced cheerleader. Light and teasing. Her clumsy steps soon correct themselves as she begins to turn and sway in time with the beat. She flashes you a smile. Innocent and yet sensual.<Br>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true and $current.avatar is "Emily">>
Michelle sways toward you, a grin spreading as she lets the rhythm take over. The more she moves, the more the room seems to fold around her. She loses focus of what’s around her as the music takes hold. Free, careless and alive.<Br>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true and _CurrentPC is true>>
Michelle meets your eyes and doesn’t look away. Her mouth parts slightly as she spins, the hem of her skirt catching the light. She leans close for a heartbeat before slipping back away, her eyes never leaving yours, her smile lingering like a promise. Free of the need to talk, she works her body for your gaze. Deliberate and considered.<br>
<</if>>
<</if>>
<Br>
The rhythm seeps deeper, until you can’t tell where the music ends and your heartbeat begins. Your body moves on instinct, your thoughts dissolving into light and sound.<Br>
<<NPCKnownCheck "ScrumpyJack">><<InventoryCheckSelf "TandiBracelet">><<GetPCState "TandiBracelet">><<QuestState "Quest22">><<QuestStatus "Quest22">><<Flag "TempCompanionWearingBracelet">><<WithCompanion>>
<<BraceletTrialActive>><<if _NPCKnownCheck is true and _BraceletTrialActive is true>>
<br>“Feels good, does it?” Tandi’s voice whispers to you from within. “To let yourself go. But the bracelet doesn’t respond to a gentle sway. You’ll do a bit more to charge it up.”<br>
<<elseif _QuestState is 3 and _FlagReturn is true and _WithCompanion is true>>
<br>“That bracelet loves the dancefloor,” Tandi whispers to you from within. “The sway, the rhythm. The bodies touching. She’ll have to do more than brush against someone to charge it, though. Why don’t you encourage her?”<br>
<</if>>
<<if _NPCKnownCheck is true>>
<<if $current.drunk is 1>>
<br>
The alcohol in your system has its impact. Buzzing, you look around. You want to dance with somebody. Want to feel the heat of their body. Want to reward the drink making you smile.<br>
<<elseif $current.drunk is 2>>
<br>
The alcohol in your system has its impact. Drunk, you sway around. You feel the desire to dance with somebody. The desire to feel the heat of their body. The desire to reward the drink making you smile.<br>
<<elseif $current.drunk is 3>>
<br>
The alcohol in your system has its impact. Hammered, your eyes drift from person to person. You need to dance with somebody. Need to feel the heat of their body. Need to reward the drink making you smile.<br>
<<elseif $current.drunk gte 4>>
<bR>
The alcohol in your system has its impact. Blind, you can barely see the people around you. You feel an urge to dance with somebody. To feel the heat of their body. But you are struggling to see bodies, let alone faces.<br>
<</if>>
<br>
<<ActionsHeader>>
<<if _WithCompanion is true>>
<<DanceWithCompanionNameRecall>><<DanceWithPartnerID>>
<<DailyVariableCheck "DanceSpellPartner">>
<<if _DailyVariableCheck is true>><s><<print _DanceWithCompanion>></s> - <i>You shouldn't push your luck more than once tonight</i><br>
<<else>><<link _DanceWithCompanion "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to _DanceWithPartnerID>><</link>><br><</if>>
<</if>>
<<QuestState "Quest22">><<Flag "TempCompanionWearingBracelet">>
<<if _WithCompanion is true and _QuestState is 3 and _FlagReturn is true>>
<<DailyVariableCheck "DanceCompanionRandomMan">>
<<if _DailyVariableCheck is true>><s>Try to convince her to dance with a random man</s> - <i>You shouldn't push your luck more than once tonight</i><br>
<<else>><<link "Try to convince her to dance with a random man" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "ConvinceCompanionRandomMan">><</link>><br><</if>>
<<DailyVariableCheck "DanceCompanionRandomWoman">>
<<if _DailyVariableCheck is true>><s>Try to convince her to dance with a random woman</s> - <i>You shouldn't push your luck more than once tonight</i><br>
<<else>><<link "Try to convince her to dance with a random woman" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "ConvinceCompanionRandomWoman">><</link>><br><</if>>
<</if>>
<<OrientationCheck>>
<<if $current.female is true>>
<<DailyVariableCheck "DanceSpellMan">>
<<if _currentOrientation gt 30 or $current.drunk gte 1 or _drugged is true>>
<<if _DailyVariableCheck is true>><s>Dance with a random man</s> - <i>You shouldn't push your luck more than once tonight</i><br>
<<else>><<link "Dance with a random man" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "DanceWithRandomMan">><</link>><br><</if>>
<</if>>
<<DailyVariableCheck "DanceSpellWoman">>
<<if _currentOrientation lte 30 or $current.drunk gte 1 or _drugged is true>>
<<CompulsionCheck "BoyCrazy">>
<<if _CompulsionCheck is true>><span class="compulsion">[Boy Crazy] </span><s>Dance with a random woman</s> - <i>Why would you want to dance with a girl when there are boys here?</i><br>
<<elseif _DailyVariableCheck is true>><s>Dance with a random woman</s> - <i>You shouldn't push your luck more than once tonight</i><br>
<<else>><<link "Dance with a random woman" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "DanceWithRandomWoman">><</link>><br><</if>>
<</if>>
<<else>>
<<DailyVariableCheck "DanceSpellWoman">>
<<if _currentOrientation lte 30 or $current.drunk gte 1 or _drugged is true>>
<<if _DailyVariableCheck is true>><s>Dance with a random woman</s> - <i>You shouldn't push your luck more than once tonight</i><br>
<<else>><<link "Dance with a random woman" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "DanceWithRandomWoman">><</link>><br><</if>>
<</if>>
<</if>>
<<link "Return to the dance floor" "RedRoomDanceFloor">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<<else>>
<<if $current.female is true>>
<Br>
You suddenly feel something against your back pressing close, a body finding the rhythm against your bum. A rough hand slides to your hips, heavy and possessive, moving you in time with his own.<br>
<br>
Turning just enough to glimpse him over your shoulder, you see a thick-set man with a face flushed from drink, grey beard slick with sweat, a baseball cap dragged low over thinning hair. His grin is wide and hungry, his eyes wandering over your body with anticipation and lust.<br>
<Br>
<<CurrentOutfit>>
<<if $current.avatar is "Emily">>
<<if _CurrentOutfit is "Jeans" or _CurrentOutfit is undefined>>
“Scrumpy Jack likes,” he says in a grizzly voice, eyes hanging on your outfit. “It’s always the quiet ones that surprise you.”<br>
<<elseif _CurrentOutfit is "Dress">>
“Scrumpy Jack likes,” he says in a grizzly voice, eyes hanging on your outfit. “That dress is made for hiking up.”<Br>
<<elseif _CurrentOutfit is "Skirt">>
“Scrumpy Jack likes,” he says in a grizzly voice, eyes hanging on your outfit. “That skirt would look better on my floor.”<Br>
<<elseif _CurrentOutfit is "Cheerleader">>
“Scrumpy Jack likes,” he says in a grizzly voice, eyes hanging on your outfit. “I’ll be your quarterback.”<Br>
<</if>>
<<elseif _CurrentPC is true>>
<<if _CurrentOutfit is "SimpleFemalePC" or _CurrentOutfit is undefined>>
“Scrumpy Jack likes,” he says in a grizzly voice, eyes hanging on your outfit. “It’s always the quiet ones that surprise you.”<br>
<<elseif _CurrentOutfit is "CuteFemalePC">>
“Scrumpy Jack likes,” he says in a grizzly voice, eyes hanging on your outfit. “That dress is made for hiking up.”<Br>
<<elseif _CurrentOutfit is "SexyFemalePC">>
“Scrumpy Jack likes,” he says in a grizzly voice, eyes hanging on your outfit. “That skirt would look better on my floor.”<Br>
<</if>>
<<elseif $current.avatar is "Andrea">>
“Scrumpy Jack likes,” he says in a grizzly voice, eyes hanging on your outfit. “Got a few things I’d like to see you clean in that, girl. Sure you know what happens to maids who don’t put their all in too.”<Br>
<<elseif $current.avatar is "Annie">>
“Annie annie filthy Clancy,” he says in a grizzly voice, eyes hanging on your outfit. “Playing the slutty secretary tonight? Can take you to the back office again and put you to work.”<Br>
<<elseif $current.avatar is "Florence">>
“Scrumpy Jack likes,” he says in a grizzly voice, eyes hanging on your outfit. “You can serve me some cherry pie, girl. Bet you’d do anything for a good tip, wouldn’t you?”<Br>
<<elseif $current.avatar is "Jennifer">>
“Scrumpy Jack likes,” he says in a grizzly voice, eyes hanging on your outfit. “You work for Evans, girl? Know what you’re all like.”<Br>
<<elseif $current.avatar is "Charli">>
“Scrumpy Jack likes,” he says in a grizzly voice, eyes hanging on your outfit. “I’ve got a few parts I’d like you to take care of, girl.”<Br>
<br>
You find yourself grinning at the thought. Jack catching you walking around the care pavilion, trapping you in a broom cupboard…<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Grind back against the man" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "GrindJack">><<Orientation 1>><</link>><br>
<<CompulsionCheck "BoyCrazy">>
<<if _CompulsionCheck is true>>
<<AssertiveCheck>>
<<if _currentAssertive gte 60>>
<<link "[Assertive > 60] Resist the compulsion and pull away out of his grasp" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "PullAwayJack">><</link>><br>
<<else>>
<span class="compulsion">[Boy Crazy] </span><s>Pull away out of his grasp</s> - <i>You feel compelled to keep dancing with him.</i><br>
<</if>>
<<else>>
<<link "Pull away out of his grasp" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "PullAwayJack">><</link>><br>
<</if>>
<<elseif $current.female is false>>
<<WithCompanion>>
<<if _WithCompanion is true>>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>>
<br>
You suddenly feel a presence passing you by, almost barging past. You look up to see a thick-set man move by. His face is flushed from drink, grey beard slick with sweat, a baseball cap dragged low over thinning hair.<br>
<br>
His grin is wide and hungry, his eyes wandering over Annie’s body with anticipation and lust. He moves behind, undetected by her as she’s lost in the music, and pushes his body against her back, grabbing on to her hips with his heavy rough hands.<Br>
<br>
The reaction is immediate. Annie pushes his hands off her waist immediately and twists, taking a step back from him. She throws him a dark look as he fails to keep hold of her as she escapes his grasp.<Br>
<br>
“Get your hands off me,” you hear a bark, almost lost in the music. She’s quickly alongside you, hanging off your shoulder.<Br>
<Br>
He chuckles, for the first time briefly considering you before turning back to Annie. “Scrumpy Jack likes,” he says in a grizzly voice, eyes hanging on her outfit. “When did you get frigid, Annie?”<Br>
<Br>
Her hand lowers to your chest, holding herself against you. “I’m not interested, Jack,” she shouts back at him. “Never was.”<Br>
<br>
Jack steps forward, close in towards you. He looks you up and down, assessing you. “Him?” he says without turning to look at her. “Not sure he knows how to party.” <bR>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true>>
<br>
You suddenly feel a presence passing you by, almost barging past. You look up to see a thick-set man move by. His face is flushed from drink, grey beard slick with sweat, a baseball cap dragged low over thinning hair. <br>
<br>
His grin is wide and hungry, his eyes wandering over Michelle’s body with anticipation and lust. He moves behind, undetected by her as she’s lost in the music, and pushes his body against her back, grabbing on to her hips with his heavy rough hands.<br>
<Br>
The reaction is immediate. Michelle freezes, eyes like a deer in headlights, staring back at you. <Br>
<Br>
“Hey!” you bark instinctively. “Get your hands off her!” <br>
<Br>
The man meets your eyes. It’s enough for Michelle to wrestle out of his grip. She’s quickly alongside you, hanging off your shoulder.<Br>
<Br>
He chuckles, for the first time briefly considering you before turning back to Michelle. “Scrumpy Jack likes,” he says in a grizzly voice, eyes hanging on her outfit. “Young. Fresh meat.”<bR>
<Br>
Her hand lowers to your chest, holding herself against you. “She’s not interested,” you bark back. “Leave her be.”<Br>
<Br>
Jack steps forward, close in towards you. He looks you up and down, assessing you. “You’re with him?” he says without turning to look at her. “Not sure he knows how to party.”<Br>
<</if>>
<<else>>
<br>
His grin is wide and hungry, his eyes wandering over a woman’s body with anticipation and lust. He moves behind, undetected by her as she’s lost in the music, and pushes his body against her back, grabbing on to her hips with his heavy rough hands.<br>
<Br>
The reaction is immediate. The woman freezes, eyes like a deer in headlights. She doesn’t move and he takes that as encouragement. His rough hands pulling her back, forcing her arse against his groin, his bulbous belly rolling against her dress. <br>
<Br>
Then his eyes are on yours. His grin gone. Now a hostile note of distrust across his face.<br>
<br>
Pushing the girl to one side, he steps forward, close in towards you. “Scrumpy Jack not like. You got a problem, bud?”<bR>
<Br>
You look back at him, feeling the dance floor’s eyes on you. You shake your head. “No problem.”<Br>
<Br>
Jack regards you carefully. He snorts, then looks back to the girl. “Come on,” he tells her like a command. “You want to party? You know where to find me.” <br>
<</if>>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "CasualMalePC" or _CurrentOutfit is undefined>>
And turning once more to face you, he flashes his teeth. “You don’t know how to party.”<Br>
<<elseif _CurrentOutfit is "SmartMalePC">>
And turning once more to face you, he flashes his teeth. “What say you, sharp dress? You know how to party?”<Br>
<<elseif _CurrentOutfit is "TightMalePC">>
And turning once more to face you, he flashes his teeth. “What say you, pretty boy? You know how to party?”<Br>
<</if>>
<br>
He leans into you, flashing his teeth once more. You can smell the alcohol on his breath. He grins, then skulks back, taking a seat at the table he gestured to.<br>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>>
<br>
Annie dances up beside you, taking your attention away from him. “Be careful of that one,” she shouts. “Scrumpy Jack. He loves to party.”<Br>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true>>
<br>
Michelle dances up beside you, pressing up against your body to shield herself from his eyes. “Thank you,” she whispers. “My hero.”<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the dance floor" "RedRoomDanceFloor">><<NPCKnown "ScrumpyJack">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<</if>>
<</if>>
<<case "GrindJack">>
You don’t know why, but something in you responds to his touch. Pushing back against him, you grind your arse into his groin, feeling his rough hands pulling you back against his bulbous belly as your bum rubs up against dirty jeans.<Br>
<BR>
<<if $current.avatar is "Annie">>
“You’re in heat tonight, Annie,” he shouts to you. “Come see me if you want to party.” He nods to an empty table near the dance floor. “You look like you want to party.”<Br>
<<else>>
“Looks like we’ve got a firecracker,” he shouts to you. “Come see me if you want to party.” He nods to an empty table near the dance floor. “You look like you want to party.”<Br>
<</if>>
<Br>
He lets go of your hips and spins you to face him, pushing up against your chest. You can smell the alcohol on his breath. He grins, then skulks back, taking a seat at the table he gestured to.<Br>
<<WithCompanion>>
<<if _WithCompanion is true>>
<Br>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>>Annie dances up beside you, taking your attention away from him. “Be careful of that one,” she shouts. “Scrumpy Jack. He loves to party.”<br><</if>>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true>>Britney dances up beside you, taking your attention away from him. “Oh my god, Em,” she exclaims. “Gross.” Her eyes look over at him once more, but her disgusted face fades slightly. “Then again. What did he say about partying?”<Br><</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true>>Michelle dances up beside you, taking your attention away from him. “How forward,” she murmurs over the music. “There’s all sorts of types on here.” Her eyes look over to him more, a coy smile forming before turning back to you. “Although. What do you think he meant about partying?” <Br><</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the dance floor" "RedRoomDanceFloor">><<NPCKnown "ScrumpyJack">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<<case "PullAwayJack">>
You push his hands off your waist and turn around as you take a step away from him. You throw him a dark look as he fails to keep hold of you as you escape his grasp.<br>
<br>
<<if $current.avatar is "Annie">>
“Feisty tonight, Annie,” he shouts to you. “I know your game. When the shakes kick in, you’ll be crawling across the floor to see me.” He nods to an empty table near the dance floor. “Then come see me if you want to party.”<br>
<<else>>
“Got a live one,” he shouts to you. “Get a few drinks inside that body and loosen up.” He nods to an empty table near the dance floor. “Then come see me if you want to party.”<br>
<</if>>
<Br>
He leans in towards you, pushing up against your chest. You can smell the alcohol on his breath. He grins, then skulks back, taking a seat at the table he gestured to.<br>
<<WithCompanion>>
<<if _WithCompanion is true>>
<Br>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>>Annie dances up beside you, taking your attention away from him. “Be careful of that one,” she shouts. “Scrumpy Jack. He loves to party.”<br><</if>>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true>>Britney dances up beside you, taking your attention away from him. “Oh my god, Em,” she exclaims. “Gross.” Her eyes look over at him once more, but her disgusted face fades slightly. “Then again. What did he say about partying?” <Br><</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true>>Michelle dances up beside you, taking your attention away from him. “How forward,” she murmurs over the music. “There’s all sorts of types on here.” Her eyes look over to him more, a coy smile forming before turning back to you. “Although. What do you think he meant about partying?” <Br><</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the dance floor" "RedRoomDanceFloor">><<NPCKnown "ScrumpyJack">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<<case "AnnieFemalePC">>
<<if $current.drunk lte 1>>
You glance back behind you to see Annie nearby moving to the music. Her sequin minidress shimmers in the light, as her long legs move and bend in spite of the five-inch pumps she’s stepping in with. When she meets your eye, she smiles.<br>
<br>
Cautiously you take a step back and smile as you feel her body against yours. Looking over your shoulder, you see her long eyelashes flutter as her blue eyes meet yours.<bR>
<<elseif $current.drunk is 2>>
You glance back behind you to see Annie nearby moving to the music. Her sequin minidress shimmers in the light, as her long legs reach up and up to her waist. She locks her eyes with yours.<br>
<Br>
Finding yourself stepping back, you smile as you feel her body against yours. Looking over your shoulder, you see her blue eyes look back at you.<br>
<<elseif $current.drunk is 3>>
You glance back behind you to see Annie nearby moving to the music. You stumble back, smiling as you feel her body against yours. Looking over your shoulder, you see her gleaming smile close to you.<Br>
<<elseif $current.drunk gte 4>>
Looking behind you, you can make out nothing but a blur. Something instinctive kicks in and you stagger back, feeling a body against you. You look up to your shoulder and see blue eyes and a white smile flashing back at you.<br>
<</if>>
<<InventoryCheckSelf "TandiBracelet">><<GetPCState "TandiBracelet">><<QuestState "Quest22">><<QuestStatus "Quest22">><<Flag "TempCompanionWearingBracelet">><<WithCompanion>>
<<BraceletTrialActive>><<if _BraceletTrialActive is true>>
<br>“Getting close to your friend, are you <<TrueName>>?” Tandi whispers. “How good does it feel, having their warm body against yours? Feel how your skin responds. Why don’t you just indulge that curiousity and let her wrap those bare arms around you? You need to make a show to give the bracelet what it wants.”<br>
<<elseif _QuestState is 3 and _FlagReturn is true and _WithCompanion is true>>
<br>“Getting close to Annie, are you <<TrueName>>?” Tandi whispers. “How good does it feel, having their warm body against yours? It feels better for her though. Why don’t you just indulge that curiousity and let her wrap those bare arms around you? She needs to make a show to give the bracelet what it wants.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<if $current.drunk gte 2 or _drugged is true>><<link "Grind back against her" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "AnnieFemalePCGrind">><</link>><br>
<<else>><s>Grind back against her</s> - <i>You don’t feel relaxed enough to do that yet.</i><br><</if>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<<case "AnnieFemalePCGrind">>
<<InventoryCheckSelf "TandiBracelet">><<GetPCState "TandiBracelet">><<QuestState "Quest22">><<QuestStatus "Quest22">><<Flag "TempCompanionWearingBracelet">><<WithCompanion>>
<<CheckPersonalityState "Annie">>
<<if _PersonalityState is "Gay">>
You push your bum against Annie. As you look over your shoulder, you see her smiling. You feel her hands on your hips, letting her body touch your back, her breasts pushing against your shoulder blades.<br>
<<BraceletTrialActive>><<if _BraceletTrialActive is true>>
<Br>
“Yes,” Tandi purrs. “Feel the heat forming between you. But you’ll need to go further. The bracelet needs to feel it radiating between your bodies.”<br>
<<elseif _QuestState is 3 and _FlagReturn is true and _WithCompanion is true>>
<Br>
“Yes,” Tandi purrs. “Feel the heat forming between you. But you’ll need to go further. The bracelet needs to feel it radiating between your bodies.”<br>
<</if>>
<Br>
<<ActionsHeader>>
<<if $current.drunk gte 3 or _drugged is true>><<link "Turn your head and kiss her" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "AnnieFemalePCKiss">><</link>><br>
<<else>><s>Turn your head and kiss her</s> - <i>You don’t feel relaxed enough to do that yet.</i><br><</if>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<<elseif _PersonalityState is "Straight">>
<<NPCDeltaCheck "Annie" "drunk">>
<<if (_NPCDeltaCheck ?? 0) is 0>>
You push your bum against Annie. As you catch her eyes, she gives you a slight smile, but doesn’t make a move to respond. After a moment, she steps back and continues dancing on her own.<BR>
<<Flag "TempCompanionWearingBracelet">><<QuestState "Quest22">>
<<BraceletTrialActive>><<if _BraceletTrialActive is true>>
<Br>
“She needs to relax,” Tandi whispers. “Maybe see if Evie will give her some refreshment to loosen her up. The bracelet needs to feel the heat between you two.”<br>
<<elseif _QuestState is 3 and _FlagReturn is true and _WithCompanion is true>>
<Br>
“She needs to relax,” Tandi whispers. “Maybe see if Evie will give her some refreshment to loosen her up. The bracelet needs to feel the heat between you two.”<br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<<else>>
You push your bum against Annie. As you look over your shoulder, she smiles. You feel her hands on your hips, letting her body touch your back, her breasts pushing against your shoulder blades.<Br>
<<Flag "TempCompanionWearingBracelet">><<QuestState "Quest22">>
<<BraceletTrialActive>><<if _BraceletTrialActive is true>>
<Br>
“Yes,” Tandi purrs. “Feel the heat forming between you. But you’ll need to go further. The bracelet needs to feel it radiating between your bodies.”<br>
<<elseif _QuestState is 3 and _FlagReturn is true and _WithCompanion is true>>
<Br>
“Yes,” Tandi purrs. “Feel the heat forming between you. But you’ll need to go further. The bracelet needs to feel it radiating between your bodies.”<br>
<</if>>
<Br>
<<ActionsHeader>>
<<if $current.drunk gte 3 or _drugged is true>><<link "Turn your head and kiss her" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "AnnieFemalePCKiss">><</link>><br>
<<else>><s>Turn your head and kiss her</s> - <i>You don’t feel relaxed enough to do that yet.</i><br><</if>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<</if>>
<</if>>
<<case "AnnieFemalePCKiss">>
<<InventoryCheckSelf "TandiBracelet">><<GetPCState "TandiBracelet">><<QuestState "Quest22">><<QuestStatus "Quest22">><<Flag "TempCompanionWearingBracelet">><<WithCompanion>>
<<CheckPersonalityState "Annie">>
<<if _PersonalityState is "Gay">>
<<NPCDeltaCheck "Annie" "drunk">>
<<if (_NPCDeltaCheck ?? 0) gte 1>>
Turning your head to face her, you smile. She returns it and a moment later, her glossy lips lock around yours.<Br>
<br>
<<if $current.drunk is 3>>
You taste the sweet taste of her lipgloss as her tongue enters your mouth. The tiny voice nervously asks if you should be doing this in public, but the alcohol clouds your worries. The taste of another person inside your mouth sends your heart racing.<Br>
<<elseif $current.drunk gte 4>>
You taste the sweet taste of her lipgloss as her tongue enters your mouth. You are barely aware of anything else as the taste of another person inside your mouth sends your heart racing.<br>
<</if>>
<bR>
<<CurrentOutfit>>
<<if _CurrentOutfit is "Jeans" or _CurrentOutfit is undefined or _CurrentOutfit is "SimpleFemalePC">>
Her hands rest on your arse, cupping your cheeks through your clothes with a delicate touch. You feel fingernails brushing against the fabric.<br>
<<elseif _CurrentOutfit is "Dress" or _CurrentOutfit is "CuteFemalePC">>
Her hands rest on your arse, cupping your cheeks through your dress with a delicate touch. You feel fingernails brushing against your exposed upper thigh.<Br>
<<elseif _CurrentOutfit is "Skirt" or _CurrentOutfit is "SexyFemalePC">>
Her hands rest on your arse, cupping your cheeks through your skirt with a delicate touch. You feel fingernails brushing against your exposed upper thigh.<Br>
<</if>>
<<BraceletTrialActive>><<if _BraceletTrialActive is true>>
<Br>
“Feel her hands on your body, that secret desire,” Tandi whispers inside your brain. “It feels so good, doesn’t it? Encourage her to go further. She wants to. I know her.”<br>
<<elseif _QuestState is 3 and _FlagReturn is true and _WithCompanion is true>>
<Br>
“Feel her hands on your body, that secret desire,” Tandi whispers inside your brain. “It will feel so good to her. Encourage it. She wants you to. I know her.”<br>
<</if>>
<Br>
<<ActionsHeader>>
<<if $current.drunk gte 4 or _drugged is true>><<link "Pull her hands up around your body" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "AnnieFemalePCBody">><</link>><br>
<<else>><s>Pull her hands up around your body</s> - <i>You don’t feel relaxed enough to do that yet.</i><br><</if>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<<else>>
Turning your head to face her, you smile. She grins back at you, but dips her head back as if sensing your intentions. It seems she’s not ready for that. Yet.<Br>
<<Flag "TempCompanionWearingBracelet">><<QuestState "Quest22">>
<<BraceletTrialActive>><<if _BraceletTrialActive is true>>
<Br>
“But she could be,” Tandi whispers inside your brain. “And she needs to be. Buy her a drink. Get her relaxed. You won’t regret it. The bracelet will make you feel so good when your lips touch hers.”<br>
<<elseif _QuestState is 3 and _FlagReturn is true and _WithCompanion is true>>
<Br>
“But she could be,” Tandi whispers inside your brain. “And she needs to be. Buy her a drink. Get her relaxed. She won’t regret it. The bracelet will make her feel so good when your lips touch.”<br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<</if>>
<<elseif _PersonalityState is "Straight">>
<<NPCDeltaCheck "Annie" "drunk">>
<<if (_NPCDeltaCheck ?? 0) gte 2>>
Turning your head to face her, you smile. She returns it and a moment later, her glossy lips lock around yours.<Br>
<br>
<<if $current.drunk is 3>>
You taste the sweet taste of her lipgloss as her tongue enters your mouth. The tiny voice nervously asks if you should be doing this in public, but the alcohol clouds your worries. The taste of another person inside your mouth sends your heart racing.<Br>
<<elseif $current.drunk gte 4>>
You taste the sweet taste of her lipgloss as her tongue enters your mouth. You are barely aware of anything else as the taste of another person inside your mouth sends your heart racing.<Br>
<</if>>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "Jeans" or _CurrentOutfit is undefined or _CurrentOutfit is "SimpleFemalePC">>
Her hands rest on your arse, cupping your cheeks through your clothes with a delicate touch. You feel fingernails brushing against the fabric.<Br>
<<elseif _CurrentOutfit is "Dress" or _CurrentOutfit is "CuteFemalePC">>
Her hands rest on your arse, cupping your cheeks through your dress with a delicate touch. You feel fingernails brushing against your exposed upper thigh.<Br>
<<elseif _CurrentOutfit is "Skirt" or _CurrentOutfit is "SexyFemalePC">>
Her hands rest on your arse, cupping your cheeks through your skirt with a delicate touch. You feel fingernails brushing against your exposed upper thigh.<Br>
<</if>>
<<Flag "TempCompanionWearingBracelet">><<QuestState "Quest22">>
<<BraceletTrialActive>><<if _BraceletTrialActive is true>>
<Br>
“Feel her hands on your body, that secret desire,” Tandi whispers inside your brain. “It feels so good, doesn’t it? Encourage her to go further. She wants to. I know her.”<br>
<<elseif _QuestState is 3 and _FlagReturn is true and _WithCompanion is true>>
<Br>
“Feel her hands on your body, that secret desire,” Tandi whispers inside your brain. “It will feel so good to her. Encourage it. She wants you to. I know her.”<br>
<</if>>
<Br>
<<ActionsHeader>>
<<if $current.drunk gte 4 or _drugged is true>><<link "Pull her hands up around your body" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "AnnieFemalePCBody">><</link>><br>
<<else>><s>Pull her hands up around your body</s> - <i>You don’t feel relaxed enough to do that yet.</i><br><</if>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<<else>>
Turning your head to face her, you smile. She grins back at you, but dips her head back as if sensing your intentions. It seems she’s not ready for that. Yet.<Br>
<<Flag "TempCompanionWearingBracelet">><<QuestState "Quest22">>
<<BraceletTrialActive>><<if _BraceletTrialActive is true>>
<Br>
“But she could be,” Tandi whispers inside your brain. “And she needs to be. Buy her a drink. Get her relaxed. You won’t regret it. The bracelet will make you feel so good when your lips touch hers.”<br>
<<elseif _QuestState is 3 and _FlagReturn is true and _WithCompanion is true>>
<Br>
“But she could be,” Tandi whispers inside your brain. “And she needs to be. Buy her a drink. Get her relaxed. She won’t regret it. The bracelet will make her feel so good when your lips touch.”<br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<</if>>
<</if>>
<<case "AnnieFemalePCBody">>
<<InventoryCheckSelf "TandiBracelet">><<GetPCState "TandiBracelet">><<QuestState "Quest22">><<QuestStatus "Quest22">><<SpellsCheckSelf "Sexuality">><<Flag "TempCompanionWearingBracelet">><<WithCompanion>>
<<CheckPersonalityState "Annie">>
<<if _PersonalityState is "Gay">>
<<NPCDeltaCheck "Annie" "drunk">>
<<if (_NPCDeltaCheck ?? 0) gte 2>>
Nestling against her body, you reach down and wrap your fingers over hers, pulling gently at her hands that grip your waist. She gets the hint and lets you pull them up your body, wandering over your torso and cupping your breasts as she pulls you against her.<BR>
<br>
Your vision is nothing more than lights and blurred outlines. You are barely capable of thinking about what this must look like. As she gently cups your breasts, you lean back and feel her sweet breath against your neck. You relax in drunken euphoria, unaware or incapable of considering what you must look like.<bR>
<Br>
<I>Let me paint you a mental picture, then. You are indulging in foreplay in public with another woman in a town that has big issues with homosexuality.</i><Br>
<Br>
<<BraceletWorn>><<if _BraceletWorn is true>>
<<BraceletTrialActive>>
<<if _BraceletTrialActive is true>>
“Ignore that voice,” Tandi counters. “You feel the bracelet tingling, don’t you? See how it makes her hands on your titties feel electric. Just let the feeling wash over you. Embrace the illicit feelings of two girls playing with each other in public. It feels so good, believe me <<TrueName>>. And the bracelet can tip her over the edge.”<Br>
<Br>
<</if>>
You focus on the bracelet, feeling both its demands for more and promise of help to assist. Magic runs back into your body from its cool metal. You instinctively feel the power for a spell building within your bones.<Br>
<br>
<<ActionsHeader>>
<<link "[Spell: Bend Sexuality] Cast the spell to push Annie over the edge" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "AnnieFemalePCBodySpell">><<DailyVariableAdd "DanceSpellPartner">><<SpellLearn "Sexuality" "Tandi" "NoMagic">><<Vice 1>><</link>><br>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><<Orientation -1>><<DailyVariableAdd "DanceSpellPartner">><</link>>
<<elseif _QuestState is 3 and _FlagReturn is true and _WithCompanion is true>>
“Ignore that voice,” Tandi counters. “Look at the bracelet tingling. And brace yourself.”<Br>
<Br>
You feel Annie’s hands grow warm on your breasts. You look down and see a spark of magic jump from her fingertips on to you. You giggle as you lean closer against her body. Her hands drift further down, pulling your fingers down with them.<Br>
<Br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "Jeans" or _CurrentOutfit is undefined or _CurrentOutfit is "SimpleFemalePC">>
Annie’s hands run over your stomach, then rest on the tops of your thighs. Pressing gently against your groin, massaging your groin with her fingernails as you move to the music.<Br>
<<elseif _CurrentOutfit is "Cheerleader">>
Annie’s hands run over your stomach, then rest on the tops of your thighs. She pulls at your pleated skirt, her fingers finding their way under the hem, playing over your underwear with a gentle touch.<Br>
<<elseif _CurrentOutfit is "Skirt" or _CurrentOutfit is "SexyFemalePC">>
Annie’s hands run over your stomach, then rest on the tops of your thighs. She pulls at your skirt, her fingers finding their way under the hem, playing over your underwear with a gentle touch.<Br>
<<else>>
Annie’s hands run over your stomach, then rest on the tops of your thighs. She pulls at your dress, her fingers finding their way under the hem, playing over your underwear with a gentle touch.<Br>
<</if>>
<Br>
You murmur as a nail finds the edge of your vagina. You lean your forehead against hers, lost in her touch and the music. Barely aware that here you are, in the middle of a dancefloor, being touched by another girl.<Br>
<Br>
“They don’t care here,” you hear Tandi whisper. “This is where girls go to let go. To be themselves. Just like you are.”<Br>
<Br>
Suddenly the music changes and Annie's presence isn’t there. You look around, trying to recall where you are. But you feel the presence of the bracelet nearby, radiating with new energy.<Br>
<br>
<<ActionsHeader>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><<TandiBraceletCharge 1>><<Orientation -1>><<DailyVariableAdd "DanceSpellPartner">><</link>>
<<elseif _SpellsCheckSelf is true and $current.female is true>>
The internal thought doesn’t alarm you. In fact, it makes you smile wider. You know this heat now, the current that builds between two pressed bodies. And you know what it can become.<Br>
<Br>
No bracelet demands it. No voice coaxes you on. The power for a spell builds within your bones all the same, yours to shape. Her hands are on you, and she is already so close to the edge.<Br>
<br>
<<ActionsHeader>>
<<link "[Spell: Bend Sexuality] Cast the spell to push Annie over the edge" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "AnnieFemalePCBodySpell">><<DailyVariableAdd "DanceSpellPartner">><<Vice 1>><</link>><br>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><<Orientation -1>><<DailyVariableAdd "DanceSpellPartner">><</link>>
<<else>>
The internal thought doesn’t alarm you. In fact, it makes you smile wider.<BR>
<Br>
Suddenly the music changes and Annie's presence isn’t there. You look around, trying to recall where you are.<Br>
<br>
<<ActionsHeader>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><<Orientation -1>><<DailyVariableAdd "DanceSpellPartner">><</link>>
<</if>>
<<else>>
Nestling against her body, you reach down and wrap your fingers over hers, pulling gently at her hands that grip your waist. When she doesn't respond to your tugs, you glance back over your shoulder.<br>
<bR>
She continues to move against you, giving you a smile. But her eyes glance around the dancefloor. At other people. She resists your attempts to take this further.<Br>
<<Flag "TempCompanionWearingBracelet">><<QuestState "Quest22">>
<<BraceletTrialActive>><<if _BraceletTrialActive is true>>
<Br>
“She doesn’t know what she wants,” Tandi whispers inside your brain. “Buy her a drink. Get her relaxed. You won’t regret it. The bracelet will make you feel so good when her hands are on you.”<br>
<<elseif _QuestState is 3 and _FlagReturn is true and _WithCompanion is true>>
<Br>
“She’s fighting it,” Tandi whispers inside your brain. “Buy her a drink. Get her relaxed. She won’t regret it. The bracelet will make her feel so good when she touches you.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><<Orientation -1>><<DailyVariableAdd "DanceSpellPartner">><</link>>
<</if>>
<<else>>
<<NPCDeltaCheck "Annie" "drunk">>
<<if (_NPCDeltaCheck ?? 0) gte 4>>
Nestling against her body, you reach down and wrap your fingers over hers, pulling gently at her hands that grip your waist. She gets the hint and lets you pull them up your body, wandering over your torso and cupping your breasts as she pulls you against her.<BR>
<br>
Your vision is nothing more than lights and blurred outlines. You are barely capable of thinking about what this must look like. As she gently cups your breasts, you lean back and feel her sweet breath against your neck. You relax in drunken euphoria, unaware or incapable of considering what you must look like.<bR>
<Br>
<I>Let me paint you a mental picture, then. You are indulging in foreplay in public with another woman in a town that has big issues with homosexuality.</i><Br>
<Br>
<<BraceletWorn>><<if _BraceletWorn is true>>
<<BraceletTrialActive>>
<<if _BraceletTrialActive is true>>
“Ignore that voice,” Tandi counters. “You feel the bracelet tingling, don’t you? See how it makes her hands on your titties feel electric. Just let the feeling wash over you. Embrace the illicit feelings of two girls playing with each other in public. It feels so good, believe me <<TrueName>>. And the bracelet can tip her over the edge.”<Br>
<Br>
<</if>>
You focus on the bracelet, feeling both its demands for more and promise of help to assist. Magic runs back into your body from its cool metal. You instinctively feel the power for a spell building within your bones.<Br>
<br>
<<ActionsHeader>>
<<link "[Spell: Bend Sexuality] Cast the spell to push Annie over the edge" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "AnnieFemalePCBodySpell">><<DailyVariableAdd "DanceSpellPartner">><<SpellLearn "Sexuality" "Tandi" "NoMagic">><<Vice 1>><</link>><br>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><<Orientation -1>><<DailyVariableAdd "DanceSpellPartner">><</link>>
<<elseif _QuestState is 3 and _FlagReturn is true and _WithCompanion is true>>
“Ignore that voice,” Tandi counters. “Look at the bracelet tingling. And brace yourself.”<Br>
<Br>
You feel Annie’s hands grow warm on your breasts. You look down and see a spark of magic jump from her fingertips on to you. You giggle as you lean closer against her body. Her hands drift further down, pulling your fingers down with them.<Br>
<Br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "Jeans" or _CurrentOutfit is undefined or _CurrentOutfit is "SimpleFemalePC">>
Annie’s hands run over your stomach, then rest on the tops of your thighs. Pressing gently against your groin, massaging your groin with her fingernails as you move to the music.<Br>
<<elseif _CurrentOutfit is "Cheerleader">>
Annie’s hands run over your stomach, then rest on the tops of your thighs. She pulls at your pleated skirt, her fingers finding their way under the hem, playing over your underwear with a gentle touch.<Br>
<<elseif _CurrentOutfit is "Skirt" or _CurrentOutfit is "SexyFemalePC">>
Annie’s hands run over your stomach, then rest on the tops of your thighs. She pulls at your skirt, her fingers finding their way under the hem, playing over your underwear with a gentle touch.<Br>
<<else>>
Annie’s hands run over your stomach, then rest on the tops of your thighs. She pulls at your dress, her fingers finding their way under the hem, playing over your underwear with a gentle touch.<Br>
<</if>>
<Br>
You murmur as a nail finds the edge of your vagina. You lean your forehead against hers, lost in her touch and the music. Barely aware that here you are, in the middle of a dancefloor, being touched by another girl.<Br>
<Br>
“They don’t care here,” you hear Tandi whisper. “This is where girls go to let go. To be themselves. Just like you are.”<Br>
<Br>
Suddenly the music changes and Annie's presence isn’t there. You look around, trying to recall where you are. But you feel the presence of the bracelet nearby, radiating with new energy.<Br>
<br>
<<ActionsHeader>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><<TandiBraceletCharge 1>><<Orientation -1>><<DailyVariableAdd "DanceSpellPartner">><</link>>
<<elseif _SpellsCheckSelf is true and $current.female is true>>
The internal thought doesn’t alarm you. In fact, it makes you smile wider. You know this heat now, the current that builds between two pressed bodies. And you know what it can become.<Br>
<Br>
No bracelet demands it. No voice coaxes you on. The power for a spell builds within your bones all the same, yours to shape. Her hands are on you, and she is already so close to the edge.<Br>
<br>
<<ActionsHeader>>
<<link "[Spell: Bend Sexuality] Cast the spell to push Annie over the edge" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "AnnieFemalePCBodySpell">><<DailyVariableAdd "DanceSpellPartner">><<Vice 1>><</link>><br>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><<Orientation -1>><<DailyVariableAdd "DanceSpellPartner">><</link>>
<<else>>
The internal thought doesn’t alarm you. In fact, it makes you smile wider.<BR>
<Br>
Suddenly the music changes and Annie's presence isn’t there. You look around, trying to recall where you are.<Br>
<br>
<<ActionsHeader>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><<Orientation -1>><<DailyVariableAdd "DanceSpellPartner">><</link>>
<</if>>
<<else>>
Nestling against her body, you reach down and wrap your fingers over hers, pulling gently at her hands that grip your waist. When she doesn't respond to your tugs, you glance back over your shoulder.<br>
<bR>
She continues to move against you, giving you a smile. But her eyes glance around the dancefloor. At other people. She resists your attempts to take this further.<Br>
<<Flag "TempCompanionWearingBracelet">><<QuestState "Quest22">>
<<BraceletTrialActive>><<if _BraceletTrialActive is true>>
<Br>
“She doesn’t know what she wants,” Tandi whispers inside your brain. “Buy her a drink. Get her relaxed. You won’t regret it. The bracelet will make you feel so good when her hands are on you.”<br>
<<elseif _QuestState is 3 and _FlagReturn is true and _WithCompanion is true>>
<Br>
“She’s fighting it,” Tandi whispers inside your brain. “Buy her a drink. Get her relaxed. She won’t regret it. The bracelet will make her feel so good when she touches you.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><<Orientation -1>><<DailyVariableAdd "DanceSpellPartner">><</link>>
<</if>>
<</if>>
<<case "AnnieMalePC">>
<<if $current.drunk lte 1>>
You glance in front of you to see Annie nearby grinding to the music. Her sequin minidress shimmers in the light, as her long legs move and bend in spite of the five-inch pumps she’s stepping in with. When she meets your eye, she smiles.<br>
<br>
Cautiously you take a step forward and smile as you feel her body against yours. She looks over her shoulder, her long eyelashes flutter as her blue eyes meet yours.<bR>
<<elseif $current.drunk is 2>>
You glance in front of you to see Annie nearby grinding to the music. Her sequin minidress shimmers in the light, as her long legs reach up and up to her waist. She locks her eyes with yours.<Br>
<br>
Taking a step forward, you smile as you feel her body against yours. She looks over her shoulder, her blue eyes lock on you.<br>
<<elseif $current.drunk is 3>>
You glance in front of you to see Annie nearby grinding to the music. You stumble forward, smiling as you feel her body against yours. As she looks over her shoulder her gleaming smile is close to you.<Br>
<<elseif $current.drunk gte 4>>
You look in front of you but can’t see anything but a blur. Something instinctive kicks in and you stagger forward, feeling a body against you. You look down to see blue eyes and a white smile flashing back at you.<br>
<</if>>
<<QuestState "Quest22">><<Flag "TempCompanionWearingBracelet">><<WithCompanion>>
<<if _QuestState is 3 and _FlagReturn is true and _WithCompanion is true>>
<br>“Getting close to Annie, are you <<TrueName>>?” Tandi whispers. “How good does it feel, having their warm body against yours? It feels better for her though. Why don’t you just indulge that curiousity and wrap those arms around her? She needs to make a show to give the bracelet what it wants.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<if $current.drunk gte 2 or _drugged is true>><<link "Grind against her" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "AnnieMalePCGrind">><</link>><br>
<<else>><s>Grind against her</s> - <i>You don’t feel relaxed enough to do that yet.</i><br><</if>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<<case "AnnieMalePCGrind">>
<<QuestState "Quest22">><<Flag "TempCompanionWearingBracelet">><<WithCompanion>>
<<CheckPersonalityState "Annie">>
<<if _PersonalityState is "Straight">>
You push up against Annie, feeling her arse touch your groin. She looks back and smiles. You place your hands on her hips, letting her back touch your body, her rear resting on you.<BR>
<<if _QuestState is 3 and _FlagReturn is true and _WithCompanion is true>>
<br>
“Yes,” Tandi purrs. “Feel the heat forming between you. But you’ll need to go further. The bracelet needs to feel it radiating between your bodies.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<if $current.drunk gte 3 or _drugged is true>><<link "Kiss her" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "AnnieMalePCKiss">><</link>><br>
<<else>><s>Kiss her</s> - <i>You don’t feel relaxed enough to do that yet.</i><br><</if>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<<elseif _PersonalityState is "Gay">>
<<NPCDeltaCheck "Annie" "drunk">>
<<if (_NPCDeltaCheck ?? 0) is 0>>
You push up against Annie, feeling her arse touch your groin. She looks back and gives you a slight smile, but doesn’t make a move to respond. After a moment, she steps back and continues to dance on her own.<Br>
<<Flag "TempCompanionWearingBracelet">><<QuestState "Quest22">>
<<if _QuestState is 3 and _FlagReturn is true and _WithCompanion is true>>
<br>
“She needs to relax,” Tandi whispers. “Maybe see if Evie will give her some refreshment to loosen her up. The bracelet needs to feel the heat between you two.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<<else>>
You push up against Annie, feeling her arse touch your groin. She looks back and smiles. You place your hands on her hips, letting her back touch your body, her rear resting on you.<Br>
<<Flag "TempCompanionWearingBracelet">><<QuestState "Quest22">>
<<if _QuestState is 3 and _FlagReturn is true and _WithCompanion is true>>
<br>
“Yes,” Tandi purrs. “Feel the heat forming between you. But you’ll need to go further. The bracelet needs to feel it radiating between your bodies.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<if $current.drunk gte 3 or _drugged is true>><<link "Kiss her" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "AnnieMalePCKiss">><</link>><br>
<<else>><s>Kiss her</s> - <i>You don’t feel relaxed enough to do that yet.</i><br><</if>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<</if>>
<</if>>
<<case "AnnieMalePCKiss">>
<<QuestState "Quest22">><<Flag "TempCompanionWearingBracelet">><<WithCompanion>>
<<CheckPersonalityState "Annie">>
<<if _PersonalityState is "Gay">>
<<NPCDeltaCheck "Annie" "drunk">>
<<if (_NPCDeltaCheck ?? 0) gte 3>>
She turns back to face you, smiling. Sensing the opportunity, you lean in and place your lips against hers.<Br>
<Br>
<<if $current.drunk is 3>>
You taste the sweet taste of her lipgloss as her tongue enters your mouth. The tiny voice nervously asks if you should be doing this in public, but the alcohol clouds your worries.<Br>
<<elseif $current.drunk gte 4>>
You taste the sweet taste of her lipgloss as her tongue enters your mouth. You are barely aware of anything else as the taste of another person inside your mouth sends your heart racing.<Br>
<</if>>
<br>
<<OrientationCheck>>
<<if _currentOrientation lt 40>>
As you share saliva, you feel your heart racing. Her taste is enough to send endorphins reeling through your body. You bathe in the familiar stirrings of a woman’s tongue touching yours.<Br>
<<else>>
But as you share saliva, you feel nothing. Her taste should be enough to send endorphins reeling through your body, but you are void of the stirrings of a woman’s tongue touching yours.<bR>
<</if>>
<<if _QuestState is 3 and _FlagReturn is true and _WithCompanion is true>>
<br>
“Feel her tongue in your mouth,” Tandi whispers inside your brain. “She actually likes it, doesn’t she? Encourage her to go further. She wants to. I know her.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<if $current.drunk gte 4 or _drugged is true>><<link "Move your hands up her body" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "AnnieMalePCBody">><</link>><br>
<<else>><s>Move your hands up her body</s> - <i>You don’t feel relaxed enough to do that yet.</i><br><</if>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<<else>>
Turning your head to face her, you smile. She smiles back at you, but dips her head back as if sensing your intentions. After a moment, she breaks away from you, returning to dancing on her own.<br>
<<Flag "TempCompanionWearingBracelet">><<QuestState "Quest22">>
<<if _QuestState is 3 and _FlagReturn is true and _WithCompanion is true>>
<br>
“She wants you to continue,” Tandi whispers inside your brain. “And she needs to be ready. Buy her a drink. Get her relaxed. She won’t regret it. The bracelet will make her feel so good when your lips touch hers.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<</if>>
<<elseif _PersonalityState is "Straight">>
She turns back to face you, smiling. Sensing the opportunity, you lean in and place your lips against hers.<Br>
<Br>
<<if $current.drunk is 3>>
You taste the sweet taste of her lipgloss as her tongue enters your mouth. The tiny voice nervously asks if you should be doing this in public, but the alcohol clouds your worries. <Br>
<<elseif $current.drunk gte 4>>
You taste the sweet taste of her lipgloss as her tongue enters your mouth. You are barely aware of anything else as the taste of another person inside your mouth sends your heart racing.<br>
<</if>>
<Br>
<<OrientationCheck>>
<<if _currentOrientation lt 40>>
As you share saliva, you feel your heart racing. Her taste is enough to send endorphins reeling through your body. You bathe in the familiar stirrings of a woman’s tongue touching yours.<Br>
<<else>>
But as you share saliva, you feel nothing. Her taste should be enough to send endorphins reeling through your body, but you are void of the stirrings of a woman’s tongue touching yours.<Br>
<</if>>
<<Flag "TempCompanionWearingBracelet">><<QuestState "Quest22">>
<<if _QuestState is 3 and _FlagReturn is true and _WithCompanion is true>>
<br>
“Feel her tongue in your mouth,” Tandi whispers inside your brain. “She actually likes it, doesn’t she? Encourage her to go further. She wants to. I know her.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<if $current.drunk gte 4 or _drugged is true>><<link "Move your hands up her body" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "AnnieMalePCBody">><</link>><br>
<<else>><s>Move your hands up her body</s> - <i>You don’t feel relaxed enough to do that yet.</i><br><</if>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<</if>>
<<case "AnnieMalePCBody">>
<<QuestState "Quest22">><<Flag "TempCompanionWearingBracelet">><<WithCompanion>>
<<CheckPersonalityState "Annie">>
<<if _PersonalityState is "Straight">>
<<NPCDeltaCheck "Annie" "drunk">>
<<if (_NPCDeltaCheck ?? 0) gte 2>>
As Annie nestles against you, you slowly move your hands up her body. She looks back to you and grins, wrapping her fingers over yours, pulling them gently up in encouragement. She places them on her chest and wraps your fingers around them, letting you cup her breasts through her sparkling minidress.<BR>
<Br>
Your vision is nothing more than lights and blurred outlines. You are barely capable of thinking about what this must look like. As you gently massage her, she leans back against you. You grin and relax in drunken euphoria, unaware or incapable of considering what you must look like.<Br>
<Br>
<I>Let me paint you a mental picture, then. You are feeling up a woman in public, without abandon. Finally something I can respect you for.</i><Br>
<Br>
<<if _QuestState is 3 and _FlagReturn is true and _WithCompanion is true>>
“Listen to that voice,” Tandi encourages you. “Look at the bracelet tingling. And brace yourself.”<Br>
<Br>
You feel your hands grow warm on Annie’s breasts. You look down and see a spark of magic jump from her hands to yours. The warmth spreads through your body and you find yourself chuckling as you hold her closer against your body. She moves her hands further down, pulling your fingers down with them.<Br>
<Br>
Annie runs your hands over her stomach, then rests them on the tops of her thighs. She pulls at the dress, forcing your fingers under the hem, guiding you to brush over her underwear with a gentle touch.<Br>
<Br>
You groan as she guides your fingers to push her underwear aside and towards the edge of her vagina. She leans her forehead back against yours, lost in her touch and the music. As she guides one of your digits between her pussy lips, she gasps. Barely aware of where she is, let alone being in the middle of a dancefloor, being fingered by you. You look up and around the crowd. But no one is watching.<Br>
<Br>
“They don’t care here,” you hear Tandi whisper. “This is where girls go to let go. To be themselves. Just like she is.”<Br>
<Br>
Suddenly the music changes and Annie pulls away from you. You let her go and a moment later, she’s not there. You look around, trying to recall where you are. But you feel the presence of the bracelet nearby, radiating with new energy.<Br>
<br>
<<ActionsHeader>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><<TandiBraceletCharge 1>><<Orientation -1>><<DailyVariableAdd "DanceSpellPartner">><</link>>
<<else>>
The strange thought doesn’t alarm you. In fact, it makes you smile wider.<Br>
<Br>
Suddenly the music changes and Annie's presence isn’t there. You look around, trying to recall where you are.<Br>
<br>
<<ActionsHeader>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><<Orientation -1>><<DailyVariableAdd "DanceSpellPartner">><</link>>
<</if>>
<<else>>
As Annie nestles against you, you slowly move your hands up her body. She looks back to you and sniggers, wrapping her fingers over yours, but pulls them gently down back around her waist. It seems she doesn't want that.<Br>
<br>
<<ActionsHeader>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><<Orientation -1>><<DailyVariableAdd "DanceSpellPartner">><</link>>
<</if>>
<<else>>
<<NPCDeltaCheck "Annie" "drunk">>
<<if (_NPCDeltaCheck ?? 0) gte 4>>
As Annie nestles against you, you slowly move your hands up her body. She looks back to you and grins, wrapping her fingers over yours, pulling them gently up in encouragement. She places them on her chest and wraps your fingers around them, letting you cup her breasts through her sparkling minidress.<BR>
<Br>
Your vision is nothing more than lights and blurred outlines. You are barely capable of thinking about what this must look like. As you gently massage her, she leans back against you. You grin and relax in drunken euphoria, unaware or incapable of considering what you must look like.<Br>
<Br>
<I>Let me paint you a mental picture, then. You are feeling up a woman in public, without abandon. Finally something I can respect you for.</i><Br>
<Br>
<<Flag "TempCompanionWearingBracelet">><<QuestState "Quest22">>
<<if _QuestState is 3 and _FlagReturn is true and _WithCompanion is true>>
“Listen to that voice,” Tandi encourages you. “Look at the bracelet tingling. And brace yourself.”<Br>
<Br>
You feel your hands grow warm on Annie’s breasts. You look down and see a spark of magic jump from her hands to yours. The warmth spreads through your body and you find yourself chuckling as you hold her closer against your body. She moves her hands further down, pulling your fingers down with them.<Br>
<Br>
Annie runs your hands over her stomach, then rests them on the tops of her thighs. She pulls at the dress, forcing your fingers under the hem, guiding you to brush over her underwear with a gentle touch.<Br>
<Br>
You groan as she guides your fingers to push her underwear aside and towards the edge of her vagina. She leans her forehead back against yours, lost in her touch and the music. As she guides one of your digits between her pussy lips, she gasps. Barely aware of where she is, let alone being in the middle of a dancefloor, being fingered by you. You look up and around the crowd. But no one is watching.<Br>
<Br>
“They don’t care here,” you hear Tandi whisper. “This is where girls go to let go. To be themselves. Just like she is.”<Br>
<Br>
Suddenly the music changes and Annie pulls away from you. You let her go and a moment later, she’s not there. You look around, trying to recall where you are. But you feel the presence of the bracelet nearby, radiating with new energy.<Br>
<br>
<<ActionsHeader>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><<TandiBraceletCharge 1>><<Orientation -1>><<DailyVariableAdd "DanceSpellPartner">><</link>>
<<else>>
The strange thought doesn’t alarm you. In fact, it makes you smile wider.<Br>
<Br>
Suddenly the music changes and Annie's presence isn’t there. You look around, trying to recall where you are.<Br>
<br>
<<ActionsHeader>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><<Orientation -1>><<DailyVariableAdd "DanceSpellPartner">><</link>>
<</if>>
<<else>>
As Annie nestles against you, you slowly move your hands up her body. She looks back to you and glares, grabbing your hands and pulling them down back around her waist. It seems she doesn't want that.<Br>
<br>
<<ActionsHeader>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><<Orientation -1>><<DailyVariableAdd "DanceSpellPartner">><</link>>
<</if>>
<</if>>
<<case "BritneyEmily">>
<<if $current.drunk lte 1>>
You glance back behind you to see Britney nearby holding her hands above her head in sync with the music. Her dress shines in the light, skirt riding just low enough to hide her bum, her feet moving in perfect time with the music in spite of the platform heels. When she meets your eye, she grins.<Br>
<bR>
Cautiously you take a step back and smile as you feel her body against yours. Looking over your shoulder, you see her pink cheeks and impish smile grinning back at you.<Br>
<<elseif $current.drunk is 2>>
You glance back behind you to see Britney nearby holding her hands above her head in sync with the music. Her dress shines in the light, her legs moving with the music. She grins as her eyes meet yours.<bR>
<br>
Finding yourself stepping back, you smile as you feel her body against you. Looking over your shoulder, you see her grinning.<BR>
<<elseif $current.drunk is 3>>
You glance back behind you to see Britney nearby holding her hands above her head. You stumble back, smiling as you feel her body against yours. Looking over your shoulder, you see her grin close to you.<Br>
<<elseif $current.drunk gte 4>>
Looking behind you, you can make out nothing but a blur. Something instinctive kicks in and you stagger back, feeling a body against you. You look up to your shoulder and see a white grin flashing back at you.<br>
<</if>>
<<InventoryCheckSelf "TandiBracelet">><<GetPCState "TandiBracelet">><<QuestState "Quest22">><<QuestStatus "Quest22">><<Flag "TempCompanionWearingBracelet">><<WithCompanion>>
<<BraceletTrialActive>><<if _BraceletTrialActive is true>>
<br>“Getting close to your friend, are you <<TrueName "Current">>?” Tandi whispers. “How good does it feel, having their warm body against yours? Feel how your skin responds. Why don’t you just indulge that curiousity and let her wrap those bare arms around you? You need to make a show to give the bracelet what it wants.”<br>
<<elseif _QuestState is 3 and _FlagReturn is true and _WithCompanion is true>>
<br>“Getting close to the cheerleader, are you <<TrueName "Current">>?” Tandi whispers. “How good does it feel, having their warm body against yours? It feels better for her though. Why don’t you just indulge that curiousity and let her wrap those bare arms around you? She needs to make a show to give the bracelet what it wants.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<if $current.drunk gte 2 or _drugged is true>><<link "Grind back against her" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "BritneyEmilyGrind">><</link>><br>
<<else>><s>Grind back against her</s> - <i>You don’t feel relaxed enough to do that yet.</i><br><</if>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<<case "BritneyEmilyGrind">>
<<InventoryCheckSelf "TandiBracelet">><<GetPCState "TandiBracelet">><<QuestState "Quest22">><<QuestStatus "Quest22">><<Flag "TempCompanionWearingBracelet">><<WithCompanion>>
<<NPCDeltaCheck "Britney" "drunk">>
<<if (_NPCDeltaCheck ?? 0) is 0>>
You push your bum against Britney, feeling her body against yours. As you look over your shoulder, she gives you a befuddled look and steps back and continues dancing on her own.<br>
<<BraceletTrialActive>><<if _BraceletTrialActive is true>>
<br>
“She needs to relax,” Tandi whispers. “Maybe see if Evie will give her some refreshment to loosen her up. The bracelet needs to feel the heat between you two.”<br>
<<elseif _QuestState is 3 and _FlagReturn is true and _WithCompanion is true>>
<br>
“She needs to relax,” Tandi whispers. “Maybe see if Evie will give her some refreshment to loosen her up. The bracelet needs to feel the heat between you two.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<<else>>
You push your bum against Britney, feeling her body against yours. As you look over your shoulder you catch her eyes and she giggles. A moment later you feel her delicate hands rest on your hips. Her body up against your back, her breasts pushing against your shoulder blades.<BR>
<<Flag "TempCompanionWearingBracelet">><<QuestState "Quest22">>
<<BraceletTrialActive>><<if _BraceletTrialActive is true>>
<br>
“Yes,” Tandi purrs. “Feel the heat forming between you. But you’ll need to go further. The bracelet needs to feel it radiating between your bodies.”<br>
<<elseif _QuestState is 3 and _FlagReturn is true and _WithCompanion is true>>
<br>
“Yes,” Tandi purrs. “Feel the heat forming between you. But you’ll need to go further. The bracelet needs to feel it radiating between your bodies.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<if $current.drunk gte 3 or _drugged is true>><<link "Turn your head and kiss her" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "BritneyEmilyKiss">><</link>><br>
<<else>><s>Turn your head and kiss her</s> - <i>You don’t feel relaxed enough to do that yet.</i><br><</if>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<</if>>
<<case "BritneyEmilyKiss">>
<<InventoryCheckSelf "TandiBracelet">><<GetPCState "TandiBracelet">><<QuestState "Quest22">><<QuestStatus "Quest22">><<Flag "TempCompanionWearingBracelet">><<WithCompanion>>
<<NPCDeltaCheck "Britney" "drunk">>
<<if (_NPCDeltaCheck ?? 0) gte 3>>
Turning your head to face her, you smile. She frowns, but bites her lip. You inch forward. When she doesn’t move away, you brush your lips against hers.<bR>
<Br>
<<if $current.drunk is 3>>
You taste the sweet taste of her lipgloss as your lips come together. The tiny voice nervously asks if you should be doing this in public, but the alcohol clouds your worries. The taste of another person on your lips sends your heart racing.<bR>
<<elseif $current.drunk gte 4>>
You taste the sweet taste of her lipgloss as your lips come together. You are barely aware of anything else as the taste of another person on your lips sends your heart racing.<Br>
<</if>>
<Br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "Jeans" or _CurrentOutfit is undefined or _CurrentOutfit is "SimpleFemalePC">>
Her hands rest on your hips, holding you gently as the two of you kiss on the dancefloor. She makes no attempt to touch you, only holding on to you as you exchange kisses.<bR>
<<elseif _CurrentOutfit is "Dress" or _CurrentOutfit is "CuteFemalePC">>
Her hands rest on your hips, holding you gently as the two of you kiss on the dancefloor. She makes no attempt to touch you, but you feel your dress rising up behind you as you exchange kisses.<Br>
<<elseif _CurrentOutfit is "Skirt" or _CurrentOutfit is "SexyFemalePC">>
Her hands rest on your hips, holding you gently as the two of you kiss on the dancefloor. She makes no attempt to touch you, but you feel your skirt rising up behind you as you exchange kisses.<br>
<</if>>
<br>
Finally, Britney breaks the kiss. She pulls back and giggles, glancing around before returning to give you a conspiratorial glance. "Think we got some attention for that!"<Br>
<<BraceletTrialActive>><<if _BraceletTrialActive is true>>
<br>
“It’s not attention the bracelet wants,” Tandi whispers inside your brain. “It’s her hands on yours. Just give in some more. Take her along for the ride. I promise you, the bracelet will make it feel so good.”<br>
<<elseif _QuestState is 3 and _FlagReturn is true and _WithCompanion is true>>
<br>
“It’s not attention the bracelet wants,” Tandi whispers inside your brain. “It’s her hands on yours. Just give in some more. Take her along for the ride. I promise you, the bracelet will make it feel so good.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<if $current.drunk gte 4 or _drugged is true>><<link "Pull her hands up around your body" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "BritneyEmilyBody">><</link>><br>
<<else>><s>Pull her hands up around your body</s> - <i>You don’t feel relaxed enough to do that yet.</i><br><</if>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<<else>>
Turning your head to face her, you smile. Her nose rolls up slightly and she dips her head back as if sensing your intentions. It seems she’s not ready for that. Yet.<br>
<<Flag "TempCompanionWearingBracelet">><<QuestState "Quest22">>
<<BraceletTrialActive>><<if _BraceletTrialActive is true>>
<br>
“But she could be,” Tandi whispers inside your brain. “And she needs to be. Buy her a drink. Get her relaxed. You won’t regret it. The bracelet will make you feel so good when your lips touch hers.”<br>
<<elseif _QuestState is 3 and _FlagReturn is true and _WithCompanion is true>>
<br>
“But she could be,” Tandi whispers inside your brain. “And she needs to be. Buy her a drink. Get her relaxed. She won’t regret it. The bracelet will make you feel so good when her lips touch yours.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<</if>>
<<case "BritneyEmilyBody">>
<<InventoryCheckSelf "TandiBracelet">><<GetPCState "TandiBracelet">><<QuestState "Quest22">><<QuestStatus "Quest22">><<SpellsCheckSelf "Sexuality">><<Flag "TempCompanionWearingBracelet">><<WithCompanion>>
<<NPCDeltaCheck "Britney" "drunk">>
<<if (_NPCDeltaCheck ?? 0) gte 4>>
Nestling against her body, you reach down and wrap your fingers over hers, pulling gently at her hands around your waist. When you begin to pull them up, she doesn't resist until they cup your breasts.<br>
<Br>
Suddenly your hands are wrenched down. You turn to see the blur of Britney stepping away.<Br>
<<BraceletWorn>><<if _BraceletWorn is true>>
<Br>
<<BraceletTrialActive>>
<<if _BraceletTrialActive is true>>
“Not nice of her to tease,” Tandi counters. “But the bracelet can help change her mind. It will feel so good, <<TrueName "Current">>. The bracelet can convince her of that.”<Br>
<Br>
<</if>>
You focus on the bracelet, feeling both its demands for more and promise of help to assist. Magic runs back into your body from its cool metal. You instinctively feel the power for a spell building within your bones.<Br>
<br>
<<ActionsHeader>>
<<link "[Spell: Bend Sexuality] Cast the spell to alter Britney’s sexuality" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "BritneyEmilyBodySpell">><<DailyVariableAdd "DanceSpellPartner">><<SpellLearn "Sexuality" "Tandi" "NoMagic">><<Vice 1>><</link>><br>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><<Orientation -1>><<DailyVariableAdd "DanceSpellPartner">><</link>>
<<elseif _QuestState is 3 and _FlagReturn is true and _WithCompanion is true>>
<Br>
“Not nice of her to tease,” Tandi counters. “But the bracelet will help change her mind. It will feel so good, <<TrueName "Current">>. The bracelet can convince her of that.”<Br>
<Br>
Suddenly she stops moving. She looks back to you, frowning. You see the trace of magic fluttering up her arm from the bracelet. And a smile forms. In a moment she’s back against you, gentle and tender. Cautious even. You feel her hands rise up across your body, cupping your breasts.<Br>
<Br>
You are barely capable of thinking about what this must look like. As she gently massages you, you lean back and feel her sweet breath against your neck. You can’t imagine what this looks like.<Br>
<Br>
<I>Let me paint you a mental picture, then. You are indulging in foreplay in public with another girl in a town that has big issues with homosexuality.</i><Br>
<Br>
“Ignore that voice,” Tandi counters. “It feels good, doesn’t it? Let her explore.”<Br>
<Br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "Jeans" or _CurrentOutfit is undefined or _CurrentOutfit is "SimpleFemalePC">>
Britney’s hands run over your stomach, then rest on the tops of your thighs. Pressing gently against your groin, massaging your groin with her fingernails as you move to the music.<Br>
<<elseif _CurrentOutfit is "Cheerleader">>
Britney’s hands run over your stomach, then rest on the tops of your thighs. She pulls at your pleated skirt, her fingers finding their way under the hem, playing over your underwear with a gentle touch.<Br>
<<elseif _CurrentOutfit is "Skirt" or _CurrentOutfit is "SexyFemalePC">>
Britney’s hands run over your stomach, then rest on the tops of your thighs. She pulls at your skirt, her fingers finding their way under the hem, playing over your underwear with a gentle touch.<Br>
<<else>>
Britney’s hands run over your stomach, then rest on the tops of your thighs. She pulls at your dress, her fingers finding their way under the hem, playing over your underwear with a gentle touch.<Br>
<</if>>
<Br>
You murmur as a nail finds the edge of your vagina. You lean your forehead against hers, lost in her touch and the music. Barely aware that here you are, in the middle of a dancefloor, being touched by another girl.<Br>
<Br>
“They don’t care here,” you hear Tandi whisper. “This is where girls go to let go. To be themselves. Just like you are.”<Br>
<Br>
Suddenly the music changes and Britney’s presence isn’t there. You look around, trying to recall where you are. But you feel the presence of the bracelet nearby, radiating with new energy.<Br>
<br>
<<ActionsHeader>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><<TandiBraceletCharge 1>><<Orientation -1>><<DailyVariableAdd "DanceSpellPartner">><</link>>
<<elseif _SpellsCheckSelf is true and $current.female is true>>
<Br>
<I>Not nice of her to tease.</i> The thought rises with a heat you recognise. You know this current between two bodies now, and what it can become. And you know how to change her mind.<Br>
<Br>
No bracelet demands it. No voice coaxes you on. The power for a spell builds within your bones all the same, yours to shape.<Br>
<br>
<<ActionsHeader>>
<<link "[Spell: Bend Sexuality] Cast the spell to alter Britney’s sexuality" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "BritneyEmilyBodySpell">><<DailyVariableAdd "DanceSpellPartner">><<Vice 1>><</link>><br>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><<Orientation -1>><<DailyVariableAdd "DanceSpellPartner">><</link>>
<<else>>
<br>
<<ActionsHeader>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><<Orientation -1>><<DailyVariableAdd "DanceSpellPartner">><</link>>
<</if>>
<<else>>
Nestling against her body, you reach down and wrap your fingers over hers, pulling gently at her hands around your waist. She looks back to you and frowns, her hands tensing and resisting your attempts to pull them up. It seems she doesn't want that.<Br>
<<Flag "TempCompanionWearingBracelet">><<QuestState "Quest22">>
<<BraceletTrialActive>><<if _BraceletTrialActive is true>>
<br>
“Or maybe she’s just scared,” Tandi whispers inside your brain. “Buy her a drink. Get her relaxed. You won’t regret it. The bracelet will make you feel so good when her hands are on you.”<br>
<<elseif _QuestState is 3 and _FlagReturn is true and _WithCompanion is true>>
<br>
“Or maybe she’s just scared,” Tandi whispers inside your brain. “Buy her a drink. Get her relaxed. She won’t regret it. The bracelet will make her feel so good when her hands are on you.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><<Orientation -1>><<DailyVariableAdd "DanceSpellPartner">><</link>>
<</if>>
<<case "MichelleEmily">>
<<if $current.drunk lte 1>>
You glance back behind you to see Michelle swaying in time with the music. Her sequin miniskirt shimmers in the light, as her pale legs move and bend in spite of the knee-high platform boots she’s wearing. When she meets your eye, she smiles warmly.<br>
<br>
Cautiously you take a step back towards her and smile as you feel her body against yours. Looking over your shoulder, you see her offer a friendly smile as her eyes meet yours.<Br>
<<elseif $current.drunk is 2>>
You glance back behind you to see Michelle swaying in time with the music. Her sequin miniskirt shimmers in the light, as her pale legs move and bend to the music. She locks her eyes with yours.<Br>
<br>
Finding yourself stepping back, you smile as you feel her body against you. Looking over your shoulder, you see her green eyes look back at you.<br>
<<elseif $current.drunk is 3>>
You glance back behind you to see Michelle swaying in time with the music. You stumble back, smiling as you feel her body against yours. Looking over your shoulder, you see her smile close to you.<br>
<<elseif $current.drunk gte 4>>
You look behind you but can’t see anything but a blur. Something instinctive kicks in and you stagger back, feeling a body against you. You look up to your shoulder and see green eyes and a white smile flashing back at you.<br>
<</if>>
<<InventoryCheckSelf "TandiBracelet">><<GetPCState "TandiBracelet">><<QuestState "Quest22">><<QuestStatus "Quest22">><<Flag "TempCompanionWearingBracelet">><<WithCompanion>>
<<BraceletTrialActive>><<if _BraceletTrialActive is true>>
<br>“Getting close to your friend, are you <<TrueName "Current">>?” Tandi whispers. “How good does it feel, having their warm body against yours? Feel how your skin responds. Why don’t you just indulge that curiousity and let her wrap those bare arms around you? You need to make a show to give the bracelet what it wants.”<br>
<<elseif _QuestState is 3 and _FlagReturn is true and _WithCompanion is true>>
<br>“Getting close to your sister’s friend, are you <<TrueName "Current">>?” Tandi whispers. “How good does it feel, having their warm body against yours? It feels better for her though. Why don’t you just indulge that curiousity and let her wrap those bare arms around you? She needs to make a show to give the bracelet what it wants.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<if $current.drunk gte 2 or _drugged is true>><<link "Grind back against her" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "MichelleEmilyGrind">><</link>><br>
<<else>><s>Grind back against her</s> - <i>You don’t feel relaxed enough to do that yet.</i><br><</if>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<<case "MichelleEmilyGrind">>
<<InventoryCheckSelf "TandiBracelet">><<GetPCState "TandiBracelet">><<QuestState "Quest22">><<QuestStatus "Quest22">><<Flag "TempCompanionWearingBracelet">><<WithCompanion>>
<<NPCDeltaCheck "Michelle" "drunk">>
<<if (_NPCDeltaCheck ?? 0) lt 2>>
You push against Michelle, feeling your bum touch her. You look over your shoulder and catch her eyes. She gives you a slight smile, but doesn’t make a move to respond. After a moment, she steps back and continues dancing on her own.<br>
<<BraceletTrialActive>><<if _BraceletTrialActive is true>>
<br>
“She needs to relax,” Tandi whispers. “Maybe see if Evie will give her some refreshment to loosen her up. The bracelet needs to feel the heat between you two.”<br>
<<elseif _QuestState is 3 and _FlagReturn is true and _WithCompanion is true>>
<br>
“She needs to relax,” Tandi whispers. “Maybe see if Evie will give her some refreshment to loosen her up. The bracelet needs to feel the heat between you two.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<<else>>
You push against Michelle, feeling your bum touch her. You look over your shoulder and catch her eyes. She gives you a smile, then a moment later you feel her delicate hands hold your hips. Your bodies grind together as her breasts push against your shoulder blades.<br>
<<Flag "TempCompanionWearingBracelet">><<QuestState "Quest22">>
<<BraceletTrialActive>><<if _BraceletTrialActive is true>>
<br>
“Yes,” Tandi purrs. “Feel the heat forming between you. But you’ll need to go further. The bracelet needs to feel it radiating between your bodies.”<br>
<<elseif _QuestState is 3 and _FlagReturn is true and _WithCompanion is true>>
<br>
“Yes,” Tandi purrs. “Feel the heat forming between you. But you’ll need to go further. The bracelet needs to feel it radiating between your bodies.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<if $current.drunk gte 3 or _drugged is true>><<link "Turn your head and kiss her" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "MichelleEmilyKiss">><</link>><br>
<<else>><s>Turn your head and kiss her</s> - <i>You don’t feel relaxed enough to do that yet.</i><br><</if>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<</if>>
<<case "MichelleEmilyKiss">>
<<InventoryCheckSelf "TandiBracelet">><<GetPCState "TandiBracelet">><<QuestState "Quest22">><<QuestStatus "Quest22">><<Flag "TempCompanionWearingBracelet">><<WithCompanion>>
<<NPCDeltaCheck "Michelle" "drunk">>
<<if (_NPCDeltaCheck ?? 0) gte 3>>
Turning your head to face her, you smile. She smiles coyly, biting her tongue. You inch forward. When she doesn’t move away, you brush your lips against hers.<bR>
<Br>
<<if $current.drunk is 3>>
You taste the sweet taste of her lipgloss as your lips come together. The tiny voice nervously asks if you should be doing this in public, but the alcohol clouds your worries. The taste of another person on your lips sends your heart racing.<bR>
<<elseif $current.drunk gte 4>>
You taste the sweet taste of her lipgloss as your lips come together. You are barely aware of anything else as the taste of another person on your lips sends your heart racing.<Br>
<</if>>
<Br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "Jeans" or _CurrentOutfit is undefined or _CurrentOutfit is "SimpleFemalePC">>
Her hands rest on your hips, holding you gently as the two of you kiss on the dancefloor. She makes no attempt to touch you, only holding on to you as you exchange kisses.<bR>
<<elseif _CurrentOutfit is "Dress" or _CurrentOutfit is "CuteFemalePC">>
Her hands rest on your hips, holding you gently as the two of you kiss on the dancefloor. She makes no attempt to touch you, but you feel your dress rising up behind you as you exchange kisses.<Br>
<<elseif _CurrentOutfit is "Skirt" or _CurrentOutfit is "SexyFemalePC">>
Her hands rest on your hips, holding you gently as the two of you kiss on the dancefloor. She makes no attempt to touch you, but you feel your skirt rising up behind you as you exchange kisses.<br>
<</if>>
<br>
Finally, Michelle breaks the kiss. She pulls back her head and titters. "When in Rome," she mutters.<Br>
<<BraceletTrialActive>><<if _BraceletTrialActive is true>>
<br>
“And you know what Rome is full of?” Tandi whispers inside your brain. “Hot blooded Italians. Just give in some more. Take her along for the ride. I promise you, the bracelet will make it feel so good.”<br>
<<elseif _QuestState is 3 and _FlagReturn is true and _WithCompanion is true>>
<br>
“And you know what Rome is full of?” Tandi whispers inside your brain. “Hot blooded Italians. Just give in some more. Take her along for the ride. I promise you, the bracelet will make her feel so good.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<if $current.drunk gte 4 or _drugged is true>><<link "Pull her hands up around your body" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "MichelleEmilyBody">><</link>><br>
<<else>><s>Pull her hands up around your body</s> - <i>You don’t feel relaxed enough to do that yet.</i><br><</if>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<<else>>
Turning your head to face her, you smile. She smiles back, but as if sensing your intentions she titters and pulls back just a little. It seems she’s not ready for that. Yet.<br>
<<Flag "TempCompanionWearingBracelet">><<QuestState "Quest22">>
<<BraceletTrialActive>><<if _BraceletTrialActive is true>>
<br>
“But she could be,” Tandi whispers inside your brain. “And she needs to be. Buy her a drink. Get her relaxed. You won’t regret it. The bracelet will make you feel so good when your lips touch hers.”<br>
<<elseif _QuestState is 3 and _FlagReturn is true and _WithCompanion is true>>
<br>
“But she could be,” Tandi whispers inside your brain. “And she needs to be. Buy her a drink. Get her relaxed. She won’t regret it. The bracelet will make you feel so good when her lips touch yours.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<</if>>
<<case "MichelleEmilyBody">>
<<InventoryCheckSelf "TandiBracelet">><<GetPCState "TandiBracelet">><<QuestState "Quest22">><<QuestStatus "Quest22">><<SpellsCheckSelf "Sexuality">><<Flag "TempCompanionWearingBracelet">><<WithCompanion>>
<<NPCDeltaCheck "Michelle" "drunk">>
<<if (_NPCDeltaCheck ?? 0) gte 4>>
Nestling against her body, you reach down and wrap your fingers over hers, pulling gently at her hands around your waist. No resistance comes. She lets you pull them up your body, wandering over your torso and cupping your breasts.<BR>
<br>
Your vision is nothing more than lights and blurred outlines. You are barely capable of thinking about what this must look like. As she gently cups your breasts, you lean back and feel her sweet breath against your neck. You relax in drunken euphoria, unaware or incapable of considering what you must look like.<bR>
<Br>
<I>Let me paint you a mental picture, then. You are indulging in foreplay in public with Emily's friend in a town that has big issues with homosexuality.</i><Br>
<Br>
<<BraceletWorn>><<if _BraceletWorn is true>>
<<BraceletTrialActive>>
<<if _BraceletTrialActive is true>>
“Ignore that voice,” Tandi counters. “You feel the bracelet tingling, don’t you? See how it makes her hands on your titties feel electric. Just let the feeling wash over you. Embrace the illicit feelings of two schoolgirls playing with each other in public. It feels so good, believe me <<TrueName "Current">>. And the bracelet can tip her over the edge.”<Br>
<Br>
<</if>>
You focus on the bracelet, feeling both its demands for more and promise of help to assist. Magic runs back into your body from its cool metal. You instinctively feel the power for a spell building within your bones.<Br>
<br>
<<ActionsHeader>>
<<link "[Spell: Bend Sexuality] Cast the spell to alter Michelle’s sexuality" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "MichelleEmilyBodySpell">><<DailyVariableAdd "DanceSpellPartner">><<SpellLearn "Sexuality" "Tandi" "NoMagic">><<Vice 1>><</link>><br>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><<Orientation -1>><<DailyVariableAdd "DanceSpellPartner">><</link>>
<<elseif _QuestState is 3 and _FlagReturn is true and _WithCompanion is true>>
“Ignore that voice,” Tandi counters. “Look at the bracelet tingling. And brace yourself.”<Br>
<Br>
You feel Michelle’s hands grow warm on your breasts. You look down and see a spark of magic jump from her fingertips on to you. You giggle as you lean closer against her body. Her hands drift further down, pulling your fingers down with them.<Br>
<Br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "Jeans" or _CurrentOutfit is undefined or _CurrentOutfit is "SimpleFemalePC">>
Michelle’s hands run over your stomach, then rest on the tops of your thighs. Pressing gently against your groin, massaging your groin with her fingernails as you move to the music.<Br>
<<elseif _CurrentOutfit is "Cheerleader">>
Michelle’s hands run over your stomach, then rest on the tops of your thighs. She pulls at your pleated skirt, her fingers finding their way under the hem, playing over your underwear with a gentle touch.<Br>
<<elseif _CurrentOutfit is "Skirt" or _CurrentOutfit is "SexyFemalePC">>
Michelle’s hands run over your stomach, then rest on the tops of your thighs. She pulls at your skirt, her fingers finding their way under the hem, playing over your underwear with a gentle touch.<Br>
<<else>>
Michelle’s hands run over your stomach, then rest on the tops of your thighs. She pulls at your dress, her fingers finding their way under the hem, playing over your underwear with a gentle touch.<Br>
<</if>>
<Br>
You murmur as a nail finds the edge of your vagina. You lean your forehead against hers, lost in her touch and the music. Barely aware that here you are, in the middle of a dancefloor, being touched by another girl.<Br>
<Br>
“They don’t care here,” you hear Tandi whisper. “This is where girls go to let go. To be themselves. Just like you are.”<Br>
<Br>
Suddenly the music changes and Michelle’s presence isn’t there. You look around, trying to recall where you are. But you feel the presence of the bracelet nearby, radiating with new energy.<Br>
<br>
<<ActionsHeader>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><<TandiBraceletCharge 1>><<Orientation -1>><<DailyVariableAdd "DanceSpellPartner">><</link>>
<<elseif _SpellsCheckSelf is true and $current.female is true>>
The internal thought doesn’t alarm you. In fact, it makes you smile wider. You know this heat now, the current that builds between two pressed bodies. And you know what it can become.<Br>
<Br>
No bracelet demands it. No voice coaxes you on. The power for a spell builds within your bones all the same, yours to shape. Her hands are on you, her boldness waiting to be turned into something more.<Br>
<br>
<<ActionsHeader>>
<<link "[Spell: Bend Sexuality] Cast the spell to alter Michelle’s sexuality" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "MichelleEmilyBodySpell">><<DailyVariableAdd "DanceSpellPartner">><<Vice 1>><</link>><br>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><<Orientation -1>><<DailyVariableAdd "DanceSpellPartner">><</link>>
<<else>>
The internal thought doesn’t alarm you. In fact, it makes you smile wider.<BR>
<Br>
Suddenly the music changes and Michelle's presence isn’t there. You look around, trying to recall where you are.<Br>
<br>
<<ActionsHeader>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><<Orientation -1>><<DailyVariableAdd "DanceSpellPartner">><</link>>
<</if>>
<<else>>
Nestling against her body, you reach down and wrap your fingers over hers, pulling gently at her hands around your waist. She looks back to you and gives you a look, her hands tensing and resisting your attempts to pull them up. It seems she doesn't want that.<Br>
<<Flag "TempCompanionWearingBracelet">><<QuestState "Quest22">>
<<BraceletTrialActive>><<if _BraceletTrialActive is true>>
<br>
“Or maybe she’s just scared,” Tandi whispers inside your brain. “Buy her a drink. Get her relaxed. You won’t regret it. The bracelet will make you feel so good when her hands are on you.”<br>
<<elseif _QuestState is 3 and _FlagReturn is true and _WithCompanion is true>>
<br>
“Or maybe she’s just scared,” Tandi whispers inside your brain. “Buy her a drink. Get her relaxed. She won’t regret it. The bracelet will make her feel so good when her hands are on you.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><<Orientation -1>><<DailyVariableAdd "DanceSpellPartner">><</link>>
<</if>>
<<case "MichelleMalePC">>
<<if $current.drunk lte 1>>
You glance in front of you to see Michelle swaying in time with the music. Her sequin miniskirt shimmers in the light, as her pale legs move and bend in spite of the knee-high platform boots she’s wearing. When she meets your eye, she smiles coyly.<bR>
<Br>
Cautiously you take a step forward and smile as you feel her body against yours. As she looks over her shoulder, you see her offer a knowing smile as her eyes meet yours.<Br>
<<elseif $current.drunk is 2>>
You glance in front of you to see Michelle swaying in time with the music. Her sequin miniskirt shimmers in the light, as her pale legs move and bend to the music. She locks her eyes with yours.<br>
<br>
Finding yourself stepping forward, you smile as you feel her body against you. As she looks over her shoulder, you see her green eyes look back at you.<bR>
<<elseif $current.drunk is 3>>
You glance in front of you to see Michelle swaying in time with the music. You stumble forward, smiling as you feel her body against yours. As she looks over her shoulder, you see her smile close to you.<bR>
<<elseif $current.drunk gte 4>>
You look in front of you but can’t see anything but a blur. Something instinctive kicks in and you stagger forward, feeling a body against you. You look down to see green eyes and a white smile flashing back at you.<br>
<</if>>
<<QuestState "Quest22">><<Flag "TempCompanionWearingBracelet">><<WithCompanion>>
<<if _QuestState is 3 and _FlagReturn is true and _WithCompanion is true>>
<br>“Getting close to your sister’s friend, are you <<TrueName>>?” Tandi whispers. “How good does it feel, having their warm body against yours? It feels better for her though. Why don’t you just indulge that curiousity and wrap those arms around her? She needs to make a show to give the bracelet what it wants.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<if $current.drunk gte 2 or _drugged is true>><<link "Grind against her" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "MichelleMalePCGrind">><</link>><br>
<<else>><s>Grind against her</s> - <i>You don’t feel relaxed enough to do that yet.</i><br><</if>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<<case "MichelleMalePCGrind">>
You push up against Michelle, feeling her arse touch your groin. She looks back and gives you a faux-innocent look. You place your hands on her hips, letting her back touch your body, her rear resting on you.<BR>
<<QuestState "Quest22">><<Flag "TempCompanionWearingBracelet">><<WithCompanion>>
<<if _QuestState is 3 and _FlagReturn is true and _WithCompanion is true>>
<br>
“Yes,” Tandi purrs. “Feel the heat forming between you. But you’ll need to go further. The bracelet needs to feel it radiating between your bodies.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<if $current.drunk gte 3 or _drugged is true>><<link "Kiss her" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "MichelleMalePCKiss">><</link>><br>
<<else>><s>Kiss her</s> - <i>You don’t feel relaxed enough to do that yet.</i><br><</if>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<<case "MichelleMalePCKiss">>
She turns back to face you, smiling. Sensing the opportunity, you lean in and place your lips against hers.<Br>
<Br>
<<if $current.drunk is 3>>
You taste the sweet taste of her lipgloss as her tongue enters your mouth. The tiny voice nervously asks if you should be doing this in public, but the alcohol clouds your worries.<Br>
<<elseif $current.drunk gte 4>>
You taste the sweet taste of her lipgloss as her tongue enters your mouth. You are barely aware of anything else as the taste of another person inside your mouth sends your heart racing.<Br>
<</if>>
<br>
<<OrientationCheck>>
<<if _currentOrientation lt 40>>
As you share saliva, you feel your heart racing. Her taste is enough to send endorphins reeling through your body. You bathe in the familiar stirrings of a woman’s tongue touching yours.<Br>
<<else>>
But as you share saliva, you feel nothing. Her taste should be enough to send endorphins reeling through your body, but you are void of the stirrings of a woman’s tongue touching yours.<bR>
<</if>>
<<QuestState "Quest22">><<Flag "TempCompanionWearingBracelet">><<WithCompanion>>
<<if _QuestState is 3 and _FlagReturn is true and _WithCompanion is true>>
<br>
“She isn’t stopping you,” Tandi whispers inside your brain. “She wants you to continue. Just let it go further. You have no idea what she’s feeling.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<if $current.drunk gte 4 or _drugged is true>><<link "Move your hands up her body" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "MichelleMalePCBody">><</link>><br>
<<else>><s>Move your hands up her body</s> - <i>You don’t feel relaxed enough to do that yet.</i><br><</if>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<<case "MichelleMalePCBody">>
<<QuestState "Quest22">><<Flag "TempCompanionWearingBracelet">><<WithCompanion>>
<<NPCDeltaCheck "Michelle" "drunk">>
<<if (_NPCDeltaCheck ?? 0) gte 2>>
As she nestles against you, you slowly move your hands up her body. She looks back to you and smiles, wrapping her fingers over yours, letting you pull them gently up in encouragement. She places them on her chest and wraps your fingers around them, letting you cup her breasts through her clothes.<BR>
<Br>
Your vision is nothing more than lights and blurred outlines. You are barely capable of thinking about what this must look like. As you gently massage her, she leans back against you. You grin and relax in drunken euphoria, unaware or incapable of considering what you must look like.<Br>
<Br>
<I>Let me paint you a mental picture, then. You are feeling up Emily's friend, without abandon. Good for you, but not sure Emily would appreciate it.</i><Br>
<Br>
<<if _QuestState is 3 and _FlagReturn is true and _WithCompanion is true>>
“Ignore that voice,” Tandi counters. “Who cares about Emily. That bracelet is tingling. Brace yourself.”<Br>
<Br>
You feel your hands grow warm on Michelle’s breasts. You look down and see a spark of magic jump from her hands to yours. The warmth spreads through your body and you find yourself chuckling as you hold her closer against your body. She moves her hands further down, pulling your fingers down with them.<Br>
<Br>
Michelle runs your hands over her stomach, then rests them on the tops of her thighs. She pulls at the dress, forcing your fingers under the hem, guiding you to brush over her underwear with a gentle touch.<Br>
<Br>
You groan as she guides your fingers to push her underwear aside and towards the edge of her vagina. She leans her forehead back against yours, lost in her touch and the music. As she guides one of your digits between her pussy lips, she gasps. Barely aware of where she is, let alone being in the middle of a dancefloor, being fingered by you. You look up and around the crowd. But no one is watching.<Br>
<Br>
“They don’t care here,” you hear Tandi whisper. “This is where girls go to let go. To be themselves. Just like she is.”<Br>
<Br>
Suddenly the music changes and Michelle pulls away from you. You let her go and a moment later, she’s not there. You look around, trying to recall where you are. But you feel the presence of the bracelet nearby, radiating with new energy.<Br>
<br>
<<ActionsHeader>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><<TandiBraceletCharge 1>><<Orientation -1>><<DailyVariableAdd "DanceSpellPartner">><</link>>
<<else>>
The strange thought doesn’t alarm you. In fact, it makes you smile wider.<Br>
<Br>
Suddenly the music changes and Michelle's presence isn’t there. You look around, trying to recall where you are.<Br>
<br>
<<ActionsHeader>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><<Orientation -1>><<DailyVariableAdd "DanceSpellPartner">><</link>>
<</if>>
<<else>>
As Michelle nestles against you, you slowly move your hands up her body. She looks back to you and winces. She doesn't make a move to stop you, but her face says it all. You return your hands to her hips. It seems she doesn't want that.<Br>
<br>
<<ActionsHeader>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><<Orientation -1>><<DailyVariableAdd "DanceSpellPartner">><</link>>
<</if>>
<<case "DanceWithRandomMan">>
<<if $current.drunk lte 1>>
You glance back behind you, seeing a sweaty and greasy man leering at you from nearby. His T-shirt barely covers his belly, his scruffy beard matted with beer. With a clear mind, you couldn’t imagine even being close to him. But you don’t resist when he’s suddenly pushing his stomach against your back. Looking over your shoulder, you see his squinting eyes staring at your breasts, the stench of alcohol on his breath.<Br>
<<elseif $current.drunk is 2>>
You glance back behind you, seeing a bearded older man watching you from nearby with desire. It’s not who you would have chosen, but you find yourself stepping back. A moment later you feel his body press against yours. You glance up over your shoulder, seeing blue eyes looking down at your breasts, a leering smile in the centre of his bushy beard.<Br>
<<elseif $current.drunk is 3>>
You glance back behind you, seeing the outline of a man dancing close by. Locking your eyes with his, you stumble back. A moment later you shiver as you feel his warm body press up against your back. You look over your shoulder, seeing blue eyes looking down at you, a grin coming through beard hair, the smell of sweat overpowering your nostrils.<br>
<<elseif $current.drunk gte 4>>
You look behind you but can’t see anything but a blur. Something instinctive kicks in and you stagger back, feeling a body against your back. You look up to your shoulder and see a smile on a bearded face grinning back down at you.<Br>
<</if>>
<<InventoryCheckSelf "TandiBracelet">><<GetPCState "TandiBracelet">><<QuestState "Quest22">><<QuestStatus "Quest22">>
<<BraceletTrialActive>><<if _BraceletTrialActive is true>>
<br>“Yes,” Tandi purrs. “How good does it feel, having a warm body against yours? Feel how your skin responds. Why don’t you just indulge that curiousity and let him wrap those manly hands around you? You need to make a show to give the bracelet what it wants.”<br>
<</if>>
<<WithCompanion>>
<<if _WithCompanion is true>>
<br>
<<CompanionName>>
<<if $current.drunk lte 1>>
You clearly see _CompanionName raise an eyebrow, but she steps back into the crowd on the dance floor, giving you calculated space with this man.<Br>
<<elseif $current.drunk is 2>>
You see _CompanionName look at you, but she steps back into the crowd on the dance floor, giving you calculated space with this man.<br>
<<elseif $current.drunk is 3>>
You can barely make out _CompanionName looking at you, before she steps back into the crowd on the dance floor, giving you calculated space with this man.<br>
<<elseif $current.drunk gte 4>>
You think for a moment you see the face of _CompanionName looking, but when you try to find her you can’t make out names to faces. Wherever she is, she isn’t as close as the person behind you.<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<if $current.drunk gte 2 or _drugged is true>><<link "Grind back against him" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "DanceWithRandomManGrindBack">><</link>><br>
<<else>><s>Grind back against him</s> - <i>You don’t feel relaxed enough to do that yet.</i><br><</if>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<<case "DanceWithRandomManGrindBack">>
You don’t know why, but something in you responds to his touch. Pushing back against him, you grind your arse into his groin, feeling his rough hands pulling you back against his bulbous belly as your bum rubs up against dirty jeans.<Br>
<BR>
<<if $current.drunk is 2>>
The warm buzz of alcohol dulls your inhibitions, even though part of your brain still feels repulsed by his presence. You move your hips in time to the beat, rolling your rear around and around on his groin, feeling something stirring underneath his trousers.<br>
<<elseif $current.drunk is 3>>
The alcohol surging through your veins blurs the room, seeing more lights and movement than people and faces. A tiny voice in your head raises a warning about the man, but it’s dulled by the tingling sensations of another body against yours, and the feeling of something stirring underneath his trousers.<Br>
<<elseif $current.drunk gte 4>>
You are barely aware of the dance floor, instead seeing blurs and shapes as you move your hips in time to the beat. Free of inhibitions from the hefty amount of alcohol in your body, you concentrate on rolling your rear around and around on the man’s groin, grinning as you feel something stirring underneath his trousers.<br>
<</if>>
<br>
<<CurrentOutfit>>
<<if $current.avatar is "Andrea">>
The feeling of the man’s hands moving over your tiny maid’s skirt sends shivers down your spine. They grip around the fabric and you feel his thumbs dig underneath the hem, flipping the back up easily over your behind, your black lacy underwear now brushing against his crotch.<Br>
<<elseif $current.avatar is "Annie">>
The feeling of the man’s hands moving over your short skirt sends shivers down your spine. They grip around the fabric and you feel his thumbs dig underneath the hem, flipping the back up easily over your behind, your red thong now brushing against his crotch.<Br>
<<elseif $current.avatar is "Florence">>
The feeling of the man’s hands moving over your short skirt sends shivers down your spine. They grip around the fabric and you feel his thumbs dig underneath the hem, flipping the back up easily over your behind, your red lacy underwear now brushing against his crotch.<Br>
<<elseif $current.avatar is "Jennifer">>
The feeling of the man’s hands moving over your short skirt sends shivers down your spine. They grip around the fabric and you feel his thumbs dig underneath the hem, flipping the back up easily over your behind, your black thong now brushing against his crotch.<Br>
<<elseif $current.avatar is "Charli">>
The feeling of the man’s hands moving over your short dress sends shivers down your spine. They grip around the fabric and you feel his thumbs dig underneath the hem, flipping the back up easily over your behind, your white underwear now brushing against his crotch.<Br>
<<elseif _CurrentOutfit is "Jeans" or _CurrentOutfit is undefined or _CurrentOutfit is "SimpleFemalePC">>
The feeling of the man’s hands moving over your clothes sends shivers down your spine. They grip around your waist, pulling you back and trapping you against him.<bR>
<<elseif _CurrentOutfit is "Dress" or _CurrentOutfit is "CuteFemalePC">>
The feeling of the man’s hands moving over your dress sends shivers down your spine. They grip around the fabric and you feel his thumbs dig underneath the hem, raising the rear of the dress behind you, your underwear now brushing against his crotch.<Br>
<<elseif _CurrentOutfit is "Skirt" or _CurrentOutfit is "SexyFemalePC">>
The feeling of the man’s hands moving over your skirt sends shivers down your spine. They grip around the fabric and you feel his thumbs dig underneath the hem, raising the rear of the skirt up behind you, your underwear now brushing against his crotch.<Br>
<</if>>
<<InventoryCheckSelf "TandiBracelet">><<GetPCState "TandiBracelet">><<QuestState "Quest22">><<QuestStatus "Quest22">>
<<BraceletTrialActive>><<if _BraceletTrialActive is true>>
<br>
“Go on,” Tandi’s voice says with encouragement. “Feel the heat forming between you. But you’ll need to go further. The bracelet needs to feel it radiating between your bodies.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<if $current.drunk gte 3 or _drugged is true>><<link "Turn your head and kiss him" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "DanceWithRandomManKiss">><</link>><br>
<<else>><s>Turn your head and kiss him</s> - <i>You don’t feel relaxed enough to do that yet.</i><br><</if>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<<case "DanceWithRandomManKiss">>
Turning your head to face him, you eye him with a smile. He grins through his matted beard and a moment later, his beard is rubbing against your face as his wet lips lock around yours.<Br>
<br>
<<if $current.drunk is 3>>
You taste the alcohol on his breath as his tongue invades your mouth. The tiny voice cries out at the back of your brain, but the alcohol clouds your worries. The taste of another person inside your mouth sends your heart racing. <Br>
<<elseif $current.drunk gte 4>>
You taste the alcohol on his breath as his tongue invades your mouth. You are barely aware of anything else as the taste of another person inside your mouth sends your heart racing.<br>
<</if>>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "Jeans" or _CurrentOutfit is undefined or _CurrentOutfit is "SimpleFemalePC">>
His hands grip around your arse, massaging your cheeks through your clothes with his rough hands. The grip lowers and his fingers paw at your arsehole through the fabric.<Br>
<<elseif _CurrentOutfit is "Dress" or _CurrentOutfit is "CuteFemalePC">>
His hands grip around your arse through your dress, massaging your cheeks through your clothes with his rough hands. The grip lowers and sneaks underneath the hem, his fingers pawing at your arsehole through your underwear.<Br>
<<elseif _CurrentOutfit is "Skirt" or _CurrentOutfit is "SexyFemalePC">>
His hands grip around your arse through your skirt, massaging your cheeks through your clothes with his rough hands. The grip lowers and sneaks underneath the hem, his fingers pawing at your arsehole through your underwear.<Br>
<</if>>
<<InventoryCheckSelf "TandiBracelet">><<GetPCState "TandiBracelet">><<QuestState "Quest22">><<QuestStatus "Quest22">>
<<BraceletTrialActive>><<if _BraceletTrialActive is true>>
<Br>
“It feels so illicit, doesn’t it?” Tandi murmurs inside your head. “Feeling his finger, touching your hole. Just give in some more. I promise you, the bracelet will make it feel so good.”<br>
<</if>>
<Br>
<<ActionsHeader>>
<<if $current.drunk gte 4 or _drugged is true>><<link "Pull his hands up around your body" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "DanceWithRandomManBody">><</link>><br>
<<else>><s>Pull his hands up around your body</s> - <i>You don’t feel relaxed enough to do that yet.</i><br><</if>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<<case "DanceWithRandomManBody">>
Nestling against his body, you reach down and wrap your fingers over his, pulling gently at his hands that grip your waist. He gets the hint and lets you pull them up your body, wandering over your torso and cupping your breasts as he pulls you against him.<Br>
<Br>
Your vision is nothing more than lights and blurred outlines. You are barely capable of thinking about what this must look like. As he rubs his hands over your breasts, you lean back against him and feel his breath against your neck. You relax in drunken euphoria, unaware or incapable of considering what you must look like.<Br>
<BR>
<I>Let me paint you a mental picture, then. You are letting a dirty old biker feel you up in the middle of a crowded dance floor.</i><Br>
<Br>
<<InventoryCheckSelf "TandiBracelet">><<GetPCState "TandiBracelet">><<QuestState "Quest22">><<QuestStatus "Quest22">><<SpellsCheckSelf "Sexuality">>
<<BraceletWorn>><<if _BraceletWorn is true>>
<<BraceletTrialActive>>
<<if _BraceletTrialActive is true>>
“Ignore that voice,” Tandi counters. “You feel the bracelet tingling, don’t you? See how it makes his hands on your titties feel electric. Just let the feeling wash over you. Embrace the illicit feelings of being felt up in public. It feels so good, believe me <<TrueName "Current">>. And the bracelet can push him further. Turn his desire more primal.”<Br>
<Br>
<</if>>
You focus on the bracelet, feeling both its demands for more and promise of help to assist. Magic runs back into your body from its cool metal. You instinctively feel the power for a spell building within your bones.<Br>
<Br>
<<ActionsHeader>>
<<link "[Spell: Bend Sexuality] Cast the spell to alter the man’s sexuality" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "DanceWithRandomManBodySpell">><<DailyVariableAdd "DanceSpellMan">><<SpellLearn "Sexuality" "Tandi" "NoMagic">><<Vice 1>><</link>><br>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><<Orientation 1>><<DailyVariableAdd "DanceSpellMan">><</link>>
<<elseif _SpellsCheckSelf is true and $current.female is true>>
The internal thought doesn’t alarm you. In fact, it makes you smile wider. You know this heat now, the current that builds between two pressed bodies. And you know what it can become.<br>
<Br>
No bracelet demands it. No voice coaxes you on. The power for a spell builds within your bones all the same, yours to shape. His hands roam over you, his desire waiting to be turned more primal.<br>
<Br>
<<ActionsHeader>>
<<link "[Spell: Bend Sexuality] Cast the spell to alter the man’s sexuality" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "DanceWithRandomManBodySpell">><<DailyVariableAdd "DanceSpellMan">><<Vice 1>><</link>><br>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><<Orientation 1>><<DailyVariableAdd "DanceSpellMan">><</link>>
<<else>>
The internal thought doesn’t alarm you. In fact, it makes you smile wider.<br>
<Br>
Suddenly the music changes and the man’s presence isn’t there. You look around, trying to recall where you are.<Br>
<Br>
<<ActionsHeader>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><<Orientation 1>><<DailyVariableAdd "DanceSpellMan">><</link>>
<</if>>
<<case "DanceWithRandomWoman">>
<<if $current.female is true>>
<<if $current.drunk lte 1>>
You glance back behind you, seeing a young woman in a sparkling minidress eyeing you with a smile nearby. Her dress reveals tanned legs, whilst her lips sparkle with glossy lipstick. She’d be considered attractive even without the warm buzz of alcohol.<BR>
<bR>
Cautiously you take a step back and smile as you feel her body against yours. Looking over your shoulder, you see her long eyelashes flutter as she looks back at you.<Br>
<<elseif $current.drunk is 2>>
You glance back behind you, seeing a young woman in a sparkling minidress locking her eyes on to yours. Her dress reveals tanned legs, whilst her lips sparkle with glossy lipstick. She’d be considered attractive even without the warm buzz of alcohol.<br>
<bR>
Finding yourself stepping back, you smile as you feel her body against yours. Looking over your shoulder, you see her eyes look back at you.<Br>
<<elseif $current.drunk is 3>>
You glance back behind you, seeing a young woman with tanned legs and a sparkly outfit. You stumble back, smiling as you feel her body against yours. Looking over your shoulder, you see her gleaming smile close to you.<br>
<<elseif $current.drunk gte 4>>
You look behind you but can’t see anything but a blur. Something instinctive kicks in and you stagger back, feeling a body against you. You look up to your shoulder and see a smile on a hairless face smiling back at you.<br>
<</if>>
<<InventoryCheckSelf "TandiBracelet">><<GetPCState "TandiBracelet">><<QuestState "Quest22">><<QuestStatus "Quest22">>
<<BraceletTrialActive>><<if _BraceletTrialActive is true>>
<br>“Yes,” Tandi purrs. “How good does it feel, having a warm body against yours? Feel how your skin responds. Why don’t you just indulge that curiousity and let him wrap those manly hands around you? You need to make a show to give the bracelet what it wants.”<br>
<</if>>
<<WithCompanion>>
<<if _WithCompanion is true>>
<br>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>>
<<CheckPersonalityState "Annie">>
<<if _PersonalityState is "Gay">>
<<if $current.drunk lte 1>>You clearly see Annie look back over with a look of hurt on her face, but she steps back into the crowd on the dance floor, giving you calculated space.<br>
<<elseif $current.drunk is 2>>You see Annie look at you and for a moment you think she looks confused. But she steps back into the crowd on the dance floor, giving you calculated space.<br>
<<elseif $current.drunk is 3>>You can barely make out Annie looking at you, but you think her eyes narrow before she steps back into the crowd on the dance floor, giving you calculated space.<bR>
<<elseif $current.drunk gte 4>>You think for a moment you see the face of Annie looking, but when you try to find her you can’t make out names to faces. Wherever she is, she isn’t as close as the person behind you.<br>
<</if>>
<<else>>
<<CompanionName>>
<<if $current.drunk lte 1>>You clearly see _CompanionName raise an eyebrow, but she steps back into the crowd on the dance floor, giving you calculated space.<bR>
<<elseif $current.drunk is 2>>You see _CompanionName look at you, but she steps back into the crowd on the dance floor, giving you calculated space.<br>
<<elseif $current.drunk is 3>>You can barely make out _CompanionName looking at you, before she steps back into the crowd on the dance floor, giving you calculated space.<br>
<<elseif $current.drunk gte 4>>You think for a moment you see the face of _CompanionName looking, but when you try to find her you can’t make out names to faces. Wherever she is, she isn’t as close as the person behind you.<br>
<</if>>
<</if>>
<<else>>
<<CompanionName>>
<<if $current.drunk lte 1>>You clearly see _CompanionName raise an eyebrow, but she steps back into the crowd on the dance floor, giving you calculated space.<bR>
<<elseif $current.drunk is 2>>You see _CompanionName look at you, but she steps back into the crowd on the dance floor, giving you calculated space.<br>
<<elseif $current.drunk is 3>>You can barely make out _CompanionName looking at you, before she steps back into the crowd on the dance floor, giving you calculated space.<br>
<<elseif $current.drunk gte 4>>You think for a moment you see the face of _CompanionName looking, but when you try to find her you can’t make out names to faces. Wherever she is, she isn’t as close as the person behind you.<br>
<</if>>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<if $current.drunk gte 2 or _drugged is true>><<link "Grind back against her" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "DanceWithRandomWomanGrindBack">><</link>><br>
<<else>><s>Grind back against her</s> - <i>You don’t feel relaxed enough to do that yet.</i><br><</if>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<<elseif $current.female is false>>
<<if $current.drunk lte 1>>
You glance in front of you, seeing a young woman in a sparkling minidress eyeing you with a smile nearby. Her dress reveals tanned legs, whilst her lips sparkle with glossy lipstick. She’d be considered attractive even without the warm buzz of alcohol.<Br>
<Br>
Cautiously you take a step forward and smile as you feel her body step back against yours. Looking over her shoulder, you see her turn, fluttering her eyelashes as she looks back at you.<br>
<<elseif $current.drunk is 2>>
You glance in front of you, seeing a young woman in a sparkling minidress locking her eyes on to yours. Her dress reveals tanned legs, whilst her lips sparkle with glossy lipstick. She’d be considered attractive even without the warm buzz of alcohol. <bR>
<br>
Taking a step forward, you smile as you feel her push her body against yours. Looking over her shoulder, you see her turn and lock her eyes with yours.<Br>
<<elseif $current.drunk is 3>>
You glance in front of you, seeing a young woman with tanned legs and a sparkly outfit. You stumble forward, smiling as you feel her body against yours. Looking over her shoulder, she turns and you see her gleaming smile close to you.<Br>
<<elseif $current.drunk gte 4>>
You look in front of you but can’t see anything but a blur. Something instinctive kicks in and you stagger forward, feeling a body against you. You look down to see a smile on a hairless face smiling back at you.<Br>
<</if>>
<<WithCompanion>>
<<if _WithCompanion is true>>
<br>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>>
<<CheckPersonalityState "Annie">>
<<if _PersonalityState is "Straight">>
<<if $current.drunk lte 1>>You clearly see Annie look back over with a look of hurt on her face, but she steps back into the crowd on the dance floor, giving you calculated space.<bR>
<<elseif $current.drunk is 2>>You see Annie look at you and for a moment you think she looks confused. But she steps back into the crowd on the dance floor, giving you calculated space.<br>
<<elseif $current.drunk is 3>>You can barely make out Annie looking at you, but you think her eyes narrow before she steps back into the crowd on the dance floor, giving you calculated space.<Br>
<<elseif $current.drunk gte 4>>You think for a moment you see the face of Annie looking, but when you try to find her you can’t make out names to faces. Wherever she is, she isn’t as close as the person in front of you.<bR>
<</if>>
<<else>>
<<if $current.drunk lte 1>>You clearly see Annie raise an eyebrow, but she steps back into the crowd on the dance floor, giving you calculated space.<bR>
<<elseif $current.drunk is 2>>You see Annie look at you, but she steps back into the crowd on the dance floor, giving you calculated space.<br>
<<elseif $current.drunk is 3>>You can barely make out Annie looking at you, before she steps back into the crowd on the dance floor, giving you calculated space.<br>
<<elseif $current.drunk gte 4>>You think for a moment you see the face of Annie looking, but when you try to find her you can’t make out names to faces. Wherever she is, she isn’t as close as the person in front of you.<br>
<</if>>
<</if>>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true>>
<<if $current.drunk lte 1>>You clearly see Michelle look back over with a look of hurt on her face, but she steps back into the crowd on the dance floor, giving you calculated space.<bR>
<<elseif $current.drunk is 2>>You see Michelle look at you and for a moment you think she looks confused. But she steps back into the crowd on the dance floor, giving you calculated space.<br>
<<elseif $current.drunk is 3>>You can barely make out Michelle looking at you, but you think her eyes narrow before she steps back into the crowd on the dance floor, giving you calculated space.<Br>
<<elseif $current.drunk gte 4>>You think for a moment you see the face of Michelle looking, but when you try to find her you can’t make out names to faces. Wherever she is, she isn’t as close as the person in front of you.<bR>
<</if>>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<if $current.drunk gte 2 or _drugged is true>><<link "Grind against her" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "DanceWithRandomWomanGrindBack">><</link>><br>
<<else>><s>Grind against her</s> - <i>You don’t feel relaxed enough to do that yet.</i><br><</if>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<</if>>
<<case "DanceWithRandomWomanGrindBack">>
<<if $current.female is true>>
You grin as you push against the woman, feeling her hands around your hips. Pushing back against her, you grind against her, feeling her delicate hands pulling you back as your bum rubs up against her sparkling minidress.<Br>
<br>
<<if $current.drunk is 2>>
The warm buzz of alcohol dulls your inhibitions, even though part of your brain still feels anxious by your actions. You move your hips in time to the beat, rolling your rear around and around against her, feeling a sparkle inside your body.<Br>
<<elseif $current.drunk is 3>>
The alcohol surging through your veins blurs the room, seeing more lights and movement than people and faces. A tiny anxious voice in your head raises a warning, but it’s dulled by the tingling sensations of another body against yours.<Br>
<<elseif $current.drunk gte 4>>
You are barely aware of the dance floor, instead seeing blurs and shapes as you move your hips in time to the beat. Free of inhibitions from the hefty amount of alcohol in your body, you concentrate on rolling your rear around and around, grinning as your body tingles from the sensations of someone's body against yours.<Br>
<</if>>
<Br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "Jeans" or _CurrentOutfit is undefined or _CurrentOutfit is "SimpleFemalePC">>
The feeling of her hands moving over your clothes sends shivers down your spine. They grip around your waist, holding you against her.<br>
<<elseif _CurrentOutfit is "Dress" or _CurrentOutfit is "CuteFemalePC">>
The feeling of her hands moving over your dress sends shivers down your spine. They grip around the fabric, the rear of the dress rising slightly behind you against her.<Br>
<<elseif _CurrentOutfit is "Skirt" or _CurrentOutfit is "SexyFemalePC">>
The feeling of her hands moving over your skirt sends shivers down your spine. They grip around the fabric, the rear of the skirt rising slightly behind you against her.<Br>
<</if>>
<<InventoryCheckSelf "TandiBracelet">><<GetPCState "TandiBracelet">><<QuestState "Quest22">><<QuestStatus "Quest22">>
<<BraceletTrialActive>><<if _BraceletTrialActive is true>>
<br>
“Go on,” Tandi’s voice says with encouragement. “Feel the heat forming between you. But you’ll need to go further. The bracelet needs to feel it radiating between your bodies.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<if $current.drunk gte 3 or _drugged is true>><<link "Turn your head and kiss her" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "DanceWithRandomWomanKiss">><</link>><br>
<<else>><s>Turn your head and kiss her</s> - <i>You don’t feel relaxed enough to do that yet.</i><br><</if>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<<elseif $current.female is false>>
You grin as the woman pushes against you. You wrap your hands gently around her hips. She grinds her arse into you, the beat of the music dictating her rhythm and flow.<br>
<Br>
<<OrientationCheck>>
<<if _currentOrientation lt 40>>
You feel a stirring underneath your clothes and smile at the sensation. A reminder of the effect of a woman’s body against your own.<Br>
<<else>>
Something inside you cries out in alarm. Try as you might, you can’t muster the stirring of arousal that you’d expect to feel from having a woman’s body against your own.<Br>
<</if>>
<Br>
<<if $current.drunk is 2>>
The warm buzz of alcohol dulls your inhibitions, even though part of your brain still feels anxious by your actions. You move your hips in time to the beat, rolling your groin against her rear.<Br>
<<elseif $current.drunk is 3>>
The alcohol surging through your veins blurs the room, seeing more lights and movement than people and faces. A tiny anxious voice in your head raises a warning, but it’s dulled as you move your hips in time to the beat, rolling your groin against her rear.<Br>
<<elseif $current.drunk gte 4>>
You are barely aware of the dance floor, instead seeing blurs and shapes as you move your hips in time to the beat. Free of inhibitions from the hefty amount of alcohol in your body, you concentrate on moving your hips in time to the beat, rolling your groin against her rear.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<if $current.drunk gte 3 or _drugged is true>><<link "Kiss her" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "DanceWithRandomWomanKiss">><</link>><br>
<<else>><s>Kiss her</s> - <i>You don’t feel relaxed enough to do that yet.</i><br><</if>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<</if>>
<<case "DanceWithRandomWomanKiss">>
<<if $current.female is true>>
Turning your head to face her, you smile. She returns it and a moment later, her glossy lips lock around yours.<Br>
<Br>
<<if $current.drunk is 3>>
You taste the sweet taste of her lipgloss as her tongue enters your mouth. The tiny voice nervously asks if you should be doing this in public, but the alcohol clouds your worries. The taste of another person inside your mouth sends your heart racing.<Br>
<<elseif $current.drunk gte 4>>
You taste the sweet taste of her lipgloss as her tongue enters your mouth. You are barely aware of anything else as the taste of another person inside your mouth sends your heart racing.<Br>
<</if>>
<Br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "Jeans" or _CurrentOutfit is undefined or _CurrentOutfit is "SimpleFemalePC">>
Her hands rest on your arse, cupping your cheeks through your clothes with a delicate touch. You feel fingernails brushing against the fabric.<Br>
<<elseif _CurrentOutfit is "Dress" or _CurrentOutfit is "CuteFemalePC">>
Her hands rest on your arse, cupping your cheeks through your dress with a delicate touch. You feel fingernails brushing against your exposed upper thigh.<Br>
<<elseif _CurrentOutfit is "Skirt" or _CurrentOutfit is "SexyFemalePC">>
Her hands rest on your arse, cupping your cheeks through your skirt with a delicate touch. You feel fingernails brushing against your exposed upper thigh.<br>
<</if>>
<<InventoryCheckSelf "TandiBracelet">><<GetPCState "TandiBracelet">><<QuestState "Quest22">><<QuestStatus "Quest22">>
<<BraceletTrialActive>><<if _BraceletTrialActive is true>>
<br>
“Feel her hands on your body, that secret desire,” Tandi whispers inside your brain. “It feels so good, doesn’t it? Encourage her to go further.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<if $current.drunk gte 4 or _drugged is true>><<link "Pull her hands up around your body" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "DanceWithRandomWomanBody">><</link>><br>
<<else>><s>Pull her hands up around your body</s> - <i>You don’t feel relaxed enough to do that yet.</i><br><</if>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<<elseif $current.female is false>>
She turns back to face you, smiling. Sensing the opportunity, you lean in and place your lips against hers.<Br>
<br>
<<if $current.drunk is 3>>
You taste the sweet taste of her lipgloss as her tongue enters your mouth. The tiny voice nervously asks if you should be doing this in public, but the alcohol clouds your worries.<Br>
<<elseif $current.drunk gte 4>>
You taste the sweet taste of her lipgloss as her tongue enters your mouth. You are barely aware of anything else as the taste of another person inside your mouth sends your heart racing.<br>
<</if>>
<Br>
<<OrientationCheck>>
<<if _currentOrientation lt 40>>
As you share saliva, you feel your heart racing. Her taste is enough to send endorphins reeling through your body. You bathe in the familiar stirrings of a woman’s tongue touching yours.<Br>
<<else>>
But as you share saliva, you feel nothing. Her taste should be enough to send endorphins reeling through your body, but you are void of the stirrings of a woman’s tongue touching yours.<bR>
<</if>>
<br>
<<ActionsHeader>>
<<if $current.drunk gte 4 or _drugged is true>><<link "Move your hands up her body" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "DanceWithRandomWomanBody">><</link>><br>
<<else>><s>Move your hands up her body</s> - <i>You don’t feel relaxed enough to do that yet.</i><br><</if>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<</if>>
<<case "DanceWithRandomWomanBody">>
<<if $current.female is true>>
Nestling against her body, you reach down and wrap your fingers over hers, pulling gently at her hands that grip your waist. She gets the hint and lets you pull them up your body, wandering over your torso and cupping your breasts as she pulls you against her.<BR>
<br>
Your vision is nothing more than lights and blurred outlines. You are barely capable of thinking about what this must look like. As she gently cups your breasts, you lean back and feel her sweet breath against your neck. You relax in drunken euphoria, unaware or incapable of considering what you must look like.<bR>
<Br>
<I>Let me paint you a mental picture, then. You are indulging in foreplay in public with another woman in a town that has big issues with homosexuality.</i><Br>
<Br>
<<InventoryCheckSelf "TandiBracelet">><<GetPCState "TandiBracelet">><<QuestState "Quest22">><<QuestStatus "Quest22">><<SpellsCheckSelf "Sexuality">>
<<BraceletWorn>><<if _BraceletWorn is true>>
<<BraceletTrialActive>>
<<if _BraceletTrialActive is true>>
“Ignore that voice,” Tandi counters. “You feel the bracelet tingling, don’t you? See how it makes her hands on your titties feel electric. Just let the feeling wash over you. Embrace the illicit feelings of two girls playing with each other in public. It feels so good, believe me <<TrueName "Current">>. And the bracelet can tip her over the edge.”<Br>
<Br>
<</if>>
You focus on the bracelet, feeling both its demands for more and promise of help to assist. Magic runs back into your body from its cool metal. You instinctively feel the power for a spell building within your bones.<Br>
<br>
<<ActionsHeader>>
<<link "[Spell: Bend Sexuality] Cast the spell to encourage the woman’s sexuality" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "DanceWithRandomWomanBodySpell">><<DailyVariableAdd "DanceSpellWoman">><<SpellLearn "Sexuality" "Tandi" "NoMagic">><<Vice 1>><</link>><br>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><<Orientation -1>><<DailyVariableAdd "DanceSpellWoman">><</link>>
<<elseif _SpellsCheckSelf is true and $current.female is true>>
The internal thought doesn’t alarm you. In fact, it makes you smile wider. You know this heat now, the current that builds between two pressed bodies. And you know what it can become.<Br>
<Br>
No bracelet demands it. No voice coaxes you on. The power for a spell builds within your bones all the same, yours to shape. Her hands are on you, her desire waiting to be encouraged.<Br>
<br>
<<ActionsHeader>>
<<link "[Spell: Bend Sexuality] Cast the spell to encourage the woman’s sexuality" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "DanceWithRandomWomanBodySpell">><<DailyVariableAdd "DanceSpellWoman">><<Vice 1>><</link>><br>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><<Orientation -1>><<DailyVariableAdd "DanceSpellWoman">><</link>>
<<else>>
The internal thought doesn’t alarm you. In fact, it makes you smile wider.<BR>
<Br>
Suddenly the music changes and the woman’s presence isn’t there. You look around, trying to recall where you are.<Br>
<br>
<<ActionsHeader>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><<Orientation -1>><<DailyVariableAdd "DanceSpellWoman">><</link>>
<</if>>
<<elseif $current.female is false>>
As she nestles against you, you slowly move your hands up her body. She looks back to you and grins, wrapping her fingers over yours, pulling them gently up in encouragement. She places them on her chest and wraps your fingers around them, letting you cup her breasts through her sparkling minidress.<BR>
<Br>
Your vision is nothing more than lights and blurred outlines. You are barely capable of thinking about what this must look like. As you gently massage her, she leans back against you. You grin and relax in drunken euphoria, unaware or incapable of considering what you must look like.<Br>
<Br>
<I>Let me paint you a mental picture, then. You are feeling up a woman in public, without abandon. Finally something I can respect you for.</i><Br>
<Br>
The strange thought doesn’t alarm you. In fact, it makes you smile wider.<Br>
<Br>
Suddenly the music changes and the woman’s presence isn’t there. You look around, trying to recall where you are.<Br>
<br>
<<ActionsHeader>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><<Orientation -1>><<DailyVariableAdd "DanceSpellWoman">><</link>>
<</if>>
<<case "AnnieFemalePCBodySpell">>
<<InventoryCheckSelf "TandiBracelet">><<GetPCState "TandiBracelet">><<QuestState "Quest22">><<QuestStatus "Quest22">>
<<BraceletTrialActive>>
<<if _BraceletTrialActive is true>>
Dark energy throbs under your fingertips. Tandi’s titter echoes in your brain. “Conjure a picture of her in your brain. Smiling. And let the energy out.”<Br>
<<else>>
Dark energy throbs under your fingertips. You conjure a picture of her in your brain. Smiling. And you let the energy out.<Br>
<</if>>
<Br>
You think of Annie, coy and sultry. Your fingertips bristle, then you feel the magic pass from your hands to hers, still cupping your breasts.<Br>
<Br>
There is a giggle from her lips, near your ear. Then she pulls you closer against her body and her hands drift further down, pulling your fingers down with them.<Br>
<Br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "Jeans" or _CurrentOutfit is undefined or _CurrentOutfit is "SimpleFemalePC">>
Annie’s hands run over your stomach, then rest on the tops of your thighs. Pressing gently against your groin, massaging your groin with her fingernails as you move to the music.<Br>
<<elseif _CurrentOutfit is "Cheerleader">>
Annie’s hands run over your stomach, then rest on the tops of your thighs. She pulls at your pleated skirt, her fingers finding their way under the hem, playing over your underwear with a gentle touch.<Br>
<<elseif _CurrentOutfit is "Skirt" or _CurrentOutfit is "SexyFemalePC">>
Annie’s hands run over your stomach, then rest on the tops of your thighs. She pulls at your skirt, her fingers finding their way under the hem, playing over your underwear with a gentle touch.<Br>
<<else>>
Annie’s hands run over your stomach, then rest on the tops of your thighs. She pulls at your dress, her fingers finding their way under the hem, playing over your underwear with a gentle touch.<Br>
<</if>>
<Br>
You murmur as a nail finds the edge of your vagina. You lean your forehead against hers, lost in her touch and the music. Barely aware that here you are, in the middle of a dancefloor, being touched by another girl.<Br>
<Br>
<<if _BraceletTrialActive is true>>
“They don’t care here,” you hear Tandi whisper. “This is where girls go to let go. To be themselves. Just like you are.”<Br>
<<else>>
<I>They don’t care here,</i> you find yourself thinking. <I>This is where girls go to let go. To be themselves.</i> The words arrive in a voice that is almost yours.<Br>
<</if>>
<Br>
<<if _TandiBracelet is "active">>
Suddenly the music changes and Annie's presence isn’t there. You look around, trying to recall where you are. But you feel the bracelet radiating with new energy. You see a few people staring back at you, both men and women, smiling with desire.<Br>
<<else>>
Suddenly the music changes and Annie's presence isn’t there. You look around, trying to recall where you are, the residue of the spell still tingling across your skin. You see a few people staring back at you, both men and women, smiling with desire.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<<case "BritneyEmilyBodySpell">>
<<InventoryCheckSelf "TandiBracelet">><<GetPCState "TandiBracelet">><<QuestState "Quest22">><<QuestStatus "Quest22">>
<<BraceletTrialActive>>
<<if _BraceletTrialActive is true>>
Dark energy throbs under your fingertips. Tandi’s titter echoes in your brain. “Conjure a picture of her in your brain. Smiling. And let the energy out.”<Br>
<<else>>
Dark energy throbs under your fingertips. You conjure a picture of her in your brain. Smiling. And you let the energy out.<Br>
<</if>>
<Br>
You think of Britney, giggling and happy. Your fingertips bristle, then you feel the magic leap out across the dance floor to hers.<Br>
<Br>
She stops moving. She looks back to you, frowning. Then a smile forms. Suddenly she’s back against you, gently and tender. Cautious even. But she doesn’t resist when you pull her hands up across your body, cupping your breasts.<Br>
<Br>
Your vision is nothing more than lights and blurred outlines. You are barely capable of thinking about what this must look like. As she gently cups your breasts, you lean back and feel her sweet breath against your neck. You relax in drunken euphoria, unaware or incapable of considering what you must look like.<Br>
<Br>
<I>Let me paint you a mental picture, then. You are indulging in foreplay in public with another girl in a town that has big issues with homosexuality.</i><Br>
<Br>
<<if _BraceletTrialActive is true>>
“Ignore that voice,” Tandi counters. “It feels good, doesn’t it? Take the lead. Move her hands. To the spot that makes you feel so good.”<Br>
<<else>>
<I>It feels good, doesn’t it?</i> The thought rises unbidden, and you don’t argue with it. You take the lead, moving her hands. To the spot that makes you feel so good.<Br>
<</if>>
<Br>
You gently pull at her hands as Britney leans closer against your body. Your hands drift down, pulling hers with them.<Br>
<Br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "Jeans" or _CurrentOutfit is undefined or _CurrentOutfit is "SimpleFemalePC">>
Britney’s hands run over your stomach, then rest on the tops of your thighs. Pressing gently against your groin, massaging your groin with her fingernails as you move to the music.<Br>
<<elseif _CurrentOutfit is "Cheerleader">>
Britney's hands run over your stomach, then rest on the tops of your thighs. She pulls at your pleated skirt, her fingers finding their way under the hem, playing over your underwear with a gentle touch.<Br>
<<elseif _CurrentOutfit is "Skirt" or _CurrentOutfit is "SexyFemalePC">>
Britney's hands run over your stomach, then rest on the tops of your thighs. She pulls at your skirt, her fingers finding their way under the hem, playing over your underwear with a gentle touch.<Br>
<<else>>
Britney's hands run over your stomach, then rest on the tops of your thighs. She pulls at your dress, her fingers finding their way under the hem, playing over your underwear with a gentle touch.<Br>
<</if>>
<Br>
You murmur as a nail finds the edge of your vagina. You lean your forehead against hers, lost in her touch and the music. Barely aware that here you are, in the middle of a dancefloor, being touched by another girl.<Br>
<Br>
<<if _BraceletTrialActive is true>>
“They don’t care here,” you hear Tandi whisper. “This is where girls go to let go. To be themselves. Just like you are.”<Br>
<<else>>
<I>They don’t care here,</i> you find yourself thinking. <I>This is where girls go to let go. To be themselves.</i> The words arrive in a voice that is almost yours.<Br>
<</if>>
<Br>
<<if _TandiBracelet is "active">>
Suddenly the music changes and Britney's presence isn’t there. You look around, trying to recall where you are. But you feel the bracelet radiating with new energy. You see a few people staring back at you, both men and women, smiling with desire.<Br>
<<else>>
Suddenly the music changes and Britney's presence isn’t there. You look around, trying to recall where you are, the residue of the spell still tingling across your skin. You see a few people staring back at you, both men and women, smiling with desire.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<<case "MichelleEmilyBodySpell">>
<<InventoryCheckSelf "TandiBracelet">><<GetPCState "TandiBracelet">><<QuestState "Quest22">><<QuestStatus "Quest22">>
<<BraceletTrialActive>>
<<if _BraceletTrialActive is true>>
Dark energy throbs under your fingertips. Tandi’s titter echoes in your brain. “Conjure a picture of her in your brain. Smiling. And let the energy out.”<Br>
<<else>>
Dark energy throbs under your fingertips. You conjure a picture of her in your brain. Smiling. And you let the energy out.<Br>
<</if>>
<Br>
You think of Michelle, carefree and happy. Your fingertips bristle, then you feel the magic pass from your hands to hers, still cupping your breasts.<Br>
<Br>
There is a gasp from her lips, near your ear. Then she pulls you closer against her body and her hands drift further down, pulling your fingers down with them.<Br>
<Br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "Jeans" or _CurrentOutfit is undefined or _CurrentOutfit is "SimpleFemalePC">>
Michelle’s hands run over your stomach, then rest on the tops of your thighs. Pressing gently against your groin, massaging your groin with her fingernails as you move to the music.<Br>
<<elseif _CurrentOutfit is "Cheerleader">>
Michelle’s hands run over your stomach, then rest on the tops of your thighs. She pulls at your pleated skirt, her fingers finding their way under the hem, playing over your underwear with a gentle touch.<Br>
<<elseif _CurrentOutfit is "Skirt" or _CurrentOutfit is "SexyFemalePC">>
Michelle’s hands run over your stomach, then rest on the tops of your thighs. She pulls at your skirt, her fingers finding their way under the hem, playing over your underwear with a gentle touch.<Br>
<<else>>
Michelle’s hands run over your stomach, then rest on the tops of your thighs. She pulls at your dress, her fingers finding their way under the hem, playing over your underwear with a gentle touch.<Br>
<</if>>
<Br>
You murmur as a nail finds the edge of your vagina. You lean your forehead against hers, lost in her touch and the music. Barely aware that here you are, in the middle of a dancefloor, being touched by another girl.<Br>
<Br>
<<if _BraceletTrialActive is true>>
“They don’t care here,” you hear Tandi whisper. “This is where girls go to let go. To be themselves. Just like you are.”<Br>
<<else>>
<I>They don’t care here,</i> you find yourself thinking. <I>This is where girls go to let go. To be themselves.</i> The words arrive in a voice that is almost yours.<Br>
<</if>>
<Br>
<<if _TandiBracelet is "active">>
Suddenly the music changes and Michelle's presence isn’t there. You look around, trying to recall where you are. But you feel the bracelet radiating with new energy. You see a few people staring back at you, both men and women, smiling with desire.<Br>
<<else>>
Suddenly the music changes and Michelle's presence isn’t there. You look around, trying to recall where you are, the residue of the spell still tingling across your skin. You see a few people staring back at you, both men and women, smiling with desire.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<<case "DanceWithRandomManBodySpell">>
<<InventoryCheckSelf "TandiBracelet">><<GetPCState "TandiBracelet">><<QuestState "Quest22">><<QuestStatus "Quest22">>
<<BraceletTrialActive>>
<<if _BraceletTrialActive is true>>
Dark energy throbs under your fingertips. Tandi’s titter echoes in your brain. “Conjure a picture of him in your brain. Carnal. Hungry. And let the energy out.”<Br>
<<else>>
Dark energy throbs under your fingertips. You conjure a picture of him in your brain. Carnal. Hungry. And you let the energy out.<Br>
<</if>>
<Br>
You think of a man’s face, the picture of barely contained lust. Your fingertips bristle, then you feel the magic pass from your hands to his, still cupping your breasts.<Br>
<Br>
There is a snort from his lips, near your ear. Then he pulls you closer against his body and his hands drift further down, pulling your fingers down with them.<Br>
<Br>
<<CurrentOutfit>>
<<if $current.avatar is "Andrea">>
The man’s hands run over your stomach, then rest on the tops of your thighs. He pulls at your tiny maid’s skirt, hoisting it up, and finds the waistband of your black lacy underwear. He forces his rough hand down them.<Br>
<<elseif $current.avatar is "Annie">>
The man’s hands run over your stomach, then rest on the tops of your thighs. He pulls at your short skirt, hoisting it up, and finds the waistband of your red thong. He forces his rough hand down it.<Br>
<<elseif $current.avatar is "Florence">>
The man’s hands run over your stomach, then rest on the tops of your thighs. He pulls at your short skirt, hoisting it up, and finds the waistband of your red lacy underwear. He forces his rough hand down them.<Br>
<<elseif $current.avatar is "Jennifer">>
The man’s hands run over your stomach, then rest on the tops of your thighs. He pulls at your short skirt, hoisting it up, and finds the waistband of your black thong. He forces his rough hand down it.<Br>
<<elseif $current.avatar is "Charli">>
The man’s hands run over your stomach, then rest on the tops of your thighs. He pulls at your short dress, hoisting it up, and finds the waistband of your white underwear. He forces his rough hand down them.<Br>
<<elseif _CurrentOutfit is "Jeans" or _CurrentOutfit is undefined or _CurrentOutfit is "SimpleFemalePC">>
The man’s hands run over your stomach, then rest on the tops of your thighs. Pressing gently against your groin, then finding the waistline of your trousers, and forcing his rough hand down between them.<Br>
<<elseif _CurrentOutfit is "Cheerleader">>
The man’s hands run over your stomach, then rest on the tops of your thighs. He pulls at your pleated skirt, hoisting it up, and finds the waistband of your underwear. He forces his rough hand down them.<Br>
<<elseif _CurrentOutfit is "Skirt" or _CurrentOutfit is "SexyFemalePC">>
The man’s hands run over your stomach, then rest on the tops of your thighs. He pulls at your skirt, hoisting it up, and finds the waistband of your underwear. He forces his rough hand down them.<Br>
<<else>>
The man’s hands run over your stomach, then rest on the tops of your thighs. He pulls at your dress, hoisting it up, and finds the waistband of your underwear. He forces his rough hand down them.<Br>
<</if>>
<Br>
You gasp as his finger circles your vagina. A part of your brain cries out with shame, but you gasp as a single digit plunges in between your pussy lips. You didn’t realise how wet you were.<Br>
<Br>
You lean your forehead against him, lost in his rough movements and the music. Barely aware that here you are, in the middle of a dancefloor, being fingered by a man.<Br>
<Br>
<<if _BraceletTrialActive is true>>
“They don’t care here,” you hear Tandi whisper. “This is where girls go to let go. To be themselves. Just like you are.”<Br>
<<else>>
<I>They don’t care here,</i> you find yourself thinking. <I>This is where girls go to let go. To be themselves.</i> The words arrive in a voice that is almost yours.<Br>
<</if>>
<Br>
<<if _TandiBracelet is "active">>
Suddenly the music changes and the man’s finger isn’t there. You look around, trying to recall where you are. But you feel the bracelet radiating with new energy. As you readjust your clothing, you see a few people staring back at you, both men and women, smiling with desire.<Br>
<<else>>
Suddenly the music changes and the man’s finger isn’t there. You look around, trying to recall where you are, the residue of the spell still tingling across your skin. As you readjust your clothing, you see a few people staring back at you, both men and women, smiling with desire.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<<case "DanceWithRandomWomanBodySpell">>
<<InventoryCheckSelf "TandiBracelet">><<GetPCState "TandiBracelet">><<QuestState "Quest22">><<QuestStatus "Quest22">>
<<BraceletTrialActive>>
<<if _BraceletTrialActive is true>>
Dark energy throbs under your fingertips. Tandi’s titter echoes in your brain. “Conjure a picture of her in your brain. Smiling. And let the energy out.”<Br>
<<else>>
Dark energy throbs under your fingertips. You conjure a picture of her in your brain. Smiling. And you let the energy out.<Br>
<</if>>
<Br>
You think of a woman, coy and sultry. Your fingertips bristle, then you feel the magic pass from your hands to hers, still cupping your breasts.<Br>
<Br>
There is a giggle from her lips, near your ear. Then she pulls you closer against her body and her hands drift further down, pulling your fingers down with them.<Br>
<Br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "Jeans" or _CurrentOutfit is undefined or _CurrentOutfit is "SimpleFemalePC">>
The woman’s hands run over your stomach, then rest on the tops of your thighs. Pressing gently against your groin, massaging your groin with her fingernails as you move to the music.<Br>
<<elseif _CurrentOutfit is "Cheerleader">>
The woman’s hands run over your stomach, then rest on the tops of your thighs. She pulls at your pleated skirt, her fingers finding their way under the hem, playing over your underwear with a gentle touch.<Br>
<<elseif _CurrentOutfit is "Skirt" or _CurrentOutfit is "SexyFemalePC">>
The woman’s hands run over your stomach, then rest on the tops of your thighs. She pulls at your skirt, her fingers finding their way under the hem, playing over your underwear with a gentle touch.<Br>
<<else>>
The woman’s hands run over your stomach, then rest on the tops of your thighs. She pulls at your dress, her fingers finding their way under the hem, playing over your underwear with a gentle touch.<Br>
<</if>>
<Br>
You murmur as a nail finds the edge of your vagina. You lean your forehead against hers, lost in her touch and the music. Barely aware that here you are, in the middle of a dancefloor, being touched by another girl.<Br>
<Br>
<<if _BraceletTrialActive is true>>
“They don’t care here,” you hear Tandi whisper. “This is where girls go to let go. To be themselves. Just like you are.”<Br>
<<else>>
<I>They don’t care here,</i> you find yourself thinking. <I>This is where girls go to let go. To be themselves.</i> The words arrive in a voice that is almost yours.<Br>
<</if>>
<Br>
<<if _TandiBracelet is "active">>
Suddenly the music changes and the woman’s presence isn’t there. You look around, trying to recall where you are. But you feel the bracelet radiating with new energy. You see a few people staring back at you, both men and women, smiling with desire.<Br>
<<else>>
Suddenly the music changes and the woman’s presence isn’t there. You look around, trying to recall where you are, the residue of the spell still tingling across your skin. You see a few people staring back at you, both men and women, smiling with desire.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<<case "ConvinceCompanionRandomMan">>
“I think you’re getting some attention,” you say to her, nodding towards a dirty biker that’s eying her from nearby. His T-shirt barely covers his belly, his scruffy beard matted with beer.<Br>
<Br>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>>
<<CheckPersonalityState "Annie">>
<<if _PersonalityState is "Gay">>
<<NPCDeltaCheck "Annie" "drunk">>
<<if (_NPCDeltaCheck ?? 0) is 0>>
She shakes her head. “I think I’m fine,” she titters and continues to dance. She throws the biker a dark look. He gets the hint and steps back into the crowd.<Br>
<Br>
“She needs to relax,” Tandi whispers. “Maybe see if Evie will give her some refreshment to loosen her up. The bracelet needs to feel the heat between her and someone else.”<Br>
<Br>
<<ActionsHeader>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<<else>>
She arches an eyebrow at you, but stares back at the biker. He grins at her, leering. She shrugs as he’s suddenly pushing his stomach against her back.<Br>
<Br>
“Yes,” Tandi purrs. “How good it must feel, having a warm body against her? See how her skin responds when he wraps those manly hands around her. But she'll need to make a show to give the bracelet what it wants.”<Br>
<Br>
<<ActionsHeader>>
<<link "Watch Annie dance with the man" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "WatchCompanionManDance">><</link>>
<</if>>
<<else>>
She arches an eyebrow at you, but stares back at the biker. He grins at her, leering. She shrugs as he’s suddenly pushing his stomach against her back.<Br>
<Br>
“Yes,” Tandi purrs. “How good it must feel, having a warm body against her? See how her skin responds when he wraps those manly hands around her. But she'll need to make a show to give the bracelet what it wants.”<Br>
<Br>
<<ActionsHeader>>
<<link "Watch Annie dance with the man" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "WatchCompanionManDance">><</link>>
<</if>>
<</if>>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true>>
<<NPCDeltaCheck "Britney" "drunk">>
<<if (_NPCDeltaCheck ?? 0) is 0>>
She turns her nose up at you. “Ewww. Gross, Em,” she shouts and continues to dance. She throws the biker a dark look. He gets the hint and steps back into the crowd.<Br>
<Br>
“She needs to relax,” Tandi whispers. “Maybe see if Evie will give her some refreshment to loosen her up. The bracelet needs to feel the heat between her and someone else.”<Br>
<Br>
<<ActionsHeader>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<<else>>
She gives you a look before staring back at the biker. He grins at her, leering. She winces, but doesn’t react as he’s suddenly pushing his stomach against her back.<Br>
<Br>
“Yes,” Tandi purrs. “How good it must feel, having a warm body against her? See how her skin responds when he wraps those manly hands around her. But she'll need to make a show to give the bracelet what it wants.”<Br>
<Br>
<<ActionsHeader>>
<<link "Watch Britney dance with the man" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "WatchCompanionManDance">><</link>>
<</if>>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true and $current.avatar is "Emily">>
<<NPCDeltaCheck "Michelle" "drunk">>
<<if (_NPCDeltaCheck ?? 0) is 0>>
She frowns at you. “I’d rather not, Em,” she shouts and continues to dance. She throws the biker a dark look. He gets the hint and steps back into the crowd.<Br>
<Br>
“She needs to relax,” Tandi whispers. “Maybe see if Evie will give her some refreshment to loosen her up. The bracelet needs to feel the heat between her and someone else.”<Br>
<Br>
<<ActionsHeader>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<<else>>
She gives you a sceptical look before staring back at the biker. He grins at her, leering. She grimaces, but doesn’t react as he’s suddenly pushing his stomach against her back.<Br>
<Br>
“Yes,” Tandi purrs. “How good it must feel, having a warm body against her? See how her skin responds when he wraps those manly hands around her. But she'll need to make a show to give the bracelet what it wants.”<Br>
<Br>
<<ActionsHeader>>
<<link "Watch Michelle dance with the man" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "WatchCompanionManDance">><</link>>
<</if>>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true and _CurrentPC is true>>
<<NPCDeltaCheck "Michelle" "drunk">>
<<if (_NPCDeltaCheck ?? 0) is 0>>
She frowns at you, almost hurt. “I’d rather dance with you,” she shouts and continues to dance. She throws the biker a dark look. He gets the hint and steps back into the crowd.<Br>
<Br>
“She needs to relax,” Tandi whispers. “Maybe see if Evie will give her some refreshment to loosen her up. The bracelet needs to feel the heat between her and someone else.”<Br>
<Br>
<<ActionsHeader>>
<<link "Return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<<else>>
She gives you a sceptical look before staring back at the biker. He grins at her, leering. She grimaces, but doesn’t react as he’s suddenly pushing his stomach against her back. She looks at you, as if asking whether this is what you want.<Br>
<Br>
“Yes,” Tandi purrs. “How good it must feel, having a warm body against her? See how her skin responds when he wraps those manly hands around her. But she'll need to make a show to give the bracelet what it wants.”<Br>
<Br>
<<ActionsHeader>>
<<link "Watch Michelle dance with the man" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "WatchCompanionManDance">><</link>>
<</if>>
<</if>>
<<case "WatchCompanionManDance">>
<<CompanionName>>
You watch as _CompanionName begins pushing back against him, grinding her arse into his groin. His rough hands pull her back against his bulbous belly as her bum rubs up against dirty jeans.<Br>
<Br>
The biker grins as his hands move over her dress and grip around the hem, trying to pull the hem of her dress up.<Br>
<Br>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>>
<<CheckPersonalityState "Annie">><<NPCDeltaCheck "Annie" "drunk">>
<<if (_PersonalityState is "Gay" and (_NPCDeltaCheck ?? 0) lt 2) or (_PersonalityState is "Straight" and (_NPCDeltaCheck ?? 0) lt 1)>>
It’s enough for Annie to break away suddenly. She’s over the other side of the dance floor in a heartbeat, scowling back at him. He sniggers, shrugs, then disappears into the crowd.<Br>
<Br>
“She needs to relax,” Tandi whispers. “Maybe see if Evie will give her some refreshment to loosen her up. The bracelet needs to feel the heat between them.”<Br>
<Br>
<<ActionsHeader>>
<<link "Return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<<else>>
Annie titters, leaning back against him. His hands dig in, raising the rear of her dress up, his hands fumbling with her underwear now grinding against his crotch.<Br>
<Br>
“Yes,” Tandi purrs. “See the heat forming between them. But she’ll need to go further. The bracelet needs to feel it radiating between their bodies.”<Br>
<Br>
<<ActionsHeader>>
<<link "Continue to watch Annie dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "WatchCompanionManContinue">><</link>><br>
<<link "Step in and stop her" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "StepInCompanionMan">><</link>>
<</if>>
<</if>>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true>>
<<NPCDeltaCheck "Britney" "drunk">>
<<if (_NPCDeltaCheck ?? 0) lt 2>>
It’s enough for Britney to break away suddenly. She’s over the other side of the dance floor in a heartbeat, pouting. He sniggers, shrugs, then disappears into the crowd.<Br>
<Br>
“She needs to relax,” Tandi whispers. “Maybe see if Evie will give her some refreshment to loosen her up. The bracelet needs to feel the heat between them.”<Br>
<Br>
<<ActionsHeader>>
<<link "Return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<<else>>
Britney giggles, leaning back against him. His hands dig in, raising the rear of her dress up, his hands fumbling with her underwear now grinding against his crotch.<Br>
<Br>
“Yes,” Tandi purrs. “See the heat forming between them. But she’ll need to go further. The bracelet needs to feel it radiating between their bodies.”<Br>
<Br>
<<ActionsHeader>>
<<link "Continue to watch Britney dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "WatchCompanionManContinue">><</link>><br>
<<link "Step in and stop her" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "StepInCompanionMan">><</link>>
<</if>>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true and $current.avatar is "Emily">>
<<NPCDeltaCheck "Michelle" "drunk">>
<<if (_NPCDeltaCheck ?? 0) lt 2>>
It’s enough for Michelle to break away suddenly. She’s over the other side of the dance floor in a heartbeat, pouting. He sniggers, shrugs, then disappears into the crowd.<Br>
<Br>
“She needs to relax,” Tandi whispers. “Maybe see if Evie will give her some refreshment to loosen her up. The bracelet needs to feel the heat between them.”<Br>
<Br>
<<ActionsHeader>>
<<link "Return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<<else>>
Michelle smiles coyly, leaning back against him. His hands dig in, raising the rear of her dress up, his hands fumbling with her underwear now grinding against his crotch.<Br>
<Br>
“Yes,” Tandi purrs. “See the heat forming between them. But she’ll need to go further. The bracelet needs to feel it radiating between their bodies.”<Br>
<Br>
<<ActionsHeader>>
<<link "Continue to watch Michelle dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "WatchCompanionManContinue">><</link>><br>
<<link "Step in and stop her" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "StepInCompanionMan">><</link>>
<</if>>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true and _CurrentPC is true>>
<<NPCDeltaCheck "Michelle" "drunk">>
<<if (_NPCDeltaCheck ?? 0) lt 1>>
It’s enough for Michelle to break away suddenly. She’s over the other side of the dance floor in a heartbeat, pouting. He sniggers, shrugs, then disappears into the crowd.<Br>
<Br>
“She needs to relax,” Tandi whispers. “Maybe see if Evie will give her some refreshment to loosen her up. The bracelet needs to feel the heat between them.”<Br>
<Br>
<<ActionsHeader>>
<<link "Return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<<else>>
Michelle smiles coyly, leaning back against him. His hands dig in, raising the rear of her dress up, his hands fumbling with her underwear now grinding against his crotch.<Br>
<Br>
“Yes,” Tandi purrs. “See the heat forming between them. But she’ll need to go further. The bracelet needs to feel it radiating between their bodies.”<Br>
<Br>
<<ActionsHeader>>
<<link "Continue to watch Michelle dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "WatchCompanionManContinue">><</link>><br>
<<link "Step in and stop her" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "StepInCompanionMan">><</link>>
<</if>>
<</if>>
<<case "WatchCompanionManContinue">>
<<CompanionName>>
The biker’s hands roughly pull at the waistband of _CompanionName’s underwear as she grinds against him. You see one of his hands raise and tug her chin towards him. He grins through his matted beard and a moment later, his beard is against her face as his wet lips lock around hers.<Br>
<Br>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>>
<<CheckPersonalityState "Annie">><<NPCDeltaCheck "Annie" "drunk">>
<<if (_PersonalityState is "Gay" and (_NPCDeltaCheck ?? 0) lt 3) or (_PersonalityState is "Straight" and (_NPCDeltaCheck ?? 0) lt 2)>>
Annie wriggles out of his grasp and is on the other side of the dance floor quickly. She adjusts her dress, throws him a dark look and looks to you, arching an eyebrow. The biker sniggers, shrugs, then disappears into the crowd. It seems she’s not ready for that. Yet.<Br>
<Br>
“But she could be,” Tandi whispers inside your brain. “And she needs to be. Buy her a drink. Get her relaxed. You won’t regret it. The bracelet will make her feel so good when her lips touch his.”<Br>
<Br>
<<ActionsHeader>>
<<link "Return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<<else>>
Annie kisses him back, tender at first, but she lets herself go. You watch as his tongue invades her mouth. His hands grip around her arse, massaging her cheeks through her underwear. The grip lowers and his fingers paw at her arsehole through the fabric.<Br>
<Br>
“See the hands on her body, that secret desire,” Tandi whispers inside your brain. “It will feel so good to her. Let her continue. She wants to. I know her.”<Br>
<Br>
<<ActionsHeader>>
<<link "Watch Annie be groped" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "WatchCompanionManGroped">><<Greedy 1>><</link>><br>
<<link "Step in and stop her" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "StepInCompanionMan">><</link>>
<</if>>
<</if>>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true>>
<<NPCDeltaCheck "Britney" "drunk">>
<<if (_NPCDeltaCheck ?? 0) lt 3>>
Britney wriggles out of his grasp and is on the other side of the dance floor quickly. She adjusts her dress, throws him a dark look and looks to you and pouts. The biker sniggers, shrugs, then disappears into the crowd. It seems she’s not ready for that. Yet.<Br>
<Br>
“But she could be,” Tandi whispers inside your brain. “And she needs to be. Buy her a drink. Get her relaxed. You won’t regret it. The bracelet will make her feel so good when her lips touch his.”<Br>
<Br>
<<ActionsHeader>>
<<link "Return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<<else>>
Britney kisses him back, tender at first, but she lets herself go. You watch as his tongue invades her mouth. His hands grip around her arse, massaging her cheeks through her underwear. The grip lowers and his fingers paw at her arsehole through the fabric.<Br>
<Br>
“See the hands on her body, that secret desire,” Tandi whispers inside your brain. “It will feel so good to her. Let her continue. She wants to.”<Br>
<Br>
<<ActionsHeader>>
<<link "Watch Britney be groped" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "WatchCompanionManGroped">><<Greedy 1>><</link>><br>
<<link "Step in and stop her" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "StepInCompanionMan">><</link>>
<</if>>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true and $current.avatar is "Emily">>
<<NPCDeltaCheck "Michelle" "drunk">>
<<if (_NPCDeltaCheck ?? 0) lt 3>>
Michelle wriggles out of his grasp and is on the other side of the dance floor quickly. She adjusts her dress, throws him a dark look and looks to you with fear. The biker sniggers, shrugs, then disappears into the crowd. It seems she’s not ready for that. Yet.<Br>
<Br>
“But she could be,” Tandi whispers inside your brain. “And she needs to be. Buy her a drink. Get her relaxed. You won’t regret it. The bracelet will make her feel so good when her lips touch his.”<Br>
<Br>
<<ActionsHeader>>
<<link "Return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<<else>>
Michelle kisses him back, tender at first, but she lets herself go. You watch as his tongue invades her mouth. His hands grip around her arse, massaging her cheeks through her underwear. The grip lowers and his fingers paw at her arsehole through the fabric.<Br>
<Br>
“See the hands on her body, that secret desire,” Tandi whispers inside your brain. “It will feel so good to her. Let her continue. She wants to.”<Br>
<Br>
<<ActionsHeader>>
<<link "Watch Michelle be groped" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "WatchCompanionManGroped">><<Greedy 1>><</link>><br>
<<link "Step in and stop her" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "StepInCompanionMan">><</link>>
<</if>>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true and _CurrentPC is true>>
<<NPCDeltaCheck "Michelle" "drunk">>
<<if (_NPCDeltaCheck ?? 0) lt 2>>
Michelle wriggles out of his grasp and is on the other side of the dance floor quickly. She adjusts her dress, throws him a dark look and looks to you with fear. The biker sniggers, shrugs, then disappears into the crowd. It seems she’s not ready for that. Yet.<Br>
<Br>
“But she could be,” Tandi whispers inside your brain. “And she needs to be. Buy her a drink. Get her relaxed. You won’t regret it. The bracelet will make her feel so good when her lips touch his.”<Br>
<Br>
<<ActionsHeader>>
<<link "Return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<<else>>
Michelle kisses him back, tender at first, but she lets herself go. You watch as his tongue invades her mouth. His hands grip around her arse, massaging her cheeks through her underwear. The grip lowers and his fingers paw at her arsehole through the fabric.<Br>
<Br>
“See the hands on her body, that secret desire,” Tandi whispers inside your brain. “It will feel so good to her. Let her continue. She wants to.”<Br>
<Br>
<<ActionsHeader>>
<<link "Watch Michelle be groped" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "WatchCompanionManGroped">><<Greedy 1>><</link>><br>
<<link "Step in and stop her" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "StepInCompanionMan">><</link>>
<</if>>
<</if>>
<<case "WatchCompanionManGroped">>
<<CompanionName>>
_CompanionName nestles against his body before reaching down and wrapping her fingers over his, pulling gently at his hands that grip her waist. He gets the hint and lets her pull them up, wandering over her torso and cupping her breasts as he pulls her against him. As he rubs his hands over her breasts, she leans back and relaxes.<Br>
<Br>
_CompanionName titters, letting him roughly paw at her breasts. You look around to the other dancers, trying to think what they must be seeing.<Br>
<Br>
<I>Let me paint you a mental picture, then. She is letting a dirty old biker feel her up in the middle of a crowded dance floor.</i><Br>
<Br>
“Ignore that voice,” Tandi counters. “She is loving it. And look at the bracelet tingling. This will be quite the show.”<Br>
<Br>
You look at the bracelet and see a spark of magic jump from her fingertips to the Biker’s hands. There is a snort from his lips and then he pulls _CompanionName closer against his body. His hands drift further down, pulling her fingers down with them.<Br>
<Br>
The man’s hands run over her stomach, then rest on the tops of her thighs. He pulls at the dress, hoisting it up and again finds the waistband of _CompanionName’s underwear. He forces his rough hand down them.<Br>
<Br>
_CompanionName gasps as you watch his finger circle her vagina through her panties. Your brain jolts as you watch him fumbling inside them, the outline of a single digit plunging back and forth on the dance floor. She doesn’t stop him. She just leans her forehead against him, lost in his rough movements and the music. Barely aware of where she is, in the middle of a dancefloor, being fingered by a man.<Br>
<Br>
“They don’t care here,” you hear Tandi whisper. “This is where girls go to let go. To be themselves. Just like she is.”<Br>
<Br>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>>
Suddenly the music changes and suddenly the man isn’t there. Annie stands alone, blushing and adjusting her dress. But she’s grinning at you. The bracelet radiates with new energy. And a few people are staring back at her, both men and women, smiling with desire.<Br>
<</if>>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true>>
Suddenly the music changes and suddenly the man isn’t there. Britney stands alone, blushing and adjusting her dress. But she’s giggling at you. The bracelet radiates with new energy. And a few people are staring back at her, both men and women, smiling with desire.<Br>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true and $current.avatar is "Emily">>
Suddenly the music changes and suddenly the man isn’t there. Michelle stands alone, blushing and adjusting her dress. But she’s smiling at you. The bracelet radiates with new energy. And a few people are staring back at her, both men and women, smiling with desire.<Br>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true and _CurrentPC is true>>
Suddenly the music changes and suddenly the man isn’t there. Michelle stands alone, blushing and adjusting her dress. But looks at you, flustered. The bracelet radiates with new energy. And a few people are staring back at her, both men and women, smiling with desire.<Br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><<TandiBraceletCharge 1>><<DailyVariableAdd "DanceCompanionRandomMan">><</link>>
<<case "StepInCompanionMan">>
<<CompanionName>>
You step forward and catch her arm as she moves to the music. “That’s enough.”<Br>
<Br>
She looks back to you, momentarily lost. The biker scowls at you, but when _CompanionName slips out of his grip he makes no attempt to stop her.<Br>
<Br>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>>
“Didn’t know you were claimed,” he shouts. Then turns and joins the crowd.<Br>
<<else>>
“Didn’t know you were with her,” he shouts. Then turns and joins the crowd.<Br>
<</if>>
<Br>
“No fun, <<TrueName "Current">>,” you hear Tandi mutter in your head. “You’re not going to see the power of the bracelet acting like that.”<Br>
<Br>
<<ActionsHeader>>
<<link "Return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<<case "ConvinceCompanionRandomWoman">>
“I think you’re getting some attention,” you say to her, nodding towards a young woman in a sparkling minidress that’s eying her from nearby. Her dress reveals tanned legs, whilst her lips sparkle with glossy lipstick.<Br>
<Br>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>>
<<CheckPersonalityState "Annie">>
<<if _PersonalityState is "Straight">>
<<NPCDeltaCheck "Annie" "drunk">>
<<if (_NPCDeltaCheck ?? 0) is 0>>
Annie shakes her head. “I think I’m fine,” she titters and continues to dance. She throws the woman a polite smile, but nothing more. She gets the hint and steps back into the crowd.<Br>
<Br>
“She needs to relax,” Tandi whispers. “Maybe see if Evie will give her some refreshment to loosen her up. The bracelet needs to feel the heat between her and someone else.”<Br>
<Br>
<<ActionsHeader>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<<else>>
Annie arches an eyebrow at you, but stares back at the woman. She smiles back at her, coyly. After a moment, she’s dancing up behind Annie, closing the gap between the two of them.<Br>
<Br>
“Yes,” Tandi purrs. “How good it must feel, having a warm body against her? See how her skin responds when she wraps those hands around her. But she'll need to make a show to give the bracelet what it wants.”<Br>
<Br>
<<ActionsHeader>>
<<link "Watch Annie dance with the woman" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "WatchCompanionWomanDance">><</link>>
<</if>>
<<else>>
Annie arches an eyebrow at you, but stares back at the woman. She smiles back at her, coyly. After a moment, she’s dancing up behind Annie, closing the gap between the two of them.<Br>
<Br>
“Yes,” Tandi purrs. “How good it must feel, having a warm body against her? See how her skin responds when she wraps those hands around her. But she'll need to make a show to give the bracelet what it wants.”<Br>
<Br>
<<ActionsHeader>>
<<link "Watch Annie dance with the woman" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "WatchCompanionWomanDance">><</link>>
<</if>>
<</if>>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true>>
<<NPCDeltaCheck "Britney" "drunk">>
<<if (_NPCDeltaCheck ?? 0) is 0>>
Britney turns to look at you, narrowing her eyes. “Not my type, Em,” she shouts and continues to dance. She throws the woman a sceptical look. She gets the hint and steps back into the crowd.<Br>
<Br>
“She needs to relax,” Tandi whispers. “Maybe see if Evie will give her some refreshment to loosen her up. The bracelet needs to feel the heat between her and someone else.”<Br>
<Br>
<<ActionsHeader>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<<else>>
Britney gives you a strange look before staring back at the woman. She smiles back at her, coyly. After a moment, she’s dancing up behind Britney, closing the gap between the two of them.<Br>
<Br>
“Yes,” Tandi purrs. “How good it must feel, having a warm body against her? See how her skin responds when she wraps those hands around her. But she'll need to make a show to give the bracelet what it wants.”<Br>
<Br>
<<ActionsHeader>>
<<link "Watch Britney dance with the woman" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "WatchCompanionWomanDance">><</link>>
<</if>>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true and $current.avatar is "Emily">>
<<NPCDeltaCheck "Michelle" "drunk">>
<<if (_NPCDeltaCheck ?? 0) is 0>>
Michelle frowns at you. “I’d rather not, Em,” she shouts and continues to dance. She throws the woman a polite smile, but nothing more. She gets the hint and steps back into the crowd.<Br>
<Br>
“She needs to relax,” Tandi whispers. “Maybe see if Evie will give her some refreshment to loosen her up. The bracelet needs to feel the heat between her and someone else.”<Br>
<Br>
<<ActionsHeader>>
<<link "Pull away and return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<<else>>
Michelle gives you a curious look before staring back at the woman. She smiles back at her, coyly. After a moment, she’s dancing up behind Michelle, closing the gap between the two of them.<Br>
<Br>
“Yes,” Tandi purrs. “How good it must feel, having a warm body against her? See how her skin responds when she wraps those hands around her. But she'll need to make a show to give the bracelet what it wants.”<Br>
<Br>
<<ActionsHeader>>
<<link "Watch Michelle dance with the woman" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "WatchCompanionWomanDance">><</link>>
<</if>>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true and _CurrentPC is true>>
<<NPCDeltaCheck "Michelle" "drunk">>
<<if (_NPCDeltaCheck ?? 0) is 0>>
She frowns at you, almost hurt. “I’d rather dance with you,” she shouts and continues to dance. The woman gets the hint and steps back into the crowd.<Br>
<Br>
“She needs to relax,” Tandi whispers. “Maybe see if Evie will give her some refreshment to loosen her up. The bracelet needs to feel the heat between her and someone else.”<Br>
<Br>
<<ActionsHeader>>
<<link "Return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<<else>>
Michelle gives you a curious look before staring back at the woman. She smiles back at her, coyly. After a moment, she’s dancing up behind Michelle, closing the gap between the two of them. Michelle stares at you as she moves in time with the music, holding your eyes.<Br>
<Br>
“Yes,” Tandi purrs. “How good it must feel, having a warm body against her? See how her skin responds when she wraps those hands around her. But she'll need to make a show to give the bracelet what it wants.”<Br>
<Br>
<<ActionsHeader>>
<<link "Watch Michelle dance with the woman" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "WatchCompanionWomanDance">><</link>>
<</if>>
<</if>>
<<case "WatchCompanionWomanDance">>
<<CompanionName>>
You watch as _CompanionName begins pushing back against her, grinding her arse into her groin. The woman’s delicate hands pull _CompanionName back, gripping her waist through her dress.<Br>
<Br>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>>
<<CheckPersonalityState "Annie">><<NPCDeltaCheck "Annie" "drunk">>
<<if _PersonalityState is "Straight" and (_NPCDeltaCheck ?? 0) lt 1>>
The touch is enough for Annie to break away suddenly. She steps away, tittering but smiling at the woman. She returns the smile, but disappears into the crowd.<Br>
<Br>
“She needs to relax,” Tandi whispers. “Maybe see if Evie will give her some refreshment to loosen her up. The bracelet needs to feel the heat between them.”<Br>
<Br>
<<ActionsHeader>>
<<link "Return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<<else>>
Annie titters, leaning back against her. Her delicate hands pull her back, gripping her waist through her dress. Annie grins, grinding back against her.<Br>
<Br>
“Yes,” Tandi purrs. “See the heat forming between them. But she’ll need to go further. The bracelet needs to feel it radiating between their bodies.”<Br>
<Br>
<<ActionsHeader>>
<<link "Continue to watch Annie dancing with the woman" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "WatchCompanionWomanContinue">><</link>><br>
<<link "Step in and stop her" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "StepInCompanionWoman">><</link>>
<</if>>
<</if>>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true>>
<<NPCDeltaCheck "Britney" "drunk">>
<<if (_NPCDeltaCheck ?? 0) lt 2>>
The touch is enough for Britney to break away suddenly. She steps away, smiling politely at the woman. She returns the smile, but disappears into the crowd.<Br>
<Br>
“She needs to relax,” Tandi whispers. “Maybe see if Evie will give her some refreshment to loosen her up. The bracelet needs to feel the heat between them.”<Br>
<Br>
<<ActionsHeader>>
<<link "Return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<<else>>
Britney giggles, leaning back against her. Her delicate hands pull her back, gripping her waist through her dress. Britney grins, grinding back against her.<Br>
<Br>
“Yes,” Tandi purrs. “See the heat forming between them. But she’ll need to go further. The bracelet needs to feel it radiating between their bodies.”<Br>
<Br>
<<ActionsHeader>>
<<link "Continue to watch Britney dancing with the woman" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "WatchCompanionWomanContinue">><</link>><br>
<<link "Step in and stop her" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "StepInCompanionWoman">><</link>>
<</if>>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true and $current.avatar is "Emily">>
<<NPCDeltaCheck "Michelle" "drunk">>
<<if (_NPCDeltaCheck ?? 0) lt 1>>
The touch is enough for Michelle to break away suddenly. She steps away, smiling politely at the woman. She returns the smile, but disappears into the crowd.<Br>
<Br>
“She needs to relax,” Tandi whispers. “Maybe see if Evie will give her some refreshment to loosen her up. The bracelet needs to feel the heat between them.”<Br>
<Br>
<<ActionsHeader>>
<<link "Return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<<else>>
Michelle smiles coyly, leaning back against her. Her delicate hands pull her back, gripping her waist through her dress. Michelle grins, grinding back against her.<Br>
<Br>
“Yes,” Tandi purrs. “See the heat forming between them. But she’ll need to go further. The bracelet needs to feel it radiating between their bodies.”<Br>
<Br>
<<ActionsHeader>>
<<link "Continue to watch Michelle dancing with the woman" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "WatchCompanionWomanContinue">><</link>><br>
<<link "Step in and stop her" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "StepInCompanionWoman">><</link>>
<</if>>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true and _CurrentPC is true>>
<<NPCDeltaCheck "Michelle" "drunk">>
<<if (_NPCDeltaCheck ?? 0) lt 1>>
The touch is enough for Michelle to break away suddenly. She steps away, smiling politely at the woman. She returns the smile, but disappears into the crowd.<Br>
<Br>
“She needs to relax,” Tandi whispers. “Maybe see if Evie will give her some refreshment to loosen her up. The bracelet needs to feel the heat between them.”<Br>
<Br>
<<ActionsHeader>>
<<link "Return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<<else>>
Michelle smiles coyly, leaning back against her. Her delicate hands pull her back, gripping her waist through her dress. Michelle grins, grinding back against her. She glances at you, seeing if you are reacting.<Br>
<Br>
“Yes,” Tandi purrs. “See the heat forming between them. But she’ll need to go further. The bracelet needs to feel it radiating between their bodies.”<Br>
<Br>
<<ActionsHeader>>
<<link "Continue to watch Michelle dancing with the woman" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "WatchCompanionWomanContinue">><</link>><br>
<<link "Step in and stop her" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "StepInCompanionWoman">><</link>>
<</if>>
<</if>>
<<case "WatchCompanionWomanContinue">>
<<CompanionName>>
The woman’s hands continue to wander over _CompanionName’s body. Then one hand rises up and cups her chin. She smiles sweetly, turning _CompanionName’s lips towards hers, then leans in to place her glossy lips on hers.<Br>
<Br>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>>
<<CheckPersonalityState "Annie">><<NPCDeltaCheck "Annie" "drunk">>
<<if (_PersonalityState is "Straight" and (_NPCDeltaCheck ?? 0) lt 3) or (_PersonalityState is "Gay" and (_NPCDeltaCheck ?? 0) lt 2)>>
Annie wriggles out of her grasp and is on the other side of the dance floor quickly. She smiles back, blushing, but looks at you with a wince. The woman watches her, but shrugs and disappears into the crowd. It seems Annie isn’t ready for that. Yet.<Br>
<Br>
“But she could be,” Tandi whispers inside your brain. “And she needs to be. Buy her a drink. Get her relaxed. She won’t regret it. The bracelet will make her feel so good when their lips touch.”<Br>
<Br>
<<ActionsHeader>>
<<link "Return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<<else>>
Annie kisses her back, tender at first, but she lets herself go. You watch their lips wrap around each others, tongues exploring each other’s mouth. The woman’s hands find Annie’s arse, massaging her cheeks through her dress.<Br>
<Br>
“See the hands on her body, that secret desire,” Tandi whispers inside your brain. “It will feel so good to her. Let her continue. She wants to. I know her.”<Br>
<Br>
<<ActionsHeader>>
<<link "Watch Annie be groped by the woman" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "WatchCompanionWomanGroped">><<Greedy 1>><</link>><br>
<<link "Step in and stop her" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "StepInCompanionWoman">><</link>>
<</if>>
<</if>>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true>>
<<NPCDeltaCheck "Britney" "drunk">>
<<if (_NPCDeltaCheck ?? 0) lt 3>>
Britney wriggles out of her grasp and is on the other side of the dance floor quickly. She winces, blushing. The woman watches her, but shrugs and disappears into the crowd. It seems Britney isn’t ready for that. Yet.<Br>
<Br>
“But she could be,” Tandi whispers inside your brain. “And she needs to be. Buy her a drink. Get her relaxed. She won’t regret it. The bracelet will make her feel so good when their lips touch.”<Br>
<Br>
<<ActionsHeader>>
<<link "Return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<<else>>
Britney kisses her back, tender at first, but she lets herself go. You watch their lips wrap around each others, tongues exploring each other’s mouth. The woman’s hands find Britney’s arse, massaging her cheeks through her dress.<Br>
<Br>
“See the hands on her body, that secret desire,” Tandi whispers inside your brain. “It will feel so good to her. Let her continue. She wants to. I know her.”<Br>
<Br>
<<ActionsHeader>>
<<link "Watch Britney be groped by the woman" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "WatchCompanionWomanGroped">><<Greedy 1>><</link>><br>
<<link "Step in and stop her" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "StepInCompanionWoman">><</link>>
<</if>>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true and $current.avatar is "Emily">>
<<NPCDeltaCheck "Michelle" "drunk">>
<<if (_NPCDeltaCheck ?? 0) lt 2>>
Michelle wriggles out of her grasp and is on the other side of the dance floor quickly. She winces, blushing. The woman watches her, but shrugs and disappears into the crowd. It seems Michelle isn’t ready for that. Yet.<Br>
<Br>
“But she could be,” Tandi whispers inside your brain. “And she needs to be. Buy her a drink. Get her relaxed. She won’t regret it. The bracelet will make her feel so good when their lips touch.”<Br>
<Br>
<<ActionsHeader>>
<<link "Return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<<else>>
Michelle kisses her back, tender at first, but she lets herself go. You watch their lips wrap around each others, tongues exploring each other’s mouth. The woman’s hands find Michelle’s arse, massaging her cheeks through her dress.<Br>
<Br>
“See the hands on her body, that secret desire,” Tandi whispers inside your brain. “It will feel so good to her. Let her continue. She wants to. I know her.”<Br>
<Br>
<<ActionsHeader>>
<<link "Watch Michelle be groped by the woman" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "WatchCompanionWomanGroped">><<Greedy 1>><</link>><br>
<<link "Step in and stop her" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "StepInCompanionWoman">><</link>>
<</if>>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true and _CurrentPC is true>>
<<NPCDeltaCheck "Michelle" "drunk">>
<<if (_NPCDeltaCheck ?? 0) lt 2>>
Michelle wriggles out of her grasp and is on the other side of the dance floor quickly. She winces, blushing. The woman watches her, but shrugs and disappears into the crowd. It seems Michelle isn’t ready for that. Yet.<Br>
<Br>
“But she could be,” Tandi whispers inside your brain. “And she needs to be. Buy her a drink. Get her relaxed. She won’t regret it. The bracelet will make her feel so good when their lips touch.”<Br>
<Br>
<<ActionsHeader>>
<<link "Return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<<else>>
Her eyes flicker to yours for just a moment, before Michelle kisses her back, tender at first, but she lets herself go. You watch their lips wrap around each others, tongues exploring each other’s mouth. The woman’s hands find Michelle’s arse, massaging her cheeks through her dress.<Br>
<Br>
“See the hands on her body, that secret desire,” Tandi whispers inside your brain. “It will feel so good to her. Let her continue. She wants to. I know her.”<Br>
<Br>
<<ActionsHeader>>
<<link "Watch Michelle be groped by the woman" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "WatchCompanionWomanGroped">><<Greedy 1>><</link>><br>
<<link "Step in and stop her" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to "StepInCompanionWoman">><</link>>
<</if>>
<</if>>
<<case "WatchCompanionWomanGroped">>
<<CompanionName>>
_CompanionName nestles against the woman’s body before reaching down and wrapping her fingers over hers, pulling gently at the hands on her bum. She gets the hint and lets _CompanionName pull them up, wandering over her torso and cupping her breasts. As the woman’s hands find her chest, _CompanionName leans back and relaxes.<<if _CompanionName is "Michelle" and _CurrentPC is true>> She looks back across the dance floor, meeting your eyes as the woman touches her.<</if>><Br>
<Br>
She titters, letting the woman explore her cups. You look around to the other dancers, trying to think what they must be seeing.<Br>
<Br>
<I>Let me paint you a mental picture, then. She is indulging in foreplay in public with another woman in a town that has big issues with homosexuality.</i><Br>
<Br>
“Ignore that voice,” Tandi counters. “She is loving it. And look at the bracelet tingling. This will be quite the show.”<Br>
<Br>
You look at the bracelet and see a spark of magic jump from her fingertips to the other woman’s hands. There is a titter from her lips and then she pulls _CompanionName closer against her body. Her hands drift further down, pulling _CompanionName’s fingers down with them.<Br>
<Br>
The woman’s hands run over her stomach, then rest on the tops of _CompanionName’s thighs. She pulls at her dress, finding the hem and drifting underneath it. _CompanionName gasps.<<if _CompanionName is "Michelle" and _CurrentPC is true>> She stares back at you.<</if>><Br>
<Br>
You watch as you see her gently move her hand underneath _CompanionName’s dress in the centre of the dance floor. _CompanionName doesn’t stop her. She just leans her forehead against the woman’s, lost in her delicate movements and the music. Barely aware of where she is, in the middle of a dancefloor, being felt up by another woman.<Br>
<Br>
<<if _CompanionName is "Michelle" and _CurrentPC is true>>
<I>And by the looks she’s casting over at you, it’s for your benefit.</i><Br>
<Br>
<</if>>
“They don’t care here,” you hear Tandi whisper. “This is where girls go to let go. To be themselves. Just like she is.”<Br>
<Br>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>>
Suddenly the music changes and suddenly the woman isn’t there. Annie stands alone, blushing and adjusting her dress. But she’s grinning at you. The bracelet radiates with new energy. And a few people are staring back at her, both men and women, smiling with desire.<Br>
<</if>>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true>>
Suddenly the music changes and suddenly the woman isn’t there. Britney stands alone, blushing and adjusting her dress. But she’s giggling. The bracelet radiates with new energy. And a few people are staring back at her, both men and women, smiling with desire.<Br>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true and $current.avatar is "Emily">>
Suddenly the music changes and suddenly the woman isn’t there. Michelle stands alone, blushing and adjusting her dress. But she’s smiling. The bracelet radiates with new energy. And a few people are staring back at her, both men and women, smiling with desire.<Br>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true and _CurrentPC is true>>
Suddenly the music changes and suddenly the woman isn’t there. Michelle stands alone, blushing and adjusting her dress. But she’s looking at you, watching. The bracelet radiates with new energy. And a few people are staring back at her, both men and women, smiling with desire.<Br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><<TandiBraceletCharge 1>><<DailyVariableAdd "DanceCompanionRandomWoman">><</link>>
<<case "StepInCompanionWoman">>
<<CompanionName>>
You step forward and catch her arm as she moves to the music. “That’s enough.”<Br>
<Br>
She looks back to you, momentarily lost. The woman looks at you curiously, but when _CompanionName slips out of her grip she makes no attempt to stop her.<Br>
<Br>
“Didn’t know you were together,” she says coyly. Then turns and joins the crowd.<Br>
<Br>
“No fun, <<TrueName "Current">>,” you hear Tandi mutter in your head. “You’re not going to see the power of the bracelet acting like that.”<Br>
<Br>
<<ActionsHeader>>
<<link "Return to dancing" "RedRoomDanceFloorDancing">><<set $RedRoomDanceFloorDancing to undefined>><</link>>
<</switch>><b>The Red Room - VIP Booth</b><br>
<img src="./images/RedRoom_vipbooth.png"><br>
<br>A roped off booth with plush couches and a table covered in half-empty drinks. The mirror behind it reflects the dance floor, showing throngs of people dancing to the music.<br>
<<NPCPresent "Tandi">>
<<if _NPCPresent is true>>
<<NPCKnownCheck "Tandi">>
<<if _NPCKnownCheck is true>>
<<CheckFirst "TandiVIPBooth">>
<<if _CheckFirst is false>>
<br>
You look across the VIP area, noticing the rope covering the single booth. It’s not much for privacy, but signals that this area is for invite only. A bouncer stands nearby, just close enough to observe anyone trying to enter.<br>
<br>
There, sprawled back on one of the sofas, is Tandi. She’s dressed in a black PVC dress, strapless and tight almost like a corset. Her skirt is tight and short, revealing her tanned legs clad in transparent stripper heels, dangling them over the table and the red rope.<br>
<br>
<center><img src="./images/tandi_redroom.png"></center><br>
At the sight of you, she smiles knowingly.<br>
<<else>>
<br>
Tandi is sprawled back over the sofa, dressed in a black PVC dress. At the sight of you, she smiles knowingly.<br>
<</if>>
<<else>>
<br>
There, sprawled back on one of the sofas, is a woman. Her hair is dyed blonde. Her lips look fuller and you’re not sure if it’s just the pink glossy make-up. Long eyelashes line her shadowy eyes. Heavy pink blusher is spread across her cheeks.<br>
<br>
And her clothes. She’s dressed in a black PVC dress, strapless and tight almost like a corset. Her skirt is tight and short, revealing her tanned legs clad in transparent stripper heels, dangling them over the table and the red rope. At the sight of you, she smiles knowingly.<br>
<br>
<center><img src="./images/tandi_redroom.png"></center><Br>
“Tandi?” you stammer. You notice her grin. However this peep show works, you know she can hear you.<br>
<br>
<<WithCompanion>>“What’s the matter, <<if _WithCompanion is true>><<TrueName>><<else>><<TrueName "Current">><</if>>?” you see her say. “Don’t like what you see?”<br>
<</if>>
/* Companion ambience with Tandi present - only after the booth intro scene has played (CheckFirst true = Tandi already greeted here) */
<<CheckFirst "TandiVIPBooth">>
<<if _CheckFirst is true>>
<<WithCompanion>>
<<if _WithCompanion is true>>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>><br>Annie looks over the rope towards Tandi, smiling mischievously when they share looks.<br><</if>>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true>><br>Britney looks over the rope towards Tandi, her nose turning up but her eyes flinching away when Tandi meets her gaze.<br><</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true and $current.avatar is "Emily">><br>Michelle looks over the rope towards Tandi with a curious expression, but not containing much interest.<br><</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true and _CurrentPC is true>><br>Michelle looks over the rope towards Tandi, her eyes narrowing as she observes her carefully.<br><</if>>
<</if>>
<</if>>
<<else>>
<br>
You look across the VIP area, noticing the rope covering the single booth. It’s not much for privacy, but signals that this area is for invite only. A bouncer stands nearby, just close enough to observe anyone trying to enter.<br>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>>
<br>
Annie leans in close to you, trying to keep her voice above the music. “Doesn’t look like Tandi is here tonight,” you barely hear her say. “Might want to check at the bar. Or ask the bouncer.”<br>
<</if>>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true>>
<br>
Britney runs a fingernail down the top of the rope, then jumps back as she catches the bouncer’s eye. She almost stumbles in her heels. “Sorry!” she shouts at him, biting her lip. He shakes his head, but pays her no more attention.<br>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true and $current.avatar is "Emily">>
<br>
Michelle meets your eyes, the lights of the disco balls shimmering in her eyes. “I’m sure there’s some boys that will get us back there,” she shouts to you. “If you don’t want to get in amongst the crowd.”<br>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true and _CurrentPC is true>>
<br>
Michelle smiles coyly at you, leaning closely towards your ear so she doesn’t have to shout. “How cosy. I’m sure you can sweet talk the bouncer to let us back there, <<TrueName "Current">>.” She dares to raise an eyebrow. “Give us some privacy.”<br>
<</if>>
<</if>>
<Br>
<<ActionsHeader>>
<<NPCPresent "Tandi">>
<<if _NPCPresent is true>>
<<NPCFollowCheck "Emily">><<QuestState "Quest39">><<QuestStatus "Quest39">>
<<if _NPCFollowCheck is true and _QuestState is 1 and _QuestStatus is "active">>
<<link "Greet Tandi with Emily" "TandiDialogue">><<StartConversation "Tandi" "RedRoomVIPBooth">><<set $TandiDialogue to "RedRoomBraceletEmily">><<AddFirst "TandiVIPBooth">><</link>><br>
<<else>>
<<link "Greet Tandi" "RedRoomVIPBoothGreetTandi">><<NPCKnown "Tandi">><<AddFirst "TandiVIPBooth">><</link>><br>
<</if>>
<<CheckFirst "TandiVIPBooth">>
<<if _CheckFirst is true>>
<<link "Talk to the bouncer" "RedRoomVIPBoothBouncerDialogue0">><<StartConversation "RedRoomBouncer" "RedRoomVIPBooth">><</link>><br>
<<link "Return to the main area" "RedRoomMain">><</link>>
<</if>>
<<else>>
<<link "Talk to the bouncer" "RedRoomVIPBoothBouncerDialogue0">><<StartConversation "RedRoomBouncer" "RedRoomVIPBooth">><</link>><br>
<<link "Return to the main area" "RedRoomMain">><</link>>
<</if>><<if $RedRoomBouncerDialogue is undefined>>
The tall and muscular bouncer regards you as you approach him. He is old, middle-aged at the youngest, but the combination of his dark skin and lack of hair makes his age hard to nail down. In spite of his looks, his physique is imposing. If he’s the enforcer, you would not want to cause trouble in here.<br>
<<if $current.avatar is "Charli">>
<br>
You find your eyes lingering on his muscular arms. You even feel yourself moisten your bottom lip with your tongue before you pull yourself together.<br>
<</if>>
<br>
He raises an eyebrow as you step up, but says nothing.<Br>
<<else>>
The bouncer eyes you coldly, keeping his attention evenly divided between you and the rest of the club.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<DialogueSpoken "RedRoomBouncer" "VIPAccess">>
<<if _Discussed is false>><<link "Ask him about VIP access" "RedRoomBouncerDialogue">><<set $RedRoomBouncerDialogue to "VIPAccess">><<DialogueDone "RedRoomBouncer" "VIPAccess">><</link>><br><</if>>
<<DialogueSpoken "RedRoomBouncer" "Tandi">><<QuestStatus "Quest22">>
<<set _TandiEncountered to false>>
<<QuestState "Quest22">><<if _QuestState gte 2>><<set _TandiEncountered to true>><</if>>
<<QuestOptionCheck "Quest22" 1 "tandi_refused" "gte">><<if _QuestOptionCheck is true>><<set _TandiEncountered to true>><</if>>
<<QuestOptionCheck "Quest22" 1 "tandi_refused_male" "gte">><<if _QuestOptionCheck is true>><<set _TandiEncountered to true>><</if>>
<<QuestOptionCheck "Quest22" 1 "tandi_repeat" "gte">><<if _QuestOptionCheck is true>><<set _TandiEncountered to true>><</if>>
<<if _Discussed is false and _QuestStatus isnot "complete" and _TandiEncountered is false>><<link "Ask him about Tandi" "RedRoomBouncerDialogue">><<set $RedRoomBouncerDialogue to "Tandi">><<DialogueDone "RedRoomBouncer" "Tandi">><</link>><br><</if>>
<<NPCLocationCheck "Tandi">><<DialogueSpoken "RedRoomBouncer" "WheresTandi">>
<<if _NPCLocationCheck is "TandiCaravan" and _QuestStatus is "complete" and _Discussed is false>><<link "Ask him where Tandi is" "RedRoomBouncerDialogue">><<set $RedRoomBouncerDialogue to "WheresTandi">><<DialogueDone "RedRoomBouncer" "WheresTandi">><</link>><br><</if>>
<<link "Say goodbye and return to the VIP area" "RedRoomVIPBooth">><<EndConversation "RedRoomBouncer">><</link>><<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>>
<<EnsureArray "TandiMet">>
<<if $TandiMet.includes("Annie")>>
Annie taps you on the shoulder as she sees Tandi. “I think I’ll meet you at the bar,” she says.<br>
<<else>>
Tandi’s eyes catch the sight of Annie. She smiles politely, but you watch as her eyes drift up and down her outfit. “Annie,” she murmurs.<br>
<br>
You see Annie’s eyes narrow with confusion. As if in response, Tandi gives her a sympathetic smile. “Could you excuse us? We’ve got a bit to chat about.”<br>
<br>
When Annie looks back to you there is hurt in her blue eyes. But you nod to her and offer a reassuring smile. “Just be a minute,” you say.<br>
<br>
She sighs, but returns your nod. “Alright. I’ll get another drink, I suppose. Come over to the bar when you’re done with your business.”<br>
<br>
Annie gives Tandi a dark look, but walks off and disappears into the crowd.<br>
<</if>>
<</if>>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true>>
<<EnsureArray "TandiMet">>
<<if $TandiMet.includes("Britney")>>
Britney taps you on the shoulder as she sees Tandi. “I think I’ll meet you at the bar,” she says.<br>
<<else>>
Tandi’s eyes catch the sight of Britney, glaring. “Britney,” she says coldly. You feel Britney shift uncomfortably.<br>
<br>
She looks back at you, eyes glazing with irritation. “Ditch the cheerleader,” she tells you. “Then we can talk.”<br>
<br>
When Britney looks back to you she looks even more confused than usual. “What’s going on, Em?” she says, actually managing to whisper. “Why do you want to speak to her?”<br>
<br>
You try to give her a reassuring smile. “Just be a minute,” you say.<br>
<br>
She pouts, but rolls her eyes. “Ugh. Alright. I’ll see if I get a guy to buy me a drink. Don’t be too long though, Em. You don’t want people to see you hanging out with her.”<br>
<br>
Britney gives Tandi a wary look, but walks off and disappears into the crowd.<br>
<</if>>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true>>
<<EnsureArray "TandiMet">>
<<if $TandiMet.includes("Michelle")>>
Michelle taps you on the shoulder as she sees Tandi. “I think I’ll meet you at the bar,” she says.<br>
<<else>>
Tandi’s eyes catch the sight of Michelle. Her smile turns to being one of faint amusement. “And who might you be?”<br>
<br>
<<if _CurrentPC is true>>
Michelle shifts behind your arm, looking warily at Tandi. “Michelle.”<br>
<br>
Tandi offers a smile that reminds you of a cat. “What a lovely name. You’re very pretty, you know that?”<br>
<br>
You look back to Michelle to see her blush. “Thank you,” she murmurs.<br>
<br>
“Can you do me a favour, Michelle? <<TrueName "Current">> and I have a few things to discuss. Do you mind waiting at the bar whilst we speak? Tell Evie to get you a drink, on me.”<br>
<br>
Michelle looks up to you, waiting for your reaction. You try to give her a reassuring smile. “Just be a minute,” you say.<br>
<br>
She reluctantly nods. “Okay. I’ll see you in a minute, yeah?”<br>
<br>
Michelle gives Tandi a nervous look, her eyes briefly look between her legs and you. But she walks off and disappears into the crowd.<br>
<<else>>
Michelle stands at your side, looking warily at Tandi. “Michelle.”<br>
<br>
Tandi offers a smile that reminds you of a cat. “What a lovely name. You’re very pretty, you know that?”<br>
<br>
You look back to Michelle regarding Tandi suspiciously. “Thank you,” she murmurs.<br>
<br>
“Can you do me a favour, Michelle? Emily and I have a few things to discuss. Do you mind waiting at the bar whilst we speak? Tell Evie to get you a drink, on me.”<br>
<br>
Michelle looks to you, waiting for your reaction. You try to give her a reassuring smile. “Just be a minute,” you say.<br>
<br>
She raises an eyebrow, but lightly shrugs. “Alright. I’ll see you in a minute, yeah?”<br>
<br>
Michelle gives Tandi a wary look before she walks off and disappears into the crowd.<br>
<</if>>
<</if>>
<</if>>
<<WithCompanion>><<if _WithCompanion is true>><br><</if>>
<<QuestOptionCheck "Quest22" 2 "man_assistant" "gte">>
<<if _QuestOptionCheck is true>>
<<if $current.female is true>>
Tandi looks back up at you, a smirk on her face. “Wasn’t expecting you like this, <<TrueName "Current">>,” she comments. “Thought you would be more manly.” Her eyes flicker over your body before she shrugs. “But we can make it work. Just need to change the rules of the game.”<br>
<br>
Tandi shifts her feet off the table and pats her hand on the sofa next to her. “Take a seat.” She glances to the bouncer, lingering nearby. “It’s okay,” she tells him.<br>
<br>
Only when the bouncer gives you a nod do you step over the rope and sit next to Tandi, eyes lingering on her legs. She smiles coyly, dangling her heel from her toe.<br>
<Br>
<<ActionsHeader>>
<<link "Talk to Tandi" "RedRoomVIPBoothTandiDialogue0">><<TandiFollowerReconcile>><<StartConversation "Tandi" "RedRoomVIPBooth">><</link>>
<<else>>
<<CompanionName>>
<<if _CompanionName is undefined>>
Tandi looks back up at you, her smile fading. “I thought I said to bring an assistant, <<TrueName "Current">>?” she asks. “Looks like listening isn’t a skill Gladys' champion needed.”<br>
<br>
She snorts, looking away from you and gesturing dismissively with her hand. “Come back when there’s a woman in tow. Or you are, if you want to be.”<br>
<Br>
<<ActionsHeader>>
<<StatCheckAssertive "gt" 70>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to convince Tandi to talk to you">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "RedRoomVIPBoothTandiConvincePass">><<TandiFollowerReconcile>><</link>><br>
<<else>>
<<link _StatAssertiveProbability "RedRoomVIPBoothTandiConvinceFail">><<TandiFollowerReconcile>><<Assertive 1>><</link>><br>
<</if>>
<<link "Leave Tandi alone" "RedRoomVIPBooth">><<TandiFollowerReconcile>><</link>>
<<else>>
Tandi shifts her feet off the table and pats her hand on the sofa next to her. “Come on, <<TrueName "Current">>. Take a seat.” She glances to the bouncer, lingering nearby. “It’s okay,” she tells him.<br>
<br>
Only when the bouncer gives you a nod do you step over the rope and sit next to Tandi, eyes lingering on her legs. She smiles coyly, dangling her heel from her toe.<br>
<Br>
<<ActionsHeader>>
<<link "Talk to Tandi" "RedRoomVIPBoothTandiDialogue0">><<TandiFollowerReconcile>><<StartConversation "Tandi" "RedRoomVIPBooth">><</link>>
<</if>>
<</if>>
<</if>>
<<QuestOptionCheck "Quest22" 2 "man_choose" "gte">>
<<if _QuestOptionCheck is true>>
<<if $current.female is true>>
Tandi looks back up at you, a smirk on her face. “Wasn’t sure you’d come like this, <<TrueName "Current">>,” she comments. “Thought you might be more manly.” Her eyes flicker over your body before she shrugs. “But it will work.”<br>
<br>
Tandi shifts her feet off the table and pats her hand on the sofa next to her. “Take a seat.” She glances to the bouncer, lingering nearby. “It’s okay,” she tells him.<br>
<br>
Only when the bouncer gives you a nod do you step over the rope and sit next to Tandi, eyes lingering on her legs. She smiles coyly, dangling her heel from her toe.<br>
<Br>
<<ActionsHeader>>
<<link "Talk to Tandi" "RedRoomVIPBoothTandiDialogue0">><<TandiFollowerReconcile>><<StartConversation "Tandi" "RedRoomVIPBooth">><</link>>
<<else>>
<<CompanionName>>
<<if _CompanionName is undefined>>
Tandi looks back up at you, her smile fading. “I thought I said to bring an assistant, <<TrueName "Current">>?” she asks. “Looks like listening isn’t a skill Gladys' champion needed.”<br>
<br>
She snorts, looking away from you and gesturing dismissively with her hand. “Come back when there’s a woman in tow. Or you are, if you want to be.”<br>
<Br>
<<ActionsHeader>>
<<StatCheckAssertive "gt" 70>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to convince Tandi to talk to you">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "RedRoomVIPBoothTandiConvincePass">><<TandiFollowerReconcile>><</link>><br>
<<else>>
<<link _StatAssertiveProbability "RedRoomVIPBoothTandiConvinceFail">><<TandiFollowerReconcile>><<Assertive 1>><</link>><br>
<</if>>
<<link "Leave Tandi alone" "RedRoomVIPBooth">><<TandiFollowerReconcile>><</link>>
<<else>>
Tandi shifts her feet off the table and pats her hand on the sofa next to her. “Come on, <<TrueName "Current">>. Take a seat.” She glances to the bouncer, lingering nearby. “It’s okay,” she tells him.<br>
<br>
Only when the bouncer gives you a nod do you step over the rope and sit next to Tandi, eyes lingering on her legs. She smiles coyly, dangling her heel from her toe.<br>
<Br>
<<ActionsHeader>>
<<link "Talk to Tandi" "RedRoomVIPBoothTandiDialogue0">><<TandiFollowerReconcile>><<StartConversation "Tandi" "RedRoomVIPBooth">><</link>>
<</if>>
<</if>>
<</if>>
<<QuestOptionCheck "Quest22" 2 "woman" "gte">>
<<if _QuestOptionCheck is true>>
<<if $current.female is true>>
Tandi shifts her feet off the table and pats her hand on the sofa next to her. “Come on, <<TrueName "Current">>. Take a seat.” She glances to the bouncer, lingering nearby. “It’s okay,” she tells him.<br>
<br>
Only when the bouncer gives you a nod do you step over the rope and sit next to Tandi, eyes lingering on her legs. She smiles coyly, dangling her heel from her toe.<br>
<Br>
<<ActionsHeader>>
<<link "Talk to Tandi" "RedRoomVIPBoothTandiDialogue0">><<TandiFollowerReconcile>><<StartConversation "Tandi" "RedRoomVIPBooth">><</link>>
<<else>>
Tandi looks back up at you, her smile fading. “I thought I said not to come as a man, <<TrueName "Current">>?” she asks. “Looks like listening isn’t a skill Gladys' champion needed.”<br>
<br>
She snorts, looking away from you and gesturing dismissively with her hand. “Come back with a look that I was expecting.”<br>
<Br>
<<ActionsHeader>>
<<StatCheckAssertive "gt" 70>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to convince Tandi to talk to you">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "RedRoomVIPBoothTandiConvincePass">><<TandiFollowerReconcile>><</link>><br>
<<else>>
<<link _StatAssertiveProbability "RedRoomVIPBoothTandiConvinceFail">><<TandiFollowerReconcile>><<Assertive 1>><</link>><br>
<</if>>
<<link "Leave Tandi alone" "RedRoomVIPBooth">><<TandiFollowerReconcile>><</link>>
<</if>>
<</if>>“I don’t think I need to do that,” you tell her, injecting a hint of menace into your voice. “I’m here. Now. You’re going to tell me what I need to know.”<br>
<br>
Out of the corner of your eye the bouncer bristles, as if readying himself to intervene. But when Tandi looks back at you, her eyes sparkle even as her brows narrow. “Finally grown a pair, <<TrueName>>? I like it.” Her eyes flick over to the bouncer and she lightly shakes her head. You see him step back, out of your peripheral.<br>
<br>
Tandi shifts her feet off the table and pats her hand on the sofa next to her. “Take a seat.” She glances to the bouncer, lingering nearby. “It’s okay,” she tells him.<br>
<br>
Only when the bouncer gives you a nod do you step over the rope and sit next to Tandi, eyes lingering on her legs. She smiles coyly, dangling her heel from her toe.<br>
<Br>
<<ActionsHeader>>
<<link "Talk to Tandi" "RedRoomVIPBoothTandiDialogue0">><<StartConversation "Tandi" "RedRoomVIPBooth">><</link>>“Come on,” you lament. “You can speak to me. I came all the way here.”<br>
<br>
Tandi sniggers and she shakes her head in derision. “And you’re going to go all the way back to where you came from,” she replies. “You need me more than I need you, <<TrueName>>. Remember that. Come back again when you’ve learned to…” her eyes glimmer as she lets the pause hang. “Obey.”<br>
<Br>
<<ActionsHeader>>
<<link "Leave Tandi alone" "RedRoomVIPBooth">><</link>><<if $TandiDialogue is undefined>>
You take a seat on the sofa. Tandi stares back at you, smirking.<br>
<<else>>
Tandi grins from the other side of the sofa, watching you.<br>
<</if>>
<br>
<<ActionsHeader>>
<<SpellsCheckSelf "Identify">><<AlreadyIdentified "Tandi">>
<<if _AlreadyIdentified is false and _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Identify] Cast Identify on Tandi" "SpellIdentify">><<CastIdentify "Tandi" "RedRoomVIPBoothTandiDialogue0" "Tandi">><<SpellIdentified "Tandi">><</link>><br><</if>>
<<DialogueSpokenSecretKnown "Tandi" "RedRoomWhatHappened">>
<<if _Discussed is false>><<link "Ask what happened to her" "TandiDialogue">><<set $TandiDialogue to "RedRoomWhatHappened">><<DialogueDone "Tandi" "RedRoomWhatHappened">><</link>><br><</if>>
<<DialogueSpokenSecretKnown "Tandi" "RedRoomAmulet">><<DialogueUnlockCheck "Tandi" "RedRoomAmulet">>
<<if _Discussed is false and _DialogueUnlockCheck is true>><<link "Ask what she knows about the amulet" "TandiDialogue">><<set $TandiDialogue to "RedRoomAmulet">><</link>><br><</if>>
<<DialogueSpokenSecretKnown "Tandi" "RedRoomGladys">><<DialogueUnlockCheck "Tandi" "RedRoomGladys">>
<<if _Discussed is false and _DialogueUnlockCheck is true>><<link "Ask what happened between her and Gladys" "TandiDialogue">><<set $TandiDialogue to "RedRoomGladys">><</link>><br><</if>>
<<DialogueSpokenSecretKnown "Tandi" "RedRoomWhoHelped">><<DialogueUnlockCheck "Tandi" "RedRoomWhoHelped">>
<<if _Discussed is false and _DialogueUnlockCheck is true>><<link "Ask who she went to for help" "TandiDialogue">><<set $TandiDialogue to "RedRoomWhoHelped">><</link>><br><</if>>
<<DialogueSpokenSecretKnown "Tandi" "RedRoomProm">>
<<if _Discussed is false>><<link "Ask what she knows about the prom" "TandiDialogue">><<set $TandiDialogue to "RedRoomProm">><</link>><br><</if>>
<<DialogueSpokenSecretKnown "Tandi" "RedRoomStopProm">><<DialogueUnlockCheck "Tandi" "RedRoomStopProm">>
<<if _Discussed is false and _DialogueUnlockCheck is true>><<link "Ask how to stop the Prom" "TandiDialogue">><<set $TandiDialogue to "RedRoomStopProm">><</link>><br><</if>>
<<TandiJoinCovenCheck>>
<<if _TandiJoinCovenCheck is true>><<link "Ask Tandi to join your coven" "TandiDialogue">><<set $TandiDialogue to "JoinCoven">><</link>><br><</if>>
<<QuestState "Quest39">><<set _BraceletPermTaken to (_QuestState gte 2)>>
<<QuestState "Quest22">><<QuestStatus "Quest22">><<InventoryCheckSelf "TandiBracelet">><<GetPCState "TandiBracelet">><<Flag "TempCompanionWearingBracelet">>
<<if _QuestState is 3 and _QuestStatus isnot "complete" and _InventoryCheckSelf is false and _FlagReturn is false>><<link "Tell her you want to see how the bracelet works" "TandiDialogue">><<set $TandiDialogue to "RedRoomBraceletTrial">><</link>><br><</if>>
<<if _QuestState is 3 and _InventoryCheckSelf is true and _TandiBracelet is "active" and _BraceletPermTaken is false>><<link "Ask her to remove the bracelet from you" "TandiDialogue">><<set $TandiDialogue to "RedRoomBraceletReturn">><</link>><br>
<<elseif _QuestState is 3 and _FlagReturn is true>><<link "Ask her to remove the bracelet" "TandiDialogue">><<set $TandiDialogue to "RedRoomBraceletReturnCompanion">><</link>><br><</if>>
<<QuestState "Quest39">><<QuestStatus "Quest39">>
<<if (_QuestState is 0 or _QuestState is 1) and _QuestStatus isnot "complete">><<link "Ask her to give you the bracelet permanently" "TandiDialogue">><<set $TandiDialogue to "RedRoomBraceletPermanent">><</link>><br><</if>>
<<QuestState "Quest27">><<DialogueSpokenSecretKnown "Tandi" "HeartsTeacher">>
<<if _QuestState gte 0 and _Discussed is false>><<link "Ask who is teaching the ritual spell" "TandiDialogue">><<set $TandiDialogue to "HeartsTeacher">><</link>><br><</if>>
<<DialogueUnlockCheck "Tandi" "HeartsAce">><<DialogueSpoken "Tandi" "HeartsAce">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about the Ace of Hearts" "TandiDialogue">><<set $TandiDialogue to "HeartsAce">><</link>><br><</if>>
<<DialogueUnlockCheck "Tandi" "TandiHeartTattoo">><<DialogueSpoken "Tandi" "HeartsTattoo">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about her tattoo" "TandiDialogue">><<set $TandiDialogue to "HeartsTattoo">><</link>><br><</if>>
<<DialogueUnlockCheck "Tandi" "TandiTransform">><<InventoryCheckSelf "TandiPersonalPhoto">>
<<if _DialogueUnlockCheck is true and _InventoryCheckSelf is false>><<link "Ask about transforming into her" "TandiDialogue">><<set $TandiDialogue to "HeartsTransform">><</link>><br><</if>>
<<link "Say goodbye and leave Tandi" "RedRoomVIPBooth">><<EndConversation "Tandi">><</link>><b>The Red Room - Bar</b><br>
<img src="./images/RedRoom_bar.png"><br>
<br>The bar is deep with people trying to get served. There are no pumps or advertisements on the bar. Just fridges of bottles behind the counter and a range of spirits on display behind the bar. <br>
<<PresentNPCPeriodText "Evie" "Evening" "<br>A pretty bartender with brunette hair looks up as she serves drinks to patrons, catching your eye. She gives you a pleasant smile before turning her attention back to the customers waiting for drinks.<br>">>
/* Companion ambience at the bar (v3 UAT enhancement - companions felt like they disappeared) */
<<WithCompanion>>
<<if _WithCompanion is true>>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>><br>Annie smiles over at the woman behind the bar before looking back at you.<br><</if>>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true>><br>Britney's mouth drops open as she looks at the bottles behind the bar. She makes no attempt to hide her excitement.<br><</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true and $current.avatar is "Emily">><br>Michelle gives you a quick look after looking over the bar, maintaining her cool but traces of a smile threaten to break out.<br><</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true and _CurrentPC is true>><br>Michelle briefly looks at the dancefloor, but her eyes quickly return to you. She gives you a smile.<br><</if>>
<</if>>
<br>
<<ActionsHeader>>
<<NPCKnownCheck "Evie">>
<<if _NPCKnownCheck is true>>
<<link "Talk to Evie" "RedRoomBarEvieDialogue0">><<StartConversation "Evie" "RedRoomBar">><</link>><br>
<<SpellsCheckSelf "Identify">><<AlreadyIdentified "Evie">>
<<if _AlreadyIdentified is false and _SpellsCheckSelf is true and $current.female is true>>
<<link "[Spell: Identify] Cast Identify on Evie" "SpellIdentify">>
<<CastIdentify "Evie" "RedRoomBar" "the bar">>
<<SpellIdentified "Evie">>
<</link>><br>
<</if>>
<<else>><<link "Talk to the bartender" "RedRoomBarEvieDialogue0">><<StartConversation "Evie" "RedRoomBar">><</link>><br><</if>>
<<link "Return to the main area" "RedRoomMain">><</link>><<if $EvieDialogue is undefined>>
Waiting your turn, you finally manage to push your way in against the bar counter. A minute later the bartender is in front of you. You notice an embroidered name above her left breast. ‘Evie.’<BR>
<br>
<<WithCompanion>>
<<if _WithCompanion is true>>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>>
She glances at Annie standing next to you and nods to her. Then turns to address you with a smile. “What can I get you?” she shouts over the music.<Br>
<</if>>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true>>
She appraises Britney standing next to you. A small smile creeps up at the edge of her mouth. “What can I get you two girls?” she shouts over the music.<br>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true and $current.avatar is "Emily">>
She looks over Michelle standing next to you, eyebrows creeping up. “What can I get you two girls?” she shouts over the music.<br>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true and _CurrentPC is true>>
She looks over Michelle standing next to you, eyes narrowing. “What can I get you?” she shouts over the music, still regarding Michelle with concern.<br>
<</if>>
<<else>>
<<if $current.avatar is "Annie">>
“Oh hi you,” she shouts over the music, smiling. “What can I get you?”<bR>
<<else>>
“What can I get you?” she shouts over the music, smiling.<bR>
<</if>>
<</if>>
<<else>>
Evie leans over the counter, trying to listen to what you have to say.<br>
<</if>>
<<InventoryCheckSelf "TandiBracelet">><<GetPCState "TandiBracelet">><<QuestState "Quest22">><<QuestStatus "Quest22">><<Flag "TempCompanionWearingBracelet">><<WithCompanion>>
<<BraceletTrialActive>><<if _BraceletTrialActive is true>>
<br>
“Evie is a star,” Tandi whispers in your mind’s ear. “She’ll cut you off if you get too drunk, but she knows just how to judge someone’s limits. Why not test how far she’s willing to go? The bracelet won’t be satisfied with just a spritzer. Once it’s got a thirst, it will want more.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<DialogueSpoken "Evie" "Tandi">><<QuestStatus "Quest22">>
<<set _TandiEncountered to false>>
<<QuestState "Quest22">><<if _QuestState gte 2>><<set _TandiEncountered to true>><</if>>
<<QuestOptionCheck "Quest22" 1 "tandi_refused" "gte">><<if _QuestOptionCheck is true>><<set _TandiEncountered to true>><</if>>
<<QuestOptionCheck "Quest22" 1 "tandi_refused_male" "gte">><<if _QuestOptionCheck is true>><<set _TandiEncountered to true>><</if>>
<<QuestOptionCheck "Quest22" 1 "tandi_repeat" "gte">><<if _QuestOptionCheck is true>><<set _TandiEncountered to true>><</if>>
<<if _Discussed is false and _QuestStatus isnot "complete" and _TandiEncountered is false>><<link "Ask about Tandi" "EvieDialogue">><<NPCKnown "Evie">><<set $EvieDialogue to "Tandi">><</link>><br><</if>>
<<NPCLocationCheck "Tandi">><<DialogueSpoken "Evie" "WheresTandi">>
<<if _NPCLocationCheck is "TandiCaravan" and _QuestStatus is "complete" and _Discussed is false>><<link "Ask her where Tandi is" "EvieDialogue">><<NPCKnown "Evie">><<set $EvieDialogue to "WheresTandi">><</link>><br><</if>>
<<link "Get a drink" "EvieDialogue">><<set $EvieDialogue to "Drink">><<NPCKnown "Evie">><<set $EvieDrinkServed to false>><</link>><br>
<<link "Say goodbye and return to the main area" "RedRoomBar">><<EndConversation "Evie">><<NPCKnown "Evie">><<set $EvieDrinkServed to undefined>><</link>><br><b>The Red Room - Women's Toilets</b><br>
<img src="./images/RedRoom_womenstoilets.png"><br>
<br>Based on pink bulbs, the women’s bathroom offers a small refuge from the constant pulse of the Red Room’s music. Unusually, it’s quiet. Only a single running tap gives indication that someone was recently here.<br>
<<WithCompanion>>
<<if _WithCompanion is true>>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>><br>Annie steps up to the mirror, taking a lipstick out from her handbag. She begins to apply it to her lips, freshening their boldness. “You go ahead,” she nods back to the cubicle. “Just need a touch-up.”<br><</if>>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true>><br>Britney’s heels echo on the ceramic tiles as she moves over to the mirror. She pulls a face in its reflection and tugs at her waist. “Do you think I’ve put on weight, Em?” she asks. “Mum said she thought I’d got… pudgy.”<br><</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true>><br>Michelle leaps into the room, eyes wandering around. She leans against the wall, twirling a strand of her hair. “You go, Em,” she says, nodding to the cubicle. “I just needed some air.”<br><</if>>
<</if>>
<br>
<<ActionsHeader>>
<<InventoryCheckSelf "RedPowder">>
<<if _InventoryCheckSelf is true>>
<<WithCompanion>><<Flag "CompanionPowderAccepted">>
<<if _WithCompanion is false or _FlagReturn is false>><<link "Snort the red powder" "RedRoomWomensToiletsSnort">><<set $RedRoomWomensToiletsSnort to "Solo">><</link>><br><</if>>
<<NPCFollowCheck "Annie">><<Flag "CompanionPowderAccepted">>
<<if _NPCFollowCheck is true and _FlagReturn is true>><<link "Snort the red powder with Annie" "RedRoomWomensToiletsSnort">><<set $RedRoomWomensToiletsSnort to "Annie">><</link>><br><</if>>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true and _FlagReturn is true>><<link "Snort the red powder with Britney" "RedRoomWomensToiletsSnort">><<set $RedRoomWomensToiletsSnort to "Britney">><</link>><br><</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true and _FlagReturn is true>><<link "Snort the red powder with Michelle" "RedRoomWomensToiletsSnort">><<set $RedRoomWomensToiletsSnort to "Michelle">><</link>><br><</if>>
<</if>>
<<link "Return to the main area" "RedRoomMain">><</link>><<switch $RedRoomWomensToiletsSnort>>
<<case "Solo">>
<<CurrentOutfit>>
<<if $current.avatar is "Andrea">>
Stepping into one of the cubicles, you shut the door. You bunch up your skirt around your waist and sit down on the porcelain, then thumb your black lace underwear down your legs over your stockings and around your ankles, letting them rest on your heels. You take the bag out from its hiding place and pop the seal with your fingernails.<br>
<<elseif $current.avatar is "Annie">>
Stepping into one of the cubicles, you shut the door. You bunch up your skirt around your waist and sit down on the porcelain, then thumb your red thong down over your legs and around your ankles, letting them rest on your heels. You take the bag out from its hiding place and pop the seal with your fingernails.<br>
<<elseif $current.avatar is "Florence">>
Stepping into one of the cubicles, you shut the door. You bunch up your skirt around your waist and sit down on the porcelain, then thumb your red lace underwear down your legs and around your ankles, letting them rest on your heels. You take the bag out from its hiding place and pop the seal with your fingernails.<br>
<<elseif $current.avatar is "Jennifer">>
Stepping into one of the cubicles, you shut the door. You bunch up your skirt around your waist and sit down on the porcelain, then thumb your black thong down your legs and around your ankles, letting them rest on your heels. You take the bag out from its hiding place and pop the seal with your fingernails.<br>
<<elseif $current.avatar is "Charli">>
Stepping into one of the cubicles, you shut the door. You bunch up your dress around your waist and sit down on the porcelain, then thumb your white underwear down your legs and around your ankles, letting them rest on your heels. You take the bag out from its hiding place and pop the seal with your fingernails.<br>
<<elseif _CurrentOutfit is undefined or _CurrentOutfit is "SimpleFemalePC" or _CurrentOutfit is "Jeans">>
Stepping into one of the cubicles, you shut the door and pull down your trousers, sitting on the porcelain seat. You take the bag out from its hiding place and pop the seal with your fingernails.<br>
<<elseif _CurrentOutfit is "CuteFemalePC" or _CurrentOutfit is "Dress">>
<<if $PlayerCharacter.female is false>>
Stepping into one of the cubicles, you shut the door. You pull up your dress around your waist and sit down on the porcelain, then thumb your underwear down your legs and around your ankles. You sigh, as you are reminded once again of the differences you're forced to endure in this form. You take the bag out from its hiding place and pop the seal with your fingernails.<br>
<<else>>
Stepping into one of the cubicles, you shut the door. You pull up your dress around your waist and sit down on the porcelain, then thumb your underwear down your legs and around your ankles. You take the bag out from its hiding place and pop the seal with your fingernails.<Br>
<</if>>
<<elseif _CurrentOutfit is "SexyFemalePC" or _CurrentOutfit is "Skirt">>
<<if $PlayerCharacter.female is false>>
Stepping into one of the cubicles, you shut the door. You bunch up your short skirt around your waist and sit down on the porcelain, then thumb your underwear down your legs and around your boots. You sigh, as you are reminded once again of the differences you're forced to endure in this form. You take the bag out from its hiding place and pop the seal with your fingernails.<Br>
<<else>>
Stepping into one of the cubicles, you shut the door. You bunch up your short skirt around your waist and sit down on the porcelain, then thumb your underwear down your legs and around your boots. You take the bag out from its hiding place and pop the seal with your fingernails.<Br>
<</if>>
<<elseif _CurrentOutfit is "Cheerleader">>
<<if $PlayerCharacter.female is false>>
Stepping into one of the cubicles, you shut the door. You bunch up your pleated skirt around your waist and sit down on the porcelain, then thumb your underwear down your legs and around your trainers. You sigh, as you are reminded once again of the differences you're forced to endure in this form. You take the bag out from its hiding place and pop the seal with your fingernails.<br>
<<else>>
Stepping into one of the cubicles, you shut the door. You bunch up your pleated skirt around your waist and sit down on the porcelain, then thumb your underwear down your legs and around your trainers. You take the bag out from its hiding place and pop the seal with your fingernails.<Br>
<</if>>
<</if>>
<Br>
As soon as you open it, your inner senses tingle. Looking down you see the dust shimmering with yellow-amber particles as the natural air touches it. Tension stiffens your body as you realise that whatever Jack has given you, it’s not as magically inert as you originally thought.<Br>
<Br>
You stare back down at the drug, the pounding of music muted but still present in the background. Is finding Tandi really worth doing this? And can you really trust Jack to deliver the goods. More to the point, do you want to be under the influence around him?<Br>
<bR>
In the toilets the bathroom door slams open and you just about hear the sound of girls giggling as the full force of the music momentarily blares out into the bathroom. Then the door shuts and you only hear the tittering of girls standing by the mirror. <Br>
<br>
“Can you believe they didn’t even ask for ID?” you hear an unfamiliar young woman’s voice say.<Br>
<br>
“This place is amazing,” another replies back to her. “Wait until I tell Maisie we got in.”<Br>
<bR>
The puckering of lips breaks the conversation. “Don’t,” the first voice says. “It’s not worth risking your reputation by even mentioning it.”<Br>
<Br>
There is a small giggle as a reply. “Our little secret, then. Let’s go find those guys. I bet they’ll buy us a drink.”<Br>
<br>
Another titter, then the sound of heels against tiles. Music rushes in as the door opens, then mutes as it closes. You are left sitting on the toilet, once again alone, holding the baggie in hand.<br>
<Br>
<<ActionsHeader>>
<<link "Take the drug" "RedRoomWomensToiletsSnort">><<set $RedRoomWomensToiletsSnort to "SoloTake">><<Vice 1>><<Drug 1>><<set $current.drunk to Math.max(Number($current.drunk ?? 0), 5)>><</link>><br>
<<link "Put it away and return to the women's toilets" "RedRoomWomensToilets">><<set $RedRoomWomensToiletsSnort to undefined>><</link>><br>
<<case "SoloTake">>
You hesitate for only a moment longer before taking out a key and digging out a line of the powder. Holding it close to your nostril, you catch a whiff of its scent. Faintly floral, almost sweet. <BR>
<Br>
Then you hold one nostril shut and inhale.<Br>
<Br>
The powder hits instantly. Warmth spreads from the back of your throat, tingling down your limbs like static beneath your skin.<br>
<Br>
<<BraceletChargeProse>>
You take a deep breath, looking around the cubicle. The pink lighting seems brighter. The muted music from the dancefloor a little louder. You find yourself smiling. Your eyes feel open and alert. <Br>
<Br>
Dropping the empty bag down the toilet, you flush and readjust your clothing. When you step outside, you catch your reflection in the mirror. A new smile is on your face, happy and content. Your pupils have dilated slightly. The rush of warmth that’s spreading through your body is reflected in your demeanour and pose.<Br>
<Br>
You smile at your reflection, running fingers down your exposed skin. You feel the tingle of your own touch, soothing and welcome. Your thought drift to the dance floor. To the frenzied beat and the warmth from all those bodies together.<Br>
<Br>
The smile doesn’t break. You notice your anxieties have dulled. A newfound sense of contentment lingers inside you. If this is all that Jack’s drugs do, you consider, you don’t mind this particular magic.<Br>
<Br>
In fact, you might want to try it more.<Br>
<br>
<<ActionsHeader>>
<<link "Return to the women's toilets" "RedRoomWomensToilets">><<set $RedRoomWomensToiletsSnort to undefined>><<DialogueUnlock "ScrumpyJack" "TandiWhereStage2">><<GiveObjectLocation "Void" "RedPowder">><<SetFlag "CompanionPowderAccepted" false>><<GetCurrentAvatarKey>><<ConversationStageSet "WhereIsTandi" _AvatarKey 4>><</link>><br>
<<case "Annie">>
Annie pulls you into one of the cubicles and shuts the door. You find yourself pressed up against her. She grins as you take the bag out of its hiding place and pop the seal with your fingernails. “Told you there was fun to be had,” she purrs.<Br>
<Br>
As soon as you open the bag, your inner senses tingle. Looking down, you see the dust shimmering with yellow-amber particles as the natural air touches it. Tension stiffens your body as you realise that whatever Jack has given you, it’s not as magically inert as you originally thought.<bR>
<Br>
You stare back down at the drug, the pounding of music muted but still present in the background. Is finding Tandi really worth doing this? And can you really trust Jack to deliver the goods. More to the point, do you want to be under the influence around him?<br>
<br>
Annie dangles a key in front of your face. “Well,” she comments. “What are we waiting for?”<Br>
<Br>
<<ActionsHeader>>
<<link "Take the drug" "RedRoomWomensToiletsSnort">><<set $RedRoomWomensToiletsSnort to "AnnieTake">><<SetNPCState "Annie" "drugged" true>><<Drug 1>><<Vice 1>><<set $current.drunk to Math.max(Number($current.drunk ?? 0), 5)>><</link>><br>
<<link "Put it away and return to the women's toilets" "RedRoomWomensToilets">><<set $RedRoomWomensToiletsSnort to undefined>><</link>><br>
<<case "AnnieTake">>
You hesitate for only a moment longer before taking Annie’s key and digging out a line of the powder. Holding it close to your nostril, you catch a whiff of its scent. Faintly floral, almost sweet.<br>
<Br>
Then you hold one nostril shut and inhale.<br>
<Br>
The powder hits instantly. Warmth spreads from the back of your throat, tingling down your limbs like static beneath your skin.<br>
<Br>
<<BraceletChargeProse>>
You take a deep breath, looking around the cubicle. The pink lighting seems brighter. The muted music from the dancefloor a little louder. You find yourself smiling. Your eyes feel open and alert. <br>
<Br>
Fingers touch yours and you look down to see Annie’s fingernails taking the key from your grasp. She titters, gives you one last look, then holding one nostril closed with her spare hand, takes a snort from the bag hanging between you.<Br>
<Br>
For a moment, you can almost see the faint traces of yellow energy shoot up into her body, before fading away as the powder enters her bloodstream. She looks up at you, a new smile forming on her face. Her pupils have dilated. She giggles, reaching out and running a finger over your hand. “Nice,” she says, handing the empty bag back to you.<Br>
<Br>
Dropping the bag down the toilet, you flush. When you both step outside, you catch your reflections in the mirror. A new smile is on your face, happy and content. Your pupils have dilated too. The rush of warmth that’s spreading through your body is reflected in your demeanour and pose.<br>
<Br>
Annie looks at your reflection, smiling. She brushes up against you, just enough so you feel her skin against yours. You feel the tingle of the touch, soothing and welcome. Your thoughts drift to the dance floor. To the frenzied beat and the warmth from all those bodies together.<Br>
<br>
Her smile doesn’t break. You notice your anxieties have dulled. A newfound sense of contentment lingers inside you. If this is all that Jack’s drugs do, you consider, you don’t mind this particular magic.<Br>
<Br>
In fact, you might want to try it more.<Br>
<br>
<<ActionsHeader>>
<<link "Return to the women's toilets" "RedRoomWomensToilets">><<set $RedRoomWomensToiletsSnort to undefined>><<DialogueUnlock "ScrumpyJack" "TandiWhereStage2">><<GiveObjectLocation "Void" "RedPowder">><<SetFlag "CompanionPowderAccepted" false>><<GetCurrentAvatarKey>><<ConversationStageSet "WhereIsTandi" _AvatarKey 4>><</link>><br>
<<case "Britney">>
Stepping into one of the cubicles, you nod Britney towards the door. You find yourself pressed up against her. She looks at you with hesitation as you take out the bag out from its hiding place and pop the seal with your fingernails. She says nothing, but her eyes widen as she sees the powder again.<Br>
<Br>
As soon as you open the bag, your inner senses tingle. Looking down, you see the dust shimmering with yellow-amber particles as the natural air touches it. Tension stiffens your body as you realise that whatever Jack has given you, it’s not as magically inert as you originally thought.<br>
<Br>
You stare back down at the drug, the pounding of music muted but still present in the background. Is finding Tandi really worth doing this? And can you really trust Jack to deliver the goods. More to the point, do you want to be under the influence around him?<Br>
<br>
Britney looks at you with hesitation. “How do we…” she trails off with embarrassment. “Do you know what to do, Em?”<br>
<Br>
<<ActionsHeader>>
<<link "Take the drug" "RedRoomWomensToiletsSnort">><<set $RedRoomWomensToiletsSnort to "BritneyTake">><<SetNPCState "Britney" "drugged" true>><<Drug 1>><<Vice 1>><<set $current.drunk to Math.max(Number($current.drunk ?? 0), 5)>><</link>><br>
<<link "Put it away and return to the women's toilets" "RedRoomWomensToilets">><<set $RedRoomWomensToiletsSnort to undefined>><</link>><br>
<<case "BritneyTake">>
You hesitate for only a moment longer before taking out a key and digging out a line of the powder. Holding it close to your nostril, you catch a whiff of its scent. Faintly floral, almost sweet. <Br>
<Br>
Then you hold one nostril shut and inhale.<bR>
<Br>
The powder hits instantly. Warmth spreads from the back of your throat, tingling down your limbs like static beneath your skin.<Br>
<Br>
<<BraceletChargeProse>>
You take a deep breath, looking around the cubicle. The pink lighting seems brighter. The muted music from the dancefloor a little louder. You find yourself smiling. Your eyes feel open and alert. <bR>
<Br>
Britney catches your eyes and you remember you aren’t alone. You smile at her and hold out the key. She takes a breath, then holding one nostril closed with her spare hand, takes a snort from the bag hanging between you.<Br>
<Br>
For a moment, you can almost see the faint traces of yellow energy shoot up into her body, before fading away as the powder enters her bloodstream. She looks up at you and giggles. “Wow,” she chirps. <Br>
<Br>
Dropping the empty bag down the toilet, you flush. When you both step outside, you catch your reflections in the mirror. A new smile is on your face, happy and content. Your pupils have dilated too. The rush of warmth that’s spreading through your body is reflected in your demeanour and pose.<Br>
<Br>
Britney stares at herself in the mirror, smiling. She puts her hands on her hips, arching her chest out and posing. She titters once more. “I feel hot,” she comments. “Like sunshine and fizzy sweets.”<br>
<Br>
Laughing to herself, she spins around and looks at herself over her shoulder once more, before turning to you and clasping your hands. “Let’s go, Em! I feel like dancing!”<Br>
<Br>
You find yourself nodding. You notice your anxieties have dulled. A newfound sense of contentment lingers inside you. If this is all that Jack’s drugs do, you consider, you don’t mind this particular magic.<Br>
<Br>
In fact, you might want to try it more.<br>
<br>
<<ActionsHeader>>
<<link "Return to the women's toilets" "RedRoomWomensToilets">><<set $RedRoomWomensToiletsSnort to undefined>><<DialogueUnlock "ScrumpyJack" "TandiWhereStage2">><<GiveObjectLocation "Void" "RedPowder">><<SetFlag "CompanionPowderAccepted" false>><<GetCurrentAvatarKey>><<ConversationStageSet "WhereIsTandi" _AvatarKey 4>><</link>><br>
<<case "Michelle">>
Stepping into one of the cubicles, you nod Michelle towards the door. You find yourself pressed up against her. She looks at you with intrigue as you take out the bag out from its hiding place and pop the seal with your fingernails. She says nothing, but a smile forms as she sees the powder again.<Br>
<Br>
As soon as you open the bag, your inner senses tingle. Looking down, you see the dust shimmering with yellow-amber particles as the natural air touches it. Tension stiffens your body as you realise that whatever Jack has given you, it’s not as magically inert as you originally thought.<Br>
<Br>
You stare back down at the drug, the pounding of music muted but still present in the background. Is finding Tandi really worth doing this? And can you really trust Jack to deliver the goods. More to the point, do you want to be under the influence around him?<Br>
<Br>
Michelle looks at you with anticipation. “You ready, Em?” <Br>
<Br>
<<ActionsHeader>>
<<link "Take the drug" "RedRoomWomensToiletsSnort">><<set $RedRoomWomensToiletsSnort to "MichelleTake">><<SetNPCState "Michelle" "drugged" true>><<Drug 1>><<Vice 1>><<set $current.drunk to Math.max(Number($current.drunk ?? 0), 5)>><</link>><br>
<<link "Put it away and return to the women's toilets" "RedRoomWomensToilets">><<set $RedRoomWomensToiletsSnort to undefined>><</link>><br>
<<case "MichelleTake">>
You hesitate for only a moment longer before taking out a key and digging out a line of the powder. Holding it close to your nostril, you catch a whiff of its scent. Faintly floral, almost sweet.<br>
<Br>
Then you hold one nostril shut and inhale.<br>
<Br>
The powder hits instantly. Warmth spreads from the back of your throat, tingling down your limbs like static beneath your skin.<Br>
<Br>
<<BraceletChargeProse>>
You take a deep breath, looking around the cubicle. The pink lighting seems brighter. The muted music from the dancefloor a little louder. You find yourself smiling. Your eyes feel open and alert. <Br>
<Br>
Michelle catches your eyes and you remember you aren’t alone. You smile at her and hold out the key. She takes a breath, then holding one nostril closed with her spare hand, takes a snort from the bag hanging between you.<Br>
<Br>
For a moment, you can almost see the faint traces of yellow energy shoot up into her body, before fading away as the powder enters her bloodstream. She looks up at you and smiles. “Golly,” she purrs. <Br>
<Br>
Dropping the empty bag down the toilet, you flush. When you both step outside, you catch your reflections in the mirror. A new smile is on your face, happy and content. Your pupils have dilated too. The rush of warmth that’s spreading through your body is reflected in your demeanour and pose.<Br>
<Br>
Michelle looks back at you, smiling. She brushes up against you, just enough so you feel her skin against yours. You feel the tingle of the touch, soothing and welcome. Your thoughts drift to the dance floor. To the frenzied beat and the warmth from all those bodies together.<bR>
<Br>
“Let’s go dance,” Michelle comments. “I feel like moving. Don’t you Em? I don’t think I’ve ever wanted to do anything more in my life before. Oh my.”<br>
<Br>
Her smile doesn’t break. You notice your anxieties have dulled. A newfound sense of contentment lingers inside you. If this is all that Jack’s drugs do, you consider, you don’t mind this particular magic.<Br>
<Br>
In fact, you might want to try it more.<br>
<br>
<<ActionsHeader>>
<<link "Return to the women's toilets" "RedRoomWomensToilets">><<NPCCorruption "Michelle" 1>><<set $RedRoomWomensToiletsSnort to undefined>><<DialogueUnlock "ScrumpyJack" "TandiWhereStage2">><<GiveObjectLocation "Void" "RedPowder">><<SetFlag "CompanionPowderAccepted" false>><<GetCurrentAvatarKey>><<ConversationStageSet "WhereIsTandi" _AvatarKey 4>><</link>><br>
<</switch>><b>The Red Room - Men's Toilets</b><br>
<img src="./images/RedRoom_menstoilets.png"><br>
<br>The contrast between the rest of the club is immediate. Broken stalls, dirty urinals. A toilet not even protected by a door. The walls are graffitied with numbers of girls, implying what you should expect if you dialed the number.<br>
<br>
<<include "EventsRedRoomMensToilets">>
<<if _currentEvent is undefined>>
<<ActionsHeader>>
<<link "Return to the main area" "RedRoomMain">><</link>>
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<if _currentEvent is "JackDrugs">>
You step inside the men’s toilets, feeling immediately out of place. Two rough-looking men eye you with surprise as they wash their hands. Then they see Scrumpy Jack enter behind you, clutching your waist again.<Br>
<Br>
“Beat it,” he spits at them. <BR>
<Br>
They nod, quickly moving towards the exit. As they do so, they look down at you as they pass, giving you a knowing smirk. Their eyes wander over your body with thinly veiled lust.<Br>
<Br>
Once they exit, Jack’s eyes take you in as he licks his lips. He nods towards a broken cubicle near the urinal. “Time to party, girl.” <Br>
<Br>
Without waiting for your decision, he pushes you towards the toilet. You stumble in and you feel Jack press against you as he closes the door. He thumbs at the lock, but it spins on broken screws. He chuckles and shrugs.<Br>
<Br>
You find yourself pressed against the toilet, turning around to look up at him. Inches away from his face, you can smell his breath thick with strong alcohol. In the background you hear the muted noise and music from the club, but in here your senses are overwhelmed by the stench of the men’s bathroom, and the proximity of Jack against your frame, tiny relative to his. <Br>
<BR>
He reaches into his jacket pocket and takes out a bag of red powder, flicking it open. As soon as he does so, your inner senses tingle. Looking down, you see the dust shimmering with yellow-amber particles as the natural air touches it. Tension stiffens your body as you realise that whatever is in the powder, it’s not as magically inert as you originally thought.<Br>
<Br>
You reach down and take out a key, holding it up towards Jack. He shakes his head. “Not like that. Here to party, girl,” he murmurs. <Br>
<Br>
Suddenly you hear the unfastening of a zipper. You tense as you look down. His girthy member, already erect, sticks out from his hairy ball sack. He smiles and quickly taps out a line of red powder down its length, holding its tip with a free hand to stop it from moving. “Get a bigger load this way. On your knees, girl.”<Br>
<Br>
You stare down at his dick, already perilously close to you. It’s clear what he expects. Both what he wants you to do now, and what he expects afterwards.<Br>
<Br>
Pressed up against him, your eyes flick to the cubicle lock. You don’t have to do this, you think. You can back out now. The question is whether or not getting to Tandi is really worth it.<Br>
<Br>
<I>Or did you really think this would end differently? Maybe you just want to be here.</I><Br>
<Br>
<<ActionsHeader>>
<<link "Snort the powder off Jack’s cock" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "SnortPowder">><<Vice 1>><<Drug 1>><<set $current.drunk to Math.max(Number($current.drunk ?? 0), 5)>><<EventsCheckEnd "RedRoomMensToilets" "JackDrugs">><</link>><Br>
<<CompulsionCheck "BoyCrazy">>
<<if _CompulsionCheck is true>>
<<AssertiveCheck>>
<<if _currentAssertive gte 60>>
<<link "[Assertive > 60] Resist the compulsion and refuse to do it" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "SnortPowderRefuse">><<EventsCheckEnd "RedRoomMensToilets" "JackDrugs">><</link>><Br>
<<else>>
<span class="compulsion">[Boy Crazy] </span><s>Refuse to do it</s> - <i>Why would you want to?</i><Br>
<</if>>
<<else>>
<<link "Refuse to do it" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "SnortPowderRefuse">><<EventsCheckEnd "RedRoomMensToilets" "JackDrugs">><</link>><Br>
<</if>>
<</if>>
<<if _currentEvent is "JackDrugsBracelet">>
You step inside the men’s toilets, feeling immediately out of place. Two rough-looking men eye you with surprise as they wash their hands. Then they see Scrumpy Jack enter behind you, clutching your waist again.<Br>
<Br>
“Beat it,” he spits at them. <BR>
<Br>
They nod, quickly moving towards the exit. As they do so, they look down at you as they pass, giving you a knowing smirk. Their eyes wander over your body with thinly veiled lust.<Br>
<Br>
Once they exit, Jack’s eyes take you in as he licks his lips. He nods towards a broken cubicle near the urinal. “Time to party, girl.” <Br>
<Br>
Without waiting for your decision, he pushes you towards the toilet. You stumble in and you feel Jack press against you as he closes the door. He thumbs at the lock, but it spins on broken screws. He chuckles and shrugs.<Br>
<Br>
You find yourself pressed against the toilet, turning around to look up at him. Inches away from his face, you can smell his breath thick with strong alcohol. In the background you hear the muted noise and music from the club, but in here your senses are overwhelmed by the stench of the men’s bathroom, and the proximity of Jack against your frame, tiny relative to his. <Br>
<BR>
He reaches into his jacket pocket and takes out a bag of red powder, flicking it open. As soon as he does so, your inner senses tingle. Looking down, you see the dust shimmering with yellow-amber particles as the natural air touches it. Tension stiffens your body as you realise that whatever is in the powder, it’s not as magically inert as you originally thought.<Br>
<Br>
You reach down and take out a key, holding it up towards Jack. He shakes his head. “Not like that. Here to party, girl,” he murmurs. <Br>
<Br>
Suddenly you hear the unfastening of a zipper. You tense as you look down. His girthy member, already erect, sticks out from his hairy ball sack. He smiles and quickly taps out a line of red powder down its length, holding its tip with a free hand to stop it from moving. “Get a bigger load this way. On your knees, girl.”<Br>
<Br>
You stare down at his dick, already perilously close to you. It’s clear what he expects. Both what he wants you to do now, and what he expects afterwards.<Br>
<Br>
Pressed up against him, your eyes flick to the cubicle lock. You don’t have to do this, you think. But you feel the pull of the bracelet as your eyes look over the red powder. It almost compels you to let go and do as Jack demands.<Br>
<Br>
<<BraceletTrialActive>>
<<if _BraceletTrialActive is true>>
“Don’t balk until you try it,” you hear Tandi’s voice whisper to you. “The bracelet can make even the most repugnant things fun. And if you’re still hesitant, it can help. You feel that power waiting to be released, don’t you? Just give in, <<TrueName "Current">>. It will help you get through it.”<Br>
<Br>
As if emphasising Tandi’s words, you feel the bracelet pulsate with energy. As magic seeps from it into your being, you feel its demand for the drug, and the promise that it can make this more pleasurable than you could desire. You feel a spell forming at the back of your mind, one dripping with arousal.<Br>
<<else>>
You feel the bracelet pulsate with energy. As magic seeps from it into your being, you feel its demand for the drug, and the promise that it can make this more pleasurable than you could desire. You feel a spell forming at the back of your mind, one dripping with arousal.<Br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "[Spell: Arousal] Cast the spell to help with your hesitancy" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "SnortPowderArousalCast">><<SpellLearn "Arousal" "Tandi" "NoMagic">><<Vice 2>><<Drug 1>><<set $current.drunk to Math.max(Number($current.drunk ?? 0), 5)>><<EventsCheckEnd "RedRoomMensToilets" "JackDrugsBracelet">><</link>><Br>
<<link "Snort the powder off Jack’s cock" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "SnortPowder">><<Orientation 1>><<Vice 1>><<Drug 1>><<set $current.drunk to Math.max(Number($current.drunk ?? 0), 5)>><<EventsCheckEnd "RedRoomMensToilets" "JackDrugsBracelet">><</link>><Br>
<<CompulsionCheck "BoyCrazy">>
<<if _CompulsionCheck is true>>
<<AssertiveCheck>>
<<if _currentAssertive gte 60>>
<<link "[Assertive > 60] Resist the compulsion and refuse to do it" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "SnortPowderRefuse">><<EventsCheckEnd "RedRoomMensToilets" "JackDrugsBracelet">><</link>><Br>
<<else>>
<span class="compulsion">[Boy Crazy] </span><s>Refuse to do it</s> - <i>Why would you want to?</i><Br>
<</if>>
<<else>>
<<link "Refuse to do it" "ScrumpyJackDialogue">><<set $ScrumpyJackDialogue to "SnortPowderRefuse">><<EventsCheckEnd "RedRoomMensToilets" "JackDrugsBracelet">><</link>><Br>
<</if>>
<</if>><<widget "WithCompanion">>
<<set _WithCompanion to false>>
<<NPCPresent "Annie">>
<<if _NPCPresent is true>><<set _WithCompanion to true>>
<<else>>
<<NPCPresent "Britney">>
<<if _NPCPresent is true>><<set _WithCompanion to true>>
<<else>>
<<NPCPresent "Michelle">>
<<if _NPCPresent is true>><<set _WithCompanion to true>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "CompanionName">>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>><<set _CompanionName to "Annie">><</if>>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true>><<set _CompanionName to "Britney">><</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true>><<set _CompanionName to "Michelle">><</if>>
<</widget>>
<<widget "DanceWithCompanionNameRecall">>
<<CompanionName>>
<<set _DanceWithCompanion to "Dance with " + _CompanionName>>
<</widget>>
<<widget "DanceWithPartnerID">>
<<CompanionName>>
<<if $current.female is true and _CompanionName is "Annie">><<set _DanceWithPartnerID to "AnnieFemalePC">>
<<elseif $current.female is false and _CompanionName is "Annie">><<set _DanceWithPartnerID to "AnnieMalePC">>
<<elseif _CompanionName is "Michelle" and _CurrentPC is true>><<set _DanceWithPartnerID to "MichelleMalePC">>
<<elseif _CompanionName is "Michelle" and $current.avatar is "Emily">><<set _DanceWithPartnerID to "MichelleEmily">>
<<elseif _CompanionName is "Britney">><<set _DanceWithPartnerID to "BritneyEmily">>
<</if>>
<</widget>>
<<widget "NPCDrunk">>
<<set _npcId to _args[0]>>
<<set _amount to _args[1]>>
<<NPCDeltaCheck _npcId "drunk">>
<<set _currentDrunk to (_NPCDeltaCheck ?? 0)>>
<<if _currentDrunk lt 4>>
<<AdjustNPCStat _npcId "drunk" _amount>>
<<else>>
<<NPCCorruption _npcId 1>>
<</if>>
<</widget>>
<<widget "RedRoomLeaveReconciliation">>
<<AddFirst "RedRoom">>
/* The outing is over - stop the day's "get ready for the Red Room" strikes at YourHome. The Evening-gated prepare/wait links can't reappear at Night. */
<<DailyVariableRemove "RedRoomPartnerActive">>
<<NPCFollowDeactivateAll>>
<<SetNPCState "Annie" "drunk" undefined>>
<<SetNPCState "Britney" "drunk" undefined>>
<<SetNPCState "Michelle" "drunk" undefined>>
<<SetNPCState "Annie" "drugged" undefined>>
<<SetNPCState "Britney" "drugged" undefined>>
<<SetNPCState "Michelle" "drugged" undefined>>
<<SetFlag "CompanionPowderAccepted" false>>
<<SetFlag "JackWithPartner" false>>
<</widget>>
<<widget "TandiFollowerReconcile">>
<<EnsureArray "TandiMet">>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>>
<<SetFlag "TempTandiTalk">>
<<NPCFollowDeactivate "Annie">>
<<SetNPCLocation "Annie" $dayCurrent $periodCurrent "RedRoomMain">>
<<if !$TandiMet.includes("Annie")>><<set $TandiMet.push("Annie")>><</if>>
<</if>>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true>>
<<SetFlag "TempTandiTalk">>
<<NPCFollowDeactivate "Britney">>
<<SetNPCLocation "Britney" $dayCurrent $periodCurrent "RedRoomMain">>
<<if !$TandiMet.includes("Britney")>><<set $TandiMet.push("Britney")>><</if>>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true>>
<<SetFlag "TempTandiTalk">>
<<NPCFollowDeactivate "Michelle">>
<<SetNPCLocation "Michelle" $dayCurrent $periodCurrent "RedRoomMain">>
<<if !$TandiMet.includes("Michelle")>><<set $TandiMet.push("Michelle")>><</if>>
/* Jack-known guard matches the bathroom trigger in RedRoomMainMensToiletsCheck - the accosted events are where the player meets Scrumpy Jack */
<<NPCKnownCheck "ScrumpyJack">>
<<if _NPCKnownCheck is false>>
<<if _CurrentPC is true>>
<<EventTrigger "RedRoomMain" "MichelleAccosted" "Evening" "Michelle" "PC" null null null false>>
<<else>>
<<EventTrigger "RedRoomMain" "MichelleAccostedEmily" "Evening" "Michelle" "Emily" null null null false>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "JackFollowerReconcile">>
<<NPCFollowCheck "Annie">>
<<if _NPCFollowCheck is true>>
<<NPCFollowDeactivate "Annie">>
<<SetNPCLocation "Annie" $dayCurrent $periodCurrent "RedRoomMain">>
<<SetFlag "TempJackBathroom">>
<</if>>
<<NPCFollowCheck "Britney">>
<<if _NPCFollowCheck is true>>
<<NPCFollowDeactivate "Britney">>
<<SetNPCLocation "Britney" $dayCurrent $periodCurrent "RedRoomMain">>
<<SetFlag "TempJackBathroom">>
<</if>>
<<NPCFollowCheck "Michelle">>
<<if _NPCFollowCheck is true>>
<<NPCFollowDeactivate "Michelle">>
<<SetNPCLocation "Michelle" $dayCurrent $periodCurrent "RedRoomMain">>
<<SetFlag "TempJackBathroom">>
<</if>>
<</widget>>
<<widget "RemoveBraceletPC">>
<<ForgetSpell "Charm" "Tandi" "NoMagic">>
<<ForgetSpell "Arousal" "Tandi" "NoMagic">>
<<ForgetSpell "Sexuality" "Tandi" "NoMagic">>
<</widget>>
<<widget "EmilyTakesTandiBracelet">>
<<EnsureNPCSpells "Tandi">>
<<RemoveSpellNPC "Tandi" "Charm">>
<<RemoveSpellNPC "Tandi" "Arousal">>
<<RemoveSpellNPC "Tandi" "Sexuality">>
<<SetNPCMagic "Tandi" 3 "subtract">>
<<TakeObjectNPC "Tandi" "TandiBracelet">>
<<EmilyTandiBraceletGrant>>
<</widget>>
/* Shared Emily-grant core, used by both transfer flows: the 2A Red Room ritual (via EmilyTakesTandiBracelet,
which also drains Tandi) and the 11a home handover (directly - Tandi was already drained at the permanent
wear). NPCLearnSpell bumps Emily's magic +1 per spell - +3 total, so no separate SetNPCMagic "Emily" add.
GiveObjectNPC moves the bracelet from the PLAYER's inventory in both flows. */
<<widget "EmilyTandiBraceletGrant">>
<<NPCLearnSpell "Emily" "Charm">>
<<NPCLearnSpell "Emily" "Arousal">>
<<NPCLearnSpell "Emily" "Sexuality">>
<<GiveObjectNPC "Emily" "TandiBracelet">>
<</widget>><b>The Groomed Gal Salon</b><br>
<img src="./images/Salon.png"><br>
<br>The salon is small and narrow, smelling of hairspray and the scent of beauty products. A number of chairs face a mirror that runs down one side of the shop. Near the entrance is a comfy pink sofa and a glass coffee table, littered with magazines about fashion, make-up and home decorating.<br>
<<include "EventsSalon">>
<<if _currentEvent is undefined>>
<<if $NPCPresent.includes("Rhiannon")>>
<<set $SalonWork to "Rhiannon">>
<<if $current.avatar is "Jennifer">>
<Br>Rhiannon, a young woman with dark red hair and striking green eyes, stands behind the counter reading a magazine. She looks up and slyly smiles as you enter. “Oh, hey Jen!" she says. “You here for a trim and pamper, just a natter, or maybe a bit of both?”<br>
<<CheckFirst "SalonReflectJennifer">>
<<if _CheckFirst is false>>
<br>
You stare back at the young woman, noting how familiar she seems with you. This could be a good opportunity to learn about Jennifer, but do you really want to put yourself through a salon experience to do that?<br>
<<AddFirst "SalonReflectJennifer">>
<</if>>
<<elseif $current.avatar is "Annie">>
<br>Rhiannon, a young woman with dark red hair and striking green eyes, stands behind the counter reading a magazine. She looks up and smiles wickedly as you enter. “Oh, hey Annie!" she says. “My favourite customer. Fancy a pampering session?”<Br>
<<CheckFirst "SalonReflectAnnie">>
<<if _CheckFirst is false>>
<br>
You stare back at the young woman, noting how familiar she seems with you. This could be a good opportunity to learn some things from Annie’s perspective, but do you really want to put yourself through a salon experience to do that?<Br>
<<AddFirst "SalonReflectAnnie">>
<</if>>
<<else>>
<br>Rhiannon, a young woman with dark red hair and striking green eyes, stands behind the counter reading a magazine. She looks up and slyly smiles as you enter. “Oh, hello,” she says. “Can I help you?”<br>
<</if>>
<<elseif $NPCPresent.includes("Sophie")>>
<<set $SalonWork to "Sophie">>
<<if $current.avatar is "Jennifer">>
<br>Sophie, the well-groomed middle-aged manager of the salon is sweeping the floor as you enter. “Jennifer,” she says curtly, her sharp eyes looking directly into yours. “How can I help you?”<br>
<<CheckFirst "SalonReflectJennifer">>
<<if _CheckFirst is false>>
<br>
You stare back at the middle-aged woman, noting a clear cautiousness, but there’s familiarity there. This could be a good opportunity to learn about Jennifer, but do you really want to put yourself through a salon experience to do that?<Br>
<<AddFirst "SalonReflectJennifer">>
<</if>>
<<elseif $current.avatar is "Annie">>
<br>Sophie, the well-groomed middle-aged manager of the salon is sweeping the floor as you enter. “Annie,” she says politely, her sharp eyes regarding you pleasantly. “How can I help you?”<Br>
<<CheckFirst "SalonReflectAnnie">>
<<if _CheckFirst is false>>
<Br>
You stare back at the middle-aged woman, noting her practiced politeness. This could be a good opportunity to learn some things from Annie’s perspective, but do you really want to put yourself through a salon experience to do that?<Br>
<<AddFirst "SalonReflectAnnie">>
<</if>>
<<else>>
<br>Sophie, the well-groomed middle-aged manager of the salon is sweeping the floor as you enter. “Hello there,” she says to you, her sharp eyes looking directly into yours. “How can I help you?”<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<SpellsCheckSelf "Identify">><<AlreadyIdentified "Rhiannon">>
<<if $NPCPresent.includes("Rhiannon") and _AlreadyIdentified is false and _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Identify] Cast Identify on Rhiannon" "SpellIdentify">><<CastIdentify "Rhiannon" "Salon" "the salon">><<SpellIdentified "Rhiannon">><</link>><br><</if>>
<<if $NPCPresent.includes("Rhiannon")>><<link "Talk to Rhiannon" "SalonRhiannonDialogue0">><<NPCKnown "Rhiannon">><<StartConversation "Rhiannon" "Salon">><</link>><br><</if>>
<<SpellsCheckSelf "Identify">><<AlreadyIdentified "Sophie">>
<<if $NPCPresent.includes("Sophie") and _AlreadyIdentified is false and _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Identify] Cast Identify on Sophie" "SpellIdentify">><<CastIdentify "Sophie" "Salon" "the salon">><<SpellIdentified "Sophie">><</link>><br><</if>>
<<if $NPCPresent.includes("Sophie")>><<link "Talk to Sophie" "SalonSophieDialogue0">><<NPCKnown "Sophie">><<StartConversation "Sophie" "Salon">><</link>><br><</if>>
[[Go outside->OrchidRoad]]<br>
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<if _currentEvent is "ChristinaSalonTrip">>
<br>After a short walk across Charlton, Christina leads you into the Groomed Gal Salon. The smell of hair spray assaults you as you enter.<br>
<br>
<<if $NPCPresent.includes("Rhiannon")>><<NPCKnown "Rhiannon">>Rhiannon, a young woman with dark red hair and striking green eyes, stands behind the counter reading a magazine. She looks up and slyly smiles as you enter. “Oh, hello,” she says. “Can I help you?”<br><</if>>
<<if $NPCPresent.includes("Sophie")>><<NPCKnown "Sophie">>Sophie, the well-groomed middle-aged manager of the salon is sweeping the floor as you enter. “Hello there,” she says to you, her sharp eyes looking directly into yours. “How can I help you?”<br><</if>>
<br>
<<if $current.makeup is false>>
Christina gives her a look of indifference and takes a seat in one of the chairs facing the mirror. “Full face treatment today, please,” she instructs. “Both of us. You can do more than one thing at once, can’t you?”<br>
<br>
Without waiting for a reply, Christina gestures for you to sit down at the chair next to her. “Take a seat,” she says. “Don’t worry. Daddy’s treat. He keeps an account here for mother and I.”<br>
<br>
<<ActionsHeader>>
<<link "Get make-over with Christina" "ChristinaDialogue">><<EventsCheckEnd "Salon" "ChristinaSalonTrip">><<set $ChristinaDialogue to "Makeover">><<EventTrigger "YourRoom" "MakeupFirst" "Morning" null "Emily" null null null false>><<WearMakeup>><<Feminity 1>><<EventTrigger "DialogueChristina" "ChristinaNoMakeUp" null null "Emily" null null null false>><<SetFlag "ChristinaSalonMakeover">><</link>><br>
<<link "Sit and watch" "ChristinaDialogue">><<EventsCheckEnd "Salon" "ChristinaSalonTrip">><<set $ChristinaDialogue to "Sit">><</link>>
<<else>>
Christina gives her a look of indifference and takes a seat in one of the chairs facing the mirror. “Full face treatment today, please,” she instructs. “You don't mind if she sits and watches, do you?”<br>
<br>
<<ActionsHeader>>
<<link "Sit and watch" "ChristinaDialogue">><<EventsCheckEnd "Salon" "ChristinaSalonTrip">><<set $ChristinaDialogue to "Sit">><</link>>
<</if>>
<<elseif _currentEvent is "SalonProm">>
<br>When you walk into the salon, you feel the air almost being forced out of you as the hairs on your neck stand up.<br>
<br>
You look into the salon and steady yourself. Everything looks as it should, but your nerves tingle. You reach out through your mind’s eye. The natural light in the salon dims to your view, but the equipment glows brightly. With magic.<br>
<br>
Hair dryers and scissors gleam with yellow-amber particles. Tiny faces giggle as they twirl around the blades and the fans. Almost maniacal in their glee.<br>
<br>
<<if $NPCPresent.includes("Rhiannon")>>
Rhiannon looks up from a magazine at the counter, watching you hover in the doorway. “Cat got your tongue?” she asks. “Don’t let the cold air in. Come in.”<br>
<br>
You offer her a small smile and step in, closing the door. Trying not to stare at the giggling magical creatures that skip and leap across the equipment.<br>
<<else>>
Sophie looks up from sweeping, frowning as you hover in the doorway. “Something the matter?”<br>
<br>
You offer her a small smile and shrug, stepping in. Trying not to stare at the giggling magical creatures that skip and leap across the equipment.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Enter the salon" "Salon">><<EventsCheckEnd "Salon" "SalonProm">><</link>>
<</if>><<if $SalonWork is "Rhiannon">>
“I was looking for a change,” you tell Rhiannon. “Maybe try blonde?”<br>
<br>
Her green eyes sparkle. “I think that would look great for you. Why don’t you take a seat.”<br>
<br>
You sit down in one of the salon chairs as Rhiannon loads a number of products onto a cart and wheels them over. “Have you done this before?” she asks, as she puts a cover over your body. <br>
<br>
You shake your head. Rhiannon gives you a crooked smile. “Oh don’t worry. You’re going to love it.”<br>
<br>
Over the next hour, Rhiannon begins to treat your hair. You relax as she washes your locks, chatting away about anything that comes into her mind. Before long, you find yourself talking about school, the teachers and the other students. She has a wicked sense of humour and a saucy laugh, but is aware enough to steer away from subjects that make you feel uncomfortable.<br>
<br>
On occasion, you glance at yourself in the mirror, seeing glimpses of the changes of the dyes Rhiannon is applying. But it’s only when she finishes washing your hair for a second time and turns you back to the mirror that you see the extent of the transformation she’s made to you.<br>
<br>
<<ActionsHeader>>
<<link "Look in the mirror" "SalonHairDyeResult">>
<<set $current.hair to "blonde">>
<<EventTrigger "YourHome" "BlondeHair" null "Emily" "Emily" null null null false>>
<<EventTrigger "DialogueMichelle" "MichelleBlondeHair" null null "Emily" null null null false>>
<</link>>
<<else>>
“I was looking to get my hair dyed” you tell Sophie. “I was thinking blonde”<br>
<br>
Sophie’s eyes look at you, a hint of eyebrows lifting, but she retains her composure. “We can certainly help with that,” she says. “Take a seat.”<br>
<br>
You sit down in a chair as Sophie loads products onto a cart and pushes them alongside you. “It’s not uncommon for girls your age to experiment with their hair,” she says. “A change is as good as a rest, after all. Have you done this before?”<br>
<br>
You shake your head. Sophie smiles sympathetically. “Don’t worry. I’m sure you’ll look great as a blonde.”<br>
<br>
Time passes quickly as Sophie washes your hair and applies the dyes to your locks. She makes polite conversation, asking how school is going and what your plans are after you graduate. You learn that her daughter, Rhiannon, left Charlton Upper School last year, and spends her time working here and in her father’s pub. “She’s too much of a handful for a career,” she tells you. “May god have mercy on whatever man tries to tie her down.”<br>
<br>
You spend a lot of time with your head back as Sophie finalises the treatment. When she’s washed your hair for the third time, she turns you away from the mirror and blow dries your hair, only turning you around back when she’s ready for the big reveal.<br>
<br>
<<ActionsHeader>>
<<link "Look in the mirror" "SalonHairDyeResult">>
<<set $current.hair to "blonde">>
<<EventTrigger "YourHome" "BlondeHair" null "Emily" "Emily" null null null false>>
<<EventTrigger "DialogueMichelle" "MichelleBlondeHair" null null "Emily" null null null false>>
<</link>>
<</if>><<if $SalonWork is "Rhiannon">>
You stare at your reflection, barely recognising your sister, Emily. Your hair is golden blonde, radiant and glistening. But the difference it makes to you is deeper. Instead of a mousy bookish girl, the blonde hair makes you look carefree and bubbly. Whereas previously Emily would have looked at home in a library, the girl in the mirror looks like she should be cheering alongside a football game.<br>
<br>
“It really suits you” Rhiannon tells you. “I’m sure the boys at school will love it.”<br>
<br>
You nod, politely. Not sure if you want to consider the ramifications of what you thought would just be a colour change. You thank Rhiannon, pay her, and leave the store, aware of your newly dyed hair swaying as you walk.<br>
<<else>>
You stare at your reflection, barely recognising your sister. Your hair is golden blonde, radiant and glistening. But the difference it makes to you is deeper. Instead of a mousy bookish girl, the blonde hair makes you look carefree and bubbly. Whereas previously Emily would have looked at home in a library, the girl in the mirror looks like she should be cheering alongside a football game.<br>
<br>
“Look at you,” Sophie says. “You look like a different person.”<br>
<br>
You nod, politely. Not sure if you want to consider the ramifications of what you thought would just be a colour change. You thank Sophie, pay her, and leave the store, aware of your newly dyed hair swaying as you walk.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Leave the Salon" "OrchidRoad">><<set $SalonWork to undefined>><<TimeChange>><</link>><<if $SalonWork is "Sophie">>
“I was told that you offer spa treatments?” you ask Sophie.<br>
<br>
“Oh yes,” she demurs. “It includes a manicure, pedicure, facial cleanse and exfoliating. You will feel like a new you! Please, take a seat.”<br>
<br>
The middle-aged salon manager throws a cowl over you once you sit down. You watch her in the mirror as she wheels over a portable basin, then gently pulls your neck back so you’re looking up at the ceiling.<br>
<br>
Sophie goes to work on you. She washes your head, then rubs your face down and applies a cream that is cold and sets quickly in your skin.<br>
<br>
Turning her attention to your hands, you feel the rough sensation of having your nails filed and polished. You wince as she works.<br>
<br>
<<if $current.avatar is "Emily">>
”So, how are you finding school?” she asks, trying to distract you from your discomfort.<br>
<br>
You only give Sophie a few noncommittal comments, but it’s enough for her to run with. She begins to tell you about her daughter, Rhiannon, and how she used to get in trouble all the time at Charlton. “Nothing significant,” Sophie clarifies. “But god rest my mother, she inherited her sharp tongue. Oh, the language that used to come from her father when Mr. Stitch used to ring. Thank the lord he and Mr. McTafey get on so well, or who knows what would have become of her.”<br>
<<elseif _CurrentPC is true>>
"So, how are you finding working at Thompson's Repairs?" she asks, trying to distract you from your discomfort.<br>
<br>
"It's okay," you reply. "Hard to be the only woman in the office. Except for Annie, that is."<br>
<br>
She nods. "Charlton is a very unique place. You'll find that some of the men are a little old-fashioned. Just remember to flutter your eyes and smile. A woman can get a long way around here by appeasing the men in charge."<br>
<br>
She smiles to you through the mirror. You politely return her expression.<br>
<br>
"This treatment will help with them," she continues. "You're already fitting right in here. A little beauty can go a long way. And I'm sure there's an eligible bachelor just waiting in the wings for a chance to court you."<Br>
<<else>>
”So, just treating yourself?” Sophie tries to distract you with conversation. “Or perhaps this is the preparation for a big date?” <br>
<br>
You say nothing to her and she chuckles, taking your silence as confirmation. “Oh, who is the lucky man?” she asks. “Please tell me he’s doing more than taking you to McTafey’s? Mother of Mary, the men in this town think all they need to do is take a pretty young girl for a few drinks and they’ll be walking down the aisle in months. And that’s if they are well intentioned.”<br>
<br>
The setting cream on your face cracks slightly as you react to her words. “Don’t you worry, pet,” she says. “I’ll be sure to tell my Rhiannon you’ll be stopping by. She’ll keep a close eye on you.”<br>
<</if>>
<br>
Turning her attention from your nails, Sophie pulls at the set cream on your face, stripping it as she peels. You feel the cold air against your clean pores and you gasp. <br>
<br>
Sophie washes your face again, and with a dramatic turn, swivels you around to face the mirror. You stare back at your reflection. There is a freshness and vibrancy to your face that wasn’t there before. You look younger. Fresher. Almost airbrushed. <br>
<br>
“Don’t forget your nails, pet,” you hear Sophie say. You look down to see your nails, long and finely manicured, the picture of femininity. Almost impractical, or impractically impossible to not chip if you aren’t careful.<br>
<br>
“You look like a new woman, dear,” Sophie says, admiring her work in the mirror. “Anything else I can help you with?”<br>
<br>
You watch yourself shake your head in the mirror, still admiring how flawless your skin now looks. “No,” you whisper. “Thank you.”<br>
<br>
Sophie removes the cowl and you pay her. "Thank you,” she says. “That should last a while. See you in a week or two?"<br>
<br>
She smiles politely and turns to cleaning up after your treatment.<br>
<<else>>
You look at Rhiannon. “I was told that you offer spa treatments?”<br>
<br>
Rhiannon looks you up and down, grinning devilishly. "We certainly do. You’ll be my first customer, too. Go on, take a seat.”<br>
<br>
Somewhat cautiously, you sit down. Rhiannon throws a cover over you and walks out the back, wheeling in a cart full of products and even a portable basin. She looks at you in the mirror, meeting your eyes. “You ready?” she asks, almost as if this was a dare. “Let’s begin.”<br>
<br>
Rhiannon gently moves your head to rest over the basin. You find yourself staring up at the ceiling, with only Rhiannon’s impish face breaking the monotony when she leans over to observe her efforts.<br>
<br>
You feel her washing your scalp with shampoo and conditioner, rubbing your skin with a soft sponge, applying cold creams and stinging products across your forehead and cheeks. <br>
<br>
“This might sting”, you hear her say. “But once you see yourself it will be worth it.”<br>
<br>
As the cream sets on your face, you feel her take your fingers. She files your nails with an emery board. You wince at the foreign coarse sensation.<br>
<br>
<<if $current.avatar is "Emily">>
”You go to Charlton Upper School, right?” Rhiannon asks you, noticing your discomfort. <br>
<br>
You manage to murmur an agreement out of your lips without dislodging the cream on your face.<br>
<br>
“I graduated last year,” she tells you. “Does Mr. Beach still perv on the girls during PE lessons?”<br>
<br>
The setting cream on your skin cracks as you involuntarily smile in solidarity. “Oops!” Rhiannon says. “Sorry. I shouldn’t make you laugh. He’s actually a sweet man. He comes by the bar sometimes. Just drinks orange and soda water. Always tips well, too.”<br>
<br>
You reflect on all the encounters you’ve had with Beach so far. Sweet is not how you would describe him. <br>
<br>
“That Olaf though,” Rhiannon says, leaning over you to meet your eyes. “He’s a real creep. A friend of mine snuck down in that basement of his one day. I think he even sleeps down there.”<br>
<br>
She looks down at you, blocking your view of anything else but her face. From this irregular angle and without anything else to compare, it’s impossible to judge how close she is to you. <br>
<br>
“Be careful,” she whispers. “Don’t go down there on your own.”<br>
<<elseif _CurrentPC is true>>
"You work at Thompson's Repairs, right? Doing computer stuff?"<br>
<br>
You nod, watching the young woman in the mirror. She breaks out into a smile.<br>
<br>
"I had no idea women could do those sorts of things!", she says, excitedly. "I think you're the first girl to work there that isn't the receptionist."<br>
<br>
Rhiannon leans towards your eye, lowering her voice. "Does Mr. Thompson come on to you? He's got quite the reputation with his secretaries."<br>
<br>
"What sort of reputation?" you ask her, trying to deflect the conversation from you.<br>
<br>
"Just that he gets very handsy," she replies, with a glint in her eye. "And that he expects certain things from them." She glances around the salon, making sure no one has entered without her realising. "There's a certain room at the hotel that he's had reserved every Wednesday and Friday lunch for as long as I can remember. I can't even imagine what Annie must have to do to keep that job."<br>
<br>
"But I'm sure that won't happen to you," she adds, noting your look. "I bet he'll just be glad to have another girl around the office. Especially after your treatment here."<br>
<<else>>
”You’re going to look great”, Rhiannon beams, trying to keep your mind off the emery board. “You should definitely come by McTafey’s later.”<br>
<br>
Very aware of the cream setting on your face, you don’t respond. Yet Rhiannon continues to chatter. “Seriously. You should come by. I know that people say that women shouldn’t go to bars on their own. But I’ve never had any hassle. Nothing I couldn’t deal with, anyway. The regulars wouldn’t put up with it, either.”<br>
<br>
Rhiannon peers in from the corner of your view, smiling. “I’m working this evening. Seriously. Come by.” <br>
<br>
She disappears from your view again, returning to working on your nails. <br>
<</if>>
<br>
With a final swipe, Rhiannon declares that your nails are done. “Now. My favourite part,” she says, leaning over your face.<br>
<br>
The young woman begins to peel at the set product on your face. It pulls away from your skin with minimal resistance. You feel the cold air on your pores as Rhiannon exposes your skin. <br>
<br>
“Looking good!” Rhiannon claims, as she wipes the residual cream from your face with a brush. “What do you think?”<br>
<br>
She carefully tilts your head towards the mirror. You stare at yourself. There is a freshness and vibrancy to your face that wasn’t there before. She wasn’t kidding. You look like a magazine model.<br>
<br>
“You should apply some polish to them, too,” Rhiannon says, nodding to your hands. You hold one up, seeing your long and finely manicured nails on the ends of your fingers. You can’t help but feel protective over how easily you could chip or break them.<br>
<br>
“You love it, don’t you?” Rhiannon asks, although it’s really not a question. “It should last a while, too.”<br>
<br>
Rhiannon removes the cowl and you pay her. “Another satisfied customer. See you around, I’m sure.”<br>
<br>
She smiles politely and turns to cleaning up after your treatment.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Leave the salon" "OrchidRoad">>
<<if $SalonWork is "Sophie" and $current.avatar isnot "Emily" and _CurrentPC is false>><<LocationKnown "McTafeys">><</if>>
<<if $SalonWork is "Rhiannon" and $current.avatar is "Emily">><<LocationKnown "SchoolBasement">><</if>>
<<if $SalonWork is "Rhiannon" and $current.avatar isnot "Emily" and _CurrentPC is false>><<LocationKnown "McTafeys">><</if>>
<<TimeChange>>
<<set $SalonWork to undefined>>
<</link>><<if $SalonWork is "Sophie">>
<<if $current.avatar is "Jennifer">>
Sophie ushers you into a plush chair behind her polished station. The air smells of lavender and warmed oils as she drapes a towel around your neck. Each brushstroke of mask feels odd. Like a ceremony for someone else’s face.<br>
<br>
She smooths your brow with practiced restraint. “How is work at Evans’, Jennifer?” Her tone is polite but measured. “It must feel… different from being a cheerleader.”<br>
<br>
In the mirror Sophie’s eyes harden ever so slightly. “Few of you squad girls end up as a shop girl. But you always did march to your own drum, didn’t you?”<Br>
<br>
“Rhiannon still speaks warmly of you. Well, you and Skye. I suppose you haven’t kept in touch? Skye’s at that esteemed university now. Quite above your current station.”<br>
<br>
You feel tense. Almost angry. This isn’t the relaxing experience you imagined. In fact, it feels like you’re being lectured. Silence fills the space as Sophie applies a gentle moisturizer. Her touch cold.<Br>
<br>
Finally she steps back, holding a hand-mirror before you. The reflection shows cheeks flushed with health, lips curved in a softer shape. You feel a tender stir of something you haven’t felt in ages. A warm sense of pride, maybe?<Br>
<br>
Sophie stands behind you, looking at your reaction. “I hope this… brings you some pleasure,” she says quietly. “Lord knows, things haven’t given much to you lately, have they?”<Br>
<br>
You meet her eyes in the glass, looking for some sort of kindness in her expression. But her raised eyebrows reveal there’s nothing there except judgement. <br>
<<trackKnowledge "CheerleaderCoven" "JenniferLearned">>
<<elseif $current.avatar is "Annie">>
You sink into the leather-backed chair as Sophie fastens a silky cape around your shoulders. The scent of chamomile shampoo drifts up as she lifts your blonde hair and begins to tease through a lightweight conditioner.<br>
<Br>
When she reaches behind her for a towel, Sophie glances at you in the mirror. “You know, Mr. Thompson’s been delighted with business lately,” she says, voice smooth. “Jeanette mentioned how helpful you were last month.”<Br>
<bR>
You force a smile. Sophie leans in, fingers brushing your nape as she adjusts the conditioner. “And my Rhiannon still speaks highly of you,” she continues. “Only yesterday she was looking through old yearbooks. There was a photo of you and that girl… what was her name? Penny?”<Br>
<bR>
Something tenses inside your chest, but you can’t define the sensation. Sophie doesn’t seem to notice, still talking. “You two were close, weren’t you? Have you heard from her since her family moved away?”<Br>
<Br>
A wave of nausea twists your stomach as the words pull at something buried. “Not really,” you manage.<Br>
<br>
Her fingers pause at the back of your head. In the mirror you see her catch your eye. “Shame what happened to her. That Jennifer Chambers spreading all those rumours.” She smiles at you, stopping her treatment for a second. “I told my Rhiannon, it was probably just a phase.”<Br>
<Br>
Your vision blurs. At the edges of your view, darkness flickers like embers. Magic. Seeping in at the edge of your eyes. You can barely make out Sophie in the mirror, as she returns to working on your hair, oblivious to the pain you are in. “Because you and Penny were just good friends, weren’t you?”<br>
<br>
Pain forks through your mind like lightning. A flash of a meadow bursts from behind your eyelids. You lying next to a girl, no more than sixteen. Her dark hair contrasts with her pale skin, her eyes are dark to the point where you can barely separate her pupils from her iris. She is giggling. You glance down, seeing your hands intertwined --<br>
<br>
And then the salon is back. Sophie stares at you in the mirror, watching you. <Br>
<Br>
“Your hair looks just as lovely as ever,” she murmurs. “I hope it brings you a bit of brightness.”<Br>
<Br>
She pats your shoulder lightly, then gathers her tools. “Give that a few minutes to set, then I’ll rinse and style. Only a trim today?”<br>
<br>
You nod, studying your reflection. When Sophie returns to rinse the conditioner away, you lift your chin. In the mirror, your hair gleams, but nothing else has changed. You quietly settle the bill and stand. Sophie offers a polite nod. “Take care, Annie.”<Br>
<Br>
You tuck a lock behind your ear and step out into the street, deflated that you barely learned anything of interest. And that you paid for such a small change, too.<br>
<<trackKnowledge "Homophobia" "JenniferLearned">>
<</if>>
<<elseif $SalonWork is "Rhiannon">>
<<if $current.avatar is "Jennifer">>
You settle into the plush chair, a crisp cape snapping around your shoulders. Rhiannon’s fingers are deft as she begins a gentle facial. Cool cleansers and foaming masks layered over your skin, each touch strange against this face that isn’t yours.<Br>
<br>
She hums lightly as she works. “How’s the department store treating you?” she asks, sweeping away suds with a warm cloth. “Must be a far cry from your days at Charlton School.”<Br>
<br>
You swallow, not sure how to respond. Rhiannon smiles back at you in the mirror. “I remember being a freshman when you were princess of the squad. Always at your side of Skye. I thought you two were inseparable.”<bR>
<br>
You murmur something noncommittal, head tipped back to let Rhiannon smooth a rich serum across your forehead.<Br>
<br>
She leans forward, massaging the liquid into your skin. “Do you still talk to Skye? She went off to that private university. Must seem a world away. I always wondered if that was why you hung up the pom-poms?”<Br>
<br>
She waits for a reply and you for a moment you feel like you’re in an interrogation room. You recall what you know about Rhiannon. A trusted source of all gossip. Only now do you realise how she learns its secrets.<Br>
<br>
When you don’t reply, Rhiannon steps back and polishes your cheeks with a final touch. She holds up a mirror to show your reflection to you. Bright eyes, softened jawline, a hint of colour on your lips. For one long moment you don’t recognise her handiwork as Jennifer. But seeing the difference, something flutters in you. Something like pride.<br>
<br>
“It suits you,” Rhiannon says, voice low. “You deserve to feel lovely now and then.”<Br>
<Br>
You inhale, savoring the unfamiliar lightness in your chest. Not for the first time, you realise that this is one of the few moments that as Jennifer you’ve felt anything.<Br>
<<trackKnowledge "CheerleaderCoven" "JenniferLearned">>
<<elseif $current.avatar is "Annie">>
Rhiannon greets you with that sly smile as you sink into her styling chair. The cape snaps closed, and she begins unpicking tangles in your blonde hair, warm water dribbling around your collar.<Br>
<br>
She hums as she works on your hair. “I was thinking about you the other day,” she says. “Flipping through a photo album of Charlton yearbooks. I saw a photo of you, tucked in the corner with Penny.” She smiles. “You haven’t changed a bit!”<Br>
<br>
Something tenses inside your chest, but you can’t define the sensation. Rhiannon looks oblivious, continuing to talk. “She was a free spirit, wasn’t she? Have you heard from her since her family moved away?”<Br>
<Br>
A wave of nausea twists your stomach as Rhiannon’s words pull at something buried. “Not really,” you manage.<Br>
<Br>
Her fingers pause at the back of your head. In the mirror you see her catch your eye. “She had it rough, towards the end,” she says. “I never believed all those rumours that Jen spread about you two.” <Br>
<Br>
Your vision blurs. At the edges of your view, darkness flickers like embers. Magic. Seeping in at the edge of your eyes. You can barely make out Rhiannon in the mirror, as she continues to work your hair, oblivious to the pain you are in. “After all, you and Penny were just good friends, weren’t you?”<Br>
<br>
Pain forks through your mind like lightning. A flash of a meadow bursts from behind your eyelids. You lying next to a girl, no more than sixteen. Her dark hair contrasts with her pale skin, her eyes are dark to the point where you can barely separate her pupils from her iris. She is giggling. You glance down, seeing your hands intertwined --<br>
<br>
Rhiannon snaps her fingers before your face. “You okay?” she asks, voice distant.<Br>
<Br>
Your throat catches. You blink back tears, willing the vision to retreat. Rhiannon clears her throat and finishes styling your hair without another word.<Br>
<br>
When she spins the chair around, your blonde locks fall in the same soft waves as before. You pay in silence and stand, legs trembling. Stepping outside, a metallic taste in your mouth.<Br>
<<trackKnowledge "Homophobia" "JenniferLearned">>
<</if>>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Say goodbye and leave the salon" "OrchidRoad">>
<<set $SalonWork to undefined>>
<<TimeChange>><<DialogueSpokenSecretKnown "Jennifer" "Tell">>
<<if _Discussed is true and $current.avatar is "Jennifer">><<EventTrigger "JennifersApartment" "JenReactSalonTrip" null "Jennifer" null null null null false>><</if>>
<</link>><<Checkrelationship "Rhiannon">>
<<if $RhiannonDialogue is undefined and _relationship gt 0>>
Rhiannon smiles from over the counter, pushing her magazine to one side. "What brings you around?"<br>
<<QuestOptionCheck "Quest25" 5 "makeup">><<QuestOptionCompleteCheck "Quest25" 5 "makeup">>
<<if _QuestOptionCheck is true and _QuestOptionCompleteCheck is false and $current.female is true>>
<br>
Looking back at Rhiannon, you try not to glance at the equipment that radiates with magical energy. If Rhiannon wasn’t here, you are sure it wouldn’t take long to nullify it. You just need to figure out a way to get rid of her.<br>
<</if>>
<<elseif _relationship gt 0>>
Rhiannon gives you a grin as she looks over the counter.<br>
<<else>>
Rhiannon’s smile slips when she sees you. "I think you should come back. When me mum is working."<br>
<</if>>
<br>
<<ActionsHeader>>
<<Checkrelationship "Rhiannon">>
<<if _relationship is 0>>
<<link "Say goodbye and leave her alone" $ConversationExit>><<EndConversation "Rhiannon">><</link>>
<<else>>
<<QuestState "Quest14">>
<<if _QuestState is 0 and $current.avatar is "Emily" and $current.hair isnot "blonde">>
<<link "Ask for your hair to be dyed blonde" "SalonHairDye">><<Feminity 1>><<EndConversation "Rhiannon">><</link>><br>
<</if>>
<<if $current.avatar is "Jennifer" or $current.avatar is "Annie">>
<<link "Sit down and talk to her" "SalonJennifer">><<Feminity 1>><<EndConversation "Rhiannon">><</link>><br>
<<elseif $current.female is true>>
<<Flag "SalonTreatmentKnown">>
<<if _FlagReturn is true and $SalonSpaTreatment is undefined>>
<<link "Get a spa treatment" "SpaTreatment">><<Feminity 1>><<set $SalonSpaTreatment to true>><<EndConversation "Rhiannon">><</link>><br>
<</if>>
<</if>>
<<QuestStatus "Quest36">>
<<if _QuestStatus isnot "unknown" and $current.avatar isnot "Charli">>
<<DialogueSpoken "Rhiannon" "AskAboutCharli">>
<<if _Discussed is false>><<link "Ask about Charli Thomas" "RhiannonDialogue">><<set $RhiannonDialogue to "AskAboutCharli">><</link>><br><</if>>
<</if>>
<<QuestOptionCheck "Quest23" 3 "nurse_program" "gte">><<DialogueSpoken "Rhiannon" "NurseProgramGraduate">><<QuestStatus "Quest36">>
<<if _QuestOptionCheck is true and _QuestStatus is "unknown" and $current.avatar isnot "Charli" and _Discussed is false>><<link "Ask about recent graduates who entered the nurse’s program" "RhiannonDialogue">><<set $RhiannonDialogue to "NurseProgramGraduate">><</link>><br><</if>>
<<QuestState "Quest37">>
<<if _QuestState is 0>>
<<DialogueSpoken "Rhiannon" "CouplesArguingSalon">>
<<if _Discussed is false>><<link "Ask if she's seen anyone arguing" "RhiannonDialogue">><<set $RhiannonDialogue to "CouplesArguingSalon">><</link>><br><</if>>
<</if>>
<<QuestOptionCheck "Quest25" 5 "makeup">><<QuestOptionCompleteCheck "Quest25" 5 "makeup">>
<<if _QuestOptionCheck is true and _QuestOptionCompleteCheck is false and $current.female is true>>
<<DailyVariableCheck "RhiannonStoreIntFail">>
<<if _DailyVariableCheck is false>>
<<StatCheckIntelligence "gt" 70>>
<<set _StatIntelligenceProbability to _StatIntelligenceProbability + " Try to think of an excuse to get her to leave the store">>
<<if _StatCheckIntelligence is true>>
<<link _StatIntelligenceProbability "RhiannonDialogue">><<set $RhiannonDialogue to "SalonPromExcusePass">><</link>><br>
<<else>>
<<link _StatIntelligenceProbability "RhiannonDialogue">><<set $RhiannonDialogue to "SalonPromExcuseFail">><<Intelligence 1>><<DailyVariableAdd "RhiannonStoreIntFail">><</link>><br>
<</if>>
<<else>>
<s>Try to think of an excuse to get her to leave the store</s> - <i>You should wait a day before trying that again</i><br>
<</if>>
<<SpellsCheckSelf "SleepForget">>
<<if _SpellsCheckSelf is true>>
<<link "[Spell: Sleep & Forget] Cast Sleep & Forget on her" "RhiannonDialogue">><<set $RhiannonDialogue to "SalonPromSleepForget">><<Greedy 1>><</link>><br>
<</if>>
<<SpellsCheckSelf "Charm">>
<<if _SpellsCheckSelf is true>>
<<link "[Spell: Charm] Try to cast Charm to get her to leave" "RhiannonDialogue">><<set $RhiannonDialogue to "SalonPromCharm">><</link>><br>
<</if>>
<</if>>
<<link "Say goodbye and leave her alone" $ConversationExit>><<EndConversation "Rhiannon">><</link>>
<</if>><<if $SophieDialogue is undefined>>
<<if $SalonWardAvatar is undefined or $SalonWardAvatar isnot $current.avatar>>
Sophie looks up from sweeping as you step towards her. She smiles with reflexive politeness.<br>
<<else>>
Sophie looks up from sweeping as you step towards her. She smiles with curious interest.<br>
<</if>>
<<QuestOptionCheck "Quest25" 5 "makeup">><<QuestOptionCompleteCheck "Quest25" 5 "makeup">>
<<if _QuestOptionCheck is true and _QuestOptionCompleteCheck is false and $current.female is true>>
<br>
Looking back at Sophie, you try not to glance at the equipment that radiates with magical energy. If she wasn’t here, you are sure it wouldn’t take long to nullify it. You just need to figure out a way to get rid of her.<br>
<</if>>
<<else>>
Sophie holds on to her broom, waiting for you to speak.<br>
<</if>>
<br>
<<ActionsHeader>>
<<QuestState "Quest14">>
<<if _QuestState is 0 and $current.avatar is "Emily" and $current.hair isnot "blonde">>
<<link "Ask for your hair to be dyed blonde" "SalonHairDye">><<Feminity 1>><<EndConversation "Sophie">><</link>><br>
<</if>>
<<if $current.avatar is "Jennifer" or $current.avatar is "Annie">>
<<link "Sit down and talk to her" "SalonJennifer">><<Feminity 1>><<EndConversation "Sophie">><</link>><br>
<<elseif $current.female is true>>
<<Flag "SalonTreatmentKnown">>
<<if _FlagReturn is true and $SalonSpaTreatment is undefined>>
<<link "Get a spa treatment" "SpaTreatment">><<Feminity 1>><<set $SalonSpaTreatment to true>><<EndConversation "Sophie">><</link>><br>
<</if>>
<</if>>
<<QuestState "Quest37">>
<<if _QuestState is 0>>
<<DialogueSpoken "Sophie" "CouplesArguing">>
<<if _Discussed is false>><<link "Ask if she's seen anyone arguing" "SophieDialogue">><<set $SophieDialogue to "CouplesArguing">><</link>><br><</if>>
<</if>>
<<QuestOptionCheck "Quest25" 5 "makeup">><<QuestOptionCompleteCheck "Quest25" 5 "makeup">>
<<if _QuestOptionCheck is true and _QuestOptionCompleteCheck is false and $current.female is true>>
<<DailyVariableCheck "SophieStoreIntFail">>
<<if _DailyVariableCheck is false>>
<<StatCheckIntelligence "gt" 95>>
<<set _StatIntelligenceProbability to _StatIntelligenceProbability + " Try to think of an excuse to get her to leave">>
<<if _StatCheckIntelligence is true>>
<<link _StatIntelligenceProbability "SophieDialogue">><<set $SophieDialogue to "SalonPromExcusePass">><</link>><br>
<<else>>
<<link _StatIntelligenceProbability "SophieDialogue">><<set $SophieDialogue to "SalonPromExcuseFail">><<Intelligence 1>><<DailyVariableAdd "SophieStoreIntFail">><</link>><br>
<</if>>
<<else>>
<s>Try to think of an excuse to get her to leave</s> - <i>You should wait a day before trying that again</i><br>
<</if>>
<<SpellsCheckSelf "SleepForget">>
<<if _SpellsCheckSelf is true>>
<<link "[Spell: Sleep & Forget] Cast Sleep & Forget on her" "SophieDialogue">><<set $SophieDialogue to "SalonPromSleepForget">><<Greedy 1>><</link>><br>
<</if>>
<<SpellsCheckSelf "Charm">>
<<if _SpellsCheckSelf is true>>
<<link "[Spell: Charm] Try to cast Charm to get her to leave" "SophieDialogue">><<set $SophieDialogue to "SalonPromCharm">><</link>><br>
<</if>>
<</if>>
<<link "Say goodbye and leave her alone" $ConversationExit>><<EndConversation "Sophie">><</link>><<switch $SalonPromInvestigate>>
<<case undefined>>
You step towards the counter, running your hand along the edge. Through your inner eye you see the dark and shadowy view of a room void of magic. Except for the glowing styling equipment in front of each chair.<br>
<br>
Tiny faces swirl around the equipment, like fish in a rip. They twist and twirl with huge smiles. You can almost hear their voices, a hundred high-pitched giggles and squeals as they leap from scissors to clippers, and brushes to product. Only when you draw close do they seem to register your presence, not breaking their routine, but turning to always face you.<br>
<br>
And something else is causing the hairs on your neck to stand up. You look behind you, as if expecting to see someone. Yet you are alone.<br>
<br>
<i>So why doesn’t it feel like it?</i><br>
<br>
<<ActionsHeader>>
<<link "Nullify the equipment for just you" "SalonPromInvestigate">><<set $SalonPromInvestigate to "NullifySelf">><<Greedy 1>><<QuestOptionComplete "Quest25" 5 "makeup">><<Quest25PrepReconcile>><<set $SalonWard to "NulifiedSelf">><</link>><br>
<<link "Nullify the equipment for everyone" "SalonPromInvestigate">><<set $SalonPromInvestigate to "NullifyAll">><<Greedy -1>><<QuestOptionComplete "Quest25" 5 "makeup">><<Quest25PrepReconcile>><<set $SalonWard to "NulifiedAll">><</link>>
<<case "NullifySelf">>
Shutting your eyes, you take in a deep breath and cast a hand out in front of you. "I cause this object with power beyond its power," you say, seeing the cursed energies squeal. A few of them begin to leap out of the unseen arcane currents like gnats, landing in your own hair. You feel your scalp itching.<br>
<br>
<i>Are they burrowing into your skin?</i><br>
<br>
You have to stifle a giggle that threatens to rise up from nowhere, instead focusing on the words to complete the spell. "Unseen and unheard, its effects will be felt…"<br>
<br>
A pause. What were the words again?<br>
<br>
<i>By all but me!</i><br>
<br>
You titter as you feel the pleasant sensation of more of the gnats caressing your skull. It’s comforting in a way. Calming, even.<br>
<br>
"By all but me!" you stammer quickly.<br>
<br>
The squeals turn to cries, but only from the faces that are in mid-flight. Any bound for your scalp dissipate in midair. The itching at the roots of your hair fades as you feel a gentle fizzle.<br>
<br>
Looking down, the creatures still orbit the equipment in front of you. But they make no attempt to leap towards you. Even when you lean forward.<br>
<br>
You are about to smile when you hear a low murmur of a throaty laugh inside your head. You feel pressed up against a wall, almost trapped. Has the salon grown darker?<br>
<br>
<<ActionsHeader>>
<<link "Leave the salon" "OrchidRoad">><<TimeChange>><<EventTrigger "OrchidRoad" "PigeonWatching" null null null null null null false>><<set $SalonWardAvatar to $current.avatar>><<set $SalonPromInvestigate to undefined>><</link>>
<<case "NullifyAll">>
Shutting your eyes, you take in a deep breath and cast a hand out in front of you. "I cause this object with power beyond its power," you say, seeing the cursed energies squeal. A few of them begin to leap out of the unseen arcane currents like gnats, landing in your own hair. You feel your scalp itching.<br>
<br>
<i>Are they burrowing into your skin?</i><br>
<br>
You have to stifle a giggle that threatens to rise up from nowhere, instead focusing on the words to complete the spell. "Unseen and unheard, its effects will be felt…"<br>
<br>
A pause. What were the words again?<br>
<br>
<i>By none!</i><br>
<br>
You titter as you feel the pleasant sensation of more of the gnats caressing your skull. It’s comforting in a way. Calming, even.<br>
<br>
"By none!" you stammer quickly.<br>
<br>
The squeals turn to cries. Any bound for your scalp dissipate in midair. The itching at the roots of your hair fades as you feel a gentle fizzle.<br>
<br>
Looking down, the creatures shimmer out of existence, hissing as they do so. In a few moments the equipment is just that. Equipment.<br>
<br>
You are about to smile when you hear a low murmur of a throaty laugh inside your head. You feel pressed up against a wall, almost trapped. Has the salon grown darker?<br>
<br>
<<ActionsHeader>>
<<link "Leave the salon" "OrchidRoad">><<TimeChange>><<EventTrigger "OrchidRoad" "PigeonWatching" null null null null null null false>><<set $SalonWardAvatar to $current.avatar>><<set $SalonPromInvestigate to undefined>><</link>>
<</switch>>/* Tracks which avatars Sophie has caught casting magic on her (6B trap).
PC's own form records as "PC". No consumers yet - hook for post-capture
reactive dialogue and prom night. */
<<widget "SophieKnows">>
<<set $SophieKnows to $SophieKnows ?? []>>
<<if _CurrentPC is true>>
<<if !$SophieKnows.includes("PC")>><<run $SophieKnows.push("PC")>><</if>>
<<else>>
<<if !$SophieKnows.includes(_args[0])>><<run $SophieKnows.push(_args[0])>><</if>>
<</if>>
<</widget>>
<<widget "SophieKnowsCheck">>
<<set _SophieKnowsCheck to false>>
<<if $SophieKnows isnot undefined and $SophieKnows.includes(_args[0])>>
<<set _SophieKnowsCheck to true>>
<</if>>
<</widget>><b>Charlton School - AV Cupboard</b><br>
<img src="./images/School_AV_Cupboard.png"><br>
The cupboard is small and cramped. It’s full of old CRT televisions on wheeled stands and clunky VHS players. The walls are lined with shelves with stacks of old tapes bearing handwritten labels, all referencing documentaries and educational TV shows.<br>
<br>
<<ActionsHeader>>
<<Flag "Act2Started">>
<<if _FlagReturn is true>>
<<QuestState "Quest24">><<QuestOptionCheck "Quest24" 4 "biology">><<QuestOptionCompleteCheck "Quest24" 4 "biology">>
<<if _QuestState is 0 or (_QuestOptionCheck is true and _QuestOptionCompleteCheck is false)>>
<<link "Investigate the TV" "SchoolAVCupboardInvestigation">><</link>><br>
<</if>>
<<else>>
<<QuestState "Quest7">><<QuestStatus "Quest7">>
<<if _QuestState is 4 and _QuestStatus is "active">><<link "Investigate the TV" "SchoolAVCupboardInvestigation">><</link>><br><</if>>
<</if>>
<<link "Go back to the AV room" "SchoolAVRoom">><</link>><<switch $SchoolAVCupboardInvestigation>>
<<case undefined>>
<<if $current.female is true>>
Drawing down on the well of arcane energy within you, you focus your affinity on the television that Dennis brings into the biology room.<br>
<br>
A manic crackle of sound jolts you back. You stare at the screen, dumbfounded. Something stares back out at you, grinning. Your mind struggles to comprehend it, but you are sure that whatever that inhuman crackle sounded like, it was the sound of this being laughing at you.<br>
<br>
The yellow burn of magic outlines the frenzied ghost in the TV. It appears to roll up and down, like watching an out-of-tune TV station. Though made up entirely of jagged lines that flicker and jolt, you can see its teeth snarling out at you.<br>
<br>
Even more concerningly, the two-dimensional screen somehow is pressing towards you.<br>
<br>
<<ActionsHeader>>
<<SpellsCheckSelf "Ward">>
<<if _SpellsCheckSelf is true>>
<<Flag "Act2Started">>
<<if _FlagReturn is true>>
<<link "[Spell: Ward] Cast Ward to nullify the spell on the TV" "SchoolAVCupboardInvestigation">>
<<Flag "CounterCurseGestureKnown">>
<<if _FlagReturn is true>>
<<set $SchoolAVCupboardInvestigation to "CastWardAct2NullifyAll">>
<<set $BiologyWard to "NulifiedAll">>
<<QuestOptionComplete "Quest24" 4 "biology">>
<<Quest24NullifyReconcile>>
<<Greedy -1>>
<<else>>
<<set $SchoolAVCupboardInvestigation to "CastWardAct2FailNullifyAll">>
<<Greedy -1>>
<<Orientation 1>>
<</if>>
<</link>><br>
<<link "[Spell: Ward] Cast Ward to nullify yourself against the spell on the TV" "SchoolAVCupboardInvestigation">>
<<Flag "CounterCurseGestureKnown">>
<<if _FlagReturn is true>>
<<set $SchoolAVCupboardInvestigation to "CastWardAct2NullifyYourself">>
<<set $BiologyWard to "NulifiedSelf">>
<<QuestOptionComplete "Quest24" 4 "biology">>
<<Quest24NullifyReconcile>>
<<Greedy 1>>
<<else>>
<<set $SchoolAVCupboardInvestigation to "CastWardAct2FailNullifyYourself">>
<<Greedy 1>>
<<Orientation 1>>
<</if>>
<</link>><br>
<<else>>
<<link "[Spell: Ward] Cast Ward to nullify the spell on the TV" "SchoolAVCupboardInvestigation">><<set $BiologyWard to "NulifiedAll">><<set $SchoolAVCupboardInvestigation to "CastWard">><<WardsNullified 1>><<QuestTracker "Quest7" "complete">><<QuestOptionComplete "Quest5" 2 "biology">><<Greedy -1>><</link>><br>
<<link "[Spell: Ward] Cast Ward to nullify yourself against the spell on the TV" "SchoolAVCupboardInvestigation">><<Greedy 1>><<QuestTracker "Quest7" "complete">><<QuestOptionComplete "Quest5" 2 "biology">><<set $SchoolAVCupboardInvestigation to "CastWard">><<set $BiologyWard to "NulifiedSelf">><<WardsNullified 1>><</link>><br>
<</if>>
<</if>>
<<link "Go back to the AV room" "SchoolAVRoom">><</link>>
<<else>>
You try to draw down on the pool of energy within you, but instead of feeling the radiance of magic, all you feel is empty.<br>
<br>
Staring back at the television that Dennis wheels into the biology room, all you see is your reflection staring back. Nothing seems out of the ordinary.<br>
<br>
The realisation comes quickly. In order to use magic, you need to be a girl.<br>
<br>
<<ActionsHeader>>
<<link "Go back to the AV room" "SchoolAVRoom">><</link>>
<</if>>
<<case "CastWard">>
You take a step back, closing your eyes to concentrate in spite of the growing terror within your being. The laughter tries to distract you, but you manage to summon a flow of energy from your inner reserves. <br>
<br>
<<if $BiologyWard is "NulifiedSelf">>
“I cause this object with power beyond its power,” you whisper. “Unseen and unheard, its effects will be felt by all but me.”<br>
<br>
You open your eyes to see the unmoved television bearing down on you. The creature is centimetres from your face, but it's ceased snarling. Instead, it eyes you curiously, impish and surprised.<br>
<br>
The dimensions of the room slowly recede into reality. You hear the creature chuckle as it looks out at you, but it does nothing more.<br>
<<elseif $BiologyWard is "NulifiedAll">>
“I cause this object with power beyond its power,” you say. “Unseen and unheard, its effects will be felt by none.”<br>
<br>
You open your eyes to see the unmoved television bearing down on you. The creature centimetres from your face, you feel flushed and aroused as you feel his teeth gnawing at you. <br>
<br>
It suddenly screams and with a brutal jolt the dimensions of the room snap back to normal. You are staring at a TV metres away, watching something resembling a crude animation pound against the edges of the screen, shrinking ever more into the centre of the TV.<br>
<br>
With a pop, it’s gone. There is silence once more.<br>
<</if>>
<<set $CurrentRoom to "SchoolAVCupboard">>
<<cheerleaderIntervention>>
<<if $cheerleaderIntActive isnot true>>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">><<TimeChange>><<set $SchoolAVCupboardInvestigation to undefined>><</link>>
<</if>>
<<case "CastWardAct2FailNullifyAll">>
You take a step back, closing your eyes to concentrate in spite of the growing terror within your being. The laughter tries to distract you, but you manage to summon a flow of energy from your inner reserves.<br>
<br>
"I cause this object with power beyond its power," you say. "Unseen and unheard, its effects will be felt by none."<br>
<br>
Suddenly your connection to the television is sharply ended. You open your eyes to see the unmoved television bearing down on you. The creature centimetres from your face, but you think you see a hazy yellow barrier form over the screen, before you feel yourself being thrown across the room.<br>
<br>
You land and bounce off shelves, clutching your back in pain. Looking up, you see the face of the creature lashing around the screen, cackling with amusement.<br>
<br>
In amongst the pain, you sense something else deep within your mind. The crackle of magics, etching away at your braincells. Morphing them into something else.<br>
<br>
Looking around, you glance over the labels of the cassettes. "Mating rituals of the lion." Your mind idly wonders, imagining what sort of sex a lioness would experience in the animal world. A slack smile forms on your face as an image comes to mind.<br>
<br>
<i>Thinking of what it must feel like, are you?</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">>
<<TimeChange>>
<<QuestTracker "Quest24" 1>>
<<set $SchoolAVCupboardInvestigation to undefined>>
<</link>>
<<case "CastWardAct2FailNullifyYourself">>
You take a step back, closing your eyes to concentrate in spite of the growing terror within your being. The laughter tries to distract you, but you manage to summon a flow of energy from your inner reserves.<br>
<br>
"I cause this object with power beyond its power," you whisper. "Unseen and unheard, its effects will be felt by all but me."<br>
<br>
Suddenly your connection to the television is sharply ended. You open your eyes to see the unmoved television bearing down on you. The creature centimetres from your face, but you think you see a hazy yellow barrier form over the screen, before you feel yourself being thrown across the room.<br>
<br>
You land and bounce off shelves, clutching your back in pain. Looking up, you see the face of the creature lashing around the screen, cackling with amusement.<br>
<br>
In amongst the pain, you sense something else deep within your mind. The crackle of magics, etching away at your braincells. Morphing them into something else.<br>
<br>
Looking around, you glance over the labels of the cassettes. "Mating rituals of the lion." Your mind idly wonders, imagining what sort of sex a lioness would experience in the animal world. A slack smile forms on your face as an image comes to mind.<br>
<br>
<i>Thinking of what it must feel like, are you?</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">>
<<TimeChange>>
<<QuestTracker "Quest24" 1>>
<<set $SchoolAVCupboardInvestigation to undefined>>
<</link>>
<<case "CastWardAct2NullifyAll">>
You take a step back, closing your eyes to concentrate in spite of the growing terror within your being. The laughter tries to distract you, but you manage to summon a flow of energy from your inner reserves.<br>
<br>
This time, you raise your hand and trace the gesture Marjorie taught you, feeling the power flow down your arm as your finger glows bright.<br>
<br>
The counter-curse answers. The hazy yellow barrier blooms over the screen, ready to throw you back across the room. You press your glowing finger against it and it splinters like sugar glass, cracks spidering out from your touch until the barrier falls away into nothing.<br>
<br>
The curse is bare before you now.<br>
<br>
“I cause this object with power beyond its power,” you say. “Unseen and unheard, its effects will be felt by none.”<br>
<br>
You open your eyes to see the unmoved television bearing down on you. The creature centimetres from your face, you feel flushed and aroused as you feel his teeth gnawing at you.<br>
<br>
It suddenly screams and with a brutal jolt the dimensions of the room snap back to normal. You are staring at a TV metres away, watching something resembling a crude animation pound against the edges of the screen, shrinking ever more into the centre of the TV.<br>
<br>
With a pop, it’s gone. There is silence once more.<br>
<br>
You let out a breath. No barrier this time. No shelves breaking your fall. Only a cramped cupboard, and a television that is just a television.<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">>
<<TimeChange>>
<<set $SchoolAVCupboardInvestigation to undefined>>
<</link>>
<<case "CastWardAct2NullifyYourself">>
You take a step back, closing your eyes to concentrate in spite of the growing terror within your being. The laughter tries to distract you, but you manage to summon a flow of energy from your inner reserves.<br>
<br>
This time, you raise your hand and trace the gesture Marjorie taught you, feeling the power flow down your arm as your finger glows bright.<br>
<br>
The counter-curse answers. The hazy yellow barrier blooms over the screen, ready to throw you back across the room. You press your glowing finger against it and it splinters like sugar glass, cracks spidering out from your touch until the barrier falls away into nothing.<br>
<br>
The curse is bare before you now.<br>
<br>
“I cause this object with power beyond its power,” you whisper. “Unseen and unheard, its effects will be felt by all but me.”<br>
<br>
You open your eyes to see the unmoved television bearing down on you. The creature is centimetres from your face, but it’s ceased snarling. Instead, it eyes you curiously, impish and surprised.<br>
<br>
The dimensions of the room slowly recede into reality. You hear the creature chuckle as it looks out at you, but it does nothing more.<br>
<br>
You let out a breath. No barrier this time. No shelves breaking your fall. The creature still lurks in the screen, but it can no longer touch you.<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">>
<<TimeChange>>
<<set $SchoolAVCupboardInvestigation to undefined>>
<</link>>
<</switch>><b>Charlton School - AV Room</b><br>
<img src="./images/School_AV_Room.png"><br>
<br>Your eyes need a moment to adjust as you step into a room. The only light comes from a dim lamp and the very edges of the windows, which are otherwise covered with black paper and duct tape. Cracked movie posters from old 1940s war movies decorate the walls and the benches are covered in film projectors in states of disrepair.<br>
<<DailyVariableCheck "DennisSleep">>
<<if _DailyVariableCheck and $NPCPresent.includes("Dennis")>>
<br>Dennis sleeps behind the teacher's desk where you left him, looking at peace as he breathes shallowly.<br>
<<else>>
<<PresentNPCPeriodText "Dennis" "Lunch" "<br>Dennis sits surrounded by stacks of VHS cassettes, as he checks off a list in an ageing inventory book.<br>">>
<<PresentNPCPeriodText "Dennis" "Evening" "<br>Dennis sits at a desk, tinkering with a disassembled VHS tape player and fiddling with its archaic insides using a screwdriver.<br>">>
<<QuestOptionCheck "Quest11" 3 "dennis_target">><<QuestState "Quest11">>
<<if $NPCPresent.includes("Dennis") and _QuestOptionCheck is false and _QuestState gte 3>>
<<if _QuestState is 3>>
<br><i>You look at Dennis for a few seconds. If you really wanted to know what went on in those boys’ classes, Dennis would do. If you could get your hands on something of his, something personal. Something to power the amulet. Getting him somewhere private wouldn't be a challenge.</i><br>
<</if>>
<<QuestOptionUnlock "Quest11" 3 "dennis_target">>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<DailyVariableCheck "DennisSleep">>
<<if _DailyVariableCheck is false and $NPCPresent.includes("Dennis")>><<link "Talk to Dennis" "SchoolAVRoomDennisDialogue0">><</link>><br><</if>>
<<InventoryCheckSelf "KeyAVCupboard" "KeyAVCupboardOlaf">>
<<Flag "Act2Started">>
<<if _FlagReturn is true>>
<<QuestState "Quest24">><<QuestOptionCheck "Quest24" 4 "biology">><<QuestOptionCompleteCheck "Quest24" 4 "biology">>
<<if _InventoryCheckSelf is true and (_QuestState is 0 or (_QuestOptionCheck is true and _QuestOptionCompleteCheck is false))>>
<<if setup.period[$periodCurrent] is "Night">>
<s>Unlock the AV Cupboard</s> - <i>It's too late to continue your investigation.</i><br>
<<else>>
<<link "Unlock the AV Cupboard" "SchoolAVCupboard">><</link>><br>
<</if>>
<</if>>
<<else>>
<<if _InventoryCheckSelf is true and $BiologyWard is undefined>>
<<if setup.period[$periodCurrent] is "Night">>
<s>Unlock the AV Cupboard</s> - <i>It's too late to continue your investigation.</i><br>
<<else>>
<<link "Unlock the AV Cupboard" "SchoolAVCupboard">><</link>><br>
<</if>>
<</if>>
<</if>>
[[Leave the classroom->SchoolCorridor]]<<StartConversation "Dennis" "SchoolAVRoom">>
<<Checkrelationship _NPC>>
<<include "EventsDialogueDennis">>
<<if $DennisDialogue is undefined and _relationship is 0>>
When Dennis sees you, he focuses his attention singularly on what he’s doing. It’s clear he doesn’t want to talk to you.<br>
<<elseif $DennisDialogue is undefined and _currentEvent is undefined and $current.avatar is "Emily">>
Dennis looks flustered as you approach him. “Hi Emily,” he mumbles. <br>
<<QuestState "Quest11">><<QuestOptionCheck "Quest11" 3 "dennis_target">>
<<if _QuestState gte 3 and $NPCPresent.includes("Dennis") and _QuestOptionCheck is false>>
<<if _QuestState is 3>>
<br><i>You look at Dennis for a few seconds. If you really wanted to know what went on in those boys’ classes, Dennis would do. If you could get your hands on something of his, something personal. Something to power the amulet. Getting him somewhere private wouldn't be a challenge.</i><br>
<</if>>
<<QuestOptionUnlock "Quest11" 3 "dennis_target">>
<</if>>
<<elseif $DennisDialogue is undefined and _currentEvent is undefined and $current.avatar is "Jake">>
Dennis jumps as you step towards him, the glow of the TV flickering across his face. The moment he sees you, his whole body stiffens. He grips the arm of the chair, knuckles white.<BR>
<bR>
“Jake,” he mutters, barely audible. His eyes flick nervously toward the screen, then stay locked there, as if moving them might invite trouble.<Br>
<bR>
You can feel the tension radiating from him. He doesn’t want to talk. He doesn’t want to be here with you.<bR>
<br>
Not wanting to torture him, you decide to leave him alone.<br>
<<elseif _currentEvent is undefined>>
Dennis continues to work, idly listening for what you have to say.<br>
<</if>>
<<if _currentEvent is undefined and $current.avatar is "Emily" and _relationship is 0>>
<br>
<<ActionsHeader>>
<<SpellsCheckSelf "Charm">><<CharmedCheck "Dennis">>
<<if _Charmed is false and _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Charm] Cast Charm on Dennis" "DennisDialogue">><<set $DennisDialogue to "Charm">><<Greedy 1>><</link>><br><</if>>
<<DialogueSpoken "Dennis" "Flirt">>
<<if _Discussed is false>>
<<StatCheckOrientation "gt" 11 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to flirt with Dennis">>
<<if _StatCheckOrientation is true>><<link _StatOrientationProbability "DennisDialogue">><<set $DennisDialogue to "FlirtPass">><<ChangeNPCrelationship "Dennis" "Emily" 3>><</link>><br>
<<else>><<link _StatOrientationProbability "DennisDialogue">><<set $DennisDialogue to "FlirtFail">><<Orientation 1>><</link>><br><</if>>
<</if>>
<<TimerEventActive "DennisTalkingToHarrow">>
<<if _TimerEventActive is true>><<link "Ask if he’s spoken to Harrow yet " "DennisDialogue">><<set $DennisDialogue to "HarrowPassYet">><</link>><br><</if>>
<<InventoryCheckSelf "DennisPhoto" "DennisReceipt">><<SpellsCheckSelf "SleepForget">>
<<if setup.period[$periodCurrent] is "Lunch" and _InventoryCheckSelf is true and _SpellsCheckSelf is true>>
<<Flag "TempBusinessMeeting">>
<<if _FlagReturn is true>>
<s>Prepare to transform by casting Sleep & Forget</s> - <i>You need to attend the dinner as Emily this evening.</i><br>
<<else>>
<<link "Prepare to transform by casting Sleep & Forget" "DennisDialogue">><<set $DennisDialogue to "SleepForgetTransform">><</link>><br>
<</if>>
<</if>>
<<link "Say goodbye to Dennis and return to the AV Room" $ConversationExit>><<EndConversation "Dennis">><</link>>
<<elseif _currentEvent is undefined and $current.avatar is "Emily">>
<br>
<<ActionsHeader>>
<<InventoryCheckSelf "DennisPhoto" "DennisReceipt">><<SpellsCheckSelf "SleepForget">>
<<if setup.period[$periodCurrent] is "Lunch" and _InventoryCheckSelf is true and _SpellsCheckSelf is true>>
<<Flag "TempBusinessMeeting">>
<<if _FlagReturn is true>>
<s>Prepare to transform by casting Sleep & Forget</s> - <i>You need to attend the dinner as Emily this evening.</i><br>
<<else>>
<<link "Prepare to transform by casting Sleep & Forget" "DennisDialogue">><<set $DennisDialogue to "SleepForgetTransform">><</link>><br>
<</if>>
<</if>>
<<DialogueSpoken "Dennis" "FavouriteThings">><<QuestState "Quest11">><<QuestOptionCheck "Quest11" 3 "dennis_photo_taken">><<InventoryCheckSelf "DennisReceipt" "DennisPhoto">>
<<if _QuestState gte 3 and _Discussed is false and _QuestOptionCheck is false and _InventoryCheckSelf is false>><<link "Ask about his favourite things" "DennisDialogue">><<set $DennisDialogue to "FavouriteThings">><</link>><br><</if>>
<<QuestOptionCheck "Quest11" 3 "dennis_photo_taken">><<QuestState "Quest11">><<InventoryCheckSelf "DennisPhoto">>
<<if _QuestState gte 3 and _QuestOptionCheck is true and _InventoryCheckSelf is false>><<link "Ask to see the photo he took of Emily" "DennisDialogue">><<set $DennisDialogue to "AskToSeePhoto">><</link>><br><</if>>
<<DialogueSpoken "Dennis" "SeeReceipt">><<QuestState "Quest11">><<InventoryCheckSelf "DennisReceipt">>
<<if _QuestState gte 3 and _Discussed is true and _InventoryCheckSelf is false>>
<<QuestStatus "Quest14">><<InventoryCheckSelf "DennisPhoto">>
<<if _QuestStatus is "complete" and _InventoryCheckSelf is false>><<link "Ask to see the receipt of the date" "DennisDialogue">><<set $DennisDialogue to "AskToSeeReceipt">><</link>><br><</if>>
<</if>>
<<DialogueSpoken "Dennis" "School">>
<<if _Discussed is false>><<link "Talk to Dennis about the school" "DennisDialogue">><<set $DennisDialogue to "School">><</link>><br><</if>>
<<QuestState "Quest11">><<DialogueSpoken "Dennis" "Lessons">><<QuestStatus "Quest11">>
<<if _QuestState lte 1 and _Discussed is false and _QuestStatus is "active">><<link "Ask Dennis about boy's lessons" "DennisDialogue">><<QuestTracker "Quest11" 1>><<set $DennisDialogue to "Lessons">><</link>><br><</if>>
<<TimerEventActive "DennisTalkingToHarrow">><<QuestOptionCheck "Quest11" 1 "dennis_pass">><<QuestState "Quest11">>
<<if _QuestOptionCheck is true and _QuestState is 1 and _TimerEventActive is false>><<link "Ask Dennis about getting a hall pass" "DennisDialogue">><<set $DennisDialogue to "HallPass">><</link>><br><</if>>
<<TimerEventActive "DennisTalkingToHarrow">>
<<if _TimerEventActive is true>><<link "Ask if he’s spoken to Harrow yet " "DennisDialogue">><<set $DennisDialogue to "HarrowPassYet">><</link>><br><</if>>
<<QuestState "Quest7">>
<<DialogueSpoken "Dennis" "Biology">>
<<if _Discussed is true>>
<<DialogueSpoken "Dennis" "Equipment">><<QuestState "Quest7">>
<<if _QuestState gte 1 and _Discussed is false>><<link "Ask Dennis about the AV equipment" "DennisDialogue">><<set $DennisDialogue to "Equipment">><</link>><br><</if>>
<<else>>
<<if _QuestState gte 0>><<link "Ask Dennis about the Biology lesson" "DennisDialogue">><<set $DennisDialogue to "Biology">><</link>><br><</if>>
<</if>>
<<InventoryCheckSelf "KeyAVCupboard">><<QuestState "Quest7">>
<<if _QuestState is 3 and _InventoryCheckSelf is false>><<link "Ask Dennis for AV cupboard key" "DennisDialogue">><<set $DennisDialogue to "Key">><</link>><br><</if>>
<<EventSeen "SchoolCorridor" "Act2Begin">><<DialogueSpoken "Dennis" "MissCharltonContest">>
<<if _EventSeen is true and _Discussed is false>><<link "Ask about the Miss Charlton contest" "DennisDialogue">><<set $DennisDialogue to "MissCharltonContest">><<DialogueDone "Dennis" "MissCharltonContest">><</link>><br><</if>>
<<QuestState "Quest29">><<QuestStatus "Quest29">><<DialogueSpoken "Dennis" "MissCharltonBadges">>
<<if _QuestState lt 3 and _QuestStatus is "active" and _Discussed is false>><<link "Ask about the contest badges" "DennisDialogue">><<set $DennisDialogue to "MissCharltonBadges">><<DialogueDone "Dennis" "MissCharltonBadges">><</link>><br><</if>>
<<QuestState "Quest23">><<DialogueSpoken "Dennis" "HarrowAmulet">>
<<if _QuestState is 0 and _Discussed is false>><<link "Ask about Harrow's amulet" "DennisDialogue">><<set $DennisDialogue to "HarrowAmulet">><<DialogueDone "Dennis" "HarrowAmulet">><</link>><br><</if>>
<<link "Pass the time with Dennis" "DennisDialogue">><<set $DennisDialogue to "SmallTalk">><</link>><br>
<<link "Say goodbye to Dennis and return to the AV Room" $ConversationExit>><<EndConversation "Dennis">><</link>>
<<elseif _currentEvent is undefined and $current.avatar is "Jake">>
<br>
<<ActionsHeader>>
<<link "Say goodbye to Dennis and return to the AV Room" $ConversationExit>><<EndConversation "Dennis">><</link>>
<</if>><<if $current.avatar isnot "Dennis">><<Transform "Dennis">><<else>><<set _TransformSuccess to true>><</if>>
<<if _TransformSuccess is true>>
<<InventoryCheckSelf "DennisPhoto">>
<<if _InventoryCheckSelf is true>>The amulet tingles underneath your clothes. You clutch on to the photo of Emily that Dennis loves. <i>Here we go again</i>.<br>
<<else>>The amulet tingles underneath your clothes. You clutch on to the receipt from Emily's date with Dennis. <i>Here we go again</i>.<br><</if>>
<br>
“From this item, I see you in your time of need. Now form shape to the person I see within.”<br>
<br>
You picture Dennis in your mind. Short and scrawny, with a severe case of acne. His thick-rimmed glasses. His clothes look dated, worn and ill-fitting. Nervousness and anxiety always painting his face.<Br>
<br>
The air around you ripples and the magic rushes out from within, enveloping your body and illuminating the darkened room with its light.<Br>
<br>
Your bones begin to crack and stretch with a deep, grinding pain. Through the agony you feel your shoulders growing, arms lengthening and legs stretching out, muscles pulsating as they are stretched by a mystic force.<Br>
<br>
Clothes writhe across your skin, seams tearing and reforming. The swish of your skirt constricts, forming around your legs and stretching down towards the floor. The air feels different against you. Less skin exposed, heavier cotton, coarser fabric, a collar of a shirt now snug against your throat.<br>
<br>
Your chest contracts, and suddenly, you squeal in pain as you feel your loins burn as skin pushes out and grows into a male member. You hear your squeal, a high-pitched tone but nevertheless lower than what it was before.<br>
<br>
The magic shudders, then releases. The noise in the room returns to just the quiet volume of the film playing on the TV. You glance at it, seeing its muted reflection of the door. Dennis stares back, dressed in a Charlton School jumper and rough uniform trousers. Narrow-faced, average build, the slouch of a boy who hides behind his books.<Br>
<BR>
You take a deep breath. The reflection matches your action. You try to smile to validate this new reality, but you find yourself filled with anxiety. Something about this form makes thoughts of relief or curiosity just seem out of reach. You feel your <i>assertiveness</i> has been impacted by your most recent change.<br>
<Br>
Suddenly afraid of being caught here, you take a final glance at the sleeping Dennis - the real Dennis - and shudder. You wince as visions of being caught in this situation fill your brain.<Br>
<br>
You turn, almost awkwardly, and stumble towards the exit. It's enough to conjure more thoughts about all the ways the other students outside this room are going to look at you.<Br>
<br>
As you open the door, you wonder if really Dennis was such a good choice for this after all.<Br>
<br>
<div class="Notification"><<print "You can now attend lessons as a boy, but be careful - Emily's grades will be docked every lesson she doesn't attend.">></div>
<Br>
<<ActionsHeader>>
<<link "Return to the school corridor" "SchoolCorridor">>
<<EventTrigger "YourHome" "DennisTransformEmily" "Evening" "Emily" "Dennis" null null null false>>
<<QuestOptionCheck "Quest11" 3 "dennis_photo_taken">>
<<if _QuestOptionCheck is true>><<QuestOptionComplete "Quest11" 3 "dennis_photo_taken">><</if>>
<<QuestOptionCheck "Quest11" 3 "dennis_receipt">>
<<if _QuestOptionCheck is true>><<QuestOptionComplete "Quest11" 3 "dennis_receipt">><</if>>
<<QuestTracker "Quest11" 4>>
<<set $EmilyGradesDecrease to true>><</link>>
<<else>>
You prepare for the change, but something feels off. The amulet's energy seems drained. Cursing inwardly, you realise the amulet needs more time to re-charge.<Br>
<br>
Glancing at Dennis sleeping behind the desk, you console yourself with the fact that at least he won't remember any of this. You'll have to try again when the amulet is charged and he's awake once more.<br>
<br>
<<ActionsHeader>>
<<link "Return to the school corridor" "SchoolCorridor">><</link>>
<</if>><b>Charlton School - Basement</b><br>
<img src="./images/School_Basement.png"><br>
<br>The basement is active with the constant hum of generators and rushing of water through pipes. Only a few bulbs give light to the otherwise dark place. In the corner, back behind some bulky machinery, is a small alcove.<br>
<br>
<<CheckFirst "Basement">>
<<if _CheckFirst is false>>You look around the dank and dark basement, waiting for your eyes to slowly adjust to the meagre amount of lighting. The sounds of electricity and plumbing are overbearing. You look around, seeing little of interest other than the alcove halfway down the long stretch of wires and piping. Anything within the alcove is hidden from view.<br><</if>>
<br>
<<ActionsHeader>>
<<link "Investigate the alcove" "SchoolBasementAlcove">><<AddFirst "Basement">><</link>><br>
<<link "Go back up to the school" "SchoolCorridor">><<AddFirst "Basement">><</link>>You reach up and unpin the photos of Heather from the wall, putting them in your satchel. You are certain that Olaf will realise, but hope he doesn’t have the smarts to link the theft to you.<br>
<br>
Glancing at the photos, you ponder what to do with them. Heather wouldn't like even knowing they exist, let alone you having them. You could always burn them at home and free her from someone else using them against her.<Br>
<br>
<I>Or could you use them against her yourself?</i><br>
<br>
<<ActionsHeader>>
<<link "Wait for Olaf to return" "SchoolBasementOlafDialogue0">><<set $OlafDialogue to "Wait">><</link>><br>
<<link "Return to the basement" "SchoolBasement">><</link>><b>Charlton School - Basement Alcove</b><br>
<img src="./images/School_Basement_Alcove.png"><br>
<br>The alcove is as dark and cramped as the rest of the basement. The constant hum of electricity is only punctuated by gushing water through the mess of piping. A cot with a stained mattress is pushed against the wall.<br>
<br>
<<include "EventsSchoolBasementAlcove">>
<<if _currentEvent is undefined>>
<<CheckFirst "BasementAlcoveFirst">>
<<if _CheckFirst is false>>
You peer around the corner of the alcove, only entering when you are satisfied no one else is here. The pungent smell of cleaning products fills the air. Buckets are thrown around haphazardly, each still full of dirty water that looks like it’s sat resting for a long time. The constant deep thumping of pistons echoes down the piping that runs down the back of the alcove, drowning out any other sounds you might hear.<br>
<br>
The stains on the mattress smell of things you’d rather not consider. Rust and discolouration covers the surface of the iron cot frame. You’re surprised it hasn’t collapsed through corrosion.<br>
<br>
Aside from a number of drawers and metal cupboards, one other thing takes your interest. Pinned above the bed on the wall is a number of photos. From the brief glance you give them, some are old. Some are new.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Look at the photos" "SchoolBasementAlcoveInvestigation">><<RumourLearned "Heather">><<AddFirst "BasementAlcoveFirst">><</link>><br>
<<link "Return to the basement" "SchoolBasement">><<AddFirst "BasementAlcoveFirst">><</link>>
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>><<StartConversation "Olaf" "SchoolBasement">>
<<Checkrelationship _NPC>>
<<if $OlafDialogue is "First">>
<<if $current.avatar is "Emily">>
Olaf stares you down, waiting for you to explain yourself. You see his eyes wandering down your body, stopping to look at your legs and socks. He runs his dirty fingernails through his hair, tucking it behind his ears.<br>
<<elseif $current.avatar is "Dennis">>
Olaf eyes you curiously, scratching at his neck with a grimy fingernail. “Been taking more photos? Those last ones. All trollops. Good. Like trollops. Like stockings." He spits on the floor. “Got any new treasures for me today?”<bR>
<<elseif $current.avatar is "Jake">>
Olaf watches you, his half-formed grin absent. His lips press together and eyes dart toward the shadows, as though to make sure you’re alone. “Don’t see you down here often," he spits. "Basement’s not for jocks.”<br>
<</if>>
<<elseif $OlafDialogue is "Wait">>
<<if $current.avatar is "Emily">>
After a few minutes, you hear the faint jangling of keys over the deafening noise of the industrial machinery. Olaf rounds the corner, momentarily taken aback by seeing you. “You. Again,” he mutters. He brushes his greasy black hair back with his hand and wipes it down his dirty blue overalls. <br>
<<elseif $current.avatar is "Dennis">>
After a few minutes, you hear the faint jangling of keys over the deafening noise of the industrial machinery. Olaf rounds the corner, momentarily taken aback by seeing you. “Mannet,” he mutters. He brushes his greasy black hair back with his hand and wipes it down his dirty blue overalls. "Got something for me?"<br>
<Br>
He scratches at his neck with a grimy fingernail, leering. “You been keeping that camera busy?” His laugh is wet, phlegmy. “Got any new treasures for me today?”<Br>
<<elseif $current.avatar is "Jake">>
After a few minutes, you hear the faint jangling of keys over the deafening noise of the industrial machinery. When Olaf rounds the corner, his half-formed grin falters at the sight of you. His lips press together, yellow teeth disappearing as he straightens a little too quickly. “Quarterback” he rasps, voice hoarse but suddenly cautious. “Didn’t hear you coming.”<BR>
<br>
He scratches at his neck with a dirty fingernail, eyes darting toward the shadows as though to make sure you’re alone. “Don’t see you down here. Basement’s not for jocks.”<Br>
<Br>
There’s no leering, no wet chuckle. His tone is careful, almost wheedling. “What do you want?”<br>
<</if>>
<<else>>
<<if $current.avatar is "Emily">>
Olaf looks at you with careful yet curious eyes. He makes no attempt to hide his wandering eyes, which often drift to looking at your thigh-high socks. His long matted black hair falls down around his face. You can see the grease bonding strands together.<br>
<<elseif $current.avatar is "Dennis">>
Olaf looks at you with mild interest, but his eyes keep drifting to your school bag. Whatever is maintaining his attention, it's not you.<br>
<<elseif $current.avatar is "Jake">>
Olaf watches you carefully, eyes only flickering away to occasionally check the shadows are still only shadows.<br>
<</if>>
<</if>>
<<Quest23AmuletObservation "Olaf">>
<br>
<<ActionsHeader>>
<<Checkrelationship _NPC>>
<<if _relationship is 0>>
<<if $current.avatar is "Emily">><<link "Apologise to Olaf" "OlafDialogue">><<set $OlafDialogue to "Apologise">><</link>><br><</if>>
<<link "Back away and flee back to the basement" "SchoolBasement">><<EndConversation "Olaf">><</link>>
<<else>>
<<DialogueSpoken "Olaf" "Photos">>
<<if _Discussed is false>><<link "Ask him about the photos." "OlafDialogue">><<set $OlafDialogue to "Photos">><</link>><br><</if>>
<<DialogueSpoken "Olaf" "Lost">>
<<if _Discussed is false and $current.avatar is "Emily">><<link "Tell him you got lost" "OlafDialogue">><<set $OlafDialogue to "Lost">><</link>><br><</if>>
<<OlafDialogueDennis>>
<<if _DialogueDennis is true and $current.avatar isnot "Dennis">><<link "Ask about Dennis" "OlafDialogue">><<set $OlafDialogue to "Dennis">><<RumourLearned "Dennis">><</link>><br><</if>>
<<OlafDialoguePose>>
<<if _DialoguePose is true and $current.avatar isnot "Dennis">><<link "Ask about posing" "OlafDialogue">><<set $OlafDialogue to "Pose">><<RumourLearned "Olaf">><</link>><br><</if>>
<<DialogueSpoken "Olaf" "Pose">>
<<if _Discussed is true and $current.avatar is "Emily">><<link "Ask about keys" "OlafDialogue">><<set $OlafDialogue to "Keys">><<RumourLearned "Olaf">><</link>><br><</if>>
<<QuestState "Quest21">><<InventoryCheckSelf "TerrenceLockerKeyOlaf">>
<<if _InventoryCheckSelf is false and _QuestState is 1 and $current.avatar is "Emily">><<link "Ask about Terrence's locker key" "OlafDialogue">><<set $OlafDialogue to "TerrenceLockerKey">><</link>><br><</if>>
<<QuestState "Quest23">><<QuestOptionCheck "Quest23" 0 "olaf">><<DialogueSpoken "Olaf" "AmuletAsk">>
<<if _QuestState is 0 and _QuestOptionCheck is true and _Discussed is false and $current.avatar is "Emily">><<link "Ask about his amulet" "OlafDialogue">><<set $OlafDialogue to "AmuletAsk">><<DialogueDone "Olaf" "AmuletAsk">><</link>><br><</if>>
<<DialogueUnlockCheck "Olaf" "TradeAmulet">><<QuestOptionCompleteCheck "Quest23" 0 "olaf">><<DailyVariableCheck "OlafAmuletAsk">>
<<if _DialogueUnlockCheck is true and _QuestOptionCompleteCheck is false and $current.avatar is "Emily">>
<<if _DailyVariableCheck is false>>
<<link "Ask if you can have his amulet" "OlafDialogue">><<set $OlafDialogue to "AmuletTrade">><</link>><br>
<<else>>
<s>Ask if you can have his amulet</s> - <i>You’ve already tried this once today</i><br>
<</if>>
<</if>>
<<link "Back away and flee back to the basement" "SchoolBasement">><<EndConversation "Olaf">><</link>>
<</if>><<CheckFirst "SchoolBasementAlcovePhotos">>
<<if _CheckFirst is false>>
Your eardrums throb from the deafening sounds of machinery, but you ignore it as you lean over the mattress and look at the pictures pinned to the wall. You feel your mouth drop as you realise what you’re looking at.<br>
<br>
Photos. All of female students. Seniors. Some you recognise, others new to you. And every one of them is in different states of undress.<br>
<br>
Some of the subjects are unaware of the camera, like shots from the vents in the girls' changing room, or above the cubicles in the toilets. Women chatting, smiling, stripping. Unaware. <br>
<br>
You recognise one person immediately. Heather Oats, from PE, for some reason taking off her clothes in the gym as she cleans the floors after school.<br>
<<QuestState "Quest9">>
<<if _QuestState is 2>><br><I>Heather would certainly be upset if you could take those photos and post them somewhere public. You’re sure Christina would approve.</i><br><</if>>
<br>
More disturbingly are those where they are almost definitely aware. There is a marked change in style. Instead of the camera being hidden, the subject looks down into the camera lens, staring back out from the photo at you. Behind each girl are the pipes and generators in the basement. More specifically, the pipes and generators directly surrounding you.<br>
<br>
Each photo is part of a set, fanned out across the wall like a deck of cards. Going from left to right, you watch each girl strip down to nothing, but in each shot posing luridly. <br>
<br>
A hand suddenly grabs your shoulder. You squeal as you are forcefully spun around.<br>
<br>
You jump as you look up at the hulking figure of Olaf, the janitor of the school. This is his domain you’re in. His sweaty and greasy long hair falls towards you, framing his acne-covered face.<br>
<br>
<<if $current.avatar is "Emily">>“Who you?” he shouts over the drumming of pipes and plumbing. “What you doing here?”<br>
<<elseif $current.avatar is "Dennis">>“Mannet,” he shouts over the drumming of pipes and plumbing. “My little supplier.”<br>
<<elseif $current.avatar is "Jake">>“Quarterback” he rasps, voice hoarse but suddenly cautious. “Didn’t hear you coming.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Talk to Olaf" "SchoolBasementOlafDialogue0">><<set $OlafDialogue to "First">><<NPCKnown "Olaf">> <<AddFirst "SchoolBasementAlcovePhotos">><</link>>
<<else>>
You glance at the photos again, trying to see if you recognise any more of the girls that you missed.<br>
<br>
<<InventoryCheckSelf "HeatherPhoto">>
<<if _InventoryCheckSelf is false>>
The photos of Heather still stand out to you. It looks like they are taken from on top of the basketball scoreboard. In a number of them she kneels on all fours, wearing nothing but her sneakers, scrubbing furiously away at the gym floor.<br>
<<QuestState "Quest9">>
<<if _QuestState is 2>><I><br>Heather would certainly be upset if you could take those photos and post them somewhere public. You’re sure Christina would approve.</i><br><</if>>
<</if>>
<br>
<<ActionsHeader>>
<<QuestState "Quest9">><<QuestOptionCheck "Quest8" 1 "heather_reluctant">>
<<if _QuestState is 2 or _QuestOptionCheck is true>>
<<InventoryCheckLocation "Void" "HeatherPhoto">>
<<InventoryCheckSelf "HeatherPhoto">>
<<if _InventoryCheckSelf is false and _InventoryCheckLocation is false>>
<<link "Take the photos of Heather" "SchoolBasementAlcovePhotos">><<TakeObjectNPC "Olaf" "HeatherPhoto">><<TimeChange>><</link>><br>
<</if>>
<</if>>
<<link "Wait for Olaf to return" "SchoolBasementOlafDialogue0">><<set $OlafDialogue to "Wait">><</link>><br>
<<link "Return to the basement" "SchoolBasement">><</link>>
<</if>><b>Charlton Upper School - Bike Sheds</b><br>
<<if setup.period[$periodCurrent] is "Evening" or setup.period[$periodCurrent] is "Night">>
<img src="./images/School_BikeSheds_night.png"><br>
<<else>>
<img src="./images/School_BikeSheds.png"><br>
<</if>>
<br>A corrugated iron bike shed, free of graffiti but weathered by rain and wind. The halogen light flickers as it fights to stay lit.<br>
<<if $NPCPresent.includes("Dexter")>>
<br>
Dexter Chester leans against one of the bike bars, staring up at the halogen lamp, his eyes absorbed by its flickering.<br>
<</if>>
<br>
<<ActionsHeader>>
<<if $NPCPresent.includes("Dexter")>><<link "Talk to Dexter" "SchoolBikeShedsDexterDialogue0">><<StartConversation "Dexter" "SchoolBikeSheds">><</link>><br><</if>>
<<link "Return to the school gates" "SchoolGates">><</link>><<if $DexterDialogue is undefined>>
You almost have to press up against Dexter before he realises your presence. His eyes flick down from the light, straining to focus on you.<br>
<br>
“Oh. Hello,” he mutters after the faintest recognition appears on his face.<br>
<<else>>
Dexter barely meets your eyes, as his attention wanders away to focus on a leaf blowing in the breeze.<br>
<</if>>
<br>
<<ActionsHeader>>
<<DialogueSpoken "Dexter" "BikeShedsWeedSource">>
<<if _Discussed is false>><<link "Ask him who he gets weed from" "DexterDialogue">><<set $DexterDialogue to "BikeShedsWeedSource">><<DialogueDone "Dexter" "BikeShedsWeedSource">><</link>><br><</if>>
<<DialogueSpoken "Dexter" "BikeShedsSmoke">>
<<if _Discussed is false>><<link "Ask him for a smoke" "DexterDialogue">><<set $DexterDialogue to "BikeShedsSmoke">><</link>><br><</if>>
<<link "Say goodbye and leave him" "SchoolBikeSheds">><<EndConversation "Dexter">><</link>><b>Charlton School - Biology Room</b><br>
<img src="./images/School_Biology_Room.png"><br>
<br>The classroom is decorated with numerous diagrams of human anatomy. Pictures line the walls, a number of demonstration models sit at the side. You can’t help but notice that in all situations, the men are depicted as muscular, tall and well endowed, whilst the women are petite, delicate and yet all depicted with enormous breasts.<br>
<<include "EventsSchoolBiologyRoom">>
<<if _currentEvent is undefined>>
<br>
<<ActionsHeader>>
<<link "Go back to corridor" "SchoolCorridor">><</link>>
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<switch _currentEvent>>
<<case "BiologyClass">>
<br>
<<CheckFirst "BiologyClass">>
<<if _CheckFirst is false and $current.avatar is "Emily">>
You take a seat in the middle of the class, trying to keep out of the way. You glance at the teacher at the front of the room, a man in a tweed suit that you realise was probably the same age as you.<br>
<br>
<I>When you were <<TrueName "Current">>.</i><br>
<br>
“Alright, settle down,” he says. Only then do you notice two things unique to your experience so far at Charlton. That this class is entirely full of girls. And the chatter is almost nonexistent as soon as he speaks.<br>
<br>
“Good <<GreetingTime>>, class,” the teacher says to start the lesson.<br>
<br>
“Good <<GreetingTime>>, Mr. Harrow,” the female students parrot back. You notice the response is far more sing-songy than you heard in Mr. Rogers class. Whether it’s the lack of boys in the class, or something else, you don’t know.<br>
<br>
“Today we’ll be continuing our lesson in natural biology,” Mr. Harrow tells the class with a positive and enthusiastic tone. “We’ll be assisted today by a special guest, who will set up some AV equipment for us to understand more fully the natural world.”<br>
<br>
You glance around the room. In comparison to Mr. Roger’s math class, every student is attentive and engaged. They watch his every move. You look at him closely. He looks normal. Young. Handsome even. He sees you glancing at him and offers you a smile, with perfect white teeth that shine in the overhead lighting.<br>
<br>
There is a knock at the door.<br>
<br>
“Come in!” Mr. Harrow says excitedly. <br>
<br>
The door opens and you see Dennis wheel in an ancient TV and VHS player. At the sight of seeing you in the class, he puts his head down. You think you see him turning red. <br>
<br>
“This is Dennis from our AV department,” Mr. Harrow beams. “Please stay Dennis, just in case we have any difficulties with the technology. Now, I’ll turn out the lights, and girls, pay attention. This will not only be on the exam, but will be useful for you throughout your life.<br>
<br>
The lights dim and the video cassette begins to play.<br>
<br>
<<ActionsHeader>>
<<link "Begin the lesson." "BiologyClass0">><<QuestTracker "Quest11" 0>><<LocationKnown "AVRoom">><<EventsCheckEnd "SchoolBiologyRoom" "BiologyClass">>
<<QuestState "Quest5">>
<<if _QuestState is 2>><<QuestTracker "Quest7" 0>><<QuestTracker "Quest7" 2>><<QuestOptionUnlock "Quest5" 2 "biology">><<else>><<QuestTracker "Quest7" 0>><</if>>
<</link>><br>
<<QuestState "Quest11">>
<<if _QuestState is 1 or _QuestState is 2>>
<<link "Ask Harrow to be excused before the lesson starts" "HarrowDialogue">><<QuestTracker "Quest11" 0>>
<<LocationKnown "AVRoom">>
<<EventsCheckEnd "SchoolBiologyRoom" "BiologyClass">><<QuestState "Quest5">>
<<if _QuestState is 2>><<QuestTracker "Quest7" 0>><<QuestTracker "Quest7" 2>><<QuestOptionUnlock "Quest5" 2 "biology">><<else>><<QuestTracker "Quest7" 0>><</if>>
<<set $HarrowDialogue to "HallPass">>
<</link>>
<</if>>
<<elseif _CheckFirst is false and $current.avatar is "Dennis">>
You slip into the classroom, keeping your head down. The boys are already sprawled in their seats, restless and buzzing with chatter and quips. Near the door the TV cart sits, unplugged and inert.<Br>
<Br>
<<CheckPersonalityState "Terrence">>
<<if _PersonalityState is "Straight">>
As you take your seat, you catch sight of Terrence a few rows over. He sits in a vertical posture, chin held high in the air. When a boy nudges him with an elbow, he mutters something back under his breath and smirks. The other boy looks back at him, stunned.<Br>
<<else>>
As you take your seat, you catch sight of Terrence a few rows over. He’s hunched low, shoulders drawn tight, pen tapping nervously against his desk. His eyes flick up only once before dropping back to the scratched wood, as if afraid of being noticed.<br>
<</if>>
<Br>
The door swings open. Mr. Harrow sweeps in, his smile bright as ever, arms wide like he’s stepping onto a stage. His eyes skim the room and fall on you.<br>
<br>
“Dennis, my reliable page. Haven’t you forgotten something?”<Br>
<Br>
He gestures toward the cart, grin fixed in place.<Br>
<Br>
“The cassette, dear boy. Get to it.”<Br>
<Br>
Laughter ripples across the room. You rise to your feet, heat rising in your cheeks as the sniggers close in around you.<Br>
<BR>
“Now, now, boys,” Harrow says, voice pitched for the crowd. “We’ve all been guilty of daydreaming on occasion. The anticipation of natural reproduction can conjure all manner of fantasy.”<Br>
<br>
He lingers for a beat, theatrically letting his eyes dip toward your crotch before looking back to the class.<Br>
<Br>
“Thinking of Miss Hudson’s bountiful assets, perchance?”<Br>
<Br>
The laughter swells. Trying to ignore the class, you fumble with the plugs and slot the cassette into the player. The television hums to life, screen flickering.<Br>
<br>
As you slink back to your desk, more chuckles ripple around you.
<br>
<<ActionsHeader>>
<<link "Begin the lesson." "BiologyClass0">>
<<LocationKnown "AVRoom">><<QuestTracker "Quest11" 0>>
<<EventsCheckEnd "SchoolBiologyRoom" "BiologyClass">>
<<QuestState "Quest5">>
<<if _QuestState is 2>><<QuestTracker "Quest7" 0>><<QuestTracker "Quest7" 2>><<QuestOptionUnlock "Quest5" 2 "biology">><<else>><<QuestTracker "Quest7" 0>><</if>>
<</link>>
<<elseif _CheckFirst is false and $current.avatar is "Jake">>
You step into the classroom, the noise already sharp and restless. Boys sprawl across their seats, but at the sight of you push back away from a desk. Clearly marked as yours. As you take your seat, you notice Dennis hunched over the AV cart at the front of the classroom, fiddling with plugs.<bR>
<Br>
The door swings open. Mr. Harrow strides in with his usual glow of charm, arms wide as though stepping onto a stage. His eyes skim the room and land squarely on you.<Br>
<br>
“Ah. Jake!” His voice rings warm, theatrical, pitched to the back row. “Ever ready. Ever present. My exemplar.”<Br>
<br>
He gestures airily toward Dennis. “Unlike our little pageboy here, forever fumbling with wires. Dutiful, perhaps. But never inspiring.”<Br>
<br>
Quiet laughter ripples across the room. Dennis hunches lower as he scrambles to finish plugging in the TV. A few balls of paper bounce off his temple as he does so.<Br>
<Br>
“Gentlemen,” Harrow says, clapping his hands once. “Today, we turn again to nature. To instinct. To what it means to be a man.” His voice lowers, smooth and deliberate. “And as ever, nature has much to show us.”<Br>
<Br>
He flicks his fingers. Dennis fumbles, sliding the cassette home. The screen hums, static crackling across the glass as the TV shudders to life.<Br>
<Br>
“Now then,” Harrow beams, sweeping an arm toward the set. “Let us begin.”<bR>
<Br>
<<ActionsHeader>>
<<link "Begin the lesson." "BiologyClass0">>
<<LocationKnown "AVRoom">><<QuestTracker "Quest11" 0>>
<<EventsCheckEnd "SchoolBiologyRoom" "BiologyClass">>
<<QuestState "Quest5">>
<<if _QuestState is 2>><<QuestTracker "Quest7" 0>><<QuestTracker "Quest7" 2>><<QuestOptionUnlock "Quest5" 2 "biology">><<else>><<QuestTracker "Quest7" 0>><</if>>
<</link>><br>
<<elseif $current.avatar is "Emily">>
You enter the classroom and quickly walk towards the back, trying to avoid the eyes of Mr. Harrow at the front of the room. You feel his stare on your back as you move past the other girls in the class.<br>
<br>
“Settle down, ladies,” you hear Harrow say. You sit down as silence descends on the room and every student gives the teacher their undivided attention.<br>
<br>
“Good <<GreetingTime>>, class,” he says, smiling and catching your eye.<br>
<br>
“Good <<GreetingTime>>, Mr. Harrow,” the class repeats back in unison. Including, in spite of yourself, you.<br>
<br>
<<DailyVariableCheck "DennisSleep">>
<<if _DailyVariableCheck>>
“Today we’ll continue natural biology,” Mr. Harrow enthusiastically chimes. “Has anyone seen Dennis?”<br>
<br>
When no one replies, Harrow huffs dramatically. "Turns out good page boys are in short supply. A kingdom for my horse, as they say. But needs must."<br>
<Br>
Harrow strides over to the door and steps out into the corridor. A moment later, he pushes a television from outside in, bringing it to a halt in front of the class. "Where is that boy," you hear him mutter as he plugs the TV in and inserts a cassette into the player.<Br>
<br>
I need to speak to Dennis about this lesson, you think.<br>
<<else>>
“Today we’ll continue natural biology,” Mr. Harrow enthusiastically chimes. “Here’s Dennis now with today’s lesson.”<br>
<br>
As if on cue, the classroom door opens and Dennis pushes the old TV into the classroom, keeping his head down. He plugs in the TV and inserts a cassette into the player. I need to speak to Dennis about this lesson, you think.<br>
<</if>>
<br>
“Let’s begin,” Mr. Harrow continues. “I’m particularly fond of this one.”<br>
<br>
<<Flag "Act2Started">>
<<if _FlagReturn is true>>
<<if $BiologyWard is undefined>>
<<QuestOptionCheck "Quest24" 0 "biology">>
<<if _QuestOptionCheck is true>>
The lights go off and a video starts playing. You sense the magic stirring from the VHS player.<br>
<<else>>
The lights go off and a video starts playing. You have to fight to keep yourself from reacting. There, as if mocking you, is the sense of magic once more.<br>
<</if>>
<<elseif $BiologyWard is "NulifiedAll">>
The lights go off and a video starts playing. You grin, no longer sensing magic stirring in the VHS player.<br>
<<elseif $BiologyWard is "NulifiedSelf">>
The lights go off and a video starts playing. You grin. You sense the magic stirring from the VHS player, but you know it no longer will be directed at you.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Begin the lesson" "BiologyClass0">>
<<LocationKnown "AVRoom">>
<<EventsCheckEnd "SchoolBiologyRoom" "BiologyClass">>
<<QuestOptionUnlock "Quest24" 0 "biology">>
<</link>><br>
<<QuestState "Quest11">>
<<if _QuestState is 1 or _QuestState is 2>>
<<link "Ask Harrow to be excused before the lesson starts" "HarrowDialogue">>
<<LocationKnown "AVRoom">>
<<EventsCheckEnd "SchoolBiologyRoom" "BiologyClass">>
<<QuestOptionUnlock "Quest24" 0 "biology">>
<<set $HarrowDialogue to "HallPass">>
<</link>><br>
<</if>>
<<TaskState "Task7">>
<<if _TaskState is "active">><<link "Feign sickness to go see Nurse Rancy" "HarrowDialogue">><<EventsCheckEnd "SchoolBiologyRoom" "BiologyClass">><<QuestOptionUnlock "Quest24" 0 "biology">><<set $HarrowDialogue to "FeignIllness">><</link>><br><</if>>
<<else>>
He turns out the lights and once again the classroom is lit only by the glare of the TV screen.<br>
<br>
<<ActionsHeader>>
<<link "Begin the lesson" "BiologyClass0">>
<<LocationKnown "AVRoom">>
<<EventsCheckEnd "SchoolBiologyRoom" "BiologyClass">>
<<QuestState "Quest5">>
<<if _QuestState is 2>><<QuestTracker "Quest7" 0>><<QuestTracker "Quest7" 2>><<QuestOptionUnlock "Quest5" 2 "biology">><<else>><<QuestTracker "Quest7" 0>><</if>>
<</link>><br>
<<QuestState "Quest11">>
<<if _QuestState is 1 or _QuestState is 2>>
<<link "Ask Harrow to be excused before the lesson starts" "HarrowDialogue">>
<<LocationKnown "AVRoom">>
<<EventsCheckEnd "SchoolBiologyRoom" "BiologyClass">>
<<QuestState "Quest5">>
<<if _QuestState is 2>><<QuestTracker "Quest7" 0>><<QuestTracker "Quest7" 2>><<QuestOptionUnlock "Quest5" 2 "biology">><<else>><<QuestTracker "Quest7" 0>><</if>>
<<set $HarrowDialogue to "HallPass">>
<</link>><br>
<</if>>
<<TaskState "Task7">>
<<if _TaskState is "active">><<link "Feign sickness to go see Nurse Rancy" "HarrowDialogue">><<EventsCheckEnd "SchoolBiologyRoom" "BiologyClass">><<set $HarrowDialogue to "FeignIllness">><</link>><br><</if>>
<</if>>
<<elseif $current.avatar is "Dennis">>
You slip into the classroom, keeping your head down. The boys are already sprawled in their seats, restless and buzzing with chatter and quips. Near the door the TV cart sits, unplugged and inert.<Br>
<Br>
<<CheckPersonalityState "Terrence">>
<<if _PersonalityState is "Straight">>
As you take your seat, you catch sight of Terrence a few rows over. He sits in a vertical posture, chin held high in the air. When a boy nudges him with an elbow, he mutters something back under his breath and smirks. The other boy looks back at him, stunned.<Br>
<<else>>
As you take your seat, you catch sight of Terrence a few rows over. He’s hunched low, shoulders drawn tight, pen tapping nervously against his desk. His eyes flick up only once before dropping back to the scratched wood, as if afraid of being noticed.<br>
<</if>>
<Br>
The door swings open. Mr. Harrow sweeps in, his smile bright as ever, arms wide like he’s stepping onto a stage. His eyes skim the room and fall on you.<br>
<br>
“Dennis, my reliable page. Haven’t you forgotten something?”<Br>
<Br>
He gestures toward the cart, grin fixed in place.<Br>
<Br>
“The cassette, dear boy. Get to it.”<Br>
<Br>
Laughter ripples across the room. You rise to your feet, heat rising in your cheeks as the sniggers close in around you.<Br>
<BR>
“Now, now, boys,” Harrow says, voice pitched for the crowd. “We’ve all been guilty of daydreaming on occasion. The anticipation of natural reproduction can conjure all manner of fantasy.”<Br>
<br>
He lingers for a beat, theatrically letting his eyes dip toward your crotch before looking back to the class.<Br>
<Br>
“Thinking of Miss Hudson’s bountiful assets, perchance?”<Br>
<Br>
The laughter swells. Trying to ignore the class, you fumble with the plugs and slot the cassette into the player. The television hums to life, screen flickering.<Br>
<br>
<<Flag "Act2Started">>
<<if _FlagReturn is true>>
<<if $BiologyWard is undefined>>
<<QuestOptionCheck "Quest24" 0 "biology">>
<<if _QuestOptionCheck is true>>
You shiver, looking at the screen. You can't see it, but you know there's magic stirring in the VHS player.<br>
<<else>>
You shiver, looking at the screen. You have to fight to keep yourself from reacting. You can't see it, but somehow you know. There, as if mocking you, is magic once more within it.<br>
<</if>>
<<elseif $BiologyWard is "NulifiedAll">>
You look at the screen. You allow yourself a nervous smile, knowing the magic is once again dormant inside the VHS player.<br>
<<elseif $BiologyWard is "NulifiedSelf">>
You look at the screen. You allow yourself a nervous smile, knowing the magic that must be stirring in the VHS player will no longer affect you.<br>
<</if>>
<br>
But as you slink back to your desk, more chuckles ripple around you.
<br>
<<ActionsHeader>>
<<link "Begin the lesson" "BiologyClass0">>
<<EventsCheckEnd "SchoolBiologyRoom" "BiologyClass">>
<<LocationKnown "AVRoom">>
<<QuestOptionUnlock "Quest24" 0 "biology">>
<</link>><br>
<<else>>
As you slink back to your desk, more chuckles ripple around you.
<br>
<<ActionsHeader>>
<<link "Begin the lesson" "BiologyClass0">><<EventsCheckEnd "SchoolBiologyRoom" "BiologyClass">><<LocationKnown "AVRoom">><</link>><br>
<</if>>
<<elseif $current.avatar is "Jake">>
You step into the classroom, the noise already sharp and restless. Boys sprawl across their seats, but at the sight of you push back away from a desk. Clearly marked as yours. As you take your seat, you notice Dennis hunched over the AV cart at the front of the classroom, fiddling with plugs.<bR>
<Br>
The door swings open. Mr. Harrow strides in with his usual glow of charm, arms wide as though stepping onto a stage. His eyes skim the room and land squarely on you.<Br>
<br>
“Ah. Jake!” His voice rings warm, theatrical, pitched to the back row. “Ever ready. Ever present. My exemplar.”<Br>
<br>
He gestures airily toward Dennis. “Unlike our little pageboy here, forever fumbling with wires. Dutiful, perhaps. But never inspiring.”<Br>
<br>
Quiet laughter ripples across the room. Dennis hunches lower as he scrambles to finish plugging in the TV. A few balls of paper bounce off his temple as he does so.<Br>
<Br>
“Gentlemen,” Harrow says, clapping his hands once. “Today, we turn again to nature. To instinct. To what it means to be a man.” His voice lowers, smooth and deliberate. “And as ever, nature has much to show us.”<Br>
<Br>
He flicks his fingers. Dennis fumbles, sliding the cassette home. The screen hums, static crackling across the glass as the TV shudders to life.<Br>
<Br>
<<Flag "Act2Started">>
<<if _FlagReturn is true>>
<<if $BiologyWard is undefined>>
<<QuestOptionCheck "Quest24" 0 "biology">>
<<if _QuestOptionCheck is true>>
You wince, looking at the screen. You can't see it, but you know there's magic stirring in the VHS player.<br>
<<else>>
You wince, looking at the screen. You have to fight to keep yourself from reacting. You can't see it, but somehow you know. There, as if mocking you, is magic once more within it.<br>
<</if>>
<<elseif $BiologyWard is "NulifiedAll">>
You look at the screen. You allow yourself a nervous smile, knowing the magic is once again dormant inside the VHS player.<br>
<<elseif $BiologyWard is "NulifiedSelf">>
You look at the screen. You allow yourself a nervous smile, knowing the magic that must be stirring in the VHS player will no longer affect you.<br>
<</if>>
<br>
"Now then," Harrow beams, sweeping an arm toward the set. "Let us begin."<br>
<br>
<<ActionsHeader>>
<<link "Begin the lesson" "BiologyClass0">>
<<LocationKnown "AVRoom">>
<<EventsCheckEnd "SchoolBiologyRoom" "BiologyClass">>
<<QuestOptionUnlock "Quest24" 0 "biology">>
<</link>><br>
<<else>>
“Now then,” Harrow beams, sweeping an arm toward the set. “Let us begin.”<bR>
<Br>
<<ActionsHeader>>
<<link "Begin the lesson" "BiologyClass0">><<LocationKnown "AVRoom">><<EventsCheckEnd "SchoolBiologyRoom" "BiologyClass">>
<<QuestState "Quest5">><<if _QuestState is 2>><<QuestOptionUnlock "Quest5" 2 "biology">><<QuestTracker "Quest7" 0>><<QuestTracker "Quest7" 2>><<else>><<QuestTracker "Quest7" 0>><</if>>
<</link>><br>
<</if>>
<</if>>
<<case "BiologyAct2SpecialLesson">>
<br>
You walk into the Biology room and grind to a halt as you take in the classroom. The desks have been pushed around the side, circling a space in the centre that only contains a student's desk facing the teacher's chair. Other students have taken a seat around the walls, looking at each other with confused faces.<br>
<br>
"Don't dillydally in the entrance, Miss Phillips," you hear Harrow say, spotting him standing behind his desk. "We have a special lesson prepared for you all." He flashes you a white smile. "We're going to have so much fun over the next hour. You'll see."<br>
<br>
You take a step into the classroom and take a seat. Other students file in, their faces wearing bemused looks at the sight. Like you, Harrow gestures them in with boundless enthusiasm. Once there's not an empty seat left, he walks over and shuts the door.<br>
<br>
"Good <<GreetingTime>> class," Harrow bellows, smiling back at the students sitting around the edge.<br>
<br>
"Good <<GreetingTime>>, Mr. Harrow," the students parrot back in unison.<br>
<br>
He stretches his hands, cracking his knuckles. "Today we have a special lesson. As I'm sure you girls are basking in the excitement of becoming Miss Charlton."<br>
<br>
"Don't tell the others," he murmurs dramatically. "But I'm sure we have our beautiful winner right in this room."<br>
<br>
There is a smattering of shared looks between the girls, as they hang on his every word.<br>
<br>
"Today," he continues, "You'll learn how to present yourselves to the men who will one day shape your future. Composure, charm, and grace are the hallmarks of a successful young woman. So, our lesson today will give you a chance to demonstrate your understanding of these assets vital to your future."<br>
<br>
He gleams as he surveys the class, wearing a smile that dazzles even you.<br>
<br>
"Now ladies," he says. "Listen to my instructions and then we will begin."<br>
<br>
<<ActionsHeader>>
<<link "Listen to Harrow" "BiologyAct2SpecialLesson">><<EventsCheckEnd "SchoolBiologyRoom" "BiologyAct2SpecialLesson">><</link>>
<</switch>><<CheckFirst "BiologyClass">>
<<if _CheckFirst is false and $current.avatar is "Emily">>
You look over at the TV with interest. It looks like a nature documentary. Tigers and lions and apes, out in the wild. A soothing voice narrates over the top of it.<br>
<br>
<i>“In the natural world, one thing is paramount. Procreation. The act of mating drives every other need. Males fight and hunt food to attract mates. Females plume and groom, and build shelter to raise offspring for the cycle to begin again.”</i><br>
<br>
The video shows pictures of animals, male and females, lying together. Snuggling. Touching each other. Then begins to show a female animals lying down, squatting on all fours, pushing their heads into the ground and the bums into the air.<br>
<br>
<I>“A female submits to the male on all things concerning intercourse. His role is to claim her, to fight for her, and to plant his seed in her so she can raise his offspring.”</i><br>
<br>
The video cuts to animals fornicating. Wolves being mounted, stallions having their way with horses in barns. <br>
<br>
<I>“Their role is to do anything for him to be attracted enough to impregnate her. She lives for his seed, and has no other role other than to submit to him.”</i><br>
<br>
You glance around the room. Every single student is intently watching the video. Their faces are all grinning. <br>
<br>
You glance over at Mr. Harrow, who meets your eye quizzingly. He gestures to the screen.<br>
<br>
<<ActionsHeader>>
<<link "Continue watching the video" "BiologyClass">>
<<set $BiologyClass to "Watch">>
<<Orientation 1>>
<<QuestState "Quest5">><<if _QuestState is 2>><<QuestOptionUnlock "Quest5" 2 "biology">><<QuestTracker "Quest7" 0>><<QuestTracker "Quest7" 1>><<else>><<QuestTracker "Quest7" 0>><</if>>
<</link>><br>
<<link "Try to avert your gaze" "BiologyClass">>
<<set $BiologyClass to "Avert">>
<<EmilyGrades -1>>
<<QuestState "Quest5">><<if _QuestState is 2>><<QuestOptionUnlock "Quest5" 2 "biology">><<QuestTracker "Quest7" 0>><<QuestTracker "Quest7" 1>><<else>><<QuestTracker "Quest7" 0>><</if>>
<</link>>
<<elseif _CheckFirst is false and $current.avatar is "Dennis">>
You look over at the TV with interest. It looks like a nature documentary. Elephants walking across the plains of Africa. A soothing voice narrates over the top of it.<br>
<Br>
“The male of the species demonstrates strength and stamina in competition. The victor secures the right to pass on his superior genes.”<Br>
<Br>
Onscreen, two bull elephants clash, tusks grinding. Dust explodes around them as one stumbles back and flees. The winner wheels and clambers onto a waiting female, pressing her down with brute force.<Br>
<Br>
A ripple runs through the room. The boys lean forward, eyes narrowing, shoulders hunched with sudden focus.<Br>
<Br>
A boot jars the back of your chair. “Dennis’ll never be the one mounting,” someone mutters.<Br>
<Br>
Another voice cuts across the glow, pitched toward Terrence. “More his girlfriend’s job, isn’t it?”<Br>
<Br>
<<CheckPersonalityState "Terrence">>
<<if _PersonalityState is "Straight">>
"I do more mounting than you even do stroking, Manny," Terrence quips. A few boys snigger. Manny growls back with anger.<Br>
<<else>>
Terrence stiffens but says nothing, knuckles whitening around his pen. He tries not to look around, ignoring the boys around him. The laughter deepens, satisfied.<Br>
<</if>>
<br>
Paperballs arc through the air, smacking your desk. More kicks follow, harder now. You notice a few hit the back of Terrence's seat too.<Br>
<br>
Heat burns through you as the narrator continues. Image after image flicker across the screen. The visuals of animals being subdued is relentless, but the ones that capture your attention in this video are where the males are fighting.<Br>
<br>
"The role of the male in the animal kingdom is simple. Pure. The strong establish the order, the weak are kept at bay. Only by proving themselves in this hierarchy can one be given the opportunity to mate."<Br>
<Br>
You glance around the room. Teeth baring and directed at you. Only Terrence seems to avoid staring, himself a target also. The words of the narrator do not go unnoticed. A fear-laced vulnerability courses through you, adrenaline already flowing.<br>
<<QuestState "Quest11">>
<<if _QuestState lt 5>><br>And somewhere in-between the thoughts, there's a desperate curiosity in how much this is because of the magic. And what would happen if you paid attention to the video.<br><</if>>
<br>
<<ActionsHeader>>
<<link "Watch the video." "BiologyClass">>
<<set $BiologyClass to "Watch">>
<<Orientation -1>>
<<QuestState "Quest5">>
<<if _QuestState is 2>><<QuestTracker "Quest7" 0>><<QuestTracker "Quest7" 1>><<QuestOptionUnlock "Quest5" 2 "biology">><<else>><<QuestTracker "Quest7" 0>><</if>>
<</link>><br>
<<link "Avert your eyes." "BiologyClass">>
<<set $BiologyClass to "Avert">>
<<Feminity 1>>
<<QuestState "Quest5">><<if _QuestState is 2>><<QuestOptionUnlock "Quest5" 2 "biology">><<QuestTracker "Quest7" 0>><<QuestTracker "Quest7" 1>><<else>><<QuestTracker "Quest7" 0>><</if>>
<</link>>
<<elseif _CheckFirst is false and $current.avatar is "Jake">>
You look over at the TV with interest. It looks like a nature documentary. Elephants walking across the plains of Africa. A soothing voice narrates over the top of it.<br>
<br>
“The male of the species demonstrates strength and stamina in competition. The victor secures the right to pass on his superior genes.”<Br>
<Br>
Onscreen, two bull elephants clash, tusks grinding. Dust explodes around them as one stumbles back and flees. The winner wheels and clambers onto a waiting female, pressing her down with brute force.<Br>
<br>
A ripple runs through the room. The boys lean forward, eyes narrowing, shoulders hunched with sudden focus. You yourself feel a heat rising in your chest. Every clash of tusk sends a jolt through you. Your muscles tighten and your breath draws sharp. You sense a restless energy crawling under your skin.<Br>
<Br>
Nearby, a boot slams back into Dennis' chair, causing the legs to scrape across the floor. “Dennis’ll never be the one mounting,” someone mutters.<Br>
<Br>
Another voice cuts across the glow, pitched toward Terrence. “More his girlfriend’s job, isn’t it?”<Br>
<Br>
<<CheckPersonalityState "Terrence">>
<<if _PersonalityState is "Straight">>
"I do more mounting than you even do stroking, Manny," Terrence quips. A few boys snigger. Manny growls back with anger.<Br>
<<else>>
Terrence stiffens but says nothing, knuckles whitening around his pen. He tries not to look around, ignoring the boys around him. The laughter deepens, satisfied.<Br>
<</if>>
<br>
Paperballs arc through the air, smacking the back of Dennis' head. More kicks follow, harder now. You notice a few hit the back of Terrence's seat too.<Br>
<br>
Heat burns through you as the narrator continues. Image after image flicker across the screen. The visuals of animals being subdued is relentless, but the ones that capture your attention in this video are where the males are fighting.<Br>
<br>
"The role of the male in the animal kingdom is simple. Pure. The strong establish the order, the weak are kept at bay. Only by proving themselves in this hierarchy can one be given the opportunity to mate."<Br>
<Br>
You glance around the room. As if a pack, the boys have almost turned to face Dennis and Terrence. They flash teeth at them, malice in their looks. The words of the narrator have not gone unnoticed. You feel the urge to already join in. To follow the narrator and prove your place at the top of the pack.<br>
<<QuestState "Quest11">>
<<if _QuestState lt 5>><br>And somewhere in-between the thoughts, there's a desperate curiosity in how much this is because of the magic. And what would happen if you paid attention to the video.<br><</if>>
<br>
<<ActionsHeader>>
<<link "Watch the video." "BiologyClass">>
<<set $BiologyClass to "Watch">>
<<Orientation -1>>
<<QuestState "Quest5">>
<<if _QuestState is 2>><<QuestTracker "Quest7" 0>><<QuestTracker "Quest7" 1>><<QuestOptionUnlock "Quest5" 2 "biology">><<else>><<QuestTracker "Quest7" 0>><</if>>
<</link>><br>
<<link "Avert your eyes." "BiologyClass">>
<<set $BiologyClass to "Avert">>
<<Assertive -1>>
<<QuestState "Quest5">><<if _QuestState is 2>><<QuestOptionUnlock "Quest5" 2 "biology">><<QuestTracker "Quest7" 0>><<QuestTracker "Quest7" 1>><<else>><<QuestTracker "Quest7" 0>><</if>>
<</link>>
<<elseif $BiologyWard is "NulifiedSelf" and $current.avatar is "Emily">>
Yet another documentary begins to play out and the now-familiar narration soothingly speaks over the images.<br>
<br>
By now, you know what to expect. A lone female animal, walking through her habitat, subdued and dominated by the male of the species. Sometimes submissively lying back or pressed into the ground on all-fours, other times the centre of an animal kingdom gangbang where multiple males fight for their right to breed with her.<br>
<br>
All the while the soothing narration monotonously explains how this is natural, it is to be expected, and that she welcomes, embraces and enjoys it.<br>
<br>
<<DailyVariableCheck "DennisSleep">>
<<if _DailyVariableCheck>>
Mr. Harrow watches his class of girls with a predatory white grin and sparkling eyes. Disconcertingly, for the majority of the time they are focused on you.<br>
<<else>>
Dennis keeps his head looking at the floor throughout the lesson, whilst Mr. Harrow watches his class of girls with a predatory white grin and sparkling eyes. Disconcertingly, for the majority of the time they are focused on you.<br>
<</if>>
<br>
The other girls in the class remain under the spell of the video, their eyes glazed over and then mouths framed with vacant smiles. Watching the video without their attention drifting.<br>
<br>
But with the curse no longer active, your mind is clear. Where you experienced a shared empathy and a yearning for the experiences of the female on the video, you now only feel disgust and anger at the narration that continually claims her submission and subjugation is natural and desirable. <br>
<br>
<<ActionsHeader>>
<<link "Watch the video." "BiologyClass">> <<set $BiologyClass to "Watch">><<EmilyGrades 1>><</link>><br>
<<link "Avert your eyes." "BiologyClass">> <<set $BiologyClass to "Avert">><<EmilyGrades -1>><</link>>
<<elseif $BiologyWard is "NulifiedSelf" and $current.avatar is "Dennis">>
Another documentary begins to play, with the same soothing voice narrating over the top of the imagery. This video shows elephants walking across the plains of Africa.<br>
<Br>
The narrator’s voice seeps through the television speaker, smooth and plummy. “The male of the species demonstrates strength and stamina in competition. The victor secures the right to pass on his superior genes.”<Br>
<Br>
Onscreen, two bull elephants clash, tusks grinding. Dust explodes around them as one stumbles back and flees. The winner wheels and clambers onto a waiting female, pressing her down with brute force.<Br>
<Br>
A ripple runs through the room. The boys lean forward, eyes narrowing, shoulders hunched with sudden focus.<Br>
<Br>
A boot jars the back of your chair. “Dennis’ll never be the one mounting,” someone mutters.<Br>
<Br>
Another voice cuts across the glow, pitched toward Terrence. “More his girlfriend’s job, isn’t it?”<Br>
<Br>
<<CheckPersonalityState "Terrence">>
<<if _PersonalityState is "Straight">>
"I do more mounting than you even do stroking, Manny," Terrence quips. A few boys snigger. Manny growls back with anger.<Br>
<<else>>
Terrence stiffens but says nothing, knuckles whitening around his pen. He tries not to look around, ignoring the boys around him. The laughter deepens, satisfied.<Br>
<</if>>
<br>
Paperballs arc through the air, smacking your desk. More kicks follow, harder now. You notice a few hit the back of Terrence's seat too.<Br>
<br>
The narrator continues. Image after image flicker across the screen. The visuals of animals being subdued is relentless, but the ones that stand out on this video are where the males are fighting.<Br>
<br>
"The role of the male in the animal kingdom is simple. Pure. The strong establish the order, the weak are kept at bay. Only by proving themselves in this hierarchy can one be given the opportunity to mate."<Br>
<Br>
You glance around the room. Teeth baring and directed at you. Only Terrence seems to avoid staring, himself a target also. Whilst you know that the curse is no longer in effect, you still feel a sense of vulnerability spread within you, surrounded by a class full of students under its sway.<br>
<br>
<<ActionsHeader>>
<<link "Watch the video." "BiologyClass">> <<set $BiologyClass to "Watch">><</link>><br>
<<link "Avert your eyes." "BiologyClass">> <<set $BiologyClass to "Avert">><</link>>
<<elseif $BiologyWard is "NulifiedSelf" and $current.avatar is "Jake">>
Another documentary begins to play, with the same soothing voice narrating over the top of the imagery. This video shows elephants walking across the plains of Africa.<br>
<Br>
The narrator’s voice seeps through the television speaker, smooth and plummy. “The male of the species demonstrates strength and stamina in competition. The victor secures the right to pass on his superior genes.”<Br>
<Br>
Onscreen, two bull elephants clash, tusks grinding. Dust explodes around them as one stumbles back and flees. The winner wheels and clambers onto a waiting female, pressing her down with brute force.<Br>
<br>
A ripple runs through the room. The boys lean forward, eyes narrowing, shoulders hunched with sudden focus. And in spite of being free from the effects of the curse, you feel a heat rising in your chest. There's a small flicker of restless energy crawling underneath your skin.<Br>
<Br>
Nearby, a boot slams back into Dennis' chair, causing the legs to scrape across the floor. “Dennis’ll never be the one mounting,” someone mutters.<Br>
<Br>
Another voice cuts across the glow, pitched toward Terrence. “More his girlfriend’s job, isn’t it?”<Br>
<Br>
<<CheckPersonalityState "Terrence">>
<<if _PersonalityState is "Straight">>
"I do more mounting than you even do stroking, Manny," Terrence quips. A few boys snigger. Manny growls back with anger.<Br>
<<else>>
Terrence stiffens but says nothing, knuckles whitening around his pen. He tries not to look around, ignoring the boys around him. The laughter deepens, satisfied.<Br>
<</if>>
<br>
Paperballs arc through the air, smacking the back of Dennis' head. More kicks follow, harder now. You notice a few hit the back of Terrence's seat too.<Br>
<br>
A low-level lingering heat flickers inside you as the narrator continues. Image after image flicker across the screen. The visuals of animals being subdued is relentless, but the ones that capture your attention in this video are where the males are fighting.<Br>
<br>
"The role of the male in the animal kingdom is simple. Pure. The strong establish the order, the weak are kept at bay. Only by proving themselves in this hierarchy can one be given the opportunity to mate."<Br>
<Br>
You glance around the room. As if a pack, the boys have almost turned to face Dennis and Terrence. They flash teeth at them, malice in their looks. The words of the narrator have not gone unnoticed. And in spite of the television no longer impacting your mind, you feel a desire to join in. To follow the narrator and prove your place at the top of the pack.<br>
<br>
<<ActionsHeader>>
<<link "Watch the video." "BiologyClass">><<set $BiologyClass to "Watch">><</link>><br>
<<link "Avert your eyes." "BiologyClass">><<set $BiologyClass to "Avert">><</link>>
<<elseif $BiologyWard is "NulifiedAll" and $current.avatar is "Emily">>
Yet another documentary begins to play out and the now-familiar narration soothingly speaks over the images.<br>
<br>
By now, you know what to expect. A lone female animal, walking through her habitat, subdued and dominated by the male of the species. Sometimes submissively lying back or pressed into the ground on all-fours, other times the centre of an animal kingdom gangbang where multiple males fight for their right to breed with her.<br>
<br>
All the while the soothing narration monotonously explains how this is natural, it is to be expected, and that she welcomes, embraces and enjoys it.<br>
<br>
With the curse no longer active, you notice a marked change in the other students. Their eyes are no longer fazed. Their smiles are replaced by looks of disgust.<br>
<br>
You risk a glance at Mr. Harrow. For the first time since knowing him, you witness a face without a grin. Surprise and anger now apparent. Instead of a pleasant and attractive face, he looks creepy and aggressive. <br>
<br>
Your mind too is clear. Where you experienced a shared empathy and a yearning for the experiences of the female on the video, you now only feel disgust and anger at the narration that continually claims her submission and subjugation is natural and desirable. <br>
<br>
<<ActionsHeader>>
<<link "Watch the video." "BiologyClass">><<set $BiologyClass to "Watch">><<EmilyGrades 1>><</link>><br>
<<link "Avert your eyes." "BiologyClass">><<set $BiologyClass to "Avert">><<EmilyGrades -1>><</link>>
<<elseif $BiologyWard is "NulifiedAll" and $current.avatar is "Dennis">>
Another documentary begins to play, with the same soothing voice narrating over the top of the imagery. This video shows elephants walking across the plains of Africa.<br>
<Br>
The narrator’s voice seeps through the television speaker, smooth and plummy. “The male of the species demonstrates strength and stamina in competition. The victor secures the right to pass on his superior genes.”<Br>
<Br>
Onscreen, two bull elephants clash, tusks grinding. Dust explodes around them as one stumbles back and flees. The winner wheels and clambers onto a waiting female, pressing her down with brute force.<Br>
<br>
With the curse no longer active, you notice a marked change in the other students. Instead of paying attention, the boys continue to slouch in their chairs. They cast dismissive looks to each other, snorting each time the video flickers from wear.<Br>
<Br>
“Christ, this is ancient,” someone pipes up behind you.<Br>
<Br>
Another snorts to his neighbour. “Looks like something from Dad’s VHS drawer.”<Br>
<Br>
A half-hearted kick nudges your chair, but it doesn’t build. You glance over to look at Terrence, noting he's for the most part left alone. The mockery is falling more on the tape than on you or him.<Br>
<Br>
At the front, Harrow folds his arms. His smile is taut, stretched too thin. The glow plays across his features, but his eyes dart between the boys and the screen, as though willing the film to bite.<Br>
<Br>
You lean back, the edge of your seat cool against your palms. Without the curse behind it, the video feels hollow. Cheap. A lie on tape.<br>
<br>
<<ActionsHeader>>
<<link "Watch the video." "BiologyClass">><<set $BiologyClass to "Watch">><</link>><br>
<<link "Avert your eyes." "BiologyClass">><<set $BiologyClass to "Avert">><</link>>
<<elseif $BiologyWard is "NulifiedAll" and $current.avatar is "Jake">>
Another documentary begins to play, with the same soothing voice narrating over the top of the imagery. This video shows elephants walking across the plains of Africa.<br>
<Br>
The narrator’s voice seeps through the television speaker, smooth and plummy. “The male of the species demonstrates strength and stamina in competition. The victor secures the right to pass on his superior genes.”<Br>
<Br>
Onscreen, two bull elephants clash, tusks grinding. Dust explodes around them as one stumbles back and flees. The winner wheels and clambers onto a waiting female, pressing her down with brute force.<Br>
<br>
With the curse no longer active, you notice a marked change in the other students. Instead of paying attention, the boys continue to slouch in their chairs. They cast dismissive looks to each other, snorting each time the video flickers from wear.<Br>
<Br>
“Christ, this is ancient,” someone pipes up behind you.<Br>
<Br>
Another snorts to his neighbour. “Looks like something from Dad’s VHS drawer.”<Br>
<Br>
Next to you, Manny kicks the back of Dennis' chair. But it's half-hearted. Nothing builds. You look over at Terrence too, noting for the most he's part left alone. The mockery is falling more on the tape than on him or Dennis.<Br>
<Br>
At the front, Harrow folds his arms. His smile is taut, stretched too thin. The glow plays across his features, but his eyes dart between the boys and the screen, as though willing the film to bite.<Br>
<Br>
You lean back, the edge of your seat cool against your palms. Without the curse behind it, the video feels hollow. Cheap. A lie on tape.<br>
<br>
<<ActionsHeader>>
<<link "Watch the video." "BiologyClass">><<set $BiologyClass to "Watch">><</link>><br>
<<link "Avert your eyes." "BiologyClass">><<set $BiologyClass to "Avert">><</link>>
<<elseif $current.avatar is "Emily">>
Yet another documentary begins to play out and the now-familiar narration soothingly speaks over the images.<br>
<br>
By now, you know what to expect. A lone female animal, walking through her habitat, subdued and dominated by the male of the species. Sometimes submissively lying back or pressed into the ground on all-fours, other times the centre of an animal kingdom gangbang where multiple males fight for their right to breed with her.<br>
<br>
All the while the soothing narration monotonously explains how this is natural, it is to be expected, and that she welcomes, embraces and enjoys it.<br>
<br>
<<DailyVariableCheck "DennisSleep">>
<<if _DailyVariableCheck>>
Mr. Harrow watches his class of girls with a predatory white grin and sparkling eyes. Disconcertingly, for the majority of the time they are focused on you.<br>
<<else>>
Dennis keeps his head looking at the floor throughout the lesson, whilst Mr. Harrow watches his class of girls with a predatory white grin and sparkling eyes. Disconcertingly, for the majority of the time they are focused on you.<br>
<</if>>
<br>
The other girls in the class remain under the spell of the video, their eyes glazed over and then mouths framed with vacant smiles. Watching the video without their attention drifting.<br>
<br>
You feel a draw to pay attention and watch the video, in spite of knowing the effect it has on you. There is a primal need within your body aching, one that feels like empathy towards the animal on-screen, and a yearning to experience what she is feeling.<br>
<br>
<<ActionsHeader>>
<<link "Watch the video." "BiologyClass">><<set $BiologyClass to "Watch">><<EmilyGrades 1>><<Orientation 1>><</link>><br>
<<link "Avert your eyes." "BiologyClass">><<EmilyGrades -1>><<set $BiologyClass to "Avert">><</link>>
<<elseif $current.avatar is "Dennis">>
Another documentary begins to play, with the same soothing voice narrating over the top of the imagery. This video shows elephants walking across the plains of Africa.<br>
<Br>
The narrator’s voice seeps through the television speaker, smooth and plummy. “The male of the species demonstrates strength and stamina in competition. The victor secures the right to pass on his superior genes.”<Br>
<Br>
Onscreen, two bull elephants clash, tusks grinding. Dust explodes around them as one stumbles back and flees. The winner wheels and clambers onto a waiting female, pressing her down with brute force.<Br>
<Br>
A ripple runs through the room. The boys lean forward, eyes narrowing, shoulders hunched with sudden focus.<Br>
<Br>
A boot jars the back of your chair. “Dennis’ll never be the one mounting,” someone mutters.<Br>
<Br>
Another voice cuts across the glow, pitched toward Terrence. “More his girlfriend’s job, isn’t it?”<Br>
<Br>
<<CheckPersonalityState "Terrence">>
<<if _PersonalityState is "Straight">>
"I do more mounting than you even do stroking, Manny," Terrence quips. A few boys snigger. Manny growls back with anger.<Br>
<<else>>
Terrence stiffens but says nothing, knuckles whitening around his pen. He tries not to look around, ignoring the boys around him. The laughter deepens, satisfied.<Br>
<</if>>
<br>
Paperballs arc through the air, smacking your desk. More kicks follow, harder now. You notice a few hit the back of Terrence's seat too.<Br>
<br>
Heat burns through you as the narrator continues. Image after image flicker across the screen. The visuals of animals being subdued is relentless, but the ones that capture your attention in this video are where the males are fighting.<Br>
<br>
"The role of the male in the animal kingdom is simple. Pure. The strong establish the order, the weak are kept at bay. Only by proving themselves in this hierarchy can one be given the opportunity to mate."<Br>
<Br>
You glance around the room. Teeth baring and directed at you. Only Terrence seems to avoid staring, himself a target also. The words of the narrator do not go unnoticed. A fear-laced vulnerability courses through you, adrenaline already flowing.<br>
<<QuestState "Quest11">>
<<if _QuestState lt 5>><br>And somewhere in-between the thoughts, there's a desperate curiosity in how much this is because of the magic. And what would happen if you paid attention to the video.<br><</if>>
<br>
<<ActionsHeader>>
<<link "Watch the video." "BiologyClass">><<set $BiologyClass to "Watch">><<Orientation -1>><</link>><br>
<<link "Avert your eyes." "BiologyClass">><<set $BiologyClass to "Avert">><<Feminity 1>><</link>>
<<elseif $current.avatar is "Jake">>
Another documentary begins to play, with the same soothing voice narrating over the top of the imagery. This video shows elephants walking across the plains of Africa.<br>
<Br>
The narrator’s voice seeps through the television speaker, smooth and plummy. “The male of the species demonstrates strength and stamina in competition. The victor secures the right to pass on his superior genes.”<Br>
<Br>
Onscreen, two bull elephants clash, tusks grinding. Dust explodes around them as one stumbles back and flees. The winner wheels and clambers onto a waiting female, pressing her down with brute force.<Br>
<br>
A ripple runs through the room. The boys lean forward, eyes narrowing, shoulders hunched with sudden focus. You yourself feel a heat rising in your chest. Every clash of tusk sends a jolt through you. Your muscles tighten and your breath draws sharp. You sense a restless energy crawling under your skin.<Br>
<Br>
Nearby, a boot slams back into Dennis' chair, causing the legs to scrape across the floor. “Dennis’ll never be the one mounting,” someone mutters.<Br>
<Br>
Another voice cuts across the glow, pitched toward Terrence. “More his girlfriend’s job, isn’t it?”<Br>
<Br>
<<CheckPersonalityState "Terrence">>
<<if _PersonalityState is "Straight">>
"I do more mounting than you even do stroking, Manny," Terrence quips. A few boys snigger. Manny growls back with anger.<Br>
<<else>>
Terrence stiffens but says nothing, knuckles whitening around his pen. He tries not to look around, ignoring the boys around him. The laughter deepens, satisfied.<Br>
<</if>>
<br>
Paperballs arc through the air, smacking the back of Dennis' head. More kicks follow, harder now. You notice a few hit the back of Terrence's seat too.<Br>
<br>
Heat burns through you as the narrator continues. Image after image flicker across the screen. The visuals of animals being subdued is relentless, but the ones that capture your attention in this video are where the males are fighting.<Br>
<br>
"The role of the male in the animal kingdom is simple. Pure. The strong establish the order, the weak are kept at bay. Only by proving themselves in this hierarchy can one be given the opportunity to mate."<Br>
<Br>
You glance around the room. As if a pack, the boys have almost turned to face Dennis and Terrence. They flash teeth at them, malice in their looks. The words of the narrator have not gone unnoticed. You feel the urge to already join in. To follow the narrator and prove your place at the top of the pack.<br>
<<QuestState "Quest11">>
<<if _QuestState lt 5>><br>And somewhere in-between the thoughts, there's a desperate curiosity in how much this is because of the magic. And what would happen if you paid attention to the video.<br><</if>>
<br>
<<ActionsHeader>>
<<link "Watch the video." "BiologyClass">><<set $BiologyClass to "Watch">><<Orientation -1>><</link>><br>
<<link "Avert your eyes." "BiologyClass">><<set $BiologyClass to "Avert">><<Assertive -1>><</link>>
<</if>><<CheckFirst "BiologyClass">>
<<if _CheckFirst is false and $current.avatar is "Emily" and $BiologyClass is "Watch">>
Not wanting to stand out, you face back to the screen and continue watching. Rough animal sex is now shown in the clips. The male animals savagely penetrate their mates. Some of them slump on the backs of their counterparts after clearly they’ve shot their loads.<br>
<br>
“The women have been rewarded their prize. They have been claimed by an assertive mate, who in return of having them serve every whim, will protect her and her offspring as long as she stays young, attractive and healthy. Their role fulfilled, they desire nothing more than to be a receptacle for their man’s seed, giving his life-giving nectar the reverence it deserves.”<br>
<br>
You reflect on what you’re watching. They are talking about men and women now, even though it's showing animals.<br>
<br>
You can’t imagine Jennifer agreeing this is her role in your relationship, but it’s hard to deny that this is how it is in the animal kingdom. You are all animals at heart, after all. <br>
<br>
You feel a stirring in your own body. For the first time in a few minutes, you are very aware that you no longer have a penis, instead now a vagina. You feel damp. Wet. You have an aching for something to be inside it.<br>
<br>
<<DailyVariableCheck "DennisSleep">>
<<if _DailyVariableCheck>>
Mr. Harrow watches his class of girls with a predatory white grin and sparkling eyes. Disconcertingly, for the majority of the time they are focused on you.<br>
<<else>>
Dennis keeps his head looking at the floor throughout the lesson, whilst Mr. Harrow watches his class of girls with a predatory white grin and sparkling eyes. Disconcertingly, for the majority of the time they are focused on you.<br>
<</if>>
<Br>
You glance back at Harrow. That pure clean smile. Those muscular arms beneath his suit. A strapping young man in his mid-twenties. You wonder what it would be like. For him to be inside of you -<br>
<br>
The bell rings and you’re suddenly aware that the lights are on and the video has ended. Students are filtering out, each one smiling at Mr. Harrow as they go.<br>
<br>
Blushing, you pack up your things and walk out. You try not to look at Mr. Harrow as you do so, but he gives you a winning smile as you pass him. You can’t help but smile back, blushing. You then rush past Dennis, barely noticing him.<br>
<br>
What the hell is wrong with me, you think as you enter the corridor.<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">><<TimeChange>><<AddFirst "BiologyClass">><<set $BiologyClass to undefined>><</link>><br>
<<elseif _CheckFirst is false and $current.avatar is "Dennis" and $BiologyClass is "Watch">>
You face the television screen, not wanting to risk further attention by avoiding the subject. The tape crackles, picture juddering before it steadies again. A lion prowls into frame, mane bristling, teeth bared. A couple of animals are already in the act, but this doesn't stop the towering lion. Almost lazily, he strikes a paw across the back of his competitor. Then, with sudden ferocity, he clubs the other squarely around the face.<Br>
<br>
“The dominant male asserts his right over the pride," the narrator monotonously continues, even as the dominant male slashes and claws at the other lion. "Rivals are driven away. The lioness subdued. Only the strongest secures the future.”<Br>
<Br>
Onscreen, the wounded animal limps off in defeat. The dominant male looks down at the lioness, then lunges. A lioness squeals, pinned hard into the dust as his weight bears down. "His victory," the narrator adds. "Now complete."<br>
<Br>
At least half of your conscious mind is aware of what the video is doing, but can’t help but hear intrusive thoughts drift into your brain. Here, in your current form, you are not a lion. But deep down you feel embarrassed at who the others in the room would compare you to.<Br>
<Br>
<I>It wouldn't be the one now on top, would it?</i><br>
<Br>
Either side of you, chairs scrape, shoes thump against the floor. The boys edge their seats towards Terrence like hounds scenting weakness. One kick rocks his desk forward. Another jars him sideways, hard enough that he clutches at the wood to steady himself.<Br>
<Br>
“On your knees, Handle,” Jake calls, his boot lashing at Terrence’s chair, nearly toppling it.<Br>
<Br>
Laughter barks from all sides. And you feel it, surging through you. A heat that coils in your muscles, a pounding in your chest. Your mind is filled with the images of two lions, brutally fighting for the right of dominance. This is what being a man is. Find the weak. Prove yourself. Claim your place in the pack.<br>
<Br>
Jake shifts, lining up another strike.<Br>
<Br>
And suddenly behind you a chair scrapes across the floor like nails on a blackboard. Everyone looks up to see Brendan bounding over to play himself between Terrence and Jake. “Back off,” he snaps, sharp enough to cut through the noise.<bR>
<Br>
Even with the continual drone of the television, it feels like the room has fallen silence. Jake sneers up at Brendan, who stares down at him. His chest rises and falls, his mouth open taking short breaths, his body poised as if he's one moment away from descending on Jake with his fists.<br>
<Br>
"Now now, Brendan,” a voice says from the front of the class. Harrow, watching like a man observing boys at play. “Plenty of time to prove yourself in PE.”<Br>
<Br>
For a moment it looks like Brendan won't listen. Or can't. His fists clench together. Just above the background ambience of the room you hear the narrator from the video continue. "The male victor, relentless in his pursuit of the leader of the pack, doesn't back down."<br>
<Br>
Finally, Brendan sits. His eyes only leave Jake as he goes to take his seat. And in that instant, Jake pulls back his leg, ready to strike Terrence again.<br>
<br>
The urge still surges inside you, itching for release. Your gaze flicks wildly between Jake, ready to attack, and Terrence, exposed and cowering. The heat claws inside, bubbling up across your body, an itch that you can no longer ignore.<Br>
<br>
You have to do something. You can sit still no longer. Terrence's quivering lip trembles. In this moment, the sight of it infuriates you. You instinctively want to stand and strike it from his face before Jake can do anything. Prove yourself to the pack before he can.<Br>
<br>
But somewhere in the back of your mind plays out the scene that just took place. Brendan, still shaking with adrenaline, turning it to help Terrence and not hinder him.<Br>
<br>
<<ActionsHeader>>
<<BuffCheckSelf "PackProtector">>
<<if _BuffCheckSelf is true>><span class="buff">[Pack Protector]</span> <s>Lunge at Terrence</s> - <i>The desire to protect the pack overcomes you.</i><br>
<<else>><<link "Lunge at Terrence" "BiologyClassBoys">><<AddFirst "BiologyClass">><<set $BiologyClass to undefined>><<Feminity -1>><<set $BiologyClassBoys to "DennisLunge">><</link>><br>
<</if>>
<<BuffCheckSelf "AlphaEdge">>
<<if _BuffCheckSelf is true>><span class="buff">[Alpha Edge]</span> <s>Protect Terrence from Jake</s> - <i>The rage you've previously indulged in overcomes you.</i><br>
<<else>><<link "Protect Terrence from Jake" "BiologyClassBoys">><<AddFirst "BiologyClass">><<set $BiologyClass to undefined>><<Greedy -1>><<set $BiologyClassBoys to "DennisProtect">><</link>><br>
<</if>>
<<elseif _CheckFirst is false and $current.avatar is "Jake" and $BiologyClass is "Watch">>
You face the television screen, not wanting to risk further attention by avoiding the subject. The tape crackles, picture juddering before it steadies again. A lion prowls into frame, mane bristling, teeth bared. A couple of animals are already in the act, but this doesn't stop the towering lion. Almost lazily, he strikes a paw across the back of his competitor. Then, with sudden ferocity, he clubs the other squarely around the face.<Br>
<br>
“The dominant male asserts his right over the pride," the narrator monotonously continues, even as the dominant male slashes and claws at the other lion. "Rivals are driven away. The lioness subdued. Only the strongest secures the future.”<Br>
<Br>
Onscreen, the wounded animal limps off in defeat. The dominant male looks down at the lioness, then lunges. A lioness squeals, pinned hard into the dust as his weight bears down. "His victory," the narrator adds. "Now complete."<br>
<Br>
At least half of your conscious mind is aware of what the video is doing, but can’t help but hear intrusive thoughts drift into your brain. Here, in your current form, you are not a lion. But deep down you have more in common with the dominant creature than you do the others.<Br>
<br>
Your mind begins to wander, as you watch the lion snarl at an approaching male, even as he penetrates the lioness. You find yourself smirking. Imagining yourself as the lion. Rocking back and forth into the wet womb of a wanting female.<Br>
<br>
The tape rolls again on the screen. The lioness shifts. When she turns, it's no longer a television screen. It's your view. You're looking down at her. Except now, it's Jennifer.<br>
<Br>
You grind against her, feeling your member pushing inside her. Her eyes looking up with you, vacant and submissive, legs spread across the floor of the biology room, as cheers from the watching class echo around you.<br>
<br>
"For the moment," you hear the narrator telling you. "She is the centre of attention. An object to be bred for the line of her betters to continue.”<Br>
<br>
Her lip trembles as she looks up at you. "Please don't... finish inside me."<br>
<Br>
But the laughter of the boys roars around you, driving you to do something. You feel a carnal need to do something. Only out of the corner of your eye can you register the TV screen, showcasing the video, as Harrow watches you carefully. The screen, now showing the male lion fighting off an attack by hyenas pouncing on its claimed mate.<br>
<br>
Looking down though, the image of Jennifer pleading up at you reaches out for you to continue with your fantasies.<Br>
<Br>
<<ActionsHeader>>
<<BuffCheckSelf "PackProtector">>
<<if _BuffCheckSelf is true>><span class="buff">[Pack Protector]</span> <s>Indulge the daydreams</s> - <i>The desire to protect overcomes you.</i><br>
<<else>><<link "Indulge the daydreams" "BiologyClassBoys">><<AddFirst "BiologyClass">><<set $BiologyClass to undefined>><<Feminity -1>><<set $BiologyClassBoys to "JakeIndulge">><</link>><br>
<</if>>
<<BuffCheckSelf "AlphaEdge">>
<<if _BuffCheckSelf is true>><span class="buff">[Alpha Edge]</span> <s>Twist the sensations</s> - <i>The rage you've previously indulged in overcomes you.</i><br>
<<else>><<link "Twist the sensations" "BiologyClassBoys">><<AddFirst "BiologyClass">><<set $BiologyClass to undefined>><<Greedy -1>><<set $BiologyClassBoys to "JakeTwist">><</link>><br>
<</if>>
<<elseif _CheckFirst is false and $current.avatar is "Emily" and $BiologyClass is "Avert">>
Sensing something is very wrong with the video, you avert your eyes and try not to looking at it. Your eyes fall on Dennis, illuminated enough by the screen light to pick out his face. He’s watching you with scared eyes.<br>
<br>
You look away, now trying to ignore both the screen and Dennis’ stares. Out of the corner of your eye, you see him grimace. He's looking between the screen and you, as if trying to see your reaction to it.<br>
<br>
“Is there a problem, Miss Phillips?” a voice says into your ear. <br>
<br>
You jump and look up. Mr. Harrow is leaning over your desk, his brilliant white smile seeming more predatory than attractive. You shake your head silently, not daring to speak. <br>
<br>
“In which case, you should pay attention to the video,” he says. “This will be on your upcoming exam. You wouldn’t want to fail, would you?”<br>
<br>
You shake your head and he smiles again. You look back at the screen, pretending to focus on the documentary, but unfocus your eyes and run a series clips of old sitcoms in your head.<br>
<br>
Forty-five long minutes later the video ends and the lights come on. The bell rings and students start to file out, one by one giving Mr. Harrow a smile as they do so.<br>
<br>
As you pass his desk, he flashes you a crystal white grin. You smile politely and walk past him, meeting Dennis’ eyes as you exit the classroom. Contrary to everyone else, his eyes are full of worry.<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">><<TimeChange>><<AddFirst "BiologyClass">><<set $BiologyClass to undefined>><</link>><br>
<<elseif _CheckFirst is false and $current.avatar is "Dennis" and $BiologyClass is "Avert">>
You wrench your gaze away from the glow. The lions blur at the edge of your vision, the narration dissolving into a muffled drone. You fix on the desk, on the grain of the wood beneath your fingers, trying to shut it all out.<Br>
<Br>
Either side of you, chairs scrape, shoes thump against the floor. The boys edge their seats towards Terrence like hounds scenting weakness. One kick rocks his desk forward. Another jars him sideways, hard enough that he clutches at the wood to steady himself.<Br>
<Br>
“On your knees, Handle,” Jake calls, his boot lashing at Terrence’s chair, nearly toppling it.<Br>
<Br>
Laughter barks from all sides, but you try to avoid taking it in. If this is what being a man is in Charlton, you want no part of it. Stalking the weak. Proving yourself. Putting them down.<br>
<Br>
Jake shifts, lining up another strike.<Br>
<Br>
And suddenly behind you a chair scrapes across the floor like nails on a blackboard. Everyone looks up to see Brendan bounding over to play himself between Terrence and Jake. “Back off,” he snaps, sharp enough to cut through the noise.<bR>
<Br>
Even with the continual drone of the television, it feels like the room has fallen silence. Jake sneers up at Brendan, who stares down at him. His chest rises and falls, his mouth open taking short breaths, his body poised as if he's one moment away from descending on Jake with his fists.<br>
<Br>
“Now now, Brendan,” a voice says from the front of the class. Harrow, watching like a man observing boys at play. “Plenty of time to prove yourself in PE.”<Br>
<Br>
For a moment it looks like Brendan won't listen. Or can't. His fists clench together. Just above the background ambience of the room you hear the narrator from the video continue. "The male victor, relentless in his pursuit of the leader of the pack, doesn't back down."<br>
<Br>
Finally, Brendan sits. His eyes only leave Jake as he goes to take his seat. And in that instant, Jake meets yours. Instinctively, you flick away and look back down at the desk.<br>
<Br>
“Look at Dennis,” someone pipes up. “Doesn’t even wanna watch.”<Br>
<Br>
“Scared he’ll get ideas,” another sniggers.<Br>
<Br>
“Probably would rather be the lioness,” one of the football players, Manny, calls, and laughter explodes.<br>
<br>
A balled-up paper pellet smacks the back of your head. Another kick jars your chair. The pack scenting weakness.<Br>
<Br>
You hunch lower, wishing the floor would swallow you. By the end of the lesson, your chair has been kicked and scuttled so much that your skeleton shakes from the vibrations. When the lights come on, you look up to see the other kids smirking. Manny makes a crude gesture at you mimicking a blowjob. The other boys howl when they see it.<br>
<br>
<I>Maybe Manny was right after all?</i><br>
<Br>
You gather your things, ready to exit the class.<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">><<TimeChange>><<AddFirst "BiologyClass">><<set $BiologyClass to undefined>><</link>><br>
<<elseif _CheckFirst is false and $current.avatar is "Jake" and $BiologyClass is "Avert">>
You wrench your gaze away from the glow. The lions blur at the edge of your vision, the narration dissolving into a muffled drone. You force your eyes down to the desk, jaw tight.<br>
<br>
Either side of you, chairs scrape, shoes thump against the floor. The boys edge their seats towards Terrence like hounds scenting weakness. One kick rocks his desk forward. Another jars him sideways, hard enough that he clutches at the wood to steady himself.<Br>
<Br>
The heat still burns in your chest, restless and hungry. Even looking away doesn’t quench it. You hear the sounds of the narrator speaking. The rare glimpse of an image from the TV where you can't avoid it. Tusks clashing, bodies pressed down, females yielding.<br>
<Br>
Beside you, Manny lifts his leg up and shoves it into the side of Dennis' chair. It's enough to make it scrape across the floor. Like you, Dennis is keeping his head down. Trying to avoid looking at the screen that plays in the centre of the lesson.<Br>
<Br>
“Look at Dennis,” someone pipes up. “Doesn’t even wanna watch.”<Br>
<Br>
“Scared he’ll get ideas,” another sniggers.<Br>
<Br>
“Probably would rather be the lioness,” Manny quips.<br>
<br>
There's an urge to join in. To taunt Dennis. His chair is right in front of yours. Just one push from your shoe and he'd fall to the floor.<Br>
<br>
<I>Do it. You know you want to.</i><br>
<Br>
But you clamp down harder, refusing to let the thoughts through. Instead, you look around. A couple of the football players are watching you curiously. Especially Manny, who almost is laughing at your unease. "Feeling squeamish, Duncan?"<Br>
<Br>
You bury the ripple of irritation, looking away. Away from him, and away from the screen. You instead vacantly stare out at the blinded windows for the rest of the lesson.<Br>
<Br>
When the bell rings, the boys slap each other's backs and try to trip up Dennis and Terrence. You don't join in. Instead silently packing up your belongings.<bR>
<bR>
And as you do so, you feel the eyes of Harrow watching you.<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">><<TimeChange>><<AddFirst "BiologyClass">><<set $BiologyClass to undefined>><</link>><br>
<<elseif $current.avatar is "Emily" and $BiologyClass is "Watch">>
<<if $BiologyWard is "NulifiedSelf">>
You keep your attention on the video. Imagery of sexual conquests in the animal kingdom and voice over state how natural the predatory scenes are. Fortunately, with the curse no longer active, it has no allure for you.<br>
<br>
The other girls in the class aren’t so lucky. You look around only once, seeing their transfixed faces and vacant smiles as they take in the cursed video imagery and subconsciously digest its hypnotic teachings.<br>
<br>
It’s a long wait until the bell rings. Once the lights come up, you gather up your belongings and exit silently, giving Mr. Harrow no indication that anything other than the intended results of the lesson have worked on you.<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">><<TimeChange>><<set $BiologyClass to undefined>><</link>><br>
<<elseif $BiologyWard is "NulifiedAll">>
You keep your attention on the video. Imagery of sexual conquests in the animal kingdom and voice over state how natural the predatory scenes are. Fortunately, with the curse no longer active, it has no allure for you.<br>
<br>
Neither does it for anyone else in the class. You try not to look around, but you hear comments and reactions of disgust. No longer mesmerising them, the students are audibly disgusted by some of the content on the television.<br>
<br>
It’s a long wait until the bell rings. Once the lights come up, you gather up your belongings and exit silently, avoiding Mr. Harrow’s enraged glare as you move past him.<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">><<TimeChange>><<set $BiologyClass to undefined>><</link>><br>
<<elseif $BiologyWard is undefined>>
Relenting, you turn your attention to the video. For the remainder of the lesson, you expose your eyes to imagery of sexual conquests in the animal kingdom and your ears to the comforting tones of a narrator stating how natural the predatory scenes are. <br>
<br>
You notice your eyes feel heavy, unable to turn away from the TV. Stirrings within your genitalia rise up through your feminine form. Your breath grows shallow and you find yourself squirming in your seat and biting your lip.<br>
<br>
Flashes of imagery bubble up in your mind. You picture yourself as Emily, laying down outside. Male members brushing against your legs. Drawing close to your lips.<br>
<br>
Or crouched down on your hands and knees, anticipating a firm hard cock plunging into your wet pussy as two firm male hands roughly grab on to you.<br>
<br>
Only the bell brings you out of your transfixed state. When the light comes on, you sheepishly gather up your belongings and head out of the classroom with the other girls, avoiding Mr. Harrow's smile as you pass him. All too aware of his masculine body and its growing effect on you.<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">><<TimeChange>><<set $BiologyClass to undefined>><</link>><br>
<</if>>
<<elseif $current.avatar is "Dennis" and $BiologyClass is "Watch">>
<<if $BiologyWard is "NulifiedSelf">>
You keep your attention on the video. The tape crackles, picture juddering before it steadies again. A lion prowls into frame, mane bristling, teeth bared. You know the magic must be stirring within the tape, but shielded from the curse, the images hold no pull over you. The same cannot be said for the boys around you. All around, the atmosphere in the room shifts and sharpens.<Br>
<Br>
Either side of you, chairs scrape, shoes thump against the floor. The boys edge their seats towards Terrence like hounds scenting weakness. One kick rocks his desk forward. Another jars him sideways, hard enough that he clutches at the wood to steady himself.<Br>
<Br>
“On your knees, Handle,” Jake calls, his boot lashing at Terrence’s chair, nearly toppling it.<Br>
<Br>
Laughter barks from all sides, but you try to avoid taking it in. If this is what being a man is in Charlton, you want no part of it. Stalking the weak. Proving yourself. Putting them down.<br>
<Br>
Jake shifts, lining up another strike.<Br>
<Br>
And suddenly behind you a chair scrapes across the floor like nails on a blackboard. Everyone looks up to see Brendan bounding over to play himself between Terrence and Jake. “Back off,” he snaps, sharp enough to cut through the noise.<bR>
<Br>
Even with the continual drone of the television, it feels like the room has fallen silence. Jake sneers up at Brendan, who stares down at him. His chest rises and falls, his mouth open taking short breaths, his body poised as if he's one moment away from descending on Jake with his fists.<br>
<Br>
“Now now, Brendan,” a voice says from the front of the class. Harrow, watching like a man observing boys at play. “Plenty of time to prove yourself in PE.”<Br>
<Br>
For a moment it looks like Brendan won't listen. Or can't. His fists clench together. Just above the background ambience of the room you hear the narrator from the video continue. "The male victor, relentless in his pursuit of the leader of the pack, doesn't back down."<br>
<Br>
Finally, Brendan sits. His eyes only leave Jake as he goes to take his seat. And in that instant, Jake meets yours. Instinctively, you flick away and look back down at the desk.<br>
<Br>
“Look at Dennis,” someone pipes up. “Doesn’t even wanna watch.”<Br>
<Br>
“Scared he’ll get ideas,” another sniggers.<Br>
<Br>
“Probably would rather be the lioness,” one of the football players, Manny, calls, and laughter explodes.<br>
<br>
A balled-up paper pellet smacks the back of your head. Another kick jars your chair. The pack scenting weakness.<Br>
<Br>
You hunch lower, wishing the floor would swallow you. By the end of the lesson, your chair has been kicked and scuttled so much that your skeleton shakes from the vibrations. When the lights come on, you look up to see the other kids smirking. Manny makes a crude gesture at you mimicking a blowjob. The other boys howl when they see it.<br>
<br>
<I>Maybe Manny was right after all?</i><br>
<Br>
You gather your things, ready to exit the class.<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">><<TimeChange>><<set $BiologyClass to undefined>><</link>><br>
<<elseif $BiologyWard is "NulifiedAll">>
You keep your attention on the video. Imagery of sexual conquests in the animal kingdom and voice over state how natural the predatory scenes are. Fortunately, with the curse no longer active, it has no allure for you.<br>
<Br>
Neither does it for anyone else in the class. You try not to look around, but you hear comments and reactions of boredom. No longer mesmerising them, the students are audibly derisive by some of the content on the television.<br>
<Br>
The boys around you laugh and jeer, tossing jokes back and forth.<Br>
<Br>
“Look at the state of this tape," one of them mutters.<Br>
<Br>
Another agrees with a nod. “Bet my granddad filmed this.”<br>
<Br>
“I thought you were supposed to buy them dinner first?”<Br>
<br>
But the jeers never turn nasty. In fact, the class seems more subdued. No kicking of chairs, no bullying. Just a group of students bored by an archaic lesson plan.<br>
<Br>
At the front, Harrow’s smile falters. He shifts his weight, eyes flicking between the restless boys, as though baffled the room isn’t bending to his will. His jaw tightens, the mask slipping for a heartbeat before he pastes the smile back on.<Br>
<Br>
It’s a long wait until the bell rings. Once the lights come up, you gather up your belongings and exit silently, avoiding Mr. Harrow’s enraged glare as you move past him.<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">><<TimeChange>><<set $BiologyClass to undefined>><</link>><br>
<<elseif $BiologyWard is undefined>>
You face the television screen, not wanting to risk further attention by avoiding the subject. The tape crackles, picture juddering before it steadies again. A lion prowls into frame, mane bristling, teeth bared. A couple of animals are already in the act, but this doesn't stop the towering lion. Almost lazily, he strikes a paw across the back of his competitor. Then, with sudden ferocity, he clubs the other squarely around the face.<Br>
<br>
“The dominant male asserts his right over the pride," the narrator monotonously continues, even as the dominant male slashes and claws at the other lion. "Rivals are driven away. The lioness subdued. Only the strongest secures the future.”<Br>
<Br>
Onscreen, the wounded animal limps off in defeat. The dominant male looks down at the lioness, then lunges. A lioness squeals, pinned hard into the dust as his weight bears down. "His victory," the narrator adds. "Now complete."<br>
<Br>
At least half of your conscious mind is aware of what the video is doing, but can’t help but hear intrusive thoughts drift into your brain. Here, in your current form, you are not a lion. But deep down you feel embarrassed at who the others in the room would compare you to.<Br>
<Br>
<I>It wouldn't be the one now on top, would it?</i><br>
<Br>
Either side of you, chairs scrape, shoes thump against the floor. The boys edge their seats towards Terrence like hounds scenting weakness. One kick rocks his desk forward. Another jars him sideways, hard enough that he clutches at the wood to steady himself.<Br>
<Br>
“On your knees, Handle,” Jake calls, his boot lashing at Terrence’s chair, nearly toppling it.<Br>
<Br>
Laughter barks from all sides. And you feel it, surging through you. A heat that coils in your muscles, a pounding in your chest. Your mind is filled with the images of two lions, brutally fighting for the right of dominance. This is what being a man is. Find the weak. Prove yourself. Claim your place in the pack.<br>
<Br>
Jake shifts, lining up another strike.<Br>
<Br>
And suddenly behind you a chair scrapes across the floor like nails on a blackboard. Everyone looks up to see Brendan bounding over to play himself between Terrence and Jake. “Back off,” he snaps, sharp enough to cut through the noise.<bR>
<Br>
Even with the continual drone of the television, it feels like the room has fallen silence. Jake sneers up at Brendan, who stares down at him. His chest rises and falls, his mouth open taking short breaths, his body poised as if he's one moment away from descending on Jake with his fists.<br>
<Br>
“Now now, Brendan,” a voice says from the front of the class. Harrow, watching like a man observing boys at play. “Plenty of time to prove yourself in PE.”<Br>
<Br>
For a moment it looks like Brendan won't listen. Or can't. His fists clench together. Just above the background ambience of the room you hear the narrator from the video continue. "The male victor, relentless in his pursuit of the leader of the pack, doesn't back down."<br>
<Br>
Finally, Brendan sits. His eyes only leave Jake as he goes to take his seat. And in that instant, Jake pulls back his leg, ready to strike Terrence again.<br>
<br>
The urge still surges inside you, itching for release. Your gaze flicks wildly between Jake, ready to attack, and Terrence, exposed and cowering. The heat claws inside, bubbling up across your body, an itch that you can no longer ignore.<Br>
<br>
You have to do something. You can sit still no longer. Terrence's quivering lip trembles. In this moment, the sight of it infuriates you. You instinctively want to stand and strike it from his face before Jake can do anything. Prove yourself to the pack before he can.<Br>
<br>
But somewhere in the back of your mind plays out the scene that just took place. Brendan, still shaking with adrenaline, turning it to help Terrence and not hinder him.<Br>
<br>
<<ActionsHeader>>
<<BuffCheckSelf "PackProtector">>
<<if _BuffCheckSelf is true>><span class="buff">[Pack Protector]</span> <s>Lunge at Terrence</s> - <i>The desire to protect the pack overcomes you.</i><br>
<<else>><<link "Lunge at Terrence" "BiologyClassBoys">><<set $BiologyClass to undefined>><<Feminity -1>><<set $BiologyClassBoys to "DennisLunge">><</link>><br><</if>>
<<BuffCheckSelf "AlphaEdge">>
<<if _BuffCheckSelf is true>><span class="buff">[Alpha Edge]</span> <s>Protect Terrence from Jake</s> - <i>The rage you've previously indulged in overcomes you.</i><br>
<<else>><<link "Protect Terrence from Jake" "BiologyClassBoys">><<set $BiologyClass to undefined>><<Greedy -1>><<set $BiologyClassBoys to "DennisProtect">><</link>><br><</if>>
<</if>>
<<elseif $current.avatar is "Jake" and $BiologyClass is "Watch">>
<<if $BiologyWard is "NulifiedSelf">>
You face the television screen, not wanting to risk further attention by avoiding the subject. The tape crackles, picture juddering before it steadies again. A lion prowls into frame, mane bristling, teeth bared. A couple of animals are already in the act, but this doesn't stop the towering lion. Almost lazily, he strikes a paw across the back of his competitor. Then, with sudden ferocity, he clubs the other squarely around the face.<Br>
<br>
“The dominant male asserts his right over the pride," the narrator monotonously continues, even as the dominant male slashes and claws at the other lion. "Rivals are driven away. The lioness subdued. Only the strongest secures the future.”<Br>
<Br>
Onscreen, the wounded animal limps off in defeat. The dominant male looks down at the lioness, then lunges. A lioness squeals, pinned hard into the dust as his weight bears down. "His victory," the narrator adds. "Now complete."<br>
<Br>
You feel testosterone building up inside you, but you don't sense any magic affecting you. Just the coersion from the imagery and narration that the TV relentlessly bombards you with.<Br>
<br>
From the adjacent desk, Manny lifts his leg up and shoves it into the side of Dennis' chair nearby. It's enough to make it scrape across the floor. Dennis glances back, but returns to keeping his head down. Trying to avoid looking at the screen that plays in the centre of the lesson.<Br>
<Br>
“Look at Dennis,” someone pipes up. “Doesn’t even wanna watch.”<Br>
<Br>
“Scared he’ll get ideas,” another sniggers.<Br>
<Br>
“Probably would rather be the lioness,” Manny quips.<br>
<br>
There's a small urge to join in, especially as Dennis tries to sink into the seat in front of you. Just one push from your shoe and he'd fall to the floor.<Br>
<br>
<I>Do it. You know you want to.</i><br>
<Br>
But you clamp down harder, refusing to let the thoughts through. Instead, you look around. A couple of the football players are watching you curiously. Especially Manny, who almost is laughing at your unease. "Feeling squeamish, Duncan?"<Br>
<Br>
You bury the ripple of irritation, looking away. Back to the television. "The male victor, relentless in his pursuit of the leader of the pack, doesn't back down."<br>
<Br>
When the bell rings, the boys slap each other's backs and try to trip up Dennis and Terrence. You don't join in. Instead silently packing up your belongings.<bR>
<bR>
And as you do so, you feel the eyes of Harrow watching you.<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">><<TimeChange>><<set $BiologyClass to undefined>><</link>><br>
<<elseif $BiologyWard is "NulifiedAll">>
You keep your attention on the video. Imagery of sexual conquests in the animal kingdom and voice over state how natural the predatory scenes are. Fortunately, with the curse no longer active, it has no allure for you.<br>
<Br>
Neither does it for anyone else in the class. You try not to look around, but you hear comments and reactions of boredom. No longer mesmerising them, the students are audibly derisive by some of the content on the television.<br>
<Br>
The boys around you laugh and jeer, tossing jokes back and forth.<Br>
<Br>
“Look at the state of this tape," one of them mutters.<Br>
<Br>
Another agrees with a nod. “Bet my granddad filmed this.”<br>
<Br>
“I thought you were supposed to buy them dinner first?”<Br>
<br>
But the jeers never turn nasty. In fact, the class seems more subdued. No kicking of chairs, no bullying. Just a group of students bored by an archaic lesson plan.<br>
<Br>
At the front, Harrow’s smile falters. He shifts his weight, eyes flicking between the restless boys, as though baffled the room isn’t bending to his will. His jaw tightens, the mask slipping for a heartbeat before he pastes the smile back on.<Br>
<Br>
It’s a long wait until the bell rings. Once the lights come up, you gather up your belongings and exit silently, avoiding Mr. Harrow’s enraged glare as you move past him.<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">><<TimeChange>><<set $BiologyClass to undefined>><</link>><br>
<<elseif $BiologyWard is undefined>>
You face the television screen, not wanting to risk further attention by avoiding the subject. The tape crackles, picture juddering before it steadies again. A lion prowls into frame, mane bristling, teeth bared. A couple of animals are already in the act, but this doesn't stop the towering lion. Almost lazily, he strikes a paw across the back of his competitor. Then, with sudden ferocity, he clubs the other squarely around the face.<Br>
<br>
“The dominant male asserts his right over the pride," the narrator monotonously continues, even as the dominant male slashes and claws at the other lion. "Rivals are driven away. The lioness subdued. Only the strongest secures the future.”<Br>
<Br>
Onscreen, the wounded animal limps off in defeat. The dominant male looks down at the lioness, then lunges. A lioness squeals, pinned hard into the dust as his weight bears down. "His victory," the narrator adds. "Now complete."<br>
<Br>
At least half of your conscious mind is aware of what the video is doing, but can’t help but hear intrusive thoughts drift into your brain. Here, in your current form, you are not a lion. But deep down you have more in common with the dominant creature than you do the others.<Br>
<br>
Your mind begins to wander, as you watch the lion snarl at an approaching male, even as he penetrates the lioness. You find yourself smirking. Imagining yourself as the lion. Rocking back and forth into the wet womb of a wanting female.<Br>
<br>
The tape rolls again on the screen. The lioness shifts. When she turns, it's no longer a television screen. It's your view. You're looking down at her. Except now, it's Jennifer.<br>
<Br>
You grind against her, feeling your member pushing inside her. Her eyes looking up with you, vacant and submissive, legs spread across the floor of the biology room, as cheers from the watching class echo around you.<br>
<br>
"For the moment," you hear the narrator telling you. "She is the centre of attention. An object to be bred for the line of her betters to continue.”<Br>
<br>
Her lip trembles as she looks up at you. "Please don't... finish inside me."<br>
<Br>
But the laughter of the boys roars around you, driving you to do something. You feel a carnal need to do something. Only out of the corner of your eye can you register the TV screen, showcasing the video, as Harrow watches you carefully. The screen, now showing the male lion fighting off an attack by hyenas pouncing on its claimed mate.<br>
<br>
Looking down though, the image of Jennifer pleading up at you reaches out for you to continue with your fantasies.<Br>
<Br>
<<ActionsHeader>>
<<BuffCheckSelf "PackProtector">>
<<if _BuffCheckSelf is true>><span class="buff">[Pack Protector]</span> <s>Indulge the daydreams</s> - <i>The desire to protect overcomes you.</i><br>
<<else>><<link "Indulge the daydreams" "BiologyClassBoys">><<set $BiologyClass to undefined>><<Feminity -1>><<set $BiologyClassBoys to "JakeIndulge">><</link>><br><</if>>
<<BuffCheckSelf "AlphaEdge">>
<<if _BuffCheckSelf is true>><span class="buff">[Alpha Edge]</span> <s>Twist the sensations</s> - <i>The rage you've previously indulged in overcomes you.</i><br>
<<else>><<link "Twist the sensations" "BiologyClassBoys">><<set $BiologyClass to undefined>><<Greedy -1>><<set $BiologyClassBoys to "JakeTwist">><</link>><br><</if>>
<</if>>
<<elseif $current.avatar is "Emily" and $BiologyClass is "Avert">>
<<if $BiologyWard is "NulifiedSelf">>
You avoid staring directly at the television. Other girls in the class make no such efforts. They are all transfixed, vacant and content stares holding firm on the documentary.<br>
<br>
<<DailyVariableCheck "DennisSleep">>
<<if _DailyVariableCheck>>
Mr. Harrow watches the class with intensity. Whenever you meet his eyes, he throws a quizzical look at you.<br>
<<else>>
Dennis continues to look at the floor, either through embarrassment or nervousness. In contrast, Mr. Harrow watches the class with intensity. Whenever you meet his eyes, he throws a quizzical look at you.<br>
<</if>>
<br>
You spend your time casually thinking of Emily and Jennifer, of the effects of the school and what you can do to combat them. You occasionally hear the soothing narration interrupt your thoughts, but without the curse active it offers no draw for you.<br>
<br>
At the end of your lesson you pack up your satchel and walk past Mr. Harrow, noting the frown on his face as you pass him by.<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">><<TimeChange>><<set $BiologyClass to undefined>><</link>><br>
<<elseif $BiologyWard is "NulifiedAll">>
You avoid staring directly at the television. Instead, you look around the room at the other girls. Their faces are pictures of disgust. A number of them tut and make comments about the narration. The usual silence of Mr. Harrow’s lessons have evaporated.<br>
<br>
For the first time Dennis is looking up, his mouth agape. His eyes flick between the class and Mr. Harrow. You think you can see him trembling.<br>
<br>
The visible rage from Harrow only becomes more prominent as the class reacts against the video. He barks more than a few times for the class to be quiet, with a tone and demeanour a long way from the charming and enthusiastic teacher he appeared to be. His eyes burrow into Dennis, now visibly trembling, doing anything to avoid his eyes. <br>
<br>
At the end of your lesson you pack up your satchel and walk past Mr. Harrow, offering nothing other than an expressionless face to meet his hateful scowl.<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">><<TimeChange>><<set $BiologyClass to undefined>><</link>>
<<elseif $BiologyWard is undefined>>
You make sure to avoid staring directly at the television and its alluring images. Other girls in the class make no such efforts. They are all transfixed, vacant and content stares holding firm on the documentary.<br>
<br>
<<DailyVariableCheck "DennisSleep">>
<<if _DailyVariableCheck>>
Mr. Harrow watches the class with intensity. Whenever you meet his eyes, he throws a quizzical look at you.<br>
<<else>>
Dennis continues to look at the floor, either through embarrassment or nervousness. In contrast, Mr. Harrow watches the class with intensity. Whenever you meet his eyes, he throws a quizzical look at you.<br>
<</if>>
<br>
You think of anything to distract you from the video. Emily. Jennifer. The strangeness of the school. Whatever comes up to distract you from the situation you focus on and give it all your attention.<br>
<br>
By the end of the lesson you are exhausted from the effort, but are thankful that you can pack your things up and leave the lesson with your mind clear.<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">><<TimeChange>><<set $BiologyClass to undefined>><</link>>
<</if>>
<<elseif $current.avatar is "Dennis" and $BiologyClass is "Avert">>
<<if $BiologyWard is "NulifiedSelf">>
You wrench your gaze away from the glow. The lions blur at the edge of your vision, the narration dissolving into a muffled drone. You fix on the desk, on the grain of the wood beneath your fingers, trying to shut it all out.<Br>
<Br>
Either side of you, chairs scrape, shoes thump against the floor. The boys edge their seats towards Terrence like hounds scenting weakness. One kick rocks his desk forward. Another jars him sideways, hard enough that he clutches at the wood to steady himself.<Br>
<Br>
“On your knees, Handle,” Jake calls, his boot lashing at Terrence’s chair, nearly toppling it.<Br>
<Br>
Laughter barks from all sides, but you try to avoid taking it in. If this is what being a man is in Charlton, you want no part of it. Stalking the weak. Proving yourself. Putting them down.<br>
<Br>
Jake shifts, lining up another strike.<Br>
<Br>
And suddenly behind you a chair scrapes across the floor like nails on a blackboard. Everyone looks up to see Brendan bounding over to play himself between Terrence and Jake. “Back off,” he snaps, sharp enough to cut through the noise.<bR>
<Br>
Even with the continual drone of the television, it feels like the room has fallen silence. Jake sneers up at Brendan, who stares down at him. His chest rises and falls, his mouth open taking short breaths, his body poised as if he's one moment away from descending on Jake with his fists.<br>
<Br>
"Now now, Brendan,” a voice says from the front of the class. Harrow, watching like a man observing boys at play. “Plenty of time to prove yourself in PE.”<Br>
<Br>
For a moment it looks like Brendan won't listen. Or can't. His fists clench together. Just above the background ambience of the room you hear the narrator from the video continue. "The male victor, relentless in his pursuit of the leader of the pack, doesn't back down."<br>
<Br>
Finally, Brendan sits. His eyes only leave Jake as he goes to take his seat. And in that instant, Jake meets yours. Instinctively, you flick away and look back down at the desk.<br>
<Br>
“Look at Dennis,” someone pipes up. “Doesn’t even wanna watch.”<Br>
<Br>
“Scared he’ll get ideas,” another sniggers.<Br>
<Br>
“Probably would rather be the lioness,” one of the football players, Manny, calls, and laughter explodes.<br>
<br>
A balled-up paper pellet smacks the back of your head. Another kick jars your chair. The pack scenting weakness.<Br>
<Br>
You hunch lower, wishing the floor would swallow you. By the end of the lesson, your chair has been kicked and scuttled so much that your skeleton shakes from the vibrations. When the lights come on, you look up to see the other kids smirking. Manny makes a crude gesture at you mimicking a blowjob. The other boys howl when they see it.<br>
<br>
<I>Maybe Manny was right after all?</i><br>
<Br>
You gather your things, ready to exit the class.<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">><<TimeChange>><<set $BiologyClass to undefined>><</link>><br>
<<elseif $BiologyWard is "NulifiedAll">>
You drop your gaze to the desk, blocking out the flicker. The hum of the tape drones on, but you stare hard at the scratches in the wood, tracing them with your thumb.<Br>
<Br>
It doesn’t take long before someone notices.<Br>
<Br>
“Look at Dennis,” a boy mutters, loud enough to carry. “Can’t even watch.”<Br>
<Br>
Another laughs. “Scared it’ll give him ideas.”<Br>
<Br>
“Probably thinking about Britney instead,” someone else pipes up.<Br>
<Br>
The laughter rolls through the row. A paper pellet bounces off your shoulder, another off your desk. It doesn’t grow into frenzy, but the heat still burns across your cheeks.<Br>
<Br>
You keep your head down. The shame is enough.<Br>
<br>
At the front, Harrow’s smile falters. He shifts his weight, eyes flicking between the restless boys, as though baffled the room isn’t bending to his will. His jaw tightens, the mask slipping for a heartbeat before he pastes the smile back on. The visible rage from Harrow only becomes more prominent as the class reacts against the video. He barks more than a few times for the class to be quiet, with a tone and demeanour a long way from the charming and enthusiastic teacher he appeared to be.<br>
<br>
At the end of your lesson you pack up your satchel and walk past Mr. Harrow, offering nothing other than an expressionless face to meet his hateful scowl.<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">><<TimeChange>><<set $BiologyClass to undefined>><</link>>
<<elseif $BiologyWard is undefined>>
You wrench your gaze away from the glow. The lions blur at the edge of your vision, the narration dissolving into a muffled drone. You fix on the desk, on the grain of the wood beneath your fingers, trying to shut it all out.<Br>
<Br>
Either side of you, chairs scrape, shoes thump against the floor. The boys edge their seats towards Terrence like hounds scenting weakness. One kick rocks his desk forward. Another jars him sideways, hard enough that he clutches at the wood to steady himself.<Br>
<Br>
“On your knees, Handle,” Jake calls, his boot lashing at Terrence’s chair, nearly toppling it.<Br>
<Br>
Laughter barks from all sides, but you try to avoid taking it in. If this is what being a man is in Charlton, you want no part of it. Stalking the weak. Proving yourself. Putting them down.<br>
<Br>
Jake shifts, lining up another strike.<Br>
<Br>
And suddenly behind you a chair scrapes across the floor like nails on a blackboard. Everyone looks up to see Brendan bounding over to play himself between Terrence and Jake. “Back off,” he snaps, sharp enough to cut through the noise.<bR>
<Br>
Even with the continual drone of the television, it feels like the room has fallen silence. Jake sneers up at Brendan, who stares down at him. His chest rises and falls, his mouth open taking short breaths, his body poised as if he's one moment away from descending on Jake with his fists.<br>
<Br>
“Now now, Brendan,” a voice says from the front of the class. Harrow, watching like a man observing boys at play. “Plenty of time to prove yourself in PE.”<Br>
<Br>
For a moment it looks like Brendan won't listen. Or can't. His fists clench together. Just above the background ambience of the room you hear the narrator from the video continue. "The male victor, relentless in his pursuit of the leader of the pack, doesn't back down."<br>
<Br>
Finally, Brendan sits. His eyes only leave Jake as he goes to take his seat. And in that instant, Jake meets yours. Instinctively, you flick away and look back down at the desk.<br>
<Br>
“Look at Dennis,” someone pipes up. “Doesn’t even wanna watch.”<Br>
<Br>
“Scared he’ll get ideas,” another sniggers.<Br>
<Br>
“Probably would rather be the lioness,” one of the football players, Manny, calls, and laughter explodes.<br>
<br>
A balled-up paper pellet smacks the back of your head. Another kick jars your chair. The pack scenting weakness.<Br>
<Br>
You hunch lower, wishing the floor would swallow you. By the end of the lesson, your chair has been kicked and scuttled so much that your skeleton shakes from the vibrations. When the lights come on, you look up to see the other kids smirking. Manny makes a crude gesture at you mimicking a blowjob. The other boys howl when they see it.<br>
<br>
<I>Maybe Manny was right after all?</i><br>
<Br>
You gather your things, ready to exit the class.<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">><<TimeChange>><<set $BiologyClass to undefined>><</link>><br>
<</if>>
<<elseif $current.avatar is "Jake" and $BiologyClass is "Avert">>
<<if $BiologyWard is "NulifiedSelf">>
You wrench your gaze away from the glow. The lions blur at the edge of your vision, the narration dissolving into a muffled drone. You force your eyes down to the desk, jaw tight.<br>
<br>
Either side of you, chairs scrape, shoes thump against the floor. The boys edge their seats towards Terrence like hounds scenting weakness. One kick rocks his desk forward. Another jars him sideways, hard enough that he clutches at the wood to steady himself.<Br>
<Br>
You feel testosterone building up inside you, but you don't sense any magic affecting you. Just the coersion from the imagery and narration that the TV relentlessly bombards you with.<Br>
<Br>
Beside you, Manny lifts his leg up and shoves it into the side of Dennis' chair. It's enough to make it scrape across the floor. Like you, Dennis is keeping his head down. Trying to avoid looking at the screen that plays in the centre of the lesson.<Br>
<Br>
“Look at Dennis,” someone pipes up. “Doesn’t even wanna watch.”<Br>
<Br>
“Scared he’ll get ideas,” another sniggers.<Br>
<Br>
“Probably would rather be the lioness,” Manny quips.<br>
<br>
There's an urge to join in. To taunt Dennis. His chair is right in front of yours. Just one push from your shoe and he'd fall to the floor.<Br>
<br>
<I>Do it. You know you want to.</i><br>
<Br>
But you clamp down harder, refusing to let the thoughts through. Instead, you look around. A couple of the football players are watching you curiously. Especially Manny, who almost is laughing at your unease. "Feeling squeamish, Duncan?"<Br>
<Br>
You bury the ripple of irritation, looking away. Away from him, and away from the screen. You instead vacantly stare out at the blinded windows for the rest of the lesson.<Br>
<Br>
When the bell rings, the boys slap each other's backs and try to trip up Dennis and Terrence. You don't join in. Instead silently packing up your belongings.<bR>
<bR>
And as you do so, you feel the eyes of Harrow watching you.<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">><<TimeChange>><<set $BiologyClass to undefined>><</link>><br>
<<elseif $BiologyWard is "NulifiedAll">>
You wrench your gaze from the glow of the screen. The television hums on, voices and laughter snapping sharper around you, but you force your eyes down to the desk, jaw tight.<Br>
<Br>
Neither does it for anyone else in the class. You try not to look around, but you hear comments and reactions of boredom. No longer mesmerising them, the students are audibly derisive by some of the content on the television.<br>
<Br>
The boys around you laugh and jeer, tossing jokes back and forth.<Br>
<Br>
“Look at the state of this tape," one of them mutters.<Br>
<Br>
Another agrees with a nod. “Bet my granddad filmed this.”<br>
<Br>
“I thought you were supposed to buy them dinner first?”<Br>
<br>
But the jeers never turn nasty. In fact, the class seems more subdued. No kicking of chairs, no bullying. Just a group of students bored by an archaic lesson plan.<br>
<Br>
At the front, Harrow’s smile falters. He shifts his weight, eyes flicking between the restless boys, as though baffled the room isn’t bending to his will. His jaw tightens, the mask slipping for a heartbeat before he pastes the smile back on.<Br>
<Br>
It’s a long wait until the bell rings. Once the lights come up, you gather up your belongings and exit silently, avoiding Mr. Harrow’s enraged glare as you move past him.<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">><<TimeChange>><<set $BiologyClass to undefined>><</link>>
<<elseif $BiologyWard is undefined>>
You wrench your gaze away from the glow. The lions blur at the edge of your vision, the narration dissolving into a muffled drone. You force your eyes down to the desk, jaw tight.<br>
<br>
Either side of you, chairs scrape, shoes thump against the floor. The boys edge their seats towards Terrence like hounds scenting weakness. One kick rocks his desk forward. Another jars him sideways, hard enough that he clutches at the wood to steady himself.<Br>
<Br>
The heat still burns in your chest, restless and hungry. Even looking away doesn’t quench it. You hear the sounds of the narrator speaking. The rare glimpse of an image from the TV where you can't avoid it. Tusks clashing, bodies pressed down, females yielding.<br>
<Br>
Beside you, Manny lifts his leg up and shoves it into the side of Dennis' chair. It's enough to make it scrape across the floor. Like you, Dennis is keeping his head down. Trying to avoid looking at the screen that plays in the centre of the lesson.<Br>
<Br>
“Look at Dennis,” someone pipes up. “Doesn’t even wanna watch.”<Br>
<Br>
“Scared he’ll get ideas,” another sniggers.<Br>
<Br>
“Probably would rather be the lioness,” Manny quips.<br>
<br>
There's an urge to join in. To taunt Dennis. His chair is right in front of yours. Just one push from your shoe and he'd fall to the floor.<Br>
<br>
<I>Do it. You know you want to.</i><br>
<Br>
But you clamp down harder, refusing to let the thoughts through. Instead, you look around. A couple of the football players are watching you curiously. Especially Manny, who almost is laughing at your unease. "Feeling squeamish, Duncan?"<Br>
<Br>
You bury the ripple of irritation, looking away. Away from him, and away from the screen. You instead vacantly stare out at the blinded windows for the rest of the lesson.<Br>
<Br>
When the bell rings, the boys slap each other's backs and try to trip up Dennis and Terrence. You don't join in. Instead silently packing up your belongings.<bR>
<bR>
And as you do so, you feel the eyes of Harrow watching you.<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">><<TimeChange>><<set $BiologyClass to undefined>><</link>><br>
<</if>>
<</if>><<switch $BiologyClassBoys>>
<<case "DennisLunge">>
The power in your veins won’t stay still. It claws at you, demanding that you prove yourself.<bR>
<Br>
Before Jake’s foot can land again, you shove your chair back and launch forward. The scrape of wood on tile makes heads turn just in time to see you throw yourself at Terrence.<br>
<Br>
<<CheckPersonalityState "Terrence">>
<<if _PersonalityState is "Straight">>He raises his arms to block as you slam into him, desk rattling under the impact. But despite his attempts to defend himself, you both fall to the floor.<br>
<<else>>He gives a strangled cry, eyes wide, trying to cower as you take him off his seat. You both fall to the floor, Terrence shielding his face with his trembling hands.<Br><</if>>
<Br>
The pack howls, boys jeering and stamping feet, the noise echoing off the walls. Jake grins wide, his approval sharp and cruel. “That’s more like it, Mannet!”<Br>
<Br>
You land a blow into Terrence's stomach before you realise he's already defeated. Taking a step up, you look down on him, curled up on the floor in a ball. Testosterone floods your body. Your limbs shake with adrenaline. Part of this disgusts you, but you find yourself smiling all the same.<br>
<br>
Looking over to the front of the classroom, Harrow’s smile glows from the glare of the TV. He makes no move to stop you, only tilts his head in satisfaction. "Good demonstration, Dennis. Take your seat."<Br>
<br>
The curse hums inside you like victory. You’ve shown your place in the pack. As you take your seat, the other boys grin. Even Jake, who eyes you with curiosity.<br>
<br>
<<ActionsHeader>>
<<link "Finish the lesson" "BiologyClassBoys">><<set $BiologyClassBoys to "DennisFinishLunge">><</link>><br>
<<case "DennisProtect">>
The feral heat rages through you, but you will yourself to drag it another way. Not directing it at Terrence. But at Jake.<Br>
<Br>
You push back your chair and step in between Jake's foot and Terrence's back, wedging your body like a shield. "Enough!" you bark, hearing Dennis' timid voice rising above a whisper.<Br>
<Br>
The room goes quiet for a beat, the sudden hush filled only by the narration of the tape. Jake stares back at you, teeth on display.<br>
<Br>
<<CheckPersonalityState "Terrence">>
<<if _PersonalityState is "Straight">>"Leave it," you hear Terrence mutter from behind you. His voice trembles, but he stares back at you almost pleading for you to drop it.<bR>
<<else>>"It's... okay," Terrence stammers from behind you. You turn to look at him, seeing him clinging to the desk, pale and stiff, his wide eyes fixed on you.<Br><</if>>
<Br>
Jake sneers, his boot still poised. “What’s this? Dennis the hero? Think you need a lesson, too.”<br>
<Br>
The boys laugh, the sound unsure, almost disbelieving. From off to your side, you see Brendan turn back, eying Jake darkly. “I said back off,” he says, with more confidence that you're sure you could muster.<br>
<Br>
Jake’s glare lingers, but he drops his foot, his smirk twisting into something darker.<Br>
<Br>
At the front, Harrow beams, arms still folded. “My, my. Such spirit. However you prove yourselves, boys, do remember. Only the strongest endure. Take a seat please, Dennis.”<br>
<Br>
You look between him, Terrence, Jake and Brendan. Then back to him, nodding. As you take your seat, the other boys grin. Except for Jake, who eyes you darkly.<bR>
<Br>
The sensation of action thrums inside you, insistent and restless. But as you sit, you feel a sense of satisfaction. You’ve shown your place, just in a different way.<Br>
<br>
<<ActionsHeader>>
<<link "Finish the lesson" "BiologyClassBoys">><<set $BiologyClassBoys to "DennisFinishProtect">><</link>><br>
<<case "DennisFinishLunge">>
The tape winds on, frame after frame of snarls and dust, before the screen finally fades to black. The hum dies, leaving the room in dim silence.<Br>
<Br>
At the front, Harrow claps his hands together, light as though closing a lecture. "Well done, boys. I trust today has reminded you of what nature demands. Dominance. Vigilance. Strength.”<Br>
<Br>
His eyes sweep the rows, pausing long enough on you that you feel the weight of his attention. Then he flicks the set off and smooths his tie, smile as polished as ever. “Dismissed.”<Br>
<Br>
The boys scrape back their chairs, already jeering, shoving, filing out in a tide of laughter and noise. You linger, the glow of the screen still burning in your eyes, your body still thrumming with what just happened.<Br>
<Br>
The laughter still rings in your ears, cruel and approving. You can feel the curse settled inside you now, hot and sharp. You claimed your place, however low and brutal it felt.<Br>
<br>
You don't eye Terrence, who seems to take an age putting his belongings away. He makes a conscious effort not to face you.<Br>
<br>
As you walk towards the exit, you glance over at the TV stand. Whatever that thing does, you found a way to twist it. It seems that regardless of the intention of whatever is going on, there is a way to twist it just enough to not be a slave to it. At least, not completely.<br>
<<BuffCheckSelf "AlphaEdge">>
<<if _BuffCheckSelf is false>><br><div class="Notification"><<print "You have learned Alpha Edge, a permanent -1 Feminity and +10 Greedy. But be careful, Buffs will lock you out of some future decisions.">></div><</if>>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">><<TimeChange>><<set $BiologyClassBoys to undefined>><<QuestTracker "Quest11" "complete">><<LearnBuff "AlphaEdge">><</link>><br>
<<case "DennisFinishProtect">>
The tape winds on, frame after frame of snarls and dust, before the screen finally fades to black. The hum dies, leaving the room in dim silence.<Br>
<Br>
At the front, Harrow claps his hands together, light as though closing a lecture. "Well done, boys. I trust today has reminded you of what nature demands. Dominance. Vigilance. Strength.”<Br>
<Br>
His eyes sweep the rows, pausing long enough on you that you feel the weight of his attention. Then he flicks the set off and smooths his tie, smile as polished as ever. “Dismissed.”<Br>
<Br>
The boys scrape back their chairs, already jeering, shoving, filing out in a tide of laughter and noise. You linger, the glow of the screen still burning in your eyes, your body still thrumming with what just happened.<Br>
<Br>
Jake stops at you desk as he exits, glaring. But another presence behind him spurs him towards the doorway. Brendan. He gives you a curt nod, one of respect. Then leaves himself.<br>
<bR>
In contrast, Terrence seems to be taking an age to put his belongings away. As you pass by his desk, you hear him mutter. "Thank you."<br>
<br>
You nod silently back to him, walking towards the exit. As you do so, you glance over at the TV stand. Whatever that thing does, you found a way to twist it. It seems that regardless of the intention of whatever is going on, there is a way to twist it just enough to not be a slave to it. At least, not completely.<br>
<<BuffCheckSelf "PackProtector">>
<<if _BuffCheckSelf is false>><br><div class="Notification"><<print "You have learned Pack Protector, a permanent -1 Feminity and -10 Greedy. But be careful, Buffs will lock you out of some future decisions.">></div><</if>>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">><<TimeChange>><<set $BiologyClassBoys to undefined>><<QuestTracker "Quest11" "complete">><<LearnBuff "PackProtector">><</link>><br>
<<case "JakeIndulge">>
You let the heat pull you under. The room slips to the edges of your vision. Your vision becomes the sight of Jennifer on the floor, legs apart, pleading up with her large brown eyes.<Br>
<br>
"The female welcomes his seed," the narration dimly echoes in your mind. "She embraces her destiny. Her sense of being complete."<br>
<bR>
<<if $PlayerCharacter.female is true>>The words jar hard enough to cause hesitation. Jen is your friend. You’ve never pictured her like this. But your carnal desire smothers the protest. In this body, you feel an innate need to claim her as yours.<Br>
<<else>>The rightness of it rolls through you. The pack, the victory, the claim. Your body answers before your thoughts do. You feel the rush from your loins, readying for release.<BR>
<</if>>
<Br>
Around you the boys’ laughter sharpens, chanting you on. You push down on her body, pushing her head to the side. And the rush erupts from your member as you empty your balls into her fertile womb.<br>
<bR>
She grows silent with protest, as another spurt shoots up inside her. You find yourself grinning, knowing that you've claimed her as your own.<Br>
<br>
You collapse on top of her, for the moment spent. When you draw back, you see her large eyes looking up you. She bites her lip, coyly. "Thank you," she purrs.<Br>
<Br>
And then something jolts you from your thoughts. Suddenly the class room is there once more and Jennifer is gone. Manny's elbow rests against your shoulder, his grin wide. "Lost in a daydream?"<br>
<br>
You ignore him and glance back at the video playing on the screen. The lion is spent, laying on top of his mate. He too has finished. And in spite of your daydream climax, all you feel is your raging boner beneath your trousers.<br>
<br>
<<ActionsHeader>>
<<link "Finish the lesson" "BiologyClassBoys">><<set $BiologyClassBoys to "JakeFinishIndulge">><</link>><br>
<<case "JakeTwist">>
The heat claws at you, urging you to give in, to see what the lesson wants you to see. The daydream fills your vision, as the classroom slips to the edges of your eyes. Only Jennifer's face staring back up at you holds your attention.<bR>
<bR>
"The female needs protection," the narration dimly echoes in your mind. "Her mate claims her as his own, and must ensure that her safety is of absolute priority."<br>
<bR>
The daydream shifts, and you suddenly find yourself standing over her, looking back at a distorted figure. Manny. His eyes linger on Jennifer's parted legs between your own.<br>
<br>
The jeers and hollers from the rest of the boys fall silent, as Manny takes a step forward towards Jen.<bR>
<br>
You don't hesitate. A fist swings around in an arc, striking Manny's temple. He falls to the floor, slumped and knocked out. A trickle of blood runs down from beneath his hair.<Br>
<br>
A smile forms on your lips. Back inside your mind, some part of you feels disgusted by the violence. But looking down at Jen, seeing her appreciative smile, buries the hesitation deep within you.<Br>
<br>
And then something jolts you from your thoughts. Suddenly the class room is there once more and Jennifer is gone. Manny's elbow rests against your shoulder, his grin wide. "Lost in a daydream?"<br>
<br>
You ignore him and glance back at the video playing on the screen. The lion sits next to his sleeping mate, watching the African horizon with observant eyes.<br>
<br>
<<ActionsHeader>>
<<link "Finish the lesson" "BiologyClassBoys">><<set $BiologyClassBoys to "JakeFinishTwist">><</link>><br>
<<case "JakeFinishIndulge">>
The tape winds on, frame after frame of snarls and dust, before the screen finally fades to black. The hum dies, leaving the room in dim silence.<Br>
<Br>
At the front, Harrow claps his hands together, light as though closing a lecture. "Well done, boys. I trust today has reminded you of what nature demands. Dominance. Vigilance. Strength.”<Br>
<Br>
His eyes sweep the rows, pausing long enough on you that you feel the weight of his attention. Then he flicks the set off and smooths his tie, smile as polished as ever. “Dismissed.”<Br>
<Br>
The boys scrape back their chairs, already jeering, shoving, filing out in a tide of laughter and noise. You linger, the glow of the screen still burning in your eyes, your body still thrumming with what just happened.<Br>
<Br>
The sensation feels settled now, hot and sharp in your blood. But you can't get the vision of Jennifer out of your head. Not only what you did in it, but how she reacted.<Br>
<Br>
<<if $PlayerCharacter.female is true>>Jen is your friend. You should feel sick with the thought of dismissing her plea. Sicker still for the daydream of having sex with her. But something inside you stirs at the thought of her biting her lip. She wanted it, you think. Despite her protests. And you claimed her, just as the video taught you to.<br>
<<else>>Jen is your girlfriend. You should feel sick with the thought of dismissing her plea. But something inside you stirs at the thought of her biting her lip. She wanted it, you think. Despite her protests. And you claimed her, just as the video taught you to.<br>
<</if>>
<br>
You realise with a sick clarity that this is what Charlton is doing. Not just shaping the boys’ behaviour, but their thoughts. Rewriting instinct itself until domination feels inevitable. And you let it inside you.<Br>
<Br>
Harrow smooths his tie, beaming brighter than ever as the last of the class files out. His delight is obvious. "Well done, Duncan," he murmurs as you pass. "No shame in daydream conjures from such... vibrant material."<br>
<br>
Without responding, you walk past him and towards the exit.<Br>
<<BuffCheckSelf "AlphaEdge">>
<<if _BuffCheckSelf is false>><br><div class="Notification"><<print "You have learned Alpha Edge, a permanent -1 Feminity and +10 Greedy. But be careful, Buffs will lock you out of some future decisions.">></div><</if>>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">><<TimeChange>><<set $BiologyClassBoys to undefined>><<QuestTracker "Quest11" "complete">><<LearnBuff "AlphaEdge">><</link>><br>
<<case "JakeFinishTwist">>
The tape winds on, frame after frame of snarls and dust, before the screen finally fades to black. The hum dies, leaving the room in dim silence.<Br>
<Br>
At the front, Harrow claps his hands together, light as though closing a lecture. "Well done, boys. I trust today has reminded you of what nature demands. Dominance. Vigilance. Strength.”<Br>
<Br>
His eyes sweep the rows, pausing long enough on you that you feel the weight of his attention. Then he flicks the set off and smooths his tie, smile as polished as ever. “Dismissed.”<Br>
<Br>
The boys scrape back their chairs, already jeering, shoving, filing out in a tide of laughter and noise. You linger, the glow of the screen still burning in your eyes, your body still thrumming with what just happened.<Br>
<Br>
The sensation feels settled now, hot and sharp in your blood. You glance over to Manny, trading quips with the other football players. You should feel sick about relishing in striking him, but something inside you stirs at recalling blood trickling on to the floor. He was advancing on your mate, you think. He had it coming.<Br>
<Br>
<<if $PlayerCharacter.female is true>>It's enough to make you shudder. Jen is your friend. You've never thought of her that way. But stepping over her, considering her your property to protect, brings a grin to your face.<br>
<<else>>It's enough to make you shudder. Jen is your girlfriend. You don't own her. But stepping over her, considering her your property to protect, brings a grin to your face.<br>
<</if>>
<br>
You realise with a sick clarity that this is what Charlton is doing. Not just shaping the boys’ behaviour, but their thoughts. Rewriting instinct itself until domination feels inevitable. And you let it inside you.<Br>
<Br>
Harrow smooths his tie, beaming brighter than ever as the last of the class files out. His delight is obvious. "Well done, Duncan," he murmurs as you pass. "No shame in daydream conjures from such... vibrant material."<br>
<br>
Without responding, you walk past him and towards the exit.<Br>
<<BuffCheckSelf "PackProtector">>
<<if _BuffCheckSelf is false>><br><div class="Notification"><<print "You have learned Pack Protector, a permanent -1 Feminity and -10 Greedy. But be careful, Buffs will lock you out of some future decisions.">></div><</if>>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">><<TimeChange>><<set $BiologyClassBoys to undefined>><<QuestTracker "Quest11" "complete">><<LearnBuff "PackProtector">><</link>><br>
<</switch>><<switch $BiologyRoomSpying>>
<<case undefined>>
You lean carefully toward the narrow window in the biology room door, keeping your body angled just out of sight. Through the glass you spot rows of boys, all facing the flickering glow of a television screen near the front of the room.<br>
<Br>
Harrow is there, standing just to the side of the old TV unit. His arms are folded, trademark smile flickering in the dim light. His eyes track the room like a conductor reading the mood of an orchestra.<Br>
<Br>
<<if $BiologyWard is "NulifiedAll">>
The room flickers with the light of the old television. The boys are slouched in their chairs, legs sprawled, posture relaxed. Whatever is playing on the screen doesn’t seem to be having much of an effect.<Br>
<br>
A bull elephant mounts a female onscreen. One of the boys barks a laugh.<Br>
<Br>
Another leans toward his friend and mutters something that you can't hear, gesturing vaguely toward the screen. More laughter. A crumpled bit of paper sails across the room and hits the back of someone’s head.<Br>
<br>
Harrow's smile tightens as his gaze flicks from one boy to another, then briefly to the screen. He looks agitated. Confused.<br>
<Br>
Onscreen, a lion pins down a lioness. “Didn’t even buy her dinner first,” you hear someone say loud enough that you hear it through the door. You see others snigger.<br>
<Br>
Harrow doesn’t speak, but his eyes narrow. The lesson continues, but no one’s really paying attention.<br>
<br>
You watch for a few moments longer, but nothing abnormal happens. Whatever impact the curse had, you've nullified it. If you want to learn what's happening in the segregated boys lessons, you need the curse to be in-effect.<br>
<br>
<<ActionsHeader>>
<<link "Step away from the door" "BiologyRoomSpying">><<set $BiologyRoomSpying to "StopSpying">><<DailyVariableRemove "SpyingOnBiology">><</link>>
<<else>>
Even without sound, the atmosphere feels different. The boys sit straighter. Shoulders taut. There’s a charge to them, like a pack waiting for a signal. It doesn’t look like any biology class you’ve ever attended.<Br>
<br>
Onscreen, a bull elephant mounts a female with sheer force. One boy leans forward in his chair, elbows on knees. Another grips the sides of his desk, knuckles pale. Their eyes are fixed, narrowed with focus.<br>
<Br>
A lion appears next. It snarls, pinning a lioness to the ground. Through the glass, you just about hear the narration describing the male’s “dominance over the pack.” You see one of the boys slowly mouth the words along with it.<bR>
<Br>
Someone then lets out a low whistle. Another slaps his desk and barks a sharp laugh. You can’t make out every word, but the tone is unmistakable. Taunting, crude, and thrilled.<br>
<Br>
“She wanted it,” one of them says, loud enough that you hear it through the glass.<Br>
<Br>
A swell of laughter follows, chairs scraping as boys lean toward each other, tossing lines back and forth like a rugby team after a win. The video keeps playing, showing the lioness whimpering as the male penetrates her. But the content barely matters now. The boys are shrieking and laughing in spite of what's on the screen. Their howls loud enough to be heard in the corridor.<br>
<Br>
“Bet she loved it.”<Br>
<Br>
“That’s how you show ‘em.”<Br>
<Br>
<<CheckPersonalityState "Terrence">>
<<if _PersonalityState isnot "Straight">>As you scan over the room, you spot Dennis off to the side. He seems to be almost cowering, as if trying to shrink into his seat. Terrence is also leaning back, almost horizontal, his spindly body almost hidden beneath the top of his desk.<br>
<<else>>As you scan over the room, you spot Dennis off to the side. He seems to be almost cowering, as if trying to shrink into his seat. Terrence, in contrast, is embracing the atmosphere, slamming his foot into the back of Dennis' chair.<br><</if>>
<br>
Whatever impact the lessons are having on the boys, it's not consistent. Whilst the majority of them have descended into almost a feral state, some try to avoid watching the video. Others visibly trying not to meet the rest of pack's glares.<Br>
<br>
You’re still staring when out of the corner of your eye you see Harrow shift. His gaze sweeps across the boys and then sharply toward the door.<Br>
<br>
Jerking back instinctively, you press yourself flat against the corridor wall. Your heart thunders in your chest. Seconds tick by. No one comes out. Just the muted narration from the video and the hollering of the boys.<br>
<br>
The impact of the lesson is definitely different on boys. But more curiously, the changes are different from person to person. You realise that if you’re going to find out the truth about how it's different, you’ll have to do more than peek through a window. You’ll have to get inside.<br>
<br>
How are you supposed to get inside a classroom full of boys? Not just to peek, but to experience what they’re being taught? To understand it?<br>
<br>
Around your neck, the amulet begins to tingle. A subtle vibration against your chest. As if answering the question.<Br>
<br>
<I>As a boy?</i><br>
<br>
<<ActionsHeader>>
<<link "Step away from the door" "BiologyRoomSpying">><<set $BiologyRoomSpying to "StopSpying">><<DailyVariableRemove "SpyingOnBiology">><<QuestTracker "Quest11" 3>><</link>>
<</if>>
<<case "StopSpying">>
<<Flag "WomensIssuesExcuse">>
<<if _FlagReturn>>
You take a careful step back from the door, away from the narrow strip of glass that looks into the classroom.<Br>
<Br>
“Excuse me,” says a voice behind you. “What exactly are you doing here?”<bR>
<Br>
You spin around to see Chantelle Marks stand in the corridor, arms folded neatly behind her back. Her school badge gleams in the overhead lights and she wears a pinched, disapproving expression. As if she’s been waiting for this moment all morning.<br>
<bR>
“What are you doing here?” you ask defensively.<Br>
<Br>
“I’m a hall monitor,” she replies matter-of-factly. “When teachers suspect a student is wandering the halls without permission, they often ask me to investigate.” She tilts her head. “Just like they did with you.”<Br>
<Br>
You try to speak, but she cuts in quickly. “I’ll escort you to the nurse’s office,” she says. “Like you were supposed to go to. Unless you’d prefer I report you for truancy?”<br>
<br>
There’s no malice in her tone. Just rules. And her absolute belief in them.<br>
<br>
<<ActionsHeader>>
<<link "Go with Chantelle to the Nurse’s Office" "BiologyRoomSpying">><<set $BiologyRoomSpying to "RancysOffice">><<SetFlag "WomensIssuesExcuse" false>><</link>>
<<else>>
You take a careful step back from the door, away from the narrow strip of glass that looks into the classroom.<Br>
<br>
Considering what you'll have to do in order to discover how the lesson is impacting boys, you move away and back to the corridor.<Br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">><<TimeChange>><<set $BiologyRoomSpying to undefined>><</link>>
<</if>>
<<case "RancysOffice">>
Chantelle leads you down the corridor with precise steps, her hands clasped neatly behind her back. When you reach the Nurse’s Office, she knocks twice sharply, and waits.<Br>
<br>
“Come,” says a voice from within. Even through the closed door, you can hear the cool authority behind the word. Chantelle opens the door and gestures for you to step inside.<br>
<br>
<<ActionsHeader>>
<<link "Enter the Nurse’s Office" "SchoolNursesOffice">><<set $BiologyRoomSpying to undefined>><<EventTrigger "SchoolNursesOffice" "WomensIssuesExcuse" null "Rancy" "Emily" null null null true>><<NPCKnown "Rancy">><</link>>
<</switch>><<switch $BiologyRoomAVHelp>>
<<case undefined>>
<b>Charlton School - Biology Room</b><br>
<img src="./images/School_Biology_Room.png"><br>
<Br>
The TV cart rattles as you wheel it through the door. The sound cuts through the chatter at once, every head in the room turning toward you. For a heartbeat there’s silence, followed by some mutterings and grins as glee sparks across the rows of desks in the classroom.<bR>
<Br>
Dennis is at his desk near the front. He doesn’t look up, his shoulders hunched, eyes fixed on the wood grain of the desk in front of him.<Br>
<br>
“Ah, there you are,” Harrow calls as he takes position beside the TV stand, his theatrical smile spreading wide. He sweeps an arm to the class. “As promised, the surprise I mentioned. Young Miss Phillips has volunteered to share Dennis' burden and assist with the equipment for our continuing journey into the wonders of the natural world.”<br>
<bR>
A voice pipes up from the back from one of the football players. A weaselly boy called Manny. “She can help me with my equipment any time.”<br>
<br>
The room explodes in sniggers, boys elbowing each other, grins sharp with implication. Your heart sinks. Their looks are fixated on you. It’s exactly what you feared this class would be.<Br>
<Br>
Harrow doesn’t rebuke Manny. He just chuckles, lifting a hand as if indulging a joke at a dinner table. “Now, now. Let’s focus on the topic at hand. Today’s lesson continues our exploration of nature. To be specific, natural reproduction.”<Br>
<Br>
The words spark a chorus of whoops and hollers. The boys’ eyes snap back to you, grins spreading, energy sharpened.<Br>
<br>
Harrow crosses to your side, his smile dazzling, voice dropping lower for you alone. “Pop the tape in, won’t you? Then just stand off to the side. Things can get a bit rowdy. After all, boys will be boys.”<Br>
<br>
<<ActionsHeader>>
<<link "Put the tape on and watch the lesson" "BiologyRoomAVHelp">><<set $BiologyRoomAVHelp to "StartLesson">><</link>>
<<case "StartLesson">>
<<if $BiologyWard is "NulifiedAll">>
You slide the cassette into place. The machine hums, the blinds rattle down, and the room dips into shadow. The boys shuffle but don’t really change. A few lean forward, but most are slouched, legs sprawled, arms folded across their chests. Their attention flickers more between each other than the screen.<Br>
<Br>
Onscreen, a bull elephant mounts a female. One boy lets out a bark of laughter. Another leans across to his friend, gesturing crudely toward the television. More laughter rolls, rough but careless.<Br>
<br>
A crumpled bit of paper sails through the glow, bouncing off the back of someone’s head. The reply is a glare, but not outrage. More annoyance than anger.<Br>
<Br>
At the front, Harrow stands with his arms folded. His smile is still there, but tighter than usual. His eyes flick between the boys, then back to the television, then away again. There’s an agitation in his stance, a confusion he’s struggling to mask.<Br>
<bR>
The tape continues. A lion snarls, pinning a lioness into the dirt. “Didn’t even buy her dinner first,” someone mutters loudly. The others snigger.<Br>
<Br>
You glance around, uneasy. A few eyes flick your way, but they slide off again. The jeers and laughter are about the film, not about you. You’re here, but you’re not the focus.<br>
<Br>
The minutes drag until at last the screen fades to black, the hum of the machine dwindling into silence. Then the bell rings to signal the end of the lesson. The boys scrape back their chairs, spilling out in clumps of chatter and laughter, their energy scattering as quickly as it rose.<Br>
<bR>
Harrow doesn’t move at first. He’s staring at the television screen, lips parted slightly, expression far away.<Br>
<bR>
You clear your throat, hesitant. “Do you want me to come back next lesson, sir?”<Br>
<Br>
It takes him a moment to answer, as if you’ve startled him from a dream. His eyes refocus, the smile sliding back into place like a mask. “Ah. Yes. Whenever your studies will allow. Excuse me.”<Br>
<br>
He turns sharply, already moving toward his desk, his thoughts clearly elsewhere. You stand alone by the cart, the classroom empty, the silence pressing in heavier than the lesson itself.<Br>
<bR>
Whatever impact the curse is having on these lessons, you can no longer observe it in biology.<Br>
<Br>
<<ActionsHeader>>
<<link "Leave the classroom" "SchoolCorridor">><<set $BiologyRoomAVHelp to undefined>><<TimeChange>><</link>>
<<else>>
You slide the cassette into place. The machine hums, the blinds rattle down, and the room dips into shadow. The boys settle forward, faces lit by the glow of the screen. On it, tusks of animals clash, dust rising as an elephant bull drives another into retreat before mounting the waiting female.<br>
<bR>
The narrator’s voice rolls solemn. “The victor secures the right to reproduce. The female yields to the strongest male.”<Br>
<Br>
Eyes looking at the screen, you watch as a lioness crouches over and raises her back. A nearby male circles her. She looks back over her shoulder and for a moment, you are sure there's a smile on her face.<br>
<Br>
The air thickens. Shoulders bunch. Desks creak as boys shift in their seats. Menacing looks form as the boys watch the video, their glances then turning to you.<br>
<Br>
“She can do that, can’t she?” you hear one of them mutter. “Bet she’s just waiting for her chance," a reply quips.<br>
<bR>
Heat rises to your cheeks. You glance at Harrow. He meets your eyes, lips quirking in a knowing grin. On the screen, the lion approaches the lioness. She lies flat on the ground. You watch him tower over her, then hanging free, his erect member pushes roughly inside of her. The camera cuts to up close, a shot barely suitable for a documentary. And you feel the heat in the room rise as the images of a lion's dick ravage the lioness' vagina without mercy.<br>
<br>
You turn back to the room. The boys are trying to pay attention to the documentary, but their stares increasingly turn to you. Smiles. Leers. Snarls, even. Eyes flick from point to point, from the TV to your face. Chairs creak, as they fidget. Each sound sets your nerves on fire. The words of the narrator barely register as your fight or flight instinct kicks in. You step back. Away from the glow. Away from the TV.<br>
<Br>
Your hip knocks a desk. The jolt makes you start.<br>
<Br>
“Look at her,” someone shouts. “She’s ready to grind!”<Br>
<bR>
The boys roar. You whirl and find yourself pressed against Jake’s desk. His eyes are narrowed, fixed on you.<Br>
<br>
Before you can move, his hand shoots forward, clamping your waist. He yanks you down, pulling you onto his lap. The class erupts with whistles, cheers and pounding desks.<Br>
<Br>
Harrow stays at the front, arms folded, watching. His smile has faded, but not from disapproval. He studies you, curious. Like you’re part of the lesson now.<br>
<br>
<<ActionsHeader>>
<<link "Wriggle and escape from Jake’s grasp" "BiologyRoomAVHelp">><<set $BiologyRoomAVHelp to "WriggleAway">><<Assertive 1>><</link>><br>
<<link "Relent and sit on his lap" "BiologyRoomAVHelp">><<set $BiologyRoomAVHelp to "RelentSit">><<Assertive -1>><</link>><br>
<</if>>
<<case "WriggleAway">>
You twist hard against his grip. “Let go of me!” you shout, voice sharp enough to cut through the din. For a second he doesn’t. His muscles lock, his chest hot against your back. Then you wrench free, leaping up from the desk, stumbling into the aisle. Cheers erupt from the other boys.<br>
<Br>
“Pin her down!”<br>
<Br>
“Don’t let her go!”<Br>
<Br>
The room surges with testosterone, the atmosphere no longer even jovial banter. This, you feel, is an active threat.<Br>
<Br>
“Now now, boys,” Harrow says quickly, his usual polish faltering, real worry flickering in his eyes. But the class isn’t listening.<br>
<Br>
Jake’s chair scrapes across the floor as he rises. His eyes are locked on you. Dark, feral, his body tense like he doesn’t even recognise what he’s doing. The boys holler, urging him forward.<Br>
<Br>
“Jake, return to your seat,” Harrow stammers, the command shaky.<br>
<bR>
You take a step back. Jake takes two toward you.<Br>
<Br>
Then the room snaps.<br>
<Br>
The TV dies with a crackle. The overhead lights flare on. You whirl, heart hammering. Dennis stands by the wall, cord in one hand, the light switch in the other. His face is pale but set.<Br>
<br>
For a heartbeat, the room is frozen in silence. Then the boys erupt again, this time in boos, groaning and jeering. You glance back at Jake. He’s still standing, chest heaving, eyes wild. But something else is there now. Confusion. Like he’s waking from a dream, unsure why he stood at all.<Br>
<Br>
“Okay, boys. That’s enough excitement for one day.” Harrow has already planted himself at the front of the class again, smile stretched thin. “I think we'll return to our textbooks for the remainder of the lesson. Jake, sit down.”<Br>
<Br>
Groans ripple across the room, but chairs squeal as boys slump back, opening desks, pulling out battered books. Jake lowers himself into his seat, silent, staring down at the desk. Not meeting your eyes.<br>
<Br>
Harrow approaches you, his smile fixed but forced. “Thank you for your efforts, Miss Phillips. I think it’s best you return to your own classes for now.” He gestures lightly toward the door.<Br>
<Br>
You nod, the rush of adrenaline ebbing from you as you cross the room. Your hand trembles on the doorknob.<Br>
<BR>
Before stepping out, you glance back. Jake hasn’t moved. He’s still staring at the desk, shoulders tense, lost in his own thoughts.<Br>
<Br>
The truth presses cold in your chest. Watching isn’t enough. To understand what’s happening here, you’ll have to feel it yourself. Not as Emily, but as one of them.<Br>
<Br>
As a boy.<br>
<Br>
<<ActionsHeader>>
<<link "Leave the classroom" "SchoolCorridor">><<set $BiologyRoomAVHelp to undefined>><<TimeChange>><<QuestTracker "Quest11" 3>><</link>>
<<case "RelentSit">>
For a moment you think to fight, but then your body goes still. You don’t resist. You let yourself settle. The classroom erupts. Desks rattle under pounding fists, whistles cut sharp through the air.<Br>
<Br>
“That’s it!”<Br>
<Br>
“She knows her place!”<Br>
<Br>
The roar of voices closes in, a pack baying approval. Jake’s hand tightens against your hip. His chest presses hard into your back, his breath hot against your shoulder. When you glance behind you see his eyes. Glazed, unfocused, not quite aware.<Br>
<br>
At the front, Harrow doesn’t move. His arms are folded, his smile faint. He watches intently, eyes gleaming.<br>
<br>
Your heart hammers, fear tangling with shame. Jake's grip tightens. One hand reaches up to your face, forcing you to look at the television screen.<Br>
<br>
The narration continues, as another lone female lioness walks through her habitat before a male member of the species launches out from hiding. He pins her to the ground and ravages her. You try not to look, but Jake's grasp keeps your eyes locked with the television.<Br>
<Br>
Yet, in spite of what you know about the videos, you are only disgusted by the imagery. Your eyes flick around to confirm that the boys are still under its sway. Their sniggers and lustful stares over your body confirm it. But in this lesson, the tape seems to have no effect on you.<Br>
<Br>
But the squirming from Jake underneath you further emphasises that you are the only one not under its influence. His free hand pulls from your chin, only to drift between your legs. He roughly forces his hand between your thighs and pushes you against the edge of the desk, almost bunching you over it. As your chest thuds against the desk, you can't help but part your legs for balance. You feel Jake's hand push up, brushing over your underwear.<Br>
<Br>
As you stare off to the side, head against the desk, you watch the other boys cheer and wallop. You briefly see Dennis, eyes down, not meeting your gaze.<Br>
<Br>
"Tell me you want it," you hear Jake's whisper against your ear. "That's why you're here, isn't it?"<br>
<br>
You bite your lip. Out of the corner of your eye, you see the lioness being penetrated by the lion. Then he collapses on to her. For a brief glimpse, you see his semen trickle out of her lips when he pulls back.<br>
<br>
Feeling the hot breath of Jake on your ear, you consider his words. Despite how scared you might feel, they hold a kernel of truth. You didn't know the specifics, but you knew what you were walking into, didn't you?<Br>
<Br>
<<ActionsHeader>>
<<link "Tell Jake you want it" "BiologyRoomAVHelp">><<set $BiologyRoomAVHelp to "JakeWantIt">><<Orientation 1>><<Feminity -1>><</link>><Br>
<<link "Tell Jake to stop" "BiologyRoomAVHelp">><<set $BiologyRoomAVHelp to "JakeStop">><<Assertive 1>><<Orientation -1>><</link>><Br>
<<case "JakeWantIt">>
Part of you wants to tell him to stop, but your mind keeps wandering back to the images you've seen yourself in biology. You can't help but think about how you have more in common with the lioness on the screen. Her need. Her desire. The video holds no sway over you, but those memories stick.<br>
<br>
Your womb pulsates at the thought of being used like that. For someone to fill you like that lioness is filled. Fertilising the eggs inside you and leaving you with a bump. You picture yourself as Emily, clad in her uniform, her blouse straining over her heavily pregnant form. Smiling as you feel the kick of an unborn baby inside you.<Br>
<br>
"Yes," you murmur. "I do."<br>
<Br>
The boys screech and holler immediately. Jake forces you further into the desk. You feel his hand playing with the edges of your clit through your panties. "Knew it," he murmurs.<br>
<br>
A shadow falls over your face. You glance up, seeing Harrow smiling with satisfaction over you. "Ease off, Jake," he says. "I'm sure she'll be happy to continue this underneath the bleachers."<Br>
<Br>
Jake's hand instantly pulls back from underneath your skirt. You find yourself pulled upright, sitting in his lap, his hands wrapped around your waist firmly. And you feel his erect member pushing against your arse through his trousers.<Br>
<Br>
"Who knew that Phillips was such a slut?" you hear Manny quip. "Maybe we should join them under the bleachers after school."<br>
<Br>
For the rest of the lesson, Jake roughly claws at you through your blouse. He can't sit still, grinding against you, pushing you back into the desk every time an animal on the screen is taken by a male suitor.<Br>
<br>
After what seems like an eternity, the tape grinds to a stop. The screen fades to static, the glow dimming. Groans break from the rows, a few jeers tossed into the lull. Jake’s grip loosens. You slide off his lap and stand, his hands falling away. He looks down at them, confusion flickering across his face as though he doesn’t quite know what he just did.<Br>
<br>
Harrow claps his hands lightly. “Alright, boys. I hope you digested that practical demonstration. Let's show some appreciation for Miss Phillips, there."<Br>
<Br>
There's some sniggers and whoops, with the sole exceptions of Dennis and Jake. The latter, you note, is lost in his own train of thoughts.<Br>
<Br>
The bell rings, making you jump. Chairs squeal, bodies push toward the door in a tide of laughter and chatter.<Br>
<br>
Harrow intercepts you before you can slip out. His smile has sharpened again, polite but edged. "Very good, Miss Phillips. You fit in quite nicely with my lesson plans. A more practical approach, wouldn’t you say?” He tilts his head, eyes lingering. “Perhaps we should discuss how you might help me tailor my teaching over lunch at the Charlton Hotel, one Saturday?”<br>
<Br>
The implication curls in your stomach, cold and wrong. You force a non-committal smile, mumbling something vague, and turn for the door.<Br>
<br>
Out in the corridor, the air feels no lighter. Your pulse still thrums, your skin crawling under the echo of their cheers. And your womb yearns, almost a carnal need to be filled.<br>
<Br>
You think back to Jake, feeling sick. More at what you said, but even still what he did. And yet, there was something not quite right with his reaction. Whatever’s happening in those lessons, you couldn’t grasp it just by watching. Not even by being pulled into it. To truly understand, you’ll need to be on the inside. To be a boy. To feel it for yourself.<Br>
<Br>
<<ActionsHeader>>
<<link "Leave the classroom" "SchoolCorridor">><<set $BiologyRoomAVHelp to undefined>><<TimeChange>><<EventTrigger "YourHome" "EmilyReactionBiologyLesson" "Evening" "Emily" null null null null false>><<QuestTracker "Quest11" 3>><</link>>
<<case "JakeStop">>
You bury the thoughts on why you came here in the first place and concentrate on the here and now. Get ahold of yourself, you think. Here you are, bent over a desk, the school bully pushing up against you in his seat, a classroom of boys as spectators. This isn't alluring. It's dangerous.<Br>
<Br>
"No!", you exclaim. "Get off me I said!"<Br>
<Br>
The boys jeer and shout, their enthusiasm turning sour. Manny sniggers with malice. "What a tease!"<br>
<Br>
But Jake doesn't let you go. He in fact forces you further into the desk. You feel his hand playing with the edges of your clit through your panties. "Liar," he murmurs.<br>
<br>
A shadow falls over your face. You glance up, seeing Harrow smiling with satisfaction over you. "Ease off, Jake," he says. "I'm sure she'll be happy to continue this underneath the bleachers."<Br>
<Br>
"Don't listen to him!" you hear Manny cry. “Don’t let her go!”<Br>
<Br>
The room surges with testosterone, the atmosphere no longer even jovial banter. This, you feel, is an active threat.<Br>
<Br>
“Now now, boys,” Harrow says quickly, his usual polish faltering, real worry flickering in his eyes. But the class isn’t listening.<br>
<Br>
Jake is standing now, his chest pushing hard into your back. His body tense like he doesn’t even recognise what he’s doing. The boys holler, urging him forward.<Br>
<Br>
“Jake, sit down,” Harrow stammers, the command shaky. But Jake doesn't.<br>
<Br>
Then the room snaps.<br>
<Br>
The TV dies with a crackle. The overhead lights flare on. You whirl, heart hammering. Dennis stands by the wall, cord in one hand, the light switch in the other. His face is pale but set.<Br>
<br>
For a heartbeat, the room is frozen in silence. Then the boys erupt again, this time in boos, groaning and jeering. You feel Jake release you and you scurry away out of his grasp. When you're almost next to the door, you glance back. He’s still seated, chest heaving, eyes wild. But something else is there now. Confusion. Like he’s waking from a dream, unsure why he stood at all.<Br>
<Br>
“Okay, boys. That’s enough excitement for one day.” Harrow has already planted himself at the front of the class again, smile stretched thin. “I think we'll return to our textbooks for the remainder of the lesson.”<Br>
<Br>
Groans ripple across the room, but chairs squeal as boys slump back, opening desks, pulling out battered books. Jake takes deep breaths, silent, staring down at the desk. Not meeting your eyes.<br>
<Br>
Harrow approaches you, his smile fixed but forced. “Thank you for your efforts, Miss Phillips. I think it’s best you return to your own classes for now.” He gestures lightly toward the door.<Br>
<Br>
You nod, the rush of adrenaline ebbing from you as you cross the room. Your hand trembles on the doorknob.<Br>
<BR>
Before stepping out, you glance back. Jake hasn’t moved. He’s still staring at the desk, shoulders tense, lost in his own thoughts.<Br>
<Br>
The truth presses cold in your chest. Watching isn’t enough. To understand what’s happening here, you’ll have to feel it yourself. Not as Emily, but as one of them.<Br>
<Br>
As a boy.<br>
<Br>
<<ActionsHeader>>
<<link "Leave the classroom" "SchoolCorridor">><<set $BiologyRoomAVHelp to undefined>><<TimeChange>><<QuestTracker "Quest11" 3>><</link>>
<</switch>><<switch $BiologySpecialLesson>>
<<case undefined>>
"Our lesson will be a mock interview," Harrow says, gesturing to the desk and teacher's chair at the centre of the room. "You will each in turn take the spotlight, presenting yourself in the best possible light for the position available. Now I know each of you will have countless questions. What is my motivation? Where is the company I'm interviewing for?" He smiles as he looks around the room. "A thespian needs to know her character intimately, if she is to understand her role."<br>
<br>
He steps into the centre of the room, basking in all the eyes upon him. "I know all-too well the needs of the actor," he declares. "But I'm afraid we only have this lesson. Let's assume that it's a position you desire. You can even invent a background to your character whilst you wait your turn."<br>
<br>
Harrow steps towards the teacher's chair, putting both hands on its back. "I, naturally, will assume the role of the interviewer. A stern and successful businessman, looking for the right candidate to fill the position. You'll have to impress me if you want the position." A wry smile arches up on his face. "And don't assume that I'll fall at your feet based on just your pretty faces."<br>
<br>
There is a smattering of giggles from the other students. They share looks between them but stay silent.<br>
<br>
Clapping his hands together, Harrow's eyes survey the room. "Then let's get to it. How about you, Reagan? Fancy a go on the chair?"<br>
<br>
All of the students turn to look at the cheerleader, sat hidden in the corner. She stares back at Harrow, her expression cold and statuesque.<br>
<br>
"Hmmm," Harrow says after a moment. "A delicate time of the month, perhaps? Miss Phillips, then. Why don't you start us off?"<br>
<br>
All eyes fall on you, as your eyes meet Harrow's. You feel trapped, the expectations of the lesson upon you and Harrow's stare squarely directed your way.<br>
<br>
<<ActionsHeader>>
<<link "Sit down at the desk" "BiologyAct2SpecialLesson">><<set $BiologySpecialLesson to "Sit">><</link>>
<<case "Sit">>
Harrow settles into the teacher's chair, smiling over at you. He lounges back with one foot resting on his leg, dramatically flipping through paper pinned to a clipboard. You briefly see that the paper is doodles and scribbles.<br>
<br>
"Now, Miss Phillips, isn't it?" he says, loud and in an accentuated voice. "I received your application last week. A day after the deadline, I must add." He raises an eyebrow towards you, basking in a few titters from the class. "So. Give me an introduction to yourself. Your grades, your work experience. Why you applied for such an... intellectually challenging role more suited for a man?"<br>
<br>
You stare back at Harrow, eyes wandering across the set-up. There is no sense of magic that you can tell. Nothing from the clipboard. Nothing from the desk. It seems that this is a normal interview. Or as normal as Charlton can be.<br>
<br>
But there is a badge on offer, which will help towards participating in the contest for Miss Charlton. You consider your words, trying to decide what Harrow wants to hear.<br>
<br>
<<ActionsHeader>>
<<StatCheckIntelligence "gt" 60>>
<<set _StatIntelligenceProbability to _StatIntelligenceProbability + " Try to demonstrate your suitability for the role">>
<<if _StatCheckIntelligence is true>>
<<link _StatIntelligenceProbability "BiologyAct2SpecialLesson">><<set $BiologySpecialLesson to "SitResult">><<set $IntelligenceInterview to true>><</link>><br>
<<else>>
<<link _StatIntelligenceProbability "BiologyAct2SpecialLesson">><<set $BiologySpecialLesson to "SitResult">><<set $IntelligenceMinusInterview to true>><<Intelligence 1>><</link>><br>
<</if>>
<<link "Tell him what you think he wants to hear" "BiologyAct2SpecialLesson">><<set $BiologySpecialLesson to "SitResult">><<Intelligence -1>><<BiologySpecialLessonConform>><</link>><br>
<<link "Tell him this is stupid without knowing the role" "BiologyAct2SpecialLesson">><<set $BiologySpecialLesson to "SitResult">><<BiologySpecialLessonRebel>><</link>>
<<case "SitResult">>
<<if $IntelligenceInterview is true>>
"I think you'll find that my grades speak for themselves," you tell him sternly. "I wouldn't have applied for the position if I didn't think I was qualified."<br>
<br>
Harrow raises an eyebrow. "Oh?" He casts a knowing look back to the classroom before turning back. "You have an understanding of the financial reconciliation process of a national company?"<br>
<br>
"Do you mean reconciling ledgers to match recorded transactions?" you ask without a pause. "Or tracing variances across departments to find the source of an imbalance?"<br>
<br>
Harrow's smile almost falters. You can tell it's taking effort to maintain.<br>
<br>
"The latter," he murmurs after a moment's hesitation.<br>
<br>
"Then you're talking about a pattern, not a mistake," you say, steady and direct. "Those don't happen unless someone upstream is misreporting or someone downstream is letting it slide."<br>
<br>
Harrow takes a breath, his eyes now ignoring the rest of the class. "Quite right, too," he mutters. "But intellect isn't all we look for around here. A cultural fit is just as important to our company."<br>
<br>
The teacher pretends to look through the papers on the clipboard. You smile with satisfaction as you notice the fluster on his face.<br>
<<elseif $IntelligenceMinusInterview is true>>
"I think you'll find that my grades speak for themselves," you tell him sternly. "I wouldn't have applied for the position if I didn't think I was qualified."<br>
<br>
Harrow raises an eyebrow. "Oh?" He casts a knowing look back to the classroom before turning back. "You have an understanding of the financial reconciliation process of a national company?"<br>
<br>
You feel yourself wince, knowing you've walked into his trap. "I'm smart enough to learn."<br>
<br>
Harrow's smile broadens. "The advertisement wasn't for an entry-level position," he tells you. "Our profit lines cannot support us having to train girls to do a job a man could easily do."<br>
<br>
You maintain a polite smile towards him, but inwardly grimace as his words burn.<br>
<br>
Harrow takes a breath, his eyes giving the rest of the class a look. "Fortunately for you, Miss Phillips, we are recruiting for a less demanding role. Intellect isn't all we look for around here. A cultural fit is just as important to our company."<br>
<br>
The teacher pretends to look through the papers on the clipboard. As he does so, you grimace.<br>
<<elseif $BiologySpecialLessonConform gt 0>>
You take in a deep breath before speaking. "I might not be able to do the type of job that a man would do, but I have other talents that I think would benefit your company."<br>
<br>
Harrow raises an eyebrow. "Oh?" He casts a knowing look back to the classroom before turning back. "And what might those be?"<br>
<br>
You bite your lip, feeling sick at the thought of your impending words. "I can make a good cup of coffee," you tell him. "And I know that the most important thing is to always have a pleasant smile. For the benefit of our customers."<br>
<br>
There is a beaming smile directed your way. "At least you understand the role of a woman in the workplace, Miss Phillips," he tells you, now firmly casting his attention your way. "Quite right, too. But intellect isn't all we look for around here. A cultural fit is just as important to our company."<br>
<br>
The teacher pretends to look through the papers on the clipboard. As he does so, you grimace.<br>
<<else>>
"This is stupid," you snort. "How am I supposed to know how to answer that without knowing the role?"<br>
<br>
Harrow rolls his eyes dramatically, playing to the hushed whispers of the crowd. "A thespian doesn't break character, Miss Phillips. Not when they have an audience. Remember, this is an improv of a job interview. I expect you to improvise."<br>
<br>
"Then how about this for improvisation," you retort. "I'm actually applying for your job, and you're trying to convince me that I shouldn't let you go." You dare to raise an eyebrow. "Performance issue, maybe?"<br>
<br>
There is a titter around the classroom from the other girls. Harrow forces a condescending smile your way. "Nice try, Miss Phillips. But I'm in-charge here. Your little outburst will be noted."<br>
<br>
The teacher pretends to look through the papers on the clipboard. You smile with satisfaction as you notice the fluster on his face.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Wait for his next question" "BiologyAct2SpecialLesson">><<set $BiologySpecialLesson to "Question">><</link>>
<<case "Question">>
Harrow ruffles through the papers on the clipboard. As he does so, you see more of the doodles. Large-breasted women, crudely drawn with cartoon penises in the margins. Within a moment, he's folded them out of sight.<br>
<br>
"It looks like you don't have much practical experience," he says as he pretends to study his notes. "Let's try a hypothetical." He looks up, giving you a wide grin. "How would you handle working for someone who demands your constant attention?"<br>
<br>
His eyes linger on you as he maintains his smile. The students around the room grow silent, waiting for your answer. Knowing Harrow, you already know that he's expecting a subservient answer. Whether or not you want to try to push him for that badge, is another question.<br>
<br>
<<ActionsHeader>>
<<StatCheckOrientation "gt" 40 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to lace your reply with innuendo">>
<<if _StatCheckOrientation is true>>
<<link _StatOrientationProbability "BiologyAct2SpecialLesson">><<set $BiologySpecialLesson to "QuestionResult">><<set $OrientationInterview to true>><</link>><br>
<<else>>
<<link _StatOrientationProbability "BiologyAct2SpecialLesson">><<set $BiologySpecialLesson to "QuestionResult">><<set $OrientationMinusInterview to true>><<Orientation 1>><</link>><br>
<</if>>
<<link "Tell him that you would diligently follow orders" "BiologyAct2SpecialLesson">><<set $BiologySpecialLesson to "QuestionResult">><<set $BiologySpecialLessonQuestion to "Conform">><<Assertive -1>><<BiologySpecialLessonConform>><</link>><br>
<<link "Say you'd report them to HR" "BiologyAct2SpecialLesson">><<set $BiologySpecialLesson to "QuestionResult">><<BiologySpecialLessonRebel>><</link>>
<<case "QuestionResult">>
<<if $OrientationInterview is true>>
"I wouldn't mind the attention," you say with a smile. "It's important that an employee knows she's there to fulfil her boss's every whim."<br>
<br>
You could hear a pin drop as a new type of attention fills the air. Harrow locks his gaze on you, his lip twitching at the side. "Even if there's some arduous demands on your personal time?" he queries. "Lots of late nights. Helping the boss secure some critical deals."<br>
<br>
"I'm here to serve," you say in a faux-innocent tone. "Any way I can help ease some of that tension."<br>
<br>
From the sides of the classroom, you hear a few gasps. You glance off to your side and find yourself looking at Reagan, eyes burning with rage.<br>
<br>
Turning back, you see Harrow flick between you and the cheerleader. He grins, satisfied. "Yes," he murmurs. "I bet you could do just that."<br>
<br>
Harrow reaches down and puts the clipboard down on the floor. Then he looks to you, leaning back in his chair. "I believe we have everything we need. From questions. But a final task is in order. A more practical demonstration of your dedication to this role."<br>
<<elseif $OrientationMinusInterview is true>>
"I wouldn't mind the attention," you say. "It's important that an employee knows her place."<br>
<br>
Harrow leans forward, eying you carefully. "Even if there's some arduous demands on your personal time?" he queries. "Lots of late nights. Helping the boss secure some critical deals."<br>
<br>
"I, uh, wouldn't mind late nights," you stumble. "Whatever the boss says, I'll do."<br>
<br>
There are a few titters from the sides of the classroom. You glance off to your side and find yourself looking at Reagan, who rolls her eyes.<br>
<br>
Turning back, you see Harrow do the same. "I'm sure you would, Miss. But this is a national company. Not a boudoir."<br>
<br>
There is louder laughter as Harrow puts the clipboard down on the floor. Then he looks to you, leaning back in his chair. "I believe we have everything we need. From questions. But a final task is in order. A more practical demonstration of your dedication to this role."<br>
<<elseif $BiologySpecialLessonQuestion is "Conform">>
"I would follow his orders without question," you tell him. "If he's demanding my attention, he must have work for me to do."<br>
<br>
Harrow leans forward, eying you carefully. "Even if there's some arduous demands on your personal time?" he queries. "Lots of late nights. Helping the boss secure some critical deals."<br>
<br>
You swallow your pride before you speak. "Of course. A woman's duty in the workplace is to serve."<br>
<br>
From the sides of the classroom, you hear some murmurs of approval. Harrow eyes you carefully, then nods. "A perspicacious answer. Yes, Miss Phillips. I think you'll fit in nicely."<br>
<br>
Harrow reaches down and puts the clipboard down on the floor. Then he looks to you, leaning back in his chair. "I believe we have everything we need. From questions. But a final task is in order. A more practical demonstration of your dedication to this role."<br>
<<else>>
"Sounds to me like he's stepping over boundaries," you quip. "I'd go straight to HR."<br>
<br>
You remain focused on Harrow in spite of the giggles that emanate around you. His eyes narrow as he blows out air through his nostrils. "For what? Assigning you work tasks?"<br>
<br>
"Constant demands for attention?" you reply. "Doesn't seem like that's work. Unless you're describing it wrong."<br>
<br>
"Is this how you'd talk in an interview, Miss Phillips?" Harrow barks back at you, in danger of losing his cool. "I pity your brother. From what I can see, I can't imagine you'll find employment anywhere respectable."<br>
<br>
"Is that coming from the employer, sir?" you query. "Or are you breaking character?"<br>
<br>
Harrow's glare shoots back at you, his face reddening. After a moment, he sighs and puts the clipboard down on the floor. "I believe we have everything we need," he spits. "From questions. But a final task is in order. A more practical demonstration of your dedication to this role."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Listen to his final task" "BiologyAct2SpecialLesson">><<set $BiologySpecialLesson to "Coffee">><</link>>
<<case "Coffee">>
"This job requires dedication to even the most mundane duties," Harrow continues. "It's expected that you will give it your all, in spite of how trivial the task may seem. So now, Miss Phillips. Observe, exhibit A."<br>
<br>
He gestures back to his desk, hand waving backwards. Off at the side you see a French Press coffee maker and a coffee cup, complete with a saucer. The French Press is transparent and visibly empty.<br>
<br>
"Bring me a nice cup of coffee, now would you?" he says in a condescending manner.<br>
<br>
Your eyes flick back to the press before returning to Harrow. "But it's empty," you murmur.<br>
<br>
Harrow gleams with a smile, raising his eyebrows. "Well, then. Be an actor. Pretend."<br>
<br>
<<ActionsHeader>>
<<link "Conform and pretend to serve him coffee" "BiologyAct2SpecialLesson">><<set $BiologySpecialLesson to "CoffeeResult">><<set $BiologySpecialLessonCoffee to "Conform">><<Assertive -1>><<BiologySpecialLessonConform>><</link>><br>
<<link "Rebel and pretend to spill coffee on him" "BiologyAct2SpecialLesson">><<set $BiologySpecialLesson to "CoffeeResult">><<Assertive 1>><<BiologySpecialLessonRebel>><</link>>
<<case "CoffeeResult">>
<<if $BiologySpecialLessonCoffee is "Conform">>
Biting your tongue, you stand up and move to his desk. You pick up the French Press and tilt it towards the cup, waiting as you imagine the coffee pouring out of it. Behind you there are a few giggles. You feel your cheeks grow red as you consider how stupid you must look.<br>
<br>
<I>This is what little girls do at tea parties.</i><br>
<br>
After waiting for a long moment, you put the French Press down and pick up the saucer and cup with both hands. Then walk back in front of Harrow, bending low to offer him the coffee. "Here you go, sir."<br>
<br>
Harrow looks up at you, motionless as he sits in his chair. He waits, drawing out the moment for an agonisingly long time. Then he grins. "Why thank you, Miss Phillips," he says softly. "Nice to see good manners are a part of your range."<br>
<br>
He takes the cup and saucer, raising the empty cup to his mouth. Then pretends to take a sip. "Just how I like it. Good girl."<br>
<br>
Putting the cup down next to the clipboard, he gestures back to the desk. "Now. Take a seat. Let's do a little review."<br>
<<else>>
Smiling sardonically, you stand up and move to his desk. You pick up the French Press and tilt it towards the cup, waiting for a few moments. Behind you are a few giggles, but you don't let them bother you, knowing what's to come.<br>
<br>
Once satisfied, you put the French Press down and pick up the saucer and cup with both hands. Then walk back in front of Harrow, bending low to offer him the coffee. "Here you go, sir."<br>
<br>
Harrow looks up to you, motionless as he sits in his chair. As his eyes wander to the coffee cup, you act. You stumble forward, losing grip of the coffee cup, letting it skitter over the saucer and land directly in his lap.<br>
<br>
The biology teacher flinches instinctively, yelping as he scrambles to avoid a burn. His reaction only lasts for a moment before he comes to his senses, but it's enough to get laughter out of every one of the girls watching.<br>
<br>
As he picks up the cup from the floor, Harrow gives you a withering look. "Didn't realise that farce was part of your range, Miss Phillips. But if performing to a crowd is what you desire, I'm sure Charlton can find a suitable position for you."<br>
<br>
Putting the cup down next to the clipboard, he gestures back to the desk. "Now. Take a seat. Let's do a little review."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Sit down and listen to Harrow's review" "BiologyAct2SpecialLesson">><<set $BiologySpecialLesson to "Badge">><</link>>
<<case "Badge">>
You take a seat and turn back to face Harrow, waiting for his judgement. He lets the tension shimmer, eying you with relish.<br>
<br>
"What do you think, girls?" he says to the classroom without taking his eyes from you. "Did Miss Phillips convince you of her abilities? Or is she just another gutter snipe destined for the unemployment line?"<br>
<br>
<<if $IntelligenceInterview is true and $OrientationInterview is true>>
"A spirited performance," Harrow says, beaming. "Perfectly displaying your intelligence and eagerness to satisfy your superiors. But intelligence can be a liability for a woman, as I'm sure you've learned the hard way. Nevertheless, you are one of Charlton's own. And Charlton will provide."<br>
<br>
He reaches underneath his chair, retrieving a box. As he opens it, you see a range of badges neatly held in place by foam. He runs his finger over the range, then with a flare plucks one out and holds it out to you.<br>
<br>
You take the pin badge. Shaped into Charlton Upper School's crescent, you note the red silhouette of Charlton's clock tower etched into the black paint.<br>
<br>
"One step further to the stage," Harrow tells you. "Where the crown will be awarded."<br>
<br>
He waves back to your chair at the side as he returns the box underneath his chair. "Please. Take your seat, Miss Phillips. I have a whole class to evaluate."<br>
<br>
You pocket the badge and take your seat as another girl stands and sits down in the chair. Harrow begins his performance again, but the words are lost on you. You feel the badge in your pocket and your mind drifts to what exactly the symbol means for you.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the lesson to finish and leave the classroom" "SchoolCorridor">><<TakeObjectNPC "Harrow" "MissCharltonClerkBadge">><<QuestTracker "Quest29" 1>><<FinalistsEventTrigger>><<BiologySpecialLessonCleanup>><<TimeChange>><</link>>
<<elseif $IntelligenceMinusInterview is true and $OrientationMinusInterview is true>>
"A scattered performance," Harrow says, smiling. "Not the brightest of tacks, and the less said of your attempts at drawing upon your feminine charms, the better. Nevertheless, you are one of Charlton's own. And Charlton will provide."<br>
<br>
He reaches underneath his chair, retrieving a box. As he opens it, you see a range of badges neatly held in place by foam. He runs his finger over the range, then with a flare plucks one out and holds it out to you.<br>
<br>
You take the pin badge. Shaped into Charlton Upper School's crescent, you note the red silhouette of a curling iron etched into the black paint.<br>
<br>
"One step further to the stage," Harrow tells you. "Where the crown will be awarded."<br>
<br>
He waves back to your chair at the side as he returns the box underneath his chair. "Please. Take your seat, Miss Phillips. I have a whole class to evaluate."<br>
<br>
You pocket the badge and take your seat as another girl stands and sits down in the chair. Harrow begins his performance again, but the words are lost on you. You feel the badge in your pocket and your mind drifts to what exactly the symbol means for you.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the lesson to finish and leave the classroom" "SchoolCorridor">><<TakeObjectNPC "Harrow" "MissCharltonHairdresserBadge">><<QuestTracker "Quest29" 1>><<FinalistsEventTrigger>><<BiologySpecialLessonCleanup>><<TimeChange>><</link>>
<<elseif $IntelligenceMinusInterview is true and $OrientationInterview is true>>
"A bold performance," Harrow says, smiling. "Not the brightest of tacks, but you certainly have the charms to make up for it. Regardless, you are one of Charlton's own. And Charlton will provide."<br>
<br>
He reaches underneath his chair, retrieving a box. As he opens it, you see a range of badges neatly held in place by foam. He runs his finger over the range, then with a flare plucks one out and holds it out to you.<br>
<br>
You take the pin badge. Shaped into Charlton Upper School's crescent, you note the red silhouette of a typewriter etched into the black paint.<br>
<br>
"One step further to the stage," Harrow tells you. "Where the crown will be awarded."<br>
<br>
He waves back to your chair at the side as he returns the box underneath his chair. "Please. Take your seat, Miss Phillips. I have a whole class to evaluate."<br>
<br>
You pocket the badge and take your seat as another girl stands and sits down in the chair. Harrow begins his performance again, but the words are lost on you. You feel the badge in your pocket and your mind drifts to what exactly the symbol means for you.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the lesson to finish and leave the classroom" "SchoolCorridor">><<TakeObjectNPC "Harrow" "MissCharltonSecretaryBadge">><<QuestTracker "Quest29" 1>><<FinalistsEventTrigger>><<BiologySpecialLessonCleanup>><<TimeChange>><</link>>
<<elseif $IntelligenceInterview is true and $OrientationMinusInterview is true>>
"A unique performance," Harrow says, smiling. "Your attempts at using your feminine charms lacked naturalism, but you certainly demonstrated your intellect. Just be careful. Intelligence can be a liability for a woman. Regardless, you are one of Charlton's own. And Charlton will provide."<br>
<br>
He reaches underneath his chair, retrieving a box. As he opens it, you see a range of badges neatly held in place by foam. He runs his finger over the range, then with a flare plucks one out and holds it out to you.<br>
<br>
You take the pin badge. Shaped into Charlton Upper School's crescent, you note the red silhouette of the school's logo etched into the black paint.<br>
<br>
"One step further to the stage," Harrow tells you. "Where the crown will be awarded."<br>
<br>
He waves back to your chair at the side as he returns the box underneath his chair. "Please. Take your seat, Miss Phillips. I have a whole class to evaluate."<br>
<br>
You pocket the badge and take your seat as another girl stands and sits down in the chair. Harrow begins his performance again, but the words are lost on you. You feel the badge in your pocket and your mind drifts to what exactly the symbol means for you.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the lesson to finish and leave the classroom" "SchoolCorridor">><<TakeObjectNPC "Harrow" "MissCharltonTeacherBadge">><<QuestTracker "Quest29" 1>><<FinalistsEventTrigger>><<BiologySpecialLessonCleanup>><<TimeChange>><</link>>
<<elseif $BiologySpecialLessonConform is 3>>
"A near perfect performance," Harrow says, smiling. "Combining grace and respect for your superiors. You truly are one of Charlton's own. And Charlton will provide."<br>
<br>
He reaches underneath his chair, retrieving a box. As he opens it, you see a range of badges neatly held in place by foam. He runs his finger over the range, then with a flare plucks one out and holds it out to you.<br>
<br>
You take the pin badge. Shaped into Charlton Upper School's crescent, you note the red silhouette of a woman with a graduation cap etched into the black paint.<br>
<br>
"One step further to the stage," Harrow tells you. "Where the crown will be awarded."<br>
<br>
He waves back to your chair at the side as he returns the box underneath his chair. "Please. Take your seat, Miss Phillips. I have a whole class to evaluate."<br>
<br>
You pocket the badge and take your seat as another girl stands and sits down in the chair. Harrow begins his performance again, but the words are lost on you. You feel the badge in your pocket and your mind drifts to what exactly the symbol means for you.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the lesson to finish and leave the classroom" "SchoolCorridor">><<TakeObjectNPC "Harrow" "MissCharltonAmbassadorBadge">><<QuestTracker "Quest29" 1>><<FinalistsEventTrigger>><<BiologySpecialLessonCleanup>><<TimeChange>><</link>>
<<elseif ($BiologySpecialLessonRebel || 0) gt ($BiologySpecialLessonConform || 0)>>
"However can I judge such subservience," Harrow asks, rolling his eyes. "If you are not going to take our teachings seriously, I wonder what stage you'll be treading. But you are still one of Charlton's own. And Charlton will provide."<br>
<br>
He reaches underneath his chair, retrieving a box. As he opens it, you see a range of badges neatly held in place by foam. He runs his finger over the range, then with a flare plucks one out and holds it out to you.<br>
<br>
You take the pin badge. Shaped into Charlton Upper School's crescent, you note the red silhouette of a penny farthing etched into the black paint.<br>
<br>
"One step further to the stage," Harrow tells you. "Where the crown will be awarded."<br>
<br>
He waves back to your chair at the side as he returns the box underneath his chair. "Please. Take your seat, Miss Phillips. I have a whole class to evaluate."<br>
<br>
You pocket the badge and take your seat as another girl stands and sits down in the chair. Harrow begins his performance again, but the words are lost on you. You feel the badge in your pocket and your mind drifts to what exactly the symbol means for you.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the lesson to finish and leave the classroom" "SchoolCorridor">><<TakeObjectNPC "Harrow" "MissCharltonRebelBadge">><<QuestTracker "Quest29" 1>><<FinalistsEventTrigger>><<BiologySpecialLessonCleanup>><<TimeChange>><</link>>
<<else>>
"A muddled performance," Harrow states, frowning. "It felt at times like you were afraid of committing to taking the role in a decisive direction. I'm afraid that I'd assign you to the role of an understudy, and understudies are seldom given appreciation."<br>
<br>
He taps a box underneath his chair lightly, drawing attention to it. But he offers no explanation to what's inside. "Please. Take your seat, Miss Phillips. I have a whole class to evaluate."<br>
<br>
You take your seat as another girl stands and sits down in the chair. Harrow begins his performance again, but the words are lost on you. You look to the box, watching as he periodically reaches down to take out a badge to reward diligent students. It seems you've lost out on the opportunity to take one from Harrow.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the lesson to finish and leave the classroom" "SchoolCorridor">><<FinalistsEventTrigger>><<BiologySpecialLessonCleanup>><<TimeChange>><</link>>
<</if>>
<</switch>><<widget "BiologySpecialLessonCleanup">>
<<set $IntelligenceInterview to undefined>>
<<set $IntelligenceMinusInterview to undefined>>
<<set $OrientationInterview to undefined>>
<<set $OrientationMinusInterview to undefined>>
<<set $BiologySpecialLessonConform to undefined>>
<<set $BiologySpecialLessonRebel to undefined>>
<<set $BiologySpecialLessonQuestion to undefined>>
<<set $BiologySpecialLessonCoffee to undefined>>
<<set $BiologySpecialLesson to undefined>>
<</widget>>
<<widget "BiologySpecialLessonConform">>
<<set $BiologySpecialLessonConform to ($BiologySpecialLessonConform || 0) + 1>>
<</widget>>
<<widget "BiologySpecialLessonRebel">>
<<set $BiologySpecialLessonRebel to ($BiologySpecialLessonRebel || 0) + 1>>
<</widget>><b>Charlton School - Under Bleachers</b><br>
<img src="./images/School_Bleachers.png"><br>
<br>Underneath the bleachers smells of urine and stale beer. The grass is worn down to dirty mud. It’s covered in cans and litter, either from past spectators or students who sometimes come here to drink, smoke and do other things.<br>
<<include "EventsSchoolBleachers">>
<<if _currentEvent is undefined>>
<<DailyVariableCheck "JakeSleep">>
<<if _DailyVariableCheck and $NPCPresent.includes("Jake")>>
<br>Jake lies peacefully asleep on the dirt where you left him, looking at peace as he breathes shallowly.<br>
<br>
<<ActionsHeader>>
[[Go out on to the playing field->SchoolFootballField]]
<<elseif $NPCPresent.includes("Jake")>>
<<PresentNPCPeriodText "Jake" "Evening" "<br>You see Jake lingering in the shadows, out of sight of the football field.<br>">>
<br>
<<ActionsHeader>>
<<link "Talk to Jake" "SchoolBleachersJakeDialogue0">><</link>><br>
[[Go out on to the playing field->SchoolFootballField]]
<<else>>
<br>
<<ActionsHeader>>
[[Go out on to the playing field->SchoolFootballField]]
<</if>>
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<switch _currentEvent>>
<<case "LureBleachersTransform">>
<br>
The wooden struts above creak faintly as a breeze rolls through the field. Dust and the smell of old turf hang in the air. It’s dim here, cut through only by slivers of light between the boards.<Br>
<br>
Jake turns on you as soon as you’re both inside. “So,” he says, voice low, lazy. His hand trails over your shoulder. “What was so important you had to drag me out here?”<Br>
<Br>
His hand quickly drops from your shoulder to your breast. He grips it firmly, causing you to flinch at the touch. "Was it this?" he says. To him, it's not really a question.<Br>
<Br>
Any doubt cast from your mind, you know what he thinks this is. And you know he won't settle for anything less. If you are going to act, you need to do it fast.<br>
<br>
<<ActionsHeader>>
<<link "[Spell: Sleep & Forget] Cast Sleep & Forget" "JakeDialogue">>
<<set $JakeDialogue to "LureBleachersGetTagsSleepForget">>
<<DailyVariableAdd "JakeSleep">>
<<SetNPCLocation "Jake" $dayCurrent "0" "SchoolBleachers">>
<<SetNPCLocation "Jake" $dayCurrent "1" "SchoolBleachers">>
<<SetNPCLocation "Jake" $dayCurrent "2" "SchoolBleachers">>
<<SetNPCLocation "Jake" $dayCurrent "3" "SchoolBleachers">>
<<InventoryCheckNPC "Jake" "JakeDogTags">>
<<if _InventoryCheckNPC is true>>
<<SetFlag "JakeWarPathTags">>
<<TakeObjectNPC "Jake" "JakeDogTags">>
<<QuestOptionComplete "Quest11" 3 "jake_dogtags">>
<</if>>
<<EventsCheckEnd "SchoolBleachers" "LureBleachersTransform">>
<</link>><Br>
<</switch>><<StartConversation "Jake" "SchoolBleachers">>
<<Checkrelationship _NPC>>
<<include "EventsDialogueJake">>
<<if $JakeDialogue is undefined and _currentEvent is undefined and $current.avatar is "Emily">>
The quarterback’s eyes dart up as you approach him. He relaxes when he sees it’s you.<br>
<br>
“Hey sweetheart,” he says. “You come to help me out?”<br>
<<elseif $JakeDialogue is undefined and _currentEvent is undefined and $current.avatar is "Dennis">>
Jake's eyes catch yours, and the smirk that spreads is anything but friendly.<Br>
<Br>
“Mannet,” he drawls, stepping forward. His hand shoves hard against your shoulder, then again, harder, forcing you back a pace. “What are you even doing back here?”<Br>
<Br>
He pushes once more, sharp and deliberate. You raise your hands instinctively, backing away, heart thumping. Jake’s smirk only widens.<Br>
<br>
That’s enough. You turn and step away quickly, leaving him behind.<br>
<<elseif _currentEvent is undefined>>
Jake stares back at you, waiting for you to speak.<br>
<</if>>
<<if _currentEvent is undefined and $current.avatar is "Emily">>
<br>
<<ActionsHeader>>
<<SpellsCheckSelf "Charm">><<CharmedCheck "Jake">>
<<if _Charmed is false and _SpellsCheckSelf is true>><<link "[Spell: Charm] Cast Charm on Jake to get him to give you the key" "JakeDialogue">><<set $JakeDialogue to "CharmKey">><<Greedy 1>><</link>><br><</if>>
<<QuestOptionCheck "Quest11" 3 "jake_dogtags">><<QuestState "Quest11">><<InventoryCheckNPC "Jake" "JakeDogTags">><<SpellsCheckSelf "SleepForget">>
<<if _QuestState gte 3 and _QuestOptionCheck is true and _InventoryCheckNPC is true and _SpellsCheckSelf is true>><<link "[Spell: Sleep & Forget] Cast Sleep & Forget on Jake to steal his dog tags." "JakeDialogue">><<set $JakeDialogue to "SleepForgetDogTags">><</link>><br><</if>>
<<QuestState "Quest12">>
<<if _QuestState is 1>><<link "Tell him that Michelle will come and see him." "JakeDialogue">><<set $JakeDialogue to "Michelle">><<DialogueSpoken "Jake" "MichelleTold">><<if _Discussed is false>><<ChangeNPCrelationship "Jake" "Emily" 2>><<Greedy 1>><</if>><<DialogueDone "Jake" "MichelleTold">><</link>><br><</if>>
<<QuestState "Quest12">><<QuestStatus "Quest12">>
<<if _QuestState is 2 and _QuestStatus is "active">><<link "Tell him you've spoken to the talent scout." "JakeDialogue">><<ChangeNPCrelationship "Jake" "Emily" 3>><<set $JakeDialogue to "Scout">><</link>><br><</if>>
<<link "Ask him what he needs from you" "JakeDialogue">><<set $JakeDialogue to "Needs">><</link>><br>
<<EventSeen "SchoolCorridor" "Act2Begin">><<DialogueSpoken "Jake" "MissCharltonContest">>
<<if _EventSeen is true and _Discussed is false>><<link "Ask about the Miss Charlton contest" "JakeDialogue">><<set $JakeDialogue to "MissCharltonContest">><<DialogueDone "Jake" "MissCharltonContest">><</link>><br><</if>>
<<QuestState "Quest29">><<QuestStatus "Quest29">><<DialogueSpoken "Jake" "MissCharltonBadges">>
<<if _QuestState lt 3 and _QuestStatus is "active" and _Discussed is false>><<link "Ask about the contest badges" "JakeDialogue">><<set $JakeDialogue to "MissCharltonBadges">><<DialogueDone "Jake" "MissCharltonBadges">><</link>><br><</if>>
<<QuestState "Quest23">><<DialogueSpoken "Jake" "TeacherAmulets">>
<<if _QuestState is 0 and _Discussed is false>><<link "Ask about the teachers' amulets" "JakeDialogue">><<set $JakeDialogue to "TeacherAmulets">><<DialogueDone "Jake" "TeacherAmulets">><</link>><br><</if>>
<<QuestState "Quest23">><<QuestOptionCheck "Quest23" 0 "harrow">><<DialogueSpoken "Jake" "HarrowAmulet">>
<<if _QuestState is 0 and _QuestOptionCheck is true and _Discussed is false>><<link "Ask about Harrow's amulet" "JakeDialogue">><<set $JakeDialogue to "HarrowAmulet">><<DialogueDone "Jake" "HarrowAmulet">><</link>><br><</if>>
<<QuestOptionCheck "Quest23" 0 "harrow">><<QuestStatus "Quest18">><<QuestState "Quest18">><<DialogueUnlockCheck "Jake" "PokerInviteAccept">>
<<if _QuestOptionCheck is true and _DialogueUnlockCheck is false and (_QuestState lt 1 or _QuestStatus is "unknown")>><<link "Ask about attending poker night" "JakeDialogue">><<set $JakeDialogue to "PokerNight">><</link>><br><</if>>
<<if _DialogueUnlockCheck is true and (_QuestState lt 1 or _QuestStatus is "unknown")>><<link "Tell Jake you've reconsidered the poker invite" "JakeDialogue">><<set $JakeDialogue to "PokerNightReconsider">><</link>><br><</if>>
<<link "Say goodbye and return to the football field" "SchoolFootballField">><<EndConversation "Jake">><</link>>
<<elseif _currentEvent is undefined and $current.avatar is "Dennis">>
<br>
<<ActionsHeader>>
<<link "Return to the football field" "SchoolFootballField">><<EndConversation "Jake">><</link>>
<</if>><<if $current.avatar isnot "Jake">><<Transform "Jake">><<else>><<set _TransformSuccess to true>><</if>>
<<if _TransformSuccess is true>>
The dog tags gleam in your hand. You draw a breath and speak again. "From this item, I see you in your time of need. Now form shape to the person I see within.”<br>
<br>
The air tightens around you, humming with magic. You force Jake's image into your mind. Broad and muscled, wearing his quarterback jacket, scarred knuckles and cocky grin, his weight filling space, his swagger unchallenged.<Br>
<br>
Magic bursts out from your chest, running across your body. Then the pain takes you. Your skin prickles, stretching from within. Bones grind and snap, shoulders grow wider. Ribs flaring, limbs lengthening. Your chest collapses inward and you feel your lungs swell larger as you suck in air. Hair recedes from your vision as though shorn away. Your hands balloon and you feel your veins surge through swollen forearms. As you finally let out a cry from the pain, it twists into a guttural sound, your voice now hoarse and heavy.<br>
<Br>
Darkness claws at the edges of your vision. You grit your teeth and force yourself to hold on as your organs wrench and settle, your frame remade in his image.<Br>
<Br>
Then, silence.<Br>
<br>
You stagger forward, panting, slick with sweat. The body feels heavy, rooted, brimming with strength. You glance down at your hands and flex them, feeling power ripple in your biceps.<br>
<Br>
Glancing down, you catch your reflection in the shards of a broken beer bottle lying on the floor. Jake Duncan stares back at you, dark-haired and blue-eyed. His mouth forming into a sneer as you look at your reflection.<Br>
<Br>
Off to the side, Jake - the real one - lies still, breathing evenly, unaware. You feel a sense of pity for him, bested so easily by forces he can't possibly understand. His sleep no longer looking peaceful. He looks weak.<br>
<Br>
The thought startles you, but you can't shake it. Something about being Jake means that it's all too easy to give into his callous nature. You feel your <i>assertiveness</i> has been impacted by your most recent change.<br>
<Br>
<I>This might actually benefit us.</i><Br>
<br>
You turn, feeling refreshed with the athletic energy of this body. Paying little attention to the boy sleeping on the dirt. He'll cope. Or not.<br>
<br>
Yet again, you push the train of thought from your mind. You wonder if really Jake was such a good choice for this after all.<Br>
<br>
<div class="Notification"><<print "You can now attend lessons as a boy, but be careful - Emily's grades will be docked every lesson she doesn't attend.">></div>
<br>
<<ActionsHeader>>
<<link "Return to the school corridor" "SchoolCorridor">><<EventTrigger "YourHome" "JakeTransformEmily" "Evening" "Emily" "Jake" null null null false>><<QuestTracker "Quest11" 4>><<QuestOptionComplete "Quest11" 3 "jake_dogtags">><</link>>
<<else>>
You prepare for the change, but something feels off. The amulet's energy seems drained. Cursing inwardly, you realise the amulet needs more time to re-charge.<br>
<br>
Glancing at Jake sleeping on the floor, you console yourself with the fact that at least he won't remember any of this. You'll have to try again when the amulet is charged and he's awake once more.<br>
<br>
<<ActionsHeader>>
<<link "Return to the school corridor" "SchoolCorridor">><</link>>
<</if>><b>Charlton School - Business Studies Room</b><br>
<img src="./images/School_Business_Studies_Room.png"><br>
<br>The business studies room looks similar to every other classroom at the school, except for one thing. On every other desk there are clunky black typewriters, with paper stacked up neatly beside each one.<br>
<<include "EventsSchoolBusinessStudiesRoom">>
<<if _currentEvent is undefined>>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">><</link>>
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<switch _currentEvent>>
<<case "BusinessStudiesClass">>
<br>
<<CheckFirst "BusinessStudiesClass">>
<<if _CheckFirst is false and $current.avatar is "Emily" and $BusinessStudiesWard isnot "NulifiedSelf" and $BusinessStudiesWard isnot "NulifiedAll">>
Entering the classroom, you almost run straight into a short woman a step away from the open door. She smiles sweetly and chuckles. “Ah! Hello, Miss Phillips!” she greets you with a high, simpering voice.<br>
<br>
You give her an appraising look. With a round full face and a squat physique, she reminds you of an image of a cheery Aunt. Her pleasant demeanour contrasts heavily with her puffy white blouse and drab green skirt that matches the classroom walls. You note a name written at the top of the blackboard in wavy writing. Mrs. DeBussy.<br>
<br>
Turning your attention back to her, Mrs. DeBussy gives you another pleasant smile. “You are just on schedule, how committed you are!” she says. She points over at a desk halfway back. “Desk four three is free. Please, take a seat!”<br>
<br>
You nod and walk towards the desk she’s assigned you. As you approach, you notice that the surface is taken up almost entirely by an old black typewriter and a stack of blank paper placed neatly by its side. A sheet is already loaded in the typewriter.<br>
<br>
Taking a seat, you look around the room. Rarely for Charlton, this is a mixed sex class. You notice though that all the girls have been directed to sit at desks with typewriters, whilst the boys sit at ones without.<br>
<br>
A few stray students enter the classroom after you, before DeBussy closes the door and turns back to the class with enthusiasm.<br>
<br>
<<ActionsHeader>>
<<link "Begin the lesson" "BusinessStudiesClass0">><<EventsCheckEnd "SchoolBusinessStudiesRoom" "BusinessStudiesClass">><<NPCKnown "DeBussy">><<NPCKnown "Logain">><</link>><br>
<<elseif _CheckFirst is false and $current.avatar is "Dennis" and $BusinessStudiesWard isnot "NulifiedSelf" and $BusinessStudiesWard isnot "NulifiedAll">>
Entering the classroom, you almost run straight into a short woman a step away from the open door. She smiles sweetly and chuckles. “Ah, Master Mannet!” she greets, as though genuinely delighted. "Good to see you again. Same desk, same place,” she trills, nodding you on with a flutter of her hand. “Desk five two. Chop-chop.”<Br>
<bR>
Looking at DeBussy, you study her. With a round full face and a squat physique, she reminds you of an image of a cheery Aunt. Her pleasant demeanour contrasts heavily with her puffy white blouse and drab green skirt that matches the classroom walls. You note a name written at the top of the blackboard in wavy writing. Mrs. DeBussy.<br>
<br>
You follow and walk towards the desk she's assigned to you. The desk is bare except for a lined notepad and a blunt pencil resting at its centre. Glancing around the room, you notice that every other desk has a typewriter dominating it, with neat stack of papers beside them. And only girls sit at the typewriters. The boys, by contrast, sit at plain desks like yours, empty of machines. A few of them already lean back in their chairs, smirking and talking amongst themselves.<br>
<Br>
Taking your seat, you rest your hands on the bare wood. A few rows down, Logain grins as he folds a sheet into a paper plane, continuously refining it in his hands.<bR>
<br>
One or two stragglers slip in behind you before DeBussy swings the door shut and clasps her hands together, her smile widening.<Br>
<br>
<<ActionsHeader>>
<<link "Begin the lesson" "BusinessStudiesClass0">><<EventsCheckEnd "SchoolBusinessStudiesRoom" "BusinessStudiesClass">><<NPCKnown "DeBussy">><</link>><br>
<<elseif _CheckFirst is false and $current.avatar is "Jake" and $BusinessStudiesWard isnot "NulifiedSelf" and $BusinessStudiesWard isnot "NulifiedAll">>
Entering the classroom, you almost run straight into a short woman a step away from the open door. She smiles sweetly and chuckles. “Ah, Master Duncan!” she greets, as though genuinely delighted. She turns to survey the classroom before turning to face you again. "It doesn't look like Master Chester will be attending.” She leans in, smile fixed, eyes small. “Care to share where he might be?”<Br>
<bR>
You shrug.<bR>
<Br>
“Never mind then,” she trills, enthusiasm snapping back into place. “You can take his seat for today.” She claps her hands and gestures towards a desk. “Please. Do sit down."<br>
<br>
You move to the desk she’s indicated, noting a familiar face already sitting at the desk next to you. Michelle. She flashes you a coy little smile as you step behind your chair. “This is a pleasant change from Dexter," she whispers.<br>
<Br>
Before you can stop yourself, you grin. It feels automatic in this body, but you recognise it as leering the moment it leaves your face. This is Emily’s best friend, you remind yourself, but something in you stirs by the way she looks up through her lashes.<br>
<br>
Taking your seat, you rest your hands on the bare wood. A few rows down, Logain grins as he folds a sheet into a paper plane, continuously refining it in his hands.<bR>
<br>
One or two stragglers slip in behind you before DeBussy swings the door shut and clasps her hands together, her smile widening.<Br>
<br>
<<ActionsHeader>>
<<link "Begin the lesson" "BusinessStudiesClass0">><<EventsCheckEnd "SchoolBusinessStudiesRoom" "BusinessStudiesClass">><<NPCKnown "DeBussy">><<NPCKnown "Logain">><</link>><br>
<<elseif $current.avatar is "Emily">>
Walking into the business studies class, you are greeted by Mrs. DeBussy, who stands just inside the room. She beams when she sees you. “Ah, Miss Phillips! Punctual as always! Same desk, same place. Take a seat.”<br>
<br>
<<Flag "Act2Started">>
<<if _FlagReturn is true>>
<<if $BusinessStudiesWard is undefined>>
<<QuestOptionCheck "Quest24" 0 "business_studies">>
<<if _QuestOptionCheck is true>>
You nod and walk over to the desk you sat at before, the typewriter and paper waiting for you. You wince, sensing the magic in the typewriter once more.<br>
<<else>>
You nod and walk over to the desk you sat at before, the typewriter and paper waiting for you. You have to fight to keep yourself from reacting. There, as if mocking you, is the sense of magic once more.<br>
<</if>>
<<elseif $BusinessStudiesWard is "NulifiedAll">>
You nod and walk over to the desk you sat at before, the typewriter and paper waiting for you. You smile, once again sensing no presence of magic in front of you.<br>
<<elseif $BusinessStudiesWard is "NulifiedSelf">>
You nod and walk over to the desk you sat at before, the typewriter and paper waiting for you. You smile. Whilst you can sense magic in the typewriters once more, you know it won't affect you.<br>
<</if>>
<br>
As you sit down you glance to the desk next to yours, seeing Logain folding paper into an aeroplane.<br>
<br>
After the other students filter in, Mrs. DeBussy closes the classroom door and turns to the class, smiling widely.<br>
<br>
<<ActionsHeader>>
<<link "Begin the lesson" "BusinessStudiesClass0">>
<<EventsCheckEnd "SchoolBusinessStudiesRoom" "BusinessStudiesClass">>
<<QuestOptionUnlock "Quest24" 0 "business_studies">>
<</link>>
<<else>>
You nod and walk over to the desk you sat at before, the typewriter and paper waiting for you. As you sit down you glance to the desk next to yours, seeing Logain folding paper into an aeroplane.<br>
<br>
After the other students filter in, Mrs. DeBussy closes the classroom door and turns to the class, smiling widely.<br>
<br>
<<ActionsHeader>>
<<link "Begin the lesson" "BusinessStudiesClass0">><<EventsCheckEnd "SchoolBusinessStudiesRoom" "BusinessStudiesClass">><</link>>
<</if>>
<<elseif $current.avatar is "Dennis">>
Entering the classroom, you almost collide with Mrs. DeBussy. “Ah, Master Mannet!” she greets you. "Good to see you again. Same desk, same place,” she trills, nodding you on with a flutter of her hand. “Desk five two. Chop-chop.”<br>
<Br>
You follow her direction and notice the difference immediately. The desk is bare except for a lined notepad and a blunt pencil resting at its centre. Glancing around the room, the divide is obvious. Every girl has been placed before a typewriter, a neat stack of paper beside it, their desks lined in tidy rows. The boys, by contrast, sit at plain desks like yours, empty of machines.<br>
<br>
<<Flag "Act2Started">>
<<if _FlagReturn is true>>
<<if $BusinessStudiesWard is undefined>>
<<QuestOptionCheck "Quest24" 0 "business_studies">>
<<if _QuestOptionCheck is true>>
Taking your seat, you set your hands on the bare wood. A few rows down, Logain smirks as he folds a sheet into a paper plane, continuously refining it in his hands. But your attention is taken by typewriters on the girls' desks. You know they contain magic once more.<br>
<<else>>
Taking your seat, you set your hands on the bare wood. A few rows down, Logain smirks as he folds a sheet into a paper plane, continuously refining it in his hands. But your attention is taken by typewriters on the girls' desks. Something curls in your stomach. You can't see it, but you know they contain magic once more.<br>
<</if>>
<<elseif $BusinessStudiesWard is "NulifiedAll">>
Taking your seat, you set your hands on the bare wood. A few rows down, Logain smirks as he folds a sheet into a paper plane, continuously refining it in his hands. You glance to the typewriters on the girls' desks, nervously smiling, knowing they once again won't affect the students.<br>
<<elseif $BusinessStudiesWard is "NulifiedSelf">>
Taking your seat, you set your hands on the bare wood. A few rows down, Logain smirks as he folds a sheet into a paper plane, continuously refining it in his hands. You glance to the typewriters on the girls' desks, nervously grinning. The girls in here will still be affected, in spite of your recent tampering with the curse.<br>
<</if>>
<br>
One or two stragglers slip in behind you before DeBussy swings the door shut and clasps her hands together, her smile widening.<br>
<br>
<<ActionsHeader>>
<<link "Begin the lesson" "BusinessStudiesClass0">>
<<EventsCheckEnd "SchoolBusinessStudiesRoom" "BusinessStudiesClass">>
<<QuestOptionUnlock "Quest24" 0 "business_studies">>
<</link>>
<<else>>
Taking your seat, you set your hands on the bare wood. A few rows down, Logain smirks as he folds a sheet into a paper plane, continuously refining it in his hands.<bR>
<Br>
One or two stragglers slip in behind you before DeBussy swings the door shut and clasps her hands together, her smile widening.<br>
<br>
<<ActionsHeader>>
<<link "Begin the lesson" "BusinessStudiesClass0">><<EventsCheckEnd "SchoolBusinessStudiesRoom" "BusinessStudiesClass">><</link>>
<</if>>
<<elseif $current.avatar is "Jake">>
Mrs. DeBussy is already beaming at the door when you step in, her voice bright enough to grate. “Welcome again!" She glances around the room before turning back to you. "Master Chester doesn’t appear to be attending today.” She leans in, whispering “Care to share where he might be?”<Br>
<br>
You shrug.<bR>
<Br>
“Never mind, then,” she trills, enthusiasm snapping back into place. “You can take his seat for today.” She claps her hands and gestures towards a desk. “Please. Do sit down."<br>
<br>
You move to the desk she’s indicated, noting a familiar face already sitting at the desk next to you. Michelle. She flashes you a coy little smile as you step behind your chair. “This is a pleasant change from Dexter," she whispers.<br>
<Br>
Before you can stop yourself, you grin. It feels automatic in this body, but you recognise it as leering the moment it leaves your face. This is Emily’s best friend, you remind yourself, but something in you stirs by the way she looks up through her lashes.<br>
<br>
<<Flag "Act2Started">>
<<if _FlagReturn is true>>
<<if $BusinessStudiesWard is undefined>>
<<QuestOptionCheck "Quest24" 0 "business_studies">>
<<if _QuestOptionCheck is true>>
Taking your seat, you set your hands on the bare wood. A few rows down, Logain smirks as he folds a sheet into a paper plane, continuously refining it in his hands. But your attention is taken by typewriters on the girls' desks. You know they contain magic once more.<br>
<<else>>
Taking your seat, you set your hands on the bare wood. A few rows down, Logain smirks as he folds a sheet into a paper plane, continuously refining it in his hands. But your attention is taken by typewriters on the girls' desks. Something curls in your stomach. You can't see it, but you know they contain magic once more.<br>
<</if>>
<<elseif $BusinessStudiesWard is "NulifiedAll">>
Taking your seat, you set your hands on the bare wood. A few rows down, Logain smirks as he folds a sheet into a paper plane, continuously refining it in his hands. You glance to the typewriters on the girls' desks, shrugging, knowing they once again won't affect the students.<br>
<<elseif $BusinessStudiesWard is "NulifiedSelf">>
Taking your seat, you set your hands on the bare wood. A few rows down, Logain smirks as he folds a sheet into a paper plane, continuously refining it in his hands. You glance to the typewriters on the girls' desks, grinning. The girls in here will still be affected, in spite of your recent tampering with the curse.<br>
<</if>>
<br>
One or two stragglers slip in behind you before DeBussy swings the door shut and clasps her hands together, her smile widening.<br>
<br>
<<ActionsHeader>>
<<link "Begin the lesson" "BusinessStudiesClass0">>
<<EventsCheckEnd "SchoolBusinessStudiesRoom" "BusinessStudiesClass">>
<<QuestOptionUnlock "Quest24" 0 "business_studies">>
<</link>>
<<else>>
Taking your seat, you rest your hands on the bare wood. A few rows down, Logain grins as he folds a sheet into a paper plane, continuously refining it in his hands.<bR>
<br>
One or two stragglers slip in behind you before DeBussy swings the door shut and clasps her hands together, her smile widening.<Br>
<br>
<<ActionsHeader>>
<<link "Begin the lesson" "BusinessStudiesClass0">><<EventsCheckEnd "SchoolBusinessStudiesRoom" "BusinessStudiesClass">><</link>>
<</if>>
<</if>>
<<case "BusinessStudiesAct2SpecialLesson">>
<br>
Walking into the business studies class, you are greeted by Mrs. DeBussy, who stands just inside the room. She beams when she sees you. "Ah, Miss Phillips! Please, take your seat. Although you won't be there for long. We have something special planned for today!"<br>
<br>
You nod and walk over to the desk you sat at before. The typewriter is waiting, but there is no sign of paper. Glancing over to the desk next to yours, Logain twizzles a pen monotonously between his fingers.<br>
<br>
After the other students filter in, Mrs. DeBussy closes the classroom door and turns to the class, smiling widely. "Welcome, class!" Mrs. DeBussy says with a shrill tone. "Today we'll be going on an excursion." She giggles to herself, unable to hold back her enthusiasm. "Isn't this exciting? A day out of our classroom!"<br>
<br>
She claps her hands together as each student pays attention with renewed interest. "Once you graduate, you'll be seen as adults in our wonderful town. Some of you will find jobs. Others may start a family. But whatever you do, you'll be expected to uphold our values and the way of life we hold dear."<br>
<br>
You look around the room to see the reaction, catching the look of Logain as you do so. He rolls his eyes without subtlety.<br>
<br>
"Part of belonging to a community is to give back," DeBussy continues, her enthusiasm untempered. "So, today we'll spend our lesson out in the sunshine, helping the upkeep of our beloved town centre. Isn't that exciting?"<br>
<br>
There is a murmur around the class. A perfect split of excitement and sighs.<br>
<br>
"Charlton thrives because everyone does their part," DeBussy adds, keeping her voice high. "Today you will learn that civic duty means knowing your role and doing it without complaint. So turn those frowns upside down. I'll see you all at the edges of the Town Square by the top of the hour. And if you need further encouragement, I'll be giving out badges for the Miss Charlton competition to girls who show their community spirit! Chantelle, why don't you lead the pack?"<br>
<br>
Chantelle Marks stands up and looks around the room. With different degrees of reluctance, the rest of the class stands. You see Logain catch your eye and shrug, then he too follows.<br>
<br>
The students file out of the classroom, following Chantelle. DeBussy stands next to the door, smiling as each student walks out.<br>
<br>
Faced with little choice, you stand and join the parade. DeBussy gives you a broad grin as you pass. "Remember Emily, show off your civic commitment and there'll be a reward for you!"<br>
<br>
<<ActionsHeader>>
<<link "Follow the students to the town square" "TownSquare">><<EventsCheckEnd "SchoolBusinessStudiesRoom" "BusinessStudiesAct2SpecialLesson">><<LocationKnown "TownSquare">><<EventTrigger "TownSquare" "BusinessStudiesCivicDuty" null null "Emily" null null null false>><</link>>
<</switch>><<CheckFirst "BusinessStudiesClass">>
<<if _CheckFirst is false and $current.avatar is "Emily" and $BusinessStudiesWard isnot "NulifiedSelf" and $BusinessStudiesWard isnot "NulifiedAll">>
“Welcome, class!” Mrs. DeBussy says with a shrill tone. “Today we shall continue with this term’s topic. Expectations in the workplace. Now I know you are all such students, but listen carefully and you might hear something that will be new. Even to you bright young things.”<br>
<br>
You glance around the room. She has everyone’s attention, at least.<br>
<br>
Turning back, you listen as Mrs. DeBussy continues her introduction. “In this lesson, we'll all learn how to perform the roles that you will gain when you leave Charlton. Many of my top students have gone on to be quite successful. I have no doubt that some of you will join them.”<br>
<br>
Her voice drops to a whisper, but her enthusiasm still shines through. “In business, you will find many of the skills employers expect are not those we would normally teach. Dictation and typing, for example, are of paramount importance. So today, you’re going to learn how it works. So each of you ladies, turn to the right of you. The men, turn to your left. And meet your study buddy for the day!”<br>
<br>
A creeping feeling rises up inside you. Turning to your left, you come face-to-face with a smirking man that you instantly recognise. Logain. <I>Your boss’s son.</i><br>
<br>
“Hey squirt,” he greets you, not letting his grin slip.<br>
<br>
Tall, muscular and lean, you notice his striking blue eyes looking back at you. You look away briefly, squirming slightly underneath his stare. He seems to relish in your discomfort. <br>
<br>
<<ActionsHeader>>
<<link "Listen to DeBussy’s instructions" "BusinessStudiesClass01">><</link>>
<<elseif _CheckFirst is false and $current.avatar is "Dennis" and $BusinessStudiesWard isnot "NulifiedSelf" and $BusinessStudiesWard isnot "NulifiedAll">>
“Welcome, class!” Mrs. DeBussy says with a shrill tone. “Today we shall continue with this term’s topic. Expectations in the workplace. Now I know you are all such students, but listen carefully and you might hear something that will be new. Even to you bright young things.”<br>
<br>
You glance around the room. She has everyone’s attention, at least.<br>
<br>
Turning back, you listen as Mrs. DeBussy continues her introduction. “In this lesson, we'll all learn how to perform the roles that you will gain when you leave Charlton. Many of my top students have gone on to be quite successful. I have no doubt that some of you will join them.”<br>
<br>
Her voice drops to a whisper, but her enthusiasm still shines through. “In business, you will find many of the skills employers expect are not those we would normally teach. Dictation and typing, for example, are of paramount importance. So today, you’re going to learn how it works. So each of you ladies, turn to the right of you. The men, turn to your left. And meet your study buddy for the day!”<br>
<br>
Around you, chairs scrape as the class shuffles into place. To your left, your partner waits. A mousy girl with fashionable glasses and a permanent twitch of irritation. Chantelle.<br>
<Br>
She rolls her eyes as you stand awkwardly behind her, fingers drumming the edge of her desk. It’s clear this isn’t the first time she’s been saddled with Dennis.<Br>
<br>
<<ActionsHeader>>
<<link "Listen to DeBussy’s instructions" "BusinessStudiesClass01">><</link>>
<<elseif _CheckFirst is false and $current.avatar is "Jake" and $BusinessStudiesWard isnot "NulifiedSelf" and $BusinessStudiesWard isnot "NulifiedAll">>
“Welcome, class!” Mrs. DeBussy says with a shrill tone. “Today we shall continue with this term’s topic. Expectations in the workplace. Now I know you are all such students, but listen carefully and you might hear something that will be new. Even to you bright young things.”<br>
<br>
You glance around the room. She has everyone’s attention, at least.<br>
<br>
Turning back, you listen as Mrs. DeBussy continues her introduction. “In this lesson, we'll all learn how to perform the roles that you will gain when you leave Charlton. Many of my top students have gone on to be quite successful. I have no doubt that some of you will join them.”<br>
<br>
Her voice drops to a whisper, but her enthusiasm still shines through. “In business, you will find many of the skills employers expect are not those we would normally teach. Dictation and typing, for example, are of paramount importance. So today, you’re going to learn how it works. So each of you ladies, turn to the right of you. The men, turn to your left. And meet your study buddy for the day!”<br>
<Br>
Around you, chairs scrape as the class shuffles into place. You stand up, standing behind Michelle. She looks over her shoulder, flashing you a smile. There's a noticeable attempt from her to lean back towards you in her chair.<br>
<br>
<<ActionsHeader>>
<<link "Listen to DeBussy’s instructions" "BusinessStudiesClass01">><</link>>
<<elseif $current.avatar is "Emily">>
“Welcome again!” DeBussy proclaims. “We are continuing with our dictation and typing lessons today. Since you all did such a good job last time, I can’t imagine you’ll need a reminder of what to do. So gentlemen, take your positions.”<br>
<br>
Chairs scrape across the floor as the boys stand up. You glance over at Logain, who gives you a smirk as he shrugs. He moves behind you and you feel his hands press down into the back of the chair, brushing against your back.<br>
<br>
“Ladies, look down at your typewriter. Let’s begin!”<br>
<br>
You look down at the white keys, hearing the chalk marking the blackboard at the front of the class. Hot air brushes past across your ear and you know Logain’s face is right next to yours.<br>
<br>
<<ActionsHeader>>
<<link "Type what Logain whispered to you" "BusinessStudiesClass01">><<set $BusinessStudiesClass01 to "Compliant">><<EmilyGrades 1>><<if $BusinessStudiesWard is undefined>><<Intelligence -1>><<Assertive -1>><</if>><</link>><br>
<<link "Type what you like" "BusinessStudiesClass01">><<EmilyGrades -1>><<Assertive 1>><<ChangeNPCrelationship "Logain" "Emily" 3>><<set $BusinessStudiesClass01 to "Resist">><</link>>
<<elseif $current.avatar is "Dennis">>
“Welcome again!” Mrs. DeBussy proclaims. “Today we continue with dictation and typing. Since last time went so well, I'm sure your best will exceed my expectations!”<Br>
<Br>
Around you, chairs scrape as the class shuffles into place. To your left, your partner waits. A mousy girl with fashionable glasses and a permanent twitch of irritation. Chantelle.<br>
<Br>
She rolls her eyes as you stand awkwardly behind her, fingers drumming the edge of her desk. It’s clear this isn’t the first time she’s been saddled with Dennis.<Br>
<br>
At the front, DeBussy takes up the chalk. “Now then. Gentlemen, you read aloud, clearly and carefully. Ladies, you type!”<Br>
<Br>
You lean in, ready to whisper the first line. But before the chalk has finished its first curve, Chantelle’s fingers are already hammering the keys.<br>
<Br>
<<if $BusinessStudiesWard is "NulifiedSelf" or $BusinessStudiesWard is undefined>>
You blink, startled, watching the words spill across the page as if she had seen them before they appeared. The typewriter’s keys glow faintly, each strike puffing with a haze of yellow light. You glance up at the board and note how her lines match DeBussy's perfectly.<Br>
<<else>>
You blink, startled, watching the words spill across the page as if she had seen them before they appeared. The shimmer on the keys is gone, but even so Chantelle seems to be typing before you can speak. She types faster than DeBussy can write, her expression intent and dismissive.<br>
<</if>>
<br>
When you try again with the next line, leaning closer to whisper, Chantelle swats the air near you with the back of her hand, yet never missing a key stroke.<br>
<br>
You stare, dumbfounded. This isn’t how it’s meant to work. She doesn’t need you at all. She isn’t just keeping pace. She’s outpacing the lesson.<BR>
<Br>
At the front, DeBussy beams at the sound of typebars clattering, utterly oblivious.<br>
<br>
<<ActionsHeader>>
<<link "Dictate different lines to Chantelle" "BusinessStudiesClass01">><<set $BusinessStudiesClass01 to "DennisResist">><<Assertive 1>><<Feminity -1>><</link>><br>
<<link "Relent and let her continue" "BusinessStudiesClass01">><<Assertive -1>><<set $BusinessStudiesClass01 to "DennisCompliant">><</link>>
<<elseif $current.avatar is "Jake">>
“Welcome again!” Mrs. DeBussy proclaims. “Today we continue with dictation and typing. Since last time went so well, I'm sure your best will exceed my expectations!”<Br>
<Br>
Around you, chairs scrape as the class shuffles into place. You stand up, standing behind Michelle. She looks over her shoulder, flashing you a smile. There's a noticeable attempt from her to lean back towards you in her chair.<br>
<br>
“Ready?” DeBussy sings at the board, chalk already scratching. “Clear and careful dictation, please.”<Br>
<Br>
Michelle’s fingers hover above the keys, poised. You begin to speak. She starts to type. Diligent and precise, every word you give her caught and hammered into the page without hesitation.<br>
<Br>
<<if $BusinessStudiesWard is "NulifiedSelf" or $BusinessStudiesWard is undefined>>
As you speak the words DeBussy scrawls on the blackboard, a quiet vacancy slides over Michelle's face. Her gaze dulls and her shoulders slack. She follows each of your sentences with machine regularity. Instruction. Response. Instruction. Response.<br>
<<else>>
As you speak the words DeBussy scrawls on the blackboard, Michelle stays bright and focused. She tucks a curl of strawberry hair behind her ear and waits for your next phrase, typing it without fuss. There's no glaze behind her eyes. Just careful attention and submission.<Br>
<</if>>
<br>
The realisation lands. Your words decide her rhythm. Your pauses become hers. She is sitting in front of you, small back straight, hands ready, waiting for what you say next. Power prickles under your skin. <i>It would be so easy to lean closer. To push. To see how far she would follow.</i><Br>
<Br>
You feel an urge rising. To take control. To mould. Morally, you know exactly what that would mean for her. But the habit in this body is loud inside of you, and it crowds your thoughts.<Br>
<br>
<<if $BusinessStudiesWard is "NulifiedSelf" or $BusinessStudiesWard is undefined>>You glance down at the vacant, waiting face she wears and see how simple it would be to make her a puppet on your strings.<Br>
<<else>>You glance down at the pretty, eager girl twining a curl between her fingers, waiting for your next line, and see how simple it would be to make her bend to your will.<Br><</if>>
<br>
<<ActionsHeader>>
<<link "Continue to follow DeBussy’s writings" "BusinessStudiesClass01">><<set $BusinessStudiesClass01 to "JakeCompliant">><<Greedy 1>><<Feminity -1>><</link>><br>
<<link "Whisper the opposite of the words to Michelle" "BusinessStudiesClass01">><<Greedy -1>><<set $BusinessStudiesClass01 to "JakeResist">><</link>>
<</if>><<switch $BusinessStudiesClass01>>
<<case undefined>>
<<if $current.avatar is "Emily">>
“Now,” DeBussy continues. “Gentlemen. I will write sentences on the board that you shall dictate to your counterpart. Ladies, you will type the exact words they say. As fast as you can, but without errors. Not that I expect many from you!”<br>
<br>
You look down at the typewriter. Despite its age, the layout is the same as a keyboard. At least you won’t struggle with this lesson.<br>
<br>
“If there are no questions,” DeBussy says. “Let us begin. Gentleman, please stand behind your receptionist for the day. Ladies, look down at your typewriter.”<br>
<br>
Chair legs scrape across the floor as the boys stand up. You focus on the typewriter in front of you, but feel Logain’s presence close to you. You bristle as you feel his hands rest on the back of your chair.<br>
<br>
You hear chalk scratching against the blackboard. Then, you feel Logain’s breath breeze across your ear. <br>
<br>
“A good secretary follows orders,” he whispers.<br>
<br>
Your eyes flick up to the front of the room. DeBussy stands to the side of the blackboard, where the sentence Logain uttered is written in stylish handwriting across the top of the board. She looks at you, expectantly.<br>
<br>
<<ActionsHeader>>
<<link "Type what Logain whispered to you" "BusinessStudiesClass01">><<set $BusinessStudiesClass01 to "Compliant">><<if $BusinessStudiesWard is undefined>><<Intelligence -1>><<Assertive -1>><</if>><</link>><br>
<<link "Type what you like" "BusinessStudiesClass01">><<EmilyGrades -1>><<Assertive 1>><<ChangeNPCrelationship "Logain" "Emily" 3>><<set $BusinessStudiesClass01 to "Resist">><</link>>
<<elseif $current.avatar is "Dennis">>
“Now,” DeBussy continues. “Gentlemen. I will write sentences on the board that you shall dictate to your counterpart. Ladies, you will type the exact words they say. As fast as you can, but without errors. Not that I expect many from you!”<br>
<Br>
You look down at Chantelle sitting in front of you. She stares attentively at DeBussy, seemingly consciously ignoring your presence behind her.<br>
<br>
“If there are no questions,” DeBussy says. “Let us begin. Gentleman, please ensure you're standing behind your receptionist for the day. Ladies, look down at your typewriter.”<br>
<br>
At the front, she takes up the chalk. “Now then. Gentlemen, you read aloud, clearly and carefully. Ladies, you type!”<Br>
<Br>
You lean in, ready to whisper the first line. But before the chalk has finished its first curve, Chantelle’s fingers are already hammering the keys.<br>
<Br>
<<if $BusinessStudiesWard is "NulifiedSelf" or $BusinessStudiesWard is undefined>>
You blink, startled, watching the words spill across the page as if she had seen them before they appeared. The typewriter’s keys glow faintly, each strike puffing with a haze of yellow light. You glance up at the board and note how her lines match DeBussy's perfectly.<Br>
<<else>>
You blink, startled, watching the words spill across the page as if she had seen them before they appeared. The shimmer on the keys is gone, but even so Chantelle seems to be typing before you can speak. She types faster than DeBussy can write, her expression intent and dismissive.<br>
<</if>>
<br>
When you try again with the next line, leaning closer to whisper, Chantelle swats the air near you with the back of her hand, yet never missing a key stroke.<br>
<br>
You stare, dumbfounded. This isn’t how it’s meant to work. She doesn’t need you at all. She isn’t just keeping pace. She’s outpacing the lesson.<BR>
<Br>
At the front, DeBussy beams at the sound of typebars clattering, utterly oblivious.<br>
<br>
<<ActionsHeader>>
<<link "Dictate different lines to Chantelle" "BusinessStudiesClass01">><<set $BusinessStudiesClass01 to "DennisResist">><<Assertive 1>><<Feminity -1>><</link>><br>
<<link "Relent and let her continue" "BusinessStudiesClass01">><<Assertive -1>><<set $BusinessStudiesClass01 to "DennisCompliant">><</link>>
<<elseif $current.avatar is "Jake">>
“Now,” DeBussy continues. “Gentlemen. I will write sentences on the board that you shall dictate to your counterpart. Ladies, you will type the exact words they say. As fast as you can, but without errors. Not that I expect many from you!”<br>
<Br>
You look down at Michelle sitting in front of you. She looks over her shoulder, flashing you a smile. There's a noticeable attempt from her to lean back towards you in her chair.<br>
<br>
“If there are no questions,” DeBussy says. “Let us begin. Gentleman, please ensure you're standing behind your receptionist for the day. Ladies, look down at your typewriter.”<br>
<br>
At the front, she takes up the chalk. “Now then. Gentlemen, you read aloud, clearly and carefully. Ladies, you type!”<Br>
<Br>
You hear chalk scratching against the blackboard. Michelle’s fingers hover above the keys, poised. You begin to speak. She starts to type. Diligent and precise, every word you give her caught and hammered into the page without hesitation.<br>
<Br>
<<if $BusinessStudiesWard is "NulifiedSelf" or $BusinessStudiesWard is undefined>>
As you speak the words DeBussy scrawls on the blackboard, a quiet vacancy slides over Michelle's face. Her gaze dulls and her shoulders slack. She follows each of your sentences with machine regularity. Instruction. Response. Instruction. Response.<br>
<<else>>
As you speak the words DeBussy scrawls on the blackboard, Michelle stays bright and focused. She tucks a curl of strawberry hair behind her ear and waits for your next phrase, typing it without fuss. There's no glaze behind her eyes. Just careful attention and submission.<Br>
<</if>>
<br>
The realisation lands. Your words decide her rhythm. Your pauses become hers. She is sitting in front of you, small back straight, hands ready, waiting for what you say next. Power prickles under your skin. <i>It would be so easy to lean closer. To push. To see how far she would follow.</i><Br>
<Br>
You feel an urge rising. To take control. To mould. Morally, you know exactly what that would mean for her. But the habit in this body is loud inside of you, and it crowds your thoughts.<Br>
<br>
<<if $BusinessStudiesWard is "NulifiedSelf" or $BusinessStudiesWard is undefined>>You glance down at the vacant, waiting face she wears and see how simple it would be to make her a puppet on your strings.<Br>
<<else>>You glance down at the pretty, eager girl twining a curl between her fingers, waiting for your next line, and see how simple it would be to make her bend to your will.<Br><</if>>
<br>
<<ActionsHeader>>
<<link "Continue to follow DeBussy’s writings" "BusinessStudiesClass01">><<set $BusinessStudiesClass01 to "JakeCompliant">><<Greedy 1>><<Feminity -1>><</link>><br>
<<link "Whisper the opposite of the words to Michelle" "BusinessStudiesClass01">><<Greedy -1>><<set $BusinessStudiesClass01 to "JakeResist">><</link>>
<</if>>
<<case "Compliant">>
<<CheckFirst "BusinessStudiesClass">>
<<if _CheckFirst is false and $BusinessStudiesWard isnot "NulifiedSelf" and $BusinessStudiesWard isnot "NulifiedAll">>
You look back down at the keyboard. Feeling like you have no choice, you type the sentence out on the keys and hit return.<br>
<br>
The sounds of chalk marking the blackboard fill the room. You still feel Logain’s breath on your skin, his face close to your ear. You inhale, softly.<br>
<br>
“Compliance is an appealing quality,” you hear Logain say softly. You can hear the smirk in his voice.<br>
<br>
Typing out the words again, you feel yourself relax into the comforting monotony of typing. At least in this class I am doing something that I enjoy, you think.<br>
<br>
You again hear the sound of chalk on board. Logain leans in closer, his lips almost touching your lobe. “Beauty is your greatest asset,” he murmurs.<br>
<br>
You giggle as his words tickle your ear. Your laugh sounds sweet. Feverish. You type the sentence out, trying to avoid mistakes with your dainty fingers.<br>
<br>
Logain continues to dictate to you for the rest of the lesson. You settle into the rhythm of typing exactly what he says. After a while, you barely acknowledge the words. The sensation of doing a good job gives satisfaction. And Logain’s sultry voice sends shivers down your spine.<br>
<br>
Too soon, DeBussy tells the class the lesson is complete and instructs the boys to return to their seats. You glance up at Logain, his lean and muscular frame moving away. With some disappointment, you notice once the lesson has ended he doesn’t pay attention to you.<br>
<br>
“Well done, Miss Phillips!” you hear DeBussy say from next to you, pulling your gaze from Logain. “You have a knack for this, I must say!”<br>
<br>
<<QuestState "Quest13">>
<<if _QuestState gte 1>>
DeBussy squats down next to you, meeting your eye. “In fact,” she says quietly. “I think you’d fit in nicely in an after school club I run. It’s for the most promising students in my classes. Very exclusive. If that takes your interest, do drop by after school!”<br>
<<else>>
DeBussy squats down next to you, meeting your eye. “In fact, I'll be keeping an eye on you. I like to help those promising students deserving of my attention.”<br>
<</if>>
<br>
The bell rings and students begin to pack up to leave. You follow suit, glancing at Logain as he’s leaving. He gives you a look, but doesn’t smile. <br>
<br>
Grabbing your own belongings, you make your way to the door.<br>
<br>
<<ActionsHeader>>
<<link "Leave the classroom" "SchoolCorridor">>
<<TimeChange>>
<<AddFirst "BusinessStudiesClass">>
<<set $BusinessStudiesClass01 to undefined>>
<<QuestState "Quest13">>
<<if _QuestState gte 1>><<QuestOptionUnlock "Quest13" 1 "debussy_club_access" "gte">><</if>>
<<QuestState "Quest5">>
<<if _QuestState is 2>><<QuestTracker "Quest13" 0>><<QuestTracker "Quest13" 1>><<QuestOptionUnlock "Quest5" 2 "business">>
<<else>><<QuestTracker "Quest13" 0>><</if>>
<</link>>
<<elseif $BusinessStudiesWard is "NulifiedSelf" or $BusinessStudiesWard is "NulifiedAll">>
Without hesitation you type what Logain said into your ear. Free of the curse, you recognise the words for what they are. Demeaning, sexist and shameful.<br>
<br>
Logain continues to dictate to you, but you find it easier to concentrate. You type fast and efficiently. His presence over your shoulders is still there, but you now find it intrusive and annoying. <br>
<br>
<<if $BusinessStudiesWard is "NulifiedSelf">>
With your increased speed, when you complete a sentence you have both the will and the time to look around the class. DeBussy watches, smiling. The rest of the class appears absorbed in the lesson.<br>
<br>
You notice some of the other girls shivering and smiling as their counterparts whisper into their ears. All of the boys have taken similar positions to Logain, firmly holding on to the backs of the girls' chairs, leaning over their shoulders and into their personal space.<br>
<<else>>
You find yourself completing each exercise quicker, giving you time to look up. Other girls sit quietly, they too having finished early. More interestingly, a number of them look over their shoulders, giving their counterpart dirty looks. One girl even swats a boy’s hands away from her chair.<br>
<</if>>
<br>
Not wanting to draw attention to yourself, you look back down at the typewriter and finish the lesson. When DeBussy calls for the class to stop, you sit back and relax. You feel Logain return to his seat.<br>
<br>
DeBussy walks down the aisle, glancing at the papers some girls have left in their typewriters. When she reaches you, she smiles.<br>
<br>
<<QuestOptionCheck "Quest13" 1 "debussy_club_access">><<QuestOptionCompleteCheck "Quest13" 1 "debussy_club_access">><<QuestState "Quest13">>
<<if _QuestOptionCheck is true or _QuestOptionCompleteCheck is true>>
"A stellar effort, once again," she says. “But what else would I expect from one of my most promising students."<br>
<<elseif _QuestState gte 1>>
“Well done, Miss Phillips!” she says. Then squats down to meet your eye. “In fact, I think you’d fit in nicely in an after school club I run. It’s for the most promising students in my classes. Very exclusive. If that takes your interest, do drop by after school!”<br>
<<else>>
“Well done, Miss Phillips!” she says. Then squats down to meet your eye. “In fact, I'll be keeping an eye on you. I like to help those promising students deserving of my attention.”<br>
<</if>>
<br>
The bell rings. You pack up your belongings and walk to the door.<br>
<br>
<<ActionsHeader>>
<<link "Leave the classroom" "SchoolCorridor">>
<<TimeChange>>
<<set $BusinessStudiesClass01 to undefined>>
<<QuestState "Quest13">>
<<if _QuestState gte 1>><<QuestOptionUnlock "Quest13" 1 "debussy_club_access" "gte">><</if>>
<</link>>
<<else>>
You hesitate only briefly, then begin to type what Logain said into your ear. You watch as the words appear on the paper in front of you, digesting them as you click your fingers on keys.<br>
<br>
The task might seem simple, you reflect, but after all you have been through there’s something therapeutic about it. You still find the words and sentences strange and demeaning, but you push away the thoughts. At least this is bringing you joy.<br>
<br>
You hear DeBussy continue to write things on the blackboard, which Logain dutifully dictates to you. After a while the words barely register. You glaze over, typing away, watching sentences appear on your paper that you don’t bother to read.<br>
<br>
What is also distracting you is the boy leaning very close to you. You shiver every time Logain whispers, his breath casting a wind against your skin. <br>
<br>
You can’t help but smile every time he does it. Your body reacts every time, a physical reaction as your sensitive flesh is tickled by his words. Fine hairs stand up on your arms. <br>
<br>
Another thought soon creeps up. There is something soothing about being told what to type. What to write. <I>What to do, you mean?</i><br>
<br>
Once again you grimace when DeBussy tells the class the lesson is complete and ask the boys to sit down. You watch Logain walk back to his desk, but note that he still doesn’t look back at you.<br>
<br>
<<QuestOptionCheck "Quest13" 1 "debussy_club_access">><<QuestOptionCompleteCheck "Quest13" 1 "debussy_club_access">><<QuestState "Quest13">>
<<if _QuestOptionCheck is true or _QuestOptionCompleteCheck is true>>
"A stellar effort, once again," she says. “But what else would I expect from one of my most promising students."<br>
<<elseif _QuestState gte 1>>
“Well done, Miss Phillips!” she says. Then squats down to meet your eye. “In fact, I think you’d fit in nicely in an after school club I run. It’s for the most promising students in my classes. Very exclusive. If that takes your interest, do drop by after school!”<br>
<<else>>
“Well done, Miss Phillips!” she says. Then squats down to meet your eye. “In fact, I'll be keeping an eye on you. I like to help those promising students deserving of my attention.”<br>
<</if>>
<br>
The bell rings and students start to pack up. You do the same, glancing at Logain as he’s leaving. He doesn’t look back.<br>
<br>
Picking up your satchel, you walk to the door.<br>
<br>
<<ActionsHeader>>
<<link "Leave the classroom" "SchoolCorridor">>
<<TimeChange>>
<<QuestState "Quest5">>
<<if _QuestState is 2>><<QuestTracker "Quest13" 0>><<QuestTracker "Quest13" 1>><<QuestOptionUnlock "Quest5" 2 "business">>
<<else>><<QuestTracker "Quest13" 0>><</if>>
<<set $BusinessStudiesClass01 to undefined>>
<<QuestState "Quest13">>
<<if _QuestState gte 1>><<QuestOptionUnlock "Quest13" 1 "debussy_club_access" "gte">><</if>>
<</link>>
<</if>>
<<case "Resist">>
<<CheckFirst "BusinessStudiesClass">>
<<if _CheckFirst is false and $BusinessStudiesWard isnot "NulifiedSelf" and $BusinessStudiesWard isnot "NulifiedAll">>
You look back down at the keyboard. A sly grin creeps over your face. You begin to type, ignoring the dictation Logain gave you.<br>
<br>
'A good secretary ignores her sleazy boss.'<br>
<br>
You hear a snigger echo into your ear. You glance up at DeBussy, who stares back at you and Logain. She gestures towards your typewriter and you look back down.<br>
<br>
The sounds of chalk marking the blackboard fill the room. You hear Logain again whisper into your ear, this time with a hint of pep to it. “Compliance is an appealing quality.”<br>
<br>
Grinning, you begin to type again. 'Compliance is only appealing to limp losers.'<br>
<br>
You feel Logain shaking with laughter, but this time he is silent. Then, more sounds of chalk against the blackboard.<br>
<br>
“Emily Phillips is a real cutie,” Logain murmurs in your ear.<br>
<br>
'Logain Thompson is an arrogant blowhard.'<br>
<br>
Your partner in crime continues to dictate to you for the rest of the lesson, telling you increasingly daring things to type. In turn, you write put-downs and retorts, denying him even the slightest compliance to his dictation.<br>
<br>
After some time, DeBussy tells the class the lesson is complete. As the boys return to their seats, you glance up at Logain, who is grinning at you. <br>
<br>
“I like a girl with spunk,” he purrs, before sitting back down.<br>
<br>
DeBussy walks around the office and you are quick to crumple up your paper and put it in the wastepaper bin at the side of your desk. She glances at you as she walks by, giving you a pleasant smile but says not a word.<br>
<br>
You gather your belongings together when the bell rings, briefly looking over to Logain as he does the same. He gives you a smirk as he leaves.<br>
<br>
With no reason to stay here, you finish packing up and leave yourself.<br>
<br>
<<ActionsHeader>>
<<link "Leave the classroom" "SchoolCorridor">>
<<TimeChange>>
<<AddFirst "BusinessStudiesClass">>
<<set $BusinessStudiesClass01 to undefined>>
<<QuestState "Quest5">>
<<if _QuestState is 2>><<QuestTracker "Quest13" 0>><<QuestTracker "Quest13" 1>><<QuestOptionUnlock "Quest5" 2 "business">>
<<else>><<QuestTracker "Quest13" 0>><</if>>
<</link>>
<<elseif $BusinessStudiesWard is "NulifiedSelf" or $BusinessStudiesWard is "NulifiedAll">>
<<Checkrelationship "Logain">>
<<if _relationship is 0>>
You smirk and begin to type. 'The only numbers you're good at is remembering the amount of girls who have rejected you.'<br>
<br>
Logain doesn't react. In fact, Logain barely pays you attention other than whispering into your ear. You glance up more than once and notice he's repeating exactly what is written on the whiteboard. <br>
<br>
Increasingly you type sentences that are far and away from what he's dictated, but nothing gets a rise out of him.<br>
<br>
<<if $BusinessStudiesWard is "NulifiedSelf">>
You also dare to look around the class in-between exercises. DeBussy is always watching, smiling. But the rest of the class appears absorbed in the lesson.<br>
<br>
You notice some of the other girls shivering and smiling as their counterparts whisper into their ears. All of the boys have taken similar positions to Logain, firmly holding on to the backs of the girls' chairs, leaning over their shoulders and into their personal space.<br>
<<else>>
You find yourself completing each exercise quicker, giving you time to look up. Other girls sit quietly, they too having finished early. More interestingly, a number of them look over their shoulders, giving their counterpart dirty looks. One girl even swats a boy’s hands away from her chair.<br>
<</if>>
<br>
When DeBussy tells the class to stop, you look back at Logain. He stares at you, blankly and coldly.<br>
<br>
His blue eyes are enough to make you shiver and you momentarily lose your bearings. Only when DeBussy draws right to your desk do you remember to throw your paper away in the bin, hiding your work.<br>
<br>
A few minutes later the bell rings. You gather your belongings. Logain leaves without saying a word.<br>
<<else>>
You smirk and begin to type. 'The only numbers you're good at is remembering the amount of girls who have rejected you.'<br>
<br>
Logain sniggers behind you. You don’t react, instead looking up and seeing the sexist sentence scrawled across the blackboard. You can’t control me now, you think.<br>
<br>
Throughout the lesson, Logain continues to whisper things into your ear. With each one you look up and note that he soon is drifting off-topic. Each time, you refuse to relent, writing back to him insults and jibes that flow into your mind.<br>
<br>
<<if $BusinessStudiesWard is "NulifiedSelf">>
You also dare to look around the class in-between exercises. DeBussy is always watching, smiling. But the rest of the class appears absorbed in the lesson.<br>
<br>
You notice some of the other girls shivering and smiling as their counterparts whisper into their ears. All of the boys have taken similar positions to Logain, firmly holding on to the backs of the girls' chairs, leaning over their shoulders and into their personal space.<br>
<<else>>
You find yourself completing each exercise quicker, giving you time to look up. Other girls sit quietly, they too having finished early. More interestingly, a number of them look over their shoulders, giving their counterpart dirty looks. One girl even swats a boy’s hands away from her chair.<br>
<</if>>
<br>
When DeBussy tells the class to stop, you look back at Logain, noting him grinning at you. <br>
<br>
“Pleasure as always, squirt,” he says. “Maybe I should attend classes more.”<br>
<br>
Aware of what you’ve written, you quickly scrunch up your typing and drop it in the bin. You smile at DeBussy as passes. She matches it and walks by.<br>
<br>
A few minutes later the bell rings. You gather your belongings, not acknowledging Logain watching you with interest.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Leave the classroom" "SchoolCorridor">><<TimeChange>><<set $BusinessStudiesClass01 to undefined>><<AddFirst "BusinessStudiesClass">><</link>>
<<else>>
<<Checkrelationship "Logain">>
<<if _relationship is 0>>
You run your eyes over your keyboard and grin. You start to hit keys, ignoring the words Logain said to you.<br>
<br>
'The only thing men can lead is how to get to a bar. When it comes to numbers, they tend to exaggerate.'<br>
<br>
Logain doesn't react. You look up and glance behind him. He purposefully doesn't meet your eyes.<br>
<br>
The rest of the lesson follows in a similar fashion. You hear DeBussy marking the blackboard and then Logain murmurs something to you. Glancing up, he's monotonously parroting back what's written.<br>
<br>
You try a few lines off-piece, but he doesn't respond.
<br>
DeBussy soon tells the class that you’ve completed today’s exercise. The boys begin to move back to their seats. You look to Logain behind you. He stares back with disinterest.<br>
<br>
Placing your typed pages into the wastepaper bin by your desk, you give DeBussy a pleasant smile as she walks by. She returns it, but passes you without a word.<br>
<br>
Minutes later the bell rings. You stand up and gather your belongings.<br>
<br>
<<ActionsHeader>>
<<link "Leave the classroom" "SchoolCorridor">><<TimeChange>><<AddFirst "BusinessStudiesClass">><<set $BusinessStudiesClass01 to undefined>><</link>>
<<else>>
You run your eyes over your keyboard and grin. You start to hit keys, ignoring the words Logain said to you.<br>
<br>
'The only thing men can lead is how to get to a bar. When it comes to numbers, they tend to exaggerate.'<br>
<br>
You hear Logain snort behind you. You glance up to see DeBussy watching. You give her a slight shrug and return your attention to the typewriter.<br>
<br>
The rest of the lesson follows in a similar fashion. You hear DeBussy marking the blackboard and then Logain murmurs something to you. More and more, you grow sceptical that what he’s saying has any relation to what the teacher is writing.<br>
<br>
“Fancy some alcoholic-fuelled fun this evening?” Logain at one point whispers to you.<br>
<br>
'No thanks.' you type. 'Watching you throw up after trying to drink hooch would give me the ick.'<br>
<br>
DeBussy soon tells the class that you’ve completed today’s exercise. The boys begin to move back to their seats. You look to Logain behind you. He is grinning.<br>
<br>
“You’re fun, squirt,” he tells you. “I like it.”<br>
<br>
Placing your typed pages into the wastepaper bin by your desk, you give DeBussy a pleasant smile as she walks by. She returns it, but passes you without a word.<br>
<br>
Minutes later the bell rings. You stand up and gather your belongings, trying not to acknowledge Logain smiling as he watches you.<br>
<br>
<<ActionsHeader>>
<<link "Leave the classroom" "SchoolCorridor">>
<<TimeChange>>
<<AddFirst "BusinessStudiesClass">>
<<set $BusinessStudiesClass01 to undefined>>
<<QuestState "Quest5">>
<<if _QuestState is 2>><<QuestTracker "Quest13" 0>><<QuestTracker "Quest13" 1>><<QuestOptionUnlock "Quest5" 2 "business">>
<<else>><<QuestTracker "Quest13" 0>><</if>>
<</link>>
<</if>>
<</if>>
<<case "DennisCompliant">>
<<CheckFirst "BusinessStudiesClass">>
<<if _CheckFirst is false and $BusinessStudiesWard isnot "NulifiedSelf" and $BusinessStudiesWard isnot "NulifiedAll">>
You lean in, but Chantelle’s hand flicks you away again, her fingers clattering at the keys without pause. The words DeBussy writes flow straight onto the page, no need for you at all.<Br>
<bR>
At first you hover there, trying again to speak the words on the board once or twice, but she ignores you each time. Her focus is absolute, as though you don’t exist.<Br>
<br>
DeBussy’s chalk keeps scratching. You read the words from the board, almost to yourself. “Diligence and obedience are desired qualities in secretaries.” Chantelle types every word flawlessly before you even mutter them.<Br>
<bR>
You stand back, letting her continue. The more she types, the clearer it becomes. She doesn’t need you. Your role of a boss is redundant. Her eyes glaze over, focusing on the keys. But in spite of her slackened posture, she continues quickly and efficiently. She could outpace the lesson on her own.<Br>
<Br>
By the time the bell rings, she looks blank but satisfied, her paper stacked neatly with page after page of perfect transcription. You, by contrast, feel diminished. You barely spoke. You barely mattered.<br>
<br>
“Well done, Chantelle!” you hear DeBussy say from next to you. “I expected nothing else from you.”<br>
<br>
She doesn't even look at you. Just shares a look with Chantelle, who smiles knowingly back at her. "Thank you, Miss."<bR>
<br>
Walking out of the classroom, you can still hear the rhythm of her keys echoing in your mind.<br>
<br>
<<ActionsHeader>>
<<link "Leave the classroom" "SchoolCorridor">><<TimeChange>><<AddFirst "BusinessStudiesClass">><<set $BusinessStudiesClass01 to undefined>><</link>>
<<elseif $BusinessStudiesWard is "NulifiedSelf" or $BusinessStudiesWard is "NulifiedAll">>
You lean in, but Chantelle’s hand flicks you away again, her fingers clattering at the keys without pause. The words DeBussy writes flow straight onto the page, no need for you at all.<Br>
<bR>
At first you hover there, trying again to speak the words on the board once or twice, but she ignores you each time. Her focus is absolute, as though you don’t exist.<Br>
<br>
DeBussy’s chalk keeps scratching. You read the words from the board, almost to yourself. “Diligence and obedience are desired qualities in secretaries.” Chantelle types every word flawlessly before you even mutter them.<Br>
<bR>
<<if $BusinessStudiesWard is "NulifiedAll">>
You stand back, letting her continue. The more she types, the clearer it becomes. She doesn’t need you. Your role of a boss is redundant. Her eyes are sharp and present, focusing on the keys. Yet in spite of being alert, she continues with the lesson without question. She could outpace the lesson on her own.<Br>
<Br>
By the time the bell rings, she looks smug and satisfied, her paper stacked neatly with page after page of perfect transcription. You, by contrast, feel diminished. You barely spoke. You barely mattered.<br>
<<else>>
You stand back, letting her continue. The more she types, the clearer it becomes. She doesn’t need you. Your role of a boss is redundant. Her eyes glaze over, focusing on the keys. But in spite of her slackened posture, she continues quickly and efficiently. She could outpace the lesson on her own.<Br>
<Br>
By the time the bell rings, she looks blank but satisfied, her paper stacked neatly with page after page of perfect transcription. You, by contrast, feel diminished. You barely spoke. You barely mattered.<br>
<</if>>
<br>
“Well done, Chantelle!” you hear DeBussy say from next to you. “I expected nothing else from you.”<br>
<br>
She doesn't even look at you. Just shares a look with Chantelle, who smiles knowingly back at her. "Thank you, Miss."<bR>
<br>
Walking out of the classroom, you can still hear the rhythm of her keys echoing in your mind.<br>
<br>
<<ActionsHeader>>
<<link "Leave the classroom" "SchoolCorridor">><<TimeChange>><<AddFirst "BusinessStudiesClass">><<set $BusinessStudiesClass01 to undefined>><</link>>
<<else>>
You lean in, but Chantelle’s hand flicks you away again, her fingers clattering at the keys without pause. The words DeBussy writes flow straight onto the page, no need for you at all.<Br>
<bR>
At first you hover there, trying again to speak the words on the board once or twice, but she ignores you each time. Her focus is absolute, as though you don’t exist.<Br>
<br>
DeBussy’s chalk keeps scratching. You read the words from the board, almost to yourself. “Diligence and obedience are desired qualities in secretaries.” Chantelle types every word flawlessly before you even mutter them.<Br>
<bR>
You stand back, letting her continue. The more she types, the clearer it becomes. She doesn’t need you. Your role of a boss is redundant. Her eyes glaze over, focusing on the keys. But in spite of her slackened posture, she continues quickly and efficiently. She could outpace the lesson on her own.<Br>
<Br>
By the time the bell rings, she looks blank but satisfied, her paper stacked neatly with page after page of perfect transcription. You, by contrast, feel diminished. You barely spoke. You barely mattered.<br>
<br>
“Well done, Chantelle!” you hear DeBussy say from next to you. “I expected nothing else from you.”<br>
<br>
She doesn't even look at you. Just shares a look with Chantelle, who smiles knowingly back at her. "Thank you, Miss."<bR>
<br>
Walking out of the classroom, you can still hear the rhythm of her keys echoing in your mind.<br>
<bR>
<<ActionsHeader>>
<<link "Leave the classroom" "SchoolCorridor">><<TimeChange>><<AddFirst "BusinessStudiesClass">><<set $BusinessStudiesClass01 to undefined>><</link>>
<</if>>
<<case "DennisResist">>
<<CheckFirst "BusinessStudiesClass">>
<<if _CheckFirst is false and $BusinessStudiesWard isnot "NulifiedSelf" and $BusinessStudiesWard isnot "NulifiedAll">>
DeBussy scrawls another across the board in her looping handwriting. 'Thinking is bad for business. Compliance is good.'<Br>
<Br>
Chantelle is already hammering at the keys before the chalk even leaves the board. You lean closer, lips by her ear. “No," you murmur. "Type this instead. The boss decides what matters."<Br>
<br>
Her fingers falter. She glances between you and the board. “That’s not what she wrote.”<Br>
<br>
You grin and repeat it slower, deliberate, each word pressed like a command. “The boss decides what matters.”<bR>
<Br>
Chantelle stiffens. “I’m not writ -”<bR>
<Br>
“Miss Marks,” DeBussy interrupts, turning sweetly from the board. “Is something wrong?”<br>
<br>
All eyes swing toward you both. Chantelle swallows. “Please, Miss, I cannot tell a lie. Dennis is changing what you are writing.”<Br>
<bR>
DeBussy’s smile hardens at the corners. “Good secretaries follow orders, Chantelle. And the lesson is simple. Transcribe what Master Mannet dictates. A secretary does not think. She obeys.”<br>
<Br>
Chantelle’s mouth falls open. She looks between you and the teacher, but the room waits only for her fingers.<BR>
<Br>
When you lean in and whisper again. “The boss decides what matters." Chantelle hesitates only a moment before typing the words.<br>
<Br>
The next line appears on the board. “A woman’s duty is to repeat, not to lead.”<Br>
<Br>
You murmur. “The boss commands, the secretary complies.”<br>
<br>
Her knuckles whiten on the keys, but she types your words instead.<br>
<Br>
Line after line, you bend the exercise. Chantelle grimaces, then falters, then finally types only when you speak. By the end of the lesson, her scowls have melted away. She looks dazed, pliant, moving only when prompted.<Br>
<Br>
The bell rings. DeBussy beams at the class and waves them out. Chantelle gathers her papers, then glances up at you with a faint, vacant smile. As if waiting for her next instruction.<Br>
<Br>
"You're dismissed," you mutter. And Chantelle nods, walking out.<Br>
<br>
<<ActionsHeader>>
<<link "Leave the classroom" "SchoolCorridor">><<TimeChange>><<AddFirst "BusinessStudiesClass">><<set $BusinessStudiesClass01 to undefined>><</link>>
<<elseif $BusinessStudiesWard is "NulifiedSelf" or $BusinessStudiesWard is "NulifiedAll">>
DeBussy scrawls another across the board in her looping handwriting. 'Thinking is bad for business. Compliance is good.'<Br>
<Br>
Chantelle is already hammering at the keys before the chalk even leaves the board. You lean closer, lips by her ear. “No," you murmur. "Type this instead. The boss decides what matters."<Br>
<br>
Her fingers falter. She glances between you and the board. “That’s not what she wrote.”<Br>
<br>
You grin and repeat it slower, deliberate, each word pressed like a command. “The boss decides what matters.”<bR>
<Br>
Chantelle stiffens. “I’m not writ -”<bR>
<Br>
“Miss Marks,” DeBussy interrupts, turning sweetly from the board. “Is something wrong?”<br>
<br>
All eyes swing toward you both. Chantelle swallows. “Please, Miss, I cannot tell a lie. Dennis is changing what you are writing.”<Br>
<bR>
DeBussy’s smile hardens at the corners. “Good secretaries follow orders, Chantelle. And the lesson is simple. Transcribe what Master Mannet dictates. A secretary does not think. She obeys.”<br>
<Br>
Chantelle’s mouth falls open. She looks between you and the teacher, but the room waits only for her fingers.<BR>
<Br>
When you lean in and whisper again. “The boss decides what matters." Chantelle hesitates only a moment before typing the words.<br>
<Br>
The next line appears on the board. “A woman’s duty is to repeat, not to lead.”<Br>
<Br>
You murmur. “The boss commands, the secretary complies.”<br>
<br>
Her knuckles whiten on the keys, but she types your words instead.<br>
<Br>
<<if $BusinessStudiesWard is "NulifiedSelf">>
Line after line, you bend the exercise. Chantelle grimaces, then falters, then finally types only when you speak. By the end of the lesson, her scowls have melted away. She looks dazed, pliant, moving only when prompted.<Br>
<Br>
The bell rings. DeBussy beams at the class and waves them out. Chantelle gathers her papers, then glances up at you with a faint, vacant smile. As if waiting for her next instruction.<Br>
<Br>
"You're dismissed," you mutter. And Chantelle nods, walking out.<Br>
<<else>>
Line after line, you bend the exercise. Chantelle grimaces, then falters, then finally types only when you speak. By the end of the lesson, although her scowls remain she doesn't touch a key until you have finished speaking.<Br>
<Br>
The bell rings. DeBussy beams at the class and waves them out. Chantelle gathers her papers, then glances up at you with a scowl.<Br>
<Br>
"You're dismissed," you tell her. And Chantelle glares at you, but walks out.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Leave the classroom" "SchoolCorridor">><<AddFirst "BusinessStudiesClass">><<TimeChange>><<set $BusinessStudiesClass01 to undefined>><</link>>
<<else>>
DeBussy scrawls another across the board in her looping handwriting. 'Thinking is bad for business. Compliance is good.'<Br>
<Br>
Chantelle is already hammering at the keys before the chalk even leaves the board. You lean closer, lips by her ear. “No," you murmur. "Type this instead. The boss decides what matters."<Br>
<br>
Her fingers falter. She glances between you and the board. “That’s not what she wrote.”<Br>
<br>
You grin and repeat it slower, deliberate, each word pressed like a command. “The boss decides what matters.”<bR>
<Br>
Chantelle stiffens. “I’m not writ -”<bR>
<Br>
“Miss Marks,” DeBussy interrupts, turning sweetly from the board. “Is something wrong?”<br>
<br>
All eyes swing toward you both. Chantelle swallows. “Please, Miss, I cannot tell a lie. Dennis is changing what you are writing.”<Br>
<bR>
DeBussy’s smile hardens at the corners. “Good secretaries follow orders, Chantelle. And the lesson is simple. Transcribe what Master Mannet dictates. A secretary does not think. She obeys.”<br>
<Br>
Chantelle’s mouth falls open. She looks between you and the teacher, but the room waits only for her fingers.<BR>
<Br>
When you lean in and whisper again. “The boss decides what matters." Chantelle hesitates only a moment before typing the words.<br>
<Br>
The next line appears on the board. “A woman’s duty is to repeat, not to lead.”<Br>
<Br>
You murmur. “The boss commands, the secretary complies.”<br>
<br>
Her knuckles whiten on the keys, but she types your words instead.<br>
<Br>
Line after line, you bend the exercise. Chantelle grimaces, then falters, then finally types only when you speak. By the end of the lesson, her scowls have melted away. She looks dazed, pliant, moving only when prompted.<Br>
<Br>
The bell rings. DeBussy beams at the class and waves them out. Chantelle gathers her papers, then glances up at you with a faint, vacant smile. As if waiting for her next instruction.<Br>
<Br>
"You're dismissed," you mutter. And Chantelle nods, walking out.<Br>
<br>
<<ActionsHeader>>
<<link "Leave the classroom" "SchoolCorridor">><<TimeChange>><<AddFirst "BusinessStudiesClass">><<set $BusinessStudiesClass01 to undefined>><</link>>
<</if>>
<<case "JakeCompliant">>
<<CheckFirst "BusinessStudiesClass">>
<<if _CheckFirst is false and $BusinessStudiesWard isnot "NulifiedSelf" and $BusinessStudiesWard isnot "NulifiedAll">>
You keep your eyes on the board and your voice steady, giving Michelle each line as DeBussy scrawls it. She types exactly what you say, her fingers clattering across the keys in neat rhythm.<br>
<br>
Her eyes glaze as the minutes pass. The sound of the keys is unbroken, mechanical, her face slack and vacant as she follows your voice without pause. She is an echo, nothing more. Your words literally command her hands.<br>
<br>
You continue to parrot back DeBussy's lines to her, watching her brain visibly digest them as she types. “Diligence and obedience are desired qualities in secretaries," you whisper. The clapping of keys precedes the words appearing on her page.<Br>
<Br>
<I>Isn't it intoxicating, to hold her in your grasp?</i><br>
<Br>
The bell finally rings. Michelle blinks, as if surfacing from a dream, then tilts her face up to you with a soft smile that still holds a trace of vacancy. “I think I lost track of time,” she says gently. “Did I do good?”<bR>
<bR>
The answer slips out before you can stop it. “Yes. Good girl.”<Br>
<br>
She smiles again, coy but grateful, and you feel the weight of what you’ve just done.<Br>
<Br>
At the front of the room, Mrs. DeBussy beams over the fading clatter of typewriters. “Well done, class. Fine dictation today!”<Br>
<Br>
Her oblivious cheer carries over you both, but the lesson leaves its mark all the same. Michelle grins back up at you, watching with longing.<Br>
<br>
<<ActionsHeader>>
<<link "Leave the classroom" "SchoolCorridor">><<TimeChange>><<AddFirst "BusinessStudiesClass">><<set $BusinessStudiesClass01 to undefined>><</link>>
<<elseif $BusinessStudiesWard is "NulifiedSelf" or $BusinessStudiesWard is "NulifiedAll">>
You keep your eyes on the board and your voice steady, giving Michelle each line as DeBussy scrawls it. She types exactly what you say, her fingers clattering across the keys in neat rhythm.<br>
<br>
<<if $BusinessStudiesWard is "NulifiedAll">>
Her eyes glaze as the minutes pass. The sound of the keys is unbroken, mechanical, her face slack and vacant as she follows your voice without pause. She is an echo, nothing more. Your words literally command her hands.<br>
<br>
You continue to parrot back DeBussy's lines to her, watching her brain visibly digest them as she types. “Diligence and obedience are desired qualities in secretaries," you whisper. The clapping of keys precedes the words appearing on her page.<Br>
<Br>
<I>Isn't it intoxicating, to hold her in your grasp?</i><br>
<Br>
The bell finally rings. Michelle blinks, as if surfacing from a dream, then tilts her face up to you with a soft smile that still holds a trace of vacancy. “I think I lost track of time,” she says gently. “Did I do good?”<bR>
<bR>
The answer slips out before you can stop it. “Yes. Good girl.”<Br>
<br>
She smiles again, coy but grateful, and you feel the weight of what you’ve just done.<Br>
<Br>
At the front of the room, Mrs. DeBussy beams over the fading clatter of typewriters. “Well done, class. Fine dictation today!”<Br>
<Br>
Her oblivious cheer carries over you both, but the lesson leaves its mark all the same. Michelle grins back up at you, watching with longing.<Br>
<<else>>
She remains sharp, glancing up and then waiting on your dictation with an almost eager attentiveness. A curl of strawberry hair slips down by her cheek, and she idly twirls it between lines, but her fingers never falter. She follows you word for word.<Br>
<Br>
You continue to parrot back DeBussy's lines to her, watching her type as if her response to your words were part of a game you are playing. “Diligence and obedience are desired qualities in secretaries," you whisper. The clapping of keys precedes the words appearing on her page.<Br>
<Br>
She doesn't even need the curse to take pleasure in obeying you anymore.<br>
<br>
The bell finally rings. Michelle turns in her seat, lips curved in a grin. “That was fun,” she murmurs. “I much prefer you to Chester.”<Br>
<BR>
You hear yourself answer before you can think. “I bet you do.”<Br>
<Br>
She titters, eyes gleaming as they linger on you, and you hate yourself for it.<Br>
<Br>
At the front of the room, Mrs. DeBussy beams over the fading clatter of typewriters. “Well done, class. Fine dictation today!”<Br>
<Br>
Her oblivious cheer carries over you both, but the lesson leaves its mark all the same.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Leave the classroom" "SchoolCorridor">><<AddFirst "BusinessStudiesClass">><<TimeChange>><<set $BusinessStudiesClass01 to undefined>><</link>>
<<else>>
You keep your eyes on the board and your voice steady, giving Michelle each line as DeBussy scrawls it. She types exactly what you say, her fingers clattering across the keys in neat rhythm.<br>
<br>
Her eyes glaze as the minutes pass. The sound of the keys is unbroken, mechanical, her face slack and vacant as she follows your voice without pause. She is an echo, nothing more. Your words literally command her hands.<br>
<br>
You continue to parrot back DeBussy's lines to her, watching her brain visibly digest them as she types. “Diligence and obedience are desired qualities in secretaries," you whisper. The clapping of keys precedes the words appearing on her page.<Br>
<Br>
<I>Isn't it intoxicating, to hold her in your grasp?</i><br>
<Br>
The bell finally rings. Michelle blinks, as if surfacing from a dream, then tilts her face up to you with a soft smile that still holds a trace of vacancy. “I think I lost track of time,” she says gently. “Did I do good?”<bR>
<bR>
The answer slips out before you can stop it. “Yes. Good girl.”<Br>
<br>
She smiles again, coy but grateful, and you feel the weight of what you’ve just done.<Br>
<Br>
At the front of the room, Mrs. DeBussy beams over the fading clatter of typewriters. “Well done, class. Fine dictation today!”<Br>
<Br>
Her oblivious cheer carries over you both, but the lesson leaves its mark all the same. Michelle grins back up at you, watching with longing.<Br>
<bR>
<<ActionsHeader>>
<<link "Leave the classroom" "SchoolCorridor">><<AddFirst "BusinessStudiesClass">><<TimeChange>><<set $BusinessStudiesClass01 to undefined>><</link>>
<</if>>
<<case "JakeResist">>
<<CheckFirst "BusinessStudiesClass">>
<<if _CheckFirst is false and $BusinessStudiesWard isnot "NulifiedSelf" and $BusinessStudiesWard isnot "NulifiedAll">>
DeBussy scrawls another across the board in her looping handwriting. 'The secretary must keep her notes tidy at all times.'<Br>
<Br>
Michelle sits straight, fingers poised over the keys. You lean closer, lowering your voice. "The secretary must question the notes she is given.”<Br>
<bR>
Her shoulders give the faintest twitch. Then her hands start clattering, obediently typing what you’ve whispered instead of what’s on the board.<Br>
<Br>
DeBussy’s chalk moves on. 'A young lady’s duty is to be clear, accurate, and quick.'<br>
<Br>
You murmur in her ear. “A young lady’s duty is to speak her mind clearly.”<Br>
<Br>
Michelle hesitates a heartbeat longer this time. Then, cheeks faintly flushed, she types your words. The lines on her page are already diverging from the lesson, but she follows.<Br>
<bR>
DeBussy scribbles happily, oblivious. 'The employer speaks, the employee records.'<br>
<br>
You shake your head and whisper. “The employer and the employee both deserve to be heard.”<bR>
<br>
Michelle's typewriter clatters under her fingers, striking out a rhythm that doesn’t match the chalk above. Her eyes are glassy, her movements automatic. She types your words without thought, vacant as she obeys. She has no idea she’s subverting the lesson, only that she is following your voice.<br>
<br>
The lesson drones on in this way, your words pulling Michelle further from the board. She never protests. She never refuses. She just listens, and types.
<Br>
The bell rings.<br>
<br>
Michelle blinks, surfacing slowly from her daze. She turns to you with a soft smile. “That was… different,” she murmurs. Her face is calm, almost vacant. “I hope I did that right.”<Br>
<bR>
The words slip from your mouth before you can stop them. “You did exactly what I told you.”<Br>
<Br>
She smiles faintly, appreciative in her blank way. A hollow satisfaction prickles at the edge of your thoughts.<br>
<br>
At the front, DeBussy claps her hands together, utterly oblivious. “Well done, class! Such neat and proper work.”<br>
<Br>
Her praise washes over the room, blind to what you’ve really done.<Br>
<br>
<<ActionsHeader>>
<<link "Leave the classroom" "SchoolCorridor">><<AddFirst "BusinessStudiesClass">><<TimeChange>><<set $BusinessStudiesClass01 to undefined>><</link>>
<<elseif $BusinessStudiesWard is "NulifiedSelf" or $BusinessStudiesWard is "NulifiedAll">>
DeBussy scrawls another across the board in her looping handwriting. 'The secretary must keep her notes tidy at all times.'<Br>
<Br>
Michelle sits straight, fingers poised over the keys. You lean closer, lowering your voice. "The secretary must question the notes she is given.”<Br>
<bR>
Her shoulders give the faintest twitch. Then her hands start clattering, obediently typing what you’ve whispered instead of what’s on the board.<Br>
<Br>
DeBussy’s chalk moves on. 'A young lady’s duty is to be clear, accurate, and quick.'<br>
<Br>
You murmur in her ear. “A young lady’s duty is to speak her mind clearly.”<Br>
<Br>
Michelle hesitates a heartbeat longer this time. Then, cheeks faintly flushed, she types your words. The lines on her page are already diverging from the lesson, but she follows.<Br>
<bR>
DeBussy scribbles happily, oblivious. 'The employer speaks, the employee records.'<br>
<br>
You shake your head and whisper. “The employer and the employee both deserve to be heard.”<bR>
<br>
<<if $BusinessStudiesWard is "NulifiedSelf">>
Michelle's typewriter clatters under her fingers, striking out a rhythm that doesn’t match the chalk above. Her eyes are glassy, her movements automatic. She types your words without thought, vacant as she obeys. She has no idea she’s subverting the lesson, only that she is following your voice.<br>
<br>
The lesson drones on in this way, your words pulling Michelle further from the board. She never protests. She never refuses. She just listens, and types.<Br>
<Br>
The bell rings.<br>
<br>
Michelle blinks, surfacing slowly from her daze. She turns to you with a soft smile. “That was… different,” she murmurs. Her face is calm, almost vacant. “I hope I did that right.”<Br>
<bR>
The words slip from your mouth before you can stop them. “You did exactly what I told you.”<Br>
<Br>
She smiles faintly, appreciative in her blank way. A hollow satisfaction prickles at the edge of your thoughts.<br>
<<else>>
Michelle's typewriter clatters under her fingers, striking out a rhythm that doesn’t match the chalk above. Her eyes dart to the board, then back down to the page, a flicker of nervous laughter in her breath. But she still follows, her hands keeping pace with your whispered subversions.<br>
<Br>
The lesson drones on in this way, your words pulling Michelle further from the board. She never protests. She never refuses. She just listens, and types.<BR>
<bR>
The bell rings.<Br>
<br>
Michelle looks up at you with a coy little grin. “I didn’t realise you were such a feminist,” she teases lightly, eyes glinting with interest. You smile back despite yourself, a rare warmth rising in your chest. For once, you feel like you’ve done the right thing.<Br>
<</if>>
<br>
At the front, DeBussy claps her hands together, utterly oblivious. “Well done, class! Such neat and proper work.”<br>
<Br>
Her praise washes over the room, blind to what you’ve really done.<Br>
<bR>
<<ActionsHeader>>
<<link "Leave the classroom" "SchoolCorridor">><<AddFirst "BusinessStudiesClass">><<TimeChange>><<set $BusinessStudiesClass01 to undefined>><</link>>
<<else>>
DeBussy scrawls another across the board in her looping handwriting. 'The secretary must keep her notes tidy at all times.'<Br>
<Br>
Michelle sits straight, fingers poised over the keys. You lean closer, lowering your voice. "The secretary must question the notes she is given.”<Br>
<bR>
Her shoulders give the faintest twitch. Then her hands start clattering, obediently typing what you’ve whispered instead of what’s on the board.<Br>
<Br>
DeBussy’s chalk moves on. 'A young lady’s duty is to be clear, accurate, and quick.'<br>
<Br>
You murmur in her ear. “A young lady’s duty is to speak her mind clearly.”<Br>
<Br>
Michelle hesitates a heartbeat longer this time. Then, cheeks faintly flushed, she types your words. The lines on her page are already diverging from the lesson, but she follows.<Br>
<bR>
DeBussy scribbles happily, oblivious. 'The employer speaks, the employee records.'<br>
<br>
You shake your head and whisper. “The employer and the employee both deserve to be heard.”<bR>
<br>
Michelle's typewriter clatters under her fingers, striking out a rhythm that doesn’t match the chalk above. Her eyes are glassy, her movements automatic. She types your words without thought, vacant as she obeys. She has no idea she’s subverting the lesson, only that she is following your voice.<br>
<br>
The lesson drones on in this way, your words pulling Michelle further from the board. She never protests. She never refuses. She just listens, and types.
<Br>
The bell rings.<br>
<br>
Michelle blinks, surfacing slowly from her daze. She turns to you with a soft smile. “That was… different,” she murmurs. Her face is calm, almost vacant. “I hope I did that right.”<Br>
<bR>
The words slip from your mouth before you can stop them. “You did exactly what I told you.”<Br>
<Br>
She smiles faintly, appreciative in her blank way. A hollow satisfaction prickles at the edge of your thoughts.<br>
<br>
At the front, DeBussy claps her hands together, utterly oblivious. “Well done, class! Such neat and proper work.”<br>
<Br>
Her praise washes over the room, blind to what you’ve really done.<Br>
<br>
<<ActionsHeader>>
<<link "Leave the classroom" "SchoolCorridor">><<TimeChange>><<set $BusinessStudiesClass01 to undefined>><<AddFirst "BusinessStudiesClass">><</link>>
<</if>>
<</switch>><b>Charlton School - Business Studies Room</b><br>
<img src="./images/School_Business_Studies_Room.png"><br>
<br>The business studies room looks similar to every other classroom at the school, except for one thing. On every other desk there are clunky black typewriters, with paper stacked up neatly beside each one.<br>
<br>
<<CheckFirst "BusinessStudiesAfterSchoolClub">>
<<if _CheckFirst is false>>
You enter the classroom to see a handful of students that you don’t recognise sitting on desks, roughly spread out in a semi circle. You note that they are all girls.<br>
<br>
Mrs. DeBussy stands in the centre of the group. She smiles when she sees you. “Emily! I’m so glad you decided to come! Sit down, sit down. Sit anywhere you like.”<br>
<br>
You take a seat at the edge of the group, smiling politely at the other girls who politely greet you. Following their lead, you angle yourself to face Mrs. DeBussy. <br>
<br>
“I was just telling the girls all about you!” she says once you are settled. “Top class work, Emily. Just the sort of calibre that this group aims for.”<br>
<br>
She then looks to the rest of the students. “Ladies, I’ll be spending some time with Emily, so have a chin-wag for the rest of today. Before that, though, let’s listen to what Chantelle had to say. You inferred someone was slipping in their studies, Chantelle?”<br>
<br>
A prim looking girl with thin, fashionable glasses starts to speak. “Yes Miss. I cannot tell a lie. Terrence hasn’t had a girlfriend since he’s been at school. And he actually turned down a date with someone this week.”<br>
<br>
Mrs. DeBussy's eyes narrow. "Are you inferring he isn't… interested?"<Br>
<br>
Chantelle shrugs slightly. “I’m still trying to find out.”<br>
<br>
The teacher’s eyes widen and her mouth crawls up into a smile. “Please do, Chantelle. That needs to be addressed quickly.”<br>
<br>
Chantelle looks around to the rest of the girls, who give her encouraging looks. She blushes at DeBussy’s compliment.<br>
<br>
“Now. If you’ll excuse me, I have to get our latest member up-to-speed.” She gives you a smile.<br>
<<trackKnowledge "Homophobia" "Learned">>
<<Quest23AmuletObservation "DeBussy">>
<br>
<<ActionsHeader>>
<<link "Talk with Mrs. DeBussy" "BusinessStudiesAfterSchoolClub">><<AddFirst "BusinessStudiesAfterSchoolClub">><<NPCKnown "Chantelle">><<QuestOptionUnlock "Quest13" 1 "debussy_key_gossip">><<QuestOptionComplete "Quest13" 1 "debussy_club_access">><</link>><br>
<<else>>
You walk into DeBussy’s after school club and politely greet the other members of the club and Mrs. DeBussy herself, who smiles as she sees you. “Welcome back, Emily!”<br>
<br>
Sliding into a desk beside the other girls, you idly listen to their gossiping. Nothing of note stands out to you.<br>
<br>
After a few minutes, DeBussy turns from her current conversation and moves over to you, notebook in hand. “How delightful to see you again, Emily. I trust all is well with your studies?”<br>
<br>
You nod. “All good, thanks.” <br>
<br>
“Excellent,” she replies. “Now. On with business.”<br>
<<Quest23AmuletObservation "DeBussy">>
<br>
<<ActionsHeader>>
<<RumourCountNPC "DeBussy">>
<<if _RumourCountNPC lt 3>><<link "Discuss rumours with DeBussy" "BusinessStudiesAfterSchoolClub">><<set $BusinessStudiesAfterSchoolClub to "Discuss">><</link>><br><</if>>
<<QuestState "Quest21">>
<<if _QuestState is 1 and _RumourCountNPC gte 3>><<link "Ask DeBussy for a key to Terrence's locker" "DeBussyDialogue">><<Greedy 1>><<set $DeBussyDialogue to "TerrenceLocker">><</link>><br><</if>>
<<link "Say goodbye and leave the club" "SchoolCorridor">><<set $RumoursDeBussy to undefined>><</link>>
<</if>><<switch $BusinessStudiesAfterSchoolClub>>
<<case undefined>>
The rest of the group starts to chatter amongst themselves as Mrs. DeBussy walks over to you and sits down at the adjacent desk. “I’m so glad you’re here, Emily. I see great things ahead for you.”<br>
<br>
“Now,” she begins. “You must be curious as to exactly what this is about. As I mentioned, this is for my most gifted students. I give extra lessons, personal tutoring and a dollop of good old fashioned encouragement to make sure you all get the grades you deserve. After all, it can be a challenge at Charlton to remain focused on your studies. Some of your peers aren’t as dedicated as you are to your education.”<br>
<br>
Her smile wilts, just by a fraction. “I might seem like a doddering old auntie, Emily. But I’m not oblivious to what happens here. That is why we come together. To support each other and weed out the disruptors that are derailing your ability to focus.”<br>
<Br>
“Weed out?” you repeat back, feeling an eyebrow rise.<bR>
<Br>
She nods. “You’re a smart cookie, Emily. I bet you have your ear to the ground. If you tell me who's not adhering to the high standards you yourself live by, I will deal with them. Your education is too important to risk letting them run rampant.” <br>
<br>
“Besides,” she continues, lowering her voice to a whisper. “With Prom coming up, I need to take a step back. The girls here are smart, but they need a leader. Someone to come in, set-up the club when I can’t make it, provide direction for the girls, and report back to me when necessary.”<br>
<br>
She stares back at you, judging your reaction intently. You nod.<Br>
<Br>
“If that sounds like something you’d be interested in, you just need to prove you have what it takes. And it should go without saying, my best pupil will not be getting anything other than a top grade in my class.” <br>
<bR>
You mull over what DeBussy is implying. This would definitely help Emily. Plus, you’d be left alone to run in the classroom when DeBussy wasn’t here. Alone. <br>
<br>
“So,” DeBussy says, her voice back to her usual shrill volume. “Can you think of anything now?”<br>
<br>
<<ActionsHeader>>
<<link "Discuss rumours with DeBussy" "BusinessStudiesAfterSchoolClub">><<set $BusinessStudiesAfterSchoolClub to "Discuss">><</link>>
<<case "ChantelleAmulet">>
“Hey, Chantelle,” you begin. “Have you ever noticed if Miss DeBussy wears an amulet?”<br>
<br>
Chantelle’s eyes flick to you carefully, her smile takes a beat longer to arrive than usual. “Hmm. I haven’t really noticed. Why?”<br>
<br>
You try to brush it off, but she leans in slightly, head tilted. “Ms. DeBussy always says that questions reveal intention.”<br>
<br>
“I just thought I noticed it,” you mutter, trying to deflect. “Just thought it was pretty.”<br>
<br>
She watches you for a moment longer, then lightly shrugs. “Maybe you should ask her?” A small smile plays across her lips. “I’m sure she’ll be interested in your curiosity.”<br>
<br>
<<ActionsHeader>>
<<link "Return to the club" "BusinessStudiesAfterSchoolClubIntro">><<set $BusinessStudiesAfterSchoolClub to undefined>><<QuestOptionUnlock "Quest23" 0 "debussy">><</link>>
<<case "Discuss">>
<<RumourCountNPC "DeBussy">>
<<if _RumourCountNPC gte 3>>
DeBussy flicks through her notebook, reviewing the notes she’s made from what you’ve told her. “Very good, Emily,” she comments. “Very good indeed. You’ve painted quite the picture.”<br>
<br>
She smiles at you and turns around to the other girls to bellow in her shrill voice. “Excuse me, ladies. I have an announcement. As you know, with Prom coming up I’m feeling a little stretched. Thankfully, I appear to have been blessed with a solution.<br>
<br>
“I’m excited to tell you that in my absence, Emily will be stepping in to make sure the good work that you do here continues. I’m sure you’ll all agree that Emily’s contributions recently have showcased exactly the type of diligence we need to maintain the calibre of education you expect at Charlton.”<br>
<br>
Somewhat surprisingly to you, the girls look at you with excited smiles and give you a quick applause. You feel a sense of camaraderie from them that you weren’t even aware you were building.<br>
<br>
DeBussy turns to you and holds out a key in her hand. “This is a key to the classroom. As club president, you can come and go as you please. I can’t wait to hear about your next meeting. And naturally, I’ll be taking into consideration the workload of your extra duties when marking your coursework."<br>
<br>
You thank her and take the key, looking at it. You hope it’s worth the price you paid.<br>
<br>
<<ActionsHeader>>
<<link "Finish up and leave the club" "SchoolCorridor">>
<<TimeChange>>
<<ChangeNPCrelationship "DeBussy" "Emily" 2>>
<<QuestOptionComplete "Quest13" 1 "debussy_key_gossip">>
<<QuestTracker "Quest13" 3>>
<<TakeObjectNPC "DeBussy" "KeyBusinessStudies">>
<<EmilyGrades 3>>
<<set $BusinessStudiesAfterSchoolClub to undefined>>
<</link>>
<<else>>
DeBussy smiles at you sweetly, standing up with her notebook in one hand and a pen in the other. “Anything comes to mind?” she asks.<br>
<br>
You look back at the teacher, who waits patiently. The question is, what do you want to tell her?<br>
<br>
<<ActionsHeader>>
<<DialogueSpoken "DeBussy" "JakeRumour">><<set _JakeRumourDiscussed = _Discussed>>
<<DialogueSpoken "DeBussy" "LogainRumour">><<set _LogainRumourDiscussed = _Discussed>>
<<DialogueSpoken "DeBussy" "LogainAllotmentRumour">><<set _LogainAllotmentRumourDiscussed = _Discussed>>
<<for _i = 0; _i < $PlayerCharacter.rumoursKnown.length; _i++>>
<<set _rumourId = $PlayerCharacter.rumoursKnown[_i]>>
<<if setup.Rumours[_rumourId]>>
<<RumourCheckNPC "DeBussy" _rumourId>>
<<if _RumourCheckNPC is false>>
<<if (_rumourId is "Jake" and _JakeRumourDiscussed is true)
or (_rumourId is "Logain" and _LogainRumourDiscussed is true)
or (_rumourId is "LogainAllotment" and _LogainAllotmentRumourDiscussed is true)>>
<<else>>
<<capture _rumourId>>
<<link setup.Rumours[_rumourId].rumour "BusinessStudiesAfterSchoolClub">><<set $BusinessStudiesAfterSchoolClub = _rumourId>><<Greedy 1>><</link>><br>
<</capture>>
<</if>>
<</if>>
<</if>>
<</for>>
<<link "Tell her you have nothing more right now" "BusinessStudiesAfterSchoolClub">><<set $BusinessStudiesAfterSchoolClub to "Nothing">><</link>>
<</if>>
<<case "Nothing">>
“Very well,” DeBussy says, lowering her book. “Let’s see what you come up with next time. Don’t be a dilly-dallier though, Emily. I need to decide soon who’s going to take over for me.”<br>
<br>
With that, DeBussy moves back over to the other students and listens in to their conversations, taking notes as they chatter.<br>
<br>
<<ActionsHeader>>
<<link "Finish up and leave the club" "SchoolCorridor">><<set $BusinessStudiesAfterSchoolClub to undefined>><<TimeChange>><</link>>
<<case "Jake">>
“Jake Duncan cheats at the town gym," you tell her. "He hides small weights in-between bigger ones so it looks like he can lift more."<br>
<br>
DeBussy gives you a withering look, trying to muster a smile. "Really dear? That's... interesting."<br>
<Br>
She waits for you, expecting you to continue. You notice that she doesn't write anything in her book. This must not be something she's looking for.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "BusinessStudiesAfterSchoolClub">><<DialogueDone "DeBussy" "JakeRumour">><<set $BusinessStudiesAfterSchoolClub to "Discuss">><</link>>
<<case "Reagan">>
“I saw Reagan go into one of the rooms at the Charlton Hotel,” you begin. “With Mr. Harrow.”<br>
<br>
DeBussy looks up from her book and a wide, incredulous smile creeps across her face. “Reagan Archer?”<br>
<br>
You nod. DeBussy titters and scribbles down a note in her book. “Oh my.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "BusinessStudiesAfterSchoolClub">><<RumourGiveNPC "DeBussy" "Reagan">><<set $BusinessStudiesAfterSchoolClub to "Discuss">><</link>>
<<case "Michelle">>
“Michelle gets extra help from Mr. Rogers, after school,” you say to DeBussy. “That’s how she’s doing well in Maths.”<br>
<br>
DeBussy frowns. “And what do you mean by extra help?”<br>
<br>
You find yourself blushing. “I couldn’t say. I’ve not seen her in there.”<br>
<br>
A knowing smile spreads on DeBussy’s face. “I see,” she says, writing an unseen comment in her book. “I shall have to look into Mr. Rogers's approach to tutorage.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "BusinessStudiesAfterSchoolClub">><<RumourGiveNPC "DeBussy" "Michelle">><<set $BusinessStudiesAfterSchoolClub to "Discuss">><</link>>
<<case "Olaf">>
“Olaf, the janitor, gives favours to girls if they pose for pictures,” you tell her.<br>
<br>
“What sort of favours?” DeBussy asks you. <br>
<br>
“Anything he can get them,” you reply. “He has access to most places in the school.”<br>
<br>
“And the photos?” she asks, lowering her voice. “Are they… inappropriate?”<br>
<br>
You nod. “He hangs them up in the basement.”<br>
<br>
DeBussy scribbles down a note. “I shall see to this immediately,” she tells you.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "BusinessStudiesAfterSchoolClub">><<RumourGiveNPC "DeBussy" "Olaf">><<set $BusinessStudiesAfterSchoolClub to "Discuss">><</link>>
<<case "Heather">>
“Heather Oats stays behind to clean the gym every night.”<br>
<br>
DeBussy looks to you, expecting more. “And? Mr. Beach is known for using punishments to inspire fitness.”<br>
<br>
You take a small breath. “I don’t think it’s just cleaning she does in there with Mr. Beach.”<br>
<br>
The business studies teacher purses her lips and makes a note in her book. “I imagine you’re not the only person who’s noticed this transgression?”<br>
<br>
You shrug. DeBussy mumbles, then says nothing more.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "BusinessStudiesAfterSchoolClub">><<RumourGiveNPC "DeBussy" "Heather">><<set $BusinessStudiesAfterSchoolClub to "Discuss">><</link>>
<<case "Terrence">>
“I spoke to Terrence,” you begin. “He told me he’s confused. About his sexuality.”<br>
<br>
This grabs DeBussy’s attention. “Oh really?” <br>
<br>
You nod. She eyes you for a moment, then writes something down in her book. “I’ll speak to Nurse Rancy,” she says as she writes. “He needs someone to talk to.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "BusinessStudiesAfterSchoolClub">><<RumourGiveNPC "DeBussy" "Terrence">><<set $BusinessStudiesAfterSchoolClub to "Discuss">><</link>>
<<case "Logain">>
“Well, Logain is trying to steal your notebook,” you tell her casually.<br>
<br>
She titters, smiling. “That one doesn’t surprise me. He’s a spirited lad. We all wonder what he’ll get up to next.”<br>
<br>
You pause, waiting for her to write. For some reason, she doesn’t note this one down.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "BusinessStudiesAfterSchoolClub">><<DialogueDone "DeBussy" "LogainRumour">><<set $BusinessStudiesAfterSchoolClub to "Discuss">><</link>>
<<case "Elizabeth">>
“Elizabeth Pleasant is looking into the occult,” you tell DeBussy. “She’s reading all sorts of things online. And is trying to practice it.”<br>
<br>
DeBussy snorts, derisively. “The things unpopular girls do for attention. But unapproved texts are not a laughing matter. I shall look into this, immediately.”<br>
<br>
She writes a note down in her book.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "BusinessStudiesAfterSchoolClub">><<RumourGiveNPC "DeBussy" "Elizabeth">><<set $BusinessStudiesAfterSchoolClub to "Discuss">><</link>>
<<case "Dennis">>
“Dennis trades photos with the janitor for access to locked rooms in the school.”<br>
<br>
“What sort of photos?” DeBussy asks with concern.<br>
<br>
“Photos inside changing areas, as if from the vents. Or above the cubicles in the girls' toilets."<br>
<br>
DeBussy’s smile drops as she grinds her teeth. “I shall have to look into this. That is repugnant.” <br>
<br>
She scribbles down a note in her book.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "BusinessStudiesAfterSchoolClub">><<RumourGiveNPC "DeBussy" "Dennis">><<set $BusinessStudiesAfterSchoolClub to "Discuss">><</link>>
<<case "Annie">>
“I don't know if you'd be interested in this," you say, hesitantly.<br>
<br>
“I'm sure I would, dear.” DeBussy says, all-too quickly. "It sounds important."<br>
<br>
“The receptionist at Thompson's Repairs. She's having lunchtime meetings with her boss. In a private room at the Charlton Hotel."<br>
<br>
DeBussy’s smile widens, almost reveling in the scandal. "You did a good thing in telling me. Annie Clancy is a graduate of Charlton. We need to ensure former students maintain our standards. Even after graduating.”<br>
<br>
She scribbles down a note in her book.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "BusinessStudiesAfterSchoolClub">><<RumourGiveNPC "DeBussy" "Annie">><<set $BusinessStudiesAfterSchoolClub to "Discuss">><</link>>
<<case "Theodore">>
“Do you remember a student called Theodore?” you ask DeBussy.<br>
<br>
The teacher smiles knowingly at the mention of the name. "Yes, the young man who requested to type instead of dictate. Curious sort. Heard he's a bit of a shut-in now.”<br>
<br>
You take a small breath, trying to pique her interest without overplaying your hand. “He's doing something with potions. And bottles. Looked a bit weird.”<br>
<br>
DeBussy's smile remains, but you can see how much effort it takes to retain it. "Potions?"<br>>
<br>
You nod. "Maybe he's brewing alcohol?"<Br>
<br>
The smile widens, now laced with something else. Something sinister. "Quite. Very interesting, Miss Phillips. Thank you. I'll be sure to mention this at the next community meeting."<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "BusinessStudiesAfterSchoolClub">><<RumourGiveNPC "DeBussy" "Theodore">><<set $BusinessStudiesAfterSchoolClub to "Discuss">><</link>>
<<case "LogainAllotment">>
“Logain spends his evenings in a greenhouse at the allotment,” you tell her. “Growing turnips.”<br>
<br>
DeBussy waits, pen poised over her book. When nothing more follows, she lowers it. “Turnips,” she repeats.<br>
<br>
“Turnips,” you confirm.<br>
<br>
“Well.” She presses her lips together, then produces a smile that doesn’t quite reach her eyes. “I commend the vigilance, Emily. Never stop looking. There could be danger under any rock in Charlton. Or in any flower bed.” The smile sharpens. “Though next time, dear, do try to bring me a rock worth turning.”<br>
<br>
She does not write anything down.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "BusinessStudiesAfterSchoolClub">><<DialogueDone "DeBussy" "LogainAllotmentRumour">><<set $BusinessStudiesAfterSchoolClub to "Discuss">><</link>>
<<case "TheodoreCross">>
“It’s more on Theodore, I’m afraid,” you begin. “He keeps maps in that caravan of his. Circles and string, all over Charlton. And all of it leads out to the same spot. Somewhere near Tovil Hole.”<br>
<br>
DeBussy’s pen stops moving.<br>
<br>
“Tovil Hole,” she repeats. The name sits oddly in her mouth, as if she’s tasting it. For a moment her eyes are somewhere else entirely.<br>
<br>
Then the smile returns. “What a curious hobby for a shut-in. Maps of nowhere, leading nowhere.” She writes in her book. For quite some time. “You have a talent for noticing what others overlook, Miss Phillips. I do hope you’ll keep it pointed in the right direction.”<br>
<br>
She underlines something, twice, before looking up. “This will make for lively discussion at the next community meeting.”<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "BusinessStudiesAfterSchoolClub">><<RumourGiveNPC "DeBussy" "TheodoreCross">><<set $BusinessStudiesAfterSchoolClub to "Discuss">><</link>>
<</switch>><<if $BusinessStudiesCurseDialogue is undefined>>
<b>Charlton School - Business Studies Room</b><br>
<img src="./images/School_Business_Studies_Room.png"><br>
<br>The business studies room looks similar to every other classroom at the school, except for one thing. On every other desk there are clunky black typewriters, with paper stacked up neatly beside each one.<br>
<br>
You walk into the room, cautious and quiet, fearing that DeBussy could return any moment.<br>
<br>
<<InventoryCheckLocation "SchoolBusinessStudiesRoom" "DeBussyBook">>
<<if _InventoryCheckLocation is true>>
Before you have a chance to look for the source of the curse, you spy DeBussy’s notebook, left haphazardly on her desk.<br>
<br>
<<ActionsHeader>>
<<link "Take the book" "BusinessStudiesCurse">>
<<TakeObjectLocation "SchoolBusinessStudiesRoom" "DeBussyBook">>
<<set $BusinessStudiesCurseDialogue to "Book">>
<<QuestTracker "Quest13" 4>>
<</link>><br>
<<link "Leave it." "BusinessStudiesCurse">><<QuestTracker "Quest13" 4>><<set $BusinessStudiesCurseDialogue to "Book">><</link>>
<<else>>
<<ActionsHeader>>
<<link "Investigate the room" "BusinessStudiesCurse">><<set $BusinessStudiesCurseDialogue to "Investigate">><<QuestTracker "Quest13" 4>><</link>><br>
<</if>>
<<elseif $BusinessStudiesCurseDialogue is "Book">>
<<InventoryCheckSelf "DeBussyBook">>
<<if _InventoryCheckSelf is true>>
You pick up the book and hurriedly put it into your school bag, not wanting to spend more time than is necessary where you know you shouldn’t be.<br>
<<else>>
You decide to leave the book where it is, turning your attention back to the reason you’ve come into a room that could spell trouble for you if you’re caught.<br>
<</if>>
<br>
<<if $current.female is true>>
Conjuring up some of your magical power, you look around the room using its foresight. It’s not long until you see yellow strands of magic glowing on each desk. Though as you approach the first row, you realise you should have been more specific. <br>
<br>
Only the desks with typewriters seem to emanate energy. You glance down at the archaic devices, noting the glow comes from tiny jagged embers pointing up like pins on each of the keys. <br>
<<SpellsCheckSelf "Ward">>
<<if _SpellsCheckSelf is true>>
<br>
<<ActionsHeader>>
<<Flag "Act2Started">>
<<if _FlagReturn is true>>
<<link "[Spell: Ward] Cast Ward to nullify the spell on the typewriters" "BusinessStudiesCurse">>
<<Flag "CounterCurseGestureKnown">>
<<if _FlagReturn is true>>
<<set $BusinessStudiesCurseDialogue to "CastWardAct2NullifyAll">>
<<set $BusinessStudiesWard to "NulifiedAll">>
<<QuestOptionComplete "Quest24" 4 "business_studies">>
<<Quest24NullifyReconcile>>
<<Greedy -1>>
<<else>>
<<set $BusinessStudiesCurseDialogue to "CastWardAct2FailNullifyAll">>
<<Greedy -1>>
<<Assertive -1>>
<</if>>
<</link>><br>
<<link "[Spell: Ward] Cast Ward to nullify yourself against the spell on the typewriters" "BusinessStudiesCurse">>
<<Flag "CounterCurseGestureKnown">>
<<if _FlagReturn is true>>
<<set $BusinessStudiesCurseDialogue to "CastWardAct2NullifyYourself">>
<<set $BusinessStudiesWard to "NulifiedSelf">>
<<QuestOptionComplete "Quest24" 4 "business_studies">>
<<Quest24NullifyReconcile>>
<<Greedy 1>>
<<else>>
<<set $BusinessStudiesCurseDialogue to "CastWardAct2FailNullifyYourself">>
<<Greedy 1>>
<<Assertive -1>>
<</if>>
<</link>>
<<else>>
<<link "[Spell: Ward] Cast Ward to nullify the spell on the typewriters" "BusinessStudiesCurse1">><<WardsNullified>><<set $BusinessStudiesWard to "NulifiedAll">><<QuestTracker "Quest13" "complete">><<QuestOptionComplete "Quest5" 2 "business">><<Greedy -1>><</link>><br>
<<link "[Spell: Ward] Cast Ward to nullify yourself against the spell on the typewriters" "BusinessStudiesCurse1">><<WardsNullified>><<Greedy 1>><<QuestTracker "Quest13" "complete">><<QuestOptionComplete "Quest5" 2 "business">><<set $BusinessStudiesWard to "NulifiedSelf">><</link>>
<</if>>
<<else>>
<br>
<<ActionsHeader>>
<<QuestOptionCompleteCheck "Quest13" 1 "logain_distraction">>
<<if _QuestOptionCompleteCheck is true>>
<<link "Return to the corridor" "SchoolCorridorLogainWaiting">><<set $BusinessStudiesCurseDialogue to undefined>><</link>>
<<else>>
<<link "Return to the corridor" "SchoolCorridor">><<TimeChange>><<set $BusinessStudiesCurseDialogue to undefined>><</link>>
<</if>>
<</if>>
<<else>>
You try to conjure some of your magical power, but you can't even muster a spark within your body.<br>
<br>
Looking around, there's no sign of magic. Only the quiet hum of a generator and the inert silence of the typewriters.<br>
<br>
Wincing, you recall the teachings of the dark arts. You need to be a woman to use them. Which, in this form, you are most certainly not.<Br>
<br>
<<ActionsHeader>>
<<QuestOptionCompleteCheck "Quest13" 1 "logain_distraction">>
<<if _QuestOptionCompleteCheck is true>>
<<link "Return to the corridor" "SchoolCorridorLogainWaiting">><<set $BusinessStudiesCurseDialogue to undefined>><</link>>
<<else>>
<<link "Return to the corridor" "SchoolCorridor">><<TimeChange>><<set $BusinessStudiesCurseDialogue to undefined>><</link>>
<</if>>
<</if>>
<<elseif $BusinessStudiesCurseDialogue is "Investigate">>
<<if $current.female is true>>
Conjuring up some of your magical power, you look around the room using its foresight. It’s not long until you see yellow strands of magic glowing on each desk. Though as you approach the first row, you realise you should have been more specific. <br>
<br>
Only the desks with typewriters seem to emanate energy. You glance down at the archaic devices, noting the glow comes from tiny jagged embers pointing up like pins on each of the keys. <br>
<<else>>
You look around the room, but there’s no sign of magic. Only the quiet hum of a generator and the inert silence of the typewriters.<br>
<br>
Wincing, you recall the teachings of the dark arts. You need to be a woman to sense magic.<br>
<</if>>
<<SpellsCheckSelf "Ward">>
<<if _SpellsCheckSelf is true and $current.female is true>>
<br>
<<ActionsHeader>>
<<Flag "Act2Started">>
<<if _FlagReturn is true>>
<<link "[Spell: Ward] Cast Ward to nullify the spell on the typewriters" "BusinessStudiesCurse">>
<<Flag "CounterCurseGestureKnown">>
<<if _FlagReturn is true>>
<<set $BusinessStudiesCurseDialogue to "CastWardAct2NullifyAll">>
<<set $BusinessStudiesWard to "NulifiedAll">>
<<QuestOptionComplete "Quest24" 4 "business_studies">>
<<Quest24NullifyReconcile>>
<<Greedy -1>>
<<else>>
<<set $BusinessStudiesCurseDialogue to "CastWardAct2FailNullifyAll">>
<<Greedy -1>>
<<Assertive -1>>
<</if>>
<</link>><br>
<<link "[Spell: Ward] Cast Ward to nullify yourself against the spell on the typewriters" "BusinessStudiesCurse">>
<<Flag "CounterCurseGestureKnown">>
<<if _FlagReturn is true>>
<<set $BusinessStudiesCurseDialogue to "CastWardAct2NullifyYourself">>
<<set $BusinessStudiesWard to "NulifiedSelf">>
<<QuestOptionComplete "Quest24" 4 "business_studies">>
<<Quest24NullifyReconcile>>
<<Greedy 1>>
<<else>>
<<set $BusinessStudiesCurseDialogue to "CastWardAct2FailNullifyYourself">>
<<Greedy 1>>
<<Assertive -1>>
<</if>>
<</link>>
<<else>>
<<link "[Spell: Ward] Cast Ward to nullify the spell on the typewriters" "BusinessStudiesCurse1">><<WardsNullified>><<set $BusinessStudiesWard to "NulifiedAll">><<QuestTracker "Quest13" "complete">><<QuestOptionComplete "Quest5" 2 "business">><<Greedy -1>><</link>><br>
<<link "[Spell: Ward] Cast Ward to nullify yourself against the spell on the typewriters" "BusinessStudiesCurse1">><<WardsNullified>><<Greedy 1>><<QuestTracker "Quest13" "complete">><<QuestOptionComplete "Quest5" 2 "business">><<set $BusinessStudiesWard to "NulifiedSelf">><</link>>
<</if>>
<<else>>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">><<TimeChange>><<set $BusinessStudiesCurseDialogue to undefined>><</link>>
<</if>>
<<elseif $BusinessStudiesCurseDialogue is "CastWardAct2FailNullifyAll">>
Closing your eyes, you draw up a ball of magic inside of your body. You mentally shape it, roll it, increase its form.<br>
<br>
Slowly at first, but increasing in speed as it grows, the magical ball expands across the classroom.<br>
<br>
"I cause this object with power beyond its power," you say. "Unseen and unheard, its effects will be felt by none."<br>
<br>
Suddenly your connection to the typewriters is sharply ended. You open your eyes to see tiny pins of magic still clawing towards you on each of the keys. You think you see a hazy yellow barrier form around it before you are thrown across the room.<br>
<br>
You land and bounce off desks, clutching your back in pain. Looking up, you see the magical aura on the typewriters, still reaching out towards you.<br>
<br>
In amongst the pain, you sense something else deep within your mind. The crackle of magics, etching away at your braincells. Morphing them into something else.<br>
<br>
Looking around, you look at the posters scattered around the classroom. Captions about the role of women in the workplace. For some reason, you find yourself not repulsed by them. They seem to make sense, right?<br>
<br>
<i>After all, good girls follow orders.</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">>
<<TimeChange>>
<<QuestTracker "Quest24" 1>>
<<set $BusinessStudiesCurseDialogue to undefined>>
<</link>>
<<elseif $BusinessStudiesCurseDialogue is "CastWardAct2FailNullifyYourself">>
Closing your eyes, you draw up a ball of magic inside of your body. You mentally shape it, roll it, increase its form.<br>
<br>
Slowly at first, but increasing in speed as it grows, the magical ball expands across the classroom.<br>
<br>
"I cause this object with power beyond its power," you whisper. "Unseen and unheard, its effects will be felt by all but me."<br>
<br>
Suddenly your connection to the typewriters is sharply ended. You open your eyes to see tiny pins of magic still clawing towards you on each of the keys. You think you see a hazy yellow barrier form around it before you are thrown across the room.<br>
<br>
You land and bounce off desks, clutching your back in pain. Looking up, you see the magical aura on the typewriters, still reaching out towards you.<br>
<br>
In amongst the pain, you sense something else deep within your mind. The crackle of magics, etching away at your braincells. Morphing them into something else.<br>
<br>
Looking around, you look at the posters scattered around the classroom. Captions about the role of women in the workplace. For some reason, you find yourself not repulsed by them. They seem to make sense, right?<br>
<br>
<i>After all, good girls follow orders.</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">>
<<TimeChange>>
<<QuestTracker "Quest24" 1>>
<<set $BusinessStudiesCurseDialogue to undefined>>
<</link>>
<<elseif $BusinessStudiesCurseDialogue is "CastWardAct2NullifyAll">>
Closing your eyes, you draw up a ball of magic inside of your body. You mentally shape it, roll it, increase its form.<br>
<br>
Slowly at first, but increasing in speed as it grows, the magical ball expands across the classroom.<br>
<br>
This time, you raise your hand and trace the gesture Marjorie taught you, feeling the power flow down your arm as your finger glows bright.<br>
<br>
The counter-curse answers. The hazy yellow barrier blooms over the typewriters, ready to throw you back across the room. You press your glowing finger against it and it splinters like sugar glass, cracks spidering out from your touch until the barrier falls away into nothing.<br>
<br>
The curse is bare before you now.<br>
<br>
“I cause this object with power beyond its power,” you say. “Unseen and unheard, its effects will be felt by none.”<br>
<br>
Your eyes open. Thousands of magical tiny pins shake and vibrate on each typewriter, in sync as they wither. You cover your ears as you think you can hear each one cry out in a shrill, high-pitched whimper. Then they dissolve away to nothing.<br>
<br>
Looking over the typewriters again, you can feel only the faintest of auras underneath the keys. A signifier that whilst the curse is technically still present, its effect is no more.<br>
<br>
You lower your hands. No barrier this time. No throw across the classroom.<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">>
<<TimeChange>>
<<set $BusinessStudiesCurseDialogue to undefined>>
<</link>>
<<elseif $BusinessStudiesCurseDialogue is "CastWardAct2NullifyYourself">>
Closing your eyes, you draw up a ball of magic inside of your body. You mentally shape it, roll it, increase its form.<br>
<br>
Slowly at first, but increasing in speed as it grows, the magical ball expands across the classroom.<br>
<br>
This time, you raise your hand and trace the gesture Marjorie taught you, feeling the power flow down your arm as your finger glows bright.<br>
<br>
The counter-curse answers. The hazy yellow barrier blooms over the typewriters, ready to throw you back across the room. You press your glowing finger against it and it splinters like sugar glass, cracks spidering out from your touch until the barrier falls away into nothing.<br>
<br>
The curse is bare before you now.<br>
<br>
“I cause this object with power beyond its power,” you say. “Unseen and unheard, its effects will be felt by all but me.”<br>
<br>
Your eyes open. Like an uncanny dance routine, the thousands of tiny magic pins vibrate from side to side in synchronisation.<br>
<br>
Only when you move your hands towards one of the typewriters does it become apparent how you’ve impacted the curse. As your fingers come close to the keys, the prickly embers retract back into the keyboard, giving you free reign to use the device.<br>
<br>
Of course, when you move away, the pins shoot back up, ready for their next victim.<br>
<br>
You lower your hands. No barrier this time. No throw across the classroom.<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">>
<<TimeChange>>
<<set $BusinessStudiesCurseDialogue to undefined>>
<</link>>
<</if>>Closing your eyes, you draw up a ball of magic inside of your body. You mentally shape it, roll it, increase its form. <br>
<br>
Slowly at first, but increasing in speed as it grows, the magical ball expands across the classroom. <br>
<br>
<<if $BusinessStudiesWard is "NulifiedSelf">>
“I cause this object with power beyond its power,” you say. “Unseen and unheard, its effects will be felt by all but me.”<br>
<br>
Your eyes open. Like an uncanny dance routine, the thousands of tiny magic pins vibrate from side to side in synchronisation. <br>
<br>
Only when you move your hands towards one of the typewriters does it become apparent how you’ve impacted the curse. As your fingers come close to the keys, the prickly embers retract back into the keyboard, giving you free reign to use the device.<br>
<br>
Of course, when you move away, the pins shoot back up, ready for their next victim.<br>
<<else>>
“I cause this object with power beyond its power,” you say. “Unseen and unheard, its effects will be felt by none.”<br>
<br>
Your eyes open. Thousands of magical tiny pins shake and vibrate on each typewriter, in sync as they wither. You cover your ears as you think you can hear each one cry out in a shrill, high-pitched whimper. Then they dissolve away to nothing.<br>
<br>
Looking over the typewriters again, you can feel only the faintest of auras underneath the keys. A signifier that whilst the curse is technically still present, its effect is no more.<br>
<</if>>
<<set $BusinessStudiesCurseDialogue to undefined>>
<<QuestOptionCompleteCheck "Quest13" 1 "logain_distraction">>
<<if _QuestOptionCompleteCheck is true>>
<<set $CurrentRoom to "SchoolCorridorLogainWaiting">>
<<else>>
<<set $CurrentRoom to "SchoolBusinessStudiesRoom">>
<</if>>
<<cheerleaderIntervention>>
<<if $cheerleaderIntActive isnot true>>
<br>
<<ActionsHeader>>
<<QuestOptionCompleteCheck "Quest13" 1 "logain_distraction">>
<<if _QuestOptionCompleteCheck is true>><<link "Return to the corridor" "SchoolCorridorLogainWaiting">><<TimeChange>><</link>>
<<else>><<link "Return to the corridor" "SchoolCorridor">><<TimeChange>><</link>><</if>>
<</if>><b>Charlton School - Cafeteria</b><br>
<img src="./images/School_Cafeteria.png"><br>
<br>The smell of mass-produced grease and fat permeates the air. Cheap plastic tables are surrounded by cheap plastic benches. A serving counter rests off to the side, through which you can make out the kitchen through circular windows in the doors.<br>
<<include "EventsSchoolCafeteria">>
<<if _currentEvent is undefined>>
<<PresentNPCPeriodText "Michelle" "Lunch" "<br>Michelle sits at a table on her own, lunch in front of her, absorbed by a fashion magazine.<br>">>
<br>
<<ActionsHeader>>
<<switch setup.period[$periodCurrent]>>
<<case "Morning" "Evening">>
<<if $KitchenWard is undefined>>
<<InventoryCheckSelf "KeyKitchen" "KeyKitchenOlaf" "KeyKitchenJackie">>
<<if _InventoryCheckSelf is true>>
<<link "Unlock the Kitchen door" "SchoolKitchen">><<SetFlag "SchoolCafeteriaLocked" false>><<QuestTracker "Quest15" 2>><<QuestTracker "Quest15" 3>><</link>><br>
<<else>>
<<link "Enter the kitchen" "SchoolKitchenDoor">><<QuestTracker "Quest15" 2>><</link>><br>
<</if>>
<</if>>
<<case "Lunch">>
<<link "Get lunch" "SchoolCafeteriaJackieDialogue0">><<NPCKnown "Jackie">><</link>><br>
<<if $NPCPresent.includes("Michelle")>>
<<link "Talk to Michelle" "SchoolCafeteriaMichelleDialogue0">><</link>><br>
<<SpellsCheckSelf "Identify">><<AlreadyIdentified "Michelle">>
<<if _AlreadyIdentified is false and _SpellsCheckSelf is true and $current.female is true>>
<<link "[Spell: Identify] Cast Identify on Michelle" "SpellIdentify">>
<<CastIdentify "Michelle" "SchoolCafeteria" "the cafeteria">>
<<SpellIdentified "Michelle">>
<</link>><br>
<</if>>
<</if>>
<</switch>>
[[Leave the cafeteria->SchoolCorridor]]
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<switch _currentEvent>>
<<case "Quest41Runaways">>
<br>
The cafeteria greets you with its usual clatter of trays, scraping benches and a hundred conversations competing to be heard. You are halfway towards an empty table when a familiar voice stops you.<br>
<br>
<<Flag "PermMarcusLost">><<set _MarcusLost to _FlagReturn>>
<<Flag "PermIanLost">><<set _IanLost to _FlagReturn>>
<<Flag "PermKaraLost">><<set _KaraLost to _FlagReturn>>
<<if _MarcusLost is true and _IanLost is true and _KaraLost is true>>
At a table beneath the windows, you see Marcus, Kara and Ian. Surrounded by a number of other students.<br>
<<elseif _MarcusLost is true and _IanLost is true>>
At a table beneath the windows, you see Marcus and Ian. Surrounded by a number of other students.<br>
<<elseif _MarcusLost is true and _KaraLost is true>>
At a table beneath the windows, you see Kara and Marcus. Surrounded by a number of other students.<br>
<<elseif _IanLost is true and _KaraLost is true>>
At a table beneath the windows, you see Kara and Ian. Surrounded by a number of other students.<br>
<<elseif _MarcusLost is true>>
At a table beneath the windows, you see Marcus. Surrounded by a number of other students.<br>
<<elseif _IanLost is true>>
At a table beneath the windows, you see Ian. Surrounded by a number of other students.<br>
<<else>>
At a table beneath the windows, you see Kara. Surrounded by a number of other students.<br>
<</if>>
<br>
<<set _q41LostCount to (_MarcusLost is true ? 1 : 0) + (_IanLost is true ? 1 : 0) + (_KaraLost is true ? 1 : 0)>>
<<if _q41LostCount gte 2>>
They look untouched. No mud beneath their nails. No scratches from the corn. No sign that dogs ever drove them through the dark. Pristine, sat upright with correct posture.<br>
<br>
<</if>>
<<if _MarcusLost is true>>
Marcus sits at the centre, explaining what the students around him ought to do after school. His voice carries effortless authority. His glasses are nowhere to be seen.<br>
<br>
<</if>>
<<if _IanLost is true>>
Ian sprawls across the bench with his tie loosened, interrupting whenever somebody else draws a laugh. His eyes follow every girl who passes. He smirks as they look away.<br>
<br>
<</if>>
<<if _KaraLost is true>>
Kara’s chess-club badge is gone. Her books remain closed beside her tray while she laughs too brightly at the boys’ jokes.<br>
<br>
<</if>>
<<ActionsHeader>>
<<link "Approach the table" "SchoolCafeteriaQuest41Approach">><<Quest41CapturedTransformation>><<EventsCheckEnd "SchoolCafeteria" "Quest41Runaways">><</link>><br>
<<link "Leave them alone and return to the cafeteria" "SchoolCafeteria">><<Quest41CapturedTransformation>><<EventsCheckEnd "SchoolCafeteria" "Quest41Runaways">><</link>>
<<case "SchoolCafeteriaIntStage1">>
<br>
As you enter the cafeteria, your eyes are drawn to a table nearby. A thick textbook, its cover worn, a dense title printed across the front.<br>
<Br>
"Advanced Theoretical Physics & Applied Calculus."<Br>
<br>
You pick it up, noting the signature of a boy scrawled in the bottom corner. You flip to a random page out of curiosity. Your stomach twists immediately.<br>
<br>
There are numbers everywhere, long formulas stretching across the page, explanations about quantum something-or-other -<br>
<br>
You blink.<Br>
<br>
Your head aches just looking at it.<br>
<br>
It’s nonsense.<br>
<br>
You try to read a sentence aloud in your head, but by the time you reach the end, you’ve already forgotten the beginning. Did… did you ever understand this?<br>
<br>
You shake your head, dropping the book back on the table. It’s not like you need to worry about stuff like this anyway. There are smarter people for that kind of thing.<br>
<br>
Right?<br>
<br>
<<ActionsHeader>>
<<link "Return to the cafeteria" "SchoolCafeteria">><<EventsCheckEnd "SchoolCafeteria" "SchoolCafeteriaIntStage1">><</link>>
<<case "TerrenceCheerleaders2">>
<br>
As you step into the cafeteria, something catches your attention. Terrence is hunched over at a corner table, but unusually he’s not alone. Instead, Britney sits next to him. Extremely close.<Br>
<br>
You see her chattering away to him, nudging him slightly. He seems to fight the urge to flinch. She giggles and holds her tongue between her lips.<br>
<br>
She reaches across and presses something into Terrence’s trembling hand: a small, carved wooden pendant, smooth and dark against his palm. He glances up at her, cheeks flushing, then down at the token as if afraid someone might snatch it away.<Br>
<Br>
Nearby, two students at the next table murmur just loud enough for you to catch. “Oh my god, are you seeing that?”<Br>
<Br>
“Didn’t think Terrence was into girls…” <Br>
<Br>
“Yeah, but look at him now. Britney’s fawning over him.” <Br>
<Br>
Their whispered surprise only heightens the oddness of the moment: here is Terrence, normally so skittish and withdrawn, squeezed against Britney at the back of the cafeteria. You pause, curiosity burning.<br>
<br>
<<ActionsHeader>>
<<link "Return to the cafeteria" "SchoolCafeteria">><<EventsCheckEnd "SchoolCafeteria" "TerrenceCheerleaders2">><<EventTrigger "SchoolCorridor" "TerrenceCheerleaders" "Morning" null null null null null false>><</link>>
<<case "DogTagsReactDennis">>
<Br>
Trays clack. Cutlery scrapes. As you stand in the cafeteria, you notice Dennis slipping in with his shoulders hunched, eyes on the floor. He quickly darts through the crowd, grabs a bottle of coke, a packet of crisps, tosses coins at the cashier, and makes for the door like a man avoiding rain. Clearly, the lunch time crowds are not somewhere he feels comfortable.<br>
<br>
As he gets to the entrance though, he draws to a halt. A silhouette of a brute stands in his way. Taking a step forward, you recognise it as Jake. Broad. Hostile. Blocking his exit.<br>
<br>
“Dennis.” Jake’s voice carries across the cafeteria. Conversations falter as people look in stunned silence to the emerging disruption to lunchtime chatter.<br>
<br>
“You take pictures of everything," Jake barks. "So you got pictures of who took my dog tags."<br>
<br>
Dennis glances around, looking for help. He shakes his head rapidly. "I don't! I've stopped! I don't know what you -"<br>
<Br>
Jake slams Dennis against the doorframe with a firm thud. He yelps in agonising pain, dropping his crisps and drink to the floor. But Jake doesn't relent. "Don't lie, nerd! I know what you do! Now you're going to help me."<br>
<Br>
Dennis quivers, even through his pain. Jake throws him against the frame again. Another yelp. "Give me that camera. Now!"<Br>
<Br>
Silence shivers across the tables. No one moves, except Dennis who shakes uncontrollably. He tries again, voice high and thin. “I do not have anything, Jake. I promise.”<Br>
<Br>
Jake looks at him. And then you watch as Jake's fist ploughs into Dennis' stomach.<br>
<br>
The gasp is a single breath from a hundred mouths. Dennis folds and drops, arms around his waist, a broken sound squeezed out of him. Then you hear the crying begin.<br>
<Br>
Jake looks down at the whimpering boy, his own body shaking with adrenaline as he takes in what he's done. You see a flash of uncertainty on his face as he looks up, glancing around the cafeteria. "What?" he mutters to the crowd. "He had it coming.”<br>
<br>
He turns and pushes through the doors. Dennis leans against the door, weeping. Alone.<br>
<Br>
Your mouth is full of the taste of copper, as the cafeteria returns to hushed whispers. The dog tags in your pocket pressing against your body.<Br>
<br>
<<ActionsHeader>>
<<link "Return to the cafeteria" "SchoolCafeteria">><<EventsCheckEnd "SchoolCafeteria" "DogTagsReactDennis">><<EventTrigger "SchoolGymEntrance" "DogTagsReactHeather" "Evening" null "Emily" null null null false>><</link>>
<</switch>><<switch $SchoolCafeteriaLunch>>
<<case "Sit">>
You carry your tray over to an empty table and sit down, staring at the food. Your stomach gurgles again, in spite of what’s in front of you.<br>
<br>
<<Flag "Act2Started">>
<<if _FlagReturn is true>>
<<if $KitchenWard is undefined>>
<<QuestOptionCheck "Quest24" 0 "kitchen">>
<<if _QuestOptionCheck is true>>
<<if $current.female is true>>
Looking down at the food, you wince. You can see the faint traces of yellow-amber energy flowing through it. The curse is still active.<br>
<<else>>
Looking down at the food, you wince. You can’t see it, but you know that the magic in the food is once more active.<br>
<</if>>
<<else>>
<<if $current.female is true>>
Looking down at the food, you have to fight to keep yourself from reacting. There, as if mocking you, is the sense of magic once more.<br>
<<else>>
Looking down at the food, you feel your chest tightening. You can’t see it, but deep down, something inside of you tells you the curse is active once more.<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Eat it" "SchoolCafeteriaLunch">>
<<QuestOptionUnlock "Quest24" 0 "kitchen">>
<<if $current.female is true>>
<<set _CafeLunchAssertive to -$CafeteriaCorruption>>
<<Assertive _CafeLunchAssertive>>
<<else>>
<<Assertive 1>>
<</if>>
<<set $SchoolCafeteriaLunch to "Eat">>
<</link>><br>
<<link "Leave it" "SchoolCafeteriaLunch">><<QuestOptionUnlock "Quest24" 0 "kitchen">><<set $SchoolCafeteriaLunch to "Leave">><</link>>
<<elseif $KitchenWard is "NulifiedAll">>
<<if $current.female is true>>
Looking down at the food, you sigh in relief. In spite of how tasteless it looks, there is no sense of the magic again mixed in it.<br>
<<else>>
Looking down at the food, you sigh in relief. It looks tasty and you know it’s now, once again, magic free.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Eat it" "SchoolCafeteriaLunch">><<QuestOptionUnlock "Quest24" 0 "kitchen">><<set $SchoolCafeteriaLunch to "Eat">><</link>><br>
<<link "Leave it" "SchoolCafeteriaLunch">><<QuestOptionUnlock "Quest24" 0 "kitchen">><<set $SchoolCafeteriaLunch to "Leave">><</link>>
<<elseif $KitchenWard is "NulifiedSelf">>
<<if $current.female is true>>
Looking down at the food, you sigh in relief. In spite of how tasteless it looks, there is no sense of the magic again mixed in it. The same can’t be said for food given to the other students.<br>
<<else>>
Looking down at the food, you sigh in relief. It looks tasty and you know it’s now, once again, magic free. The same can’t be said for food given to the other students.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Eat it" "SchoolCafeteriaLunch">><<QuestOptionUnlock "Quest24" 0 "kitchen">><<set $SchoolCafeteriaLunch to "Eat">><</link>><br>
<<link "Leave it" "SchoolCafeteriaLunch">><<QuestOptionUnlock "Quest24" 0 "kitchen">><<set $SchoolCafeteriaLunch to "Leave">><</link>>
<</if>>
<<else>>
<<ActionsHeader>>
<<link "Eat it" "SchoolCafeteriaLunch">>
<<if $KitchenWard is undefined>>
<<QuestState "Quest5">>
<<if _QuestState is 2>><<QuestTracker "Quest15" 0>><<QuestTracker "Quest15" 1>><<QuestOptionUnlock "Quest5" 2 "cafeteria">><<else>><<QuestTracker "Quest15" 0>><</if>>
<<if $current.female is true>>
<<set _CafeLunchAssertive to -$CafeteriaCorruption>>
<<Assertive _CafeLunchAssertive>>
<<else>>
<<Assertive 1>>
<</if>>
<</if>>
<<set $SchoolCafeteriaLunch to "Eat">>
<</link>><br>
<<link "Leave it" "SchoolCafeteriaLunch">><<set $SchoolCafeteriaLunch to "Leave">><</link>>
<</if>>
<<case "Eat">>
<<if $current.avatar is "Emily">>Hunger gets the better of you. You begin eating your bland salad, gaining satisfaction only from satisfying your stomach. There is little to taste, nor savour.<br>
<<elseif $current.avatar is "Dennis">>Hunger gets the better of you. You begin eating your gristly steak and boiled potatoes. In spite of the fat, you find yourself almost enjoying the satisfaction of eating something substantial.<br>
<<elseif $current.avatar is "Jake">>Hunger gets the better of you. You begin eating your burger and chips. In spite of the grease, you find yourself almost enjoying the satisfaction of eating something substantial.<br><</if>>
<br>
<<if $KitchenWard is "NulifiedSelf">>
With the food no longer cursed at least for you, your lunch causes you no adverse side effects. You look around the room, noticing other students aren’t so lucky. Girls, all munching on salads, are smiling and vacantly listening to the boys prattle and horseplay.<br>
<br>
You notice the boys chow down on their burgers and meat casseroles, barely stopping to swallow. Crumbs spit out of their mouths as they talk, but none of the girls seem bothered by their disgusting table manners. They stare back, blankly, enraptured.<br>
<br>
You finish your lunch and spend the rest of the break watching people. When the bell rings, you get your belongings and prepare to leave.<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">><<TimeChange>><<set $SchoolCafeteriaLunch to undefined>><</link>>
<<elseif $KitchenWard is "NulifiedAll">>
With the curse not active, you eat free from any magical impacts. Looking around the cafeteria, you note that other people’s behaviour has changed. Girls have pushed their trays of salad away from them, with a few even stealing some of the boys' burgers. <br>
<br>
The boys, conversely, seem off their game. They engage with their typical horseplay and banter, but girls roll their eyes and look back at them derisively. Most are just ignoring them.<br>
<br>
You finish your lunch, feeling at least partially satisfied from the bland food. When the bell goes, most of the girls leave promptly. The guys watch after them, looking dumbfounded.<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">><<TimeChange>><<set $SchoolCafeteriaLunch to undefined>><</link>>
<<elseif $current.avatar is "Emily" and $CafeteriaCorruption gte 3>>
After a few mouthfuls, you find yourself smiling faintly. It’s delicious, really. So healthy. Exactly what you need. Why would you have ever thought otherwise?<br>
<br>
A shadow falls across your tray. Brendan Glove leans down, thigh pressed almost against your arm, grinning broadly. “Hey. Haven’t seen you before. You new?”<br>
<br>
You look up at him, nerves fluttering, and nod quickly. “Yes. Just trying to fit in.”<br>
<br>
His grin widens. “You should come by the football field after school. I’ll be there.”<br>
<br>
The suggestion feels more like a command, and you feel warmth spread in your chest at the thought. “Of course,” you answer instantly. <br>
<br>
He laughs softly, satisfied, and strides away. You keep watching until he’s gone, cheeks warm, heart pounding. Maybe you should go see him on the field. After all, he told you to. Why wouldn’t you?<br>
<br>
The bell interrupts your thoughts, leaving you clutching your tray, eager for the day to be over.<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">><<TimeChange>><<set $SchoolCafeteriaLunch to undefined>><<NPCKnown "Brendan">><</link>>
<<elseif $current.avatar is "Emily" and $CafeteriaCorruption gte 2>>
After a few mouthfuls, you grow accustomed to the taste. Actually, it’s kind of nice, you decide, surprised by your own thought. Good for you, good for keeping in shape. Maybe you shouldn’t complain so much.<br>
<br>
You glance up as Brendan Glove, one of the football players, looms over you. He plants a foot on the bench beside you, leaning close, grin wide. “Hey,” he says. “Don’t think I’ve seen you before. You new?”<br>
<br>
His leg is right there, filling your space. You ought to object, but the words won’t come. Instead you give him a quick smile. “Yeah. Just keeping quiet.”<br>
<br>
“That’s good,” he replies, eyes raking over you. “You should come by the field after school. We can hang out.”<br>
<br>
You hesitate, but it feels easier just to nod. “Alright.”<br>
<br>
Brendan grins at your answer before sauntering off. You watch him go, pulse quickening. He wants you there, you think. So shouldn’t you go?<br>
<br>
The bell rings, leaving you unsettled at how quickly you agreed.<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">><<TimeChange>><<set $SchoolCafeteriaLunch to undefined>><<NPCKnown "Brendan">><</link>>
<<elseif $current.avatar is "Emily">>
After a few mouthfuls, you grow accustomed to the taste. It’s not so bad, you think. At least it’s healthy. Good for your waistline.<br>
<br>
You begin to ponder where that thought came from, but are pulled out of your thoughts by Brendan Glove, one of the football players, looking down on you. <br>
<br>
He puts a foot up on the bench, leaning forward, grinning. “Hey,” he says. “I don’t think I’ve seen you around before. You new here?”<br>
<br>
Personal space must not be a concept Brendan has been introduced to, as his muscular thigh is uncomfortably close to you. Part of you feels like saying something, but you don’t want to offend him.<br>
<br>
“A little,” you say. “I just keep my head down.”<br>
<br>
“You can keep your head down for me, anytime,” he replies, giving you a leery look. “You should come see me after school on the football field. We can hang out.”<br>
<br>
“Okay,” you find yourself replying, in spite of having no intention of doing so.<br>
<br>
He grins, then nods to you and walks off.<br>
<br>
You watch him go. Maybe you will go and see him, you think. After all, he did tell you to.<br>
<br>
Lost in thought for the rest of the lunch break, you are only drawn away from considering Brendan by the bell.<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">><<TimeChange>><<set $SchoolCafeteriaLunch to undefined>><<NPCKnown "Brendan">><</link>>
<<elseif $current.avatar is "Dennis">>
The more you eat, the more you find yourself enjoying it. Your stomach feels warm from the nutrients. A new surge of energy spreads throughout your body, the reward for eating something rich with iron.<br>
<br>
You look around as you eat. Girls, all munching on salads, are smiling and vacantly listening to the boys prattle and horseplay.<br>
<br>
In fact, the boys chow down on their burgers and meat casseroles, barely stopping to swallow. Crumbs spit out of their mouths as they talk, but none of the girls seem bothered. They stare back, blankly, enraptured.<br>
<br>
Then you feel it. A piece of steak falling out of your open mouth. You are barely chewing before forcing half a potato into your hole. The ravenous feeling of hunger surges you on, shovelling more of the food into your mouth before you swallow.<Br>
<br>
A girl glances over you, watching. A tingle of Dennis' nerves shoots up inside your body, but you find yourself grinning back at her. Even as you feel the fat spread around your lips.<br>
<br>
She stares at you vacantly. Then, after a moment, actually smiles.<Br>
<br>
You finish your lunch and spend the rest of the break watching people. All the while smirking. When the bell rings, you get your belongings and prepare to leave.<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">><<TimeChange>><<set $SchoolCafeteriaLunch to undefined>><</link>>
<<elseif $current.avatar is "Jake">>
The more you eat, the more you find yourself enjoying it. The salt from the chips and the processed cheese on the patty is enough to warm your stomach. A new surge of energy spreads throughout your body, the reward for eating something tasty.<br>
<br>
You look around as you eat. Girls, all munching on salads, are smiling and vacantly listening to the boys prattle and horseplay.<br>
<br>
In fact, the boys chow down on their burgers and meat casseroles, barely stopping to swallow. Crumbs spit out of their mouths as they talk, but none of the girls seem bothered. They stare back, blankly, enraptured.<br>
<br>
Then you feel it. A piece of meat falling out of your mouth. You are barely chewing before forcing another bite of the burger into your hole. The ravenous feeling of hunger surges you on, shovelling more of the food into your mouth before you swallow.<Br>
<br>
A girl glances over you, watching. You take a huge bite from the burger and grin back at her, even as you chew with your mouth open.<br>
<br>
She stares at you vacantly. Then, after a moment, actually smiles.<Br>
<br>
You finish your lunch and spend the rest of the break watching people. All the while smirking. When the bell rings, you get your belongings and prepare to leave.<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">><<TimeChange>><<set $SchoolCafeteriaLunch to undefined>><</link>>
<</if>>
<<case "Leave">>
Even stomach pains can’t make you desire this food. You move it around with your fork absent-mindedly, but don’t take a bite.<br>
<br>
<<if $current.avatar is "Emily">>Once the bell goes to signal lunch is over, you leave the untouched salad on the tray. You feel lightheaded and woozy from the lack of food, and hope you get by through the rest of the day. <br>
<<elseif $current.avatar is "Dennis">>Once the bell goes to signal lunch is over, you leave the untouched steak on the tray. You feel lightheaded and woozy from the lack of food, and hope you get by through the rest of the day. <br>
<<elseif $current.avatar is "Jake">>Once the bell goes to signal lunch is over, you leave the untouched burger on the tray. You feel lightheaded and woozy from the lack of food, and hope you get by through the rest of the day. <br><</if>>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">><<TimeChange>><<set $SchoolCafeteriaLunch to undefined>><</link>>
<</switch>>You try the handle to the door, but it's locked. You grimace. You'll need to find a key to the door to get into the kitchen.<Br>
<br>
<<ActionsHeader>>
<<link "Return to the cafeteria" "SchoolCafeteria">><<SetFlag "SchoolCafeteriaLocked">><</link>><<StartConversation "Michelle" "SchoolCafeteria">>
<<Checkrelationship _NPC>>
<<include "EventsDialogueMichelle">>
<<if $MichelleDialogue is undefined and _relationship is 0 and _currentEvent is undefined>>
Michelle throws you a dark look as you approach. It’s clear she doesn’t want to speak to you.<br>
<<elseif $MichelleDialogue is undefined and _currentEvent is undefined and $current.avatar is "Emily">>
Michelle perks up and smiles as you approach. “Oh hey Em! Do you want to join me for lunch? You have to tell me everything that’s going on with you!”<br>
<br>
You slide in next to Michelle, shivering as your bare thighs touch the plastic bench underneath the table. She smiles impishly, leaning in to you, resting her chin on her delicate hands.<br>
<<QuestOptionCheck "Quest9" 2 "call_out_michelle">><<QuestState "Quest9">><<RumourCheckSelf "Michelle">>
<<if _QuestOptionCheck is false and _QuestState is 2 and _RumourCheckSelf is true>>
<br><i>You appraise Michelle as a target for increasing your position in the pecking order. She’s perky and pretty, but comes across as too eager to be accepted. You also know a secret about her that would destroy her reputation. And Emily’s relationship with her, if you care.</i><br><<QuestOptionUnlock "Quest9" 2 "call_out_michelle">>
<</if>>
<<QuestState "Quest22">><<DialogueSpoken "Michelle" "Tandi">>
<<if _QuestState gte 0 and _Discussed is false>><br><I>You study Michelle carefully, recalling how she seems to know every little detail of anything to do with the cheerleader squad. It dawns on you that she might know something about Tandi.</i><br><</if>>
<<elseif $MichelleDialogue is undefined and _currentEvent is undefined and $current.avatar is "Dennis">>
You drift toward Michelle’s table. She looks up, startled for a moment, then smooths her expression into a small, polite smile.<Br>
<br>
“Dennis,” she says lightly, tucking a curl of hair behind her ear. “Hello.”<Br>
<Br>
Her eyes flick quickly around the cafeteria, scanning the room. There’s no invitation for you to sit. If anything, she shifts her tray a little closer, as though to signal the seat beside her isn’t free.<Br>
<Br>
After a pause, she adds, “Um… did you need something? Can I help you?” Her voice is pleasant enough, but there’s a tension in it. The sort that says she’s worried about who might be watching.<Br>
<Br>
You can feel the awkwardness tightening between you. Polite words, but no warmth. Michelle doesn’t want this conversation with you.<Br>
<Br>
You decide to let it go.<Br>
<<elseif $MichelleDialogue is undefined and _currentEvent is undefined and $current.avatar is "Jake">>
The cafeteria hums with chatter and the clatter of trays. Michelle is seated alone at one of the smaller tables, her books stacked neatly to one side. She looks up as you approach.<bR>
<br>
For a heartbeat her eyes widen with a flicker of surprise. It soon changes into something else. Her lips part, then press together again as she tucks a curl of hair behind her ear, trying to mask the rush of colour to her cheeks.<Br>
<br>
“Jake,” she says quietly, the word more breath than voice. Her gaze briefly flicks across the room toward the cheerleaders and to Christina. The squad is gathered by the windows, their laughter carrying easily over the din.<bR>
<bR>
“You… wanted something?” she asks carefully.<br>
<<elseif _currentEvent is undefined>>
Michelle smiles at you, waiting for you to speak.<br>
<</if>>
<<if _currentEvent is undefined and _relationship is 0 and $current.avatar is "Emily">>
<br>
<<ActionsHeader>>
<<SpellsCheckSelf "Charm">>
<<if _SpellsCheckSelf is true and $current.female is true>><s>[Spell: Charm] Cast Charm on Michelle</s> - <i>You can't do this around other people</i><br><</if>>
<<link "Leave Michelle alone" "SchoolCafeteria">><<EndConversation _NPC>><</link>>
<<elseif _currentEvent is undefined and $current.avatar is "Emily">>
<br>
<<ActionsHeader>>
<<DialogueSpoken "Michelle" "School">>
<<if _Discussed is false>><<link "Ask about her experience at the school" "MichelleDialogue">><<set $MichelleDialogue to "School">><</link>><br><</if>>
<<DialogueSpoken "Michelle" "Classes">><<QuestState "Quest11">>
<<if _QuestState is 0 and _Discussed is false>><<link "Ask about the single sex classes" "MichelleDialogue">><<set $MichelleDialogue to "Classes">><</link>><br><</if>>
<<QuestState "Quest6">>
<<if _QuestState is 1 or _QuestState is 2>><<link "Ask about her after school sessions with Mr. Rogers" "MichelleDialogue">><<set $MichelleDialogue to "Rogers">><<RumourLearned "Michelle">><</link>><br><</if>>
<<RumourCheckSelf "Michelle">><<QuestOptionCheck "Quest9" 2 "call_out_michelle">><<QuestOptionCompleteCheck "Quest9" 2 "call_out_michelle">>
<<if _QuestOptionCheck is true and _QuestOptionCompleteCheck is false and _RumourCheckSelf is true>><<link "Berate Michelle in front of lunch hall" "MichelleDialogue">><<CheerleaderAcceptence>><<ChangeNPCrelationship "Michelle" "Emily" 0>><<QuestOptionComplete "Quest9" 2 "call_out_michelle">><<set $MichelleDialogue to "Berate">><<Greedy 1>><</link>><br><</if>>
<<QuestOptionCheck "Quest12" 0 "physical_relief">>
<<if _QuestOptionCheck is true>><<link "Ask about Jake" "MichelleDialogue">><<set $MichelleDialogue to "Jake">><</link>><br><</if>>
<<QuestState "Quest22">><<DialogueSpoken "Michelle" "Tandi">>
<<if _QuestState gte 0 and _Discussed is false>><<link "Ask her about Tandi" "MichelleDialogue">><<set $MichelleDialogue to "Tandi">><<DialogueDone "Michelle" "Tandi">><</link>><br><</if>>
<<EventSeen "SchoolCorridor" "Act2Begin">><<DialogueSpoken "Michelle" "MissCharltonContest">>
<<if _EventSeen is true and _Discussed is false>><<link "Ask about the Miss Charlton contest" "MichelleDialogue">><<set $MichelleDialogue to "MissCharltonContest">><<DialogueDone "Michelle" "MissCharltonContest">><</link>><br><</if>>
<<QuestState "Quest29">><<QuestStatus "Quest29">><<DialogueSpoken "Michelle" "MissCharltonBadges">>
<<if _QuestState lt 3 and _QuestStatus is "active" and _Discussed is false>><<link "Ask about the contest badges" "MichelleDialogue">><<set $MichelleDialogue to "MissCharltonBadges">><<DialogueDone "Michelle" "MissCharltonBadges">><</link>><br><</if>>
<<QuestState "Quest23">><<DialogueSpoken "Michelle" "RogersAmulet">>
<<if _QuestState is 0 and _Discussed is false>><<link "Ask about Rogers' amulet" "MichelleDialogue">><<set $MichelleDialogue to "RogersAmulet">><<DialogueDone "Michelle" "RogersAmulet">><</link>><br><</if>>
<<link "Make small talk and finish your lunch with Michelle" "MichelleDialogue">><<set $MichelleDialogue to "EatLunch">><</link>><br>
<<elseif _currentEvent is undefined and $current.avatar is "Dennis">>
<br>
<<ActionsHeader>>
<<link "Leave Michelle alone" "SchoolCafeteria">><<EndConversation _NPC>><</link>>
<<elseif _currentEvent is undefined and $current.avatar is "Jake">>
<br>
<<ActionsHeader>>
<<DialogueSpoken "Michelle" "JakeClasses">>
<<if _Discussed is false>><<link "Ask about her classes" "MichelleDialogue">><<set $MichelleDialogue to "JakeClasses">><</link>><br><</if>>
<<DialogueSpoken "Michelle" "JakeSchool">>
<<if _Discussed is false>><<link "Ask about school" "MichelleDialogue">><<set $MichelleDialogue to "JakeSchool">><</link>><br><</if>>
<<DialogueSpoken "Michelle" "JakeJake">>
<<if _Discussed is false>><<link "Ask about Jake" "MichelleDialogue">><<set $MichelleDialogue to "JakeJake">><</link>><br><</if>>
<<DialogueSpoken "Michelle" "JakeHer">>
<<if _Discussed is false>><<link "Ask about her" "MichelleDialogue">><<set $MichelleDialogue to "JakeHer">><</link>><br><</if>>
<<QuestState "Quest6">><<DialogueSpoken "Michelle" "JakeRogers">>
<<if ((_QuestState === 1 || _QuestState === 2) && _Discussed === false)>><<link "Ask about her after school sessions with Mr. Rogers" "MichelleDialogue">><<set $MichelleDialogue to "JakeRogers">><</link>><br><</if>>
<<EventSeen "SchoolCorridor" "Act2Begin">><<DialogueSpoken "Michelle" "MissCharltonContest">>
<<if _EventSeen is true and _Discussed is false>><<link "Ask about the Miss Charlton contest" "MichelleDialogue">><<set $MichelleDialogue to "MissCharltonContest">><<DialogueDone "Michelle" "MissCharltonContest">><</link>><br><</if>>
<<QuestState "Quest29">><<QuestStatus "Quest29">><<DialogueSpoken "Michelle" "MissCharltonBadges">>
<<if _QuestState lt 3 and _QuestStatus is "active" and _Discussed is false>><<link "Ask about the contest badges" "MichelleDialogue">><<set $MichelleDialogue to "MissCharltonBadges">><<DialogueDone "Michelle" "MissCharltonBadges">><</link>><br><</if>>
<<link "Leave Michelle alone" "SchoolCafeteria">><<EndConversation _NPC>><</link>>
<</if>><<StartConversation "Jackie" "SchoolCafeteria">>
<<Checkrelationship _NPC>>
<<if $JackieDialogue is undefined and $current.avatar is "Emily">>
You stand in-line at the counter, grabbing a plastic tray and waiting patiently as other students slowly move down the counter towards today’s food.<br>
<br>
Stained windows give you a preview of what’s to come. Buckets of meat marinating in beige sauces. Greasy burgers that have spent too long frying. Undercooked chips and bland, ungarnished salad.<br>
<br>
Reaching the counter, you look over at Jackie Thomas, the dinner lady. She’s a heavy-set woman in a dark blue dress peppered with grease stains. Her fading locks are kept in a hairnet, but you can see stray strands dropping out into the buckets of food in front of her.<br>
<br>
“Ah, Phillips,” she says in a gruff voice as you approach. “You’re marked up for this today. Nurse Rancy’s orders.”<br>
<br>
She slams an ungarnished salad down on your tray. Lettuce and some badly chopped tomatoes. There’s not even a sachet of vinegar. <br>
<<elseif $JackieDialogue is undefined and $current.avatar is "Dennis">>
You stand in-line at the counter, grabbing a plastic tray and waiting patiently as other students slowly move down the counter towards today’s food.<br>
<br>
Stained windows give you a preview of what’s to come. Buckets of meat marinating in beige sauces. Greasy burgers that have spent too long frying. Undercooked chips and bland, ungarnished salad.<br>
<br>
Reaching the counter, you look over at Jackie Thomas, the dinner lady. She’s a heavy-set woman in a dark blue dress peppered with grease stains. Her fading locks are kept in a hairnet, but you can see stray strands dropping out into the buckets of food in front of her.<br>
<br>
“Master Mannet,” she says in a gruff voice as you approach. “Finally eating lunch in the cafeteria? You’re marked up for this today. Nurse Rancy’s orders.”<br>
<br>
She slams a gristly steak down on to your tray, then loads it with bland boiled potatoes. A large serving of gravy is dolloped on the side.<br>
<<elseif $JackieDialogue is undefined and $current.avatar is "Jake">>
You stand in-line at the counter, grabbing a plastic tray and waiting patiently as other students slowly move down the counter towards today’s food.<br>
<br>
Stained windows give you a preview of what’s to come. Buckets of meat marinating in beige sauces. Greasy burgers that have spent too long frying. Undercooked chips and bland, ungarnished salad.<br>
<br>
Reaching the counter, you look over at Jackie Thomas, the dinner lady. She’s a heavy-set woman in a dark blue dress peppered with grease stains. Her fading locks are kept in a hairnet, but you can see stray strands dropping out into the buckets of food in front of her.<br>
<br>
“Duncan,” she says in a gruff voice as you approach. “Got a special order for you right here. Nurse Rancy’s orders.”<br>
<br>
She slams a burger down heavy on to the plate on the tray. The bottom bun is already soft from the grease running through. A serving of chips is shoved on to the side.<br>
<<else>>
Jackie waits impatiently for you to speak.<br>
<</if>>
<br>
<<ActionsHeader>>
<<DialogueSpoken "Jackie" "Different">>
<<if _Discussed is false>><<link "Ask for something different" "JackieDialogue">><<set $JackieDialogue to "Different">><</link>><br><</if>>
<<DialogueSpoken "Jackie" "Preparation">>
<<if _Discussed is false>><<link "Ask about who prepares the food" "JackieDialogue">><<set $JackieDialogue to "Preparation">><</link>><br><</if>>
<<Flag "SchoolCafeteriaLocked">><<DialogueSpoken "Jackie" "SchoolCafeteriaKey">>
<<if _FlagReturn is true and _Discussed is false>><<link "Ask Jackie about the key to the kitchen" "JackieDialogue">><<set $JackieDialogue to "SchoolCafeteriaKey">><</link>><br><</if>>
<<DialogueSpoken "Jackie" "SchoolCafeteriaKey">><<QuestState "Quest15">><<InventoryCheckSelf "KeyKitchenJackie">>
<<if _Discussed is true and _QuestState is 2 and _InventoryCheckSelf is false>>
<<StatCheckGreedy "lt" 45>>
<<set _StatGreedyProbability to _StatGreedyProbability + " Persuade Jackie to give you the key">>
<<if _StatCheckGreedy is true>>
<<link _StatGreedyProbability "JackieDialogue">><<set $JackieDialogue to "GreedyPass">><<ChangeNPCrelationship "Jackie" "Emily" 2>><<QuestTracker "Quest15" 3>><<TakeObjectNPC "Jackie" "KeyKitchenJackie">><</link>><br>
<<else>>
<<link _StatGreedyProbability "JackieDialogue">><<set $JackieDialogue to "GreedyFail">><<Greedy -1>><</link>><br>
<</if>>
<</if>>
<<SpellsCheckSelf "Charm">><<CharmedCheck "Jackie">>
<<if _Charmed is false and _SpellsCheckSelf is true>><s>[Spell: Charm] Cast Charm on Jackie to get her to give you the key</s> - <i>You can't do this around other people</i><br><</if>>
<<link "Say goodbye to Jackie and sit down with your lunch" "SchoolCafeteriaLunch">><<EndConversation "Jackie">><<set $SchoolCafeteriaLunch to "Sit">><</link>>You cross the cafeteria before you can decide whether this is wise.<br>
<br>
<<Flag "PermMarcusLost">><<set _MarcusLost to _FlagReturn>>
<<Flag "PermIanLost">><<set _IanLost to _FlagReturn>>
<<Flag "PermKaraLost">><<set _KaraLost to _FlagReturn>>
<<if _MarcusLost is true>>
Marcus notices you first. “Emily. You’re staring.”<br>
<<elseif _IanLost is true>>
Ian catches your eye and grins. “Miss me already?”<br>
<<else>>
Kara gives you a pleasant, puzzled smile. “Emily? Do you need something?”<br>
<</if>>
<br>
“You’re all right,” you say, and the words earn you nothing more than polite, blank looks.<br>
<br>
<<if _MarcusLost is true and _IanLost is true and _KaraLost is true>>
“You were in the woods last night,” you continue. “All three of you.”<br>
<br>
Marcus gives you the patient smile of someone correcting a child. “We were at mine.”<br>
<br>
“Making plans for after prom,” Kara adds.<br>
<br>
Ian leans back and folds his hands behind his head. “Not our wildest night.”<br>
<br>
They share an easy laugh, and the false memory settles between them without a single rough edge for you to catch hold of.<br>
<<elseif _MarcusLost is true and _IanLost is true>>
“Where’s Kara?” you ask.<br>
<br>
Marcus’s expression hardens. “She ran away. She’ll come back when she’s ready to grow up.”<br>
<br>
“Bit dramatic, wasn’t it?” Ian adds with a shrug. “She’ll get bored out there soon enough.”<br>
<br>
“You were with her,” you say.<br>
<br>
“No.” The answer comes from both of them at once, so immediate and so certain that there is nothing buried beneath it for you to reach.<br>
<<elseif _MarcusLost is true and _KaraLost is true>>
“Where’s Ian?” you ask.<br>
<br>
Marcus’s expression hardens. “He ran away. He’ll come back when he’s ready to grow up.”<br>
<br>
“I suppose he’ll come back when he realises how frightening it is out there,” Kara offers, looking down at her tray.<br>
<br>
“You were with him,” you say.<br>
<br>
“No.” The answer comes from both of them at once, so immediate and so certain that there is nothing buried beneath it for you to reach.<br>
<<elseif _IanLost is true and _KaraLost is true>>
“Where’s Marcus?” you ask.<br>
<br>
Ian shrugs. “He ran away. Bit dramatic, isn’t it? He’ll get bored and come back.”<br>
<br>
“I suppose he’ll come back when he realises how frightening it is out there,” Kara offers, looking down at her tray.<br>
<br>
“You were with him,” you say.<br>
<br>
“No.” The answer comes from both of them at once, so immediate and so certain that there is nothing buried beneath it for you to reach.<br>
<<else>>
“Where is everyone else?” you ask.<br>
<br>
<<if _MarcusLost is true>>
Marcus’s expression hardens. “They ran away. They’ll come back when they’re ready to grow up.”<br>
<<elseif _IanLost is true>>
Ian shrugs. “They ran away. Bit dramatic, isn’t it? They’ll get bored and come back.”<br>
<<else>>
Kara looks down at her tray. “They ran away. I suppose they’ll come back when they realise how frightening it is out there.”<br>
<</if>>
<br>
“You were with them,” you say.<br>
<br>
“No.” The answer comes so immediately, and with such certainty, that there is nothing buried beneath it for you to reach.<br>
<</if>>
<br>
Somebody farther down the table asks a question, and their attention leaves you as though you had never been standing there.<br>
<br>
<<if _MarcusLost is true>>
Marcus resumes telling the others what they should do.<br>
<br>
<</if>>
<<if _IanLost is true>>
Ian throws out another practised joke and waits for the girls nearby to laugh.<br>
<br>
<</if>>
<<if _KaraLost is true>>
Kara turns towards the nearest boy and asks what he thinks.<br>
<br>
<</if>>
<<ActionsHeader>>
<<link "Return to the cafeteria" "SchoolCafeteria">><</link>><b>Charlton School - Careers Office</b><br>
<img src="./images/School_CareersOffice.png"><br>
<br>An impeccably organised, tastefully furnished room that radiates authority and polished charm. Soft pastel walls surround a sturdy oak desk, its surface almost spotless except for a neatly stacked pile of paperwork and flowers in a crystal vase.<br>
<<include "EventsSchoolCareersOffice">>
<<if _currentEvent is undefined>>
<br>
<<ActionsHeader>>
[[Return to the corridor|SchoolCorridor]]
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<switch _currentEvent>>
<<case "GradesAPlusMeeting">>
<br>
You step inside the office and are greeted by a tastefully furnished room with a sturdy oak desk in its centre. Behind the desk, perfectly arranged shelves display elegant trophies, scholarly awards, and framed certificates, each precisely positioned to convey quiet prestige.<br>
<br>
Sitting behind it is a woman smiling politely at you. Middle-aged, but her appearance and posture the epitome of Charlton elegance. She’s dressed in a pastel blazer and a perfectly matched dress, with a pearl necklace completing her polished look. Her makeup is flawless, yet her sharp eyes quickly assess you before softening into a practiced warmth.<br>
<Br>
"<<TrueName "Current">> Phillips?" she asks, “Wonderful to meet you. I’m Lydia Carmichael, the school’s career advisor.”<br>
<Br>
She smiles smoothly, gesturing for you to take a seat. "I wanted to speak about Emily. She’s truly excelling academically, one of our brightest students. Her teachers all agree she's exceptional, a shining example of Charlton’s ideals. So, firstly, congratulations. I hear that you are her guardian, in the absence of your parents being away? It’s truly remarkable that she is excelling in such adverse conditions. You’re doing a great job with her.”<br>
<br>
You pause, offering her a polite smile. <I>If only she knew…</i><br>
<br>
“With that in mind,” she continues. “We believe Emily would be perfect for a new opportunity we've arranged. For our brightest students, we encourage them to gain real-world experience in the workplace, to prepare them for their life after their education.”<br>
<br>
A query hangs in your mind about Charlton’s views on University, but instantly you know what the answer would be.<br>
<br>
“One of our community's businesses has helpfully offered an internship that Emily would be suited for,” Carmichael continues. “Coincidentally, it’s one you're familiar with. Thompson’s Repairs. Mr. Thompson is a long-standing benefactor of this school. It pleases me whenever he offers his support.”<br>
<Br>
Your heart drops, as you struggle to keep your feelings to yourself.<Br>
<br>
“It would be Friday afternoons, serving as a secretary. Naturally, we'll allow Emily to miss her Physical Education during this period, ensuring her grades won’t be impacted.” <br>
<br>
Carmichael offers you a smile again. “We do need approval from her parents or guardian for such an opportunity, however. So, would you be happy to see Emily benefit from such an internship? It would place her in good stead to potentially continue the position after she graduates.”<br>
<br>
<<ActionsHeader>>
<<link "Accept the offer for Emily" "CarmichaelDialogue">><<SetFlag "EmilyInternshipAccepted">><<EventsCheckEnd "SchoolCareersOffice" "GradesAPlusMeeting">><<set $CarmichaelDialogue to "AcceptInternship">><</link>><br>
<<link "Tell Lydia you'd prefer Emily focus solely on academic achievements" "CarmichaelDialogue">><<EventsCheckEnd "SchoolCareersOffice" "GradesAPlusMeeting">><<set $CarmichaelDialogue to "RejectInternship">><</link>>
<<case "MathsAct2SpecialLesson">>
<br>
<<NPCKnownCheck "Carmichael">>
<<if _NPCKnownCheck is true>>
You step inside the familiar office, noting the contrast in decor against the rest of the school. Carmichael sits behind the desk, once again dressed in a pastel blazer and a matching dress. She greets you with a warm smile.<br>
<<else>>
You step inside the office and are greeted by a tastefully furnished room with a sturdy oak desk in its centre. Behind the desk, perfectly arranged shelves display elegant trophies, scholarly awards, and framed certificates, each precisely positioned to convey quiet prestige.<br>
<br>
Sitting behind it is a woman smiling politely at you. Middle-aged, but her appearance and posture the epitome of Charlton elegance. She's dressed in a pastel blazer and a perfectly matched dress, with a pearl necklace completing her polished look. Her makeup is flawless, yet her sharp eyes quickly assess you before softening into a practiced warmth.<br>
<</if>>
<br>
"Emily, isn't it?" she asks. "Lovely to meet you. I'm Mrs. Carmichael, the school's career advisor. But please. Call me Lydia."<br>
<br>
She smiles smoothly, gesturing for you to take a seat. As you do so, Carmichael opens a file and glances at a report. You see Emily's picture in the top corner.<br>
<br>
<<ActionsHeader>>
<<link "Listen to Carmichael's view on Emily's grades" "MathsAct2SpecialLesson">><<EventsCheckEnd "SchoolCareersOffice" "MathsAct2SpecialLesson">><<NPCKnown "Carmichael">><</link>>
<</switch>><<switch $MathsSpecialLesson>>
<<case undefined>>
<<NPCDeltaCheck "Emily" "grades">>
<<if _NPCDeltaCheck gte 71>>
"Looks like I have a model student in front of me," she says with a reassuring smile as she looks up from the paper. "Congratulations, Emily. I know that your home environment is challenging. To maintain your grades without the guidance of parental figures is a demonstration of your resilience."<br>
<<elseif _NPCDeltaCheck gte 41>>
"Not bad," she says with a reassuring smile as she looks up from the paper. "Your grades could be a little better, but given the circumstances of your home environment I think you have done well to maintain the average. It must be hard without the guidance of parental figures in your life."<br>
<<else>>
"Struggling a little, aren't you," she says with a reassuring smile as she looks up from the paper. "Though given the circumstances of your home environment, you should be proud that you're not failing. I can only imagine how hard it is to concentrate without the guidance of parental figures in your life."<br>
<</if>>
<br>
You force a smile back to her, holding back a comment about how Emily has a parental figure in her life. She does, doesn't she?<br>
<br>
Carmichael closes the file and pushes it to one side. "But grades aren't everything, Emily. I was a below average student at school, but I successfully ran a small company for a number of years. Before I moved to Charlton. Your future isn't written yet. Let's see what it may hold."<br>
<br>
She reaches to the other side of the desk, taking a clipboard with a fresh sheet of paper fastened underneath the clip. You see a number of multiple-choice questions free of answers. Carmichael picks up a glittery pen from a stationery pot and slides it over to you.<br>
<br>
"I'm going to ask you a series of questions," she tells you. "There are no right answers. Just mark the one that you feel best applies to you."<br>
<br>
She turns the clipboard around to face you. You hesitate. A brief glance down at the questions on the paper showcases the questions are generally what you'd expect from a career test. But it's the pen that concerns you. The sparkles embedded into its shaft shimmer with yellow-amber energy. The hairs on your arms stand up in reaction.<br>
<br>
"Let's begin," Carmichael tells you, offering you a warm smile.<br>
<br>
<<ActionsHeader>>
<<link "Listen to the first question" "MathsAct2SpecialLesson">><<set $MathsSpecialLesson to "Question1">><</link>>
<<case "Question1">>
"Question one," Carmichael begins. "When you are asked to do something new, what helps you feel most confident about doing it well?"<br>
<br>
You look down at the sheet in front of you. The question is written out at the top, with four answers to choose from. You read them carefully.<br>
<br>
A. Having someone show me exactly how it should be done so I can copy it properly<br>
B. Understanding why each step matters so I can plan the best way to approach it.<br>
C. Feeling calm and presentable first. If I look put together, I can manage anything.<br>
D. Figuring it out myself. I like testing what works rather than waiting for direction.<br>
<br>
The pen in your hand throbs gently. You can feel the magic waiting for you to put ink to the sheet.<br>
<br>
"It's not a trick question, dear," Carmichael tells you as she sees your hesitation. "Just put the first thing that pops into your head. Let's see the real you, shall we?"<br>
<br>
You look back down at the clipboard. You can guess what Charlton would want you to write, but you feel the pen tingling in your grip. This trap, once again, exposed for you to see but you are powerless to resist it.<br>
<br>
<<ActionsHeader>>
<<link "Mark A" "MathsAct2SpecialLesson">><<set $MathsSpecialLesson to "Question1Result">><<Intelligence -1>><<set $IntelligenceMinusCareer to true>><</link>><br>
<<link "Mark B" "MathsAct2SpecialLesson">><<set $MathsSpecialLesson to "Question1Result">><<Intelligence 1>><<set $IntelligenceCareer to true>><</link>><br>
<<link "Mark C" "MathsAct2SpecialLesson">><<set $MathsSpecialLesson to "Question1Result">><<Feminity 1>><<MathsSpecialLessonConform>><</link>><br>
<<link "Mark D" "MathsAct2SpecialLesson">><<set $MathsSpecialLesson to "Question1Result">><<Assertive 1>><<MathsSpecialLessonRebel>><</link>>
<<case "Question1Result">>
<<if $IntelligenceMinusCareer is true>>
You strike the box next to the first answer. 'Having someone show me exactly how it should be done so I can copy it properly.' Your hand flinches as the pen touches the paper, feeling as though you have received a small electric shock. Somewhere in your mind is the cackle of a menacing presence.<br>
<br>
"How delightful," Carmichael says as she sees your response. "You don't need to be able to do everything, Emily. If someone is there to show you what to do, you can use those brain cells to focus on other things. Mental overload is an underdiagnosed strain when students first move into the workplace. I've seen it before."<br>
<br>
You find yourself frowning, as you listen to her words. Something about the words perplexes you. "Mental overload?" you murmur. "Underdiagnosed strain?"<br>
<br>
Carmichael smiles back at you, recognising your confusion. "Sorry, Emily. Maybe those concepts are a bit too much for you." She pauses, reducing the speed of her words to a crawl. "Thinking is hard. Obeying is easy."<br>
<br>
You nod as you finally understand what she's saying. As the pen feels warm in your hand, you shudder. You know what's happening but you can't prevent it.<br>
<<elseif $IntelligenceCareer is true>>
You strike the box next to the second answer. 'Understanding why each step matters so I can plan the best way to approach it.' Your hand flinches as the pen touches the paper, feeling as though you have received a small electric shock. Somewhere in your mind is the cackle of a menacing presence.<br>
<br>
"How interesting," Carmichael says as she sees your response. "Are you sure that you want to take on that mental strain, Emily? Cognitive overload is an underdiagnosed pattern when students first move into the workplace. I've seen it before."<br>
<br>
You stare back at her, forcing a smile. "I'd rather know the root cause of the problem I'm facing. That way, I can feel confident in the overall goal if things go wrong."<br>
<br>
Carmichael's smile broadens, her eyebrows raising just slightly. "A good answer. Not one I see often, truth be told. Especially from the girls here."<br>
<br>
You return her smile but offer no further comment. Carmichael watches you carefully, but her expression doesn't change. The pen still feels warm in your hand.<br>
<<elseif $MathsSpecialLessonConform gt 0>>
You strike the box next to the third answer. 'Feeling calm and presentable first. If I look put together, I can manage anything.' Your hand flinches as the pen touches the paper, feeling as though you have received a small electric shock. Somewhere in your mind is the cackle of a menacing presence.<br>
<br>
"How very Charlton," Carmichael says as she sees your response. "Would you say your self-worth is derived from your appearance, Emily? Do you feel out-of-sorts if you haven't had the time for your full morning routine?"<br>
<br>
You stare back at her, forcing a smile. "Clothes make the man," you comment. "Or the woman."<br>
<br>
Carmichael holds her smile, narrowing her eyes slightly. "A woman certainly must know how to dress in the workplace," she comments after a long pause. "If it brings you clarity and confidence, then it can only be a good thing, can't it?"<br>
<br>
You return her smile, letting her words sink in. Maybe she's right. If spending a little bit more time on your appearance makes you feel confident, then maybe you should consider setting your alarm a little earlier to prepare.<br>
<br>
As the pen feels warm in your hand, you shudder. You know what's happening, but you can't prevent it.<br>
<<else>>
You strike the box next to the fourth answer. 'Figuring it out myself. I like testing what works rather than waiting for direction.' Your hand flinches as the pen touches the paper, feeling as though you have received a small electric shock. Somewhere in your mind is the cackle of a menacing presence.<br>
<br>
"Quite unique," Carmichael says as she sees your response. "But testing often leads to errors. Don't you think it would be easier if you just received guidance from a superior?"<br>
<br>
You stare back at her, forcing a smile. "I can think for myself. Understanding what doesn't work is just as important as knowing what does. That's how I improve."<br>
<br>
Carmichael holds her smile, narrowing her eyes slightly. "That may be, but when it comes to the workplace time is money, Emily. It's hard to hold down a job if you keep making mistakes. Especially as a woman."<br>
<br>
You return her smile but offer no further comment. Carmichael watches you carefully, but her expression doesn't change. The pen still feels warm in your hand.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Listen to the next question" "MathsAct2SpecialLesson">><<set $MathsSpecialLesson to "Question2">><</link>>
<<case "Question2">>
"Now for the next question," Carmichael continues, maintaining her smile. "When you're helping prepare something important, what part of the process do you find most satisfying?"<br>
<br>
Glancing down at the sheet, you read the choices.<br>
<br>
A. Doing whatever small jobs I'm asked to do. It feels good to support the bigger picture.<br>
B. Taking charge of the key decisions. If something matters, I'd rather be the one steering it.<br>
C. Making it look beautiful. If the presentation is lovely, everyone feels more at ease.<br>
D. Asking whether we should be doing it this way at all. I like rethinking the approach before committing.<br>
<br>
The magic within the pen fizzles between your fingers, anticipating an answer.<br>
<br>
"Remember Emily," Carmichael continues. "There are no wrong answers. Just the one that calls out to you."<br>
<br>
But as you look back down to the paper, you doubt her words. There are answers that Charlton would want over others. But as the pen begins to burn against your skin, you know there will be consequences for your choice.<br>
<br>
<<ActionsHeader>>
<<link "Mark A" "MathsAct2SpecialLesson">><<set $MathsSpecialLesson to "Question2Result">><<Greedy -1>><<set $GreedyMinusCareer to true>><</link>><br>
<<link "Mark B" "MathsAct2SpecialLesson">><<set $MathsSpecialLesson to "Question2Result">><<Greedy 1>><<set $GreedyCareer to true>><</link>><br>
<<link "Mark C" "MathsAct2SpecialLesson">><<set $MathsSpecialLesson to "Question2Result">><<set $MathsSpecialLessonQ2 to "C">><<Feminity 1>><<MathsSpecialLessonConform>><</link>><br>
<<link "Mark D" "MathsAct2SpecialLesson">><<set $MathsSpecialLesson to "Question2Result">><<set $MathsSpecialLessonQ2 to "D">><<Assertive 1>><<MathsSpecialLessonRebel>><</link>>
<<case "Question2Result">>
<<if $GreedyMinusCareer is true>>
You scrawl a dash through the box of the first answer. 'Doing whatever small jobs I'm asked to do. It feels good to support the bigger picture.' The shock from the pen is expected, but nevertheless unpleasant. The inhuman giggle once again bounces around your brain like a ball in a squash court.<br>
<br>
Carmichael glances down at your paper before smiling. "A selfless response. Such a rare quality these days. A lot of students focus on the big tasks that will get them recognised. But good work is built on the foundations of everyday tasks performed well. But do you think you'll care if someone else takes all the glory for your accomplishments?"<br>
<br>
Your brain grows hazy, as if searching for a response is like clawing through treacle. There's only one response that seems like an option to you. "I wouldn't mind. I like helping others."<br>
<br>
The career advisor smiles widely, tittering to herself. "Back when I ran a company, I could have done with girls like you. I think there are roles in our town that could do with someone as selfless as you, Emily."<br>
<br>
The compliment brings a grin to your face. The pen feels lighter in your hand now. Warm, but reassuringly so. And the voice of dissonance at the back of your brain is small, almost inaudible.<br>
<<elseif $GreedyCareer is true>>
You scrawl a dash through the box of the second answer. 'Taking charge of the key decisions. If something matters, I'd rather be the one steering it.' The shock from the pen is expected, but nevertheless unpleasant. The inhuman giggle once again bounces around your brain like a ball in a squash court.<br>
<br>
Carmichael glances down at your paper before smiling. "A bold response. Don't you think that when you get in the workplace that you should defer to more experienced employees? You'll be the new girl, after all."<br>
<br>
You give her a half-smile, smirking as you form your answer. "I'll value their opinions, but you shouldn't put other people's goals above your own. If there's a task to do, I want to make sure it's done right. And take the credit."<br>
<br>
The career advisor raises an eyebrow, tittering to herself. "Back when I ran a company, I had a few fresh faces with your guile. Don't see it so much around here, especially in the girls. But there are roles that could do with a woman who knows what it takes to succeed."<br>
<br>
The compliment brings a grin to your face. The pen feels lighter in your hand now. Warm, but reassuringly so. And the voice of dissonance at the back of your brain is small, almost inaudible.<br>
<<elseif $MathsSpecialLessonQ2 is "C">>
You scrawl a dash through the box of the third answer. 'Making it look beautiful. If the presentation is lovely, everyone feels more at ease.' The shock from the pen is expected, but nevertheless unpleasant. The inhuman giggle once again bounces around your brain like a ball in a squash court.<br>
<br>
Carmichael glances down at your paper before smiling. "A lovely response. Not everyone needs to be across the facts and numbers, Emily. Some people are more suited to how things look. But is there no part of you that would want to be involved in the detail?"<br>
<br>
Your brain grows hazy, as if searching for a response is like clawing through treacle. There's only one response that seems like an option to you. "I wouldn't mind. I like making things pretty."<br>
<br>
The career advisor smiles widely, tittering to herself. "Back when I ran a company, we could have done with a girl like you. Presentation is a big part of communication, Emily. If you understand that, I don't think you'll have a problem getting a job after school."<br>
<br>
The compliment brings a grin to your face. The pen feels lighter in your hand now. Warm, but reassuringly so. And the voice of dissonance at the back of your brain is small, almost inaudible.<br>
<<else>>
You scrawl a dash through the box of the fourth answer. 'Asking whether we should be doing it this way at all. I like rethinking the approach before committing.' The shock from the pen is expected, but nevertheless unpleasant. The inhuman giggle once again bounces around your brain like a ball in a squash court.<br>
<br>
Carmichael glances down at your paper before tittering. "How brave. Do you really think that a new starter should be suggesting changes? Aren't you there to learn and listen, not to put a spanner in the works?"<br>
<br>
You give her a half-smile, smirking as you form your answer. "The old ways aren't always the best ways. There's no progress if you do things the same way over and over again. Charlton should learn that."<br>
<br>
The career advisor raises an eyebrow, tittering to herself. "That is a striking position, Emily. And whilst there are no wrong answers here, you may want to consider whether that attitude is going to secure you a position once you graduate. Or at least, a position you would enjoy."<br>
<br>
Her words bring a grin to your face. The pen feels lighter in your hand now. Warm, but reassuringly so.<br>
<</if>>
<br>
"One more question," Carmichael tells you. "And I think we have everything we need."<br>
<br>
<<ActionsHeader>>
<<link "Listen to the last question" "MathsAct2SpecialLesson">><<set $MathsSpecialLesson to "Question3">><</link>>
<<case "Question3">>
"Before we finish, Emily," Carmichael continues. "When you imagine your future, what do you believe gives a young woman her best chance of success?"<br>
<br>
You look back down at the clipboard. For this question, there are only two answers to choose from:<br>
<br>
A. Understanding where she fits and working hard to support the people above her.<br>
B. Choosing her own path, even if it doesn't match what others think she should do.<br>
<br>
Carmichael looks to you expectantly, waiting for you to mark one of the answers. You feel the heat from the pen as the magic builds again in its nib.<br>
<br>
<<ActionsHeader>>
<<link "Mark A" "MathsAct2SpecialLesson">><<set $MathsSpecialLesson to "Question3Result">><<set $MathsSpecialLessonQ3 to "A">><<MathsSpecialLessonConform>><</link>><br>
<<link "Mark B" "MathsAct2SpecialLesson">><<set $MathsSpecialLesson to "Question3Result">><<MathsSpecialLessonRebel>><</link>>
<<case "Question3Result">>
<<if $MathsSpecialLessonQ3 is "A">>
You mark the first answer with the pen. 'Understanding where she fits and working hard to support the people above her.' There is a surge from the pen as magic crackles into your body, but it's fleeting and momentary. You put the pen down on the desk, thankful that at least this exercise is over.<br>
<br>
"A harmonious choice," Carmichael says as she notes your response. "With that sort of attitude, I'm sure you'll find employment within Charlton."<br>
<<else>>
You mark the second answer with the pen. 'Choosing her own path, even if it doesn't match what others think she should do.' There is a surge from the pen as magic crackles into your body, but it's fleeting and momentary. You put the pen down on the desk, thankful that at least this exercise is over.<br>
<br>
"An independent choice," Carmichael says as she notes your response. "But with that sort of attitude, you may find it hard finding employment within Charlton."<br>
<</if>>
<br>
Without pausing, Carmichael reaches over and takes the clipboard from underneath you, surveying your answers once more. "Such interesting choices," she comments. "Very insightful." She flicks her eyes up to you, smiling. "I think we have all we need here, Emily. At least, enough for me to make a recommendation."<br>
<br>
<<ActionsHeader>>
<<link "Listen to Carmichael's verdict" "MathsAct2SpecialLesson">><<set $MathsSpecialLesson to "Badge">><</link>>
<<case "Badge">>
Carmichael pushes the clipboard aside, putting her arms on the desk and leaning in towards you.<br>
<br>
<<if $IntelligenceCareer is true and $GreedyCareer is true>>
"You're an intelligent girl, Emily," Carmichael says. "But more to the point, you know what you want. And you won't let anyone get in your way. You remind me of me, actually. When I was young. Perhaps your future may lie outside of Charlton. At least, for a time."<br>
<br>
She reaches over to a black fur-lined box, popping the catch. The lid rises and you see a range of badges neatly held in place by foam. She runs her finger over the range, then plucks one out and holds it out to you.<br>
<br>
You take the pin badge. Shaped into Charlton Upper School's crescent, you note the red silhouette of a woman with a graduation cap etched into the black paint.<br>
<br>
"A memory of our conversation," Carmichael says. "And a chance to wear the crown before your life opens up in front of you."<br>
<br>
You pocket the badge and Carmichael closes the box, again smiling politely. "Thank you for your time, Emily. Please return to Mr. Rogers' class and tell the next student to come here." She glances at a sheet off to the side. "That would be an Elizabeth Pleasant." She narrows her eyes. "That will be an interesting conversation. Take care."<br>
<br>
Carmichael takes out a file from her inbox and begins reading it, seemingly done with you.<br>
<br>
<<ActionsHeader>>
<<link "Return to the maths classroom" "MathsAct2SpecialLessonReturn">><<TakeObjectNPC "Carmichael" "MissCharltonAmbassadorBadge">><<QuestTracker "Quest29" 1>><<MathsSpecialLessonCleanup>><</link>>
<<elseif $IntelligenceMinusCareer is true and $GreedyMinusCareer is true>>
"You're a caring girl, Emily," Carmichael says. "Maybe academia doesn't suit you, but there are plenty of jobs that need someone as selfless as you."<br>
<br>
She reaches over to a black fur-lined box, popping the catch. The lid rises and you see a range of badges neatly held in place by foam. She runs her finger over the range, then plucks one out and holds it out to you.<br>
<br>
You take the pin badge. Shaped into Charlton Upper School's crescent, you note the red silhouette of a feather duster etched into the black paint.<br>
<br>
"A memory of our conversation," Carmichael says. "And a chance to wear the crown before your life opens up in front of you."<br>
<br>
You pocket the badge and Carmichael closes the box, again smiling politely. "Thank you for your time, Emily. Please return to Mr. Rogers' class and tell the next student to come here." She glances at a sheet off to the side. "That would be an Elizabeth Pleasant." She narrows her eyes. "That will be an interesting conversation. Take care."<br>
<br>
Carmichael takes out a file from her inbox and begins reading it, seemingly done with you.<br>
<br>
<<ActionsHeader>>
<<link "Return to the maths classroom" "MathsAct2SpecialLessonReturn">><<TakeObjectNPC "Carmichael" "MissCharltonMaidBadge">><<QuestTracker "Quest29" 1>><<MathsSpecialLessonCleanup>><</link>>
<<elseif $IntelligenceCareer is true and $GreedyMinusCareer is true>>
"You're a caring girl, Emily," Carmichael says. "And intelligent, too. I don't see that combination much these days. I think I know just the position in our town that would fit you perfectly."<br>
<br>
She reaches over to a black fur-lined box, popping the catch. The lid rises and you see a range of badges neatly held in place by foam. She runs her finger over the range, then plucks one out and holds it out to you.<br>
<br>
You take the pin badge. Shaped into Charlton Upper School's crescent, you note the red silhouette of a thermometer etched into the black paint.<br>
<br>
"A memory of our conversation," Carmichael says. "And a chance to wear the crown before your life opens up in front of you."<br>
<br>
You pocket the badge and Carmichael closes the box, again smiling politely. "Thank you for your time, Emily. Please return to Mr. Rogers' class and tell the next student to come here." She glances at a sheet off to the side. "That would be an Elizabeth Pleasant." She narrows her eyes. "That will be an interesting conversation. Take care."<br>
<br>
Carmichael takes out a file from her inbox and begins reading it, seemingly done with you.<br>
<br>
<<ActionsHeader>>
<<link "Return to the maths classroom" "MathsAct2SpecialLessonReturn">><<TakeObjectNPC "Carmichael" "MissCharltonNurseBadge">><<QuestTracker "Quest29" 1>><<MathsSpecialLessonCleanup>><</link>>
<<elseif $IntelligenceMinusCareer is true and $GreedyCareer is true>>
"You're a strong-willed girl, Emily," Carmichael says. "Maybe academia doesn't suit you, but there are plenty of roles in Charlton that require a matriarch to keep our town in shape."<br>
<br>
She reaches over to a black fur-lined box, popping the catch. The lid rises and you see a range of badges neatly held in place by foam. She runs her finger over the range, then plucks one out and holds it out to you.<br>
<br>
You take the pin badge. Shaped into Charlton Upper School's crescent, you note the red silhouette of a woman with a vacuum cleaner etched into the black paint.<br>
<br>
"A memory of our conversation," Carmichael says. "And a chance to wear the crown before your life opens up in front of you."<br>
<br>
You pocket the badge and Carmichael closes the box, again smiling politely. "Thank you for your time, Emily. Please return to Mr. Rogers' class and tell the next student to come here." She glances at a sheet off to the side. "That would be an Elizabeth Pleasant." She narrows her eyes. "That will be an interesting conversation. Take care."<br>
<br>
Carmichael takes out a file from her inbox and begins reading it, seemingly done with you.<br>
<br>
<<ActionsHeader>>
<<link "Return to the maths classroom" "MathsAct2SpecialLessonReturn">><<TakeObjectNPC "Carmichael" "MissCharltonHousewifeBadge">><<QuestTracker "Quest29" 1>><<MathsSpecialLessonCleanup>><</link>>
<<elseif $MathsSpecialLessonConform is 3>>
"You're a model student, Emily," Carmichael says. "A perfect example of the Charlton schooling system. Perhaps your future may lie outside of our town, showing the world the outcome of an educational system that has returned back to basics. At least, for a time."<br>
<br>
She reaches over to a black fur-lined box, popping the catch. The lid rises and you see a range of badges neatly held in place by foam. She runs her finger over the range, then plucks one out and holds it out to you.<br>
<br>
You take the pin badge. Shaped into Charlton Upper School's crescent, you note the red silhouette of a woman with a graduation cap etched into the black paint.<br>
<br>
"A memory of our conversation," Carmichael says. "And a chance to wear the crown before your life opens up in front of you."<br>
<br>
You pocket the badge and Carmichael closes the box, again smiling politely. "Thank you for your time, Emily. Please return to Mr. Rogers' class and tell the next student to come here." She glances at a sheet off to the side. "That would be an Elizabeth Pleasant." She narrows her eyes. "That will be an interesting conversation. Take care."<br>
<br>
Carmichael takes out a file from her inbox and begins reading it, seemingly done with you.<br>
<br>
<<ActionsHeader>>
<<link "Return to the maths classroom" "MathsAct2SpecialLessonReturn">><<TakeObjectNPC "Carmichael" "MissCharltonAmbassadorBadge">><<QuestTracker "Quest29" 1>><<MathsSpecialLessonCleanup>><</link>>
<<elseif ($MathsSpecialLessonRebel || 0) gt ($MathsSpecialLessonConform || 0)>>
"You're spirited, Emily," Carmichael says. "Maybe not what the education system in Charlton is known for producing. But we look after our own. There's even a role here for someone like you."<br>
<br>
She reaches over to a black fur-lined box, popping the catch. The lid rises and you see a range of badges neatly held in place by foam. She runs her finger over the range, then plucks one out and holds it out to you.<br>
<br>
You take the pin badge. Shaped into Charlton Upper School's crescent, you note the red silhouette of a penny farthing etched into the black paint.<br>
<br>
"A memory of our conversation," Carmichael says. "And a chance to wear the crown before your life opens up in front of you."<br>
<br>
You pocket the badge and Carmichael closes the box, again smiling politely. "Thank you for your time, Emily. Please return to Mr. Rogers' class and tell the next student to come here." She glances at a sheet off to the side. "That would be an Elizabeth Pleasant." She narrows her eyes. "That will be an interesting conversation. Take care."<br>
<br>
Carmichael takes out a file from her inbox and begins reading it, seemingly done with you.<br>
<br>
<<ActionsHeader>>
<<link "Return to the maths classroom" "MathsAct2SpecialLessonReturn">><<TakeObjectNPC "Carmichael" "MissCharltonRebelBadge">><<QuestTracker "Quest29" 1>><<MathsSpecialLessonCleanup>><</link>>
<<else>>
"You've got me flummoxed, I must say," Carmichael begins. "I'm not sure what to make of your answers. My advice? Take some time to think over our conversation. Reflect on your answers. I'm sure in time, you'll reconsider some of the marks you made."<br>
<br>
Carmichael smiles politely. "Thank you for your time, Emily. Please return to Mr. Rogers' class and tell the next student to come here." She glances at a sheet off to the side. "That would be an Elizabeth Pleasant." She narrows her eyes. "That will be an interesting conversation. Take care."<br>
<br>
Carmichael takes out a file from her inbox and begins reading it, seemingly done with you.<br>
<br>
<<ActionsHeader>>
<<link "Return to the maths classroom" "MathsAct2SpecialLessonReturn">><<MathsSpecialLessonCleanup>><</link>>
<</if>>
<</switch>><<widget "MathsSpecialLessonCleanup">>
<<set $IntelligenceCareer to undefined>>
<<set $IntelligenceMinusCareer to undefined>>
<<set $GreedyCareer to undefined>>
<<set $GreedyMinusCareer to undefined>>
<<set $MathsSpecialLessonConform to undefined>>
<<set $MathsSpecialLessonRebel to undefined>>
<<set $MathsSpecialLessonQ2 to undefined>>
<<set $MathsSpecialLessonQ3 to undefined>>
<<set $MathsSpecialLesson to undefined>>
<</widget>>
<<widget "MathsSpecialLessonConform">>
<<set $MathsSpecialLessonConform to ($MathsSpecialLessonConform || 0) + 1>>
<</widget>>
<<widget "MathsSpecialLessonRebel">>
<<set $MathsSpecialLessonRebel to ($MathsSpecialLessonRebel || 0) + 1>>
<</widget>><b>Charlton School - Girls' Changing Room</b><br>
<img src="./images/School_Changing_Room.png"><br>
<br>
The smell of sweat is almost masked in the female changing rooms by the scent of girls' deodorant. A small room near the entrance houses lockers for all the students. In the main area are rows of wooden benches and hanging rails for clothing.<br>
<<include "EventsSchoolChangingRoom">>
<<if _currentEvent is undefined>>
<br>
<<ActionsHeader>>
<<link "Return to the Gym Entrance" "SchoolGymEntrance">><</link>>
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<switch _currentEvent>>
<<case "ChristinaSearch">>
<br>
You enter the empty changing room, still hearing the sounds of the cheerleaders practising nearby. You need to be quick. If the squad catches you in here, you aren’t sure what will happen.<br>
<br>
Looking around, you notice a series of bags lying on the benches. Quickly, you see what you’re looking for. In the Charlton School colours, free of accessories or tags. Pristine and perfect. Clearly Christina’s.<br>
<br>
You hear the cheerleaders break into another routine outside. You think you have time, but your nerves are racing. If Christina catches you going through her stuff, she may not hold back.<br>
<br>
<<ActionsHeader>>
<<link "Search Christina’s bag" "ChristinaSearchBag">><<EventsCheckEnd "SchoolChangingRoom" "ChristinaSearch">><</link>><br>
<<link "Return to the gym entrance" "SchoolGymEntrance">><<EventsCheckEnd "SchoolChangingRoom" "ChristinaSearch">><</link>>
<<case "CheerLeaderTryouts">>
<br>
<<Checkrelationship "Michelle">>
<<if _relationship is 0>>
When you arrive, Michelle is already halfway through changing. She glares at you as you enter, but continues changing.<br>
<br>
You appraise Michelle carefully. She is petite and alluring, but hardly athletic. You ponder whether her enthusiasm matches her ability. It’s not a stretch to imagine her stumbling or even sustaining an injury if she were to push herself too far.<br>
<br>
Christina’s final glance comes back to you and you hear her words inside your brain. ”There’s only one spot…”<br>
<br>
Taking out Emily's gym gear from her locker, you begin to change. Silence hangs in the air between the two of you.<br>
<br>
"I don't know why you're even bothering," Michelle says, breaking the tension. "You've never seemed like you have the pep to be a cheerleader. Those extra pounds you've gained recently won't help, too."<br>
<br>
Pulling on your own trainers, you consider the woman next to you. You’ve not known Michelle long, but she never gave the impression that cheerleading was an interest of hers. But to the girl lacing her shoes next to you, this is everything.<br>
<br>
Her enthusiasm might outweigh her abilities, though. <I>Especially if she were to be riled up beforehand.</i><br>
<br>
<<ActionsHeader>>
<<link "Taunt her that she's not good enough" "SchoolChangingRoomTryouts">><<EventsCheckEnd "SchoolChangingRoom" "CheerLeaderTryouts">><<Greedy 1>><<set $SchoolChangingRoomTryouts to "Encourage">><</link>><br>
<<link "Ignore her comments and don't respond" "SchoolChangingRoomTryouts">><<EventsCheckEnd "SchoolChangingRoom" "CheerLeaderTryouts">><<Greedy -1>><<set $SchoolChangingRoomTryouts to "Warn">><</link>>
<<else>>
Michelle leads you into the changing rooms and over to her locker, which you notice is right next to Emily’s. She opens it and pulls out her gym gear, eagerly changing in front of you.<br>
<br>
“Oh my gosh, Em!” she says as she pulls off her uniform. “I can’t believe we’re doing this! Think about it, both of us on the cheerleader team. Think of what that will do to our popularity. Think of what it will do to the boys!”<br>
<br>
Trying to ignore Michelle so casually changing, you open Emily’s locker up and take out her gym gear. You change, feeling self-conscious even in front of Michelle. <br>
<br>
“This is an absolute dream!” she continues, pulling on her trainers. “I’ve waited so long for this. We’re going to knock their socks off! I hope my butterflies don’t get the better of me.” <br>
<br>
Pulling on your own trainers, you consider the woman next to you. You’ve not known Michelle long, but she never gave the impression that cheerleading was an interest of hers. But to the girl lacing her trainers next to you, this is everything.<br>
<br>
You appraise Michelle carefully. She is petite and alluring, but hardly athletic. You ponder whether her enthusiasm matches her ability. It’s not a stretch to imagine her stumbling or even sustaining an injury if she were to push herself too far.<br>
<br>
Christina’s final glance comes back to you and you hear her words inside your brain. <i>”There’s only one spot…”</i><br>
<br>
“You ready, Em?” Michelle says to you as she stands up. “Don’t tell me you're nervous? Just give it your all and I’m sure you’ll be fine.”<br>
<br>
<<ActionsHeader>>
<<link "Encourage her to go all out" "SchoolChangingRoomTryouts">><<Greedy 1>><<EventsCheckEnd "SchoolChangingRoom" "CheerLeaderTryouts">><<set $SchoolChangingRoomTryouts to "Encourage">><</link>><br>
<<link "Caution her not to get carried away" "SchoolChangingRoomTryouts">><<Greedy -1>><<EventsCheckEnd "SchoolChangingRoom" "CheerLeaderTryouts">><<set $SchoolChangingRoomTryouts to "Warn">><</link>>
<</if>>
<<case "PEClass">>
<br>
<<CheckFirst "PEClass">>
<<if _CheckFirst is false>>
You walk into the changing room, keeping your eyes down as you walk to Emily’s locker. Women are getting changed into their gym clothes, stripping out of their uniforms as they chat and laugh with their friends. <br>
<br>
Keeping your head down, you still feel like an imposter. That at any moment, someone is going to see you for what you are, and expose your secret to the world. <br>
<br>
The brief glimpses of bras and panties is a constant reminder that you too are wearing them. You unbutton your shirt, slip out of your skirt, and open your locker to pull out the orange skirt and the white polo shirt. <br>
<br>
You pull the shirt over your head without difficulty, tugging it to pull it over your breasts. Then, you step into the skirt and pull it up over your gym briefs, still barely concealing them underneath the spandex material.<br>
<br>
Sighing, you sit on a bench to pull on your socks and sneakers. You glance at yourself in a mirror briefly, noticing that you're naturally sitting down with your legs firmly together. A subconscious posture that tries to hide flashing your gym briefs to the room.<br>
<br>
The other girls begin to filter out into the gym, none of them showing concern about the skimpy costumes. With little choice, you stand, ready to join them.<br>
<<else>>
You walk into the changing room and straight over to your locker, passing girls stripping down to put their gym clothes on. It doesn’t register as strange. The act of walking through a locker room surrounded by half-naked women seems almost normal now.<br>
<br>
You open your locker and take out your gym clothes, pulling off your school uniform as you lay out the PE kit on the bench. You change, tugging the skirt down to ensure it’s covering the bottom of your buttocks. You glance in the mirror to check and can’t help but notice how pert the skirt makes your bum look.<br>
<br>
Other students begin to leave the changing rooms, heading for the gym. You pull your socks and sneakers on and rush to catch up with them.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Go to Gymnasium" "SchoolGym">>
<<scheduleSpecialAvailable "SchoolGym" "PEAct2SpecialLesson">>
<<if _scheduleSpecialAvailable is true>>
<<EventTrigger "SchoolGym" "PEAct2SpecialLesson" "Afternoon" "Beach" "Emily" null null null false>>
<<DailyVariableAdd "SpecialLesson">>
<<else>>
<<EventTrigger "SchoolGym" "PEClass" "Afternoon" "Beach" "Emily" null null null true>>
<</if>>
<<EventsCheckEnd "SchoolChangingRoom" "PEClass">>
<</link>>
<<case "PEClassShower">>
<br>
<<CheckFirst "GymClean">>
<<if $current.dirty is true and $GymEffort isnot 0 and _CheckFirst is false>>
Walking into the changing room, you hear the sounds of water rushing over and above the usual chatter and gossiping. Some girls are already in the shower room. Others are stripping off their gym kit. <br>
<br>
You walk over to Emily’s locker and open it. The school uniform is where you left it, neatly hung-up on a rung. Your satchel and shoes are at the bottom of the locker, again where you placed them.<br>
<br>
<<if $GymEffort is 4>>You catch a whiff of your own body odour. You smell like an old gym sock. The effort you put in is clear from your polo shirt, damp and stained with perspiration.<br>
<<else>>You sniff under your armpit and retch a little. You could really do with a shower, you think. You may not have pushed yourself as far as you could have gone, but the exercise has definitely left its mark on your body.<br><</if>>
<br>
Looking around, you note the state of undress the other students are in, a reminder of your current situation rather than a fantasy wished into reality. The idea of showering with them, in this form, conjures a whirlwind of emotions that you can’t even begin to unpack.<br>
<br>
You recall that it is the last class of the day. You could just take your stuff and leave. <i>But in this form, there isn’t anything strange about showering with other girls, is there?</i><br>
<br>
<<ActionsHeader>>
<<link "Undress and head for the showers" "SchoolChangingRoomShower">>
<<EventsCheckEnd "SchoolChangingRoom" "PEClassShower">>
<<set $SchoolChangingRoomShower to "Shower">>
<<AddFirst "GymClean">>
<<CheckFirst "SchoolShower">><<if _CheckFirst is false>><<Feminity 1>><</if>>
<<RemoveMakeup>>
<<set $GymEffort to undefined>>
<</link>><br>
<<link "Pick up your belongings and leave" "SchoolChangingRoomShower">>
<<EventsCheckEnd "SchoolChangingRoom" "PEClassShower">>
<<set $SchoolChangingRoomShower to "Leave">>
<<AddFirst "GymClean">>
<<set $GymEffort to undefined>>
<</link>>
<<elseif $current.dirty is true and $GymEffort isnot 0>>
Walking into the changing room, you hear the sounds of water rushing over and above the usual chatter and gossiping. <br>
<br>
<<if $GymEffort is 4>>You catch a whiff of your own body odour. You smell like an old gym sock. The effort you put in is clear from your polo shirt, damp and stained with perspiration.<br>
<<else>>You sniff under your armpit and retch a little. You could really do with a shower, you think. You may not have pushed yourself as far as you could have gone, but the exercise has definitely left its mark on your body.<br> <</if>>
<br>
One thing is for sure. You could do with a shower. Whether you feel comfortable doing it in this situation is another question.<br>
<br>
<<ActionsHeader>>
<<link "Undress and head for the showers" "SchoolChangingRoomShower">>
<<EventsCheckEnd "SchoolChangingRoom" "PEClassShower">>
<<set $SchoolChangingRoomShower to "Shower">>
<<CheckFirst "SchoolShower">><<if _CheckFirst is false>><<Feminity 1>><</if>>
<<RemoveMakeup>>
<<set $GymEffort to undefined>>
<</link>><br>
<<link "Pick up your belongings and leave" "SchoolChangingRoomShower">>
<<EventsCheckEnd "SchoolChangingRoom" "PEClassShower">>
<<set $SchoolChangingRoomShower to "Leave">>
<<set $GymEffort to undefined>>
<</link>>
<<elseif $current.dirty is true>>
You walk into the changing room and note how silent and empty it feels. All the other students have long since left. <br>
<br>
Feeling dirty, you strip out of your gym uniform and head to the shower. With no one else around, your apprehension about being naked is only a minor flutter of nerves. <br>
<br>
You quickly rinse the grime from your body and return to Emily’s locker, taking out a towel and drying yourself down. Pulling on the uniform you neatly stored in her locker, you put away your gym gear and head out, glancing at yourself momentarily in a mirror to ensure that you are fit to step out in public.<br>
<br>
<<ActionsHeader>>
<<link "Leave and return to the corridor" "SchoolGymEntrance">>
<<RemoveMakeup>>
<<set $current.dirty to false>>
<<EventsCheckEnd "SchoolChangingRoom" "PEClassShower">>
<<set $GymEffort to undefined>>
<</link>>
<<else>>
You walk into the changing room and note how silent and empty it feels. All the other students have long since left. <br>
<br>
Not feeling dirty, you quickly change into the uniform you neatly stored in Emily's locker. You put away your gym gear and head out, glancing at yourself momentarily in a mirror to ensure that you are fit to step out in public.<br>
<br>
<<ActionsHeader>>
<<link "Leave and return to the corridor" "SchoolGymEntrance">>
<<EventsCheckEnd "SchoolChangingRoom" "PEClassShower">>
<<set $GymEffort to undefined>>
<</link>>
<</if>>
<</switch>><<switch $ChristinaSearchBag>>
<<case undefined>>
You resolve yourself and step forward, opening the zipper on the bag. It’s stuffed with cosmetics and exercise books. Some spare tampons. A hairbrush. Nothing that seems of note.<br>
<br>
Then as you put your fingers into an inner pocket, a light shock makes you jump. You freeze, already summoning your magical arts ready.<br>
<br>
But nothing more happens. Cautiously, you reach back into the bag and pull out a business card from the pocket. Black and glossy, decorated only with the shape of a pink heart.<br>
<br>
Except, through your mind’s eye you sense something in its properties. A trace of yellow-amber energy sparkles inside the heart shape.<br>
<br>
“Looking for something?” you hear a familiar voice say from behind you.<br>
<br>
You turn, seeing Christina standing in the doorway, her cold blue eyes focused on you, a thin smile holding across her lips. “Stitch told me to leave you alone for now. But I think he will overlook this, given how brazen you’re getting.”<br>
<br>
<<if $Act1Epilogue is "Accept" or $Act1Epilogue is "Reject">>
Her smile thins. “Time for round two. I’ve been practising since we last met.”<br>
<<else>>
She retains her smile before adding. “Time for round two. Didn’t you learn not to test me before?”<br>
<</if>>
<br>
You feel her summoning magic within her. You prepare yourself.<br>
<br>
<<ActionsHeader>>
<<SpellsCheckSelf "SleepForget">>
<<if _SpellsCheckSelf is true>><<link "[Spell: Sleep & Forget] Try to cast Sleep & Forget on Christina" "ChristinaSearchBag">><<set $ChristinaSearchBag to "SleepForget">><</link>><br><</if>>
<<SpellsCheckSelf "Charm">>
<<if _SpellsCheckSelf is true>><<link "[Spell: Charm] Try to cast Charm on Christina" "ChristinaSearchBag">><<set $ChristinaSearchBag to "Charm">><</link>><</if>>
<<case "SleepForget">>
<<SpellBattle "Christina">>
<<if _SpellBattleWon is true>>
"Fall asleep," you say, quickly drawing magic up from within you. "And let your memories drift as you slumber."<br>
<br>
The arcane energy leaves you in a wave. Christina meets it head-on, her own essence flaring up in a sheet of yellow-amber light, and you feel her catch the spell mid-air and try to turn it back. The two forces push against each other in the narrow space between you, the air shimmering with the friction.<br>
<br>
She grits her teeth. "Give up, Emily."<br>
<br>
You don't answer. You dig deeper, drawing on the reservoir Gladys has been training you toward all term, and you press.<br>
<br>
Her defence cracks. The yellow-amber sheet collapses. Christina staggers, the back of her knees hitting the bench behind her, and her eyes drift shut as she lowers herself down to a sit.<br>
<br>
For a moment she's still half-fighting. You can feel the last threads of her will trying to push the spell out. Then her shoulders go slack. Her head tips against the row of lockers. And she doesn't wake.<br>
<br>
Quickly, you reach down and pick up the business card. The paper glitters with yellow dust that you can sense is more than decoration. Your palm warms at its touch. More than warms, in fact. It trickles. For a moment the glitter in the card glows brighter and you feel it somehow leech your essence as it binds itself to you.<br>
<br>
Christina still rests her head against the lockers, sleeping. Quickly you move from her, and as you move, you feel the power of the card in your pocket. The amulet tingles at sensing its presence. Walking around town as Christina would be inviting trouble, but maybe there’s a way you can transform at the Care Pavilion to minimize the chances of being caught.<br>
<br>
<<ActionsHeader>>
<<link "Return to the gym entrance" "SchoolGymEntrance">><<QuestOptionComplete "Quest23" 3 "christina_transform">><<TakeObjectNPC "Christina" "ChristinaHeartsBusinessCard">><<HeartsCardTag "ChristinaHeartsBusinessCard" "Emily">><<set $ChristinaSearchBag to undefined>><</link>>
<<else>>
"Fall asleep," you say, quickly drawing magic up from within you. "And let your memories drift as you slumber."<br>
<br>
The magic leaves you in a wave. Christina meets it head-on, her own essence flaring up in a sheet of yellow-amber light. She catches your spell mid-air and bends it.<br>
<br>
"I told you,” she murmurs. “I've been practising."<br>
<br>
You dig deeper. The reservoir Gladys has been training you to access feels thinner than you remember it being. Christina is already pushing back, and your wave is being turned, slowly, around in the air. You scrape for more, but there's nothing there. You collapse back, landing in a slump on the floor.<br>
<br>
The soft steps of trainers on the tiles echoes in the room. Christina looks down at you, watching. “She told us how to handle you. Just in case.”<br>
<br>
Her eyes flick to the business card that fell from your grip. She scoops it up with her fingernails. “Don’t worry though. You’ll still be going to Hearts. Soon enough.”<br>
<br>
You feel her summoning more magic from within her being. Her hands shimmer with energy. She looks at you, her lip twinging. "It didn't need to be this way, Emily. You could have been one of us."<br>
<br>
You try to answer, but you can't. You feel drained.<br>
<br>
"Fall asleep," Christina says. "And let your memories drift as you slumber."<br>
<br>
The spell takes hold. The changing room darkens. The last thing you feel is her hands catching you under the arms before you reach the floor.<br>
<br>
<<ActionsHeader>>
<<link "Come to…" "ChristinaSearchBag">><<set $ChristinaSearchBag to "ComeTo">><<QuestOptionComplete "Quest23" 3 "christina_transform">><</link>>
<</if>>
<<case "Charm">>
<<SpellBattle "Christina">>
<<if _SpellBattleWon is true>>
You draw the magic up from your lungs. Your breath turns yellow-amber as you exhale, drifting toward Christina in a soft, glowing mist. She meets it head-on, her own essence flaring up in a sheet of yellow-amber light, and you feel her catch the spell mid-air and try to turn it back. The two forces push against each other in the narrow space between you, the air shimmering with the friction.<br>
<br>
She grits her teeth. "Give up, Emily."<br>
<br>
You don't answer. You dig deeper, drawing on the reservoir Gladys has been training you to access all term, and you conjure more power into the spell.<br>
<br>
Her defence cracks. The yellow-amber sheet collapses and the energy wraps around her head. Her eyes flare with anger, before they glaze over. Her shoulders soften and her thin smile becomes casual and genuine.<br>
<br>
“I’ll be taking this,” you say, flicking the business card up. The paper glitters with yellow dust that you can sense is more than decoration. Your palm warms at its touch. More than warms, in fact. It trickles. For a moment the glitter in the card glows brighter and you feel it somehow leech your essence as it binds itself to you.<br>
<br>
Her face falters. Like she’s trying to fight it still. But finally she nods, stepping aside. “Of course, Em.”<br>
<br>
You flash her a smile, then quickly step forward. She makes no attempt to stop you. Even though her eyes say she wants to.<br>
<br>
As you move, you feel the power of the card in your pocket. The amulet tingles at sensing its presence. Walking around town as Christina would be inviting trouble, but maybe there’s a way you can transform at the Care Pavilion to minimize the chances of being caught.<br>
<br>
<<ActionsHeader>>
<<link "Return to the gym entrance" "SchoolGymEntrance">><<QuestOptionComplete "Quest23" 3 "christina_transform">><<TakeObjectNPC "Christina" "ChristinaHeartsBusinessCard">><<HeartsCardTag "ChristinaHeartsBusinessCard" "Emily">><<CastCharm "Christina">><<set $ChristinaSearchBag to undefined>><</link>>
<<else>>
You draw the magic up from your lungs. Your breath turns yellow-amber as you exhale, drifting toward Christina in a soft, glowing mist. She meets it head-on, her own essence flaring up in a sheet of yellow-amber light, and you feel her catch the spell mid-air and try to turn it back. The two forces push against each other in the narrow space between you, the air shimmering with the friction.<br>
<br>
"I told you,” she murmurs. “I've been practising."<br>
<br>
The mist begins to bend back toward you. You try to pull more from your own inner reserves, scraping for anything left, but there’s nothing there.<br>
<br>
You feel the sparkling air envelop your face. Your eyes suddenly feel heavy. A vacant smile spreads across your face. And you look back to Chrissie, meeting her eyes. Your friend.<br>
<br>
“There,” she finally says. “That’s better, isn’t it? You don’t really want to be stealing my things, do you?”<br>
<br>
You shake your head. “I would never do that, Chrissie.”<br>
<br>
The cheerleader pauses, eying you with interest. “I wonder how long this spell lasts. What I could make you do.”<br>
<br>
A moment passes before she shrugs. "Another time,” she murmurs, focusing on you. “She told us how to handle you," Christina says. "Just in case." She steps closer and takes the business card from your loose grip. “Don’t worry though. You’ll still be going to Hearts. Soon enough.”<br>
<br>
You feel her summoning more magic from within her being. Her hands shimmer with energy. She looks at you, her lip twinging. "It didn't need to be this way, Emily. You could have been one of us."<br>
<br>
You try to answer, but you can't. You feel almost embarrassed that you’ve upset her.<br>
<br>
"Fall asleep," Christina says. "And let your memories drift as you slumber."<br>
<br>
The spell takes hold. The changing room darkens. The last thing you feel is her hands catching you under the arms before you reach the floor.<br>
<br>
<<ActionsHeader>>
<<link "Come to…" "ChristinaSearchBag">><<set $ChristinaSearchBag to "ComeTo">><<QuestOptionComplete "Quest23" 3 "christina_transform">><</link>>
<</if>>
<<case "ComeTo">>
You come to with a gasp, bolting upright. It takes you a moment to realise where you are. You’re slumped by the school gates, head pounding as though a drum is beating inside your skull. Looking down at yourself, you are still Emily. But your blouse is pulled up, exposing your lower back to the cool autumn air. And there's something more. Your back pulsates.<br>
<br>
A shadow falls over you and you look up to see a familiar face. Clive from the repair shop looms over you, concern creasing his brow. “You alright?” he asks, voice low. “School bullies playing tricks on you? Never went that far when I went here.”<br>
<br>
<<TattooCheck "Heart">>
<<if _TattooCheck is true>>
Confusion flutters through you, but Clive nods toward your lower back. It still throbs. You know where it's coming from. The pink heart tattoo on your lower back. But for some reason, you can’t quite link the sensation to what he’s saying.<br>
<br>
“Bit slow on the uptake, are you?” Clive says, smiling sympathetically. “Maybe whoever gave it to you was making a harsh joke about you not being the sharpest of the pack.”<br>
<br>
You find yourself nodding, but you’re lost in the comprehension of his words. He gives you a sympathetic smile, then helps you to your feet. “Get inside,” he says. “And you might want to see Doctor Palmer, if Stitch isn't going to help stop the bullying.”<br>
<br>
He nods politely to you, then walks on his way. You watch him go, the only sound other than his footsteps the cooing of pigeons from the trees. You find yourself dwelling on his words, trying to understand what he meant. By any of it.<br>
<<else>>
Confusion flutters through you, but Clive nods toward your lower back. You twist unsteadily and stare, but can’t see a thing. “Here,” he says, taking out his phone and taking a snap. He turns it to show you. A fresh, pink heart tattooed on your lower back. A tramp stamp, bright and throbbing.<br>
<br>
You press a trembling hand to the mark. It burns like a fresh bruise, but it’s warm too. A low hum of magic throbs entwined with the pain. You aren’t sure what it is, but you know it’s not just a tattoo.<br>
<br>
Clive shows you and deletes the photo, then helps you to your feet. “Go home,” he says. “And maybe go see Doctor Palmer, if Stitch isn't going to help stop the bullying.”<br>
<br>
He nods politely to you, then walks on his way. You watch him go, the only sound other than his footsteps the cooing of pigeons from the trees.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to your street" "YourStreet">><<if _TattooCheck is true>><<Intelligence -2>><<else>><<TattooGained "Heart" "Christina">><</if>><<TimeChange>><<set $ChristinaSearchBag to undefined>><</link>>
<</switch>><<switch $SchoolChangingRoomTryouts>>
<<case "Encourage">>
<<Checkrelationship "Michelle">>
<<if _relationship is 0>>
"I'd be careful out there, 'shell," you tell her with a cold smile. "You're a bit clumsy. Don't push yourself too far."<br>
<br>
Michelle's eyes burn with rage, as she visibly holds her tongue. "I'll outperform you, Emily Phillips. Just you wait."<br>
<br>
"I don't think so," you chide her. "All that exercise you get in Mr. Rogers's special lessons won't really help you here."<br>
<br>
"You bitch," Michelle snaps back at you. For a moment, you actually think she's going to swing at you. Instead, she storms out of the changing room.<br>
<br>
You allow yourself a smile. Adjusting your trainers for a final time, you follow her out.<br>
<<else>>
“Christina has high expectations,” you tell Michelle. “You need to put everything in if you want to get on the team.”<br>
<br>
Michelle’s perpetual smile fades a little as she considers your words. “You’re right, Em. Of course you’re right. I won’t hold back. You’re such a good friend!”<br>
<br>
She grabs your hand and leads you out of the changing rooms, giggling with anticipation as she moves. “Let’s go get ‘em.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the playing field" "CheerleaderTryouts">><<set $TryoutsSong to 0>><<set $TryoutsSuccess to 0>><<set $SchoolChangingRoomTryouts to undefined>><</link>>
<<case "Warn">>
<<Checkrelationship "Michelle">>
<<if _relationship is 0>>
You turn away from Michelle, focusing on pulling on your trainers and smoothing down your clothes. Without your engagement, Michelle says nothing more.<br>
<br>
With a final check on your trainers, you head towards the locker room door. Michelle quickly follows, chasing you out.<br>
<<else>>
“Just be careful out there,” you say to her. “I’ve heard cheerleading is surprisingly demanding. You don’t want to risk getting hurt.”<br>
<br>
Michelle nods, eagerly. “Of course, Em. You’ll watch out for me, won’t you? Let me know if you think I’m doing anything wrong?”<br>
<br>
You give her a reassuring smile. “Of course. What are friends for?”<br>
<br>
She giggles and smiles. “This is going to be so much fun. We’re going to remember this forever, I know it!”<br>
<br>
Michelle grabs your hand and leads you out of the changing rooms, a clumsy skip in her step as she goes.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the playing field" "CheerleaderTryouts">><<set $TryoutsSong to 0>><<set $TryoutsSuccess to 0>><<set $SchoolChangingRoomTryouts to undefined>><</link>>
<</switch>><<switch $SchoolChangingRoomShower>>
<<case "Leave">>
You decide to play it safe. Scooping up your belongings, you turn and walk quickly to the exit, ignoring some of the curious expressions from the other girls as you pass by. <br>
<br>
<<ActionsHeader>>
<<link "Leave and return to the corridor" "SchoolGymEntrance">><<set $SchoolChangingRoomShower to undefined>><</link>>
<<case "Shower">>
<<CheckFirst "SchoolShower">>
<<if _CheckFirst is false>>
You take a deep breath and begin to strip. You put your dirty gym clothes away and grab a towel from the locker, wrapping it around your body from your breasts downwards. Like a girl, you think.<br>
<br>
Moving towards the shower room, you feel the pleasant warm steam on your skin. You hang up your towel and quietly enter, standing underneath an unoccupied shower head and turn it on.<br>
<br>
Water sprays down over your body, and you use some nearby soap to clean yourself. As you do so, you can’t help but notice the other girls, all naked, all showering as matter-of-factly as each other. Bums. Boobs. Legs. <I>Vaginas</i>. You see it all.<br>
<br>
You feel your heart beating. These are all real women who you might see in a bar or club. They might even go home with someone. But that you are here, posing as someone you’re not, makes you feel seedy and lecherous.<br>
<br>
Emily wouldn’t find this out of the ordinary, a thought pops into your brain.<br>
<br>
As you continue to wash, you mull over that. None of the other girls seem concerned, by your presence or anyone else's. You glance down at your own body. You have the same parts and curves on display. <I>It’s not so unnatural, is it?</I><br>
<br>
“You might want to get that checked out,” the girl next to you says, smiling politely. You follow her eyes to a blemish on your arm. <br>
<br>
She turns back to you and reaches over her shoulder with her hand, pointing out a tiny scar below her shoulder. “I spent too long lounging outside at the country club this summer. Doctor Palmer said it was probably nothing, but cut out a blemish just in case. Beauty is our greatest asset, as they say.”<br>
<br>
She grins at you and turns back to cleaning. You watch her for a moment, then return to showering, feeling a slight warmth from the unexpected camaraderie.<br>
<br>
Once you’ve showered you walk back through to Emily’s locker, your body wrapped up in a towel. As you get changed back into your school uniform, you feel just a bit less conscious about being in the room with other girls.<br>
<br>
<<ActionsHeader>>
<<link "Leave and return to the corridor" "SchoolGymEntrance">><<set $current.dirty to false>><<AddFirst "SchoolShower">><<set $SchoolChangingRoomShower to undefined>><</link>>
<<else>>
You put your gym clothes away and wrap a towel around your torso, then walk into the shower room.<br>
<br>
Other students are already showering and it takes you a moment to find a spare head. You hang up your towel and turn the taps on, feeling the warm water run down your skin.<br>
<br>
As you clean yourself, you look around the room. Though still foreign and eerie, you’ve become slightly more accustomed to showering with other girls. Other, being the word that ricochets around your skull. <br>
<br>
Looking around, you note that the sight of bums and breasts seems normal to you. That realisation is enough to send a shiver down your spine, but you can’t help but see the other students as your peers. When you’re in this body, at least.<br>
<br>
Once done showering, you walk back through to Emily’s locker and get changed back into your school uniform, ready to leave.<br>
<br>
<<ActionsHeader>>
<<link "Leave and return to the corridor" "SchoolGymEntrance">><<set $current.dirty to false>><<set $SchoolChangingRoomShower to undefined>><<AddFirst "SchoolShower">><</link>>
<</if>>
<</switch>><b>Charlton School - Boys' Changing Room</b><br>
<img src="./images/School_Changing_Room_Boys.png"><br>
<br>The smell of sweat is almost masked in the boys' changing rooms by the scent of cheap boys' deodorant. A small room near the entrance houses lockers for all the students. In the main area are rows of wooden benches and hanging rails for clothing.<br>
<<include "EventsSchoolChangingRoomBoys">>
<<if _currentEvent is undefined>>
<br>
<<ActionsHeader>>
<<link "Return to the Gym Entrance" "SchoolGymEntrance">><</link>>
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<switch _currentEvent>>
<<case "PEClass">>
<<if $current.avatar is "Dennis">>
<Br>
The door swings open and the smell rolls over you. Sweat, body spray and damp socks. Voices ricochet off the tiles, boys jeering as shirts are tugged free and trainers thud across the benches.<br>
<Br>
<<if $PlayerCharacter.female is true>>
You make your way to an empty spot and sit down, pulling off your trousers. Your chest tightens. The sight of boys stripping down is overwhelming. Bare backs and pale legs, the snap of towels echoing off the floor. You feel out of place, like you’ve stumbled into somewhere you don’t belong. Yet something about it is faintly familiar in a way you can’t place.<br>
<<else>>
You make your way to an empty spot and sit down, pulling off your trousers. The chaos, the banter and the shoves almost feel comforting and familiar. The sharp jokes and towel cracks are a rhythm you know. Testosterone in the air, mockery as currency. Even as Dennis, bottom of the heap, you recognise the rules of this place.<Br>
<</if>>
<bR>
A shadow falls over you, dragging you out of your thoughts. Jake stands there, two football players flanking him, their shoulders broad enough to block the light.<Br>
<br>
“Hey, nerd.” Jake’s grin is all teeth. “You know what time it is?”<Br>
<Br>
He swings a towel in his fist, dripping from a rinse under the shower and twisted into a knot. The snap as he cracks it against the tiles is sharp and menacing.<Br>
<Br>
“Payback time.”<Br>
<Br>
The first hit takes you across the side with a wet crack, pain blooming hot against your skin. You gasp as laughter erupts around you. Another strike follows, then another, as the jocks join in, hemming you in with whistling towel lashes.<Br>
<Br>
Your fists clench. Their laughter needles. The sting burns red-hot.<Br>
<br>
<<ActionsHeader>>
<<link "Hit back" "JakeDialogue">><<set $JakeDialogue to "DennisChangingHitBack">><<Feminity -1>><<Assertive 1>><<EventsCheckEnd "SchoolChangingRoomBoys" "PEClass">><</link>><BR>
<<link "Take it" "JakeDialogue">><<set $JakeDialogue to "DennisChangingTakeIt">><<Assertive -1>><<EventsCheckEnd "SchoolChangingRoomBoys" "PEClass">><</link>><BR>
<<elseif $current.avatar is "Jake">>
<bR>
The door swings open and the smell rolls over you. Sweat, body spray and damp socks. Voices bounce off the walls, boys jeering as shirts are tugged free and lockers slam shut.<br>
<Br>
<<if $PlayerCharacter.female is true>>
You step inside and your chest tightens. The sight of boys stripping down is overwhelming. Bare backs and pale legs, the snap of towels echoing off the floor. You feel out of place, like you’ve stumbled into somewhere you don’t belong. Yet something about it is faintly familiar in a way you can’t place.<br>
<<else>>
You step inside and it feels natural. The chaos, the banter and the shoves almost feel comforting and familiar. The sharp jokes and towel cracks are a rhythm you know. Testosterone in the air, mockery as currency.<Br>
<</if>>
<bR>
A few of the football players glance up, grinning or nodding as you pass. One of them twists a towel in his hands, still dripping. He has a weaselly, wiry frame. You recognise him. Manny Wright. One of the younger players, always circling the older boys.<br>
<br>
He snaps the towel against his thigh, eyes flicking down the benches. You follow his gaze and see Dennis sitting hunched at the far end, already half turned away, hoping no one notices.<BR>
<Br>
"Mannet’s asking for it,” Manny mutters, the grin curling across his face. He works the towel tighter, ready.<Br>
<br>
The thought stirs in you, hot and insistent. The urge to swing the towel, to hear it crack against Dennis’s back, to watch him jolt under the sting. It rises quickly, like muscle memory in this body.<BR>
<Br>
You open your locker and pull your shirt over your head instead. The impulse burns for a moment longer, then you push it down.<Br>
<Br>
Changing quickly, you try to quell the continuing impulse. Manny looks at you with a confused expression on his face, but says nothing more.<br>
<br>
<<ActionsHeader>>
<<link "Go to the gymnasium" "SchoolGym">><<EventsCheckEnd "SchoolChangingRoomBoys" "PEClass">><<EventTrigger "SchoolGym" "PEClass" "Afternoon" "Beach" null null null null true>><</link>><BR>
<</if>>
<<case "PEClassShowerDennis">>
<br>
The door swings open and the noise hits you immediately. Laughter, shouts, the sharp crack of wet towels snapping against bare skin. Boys shove each other between benches, already half-dressed, some stripping down, others filing into the showers, steam curling out in waves.<Br>
<br>
<<if $PlayerCharacter.female is false>>You take a deep breath. The smell of sweat and soap, the sight of bare torsos. It’s too familiar. Memories flicker of school days past, the same rowdy chaos, the same sense that one wrong move makes you the target.<Br>
<<else>>You hesitate at the threshold, suddenly unsure where to look. Everywhere boys are undressing, towels whipping, bodies bared without shame. Heat creeps up your neck as you feel exposed, as if they might sense you don’t belong here. That at any moment someone might point and call you out as an imposter.<br><</if>>
<br>
You make your way to a bench, tugging off your shirt. Dennis’ frame looks small here, narrow shoulders and soft arms, height that doesn’t match the others. You brace yourself as you hook your thumbs under the waistband of his boxers. You hesitate briefly, aware that you'll effectively be peeking at something private and not yours to see.<Br>
<Br>
Before you can make a decision, a shadow falls over you. Jake looms, towel slung loose over one shoulder.<Br>
<Br>
<<if $GymDennisBullying gte 2>>
The sting comes first. A sharp crack of a wet towel snapping across your back. You gasp, spinning, only to see Jake grinning, two of the football lads flanking him, towels knotted in their fists.<Br>
<br>
“Thought you could slack off, Mannet?” Jake jeers. “Thought you could sit quiet while the rest of us carried you?”<br>
<Br>
Another snap, this time across your thigh, and laughter bursts around you, echoing off the tiles.<Br>
<Br>
They shove you against a bench, jeering at Dennis’ scrawny arms, his pale chest, the way his boxers hang loose on narrow hips.<Br>
<Br>
“Too small. Too weak. Doesn’t belong here.”<Br>
<Br>
There’s no Beach to bark them down. Just the sharp sting of towel strikes and the hot shame you feel from their laughter.<Br>
<br>
By the time they drift toward the showers, you’re left shaking, skin burning with red welts, ears still full of their voices.<Br>
<<else>>
He sneers. “Don’t think managing one lesson makes you a man, Mannet.”<br>
<Br>
Brendan, peeling off his trainers nearby, shoots Jake a look. “Give it a rest. The nerd was trying.”<Br>
<br>
Jake’s eyes flick between the two of you, sharp and burning. He lets it drop, but not without cracking his towel against a metal rack on his way past, the sound echoing like a warning shot.<Br>
<br>
You swallow, deciding not to risk the showers. Better not tempt fate.<Br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Pick up your belongings and leave" "SchoolGymEntrance">><<EventsCheckEnd "SchoolChangingRoomBoys" "PEClassShowerDennis">><<set $GymDennisBullying to undefined>><</link>>
<<case "PEClassHitManny">>
<br>
The locker room is empty when you push through the door. You strip down, the hiss of the showers filling the silence, hot water running over your shoulders, cooling the fire still burning in your chest.<Br>
<Br>
By the time you’re towelling off, the door bangs open. Voices spill in, loud and careless, the rest of the boys piling back.<Br>
<Br>
Manny is with them. His cheek is already darkening, the bruise spreading across one eye.<Br>
<Br>
You freeze.<Br>
<Br>
The rage that filled you and the certainty that he deserved it thins to nothing in an instant. The mark on his face is yours. You did that.<Br>
<Br>
Manny glances at you, eying as if waiting for a second round. When you don't move, he walks to the other side of the locker room and avoids your stare. The other boys give you a wide berth too, but return to their typical banter and jibes. The noise swells around you, but it's distant in your ears as you feel a hollow weight in your chest.<Br>
<Br>
What am I becoming, you think. And instantly, you wait for the other voice inside you to retort.<Br>
<bR>
<I>Why, a man, of course.</i><br>
<Br>
<<ActionsHeader>>
<<link "Finish changing and leave the locker room" "SchoolGymEntrance">><<EventsCheckEnd "SchoolChangingRoomBoys" "PEClassHitManny">><<set $GymJakeWin to undefined>><</link>>
<<case "PEClassChangeBoys">>
<br>
The door swings open and the noise hits you immediately. Laughter, shouts, the sharp crack of wet towels snapping against bare skin. Boys shove each other between benches, already half-dressed, some stripping down, others filing into the showers, steam curling out in waves.<Br>
<br>
<<if $PlayerCharacter.female is false>>You take a deep breath. The smell of sweat and soap, the sight of bare torsos. It’s too familiar. Memories flicker of school days past, the same rowdy chaos, the same sense that one wrong move makes you the target.<Br>
<<else>>You hesitate at the threshold, suddenly unsure where to look. Everywhere boys are undressing, towels whipping, bodies bared without shame. Heat creeps up your neck as you feel exposed, as if they might sense you don’t belong here. That at any moment someone might point and call you out as an imposter.<br><</if>>
<br>
<<if $GymJakeWin gte 2>>
Beside you, Manny peels his shirt off, throwing it hard into his locker. His face is sullen and his eyes fixed anywhere but on you. He dresses fast and quietly, as if trying to leave as fast as he can.<Br>
<Br>
You sit, pulling your own clothes on, every part of you alive with the heat of victory. His silence, his refusal to look your way. It’s sweeter than any praise could be. The body hums with the satisfaction of dominance, rage transmuted into triumph.<Br>
<<elseif $GymJakeWin gte 1>>
Beside you, Manny smirks as he strips down. “Guess we’ll call that even,” he mutters. The boys nearby laugh faintly. You glance up at him, noting how he meets your eye.<Br>
<Br>
You tug your shirt over your head, jaw tight. The fury simmers, unsatisfied. It wasn’t victory. And the look in his eye says he knows it.<Br>
<<else>>
Beside you, Manny lounges on the bench, grinning as he snaps his towel at one of the lads. "Really showed those girls who's top dog in this school, didn't I?" His eyes flick to you with each word, making sure you hear.<Br>
<br>
You pull your trousers on slow, rage chewing at you from the inside. Every laugh, every swaggering glance twists deeper. You know if you let go of your restraint, you’d be across the bench and on him before anyone could stop you.<Br>
<Br>
Instead you clamp it down, fists knotting but your rage contained.<Br>
<</if>>
<Br>
Around you, the noise of the locker room rolls on, but it’s distant. All you see is Manny. And all you feel is the intense emotions his presence fills you with.<br>
<Br>
You're no longer sure where you begin and Jake ends.<Br>
<Br>
<<ActionsHeader>>
<<link "Finish changing and leave the locker room" "SchoolGymEntrance">><<EventsCheckEnd "SchoolChangingRoomBoys" "PEClassChangeBoys">><<set $GymJakeWin to undefined>><</link>>
<</switch>><b>Charlton School - Main Corridor</b><br>
<<QuestStatus "Quest5">>
<<if _QuestStatus is "complete">>
<img src="./images/School_Corridor_Act2.png"><br>
<<else>>
<img src="./images/School_Corridor.png"><br>
<</if>>
<br>The corridor is lit by fluorescent tubing and small windows at either end. Rows of lockers cover the walls between doors to classrooms and offices.<br>
<<if $AttendedSchool is false>><<set $AttendedSchool to true>><</if>>
<<include "EventsSchoolCorridor">>
<<if _currentEvent is undefined>>
<<if $SchoolCorridorFirstDay is true and setup.period[$periodCurrent] is "Morning">><br>You stand in the corridor, watching students rush by to class. There is no sign of Liz. A few teachers that you don't recognise stand at the side of the corridor ushering students to classes.<br><</if>>
<i><<scheduleFlavourText>></i>
<<PresentNPCPeriodText "Elizabeth" "Lunch" "<br>Liz stands in front of her locker, looking through notes and books that she pulls out of it as if it were Mary Poppins' bag.<br>" >>
<<if $SchoolCorridorFirstDay is true and setup.period[$periodCurrent] is "Lunch">><br><i>It's now lunch time. You have an hour before your next lesson to either eat or follow-up on some of your investigations.</i><br><</if>>
<<if $SchoolCorridorFirstDay is true and setup.period[$periodCurrent] is "Evening">>
<<if $GeographyDetention is true>>
<br><i>The school day is now over, but you have already been given detention. You'll need to go and see what the teacher has in store for you.</i><br>
<<else>>
<br><i>The school day is now over. You can explore the school after hours or return home to check in with Emily</i><br>
<</if>>
<</if>>
<<RumourCheckSelf "Terrence">><<QuestOptionCheck "Quest9" 2 "terrence_locker">><<QuestState "Quest9">>
<<if _QuestOptionCheck is false and _QuestState is 2 and _RumourCheckSelf is true and setup.period[$periodCurrent] is "Evening">>
<br><I>A particular locker catches your eye. You've seen Terrence use that very one. It would be extraordinarily mean, but given what you know about Terrence you can imagine Christina would appreciate some graffiti on his locker that would signal his social position in the school.<<QuestOptionUnlock "Quest9" 2 "terrence_locker">></i><br>
<</if>>
<br>
<<ActionsHeader>>
<<schedule>>
<<InventoryCheckSelf "TerrenceLockerKeyOlaf" "TerrenceLockerKeyDeBussy" "TerrenceLockerKeyLogain">><<QuestState "Quest21">>
<<if _InventoryCheckSelf is true and _QuestState is 1>><<link "Search Terrence's Locker" "SchoolCorridorTerrenceLocker">><</link>><br><</if>>
/* Morning */
<<if setup.period[$periodCurrent] is "Morning">>
<<InventoryCheckSelf "KeyBusinessStudies" "KeyBusinessStudiesOlaf" "KeyBusinessStudiesSpare">>
<<Flag "Act2Started">>
<<if _FlagReturn is true>>
<<QuestState "Quest24">><<QuestOptionCheck "Quest24" 4 "business_studies">><<QuestOptionCompleteCheck "Quest24" 4 "business_studies">>
<<if _InventoryCheckSelf is true and (_QuestState is 0 or (_QuestOptionCheck is true and _QuestOptionCompleteCheck is false))>>
<<if setup.days[$dayCurrent] is "Friday">>
<s>Unlock the Business Studies room</s> - <i>You don't have time before the lesson starts.</i><br>
<<else>>
<<link "Unlock the Business Studies room" "BusinessStudiesCurse">><</link>><br>
<</if>>
<</if>>
<<else>>
<<QuestState "Quest13">>
<<if _InventoryCheckSelf is true and $BusinessStudiesWard is undefined and _QuestState gte 1>>
<<link "Unlock the Business Studies room" "BusinessStudiesCurse">><</link>><br>
<</if>>
<</if>>
[[Go to the school cafeteria->SchoolCafeteria]]<br>
[[Go to the gym->SchoolGymEntrance]]<br>
<<LocationKnownCheck "AVRoom">>
<<if _LocationKnownCheck is true>>[[Go to the AV Room->SchoolAVRoom]]<br><</if>>
<<LocationKnownCheck "SchoolLibrary">>
<<if _LocationKnownCheck is true>>[[Go up to the library->SchoolLibrary]]<br><</if>>
<</if>>
/* Lunch */
<<if setup.period[$periodCurrent] is "Lunch">>
<<Flag "StitchLunchtimeLessons">>
<<if _FlagReturn is true and setup.days[$dayCurrent] is "Tuesday" and $current.avatar is "Emily">>
<<else>>
<<QuestState "Quest9">>
<<if _QuestState is 1 and $current.avatar is "Emily">>
<<if $GeographyDetention is true or $MathsDetention is true>>
<s>Bunk off and go to the salon with Christina</s> - <i>You have to attend detention this evening.</i><br>
<<else>>
<<link "Bunk off and go to the salon with Christina" "SchoolCorridorTruant">>
<<TimeChange>>
<</link>><br>
<</if>>
<</if>>
<<LocationKnownCheck "SchoolBasement">>
<<if _LocationKnownCheck is true>>[[Go to the basement->SchoolBasement]]<br><</if>>
[[Go to the school cafeteria->SchoolCafeteria]]<br>
[[Go to the gym->SchoolGymEntrance]]<br>
<<LocationKnownCheck "AVRoom">>
<<if _LocationKnownCheck is true>>[[Go to the AV Room->SchoolAVRoom]]<br><</if>>
<<LocationKnownCheck "SchoolLibrary">>
<<if _LocationKnownCheck is true>>[[Go up to the library->SchoolLibrary]]<br><</if>>
<<if $NPCPresent.includes("Elizabeth")>>
<<link "Talk to Liz" "SchoolCorridorElizabethDialogue0">><</link>><br>
<<SpellsCheckSelf "Identify">><<AlreadyIdentified "Elizabeth">>
<<if _AlreadyIdentified is false and _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Identify] Cast Identify on Liz" "SpellIdentify">><<CastIdentify "Elizabeth" "SchoolCorridor" "the corridor">><<SpellIdentified "Elizabeth">><</link>><br><</if>>
<</if>>
<</if>>
<</if>>
/* Afternoon */
<<if setup.period[$periodCurrent] is "Afternoon">>
[[Go to the school cafeteria->SchoolCafeteria]]<br>
[[Go to the gym->SchoolGymEntrance]]<br>
<<LocationKnownCheck "SchoolLibrary">>
<<if _LocationKnownCheck is true>>[[Go up to the library->SchoolLibrary]]<br><</if>>
<<if $PlayerCharacter.cheerleader is true>>
<<if $GeographyDetention is true or $MathsDetention is true>>
<s>Use Cheerleader privileges and leave the school</s> - <i>Even cheerleaders have to attend detention.</i><br>
<<elseif $current.outfit is "Cheerleader">>
[[Use Cheerleader privileges and leave the school->SchoolGates]]<br>
<<else>>
<s>Use Cheerleader privileges and leave the school</s> - <i>You need to be wearing your uniform to leave early.</i><br>
<</if>>
<</if>>
<</if>>
/* Evening */
<<if setup.period[$periodCurrent] is "Evening">>
<<if $GeographyDetention is true and $current.avatar is "Emily">>
<<link "Go to Geography detention" "SchoolGeographyRoom">><<set $GeographyDetention to undefined>><</link>><br>
<<elseif $MathsDetention is true and $current.avatar is "Emily">>
<<link "Go to Maths detention" "SchoolMathsRoom">><<set $MathsDetention to undefined>><</link>><br>
<<else>>
<<if $GeographyDetention is true>><s>Go to Geography detention</s> - <i>You can't go to detention in this form. Emily's grades will be impacted by not attending.</i><br><</if>>
<<if $MathsDetention is true>><s>Go to Maths detention</s> - <i>You can't go to detention in this form. Emily's grades will be impacted by not attending.</i><br><</if>>
<<QuestState "Quest10">>
<<if _QuestState is 1>><<link "Investigate Geography class" "GeographyClassInvestigation">><</link>><br><</if>>
<<QuestOptionCheck "Quest13" 1 "debussy_club_access" "gte">><<QuestOptionCompleteCheck "Quest13" 1 "debussy_club_access">>
<<if (_QuestOptionCheck is true or _QuestOptionCompleteCheck is true) and $current.avatar is "Emily">><<link "Go to Ms. DeBussy's After School Club" "BusinessStudiesAfterSchoolClubIntro">><<EventTrigger "YourHome" "EmilyReactionBusinessStudiesClub" "Evening" "Emily" null null null null false>><</link>><br><</if>>
<<QuestState "Quest13">>
<<Flag "Act2Started">>
<<if _FlagReturn is false and _QuestState gte 1 and $BusinessStudiesWard is undefined>>
<<link "Investigate Business Studies class" "SchoolCorridorBusinessStudiesDoorInvestigation">><</link>><br>
<</if>>
<<InventoryCheckSelf "KeyMaths" "KeyMathsMichelle" "KeyMathsOlaf">>
<<if _InventoryCheckSelf is true and $MathsWard is undefined>>
<<link "Unlock the Maths room" "SchoolMathsInvestigation">><</link>><br>
<</if>>
<<LocationKnownCheck "SchoolBasement">>
<<if _LocationKnownCheck is true>>[[Go to the basement->SchoolBasement]]<br><</if>>
<<RumourCheckSelf "Terrence">><<QuestOptionCheck "Quest9" 2 "terrence_locker">><<QuestOptionCompleteCheck "Quest9" 2 "terrence_locker">>
<<if _QuestOptionCheck is true and _RumourCheckSelf is true and _QuestOptionCompleteCheck is false>><<link "Write lewd things about Terrence's sexuality on his locker" "SchoolCorridorLocker">><<CheerleaderAcceptence>><<Greedy 1>><<QuestOptionComplete "Quest9" 2 "terrence_locker">><</link>><br><</if>>
[[Go to the school cafeteria->SchoolCafeteria]]<br>
[[Go to the gym->SchoolGymEntrance]]<br>
<<LocationKnownCheck "AVRoom">>
<<if _LocationKnownCheck is true>>[[Go to the AV Room->SchoolAVRoom]]<br><</if>>
<<LocationKnownCheck "SchoolLibrary">>
<<if _LocationKnownCheck is true>>[[Go up to the library->SchoolLibrary]]<br><</if>>
<<link "Leave the school" "SchoolGates">>
<<set $SchoolCorridorFirstDay to undefined>>
<<if $GeographyDetention is true or $MathsDetention is true>><<EmilyGrades -3>><</if>>
<</link>><br>
<</if>>
<</if>>
/* Night */
<<if setup.period[$periodCurrent] is "Night">>
<<link "Leave the school" "SchoolGates">>
<<if $GeographyDetention is true or $MathsDetention is true>><<EmilyGrades -3>><</if>>
<<set $SchoolCorridorFirstDay to undefined>>
<</link>><br>
<</if>>
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<switch _currentEvent>>
<<case "Act2Begin">>
<br>
Walking into the school corridor, you momentarily draw to a halt as you look around. The once drab colours of the corridor are now partially hidden behind handmade decorations. Handmade paper chains in reds and whites hang above the lockers. Signs made from pink tissue paper spell out ‘Miss Charlton’ above one of the doors. Pennant banners in reds and blues hang down the stairs. Illustrated posters depicting girls in prom dresses and boys in tuxedos are pinned up where there were once blank walls.<Br>
<Br>
Sweet classical music plays over a speaker system that you didn’t know existed, the scratching of a needle against an old record only emphasising the eerie atmosphere it creates. Students move back and forth with excitement, chatting freely amongst themselves. <Br>
<Br>
“Attention seniors,” you hear a familiar clipped voice speak over the music through the tannoy. Stitch.<BR>
<Br>
“Preparations for this year’s Prom have begun. Attend your lessons as your itinerary instructs. Your teachers will inform you of any changes to the syllabus in preparation for the evening. And ensure that your best behaviour is on display at all times. The contest for this year’s Miss Charlton starts now.”<Br>
<Br>
You hear hushed whispers from the students once the music returns. Girls chatter away. You hear names being mentioned as the rumours of who will win begin to circulate.<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">><<EventsCheckEnd "SchoolCorridor" "Act2Begin">><</link>>
<<case "SchoolCorridorOriStage5">>
<br>
The hallway is packed, students milling, the sharp sound of lockers slamming ringing through the air.<br>
<br>
You’re walking without really paying attention, until you catch sight. Of him.<br>
<br>
He’s leaning against a row of lockers, arms crossed, talking with some friends. His shirt is tight, stretched slightly over broad shoulders, his jeans fitting just right.<br>
<br>
You feel the reaction immediately. There’s something so naturally attractive about him. His strong jawline, the way he stands with effortless confidence.<Br>
<br>
Your fingers twitch at your side. He looks so good.<br>
<br>
But just as you’re thinking that, you notice a girl nearby, flipping her hair as she talks with a friend. She’s gorgeous, her lips glossed, her curves eye-catching.<br>
<br>
And yet, your gaze flicks back to the guy before you can even process it.<br>
<br>
The girl is pretty, sure. But he’s the one making your heartbeat pick up. You smile slightly, biting the inside of your cheek.<br>
<br>
It’s funny, really. You idly think that at some point in your life, you might have noticed the girl first.<br>
<br>
<I>And now?</i><br>
<br>
You sigh, watching the guy for another moment. Now. It’s the boys that stand out.<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">><<EventsCheckEnd "SchoolCorridor" "SchoolCorridorOriStage5">><</link>>
<<case "TerrenceCheerleaders">>
<br>
You round the corner and spot Terrence standing at his locker, shoulders tight, fingers fumbling with the latch.<br>
<br>
Before you can step closer, Stacey appears beside him. With her tall and gangly frame, she towers over Terrence. But her bright eyes lock onto his. You see his breath catch.<Br>
<Br>
“Hey, Terry,” Stacey chirps, voice sultry and laced with intent. She tugs at his sleeve, coaxing him away from the lockers. Terrence’s face pales; he glances back toward the classroom doors, as if seeking an escape that isn’t there.<Br>
<bR>
Without release, Stacey guides him down the corridor and into the nearest empty classroom. You hear the click of the door latch and the soft thrum of Venetian blinds being drawn.<br>
<br>
Listening at the door you hear secretive whispers. Nothing from Terrence. All from Stacey. And then silence. <Br>
<Br>
Your heart hammers. Three times now you’ve seen the cheerleaders in unexpected intimacy with Terrence. Each time the tension has been more urgent and more orchestrated. Whatever they’re doing, it’s deliberate, and it can’t be good. <br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">>
<<EventsCheckEnd "SchoolCorridor" "TerrenceCheerleaders">>
<<QuestTracker "Quest21" 0>>
<</link>>
<<case "DogTagsReactTerrence">>
<br>
The corridor hums with first-period chatter. Doors bang. Sneakers squeak. Then the air tightens.<Br>
<br>
Jake barrels in from outside, cheeks flushed from the cold. He scans, finds Terrence, and his smile turns mean. You watch him close the distance like a dog seeing a rabbit.<Br>
<br>
“Terrence.” The name drops heavy. “You seen my tags?”<Br>
<br>
<<CheckPersonalityState "Terrence">>
<<if _PersonalityState is "Straight">>
Terrence stiffens, eyes flicking side to side. He tries to pivot away, shoulders squared. “Haven’t seen them.”<Br>
<Br>
Jake steps with him, too close. “You pay attention in this school. You always do. So pay attention now. Where are they?”<Br>
<<else>>
Terrence stiffens, eyes flicking side to side. He swallows and lifts his chin, trying to look past Jake. “No.”<Br>
<br>
Jake laughs without humour. “You hear that? ‘No.’ Funny. You see everything, pretty boy. You hear everything. Try again.”<Br>
<</if>>
<br>
When Terrence does not answer, Jake slams him against a locker. The sound of metal rings out like a struck bell. A few students freeze in place. No one speaks.<Br>
<Br>
“Listen,” Jake says, loud enough for everyone to hear. “I know where you live. I know where your mum works. If you don't find out where they went, I'll be waiting. Tonight. Tomorrow. I don't care.”<Br>
<br>
Terrence’s hands go flat against the locker. His nod is small and stiff.<br>
<Br>
A sense of shame washes over you. This is because of you. The dog tags in your pocket suddenly feel too heavy to carry.<br>
<Br>
Jake eases off and pats Terrence’s cheek like he is rewarding a dog. “Good boy.” He looks around the corridor, dares anyone to hold his gaze, then strides away.<br>
<Br>
A slow breath leaves you. You can't meet Terrence's eyes, as he shakes against his locker.<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">>
<<EventsCheckEnd "SchoolCorridor" "DogTagsReactTerrence">>
<<EventTrigger "SchoolCafeteria" "DogTagsReactDennis" "Lunch" null "Emily" null null null false>>
<</link>>
<<case "SchoolCorridorChantarelle">>
<br>
The bustle of the school at lunch time threatens to deafen you. Moving through the crowds of students, you draw to a halt as something strikes you over the noise.<br>
<Br>
“Look at those fishnets. I bet she’s a slut.”<Br>
<Br>
You turn over your shoulder to see two girls, giggling. Following their eyes, you see the source of their derision. Devon. Now Chantarelle. She looks up and down the corridor nervously, scooping books out of a locker. Her uniform is ruffled and unkempt, but the real distinction is the fishnet tights in place of the school issued socks. They match her thick black lipstick and dark eye shadow perfectly.<Br>
<Br>
A figure looms over her. Jake. He steps up into her space, causing her to push back against her locker door.<Br>
<Br>
“Hey Morticia Adams,” he says as his eyes wander over her before focusing on something behind her head. “What are those?”<Br>
<Br>
He reaches out, causing Chantarelle to jump. But he doesn’t touch her face. Instead, he plucks a photo off from the locker door. You step closer to see. In his hand is a picture of some Charlton football players posing with a trophy. Jake. Brendan. Manny. But a space between them marking someone notably absent. <BR>
<Br>
“Got a thing for football players, Chantarelle?” Jake murmurs, leaning in close to her. “I can turn those fantasies into reality. Bet you like it rough.” <Br>
<Br>
You stare back at the girl, looking around in fear. “Leave me alone, Jake,” she says quietly. “You repulse me.”<Br>
<Br>
The quarterback holds his position for a moment longer, then sniggers. “Can’t believe our parents were friends. Bet they’re so proud of how you turned out.”<br>
<Br>
He strides off, leaving Chantarelle. She gathers her remaining books and walks off. You watch her go, noticing Liz at her own locker. When you catch her eye, she looks away.<BR>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">><<EventsCheckEnd "SchoolCorridor" "SchoolCorridorChantarelle">><</link>>
<<case "SchoolCorridorDevon">>
<Br>
The bustle of the school at lunch time threatens to deafen you. Moving through the crowds of students, you draw to a halt as something catches your eye.<br>
<bR>
Liz stands at her locker, changing over exercise books for the next lesson. Out of the crowd a figure approaches her. Devon. You move closer to listen in.<Br>
<Br>
“Hey Liz,” he says quietly. She jumps, looking up at him. Her eyes widen for a moment as she composes herself.<Br>
<Br>
“Sheath,” she mutters back. <BR>
<Br>
“I really enjoyed our movie trip,” he continues. “Must have drifted off, though.” He grimaces, as he considers his words. “We didn’t drink anything, did we?”<BR>
<Br>
Liz sees you lingering behind, giving you a worried look. “No. You just fell asleep.” She takes a deep breath and forces a smirk. “Thought you were so bored it set you to sleep.”<Br>
<Br>
“Oh no,” he stammers, shaking his head. “I really enjoyed the night. Do you want to do it again, sometime? I promise to drink a mug of coffee before I come.”<Br>
<Br>
Elizabeth looks back to you briefly before turning to him with a deep breath. “We’ll see,” she says.<BR>
<Br>
He smiles with relief. “Great. I’ll give you a call, okay? See you, Liz.”<BR>
<Br>
Devon walks off. Liz gives you a look. He seems… normal. None the wiser. And Liz? She watches him go with a modicum of interest.<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">><<EventsCheckEnd "SchoolCorridor" "SchoolCorridorDevon">><</link>>
<<case "MissCharltonFinalists">>
<br>
The same sweet classical music playing over the speaker system is interrupted once more by the scratching of the tannoy system.<br>
<br>
"Attention seniors," you hear Stitch's voice say authoritatively. "Thank you for your participation in this year's Miss Charlton contest. I am pleased to reveal this morning those who have made our shortlist. They will be expected to attend our annual Charlton business community dinner this evening, taking place at the Town Hall."<br>
<br>
A hush descends over the students in the corridor, as they stop to listen.<br>
<br>
"Those students who will attend," Stitch says, his voice clipped. "Stacey Kaplar. Britney Hudson. Reagan Archer. Chantelle Marks. Maisie Peterson. Christina Evans. And Emily Phillips."<br>
<br>
<<BadgeCheck>>
<<if _BadgeCheck is true>>
A number of eyes fall upon you, curious and questioning. It looks like you made the shortlist. But that doesn't stop the judgemental eyes from the other students directed at you.<br>
<<else>>
A number of eyes fall upon you, glaring and hostile. You didn't win any badges. You are as astounded as the other students that your name is on the list. You shudder, looking to the floor. Avoiding the judgemental eyes directed at you.<br>
<</if>>
<br>
"I look forward to seeing you all at the Town Hall this evening," Stitch's voice continues. "Attendance is mandatory. Please inform your parents. Should there be a scheduling issue, tell them to call me immediately. Dress formally. And wear your badges with pride."<br>
<br>
The tannoy groans as Stitch ends the announcement. The music returns once more.<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">><<QuestTracker "Quest29" 3>><<EventsCheckEnd "SchoolCorridor" "MissCharltonFinalists">><<SetFlag "TempBusinessMeeting">><<SetFlag "VanityTableKnown">><<SetFlag "EmilysWardrobeKnown">><<EventTrigger "YourHome" "MissCharltonFinalists" "Evening" null "Emily" null null null false>><<EventGlobalTrigger "GalaReminder" "Evening" null "Emily" null "TempBusinessMeeting">><</link>>
<<case "FinalistsAnnounced">>
<br>
The same sweet classical music that has haunted the corridors since the start of term is interrupted by the familiar scratching of the tannoy system.<br>
<br>
"Attention seniors," you hear Stitch's clipped voice say over the music. "Following our recent dinner with our esteemed community leaders, I am pleased to announce the finalists for this year's Miss Charlton crown."<br>
<br>
A hush descends over the corridor. Students stop in their tracks. Girls clutch their bags. Boys lean against lockers, watching.<br>
<br>
"The following students have been selected to compete at the prom."<br>
<br>
A pause. You hear the faint rustle of paper.<br>
<br>
"Reagan Archer."<br>
<br>
No surprise there. A few students nod. Others roll their eyes. Reagan is nowhere to be seen, but you can imagine her expression. Unchanged. As if this was always going to happen.<br>
<br>
<<if $MissCharltonFinalists.includes("Emily")>>
"Emily Phillips."<br>
<br>
Your name echoes down the corridor. Heads turn. Eyes find you. Some curious. Some hostile. Some surprised. You feel the weight of every gaze as the whispers begin.<br>
<br>
<</if>>
<<GetNPCState "Christina" "cheerleader">>
<<if $MissCharltonFinalists.includes("Christina") and _cheerleader is true>>
"Christina Evans."<br>
<br>
A murmur of approval from the students nearby. Christina's name was expected. The head cheerleader, the daughter of Terry Evans. Of course she made it.<br>
<br>
<<elseif $MissCharltonFinalists.includes("Christina") and _cheerleader is false>>
"Christina Evans."<br>
<br>
Stitch's voice wavers. Just slightly. Enough that you notice. A few students exchange looks in the corridor. Eyebrows raise. Whispers start before the name has finished echoing. Christina Evans? The girl who lost her place on the squad? You catch a few pointed glances between students. As if they think it's fixed.<br>
<br>
<</if>>
<<if $MissCharltonFinalists.includes("Maisie")>>
"Maisie Peterson."<br>
<br>
You hear a few appreciative murmurs. Maisie's name carries a certain polish. The girl from Evans. The one with the porcelain smile. Of course the businessmen liked her.<br>
<br>
<</if>>
<<if $MissCharltonFinalists.includes("Chantelle")>>
"Chantelle Marks."<br>
<br>
A ripple of surprise passes through the corridor. Chantelle? The quiet girl with the glasses? A few students glance around, as if checking they heard correctly. But no correction comes.<br>
<br>
<</if>>
"I look forward to seeing our finalists compete at the prom," Stitch continues. "To those who were not selected, your efforts have not gone unnoticed. Charlton values all of its young women." A pause. "In one way or another."<br>
<br>
The tannoy crackles and the music returns. The corridor comes back to life, but the atmosphere has shifted. Girls huddle together, whispering. Some look pleased. Others look wounded. A few stare at the floor, saying nothing.<br>
<br>
<<if $MissCharltonFinalists.includes("Emily")>>
You feel the badge in your pocket. The weight of it. The warmth. Whatever happens at the prom, you're in the running now. And the men who judged you last night will be watching.<br>
<<else>>
You didn't make the list. The names hang in the air like a verdict. Whatever happens at the prom, you'll have to find another way to protect yourself from the ritual.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">><<EventsCheckEnd "SchoolCorridor" "FinalistsAnnounced">><</link>>
<<case "MissCharltonPhotoshoot">>
<br>
As you enter the school corridor, the tannoy crackles to life. Students stop what they are doing to listen to the announcement.<br>
<br>
"Good morning, students," you hear a pleasant female voice echo down the corridor. The school receptionist. "Would all Miss Charlton finalists report to the school gymnasium this morning. You are excused from your classes for this period."<br>
<br>
The tannoy creaks with feedback before the noise buzzes out of existence. A few students look at you. Better make your way to the gym.<br>
<br>
<<ActionsHeader>>
<<link "Head to the gym" "PhotoshootGym">><<MissCharltonFinalistNamesSet>><<EventsCheckEnd "SchoolCorridor" "MissCharltonPhotoshoot">><</link>>
<<case "FinalistInterview">>
<br>
The screech of the tannoy breaks the usual chatter from students moving to the cafeteria. Feedback rings out from the speaker before the muffled voice of the school’s receptionist echoes down the hallway.<br>
<br>
"Good afternoon, students. Would all Miss Charlton finalists report to the library on the first floor. Lunch will be provided."<br>
<br>
The speaker on the wall screeches again. Students cast looks at you with jealous eyes.<br>
<br>
<<ActionsHeader>>
<<link "Head to the school library" "SchoolLibrary">><<EventTrigger "SchoolLibrary" "FinalistInterview" null null "Emily" null null null false>><<LocationKnown "SchoolLibrary">><<EventsCheckEnd "SchoolCorridor" "FinalistInterview">><</link>>
<</switch>><<StartConversation "Elizabeth" "SchoolCorridor">>
<<Checkrelationship _NPC "PC">>
<<include "EventsDialogueElizabeth">>
<<if $ElizabethDialogue is undefined and _relationship is 0>>
Liz eyes you darkly as you walk towards her. If looks could kill, you would be on the floor right now.<br>
<br>
As Liz seems unwilling to talk, you decide to leave her alone.<br>
<<elseif _currentEvent is undefined and $current.avatar is "Emily" and $ElizabethDialogue is undefined>>
Liz glances up from her locker as you approach. She smiles with a lighthearted smirk.<br>
<br>
<<NPCMagicLevel "Elizabeth">>
<<if _NPCMagicLevel gt 0>>"Oh hi 'Emily'," she says. "How can I help you today?"<br>
<<else>>"Oh hi Emily," she says. "How can I help you today?"<br><</if>>
<<QuestState "Quest9">><<Flag "BullyElizabeth">>
<<if _QuestState is 2 and _FlagReturn is false>>
<i><br>You look Liz up and down in the corridor. An alternative gothy nerd who seems to relish in standing out against the crowd. You would certainly increase your standing with the cheerleaders if you put her in her place.</i><br><<QuestOptionUnlock "Quest9" 2 "bully_liz">>
<</if>>
<<elseif _currentEvent is undefined and $current.avatar is "Dennis" and $ElizabethDialogue is undefined>>
<<Flag "ElizabethDennisTransformKnown">><<NPCMagicLevel "Elizabeth">>
<<if _FlagReturn is false and _NPCMagicLevel gt 0>>
<<SetFlag "ElizabethDennisTransformKnown">>
Liz glances up from her locker as you approach, her pink hair bright even under the corridor’s dim light. She squints at you, head cocked.<Br>
<br>
“Dennis Mannet,” she says with a grin. “Of all people. Didn’t expect you to be creeping out of the AV Room.”<Br>
<Br>
You glance around, step closer, and drop your voice. “Liz. It’s me.”<Br>
<br>
For a moment, there's confusion. Then her eyes widen. “Wait… what?” She stares at you, really stares, then drops her voice too. “<<TrueName "Current">>?”<Br>
<br>
You nod. “He’s… sleeping it off. In the AV room. Safe.”<Br>
<br>
Liz lets out a sharp breath, then actually laughs. “You've taken to changing into boys now?” She shakes her head. “Why him?"<br>
<bR>
“For investigating,” you answer simply.<BR>
<Br>
She raises one eyebrow. “What could Dennis possibly know about what's going on?"<br>
<br>
"Just a different perspective," you reply quietly. "Seeing Charlton from the boy's side."<br>
<br>
"I bet," she murmurs. "He does have a way of getting to places he shouldn't be."<br>
<Br>
Then Liz leans in, tone sobering. “Be careful, alright? Dennis isn’t exactly popular. Walk around as him too long and someone’s going to decide it’s open season.”<Br>
<bR>
You nod, taking in her words. She folds her arms, watching you with a mix of fascination and unease. “So. What now?”<Br>
<<elseif _FlagReturn is true and _NPCMagicLevel gt 0>>
Liz glances up from her locker as you approach. She smiles with a lighthearted smirk.<br>
<br>
"Oh hi 'Dennis'," she says. "How can I help you today?"<br>
<<elseif _NPCMagicLevel gt 0>>
Liz glances up from her locker as you approach. She smiles with a lighthearted smirk.<br>
<br>
"Oh hi Dennis," she says. "Seeing what natural daylight really looks like?"<br>
<<elseif _NPCMagicLevel is 0>>
Liz glances up from her locker as you approach, her pink hair bright even under the corridor’s dim light. She squints at you, head cocked.<Br>
<br>
“Dennis Mannet,” she says with a grin. “Of all people. Didn’t expect you to be creeping out of the AV Room.”<Br>
<Br>
You briefly consider revealing who you are, but now that Liz isn't aware of magic you can't imagine that would go down well. Even if she were to believe you.<br>
<</if>>
<<elseif _currentEvent is undefined and $current.avatar is "Jake" and $ElizabethDialogue is undefined>>
<<Flag "ElizabethJakeTransformKnown">><<NPCMagicLevel "Elizabeth">>
<<if _FlagReturn is false and _NPCMagicLevel gt 0>>
Liz glances up from her locker as you approach, her pink hair bright even under the corridor’s dim light. Her eyes flick up as you approach and immediately narrow.<Br>
<Br>
“Well, if it isn’t Charlton’s golden boy,” she says flatly. Her grin is sharp, but not amused. “What do you want, Jake? Come to shove me into the lockers, or just sneer from up close?”<Br>
<br>
You glance around, step closer, and drop your voice. “Liz. It’s me.”<Br>
<Br>
Her expression falters, confusion cutting through the bravado. “What?” She studies your face, searching for the catch. “Don’t play games with me.”<Br>
<Br>
“It’s not Jake,” you insist quickly. “It’s me. <<TrueName "Current">>. He’s… sleeping it off. Safe.”<BR>
<bR>
Elizabeth blinks hard, then lets out a short, incredulous laugh. “You mean to tell me you’re walking around in Jake bloody Duncan’s skin?” She hisses the words, eyes darting down the corridor as if someone might overhear. "Why?"<br>
<bR>
“For investigating,” you answer simply.<BR>
<Br>
She raises one eyebrow. “What could Jake possibly know about what's going on?"<br>
<br>
"Just a different perspective," you reply quietly. "Seeing Charlton from the boy's side."<br>
<br>
“You’ve lost it," she barks, almost laughing. "That’s not just crazy. It’s suicide.” She shakes her head. “Christina would have your throat if she caught even a whiff of this.”<br>
<br>
"I can handle it," you tell her.<br>
<br>
She almost rolls her eyes. "Spoken like a true man. Like Jake, even."<Br>
<br>
"I've got this," you assure her. "It's just for investigating."<Br>
<Br>
Liz studies you, before letting out a breath and folding her arms. “I hope so. Play bully for too long and you won’t be just pretending anymore. This is magic we're dealing with, here.”<Br>
<bR>
You nod, taking in her words. She folds her arms, watching you with a mix of fascination and unease. “So. What now?”<Br>
<<SetFlag "ElizabethJakeTransformKnown">>
<<elseif _FlagReturn is true and _NPCMagicLevel gt 0>>
Liz glances up from her locker as you approach. She smiles with a lighthearted smirk.<br>
<br>
"Oh hi 'Jake'," she says. "How can I help you today?"<br>
<<elseif _NPCMagicLevel gt 0>>
Liz glances up from her locker as you approach. She smiles with a lighthearted smirk.<br>
<br>
"Jake," she mutters. "What do you want?"<br>
<<elseif _NPCMagicLevel is 0>>
Liz glances up from her locker as you approach, her pink hair bright even under the corridor’s dim light. Her eyes flick up as you approach and immediately narrow.<Br>
<Br>
“Well, if it isn’t Charlton’s golden boy,” she says flatly. Her grin is sharp, but not amused. “What do you want, Jake? Come to shove me into the lockers, or just sneer from up close?”<Br>
<br>
You briefly consider revealing who you are, but now that Liz isn't aware of magic you can't imagine that would go down well. Even if she were to believe you.<br>
<</if>>
<<elseif _currentEvent is undefined>>
Liz grins at you, waiting for you to speak.<br>
<</if>>
<<if _currentEvent is undefined and _relationship is 0>>
<br>
<<ActionsHeader>>
<<SpellsCheckSelf "Charm">><<CharmedCheck _NPC>>
<<if _Charmed is false and _SpellsCheckSelf is true>><s>[Spell: Charm] Cast Charm on Liz</s> - <i>You can't do this around other people</i><br><</if>>
<<link "Return to the corridor" $ConversationExit>><<EndConversation "Elizabeth">><</link>><br>
<<elseif _currentEvent is undefined>>
<br>
<<ActionsHeader>>
<<QuestState "Quest10">><<QuestStatus "Quest10">><<QuestOptionCheck "Quest10" 3 "liz_ward_lesson" "gte">>
<<if _QuestState gte 3 and _QuestStatus is "active" and _QuestOptionCheck is false>><<link "Talk to Liz about distracting Prichard" "ElizabethDialogue">><<set $ElizabethDialogue to "Prichard">><</link>><br><</if>>
<<Flag "Act2Started">><<set _Act2Started to _FlagReturn>><<QuestStatus "Quest24">>
<<Flag "Act2GeographyDetention" "Liz">><<set _GeoDetPending to _FlagReturn>><<Flag "Act2GeographyDetention" "Terrence">><<if _FlagReturn is true>><<set _GeoDetPending to true>><</if>>
<<Flag "Act2GeographyDetentionTeachWard" "Liz">><<if _FlagReturn is true>><<set _GeoDetPending to true>><</if>>
<<if _Act2Started is true and _QuestStatus is "active" and $current.avatar is "Emily" and _GeoDetPending is false>>
<<QuestOptionCompleteCheck "Quest10" 3 "liz_agreed">><<set _lizAgreed to _QuestOptionCompleteCheck>>
<<QuestOptionCompleteCheck "Quest10" 3 "liz_ward_lesson">><<set _lizWard to _QuestOptionCompleteCheck>>
<<DialogueSpokenSecretKnown "Elizabeth" "PrichardAct2">>
<<if _lizAgreed is true or _lizWard is true or _Discussed is true>>
<<link "Ask about distracting Prichard again" "ElizabethDialogue">><<set $ElizabethDialogue to "PrichardAct2Again">><</link>><br>
<<else>>
<<link "Ask about distracting Prichard in detention" "ElizabethDialogue">><<set $ElizabethDialogue to "PrichardAct2">><</link>><br>
<</if>>
<</if>>
<<QuestState "Quest9">><<Flag "BullyElizabeth">>
<<if _QuestState is 2 and _FlagReturn is false>><<link "Steal and smash Liz's glasses" "ElizabethDialogue">>
<<Greedy 1>>
<<ChangeNPCrelationship "Elizabeth" "PC" 0>>
<<set $ElizabethDialogue to "Glasses">>
<<CheerleaderAcceptence>>
<<SetFlag "BullyElizabeth">>
<<QuestOptionComplete "Quest9" 2 "bully_liz">>
<</link>><br><</if>>
<<NPCMagicLevel "Elizabeth">>
<<if _NPCMagicLevel gt 0>>
<<DialogueSpokenSecretKnown "Elizabeth" "Magic">><<QuestStatus "Quest2">>
<<if _Discussed is false and _QuestStatus isnot "complete">><<link "Ask her about magic" "ElizabethDialogue">>
<<LocationKnown "Library">>
<<HintsActive "Elizabeth">>
<<RumourLearned "Elizabeth">>
<<set $ElizabethDialogue to "Magic">>
<</link>><br><</if>>
<<DialogueSpokenSecretKnown "Elizabeth" "Amulet">><<QuestStatus "Quest1">>
<<if _Discussed is false and _QuestStatus isnot "complete">><<link "Ask about what she knows about the amulet" "ElizabethDialogue">><<LocationKnown "JunkShop">><<set $ElizabethDialogue to "Amulet">><</link>><br><</if>>
<<QuestState "Quest16">><<DialogueSpokenSecretKnown "Elizabeth" "DreamChanges">>
<<if _QuestState gte 0 and _Discussed is false>><<link "Tell Liz about your dream" "ElizabethDialogue">><<set $ElizabethDialogue to "DreamChanges">><</link>><br><</if>>
<<QuestState "Quest19">><<DialogueSpokenSecretKnown "Elizabeth" "TwoPlacesAtOnce">>
<<if _QuestState gte 0 and _Discussed is false>><<link "Ask about a spell to be in two places at once" "ElizabethDialogue">><<set $ElizabethDialogue to "TwoPlacesAtOnce">><</link>><br><</if>>
<<DialogueUnlockCheck "Elizabeth" "OlafMagic">><<DialogueSpokenSecretKnown "Elizabeth" "OlafMagicFail">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Talk to her about Olaf and your spell" "ElizabethDialogue">><<set $ElizabethDialogue to "OlafMagicFail">><</link>><br><</if>>
<<AlreadyIdentified "Elizabeth">><<QuestStatus "Quest28">><<DialogueSpokenSecretKnown "Elizabeth" "JoinCoven">>
<<if _AlreadyIdentified is true and _QuestStatus is "active" and _Discussed is false>><<link "Ask Liz about joining the coven" "ElizabethDialogue">><<set $ElizabethDialogue to "JoinCoven">><</link>><br><</if>>
<</if>>
<<EventSeen "SchoolCorridor" "Act2Begin">><<DialogueSpokenSecretKnown "Elizabeth" "MissCharltonContest">>
<<if _EventSeen is true and _Discussed is false>><<link "Ask about the Miss Charlton contest" "ElizabethDialogue">><<set $ElizabethDialogue to "MissCharltonContest">><<DialogueDone "Elizabeth" "MissCharltonContest">><</link>><br><</if>>
<<QuestState "Quest29">><<QuestStatus "Quest29">><<DialogueSpokenSecretKnown "Elizabeth" "MissCharltonBadges">>
<<if _QuestState lt 3 and _QuestStatus is "active" and _Discussed is false>><<link "Ask about the contest badges" "ElizabethDialogue">><<set $ElizabethDialogue to "MissCharltonBadges">><<DialogueDone "Elizabeth" "MissCharltonBadges">><</link>><br><</if>>
<<link "Make small talk with Liz until the bell rings" "SchoolCorridor">><<EndConversation "Elizabeth">><<TimeChange>><</link>>
<</if>><<StartConversation "Logain" "SchoolCorridor">>
<<Checkrelationship _NPC>>
<<if $LogainDialogue is undefined and _relationship is 0>>
Logain doesn't like you and doesn't want to talk to you. This shouldn't be possible, but let's see.<br>
<<elseif $LogainDialogue is undefined>>
<<CheckFirst "BusinessStudiesClassInvestigation">>
<<if _CheckFirst is true>>
He offers you a grin. “Decided to try and get in the classroom again?”<br>
<br>
You give him a cold look.<br>
<<else>>
“What has you sneaking around the quiet corridors after school?” he asks.<br>
<br>
“Nothing,” you say, flustering.<br>
<br>
He smirks. “And there was me, thinking you might be spying on what really happens in there after school. Funny isn’t it? To hear laughter at Charlton. Makes you wonder what DeBussy is doing in there.”<br>
<br>
You eye him carefully. “What do you think?”<br>
<br>
He pushes back from the lockers and creeps over to you, glancing at the side of the glazed glass in the door. His tall and masculine frame hangs inches over you. <br>
<br>
“I know a few things,” he says, meeting your eyes. “Like there isn’t any studying going on inside. Or should I say, it's of the social monitoring kind."<br>
<br>
He catches your confused look and grins. “Let’s just say that DeBussy’s most promising students do less studying and more tale-telling. Every student’s little secrets, spilt out, given freely and willingly for extra credit. It’s her own little secret service in there.”<br>
<br>
“How do you know that?” you ask him, still watching him carefully.<br>
<br>
“I have my sources,” he replies. “There’s a notebook that she keeps in her desk. An acquaintance saw it before class. Every little transgression any student has made is jotted down there."<br>
<br>
You shrug, almost-convincing. “Why should I care about that?” <br>
<br>
“Maybe you do, maybe you don’t,” he says. “But I think that you have a reason for wanting to get in that classroom. If it’s not the book, it’s something. And I’ll bet you’d prefer to do it uninterrupted.”<br>
<br>
You give him a look as you realise he’s got an angle.<br>
<</if>>
<<else>>
Logain waits for you to speak.<br>
<</if>>
<br>
<<ActionsHeader>>
<<QuestState "Quest13">>
<<if _QuestState gte 1>>
<<link "Admit you want to get into the classroom" "LogainDialogue">>
<<set $LogainDialogue to "BusinessStudyRoomAdmit">>
<<AddFirst "BusinessStudiesClassInvestigation">>
<</link>><br>
<</if>>
<<link "Deny you want to get in" "LogainDialogue">><<AddFirst "BusinessStudiesClassInvestigation">><<set $LogainDialogue to "BusinessStudyRoomDeny">><</link>><<CheckFirst "BusinessStudiesClassInvestigation">>
<<if $current.avatar is "Emily" and _CheckFirst is true>>
You walk cautiously down the school corridor, hearing your heels clatter on the floor as you try in vain to be quiet.<br>
<br>
Creeping up to the door, you listen out. Again, you hear the noises of chatter from within. It’s hard to make out distinct voices, aside from the shrill voice of Mrs. DeBussy.<br>
<br>
A shadow falls over you from behind. You sigh. “Hello Logain,” you say, turning.<br>
<<elseif $current.avatar is "Emily" and _CheckFirst is false>>
You make your way to the Business Studies classroom, noticing with apprehension how loud your heels are in the empty corridor. With each step, the echoing sound reminds you of your current footwear. <I>And your current predicament.</i><br>
<br>
Approaching the door to the classroom, you reach out and slowly turn the handle. To your surprise, it turns. You are just about to boldly enter when you hear voices from behind the door.<br>
<br>
Instantly, you let go of the handle and freeze. You hear the sounds of Mrs. DeBussy, talking and laughing. Other voices are present but are just murmurs.<br>
<br>
“Evening, squirt,” you hear a familiar voice from behind you. <br>
<br>
You turn to see Logain, leaning against the lockers opposite you, grinning. He obviously doesn’t have the same problem with his shoes, you think.<br>
<<elseif $current.avatar is "Dennis">>
You make your way to the Business Studies classroom, jumping at every sound and creak that echoes in the corridor. Something makes you feel on edge, threatening to trigger your flight or fight response before even revealing itself to you.<br>
<br>
<I>And we both know which of those options you'd take in this form, don't we?</i><br>
<Br>
Approaching the door to the classroom, you reach out and slowly turn the handle. To your surprise, it turns. You are just about to boldly enter when you hear voices from behind the door.<br>
<br>
Instantly, you let go of the handle and freeze. You hear the sounds of Mrs. DeBussy, talking and laughing. Other voices are present but are just murmurs.<br>
<br>
“Brazen, to be peeping so openly,” you hear a familiar voice from behind you say.<br>
<br>
You turn to see Logain, leaning against the lockers opposite you, grinning. "Trying to catch a glimpse of DeBussy's informants, Mannet?"<br>
<Br>
Without a second thought, you feel your eyes dart to look down the corridor. Towards the entrance. Towards safety.<br>
<br>
Logain narrows a single eyebrow. "You alright, chump?"<br>
<Br>
"I've... got to go," you stammer, trying to fight the instinct to run.<Br>
<Br>
Logain shrugs as you dart down the corridor. You don't look back as you flee towards the exit.<Br>
<<elseif $current.avatar is "Jake">>
You make your way to the Business Studies classroom, naturally pacing so fast that you have to remind yourself you are trying to be stealthily. You feel almost careless in whether you're caught, irritated by impatience to find out what's going on.<br>
<Br>
Approaching the door to the classroom, you reach out and slowly turn the handle. To your surprise, it turns. You are just about to boldly enter when you hear voices from behind the door.<br>
<br>
Fighting the urge to barge in, you instead pause and listen. You hear the sounds of Mrs. DeBussy, talking and laughing. Other voices are present but are just murmurs.<br>
<br>
“Wrong door for the gym changing room,” you hear a familiar voice from behind you say.<br>
<br>
You turn to see Logain, leaning against the lockers opposite you, grinning. "Or you trying to find out what those little swots are really telling DeBussy?"<br>
<Br>
You flash your teeth at Logain, the gesture coming out as a snarl in spite of your intention. "What do you want, Logain?"<br>
<br>
An eyebrow rises. "Logain? We on first-name terms now, sport?"<br>
<Br>
Studying the other boy, you hesitate for a second to judge him. "Why wouldn't we be?"<bR>
<Br>
Logain smirks. "Quite right. Live and let live. And as we're such pals now, why don't you tell me what you're doing here?"<Br>
<br>
You find yourself growing irritated by Logain's vague statements and perpetual grin. It almost feels like he's playing with you. You feel your chest tightening. "What's it to you?"<Br>
<br>
"Just a friendly bit of conversation," he replies. "Between such good friends."<bR>
<bR>
The tightening in your chest coils further. You feel your fingers shake, as if wanting to curl up into a fist.<br>
<Br>
"I've got to go," you spit. And without a word, you stride off, leaving Logain behind. Uninjured. But the thought of wiping that smug smirk from his face remains with you as you storm down the corridor.<br>
<</if>>
<br>
<<ActionsHeader>>
<<if $current.avatar is "Emily">><<link "Talk to Logain" "SchoolCorridorLogainDialogue0">><</link>>
<<elseif $current.avatar is "Dennis">><<link "Leave the school" "SchoolGates">><<set $SchoolCorridorFirstDay to undefined>><</link>><br>
<<elseif $current.avatar is "Jake">><<link "Return to the corridor" "SchoolCorridor">><</link>><br>
<</if>>Keeping out of the way of students rushing to grab lunch, you lean up against the lockers waiting for Christina. After a few minutes, you see the striking blonde walking through the crowd. Her bold cheerleading uniform stands out against the sea of school uniforms.<br>
<br>
<<if $current.makeup is true and $current.hair is "blonde">>
Christina looks you up and down, smiling with surprise as she returns to look you in the eye.<br>
<br>
"You look good, Em," she says, clearly impressed. "Good enough to fit on the squad nicely. Maybe a salon trip would be a waste."<br>
<Br>
She pauses, thinking. "A little pampering could still be fun. But perhaps you'd like to join me instead at my father's store? There's a new line just come in that I'm dying to try. What do you say?"<br>
<br>
<<ActionsHeader>>
<<link "Go to the Salon" "Salon">><<QuestOptionUnlock "Quest9" 1 "salon">><<EventTrigger "Salon" "ChristinaSalonTrip" "Afternoon" null "Emily" null null null false>><</link>><br>
<<link "Go to Evans' Department Store" "EvansDepartmentStore">><<QuestOptionUnlock "Quest9" 1 "shopping">><<EventTrigger "EvansDepartmentStore" "ChristinaStoreTrip" "Afternoon" null "Emily" null null null false>><</link>>
<<else>>
“Ready for a little pampering, Emily?” she says, flashing you a smile.<br>
<br>
You nod. She gestures to the exit. “Follow me, then.”<br>
<br>
<<ActionsHeader>>
<<link "Go to the Salon" "Salon">><<QuestOptionUnlock "Quest9" 1 "salon">><<EventTrigger "Salon" "ChristinaSalonTrip" "Afternoon" null "Emily" null null null false>><</link>>
<</if>>Checking that no one is watching, you take out a magic marker and step up to Terrence’s locker.<br>
<br>
Unquestionably, exposing his struggles with his feelings in public is despicable. You keep circling back to the justification of needing Christina’s approval in your mind. You brace yourself and consider what to write.<br>
<br>
<i>Girls are made for boys</i>, you scrawl. <I>But Terrence thinks differently.</i><br>
<br>
To emphasise, you draw a crude dick and balls underneath it. To finish off, you add some drops dripping from the tip.<br>
<br>
The permanent marker ink soon dries. You couldn’t rub it off now, even if you wanted to.<br>
<br>
You imagine what will happen tomorrow morning when Terrence sees your artwork. And what the other students will do when they see it too.<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">><<CheerleaderAcceptence>><<TimeChange>><</link>>You walk out of the classroom clip-clopping down the corridor.<br>
<br>
“Going somewhere, squirt?” you hear as you pass the stairwell.<br>
<br>
You freeze in your tracks and turn to see Logain leaning against the wall. He smiles and walks over to you. <br>
<br>
“So. Got something for me?” he asks, glancing down at your satchel.<br>
<<InventoryCheckSelf "DeBussyBook">>
<br>
<<ActionsHeader>>
<<InventoryCheckSelf "DeBussyBook">>
<<if _InventoryCheckSelf is true>>
<<link "Give him the book" "LogainDialogue">><<GiveObjectNPC "Logain" "DeBussyBook">><<set $LogainDialogue to "GiveBook">><<SetFlag "KeptDeBussyBook" "give">><</link>><br>
<<link "Refuse and tell him you want it for yourself" "LogainDialogue">><<Assertive 1>><<Greedy 1>><<ChangeNPCrelationship "Logain" "Emily" 0>><<SetFlag "KeptDeBussyBook" "kept">><<set $LogainDialogue to "KeepBook">><</link>><br>
<<link "Refuse and tell him you are going to burn it" "LogainDialogue">><<Assertive 1>><<Greedy -1>><<set $LogainDialogue to "BurnBook">><<ChangeNPCrelationship "Logain" "Emily" 3>><<SetFlag "KeptDeBussyBook" "burn">><</link>><br>
<<else>>
<<link "Tell him you didn't get it." "LogainDialogue">><<set $LogainDialogue to "LeftBook">><</link>><br>
<</if>>Remembering the new 'opportunity' offered to Emily, you walk through the corridor towards the exit. You pass by the school receptionist as you go, flashing her a polite smile. She responds in kind, making no attempt to question you leaving.<br>
<br>
An afternoon breeze hits you as you step outside. Quickly, you walk through the streets of Charlton. After no more than half an hour, you arrive at the doors to Thompson’s Repair shop. You take a deep breath, then enter.<br>
<br>
<<ActionsHeader>>
<<link "Enter Thompson's Repairs" "ThompsonsReception">><<EventTrigger "ThompsonsReception" "EmilyInternship" "Afternoon" null "Emily" null null null true>><</link>>You glance around. No teachers. No prefects. No Reagan or Britney lingering nearby.<br>
<br>
Sliding the key into the locker, you feel the mechanism click with a quiet snick. The door creaks open.<Br>
<Br>
Inside, Terrence’s locker is a tightly packed mess of textbooks, loose notes, and ballpoint pens chewed down to stubs. Stacks of paper are clipped together in lopsided towers. He’s meticulous, but also chaotic.<Br>
<br>
You scan quickly. History. Chemistry. Business Studies. Then you spot it: the biology book. The spine is worn, the cover soft from handling.<Br>
<br>
You flip it open.<Br>
<Br>
The pages are dense with annotations. Detailed diagrams of organs, systems, cellular structures. All marked up with colour-coded notes. Tips, acronyms, revision tricks. Nearly every test question you’ve seen in class has been anticipated and solved in margin notes.<Br>
<Br>
Then something falls out. A small scrap of torn paper, folded in thirds.<br>
<br>
You open it. It’s a piece of branded note paper. Evans’ Department Store, the watermark still faintly visible beneath the writing. And the message is handwritten in loopy, careful script. A handwriting you don’t recognise.<br>
<br>
<center><span class='PCFemale-handwriting'>Hope this helps you pass your exams. Call Jennifer Chambers. 07452 644521.</span><br></center><br>
<Br>
You freeze. The paper is unsigned, but Jennifer’s name is clear.<br>
<br>
You glance down the hallway again, then carefully fold the scrap and slide it back between the pages. You return the biology book to its place, reposition the stack just as you found it, and quietly shut the locker.<Br>
<Br>
Better he doesn’t know you were here. Not yet.<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">><<QuestTracker "Quest21" 2>><</link>><b>Charlton School - Football Field</b><br>
<img src="./images/School_Football_Field.png"><br>
<br>The football field behind the school has seen better days. The paint on the bleachers is peeling and cracked. The field itself is more mud than grass. Faded signs reading “Cheer for Charlton!” are dotted around the field.<br>
<<PresentNPCPeriodText "Christina" "Evening" "<br>Christina leads the cheerleaders through practice, barking routines and stances at them like a drill sergeant.<br>">>
<<PresentNPCPeriodText "Jake" "Evening" "<br>Jake stands back from the football pitch, taking a breather from football practice.<br>">>
<<PresentNPCPeriodText "Mac" "Afternoon" "<br>You notice a stocky man sitting on the bleachers, flicking through photos in a binder.<br>">>
<br>
<<ActionsHeader>>
<<LocationKnownCheck "SchoolBleachers">>
<<if _LocationKnownCheck is true>>[[Go under the bleachers->SchoolBleachers]]<br><</if>>
<<if $NPCPresent.includes("Jake") and $current.avatar isnot "Jake">><<link "Talk to Jake" "SchoolFootballFieldJakeDialogue0">><</link>><br><</if>>
<<if $NPCPresent.includes("Christina")>>
<<link "Talk to Christina" "SchoolFootballFieldChristinaDialogue0">><</link>><br>
<<SpellsCheckSelf "Identify">><<AlreadyIdentified "Christina">>
<<if _AlreadyIdentified is false and _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Identify] Cast Identify on Christina" "SpellIdentify">><<CastIdentify "Christina" "SchoolFootballField" "the football field">><<SpellIdentified "Christina">><</link>><br><</if>>
<</if>>
<<if $NPCPresent.includes("Mac")>>
<<NPCKnownCheck "Mac">><<if _NPCKnownCheck is true>><<set _MacID to "Talk to Mac">><<else>><<set _MacID to "Talk to the stocky man">><</if>>
<<link _MacID "SchoolFootballFieldMacDialogue0">><</link>><br>
<</if>>
<<QuestState "Quest9">>
<<if $NPCPresent.includes("Christina") and _QuestState is 0 and $current.avatar is "Emily">><<link "Try out for the cheerleading team" "CheerleaderTryouts0">><</link>><br><</if>>
[[Go back to the gym entrance->SchoolGymEntrance]]<<QuestState "Quest9">>
<<if _QuestState gte 2>>
<<EventTrigger "DialogueChristina" "ChristinaReactBoobs" null null "Emily" null null null false>>
<<EventTrigger "DialogueChristina" "ChristinaReactShort" null null "Emily" null null null false>>
<</if>>
<<StartConversation "Christina" "SchoolFootballField">>
<<Checkrelationship _NPC>>
<<include "EventsDialogueChristina">>
<<if $ChristinaDialogue is undefined and _currentEvent is undefined and _relationship is 0 and $current.avatar is "Emily">>
<<Flag "Act2Started">>
<<if _FlagReturn is true>>
<<if $Act1Epilogue is "Submit" or $Act1Epilogue is "SubmitSpell">>
Christina catches sight of you and raises a hand, pausing the squad’s drill. Then she smiles. The smile of someone who won.<br>
<br>
“Come to watch, Emily?” she calls, loud enough for the squad to hear. “Good. Watch closely. You might learn what a winner looks like.”<br>
<br>
Behind her, the cheerleaders titter on cue. She turns her back on you and claps the drill back into motion, utterly unbothered by your presence.<br>
<<else>>
Christina glares at you from the edge of the field, the squad drilling on behind her. But there’s something new behind the ice. Something careful. She watches you, jaw tight, until it’s clear there’s nothing here for you.<br>
<</if>>
<<else>>
Christina glares at you as you approach. An eyebrow lifts, almost daring you to speak. In spite of the hostile invitation, you decide to leave her alone.<br>
<</if>>
<<elseif $ChristinaDialogue is undefined and _currentEvent is undefined and $current.avatar is "Emily">>
Christina turns from the cheerleading practice as you approach. She smiles. "Oh hello, Emily. What brings you out on the field?"<br>
<br>
You glance over her shoulder, noticing the other cheerleaders eying you cautiously. Britney in particular suddenly seems less interested in exercising and more in trying to hear your conversation.<br>
<br>
"No slacking, Britney," Christina barks without turning back to face her. "I can afford the luxury of taking some time out to chat. You, however, need more practice."<br>
<<elseif $ChristinaDialogue is undefined and _currentEvent is undefined and $current.avatar is "Dennis">>
Christina stands at the edge of the field, arms folded, blonde ponytail gleaming in the late sun. She’s watching the cheer squad run through their drills, expression cool, calculating.<br>
<Br>
You hesitate, then step closer.<Br>
<Br>
Her eyes snap to you almost immediately. Those icy blues narrow, taking you in head to toe.<Br>
<Br>
“Dennis.” She says your name like it’s a mistake. Her voice is flat, clipped. “What could you possibly want out here?”<Br>
<br>
The pause is heavy. Behind her, two cheerleaders glance over, smirk, and return to their stretches. Christina doesn’t even give you that much.<Br>
<bR>
When you don’t answer right away, she tilts her head, lips curving in the faintest, coldest smile. “Thought so.”<Br>
<br>
She turns her back on you, focus already shifted back to her squad, dismissing you without another word.<Br>
<br>
It’s clear there’s no point trying again.<br>
<<elseif $ChristinaDialogue is undefined and _currentEvent is undefined and $current.avatar is "Jake">>
Christina stands at the edge of the field, arms folded as she watches the cheer squad run through another set. Her gaze flicks over the girls critically, one hand rising to adjust a ponytail that doesn’t sit quite right. She hardly glances at you as you step closer.<Br>
<Br>
"Jake,” she says, brisk, already turning back to the squad. “We’re in the middle of a routine. This needs my focus.”<Br>
<bR>
For a moment it feels like you’re not even here. Just another distraction to be brushed aside. But then she looks at you properly, and something flickers across her face. A calculation.<br>
<bR>
Her lips curve into a slow, knowing smile. “Later this week. My parents are out.” A gleam lights her eyes, the promise unspoken but unmistakable. “We’ll have the house to ourselves. We can talk then. Among other things.”<Br>
<br>
She lets the words hang, before turning back to her squad with a crisp clap of her hands. The girls shuffle back into formation, her attention already reclaimed by them.<Br>
<Br>
“Britney! How many times do I have to tell you that pouting is not a cheerleader motion!” <br>
<bR>
You’re left standing at the edge of the field, the promise lingering like perfume, designed to keep you close even as she walks away.<br>
<<elseif _currentEvent is undefined>>
Christina stands facing you, a pleasant smile across her face. Behind her, the rest of the cheerleaders run through their drills.<br>
<</if>>
<<if _currentEvent is undefined and $current.avatar is "Emily">>
<br>
<<ActionsHeader>>
<<QuestState "Quest9">>
<<if _QuestState is 2>><<link "Update her on your assertiveness" "ChristinaDialogue">><<set $ChristinaDialogue to "Assertive">><</link>><br><</if>>
<<QuestState "Quest10">>
<<if _QuestState is 3 and $PlayerCharacter.cheerleader is true>><<link "Ask for help with Prichard" "ChristinaDialogue">><<set $ChristinaDialogue to "Prichard">><</link>><br><</if>>
<<QuestState "Quest11">><<Checkrelationship "Christina">>
<<if _QuestState is 1 and _relationship gt 0>><<link "Ask about getting a hall pass" "ChristinaDialogue">><<set $ChristinaDialogue to "HallPass">><</link>><br><</if>>
<<QuestState "Quest21">><<DialogueSpoken "Christina" "TerrenceRitual">>
<<if _QuestState is 7 and $PlayerCharacter.cheerleader is true and _Discussed is false>><<link "Talk to Christina about the ritual" "ChristinaDialogue">><<set $ChristinaDialogue to "TerrenceRitual">><</link>><br><</if>>
<<QuestState "Quest16">><<DialogueSpoken "Christina" "FirstDream">>
<<if _QuestState gte 0 and $PlayerCharacter.cheerleader is true and _Discussed is false>><<link "Tell Christina about your dream" "ChristinaDialogue">><<set $ChristinaDialogue to "FirstDream">><</link>><br><</if>>
<<QuestState "Quest19">><<DialogueSpoken "Christina" "TwoPlacesAtOnce">>
<<if _QuestState gte 0 and _Discussed is false and $PlayerCharacter.cheerleader is true>><<link "Ask about a spell to be in two places at once" "ChristinaDialogue">><<set $ChristinaDialogue to "TwoPlacesAtOnce">><</link>><br><</if>>
<<DialogueSpoken "Christina" "CheerleadersInterestTerrence">><<QuestState "Quest21">>
<<if _Discussed is false and _QuestState is 0 and $PlayerCharacter.cheerleader is true>><<link "Ask about the cheerleaders and Terrence" "ChristinaDialogue">><<set $ChristinaDialogue to "CheerleadersInterestTerrence">><</link>><br><</if>>
<<DialogueUnlockCheck "Christina" "OlafMagic">><<DialogueSpoken "Christina" "OlafMagicFail">>
<<if _DialogueUnlockCheck is true and _Discussed is false and $PlayerCharacter.cheerleader is true>><<link "Talk to her about Olaf and your spell" "ChristinaDialogue">><<set $ChristinaDialogue to "OlafMagicFail">><</link>><br><</if>>
<<link "Say goodbye and return to the football field" "SchoolFootballField">><<EndConversation "Christina">><</link>>
<<elseif _currentEvent is undefined and $current.avatar is "Dennis">>
<br>
<<ActionsHeader>>
<<link "Leave Christina alone" "SchoolFootballField">><<EndConversation "Christina">><</link>>
<<elseif _currentEvent is undefined and $current.avatar is "Jake">>
<br>
<<ActionsHeader>>
<<link "Leave Christina alone" "SchoolFootballField">><<EndConversation "Christina">><</link>>
<</if>><<StartConversation "Jake" "SchoolFootballField">>
<<Checkrelationship _NPC>>
<<include "EventsDialogueJake">>
<<if $JakeDialogue is undefined and _relationship is 0 and _currentEvent is undefined>>
The jock’s eyes roam your body, but he remains silent.<br>
<br>
“Hey Jake,” you say.<br>
<br>
“What do you want?” he spits. “Or did you decide you want to see what a real man looks like?”<br>
<br>
He stares back at you, almost daring you to say something.<br>
<<elseif _currentEvent is undefined and $current.avatar is "Emily">>
The jock raises his eyebrow as you approach, his eyes flicking across your body. <br>
<br>
“Hey Jake,” you greet him.<br>
<br>
“Hey yourself, sweetheart,” he says, a wry smile resting on his face.<br>
<<elseif _currentEvent is undefined and $current.avatar is "Dennis">>
Jake's eyes catch yours, and the smirk that spreads is anything but friendly. “Mannet,” he drawls, stepping forward.<Br>
<Br>
His hand shoves hard against your shoulder, then again, harder, forcing you back a pace. “What are you even doing out here?”<Br>
<Br>
He pushes once more, sharp and deliberate. A couple of boys nearby laugh, not bothering to hide it.<Br>
<BR>
You raise your hands instinctively, backing away, heart thumping. Jake’s smirk only widens.<Br>
<br>
That’s enough. You turn and step away quickly, leaving him behind.<Br>
<<elseif _currentEvent is undefined>>
Jake waits for you to speak.<br>
<</if>>
<<if _relationship is 0 and _currentEvent is undefined and $current.avatar is "Emily">>
<br>
<<ActionsHeader>>
<<DialogueSpoken "Jake" "Flirt">>
<<if _Discussed is false>>
<<StatCheckOrientation "gt" 11 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to flirt with Jake">>
<<if _StatCheckOrientation is true>>
<<link _StatOrientationProbability "JakeDialogue">><<set $JakeDialogue to "FlirtPass">><<ChangeNPCrelationship "Jake" "Emily" 3>><</link>><br>
<<else>>
<<link _StatOrientationProbability "JakeDialogue">><<set $JakeDialogue to "FlirtFail">><<Orientation 1>><</link>><br>
<</if>>
<</if>>
<<SpellsCheckSelf "Charm">><<CharmedCheck "Jake">>
<<if _Charmed is false and _SpellsCheckSelf is true>><s>[Spell: Charm] Cast Charm on Jake</s> - <i>You can't do this around other people</i><br><</if>>
<<link "Say goodbye and return to the football field" "SchoolFootballField">><<EndConversation "Jake">><</link>>
<<elseif _relationship is 0 and _currentEvent is undefined and $current.avatar is "Dennis">>
<br>
<<ActionsHeader>>
<<link "Leave Jake alone" "SchoolFootballField">><<EndConversation "Jake">><</link>>
<<elseif _currentEvent is undefined and $current.avatar is "Emily">>
<<QuestOptionCheck "Quest11" 3 "jake_dogtags">><<QuestOptionCompleteCheck "Quest11" 3 "jake_target">><<InventoryCheckNPC "Jake" "JakeDogTags">><<QuestState "Quest11">>
<<if _QuestOptionCheck is true and _QuestOptionCompleteCheck is false and _QuestState gte 3 and _InventoryCheckNPC is true>><br><i>As Jake stands, you notice for the first time a subtle action. One that you’ve paid little attention to before. He periodically reaches up to his neck, pulling on a silver chain around his neck. Looking closely, you can see the outline of two dog tags attached to it.</i><br><</if>>
<br>
<<ActionsHeader>>
<<DialogueSpoken "Jake" "DogTags">><<QuestOptionCheck "Quest11" 3 "jake_target">><<InventoryCheckNPC "Jake" "JakeDogTags">>
<<if _Discussed is false and _QuestOptionCheck is true and _InventoryCheckNPC is true>><<link "Ask Jake about dog tags" "JakeDialogue">><<set $JakeDialogue to "DogTags">><</link>><br><</if>>
<<DialogueSpoken "Jake" "School">>
<<if _Discussed is false>><<link "Ask him about the school" "JakeDialogue">><<set $JakeDialogue to "School">><<LocationKnown "SchoolBasement">><<RumourLearned "Dennis">><</link>><br><</if>>
<<QuestState "Quest11">>
<<DialogueSpoken "Jake" "Classes">><<if _QuestState is 0 and _Discussed is false>><<link "Ask him about the single-sex classes" "JakeDialogue">><<QuestTracker "Quest11" 1>><<set $JakeDialogue to "Classes">><</link>><br><</if>>
<<DialogueSpoken "Jake" "HallPass">>
<<if _QuestState is 1 and _Discussed is false>><<link "Ask about getting a hall pass" "JakeDialogue">><<set $JakeDialogue to "HallPass">><</link>><br><</if>>
<<QuestState "Quest8">><<QuestStatus "Quest12">>
<<if _QuestState is 1 and _QuestStatus is "unknown">><<link "Ask about access to the gym" "JakeDialogue">><<set $JakeDialogue to "GymAccess">><</link>><br><</if>>
<<EventSeen "SchoolCorridor" "Act2Begin">><<DialogueSpoken "Jake" "MissCharltonContest">>
<<if _EventSeen is true and _Discussed is false>><<link "Ask about the Miss Charlton contest" "JakeDialogue">><<set $JakeDialogue to "MissCharltonContest">><<DialogueDone "Jake" "MissCharltonContest">><</link>><br><</if>>
<<QuestState "Quest29">><<QuestStatus "Quest29">><<DialogueSpoken "Jake" "MissCharltonBadges">>
<<if _QuestState lt 3 and _QuestStatus is "active" and _Discussed is false>><<link "Ask about the contest badges" "JakeDialogue">><<set $JakeDialogue to "MissCharltonBadges">><<DialogueDone "Jake" "MissCharltonBadges">><</link>><br><</if>>
<<link "Make small talk with Jake" "JakeDialogue">><<set $JakeDialogue to "SmallTalk">><</link>><br>
<<QuestState "Quest23">><<DialogueSpoken "Jake" "TeacherAmulets">>
<<if _QuestState is 0 and _Discussed is false>><<link "Ask about the teachers' amulets" "JakeDialogue">><<set $JakeDialogue to "TeacherAmulets">><<DialogueDone "Jake" "TeacherAmulets">><</link>><br><</if>>
<<QuestState "Quest23">><<QuestOptionCheck "Quest23" 0 "harrow">><<DialogueSpoken "Jake" "HarrowAmulet">>
<<if _QuestState is 0 and _QuestOptionCheck is true and _Discussed is false>><<link "Ask about Harrow's amulet" "JakeDialogue">><<set $JakeDialogue to "HarrowAmulet">><<DialogueDone "Jake" "HarrowAmulet">><</link>><br><</if>>
<<QuestOptionCheck "Quest23" 0 "harrow">><<QuestStatus "Quest18">><<QuestState "Quest18">><<DialogueUnlockCheck "Jake" "PokerInviteAccept">>
<<if _QuestOptionCheck is true and _DialogueUnlockCheck is false and (_QuestState lt 1 or _QuestStatus is "unknown")>><<link "Ask about attending poker night" "JakeDialogue">><<set $JakeDialogue to "PokerNight">><</link>><br><</if>>
<<if _DialogueUnlockCheck is true and (_QuestState lt 1 or _QuestStatus is "unknown")>><<link "Tell Jake you've reconsidered the poker invite" "JakeDialogue">><<set $JakeDialogue to "PokerNightReconsider">><</link>><br><</if>>
<<link "Return to the football field" "SchoolFootballField">><<EndConversation "Jake">><</link>>
<<elseif _currentEvent is undefined and $current.avatar is "Dennis">>
<br>
<<ActionsHeader>>
<<link "Leave Jake alone" "SchoolFootballField">><<EndConversation "Jake">><</link>>
<</if>><<StartConversation "Mac" "SchoolFootballField">>
<<NPCKnownCheck "Mac">>
<<if _NPCKnownCheck is false and $MacDialogue is undefined>>
<<if $current.avatar is "Emily">>
The stocky man glances up as you approach. His eyes linger only for a moment on you, taking in your legs. But it's a fleeting reaction, one of a man seeing a woman approaching him.<bR>
<br>
"Hey up," he comments, holding your gaze momentarily before turning back to the photos sprawled across the bleachers beside him. "Mac," he comments, as he looks.<br>
<<elseif $current.avatar is "Dennis">>
The stocky man glances up as you approach. His eyes linger only for a moment on you, almost rolling as he sees you shuffling towards him.<bR>
<br>
"Hey up," he comments, quickly turning back to the photos sprawled across the bleachers beside him. "Mac," he comments, as he looks.<br>
<<elseif $current.avatar is "Jake">>
The stocky man glances up as you approach. His eyes linger only for a long moment on you, appraising you carefully.<bR>
<br>
"Hey up," he comments, holding your gaze before turning back to the photos sprawled across the bleachers beside him. "Mac," he comments, as he looks.<br>
<</if>>
<<elseif _NPCKnownCheck is true and $MacDialogue is undefined>>
<<if $current.avatar is "Emily">>
Mac glances up as you approach. His eyes linger only for a moment on you, taking in your legs. But it's a fleeting reaction, one of a man seeing a woman approaching him.<bR>
<br>
"Hey up," he comments, holding your gaze momentarily before turning back to the photos sprawled across the bleachers beside him.<br>
<<elseif $current.avatar is "Dennis">>
The stocky man glances up as you approach. His eyes linger only for a moment on you, almost rolling as he sees you shuffling towards him.<bR>
<br>
"Hey up," he comments, quickly turning back to the photos sprawled across the bleachers beside him.<br>
<<elseif $current.avatar is "Jake">>
The stocky man glances up as you approach. His eyes linger only for a long moment on you, appraising you carefully.<bR>
<br>
"Hey up," he comments, holding your gaze before turning back to the photos sprawled across the bleachers beside him.<br>
<</if>>
<<else>>
Mac gives you a brief look before returning to his photos.<br>
<</if>>
<br>
<<ActionsHeader>>
<<DialogueSpoken "Mac" "WhoHeIs">>
<<if _Discussed is false>><<link "Ask him who he is" "MacDialogue">><<NPCKnown "Mac">><<set $MacDialogue to "WhoHeIs">><</link>><br><</if>>
<<DialogueSpoken "Mac" "WhatHeIsDoing">>
<<if _Discussed is false>><<link "Ask him what he's doing" "MacDialogue">><<NPCKnown "Mac">><<set $MacDialogue to "WhatHeIsDoing">><</link>><br><</if>>
<<QuestOptionCheck "Quest12" 0 "talent_scout">><<DialogueSpoken "Mac" "JakeTalent">>
<<if _Discussed is false and _QuestOptionCheck is true>><<link "Mention Jake to the talent scout" "MacDialogue">><<NPCKnown "Mac">><<set $MacDialogue to "JakeTalent">><</link>><br><</if>>
<<link "Say goodbye and return to the football field" "SchoolFootballField">><<EndConversation "Mac">><</link>>You cautiously walk over to the group of cheerleaders practising, watching Christina as she runs them through training routines and exercises.<br>
<br>
“Emily!” Christina says excitedly as you approach. “You decided to come! I’m so glad you could join us.”<br>
<br>
The rest of the cheerleaders appraise you with varying enthusiasm. Britney, a beach blonde cutie, gives you a wide smile. Standing next to her is Stacey, a tall and gangly girl that looks too lanky for her clothes, is more reserved. Then there’s Reagan, who scowls when she sees you.<br>
<br>
“If you haven’t already met, this is Emily,” Christina says to the group. “She’s going to be trying out for the vacant spot on the –"<br>
<br>
Christina’s words drift off as her attention is taken by something behind you. Turning, you see Michelle bounding over the field towards you.<br>
<br>
<<Checkrelationship "Michelle">>
<<if _relationship is 0>>
“Oh golly!” she exclaims. “I thought I was going to be --"<br>
<br>
Michelle cuts her words short as she sees you. Her face flashes with anger.<br>
<br>
Christina looks between the two of you, smirking. "You want to try out too, Michelle?"<br>
<br>
'Shell gives you a final dark look, before turning back to Christina. "Yes! I’ve been practising at home!” She looks at you and smiles with venom, before turning back to the head cheerleader. “I think you'll see quickly that I know what I'm doing. Unlike her."<br>
<br>
The head cheerleader gives her a look, but quickly shrugs. “Sure. Let’s see what you’ve got.” She then consciously turns to look at you. “Both of you.”<br>
<br>
Michelle eyes you, smiling. "I'm sure you'll see how little she's got. See you in the changing rooms, Emily. If you can still fit in your exercise clothes. You've put on some weight, haven't you?"<br>
<br>
Without waiting for a reply, Michelle walks off towards the locker room. You glance over at Christina, who raises an eyebrow. "Couples tiff?"<br>
<br>
You say nothing, then walk towards the changing rooms and follow Michelle.<br>
<br>
<<ActionsHeader>>
<<link "Get changed" "SchoolChangingRoom">>
<<EventTrigger "SchoolChangingRoom" "CheerLeaderTryouts" "Evening" null "Emily" null null null false>>
<</link>>
<<else>>
“Oh golly!” she exclaims. “I thought I was going to be late! Sorry Chrissie! I hope I haven’t missed anything!”<br>
<br>
Christina gives her a smile that you surmise is forced, but shrugs. “You want to try out too, Michelle?” she asks.<br>
<br>
Michelle eagerly nods. “Oh yes! I’ve been practising at home!” She looks at you and smiles, before turning back to the head cheerleader. “I know there’s only one spot, but I’m sure once you see me and Em in action you’ll want both of us!”<br>
<br>
The head cheerleader gives her a look, but quickly shrugs. “Sure. There’s only one spot, but let’s see what you’ve got.” She then consciously turns to look at you. “Both of you.”<br>
<br>
‘Shell giggles, giving you a large grin. “This is going to be so much fun, Em!” she says. “Come on, let’s go get changed into some exercise gear!”<br>
<br>
Linking her arm with yours, Michelle leads you back towards the changing rooms. As you go, you make eye contact with Christina. She raises an eyebrow.<br>
<br>
<<ActionsHeader>>
<<link "Get changed with Michelle" "SchoolChangingRoom">>
<<EventTrigger "SchoolChangingRoom" "CheerLeaderTryouts" "Evening" null "Emily" null null null false>>
<</link>>
<</if>><<Checkrelationship "Michelle">>
<<switch $CheerleaderTryouts>>
<<case undefined>>
You walk out onto the playing field with Michelle to see Christina setting up a boombox at the side of the pitch. Stacey, Reagan and Britney have sat down on the bleachers, along with a number of football players who seem keen to watch.<br>
<br>
Christina smiles thinly as she sees you both approach. “Are you ready?” Michelle nods for the both of you.<br>
<br>
“Alright,” Christina says. “As I’m sure you both appreciate, cheerleading isn’t just waving pom poms and flashing your underwear.” She gives you a smile as she says it. “Routines can be taught, but what I want to see is your stamina and rhythm. If you can dance, I can teach you the rest.”<br>
<br>
Christina reaches down and thumbs the play button on the boombox. An upbeat pop song by the teenage artist Lexi Star blasts out from the speakers.<br>
<br>
“Oh my god!” Michelle mutters to you. “I love this one!” She begins to move her hips to the music.<br>
<br>
<i>Stepping out, sunshine in my hair,<br>
Got my girls, and we’re turning heads everywhere.<br>
Strutting down the street, we own the scene,<br>
With a wink and a smile, we’re living the dream.</i><br>
<br>
You sway in turn, the concept of dancing to this type of music foreign to you. <I>Especially in this body</i>, you think. From the bleachers, you are keenly aware of the other cheerleaders watching with interest. <I>And the football players, too.</i><br>
<br>
<<ActionsHeader>>
<<link "Dance enthusiastically" "CheerleaderTryouts">><<set $TryoutsSuccess to 1>><<Feminity 1>><<set $CheerleaderTryouts to "FirstGreedy">><</link>><br>
<<link "Take it calmly and cautiously" "CheerleaderTryouts">><<set $TryoutsSuccess to 0>><<set $CheerleaderTryouts to "FirstFriend">><</link>>
<<case "FirstGreedy">>
Throwing caution to the wind, you let the music inform your movements. Something about the music makes you feel happy and carefree. <I>Sultry, even</i>.<br>
<br>
Michelle picks up on your energy. She lets herself get caught up in the music, shaking her hips as she moves. She even spins around, albeit almost tripping over her own feet.<br>
<br>
You hear a snigger from the bleachers over the music. Glancing up, you see Reagan muttering to Stacey, who is trying not to laugh. It’s also hard not to notice that the football players are watching you. <br>
<br>
<<Checkrelationship "Michelle">>
<<if _relationship is 0>>Michelle meets your eyes, glaring at you. She’s trying to match your pace, but it’s clear she’s not coordinated enough to do it.<br>
<<else>>Michelle meets your eyes, raising her eyebrows as if looking for your direction and support. She’s trying to match your pace, but it’s clear she’s not coordinated enough to do it.<br><</if>>
<br>
“Come on girls, put some effort in!” you hear Christina cry out over the music. If making the cheerleader squad is a priority for you, you’ll have to put in more effort.<br>
<br>
<<ActionsHeader>>
<<link "Bend over, then snap your head back" "CheerleaderTryouts">><<set $TryoutsSuccess += 1>><<Feminity 1>><<set $CheerleaderTryouts to "SecondGreedy">><</link>><br>
<<link "Take it calmly and cautiously" "CheerleaderTryouts">><<set $CheerleaderTryouts to "SecondFriend">><</link>>
<<case "FirstFriend">>
You ease into dancing, swaying your hips from side to side in time with the music. Something about the song calls to you, but you push it from your mind and focus on not falling over.<br>
<br>
<<Checkrelationship "Michelle">>
<<if _relationship is 0>>Michelle matches your easy movements, pushing her hips up and down as she does so. She smiles sarcastically at you, easing into the rhythm without overexerting herself.<br>
<<else>>Michelle takes your lead, moving in easy steps side to side, pushing her hips up and down as she does so. She smiles brightly at you, easing into the rhythm without overexerting herself.<br><</if>>
<br>
“Come on girls, put some effort in!” you hear Christina cry out over the music. If making the cheerleader squad is a priority for you, you’ll have to put in more effort.<br>
<br>
<<ActionsHeader>>
<<link "Bend over, then snap your head back" "CheerleaderTryouts">><<set $TryoutsSuccess += 1>><<Feminity 1>><<set $CheerleaderTryouts to "SecondGreedy">><</link>><br>
<<link "Take it calmly and cautiously" "CheerleaderTryouts">><<set $CheerleaderTryouts to "SecondFriend">><</link>>
<<case "SecondGreedy">>
The music takes its hold on you, giving you energy and vigour. The peppy music seems to lead your body and you find yourself thinking of moves that you didn’t even know you were aware of.<br>
<br>
<i>Boys in the rearview, they can't help but stare,<br>
Playing it cool, but I know they care.<br>
We laugh and we dance, like no one’s around,<br>
Feeling so fierce, yeah, we’re taking the crown.</i><br>
<br>
You bend at the waist, run your hands down your legs and let your hair fall over your head and drop down to the grass. Then with a dramatic flourish, you arch your back and slide your hands back up your legs, flipping your hair into the air.<br>
<br>
You hear a few whistles from the bleachers as you look up. And see Reagan, scowling at you.<br>
<br>
Spluttering nearby catches your attention. You turn to see Michelle staggering around, as she loses her footing trying to match you. Strands of her hair are caught in her mouth.<br>
<br>
And the song suddenly breaks into the bridge section, the beat changing.<br>
<br>
<<ActionsHeader>>
<<link "Roll your body" "CheerleaderTryouts">><<set $TryoutsSuccess += 1>><<Feminity 1>><<set $CheerleaderTryouts to "ThirdGreedy">><</link>><br>
<<link "Shake your arms" "CheerleaderTryouts">><<set $CheerleaderTryouts to "ThirdFriend">><</link>>
<<case "SecondFriend">>
Playing it safe, you stand on the spot and circle your hips, listening to the music blaring from the boombox.<br>
<br>
<i>Boys in the rearview, they can't help but stare,<br>
Playing it cool, but I know they care.<br>
We laugh and we dance, like no one’s around,<br>
Feeling so fierce, yeah, we’re taking the crown.</i><br>
<br>
<<Checkrelationship "Michelle">>
<<if _relationship is 0>>You run your hands down your waist, subtly swishing your bum around in time with the beat. Michelle matches you easily, almost syncing to your movements. She grins, unaware that the crowd on the bleachers have begun to chat amongst themselves.<br>
<<else>>You run your hands down your waist, subtly swishing your bum around in time with the beat. Michelle follows you, almost syncing to your movements. She grins as she looks back into the crowd on the bleachers, who have begun to chat amongst themselves.<br><</if>>
<br>
Christina’s voice snaps out a retort. “Is that all you’ve got?” <br>
<br>
Then the song suddenly breaks into the bridge section, the beat changing.<br>
<br>
<<ActionsHeader>>
<<link "Roll your body" "CheerleaderTryouts">><<set $TryoutsSuccess += 1>><<Feminity 1>><<set $CheerleaderTryouts to "ThirdGreedy">><</link>><br>
<<link "Shake your arms" "CheerleaderTryouts">><<set $CheerleaderTryouts to "ThirdFriend">><</link>>
<<case "ThirdGreedy">>
<I>So turn the music up, let’s lose control,<br>
We’re living for today, that’s how we roll.<br>
Boys can try to catch up, but they’ll never keep pace,<br>
‘Cause we’re the queens of our own wild space.</i><br>
<br>
Feeling flushed from the movement, the music compels you to make a wave motion along your body. You turn to the bleachers and lift your chest, much to the delight of the boys watching. You no longer pay attention to the other cheerleaders.<br>
<br>
You arch your back as you turn your back to the crowd and stick your bum out, tucking in your stomach as you finish the roll. You grin as you hear a few cheers and you repeat the movement, over and over again.<br>
<br>
Looking off to the side, Michelle tries to mimic your technique. She doesn’t have the rhythm for it, making her look as if she’s suffering from a spasm. She looks at you, wincing.<br>
<br>
“Looking good, Emily,” you hear Christina say. “Keep it up.”<br>
<br>
<<ActionsHeader>>
<<link "Twerk" "CheerleaderTryouts">><<set $TryoutsSuccess += 1>><<Feminity 1>><<set $CheerleaderTryouts to "ForthGreedy">><</link>><br>
<<link "Shimmy" "CheerleaderTryouts">><<set $CheerleaderTryouts to "ForthFriend">><</link>><br>
<<case "ThirdFriend">>
<I>So turn the music up, let’s lose control,<br>
We’re living for today, that’s how we roll.<br>
Boys can try to catch up, but they’ll never keep pace,<br>
‘Cause we’re the queens of our own wild space.</i><br>
<br>
Dropping into a slight squat, you push your hands out in front of you and shake your arms and fingers towards the crowd. You match the new beat, but judging by the disinterest from the crowd you know it’s hardly inspiring.<br>
<br>
<<Checkrelationship "Michelle">>
<<if _relationship is 0>>Thankfully Michelle has no problem performing the move. She shakes her hands out in front of her body, grinning with excitement.<br>
<<else>>Thankfully Michelle has no problem performing the move. She shakes her hands out in front of her body, grinning with excitement. At least she’s enjoying herself, you think.<br><</if>>
<br>
“Oh come on, Emily!” you hear Christina chide you. “I want to see more than that!”<br>
<br>
<<ActionsHeader>>
<<link "Twerk" "CheerleaderTryouts">><<set $TryoutsSuccess += 1>><<Feminity 1>><<set $CheerleaderTryouts to "ForthGreedy">><</link>><br>
<<link "Shimmy" "CheerleaderTryouts">><<set $CheerleaderTryouts to "ForthFriend">><</link>><br>
<<case "ForthGreedy">>
<<Checkrelationship "Michelle">>
<<if _relationship is 0>>The music continues to speak to you, almost controlling your actions. You feel yourself smiling as a thought comes to mind. Michelle notices, giving you a furious look. But you can’t stop.<br>
<<else>>The music continues to speak to you, almost controlling your actions. You feel yourself smiling as a thought comes to mind. Michelle notices, giving you a worried look. But you can’t stop.<br><</if>>
<br>
<i>Hey, look at me, I'm shining bright,<br>
Got my heart on my sleeve, feeling so right.<br>
Flaunt it, flaunt it, like a superstar,<br>
With my girls by my side, we’re raising the bar.<br>
Hey, boy, don’t you see what I got?<br>
Living for the moment, give it all that I’ve got.</i><br>
<br>
Twisting your hips from side to side, you turn your back to the bleachers and slowly tilt yourself forward. You slowly run your hands down your legs, your torso getting lower and lower, feeling your arse jiggling high in the air.<br>
<br>
A number of the football players whoop and whistle. You even get a catcall. “Yeah! Shake that arse!”<br>
<br>
As you come up, you coyly look over your shoulder back to the stands. The boys are grinning at you. Stacey and Britney watch with hints of impressed surprise. Reagan sneers.<br>
<br>
Michelle tries to copy you, but she’s not flexible enough. Halfway down she stops twisting her hips, unable to get lower. You hear Christina chuckle.<br>
<br>
“Give us a big finish, Em!” she tells you.<br>
<br>
<<ActionsHeader>>
<<link "Drop to your knees and clean your face on the floor" "CheerleaderTryouts">><<set $TryoutsSuccess += 1>><<Feminity 1>><<set $CheerleaderTryouts to "FifthGreedy">><</link>><br>
<<link "Thrust your hands high into the air " "CheerleaderTryouts">><<set $CheerleaderTryouts to "FifthFriend">><</link>>
<<case "ForthFriend">>
You listen to the music, becoming just a little less self-conscious as the tryouts continue. You shake your pelvis up and down, sending vibrations through your body in time with the beat. <br>
<br>
<i>Hey, look at me, I'm shining bright,<br>
Got my heart on my sleeve, feeling so right.<br>
Flaunt it, flaunt it, like a superstar,<br>
With my girls by my side, we’re raising the bar.<br>
Hey, boy, don’t you see what I got?<br>
Living for the moment, give it all that I’ve got.</i><br>
<br>
You hear laughter from the bleachers, but with a quick glance you see the football players are prattling around. They are paying no attention to you.<br>
<br>
<<Checkrelationship "Michelle">>
<<if _relationship is 0>>Michelle watches from off to the side. You give her a wry smile and you watch as she mimics your actions. <I>I can’t believe a girl is trying to compete with me dancing.</i><br>
<<else>>Michelle watches from off to the side. You give her an encouraging smile and she mimics your actions. She’s a bit too enthusiastic still, but she beams with delight. <I>I can’t believe a girl is following my lead in dancing.</i><br><</if>>
<br>
Meeting Christina’s gaze, you see her roll her eyes. She doesn’t look impressed. <br>
<br>
“Big finish, Em,” she mutters, as you sense the song coming to an end.<br>
<br>
<<ActionsHeader>>
<<link "Drop to your knees and clean your face on the floor" "CheerleaderTryouts">><<set $TryoutsSuccess += 1>><<Feminity 1>><<set $CheerleaderTryouts to "FifthGreedy">><</link>><br>
<<link "Thrust your hands high into the air " "CheerleaderTryouts">><<set $CheerleaderTryouts to "FifthFriend">><</link>>
<<case "FifthGreedy">>
You grin widely as the music speaks to you, giving you a command loud and clear. Without thinking, you drop down to your hands and knees, absorbed by the music. <br>
<br>
<i>Yeah, we’re shining, we’re bold,<br>
With stories of our lives waiting to be told.<br>
Flaunt it, flaunt it, let the whole world see,<br>
This is our time, just you and me!</i><br>
<br>
You turn your head to the side, looking back at the boys watching you intensely. You grin and dive your head down, back arched, your booty tooted in the air.<br>
<br>
As you push your body along the floor and come to a rest position on the grass, the boys break out into applause. You roll on to your back, crossing your legs, staring up at them, smiling. <br>
<br>
Michelle gives you a look, then nervously copies your actions. But exhausted, she doesn’t have the upper arm strength left. As she drops down her face plunges into the ground.<br>
<br>
The boys stop cheering and start laughing. You even see Christina smiling with menacing satisfaction.<br>
<br>
Michelle rolls back on to her back, panting, her face red with embarrassment.<br>
<br>
<<ActionsHeader>>
<<link "Finish the tryouts" "CheerleaderTryouts">><<set $CheerleaderTryouts to "Finish">><</link>>
<<case "FifthFriend">>
As the music nears its end, you shake your body to the crescendo. Michelle matches you, smiling as she dances.<br>
<br>
<i>Yeah, we’re shining, we’re bold,<br>
With stories of our lives waiting to be told.<br>
Flaunt it, flaunt it, let the whole world see,<br>
This is our time, just you and me!</i><br>
<br>
<<Checkrelationship "Michelle">>
<<if _relationship is 0>>With a final note, you throw your hands up into the air. Anticipating the move, Michelle does the same. You glare at each other, as you both pant for air.<br>
<<else>>With a final note, you throw your hands up into the air. Anticipating the move, Michelle does the same. You look at each other, panting and grinning in equal measure.<br><</if>>
<br>
There is a smattering of applause from a few of the football players. Otherwise, silence.<br>
<br>
<<ActionsHeader>>
<<link "Finish the tryouts" "CheerleaderTryouts">><<set $CheerleaderTryouts to "Finish">><</link>>
<<case "Finish">>
<<QuestOptionCheck "Quest6" 1 "michelle">>
Once you’ve regained your breath, you walk over to Christina with Michelle. She watches you both approach, her smile polite and revealing nothing.<br>
<br>
<<if $TryoutsSuccess gte 4>>
”Just as I thought,” Christina tells you. “You’ve got some moves, Emily. And you’re definitely fit enough. Maybe with a little work…”<br>
<br>
She glances at your face. “Come see me at lunch. We’ll go on a little trip to the salon. They can work wonders.”<br>
<br>
“What about school?” you ask her. <br>
<br>
She smiles. “Cheerleaders get special privileges at Charlton. Don’t worry. You won’t get in trouble. If you want to join, I insist. And I think you’re exactly what we need.”<br>
<br>
You can’t help but smile from the validation. Then you notice Christina turns to Michelle with a hard look.<br>
<br>
“Sorry ‘shell,” Christina tells her. “Like I said, there’s only one spot on the team.”<br>
<br>
You watch Michelle, crestfallen. She lets out a gentle sniff. “I understand,” she says quietly. “Thanks for letting me try out. Congratulations, Emily.”<br>
<br>
Christina gives her a sympathetic smile, then turns over to the bleachers. “Show’s over. Time to get back to it.” There’s some mutterings from Stacey, Britney and Reagan, but begrudgingly they begin to walk over to the field. “I’ll see you at lunchtime,” Christina tells you, before joining them.<br>
<br>
<<Checkrelationship "Michelle">>
<<if _relationship is 0>>
Left with Michelle, you stand in awkward silence. She stares at you. Then, without a word, she storms off.<br>
<br>
<<ActionsHeader>>
<<link "Return to the school corridor" "SchoolCorridor">>
<<set $TryoutsSuccess to undefined>>
<<QuestTracker "Quest9" 1>>
<<LocationKnown "Salon">>
<<set $CheerleaderTryouts to undefined>>
<<TimeChange>>
<<EventTrigger "YourHome" "EmilyReactionCheerleaderTryouts" "Evening" "Emily" null null null null false>>
<</link>>
<<elseif _QuestOptionCheck is true>>
Left with Michelle, you stand in awkward silence. “Thanks anyway, Emily,” she says, no hint of her usual enthusiasm in her voice. <br>
<br>
”A deal’s a deal, though,” she adds. “I’ll give you the key to the maths room.”<br>
<br>
Sure enough, after the two of you get changed, she hands you the key. Without saying much, Michelle leaves you, heading home.<br>
<br>
<<ActionsHeader>>
<<link "Return to the school corridor" "SchoolCorridor">>
<<TakeObjectNPC "Michelle" "KeyMathsMichelle">>
<<QuestOptionComplete "Quest6" 1 "michelle">>
<<QuestTracker "Quest6" 2>>
<<LocationKnown "Salon">>
<<QuestTracker "Quest9" 1>>
<<set $CheerleaderTryouts to undefined>>
<<set $TryoutsSuccess to undefined>>
<<TimeChange>>
<<EventTrigger "YourHome" "EmilyReactionCheerleaderTryouts" "Evening" "Emily" null null null null false>>
<</link>>
<<else>>
”I think I’m going to get changed and go home,” she says. You go to the changing room in silence and get changed back into your uniform. Without saying goodbye, Michelle leaves, lost in thought.<br>
<br>
<<ActionsHeader>>
<<link "Return to the school corridor" "SchoolCorridor">>
<<QuestTracker "Quest9" 1>>
<<LocationKnown "Salon">>
<<set $CheerleaderTryouts to undefined>>
<<set $TryoutsSuccess to undefined>>
<<EventTrigger "YourHome" "EmilyReactionCheerleaderTryouts" "Evening" "Emily" null null null null false>>
<<TimeChange>>
<</link>>
<</if>>
<<elseif _relationship is 0>>
”I have to admit,” Christina says. “I expected better from you, Emily. I thought you’d be a shoo-in. But I was wrong.”<br>
<br>
You stare back at her, looking for malice. There is none. Only genuine disappointment on her face. She gives you an apologetic smile, then turns her attention to Michelle.<br>
<br>
“I don’t think it’s going to work for you, either,” she continues. “You just don’t have what we need.”<br>
<br>
You watch Michelle, crestfallen. She lets out a gentle sniff. “I understand,” she says quietly. “Thanks for letting me try out.”<br>
<br>
Christina gives her a sympathetic smile, then turns over to the bleachers. “Show’s over. Time to get back to it.” There’s some mutterings from Stacey, Britney and Reagan, but begrudgingly they begin to walk over to the field. Christina gives you both a polite smile before joining them.<br>
<br>
Left with Michelle, you stand in awkward silence. She stares at you. Then, without a word, she storms off.<br>
<br>
<<ActionsHeader>>
<<link "Return to the school corridor" "SchoolCorridor">><<set $CheerleaderTryouts to undefined>><<set $TryoutsSuccess to undefined>><<TimeChange>><<QuestTracker "Quest9" "fail">><</link>>
<<else>>
”I have to admit,” Christina says. “I expected better from you, Emily. I thought you’d be a shoo-in. But I was wrong.”<br>
<br>
You stare back at her, looking for malice. There is none. Only genuine disappointment on her face. She gives you an apologetic smile, then turns her attention to Michelle.<br>
<br>
“I don’t think it’s going to work for you, either,” she continues. “You just don’t have what we need.”<br>
<br>
You watch Michelle, crestfallen. She lets out a gentle sniff. “I understand,” she says quietly. “Thanks for letting me try out.”<br>
<br>
Christina gives her a sympathetic smile, then turns over to the bleachers. “Show’s over. Time to get back to it.” There’s some mutterings from Stacey, Britney and Reagan, but begrudgingly they begin to walk over to the field. Christina gives you both a polite smile before joining them.<br>
<br>
Left with Michelle, you stand in awkward silence. “Thanks anyway, Emily,” she says. A smile breaks out on her face. “At least we had fun. I’m glad we did it together.”<br>
<br>
<<QuestOptionCheck "Quest6" 1 "michelle">>
<<if _QuestOptionCheck is true>>
”A deal’s a deal, too,” she adds. “I’ll give you the key to the maths room.”<br>
<br>
Sure enough, after the two of you get changed, she hands you the key. Michelle begins to talk idly about school and gossip and boys as she gets changed. When she says goodbye to you, it’s as if nothing had happened.<br>
<br>
<<ActionsHeader>>
<<link "Return to the school corridor" "SchoolCorridor">>
<<TakeObjectNPC "Michelle" "KeyMathsMichelle">>
<<QuestOptionComplete "Quest6" 1 "michelle">>
<<QuestTracker "Quest6" 2>>
<<TimeChange>>
<<set $CheerleaderTryouts to undefined>>
<<set $TryoutsSuccess to undefined>>
<<QuestTracker "Quest9" "fail">>
<</link>>
<<else>>
”I think I’m going to get changed and go home,” she says. You go to the changing room. It’s not long before Michelle is talking about any topic that pops into her head. When she says goodbye, it’s as if she’s forgotten all about cheerleading.<br>
<br>
<<ActionsHeader>>
<<link "Return to the school corridor" "SchoolCorridor">><<QuestTracker "Quest9" "fail">><<set $CheerleaderTryouts to undefined>><<set $TryoutsSuccess to undefined>><<TimeChange>><</link>>
<</if>>
<</if>>
<</switch>><<AndreaOutside>>
<b>Charlton School - Gates</b><br>
<<if setup.period[$periodCurrent] is "Evening" or setup.period[$periodCurrent] is "Night">>
<img src="./images/School_Gates_night.png"><br>
<<else>>
<img src="./images/School_Gates.png"><br>
<</if>>
<br>
Charlton Upper School looks like it was built in Victorian Times and hasn’t been updated since that era. The imposing brick school rests back from the road and is surrounded by iron rails. Inside, pupils stand talking in groups of girls and boys.<br>
<<include "EventsSchoolGates">>
<<if _currentEvent is undefined>>
<<PresentNPCPeriodText "Dennis" "Morning" "<br>Dennis stands off to the side of the gates, trying both to avoid eye contact with everyone and look bashfully at girls who walk past.<br>" >>
<<PresentNPCPeriodText "Jake" "Morning" "<br>Jake leans back against the school gates, waiting for his friends with the presence of a bouncer at a bar.<br>" >>
<<QuestOptionCheck "Quest9" 2 "jake_bully_dennis">><<QuestState "Quest9">>
<<if _QuestState is 2 and _QuestOptionCheck is false and $NPCPresent.includes("Dennis")>><br><I>You look between Dennis and Jake, thinking on Christina's ask of you. Dennis certainly is the target of much of the popular kid's torment. If you could convince Jake to hassle Dennis, you're sure that Christina would look favourably on your manipulations.</i><br><<QuestOptionUnlock "Quest9" 2 "jake_bully_dennis">><</if>>
<<QuestState "Quest11">><<QuestOptionCheck "Quest11" 3 "jake_target">>
<<if _QuestState gte 3 and $NPCPresent.includes("Jake") and _QuestOptionCheck is false>>
<<if _QuestState is 3>>
<br><i>You watch Jake for a moment. If you really wanted to know what went on in those boys’ classes, Jake could be an option. If you could get your hands on something of his, something personal. Something to power the amulet. Getting him somewhere private wouldn't be a challenge.</i><br>
<</if>>
<<QuestOptionUnlock "Quest11" 3 "jake_target">>
<</if>>
<br>
<<ActionsHeader>>
<<if $current.avatar is "Jennifer" or $current.avatar is "Annie" or $current.avatar is "Florence" or $current.avatar is "Andrea" or $current.avatar is "Charli" or _CurrentPC is true>>
<s>Enter the school</s> - <i>You can't enter the school if you're not a student.</i><br>
<<elseif setup.days[$dayCurrent] is "Saturday" or setup.days[$dayCurrent] is "Sunday">><s>Enter the school</s> - <i>You can't enter the school at the weekend.</i><br>
<<elseif setup.period[$periodCurrent] is "Night">><s>Enter the school</s> - <i>You can't enter the school at night.</i><br>
<<elseif setup.period[$periodCurrent] is "Evening">><s>Enter the school</s> - <i>You can't enter the school in the evening.</i><br>
<<elseif setup.period[$periodCurrent] is "Afternoon" and $PlayerCharacter.cheerleader is false>><s>Enter the school</s> - <i>You can't enter the school in the afternoon.</i><br>
<<elseif setup.period[$periodCurrent] is "Lunch" and $PlayerCharacter.cheerleader is false>><s>Enter the school</s> - <i>You can't enter the school at lunch.</i><br>
<<else>>[[Enter the school->SchoolCorridor]]<br>
<</if>>
<<LocationKnownCheck "SchoolBikeSheds">>
<<if _LocationKnownCheck is true>><<link "Go to the bike sheds" "SchoolBikeSheds">><</link>><br><</if>>
<<Weekend>><<QuestState "Quest21">><<QuestStatus "Quest21">>
<<if _Weekend is false and _QuestState is 7 and _QuestStatus is "active" and $AnnieLeafDreamTruth.length gte 4 and setup.period[$periodCurrent] is "Evening">>
<<link "Look for the emergency door to the gym" "SchoolGymRitual">><<set $SchoolGymRitualPath to "Door">><</link>><br>
<</if>>
<<Flag "EmilyCareerAdvisor">>
<<if _FlagReturn is true and _CurrentPC is true>><<link "Meet with the career advisor " "EmilyGradesEvents">><<set $EmilyGradesEvents to "AplusJourney">><<SetFlag "EmilyCareerAdvisor" false>><</link>><br><</if>>
<<Weekend>><<QuestState "Quest21">><<QuestStatus "Quest21">><<InventoryCheckSelf "JennifersNecklace">>
<<if _Weekend is false and setup.period[$periodCurrent] is "Afternoon" and _QuestState is 7 and _QuestStatus is "active" and _InventoryCheckSelf is true>><<link "Put the necklace on" "SchoolGatesNecklace">><</link>><br><</if>>
<<QuestState "Quest10">><<DailyVariableCheck "TerrenceDetentionWaited">>
<<if setup.period[$periodCurrent] is "Evening" and _QuestState gte 2 and _DailyVariableCheck is false>>
<<if $current.avatar is "Emily" or $current.avatar is "Dennis" or $current.avatar is "Jake">><<link "Wait for Terrence to finish his detention" "SchoolGatesTerrenceDialogue0">><<DailyVariableAdd "TerrenceDetentionWaited">><<NPCKnown "Terrence">><</link>><br><</if>>
<</if>>
<<QuestOptionCheck "Quest9" 2 "jake_bully_dennis">><<QuestOptionCompleteCheck "Quest9" 2 "jake_bully_dennis">>
<<if $NPCPresent.includes("Dennis") and _QuestOptionCheck is true and _QuestOptionCompleteCheck is false and $current.avatar is "Emily">><<link "Get Jake to beat-up Dennis" "SchoolGatesDennisFight">><<CheerleaderAcceptence>><<Greedy 1>><<QuestOptionComplete "Quest9" 2 "jake_bully_dennis">><</link>><br><</if>>
<<if $NPCPresent.includes("Jake") and $current.avatar isnot "Jake">><<link "Talk to Jake" "SchoolGatesJakeDialogue0">><</link>><Br><</if>>
[[Go home->YourStreet]]
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<switch _currentEvent>>
<<case "AndreaOutside">>
<br>
You’re walking past the school gates, the click-clack of your impossibly high heels cutting through the air like a knife, when a voice - low, commanding, and unmistakably irritated - cuts through the stillness.<br>
<br>
“Miss Cinders.”<br>
<br>
You stop dead.<br>
<Br>
Turning slowly, your gaze lands on a tall, stern-looking man in an impeccably pressed three-piece suit. His silver-streaked hair is slicked back with precision, his sharp eyes calculating and unamused as they sweep over you.<Br>
<Br>
You don’t recognise him, but the way he stands - rigid, authoritative, exuding control - makes it clear. He’s important. He exhales sharply, folding his arms across his chest.<br>
<Br>
“What exactly do you think you’re doing?” His voice is measured but tense, like he’s barely keeping his displeasure in check. His lips press into a thin line, his gaze trailing from the lace-trimmed hem of your tiny skirt, to the snug bodice hugging your waist, to the impossibly high heels forcing you to stand with a delicate sway.<br>
<Br>
Then it clicks. This man must be the owner of the hotel. Harold Sermon. His nostrils flare as he watches realisation dawn on your face.<br>
<Br>
“Staff uniforms do not leave the hotel.” The words are sharp, deliberate, each syllable weighted with disapproval.<br>
<Br>
His gaze flicks to the passing townsfolk, their glances covert but lingering, whispers passing between them as they take in the sight of a Charlton Hotel maid standing in the middle of the street, dressed like a fantasy come to life.<br>
<br>
“Not only is this improper, it’s humiliating.” His voice drops lower, but somehow, that makes it worse.<br>
<Br>
“You are making a spectacle of yourself. People will start to think I allow my staff to parade around like common street girls.” His gaze darkens. “And I do not run that kind of establishment.”<br>
<br>
He exhales slowly, straightening his already-perfect cuffs. “Come with me.” He turns sharply toward the hotel, expecting obedience without question. “Lennox will deal with this.”<br>
<br>
<<ActionsHeader>>
<<link "Go with Sermon to see Lennox." "HotelLockerRoomAndreaOutsideEvent">><<SetFlag "AndreaOutsideSeen">><<EventsCheckEnd "SchoolGates" "AndreaOutside">><<NPCKnown "Sermon">><</link>><br>
<<case "TerrenceCheerleaders3">>
<br>
As you reach the gates of Charlton School, a flicker of movement catches your eye: Terrence, shoulders hunched, stands just beyond the gate’s archway, shifting from foot to foot as if trying to disappear. Opposite him is Reagan.<Br>
<Br>
She’s all ease and confidence, leaning back against the stone pillar, her spine curved just so, one foot propped up, toe hooked in the mortar.<Br>
<br>
She’s whispering fast, too low for you to catch, but her grin is impossible to miss. Every so often she laughs with coy encouragement that seems unnatural for her. Terrence just flushes, glances around, then ducks his head. His notebook, usually clasped under his arm, lies forgotten at his feet. Reagan’s eyes glint in the morning light, bright and mischievous, as she leans forward, conspiratorial. You can almost hear the soft “psst” that must punctuate her words.<Br>
<br>
You pause, curiosity prickling. Watching her sway and play with her hair. She’s the one leaning back, he’s the one standing, but you feel it’s her in control. She reaches over to him, picking at his blazer. He flinches, but seems fear-struck.<Br>
<br>
<<ActionsHeader>>
<<link "Return to the school gates" "SchoolGates">><<EventsCheckEnd "SchoolGates" "TerrenceCheerleaders3">><<EventTrigger "SchoolCafeteria" "TerrenceCheerleaders2" "Lunch" null null null null null false>><</link>><br>
<</switch>><<StartConversation "Terrence" "SchoolGates">>
<<Checkrelationship _NPC>>
<<CheckPersonalityState "Terrence">>
<<CheckFirst "TerrenceSchoolGates">>
<<include "EventsDialogueTerrence">>
<<if $TerrenceDialogue is undefined and _CheckFirst is false and _PersonalityState is "Gay" and $current.avatar is "Emily" and _currentEvent is undefined>>
You lean against the stone pillar next to the entrance, mindful to stay out of sight from the school windows. The courtyard is quiet. Only a few students drift past, tossing curious glances as they leave. <br>
<br>
Terrence emerges slowly, pausing mid-step when he sees you. His breath catches for a split second before he steadies himself, clearing his throat. <br>
<br>
“Hi there,” you say, offering a gentle smile. <br>
<br>
He returns your smile, though it’s tentative, as if he’s unsure whether you’ll smile back. “Emily, isn't it?” he ventures, voice soft, eyes flicking down at your feet before meeting your gaze again. <br>
<br>
His hands fidget at his sides, fingers brushing his backpack strap as he stands, body turned slightly toward you yet laced with hesitation. <br>
<<elseif $TerrenceDialogue is undefined and _CheckFirst is false and _PersonalityState is "Unsure" and $current.avatar is "Emily" and _currentEvent is undefined>>
You lean against the stone pillar next to the entrance, mindful to stay out of sight from the school windows. At this time of day the school is unusually quiet. As you wait only a handful of students exit, giving you a cursory glance as they pass by. <br>
<br>
After a while you catch the sight of Terrence hurriedly rushing across the school yard. He jumps into the air at the sight of you.<br>
<br>
“Hi there,” you say, smiling pleasantly. <br>
<br>
“Hi,” he says hurriedly, his eyes looking around. <br>
<br>
“Terrence, right?”<br>
<br>
He nods, quickly. “That’s right. You’re Emily.” It’s less of a question than a statement. <br>
<br>
Terrence looks at you, but his eyes keep drifting to look up and down the street. <br>
<<elseif _currentEvent is undefined and $TerrenceDialogue is undefined and _CheckFirst is false and _PersonalityState is "Straight" and $current.avatar is "Emily">>
You lean against the stone pillar next to the entrance, mindful to stay out of sight from the school windows. Terrence appears around the corner, walking with deliberate ease. His shoulders are relaxed, and he offers you a steady, confident smile as he approaches. <br>
<br>
“Hi there,” you say, smiling pleasantly. <br>
<br>
He holds your gaze immediately. “Emily, isn't it?” he asks, voice calm and warm, eyes bright with interest. In you.<br>
<br>
His posture is open, one hand casually tucked into his pocket as he studies your face, as if memorizing every detail. <br>
<<elseif $TerrenceDialogue is undefined and _CheckFirst is true and _PersonalityState is "Gay" and $current.avatar is "Emily" and _currentEvent is undefined>>
You wait for Terrence to finish his detention, keeping out of sight from anyone looking from any one of the many windows looking down over the school yard. <br>
<br>
After what seems like an eternity, Terrence emerges. As is customary for him, he jumps when you emerge from hiding. <br>
<br>
“Hey Em,” he says, after regaining his composure. “Are you okay?”<br>
<<elseif $TerrenceDialogue is undefined and _CheckFirst is true and _PersonalityState is "Unsure" and $current.avatar is "Emily" and _currentEvent is undefined>>
You wait for Terrence to finish his detention, heart in your throat as you press back into the shadows beneath the windows. <br>
<br>
When he finally appears, he freezes for a moment and gives a little jump as he sees you. He rubs the back of his neck, gaze flicking between your face and the empty yard. <br>
<br>
“Um. Hey, Em,” he murmurs, voice low and hesitant. His eyes look at you with nervousness. “Are… you okay?”<br>
<<elseif _currentEvent is undefined and $current.avatar is "Emily" and $TerrenceDialogue is undefined and _CheckFirst is true and _PersonalityState is "Straight">>
You wait for Terrence to finish his detention, keeping out of sight from any of the windows looking down over the school yard. <br>
<br>
At last he strides out of the main doors, shoulders squared and eyes immediately locking onto you. He doesn’t jump this time. Instead, he offers a confident half-smile as if he’s been looking forward to seeing you. <br>
<br>
“Hey, Em,” he says, voice warm and steady. You notice his eyes wander up and down your frame. “Good to see you. How’ve you been?”<br>
<<elseif $TerrenceDialogue is undefined and _CheckFirst is false and _PersonalityState is "Gay" and $current.avatar is "Dennis">>
You wait for Terrence to finish his detention, heart in your throat as you press back into the shadows beneath the windows. <br>
<Br>
When he finally appears, he freezes for a moment and gives a little jump as he sees you. "H-hi, Dennis," he stammers, glancing aside as if worried someone else might be watching.<Br>
<br>
He fidgets with the strap of his bag, shifting from one foot to the other.<Br>
<<elseif $TerrenceDialogue is undefined and _CheckFirst is false and _PersonalityState is "Unsure" and $current.avatar is "Dennis">>
You lean against the stone pillar next to the entrance, mindful to stay out of sight from the school windows. You wait for Terrence, heart in your throat as you press back.<br>
<Br>
When he finally appears, he freezes for a moment and gives a little jump as he sees you. "H-hi, Dennis," he stammers, glancing aside as if worried someone else might be watching.<Br>
<br>
He fidgets with the strap of his bag, shifting from one foot to the other.<Br>
<<elseif $TerrenceDialogue is undefined and _CheckFirst is false and _PersonalityState is "Straight" and $current.avatar is "Dennis">>
You wait for Terrence to finish his detention, keeping out of sight from any of the windows looking down over the school yard. <br>
<br>
At last he strides out of the main doors, shoulders squared, you see a slow and smug smile spread when he notices you. “Well, if it isn’t Mannet,” he says. “Thought you rushed home to avoid the beats.”<Br>
<Br>
His tone isn’t cruel, but it’s edged with superiority. Like he knows where you stand in the pecking order.<br>
<br>
Still, he doesn’t shut you down. He lingers, waiting to see what you’ll say.<br>
<<elseif $TerrenceDialogue is undefined and _CheckFirst is true and _PersonalityState is "Gay" and $current.avatar is "Dennis">>
You lean against the stone pillar next to the entrance, mindful to stay out of sight from the school windows. The courtyard is quiet. Only a few students drift past, tossing curious glances as they leave. <br>
<br>
Terrence emerges slowly, eyes darting nervously when he sees you. “H-hi, Dennis,” he stammers, glancing aside as if worried someone else might be watching.<Br>
<Br>
He fidgets with the strap of his bag, shifting from one foot to the other.<Br>
<<elseif $TerrenceDialogue is undefined and _CheckFirst is true and _PersonalityState is "Unsure" and $current.avatar is "Dennis">>
You lean against the stone pillar next to the entrance, mindful to stay out of sight from the school windows. The courtyard is quiet. Only a few students drift past, tossing curious glances as they leave. <br>
<br>
Terrence emerges slowly, eyes darting nervously when he sees you. “H-hi, Dennis,” he stammers, glancing aside as if worried someone else might be watching.<Br>
<Br>
He fidgets with the strap of his bag, shifting from one foot to the other.<Br>
<<elseif $TerrenceDialogue is undefined and _CheckFirst is true and _PersonalityState is "Straight" and $current.avatar is "Dennis">>
You lean against the stone pillar next to the entrance, mindful to stay out of sight from the school windows. Terrence appears around the corner, walking with deliberate ease. His shoulders are relaxed, and a slow and smug smile spreads when he sees you.
<br>
“Well, if it isn’t Mannet,” he says. “Thought you rushed home to avoid the beats.”<Br>
<Br>
His tone isn’t cruel, but it’s edged with superiority. Like he knows where you stand in the pecking order.<br>
<br>
Still, he doesn’t shut you down. He lingers, waiting to see what you’ll say.<br>
<<elseif $TerrenceDialogue is undefined and _CheckFirst is false and _PersonalityState is "Gay" and $current.avatar is "Jake">>
You lean against the stone pillar next to the entrance, mindful to stay out of sight from the school windows. Terrence appears around the corner, walking with deliberate ease. The moment he notices you, his whole posture stiffens.<br>
<bR>
“Jake,” he mutters quickly, eyes flicking down to the pavement. His fingers tighten on the strap of his bag. He swallows, then adds, “Didn’t mean to be in your way.”<Br>
<<elseif $TerrenceDialogue is undefined and _CheckFirst is false and _PersonalityState is "Unsure" and $current.avatar is "Jake">>
You lean against the stone pillar next to the entrance, mindful to stay out of sight from the school windows. Terrence appears around the corner, walking with deliberate ease. The moment he notices you, his whole posture stiffens.<br>
<Br>
“Jake,” he mutters quickly, eyes flicking down to the pavement. His fingers tighten on the strap of his bag. He swallows, then adds, “Didn’t mean to be in your way.”<Br>
<<elseif $TerrenceDialogue is undefined and _CheckFirst is false and _PersonalityState is "Straight" and $current.avatar is "Jake">>
You wait for Terrence to finish his detention, keeping out of sight from any of the windows looking down over the school yard. <br>
<br>
At last he strides out of the main doors, he straightens instinctively when he sees you. “Jake,” he says with a nod. Not a smile, more an acknowledgment of standing. “What are you doing out here?”<bR>
<Br>
His tone is clipped, but not hostile. More like he’s careful to measure himself. He doesn’t look away, though. He holds your gaze, waiting to see what you’ll do. <br>
<<elseif $TerrenceDialogue is undefined and _CheckFirst is true and _PersonalityState is "Gay" and $current.avatar is "Jake">>
You wait for Terrence to finish his detention, keeping out of sight from any of the windows looking down over the school yard. <br>
<br>
At last he strides out of the main doors, he stiffens as soon as he sees you. “Jake,” he mutters quickly, eyes flicking down to the pavement. His fingers tighten on the strap of his bag. He swallows, then adds, “Didn’t mean to be in your way.”<Br>
<<elseif $TerrenceDialogue is undefined and _CheckFirst is true and _PersonalityState is "Unsure" and $current.avatar is "Jake">>
You wait for Terrence to finish his detention, keeping out of sight from any of the windows looking down over the school yard. <br>
<br>
At last he strides out of the main doors, he stiffens as soon as he sees you. “Jake,” he mutters quickly, eyes flicking down to the pavement. His fingers tighten on the strap of his bag. He swallows, then adds, “Didn’t mean to be in your way.”<Br>
<<elseif $TerrenceDialogue is undefined and _CheckFirst is true and _PersonalityState is "Straight" and $current.avatar is "Jake">>
You lean against the stone pillar next to the entrance, mindful to stay out of sight from the school windows. Terrence appears around the corner, walking with deliberate ease. When he spots you, the confidence bends into something more respectful.
<br>
“Jake,” he says with the faintest smile. “Figured you’d be with the team.”<Br>
<<elseif _currentEvent is undefined and _PersonalityState is "Straight">>
Terrence steps forward, shoulders relaxed and posture open. His gaze holds yours steadily, eyes bright with genuine interest as he looks at you with a boyish smirk. He offers a confident nod, unfazed by the pigeons cooing overhead.<br>
<<elseif _currentEvent is undefined and _PersonalityState is "Unsure">>
Terrence shifts from foot to foot, his glance darting between the empty yard and your face. He brushes the back of his neck, offering a tentative half-smile, posture half-relaxed yet still taut with uncertainty.<br>
<<elseif _currentEvent is undefined and _PersonalityState is "Gay">>
Terrence nervously looks around, jumping at the sounds of pigeons as he waits for you to speak.<br>
<</if>>
<<if _currentEvent is undefined>>
<br>
<<ActionsHeader>>
<<if $current.avatar is "Emily" or $current.avatar is "Dennis">>
<<DialogueSpoken "Terrence" "Nervous">>
<<if _Discussed is false and _PersonalityState isnot "Straight">>
<<link "Ask why he’s so nervous" "TerrenceDialogue">><<AddFirst "TerrenceSchoolGates">><<set $TerrenceDialogue to "Nervous">><</link>><br>
<</if>>
<<DialogueSpoken "Terrence" "Detention">>
<<if _Discussed is false>>
<<link "Ask about detention" "TerrenceDialogue">><<AddFirst "TerrenceSchoolGates">><<set $TerrenceDialogue to "Detention">><<QuestTracker "Quest10" 3>><</link>><br>
<</if>>
<<QuestState "Quest11">><<DialogueSpoken "Terrence" "SingleSexClasses">>
<<if _Discussed is false and _QuestState is 0 and $current.avatar is "Emily">>
<<link "Ask him about the single sex classes" "TerrenceDialogue">><<AddFirst "TerrenceSchoolGates">><<set $TerrenceDialogue to "SingleSexClasses">><</link>><br>
<</if>>
<<QuestState "Quest23">><<QuestOptionCheck "Quest23" 0 "prichard">><<DialogueSpoken "Terrence" "PrichardAmulet">>
<<if _QuestState is 0 and _QuestOptionCheck is true and _Discussed is false and $current.avatar is "Emily">>
<<link "Ask if he's seen Prichard wearing an amulet" "TerrenceDialogue">><<AddFirst "TerrenceSchoolGates">><<set $TerrenceDialogue to "PrichardAmulet">><<DialogueDone "Terrence" "PrichardAmulet">><</link>><br>
<</if>>
<<DialogueSpoken "Terrence" "HallPass">><<QuestState "Quest11">>
<<if _QuestState is 1 and _Discussed is false>>
<<link "Ask about getting a hall pass" "TerrenceDialogue">><<AddFirst "TerrenceSchoolGates">><<set $TerrenceDialogue to "HallPass">><</link>><br>
<</if>>
<<Flag "Act2Started">><<set _Act2Started to _FlagReturn>>
<<DialogueSpoken "Terrence" "Detention">><<QuestState "Quest10">><<QuestStatus "Quest10">><<QuestOptionCompleteCheck "Quest10" 3 "terrence_tutoring_convinced">>
<<if _Act2Started is false and _QuestState gte 3 and _QuestStatus is "active" and _Discussed is true and _QuestOptionCompleteCheck is false>>
<<link "Ask for help distracting Prichard" "TerrenceDialogue">><<AddFirst "TerrenceSchoolGates">><<set $TerrenceDialogue to "Help">><</link>><br>
<</if>>
<<QuestState "Quest10">><<QuestStatus "Quest10">><<DialogueSpoken "Terrence" "Help">><<QuestOptionCheck "Quest10" 3 "terrence_tutoring_convinced" "gte">>
<<if _Act2Started is false and _QuestState gte 3 and _QuestStatus is "active" and _Discussed is true and _PersonalityState isnot "Straight" and $current.avatar is "Emily" and _QuestOptionCheck is false>>
<<StatCheckIntelligence "gt" 40>>
<<set _StatIntelligenceProbability to _StatIntelligenceProbability + " Try to convince Terrence you can tutor him">>
<<if _StatCheckIntelligence is true>>
<<link _StatIntelligenceProbability "TerrenceDialogue">><<AddFirst "TerrenceSchoolGates">><<set $TerrenceDialogue to "IntelligenceTutorPass">><</link>><br>
<<else>>
<<link _StatIntelligenceProbability "TerrenceDialogue">><<AddFirst "TerrenceSchoolGates">><<set $TerrenceDialogue to "IntelligenceTutorFail">><<Intelligence 1>><</link>><br>
<</if>>
<</if>>
<<QuestStatus "Quest24">>
<<Flag "Act2GeographyDetention" "Liz">><<set _GeoDetPending to _FlagReturn>><<Flag "Act2GeographyDetention" "Terrence">><<if _FlagReturn is true>><<set _GeoDetPending to true>><</if>>
<<Flag "Act2GeographyDetentionTeachWard" "Liz">><<if _FlagReturn is true>><<set _GeoDetPending to true>><</if>>
<<QuestOptionCheck "Quest10" 3 "terrence_tutoring_convinced" "gte">><<QuestOptionCompleteCheck "Quest10" 3 "terrence_tutoring_convinced">>
<<if _QuestOptionCheck is true and _QuestOptionCompleteCheck is false>><<set _GeoDetPending to true>><</if>>
<<if _Act2Started is true and _QuestStatus is "active" and $current.avatar is "Emily" and _GeoDetPending is false>>
<<DialogueSpoken "Terrence" "Help">>
<<if _QuestOptionCompleteCheck is true or _Discussed is true>>
<<link "Ask for help again with Prichard" "TerrenceDialogue">><<AddFirst "TerrenceSchoolGates">><<set $TerrenceDialogue to "HelpAgain">><</link>><br>
<<else>>
<<link "Ask for help distracting Prichard" "TerrenceDialogue">><<AddFirst "TerrenceSchoolGates">><<set $TerrenceDialogue to "Help">><</link>><br>
<</if>>
<</if>>
<<DialogueSpoken "Terrence" "CheerleadersInterest">><<QuestState "Quest21">><<QuestStatus "Quest21">>
<<if _Discussed is false and _QuestState gte 0 and _QuestState isnot 8 and _QuestStatus isnot "complete">>
<<link "Ask Terrence about the cheerleaders" "TerrenceDialogue">><<set $TerrenceDialogue to "CheerleadersInterest">><<AddFirst "TerrenceSchoolGates">><</link>><br>
<</if>>
<<DialogueSpoken "Terrence" "JenniferPaper">><<QuestState "Quest21">>
<<if _Discussed is false and _QuestState is 3>>
<<link "Ask him about the paper you found in Jennifer's locker" "TerrenceDialogue">><<AddFirst "TerrenceSchoolGates">><<set $TerrenceDialogue to "JenniferPaper">><</link>><br>
<</if>>
<<EventSeen "SchoolCorridor" "Act2Begin">><<DialogueSpoken "Terrence" "MissCharltonContest">>
<<if _EventSeen is true and _Discussed is false>><<link "Ask about the Miss Charlton contest" "TerrenceDialogue">><<set $TerrenceDialogue to "MissCharltonContest">><<DialogueDone "Terrence" "MissCharltonContest">><<AddFirst "TerrenceSchoolGates">><</link>><br><</if>>
<<QuestState "Quest29">><<QuestStatus "Quest29">><<DialogueSpoken "Terrence" "MissCharltonBadges">>
<<if _QuestState lt 3 and _QuestStatus is "active" and _Discussed is false>><<link "Ask about the contest badges" "TerrenceDialogue">><<set $TerrenceDialogue to "MissCharltonBadges">><<DialogueDone "Terrence" "MissCharltonBadges">><<AddFirst "TerrenceSchoolGates">><</link>><br><</if>>
<<link "Say goodbye to Terrence and leave him be" "SchoolGates">><<EndConversation "Terrence">><<TimeChange>><</link>>
<<else>>
<<EventSeen "SchoolCorridor" "Act2Begin">><<DialogueSpoken "Terrence" "MissCharltonContest">>
<<if _EventSeen is true and _Discussed is false>><<link "Ask about the Miss Charlton contest" "TerrenceDialogue">><<set $TerrenceDialogue to "MissCharltonContest">><<DialogueDone "Terrence" "MissCharltonContest">><<AddFirst "TerrenceSchoolGates">><</link>><br><</if>>
<<QuestState "Quest29">><<QuestStatus "Quest29">><<DialogueSpoken "Terrence" "MissCharltonBadges">>
<<if _QuestState lt 3 and _QuestStatus is "active" and _Discussed is false>><<link "Ask about the contest badges" "TerrenceDialogue">><<set $TerrenceDialogue to "MissCharltonBadges">><<DialogueDone "Terrence" "MissCharltonBadges">><<AddFirst "TerrenceSchoolGates">><</link>><br><</if>>
<<link "Say goodbye to Terrence and leave him be" "SchoolGates">><<EndConversation "Terrence">><</link>>
<</if>>
<</if>><<StartConversation "Jake" "SchoolGates">>
<<Checkrelationship _NPC>>
<<include "EventsDialogueJake">>
<<if $JakeDialogue is undefined and $current.avatar is "Emily" and _relationship is 0 and _currentEvent is undefined>>
The jock’s eyes roam your body, but he remains silent.<br>
<br>
“Hey Jake,” you say.<br>
<br>
“What do you want?” he spits.<br>
<br>
He stares back at you, almost daring you to say something.<br>
<<elseif $JakeDialogue is undefined and $current.avatar is "Emily" and _currentEvent is undefined>>
The jock raises his eyebrow as you approach, his eyes flicking across your body. He briefly looks to the side, as if trying to understand why you're approaching him.<br>
<br>
“Hey Jake,” you greet him.<br>
<br>
“Hey yourself, nerd,” he says, a wry smile resting on his face. His eyes flick again down to your legs, making you feel vulnerable just by his gaze resting upon your exposed skin at the tops of your thigh-highs.<br>
<<elseif $JakeDialogue is undefined and $current.female is true and _currentEvent is undefined>>
Jake's eyes drift up and down as you step near him. He gives you a smile that you assume he thinks is seductive. It comes across as predatory and lecherous. <br>
<br>
“Hey there,” he says to you, eyes lingering over your body. “What can I do for you, sweetheart?”<br>
<<elseif $JakeDialogue is undefined and _currentEvent is undefined>>
Jake looks at you with derision as you approach. “Yeah?” he snaps. “What are you looking at?”<br>
<<elseif _currentEvent is undefined>>
Jake waits for you to speak.<br>
<</if>>
<<if _currentEvent is undefined>>
<<QuestOptionCheck "Quest11" 3 "jake_target">><<QuestOptionCompleteCheck "Quest11" 3 "jake_target">><<QuestState "Quest11">><<InventoryCheckNPC "Jake" "JakeDogTags">>
<<if _QuestState gte 3 and _QuestOptionCheck is true and _QuestOptionCompleteCheck is false and _InventoryCheckNPC is true>><br><i>As Jake stands, you notice for the first time a subtle action. One that you’ve paid little attention to before. He periodically reaches up to his neck, pulling on a silver chain around his neck. Looking closely, you can see the outline of two dog tags attached to it.</i><br><</if>>
<br>
<<ActionsHeader>>
<<Checkrelationship _NPC>>
<<if $current.avatar is "Emily" and _relationship is 0>>
<<SpellsCheckSelf "Charm">><<CharmedCheck _NPC>>
<<if _Charmed is false and _SpellsCheckSelf is true>><<link "[Spell: Charm] Cast Charm on Jake" "JakeDialogue">><<set $JakeDialogue to "Charm">><<Greedy 1>><</link>><br><</if>>
<<link "Say goodbye to Jake" "SchoolGates">><<EndConversation "Jake">><</link>>
<<elseif $current.avatar is "Emily">>
<<SpellsCheckSelf "SleepForget">>
<<if _SpellsCheckSelf is true>>
<<QuestOptionCheck "Quest11" 3 "jake_dogtags">><<InventoryCheckSelf "JakeDogTags">>
<<if _QuestOptionCheck is true or _InventoryCheckSelf is true>><<link "Lure Jake to somewhere private" "JakeDialogue">><<set $JakeDialogue to "LureJakePrivate">><</link>><br><</if>>
<</if>>
<<DialogueSpoken "Jake" "DogTags">><<QuestOptionCheck "Quest11" 3 "jake_target">><<InventoryCheckNPC "Jake" "JakeDogTags">>
<<if _Discussed is false and _QuestOptionCheck is true and _InventoryCheckNPC is true>><<link "Ask Jake about dog tags" "JakeDialogue">><<set $JakeDialogue to "DogTags">><</link>><br><</if>>
<<DialogueSpoken "Jake" "School">>
<<if _Discussed is false>><<link "Ask him about the school" "JakeDialogue">><<set $JakeDialogue to "School">><<LocationKnown "SchoolBasement">><<RumourLearned "Dennis">><</link>><br><</if>>
<<QuestState "Quest11">>
<<DialogueSpoken "Jake" "Classes">>
<<if _QuestState is 0 and _Discussed is false>><<link "Ask him about the single sex classes" "JakeDialogue">><<QuestTracker "Quest11" 1>><<set $JakeDialogue to "Classes">><</link>><br><</if>>
<<DialogueSpoken "Jake" "HallPass">>
<<if _QuestState is 1 and _Discussed is false>><<link "Ask about getting a hall pass" "JakeDialogue">><<set $JakeDialogue to "HallPass">><</link>><br><</if>>
<<QuestState "Quest8">><<QuestStatus "Quest12">>
<<if _QuestState is 1 and _QuestStatus is "unknown">><<link "Ask about access to the gym" "JakeDialogue">><<set $JakeDialogue to "GymAccess">><</link>><br><</if>>
<<QuestState "Quest12">>
<<if _QuestState is 1>><<link "Tell Jake that Michelle will come and see him" "JakeDialogue">><<set $JakeDialogue to "Michelle">><<DialogueSpoken "Jake" "MichelleTold">><<if _Discussed is false>><<ChangeNPCrelationship "Jake" "Emily" 2>><<Greedy 1>><</if>><<DialogueDone "Jake" "MichelleTold">><</link>><br><</if>>
<<QuestState "Quest12">><<QuestStatus "Quest12">>
<<if _QuestState is 2 and _QuestStatus is "active">><<link "Tell him you've spoken to the talent scout" "JakeDialogue">><<ChangeNPCrelationship "Jake" "Emily" 3>><<set $JakeDialogue to "Scout">><</link>><br><</if>>
<<EventSeen "SchoolCorridor" "Act2Begin">><<DialogueSpoken "Jake" "MissCharltonContest">>
<<if _EventSeen is true and _Discussed is false>><<link "Ask about the Miss Charlton contest" "JakeDialogue">><<set $JakeDialogue to "MissCharltonContest">><<DialogueDone "Jake" "MissCharltonContest">><</link>><br><</if>>
<<QuestState "Quest29">><<QuestStatus "Quest29">><<DialogueSpoken "Jake" "MissCharltonBadges">>
<<if _QuestState lt 3 and _QuestStatus is "active" and _Discussed is false>><<link "Ask about the contest badges" "JakeDialogue">><<set $JakeDialogue to "MissCharltonBadges">><<DialogueDone "Jake" "MissCharltonBadges">><</link>><br><</if>>
<<QuestState "Quest23">><<DialogueSpoken "Jake" "TeacherAmulets">>
<<if _QuestState is 0 and _Discussed is false>><<link "Ask about the teachers' amulets" "JakeDialogue">><<set $JakeDialogue to "TeacherAmulets">><<DialogueDone "Jake" "TeacherAmulets">><</link>><br><</if>>
<<QuestState "Quest23">><<QuestOptionCheck "Quest23" 0 "harrow">><<DialogueSpoken "Jake" "HarrowAmulet">>
<<if _QuestState is 0 and _QuestOptionCheck is true and _Discussed is false>><<link "Ask about Harrow's amulet" "JakeDialogue">><<set $JakeDialogue to "HarrowAmulet">><<DialogueDone "Jake" "HarrowAmulet">><</link>><br><</if>>
<<QuestOptionCheck "Quest23" 0 "harrow">><<QuestStatus "Quest18">><<QuestState "Quest18">><<DialogueUnlockCheck "Jake" "PokerInviteAccept">>
<<if _QuestOptionCheck is true and _DialogueUnlockCheck is false and (_QuestState lt 1 or _QuestStatus is "unknown")>><<link "Ask about attending poker night" "JakeDialogue">><<set $JakeDialogue to "PokerNight">><</link>><br><</if>>
<<if _DialogueUnlockCheck is true and (_QuestState lt 1 or _QuestStatus is "unknown")>><<link "Tell Jake you've reconsidered the poker invite" "JakeDialogue">><<set $JakeDialogue to "PokerNightReconsider">><</link>><br><</if>>
<<link "Say goodbye to Jake" "SchoolGates">><<EndConversation "Jake">><</link>>
<<else>>
<<EventSeen "SchoolCorridor" "Act2Begin">><<DialogueSpoken "Jake" "MissCharltonContest">>
<<if _EventSeen is true and _Discussed is false>><<link "Ask about the Miss Charlton contest" "JakeDialogue">><<set $JakeDialogue to "MissCharltonContest">><<DialogueDone "Jake" "MissCharltonContest">><</link>><br><</if>>
<<QuestState "Quest29">><<QuestStatus "Quest29">><<DialogueSpoken "Jake" "MissCharltonBadges">>
<<if _QuestState lt 3 and _QuestStatus is "active" and _Discussed is false>><<link "Ask about the contest badges" "JakeDialogue">><<set $JakeDialogue to "MissCharltonBadges">><<DialogueDone "Jake" "MissCharltonBadges">><</link>><br><</if>>
<<QuestState "Quest23">><<DialogueSpoken "Jake" "TeacherAmulets">>
<<if _QuestState is 0 and _Discussed is false>><<link "Ask about the teachers' amulets" "JakeDialogue">><<set $JakeDialogue to "TeacherAmulets">><<DialogueDone "Jake" "TeacherAmulets">><</link>><br><</if>>
<<QuestState "Quest23">><<QuestOptionCheck "Quest23" 0 "harrow">><<DialogueSpoken "Jake" "HarrowAmulet">>
<<if _QuestState is 0 and _QuestOptionCheck is true and _Discussed is false>><<link "Ask about Harrow's amulet" "JakeDialogue">><<set $JakeDialogue to "HarrowAmulet">><<DialogueDone "Jake" "HarrowAmulet">><</link>><br><</if>>
<<QuestOptionCheck "Quest23" 0 "harrow">><<QuestStatus "Quest18">><<QuestState "Quest18">><<DialogueUnlockCheck "Jake" "PokerInviteAccept">>
<<if _QuestOptionCheck is true and _DialogueUnlockCheck is false and (_QuestState lt 1 or _QuestStatus is "unknown")>><<link "Ask about attending poker night" "JakeDialogue">><<set $JakeDialogue to "PokerNight">><</link>><br><</if>>
<<if _DialogueUnlockCheck is true and (_QuestState lt 1 or _QuestStatus is "unknown")>><<link "Tell Jake you've reconsidered the poker invite" "JakeDialogue">><<set $JakeDialogue to "PokerNightReconsider">><</link>><br><</if>>
<<link "Say goodbye to Jake" "SchoolGates">><<EndConversation "Jake">><</link>>
<</if>>
<</if>>You approach Jake. He gives you a look, but doesn’t say anything as you approach.<br>
<br>
“Hey Jake,” you greet him. “I was wondering if you could help me with something. I have a problem with Dennis.”<br>
<br>
It’s enough to catch his attention. “Oh?” <br>
<br>
You lean in towards him, lowering your voice. “He’s been up to old tricks. I caught him yesterday taking photos of me. From underneath the stairs.”<br>
<br>
You watch as Jake’s face rolls up into an unlikely pairing of glee and anger. “Are you serious?” he asks you. “He’s doing that again?”<br>
<br>
Not waiting for a reply, Jake pushes you aside and strides towards Dennis. “Hey! Nerd! What did I tell you about taking photos of girls from under the stairwell?” <br>
<br>
Fear spreads across Dennis’ face instantly. “I didn’t!” he stammers. “Or haven’t! Since that one time!”<br>
<br>
“That’s not what I’ve been told,” Jake barks at him. He shoves the smaller boy against the railings, holding his face between two steel bars. “You calling them a liar, nerd?”<br>
<br>
You watch as Dennis begins to shake. “I didn’t! I haven’t! I swear!”<br>
<br>
“Liar!” Jake grabs Dennis by his collar and throws him to the pavement. Other students cease their chatter and freeze, watching the altercation break out.<br>
<br>
“This is what happens when people don’t do what I say!” Jake shouts. And time seems to slow down as you witness Jake curl his leg back and then bury it in Dennis’ stomach.<br>
<br>
Dennis cries out in agony. Jake kicks him again, eliciting another cry. Then another. And another. “Stop taking photos of girls, nerd!” he shouts.<br>
<br>
“Alright!” you hear Coach Beach scream as he comes running out of the school. Jake freezes. There is a long moment where only the whimpering of Dennis can be heard.<br>
<br>
Beach looks between Dennis and Jake, mulling over his response. “Get to class, Jake.”<br>
<br>
The quarterback nods and walks off, giving you a smirk as he passes you. <br>
<br>
Beach reaches down and hoists Dennis to his feet. You see the tears in the boy’s face. “Go see Nurse Rancy, Dennis. It looks like you tripped.”<br>
<br>
Dennis looks at the coach for a moment, but sniffles and nods. You watch him walk into the school. Within a minute, students are going back to their business, although you hear the whispers of gossip about Dennis and his photography.<br>
<br>
<I>Christina should be happy with this one,</i> you think, trying not to consider what Dennis now has to live with at school. <I>Thanks to you</i>.<br>
<br>
<<ActionsHeader>>
<<link "Return to the school gates" "SchoolGates">><</link>><<if $SchoolGatesNecklace is undefined>>
Reaching into your pocket, you slip the necklace around your neck. The magic ripples out as it touches your skin, then fades. You aren’t sure that it’s done anything.<BR>
<Br>
Then, a passerby walks hurriedly towards you, staring at their watch. You instinctively try to move out of their way, but before you can do they side-step without even looking up at you. Whatever effect the necklace has, it seems to be working.<Br>
<Br>
You hesitate, just for a moment, as you consider what awaits you inside. Using the necklace, you have no doubt you can sneak in undetected. You’ve even considered a good hiding place - behind the mat’s trolley in a small alcove that stores all the gym equipment.<Br>
<Br>
But if they are about to perform the ritual, you don’t know what will happen. Whether you are powerful enough to stop it. Whether you can do it undetected. And what will it mean if you fail. Both for Terrence. And Emily.<br>
<br>
<<ActionsHeader>>
<<link "Continue into the school" "SchoolGatesNecklace">><<set $SchoolGatesNecklace to "School">><</link>><Br>
<<link "Decide to wait and take off the necklace" "SchoolGates">><</link>><Br>
<<elseif $SchoolGatesNecklace is "School">>
The bell has recently rung, students walk through the corridor to their next lessons. You stand in the middle, watching them all. They don’t look at you. They don’t acknowledge you. They just walk around you, as if paying you no attention at all.<Br>
<Br>
Once certain that no one is aware of your presence, you head towards the gym. Trying the door, you find it still locked. After a few minutes, you hear footsteps from within. The door opens and Coach Beach walks out. Before the door shuts closed, you sneak in.<br>
<Br>
<<ActionsHeader>>
<<link "Enter the gym" "SchoolGymRitual">><<TimeChange>><<set $SchoolGatesNecklace to undefined>><<set $SchoolGymRitual to "Setup">><<set $SchoolGymRitualPath to "Necklace">><</link>><bR>
<</if>><b>Charlton School - Geography Room</b><br>
<img src="./images/School_Geography_Room.png"><br>
<br>Faded maps of all the different continents decorate the classroom. You notice many of them are not only physically dated, but country names and border lines are out-of-date. Coupled with the chalky blackboard and wooden desks, this class feels right out of the past.<br>
<<include "EventsSchoolGeographyRoom">>
<<if _currentEvent is undefined>>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">><</link>>
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<switch _currentEvent>>
<<case "GeographyDetention">>
<br>
You enter the Geography Room, eerily silent as you’re the only person in the room. You take a seat at one of the single desks, feeling vulnerable as the moody silence permeates the room.<br>
<br>
<<ActionsHeader>>
<<link "Wait for detention to start" "GeographyDetention">><<EventsCheckEnd "SchoolGeographyRoom" "GeographyDetention">><<EventTrigger "YourHome" "EmilyReactionGeographyDetention" "Evening" "Emily" null null null null false>><</link>>
<<case "GeographyClass">>
<br>
<<CheckFirst "GeographyClass">>
<<if _CheckFirst is false and $current.avatar is "Emily" and $GeographyWard isnot "NulifiedSelf" and $GeographyWard isnot "NulifiedAll">>
You walk into the Geography room and quickly take an unoccupied seat a few rows back from the front of the class. As you take out Emily’s exercise book from her satchel, you look around the class.<br>
<br>
Girls. Some lean against desks, others are already sitting. Some chatting, others giggling, a few studiously looking through notebooks. But just girls. Not one male student between you all.<br>
<br>
You reflect that there are definitely boys that attend Charlton Upper School, that you have attended mixed classes, and that even by the most conservative perspectives you couldn’t imagine why a Geography class would need to split boys from girls. You wonder where the boys are and how their lessons would differ.<br>
<br>
Your thoughts are interrupted as the door slams shut and silence abruptly descends on the room.<br>
<br>
Looking up you see a middle-aged lady striding over to the teacher’s desk. She is dressed in a long grey skirt, a buttoned up green blouse and a dark blazer. Her greying hair is clipped back and up, showcasing her stern and severe cheekbones.<br>
<br>
She drops a stack of thick hardback books on desk, a momentary thin smile creeping across her lips as the sound of the crash thunders around the room. "Good <<GreetingTime>>, ladies," she barks.<br>
<br>
"Good <<GreetingTime>>, Ms. Prichard," the students monotonously parrot back to her. She surveys the room with narrowed eyes. Her smile is long gone.<br>
<<Quest23AmuletObservation "Prichard">>
<br>
<<ActionsHeader>>
<<link "Begin the lesson" "GeographyClass0">><<EventsCheckEnd "SchoolGeographyRoom" "GeographyClass">><<NPCKnown "Prichard">><<QuestTracker "Quest11" 0>><</link>><br>
<<QuestState "Quest11">>
<<if _QuestState is 1 or _QuestState is 2>><<link "Ask Prichard to be excused before the lesson starts" "PrichardDialogue">><<NPCKnown "Prichard">><<QuestTracker "Quest11" 0>><<EventsCheckEnd "SchoolGeographyRoom" "GeographyClass">><<set $PrichardDialogue to "HallPass">><</link>><br><</if>>
<<elseif _CheckFirst is false and $current.avatar is "Dennis">>
You file into the classroom with the other boys, the scrape of chairs and the low thrum of voices filling the space. The distorted world map dominates the blackboard, its faded blues and greens already waiting like a challenge.<br>
<br>
The room carries an energy you’ve not felt before in geography. The boys sit straighter. Elbows planted, shoulders squared. Even before the lesson begins, it feels less like a classroom and more like a barracks.<Br>
<br>
The door creaks open. Ms. Prichard strides in, her heels striking the floorboards with clipped precision. A battered leather folder is tucked under her arm; she slams it onto the desk, the sound sharp enough to cut through the chatter. <Br>
<Br>
"Good <<GreetingTime>>, gentlemen."<Br>
<<Quest23AmuletObservation "Prichard">>
<br>
<<ActionsHeader>>
<<link "Begin the lesson" "GeographyClass0">><<EventsCheckEnd "SchoolGeographyRoom" "GeographyClass">><<NPCKnown "Prichard">><<QuestTracker "Quest11" 0>><</link>><br>
<<elseif _CheckFirst is false and $current.avatar is "Jake">>
You shoulder into the geography room with the others, the scrape of chairs and the thud of bags already filling the air. Voices overlap, rough and restless. Someone snaps a rubber band across the aisle, another throws a paper ball at a student's head.<Br>
<Br>
You catch a grin as you pass, receive a shoulder-bump from a boy sliding into his seat. Another calls your name with a smirk. The football players move out of your way, opening up a space to a desk in the centre of their pack.<Br>
<Br>
Only moments after you've taken your seat, the door slams open. Silence drops like a blade. Ms. Prichard strides in, heels rapping sharp against the boards, a battered leather folder tucked under her arm. She slaps it onto her desk, the crack cutting the last scraps of noise.<Br>
<Br>
"Good <<GreetingTime>>, gentlemen."<Br>
<Br>
The reply comes almost as one. You find yourself speaking with them, the sound resonating in your chest.<Br>
<br>
Prichard’s eyes sweep the rows, cold and appraising. For a moment they flicker on you before her gaze moves on to survey the rest of the class. "Let's turn that energy to the lesson at hand."<Br>
<<Quest23AmuletObservation "Prichard">>
<br>
<<ActionsHeader>>
<<link "Begin the lesson" "GeographyClass0">><<EventsCheckEnd "SchoolGeographyRoom" "GeographyClass">><<NPCKnown "Prichard">><<QuestTracker "Quest11" 0>><</link>><br>
<<elseif $current.avatar is "Emily">>
You walk into the Geography room and take a seat. As before, the only students in the class are girls.<br>
<br>
Any chatter ceases as soon as Ms. Prichard enters the room. She shuts the door with force and strides over to her desk.<br>
<br>
"Good <<GreetingTime>>, ladies," she snaps. The class replies back without emotion, including you.<br>
<<Quest23AmuletObservation "Prichard">>
<br>
<<ActionsHeader>>
<<link "Begin the lesson" "GeographyClass0">><<EventsCheckEnd "SchoolGeographyRoom" "GeographyClass">><</link>><br>
<<QuestState "Quest11">>
<<if _QuestState is 1 or _QuestState is 2>><<link "Ask Prichard to be excused before the lesson starts" "PrichardDialogue">><<EventsCheckEnd "SchoolGeographyRoom" "GeographyClass">><<set $PrichardDialogue to "HallPass">><</link>><br><</if>>
<<TaskState "Task7">>
<<if _TaskState is "active">><<link "Feign sickness to go see Nurse Rancy" "PrichardDialogue">><<EventsCheckEnd "SchoolGeographyRoom" "GeographyClass">><<set $PrichardDialogue to "FeignIllness">><</link>><br><</if>>
<<elseif $current.avatar is "Dennis">>
You walk into the Geography room and quickly take an empty desk near the middle of the class. The atmosphere is loud. Boys are slouched in chairs, trading jabs, snapping rubber bands and throwing paper.<Br>
<bR>
The door slams open and Ms. Prichard walks in. Same grey skirt, green blouse crisp under her blazer. Her hair is pulled back, her heels tap sharply on the floor. "Good <<GreetingTime>>, gentlemen," she barks. <Br>
<br>
There is a din of mutters parroting back her words, unenthusiastic but synced. But the noise and boisterous energy diminishes slowly to silence, as her eyes scan the room with a daring glare.<Br>
<<Quest23AmuletObservation "Prichard">>
<br>
<<ActionsHeader>>
<<link "Begin the lesson" "GeographyClass0">><<EventsCheckEnd "SchoolGeographyRoom" "GeographyClass">><<NPCKnown "Prichard">><<QuestTracker "Quest11" 0>><</link>><br>
<<elseif $current.avatar is "Jake">>
You shoulder into the geography room with the others, the scrape of chairs and the thud of bags already filling the air. Voices overlap, rough and restless. Someone snaps a rubber band across the aisle, another throws a paper ball at a student's head.<Br>
<Br>
You catch a grin as you pass, receive a shoulder-bump from a boy sliding into his seat. Another calls your name with a smirk. The football players move out of your way, opening up a space to a desk in the centre of their pack.<Br>
<Br>
Only moments after you've taken your seat, the door slams open. Silence drops like a blade. Ms. Prichard strides in, heels rapping sharp against the boards, a battered leather folder tucked under her arm. She slaps it onto her desk, the crack cutting the last scraps of noise.<Br>
<Br>
"Good <<GreetingTime>>, gentlemen."<Br>
<Br>
The reply comes almost as one. You find yourself speaking with them, the sound resonating in your chest.<Br>
<br>
Prichard’s eyes sweep the rows, cold and appraising. For a moment they flicker on you before her gaze moves on to survey the rest of the class. "Let's turn that energy to the lesson at hand."<Br>
<<Quest23AmuletObservation "Prichard">>
<br>
<<ActionsHeader>>
<<link "Begin the lesson" "GeographyClass0">><<EventsCheckEnd "SchoolGeographyRoom" "GeographyClass">><<NPCKnown "Prichard">><<QuestTracker "Quest11" 0>><</link>><br>
<</if>>
<<case "GeographyAct2SpecialLesson">>
<br>
You walk into the Geography room and take a seat. As before, the only students in the class are girls. Yet instead of chatter there is only silence. It only takes you a moment to figure out why. On each desk is a long box, cardboard pink, held together by white ribbon in a bow.<br>
<br>
You slide into your seat as soon as Ms. Prichard enters the room. She shuts the door with force and strides over to her desk.<br>
<br>
"Good <<GreetingTime>>, ladies," she snaps. The class replies back without emotion, including you.<br>
<br>
Her eyes survey the room, relishing in the attention. "Today, as part of your preparations for the prom, we are honoured to receive the headmaster's guidance on a most sacred duty."<br>
<br>
She gestures to the class, raising her hand. "Don't just sit then. Open them up."<br>
<br>
You look around to see the other students sharing confused looks. Then each one reaches out to the box on their desk and undoes the ribbon, pulling off the cover.<br>
<br>
Bracing yourself, you do the same. Pulling back the lid, you peer in. What you see makes your mouth drop.<br>
<Br>
<<ActionsHeader>>
<<link "Look inside the box" "GeographyAct2SpecialLesson">><<EventsCheckEnd "SchoolGeographyRoom" "GeographyAct2SpecialLesson">><</link>>
<</switch>><<CheckFirst "GeographyClass">>
<<if _CheckFirst is false and $current.avatar is "Emily" and $GeographyWard isnot "NulifiedSelf" and $GeographyWard isnot "NulifiedAll">>
"Today’s lesson continues your learning of the perils of foreign countries and their deviant fauna, wildlife and… <i>residents</i>," Ms. Prichard begins. "Foreigners are awash with diseases, impure intentions and moral decay. This goes for their homelands."<br>
<br>
She points to a chalk map of the world on the blackboard. A few of them have been annotated, listing out dangers. Some are valid threats. Others are thinly veiled xenophobia.<br>
<br>
Prichard empties a pack of chalk on to the empty desk at the front of the room. "Today, each of you in turn will come up to the blackboard and pick a country. You will then write as many dangers as you can come up with relating to it. Remember what you’ve already learned in class, ladies. Spiders and bears are rudimentary threats. But don’t forget the threats to your virtue. Let’s begin."<br>
<br>
One by one, you watch each student approach the blackboard with chalk in hand and choose a country. You note with relish how Ms. Prichard looks frustrated when a student picks a tangible threat. She even rolls her eyes when Brittany, a curly haired beach blonde girl in a cheerleader uniform, writes temperature for Antarctica. Comparatively, you are sure you see her licking her lips when another student writes ‘loose women’ for Amsterdam. <br>
<br>
Soon it is your turn to stand up. Prichard beckons you forward and you grab a piece of chalk. With the obvious countries taken, you choose Italy as Jennifer always talks about travelling there.<br>
<br>
You write down the ones that have come up in your research. <i>Petty crime</i>, <i>Pick pocketing</i>, <i>Bag snatching</i>. You even write down Earthquakes, as you discovered they occur several times a year.<br>
<br>
Prichard watches you intently as you scratch chalk against the blackboard. With each stroke you make, you begin to feel nervous about the country. Why does Jennifer want to visit such a dangerous place, you think. <i>Not like here.</i><br>
<br>
"Good, Miss Phillips," Prichard says, a thin smile. "What else could be a threat to you in Italy?"<br>
<br>
<<ActionsHeader>>
<<link "Continue writing the dangers." "GeographyClass">>
<<Assertive -1>><<EmilyGrades 1>><<AddFirst "GeographyClass">><<set $GeographyClass to "Continue">>
<<QuestState "Quest5">>
<<if _QuestState is 2>><<QuestTracker "Quest10" 0>><<QuestTracker "Quest10" 1>><<QuestOptionUnlock "Quest5" 2 "geography">><<else>><<QuestTracker "Quest10" 0>><</if>>
<<Flag "Act2Started">>
<<if _FlagReturn is true>><<QuestOptionUnlock "Quest24" 0 "geography">><</if>>
<</link>><br>
<<link "Stop participating." "GeographyClass">>
<<Assertive 1>>
<<EmilyGrades -1>>
<<AddFirst "GeographyClass">>
<<set $GeographyClass to "Stop">>
<<QuestState "Quest5">>
<<if _QuestState is 2>><<QuestTracker "Quest10" 0>><<QuestTracker "Quest10" 1>><<QuestOptionUnlock "Quest5" 2 "geography">><<else>><<QuestTracker "Quest10" 0>><</if>>
<<Flag "Act2Started">>
<<if _FlagReturn is true>><<QuestOptionUnlock "Quest24" 0 "geography">><</if>>
<</link>>
<<elseif _CheckFirst is false and $current.avatar is "Dennis">>
"Today’s lesson continues your exploration of global opportunity," Ms. Prichard begins, her tone clipped and precise. "Geography is the study of power. Not of where borders lie, but of where they should lie, and where men should draw them." <Br>
<Br>
She steps to the blackboard, where a chalk map of the world has been outlined in bold strokes. But this is no ordinary world map. Borders are incorrect. Empire-era names have replaced modern ones. Territories once coloured independent are again under the Union Jack.<br>
<Br>
She lifts a thin wooden pointer and taps it across regions with rhythmic force. "You will each come forward and choose a country. Your task is to outline how we should claim it. Strategic resources. Political leverage. Cultural suppression. You may use the pins and string for planning naval or land-based routes." She smiles faintly. "This is not a history lesson. It is a map of tomorrow."<Br>
<Br>
<<if $GeographyWard is "NulifiedSelf">>
One by one, the boys take their turns. As they step up and mark the board with the chalk, the energy in the room shifts palpably. Competitive, boisterous, eager. Strategies are shouted before they reach the board. "Naval control of the Med!" says one. "Undermine the local government," says another. Each seems more emboldened than the last.<Br>
<Br>
Soon it is your turn to stand up. Prichard beckons you forward and you grab a piece of chalk. With the obvious countries taken, you choose Italy as you recall Jennifer discussing that in your travel plans. You note a number of crudely drawn submarines off the Mediterranean Sea.<Br>
<bR>
You scrawl a line from one to the coast. Feeling a surge of confidence as you envision troops landing there. "Good," Prichard murmurs. "The coast of Italy is an easy target. Flat terrain leads to a rapid deployment." Pausing, you look back to the class. The other boys watch you with curiosity. Smirks emphasising their impatience for you to continue your plan.<br>
<<elseif $GeographyWard is "NulifiedAll">>
The boys go up in turn, but something is wrong. One approaches, selects India, and then hesitates. "Miss… didn’t we already leave there?" he asks. The others frown. Another mutters something about "modern treaties."<br>
<bR>
The classroom grows still. Prichard’s lips part slightly. She does not speak. A third student shrugs and sits down without writing anything. Soon it is your turn to stand up. Prichard beckons you forward and you grab a piece of chalk.<Br>
<Br>
With the obvious countries taken, you choose Italy as you recall Jennifer discussing that in your travel plans. You note a number of crudely drawn submarines off the Mediterranean Sea. You scrawl a line from one to the coast. But without the impact of the chalk, you feel more foolish than assured in charting out an imaginary invasion of Italy by British troops.<br>
<br>
"Good," Prichard says, without her usual conviction. "The coast of Italy is an easy target. Flat terrain leads to a rapid deployment." Pausing, you look back to the class. The other boys watch you, but their faces are filled with confusion. One sniggers at her words.<Br>
<<else>>
One by one, the boys step forward. The tension in the room builds with each new strategist. Laughter becomes harder, louder. Boasts are flung across desks. "Cut off their water," one says. "Marry into the elite and then fracture it from within," says another. <br>
<br>
By the time you rise, the map looks half conquered already. You choose Italy as you recall Jennifer discussing that in your travel plans. You note a number of crudely drawn submarines off the Mediterranean Sea. You scrawl a line from one to the coast. Feeling a surge of confidence as you envision troops landing there.<Br>
<bR>
"Good," Prichard murmurs. "The coast of Italy is an easy target. Flat terrain leads to a rapid deployment." Pausing, you look back to the class. The other boys watch you with curiosity. Smirks emphasising their impatience for you to continue your plan.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Continue marking the board" "GeographyClass">>
<<AddFirst "GeographyClass">>
<<set $GeographyClass to "Continue">>
<<Assertive 1>>
<<QuestState "Quest5">>
<<if _QuestState is 2>><<QuestTracker "Quest10" 0>><<QuestTracker "Quest10" 1>><<QuestOptionUnlock "Quest5" 2 "geography">><<else>><<QuestTracker "Quest10" 0>><</if>>
<</link>><br>
<<link "Stop participating" "GeographyClass">>
<<AddFirst "GeographyClass">>
<<set $GeographyClass to "Stop">>
<<Assertive -1>>
<<QuestState "Quest5">>
<<if _QuestState is 2>><<QuestTracker "Quest10" 0>><<QuestTracker "Quest10" 1>><<QuestOptionUnlock "Quest5" 2 "geography">><<else>><<QuestTracker "Quest10" 0>><</if>>
<</link>>
<<elseif _CheckFirst is false and $current.avatar is "Jake">>
"Today’s lesson continues your exploration of global opportunity," Ms. Prichard begins, her tone clipped and precise. "Geography is the study of power. Not of where borders lie, but of where they should lie, and where men should draw them."<Br>
<BR>
She steps to the blackboard, pointer in hand. The world map behind her is no ordinary map. Borders are wrong, names resurrected from empire. Territories once coloured free are again shaded under the Union Jack.<Br>
<Br>
She raps the pointer against the board, sharp and rhythmic. "You will each come forward and choose a country. Your task is to outline how we should claim it. Strategic resources. Political leverage. Cultural suppression. You may use the pins and string for planning naval or land-based routes."<Br>
<Br>
Her eyes sweep the rows. When they pass over you, there is no challenge, no derision. Just the faintest twitch at the corner of her lips, approval held tightly in check. She does not need to name you. Your aggression, your certainty, is exactly what she wants.<Br>
<Br>
"Turn that energy," she says evenly. "To the lesson at hand."<Br>
<br>
Around you, the boys square their shoulders, their smirks sharpening. No sideways jabs, no muttered mockery. Instead, glances your way are measuring and competitive. As if daring you to prove yourself against them.<Br>
<Br>
<<if $GeographyWard is "NulifiedSelf">>
One by one, the boys step up to the board. Each claim sharpens the air further. They bark strategies before chalk hits slate. "Naval control of the Med!" one calls. "Crush the local government!" another adds. The energy builds, rowdy but focused.<Br>
<br>
When your turn comes, you rise without hesitation. Italy seems obvious, the choice almost instinctive. You recall Jennifer had once mentioned it in travel plans. You sketch a line of submarines through the Mediterranean, cutting into the coast.<Br>
<br>
"Good," Prichard murmurs. "The coast of Italy is an easy target. Flat terrain, rapid deployment."<Br>
<Br>
The boys behind you lean forward, smirking, impatient to see what you’ll draw next.<Br>
<<elseif $GeographyWard is "NulifiedAll">>
The lesson falters. A boy picks India, then frowns. "Didn’t we already leave there?" he mutters. Another shakes his head, talking of treaties. The room shifts, confusion prickling.<Br>
<Br>
Prichard stills. Her lips part slightly, but no correction comes. A second boy shrugs, chalk idle in his hand. A third sits down without a mark.<Br>
<Br>
When you’re called, you take the chalk and mark Italy. Submarines scattered across the Mediterranean, a crude line to the coast. It feels hollow, a pantomime of power rather than the thing itself.<Br>
<br>
"Good," Prichard says, but her voice carries none of its usual conviction. "Flat terrain, rapid deployment."<Br>
<br>
You glance back. The boys are watching, but not with hunger. There are frowns. A half-snigger from the back echoes across the room.<Br>
<<else>>
The lesson ignites. Each boy who takes the chalk scratches furiously, as if the battle will be won in the blackboard. Boasts fly across the room. "Blockade the ports!" one shouts. "Starve them out!" calls another. Laughter rises, sharp and eager.<Br>
<Br>
You can feel the effects of the lesson burrow into your chest, hot and insistent. Every mark on the board feeds the feeling. What should be a lesson feels like a staging ground, conquest inevitable, borders nothing more than prey to carve.<Br>
<Br>
By the time your turn comes, the map is already scarred with arrows and pins. You seize the chalk, almost grinning as you scrawl a line of submarines across the Mediterranean. The coast of Italy waits, open, waiting.<Br>
<Br>
"Good," Prichard murmurs. Her eyes gleam as she watches you. "Flat terrain. Rapid deployment."<Br>
<Br>
Behind you, boys lean forward, smirks curling wider. They want to see how far you’ll go.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Continue marking the board" "GeographyClass">>
<<AddFirst "GeographyClass">>
<<set $GeographyClass to "Continue">>
<<Assertive 1>>
<<QuestState "Quest5">>
<<if _QuestState is 2>><<QuestTracker "Quest10" 0>><<QuestTracker "Quest10" 1>><<QuestOptionUnlock "Quest5" 2 "geography">><<else>><<QuestTracker "Quest10" 0>><</if>>
<</link>><br>
<<link "Stop participating" "GeographyClass">>
<<set $GeographyClass to "Stop">>
<<Assertive -1>>
<<AddFirst "GeographyClass">>
<<QuestState "Quest5">>
<<if _QuestState is 2>><<QuestTracker "Quest10" 0>><<QuestTracker "Quest10" 1>><<QuestOptionUnlock "Quest5" 2 "geography">><<else>><<QuestTracker "Quest10" 0>><</if>>
<</link>>
<<elseif $current.avatar is "Emily">>
Ms. Prichard lays out some chalk on the empty front desk again and points to the blackboard. <br>
<br>
"We will continue listing out the dangers of countries around the world, ladies. You may choose to fill in any country you can add to, today. Please begin, Miss Oats," she says, motioning Heather to the front of the room.<br>
<br>
<<Flag "Act2Started">>
<<if _FlagReturn is true>>
<<if $GeographyWard is undefined>>
<<QuestOptionCheck "Quest24" 0 "geography">>
<<if _QuestOptionCheck is true>>
Quickly it is your turn and you are ushered up. Prichard watches you as you pick up the chalk and begin to write a few examples of dangers that you know. You flinch, feeling the magic sparkle within the chalk once more.<br>
<<else>>
Quickly it is your turn and you are ushered up. Prichard watches you as you pick up the chalk. You have to fight to keep yourself from reacting. There, as if mocking you, is the sense of magic once more. With the class watching, you have no choice. You begin to write a few examples of dangers that you know.<br>
<</if>>
<br>
And like before, with each letter you write, you feel more alarmed by the idea of visiting there.<br>
<br>
<<ActionsHeader>>
<<link "Continue writing the dangers." "GeographyClass">>
<<EmilyGrades 1>><<Assertive -1>><<set $GeographyClass to "Continue">><<QuestOptionUnlock "Quest24" 0 "geography">>
<</link>><br>
<<link "Stop participating." "GeographyClass">>
<<EmilyGrades -1>><<Assertive 1>><<set $GeographyClass to "Stop">><<QuestOptionUnlock "Quest24" 0 "geography">>
<</link>>
<<elseif $GeographyWard is "NulifiedAll">>
Quickly it is your turn and you are ushered up. Prichard watches you as you pick up the chalk and begin to write a few examples of dangers that you know.<br>
<br>
You begin to write the dangers. Thanks to your removal of the curse, the writing once more has no effect on you or any of the students in the class.<br>
<br>
<<ActionsHeader>>
<<link "Continue writing the dangers." "GeographyClass">>
<<EmilyGrades 1>><<set $GeographyClass to "Continue">><<QuestOptionUnlock "Quest24" 0 "geography">>
<</link>><br>
<<link "Stop participating." "GeographyClass">>
<<EmilyGrades -1>><<Assertive 1>><<set $GeographyClass to "Stop">><<QuestOptionUnlock "Quest24" 0 "geography">>
<</link>>
<<elseif $GeographyWard is "NulifiedSelf">>
Quickly it is your turn and you are ushered up. Prichard watches you as you pick up the chalk and begin to write a few examples of dangers that you know.<br>
<br>
You begin to write the dangers. Thanks to your removal of the curse, the writing once more has no effect on you. Unlike your fellow students, who seem to be scared with every word they write.<br>
<br>
<<ActionsHeader>>
<<link "Continue writing the dangers." "GeographyClass">>
<<EmilyGrades 1>><<set $GeographyClass to "Continue">><<QuestOptionUnlock "Quest24" 0 "geography">>
<</link>><br>
<<link "Stop participating." "GeographyClass">>
<<EmilyGrades -1>><<Assertive 1>><<set $GeographyClass to "Stop">><<QuestOptionUnlock "Quest24" 0 "geography">>
<</link>>
<</if>>
<<else>>
Quickly it is your turn and you are ushered up. Prichard watches you as you pick up the chalk and begin to write a few examples of dangers that you know.<br>
<br>
<<if $GeographyWard is "NulifiedSelf">>
You begin to write the dangers. Thanks to your removal of the curse, the writing has no effect on you. Unlike your fellow students, who seem to be scared with every word they write.<br>
<br>
<<ActionsHeader>>
<<link "Continue writing the dangers." "GeographyClass">><<EmilyGrades 1>><<set $GeographyClass to "Continue">><</link>><br>
<<link "Stop participating." "GeographyClass">>
<<EmilyGrades -1>>
<<Assertive 1>>
<<set $GeographyClass to "Stop">>
<</link>>
<<elseif $GeographyWard is "NulifiedAll">>
You begin to write the dangers. Thanks to your removal of the curse, the writing has no effect on you or any of the students in the class.<br>
<br>
<<ActionsHeader>>
<<link "Continue writing the dangers." "GeographyClass">><<EmilyGrades 1>><<set $GeographyClass to "Continue">><</link>><br>
<<link "Stop participating." "GeographyClass">>
<<EmilyGrades -1>>
<<Assertive 1>>
<<set $GeographyClass to "Stop">>
<</link>>
<<else>>
Like before, with each letter you write, you feel more alarmed by the idea of visiting there. <br>
<br>
<<ActionsHeader>>
<<link "Continue writing the dangers." "GeographyClass">><<EmilyGrades 1>><<Assertive -1>><<set $GeographyClass to "Continue">><</link>><br>
<<link "Stop participating." "GeographyClass">>
<<EmilyGrades -1>>
<<Assertive 1>>
<<set $GeographyClass to "Stop">>
<</link>>
<</if>>
<</if>>
<<elseif $current.avatar is "Dennis">>
"Today’s lesson continues your exploration of global opportunity," Ms. Prichard begins, her tone clipped and precise. "Geography is the study of power. Not of where borders lie, but of where they should lie, and where men should draw them." <Br>
<Br>
She steps to the blackboard, where a chalk map of the world has been outlined in bold strokes. But this is no ordinary world map. Borders are incorrect. Empire-era names have replaced modern ones. Territories once coloured independent are again under the Union Jack.<br>
<Br>
She lifts a thin wooden pointer and taps it across regions with rhythmic force. "You will each come forward and choose a country. Your task is to outline how we should claim it. Strategic resources. Political leverage. Cultural suppression. You may use the pins and string for planning naval or land-based routes." She smiles faintly. "This is not a history lesson. It is a map of tomorrow."<Br>
<Br>
<<Flag "Act2Started">>
<<if _FlagReturn is true>>
<<if $GeographyWard is undefined>>
<<QuestOptionCheck "Quest24" 0 "geography">>
<<if _QuestOptionCheck is true>>
One by one, the boys step forward. The tension in the room builds with each new strategist. Laughter becomes harder, louder. Boasts are flung across desks. "Cut off their water," one says. "Marry into the elite and then fracture it from within," says another.<br>
<br>
You stare back at the chalk in their hands and grimace, realising the magic is once again impacting them.<br>
<<else>>
One by one, the boys step forward. The tension in the room builds with each new strategist. Laughter becomes harder, louder. Boasts are flung across desks. "Cut off their water," one says. "Marry into the elite and then fracture it from within," says another.<br>
<br>
You stare back at the chalk in their hands and grimace. You can't see it within the chalk, but the realisation dawns on you. The curse is once more active, weaseling its way into their minds.<br>
<</if>>
<br>
By the time you rise, the map looks half conquered already. You choose Italy as you recall Jennifer discussing that in your travel plans. You note a number of crudely drawn submarines off the Mediterranean Sea. You scrawl a line from one to the coast. Feeling a surge of confidence as you envision troops landing there.<br>
<br>
"Good," Prichard murmurs. "The coast of Italy is an easy target. Flat terrain leads to a rapid deployment." Pausing, you look back to the class. The other boys watch you with curiosity. Smirks emphasising their impatience for you to continue your plan.<br>
<<elseif $GeographyWard is "NulifiedAll">>
The boys go up in turn, but something is wrong. One approaches, selects India, and then hesitates. "Miss… didn't we already leave there?" he asks. The others frown. Another mutters something about "modern treaties."<br>
<br>
You smile to yourself. It's clear that they are once again free from the sway of the magic in the chalk.<br>
<br>
The classroom grows still. Prichard's lips part slightly. She does not speak. A third student shrugs and sits down without writing anything. Soon it is your turn to stand up. Prichard beckons you forward and you grab a piece of chalk.<br>
<br>
With the obvious countries taken, you choose Italy as you recall Jennifer discussing that in your travel plans. You note a number of crudely drawn submarines off the Mediterranean Sea. You scrawl a line from one to the coast. But without the impact of the chalk, you feel more foolish than assured in charting out an imaginary invasion of Italy by British troops.<br>
<br>
"Good," Prichard says, without her usual conviction. "The coast of Italy is an easy target. Flat terrain leads to a rapid deployment." Pausing, you look back to the class. The other boys watch you, but their faces are filled with confusion. One sniggers at her words.<br>
<<elseif $GeographyWard is "NulifiedSelf">>
One by one, the boys take their turns. As they step up and mark the board with the chalk, the energy in the room shifts palpably. Competitive, boisterous, eager.<br>
<br>
You stare back at the chalk in their hands and grimace, realising that even if the magic is back to being dulled for you, it's impacting them.<br>
<br>
Strategies are shouted before they reach the board. "Naval control of the Med!" says one. "Undermine the local government," says another. Each seems more emboldened than the last.<br>
<br>
Soon it is your turn to stand up. Prichard beckons you forward and you grab a piece of chalk. With the obvious countries taken, you choose Italy as you recall Jennifer discussing that in your travel plans. You note a number of crudely drawn submarines off the Mediterranean Sea.<br>
<br>
You scrawl a line from one to the coast. "Good," Prichard murmurs. "The coast of Italy is an easy target. Flat terrain leads to a rapid deployment." Pausing, you look back to the class. The other boys watch you with curiosity. Smirks emphasising their impatience for you to continue your plan.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Continue marking the board" "GeographyClass">>
<<set $GeographyClass to "Continue">>
<<Assertive 1>>
<<QuestOptionUnlock "Quest24" 0 "geography">>
<</link>><br>
<<link "Stop participating" "GeographyClass">>
<<set $GeographyClass to "Stop">>
<<Assertive -1>>
<<QuestOptionUnlock "Quest24" 0 "geography">>
<</link>>
<<else>>
<<if $GeographyWard is "NulifiedSelf">>
One by one, the boys take their turns. As they step up and mark the board with the chalk, the energy in the room shifts palpably. Competitive, boisterous, eager. Strategies are shouted before they reach the board. "Naval control of the Med!" says one. "Undermine the local government," says another. Each seems more emboldened than the last.<Br>
<Br>
Soon it is your turn to stand up. Prichard beckons you forward and you grab a piece of chalk. With the obvious countries taken, you choose Italy as you recall Jennifer discussing that in your travel plans. You note a number of crudely drawn submarines off the Mediterranean Sea.<Br>
<bR>
You scrawl a line from one to the coast. "Good," Prichard murmurs. "The coast of Italy is an easy target. Flat terrain leads to a rapid deployment." Pausing, you look back to the class. The other boys watch you with curiosity. Smirks emphasising their impatience for you to continue your plan.<br>
<<elseif $GeographyWard is "NulifiedAll">>
The boys go up in turn, but something is wrong. One approaches, selects India, and then hesitates. "Miss… didn’t we already leave there?" he asks. The others frown. Another mutters something about "modern treaties."<br>
<bR>
The classroom grows still. Prichard’s lips part slightly. She does not speak. A third student shrugs and sits down without writing anything. Soon it is your turn to stand up. Prichard beckons you forward and you grab a piece of chalk.<Br>
<Br>
With the obvious countries taken, you choose Italy as you recall Jennifer discussing that in your travel plans. You note a number of crudely drawn submarines off the Mediterranean Sea. You scrawl a line from one to the coast. But without the impact of the chalk, you feel more foolish than assured in charting out an imaginary invasion of Italy by British troops.<br>
<br>
"Good," Prichard says, without her usual conviction. "The coast of Italy is an easy target. Flat terrain leads to a rapid deployment." Pausing, you look back to the class. The other boys watch you, but their faces are filled with confusion. One sniggers at her words.<Br>
<<else>>
One by one, the boys step forward. The tension in the room builds with each new strategist. Laughter becomes harder, louder. Boasts are flung across desks. "Cut off their water," one says. "Marry into the elite and then fracture it from within," says another. <br>
<br>
By the time you rise, the map looks half conquered already. You choose Italy as you recall Jennifer discussing that in your travel plans. You note a number of crudely drawn submarines off the Mediterranean Sea. You scrawl a line from one to the coast. Feeling a surge of confidence as you envision troops landing there.<Br>
<bR>
"Good," Prichard murmurs. "The coast of Italy is an easy target. Flat terrain leads to a rapid deployment." Pausing, you look back to the class. The other boys watch you with curiosity. Smirks emphasising their impatience for you to continue your plan.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Continue marking the board" "GeographyClass">><<set $GeographyClass to "Continue">><<Assertive 1>><</link>><br>
<<link "Stop participating" "GeographyClass">><<set $GeographyClass to "Stop">><<Assertive -1>><</link>>
<</if>>
<<elseif $current.avatar is "Jake">>
"Today’s lesson continues your exploration of global opportunity," Ms. Prichard begins, her tone clipped and precise. "Geography is the study of power. Not of where borders lie, but of where they should lie, and where men should draw them."<Br>
<BR>
She steps to the blackboard, pointer in hand. The world map behind her is no ordinary map. Borders are wrong, names resurrected from empire. Territories once coloured free are again shaded under the Union Jack.<Br>
<Br>
She raps the pointer against the board, sharp and rhythmic. "You will each come forward and choose a country. Your task is to outline how we should claim it. Strategic resources. Political leverage. Cultural suppression. You may use the pins and string for planning naval or land-based routes."<Br>
<Br>
Her eyes sweep the rows. When they pass over you, there is no challenge, no derision. Just the faintest twitch at the corner of her lips, approval held tightly in check. She does not need to name you. Your aggression, your certainty, is exactly what she wants.<Br>
<Br>
"Turn that energy," she says evenly. "To the lesson at hand."<Br>
<br>
Around you, the boys square their shoulders, their smirks sharpening. No sideways jabs, no muttered mockery. Instead, glances your way are measuring and competitive. As if daring you to prove yourself against them.<Br>
<Br>
<<Flag "Act2Started">>
<<if _FlagReturn is true>>
<<if $GeographyWard is undefined>>
<<QuestOptionCheck "Quest24" 0 "geography">>
<<if _QuestOptionCheck is true>>
The lesson ignites. Each boy who takes the chalk scratches furiously, as if the battle will be won in the blackboard. Boasts fly across the room. "Blockade the ports!" one shouts. "Starve them out!" calls another. Laughter rises, sharp and eager.<br>
<br>
You stare back at the chalk in their hands and grimace, realising the magic is once again impacting them.<br>
<<else>>
The lesson ignites. Each boy who takes the chalk scratches furiously, as if the battle will be won in the blackboard. Boasts fly across the room. "Blockade the ports!" one shouts. "Starve them out!" calls another. Laughter rises, sharp and eager.<br>
<br>
You stare back at the chalk in their hands and grimace. You can't see it within the chalk, but the realisation dawns on you. The curse is once more active, weaseling its way into their minds.<br>
<</if>>
<br>
You can feel the effects of the lesson burrow into your chest, hot and insistent. Every mark on the board feeds the feeling. What should be a lesson feels like a staging ground, conquest inevitable, borders nothing more than prey to carve.<br>
<br>
By the time your turn comes, the map is already scarred with arrows and pins. You seize the chalk, almost grinning as you scrawl a line of submarines across the Mediterranean. The coast of Italy waits, open, waiting.<br>
<br>
"Good," Prichard murmurs. Her eyes gleam as she watches you. "Flat terrain. Rapid deployment."<br>
<br>
Behind you, boys lean forward, smirks curling wider. They want to see how far you'll go.<br>
<<elseif $GeographyWard is "NulifiedAll">>
The lesson falters. A boy picks India, then frowns. "Didn't we already leave there?" he mutters. Another shakes his head, talking of treaties. The room shifts, confusion prickling.<br>
<br>
You smile to yourself. It's clear that they are once again free from the sway of the magic in the chalk.<br>
<br>
Prichard stills. Her lips part slightly, but no correction comes. A second boy shrugs, chalk idle in his hand. A third sits down without a mark.<br>
<br>
When you're called, you take the chalk and mark Italy. Submarines scattered across the Mediterranean, a crude line to the coast. It feels hollow, a pantomime of power rather than the thing itself.<br>
<br>
"Good," Prichard says, but her voice carries none of its usual conviction. "Flat terrain, rapid deployment."<br>
<br>
You glance back. The boys are watching, but not with hunger. There are frowns. A half-snigger from the back echoes across the room.<br>
<<elseif $GeographyWard is "NulifiedSelf">>
One by one, the boys step up to the board. Each claim sharpens the air further. They bark strategies before chalk hits slate. "Naval control of the Med!" one calls. "Crush the local government!" another adds. The energy builds, rowdy but focused.<br>
<br>
You stare back at the chalk in their hands and grimace, realising that even if the magic is back to being dulled for you, it's impacting them.<br>
<br>
When your turn comes, you rise without hesitation. Italy seems obvious, the choice almost instinctive. You recall Jennifer had once mentioned it in travel plans. You sketch a line of submarines through the Mediterranean, cutting into the coast.<br>
<br>
"Good," Prichard murmurs. "The coast of Italy is an easy target. Flat terrain, rapid deployment."<br>
<br>
The boys behind you lean forward, smirking, impatient to see what you'll draw next.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Continue marking the board" "GeographyClass">>
<<set $GeographyClass to "Continue">>
<<Assertive 1>>
<<QuestOptionUnlock "Quest24" 0 "geography">>
<</link>><br>
<<link "Stop participating" "GeographyClass">>
<<set $GeographyClass to "Stop">>
<<Assertive -1>>
<<QuestOptionUnlock "Quest24" 0 "geography">>
<</link>>
<<else>>
<<if $GeographyWard is "NulifiedSelf">>
One by one, the boys step up to the board. Each claim sharpens the air further. They bark strategies before chalk hits slate. "Naval control of the Med!" one calls. "Crush the local government!" another adds. The energy builds, rowdy but focused.<Br>
<br>
When your turn comes, you rise without hesitation. Italy seems obvious, the choice almost instinctive. You recall Jennifer had once mentioned it in travel plans. You sketch a line of submarines through the Mediterranean, cutting into the coast.<Br>
<br>
"Good," Prichard murmurs. "The coast of Italy is an easy target. Flat terrain, rapid deployment."<Br>
<Br>
The boys behind you lean forward, smirking, impatient to see what you’ll draw next.<Br>
<<elseif $GeographyWard is "NulifiedAll">>
The lesson falters. A boy picks India, then frowns. "Didn’t we already leave there?" he mutters. Another shakes his head, talking of treaties. The room shifts, confusion prickling.<Br>
<Br>
Prichard stills. Her lips part slightly, but no correction comes. A second boy shrugs, chalk idle in his hand. A third sits down without a mark.<Br>
<Br>
When you’re called, you take the chalk and mark Italy. Submarines scattered across the Mediterranean, a crude line to the coast. It feels hollow, a pantomime of power rather than the thing itself.<Br>
<br>
"Good," Prichard says, but her voice carries none of its usual conviction. "Flat terrain, rapid deployment."<Br>
<br>
You glance back. The boys are watching, but not with hunger. There are frowns. A half-snigger from the back echoes across the room.<Br>
<<else>>
The lesson ignites. Each boy who takes the chalk scratches furiously, as if the battle will be won in the blackboard. Boasts fly across the room. "Blockade the ports!" one shouts. "Starve them out!" calls another. Laughter rises, sharp and eager.<Br>
<Br>
You can feel the effects of the lesson burrow into your chest, hot and insistent. Every mark on the board feeds the feeling. What should be a lesson feels like a staging ground, conquest inevitable, borders nothing more than prey to carve.<Br>
<Br>
By the time your turn comes, the map is already scarred with arrows and pins. You seize the chalk, almost grinning as you scrawl a line of submarines across the Mediterranean. The coast of Italy waits, open, waiting.<Br>
<Br>
"Good," Prichard murmurs. Her eyes gleam as she watches you. "Flat terrain. Rapid deployment."<Br>
<Br>
Behind you, boys lean forward, smirks curling wider. They want to see how far you’ll go.<Br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Continue marking the board" "GeographyClass">><<set $GeographyClass to "Continue">><<Assertive 1>><</link>><br>
<<link "Stop participating" "GeographyClass">><<set $GeographyClass to "Stop">><<Assertive -1>><</link>>
<</if>>
<</if>><<if $GeographyClass is "Stop" and $current.avatar is "Emily">>
<<if $GeographyWard is "NulifiedSelf" or $GeographyWard is "NulifiedAll">>
Despite knowing that the chalk will have no further effect, you turn your back to the blackboard and put the chalk down. "I can’t think of any more," you say.<br>
<br>
Prichard’s eyes narrow and she snarls. "Girls like you are why this lesson is on the curriculum," she spits. "If you won’t participate and see the dangers of the world for yourself, then I shall employ other methods to correct your deviant mind. Return to your seat and see me after school!" <br>
<br>
<<Flag "TempBusinessMeeting">>
<<if _FlagReturn is true>>
You return to your desk and wait for the inevitable. But when the bell rings, Prichard catches your eye. "You are fortunate that you are required at the dinner this evening, Miss Phillips," she says through gritted teeth. "We will continue this another time."<br>
<br>
<<ActionsHeader>>
<<link "Leave class" "SchoolCorridor">><<set $GeographyClass to undefined>><<TimeChange>><</link>>
<<else>>
You return to your desk. Whether out of principle or other means, you decided that you wouldn’t indulge Prichard’s teachings. You are thankful when the bell rings, but you are aware you will have to return after school to face the consequences of your non-compliance.<br>
<br>
<<ActionsHeader>>
<<link "Leave class" "SchoolCorridor">><<set $GeographyClass to undefined>><<TimeChange>><<EventTrigger "SchoolGeographyRoom" "GeographyDetention" "Evening" "Prichard" "Emily" null null null true>><<SetNPCLocation "Prichard" $dayCurrent "3" "SchoolGeographyRoom">><<set $GeographyDetention to true>><</link>>
<</if>>
<<else>>
You take a deep breath and put the chalk down. "I can’t think of any more," you tell Prichard quietly.<br>
<br>
Her eyes narrow and her mouth clenches, as she fights back rage. "You can’t, Miss Phillips. Or won’t?" You shrug, trying to avoid direct confrontation.<br>
<br>
<<Flag "TempBusinessMeeting">>
<<if _FlagReturn is true>>
"Girls like you need special treatment," she snaps. She opens her mouth to continue, but pauses. Her eyes flick to the clock. "You are fortunate that you are required at the dinner this evening, Miss Phillips. We will deal with your attitude another time."<br>
<br>
Without a choice, you walk back to your desk. When the bell rings, Prichard watches you leave with a cold stare. You know this isn’t over.<br>
<br>
<<ActionsHeader>>
<<link "Leave class" "SchoolCorridor">><<set $GeographyClass to undefined>><<TimeChange>><</link>>
<<else>>
"Girls like you need special treatment," she snaps. "I see your deviant mind all too clearly. We shall deal with your attraction to vices in detention. Return to your seat, Miss Phillips. I will waste no more of my ladies’ time absorbing your corruption. You can waste only my time after the school day is finished."<br>
<br>
Without a choice, you walk back to your desk. You see the other students eying you with fear. When the bell rings, you avoid their worried stares and the angry scowl of Ms. Prichard.<br>
<br>
<<ActionsHeader>>
<<link "Leave class" "SchoolCorridor">><<set $GeographyClass to undefined>><<TimeChange>><<EventTrigger "SchoolGeographyRoom" "GeographyDetention" "Evening" "Prichard" "Emily" null null null true>><<SetNPCLocation "Prichard" $dayCurrent "3" "SchoolGeographyRoom">><<set $GeographyDetention to true>><</link>>
<</if>>
<</if>>
<<elseif $GeographyClass is "Stop" and $current.avatar is "Dennis">>
<<if $GeographyWard is "NulifiedAll">>
Despite knowing that the chalk will have no further effect, you turn your back to the blackboard and put the chalk down. "I'm not doing this," you say. "This is like alternate history."<br>
<br>
The room stills for a beat. You glance back to the classroom, noting incredulous looks exchanged from the rest of the students. For a moment, a sense of pride sets into your bones.<br>
<br>
It's unfortunately shortlived. Prichard’s heels crack against the boards as she strides forward, eyes blazing. "You think this is optional, Master Mannet? You think you can simply decide when the lesson ends?"<Br>
<Br>
She draws a sharp breath, lips curling in fury. "I think deviants like you belong in detention!"<Br>
<Br>
Before you can respond, there's a cough from the back. You look over to see Brendan leaning forward in his chair, voice smooth.<Br>
<Br>
"Coach Beach needs Mannet to sort the video camera before the game, Miss. Said he’d be lost without him."<Br>
<Br>
Prichard’s gaze snaps to Brendan, then back to you. Her eyes narrow, livid, but she only responds with irritation. "Very well. But understand this, Master Mannet. I will be speaking to Mr. Harrow. And to Coach Beach. Personally."<Br>
<br>
She leans in, lowering her voice for only your ears. "You are not a favoured student, Master Mannet. The rules still apply to you. And no matter how hard you try to exceed, you will never be exempt from them."<Br>
<Br>
Her heels click back to her desk. You linger for only a moment longer, then walk back to your seat. You notice the stares from the other boys as you move past them.<bR>
<br>
"Alternate history," you hear someone mutter. "He's not wrong."<br>
<Br>
You take your seat, avoiding Prichard's glare as the lesson continues. When the bell rings, you avoid her and race out towards the corridor.<br>
<br>
<<ActionsHeader>>
<<link "Leave class" "SchoolCorridor">><<set $GeographyClass to undefined>><<TimeChange>><</link>>
<<else>>
Despite knowing that the chalk will have no further effect, you turn your back to the blackboard and put the chalk down. "I'm not doing this," you say. "This is like alternate history."<br>
<br>
The room stills for a beat. You glance back to the classroom, noting grins from the rest of the students. Then, the room erupts with laughter.<bR>
<Br>
"Mannet can’t even finish a drawing!"<Br>
<br>
The laughter is cut short by Prichard’s heels cracking against the boards as she strides forward, eyes blazing. "You think this is optional, Master Mannet? You think you can simply decide when the lesson ends?"<Br>
<Br>
She draws a sharp breath, lips curling in fury. "I think deviants like you belong in detention!"<Br>
<Br>
Before you can respond, there's a cough from the back. You look over to see Brendan leaning forward in his chair, voice smooth.<Br>
<Br>
"Coach Beach needs Mannet to sort the video camera before the game, Miss. Said he’d be lost without him."<Br>
<Br>
Prichard’s gaze snaps to Brendan, then back to you. Her eyes narrow, livid, but she only responds with irritation. "Very well. But understand this, Master Mannet. I will be speaking to Mr. Harrow. And to Coach Beach. Personally."<Br>
<br>
She leans in, lowering her voice for only your ears. "You are not a favoured student, Master Mannet. The rules still apply to you. And no matter how hard you try to exceed, you will never be exempt from them."<Br>
<Br>
Her heels click back to her desk. You linger for only a moment longer, then walk back to your seat. You notice the scoffs and sniggers from the other boys as you move past them.<bR>
<br>
"Mannet couldn't lead a piss-up to a brewery," you hear someone say.<Br>
<Br>
You take your seat, avoiding Prichard's glare as the lesson continues. The remaining students stand up and mark up the board, and one by one they grin at you when Prichard offers them praise.<bR>
<br>
"That's how you run an Empire," Manny mutters, kicking a leg of your chair as he passes.<Br>
<br>
The lesson passes slowly. When the bell rings, you gather your belongings and dash to the exit, eager not to confront your classmates as you leave.<Br>
<Br>
<<ActionsHeader>>
<<link "Leave class" "SchoolCorridor">><<set $GeographyClass to undefined>><<TimeChange>><</link>>
<</if>>
<<elseif $GeographyClass is "Stop" and $current.avatar is "Jake">>
The chalk sits heavy in your grip. The lines on the board blur as the jeers at your back pound like drums. Every stroke of chalk wants to pull you deeper and to push harder, but you slam it down onto the ledge and turn away.<Br>
<br>
"I’m done," you mutter, forcing the words out. "This is dumb."<Br>
<Br>
<<if $GeographyWard is "NulifiedAll">>
The room bristles. For a heartbeat there’s silence, before you hear someone whisper. "Finally."<Br>
<Br>
Prichard’s heels click sharp against the floor as she steps forward. The faint smile she’d worn all lesson has vanished. Her voice cuts, crisp and cold. "Disappointing, Mr. Duncan. Very disappointing. The son of the Mayor, unwilling to prove himself a loyal British subject. I expected more from you."<Br>
<Br>
She lets the words hang, then twists the knife further. "Your brother certainly showed more conviction when he stood where you do now."<Br>
<Br>
The mention of Jake's brother strikes like a lash. Heat surges through your body, boiling, uncontrollable. You clench your fists, jaw locked tight. But you push down whatever bubbled up inside of you deep into your body. You glare back at Prichard, waiting for her to speak.<br>
<br>
"Get back to your desk," she spits, turning her back to you.<Br>
<br>
You spin around and stride back to your seat, ignoring the curious looks that follow you. Prichard occasionally stares back in your direction as the lesson continues. The remaining students stand up and mark up the board, but any traces of enthusiasm they might have had have long gone since your outburst. Now there is just robotic repetition by a group that wants to get to the end of the lesson and leave.<br>
<br>
As the lesson unravels in front of Prichard, her attention keeps turning to you. She doesn't say anything more, but you see the anger in her eyes. Burning.<br>
<br>
You match it with a fury of your own, continually coming back to her taunt about Jake's brother. The lesson passes slowly. When the bell rings, you gather your belongings and storm over to the exit, feeling the anger and embarrassment threatening to surge into any conversation that an unfortunate student might try.<br>
<Br>
<<ActionsHeader>>
<<link "Leave class" "SchoolCorridor">><<set $GeographyClass to undefined>><<TimeChange>><</link>>
<<else>>
The room bristles. For a heartbeat there’s silence, before you hear someone whisper. "What? He’s quitting?"<Br>
<Br>
"Now you know why we lost the last game."<Br>
<br>
Prichard’s heels click sharp against the floor as she steps forward. The faint smile she’d worn all lesson has vanished. Her voice cuts, crisp and cold. "Disappointing, Mr. Duncan. Very disappointing. The son of the Mayor, unwilling to prove himself a loyal British subject. I expected more from you."<Br>
<Br>
She lets the words hang, then twists the knife further. "Your brother certainly showed more conviction when he stood where you do now."<Br>
<Br>
The mention of Jake's brother strikes like a lash. Heat surges through your body, boiling, uncontrollable. You clench your fists, jaw locked tight. But you push down whatever bubbled up inside of you deep into your body. You glare back at Prichard, waiting for her to speak.<br>
<br>
"Get back to your desk," she spits, turning her back to you.<Br>
<br>
You spin around and stride back to your seat, ignoring the curious looks that follow you. Prichard occasionally stares back in your direction as the lesson continues. The remaining students stand up and mark up the board, and one by one they grin at you when Prichard offers them praise.<bR>
<br>
"That's what a winner looks like," Manny mutters, kicking a leg of your chair as he passes. The rage swells yet again.<br>
<br>
The lesson passes slowly. When the bell rings, you gather your belongings and storm over to the exit, feeling the anger and embarrassment threatening to surge into any conversation that an unfortunate student might try.<br>
<Br>
<<ActionsHeader>>
<<link "Leave class" "SchoolCorridor">><<set $GeographyClass to undefined>><<TimeChange>><</link>>
<</if>>
<<elseif $GeographyClass is "Continue" and $current.avatar is "Emily">>
<<if $GeographyWard is "NulifiedSelf" or $GeographyWard is "NulifiedAll">>
You continue to write about any dangers that come to your head. You and Jennifer have made plans to visit so many places across the world, so you can list them off easily. But despite spending your time writing down worrying thoughts, you feel that you can consider them with moderation, knowing that everywhere has its good and bad sides.<br>
<br>
You also avoid any obvious cliches and misrepresentations of people. Prichard watches you with a cold glare that grows harsher as you ignore her prompts to look down on the countries that you are writing about. You are careful not to anger her, but you tactfully ignore her when she speaks about perverts and deviants that can be found abroad.<br>
<br>
Once done, you return to your desk and watch casually as others do the same. You are thankful when the bell rings, signalling the lesson has ended.<br>
<<else>>
You continue to write dangers as they come to your head. You think about not only the animals and wildlife and poisonous plants that could cause you harm, but the criminals, thieves and characters of low virtue that could wish to cause harm to you.<br>
<br>
Prichard smiles as she watches you write. "That’s right, Miss Phillips. Think about your virtue, your innocence. Filthy foreigners, wanting to corrupt your purity. Why would you ever wish to visit?"<br>
<br>
You find yourself nodding. By the time you have finished and have returned to your desk, you are fraught with worry about the many dangers you have listed. You know that the school is having an impact on you, but you can’t help but think that once this is all over, maybe you should talk to Jennifer about whether your plans to travel are wise to continue with. Things are safe here, after all.<br>
<br>
For the remainder of the lesson, you find yourself dwelling on what you have written. When the bell rings, you are thankful that you are safe here.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Leave class" "SchoolCorridor">><<TimeChange>><<set $GeographyClass to undefined>><</link>>
<<elseif $GeographyClass is "Continue" and $current.avatar is "Dennis">>
<<if $GeographyWard is "NulifiedSelf">>
The chalk bites against the board, but free from the curse you consider it nothing other than a fantasy. You scratch out supply lines and landing fronts, but your investment is no more than what you'd attach to a board game. It almost seems silly.<Br>
<Br>
Behind you, the boys have grown louder. A roar of approval whenever you jab the chalk hard into a capital, whistles when you cut off a border. One slaps his desk and shouts your name, another barks a laugh. "Didn’t think he had it in him!"<Br>
<Br>
The energy surges around you, but you only feel pity for the students sitting at their desks. The curse from the chalk has seeped into their being. To anyone in their right mind, this dated exercise of Imperial might would be laughable. But under the effects of magic, they have embraced it. Hook, line and sinker.<br>
<Br>
From the corner of your eye, you catch Ms. Prichard. She hasn’t moved, pointer resting lightly against her skirt. But her eyes are on you. Gleaming, hard, approving.<br>
<Br>
You pause, the chalk pressed halfway down the board. Once again you mark out a line from the sea to the land, another fictional invasion that will never come to pass.<Br>
<br>
Once done, Ms. Prichard steps forward, pointer in hand. She taps it sharply against the board, the crack cutting through the murmurs. "A spirited showing. Well done, Master Mannet. Take your seat."<Br>
<Br>
As you walk back to your desk, a number of boys nod to you with approval. Manny, one of the quarterbacks, even offers you a grin. "That's how you show them," he mutters with appreciation.<br>
<br>
Another boy steps up and the lesson continues. The roars and cheers continue to swell. By the end, the blackboard looks like chalk scrawl. Less of an invasion plan and more a pinboard of someone suffering with paranoid delusion.<Br>
<br>
The bell rings and students go to gather up their belongings, but Prichard slaps her pointer down on her desk, drawing silence out once more. Her eyes sweep the room. "Geography is not a parlour game. It is the study of power. And power requires conviction. Some of you displayed it. Others…" Her gaze sharpens. "…still lack the backbone their Empire demands."<br>
<Br>
The boys mutter, some with pride, others with smirks.<Br>
<Br>
Prichard raps the pointer one last time against the desk. "Dismissed."<br>
<Br>
The boys shove away from their desks, loud and boisterous, already mocking one another as they file out.<br>
<br>
<<ActionsHeader>>
<<link "Leave class" "SchoolCorridor">><<TimeChange>><<set $GeographyClass to undefined>><</link>>
<<elseif $GeographyWard is "NulifiedAll">>
The chalk bites against the board, but free from the curse you consider it nothing other than a fantasy. You scratch out supply lines and landing fronts, but your investment is no more than what you'd attach to a board game. It almost seems silly.<Br>
<Br>
Behind you, the boys seem to agree. Little attention is paid to your markings. In fact, a number of the boys are covertly mocking your movements. "God save the King," one quips with derision.<br>
<Br>
The energy in the room is one of barely contained contempt from the class, and bottled anger from Prichard. To anyone in their right mind, this dated exercise of Imperial might would be laughable. Prichard, however, surveys the class with rage. "Silence!" she barks, whenever the mockery ascends beyond a mutter.<br>
<br>
She turns back to you, watching with interest. Almost hope. You pause, the chalk pressed halfway down the board. Once again you mark out a line from the sea to the land, another fictional invasion that will never come to pass.<Br>
<br>
Once done, Ms. Prichard steps forward, pointer in hand. She taps it sharply against the board, the crack cutting through the murmurs. "A spirited showing. Well done, Master Mannet. Take your seat."<Br>
<Br>
As you walk back to your desk, a number of boys roll their eyes as you pass. "Long live the kingdom of the nerds, Mannet." Manny, one of the quarterbacks, whispers as you pass.<br>
<br>
Another boy steps up and the lesson continues. The remaining students stand up and mark up the board, but any traces of enthusiasm they might have had have long gone. Now there is just robotic repetition by a group that wants to get to the end of the lesson and leave. By the end, the blackboard looks like a half-finished exercise abandoned at the end of an exam.<Br>
<br>
The bell rings and students go to gather up their belongings, but Prichard slaps her pointer down on her desk, drawing silence out once more. Her eyes sweep the room. "Geography is not a parlour game. It is the study of power. And power requires conviction. Some of you displayed it. Others…" Her gaze sharpens. "…still lack the backbone their Empire demands."<br>
<Br>
"This is such bullshit," you hear a boy mutter.<br>
<Br>
Unhearing, Prichard raps the pointer one last time against the desk. "Dismissed."<br>
<Br>
The boys shove away from their desks, muted and deadened, barely speaking as they file out.<br>
<br>
<<ActionsHeader>>
<<link "Leave class" "SchoolCorridor">><<TimeChange>><<set $GeographyClass to undefined>><</link>>
<<else>>
The chalk bites against the board, each line you draw cutting sharper. With it you feel surer. At first it feels like mere marks to depict supply lines and ports, but then something else takes hold.<Br>
<Br>
The scratch of chalk sharpens into a kind of rhythm. The map no longer looks inert. It’s alive, brimming with weakness to exploit. A coastline is not just badly marked line, but terrain to prey upon. A dotted line is not just an illustrative route, but a supply line to disrupt.<Br>
<br>
Behind you, the boys have grown louder. A roar of approval whenever you jab the chalk hard into a capital, whistles when you cut off a border. One slaps his desk and shouts your name, another barks a laugh. "Didn’t think he had it in him!"<Br>
<Br>
The energy surges around you, and for the first time you can feel it in you. Your shoulders square. Your back straightens. Each mark feels less like practice and more like command.<BR>
<br>
From the corner of your eye, you catch Ms. Prichard. She hasn’t moved, pointer resting lightly against her skirt. But her eyes are on you. Gleaming, hard, approving.<br>
<Br>
You pause, the chalk pressed halfway down the board. In your mind the battle is already raging. You can see it as clear as if you stood above it.<Br>
<Br>
Some part of you knows this is wrong. That there are dark arts at play on your mind. But as the effects of this classroom seep into your body, you feel the physical hormones flooding your nervous system. You grin as you feel you've charted too far down this course to back out now. You're not seeing a blackboard. You're seeing a war plan. And everything inside your body pushes you to finish it.<br>
<br>
Two lines intersect in front of you. An image forms in your brain. Troops on the frontline, pinned down in a trench. Machine gun fire spitting out above them. The chances of support slim.<br>
<br>
Their cries for aid echo in your ears, broken only by the explosions of mortars. Yet the enemy is within touching distance. With one swipe of the chalk, you're certain that image inside your head will turn to a victory parade. If you can stomach their sacrifice.<Br>
<Br>
Behind you, the boys jeer and clap, calling for blood, for boldness. Urging you forward. Press harder. Faster. Take their cities, their ports, their people. Show the room that you deserve the right to conquer.<Br>
<Br>
<<ActionsHeader>>
<<BuffCheckSelf "ColonialRight">>
<<if _BuffCheckSelf is true>><span class="buff">[Colonial Right]</span> <s>Protect your troops</s> - <i>The desire to win that you've previously expressed overcomes you.</i><br>
<<else>><<link "Protect your troops" "GeographyClassBoys">><<set $GeographyClassBoys to "ProtectTroops">><</link>><br><</if>>
<<BuffCheckSelf "EmpiresShield">>
<<if _BuffCheckSelf is true>><span class="buff">[Empire's Shield]</span> <s>Press the assault</s> - <i>The desire to protect your troops overcomes you.</i><br>
<<else>><<link "Press the assault" "GeographyClassBoys">><<set $GeographyClassBoys to "PressAssault">><<Feminity -1>><</link>><br><</if>>
<</if>>
<<elseif $GeographyClass is "Continue" and $current.avatar is "Jake">>
<<if $GeographyWard is "NulifiedSelf">>
The chalk bites against the board, but free from the curse you consider it nothing other than a fantasy. You scratch out supply lines and landing fronts, but your investment is no more than what you'd attach to a board game. It almost seems silly.<Br>
<Br>
Behind you, the boys have grown louder. A roar of approval whenever you jab the chalk hard into a capital, whistles when you cut off a border. One slaps his desk and shouts your name, another barks a laugh. "That's it, Jake! Show them who's superior!"<Br>
<Br>
The energy surges around you, but you only feel pity for the students sitting at their desks. The curse from the chalk has seeped into their being. To anyone in their right mind, this dated exercise of Imperial might would be laughable. But under the effects of magic, they have embraced it. Hook, line and sinker.<br>
<Br>
From the corner of your eye, you catch Ms. Prichard. She hasn’t moved, pointer resting lightly against her skirt. But her eyes are on you. Gleaming, hard, approving.<br>
<Br>
You pause, the chalk pressed halfway down the board. Once again you mark out a line from the sea to the land, another fictional invasion that will never come to pass.<Br>
<br>
Once done, Ms. Prichard steps forward, pointer in hand. She taps it sharply against the board, the crack cutting through the murmurs. "Well done, Master Duncan. I would expect nothing less from the Mayor's son. Take your seat."<Br>
<Br>
As you walk back to your desk, a number of boys nod to you with approval. Manny, one of the quarterbacks, even offers you a grin. "That's how you show them," he mutters with appreciation.<br>
<br>
Another boy steps up and the lesson continues. The roars and cheers continue to swell. By the end, the blackboard looks like chalk scrawl. Less of an invasion plan and more a pinboard of someone suffering with paranoid delusion.<Br>
<br>
The bell rings and students go to gather up their belongings, but Prichard slaps her pointer down on her desk, drawing silence out once more. Her eyes sweep the room. "Geography is not a parlour game. It is the study of power. And power requires conviction. Some of you displayed it. Others…" Her gaze sharpens. "…still lack the backbone their Empire demands."<br>
<Br>
The boys mutter, some with pride, others with smirks.<Br>
<Br>
Prichard raps the pointer one last time against the desk. "Dismissed."<br>
<Br>
The boys shove away from their desks, loud and boisterous, already mocking one another as they file out.<br>
<br>
<<ActionsHeader>>
<<link "Leave class" "SchoolCorridor">><<TimeChange>><<set $GeographyClass to undefined>><</link>>
<<elseif $GeographyWard is "NulifiedAll">>
The chalk bites against the board, but free from the curse you consider it nothing other than a fantasy. You scratch out supply lines and landing fronts, but your investment is no more than what you'd attach to a board game. It almost seems silly.<Br>
<Br>
Behind you, the boys seem to agree. Little attention is paid to your markings. In fact, a number of the boys are covertly mocking your movements. "God save the King," one quips with derision.<br>
<Br>
The energy in the room is one of barely contained contempt from the class, and bottled anger from Prichard. To anyone in their right mind, this dated exercise of Imperial might would be laughable. Prichard, however, surveys the class with rage. "Silence!" she barks, whenever the mockery ascends beyond a mutter.<br>
<br>
She turns back to you, watching with interest. Almost hope. You pause, the chalk pressed halfway down the board. Once again you mark out a line from the sea to the land, another fictional invasion that will never come to pass.<Br>
<br>
Once done, Ms. Prichard steps forward, pointer in hand. She taps it sharply against the board, the crack cutting through the murmurs. "Well done, Master Duncan. At least the Empire still has one son that takes civic duty seriously. Take your seat."<Br>
<Br>
As you walk back to your desk, a number of boys roll their eyes as you pass. "All hail Mayor Jake," Manny, one of the quarterbacks, whispers as you pass. He only quivers back when he sees your glare.<br>
<br>
Another boy steps up and the lesson continues. The remaining students stand up and mark up the board, but any traces of enthusiasm they might have had have long gone. Now there is just robotic repetition by a group that wants to get to the end of the lesson and leave. By the end, the blackboard looks like a half-finished exercise abandoned at the end of an exam.<Br>
<br>
The bell rings and students go to gather up their belongings, but Prichard slaps her pointer down on her desk, drawing silence out once more. Her eyes sweep the room. "Geography is not a parlour game. It is the study of power. And power requires conviction. Some of you displayed it. Others…" Her gaze sharpens. "…still lack the backbone their Empire demands."<br>
<Br>
"This is such bullshit," you hear a boy mutter.<br>
<Br>
Unhearing, Prichard raps the pointer one last time against the desk. "Dismissed."<br>
<Br>
The boys shove away from their desks, muted and deadened, barely speaking as they file out.<br>
<br>
<<ActionsHeader>>
<<link "Leave class" "SchoolCorridor">><<TimeChange>><<set $GeographyClass to undefined>><</link>>
<<else>>
The chalk bites against the board, each line you draw cutting sharper. With it you feel surer. At first it feels like mere marks to depict supply lines and ports, but then something else takes hold.<Br>
<Br>
The scratch of chalk sharpens into a kind of rhythm. The map no longer looks inert. It’s alive, brimming with weakness to exploit. A coastline is not just badly marked line, but terrain to prey upon. A dotted line is not just an illustrative route, but a supply line to disrupt.<Br>
<br>
Behind you, the boys have grown louder. A roar of approval whenever you jab the chalk hard into a capital, whistles when you cut off a border. One slaps his desk and shouts your name, another barks a laugh. "That's it, Jake. Show them who's superior!"<Br>
<Br>
The energy surges around you, and for the first time you can feel it in you. Your shoulders square. Your back straightens. Each mark feels less like practice and more like command.<BR>
<br>
From the corner of your eye, you catch Ms. Prichard. She hasn’t moved, pointer resting lightly against her skirt. But her eyes are on you. Gleaming, hard, approving.<br>
<Br>
You pause, the chalk pressed halfway down the board. In your mind the battle is already raging. You can see it as clear as if you stood above it.<Br>
<Br>
Some part of you knows this is wrong. That there are dark arts at play on your mind. But as the effects of this classroom seep into your body, you feel the physical hormones flooding your nervous system. You grin as you feel you've charted too far down this course to back out now. You're not seeing a blackboard. You're seeing a war plan. And everything inside your body pushes you to finish it.<br>
<br>
Two lines intersect in front of you. An image forms in your brain. Troops on the frontline, pinned down in a trench. Machine gun fire spitting out above them. The chances of support slim.<br>
<br>
Their cries for aid echo in your ears, broken only by the explosions of mortars. Yet the enemy is within touching distance. With one swipe of the chalk, you're certain that image inside your head will turn to a victory parade. If you can stomach their sacrifice.<Br>
<Br>
Behind you, the boys jeer and clap, calling for blood, for boldness. Urging you forward. Press harder. Faster. Take their cities, their ports, their people. Show the room that you deserve the right to conquer.<Br>
<Br>
<<ActionsHeader>>
<<BuffCheckSelf "ColonialRight">>
<<if _BuffCheckSelf is true>><span class="buff">[Colonial Right]</span> <s>Protect your troops</s> - <i>The desire to win that you've previously expressed overcomes you.</i><br>
<<else>><<link "Protect your troops" "GeographyClassBoys">><<set $GeographyClassBoys to "JakeProtectTroops">><</link>><br><</if>>
<<BuffCheckSelf "EmpiresShield">>
<<if _BuffCheckSelf is true>><span class="buff">[Empire's Shield]</span> <s>Press the assault</s> - <i>The desire to protect your troops overcomes you.</i><br>
<<else>><<link "Press the assault" "GeographyClassBoys">><<set $GeographyClassBoys to "JakePressAssault">><<Feminity -1>><</link>><br><</if>>
<</if>>
<</if>><<switch $GeographyDetention>>
<<case undefined>>
Ms. Prichard soon strides into the room, firmly shutting the door behind her. She looks you up and down, disdainfully.<br>
<br>
"So nice to see you, Miss Phillips," she says with thinly-veiled venom to her tone. "It’s time you learned what the world does to girls like you when they go out and flaunt themselves. Stand up!"<br>
<br>
Faced with no choice, you stand up from your desk. Prichard’s eyes wander up and down your legs and uniform, her eyes narrow and nose turned up in a sneer. "Look at you," she chides. "Depraved! Deviant! I’ve seen your type, rolling their slutty little skirts up for attention from boys. It might be safe to act like that in Charlton, but this evening we’ll make sure you understand what the world does with trollops like you."<br>
<br>
She walks over to her desk and picks up a piece of chalk, then moves back to the blackboard. "You are going to write lines. From the top of the board to the bottom. Follow my lead."<br>
<br>
You notice her free hand move to touch her necklace, an odd-looking pendant in the shape of the school logo. Then she begins scrawling words out on the board, chastising you as she writes.<br>
<br>
"The world is a dangerous place for all girls. If you won’t change your behaviour, I will at least make sure you leave this school with the knowledge that if you continue to indulge your deviance that world won’t be as lenient as I am.<br>
<br>
"There", she adds, writing the last word and holding the chalk out to you. "Your turn."<br>
<br>
Only then do you read what she’s written at the top of the blackboard.<br>
<br>
<i>I will not question how dangerous the world is for naughty little sluts like me.</i><br>
<br>
<<ActionsHeader>>
<<link "You write the lines" "GeographyDetention">><<set $GeographyDetention to "Compliant">><<Feminity 1>><<Assertive -1>><</link>><br>
<<link "You resist" "GeographyDetention">><<EmilyGrades -1>><<set $GeographyDetention to "Resist">><<Assertive 1>><</link>>
<<case "Compliant">>
<<Flag "Act2GeographyDetention" "Liz">><<set _GeoDetLiz to _FlagReturn>><<Flag "Act2GeographyDetention" "Terrence">><<set _GeoDetTerrence to _FlagReturn>>
<<if _GeoDetLiz is true>>
/* Act 2 arranged distraction (Quest24) - consumes the arrangement; legacy Act 1 machinery in the else */
You step up to the blackboard, taking the chalk in-hand. Even in heels, you have to stand on your toes, feeling your skirt rise up as you lean forward. For the first time you are grateful that it’s just you and Prichard in the room.<br>
<br>
<i>I will not question how dangerous the world is for naughty little sluts like me.</i>, you mark out at the top, underneath the example.<br>
<br>
"Good girl," you hear Prichard tell you. "Continue."<br>
<br>
As you begin to write the lines, your mind turns to some of the teachings from Prichard’s lesson. All the dangers that the students listed about the different countries in the world. You think back to news you’ve heard, stories of young girls being abducted in foreign places, their passports withheld, forced to do some unspeakable things.<br>
<br>
A thought pops into your head. <I>Especially girls who flaunt themselves. Naughty. Little. Sluts.</i><br>
<br>
You are suddenly pulled from your thoughts by a shriek from the corridor. Both you and Prichard turn around to look at the glass pane in the door. You see Liz’s face, her nostrils pressed up against the glass. <br>
<br>
"Hey Prichard!" she cries, and plants her lips against the window, leaving lip marks from bold black lipstick against the glass.<br>
<br>
"You little tramp!" Prichard cries, striding over to the door. She swings it open, but Liz has already bolted up the corridor. Without giving you a second glance, Prichard bounds after her, leaving you alone and free to investigate the classroom.<br>
<br>
<<ActionsHeader>>
<<link "Investigate the classroom" "GeographyRoomCurse">><<SetFlag "Act2GeographyDetention" false>><<set $GeographyDetention to undefined>><</link>>
<<elseif _GeoDetTerrence is true>>
/* Act 2 arranged distraction (Quest24) - Terrence - consumes the arrangement */
You step up to the blackboard, taking the chalk in-hand. Even in heels, you have to stand on your toes, feeling your skirt rise up as you lean forward. For the first time you are grateful that it’s just you and Prichard in the room.<br>
<br>
<i>I will not question how dangerous the world is for naughty little sluts like me.</i>, you mark out at the top, underneath the example.<br>
<br>
"Good girl," you hear Prichard tell you. "Continue."<br>
<br>
As you begin to write the lines, your mind turns to some of the teachings from Prichard’s lesson. All the dangers that the students listed about the different countries in the world. You think back to news you’ve heard, stories of young girls being abducted in foreign places, their passports withheld, forced to do some unspeakable things.<br>
<br>
A thought pops into your head. <I>Especially girls who flaunt themselves. Naughty. Little. Sluts.</i><br>
<br>
You are brought out of your thoughts by a knock on the door. You and Prichard both look over, seeing the face of Terrence through the window.<br>
<br>
Prichard huffs and walks over to the door, swinging it open. "Yes Mr. Handle?" she asks him with irritation.<br>
<br>
"Please Miss. Prichard," Terrence says meekly. "I don’t mean to interrupt. But Mr. Stitch was wondering if you could go to the football field. He has concerns about the length of the cheerleaders skirts today. He thinks they’ve been misusing the home economics equipment to shorten them."<br>
<br>
You hear Prichard blow air out of her nostrils. "Those little trollops!" she spits. "I’ll get my ruler."<br>
<br>
She strides back over to her desk and picks up a wooden ruler. Walking back to the door, she glances at you, suddenly disinterested. "Continue, Miss Phillips. You may go once you’ve completed the exercise."<br>
<br>
With a slam of the door behind her, you are left alone to investigate the classroom.<br>
<br>
<<ActionsHeader>>
<<link "Investigate the classroom" "GeographyRoomCurse">><<SetFlag "Act2GeographyDetention" false>><<set $GeographyDetention to undefined>><</link>>
<<else>>
<<QuestState "Quest10">><<Flag "Act2Started">><<set _Act2Started to _FlagReturn>>
<<if _Act2Started is false and _QuestState is 4>>
<<Quest10DetentionHelper>>
<<switch _Quest10DetentionHelper>>
<<case "Terrence">>
You step up to the blackboard, taking the chalk in-hand. Even in heels, you have to stand on your toes, feeling your skirt rise up as you lean forward. For the first time you are grateful that it’s just you and Prichard in the room.<br>
<br>
<i>I will not question how dangerous the world is for naughty little sluts like me.</i>, you mark out at the top, underneath the example.<br>
<br>
"Good girl," you hear Prichard tell you. "Continue."<br>
<br>
As you begin to write the lines, your mind turns to some of the teachings from Prichard’s lesson. All the dangers that the students listed about the different countries in the world. You think back to news you’ve heard, stories of young girls being abducted in foreign places, their passports withheld, forced to do some unspeakable things.<br>
<br>
A thought pops into your head. <I>Especially girls who flaunt themselves. Naughty. Little. Sluts.</i><br>
<br>
You are brought out of your thoughts by a knock on the door. You and Prichard both look over, seeing the face of Terrence through the window.<br>
<br>
Prichard huffs and walks over to the door, swinging it open. "Yes Mr. Handle?" she asks him with irritation.<br>
<br>
"Please Miss. Prichard," Terrence says meekly. "I don’t mean to interrupt. But Mr. Stitch was wondering if you could go to the football field. He has concerns about the length of the cheerleaders skirts today. He thinks they’ve been misusing the home economics equipment to shorten them."<br>
<br>
You hear Prichard blow air out of her nostrils. "Those little trollops!" she spits. "I’ll get my ruler."<br>
<br>
She strides back over to her desk and picks up a wooden ruler. Walking back to the door, she glances at you, suddenly disinterested. "Continue, Miss Phillips. You may go once you’ve completed the exercise."<br>
<br>
With a slam of the door behind her, you are left alone to investigate the classroom.<br>
<br>
<<ActionsHeader>>
<<link "Investigate the classroom" "GeographyRoomCurse">><<set $GeographyDetention to undefined>><</link>>
<<case "Liz">>
You step up to the blackboard, taking the chalk in-hand. Even in heels, you have to stand on your toes, feeling your skirt rise up as you lean forward. For the first time you are grateful that it’s just you and Prichard in the room.<br>
<br>
<i>I will not question how dangerous the world is for naughty little sluts like me.</i>, you mark out at the top, underneath the example.<br>
<br>
"Good girl," you hear Prichard tell you. "Continue."<br>
<br>
As you begin to write the lines, your mind turns to some of the teachings from Prichard’s lesson. All the dangers that the students listed about the different countries in the world. You think back to news you’ve heard, stories of young girls being abducted in foreign places, their passports withheld, forced to do some unspeakable things.<br>
<br>
A thought pops into your head. <I>Especially girls who flaunt themselves. Naughty. Little. Sluts.</i><br>
<br>
You are suddenly pulled from your thoughts by a shriek from the corridor. Both you and Prichard turn around to look at the glass pane in the door. You see Liz’s face, her nostrils pressed up against the glass. <br>
<br>
"Hey Prichard!" she cries, and plants her lips against the window, leaving lip marks from bold black lipstick against the glass.<br>
<br>
"You little tramp!" Prichard cries, striding over to the door. She swings it open, but Liz has already bolted up the corridor. Without giving you a second glance, Prichard bounds after her, leaving you alone and free to investigate the classroom.<br>
<br>
<<ActionsHeader>>
<<link "Investigate the classroom" "GeographyRoomCurse">><<set $GeographyDetention to undefined>><</link>>
<<case "Christina">>
You step up to the blackboard, taking the chalk in-hand. Even in heels, you have to stand on your toes, feeling your skirt rise up as you lean forward. For the first time you are grateful that it’s just you and Prichard in the room.<br>
<br>
<i>I will not question how dangerous the world is for naughty little sluts like me.</i>, you mark out at the top, underneath the example.<br>
<br>
"Good girl," you hear Prichard tell you. "Continue."<br>
<br>
As you begin to write the lines, your mind turns to some of the teachings from Prichard’s lesson. All the dangers that the students listed about the different countries in the world. You think back to news you’ve heard, stories of young girls being abducted in foreign places, their passports withheld, forced to do some unspeakable things.<br>
<br>
A thought pops into your head. <I>Especially girls who flaunt themselves. Naughty. Little. Sluts.</i><br>
<br>
You are brought out of your thoughts by a knock on the door. You and Prichard both look over, seeing the face of Christina through the window.<br>
<br>
Prichard huffs and walks over to the door, swinging it open. "Yes, Miss. Evans?" she asks her with irritation.<br>
<br>
"Mr. Stitch told me to come find you," Christina says, giving you only the briefest of acknowledgement. "Apparently there's some nerds underneath the bleachers again, trying to take photos of the cheerleaders. He wants you go to find them."<br>
<br>
You hear Prichard tut. "Very well. If the headmaster wishes it, I shall go. This school is descending into a gaggle of deviants, Miss. Evans."<br>
<br>
Christina nods. "Yes Miss." She gives you a look, then walks off.<br>
<br>
Prichard glances at you, suddenly disinterested. "Continue, Miss Phillips. You may go once you’ve completed the exercise."<br>
<br>
With a slam of the door behind her, you are left alone to investigate the classroom.<br>
<br>
<<ActionsHeader>>
<<link "Investigate the classroom" "GeographyRoomCurse">><<set $ChrissiePrichard to false>><<set $GeographyDetention to undefined>><</link>>
<<case "None">>
You step up to the blackboard, taking the chalk in-hand. Even in heels, you have to stand on your toes, feeling your skirt rise up as you lean forward. For the first time you are grateful that it's just you and Prichard in the room.<br>
<br>
<i>I will not question how dangerous the world is for naughty little sluts like me.</i>, you mark out at the top, underneath the example.<br>
<br>
"Good girl," you hear Prichard tell you. "Continue."<br>
<br>
As you begin to write the lines, your mind turns to some of the teachings from Prichard's lesson. All the dangers that the students listed about the different countries in the world. You think back to news you've heard, stories of young girls being abducted in foreign places, their passports withheld, forced to do some unspeakable things.<br>
<br>
A thought pops into your head. <I>Especially girls who flaunt themselves. Naughty. Little. Sluts.</i><br>
<br>
You are suddenly pulled from your thoughts by a shriek from the corridor. Both you and Prichard turn around to look at the glass pane in the door. You see Liz's face, her nostrils pressed up against the glass. <br>
<br>
"Hey Prichard!" she cries, and plants her lips against the window, leaving lip marks from bold black lipstick against the glass.<br>
<br>
"You little tramp!" Prichard cries, striding over to the door. She swings it open, but Liz has already bolted up the corridor. Without giving you a second glance, Prichard bounds after her, leaving you alone and free to investigate the classroom.<br>
<br>
<<ActionsHeader>>
<<link "Investigate the classroom" "GeographyRoomCurse">><<set $GeographyDetention to undefined>><</link>>
<</switch>>
<<elseif _Act2Started is false and ($GeographyWard is "NulifiedSelf" or $GeographyWard is "NulifiedAll")>>
You walk forward and take the chalk from Prichard, then step in front of the blackboard. You have to stand on your toes to reach the top, feeling your skirt rise as you do so.<br>
<br>
<i>I will not question how dangerous the world is for naughty little sluts like me.</i>, you mark out at the top, underneath Prichard’s example.<br>
<br>
"Good girl," you hear Prichard tell you. "Continue."<br>
<br>
You write the lines, aware that the chalk you’re holding no longer has any effect on you. Given what you know about the Curse, you can guess what effects writing these words on the blackboard would have on your mind.<br>
<br>
Fortunately, with the curse no longer active, your mind remains clear. As uncomfortable as writing these words are, they have no hold over you.<br>
<br>
Prichard chides you throughout the detention, telling you about how girls like you are easy marks for dangerous foreigners and your flaunting behaviour will get you into trouble. You make sure to nod at the correct times, but don’t let it bother you. You note that she seems to relish the words, as if there’s something more to her lingering on how girls these days show themselves off to get attention from men.<br>
<br>
Soon enough you finish off the last line on the blackboard, careful to bend at your knees to write at the bottom. You give the chalk back to Prichard and smile politely. "All done, Miss."<br>
<br>
She eyes you for a moment, coldly. "Thank you, Miss Phillips. I hope you’ve learned your lesson."<br>
<br>
"Yes Miss," you tell her.<br>
<br>
"Very well. You may leave."<br>
<br>
<<ActionsHeader>>
<<link "Leave class" "SchoolCorridor">><<TimeChange>><<set $GeographyDetention to undefined>><</link>>
<<else>>
You step up to the blackboard, taking the chalk in-hand. Even in heels, you have to stand on your toes, feeling your skirt rise up as you lean forward. For the first time you are grateful that it’s just you and Prichard in the room.<br>
<br>
<i>I will not question how dangerous the world is for naughty little sluts like me.</i>, you mark out at the top, underneath the example.<br>
<br>
"Good girl," you hear Prichard tell you. "Continue."<br>
<br>
As you begin to write the lines, your mind turns to some of the teachings from Prichard’s lesson. All the dangers that the students listed about the different countries in the world. You think back to news you’ve heard, stories of young girls being abducted in foreign places, their passports withheld, forced to do some unspeakable things.<br>
<br>
A thought pops into your head. <I>Especially girls who flaunt themselves. Naughty. Little. Sluts.</i><br>
<br>
You continue writing the lines. <i>Like me.</i><br>
<br>
"Young girls like you are first in the firing line," you hear Prichard tell you. "Liberal little princesses who show off their assets and think they can get away with it. Little sluts, teasing men with their lithe bodies. Well, the world doesn’t share your sense of empowerment, Miss Phillips. You are a danger to yourself."<br>
<br>
You nod as you write. What she is saying has at least some truth. You know how men think. The world is full of dangers. To girls. To you.<br>
<br>
<i>Because you’re a naughty little slut.</i><br>
<br>
When you finish off the last line at the bottom of the blackboard, you are very aware of how precarious your stance is, bending over at the waist to write the final line. But as you give the chalk back to Miss Prichard, you can only think of what would happen if you did that in more dangerous parts of the world. Not like Charlton, where at least it’s safe here.<br>
<br>
"Thank you, Miss Phillips," Prichard says, taking back the chalk. "I hope you’ve learned your lesson."<br>
<br>
"Yes Miss," you tell her.<br>
<br>
"Very well. You may leave." <br>
<br>
<<ActionsHeader>>
<<link "Leave class" "SchoolCorridor">><<TimeChange>><<set $GeographyDetention to undefined>><</link>>
<</if>>
<</if>>
<<case "Resist">>
<<Flag "Act2GeographyDetention" "Liz">><<set _GeoDetLiz to _FlagReturn>><<Flag "Act2GeographyDetention" "Terrence">><<set _GeoDetTerrence to _FlagReturn>>
<<if _GeoDetLiz is true>>
/* Act 2 arranged distraction (Quest24) - consumes the arrangement; legacy Act 1 machinery in the else */
You look between the blackboard and the piece of chalk, then shake your head. "I’m not going to write that," you tell Prichard flatly.<br>
<br>
She snarls her teeth at you. "You’re refusing to do your detention?" <br>
<br>
"I don’t want to write that," you reply. <br>
<br>
She takes a deep breath, barely keeping her anger constrained. "You little harlot," she begins. "You are on thin ice, girl. Expulsion is a very real possibility for you. The world doesn’t treat high-school dropouts kindly. You might think it’s fun and games now, but the depraved jobs they give to delinquents grow tiresome. Even for girls like you."<br>
<br>
You suddenly hear a shriek from the corridor. Both you and Prichard turn around to look at the glass pane in the door. You see Liz’s face, her nostrils pressed up against the glass. <br>
<br>
"Hey Prichard!" she cries, and plants her lips against the window, leaving lip marks from bold black lipstick against the glass.<br>
<br>
"You little tramp!" Prichard cries, striding over to the door. She swings it open, but Liz has already bolted up the corridor.<br>
<br>
She glances back at you momentarily. "You may leave, Miss Phillips," she says, but with less venom in her voice. "But mark my words, Mr. Stitch will hear of your disobedience."<br>
<br>
Then Prichard bounds after Liz, leaving you alone and free to investigate the classroom.<br>
<br>
<<ActionsHeader>>
<<link "Investigate the classroom" "GeographyRoomCurse">><<SetFlag "Act2GeographyDetention" false>><<set $GeographyDetention to undefined>><</link>>
<<elseif _GeoDetTerrence is true>>
/* Act 2 arranged distraction (Quest24) - Terrence - consumes the arrangement */
You look between the blackboard and the piece of chalk, then shake your head. "I’m not going to write that," you tell Prichard flatly.<br>
<br>
She snarls her teeth at you. "You’re refusing to do your detention?" <br>
<br>
"I don’t want to write that," you reply. <br>
<br>
She takes a deep breath, barely keeping her anger constrained. "You little harlot," she begins. "You are on thin ice, girl. Expulsion is a very real possibility for you. The world doesn’t treat high-school dropouts kindly. You might think it’s fun and games now, but the depraved jobs they give to delinquents grow tiresome. Even for girls like you."<br>
<br>
The icy atmosphere is suddenly interrupted by a knock on the door. You and Prichard both look over, seeing the face of Terrence through the window.<br>
<br>
Prichard huffs and walks over to the door, swinging it open. "Yes Mr. Handle?" she asks him with irritation. <br>
<br>
"Please Miss. Prichard," Terrence says meekly. "I don’t mean to interrupt. But Mr. Stitch was wondering if you could go to the football field. He has concerns about the length of the cheerleaders skirts today. He thinks they’ve been misusing the home economics equipment to shorten them."<br>
<br>
You hear Prichard blow air out of her nostrils. "Those little trollops!" she spits. "I’ll get my ruler."<br>
<br>
She strides back over to her desk and picks up a wooden ruler. Walking back to the door, she glances at you. "You may leave, Miss Phillips," she says, but with less venom in her voice. "But mark my words, Mr. Stitch will hear of your disobedience."<br>
<br>
With a slam of the door behind her, you are left alone to investigate the classroom.<br>
<br>
<<ActionsHeader>>
<<link "Investigate the classroom" "GeographyRoomCurse">><<SetFlag "Act2GeographyDetention" false>><<set $GeographyDetention to undefined>><</link>>
<<else>>
<<QuestState "Quest10">><<Flag "Act2Started">><<set _Act2Started to _FlagReturn>>
<<if _Act2Started is false and _QuestState is 4>>
<<Quest10DetentionHelper>>
<<switch _Quest10DetentionHelper>>
<<case "Terrence">>
You look between the blackboard and the piece of chalk, then shake your head. "I’m not going to write that," you tell Prichard flatly.<br>
<br>
She snarls her teeth at you. "You’re refusing to do your detention?" <br>
<br>
"I don’t want to write that," you reply. <br>
<br>
She takes a deep breath, barely keeping her anger constrained. "You little harlot," she begins. "You are on thin ice, girl. Expulsion is a very real possibility for you. The world doesn’t treat high-school dropouts kindly. You might think it’s fun and games now, but the depraved jobs they give to delinquents grow tiresome. Even for girls like you."<br>
<br>
The icy atmosphere is suddenly interrupted by a knock on the door. You and Prichard both look over, seeing the face of Terrence through the window.<br>
<br>
Prichard huffs and walks over to the door, swinging it open. "Yes Mr. Handle?" she asks him with irritation. <br>
<br>
"Please Miss. Prichard," Terrence says meekly. "I don’t mean to interrupt. But Mr. Stitch was wondering if you could go to the football field. He has concerns about the length of the cheerleaders skirts today. He thinks they’ve been misusing the home economics equipment to shorten them."<br>
<br>
You hear Prichard blow air out of her nostrils. "Those little trollops!" she spits. "I’ll get my ruler."<br>
<br>
She strides back over to her desk and picks up a wooden ruler. Walking back to the door, she glances at you. "You may leave, Miss Phillips," she says, but with less venom in her voice. "But mark my words, Mr. Stitch will hear of your disobedience."<br>
<br>
With a slam of the door behind her, you are left alone to investigate the classroom.<br>
<br>
<<ActionsHeader>>
<<link "Investigate the classroom" "GeographyRoomCurse">><<set $GeographyDetention to undefined>><</link>>
<<case "Liz">>
You look between the blackboard and the piece of chalk, then shake your head. "I’m not going to write that," you tell Prichard flatly.<br>
<br>
She snarls her teeth at you. "You’re refusing to do your detention?" <br>
<br>
"I don’t want to write that," you reply. <br>
<br>
She takes a deep breath, barely keeping her anger constrained. "You little harlot," she begins. "You are on thin ice, girl. Expulsion is a very real possibility for you. The world doesn’t treat high-school dropouts kindly. You might think it’s fun and games now, but the depraved jobs they give to delinquents grow tiresome. Even for girls like you."<br>
<br>
You suddenly hear a shriek from the corridor. Both you and Prichard turn around to look at the glass pane in the door. You see Liz’s face, her nostrils pressed up against the glass. <br>
<br>
"Hey Prichard!" she cries, and plants her lips against the window, leaving lip marks from bold black lipstick against the glass.<br>
<br>
"You little tramp!" Prichard cries, striding over to the door. She swings it open, but Liz has already bolted up the corridor.<br>
<br>
She glances back at you momentarily. "You may leave, Miss Phillips," she says, but with less venom in her voice. "But mark my words, Mr. Stitch will hear of your disobedience."<br>
<br>
Then Prichard bounds after Liz, leaving you alone and free to investigate the classroom.<br>
<br>
<<ActionsHeader>>
<<link "Investigate the classroom" "GeographyRoomCurse">><<set $GeographyDetention to undefined>><</link>>
<<case "Christina">>
You look between the blackboard and the piece of chalk, then shake your head. "I’m not going to write that," you tell Prichard flatly.<br>
<br>
She snarls her teeth at you. "You’re refusing to do your detention?" <br>
<br>
"I don’t want to write that," you reply. <br>
<br>
She takes a deep breath, barely keeping her anger constrained. "You little harlot," she begins. "You are on thin ice, girl. Expulsion is a very real possibility for you. The world doesn’t treat high-school dropouts kindly. You might think it’s fun and games now, but the depraved jobs they give to delinquents grow tiresome. Even for girls like you."<br>
<br>
The icy atmosphere is suddenly interrupted by a knock on the door. You and Prichard both look over, seeing the face of Christina through the window.<br>
<br>
Prichard huffs and walks over to the door, swinging it open. "Yes, Miss. Evans?" she asks her with irritation.<br>
<br>
"Mr. Stitch told me to come find you," Christina says, giving you only the briefest of acknowledgement. "Apparently there's some nerds underneath the bleachers again, trying to take photos of the cheerleaders. He wants you go to find them."<br>
<br>
You hear Prichard tut. "Very well. If the headmaster wishes it, I shall go. This school is descending into a gaggle of deviants, Miss. Evans."<br>
<br>
Christina nods. "Yes Miss." She gives you a look, then walks off.<br>
<br>
Prichard glances at you. "You may leave, Miss Phillips," she says, but with less venom in her voice. "But mark my words, Mr. Stitch will hear of your disobedience."<br>
<br>
With a slam of the door behind her, you are left alone to investigate the classroom.<br>
<br>
<<ActionsHeader>>
<<link "Investigate the classroom" "GeographyRoomCurse">><<set $ChrissiePrichard to false>><<set $GeographyDetention to undefined>><</link>>
<<case "None">>
You look between the blackboard and the piece of chalk, then shake your head. "I’m not going to write that," you tell Prichard flatly.<br>
<br>
She snarls her teeth at you. "You’re refusing to do your detention?" <br>
<br>
"I don’t want to write that," you reply. <br>
<br>
She takes a deep breath, barely keeping her anger constrained. "You little harlot," she begins. "You are on thin ice, girl. Expulsion is a very real possibility for you. The world doesn’t treat high-school dropouts kindly. You might think it’s fun and games now, but the depraved jobs they give to delinquents grow tiresome. Even for girls like you."<br>
<br>
The icy atmosphere is suddenly interrupted by a knock on the door. You and Prichard both look over, seeing the face of Christina through the window.<br>
<br>
Prichard huffs and walks over to the door, swinging it open. "Yes, Miss. Evans?" she asks her with irritation.<br>
<br>
"Mr. Stitch told me to come find you," Christina says, giving you only the briefest of acknowledgement. "Apparently there's some nerds underneath the bleachers again, trying to take photos of the cheerleaders. He wants you go to find them."<br>
<br>
You hear Prichard tut. "Very well. If the headmaster wishes it, I shall go. This school is descending into a gaggle of deviants, Miss. Evans."<br>
<br>
Christina nods. "Yes Miss." She gives you a look, then walks off.<br>
<br>
Prichard glances at you. "You may leave, Miss Phillips," she says, but with less venom in her voice. "But mark my words, Mr. Stitch will hear of your disobedience."<br>
<br>
With a slam of the door behind her, you are left alone to investigate the classroom.<br>
<br>
<<ActionsHeader>>
<<link "Investigate the classroom" "GeographyRoomCurse">><<set $ChrissiePrichard to false>><<set $GeographyDetention to undefined>><</link>>
<</switch>>
<<else>>
You look between the blackboard and the piece of chalk, then shake your head. "I’m not going to write that," you tell Prichard flatly.<br>
<br>
She snarls her teeth at you. "You’re refusing to do your detention?" <br>
<br>
"I don’t want to write that," you reply. <br>
<br>
She takes a deep breath, barely keeping her anger constrained. "You little harlot," she begins. "You are on thin ice, girl. Expulsion is a very real possibility for you. The world doesn’t treat high-school dropouts kindly. You might think it’s fun and games now, but the depraved jobs they give to delinquents grow tiresome. Even for girls like you."<br>
<br>
You stare back at her, saying nothing. She sighs and snatches the chalk out of your hand, throwing it on her desk.<br>
<br>
"Get out of my classroom, little girl. Mr. Stitch will be informed of your behaviour. Expect your grades to drop. Significantly."<br>
<br>
She stares back at you, but says nothing more. After a moment, you turn and walk out of the classroom. You might have saved yourself from the effects of the school, but you wonder how badly Emily’s grades are going to be impacted.<br>
<br>
<<ActionsHeader>>
<<link "Leave class" "SchoolCorridor">><<TimeChange>><<set $GeographyDetention to undefined>><</link>>
<</if>>
<</if>>
<</switch>>You creep down the lockers towards the door to the Geography classroom, with each step conscious of the sounds your heels cause on the floor.<br>
<br>
Drawing alongside the doorframe, you peer in through the glass. You see a male student standing at the front, scratching out lines on the blackboard. You recognise him as a nervous looking kid from some of your classes. Terrence Handle.<br>
<br>
You watch him for a moment. With his brown hair, brown eyes and average height, Terrence blends in. He always has his head down, avoiding eye contact. You can’t imagine why he’s in detention.<br>
<br>
With your thoughts drifting, you only see him looking back as he animatedly gestures you away. Then you see Prichard come into view, walking with purpose towards the door.<br>
<br>
You leap backwards and trot down the corridor, hearing your high heels clap quickly on the floor. As you hear the sound of the door ripping open, you throw yourself into the stairwell and leap up to the next floor, out of sight.<br>
<br>
Holding your breath, you dare to look down. Moments later Prichard bounds up, standing at the bottom of the stairs, like a hunter seeking its prey.<br>
<br>
Her eyes scan the surroundings and you duck back, hoping you are out of sight. You hear an aggravated huff, then footsteps, and finally a door slamming shut.<br>
<br>
Faced with the risk of seeing the Geography teacher’s wrath up closer, as quietly as possible you descend the stairs and move back to the main corridor.<br>
<br>
<i>If you want to talk to Terrence, you should hang around outside the school for him to finish his detention.</i><br>
<br>
<<ActionsHeader>>
<<link "Go back to corridor" "SchoolCorridor">><<QuestTracker "Quest10" 2>><</link>><<switch $GeographyRoomCurse>>
<<case undefined>>
You build up enough magical aura within your body to scan the room for the cause of the curse. You grow frustrated as your eyes move across the blackboard, to the desks, even to the maps on the wall. Nothing speaks to you.<br>
<br>
Then, there is a flicker of a glow from Prichard's desk. Moving towards it, the aura becomes greater. Only when you are almost on top of it do you see the source.<br>
<br>
Prichard’s prized chalk emanates magical energy. Like your amulet, it feels warm as you hold your palm close to it.<br>
<br>
<<ActionsHeader>>
<<SpellsCheckSelf "Ward">>
<<if _SpellsCheckSelf is true>>
<<Flag "Act2Started">>
<<if _FlagReturn is true>>
<<if $GeographyWard is undefined>>
<<link "[Spell: Ward] Cast Ward to nullify the spell on the chalk" "GeographyRoomCurse">>
<<Flag "CounterCurseGestureKnown">>
<<if _FlagReturn is true>>
<<set $GeographyRoomCurse to "CastWardAct2NullifyAll">>
<<set $GeographyWard to "NulifiedAll">>
<<QuestOptionComplete "Quest24" 4 "geography">>
<<Quest24NullifyReconcile>>
<<Greedy -1>>
<<else>>
<<set $GeographyRoomCurse to "CastWardAct2FailNullifyAll">>
<<Greedy -1>>
<<Assertive -1>>
<</if>>
<</link>><br>
<<link "[Spell: Ward] Cast Ward to nullify yourself against the spell on the chalk" "GeographyRoomCurse">>
<<Flag "CounterCurseGestureKnown">>
<<if _FlagReturn is true>>
<<set $GeographyRoomCurse to "CastWardAct2NullifyYourself">>
<<set $GeographyWard to "NulifiedSelf">>
<<QuestOptionComplete "Quest24" 4 "geography">>
<<Quest24NullifyReconcile>>
<<Greedy 1>>
<<else>>
<<set $GeographyRoomCurse to "CastWardAct2FailNullifyYourself">>
<<Greedy 1>>
<<Assertive -1>>
<</if>>
<</link>>
<<else>>
<<link "Leave class" "SchoolCorridor">><<set $GeographyDetention to undefined>><<TimeChange>><</link>>
<</if>>
<<else>>
<<link "[Spell: Ward] Cast Ward to nullify the spell on the chalk" "GeographyRoomCurse">>
<<QuestTracker "Quest10" "complete">>
<<QuestOptionComplete "Quest5" 2 "geography">>
<<set $GeographyRoomCurse to "CastWard">>
<<WardsNullified>>
<<set $GeographyWard to "NulifiedAll">>
<<Greedy -1>>
<</link>><br>
<<link "[Spell: Ward] Cast Ward to nullify yourself against the spell on the chalk" "GeographyRoomCurse">>
<<set $GeographyRoomCurse to "CastWard">>
<<WardsNullified>>
<<QuestTracker "Quest10" "complete">>
<<QuestOptionComplete "Quest5" 2 "geography">>
<<Greedy 1>>
<<set $GeographyWard to "NulifiedSelf">>
<</link>>
<</if>>
<<else>>
<<link "Leave class" "SchoolCorridor">><<set $GeographyDetention to undefined>><<TimeChange>><</link>>
<</if>>
<<case "CastWard">>
Closing your eyes, you stretch your hand over the chalk. You stir the magical energies inside you, projecting them out towards it.<br>
<br>
<<if $GeographyWard is "NulifiedSelf">>
"I cause this object with power beyond its power," you say. "Unseen and unheard, its effects will be felt by all but me."<br>
<br>
You open your eyes. The chalk pulsates with energy still, but you feel no warmth, nor heat when you move your palm over it. Wary, you run a single finger over it. It feels like an ordinary piece of chalk.<br>
<br>
Only the sight of magic illuminating from it gives any indication to you that the curse, in some form, is still active.<br>
<<else>>
"I cause this object with power beyond its power," you say. "Unseen and unheard, its effects will be felt by none."<br>
<br>
You open your eyes. Yellow energy seeps out of each end of the chalk, like pus flowing from a burst pimple. It seems to conjugate on Prichard’s desk, bubbling like acid eating away at the wood. Yet, as it evaporates, it leaves behind no trace of its presence.<br>
<br>
Then the chalk is just chalk, once again.<br>
<</if>>
<<set $CurrentRoom to "SchoolGeographyRoom">>
<<cheerleaderIntervention>>
<<if $cheerleaderIntActive isnot true>>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">><<set $GeographyDetention to undefined>><<set $GeographyRoomCurse to undefined>><<TimeChange>><</link>>
<</if>>
<<case "CastWardAct2FailNullifyAll">>
Closing your eyes, you stretch your hand over the chalk. You stir the magical energies inside you, projecting them out towards it.<br>
<br>
"I cause this object with power beyond its power," you say. "Unseen and unheard, its effects will be felt by none."<br>
<br>
Suddenly your connection to the chalk is sharply ended. You open your eyes to see the magical aura still remain, but you think you see a hazy yellow barrier form around it before you are thrown across the room.<br>
<br>
You land and bounce off desks, clutching your back in pain. Looking up, you see the chalk on the floor, still burning with magical energy.<br>
<br>
In amongst the pain, you sense something else deep within your mind. The crackle of magics, etching away at your braincells. Morphing them into something else.<br>
<br>
Looking around, you glance over the maps taped to the walls of the classroom. Countries with strange names, exotic… and dangerous. You shudder at the thought of the peril you could face if you ever went there.<br>
<br>
<i>Now fearing of places outside Charlton, are you?</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">>
<<TimeChange>>
<<QuestTracker "Quest24" 1>>
<<set $GeographyDetention to undefined>>
<<set $GeographyRoomCurse to undefined>>
<</link>>
<<case "CastWardAct2FailNullifyYourself">>
Closing your eyes, you stretch your hand over the chalk. You stir the magical energies inside you, projecting them out towards it.<br>
<br>
"I cause this object with power beyond its power," you say. "Unseen and unheard, its effects will be felt by all but me."<br>
<br>
Suddenly your connection to the chalk is sharply ended. You open your eyes to see the magical aura still remain, but you think you see a hazy yellow barrier form around it before you are thrown across the room.<br>
<br>
You land and bounce off desks, clutching your back in pain. Looking up, you see the chalk on the floor, still burning with magical energy.<br>
<br>
In amongst the pain, you sense something else deep within your mind. The crackle of magics, etching away at your braincells. Morphing them into something else.<br>
<br>
Looking around, you glance over the maps taped to the walls of the classroom. Countries with strange names, exotic… and dangerous. You shudder at the thought of the peril you could face if you ever went there.<br>
<br>
<i>Now fearing of places outside Charlton, are you?</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">>
<<TimeChange>>
<<QuestTracker "Quest24" 1>>
<<set $GeographyDetention to undefined>>
<<set $GeographyRoomCurse to undefined>>
<</link>>
<<case "CastWardAct2NullifyAll">>
Closing your eyes, you stretch your hand over the chalk. You stir the magical energies inside you, projecting them out towards it.<br>
<br>
This time, you raise your hand and trace the gesture Marjorie taught you, feeling the power flow down your arm as your finger glows bright.<br>
<br>
The counter-curse answers. The hazy yellow barrier blooms over the chalk, ready to throw you back across the room. You press your glowing finger against it and it splinters like sugar glass, cracks spidering out from your touch until the barrier falls away into nothing.<br>
<br>
The curse is bare before you now.<br>
<br>
“I cause this object with power beyond its power,” you say. “Unseen and unheard, its effects will be felt by none.”<br>
<br>
You open your eyes. Yellow energy seeps out of each end of the chalk, like pus flowing from a burst pimple. It seems to conjugate on Prichard’s desk, bubbling like acid eating away at the wood. Yet, as it evaporates, it leaves behind no trace of its presence.<br>
<br>
Then the chalk is just chalk, once again.<br>
<br>
You lower your hand. No barrier this time. No throw across the desks.<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">>
<<TimeChange>>
<<set $GeographyDetention to undefined>>
<<set $GeographyRoomCurse to undefined>>
<</link>>
<<case "CastWardAct2NullifyYourself">>
Closing your eyes, you stretch your hand over the chalk. You stir the magical energies inside you, projecting them out towards it.<br>
<br>
This time, you raise your hand and trace the gesture Marjorie taught you, feeling the power flow down your arm as your finger glows bright.<br>
<br>
The counter-curse answers. The hazy yellow barrier blooms over the chalk, ready to throw you back across the room. You press your glowing finger against it and it splinters like sugar glass, cracks spidering out from your touch until the barrier falls away into nothing.<br>
<br>
The curse is bare before you now.<br>
<br>
“I cause this object with power beyond its power,” you say. “Unseen and unheard, its effects will be felt by all but me.”<br>
<br>
You open your eyes. The chalk pulsates with energy still, but you feel no warmth, nor heat when you move your palm over it. Wary, you run a single finger over it. It feels like an ordinary piece of chalk.<br>
<br>
Only the sight of magic illuminating from it gives any indication to you that the curse, in some form, is still active.<br>
<br>
You lower your hand. No barrier this time. No throw across the desks.<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">>
<<TimeChange>>
<<set $GeographyDetention to undefined>>
<<set $GeographyRoomCurse to undefined>>
<</link>>
<</switch>><<switch $GeographyRoomSpying>>
<<case undefined>>
You lean toward the small rectangular window in the geography room door, standing just out of the sight. From this angle, you can see most of the class - all boys - and the unmistakable form of Ms. Prichard at the front of the room, pointer in hand, standing beside the distorted world map you’ve seen before.<Br>
<br>
<<if $GeographyWard is "NulifiedAll">>
Prichard appears to be in the middle of an impassioned lecture, but something is clearly off. The boys are shifting in their seats, whispering loudly, barely bothering to hide their reactions.<br>
<Br>
You catch one of them smirking as they lean over to another and mimics her pointer gestures in exaggerated fashion. Another scribbles something in his notebook and holds it up. You can just make out the picture of Prichard dressed as Winston Churchill. There’s laughter.<br>
<br>
One by one, boys rise and approach the blackboard. Though not with reverence. Some are half-laughing before they even draw. One says something and the entire row behind him snorts. You can’t hear it, but you can guess the tone. Mocking, sarcastic, irreverent.<br>
<br>
Prichard snaps her pointer against the desk once, then again. But it’s like trying to hold back a wave with an umbrella.<br>
<Br>
You watch for a few moments longer, but nothing abnormal happens. Whatever impact the curse had, you've nullified it. If you want to learn what's happening in the segregated boys lessons, you need the curse to be in-effect.<br>
<br>
<<ActionsHeader>>
<<link "Step away from the door" "GeographyRoomSpying">><<set $GeographyRoomSpying to "StopSpying">><<DailyVariableRemove "SpyingOnGeography">><</link>>
<<else>>
Even without sound, the room feels electric. Shoulders squared. Eyes alert. It doesn’t look like any geography class you’ve ever attended.<br>
<br>
You watch in growing discomfort as the boys begin to take turns approaching the blackboard. Each one draws lines with purpose. Confidence. Ruthlessness.<Br>
<Br>
One outlines a naval blockade with sweeping gestures. Another traces a path and jabs at it with the chalk, lips curled in something halfway between a smile and a snarl. You can’t hear the words, but you see one boy slap the desk, laughing. Another gestures with his fist closed, and several boys nod in approval.<bR>
<Br>
Ms. Prichard watches silently, head tilted. She doesn’t smile, but she doesn’t stop them either. Whatever this lesson is, it’s not just about borders. It’s about power. And conquest.<br>
<br>
<<CheckPersonalityState "Terrence">>
<<if _PersonalityState isnot "Straight">>As you scan over the room, you spot Dennis off to the side. He seems to be almost cowering, as if trying to shrink into his seat. Terrence is also leaning back, almost horizontal, his spindly body almost hidden beneath the top of his desk.<br>
<<else>>As you scan over the room, you spot Dennis off to the side. He seems to be almost cowering, as if trying to shrink into his seat. Terrence, in contrast, is embracing the atmosphere, cheering as other students mark out diagrams on the blackboard.<br><</if>>
<br>
Whatever impact the lessons are having on the boys, it's not consistent. Whilst the majority of them have embraced Prichard's teachings, some are trying to avoid it. <Br>
<br>
You’re still staring when Prichard suddenly turns. Her eyes sweep the room, then snap straight to the door.<bR>
<br>
You duck out of sight. Your heart pounds. For a moment, you wait. But no one comes out. Still, you know what you saw. And more than that, you know what you felt.<Br>
<br>
The impact of the lesson is definitely different on boys. But more curiously, the changes are different from person to person. You realise that if you’re going to find out the truth about how it's different, you’ll have to do more than peek through a window. You’ll have to get inside.<br>
<br>
How are you supposed to get inside a classroom full of boys? Not just to peek, but to experience what they’re being taught? To understand it?<br>
<br>
Around your neck, the amulet begins to tingle. A subtle vibration against your chest. As if answering the question.<Br>
<br>
<I>As a boy?</i><br>
<br>
<<ActionsHeader>>
<<link "Step away from the door" "GeographyRoomSpying">><<set $GeographyRoomSpying to "StopSpying">><<DailyVariableRemove "SpyingOnGeography">><<QuestTracker "Quest11" 3>><</link>>
<</if>>
<<case "StopSpying">>
<<Flag "WomensIssuesExcuse">>
<<if _FlagReturn>>
You take a careful step back from the door, away from the narrow strip of glass that looks into the classroom.<Br>
<Br>
"Excuse me," says a voice behind you. "What exactly are you doing here?"<bR>
<Br>
You spin around to see Chantelle Marks stand in the corridor, arms folded neatly behind her back. Her school badge gleams in the overhead lights and she wears a pinched, disapproving expression. As if she’s been waiting for this moment all morning.<br>
<bR>
"What are you doing here?" you ask defensively.<Br>
<Br>
"I’m a hall monitor," she replies matter-of-factly. "When teachers suspect a student is wandering the halls without permission, they often ask me to investigate." She tilts her head. "Just like they did with you."<Br>
<Br>
You try to speak, but she cuts in quickly. "I’ll escort you to the nurse’s office," she says. "Like you were supposed to go to. Unless you’d prefer I report you for truancy?"<br>
<br>
There’s no malice in her tone. Just rules. And her absolute belief in them.<br>
<br>
<<ActionsHeader>>
<<link "Go with Chantelle to the Nurse’s Office" "GeographyRoomSpying">><<set $GeographyRoomSpying to "RancysOffice">><<SetFlag "WomensIssuesExcuse" false>><</link>>
<<else>>
You take a careful step back from the door, away from the narrow strip of glass that looks into the classroom.<Br>
<br>
Considering what you'll have to do in order to discover how the lesson is impacting boys, you move away and back to the corridor.<Br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">><<TimeChange>><<set $GeographyRoomSpying to undefined>><</link>>
<</if>>
<<case "RancysOffice">>
Chantelle leads you down the corridor with precise steps, her hands clasped neatly behind her back. When you reach the Nurse’s Office, she knocks twice sharply, and waits.<Br>
<br>
"Come," says a voice from within. Even through the closed door, you can hear the cool authority behind the word. Chantelle opens the door and gestures for you to step inside.<br>
<br>
<<ActionsHeader>>
<<link "Enter the Nurse’s Office" "SchoolNursesOffice">><<set $GeographyRoomSpying to undefined>><<EventTrigger "SchoolNursesOffice" "WomensIssuesExcuse" null "Rancy" "Emily" null null null true>><<NPCKnown "Rancy">><</link>>
<</switch>><<if $GeographyClassBoys is "PressAssault">>
You grip the chalk harder, arm moving with new certainty. The map sprawls before you, waiting to be claimed.<bR>
<Br>
You drive lines through seas and borders with bold, sweeping strokes. Arrows pierce capitals, ports are circled and crossed out, coasts carved up into neat segments of occupation. Each mark feels good. As if the world itself bends beneath your hand.<Br>
<Br>
The room surges with noise. Desks thump. Whistles shrill. Someone calls out, "That’s it, Mannet! Show them!" Another shouts, "Take it all!"<Br>
<Br>
You can feel their energy feeding into you, pouring strength into every mark. Your chest swells and your thoughts sharpen. The invasion isn’t just imagined anymore. It’s inevitable. In your mind’s eye, ships cut across the sea, men storm beaches, flags rise over conquered cities.<Br>
<Br>
Behind you, the boys are on their feet, whooping and hollering as though you’d already won a war. The jeering that usually follows has turned to acclaim. For a moment, you are one of them. In fact, you think, grinning, you are leading them.<BR>
<BR>
Out of the corner of your eye, you see Prichard tilt her head. Her lips curl just enough to show satisfaction. She taps her pointer once against her palm, the sound a punctuation mark to your conquest. "Nicely done, Master Mannet."<Br>
<Br>
The curse burns in your chest, no longer a whisper but a command. This is your right. The right of conquerors. The right of Charlton’s sons. The right of men.<Br>
<Br>
When you finally lower the chalk, the map is a mess of bold lines, arrows, and conquests. A vision of empire reborn. You turn back to the room, breath quick, pulse hammering. The boys cheer you still, the sound echoing in your bones.<Br>
<Br>
It feels good. Too good.<Br>
<br>
<<ActionsHeader>>
<<link "Finish the lesson" "GeographyClassBoys">><<set $GeographyClassBoys to "DennisFinishBuffPress">><</link>><br>
<<elseif $GeographyClassBoys is "ProtectTroops">>
The chalk rests in your hand, heavy as lead. The boys behind you yearn for conquest, jeering and thumping their desks, urging you to carve deeper. Prichard’s eyes gleam, waiting for you to press the assault.<br>
<Br>
But you don’t.<Br>
<Br>
Instead, you draw your next line sideways, cutting across the arrows you’d already sketched. You sketch arcs that pull your forces back into a ring, defensive bulwarks protecting ports and supply routes. Not lines of invasion, but shields against them.<Br>
<Br>
The noise behind you falters.<Br>
<Br>
"What’s he doing?" someone mutters.<Br>
<Br>
"He’s retreating," another sneers.<BR>
<Br>
A burst of laughter follows. "Mannet couldn’t conquer a sandwich!"<Br>
<Br>
You ignore them. The chalk flows steady in your grip. The marks aren’t bold thrusts of empire. They're lines of protection. Troops holding ground, not spilling out to take more.<Br>
<Br>
Prichard’s lips purse thin, her face unreadable but hard. "You think defence is the way of empire?" she asks, her voice clipped. "That our strength is to shield, not to strike?"<BR>
<Br>
You meet her gaze for a moment before turning back to the board. The curse pulses inside you, urging you to conquer. But you instead twist it. Not greed, but now duty. The strength to hold, to endure, to guard.<Br>
<Br>
The jeers sting, but you hold the chalk firm until the last line is drawn. When you lower your hand, the map isn't one of conquest. It's covered with shields and fortifications. Proof that not every man need be a predator.<Br>
<Br>
"Take your seat, Mannet," Prichard curtly tells you. As you walk back to your desk you feel the curse lingering inside you. But it's now reshaped by your choice. Not hunger for territory, but resolve to protect. Not entitlement to lands, but vigilance of life.<Br>
<br>
<<ActionsHeader>>
<<link "Finish the lesson" "GeographyClassBoys">><<set $GeographyClassBoys to "DennisFinishBuffProtect">><</link>><br>
<<elseif $GeographyClassBoys is "DennisFinishBuffPress">>
The scratching of chalk fades as the last boy takes his seat. The map is a battlefield now. Criss-crossed with arrows, lines, and half-erased claims of conquest.<bR>
<Br>
Ms. Prichard steps forward, pointer in hand. She taps it sharply against the board, the crack cutting through the murmurs. "Well. A spirited showing."<Br>
<Br>
Her eyes sweep the room, pausing on you longer than the rest. "Geography is not a parlour game," she tells the class. "It is the study of power. And power requires conviction. Some of you displayed it. Others still lack the backbone their Empire demands."<br>
<Br>
The boys mutter, some with pride, others with shame.<Br>
<Br>
The lines you carved are still burning in your mind. The boys’ jeers turned to cheers and the curse pulsates in your chest. You feel the swell of pride yourself.<Br>
<br>
Prichard raps the pointer one last time against the board. "Dismissed."<br>
<Br>
The boys shove away from their desks, loud and boisterous, already mocking one another as they file out. You linger a moment longer, eyes drawn to the chalk-scarred map.<Br>
<Br>
And then it hits you. The sense of pride you're feeling is interlaced with something else. A carnal desire to claim and bend the world to your will.<Br>
<br>
You watch the last boys exit, each wearing the same look of lust on their faces. What you're feeling isn't just limited to you. This is what they are taught in their lessons away from the girls.<Br>
<Br>
And you know that you'll carry that within you beyond the classroom door.<Br>
<<BuffCheckSelf "ColonialRight">>
<<if _BuffCheckSelf is false>><br><div class="Notification"><<print "You have learned Colonial Right, a permanent -1 Feminity and +10 Greedy. But be careful, Buffs will lock you out of some future decisions.">></div><</if>>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">><<TimeChange>><<set $GeographyClass to undefined>><<set $GeographyClassBoys to undefined>><<QuestTracker "Quest11" "complete">><<LearnBuff "ColonialRight">><</link>><br>
<<elseif $GeographyClassBoys is "DennisFinishBuffProtect">>
The scratching of chalk fades as the last boy takes his seat. The map is a battlefield now. Criss-crossed with arrows, lines, and half-erased claims of conquest.<bR>
<Br>
Ms. Prichard steps forward, pointer in hand. She taps it sharply against the board, the crack cutting through the murmurs. "Well. A spirited showing."<Br>
<Br>
Her eyes sweep the room, pausing on you longer than the rest. "Geography is not a parlour game," she tells the class. "It is the study of power. And power requires conviction. Some of you displayed it. Others still lack the backbone their Empire demands."<br>
<Br>
The boys mutter, some with pride, others with shame. A few of them glance your way with smirks and knowing grins.<Br>
<Br>
Their jeers still echo in your mind, but you don't slouch or cower away. Instead you feel yourself sitting straighter. In your stomach you feel the effects of the curse lingering, but reshaped from the desperate urge to claim. You chose to hold the line, not strike it. The boys can laugh, but you feel a sense of pride in protecting your troops.<Br>
<br>
Prichard raps the pointer one last time against the board. "Dismissed."<br>
<Br>
The boys shove away from their desks, loud and boisterous, already mocking one another as they file out. You linger a moment longer, eyes drawn to the chalk-scarred map.<Br>
<Br>
And then it hits you. There was no battle to win. No troops to protect. It was a delusional war game masked as a geography lesson. But instead of giving in to the curse's demand for fictional blood, you twisted it into something kinder and protective.
<BR>
You watch the last boys exit, each wearing the same look of pride. And whilst most of them chose to slay rather than shield, a few followed your example and steadfastly played a different game. What you're feeling isn't just limited to you. This is what they are taught in their lessons away from the girls.<Br>
<Br>
And crucially, you know that in spite of the intention of the magic in the school, it can be moulded. Individual to individual, the trouble at school affects them in different ways.<Br>
<<BuffCheckSelf "EmpiresShield">>
<<if _BuffCheckSelf is false>><br><div class="Notification"><<print "You have learned Empire's Shield, a permanent -1 Feminity and -10 Greedy. But be careful, Buffs will lock you out of some future decisions.">></div><</if>>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">><<set $GeographyClass to undefined>><<TimeChange>><<set $GeographyClassBoys to undefined>><<QuestTracker "Quest11" "complete">><<LearnBuff "EmpiresShield">><</link>><br>
<<elseif $GeographyClassBoys is "JakePressAssault">>
You grip the chalk harder, arm moving with new certainty. The map sprawls before you, waiting to be claimed.<bR>
<Br>
You drive lines through seas and borders with bold, sweeping strokes. Arrows pierce capitals, ports are circled and crossed out, coasts carved up into neat segments of occupation. Each mark feels good. As if the world itself bends beneath your hand.<Br>
<Br>
The room erupts. Desks thump in rhythm, boys whistle and shout your name. "That’s it, Duncan! Take it all!" one bellows. Another slams his palm against the desk, laughing, "Show them how it’s done!"<br>
<Br>
You can feel their energy feeding into you, pouring strength into every mark. Your chest swells and your thoughts sharpen. The invasion isn’t just imagined anymore. It’s inevitable. In your mind’s eye, ships cut across the sea, men storm beaches, flags rise over broken cities.<Br>
<Br>
Behind you, the boys are on their feet, whooping and hollering as though you’d already led them to victory. And so they should. This was always yours. Their acclaim feels inevitable, an echo of the rightness burning in your chest.<Br>
<BR>
Out of the corner of your eye, you see Prichard tilt her head. Her lips curl just enough to show satisfaction. She taps her pointer once against her palm, the sound a punctuation mark to your conquest. "Nicely done, Master Duncan."<Br>
<Br>
The curse burns in your chest, no longer a whisper but a command. This is your right. The right of conquerors. The right of Charlton’s sons. The right of men.<Br>
<Br>
When you finally lower the chalk, the map is a mess of bold lines, arrows, and conquests. A vision of empire reborn. You turn back to the room, breath quick, pulse hammering. The boys cheer you still, the sound echoing in your bones.<Br>
<Br>
It feels good. Too good.<Br>
<br>
<<ActionsHeader>>
<<link "Finish the lesson" "GeographyClassBoys">><<set $GeographyClassBoys to "JakeFinishBuffPress">><</link>><br>
<<elseif $GeographyClassBoys is "JakeProtectTroops">>
The chalk rests in your hand, heavy as lead. The boys behind you yearn for conquest, jeering and thumping their desks, urging you to carve deeper. Prichard’s eyes gleam, waiting for you to press the assault.<br>
<Br>
But you don’t.<Br>
<Br>
Instead, you draw your next line sideways, cutting across the arrows you’d already sketched. You sketch arcs that pull your forces back into a ring, defensive bulwarks protecting ports and supply routes. Not lines of invasion, but shields against them.<Br>
<Br>
The noise behind you falters.<Br>
<Br>
"What’s he doing?" someone mutters.<Br>
<Br>
"He’s retreating," another sneers.<BR>
<Br>
A burst of laughter follows. "No wonder we lose all our football games!"<Br>
<Br>
You ignore them. The chalk flows steady in your grip. The marks aren’t bold thrusts of empire. They're lines of protection. Troops holding ground, not spilling out to take more.<Br>
<Br>
Prichard’s lips purse thin, her face unreadable but hard. "You think defence is the way of empire?" she asks, her voice clipped. "That our strength is to shield, not to strike?"<BR>
<Br>
You meet her gaze for a moment before turning back to the board. The curse pulses inside you, urging you to conquer. But you instead twist it. Not greed, but now duty. The strength to hold, to endure, to guard.<Br>
<Br>
The jeers sting, but you hold the chalk firm until the last line is drawn. When you lower your hand, the map isn't one of conquest. It's covered with shields and fortifications. Proof that not every man need be a predator.<Br>
<Br>
"Take your seat, Duncan," Prichard curtly tells you. As you walk back to your desk you feel the curse lingering inside you. But it's now reshaped by your choice. Not hunger for territory, but resolve to protect. Not entitlement to lands, but vigilance of life.<Br>
<br>
<<ActionsHeader>>
<<link "Finish the lesson" "GeographyClassBoys">><<set $GeographyClassBoys to "JakeFinishBuffProtect">><</link>><br>
<<elseif $GeographyClassBoys is "JakeFinishBuffPress">>
The scratching of chalk fades as the last boy takes his seat. The map is a battlefield now. Criss-crossed with arrows, lines, and half-erased claims of conquest.<bR>
<Br>
Ms. Prichard steps forward, pointer in hand. She taps it sharply against the board, the crack cutting through the murmurs. "Well. A spirited showing."<Br>
<Br>
Her eyes sweep the room, pausing on you longer than the rest. "Geography is not a parlour game," she tells the class. "It is the study of power. And power requires conviction. Some of you displayed it. Others still lack the backbone their Empire demands."<br>
<Br>
The boys mutter, some with pride, others with shame.<Br>
<Br>
The lines you carved are still burning in your mind. The boys’ cheers echo in your mind as the curse pulsates in your chest. You feel the swell of pride yourself.<Br>
<br>
Prichard raps the pointer one last time against the board. "Dismissed."<br>
<Br>
The boys shove away from their desks, loud and boisterous, already mocking one another as they file out. You linger a moment longer, eyes drawn to the chalk-scarred map.<Br>
<Br>
And then it hits you. The sense of pride you're feeling is interlaced with something else. A carnal desire to claim and bend the world to your will.<Br>
<br>
You watch the last boys exit, each wearing the same look of lust on their faces. What you're feeling isn't just limited to you. This is what they are taught in their lessons away from the girls.<Br>
<Br>
And you know that you'll carry that within you beyond the classroom door.<Br>
<<BuffCheckSelf "ColonialRight">>
<<if _BuffCheckSelf is false>><br><div class="Notification"><<print "You have learned Colonial Right, a permanent -1 Feminity and +10 Greedy. But be careful, Buffs will lock you out of some future decisions.">></div><</if>>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">><<TimeChange>><<set $GeographyClass to undefined>><<set $GeographyClassBoys to undefined>><<QuestTracker "Quest11" "complete">><<LearnBuff "ColonialRight">><</link>><br>
<<elseif $GeographyClassBoys is "JakeFinishBuffProtect">>
The scratching of chalk fades as the last boy takes his seat. The map is a battlefield now. Criss-crossed with arrows, lines, and half-erased claims of conquest.<bR>
<Br>
Ms. Prichard steps forward, pointer in hand. She taps it sharply against the board, the crack cutting through the murmurs. "Well. A spirited showing."<Br>
<Br>
Her eyes sweep the room, pausing on you longer than the rest. "Geography is not a parlour game," she tells the class. "It is the study of power. And power requires conviction. Some of you displayed it. Others still lack the backbone their Empire demands."<br>
<Br>
The boys mutter, some with pride, others with shame. A few of them glance your way with smirks and knowing grins.<Br>
<Br>
Their jeers still echo in your mind, but you don't slouch or cower away. Instead you feel yourself sitting straighter. In your stomach you feel the effects of the curse lingering, but reshaped from the desperate urge to claim. You chose to hold the line, not strike it. The boys can laugh, but you feel a sense of pride in protecting your troops.<Br>
<br>
Prichard raps the pointer one last time against the board. "Dismissed."<br>
<Br>
The boys shove away from their desks, loud and boisterous, already mocking one another as they file out. You linger a moment longer, eyes drawn to the chalk-scarred map.<Br>
<Br>
And then it hits you. There was no battle to win. No troops to protect. It was a delusional war game masked as a geography lesson. But instead of giving in to the curse's demand for fictional blood, you twisted it into something kinder and protective.
<BR>
You watch the last boys exit, each wearing the same look of pride. And whilst most of them chose to slay rather than shield, a few followed your example and steadfastly played a different game. What you're feeling isn't just limited to you. This is what they are taught in their lessons away from the girls.<Br>
<Br>
And crucially, you know that in spite of the intention of the magic in the school, it can be moulded. Individual to individual, the trouble at school affects them in different ways.<Br>
<<BuffCheckSelf "EmpiresShield">>
<<if _BuffCheckSelf is false>><br><div class="Notification"><<print "You have learned Empire's Shield, a permanent -1 Feminity and -10 Greedy. But be careful, Buffs will lock you out of some future decisions.">></div><</if>>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">><<TimeChange>><<set $GeographyClass to undefined>><<set $GeographyClassBoys to undefined>><<QuestTracker "Quest11" "complete">><<LearnBuff "EmpiresShield">><</link>><br>
<</if>><<switch $GeographySpecialLesson>>
<<case undefined>>
Lying in white tissue paper is a wooden doll. No bigger than a baby and dressed in a pink bodysuit, revealing its pale painted legs. And you have to fight yourself from recoiling, as your senses explode with alarm. Within its wooden limbs flows magic, like blood through its non-existent veins.<br>
<br>
You hear the creak of wood a moment before your heart leaps upward. For as you stare down at the doll, its head turns on its neck to look up at you with lifeless button-eyes. Its mouth stretches open and the wail of a baby crying pierces your ears.<br>
<br>
Across the classroom other students jolt back as their own dolls cry out. Girls grimace and yelp back as the sounds of babies whining fills the air.<br>
<br>
Then, silence. You look down at the doll, its beady eyes staring back up at you, its wooden mouth inert and open, unmoving.<br>
<br>
"The latest in educational technology," you hear Prichard say. Turning to look at her, you see her wearing a satisfied smile. "The marvel of our Empire's engineers, the output of our envied industry. A plaything for young girls, but an instructional aide for young women."<br>
<br>
Prichard takes out a book from her satchel and opens it up, spread across her desk. She glances down, reading the first lines before she looks back up. "Now. Let's begin."<br>
<br>
<<ActionsHeader>>
<<link "Listen to Prichard's instructions" "GeographyAct2SpecialLesson">><<set $GeographySpecialLesson to "Dress">><</link>>
<<case "Dress">>
You try to keep your head up, ignoring the doll in the box resting on your desk. Every nerve in your body is on-end as it responds to the crackling of magic circling through the toy's wooden limbs.<br>
<br>
"Motherhood," Prichard begins. "Some of you may one day join this noble calling. Assuming, of course, you prove yourselves worthy. But the yearnings of the womb aren't enough to teach you how to be a good mother. Addressing the demands of baby needs understanding and education."<br>
<br>
Your eyes flick to the doll in front of you. The magic shimmers within it, but it hasn't moved. Its black eyes still look up to you, mouth open exposing black paint where its throat would be. If it were real.<br>
<br>
"Each of you will perform three tasks," Prichard states. "You will dress your baby, feed your baby, and nurse it to sleep. The most promising young mothers will receive a badge, counting towards your tally to be short-listed for our prestigious Miss Charlton award at the Prom. Motherhood, as I hope you understand, is as vital to our most celebrated senior female as her ability to dazzle the men with her smile."<br>
<br>
You look around the classroom, trying to sense any hesitation. But you are alarmed to see excited faces, flushed with the anticipation of the lesson.<br>
<br>
In small part, you surmise, to the magic ambers drifting from each doll up into the nostrils of the students. Only then do you become aware that you too are breathing in the same air.<br>
<br>
Prichard looks around the room, casting her gaze on each student. When she's satisfied her attention is absolute, she smiles. "Now. You may begin."<br>
<br>
Desks rattle as students rummage in the boxes in front of them. You hear a number of babies coo as the dolls are lifted out of the boxes. As your mind grows fuzzy, you look down to see those dark buttons looking up at you.<br>
<br>
<<ActionsHeader>>
<<link "Look at the doll" "GeographyAct2SpecialLesson">><<set $GeographySpecialLesson to "DressDoll">><</link>>
<<case "DressDoll">>
Looking down at the box, you cautiously reach out and touch the doll. It feels cold and inanimate, the wood hard and lifeless. It doesn't move as you shift it to one side. As it shouldn't. It is just a doll, after all.<br>
<br>
Riffling through the tissue paper, you find a matching pastel pink dress at the bottom. You hold it up and are thankful not to sense any magic stemming from the material. This, at least, just is as it appears. A dated baby dress, with lace frills at the seams.<br>
<br>
As you look at it the sunlight from the windows is blocked out by a figure at the side of your desk. Prichard stands next to you, looking down with a frown. "Not sure what to do, Phillips?"<br>
<br>
She reaches down briskly and picks up the doll, pulling at its legs. As if attached to a ball joint, the legs shift into a sitting position. "Or were you given toy trucks and building blocks when you were a girl? City living never ceases to astound me."<br>
<br>
She pops the doll back in the box and strides off. The doll stares back at you as it sits in the tissue paper, but now its mouth is closed. Smiling.<br>
<br>
Bracing yourself, you reach forward and pick it up, pulling its arms over its head. You feel the ball joint inside, the wood grinding. Its arms lock in place, ready for you to thread the dress over its head.<br>
<br>
A wail comes from its mouth. You glance back to see its wooden mouth now open, the sounds of a baby crying bellowing out into the classroom. And its arms are now clamped firmly against its body.<br>
<br>
You pull at the limbs, hearing the ball inside grinding, but the arms remain locked in place. The doll's wails increase in volume, turning to a full tantrum. You look around the classroom, seeing other students staring back at you with concerned faces.<br>
<br>
Holding the dress in one hand, the doll in the other, you stare at the black buttons that represent its eyes. You almost see a sparkle inside them. One giving it a yellowish hue and an aura of defiance. Its wailing stops as you cease pulling at its arms. Then, when you look back again, it appears to be smiling.<br>
<br>
"Don't just stare at it," you hear Prichard bellow from across the room. "They are designed to react to a mother's soothing tones. Coo. Like a mother would."<br>
<br>
<<ActionsHeader>>
<<StatCheckAssertive "gt" 60>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to force the doll to wear the dress">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "GeographyAct2SpecialLesson">><<set $GeographySpecialLesson to "DressResult">><<set $AssertiveBaby to true>><</link>><br>
<<else>>
<<link _StatAssertiveProbability "GeographyAct2SpecialLesson">><<set $GeographySpecialLesson to "DressResult">><<set $AssertiveMinusBaby to true>><<Assertive 1>><</link>><br>
<</if>>
<<link "Coo at the doll" "GeographyAct2SpecialLesson">><<set $GeographySpecialLesson to "DressResult">><<Feminity 1>><<GeographySpecialLessonConform>><</link>><br>
<<link "Leave the doll undressed" "GeographyAct2SpecialLesson">><<set $GeographySpecialLesson to "DressResult">><<GeographySpecialLessonRebel>><</link>>
<<case "DressResult">>
<<if $AssertiveBaby is true>>
You look down at the doll, its mouth unmoving but the cries still come. As if there's a hidden speaker in its wooden body. Or something more arcane.<br>
<br>
Mustering your resolve, you reach down and pull at its arms. The hard material resists, creaking as you tug at it. The sounds of the doll grow, shrieking as you try to move it. Your ear drums ring, feeling close to bursting.<br>
<br>
But you don't stop. You feel the ball joint grind as you pull and millimeter by millimeter you force its arms up above its head, even as the limbs try to snap back against the doll's body.<br>
<br>
The crying continues, but you push through the ringing in your ears. You push its arms through the holes in the dress and pull it down around its waist. Only once the dress snugly fits do you release your grasp.<br>
<br>
The doll's arms snap back down. Its scream falls silent. Those beady eyes look back at you, mouth now closed.<br>
<br>
The foggy noise in your brain fades to a low buzzing, as you take a moment to enjoy the relative peacefulness. Looking around, you see the other girls holding their doll in their arms, dressed just as immaculately as yours. Though unlike you, their faces wear the look of contentment and satisfaction. The air shimmers with dissipated magic. Still present, but not as thick. As if it's been absorbed.<br>
<br>
Prichard's form blocks out the sun from the window as she stops passing your desk. She looks down at the doll, then to you, giving you a decisive nod. "Nicely done, Phillips. A child isn't your friend. Sometimes, you have to be firm."<br>
<br>
She walks back to the front of the classroom, leaving you alone with your doll. No matter where you move, when you look back at it the eyes are still staring at you.<br>
<<elseif $AssertiveMinusBaby is true>>
You look down at the doll, its mouth unmoving but the cries still come. As if there's a hidden speaker in its wooden body. Or something more arcane.<br>
<br>
Taking a breath, you reach down and try to pull at its arms. The hard material resists, creaking as you tug at it. The sounds of the doll grow, shrieking as you try to move it. Your ear drums ring, feeling close to bursting.<br>
<br>
Your brain cries out for you to stop, but you try to push through. You feel the ball joint grind as you gain a millimeter, the limbs pushing back to snap against the doll's body.<br>
<br>
The crying increases in volume even as you gain the smallest of progress. Part of you knows it's just a doll, but the sounds seem too real. Too human. Too much like a baby. You feel tears forming in your own eyes.<br>
<br>
It grows too much to bear. As soon as you stop, the arms snap back tight against the wooden body. Thankfully its scream falls silent. Those beady eyes look back at you, mouth now closed. But wearing a grin.<br>
<br>
The foggy noise in your brain fades to a low buzzing, as you at least take relief in the relative peacefulness. Looking around, you see the other girls holding their doll in their arms, dressed immaculately, their faces a picture of contentment and satisfaction. The air shimmers with dissipated magic. Still present, but not as thick. As if it's been absorbed.<br>
<br>
Prichard's form blocks out the sun from the window as she stops beside your desk. She looks down at the doll, then to you, looking at you with judgemental eyes. "A good mother needs to know how to command her baby, Phillips. A child isn't your friend. Sometimes, you have to be firm."<br>
<br>
She walks back to the front of the classroom, leaving you alone with your doll. No matter where you move, when you look back at it the eyes are still staring at you.<br>
<<elseif $GeographySpecialLessonConform gt 0>>
You look down at the doll, its mouth unmoving but the cries still come. As if there's a hidden speaker in its wooden body. Or something more arcane.<br>
<br>
"Sssshhh," you whisper, running a finger lightly over its head. "Aww," you murmur. "Such a good baby."<br>
<br>
Your embarrassment fades as the doll's shrieks are taken down a notch. "That's it," you say softly, stroking its cheek. "Oooooh. Such a good girl."<br>
<br>
The wails subside into sniffles. You feel the tension in its limbs lessen. Encouraged, you begin to make bubble noises with your mouth. The sniffles turn to giggles. You see the corners of its open mouth twitch up into a smile, hearing the sounds of wood straining as it does so.<br>
<br>
You should feel terror at the uncanny sight of it, but instead you feel warm. Content. You give a gentle tug at her arms and find the resistance in the wooden limbs is gone.<br>
<br>
<I>Since when was this doll a she?</i><br>
<br>
As you continue making unintelligible noises, you push its arms through the holes in the dress and pull it down around her waist. She giggles as you make popping sounds, its attention taken.<br>
<br>
<I>And when did a doll have attention?</i><br>
<br>
Prichard's form blocks out the sun from the window as she stops passing your desk. She looks down at the doll, then to you, giving you a decisive nod. "Nicely done, Phillips. The soothing sounds of a mother can calm the loudest of tantrums."<br>
<br>
She walks back to the front of the classroom, leaving you alone with your doll. No matter where you move, when you look back at it the eyes are still staring at you.<br>
<<else>>
You look down at the doll, its mouth unmoving but the cries still come. As if there's a hidden speaker in its wooden body. Or something more arcane.<br>
<br>
The urge to respond to its wailing threatens to overwhelm you. The need to calm it. Soothe it. Reassure it. You look around the class to see other girls making faces at their dolls, uttering unintelligible noises, whispering calming words in baby-talk back to their wooden mannequins.<br>
<br>
Instead, you set the doll down in the tissue paper. Its button eyes look back at you as the shrieks continue. But you fold your arms and lean back. It is just a doll, after all. Not a real baby.<br>
<br>
Slowly, the tantrum wanes. You watch the other students slip dresses over wooden limbs, some already holding the toys in their arms, rocking them gently. When you look back to your own doll, you see its mouth now closed, pouting in silence.<br>
<br>
Prichard's form blocks out the sun from the window as she stops beside your desk. She looks down at the doll, then to you, looking at you with judgemental eyes. "A good mother doesn't give in to a tantrum, Phillips. If you don't enforce discipline now, your little girl will grow up to be as unruly as you."<br>
<br>
She walks back to the front of the classroom, leaving you alone with your doll. No matter where you move, when you look back at it the eyes are still staring at you.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Continue the lesson" "GeographyAct2SpecialLesson">><<set $GeographySpecialLesson to "Feed">><</link>>
<<case "Feed">>
Prichard opens a cabinet behind her desk and takes out an open tray. You gulp as she turns and walks between the desks. The tray is full of baby bottles, each full of milk.<br>
<br>
She places one on each desk, including yours. You stare at the bottle, noting the thick white liquid settling calmly as it stands upright.<br>
<br>
"Milk is sustenance for a baby," she says as she places the remaining bottles on desks. "As you ladies are no doubt aware, when the time comes you will produce your own feed for your baby from your body. The gift of nutrients for your newborn will in return reward you with a natural bond between you and your child. You should look forward to providing nature's most intimate act for your baby."<br>
<br>
You look around the room, seeing girls sharing smiles full of anticipation. For the first time in some time, you are conscious of your breasts. Specifically, your nipples, as they tingle as a silent response to Prichard's words. You have to fight not to smile at the feeling.<br>
<br>
"However, that power is not something you currently possess," Prichard continues, before lowering her voice. "I hope." Her eyes scan the classroom, looking for any sign of a reaction. Only when satisfied does she continue. "For now, we shall simulate the act of feeding your baby from the bottle. Your baby is equipped to digest the milk substitute. But the design simulates the reluctance of some children to accept what is best for them."<br>
<br>
Setting the last bottle on the final desk, she stands back at the front of the classroom. "As a mother," she adds. "Your role is to let go of your own vanity. And focus on your baby's needs. Now. Begin."<br>
<br>
Desks clatter as girls scramble to pick up the bottles. You cautiously take the one on your desk, testing to see the reaction as you hold it towards the doll. Noting, with unsurprising terror, that its mouth is now open with anticipation. The black paint at the back of its throat causing bafflement on how it can consume liquid. Or given this is Charlton, how the other girls must think this is just a doll.<br>
<br>
A trickle of milk drips out of the rubber teat as it touches the doll's lips. Something clicks inside its mouth and a jet of milk shoots back out, landing on your clothes. You flinch, hearing the baby giggle.<br>
<br>
"Looks like you have a spirited one," Prichard comments as she passes. "Keep going, Miss Phillips. A blemish or two on your blouse shouldn't stop you from feeding your child."<br>
<br>
<<ActionsHeader>>
<<StatCheckGreedy "lt" 41>>
<<set _StatGreedyProbability to _StatGreedyProbability + " Try to relax the doll into accepting the milk">>
<<if _StatCheckGreedy is true>>
<<link _StatGreedyProbability "GeographyAct2SpecialLesson">><<set $GeographySpecialLesson to "FeedResult">><<set $GreedyMinusBaby to true>><</link>><br>
<<else>>
<<link _StatGreedyProbability "GeographyAct2SpecialLesson">><<set $GeographySpecialLesson to "FeedResult">><<set $GreedyBaby to true>><<Greedy -1>><</link>><br>
<</if>>
<<link "Continue to feed the doll in spite of its reaction" "GeographyAct2SpecialLesson">><<set $GeographySpecialLesson to "FeedResult">><<set $GeographySpecialLessonFeed to "Conform">><<GeographySpecialLessonConform>><</link>><br>
<<link "Refuse to feed the doll" "GeographyAct2SpecialLesson">><<set $GeographySpecialLesson to "FeedResult">><<Greedy 1>><<GeographySpecialLessonRebel>><</link>>
<<case "FeedResult">>
<<if $GreedyMinusBaby is true>>
You gently run your fingers down the side of the doll's head, feeling the cold wood against your tips. In spite of the obvious ridiculousness of the situation, you find yourself smiling as the sounds of gargling come from the doll's mouth as if responding to your touch.<br>
<br>
Cautiously tipping the bottle to its lips, you see milk slowly drain from the bottle. The liquid runs down the side of the wooden face and you use your hand to wipe it away before continuing. Another appreciative gurgle comes from the back of the doll's mouth and you continue.<br>
<br>
Using your mind's eye to look inside of the wood, you see the magic flowing like blood through nonexistent veins. It grows stronger as the milk flows out of the bottle, turning from whispering particles to the form of liquid surging through the wooden limbs.<br>
<br>
The doll garbles as it drains the bottle. You continue to stroke its face and wipe excess milk as it runs from its mouth. It looks so appreciative. So lifelike. And the sense of accomplishment that settles within you feels just as real.<br>
<br>
When you put the empty bottle down, you hear the doll burp and giggle. It smiles back at you, content with the feed, and in spite of yourself you return the smile. Your mind begins to drift, thinking how you will feel when it's your own baby in your arms.<br>
<br>
<I>One that you have given birth to?</i><br>
<<elseif $GreedyBaby is true>>
You try to relax the doll by gently running your fingers down the side of the doll's head, but the brittle wood reminds you of how foolish this lesson is. Intrusive thoughts enter your head. What would happen if you ran your nail across its painted cheek?<br>
<br>
The sounds of crying come from the doll's mouth, drawing your attention back to the matter at hand. You push the bottle against its lips and are rewarded by a jet of milk spraying all over your face. A few giggles come from the desks nearby and you look up to see the girl next to you shaking her head as the white liquid runs down your cheek.<br>
<br>
"Quite the mess," you hear Prichard say as she takes position next to your desk. "A mother should keep her focus solely on her baby. The days of idle daydreaming belong to the time before motherhood."<br>
<br>
You reach up and wipe the milk from your face, blushing as you put the half-full bottle down. The doll makes a giggle, and you stare back at it to see it grinning. So lifelike. If it moves any more, you'd swear it was alive.<br>
<br>
A sense of shame comes out of nowhere, one that causes thoughts of your inadequacies as a mother. Your mind begins to drift, thinking how you will cope when it's your own baby in your arms.<br>
<br>
<I>One that you have given birth to?</i><br>
<<elseif $GeographySpecialLessonFeed is "Conform">>
You ignore the milk running down your blouse, pushing the bottle against its lips. You are rewarded by a jet of milk spraying all over your face. A few giggles come from the desks nearby and you look up to see the girl next to you shaking her head as the white liquid runs down your cheek.<br>
<br>
"Quite the mess," you hear Prichard say as she takes position next to your desk. "But don't let it stop you. A mother should keep her focus solely on her baby. The needs of your child should take priority over your attention to your appearance. One should hope that you will already have a husband when it's your turn."<br>
<br>
You reach up and wipe the milk from your face, blushing. But you continue to tip the bottle up to the doll's lips. An appreciative gurgle comes from the back of the doll's mouth, but a gush of milk hits you squarely in your eyes, the milk matting your lashes together as you squint to keep it from running in.<br>
<br>
Using your mind's eye to look inside of the wood, you see the magic flowing like blood through nonexistent veins. It grows stronger as the milk flows out of the bottle, turning from whispering particles to the form of liquid surging through the wooden limbs.<br>
<br>
The doll garbles as it drains the bottle. You feel the milk run down your chin, sticking to your face. But through your squinted eyes, you look down at the doll. It looks so appreciative. So lifelike. And the sense of accomplishment that settles within you feels just as real.<br>
<br>
When you put the empty bottle down, you hear the doll burp and giggle. It smiles back at you, content with the feed, and in spite of yourself you return the smile. Your mind begins to drift, thinking how you will feel when it's your own baby in your arms.<br>
<br>
<I>One that you have given birth to?</i><br>
<<else>>
You cross your arms, glaring as you look between the doll and the bottle. This seems ludicrous. As well as dangerous, as you sense the magic within the mannequin.<br>
<br>
All around you, girls throw you looks as they diligently feed the bottles to their dolls. The sounds of chirping and gargling surrounds you. Milk is spat back at their faces, but they continue with the exercise as the white liquid drips down their face on to their clothes.<br>
<br>
Sounds of whimpering erupt from your own doll. You glance back to see its inanimate features staring back at you, mouth open, the uncanny noise of a baby crying emanating from behind the painted black representation of its throat.<br>
<br>
"Neglect is not a motherly trait," you hear Prichard say as she takes position next to your desk. "Or are you more concerned with getting a bit of milk on your clothes? Any woman can give birth, but it takes more than the..." she trails off, gesturing to your body. "To be a mother. Or perhaps you think your womanly features are there for other duties?"<br>
<br>
Prichard glares back at you, no hint of amusement on her face. When you say nothing, she briskly walks on.<br>
<br>
The doll grows silent. You look back at it to see the mouth has formed into a scowl. You feel the urge to respond to its lifelike expression, but quash it down. This is a doll, after all. It's not how you'll react when it's your own baby.<br>
<br>
<I>One that you have given birth to?</i><br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Continue the lesson" "GeographyAct2SpecialLesson">><<set $GeographySpecialLesson to "Sleep">><</link>>
<<case "Sleep">>
Prichard stands at the front of the classroom, smiling thinly with satisfaction. "Well done, ladies. But a baby needs a nap after a feed. Now. You're going to learn how to encourage your newborn to sleep."<br>
<br>
She steps forward to the desk at the front, where Chantelle sits. "Miss Marks," Prichard continues. "Please hold your baby in your arms, like I'm sure you've seen a dozen mothers do over the years."<br>
<br>
Chantelle nods and picks up her doll, cradling it in her arms. She looks up, waiting for rewarding words. Prichard smiles thinly. "Very good, Miss Marks. Now gently rock her. Not too hard."<br>
<br>
Sounds of cooing come from Chantelle's doll as she gently sways it back and forth. She again looks up with expectant anticipation. Prichard only nods. "Now. Sing it a lullaby."<br>
<br>
The room feels deathly silent, as Chantelle braces herself. A timid verse escapes her lips, full of nervousness and self-consciousness. But her efforts are rewarded by the sounds of the cooing doll subsiding.<br>
<br>
"Excellent, Miss Marks," Prichard compliments her. "Continue until you are certain it is asleep. Remember, a mother's duty is never complete."<br>
<br>
Chantelle nods and returns to looking at the doll, focusing solely on it as she continues the lullaby. Meanwhile, Prichard casts her eyes over the classroom, lowering her voice to a whisper. "Follow suit, ladies. Sing to your child and rock them to sleep."<br>
<br>
This time the response is hushed and muted, as each girl picks up their own doll into their arms. You look back at yours, debating what to do. You sense the desire within you. The overwhelming need to see those beady eyes shut and rest peacefully in your arms.<br>
<br>
<<ActionsHeader>>
<<link "Sing a lullaby and rock the doll to sleep" "GeographyAct2SpecialLesson">><<set $GeographySpecialLesson to "SleepResult">><<set $GeographySpecialLessonSleep to "Conform">><<Feminity 1>><<GeographySpecialLessonConform>><</link>><br>
<<link "Leave the doll alone" "GeographyAct2SpecialLesson">><<set $GeographySpecialLesson to "SleepResult">><<GeographySpecialLessonRebel>><</link>>
<<case "SleepResult">>
<<if $GeographySpecialLessonSleep is "Conform">>
Picking up the mannequin, you cradle it like a baby. From its wooden throat it coos at your touch. You rock the doll gently in your arms as those colourless eyes stare up at you.<br>
<br>
The words of a lullaby form in your mind. Ones that you can't remember hearing before, but nevertheless you know it without needing to think.<br>
<br>
"Soft little one, hush your cries tonight. Sleep in the place where good hearts stay light."<br>
<br>
The doll grows silent. Its small button eyes begin to close, right in front of you. But instead of concern, you feel content and warm. Nurturing, even.<br>
<br>
"Mother will hold you, quiet and true. All that she is will be shaped around you."<br>
<br>
Her eyes close, wooden eyelids now painted across them.<br>
<br>
"Close your eyes now, safe in her care. Dream of the life she is made to prepare."<br>
<br>
You hear the sounds of quiet breathing coming from the baby. You smile to yourself, continuing to rock her back and forth.<br>
<br>
Prichard's shadow falls over you. You look up with a flushed smile. She returns it, then nods and continues walking around the room.<br>
<br>
Cradling the baby in your arms, you feel warm from your efforts. Your mind begins to wander. Considering whether this feeling will be consistent when you have a baby. When you feel the bump forming within your belly. When your unborn child kicks for the first time, signaling how your life will finally be complete.<br>
<br>
And no part of you doesn't wish for that to come true.<br>
<<else>>
Staring back at the mannequin, you fight the urge to cradle it like a baby. From its wooden throat gurgles, as if to remind you of its presence. But in spite of the desire to reach out and take it, you fold your arms and stare back at it with accusation.<br>
<br>
The sounds of crying bellow out from its mouth. Girls whip their heads around, glaring at you as their own dolls begin to match it.<br>
<br>
Prichard's shadow falls over you. She gives you a scowl, then throws her hands around your doll and cradles it next to her bosom. "Your petulance has been noted, Miss Phillips," she spits quietly, as she rocks the doll and its cries fall mute.<br>
<br>
The room falls back to quiet whispers of lullabies as the rest of the girls nurse their dolls to sleep. You look back up at Prichard, rocking your doll in her hands. A part of you wants to reach out and snatch it back. Adrenaline begins to flow, as if you are anticipating a confrontation.<br>
<br>
<I>One with someone who is stealing your baby?</i><br>
<br>
The sensation lessens as Prichard lays the doll back in the box, nestled on the tissue paper. You note how its beady eyes are absent. Now eyelids are painted across them.<br>
<br>
"I think you've made your position on motherhood clear, Miss Phillips," Prichard chastises you. "Fortunately for you, there are positions in Charlton more suited to your personality."<br>
<br>
With a flick of her skirt, she turns and strides off. You feel the eyes of the other girls on you, just as you stare at the doll. Its eyelids painted to infer it's sleeping soundly.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Finish the lesson" "GeographyAct2SpecialLesson">><<set $GeographySpecialLesson to "Badge">><</link>>
<<case "Badge">>
The bell signals an end to the lesson. For just a moment you are filled with anxiety at the sudden noise alerting the dolls. But as you look down, you see only a lifeless doll. No hint of movement or reactions to the noise in the classroom.<br>
<br>
"That concludes our lesson," Prichard says with steel resolve. "An acceptable effort. From some of you. Now line up at the door ladies. A few of you have earned some badges towards the Miss Charlton contest."<br>
<br>
Chairs are scraped back and the students form an orderly queue towards the door. You join, waiting patiently as the queue dies down.<br>
<br>
Standing next to the door is Prichard. She holds a box in her hands, full of badges. As you get to the front, she regards you with a look of judgement.<br>
<br>
<<if $GreedyBaby is true and $AssertiveBaby is true>>
"A stern approach," Prichard says to you. "Not ideal for motherhood, but maybe another role in our community will shave off those harsh edges."<br>
<br>
She reaches down to the box and holds out a pin badge. Shaped into Charlton Upper School's crescent, you note the red silhouette of a pint glass etched into the black paint.<br>
<br>
"A step towards that crown," Prichard continues. "I hope you live up to its legacy."<br>
<br>
With a wave of her hand, she ushers you towards the exit, as she turns to face the girl behind you.<br>
<br>
<<ActionsHeader>>
<<link "Leave the classroom" "SchoolCorridor">><<TakeObjectNPC "Prichard" "MissCharltonBarmaidBadge">><<QuestTracker "Quest29" 1>><<FinalistsEventTrigger>><<GeographySpecialLessonCleanup>><<TimeChange>><</link>>
<<elseif $GreedyMinusBaby is true and $AssertiveMinusBaby is true>>
"A caring approach," Prichard says to you. "But sometimes a mother must be stern. Maybe another role in our community will teach you those traits."<br>
<br>
She reaches down to the box and holds out a pin badge. Shaped into Charlton Upper School's crescent, you note the red silhouette of a thermometer etched into the black paint.<br>
<br>
"A step towards that crown," Prichard continues. "I hope you live up to its legacy."<br>
<br>
With a wave of her hand, she ushers you towards the exit, as she turns to face the girl behind you.<br>
<br>
<<ActionsHeader>>
<<link "Leave the classroom" "SchoolCorridor">><<TakeObjectNPC "Prichard" "MissCharltonNurseBadge">><<QuestTracker "Quest29" 1>><<FinalistsEventTrigger>><<GeographySpecialLessonCleanup>><<TimeChange>><</link>>
<<elseif $GreedyBaby is true and $AssertiveMinusBaby is true>>
"A spineless approach," Prichard says to you. "A mother needs to be both caring and stern. Maybe another role in our community will teach you those traits."<br>
<br>
She reaches down to the box and holds out a pin badge. Shaped into Charlton Upper School's crescent, you note the red silhouette of Charlton's clock tower etched into the black paint.<br>
<br>
"A step towards that crown," Prichard continues. "I hope you live up to its legacy."<br>
<br>
With a wave of her hand, she ushers you towards the exit, as she turns to face the girl behind you.<br>
<br>
<<ActionsHeader>>
<<link "Leave the classroom" "SchoolCorridor">><<TakeObjectNPC "Prichard" "MissCharltonClerkBadge">><<QuestTracker "Quest29" 1>><<FinalistsEventTrigger>><<GeographySpecialLessonCleanup>><<TimeChange>><</link>>
<<elseif $GreedyMinusBaby is true and $AssertiveBaby is true>>
"A commendable approach," Prichard says to you. "But perhaps those traits can be applied elsewhere before you're ready to be a mother."<br>
<br>
She reaches down to the box and holds out a pin badge. Shaped into Charlton Upper School's crescent, you note the red silhouette of a dress etched into the black paint.<br>
<br>
"A step towards that crown," Prichard continues. "I hope you live up to its legacy."<br>
<br>
With a wave of her hand, she ushers you towards the exit, as she turns to face the girl behind you.<br>
<br>
<<ActionsHeader>>
<<link "Leave the classroom" "SchoolCorridor">><<TakeObjectNPC "Prichard" "MissCharltonShopGirlBadge">><<QuestTracker "Quest29" 1>><<FinalistsEventTrigger>><<GeographySpecialLessonCleanup>><<TimeChange>><</link>>
<<elseif $GeographySpecialLessonConform is 3>>
"A perfect approach," Prichard says to you. "Perhaps even, you have value before you turn your attention to motherhood."<br>
<br>
She reaches down to the box and holds out a pin badge. Shaped into Charlton Upper School's crescent, you note the red silhouette of a woman with a graduation cap etched into the black paint.<br>
<br>
"A step towards that crown," Prichard continues. "I hope you live up to its legacy."<br>
<br>
With a wave of her hand, she ushers you towards the exit, as she turns to face the girl behind you.<br>
<br>
<<ActionsHeader>>
<<link "Leave the classroom" "SchoolCorridor">><<TakeObjectNPC "Prichard" "MissCharltonAmbassadorBadge">><<QuestTracker "Quest29" 1>><<FinalistsEventTrigger>><<GeographySpecialLessonCleanup>><<TimeChange>><</link>>
<<elseif ($GeographySpecialLessonRebel || 0) gt ($GeographySpecialLessonConform || 0)>>
"An embarrassing approach," Prichard says to you. "Maybe there is a life away from motherhood that is suited to a girl like you."<br>
<br>
She reaches down to the box and holds out a pin badge. Shaped into Charlton Upper School's crescent, you note the red silhouette of a penny farthing etched into the black paint.<br>
<br>
"A step towards that crown," Prichard continues. "I hope you live up to its legacy."<br>
<br>
With a wave of her hand, she ushers you towards the exit, as she turns to face the girl behind you.<br>
<br>
<<ActionsHeader>>
<<link "Leave the classroom" "SchoolCorridor">><<TakeObjectNPC "Prichard" "MissCharltonRebelBadge">><<QuestTracker "Quest29" 1>><<FinalistsEventTrigger>><<GeographySpecialLessonCleanup>><<TimeChange>><</link>>
<<else>>
"A muddled approach," Prichard says to you. "A mother needs to learn how to be decisive. When you learn that, maybe there will be a badge for you."<br>
<br>
With a wave of her hand, she ushers you towards the exit, as she turns to face the girl behind you.<br>
<br>
<<ActionsHeader>>
<<link "Leave the classroom" "SchoolCorridor">><<FinalistsEventTrigger>><<GeographySpecialLessonCleanup>><<TimeChange>><</link>>
<</if>>
<</switch>><<widget "GeographySpecialLessonCleanup">>
<<set $AssertiveBaby to undefined>>
<<set $AssertiveMinusBaby to undefined>>
<<set $GreedyBaby to undefined>>
<<set $GreedyMinusBaby to undefined>>
<<set $GeographySpecialLessonConform to undefined>>
<<set $GeographySpecialLessonRebel to undefined>>
<<set $GeographySpecialLessonFeed to undefined>>
<<set $GeographySpecialLessonSleep to undefined>>
<<set $GeographySpecialLesson to undefined>>
<</widget>>
<<widget "GeographySpecialLessonConform">>
<<set $GeographySpecialLessonConform to ($GeographySpecialLessonConform || 0) + 1>>
<</widget>>
<<widget "GeographySpecialLessonRebel">>
<<set $GeographySpecialLessonRebel to ($GeographySpecialLessonRebel || 0) + 1>>
<</widget>><b>Charlton School - Gymnasium</b><br>
<img src="./images/School_Gym.png"><br>
<br>
The gym smells of sweat, despite the constant cleaning by the students for coming last in their PE lessons. The basketball court marked out on the floor is faded and the equipment looks like it’s decades old. Ropes, mats, balancing beams and boxes of dodgeballs are stacked haphazardly off to the side.<br>
<<include "EventsSchoolGym">>
<<if _currentEvent is undefined>>
<<PresentNPCPeriodText "Christina" "Evening" "<br>Christina and the three other cheerleaders sit in a semi-circle on mats in the centre of the room.<br>">>
<br>
<<ActionsHeader>>
<<if $NPCPresent.includes("Christina")>><<link "Talk to Christina and the cheerleaders" "SchoolGymChristinaDialogue0">><</link>><br><</if>>
[[Go back to the gym entrance->SchoolGymEntrance]]<br>
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<switch _currentEvent>>
<<case "PEClassExcluded">>
<br>
<<CheckFirst "PEClassExcludedFirst">>
<<if _CheckFirst is false>>
As you walk into the gym, you are hit by a sweaty stench that clings to every piece of equipment and kit. Trying to ignore it, you walk towards the back corner where you see other students still dressed in their school uniform.<br>
<br>
You sit down next to them, their whispered conversation ceases. You feel their eyes watching you.<br>
<br>
Other students begin to enter, dressed in their gym clothes. A few give you a curious look, but for the most part everyone acts as you’d expect. Girls on one side. Boys on the other.<br>
<br>
The double doors to the gym bound open and Coach Beach strides in, his eyes scanning the room. When he sees you and the other students in uniform, he walks swiftly over.<br>
<<QuestState "Quest23">><<if _QuestState is 0>><<Quest23AmuletObservation "Beach">><</if>>
<br>
“Looks like today we’ve got another on death’s door,” he says directly to you. “Alright, Phillips. Where’s your note?”<br>
<br>
<<ActionsHeader>>
<<link "Give the note to Mr. Beach" "PEClassWatch">><<AddFirst "PEClassExcludedFirst">><<EventsCheckEnd "SchoolGym" "PEClassExcluded">><</link>>
<<else>>
<<Flag "Act2Started">>
<<if _FlagReturn is true>>
<<if $GymWard is undefined>>
<<QuestOptionCheck "Quest24" 0 "gym">>
<<if _QuestOptionCheck is true>>
The stench of sweat permeates the gym. You have to fight to keep yourself from retching, as you sense magic in the gym once again.<br>
<<else>>
The stench of sweat permeates the gym. You have to fight to keep yourself from reacting. There, as if mocking you, is the sense of magic once more.<br>
<</if>>
<<elseif $GymWard is "NulifiedAll">>
The stench of sweat permeates the gym. You sigh in relief. In spite of it reeking, there is no sense of the magic again mixed in with the smells.<br>
<<elseif $GymWard is "NulifiedSelf">>
The stench of sweat permeates the gym. You have to fight to keep yourself from retching, as you sense magic in the gym once again. Fortunately, you also know it won’t affect you now.<br>
<</if>>
<br>
Trying to ignore it, you walk over to the back where other students wait to see if they can get out of the class. Soon the rest of the students file in, dressed in their gym attire.<br>
<br>
Beach enters, briefly surveying the room before walking over to you. “Still that time of the month, eh Phillips? Hate to be your boyfriend.”<br>
<<QuestState "Quest23">><<if _QuestState is 0>><<Quest23AmuletObservation "Beach">><</if>>
<br>
You hear the other slackers snigger. Beach nods you back towards the seats for those sitting out. You take a seat next to Dexter, who has again convinced Beach he’s sick. Judging by his dilated pupils, you think you know why.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the class to start" "PEClassWatch">><<AddFirst "PEClassExcludedFirst">><<EventsCheckEnd "SchoolGym" "PEClassExcluded">><<QuestOptionUnlock "Quest24" 0 "gym">><<set $PEClassWatchDialogue to "Wait">><</link>>
<<else>>
The stench of sweat permeates the gym. You try to ignore it, walking over to the back where other students wait to see if they can get out of the class. Soon the rest of the students file in, dressed in their gym attire.<br>
<br>
Beach enters, briefly surveying the room before walking over to you. “Still that time of the month, eh Phillips? Hate to be your boyfriend.”<br>
<br>
You hear the other slackers snigger. Beach nods you back towards the seats for those sitting out. You take a seat next to Dexter, who has again convinced Beach he’s sick. Judging by his dilated pupils, you think you know why.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the class to start" "PEClassWatch">><<AddFirst "PEClassExcludedFirst">><<EventsCheckEnd "SchoolGym" "PEClassExcluded">><<set $PEClassWatchDialogue to "Wait">><</link>>
<</if>>
<</if>>
<<case "PEClass">>
<br>
<<CheckFirst "PEClass">>
<<if _CheckFirst is false and $current.avatar is "Emily">>
You enter the gym, trying to ignore the smell of sweat and follow the crowd to the girls' benches. You sit down, putting your knees together. You can see the boys on the other side whispering and leering. You are almost definitely imagining it, but it feels like they are looking directly at you.<br>
<br>
Another girl sits down that you recognise. Heather Oats. She smiles politely at you, but says nothing. Her wide, innocent eyes look full of nerves. <br>
<br>
There is a cackle of laughter over the other side and you look up, noticing a few students sitting in the back corner on the benches still dressed in their school uniform. From a quick glance, you note they are some of the outcasts and slackers at the school. If Liz was in your gym class, you are certain you’d see her there too.<br>
<br>
Coach Beach enters, his stocky hairy legs on full display from out of his short rugby shorts. As soon as he sees the students still in their uniform, he shakes his head.<br>
<<QuestState "Quest23">><<if _QuestState is 0>><<Quest23AmuletObservation "Beach">><</if>>
<br>
“What’s wrong with you lot today?” you hear his bellowing voice ask them. “Case of the sniffles?” He looks specifically to the boys in the group. “Your time of the month?”<br>
<br>
You watch as they each in turn hand him a letter. He inspects every one, then once satisfied gestures the student to another bench.<br>
<br>
“Not your best work, Chester,” you hear him tell a kid with particularly glazed eyes. “Your mum is an assistant at Old Pete’s pharmacy, isn’t she? Don’t think she would get the spelling of migraine wrong. Go get your kit and change.”<br>
<br>
The teenager groans and slowly slinks across the gym towards the changing rooms, ambling with all the time in the world. “God, what’s wrong with him?” you hear one of the girls murmur to her friend.<br>
<br>
<I>You ponder whether you could get away with writing a note for Emily. If you did it as yourself, you technically wouldn’t be forging the note. You make a mental note to consider this when you get home.</i><br>
<br>
<<ActionsHeader>>
<<link "Wait to begin the lesson" "PEClass">><<set $GymEffort = 0>><<EventsCheckEnd "SchoolGym" "PEClass">><</link>>
<<elseif _CheckFirst is false and $current.avatar is "Dennis">>
You enter the gym, trying to ignore the smell of sweat and follow the boys to the benches on the far side. They are already jostling for space. You squeeze into a gap, tugging at your kit, only to be elbowed from one side and shoved from the other.<Br>
<br>
The boys laugh. A few of the pushes might pass as light-hearted, but when they’re aimed at you they always seem to land just a bit too hard.<Br>
<br>
The door creaks again. The girls file in, crossing the gym to the benches opposite. Their orange skirts ride short as they sit, legs pressed together, voices hushed. Facing you directly. Almost as if arranged that way.<Br>
<Br>
Beach's voice cuts across the noise as he walks in. “Alright, settle down.”<br>
<<QuestState "Quest23">><<if _QuestState is 0>><<Quest23AmuletObservation "Beach">><</if>>
<br>
“What’s wrong with you lot today?” he barks at the small cluster of students at the side, still wearing their school uniform. “Case of the sniffles?” He looks specifically to the boys in the group. “Your time of the month?”<br>
<br>
You watch as they each in turn hand him a letter. He inspects every one, then once satisfied gestures the student to another bench.<br>
<br>
“Not your best work, Chester,” you hear him tell a kid with particularly glazed eyes. “Your mum is an assistant at Old Pete’s pharmacy, isn’t she? Don’t think she would get the spelling of migraine wrong. Go get your kit and change.”<br>
<br>
The teenager groans and slowly slinks across the gym towards the changing rooms, ambling with all the time in the world. “Dexter's so blazed he can't even tell if he's wearing a kit," you hear one of the boys quip.<br>
<br>
<I>You ponder whether you could get away with writing a note for Emily. If you did it as yourself, you technically wouldn’t be forging the note. You make a mental note to consider this when you get home.</i><br>
<br>
<<ActionsHeader>>
<<link "Wait to begin the lesson" "PEClassDennis">><<set $GymDennisBullying = 0>><<EventsCheckEnd "SchoolGym" "PEClass">><</link>>
<<elseif _CheckFirst is false and $current.avatar is "Jake">>
You enter the gym, trying to ignore the smell of sweat and follow the boys to the benches on the far side. They are already jostling for space. As you approach, they part like the red sea. You find a decent spot in the centre of the boys, continuing their jokes and punches traded between each other.<Br>
<br>
The door creaks again. The girls file in, crossing the gym to the benches opposite. Their orange skirts ride short as they sit, legs pressed together, voices hushed. Facing you directly. Almost as if arranged that way.<Br>
<Br>
Beach's voice cuts across the noise as he walks in. “Alright, settle down.”<br>
<<QuestState "Quest23">><<if _QuestState is 0>><<Quest23AmuletObservation "Beach">><</if>>
<br>
“What’s wrong with you lot today?” he barks at the small cluster of students at the side, still wearing their school uniform. “Case of the sniffles?” He looks specifically to the boys in the group. “Your time of the month?”<br>
<br>
You watch as they each in turn hand him a letter. He inspects every one, then once satisfied gestures the student to another bench.<br>
<br>
“Not your best work, Chester,” you hear him tell a kid with particularly glazed eyes. “Your mum is an assistant at Old Pete’s pharmacy, isn’t she? Don’t think she would get the spelling of migraine wrong. Go get your kit and change.”<br>
<br>
The teenager groans and slowly slinks across the gym towards the changing rooms, ambling with all the time in the world. “Dexter's so blazed he can't even tell if he's wearing a kit," you hear one of the boys quip.<br>
<br>
<I>You ponder whether you could get away with writing a note for Emily. If you did it as yourself, you technically wouldn’t be forging the note. You make a mental note to consider this when you get home.</i><br>
<br>
<<ActionsHeader>>
<<link "Wait to begin the lesson" "PEClassJake">><<set $GymJakeWin = 0>><<EventsCheckEnd "SchoolGym" "PEClass">><</link>>
<<elseif $current.avatar is "Emily">>
<<Flag "Act2Started">>
<<if _FlagReturn is true>>
<<if $GymWard is undefined>>
<<QuestOptionCheck "Quest24" 0 "gym">>
<<if _QuestOptionCheck is true>>
You are greeted by the familiar smells of sweat when you enter. You have to fight to keep yourself from retching, as you sense magic in the gym once again.<br>
<<else>>
You are greeted by the familiar smells of sweat when you enter. You have to fight to keep yourself from reacting. There, as if mocking you, is the sense of magic once more.<br>
<</if>>
<<elseif $GymWard is "NulifiedAll">>
You are greeted by the familiar smells of sweat when you enter. You sigh in relief. In spite of it reeking, there is no sense of the magic again mixed in with the smells.<br>
<<elseif $GymWard is "NulifiedSelf">>
You are greeted by the familiar smells of sweat when you enter. You have to fight to keep yourself from retching, as you sense magic in the gym once again. Fortunately, you also know it won’t affect you now.<br>
<</if>>
<br>
Sitting, you try to ignore the whispers and laughs from the boys' opposite. The rest of the girls talk and gossip, unfazed by the attention. The exception is Heather, who sits by herself.<br>
<br>
Coach Beach enters and walks over to the slackers off to the side. You watch him inspect their exclusion notes. Only a few of them get permission to sit out today’s lesson. Others, including Dexter, are sent back to the locker rooms to change into the gym gear.<br>
<<QuestState "Quest23">><<if _QuestState is 0>><<Quest23AmuletObservation "Beach">><</if>>
<br>
<<ActionsHeader>>
<<link "Wait to begin the lesson" "PEClass">><<set $GymEffort = 0>><<EventsCheckEnd "SchoolGym" "PEClass">><<QuestOptionUnlock "Quest24" 0 "gym">><</link>>
<<else>>
You are greeted by the familiar smells of sweat when you enter. You sit, trying to ignore the whispers and laughs from the boy's opposite. The rest of the girls talk and gossip, unfazed by the attention. The exception is Heather, who sits by herself.<br>
<br>
Coach Beach enters and walks over to the slackers off to the side. You watch him inspect their exclusion notes. Only a few of them get permission to sit out today’s lesson. Others, including Dexter, are sent back to the locker rooms to change into the gym gear.<br>
<br>
<<ActionsHeader>>
<<link "Wait to begin the lesson" "PEClass">><<set $GymEffort = 0>><<EventsCheckEnd "SchoolGym" "PEClass">><</link>>
<</if>>
<<elseif $current.avatar is "Dennis">>
<<Flag "Act2Started">>
<<if _FlagReturn is true>>
<<if $GymWard is undefined>>
<<QuestOptionCheck "Quest24" 0 "gym">>
<<if _QuestOptionCheck is true>>
You are greeted by the familiar smells of sweat when you enter. You have to fight to keep yourself from retching, and not just from the smell. As the ropes swing unused, you know they are once again cursed by magic.<br>
<<else>>
You are greeted by the familiar smells of sweat when you enter. You have to fight to keep yourself from reacting. You can’t see it, but as you watch the ropes swing unused, you know they are once again cursed by magic.<br>
<</if>>
<<elseif $GymWard is "NulifiedAll">>
You are greeted by the familiar smells of sweat when you enter. You sigh, letting go of a little of your anxiety. In spite of it reeking, you know the magic that was once again mixed with the smells is no longer active.<br>
<<elseif $GymWard is "NulifiedSelf">>
You are greeted by the familiar smells of sweat when you enter. You look to the girls nervously. You can’t sense it, but you know there’s still magic that’s going to affect them.<br>
<</if>>
<br>
Sitting with the boys, you try to ignore the constant ends of elbows landing into your ribs. Only when the girls enter do they settle down, their eyes hanging on the opposite side of the gym. Attention taken in by short skirts and legs on display.<br>
<br>
Coach Beach enters and walks over to the slackers off to the side. You watch him inspect their exclusion notes. Only a few of them get permission to sit out today’s lesson. Others, including Dexter, are sent back to the locker rooms to change into the gym gear.<br>
<<QuestState "Quest23">><<if _QuestState is 0>><<Quest23AmuletObservation "Beach">><</if>>
<br>
<<ActionsHeader>>
<<link "Wait to begin the lesson" "PEClassDennis">><<set $GymDennisBullying = 0>><<EventsCheckEnd "SchoolGym" "PEClass">><<QuestOptionUnlock "Quest24" 0 "gym">><</link>>
<<else>>
You are greeted by the familiar smells of sweat when you enter. You sit with the boys, trying to ignore the constant ends of elbows landing into your ribs. Only when the girls enter do they settle down, their eyes hanging on the opposite side of the gym. Attention taken in by short skirts and legs on display.<br>
<br>
Coach Beach enters and walks over to the slackers off to the side. You watch him inspect their exclusion notes. Only a few of them get permission to sit out today’s lesson. Others, including Dexter, are sent back to the locker rooms to change into the gym gear.<br>
<Br>
<<ActionsHeader>>
<<link "Wait to begin the lesson" "PEClassDennis">><<set $GymDennisBullying = 0>><<EventsCheckEnd "SchoolGym" "PEClass">><</link>>
<</if>>
<<elseif $current.avatar is "Jake">>
<<Flag "Act2Started">>
<<if _FlagReturn is true>>
<<if $GymWard is undefined>>
<<QuestOptionCheck "Quest24" 0 "gym">>
<<if _QuestOptionCheck is true>>
You are greeted by the familiar smells of sweat when you enter. You have to fight to keep yourself from retching, and not just from the smell. As the ropes swing unused, you know they are once again cursed by magic.<br>
<<else>>
You are greeted by the familiar smells of sweat when you enter. You have to fight to keep yourself from reacting. You can’t see it, but as you watch the ropes swing unused, you know they are once again cursed by magic.<br>
<</if>>
<<elseif $GymWard is "NulifiedAll">>
You are greeted by the familiar smells of sweat when you enter. You smile. In spite of it reeking, you know the magic that was once again mixed with the smells is no longer active.<br>
<<elseif $GymWard is "NulifiedSelf">>
You are greeted by the familiar smells of sweat when you enter. You look to the girls and grin. You can’t sense it, but you know there’s still magic that’s going to affect them.<br>
<</if>>
<br>
Sitting with the boys, they part to let you sit in the centre of them. They jostle and joke between them, punching each other on the shoulders with varying intensity depending on who the target is. Only when the girls enter do they settle down, their eyes hanging on the opposite side of the gym. Attention taken in by short skirts and legs on display.<br>
<br>
Coach Beach enters and walks over to the slackers off to the side. You watch him inspect their exclusion notes. Only a few of them get permission to sit out today’s lesson. Others, including Dexter, are sent back to the locker rooms to change into the gym gear.<br>
<<QuestState "Quest23">><<if _QuestState is 0>><<Quest23AmuletObservation "Beach">><</if>>
<br>
<<ActionsHeader>>
<<link "Wait to begin the lesson" "PEClassJake">><<set $GymJakeWin = 0>><<EventsCheckEnd "SchoolGym" "PEClass">><<QuestOptionUnlock "Quest24" 0 "gym">><</link>>
<<else>>
You are greeted by the familiar smells of sweat when you enter. You sit with the boys, who part to let you sit in the centre of them. They jostle and joke between them, punching each other on the shoulders with varying intensity depending on who the target is. Only when the girls enter do they settle down, their eyes hanging on the opposite side of the gym. Attention taken in by short skirts and legs on display.<br>
<Br>
Coach Beach enters and walks over to the slackers off to the side. You watch him inspect their exclusion notes. Only a few of them get permission to sit out today’s lesson. Others, including Dexter, are sent back to the locker rooms to change into the gym gear.<br>
<Br>
<<ActionsHeader>>
<<link "Wait to begin the lesson" "PEClassJake">><<set $GymJakeWin = 0>><<EventsCheckEnd "SchoolGym" "PEClass">><</link>>
<</if>>
<</if>>
<<case "CheerleaderInduction">>
<br>
You try the door handle to the gymnasium and in spite of Christina’s instructions are surprised to find it unlocked. With a creak from the door, you open it and walk in. <br>
<br>
The empty gym feels eerie and unusually silent. Even the smell of body odour and sweat doesn’t seem as prevalent. It feels like a different place to where you’ve spent time previously.<br>
<br>
Sitting cross-legged in the centre of the gym is Stacey, Britney, Reagan and Christina. They have pulled up mats to form a semi-circle, facing the door. Notable is the one mat, vacant. A cheerleader outfit is laid out neatly on its surface. <br>
<br>
Christina smiles as she sees you. “Emily. I’m so glad you decided to join us. Please. Take a seat.”<br>
<br>
<<ActionsHeader>>
<<link "Join Christina and the cheerleaders" "SchoolGymCheerleaderInduction0">><<EventsCheckEnd "SchoolGym" "CheerleaderInduction">><<NPCKnown "Reagan">><<NPCKnown "Stacey">><<NPCKnown "Britney">><</link>>
<<case "PEAct2SpecialLesson">>
<br>
You enter the gym, immediately aware that something is different. The smell of sweat that you've grown accustomed to is barely there. Instead, fragrances of lavender and roses fill your nostrils.<br>
<br>
The gym itself is bare, with the usual assortment of beams and benches pushed to the sides. There is a nervous energy emanating from the students, who nevertheless sit segregated on opposite sides of the room.<br>
<br>
You sit down with the girls, putting your knees together as your orange skirt rides short. You can see the boys on the other side whispering and leering. You are almost definitely imagining it, but it feels like they are looking directly at you.<br>
<br>
"Alright kiddos," you hear Beach bellow. You look up to see him enter, pushing a trolley with a gramophone on its top. "As per the headmaster's orders, you seniors are getting a few special lessons before the prom. Hope you're all wearing your dancing shoes."<br>
<<QuestState "Quest23">><<if _QuestState is 0>><<Quest23AmuletObservation "Beach">><</if>>
<br>
He flicks on a switch on the gramophone, and you watch as its needle scratches against a dusty old record. The speakers give a brief crackle before a gentle waltz drifts through the gym. Soft strings rise and fall in a measured sweep, calm and insistent, filling the room with an air of tidy expectation. It's impossible not to straighten a little as the melody settles around you, inviting everyone into the same careful pattern.<br>
<br>
"Want to make sure you lot aren't tripping over your feet when the band starts playing," Beach speaks over the music. "So today we're going to have a little practice session. Ladies, stand up."<br>
<br>
There is a buzz of excitement around you as the girls stand, a smattering of whispered chatter as they do so. Not wanting to stand out, you rise too.<br>
<br>
"Now," Beach continues as silence returns. "Pick a partner, lads. Make sure you don't choose someone with two left feet. I'll be watching. Promising pairs will get a badge. And before one of you ladies asks, yes, these badges count towards the tally of who will be shortlisted for Miss Charlton."<br>
<br>
Your eyes flick over to the other side of the gym as the squeak of rubber soles interrupts the music. A few boys launch forward, others hold back, as the girls turn to form groups as they whisper amongst themselves.<br>
<br>
Before you can react, a shadow falls over you. Someone is approaching you.<br>
<br>
<<ActionsHeader>>
<<link "Turn to face your partner" "PEAct2SpecialLesson">><<set $PESpecialLesson to "Partner">><<EventsCheckEnd "SchoolGym" "PEAct2SpecialLesson">><</link>>
<</switch>><<StartConversation "Christina" "SchoolGym">>
<<Checkrelationship _NPC>>
You move towards the vacant mat, a spare cheerleader uniform still laid out for you, and sit down.<br>
<br>
“Emily,” Christina says pleasantly.<br>
<br>
<<ActionsHeader>>
<<QuestState "Quest9">>
<<if _QuestState is 3>><<link "Tell her you’ll join them" "SchoolGymCheerleaderInduction0">><<set $CheerleaderInductionDialogue to "Join">><</link>><br><</if>>
<<QuestState "Quest9">>
<<if _QuestState is 5>><<link "Tell them that Liz is no longer aware of magic" "SchoolGymCheerleaderWards0" >><<CheerLeaderJoin>><</link>><br><</if>>
<<QuestState "Quest9">>
<<if _QuestState is 6>><<link "Lie and tell them that Liz is no longer aware of magic" "SchoolGymCheerleaderWards0" >><<CheerLeaderJoin>><</link>><br><</if>><<switch $CheerleaderInductionDialogue>>
<<case undefined>>
You nod and sit down, facing the other girls in the semi-circle. Britney grins broadly at you. Stacey offers you a polite smile. Reagan barely meets your eyes.<br>
<br>
“Firstly,” Christina begins. “Welcome to the cheerleader squad. That’s your uniform. Make sure you wear it for practice. I took the liberty of guessing your size.”<br>
<br>
You finger the material gently. It feels soft and new. <br>
<br>
“That, however,” Christina continues, “is just the beginning. You see, Emily, the cheerleader team has a certain role at Charlton. What I’m about to say might shock you, but there’s a reason we’re so selective. We have a responsibility to our school. Our community.”<br>
<br>
She looks around at the other cheerleaders with a smile, then turns back to you, holding out the palm of her hand. In it is an orb of yellow energy, floating in the air, casting a warm glow around it. Your body tingles. You recognise the sensation. <br>
<br>
“You see, Emily,” she repeats. “Magic is real.”<br>
<br>
<<ActionsHeader>>
<<link "Feign ignorance" "SchoolGymCheerleaderInduction0">><<set $CheerleaderInductionDialogue to "Feign">><</link>><br>
<<link "Admit you suspected as much" "SchoolGymCheerleaderInduction0">><<set $CheerleaderInductionDialogue to "Admit">><</link>>
<<case "Feign">>
“What?” you stammer, putting all your efforts into sounding surprised.<br>
<br>
Christina grins. The orb rises up out of her hand and circles around the semi-circle. “Magic,” she repeats. “The stuff of fairy tales and legend. It’s true. All of it.”<br>
<br>
The orb of energy bobbles in the air for a moment longer, then shoots back into Christina’s palm disappearing. She smiles, waiting for you to speak.<br>
<br>
“What was that?” you say, again emphasising your ignorance. <br>
<br>
“A simple illumination spell,” Christina replies. “Just a small trick. I can teach you how to do it, if you like. I can teach you a lot of things.”<br>
<br>
“If she’s got the talent,” Reagan mutters under her breath. <br>
<br>
Christina shoots her a look. “She has,” she tells her. “I can feel it.”<br>
<br>
Then, Christina looks back at you, composing herself once more. “But first. Questions. You must have many.”<br>
<br>
<<ActionsHeader>>
<<link "Talk to Christina about magic" "SchoolGymCheerleaderInduction0">><<set $CheerleaderInductionDialogue to "Magic">><</link>>
<<case "Admit">>
You dramatically sigh. “I can’t say I’m surprised.” <br>
<br>
Christina’s eyebrow raises. “Oh?”<br>
<br>
“This school,” you tell her. “There’s a lot of strange things that happen here.”<br>
<br>
She studies you for a moment, then Christina looks around to her peers with a smile. “I told you she was smart.”<br>
<br>
“Dangerously so,” Reagan mutters.<br>
<br>
Christina closes her hand around the orb and it fizzles out of sight. “You’re right, of course. Magic pervades this school. In time, you’ll be able to see it. Use it. Manipulate it. We do far more than make a glow ball.”<br>
<br>
“You must have questions, though,” she continues. “We shall answer anything you ask. You’ve earned it.”<br>
<br>
<<ActionsHeader>>
<<link "Talk to Christina about magic" "SchoolGymCheerleaderInduction0">><<set $CheerleaderInductionDialogue to "Magic">><</link>>
<<case "Magic">>
Christina waits patiently for you to speak. The rest of the cheerleaders watch you with varying degrees of interest.<br>
<br>
<<ActionsHeader>>
<<DialogueSpoken "Christina" "Magic">>
<<if _Discussed is false>><<link "Ask about magic" "ChristinaDialogue">><<set $ChristinaDialogue to "Magic">><</link>><br><</if>>
<<DialogueSpoken "Christina" "Squad">>
<<if _Discussed is false>><<link "Ask about the squad" "ChristinaDialogue">><<set $ChristinaDialogue to "Squad">><</link>><br><</if>>
<<DialogueSpoken "Christina" "Learning">>
<<if _Discussed is false>><<link "Ask about learning magic" "ChristinaDialogue">><<set $ChristinaDialogue to "Learning">><</link>><br><</if>>
<<InductionDialogueDuties>>
<<if _InductionDialogueDuties is true>><<link "Ask about their duties" "ChristinaDialogue">><<set $ChristinaDialogue to "Duties">><</link>><br><</if>>
<<InductionDialogueTeachers>>
<<if _InductionDialogueTeachers is true>><<link "Ask about the teachers" "ChristinaDialogue">><<set $ChristinaDialogue to "Teachers">><</link>><br><</if>>
<<InductionDialogueCurses>>
<<if _InductionDialogueCurses is true>><<link "Ask about curses" "ChristinaDialogue">><<set $ChristinaDialogue to "Curses">><<Quest5LearningAboutCurses>><</link>><br><</if>>
<<InductionDialogueNoQuestions>>
<<if _InductionDialogueNoQuestions is true>><<link "Tell her you have no more questions" "SchoolGymCheerleaderInduction0">><<set $CheerleaderInductionDialogue to "NoQuestions">><</link>><</if>>
<<case "NoQuestions">>
Christina nods and looks around the group. “Then we should begin.”<br>
<br>
The statement elicits a quiet shriek from Britney, a smile from Stacey and a scowl from Reagan. <br>
<br>
“Now Emily,” Christina says slowly. “Once you join us, there’s no going back. You must make a solemn vow that you will do as we all agree, perform our duties to the school to the best of your magical affinity, and above all, tell not a soul about what you learn here. Is that understood?”<br>
<br>
“What if I don’t want to?” you say, testing where Christina’s boundaries lie.<br>
<br>
“We have our ways to keep you quiet,” she says. “Nothing violent. Just preying a thought or two from your mind. As an example - Britney, who sings Flaunt It?”<br>
<br>
“Oh I know this one! Lexi Star!” Britney squeals.<br>
<br>
Christina gives Britney a hard look. At first it looks like a disapproving stare, but then you feel it. Energy builds up in Christina and ebbs out towards Britney’s brain. <br>
<br>
“Again,” Christina commands. “Who sings Flaunt It?”<br>
<br>
Britney goes to speak, but pauses as her mouth opens. A confused look crosses her face. “I don’t know,” she says, quietly.<br>
<br>
Satisfied, Christina turns to you. “No harm, no foul. Quick and painfree. So Emily, you have a choice. Do you join us and learn how to perform magic, or do you return to your life none the wiser?”<br>
<br>
You glance at Britney, still struggling with confusion. Then turn back to Christina. If she tries that on you, will she notice that you can resist? And if not, will you forget what you’ve learned?<br>
<br>
<<ActionsHeader>>
<<link "Tell her you’ll join them" "SchoolGymCheerleaderInduction0">><<set $CheerleaderInductionDialogue to "Join">><</link>><br>
<<link "Ask her to give you time to consider it" "SchoolGymCheerleaderInduction0">><<set $CheerleaderInductionDialogue to "Consider">><</link>>
<<case "Join">>
<<CheckFirst "SchoolGymCheerleadInductionFirst">>
<<if _CheckFirst is false>>
“Okay then,” you tell Christina. “I accept.”<br>
<br>
There is measured relief from all of the cheerleaders, except Reagan. Britney actually claps.<br>
<br>
"Excellent," Christina says. "To whet your appetite, let me show you how to send someone to sleep. And how to make them forget. There's a number of the quarterbacks that have experienced this one far too many times."<br>
<br>
"Jake gets so drunk, he doesn't need a spell to black out," Britney comments. Christina shoots her a dark look.<br>
<br>
"This will take some time," Christina tells you after gaining some composure. "But it will be worth it. Trust me."<br>
<<else>>
"I want to join," you tell Christina. "I accept."<br>
<br>
There is measured relief from all of the cheerleaders, except Reagan. Britney actually claps.<br>
<br>
“Excellent,” Christina says. “To whet your appetite, let me show you how to send someone to sleep. And how to make them forget. There’s a number of the quarterbacks that have experienced this one far too many times.”<br>
<br>
“Jake gets so drunk, he doesn’t need a spell to black out,” Britney comments. Christina shoots her a dark look.<br>
<br>
“This will take some time,” Christina tells you after gaining some composure. “But it will be worth it. Trust me.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<SpellsCheckSelf "SleepForget">>
<<if _SpellsCheckSelf is true>><<link "Pretend to learn the spell" "SchoolGymCheerleaderInduction0">><<set $CheerleaderInductionDialogue to "PretendSpell">><</link>><br>
<<else>><<link "Learn the spell" "SchoolGymCheerleaderInduction0">><<set $CheerleaderInductionDialogue to "LearnSpell">><</link>><br><</if>>
<<case "Consider">>
“I need some time to think about it,” you tell her.<br>
<br>
Christina’s smile drops away from her face. Her eyes flick to Reagan, who raises an eyebrow in response. Stacey looks off to the side, avoiding looking at you. And Britney gulps.<br>
<br>
“Very well,” Christina says, after a moment. “I’ll give you that leniency. Come back when you’ve considered whether to join us. But I must warn you, Emily. I’m taking a big risk here. If you tell anyone what we’ve discussed, it won’t just be your memories you lose.”<br>
<br>
You stare at Christina, then nod. “Thank you,” you say quietly. <br>
<br>
“We’ll be seeing you again,” Christina says as a farewell. “I hope.”<br>
<br>
Standing up from the mat, you make a hasty exit to the gym door, not daring to look back. Butterflies flutter in your stomach. You can’t tell if you’ve escaped a fate worse than death, or missed an opportunity to learn more than you could dream of.<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolGymEntrance">><<TimeChange>><<QuestOptionUnlock "Quest2" 0 "christina">><<AddFirst "SchoolGymCheerleadInductionFirst">><<EndConversation "Christina">><<set $CheerleaderInductionDialogue to undefined>><</link>>
<<case "LearnSpell">>
Christina tells you to sit cross-legged on the mat and relax. You listen to her voice, telling you to breathe in, and breathe out.<br>
<br>
As you fall into a sway, you start to feel something inside of you. A brittle thing, sharp and spiky. It burns your lungs and you gasp for air.<br>
<br>
“You feel it, don’t you?” you hear Christina whisper. “Power. Inside of you.”<br>
<br>
As you concentrate on the feeling, the energy inside grows sharper and larger. Euphoria flows through you, connecting your sense to the ever-growing sensation of raw energy flowing through your body.<br>
<br>
“Now,” Christina says. “Open your eyes, and concentrate on Britney.”<br>
<br>
"Me again?" you hear Britney pipe up. "No fair!" It takes everything to not lose concentration as she’s shushed by the rest of the group.<br>
<br>
“Repeat these words”, you hear Christina say after a few moments. “<i>Fall asleep, and let your memories drift as you slumber.</i>”<br>
<br>
<<ActionsHeader>>
<<link "[Spell: Sleep & Forget] Cast Sleep & Forget on Britney" "SchoolGymCheerleaderInduction0">><<SpellLearn "SleepForget" "Christina">><<QuestOptionComplete "Quest2" 0 "christina">><<QuestTracker "Quest2" "complete">><<set $CheerleaderInductionDialogue to "SleepForget">><</link>>
<<case "PretendSpell">>
Not wanting to reveal how much you already know, you decide to play along with Christina. You do as she tells you, sitting cross-legged on the mat.<br>
<br>
The technique is all-too familiar. Christina tells you to concentrate on your breathing, focusing on the feeling in your body. You quickly start to feel the energy building within you.<br>
<br>
Under Christina’s direction though, it feels different. Instead of a warm bath, it feels brittle and sharp. You feel as though you’re breathing hot and dense air, as if smoke was clogging your lungs. <br>
<br>
“You feel it, don’t you?” you hear Christina whisper. “Power. Inside of you.”<br>
<br>
As you concentrate on the feeling, the energy inside grows sharper and larger. Euphoria flows through you, connecting your sense to the ever-growing sensation of raw energy flowing through your body.<br>
<br>
“Now,” Christina says. “Open your eyes, and concentrate on Britney.”<br>
<br>
"Me again?" you hear Britney pipe up. "No fair!" It takes everything to not lose concentration as she’s shushed by the rest of the group.<br>
<br>
“Repeat these words”, you hear Christina say after a few moments. “<i>Fall asleep, and let your memories drift as you slumber.</i>”<br>
<br>
<<ActionsHeader>>
<<link "[Spell: Sleep & Forget] Cast Sleep & Forget on Britney" "SchoolGymCheerleaderInduction0">><<set $CheerleaderInductionDialogue to "SleepForget">><</link>>
<<case "SleepForget">>
You repeat the words that Christina told you, staring at Britney and her dejected face.<br>
<br>
Energy flashes out from you like a lance, striking Britney’s body. Her eyes grow into saucers before she collapses to the mat on her side.<br>
<br>
Stacey leaps up and rushes over to check on Britney. Christina looks at you, smiling with satisfaction. You note that even Reagan is watching you intently.<br>
<br>
After some moments, Stacey manages to bring Britney around. “Ow,” she winces. “My head.”<br>
<br>
Stacey helps her friend sit up. Britney looks around. When her eyes fall on you, she frowns.<br>
<br>
“Oh! Hey! Did Chrissie induct you into the squad yet? My brain is like a sieve. With holes. Large ones.”<br>
<br>
Christina glances back at you, still smiling. “Now that was quite impressive, Emily. You continue to impress me. That doesn’t happen often. Welcome to the coven.”<br>
<br>
Britney claps. Stacey gives you a smile. Even Reagan nods. Slightly.<br>
<br>
“There is one last thing,” Christina continues. “A final test. Based on what you just did, I’m sure it will be of no trouble to you.”<br>
<br>
<<ActionsHeader>>
<<link "Ask about the final test" "SchoolGymCheerleaderInduction0">><<set $CheerleaderInductionDialogue to "FinalTest">><</link>>
<<case "FinalTest">>
“What’s the final test?” you ask Christina.<br>
<br>
The head cheerleader purses her lips. “Does the name Liz Pleasant mean anything to you?”<br>
<br>
You try to hide your alarm. “She’s in my maths class. I think.”<br>
<br>
Christina brushes a strand of her blonde hair behind her ear and grimly smiles. “Perfect. She has been looking into things that she shouldn’t be looking into.”<br>
<br>
You wince, as Christina waits for a response. “Magic, you mean?”<br>
<br>
“Precisely. I don’t know how or where, but she knows more than is acceptable.” Christina glances in the direction of Stacey and Britney. “Perhaps some people have been talking about things in places where they shouldn’t?”<br>
<br>
Stacey and Britney both look down at their respective mats, averting their gazes.<br>
<br>
“I need her to forget anything she ever learned about magic,” Christina tells you. “Now that you know that spell, it should be simple for you. If she’s in your maths class, invite her over to study together. That should give you the privacy you need.”<br>
<br>
You look at Christina, then nod. She smiles, again with a cold edge to the mannerism.<br>
<br>
“I think that concludes this evening.” Christina turns to the rest of the group. “That will do for this evening.”<br>
<br>
The other cheerleaders nod and begin to put their mats away. As you stand up, Christina moves over to you.<br>
<br>
“When you’ve dealt with Liz, come back in the evening. I’ve got a lot to teach you.”<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolGymEntrance">><<TimeChange>><<AddFirst "SchoolGymCheerleadInductionFirst">><<EndConversation "Christina">><<set $CheerleaderInductionDialogue to undefined>><<QuestTracker "Quest9" 4>><</link>>
<</switch>><<switch $SchoolGymCheerleaderWardsDialogue>>
<<case undefined>>
"I've made sure that Liz won't be a problem," you tell them. “She doesn’t remember a thing.”<br>
<br>
The cheerleaders whisper mutters of approval between them. Christina smiles, giving Reagan a look. True to form, she scowls.<br>
<br>
“Then I formally greet you as a cheerleader for Charlton school,” Christina says, glancing at Reagan. “Unless there are no objections.”<br>
<br>
Reagan says nothing. The others all burst out in cheers. <br>
<br>
“You can now take your uniform,” Christina tells you. “Wear it for school if you like, to make sure that everyone knows you’re now one of us. And take advantage of the special perks of being a cheerleader. If you have things to do outside of school in the afternoon, you’ll find the teachers won’t stop you leaving. Mr. Stitch gives his exceptional students special privileges, which includes our squad. And your grades won’t suffer, either.”<br>
<br>
“You should come with us to the pool at the Country Club one afternoon, Em!” Britney says excitedly. “There’s a lot of hot boys to watch!”<br>
<br>
Christina gives you a look, but her smile is light and warm. “I personally spend a lot of my time at my father’s store. If you want to indulge in a little window shopping, drop by one afternoon. Or, if you aren't quite brave enough to leave school during the day, I'll be there Saturday and Sunday mornings too.”<br>
<br>
“Has he got new stock yet, Chrissie?” Stacey asks.<br>
<br>
“Not anything that would fit your lanky body,” Britney sniggers.<br>
<br>
With the patience of a mother hen, Christina waits for their bickering to stop. She then turns back to you. “Now. On to our duties. The curses. Or, to use the magical name. Let’s talk about Wards.”<br>
<<trackKnowledge "Privileges" "Learned">>
<br>
<<ActionsHeader>>
<<link "Listen to Christina tell you about Wards" "SchoolGymCheerleaderWards0">><<SetFlag "BritneyCountryClubKnown">><<HintsActive "BritneyCountryClub">><<set $SchoolGymCheerleaderWardsDialogue to "Intro">><<Quest5LearningAboutCurses>><</link>>
<<case "Intro">>
“Now listen carefully, Emily,” Christina begins. “This is very important. If you don’t understand or something isn’t clear, please let me know. I want you to get this right.”<br>
<br>
“Wards are what we call the magic we practise at Charlton. They are spells cast on everyday things, designed to guide and shape our friends and fellow students. With a little nudge here and there, everyone becomes the best versions of themselves. It’s almost gratifying to watch, like a caterpillar turning into a butterfly.”<br>
<br>
“We maintain these spells in the kitchen, the Maths room, Geography Room, Business Studies, Biology class, and of course, in this gymnasium. Now that you’ve been awakened to your magical affinity, you should be able to sense them. <br>
<br>
“Your job will be to review them regularly, and ensure none of them has been tampered with. With the likes of Elizabeth prowling around, I wouldn’t be surprised to find that some have been compromised.”<br>
<br>
You glance around the room, noticing that the other cheerleaders are listening aptly to their leader. “How do you get into some of those places?”<br>
<br>
“Good question,” Christina says, smirking. “Unfortunately we have to be discreet. There are some teachers at Charlton who aren’t privy to our activities. You’ll have to use your wits, I’m afraid. Although, we can help out where we can.”<br>
<br>
She turns to Stacey and Britney, giving them an arched eyebrow. “Have you still got the key to the kitchen?”<br>
<br>
<<InventoryCheckSelf "KeyKitchen">>
<<if _InventoryCheckSelf is true>>
The pair look at each other, sheepishly. They both lower their eyes to the floor. <br>
<br>
“Britney lost it,” Stacey mutters.<br>
<br>
“I did not! You didn’t give it to me!”<br>
<br>
Christina sighs, grimacing. The facade of her composed demeanour slips just for a moment. “Clutzes! The both of you.”<br>
<br>
She turns back to you, a forced smile reappearing. “Like I said, you’ll need to show some initiative. Lord knows someone has to.”<br>
<<else>>
The pair look at each other, accusingly. Then Britney seems to remember. “Oh yes! I have it!” She scrambles around for her school bag and pulls out the kitchen key, handing it to you.<br>
<</if>>
<br>
“How do I modify the curses?” you ask Christina, before quickly adding: “If something’s been changed.”<br>
<br>
“Simple,” she replies. “It’s time for your next lesson. I’m going to teach you how to perform Ward.”<br>
<br>
<<ActionsHeader>>
<<SpellsCheckSelf "Ward">>
<<if _SpellsCheckSelf is true>>
<<link "Pretend to learn Ward" "SchoolGymCheerleaderWards0">>
<<InventoryCheckSelf "KeyKitchen">>
<<if _InventoryCheckSelf is false>><<TakeObjectNPC "Britney" "KeyKitchen">><<QuestTracker "Quest15" 3>><</if>>
<<set $SchoolGymCheerleaderWardsDialogue to "Ward">>
<</link>>
<<else>>
<<link "Learn Ward" "SchoolGymCheerleaderWards0">>
<<InventoryCheckSelf "KeyKitchen">>
<<if _InventoryCheckSelf is false>><<TakeObjectNPC "Britney" "KeyKitchen">><<QuestTracker "Quest15" 3>><</if>>
<<set $SchoolGymCheerleaderWardsDialogue to "Ward">>
<</link>>
<</if>>
<<case "Ward">>
<<SpellsCheckSelf "Ward">>
<<if _SpellsCheckSelf is true>>Not wishing to show your hand, you indulge Christina’s attempts to train you, in spite of already knowing the spell she’s about to teach.<br><br><</if>>
Once again, you sit cross-legged on the mat. Christina tells you to focus on the power within you. “Feel it prickling inside your body.”<br>
<br>
You close your eyes, sensing the magical energies swelling inside of you. You feel its power, ready to obey your command.<br>
<br>
“Reach out,” you hear Christina say. “Look for that feeling outside your body. In Stacey. In Britney. In Reagan. In me.”<br>
<br>
You sense the power in all of them. Britney’s power is meagre, Stacey is not far ahead of her. Reagan feels prickly and spiky, with a surge of raw magic ricocheting inside her. Christina is the most powerful of the lot. <I>Perhaps even more than you.</i><br>
<br>
“Turn your attention to the gym,” Christina’s voice tells you. “The ropes. Benches. Monkey bars.”<br>
<br>
Your mind’s eye wanders across the gym, sensing the magic infused within the gym equipment. Like lights in a dark room, they all stand out to you.<br>
<br>
“Excellent,” Christina purrs. “Pick one. Focus on it.”<br>
<br>
You zero in on one of the yoga balls, recalling your first trip to the gym. It radiates power. You feel its heat within it. <br>
<br>
“Repeat after me,” Christina says. “I curse this object with power beyond its power. Unseen and unheard, its effects will be felt by all except us.”<br>
<br>
You brace yourself, ready to say the words.<br>
<br>
<<ActionsHeader>>
<<link "[Spell: Ward] Cast Ward on the Yoga Ball" "SchoolGymCheerleaderWards0">>
<<set $SchoolGymCheerleaderWardsDialogue to "WardYoga">>
<<SpellLearn "Ward" "Christina">>
<</link>>
<<case "WardYoga">>
You repeat Christina’s words. You feel the energies within the ball crack and splitter. <br>
<br>
“Push!” Christina tells you.<br>
<br>
Like a window shattering, the magic within the ball erupts into a thousand fragments. They hang in the air, flickering like fairy lights, floating and unmoving. <br>
<br>
“Now,” Christina instructs you. “Force them together.”<br>
<br>
With a gentle thought, you find you can direct the embers to move. If you shattered the glass before, your mind now sweeps the fragments up together. As they meet each other, they bond and reform.<br>
<br>
You push them towards the yoga ball and they seep into it, sticking to it like treacle. Within moments, the ball shines to you as brightly as before, the Ward restored.<br>
<br>
Satisfied, you open your eyes. Christina is smiling proudly back at you.<br>
<br>
“See,” she comments. “Simple. You should find that it’s easier to sense what is magic and what is not now.”<br>
<br>
You look around the gym, noticing the magical embers flowing off almost every piece of equipment. “It’s one of our more complex works,” you hear Christina say.<br>
<br>
You blink yourself, refocusing on reality. The other cheerleaders look at you with admiration. Except Reagan. But instead of scowling, she has now taken to just watching you.<br>
<br>
“That should be enough for now,” Christina says. “Go take a look at the other Wards around the school. Let me know if you find anything irregular. And don’t forget - department store. Afternoons.”<br>
<br>
You nod, taking the hint that the meeting is over. The other girls begin to drag their mats to the side of the gym. Christina gives you a friendly smile, and you walk out the door.<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolGymEntrance">><<TimeChange>><<QuestOptionComplete "Quest3" 0 "christina">><<QuestTracker "Quest3" "complete">><<QuestTracker "Quest9" "complete">><<set $SchoolGymCheerleaderWardsDialogue to undefined>><<HintsActive "Christina">><</link>>
<</switch>><<switch $PEClassWatchDialogue>>
<<case undefined>>
You hand over the note that you penned to Coach Beach. He snatches it up, unfolds it, and reads it carefully. Once he’s done, his eyes look up over the note at you, eyeing you.<br>
<br>
“Cramps, eh?” He sighs. “A poor excuse to duck out of some exercise, but I’ve been told that I need to make allowances for your ladies."<br>
<br>
Behind you, one of the kids in uniform sniggers. He falls silent quickly when Beach gives him a dark look.<br>
<br>
“Alright, Phillips. You’ve got a pass. Get over in the sin bin. The rest of you, let’s see if your notes are as convincing.”<br>
<br>
You stand up from the bench and move up to the top seat on the rafters in the corner. A few other students join you after Beach verifies their own notes. You smile politely, but they make no efforts to respond. Only Dexter, a kid with glazed eyes, meets your stare as Beach reluctantly lets him sit out.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the class to start" "PEClassWatch">><<set $PEClassWatchDialogue to "Wait">><</link>>
<<case "Wait">>
<<CheckFirst "PEExcludedFirst">>
<<if _CheckFirst is false>>
Beach walks over to the centre of the gym. “Alright kids,” he bellows. “Weatherman says it’s going to drizzle today. And whilst I think you all can survive a bit of rain, I’ve been told that some of you have weak immune systems. I don’t need your moms on the phone yelling at me for getting you sick.”<br>
<br>
You notice Beach looks up to the bleachers. For a moment, you think he’s looking at you. But his eyes drift to Dexter beside you. The boy gazes vacantly down into the floor, unaware he’s being watched.<br>
<br>
“So same old, same old,” Beach says, returning his attention to the class. “Inside activities. Boys with boys. Girls with girls. Pair off into fives and go stand by one of the obstacles on the course. Only rule - don’t come last.”<br>
<br>
The students organise themselves into groups - either groups of girls, or groups of boys. As they do so, from the side of your eye you catch Dexter staring at you.<br>
<br>
“Your hair is shining,” he tells you. “It’s glowing yellow.”<br>
<br>
The shriek of Beach’s whistle snaps your gaze back to the gym, as the squeaking and sliding of fifty pairs of sneakers fills the air.<br>
<<else>>
“Alright, settle down!" Beach bellows from the centre of the room. He gestures to the drizzle hitting the full length windows and tells the class that they’ll be inside again today.<br>
<br>
“Hop to it, then,” he says. “Get in your groups and try to conjure up at least a little enthusiasm. Loser still gets the booby prize.”<br>
<br>
Next to you, Dexter stretches, then stares up, enraptured by the hanging halogen lamps. “It wriggles.”<br>
<</if>>
<<BraceletWorn>><<QuestState "Quest39">>
<<if _QuestState gte 2 and _BraceletWorn is true>>
<br>
You stare back at Dexter, watching him stare vacantly up at the top of the gym. His pupils are the size of pin pricks and a hazy sheen covers his eyes.<br>
<br>
The bracelet around your wrist tingles. If you wanted to find something to help satisfy it, you are sure Dexter has something.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Watch the PE lesson" "PEClassWatch">><<AddFirst "PEExcludedFirst">><<set $PEClassWatchDialogue to "Watch">><</link>><br>
<<BraceletWorn>><<QuestState "Quest39">><<LocationKnownCheck "SchoolBikeSheds">>
<<if _QuestState gte 2 and _BraceletWorn is true and _LocationKnownCheck is false>><<link "Ask Dexter to help sort you out" "PEClassWatch">><<set $PEClassWatchDialogue to "DexterSortOut">><<NPCKnown "Dexter">><</link>><br><</if>>
<<case "DexterSortOut">>
“Hey Dexter,” you say, leaning in and whispering into his ear. “Do you think you could sort me out?”<br>
<br>
Dexter leans back, his eyes taking you in as he grins. The pupils flicker over your hair and his smile grows wider. “Pretty,” he murmurs.<br>
<br>
“Leave the lady alone, Chester!” you hear Beach bark, making the boy jump. It’s enough, however, to pull him from his haze. He glances over at Beach and once he’s certain the coach isn’t looking, he leans close to you.<br>
<br>
“Come around the side of the school after lessons,” he murmurs. “I’ll show you.”<br>
<br>
<<ActionsHeader>>
<<link "Watch the PE lesson" "PEClassWatch">><<AddFirst "PEExcludedFirst">><<set $PEClassWatchDialogue to "Watch">><<LocationKnown "SchoolBikeSheds">><</link>>
<<case "Watch">>
<<Flag "PEExcludedFirst">>
<<if _FlagReturn is false>>
The students throw themselves around the gym with enthusiasm, leaping through exercise after exercise. The smell of sweat soon fills the air.<br>
<br>
“It’s hot,” you hear Dexter say to another student sitting out. His words are soft and slow. “Like a dry heat.”<br>
<br>
"What are you talking about, Dexter?" the kid replies. “It’s freezing in here.”<br>
<br>
Dexter breaks into a sloppy slide, looking back to the gym. “Never freezes in the jungle,” he mutters.<br>
<br>
Out on the gym floor, the class continues. You see the students perspiring from the activity. Sweat patches are forming on polo shirts. Hair turns wet and slick. <br>
<br>
The groups of boys watch the girls exercise in-between activities. Some of the bolder ones whoop and cheer, casting lecherous looks towards the girls.<br>
<br>
<<if $GymWard is "NulifiedAll">>
However, the response seems to surprise them. Instead of encouraging it, the girls scowl and roll their eyes. One even calls them out. “Keep your eyes off me, you perv.”<br>
<br>
The knockbacks appear to put the boys on the back foot. Uncharacteristically for Charlton, they seem unsure of themselves. They begin to fumble and trip as they exercise. By the end of the lesson, the only cheers and hollers are coming from the women, applauding each other's efforts.<br>
<br>
<<elseif $GymWard is "NulifiedSelf">>
The girls appear to respond to it. A number of them throw coy smiles back at the comments. Stretches that spread legs and arch backs are held longer than is needed. A number of flips and jumps purposefully are made to flash a glimpse of underwear to the audience. As if they are performing to the crowd.<br>
<br>
You take a breath, smelling the body odour lingering in the gym. Fortunately, your mind is clear. Nothing about the increasing catcalls and whistles has any impact on you.<br>
<br>
The girls increasingly respond to them as they perform more exercises. You watch them pant and gasp for air, as they put more effort into their movements and exercise. Only those who are struggling with physical activity seem to be ignoring the crowd.<br>
<br>
<<else>>
As the girls flip and leap through the activities, they appear to respond enthusiastically to the boys' commentary. The more athletic they are, the more they seem to be performing to the crowd. A vicious circle, the boys in turn give them more attention.<br>
<br>
<<if $PlayerCharacter.magic gte 2>>
Free from worrying about exercise, you focus your inner powers and concentrate on the gym. You see the room through your mind’s eye, trying to sense what is causing their behaviour.<br>
<br>
The idle chatter from the excluded students constantly threatens to distract you, but you can see whispers of magic flowing from the gym equipment, drifting into the bodies of the students as they breathe heavily.<br>
<br>
It’s the equipment, you think. It’s giving off some sort of magical energy that the students are breathing in.<br>
<br>
<<else>>
You can't be certain what's causing it, but you are certain it's unnatural. You note that in spite of being in the gym, whatever magic at play here has no effect on you.<br>
<</if>>
<</if>>
<<else>>
The students enthusiastically start exercising, moving from one activity to the next. Sweat fills the air. Students begin to perspire and take deep breaths from the activity.<br>
<br>
The male students focus their attention on the girls in-between their own exercising. Sounds of whoops and cheers accompany grins and leering looks.<br>
<br>
<<if $GymWard is "NulifiedAll">>
The response is muted. Girls scowl and roll their eyes. “You’re a runt,” one girl calls out as a boy watches her bend over to stretch. The change in tone unnerves the boys. Some of them start to make mistakes and stumble. By the end, they finish in silence.<br>
<br>
<<elseif $GymWard is "NulifiedSelf">>
The girls respond, welcomingly. They throw coy smiles back and linger on stretches that call attention to their bodies. They grin as they are applauded, playing to the audience. For them, the curse is still very much a reality.<br>
<br>
<<else>>
The girls increasingly respond to them as they perform more exercises. You watch them pant and gasp for air, as they put more effort into their movements and exercise. Only those who are struggling with physical activity seem to be ignoring the crowd.<br>
<<if $PlayerCharacter.magic gte 2>>
Focusing on the magic in the air around you, you think you know why. You see the room through your mind’s eye, trying to sense what is causing their behaviour.<br>
<br>
The idle chatter from the excluded students constantly threatens to distract you, but you can see whispers of magic flowing from the gym equipment, drifting into the bodies of the students as they breathe heavily.<br>
<br>
It’s the equipment, you think. It’s giving off some sort of magical energy that the students are breathing in.<br>
<br>
<<else>>
It dawns on you that you too feel nothing other than mild annoyance towards the guys. Something is at play here, something you just can't quite see. But you are certain it has to be magical.<br>
<br>
<</if>>
<</if>>
<</if>>
<<ActionsHeader>>
<<link "Wait for the lesson to finish" "PEClassWatch">>
<<QuestState "Quest5">>
<<if _QuestState is 2>><<QuestTracker "Quest8" 0>><<QuestTracker "Quest8" 1>><<QuestOptionUnlock "Quest5" 2 "gym">><<else>><<QuestTracker "Quest8" 0>><</if>>
<<set $PEClassWatchDialogue to "Finish">>
<</link>>
<<case "Finish">>
<<Flag "PEExcludedFirst">>
<<if _FlagReturn is false>>
Beach blows his whistle for a final time and the students take a seat on the respective sides of the gym. Girls on one side. Boys on the other.<br>
<br>
“Good efforts, good efforts,” Beach says from the centre of the gym. “At least from some of you. But we all know what happens to those who don’t perform. Don’t we, boys?”<br>
<br>
<<if $GymWard is "NulifiedAll">>There is a surprising lack of enthusiasm from the male side of the gymnasium. After struggling with the activities today, the boys seem unsure of themselves. <br>
<<else>>He glances back at the boys' side of the gym. They whoop and holler at his beckon. They seem confident that none of them will end up last.<br><</if>>
<br>
“So,” Beach says, turning back to your side of the room. “Who’s today’s recipient of my favourite booby prize? Who is spending tonight cleaning up the sweat from my precious gym floor?" His eyes roam across the girls' faces.<br>
<br>
<<CheckPersonalityState "Heather">>
<<if _PersonalityState is "Free">>
Beach’s eyes sweep past Heather without stopping. “Miss Cole,” he cries out. “Congratulations!”<br>
<br>
<<CheckFirst "PoppyGymFail">>
<<if _CheckFirst is false>>
The class’s attention has instinctively turned to Heather before Beach has spoken. Shocked faces double take, falling on a girl with mousy-brown hair and a tidy, forgettable prettiness.<br>
<br>
“Poppy Cole?” you hear a girl mutter behind you. “I thought she did okay.”<br>
<br>
<<AddFirst "PoppyGymFail">>
<</if>>
Poppy doesn’t protest. She nods once, as if the punishment were a mark to be corrected, and begins squaring her belongings into a tidy pile beside the bench.<br>
<<else>>
"Miss Oats," Beach cries out. "Congratulations!"<br>
<</if>>
<br>
<<if $GymWard is "NulifiedAll">>
There is a smattering of applause from the boys' side, but you see the signs of relief on some of the faces. The girls, by contrast, are muttering amongst themselves, each peppered with frowns and confusion. Objectively, some of the boys did worse today.<br>
<br>
Beach seems unnerved by the response. “Get to the showers, then,” he mutters. “Dismissed.”<br>
<br>
Everyone begins to rush out, ready to shower and go home. <<CheckPersonalityState "Heather">><<if _PersonalityState is "Free">>You glance at Poppy, sitting alone on the bench. If she shares the class’s confusion, she doesn’t show it. Her hands are folded neatly in her lap.<br><<else>>You glance at Heather, sitting alone on the bench, shocked.<br><</if>>
<<else>>
He glances back at the boys' side of the gym. They whoop and holler at his beckon. They seem confident that none of them will end up last.<br>
<br>
The gym teacher turns back to the class. “Get to the showers. Show’s over!”<br>
<br>
Everyone begins to rush out, ready to shower and go home. <<CheckPersonalityState "Heather">><<if _PersonalityState is "Free">>You glance at Poppy as you walk by. She has already squared her kit into a neat pile and sits with her hands folded, waiting to begin.<br><<else>>You glance at Heather as you walk by, but she stares down into the dirty floor.<br><</if>>
<</if>>
<<else>>
The whistle blows and the students each take a seat. “Good work,” Beach says, standing in the centre. “But who gets to mop up the sweat from my gym today?"<br>
<br>
<<if $GymWard is "NulifiedAll">>There is a surprising lack of enthusiasm from the male side of the gymnasium. After struggling with the activities today, the boys seem unsure of themselves.<br>
<<else>>He glances back at the boys' side of the gym. They whoop and holler at his beckon. They seem confident that none of them will end up last.<br><</if>>
<br>
“So,” Beach says, turning back to your side of the room. “Who’s today’s recipient of my favourite booby prize? Who is spending tonight cleaning up the sweat from my precious gym floor?” His eyes roam across the girls’ faces. <br>
<br>
<<CheckPersonalityState "Heather">>
<<if _PersonalityState is "Free">>
Beach’s eyes sweep past Heather without stopping. “Miss Cole,” he cries out. “Congratulations!”<br>
<br>
<<CheckFirst "PoppyGymFail">>
<<if _CheckFirst is false>>
The class’s attention has instinctively turned to Heather before Beach has spoken. Shocked faces double take, falling on a girl with mousy-brown hair and a tidy, forgettable prettiness.<br>
<br>
“Poppy Cole?” you hear a girl mutter behind you. “I thought she did okay.”<br>
<br>
<<AddFirst "PoppyGymFail">>
<</if>>
Poppy doesn’t protest. She nods once, as if the punishment were a mark to be corrected, and begins squaring her belongings into a tidy pile beside the bench.<br>
<<else>>
“Miss Oats,” Beach cries out. “Congratulations!”<br>
<</if>>
<br>
<<if $GymWard is "NulifiedAll">>
There is a smattering of applause from the boys' side, but you see the signs of relief on some of the faces. The girls, by contrast, are muttering amongst themselves, each peppered with frowns and confusion. Objectively, some of the boys did worse today.<br>
<br>
Beach seems unnerved by the response. “Get to the showers, then,” he mutters. “Dismissed.”<br>
<br>
Everyone begins to rush out, ready to shower and go home. <<CheckPersonalityState "Heather">><<if _PersonalityState is "Free">>You glance at Poppy, sitting alone on the bench. If she shares the class’s confusion, she doesn’t show it. Her hands are folded neatly in her lap.<br><<else>>You glance at Heather, sitting alone on the bench, shocked.<br><</if>>
<<else>>
He glances back at the boys' side of the gym. They whoop and holler at his beckon. They seem confident that none of them will end up last.<br>
<br>
The gym teacher turns back to the class. “Get to the showers. Show’s over!”<br>
<br>
Everyone begins to rush out, ready to shower and go home. <<CheckPersonalityState "Heather">><<if _PersonalityState is "Free">>You glance at Poppy as you walk by. She has already squared her kit into a neat pile and sits with her hands folded, waiting to begin.<br><<else>>You glance at Heather as you walk by, but she stares down into the dirty floor.<br><</if>>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Leave gym" "SchoolGymEntrance">>
<<TimeChange>>
<<SetFlag "PEExcludedFirst">>
<<CheckPersonalityState "Heather">><<if _PersonalityState isnot "Free">><<HeatherGymFail>><</if>>
<<set $PEClassWatchDialogue to undefined>>
<</link>>
<</switch>><<if $PEClassDialogue is undefined>>
<<if $GymWard is "NulifiedAll" or $GymWard is "NulifiedSelf">>
<<CheckFirst "PEClass">>
<<if _CheckFirst is false>>
“Alright kids,” you hear Beach bellow. Like everyone else, you turn to look at him in the centre of the gym, as if it was a stage. “Weatherman says it’s going to drizzle today. And whilst I think you all can survive a bit of rain, I’ve been told that some of you have weak immune systems. I don’t need your moms on the phone yelling at me for getting you sick.”<br>
<br>
“So same old, same old. Inside activities. Boys with boys. Girls with girls. Pair off into fives and go stand by one of the obstacles on the course. Only rule - don’t come last.”<br>
<br>
You turn around and are accepted into a group forming nearby. Other students aren’t so lucky, but within a minute everyone is separated into squads. The organiser of your group gestures for you to move over to the balance beam. Like everything in here, it smells like a gym sock. Removing the curse hasn't stopped the smell from threatening to overpower you.<br>
<br>
Beach’s whistle shrieks and instantly the sounds of fifty sneakers squeaking and sliding fills the air. You clamber up on to equipment, energised by the noise, and move as fast as you can over the beam. It’s enough to remind you that this body is still new to you, with your centre of gravity shifted away from what you are used to.<br>
<br>
“Careful, Phillips,” you hear Beach say as he passes by. “You won’t find a knight in shining armour to catch you in here.”<br>
<br>
Ignoring him, you make it to the other side. The other girls follow suit and quickly you’re moving around to the next course. So quick, in fact, that the group of boys in front of you hasn’t finished on the vaulting boxes.<br>
<br>
You take deep breaths as you feel your heart beating. The natural endorphins from exercise start to circulate through your body. There is something rewarding about the class, especially as you are free of any adverse effects from the equipment. The body odour of teenage boys is still repellent, but you find some degree of enjoyment in the activity.<br>
<br>
The last boy in the group in front of you vaults over the box and looks back at you, indicating you’re free to go.<br>
<<else>>
“Alright, settle down!” Beach bellows from the centre of the room. He gestures to the drizzle hitting the exterior of the full length windows and tells the group with some disappointment that you’ll again be spending the lesson inside today. <br>
<br>
“Hop to it, then,” he tells the class. “Get in your groups and try to conjure up at least a little enthusiasm. Loser still gets the booby prize.”<br>
<br>
You stand and form your regular group, moving over to the Balance Beam that permeates with dust and sweat. Coach Beach blows his whistle and you clamber up one end of the beam, running across it with a sense of confidence that you’ve done this before.<br>
<br>
The rest of your group does the same and quickly you’re waiting for the group in front of you to finish using the Vaulting Box. Blood pumps through your veins and you feel invigorated by the rush of exercise. With the curse no longer in effect, the offensiveness of stale body odour is only more present to your senses. <br>
<br>
The last boy in the group in front finishes, nodding that you are free to go.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Try your hardest" "PEClass">><<set $PEClassDialogue to "Start">><<set $PEEffort to "Max">><<set $GymEffort +=2>><<Physique 1>><</link>><br>
<<link "Do enough that you don’t come last" "PEClass">><<set $PEEffort to "Medium">><<set $GymEffort +=1>><<set $PEClassDialogue to "Start">><</link>><br>
<<QuestOptionCheck "Quest8" 1 "heather_cleaning" "gte">>
<<if _QuestOptionCheck is true>><<link "Slack off and put in no effort" "PEClass">><<set $PEEffort to "Low">><<set $PEClassDialogue to "Start">><</link>><</if>>
<<elseif $GymWard is undefined>>
<<CheckFirst "PEClass">>
<<if _CheckFirst is false>>
“Alright kids,” you hear Beach bellow. Like everyone else, you turn to look at him in the centre of the gym, as if it was a stage. “Weatherman says it’s going to drizzle today. And whilst I think you all can survive a bit of rain, I’ve been told that some of you have weak immune systems. I don’t need your moms on the phone yelling at me for getting you sick.”<br>
<br>
“So same old, same old. Inside activities. Boys with boys. Girls with girls. Pair off into fives and go stand by one of the obstacles on the course. Only rule - don’t come last.”<br>
<br>
You turn around and are accepted into a group forming nearby. Other students aren’t so lucky, but within a minute everyone is separated into squads. The organiser of your group gestures for you to move over to the balance beam. Like everything in here, it smells like a gym sock. You find it almost overwhelming. <br>
<br>
Beach’s whistle shrieks and instantly the sounds of fifty sneakers squeaking and sliding fills the air. You clamber up on to equipment, energised by the noise, and move as fast as you can over the beam. It’s enough to remind you that this body is still new to you, with your centre of gravity shifted away from what you are used to.<br>
<br>
“Careful, Phillips,” you hear Beach say as he passes by. “You won’t find a knight in shining armour to catch you in here.”<br>
<br>
Ignoring him, you make it to the other side. The other girls follow suit and quickly you’re moving around to the next course. So quick, in fact, that the group of boys in front of you hasn’t finished on the vaulting boxes.<br>
<br>
You take deep breaths as you feel your heart beating. The natural endorphins from exercise are starting to work their magic. You admit to yourself that there is something rewarding about this class, especially with Emily’s superior physique. Even the body odour from some of the teenage boys isn’t as offensive as it seemed moments ago.<br>
<br>
The last boy in the group in front of you vaults over the box and looks back at you, indicating you’re free to go.<br>
<<else>>
“Alright, settle down!” Beach bellows from the centre of the room. He gestures to the drizzle hitting the exterior of the full length windows and tells the group with some disappointment that you’ll again be spending the lesson inside today. <br>
<br>
“Hop to it, then,” he tells the class. “Get in your groups and try to conjure up at least a little enthusiasm. Loser still gets the booby prize.”<br>
<br>
You stand and form your regular group, moving over to the Balance Beam that permeates with dust and sweat. Coach Beach blows his whistle and you clamber up one end of the beam, running across it with a sense of confidence that you’ve done this before.<br>
<br>
The rest of your group does the same and quickly you’re waiting for the group in front of you to finish using the Vaulting Box. Blood pumps through your veins and you feel invigorated by the rush of exercise. The offensiveness of stale body odour seems to diminish. Growing oddly comforting, even.<br>
<br>
The last boy in the group in front finishes, nodding that you are free to go.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Try your hardest" "PEClass">><<set $PEClassDialogue to "Start">><<set $PEEffort to "Max">><<set $GymEffort +=2>><<Orientation 1>><<Physique 1>><</link>><br>
<<link "Do enough that you don’t come last" "PEClass">><<set $PEEffort to "Medium">><<set $GymEffort +=1>><<Feminity 1>><<set $PEClassDialogue to "Start">><</link>><br>
<<QuestOptionCheck "Quest8" 1 "heather_cleaning" "gte">>
<<if _QuestOptionCheck is true>><<link "Slack off and put in no effort" "PEClass">><<set $PEEffort to "Low">><<set $PEClassDialogue to "Start">><</link>><</if>>
<</if>>
<<elseif $PEClassDialogue is "Start" and $PEEffort is "Max">>
<<if $GymWard is "NulifiedAll" or $GymWard is "NulifiedSelf">>
<<CheckFirst "PEClass">>
<<if _CheckFirst is false>>
You grin and rush forward towards the vaulting box. Your nimble body and quick feet move quickly and suddenly you’re instinctively throwing your hands on top of the box.<br>
<br>
The world flips on its axis as you turn upside down. Legs are above your body, back kicking them high vertically into the air. <br>
<br>
With a gentle thud, you feel your feet touch down on a mat. It takes a second for you to get your bearings. You are standing on the other side of the vault box, feet firmly on the floor. <br>
<br>
As you regain your breath, there is some gentle applause from nearby students. Even Coach Beach is looking at you from beside the mat, a hint of surprise on his face.<br>
<br>
“Nice work, Phillips,” he murmurs. “Make a cheerleader out of you, yet. Might want to adjust yourself back there, though.”<br>
<br>
You follow his eyeline and glance over your shoulder down your back. Gravity has had its way with your skirt. The back is now bunched up around your waist, showing your gym briefs to the rows of onlooking boys behind you.<br>
<br>
Upon seeing you notice, they burst out laughing. You even get a few wolf whistles.<br>
<br>
You take a deep breath, panting from the exertion. The smell of cheap boys' deodorant fills your nostrils. It serves as a reminder of the curse you've removed, which would have made you smile at the attention.<br>
<br>
Instead, you brush down your skirt and throw them a dark look. As you regain your breath, you take solace that whilst you may feel on display, you no longer have magic making you indulge it.<br>
<<else>>
You rush forward and clear the distance between you and the box, then push your hands forward and throw yourself up into the air. The thrill of your agility flutters inside your body as you turn upside down, your nimble legs thrust up high in the air. <br>
<br>
You land with a gentle thud on the other side, hearing a few whoops and whistles from behind you. Coach Beach even gives you an appreciative grin.<br>
<br>
You look back at him, not returning his smile. Instead, you check your clothing to make sure it's all in the right place. The attention soon diverts elsewhere and, free from the curse in the gym, you are all the more glad for it.<br>
<</if>>
<<elseif $GymWard is undefined>>
<<CheckFirst "PEClass">>
<<if _CheckFirst is false>>
You grin and rush forward towards the vaulting box. Your nimble body and quick feet move quickly and suddenly you’re instinctively throwing your hands on top of the box.<br>
<br>
The world flips on its axis as you turn upside down. Legs are above your body, back kicking them high vertically into the air. <br>
<br>
With a gentle thud, you feel your feet touch down on a mat. It takes a second for you to get your bearings. You are standing on the other side of the vault box, arms stretched out, smiling broadly, feet firmly on the floor. <br>
<br>
As you regain your breath, there is some gentle applause from nearby students. Even Coach Beach is looking at you from beside the mat, a hint of surprise on his face.<br>
<br>
“Nice work, Phillips,” he murmurs. “Make a cheerleader out of you, yet. Might want to adjust yourself back there, though.”<br>
<br>
You follow his eyeline and glance over your shoulder down your back. Gravity has had its way with your skirt. The back is now bunched up around your waist, showing your gym briefs to the rows of onlooking boys behind you.<br>
<br>
Upon seeing you notice, they burst out laughing. You even get a few wolf whistles.<br>
<br>
You take a deep breath, panting from the exertion. The smell of cheap boys' deodorant fills your nostrils. You have to admit, there’s something pleasant about it.<br>
<br>
Looking, to the crowd. You give them a coy smile. “Oops,” you say to them.<br>
<br>
It’s enough for them to start laughing again. You watch them over your shoulder, lips open, as you pose there in your exposed underwear. Predatory smiles play across their faces as they look at you. <br>
<br>
You bite your lip and give them a final look, then brush your skirt down. Finally getting your breath from the exercise, you know you have every eye on the gym on you.<br>
<br>
<I>At least the ones belonging to the boys, anyway.</i><br>
<<else>>
You rush forward and clear the distance between you and the box, then push your hands forward and throw yourself up into the air. The thrill of your agility flutters inside your body as you turn upside down, your nimble legs thrust up high in the air. <br>
<br>
You land with a gentle thud on the other side, stretching your hands out and smiling, as you gasp for air. You smile as you hear whoops and whistles from the boys behind you. Even Coach Beach flashes you an appreciative grin. <br>
<br>
You look back over your shoulder at your audience and reach down without breaking eye contact, checking your skirt. It has only ridden up slightly, but you make it a big deal, even pulling it up a bit more momentarily to adjust it.<br>
<br>
A brief flash is enough to get another round of applause out of them. You give them all a grin, taking deep breaths, basking in the attention they are giving you.<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Continue the lesson" "PEClass">><<set $PEClassDialogue to "Continue">><</link>>
<<elseif $PEClassDialogue is "Start" and $PEEffort is "Medium">>
<<if $GymWard is "NulifiedAll" or $GymWard is "NulifiedSelf">>
<<CheckFirst "PEClass">>
<<if _CheckFirst is false>>
You run forward towards the vaulting box. Your light body can move quickly and almost too soon you’re right in front of the box. Instinctively you stretch your hands out and push them down against the top of the box.<br>
<br>
You feel your body lift off the floor, arching on to its side as the world spins and your legs sweep up over the equipment. <br>
<br>
A moment later you land, feeling your sneakers touch down on the soft gym mat on the other side of the vaulting box. <br>
<br>
You take a deep breath, both through exertion and relief that you cleared the box. The next girl in your group smiles back at you encouragingly as she readies her own attempt.<br>
<br>
“Move, Phillips,” you hear Beach tell you from nearby. “There’s no applause coming, and you’re holding up the line.”<br>
<br>
You look at him and nod, moving to the side of the gym mat. The other girls in your group repeat the exercise, joining you once they too have vaulted. <br>
<br>
You take the time to regain your breath, panting a little from the activity. Without the curse active, you make no attempt to stifle your breathing. You smell the cheap deodorant hanging in the air. <br>
<br>
A boy walks by, flashing you a smile. You can't help but wince as his body odour hits your nostrils. <br>
<br>
Looking dejected, he turns away and walks on.<br>
<<else>>
You run forward and instinctively stretch your hands out when you reach the box, lifting your body off the floor. You pivot your body on its side, pulling your legs up and over, landing cleanly on the other side of the equipment. <br>
<br>
Taking a deep breath, you feel energised at a successful vault. You give a grin back to your group as the next girl braces herself to follow and move to the side of the mat. <br>
<br>
You watch the rest of your group repeat your performance, smelling the stench of nearby boys as you regain your breath. The group in front strain their muscles as they exercise. Without the curse, the only effect of smells and sights are to offend your sense of smell.<br>
<</if>>
<<elseif $GymWard is undefined>>
<<CheckFirst "PEClass">>
<<if _CheckFirst is false>>
You run forward towards the vaulting box. Your light body can move quickly and almost too soon you’re right in front of the box. Instinctively you stretch your hands out and push them down against the top of the box.<br>
<br>
You feel your body lift off the floor, arching on to its side as the world spins and your legs sweep up over the equipment. <br>
<br>
A moment later you land, feeling your sneakers touch down on the soft gym mat on the other side of the vaulting box. <br>
<br>
You take a deep breath, both through exertion and relief that you cleared the box. The next girl in your group smiles back at you encouragingly as she readies her own attempt.<br>
<br>
“Move, Phillips,” you hear Beach tell you from nearby. “There’s no applause coming, and you’re holding up the line.”<br>
<br>
You look at him and nod, moving to the side of the gym mat. The other girls in your group repeat the exercise, joining you once they too have vaulted. <br>
<br>
You take the time to regain your breath, panting a little from the activity. You can smell the boys nearby, at best their cheap deodorant wafting into your nostrils. A few of them haven’t even bothered with that to mask their body odour. <br>
<br>
It’s not as offensive as you first thought. Maybe you’re just growing used to it, but it doesn’t seem nearly as repugnant as it did a few minutes ago. <br>
<br>
Your attention drifts away to look at the boys performing the exercises in front of your group. Pulling themselves across monkey bars, flexing their muscles, faces covered in perspiration. You find it curious. You’ve never really noticed how defined a boys' arms can be, before.<br>
<br>
When one even walks by you, you take in his body scent as he passes by. He looks at you, eyes flicking up and down your body. He grins. <br>
<br>
Without meaning to, you grin back. Was he checking you out?<br>
<<else>>
You run forward and instinctively stretch your hands out when you reach the box, lifting your body off the floor. You pivot your body on its side, pulling your legs up and over, landing cleanly on the other side of the equipment. <br>
<br>
Taking a deep breath, you feel energised at a successful vault. You give a grin back to your group as the next girl braces herself to follow and move to the side of the mat. <br>
<br>
You watch the rest of your group repeat your performance, smelling the musk of the boys nearby as you regain your breath. The smell slowly becomes bearable. You look over at the group in-front, watching the boys flex their muscles with curiosity. You can’t help but smile back as a few of them return your gaze. Only then do you realise that you are indeed actually gazing. <br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Continue the lesson" "PEClass">><<set $PEClassDialogue to "Continue">><</link>>
<<elseif $PEClassDialogue is "Start" and $PEEffort is "Low">>
<<if $GymWard is "NulifiedAll" or $GymWard is "NulifiedSelf">>
<<CheckFirst "PEClass">>
<<if _CheckFirst is false>>
With little enthusiasm, you jog over to the vaulting box. You put your hands on top of it, and slowly pull yourself up. Sitting on the top of the box, you swing your legs over, still keeping them together, and drop onto the other side.<br>
<br>
You catch Beach looking at you as you walk casually across the mats. “You okay, Phillips? Maybe take it even easier. We wouldn’t want you breaking a nail.”<br>
<br>
You hold yourself back from responding. There are sniggers behind you from the group in front of yours. The boys give you derisive looks.<br>
<br>
You catch a whiff of them as they move past you towards the next activity. One cracks a joke, but you pay it little attention. <i>After all, they stink.</i><br>
<br>
Soon the rest of your group catches up to you. As you wait patiently for the group of boys to be done with the next equipment, the organiser of your group leans into you and whispers quietly. “Careful. You’re going to end up being kept back after school.” <br>
<br>
You consider for a moment that now the curse in the gym doesn't impact you, exercising more vigorously wouldn't have any effect. That's if you wanted to, of course.<br>
<<else>>
You leisurely jog over to the box, pulling yourself on to it and shuffling your legs over the top. You drop down on the other side, no danger of breaking a sweat. <br>
<br>
The boys in the group in front of you watch, sniggering. You don’t react, taking solace in how bad they smell. <br>
<br>
What does concern you is the look the rest of your group gives you when they catch up to you. “Try harder!” one of them cautiously whispers. “You’re going to get held back!”<br>
<br>
You consider for a moment that now the curse in the gym doesn't impact you, exercising more vigorously wouldn't have any effect. That's if you wanted to, of course.<br>
<</if>>
<<elseif $GymWard is undefined>>
<<CheckFirst "PEClass">>
<<if _CheckFirst is false>>
With little enthusiasm, you jog over to the vaulting box. You put your hands on top of it, and slowly pull yourself up. Sitting on the top of the box, you swing your legs over, still keeping them together, and drop onto the other side.<br>
<br>
You catch Beach looking at you as you walk casually across the mats. “You okay, Phillips? Maybe take it even easier. We wouldn’t want you breaking a nail.”<br>
<br>
You hold yourself back from responding. There are sniggers behind you from the group in front of yours. The boys give you derisive looks.<br>
<br>
You catch a whiff of them as they move past you towards the next activity. One cracks a joke, but you pay it little attention. <i>After all, they stink.</i><br>
<br>
Soon the rest of your group catches up to you. As you wait patiently for the group of boys to be done with the next equipment, the organiser of your group leans into you and whispers quietly. “Careful. You’re going to end up being kept back after school.” <br>
<<else>>
You leisurely jog over to the box, pulling yourself on to it and shuffling your legs over the top. You drop down on the other side, no danger of breaking a sweat. <br>
<br>
The boys in the group in front of you watch, sniggering. You don’t react, taking solace in how bad they smell. <br>
<br>
What does concern you is the look the rest of your group gives you when they catch up to you. “Try harder!” one of them cautiously whispers. “You’re going to get held back!”<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Continue the lesson" "PEClass">><<set $PEClassDialogue to "Continue">><</link>>
<<elseif $PEClassDialogue is "Continue">>
Your group moves over to the next exercise. A set of rusted monkey bars stretches across the width of the gym. You wonder how old they are and how many students have swung across them over the years.<br>
<br>
You watch the group of boys in front of you perform the exercise. A number of them slip, losing their grip. You can see the sweat glisten on the bars from here. <br>
<br>
<<if $GymWard is "NulifiedAll">>
You take a deep breath, readying yourself The smell of boys' sweat does nothing for you. <br>
<br>
As you rest, you look around the gym at the other students. The boys waiting to start an exercise watch the girls stretch and leap with lustful glee. A few of them call out and whistle as they perform. <br>
<br>
However, the response seems to surprise them. Instead of encouraging it, the girls scowl and roll their eyes. One even calls them out. “Keep your eyes off me, you perv.”<br>
<br>
It’s enough to cast the boys to falter. You notice that as the retorts to their unwanted attention keeps coming, they grow sullen and silent. Some start making mistakes, slipping on the exercise equipment. You catch Beach looking at them, confused.<br>
<br>
You prepare for the next exercise.<br>
<br>
<<ActionsHeader>>
<<link "Try your hardest" "PEClass">><<set $PEEffort to "Max">><<set $GymEffort +=2>><<Physique 1>><<set $PEClassDialogue to "Continue2">><</link>><br>
<<link "Do enough that you don’t come last" "PEClass">><<set $PEEffort to "Medium">><<set $PEClassDialogue to "Continue2">><<set $GymEffort +=1>><</link>><br>
<<QuestOptionCheck "Quest8" 1 "heather_cleaning" "gte">>
<<if _QuestOptionCheck is true>><<link "Slack off and put in no effort" "PEClass">><<set $PEEffort to "Low">><<set $PEClassDialogue to "Continue2">><</link>><</if>>
<br>
<<elseif $GymWard is "NulifiedSelf">>
You take a deep breath, readying yourself. The smell of boys' sweat does nothing for you. <br>
<br>
As you rest, you look around the gym at the other students. The boys waiting to start an exercise watch the girls stretch and leap with lustful glee. A few of them call out and whistle as they perform. <br>
<br>
The more athletic girls appear to respond warmly to the catcalls, posing after they complete exercises and grinning between pants. You grimace as you note they are still under the influence of the curse.<br>
<br>
You prepare for the next exercise.<br>
<br>
<<ActionsHeader>>
<<link "Try your hardest" "PEClass">><<set $PEEffort to "Max">><<set $GymEffort +=2>><<Physique 1>><<set $PEClassDialogue to "Continue2">><</link>><br>
<<link "Do enough that you don’t come last" "PEClass">><<set $PEEffort to "Medium">><<set $PEClassDialogue to "Continue2">><<set $GymEffort +=1>><</link>><br>
<<QuestOptionCheck "Quest8" 1 "heather_cleaning" "gte">>
<<if _QuestOptionCheck is true>><<link "Slack off and put in no effort" "PEClass">><<set $PEEffort to "Low">><<set $PEClassDialogue to "Continue2">><</link>><</if>>
<<elseif $GymWard is undefined>>
You take a deep breath, readying yourself, thinking about the boys. You briefly find yourself wondering what that sweat smells like…<br>
<br>
As you rest, you look around the gym at the other students. The boys waiting to start an exercise watch the girls stretch and leap with lustful glee. A few of them call out and whistle as they perform.<br>
<br>
The more athletic girls appear to respond warmly to the catcalls, posing after they complete exercises and grinning between pants. You find yourself pouting.<br>
<Br>
<I>Are you envious of the attention they are getting?</i><br>
<br>
You prepare for the next exercise.<br>
<br>
<<ActionsHeader>>
<<link "Try your hardest" "PEClass">><<Orientation 1>><<Physique 1>><<set $PEEffort to "Max">><<set $GymEffort +=2>><<set $PEClassDialogue to "Continue2">><</link>><br>
<<link "Do enough that you don’t come last" "PEClass">><<Feminity 1>><<set $PEEffort to "Medium">><<set $PEClassDialogue to "Continue2">><<set $GymEffort +=1>><</link>><br>
<<QuestOptionCheck "Quest8" 1 "heather_cleaning" "gte">>
<<if _QuestOptionCheck is true>><<link "Slack off and put in no effort" "PEClass">><<set $PEEffort to "Low">><<set $PEClassDialogue to "Continue2">><</link>><</if>>
<</if>>
<<elseif $PEClassDialogue is "Continue2" and $PEEffort is "Max">>
<<if $GymWard is "NulifiedAll" or $GymWard is "NulifiedSelf">>
<<CheckFirst "PEClass">>
<<if _CheckFirst is false>>
Once the last boy drops down at the other side, you sprint over to the equipment and throw yourself up onto the bar. The rigorous activity acts as a deterrent to thinking, almost like an exorcism of the mental cobwebs creeping over your brain. <br>
<br>
You reach out rung by rung, swinging your legs high in the air. You push yourself to the limit, feeling better. Fitter. Stronger.<br>
<br>
The sweat on the bars isn't pleasant, but you are free from the grasp of magic in the gym. You sense nothing from the equipment, nor mats, nor ropes and exercise gear.<br>
<br>
You see Coach Beach staring at you, a curious look on his face. Burying the thoughts, you focus on putting in as much energy as you can.<br>
<br>
Once you've completed the monkey bars, you move to the next set of equipment. And then the next. Pushing yourself to the limit. A number of students applaud your efforts. A few of them whistle and cheer.<br>
<br>
You ignore the stare and lustful grins though. By the end of the lesson, though exhausted, you are content with what you managed to achieve.<br>
<<else>>
<br>
Dismissing any lingering thoughts, you sprint over to the monkey bars when the last boy in the group ahead completes his task. You move across the rungs, pushing yourself as fast as you can.<br>
<br>
Out of the corner of your eye you notice the boys watching, but without the enticing magic you keep your mind focused on the lesson. In a flash you slink across the bars and drop down at the far side.<br>
<br>
Moving on, you continue to push your body. On occasion you notice that your enthusiasm comes close to causing a wardrobe accident, but you don't care. The boys may be watching you, but their stares are barely a second thought.<br>
<</if>>
<<elseif $GymWard is undefined>>
<<CheckFirst "PEClass">>
<<if _CheckFirst is false>>
<br>
Once the last boy drops down at the other side, you sprint over to the equipment and throw yourself up onto the bar. The rigorous activity acts as a deterrent to thinking, almost like an exorcism of the mental cobwebs creeping over your brain.<br>
<br>
You reach out rung by rung, swinging your legs high in the air. You push yourself to the limit, feeling better. Fitter. Stronger.<br>
<br>
<I>And you know the boys keep watching your athletic body bend and stretch as you throw yourself around.</i><br>
<Br>
You look over to the group in front, watching you as your legs swing wide and free. You grin, dropping down after swinging from the last bar.<br>
<br>
<<if $PlayerCharacter.magic gte 3>>Inside your brain, however, a voice of panic is crying out. As you rest for a second, as you breathe deeply, smelling the alluring scents of boys' perspiration and body odour. Then you see it. Magical embers flowing from the gym equipment, drifting into your body as you breathe. It’s not just one thing in the gym that’s cursed, you think. It’s everything.<br>
<<elseif $PlayerCharacter.magic gte 2>>Why am I thinking like this, you hear inside your mind. You take in another quick gasp of air, smelling the intoxicating smells of boys' deodorant and sweat. Then it registers. You can almost see the magical embers radiating out from the gym equipment, drifting into your nostrils as you breathe. Whatever is causing you to feel like this, you’re sure that’s part of it.<br>
<<else>>Something doesn’t sit right with you, but the thought always seems just out of reach. You are certain there's magic at play though. There has to be.<br>
<</if>>
<br>
You see Coach Beach staring and you bury your thoughts back down in your mind. Instead, you keep putting in as much energy as you can, despite the underlying worry inside your brain. <br>
<br>
Moving on to the next set of equipment, you continue pushing your body to its limit, seemingly throwing caution to the wind as you let your skirt ride up and your polo shirt to drop down. Yet some part of you enjoys it. Especially the eyes that increasingly move from what they are doing, and focus on you.<br>
<br>
By the end, you are receiving cheers and whistles every time you perform. And what a performance you make it. You grin with delight as you notice guys watching. More foreign to you, in-between exercises you’re drawn to watch them too.<br>
<<else>>
Dismissing any lingering thoughts, you sprint over to the monkey bars when the last boy in the group ahead completes his task. You move across the rungs, pushing yourself as fast as you can.<br>
<br>
You flash a grin to the boys, watching you. You feel a thrill as you move, feeling their eyes lingering on your body as you twist and slink across the bars and drop down at the end. You briefly wonder what they’re thinking…<br>
<br>
<<if $PlayerCharacter.magic gte 3>>Inside your brain, however, a voice of panic is crying out. As you rest for a second, as you breathe deeply, smelling the alluring scents of boys' perspiration and body odour. Then you see it. Magical embers flowing from the gym equipment, drifting into your body as you breathe. It’s not just one thing in the gym that’s cursed, you think. It’s everything.<br>
<<elseif $PlayerCharacter.magic gte 2>>Why am I thinking like this, you hear inside your mind. You take in another quick gasp of air, smelling the intoxicating smells of boys' deodorant and sweat. Then it registers. You can almost see the magical embers radiating out from the gym equipment, drifting into your nostrils as you breathe. Whatever is causing you to feel like this, you’re sure that’s part of it.<br>
<<else>>Something doesn’t sit right with you, but the thought always seems just out of reach. You are certain there's magic at play though. There has to be.<br>
<</if>>
<br>
Moving on to the next exercise, you continue to push your body, uncaring of how much your rigorous energy is flaunting your body. Some part of you enjoys being on display. Having the attention and admiration of the class. The boys regularly stop to watch you. And in-between exercises, you watch them too.<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Finish the lesson" "PEClass">>
<<QuestState "Quest5">>
<<if _QuestState is 2>><<QuestTracker "Quest8" 0>><<QuestTracker "Quest8" 1>><<QuestOptionUnlock "Quest5" 2 "gym">><<else>><<QuestTracker "Quest8" 0>><</if>>
<<set $PEClassDialogue to "Finish">>
<<set $PEEffort to undefined>>
<</link>>
<<elseif $PEClassDialogue is "Continue2" and $PEEffort is "Medium">>
<<if $GymWard is "NulifiedAll" or $GymWard is "NulifiedSelf">>
<<CheckFirst "PEClass">>
<<if _CheckFirst is false>>
You step up to the monkey bars as the last boy swings down from the last rung. He glances back at you. You smile back, politely.<br>
<br>
Then it’s your turn. You reach up and pull yourself off the floor. You feel your skirt threatening to ride up as your legs rise, so you’re careful not to overexert yourself as you move across the equipment. As you feel your arms straining, you gasp for precious oxygen to power your body, smelling the odour of the boy that came before.<br>
<br>
You try not to look, but you can feel eyes watching you. For a brief moment you catch the sight of one of the boys from the group in front, staring at your parted legs as you swing from bar to bar.<br>
<br>
He’s trying to catch a glimpse of my briefs, you think. You shoot him a dirty stare and he quickly looks to the floor, embarrassed.<br>
<br>
You ponder for a brief moment that thanks to the curses the boys may have grown used to the girls liking the attention. <br>
<br>
Dropping down from the last bar, you grin thinly. Your mind is clear. You can focus on the lesson. And not on the boys. <br>
<br>
You see Coach Beach staring and you dismiss the thoughts to avoid drawing more attention to yourself. Instead, you focus on getting through the lesson. When your group moves on to the next one, you try not to exert yourself any more than is necessary to finish.<br>
<br>
By the end, you’ve done enough that you feel you have at least projected the image of hard-work and enthusiasm. You finish short-of-breath, breathing heavily in spite of the scent of sweaty teenagers. <br>
<br>
Looking around, you see the boy from earlier looking at you. When you catch his eyeline, he looks away again, blushing.<br>
<<else>>
<br>
The last boy in front swings down from the bars and looks back at you to signal you can begin. You ignore him and swing forward, grabbing the first bar.<br>
<br>
Your arms strain as you move across the bars and you gasp for oxygen to help, trying to avoid taking a whiff of the sweat on the equipment. You glance forward and see the boy watching you, staring at your legs swinging in the air.<br>
<br>
Free from the curses, your mind is clear. Focusing on getting through the exercise, you complete the activity. When your group moves on, you do enough to complete the lesson.<br>
<br>
By the end, you feel you have put in enough effort to at least pass. You finish short-of-breath, happy to be free to breath easily and without concern.<br>
<</if>>
<<elseif $GymWard is undefined>>
<<CheckFirst "PEClass">>
<<if _CheckFirst is false>>
You step up to the monkey bars as the last boy swings down from the last rung. He glances back at you. You smile.<br>
<br>
Then it’s your turn. You reach up and pull yourself off the floor. You feel your skirt threatening to ride up as your legs rise, so you’re careful not to overexert yourself as you move across the equipment. As you feel your arms straining, you gasp for precious oxygen to power your body, smelling the scent of the boy that came before.<br>
<br>
You try not to look, but you can feel eyes watching you. For a brief moment you catch the sight of one of the boys from the group in front, staring at your parted legs as you swing from bar to bar.<br>
<br>
He’s trying to catch a glimpse of my briefs, you think. Maybe you should just stretch a bit more…<br>
<br>
<<if $PlayerCharacter.magic gte 3>>
The thought is enough to set alarm bells ringing inside your brain. Still trying to maintain grip on the bars that are slippery with sweat, you gasp for air.<br>
<br>
Then you see it. Magical embers flow off the gym equipment, drifting into your body as you breathe. You look around the gym and see a similar sight for every activity. It’s not just one thing in the gym that’s cursed, you think. It’s everything.<br>
<<elseif $PlayerCharacter.magic gte 2>>
Why am I thinking like this, you hear inside your mind. You take in another quick gasp of air, as you try not to slip on the next bar that is covered in sweet sweat.<br>
<br>
Then it registers. You can almost see the magic radiating out from the equipment, drifting up your nostrils as you breathe. Whatever is causing you to feel like this, you’re sure that’s part of it.<br>
<<else>>
You instantly feel off, as the thought echoes in your mind. Something is very wrong about this, you know, but whatever it is feels just out of grasp. Like a monkey bar always just out of reach. Enough of your mind is still yours though to know it has something to do with magic. Because this isn't you.<br>
<Br>
<i>Isn't it?</i><br>
<</if>>
<br>
You see Coach Beach staring and you dismiss the thoughts to avoid drawing more attention to yourself. Instead, you focus on getting through the exercise. When your group moves on to the next one, you try not to exert yourself any more than is necessary to finish the lesson.<br>
<br>
By the end, you’ve done enough that you feel you have at least projected the image of hard-work and enthusiasm. You finish short-of-breath, inhaling the scent of sweaty teenagers and cheap spray that tries to mask poor hygiene from some of the boys.<br>
<br>
It’s not so bad, a thought says to you at the back of your brain. Almost attractive.<br>
<br>
Just as you hear the thought, you see the boy from the group in front of yours looking back at you. He gives you a wink. With inner turmoil, you find yourself smiling back.<br>
<<else>>
The last boy in front swings down from the bars and looks back at you to signal you can begin. You flash him a smile and swing forward, grabbing the first bar.<br>
<br>
Your arms strain as you move across the bars and you gasp for oxygen to help, smelling the scent of the boy. You glance forward and see him watching, staring at your legs swinging in the air. It's kind of a compliment…<br>
<br>
<<if $PlayerCharacter.magic gte 3>>
The thought is enough to set alarm bells ringing inside your brain. Still trying to maintain grip on the bars that are slippery with sweat, you gasp for air. <br>
<br>
Then you see it. Magical embers flow off the gym equipment, drifting into your body as you breathe. You look around the gym and see a similar sight for every activity. It’s not just one thing in the gym that’s cursed, you think. It’s everything.<br>
<<elseif $PlayerCharacter.magic gte 2>>
Why am I thinking like this, you hear inside your mind. You take in another quick gasp of air, as you try not to slip on the next bar that is covered in sweet sweat.<br>
<br>
Then it registers. You can almost see the magic radiating out from the equipment, drifting up your nostrils as you breathe. Whatever is causing you to feel like this, you’re sure that’s part of it.<br>
<<else>>
You instantly feel off, as the thought echoes in your mind. Something is very wrong about this, you know, but whatever it is feels just out of grasp. Like a monkey bar always just out of reach. Whatever it is, you believe it's magic. You hope.<br>
<</if>>
<br>
Focusing on getting through the exercise, you complete the activity. When your group moves on, you try only to do enough to complete the lesson.<br>
<br>
By the end, you feel you have put in enough effort to at least pass. You finish short-of-breath, inhaling the scent of sweaty teenagers. One of them from the group in front of you catches your eye, giving you a wink. You find yourself smiling back.<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Finish the lesson" "PEClass">>
<<QuestState "Quest5">>
<<if _QuestState is 2>><<QuestTracker "Quest8" 0>><<QuestTracker "Quest8" 1>><<QuestOptionUnlock "Quest5" 2 "gym">><<else>><<QuestTracker "Quest8" 0>><</if>>
<<set $PEClassDialogue to "Finish">>
<<set $PEEffort to undefined>>
<</link>>
<<elseif $PEClassDialogue is "Continue2" and $PEEffort is "Low">>
<<CheckFirst "PEClass">>
<<if _CheckFirst is false>>
Once the boys in front of you are done, you amble over to the monkey bars. From close-up, you can see the perspiration coating each rung. Yuck!<br>
<br>
Tentatively, you reach up and wrap your fingers around it. It’s sticky and smelly. You try not to wretch as you push off the starting block.<br>
<br>
The effort to move from one bar to the next is deceptively high, especially when you’re trying to avoid touching them. You inelegantly clasp towards the next one, wobbling with only one hand holding you up.<br>
<br>
“Watch out, boys,” you hear Beach holler. “Timber!”<br>
<br>
For a moment you think you’ve got hold of the rung, but as you swing forward your grip gives way and you tumble to the floor.<br>
<br>
You land with a soft thud against the rank gym mat. It feels moist to touch. As you hit it, a number of dust particles blow up. You can smell years of dry teenage sweat exploding like a mushroom cloud.<br>
<br>
“Might want to find a new form of activity, Phillips,” you hear Beach say as he offers you a hand. Sprawled ungracefully over the floor, you take it and are pulled up. <br>
<br>
“I see cleaning in your future,” he says, making a mocking mind reading gesture as he puts his fingers to his temples. <br>
<br>
“It’s not over yet, though!” he says more loudly, turning back to the gym. “Keep at it, kids. You can still fall behind Phillips here if you don’t put the graft in.”<br>
<br>
Beach gives you a polite smile, then walks away. You move off to the side of the monkey bars, waiting for the rest of your group to finish. As each girl does so, they give you a worried look. When the group moves on to the next exercise, you note that no one is talking to you.<br>
<br>
Once your group has completed the last activity, you stand off to the side of the gym on your own. You barely have broken into a sweat. Other girls have noticed. And the boys snigger as they look at you.<br>
<br>
<I>You wonder why…</i><br>
<<else>>
You move to the monkey bars once the boys in front are done, seeing their perspiration coating each rung. Tentatively, you wrap your fingers around a sticky bar. You try not to wretch as you push off.<br>
<br>
You struggle to move across the bars, especially as you’re trying to avoid touching the sweat. Your efforts are perilous and weak. Halfway across, you lose your grip and tumble to the floor.<br>
<br>
Sniggers surround you as you pull yourself up. A few girls from your group cast worried looks in your direction.<br>
<br>
You move to the side, waiting for them to finish. No one talks to you when they complete the task.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Finish the lesson" "PEClass">>
<<QuestState "Quest5">>
<<if _QuestState is 2>><<QuestTracker "Quest8" 0>><<QuestTracker "Quest8" 1>><<QuestOptionUnlock "Quest5" 2 "gym">><<else>><<QuestTracker "Quest8" 0>><</if>>
<<set $PEClassDialogue to "Finish">>
<<set $PEEffort to undefined>>
<</link>>
<<elseif $PEClassDialogue is "Finish" and $GymEffort is 4>>
Beach blows his whistle for a final time and you take a seat on the girls' side of the gym, breathing deeply and quickly. A few girls give you encouraging smiles, others give you dark looks. <br>
<br>
<<if $GymWard is "NulifiedAll">>
Turning back to look at the boys, you know why. Most look sullen and dejected, but a few of them still steal glances at you. Unimpressed, you turn your cheek to them.<br>
<br>
“Good efforts, good efforts,” Beach says from the centre of the gym. “At least from some of you. Big shout out today to Emily Phillips, who almost went all out.”<br>
<br>
There is a smattering of applause, but the boys seem distracted and subdued. When they glance up at you, they seem almost embarrassed to be looking.<br>
<<elseif $GymWard is "NulifiedSelf">>
Turning back to see a large number of boy’s opposite giving you grins, you know why. With no draw for their attention, you ignore their stares.<br>
<br>
“Good efforts, good efforts,” Beach says from the centre of the gym. “At least from some of you. Big shout out today to Emily Phillips, who almost went all out.”<br>
<br>
There are whoops and cheers, mainly from the boys' side of the gym. They are all staring at you.<br>
<br>
“Alright boys, settle down,” Beach waves them quiet. “Sounds like a few of them would have liked to see you go all the way.”<br>
<br>
There’s more cries and applause. You hear some of the other girls tutting. You look away from your admirers. The curse might not be active for you, but it’s still leading to some very uncomfortable situations.<br>
<<elseif $GymWard is undefined>>
Turning back to see a large number of boy’s opposite giving you grins, you know why. You flash them a grin back, in spite of yourself. <br>
<br>
“Good efforts, good efforts,” Beach says from the centre of the gym. “At least from some of you. Big shout out today to Emily Phillips, who almost went all out.”<br>
<br>
There are whoops and cheers, mainly from the boys' side of the gym. They are all staring at you.<br>
<br>
“Alright boys, settle down,” Beach waves them quiet. “Sounds like a few of them would have liked to see you go all the way.”<br>
<br>
There’s more cries and applause. You hear some of the other girls tutting, but you have to admit that being the centre of attention is gratifying. Even if it is a group of smelly boys. And they really do smell good.<br>
<</if>>
<br>
You are pulled out of your thoughts by Beach continuing to speak. “On the flipside, there’s always a loser. And that loser has won the star prize of spending tonight cleaning up all the sweat you’ve just spilled on my gym floor.”<br>
<br>
He turns to face the side of the room with the girls on. “So who’s my lucky guest this evening?” <br>
<br>
<<if $GymWard is "NulifiedAll">>
There is a surprising lack of enthusiasm from the male side of the gymnasium. After struggling with the activities today, the boys seem unsure of themselves.<br>
<<else>>
He glances back at the boys' side of the gym. They whoop and holler at his beckon. They seem confident that none of them will end up last.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Wait to see who lost" "PEClass">><<EmilyGrades 1>><<set $PEClassDialogue to "Lost">><</link>>
<<elseif $PEClassDialogue is "Finish" and $GymEffort isnot 0>>
Beach blows his whistle for a final time and you take a seat on the girls' side of the gym. In spite of what you may want to do, your body instinctively acts to gain its breath back.<br>
<br>
<<if $GymWard is "NulifiedAll">>
From the other side of the room, you see the boys talking amongst themselves, their attention for once not on the girls. They appear to be consoling each other. Scared and confused expressions are prevalent.<br>
<br>
“Good efforts, good efforts,” Beach says from the centre of the gym. “At least from some of you. But we all know what happens to those who don’t perform. Don’t we, boys?”<br>
<br>
There is a surprising lack of enthusiasm from the male side of the gymnasium. After struggling with the activities today, the boys seem unsure of themselves.<br>
<<elseif $GymWard is "NulifiedSelf">>
From the other side of the room, you see the boys watching the girls like before. A boy from the group ahead grins at you. You sigh, rolling your eyes. The other girls who receive similar attention aren’t so dismissive, blushing.<br>
<br>
“Good efforts, good efforts,” Beach says from the centre of the gym. “At least from some of you. But we all know what happens to those who don’t perform. Don’t we, boys?”<br>
<br>
He glances back at the boys' side of the gym. They whoop and holler at his beckon. They seem confident that none of them will end up last.<br>
<<elseif $GymWard is undefined>>
From the other side of the room, you see the boys watching the girls like before. You shift on the bench, aware of the length of your skirt. A boy from the group ahead grins at you. You feel yourself blushing as you take a short breath.<br>
<br>
“Good efforts, good efforts,” Beach says from the centre of the gym. “At least from some of you. But we all know what happens to those who don’t perform. Don’t we, boys?”<br>
<br>
He glances back at the boys' side of the gym. They whoop and holler at his beckon. They seem confident that none of them will end up last.<br>
<</if>>
<br>
“So,” Beach says, turning back to your side of the room. “Who’s today’s recipient of my favourite booby prize? Who is spending tonight cleaning up the sweat from my precious gym floor?"<br>
<br>
<<ActionsHeader>>
<<link "Wait to see who lost" "PEClass">><<EmilyGrades -1>><<set $PEClassDialogue to "Lost">><</link>>
<<elseif $PEClassDialogue is "Finish">>
Beach blows his whistle for a final time and you take a seat on the girls' side of the gym. Even though there is little room to sit, you get the impression that other girls are trying to avoid being close to you.<br>
<br>
<<if $GymWard is "NulifiedAll">>
From the other side of the room, you see the boys talking amongst themselves, their attention for once not on the girls. They appear to be consoling each other. Scared and confused expressions are prevalent.<br>
<br>
“Good efforts, good efforts,” he cries, before his eyes rest on you. “At least from some of you.”<br>
<br>
No one responds to Beach’s baiting. He seems taken aback by the lack of enthusiasm in the room, scowling back at the boys.<br>
<<else>>
From the other side of the room, you see the boys watching the girls like before. Their attention is on other girls. You hear some excited whispering behind you and a few giggles. The girls are still responding to the attention.<br>
<br>
“Good efforts, good efforts,” he cries, before his eyes rest on you. “At least from some of you.”<br>
<br>
Chuckles echo from around the gym. Mostly from the boys, but even some girls join them too.<br>
<br>
“We all know what happens to those who don’t perform. Don’t we, boys?”, Beach continues. The boys whoop and holler. Most of them are staring right back at you.<br>
<</if>>
<br>
“So,” Beach says, looking to your side of the room. He dramatically avoids looking at you. “Who’s today’s recipient of my favourite booby prize? Who is spending tonight cleaning up the sweat from my precious gym floor?"<br>
<br>
<<ActionsHeader>>
<<link "Wait to see who lost" "PEClass">><<EmilyGrades -1>><<set $PEClassDialogue to "Lost">><</link>>
<<elseif $PEClassDialogue is "Lost" and $GymEffort is 4>>
<<CheckPersonalityState "Heather">>
<<if _PersonalityState is "Free">>
Beach’s eyes sweep past Heather without stopping, landing on the end of the bench. “Miss Cole, you’ve got a date with a duster.”<br>
<br>
<<CheckFirst "PoppyGymFail">>
<<if _CheckFirst is false>>
The class’s attention has instinctively turned to Heather before Beach has spoken. Shocked faces double take, falling on a girl with mousy-brown hair and a tidy, forgettable prettiness.<br>
<br>
“Poppy Cole?” you hear a girl mutter behind you. “I thought she did okay.”<br>
<br>
<<AddFirst "PoppyGymFail">>
<</if>>
Poppy doesn’t protest. She nods once, as if the punishment were a mark to be corrected, and begins squaring her belongings into a tidy pile beside the bench.<br>
<<else>>
Beach’s eyes rest on Heather. “Miss Oats, you’ve got a date with a duster.”<br>
<br>
“Miss Oats,” Beach cries out. “Congratulations!”<br>
<</if>>
<br>
<<if $GymWard is "NulifiedAll">>
There is a smattering of applause from the boys' side, but you see the signs of relief on some of the faces. The girls, by contrast, are muttering amongst themselves, each peppered with frowns and confusion. Objectively, some of the boys did worse today. <<CheckPersonalityState "Heather">><<if _PersonalityState is "Free">>You glance at Poppy. She looks entirely composed.<br><<else>>You glance at Heather. She looks shocked.<br><</if>>
<br>
Beach seems unnerved by the response. “Get to the showers, then,” he mutters. “Dismissed."<br>
<<else>>
There are cheers from the boys and are relieved sighs from some of the girls. You watch Heather carefully. Her face drops. Crestfallen.<br>
<br>
“That’s all, folks,” Beach says. “Get to the showers!”<br>
<</if>>
<br>
<<CheckFirst "PEClassTopClass">>
<<if _CheckFirst is false>>
“Oh, Phillips!” Beach says as you stand. “Stay behind too. I’d like a word with you.”<br>
<br>
There’s a few raised eyebrows directed your way as the other students rush out, ready to shower and go home. You remain seated. <<CheckPersonalityState "Heather">><<if _PersonalityState is "Free">>Within seconds, only yourself and Poppy remain. She sits straight-backed, hands folded in her lap, as if waiting for an appointment.<br><<else>>Within seconds, only yourself and Heather remain. You look at her, but she keeps her eyes focused on the floor, avoiding your gaze.<br><</if>>
<br>
<<ActionsHeader>>
<<link "Wait for Beach to return" "PEClass">>
<<AddFirst "PEClassTopClass">>
<<CheckPersonalityState "Heather">><<if _PersonalityState isnot "Free">><<HeatherGymFail>><</if>>
<<AddFirst "PEClass">>
<<TimeChange>>
<<set $current.dirty to true>>
<<set $PEClassDialogue to "TopClass">>
<</link>>
<<else>>
Everyone begins to rush out, ready to shower and go home.<br>
<br>
<<ActionsHeader>>
<<QuestOptionCheck "Quest22" 0 "country_club" "gte">><<QuestState "Quest22">><<set _Q22ClubKnown to (_QuestOptionCheck is true and _QuestState gte 0)>><<QuestOptionCheck "Quest23" 0 "beach">><<QuestOptionCompleteCheck "Quest23" 0 "beach">><<DialogueSpoken "Heather" "BeachAmulet">><<set _Q23BeachHunt to (_QuestOptionCheck is true and _QuestOptionCompleteCheck is false and _Discussed is true)>><<DialogueSpoken "Beach" "Tandi">><<set _BeachTandiDone to _Discussed>><<DialogueSpoken "Britney" "SwimmingCompetition">><<set _BritneySwimDone to _Discussed>><<DialogueSpoken "Beach" "SwimmingLessons">>
<<if _Q22ClubKnown is true and _BeachTandiDone is false>>
<<link "Stay behind to talk to Beach about Tandi" "PEClass">>
<<CheckPersonalityState "Heather">><<if _PersonalityState isnot "Free">><<HeatherGymFail>><</if>>
<<AddFirst "PEClass">>
<<set $PEClassDialogue to "Tandi">>
<<set $current.dirty to true>>
<<SetFlag "TopOfClassPE">>
<</link>><br>
<</if>>
<<if (_Q22ClubKnown is true and (_BeachTandiDone is true or _BritneySwimDone is true) or _Q23BeachHunt is true) and _Discussed is false>>
<<link "Stay behind to ask about swimming lessons" "PEClass">>
<<CheckPersonalityState "Heather">><<if _PersonalityState isnot "Free">><<HeatherGymFail>><</if>>
<<AddFirst "PEClass">>
<<set $PEClassDialogue to "SwimmingLessons">>
<<set $current.dirty to true>>
<<SetFlag "TopOfClassPE">>
<</link>><br>
<</if>>
<<link "Go to the changing room" "SchoolChangingRoom">>
<<CheckPersonalityState "Heather">><<if _PersonalityState isnot "Free">><<HeatherGymFail>><</if>>
<<AddFirst "PEClass">>
<<TimeChange>>
<<set $current.dirty to true>>
<<set $PEClassDialogue to undefined>>
<<EventTrigger "SchoolChangingRoom" "PEClassShower" null null "Emily" null null null true>>
<</link>>
<</if>>
<<elseif $PEClassDialogue is "Lost" and $GymEffort isnot 0>>
His eyes roam across the girls’ faces. When his eyes meet yours, he smirks. You look away.<br>
<br>
“Miss Oats,” Beach cries out. “Congratulations!” Heather’s face drops.<br>
<br>
<<if $GymWard is "NulifiedAll">>
There is a smattering of applause from the boys' side, but you see the signs of relief on some of the faces. The girls, by contrast, are muttering amongst themselves, each peppered with frowns and confusion. Objectively, some of the boys did worse today. <<CheckPersonalityState "Heather">><<if _PersonalityState is "Free">>You glance at Poppy. She looks entirely composed.<br><<else>>You glance at Heather. She looks shocked.<br><</if>>
<br>
Beach seems unnerved by the response. “Get to the showers, then,” he mutters. “Dismissed.”<br>
<<else>>
The boys cry out and some of the girls sigh in relief. Including, you notice, you. <br>
<br>
The gym teacher turns back to the class. “Get to the showers. Show’s over!”<br>
<br>
Everyone begins to rush out, ready to shower and go home. <<CheckPersonalityState "Heather">><<if _PersonalityState is "Free">>You glance at Poppy as you walk by. She has already squared her kit into a neat pile and sits with her hands folded, waiting to begin.<br><<else>>You glance at Heather as you walk by, but she stares down into the dirty floor.<br><</if>>
<</if>>
<br>
“Don’t get too cocky, Phillips,” Beach says, as you walk by. “It was touch and go there for a while. <<if _PersonalityState is "Free">>You better put in the effort if you don’t want to be taking Miss Cole’s place.”<br><<else>>You better put in the effort if you don’t want to be taking Heather’s place.”<br><</if>>
<br>
<<ActionsHeader>>
<<QuestOptionCheck "Quest22" 0 "country_club" "gte">><<QuestState "Quest22">><<set _Q22ClubKnown to (_QuestOptionCheck is true and _QuestState gte 0)>><<QuestOptionCheck "Quest23" 0 "beach">><<QuestOptionCompleteCheck "Quest23" 0 "beach">><<DialogueSpoken "Heather" "BeachAmulet">><<set _Q23BeachHunt to (_QuestOptionCheck is true and _QuestOptionCompleteCheck is false and _Discussed is true)>><<DialogueSpoken "Beach" "Tandi">><<set _BeachTandiDone to _Discussed>><<DialogueSpoken "Britney" "SwimmingCompetition">><<set _BritneySwimDone to _Discussed>><<DialogueSpoken "Beach" "SwimmingLessons">>
<<if _Q22ClubKnown is true and _BeachTandiDone is false>>
<<link "Stay behind to talk to Beach about Tandi" "PEClass">>
<<CheckPersonalityState "Heather">><<if _PersonalityState isnot "Free">><<HeatherGymFail>><</if>>
<<AddFirst "PEClass">>
<<set $PEClassDialogue to "Tandi">>
<<set $current.dirty to true>>
<</link>><br>
<</if>>
<<if (_Q22ClubKnown is true and (_BeachTandiDone is true or _BritneySwimDone is true) or _Q23BeachHunt is true) and _Discussed is false>>
<<link "Stay behind to ask about swimming lessons" "PEClass">>
<<CheckPersonalityState "Heather">><<if _PersonalityState isnot "Free">><<HeatherGymFail>><</if>>
<<AddFirst "PEClass">>
<<set $PEClassDialogue to "SwimmingLessons">>
<<set $current.dirty to true>>
<</link>><br>
<</if>>
<<link "Go to the changing room" "SchoolChangingRoom">>
<<CheckPersonalityState "Heather">><<if _PersonalityState isnot "Free">><<HeatherGymFail>><</if>>
<<AddFirst "PEClass">>
<<set $PEClassDialogue to undefined>>
<<TimeChange>>
<<set $current.dirty to true>>
<<EventTrigger "SchoolChangingRoom" "PEClassShower" null null "Emily" null null null true>>
<</link>>
<<elseif $PEClassDialogue is "Lost">>
You look down to the floor. You know what is coming. The shadow of your stocky gym teacher falls over you.<br>
<br>
“That’s right,” you hear Beach cry. “Emily Phillips. You just earned yourself an evening cleaning up this gym.”<br>
<br>
<<if $GymWard is "NulifiedAll">>
There is a smattering of applause from the boys' side, but you see the signs of relief on some of the faces. The girls, by contrast, are muttering amongst themselves, each peppered with frowns and confusion. They give you sympathetic looks. Even against your meagre efforts today, some of the boys did worse.<br>
<br>
Beach seems unnerved by the response. “Get to the showers, then,” he mutters. “Dismissed. Except you, Phillips.” He gives you a grin and walks out.<br>
<<else>>
Your eyes flick upward as you hear the laughter. Everyone, including the girls, is chuckling at you. The only exception is Heather, who just looks relieved. <br>
<br>
“Fun’s over today!” you hear Beach say as you share a consoling look with Heather. “Get to the showers. Except you, Phillips.” He gives you a grin and walks out.<br>
<</if>>
<br>
With the squeak of sneakers, everyone filters out of the room. Heather smiles sympathetically as she passes. Soon you are the only one left in the gym, hearing the sounds of students changing and laughing, but you sit alone waiting.<br>
<br>
<<ActionsHeader>>
<<link "Wait for Beach to return" "PEClean">>
<<set $PEClassDialogue to undefined>>
<<set $BeachHappy = 0>>
<<AddFirst "PEClass">>
<<TimeChange>>
<<set $current.dirty to true>>
<</link>>
<<elseif $PEClassDialogue is "TopClass">>
“Very good Phillips. Very good indeed,” you hear Beach say from off to the side as he walks over. You turn to look at him. He places his foot on the bench you are sitting on and puts his hand on his knee, leaning forward towards you. Your eyes flick down at his short shorts, noticing there’s just enough slack to see far up in there. <br>
<br>
“Thank you sir,” you mumble, looking up to meet his gaze. <br>
<br>
<<if $GymWard is "NulifiedAll" or $GymWard is "NulifiedSelf">>
You notice how he's thinning on top and has nostril hairs creeping out of his nose. He clearly still works out, but age is catching up with him in a manner that simple exercise can't counteract.<br>
<<else>>
You notice his greying stubble and his ruffled salt and pepper hair. Whilst he wouldn’t feature on the cover of a men’s health magazine, there’s something still strong and chiselled about his physical demeanour.<br>
<</if>>
<br>
<<Flag "Act2Started">>
<<if _FlagReturn is false>>
“With agility and speed like that, you could be in with a shot at a scholarship,” the teacher says with sincerity. “Cheerleading is not just short skirts and pom poms. You can get into some top schools with it.”<br>
<br>
He leans forward, leaning on his knee. <<if $GymWard is "NulifiedAll" or $GymWard is "NulifiedSelf">>You notice the veins more apparent with age, creeping out from underneath his short shorts like tendrils.<<else>>You see his thigh muscles flexing, clearly still powerful in spite of his age. His shorts also ruffle up around the tops of his legs. You think you can faintly see the outline of something underneath the fabric…<</if>><br>
<br>
“If she hadn’t already asked you, chat to Christina,” Beach tells you. “You can try-out on the football field after school. I think you’d have a good chance, if you asked me.”<br>
<br>
You meet his eye. He seems earnest. <br>
<br>
<</if>>
<<CheckPersonalityState "Heather">>
<<if _PersonalityState is "Free">>
“Alright, get yourself to the showers,” the coach says, turning his attention to the other girl in the gym who sits behind you. “Miss Cole, it's your turn. Come here.”<br>
<br>
You move towards the exit as Poppy stands promptly and walks towards Coach Beach. You only look back once, as you open the gym doors, to see her rolling her sleeves back in two neat turns as Beach speaks.<br>
<<else>>
“Alright, get yourself to the showers,” the coach says, turning his attention to the other girl in the gym who sits behind you. “Heather, it's your turn. Come here.”<br>
<br>
You move towards the exit as Heather stands and walks towards Coach Beach. You only look back once, as you open the gym doors, to see Beach leaning in closely to Heather as she looks down at the floor.<br>
<</if>>
<br>
<<ActionsHeader>>
<<QuestOptionCheck "Quest22" 0 "country_club" "gte">><<QuestState "Quest22">><<set _Q22ClubKnown to (_QuestOptionCheck is true and _QuestState gte 0)>><<QuestOptionCheck "Quest23" 0 "beach">><<QuestOptionCompleteCheck "Quest23" 0 "beach">><<DialogueSpoken "Heather" "BeachAmulet">><<set _Q23BeachHunt to (_QuestOptionCheck is true and _QuestOptionCompleteCheck is false and _Discussed is true)>><<DialogueSpoken "Beach" "Tandi">><<set _BeachTandiDone to _Discussed>><<DialogueSpoken "Britney" "SwimmingCompetition">><<set _BritneySwimDone to _Discussed>><<DialogueSpoken "Beach" "SwimmingLessons">>
<<if _Q22ClubKnown is true>>
<<link "Ask Beach about Tandi" "PEClass">>
<<set $PEClassDialogue to "TandiTopOfClass">>
<<SetFlag "TopOfClassPE">>
<<Flag "Act2Started">>
<<if _FlagReturn is false>><<QuestTracker "Quest9" 0>><</if>>
<</link>><br>
<</if>>
<<if (_Q22ClubKnown is true and (_BeachTandiDone is true or _BritneySwimDone is true) or _Q23BeachHunt is true) and _Discussed is false>>
<<link "Ask Beach about swimming lessons" "PEClass">>
<<set $PEClassDialogue to "SwimmingLessonsTopOfClass">>
<<SetFlag "TopOfClassPE">>
<<Flag "Act2Started">>
<<if _FlagReturn is false>><<QuestTracker "Quest9" 0>><</if>>
<</link>><br>
<</if>>
<<link "Go to the changing room" "SchoolChangingRoom">>
<<Flag "Act2Started">>
<<if _FlagReturn is false>><<QuestTracker "Quest9" 0>><</if>>
<<EventTrigger "SchoolChangingRoom" "PEClassShower" null null "Emily" null null null true>>
<<set $PEClassDialogue to undefined>>
<</link>>
<<elseif $PEClassDialogue is "SwimmingLessons">>
<<CheckPersonalityState "Heather">>
<<if _PersonalityState is "Free">>
You linger behind as everyone else heads to the showers. Soon it is just you and Poppy left in the gym. She pays your presence no mind, occupied with straightening the benches back into line while she waits.<br>
<br>
Minutes later, Beach walks in carrying a bucket of warm water and an arm full of cleaning products. He smirks at Poppy, but stops suddenly when he sees you. “Phillips,” he comments. “Need something?”<br>
<br>
“Actually,” you begin. “I wanted to ask about swimming lessons.”<br>
<Br>
Beach sets the bucket down slowly, looking you over with fresh interest. “Lessons, eh? Taking your fitness seriously at last, Phillips. Why don’t we take this up in my office. Let Poppy get on with her penance.”<br>
<Br>
He nods towards a small door near the entrance of the gym. You look between Poppy and Beach. Wondering if you really want to be in a private place with the PE teacher.<Br>
<<else>>
You linger behind as everyone else heads to the showers. Soon it is just you and Heather left in the gym. She tries to avoid your eyes, but you see her occasionally looking up in confusion at your continued presence.<br>
<br>
Minutes later, Beach walks in carrying a bucket of warm water and an arm full of cleaning products. He smirks at Heather, but stops suddenly when he sees you. “Phillips,” he comments. “Need something?”<Br>
<br>
“Actually,” you begin. “I wanted to ask about swimming lessons.”<br>
<Br>
Beach sets the bucket down slowly, looking you over with fresh interest. “Lessons, eh? Taking your fitness seriously at last, Phillips. Why don’t we take this up in my office. Let Heather get on with her penance.”<br>
<br>
He nods towards a small door near the entrance of the gym. You look between Heather and Beach. Wondering if you really want to be in a private place with the PE teacher.<Br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Go with Beach to his office" "SchoolGymBeachOffice">>
<<SetNPCLocation "Beach" $dayCurrent $periodCurrent "SchoolGymBeachOffice">>
<<set $PEClassDialogue to undefined>>
<</link>><Br>
<<link "Change your mind and go to the changing room" "SchoolChangingRoom">>
<<set $PEClassDialogue to undefined>>
<<TimeChange>>
<<EventTrigger "SchoolChangingRoom" "PEClassShower" null null "Emily" null null null true>>
<</link>>
<<elseif $PEClassDialogue is "Tandi">>
<<CheckPersonalityState "Heather">>
<<if _PersonalityState is "Free">>
You linger behind as everyone else heads to the showers. Soon it is just you and Poppy left in the gym. She pays your presence no mind, occupied with straightening the benches back into line while she waits.<br>
<br>
Minutes later, Beach walks in carrying a bucket of warm water and an arm full of cleaning products. He smirks at Poppy, but stops suddenly when he sees you. “Phillips,” he comments. “Need something? I’m afraid Miss Cole doesn’t deserve an extra pair of hands to help her scrub the sweat off my floor.”<br>
<br>
“Actually,” you begin. “I had a question. About Tandi Cunnings.”<br>
<Br>
Coach Beach eyes you carefully before dropping the bucket on the floor. “Cunnings, eh? Why don’t we take this up in my office. Let Miss Cole get on with her penance.” He nods towards a small door near the entrance of the gym.<br>
<Br>
You look between Poppy and Beach. Wondering if you really want to be in a private place with the PE teacher.<Br>
<<else>>
You linger behind as everyone else heads to the showers. Soon it is just you and Heather left in the gym. She tries to avoid your eyes, but you see her occasionally looking up in confusion at your continued presence.<br>
<br>
Minutes later, Beach walks in carrying a bucket of warm water and an arm full of cleaning products. He smirks at Heather, but stops suddenly when he sees you. “Phillips,” he comments. “Need something? I’m afraid Heather doesn’t deserve an extra pair of hands to help her scrub the sweat off my floor.”<br>
<br>
“Actually,” you begin. “I had a question. About Tandi Cunnings.”<br>
<Br>
Coach Beach eyes you carefully before dropping the bucket on the floor. “Cunnings, eh? Why don’t we take this up in my office. Let Heather get on with her penance.” He nods towards a small door near the entrance of the gym.<br>
<Br>
You look between Heather and Beach. Wondering if you really want to be in a private place with the PE teacher.<Br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Go with Beach to his office" "SchoolGymBeachOffice">>
<<SetNPCLocation "Beach" $dayCurrent $periodCurrent "SchoolGymBeachOffice">>
<<set $PEClassDialogue to undefined>>
<</link>><Br>
<<link "Change your mind and go to the changing room" "SchoolChangingRoom">>
<<set $PEClassDialogue to undefined>>
<<TimeChange>>
<<EventTrigger "SchoolChangingRoom" "PEClassShower" null null "Emily" null null null true>>
<</link>>
<<elseif $PEClassDialogue is "TandiTopOfClass">>
<<CheckPersonalityState "Heather">>
<<if _PersonalityState is "Free">>
Beach senses your hesitation to leave. "Something else on your mind, Phillips?"<bR>
<Br>
“Actually,” you begin. “I had a question. About Tandi Cunnings.”<br>
<Br>
Coach Beach eyes you carefully before dropping the bucket on the floor. “Cunnings, eh? Why don’t we take this up in my office. Let Miss Cole get on with her penance.” He nods towards a small door near the entrance of the gym.<br>
<Br>
You look between Poppy and Beach. Wondering if you really want to be in a private place with the PE teacher.<Br>
<<else>>
Beach senses your hesitation to leave. "Something else on your mind, Phillips?"<bR>
<Br>
“Actually,” you begin. “I had a question. About Tandi Cunnings.”<br>
<Br>
Coach Beach eyes you carefully before dropping the bucket on the floor. “Cunnings, eh? Why don’t we take this up in my office. Let Heather get on with her penance.” He nods towards a small door near the entrance of the gym.<br>
<Br>
You look between Heather and Beach. Wondering if you really want to be in a private place with the PE teacher.<Br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Go with Beach to his office" "SchoolGymBeachOffice">>
<<set $PEClassDialogue to undefined>>
<<SetNPCLocation "Beach" $dayCurrent $periodCurrent "SchoolGymBeachOffice">>
<</link>><Br>
<<link "Change your mind and go to the changing room" "SchoolChangingRoom">>
<<set $PEClassDialogue to undefined>>
<<TimeChange>>
<<EventTrigger "SchoolChangingRoom" "PEClassShower" null null "Emily" null null null true>>
<</link>>
<<elseif $PEClassDialogue is "SwimmingLessonsTopOfClass">>
<<CheckPersonalityState "Heather">>
<<if _PersonalityState is "Free">>
Beach senses your hesitation to leave. "Something else on your mind, Phillips?"<bR>
<Br>
“Actually,” you begin. “I wanted to ask about swimming lessons.”<br>
<Br>
Beach sets the bucket down slowly, looking you over with fresh interest. “Lessons, eh? Taking your fitness seriously at last, Phillips. Why don’t we take this up in my office. Let Miss Cole get on with her penance.”<br>
<Br>
He nods towards a small door near the entrance of the gym. You look between Poppy and Beach. Wondering if you really want to be in a private place with the PE teacher.<Br>
<<else>>
Beach senses your hesitation to leave. "Something else on your mind, Phillips?"<bR>
<Br>
“Actually,” you begin. “I wanted to ask about swimming lessons.”<br>
<Br>
Beach sets the bucket down slowly, looking you over with fresh interest. “Lessons, eh? Taking your fitness seriously at last, Phillips. Why don’t we take this up in my office. Let Heather get on with her penance.”<br>
<Br>
He nods towards a small door near the entrance of the gym. You look between Heather and Beach. Wondering if you really want to be in a private place with the PE teacher.<Br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Go with Beach to his office" "SchoolGymBeachOffice">>
<<set $PEClassDialogue to undefined>>
<<SetNPCLocation "Beach" $dayCurrent $periodCurrent "SchoolGymBeachOffice">>
<</link>><Br>
<<link "Change your mind and go to the changing room" "SchoolChangingRoom">>
<<set $PEClassDialogue to undefined>>
<<TimeChange>>
<<EventTrigger "SchoolChangingRoom" "PEClassShower" null null "Emily" null null null true>>
<</link>>
<</if>><<switch $PECleanDialogue>>
<<case undefined>>
<<CheckFirst "PEClean">>
<<if _CheckFirst is false>>
After a long few minutes, the doors to the gym swing back open and Coach Beach walks in, carrying a bucket of warm water and an arm full of cleaning products. He drops them next to you.<br>
<br>
“Alright, Phillips,” he says to you. “If PE isn’t your specialist subject, maybe you’ll excel at cleaning. I want this gym spick and span by the time I get back.” He glances at the stopwatch dangling around his neck. “One hour should do it. So. Get going.” <br>
<br>
Beach waits for you to fiddle with the cleaning products, then turns and walks out of the gym. Knowing what you have to do, the smells of perspiration and drying sweat seems ever more pungent. You glance up at the clock above the basketball net. Fifty-nine minutes to go.<br>
<br>
Picking up the cleaning equipment, you consider how best to tackle this.<br>
<<else>>
Coach Beach walks in after a few minutes, carrying the bucket and a variety of cleaning products.<br>
<br>
“Back again, Phillips?” he says to you. “Some might think you’ve found your calling. Get on with it. You know what to do.”<br>
<br>
He nods to the bucket, then walks out of the gym. Trying to ignore the putrid smells that surround you, you pick up the equipment and consider what to do.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Clean vigorously with enthusiasm" "PEClean">>
<<if $GymWard is undefined>><<Orientation 3>><</if>>
<<AddFirst "PEClean">>
<<set $PECleanDialogue to "Enthusiasm">>
<<set $BeachHappy += 2>>
<</link>><br>
<<link "Put some effort in" "PEClean">>
<<if $GymWard is undefined>><<Orientation 2>><</if>>
<<AddFirst "PEClean">>
<<set $PECleanDialogue to "Some">>
<<set $BeachHappy += 1>>
<</link>><br>
<<link "Make a token gesture to clean" "PEClean">>
<<if $GymWard is undefined>><<Orientation 1>><</if>>
<<AddFirst "PEClean">>
<<set $PECleanDialogue to "Token">>
<</link>>
<<case "Enthusiasm">>
You pick up the bucket and soak a cloth inside it, then get down on your hands and knees to start cleaning. <br>
<br>
Getting your nose close to the ground, you can almost taste the smell of bad hygiene and teenage body odour. You scrub vigorously, working up a sweat. Your polo shirt hangs down and more than once you feel it absorb the dirty water on the floor, touching your breasts.<br>
<br>
As the minutes tick away, your mind drifts. You find yourself considering how long some of this sweat has been etched into the floor, and how many of the people you know have spilled the perspiration that you are now inhaling. <br>
<br>
<<if $GymWard is "NulifiedAll" or $GymWard is "NulifiedSelf">>
You scrub hard, thankful that the curse doesn't have any sway over you. Your mind drifts to other topics, thinking of Jennifer, then Emily, and how you can help her survive here.<br>
<br>
Time passes and soon you find the hour has gone.<br>
<<else>>
Scrubbing hard, your mind fills with thoughts of Charlton men, playing basketball in school short shorts, their muscular bodies glistening.<br>
<br>
You bite your lip as the images refuse to fade. For the rest of the hour, you keep returning to the thought of mopping up the sweat of taut men playing sports in the gym.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Finish Cleaning" "PEClean">><<set $PECleanDialogue to "FinishEnthusiasm">><</link>>
<<case "Some">>
You kneel down in front of the benches so you can spray them with cleaning products and wipe a cloth over their surfaces. Despite being alone in the gym, you double-check to make sure your skirt is tucked in between your legs.<br>
<br>
The mixture of chemicals and grime adds a noticeable humidity to the stench and soon you feel yourself sweating. When you move to where the boys were sitting, the odours only grow stronger. <br>
<br>
<<if $GymWard is "NulifiedAll" or $GymWard is "NulifiedSelf">>
You hear laughter from outside the gym and sigh as you lament on how unfair you find this. Here you are, cleaning up after a bunch of men, who objectively did worse than you.<br>
<br>
Reflecting, you know you could have tried harder. Now that the curse has no impact on you, putting in some physical effort wouldn’t have cost anything. You circle back around to the question - why are you here, exactly?<br>
<br>
For the rest of the hour, you try to concentrate on cleaning, keeping the thoughts out of your mind.<br>
<<else>>
You hear laughter from outside the gym and sigh as you lament on how unfair you find this. Here you are, cleaning up after a bunch of men, kneeling in their own dirt and perspiration, whilst they laugh and get clean in hot, fresh showers.<br>
<br>
You grow conscious of inhaling a whiff of drying sweat as you wipe the benches down, unable to keep your mind from drifting to the images your mind conjures. <I>Of the boys, making the most of their showers...</i><br>
<br>
Consumed with the mental pictures repeating through your mind, you find time quickly passes. <br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Finish Cleaning" "PEClean">><<set $PECleanDialogue to "FinishSome">><</link>>
<<case "Token">>
Picking up the bucket, you take a single cloth and walk around the edges of the gym, wiping down equipment as you pass by.<br>
<br>
The smells of dozens of sweaty students threaten to overwhelm you. You run a cloth across the vaulting box and the monkey bars, but make no attempt to remove the persistent stains. More often than you’d like, you glance up at the clock to find that since you last looked barely a minute has passed by.<br>
<br>
<<if $GymWard is "NulifiedAll" or $GymWard is "NulifiedSelf">>
You hear laughter outside the gym, but ignore it. You breathe in the repellent smell and curse yourself for ending up here. Spending the hour half-heartedly looking for simple things to wipe down, time passes slowly.<br>
<<else>>
You hear laughter outside the gym, but try to ignore it. You don't want to imagine what's happening in the boys' changing rooms. Based on the smell in here, they could do with a cold shower. <I>A refreshing one too.</i><br>
<br>
Spending the hour half-heartedly looking for simple things to wipe down, time passes slowly.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Finish Cleaning" "PEClean">><<set $PECleanDialogue to "FinishToken">><</link>>
<<case "FinishEnthusiasm">>
As soon as the clock hits the top of the hour, the double doors swing open and Coach Beach walks back in, looking around the gym.<br>
<br>
”Nice work, Phillips,” he says, surveying the floor. “You’ve even managed to get rid of spots that I think I made when I was at school here."<br>
<br>
He then glances at you. You become conscious of your ruffled hair. Your sweaty face. And your polo shirt, soaked with dirty water. <br>
<br>
He gives you a grin. You look up to the stocky coach, noticing again his large chest and biceps. In spite of his age, he looks ripped. You coyly grin back to him. <br>
<br>
<<ActionsHeader>>
<<link "Wait for Beach to dismiss you" "PEClean">><<set $PECleanDialogue to "Dismiss">><</link>>
<<case "FinishSome">>
As soon as the clock hits the top of the hour, the double doors swing open and Coach Beach walks back in, looking around the gym.<br>
<br>
”Not bad,” he says, slowly walking up and down the benches. Floor could have done with a bit of work, though.”<br>
<br>
You watch him as he surveys your efforts. You catch a whiff of him as he passes, a mixture of sweaty and musky cologne. You briefly wonder if he’s been working out whilst you’ve been cleaning. And then idly wonder where he might go, after class. <br>
<br>
“Good enough,” he says, turning back to you. He gives you a long look. You become aware of how much bigger he is compared to you. You meekly smile at him.<br>
<br>
<<ActionsHeader>>
<<link "Wait for Beach to dismiss you" "PEClean">><<set $PECleanDialogue to "Dismiss">><</link>>
<<case "FinishToken">>
As soon as the clock hits the top of the hour, the double doors swing open and Coach Beach walks back in, looking around the gym.<br>
<br>
”Did you take a nap instead, Phillips?” he asks, looking around the room. “Or do you find that cleaning is beneath you?”<br>
<br>
Beach runs a finger down one of the monkey bars nearby and holds it out to you. It’s covered in a black sticky residue, a mixture of sweat and dust. “Does that look clean to you, Phillips?”<br>
<br>
You don’t reply. Beach snorts with frustration. “The carrot and stick approach doesn’t appear to work with you, doesn’t it? Might need a bigger stick. For now, I'll just dock your grades.”<br>
<br>
<<ActionsHeader>>
<<link "Wait for Beach to dismiss you" "PEClean">><<set $PECleanDialogue to "Dismiss">><<EmilyGrades -1>><</link>>
<<case "Dismiss">>
<<if $BeachHappy >= 2>>
<<InventoryCheckSelf "KeyGym">>
<<if _InventoryCheckSelf is true>>
"Good work as always, Phillips," Beach says to you. "Gym continues to look spick and span. Maybe you've found your calling. Do you do home visits?"<br>
<br>
You catch his eyes and a look is shared between the two of you. You know exactly what a home visit would entail. <I>Does that excite you?</i><br>
<br>
Beach breaks the tension with a small smile. "Alright Phillips, off you go. We can discuss another time." He lowers his voice. "Maybe off-site."<br>
<br>
You say nothing, wordlessly handing him the cleaning equipment as you prepare to leave.<br>
<br>
<<ActionsHeader>>
<<link "Go to the changing room" "SchoolChangingRoom">>
<<EventTrigger "SchoolChangingRoom" "PEClassShower" null null "Emily" null null null true>>
<<set $PECleanDialogue to undefined>>
<<set $BeachHappy to undefined>>
<</link>>
<<else>>
“I have to hand it to you, Phillips,” Beach says. “This gym hasn’t looked better. I should give you a key so you can come more often!”<br>
<br>
You smile politely. “I’d be happy to do that, if you’d like.”<br>
<br>
Beach frowns, pausing to give you a look. He then chuckles. “Oh, I was just joking, Phillips. I don’t need the headmaster telling me off for giving special privileges to students. After all, that could be seen as a bit inappropriate.” <br>
<br>
Despite his words, the Gym Teacher doesn’t take his eyes off of you. He seems to be waiting for you to respond. <br>
<br>
You consider your situation. You really need that key, and you know that Beach definitely crossed that line with Heather. The question is, what are you willing to do for him. <I>And how far would you go</i>.<br>
<br>
<<ActionsHeader>>
<<link "Seduce him instead" "PEClean">><<Assertive 1>><<Feminity 1>><<set $PECleanDialogue to "Seduce">><<set $BeachHappy to undefined>><</link>><br>
<<link "Shrug and agree" "PEClean">><<set $PECleanDialogue to "Refuse">><<set $BeachHappy to undefined>><</link>>
<</if>>
<<else>>
”Alright Phillips, that’s enough for today,” Beach tells you. “Just remember, loser in PE always ends up here. Put in a bit of effort next time.” You see him smirk. “Unless, you enjoy cleaning here after school?”<br>
<br>
<<ActionsHeader>>
<<link "Go to the changing room" "SchoolChangingRoom">>
<<EventTrigger "SchoolChangingRoom" "PEClassShower" null null "Emily" null null null true>>
<<set $PECleanDialogue to undefined>>
<<set $BeachHappy to undefined>>
<</link>>
<</if>>
<<case "Seduce">>
“I don’t think there’s anything wrong with being a bit inappropriate,” you purr, cautiously running a finger down his polo T-shirt. <br>
<br>
Beach glances down at your finger, then back up to meet your eyes. You see the hesitation on his face. <I>You’ll have to push harder…</i><br>
<br>
“That’s not what the headmaster thinks,” he replies to you, a trace of a smirk on his face.<br>
<br>
“It could be our little secret then,” you tell him. “I could do such a good job in here. Cleaning.”<br>
<br>
“I have no doubt,” he says. “I’m sure I could put you to work.”<br>
<br>
You smile flirtatiously at him, running your hand over his covered chest. “I bet there’s all sorts of little things you could find me to do.” Your hand skirts down to his hips. “If I just had that key.”<br>
<br>
Beach eyes you for a second, his cheeks flushed. “That mouth of yours could get you into a lot of trouble, Phillips. And me too.”<br>
<br>
He then reaches for your hand with his, and you feel him move your fingers down to his shorts. Underneath, you feel something stiff and hard.<br>
<br>
“You want that key,” he tells you. “Put your mouth to good use.”<br>
<br>
Your eyes meet his and you realise how serious he has become. Without a shadow of a doubt, you know exactly what you have to do for him to get that key. <I>Are you really willing to do that?</i><br>
<br>
<<ActionsHeader>>
<<link "Nod and get on your knees" "PEClean">><<Orientation 1>><<set $PECleanDialogue to "Kneel">><<EventTrigger "YourHome" "EmilyReactionBeachRel" "Evening" "Emily" null null null null false>><</link>><br>
<<link "Have second thoughts and withdraw" "PEClean">><<set $PECleanDialogue to "Withdraw">><</link>>
<<case "Refuse">>
You flinch your shoulders and smile. “I guess it would be a little inappropriate,” you agree with him. “Maybe we should just stick to cleaning after lessons?”<br>
<br>
Beach eyes you carefully, poised to speak. After a moment, he seems to dismiss his thoughts. “That probably would be best, Phillips. We wouldn’t want anyone to get the wrong idea, now would we?” <br>
<br>
You nod, your eyes locking on his. He doesn’t seem to want you to go.<br>
<br>
“Good job today,” he tells you. “I’ll see you at your next class.”<br>
<br>
Beach turns and walks over to put away some of the equipment still left out, leaving you alone.<br>
<br>
<<ActionsHeader>>
<<link "Go to the changing room" "SchoolChangingRoom">>
<<set $PECleanDialogue to undefined>>
<<EventTrigger "SchoolChangingRoom" "PEClassShower" null null "Emily" null null null true>>
<</link>>
<<case "Kneel">>
Shaking, you feel the hard wooden floor touch your legs as you kneel down in front of Coach Beach. You look up at him, towering over you, grinning as he meets your eyes.<br>
<br>
“Time’s ticking,” he tells you, softly.<br>
<br>
You stare directly in front of you, your eyeline horizontal to his short gym shorts. You can see the outline of his erect member clear through the fabric.<br>
<br>
*Gulp*. Nervousness and fear rushes through you. But you have already made this decision.<br>
<br>
You reach to his shorts and tug them down, revealing a massive stiff cock that pops out inches away from your face. With trepidation, you brush your fingers along it, beginning to stroke. It’s warm to the touch. Your fingers look tiny against it.<br>
<br>
“Mouth,” Beach commands, looking down at you.<br>
<br>
You nod, and looking up at him, guide the tip towards you. You stare up at him as you open your mouth, moving your head forward as you wrap your lips around it.<br>
<br>
Tasting salty precum as it enters, you hear a slurp as you coat the shaft with salvia. A rush of butterflies flutter up inside of you. You begin to move back and forth, taking Beach’s cock further into your mouth.<br>
<br>
He groans. You look up at him as you bob your head, meeting his eyes as you take his prick inside of you. He grins, and you reflexively try to grin back. You feel his hands gently resting on your hair, pushing you down on him further.<br>
<br>
<<ActionsHeader>>
<<link "Let Beach take control" "PEClean">><<set $PECleanDialogue to "Control">><</link>>
<<case "Withdraw">>
You pull back your hand slowly, still looking at Beach. A crooked smile rises up on his face. <br>
<br>
“All talk and no action, eh Phillips?” he mutters. “Not the first who’s tried to play games with me.”<br>
<br>
He reaches down and takes the cleaning products up. “You should leave. It’s getting late.”<br>
<br>
Beach makes no effort to move, expecting you to go. Seeing no other option, you nod and walk towards the door.<br>
<br>
<<ActionsHeader>>
<<link "Go to the changing room" "SchoolChangingRoom">>
<<EventTrigger "SchoolChangingRoom" "PEClassShower" null null "Emily" null null null true>>
<<set $PECleanDialogue to undefined>>
<</link>>
<<case "Control">>
Whether from magic or imagination, you have an image of yourself out-of-body. Here you are, kneeling in the gym, dressed in your PE uniform, with your teacher’s cock in your mouth as he begins to face fuck you.<br>
<br>
<I>You love this, don’t you?</i> a voice asks.<br>
<br>
Beach grips on to your hair harshly, regaining control. He bucks forward, no longer giving you a role. <I>Your teacher is now in control.</i><br>
<br>
Then he moans with ecstasy, and you feel your mouth fill up with hot sticky cum.<br>
<br>
It takes everything you have not to gag. Jet after jet hits the back of your throat. Beach holds on to your head with a vice-like grip. You have no choice but to swallow.<br>
<br>
Beach finishes with a long sigh, pulling his prick out of your mouth with a pop. You gasp for air, then wipe your lips, still tasting residual cum on your breath.<br>
<br>
“Fuck,” Beach exclaims, chuckling. “That mouth is good for more than just words, Phillips.” He pulls his shorts back over his member and reaches into the back pocket, producing a key. “Here. You’ve earned it. I'll give you a good mark in PE too."<br>
<br>
Still kneeling, you look at the key he holds out. You reach out to take it, but he pulls back as you do so, shaking his head slightly. “Open wide.”<br>
<br>
You pause, looking at him. With no other option, you drop back down and open your mouth. <br>
<br>
He grins and gently places the key on your tongue, then puts your lips together. You taste the iron of the key mixed in with Beach’s sweat from his shorts.<br>
<br>
“I’ll be seeing you, Phillips,” he says, signalling it’s time for you to leave.<br>
<br>
Taking the key out of your mouth, you stand up and head towards the door.<br>
<br>
<<ActionsHeader>>
<<QuestOptionCheck "Quest22" 0 "country_club" "gte">><<QuestState "Quest22">><<set _Q22ClubKnown to (_QuestOptionCheck is true and _QuestState gte 0)>><<QuestOptionCheck "Quest23" 0 "beach">><<QuestOptionCompleteCheck "Quest23" 0 "beach">><<DialogueSpoken "Heather" "BeachAmulet">><<set _Q23BeachHunt to (_QuestOptionCheck is true and _QuestOptionCompleteCheck is false and _Discussed is true)>><<DialogueSpoken "Beach" "Tandi">><<set _BeachTandiDone to _Discussed>><<DialogueSpoken "Britney" "SwimmingCompetition">><<set _BritneySwimDone to _Discussed>><<DialogueSpoken "Beach" "SwimmingLessons">>
<<if _Q22ClubKnown is true and _BeachTandiDone is false>>
<<link "Ask about Tandi" "PEClean">>
<<set $PECleanDialogue to "Tandi">>
<<TakeObjectNPC "Beach" "KeyGym">><<Quest21InventoryCheck>>
<<ChangeNPCrelationship "Beach" "Emily" 3>>
<<QuestTracker "Quest8" 2>>
<<EmilyGrades 3>>
<<SetEmilyBoyfriend "Beach">>
<<SetFlag "EmilyBeachCleaningSeduce">>
<</link>><br>
<</if>>
<<if (_Q22ClubKnown is true and (_BeachTandiDone is true or _BritneySwimDone is true) or _Q23BeachHunt is true) and _Discussed is false>>
<<link "Ask about swimming lessons" "PEClean">>
<<set $PECleanDialogue to "SwimmingLessons">>
<<TakeObjectNPC "Beach" "KeyGym">><<Quest21InventoryCheck>>
<<ChangeNPCrelationship "Beach" "Emily" 3>>
<<QuestTracker "Quest8" 2>>
<<EmilyGrades 3>>
<<SetEmilyBoyfriend "Beach">>
<<SetFlag "EmilyBeachCleaningSeduce">>
<</link>><br>
<</if>>
<<link "Go to the changing room" "SchoolChangingRoom">>
<<TakeObjectNPC "Beach" "KeyGym">><<Quest21InventoryCheck>>
<<ChangeNPCrelationship "Beach" "Emily" 3>>
<<QuestTracker "Quest8" 2>>
<<EmilyGrades 3>>
<<set $PECleanDialogue to undefined>>
<<EventTrigger "SchoolChangingRoom" "PEClassShower" null null "Emily" null null null true>>
<<SetEmilyBoyfriend "Beach">>
<<SetFlag "EmilyBeachCleaningSeduce">>
<</link>>
<<case "Tandi">>
You linger for a moment, catching Beach’s eyes. He offers you a small smirk. “Something else taken your fancy, Phillips?”<Br>
<Br>
“Actually,” you begin. “I had a question. About Tandi Cunnings.”<Br>
<Br>
Coach Beach eyes you carefully. “Cunnings, eh? Why don’t we take this up in my office. Somewhere private.” He nods towards a small door near the entrance of the gym. <Br>
<br>
You look between the door and Beach. Wondering if you really want to be in a private place with the PE teacher.<Br>
<Br>
<<ActionsHeader>>
<<link "Go with Beach to his office" "SchoolGymBeachOffice">>
<<SetNPCLocation "Beach" $dayCurrent $periodCurrent "SchoolGymBeachOffice">>
<<set $PECleanDialogue to undefined>>
<</link>><Br>
<<link "Change your mind and go to the changing room" "SchoolChangingRoom">>
<<set $PECleanDialogue to undefined>>
<<TimeChange>>
<<EventTrigger "SchoolChangingRoom" "PEClassShower" null null "Emily" null null null true>>
<</link>>
<<case "SwimmingLessons">>
You linger for a moment, catching Beach’s eyes. He offers you a small smirk. “Something else taken your fancy, Phillips?”<Br>
<Br>
“Actually,” you begin. “I wanted to ask about swimming lessons.”<Br>
<Br>
Beach eyes you carefully, a slow smile forming. “Lessons, eh? Taking your fitness seriously at last, Phillips. Why don’t we take this up in my office. Somewhere private.” He nods towards a small door near the entrance of the gym. <Br>
<br>
You look between the door and Beach. Wondering if you really want to be in a private place with the PE teacher.<Br>
<Br>
<<ActionsHeader>>
<<link "Go with Beach to his office" "SchoolGymBeachOffice">>
<<SetNPCLocation "Beach" $dayCurrent $periodCurrent "SchoolGymBeachOffice">>
<<set $PECleanDialogue to undefined>>
<</link>><Br>
<<link "Change your mind and go to the changing room" "SchoolChangingRoom">>
<<set $PECleanDialogue to undefined>>
<<TimeChange>>
<<EventTrigger "SchoolChangingRoom" "PEClassShower" null null "Emily" null null null true>>
<</link>>
<</switch>><<if $PEClassDennis is undefined>>
<<CheckFirst "PEClass">>
<<if _CheckFirst is false>>
“Alright kids,” you hear Beach bellow. Like everyone else, you turn to look at him in the centre of the gym, as if it was a stage. “Weatherman says it’s going to drizzle today. And whilst I think you all can survive a bit of rain, I’ve been told that some of you have weak immune systems. I don’t need your moms on the phone yelling at me for getting you sick.”<br>
<br>
“So same old, same old. Inside activities. Boys with boys. Girls with girls. Pair off into fives and go stand by one of the obstacles on the course. Only rule - don’t come last.”<br>
<br>
There’s a scramble as the boys sort themselves, but you already know what’s coming. By the time the jocks have staked their claim and the louder boys have buddied up, you’re left standing on the edge. A trio of boys glance at you, then groan.<Br>
<br>
“Great,” one mutters. “We’ve got Mannet.”<br>
<Br>
Another shakes his head, arms folded. “Just try to keep up, yeah? If you drag us down, you'll be cleaning the gym.”<br>
<Br>
<<if $GymWard is "NulifiedAll" or $GymWard is "NulifiedSelf">>Their eyes linger on you, sceptical. Expecting the worst. You fall in with your group, their glares sharp on your back as the obstacles loom ahead. Your group shuffles into the queue, the polished wood of the vaulting box gleaming under the strip lights. Like everything in here, it smells like a gym sock. Removing the curse hasn't stopped the smell from threatening to overpower you.<br>
<<else>>Their eyes linger on you, sceptical. Expecting the worst. You fall in with your group, their glares sharp on your back as the obstacles loom ahead. Your group shuffles into the queue, the polished wood of the vaulting box gleaming under the strip lights. Like everything in here, it smells like a gym sock. You find it almost overwhelming.<br><</if>>
<br>
The boys ahead of you spring at the box one by one, vaulting cleanly over and jogging on to rejoin their mates. Their laughter echoes back as they glance at you, waiting for the inevitable.<Br>
<br>
Your turn is coming.<Br>
<<else>>
“Alright, settle down!” Beach bellows from the centre of the room. He gestures to the drizzle hitting the exterior of the full length windows and tells the group with some disappointment that you’ll again be spending the lesson inside today. <br>
<br>
“Hop to it, then,” he tells the class. “Get in your groups and try to conjure up at least a little enthusiasm. Loser still gets the booby prize.”<br>
<br>
There’s a scramble as the boys sort themselves, but you already know what’s coming. By the time the jocks have staked their claim and the louder boys have buddied up, you’re left standing on the edge. A trio of boys glance at you, then groan.<Br>
<br>
“Great,” one mutters. “We’ve got Mannet.”<br>
<Br>
Another shakes his head, arms folded. “Just try to keep up, yeah? If you drag us down, you'll be cleaning the gym.”<br>
<Br>
<<if $GymWard is "NulifiedAll" or $GymWard is "NulifiedSelf">>Their eyes linger on you, sceptical. Expecting the worst. You fall in with your group, their glares sharp on your back as the obstacles loom ahead. Your group shuffles into the queue, the polished wood of the vaulting box gleaming under the strip lights. Like everything in here, it smells like a gym sock. Removing the curse hasn't stopped the smell from threatening to overpower you.<br>
<<else>>Their eyes linger on you, sceptical. Expecting the worst. You fall in with your group, their glares sharp on your back as the obstacles loom ahead. Your group shuffles into the queue, the polished wood of the vaulting box gleaming under the strip lights. Like everything in here, it smells like a gym sock. You find it almost overwhelming.<br><</if>>
<br>
The boys ahead of you spring at the box one by one, vaulting cleanly over and jogging on to rejoin their mates. Their laughter echoes back as they glance at you, waiting for the inevitable.<Br>
<br>
Your turn is coming.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Try your hardest" "PEClassDennis">><<set $PEClassDennis to "Start">><<set $PEEffort to "Max">><<Feminity -1>><</link>><br>
<<link "Do enough that you don’t come last" "PEClassDennis">><<set $PEEffort to "Medium">><<set $PEClassDennis to "Start">><<set $GymDennisBullying +=1>><</link>><br>
<<elseif $PEClassDennis is "Start" and $PEEffort is "Max">>
You grit your teeth and take off at a run, the polished boards echoing beneath your trainers. The hobby horse looms ahead. It's too high for this body, but you drive your arms down hard, legs kicking, chest hauling forward.<br>
<Br>
For a moment you think you’ll clip it. But you clear, landing hard on the other side, stumbling a step before straightening.<Br>
<br>
A small bark of approval rises from the boys waiting ahead. You jog over to rejoin them, your chest still heaving.<bR>
<Br>
“Didn’t think you had it in you, Mannet,” one mutters, shaking his head with a grin.<Br>
<Br>
The last of your group vaults, thudding down in a clean landing. Then the girls take their turn. A ripple of anticipation goes through the boys as a line of orange skirts steps forward.<Br>
<Br>
Michelle is up first. She runs fast, vaults with practiced ease, landing lightly. One of the lads leans toward the group, smirking. “Take a look at her. She knows how to climb on top of things.” Laughter breaks out, rough and low.<Br>
<Br>
<<if $GymWard is "NulifiedAll">>
Michelle glances over, a pitying look on her face. She walks over to her group, rolling her eyes. "Jerks," you hear someone mutter.<Br>
<Br>
Then you feel a jab in your shoulder. “Hey, Mannet. That’s more your type, right?”<br>
<Br>
You glance back toward the vault. Heather Oates is at the block now, hesitating. She grips the sides awkwardly, dragging herself up. Her leg catches, skirt rising as she struggles to get over.<Br>
<Br>
A wolf whistle cuts the air. One of the boys elbows you again, grinning. “C’mon. Give her some encouragement.”<Br>
<Br>
Another jab pushes at your arm. The group waits, laughter still bubbling, eyes flicking between Heather on the vault and you.<Br>
<br>
<<ActionsHeader>>
<<link "Join in" "PEClassDennis">><<set $PEClassDennis to "DennisStartJoinIn">><<Greedy 1>><<Feminity -1>><</link>><br>
<<link "Don't participate" "PEClassDennis">><<set $PEClassDennis to "DennisStartDecline">><<set $GymDennisBullying +=1>><<Greedy -1>><</link>> <br>
<<else>>
Michelle looks back at your group, flashing a grin at the laughter. If she's offended, she unequivocally doesn't show it. In fact, by the way she poses on the side of the mat, hand on her hip, she's almost encouraging it.<Br>
<Br>
Then you feel a jab in your shoulder. “Hey, Mannet. That’s more your type, right?”<br>
<Br>
You glance back toward the vault. Heather Oates is at the block now, hesitating. She grips the sides awkwardly, dragging herself up. Her leg catches, skirt rising as she struggles to get over.<Br>
<Br>
A wolf whistle cuts the air. One of the boys elbows you again, grinning. “C’mon. Give her some encouragement.”<Br>
<Br>
Another jab pushes at your arm. The group waits, laughter still bubbling, eyes flicking between Heather on the vault and you.<Br>
<br>
<<ActionsHeader>>
<<link "Join in" "PEClassDennis">><<set $PEClassDennis to "DennisStartJoinIn">><<Greedy 1>><<Feminity -1>><</link>><br>
<<link "Don't participate" "PEClassDennis">><<set $PEClassDennis to "DennisStartDecline">><<set $GymDennisBullying +=1>><<Greedy -1>><</link>> <br>
<</if>>
<<elseif $PEClassDennis is "Start" and $PEEffort is "Medium">>
You break into a run, forcing yourself just hard enough to make it over. Your chest bumps the horse, knees catching clumsily as you haul yourself across. You land with a stumble, ankles jarring, but you stay upright.<br>
<br>
Not graceful. Not impressive. But not last.<Br>
<br>
Your group barely notice. A mutter, a shake of the head, then their attention is already on the next boy vaulting cleanly. You jog over to join them, sweat sticking to your shirt, ignored as if you weren’t even there.<Br>
<br>
The final boy clears, and the line of girls steps forward. Red skirts, pale legs, each waiting her turn. The boys around you lean in, grinning.<br>
<br>
Michelle takes the run-up, vaulting high and neat. Her skirt snaps as she lands lightly. “Take a look at her,” one of the lads mutters, low and sharp. “She knows how to climb on top of things.”<br>
<br>
The group bursts into laughter, elbows jabbing, eyes flicking between Michelle and each other.<br>
<Br>
“Nice landing, sweetheart!” another calls across the gym.<br>
<br>
<<if $GymWard is "NulifiedAll" or $GymWard is "NulifiedSelf">>Michelle lands sharp and turns on them, rolling her eyes with open derision. She smooths down her skirt and stalks back into line without a word. The boys’ laughter falters, glances traded in puzzlement, as if they can’t quite believe she hasn’t played along.<br>
<<else>>Michelle straightens and, to your surprise, flashes a smile back at them. She dips her head, almost a bow, before hurrying back into line. The laughter swells, the boys barking approval, delighted by her show.<br><</if>>
<Br>
You stand among them, silent. The difference gnaws at you, prickling at the edge of your thoughts. One of the boys bumps your shoulder with his fist. “Gotta do better than that, Mannet. Don’t want to be dragging us down. You know what happens after class.”<br>
<br>
The others chuckle darkly, and the meaning is clear.<Br>
<br>
<<ActionsHeader>>
<<link "Continue the lesson" "PEClassDennis">><<set $PEClassDennis to "Continue">><</link>>
<<elseif $PEClassDennis is "DennisStartJoinIn">>
A grin spreads across your face before you can stop it. You purse your lips and let out a sharp whistle, loud enough to cut through the noise.<Br>
<Br>
“C’mon, Heather! Show us what you’ve got!” you call, voice rougher than you expected.<Br>
<Br>
<<if $GymWard is "NulifiedAll">>
Her head jerks, cheeks flushing pink. For a second she looks ready to bolt, then her nose turns up, not meeting your eyes. She fumbles the landing, embarrassment setting in as she stumbles.<br>
<Br>
The boys around you howl, jabbing at your ribs, clapping you on the back. “Think she likes you, Mannet!” one jeers. Another leans in with a grin. “Didn’t know you had it in you.”<br>
<br>
Across the hall, Heather joins Michelle at the line. The two lean close, whispering, Michelle looking back at you with disdain.<br>
<Br>
The laughter presses in, the heat of comradeship buzzing in your veins. Surrounded by rough voices, the sting of jabs in your shoulder, in spite of how Michelle and Heather are glaring at you.<Br>
<<else>>
Her head jerks, cheeks flushing pink. For a second she looks ready to bolt, then her mouth flickers into a shy, uncertain smile. She fumbles the landing, tugging at her skirt, but the smile lingers.<br>
<Br>
The boys around you howl, jabbing at your ribs, clapping you on the back. “Think she likes you, Mannet!” one jeers. Another leans in with a grin. “Didn’t know you had it in you.”<br>
<br>
Across the hall, Heather joins Michelle at the line. The two lean close, whispering, their eyes darting back toward you with each hushed exchange.<Br>
<Br>
The laughter presses in, the heat of comradeship buzzing in your veins. Surrounded by rough voices, the sting of jabs in your shoulder, and a girl actually smiling at you.<Br>
<br>
<i>Feels good, doesn’t it? Just banter. That’s all.</i><br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Continue the lesson" "PEClassDennis">><<set $PEClassDennis to "Continue">><</link>>
<<elseif $PEClassDennis is "DennisStartDecline">>
The jabs come again, shoulders nudging, grins flashing. A whistle cuts the air, waiting for you to join it.<Br>
<Br>
You don’t.<Br>
<Br>
Your jaw tightens. You keep your eyes fixed on the horse as Heather clambers awkwardly over it, her skirt riding higher. The others bark laughter, one calls out something crude, but you stay silent.<Br>
<Br>
The hands at your back still. The jostling eases. What was warmth a moment ago turns sharp, their laughter carrying on without you.<Br>
<br>
“Guess Mannet’s gone shy,” one mutters, loud enough for the group to hear. Another smirks, “Not like he’s got a chance anyway.”<Br>
<br>
They don’t shove you out, not exactly. But the circle closes tighter, and you’re on the edge again.<Br>
<Br>
Across the hall, Heather lands clumsily, tugging at her skirt, and hurries off to join Michelle. The two talk in low voices, their eyes never once straying toward you.<Br>
<Br>
The circle of boys around you has already gone cold. One smirks, his voice pitched just loud enough. “Too much of a pansy to join in. Guess he deserves what he gets after class.”<Br>
<br>
A ripple of laughter. No one claps you on the back this time. They turn away, already jeering at the next girl vaulting.<Br>
<br>
You’re left standing at the edge, wondering exactly what they mean about after class.<br>
<br>
<<ActionsHeader>>
<<link "Continue the lesson" "PEClassDennis">><<set $PEClassDennis to "Continue">><</link>>
<<elseif $PEClassDennis is "Continue">>
Your group shuffles down the line to the next station. The rusty monkey bars stretch across the hall, metal rungs worn slick and shining with sweat from the boys who went before. The mats beneath are scuffed and spotted with chalk dust.<Br>
<Br>
The boys ahead of you swing themselves across with loud grunts, legs kicking high. They land in heavy thuds, slapping palms with each other as if they’ve conquered something grand.<Br>
<Br>
<<if $GymWard is "NulifiedAll">>
You take a deep breath, readying yourself. The smell of stale sweat has no impact on you. As you rest though, you look around at the other students. The boys watch the girls stretch and leap with lustful glee. A few of them call out and whistle as they perform.<br>
<br>
However, the response seems to surprise them. Instead of encouraging it, the girls scowl and roll their eyes. One even calls them out. “Keep your eyes off me, you perv.”<br>
<br>
It’s enough to cause the boys to falter. You notice that as the retorts keep coming from the girls, they grow sullen and silent. Some start making mistakes, slipping on the exercise equipment. You catch Beach looking at them, confused.<br>
<br>
One of them snorts, nudging you in the ribs. “Don’t bottle it, Mannet. You drag us down, we’ll make you pay for it later.” His eyes gleam with the promise of it.<Br>
<Br>
You wipe your palms against your shorts, heart drumming as the line moves forward. The bars loom above you, slick metal catching the light.<Br>
<<elseif $GymWard is "NulifiedSelf">>
You take a deep breath, readying yourself. The smell of stale sweat has no impact on you. As you rest though, you look around at the other students. The boys watch the girls stretch and leap with lustful glee. A few of them call out and whistle as they perform.<br>
<Br>
The more athletic girls appear to respond warmly to the catcalls, posing after they complete exercises and grinning between pants. You grimace as you note they are still under the influence of the curse.<br>
<br>
One of the boys snorts, nudging you in the ribs. “Don’t bottle it, Mannet. You make us look bad in front of the girls, we’ll make you pay for it later.” His eyes gleam with the promise of it.<Br>
<Br>
You wipe your palms against your shorts, heart drumming as the line moves forward. The bars loom above you, slick metal catching the light.<Br>
<<else>>
You take a deep breath, readying yourself. The smell of stale sweat has no impact on you. As you rest though, you look around at the other students. The boys watch the girls stretch and leap with lustful glee. A few of them call out and whistle as they perform.<br>
<Br>
The more athletic girls appear to respond warmly to the catcalls, posing after they complete exercises and grinning between pants. In spite of yourself, your eyes watch them lustfully. You note your chest rising and falling as you gulp in the sweat in the air.<br>
<br>
One of the boys snorts, nudging you in the ribs. “Don’t bottle it, Mannet. You make us look bad in front of the girls, we’ll make you pay for it later.” His eyes gleam with the promise of it.<Br>
<Br>
You wipe your palms against your shorts, heart drumming as the line moves forward. The bars loom above you, slick metal catching the light.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Try your hardest" "PEClassDennis">><<set $PEEffort to "Max">><<Feminity -1>><<set $PEClassDennis to "Continue2">><</link>><br>
<<link "Do enough that you don’t come last" "PEClassDennis">><<set $PEEffort to "Medium">><<set $PEClassDennis to "Continue2">><<set $GymDennisBullying +=1>><</link>><br>
<<elseif $PEClassDennis is "Continue2" and $PEEffort is "Max">>
You suck in a breath and run at the bars. Hands slam around cold metal, slick with sweat. You swing forward, arms burning, legs kicking wild to keep your balance. Each rung jars your shoulders.<Br>
<Br>
Halfway across you nearly lose your grip, but you snarl and haul yourself back up, teeth clenched. By the time you reach the end and drop to the mat, your lungs are on fire and your arms feel like they’re tearing away from your body.<Br>
<Br>
But you made it.<Br>
<Br>
The boys erupt. Louder than before. Rough slaps land on your back, a fist punching your shoulder hard enough to sting. “Bloody hell, Mannet!” one of them laughs. “Didn’t think you had the balls for it.” Another smirks, “Looks like he’s finally turning into a man.”<Br>
<br>
You stagger back to join them, chest heaving, pride prickling hot under your skin. For the first time in forever, you’re part of the noise instead of its target.<BR>
<Br>
Then the girls step up to the bars.<Br>
<br>
Michelle goes first. She leaps, swings hand to hand, skirt whipping with each kick of her legs. By the third rung her underwear is flashing, her hair sticking with sweat. She makes it to the end, dropping down lightly.<Br>
<Br>
The lads howl. “Look at her go,” one snickers. “Bet she knows how to hang on tight.” Another lets out a sharp whistle, low and filthy.<Br>
<Br>
Their laughter builds, ugly and booming.<br>
<br>
Heather Oates follows. She’s slower, fumbling her grip, arms shaking as she dangles. Each swing drags her skirt higher until she’s wriggling, teeth clenched, face crimson.<Br>
<br>
“Christ, Oates, you trying to give us a bloody show?” a boy jeers, setting off another roar.<Br>
<Br>
A jab hits your ribs. “C’mon, Mannet. Don’t just stand there. Say something!”<Br>
<br>
Hands clap your back, pressing you forward. The pack is waiting for you to prove you belong.<Br>
<br>
<<ActionsHeader>>
<<link "Join in" "PEClassDennis">><<set $PEClassDennis to "DennisContinueJoinIn">><<Greedy 1>><<Feminity -1>><</link>><br>
<<link "Don't participate" "PEClassDennis">><<set $PEClassDennis to "DennisContinueDecline">><<set $GymDennisBullying +=1>><<Greedy -1>><</link>> <br>
<<elseif $PEClassDennis is "Continue2" and $PEEffort is "Medium">>
You leap for the bars, fingers closing over slick metal. Your arms ache almost immediately. You swing forward, legs kicking out, and nearly slip at the third rung. Gritting your teeth, you haul yourself on, scraping through until you finally drop to the mat in a clumsy thud.<Br>
<Br>
It isn’t graceful. It isn’t impressive. But it isn’t last.<Br>
<Br>
Your group barely react. A shrug. A mutter. By the time you rejoin them they’re already watching the next boy clear the bars with ease. You stand sweating at their side, invisible again.<Br>
<br>
Then the girls step forward. Michelle takes the bars with a confident grip, swinging smoothly hand to hand, her skirt swaying with each motion.<Br>
<br>
The whistles start immediately. “That’s it, Michelle!” one of the boys shouts. “Twist that body!”<Br>
<br>
<<if $GymWard is "NulifiedSelf">>
The boys jeer as she swings, but Michelle’s face hardens. Her grip is tight, her jaw clenched, her legs kicking sharply forward. She makes it to the end and drops with a heavy thud.<Br>
<br>
“C’mon Michelle, don’t be shy!” one of the boys whistles.<Br>
<Br>
She spins on them, cheeks hot with anger. “Shut up,” she snaps, sharp and scornful.<Br>
<Br>
The laughter cuts off. The lads glance at each other, awkward, unsettled. A few mutter, but the jeering doesn’t return.<Br>
<Br>
You watch from the edge, the prickle of unease crawling up your neck.<Br>
<<else>>
She glances over her shoulder mid-swing, cheeks flushed, and - unbelievably - smiles. Not coy, not knowing, just bright and eager. Almost like she’s playing the part she thinks she should. She finishes strong, landing neatly before giving a little flourish. One hand on her hip, the faintest dip of a curtsy.<BR>
<br>
The boys erupt, grinning, clapping each other on the shoulders. “Perfect,” one laughs. “She bloody loves it!” Another smirks, “That’s the kind of girl you want, Mannet.”<br>
<br>
<<if $PlayerCharacter.magic gte 3>>
The comment brings you back to reality. Something about this feels incredibly wrong. You look around the gym, almost surveying it with fresh eyes. And see it. Magical embers flow off the gym equipment, drifting into your body as you breathe. You look around the gym and see a similar sight for every activity. <i>It’s not just one thing in the gym that’s cursed</i>, you think. <i>It’s everything.</i><br>
<<elseif $PlayerCharacter.magic gte 2>>
You find yourself grinning along, as you breathe in deeply. Then it registers. This is wrong. You look around the gym, almost surveying it with fresh eyes. And see it. Magic radiating out from the equipment, drifting up your nostrils as you breathe. Whatever is causing you to feel like this, you’re sure that’s part of it.<br>
<<else>>
You find yourself grinning along, as you breathe in deeply. Something is very wrong about this, you know, but whatever it is feels just out of grasp. Like a monkey bar always just out of reach. Enough of your mind is still yours though to know it has something to do with magic. Because this isn't you, is it?<bR>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Finish the lesson" "PEClassDennis">>
<<QuestState "Quest5">>
<<if _QuestState is 2>><<QuestTracker "Quest8" 0>><<QuestTracker "Quest8" 1>><<QuestOptionUnlock "Quest5" 2 "gym">><<else>><<QuestTracker "Quest8" 0>><</if>>
<<set $PEClassDennis to "Finish">>
<<set $PEEffort to undefined>>
<</link>>
<<elseif $PEClassDennis is "DennisContinueJoinIn">>
You draw in a breath and let it out in a sharp whistle. “That’s it, Heather! Show us what you’ve got!”<Br>
<br>
<<if $GymWard is "NulifiedAll">>
Heather falters on the bars, cheeks burning, but she doesn’t look your way. She hauls to the end, lands heavily, and keeps her gaze down. She joins Michelle quickly, who turns back to you and the boys with a sharp glare.<br>
<br>
“Grow up,” she snaps, voice cold and scornful.<Br>
<br>
The laughter dies down. Michelle’s look cuts across the group, scorn plain in her face. Heather lingers at her side, casting you a look that isn’t a smile at all.<Br>
<Br>
The circle of boys mutter, their energy wavering, the approval you thought you had shrinking back. You swallow, heat crawling up your neck. For a moment, you wonder what the hell you’re doing.<br>
<<else>>
Heather freezes mid-haul, her face blazing red. Then, almost against herself, she flashes you a nervous smile before throwing herself off the last bar. She lands clumsily but turns back with another shy grin, brushing down her skirt before hurrying to Michelle’s side.<Br>
<bR>
The boys erupt, shoving you between them, clapping your back. “Bloody hell, Mannet. She likes it!” one howls. Another sneers with a grin. “Didn’t know you had it in you.”<Br>
<Br>
Michelle leans in close to Heather, whispering. Both of them glance back toward you, Heather still blushing as she covers her mouth with her hand.<BR>
<Br>
The noise around you swells, laughter rough and approving. For the first time, you’re in the middle of it.<Br>
<br>
<<if $PlayerCharacter.magic gte 3>>
Something about this feels incredibly wrong. You look around the gym, almost surveying it with fresh eyes. And see it. Magical embers flow off the gym equipment, drifting into your body as you breathe. You look around the gym and see a similar sight for every activity. <i>It’s not just one thing in the gym that’s cursed</i>, you think. <i>It’s everything.</i><br>
<<elseif $PlayerCharacter.magic gte 2>>
You take a breath, feeling something jar inside your brain. It then registers. This is wrong. You look around the gym, almost surveying it with fresh eyes. And see it. Magic radiating out from the equipment, drifting up your nostrils as you breathe. Whatever is causing you to feel like this, you’re sure that’s part of it.<br>
<<else>>
You take a breath, feeling something jar inside your brain. It then registers. Something is very wrong about this, you know, but whatever it is feels just out of grasp. Like a monkey bar always just out of reach. Enough of your mind is still yours though to know it has something to do with magic. Because this isn't you, is it?<bR>
<</if>>
<br>
<I>But it feels good, doesn’t it? Just banter. Just being one of the lads?</i><br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Finish the lesson" "PEClassDennis">>
<<QuestState "Quest5">>
<<if _QuestState is 2>><<QuestTracker "Quest8" 0>><<QuestTracker "Quest8" 1>><<QuestOptionUnlock "Quest5" 2 "gym">><<else>><<QuestTracker "Quest8" 0>><</if>>
<<set $PEClassDennis to "Finish">>
<<set $PEEffort to undefined>>
<</link>>
<<elseif $PEClassDennis is "DennisContinueDecline">>
The jabs and elbows come again. “Go on, Mannet, give her a call!”<Br>
<Br>
You shake your head, jaw tight. “Not doing it.”<br>
<Br>
The laughter sours, as the boys turn to look at you. "Sissy," one of them mutters. "Come on, Heather!" another one cries. "Show us those panties!"<Br>
<Br>
<<if $GymWard is "NulifiedAll">>
Heather falters on the bars, cheeks burning, but she doesn’t look your way. She hauls to the end, lands heavily, and keeps her gaze down. She joins Michelle quickly, who turns back to you and the boys with a sharp glare.<br>
<br>
The laughter dies down. Michelle’s look cuts across the group, scorn plain in her face. Heather lingers at her side, casting you a look that isn’t a smile at all.<Br>
<br>
“Grow up,” Michelle snaps, voice cold and scornful.<Br>
<Br>
The circle of boys mutter, their energy wavering. "Stuck up prissy," you hear one of them mutter.<br>
<<else>>
Heather freezes mid-haul, her face blazing red. Then, almost against herself, she flashes the boys a nervous smile before throwing herself off the last bar. She lands clumsily but turns back with another shy grin, brushing down her skirt before hurrying to Michelle’s side.<Br>
<bR>
The boys roar, their approval swelling, clapping each other’s shoulders. “She loves it,” one crows. Another sneers. “See, Mannet? That’s how it’s done.”
<Br>
Michelle leans in close to Heather, whispering. Both of them glance back toward the boys, Heather still blushing as she covers her mouth with her hand.<BR>
<Br>
You stand apart. The circle closes tighter, leaving you on the outside. You look at Heather, and at Michelle. Their whispers nudging something in your brain.<Br>
<Br>
<<if $PlayerCharacter.magic gte 3>>
Something about this feels incredibly wrong. You look around the gym, almost surveying it with fresh eyes. And see it. Magical embers flow off the gym equipment, drifting into your body as you breathe. You look around the gym and see a similar sight for every activity. <i>It’s not just one thing in the gym that’s cursed</i>, you think. <i>It’s everything.</i><br>
<<elseif $PlayerCharacter.magic gte 2>>
You take a breath, feeling something jar inside your brain. It then registers. This is wrong. You look around the gym, almost surveying it with fresh eyes. And see it. Magic radiating out from the equipment, drifting up your nostrils as you breathe. Whatever is causing you to feel like this, you’re sure that’s part of it.<br>
<<else>>
You take a breath, feeling something jar inside your brain. It then registers. Something is very wrong about this, you know, but whatever it is feels just out of grasp. Like a monkey bar always just out of reach. Enough of your mind is still yours though to know it has something to do with magic. Because this isn't you, is it?<bR>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Finish the lesson" "PEClassDennis">>
<<QuestState "Quest5">>
<<if _QuestState is 2>><<QuestTracker "Quest8" 0>><<QuestTracker "Quest8" 1>><<QuestOptionUnlock "Quest5" 2 "gym">><<else>><<QuestTracker "Quest8" 0>><</if>>
<<set $PEClassDennis to "Finish">>
<<set $PEEffort to undefined>>
<</link>>
<<elseif $PEClassDennis is "Finish">>
A shrill blast of Beach’s whistle cuts through the gym. The class shuffles into place, sweat running, shirts sticking. Boys on one side, girls on the other.<br>
<br>
<<if $GymWard is "NulifiedAll">>
The boys are quiet. Their energy thin and in short supply. Opposite, the girls keep their heads together, whispering. They don’t look across. When one boy lets out a snigger, Michelle snaps her head up. Her glare cuts him silent, his face red as he drops his gaze.
<Br>
“Good efforts, good efforts,” Beach says from the centre of the gym. “At least from some of you. Especially from the girls today.”<br>
<br>
There is a smattering of applause, but the boys seem distracted and subdued. When they look over to the other side of the gym, they seem almost embarrassed.<br>
<<else>>
The boys are loud, shoving and jeering, voices carrying rough and sharp. Opposite, the girls stand flushed, catching their breath. Their eyes flick often to the boys. A few toy with their hair. Others fuss with their skirts. Michelle arches her back in a stretch, polo shirt damp against her skin, pushing her chest forward with a coy smile that leaves no doubt she knows the effect.<br>
<Br>
“Good efforts, good efforts,” Beach says from the centre of the gym. “At least from some of you. The girls gave a good show, didn't they?”<br>
<br>
There are whoops and cheers, mainly from the boys' side of the gym. “Alright boys, settle down,” Beach waves them quiet.<br>
<</if>>
<Br>
“So,” Beach continues. “Who’s today’s recipient of my favourite booby prize? Who is spending tonight cleaning up the sweat from my precious gym floor?"<br>
<br>
<<ActionsHeader>>
<<link "Wait to see who lost" "PEClassDennis">><<set $PEClassDennis to "Lost">><</link>>
<<elseif $PEClassDennis is "Lost">>
<<CheckPersonalityState "Heather">>
<<if _PersonalityState is "Free">>
Beach’s eyes pass over the girls’ side, sweeping past Heather without stopping. “Miss Cole, you’ve got a date with a duster.”<br>
<br>
<<CheckFirst "PoppyGymFail">>
<<if _CheckFirst is false>>
The girls’ attention has instinctively turned to Heather before Beach has spoken. Shocked faces double take, falling on a girl with mousy-brown hair and a tidy, forgettable prettiness.<br>
<br>
“Poppy Cole?” you hear someone mutter. “I thought she did okay.”<br>
<br>
<<AddFirst "PoppyGymFail">>
<</if>>
<<else>>
Beach’s eyes rest on Heather. “Miss Oats, you’ve got a date with a duster.”<br>
<</if>>
<br>
<<if $GymWard is "NulifiedAll">>
The boys let out a half-hearted cheer, scattered and thin. The girls shift uneasily, some exchanging glances, others sighing with relief that it wasn’t them. <<CheckPersonalityState "Heather">><<if _PersonalityState is "Free">>Poppy simply nods, accepting the verdict as if it were fair.<Br><<else>>Heather bows her head, face hot with shame.<Br><</if>>
<br>
Beach doesn't linger. “That’s all, folks. Get to the showers.”<br>
<<else>>
The boys cry out with jeers. Even some of the girls sigh in relief. <<CheckPersonalityState "Heather">><<if _PersonalityState is "Free">>Poppy simply nods, accepting the verdict as if it were fair.<Br><<else>>Heather bows her head, face hot with shame.<Br><</if>>
<br>
The gym teacher turns back to the class. “Get to the showers. Show’s over!”<br>
<</if>>
<br>
<<if $GymDennisBullying gte 2>>
As the boys file out, a shoulder bumps yours. Another jabs you in the ribs just hard enough to sting. “Gonna get what you earned in the locker room, Mannet,” one mutters, laughter rippling through the group.<br>
<Br>
You feel your shoulders sink, then head towards the door.<Br>
<<else>>
Everyone begins to rush out, ready to shower and go home. <<CheckPersonalityState "Heather">><<if _PersonalityState is "Free">>You glance at Poppy as you walk by. She has already squared her kit into a neat pile and sits with her hands folded, waiting to begin.<br><<else>>You glance at Heather as you walk by, but she stares down into the dirty floor.<br><</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Go to the changing room" "SchoolChangingRoomBoys">>
<<CheckPersonalityState "Heather">><<if _PersonalityState isnot "Free">><<HeatherGymFail>><</if>>
<<AddFirst "PEClass">>
<<set $PEClassDennis to undefined>>
<<TimeChange>>
<<set $current.dirty to true>>
<<EventTrigger "SchoolChangingRoomBoys" "PEClassShowerDennis" null null null null null null true>>
<</link>>
<</if>><<if $PEClassJake is undefined>>
<<CheckFirst "PEClass">>
<<if _CheckFirst is false>>
“Alright kids,” you hear Beach bellow. Like everyone else, you turn to look at him in the centre of the gym, as if it was a stage. “Weatherman says it’s going to drizzle today. And whilst I think you all can survive a bit of rain, I’ve been told that some of you have weak immune systems. I don’t need your moms on the phone yelling at me for getting you sick.”<br>
<br>
“So same old, same old. Inside activities. Boys with boys. Girls with girls. Pair off into fives and go stand by one of the obstacles on the course. Only rule - don’t come last.”<br>
<br>
You turn around and unsurprisingly see boys jostling to get into a group forming near you. Those who make it grin with satisfaction. Those who don't sneer, reluctantly forming other groups. "You ready?" one of the accepted ones asks you.<Br>
<Br>
<<if $GymWard is "NulifiedAll" or $GymWard is "NulifiedSelf">>You nod and lead the group over to the vaulting box. Like everything in here, it smells like a gym sock. Removing the curse hasn't stopped the smell from threatening to overpower you.<br>
<<else>>You nod and lead the group over to the vaulting box. Like everything in here, it smells like a gym sock. You find it almost overwhelming.<Br><</if>>
<Br>
One by one the boys ahead of you sprint forward, springing hard against the board and throwing themselves over the vault. No one cheers. No one encourages. Each jump is measured with smirks or narrowed eyes, every stumble a mark against the boy who falters.<Br>
<br>
Beside you, Manny bounces on his heels, arms loose at his sides. He turns, smirk sharp, voice pitched like a joke but edged underneath. “Reckon I can vault higher than you, Duncan.”<Br>
<Br>
The words land harder than they should. Your chest tightens, a hot surge running through you. The idea of being shown up, even in passing, bristles under your skin.<Br>
<Br>
Beach growls again, clapping his hands. “Keep it moving! Line up!”<Br>
<Br>
The horse looms closer, Manny still grinning at your side, needling.<Br>
<br>
<<ActionsHeader>>
<<link "Push yourself to win" "PEClassJake">><<set $PEClassJake to "Start">><<set $PEEffort to "Max">><<set $GymJakeWin +=1>><<Feminity -1>><</link>><br>
<<link "Let Manny have it" "PEClassJake">><<set $PEClassJake to "Start">><<set $PEEffort to "Medium">><</link>><br>
<<else>>
“Alright, settle down!” Beach bellows from the centre of the room. He gestures to the drizzle hitting the exterior of the full length windows and tells the group with some disappointment that you’ll again be spending the lesson inside today. <br>
<br>
“Hop to it, then,” he tells the class. “Get in your groups and try to conjure up at least a little enthusiasm. Loser still gets the booby prize.”<br>
<br>
You turn around and unsurprisingly see boys jostling to get into a group forming near you. Those who make it grin with satisfaction. Those who don't sneer, reluctantly forming other groups. "You ready?" one of the accepted ones asks you.<Br>
<Br>
<<if $GymWard is "NulifiedAll" or $GymWard is "NulifiedSelf">>You nod and lead the group over to the vaulting box. Like everything in here, it smells like a gym sock. Removing the curse hasn't stopped the smell from threatening to overpower you.<br>
<<else>>You nod and lead the group over to the vaulting box. Like everything in here, it smells like a gym sock. You find it almost overwhelming.<Br><</if>>
<Br>
One by one the boys ahead of you sprint forward, springing hard against the board and throwing themselves over the vault. No one cheers. No one encourages. Each jump is measured with smirks or narrowed eyes, every stumble a mark against the boy who falters.<Br>
<br>
Beside you, Manny bounces on his heels, arms loose at his sides. He turns, smirk sharp, voice pitched like a joke but edged underneath. “Reckon I can vault higher than you, Duncan.”<Br>
<Br>
The words land harder than they should. Your chest tightens, a hot surge running through you. The idea of being shown up, even in passing, bristles under your skin.<Br>
<Br>
Beach growls again, clapping his hands. “Keep it moving! Line up!”<Br>
<Br>
The horse looms closer, Manny still grinning at your side, needling.<Br>
<br>
<<ActionsHeader>>
<<link "Push yourself to win" "PEClassJake">><<set $PEClassJake to "Start">><<set $PEEffort to "Max">><<set $GymJakeWin +=1>><<Feminity -1>><</link>><br>
<<link "Let Manny have it" "PEClassJake">><<set $PEClassJake to "Start">><<set $PEEffort to "Medium">><</link>><br>
<</if>>
<<elseif $PEClassJake is "Start" and $PEEffort is "Max">>
Your turn comes. You step forward, heat already burning in your chest, Manny’s smirk needling at your side.<Br>
<Br>
The springboard slams beneath your shoes. You launch, every muscle coiling and driving upward. For a breathless instant you’re in the air, clearing the horse higher and sharper than the boys before you. Your legs tuck, swing, and you hit the floor in a solid landing, balance locked tight.<Br>
<Br>
No one cheers. But a ripple of glances passes along the line. Smirks, shared looks, sniggers.<Br>
<br>
Manny jogs forward for his turn. He vaults clean, hitting the mat with a solid thud. It’s good, but not high. Not as high as yours, anyway. His grin flickers, falters and slips into a thin line as he stalks back to your side.<Br>
<br>
The triumph runs hot in your blood. You can't tell what impact this gym is having on you, but this body responds to adrenaline surging through it. The strength. The dominance. The certainty of having put him in his place. It feels good. Too good.<br>
<Br>
When the girls take their turn, you hear the sounds of cheers and catcalls. But their reaction doesn't register. Instead, you feel the surge of standing next to Manny, him slumped in defeat. Small against your physique.<br>
<br>
<<ActionsHeader>>
<<link "Continue the lesson" "PEClassJake">><<set $PEClassJake to "Continue">><</link>>
<<elseif $PEClassJake is "Start" and $PEEffort is "Medium">>
Your turn comes. You take the run, springboard slapping under your shoes, and vault the horse cleanly, but without force, without height. You land steady, but not sharp. Not the best.<Br>
<br>
Manny jogs forward, grin wide, and launches himself harder. He clears it with room to spare, hitting the mat with a loud thud. When he straightens, his grin is broader still. He dusts his palms together, eyes cutting your way.<Br>
<Br>
“Told you I’d beat you, Duncan.”<Br>
<Br>
The words slip under your skin, hot and sharp.<Br>
<Br>
No one cheers. No one jeers. The boys just notice. A ripple of glances, sidelong and measuring. Jake Duncan not at the top. It doesn’t go unmarked.<Br>
<Br>
Brendan frowns as you fall back into line. “You okay, Jake?” he mutters low, quick. That’s all the concern you’ll get.<Br>
<br>
Manny’s laugh comes sharper now, carrying further, like he wants everyone to hear it. He shoulders close, puffed up in his small victory, grin needling at your side.<Br>
<Br>
The burn rises in your chest, hot and insistent. This body hates it - hates losing, hates being shown up. You clamp it down, but the anger simmers, promising it won’t stay quiet.<Br>
<Br>
When the girls take their turn, you hear the sounds of cheers and catcalls. But their reaction doesn't register. Instead, you dwell on the rage produced by Manny’s smirk, the sting of humiliation burning hotter than the sweat on your skin. <Br>
<br>
<<ActionsHeader>>
<<link "Continue the lesson" "PEClassJake">><<set $PEClassJake to "Continue">><</link>>
<<elseif $PEClassJake is "Continue">>
Your group shuffles down the line to the next station. The monkey bars stretch the length of the hall, metal rungs worn slick with sweat. Boys ahead of you swing across with loud grunts, legs kicking high before they drop to the floor in heavy thuds. No one cheers. Each landing is met only with quick sidelong glances, every move measured against their own performance.<Br>
<br>
Beach’s gravel voice booms over the noise. “Hand over hand. Get across. If you fall, you start again. Fail twice and you’ll be mopping this place till sunset.”<Br>
<br>
<<if $GymWard is "NulifiedAll">>The whistles still come, echoing sharp off the rafters. But when you glance across, you see the girls aren't responding. They work hard, focused on their efforts. There's no performance to their workout.<Br>
<<else>>Across the hall, the girls are running the course too. Their orange skirts whip up as they vault and swing, movements exaggerated, almost showing off. A few whistles cut the air, sharp and crude. The sound stirs the boys into wider grins and louder muttering, the spectacle feeding the energy of the room.<br>
<</if>>
<br>
<<if $GymJakeWin lt 1>>Manny bounces on his heels at your side, arms loose, towel draped around his shoulders. His grin is wider than before, voice pitched loud enough for others to hear. “Bet I beat you across these too.” It’s said like banter, but his swagger is all over it, emboldened by the win. The words dig in sharper, your chest burning hotter with every syllable. The humiliation bites twice as deep.<Br>
<<else>>Manny bounces on his heels at your side, arms loose, towel draped around his shoulders. His smirk is thinner now, but still offering challenge. “Bet I beat you across these,” he mutters. It sounds like a joke, but there’s a snap under it. His lack of conviction gratifies you, body humming with the satisfaction of being the one to chase.<br>
<</if>>
<Br>
But a moment later, you feel his challenge having an impact. The words hit like a spark. This body bristles at the very thought of being shown up.<Br>
<Br>
The line shuffles forward. The rungs loom overhead, slick metal catching the strip-light glow. Manny’s grin needles at your side, daring you.<Br>
<br>
<<ActionsHeader>>
<<link "Push yourself across first" "PEClassJake">><<set $PEClassJake to "Continue2">><<set $GymJakeWin +=1>><<Feminity -1>><<set $PEEffort to "Max">><</link>><br>
<<link "Hold back and let Manny go first" "PEClassJake">><<set $PEClassJake to "Continue2">><<set $PEEffort to "Medium">><</link>>
<<elseif $PEClassJake is "Continue2" and $PEEffort is "Max">>
Your turn comes. You step forward without pause, arms already taut with the need to move. Hands slam onto the first slick rung. The metal burns against your palms as you swing up, hauling yourself fast, no hesitation. Hand over hand, rungs creaking beneath the weight, you drive harder than you need to. Arms burn, shoulders ache, but you don’t slow.<BR>
<BR>
At the end you swing down hard and land heavy on the mat. There's no cheers, but eyes flick your way for brief moments. Acknowledgement unspoken.<bR>
<bR>
Manny launches after you, jaw set, movements quick and eager. He swings across in a rush, hands slipping once, a grunt of effort escaping. He scrambles back and clears the last rung, dropping to the mat with a duller thud.<bR>
<BR>
<<if $GymJakeWin gt 1>>
He straightens slowly. The grin is gone. His eyes are low. No quip this time. Just silence. Losing twice in a row leaves him hollow, every bit of bravado stripped away.<BR>
<BR>
The feeling of victory again runs through you. This body hums with it. The dominance, the certainty, the sight of him beaten down.<br>
<<else>>
He exhales as he straightens, rolling his shoulders back, the grin flickering weakly into place. “Not bad,” he mutters.<br>
<bR>
The triumph runs hot in your chest, but his continuing show of defiance grates you and makes the victory feel incomplete. He hasn’t yielded. Not yet.<br>
<</if>>
<Br>
“Keep it moving!” Beach barks, gravel voice booming across the hall.<Br>
<br>
You fall back with your group, breath still sharp in your chest. You hear more of the boys throw out comments as the girls try the monkey bars, but you don't feel it. Manny lingers at your side and you feel the overwhelming urge to quash his challenge to your throne. You glance at his face and clench your fist. By any means necessary, even.<Br>
<br>
<<if $GymWard is "NulifiedAll" or $GymWard is "NulifiedSelf">>
The thought is enough to set alarm bells ringing inside your brain. You look around, momentarily free from the shackles of your anger, staring at the gym.<Br>
<Br>
But as much as you strain your eyes, you can't see anything unusual. For a moment you think - and almost pray - that the curse is somehow active again. But there's no sign of magic. No embers flowing from the equipment.<br>
<Br>
And as you breathe, you feel your rage stay with you. Whatever you're feeling, it's not due to a curse in the gym.<br>
<<else>>
<<if $PlayerCharacter.magic gte 3>>
The thought is enough to set alarm bells ringing inside your brain. You look around, momentarily free from the shackles of your anger, staring at the gym.<Br>
<br>
Then you see it. Magical embers flow off the gym equipment, drifting into your body as you breathe. You look around the gym and see a similar sight for every activity. It’s not just one thing in the gym that’s cursed, you think. It’s everything.<br>
<Br>
And as you breathe, you feel your rage swell even more. You can't tell how much of the need to put Manny in his place is driven by this body, but you can be sure that the curse is compounding it.<Br>
<<elseif $PlayerCharacter.magic gte 2>>
You hear inside your mind. Why am I thinking like this? You look around, momentarily free from the shackles of your anger, staring at the gym.<Br>
<br>
Then it registers. You can almost see the magic radiating out from the equipment, drifting up your nostrils as you breathe. Whatever is causing you to feel like this, you’re sure that’s part of it.<br>
<<else>>
You instantly feel off, as the thought echoes in your mind. Something is very wrong about this, you know, but whatever it is feels just out of grasp. Like a monkey bar always just out of reach. Whatever it is, you believe it's magic. You hope.<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Finish the lesson" "PEClassJake">>
<<QuestState "Quest5">>
<<if _QuestState is 2>>
<<QuestTracker "Quest8" 0>><<QuestTracker "Quest8" 1>>
<<QuestOptionUnlock "Quest5" 2 "gym">>
<<else>>
<<QuestTracker "Quest8" 0>>
<</if>>
<<set $PEClassJake to "Finish">>
<</link>>
<<elseif $PEClassJake is "Continue2" and $PEEffort is "Medium">>
You ease back as the line shuffles forward, making no move to step up. Manny grins, bouncing on his heels, towel shifting at his shoulders.<br>
<br>
He grabs the first rung and swings himself up with a grunt, legs pumping. His hands slap the bars in a quick rhythm, driving fast across the line. The rungs shine slick with sweat but he barely falters, body taut with effort. He lands on the mat with a heavy thud, straightening with a puff of breath.<Br>
<br>
<<if $GymJakeWin lt 1>>
His grin spreads wide, full of swagger, laugh carrying across the line. “That’s two for me, Duncan.” He shouts back, smirk flashing to the girls nearby.<Br>
<br>
The fury spikes white-hot in your chest. Humiliation twists deeper, as the sense of being shown up twice scrapes raw under your skin.<Br>
<<else>>
His grin is sharp, brittle, pitched louder than it needs to be. “Told you I’d beat you, Duncan,” he shouts from across the gym. It’s overcompensating, desperate to cancel the sting of the last round. Even so, the jab still cuts.<Br>
<Br>
Your chest burns hot. The fury rises sharp, not just at being shown up, but at having let him have this victory. Your hands itch for the bars, for the chance to wipe that grin away.<Br>
<</if>>
<br>
You take your run after him. Grip tight, pace steady, hand over hand until you land. Clean, but not fast. Not hungry.<Br>
<Br>
The silence from the boys is notable. They look at you with incredulous fear. Manny is ahead. Jake is behind.<Br>
<br>
The burn in your chest won’t settle. This body hates it. Hates giving ground.<br>
<br>
“Keep it moving!” Beach’s bark cracks across the hall.<Br>
<br>
You fall back with your group, breath still sharp in your chest. You hear more of the boys throw out comments as the girls try the monkey bars, but you don't feel it. Manny lingers at your side and you feel the overwhelming urge to quash his challenge to your throne. You glance at his face and clench your fist. By any means necessary, even.<Br>
<br>
<<if $GymWard is "NulifiedAll" or $GymWard is "NulifiedSelf">>
The thought is enough to set alarm bells ringing inside your brain. You look around, momentarily free from the shackles of your anger, staring at the gym.<Br>
<Br>
But as much as you strain your eyes, you can't see anything unusual. For a moment you think - and almost pray - that the curse is somehow active again. But there's no sign of magic. No embers flowing from the equipment.<br>
<Br>
And as you breathe, you feel your rage stay with you. Whatever you're feeling, it's not due to a curse in the gym.<br>
<<else>>
<<if $PlayerCharacter.magic gte 3>>
The thought is enough to set alarm bells ringing inside your brain. You look around, momentarily free from the shackles of your anger, staring at the gym.<Br>
<br>
Then you see it. Magical embers flow off the gym equipment, drifting into your body as you breathe. You look around the gym and see a similar sight for every activity. It’s not just one thing in the gym that’s cursed, you think. It’s everything.<br>
<Br>
And as you breathe, you feel your rage swell even more. You can't tell how much of the need to put Manny in his place is driven by this body, but you can be sure that the curse is compounding it.<Br>
<<elseif $PlayerCharacter.magic gte 2>>
You hear inside your mind. Why am I thinking like this? You look around, momentarily free from the shackles of your anger, staring at the gym.<Br>
<br>
Then it registers. You can almost see the magic radiating out from the equipment, drifting up your nostrils as you breathe. Whatever is causing you to feel like this, you’re sure that’s part of it.<br>
<<else>>
You instantly feel off, as the thought echoes in your mind. Something is very wrong about this, you know, but whatever it is feels just out of grasp. Like a monkey bar always just out of reach. Whatever it is, you believe it's magic. You hope.<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Finish the lesson" "PEClassJake">>
<<QuestState "Quest5">>
<<if _QuestState is 2>>
<<QuestTracker "Quest8" 0>><<QuestTracker "Quest8" 1>>
<<QuestOptionUnlock "Quest5" 2 "gym">>
<<else>>
<<QuestTracker "Quest8" 0>>
<</if>>
<<set $PEClassJake to "Finish">>
<</link>>
<<elseif $PEClassJake is "Finish">>
A shrill blast of Beach’s whistle cuts through the gym. The class shuffles into place, sweat running, shirts sticking. Boys on one side, girls on the other.<br>
<br>
<<if $GymWard is "NulifiedAll">>
The boys are quiet. Their energy thin and in short supply. Opposite, the girls keep their heads together, whispering. They don’t look across. When one boy lets out a snigger, Michelle snaps her head up. Her glare cuts him silent, his face red as he drops his gaze.<br>
<<else>>
The boys are loud, shoving and jeering, voices carrying rough and sharp. Opposite, the girls stand flushed, catching their breath. Their eyes flick often to the boys. A few toy with their hair. Others fuss with their skirts. Michelle arches her back in a stretch, polo shirt damp against her skin, pushing her chest forward with a coy smile that leaves no doubt she knows the effect.<br>
<</if>>
<Br>
But you hardly give it a second thought. Instead, your attention is on Manny, sitting right beside you.<Br>
<Br>
<<if $GymJakeWin gte 2>>
The heat in your chest is victory, raw and certain. Manny keeps his eyes forward, mouth twitching. Then, with a weak attempt at levity, he mutters, “Guess today wasn’t my day.”<Br>
<Br>
Before you can stop yourself, the answer comes out sharp, dismissive, final. “No. It wasn’t.”<Br>
<Br>
He stiffens. Falls silent. His eyes don’t shift your way again.<Br>
<Br>
Beach’s voice drones on, clipboard snapping, the wrap-up spilling across the gym. You barely hear a word of it. All that holds your focus is the shape of Manny’s shoulders, tight and stiff, refusing to turn your way. The burn of victorious rage hums through every muscle.<Br>
<Br>
<<ActionsHeader>>
<<link "Finish the lesson and go to the locker room to change" "SchoolChangingRoomBoys">>
<<AddFirst "PEClass">>
<<set $PEClassJake to undefined>>
<<TimeChange>>
<<set $current.dirty to true>>
<<EventTrigger "SchoolChangingRoomBoys" "PEClassChangeBoys" null null null null null null true>>
<</link>>
<<elseif $GymJakeWin gte 1>>
The draw gnaws at you, bitter and unsatisfying. Victory in one hand, loss in the other, neither heavy enough to silence the burn inside.<Br>
<Br>
Manny smirks faintly, voice pitched low but smug: “Looks like we’re even, Duncan.”<Br>
<Br>
The words needle. Heat flashes under your skin, the instinct to wipe the look off his face immediate. But you hold it back, jaw tight, fists locked still.<Br>
<Br>
Beach’s voice drones on, clipboard snapping, names and results spilling into the air. You ignore it. Your eyes stay fixed darkly on Manny’s profile, on the grin he won’t quite drop, on the challenge unspoken between you.<Br>
<Br>
<<ActionsHeader>>
<<link "Finish the lesson and go to the locker room to change" "SchoolChangingRoomBoys">>
<<AddFirst "PEClass">>
<<set $PEClassJake to undefined>>
<<TimeChange>>
<<set $current.dirty to true>>
<<EventTrigger "SchoolChangingRoomBoys" "PEClassChangeBoys" null null null null null null true>>
<</link>>
<<else>>
Manny is grinning wide, shoulders square, cocky with his streak. “Two–nil,” he mutters, voice sharp. Then, louder, for the lads nearby. “Jake Duncan’s slipping.” His laugh rings high, too loud, carrying across the line.<Br>
<Br>
The heat slams through you, fury boiling so hard it blurs your vision.<Br>
<Br>
He leans in just enough for you to hear. “Bet Christina’ll love hearing about this.”<Br>
<Br>
The second jab twists like a blade. Your fists clench, every muscle begging to lash out, to put him down. The roar in your chest drowns out Beach’s voice, the clipboard, the whole hall.<Br>
<br>
You teeter on the edge, Jake’s body thrumming with rage, the choice pulling at you harder than breath.<Br>
<Br>
<<ActionsHeader>>
<<link "Give in to the rage" "PEClassJake">><<set $PEClassJake to "GiveIn">><<Feminity -1>><<Greedy 1>><</link>><Br>
<<link "Pull yourself together" "PEClassJake">><<set $PEClassJake to "PullTogether">><</link>>
<</if>>
<<elseif $PEClassJake is "GiveIn">>
Before you even know you’ve moved, your fist slams into Manny’s shoulder. He jolts sideways with a grunt, surprise cracking across his grin.<Br>
<Br>
He twists back at you, eyes wide, ready to shove, but the roar in your chest drives you forward again. Another hit, sharper, this one to his face.<Br>
<Br>
The boys around you erupt, some jeering, some barking laughter. The sound only fuels the fire. Manny shoves back, but you’re already lunging, fists knotted, the instinct to put him down too strong to choke back.<Br>
<Br>
“Enough!”<Br>
<Br>
Beach’s voice snaps like a whip. His arm shoots between you, shoving Manny aside, Beach holding you back.<Br>
<Br>
But he just sneers. “Both of you. Save it for the pitch.” His voice drops, gravel rough. “Get to the lockers, Duncan. Cool off.”<Br>
<Br>
The gym coach looks at you, almost daring you to object. All that can muster through the rage is a grunt.<br>
<Br>
Beside you, Manny covers his eye, wincing in pain.<br>
<Br>
<<ActionsHeader>>
<<link "Finish the lesson and go to the locker room to change" "SchoolChangingRoomBoys">>
<<EventTrigger "SchoolChangingRoomBoys" "PEClassHitManny" null null null null null null true>>
<<AddFirst "PEClass">>
<<set $PEClassJake to undefined>>
<<TimeChange>>
<<set $current.dirty to true>>
<</link>>
<<elseif $PEClassJake is "PullTogether">>
The heat spikes, white-hot, fists clenching, every muscle screaming to lash out. For a moment you’re right on the edge. You can almost feel the crack of knuckles against his face, the snap of his head as you put him down.<Br>
<Br>
But you don’t.<Br>
<Br>
You draw in a breath that scorches your throat, drag the rage back under the surface. Your fists stay knotted at your sides, nails biting into your palms.<Br>
<Br>
Manny watches you, grin stretching wide, emboldened by the silence. He nudges one of the lads nearby, muttering something you don’t catch. A laugh answers him.<Br>
<Br>
The roar in your chest doesn’t fade. It just coils tighter, simmering low and hot, promising it won’t stay contained.<Br>
<Br>
Beach’s whistle cuts sharp through the air, clipboard snapping open. His voice rolls over the class, naming results, praising, scolding. But it’s a blur. You barely hear it.<Br>
<Br>
All you can feel is Manny’s presence beside you, smirking, cocky, alive with victory.<Br>
<Br>
<<ActionsHeader>>
<<link "Finish the lesson and go to the locker room to change" "SchoolChangingRoomBoys">>
<<AddFirst "PEClass">>
<<set $PEClassJake to undefined>>
<<TimeChange>>
<<EventTrigger "SchoolChangingRoomBoys" "PEClassChangeBoys" null null null null null null true>>
<<set $current.dirty to true>>
<</link>>
<</if>><<switch $SchoolGymInvestigation>>
<<case undefined>>
<<if $current.female is true>>
You stand in the centre of the gym, tapping into the pool of magic that you’ve built up inside of you. Forming a ball of energy, you project it out across the gym like a radar. <br>
<br>
You have to shield your eyes as the gymnasium bursts into light. When you look up and your eyes adjust, you freeze in abject horror.<br>
<br>
The gym, as you know it, is virtually gone. Instead you are in a jungle from an alien world. In your nightmares.<br>
<br>
Tentacles of magical energy protrude from almost every piece of equipment, writhing and wriggling as they seemingly hunt for prey. They hang down from the ceiling, swinging freely in an infinite act of searching out a target. The monkey bars and climbing wall are covered in yellow blisters of pus and magic. And all of it glistens with sweat and body odour.<br>
<br>
You crouch to the floor, trying to avoid coming into contact with any of the magic perversions your eyes can’t believe they are seeing.<br>
<br>
<<SpellsCheckSelf "Ward">>
<<if _SpellsCheckSelf is true>>
<<ActionsHeader>>
<<Flag "Act2Started">>
<<if _FlagReturn is true>>
<<QuestState "Quest24">><<QuestOptionCheck "Quest24" 4 "gym">><<QuestOptionCompleteCheck "Quest24" 4 "gym">>
<<if _QuestState is 0 or (_QuestOptionCheck is true and _QuestOptionCompleteCheck is false)>>
<<link "[Spell: Ward] Cast Ward to nullify the spell on the Gym" "SchoolGymInvestigation">>
<<Flag "CounterCurseGestureKnown">>
<<if _FlagReturn is true>>
<<set $SchoolGymInvestigation to "CastWardAct2NullifyAll">>
<<set $GymWard to "NulifiedAll">>
<<QuestOptionComplete "Quest24" 4 "gym">>
<<Quest24NullifyReconcile>>
<<Greedy -1>>
<<else>>
<<set $SchoolGymInvestigation to "CastWardAct2FailNullifyAll">>
<<Greedy -1>>
<<Orientation 1>>
<</if>>
<</link>><br>
<<link "[Spell: Ward] Cast Ward to nullify yourself against the spell on the Gym" "SchoolGymInvestigation">>
<<Flag "CounterCurseGestureKnown">>
<<if _FlagReturn is true>>
<<set $SchoolGymInvestigation to "CastWardAct2NullifyYourself">>
<<set $GymWard to "NulifiedSelf">>
<<QuestOptionComplete "Quest24" 4 "gym">>
<<Quest24NullifyReconcile>>
<<Greedy 1>>
<<else>>
<<set $SchoolGymInvestigation to "CastWardAct2FailNullifyYourself">>
<<Greedy 1>>
<<Orientation 1>>
<</if>>
<</link>>
<<else>>
<<link "Go back to corridor" "SchoolGymEntrance">><</link>>
<</if>>
<<else>>
<<link "[Spell: Ward] Cast Ward to nullify the spell on the Gym" "SchoolGymInvestigation">>
<<set $GymWard to "NulifiedAll">>
<<WardsNullified>>
<<Greedy -1>>
<<QuestTracker "Quest8" "complete">>
<<QuestOptionComplete "Quest5" 2 "gym">>
<<set $SchoolGymInvestigation to "CastWard">>
<</link>><br>
<<link "[Spell: Ward] Cast Ward to nullify yourself against the spell on the Gym" "SchoolGymInvestigation">>
<<QuestTracker "Quest8" "complete">>
<<QuestOptionComplete "Quest5" 2 "gym">>
<<WardsNullified>>
<<Greedy 1>>
<<set $GymWard to "NulifiedSelf">>
<<set $SchoolGymInvestigation to "CastWard">>
<</link>>
<</if>>
<<else>>
<<ActionsHeader>>
<<link "Go back to corridor" "SchoolGymEntrance">><</link>>
<</if>>
<<else>>
You stand in the centre of the gym, trying to tap into the pool of magic that resides within you. But try as you might, not even a flicker of energy can be brought up.<Br>
<br>
Meanwhile, the gym remains unchanged. Only the smells of body odour and sweat affect your senses.<br>
<br>
Wincing, you recall the teachings of the dark arts. You need to be a woman to use them. Which, in this form, you are most certainly not.<Br>
<br>
<<ActionsHeader>>
<<link "Go back to corridor" "SchoolGymEntrance">><</link>>
<</if>>
<<case "CastWard">>
You are thankful to close your eyes, but you feel your hairs stand on end, all too aware of what you can’t see and can barely believe.<br>
<br>
<<if $GymWard is "NulifiedSelf">>
“I curse this object with power beyond its power,” you mutter quickly “Unseen and unheard, it affects all but me.”<br>
<br>
When you open your eyes, a flash of your magical aura rushes out from your body, illuminating the room. The monstrosities in the gym squirm and shake. Inside the blisters liquid bubbles and presses up against the thin membranes. The lurid smell of the gym grows stronger.<br>
<br>
The flash from your aura blinds you. When your eyes adjust, you see the same hellscape, but calmer. Tentacles retract into the equipment as you approach. The blisters on the climbing wall calm as you draw near. <br>
<br>
Within a few moments, the apparitions slowly fade, leaving only the wisps of magic as an indicator that something lurks underneath the still-active curse. <br>
<<else>>
“I curse this object with power beyond its power,” you mutter quickly. “Unseen and unheard, its effects will be felt by none.”<br>
<br>
Opening your eyes, you feel your innate magical energies act like a shining light in the gym. The light floods out from you, washing over the magical abominations. The tentacles wriggle furiously. The blisters on the equipment burst and erupt. Pus and odorous gas fill the air.<br>
<br>
You can’t help but breathe in the toxins, feeling flushed and horny. You want to drop to your knees, strip off your clothes.<br>
<br>
<I>Spread your legs, for all to see?</i><Br>
<br>
And then your own light blinds you. When your sight returns, you are back in the gym as you know it. The magical nightmare has faded.<br>
<</if>>
<<set $CurrentRoom to "SchoolGym">>
<<cheerleaderIntervention>>
<<if $cheerleaderIntActive isnot true>>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolGymEntrance">><<TimeChange>><<set $SchoolGymInvestigation to undefined>><</link>>
<</if>>
<<case "CastWardAct2FailNullifyAll">>
You are thankful to close your eyes, but you feel your hairs stand on end, all too aware of what you can’t see and can barely believe.<br>
<br>
“I cause this object with power beyond its power,” you mutter quickly. “Unseen and unheard, its effects will be felt by none.”<br>
<br>
Suddenly your connection to the equipment is sharply ended. You open your eyes to see the magical abominations still wriggling furiously in the air. You think you see a hazy yellow barrier form over the equipment before you are thrown across the room.<br>
<br>
You land and bounce off the hard floor, clutching your back in pain. Looking up, you see the tentacles still snarling from the ceiling, the blisters still bubbling away with puss and magic.<br>
<br>
In amongst the pain, you sense something else deep within your mind. The crackle of magics, etching away at your braincells. Morphing them into something else.<br>
<br>
Looking around, you breathe in the sweat. Sweat from the boys, fresh from a gym lesson. You grow flushed and horny. You want to drop to your knees, strip off your clothes.<br>
<br>
<i>Spread your legs, for all to see?</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolGymEntrance">>
<<TimeChange>>
<<QuestTracker "Quest24" 1>>
<<set $SchoolGymInvestigation to undefined>>
<</link>>
<<case "CastWardAct2FailNullifyYourself">>
You are thankful to close your eyes, but you feel your hairs stand on end, all too aware of what you can’t see and can barely believe.<br>
<br>
“I cause this object with power beyond its power,” you mutter quickly. “Unseen and unheard, its effects will be felt by all but me.”<br>
<br>
Suddenly your connection to the equipment is sharply ended. You open your eyes to see the magical abominations still wriggling furiously in the air. You think you see a hazy yellow barrier form over the equipment before you are thrown across the room.<br>
<br>
You land and bounce off the hard floor, clutching your back in pain. Looking up, you see the tentacles still snarling from the ceiling, the blisters still bubbling away with puss and magic.<br>
<br>
In amongst the pain, you sense something else deep within your mind. The crackle of magics, etching away at your braincells. Morphing them into something else.<br>
<br>
Looking around, you breathe in the sweat. Sweat from the boys, fresh from a gym lesson. You grow flushed and horny. You want to drop to your knees, strip off your clothes.<br>
<br>
<i>Spread your legs, for all to see?</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolGymEntrance">>
<<TimeChange>>
<<QuestTracker "Quest24" 1>>
<<set $SchoolGymInvestigation to undefined>>
<</link>>
<<case "CastWardAct2NullifyAll">>
You are thankful to close your eyes, but you feel your hairs stand on end, all too aware of what you can’t see and can barely believe.<br>
<br>
This time, you raise your hand and trace the gesture Marjorie taught you, feeling the power flow down your arm as your finger glows bright.<br>
<br>
The counter-curse answers. The hazy yellow barrier blooms over the equipment, ready to throw you back across the room. You press your glowing finger against it and it splinters like sugar glass, cracks spidering out from your touch until the barrier falls away into nothing.<br>
<br>
The curse is bare before you now.<br>
<br>
“I cause this object with power beyond its power,” you mutter quickly. “Unseen and unheard, its effects will be felt by none.”<br>
<br>
Opening your eyes, you feel your innate magical energies act like a shining light in the gym. The light floods out from you, washing over the magical abominations. The tentacles wriggle furiously. The blisters on the equipment burst and erupt. Pus and odorous gas fill the air.<br>
<br>
And then your own light blinds you. When your sight returns, you are back in the gym as you know it. The magical nightmare has faded.<br>
<br>
You steady yourself on your feet. No barrier this time. No throw across the hard floor. Only the smell of sweat in an ordinary gym.<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolGymEntrance">>
<<TimeChange>>
<<set $SchoolGymInvestigation to undefined>>
<</link>>
<<case "CastWardAct2NullifyYourself">>
You are thankful to close your eyes, but you feel your hairs stand on end, all too aware of what you can’t see and can barely believe.<br>
<br>
This time, you raise your hand and trace the gesture Marjorie taught you, feeling the power flow down your arm as your finger glows bright.<br>
<br>
The counter-curse answers. The hazy yellow barrier blooms over the equipment, ready to throw you back across the room. You press your glowing finger against it and it splinters like sugar glass, cracks spidering out from your touch until the barrier falls away into nothing.<br>
<br>
The curse is bare before you now.<br>
<br>
“I cause this object with power beyond its power,” you mutter quickly. “Unseen and unheard, its effects will be felt by all but me.”<br>
<br>
When you open your eyes, a flash of your magical aura rushes out from your body, illuminating the room. The monstrosities in the gym squirm and shake. Tentacles retract into the equipment as you approach. The blisters on the climbing wall calm as you draw near.<br>
<br>
Within a few moments, the apparitions slowly fade, leaving only the wisps of magic as an indicator that something lurks underneath the still-active curse.<br>
<br>
You steady yourself on your feet. No barrier this time. No throw across the hard floor. Whatever still writhes in the equipment, it cannot reach you now.<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolGymEntrance">>
<<TimeChange>>
<<set $SchoolGymInvestigation to undefined>>
<</link>>
<</switch>><<if $SchoolGymRitual is undefined and $SchoolGymRitualPath is "Key">>
First looking around to see if anyone is watching, you step towards the gym entrance and reach to take the key out of your bag. The old key feels cold to your touch.<br>
<br>
You hesitate, just for a moment, as you consider what awaits you inside. The cheerleaders are at practice right now, so you have no doubt you can sneak in undetected. You’ve even considered a good hiding place - behind the mats trolley in a small alcove that stores all the gym equipment.<br>
<br>
But if they are about to perform the ritual, you don’t know what will happen. Whether you are powerful enough to stop it. Whether you can do it undetected. And what will it mean if you fail. Both for Terrence. And Emily. <Br>
<br>
<<ActionsHeader>>
<<link "Continue into the gym" "SchoolGymRitual">><<set $SchoolGymRitual to "Setup">><</link>><bR>
<<link "Decide to wait and return to the school corridor" "SchoolGymEntrance">><<set $SchoolGymRitualPath to undefined>><</link>><bR>
<<elseif $SchoolGymRitual is undefined and $SchoolGymRitualPath is "Door">>
You survey the school, eyes sharp for another entrance. You notice a small alley running down the side of the school walls. Halfway along, you spot it. A heavy, rusted emergency door, cracked open by only a sliver.<Br>
<Br>
Your breath catches, considering what awaits you inside. The cheerleaders are at practice right now, so you have no doubt you can sneak in undetected. You’ve even considered a good hiding place - behind the mats trolley in a small alcove that stores all the gym equipment.<Br>
<Br>
But if they are about to perform the ritual, you don’t know what will happen. Whether you are powerful enough to stop it. Can you go undetected? And what will it mean if you fail.<Br>
<<if $current.female is false>><br>And in this current form, you can’t even cast spells. You wonder if this is really such a good idea.<br><</if>>
<br>
<<ActionsHeader>>
<<link "Continue into the gym" "SchoolGymRitual">><<set $SchoolGymRitual to "Setup">><</link>><bR>
<<link "Decide to wait and return to the school gates" "SchoolGates">><<set $SchoolGymRitualPath to undefined>><</link>><bR>
<<elseif $SchoolGymRitual is undefined and $SchoolGymRitualPath is "Cheerleader">>
You step towards the gym entrance and reach to the handle, but hesitate. Just for a moment, as you consider what awaits you inside. The cheerleaders are at practice right now, but they will perform the ritual after they’ve finished. You wonder whether you are powerful enough to stop it. And what it will mean if you succeed. Both for Terrence. And Emily.<br>
<br>
<<ActionsHeader>>
<<link "Continue into the gym" "SchoolGymRitual">><<set $SchoolGymRitual to "Setup">><</link>><bR>
<<link "Decide to wait and return to the school corridor" "SchoolGymEntrance">><<set $SchoolGymRitualPath to undefined>><</link>><bR>
<<elseif $SchoolGymRitual is "Setup" and $SchoolGymRitualPath is "Cheerleader">>
<b>Charlton School - Gymnasium</b><br>
<img src="./images/School_Gym.png"><br>
<Br>
You walk into the school gymnasium, quickly looking around. For the moment it’s empty. You steady yourself and sit down on a bench. Picturing what will happen to Terrence if this takes place. The smells of the gym concern you, but you take a deep breath. This is right.<Br>
<bR>
<<ActionsHeader>>
<<link "Wait..." "SchoolGymRitual">><<set $SchoolGymRitual to "RitualSetupCheerleader">><<TimeChange>><</link>><bR>
<<elseif $SchoolGymRitual is "Setup">>
<b>Charlton School - Gymnasium</b><br>
<img src="./images/School_Gym.png"><br>
<Br>
You slide into the school gymnasium, quickly looking around. It seems empty. For the moment. You move quickly, ambling over some equipment in the alcove and perching down behind a trolley filled with sweaty mats. Only the hum of distant generators breaks the silence. <bR>
<bR>
For a second you wonder if this is a fool’s errand. After all, the cheerleaders could be planning this any night. If they are planning it at all.<BR>
<br>
But you summon up your resolve, as you picture what will happen to Terrence if this takes place. The smells of the gym concern you, but you steady your nerves. This is right.<Br>
<bR>
<<ActionsHeader>>
<<link "Wait..." "SchoolGymRitual">><<set $SchoolGymRitual to "RitualSetup">><<TimeChange>><</link>><bR>
<<elseif $SchoolGymRitual is "RitualSetupCheerleader">>
Time passes. Through the windows you watch as the evening dusk turns to black moonlight. The sounds of pigeons cooing can be heard through the thin glass. <Br>
<Br>
Then, the gym door bounds open. You jump. Striding in, dressed in full uniform, are the cheerleaders. Christina, Britney, Stacey and Reagan. At the sight of you, Britney grins. “Hey Em!” she beams. In contrast, Reagan glares silently.<Br>
<br>
“Alright ladies,” Christina barks. “We don’t have much time. Start to prep. The charms will compel Terrence to walk in here any minute.”<Br>
<br>
You watch as Britney and Stacey lift a bench over from the side of the gym. “Ow!” Britney squeals, dropping her end as she holds her hand. “I think I broke a nail!”<Br>
<Br>
As the cheerleaders start to prepare, Christina walks over. “Thanks for joining, Emily. It’s an important one. You must be wondering what is going to happen tonight.”<Br>
<br>
When you nod, Christina continues in a low voice. “Sometimes, the charms we use aren’t enough. Some students are just lost. Simple magic just can’t help them. Tonight, we’re going to help one of them. Terrence.”<Br>
<br>
"What's wrong with him?" you ask.<Br>
<br>
“He’s confused,” Christina replies. “Scared. He feels things that he doesn’t understand. Or want. But we’re going to help him.”<Br>
<Br>
You frown. “What exactly does he feel?”<Br>
<Br>
Christina smiles, almost with sympathy. “Girls are made for boys, Emily,” she states. “Terrence is plagued by thoughts that counter that.”<Br>
<br>
Before you can ask further questions, Reagan approaches. She glares at you, but turns to Christina. “He’s approaching. It’s time.”<Br>
<Br>
Christina looks back and you do the same. The others have marked out a pentagram around the bench with chalk. Britney kneels on the edge of it, looking at her chipped nail.<Br>
<br>
“Stacey,” Christina barks. “Go stand in the corridor and look for Terrence. When he comes near, guide him in. Britney, you’ll do the final kiss.”<Br>
<Br>
“Shocking,” Reagan quips. “Britney kissing a boy.”<Br>
<Br>
As Stacey leaves, Reagan silently walks and joins Britney. You look to Christina. She gestures for you to do the same. “Go join the others,” she tells you. “Concentrate on summoning your internal power. When the time comes, you’ll feel the words come naturally. We’ll do the rest.”<Br>
<Br>
Without much choice for now, you take your place at the side of Britney. She flashes you a grin. “Don’t worry, Em. Nothing bad is going to happen. We’ll help you through it.”<Br>
<Br>
You consider your options. You need to interrupt the spell, like it was said in the dream. If it goes wrong during the chant, it can’t be redone. But you feel the power of Christina, Reagan, even Britney. You know that you’d be outmatched… and the ritual would continue without you.<Br>
<Br>
<<ActionsHeader>>
<<link "Wait for the ritual to start" "SchoolGymRitual">><<set $SchoolGymRitual to "RitualCheerleader">><</link>><bR>
<<elseif $SchoolGymRitual is "RitualCheerleader">>
You try to keep yourself calm, Britney and Reagan beside you. Christina standing waiting. Just like in the dream.<br>
<Br>
Minutes later, the gym doors creak open. Stacey walks Terrence in, her gangly frame more than enough to keep him upright. He looks dazed, his steps unsteady. Any other person would assume he was drunk, but you sense the Confusion spell is active.<Br>
<Br>
Stacey sets him down on the bench and completes the squad’s semi-circle, now complete. Terrence’s eyes wandering, unsettled. <Br>
<Br>
“Welcome Terrence,” Christina says, leaning in close to him. “No need to worry. You’re safe now. Stacey found you outside. Have you been drinking?”<Br>
<Br>
“Drinking?” Terrence slurs. <Br>
<br>
“Looks like you last Saturday night, Brit,” Stacey mumbles. Britney scowls at her and elbows her in the stomach. “Ow!” <Br>
<Br>
“Will you shut up!” Chrissie hisses back at them, before turning back to Terrence. “It’s okay. We’ll look after you.”<Br>
<Br>
Britney, Stacey and Reagan start to mumble. A chant. Low and in unison. You feel a swell inside of you. A stirring of energy. Without realizing, you begin to speak words unknown to you. <Br>
<Br>
<I>He called it longing as he tried to pretend, <br>
But these desires must now end.</i><br>
<br>
You look around the gym, suddenly aware of the ticking clock. Your eyes scan for something - anything - that could disrupt this without giving yourself away. But nothing seems to catch your eye. Words continue to spill out from your mouth against your will.<br>
<Br>
Your voice, like the others, becomes louder. You struggle to focus on anything but the spell. A soft amber glow snakes through the chalk lines in the pentagram, pulsing. Tiny faces rise up from the magic, drifting toward Terrence.<Br>
<br>
<I>Burn the doubt that should not grow,<Br>
All that he felt, he’ll never know.</i><br>
<br>
Your eyes dart around the gym. Still trying to find an object that can aid you. As you flinch your head to look, your muscles strain to respond to your movements. Your own body, betraying your mind, focused on muttering the words that you know without knowing them.<br>
<Br>
<I>Mirror bright and voices cheer,<Br>
Make his purpose crystal clear.</i><br>
<Br>
The pentagram glows with magic. The faces within snake around faster, snapping as they drift up. And then, Christina looks to you. “Now, Emily. Stand.” Her fingers drift to the magic, then to Terrence, then back to you. She reaches out and drags you to your feet, whispering: “Seal it with a kiss.“<Br>
<Br>
<I>False confessions now unwind,</i><br>
<br>
Christina drags you forward and your feet don’t deny her. Magical creatures curl up your legs, running down your body. And you step forward again, standing in front of Terrence’s rolling head.<Br>
<Br>
“Do it,” Christina barks.<Br>
<Br>
<I>Let fair girls fill his longing mind.</i><Br>
<br>
You will your body to serve you. This is the moment to stop it. But you know if you do so, Christina will be enraged.<Br>
<br>
<<ActionsHeader>>
<<link "Kiss Terrence" "SchoolGymRitual">><<Greedy 1>><<Orientation 1>><<set $SchoolGymRitual to "CheerleaderKissTerrence">><<Magic 1>><</link>><br>
<<link "Dissipate the magic into the floor" "SchoolGymRitual">><<Greedy -1>><<set $SchoolGymRitual to "CheerleaderDissipate">><</link>><br>
<<elseif $SchoolGymRitual is "CheerleaderKissTerrence">>
You lean your lips in, pressing them to Terrence's. A ripple of magic unfurls from your touch, washing over him in a pulse of heat and light. His eyes flutter shut and you are swept away in the moment, kissing him deeply. <Br>
<br>
The magic envelopes him before settling inside him, momentarily sucking out the sounds from the gym. You feel the magic surge from you, heightening your senses to levels of pleasure that you’ve never felt before. Only when they die down do you pull back. As Terrence’s eyes snap open , you see his shoulders relax and a shy smile tugs at his lips. His eyes stare up at you.<br>
<br>
Christina steps forward, voice crisp. “Alright you two lovebirds, break it up.” <Br>
<br>
You step back, drawing away from him. Terrence watches you go, then blinks and looks around. Confusion visible on his face. He looks to the other cheerleaders, his eyes trying to make sense of it all.<Br>
<br>
Stepping forward towards him, Christina smiles thinly. “You were so lost,” she murmurs. “You came in here so confused. But you’re better now. You'll find things are… easier for you now.”<Br>
<br>
She gives you a triumphant nod. Sensing her intent, you step back, kneeling with the others. Britney flashes you a grin. Reagan looks, stone-faced. <Br>
<Br>
Christina mutters some whispers to Terrence that you don’t understand. He looks to you, blushing. Then stands. “I’ll see you around, Em,” he tells you. There’s a glint of a smile as he says it. Then turns and hurries towards the exit.<Br>
<br>
Britney and Stacey look to each other, then get up and wordlessly shift the bench back and wiping off the chalk from the floor. Reagan looks to you darkly, but turns her attention to scrubbing the chalk off the floor.<Br>
<br>
Walking over, Chrissie smiles widely. “Congratulations, Emily,” she says. “You’ve done something important today. Something that will help. How do you feel?”<Br>
<br>
You can’t even begin to answer her. <Br>
<Br>
“It’s okay,” she continues. “You’ll be tired. For a few days. Take some time to recover. You’ll find that your abilities will be heightened. It’s intoxicating, isn’t it?”<Br>
<br>
You mumble a goodbye, then walk towards the exit. For a moment, your heart is heavy as you consider Terrence. You can only wonder what he’ll be like now. But there is a flutter in your body. Something akin to attraction, but not quite for Terrence. For power. The surge of magic in your body feels… intoxicating.<br>
<br>
<<ActionsHeader>>
<<link "Leave the school" "SchoolGates">><<set $SchoolGymRitual to undefined>>
<<set $SchoolGymRitualPath to undefined>>
<<Quest21Resolution>>
<<QuestTracker "Quest21" "complete">>
<<ChangePersonalityStateNPC "Terrence" "Straight">>
<<ChangeDescriptionNPC "Terrence" "Terrence Handle. Average height with brown hair and brown eyes, he carries himself with relaxed confidence. Head held high, gaze steady, and a warm smile ever ready to spark a playful conversation.">>
<</link>><br>
<<elseif $SchoolGymRitual is "CheerleaderDissipate">>
Gathering every element of willpower you can muster, you hold back your fear. The energy swirls inside you, urging you to complete the ritual. Instead, you step back and channel it into the floor. It strikes the pentagram, sending dust up into a cloud as the pentagram breaks. Magic rushes out of it and spreads across the gym, dissipating into the floor. The monstrous creatures melt away, leaving silence.<br>
<br>
Terrence jolts upright on the bench, confusion clouding his eyes. Before he can gather himself, Christina’s hand snaps forward. “Sleep… and forget.”<Br>
<br>
A pale wave of forget-spell washes over him, and he slumps over on the bench.<Br>
<Br>
“Emily,” Christina hisses, stepping between you and Terrence. “You’ve ruined everything.” <Br>
<Br>
There is silence and blank stares from all except Christina. Even Reagan doesn’t say a word. <Br>
<br>
“What do you think you were doing?” Christina spits, leaning in close to you.<Br>
<Br>
In spite of Christina’s presence, a feeling of righteousness bubbles within you. “This isn’t right,” you say. “This isn’t what we should be doing.”<Br>
<Br>
Christina eyes you with hatred. Her voice is low, viper-quiet. “This is exactly what we should be doing,” she tries to correct you. “Helping him fit in. Round off those rough edges. But you’ve ruined it for him.”<Br>
<Br>
You steady yourself, chest heaving. “This isn’t help. It’s cruelty.”<Br>
<Br>
Christina’s lips curl. She lifts her chin. “Then you’re no longer one of us.” With a sharp gesture, she severs your bond to the squad. “Take him and go. His life will be harder now, thanks to you.”<Br>
<Br>
You hold Chrissie’s look, before stepping around her and over to Terrence. Aware of the eyes of everyone else on you. Gently, you slap his face. <Br>
<br>
He comes to, quickly. Terrence’s eyes flick to yours, dazed and searching. You drop to one knee beside the bench, lifting his arm. “Terrence, it’s me. Emily. Are you all right?”<Br>
<br>
He touches his chest, as if recalling a distant dream. “Emily?” he whispers, voice brittle with disorientation.<Br>
<Br>
You slip your arm around his waist, supporting him. He sways as you guide him off the floor toward the doorway. You glance over your shoulder only once, seeing the other cheerleaders watching you leave with fear on their faces, Christina burning with anger as she stares at you.<br>
<br>
<<ActionsHeader>>
<<link "Take Terrence outside" "SchoolGymRitual">><<set $SchoolGymRitual to "TerrenceOutside">><<CheerLeaderExpel>><<ChangePersonalityStateNPC "Terrence" "Gay">><</link>><br>
<<elseif $SchoolGymRitual is "RitualSetup">>
Time passes. Through the windows you watch as the evening dusk turns to black moonlight. The sounds of pigeons cooing can be heard through the thin glass. <Br>
<bR>
Then, the gym door bounds open. You jump, but quickly scramble back down. Striding in, dressed in full uniform, are the cheerleaders. Christina, Britney, Stacey and Reagan.<Br>
<Br>
“Alright ladies,” Christina barks. “We don’t have much time. Start to prep. The charms will compel Terrence to walk in here any minute.”<Br>
<br>
You watch as Britney and Stacey lift a bench over from the side of the gym. “Ow!” Britney squeals, dropping her end as she holds her hand. “I think I broke a nail!”<Br>
<<if $PlayerCharacter.cheerleader is true>>
<Br>As the two of them pull the bench into place, you see Reagan standing watching them at the side of Christina. She rolls her eyes. “This would be so much easier if your new recruit was here,” she says mockingly. “Where is she? Is tonight book club at the library?”<bR>
<br>
Chrissie turns back to her, shooting her a look. “You don’t push new recruits to do too much, too soon. I’ve seen people baulk at this sort of thing. Remember, I’ve been doing this a lot longer than you.”<bR>
<br>
Reagan snorts. “It’s just not a good look, for you, Chrissie. A good reflection on a bad choice. We need to maintain our standards.”<Br>
<Br>
“Go get the chalk, Reagan.”<br>
<</if>>
<br>
Christina turns away, flicking through an old and weathered notebook. Reagan moves towards a scoreboard on the wall and picks up a packet of chalk. She hands some to Britney and Stacey, who get down on their knees, marking out a pentagram around the bench. <Br>
<br>
“What are you doing?” you hear Christina’s voice bellow out, as she storms over to the pair. <bR>
<br>
They glance at each other, confusion evident. “Marking out the pentagram,” Stacey volunteers.<Br>
<bR>
“And how are you going to complete it with the bench already in the way?”<br>
<Br>
Christina sighs. She glances back to Reagan, yawning off to the side. “Reagan, take Stacey’s place and show Britney how to do it, would you?”<bR>
<Br>
Britney and Stacey share a confused look, as Reagan pushes Stacey to the side. <br>
<Br>
“Alright. Stacey, go stand in the corridor and look for Terrence. When he comes near, guide him in. Britney, you’ll do the final kiss.”<Br>
<Br>
“Shocking,” Reagan quips. “Britney kissing a boy.”<Br>
<Br>
As Reagan and Britney finish off the chalk marking, Stacey leaves. Presumably to get Terrence. You take a breath. It looks like the ritual will occur tonight, after all. Your eyes flicker around the gym, assessing options. There’s a fire alarm on the wall, but even that stopped them they’d start again tomorrow. You recall Skye’s words in the dream. If it goes wrong, it can’t be redone.<Br>
<Br>
You inwardly sigh, as you realise you need to wait until the ritual starts before acting. And what you will do, you still have no idea.<Br>
<Br>
<<ActionsHeader>>
<<link "Wait for the ritual to start" "SchoolGymRitual">><<set $SchoolGymRitual to "Ritual">><</link>><bR>
<<elseif $SchoolGymRitual is "Ritual">>
You try to keep yourself calm, Britney and Reagan kneel down at the edge of the pentagram, Christina standing waiting. Just like in the dream.<br>
<Br>
Minutes later, the gym doors whine as they open. Stacey walks Terrence in, her gangly frame more than enough to keep him upright. He looks dazed, his steps unsteady. Any other person would assume he was drunk, but you sense the Confusion spell is active.<Br>
<br>
Stacey sets him down on the bench and completes the squad’s semi-circle, now complete. Terrence’s eyes wandering, unsettled. <Br>
<br>
“Welcome Terrence,” Christina says, leaning in close to him. “No need to worry. You’re safe now. Stacey found you outside. Have you been drinking?”<Br>
<Br>
“Drinking?” Terrence slurs. <Br>
<Br>
“Looks like you last Saturday night, Brit,” Stacey mumbles. Britney scowls at her and elbows her in the stomach. “Ow!” <Br>
<Br>
“Will you shut up!” Chrissie hisses back at them, before turning back to Terrence. “It’s okay. We’ll look after you.”<Br>
<br>
Britney, Stacey and Reagan start to mumble. A chant. Low and in unison. Terrence gazes up. Christina reaches to him, smoothing down his hair. “Don’t worry, Terrence. It will all be better soon.”<Br>
<Br>
The chant increases, words now clear. Words similar to those you’ve heard before.<Br>
<br>
<i>He called it longing as he tried to pretend,<br>
But these desires must now end.</i><br>
<br>
You look around the gym, suddenly aware of the ticking clock. Your eyes scan for something - anything - that could disrupt this without giving yourself away. But nothing seems to catch your eye. <Br>
<br>
The volume of chanting rises. A soft amber glow snakes through the chalk lines in the pentagram, pulsing. Tiny faces rise up from the magic, drifting toward Terrence.<Br>
<br>
<i>Burn the doubt that should not grow,<br>
All that he felt, he’ll never know.</i><br>
<Br>
Your eyes dart around the gym. Still trying to find an object that can aid you. You could throw a ball at them, but that would expose you. Or push the mat trolley towards them. But they’d see that bulky thing coming. And still see it was you.<Br>
<br>
<i>Mirror bright and voices cheer,<br>
Make his purpose crystal clear.</i><br>
<br>
The pentagram glows with magic. The faces within snake around faster, snapping as they drift up. Christina looks to Britney. “Ready?”<br>
<br>
<i>False confessions now unwind,</i><Br>
<br>
She rises to her feet, magic creatures scuttering across her body. Her face looks disgusted at the sight of them, but she still moves forward. Standing next to Chrissie. Towards Terrence.<bR>
<br>
“Do it,” Christina barks.<Br>
<br>
<i>Let fair girls fill his longing mind.</i><br>
<Br>
<<if $current.female is true>>There’s no other choice. You’re out of options. You either need to use magic to try to stop it, run in and rush Britney, exposing yourself, or let it happen.<Br>
<<else>>There’s no other choice. You’re out of options. You need to run in and rush Britney, exposing yourself, or let it happen.<Br><</if>>
<br>
<<ActionsHeader>>
<<SpellsCheckSelf "SleepForget">><<if $current.female is true and _SpellsCheckSelf is true>><<link "[Spell: Sleep & Forget] Cast Sleep & Forget on Britney" "SchoolGymRitual">><<set $SchoolGymRitual to "SleepForget">><</link>><br><</if>>
<<link "Rush Britney" "SchoolGymRitual">><<set $SchoolGymRitual to "RushBritney">><<Greedy -1>><</link>><br>
<<link "Let it happen" "SchoolGymRitual">><<set $SchoolGymRitual to "LetHappen">><<Greedy 1>><</link>><br>
<<elseif $SchoolGymRitual is "SleepForget">>
“Fall asleep,” you mutter, summoning your internal strength. “And let your memories drift as you slumber.”<Br>
<Br>
The magic rushes out from your fingertips and hits Britney square in the face, just as her lips brush Terrence's. The magic flowing around her body rushes up to stop it, the monstrous faces snarling, but it’s too late. She collapses to the floor, smudging the chalk markings of the pentagram.<Br>
<Br>
The pentagram broken, its magic breaks out of its confines and flows into the floor. The monstrous creatures are swept away with it, crying as they sizzle out of existence.<Br>
<Br>
Terrence jolts upright on the bench, confusion clouding his eyes. Before he can gather himself, Christina’s hand snaps forward. “Sleep… and forget.” A pale wave of the spell washes over him and he slumps over on the bench.<Br>
<Br>
Stacey rushes forward to Britney, checking to see if she’s alright. Christina, however, scans the gym with intensity. “Who did that!” she barks. “Who cast that spell?”<Br>
<Br>
You don’t move. When her eyes rest on the trolley you’re tucked behind, you hold your breath with fear.<Br>
<br>
“What was that?” Reagan says, stepping up beside her, and to your relief she takes away Christina’s attention from your hiding place. <Br>
<Br>
“Someone else,” you hear Christina mutter. She looks back at Reagan, her accusatory eyes resting on her. “You wouldn’t know anything about this, would you?”<Br>
<Br>
Reagan meets Chrissie’s hard look with one of her own. After a long moment, she speaks. "I may not agree with you on some things, but this was too important not to happen.” <Br>
<Br>
Christina nods, considering her words. She looks around the gym, her stare falling on Britney and Stacey. “She okay?”<Br>
<br>
Stacey is checking her friend’s pulse, looking over her head. “She’s asleep. A slight bruise on her temple. I should take her home and get some ice on it.”<Br>
<Br>
“Get her home,” Christina says flatly. “I’ll clean up this mess.” <Br>
<Br>
“What about him?” Reagan asks, nodding to Terrence. <Br>
<br>
Christina stares at him for a long time. She seems lost for words. “I don’t know. Put him outside on the school steps. He’ll wake up… and we’ll have to see who he is now.”<Br>
<br>
Reagan picks Terrence up with her arms, dragging him out the door. Stacey follows, doing the same with Britney. You are reminded of an old war movie, as soldiers drag their friends off the battlefield. Christina begins to clean up, shifting the bench back and wiping off the chalk from the floor. Once done, she walks in silence out of the door. Her eyes again turning to the gym trolley where you hide.<Br>
<br>
<<ActionsHeader>>
<<link "Leave the gym" "SchoolGymRitual">><<set $SchoolGymRitual to "LeaveGym">><<ChangePersonalityStateNPC "Terrence" "Unsure">><</link>><br>
<<elseif $SchoolGymRitual is "LeaveGym">>
<b>Charlton School Gates</b><br>
<img src="./images/School_Gates_night.png"><br>
<br>
Outside, the night air is cool on your skin. You linger at the door, looking for a sign of Christina. When you’re certain she’s gone, you step out and see Terrence lying at the bottom of the steps, asleep. Gently, you slap his face. <Br>
<Br>
<<if $current.avatar is "Emily">>
He comes to, quickly. Terrence’s eyes flick to yours, dazed and searching. You drop to your knees. “Terrence, it’s me. Emily. Are you all right?”<Br>
<Br>
He touches his chest, as if recalling a distant dream. “Emily?” he whispers, voice brittle with disorientation. “What’s happening?” his stammer returning as his senses return.<Br>
<<SetFlag "EmilySavedTerrence">>
<<else>>
He comes to, quickly. Terrence’s eyes flick to yours, dazed and searching. You drop to your knees. “Terrence, it’s me. Are you all right?”<Br>
<br>
He touches his chest, as if recalling a distant dream. “What?” he whispers, voice brittle with disorientation. “What’s happening?” his stammer returning as his senses return.<br>
<</if>>
<br>
“You’re outside school,” you tell him. “I found you passed out. Are you okay?”<Br>
<Br>
His eyes look around, suddenly nervous. “Oh god,” he nervously mutters. “What was I doing? Did anyone see?”<Br>
<Br>
You offer him a sympathetic smile. “Just take it easy,” you tell him. “Calm down a little. You’ve nothing to be worried about, Terrence. Or ashamed of.”<Br>
<Br>
There’s a flash of fear in his face and his eyes dart from side to side, looking for unseen watchers. “Ashamed? Why would I be ashamed? I… just had a panic attack. Happens all the time.”<Br>
<Br>
He pushes himself up to his feet, fatigue cast away by adrenaline. “I should get home,” he says. “Mother will be worried about me.”<Br>
<Br>
“Can you make it okay?” <Br>
<Br>
He nods. Then without another word, darts off into the night. <Br>
<br>
<<ActionsHeader>>
<<link "Return to the school gates" "SchoolGates">><<set $SchoolGymRitual to undefined>><<set $SchoolGymRitualPath to undefined>><<Quest21Resolution>><<QuestTracker "Quest21" "complete">><</link>><br>
<<elseif $SchoolGymRitual is "RushBritney" and $SchoolGymRitualPath is "Necklace">>
You burst forward, heart hammering, just as Britney leans over. You throw your full body weight forward, taking Britney out with a shoulder barge.<br>
<Br>
She crashes to the floor, sending chalk dust up into the air. The pentagram broken, the magic breaks out of its confines and flows into the floor. The monstrous creatures swept away with it.<Br>
<Br>
Terrence jolts upright on the bench, confusion clouding his eyes. Before he can gather himself, Christina’s hand snaps forward. “Sleep… and forget.” A pale wave of forget-spell washes over him, and he slumps over on the bench.<Br>
<br>
The cheerleaders rise to their feet instantly, looking around. Christina spins on the spot, scanning in every direction. They look past you, around you, but never towards you. And they look terrified.<Br>
<Br>
Britney picks herself up off the floor, her eyes wide with fear. She glances around and you see her bottom lip tremble. “Oh my gawd,” she shrieks. “Ghosts!” <Br>
<Br>
Reagan looks at her with a scowl. “There’s no such thing as ghosts,” For once though, Reagan doesn’t roll her eyes.<Br>
<bR>
“How do you know?” Britney says, her volume loud and her pitch high. “We’re witches. And something just knocked me over.” She looks around the room. “Oh please don’t let them be watching when I’m in bed at night.”<Br>
<br>
“Be quiet,” Christina mutters. “I’m thinking. We can still salvage this.”<Br>
<Br>
Reagan smirks. “How?” Christina gives her a look. “Face it, Chrissie. This didn’t work.”<Br>
<Br>
Christina shakes her head, pacing the room. For a moment you think she’s going to walk into you. But true enough, she seems to subconsciously walk around you. And doesn’t think anything of it.<Br>
<Br>
She continues to debate internally. Reagan rolls her eyes and moves over to the other girls. "Brit, Stacey, dump him outside." She flicks her head back to Terrence.<Br>
<Br>
The other girls do as they're told. Stacey and Britney hoist Terrence up, carrying him out. Britney’s eyes ever-darting around the gym, wild with terror. <Br>
<Br>
Reagan stands closer to Christina. You lean in as she begins to mutter. “Oh dear,” she begins. “What do you think happened? Did you get the ritual wrong, after all?”<Br>
<br>
“It was perfect,” Christina says. “I don’t like your tone, Reagan. There’s something else going on, here. Be on your guard.”<Br>
<Br>
There’s a cold smile. “I always am.”<Br>
<Br>
Chrissie and Reagan begin to clean up. Satisfied that you’ve heard everything, you make a swift exit.<Br>
<Br>
<<ActionsHeader>>
<<link "Leave the gym" "SchoolGymRitual">><<set $SchoolGymRitual to "LeaveGymNecklace">><<ChangePersonalityStateNPC "Terrence" "Gay">><</link>><br>
<<elseif $SchoolGymRitual is "RushBritney">>
You burst forward, heart hammering, just as Britney leans over. Christina sees you instantly. Her eyes flare with fury, but it’s too late. You throw your full body weight forward, taking Britney out with a shoulder barge.<Br>
<br>
She crashes to the floor, sending chalk dust up into the air. The pentagram broken, the magic breaks out of its confines and flows into the floor. The monstrous creatures swept away with it.<Br>
<Br>
Terrence jolts upright on the bench, confusion clouding his eyes. Before he can gather himself, Christina’s hand snaps forward. “Sleep… and forget.”<Br>
<br>
A pale wave of forget-spell washes over him, and he slumps over on the bench.<Br>
<Br>
<<if $current.avatar is "Emily" and $PlayerCharacter.cheerleader is true>>
“Emily,” Christina hisses, stepping between you and Terrence. “You’ve ruined everything.” <br>
<br>
As you get up, you look around. There is silence and blank stares from all except Christina. Even Reagan doesn’t say a word. <BR>
<bR>
“What do you think you were doing?” Christina spits, leaning in close to you.<Br>
<Br>
In spite of Christina’s presence, a feeling of righteousness bubbles within you. “This isn’t right,” you say. “This isn’t what we should be doing.”<Br>
<Br>
Christina eyes you with hatred. Her voice is low, viper-quiet. “This is exactly what we should be doing,” she tries to correct you. “Helping him fit in. Round off those rough edges. But you’ve ruined it for him.”<Br>
<br>
You steady yourself, chest heaving. “This isn’t help. It’s cruelty.”<Br>
<Br>
Christina’s lips curl. She lifts her chin. “Then you’re no longer one of us.” With a sharp gesture, she severs your bond to the squad. “Take him and go. His life will be harder now, thanks to you.”<Br><<CheerLeaderExpel>>
<br>
You hold Chrissie’s look, before stepping around her and over to Terrence. Aware of the eyes of everyone else on you. Gently, you slap his face. <Br>
<br>
He comes to, quickly. Terrence’s eyes flick to yours, dazed and searching. You drop to one knee beside the bench, lifting his arm. “Terrence, it’s me. Emily. Are you all right?”<Br>
<br>
He touches his chest, as if recalling a distant dream. “Emily?” he whispers, voice brittle with disorientation.<Br>
<Br>
You slip your arm around his waist, supporting him. He sways as you guide him off the floor toward the doorway. You glance over your shoulder only once, seeing the other cheerleaders watching you leave with fear on their faces, Christina burning with anger as she stares at you.<Br>
<br>
<<ActionsHeader>>
<<link "Take Terrence outside" "SchoolGymRitual">><<set $SchoolGymRitual to "TerrenceOutside">><<ChangePersonalityStateNPC "Terrence" "Gay">><</link>><br>
<<elseif $current.avatar is "Emily">>
“You!” Christina hisses, stepping between you and Terrence. “You’ve ruined everything.” <br>
<br>
As you get up, you look around. There is silence and blank stares from all except Christina. Even Reagan doesn’t say a word. <Br>
<br>
“What do you think you were doing?” Christina spits, leaning in close to you.<br>
<Br>
In spite of Christina’s presence, a feeling of righteousness bubbles within you. “Stopping whatever you were doing,” you say. “This isn’t right.”<br>
<Br>
Christina eyes you with hatred. Her voice is low, viper-quiet. “What do you know about what we were doing?”<br>
<Br>
You steady yourself, chest heaving. “More than you know.”<Br>
<Br>
As if to illustrate, you summon a slight flicker of magic within you. A tiny amount. But it’s enough for Christina to feel it. The anger in her eyes dulls, ever-so-slightly. Then replaced with fear.<br>
<Br>
You feel magic suddenly surging in her and quickly you begin to draw on your own to counter her. To your side alarm bells ring as the other cheerleaders summon their own power. Magic crackles. A ball of energy appears in Chrissie’s hands. Your skin glows from your defensive charm.<br>
<Br>
Christina snarls. And suddenly, it all ceases. It takes a second for you to realise she’s let her magic temper. Another second passes and you do the same. Two more, and the cheerleaders quell their own energy.<br>
<Br>
Christina’s lips curl. “No,” she murmurs. “Not here. Mr. Stitch can deal with you.” She throws her hand towards Terrence. “Take him and go. His life will be harder now, thanks to you.”<Br>
<br>
You hold Chrissie’s look, before stepping around her and over to Terrence. Aware of the eyes of everyone else on you. Gently, you slap his face. <Br>
<br>
He comes to, quickly. Terrence’s eyes flick to yours, dazed and searching. You drop to one knee beside the bench, lifting his arm. “Terrence, it’s me. Emily. Are you all right?”<Br>
<br>
He touches his chest, as if recalling a distant dream. “Emily?” he whispers, voice brittle with disorientation.<Br>
<Br>
You slip your arm around his waist, supporting him. He sways as you guide him off the floor toward the doorway. You glance over your shoulder only once, seeing the other cheerleaders watching you leave with fear on their faces, Christina burning with anger as she stares at you.<Br>
<br>
<<ActionsHeader>>
<<link "Take Terrence outside" "SchoolGymRitual">><<set $SchoolGymRitual to "TerrenceOutside">><<ChangePersonalityStateNPC "Terrence" "Gay">><</link>><br>
<<else>>
Then, out of the corner of your eye, you see Reagan looking at you, beginning to do the same -<Br>
<<SpellBattle "Reagan">>
<<if _SpellBattleWon is true and $current.female is true>>
<br>
You feel the energy surging in Reagan and quickly summon your own to defend. A spray of yellow energy launches out from her hands, but your defensive counter acts like a shield and bounces off, dissipating into the air.<Br>
<Br>
The magical senses you’ve grown attuned to tingle instantly, with the sense that everyone except Terrence around you is summoning magic. <br>
<br>
You’re hit from both sides with a bursts of energy, unable to summon the power to fend off the attacks. Darkness consumes your eyes and you feel yourself slumping over - <Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Black out" "SchoolGymRitual">><<set $SchoolGymRitual to "BlackOut">><<ChangePersonalityStateNPC "Terrence" "Gay">><</link>>
<</if>>
<<elseif $SchoolGymRitual is "LeaveGymNecklace">>
Outside, the night air is cool on your skin. You linger at the door, looking for a sign of Stacey or Britney. When you’re certain they’re gone, you step out and see Terrence lying at the bottom of the steps, asleep. Gently, you slap his face. <Br>
<Br>
He comes to, quickly. Terrence’s eyes flick to yours, dazed and searching. You drop to your knees. “Terrence, it’s me. Are you all right?”<Br>
<Br>
He touches his chest, as if recalling a distant dream. “What?” he whispers, voice brittle with disorientation. “What’s happening?” his stammer returning as his senses return.<Br>
<Br>
“You’re outside school,” you tell him. “I found you passed out. Are you okay?”<Br>
<Br>
His eyes look around, suddenly nervous. “Oh god,” he nervously mutters. “What was I doing? Did anyone see?”<Br>
<Br>
You offer him a sympathetic smile. “Just take it easy,” you tell him. “Calm down a little. You’ve nothing to be worried about, Terrence. Or ashamed of.”<Br>
<Br>
There’s a flash of recognition on his face. Just for a second, but it’s enough to give you a little warmth. <Br>
<Br>
“I should get home,” he says. “Mother will be worried about me.”<Br>
<Br>
“Can you make it okay?” <Br>
<Br>
He nods. “It’s not the first time.”<Br>
<Br>
Terrence draws himself out of leaning on you. His eyes returning to constantly surveying for trouble. He throws you an awkward smile, then goes to leave. Two quick steps away from you though and he stops. "Thank you," he says, before skipping into the night.<Br>
<br>
<<ActionsHeader>>
<<link "Return to the school gates" "SchoolGates">><<set $SchoolGymRitual to undefined>><<set $SchoolGymRitualPath to undefined>><<Quest21Resolution>><<QuestTracker "Quest21" "complete">><</link>><br>
<<elseif $SchoolGymRitual is "BlackOut">>
<<if $current.female is false>>
You come to with a gasp, bolting upright. You’re slumped against the wrought-iron school gates, head pounding as though a drum is beating inside your skull. Looking down at yourself, you see your shirt is missing. You run trembling hands over your bare torso. You’re… you.<Br>
<br>
Memory is a hollow ache. You only know one truth: you had to stop Terrence… from something unspeakable. How you wound up here is a question with no answer.<Br>
<Br>
Then you notice a shadow cast over you. You look up at a familiar face. Clive from the repair shop looms over you, concern creasing his brow. “You all right?” he asks, voice low. “Early start at the Red Room?”<Br>
<br>
Your brow furrows. “Red Room?”<Br>
<br>
He grins, stepping back. “Looks like you’ve had a heavy session,” he says. “Who put you up to getting that tattoo - that’s a harsh prank for a man who’s had a few too many.”<Br>
<<else>>
You come to with a gasp, bolting upright. You’re slumped against the wrought-iron school gates, head pounding as though a drum is beating inside your skull. Looking down at yourself, you see your shirt is missing, bra exposed to the night chill. You run trembling hands over your torso. You’re… you.<br>
<Br>
Memory is a hollow ache. You only know one truth: you had to stop Terrence… from something unspeakable. How you wound up here is a question with no answer.<Br>
<Br>
Then you notice a shadow cast over you. You look up at a familiar face. Clive from the repair shop looms over you, concern creasing his brow. “You all right?” he asks, his eyes glancing at your bra. “Someone show you the delights of the Red Room?”<Br>
<br>
Your brow furrows. “Red Room?”<Br>
<Br>
He grimaces, stepping back. “Looks like you’ve had a heavy session,” he says. “Who put you up to getting that tattoo - that’s a harsh prank for a girl who’s had a few too many.”<Br>
<</if>>
<br>
Confusion flutters through you, but Clive nods toward your lower back. You twist unsteadily and stare, but can’t see a thing. “Here”, he says, taking out his phone and taking a snap. He turns it to show you. A fresh, pink heart tattooed on your lower back. A tramp stamp, bright and throbbing.<Br>
<Br>
You press a trembling hand to the mark. It burns like a fresh bruise, but is warm too. A low hum of magic throbs entwined with the pain. You aren’t sure what it is, but you know it’s not just a tattoo.<Br>
<br>
Clive shows you and deletes the photo, then offers you his jacket. “Get home,” he says. “And stay off the specials at the Red Room. Might give you a good time, but the hangover’s just not worth it.”<Br>
<br>
He nods politely to you, then walks on his way.<Br>
<br>
<<ActionsHeader>>
<<link "Return to the school gates" "SchoolGates">>
<<set $SchoolGymRitual to undefined>>
<<ChangePersonalityStateNPC "Terrence" "Gay">>
<<set $SchoolGymRitualPath to undefined>>
<<Quest21Resolution>>
<<QuestTracker "Quest21" "complete">>
<<TattooGained "Heart">>
<</link>><br>
<<elseif $SchoolGymRitual is "TerrenceOutside">>
<b>Charlton School Gates</b><br>
<img src="./images/School_Gates_night.png"><br>
<br>
Outside, the night air is cool on your skin. You help Terrence down the steps. He leans on you, bewildered and confused.<Br>
<br>
“What’s happening?” his stammer returning as his senses return.<Br>
<Br>
“I found you in the school,” you lie. “You passed out. Maybe a panic attack?”<Br>
<Br>
He looks at you, curiously. Then nods repeatedly. “I get those,” he says quickly. “Happens a lot.”<Br>
<Br>
You offer him a sympathetic smile. “Just take it easy,” you tell him. “Calm down a little. You’ve nothing to be worried about, Terrence. Or ashamed, for that matter.”<br>
<Br>
There’s a flash of recognition on his face. Just for a second, but it’s enough to give you a little warmth. <Br>
<Br>
“I should get home,” he says. “Mother will be worried about me.”<bR>
<br>
“Can you make it okay?” <Br>
<Br>
He nods. “It’s not the first time.”<Br>
<br>
Terrence draws himself out of leaning on you. His eyes returning to constantly surveying for trouble. He throws you an awkward smile, then goes to leave. Two quick steps away from you though and he stops. “Thanks Emily,” he says, before skipping into the night.<br>
<br>
<<if $current.avatar is "Emily">><<SetFlag "EmilySavedTerrence">><</if>>
<<ActionsHeader>>
<<link "Return to the school gates" "SchoolGates">><<set $SchoolGymRitual to undefined>><<set $SchoolGymRitualPath to undefined>><<Quest21Resolution>><<QuestTracker "Quest21" "complete">><</link>><br>
<<elseif $SchoolGymRitual is "LetHappen">>
You stand frozen as Britney leans in and presses her lips to Terrence’s. A ripple of magic unfurls from her touch, washing over him in a pulse of heat and light. His eyes flutter shut, as Britney kisses him deeply.<bR>
<Br>
The magic envelopes him before settling inside him, momentarily sucking out the sounds from the gym. A moment passes, then Britney pulls back, smiling at Terrence. As his eyes open, you see his shoulders relax and a shy smile tugs at his lips. His eyes stare up at Britney.<Br>
<Br>
She grins and leans in, kissing him again. This time, he returns her kiss with bashful eagerness. <Br>
<Br>
Christina steps forward, voice crisp. “Alright you two lovebirds, break it up.” Britney steps back, drawing away from him, flashing Christina a pout.<Br>
<Br>
Terrence watches her go, then blinks and looks around. Confusion visible on his face. He looks to the cheerleaders, his eyes trying to make sense of it all.<Br>
<Br>
Stepping forward towards him, Christina smiles thinly. “You were so lost,” she murmurs. “You came in here so confused. But you’re better now. You'll find things are… easier for you now.”<Br>
<Br>
She gives Britney a triumphant nod, and Britney grins back before slipping back to the squad.<Br>
<br>
Terrence’s eyes follow Britney as she goes. Blushing. She glances back at him, grinning. “Maybe I’ll see you around, Terrence. You can buy me a coffee sometime?” His blush deepens, and he nods before turning and hurrying towards the exit.<Br>
<Br>
The cheerleaders look at each other, then move as one, shifting the bench back and wiping off the chalk from the floor. Once done, their whispered laughter drifts on the air as they file out, leaving the gym without seeing you.<Br>
<br>
Watching the empty door, your heart is heavy as you consider Terrence. You can only wonder what he’ll be like now.<Br>
<br>
<<ActionsHeader>>
<<link "Leave the school" "SchoolGates">>
<<set $SchoolGymRitual to undefined>>
<<set $SchoolGymRitualPath to undefined>>
<<QuestTracker "Quest21" "complete">>
<<Quest21Resolution>>
<<ChangePersonalityStateNPC "Terrence" "Straight">>
<<ChangeDescriptionNPC "Terrence" "Terrence Handle. Average height with brown hair and brown eyes, he carries himself with relaxed confidence. Head held high, gaze steady, and a warm smile ever ready to spark a playful conversation.">>
<</link>><br>
<</if>><b>Charlton School - Beach’s Office</b><br>
<img src="./images/School_Gym_Beach_Office.png"><br>
<br>
A cramped, low-ceilinged office, filled with old sports gear and faded Charlton memorabilia. A worn leather chair sits behind a scuffed desk with no other seating, the only light filtering through a grimy window high on the wall.<br>
<<if $NPCPresent.includes("Beach")>><br>Coach Beach sits in his old leather chair behind his desk, looking at you cautiously. He taps the desk with his hand. “No spare seats, I’m afraid. Jump up here though, Phillips. No need to stand.”<br><</if>>
<br>
<<ActionsHeader>>
<<if $NPCPresent.includes("Beach")>><<link "Talk to Beach" "SchoolGymBeachOfficeBeachDialogue0">><<StartConversation "Beach" "SchoolGymBeachOffice">><</link>><br><</if>>
<<link "Go to the changing room" "SchoolChangingRoom">>
<<set $PEClassDialogue to undefined>>
<<TimeChange>>
<<EventTrigger "SchoolChangingRoom" "PEClassShower" null null "Emily" null null null true>>
<</link>><<if $BeachDialogue is undefined>>
You look to the desk, sensing Beach’s expectation. You sit on the edge, feeling your gym skirt creep up. Beach’s eyes flick casually to your exposed thighs, a small smile forming.<br>
<Br>
“What can I do for you then, Phillips?” he asks.<Br>
<<QuestState "Quest23">><<if _QuestState is 0>><<Quest23AmuletObservation "Beach">><</if>>
<<else>>
You continue to sit up the desk, seeing Beach’s eyes drift back down to your legs.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<QuestOptionCheck "Quest22" 0 "country_club" "gte">><<QuestState "Quest22">><<DialogueSpoken "Beach" "Tandi">>
<<if _QuestOptionCheck is true and _QuestState gte 0 and _Discussed is false>><<link "Ask him about Tandi" "BeachDialogue">><<set $BeachDialogue to "Tandi">><<DialogueDone "Beach" "Tandi">><</link>><br><</if>>
<<QuestOptionCheck "Quest22" 0 "country_club" "gte">><<QuestState "Quest22">><<set _Q22ClubKnown to (_QuestOptionCheck is true and _QuestState gte 0)>><<QuestOptionCheck "Quest23" 0 "beach">><<QuestOptionCompleteCheck "Quest23" 0 "beach">><<DialogueSpoken "Heather" "BeachAmulet">><<set _Q23BeachHunt to (_QuestOptionCheck is true and _QuestOptionCompleteCheck is false and _Discussed is true)>><<DialogueSpoken "Beach" "SwimmingLessons">>
<<if (_Q22ClubKnown is true or _Q23BeachHunt is true) and _Discussed is false>><<link "Ask him about swimming lessons" "BeachDialogue">><<set $BeachDialogue to "SwimmingLessons">><</link>><br><</if>>
<<QuestOptionCheck "Quest23" 3 "nurse_program" "gte">><<DialogueSpoken "Beach" "NurseProgramGraduate">><<QuestStatus "Quest36">>
<<if _QuestOptionCheck is true and _QuestStatus is "unknown" and $current.avatar isnot "Charli" and _Discussed is false>><<link "Ask about recent graduates who entered the nurse’s program" "BeachDialogue">><<set $BeachDialogue to "NurseProgramGraduate">><</link>><br><</if>>
<<link "Say goodbye to Beach and hop down off the desk" $ConversationExit>><<EndConversation "Beach">><</link>><<PEDancingPartner>>
<<switch $PESpecialLesson>>
<<case "Partner">>
<<if _partner is "Jake">>
You turn to see the broad-shouldered body of Jake shoulder-barge his way through the crowd, as if he's on the football field. He comes to a halt inches before you, flashing his teeth as he looks down at you. Behind him, another boy who you don't recognise tries to step around him. With a swift swot, he knocks him back.<br>
<br>
A few of the girls nearby whisper and you catch a few arched eyebrows directed your way. But Jake continues to look down, his grin predatory and his lip twitching. "I'll give you a good spin, nerd."<br>
<<elseif _partner is "Terrence">>
You turn to see Terrence swaggering through the crowds, his eyes locking with yours. He attempts to flash you a cocky smile. "M'lady," he says in a lowered voice. "Would you care for a dance?"<br>
<br>
A few of the girls nearby whisper and you catch a few arched eyebrows directed your way. But Terrence continues to look at you, smirking. "Don't worry, Em. I'll take good care of you."<br>
<<elseif _partner is "Logain">>
You turn to see a tall and lean figure backing towards you, knocking you with a gentle bump. They turn at contact and you sigh as you see the face of Logain looking down at you.<br>
<br>
"Oh," he says, matching your sigh with sarcasm. "And mother always warned me that wishes never came true."<br>
<br>
A creeping smirk spreads up on his face as you feel the crowd behind him push him further towards you. You look up at him, his shoulder close to your forehead, his blue eyes staring down at you.<br>
<<elseif _partner is "Dennis">>
You turn to see a boy nearby that you don't recognise. Taking a breath, you ready yourself as he meets your eyes.<br>
<br>
And then, turns stepping away. Looking for another girl to partner with.<br>
<br>
You watch him go, feeling a sense of rejection pervading your body. You know you shouldn't care about getting chosen for a silly PE lesson, but as you see girls smile when they are picked, the sense of abandonment spreads in spite of your mind trying to dismiss it.<br>
<br>
Suddenly there's a silence around the room. Couples look upon you, almost forming an aisle of bodies, leading down to the only boy without a partner.<br>
<br>
Dennis.<br>
<br>
There are giggles from either side as Dennis walks towards you. He gives you a small smile. "Hi Em," he says quietly.<br>
<<elseif _partner is "Brendan">>
<<NPCKnownCheck "Brendan">>
<<if _NPCKnownCheck is true>>
A broad-shouldered boy shoulder-barges his way through the crowd with an easy grin. You recognise him as he towers over everyone else. Brendan.<br>
<br>
"Guess we're partners," he says, smiling warmly.<br>
<br>
He places his free hand on your hip without hesitation, firm but not aggressive. He looks past you briefly, scanning the room for his girlfriend, before turning his attention back to you with a shrug.<br>
<<else>>
A broad-shouldered boy you don't recognise shoulder-barges his way through the crowd with an easy grin. He comes to a halt in front of you, looking down with a casual confidence.<br>
<br>
"Guess we're partners," he says, holding out his hand. "Brendan. You're Emily, right? Chantelle's mentioned you."<br>
<</if>>
<</if>>
<br>
"Looks like we've got an even number. Shame," Beach says, catching your eye. "No lucky girl will have the pleasure of dancing with me."<br>
<br>
He walks back to the gramophone, lifting the needle with a scratch. "Alright boys. This isn't a country dance. Take your partner by the hand and move to a space."<br>
<br>
<<ActionsHeader>>
<<link "Begin to dance" "PEAct2SpecialLesson">><<set $PESpecialLesson to "Dance">><<if _partner is "Brendan">><<NPCKnown "Brendan">><</if>><</link>>
<<case "Dance">>
<<if _partner is "Jake">>
Jake takes you firmly by the hand and leads you to the centre of the gymnasium, smirking as he pulls you close and wedges his hand above your hips. You feel his fingers reach towards, tucking in to grasp the top of your bum. You look around the room, seeing eyes lingering on you, in the middle of all the other couples scattered around the gym floor.<br>
<<elseif _partner is "Terrence">>
Terrence takes you by the hand and leads you to a space in-between other couples, giving you a grin as he steps in close and places his free hand on your hip. You look around the room, watching other couples do the same.<br>
<br>
<I>Couples?</I><br>
<<elseif _partner is "Logain">>
Logain takes you by the hand and leads you to a space in-between other couples, smirking as he looks down to meet your eye. Your head barely brushes the top of his shoulder. You feel his hand lightly press against your hip. "Living up to the Disney daydream, squirt?"<br>
<br>
"Does that make you the beast, Logain?" you murmur back.<br>
<<elseif _partner is "Dennis">>
Dennis walks beside you, holding one of your fingers with his hand, doing everything not to meet your eye. He steps into a space near the wall, turning to face you and holding his free hand just above your hip without touching it. He doesn't meet your gaze, keeping his stare down at the scuffed gym floor.<br>
<<elseif _partner is "Brendan">>
Brendan takes you by the hand and leads you to a space between other couples, smiling as he meets your eye. Your head barely brushes the top of his shoulder. He places his free hand on your hip without hesitation, firm but not aggressive. He looks past you briefly, scanning the room for his girlfriend, before turning his attention back to you.<br>
<</if>>
<br>
"Alright kids," you hear Beach bellow. "This isn't what you do at the town socials. Lads will lead. Ladies, follow. Just step to the beat. One. Two. Three."<br>
<br>
He drops the needle, and the waltz begins again. You look back to your partner, listening to the music flooding through the gymnasium.<br>
<br>
<<if _partner is "Jake">>
Jake steps forward into you, forcing you to stumble backwards as you match his thrusts. Only his firm grip keeps you upright. You feel like you are being thrown around the gymnasium, spun around just by his grip, your attention dominated by trying not to crumple to your knees.<br>
<br>
Yet in spite of Jake's rough movements, you both find yourself matching the gentle rhythm of the music. Jake steps you through its beat, each movement aligned with the beginning of another note. Your mind begins to wander, idly looking back up at Jake as if you were matching the role of a doting partner.<br>
<br>
<I>Is it magic... or just desire?</i><br>
<br>
Jake smirks as he looks back down at you. As he takes another step, his hand on your hip descends. Then another step. Another flinch. And another. His hand now gripping your arse, pulling your skirt up as he clenches through the material.<br>
<<elseif _partner is "Terrence">>
Terrence steps forward, forcing you to stumble backwards as you match his movements. His hand on your hip holds you steady, guiding you through light steps around the gymnasium. He grins as he catches your eye, dipping your hand with his own into an exaggerated gesture that catches you off guard. He almost slips as you steady yourself from tumbling over, but continues to use his grip on your hips to dip and twist your body more than the dance calls for.<br>
<br>
Yet in spite of Terrence's dramatic movements, you both find yourself matching the gentle rhythm of the music. Terrence steps you through its beat, each movement aligned with the beginning of another note. Your mind begins to wander, idly looking back at Terrence as if you were matching the role of a doting partner.<br>
<br>
<I>Is it magic... or just desire?</i><br>
<br>
Terrence grins as he takes another step, this time pushing up against you closely and arching you backward. You are forced to bend your knee, feeling your head dip back towards the floor. But Terrence overextends himself and almost falls over you, only keeping you on your feet by jerking you back.<br>
<<elseif _partner is "Logain">>
Logain steps forward, forcing you backwards to match his movements. His hand on your hip holds you steady, guiding you through light steps around the gymnasium. He moves confidently, almost nonchalantly, as if he's done this a hundred times before. He smirks as he looks down at you, raising an eyebrow. "At least this beast knows how to dance, squirt."<br>
<br>
You settle into Logain's movements, finding yourself matching the gentle rhythm of the music. Logain steps you through its beat, each movement aligned with the beginning of another note. Your mind begins to wander, idly looking back at Logain as if you were matching the stance of a doting partner.<br>
<br>
<I>Is it magic... or just desire?</i><br>
<br>
Logain grins as he takes another step, his hand on your hip gripping firmly and pulling you up against his chest. Your cheek rests against it and you hear his heartbeat. Slowly you arch your neck, looking up at his face. He glances back down at you, paying your eyes more attention than to where he's moving.<br>
<<elseif _partner is "Dennis">>
Dennis steps forward but barely moves. When you step back, you find that he has to keep up with you. His hand above your hip doesn't touch your body, a token gesture that doesn't even attempt to guide you around the gymnasium. He doesn't meet your eyes, staring at his feet, trying to match yours as you are forced to lead him around the floor.<br>
<br>
You settle into the movements, finding yourself matching the gentle rhythm of the music. You move through its beat, each movement aligned with the beginning of another note. Your mind begins to wander, idly looking back at Dennis as if you were matching the role of a doting partner.<br>
<br>
<I>Is it magic... or just desire?</i><br>
<br>
Dennis winces as he takes another step, his hand just brushing your hip as you feel it tremble. It shoots back at the touch and his cheeks burn red. His body seizes up, making your efforts to lead him all the harder.<br>
<<elseif _partner is "Brendan">>
You settle into the movements, finding yourself matching the gentle rhythm of the music. Brendan moves with the easy confidence of an athlete, his feet finding the beat naturally. He's not graceful, but he's steady, guiding you through the steps with the assurance of someone who doesn't overthink things.<br>
<br>
His hand rests on your hip with casual familiarity, as if it were a football he was palming. You catch him glancing over your shoulder, probably looking for Chantelle. As he steps you through its beat, your mind begins to wander, idly looking back at Brendan as if you were matching the role of a doting partner.<br>
<br>
<I>Is it magic... or just desire?</i><br>
<br>
Brendan smiles as he looks back down at you. As he takes another step, his hand light on your hip. Then another step.<br>
<</if>>
<br>
"One, two, three. One, two, three," you hear Beach repeat as he walks in-between the couples. "Straighten that posture up there, Chester. You're not slumped on your sofa playing Super Mario."<br>
<br>
You see Beach linger at your side out of the corner of your eye. He watches you carefully.<br>
<br>
<<if _partner is "Jake">>
"Ease off on the groping, Duncan," he murmurs, voice low. "Get your hand back up to her hip and drive her forward through it."<br>
<br>
In spite of the instruction, however, Jake's hand continues to drift downwards, fingers now digging into the curve of your butt cheek.<br>
<<elseif _partner is "Terrence">>
"Enough of the flourishes, Handle," he murmurs, voice low. "You're not Torvill and Dean. Keep to the basics and get your footing right."<br>
<br>
In spite of the instruction, however, Terrence continues to twist you as he moves, stumbling as he tries to dip your body and turn your waist.<br>
<<elseif _partner is "Logain">>
"Watch where you're going, Thompson," he murmurs, voice low. "You can get lost in her eyes on your own time."<br>
<br>
In spite of the instruction, however, Logain continues to stare down at you. You feel his feet stumbling.<br>
<<elseif _partner is "Dennis">>
"Loosen up and take the lead, Mannet," he murmurs, voice low. "Unless you want to swap those shorts for Phillips' skirt."<br>
<br>
In spite of the instruction, however, Dennis continues to let you guide him around the gym. You feel sweat between your clasped hands.<br>
<<elseif _partner is "Brendan">>
"Good stance there, Glove," he murmurs, voice low. "But keep that hand firm. Just pretend she's Chantelle."<br>
<br>
He nods to the teacher, but when he turns to you he's wearing an embarrassed expression. Nevertheless, you feel him grip your hip more firmly. A fleeting thought about Chantelle appears in your mind. You have to bury it before it captures your attention.<br>
<</if>>
<br>
All the while, the music surrounds you as it lingers in the air. It sounds thick like syrup, present like fog. As you hear its soft tones, you consider what would be easier. Maybe just to let him continue. After all, that is your role in this pairing. A role for a woman.<br>
<br>
But if you want to win a badge for the Miss Charlton contest, you need to make sure that you're performing to your best. In this scenario, that's both of you.<br>
<br>
<<ActionsHeader>>
<<StatCheckAssertive "gt" 55>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to instruct your partner">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "PEAct2SpecialLesson">><<set $PESpecialLesson to "Continue">><<set $TempAssertiveDancing to true>><</link>><br>
<<else>>
<<link _StatAssertiveProbability "PEAct2SpecialLesson">><<set $PESpecialLesson to "Continue">><<set $TempAssertiveMinusDancing to true>><<Assertive 1>><</link>><br>
<</if>>
<<link "Let him continue" "PEAct2SpecialLesson">><<set $PESpecialLesson to "Continue">><<set $TempAssertiveMinusDancing to true>><<Assertive -1>><<PESpecialLessonConform>><</link>><br>
<<link "Step on his toes" "PEAct2SpecialLesson">><<set $PESpecialLesson to "Continue">><<set $TempAssertiveDancing to true>><<Assertive 1>><<PESpecialLessonRebel>><</link>>
<<case "Continue">>
As you continue to move around the ballroom, you find your mind calmed by the monotonous movement and the music. Your eyes glance over to the gramophone, stretching out with your senses. You almost see speckles of yellow-amber dust being pumped out of its horn into the air, but the spins of the dance make it hard to concentrate.<br>
<br>
Looking back at your partner, you try to fight against your cloudy mind. There's nothing sinister about this, is there? After all, girls have been led around ballrooms for centuries. It doesn't mean anything. Just part of the dance style. Led around by big, strong, assertive men, guiding them where to go. Their firm hands and steel grips hard against their feminine bodies...<br>
<br>
Beach's voice breaks the intrusive thoughts and for once you're thankful.<br>
<br>
"Looking good, ladies," he bellows. "But there's more to dancing than just stepping in time. Got to have a bit of chemistry with your man, if you're going to impress the Miss Charlton judges. So go ahead. Give him a bit of appreciation and stare into those eyes."<br>
<br>
<<if _partner is "Jake">>
Jake's hand suddenly pulls back and clamps around your head, forcing you to look at him. He grins darkly, still leading you around the gym floor, but locking you to face him in an iron grip.<br>
<<elseif _partner is "Terrence">>
Terrence looks back to you, giving you a smile and a raised eyebrow. He continues to move, but his face stays facing yours, waiting.<br>
<<elseif _partner is "Logain">>
Logain looks down at you, meeting your eyes as he continues to move. You stare back up at him as he regards you, his smile gone.<br>
<<elseif _partner is "Dennis">>
Dennis glances up at you, trying to avoid your eyes as he moves. He looks to the floor, looks to the side, looks everywhere apart from at you.<br>
<<elseif _partner is "Brendan">>
Brendan looks down at you with an easy grin, meeting your eyes without effort. There's no intensity in his gaze. Just the relaxed confidence of someone who's comfortable in his own skin. He gives you a nod, as if to say he's got this handled.<br>
<</if>>
<br>
The slow momentum of the Waltz makes you feel giddy as the room spins. Adrenaline surges as you find your heart racing. A tingle shivers up across your body from your hand clasped in his. You feel an urge to meet his eyes and let the room fall away so your world is just the two of you.<br>
<br>
A small thought interrupts, reminding you of the prize of a badge and the Miss Charlton contest. If you wanted to win, could you even go further? Would you dare to? Is winning worth that much to you?<br>
<br>
<<ActionsHeader>>
<<StatCheckOrientation "gt" 30 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to flirt with your eyes">>
<<if _StatCheckOrientation is true>>
<<link _StatOrientationProbability "PEAct2SpecialLesson">><<set $PESpecialLesson to "Finish">><<set $TempOrientationDancing to true>><</link>><br>
<<else>>
<<link _StatOrientationProbability "PEAct2SpecialLesson">><<set $PESpecialLesson to "Finish">><<set $TempOrientationMinusDancing to true>><<Orientation 1>><</link>><br>
<</if>>
<<link "Stare back into his eyes" "PEAct2SpecialLesson">><<set $PESpecialLesson to "Finish">><<set $TempOrientationDancing to true>><<Orientation 1>><<PESpecialLessonConform>><</link>><br>
<<link "Stick your tongue out" "PEAct2SpecialLesson">><<set $PESpecialLesson to "Finish">><<set $TempOrientationMinusDancing to true>><<Assertive 1>><<PESpecialLessonRebel>><</link>>
<<case "Finish">>
You dance around the gymnasium, listening as the music builds to a climax. Beach steps between waltzing couples, watching them with judgemental eyes.<br>
<br>
"Coming to the end now, kiddos," you hear him say. "Remember, the dismount is worth just as much as the routine. When the music stops, let go of your partner and come to a stop. Lads, bow gracefully. And ladies. Why don't you offer him a curtsey?"<br>
<br>
<<if _partner is "Jake">>
You look back at Jake. He bares his teeth at you, whipping you around in a frenzy of movement as the music peaks. You feel him let go and you stagger across the floor. Looking back, he stands with his arms folded, stepping up close to you. Waiting impatiently.<br>
<<elseif _partner is "Terrence">>
You look back at Terrence. He grins at you, dipping you over as the music peaks. You feel him let go and you almost drop to the floor. Looking back, he stands with his hands on his hips, stepping up close to you. Waiting impatiently.<br>
<<elseif _partner is "Logain">>
You look back up at Logain. He smiles, holding you close as the music peaks. Then you feel him let go and you take a step back, barely putting distance between the two of you.<br>
<<elseif _partner is "Dennis">>
You look back at Dennis. He looks away, trying to move his feet in time as the music peaks. Then you feel him let go of your hand and scurry back, putting distance between the two of you. His eyes don't quite reach your face, instead lingering on your legs and breasts.<br>
<<elseif _partner is "Brendan">>
You look back at Brendan. He moves with the final bars of the music, stepping back and releasing your hand. He gives you a casual nod, as if you'd just finished a drill at football practice rather than a waltz.<br>
<</if>>
<br>
The music ebbs off as the track ends, your hazy thoughts break through like sunlight through rainclouds. You aren't really going to curtsey, are you?<br>
<br>
But as you hear the final notes from the music linger in your brain, you feel compelled to dip at your knees.<br>
<br>
<I>Isn't that what girls do for their man?</i><br>
<br>
<<ActionsHeader>>
<<link "Curtsey" "PEAct2SpecialLesson">><<set $PESpecialLesson to "Badge">><<Feminity 1>><<PESpecialLessonConform>><</link>><br>
<<link "Roll your eyes" "PEAct2SpecialLesson">><<set $PESpecialLesson to "Badge">><<Feminity -1>><<PESpecialLessonRebel>><</link>>
<<case "Badge">>
"Alright, you lot," Beach begins. "Line up near the door. In your pairs. Few of you were deserving of badges. Might have a future Miss Charlton in the class, yet."<br>
<br>
<<if _partner is "Jake">>
You stand next to Jake, waiting in silence as the queue moves forward. He looks over to you with a stare, trying to catch your eyes.<br>
<br>
<<if $PlayerCharacter.cheerleader is true>>
"Think you're in a shot for the crown now you're in charge of the cheerleaders?" he murmurs. "Head quarterback always goes to the after party with the winner. I'd show you a good time, nerd."<br>
<<else>>
"Think you can take the crown from Chrissie, do you?" he murmurs. "I wouldn't mind. Miss Charlton usually goes to the after party with head quarterback. I'd show you a good time, nerd."<br>
<</if>>
<<elseif _partner is "Terrence">>
You stand next to Terrence, waiting in silence as the queue moves forward. He looks over to you with a grin, trying to catch your eyes.<br>
<br>
"You've got some moves, Em," he tells you. "Play your cards right and I might ask you to the prom. Especially if you get short-listed for Miss Charlton. That's just the kind of girl I want on my arm."<br>
<<elseif _partner is "Logain">>
You stand next to Logain, waiting in silence as the queue moves forward. He looks at you from the corner of his eye, smirk never wavering.<br>
<br>
"Looking for an edge in the contest, squirt?" he asks. "Better be careful with those badges. The old man pays particular attention to a girl who gets a certain one. Think his offer would be wasted on you."<br>
<<elseif _partner is "Dennis">>
You stand next to Dennis, waiting in silence as the queue moves forward. He looks over at you without meeting your eyes, trying not to look at your breasts.<br>
<br>
"Have you got a date for prom yet, Em?" he asks, voice low and quivering. "I bet you've already got tons of offers. Especially if you're in the running for Miss Charlton."<br>
<<elseif _partner is "Brendan">>
You stand next to Brendan in the queue, the silence between you comfortable rather than awkward. He stretches his arms above his head, rolling his shoulders.<br>
<br>
"Not bad for a first dance," he says, glancing down at you. "Chantelle would've given me grief for all those missteps."<br>
<br>
He pauses, as if considering something. "You know, you're alright, Phillips. Different from the other girls around here." He grins. "Don't tell Chantelle I said that."<br>
<</if>>
<br>
Any reply you have is cut off as you get to the front of the line. Beach stands next to the door, a box full of badges in hand.<br>
<br>
/* Pure-conform and rebel-majority outrank the profession axes; both axes are always set (gamble result, or the conform/rebel pick at that beat), so the trailing else is a safety net only. */
<<if $PESpecialLessonConform is 3>>
"Phillips," Beach says as he sees you. "A very Charlton performance. And we like to reward girls who uphold our values."<br>
<br>
He reaches down to the box and holds out a pin badge. Shaped into Charlton Upper School's crescent, you note the red silhouette of a woman with a graduation cap etched into the black paint.<br>
<br>
"One step towards wearing that crown," Beach continues. "I'll be keeping an eye on you."<br>
<br>
He waves you towards the door and turns his attention to the next pair, seemingly done with you. You look to the badge he's given you and note the decoration, wondering what you did in the lesson to earn this one.<br>
<br>
<<ActionsHeader>>
<<link "Go to the changing room" "SchoolChangingRoom">><<TakeObjectNPC "Beach" "MissCharltonAmbassadorBadge">><<QuestTracker "Quest29" 1>><<FinalistsEventTrigger>><<PESpecialLessonCleanup>><<TimeChange>><</link>>
<<elseif ($PESpecialLessonRebel || 0) gt ($PESpecialLessonConform || 0)>>
"Phillips," Beach says as he sees you. "Unique performance. Lucky for you, there's a badge for just that."<br>
<br>
He reaches down to the box and holds out a pin badge. Shaped into Charlton Upper School's crescent, you note the red silhouette of a penny farthing etched into the black paint.<br>
<br>
"Maybe one step back from that crown," Beach continues. "But there's places in Charlton. Even for you."<br>
<br>
He waves you towards the door and turns his attention to the next pair, seemingly done with you. You look to the badge he's given you and note the decoration, wondering what you did in the lesson to earn this one.<br>
<br>
<<ActionsHeader>>
<<link "Go to the changing room" "SchoolChangingRoom">><<TakeObjectNPC "Beach" "MissCharltonRebelBadge">><<QuestTracker "Quest29" 1>><<FinalistsEventTrigger>><<PESpecialLessonCleanup>><<TimeChange>><</link>>
<<elseif $TempAssertiveMinusDancing is true and $TempOrientationMinusDancing is true>>
"Phillips," Beach says as he sees you. "Interesting performance. Lucky for you, I've just got the reward."<br>
<br>
He reaches down to the box and holds out a pin badge. Shaped into Charlton Upper School's crescent, you note the red silhouette of a feather duster etched into the black paint.<br>
<br>
"One step towards wearing that crown," Beach continues. "I'll be keeping an eye on you."<br>
<br>
He waves you towards the door and turns his attention to the next pair, seemingly done with you. You look to the badge he's given you and note the decoration, wondering what you did in the lesson to earn this one.<br>
<br>
<<ActionsHeader>>
<<link "Go to the changing room" "SchoolChangingRoom">><<TakeObjectNPC "Beach" "MissCharltonMaidBadge">><<QuestTracker "Quest29" 1>><<FinalistsEventTrigger>><<PESpecialLessonCleanup>><<TimeChange>><</link>>
<<elseif $TempAssertiveMinusDancing is true and $TempOrientationDancing is true>>
"Phillips," Beach says as he sees you. "Fun performance. Lucky for you, there's a badge for just that type of dancing."<br>
<br>
He reaches down to the box and holds out a pin badge. Shaped into Charlton Upper School's crescent, you note the red silhouette of a typewriter etched into the black paint.<br>
<br>
"One step towards wearing that crown," Beach continues. "I'll be keeping an eye on you."<br>
<br>
He waves you towards the door and turns his attention to the next pair, seemingly done with you. You look to the badge he's given you and note the decoration, wondering what you did in the lesson to earn this one.<br>
<br>
<<ActionsHeader>>
<<link "Go to the changing room" "SchoolChangingRoom">><<TakeObjectNPC "Beach" "MissCharltonSecretaryBadge">><<QuestTracker "Quest29" 1>><<FinalistsEventTrigger>><<PESpecialLessonCleanup>><<TimeChange>><</link>>
<<elseif $TempAssertiveDancing is true and $TempOrientationMinusDancing is true>>
"Phillips," Beach says as he sees you. "Bold performance. Lucky for you, there's a badge for just that type of dancing."<br>
<br>
He reaches down to the box and holds out a pin badge. Shaped into Charlton Upper School's crescent, you note the red silhouette of a curling iron etched into the black paint.<br>
<br>
"One step towards wearing that crown," Beach continues. "I'll be keeping an eye on you."<br>
<br>
He waves you towards the door and turns his attention to the next pair, seemingly done with you. You look to the badge he's given you and note the decoration, wondering what you did in the lesson to earn this one.<br>
<br>
<<ActionsHeader>>
<<link "Go to the changing room" "SchoolChangingRoom">><<TakeObjectNPC "Beach" "MissCharltonHairdresserBadge">><<QuestTracker "Quest29" 1>><<FinalistsEventTrigger>><<PESpecialLessonCleanup>><<TimeChange>><</link>>
<<elseif $TempAssertiveDancing is true and $TempOrientationDancing is true>>
"Phillips," Beach says as he sees you. "Bullish performance. Lucky for you, there's a badge for just that type of dancing."<br>
<br>
He reaches down to the box and holds out a pin badge. Shaped into Charlton Upper School's crescent, you note the red silhouette of a pint glass etched into the black paint.<br>
<br>
"One step towards wearing that crown," Beach continues. "I'll be keeping an eye on you."<br>
<br>
He waves you towards the door and turns his attention to the next pair, seemingly done with you. You look to the badge he's given you and note the decoration, wondering what you did in the lesson to earn this one.<br>
<br>
<<ActionsHeader>>
<<link "Go to the changing room" "SchoolChangingRoom">><<TakeObjectNPC "Beach" "MissCharltonBarmaidBadge">><<QuestTracker "Quest29" 1>><<FinalistsEventTrigger>><<PESpecialLessonCleanup>><<TimeChange>><</link>>
<<else>>
"Phillips," Beach says as he sees you. "Not sure what to make of that. Got your own way of doing things. Fun to watch, but not what we're looking for in Miss Charlton."<br>
<br>
He waves you towards the door and turns his attention to the next pair, seemingly done with you.<br>
<br>
<<ActionsHeader>>
<<link "Go to the changing room" "SchoolChangingRoom">><<FinalistsEventTrigger>><<PESpecialLessonCleanup>><<TimeChange>><</link>>
<</if>>
<</switch>><center><img src="./images/SchoolGym_Photoshoot.png"></center><br>
<br>
<<switch $PhotoshootGym>>
<<case undefined>>
You screech to a halt as you walk through the double doors. The gym has been transformed.<br>
<br>
Professional lights point at a white roll of fabric, turning the end of the basketball court into a makeshift stage. Flowers, pink sheets and banners bring pink energy to the gym.<br>
<br>
Your eyes fall on the two figures standing near the stage. Dennis stands near a light, fiddling with settings. A light metre hangs around his neck. And standing close to him, casting a shadow over his body, is Mr. Rogers. Thumbs tucked into his waistcoat, looking through his glasses with disapproval.<br>
<br>
"For godsake, turn it to face the stage, boy. I thought you knew what you were doing?"<br>
<br>
Dennis casts a look the teacher’s way. Even through his nervousness, you can tell he’s irritated. "If I do that, it will wash out the subjects."<br>
<br>
Rogers snorts. "This isn’t a gaudy horror movie, Mannet. You need to bathe your subjects with light."<br>
<br>
For a moment you think Dennis is going to object, but before he does he sees you. A fresh wave of anxiety passes over his face. When Rogers clocks it, he turns, recognises you and smiles thinly.<br>
<br>
<<if $MathsDetentionResult is "Liked">>
"Ah. Miss Phillips," Mr. Rogers murmurs. "Congratulations for making the final. I look forward to seeing which of your many talents you bring to it." His lips twitch a little as he holds his gaze on you a little longer than necessary.<br>
<<elseif $MathsDetentionResult is "Resist">>
"Ah. Miss Phillips," Mr. Rogers says dismissively. "I suppose congratulations is in order for making the final. Let’s see if you can impress the judges with some degree of talent."<br>
<<else>>
"Ah. Miss Phillips," Mr. Rogers says. "Congratulations for making the final. I look forward to seeing what you bring to it."<br>
<</if>>
<br>
He turns, gesturing back to Dennis and the lamps. "Today, we’ll be taking some promotional photography of the finalists. This should reflect the values of our school, our heritage, and our prom. You are free to choose your costumes for each set, but we will be judging you for how well suited your attire is to that round’s theme. The final contest starts now."<br>
<br>
Rogers moves his hand from Dennis and the lamps towards the back of the gym. You follow and see where he is pointing to. A small desk, with three chairs behind it. Two are already occupied.<br>
<br>
Harrow and Stitch.<br>
<br>
"The third is for me. Your judging panel this year." When you look back to him, his cracked lips form a razor thin smile. "Your past indiscretions may come back to haunt you, I’m afraid."<br>
<br>
<<if $MathsDetentionResult is "Liked" or $MathsDetentionResult is "Submit">>
Stitch holds your stare, but leans in for a brief moment and whispers into your ear. "Although I think you already know what I like, Miss Phillips."<br>
<<else>>
Stitch holds your stare, threatening to let his smile grow. But he holds it in place.<br>
<</if>>
<br>
Striking a hand out towards the entrance, Rogers nods in that direction. "Mrs. DeBussy will give you further instruction in the changing rooms. Go there now."<br>
<br>
Giving the judging table one more look, you nod to Rogers and walk back towards the entrance.<br>
<br>
<<ActionsHeader>>
<<link "Enter the girl’s changing room" "PhotoshootChangingRoom">><</link>>
<<case "Round1">>
Walking in, you see two familiar faces. Standing in front of the white sheet is $FinalistName2, posing as Dennis snaps a photograph with his camera. And then off to the far side is Reagan. Her eyes narrow when she sees you, appraising your costume.<br>
<br>
<<if $FinalistName2 is "Christina" and $PlayerCharacter.cheerleader is false>>
You stop in the entrance, taking a moment to digest the scene. Christina is dressed in a lemon yellow version of the preppy girl outfit. She sits on the pink stool, knees pressed together, fingers resting on top of them, looking directly down the lens of the camera with a smile that seems cold in spite of her intention.<br>
<br>
Reagan, by contrast, is barely standing. The rollerskates on her feet continually shift. The skirt reaches down to mid-thigh, exposing her legs as they shake back and forth.<br>
<br>
"Very good, Christina," you hear Mr. Rogers bellow from the judging table. "You and Reagan should go change for the next round."<br>
<<elseif $FinalistName2 is "Maisie">>
You stop in the entrance, taking a moment to digest the scene. Maisie is dressed in a lemon yellow version of the preppy girl outfit. She sits on the pink stool, legs crossed with her thigh to the camera, looking over her shoulder directly down the lens of the camera. Her smile is polished and practiced, both sultry and classy in equal measure.<br>
<br>
Reagan, by contrast, is barely standing. The rollerskates on her feet continually shift. The skirt reaches down to mid-thigh, exposing her legs as they shake back and forth.<br>
<br>
"Very good, Maisie," you hear Mr. Rogers bellow from the judging table. "You and Reagan should go change for the next round."<br>
<<elseif $FinalistName2 is "Chantelle">>
You stop in the entrance, taking a moment to digest the scene. Chantelle is dressed in a calf-length tartan skirt and sleeveless vest, playing up the look by replacing her fashionable glasses with the thick nerd ones. She has found a prop of books that rest on her knees. She looks down at the floor in a pose of meek submission.<br>
<br>
Reagan, by contrast, is barely standing. The rollerskates on her feet continually shift. The skirt reaches down to mid-thigh, exposing her legs as they shake back and forth.<br>
<br>
"Very good, Chantelle," you hear Mr. Rogers bellow from the judging table. "You and Reagan should go change for the next round."<br>
<</if>>
<br>
She stands, joining Reagan at the side. Only when she moves out of the lights does she seem to see you. Like Reagan, her eyes wander over your costume selection. They watch you for a long moment before leaving.<br>
<br>
"Miss Phillips," Rogers says. "Your turn."<br>
<br>
<<ActionsHeader>>
<<CurrentOutfit>>
<<link "Walk in front of the camera" "PhotoshootGym">><<set $PhotoshootGym to "Round1Camera">><<if _CurrentOutfit is "PreppyGirl">><<StitchApproval 1>><<elseif _CurrentOutfit is "RollerGirl">><<HarrowApproval 1>><<elseif _CurrentOutfit is "ShyNerd">><<RogersApproval 1>><</if>><</link>>
<<case "Round1Camera">>
You move forward towards the backdrop. As soon as you move past one of the lights, you feel their warmth against your skin. The rest of the gym is blotted out by their brightness. You can just about make out Dennis behind the camera. The judging panel is no more than three darkened silhouettes watching you.<br>
<br>
You stand in front of the stool, looking back out at the gym. The power of the lights cause you to start sweating. You feel the attention of eyes on you.<br>
<br>
"Name," you hear Rogers' voice bellow.<br>
<br>
It takes you a moment to realise what’s being demanded of you. "Emily Phillips."<br>
<br>
"And you feel this costume represents the everyday wear of this year’s ideal Charlton girl?"<br>
<br>
You gulp. "Yes."<br>
<br>
There is silence. You crane your neck to listen, just about making out some hushed mutterings at the back of the hall. Dennis looks back at you through the lens, adjusting the view as he does so.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PreppyGirl">>
Then the quiet is broken by Rogers' voice. "A tactical choice. It doesn’t strike true with me, but our exalted headmaster feels it's reflective of our school."<br>
<<elseif _CurrentOutfit is "RollerGirl">>
Then the quiet is broken by Rogers' voice. "Too brazen for my tastes, but it seems such vulgarity appeals to our young biology teacher here."<br>
<<elseif _CurrentOutfit is "ShyNerd">>
Then the quiet is broken by Rogers' voice. "A perfect encapsulation of femininity’s subservience. A mark of approval from me, Miss Phillips."<br>
<<else>>
Then the quiet is broken by Rogers' voice. "Whilst the concept of taking the task literally has merit, we have provided recommendations for a reason. Try harder next time."<br>
<</if>>
<br>
"C-c-can you look at the camera, Emily," Dennis mutters from behind the bulky machine.<br>
<br>
<<CheckFirst "MissCharltonContestRules">>
<<if _CheckFirst is false>>
<div class="Notification">To win Miss Charlton, you need as many of the judges you can get to give you their approval. In the event of two contestants winning over all three judges, the winner is deemed be the amount of approval points gained.</div>
<br>
<</if>>
<<ActionsHeader>>
<<link "Pose for the camera" "PhotoshootGym">><<set $PhotoshootGym to "Round1Pose">><<AddFirst "MissCharltonContestRules">><<if _CurrentOutfit is "PreppyGirl">><<Feminity 1>><<elseif _CurrentOutfit is "RollerGirl">><<Orientation 1>><<elseif _CurrentOutfit is "ShyNerd">><<Assertive -1>><</if>><</link>>
<<case "Round1Pose">>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PreppyGirl">>
Staring back into the camera, you consider how you wish to pose for it. You see yourself in the lens, wearing this outfit, seeing how well it hangs on you…<br>
<br>
You find yourself giggling as you fall back on to the plush poof. You land on it with a bounce and smile. You push your fingers into its soft cushion, crossing your ankles as you lounge back and smile at the camera.<br>
<br>
-- CLICK CLICK --<br>
<br>
You let your smile grow as you hear the camera snap pictures of you. You lean further back, stretching your chest. Just a little to draw prominence to them, but not enough to be scandalous.<br>
<br>
-- CLICK CLICK CLICK --<br>
<br>
As you lean back on the poof, you can just about make out the silhouettes of the judging panel watching. You smile over at them too. This would seem strange, if you were dressed any other way. But like this? It’s just your everyday wear.<br>
<br>
"Very good, Emily," you hear Mr. Rogers bellow from the judging table. "Now go change for the next round."<br>
<br>
You nod, grinning as you push yourself up to your feet. You see yourself in the camera. A smiling and preppy girl, free of trouble. You aren’t sure why there’s a yellow-amber tint to the lens, but it doesn’t distract from the fact it’s a perfect image of you on any day.<br>
<<elseif _CurrentOutfit is "ShyNerd">>
Staring back into the camera, you consider how you wish to pose for it. You see yourself in the lens, wearing this outfit, seeing how well it hangs on you…<br>
<br>
You find yourself looking down as you consciously perch on the edge of the plush poof. You wince as you place your hands gently on your tartan skirt. You can’t quite bring yourself to look up.<br>
<br>
-- CLICK CLICK --<br>
<br>
The sounds of the camera snapping pictures of you makes you jump. You shift your gaze further down, resting your chin on the top of your breasts.<br>
<br>
-- CLICK CLICK CLICK --<br>
<br>
For the briefest of moments you glance up, just about make out the silhouettes of the judging panel watching. You flinch and look back down again immediately. They don’t want you looking at them. That’s why you dress like this. To barely be seen, let alone be noticed. Everyday, this way of dressing keeps you in your place.<br>
<br>
"Very good, Emily," you hear Mr. Rogers bellow from the judging table. "Now go change for the next round."<br>
<br>
You nod, grimacing as you push yourself up to your feet. You see yourself in the camera. A meek looking girl, barely able to look up. You aren’t sure why there’s a yellow-amber tint to the lens, but it doesn’t distract from the fact it’s a perfect image of you on any day.<br>
<<elseif _CurrentOutfit is "RollerGirl">>
Staring back into the camera, you consider how you wish to pose for it. You see yourself in the lens, wearing this outfit, seeing how well it hangs on you…<br>
<br>
You find yourself sticking your tongue out as you twizzle on your skates and place one hand on the poof, keeping your bum facing the camera. You have to bend over to press your fingers into its soft cushion, causing your rear to raise. You twist at the waist to look over your shoulder and pout at the camera.<br>
<br>
-- CLICK CLICK --<br>
<br>
You put your hand to your lips as you hear the camera snap pictures of you. You put your other hand on your bum, pulling the dress up just slightly. Not enough to show your underwear, but enough to draw attention to it.<br>
<br>
-- CLICK CLICK CLICK --<br>
<br>
As you lean over the poof, you can just about make out the silhouettes of the judging panel watching. You blow them a kiss. This would seem strange, if you were dressed any other way. But like this? It’s just your everyday wear.<br>
<br>
"Very good, Emily," you hear Mr. Rogers bellow from the judging table. "Now go change for the next round."<br>
<br>
You nod, giggle as you twist on the skates. You see yourself in the camera. A slightly vacant and pouty girl, pulled straight from a pin-up. You aren’t sure why there’s a yellow-amber tint to the lens, but it doesn’t distract from the fact it’s a perfect image of you on any day.<br>
<<else>>
Staring back into the camera, you consider how you wish to pose for it. You see yourself in the lens and the clothes you wore to school…<br>
<br>
You find yourself offering a pleasant smile back to the camera, almost as if posing for a school photo. You make no attempt to use the poof behind you as a prop, nor sit down on it. You stand there, looking down the lens, trying only to look presentable and pleasant, like any school girl would.<br>
<br>
-- CLICK CLICK --<br>
<br>
You brush your hair back a little, making sure stray hairs aren’t hanging over your face. The camera continues to snap pictures of you. You bend your knee slightly and put a hand on your hip, pivoting yourself slightly to the side.<br>
<br>
-- CLICK CLICK CLICK --<br>
<br>
As you push out a hip slightly you can just about make out the silhouettes of the judging panel watching. You turn back and concentrate on the camera. This would seem strange, getting your photo taken at school, if you were dressed any other way. But like this? It’s just your everyday wear.<br>
<br>
"Very good, Emily," you hear Mr. Rogers bellow from the judging table. "Now go change for the next round."<br>
<br>
You smile and take in a breath. You see yourself in the camera. A pleasant-looking schoolgirl, smiling warmly. You aren’t sure why there’s a yellow-amber tint to the lens, but it doesn’t distract from the fact it’s a perfect image of you on any day.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Go back to the changing room" "PhotoshootChangingRoom">><<set $PhotoshootChangingRoom to "Round2">><</link>>
<<case "Round2">>
You enter the gym to see $FinalistName2 standing in front of the camera, posing as Dennis takes a photo.<br>
<br>
"Good work, $FinalistName2," Rogers barks from the back of the gym. You look over to see Rogers, Harrow and Stitch exchanging whispers. They each write something down on clipboards in front of them.<br>
<br>
Near the camera, Reagan wordlessly walks into the centre of the makeshift stage, standing in the centre next to the poof. You quietly take steps to the side, where she was just standing.<br>
<br>
Reagan stares vacantly back in the direction of the camera, squinting as she grows used to the lights. She forces a smile, holding it even when she tries to shield her eyes from the glare. From this angle you can see Dennis clearly, fidgeting on the spot as he adjusts the zoom lens whilst watching Reagan down the viewfinder.<br>
<br>
"Do you think this attire best represents what all young women should aspire to be in their futures, Reagan?" Rogers shouts, his voice echoing off the walls.<br>
<br>
You watch as Reagan looks around. She seems lost in the glow of the lights, unable to face the direction of the judges. "Yes, sir."<br>
<br>
"And why is that?" Rogers replies quickly, far more loudly than is required. His words bounce around the gym, further distorting his words.<br>
<br>
You see Reagan take a deep breath. Her forced smile almost slips as her eyebrows threaten to narrow into a scowl. "It’s what all young women eventually should become," she says. And this close, you can see her clenching her teeth. "They can have hobbies, but we’re all destined to be housewives."<br>
<br>
Back at the judging table, you see Rogers, Harrow and Stitch exchange looks. "Good," Rogers bellows after a long moment. "Pose for the camera, Reagan."<br>
<br>
She barely has time to let her hand fall from shielding her gaze before the camera goes off. Dennis burns through film. With each click of the camera, Reagan’s reluctance seems to slip away. When Dennis stops, she is smiling brightly and adoringly towards the camera.<br>
<br>
Rogers and Stitch share knowing looks. Yet Harrow looks away, forlorn.<br>
<br>
"Miss Phillips!" Rogers shouts.<br>
<br>
<<ActionsHeader>>
<<link "Step again in front of the camera" "PhotoshootGym">><<set $PhotoshootGym to "Round2Reply">><</link>>
<<case "Round2Reply">>
Once again you step in front of the lens. And once again the gym disappears as soon as you enter the cone of light from the lamps. Darkness seems to surround the small area. It’s grown in its intensity. You can’t see the teachers and Dennis is barely a silhouette as he slumps over the camera, observing you down the viewfinder.<br>
<br>
"Does that attire speak to the future of a Miss Charlton winner?" a harsh voice snaps from somewhere you can’t see. Rogers.<br>
<br>
You consider how to respond. What the judging panel would like to hear.<br>
<br>
<<ActionsHeader>>
<<PhotoshootRound2StatOptions>>
<<CurrentOutfit>>
<<StatCheckOrientation "gt" _PhotoShootFlirtStat "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to be flirtatious with your reply">>
<<if _StatCheckOrientation is true>>
<<link _StatOrientationProbability "PhotoshootGym">><<set $PhotoshootGym to "Round2FlirtPass">><<if _CurrentOutfit is "HousewifePhoto">><<StitchApproval 1>><<elseif _CurrentOutfit is "ShopGirlPhoto">><<HarrowApproval 1>><<elseif _CurrentOutfit is "SecretaryPhoto">><<RogersApproval 1>><</if>><<HarrowApproval 1>><</link>><br>
<<else>>
<<link _StatOrientationProbability "PhotoshootGym">><<set $PhotoshootGym to "Round2FlirtFail">><<Orientation 1>><<if _CurrentOutfit is "HousewifePhoto">><<StitchApproval 1>><<elseif _CurrentOutfit is "ShopGirlPhoto">><<HarrowApproval 1>><<elseif _CurrentOutfit is "SecretaryPhoto">><<RogersApproval 1>><</if>><</link>><br>
<</if>>
<<StatCheckAssertive "lt" _PhotoShootAssertiveStat>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to be subservient with your reply">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "PhotoshootGym">><<set $PhotoshootGym to "Round2SubservientPass">><<if _CurrentOutfit is "HousewifePhoto">><<StitchApproval 1>><<elseif _CurrentOutfit is "ShopGirlPhoto">><<HarrowApproval 1>><<elseif _CurrentOutfit is "SecretaryPhoto">><<RogersApproval 1>><</if>><<RogersApproval 1>><</link>><br>
<<else>>
<<link _StatAssertiveProbability "PhotoshootGym">><<set $PhotoshootGym to "Round2SubservientFail">><<if _CurrentOutfit is "HousewifePhoto">><<StitchApproval 1>><<elseif _CurrentOutfit is "ShopGirlPhoto">><<HarrowApproval 1>><<elseif _CurrentOutfit is "SecretaryPhoto">><<RogersApproval 1>><</if>><</link>><br>
<</if>>
<<StatCheckGreedy "gt" _PhotoShootGreedyStat>>
<<set _StatGreedyProbability to _StatGreedyProbability + " Try to be self-serving with your reply">>
<<if _StatCheckGreedy is true>>
<<link _StatGreedyProbability "PhotoshootGym">><<set $PhotoshootGym to "Round2SelfServingPass">><<if _CurrentOutfit is "HousewifePhoto">><<StitchApproval 1>><<elseif _CurrentOutfit is "ShopGirlPhoto">><<HarrowApproval 1>><<elseif _CurrentOutfit is "SecretaryPhoto">><<RogersApproval 1>><</if>><<StitchApproval 1>><</link>><br>
<<else>>
<<link _StatGreedyProbability "PhotoshootGym">><<set $PhotoshootGym to "Round2SelfServingFail">><<Greedy 1>><<if _CurrentOutfit is "HousewifePhoto">><<StitchApproval 1>><<elseif _CurrentOutfit is "ShopGirlPhoto">><<HarrowApproval 1>><<elseif _CurrentOutfit is "SecretaryPhoto">><<RogersApproval 1>><</if>><</link>><br>
<</if>>
<<link "Be defiant and don’t pander to the judges" "PhotoshootGym">><<set $PhotoshootGym to "Round2Defiant">><<EmilyGrades -1>><</link>>
<<case "Round2FlirtPass">>
You shift your weight onto one leg, allowing your hip to settle to the side. The lights make it impossible to see the judges clearly, but you can feel their attention lingering on you.<br>
<br>
"It might," you say, letting a smile spread across your lips. "Although the clothes are only part of the picture."<br>
<br>
You hesitate, searching for the right way to finish. Then the feeling of being watched sends a familiar warmth through you. You turn towards Harrow’s silhouette and allow your eyes to linger.<br>
<br>
"It depends on the woman wearing them," you continue. "And whether she knows how to keep people looking."<br>
<br>
A low laugh comes from the judging table.<br>
<br>
"An excellent qualification," Harrow says. "Please demonstrate."<br>
<br>
<<ActionsHeader>>
<<CurrentOutfit>>
<<link "Pose for the camera" "PhotoshootGym">><<set $PhotoshootGym to "Round2Pose">><<if _CurrentOutfit is "HousewifePhoto">><<Feminity 1>><<elseif _CurrentOutfit is "ShopGirlPhoto">><<Orientation 1>><<elseif _CurrentOutfit is "SecretaryPhoto">><<Assertive -1>><</if>><</link>>
<<case "Round2FlirtFail">>
You shift your weight onto one leg, allowing your hip to settle to the side. The lights make it impossible to see the judges clearly, but you can feel their attention lingering on you.<br>
<br>
"It might," you say, letting a smile spread across your lips. "Although the clothes are only part of the picture."<br>
<br>
You hesitate, searching for the right way to finish. The attention of the judges suddenly feels oppressive. Your smile stiffens as you become conscious of how deliberately you are standing.<br>
<br>
"It depends on the woman wearing them," you continue. "And whether she… looks good in them."<br>
<br>
The sentence peters out. Silence follows.<br>
<br>
"How very insightful," Harrow says flatly.<br>
<br>
<<ActionsHeader>>
<<CurrentOutfit>>
<<link "Pose for the camera" "PhotoshootGym">><<set $PhotoshootGym to "Round2Pose">><<if _CurrentOutfit is "HousewifePhoto">><<Feminity 1>><<elseif _CurrentOutfit is "ShopGirlPhoto">><<Orientation 1>><<elseif _CurrentOutfit is "SecretaryPhoto">><<Assertive -1>><</if>><</link>>
<<case "Round2SubservientPass">>
You bring your feet together and clasp your hands in front of yourself. Lowering your chin, you try to imagine the answer Rogers wants to hear.<br>
<br>
"Yes, sir," you begin. "If this is the future considered suitable for Miss Charlton…"<br>
<br>
The words threaten to catch in your throat. Yet as you stare down at the floor, the pressure to resist slowly ebbs away. There is something comforting about not having to decide for yourself.<br>
<br>
"…then she should accept it gratefully," you finish. "Her teachers understand what is best for her."<br>
<br>
"Precisely," Rogers says. "A dutiful young woman does not mistake guidance for oppression."<br>
<br>
<<ActionsHeader>>
<<CurrentOutfit>>
<<link "Pose for the camera" "PhotoshootGym">><<set $PhotoshootGym to "Round2Pose">><<if _CurrentOutfit is "HousewifePhoto">><<Feminity 1>><<elseif _CurrentOutfit is "ShopGirlPhoto">><<Orientation 1>><<elseif _CurrentOutfit is "SecretaryPhoto">><<Assertive -1>><</if>><</link>>
<<case "Round2SubservientFail">>
You bring your feet together and clasp your hands in front of yourself. Lowering your chin, you try to imagine the answer Rogers wants to hear.<br>
<br>
"Yes, sir," you begin. "If this is the future considered suitable for Miss Charlton…"<br>
<br>
The words catch in your throat. You know what Rogers expects you to say, but forcing yourself to say it makes your jaw tighten.<br>
<br>
"…then I suppose she should accept it," you mutter. "If that’s what you want."<br>
<br>
The submission disappears from your voice before you finish.<br>
<br>
"Resentment dressed as obedience," Rogers snaps. "You have understood nothing."<br>
<br>
<<ActionsHeader>>
<<CurrentOutfit>>
<<link "Pose for the camera" "PhotoshootGym">><<set $PhotoshootGym to "Round2Pose">><<if _CurrentOutfit is "HousewifePhoto">><<Feminity 1>><<elseif _CurrentOutfit is "ShopGirlPhoto">><<Orientation 1>><<elseif _CurrentOutfit is "SecretaryPhoto">><<Assertive -1>><</if>><</link>>
<<case "Round2SelfServingPass">>
You stare towards the three silhouettes, considering what each of them expects. The truth of your answer matters less than finding one that benefits you.<br>
<br>
"A Miss Charlton winner should choose the future that offers her the most," you begin. "Even if that means becoming what other people expect."<br>
<br>
For a moment, your thoughts threaten to scatter. Then your self-interest sharpens them. You imagine the influence the title could provide and all the doors the right appearance might open.<br>
<br>
"A clever woman gives people what they want to see," you continue. "Then she uses their approval to get what she wants."<br>
<br>
You hear Stitch shift in his seat.<br>
<br>
"Pragmatic," he says. "It appears you may understand the purpose of appearances after all."<br>
<br>
<<ActionsHeader>>
<<CurrentOutfit>>
<<link "Pose for the camera" "PhotoshootGym">><<set $PhotoshootGym to "Round2Pose">><<if _CurrentOutfit is "HousewifePhoto">><<Feminity 1>><<elseif _CurrentOutfit is "ShopGirlPhoto">><<Orientation 1>><<elseif _CurrentOutfit is "SecretaryPhoto">><<Assertive -1>><</if>><</link>>
<<case "Round2SelfServingFail">>
You stare towards the three silhouettes, considering what each of them expects. The truth of your answer matters less than finding one that benefits you.<br>
<br>
"A Miss Charlton winner should choose the future that offers her the most," you begin. "Even if that means becoming what other people expect."<br>
<br>
For a moment, your thoughts threaten to scatter. You try to imagine what the title might provide, but cannot turn the vague promise of success into a convincing answer.<br>
<br>
"She would be respected," you continue uncertainly. "And people would give her things. Opportunities, I suppose…"<br>
<br>
Your voice trails away.<br>
<br>
"Wanting rewards is not the same as knowing how to obtain them," Stitch remarks.<br>
<br>
<<ActionsHeader>>
<<CurrentOutfit>>
<<link "Pose for the camera" "PhotoshootGym">><<set $PhotoshootGym to "Round2Pose">><<if _CurrentOutfit is "HousewifePhoto">><<Feminity 1>><<elseif _CurrentOutfit is "ShopGirlPhoto">><<Orientation 1>><<elseif _CurrentOutfit is "SecretaryPhoto">><<Assertive -1>><</if>><</link>>
<<case "Round2Defiant">>
You squint into the glare, trying to distinguish the judges from the darkness surrounding them.<br>
<br>
"No," you say. "It speaks to the future you’ve chosen for her."<br>
<br>
The silhouettes remain motionless.<br>
<br>
"These are costumes," you continue. "Secretary, shop girl, housewife. It doesn’t matter which one I’m wearing. You’ve already decided what Miss Charlton should become. You’re only testing whether I’ll agree with you."<br>
<br>
A long silence follows.<br>
<br>
"Insolence masquerading as insight," Rogers says. "I shall remember this attitude when reviewing your academic progress."<br>
<br>
<<ActionsHeader>>
<<CurrentOutfit>>
<<link "Pose for the camera" "PhotoshootGym">><<set $PhotoshootGym to "Round2Pose">><<if _CurrentOutfit is "HousewifePhoto">><<Feminity 1>><<elseif _CurrentOutfit is "ShopGirlPhoto">><<Orientation 1>><<elseif _CurrentOutfit is "SecretaryPhoto">><<Assertive -1>><</if>><</link>>
<<case "Round2Pose">>
<<CurrentOutfit>>
<<if _CurrentOutfit is "HousewifePhoto">>
Staring into the camera, you consider how best to pose. You see yourself reflected in the lens, the tea dress falling modestly below your knees and its belt holding it neatly around your waist.<br>
<br>
You sit on the plush poof, smoothing the skirt beneath you. Your knees press together and your hands settle in your lap. Without thinking, you tilt your head and offer the camera a warm, welcoming smile.<br>
<br>
-- CLICK CLICK --<br>
<br>
Your smile grows as Dennis takes another photograph. You straighten your back and turn slightly, presenting the dress’s narrow waist. Each movement feels delicate and composed. Feminine without being improper.<br>
<br>
-- CLICK CLICK CLICK --<br>
<br>
The silhouettes of the judges watch from beyond the lights. You imagine them seeing a graceful young woman, ready to create a comfortable home and welcome her husband into it. The thought should bother you. Instead, you find yourself hoping they can see how naturally the life would suit you.<br>
<br>
"Very good, Emily," Rogers calls. "That will be sufficient."<br>
<br>
You rise carefully, holding the skirt against your legs as you stand. In the camera lens you see a poised, feminine young woman smiling back. The glass has acquired a yellow-amber tint, but it only seems to soften the perfect image of your future.<br>
<<elseif _CurrentOutfit is "ShopGirlPhoto">>
Staring into the camera, you consider how best to pose. You see yourself reflected in the lens, the fitted skirt defining your hips and the peach blouse sitting open around your throat.<br>
<br>
You rest one hand on the poof as though it were a shop counter. Turning slightly, you place the other hand on your hip and give the camera the pleasant smile expected of a salesgirl.<br>
<br>
-- CLICK CLICK --<br>
<br>
As Dennis continues taking photographs, the smile becomes less professional. You lean forward over the poof, allowing the blouse to fall open a little further. A pleasant warmth passes through you as you imagine customers watching from the other side of the counter.<br>
<br>
-- CLICK CLICK CLICK --<br>
<br>
You turn your hip towards the camera and look back over your shoulder. The judges are little more than silhouettes, but knowing they are watching sends another thrill through you. A successful shop girl doesn’t merely show people what they want. She makes them want to keep looking.<br>
<br>
"Very good, Emily," Rogers calls. "That will be sufficient."<br>
<br>
You straighten reluctantly. Reflected in the yellow-amber lens is an attractive, approachable young woman whose smile promises every customer her personal attention. You cannot deny how good their interest made you feel.<br>
<<elseif _CurrentOutfit is "SecretaryPhoto">>
Staring into the camera, you consider how best to pose. You see yourself reflected in the lens, the white blouse buttoned neatly and the pencil skirt holding your legs close together.<br>
<br>
You perch on the edge of the poof and straighten your back. Your hands fold across your knees while your eyes lower towards the floor. It seems like the proper way to wait.<br>
<br>
-- CLICK CLICK --<br>
<br>
The camera continues snapping. You glance towards the dark silhouette of Rogers, wondering whether your posture meets his approval. Without being instructed, you pull your shoulders back and lower your chin further.<br>
<br>
-- CLICK CLICK CLICK --<br>
<br>
With every photograph, sitting quietly becomes easier. There is something reassuring about waiting to be told what is required. A good secretary supports someone more important than herself. She listens, anticipates his needs and carries out his instructions without argument.<br>
<br>
"Very good, Emily," Rogers calls. "You may stand."<br>
<br>
You rise immediately. The woman reflected in the yellow-amber lens looks attentive and obedient, her hands already clasped as she waits for her next instruction. You cannot imagine why you ever found that prospect demeaning.<br>
<<else>>
Staring into the camera, you consider how best to pose. You see yourself reflected in the lens, dressed exactly as you were when the contest began.<br>
<br>
You stand beside the poof and offer the camera a polite smile. Without a costume to suggest anything else, it feels like an ordinary school photograph.<br>
<br>
-- CLICK CLICK --<br>
<br>
A strange warmth passes through you as Dennis continues taking pictures. You straighten your uniform, brush your hair away from your face and place your hands neatly behind your back.<br>
<br>
-- CLICK CLICK CLICK --<br>
<br>
The silhouettes of the judges remain fixed upon you. You keep smiling, waiting for the costume to reveal the future they want you to inhabit. Nothing comes. You remain merely a Charlton schoolgirl standing obediently for her photograph.<br>
<br>
"Very good, Emily," Rogers calls, although he sounds unimpressed. "That will be sufficient."<br>
<br>
You look at your reflection one last time. The camera lens has developed the same yellow-amber tint as before, but without one of DeBussy’s costumes, the image contains nothing you did not bring with you.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Go back to the changing room" "PhotoshootChangingRoom">><<set $PhotoshootChangingRoom to "Round3">><</link>>
<<case "Round3">>
When you walk in, Reagan and $FinalistName2 are already standing in the glare of the lights. Each has a hand on their hips, staring back towards the camera with strained smiles. The rest of the gym is now bathed in darkness. You can barely see Dennis at the edge of where the light fades.<br>
<br>
"Join the others on stage," you hear Rogers' voice bellow off the walls.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PhotoCheerleaderHeelsSash">>
You totter over towards the makeshift studio, the silence only broken by the tottering of your heels on the hard gymnasium floor.<br>
<<else>>
You walk towards the makeshift studio, the silence only broken by the soft patterning of your shoes on the gym floor.<br>
<</if>>
<br>
As soon as you step into the pool of light, even the dark shapes of the gym disappear into the darkness. Your eyes adjust, but you can only see the white sheet, the pink stool, the burning centres of the lamp bulbs and glassy glare of the camera lens. The eyes of Reagan and $FinalistName2 flicker to you when they see you, but only momentarily. They return their eyes and smiles towards the camera, holding still like statues.<br>
<br>
<<if _CurrentOutfit is "PhotoCheerleaderHeelsSash">>
"The picture of Miss Charlton," Rogers' voice echoes around the hall. "Hand on hip, like the others. Please."<br>
<br>
You step up alongside the others and put your hand on your hip, arching it towards the camera. You flash it a smile, mimicking Reagan and $FinalistName2.<br>
<br>
"Good," Rogers' voice booms out. "The picture of Miss Charlton. Femininity. Allure. Subservience."<br>
<<elseif _CurrentOutfit is "PhotoCheerleaderHeels">>
"Acceptable," Rogers' voice echoes around the hall. "Hand on hip, like the others. Please."<br>
<br>
You step up alongside the others and put your hand on your hip, arching it towards the camera. You flash it a smile, mimicking Reagan and $FinalistName2.<br>
<br>
"Adequate," Rogers' voice booms out. "Femininity. Allure." A snort comes from somewhere you can’t see. "But did being branded by your school not appeal to you?"<br>
<br>
You glance over at Reagan and $FinalistName2. Taking in the sight of the sashes. The only difference between them and you.<br>
<<else>>
"Disappointing," Rogers' voice booms out. "Femininity without allure or subservience. Do the values of your school mean so little to you?"<br>
<br>
You glance over at Reagan and $FinalistName2. Taking in the sight of the sashes and their heels. The only differences between them and you.<br>
<</if>>
<br>
The voice falls away. You stand motionless, looking back to the camera lens. You flick your eyes to the side, catching sight of Reagan and $FinalistName2 straining to hold still too. You see a trickle of sweat run down Reagan’s forehead.<br>
<br>
Then, soft steps. Padded soles on the floor. At the edges of the darkness you see the faint trace of a spindly, thin figure. Standing just far enough back out of the light for their face not to be visible.<br>
<br>
"Now," Rogers' voice says. Unmistakably from the figure. "Stare into the camera. And smile."<br>
<br>
<<ActionsHeader>>
<<link "Stare into the camera" "PhotoshootGym">><<set $PhotoshootGym to "Round3Camera">><<if _CurrentOutfit is "PhotoCheerleader">><<Feminity 1>><<elseif _CurrentOutfit is "PhotoCheerleaderHeels">><<Feminity 1>><<Orientation 1>><<elseif _CurrentOutfit is "PhotoCheerleaderHeelsSash">><<Feminity 1>><<Orientation 1>><<Assertive -1>><</if>><</link>><br>
<<link "Refuse to pose" "PhotoshootGym">><<set $PhotoshootGym to "Round3Refuse">><</link>>
<<case "Round3Camera">>
You look into the camera lens and hold your smile. The camera shutter blinks and you clench as a flash of a light blinds you.<br>
<br>
"Remain still," Rogers' voice barks. You tense your muscles and lock your jaw, holding your smile. Even when your eyes adjust, you can barely make out anything in the darkness. Your head begins to throb.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PhotoCheerleader">>
Another flash. You squint as the lights blind you, feeling sweat running down your cheek. You feel like a prize on display, as the lamps surrounding you burn your skin.<br>
<<elseif _CurrentOutfit is "PhotoCheerleaderHeels">>
Another flash. You squint as the lights blind you, feeling sweat running down your cheek. Your ankles ache from the heels. You feel like a prize on display, as the lamps surrounding you burn your skin.<br>
<<elseif _CurrentOutfit is "PhotoCheerleaderHeelsSash">>
Another flash. You squint as the lights blind you, feeling sweat running down your cheek. Your ankles ache from the heels, and the sash hugs your body as it creeps between your breasts. You feel like a prize on display, as the lamps surrounding you burn your skin.<br>
<</if>>
<br>
A third blink of a flash. You see the outline of veins in your vision when it returns. Although this time, the veins run yellow-amber across your eyes. It takes all your resolve to remain stationary. The price a girl must pay to win a beauty contest, you think.<br>
<br>
Something brushes past behind you. You almost flinch. Only the desire to win over the judges keeps your focus on the task at hand. You feel something moving behind you. Fight or flight kicks in. The urge to turn floods your body with adrenaline.<br>
<br>
And then hands are on your shoulders, spinning you around. Face to face with Rogers.<br>
<br>
"One last photo, Emily," he murmurs, looking down at you, his long and aged fingers digging into your shoulders and turning you to face the other girls.<br>
<br>
<<ActionsHeader>>
<<link "Look at the other contestants" "PhotoshootGym">><<set $PhotoshootGym to "Round3Group">><</link>>
<<case "Round3Group">>
Looking back, you see that Reagan and $FinalistName2 posing with forced smiles. Except instead of just standing there, they have contorted their bodies into shapes like waxworks standing in a row.<br>
<br>
<<if $FinalistName2 is "Christina">>
Christina stands with her legs astride, hands on her hips, her cold smile enforcing superiority and authority. And Reagan holds a thigh close to her head with her hands as she stands on one foot, her underwear exposed to the camera.<br>
<<elseif $FinalistName2 is "Maisie">>
Maisie stands arching her back, hands clasped behind her back, feet together as she pushes her breasts forward with a knowing smile. And Reagan holds a thigh close to her head with her hands as she stands on one foot, her underwear exposed to the camera.<br>
<<elseif $FinalistName2 is "Chantelle">>
Chantelle faces away, hands on her hips, looking back over her shoulder. And Reagan holds a thigh close to her head with her hands as she stands on one foot, her underwear exposed to the camera.<br>
<</if>>
<br>
Rogers pushes you between the two of them. Their eyes follow you, but they don’t move.<br>
<br>
"The group photo," Rogers comments. "Of the finalists." He gestures to $FinalistName2. "The achiever." Then to Reagan. "And the sporting prowess." He reaches out and quickly pulls Reagan’s leg up further, her toes tucking behind her head. "Better," he mutters even as he snorts. "However crass your choice is."<br>
<br>
"As for you," Rogers continues, looking back to you. "You are my dutiful doer, aren’t you? My submissive little student." A small thin smile creeps across his lips. "So you will kneel."<br>
<br>
He turns and takes three steps forward. The darkness envelopes him. "You may begin, Master Mannet."<br>
<br>
You hear the flashbulb warming up again. Rogers' voice bellows back at you. "Kneel, Miss Phillips."<br>
<br>
Staring back at the lens, you feel compelled to obey him. But your eyes glance at Reagan. Rogers seemed incensed by her pose. Is she playing a different game?<br>
<br>
<i>Or posing for someone else?</i><br>
<br>
<<ActionsHeader>>
<<link "Do as he says" "PhotoshootGym">><<set $PhotoshootGym to "Round3Kneel">><<Assertive -1>><<RogersApproval 1>><</link>><br>
<<CompulsionCheckPhotos>>
<<if _CompulsionCheckPhotos is undefined>>
<<link "Remain standing and pose" "PhotoshootGym">><<set $PhotoshootGym to "Round3Stand">><<Feminity 1>><<StitchApproval 1>><</link>><br>
<<link "Flash some leg" "PhotoshootGym">><<set $PhotoshootGym to "Round3Leg">><<Orientation 1>><<HarrowApproval 1>><</link>><br>
<<link "Trip Reagan up" "PhotoshootGym">><<set $PhotoshootGym to "Round3Trip">><<Assertive 1>><<StitchApproval -1>><<HarrowApproval -1>><<RogersApproval -1>><</link>>
<<elseif _CompulsionCheckPhotos is "TeachersPet">>
<span class="compulsion">[Teacher’s Pet] </span><s>Remain standing and pose</s> - <i>You can’t resist the compulsion to obey</i><br>
<span class="compulsion">[Teacher’s Pet] </span><s>Flash some leg</s> - <i>You can’t resist the compulsion to obey</i><br>
<span class="compulsion">[Teacher’s Pet] </span><s>Trip Reagan up</s> - <i>You can’t resist the compulsion to obey</i>
<<else>>
<span class="compulsion">[Dutiful Doer] </span><s>Remain standing and pose</s> - <i>You can’t resist the compulsion to obey</i><br>
<span class="compulsion">[Dutiful Doer] </span><s>Flash some leg</s> - <i>You can’t resist the compulsion to obey</i><br>
<span class="compulsion">[Dutiful Doer] </span><s>Trip Reagan up</s> - <i>You can’t resist the compulsion to obey</i>
<</if>>
<<case "Round3Kneel">>
You feel your legs go heavy. You fall forward, landing with a soft thud as your knees land against the floor.<br>
<br>
You stare forward, knees pressed together, tucking the hem of your cheerleader skirt between your ankles and bum. To your left is $FinalistName2, locked into her pose. And to your right is Reagan, her closest leg behind her head, her exposed underwear close to you.<br>
<br>
-- CLICK FLASH CLICK --<br>
<br>
Your eyes lock forward as the camera flashes and the shutter snaps open and shut over the yellow-amber-tinted lens. You feel your breath growing shallow. At least you are sitting down in this ridiculous photo. You don’t have to hold a pose like Reagan.<br>
<br>
-- FLASH CLICK FLASH --<br>
<br>
The flash from the bulb burns your eyes. You can barely see anything. You can’t imagine how Reagan is feeling, holding that pose. It’s so much more relaxing, kneeling on the floor. Comfortable, even. Like this is your natural place.<br>
<br>
-- CLICK FLASH CLICK FLASH CLICK --<br>
<br>
Absolute darkness and sudden flashes of intense light disorientate you. You hold your face forward, looking into the void. The strain in your forced smile fades, but the grin remains. It’s genuine now. One of relief. This feels so natural.<br>
<br>
A set of footsteps. A presence standing in front of you. Finally you look up to see Rogers face looking down at you, standing directly in front of your face.<br>
<br>
"Good, Miss Phillips," he murmurs. "I’m delighted you chose this path."<br>
<br>
The standard lights in the gym slowly come to life. You blink. Reagan looks down at you, then her mouth drops open with shock as she catches sight of her leg. She returns it back to the floor. $FinalistName2 has a similarly dismayed expression.<br>
<br>
You can now see beyond the lamps. Dennis checks the camera, refusing to meet your eye. And at the back of the gym, Harrow and Stitch share looks from the judging table.<br>
<br>
"You may leave," Rogers tells the three of you. "But rest assured, we have the photos we need for the Charlton Gazette. And you have made some bearing on our decisions for who will be crowned Miss Charlton this year."<br>
<br>
You look back between Reagan and $FinalistName2. They look as confused as you.<br>
<br>
"Go get changed," Rogers commands. "And return to your lessons."<br>
<br>
<<ActionsHeader>>
<<link "Go get changed and return to the corridor" "SchoolCorridor">><<TimeChange>><<PhotoshootReconcile>><<RemoveOutfit>><<set $PhotoshootGym to undefined>><<set $PhotoshootChangingRoom to undefined>><</link>>
<<case "Round3Stand">>
You feel your legs go heavy, but you fight against the compulsion to drop to your knees. Instead, you put your hands on your hips and face forward, flashing a confident smile.<br>
<br>
-- CLICK FLASH CLICK --<br>
<br>
Your eyes look forward as the camera flashes, whilst the shutter snaps open and shut over the yellow-amber-tinted lens. You feel your smile growing and your breathing becoming deeper. With each snap you feel more confident. The idea you would have appeased Rogers now seems laughable. And as for Reagan? You almost pity her base attempts to appeal to the judges. There’s only one girl who deserves to be here.<br>
<br>
-- FLASH CLICK FLASH --<br>
<br>
The flash from the bulb burns your eyes. You can barely see anything, but your smile spreads. You feel like you’re the most important person here, anyway. That the camera’s sole focus should be on you. The eventual Miss Charlton winner.<br>
<br>
-- CLICK FLASH CLICK FLASH CLICK --<br>
<br>
Absolute darkness and sudden flashes of intense light disorientate you, but you hold your face forward and look into the void. You are on the verge of laughing. This is your contest now.<br>
<br>
A set of footsteps. A presence standing next to you. You look up to see Rogers.<br>
<br>
"Hardly to my tastes, Miss Phillips," he murmurs. "But I’m sure our esteemed leader will be satisfied."<br>
<br>
The standard lights in the gym slowly come to life. You blink. Reagan looks over at you, then her mouth drops open with shock as she catches sight of her leg. She returns it back to the floor. $FinalistName2 has a similarly dismayed expression.<br>
<br>
You can now see beyond the lamps. Dennis checks the camera, refusing to meet your eye. And at the back of the gym, Harrow and Stitch share looks from the judging table. Stitch is grinning.<br>
<br>
"You may leave," Rogers tells the three of you. "But rest assured, we have the photos we need for the Charlton Gazette. And you have made some bearing on our decisions for who will be crowned Miss Charlton this year."<br>
<br>
You look back between Reagan and $FinalistName2. They look as confused as you.<br>
<br>
"Go get changed," Rogers commands. "And return to your lessons."<br>
<br>
<<ActionsHeader>>
<<link "Go get changed and return to the corridor" "SchoolCorridor">><<TimeChange>><<PhotoshootReconcile>><<RemoveOutfit>><<set $PhotoshootGym to undefined>><<set $PhotoshootChangingRoom to undefined>><</link>>
<<case "Round3Leg">>
You feel your legs go heavy, but you fight against the compulsion to drop to your knees. Instead, you reach down and tuck your hands under your thigh. With a knowing grin, you pull your foot off the floor and pull it back, high into the air.<br>
<br>
-- CLICK FLASH CLICK --<br>
<br>
Your eyes look forward as the camera flashes, whilst the shutter snaps open and shut over the yellow-amber-tinted lens. You pull your leg further up, feeling your leg brush against hair. The hem of your skirt rides up with it, exposing your panties to the camera. You grow flushed and aroused all at once, thinking about who will see these photos.<br>
<br>
The idea you would have appeased Rogers now seems laughable. And as for Reagan? Why ever she poses like that, you can match her. Two can play at this game.<br>
<br>
-- FLASH CLICK FLASH --<br>
<br>
The flash from the bulb burns your eyes. You can barely see anything, but your smile spreads. Your ankle presses against your ear. You feel yourself growing wet just thinking of the photos that are being taken. How desired Miss Charlton will be, when you win. And not Reagan.<br>
<br>
-- CLICK FLASH CLICK FLASH CLICK --<br>
<br>
Absolute darkness and sudden flashes of intense light disorientate you, but you hold your face forward and look into the void. You clutch the calf of one leg, standing on the other, showing the lens how flexible you can be.<br>
<br>
A set of footsteps. A presence standing next to you. You look up to see Rogers.<br>
<br>
"Hardly to my tastes, Miss Phillips," he murmurs. "But I’m sure our young Mr. Harrow will study the photos carefully."<br>
<br>
The standard lights in the gym slowly come to life. You blink. Reagan looks over at you, then her mouth drops open with shock as she catches sight of her own leg. She returns it back to the floor. $FinalistName2 has a similarly dismayed expression.<br>
<br>
You can now see beyond the lamps. Dennis checks the camera, refusing to meet your eye. And at the back of the gym, Harrow and Stitch share looks from the judging table. Harrow is watching you with desire.<br>
<br>
"You may leave," Rogers tells the three of you. "But rest assured, we have the photos we need for the Charlton Gazette. And you have made some bearing on our decisions for who will be crowned Miss Charlton this year."<br>
<br>
You look back between Reagan and $FinalistName2. They look as confused as you.<br>
<br>
"Go get changed," Rogers commands. "And return to your lessons."<br>
<br>
<<ActionsHeader>>
<<link "Go get changed and return to the corridor" "SchoolCorridor">><<TimeChange>><<PhotoshootReconcile>><<RemoveOutfit>><<set $PhotoshootGym to undefined>><<set $PhotoshootChangingRoom to undefined>><</link>>
<<case "Round3Trip">>
You feel your legs go heavy, but you fight against the compulsion to drop to your knees. Instead, you rip your eyes from the camera and grin darkly. Without missing a beat, you strike your leg out towards Reagan.<br>
<br>
-- CLICK FLASH CLICK --<br>
<br>
Your foot catches Reagan’s thigh just as the camera flashes. She drops as the shutter blinks, screaming as she collapses to the floor.<br>
<br>
The camera pauses. The lights quickly come back on. $FinalistName2 blinks, as if coming to. She glances at you, then to Reagan, who rolls around on the floor clutching her leg.<br>
<br>
"Enough!" you hear Rogers bellow. In a moment he’s at your side, holding you back.<br>
<br>
"That bitch!" Reagan cries out. "Let me deal with her!"<br>
<br>
Rogers' looks back to the judges table with a look of concern. You follow to see Harrow and Stitch staring back. Stitch holds his gaze and shakes his head.<br>
<br>
"I think we have all the photos we need for the day," Rogers says, his voice wavering. "You may leave. But rest assured, you have all made some bearing on our decision for who will be crowned Miss Charlton this year."<br>
<br>
He holds your gaze as he finishes. A thin, satisfied smile returns once more.<br>
<br>
"Go get changed," Rogers commands. "And return to your lessons."<br>
<br>
<<ActionsHeader>>
<<link "Go get changed and return to the corridor" "SchoolCorridor">><<TimeChange>><<PhotoshootReconcile>><<RemoveOutfit>><<set $PhotoshootGym to undefined>><<set $PhotoshootChangingRoom to undefined>><</link>>
<<case "Round3Refuse">>
"No," you mutter after a long moment. "I won’t."<br>
<br>
You turn to look away from the camera, back to Reagan and $FinalistName2. Reagan’s eyes widen as she looks back at you. She tries to keep her eyes locked forward, but your presence is pulling her attention away from it.<br>
<br>
The silence returns to the gym. You crane your ear to listen, hearing the faint buzzing of the lamps burning through electric. Back over at the edge of the light, the trace of the figure has disappeared.<br>
<br>
"A pity," Rogers' voice bounces around the room. "Leave, Miss Phillips. Your attempts to be crowned at prom are almost over before they’ve begun."<br>
<br>
You look back to the darkness and listen to the silence once more. Reagan and $FinalistName2 return to posing in front of the camera, all the while trying to ignore your presence.<br>
<br>
"Leave!" Rogers' voice booms. Enough to make you jump.<br>
<br>
You inhale, then take a step off to the side. Another, then quickly you move out of the light and into the darkness. You can see nothing but the emergency exit sign above the double-doors. Pushing through them, you hear the sound of camera shutters blinking from behind you.<br>
<br>
<<ActionsHeader>>
<<link "Go get changed and return to the corridor" "SchoolCorridor">><<TimeChange>><<PhotoshootReconcile>><<RemoveOutfit>><<set $PhotoshootGym to undefined>><<set $PhotoshootChangingRoom to undefined>><</link>>
<</switch>><center><img src="./images/School_Changing_Room.png"></center><br>
<br>
<<switch $PhotoshootChangingRoom>>
<<case undefined>>
The changing room is still a changing room, but now costumes and outfits of all sorts of colours and materials hang from the racks instead of sweaty gym gear and school uniforms.<br>
<br>
As you push the door open, the lone occupant of the room looks back at you and smiles warmly. "Emily!" DeBussy beams. "I’m so glad you got into the final, dear!"<br>
<br>
She rushes forward and throws an arm around you, hurrying you into the centre of the changing room. "I shouldn’t say it, but I have high expectations of you in this task. Just remember to dress to impress, and I’m sure you’ll do spectacularly. Did Mr. Rogers tell what’s expected of you?"<br>
<br>
You shake your head. DeBussy nods.<br>
<br>
"It’s nothing to worry about, dear. Three rounds. Let’s focus on the first for now. This should be your day shot. Something you’d wear everyday." She gestures to the clothing on the racks. "You’ll find a number of things in your size, Emily. Nurse Rancy has passed on measurements to our tailors."<br>
<br>
She takes three outfits off the racks and lays them out in front of you. "These are your choices for this round, dear. Make your decision and get changed. You just missed the other finalists. They’ve already gone back into the gym for the first shoot."<br>
<br>
"The other finalists?"<br>
<br>
DeBussy nods. "Yes. You’re all participating, dear."<br>
<br>
<<ActionsHeader>>
<<link "Look at the selection" "PhotoshootChangingRoom">><<set $PhotoshootChangingRoom to "Round1Selection">><</link>>
<<case "Round1Selection">>
You look over the outfits that DeBussy has laid out for you and grind your teeth. They are definitely in Emily’s size, but you aren’t sure anything speaks to what she’s wear everyday.<br>
<br>
The closest is something you’d associate with a 50s preppy girl. A powder pink twinset, with a fitted short-sleeved cardigan and a matching knee-length circle skirt. A white blouse accompanies it, complemented by a narrow yellow belt. White ankle socks, polished Mary Janes and yellow ribbons for your hair.<br>
<br>
Next to it is something more modest. A plain blouse clearly made to button to the throat, with a sleeveless knitted vest and a long pleated tartan skirt that would fall around your calves. Thick socks are draped over the hanger and flat sensible shoes rest underneath it. A pair of large round glasses are tucked into the pocket of the blouse. The uniform of a shy nerd, if ever you saw one.<br>
<br>
And lastly, you can’t quite imagine how this could be classified as everyday wear. A fitted striped top that is designed to be pulled at the waist, with a short swing pink skirt. A satin bowling jacket is on the same hanger, pink and cream, with the word ‘Charlton’ stitched over the breast. It comes with a scarf, hoop earrings, and more troublingly, roller skates with coloured laces.<br>
<br>
"What do you think?" DeBussy says, bringing you from your thoughts. "I’m afraid I can’t help you, Emily. As much as I’d like, that would be against the rules. So what do you think best represents what Miss Charlton wears everyday?"<br>
<br>
<<ActionsHeader>>
<<link "Wear the 50s preppy girl costume" "PhotoshootChangingRoom">><<set $PhotoshootChangingRoom to "Round1Preppy">><<WearOutfit "PreppyGirl">><</link>><br>
<<link "Wear the shy nerd costume" "PhotoshootChangingRoom">><<set $PhotoshootChangingRoom to "Round1Nerd">><<WearOutfit "ShyNerd">><</link>><br>
<<link "Wear the roller drive-in girl costume" "PhotoshootChangingRoom">><<set $PhotoshootChangingRoom to "Round1Roller">><<WearOutfit "RollerGirl">><</link>><br>
<<link "Don’t change and stay in your uniform" "PhotoshootChangingRoom">><<set $PhotoshootChangingRoom to "Round1Uniform">><</link>>
<<case "Round1Preppy">>
You change into the blouse and skirt, fastening the narrow belt tightly around your waist. The cardigan fits with suspicious precision. Once you’ve tied the ribbons into your hair, the girl in the mirror looks sweet, polished and thoroughly respectable.<br>
<br>
"Oh, very becoming," DeBussy says, straightening your collar. "Exactly the sort of girl people trust to make a good impression."<br>
<br>
You slip into the Mary Janes and head for the gym.<br>
<br>
<<ActionsHeader>>
<<link "Return to the school gym" "PhotoshootGym">><<set $PhotoshootGym to "Round1">><</link>>
<<case "Round1Nerd">>
You button the blouse to your throat and pull the knitted vest over it. The heavy skirt conceals your legs beneath layers of tartan, while the thick socks and sensible shoes complete the effect.<br>
<br>
The glasses have plain lenses, but the severe frames transform your reflection into something meek and studious.<br>
<br>
"Very sensible," DeBussy says approvingly. "There’s nothing wrong with showing a little modesty."<br>
<br>
You adjust the glasses and return to the gym.<br>
<br>
<<ActionsHeader>>
<<link "Return to the school gym" "PhotoshootGym">><<set $PhotoshootGym to "Round1">><</link>>
<<case "Round1Roller">>
The striped top clings tightly once tucked into the short pink skirt. You add the earrings, scarf and satin Charlton jacket, then lower yourself carefully onto the bench to lace up the roller skates.<br>
<br>
Standing proves more difficult. You wobble before catching hold of a locker.<br>
<br>
DeBussy laughs. "You’ll certainly attract some attention, dear."<br>
<br>
Keeping one hand against the wall, you begin rolling cautiously towards the gym.<br>
<br>
<<ActionsHeader>>
<<link "Return to the school gym" "PhotoshootGym">><<set $PhotoshootGym to "Round1">><</link>>
<<case "Round1Uniform">>
You look between the costumes and decide against all three. If the judges want to see what you wear every day, your school uniform is the most honest answer available.<br>
<br>
DeBussy’s smile falters. "Your uniform?"<br>
<br>
"It’s everyday wear."<br>
<br>
"I suppose it is," she concedes, although her tone suggests this isn’t the interpretation the judges intended.<br>
<br>
You straighten your blazer and return to the gym.<br>
<br>
<<ActionsHeader>>
<<link "Return to the school gym" "PhotoshootGym">><<set $PhotoshootGym to "Round1">><</link>>
<<case "Round2">>
Walking back out of the gym, you almost bump into Reagan and $FinalistName2 coming out of the changing room. Reagan is dressed in a red floral tea dress, pulled in tight at the waist with a belt but otherwise modest. The skirt moves gently as she moves and her low heels clip softly on the floor.<br>
<br>
<<if $FinalistName2 is "Christina" and $PlayerCharacter.cheerleader is false>>
Christina is dressed similarly, but her dress is black. It’s a little more fitted. Her slight height advantage on Reagan makes it seem slimmer. Her figure is more pronounced and defined.<br>
<br>
"Good luck, Emily," Christina says. "I guess it shows spirit to persevere, even when you know the odds are stacked against you."<br>
<br>
Christina walks off. Reagan smiles at you darkly before following.<br>
<<elseif $FinalistName2 is "Maisie">>
Maisie wears a peach blouse and a dark pencil skirt, constricting her movements. The patent high heels don’t help. Never-the-less, she seems at ease moving in them. You notice the costume is very similar to that worn by shop girls at Evans' Department Store.<br>
<br>
"Good luck, Emily," Reagan mutters. "I couldn’t see anything in a plus size, but I’m sure DeBussy will find something to squeeze you in."<br>
<br>
Reagan walks off. Maisie grimaces, giving you a slight sympathetic look before following.<br>
<<elseif $FinalistName2 is "Chantelle">>
Chantelle wears a fitted black pencil skirt, paired with a crisp silk white blouse buttoned neatly. Her hair is up in a neat bun, stray strands tucked behind her usual glasses. She wears a pair of black stiletto heels that seem to cause her trouble walking in.<br>
<br>
Reagan walks off. Chantelle looks between the two of you, pursing her lips. She then follows.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Enter the changing room" "PhotoshootChangingRoom">><<set $PhotoshootChangingRoom to "Round2Room">><</link>>
<<case "Round2Room">>
DeBussy is waiting for you as you enter, laying out costumes on the bench. "How did it go, Emily? Impressed the judges, did you?"<br>
<br>
She doesn’t wait for a reply. Instead she reaches down and riffles through some belts. "You’re slightly behind the other girls, so let’s be quick and get you all ready at the same time for the grand finale."<br>
<br>
Finally dropping a belt she is satisfied with, she drops it on top of one pile of clothes and gestures to the outfits. "This round should exemplify Miss Charlton’s future career. You understand by now, don’t you Emily? A successful Miss Charlton will have to win over all of our judges if she wants to take the crown. But you’re a bright girl. I’m sure you can figure out how to do it."<br>
<br>
You look down at the selection. One outfit is unmistakably a secretary’s outfit. The black pencil skirt and white blouse gives it away. Another, a slightly more fitted dark pencil skirt, this one with a peach blouse. Strikingly similar to what Jennifer wears for her shifts at Evans' Department Store.<br>
<br>
The last you don’t quite understand. A navy-blue tea dress, modest and hanging down to what you imagine will be your calves. You try to think of the profession that it would represent, but your mind draws a blank. The only people you’ve seen wear something similar to this are women out shopping.<br>
<br>
Your jaw clenches. Housewives.<br>
<br>
"Anything take your fancy, dear?" DeBussy asks. "Remember, it’s about what a Miss Charlton winner would wear. And what our judges see her future as." She titters. "That might not be yours."<br>
<br>
You stare back at the outfits. What would appeal to whom, and who do you need to win over?<br>
<br>
<i>Hold on. What about that camera?</i><br>
<br>
<<ActionsHeader>>
<<link "Choose the secretary outfit" "PhotoshootChangingRoom">><<set $PhotoshootChangingRoom to "Round2Secretary">><<WearOutfit "SecretaryPhoto">><</link>><br>
<<link "Choose the shop girl outfit" "PhotoshootChangingRoom">><<set $PhotoshootChangingRoom to "Round2ShopGirl">><<WearOutfit "ShopGirlPhoto">><</link>><br>
<<link "Choose the housewife outfit" "PhotoshootChangingRoom">><<set $PhotoshootChangingRoom to "Round2Housewife">><<WearOutfit "HousewifePhoto">><</link>><br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PreppyGirl" or _CurrentOutfit is "RollerGirl" or _CurrentOutfit is "ShyNerd">>
<<link "Change back into your standard clothes" "PhotoshootChangingRoom">><<set $PhotoshootChangingRoom to "Round2ChangeBack">><<RemoveOutfit>><</link>>
<<else>>
<<link "Remain in your standard clothes" "PhotoshootChangingRoom">><<set $PhotoshootChangingRoom to "Round2Remain">><</link>>
<</if>>
<<case "Round2Secretary">>
You pull on the white blouse and button it to your throat. The pencil skirt fits tightly around your hips, forcing you to shorten your stride, while the black heels leave you standing stiffly upright.<br>
<br>
DeBussy smooths the blouse across your shoulders. "Very professional, Emily. Every successful man needs a capable young woman behind him."<br>
<br>
You bite your tongue and return to the gym.<br>
<br>
<<ActionsHeader>>
<<link "Go back to the gymnasium" "PhotoshootGym">><<set $PhotoshootGym to "Round2">><</link>>
<<case "Round2ShopGirl">>
You change into the peach blouse and dark skirt. The outfit resembles Jennifer’s uniform from Evans’, right down to the patent heels pinching your toes.<br>
<br>
DeBussy adjusts the blouse, opening its collar slightly. "There. Smart, approachable and pleasing to the customer."<br>
<br>
You look at yourself in the mirror. Apparently Miss Charlton’s future involves selling something.<br>
<br>
<<ActionsHeader>>
<<link "Go back to the gymnasium" "PhotoshootGym">><<set $PhotoshootGym to "Round2">><</link>>
<<case "Round2Housewife">>
You slip into the navy tea dress and fasten its belt around your waist. It is comfortable and modest, but there is no mistaking the image reflected in the mirror: the smiling little wife waiting patiently at home.<br>
<br>
DeBussy clasps her hands. "Oh, Emily. You look ready to settle down already."<br>
<br>
"I’m still at school."<br>
<br>
"All in good time, dear."<br>
<br>
<<ActionsHeader>>
<<link "Go back to the gymnasium" "PhotoshootGym">><<set $PhotoshootGym to "Round2">><</link>>
<<case "Round2ChangeBack">>
You remove your costume from the first round and change back into your school uniform. Compared to DeBussy’s selection, its familiar blouse and skirt feel almost reassuring.<br>
<br>
"You’re certain?" DeBussy asks.<br>
<br>
You fasten your blazer. "Completely."<br>
<br>
She sighs. "It is your future you’re presenting, dear."<br>
<br>
<<ActionsHeader>>
<<link "Go back to the gymnasium" "PhotoshootGym">><<set $PhotoshootGym to "Round2">><</link>>
<<case "Round2Remain">>
You reject the costumes and straighten your uniform instead.<br>
<br>
DeBussy studies you with a strained smile. "Still determined to do things your own way?"<br>
<br>
"If they want to photograph me, they can photograph me as I am."<br>
<br>
"I’m not sure that is what the judges want to see."<br>
<br>
"That’s their problem."<br>
<br>
<<ActionsHeader>>
<<link "Go back to the gymnasium" "PhotoshootGym">><<set $PhotoshootGym to "Round2">><</link>>
<<case "Round3">>
<<if $PlayerCharacter.female is false>>
You step through the door. This time, Reagan and $FinalistName2 are getting changed as DeBussy watches on. Not for the first time in the girl’s changing room, you try not to look.<br>
<<else>>
You step through the door. This time, Reagan and $FinalistName2 are getting changed as DeBussy watches on.<br>
<</if>>
<br>
"Come on, ladies," DeBussy fusses. "The judges have important meetings to get to. You don’t want to fall at the final hurdle, thanks to tardiness."<br>
<br>
Reagan glares at her, pulling up a pleated red skirt over her hips. "I think I know how to wear this costume," she mutters.<br>
<br>
Then does it dawn on you what they are changing into. The cheerleader uniform for Charlton.<br>
<br>
"Emily!" DeBussy exclaims when she sees you. "You’ve caught up, dear. Just in time for the final round. This one is the group shot. And what better than to for all of you to show your school spirit?"<br>
<br>
<<if $PlayerCharacter.CheerleaderExpelled is true>>
"She doesn’t deserve to wear it," Reagan barks. "She lost that right."<br>
<<else>>
"I don’t think it would suit her," Reagan quips. "The top will betray that puppy fat."<br>
<</if>>
<br>
"Oh come now, Reagan," DeBussy says, throwing her a look. "That’s no need to be like that. You’ll be surprised what a sash can hide and a nice set of heels can do for a plump rear. Look at $FinalistName2, after all."<br>
<br>
<<if $FinalistName2 is "Christina">>
You, Reagan and DeBussy look over to Christina, who sits on the bench sliding on a pair of bright red stiletto heels. She already wears a pink sash with decorative lettering reading Miss Charlton Finalist. And she looks back to the teacher with genuine shock.<br>
<br>
"What did you just say?" she snarls, her composed demeanour all but gone.<br>
<br>
"Don’t take it personally, dear," DeBussy says, dismissing Christina’s irritation with a wave of her hand. She picks up a skirt and top, holding it out to you. "Here you go, Emily. Put them on."<br>
<<elseif $FinalistName2 is "Chantelle">>
You, Reagan and DeBussy look over to Chantelle, who sits on the bench sliding on a pair of bright red stiletto heels. She already wears a pink sash with decorative lettering reading Miss Charlton Finalist. And she looks back to the teacher with genuine shock.<br>
<br>
"Sorry Miss?" she mutters, evidently taken aback.<br>
<br>
"Don’t take it personally, dear," DeBussy says, dismissing Chantelle’s hurt with a wave of her hand. She picks up a skirt and top, holding it out to you. "Here you go, Emily. Put them on."<br>
<<elseif $FinalistName2 is "Maisie">>
You, Reagan and DeBussy look over to Maisie, who sits on the bench sliding on a pair of bright red stiletto heels. She already wears a pink sash with decorative lettering reading Miss Charlton Finalist. And she looks back to the teacher with confusion.<br>
<br>
"I beg your pardon?" she asks, her gaze holding on the teacher.<br>
<br>
"Don’t take it personally, dear," DeBussy says, dismissing Maisie’s confusion with a wave of her hand. She picks up a skirt and top, holding it out to you. "Here you go, Emily. Put them on."<br>
<</if>>
<br>
You take the clothes thrust your way. But your eyes wander down, seeing the ruby red stiletto shoes and the sash laid out for you.<br>
<br>
"Do I have to wear all of this?" you mutter.<br>
<br>
DeBussy looks at you as she begins to fold excess clothes. "It’s pageantry, dear. Don’t they have beauty contests where you come from?" She studies you for a moment, snorting quietly through her nose. "Of course I would never try to sway you, Emily. But the judging panel are like their tradition. Don’t you want to impress them?"<br>
<br>
You stare down at the heels and sash. The latter is like being branded, the former playing to the teacher’s voyeurism. But looking around, both Reagan and $FinalistName2 pull and tug at their sashes, already wearing the heels.<br>
<br>
<<ActionsHeader>>
<<link "Put on the cheerleader costume" "PhotoshootChangingRoom">><<set $PhotoshootChangingRoom to "Round3Cheerleader">><<WearOutfit "PhotoCheerleader">><</link>><br>
<<link "Put on costume and heels" "PhotoshootChangingRoom">><<set $PhotoshootChangingRoom to "Round3Heels">><<WearOutfit "PhotoCheerleaderHeels">><</link>><br>
<<link "Put on the costume, heels and sash" "PhotoshootChangingRoom">><<set $PhotoshootChangingRoom to "Round3Sash">><<WearOutfit "PhotoCheerleaderHeelsSash">><</link>>
<<case "Round3Cheerleader">>
You take the skirt and top from DeBussy, but wave her away when she tries to give you the sash. "I’m good, thanks."<br>
<br>
"Suit yourself, dear," DeBussy comments, shaking her head. "Though don’t expect to win over the judges with that attitude."<br>
<br>
You sit down on a bench, taking off your blouse and pulling down your skirt. You avoid the eyes of Reagan and $FinalistName2, who watch cautiously as you pull on the cheerleader top and fasten the skirt.<br>
<br>
"Don’t you look the part," DeBussy says when you stand. "Pretty enough that I’m sure the judges will overlook the missing sash. And heels, of course."<br>
<br>
Reagan and $FinalistName2 share a look, but say nothing. DeBussy thrusts out a hand towards the locker room entrance. "Off you go, ladies. Don’t keep the headmaster waiting."<br>
<br>
The two other girls move quickly to exit. You give DeBussy a slight nod, then follow.<br>
<br>
<<ActionsHeader>>
<<link "Return to the school gym" "PhotoshootGym">><<set $PhotoshootGym to "Round3">><</link>>
<<case "Round3Heels">>
You take the skirt and top from DeBussy, but wave her away when she tries to give you the sash. "I’m good, thanks. I’m okay just with the heels."<br>
<br>
"Suit yourself, dear," DeBussy comments, shaking her head. "Though don’t expect to win over the judges with that attitude."<br>
<br>
You sit down on a bench, taking off your blouse and pulling down your skirt. You avoid the eyes of Reagan and $FinalistName2, who watch cautiously as you pull on the cheerleader top and fasten the skirt. You reach down and remove your shoes, then slide your feet into the stilettos. When you stand, you naturally feel your bum rise up as you totter on the spindly pins.<br>
<br>
"Don’t you look the part," DeBussy says. "Pretty enough that I’m sure the judges will overlook the missing sash."<br>
<br>
Reagan and $FinalistName2 share a look, glaring. DeBussy thrusts out a hand towards the locker room entrance. "Off you go, ladies. Don’t keep the headmaster waiting."<br>
<br>
The two other girls move quickly to exit. You give DeBussy a slight nod, then follow.<br>
<br>
<<ActionsHeader>>
<<link "Return to the school gym" "PhotoshootGym">><<set $PhotoshootGym to "Round3">><</link>>
<<case "Round3Sash">>
You take the skirt and top from DeBussy, then accept the sash from her. "Thank you."<br>
<br>
"Very good, dear," DeBussy comments, shaking her head. "I bet you’ll easily win over the judges with that attitude."<br>
<br>
You sit down on a bench, taking off your blouse and pulling down your skirt. You avoid the eyes of Reagan and $FinalistName2, who watch cautiously as you pull on the cheerleader top and fasten the skirt. You reach down and remove your shoes, then slide your feet into the stilettos. When you stand, you naturally feel your bum rise up as you totter on the spindly pins.<br>
<br>
"And the sash," DeBussy says, stepping up and taking it back. "Let me, dear."<br>
<br>
She pushes one of your arms up and drapes the sash over you, before wrenching it tight. You shudder as the satin fabric is pulled between your breasts. You look down and see the words Miss Charlton Finalist thread between them, clearly designed to draw the eye to them.<br>
<br>
"The finishing touch," DeBussy says. "Doesn’t she look the part, ladies?"<br>
<br>
The two other contestants stare back at you with narrowed eyes full of jealousy. "Quite," Reagan mutters.<br>
<br>
DeBussy looks between the three of you, a smile threatening to form. She thrusts out a hand towards the locker room entrance. "Off you go, ladies. Don’t keep the headmaster waiting."<br>
<br>
The two other girls move quickly to exit. You give DeBussy a slight nod, then follow.<br>
<br>
<<ActionsHeader>>
<<link "Return to the school gym" "PhotoshootGym">><<set $PhotoshootGym to "Round3">><</link>>
<</switch>><<widget "PEDancingPartner">>
<<ReturnEmilyBoyfriend>>
<<CheckPersonalityState "Terrence">>
<<Checkrelationship "Logain">>
<<DailyVariableCheck "JakeSleep">>
<<if _ReturnEmilyBoyfriend is "Jake" and _DailyVariableCheck is false>>
<<set _partner to "Jake">>
<<elseif _PersonalityState is "Straight">>
<<set _partner to "Terrence">>
<<elseif _relationship is 3>>
<<set _partner to "Logain">>
<<else>>
<<DailyVariableCheck "DennisSleep">>
<<if _DailyVariableCheck is false>>
<<set _partner to "Dennis">>
<<else>>
<<set _partner to "Brendan">>
<</if>>
<</if>>
<</widget>>
<<widget "PESpecialLessonCleanup">>
<<set $TempAssertiveDancing to undefined>>
<<set $TempAssertiveMinusDancing to undefined>>
<<set $TempOrientationDancing to undefined>>
<<set $TempOrientationMinusDancing to undefined>>
<<set $PESpecialLessonConform to undefined>>
<<set $PESpecialLessonRebel to undefined>>
<<set $PESpecialLesson to undefined>>
<</widget>>
<<widget "PESpecialLessonConform">>
<<set $PESpecialLessonConform to ($PESpecialLessonConform || 0) + 1>>
<</widget>>
<<widget "PESpecialLessonRebel">>
<<set $PESpecialLessonRebel to ($PESpecialLessonRebel || 0) + 1>>
<</widget>>
/* Miss Charlton photoshoot (4Ca-4Cc). Round 2 reply thresholds, eased by the round's matching outfit. */
<<widget "PhotoshootRound2StatOptions">>
<<set _PhotoShootFlirtStat to 40>>
<<set _PhotoShootAssertiveStat to 30>>
<<set _PhotoShootGreedyStat to 70>>
<<CurrentOutfit>>
<<if _CurrentOutfit is "SecretaryPhoto">>
<<set _PhotoShootAssertiveStat += 10>>
<<elseif _CurrentOutfit is "ShopGirlPhoto">>
<<set _PhotoShootFlirtStat -= 10>>
<<elseif _CurrentOutfit is "HousewifePhoto">>
<<set _PhotoShootGreedyStat -= 10>>
<</if>>
<</widget>>
/* Round 3 obedience lock: DutifulDoer takes priority over TeachersPet.
Returns _CompulsionCheckPhotos: "DutifulDoer" / "TeachersPet" / undefined. */
<<widget "CompulsionCheckPhotos">>
<<set _CompulsionCheckPhotos to undefined>>
<<CompulsionCheck "DutifulDoer">>
<<if _CompulsionCheck is true>>
<<set _CompulsionCheckPhotos to "DutifulDoer">>
<<else>>
<<CompulsionCheck "TeachersPet">>
<<if _CompulsionCheck is true>>
<<set _CompulsionCheckPhotos to "TeachersPet">>
<</if>>
<</if>>
<</widget>>
/* Fired on every photoshoot exit link. Registers the next-day Gazette interview
(FinalistInterview has a dailyVariableNot extraPass, so today's DailyVariableAdd
holds it until tomorrow's Lunch at the earliest) and closes the photoshoot event. */
<<widget "PhotoshootReconcile">>
<<EventTrigger "SchoolCorridor" "FinalistInterview" "Lunch" null "Emily" null null null false>>
<<DailyVariableAdd "FinalistInterview">>
<<EventsCheckEnd "SchoolCorridor" "MissCharltonPhotoshoot">>
<</widget>><b>Charlton School - Gym Entrance</b><br>
<img src="./images/School_Gym_Entrance.png"><br>
<br>
Effectively just the end of the long main corridor, two double doors lead into the school gymnasium. Either side of those doors are entrances to the male and female changing rooms.<br>
<<include "EventsSchoolGymEntrance">>
<<if _currentEvent is undefined>>
<<QuestState "Quest9">><<InventoryCheckSelf "HeatherPhoto">>
<<if setup.period[$periodCurrent] is "Evening" and _QuestState is 2 and _InventoryCheckSelf is true>>
<br><I>With the school corridors deserted, now would be a good time to make use of the photos you have of Heather. Embarrassing a student in such a public way would definitely appeal to Christina’s idea of asserting yourself on the pecking order.</i><br><<QuestOptionUnlock "Quest9" 2 "post_heather_photos">>
<<elseif $NPCPresent.includes("Heather") and $HeatherGymFail gte 2>>
<<CheckPersonalityState "Heather">>
<<if _PersonalityState is "Free">>
<br>Heather is just outside the gym doors, looking through a locker.<br>
<<else>>
<br>Heather stands by the entrance to the gym, mop and bucket resting at her feet. Her eyes stay on the concrete. Waiting silently.<br>
<</if>>
<<AlreadyIdentified "Heather">><<QuestStatus "Quest28">><<DialogueSpoken "Heather" "TellAboutMagic">>
<<if _AlreadyIdentified is true and _Discussed is false and _QuestStatus is "active">>
<Br>Now you know that Heather has some magical affinity, you can try to recruit her. You should begin by at least confessing to her about magic.<br>
<</if>>
<</if>>
<<QuestOptionCheck "Quest23" 3 "christina_transform" "gte">><<QuestOptionCompleteCheck "Quest23" 3 "christina_transform">><<NPCLocationCheck "Christina">><<GetNPCState "Christina" "cheerleader">>
<<if _QuestOptionCheck is true and _QuestOptionCompleteCheck is false and _NPCLocationCheck is "SchoolFootballField" and _cheerleader is true and $current.avatar is "Emily">>
<br>
You listen in the hallway, just making out the faint sounds of Christina and the other cheerleaders practising their routines outside. You glance over at the changing rooms. With Christina out on the football field, you wonder if you could find something in there that could help you transform into her.<br>
<</if>>
<br>
<<ActionsHeader>>
<<scheduleGym>>
<<QuestOptionCheck "Quest23" 3 "christina_transform" "gte">><<QuestOptionCompleteCheck "Quest23" 3 "christina_transform">><<NPCLocationCheck "Christina">><<GetNPCState "Christina" "cheerleader">>
<<if _QuestOptionCheck is true and _QuestOptionCompleteCheck is false and _NPCLocationCheck is "SchoolFootballField" and _cheerleader is true and $current.avatar is "Emily">>
<<link "Enter the Girls' Changing Room" "SchoolChangingRoom">><<EventTrigger "SchoolChangingRoom" "ChristinaSearch" null null "Emily" null null null false>><</link>><br>
<</if>>
/* Morning */
<<if setup.period[$periodCurrent] is "Morning">>
<<InventoryCheckSelf "KeyGym" "KeyGymOlaf" "KeyGymJake" "KeyGymHeather">>
<<if _InventoryCheckSelf is true and $GymWard is undefined>><<link "Unlock the School Gym" "SchoolGymInvestigation">><</link>><br><</if>>
[[Go out on to the playing field->SchoolFootballField]]<br>
/* Lunch */
<<elseif setup.period[$periodCurrent] is "Lunch">>
<<InventoryCheckSelf "KeyGym" "KeyGymOlaf" "KeyGymJake" "KeyGymHeather">>
<<if _InventoryCheckSelf is true and $GymWard is undefined>><s>Unlock the School Gym</s> - <i>There's too many students around right now to get in undetected.</i><br><</if>>
[[Go out on to the playing field->SchoolFootballField]]<br>
/* Afternoon */
<<elseif setup.period[$periodCurrent] is "Afternoon">>
<<InventoryCheckSelf "KeyGym" "KeyGymOlaf" "KeyGymJake" "KeyGymHeather">>
<<if _InventoryCheckSelf is true and $GymWard is undefined>><s>Unlock the School Gym</s> - <i>There's too many students around right now to get in undetected.</i><br><</if>>
[[Go out on to the playing field->SchoolFootballField]]<br>
/* Evening */
<<elseif setup.period[$periodCurrent] is "Evening">>
<<if $GeographyDetention is true or $MathsDetention is true>>
<i>You need to attend detention before doing anything else.</i><br>
<<else>>
<<InventoryCheckSelf "HeatherPhoto">><<QuestOptionCheck "Quest9" 2 "post_heather_photos">><<QuestOptionCompleteCheck "Quest9" 2 "post_heather_photos">>
<<if _QuestOptionCheck is true and _InventoryCheckSelf is true and _QuestOptionCompleteCheck is false and $NPCPresent.includes("Heather")>><<RemoveNPC "Heather">><</if>>
<<if $NPCPresent.includes("Heather") and $HeatherGymFail gte 2>>
<<link "Talk to Heather" "SchoolGymEntranceHeatherDialogue0">><<NPCKnown "Heather">><</link>><br>
<<SpellsCheckSelf "Identify">><<AlreadyIdentified "Heather">>
<<if _AlreadyIdentified is false and _SpellsCheckSelf is true and $current.female is true>>
<<link "[Spell: Identify] Cast Identify on Heather" "SpellIdentify">>
<<CastIdentify "Heather" "SchoolGymEntrance" "the corridor">>
<<SpellIdentified "Heather">>
<</link>><br>
<</if>>
<</if>>
<<InventoryCheckSelf "KeyGym" "KeyGymOlaf" "KeyGymJake" "KeyGymHeather">>
<<if _InventoryCheckSelf is true and $GymWard is undefined>><s>Unlock the School Gym</s> - <I>You hear muttered voices from the gym. Best to wait until the morning.</i><br><</if>>
<<QuestState "Quest9">>
<<if _QuestState is 3 and $current.avatar is "Emily">><<link "Meet with the cheerleaders for your initiation." "SchoolGym">><<SetNPCLocation "Christina" $dayCurrent "3" "SchoolGym">><</link>><br><</if>>
<<QuestOptionCheck "Quest21" 7 "join_ritual_cheerleader_invite">><<QuestStatus "Quest21">>
<<if _QuestOptionCheck is true and _QuestStatus is "active" and $current.avatar is "Emily">><<link "Enter the gym to participate in the ritual" "SchoolGymRitual">><<set $SchoolGymRitualPath to "Cheerleader">><</link>><br><</if>>
<<QuestState "Quest21">><<QuestStatus "Quest21">><<InventoryCheckSelf "KeyGym" "KeyGymOlaf" "KeyGymJake" "KeyGymHeather">><<AvatarValid "Emily" "PC">>
<<if _QuestState is 7 and _QuestStatus is "active" and _InventoryCheckSelf is true and _AvatarValid is true>><<link "Enter the gym and wait for the cheerleaders." "SchoolGymRitual">><<set $SchoolGymRitualPath to "Key">><</link>><br><</if>>
<<QuestState "Quest9">><<QuestStatus "Quest9">>
<<if (_QuestState is 5 or _QuestState is 6) and _QuestStatus is "active" and $current.avatar is "Emily">><<link "Meet with the coven to tell them about Liz" "SchoolGym">><<SetNPCLocation "Christina" $dayCurrent "3" "SchoolGym">><</link>><br><</if>>
<<InventoryCheckSelf "HeatherPhoto">><<QuestOptionCheck "Quest9" 2 "post_heather_photos">>
<<if _QuestOptionCheck is true and _InventoryCheckSelf is true>><<link "Post photos of Heather across the lockers" "SchoolGymPhotos">><<CheerleaderAcceptence>><<Greedy 1>><<QuestOptionComplete "Quest9" 2 "post_heather_photos">><</link>><br><</if>>
[[Go out on to the playing field->SchoolFootballField]]<br>
<</if>>
/* Night */
<<elseif setup.period[$periodCurrent] is "Night">>
<<InventoryCheckSelf "KeyGym" "KeyGymOlaf" "KeyGymJake" "KeyGymHeather">>
<<if _InventoryCheckSelf is true and $GymWard is undefined>><s>Unlock the School Gym</s> - <I>You hear muttered voices from the gym. Best to wait until the morning.</i><br><</if>>
[[Go out on to the playing field->SchoolFootballField]]<br>
<</if>>
[[Go back to the corridor->SchoolCorridor]]<br>
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<switch _currentEvent>>
<<case "DogTagsReactHeather">>
<br>
Dusk leans violet against the gym windows. You notice Heather standing by the entrance to the gym, eyes on the concrete. Waiting silently.<Br>
<br>
You consider going to speak to her, but the quiet atmosphere is shattered as the doors to outside slam open. You and Heather both jump. Your stomach drops as you see the cause is Jake, coming off the field. He sees her and grins.<Br>
<br>
Heather shuffles as she becomes the sole focus of his attention. “Evening,” he says, stopping too close. His brutish form hangs over her, causing her to take a step backward against the gym entrance.<br>
<br>
“You see things," you hear him tell her. "You do not talk much, but those eyes never miss. Where are my dog tags?”<br>
<Br>
Heather glances up at him briefly, but her eyes soon return to the floor. “I don't know.”<br>
<Br>
Jake leans in until she runs out of space to lean back. “You can find out," he retorts. "People don't notice you. You can listen to other people. Hear what they're saying. Can't you?"<br>
<Br>
She shakes her head, still not meeting his eyes. "I don't know," she re-iterates. "How?"<br>
<Br>
"You'll find a way," Jake tells her. His hand goes to her chin, forcing her to look up at him. His face only centimetres from hers. "Because if you don't, people might learn what you do in this gym after school.”<Br>
<Br>
Heather’s mouth opens. Nothing comes out. Jake grins menacingly, smelling victory. “You wouldn't want that, would you?”<Br>
<Br>
She shakes her head, face covered in fear. "Please. Don't."<Br>
<Br>
"Then find out where they are." His voice goes flat. “Quickly.”<br>
<Br>
He turns away and heads back toward the field. Halfway there, he notices you watching. “What?” he barks. He holds your gaze for a beat, finds nothing he can use, and keeps walking.<Br>
<Br>
Heather stays very still, shaking but not moving. Her eyes don't lift from her shoes on the floor.<Br>
<Br>
The dog tags in your pocket feel colder than the night air.<Br>
<br>
<<ActionsHeader>>
<<link "Return to the gym entrance" "SchoolGymEntrance">><<EventsCheckEnd "SchoolGymEntrance" "DogTagsReactHeather">><</link>>
<</switch>><<StartConversation "Heather" "SchoolGymEntrance">>
<<CheckPersonalityState "Heather">>
<<if _PersonalityState is "Free">>
<<Checkrelationship _NPC>>
<<if $HeatherDialogue is undefined and _relationship is 0>>
Heather glances at you, surprisingly holding your eye. There is a glare from her, though. Something you've never seen before. And this new thing is not welcoming.<br>
<<elseif $HeatherDialogue is undefined and $current.avatar is "Emily">>
As you approach Heather, her large eyes flick up from the floor and land upon you. Her lips cast a rare smile towards you. “Hello Emily,” she says with a small smile.<br>
<<elseif $HeatherDialogue is undefined and $current.avatar is "Dennis">>
Heather is just outside the gym doors, looking through a locker.<Br>
<Br>
When she sees you, she smiles slightly. "Hello Dennis."<BR>
<<elseif _relationship is 0>>
Heather glances at you briefly, glaring at you.<Br>
<<else>>
Heather looks up from the floor, with a small smile on her face.<br>
<</if>>
<<else>>
<<Checkrelationship _NPC>>
<<if $HeatherDialogue is undefined and _relationship is 0>>
Heather glances at you briefly, before turning her attention back to the floor. You try to catch her eye, but she has mastered the art of staring directly downwards, avoiding your attempts to engage in any sort of interaction.<br>
<<elseif $HeatherDialogue is undefined and $current.avatar is "Emily">>
As you approach Heather, her large eyes flick up from the floor and land upon you. Her delicate lips cast a sad smile towards you. “Hello,” she says, softly.<br>
<<elseif $HeatherDialogue is undefined and $current.avatar is "Dennis">>
Heather is just outside the gym doors, tugging at the hem of her skirt as if to make sure it sits right. Her gym bag is hugged tight against her chest, damp hair falling loose around her face.<Br>
<Br>
When she sees you, her lips part slightly, then close again. A faint blush creeps across her cheeks.<BR>
<Br>
“Oh… hi, Dennis,” she says, voice quiet but not unkind. Her eyes dart away almost immediately, fixing on the floor tiles. She shifts her bag from one arm to the other, nervous energy radiating from every small movement.<Br>
<br>
For a moment she looks like she might say more, but then she just tucks a strand of hair behind her ear and offers a tiny, fleeting smile.<Br>
<<elseif _relationship is 0>>
Heather glances at you briefly, before turning her attention back to the floor.<br>
<<else>>
Heather looks up from the floor, expectantly.<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<Checkrelationship _NPC>>
<<if _relationship is 0>>
<<QuestOptionCheck "Quest8" 1 "heather_reluctant">><<InventoryCheckSelf "KeyGymHeather">><<QuestState "Quest8">>
<<if _QuestOptionCheck is true and _InventoryCheckSelf is false and _QuestState is 1>>
<<RumourCheckSelf "Heather">><<DialogueSpoken "Heather" "Blackmail">>
<<if _RumourCheckSelf is true and _Discussed is false>><<link "Blackmail her for the key with the photos you've seen" "HeatherDialogue">>
<<ChangeNPCrelationship "Heather" $current.avatar 0>>
<<Greedy 1>>
<<set $HeatherDialogue to "Blackmail">>
<</link>><br><</if>>
<<InventoryCheckSelf "HeatherPhoto">><<DialogueSpoken "Heather" "BlackmailPhotos">>
<<if _InventoryCheckSelf is true and _Discussed is false>><<link "Blackmail her for the key with the photos you have" "HeatherDialogue">>
<<ChangeNPCrelationship "Heather" $current.avatar 0>>
<<Greedy 1>>
<<set $HeatherDialogue to "BlackmailPhotos">>
<<TakeObjectNPC "Heather" "KeyGymHeather">>
<</link>><br><</if>>
<<DialogueSpoken "Heather" "Intimidate">>
<<if _Discussed is false>>
<<StatCheckAssertive "gt" 50>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Intimidate Heather into giving you the key">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "HeatherDialogue">><<set $HeatherDialogue to "AssertivePass">><<Greedy 1>><<ChangeNPCrelationship "Heather" $current.avatar 0>><<TakeObjectNPC "Heather" "KeyGymHeather">><</link>><br>
<<else>>
<<link _StatAssertiveProbability "HeatherDialogue">><<set $HeatherDialogue to "AssertiveFail">><<Assertive 1>><</link>><br>
<</if>>
<</if>>
<<SpellsCheckSelf "Charm">><<CharmedCheck _NPC>>
<<if _Charmed is false and _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Charm] Cast Charm on Heather" "HeatherDialogue">><<set $HeatherDialogue to "Charm">><<Greedy 1>><</link>><br><</if>>
<</if>>
<<else>>
<<DialogueSpoken "Heather" "What">><<QuestOptionCheck "Quest8" 1 "heather_cleaning" "gte">><<CheckPersonalityState "Heather">>
<<if (_Discussed is false or _QuestOptionCheck is false) and ($current.avatar is "Emily" or $current.avatar is "Dennis") and _PersonalityState isnot "Free">><<link "Ask her what she’s doing here" "HeatherDialogue">><<set $HeatherDialogue to "What">><</link>><br><</if>>
<<DialogueSpoken "Heather" "What">>
<<if _Discussed is true>>
<<DialogueSpoken "Heather" "Boys">>
<<if _Discussed is false and $current.avatar is "Emily">><<link "Ask her about boys watching her clean" "HeatherDialogue">><<set $HeatherDialogue to "Boys">><</link>><br><</if>>
<</if>>
<<DialogueSpoken "Heather" "What">><<InventoryCheckSelf "KeyGymHeather" "KeyGymJake" "KeyGymOlaf" "KeyGym">>
<<if _Discussed is true and _InventoryCheckSelf is false>><<link "Ask to borrow the key" "HeatherDialogue">><<set $HeatherDialogue to "Key">><</link>><br><</if>>
<<QuestOptionCheck "Quest8" 1 "heather_reluctant">><<InventoryCheckSelf "KeyGymHeather" "KeyGymJake" "KeyGymOlaf" "KeyGym">>
<<if _QuestOptionCheck is true and _InventoryCheckSelf is false>>
<<RumourCheckSelf "Heather">><<DialogueSpoken "Heather" "Blackmail">>
<<if _RumourCheckSelf is true and _Discussed is false>><<link "Blackmail her for the key with the photos you've seen" "HeatherDialogue">><<ChangeNPCrelationship "Heather" $current.avatar 0>><<Greedy 1>><<set $HeatherDialogue to "Blackmail">><</link>><br><</if>>
<<InventoryCheckSelf "HeatherPhoto">><<DialogueSpoken "Heather" "BlackmailPhotos">>
<<if _InventoryCheckSelf is true and _Discussed is false>><<link "Blackmail her for the key with the photos you have" "HeatherDialogue">><<ChangeNPCrelationship "Heather" $current.avatar 0>><<Greedy 1>><<set $HeatherDialogue to "BlackmailPhotos">><<TakeObjectNPC "Heather" "KeyGymHeather">><<Quest21InventoryCheck>><</link>><br><</if>>
<<DialogueSpoken "Heather" "Intimidate">>
<<if _Discussed is false>>
<<StatCheckAssertive "gt" 50>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Intimidate Heather into giving you the key">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "HeatherDialogue">><<set $HeatherDialogue to "AssertivePass">><<Greedy 1>><<ChangeNPCrelationship "Heather" $current.avatar 0>><<TakeObjectNPC "Heather" "KeyGymHeather">><<Quest21InventoryCheck>><</link>><br>
<<else>>
<<link _StatAssertiveProbability "HeatherDialogue">><<set $HeatherDialogue to "AssertiveFail">><<Assertive 1>><</link>><br>
<</if>>
<</if>>
<<SpellsCheckSelf "Charm">><<CharmedCheck _NPC>>
<<if _Charmed is false and _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Charm] Cast Charm on Heather" "HeatherDialogue">><<set $HeatherDialogue to "Charm">><<Greedy 1>><</link>><br><</if>>
<</if>>
<<AlreadyIdentified "Heather">><<QuestStatus "Quest28">>
<<if _AlreadyIdentified is true and _QuestStatus is "active" and $current.avatar is "Emily">>
<<DialogueSpoken "Heather" "TellAboutMagic">>
<<if _Discussed is false>><<link "Tell her about magic" "HeatherDialogue">><<set $HeatherDialogue to "TellAboutMagic">><<DialogueDone "Heather" "TellAboutMagic">><</link>><Br><</if>>
<<DialogueUnlockCheck "Heather" "AskForHelp">><<DialogueSpoken "Heather" "AskForHelp">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask for help with the prom" "HeatherDialogue">><<set $HeatherDialogue to "AskForHelp">><<DialogueDone "Heather" "AskForHelp">><</link>><br><</if>>
<<DialogueUnlockCheck "Heather" "OfferHelp">><<DialogueSpoken "Heather" "OfferHelp">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Tell her you can do Beach's job for her... as her" "HeatherDialogue">><<set $HeatherDialogue to "OfferHelp">><<DialogueDone "Heather" "OfferHelp">><</link>><br><</if>>
<</if>>
<<QuestState "Quest33">><<QuestStatus "Quest33">><<DialogueSpoken "Heather" "TellWhatHappened">>
<<if _QuestState is 3 and _QuestStatus isnot "complete" and _Discussed is false and $current.avatar is "Emily">><<link "Tell her what happened at the Holloway's" "HeatherDialogue">><<set $HeatherDialogue to "TellWhatHappened">><<DialogueDone "Heather" "TellWhatHappened">><</link>><br><</if>>
<<EventSeen "SchoolCorridor" "Act2Begin">><<DialogueSpoken "Heather" "MissCharltonContest">>
<<if _EventSeen is true and _Discussed is false>><<link "Ask about the Miss Charlton contest" "HeatherDialogue">><<set $HeatherDialogue to "MissCharltonContest">><<DialogueDone "Heather" "MissCharltonContest">><</link>><br><</if>>
<<QuestState "Quest29">><<QuestStatus "Quest29">><<DialogueSpoken "Heather" "MissCharltonBadges">>
<<if _QuestState lt 3 and _QuestStatus is "active" and _Discussed is false>><<link "Ask about the contest badges" "HeatherDialogue">><<set $HeatherDialogue to "MissCharltonBadges">><<DialogueDone "Heather" "MissCharltonBadges">><</link>><br><</if>>
<<QuestOptionCheck "Quest23" 0 "beach">><<QuestOptionCompleteCheck "Quest23" 0 "beach">><<DialogueSpoken "Heather" "BeachAmulet">>
<<if _QuestOptionCheck is true and _QuestOptionCompleteCheck is false and _Discussed is false and $current.avatar is "Emily">><<link "Ask about Beach's amulet" "HeatherDialogue">><<set $HeatherDialogue to "BeachAmulet">><<DialogueDone "Heather" "BeachAmulet">><</link>><br><</if>>
<</if>>
<<link "Say goodbye to Heather and return to the corridor" $ConversationExit>><<EndConversation "Heather">><</link>>First checking around to see if anyone is watching, you reach into your bag and take out the photos from the selection you took from the basement.<br>
<br>
You find some used gum stuck to one of the lockers and spend a few minutes carefully pinning up the complete spread across the lockers in the corridor. When there are no photos left, you step back and survey your work. <br>
<br>
Almost every locker in this part of the corridor is ‘decorated’ with a photo of Heather. All of which feature her in the school gymnasium. In most of them, she’s naked. In some of them, she’s on her hands and knees. In a few of the most risqué of the lot, she’s on her back, legs spread, as she works to clean under some of the equipment. <br>
<br>
You consider what will happen tomorrow morning. If the teachers find them first, you imagine there'll be some very awkward conversations for Heather and some members of the faculty.<br>
<br>
And if they don’t, every student will see what Heather really does when she cleans after school. There will be no coming back from that. Her life, at least at Charlton, will be ruined.<br>
<br>
Christina should love this, you can only hope.<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolGymEntrance">><<GiveObjectLocation "Void" "HeatherPhoto">><<QuestOptionComplete "Quest9" 2 "post_heather_photos">><<TimeChange>><</link>><b>Charlton School - Headmaster's Office</b><br>
<img src="./images/School_HeadmastersOffice.png"><br>
<br>An austere, meticulously ordered room dominated by dark oak furniture, polished to an intimidating shine. Framed certificates and awards line the walls, each precisely aligned, subtly asserting authority and prestige.<br>
<<include "EventsSchoolHeadmastersOffice">>
<<if _currentEvent is undefined>>
<br>
<<ActionsHeader>>
[[Return to the corridor|SchoolCorridor]]
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<br>
<<switch _currentEvent>>
<<case "GradesEMeeting">>
You step into Mr. Stitch's office. A heavy oak desk at the centre dominates the space, positioned beneath a large window that floods the room with stark, cold light, amplifying the oppressive atmosphere. The room exudes quiet control.<br>
<br>
Behind the desk, Mr. Stitch sits upright, fingers steepled precisely, regarding you with calculating patience. His gaze follows you, steady and appraising, as you approach and take a seat in the chair placed deliberately before him.<br>
<br>
"Thank you for coming promptly, <<GenderTitle>>. Phillips," he begins, voice calm but firm, leaving no doubt who commands this meeting. <br>
<br>
"I’ll be blunt. I’m afraid Emily’s recent performance has become unacceptable. Her teachers report significant deterioration across all key subjects. Frankly, that reflects poorly not just on Emily, but on those responsible for her."<br>
<br>
He pauses, allowing the silence to grow heavy in the air.<Br>
<br>
"Charlton Upper School prides itself on excellence," Stitch continues coldly. "Emily’s current performance jeopardizes her future here. We expect rapid and visible improvement."<br>
<br>
He leans forward ever so slightly, voice softening dangerously. "I'm sure you understand what I'm saying. I'd hate for Emily’s potential to go to waste. But I can’t risk our academic reputation for one student’s reluctance to engage with our institution."<br>
<br>
His words hang in the oppressive silence, the unspoken threat crystal clear. “So. I am open to suggestions. Can you give me a reason why I shouldn’t consider expulsion?”<br>
<<Quest23AmuletObservation "Stitch">>
<br>
<<ActionsHeader>>
<<if $current.female is true>>
<<StatCheckOrientation "gt" 90 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to charm Mr. Stitch to reconsider">>
<<if _StatCheckOrientation is true>><<link _StatOrientationProbability "StitchDialogue">><<set $StitchDialogue to "EMeetingFlirtPass">><<EventsCheckEnd "SchoolHeadmastersOffice" "GradesEMeeting">><</link>><br>
<<else>><<link _StatOrientationProbability "StitchDialogue">><<set $StitchDialogue to "EMeetingFlirtFail">><<Orientation 1>><<EventsCheckEnd "SchoolHeadmastersOffice" "GradesEMeeting">><</link>><br><</if>>
<</if>>
<<StatCheckAssertive "gt" 65>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Convince him that Emily should be given a break">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "StitchDialogue">><<set $StitchDialogue to "EMeetingAssertivePass">><<EventsCheckEnd "SchoolHeadmastersOffice" "GradesEMeeting">><</link>><br>
<<else>><<link _StatAssertiveProbability "StitchDialogue">><<set $StitchDialogue to "EMeetingAssertiveFail">><<Assertive 1>><<EventsCheckEnd "SchoolHeadmastersOffice" "GradesEMeeting">><</link>><br><</if>>
<<StatCheckIntelligence "gt" 65>>
<<set _StatIntelligenceProbability to _StatIntelligenceProbability + " Demonstrate how you can help Emily study">>
<<if _StatCheckIntelligence is true>><<link _StatIntelligenceProbability "StitchDialogue">><<set $StitchDialogue to "EMeetingIntelligencePass">><<EventsCheckEnd "SchoolHeadmastersOffice" "GradesEMeeting">><</link>><br>
<<else>><<link _StatIntelligenceProbability "StitchDialogue">><<set $StitchDialogue to "EMeetingIntelligenceFail">><<Intelligence 1>><<EventsCheckEnd "SchoolHeadmastersOffice" "GradesEMeeting">><</link>><br><</if>>
<<link "Tell Stitch you'll work with Emily to correct her behaviour" "StitchDialogue">><<EventsCheckEnd "SchoolHeadmastersOffice" "GradesEMeeting">><<set $StitchDialogue to "EMeetingCorrect">><</link>><br>
<<case "StitchClass">>
<<CheckFirst "StitchClass">>
<<if _CheckFirst is false>>
You step into Mr. Stitch’s office, the door shutting behind you with a soft but decisive click.<br>
<br>
He doesn’t rise from behind his desk - he never does - but his eyes find you instantly, as if he’s been watching the door for minutes.<br>
<br>
He gestures calmly to the chair opposite him. “Miss Phillips,” he says. “Take a seat.”<br>
<br>
You obey, settling into the hard-backed chair.<br>
<br>
“I’m pleased,” he begins, “that you’ve accepted this opportunity. These sessions are not required. They are earned. It is a privilege to be here. A privilege I hope you’ll use wisely. You will find that those that reach the academic top at Charlton seldom get there without my guidance.”<br>
<<trackKnowledge "TopOfClass" "Learned">>
<br>
He regards you for a beat longer. “Charlton,” he continues, “is a town balanced on a truth few dare say aloud. There are those with power. And those without. Yet even those without can wield influence. Quietly. Strategically. Without compromising their morality.”<br>
<br>
He tilts his head slightly. “This is what I hope to teach you.”<br>
<br>
He opens a drawer and gently retrieves an elaborate chessboard. He places it between you with care, revealing hand-carved pieces already positioned. Each piece is familiar. On your side of the board is a carving of people you know. Heather, the pawn. Elizabeth, the rook. Terrence, the Bishop. Michelle, the Queen. And you, as the King.<br>
<br>
On the other side of the board, the pawns are figures of Britney. The rooks are Jake. Bishops are Stacey. Knights are Reagan. The Queen, Christina. And the king is Stitch himself.<Br>
<br>
The board itself seems to shimmer in a familiar golden yellow glaze. Faintly enchanted. These are caricatures, but the faces and carvings you're certain are shaped by magic.<br>
<br>
“Beautiful, isn’t it?” Stitch says, practising a well-told lie. “Ivory. Elephant-carved. Commissioned each year, based on my expectations of how my students will perform. I am seldom wrong.”<br>
<br>
He sits back, hands folding together.<br>
<br>
“You’re white, Miss Phillips,” he says smoothly. “Which means you begin.”<br>
<<Quest23AmuletObservation "Stitch">>
<br>
<<ActionsHeader>>
<<QuestOptionCheck "Quest11" 1 "stitch_pass">>
<<if _QuestOptionCheck is true>><<link "Ask about getting a hall pass before you begin" "StitchDialogue">><<set $StitchDialogue to "HallPass">><<EventsCheckEnd "SchoolHeadmastersOffice" "StitchClass">><<NPCKnown "Stitch">><</link>><br><</if>>
<<link "Play chess with Stitch" "StitchDialogue">><<set $StitchDialogue to "ChessFirstRound1">><<EventsCheckEnd "SchoolHeadmastersOffice" "StitchClass">><<NPCKnown "Stitch">><<AddFirst "StitchClass">><</link>>
<<else>>
You enter the office. The same cold lighting. Same icy air. Same calculating eyes following your every step.<br>
<Br>
Stitch doesn’t waste time. He gestures silently to your seat. When you sit, he offers the faintest nod. “Good,” he says. “Let’s continue.”<br>
<Br>
He retrieves the chessboard from the drawer again, placing it with reverence. The pieces are already arranged. Familiar faces stare back at you. The magic flows, forming the pieces into caricatures of the people you know in real life. If you weren't aware of magic, you have no doubt they would look real to you.<br>
<br>
Stitch’s tone is calm as he speaks. “You’re beginning to see, I trust, how influence isn’t always loud or obvious. Those who shout rarely rule. It’s the quiet movements that decide a match."<br>
<Br>
He smiles faintly. “Your move.”<br>
<bR>
You know how the game is played, now. You know what you must do to win his favour. The question is, with the magic seeping off each lost piece to who-knows-where, are you willing to do it?<Br>
<<Quest23AmuletObservation "Stitch">>
<br>
<<ActionsHeader>>
<<QuestOptionCheck "Quest11" 1 "stitch_pass">>
<<if _QuestOptionCheck is true>><<link "Ask about getting a hall pass before you begin" "StitchDialogue">><<set $StitchDialogue to "HallPass">><<EventsCheckEnd "SchoolHeadmastersOffice" "StitchClass">><</link>><br><</if>>
<<link "Play to win" "StitchDialogue">><<set $StitchDialogue to "ChessSubsequentWin">><<EmilyGrades 1>><<Greedy 1>><<EventsCheckEnd "SchoolHeadmastersOffice" "StitchClass">><</link>><BR>
<<link "Play to stalemate" "StitchDialogue">><<set $StitchDialogue to "ChessSubsequentDraw">><<EmilyGrades -2>><<EventsCheckEnd "SchoolHeadmastersOffice" "StitchClass">><</link>><br>
<<link "Play to a quick loss" "StitchDialogue">><<set $StitchDialogue to "ChessSubsequentLose">><<EmilyGrades -1>><<Greedy 1>><<EventsCheckEnd "SchoolHeadmastersOffice" "StitchClass">><</link>>
<</if>>
<</switch>><b>Charlton School - Kitchen</b><br>
<img src="./images/School_Kitchen.png"><br>
A stench of fried food and mass-cooked meat threatens to overwhelm your nostrils. The kitchen is large enough to cook on a scale for the entire school, but is cramped and claustrophobic.<br>
<br>
<<if setup.period[$periodCurrent] is "Morning">>
Laid out on every surface is enough food for the day, all freshly prepared and wrapped in cellophane, ready for the rowdy lunch time queues. You notice that each one is wrapped individually, and each one has a name tag of the specific student it has been made for.<br>
<br>
<<ActionsHeader>>
<<Flag "Act2Started">>
<<if _FlagReturn is true>>
<<QuestState "Quest24">><<QuestOptionCheck "Quest24" 4 "kitchen">><<QuestOptionCompleteCheck "Quest24" 4 "kitchen">>
<<if _QuestState is 0>><<link "Investigate the food" "SchoolKitchenInvestigation">><</link>><br>
<<elseif _QuestOptionCheck is true and _QuestOptionCompleteCheck is false>><<link "Investigate the food" "SchoolKitchenInvestigation">><</link>><br><</if>>
<<else>>
<<QuestState "Quest15">>
<<if _QuestState is 3>><<link "Investigate the food" "SchoolKitchenInvestigation">><</link>><br><</if>>
<</if>>
[[Go to the Cafeteria->SchoolCafeteria]]
<<else>>
The tables are bare, as people have eaten all the food for the day. You’ll have to come back again early before lunch.<br>
<br>
<<ActionsHeader>>
[[Go to the Cafeteria->SchoolCafeteria]]
<</if>><<switch $SchoolKitchenInvestigation>>
<<case undefined>>
<<if $current.female is true>>
You focus your magical energies to reveal any objects embedded with magic. Sure enough, the food lights up like a fireworks night. Magical wisps snake across the table, passing through each meal over and over again. Residual magic lingers on the food, glittering like gaudy seasoning.<br>
<br>
<<ActionsHeader>>
<<SpellsCheckSelf "Ward">>
<<if _SpellsCheckSelf is true>>
<<Flag "Act2Started">>
<<if _FlagReturn is true>>
<<QuestState "Quest24">><<QuestOptionCheck "Quest24" 4 "kitchen">><<QuestOptionCompleteCheck "Quest24" 4 "kitchen">>
<<if _QuestState is 0 or (_QuestOptionCheck is true and _QuestOptionCompleteCheck is false)>>
<<link "[Spell: Ward] Cast Ward to nullify the spell on the food" "SchoolKitchenInvestigation">>
<<Flag "CounterCurseGestureKnown">>
<<if _FlagReturn is true>>
<<set $SchoolKitchenInvestigation to "CastWardAct2NullifyAll">>
<<set $KitchenWard to "NulifiedAll">>
<<QuestOptionComplete "Quest24" 4 "kitchen">>
<<Quest24NullifyReconcile>>
<<Greedy -1>>
<<else>>
<<set $SchoolKitchenInvestigation to "CastWardAct2FailNullifyAll">>
<<Greedy -1>>
<<set _CafeLunchAssertive to -$CafeteriaCorruption>><<Assertive _CafeLunchAssertive>>
<</if>>
<</link>><br>
<<link "[Spell: Ward] Cast Ward to nullify yourself against the spell on the food" "SchoolKitchenInvestigation">>
<<Flag "CounterCurseGestureKnown">>
<<if _FlagReturn is true>>
<<set $SchoolKitchenInvestigation to "CastWardAct2NullifyYourself">>
<<set $KitchenWard to "NulifiedSelf">>
<<QuestOptionComplete "Quest24" 4 "kitchen">>
<<Quest24NullifyReconcile>>
<<Greedy 1>>
<<else>>
<<set $SchoolKitchenInvestigation to "CastWardAct2FailNullifyYourself">>
<<Greedy 1>>
<<set _CafeLunchAssertive to -$CafeteriaCorruption>><<Assertive _CafeLunchAssertive>>
<</if>>
<</link>>
<</if>>
<<else>>
<<link "[Spell: Ward] Cast Ward to nullify the spell on the food" "SchoolKitchenInvestigation">>
<<set $SchoolKitchenInvestigation to "CastWard">>
<<QuestTracker "Quest15" "complete">>
<<QuestOptionComplete "Quest5" 2 "cafeteria">>
<<WardsNullified 1>>
<<Greedy -1>>
<<set $KitchenWard to "NulifiedAll">>
<</link>><br>
<<link "[Spell: Ward] Cast Ward to nullify yourself against the spell on the food" "SchoolKitchenInvestigation">>
<<set $SchoolKitchenInvestigation to "CastWard">>
<<WardsNullified 1>>
<<Greedy 1>>
<<QuestTracker "Quest15" "complete">>
<<QuestOptionComplete "Quest5" 2 "cafeteria">>
<<set $KitchenWard to "NulifiedSelf">>
<</link>>
<</if>>
<<else>>
<<link "Go back to kitchen" "SchoolKitchen">><</link>>
<</if>>
<<else>>
You try to focus your magical energies to reveal any objects embedded with magic, but instead of the warm stirring of power you just feel dead. The food on the table looks just as it should do.<br>
<Br>
Sighing, you realise that in this form, you can't use magic. This extends, seemingly, to sensing it too.<Br>
<br>
<<ActionsHeader>>
<<link "Go back to kitchen" "SchoolKitchen">><</link>>
<</if>>
<<case "CastWard">>
You close your eyes and concentrate, visualising the kitchen in your mind. Like an out-of-body experience, you hover over the kitchen table, watching the magic race through the school meals, over and over again.<br>
<br>
<<if $KitchenWard is "NulifiedSelf">>
“I cause this object with power beyond its power,” you whisper. “Unseen and unheard, its effects will be felt by all but me.”<br>
<br>
The wisps phase in and out, as if underneath a strobe light. They each move through their routine with increased pace, crackling and flashing with energy. Then they appear to return to normal, slowing to a more leisurely pace than before.<br>
<br>
You cautiously prod one of them with your finger. You feel nothing from it.<br>
<<elseif $KitchenWard is "NulifiedAll">>
“I cause this object with power beyond its power,” you say. “Unseen and unheard, its effects will be felt by none.”<br>
<br>
The wisps begin to speed up, moving faster and faster. Frantic even. You watch as their tails start to evaporate. As if being sucked up by an unseen hoover, the wisps grow shorter and shorter, racing around in a pattern, trying in vain to escape their fate.<br>
<br>
You almost think you hear an inhuman scream when the top of the wisps dissipate, leaving clean, unblemished food behind.<br>
<</if>>
<<set $CurrentRoom to "SchoolKitchen">>
<<cheerleaderIntervention>>
<<if $cheerleaderIntActive isnot true>>
<br>
<<ActionsHeader>>
<<link "Return to cafeteria" "SchoolCafeteria">><<TimeChange>><<set $SchoolKitchenInvestigation to undefined>><</link>>
<</if>>
<<case "CastWardAct2FailNullifyAll">>
You close your eyes and concentrate, visualising the kitchen in your mind. Like an out-of-body experience, you hover over the kitchen table, watching the magic race through the school meals, over and over again.<br>
<br>
“I cause this object with power beyond its power,” you say. “Unseen and unheard, its effects will be felt by none.”<br>
<br>
The wisps halt mid-race. One by one, each thread of magic turns towards you — towards your projection — and then they lunge. Too fast to slip around. They wrap themselves around your hovering form and push.<br>
<br>
The pressure builds, searing, everywhere at once. You feel yourself being shoved down. Back towards your body. Towards your flesh. The wisps crush in behind you, forcing you into your own skin faster than you can contain yourself.<br>
<br>
You hit your body with a jolt that feels like drowning in reverse. Your knees buckle and you collapse against the edge of the kitchen counter, gasping. The taste of blood threads through the back of your throat.<br>
<br>
In amongst the pain, you sense something else deep within your mind. The crackle of magics, etching away at your braincells. Morphing them into something else.<br>
<br>
As you come to, the food on the kitchen table catches your eye. The wrapping is so neat. The portions so careful. Someone has thought about each girl, about what’s good for her. Your stomach tightens with something between guilt and gratitude. Why had you been so stubborn about it all? Why had you fought it at all?<br>
<br>
<i>Why would you have ever thought otherwise?</i><br>
<br>
<<ActionsHeader>>
<<link "Return to cafeteria" "SchoolCafeteria">>
<<TimeChange>>
<<QuestTracker "Quest24" 1>>
<<set $SchoolKitchenInvestigation to undefined>>
<</link>>
<<case "CastWardAct2FailNullifyYourself">>
You close your eyes and concentrate, visualising the kitchen in your mind. Like an out-of-body experience, you hover over the kitchen table, watching the magic race through the school meals, over and over again.<br>
<br>
“I cause this object with power beyond its power,” you whisper. “Unseen and unheard, its effects will be felt by all but me.”<br>
<br>
The wisps halt mid-race. One by one, each thread of magic turns towards you — towards your projection — and then they lunge. Too fast to slip around. They wrap themselves around your hovering form and push.<br>
<br>
The pressure builds, searing, everywhere at once. You feel yourself being shoved down. Back towards your body. Towards your flesh. The wisps crush in behind you, forcing you into your own skin faster than you can contain yourself.<br>
<br>
You hit your body with a jolt that feels like drowning in reverse. Your knees buckle and you collapse against the edge of the kitchen counter, gasping. The taste of blood threads through the back of your throat.<br>
<br>
In amongst the pain, you sense something else deep within your mind. The crackle of magics, etching away at your braincells. Morphing them into something else.<br>
<br>
As you come to, the food on the kitchen table catches your eye. The wrapping is so neat. The portions so careful. Someone has thought about each girl, about what’s good for her. Your stomach tightens with something between guilt and gratitude. Why had you been so stubborn about it all? Why had you fought it at all?<br>
<br>
<i>Why would you have ever thought otherwise?</i><br>
<br>
<<ActionsHeader>>
<<link "Return to cafeteria" "SchoolCafeteria">>
<<TimeChange>>
<<QuestTracker "Quest24" 1>>
<<set $SchoolKitchenInvestigation to undefined>>
<</link>>
<<case "CastWardAct2NullifyAll">>
You close your eyes and concentrate, visualising the kitchen in your mind. Like an out-of-body experience, you hover over the kitchen table, watching the magic race through the school meals, over and over again.<br>
<br>
This time, you raise your hand and trace the gesture Marjorie taught you, feeling the power flow down your arm as your finger glows bright.<br>
<br>
The counter-curse answers. The hazy yellow barrier blooms over the food, ready to throw you back across the room. You press your glowing finger against it and it splinters like sugar glass, cracks spidering out from your touch until the barrier falls away into nothing.<br>
<br>
The wisps are bare before you now.<br>
<br>
“I cause this object with power beyond its power,” you say. “Unseen and unheard, its effects will be felt by none.”<br>
<br>
The wisps begin to speed up, moving faster and faster. Frantic even. You watch as their tails start to evaporate. As if being sucked up by an unseen hoover, the wisps grow shorter and shorter, racing around in a pattern, trying in vain to escape their fate.<br>
<br>
You almost think you hear an inhuman scream when the top of the wisps dissipate, leaving clean, unblemished food behind.<br>
<br>
You settle back into your body with a gasp. No pain this time. No barrier throwing you into the counters. Just the quiet of the kitchen, and the food sitting mundane on the table.<br>
<br>
<<ActionsHeader>>
<<link "Return to cafeteria" "SchoolCafeteria">>
<<TimeChange>>
<<set $SchoolKitchenInvestigation to undefined>>
<</link>>
<<case "CastWardAct2NullifyYourself">>
You close your eyes and concentrate, visualising the kitchen in your mind. Like an out-of-body experience, you hover over the kitchen table, watching the magic race through the school meals, over and over again.<br>
<br>
This time, you raise your hand and trace the gesture Marjorie taught you, feeling the power flow down your arm as your finger glows bright.<br>
<br>
The counter-curse answers. The hazy yellow barrier blooms over the food, ready to throw you back across the room. You press your glowing finger against it and it splinters like sugar glass, cracks spidering out from your touch until the barrier falls away into nothing.<br>
<br>
The wisps are bare before you now.<br>
<br>
“I cause this object with power beyond its power,” you whisper. “Unseen and unheard, its effects will be felt by all but me.”<br>
<br>
The wisps phase in and out, as if underneath a strobe light. They each move through their routine with increased pace, crackling and flashing with energy. Then they appear to return to normal, slowing to a more leisurely pace than before.<br>
<br>
You cautiously prod one of them with your finger. You feel nothing from it.<br>
<br>
You settle back into your body with a gasp. No pain this time. No barrier throwing you into the counters. The magic still runs its rounds through the meals, but it will never find you again.<br>
<br>
<<ActionsHeader>>
<<link "Return to cafeteria" "SchoolCafeteria">>
<<TimeChange>>
<<set $SchoolKitchenInvestigation to undefined>>
<</link>>
<</switch>><b>Charlton School - Library</b><br>
<img src="./images/School_Library.png"><br>
A narrow stretch of a room, lined with bookshelves separated by study desks. Posters featuring cover art for old books hang on the wall.<br>
<<include "EventsSchoolLibrary">>
<<if _currentEvent is undefined>>
<br>
<<ActionsHeader>>
<<link "Go back down to the school corridor" "SchoolCorridor">><</link>>
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<if _currentEvent is "FinalistInterview">>
<br>
The library is chaotic. Study tables have been pushed up against the book stacks at the wall. One near the entrance is covered over with a white table cloth and is covered in platters of sandwiches, scones and tea. Then, in the centre of the room, two chairs face each other. An assortment of stage lighting cast spotlights over them.<br>
<br>
Harrow races around the chairs, adjusting the lamps by centimeters, altering the positioning of the chair legs by millimetres. Occasionally he takes a step back, hand on his chin, before he darts forward and adjusts again.<br>
<br>
At the far end of the library you see Stitch and Rogers standing near the window, watching. Rogers holds a cup and saucer in his hand.<br>
<br>
<<NPCKnownCheck "Owen">>
<<if _NPCKnownCheck is true>>
And near the food table is the smug face of Owen Oakswood, the editor of the Charlton Gazette. Notepad in one hand, a scone in the other, which he inspects through his spectacles with a judgemental eye.<br>
<<else>>
And near the food table is a thirty-something man, tall and imposing. Wearing a perfectly pressed grey suit, he holds a notepad in one hand and a scone in the other. The latter of which he inspects through his spectacles with a judgemental eye.<br>
<</if>>
<br>
"Ah, Emily!" you hear Harrow’s voice call out, drawing your attention to him. He waves you over. Owen only briefly turns his attention from the scone, appraising you with his cold focus.<br>
<br>
<<ActionsHeader>>
<<link "Talk to Harrow" "GazetteInterview">><<EventsCheckEnd "SchoolLibrary" "FinalistInterview">><</link>>
<</if>><<switch $GazetteInterview>>
<<case undefined>>
You feel the heat from the stage lights as you move over to Harrow. He smiles warmly as you approach. "Welcome! You’re the first one here. Top billing, if you will. Ah, Mr. Oakswood!"<br>
<br>
<<NPCKnownCheck "Owen">>
<<if _NPCKnownCheck is true>>
Owen looks over from the food, but doesn’t react. Harrow gestures you forward, away from the lights and in front of the reporter.<br>
<<else>>
The man near the food table looks over, but doesn’t react. Harrow gestures you forward, away from the lights and in front of the reporter.<br>
<</if>>
<br>
"Owen, this is Miss Emily Phillips," Harrow continues. "She’s a resilient sort. Keeps us on all our toes." He casts a knowing look towards you. "But she’s coming around to our way of life. I think she has the makings of a star."<br>
<br>
<<NPCKnowsThisForm "Owen">>
<<if _NPCKnowsThisForm is true>>
"Yes, we’ve met," Owen replies as he regards you. "Would you say that Miss Phillips is the cream of the crop this year?"<br>
<<else>>
"Delighted, I’m sure," Owen replies before turning back to Harrow. "Would you say that Miss Phillips is the cream of the crop this year?"<br>
<</if>>
<br>
Harrow seems taken aback, almost losing his smile. "Well. There is Reagan and $FinalistName2. They will be here soon, I’m sure."<br>
<br>
"Has the headmaster retired punctuality from the Charlton values?" Owen asks, glancing over to the back of the room. "Let’s get started. You may have the luxury of time on your hands, Darcy, but I have other matters to attend to in the town."<br>
<br>
The biology teacher holds his smile, giving Owen a nod after a pause. "Certainly. I’ll leave you to it." Harrow gives you a smile, then wanders off and joins Rogers and Stitch at the back, whose eyes have never left you.<br>
<br>
"Well, Miss Phillips," Owen says, taking your attention back. "Congratulations for becoming a finalist. I know how much you girls place on such trivial things, so I’m sure it’s a big achievement for you."<br>
<br>
Without waiting for a reply Owen gestures to the food. "Do help yourself whilst I review my notes. Ron from Fresh Pot made the sandwiches for this interview."<br>
<br>
You look down at the food, daring to briefly stretch out with your essence. You can’t detect a curse. It looks as it seems. Cucumber and cheese triangle sandwiches, scones already spread with jam and thick cream.<br>
<br>
<<ActionsHeader>>
<<link "Eat a sandwich" "GazetteInterview">><<set $GazetteInterview to "FoodSandwich">><<NPCKnown "Owen">><</link>><br>
<<link "Take a plate but just hold it" "GazetteInterview">><<set $GazetteInterview to "FoodPlate">><<StitchApproval 1>><<NPCKnown "Owen">><</link>><br>
<<link "Eat a scone" "GazetteInterview">><<set $GazetteInterview to "FoodScone">><<HarrowApproval 1>><<NPCKnown "Owen">><</link>><br>
<<link "Decline and say you’re not hungry" "GazetteInterview">><<set $GazetteInterview to "FoodDecline">><<RogersApproval 1>><<NPCKnown "Owen">><</link>>
<<case "FoodSandwich">>
You pick up one of the sandwiches and take a bite. It’s surprisingly delicious. Your stomach rumbles and you eat more. The triangular sandwich is made from a quarter of a slice of bread. It’s not more than a few mouthfuls before it's gone.<br>
<br>
When you’re finished you catch Owen looking to the back of the room. Harrow, Rogers and Stitch watch you, the latter two with burrowed eyebrows. You hear Owen scratching something down on his notepad with his pencil. "An inexhaustible appetite," he mutters as he writes.<br>
<br>
He offers a polite smile once he’s finished, then gestures to the seats in the spotlights. "Please. Take a seat."<br>
<br>
<<ActionsHeader>>
<<link "Sit down" "GazetteInterview">><<set $GazetteInterview to "SitDown">><</link>>
<<case "FoodPlate">>
You pick up a small plate from the side of the table and put a sandwich on it, but turn back to Owen as you hold the plate delicately in your hand. "So what are we doing here today?"<br>
<br>
Owen stares back at you, saying nothing. His eyes look between your eyes and the plate, waiting. Looking off to the side, you see Harrow and Rogers glance over at Stitch, who smiles thinly and gives them a knowing look of approval.<br>
<br>
You hear Owen scratching something down on his notepad with his pencil. "Never ungrateful," he mutters as he writes. "But knowing enough to understand the impoliteness of eating in front of civilised company."<br>
<br>
He offers a polite smile once he’s finished, then gestures to the seats in the spotlights. "Please. Take a seat."<br>
<br>
<<ActionsHeader>>
<<link "Sit down" "GazetteInterview">><<set $GazetteInterview to "SitDown">><</link>>
<<case "FoodScone">>
You pick up a scone and take a bite. The jam and cream is rich and sugary. You can’t help but grin and savour its taste.<br>
<br>
As you take another mouthful, you glance up and see Harrow grinning as he watches you eat. You become aware of the faint smear of pink jam at the corner of your mouth. In front of you, Owen tuts and takes out a handkerchief. "May I?"<br>
<br>
Without waiting he delicately rubs it across your cheek. You realise somehow you’ve smeared cream on your face. When you look back over at the teachers, Rogers and Stitch both have disapproving looks.<br>
<br>
Owen scratches something down on his notepad with his pencil after he’s put his handkerchief away. "Easily swayed to surrender desires," he mutters as he writes. "Though some tastes are more forgiven on the waistline."<br>
<br>
He offers a polite smile once he’s finished, then gestures to the seats in the spotlights. "Please. Take a seat."<br>
<br>
<<ActionsHeader>>
<<link "Sit down" "GazetteInterview">><<set $GazetteInterview to "SitDown">><</link>>
<<case "FoodDecline">>
"Thank you, but I’m not hungry," you tell him.<br>
<br>
"Are you sure?" Owen asks, narrowing his eyes. "It is lunchtime. Don’t you need sustenance for your lessons this afternoon?"<br>
<br>
You glance over at the food hearing your stomach rumble, but shake your head. "I’m okay."<br>
<br>
Owen shrugs and scratches something down on his notepad. "Miss Phillips seems to be watching her weight," he mutters as he writes.<br>
<br>
At the far end of the library, the judging panel look back at you. Harrow shrugs to Stitch, who seems expressionless. Strangely enough, Rogers watches you standing there idle as Owen writes, a satisfied grin spreading.<br>
<br>
Owen offers a polite smile once he’s finished writing, then gestures to the seats in the spotlights. "Please. Take a seat."<br>
<br>
<<ActionsHeader>>
<<link "Sit down" "GazetteInterview">><<set $GazetteInterview to "SitDown">><</link>>
<<case "SitDown">>
You walk into the pool of light. Once more feeling the heat from the lamps through your clothes. "Either one?"<br>
<br>
"Your choice," Owen replies. You sit down and he sits opposite, crossing his legs and balancing his notepad on his knee. He watches you fidget underneath the warmth of the lighting.<br>
<br>
"I’m writing my annual article for the gazette," Owen finally says. "A spread to show the finalists for Miss Charlton. A celebration of Charlton’s brightest young women. Typically, the school produces so many promising young ladies. It’s always my honour to introduce them to Charlton society properly."<br>
<br>
He lets his words hang as he watches you through his glasses. "I’m sure you will be no different."<br>
<br>
You can’t help but look around. At the lights. Then at the teachers watching at the end of the narrow library.<br>
<br>
"Darcy always had a flair for the theatrics," Owen says, checking your eyes as they take in the lamps. "I briefly had to deal with his hissy fits when I was a senior here." Owen shakes his head. "No need to get your little brain tied up in knots, young lady. Just think of the lighting as an extra layer of make-up."<br>
<br>
He smiles before continuing. "Of course, this is your chance to show your merits to the Miss Charlton judging panel. Get a head-start. There are no wrong answers," Oakswood says lightly. "Only clearer ones."<br>
<br>
You look over his shoulder briefly, seeing Harrow, Rogers and Stitch watching you. Owen holds his smile and he raises his pen, ready to write.<br>
<br>
<<ActionsHeader>>
<<link "Begin the interview" "GazetteInterview">><<set $GazetteInterview to "Question1">><</link>>
<<case "Question1">>
Owen taps his pencil on his notepad and looks back to you through his glasses. "So. Miss Phillips. Congratulations again for becoming a finalist. It marks you as the best of your year’s graduating girls. Mr. Harrow tells me you haven’t been at the school very long. For a girl to come from outside Charlton, bathed in the progressive teachings of city institutions, and excel here?" Owen smiles. "Well. It just shows how our more traditional ways are what a young lady needs to help her grow into a woman."<br>
<br>
You smile politely, feeling the heat from the lamps cause you to perspire between your neck and collar. Your cheeks grow red from the temperature.<br>
<br>
"You have a unique perspective on Charlton," Owen continues. "Tell me. What would you say to our readers if I were to ask you to name one core difference between the prattle they filled your head with in the city and what our exalted Headmaster teaches here?"<br>
<br>
Owen readies his pen as he stares back at you. Your forehead buzzes from the intensity of the lights. You try not to squint as the rays burrow down on you. You’ve never felt such intense spotlights before. And there must be a strange gel over the lamps. Everything looks a shade of -<br>
<br>
You catch your train of thoughts. And hold back a wince.<br>
<br>
<i>Yellow-amber, was that going to be?</i><br>
<br>
Opposite you, Owen waits with his pencil ready. Behind him, the judging panel watches. Stitch has a satisfied smile. And the light burns into your body.<br>
<br>
<<ActionsHeader>>
<<link "Talk about the strict rules" "GazetteInterview">><<set $GazetteInterview to "Q1Strict">><<RogersApproval 1>><<set $TempInterviewQ1 to "Strict">><</link>><br>
<<link "Talk about the segregated lessons" "GazetteInterview">><<set $GazetteInterview to "Q1Segregated">><<HarrowApproval 1>><<set $TempInterviewQ1 to "Segregated">><</link>><br>
<<link "Talk about focus on achievement" "GazetteInterview">><<set $GazetteInterview to "Q1Achievements">><<StitchApproval 1>><<set $TempInterviewQ1 to "Achievements">><</link>><br>
<<link "Talk about how dated the teaching is" "GazetteInterview">><<set $GazetteInterview to "Q1Dated">><<Assertive 1>><<set $TempInterviewQ1 to "Dated">><</link>>
<<case "Q1Strict">>
"Charlton is very strict about students obeying the rules," you reply. "Back in the city, teachers were a little bit more lenient."<br>
<br>
Owen smiles with satisfaction. "Ah yes. I recall my time at University. Silly notions of lecturers being your friends."<br>
<br>
You look back over at the judging panel. All of them watch you with interest. The lamps overhead continue to burn down upon you. Your mind feels fuzzy from the heat.<br>
<br>
"How do you feel about obeying the strict rules, Miss Phillips?" Owen’s voice brings you back to the present. "You grew up in the city. Surely some of them seem a little dated to you?"<br>
<br>
Intense glare threatens to blind your eyes. You feel your neck grow clammy against your collar. From the back of the library, the teachers watch you without looking away.<br>
<br>
"I accept them," you feel the words squeezing out from your lips. The intensity of the lights make it hard to think otherwise. It feels easier to say the simple answer.<br>
<br>
"Likes obeying strict rules," Owen murmurs as he begins writing before briefly looking up. "And what about the punishment? I’m sure you’ve found yourself misbehaving on occasion?"<br>
<br>
<i>Don’t answer that.</i><br>
<br>
You feel a trickle of sweat run down from your scalp. "If I’ve misbehaved," you mutter.<br>
<br>
Owen doesn’t look up as he writes, muttering as his pencil scrawls across the paper. "Feels she should be punished if she’s been a naughty girl."<br>
<br>
You stare back at him. That’s not what you meant. And is this going in his article? In the local newspaper?<br>
<br>
You glance over at the judging panel. Rogers smiles back at you. The overhead lamps burn. It’s hard to think. But there’s a stirring in your loins looking back at Rogers. Maybe you deserve punishment if you’re naughty. Maybe that’s what you did mean after all.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the next question" "GazetteInterview">><<set $GazetteInterview to "Question2">><<Assertive -1>><</link>>
<<case "Q1Segregated">>
"Some lessons are still segregated here," you comment. "Back in the city, all of our classes were mixed."<br>
<br>
Owen smiles and nods. "Ah, yes. And how do you find it? Is it easier to maintain your attention on your education without the flutter of the teenage butterflies?"<br>
<br>
You give him a look, then turn to the judging panel. Each teacher watches you keenly, waiting for your response. The lamps overhead continue to burn down upon you. Your mind feels fuzzy from the heat. What were you thinking about? Boys?<br>
<br>
"Maybe," you find yourself admitting. "There’s not as much prattle in the girls classes."<br>
<br>
"So you find yourself distracted by the boy’s behaviour in your mixed sessions?" Owen replies quizzically. He starts to scribble words down on his notepad.<br>
<br>
"That’s not quite what I meant," you murmur. The words come, but don’t land. You’re too distracted by the intense glare that threatens to blind your eyes. You feel your neck grow clammy against your collar. Your thoughts begin to drift back to lessons. Full of boys.<br>
<br>
<<ReturnEmilyBoyfriend>>
<<if _ReturnEmilyBoyfriend and setup.NPC[_ReturnEmilyBoyfriend] and setup.NPC[_ReturnEmilyBoyfriend].faction is "Students">>
"Any boy in particular?" Owen asks. "A few little birdies mentioned <<print setup.NPC[_ReturnEmilyBoyfriend].name>>. Is love already in the air for the town’s most recent newcomer, Miss Phillips?"<br>
<br>
You find yourself growing flushed. It’s hard to tell if it’s from the lights or the images of <<print setup.NPC[_ReturnEmilyBoyfriend].name>> appearing in your head. "It’s not like that," you mumble.<br>
<br>
Owen smiles before looking down at his pad. "Miss Phillips is glad of our single-sex classes. Her attention is consumed otherwise by our chiselled boys. <<print setup.NPC[_ReturnEmilyBoyfriend].name>>, in particular."<br>
<<else>>
"Any boy in particular?" Owen asks. "Or is the town’s most recent newcomer just enamoured by Charlton boys in general?"<br>
<br>
You find yourself growing flushed. It’s hard to tell if it’s from the lights or the images of the boys in classes appearing in your head. "It’s not like that," you mumble.<br>
<br>
Owen smiles before looking down at his pad. "Miss Phillips is glad of our single-sex classes. Her attention is consumed otherwise by our chiselled boys. And who could blame her?"<br>
<</if>>
<br>
You stare back at him. That’s not what you meant. And is this going in his article? In the local newspaper?<br>
<br>
You glance over at the judging panel. Rogers looks to Stitch, Stitch rolls his eyes, and Harrow chuckles. The overhead lamps burn. It’s hard to think. About anything other than your mixed sex classes. And how hard it is to think with the boy’s presence distracting you from your lessons.<br>
<br>
<i>Your classes? And your lessons?</i><br>
<br>
You flinch. Struggling to consider anything other than those chiselled boys. Maybe you did mean that after all.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the next question" "GazetteInterview">><<set $GazetteInterview to "Question2">><<Orientation 1>><</link>>
<<case "Q1Achievements">>
"There’s a focus on achievement over effort," you say, considering your own experience at school. "Charlton really puts grades above everything else."<br>
<br>
"Like effort and trying, you mean?" Owen asks with a condescending tone. "I’ve heard about such teaching methods. Where students are rewarded for trying, in spite of not completing the task."<br>
<br>
You glance back at the judging panel quickly, before holding a smile at Owen. You say nothing, trying to focus on holding his attention. Ignoring the lamps overhead, which continue to burn down upon you. Your mind begins to feel fuzzy from the heat.<br>
<br>
"Let’s be fair though," you hear Owen continue. "Some of the subjects Charlton teaches must be challenging for young ladies. Business studies. History. Mathematics. Subjects for boys. How can girls be expected to compete against students with biologically better brains?" A smile. "At least, for those type of things."<br>
<br>
Intense glare threatens to blind your eyes. You feel your neck grow clammy against your collar. You struggle to focus on the question. It almost feels like he’s right.<br>
<br>
"The lessons are different for girls," you stammer, as if a lightbulb has gone off in your head. "Maths questions about football for boys, and questions about cooking for girls. It’s quite clever, really."<br>
<br>
You grin. The intensity of the lights make it hard to think otherwise. You actually feel proud that you’ve managed to answer.<br>
<br>
Owen returns the smile and begins writing. "Phillips believes that men and women think in different ways," he mutters before looking up. "And what would you say to our male readers, who feel their sons at school are getting a raw deal? Having to sit proper exams whilst you ladies play with cooking recipes and typing?"<br>
<br>
In spite of the heat bearing down on you and your mind growing numb, you feel a tension set within your chest. Almost like you are growing offended. "Men and women have different roles to play," you hear yourself mutter. "Just because I use mathematics to bake a cake, it doesn’t mean I am not using it any less than someone balancing books."<br>
<br>
You glance over and see Stitch smiling at you. The smile is almost warming to you. Comforting. For some reason you feel proud that he’s smiling at you.<br>
<br>
"Phillips can’t wait to showcase all she’s learned at school by baking cakes," you hear Owen mutter. He’s scribbling furiously when you look at him. Upon seeing you stare, he arches an eyebrow. "Or did you mean something else? About how to apply your school achievements?"<br>
<br>
You feel a trickle of sweat run down from your scalp. You don’t answer. Owen returns to his writing.<br>
<br>
You stare back at him. That’s not what you meant. And is this going in his article? In the local newspaper?<br>
<br>
You glance over at the judging panel. Stitch gives you a thin smile. The overhead lamps burn. It’s hard to think. Maybe that’s what you did mean after all.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the next question" "GazetteInterview">><<set $GazetteInterview to "Question2">><<Feminity 1>><</link>>
<<case "Q1Dated">>
"Frankly, I think there’s some teaching methods from where I grew up Charlton could learn from," you say with a smile.<br>
<br>
"Oh?" Owen says, his eyebrows twitching. "Like what?"<br>
<br>
"This school uniform for one," you say, eyes glancing down to your skirt. Owen’s eyes drift down, looking over your thigh high socks and a glimpse of your thighs between where they stop and your short pleated skirt begins. "This isn’t considered appropriate for eighteen year old girls outside of Charlton."<br>
<br>
You hear the sound of chinking. Looking up, the lamps look like they are softly flickering. You hear the sound of buzzing emanating from them.<br>
<br>
"Do you think the sense of community a uniform instills is archaic?" Owen challenges. "Would you prefer to be paying more attention to outfit planning than your academic prowess?"<br>
<br>
"I don’t think this outfit helps girls concentrate on academic prowess," you counter.<br>
<br>
You hear a ping from a flashbulb. The yellow-amber-tinted bulbs shimmer. You can’t help but smile, as you glance back to the teachers. Harrow doesn’t meet your eye. Rogers shakes his head. Stitch watches you with cold eyes.<br>
<br>
"Miss Phillips would rather pay more attention to what she wears than care about the school or our community," Owen mutters as he begins writing.<br>
<br>
"That’s not what I said!" you stammer back quickly.<br>
<br>
Owen doesn’t look up. He strikes the end of his sentence with his pencil and re-reads his words. "That’s going to draw attention, at least," he says before finally meeting your eye. "More attention than that uniform, my dear."<br>
<br>
<<ActionsHeader>>
<<link "Wait for the next question" "GazetteInterview">><<set $GazetteInterview to "Question2">><</link>>
<<case "Question2">>
Owen finishes scratching another line into his notepad. He reads it back silently, the end of his pencil resting against his lower lip. Then when he is satisfied, he turns to a fresh sheet.<br>
<br>
"Now, Miss Phillips. Our readers will naturally want to know what the future holds for this year’s finalists." Owen crosses one leg over the other and leans back in his chair. "Charlton Upper School has invested a great deal in shaping you into the young woman sitting before me. Tell me. What do you hope to do after graduation?"<br>
<br>
You consider the judging panel behind him. They all watch, eagerly awaiting your answer. And above you, the lamps continue to radiate their yellow-amber glare. The heat presses against your scalp and shoulders. Almost waiting for your answer and how to enforce it.<br>
<br>
Owen raises his pencil. "Well?" he asks. "Where does Miss Phillips see herself in the future?"<br>
<br>
<<ActionsHeader>>
<<link "Find a job and settle down" "GazetteInterview">><<set $GazetteInterview to "Q2Job">><<RogersApproval 1>><<set $TempInterviewQ2 to "Job">><</link>><br>
<<link "Make your family proud" "GazetteInterview">><<set $GazetteInterview to "Q2Family">><<StitchApproval 1>><<set $TempInterviewQ2 to "Family">><</link>><br>
<<link "Leave Charlton and see the world" "GazetteInterview">><<set $GazetteInterview to "Q2World">><<HarrowApproval 1>><<set $TempInterviewQ2 to "World">><</link>><br>
<<link "Cause some change in Charlton" "GazetteInterview">><<set $GazetteInterview to "Q2Change">><<Assertive 1>><<set $TempInterviewQ2 to "Change">><</link>>
<<case "Q2Job">>
"I’d like to find a good job," you reply. "Something steady where I can make a difference. Then, eventually, I suppose I’d like to settle down."<br>
<br>
Owen’s smile grows. "A sensible answer," he says. "It’s refreshing to hear a young woman discuss employment without mistaking it for ambition."<br>
<br>
You frown. "I didn’t say I wasn’t ambitious."<br>
<br>
"No?" Owen asks lightly. "Then what does ambition mean to you? A grand title? Your name painted on an office door? Ordering men around from behind some oversized desk?"<br>
<br>
The lamps burn above you. You can feel the beginnings of an argument somewhere in your mind, but each time you reach for it the thought slips away.<br>
<br>
"I just want to do something useful," you say.<br>
<br>
"Useful," Owen repeats. "A splendid word. And useful to whom?"<br>
<br>
You look beyond him. Rogers watches you over the rim of his cup. His expression is stern, but expectant. The heat from the lamps above now responsible for active sweat. Your head is beginning to throb.<br>
<br>
"To the people I work for," you answer after a pause.<br>
<br>
Owen’s pencil begins to move. "Quite. Charlton’s businessmen are always in need of dependable young women. Girls prepared to listen, learn and place the needs of their employer before their own. A job requires following instructions, does it not?"<br>
<br>
Your collar feels tight against your neck. It would be easier to agree. It is simply what having a job means. "I suppose," you murmur.<br>
<br>
Owen scratches another sentence into his notepad. "And then comes settling down," he continues. "A respectable husband. Once you have finished being useful to one gentleman, you hope to devote yourself to another."<br>
<br>
You open your mouth, but nothing emerges. The distinction that seemed obvious moments ago has become difficult to put into words.<br>
<br>
Owen reads as he writes. "Miss Phillips hopes to serve Charlton’s businessmen before settling into a lifetime of service to one fortunate husband."<br>
<br>
You stare at him. That isn’t what you said. Is it?<br>
<br>
Behind him, Rogers lifts his cup and gives you a small, satisfied nod. Approval warms something inside you more effectively than the lamps overhead.<br>
<br>
A steady job. A respectable man. Knowing what is expected of you.<br>
<br>
Perhaps that is what you meant after all.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the final question" "GazetteInterview">><<set $GazetteInterview to "Question3">><<Assertive -1>><</link>>
<<case "Q2Family">>
"I want to make my family proud," you say. "Things haven’t been easy for us recently. I’d like to show them that I can make something of myself."<br>
<br>
For once, Owen’s expression appears sympathetic. "An admirable sentiment. Family is the foundation upon which every respectable young woman is built."<br>
<br>
You glance behind him. Stitch’s eyes remain fixed upon you. His hands are folded neatly in front of him, his posture as immaculate as ever.<br>
<br>
"I was thinking about my grades," you continue. "Graduating. Showing them I can succeed."<br>
<br>
"And success reflects upon the entire family," Owen says. "A daughter’s behaviour carries her guardian’s name into the community. Every achievement or indiscretion tells Charlton what sort of home produced her."<br>
<br>
The glare bears down upon you. You shift in the chair, feeling sweat gather beneath your top. Self-reflection never came easy for you. Now you’re having to do it whilst Emily, and as her.<br>
<br>
"I don’t want them to have to worry," you say.<br>
<br>
<i>Is this you or Emily?</i><br>
<br>
"No," Owen agrees warmly. "You want to become the sort of daughter who never gives her family cause for concern. Obedient. Respectable. Grateful for everything provided to her."<br>
<br>
The words settle into your thoughts with unnatural ease. The lamps burn down and you picture your parents hearing about you. Not having to worry. Not being embarrassed by their Emily.<br>
<br>
"And one day," Owen continues, "you will have the opportunity to make another family proud. Surely a strong family of your own would be the greatest testament to your upbringing?"<br>
<br>
The amber light fills your vision. For a moment, the image feels comforting. A place already prepared for you. A role where you would always know whether you were doing well.<br>
<br>
"I suppose that would make them proud," you hear yourself say.<br>
<br>
<i>Who are you referring to?</i><br>
<br>
Owen smiles and returns to his notes. "Miss Phillips considers family her highest calling," he mutters as he writes. "She hopes to repay her parents by becoming a devoted wife and raising the next generation of Charlton children."<br>
<br>
You stare back at him. But when you do, you see Stitch over his shoulder, giving you a thin smile. A strange burst of pride flutters in your chest. You sit a little straighter beneath his approval.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the final question" "GazetteInterview">><<set $GazetteInterview to "Question3">><<Feminity 1>><</link>>
<<case "Q2World">>
"I’d like to leave Charlton and see the world," you say. "Travel. Experience other places and cultures."<br>
<br>
Owen’s eyebrows rise. "Leave Charlton? How adventurous." His tone makes the word sound closer to an accusation. "And what do you expect to find elsewhere that Charlton cannot provide?"<br>
<br>
You try to focus. Each answer enters your mind only to dissolve beneath the amber glare. "I’d like to meet different people," you manage.<br>
<br>
"People," Owen repeats, smiling. "Or men?"<br>
<br>
You give him a sharp look. From behind him, Harrow lets out a quiet chuckle.<br>
<br>
"That isn’t what I meant."<br>
<br>
"Of course not," Owen says. "Though our readers can hardly be blamed for wondering. Parisian cafés. Italian beaches. American dance halls. A young woman travelling alone would receive all manner of exciting attention."<br>
<br>
Images flicker unbidden through your thoughts. Smiling men with unfamiliar accents. Strong hands guiding you through distant streets. Someone leaning close to translate words whispered into your ear.<br>
<br>
You squeeze your legs together beneath your skirt. "I’d be travelling to see the places," you insist.<br>
<br>
"And yet places are so often improved by the right company," Owen replies. "Surely you wouldn’t object to one of our handsome young gentlemen showing you around?"<br>
<br>
Your brain begins to ache from the intensity of the lamps. It becomes hard to think. "I suppose not."<br>
<br>
Owen’s pencil scratches rapidly across the paper. "Miss Phillips dreams of foreign romance," he says as he writes. "The adventurous finalist hopes the Miss Charlton crown might attract a worldly gentleman willing to whisk her away. But she admits maybe there’s one in Charlton, just waiting for her."<br>
<br>
"That’s not what I said," you reply, rubbing your temple.<br>
<br>
Owen glances up. "But you wouldn’t say no, would you?"<br>
<br>
You feel your cheeks burn. Harrow grins from the back of the library, visibly delighted by your discomfort. You turn away, but the images remain. Foreign cities. Hotel balconies. A handsome stranger’s arm around your waist. Perhaps travel would be more enjoyable with a man after all.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the final question" "GazetteInterview">><<set $GazetteInterview to "Question3">><<Orientation 1>><</link>>
<<case "Q2Change">>
"I want to change things in Charlton," you say.<br>
<br>
Owen’s pencil stops before touching the page.<br>
<br>
"Change?" he asks. The pleasant smile remains, but something behind it has tightened. "How civic-minded. The Flower Show committee is always looking for volunteers. Perhaps you could introduce some fashionable new arrangements from the city."<br>
<br>
You glance back to the judging panel and hold their eyes. "That isn’t the sort of change I mean."<br>
<br>
"No?" Owen tilts his head. "The Town Hall could certainly benefit from the energy of younger volunteers. Litter collections. Charity drives. Providing refreshments at community events."<br>
<br>
The lamps hum overhead. Amber light gathers at the edges of your vision, pushing his suggestions into the space where your own thoughts should be. You seize hold of your own thoughts before they can disappear.<br>
<br>
"I mean real change," you say. "The way this school treats its girls, for one. We’re eighteen, but the teachers act as though we need men deciding what we should study, where we should work and what sort of lives we’re allowed to have."<br>
<br>
A metallic ping sounds above you.<br>
<br>
One of the lamps flickers.<br>
<br>
Owen looks briefly towards Harrow before returning his attention to you. His smile has thinned.<br>
<br>
"So Charlton’s traditions are beneath you?"<br>
<br>
"I didn’t say that," you say, ignoring the pulsing of the light. "I just understand when something is wrong."<br>
<br>
Silence spreads across the library. Rogers shakes his head. Harrow’s theatrical smile has vanished. Stitch watches you without moving, his stare cold enough to cut through the heat.<br>
<br>
Owen looks down and begins writing. "Miss Phillips promises to drag Charlton into the modern age," he mutters. "The Miss Charlton finalist believes the town requires her personal guidance on how its schools, businesses and families should conduct themselves."<br>
<br>
"That isn’t what I said."<br>
<br>
"It is the clearest version," Owen replies as he underlines something on the page.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the final question" "GazetteInterview">><<set $GazetteInterview to "Question3">><<Assertive 1>><</link>>
<<case "Question3">>
Owen turns to a fresh page. "One final question, Miss Phillips. If you could tell our readers one reason why you should be crowned Miss Charlton, what would it be?"<br>
<br>
You glance at the teachers. Your last opportunity to win one of them over. Above you, the yellow-amber lamps continue to burn. Your head throbs beneath their glare, Owen’s previous distortions still echoing through your thoughts.<br>
<br>
His pencil hovers over the page. "Why do you deserve the crown?"<br>
<br>
<<ActionsHeader>>
<<link "Say that’s for others to judge" "GazetteInterview">><<set $GazetteInterview to "Q3Judge">><<RogersApproval 1>><<set $TempInterviewQ3 to "Judge">><</link>><br>
<<link "Tell him you’ll treat it with the respect it deserves" "GazetteInterview">><<set $GazetteInterview to "Q3Respect">><<StitchApproval 1>><<set $TempInterviewQ3 to "Respect">><</link>><br>
<<link "Reply you’d look great in a crown" "GazetteInterview">><<set $GazetteInterview to "Q3Crown">><<HarrowApproval 1>><<set $TempInterviewQ3 to "Crown">><</link>><br>
<<link "Sarcastically comment you’ll bring world peace" "GazetteInterview">><<set $GazetteInterview to "Q3Peace">><<Assertive 1>><<set $TempInterviewQ3 to "Peace">><</link>>
<<case "Q3Judge">>
"That’s for other people to judge," you reply. "I’m hardly going to declare myself the best choice."<br>
<br>
Owen smiles. "Modest. Or do you simply prefer allowing others to decide what you deserve?"<br>
<br>
"I mean the decision of who will win isn’t mine," you say, but the words seem hesitant and unsure.<br>
<br>
"Precisely," he says. "You trust those with better judgement to determine your place."<br>
<br>
The lamps press against your thoughts. What began as modesty starts to feel like relief. No decisions. No uncertainty. Just accepting the outcome chosen for you.<br>
<br>
"I suppose other people might know better," you murmur.<br>
<br>
Owen begins writing. "Miss Phillips is happiest placing her future in the hands of Charlton’s respected authorities."<br>
<br>
"That isn’t -"<br>
<br>
Your objection fades when you see Rogers raise his cup towards you, a satisfied smile on his lips. Perhaps there is nothing wrong with letting someone else decide.<br>
<br>
<<ActionsHeader>>
<<link "Wait for Owen to finish writing" "GazetteInterview">><<set $GazetteInterview to "Epilogue">><<Assertive -1>><</link>>
<<case "Q3Respect">>
"I’d treat the title with all the respect it deserves," you reply, allowing a slight undertone into your voice. Sarcasm, even.<br>
<br>
But Owen ignores it. "Quite right. Miss Charlton isn’t merely a girl in a pretty crown. She represents her school and community."<br>
<br>
"That wasn’t exactly -"<br>
<br>
"Someone composed," he continues. "Respectable. Prepared to place Charlton’s needs before her own."<br>
<br>
The amber glare intensifies. Your sarcasm slips away before you can explain it. Representing the school begins to sound important. Almost flattering.<br>
<br>
"Don’t you agree, Miss Phillips?" Owen says, leaning in. "You talk of respect. But people will respect a good woman. Who sets a good example."<br>
<br>
"I would try to set a good example," you hear yourself say.<br>
<br>
Owen writes quickly. "Miss Phillips hopes to repay Charlton by becoming a devoted ambassador for its values. A strong young woman who understands her responsibilities."<br>
<br>
You look past him. Stitch gives you a thin smile. Pride flutters inside your chest as you sit straighter beneath his approval.<br>
<br>
<<ActionsHeader>>
<<link "Wait for Owen to finish writing" "GazetteInterview">><<set $GazetteInterview to "Epilogue">><<Feminity 1>><</link>>
<<case "Q3Crown">>
"I’d look great in a crown," you reply with a grin.<br>
<br>
Harrow chuckles behind Owen, but the reporter only raises an eyebrow. "So appearance is your strongest qualification?"<br>
<br>
You let the grin slip a little. "It was a joke."<br>
<br>
"Beauty is no joke in this competition," Owen replies. "Especially with every young gentleman at Prom watching."<br>
<br>
The lamps burn down. You find yourself picturing yourself onstage, crown shining beneath the lights. Boys staring. Whispering. Wondering which of them might earn the attention of Miss Charlton.<br>
<br>
<i>You’re picturing Emily on stage. Do you not see the difference?</i><br>
<br>
"I suppose looking the part matters," you concede.<br>
<br>
Owen’s pencil scratches across the paper. "Miss Phillips believes her beauty will capture the attention and votes of Charlton’s young men."<br>
<br>
You shake your head. "That isn’t what I said. I don’t care about the boys."<br>
<br>
"Don’t you?" Owen asks.<br>
<br>
You glance towards Harrow. His grin broadens, and your cheeks grow warmer as the imagined attention refuses to leave your thoughts.<br>
<br>
<<ActionsHeader>>
<<link "Wait for Owen to finish writing" "GazetteInterview">><<set $GazetteInterview to "Epilogue">><<Orientation 1>><</link>>
<<case "Q3Peace">>
"I’ll bring about world peace," you reply. "Isn’t that what I’m supposed to say?"<br>
<br>
Owen’s smile tightens. "So you recognise Miss Charlton as a platform for bringing harmony to our community?"<br>
<br>
"No," you say. "I recognise it as a crown handed out at a school dance. That was a joke."<br>
<br>
The lamps hum and crackle. The humming of the lamps seems to glow. But you hold Owen’s stare.<br>
<br>
He looks down and writes. "Miss Phillips struggles to offer a serious reason why she deserves the honour of representing Charlton."<br>
<br>
You read the words upside down. "That’s closer to what I actually said."<br>
<br>
Behind him, Rogers shakes his head. Harrow’s amusement disappears. Stitch watches you with cold, patient eyes.<br>
<br>
But Owen doesn’t manage to put any other words in your mouth.<br>
<br>
<<ActionsHeader>>
<<link "Wait for Owen to finish writing" "GazetteInterview">><<set $GazetteInterview to "Epilogue">><<Assertive 1>><</link>>
<<case "Epilogue">>
Owen underlines his final sentence and closes the notepad.<br>
<br>
"That will do, Miss Phillips."<br>
<br>
Harrow switches off the lamps. The amber glare vanishes, leaving you blinking in the ordinary library light. Your thoughts begin to clear, but fragments of Owen’s words remain lodged inside them.<br>
<br>
You stand and see Reagan waiting near the food table, watching you with a faint smirk. Behind Owen, the teachers exchange quiet looks.<br>
<br>
"Be sure to buy the next issue of the Gazette," Owen says. "I’m certain you’ll find your contribution illuminating."<br>
<br>
<<ActionsHeader>>
<<link "Return to the school" "SchoolCorridor">><<TimeChange>><<DailyVariableAdd "InterviewPublish">><<SetFlag "TempInterviewPublish">><<set $GazetteInterview to undefined>><</link>>
<</switch>><b>Charlton School - Maths Room</b><br>
<img src="./images/School_Maths_Room.png"><br>
<br>Walls are covered with formula and maths equations. Single wooden desks are spaced out evenly, each weathered but free of graffiti. A sturdy desk rests in front of a sturdy blackboard, with faded chalk maths questions etched into it.<br>
<<include "EventsSchoolMathsRoom">>
<<if _currentEvent is undefined>>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">><</link>>
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<switch _currentEvent>>
<<case "MathsDetention">>
<br>
You walk into the empty Maths Room and instantly sense tension from the absence of any other students. You take a seat at one of the desks, feeling your hairs stand on as you sit alone.<br>
<br>
<<ActionsHeader>>
<<link "Wait for detention to start" "MathsDetention0">><<EventsCheckEnd "SchoolMathsRoom" "MathsDetention">><<EventTrigger "YourHome" "EmilyReactionMathsDetention" "Evening" "Emily" null null null null false>><</link>>
<<case "MathsClass">>
<br>
<<CheckFirst "MathsClass">>
<<if _CheckFirst is false and $current.avatar is "Emily" and $MathsWard isnot "NulifiedSelf" and $MathsWard isnot "NulifiedAll">>
You enter the maths classroom and look for a vacant seat as close to the back of the classroom as possible.<br>
<br>
Unfortunately for you, the class is already full of students, chatting and gossiping away. You end up sitting near the front, trying to avoid looking at the clock resting above the blackboard. The room is stuffy and hot. You feel drowsy just sitting there.<br>
<br>
Mr. Rogers strides in, shutting the door behind him. “Alright, settle down. Take your seats, please.”<br>
<br>
The aging maths teacher stands at the front of the room, waiting for the other students to cease talking and take their seats. He pulls at his braces underneath his suit as he watches the room from behind his thin spectacles.<br>
<br>
Once there is silence, he grants himself a thin smile. “Now. We may begin. Some of you will be pleased to know that I have made a start on marking your exam. Others will find that disconcerting.” He looks at you and smiles again.<br>
<br>
“For today, however. We shall continue with this term’s focus on percentages and fractions. Girls, turn to page twenty-seven of your textbooks. Men, twenty-nine.”<br>
<br>
There is a clattering of desks being opened and rustling of pages as the other students scramble to the task. You open the desk drawer, feeling a little sluggish from the temperature, and find a well-thumbed maths book inside.<br>
<br>
<<ActionsHeader>>
<<link "Begin the lesson" "MathsClass0">>
<<EventsCheckEnd "SchoolMathsRoom" "MathsClass">>
<<QuestState "Quest5">>
<<if _QuestState is 2>>
<<QuestTracker "Quest6" 0>><<QuestTracker "Quest6" 1>>
<<QuestOptionUnlock "Quest5" 2 "maths">>
<<else>>
<<QuestTracker "Quest6" 0>>
<</if>>
<</link>>
<<elseif _CheckFirst is false and $current.avatar is "Dennis" and $MathsWard isnot "NulifiedSelf" and $MathsWard isnot "NulifiedAll">>
Entering the classroom, you try to find a vacant seat as far back as you can get in the classroom.<br>
<Br>
Unfortunately for you, the class is already full of students, chatting and gossiping away. In spite of your attempts, you end up sitting near the front, trying to avoid looking at the clock resting above the blackboard. Mr. Rogers strides in, shutting the door behind him. “Alright, settle down. Take your seats, please.”<br>
<br>
The aging maths teacher stands at the front of the room, waiting for the other students to cease talking and take their seats. He pulls at his braces underneath his suit as he watches the room from behind his thin spectacles.<br>
<br>
Once there is silence, he grants himself a thin smile. “Now. We may begin. Today we will continue with our fractions and percentages. Girls, turn to page twenty-seven of your textbooks. Men, twenty-nine.”<br>
<br>
There is a clattering of desks being opened and rustling of pages as the other students scramble to the task. You open the desk drawer and find a well-thumbed Maths book inside.<Br>
<br>
<<ActionsHeader>>
<<link "Begin the lesson" "MathsClass0">>
<<EventsCheckEnd "SchoolMathsRoom" "MathsClass">>
<<QuestState "Quest5">>
<<if _QuestState is 2>>
<<QuestTracker "Quest6" 0>><<QuestTracker "Quest6" 1>>
<<QuestOptionUnlock "Quest5" 2 "maths">>
<<else>>
<<QuestTracker "Quest6" 0>>
<</if>>
<</link>>
<<elseif _CheckFirst is false and $current.avatar is "Jake" and $MathsWard isnot "NulifiedSelf" and $MathsWard isnot "NulifiedAll">>
You enter the maths classroom and find a number of students giving acknowledging nods. A few push their chairs back away from a desk, making room for you to sit. You drop down with the kind of weight that makes space for itself. The scrape of the chair is loud enough to turn a few heads. A couple of the football boys glance over, smirks tugging at their mouths before they return to their own noise.<br>
<br>
One of the football players leans back in the desk beside you. Wiry frame, coiled, small eyes already on you. “Look who decided to stroll in,” he says with a grin. “Chrissie keep you up late?” His voice carries just enough to draw a few chuckles from the others.<br>
<Br>
You recognise him now. Manny Wright. One of the younger players, always circling the older boys. His laugh is quick and mean. The sort of person that jumps on anything they can cut down.<Br>
<Br>
He tilts his chin toward the back row. “Check it out.”<Br>
<Br>
You follow the gesture. Dennis is already there, head bent low, nose nearly pressed against the open book on his desk. Manny’s grin sharpens. “Bet there’s a picture of a girl taped to that page he’s pressing that snout against.”<Br>
<br>
A ripple of sniggers come from nearby. You feel the flicker of irritation in your chest by just looking at Dennis. Always trying to fold himself small, but always begging to be noticed.<Br>
<Br>
The door creaks open, bringing you out of your thoughts. Rogers. “Alright, settle down," he says as he shuts the door behind him. "Take your seats, please.”<br>
<br>
Once a hush has descended across the room, Rogers continues. "Today we will continue with our fractions and percentages. Girls, turn to page twenty-seven of your textbooks. Men, twenty-nine.”<br>
<Br>
You open the desk drawer and pull out the battered maths book. Without thinking, you flip it open to the familiar housewife section. Recipes and pouring measurements are scattered across the page.<Br>
<Br>
From the corner of your eye you catch Manny’s brow twitch upward. Heat prickles in your chest. You snap the book closed and turn to the right section instead, landing on footballers clustered at the side of a pitch, diagrams scribbled into the margins. But the irritation lingers, sharper than it should.<Br>
<br>
<<ActionsHeader>>
<<link "Begin the lesson" "MathsClass0">>
<<EventsCheckEnd "SchoolMathsRoom" "MathsClass">>
<<QuestState "Quest5">>
<<if _QuestState is 2>>
<<QuestTracker "Quest6" 0>><<QuestTracker "Quest6" 1>>
<<QuestOptionUnlock "Quest5" 2 "maths">>
<<else>>
<<QuestTracker "Quest6" 0>>
<</if>>
<</link>>
<<elseif $MathsWard is "NulifiedSelf" or $MathsWard is "NulifiedAll">>
<<if $current.avatar is "Emily">>
<<Flag "Act2Started">>
<<if _FlagReturn is true>>
<<if $MathsWard is "NulifiedAll">>
Entering the classroom, you find a vacant seat as far back as you can get. You glance back up at the clock and have to hold back a smile. It's free from magic once more.<br>
<Br>
Seemingly unaware of the change, the other students' chatter dies down only when Mr. Rogers walks in. "Alright, settle down. Take your seats, please."<br>
<<elseif $MathsWard is "NulifiedSelf">>
Entering the classroom, you find a vacant seat as far back as you can get. You glance back up at the clock and have to hold back a smile. Magic sparkles within it, but you know it's no longer aimed at you.<br>
<br>
Seemingly unaware of the change, the other students' chatter dies down only when Mr. Rogers walks in. "Alright, settle down. Take your seats, please."<br>
<</if>>
<br>
The aging maths teacher stands at the front of the room, waiting for the other students to cease talking and take their seats. He pulls at his braces underneath his suit as he watches the room from behind his thin spectacles.<br>
<br>
"We are continuing today with this term's topic of fractions and percentages," he tells you once silence has taken hold. "Open your books to the last question we covered. Let's see if you have learned anything."<br>
<br>
You take out your textbook and turn back to the page with the pictures of flustered housewives. You sigh at the sight of them.<br>
<<else>>
You enter the classroom and find a seat towards the back. You glance up at the clock and let a small smile rest on your face. Whatever effect the clock held over you has now gone.<br>
<br>
“Alright class, settle down,” Mr Rogers says as he enters the room. A hush falls over the room as he puts his satchel down on his desk and turns to face you all.<br>
<br>
“Today we will continue with our fractions and percentages. Open your books. Then we may begin.”<br>
<br>
You take out your textbook and turn to the page you last remember from the maths class.<br>
<</if>>
<<elseif $current.avatar is "Dennis">>
<<Flag "Act2Started">>
<<if _FlagReturn is true>>
<<if $MathsWard is "NulifiedAll">>
Entering the classroom, you try to find a vacant seat as far back as you can get in the classroom. You glance back up at the clock and have to hold back a smile. You know it's free from magic once more.<br>
<<elseif $MathsWard is "NulifiedSelf">>
Entering the classroom, you try to find a vacant seat as far back as you can get in the classroom. You glance back up at the clock and have to hold back a smile. You can't see the magic within it, but you know it's no longer aimed at you.<br>
<</if>>
<br>
The class is already full of students, chatting and gossiping away. In spite of your attempts, you end up sitting near the front. Mr. Rogers strides in, shutting the door behind him. "Alright, settle down. Take your seats, please."<br>
<br>
A hush falls over the room as he puts his satchel down on his desk. "Today we will continue with our fractions and percentages. Open your books. Then we may begin."<br>
<br>
You open the desk drawer and find a well-thumbed Maths book inside. Without thinking, you turn to the last page you remember from the class. The sight of housewives flustered with recipe amounts greets you. Almost immediately, you hear a snigger.<br>
<br>
"Mannet's looking at the girl section!" a shrill voice from your male neighbour echoes across the classroom. "Looking to bake me some cupcakes, nerd?"<br>
<br>
Laughter from the other students echoes against the classroom walls. Without missing a beat, Mr. Rogers is beside your desk, scowling down at you over his glasses.<br>
<br>
"Struggling again, Master Mannet? Do at least try to act like a man." His finger shoots out and flicks the pages of your book over to another section, one of football players discussing tactics at the side of a playing field.<br>
<Br>
You nod silently to him and look down at the exercise, ignoring the muted sniggers from the other students directed at you.<Br>
<<else>>
You enter the classroom and find a seat towards the back. You glance up at the clock and let a small smile rest on your face. Whatever effect the clock held over you has now gone.<Br>
<Br>
“Alright class, settle down,” Mr Rogers says as he enters the room. A hush falls over the room as he puts his satchel down on his desk and turns to face you all.<Br>
<bR>
“Today we will continue with our fractions and percentages. Open your books. Then we may begin.”<Br>
<br>
You open the desk drawer and find a well-thumbed Maths book inside. Without thinking, you turn to the last page you remember from the class. The sight of housewives flustered with recipe amounts greets you. Almost immediately, you hear a snigger.<Br>
<Br>
“Mannet’s looking at the girl section!” a shrill voice from your male neighbour echoes across the classroom. “Looking to bake me some cupcakes, nerd?”<Br>
<br>
Laughter from the other students echoes against the classroom walls. Without missing a beat, Mr. Rogers is beside your desk, scowling down at you over his glasses.<Br>
<Br>
“Struggling again, Master Mannet? Do at least try to act like a man.” His finger shoots out and flicks the pages of your book over to another section, one of football players discussing tactics at the side of a playing field.<Br>
<br>
You nod silently to him and look down at the exercise, ignoring the muted sniggers from the other students directed at you.<Br>
<</if>>
<<elseif $current.avatar is "Jake">>
<<Flag "Act2Started">>
<<if _FlagReturn is true>>
<<if $MathsWard is "NulifiedAll">>
You enter the classroom and note a spare desk in the centre of a group of footballers. You drop into your seat and look around at the other boys, glancing up at the clock. You have to hold back a smile. You know it's free from magic once more.<br>
<<elseif $MathsWard is "NulifiedSelf">>
You enter the classroom and note a spare desk in the centre of a group of footballers. You drop into your seat and look around at the other boys, glancing up at the clock. You have to hold back a smile. You can't see the magic within it, but you know it's no longer aimed at you.<br>
<</if>>
<br>
One of the football players leans back in the desk beside you. Wiry frame, coiled, small eyes on you. "Look who decided to stroll in," he says with a grin. "Chrissie keep you up late?" His voice carries just enough to draw a few chuckles from the others.<br>
<br>
You recognise him. Manny Wright. One of the younger players, always circling the older boys. His laugh is quick and mean. The sort of person that jumps on anything they can cut down.<br>
<br>
He tilts his chin toward the back row. "Check it out."<br>
<br>
You follow the gesture. Dennis is already there, head bent low, nose nearly pressed against the open book on his desk. Manny's grin sharpens. "Bet there's a picture of a girl taped to that page he's pressing that snout against."<br>
<br>
A ripple of sniggers come from nearby. You feel the flicker of irritation in your chest by just looking at Dennis. Always trying to fold himself small, but always begging to be noticed.<br>
<br>
The door creaks open, bringing you out of your thoughts. Rogers. "Alright, settle down," he says as he shuts the door behind him. "Take your seats, please."<br>
<br>
Once a hush has descended across the room, Rogers continues. "Today we will continue with our fractions and percentages. Girls, turn to page twenty-seven of your textbooks. Men, twenty-nine."<br>
<br>
You open the desk drawer and pull out the battered maths book. Without thinking, you flip it open to the familiar housewife section. Recipes and pouring measurements are scattered across the page.<br>
<br>
From the corner of your eye you catch Manny's brow twitch upward. Heat prickles in your chest. You snap the book closed and turn to the right section instead, landing on footballers clustered at the side of a pitch, diagrams scribbled into the margins. But the irritation lingers, sharper than it should.<br>
<<else>>
You enter the classroom and note a spare desk in the centre of a group of footballers. You drop into your seat and glance up at the clock with a small smile. Whatever effect the clock held over you has now gone.<bR>
<br>
One of the football players leans back in the desk beside you. Wiry frame, coiled, small eyes on you. “Look who decided to stroll in,” he says with a grin. “Chrissie keep you up late?” His voice carries just enough to draw a few chuckles from the others.<br>
<Br>
You recognise him. Manny Wright. One of the younger players, always circling the older boys. His laugh is quick and mean. The sort of person that jumps on anything they can cut down.<Br>
<Br>
He tilts his chin toward the back row. “Check it out.”<Br>
<Br>
You follow the gesture. Dennis is already there, head bent low, nose nearly pressed against the open book on his desk. Manny’s grin sharpens. “Bet there’s a picture of a girl taped to that page he’s pressing that snout against.”<Br>
<br>
A ripple of sniggers come from nearby. You feel the flicker of irritation in your chest by just looking at Dennis. Always trying to fold himself small, but always begging to be noticed.<Br>
<Br>
The door creaks open, bringing you out of your thoughts. Rogers. “Alright, settle down," he says as he shuts the door behind him. "Take your seats, please.”<br>
<br>
Once a hush has descended across the room, Rogers continues. "Today we will continue with our fractions and percentages. Girls, turn to page twenty-seven of your textbooks. Men, twenty-nine.”<br>
<br>
You open the desk drawer and pull out the battered maths book. Without thinking, you flip it open to the familiar housewife section. Recipes and pouring measurements are scattered across the page.<Br>
<Br>
From the corner of your eye you catch Manny’s brow twitch upward. Heat prickles in your chest. You snap the book closed and turn to the right section instead, landing on footballers clustered at the side of a pitch, diagrams scribbled into the margins. But the irritation lingers, sharper than it should.<Br>
<</if>>
<</if>>
<<Quest23AmuletObservation "Rogers">>
<br>
<<ActionsHeader>>
<<Flag "Act2Started">>
<<if _FlagReturn is true>>
<<link "Begin the lesson" "MathsClass0">>
<<QuestOptionUnlock "Quest24" 0 "maths">><<EventsCheckEnd "SchoolMathsRoom" "MathsClass">>
<</link>>
<<else>>
<<link "Begin the lesson" "MathsClass0">>
<<EventsCheckEnd "SchoolMathsRoom" "MathsClass">><<QuestState "Quest5">>
<<if _QuestState is 2>><<QuestTracker "Quest6" 0>><<QuestTracker "Quest6" 1>><<QuestOptionUnlock "Quest5" 2 "maths">>
<<else>><<QuestTracker "Quest6" 0>><</if>>
<</link>>
<</if>>
<<elseif $current.avatar is "Emily">>
<<Flag "Act2Started">>
<<if _FlagReturn is true>>
<<QuestOptionCheck "Quest24" 0 "maths">>
<<if _QuestOptionCheck is true>>
Entering the classroom, you find a vacant seat as far back as you can get in the classroom. You keep your eyes away from the clock, consciously staring down at your desk. The other students' chatter dies down almost immediately when Mr. Rogers walks in. "Alright, settle down. Take your seats, please."<br>
<<else>>
Entering the classroom, you find a vacant seat as far back as you can get. You glance back up at the clock and have to fight to keep yourself from reacting. There, as if mocking you, is the sense of magic once more.<br>
<br>
Seemingly unaware, the other students' chatter dies down only when Mr. Rogers walks in. "Alright, settle down. Take your seats, please."<br>
<</if>>
<br>
The aging maths teacher stands at the front of the room, waiting for the other students to cease talking and take their seats. He pulls at his braces underneath his suit as he watches the room from behind his thin spectacles.<br>
<br>
"We are continuing today with this term's topic of fractions and percentages," he tells you once silence has taken hold. "Open your books to the last question we covered. Let's see if you have learned anything."<br>
<br>
You take out your textbook and turn back to the page with the pictures of flustered housewives. You sigh at the sight of them.<br>
<<else>>
Entering the classroom, you find a vacant seat as far back as you can get in the classroom. You keep your eyes away from the clock, consciously staring down at your desk. The other students' chatter dies down almost immediately when Mr. Rogers walks in.<br>
<br>
“We are continuing today with this term’s topic of fractions and percentages,” he tells you once silence has taken hold. “Open your books to the last question we covered. Let’s see if you have learned anything.”<br>
<br>
You take out your textbook and turn back to the page with the pictures of flustered housewives. You sigh at the sight of them.<br>
<</if>>
<<Quest23AmuletObservation "Rogers">>
<br>
<<ActionsHeader>>
<<Flag "Act2Started">>
<<if _FlagReturn is true>>
<<link "Begin the lesson" "MathsClass0">>
<<QuestOptionUnlock "Quest24" 0 "maths">><<EventsCheckEnd "SchoolMathsRoom" "MathsClass">>
<</link>>
<<else>>
<<link "Begin the lesson" "MathsClass0">>
<<EventsCheckEnd "SchoolMathsRoom" "MathsClass">><<QuestState "Quest5">>
<<if _QuestState is 2>><<QuestTracker "Quest6" 0>><<QuestTracker "Quest6" 1>><<QuestOptionUnlock "Quest5" 2 "maths">>
<<else>><<QuestTracker "Quest6" 0>><</if>>
<</link>>
<</if>>
<<elseif $current.avatar is "Dennis">>
<<Flag "Act2Started">>
<<if _FlagReturn is true>>
<<QuestOptionCheck "Quest24" 0 "maths">>
<<if _QuestOptionCheck is true>>
Entering the classroom, you try to find a vacant seat as far back as you can get in the classroom. You keep your eyes away from the clock, consciously staring down at your desk.<br>
<<else>>
Entering the classroom, you try to find a vacant seat as far back as you can get in the classroom. You can't see it, but something inside you tugs at your being. Almost subconsciously, you know it's magic once more.<br>
<</if>>
<Br>
The class is already full of students, chatting and gossiping away. In spite of your attempts, you end up sitting near the front. Mr. Rogers strides in, shutting the door behind him. "Alright, settle down. Take your seats, please."<br>
<br>
A hush falls over the room as he puts his satchel down on his desk. "Today we will continue with our fractions and percentages. Open your books. Then we may begin."<br>
<br>
You open the desk drawer and find a well-thumbed Maths book inside. Without thinking, you turn to the last page you remember from the class. The sight of housewives flustered with recipe amounts greets you. Almost immediately, you hear a snigger.<br>
<br>
"Mannet's looking at the girl section!" a shrill voice from your male neighbour echoes across the classroom. "Looking to bake me some cupcakes, nerd?"<br>
<br>
Laughter from the other students echoes against the classroom walls. Without missing a beat, Mr. Rogers is beside your desk, scowling down at you over his glasses.<br>
<br>
"Struggling again, Master Mannet? Do at least try to act like a man." His finger shoots out and flicks the pages of your book over to another section, one of football players discussing tactics at the side of a playing field.<br>
<br>
You nod silently to him and look down at the exercise, ignoring the muted sniggers from the other students directed at you.<br>
<<else>>
Entering the classroom, you try to find a vacant seat as far back as you can get in the classroom. You keep your eyes away from the clock, consciously staring down at your desk.<Br>
<Br>
“Alright class, settle down,” Mr Rogers says as he enters the room. A hush falls over the room as he puts his satchel down on his desk. “Today we will continue with our fractions and percentages. Open your books. Then we may begin.”<Br>
<br>
You open the desk drawer and find a well-thumbed Maths book inside. Without thinking, you turn to the last page you remember from the class. The sight of housewives flustered with recipe amounts greets you. Almost immediately, you hear a snigger.<Br>
<Br>
“Mannet’s looking at the girl section!” a shrill voice from your male neighbour echoes across the classroom. “Looking to bake me some cupcakes, nerd?”<Br>
<br>
Laughter from the other students echoes against the classroom walls. Without missing a beat, Mr. Rogers is beside your desk, scowling down at you over his glasses.<Br>
<Br>
“Struggling again, Master Mannet? Do at least try to act like a man.” His finger shoots out and flicks the pages of your book over to another section, one of football players discussing tactics at the side of a playing field.<Br>
<br>
You nod silently to him and look down at the exercise, ignoring the muted sniggers from the other students directed at you.<Br>
<</if>>
<<Quest23AmuletObservation "Rogers">>
<br>
<<ActionsHeader>>
<<Flag "Act2Started">>
<<if _FlagReturn is true>>
<<link "Begin the lesson" "MathsClass0">>
<<QuestOptionUnlock "Quest24" 0 "maths">><<EventsCheckEnd "SchoolMathsRoom" "MathsClass">>
<</link>>
<<else>>
<<link "Begin the lesson" "MathsClass0">>
<<EventsCheckEnd "SchoolMathsRoom" "MathsClass">><<QuestState "Quest5">>
<<if _QuestState is 2>><<QuestTracker "Quest6" 0>><<QuestTracker "Quest6" 1>><<QuestOptionUnlock "Quest5" 2 "maths">>
<<else>><<QuestTracker "Quest6" 0>><</if>>
<</link>>
<</if>>
<<elseif $current.avatar is "Jake">>
<<Flag "Act2Started">>
<<if _FlagReturn is true>>
<<QuestOptionCheck "Quest24" 0 "maths">>
<<if _QuestOptionCheck is true>>
You enter the classroom and note a spare desk in the centre of a group of footballers. You drop into your seat and look around at the other boys, trying not to look up at the clock above the blackboard.<br>
<<else>>
You enter the classroom and note a spare desk in the centre of a group of footballers. You drop into your seat and look around at the other boys, glancing up at the clock. You can't see it, but something inside you tugs at your being. Almost subconsciously, you know it's magic once more.<Br>
<</if>>
<Br>
One of the football players leans back in the desk beside you. Wiry frame, coiled, small eyes on you. "Look who decided to stroll in," he says with a grin. "Chrissie keep you up late?" His voice carries just enough to draw a few chuckles from the others.<br>
<br>
You recognise him. Manny Wright. One of the younger players, always circling the older boys. His laugh is quick and mean. The sort of person that jumps on anything they can cut down.<br>
<br>
He tilts his chin toward the back row. "Check it out."<br>
<br>
You follow the gesture. Dennis is already there, head bent low, nose nearly pressed against the open book on his desk. Manny's grin sharpens. "Bet there's a picture of a girl taped to that page he's pressing that snout against."<br>
<br>
A ripple of sniggers come from nearby. You feel the flicker of irritation in your chest by just looking at Dennis. Always trying to fold himself small, but always begging to be noticed.<br>
<br>
The door creaks open, bringing you out of your thoughts. Rogers. "Alright, settle down," he says as he shuts the door behind him. "Take your seats, please."<br>
<br>
Once a hush has descended across the room, Rogers continues. "Today we will continue with our fractions and percentages. Girls, turn to page twenty-seven of your textbooks. Men, twenty-nine."<br>
<br>
You open the desk drawer and pull out the battered maths book. Without thinking, you flip it open to the familiar housewife section. Recipes and pouring measurements are scattered across the page.<br>
<br>
From the corner of your eye you catch Manny's brow twitch upward. Heat prickles in your chest. You snap the book closed and turn to the right section instead, landing on footballers clustered at the side of a pitch, diagrams scribbled into the margins. But the irritation lingers, sharper than it should.<br>
<<else>>
You enter the classroom and note a spare desk in the centre of a group of footballers. You drop into your seat and look around at the other boys, trying not to look up at the clock above the blackboard.<bR>
<br>
One of the football players leans back in the desk beside you. Wiry frame, coiled, small eyes on you. “Look who decided to stroll in,” he says with a grin. “Chrissie keep you up late?” His voice carries just enough to draw a few chuckles from the others.<br>
<Br>
You recognise him. Manny Wright. One of the younger players, always circling the older boys. His laugh is quick and mean. The sort of person that jumps on anything they can cut down.<Br>
<Br>
He tilts his chin toward the back row. “Check it out.”<Br>
<Br>
You follow the gesture. Dennis is already there, head bent low, nose nearly pressed against the open book on his desk. Manny’s grin sharpens. “Bet there’s a picture of a girl taped to that page he’s pressing that snout against.”<Br>
<br>
A ripple of sniggers come from nearby. You feel the flicker of irritation in your chest by just looking at Dennis. Always trying to fold himself small, but always begging to be noticed.<Br>
<Br>
The door creaks open, bringing you out of your thoughts. Rogers. “Alright, settle down," he says as he shuts the door behind him. "Take your seats, please.”<br>
<br>
Once a hush has descended across the room, Rogers continues. "Today we will continue with our fractions and percentages. Girls, turn to page twenty-seven of your textbooks. Men, twenty-nine.”<br>
<br>
You open the desk drawer and pull out the battered maths book. Without thinking, you flip it open to the familiar housewife section. Recipes and pouring measurements are scattered across the page.<Br>
<Br>
From the corner of your eye you catch Manny’s brow twitch upward. Heat prickles in your chest. You snap the book closed and turn to the right section instead, landing on footballers clustered at the side of a pitch, diagrams scribbled into the margins. But the irritation lingers, sharper than it should.<Br>
<</if>>
<<Quest23AmuletObservation "Rogers">>
<br>
<<ActionsHeader>>
<<Flag "Act2Started">>
<<if _FlagReturn is true>>
<<link "Begin the lesson" "MathsClass0">>
<<QuestOptionUnlock "Quest24" 0 "maths">><<EventsCheckEnd "SchoolMathsRoom" "MathsClass">>
<</link>>
<<else>>
<<link "Begin the lesson" "MathsClass0">>
<<EventsCheckEnd "SchoolMathsRoom" "MathsClass">><<QuestState "Quest5">>
<<if _QuestState is 2>><<QuestTracker "Quest6" 0>><<QuestTracker "Quest6" 1>><<QuestOptionUnlock "Quest5" 2 "maths">>
<<else>><<QuestTracker "Quest6" 0>><</if>>
<</link>>
<</if>> <</if>>
<<case "MathsAct2SpecialLesson">>
<br>
Entering the classroom, you find a vacant seat as far back as you can get in the classroom. You eye the clock above the blackboard as you sit down. Idle chatter ceases as soon as Mr. Rogers walks in.<br>
<br>
"Enough of the prattle," he says, throwing his heavy satchel down on his desk. Turning to face the room, he looks over the rim of his spectacles, meeting the sight of each student. Including you.<br>
<br>
"Today, you will have a reprieve from our standard syllabus," he begins. "Soon you will graduate, providing you pass your examinations. The sharp minds we shape must find a reason for being. You will turn your focus from textbooks and to how you will contribute back into our community."<br>
<br>
Rogers takes a step around his desk, his eyes flicking from student to student. "We are blessed at Charlton to have a permanent career advisor. Mrs. Carmichael. Each of you will meet her. She will draw upon her wealth of experience to direct you towards employment that matches your skills."<br>
<br>
The maths teacher sighs, briefly looking off into the distance. "And for those of you who have little interest in your future, the headmaster has decreed that Mrs. Carmichael may reward those who perform admirably with a badge that counts towards our Miss Charlton contest. So do pay attention to the questions."<br>
<br>
<<if $MathsDetentionResult is "Liked">>
Then the teacher's surveying eyes settle on you. "Miss Phillips, you will be first. Mrs. Carmichael is aware of your performance." Rogers lets a small smile creep into the edges of his mouth before continuing. "She is eager to discuss what someone of your disposition can do once they graduate."<br>
<<elseif $MathsDetentionResult is "Submit">>
Then the teacher's surveying eyes settle on you. "Miss Phillips, you will be first. Mrs. Carmichael is aware of your performance." Rogers lets his eyes burrow into yours, but offers no indication of his thoughts. "She will instruct you in what position you should hold next."<br>
<<elseif $MathsDetentionResult is "Resist">>
Then the teacher's surveying eyes settle on you. "Miss Phillips, you will be first. Mrs. Carmichael is aware of your performance." Rogers lets a cold smile form before continuing. "I'm sure she'll validate my intuition on where your future lies."<br>
<<else>>
Then the teacher's surveying eyes settle on you. "Miss Phillips, you will be first. Mrs. Carmichael is aware of your performance." Rogers lets his eyes burrow into yours, but offers no indication of his thoughts. "She will be able to provide direction for you."<br>
<</if>>
<br>
He looks over at the door and raises an eyebrow. "Just down the hallway and around the corridor. Don't be tardy, Miss Phillips. There is a whole class waiting behind you."<br>
<br>
You look around briefly, feeling the expectation of the other students upon you. Pushing your chair back, you gather up your things and head towards the door.<br>
<br>
<<ActionsHeader>>
<<link "Go to meet with the career advisor" "MathsAct2SpecialLessonCorridor">><<EventsCheckEnd "SchoolMathsRoom" "MathsAct2SpecialLesson">><</link>>
<</switch>><<CheckFirst "MathsClass">>
<<if _CheckFirst is false and $current.avatar is "Emily" and $MathsWard isnot "NulifiedSelf" and $MathsWard isnot "NulifiedAll">>
You flick through to the page in the textbook and are presented with a number of illustrations depicting caricatures of housewives standing in kitchens looking flustered. Wondering if you have the right page, you flick through to the page Rogers told the boys to turn to. Like before, it’s full of illustrations, but this page depicts football players on a field.<br>
<br>
“Struggling with instruction again, Miss Phillips?” you hear from the side of you. You look up and see Rogers looking down over the rim of his glasses.<br>
<br>
He reaches down and turns your book back to the pages of the housewives. Then, he resumes walking up and down the class.<br>
<br>
“First question on page twenty-seven. For the ladies. Mary is trying to cook her husband a sponge cake. She is following a recipe for a family of five. Her book tells her to use 225g softened butter, 225g golden caster sugar, 4 large eggs and 225g self-raising flour. As her cake is only for two people, how much of each ingredient should she use?<br>
<br>
You consider the question. At least it requires maths. You begin to work, writing the answers against the picture in the book. The exercise should be basic for you, but your mind feels fuzzy. The stifling heat is getting to you. Or maybe it’s the presence of the clock that looks over the classroom.<br>
<br>
“Now for the boys,” you hear Rogers say. “Using all his energy, Jack can throw a football eighty yards. His teammate, Todd, is forty yards down the pitch. How much energy must Jack use to reach him?”<br>
<br>
Assuming you should wait for the next question, you stare down at the book, feeling your eyes grow heavy. The heat is making you more drowsy and Rogers' monotone voice isn’t helping. You feel an urge to look up, at least crack your neck and focus on something that isn’t the blurring textbook in front of you.<br>
<br>
But if you look up, you know exactly what you will see. That ticking clock, looming over you.<br>
<br>
<<ActionsHeader>>
<<link "Focus on your textbook" "MathsClass">><<AddFirst "MathsClass">><<set $MathsClass to "Work">><<EmilyGrades -1>><</link>><br>
<<link "Look up at the clock" "MathsClass">><<Intelligence -1>><<AddFirst "MathsClass">><<set $MathsClass to "Clock">><</link>>
<<elseif _CheckFirst is false and $current.avatar is "Dennis" and $MathsWard isnot "NulifiedSelf" and $MathsWard isnot "NulifiedAll">>
Mr. Rogers moves the class through problem after problem. For the girls, exercises asking how housewives could measure sugar without getting flustered. Then, footballers on field length and shooting ranges for the boys. His voice drones on, steady and precise, the rhythm of a man who has delivered these questions a hundred times before.<Br>
<br>
"Question sixteen on page twenty-three. For the ladies. Mary is trying to cook her husband a sponge cake. She is following a recipe for a family of five. Her book tells her to use 225g softened butter, 225g golden caster sugar, 4 large eggs and 225g self-raising flour. As her cake is only for two people, how much of each ingredient should she use?<br>
<br>
You hear some scribbling from around you. When you dare to glance up, you notice the girls faltering. Some sit slumped over their desks, staring blankly ahead. Others blink slowly, fighting against sleep that seems to press down on them with every passing second. Their pens hang loose in their hands, exercises left unfinished.<Br>
<Br>
“Now for the boys,” Rogers continues. “Using all his energy, Jack can throw a football eighty yards. His teammate, Todd, is forty yards down the pitch. How much energy must Jack use to reach him?”<br>
<br>
You find yourself writing. Not sluggishly, but quickly. Answers come as fast as you can scrawl them. Your mind hums with the rush of it, the numbers sharp and clean, nothing pushing against you.<Br>
<br>
When Rogers passes your desk, his sharp eyes glance at your neat rows of answers. “Very good, Master Mannet,” he says, his tone almost approving. “See? When you apply yourself, you can achieve something.”<Br>
<bR>
Sniggers echo around you. A wet, crumpled wad of paper then smacks against your temple. You glance up to see Jake grinning across the room, sneer broad on his face.<Br>
<br>
<<ActionsHeader>>
<<link "Respond with your own paper ball" "MathsClass">><<AddFirst "MathsClass">><<set $MathsClass to "DennisPaperBall">><<Feminity -1>><</link>><br>
<<link "Focus back on the lesson" "MathsClass">><<AddFirst "MathsClass">><<set $MathsClass to "DennisFocusLesson">><<Intelligence 1>><</link>>
<<elseif _CheckFirst is false and $current.avatar is "Jake" and $MathsWard isnot "NulifiedSelf" and $MathsWard isnot "NulifiedAll">>
Mr. Rogers moves the class through problem after problem. For the girls, exercises asking how housewives could measure sugar without getting flustered. Then, footballers on field length and shooting ranges for the boys. His voice drones on, steady and precise, the rhythm of a man who has delivered these questions a hundred times before.<Br>
<br>
"Question sixteen on page twenty-three. For the ladies. Mary is trying to cook her husband a sponge cake. She is following a recipe for a family of five. Her book tells her to use 225g softened butter, 225g golden caster sugar, 4 large eggs and 225g self-raising flour. As her cake is only for two people, how much of each ingredient should she use?<br>
<br>
The clock ticks steadily above the blackboard, brass face gleaming in the light. You feel frustrated by the lesson's monotony, but remain alert. The girls don't seem to be as lucky. All of them sag in their seats, pens dragging, eyes fixed blankly ahead. Some blink slowly as though fighting sleep, exercises abandoned halfway.<Br>
<Br>
“Now for the boys,” Rogers continues. “Using all his energy, Jack can throw a football eighty yards. His teammate, Todd, is forty yards down the pitch. How much energy must Jack use to reach him?”<br>
<br>
You scribble an answer in your book, almost instinctively. You're not sure if it's correct, but something else has taken your attention. A nudge at your elbow. Glancing to your side, you see Manny lean in closer, voice pitched just for you. “Look at Mannet."<Br>
<Br>
Your eyes settle on Dennis. He’s hunched forward, scribbling furiously, pencil scratching the workings wildly. He scribbles furiously, correcting himself over and over again as he tries to work out the answer.<Br>
<br>
Seeing him try seems to grate you. Heat again prickles in your chest. You grimace as you feel your chest tighten.<Br>
<bR>
Looking back to Manny, you see him grin and pull a black ink cartridge out from under his desk drawer. He pierces it crudely with a key and places it on your desk. "Chuck it at him,” he murmurs. “Right between the shoulders.”<Br>
<br>
You look from the ink to Dennis. He scrawls, oblivious. Able to concentrate in the lesson. Free of the drowsiness that has spread like a wave through the girls. That he's getting off free drives you wild.<Br>
<br>
<I>So teach him a lesson, then.</i><br>
<br>
<<ActionsHeader>>
<<link "Throw the ink at Dennis" "MathsClass">><<AddFirst "MathsClass">><<set $MathsClass to "JakeThrowInk">><<Feminity -1>><<Greedy 1>><</link>><br>
<<link "Focus back on work" "MathsClass">><<AddFirst "MathsClass">><<set $MathsClass to "JakeFocusWork">><</link>>
<<elseif $MathsWard is "NulifiedSelf" or $MathsWard is "NulifiedAll">>
<<if $current.avatar is "Emily">>
Mr. Rogers dictates the exercises from the book. The housewife questions for girls. The sporting questions for the boys. You wonder briefly how old these exercise books must really be.<br>
<br>
Free of the effects of the clock, you look up and for the first time are able to observe the other students in the maths class.<br>
<br>
<<if $MathsWard is "NulifiedAll">>
With the curse removed, the students seem alert and awake. There is an even spread of engagement between the sexes. Some of the girls pass notes between them, as some of the boys joke with each other. More studious pupils dutifully scrawl down answers to the questions.<br>
<br>
Your teacher, by contrast, looks confused. His sharp eyes scan over the room, taking in the energetic students. On more than one occasion he catches someone whispering, but he seems more shocked than angry. His reprimand is always cut short and half-hearted.<br>
<br>
You smile to yourself, knowing that at least the maths room no longer has control over its pupils.<br>
<<else>>
To say there is varying engagement would be an understatement. Some of the girls are hunched over at their desks, occasionally shaking their heads to fight off sleep. Others look vacantly ahead, eyes glazed over, staring straight into the clock.<br>
<br>
By contrast, you note, the boys are unaffected. Some of them whisper to each other, others continue to work. Not one of them is absorbed by the time, nor seems to struggle to stay awake.<br>
<</if>>
<br>
You then see Mr. Rogers walking up your row, approaching nearby. You glance down at your exercise book, an empty answer box waiting to be filled in.<br>
<br>
<<ActionsHeader>>
<<link "Start working." "MathsClass">><<EmilyGrades 1>><<set $MathsClass to "Work">><</link>><br>
<<link "Slack off." "MathsClass">><<EmilyGrades -1>><<set $MathsClass to "Slack">><</link>>
<<elseif $current.avatar is "Dennis">>
Mr. Rogers dictates the exercises from the book. The housewife questions for the girls. The sporting questions for the boys. You keep your ear tuned for the ones about quarterbacks and coaches, letting the domestic ones slip by. After being forced through them, it takes a moment’s effort to ignore.<Br>
<Br>
Free of the clock’s grip, your mind holds clear. You glance up, watching the others in the room.<br>
<Br>
<<if $MathsWard is "NulifiedAll">>
With the curse gone, the students are alert and lively. Girls swap notes. Boys mutter jokes and nudge each other. The more studious scrawl through the numbers without pause.<br>
<bR>
Rogers, by contrast, looks unsettled. His eyes flick sharply from group to group, but his reprimands break apart before they gather weight. For once, he seems less master of the class than the pupils do.<Br>
<Br>
You allow yourself a brief smile. Whatever force ruled this room has gone.<br>
<<else>>
The imbalance is plain. Girls slouch in their chairs, blinking heavily, some staring straight ahead as if transfixed. The pull of the clock is obvious. Its face looms above the board, its ticking stretching out like a presence.<br>
<br>
But when you glance up, waiting for the same fog to descend, nothing comes. Your head stays clear. You can concentrate, even as others fight to keep their eyes open.<br>
<bR>
Around you, the boys show the same freedom. They whisper, shove, boast. None glance at the clock. None falter.<br>
<</if>>
<br>
When Rogers passes your desk, his sharp eyes glance at your neat rows of answers. “Very good, Master Mannet,” he says, his tone cutting but almost approving. “See? When you apply yourself, you can achieve something.”<Br>
<br>
Sniggers echo around you. A wet, crumpled wad of paper smacks against your temple. You glance up to see Jake grinning across the room, sneer broad on his face.<Br>
<br>
<<ActionsHeader>>
<<link "Respond with your own paper ball" "MathsClass">><<set $MathsClass to "DennisPaperBall">><<Feminity -1>><</link>><br>
<<link "Focus back on the lesson" "MathsClass">><<set $MathsClass to "DennisFocusLesson">><<Intelligence 1>><</link>>
<<elseif $current.avatar is "Jake">>
Mr. Rogers dictates the exercises from the book. The housewife questions for the girls. The sporting questions for the boys. You keep your ear tuned for the ones about quarterbacks and coaches, letting the domestic ones slip by. After being forced through them, it takes a moment’s effort to ignore.<Br>
<Br>
Free of the clock’s grip, your mind holds clear. You glance up, watching the others in the room.<br>
<Br>
<<if $MathsWard is "NulifiedAll">>
With the curse gone, the students are alert and lively. Girls swap notes. Boys mutter jokes and nudge each other. The more studious scrawl through the numbers without pause.<br>
<bR>
Rogers, by contrast, looks unsettled. His eyes flick sharply from group to group, but his reprimands break apart before they gather weight. For once, he seems less master of the class than the pupils do.<Br>
<Br>
You allow yourself a brief smile. Whatever force ruled this room has gone.<br>
<<else>>
The imbalance is plain. Girls slouch in their chairs, blinking heavily, some staring straight ahead as if transfixed. The pull of the clock is obvious. Its face looms above the board, its ticking stretching out like a presence.<br>
<br>
But when you glance up, waiting for the same fog to descend, nothing comes. Your head stays clear. You can concentrate, even as others fight to keep their eyes open.<br>
<bR>
Around you, the boys show the same freedom. They whisper, shove, boast. None glance at the clock. None falter.<br>
<</if>>
<br>
You scribble an answer in your book, almost instinctively. You're not sure if it's correct, but a nudge at your elbow catches your attention. Manny leans, whispering. “Look at Mannet."<Br>
<Br>
Looking over to Dennis, you see him hunched forward, scribbling furiously, pencil scratching the workings wildly. He scribbles furiously, correcting himself over and over again as he tries to work out the answer.<Br>
<br>
Seeing him try seems to grate you. Heat again prickles in your chest. You grimace as you feel your chest tighten.<Br>
<bR>
Looking back to Manny, you see him grin and pull a black ink cartridge out from under his desk drawer. He pierces it crudely with a key and places it on your desk. "Chuck it at him,” he murmurs. “Right between the shoulders.”<Br>
<br>
You look from the ink to Dennis. He scrawls, oblivious. Able to concentrate in the lesson. Free of the drowsiness that has spread like a wave through the girls. That he's getting off free drives you wild.<Br>
<br>
<I>So teach him a lesson, then.</i><br>
<br>
<<ActionsHeader>>
<<link "Throw the ink at Dennis" "MathsClass">><<set $MathsClass to "JakeThrowInk">><<Feminity -1>><<Greedy 1>><</link>><br>
<<link "Focus back on work" "MathsClass">><<set $MathsClass to "JakeFocusWork">><</link>>
<</if>>
<<elseif $current.avatar is "Emily">>
Mr. Rogers continues to walk the class through the exercises. As before, there is a question aimed at the boys, and then one for the girls. The scenario is always cooking, cleaning or flower arranging for girls. And typically something about sports or fishing or hunting for the boys.<br>
<br>
You once again try not to look anywhere else but the textbook, afraid of what the clock is doing to you. The stuffy temperature of the maths room sets into you once more, causing your eyes to feel heavy.<br>
<br>
There is a yearning inside your body to look up. <I>Just for a moment</i>, you think. <I>Just to get some movement and blood rushing inside your body. Just…</i><br>
<br>
Mr. Rogers' droning voice fades into the background. You try to concentrate on his voice, just about making out a set of ingredients that a wife needs to make a pastry.<br>
<br>
“What percentage of sugar should she use?”<br>
<br>
<I>Tick, tick, tick.</i><br>
<br>
<<ActionsHeader>>
<<link "Focus on your textbook" "MathsClass">><<EmilyGrades -1>><<set $MathsClass to "Work">><</link>><br>
<<link "Look up at the clock." "MathsClass">><<Intelligence -1>><<set $MathsClass to "Clock">><</link>>
<<elseif $current.avatar is "Dennis">>
Mr. Rogers moves the class through problem after problem. Housewives measuring sugar and flour for the girls. Footballers and hunting for the boys. His voice drones on, steady and precise, the rhythm of a man who has delivered these questions a hundred times before.<Br>
<Br>
But this time it is different. You find yourself writing. Not sluggishly, not through the haze that usually drags you down in this room. But clearly and quickly, answers coming as fast as you can scrawl them. For the first time here you can actually think. Your mind hums with the rush of it, the numbers sharp and clean, nothing pushing against you.<BR>
<bR>
Almost disbelieving, you glance up. The clock looms above the board, its ticking heavy, deliberate. You glance up, half-dreading the familiar wave of sluggishness. But nothing comes.<Br>
<br>
Around the room, the girls falter. Some sit slumped over their desks, eyes fixed blankly ahead. Others blink slowly, fighting against sleep that seems to press down on them with every passing second. Their pens hang loose in their hands, exercises left unfinished.<Br>
<br>
The boys, though, are untouched. They whisper to one another, trade grins and nudges, or scratch answers into their books without pause. None of them so much as glance toward the clock.<Br>
<bR>
You feel your own head remain clear. For once, you can think fully and sharply. The rhythm of the ticking is there, but it skims past you. Past all of the boys. It is as if the weight that drags at the girls has no hold on you at all.<Br>
<Br>
The sight is enough to make you bow your head fast, forcing your eyes back to the book. Better to drown yourself in the questions than keep watching.<Br>
<Br>
When Rogers passes your desk, his sharp eyes glance at your neat rows of answers. “Very good, Master Mannet,” he says, his tone cutting but almost approving. “See? When you apply yourself, you can achieve something.”<Br>
<Br>
Sniggers echo around you. A wet, crumpled wad of paper smacks against your temple. You glance up to see Jake grinning across the room, sneer broad on his face.
<br>
<<ActionsHeader>>
<<link "Respond with your own paper ball" "MathsClass">><<set $MathsClass to "DennisPaperBall">><<Feminity -1>><</link>><br>
<<link "Focus back on the lesson" "MathsClass">><<set $MathsClass to "DennisFocusLesson">><<Intelligence 1>><</link>>
<<elseif $current.avatar is "Jake">>
Mr. Rogers moves the class through problem after problem. Housewives measuring sugar and flour for the girls. Footballers and hunting for the boys. His voice drones on, steady and precise, the rhythm of a man who has delivered these questions a hundred times before.<Br>
<Br>
But this time it is different. You find yourself writing. Not sluggishly, not through the haze that usually drags you down in this room. But clearly and quickly, answers coming almost instinctively. For the first time your mind is clear.<Br>
<bR>
Almost disbelieving, you glance up. The clock looms above the board, its ticking heavy, deliberate. You glance up, half-dreading the familiar wave of sluggishness. But nothing comes.<Br>
<br>
Around the room, the girls falter. Some sit slumped over their desks, eyes fixed blankly ahead. Others blink slowly, fighting against sleep that seems to press down on them with every passing second. Their pens hang loose in their hands, exercises left unfinished.<Br>
<br>
The boys, though, are untouched. They whisper to one another, trade grins and nudges, or scratch answers into their books without pause. None of them so much as glance toward the clock.<Br>
<bR>
You feel your own head remain clear. To an extent that you are jotting down answers without the need to consider them. A nudge at your elbow grabs your attention far more. Manny leans, whispering. “Look at Mannet."<Br>
<Br>
Looking over to Dennis, you see him hunched forward, scribbling furiously, pencil scratching the workings wildly. He scribbles furiously, correcting himself over and over again as he tries to work out the answer.<Br>
<br>
Seeing him try seems to grate you. Heat again prickles in your chest. You grimace as you feel your chest tighten.<Br>
<bR>
Looking back to Manny, you see him grin and pull a black ink cartridge out from under his desk drawer. He pierces it crudely with a key and places it on your desk. "Chuck it at him,” he murmurs. “Right between the shoulders.”<Br>
<br>
You look from the ink to Dennis. He scrawls, oblivious. Able to concentrate in the lesson. Free of the drowsiness that has spread like a wave through the girls. That he's getting off free drives you wild.<Br>
<br>
<I>So teach him a lesson, then.</i><br>
<br>
<<ActionsHeader>>
<<link "Throw the ink at Dennis" "MathsClass">><<set $MathsClass to "JakeThrowInk">><<Feminity -1>><<Greedy 1>><</link>><br>
<<link "Focus back on work" "MathsClass">><<set $MathsClass to "JakeFocusWork">><</link>>
<</if>><<switch $MathsClass>>
<<case "Work">>
<<if $MathsWard is "NulifiedSelf" or $MathsWard is "NulifiedAll">>
You pick up a pencil and hurriedly write the answer to his question in your exercise book. He looks at you curiously as he passes you, but says nothing.<br>
<br>
Letting out a quiet sigh, you spend the rest of the lesson answering the questions to Roger’s maths questions. More than once you find the scenarios demeaning, but you concentrate on the theory behind them.<br>
<br>
When the bell rings, you put away your book and stand up, satisfied with your efforts. You try to avoid looking at Rogers as you exit, but see his confused expression out of the corner of your eye.<br>
<br>
<<ActionsHeader>>
<<link "Leave the classroom" "SchoolCorridor">><<set $MathsClass to undefined>><<TimeChange>><</link>>
<<elseif $MathsDetentionResult is "Liked">>
You stare at the pictures in your book, but your mind begins to drift. You wonder what sort of school uses baking and flower decorating to teach maths. Then a voice whispers inside your brain what you already know. <I>This sort of school.</i><br>
<br>
A crack of a hardback book brings you out of your daydream. You look up to see Mr. Rogers towering over you. <br>
<br>
"Pay attention, Miss Phillips," he barks at you. "Or do you want to find yourself back in detention this evening?"<br>
<br>
His cold smile may appear normal to the other students, but to you there's something more shared between you. <I>Knowing what you did. What you asked him to do to you.</i><br>
<br>
The moment passes and Mr. Rogers walks away, leaving you to do the lesson. He says nothing more about joining him after school. As if he's content to leave you to decide for yourself.<br>
<br>
<<ActionsHeader>>
<<link "Leave the classroom" "SchoolCorridor">><<set $MathsClass to undefined>><<TimeChange>><</link>>
<<elseif $MathsDetentionResult is "Submit">>
You stare at the pictures in your book, but your mind begins to drift. You wonder what sort of school uses baking and flower decorating to teach maths. Then a voice whispers inside your brain what you already know. <I>This sort of school.</i><br>
<br>
A crack of a hardback book brings you out of your daydream. You look up to see Mr. Rogers towering over you. <br>
<br>
"Pay attention, Miss Phillips," he barks at you. "Or do you want to find yourself back in detention this evening?"<br>
<br>
His cold smile may appear normal to the other students, but to you there's something more shared between you.<br>
<br>
The moment passes and Mr. Rogers walks away, leaving you to do the lesson. He says nothing more about joining him after school. As if he's content to leave you to decide for yourself.<br>
<br>
<<ActionsHeader>>
<<link "Leave the classroom" "SchoolCorridor">><<set $MathsClass to undefined>><<TimeChange>><</link>>
<<elseif $MathsDetentionResult is "Resist">>
You stare at the pictures in your book, but your mind begins to drift. You wonder what sort of school uses baking and flower decorating to teach maths. Then a voice whispers inside your brain what you already know. <I>This sort of school.</i><br>
<br>
A crack of a hardback book brings you out of your daydream. You look up to see Mr. Rogers towering over you. <br>
<br>
"Pay attention, Miss Phillips," he barks at you. "Or have you already accepted you'll be spending your adult life writhing around a pole?"<br>
<br>
There are a few muted gasps from the other students. Rogers eyes you darkly. You meet his eyeline, unflinching.<br>
<br>
The moment passes and Mr. Rogers walks away, leaving you to do the lesson. You sit there, feeling the eyes of the other students watching you.<br>
<br>
<<ActionsHeader>>
<<link "Leave the classroom" "SchoolCorridor">><<set $MathsClass to undefined>><<TimeChange>><</link>>
<<elseif $MathsDetentionResult is "Rebel">>
You stare at the pictures in your book, but your mind begins to drift. You wonder what sort of school uses baking and flower decorating to teach maths. Then a voice whispers inside your brain what you already know. <I>This sort of school.</i><br>
<br>
A crack of a hardback book brings you out of your daydream. You look up to see Mr. Rogers towering over you.<br>
<br>
“It seems someone didn’t learn their lesson in detention,” he says, loud enough for the class to hear. “Or perhaps you think the rules don’t apply to you, Miss Phillips?”<br>
<br>
You look back at him, saying nothing.<br>
<br>
“This behaviour will not be permitted to continue. See me after class.”<br>
<br>
He turns on his heels and strides back away. You hear some murmurings from other students, but you avoid their gaze.<br>
<br>
The lesson continues uninterupted and soon the bell rings. Other students gather their belongings, but you remain seated. Within a minute, only you and Mr. Rogers stay.<br>
<br>
He walks over to the door and closes it, then walks over. You remain sitting at your desk as the teacher puts his hands on each side of it and looks down at you.<br>
<br>
“It seems my last intervention has not borne fruit,” he tells you with barely concealed frustration in his voice. “Now. You have a choice. You can either submit to my after school tutorage. Or.” He pauses, considering his words. “Let’s just say you don’t want to choose the other option.”<br>
<br>
<<ActionsHeader>>
<<link "Submit to his tutorage" "MathsClass">><<Assertive -1>><<set $MathsDetentionResult to "Submit">><<EmilyGrades 5>><<TakeObjectNPC "Rogers" "KeyMaths">><<QuestTracker "Quest6" 2>><</link>><br>
<<link "Refuse to submit" "MathsClass">><<EmilyGrades -2>><<set $MathsDetentionResult to "Resist">><<Assertive 1>><</link>>
<<else>>
You stare at the pictures in your book, focusing on the panicked faces of the housewives. They seem to be looking at you, begging for help in solving their kitchen-specific fractions and percentages.<br>
<br>
Actually, they seem to be talking to you. Pleading for you to tell them how to use the right amount of ingredients for their recipes. Squeaking, shrill voices, full of nervousness and worry. The clocks in their kitchens are ticking down to when their husbands will get home from work. Tick. Tick. Tick –<br>
<br>
Something slams down on your desk and you jolt up, suddenly realising that you had drifted off. Mr. Rogers hand claps on to a thick exercise book, which he clearly struck your desk with.<br>
<br>
“I see my lessons continue to tire you, Miss Phillips. Or perhaps you just find these exercises challenging to the point of exhaustion.”<br>
<br>
<<Flag "TempBusinessMeeting">>
<<if _FlagReturn is true>>
You go to speak, but he holds out his hand. “Save your excuses, young lady. You are lucky that you are required at the dinner this evening. Else, you'd be spending it in detention.”<br>
<br>
Rogers gives you a final look, then walks off. Soon, the bell rings for the end of the lesson. You realise that you must have slept through the majority of his class.<br>
<br>
You gather up your things and join the rest of the students leaving the classroom. Mr. Rogers watches you as you go.<br>
<br>
<<ActionsHeader>>
<<link "Leave the classroom" "SchoolCorridor">>
<<set $MathsClass to undefined>>
<<TimeChange>>
<</link>>
<<else>>
You go to speak, but he holds out his hand. “Save your excuses, young lady. We shall discuss them in detention this evening.”<br>
<br>
Rogers gives you a final look, then walks off. Soon, the bell rings for the end of the lesson. You realise that you must have slept through the majority of his class.<br>
<br>
You gather up your things and join the rest of the students leaving the classroom. Mr. Rogers watches you as you go.<br>
<br>
<<ActionsHeader>>
<<link "Leave the classroom" "SchoolCorridor">>
<<set $MathsClass to undefined>>
<<EventTrigger "SchoolMathsRoom" "MathsDetention" "Evening" "Rogers" "Emily" null null null true>>
<<SetNPCLocation "Rogers" $dayCurrent "3" "SchoolMathsRoom">>
<<set $MathsDetention to true>>
<<TimeChange>>
<</link>>
<</if>>
<</if>>
<<case "Clock">>
You can’t help yourself. With the need to focus on something other than the book, you glance up.<br>
<br>
Immediately, the clock is in your eyeline. As you hear your neck crack, your eyes lock on to it. You watch as the second hand moves around the face, hearing the faint tick, tick, tick as time slips by.<br>
<br>
A finger taps against your desk. You look up to see Rogers looking down at you, an eyebrow raised. “Pay attention, Miss Phillips. Second question in your book. What percentage of the roses and lilies would you need an even number of flowers in the vase?”<br>
<br>
You glance back at your book. Once again, in spite of the subject matter, the question is rooted in maths. This time, even though your haziness had evaporated, the answer perplexes you.<br>
<br>
You struggle for the remainder of the lesson, trying to answer basic maths questions that seem so simple at first-glance. True, they are all about flower arranging and cake making, but the core to each is percentiles and fractions that should come second nature to you.<br>
<br>
When the bell rings finally, you are relieved to be leaving the maths class behind you. You gather up your belongings and join the rest of the students exiting the door. You catch sight of Mr. Rogers watching you leave, a thin smile painted across his lips.<br>
<br>
<<ActionsHeader>>
<<link "Leave the classroom" "SchoolCorridor">><<TimeChange>><<set $MathsClass to undefined>><</link>>
<<case "Slack">>
You lean back in your chair, looking at Rogers. He stops as he reaches your desk and meets your eyes. His eyes briefly flick to your unanswered exercise book, then back you.<br>
<br>
<<if $MathsDetentionResult is "Liked">>
"Pay attention, Miss Phillips," he barks at you. "Or do you want to find yourself back in detention this evening?"<br>
<br>
His cold smile may appear normal to the other students, but to you there's something more shared between you.<br>
<br>
The moment passes and Mr. Rogers walks away, leaving you to do the lesson. He says nothing more about joining him after school. As if he's content to leave you to decide for yourself.<br>
<br>
<<ActionsHeader>>
<<link "Leave the classroom" "SchoolCorridor">><<set $MathsClass to undefined>><<TimeChange>><</link>>
<<elseif $MathsDetentionResult is "Submit">>
"Pay attention, Miss Phillips," he barks at you. "Or do you want to find yourself back in detention this evening?"<br>
<br>
His cold smile may appear normal to the other students, but to you there's something more shared between you.<br>
<br>
The moment passes and Mr. Rogers walks away, leaving you to do the lesson. He says nothing more about joining him after school. As if he's content to leave you to decide for yourself.<br>
<br>
<<ActionsHeader>>
<<link "Leave the classroom" "SchoolCorridor">><<set $MathsClass to undefined>><<TimeChange>><</link>>
<<elseif $MathsDetentionResult is "Resist">>
"Pay attention, Miss Phillips," he barks at you. "Or have you already accepted you'll be spending your adult life writhing around a pole?"<br>
<br>
There are a few muted gasps from the other students. Rogers eyes you darkly. You meet his eyeline, unflinching.<br>
<br>
The moment passes and Mr. Rogers walks away, leaving you to do the lesson. You sit there, feeling the eyes of the other students watching you.<br>
<br>
<<ActionsHeader>>
<<link "Leave the classroom" "SchoolCorridor">><<set $MathsClass to undefined>><<TimeChange>><</link>>
<<elseif $MathsDetentionResult is "Rebel">>
“It seems someone didn’t learn their lesson in detention,” he says, loud enough for the class to hear. “Or perhaps you think the rules don’t apply to you, Miss Phillips?”<br>
<br>
You look back at him, saying nothing.<br>
<br>
“This behaviour will not be permitted to continue. See me after class.”<br>
<br>
He turns on his heels and strides back away. You hear some murmurings from other students, but you avoid their gaze.<br>
<br>
The lesson continues uninterupted and soon the bell rings. Other students gather their belongings, but you remain seated. Within a minute, only you and Mr. Rogers remain.<br>
<br>
He walks over to the door and closes it, then walks over. You remain sitting at your desk as the teacher puts his hands on each side of it and looks down at you.<br>
<br>
“It seems my last intervention has not borne fruit,” he tells you with barely concealed frustration in his voice. “Now. You have a choice. You can either submit to my after school tutorage. Or.” He pauses, considering his words. “Let’s just say you don’t want to choose the other option.”<br>
<br>
<<ActionsHeader>>
<<link "Submit to his tutorage" "MathsClass">><<Assertive -1>><<set $MathsDetentionResult to "Submit">><<EmilyGrades 5>><<TakeObjectNPC "Rogers" "KeyMaths">><<QuestTracker "Quest6" 2>><</link>><br>
<<link "Refuse to submit" "MathsClass">><<EmilyGrades -2>><<set $MathsDetentionResult to "Resist">><<Assertive 1>><</link>>
<<else>>
<<Flag "TempBusinessMeeting">>
<<if _FlagReturn is true>>
“Taking a break, Miss Phillips?”<br>
<br>
Full of confidence, you can’t help but smile innocently back at him. He glances down at your exercise book and rolls his lips when he sees your empty answer box.<br>
<br>
“So. You enjoy wasting my time, do you?” he says, annoyance creeping into his words. “You are lucky that you are required at the dinner this evening. Else, you'd be spending it in detention.”<br>
<br>
He gives you a hard stare, then walks past. You look around to see some of your classmates eying you, an equal mix of fear and admiration.<br>
<br>
You spend the rest of the class doodling in the answer boxes. You pack up your things when the bell rings and leave the room with everyone else, giving Rogers a pleasant smile as you walk by his desk.<br>
<br>
<<ActionsHeader>>
<<link "Leave the classroom" "SchoolCorridor">>
<<set $MathsClass to undefined>>
<<TimeChange>>
<</link>>
<<else>>
“Taking a break, Miss Phillips?”<br>
<br>
Full of confidence, you can’t help but smile innocently back at him. He glances down at your exercise book and rolls his lips when he sees your empty answer box.<br>
<br>
“So. You enjoy wasting my time, do you?” he says, annoyance creeping into his words. “Very well, Miss Phillips. Two can play at that game. I too enjoy wasting people’s time. Specifically, yours. I’ll see you for detention this evening.”<br>
<br>
He gives you a hard stare, then walks past. You look around to see some of your classmates eying you, an equal mix of fear and admiration.<br>
<br>
You spend the rest of the class doodling in the answer boxes. You pack up your things when the bell rings and leave the room with everyone else, giving Rogers a pleasant smile as you walk by his desk.<br>
<br>
<<ActionsHeader>>
<<link "Leave the classroom" "SchoolCorridor">>
<<set $MathsClass to undefined>>
<<EventTrigger "SchoolMathsRoom" "MathsDetention" "Evening" "Rogers" "Emily" null null null true>>
<<SetNPCLocation "Rogers" $dayCurrent "3" "SchoolMathsRoom">>
<<set $MathsDetention to true>>
<<TimeChange>>
<</link>>
<</if>>
<</if>>
<<case "DennisPaperBall">>
You scrunch your notes into a tight wad and flick it back across the room. Jake catches it square in the chest. He looks up quickly and meets your eyes, a hint of surprise that quickly evaporates into dark glee.<Br>
<Br>
Another ball comes your way. No doubt this one is soaked with saliva. You duck and roll another from your workbook, gobbing into the sheet. Soon it’s back and forth. Spit-soaked missiles arcing behind Rogers’ back. Each hit spurs the next. The sniggers of the class turn sharper, egging you both on.<br>
<Br>
Jake hurls one that smacks your cheek, wet enough to sting. You grit your teeth, twist the top from your pen, and jam the nib into a fresh ball. Ink seeps through the paper, dark and heavy.<Br>
<br>
You stare down at the paper, now dripping with ink. Something surges up inside you. It could be endorphins. Testosterone. Or at Charlton, maybe even some kind of magic. But the outcome is the same. You want to see this ink-soaked paper hit Jake right in the face.<Br>
<br>
<I>Do it.</i><br>
<Br>
You pull your hand back behind your head and launch the projectile across the classroom. It flicks overhead of desks, drops of ink spraying out over other boys, before landing right on top of a shocked Jake Duncan.<bR>
<br>
The aim isn't perfect, but you watch as your near-miss is even better. Ink spatters across Jake’s white shirt, spreading in a blot. Jake looks down at it in disbelief. Cheers erupt from the classroom.<Br>
<Br>
“Enough!” Rogers’ voice cracks across the room. He wheels around and instantly there is silence. Over the spectacles his eyes scan each and every student. You shudder when he meets yours and inwardly sigh when he moves on.
<Br>
Then his eyes lock on Jake, the ink still spreading. “Bathroom. Now," he barks. "Scrub that off before you ruin the uniform entirely.”<Br>
<br>
Jake starts to protest, but Rogers cuts him off. "Enough, Master Duncan! I don't care who your father is. I won't have tomfoolery in my classroom!"<Br>
<Br>
The silence grows icy. With his jaw tight, Jake slams his book shut and storms out.<Br>
<Br>
A few boys smirk. One even mutters approval. You feel it wash over you. A spark of respect and the warm rush of having won. For a moment, you can almost see Jake hunched at the sink, cursing as he scrubs at the ink.<Br>
<Br>
<<if $MathsWard is "NulifiedAll">>
You are taken out of your daydream by one of the girls staring at you with disdain. At meeting her eyes, she looks away and shakes her head. Her derision takes a little of the wind out of your sails, but the next backslap from one of the boys makes up for it. For the moment, you feel you fit in.<br>
<<else>>
You are taken out of your daydream by the sight of one of the girls, staring blankly ahead. Your smile falters as you look around the room. The boys might be quietly joking and grinning at you with respect, but the girls either just sit there unblinking, or asleep on their desks. It's almost as if they haven't even registered what happened in the classroom. Or Roger's bellow bringing them back from sleep.<Br>
<</if>>
<br>
When the bell rings for the end of the lesson, you still manage to smile to yourself as you gather your things. You’ll need to steer clear of Jake later. But right now? Right now, you’ve beaten him.<br>
<br>
<i>Feels good, doesn’t it?</i>
<br>
<<ActionsHeader>>
<<link "Leave the classroom" "SchoolCorridor">><<set $MathsClass to undefined>><<TimeChange>><</link>>
<<case "DennisFocusLesson">>
You bend low over your exercise book, pen scratching down numbers. The noise from the other students fades. Only Rogers’ questions land in your ears. You aren't passing up this opportunity. For once, you can actually think.<Br>
<br>
Another wet wad thuds against your shoulder. Then another. This time against the back of your head. You ignore it, keeping your eyes on the page.<Br>
<Br>
More follows. Spit-damp, flicked with practiced aim. One bounces off your hand, smearing the ink across your answer. Another smacks your cheek and clings there for a second before sliding down. The boys laugh, high and mean.<Br>
<Br>
Then something harder skims across your arm. You wince, looking down at the sudden pain. A shard of broken plastic protractor scrapes across your skin, leaving a thin red line that stings. But you grit your teeth and keep writing.<Br>
<br>
Rogers drones on, oblivious. The lesson grinds forward, problem after problem, and you work each one through, steady and stubborn. Bits more of the protractor are launched at you, now evidently shared by the football players. A spread of rough plastic shards hits the back of your neck from all angles. You look back and scowl, but this only encourages them further.<BR>
<br>
<<if $MathsWard is "NulifiedAll">>
Hoping for aid, you look around the room for anyone paying attention. A few of the other boys are keeping their heads down, not making eye contact. As for the girls, they sometimes look up from their books at your yelps. But for the most part, they offer disinterested looks, almost irritated by the disruption.<br>
<<else>>
Hoping for aid, you look around the room for anyone paying attention. A few of the other boys are keeping their heads down, not making eye contact. As for the girls, they are either staring blankly ahead, waving pens around on their books idly drawing circles, or in a few cases are sound asleep. It's almost as if they haven't even registered what is happening in the classroom. Those sitting behind you look through you, not meeting your eye.<br>
<</if>>
<Br>
The shame bites and you feel heat in your ears. But you keep your eyes fixed on the desk while laughter rattles around you. In spite of the bullying, for the first time in this lesson you can actually solve these math problems.<br>
<Br>
The bell finally cuts the air. Chairs scrape back. As you gather your belongings, another crumpled missile skids across the desk. You side-step a footballer’s leg stretching out to trip you, slipping past without breaking stride.<br>
<bR>
Your arm stings. Your shirt is blotched with spit. But your book holds neat rows of answers, and that feels like victory. Just about.<br>
<br>
<<ActionsHeader>>
<<link "Leave the classroom" "SchoolCorridor">><<set $MathsClass to undefined>><<TimeChange>><</link>>
<<case "JakeThrowInk">>
You take the ink cartridge from your desk. It is small and heavy, the pierced hole dark where the key went through. For a second you feel the classroom close around you. The scrape of pens. The steady tick above the board. Dennis’s bent shoulders.<br>
<Br>
Without another thought, you flick your wrist.<Br>
<br>
The ink smacks into the middle of Dennis' back with a wet thud. It bursts. Black blooms across his shirt and spatters his open workbook. His pencil jerks, scoring a crooked streak down the page. He goes rigid, as if bracing for a blow that has already landed.<Br>
<br>
Manny barks a laugh that draws attention. A couple of boys join in, whistles and short jeers. Chairs creak as they shift to see. Dennis tries to look at the blot on his back, fingers trembling around his own pen. His awkwardness more awkward by his lack of agility.<Br>
<br>
<<if $MathsWard is "NulifiedAll">>At the edges of the room, a few girls glance up, voices low and fast. They glance between you and Dennis. Some roll their eyes.<Br>
<<else>>Most of the girls do not stir. Their pens drag. Eyes half-lidded, faces slack in the clock’s slow pull, they keep working through half-finished questions as if nothing has happened.<br><</if>>
<br>
“Master Mannet.” Rogers’ voice cuts across the air as he strides between desks. He does not look at you, nor Manny. He stops at Dennis’s table and stares at the mess. “Enough fooling about. Focus.”<BR>
<bR>
Dennis looks as though he's about to object, but only for a moment. Instead, he nods without lifting his head. He hunches over his exercise book and returns to answering questions, as ink spreads over the back of his white shirt. Warmth runs through you and a grin forms. You watch Dennis’s shoulders hitch, the stain soaking into the cotton.<br>
<br>
<i>That will show him. Remind him at least it's not easy street around here just because he's a boy.</i><br>
<bR>
Manny sniggers next to you. "Nerd looks like an ink blot."<bR>
<bR>
You glance back at him, a sinking feeling in your stomach forming. He grins back with a sneer, satisfied in your efforts. You glance up at the clock. Whatever you just did, you don't think it was the school's impact on you.<br>
<bR>
This is not you. The thought arrives sudden and sharp. It was wrong.<br>
<BR>
<i>But it felt good, didn’t it?</i><br>
<Br>
You briefly hear the bell ring, summoning you back to reality. As you pack up, in spite of your best efforts some part of you has to agree with that.<Br>
<br>
<<ActionsHeader>>
<<link "Leave the classroom" "SchoolCorridor">><<set $MathsClass to undefined>><<TimeChange>><</link>>
<<case "JakeFocusWork">>
You look at the ink cartridge Manny has set on your desk. The black surface is dull, the pierced hole dark where the key went through. It sits there heavy with suggestion.<Br>
<br>
Your hand twitches. The urge is there, hot and immediate. You want to hurl it into Dennis’s back. To smear the pages he’s scratching through, to show him his efforts are pointless.<bR>
<Br>
But instead, you grip the book a little tighter, keeping your hand away.<br>
<Br>
Manny watches. The grin fades into a thin sneer. “What, too good for it?” he mutters under his breath.<Br>
<Br>
"Got to get this work done," you mutter back. Manny shoots you a confused stare.<br>
<br>
You feel the testosterone surging through your body, as you now try to avoid both looking up at the clock and the ink cartridge on Manny's desk. Not to mention, Dennis, who you're eyes are drawn back to. He sits there, oblivious. Still writing, pencil scratching lines through equations.
<br>
<<if $MathsWard is "NulifiedAll">>Looking around, you see the girls answering their questions on baking and washing. In spite of the content, they are trying to make do with what they are given. Even if the math in the questions is clearly aimed at a comprehension level way below their age. But with Dennis, he gets the opportunity. Whilst they are set up for failure. It infuriates you.<br>
<<else>>Looking around, you see the girls sink further as the clock ticks slowly. They are suffering, barely awake. Some staring vacantly to an unseen horizon, not even present. And Dennis gets to write with immunity, whilst they are set up for failure. It infuriates you.<br>
<</if>>
<br>
You force your eyes back to the numbers. Fractions blur, but you scrawl them anyway, pushing the irritation down with every mark of the pen. Manny shakes his head, still smirking. The moment passes. Rogers drones on.<bR>
<br>
The urge to punish Dennis fades. And with it, you feel shame begin to burn. Was that really you? That desire to put him in his place. Or was that some part of this school that you haven't uncovered yet.<Br>
<Br>
<i>Come on! You wanted to. Don’t pretend you didn’t.</i><br>
<br>
For the rest of the lesson, you try to bury yourself in work, ignoring the glances you see Manny giving you from the corner of your eye. When the bell rings, he leaves without saying a word.<br>
<br>
<<ActionsHeader>>
<<link "Leave the classroom" "SchoolCorridor">><<set $MathsClass to undefined>><<TimeChange>><</link>>
<<case "Submit">>
You quietly sigh. “Fine. I’ll do it.”<br>
<br>
“Do what?” he asks you, coldly.<br>
<br>
“Submit,” you reply.<br>
<br>
He raises an eyebrow, mockingly. “I’m not sure I understand.”<br>
<br>
You grit your teeth. “I’ll submit to you. Sir.”<br>
<br>
He gives you a smile of victory. “There. Wasn’t so hard now, was it?” <br>
<br>
He reaches into his pocket and takes out a key, placing it on your desk. “Here. You can come and go freely. If I feel you are slipping behind in my class, I will tell you to come by.”<br>
<br>
Not taking your eyes off him, you take the key and pocket it.<br>
<br>
“Now. You may leave.” He gestures to the door.<br>
<br>
Only pausing for the briefest moment, you gather up your belongings and rush towards the door. <br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">><<set $MathsClass to undefined>><<TimeChange>><</link>>
<<case "Resist">>
“I won’t,” you spit out. “Not in a million years.”<br>
<br>
Rogers looks down at you, his smile morphing into a sneer. “Fine. I hope you are fulfilled by the kind of the jobs a woman can find without a school diploma. How does stripping sound as career? I hear they’re hiring at Dicks.”<br>
<br>
He spins around and strides over to his desk, pulling out paperwork and scrawling furiously. “Get out,” he says without looking up. “And don’t bother with detention.”<br>
<br>
After only the slightest hesitation, you scramble up and grab your belongings. Not looking for a second at Mr. Rogers, you bolt out the door.<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">><<set $MathsClass to undefined>><<TimeChange>><</link>>
<</switch>><<switch $MathsDetention0>>
<<case undefined>>
After a long few minutes, the silence is broken as the door to the classroom swings open. Mr. Rogers strides in, glancing at you as he enters.<br>
<br>
“Ah, Miss Phillips,” he says coldly. “So glad you could join me.”<br>
<br>
Rogers eyes you for a moment longer, then takes out a key and locks the door behind him. You watch as he walks over to his desk, standing behind it. His eyes momentarily roam over your body, lingering on your legs underneath the desk.<br>
<br>
“I’ll speak plainly, Miss Phillips,” he tells you, returning to look at your face. “Your behaviour in class is unacceptable and your marks are well below a passing grade. Fortunately for you, my tutorage after school has proven effective.”<br>
<br>
He reaches underneath his desk and you hear a click. When his hands return you see an object resting on his palms. A bamboo school cane, complete with a curved handle.<br>
<br>
“It’s quite simple, Miss Phillips. If you want me to forgive your exploits, and if you wish to pass this class, you will come over here, willingly and without question. And,” he pauses, with a relish for the drama. “Assume the position.”<br>
<br>
He taps the cane on the edge of his desk. You feel your heart sink as the situation crystallises for you. Your eyes linger on the cane, and the cold smile of your Maths tutor, as he stares back at you.<br>
<br>
<<ActionsHeader>>
<<link "Do as he says" "MathsDetention0">><<Assertive -1>><<set $MathsDetention0 to "Submit">><</link>><br>
<<link "Refuse his tutorage" "MathsDetention0">><<set $MathsDetention to false>><<EmilyGrades -2>><<Assertive 1>><<set $MathsDetention0 to "Resist">><</link>>
<<case "Submit">>
You stare at him, feeling the conflict pumping through your body. Emily has to graduate, you think.<br>
<br>
<i>Is this the price you're willing to pay for it?</i><br>
<br>
With a deep sigh, you push back your desk and stand on your heels. Your eyes from the cane in his hand to his icy smile. You know exactly what is in-store for you.<br>
<br>
Wordlessly, you move up to the desk. Rogers watches you from the other side, as you put your palms face down and lean over, feeling your skirt rise up your legs as you do so.<br>
<br>
Mr. Rogers watches you for a moment as you look up at him. Then he slowly walks around the desk. You begin to watch him move, but he shakes his head.<br>
<br>
“Face forward,” he says from behind you.<br>
<br>
You stare at the classroom wall behind the desk, but feel his eyes on your body. Conscious of how your skirt hem is tickling your buttocks, aware that your underwear must be at least partially exposed.<br>
<br>
“Move your legs wider,” he says. You feel his shoe prod at your Mary Jane heels. You do so, feeling your skirt rising even more.<br>
<br>
<<ActionsHeader>>
<<link "Wait for your tutorage" "MathsDetention0">><<set $MathsDetention0 to "Wait">><</link>>
<<case "Resist">>
You shake your head. “No. There’s no way I’m doing that.”<br>
<br>
Rogers stares back at you, his cold smile not leaving his face. “Are you quite certain, Miss Phillips?” he asks you. “The world can be an unforgiving place to women who fail to graduate from school.”<br>
<br>
You stare back at him, feeling the rage boil inside you. Emily must graduate, you think,<br>
<br>
<i>But is this the price you want to pay for it?</i><br>
<br>
Pushing your chair back, you stand on your heels. “Unlock the door.”<br>
<br>
His smile slowly fades. “Very well,” he mutters. With a swift motion, he returns the cane to where he pulled it out. You hear a click as he fastens it underneath his desk.<br>
<br>
Not taking his eyes off you, he walks slowly over to the door. Purposefully he takes the key from his suit pocket, and turns it around in the lock, pulling the door open.<br>
<br>
“Good luck, Miss Phillips,” he says as you walk to the door. “You may find that in future, your grades aren’t as high as you might expect.”<br>
<br>
You brush past him as you move past, shuddering as you do so. Your thoughts drift to Emily and how this will affect her, but you are glad to have escaped Rogers' grasp. For now.<br>
<br>
<<ActionsHeader>>
<<link "Leave the classroom" "SchoolCorridor">><<TimeChange>><<set $MathsDetention0 to undefined>><<set $MathsDetentionResult to "Rebel">><</link>>
<<case "Wait">>
WHACK!<br>
<br>
You feel a surge of pain pulsate out from your bare thigh, between where your socks end and where your underwear covers your bottom. You bite into your bottom lip, trying not to cry out.<br>
<br>
WHACK!<br>
<br>
Another strike from the cane lands on your skin, this time higher. You feel tears forming. You bite down harder on your lip.<br>
<br>
WHACK!<br>
<br>
The blow is higher still, falling across the fabric of your underwear. It’s not enough to take the sting out of the strike. You feel your buttocks radiate with heat. <br>
<br>
You tense up, waiting for another sting. But one doesn’t come. Silence hangs in the air.<br>
<br>
“Now Miss Phillips,” you hear Rogers say from behind you. “Tell me. Will you continue to be a bad girl?”<br>
<br>
<<ActionsHeader>>
<<link "Tell him you’ll be good" "MathsDetention0">><<Assertive -1>><<set $MathsDetention0 to "OutcomeSubmit">><</link>><br>
<<link "Tell him you won’t submit" "MathsDetention0">><<Assertive 1>><<set $MathsDetention0 to "OutcomeResist">><</link>><br>
<<StatCheckAssertive "lt" 40>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Tell him you like it">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "MathsDetention0">><<Feminity 1>><<Orientation 1>><<set $MathsDetention0 to "OutcomeLikedPass">><<TakeObjectNPC "Rogers" "KeyMaths">><<QuestTracker "Quest6" 2>><</link>><br>
<<else>>
<<link _StatAssertiveProbability "MathsDetention0">><<set $MathsDetention0 to "OutcomeLikedFail">><<Assertive -1>><</link>> <br>
<</if>>
<<case "OutcomeLikedPass">>
You hold back your words for the longest moment, as thoughts bubble up in your mind. Whether it’s for ulterior motives or not, the pain ebbing from your thighs has touched you deep inside. “Spank me harder,” you whisper to him.<br>
<br>
“Spank you harder, what?” you hear Rogers ask, a cold tone to his voice.<br>
<br>
“Spank me harder, please,” you say, this time a little louder.<br>
<br>
“Please, what?”<br>
<br>
You gulp, as you strain to remain standing in this position. “Spank me harder please, sir.”<br>
<br>
A crack of the cane strikes against your bottom through your underwear, and this time Rogers is not holding back. You almost slip in your heels, feeling your palms growing sweaty and your balance perilous as you lean forward.<br>
<br>
Another blow. Then another. Each time the sudden rush of pain surges through your body. But with it comes a yearning for the next strike. A desire for more. A need to feel helpless and dominated by this man who has authority over you.<br>
<br>
<I>You're getting off on it, aren't you?</i><Br>
<Br>
It’s a question no more when the final strike lands and you hear yourself moan with arousal.<br>
<br>
“You may stand up now, Miss Phillips,” you hear Rogers tell you.<br>
<br>
And just like that, it’s all over.<br>
<br>
<I>And with some disappointment, I bet</I><br>
<br>
You push yourself back away from the desk, brushing your thighs with your fingers. You wince. The bruising is forming and it’s not small.<br>
<br>
The sound of metal scraping across the desk catches your attention and you look up to see Rogers pushing a key towards you. He smiles, a degree of satisfaction on his face. “Take this. My door will be open to you. Anytime you feel you need extra lessons.”<br>
<br>
You cautiously pick up the key and put it away. Rogers watches you, then sits down at his desk and takes out some paperwork.<br>
<br>
“You may go,” he tells you. “I’ll be seeing you, Miss Phillips. I look forward to it.”<br>
<br>
Without saying anything, you walk to the door and unlock it. Your thighs and bum throb as you walk. What you try to push out of your mind is the other sensations in that region, which are contributing more to your struggles to walk than the pain.<br>
<br>
<<ActionsHeader>>
<<link "Leave the classroom" "SchoolCorridor">><<set $MathsDetentionResult to "Liked">><<ChangeNPCrelationship "Rogers" "Emily" 3>><<set $MathsDetention0 to undefined>><<EmilyGrades 1>><<TimeChange>><</link>>
<<case "OutcomeLikedFail">>
You try to consider what you think Rogers wants to hear. Thoughts rise up inside your mind, each one making you wince and grimace as you consider speaking them out loud. “Spank me harder,” you mutter.<br>
<br>
“Spank you harder, what?” you hear Rogers ask, a cold tone to his voice.<br>
<br>
“Just... spank me harder,” you try, uncertainty in your voice.<br>
<br>
“Ask nicely," you hear Rogers say. "And remember who you are referring to.”<br>
<br>
You grit your teeth, straining as you try to remain standing in this position. “Just do it harder,” you whine.<br>
<br>
A crack of the cane strikes against your bottom through your underwear. This time, you notice the force is tempered. You barely have to push against the desk to remain upright.<br>
<br>
Another blow. Then another. But with each one, there's less effort and passion behind the strokes.<br>
<br>
Then, just like that, it's over. “You may stand up now, Miss Phillips,” you hear Rogers tell you.<br>
<br>
You push yourself back away from the desk, brushing your thighs with your fingers. The bruising is swelling, but the pain is minor.<br>
<br>
“For a moment, I thought you were finally applying some degree of enthusiasm to something", you hear Rogers say as he walks around the desk and stares back at you. "A pity. But no matter."
<br>
"That is the punishment for failing my class,” Rogers says to you. “I will overlook this transgression once. But don’t test my patience again.”<br>
<br>
Rogers walks over to the classroom door and unlocks it, opening it wide. “You may go.”<br>
<br>
You walk slowly over to the door, your legs shaking with both nerves and the pain. He smiles thinly at you as you pass him, but says nothing more.<br>
<br>
<<ActionsHeader>>
<<link "Leave the classroom" "SchoolCorridor">><<TimeChange>><<set $MathsDetentionResult to "Submit">><<set $MathsDetention0 to undefined>><</link>>
<<case "OutcomeSubmit">>
“I’ll be good,” you say, holding back tears.<br>
<br>
“You’ll be good, what?” you hear him ask.<br>
<br>
“I’ll be good, sir,” you tell him.<br>
<br>
“Very well,” you hear Rogers say. He walks around the desk, meeting your eyes as you look up, still bent over.<br>
<br>
“You may stand,” he tells you, returning his cane underneath his desk.<br>
<br>
You push yourself back and stand up, cautiously running your fingers over the bruising that is forming. You yelp when they touch the inflamed areas.<br>
<br>
“That is the punishment for failing my class,” Rogers says to you. “I will overlook this transgression once. But don’t test my patience again.”<br>
<br>
Rogers walks over to the classroom door and unlocks it, opening it wide. “You may go.”<br>
<br>
You walk slowly over to the door, your legs shaking with both nerves and the pain. He smiles thinly at you as you pass him, but says nothing more.<br>
<br>
<<ActionsHeader>>
<<link "Leave the classroom" "SchoolCorridor">><<TimeChange>><<set $MathsDetentionResult to "Submit">><<set $MathsDetention0 to undefined>><</link>>
<<case "OutcomeResist">>
“I won’t,” you manage to yelp back at him through gritted teeth.<br>
<br>
WHACK!<br>
<br>
The strike lands directly across your buttocks with a ferocity Rogers hadn’t displayed before. You squeal as the pain sears up. You hold back the tears, barely.<br>
<br>
Then, silence. A moment passes. Then another. You hear the sound of Rogers shoes walking around the table, and you let out a sigh.<br>
<br>
He puts the cane back underneath the desk and meets your eyes. A cold satisfied smile rests on his face.<br>
<br>
“You’ll grow used to it,” he says to you. “Enjoy it, even. Because I’m sure I’ll be seeing you a lot in detention.”<br>
<br>
You shake your head, your trembling legs almost giving way as you still hunch over your teacher’s desk.<br>
<br>
“Pity,” Rogers tells you. “But I am a man of my word. Stand-up.”<br>
<br>
You push yourself back from the desk. Your fingers brush against the backs of your thighs. The pain is almost unbearable, but you refuse to show it to Rogers.<br>
<br>
“You may leave,” he tells you, walking over to the door and unlocking it. Walking is painful, but you try not to show it. <br>
<br>
“Let’s not have a repeat in my lessons, Miss Phillips,” he says to you as you walk out the door.<br>
<br>
<<ActionsHeader>>
<<link "Leave the classroom" "SchoolCorridor">><<TimeChange>><<set $MathsDetentionResult to "Resist">><<set $MathsDetention0 to undefined>><</link>>
<</switch>><<switch $SchoolMathsInvestigation>>
<<case undefined>>
<b>Charlton School - Maths Room</b><br>
<img src="./images/School_Maths_Room.png"><br>
<br>Walls are covered with formula and maths equations. Single wooden desks are spaced out evenly, each weathered but free of graffiti. A sturdy desk rests in front of a sturdy blackboard, with faded chalk maths questions etched into it.<br>
<br>
You enter the maths room, quietly and quickly. You check to make sure it’s empty. When satisfied, you close the door behind you and look around.<br>
<br>
The eerie silence keeps you alert. The only sound comes from the clock above the blackboard, its ominous ticking marking each second you spend in danger.<br>
<br>
<<ActionsHeader>>
<<Flag "Act2Started">>
<<if _FlagReturn is true>>
<<QuestState "Quest24">><<QuestOptionCheck "Quest24" 4 "maths">><<QuestOptionCompleteCheck "Quest24" 4 "maths">>
<<if _QuestState is 0 or (_QuestOptionCheck is true and _QuestOptionCompleteCheck is false)>>
<<link "Investigate the clock" "SchoolMathsInvestigation">><<set $SchoolMathsInvestigation to "Investigate">><</link>><br>
<</if>>
<<else>>
<<QuestState "Quest6">>
<<if _QuestState gte 1>><<link "Investigate the clock" "SchoolMathsInvestigation">><<set $SchoolMathsInvestigation to "Investigate">><</link>><br><</if>>
<</if>>
<<link "Go back to corridor" "SchoolCorridor">><</link>>
<<case "Investigate">>
<<if $current.female is true>>
You stare up at the clock, letting the magical energies inside you bubble up and spread across your body.<br>
<br>
With the time to focus, immediately the curse becomes clear. Yellow tentacles made of the arcane arts writhe out of the clock, each swaying around the room as if trying to find a target.<br>
<br>
You keep from their reach, backing up against the wall of the classroom.<br>
<br>
<<ActionsHeader>>
<<SpellsCheckSelf "Ward">>
<<if _SpellsCheckSelf is true>>
<<Flag "Act2Started">>
<<if _FlagReturn is true>>
<<link "[Spell: Ward] Cast Ward to nullify the spell on the clock" "SchoolMathsInvestigation">>
<<Flag "CounterCurseGestureKnown">>
<<if _FlagReturn is true>>
<<set $SchoolMathsInvestigation to "CastWardAct2NullifyAll">>
<<set $MathsWard to "NulifiedAll">>
<<QuestOptionComplete "Quest24" 4 "maths">>
<<Quest24NullifyReconcile>>
<<Greedy -1>>
<<else>>
<<set $SchoolMathsInvestigation to "CastWardAct2FailNullifyAll">>
<<Greedy -1>>
<<Intelligence -1>>
<</if>>
<</link>><br>
<<link "[Spell: Ward] Cast Ward to nullify yourself against the spell on the clock" "SchoolMathsInvestigation">>
<<Flag "CounterCurseGestureKnown">>
<<if _FlagReturn is true>>
<<set $SchoolMathsInvestigation to "CastWardAct2NullifyYourself">>
<<set $MathsWard to "NulifiedSelf">>
<<QuestOptionComplete "Quest24" 4 "maths">>
<<Quest24NullifyReconcile>>
<<Greedy 1>>
<<else>>
<<set $SchoolMathsInvestigation to "CastWardAct2FailNullifyYourself">>
<<Greedy 1>>
<<Intelligence -1>>
<</if>>
<</link>>
<<else>>
<<link "[Spell: Ward] Cast Ward to nullify the spell on the clock" "SchoolMathsInvestigation">>
<<set $SchoolMathsInvestigation to "CastWard">>
<<QuestTracker "Quest6" "complete">>
<<QuestOptionComplete "Quest5" 2 "maths">>
<<WardsNullified 1>>
<<set $MathsWard to "NulifiedAll">>
<<Greedy -1>>
<</link>><br>
<<link "[Spell: Ward] Cast Ward to nullify yourself against the spell on the clock" "SchoolMathsInvestigation">>
<<set $SchoolMathsInvestigation to "CastWard">>
<<QuestTracker "Quest6" "complete">>
<<QuestOptionComplete "Quest5" 2 "maths">>
<<WardsNullified 1>>
<<Greedy 1>>
<<set $MathsWard to "NulifiedSelf">>
<</link>>
<</if>>
<<else>>
<<link "Go back to corridor" "SchoolCorridor">><</link>>
<</if>>
<<else>>
You stare up at the clock, trying to summon the magical energies inside you. But try as you might, nothing comes.<Br>
<br>
The quiet ticking of the clock continues to fill the room. You see nothing more.<Br>
<br>
The realisation comes quickly. In order to use magic, you need to be a girl.<br>
<br>
<<ActionsHeader>>
<<link "Go back to corridor" "SchoolCorridor">><</link>>
<</if>>
<<case "CastWard">>
Closing your eyes, you reach out to the clock with your mind. The tentacles appear to sense you, suddenly diverting their attention from the room and towards you as your mind moves towards the clock.<br>
<br>
As your mind edges towards it, one skims past you. You feel a twinge of vacancy in your brain. Your concentration threatens to slip.<br>
<br>
Regathering your focus, you push forward, slipping your projection around the tentacle's frenzied movements. Then you reach your goal. Bright and warm, the magic from the curse crackles around the clock. <br>
<br>
<<if $MathsWard is "NulifiedSelf">>
“I cause this object with power beyond its power,” you whisper. “Unseen and unheard, its effects will be felt by all but me.”<br>
<br>
The embers of magic crack and crystallise, then fuse together at the heart of the clock in a new shape. The frenzy of tentacles then subsides. One brushes past you. It does nothing.<br>
<<else>>
“I cause this object with power beyond its power,” you whisper. “Unseen and unheard, its effects will be felt by none.”<br>
<br>
The energies within the clock seem to crackle. The tentacles thrash out, then begin to fade. Within moments, there is nothing but a kernel of inert magic at the centre of the timepiece.<br>
<</if>>
<<set $CurrentRoom to "SchoolMathsRoom">>
<<cheerleaderIntervention>>
<<if $cheerleaderIntActive isnot true>>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">><<TimeChange>><<set $SchoolMathsInvestigation to undefined>><</link>>
<</if>>
<<case "CastWardAct2FailNullifyAll">>
Closing your eyes, you reach out to the clock with your mind. The tentacles appear to sense you, suddenly diverting their attention from the room and towards you as your mind moves towards the clock.<br>
<br>
As your mind edges towards it, one skims past you. You feel a twinge of vacancy in your brain. Your concentration threatens to slip.<br>
<br>
Regathering your focus, you push forward, slipping your projection around the tentacle's frenzied movements. Then you reach your goal. Bright and warm, the magic from the curse crackles around the clock.<br>
<br>
"I cause this object with power beyond its power," you whisper. "Unseen and unheard, its effects will be felt by none."<br>
<br>
The embers of magic crack and crystalise, but suddenly your connection to the clock is sharply ended. You think you see a hazy yellow barrier form over the clock, before you feel yourself being thrown across the room.<br>
<br>
You land and bounce off desks, clutching your back in pain. Looking up, you see the tentacles still remain, thrashing around the room as if trying to find you.<br>
<br>
In amongst the pain, you sense something else deep within your mind. The crackle of magics, etching away at your braincells. Morphing them into something else.<br>
<br>
Looking around, you glance over the equations on the maths posters. Their meaning seems to evade you. Your mind feels slower. Less sharp.<br>
<br>
<i>Dumber, even?</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">>
<<TimeChange>>
<<QuestTracker "Quest24" 1>>
<<set $SchoolMathsInvestigation to undefined>>
<</link>>
<<case "CastWardAct2FailNullifyYourself">>
Closing your eyes, you reach out to the clock with your mind. The tentacles appear to sense you, suddenly diverting their attention from the room and towards you as your mind moves towards the clock.<br>
<br>
As your mind edges towards it, one skims past you. You feel a twinge of vacancy in your brain. Your concentration threatens to slip.<br>
<br>
Regathering your focus, you push forward, slipping your projection around the tentacle's frenzied movements. Then you reach your goal. Bright and warm, the magic from the curse crackles around the clock.<br>
<br>
"I cause this object with power beyond its power," you whisper. "Unseen and unheard, its effects will be felt by all but me."<br>
<br>
The embers of magic crack and crystalise, but suddenly your connection to the clock is sharply ended. You think you see a hazy yellow barrier form over the clock, before you feel yourself being thrown across the room.<br>
<br>
You land and bounce off desks, clutching your back in pain. Looking up, you see the tentacles still remain, thrashing around the room as if trying to find you.<br>
<br>
In amongst the pain, you sense something else deep within your mind. The crackle of magics, etching away at your braincells. Morphing them into something else.<br>
<br>
Looking around, you glance over the equations on the maths posters. Their meaning seems to evade you. Your mind feels slower. Less sharp.<br>
<br>
<i>Dumber, even?</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">>
<<TimeChange>>
<<QuestTracker "Quest24" 1>>
<<set $SchoolMathsInvestigation to undefined>>
<</link>>
<<case "CastWardAct2NullifyAll">>
Closing your eyes, you reach out to the clock with your mind. The tentacles appear to sense you, suddenly diverting their attention from the room and towards you as your mind moves towards the clock.<br>
<br>
Regathering your focus, you push forward, slipping your projection around the tentacle’s frenzied movements. Then you reach your goal. Bright and warm, the magic from the curse crackles around the clock.<br>
<br>
This time, you raise your hand and trace the gesture Marjorie taught you, feeling the power flow down your arm as your finger glows bright.<br>
<br>
The counter-curse answers. The hazy yellow barrier blooms over the clock, ready to throw you back across the room. You press your glowing finger against it and it splinters like sugar glass, cracks spidering out from your touch until the barrier falls away into nothing.<br>
<br>
The curse is bare before you now.<br>
<br>
“I cause this object with power beyond its power,” you whisper. “Unseen and unheard, its effects will be felt by none.”<br>
<br>
The energies within the clock seem to crackle. The tentacles thrash out, then begin to fade. Within moments, there is nothing but a kernel of inert magic at the centre of the timepiece.<br>
<br>
You ease your mind back into your body. No pain this time. No barrier casting you across the room. Only the quiet ticking of the clock.<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">>
<<TimeChange>>
<<set $SchoolMathsInvestigation to undefined>>
<</link>>
<<case "CastWardAct2NullifyYourself">>
Closing your eyes, you reach out to the clock with your mind. The tentacles appear to sense you, suddenly diverting their attention from the room and towards you as your mind moves towards the clock.<br>
<br>
Regathering your focus, you push forward, slipping your projection around the tentacle’s frenzied movements. Then you reach your goal. Bright and warm, the magic from the curse crackles around the clock.<br>
<br>
This time, you raise your hand and trace the gesture Marjorie taught you, feeling the power flow down your arm as your finger glows bright.<br>
<br>
The counter-curse answers. The hazy yellow barrier blooms over the clock, ready to throw you back across the room. You press your glowing finger against it and it splinters like sugar glass, cracks spidering out from your touch until the barrier falls away into nothing.<br>
<br>
The curse is bare before you now.<br>
<br>
“I cause this object with power beyond its power,” you whisper. “Unseen and unheard, its effects will be felt by all but me.”<br>
<br>
The embers of magic crack and crystallise, then fuse together at the heart of the clock in a new shape. The frenzy of tentacles then subsides. One brushes past you. It does nothing.<br>
<br>
You ease your mind back into your body. No pain this time. No barrier casting you across the room. Only the quiet ticking of the clock.<br>
<br>
<<ActionsHeader>>
<<link "Return to the corridor" "SchoolCorridor">>
<<TimeChange>>
<<set $SchoolMathsInvestigation to undefined>>
<</link>>
<</switch>>You step into the empty corridor and walk down it, hearing only the sound of your heels clip-clopping on the hard floor. Passing the doors to classrooms, you eventually see a polished oak door with glazed glass. 'Lydia Carmichael' is etched into it in black stencil.<br>
<br>
You knock. A muffled voice responds immediately. "Come in!"<br>
<br>
<<ActionsHeader>>
<<link "Enter Carmichael's office" "SchoolCareersOffice">><<EventTrigger "SchoolCareersOffice" "MathsAct2SpecialLesson" null "Carmichael" "Emily" null null null false>><</link>>You step out of Mrs. Carmichael's office, reflecting on the conversation. Soon you find yourself back at the door to the maths classroom and knock before entering.<br>
<br>
Mr. Rogers stands at the front of the classroom, watching his students with cold eyes. As you step inside, all eyes turn to you. "Miss Phillips," he snaps. "Back already?"<br>
<br>
You nod. "Elizabeth," you say. "You're next."<br>
<br>
Liz flashes you a smile and scrambles to pick up her stuff, before bounding past and out of the maths class. "Thank god," she mutters as she passes you.<br>
<br>
The door closes behind her, and Rogers coughs impatiently after only the smallest of pauses. "Please Miss Phillips. Return to your seat. Page thirty-one."<br>
<br>
You shift into your seat and take out your textbook. For the rest of the lesson, you try to focus on the exercises outlined in front of you. But your attention keeps drifting back to the conversation with Carmichael. And what it might mean for Emily.<br>
<br>
<I>Or you.</i><br>
<br>
<<ActionsHeader>>
<<link "Finish the lesson and leave the classroom" "SchoolCorridor">><<FinalistsEventTrigger>><<MathsSpecialLessonCleanup>><<TimeChange>><</link>><b>Charlton School - Nurse's Office</b><br>
<img src="./images/School_Nurses_Office.png"><br>
<br>A quiet, oddly timeless room with egg blue walls, sparse furnishings, and the faint, clinical scent of antiseptic that never quite fades.<br>
<<include "EventsSchoolNursesOffice">>
<<if _currentEvent is undefined>>
<br>
<<ActionsHeader>>
[[Return to the corridor|SchoolCorridor]]
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<br>
<<switch _currentEvent>>
<<case "WomensIssuesExcuse">>
<<CheckFirst "NurseRancy">>
<<if _CheckFirst is false>>
The nurse’s office is still and quiet. And behind a plain wooden desk sits Nurse Rancy. She is old, with iron-grey hair tied back into a clinical knot. Her uniform is immaculate. Her gaze is sharp. She regards you with the dispassionate calm of someone who has seen far too many students.<Br>
<br>
Chantelle clears her throat primly. “Please, Miss, I can not tell a lie,” she says, voice high and composed. “I found Emily wandering without knowing where she was going. She was let out of lessons because she wasn’t feeling too well.”<Br>
<Br>
Nurse Rancy gives a single nod. “Thank you, Chantelle. That will be all.”<Br>
<Br>
Chantelle turns to leave. As she closes the door behind her, she flashes you a quick smile, leaving you alone with the nurse.<Br>
<Br>
Nurse Rancy rises smoothly from her desk and gestures toward the gurney. “Please,” she says. “Take a seat.”<Br>
<<else>>
<br>
The nurse’s office is quiet as ever. Nurse Rancy looks up from behind her desk as you enter. "Ah, Emily. So glad you have decided to return."<br>
<br>
She gestures to the gurney. "Please. Take a seat.”<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Talk to Nurse Rancy" "RancyDialogue">><<EventsCheckEnd "SchoolNursesOffice" "WomensIssuesExcuse">><<set $RancyDialogue to "WomensIssuesIntroduction">><</link>>
<</switch>><b>Southdown View</b>
<<if setup.period[$periodCurrent] is "Evening" or setup.period[$periodCurrent] is "Night">>
<img src="./images/SouthdownView_night.png"><br>
<<else>>
<img src="./images/SouthdownView.png"><br>
<</if>>
<br>
A gently curving row of modest brick terraces lines this quiet Charlton street, with front doors opening straight onto the pavement beneath a grey village sky.<br>
<br>
<<ActionsHeader>>
<<LocationKnownCheck "CindersHouse">>
<<if _LocationKnownCheck is true>>
<<if setup.period[$periodCurrent] isnot "Night">>
<<link "Knock at Andrea's house" "CindersHouse">><</link>><br>
<<else>>
<s>Knock at Andrea's house</s> - <i>It's too late to call on Andrea</i><br>
<</if>>
<</if>>
<<LocationKnownCheck "DrewHousehold">>
<<if _LocationKnownCheck is true>>
<<if setup.period[$periodCurrent] isnot "Night">>
<<link "Knock at Flo's house" "DrewHousehold">><</link>><br>
<<else>>
<s>Knock at Flo's house</s> - <i>It's too late to call on Florence</i><br>
<</if>>
<</if>>
<<link "Go back to your street" "YourStreet">><</link>><br><b>Thompson Handyman Repairs - Men's Toilets</b><br>
<img src="./images/Thompsons_Bathrooms.png"><br>
<br>A small dark room, lined with a few cubicles and some urinals. They are clean, but dated. Whilst nothing here is unpleasant, the lack of windows and harsh overhead lamps don't exactly make this somewhere you want to spend much time in.<br>
<<include "EventsThompsonsBathrooms">>
<<if _currentEvent is undefined>>
<br>
<<ActionsHeader>>
[[Go to reception->ThompsonsReception]]
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<if _currentEvent is "DanLunchDate">>
<br>
Wordlessly you step inside the men’s toilets. The familiar sights now seem strange. Behind you, the bathroom door lock clicks shut.<br>
<br>
Then the sound of a zipper being pulled down. Only then do you turn… and you see Dan grinning in victory, casually holding his hardening shaft in hand. <Br>
<br>
“Time to earn that pay check,” he chides. “I know you know what to do.”<br>
<br>
<<ActionsHeader>>
<<link "Suck Dan’s cock" "DanDialogue">><<EventsCheckEnd "ThompsonsBathrooms" "DanLunchDate">><<set $DanDialogue to "LunchDateSuck">><</link>><br>
<</if>><b>Thompson's Handyman Repairs - Thompson's Office</b><br>
<img src="./images/Thompsons_Office_Thompson.png"><br>
<br>A cluttered and cramped office, lined with filing cabinets. An imposing desk is the centrepiece, covered in files and paperwork.<br>
<br>
<<ActionsHeader>>
<<TaskState "Task2">>
<<if _TaskState is "active">><<link "Search the desk for the key" "ThompsonsBossOfficeSearch">><<TakeObjectLocation "ThompsonsBossOffice" "KeyHotelBasement">><</link>><br><</if>>
<<QuestOptionCheck "Quest36" 0 "pipe_problems">><<InventoryCheckSelf "CharliRepairKey">>
<<if _QuestOptionCheck is true and _InventoryCheckSelf is false>><<link "Search for the key to Charli's apartment" "ThompsonsBossOfficeCharliKey">><</link>><br><</if>>
[[Leave->ThompsonsOffice]]You move around the desk and begin rifling through the drawers. Fortunately, they aren't locked. In the middle drawer you find what you are looking for. A ring of keys sits on top of some cardboard folders, labelled with locations and addresses.<br>
<br>
You quickly flick through the keyring. About halfway around, you see a key labelled 'Thomas. C - Bedsit'.<br>
<br>
Hands shaking from nerves, you pull the key off the ring and put it on the office keychain you took from Annie.<br>
<br>
<<ActionsHeader>>
<<link "Return to the office" "ThompsonsOffice">><<TakeObjectLocation "ThompsonsBossOffice" "CharliRepairKey">><<LocationKnown "CharlisApartment">><<LocationKnown "TownSquare">><</link>>You move around the desk and begin rifling through the drawers. Fortunately, they aren’t locked. Thompson must be content with just keeping his office door secure. <br>
<br>
In the middle drawer you find what you are looking for. A ring of keys sits on top of some cardboard folders, labelled with locations and addresses. You quickly flick through the keyring, noting that Thompson seems to have access to a wide variety of shops and homes across Charlton.<br>
<br>
About halfway around the ring, you see a key labelled ‘Charlton Hotel - Basement’. Hands shaking from nerves, you pull the key off the ring and put it on the office keychain you took from Annie.<br>
<br>
<<InventoryCheckSelf "KeyBusinessStudies">>
<<if _InventoryCheckSelf is true>>
As you do so, you notice the next key on the ring is marked up as ‘Charlton School - Business Studies Room’. As you already have a key for this room, you leave it be. You briefly search for other keys for Charlton School, but strangely you can’t find another one.<br>
<<else>>
As you do so, you notice the next key on the ring is marked up as ‘Charlton School - Business Studies Room’. You smile at your luck and take it off the ring too. Strangely enough, there aren’t any other keys labelled for Charlton.<br>
<</if>>
<br>
As you go to put the keyring back, something in the desk drawer catches your eye. The label on the top folder in the drawer. "Charlton School - Candidates Assessment." <br>
<br>
You glance up at the door back into the office, well aware of what would happen if you were caught. But the folder calls to you.<br>
<br>
<<ActionsHeader>>
<<link "Read the contents of the folder" "ThompsonsInvestigation">>
<<InventoryCheckSelf "KeyBusinessStudies">>
<<if _InventoryCheckSelf is false>><<TakeObjectLocation "ThompsonsBossOffice" "KeyBusinessStudiesSpare">><</if>>
<<set $ThompsonsInvestigation to "Folder">>
<<if setup.period[$periodCurrent] is "Night">>
<<EventTrigger "ThompsonsOffice" "KeySteal" "Night" "Thompson" null null null null false>>
<<SetNPCLocation "Thompson" $dayCurrent $periodCurrent "ThompsonsOffice">>
<</if>>
<</link>><br>
<<link "Leave the folder alone" "ThompsonsInvestigation">>
<<if _InventoryCheckSelf is false>><<TakeObjectLocation "ThompsonsBossOffice" "KeyBusinessStudiesSpare">><</if>>
<<set $ThompsonsInvestigation to "FolderLeave">>
<</link>><<if $ThompsonsInvestigation is "Folder">>
Your curiosity gets the better of you. You pick up the folder and open it, flicking through the memos and paperwork filed inside it.<br>
<br>
A memo instantly catches your eye:<br>
<br>
<span class='typewriter-text'><b>Subject:</b> Secretary candidates<br>
<b>From:</b> Peter Stitch<br>
<b>To:</b> Tucker Thompson<br>
<br>
As per your correspondence regarding Annie Clancy, it is with sincere regret that I note you are having difficulties. I assure you our assessment during her tenure at Charlton found that her skills evident in her business studies exams made her a good match for your needs. Her reluctance to engage with the ‘softer skills’ of the role (i.e. your use of the word ‘frigid’) is a surprise to all the staff that taught her.<br>
<br>
Attached are a number of candidates from our current senior year. If any of these candidates prove interesting, we would be more than happy to arrange an interview before the Prom, with a view to them taking over the role after they graduate.<br>
<br>
Regards,<br>
<br>
Peter Stitch,<br>
Headmaster, Charlton Upper School</span><br>
<br>
As you finish reading the memo, a sound from outside the office makes you jump. You look up, frozen in place, feeling your blood pumping through your body. But you hear nothing more.<br>
<br>
<<ActionsHeader>>
<<link "Look at the attachments" "ThompsonsInvestigation">><<set $ThompsonsInvestigation to "Attachments">><</link>><br>
<<link "Put the folder back" "ThompsonsInvestigation">><<set $ThompsonsInvestigation to "AttachmentLeave">><</link>><br>
<<elseif $ThompsonsInvestigation is "FolderLeave">>
Not wanting to spend any more time than necessary in this room, you decide to leave the folder as it is. You put the keyring back in the drawer and close it shut.<br>
<br>
<<ActionsHeader>>
<<link "Leave Thompson's Office" "ThompsonsOffice">><<set $ThompsonsInvestigation to undefined>><</link>>
<<elseif $ThompsonsInvestigation is "Attachments">>
Thumbing your way through the attachments, you see a number of one-page files on students - all women - that you recognise as seniors at Charlton School. Each with a photo, description of their academic achievements, and somewhat disturbingly, a physical description too.<br>
<br>
Your heart leaps when you see on a file a picture of your sister, Emily.<br>
<br>
<<QuestOptionCheck "Quest13" 1 "debussy_club_access">><<QuestOptionCompleteCheck "Quest13" 1 "debussy_club_access">>
<<if _QuestOptionCheck is true or _QuestOptionCompleteCheck is true>>
<span class='typewriter-text'><b>Candidate summary:</b> Miss Phillips has demonstrated enthusiasm for Business Studies classes, taking direction from her male students admirably. In her short time at Charlton, she has already been invited to Mrs. DeBussy’s after school club. She seems willing to do what is necessary to achieve results. It is our assessment that with a strong hand to guide her, she would be a compliant employee that would suit your needs.</span><br>
<<else>>
<span class='typewriter-text'><b>Candidate summary:</b> Miss Phillips has shown resistance to direction in Mrs. DeBussy’s class. Further education would be necessary should she be a desired candidate for the role. Nevertheless, it is our assessment that with the right guidance, her rebellious attitude could be channelled into making her a spirited and enthusiastic employee. Should you wish to spend time course-correcting, we estimate she would fall in line.</span><br>
<</if>>
<br>
The words make you shudder. The thought of Emily doing the job that Annie does makes your skin crawl.<br>
<br>
<<ActionsHeader>>
<<link "Put the attachments and folder back" "ThompsonsInvestigation">><<set $ThompsonsInvestigation to "AllLeave">><</link>><br>
<<elseif $ThompsonsInvestigation is "AttachmentLeave">>
Unnerved by the sound, you put the folder back in the drawer and close it shut.<br>
<br>
<<ActionsHeader>>
<<link "Leave Thompson's Office" "ThompsonsOffice">><<set $ThompsonsInvestigation to undefined>><</link>><br>
<<elseif $ThompsonsInvestigation is "AllLeave">>
You put the attachments back in the folder and place it in the drawer, closing it shut.<br>
<br>
<<ActionsHeader>>
<<link "Leave Thompson's Office" "ThompsonsOffice">><<set $ThompsonsInvestigation to undefined>><</link>><br>
<</if>><b>Thompson's Handyman Repairs - Office</b><br>
<img src="./images/Thompsons_Office.png"><br>
<br>The small room is full of desks and ancient computers that you somehow have to make work as a contemporary office.<br>
<<Checkrelationship "Annie">>
<<Flag "AnnieConfrontedQuest21">>
<<if _CurrentPC is true and _FlagReturn is false and _relationship gt 0>>
<<EventTrigger "ThompsonsOffice" "AnnieLunchDate" "Lunch" "Annie" "PC" null null null true>>
<</if>>
<<include "EventsThompsonsOffice">>
<<if _currentEvent is undefined>>
<<PresentNPCPeriodText "Dan" "Morning" "<br>Dan is working, holding a phone receiver under his chin as he types frantically on his keyboard. He nods at you as you enter.<br>" "<br>Dan is working, holding a phone receiver under his chin as he types frantically on his keyboard. He grins at you lecherously as you enter.<br>">>
<<PresentNPCPeriodText "Logain" "Lunch" "<br>Mr. Thompson’s son, Logain, leans against the wall next to his father’s office, trying to look inconspicuous in an office that he doesn’t fit in at all.<br>">>
<<if $NPCPresent.includes("Annie") and _CurrentPC is true>><br>Annie sits behind a cramped desk by the side of Thompson's office, staring at a bulky computer screen intensely. Whatever she now does seems to take a little more of her attention. She doesn't even look up as you enter.<br><</if>>
<<QuestState "Quest1">><<QuestStatus "Quest1">>
<<if $OfficeFirstDay is true and _QuestState lt 2 and _QuestStatus is "active">><br><I>You enter the back office and walk over to your desk. Your boss, Mr. Thompson, has been particularly angry lately thanks to the constant bugs in the booking system you’re trying to reprogram. You have a lot of work that you should be getting on with, but thoughts of Emily’s plight fill your mind. Perhaps doing some online research would be a better use of your time.</i><<set $OfficeFirstDay to undefined>><br><</if>>
<br>
<<DanCountryClubUnlock>><<DialogueSpoken "Dan" "CountryClub">>
<<if _DanCountryClubUnlock is true and _Discussed is false and $NPCPresent.includes("Dan")>>You give Dan a quick look, recalling him once boasting about the tennis lessons that he gave at the Charlton Country Club. If you want to find a way to gain access, perhaps Dan can help you.<br><br><</if>>
<<ActionsHeader>>
<<if $NPCPresent.includes("Dan")>><<link "Talk to Dan" "ThompsonsOfficeDanDialogue0">><<StartConversation "Dan" "ThompsonsOffice">><</link>><br><</if>>
<<if $NPCPresent.includes("Annie")>>
<<if _CurrentPC is true>><<link "Talk to Annie" "ThompsonsOfficeAnnieDialogue0">><<NPCKnown "Annie">><</link>><br><</if>>
<<SpellsCheckSelf "Identify">><<AlreadyIdentified "Annie">>
<<if _AlreadyIdentified is false and _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Identify] Cast Identify on Annie" "SpellIdentify">><<CastIdentify "Annie" "ThompsonsOffice" "the office">><<SpellIdentified "Annie">><</link>><br><</if>>
<</if>>
<<if setup.period[$periodCurrent] isnot "Evening" and setup.period[$periodCurrent] isnot "Night" and _CurrentPC is true>>
<<GetPCState "job">>
<<if setup.days[$dayCurrent] is "Saturday" or setup.days[$dayCurrent] is "Sunday">>
<<if _job isnot "Secretary">><<link "Put in some overtime" "WorkGeneric">><</link>><br><</if>>
<<QuestOptionCheck "Quest22" 0 "computer_records" "gte">><<QuestOptionCompleteCheck "Quest22" 0 "computer_records">><<LocationKnownCheck "CunningsResidence">>
<<if _QuestOptionCheck is true and _QuestOptionCompleteCheck is false and _LocationKnownCheck is false>><<link "Search the computer for Tandi’s parents’ address" "ThompsonsOfficeComputerRecords">><</link>><br><</if>>
<<QuestStatus "Quest36">><<QuestOptionCheck "Quest36" 0 "pipe_problems" "gte">><<LocationKnownCheck "CharlisApartment">>
<<if _QuestStatus isnot "unknown" and _LocationKnownCheck is false>><<link "Look up Charli Thomas in the customer database" "ThompsonsOfficeCharliRecords">><</link>><br><</if>>
<<QuestOptionCheck "Quest23" 3 "nurse_program" "gte">><<QuestStatus "Quest36">><<CheckFirst "NurseProgramResearch">>
<<if _QuestOptionCheck is true and _QuestStatus is "unknown" and _CheckFirst is false and $current.avatar isnot "Charli">><<link "Research online for references to the nurse training program" "ThompsonsOfficeNurseProgramResearch">><<AddFirst "NurseProgramResearch">><</link>><br><</if>>
<<QuestOptionCheck "Quest38" 0 "andrea_house_needed">><<QuestOptionCompleteCheck "Quest38" 0 "andrea_house_needed">>
<<if _QuestOptionCheck is true and _QuestOptionCompleteCheck is false>><<link "Search the database for Andrea's address" "ThompsonsOfficeAndreaRecords">><</link>><br><</if>>
<<elseif _job is "LunchtimeReceptionCover">>
<<if setup.period[$periodCurrent] is "Lunch" and (setup.days[$dayCurrent] is "Wednesday" or setup.days[$dayCurrent] is "Friday")>>
<s>Get on with work</s> - <i>Thompson is expecting you to work on reception this lunchtime</i><Br>
<<else>>
<<link "Get on with work" "WorkGeneric">><</link>><br>
<<QuestOptionCheck "Quest1" 0 "computer">>
<<if _QuestOptionCheck is true>><<link "Conduct research online" "WorkResearch">><</link>><br><</if>>
<<QuestOptionCheck "Quest22" 0 "computer_records" "gte">><<QuestOptionCompleteCheck "Quest22" 0 "computer_records">><<LocationKnownCheck "CunningsResidence">>
<<if _QuestOptionCheck is true and _QuestOptionCompleteCheck is false and _LocationKnownCheck is false>><<link "Search the computer for Tandi’s parents’ address" "ThompsonsOfficeComputerRecords">><</link>><br><</if>>
<<QuestStatus "Quest36">><<QuestOptionCheck "Quest36" 0 "pipe_problems" "gte">><<LocationKnownCheck "CharlisApartment">>
<<if _QuestStatus isnot "unknown" and $current.avatar isnot "Charli" and _LocationKnownCheck is false>><<link "Look up Charli Thomas in the customer database" "ThompsonsOfficeCharliRecords">><</link>><br><</if>>
<<QuestOptionCheck "Quest23" 3 "nurse_program" "gte">><<QuestStatus "Quest36">><<CheckFirst "NurseProgramResearch">>
<<if _QuestOptionCheck is true and _QuestStatus is "unknown" and _CheckFirst is false and $current.avatar isnot "Charli">><<link "Research online for references to the nurse training program" "ThompsonsOfficeNurseProgramResearch">><<AddFirst "NurseProgramResearch">><</link>><br><</if>>
<<QuestOptionCheck "Quest38" 0 "andrea_house_needed">><<QuestOptionCompleteCheck "Quest38" 0 "andrea_house_needed">>
<<if _QuestOptionCheck is true and _QuestOptionCompleteCheck is false>><<link "Search the database for Andrea's address" "ThompsonsOfficeAndreaRecords">><</link>><br><</if>>
<</if>>
<<elseif _job is "Programmer">>
<<link "Get on with work" "WorkGeneric">><</link>><br>
<<QuestOptionCheck "Quest1" 0 "computer">>
<<if _QuestOptionCheck is true>><<link "Conduct research online" "WorkResearch">><</link>><br><</if>>
<<QuestOptionCheck "Quest22" 0 "computer_records" "gte">><<QuestOptionCompleteCheck "Quest22" 0 "computer_records">><<LocationKnownCheck "CunningsResidence">>
<<if _QuestOptionCheck is true and _QuestOptionCompleteCheck is false and _LocationKnownCheck is false>><<link "Search the computer for Tandi’s parents’ address" "ThompsonsOfficeComputerRecords">><</link>><br><</if>>
<<QuestStatus "Quest36">><<QuestOptionCheck "Quest36" 0 "pipe_problems" "gte">><<LocationKnownCheck "CharlisApartment">>
<<if _QuestStatus isnot "unknown" and _LocationKnownCheck is false>><<link "Look up Charli Thomas in the customer database" "ThompsonsOfficeCharliRecords">><</link>><br><</if>>
<<QuestOptionCheck "Quest23" 3 "nurse_program" "gte">><<QuestStatus "Quest36">><<CheckFirst "NurseProgramResearch">>
<<if _QuestOptionCheck is true and _QuestStatus is "unknown" and _CheckFirst is false and $current.avatar isnot "Charli">><<link "Research online for references to the nurse training program" "ThompsonsOfficeNurseProgramResearch">><<AddFirst "NurseProgramResearch">><</link>><br><</if>>
<<QuestOptionCheck "Quest38" 0 "andrea_house_needed">><<QuestOptionCompleteCheck "Quest38" 0 "andrea_house_needed">>
<<if _QuestOptionCheck is true and _QuestOptionCompleteCheck is false>><<link "Search the database for Andrea's address" "ThompsonsOfficeAndreaRecords">><</link>><br><</if>>
<</if>>
<<elseif setup.period[$periodCurrent] isnot "Evening" and setup.period[$periodCurrent] isnot "Night" and $current.avatar is "Annie">>
<<GetPCState "job">>
<<if _job is "Secretary">>
<<Flag "AnnieWorkingDay">>
<<if _FlagReturn is true>>
<<if setup.period[$periodCurrent] is "Morning">><<link "Start work as Annie" "ThompsonsOfficeAnnieWork">><<set $ThompsonsReceptionAnnieWork to undefined>><</link>><br>
<<elseif setup.period[$periodCurrent] isnot "Night">><<link "Continue work as Annie" "ThompsonsOfficeAnnieWork">><<set $ThompsonsReceptionAnnieWork to undefined>><</link>><br><</if>>
<<QuestOptionCheck "Quest22" 0 "computer_records" "gte">><<QuestOptionCompleteCheck "Quest22" 0 "computer_records">><<LocationKnownCheck "CunningsResidence">>
<<if _QuestOptionCheck is true and _QuestOptionCompleteCheck is false and _LocationKnownCheck is false>><<link "Search the computer for Tandi’s parents’ address" "ThompsonsOfficeComputerRecords">><</link>><br><</if>>
<<QuestStatus "Quest36">><<QuestOptionCheck "Quest36" 0 "pipe_problems" "gte">><<LocationKnownCheck "CharlisApartment">>
<<if _QuestStatus isnot "unknown" and _LocationKnownCheck is false>><<link "Look up Charli Thomas in the customer database" "ThompsonsOfficeCharliRecords">><</link>><br><</if>>
<<QuestOptionCheck "Quest23" 3 "nurse_program" "gte">><<QuestStatus "Quest36">><<CheckFirst "NurseProgramResearch">>
<<if _QuestOptionCheck is true and _QuestStatus is "unknown" and _CheckFirst is false and $current.avatar isnot "Charli">><<link "Research online for references to the nurse training program" "ThompsonsOfficeNurseProgramResearch">><<AddFirst "NurseProgramResearch">><</link>><br><</if>>
<<QuestOptionCheck "Quest38" 0 "andrea_house_needed">><<QuestOptionCompleteCheck "Quest38" 0 "andrea_house_needed">>
<<if _QuestOptionCheck is true and _QuestOptionCompleteCheck is false>><<link "Search the database for Andrea's address" "ThompsonsOfficeAndreaRecords">><</link>><br><</if>>
<</if>>
<</if>>
<</if>>
<<InventoryCheckSelf "KeyThompsonRepairs">><<TaskState "Task2">>
<<if setup.period[$periodCurrent] is "Evening" or setup.period[$periodCurrent] is "Night">>
<<if $NPCPresent.length is 0 and _InventoryCheckSelf is true>>
<<Flag "ThompsonsBossOfficeSearch">><<QuestOptionCheck "Quest36" 0 "pipe_problems">><<InventoryCheckSelf "CharliRepairKey">>
<<if _TaskState is "active" and _FlagReturn is true>>
<s>Unlock Thompson's Office and enter</s> - You don't want to risk searching Thompson's office again.<br>
<<elseif _TaskState is "active" and _FlagReturn is false>>
<<link "Unlock Thompson's Office and enter" "ThompsonsBossOffice">><<SetFlag "ThompsonsBossOfficeSearch">><</link>><br>
<<elseif _QuestOptionCheck is true and _InventoryCheckSelf is false>>
<<link "Unlock Thompson's Office and enter" "ThompsonsBossOffice">><</link>><br>
<</if>>
<</if>>
<</if>>
<<if $NPCPresent.includes("Logain")>><<link "Talk to Logain" "ThompsonsOfficeLogainDialogue0">><<NPCKnown "Logain">><<HintsActive "LogainThompsons">><</link>><br><</if>>
[[Go to reception->ThompsonsReception]]
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<if _currentEvent is "KeySteal">>
<br>
<<if _CurrentPC is true>>
<<if $current.female is true>>
You step into the main office and find yourself staring directly into the face of Mr. Thompson. He looks taken aback at the sight of you.<br>
<br>
“Phillips?” he says, looking you up and down. "What are you doing, coming out of my office?”<br>
<br>
The eyes set deep into his fatty face linger on your legs and curves, but you can see distrust in his furrowed eyebrows. He takes a step towards you.<br>
<br>
<<ActionsHeader>>
<<link "Try to flirt your way out of it" "ThompsonDialogue">><<EventsCheckEnd "ThompsonsOffice" "KeySteal">><<set $ThompsonDialogue to "PCFlirt">><</link>><br>
<<link "Try to bluff without flirting" "ThompsonDialogue">><<EventsCheckEnd "ThompsonsOffice" "KeySteal">><<set $ThompsonDialogue to "PCBluff">><<WorkPerformance -10>><<GiveObjectNPC "Thompson" "KeyBusinessStudiesSpare">><<GiveObjectNPC "Thompson" "KeyHotelBasement">><</link>><br>
<<else>>
You step into the main office and find yourself staring directly into the face of Mr. Thompson. His face scrunches up into a scowl at the sight of you.<br>
<br>
“Phillips,” he spits. “What the hell do you think you’re doing here?”<br>
<br>
His fatty face is already turning red with rage. He takes a step towards you.<br>
<br>
<<ActionsHeader>>
<<link "Try to bluff your way out of it" "ThompsonDialogue">><<EventsCheckEnd "ThompsonsOffice" "KeySteal">><<set $ThompsonDialogue to "PCBluff">><<WorkPerformance -10>><<GiveObjectNPC "Thompson" "KeyBusinessStudiesSpare">><<GiveObjectNPC "Thompson" "KeyHotelBasement">><</link>><br>
<</if>>
<<else>>
You step into the main office and find yourself staring directly into the face of Mr. Thompson. His perpetual snarl transforms into a lecherous smile when he sees you.<br>
<br>
“Oh, hello,” he says, slyly. “Decided to work late tonight, after all?”<br>
<br>
When you don’t reply, he slowly steps towards you. You push back against the office door as he draws near, conscious of his imposing physique as it pushes up against you.<br>
<br>
“That’s a nice looking outfit,” he says, as his eyes linger on your breasts. “Not really fit for the office. Maybe I should punish you.”<br>
<br>
“I just popped in after a date,” you reply to him. “Remembered I forgot to do something.”<br>
<br>
“Who’s the guy?” he asks, grinning. “Surprised he let you leave him. Or did you remember that you’d promised me something tonight?”<br>
<br>
He looks down at you, eyes roving. “You know what to do,” he says quietly. “Get on your knees and pull down that dress.”<br>
<br>
<<ActionsHeader>>
<<link "Relent to his demands" "ThompsonDialogue">><<Assertive -1>><<EventsCheckEnd "ThompsonsOffice" "KeySteal">><<set $ThompsonDialogue to "relent">><</link>><br>
<<link "Resist him" "ThompsonDialogue">>
<<EventsCheckEnd "ThompsonsOffice" "KeySteal">>
<<Assertive 1>>
<<set $ThompsonDialogue to "assert">>
<<AnnieThompsonResistSchedule>>
<<SetNPCState "Annie" "ThompsonResisted" true>>
<</link>>
<</if>>
<<elseif _currentEvent is "DanFemaleFirst">>
<br>
As lunchtime rolls around, you barely have time to stop working before Dan saunters over, that ever-present smug grin already in place. He leans against your desk, too close for comfort, his eyes sweeping over your workspace like a predator surveying its territory.<br>
<br>
"Hey, <<TrueName "Current">>. How’s the morning treating you?"<br>
<Br>
<<GetPCState "job">>
<<if _job is "Programmer" or _job is "ProgrammerRedux" or _job is "LunchtimeReceptionCover">>
You go to speak, but he doesn’t wait for an answer. "Listen, I was looking through the booking system earlier, and - well - there’s a lot of mistakes in there. A lot."<br>
<br>
His tone is light, almost casual, but there’s something pointed in the way he says it. He tilts his head, considering you.<br>
<br>
"Now, I get it. It’s a tricky system. Easy to mess up. And, you know, it’s my job to report things like this. Make sure everything’s running smoothly." He clicks his tongue, shaking his head with exaggerated sympathy. "Wouldn’t want you getting into trouble over something like that."<br>
<<else>>
You go to speak, but he doesn't wait for an answer. "Listen, I was looking through my calendar earlier, and - well - there’s a lot of mistakes in there. A lot."<br>
<br>
His tone is light, almost casual, but there’s something pointed in the way he says it. He tilts his head, considering you.<br>
<br>
"Now, I get it. It’s tricky scheduling things. Easy to mess up. And, you know, it’s my job to report things like this. Make sure everything’s running smoothly." He clicks his tongue, shaking his head with exaggerated sympathy. "Wouldn’t want you getting into trouble over something like that."<br>
<</if>>
<br>
You look up at him, feeling his stance towering over you.<br>
<br>
Dan straightens, dusting imaginary lint off his sleeve. "Tell you what - why don’t we grab some lunch at the Charlton Hotel? My treat. We can go over a few things, clear up any confusion. That way, if anyone starts asking questions… well, we’ll already have it sorted."<br>
<br>
<<ActionsHeader>>
<<link "Accept and go to lunch with Dan" "DanDialogue">><<set $DanDialogue to "LunchAccept">><<EventsCheckEnd "ThompsonsOffice" "DanFemaleFirst">><</link>><br>
<<link "Refuse his invitation" "DanDialogue">><<WorkPerformance -10>><<set $DanDialogue to "LunchRefuse">><<EventsCheckEnd "ThompsonsOffice" "DanFemaleFirst">><</link>>
<<elseif _currentEvent is "WorkPerformance79">>
<br>
You're wrapping up a task when a voice cuts through the hum of the office - rough, commanding, and leaving no room for argument.<br>
<br>
"Phillips. Can I have a word?"<br>
<br>
You look up. Mr. Thompson is standing in the doorway of his office, one hand on the frame, expression unreadable. He doesn’t motion for you to follow him. He just expects you to.<Br>
<br>
<<ActionsHeader>>
<<link "Go into Mr. Thompson’s office" "WorkPerformanceEvents">><<EventsCheckEnd "ThompsonsOffice" "WorkPerformance79">><<EventsCancel "ThompsonsReception" "WorkPerformance79Secretary">><<set $WorkPerformanceEvents to "WorkPerformance79">><</link>>
<<elseif _currentEvent is "WorkPerformance59">>
<br>
You step into the office just as Dan turns in his chair, swiveling toward you with a grin that doesn’t reach his eyes.<br>
<br>
"Phillips," he says, voice too loud, too familiar. "Been hearing things."<br>
<br>
He stands up before you can move past him, placing himself squarely between you and your desk. The smile stays on his face, but there’s tension underneath it - an edge of something more territorial.<br>
<br>
"Word is Thompson’s been singing your praises." His tone is light, but every syllable is laced with contempt. "Big fan of all the work you’ve been doing, apparently."<br>
<br>
He gives a slow clap. Mocking, theatrical.<br>
<br>
<<if $current.female is true>>
"Didn’t think women were good with tech," Dan says, folding his arms with a smirk. "Computers, systems, logic - always seemed like it wasn’t your thing. Funny though, there’s still bugs in the system, aren’t there? Doesn’t look like you’ve fixed much."<Br>
<br>
He pauses, just long enough for the implication to settle.<Br>
<br>
"But hey, Thompson thinks you’re doing great. Makes a guy wonder what you’re actually doing to earn that kind of praise."<Br>
<<else>>
"Congrats. Really. Must be tough, all that typing and clicking. Lot of responsibility there." He leans in slightly. "Might be a fancy computer, but what you’re doing? That’s secretary work, mate. Typing, fetching files. Not like a real job. Sales is real work. Cutthroat. A man’s job."<br>
<</if>>
<br>
He steps a little closer, lowering his voice. Still smiling. Still sharp.<br>
<br>
"Just a friendly warning. Don’t get ahead of yourself. Around here, it’s not what you do. It’s who you know." He taps the side of his head, like he’s revealing a great secret. "You want to climb the ladder, you make friends. You keep the right people close. People like me."<br>
<br>
The smile disappears, just for a second. "Otherwise, you stick your head too high above the crowd… and someone might chop it off."<Br>
<br>
<<ActionsHeader>>
<<link "Tell him you’ll be sure to mention his name to Mr. Thompson" "WorkPerformanceEvents">><<Assertive -1>><<EventsCheckEnd "ThompsonsOffice" "WorkPerformance59">><<set $WorkPerformanceEvents to "WorkPerformance59Appease">><</link>><br>
<<link "Tell him you won’t be swayed by his threats" "WorkPerformanceEvents">><<EventsCheckEnd "ThompsonsOffice" "WorkPerformance59">><<Assertive 1>><<set $WorkPerformanceEvents to "WorkPerformance59Assert">><<ChangeNPCrelationship "Dan" "PC" 0>><</link>>
<<elseif _currentEvent is "WorkPerformance39">>
<br>
The moment you step into the office, you notice something taped to your monitor - a crumpled note, its edges slightly dog-eared.<br>
<br>
Even from a distance, the scrawled handwriting is unmistakable. The sheer force of the pen strokes, the almost angry slant of the letters. It all screams frustration.<br>
<br>
You pull the note off your screen and read it.<br>
<br>
<span class="PCMale-handwriting">PHILLIPS,<br>
<br>
YOUR WORK AIN’T UP TO SCRATCH. I DON’T PAY FOR HALF-ARSED EFFORT.<br>
<br>
YOU WANT TO KEEP THIS JOB? GET IT TOGETHER. FAST.<Br>
<br>
I DON’T DO SECOND CHANCES.<br>
<br>
THOMPSON<br></span>
<br>
You lower the note, fingers gripping the paper a little tighter than before. No ambiguity. No sugarcoating. Just a warning.<br>
<br>
And the implicit promise of what will happen if you don’t improve.<br>
<br>
<<ActionsHeader>>
<<link "Return to the office" "ThompsonsOffice">><<EventsCheckEnd "ThompsonsOffice" "WorkPerformance39">><</link>><br>
<<elseif _currentEvent is "WorkPerformance19">>
<br>
You barely step into the office before the door to Thompson’s office slams open. The sound ricochets through the room like a gunshot.<br>
<br>
"Phillips!"<br>
<br>
His shoes thud across the floor as he marches toward you, jaw tight, face red. Even from across the room, you can see the vein in his forehead pulsing.<Br>
<br>
"Are you dumb, lazy or just incompetent?" he snaps, coming to a stop right in front of you. "Because from where I’m standing, it’s hard to tell which one is accurate.”<br>
<br>
He stabs a finger at your chest as he growls out each frustration.<br>
<br>
"That booking system is still a mess. Plumbers and electricians showing up at the wrong jobs. Customers calling, pissed off, because their work requests are taking too long - ‘cause guess what? Parts aren’t ordered!"<Br>
<br>
His voice rises, echoing through the office.<br>
<br>
"And invoicing? How the company is doing? Oh, we wouldn’t know about that, would we? ‘Cause I’M NOT EVEN GETTING PAID!"<Br>
<br>
The whole office is dead silent, the tension so thick you could choke on it.<br>
<br>
He exhales sharply, nostrils flaring. Then his voice drops to something quieter, but far more dangerous.<br>
<br>
"You think I’m running a charity here, Phillips?"<br>
<br>
He leans in slightly, his breath hot with barely restrained fury.<Br>
<Br>
"You want to keep your job? Then you’re going to learn how this company works. Annie needs lunchtime cover. Wednesdays and Fridays. Starting this week."<br>
<br>
<<GetNPCState "Annie" "ThompsonResisted">>
<<if _ThompsonResisted is true>>
You raise an eyebrow at him. Thompson’s face darkens further.<Br>
<br>
"She requested it," he mutters quickly, like he doesn’t even believe it himself. "To treat herself. Don’t read into it. She does her job well. Unlike you."<Br>
<br>
<</if>>
He straightens, adjusting his belt, his scowl still fixed on you.<br>
<br>
"You’ll be covering the front desk while she’s out. If your performance picks up, maybe we’ll talk about moving you back. If not..."<Br>
<br>
He lets the silence stretch, his glare finishing the sentence for him.<Br>
<br>
"We’ll see if answering phones and smiling at customers is more suited to your talents."<br>
<br>
<<ActionsHeader>>
<<link "Accept the situation" "WorkPerformanceEvents">><<Assertive -1>><<EventsCheckEnd "ThompsonsOffice" "WorkPerformance19">><<set $WorkPerformanceEvents to "WorkPerformance19Appease">><</link>><br>
<<link "Protest" "WorkPerformanceEvents">><<EventsCheckEnd "ThompsonsOffice" "WorkPerformance19">><<Assertive 1>><<WorkPerformance -1>><<set $WorkPerformanceEvents to "WorkPerformance19Assert">><</link>>
<<elseif _currentEvent is "LunchtimeReceptionCoverFirst">>
<br>
As lunchtime rolls in, the quiet hum of the office is broken by the sharp click of Thompson’s door opening.<br>
<br>
He steps out briskly, adjusting his coat mid-stride, clearly on his way to something he deems more important than whatever you're doing.<br>
<br>
"Phillips," he says, spotting you across the room. His voice is curt, his expression expectant. "Aren’t you supposed to be on reception now?"<br>
<br>
There’s a beat. Then it hits you. It’s your first lunchtime covering for Annie.<br>
<br>
The front desk awaits.<br>
<br>
<<ActionsHeader>>
<<link "Go to reception" "ThompsonsReception">><<EventsCheckEnd "ThompsonsOffice" "LunchtimeReceptionCoverFirst">><</link>><br>
<<elseif _currentEvent is "LunchtimeCoverComplete">>
<br>
You step into the office, still brushing the cold from your sleeves, ready to slip into your routine.<br>
<br>
But Thompson is already there. Standing at your desk. “Phillips,” he says, arms folded.<br>
<br>
Your stomach tugs with a reflexive flicker of anxiety. You didn’t even do anything wrong. That you remember.<br>
<br>
“I’ve noticed an improvement in your efforts lately,” he begins. “If you want to get off the front desk during lunchtimes, I’ll allow it. Think of it as a reward.”<br>
<br>
Just like that. No praise. No warmth. But an offer. You pause, unsure how to respond.<Br>
<Br>
<i>You don’t want to stay on reception willingly, do you?</i><br>
<br>
<<ActionsHeader>>
<<link "Stop working on reception" "ThompsonDialogue">><<EventsCheckEnd "ThompsonsOffice" "LunchtimeCoverComplete">><<set $ThompsonDialogue to "LunchtimeCoverCompleteStop">><</link>><br>
<<link "Continue working on reception" "ThompsonDialogue">><<EventsCheckEnd "ThompsonsOffice" "LunchtimeCoverComplete">><<set $ThompsonDialogue to "LunchtimeCoverCompleteContinue">><</link>><br>
<<elseif _currentEvent is "AnnieLunchDate">>
<<if $current.female is true>>
<br>You walk into the office and see Annie look up over her desk at you. She gives you a smile. “Hey, <<TrueName>>.”<br>
<br>
“Do you have lunch plans? There’s a special over at the Charlton Hotel, if you fancy it. Just the girls!”<br>
<br>
<<else>>
<br>You walk into the office and see Annie look up over her desk like a meerkat. She grins when she sees you. “Oh hey, <<TrueName>>.”<br>
<br>
“I was wondering if you’d like to go get some lunch? There’s a special over at the Charlton Hotel, if you fancy something. What do you say?”<br>
<br>
<</if>>
<<ActionsHeader>>
<<link "Go to lunch with Annie" "AnnieDialogue">><<EventsCheckEnd "ThompsonsOffice" "AnnieLunchDate">><<set $AnnieDialogue to "LunchDate">><</link>><br>
<<link "Turn her down" "AnnieDialogue">><<EventsCheckEnd "ThompsonsOffice" "AnnieLunchDate">><<set $AnnieDialogue to "LunchDateRefuse">><</link>><br>
<<elseif _currentEvent is "AnnieFemaleFirst">>
<br>
You push open the door to the Thompson Handyman Repairs office, the familiar sound of old computer fans whirring and aging overhead lamps buzzing. The space is just as drab as you remember - cheap desk, worn carpet, the faint smell of printer toner lingering in the air.<br>
<br>
Annie, ever the bright spot in the room, looks up from her chunky computer with an immediate grin. "Well, look at you!" she says, leaning forward on her elbows. "That is such a cute outfit."<br>
<br>
You blink. That shouldn’t catch you off guard. Annie’s been making offhanded comments about your outfits for as long as you’ve worked here. It’s just…<br>
<Br>
"It’s just a skirt and blouse," you say, a little slower than you meant to.<br>
<br>
She tilts her head, eyes twinkling. "Oh, sure, nothing special." <br>
<br>
But there’s something about her words, in the flicker of her gaze as she takes you in, that makes your stomach twist just slightly.<br>
<br>
Your hand brushes absently over your hip. Was your skirt always this fitted? And the shoes aren’t exactly high heels, but there’s a slight lift. <I>This is what you wear now, right?</i><br>
<br>
"Don’t worry," Annie giggles, clearly enjoying your reaction. "I’m sure the guys will appreciate the effort."<br>
<br>
There’s an odd sensation at the back of your mind, like trying to remember something that isn’t there. A feeling just out of reach.<br>
<br>
Annie just winks and turns back to her keyboard, smirking to herself.<br>
<br>
<<ActionsHeader>>
<<link "Return to the office" "ThompsonsOffice">><<EventsCheckEnd "ThompsonsOffice" "AnnieFemaleFirst">><<EventsCancel "ThompsonsReception" "AnnieFemaleFirst">><</link>>
<<elseif _currentEvent is "PokerNightReminderSecretary">>
<br>
As you walk in, Annie looks up from the desk she has claimed in the office and smiles at you.<br>
<br>
<<WorkPerformanceCheck>>
<<if _WorkPerformanceCheck gte 51>>
“Oh, <<TrueName "Current">>! Just who I was waiting for.” She smiles warmly. “Mr. Thompson asked me to remind you of his invitation to the poker night at the Mayor’s manor. He said he’s looking forward to seeing you there. Harrow was delighted when he mentioned you were going, apparently.”<br>
<<else>>
“Oh, <<TrueName "Current">>. Just who I was waiting for.” She takes a deep breath. “Mr. Thompson reluctantly asked me to remind you of his invitation to the poker night at the Mayor’s manor. Harrow was delighted when he mentioned you were going, apparently.”<br>
<</if>>
<br>
You nod, recalling the invite. “Thanks.”<br>
<br>
<<if $current.female is true>>
Annie's smile fades a little, but her eyes stay on you. She glances at Mr. Thompson’s door, then leans in over the desk and lowers her voice.<br>
<br>
"Just a word of warning," she whispers. "The men can get pretty rowdy there. I went once. Never again."<br>
<br>
"What do you mean?" you ask.<br>
<br>
"Oh, nothing too troublesome." She waves it off. "Just mind your manners. Bite your lip. Return their compliments and keep them full of drinks." She smiles. "You'll do fine."<br>
<br>
She scrawls something on a piece of paper in her loopy handwriting and holds it out to you. "Here's the address. Or just phone Charlton Taxis in the evening and tell them the Mayor's manor. They'll know where it is."<br>
<br>
<<QuestOptionCheck "Quest23" 0 "harrow" "gte">>
<<if _QuestOptionCheck is true>>
She waits for you to take it.<br>
<br>
<<ActionsHeader>>
<<link "Accept the invite" "AnnieDialogue">><<set $AnnieDialogue to "PokerInviteAccept">><<QuestTracker "Quest18" 0>><<SetFlag "CharltonTaxiHomeKnown">><<LocationKnown "DuncanManor">><<EventsCheckEnd "ThompsonsOffice" "PokerNightReminderSecretary">><<EventsCancel "ThompsonsReception" "PokerNightReminder">><</link>><br>
<<link "Decline for now" "AnnieDialogue">><<set $AnnieDialogue to "PokerInviteDecline">><<EventsCheckEnd "ThompsonsOffice" "PokerNightReminderSecretary">><<EventsCancel "ThompsonsReception" "PokerNightReminder">><</link>>
<<else>>
She waits for you to take it. You glance at it. A night serving drinks to Charlton's finest isn't high on your list.<br>
<br>
<<ActionsHeader>>
<<link "Decline for now" "AnnieDialogue">><<set $AnnieDialogue to "PokerInviteNotYet">><<EventsCheckEnd "ThompsonsOffice" "PokerNightReminderSecretary">><<EventsCancel "ThompsonsReception" "PokerNightReminder">><</link>>
<</if>>
<<else>>
Annie raises an eyebrow. “Didn’t think that would be your sort of thing.”<br>
<br>
"What do you mean?" you ask.<br>
<br>
Her smile fades. She glances at Mr. Thompson’s door, then leans in over the desk and lowers her voice.<br>
<br>
"The men can get pretty rowdy there. I went once. Never again."<br>
<br>
She scrawls down the address in her loopy handwriting. "Here's the address. Or just phone Charlton Taxis in the evening and tell them the Mayor's manor."<br>
<br>
She pauses, looking at you.<br>
<br>
"Thompson also said to remind you to bring your sister." She rolls her eyes. "They need someone to return their compliments and keep them full of drinks."<br>
<br>
<<QuestOptionCheck "Quest23" 0 "harrow" "gte">>
<<if _QuestOptionCheck is true>>
She waits for you to take the paper.<br>
<br>
<<ActionsHeader>>
<<link "Accept the invite" "AnnieDialogue">><<set $AnnieDialogue to "PokerInviteAccept">><<EventsCheckEnd "ThompsonsOffice" "PokerNightReminderSecretary">><<EventsCancel "ThompsonsReception" "PokerNightReminder">><</link>><br>
<<link "Decline for now" "AnnieDialogue">><<set $AnnieDialogue to "PokerInviteDecline">><<EventsCheckEnd "ThompsonsOffice" "PokerNightReminderSecretary">><<EventsCancel "ThompsonsReception" "PokerNightReminder">><</link>>
<<else>>
She waits for you to take the paper. You glance at it. A night out has its appeal, but other things are more pressing right now.<br>
<br>
<<ActionsHeader>>
<<link "Decline for now" "AnnieDialogue">><<set $AnnieDialogue to "PokerInviteNotYet">><<EventsCheckEnd "ThompsonsOffice" "PokerNightReminderSecretary">><<EventsCancel "ThompsonsReception" "PokerNightReminder">><</link>>
<</if>>
<</if>>
<<elseif _currentEvent is "DanGymLunchTimeInvite">>
<br>
You walk into the office and come to a screeching halt. There is Dan, leg up on your desk, lunging forward and wearing a fitted white T-shirt and white short-shorts. “That’s it!” he cries out. “Embrace the burn, Dan!”<br>
<br>
<<if $current.female is true>>
A moment later, he notices you and grins. “Hey darl. Don’t mind me. Just testing out the new workout gear ahead of some tennis lessons.”<br>
<br>
<<DanPastEventCalculator>>
<<if _DanDateBathroom or _DanTennisHelp>>
Your eyes look over to your desk and Dan sniggers as he follows them. “Shouldn’t bother you, though. Not like you haven’t been up close with my knees.”<br>
<<elseif _DanLunchPlacate>>
Your eyes look over to your desk and Dan sniggers as he follows them. “Didn’t think you’d mind me using your desk after all the looking out for you I’m doing.”<br>
<<else>>
Your eyes look over to your desk and Dan sniggers as he follows them. “Didn’t want to scuff up my desk. Tidy office, tidy mind. That’s what the old man used to say.”<br>
<</if>>
<<else>>
A moment later, he notices you and grins. “Phillips. Don’t mind me. Just testing out the new workout gear ahead of some tennis lessons.”<br>
<br>
Your eyes look over to your desk and Dan sniggers as he follows them. “Didn’t want to scuff up my desk. Tidy office, tidy mind. That’s what the old man used to say.”<br>
<</if>>
<br>
As if to assert himself, he leans further forward. You see his shorts straining. The outline of his junk becomes visible as he moves.<br>
<br>
“Casey’s now doing lunch time flash workouts,” Dan strains to say as he stretches. “You should get yourself along. I’m too busy with clients at lunchtime. That, or entertaining ladies. But if you’re just sitting around eating your packed lunch, you look like you could do with getting a few sessions at the gym. You’re not athletically built like some of us.”<br>
<br>
<<if $current.female is true>>
His eyes wander over you conspicuously. “Although I bet I could come up with a way to give you a good workout.”<br>
<br>
<</if>>
Dan grins and leans forward even more, as if to show off his thigh muscles. But you hear fabric rip and suddenly Dan is falling off to the side, his legs getting wrapped around the desk as he falls to the carpet with a loud thud. He curses and he clutches his shin.<br>
<br>
“I’m okay,” you hear from behind it after a moment.<br>
<br>
You watch as Dan slowly picks himself up from the floor. He dusts himself down and nods to you. “Need to get ready for work,” he mutters, before limping off. He returns minutes later, dressed for the office, but uncharacteristically unchatty as he returns to his desk.<br>
<br>
<<ActionsHeader>>
<<link "Return to the office" "ThompsonsOffice">><<EventsCheckEnd "ThompsonsOffice" "DanGymLunchTimeInvite">><</link>>
<</if>><<if $DanDialogue is undefined>>
<<if $current.female is true>>
Dan looks up from his desk as you approach, his smug grin flashing as he sees you. He leans back in his chair, looking you up and down. “Hey, <<TrueName>>. Looking delicious today.”<Br>
<<else>>
Dan looks up from his desk as you approach, a sigh escaping his lips as he sees you. He picks up a phone from his desk, as if just to make a call. “Phillips. What’s up?”<br>
<</if>>
<<else>>
<<if $current.female is true>>
Dan continues to lean back in his chair, his eyes wandering over you with only a little amount of subtlety.<Br>
<<else>>
Dan holds the phone receiver in one hand, the other hovering over the rotary dial, glaring with mild annoyance back at you.<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<LocationKnownCheck "CountryClub">><<DialogueSpoken "Dan" "CountryClub">>
<<if _LocationKnownCheck is true and _Discussed is false>><<link "Ask about the Country Club" "DanDialogue">><<set $DanDialogue to "CountryClub">><<DialogueDone "Dan" "CountryClub">><</link>><br><</if>>
<<QuestOptionCheck "Quest22" 0 "country_club" "gte">><<QuestState "Quest22">><<DialogueUnlockCheck "Dan" "TennisLessons">><<DialogueSpoken "Dan" "TennisLessons">>
<<if ((_QuestOptionCheck is true and _QuestState gte 0) or _DialogueUnlockCheck is true) and _Discussed is false>><<link "Ask about tennis lessons" "DanDialogue">><<set $DanDialogue to "TennisLessons">><<DialogueDone "Dan" "TennisLessons">><</link>><bR><</if>>
<<DialogueUnlockCheck "Dan" "LunchOffer">><<DialogueSpoken "Dan" "LunchOffer">>
<<if _DialogueUnlockCheck is true and _Discussed is false and $current.female is true and setup.period[$periodCurrent] is "Lunch">><<link "Go to lunch with Dan" "DanDialogue">><<set $DanDialogue to "LunchOffer">><<DialogueDone "Dan" "LunchOffer">><</link>><br><</if>>
<<link "Say goodbye and return to the office" $ConversationExit>><<EndConversation "Dan">><</link>><<StartConversation "Logain" "ThompsonsOffice">>
<<Checkrelationship _NPC>>
<<if $LogainDialogue is undefined>>
<<if _relationship gt 0>>
<<include "EventsDialogueLogain">>
<<if $current.female is true and _currentEvent is undefined>>
Logain smiles wryly as you approach. “Hey doll. You looking for the old man too?”<br>
<<elseif _currentEvent is undefined>>
Logain smiles wryly as you approach. “Hey chief. You looking for the old man too?”<br>
<</if>>
<<QuestState "Quest22">><<DialogueSpoken "Logain" "Tandi">>
<<if _QuestState gte 0 and _Discussed is false and _currentEvent is undefined>><br><I>You study Logain for a moment, mulling over how he seems to keep his ear to the ground. You wonder if he went to school with Tandi, or whether he knows where you can find her.</i><br><</if>>
<<else>>
Logain eyes you darkly, he has no interest in speaking to you.<br>
<</if>>
<<else>>
Logain waits for you to speak.<br>
<</if>>
<<if _currentEvent is undefined>>
<br>
<<ActionsHeader>>
<<Checkrelationship _NPC>>
<<if _relationship is 0>>
<<SpellsCheckSelf "Charm">><<CharmedCheck _NPC>>
<<if _Charmed is false and _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Charm] Cast Charm on Logain" "LogainDialogue">><<set $LogainDialogue to "Charm">><<Greedy 1>><</link>><br><</if>>
<<InventoryCheckSelf "KeyHotelBasement">><<TaskState "Task2">>
<<if _InventoryCheckSelf is true and _TaskState is "active">>
<<link "Give him the key" "LogainDialogue">>
<<GiveObjectNPC "Logain" "KeyHotelBasement">>
<<ChangeNPCrelationship "Logain" $current.avatar 1>>
<<set $LogainDialogue to "GiveKey">>
<<TaskTracker "Task2" "complete">>
<</link>><br>
<<link "Leave Logain alone" "ThompsonsOffice">><<EndConversation "Logain">><</link>><br>
<</if>>
<<InventoryCheckSelf "SixPackBeer">><<TaskState "Task1">>
<<if _InventoryCheckSelf is true and _TaskState is "active">>
<<link "Give him the beer" "LogainDialogue">>
<<GiveObjectNPC "Logain" "SixPackBeer">>
<<ChangeNPCrelationship "Logain" $current.avatar 1>>
<<set $LogainDialogue to "GiveBeer">>
<<TaskTracker "Task1" "complete">>
<</link>><br>
<</if>>
<<else>>
<<QuestState "Quest22">><<DialogueSpoken "Logain" "Tandi">><<QuestOptionCheck "Quest22" 0 "computer_records" "gte">>
<<if _QuestState gte 0 and _Discussed is false and _QuestOptionCheck is false>><<link "Ask him about Tandi" "LogainDialogue">><<set $LogainDialogue to "Tandi">><</link>><br><</if>>
<<DialogueSpoken "Logain" "School">>
<<if _Discussed is false and _CurrentPC is true>><<link "Ask Logain about school" "LogainDialogue">><<set $LogainDialogue to "School">><</link>><br><</if>>
<<DialogueSpoken "Logain" "BunkingSchool">>
<<if _Discussed is false>><<link "Ask him why he’s not in school" "LogainDialogue">><<set $LogainDialogue to "BunkingSchool">><</link>><br><</if>>
<<TaskState "Task2">>
<<if _TaskState is "unknown">><<link "Ask Logain what he’s doing here" "LogainDialogue">><<set $LogainDialogue to "Doing">><</link>><br><</if>>
<<InventoryCheckSelf "SixPackBeer">><<TaskState "Task1">>
<<if _InventoryCheckSelf is true and _TaskState is "active">>
<<link "Give Logain the beer" "LogainDialogue">>
<<GiveObjectNPC "Logain" "SixPackBeer">>
<<ChangeNPCrelationship "Logain" $current.avatar 2>>
<<TaskTracker "Task1" "complete">>
<<set $LogainDialogue to "GiveBeer">>
<</link>><br>
<</if>>
<<InventoryCheckSelf "KeyHotelBasement">><<TaskState "Task2">>
<<if _InventoryCheckSelf is true and _TaskState is "active">>
<<link "Give him the basement key" "LogainDialogue">>
<<GiveObjectNPC "Logain" "KeyHotelBasement">>
<<ChangeNPCrelationship "Logain" $current.avatar 2>>
<<set $LogainDialogue to "GiveKey">>
<<TaskTracker "Task2" "complete">>
<</link>><br>
<</if>>
<<QuestState "Quest41">><<DialogueSpoken "Logain" "PromHelp">>
<<if $current.avatar is "Emily" and _QuestState is 0 and _Discussed is false>><<link "Ask Logain for his help at the prom" "LogainDialogue">><<set $LogainDialogue to "PromHelp">><</link>><br><</if>>
<<DialogueUnlockCheck "Logain" "DeliverPackage">>
<<if $current.avatar is "Emily" and _QuestState is 0 and _DialogueUnlockCheck is true>><<link "Agree to his proposal for the prom" "LogainDialogue">><<set $LogainDialogue to "PromHelpReconsider">><</link>><br><</if>>
<<DialogueUnlockCheck "Logain" "BreakingFreeMagic">><<DialogueSpoken "Logain" "BreakingFreeMagic">>
<<if $current.avatar is "Emily" and _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about magic" "LogainDialogue">><<set $LogainDialogue to "BreakingFreeMagic">><</link>><br><</if>>
<<DialogueUnlockCheck "Logain" "BreakingFreePills">><<DialogueSpoken "Logain" "BreakingFreePills">>
<<if $current.avatar is "Emily" and _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about who makes the pills" "LogainDialogue">><<set $LogainDialogue to "BreakingFreePills">><</link>><br><</if>>
<<DialogueUnlockCheck "Logain" "OldPete">><<DialogueSpoken "Logain" "OldPete">>
<<if $current.avatar is "Emily" and _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about Old Pete’s pharmacy" "LogainDialogue">><<set $LogainDialogue to "OldPete">><</link>><br><</if>>
<<DialogueUnlockCheck "Logain" "BreakingFreeWhy">><<DialogueSpoken "Logain" "BreakingFreeWhy">>
<<if $current.avatar is "Emily" and _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask why he does what he does" "LogainDialogue">><<set $LogainDialogue to "BreakingFreeWhy">><</link>><br><</if>>
<<EventSeen "SchoolCorridor" "Act2Begin">><<DialogueSpoken "Logain" "MissCharltonContest">>
<<if _EventSeen is true and _Discussed is false>><<link "Ask about the Miss Charlton contest" "LogainDialogue">><<set $LogainDialogue to "MissCharltonContest">><<DialogueDone "Logain" "MissCharltonContest">><</link>><br><</if>>
<<QuestState "Quest29">><<QuestStatus "Quest29">><<DialogueSpoken "Logain" "MissCharltonBadges">>
<<if _QuestState lt 3 and _QuestStatus is "active" and _Discussed is false>><<link "Ask about the contest badges" "LogainDialogue">><<set $LogainDialogue to "MissCharltonBadges">><<DialogueDone "Logain" "MissCharltonBadges">><</link>><br><</if>>
<</if>>
<<QuestState "Quest23">><<QuestStatus "Quest23">><<QuestOptionCheck "Quest23" 5 "destroy_tree">><<InventoryCheckSelf "WeedKiller">><<DialogueUnlockCheck "Logain" "GivePillsWeedKiller">>
<<if _QuestState is 5 and _QuestStatus is "active" and _QuestOptionCheck is true and _InventoryCheckSelf is false and _DialogueUnlockCheck is false>><<link "Ask if he can get you weed killer" "LogainDialogue">><<set $LogainDialogue to "WeedKillerAsk">><</link>><br><</if>>
<<link "Say goodbye and leave Logain" "ThompsonsOffice">><<EndConversation "Logain">><</link>>
<</if>><<StartConversation "Annie" "ThompsonsOffice">>
<<Flag "AnnieThompsonPCSeen">>
<<if _FlagReturn is true>>
She glances up at you, but uncharacteristically doesn’t keep your eye. “Hey,” she says to you, looking down.<br>
<<else>>
<<Flag "AnnieRejected">>
<<if _FlagReturn is true>>
She looks up at you, but doesn’t smile. “Oh hi, <<TrueName>>.” She seems reluctant to look at you, but tries to meet your eye.<br>
<<else>>
<<Checkrelationship _NPC>>
<<if _relationship is 0>>
Annie looks at you coldly. She doesn't want to speak to you.<br>
<<else>>
<<if $AnnieDialogue is undefined>>
You stand over the small desk next to Thompson's office and glance down at Annie. “Hey Annie, how are you?”<br>
<br>
<<if $current.female is true>>
She looks up at you and politely smiles. “Oh hi, <<TrueName>>." Her eyes flicker from the screen to you, distracted.<br>
<<else>>
She looks up at you and smiles quickly. “Oh hi, <<TrueName>>.” She glances at the monitor again, but appears to make a decision and pushes her chair back slightly, revealing her short-skirt and bare legs from underneath the desk.<br>
<</if>>
<<else>>
<<if $current.female is true>>
Annie glances back at the monitor, then looks back to you, waiting impatiently.<br>
<<else>>
Annie looks at the monitor again, but then turns her attention back to you, bouncing one leg on top of the other.<br>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<<AnnieTrialAsk>>
<<if _AnnieTrialAsk is true>>
<br>
You give Annie a quick look. You recall her mention the Red Room before. Maybe you could speak to her about accompanying you there. Just like Tandi asked for.<br>
<</if>>
<<QuestState "Quest18">><<DialogueUnlockCheck "Annie" "PokerInviteAccept">><<QuestOptionCheck "Quest23" 0 "harrow" "gte">><<CheckFirst "AnniePokerAmuletLeadIn">>
<<if _QuestState is 0 and _DialogueUnlockCheck is true and _QuestOptionCheck is true and _CurrentPC is true and _CheckFirst is false>>
<br>
You remember Annie passing on Thompson's poker night invitation. If Harrow really does throw his amulet into the pot when the cards go against him, that night might be your way to get it.<br>
<<AddFirst "AnniePokerAmuletLeadIn">>
<</if>>
<br>
<<ActionsHeader>>
<<QuestOptionCheck "Quest23" 3 "nurse_program" "gte">><<DialogueSpoken "Annie" "NurseProgramGraduate">><<QuestStatus "Quest36">>
<<if _QuestOptionCheck is true and _QuestStatus is "unknown" and $current.avatar isnot "Charli" and _Discussed is false>><<link "Ask about recent graduates who entered the nurse’s program" "AnnieDialogue">><<set $AnnieDialogue to "NurseProgramGraduate">><</link>><br><</if>>
<<Flag "AnnieThompsonPCSeen">>
<<if _FlagReturn is true>>
<<link "Talk to her about what you saw in the hotel" "AnnieDialogue">><<set $AnnieDialogue to "HotelSeen">><</link>><br>
<<link "Say goodbye to Annie and return to the reception" $ConversationExit>><<EndConversation "Annie">><</link>>
<<else>>
<<Flag "AnnieRejected">>
<<if _FlagReturn is true>>
<<link "Apologise for your behaviour" "AnnieDialogue">><<set $AnnieDialogue to "Apologise">><<SetFlag "AnnieRejected" false>><</link>><br>
<<else>>
<<Checkrelationship _NPC>>
<<if _relationship is 0>>
<<SpellsCheckSelf "Charm">>
<<if _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Charm] Cast Charm on Annie" "AnnieDialogue">><<set $AnnieDialogue to "Charm">><<Greedy 1>><</link>><br><</if>>
<<else>>
<<QuestState "Quest21">><<DialogueSpoken "Annie" "AnnieLibrary">>
<<if _QuestState is 5 and _Discussed is false>><s>Speak to Annie about what happened at the library</s> - <I>This probably should be discussed in private. Visit Annie's apartment in the evening to talk about this.</i><br><</if>>
<<link "Ask how work is going" "AnnieDialogue">><<set $AnnieDialogue to "Work">><</link>><br>
<<DialogueSpoken "Annie" "NewRole">><<GetPCState "job">>
<<if _Discussed is false and _job is "Secretary">><<link "Ask Annie about her new role" "AnnieDialogue">><<set $AnnieDialogue to "NewRole">><</link>><br><</if>>
<<DialogueSpoken "Annie" "School">>
<<if _Discussed is false>><<link "Ask Annie about Charlton Upper School" "AnnieDialogue">><<set $AnnieDialogue to "School">><</link>><br><</if>>
<<if setup.period[$periodCurrent] is "Lunch">><<link "Ask Annie to lunch" "AnnieDialogue">><<set $AnnieDialogue to "LunchAsk">><</link>><br><</if>>
<<Flag "AnniePubDate">>
<<if _FlagReturn is false and $AnniePubDated is true>><<link "Ask Annie out for a drink this evening" "AnnieDialogue">><<set $AnnieDialogue to "Drink">><<GetNPCState "Jennifer" "SplitUp">><<if _SplitUp is undefined>><<Greedy 1>><</if>><</link>><br><</if>>
<<DialogueSpoken "Annie" "LunchOffice">><<InventoryCheckSelf "KeyThompsonRepairs">><<TaskState "Task2">>
<<if _Discussed is true and _TaskState is "active" and _InventoryCheckSelf is false>><<link "Ask about Mr. Thompson's office" "AnnieDialogue">><<set $AnnieDialogue to "LunchOffice">><</link>><br><</if>>
<<DialogueSpoken "Annie" "AnniePaper">><<QuestState "Quest21">>
<<if _Discussed is false and _QuestState gte 3>><<link "Ask her about the paper you found" "AnnieDialogue">><<set $AnnieDialogue to "AnniePaper">><</link>><br><</if>>
<<DialogueSpoken "Annie" "AnniePhoto">><<QuestState "Quest21">>
<<if _Discussed is false and _QuestState gte 3>><<link "Ask about the photo of her and Jennifer" "AnnieDialogue">><<set $AnnieDialogue to "AnniePhoto">><</link>><br><</if>>
<<DialogueUnlockCheck "Annie" "DateTandiKnown">><<TandiKnownCheck "Annie">>
<<if _DialogueUnlockCheck is true and _TandiKnownCheck is false>><<link "Ask about Tandi" "AnnieDialogue">><<set $AnnieDialogue to "AboutTandi">><</link>><br><</if>>
<<DialogueSpoken "Annie" "TandiWhereabouts">><<QuestState "Quest22">><<TandiKnownCheck "Annie">>
<<if _Discussed is false and _QuestState gte 0 and _TandiKnownCheck is true>><<link "Ask Annie about where Tandi might be" "AnnieDialogue">><<set $AnnieDialogue to "TandiWhereabouts">><<DialogueDone "Annie" "TandiWhereabouts">><</link>><br><</if>>
<<AnnieTrialAsk>>
<<if _AnnieTrialAsk is true>><<link "Ask Annie to go to the Red Room with you" "AnnieDialogue">><<set $AnnieDialogue to "RedRoomTrialAsk">><<DialogueDone "Annie" "RedRoomTrialAsk">><</link>><br><</if>>
<<QuestState "Quest18">><<DialogueUnlockCheck "Annie" "PokerInviteAccept">><<QuestOptionCheck "Quest23" 0 "harrow" "gte">>
<<if _QuestState is 0 and _DialogueUnlockCheck is true and _QuestOptionCheck is true and _CurrentPC is true>><<link "Ask for the invite to poker night" "AnnieDialogue">><<set $AnnieDialogue to "PokerInviteReAsk">><</link>><br><</if>>
<<QuestStatus "Quest36">><<DialogueSpoken "Annie" "AskAboutCharli">>
<<if _QuestStatus isnot "unknown" and $current.avatar isnot "Charli" and _Discussed is false and _CurrentPC is true>><<link "Ask about Charli Thomas" "AnnieDialogue">><<set $AnnieDialogue to "AskAboutCharli">><</link>><br><</if>>
<<DialogueSpoken "Annie" "LunchOffice">><<InventoryCheckSelf "KeyThompsonRepairs">>
<<if _Discussed is true and _InventoryCheckSelf is false>>
<<DialogueSpoken "Annie" "AnnieKeyAsk">>
<<if _Discussed is false>>
<<link "Ask to borrow the key to the office" "AnnieDialogue">><<set $AnnieDialogue to "OfficeKey">><</link>><br>
<<else>>
<<RumourCheckSelf "Annie">>
<<if _RumourCheckSelf is true>>
<<link "Blackmail her for the key with what you know about her and Thompson" "AnnieDialogue">>
<<ChangeNPCrelationship "Annie" $current.avatar 0>>
<<Greedy 1>>
<<TakeObjectNPC "Annie" "KeyThompsonRepairs">>
<<set $AnnieDialogue to "BlackmailKey">>
<</link>><br>
<</if>>
<<SpellsCheckSelf "Charm">>
<<if _SpellsCheckSelf is true and $current.female is true>>
<<link "[Spell: Charm] Cast Charm on Annie to get her to give you the key" "AnnieDialogue">>
<<set $AnnieDialogue to "CharmKey">>
<<TakeObjectNPC "Annie" "KeyThompsonRepairs">>
<<Greedy 1>>
<</link>><br>
<</if>>
<<DialogueSpoken "Annie" "IntimidateKey">>
<<if _Discussed is false>>
<<StatCheckAssertive "gt" 60>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Intimidate Annie into giving you the key">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "AnnieDialogue">><<set $AnnieDialogue to "AssertiveKeyPass">><<Greedy 1>><<ChangeNPCrelationship "Annie" $current.avatar 0>><<TakeObjectNPC "Annie" "KeyThompsonRepairs">><</link>><br>
<<else>>
<<link _StatAssertiveProbability "AnnieDialogue">><<set $AnnieDialogue to "AssertiveKeyFail">><<Assertive 1>><</link>><br>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<<link "Say goodbye to Annie and return to the office" $ConversationExit>><<EndConversation "Annie">><</link>>
<</if>><<Weekend>>
<<if _Weekend is true>>
Looking around in spite of the office being empty, you lean over the computer and flip to the customer address directory. The monochrome screen takes an age to load, with the computer fan whirring as it tries to find the power to load up the database. Finally, you are greeted with a search box.<Br>
<br>
You punch in the name Cunnings. A crude hourglass appears. Pixels drop from the top to bottom. You look around, tense in the silence.<br>
<<else>>
Looking around for anyone watching, you lean over the computer and flip to the customer address directory. The monochrome screen takes an age to load, with the computer fan whirring as it tries to find the power to load up the database. Finally, you are greeted with a search box.<Br>
<br>
You punch in the name Cunnings. A crude hourglass appears. Pixels drop from the top to bottom. You look up, waiting for someone to notice you.<br>
<</if>>
<br>
The computer beeps in affirmation, startling you. You look at the screen and see one match. William Cunnings. 21 Toemead Close. The system says the last time he employed the company was for some repairs to his boiler, five years ago.<br>
<bR>
You glance up at the Charlton street map, hanging on the wall. Toemead Close is just off the Town Square, in turn just off the street outside.<br>
<br>
<<Weekend>>
<<if _Weekend is true>>
Closing down the customer directory, you look around. You should really leave this place before you get caught.<br>
<<else>>
Closing down the customer directory, you look around. From what you can tell, no one saw you.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Leave the computer alone" "ThompsonsOffice">><<TimeChange>><<LocationKnown "ToemeadClose">><<LocationKnown "CunningsResidence">><<LocationKnown "TownSquare">><<QuestOptionComplete "Quest22" 0 "computer_records">><<QuestOptionUnlock "Quest22" 0 "tandis_parents" "gte">><</link>>You type Charli's name into the database. The fan in the PC whirrs. The green cursor hangs on the screen.<br>
<br>
Then a monochrome record pops up. Charli has quite the entry in the Thompson's Repairs database.<br>
<br>
You spend some time reading through the entry. Charli is a regular customer. She seems to be having some problems with her plumbing in her bedsit. From the record, it looks like Clive has been over a few times, but can't seem to identify the problem.<br>
<br>
She's sent quite a few emails, asking almost apologetically if they could help with her precious flat. You note the address. Near the pharmacy on the Town Square.<br>
<br>
You glance back to Thompson's room. Most regular customers have their keys stored in his office. If you could get in there, you could get the keys. Or given she is a customer, maybe you could visit her under the guise of helping with her problem.<br>
<br>
<<ActionsHeader>>
<<link "Return to the office" "ThompsonsOffice">><<TimeChange>><<QuestOptionUnlock "Quest36" 0 "bedsit">><<QuestOptionUnlock "Quest36" 0 "pipe_problems">><<LocationKnown "CharlisApartment">><<LocationKnown "TownSquare">><</link>>You launch the browser on your screen. It’s barely recognisable. Images and text rendering like the 21st century never happened.<br>
<br>
Starting with a few generic search terms, you punch in phrase after phrase trying to find some reference to the program. The Care Pavilion isn’t even listed online. And Charlton Upper School has a single webpage.<br>
<br>
A number of other searches return the same results. Finally you give up, noticing that time has flown by and you’re no closer to knowing who is on the program.<br>
<br>
<<ActionsHeader>>
<<link "Return to the office" "ThompsonsOffice">><<TimeChange>><</link>>Waiting for the database program to load, you can only listen to the crunching inside the computer. After a minute, green tables appear line by line. You type Andrea's name in. An ASCII hourglass icon appears.<br>
<br>
It takes a minute before the computer grunts. An entry for Cinders. Brian. 23 Southdown View.<br>
<br>
You recognise the name from when you went for a walk around your neighbourhood. It's nearby your street.<br>
<br>
<<ActionsHeader>>
<<link "Return to the office" "ThompsonsOffice">><<LocationKnown "SouthdownView">><<LocationKnown "CindersHouse">><<QuestOptionUnlock "Quest38" 0 "andrea_house_known">><<QuestOptionComplete "Quest38" 0 "andrea_house_needed">><<TimeChange>><</link>><<if setup.days[$dayCurrent] is "Saturday" or setup.days[$dayCurrent] is "Sunday">>
Free of distractions from anyone else in the office, you boot up the antique machine and get on with some work. The backlog of bugs seems only to be increasing, so you pick the top of the priority list. You begin to analyse what could be going wrong.<Br>
<br>
<<CompulsionCheck "Ditzy">>
<<if _CompulsionCheck is true>><span class="compulsion">[Ditzy] </span><i>The silence of the office helps, but not much. Your mind keeps slipping away - thinking about what was muttered on the breakfast show you recently watched. What should be obvious now just feels frustratingly out of reach.</i><br><Br><</if>>
<<else>>
You sit down in front of the ancient machine that Thompson has assigned you to undertake your work. The cheap fan in the desktop case sputters when you switch it on. The CRT monitor takes ages to heat up.<br>
<br>
Finally, once the old system boots up, you start by looking through the list of bugs and analysing the top issue, mulling over what the cause could be.<br>
<br>
<<CompulsionCheck "Ditzy">>
<<if _CompulsionCheck is true>><span class="compulsion">[Ditzy] </span><i>You rub your temples. Concentration feels like wading through treacle. The error messages blur into each other, and for some reason you keep thinking about your hair. You know this stuff - or at least, you used to. So why is it so hard to focus now?</i><br><Br><</if>>
<</if>>
<<IntelligenceCheck>>
<<if _currentIntelligence gte 71>>
Your fingers move fast, intuition guiding each keystroke. One bug collapses, then another, then a third. Everything lines up like you planned it. For once, the system seems to respond to your work. You lean back, the rare feeling of victory settling over you.<br>
<br>
<<ActionsHeader>>
<<link "Return to the office" "ThompsonsOffice">><<set $PeriodWorkedThompsons to true>><<TimeChange>><<WorkPerformance 3>><</link>>
<<elseif _currentIntelligence gte 61>>
It takes effort, but your concentration holds. One fix, then another. You're in the zone - methodical, focused, capable. By the time you glance at the clock, you've dealt with two significant problems. Thompson might even be pleased.<br>
<br>
<<ActionsHeader>>
<<link "Return to the office" "ThompsonsOffice">><<set $PeriodWorkedThompsons to true>><<TimeChange>><<WorkPerformance 2>><</link>>
<<elseif _currentIntelligence gte 41>>
You manage to get to the bottom of one of the persistent issues. It isn't pretty, but it works. That's all that matters right now. One bug down. Too many left to go.<br>
<br>
<<ActionsHeader>>
<<link "Return to the office" "ThompsonsOffice">><<set $PeriodWorkedThompsons to true>><<TimeChange>><<WorkPerformance 1>><</link>>
<<elseif _currentIntelligence gte 31>>
You make a little progress - some logs understood, a stack trace followed - but the solution's just out of reach. You've started the work, but it's going to take another round to get through it properly.<br>
<br>
<<ActionsHeader>>
<<link "Return to the office" "ThompsonsOffice">><<set $PeriodWorkedThompsons to true>><<TimeChange>><<WorkPerformance 0.5>><</link>>
<<elseif _currentIntelligence gte 21>>
You think you're making progress, but it's slow. Really slow. You've covered the basics, maybe laid some groundwork, but the solution still looks miles away. You're starting to lose confidence.<br>
<br>
<<ActionsHeader>>
<<link "Return to the office" "ThompsonsOffice">><<set $PeriodWorkedThompsons to true>><<TimeChange>><<WorkPerformance 0.3>><</link>>
<<else>>
You try. You really do. But it's no good. You can't think straight. The logs make no sense. The screen seems to mock you. You eventually stop typing altogether and just… sit. Completely lost.<br>
<br>
<<ActionsHeader>>
<<link "Return to the office" "ThompsonsOffice">><<set $PeriodWorkedThompsons to true>><<TimeChange>><<WorkPerformance -0.5>><</link>>
<</if>><<if $WorkResearch is undefined>>
You decide to put work aside for the moment and see if you can find something to help you understand what’s going on.<br>
<br>
Your first attempts display pages of results about what you knew about magic before that amulet came into your life. Wikipedia pages on its place in fiction, new age movements selling crystals, pseudoscience articles on affirmations and social media content from bored teenagers.<br>
<br>
Trying to narrow your results, you decide to focus your search around Charlton and related topics.<br>
<br>
<<ActionsHeader>>
<<link "Research the town history" "WorkResearch">><<set $WorkResearch to "Town">><</link>><br>
<<link "Research Charlton and magic" "WorkResearch">><<LocationKnown "JunkShop">><<QuestOptionComplete "Quest1" 0 "computer">><<QuestTracker "Quest1" 1>><<set $WorkResearch to "Magic">><</link>><br>
<<link "Finish researching" "ThompsonsOffice">><<TimeChange>><<set $WorkResearch to undefined>><</link>>
<<elseif $WorkResearch is "Town">>
Unsurprisingly, Charlton has little presence online. Search results mention some of the local businesses and brief summaries of the history of the town that are little more than Wikipedia stubs. The town has existed in one form or another for hundreds of years, serving as a small farming community before the industrial revolution caused it to shrink to little more than a hamlet. <br>
<br>
One thing that does draw your attention is the town being referenced in a history of rural counterculture movements of the 1960s. The surrounding fields and valleys were a hot spot for impromptu gatherings of pagans, hippies and flower children. Free love festivals used the town as a base, filling the sleepy town with Volkswagen vans and the shops and hotel with children of the revolution. <br>
<br>
Then, just as the ‘60s ended, results fall off. The only references to Charlton between then and now are the businesses, the school, the shops. The picture of a sleepy town, untouched by modernity.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "WorkResearch">><<set $WorkResearch to undefined>><</link>>
<<elseif $WorkResearch is "Magic">>
The results from combining Charlton and magic bring up a number of pages detailing the town’s history with counterculture movements and pagan festivals in the ‘60s. Whilst noteworthy, nothing strikes you as being relevant, or indeed real. Even when you take into consideration that ‘real’ to you means something very different than before.<br>
<br>
That is until a result stands out. You click on a result page buried in the articles about the town’s history titled, “Gladys’ Shop of Curiosities.” You are taken through to a black page, full of words and graphics that look like a website designed in the 1990s.<br>
<br>
<span class='typewriter-text'>Designed for the curious mind, Gladys’ offers services and advice to make your heart’s desire come to life.</span><br>
<br>
The page is littered with badly taken photographs of trinkets and jewellery with vague descriptions of what they are. You notice that a few of them are very similar to the amulet that your sister gave you. <br>
<br>
You also see an address at the bottom of the page. The shop apparently is on Avian Lane, wedged between McTafey’s bar and a block of apartments. Strangely enough, it’s almost opposite where Jennifer lives. You are certain that you’ve never seen it before.<br>
<br>
<<ActionsHeader>>
<<link "Change topics" "WorkResearch">><<set $WorkResearch to undefined>><</link>>
<</if>><<if setup.period[$periodCurrent] is "Morning">>
You step around Annie's new desk, taking in the clutter and chaotic mess that is Annie's filing system. Folders are sprawled out over the desk. Brightly coloured post-it notes line the edges of the monitor. A dull mouse is livened up by the glittery pink mouse mat it rests on.<bR>
<br>
Booting up her computer, you check her inbox. Half a dozen emails came in requesting meetings with Thompson overnight. You check his calendar only to find large blocks are blocked out. The subject blocked from view.<bR>
<bR>
Before you can schedule the first meeting, the phone interrupts you. "Good morning, Thompson's Repairs," you say, echoing the words you've heard from Annie. "Mr. Thompson's office. How might I help you?"<Br>
<Br>
Over the next thirty minutes, you try to answer emails in between the constant calls. Every time you answer one email, two more arrive. Most of them are minor. Mundane.<br>
<br>
<span class='email'>“Hey darling, can I get a phone call in with Tucker this afternoon? Need to have a chat about the bill that hit my doormat today.”<Br>“Your boss free for golf Friday?”<br>“Can you ask the owner if he's interested in changing his stationery order?”</span>
<br>
Even the phone calls feel off. It's mostly Thompson's friends and business acquaintances looking for him, but at the sound of your voice they begin to chat. It almost goes without saying that it's exclusively men.<Br>
<br>
You’re halfway through scheduling a lunch meeting when you hear boots on the carpet.<br>
<Br>
Gordon appears in the doorway. "Annie," he says, not waiting for a reply. "Where's Phillips?"<Br>
<br>
"I'm not sure," you feign, trying to think of an excuse.<br>
<br>
Gordon grunts. "Need someone to do my receipts. No one's on reception."<Br>
<br>
You try not to grimace. "Can I help?"<br>
<bR>
He shakes his head. "Not your job, anymore. Phillips is slacking. Need to have a word with Thompson. He free?"<Br>
<Br>
You eye him with concern. If you don't act now, you'll risk Thompson's wrath. Not to mention his anger at you not showing up to work.<Br>
<br>
<<ActionsHeader>>
<<CompulsionCheck "SaucySecretary">>
<<if _CompulsionCheck>>
<span class="compulsion">[Saucy Secretary] </span><<link "Charm him away from speaking to Thompson" "GordonDialogue" >><<set $GordonDialogue to "AnnieWorkSaucySecretaryPA">><</link>><br>
<<else>>
<<StatCheckOrientation "gt" 10 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to flirt to stop him speaking to Thompson">>
<<if _StatCheckOrientation is true>><<link _StatOrientationProbability "GordonDialogue">><<set $GordonDialogue to "AnnieWorkFlirtPassPA">><</link>><br>
<<else>><<link _StatOrientationProbability "GordonDialogue">><<set $GordonDialogue to "AnnieWorkFlirtFailPA">><<WorkPerformance -1>><<Orientation 1>><</link>><br><</if>>
<<StatCheckAssertive "gt" 60>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to stand up to him">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "GordonDialogue">><<set $GordonDialogue to "AnnieWorkAssertivePassPA">><</link>><br>
<<else>><<link _StatAssertiveProbability "GordonDialogue">><<set $GordonDialogue to "AnnieWorkAssertiveFailPA">><<WorkPerformance -1>><<Assertive 1>><</link>><br><</if>>
<<link "Shrug and say nothing" "GordonDialogue">><<set $GordonDialogue to "AnnieWorkGordonShrugPA">><<WorkPerformance -1>><</link>><br>
<</if>>
<<elseif setup.period[$periodCurrent] is "Lunch">>
The office is quieter now. The phone stopped ringing five minutes ago, and you’ve just started sorting through calendar when the door from reception swings open.<br>
<br>
Dan barrels in, phone in one hand, sunglasses in the other. It doesn't matter that it's permanently overcast in Charlton. “Annie,” he announces. “Is there a reason I just spent thirty minutes driving to a meeting only to discover that my phone thinks our client lives in a car park?”<br>
<Br>
You blink, caught off guard. “I haven’t touched it,” you say.<br>
<bR>
He stops, dramatically sighs, and slides his sunglasses up onto his head. Despite the dim lighting.<br>
<br>
"Of course you didn't," he replies. "You don't need to worry your pretty little head with anything other than Thompson's diary. What I need is for Phillips to explain what the hell they think they're doing. Where are they?"<br>
<Br>
"I'm not sure," you reply, trying to assess the situation.<br>
<Br>
“Well," he says, dramatically pulling his glasses down to look over the rim. "If you see them, tell them I’m grabbing lunch with Thompson. Got some thoughts to share."<br>
<br>
He starts toward the corridor, still muttering to himself.<Br>
<br>
<<ActionsHeader>>
<<CompulsionCheck "SaucySecretary">>
<<if _CompulsionCheck>>
<span class="compulsion">[Saucy Secretary] </span><<link "Distract him with charm and bat your lashes" "DanDialogue" >><<set $DanDialogue to "AnnieWorkSaucySecretaryWorkPerformancePA">><</link>><br>
<<else>>
<<StatCheckOrientation "gt" 10 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to coax him into letting it go">>
<<if _StatCheckOrientation is true>><<link _StatOrientationProbability "DanDialogue">><<set $DanDialogue to "AnnieWorkFlirtPassWorkPerformancePA">><</link>><br>
<<else>><<link _StatOrientationProbability "DanDialogue">><<set $DanDialogue to "AnnieWorkFlirtFailWorkPerformancePA">><<WorkPerformance -1>><<Orientation 1>><</link>><br><</if>>
<<StatCheckAssertive "gt" 60>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to redirect him away from Thompson">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "DanDialogue">><<set $DanDialogue to "AnnieWorkAssertivePassWorkPerformancePA">><</link>><br>
<<else>><<link _StatAssertiveProbability "DanDialogue">><<set $DanDialogue to "AnnieWorkAssertiveFailWorkPerformancePA">><<WorkPerformance -1>><<Assertive 1>><</link>><br><</if>>
<<link "Shrug and say nothing" "DanDialogue">><<set $DanDialogue to "AnnieWorkShrugWorkPerformancePA">><<WorkPerformance -1>><</link>><br>
<</if>>
<<elseif setup.period[$periodCurrent] is "Afternoon">>
<<Flag "EmilyInternshipAccepted">>
<<if _FlagReturn and setup.days[$dayCurrent] is "Friday">>
You are working away at the front desk when you hear the bell chime out in reception. You leap up and rush through the door to see Emily standing in the entrance, looking back at you.<br>
<Br>
<<Flag "ThompsonsReceptionSecretaryJobAfternoonEmilyFirst">>
<<if _FlagReturn is false>>
<<if $EmilyStateCurrent lt 3>>
Emily eyes you sheepishly. "Hey," she says quietly. "Annie, right? I'm Emily. I'm supposed to start an internship today."<Br>
<Br>
The internship...<br>
<br>
Emotions flutter inside you. Shame. Embarrassment. An odd sensation where your mind is trying to make sense of what feels like a dream. But you push it all down. "Sure," you reply. "Take a seat."<br>
<Br>
You gesture to the visitors chair. Emily puts her bag neatly underneath the reception desk and sits down, waiting expectedly.<br>
<<else>>
Emily grins, strolling around the counter with confidence and purpose. She tosses her bag behind the counter and leans casually against the computer. "Hey! Annie, right? I love your dress. Where did you get it?"<br>
<bR>
"Emily..." you begin, but realisation hits you. The internship...<br>
<Br>
You take a gulp. "Evans," you mutter.<br>
<br>
"I didn't know that sold skirts that short," Emily whispers to you, grinning. "But if you've got it, you might as well flaunt it."<Br>
<Br>
"You're here for the internship?" you ask her, playing for time.<br>
<br>
She shrugs. "I mean, I'd much rather get your advice on how to find bargains at Evans. But sure. Where do we begin?"<br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Teach Emily how to be a receptionist" "EmilyDialogue">>
<<set $EmilyDialogue to "IntershipAsAnnie">>
<<EventsCancel "ThompsonsReception" "EmilyInternshipFirstDay">>
<<EventsCancel "YourHome" "EmilyInternshipFirstDayEpilogue">>
<</link>>
<<else>>
<<if $EmilyStateCurrent lt 3>>
Emily smiles meekly at you, still feeling uncomfortable being here. She walks around the desk and pops her school bag down, then hangs awkwardly off to the side.<br>
<br>
"So. What are we doing today?" she asks.<br>
<<else>>
Emily grins at the sight of you, but strolls in with confidence and purpose. She tosses her bag behind the counter and leans casually against the computer. "Hey Annie! Another day of manning phones and talking to beefy tradesmen. That reminds me, I don't suppose Dan is around, is he?"<Br>
<Br>
Her eyes wander. You move the mouse, bringing the monitor back to life, trying to make a point. "Oh," she exclaims. "Right. Work."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Teach Emily how to be a receptionist" "EmilyDialogue">><<SetFlag "ThompsonsReceptionSecretaryJobAfternoonEmilyFirst">><<set $EmilyDialogue to "IntershipAsAnnie">><</link>>
<</if>>
<<else>>
You are working the Thompson's inbox, responding to his friends flirtatious emails, when Thompson's door creaks open. You glance up and see his face in the shadows, looking at you.<Br>
<Br>
"Need you in my office. Now."<br>
<Br>
You stop what you're doing and stand up, knowing full well not to risk Thompson’s wrath. You step up to the door and open it.<br>
<br>
<<ActionsHeader>>
<<link "Enter Thompson's Office" "ThompsonDialogue">><<set $ThompsonDialogue to "AnnieWorkIntroPA">><</link>>
<</if>>
<<elseif setup.period[$periodCurrent] is "Evening">>
The day draws to a close.<br>
<bR>
You shut down the computer, logging out of systems and wiping down the dusty monitor. You glance over to Thompson's office and see light seeping out from underneath the door. He's still working.<br>
<br>
Which is just as well, as Annie didn't give you her set of keys.<br>
<br>
Flicking off the desk lamp, you gather your belongings and exit, grateful for the end of the working day.<Br>
<br>
<<ActionsHeader>>
<<link "Leave Thompson’s Repairs" "TownCentre">><</link>>
<</if>><<widget "DanCountryClubUnlock">>
<<set _DanCountryClubUnlock to false>>
<<QuestOptionCheck "Quest22" 0 "country_club" "gte">><<QuestState "Quest22">><<LocationKnownCheck "CountryClub">>
<<if _QuestOptionCheck is true and _QuestState gte 0>><<set _DanCountryClubUnlock to true>>
<<elseif _LocationKnownCheck is true>><<set _DanCountryClubUnlock to true>><</if>>
<</widget>>
<<widget "DanPastEventCalculator">>
<<Flag "DanLunchPlacate">>
<<if _FlagReturn is true>><<set _DanLunchPlacate to true>><</if>>
<<Flag "DanDateBathroom">>
<<if _FlagReturn is true>><<set _DanDateBathroom to true>><</if>>
<<Flag "DanTennisHelp">>
<<if _FlagReturn is true>><<set _DanTennisHelp to true>><</if>>
<</widget>><b>Thompson Handyman Repairs - Reception</b><br>
<img src="./images/Thompsons_Reception.png"><br>
<br>No more than a room with a cheap desk opposite the entrance and a door on either side. One entrance to the warehouse, where electricians and plumbers keep parts and their vans. The other to the office where bookings come in and, at least in your experience, where people work on persuading customers their quotes are legitimate.<br>
<<PresentNPCPeriodText "Annie" "Morning" "<br>Annie sits behind her desk, typing at her bulky computer.<br>">>
<<Checkrelationship "Annie">>
<<if _CurrentPC is true and _relationship gt 0>>
<<Flag "AnnieConfrontedQuest21">>
<<if _FlagReturn is false>><<EventTrigger "ThompsonsReception" "AnnieLunchDate" "Lunch" "Annie" "PC" null null null true>><</if>>
<</if>>
<<include "EventsThompsonsReception">>
<<if _currentEvent is undefined>>
<<if setup.period[$periodCurrent] is "Morning" and $NPCPresent.includes("Annie")>><<DailyVariableAdd "AnnieSeenAtWork">><</if>>
<<PresentNPCPeriodText "Emily" "Afternoon" "<br>Your sister, Emily, is behind the reception desk, struggling with taking notes whilst listening to a customer, phone tucked under her chin.<br>">>
<<if $NPCPresent.includes("Annie") and _CurrentPC is false>>
<<if $current.avatar is "Jennifer">><br>Annie looks at you as you approach. Her usual smile fades quickly. “Hello Jennifer,” she says curtly.<br>
<<else>><br>”Hello," Annie eyes you cautiously. “Can I help you?”<br><</if>>
<</if>>
<<GetPCState "job">>
<<if _job is "Fired">>
<<Checkrelationship "Annie">>
<<if _relationship is 0>>
<<if setup.period[$periodCurrent] is "Morning" and $NPCPresent.includes("Annie") and _CurrentPC is true>><br>"Morning <<TrueName>>,” Annie says curtly, her icy glare betraying her professional demeanour. "You should leave."<br><</if>>
<<if setup.period[$periodCurrent] is "Afternoon" and $NPCPresent.includes("Annie") and _CurrentPC is true>><br>”Hey <<TrueName>>,” Annie says with a clipped tone. "The door's just behind you."<br><</if>>
<<else>>
<<if setup.period[$periodCurrent] is "Morning" and $NPCPresent.includes("Annie") and _CurrentPC is true>><br>"Morning <<TrueName>>,” Annie says, wincing. “You shouldn't be here."<br><</if>>
<<if setup.period[$periodCurrent] is "Afternoon" and $NPCPresent.includes("Annie") and _CurrentPC is true>><br>”Hey <<TrueName>>,” Annie says with a grimace. "You should leave before Thompson sees you."<br><</if>>
<</if>>
<<if _CurrentPC is true>>
<br>It's probably not a good idea to be here after getting fired. You should do what you need to do and leave.<br>
<<elseif $current.avatar isnot "Annie">>
<br>It's probably not a good idea to wander around your workplace like this.<br>
<</if>>
<br>
<<ActionsHeader>>
<<if _CurrentPC is true>>
<<if def $JobRecommendation>>
<<GetPCState "job">>
<<if $JobRecommendation.length gte 3 and _job isnot "ProgrammerRedux">><<link "Talk to Thompson about being re-hired" "ThompsonDialogue">><<set $ThompsonDialogue to "Rehire">><</link>><br><</if>>
<</if>>
<<if $NPCPresent.includes("Annie")>>
<<link "Talk to Annie" "ThompsonsReceptionAnnieDialogue0">><<NPCKnown "Annie">><</link>><br>
<<SpellsCheckSelf "Identify">><<AlreadyIdentified "Annie">>
<<if _AlreadyIdentified is false and _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Identify] Cast Identify on Annie" "SpellIdentify">><<CastIdentify "Annie" "ThompsonsReception" "reception">><<SpellIdentified "Annie">><</link>><br><</if>>
<</if>>
<<link "Go outside" "TownCentre">><</link>>
<<elseif $current.avatar is "Annie">>
<<Weekend>>
<<if _Weekend is false>>
<<GetPCState "job">>
<<if _job isnot "Secretary">>
<<Flag "AnnieWorkingDay">>
<<if _FlagReturn is true>>
<<if setup.period[$periodCurrent] is "Morning">>
<<link "Start work as Annie" "ThompsonsReceptionAnnieWork">><<set $ThompsonsReceptionAnnieWork to undefined>><</link>><Br>
<<elseif setup.period[$periodCurrent] isnot "Night">>
<<link "Continue work as Annie" "ThompsonsReceptionAnnieWork">><<set $ThompsonsReceptionAnnieWork to undefined>><</link>><br>
<<else>>
[[Go to the shop floor->ThompsonsShopFloor]]<br>
[[Go to the office->ThompsonsOffice]]<br>
<</if>>
<</if>>
<</if>>
[[Go to the shop floor->ThompsonsShopFloor]]<br>
[[Go to the office->ThompsonsOffice]]<br>
<<GetPCState "job">>
<<if _job isnot "Secretary">>
<<Flag "AnnieWorkingDay">>
<<if _FlagReturn is true>>
<<if setup.period[$periodCurrent] isnot "Evening" and setup.period[$periodCurrent] isnot "Night">><s>Go outside</s> - <i>You promised Annie you'd spend the working day as her</i>
<</if>>
<<else>>
[[Go outside->TownCentre]]<</if>>
<</if>>
<<else>>
[[Go outside->TownCentre]]<br>
<</if>>
<<else>>
<<link "Go outside" "TownCentre">><</link>>
<</if>>
<<else>>
<<Checkrelationship "Annie">>
<<if _relationship is 0>>
<<if setup.period[$periodCurrent] is "Morning" and $NPCPresent.includes("Annie") and _CurrentPC is true>><br>"Morning <<TrueName>>,” Annie says curtly, her icy glare betraying her professional demeanour.<br><</if>>
<<if setup.period[$periodCurrent] is "Afternoon" and $NPCPresent.includes("Annie") and _CurrentPC is true>><br>”Hey <<TrueName>>,” Annie says with a clipped tone.<br><</if>>
<<else>>
<<if setup.period[$periodCurrent] is "Morning" and $NPCPresent.includes("Annie") and _CurrentPC is true>><br>"Morning <<TrueName>>,” Annie says. “How are you today?"<br><</if>>
<<if setup.period[$periodCurrent] is "Afternoon" and $NPCPresent.includes("Annie") and _CurrentPC is true>><br>”Hey <<TrueName>>,” Annie says.<br><</if>>
<</if>>
<<if _CurrentPC is false and $current.avatar isnot "Annie">><br>It's probably not a good idea to wander around your workplace like this.<br><</if>>
<br>
<<ActionsHeader>>
<<if _CurrentPC is true>>
<<if $NPCPresent.includes("Annie")>>
<<link "Talk to Annie" "ThompsonsReceptionAnnieDialogue0">><<NPCKnown "Annie">><</link>><br>
<<SpellsCheckSelf "Identify">><<AlreadyIdentified "Annie">>
<<if _AlreadyIdentified is false and _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Identify] Cast Identify on Annie" "SpellIdentify">><<CastIdentify "Annie" "ThompsonsReception" "reception">><<SpellIdentified "Annie">><</link>><br><</if>>
<</if>>
<<GetPCState "job">><<Weekend>>
<<if _job is "Secretary" and _Weekend is false>>
<<if setup.period[$periodCurrent] is "Morning">><<link "Start work on reception" "ThompsonsReceptionSecretaryJob">><</link>><br>
<<elseif setup.period[$periodCurrent] isnot "Night">><<link "Continue working on reception" "ThompsonsReceptionSecretaryJob">><</link>><br><</if>>
<</if>>
<<if setup.days[$dayCurrent] is "Wednesday" or setup.days[$dayCurrent] is "Friday">>
<<GetPCState "job">>
<<if setup.period[$periodCurrent] is "Lunch" and _job is "LunchtimeReceptionCover">>
<<link "Work on reception" "ThompsonsReceptionLunchtimeCover">><<EventsCancel "ThompsonsOffice" "LunchtimeReceptionCoverFirst">><<if $NPCPresent.includes("Annie")>><<SetFlag "AnniePresent">><</if>><</link>><br>
[[Go to the shop floor->ThompsonsShopFloor]]<br>
[[Go to the office->ThompsonsOffice]]<br>
<s>Go outside</s> - <i>Thompson is expecting you to work on reception this lunchtime</i>
<<else>>
[[Go to the shop floor->ThompsonsShopFloor]]<br>
[[Go to the office->ThompsonsOffice]]<br>
[[Go outside->TownCentre]]
<</if>>
<<else>>
[[Go to the shop floor->ThompsonsShopFloor]]<br>
[[Go to the office->ThompsonsOffice]]<br>
[[Go outside->TownCentre]]
<</if>>
<<elseif $current.avatar is "Annie">>
<<Weekend>>
<<if _Weekend is false>>
<<GetPCState "job">>
<<if _job isnot "Secretary" and $ThompsonsReceptionAnnieWork is "Intro">>
<<if setup.period[$periodCurrent] is "Morning">>
<<link "Start work as Annie" "ThompsonsReceptionAnnieWork">><<set $ThompsonsReceptionAnnieWork to undefined>><</link>><Br>
<<elseif setup.period[$periodCurrent] isnot "Night">>
<<link "Continue work as Annie" "ThompsonsReceptionAnnieWork">><<set $ThompsonsReceptionAnnieWork to undefined>><</link>><br>
<<else>>
[[Go to the shop floor->ThompsonsShopFloor]]<br>
[[Go to the office->ThompsonsOffice]]<br>
<</if>>
<</if>>
[[Go to the shop floor->ThompsonsShopFloor]]<br>
[[Go to the office->ThompsonsOffice]]<br>
<<Flag "AnnieWorkingDay">>
<<if _FlagReturn>><s>Go outside</s> - <i>You promised Annie you'd spend the working day as her</i>
<<else>>[[Go outside->TownCentre]]<</if>>
<<else>>
[[Go to the shop floor->ThompsonsShopFloor]]<br>
[[Go to the office->ThompsonsOffice]]<br>
<<Flag "AnnieWorkingDay">>
<<if _FlagReturn>><s>Go outside</s> - <i>You promised Annie you'd spend the working day as her</i>
<<else>>[[Go outside->TownCentre]]<</if>>
<</if>>
<<else>>
<<Flag "AnnieWorkingDay">>
<<if _FlagReturn>><s>Go outside</s> - <i>You promised Annie you'd spend the working day as her</i>
<<else>>[[Go outside->TownCentre]]<</if>>
<</if>>
<</if>>
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<if _currentEvent is "AnnieLunchDate">>
<<if $current.female is true>>
<br>You walk into the reception area and see Annie look up over her desk at you. She gives you a smile. “Hey, <<TrueName>>.”<br>
<br>
“Do you have lunch plans? There’s a special over at the Charlton Hotel, if you fancy it. Just the girls!”<br>
<br>
<<else>>
<br>You walk into the reception area and see Annie look up over her desk like a meerkat. She grins when she sees you. “Oh hey, <<TrueName>>.”<br>
<br>
“I was wondering if you’d like to go get some lunch? There’s a special over at the Charlton Hotel, if you fancy something. What do you say?”<br>
<br>
<</if>>
<<ActionsHeader>>
<<link "Go to lunch with Annie" "AnnieDialogue">><<EventsCheckEnd "ThompsonsReception" "AnnieLunchDate">><<set $AnnieDialogue to "LunchDate">><</link>><br>
<<link "Turn her down" "AnnieDialogue">><<EventsCheckEnd "ThompsonsReception" "AnnieLunchDate">><<set $AnnieDialogue to "LunchDateRefuse">><</link>><br>
<<elseif _currentEvent is "AnnieFemaleFirst">>
<br>
You push open the glass door to Thompson Handyman Repairs, the familiar ding of the entrance bell ringing through the small reception area. The space is just as drab as you remember - cheap desk, worn carpet, the faint smell of printer toner lingering in the air.<br>
<br>
Annie, ever the bright spot in the room, looks up from her chunky computer with an immediate grin. "Well, look at you!" she says, leaning forward on her elbows. "That is such a cute outfit."<br>
<br>
You blink. That shouldn’t catch you off guard. Annie’s been making offhanded comments about your outfits for as long as you’ve worked here. It’s just…<br>
<Br>
"It’s just a blouse and trousers," you say, a little slower than you meant to.<br>
<br>
She tilts her head, eyes twinkling. "Oh, sure, nothing special." <br>
<br>
But there’s something about her words, in the flicker of her gaze as she takes you in, that makes your stomach twist just slightly.<br>
<br>
Your hand brushes absently over your hip. Were the trousers always this fitted? And the shoes aren’t exactly high heels, but there’s a slight lift. <I>This is what you wear now, right?</i><br>
<br>
"Don’t worry," Annie giggles, clearly enjoying your reaction. "I’m sure Dan will appreciate the effort."<br>
<br>
There’s an odd sensation at the back of your mind, like trying to remember something that isn’t there. A feeling just out of reach.<br>
<br>
Annie just winks and turns back to her keyboard, smirking to herself.<br>
<br>
<<ActionsHeader>>
<<link "Return to the lobby" "ThompsonsReception">><<EventsCancel "ThompsonsOffice" "AnnieFemaleFirst">><<EventsCheckEnd "ThompsonsReception" "AnnieFemaleFirst">><</link>>
<<elseif _currentEvent is "EmilyInternship">>
<br>
<<CheckFirst "EmilyInternship">>
<<if _CheckFirst is false>>
You step through the glass door of Thompson’s Repairs, the bell above jingling sharply. Annie looks up from behind the reception desk, her eyes lighting up.<br>
<br>
"There she is! Our newest recruit!" she beams. "C’mon in, Emily. You’re going to love it here."<Br>
<br>
She walks around the desk, gesturing toward the space beneath it. "Pop your bag under there and take a seat. Don’t worry, it might all seem scary to begin with. But I’ll take you under my wing - make sure you’re looked after."<Br>
<br>
You slide your bag into the nook below and lower yourself into the chair. The bulky CRT monitor in front of you hums softly, and the keyboard - grey, worn, and yellowing with age - clicks hollowly as you adjust your position. You’re barely tall enough to see over the reception counter.<Br>
<br>
Annie leans casually against the side of the desk, one hip cocked, her short skirt rising slightly as her long legs stretch out beside you. She flashes you a warm smile.<Br>
<br>
"So," she says, tilting her head. "What do you think a secretary does?"<Br>
<br>
You fumble for a response. "Uh... answers phones? Organises meetings? Maybe arranges couriers?"<br>
<br>
You find yourself a little embarrassed. You’ve known Annie for a while now, but you’ve never really considered what she actually does here. But she just grins. "That’s part of it. But there’s one thing above all else. Satisfaction."<br>
<br>
Annie leans in slightly. "Clients. Suppliers. Staff. Your job is to make their lives easier and better. However you can."<br>
<br>
You blink. "However you can?"<br>
<br>
For the briefest moment, Annie’s cheerful smile falters. Something unreadable flickers behind her eyes. But just as quickly, her grin returns. "Exactly. So if Mr. Thompson wants a coffee run, you do it. Someone has to. And that’s what you’re paid to do."<br>
<br>
Her tone shifts slightly, like she’s repeating something she’s heard too many times. "After all, a good secretary follows orders."<Br>
<br>
She claps her hands and steps back. "Come on, I’ll introduce you to your two new best friends - the phone and the calendar."<Br>
<<else>>
The bell jingles as you push open the door to Thompson’s Repairs. Annie glances up from the front desk, a pen tucked behind her ear.<br>
<br>
"Right on time, Emily," she says, already turning back to her screen. "Let’s crack on - phones have been quiet, but that won’t last."<br>
<br>
You duck behind the desk and slide into the chair. The monitor flickers awake with a groan. Another Friday.<br>
<br>
Annie reaches over and nudges a notepad toward you. "Calls, deliveries, coffee. Usual drill. And smile. You’re the first face they see."<br>
<br>
She tosses you a wink, then gestures to the monitor.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Get to work" "ThompsonsReceptionIntern">><<EventsCheckEnd "ThompsonsReception" "EmilyInternship">><</link>>
<<elseif _currentEvent is "EmilyInternshipFirstDay">>
<br>
<<if $EmilyStateCurrent lt 3>>
You step into the front reception of Thompson’s Repairs, the bell above the door chiming softly as you enter. For a second, you’re disoriented at the sight in front of you. Then you remember: the internship.<br>
<br>
Emily is seated at the reception desk, her school uniform neatly pressed, her hands hovering awkwardly over the keyboard. Beside her, Annie stands tall and cheerful, pointing to something on the screen.<br>
<br>
Annie looks up. “Hey, <<TrueName "Current">>! I’m just showing Emily the ropes. She’s picking it up quickly! Maybe there’ll be a job for her as a receptionist after she graduates.”<bR>
<br>
Emily glances your way with a polite smile, but her eyes are a little wide. Nervous. Uncomfortable. She adjusts her position in the chair.<Br>
<br>
The phone rings. “Go ahead,” Annie says gently, nudging her. “Remember, keep your pitch up. Customers like that. And smile as you answer. It works wonders for angry calls.”<br>
<br>
Emily picks up the receiver. “Good afternoon, Thompson’s Repairs! How can I help you?” Her voice is high, bright, almost sing-song. To your ears, it’s forced. But as she continues speaking, she finds a rhythm. Her tone is cheerful. Bubbly. Cheerful.<br>
<br>
She sounds like Annie.<br>
<br>
You’re not sure how to feel about that.<br>
<<else>>
You step into the front reception of Thompson’s Repairs, the bell overhead jingling softly. You pause at the sight. Then you remember - it’s Friday. Internship day.<br>
<br>
Off to the side, near the office door, you spot Emily. She’s not behind the desk. Instead, she’s standing close to Dan, giggling softly at something he says. Her posture is relaxed, playful. Her shoulders are tilted, one foot tucked behind the other, swaying ever so slightly.<br>
<br>
Dan leans in, smug grin on his face. “You know, I could show you some of the best places for a drink after work. It is Friday funday. Just say the word.”<br>
<br>
Emily smiles, lips curling with practiced charm. “Maybe. If you ask nicely.”<br>
<br>
Annie looks up from the desk, seeing you. “Hey, <<TrueName "Current">>,” she says quietly. <br>
<bR>
You move over, still throwing looks over at Emily and Dan. Annie grins at your reaction. “She seems to be settling in well. Proving popular with the guys, at least.”<br>
<br>
Looking back towards your sister, watching her giggle. Dan slips her a piece of paper - his number, you assume. “Give me a call sometime.”<br>
<br>
She takes it with a smile, moving aside for Dan to walk back into the office. Only then does she pay attention to you. “Hey.”<br>
<br>
Emily strolls over to the desk with a soft bounce in her step. “Got a date?” Annie teases as Emily slides into the receptionist’s seat.<br>
<br>
“Maybe,” Emily replies with a grin.<BR>
<br>
Annie nudges her. “We should go to Evans’ after this. Get you a new dress.”<BR>
<Br>
Emily giggles. The two share a conspiratorial smile.
<br>
You’re not sure how to feel about that.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to reception" "ThompsonsReception">><<EventsCheckEnd "ThompsonsReception" "EmilyInternshipFirstDay">><<EventsCancel "ThompsonsReception" "EmilyInternshipFirstDaySecretary">><</link>>
<<elseif _currentEvent is "SecretaryActiveFirst">>
<br>
The air inside the office is cool, still, and unnervingly quiet. No footsteps, no clatter of tools from the workshop. Just the soft hum of the front desk computer waiting for you.<br>
<Br>
It takes you a second to realise what’s different. The desk has been cleaned.<Br>
<Br>
Not spotless - this is still Charlton, and its old styling is hardly minimalist - but tidier than usual. The usual tangle of notes and receipts is gone. A few empty folders are stacked neatly in the corner.<Br>
<br>
Annie’s glittery pink mouse mat is nowhere to be seen. So are most of her sticky notes. Dozens of them used to line the underside of the desk, full of to-do lists and half-jokes. Reminders about appointments at the salon.<br>
<Br>
Now? Just one. A lone pastel post-it stuck to the monitor. The handwriting is unmistakably hers. Looping, stylish, effortless.<br>
<br>
<span class='PCFemale-handwriting'>“Good luck. Come see me in the office if you need anything x”</span><br>
<br>
You read it once. Then again. Annie’s presence is still here. But distant. Like perfume fading from a scarf.<br>
<Br>
This is your desk now.<br>
<Br>
Whether you like it or not.<Br>
<br>
<<ActionsHeader>>
<<link "Start to work" "ThompsonsReceptionSecretaryJob">><<EventsCheckEnd "ThompsonsReception" "SecretaryActiveFirst">><</link>>
<<elseif _currentEvent is "WorkPerformance79Secretary">>
<br>
You’re behind the front desk, halfway through the afternoon’s calls, when a voice cuts through from the office doorway - rough, commanding, and leaving no room for argument.<br>
<br>
"Phillips. Can I have a word?"<br>
<br>
You look up. Mr. Thompson is standing in the doorway to the office, one hand on the frame, expression unreadable. He doesn’t motion for you to follow him. He just expects you to.<br>
<br>
<<ActionsHeader>>
<<link "Follow him into his office" "WorkPerformanceEvents">><<EventsCheckEnd "ThompsonsReception" "WorkPerformance79Secretary">><<EventsCancel "ThompsonsOffice" "WorkPerformance79">><<set $WorkPerformanceEvents to "WorkPerformance79">><</link>>
<<elseif _currentEvent is "SecretaryComplete">>
<br>
You’re halfway through replying to a scheduling request when the office door creaks open. Thompson steps out, coat already on, clearly heading to one of his off-site meetings.<br>
<Br>
He glances over at you behind the reception desk. Pauses. “Phillips.”<br>
<Br>
You instinctively straighten up. You’ve learned to expect the worst when he says your name like that. But this time… he just studies you for a beat. “I’ve noticed,” he says. “You’ve been holding things together better lately.”<Br>
<br>
It’s not praise. Not quite. But it’s the closest thing to it you’ve had in weeks.<Br>
<br>
“Feels like you’ve really put the effort in. Like you’ve stepped up.” He gives you a look, nodding to himself. “If you want to get back to your old job,” he continues, “I’ll allow it. Programmer. Annie can take back the front desk.” Already preparing to move on, he stands waiting for a reply, impatient.<br>
<br>
Just like that. A way out. A return to something familiar.<br>
<br>
But the question lingers, unspoken. <i>Do you want to go back?</i><br>
<Br>
<<ActionsHeader>>
<<link "Stop working as a secretary" "ThompsonDialogue">><<EventsCheckEnd "ThompsonsReception" "SecretaryComplete">><<set $ThompsonDialogue to "SecretaryCompleteCompleteStop">><</link>><br>
<<link "Continue working as a secretary" "ThompsonDialogue">><<EventsCheckEnd "ThompsonsReception" "SecretaryComplete">><<set $ThompsonDialogue to "SecretaryCompleteCompleteContinue">><</link>><br>
<<elseif _currentEvent is "EmilyInternshipFirstDaySecretary">>
<br>
You are at the reception desk when you hear the bell chime above the door as someone enters. You paint your customer service smile on your face before looking up to see Emily standing in the entrance, looking back at you.<br>
<Br>
<<Flag "SecretaryJobEmilyAware">>
<<if _FlagReturn is true>>
<<if $EmilyStateCurrent lt 3>>
Emily's shock drains quickly, but not fully. She steps into reception, eying you sheepishly. "Hey," she says quietly.<Br>
<Br>
The internship...<br>
<br>
Emotions flutter inside you. Shame. Embarrassment. An odd sensation where your mind is trying to make sense of what feels like a dream. But you push it all down. "Hey," you reply.<br>
<br>
"I guess you'll be the one showing me the ropes?" Emily asks. "My <<Sibling>>, teaching me how to be a secretary."<Br>
<Br>
"Don't make this weird," you say quietly. Your voice trembling. She smiles with sadness, but nods. "Okay. Where do we start?"<br>
<<else>>
Emily's eyes widen and a strange smile creeps up on her face. You can see she's holding back her laughter. Your cheeks begin to burn. "Don't," you warn her. But it just encourages her smile to grow.<Br>
<Br>
"I didn't say anything," she mock protests. "I must say, knowing it is one thing. Seeing the great programmer behind a reception desk, that's another."<br>
<br>
"That's mean," you tell her quietly.<br>
<Br>
"Oh relax," your sister replies. "This could be fun. Just so long as you don't cramp my style. I don't need my daggy <<Sibling>> getting in the way of showing how well I can charm and banter."<br>
<Br>
She walks assuredly around the counter and leans up against the desk, giving you a smirk. “So boss. Where do you want me?”<br>
<</if>>
<<else>>
<<if $EmilyStateCurrent lt 3>>
Emily's mouth drops open. She stares at you, disbelief on her face. "<<TrueName "Current">>? What are you doing there?<Br>
<Br>
You try to make sense of your sister standing in front of you. Then realisation hits. The internship...<br>
<br>
Emotions flutter inside you. Shame. Embarrassment. An odd sensation where your mind is trying to make sense of what feels like a dream. But you push it all down. "Hey," you reply. "I'm on reception now."<br>
<br>
Her eyes narrow. "What, are you covering for Annie whilst she's popped out?" When you don't reply, her eyes only grow narrower. "This isn't your job. Is it?"<Br>
<Br>
You sigh. "I got... demoted. I was going to tell you. I just didn't have time"<br>
<Br>
"Demoted?" she repeats back. "But why, <<TrueName "Current">>? What's going on?"<br>
<Br>
The switchboard phone rings, making you jump. You glance over at it, then to Emily. "Let's talk about this at home. For now though, I'll be the one showing you the ropes this afternoon. Just... let's try to get through this, okay?"<br>
<br>
She smiles with sadness, but nods. "Okay. Where do we start?"<Br>
<<else>>
Emily's mouth drops open. She stares at you for a long moment, before a strange smile creeps up on her face. You can see she's holding back her laughter. Your cheeks begin to burn.<br>
<Br>
You try to make sense of your sister standing in front of you. Then realisation hits. The internship...<br>
<br>
Emotions flutter inside you. Shame. Embarrassment. An odd sensation where your mind is trying to make sense of what feels like a dream. But you push it all down. "Hey," you reply.<br>
<Br>
"Is this what you really do at work?" she asks. "I didn't know programmers manned phones?"<br>
<br>
"I've been reassigned," you reply. "Temporarily. I hope."<br>
<br>
"You hope?" she snarks, her grin growing wider. "Are you trying to tell me that the great maths whiz is now working as a secretary?" She can't help but let out a giggle. "I can see why you didn't tell me."<br>
<Br>
"That's mean," you tell her quietly. "We can talk at home about it."<br>
<Br>
"Sure," your sister replies, grinning. "Can't wait to hear all the details." Sudden realisation crosses her face. "So you're going to teach me how to be a receptionist?"<br>
<Br>
"I guess," you say, without conviction.<br>
<br>
At this, she laughs. "Well, today just got real interesting. But maybe this could be fun. Just don't cramp my style. I don't need my daggy <<Sibling>> getting in the way of showing how well I can charm and banter."<br>
<Br>
She walks assuredly around the counter and leans up against the desk, giving you a smirk. “So boss. Where do you want me?”<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Teach Emily how to be a receptionist" "ThompsonsReceptionSecretaryResponses">><<set $ThompsonsReceptionSecretaryResponses to "AfternoonEmily">><<EventsCheckEnd "ThompsonsReception" "EmilyInternshipFirstDaySecretary">><<EventsCancel "ThompsonsReception" "EmilyInternshipFirstDay">><</link>>
<<elseif _currentEvent is "PokerNightReminder">>
<br>
As you walk in, Annie smiles at you from behind the desk.<br>
<br>
<<WorkPerformanceCheck>>
<<if _WorkPerformanceCheck gte 51>>
“Oh, <<TrueName "Current">>! Just who I was waiting for.” She smiles warmly. “Mr. Thompson asked me to remind you of his invitation to the poker night at the Mayor’s manor. He said he’s looking forward to seeing you there. Harrow was delighted when he mentioned you were going, apparently.”<br>
<<else>>
“Oh, <<TrueName "Current">>. Just who I was waiting for.” She takes a deep breath. “Mr. Thompson reluctantly asked me to remind you of his invitation to the poker night at the Mayor’s manor. Harrow was delighted when he mentioned you were going, apparently.”<br>
<</if>>
<br>
You nod, recalling the invite. “Thanks.”<br>
<br>
<<if $current.female is true>>
Annie's smile fades a little, but her eyes stay on you. She glances at the doors to both the shop floor and the office, then leans in over the counter and lowers her voice.<br>
<br>
"Just a word of warning," she whispers. "The men can get pretty rowdy there. I went once. Never again."<br>
<br>
"What do you mean?" you ask.<br>
<br>
"Oh, nothing too troublesome." She waves it off. "Just mind your manners. Bite your lip. Return their compliments and keep them full of drinks." She smiles. "You'll do fine."<br>
<br>
She scrawls something on a piece of paper in her loopy handwriting and holds it out to you. "Here's the address. Or just phone Charlton Taxis in the evening and tell them the Mayor's manor. They'll know where it is."<br>
<br>
<<QuestOptionCheck "Quest23" 0 "harrow" "gte">>
<<if _QuestOptionCheck is true>>
She waits for you to take it.<br>
<br>
<<ActionsHeader>>
<<link "Accept the invite" "AnnieDialogue">><<set $AnnieDialogue to "PokerInviteAccept">><<QuestTracker "Quest18" 0>><<SetFlag "CharltonTaxiHomeKnown">><<LocationKnown "DuncanManor">><<EventsCheckEnd "ThompsonsReception" "PokerNightReminder">><<EventsCancel "ThompsonsOffice" "PokerNightReminderSecretary">><</link>><br>
<<link "Decline for now" "AnnieDialogue">><<set $AnnieDialogue to "PokerInviteDecline">><<EventsCheckEnd "ThompsonsReception" "PokerNightReminder">><<EventsCancel "ThompsonsOffice" "PokerNightReminderSecretary">><</link>>
<<else>>
She waits for you to take it. You glance at it. A night serving drinks to Charlton's finest isn't high on your list.<br>
<br>
<<ActionsHeader>>
<<link "Decline for now" "AnnieDialogue">><<set $AnnieDialogue to "PokerInviteNotYet">><<EventsCheckEnd "ThompsonsReception" "PokerNightReminder">><<EventsCancel "ThompsonsOffice" "PokerNightReminderSecretary">><</link>>
<</if>>
<<else>>
Annie raises an eyebrow. “Didn’t think that would be your sort of thing.”<br>
<br>
"What do you mean?" you ask.<br>
<br>
Her smile fades. She glances at the doors to both the shop floor and the office, then leans in over the counter and lowers her voice.<br>
<br>
"The men can get pretty rowdy there. I went once. Never again."<br>
<br>
She scrawls down the address in her loopy handwriting. "Here's the address. Or just phone Charlton Taxis in the evening and tell them the Mayor's manor."<br>
<br>
She pauses, looking at you.<br>
<br>
"Thompson also said to remind you to bring your sister." She rolls her eyes. "They need someone to return their compliments and keep them full of drinks."<br>
<br>
<<QuestOptionCheck "Quest23" 0 "harrow" "gte">>
<<if _QuestOptionCheck is true>>
She waits for you to take the paper.<br>
<br>
<<ActionsHeader>>
<<link "Accept the invite" "AnnieDialogue">><<set $AnnieDialogue to "PokerInviteAccept">><<EventsCheckEnd "ThompsonsReception" "PokerNightReminder">><<EventsCancel "ThompsonsOffice" "PokerNightReminderSecretary">><</link>><br>
<<link "Decline for now" "AnnieDialogue">><<set $AnnieDialogue to "PokerInviteDecline">><<EventsCheckEnd "ThompsonsReception" "PokerNightReminder">><<EventsCancel "ThompsonsOffice" "PokerNightReminderSecretary">><</link>>
<<else>>
She waits for you to take the paper. You glance at it. A night out has its appeal, but other things are more pressing right now.<br>
<br>
<<ActionsHeader>>
<<link "Decline for now" "AnnieDialogue">><<set $AnnieDialogue to "PokerInviteNotYet">><<EventsCheckEnd "ThompsonsReception" "PokerNightReminder">><<EventsCancel "ThompsonsOffice" "PokerNightReminderSecretary">><</link>>
<</if>>
<</if>>
<</if>><<StartConversation "Annie" "ThompsonsReception">>
<<Flag "AnnieThompsonPCSeen">>
<<if _FlagReturn is true>>
She glances up at you, but uncharacteristically doesn’t keep your eye. “Hey,” she says to you, looking down.<br>
<<else>>
<<Flag "AnnieRejected">>
<<if _FlagReturn is true>>
She looks up at you, but doesn’t smile. “Oh hi, <<TrueName>>.” She seems reluctant to look at you, but tries to meet your eye.<br>
<<else>>
<<Checkrelationship _NPC>>
<<if _relationship is 0>>
Annie looks at you coldly. She doesn't want to speak to you.<br>
<<else>>
<<if $AnnieDialogue is undefined>>
You lean over the huge desk in the reception area and look down at Annie. “Hey Annie, how are you?”<br>
<br>
<<if $current.female is true>>
She looks up at you and smiles. “Oh hi, <<TrueName>>!” She leans casually over her desk and waits for you to speak.<br>
<<else>>
<<CheckPersonalityState "Annie">>
<<if _PersonalityState is "Gay">>She looks up at you and smiles. “Oh hi, <<TrueName>>.” She casually leans over her desk and waits for you to speak.<br>
<<else>>She looks up at you and smiles. “Oh hi, <<TrueName>>!” She casually pushes her chair back slightly, revealing her short-skirt and bare legs from underneath the desk.<br><</if>>
<</if>>
<<else>>
<<if $current.female is true>>
Annie looks up at you over the desk, leaning casually over her desk and waiting for you to speak.<br>
<<else>>
Annie looks up at you from behind her desk, bouncing one leg on top of the other.<br>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<<AnnieTrialAsk>>
<<if _AnnieTrialAsk is true>>
<br>
You give Annie a quick look. You recall her mention the Red Room before. Maybe you could speak to her about accompanying you there. Just like Tandi asked for.<br>
<</if>>
<<QuestState "Quest18">><<DialogueUnlockCheck "Annie" "PokerInviteAccept">><<QuestOptionCheck "Quest23" 0 "harrow" "gte">><<CheckFirst "AnniePokerAmuletLeadIn">>
<<if _QuestState is 0 and _DialogueUnlockCheck is true and _QuestOptionCheck is true and _CurrentPC is true and _CheckFirst is false>>
<br>
You remember Annie passing on Thompson's poker night invitation. If Harrow really does throw his amulet into the pot when the cards go against him, that night might be your way to get it.<br>
<<AddFirst "AnniePokerAmuletLeadIn">>
<</if>>
<br>
<<ActionsHeader>>
<<QuestOptionCheck "Quest23" 3 "nurse_program" "gte">><<DialogueSpoken "Annie" "NurseProgramGraduate">><<QuestStatus "Quest36">>
<<if _QuestOptionCheck is true and _QuestStatus is "unknown" and $current.avatar isnot "Charli" and _Discussed is false>><<link "Ask about recent graduates who entered the nurse’s program" "AnnieDialogue">><<set $AnnieDialogue to "NurseProgramGraduate">><</link>><br><</if>>
<<Flag "AnnieThompsonPCSeen">>
<<if _FlagReturn is true>>
<<link "Talk to her about what you saw in the hotel" "AnnieDialogue">><<set $AnnieDialogue to "HotelSeen">><</link>><br>
<<link "Say goodbye to Annie and return to the reception" $ConversationExit>><<EndConversation "Annie">><</link>>
<<else>>
<<Flag "AnnieRejected">>
<<if _FlagReturn is true>>
<<link "Apologise for your behaviour" "AnnieDialogue">><<set $AnnieDialogue to "Apologise">><<SetFlag "AnnieRejected" false>><</link>><br>
<<else>>
<<Checkrelationship _NPC>>
<<if _relationship is 0>>
<<SpellsCheckSelf "Charm">>
<<if _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Charm] Cast Charm on Annie" "AnnieDialogue">><<set $AnnieDialogue to "Charm">><<Greedy 1>><</link>><br><</if>>
<<else>>
<<QuestState "Quest21">><<DialogueSpoken "Annie" "AnnieLibrary">>
<<if _QuestState is 5 and _Discussed is false>><s>Speak to Annie about what happened at the library</s> - <I>This probably should be discussed in private. Visit Annie's apartment in the evening to talk about this.</i><br><</if>>
<<GetPCState "job">>
<<if _job isnot "Fired">><<link "Ask how work is going" "AnnieDialogue">><<set $AnnieDialogue to "Work">><</link>><br><</if>>
<<DialogueSpoken "Annie" "School">>
<<if _Discussed is false>><<link "Ask Annie about Charlton Upper School" "AnnieDialogue">><<set $AnnieDialogue to "School">><</link>><br><</if>>
<<if setup.period[$periodCurrent] is "Lunch">><<link "Ask Annie to lunch" "AnnieDialogue">><<set $AnnieDialogue to "LunchAsk">><</link>><br><</if>>
<<Flag "AnniePubDate">>
<<if _FlagReturn is false and $AnniePubDated is true>><<link "Ask Annie out for a drink this evening" "AnnieDialogue">><<set $AnnieDialogue to "Drink">><<GetNPCState "Jennifer" "SplitUp">><<if _SplitUp is undefined>><<Greedy 1>><</if>><</link>><br><</if>>
<<DialogueSpoken "Annie" "LunchOffice">><<InventoryCheckSelf "KeyThompsonRepairs">><<TaskState "Task2">>
<<if _Discussed is true and _TaskState is "active" and _InventoryCheckSelf is false>><<link "Ask about Mr. Thompson's office" "AnnieDialogue">><<set $AnnieDialogue to "LunchOffice">><</link>><br><</if>>
<<DialogueSpoken "Annie" "AnniePaper">><<QuestState "Quest21">>
<<if _Discussed is false and _QuestState gte 3>><<link "Ask her about the paper you found" "AnnieDialogue">><<set $AnnieDialogue to "AnniePaper">><</link>><br><</if>>
<<DialogueSpoken "Annie" "AnniePhoto">><<QuestState "Quest21">>
<<if _Discussed is false and _QuestState gte 3>><<link "Ask about the photo of her and Jennifer" "AnnieDialogue">><<set $AnnieDialogue to "AnniePhoto">><</link>><br><</if>>
<<DialogueUnlockCheck "Annie" "DateTandiKnown">><<TandiKnownCheck "Annie">>
<<if _DialogueUnlockCheck is true and _TandiKnownCheck is false>><<link "Ask about Tandi" "AnnieDialogue">><<set $AnnieDialogue to "AboutTandi">><</link>><br><</if>>
<<DialogueSpoken "Annie" "TandiWhereabouts">><<QuestState "Quest22">><<TandiKnownCheck "Annie">>
<<if _Discussed is false and _QuestState gte 0 and _TandiKnownCheck is true>><<link "Ask Annie about where Tandi might be" "AnnieDialogue">><<set $AnnieDialogue to "TandiWhereabouts">><<DialogueDone "Annie" "TandiWhereabouts">><</link>><br><</if>>
<<AnnieTrialAsk>>
<<if _AnnieTrialAsk is true>><<link "Ask Annie to go to the Red Room with you" "AnnieDialogue">><<set $AnnieDialogue to "RedRoomTrialAsk">><<DialogueDone "Annie" "RedRoomTrialAsk">><</link>><br><</if>>
<<QuestState "Quest18">><<DialogueUnlockCheck "Annie" "PokerInviteAccept">><<QuestOptionCheck "Quest23" 0 "harrow" "gte">>
<<if _QuestState is 0 and _DialogueUnlockCheck is true and _QuestOptionCheck is true and _CurrentPC is true>><<link "Ask for the invite to poker night" "AnnieDialogue">><<set $AnnieDialogue to "PokerInviteReAsk">><</link>><br><</if>>
<<QuestStatus "Quest36">><<DialogueSpoken "Annie" "AskAboutCharli">>
<<if _QuestStatus isnot "unknown" and $current.avatar isnot "Charli" and _Discussed is false and _CurrentPC is true>><<link "Ask about Charli Thomas" "AnnieDialogue">><<set $AnnieDialogue to "AskAboutCharli">><</link>><br><</if>>
<<DialogueSpoken "Annie" "LunchOffice">><<InventoryCheckSelf "KeyThompsonRepairs">>
<<if _Discussed is true and _InventoryCheckSelf is false>>
<<DialogueSpoken "Annie" "AnnieKeyAsk">>
<<if _Discussed is false>>
<<link "Ask to borrow the key to the office" "AnnieDialogue">><<set $AnnieDialogue to "OfficeKey">><</link>><br>
<<else>>
<<RumourCheckSelf "Annie">>
<<if _RumourCheckSelf is true>>
<<link "Blackmail her for the key with what you know about her and Thompson" "AnnieDialogue">>
<<ChangeNPCrelationship "Annie" $current.avatar 0>>
<<Greedy 1>>
<<TakeObjectNPC "Annie" "KeyThompsonRepairs">>
<<set $AnnieDialogue to "BlackmailKey">>
<</link>><br>
<</if>>
<<SpellsCheckSelf "Charm">>
<<if _SpellsCheckSelf is true and $current.female is true>>
<<link "[Spell: Charm] Cast Charm on Annie to get her to give you the key" "AnnieDialogue">>
<<set $AnnieDialogue to "CharmKey">>
<<TakeObjectNPC "Annie" "KeyThompsonRepairs">>
<<Greedy 1>>
<</link>><br>
<</if>>
<<DialogueSpoken "Annie" "IntimidateKey">>
<<if _Discussed is false>>
<<StatCheckAssertive "gt" 60>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Intimidate Annie into giving you the key">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "AnnieDialogue">><<set $AnnieDialogue to "AssertiveKeyPass">><<Greedy 1>><<ChangeNPCrelationship "Annie" $current.avatar 0>><<TakeObjectNPC "Annie" "KeyThompsonRepairs">><</link>><br>
<<else>>
<<link _StatAssertiveProbability "AnnieDialogue">><<set $AnnieDialogue to "AssertiveKeyFail">><<Assertive 1>><</link>><br>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<<link "Say goodbye to Annie and return to the reception" $ConversationExit>><<EndConversation "Annie">><</link>>
<</if>><<if $ThompsonsReceptionIntern is undefined>>
<<CheckFirst "EmilyInternship">>
<<if _CheckFirst is false>>
Annie wastes no time. She begins walking you through the basics - how to answer the phones, greet customers, schedule appointments for Clive and Gordon, and manage Mr. Thompson’s calendar. None of it is particularly hard. It’s repetitive. Monotonous. But there’s something quietly satisfying about it.<br>
<br>
Then the bell above the front door rings.<Br>
<br>
Dan strolls in, loud as ever. You can smell the alcohol on his breath from across the desk. "Afternoon," he says, grinning.<br>
<br>
Annie doesn’t miss a beat. "Been busy at lunchtime, Dan?"<br>
<br>
He lets out a chuckle, leaning against the counter. "Liquid lunch with John Kaplar. Talking renovations for the country club. Although he mostly wanted to ask how I avoid slicing the ball on the tennis court."<Br>
<br>
Annie raises an eyebrow, barely concealing her amusement. "Isn’t that a golf term?"<Br>
<br>
Dan stiffens. "No, no, definitely tennis. Girls wouldn’t understand. Bit advanced, that one."<Br>
<br>
She offers him a saccharine smile. "Of course."<Br>
<br>
Then Dan’s eyes land on you. His grin widens. "Well, well. Look who it is. The elusive Miss Phillips. I was starting to think your <<Sibling>> kept you locked up somewhere."<br>
<br>
You shift uncomfortably in your seat.<Br>
<br>
He leans in slightly. "Didn’t expect to see you behind the desk. Coffee girl now, huh? I like it. Adds a little charm to the place."<br>
<Br>
Annie gently steps in front of the desk, blocking Dan from you. "Emily’s still being assessed. She doesn’t have time to chat.”<Br>
<br>
Dan waves a dismissive hand. "Come on, just being friendly. In fact,” he says, stepping around her and leaning over the desk, his face coming close to yours. “She and I should have a little chat. I can tell her about how things really work around here. And Friday afternoons are so dull.”<br>
<br>
Annie looks back at you, then to Dan. Her smile fades. “If Mr. Thompson sees her slacking off, it’ll go straight back to the school."<br>
<br>
<<GetPCState "job">>
<<if _job is "Fired">>“Don’t worry about Thompson,” he replies. Then his voice drops, just a little. "Otherwise, I might find myself in his office. Talking about my unfavourable first impressions. Be a shame to spill the beans."<Br>
<<else>>“Don’t worry about Thompson,” he replies. Then his voice drops, just a little. "Otherwise, I might find myself in his office. Talking about how her <<Sibling>>’s been doing such a bad job lately. Shame, really."<br><</if>>
<br>
He grins at you, lingering a second too long, the breath of alcohol invading your face. “What do you say, Phillips? Fancy keeping me occupied?"<br>
<<else>>
Another Friday afternoon. Another slow, humming stretch behind the reception desk.<br>
<Br>
You're halfway through updating the calendar when the bell above the door jingles. Dan strolls in, his cologne strong enough to mask the stench of alcohol on his breath. He shoots you a grin that you’ve come to recognise all too well. "Afternoon, Phillips," he says, swaggering toward the counter. "Fancy keeping me company today?"<br>
<br>
He leans on the desk, watching you with a gleam in his eye, waiting.<br>
<br>
Annie glances over from the filing cabinet but says nothing. You’re not sure if she’s giving you space - or leaving you to fend for yourself.<br>
<br>
The office seems to quieten. The ball’s in your court.<br>
<</if>>
<br>
<<ActionsHeader>>
<<CompulsionCheck "SaucySecretary">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Saucy Secretary]</span> <<link "Flirt with him to deflect his request" "ThompsonsReceptionIntern" >><<set $ThompsonsReceptionIntern to "Flirt">><</link>><br>
<<link "Accept Dan's offer" "ThompsonsReceptionIntern">><<set $ThompsonsReceptionIntern to "Accept">><<Assertive -1>><</link>><br>
<span class="compulsion">[Saucy Secretary] </span><s>Decline Dan's offer</s> - <i>Something compels you to positively respond to him</i><br>
<<else>>
<<CompulsionCheck "DutifulDoer">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Dutiful Doer]</span> <<link "Agree to Dan’s request without question" "ThompsonsReceptionIntern" >><<set $ThompsonsReceptionIntern to "Do">><</link>><br>
<<link "Accept Dan's offer" "ThompsonsReceptionIntern">><<set $ThompsonsReceptionIntern to "Accept">><<Assertive -1>><</link>><br>
<span class="compulsion">[Dutiful Doer] </span><s>Decline Dan's offer</s> - <i>It makes you feel queasy even thinking about defying him</i><br>
<<else>>
<<link "Accept Dan's offer" "ThompsonsReceptionIntern">><<set $ThompsonsReceptionIntern to "Accept">><<Assertive -1>><</link>><br>
<<link "Decline Dan's offer" "ThompsonsReceptionIntern">><<set $ThompsonsReceptionIntern to "Decline">><<Assertive 1>><<WorkPerformance -1>><</link>><br>
<</if>>
<</if>>
<<elseif $ThompsonsReceptionIntern is "Flirt">>
<<CheckFirst "EmilyInternshipFlirt">>
<<if _CheckFirst is false>>
You lean back in your chair ever so slightly, lips parting into a smile. You can’t help it - not anymore. Your instinct is to smile sweetly, rely on your charm, your curves, your ability to make men feel like they’re winning.<br>
<br>
"I really should concentrate on my internship," you say with a gentle, playful lilt. "But… if there’s something I can help with… anything at all. Just let me know. I’m here to help."<Br>
<br>
Dan’s eyes light up instantly. "Oh, I can think of a few things," he says with a grin, eyes slowly trailing down your body. His gaze lingers, and without thinking, you arch your back just a little. Just enough.<br>
<br>
"Tell you what," he says, snapping his fingers. "Daddy needs a coffee. That liquid lunch turned into a solid deal. Gotta close it out if I want that commission. And you know I need that bump - got some lucky ladies to wine and dine."<br>
<br>
The words escape your lips before you even realise you’re saying them. "Lucky girls."<br>
<br>
Dan laughs. "Bring it when you can, sweetheart."<br>
<br>
He walks off, smug and satisfied.<br>
<br>
Annie gives a low whistle. "Well. You sure know how to wrap them around your finger. That’s the key to success around here."<br>
<br>
Then, quieter, more solemn: "Just... know where your line is, okay? It’s hard to walk back once you’ve crossed over it."<br>
<br>
You nod, unsure whether she’s warning you, or herself. Getting back to your tasks, you lose yourself in calendar entries and extension numbers until you remember Dan’s coffee order. You make a quick run to Fresh Pot, then bring it to the office.<Br>
<br>
Dan’s eyes are on your legs the entire time.<br>
<br>
"Thanks, sweetheart," he says, smirking.<br>
<br>
"Anytime," you say, flashing a small smile as you turn and walk away, fully aware of his eyes following your every step.<br>
<<else>>
You flash Dan a sweet smile as he leans in with that familiar grin.<br>
<br>
"I’ve still got work to do for my internship," you say lightly. "But I’ll pop by later. I want to hear all about that big commission you’re getting."<br>
<br>
Dan grins. "Oh, I’ll be happy to show you how big it is." He winks, then walks off into the office.<Br>
<br>
Later, you swing by his desk with a coffee in hand. He launches straight into a boastful rundown of the deal he landed, his voice loud and animated. He’s riding high, talking about connections, commissions, and Charlton’s high society.<Br>
<br>
"You should come by the country club sometime," he says. "I’ve spent a chunk of that bonus on some... premium equipment. You’ve got to see how I use it."<br>
<br>
You cringe inwardly, but the compulsion tugs at your instincts. “I’d love to see you in action,” you reply, giving him a smile. <br>
<br>
He laughs, clearly pleased. “Look forward to it.”<br>
<br>
You leave the office with his eyes still following you.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Wrap up for the day" "ThompsonsReceptionIntern">><<TimeChange>><<set $ThompsonsReceptionIntern to "EpilogueFlirt">><</link>>
<<elseif $ThompsonsReceptionIntern is "Do">>
<<CheckFirst "EmilyInternship">>
<<if _CheckFirst is false>>
You nod automatically. You don’t think. You just... do what you’re told. That’s what’s expected of you here. He asked. You accepted. Simple.<Br>
<br>
Annie raises an eyebrow but doesn’t say anything.<br>
<br>
You follow Dan through the door to the office, walking behind him as he sits down at his desk. He gestures next to him and you lean against it, noting your stocking-clad legs are uncomfortably close to him, your short skirt riding up just enough to make you hyperaware of yourself. Vulnerable. Exposed.<br>
<br>
"Let me tell you how things really work around here," Dan begins, stretching back in his chair. "You want to get ahead in business? It’s not about performance. It’s about relationships."<Br>
<br>
He gestures vaguely as he talks, his eyes occasionally flicking to your legs.<br>
<br>
"People aren’t complicated. They’ve got needs. Once you figure out how to meet them, you’ve got them in the palm of your hand. And the ones to pay most attention to? The basic needs."<Br>
<br>
His gaze lowers again, across your legs. Lingering. His tongue runs across his lips.<Br>
<br>
"It’s important to know your place though," he adds, looking back at your face. "I’m an alpha. Top of the food chain. And a receptionist? She’s there to help me do my job. Support. Obey. You understand that, right?"<Br>
<br>
You nod, finding yourself taking in his words. Not because you want to. Because you have to. Your instincts push you to remember every word he says.<br>
<br>
"You’ll fit in nicely," Dan says, satisfied.<Br>
<br>
The conversation is interrupted by the sound of a door slamming open, the frame bouncing off the wall as it hits it. Almost immediately, Mr. Thompson strides out. His eyes land on the two of you immediately.<br>
<br>
Dan straightens up, slamming his hands onto his keyboard, pretending to work. But you don’t have time - or learning reflexes - to react. As Thompson's eyes fall on you, his scowl deepens. <Br>
<br>
"What do you think you’re doing, young lady?” he asks, but doesn’t wait for a reply. “Just because I’m not paying you doesn’t mean you can treat this as an afternoon off. This is your chance to prove you can hold down a job. Not to bag a husband."<br>
<br>
His glare could cut glass. "Mr. Stitch will be hearing about this."<Br>
<br>
He strides across the office and out into reception. “Annie!” you hear him bark. “Draw up a memo to Charlton School!” <Br>
<br>
Dan mutters something under his breath and starts typing furiously, his bravado evaporated. "We’ll chat later," he says, not looking up.<br>
<br>
You slink away, cheeks burning, returning to the reception. Annie glances your way as you walk in. She gives you a small, sympathetic smile, but says nothing.<br>
<br>
You sit back down and answer the next call, the dial tone almost drowning out the shame burning beneath your skin.<br>
<<else>>
You find yourself beside Dan’s desk again, exactly where he likes you - leaning in, listening. He doesn’t have to ask anymore. You’ve learned to come when expected.<Br>
<br>
Dan continues his usual spiel, half lecture, half self-congratulation. He tells you how the business runs on people like him. How success is about knowing who to please. How a good receptionist doesn’t question. Just listens, supports. Obeys.<br>
<Br>
"This place would fall apart without me," he mutters as he scrolls through his emails. "Everyone else? Replaceable. Except the ones who know how to play the game."<br>
<br>
You nod along. It’s not enthusiasm. It’s instinct now. He talks. You listen.<br>
<br>
Then the door slams open. "Slacking off again, Phillips?" Thompson’s voice booms across the office.<br>
<br>
You jolt upright, but it’s too late.<br>
<br>
"This isn’t a dating service," he barks. "Leave your flirting to your own time and get back to work, before I phone the school and take back this opportunity I’m giving you."<bR>
<br>
You retreat quickly, cheeks burning, back to your desk. You weren’t flirting. You were just following instructions. Just doing what you were told.<br>
<br>
But that doesn’t seem to matter.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Wrap up for the day" "ThompsonsReceptionIntern">><<TimeChange>><<set $ThompsonsReceptionIntern to "EpilogueDo">><</link>>
<<elseif $ThompsonsReceptionIntern is "Accept">>
<<CheckFirst "EmilyInternship">>
<<if _CheckFirst is false>>
You give a small nod. “Sure, that would be nice.”<br>
<br>
Dan walks toward the office. He doesn’t wait for you - he assumes you’ll be behind him. You follow, walking over to his desk as he sits down and gestures to the spot next to him. You lean against it, legs crossed, skirt riding up slightly as you settle in. His grin widens.<Br>
<br>
"Let me tell you how things really work around here," Dan begins, stretching back like a man completely at ease. "Success isn’t about spreadsheets. It’s about people. It’s about knowing what someone wants. And making sure they get it."<br>
<br>
He talks as if he’s giving you a masterclass. “The secret”, he says, “is knowing how to listen. How to follow orders. How to support those of us who make things happen. You can do that, can’t you, sweetheart?”<br>
<br>
You offer him a polite smile, holding back your thoughts on his patronising tone.<br>
<br>
"People have needs," he adds, his eyes drifting over your legs before settling on your face. "You meet those needs, and you get ahead. Annie’s been pretty good at keeping up with that, but there’s still some room for improvement. There’s room for you to take her spot, if you know how to play the game, love.”<br>
<br>
“Just remember your place. You’d be surprised how many people fall over when they get too cocky. I’m an alpha. Top of the food chain. And you? You help me do my job. That’s what receptionists are for."<br>
<br>
Once again, you nod. Sensing the break in the conversation, you seize the opportunity to try and gain at least some value from him. “Say Dan, I was wondering if you could tell me about -”<br>
<br>
The moment is shattered when Thompson’s office door swings open with a crash. He strides into the room, eyes immediately locking onto you both.<br>
<br>
Dan jolts upright, pretending to be buried in work. But you’re caught. His eyes flick to you, solely. He flares his nostrils.<br>
<br>
"What do you think you’re doing, young lady?" Thompson snaps. "Just because I’m not paying you doesn’t mean you can treat this like an afternoon off. This is your chance to prove you can hold down a job. Not to bag a husband."<br>
<br>
“I wasn’t…” you begin, but his glare is enough to stop you in your tracks.<Br>
<br>
“Save it,” he says. His glare is scalding. "Mr. Stitch will be hearing about this."<br>
<br>
Without waiting for a reply, he storms out toward reception. "Annie! Draw up a memo to Charlton School!"<Br>
<br>
Dan avoids your gaze, suddenly far more interested in his keyboard. "We’ll chat later," he mutters.<Br>
<br>
You return to reception. Annie gives you a small, understanding smile, but nothing more. You silently sit down at the reception desk and take the next call, feeling your cheeks burning red.<Br>
<<else>>
Once again, you find yourself accepting his offer and falling in beside Dan’s desk in the office. You take your usual spot, leaning against the side of his desk while he talks.<br>
<br>
Without small talk, Dan continues to tell you about how to succeed in the corporate world. You smile at the right moments, nod when he looks for a reply. But continually trying to find someway to interject and get something of value from him. And all the while your eyes flick back to the door to Thompson’s office, listening for any signs of activity.<br>
<br>
Dan is mid-rant about his latest deal, but you gently interrupt. "Hey Dan, could you tell me a bit about how Charlton puts forward interns here?"<Br>
<br>
Dan glances around, then leans in slightly. "There’s a selection process," he says, quieter than usual. "Usually it’s the ones doing well in Business Studies. Thompson’s very particular on - "<br>
<Br>
The door to Thompson’s office slams open. You flinch.<Br>
<br>
Thompson strides out, his eyes landing on you immediately. "Slacking off again, Phillips? This isn’t a dating service. Leave your flirting to your own time and get back to work before I phone the school and take back this opportunity I’m giving you."<br>
<Br>
Dan snaps to attention, hammering nonsense into his keyboard like a guilty schoolboy.<br>
<br>
You retreat back to reception, face burning. Annie catches your eye briefly, but doesn’t say a word. You slide into your chair and answer the next call, the weight of Thompson’s words still pressing on your shoulders.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Wrap up for the day" "ThompsonsReceptionIntern">><<TimeChange>><<set $ThompsonsReceptionIntern to "EpilogueAccept">><</link>>
<<elseif $ThompsonsReceptionIntern is "Decline">>
<<CheckFirst "EmilyInternship">>
<<if _CheckFirst is false>>
You offer Dan a polite but firm smile. “Thanks, but I should really concentrate on my internship.”<Br>
<br>
He raises an eyebrow, clearly not expecting resistance. “Come on, don’t be like that. It’s just a chat. Bit of friendly advice.”<Br>
<br>
You shake your head. “I’m here to work. That’s what I need to focus on.”<Br>
<br>
Dan sighs dramatically, pulling back from the counter. “You’re not going to get far thinking like that. Receptionists are ten a penny. Anyone can answer a phone. The real trick is personal relationships. That’s what matters.”<Br>
<br>
<<GetPCState "job">>
<<if _job isnot "Fired">>
"Something your <<Sibling>> doesn’t understand either.” Dan gives you a thin smile. “Which reminds me, I found another bug in the system this morning. Stopping me closing out my latest sale. Now that I don’t have anything to keep me occupied this afternoon, I might pop into Thompson’s office. See if he's free for a little chat… about your <<Sibling>>.”<br>
<br>
He walks out of the reception, the door closing behind him. You feel the tension settle over you like a fog.<br>
<br>
Annie steps over quietly, smiling warmly. “You did good,” she says. “The men around here… they’re used to getting their way. But sometimes it’s good for them not to.”<Br>
<br>
She pauses, eyes distant for a beat. “I wish I had been more like you when I started.”<br>
<br>
Then her smile returns. “Come on. Let me show you how the job booking system works.”<br>
<br>
You return to your desk, the moment behind you. Although the unease lingers. Annie walks you through how to schedule jobs for Gordon and Clive. A little later, the office door slams open and Thompson strides out. He looks at you, then to Annie. “She settling in?”<Br>
<br>
Annie nods. “She’s learning fast.”<bR>
<br>
“Good,” Thompson replies. “Glad to see someone in your family has a work ethic. Speaking of - Annie, send me the leads report from yesterday. Dan says the system’s still not giving him what he needs.”
<br>
He returns to looking at you, his narrowed eyes locking on to yours. “Your <<Sibling>> is on thin ice, young lady. Take my advice - don’t be like them.”<br>
<br>
He strides out. Annie meets your gaze, but says nothing. After a moment, she returns to showing you the booking system. Time slips away and before you know it, the afternoon has passed by.<br>
<<else>>
Dan stands up. “You remind me of your <<Sibling>>,” he says flatly. “Same stubborn attitude.”<br>
<br>
He smirks. “Maybe I’ll go check if Thompson’s free. Wouldn’t hurt to bring up a few things. You know, professional concerns about our latest intern.”<bR>
<br>
Before you can speak, Annie steps in. “If you do that,” she says calmly, “I’ll let Thompson know how many clients really attend those long lunches at the Charlton Hotel.”<Br>
<Br>
Dan freezes, eyes narrowing. Annie leans in towards him, her voice dropping to a whisper. “You might know how to talk to him, but who do you think he really listens to?”<Br>
<br>
Anger quickly rises up on his face. For a moment, you fear what he’s going to do. But he releases it with a scoff. “Fine,” he says through clenched teeth. “I’ve got deals to close out anyway. Real work.”<br>
<br>
He stalks off back into the office. The door closing quietly behind him.<br>
<br>
Annie turns back to you with a smile. “You did good,” she says. “The men around here… they’re used to getting their way. But sometimes it’s good for them not to.”<Br>
<Br>
She pauses, eyes distant for a beat. “I wish I had been more like you when I started.”<br>
<Br>
Then, snapping back to cheerful: “Come on. Let me show you how the job booking system works.”<Br>
<br>
You return to your seat and try to settle back into the rhythm of the work. Annie walks you through how to schedule jobs for Gordon and Clive. A little later, the office door slams open and Thompson strides out. He looks at you, then to Annie. “She settling in?”<Br>
<br>
Annie nods. “She’s learning fast.”<Br>
<br>
“Good,” Thompson replies. “Glad to see someone in your family has a work ethic."<br>
<br>
He exits without another word. Annie meets your eyes again, but says nothing. After a moment, she returns to showing you the booking system. Time slips away and before you know it, the afternoon has passed by.<br>
<</if>>
<<else>>
You straighten your back and offer a polite but firm response. “Thanks, but I still want to focus on my internship.”<br>
<br>
He exhales sharply, trying not to let the irritation show. “Receptionists are ten a penny, you know. You’d get further if you thought about long-term relationships, not how to answer calls.”<br>
<br>
<<GetPCState "job">>
<<if _job isnot "Fired">>
He crosses his arms. “Still, there’s some lingering bugs in the system that I need to flag. Stuff that’s stopping me closing deals.”<bR>
<br>
He eyes you as he steps away. “Might have a little word with Thompson this afternoon. Just to make sure he’s aware of the ongoing issues.”<br>
<Br>
The door to the office shuts behind him. You let out a small breath you didn’t realise you were holding. Annie gives you a small nod. “Good choice,” she says. “Keep him at arms length. It’s healthy. For him and you. Alright. Let’s make sure Clive doesn’t get double-booked again.”<br>
<br>
You slide into the afternoon’s tasks, grateful for the structure. <br>
<Br>
Later, the office door swings open. Thompson strides out, eyes scanning the reception. “Still working out?” he asks Annie.<br>
<Br>
“Better than I did,” Annie replies.<br>
<br>
Thompson nods curtly. “Dan says the system’s throwing out bad data again. Pull out the latest reports.” He looks at you. “Your <<Sibling>> doesn’t deserve the money I pay them.”<br>
<br>
He leaves without another word. Annie smiles politely at you, then returns to walking you through your work.<br>
<<else>>
Dan smirks. “Same attitude as your sibling. Thought they could get by on their own too.”<br>
<br>
“She’s doing a good job,” Annie says to him, a hint of a warning in her tone. “Don’t you think, Daniel?”<br>
<br>
He grits his teeth, then wordlessly walks through the office door.<br>
<Br>
Annie turns back to you, smiling. “Good call,” she says quietly. “Men like him don’t like being told no. But that doesn’t mean they shouldn’t hear it.”<br>
<Br>
She trails off, thoughtful, then smiles. “Come on. Calendar work is backing up.”<Br>
<Br>
You slide into the afternoon’s tasks, grateful for the structure. Later, the office door swings open. Thompson strides out, eyes scanning the reception. “Still working out?” he asks Annie.<br>
<br>
“She’s learning fast,” Annie replies.<bR>
<br>
Thompson nods once. “Let’s hope it sticks. I’ve had enough of that family coasting.”<bR>
<br>
He moves on without another word. Annie returns to her task like nothing happened.<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Wrap up for the day" "ThompsonsReceptionIntern">><<TimeChange>><<set $ThompsonsReceptionIntern to "EpilogueDecline">><</link>>
<<elseif $ThompsonsReceptionIntern is "EpilogueFlirt">>
<<CheckFirst "EmilyInternship">>
<<if _CheckFirst is false>>
The day draws to a close.<br>
<bR>
Annie walks you through how to shut down the systems - logging out of the appointments software, powering down the dusty monitor, unplugging the temperamental printer. You follow her lead carefully, mirroring each step.<br>
<br>
She hands you the key to the front door, watching with a smile as you turn the lock.<br>
<br>
You glance over. "How did I do?"<br>
<<else>>
The day draws to a close.<bR>
<br>
You move through the routine with practiced ease - shutting down the appointments software, powering off the monitor, locking the front door with a quick twist of the key.<br>
<br>
You turn to Annie. "How did I do today?"<br>
<</if>>
<br>
<<CheckFirst "EmilyInternship">>
<<if _CheckFirst is false>>
"You did good," Annie says. "Picked up the basics quickly. It’s admin work, sure. But it’s important to get right. And you’re picking it up well. I’ll be sure to sing your praises when I write my report for the school."<br>
<br>
She leans slightly against the desk. "And the way you handled Dan? Impressive. Men like that are one of the biggest challenges in an office. Give them too little, they make your life miserable. Give them too much and..."<br>
<br>
She trails off, the smile fading. For a moment she looks far away. "Well. Let’s just say they start expecting things."<Br>
<br>
You smile politely, nodding, but the thoughts twist inside. You didn’t handle Dan. Not really. You were compelled to flirt, to lean in, to charm him. Worse still, it felt good. Powerful. Until you realised what that power might cost you. <br>
<br>
You shudder at the thought of what Dan might expect next time... and whether you could even say no.<br>
<br>
Annie waves her hand in front of your face, bringing you out of your thoughts. “Time to go, daydreamer. Have a good night. See you next week!”<br>
<<else>>
"You did good," Annie says. “Getting the hang of it. I’ll make sure the school knows how well you’re doing.”<bR>
<br>
"And Dan? You’re handling him well. Keep walking that line, but don’t go too far. That kind of man always wants more."<br>
<br>
You nod, offering a practiced smile. But inside, you wish it was a choice. The flirting, the posture, the tone. It came too naturally. You don’t even think about doing it. You just do.<br>
<br>
And worst of all? You’re not sure you’d stop if Dan ever decided he wanted more.<br>
<br>
Annie interrupts your thoughts. “That’s a wrap. Have a good night. See you next week!”<br>
<</if>>
<bR>
<<ActionsHeader>>
<<link "Leave Thompson’s Repairs" "TownCentre">><<AddFirst "EmilyInternship">><<AddFirst "EmilyInternshipFlirt">><<set $ThompsonsReceptionIntern to undefined>><<EmilyGrades 1>><</link>>
<<elseif $ThompsonsReceptionIntern is "EpilogueDo">>
<<CheckFirst "EmilyInternship">>
<<if _CheckFirst is false>>
The day draws to a close.<br>
<bR>
Annie walks you through how to shut down the systems - logging out of the appointments software, powering down the dusty monitor, unplugging the temperamental printer. You follow her lead carefully, mirroring each step.<br>
<br>
She hands you the key to the front door, watching with a smile as you turn the lock.<br>
<br>
You glance over. "How did I do?"<br>
<<else>>
The day draws to a close.<bR>
<br>
You move through the routine with practiced ease - shutting down the appointments software, powering off the monitor, locking the front door with a quick twist of the key.<br>
<br>
You turn to Annie. "How did I do today?"<br>
<</if>>
<br>
<<Flag "EmilyInternshipFirstDo">>
<<if _FlagReturn is false>>
Annie hesitates for just a moment before replying. "You seemed to pick up the basics well. Good instincts."<br>
<br>
You grimace, sensing the "but" coming before she even says it.<br>
<br>
"But Thompson wasn’t happy," she admits. "He saw you hanging around with Dan. Sent a note to the school. Said you were slacking off. Spending your time with the men in the office, not working."<br>
<br>
You feel heat rise in your cheeks. "Not all men. Just Dan. And I was responding to his request."<br>
<br>
"I know," Annie replies, soft but firm. "But Thompson didn’t see it that way. And his opinion is the one that counts. You need to be careful of the choices you make around here."<bR>
<br>
You nod, but thoughts float up in your mind. You want to say it wasn’t your choice. Dan had asked, and you just followed. You try to picture yourself saying no to him. Or to Gordon. Or Clive. And can’t. But how could Annie understand that?<br>
<br>
She shrugs, brushing it off gently. "Just something to think about. See you next week."<br>
<<else>>
"Thompson saw you chatting with Dan again. He sent another note. This time to the headmaster."<br>
<br>
You feel your stomach twist.<br>
<br>
"I know Dan has a certain appeal," Annie says gently, "but remember, you’re being graded on this. I don’t want to see you suffer because some guy in the office wants to spend his Friday afternoons flirting with a young girl."<br>
<br>
You nod. Annie’s right. You know she is. But you can’t figure out how to stop. Being near Dan, responding to him - it just happens. Like there’s no option to say no.<br>
<br>
"Try to remember why you’re here," Annie says. She grabs her bag, then offers a small wave. "See you next week."<br>
<</if>>
<bR>
<<ActionsHeader>>
<<link "Leave Thompson’s Repairs" "TownCentre">><<AddFirst "EmilyInternship">><<SetFlag "EmilyInternshipFirstDo">><<set $ThompsonsReceptionIntern to undefined>><<EmilyGrades -1>><</link>>
<<elseif $ThompsonsReceptionIntern is "EpilogueAccept">>
<<CheckFirst "EmilyInternship">>
<<if _CheckFirst is false>>
The day draws to a close.<br>
<bR>
Annie walks you through how to shut down the systems - logging out of the appointments software, powering down the dusty monitor, unplugging the temperamental printer. You follow her lead carefully, mirroring each step.<br>
<br>
She hands you the key to the front door, watching with a smile as you turn the lock.<br>
<br>
You glance over. "How did I do?"<br>
<<else>>
The day draws to a close.<bR>
<br>
You move through the routine with practiced ease - shutting down the appointments software, powering off the monitor, locking the front door with a quick twist of the key.<br>
<br>
You turn to Annie. "How did I do today?"<br>
<</if>>
<br>
<<CheckFirst "EmilyInternshipAccept">>
<<if _CheckFirst is false>>
Annie hesitates for just a moment before replying. "You seemed to pick up the basics well. Good instincts."<br>
<br>
You grimace, sensing the "but" coming before she even says it.<br>
<br>
"But Thompson wasn’t happy," she admits. "He saw you hanging around with Dan. Sent a note to the school. Said you were slacking off. Spending your time with the men in the office, not working."<br>
<br>
You feel heat rise in your cheeks. "Not all men. Just Dan. And I was responding to his request."<br>
<br>
"I know," Annie replies, soft but firm. "But Thompson didn’t see it that way. And his opinion is the one that counts. You need to be careful of the choices you make around here."<br>
<br>
You nod, lips pressed into a line. But deep down, you wonder why you agreed in the first place. It wasn’t a command. Dan had asked. And you had gone. Maybe you were curious. Maybe it felt safer to say yes. Maybe... you just didn’t want to say no.<br>
<br>
She shrugs, brushing it off gently. "Just something to think about. See you next week."<Br>
<<else>>
A little grimace spreads across Annie's face. "Thompson saw you chatting with Dan again. He sent another note. This time to the headmaster."<br>
<br>
You feel your stomach twist.<bR>
<br>
"I know Dan has a certain appeal," Annie says gently. "But remember, you’re being graded on this. I don’t want to see you suffer because some guy in the office wants to spend his Friday afternoons flirting with a young girl."<bR>
<br>
You nod slowly. You know she’s right. But you still find yourself walking toward Dan every week. Maybe it’s easier. Maybe it feels expected. Maybe it’s just a habit now. You’re not even sure anymore.<Br>
<br>
"Try to remember why you’re here," Annie says. She grabs her bag, then offers a small wave. "See you next week."<br>
<</if>>
<bR>
<<ActionsHeader>>
<<link "Leave Thompson’s Repairs" "TownCentre">><<AddFirst "EmilyInternship">><<AddFirst "EmilyInternshipAccept">><<set $ThompsonsReceptionIntern to undefined>><<EmilyGrades -1>><</link>>
<<elseif $ThompsonsReceptionIntern is "EpilogueDecline">>
<<CheckFirst "EmilyInternship">>
<<if _CheckFirst is false>>
The day draws to a close.<br>
<bR>
Annie walks you through how to shut down the systems - logging out of the appointments software, powering down the dusty monitor, unplugging the temperamental printer. You follow her lead carefully, mirroring each step.<br>
<br>
She hands you the key to the front door, watching with a smile as you turn the lock.<br>
<br>
You glance over. "How did I do?"<br>
<<else>>
The day draws to a close.<bR>
<br>
You move through the routine with practiced ease - shutting down the appointments software, powering off the monitor, locking the front door with a quick twist of the key.<br>
<br>
You turn to Annie. "How did I do today?"<br>
<</if>>
<br>
<<CheckFirst "EmilyInternshipDecline">>
<<if _CheckFirst is false>>
"You did good," Annie says with a warm nod. "Kept your head down. Worked hard. That’s the right instinct."<bR>
<br>
She hesitates, just a moment.<br>
<br>
<<GetPCState "job">>
<<if _job isnot "Fired">>"Dan’s spiteful though. After you turned him down, he had a little word with Thompson about your <<Sibling>>. Said something about their performance. Thompson didn’t look too happy."<br>
<<else>>"Dan’s spiteful though. He didn’t say anything about you to Thompson, but I wouldn’t put it past him. Even after I ‘persuaded’ him not to.”<br><</if>>
<Br>
Annie sighs. "I’m not saying you were wrong to focus on your work. You weren’t. But maybe there’s a way to brush him off without giving him an excuse to lash out. Something to think about."<br>
<br>
You nod, grateful for the honesty. Annie smiles gently. "Try to remember why you’re here," she says. "See you next week."<br>
<<else>>
She smiles, then lowers her voice slightly.
<<GetPCState "job">>
<<if _job isnot "Fired">>"You did good. Thompson hasn't said anything new about your work... but Dan’s still nursing that ego. He made another offhand comment about your <<Sibling>> to Thompson earlier today."<br>
<<else>>"You did good. Thompson hasn't said anything new about your work... but Dan’s still nursing that ego. He hasn’t said anything to Thompson about you. But I wouldn’t put it past him."<br><</if>>
<br>
She shrugs. "Just... keep it in mind. I know you’re doing the right thing. Be careful he doesn’t find new ways to punish you for it."<br>
<br>
Annie sighs. "You’re not wrong to shut him down. Just... be smart about how you do it. Men like Dan don’t always play fair."<br>
<br>
She gathers her bag and slings it over her shoulder. "Stay sharp. See you next week."<br>
<</if>>
<bR>
<<ActionsHeader>>
<<link "Leave Thompson’s Repairs" "TownCentre">><<AddFirst "EmilyInternship">><<AddFirst "EmilyInternshipDecline">><<set $ThompsonsReceptionIntern to undefined>><<EmilyGrades 1>><</link>>
<</if>><<if $ThompsonsReceptionLunchtimeCover is undefined>>
<<Flag "AnniePresent">>
<<if _FlagReturn is true>>
As you approach, Annie spots you and practically leaps up from her chair.<Br>
<Br>
"Oh, thank god," she grins. "I’ve been dying to swing by Evans’ - they’ve got this clearance sale on coats, and I swear I saw one with fur trim."<Br>
<Br>
She grabs her long coat from the stand, swishing it around her like a movie star. Even on the soft carpet, her heels click with purpose.<Br>
<br>
"Maybe I’ll grab a coffee, have a natter with Flo. I’ll be back in an hour… or so." She winks. "Shouldn’t be too hard. Just some emails to write back to."<Br>
<br>
Without waiting for a reply, she breezes out the door, leaving the faintest trace of expensive perfume in her wake.<Br>
<br>
<<else>>
You glance over to the reception desk. Annie’s already gone. A large pastel post-it note is stuck to the monitor, the handwriting unmistakably hers - loopy, elegant, and overly familiar:<br>
<br>
<span class='PCFemale-handwriting'><i>“Thanks <<TrueName "Current">>! See if you can make a dent in my inbox. See you soon x”<br></i></span>
<br>
The screen is awake, the mail client open and buzzing with unread messages. You sigh and pull out the chair.<br>
<br>
<</if>>
<<ActionsHeader>>
<<link "Start to work" "ThompsonsReceptionLunchtimeCover">><<set $ThompsonsReceptionLunchtimeCover to "StartWork">><<SetFlag "AnniePresent" false>><</link>>
<<elseif $ThompsonsReceptionLunchtimeCover is "StartWork">>
<<CheckFirst "ThompsonsReceptionLunchtimeCover">>
<<if _CheckFirst is false>>
You sit down at Annie’s desk and immediately understand why she was so happy to hand it off.<Br>
<Br>
Her computer hums like an old fridge, the monitor slightly discolored in one corner. The plastic is yellowed with age. And the logo? <i>“Curstons.”</i><Br>
<Br>
You frown. You’ve never heard of it. Wait, weren’t they a typewriter manufacturer? That would explain a lot. The keyboard clacks like it’s trying to bite your fingers.<Br>
<br>
Your own work computer is bad, sure. This one feels like a relic. You half-expect it to ask for a floppy disk. When you tap the mouse, the screen flickers and then loads Annie’s email inbox.<Br>
<Br>
It’s... overflowing.<Br>
<Br>
Dozens of messages sit flagged, unopened, or half-replied to. Most are from customers: people chasing invoices, asking about timelines, confused about missed appointments. You start to read through a few threads.<Br>
<Br>
<span class='email'><b>From:</b> Ron Denver<br>Chasing that water heater install again 😅 any updates, sweetheart?</span>
<br>
Annie's reply: <i>"You know I love making you sweat, Ron 😉 I'll chase it up today. Promise x"</i><Br>
<br>
<span class='email'><b>From:</b> Ian Palmer<br>Still waiting for my receipt. Any chance of seeing that before next week?</span>
<Br>
Annie's reply: <i>"Only if you promise to give me more than five minutes for my next check-up, handsome. 😘"</i><br>
<Br>
<span class='email'><b>From:</b> Marc Hudson<br>Boiler's still knocking in the barn. Can someone look at it before it explodes?</span>
<br>
Annie's reply: <i>"Sounds like it’s begging for attention, just like me. I’ll get someone on it x"</i><Br>
<br>
You stare at the screen, deep in Annie’s inbox now. These customers are clearly expecting her. That tone. That playful, charming, slightly-too-familiar energy.<br>
<Br>
If you start replying... do you try to match that? Or do you stick to your own style?<br>
<<else>>
You slide into Annie’s chair, already bracing yourself.<Br>
<br>
The inbox is as messy as ever. Unread emails stacked like a game of digital Jenga. You’re starting to recognise names now. And patterns.<Br>
<Br>
Same customers. Same cheeky tone. Same disorganized chaos.<br>
<Br>
One screen flicker from the ancient “Curstons” machine reminds you just how far back this desk is stuck in time.<Br>
<Br>
You crack your knuckles and get to work. The only question is how you're going to reply.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Match Annie’s tone" "ThompsonsReceptionLunchtimeCover">><<set $ThompsonsReceptionLunchtimeCover to "MatchTone">><<Feminity 1>><<WorkPerformance 1>><</link>><br>
<<link "Write more formally" "ThompsonsReceptionLunchtimeCover">><<set $ThompsonsReceptionLunchtimeCover to "WriteFormally">><<Feminity -1>><<WorkPerformance -1>><</link>>
<<elseif $ThompsonsReceptionLunchtimeCover is "MatchTone">>
<<CheckFirst "ThompsonsReceptionLunchtimeCover">>
<<if _CheckFirst is false>>
You stare at the blinking cursor, Annie’s half-finished draft open like a dare. The words in your head feel stiff, clunky. Not a single wink emoji that you can summon.<br>
<Br>
First, you try typing something casual. Then delete it. Try again, softer. A little teasing. Still off. Eventually, you piece together a reply. Something about how you’re 'chasing the boys in the back room' and 'wouldn’t want to leave a handsome guy waiting too long.' You wince as you hit send.<Br>
<Br>
But a minute later - ding.<br>
<br>
The same customer replies. Quickly. His message is even flirty.<br>
<br>
<span class='email'>Knew I could count on you, gorgeous 😉 I’ll put in a good word with your boss. Maybe he’ll give you that raise you deserve 😘</span>
<Br>
You should probably get back to the earlier emails. But instead, you open his again. Reread it. Then reply. <i>"Appreciate the good word, just don’t tell them how easy I am. To bribe." 😘</i><br>
<br>
You hit send, sure he’ll be happy. And you’ve updated the schedule. It’s all sorted. The customer feels heard. Flattered.<br>
<br>
You lean back in the chair.<br>
<br>
It’s fine, right? You’re getting the job done. They’re happy. There’s no harm in what you’re doing...<br>
<br>
<i>Right?</i><br>
<<else>>
It’s becoming second nature now.<Br>
<Br>
You slip into the seat, fingers already tapping before the screen finishes loading. Your inbox lights up with familiar names - customers who almost seem disappointed when someone else replies.<br>
<Br>
You match Annie’s tone without thinking. A little teasing, a lot of charm. You even recognise the emojis they prefer.<Br>
<Br>
Messages pour back in. Grinning emojis, appreciative words, playful winks.<Br>
<Br>
<span class='email'>Tell your boss he’s lucky to have such a charming secretary.</span>
<Br>
<span class='email'>If you ever want a drink, name the time 😉</span>
<br>
You hesitate... somehow, you can’t just say no.<br>
<Br>
<i>"Maybe. I’ll let you know."</i><Br>
<Br>
You feel a faint pang. Like maybe you’re stepping into territory that isn’t quite yours. Annie’s inbox. Annie’s tone.<br>
<Br>
But the customers are happy. And you’re good at this. You try not to dwell on how natural it feels now.<br>
<br>
It’s just part of your job.<Br>
<Br>
<I>But this isn’t the job you really want to be doing. Is it?</i><br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Finish lunchtime cover" "ThompsonsReception">><<set $ThompsonsReceptionLunchtimeCover to undefined>><<TimeChange>><<AddFirst "ThompsonsReceptionLunchtimeCover">><</link>>
<<elseif $ThompsonsReceptionLunchtimeCover is "WriteFormally">>
<<CheckFirst "ThompsonsReceptionLunchtimeCover">>
<<if _CheckFirst is false>>
You stare at Annie’s half-finished reply, the blinking cursor waiting for something light, playful… teasing.<br>
<Br>
You delete it.<Br>
<Br>
Your fingers hover for a moment before typing something clearer. Straighter. More you.<br>
<Br>
<I>"Apologies for the delay. I’ve followed up with our scheduling team, and your appointment has been re-confirmed for Thursday at 3pm. Let me know if you need to reschedule."</i><Br>
<Br>
You press send, then move on to the next one.<Br>
<Br>
<i>"A copy of your invoice has been attached to this message. Please let us know if you require anything further."</i><Br>
<Br>
<i>"We’ve escalated the boiler issue and will aim to have a technician out by tomorrow morning. Thank you for your patience."</i><br>
<Br>
No emojis. No flirtation. Just... efficient.<Br>
<br>
But the responses that come back?<br>
<Br>
<span class='email'>"Wow. That’s the tone you’re using with a paying customer?”</span>
<Br>
<span class='email'>“This is the third time I’ve emailed. If you can’t be bothered to help, I’ll take it up with your boss.”</span>
<Br>
<span class='email'>“I’ve had it. Your customer service is abysmal.”</span>
<Br>
Your stomach tightens.<Br>
<Br>
You know exactly where these complaints are going to land. And who Thompson will blame. But still. You can’t bring yourself to reply like Annie. You shouldn’t have to.<Br>
<br>
You keep typing. Professional. Cold, maybe. But honest.<br>
<br>
<i>You need to hold onto something of yourself.</i><Br>
<br>
Even if it’s costing you.<br>
<<else>>
You slip into the chair, open the inbox, and brace yourself. The messages waiting for replies are already testy. Some downright furious. You keep your tone measured. Professional.<br>
<Br>
<i>"We’ve passed your request on to dispatch. Please allow 24 hours for a response."</i><Br>
<Br>
<i>"Our apologies for the confusion. I’ve forwarded your message to the correct department."</i><br>
<br>
And then the replies hit:<Br>
<br>
<span class='email'>“Don’t give me copy-paste nonsense.”<Br>
“I’ve already been waiting a week. This isn’t good enough.”<Br>
“Tell your manager I’ll be leaving a review. And calling.”</span>
<br>
You sit back in the chair, jaw clenched. You could soften it. Just a little. Make it go down easier.<br>
<br>
But that’s not you. You didn’t sign up to charm your way out of other people’s mistakes. You’re trying to fix things. You’re being clear. You’re being right.<Br>
<Br>
But it’s not enough.<Br>
<br>
And you know the blame won’t land where it belongs.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Finish lunchtime cover" "ThompsonsReception">><<set $ThompsonsReceptionLunchtimeCover to undefined>><<TimeChange>><<AddFirst "ThompsonsReceptionLunchtimeCover">><</link>>
<</if>><<if setup.period[$periodCurrent] is "Morning">>
<<CheckFirst "ThompsonsReceptionSecretaryJobMorning">>
<<if _CheckFirst is false>>
You’re juggling the phones, trying to triage a packed inbox that just won’t stop growing. Every time you answer one email, two more arrive. Most of them are minor. Mundane.<br>
<br>
<span class='email'>“Can I push my appointment by fifteen minutes?”<Br>“Where do I park?”<br>“Can you pop a reminder in my calendar?”</span>
<br>
You were once a programmer. Now you’re being asked to babysit inboxes and book diary slots like someone’s flustered personal assistant.<Br>
<br>
Even the phone calls feel off. Customers want to chat. "How's your day going?" they ask, like you're just another sunny voice on the other end. They don’t care about the work. They just want the performance.<Br>
<br>
You’re halfway through flagging a broken link in the supplier portal when you hear boots on the carpet.<br>
<Br>
Gordon appears in the doorway. "Phillips," he says, not waiting for a reply. He’s already striding toward you, a creased folder tucked under his arm.<Br>
<br>
He stops in front of the desk and sets it down without ceremony.<br>
<Br>
"Expenses," he says. "Thompson says they won’t go through unless they’re done today."<br>
<br>
He taps the folder once, then looks at you.<br>
<Br>
"I don’t do forms. Computers either. This stuff," he adds, gesturing at the monitor and keyboard. "Not for me." He shrugs. "Women’s work, really. But you can do it, yeah?"<br>
<Br>
There’s no edge in his tone. No apology, either. Just a task. Like handing you a wrench. You're here. You’ve got fingers. And he’s got receipts.<br>
<<else>>
You’ve barely sat down before the inbox pings. Three new queries. All trivial. Someone wants to push an appointment back by ten minutes. Another can’t find your street on Maps. Someone else wants to know if you can send a technician who’s "good with cats."<Br>
<br>
Then come the boots. The door to the office opens. Gordon. Again.<Br>
<br>
He steps into view with that same folder tucked under one arm. All creased, bulging, edges frayed. The same as last time. Maybe literally the same.<Br>
<Br>
"Phillips," he says, flat. Nods at the desk. "Expenses. Thompson says they need doing today."<br>
<br>
He sets the folder down. Same gesture. Same tone. "Pink job. You’ve got this. Right."<br>
<br>
It’s not a question. Not even a request. Just an assumption. This is what you do now.<br>
<br>
Another chore. Another tab open. Another piece of someone else’s job sliding across your desk.<br>
<</if>>
<br>
<<ActionsHeader>>
<<CompulsionCheck "SaucySecretary">>
<<if _CompulsionCheck is true and $current.female is true>>
<span class="compulsion">[Saucy Secretary] </span><<link "Tell him you’ll have a word with Mr. Thompson" "ThompsonsReceptionSecretaryResponses" >>
<<AddFirst "ThompsonsReceptionSecretaryJobMorning">>
<<WorkPerformance 1>>
<<set $ThompsonsReceptionSecretaryResponses to "MorningFlirt">><</link>><br>
<<else>>
<<CompulsionCheck "DutifulDoer">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Dutiful Doer]</span> <<link "Agree to Gordon without question" "ThompsonsReceptionSecretaryResponses" >>
<<AddFirst "ThompsonsReceptionSecretaryJobMorning">>
<<WorkPerformance -1>>
<<set $ThompsonsReceptionSecretaryResponses to "MorningDo">>
<</link>><br>
<</if>>
<</if>>
<<link "Agree to do Gordon's expenses" "ThompsonsReceptionSecretaryResponses">>
<<set $ThompsonsReceptionSecretaryResponses to "MorningAccept">>
<<AddFirst "ThompsonsReceptionSecretaryJobMorning">>
<<Greedy -1>>
<<WorkPerformance -1>>
<</link>><br>
<<link "Tell him you're too busy" "ThompsonsReceptionSecretaryResponses">>
<<set $ThompsonsReceptionSecretaryResponses to "MorningDecline">>
<<AddFirst "ThompsonsReceptionSecretaryJobMorning">>
<<Feminity 1>>
<<Greedy 1>>
<<WorkPerformance 1>>
<</link>><br>
<<elseif setup.period[$periodCurrent] is "Lunch">>
<<DanFlirtSecretaryCheck>>
<<if _DanFlirtSecretaryCheck is 3>>
You’re behind the desk at lunch. The phones are quiet for now and the inbox is only mildly overflowing.<Br>
<br>
You’re just starting to catch your breath when you hear the office door creak open.<br>
<br>
Dan steps in.<Br>
<br>
<<Flag "DanDateBathroom">>
<<if _FlagReturn is true>>
He doesn’t say anything. But the look he gives you? Like he owns you. Like something’s been settled. Won. His smirk is subtle now. Confident. Lazy. Like a man who doesn’t need to boast anymore.<br>
<br>
He doesn’t linger. Just throws a glance your way as he heads toward the door again. "If anyone calls," he says, casual, "tell them I’m in my personal office."<Br>
<br>
You don’t need to ask. He means the pub. Then he’s gone.<Br>
<br>
You return to focusing on your computer, stomach tight. You thought the tension might ease. It hasn’t. It's now just shifted.<br>
<<else>>
Dan walks in and stops just long enough to look at you. It’s not a leer. Not a smirk. Just something darker. Heavy. Calculating.<br>
<br>
He doesn’t speak. Not directly. Just grabs his jacket from the hook and mutters as he passes. "If anyone calls, tell them I’m in my personal office."<br>
<br>
You know what that means. Everyone does. The pub.<br>
<Br>
He walks out, the door swinging shut behind him with a little too much force. You stare at the screen for a second before turning back to work. It’s quiet now. But it doesn’t feel peaceful. It feels like the silence before something else.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Continue working into the afternoon" "ThompsonsReceptionSecretaryJob">>
<<set $ThompsonsReceptionSecretaryResponses to undefined>>
<<WorkPerformance 1>>
<<TimeChange>>
<</link>><br>
<<link "Take a break" "ThompsonsReception">>
<<set $ThompsonsReceptionSecretaryResponses to undefined>>
<<TimeChange>>
<</link>><br>
<<else>>
<<CheckFirst "ThompsonsReceptionSecretaryJobLunch">>
<<if _CheckFirst is false>>
You’re deep into emails, finally making a dent in the inbox backlog, when you hear a loud male laughter echoing across the reception area.<br>
<br>
Dan.<br>
<br>
He strolls toward the desk like he owns the place, grinning and mid-conversation with himself. "And so I told him, ‘You want the job done right, you come to Dan.’ And guess what? He did."<Br>
<br>
He leans against the counter, arms crossed, his eyes finally resting on you. "See, this is why people trust me. You’ve got to be bold. Make noise. Put yourself out there."<Br>
<br>
He’s not talking to you. He’s performing. Still, you nod politely, glancing back to your screen.<Br>
<Br>
"Anyway," Dan continues, waving a hand like he’s wrapping up a TED Talk. "Thinking of getting something from Fresh Pot. Bacon roll, maybe a wrap. You mind grabbing it for me?" He flashes a smile. “Wouldn’t want to step away while I’ve got deals on the go, you know?”<bR>
<<else>>
It’s become part of the routine now - emails, phones, blinking lights - and Dan, swaggering over at lunch just as things start to calm down.<br>
<br>
He leans on the desk, already mid-boast. "So this guy, right, complete amateur, tries to undercut me on a supply quote. I tell him, ‘You’re not just buying parts. You’re buying Dan.’”<br>
<br>
He chuckles at his own genius, then grins at you like you're lucky to be in his presence.<Br>
<BR>
"Thinking about lunch. Fresh Pot’s calling me. Bacon roll, bit of sauce, maybe crisps. You mind grabbing it?"<br>
<br>
He gives you a wink. “Be a sweetheart. I’m right in the middle of something big.”<br>
<</if>>
<Br>
<<ActionsHeader>>
<<CompulsionCheck "SaucySecretary">>
<<if _CompulsionCheck is true and $current.female is true>>
<span class="compulsion">[Saucy Secretary] </span><<link "Flirt your way out of his request" "ThompsonsReceptionSecretaryResponses" >>
<<AddFirst "ThompsonsReceptionSecretaryJobLunch">>
<<WorkPerformance 1>>
<<DanFlirtSecretary 1>>
<<set $ThompsonsReceptionSecretaryResponses to "LunchFlirt">>
<</link>><br>
<<else>>
<<CompulsionCheck "DutifulDoer">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Dutiful Doer]</span> <<link "Eagerly agree" "ThompsonsReceptionSecretaryResponses" >>
<<WorkPerformance 1>>
<<AddFirst "ThompsonsReceptionSecretaryJobLunch">>
<<set $ThompsonsReceptionSecretaryResponses to "LunchDo">>
<</link>><br>
<</if>>
<</if>>
<<link "Go get Dan’s lunch" "ThompsonsReceptionSecretaryResponses">>
<<set $ThompsonsReceptionSecretaryResponses to "LunchAccept">>
<<Assertive -1>>
<<AddFirst "ThompsonsReceptionSecretaryJobLunch">>
<<Feminity 1>>
<<WorkPerformance 1>>
<</link>><br>
<<link "Decline to get his lunch" "ThompsonsReceptionSecretaryResponses">>
<<set $ThompsonsReceptionSecretaryResponses to "LunchDecline">>
<<Assertive 1>>
<<AddFirst "ThompsonsReceptionSecretaryJobLunch">>
<<WorkPerformance -1>>
<</link>><br>
<</if>>
<<elseif setup.period[$periodCurrent] is "Afternoon">>
<<Flag "EmilyInternshipAccepted">>
<<if _FlagReturn is true and setup.days[$dayCurrent] is "Friday">>
You are working away at the reception desk when you hear the bell chime above the door as someone enters. You paint your customer service smile on your face before looking up to see Emily standing in the entrance, looking back at you.<br>
<Br>
<<CheckFirst "ThompsonsReceptionSecretaryJobAfternoonEmily">>
<<if _CheckFirst is false>>
<<Flag "SecretaryJobEmilyAware">>
<<if _FlagReturn is true>>
<<if $EmilyStateCurrent lt 3>>
Emily's shock drains quickly, but not fully. She steps into reception, eying you sheepishly. "Hey," she says quietly.<Br>
<Br>
The internship...<br>
<br>
Emotions flutter inside you. Shame. Embarrassment. An odd sensation where your mind is trying to make sense of what feels like a dream. But you push it all down. "Hey," you reply.<br>
<br>
"I guess you'll be the one showing me the ropes?" Emily asks. "My <<Sibling>>, teaching me how to be a secretary."<Br>
<Br>
"Don't make this weird," you say quietly. Your voice trembling. She smiles with sadness, but nods. "Okay. Where do we start?"<br>
<<else>>
Emily's eyes widen and a strange smile creeps up on her face. You can see she's holding back her laughter. Your cheeks begin to burn. "Don't," you warn her. But it just encourages her smile to grow.<Br>
<Br>
"I didn't say anything," she mock protests. "I must say, knowing it is one thing. Seeing the great programmer behind a reception desk, that's another."<br>
<br>
"That's mean," you tell her quietly.<br>
<Br>
"Oh relax," your sister replies. "This could be fun. Just so long as you don't cramp my style. I don't need my daggy <<Sibling>> getting in the way of showing how well I can charm and banter."<br>
<Br>
She walks assuredly around the counter and leans up against the desk, giving you a smirk. “So boss. Where do you want me?”<br>
<</if>>
<<else>>
<<if $EmilyStateCurrent lt 3>>
Emily's mouth drops open. She stares at you, disbelief on her face. "<<TrueName "Current">>? What are you doing there?<Br>
<Br>
You try to make sense of your sister standing in front of you. Then realisation hits. The internship...<br>
<br>
Emotions flutter inside you. Shame. Embarrassment. An odd sensation where your mind is trying to make sense of what feels like a dream. But you push it all down. "Hey," you reply. "I'm on reception now."<br>
<br>
Her eyes narrow. "What, are you covering for Annie whilst she's popped out?" When you don't reply, her eyes only grow narrower. "This isn't your job. Is it?"<Br>
<Br>
You sigh. "I got... demoted. I was going to tell you. I just didn't have time"<br>
<Br>
"Demoted?" she repeats back. "But why, <<TrueName "Current">>? What's going on?"<br>
<Br>
The switchboard phone rings, making you jump. You glance over at it, then to Emily. "Let's talk about this at home. For now though, I'll be the one showing you the ropes this afternoon. Just... let's try to get through this, okay?"<br>
<br>
She smiles with sadness, but nods. "Okay. Where do we start?"<Br>
<<else>>
Emily's mouth drops open. She stares at you for a long moment, before a strange smile creeps up on her face. You can see she's holding back her laughter. Your cheeks begin to burn.<br>
<Br>
You try to make sense of your sister standing in front of you. Then realisation hits. The internship...<br>
<br>
Emotions flutter inside you. Shame. Embarrassment. An odd sensation where your mind is trying to make sense of what feels like a dream. But you push it all down. "Hey," you reply.<br>
<Br>
"Is this what you really do at work?" she asks. "I didn't know programmers manned phones?"<br>
<br>
"I've been reassigned," you reply. "Temporarily. I hope."<br>
<br>
"You hope?" she snarks, her grin growing wider. "Are you trying to tell me that the great maths whiz is now working as a secretary?" She can't help but let out a giggle. "I can see why you didn't tell me."<br>
<Br>
"That's mean," you tell her quietly. "We can talk at home about it."<br>
<Br>
"Sure," your sister replies, grinning. "Can't wait to hear all the details." Sudden realisation crosses her face. "So you're going to teach me how to be a receptionist?"<br>
<Br>
"I guess," you say, without conviction.<br>
<br>
At this, she laughs. "Well, today just got real interesting. But maybe this could be fun. Just don't cramp my style. I don't need my daggy <<Sibling>> getting in the way of showing how well I can charm and banter."<br>
<Br>
She walks assuredly around the counter and leans up against the desk, giving you a smirk. “So boss. Where do you want me?”<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Teach Emily how to be a receptionist" "ThompsonsReceptionSecretaryResponses">>
<<set $ThompsonsReceptionSecretaryResponses to "AfternoonEmily">>
<<EventsCancel "ThompsonsReception" "EmilyInternshipFirstDaySecretary">>
<<EventsCancel "ThompsonsReception" "EmilyInternshipFirstDay">>
<<SetFlag "SecretaryJobEmilyAware">>
<<EventsCancel "YourHome" "EmilyInternshipFirstDayEpilogue">>
<</link>>
<<else>>
<<if $EmilyStateCurrent lt 3>>
Emily smiles meekly at you, still not used to seeing you behind the counter. She walks around the desk and pops her school bag down, then hangs awkwardly off to the side.<br>
<br>
"So. What are we doing today?" she asks.<br>
<br>
<<ActionsHeader>>
<<link "Teach Emily how to be a receptionist" "ThompsonsReceptionSecretaryResponses">>
<<AddFirst "ThompsonsReceptionSecretaryJobAfternoonEmily">>
<<set $ThompsonsReceptionSecretaryResponses to "AfternoonEmily">>
<</link>>
<<else>>
Emily grins at the sight of you, but strolls in with confidence and purpose. She tosses her bag behind the counter and leans casually against the computer. "Hey <<TrueName "Current">>. Another day of manning phones and talking to beefy tradesmen. That reminds me, I don't suppose Dan is around, is he?"<Br>
<Br>
Her eyes wander. You move the mouse, bringing the monitor back to life, trying to make a point. "Oh," she exclaims. "Right. Work."<br>
<br>
<<ActionsHeader>>
<<link "Teach Emily how to be a receptionist" "ThompsonsReceptionSecretaryResponses">>
<<AddFirst "ThompsonsReceptionSecretaryJobAfternoonEmily">>
<<set $ThompsonsReceptionSecretaryResponses to "AfternoonEmily">>
<</link>>
<</if>>
<</if>>
<<else>>
<<CheckFirst "ThompsonsReceptionSecretaryJobAfternoonFirst">>
<<if _CheckFirst is false>>
You are working the reception inbox, responding to customer’s queries, when a message pops up on your screen.<Br>
<Br>
<span class='email'>Need you in my office. Now.</span>
<Br>
You stop what you're doing and stand up, knowing full well not to risk Thompson’s wrath. You walk through into the office - where you used to work - and notice Annie sitting at a new desk, pushed up against Thompson’s door. <br>
<br>
“You should go in,” she says, her trademark enthusiasm absent. <Br>
<br>
Taking a step up, you knock on the door. In an instant you hear Thompson’s voice bellow. “Enter!”<br>
<br>
<<ActionsHeader>>
<<link "Enter Thompson's Office" "ThompsonsReceptionSecretaryResponses">><<AddFirst "ThompsonsReceptionSecretaryJobAfternoonFirst">><<set $ThompsonsReceptionSecretaryResponses to "Afternoon">><</link>>
<<else>>
The afternoon passes easily, as you answer phones and check calendars for availability. The familiar ping draws your attention to the bulky monitor.<br>
<br>
<span class='email'>Need you in my office. Again.</span>
<br>
With only a slight hesitation, you stand and walk through the office, passing by Annie as you knock. “Come,” you hear Thompson yell.<Br>
<br>
<<ActionsHeader>>
<<link "Enter Thompson's Office" "ThompsonsReceptionSecretaryResponses">><<AddFirst "ThompsonsReceptionSecretaryJobAfternoonFirst">><<set $ThompsonsReceptionSecretaryResponses to "Afternoon">><</link>>
<</if>>
<</if>>
<<elseif setup.period[$periodCurrent] is "Evening">>
The day draws to a close.<br>
<bR>
You shut down the computer, logging out of systems and wiping down the dusty monitor. You glance over to the office and see light seeping out from underneath the door. Someone is still working.<br>
<br>
Which is just as well, as Thompson hasn't given you a key to lock up. In spite of taking over Annie's position, he hasn't afforded you the one perk of her job - complete access to the office with your own set of keys.<br>
<br>
Flicking off the desk lamp, you gather your belongings and exit, grateful for the end of another working day.<Br>
<br>
<<ActionsHeader>>
<<link "Leave Thompson’s Repairs" "TownCentre">><</link>>
<</if>><<if $ThompsonsReceptionSecretaryResponses is "MorningFlirt">>
<<CheckFirst "ThompsonsReceptionSecretaryJobMorningFlirt">>
<<if _CheckFirst is false>>
You give Gordon a small, playful smile. "Maybe I’ll have a word with Mr. Thompson," you say, voice light. "Tell him you’re flat out and could use a hand."<br>
<Br>
Gordon doesn’t blink. Doesn’t smile. "Just get it done," he mutters, already turning back toward the shop floor.<Br>
<Br>
So much for charm.<br>
<br>
You glance down at the paper stack of receipts he’s left you. Then at the mounting wave of emails flooding the inbox. You need to act fast. Opening a new message, you start typing.<br>
<br>
<span class='email'>Hi Mr. Thompson. Gordon’s totally snowed under today. He asked me to help with his expenses, and of course I didn’t want to let the company down 😉 Just wondering if I could take a little time to get them sorted properly. Promise I’ll be very grateful… x</span>
<br>
You hover for a moment. Then hit send. The reply comes back faster than expected.<Br>
<br>
<span class='email'>End of the week’s fine. If you need to stay late to catch up… I’ll be working late too. We can keep each other company.</span>
<Br>
You stare at the screen. The reply. Something in your stomach turns, but you push it down.<br>
<Br>
The receipts will get done. The emails will get answered. You got through a tricky situation without letting anything fall apart. Even if you had to pander to the boss.<br>
<br>
You try not to think about it too much.<br>
<<else>>
You already know Gordon won’t react to flirting. So you switch it up. "Alright," you say, keeping your tone breezy. "I’ll have a word with Thompson. Buy you a bit of time."<br>
<br>
Gordon just grunts. Not impressed. But not arguing either. “Thanks,” he mutters, walking off.<br>
<Br>
You take the folder and settle back at the desk, already typing up a message.<br>
<Br>
<span class='email'>Hi Mr. Thompson. Just letting you know Gordon’s still up to his neck today. He’s asked me to handle his expenses, but I didn’t want to slow anything down. If we could have a bit of leeway to get them in, I’d really appreciate it 💋</span>
<Br>
Thompson’s reply lands a minute later.<br>
<br>
<span class='email'>That’s fine. Maybe you should come into my office later. We can discuss how to make things easier for Gordon. Just the two of us.</span>
<Br>
You wince. It’s a win, technically. The work’s bought some time. The inbox hasn’t exploded. But Thompson’s “encouragement” feels like it comes at a price.<br>
<Br>
And you’re not sure how many more wins like this you can stomach.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Continue working over lunchtime" "ThompsonsReceptionSecretaryJob">>
<<set $PeriodWorkedThompsons to true>>
<<AddFirst "ThompsonsReceptionSecretaryJobMorningFlirt">>
<<set $ThompsonsReceptionSecretaryResponses to undefined>>
<<TimeChange>>
<</link>><br>
<<link "Take a break" "ThompsonsReception">>
<<AddFirst "ThompsonsReceptionSecretaryJobMorningFlirt">>
<<set $PeriodWorkedThompsons to true>>
<<set $ThompsonsReceptionSecretaryResponses to undefined>>
<<TimeChange>>
<</link>><br>
<<elseif $ThompsonsReceptionSecretaryResponses is "MorningDo">>
<<CheckFirst "ThompsonsReceptionSecretaryJobMorningDo">>
<<if _CheckFirst is false>>
You barely hesitate. It just comes out: "Yeah, of course."<br>
<br>
Gordon gives a short nod. "Thanks." He’s already walking back toward the shop floor.<Br>
<Br>
You’re left with the folder… and a growing weight in your chest. The rest of the morning is spent inputting receipts into the clunky spreadsheet.<br>
<br>
A bacon sandwich and tea from Fresh Pot - overtime breakfast.<Br>
<br>
Three separate parking stubs from outside the Town Hall.<br>
<br>
A hand-written receipt from Pete’s pharmacy for "stationery and bits."<Br>
<br>
You remember - not long ago - you were writing code to help automate the field schedules. You were literally solving how Gordon could avoid needing overtime. Now you’re logging his tea breaks into a finance form.<br>
<br>
When you finally close the spreadsheet, the red light on the phones is blinking. At least five missed calls. You flick to the inbox. Twelve new emails. All angry at the lack of a response. You know Thompson’s going to be furious.<br>
<br>
But Gordon asked. And you said yes. Before you even thought about it.<br>
<br>
<i>Why would you?</i><br>
<<else>>
"Yeah," you say. "I’ve got it." You’re already pulling up the spreadsheet. Already moving aside the call log. Already shifting tabs.<br>
<br>
As you begin to process the receipts, you reflect back on what you do - or did - for a living. It feels like another life. One where you were coding backend schedules and catching bugs Gordon didn’t understand. <br>
<br>
<i>And now?</i><br>
<br>
Now you log his receipts. Cross-check parking times. Input the mileage for a run to a supplier. Attach a photo of a breakfast wrap from Fresh Pot. Yet it just seems normal.<br>
<br>
You barely notice how long it takes. But when you look back at the monitor, the phones are flashing again. The inbox is worse. <bR>
<br>
You sigh, rub your temple, and keep working. Thompson won’t be happy, but Gordon asked. And this is what you do now.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Continue working over lunchtime" "ThompsonsReceptionSecretaryJob">>
<<set $PeriodWorkedThompsons to true>>
<<AddFirst "ThompsonsReceptionSecretaryJobMorningDo">>
<<set $ThompsonsReceptionSecretaryResponses to undefined>>
<<TimeChange>>
<</link>><br>
<<link "Take a break" "ThompsonsReception">>
<<set $ThompsonsReceptionSecretaryResponses to undefined>>
<<set $PeriodWorkedThompsons to true>>
<<AddFirst "ThompsonsReceptionSecretaryJobMorningDo">>
<<TimeChange>>
<</link>><br>
<<elseif $ThompsonsReceptionSecretaryResponses is "MorningAccept">>
<<CheckFirst "ThompsonsReceptionSecretaryJobMorningAccept">>
<<if _CheckFirst is false>>
You pause for just a second. Then say, "Sure. I’ll do it."<bR>
<Br>
Gordon nods and moves off without a second glance. You’re left holding the folder. It's not heavy, but it feels... beneath you.<br>
<Br>
You settle into your seat, open the spreadsheet, and start sorting through the receipts. Fuel. Lunch. A bacon sandwich and tea from Fresh Pot. A handwritten slip from Pete’s for "stationery."<Br>
<br>
You glance over at the inbox. It’s piling up again. Phones are blinking too. You should be dealing with them. Instead, you’re inputting Gordon’s overtime snacks. You sigh. You’re not even sure why you said yes. He didn’t push. You weren’t compelled. You just… did.<br>
<br>
And as you keep typing, you find yourself picturing Gordon hunched over this spreadsheet. Carefully logging the correct VAT code. Matching the mileage. You can’t even imagine it.<Br>
<br>
Something about you doing it feels... right. Expected. Gordon’s words echo faintly in your mind. "Women’s work."<br>
<br>
You scoff to yourself. That’s Charlton talking. That bias. Maybe you’re thinking that way because of the town. Maybe because the amulet. Maybe both.<Br>
<br>
But you still don’t stop. You process every last receipt. And try to ignore the blinking red lights on the phone.<Br>
<<else>>
You take the folder automatically. "Yeah, I’ll get to it."<br>
<br>
There’s no real thought behind the response anymore. No guilt, either. As Gordon walks off, you open the spreadsheet. Start sorting. Fuel. Snacks. Another scribbled receipt from Pete’s pharmacy. It doesn’t feel like a favour now. Not even a disruption. It’s just... routine.<br>
<br>
You glance at the inbox. Eighteen new emails. The red light on the phone is blinking again. It pulses like a heartbeat. You ignore it and look back to Gordon’s receipts. You’re getting used to this. <bR>
<br>
You shouldn’t be. You remember a time - back in the city - when that phrase Gordon used would’ve made you snap. "Pink jobs for the girls. Blue jobs for the men."<br>
<br>
It pops into your head now like something natural. Like breathing. You try to push it down. Remind yourself that Charlton is weird. That this isn’t who you are.<br>
<br>
But still... as your fingers fly across the keys, the repetition becomes soothing. The inbox, the blinking lights. They feel... loud. Like dealing with that would be too much for you.<br>
<br>
But this? Gordon’s admin? This you can handle.<br>
<br>
And for a moment, you feel almost... grateful.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Continue working over lunchtime" "ThompsonsReceptionSecretaryJob">>
<<set $PeriodWorkedThompsons to true>>
<<AddFirst "ThompsonsReceptionSecretaryJobMorningAccept">>
<<set $ThompsonsReceptionSecretaryResponses to undefined>>
<<TimeChange>>
<</link>><br>
<<link "Take a break" "ThompsonsReception">>
<<set $ThompsonsReceptionSecretaryResponses to undefined>>
<<set $PeriodWorkedThompsons to true>>
<<AddFirst "ThompsonsReceptionSecretaryJobMorningAccept">>
<<TimeChange>>
<</link>><br>
<<elseif $ThompsonsReceptionSecretaryResponses is "MorningDecline">>
<<CheckFirst "ThompsonsReceptionSecretaryJobMorningDecline">>
<<if _CheckFirst is false>>
You glance at the growing inbox. The flashing phones. Then you look up at Gordon. "Sorry. But I’ve got scheduling to get on with. You wouldn’t want to turn up at the wrong address, would you?"<Br>
<Br>
Gordon exhales through his nose. Frustrated, but not unreasonable. "Guess I’ll have to find time myself then."<br>
<Br>
He picks up the folder and walks off, muttering something under his breath that you don’t catch. You turn back to your screen and get to work. Calls. Confirmations. Re-bookings. More emails than you can count, and all of them petty.<br>
<Br>
It’s trivial work. But there’s a lot of it.<br>
<br>
Your thoughts flick back to what Gordon said earlier. “Women’s work.” You scoff. The idea’s ancient. Archaic. Stupid. But as you flick between call logs and shared calendars, fingers flying over keys, you feel it. That little itch.<br>
<Br>
This isn’t what you were built for. That’s right. This isn’t you. Is it?<br>
<Br>
You sigh. You’re just not sure anymore.<br>
<<else>>
"I can’t, Gordon," you say, without looking up. "Sorry! I’ve got ten jobs to confirm and a call waiting already."<br>
<br>
He huffs. Shifts the folder under his arm. "Alright," he mutters. "Can’t blame a guy for trying."<br>
<Br>
He turns and walks off, and you spin back to the blinking red lights, the inbox, the post-its. You keep typing. Keep answering. Keep smiling. It’s just work. It’s all work.<br>
<br>
But your thoughts drift. To how the guys treat you now. Like you’re support staff. Backup. An extra pair of hands. Charlton treats its receptionists like second-tier employees.<Br>
<br>
And the worst part?<Br>
<Br>
As you answer the next call with a bright, cheerful voice... you wonder how long it’ll be until you’re okay with that.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Continue working over lunchtime" "ThompsonsReceptionSecretaryJob">>
<<set $PeriodWorkedThompsons to true>>
<<set $ThompsonsReceptionSecretaryResponses to undefined>>
<<TimeChange>>
<<AddFirst "ThompsonsReceptionSecretaryJobMorningDecline">>
<</link>><br>
<<link "Take a break" "ThompsonsReception">>
<<set $ThompsonsReceptionSecretaryResponses to undefined>>
<<set $PeriodWorkedThompsons to true>>
<<AddFirst "ThompsonsReceptionSecretaryJobMorningDecline">>
<<TimeChange>>
<</link>><br>
<<elseif $ThompsonsReceptionSecretaryResponses is "LunchDo">>
<<CheckFirst "ThompsonsReceptionSecretaryJobLunchDo">>
<<if _CheckFirst is false>>
You don’t even think before the words leave your mouth. "Yeah. I’ll get it."<Br>
<Br>
Dan grins. “Knew I could count on you, darl. Bacon roll. Bit of sauce. And get yourself something sweet while you’re at it. My treat.”<br>
<Br>
You ignore the comment and step out of the reception area. By the time you get to Fresh Pot, it’s packed. The lunch rush in full swing. Flo is darting behind the counter, trying to smile, take orders, and not lose her mind. You stand in the queue, and for a few minutes just wait.<BR>
<br>
Thoughts turn to Dan. About the fact he could’ve gone himself. You know he’s not busy. He’s either heading down to the pub or on the phone at his desk, talking to his country club friends on speaker about his latest romantic "conquest." He could’ve got his own lunch. But he asked and you said yes. Not because you wanted to.<br>
<br>
Because you needed to.<Br>
<br>
<i>That’s what good employees do.</i><br>
<br>
It takes fifteen minutes to get served. You return to the office with the warm paper bag in hand. Dan is at his desk, feet up, phone wedged under his chin. “That power shot really aced him,” you hear him mutter. “You should have seen his wife giving the eye.”<br>
<Br>
As he sees you, he winks. “Oh, brilliant. Knew you were the reliable type.”<br>
<br>
He doesn’t stop his conversation. Just waves vaguely in your direction and keeps talking. You walk back to reception in silence. Feeling underappreciated. Invisible. But deep down, you know you couldn’t have said no.<br>
<br>
Sitting back at your desk, it’s not half an hour until a message comes through from Mr. Thompson.<br>
<br>
<<if $current.female is true>>
<span class='email'>Just spoke to Dan. Mentioned you got him lunch so he could close out a deal. Good work. Helping the men do the actual work is a great way for women to support. Maybe this is the role you were born for, Phillips!</span>
<<else>>
<span class='email'>Just spoke to Dan. Mentioned you got him lunch so he could close out a deal. Good work. Usually say that helping the men do the actual work was a woman’s job, but you’re doing it nicely. Maybe you should have been born a girl, Phillips!</span>
<</if>>
<br>
For some reason, you can’t help but dwell on it for the rest of lunch.<br>
<<else>>
"Sure," you say, already reaching for your coat. Dan barely reacts. “Nice one,” he says, already half-turned back toward his desk. “You’re a star.”<Br>
<br>
Fresh Pot is busy. Again. It always is. Flo catches your eye and gives you a quick, tired smile before turning back to the till. You join the queue. Wait. Think. Tell yourself you’ll push back next time. That Dan can fetch his own bacon roll and crisps like every other adult.<Br>
<Br>
But when the moment comes - when he grins and asks - you know you’ll just say yes. Every time.<br>
<br>
When you return, Dan’s got his feet up again. Phone in one hand, already mid-call. “Ah, the hero returns,” he says, barely looking at you. “Cheers, sweetheart.”<Br>
<br>
He doesn’t even take the bag from your hand. Just gestures to the desk, still talking. You walk back to reception and sit down. The phones are blinking again. The inbox is filling. This is just your life now. To do what’s asked of you.<Br>
<br>
Your computer chimes and you see another message from Thompson.<br>
<br>
<<if $current.female is true>>
<span class='email'>Getting the men what they need. Keep it up. Might bag yourself a husband with an attitude like that, Phillips!</span>
<<else>>
<span class='email'>Getting the men what they need. Keep it up. Might want to pick out a girl’s name soon, Phillips!</span>
<</if>>
<</if>>
<Br>
You sigh, trying to ignore the comment for the rest of lunch.<Br>
<br>
<<ActionsHeader>>
<<link "Continue working into the afternoon" "ThompsonsReceptionSecretaryJob">>
<<AddFirst "ThompsonsReceptionSecretaryJobLunchDo">>
<<set $ThompsonsReceptionSecretaryResponses to undefined>>
<<TimeChange>>
<</link>><br>
<<link "Take a break" "ThompsonsReception">>
<<set $ThompsonsReceptionSecretaryResponses to undefined>>
<<AddFirst "ThompsonsReceptionSecretaryJobLunchDo">>
<<TimeChange>>
<</link>><br>
<<elseif $ThompsonsReceptionSecretaryResponses is "LunchAccept">>
<<CheckFirst "ThompsonsReceptionSecretaryJobLunchAccept">>
<<if _CheckFirst is false>>
You pause. You could say no. But instead, you nod. "Sure. I’ll get it."<br>
<br>
Dan grins. “Knew you’d come through. Bacon roll, bit of sauce. And maybe something sweet. You pick.”<br>
<Br>
You slip on your coat and head out. When you get to Fresh Pot, it’s packed with the lunch rush. Flo’s barely keeping up, her hair swinging as she rushes between counters.<Br>
<br>
You wait in line. Quiet. Still. There’s a strange comfort in it. You think about what just happened. About how you didn’t have to do this. But you did. Not because you were told. Because… it felt expected. Dan’s not busy. You know that. He’ll be on the phone, bragging about the country club or chatting up whoever’s at the Charlton Hotel in the restaurant. But he asked. And in Charlton, when a man like him asks, it’s easier to say yes.<br>
<br>
When you return, Dan is exactly where you pictured him. Feet up, phone at his ear. “Cheers,” he says, glancing at the bag. “You’re a star.”<Br>
<br>
He doesn’t break conversation. Doesn’t say thank you.<Br>
<br>
You return to your desk and sit down. Phones blinking. Inbox refilling. Another task waiting. You don’t feel angry. Just… smaller.<br>
<Br>
It’s not half an hour until a message comes through from Mr. Thompson.<br>
<Br>
<<if $current.female is true>>
<span class='email'>Just spoke to Dan. Mentioned you got him lunch so he could close out a deal. Good work. Helping the men do the actual work is a great way for women to support. Maybe this is the role you were born for, Phillips!</span>
<<else>>
<span class='email'>Just spoke to Dan. Mentioned you got him lunch so he could close out a deal. Good work. Usually say that helping the men do the actual work was a woman’s job, but you’re doing it nicely. Maybe you should have been born a girl, Phillips!</span>
<</if>>
<br>
For some reason, you can’t help but dwell on it.<br>
<<else>>
Dan doesn’t need to ask twice anymore. You grab your coat. Nod. “I’ll go.”<br>
<br>
He smiles like it’s only natural. “Get something sweet, yeah? I trust your taste.”<br>
<Br>
You step into the high street, shoulders hunched. The queue at Fresh Pot almost out the door, and you already know how this will go. Wait. Deliver. Return. Smile. Dan never says thank you. He just takes what you bring and throws a grin your way like a tip.<br>
<br>
And the worst part? It doesn’t bother you like it used to.<br>
<Br>
You walk back into the office, coat damp, fingers tight around the paper bag. He waves you toward his desk, already talking on the phone. You drop it off and return to yours. Another hour, another dozen emails. Then a message from Thompson:<br>
<br>
<<if $current.female is true>>
<span class='email'>Getting the men what they need. Keep it up. Might bag yourself a husband with an attitude like that, Phillips!</span>
<<else>>
<span class='email'>Getting the men what they need. Keep it up. Might want to pick out a girl’s name soon, Phillips!</span>
<</if>>
<Br>
You sigh and return to your work.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Continue working into the afternoon" "ThompsonsReceptionSecretaryJob">>
<<AddFirst "ThompsonsReceptionSecretaryJobLunchAccept">>
<<set $ThompsonsReceptionSecretaryResponses to undefined>>
<<TimeChange>>
<</link>><br>
<<link "Take a break" "ThompsonsReception">>
<<set $ThompsonsReceptionSecretaryResponses to undefined>>
<<AddFirst "ThompsonsReceptionSecretaryJobLunchAccept">>
<<TimeChange>>
<</link>><br>
<<elseif $ThompsonsReceptionSecretaryResponses is "LunchDecline">>
<<CheckFirst "ThompsonsReceptionSecretaryJobLunchDecline">>
<<if _CheckFirst is false>>
You glance at the inbox. The phones. You’re actually getting ahead for once. So you shake your head. "Sorry, Dan. I’ve got a lot to get through."<br>
<Br>
Dan doesn’t frown. Doesn’t yell. He just smiles. Slowly. "See, Phillips," he says, leaning on the desk like he’s your guidance counsellor, "that’s not how things work in Charlton. This place isn’t about ticking boxes or playing Tetris with meetings. It’s about who you know. Who you help. Who you're friends with." He leans in slightly. "And you and me? You’re going about the wrong way of becoming my friend."<br>
<br>
He taps the counter once, gives you a little wink, and strolls off.<Br>
<Br>
You watch him go. When he doesn’t return, you assume he’s gone to the pub instead. You keep working. You’re ahead on call logs. The inbox is under control. Appointments confirmed, meetings managed. Still, half an hour later, a message from Thompson drops into your inbox.<br>
<br>
<span class='email'>Heard you’ve been behind on calendar bookings. Not good enough. Be a team player, Phillips. You don’t want to make enemies here.</span>
<br>
You stare at the screen. Everything’s on schedule. But you already know: Dan had a word.<br>
<<else>>
You turn him down again. Polite. Calm. "I’ve got work to finish."<Br>
<br>
Dan exhales like you’ve disappointed him. "You’re still not getting it," he says. "Charlton’s not like where you came from." He adjusts his cufflinks. "Survival here? It’s not about getting the job done. It’s about having people who speak up for you."<br>
<br>
Then his voice drops just a little. "And if I’m not one of them - well, people misunderstand things. They hear something wrong. They start to talk. Coffee runs and office smiles won’t fix that."<br>
<br>
He walks out, same as always. You slump in your chair. Dan continues to be Dan. And almost expecting it, half an hour later a message from Thompson appears.<Br>
<Br>
<span class='email'>Just had feedback about your tone on the phone. Curt. Unhelpful. You’re the face of this company, Phillips. Start acting like it. Think about how you're reflecting us when you talk to people.</span>
<Br>
You clench your jaw. You know it’s Dan. And you wonder, how many more of these quiet words of his can you take?<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Continue working into the afternoon" "ThompsonsReceptionSecretaryJob">>
<<AddFirst "ThompsonsReceptionSecretaryJobLunchDecline">>
<<set $ThompsonsReceptionSecretaryResponses to undefined>>
<<TimeChange>>
<</link>><br>
<<link "Take a break" "ThompsonsReception">>
<<set $ThompsonsReceptionSecretaryResponses to undefined>>
<<AddFirst "ThompsonsReceptionSecretaryJobLunchDecline">>
<<TimeChange>>
<</link>><br>
<<elseif $ThompsonsReceptionSecretaryResponses is "LunchFlirt">>
<<DanFlirtSecretaryCheck>>
<<if _DanFlirtSecretaryCheck is 1>>
You give him a teasing smile. "I’d love to, really, but I’ve just done my hair… and you’ve seen the drizzle out there. You wouldn’t want me coming back looking like a drowned rat, would you?"<Br>
<Br>
Dan raises an eyebrow, then grins slowly. "Depends on the blouse," he says. "Bet there’s a few contests you’d win if it got see-through."<br>
<Br>
You should be disgusted. But something in it flickers deep inside you. Not outrage. Something closer to… amusement. You lean on the desk, offering a coy smile. "Know anywhere that runs contests like that?"<br>
<br>
Dan chuckles. "There’s a bar out of town. They do event nights. I could take you. You’d clean up."<Br>
<Br>
"That would be nice," you reply, voice soft.<br>
<Br>
He straightens, adjusting his jacket. "I’ll leave you to it then. Can’t have Flo missing out on my lunchtime charm. But you just say the night, sweetheart - I’ll show you a very good time."<Br>
<Br>
He walks off, smug. You turn back to your screen. You may have pushed him off today, but now you’re wondering how far you could push him. <Br>
<Br>
And disturbingly… you smile.<br>
<br>
<<ActionsHeader>>
<<link "Continue working into the afternoon" "ThompsonsReceptionSecretaryJob">>
<<AddFirst "ThompsonsReceptionSecretaryJobLunchFlirt">>
<<set $ThompsonsReceptionSecretaryResponses to undefined>>
<<TimeChange>>
<</link>><br>
<<link "Take a break" "ThompsonsReception">>
<<set $ThompsonsReceptionSecretaryResponses to undefined>>
<<AddFirst "ThompsonsReceptionSecretaryJobLunchFlirt">>
<<TimeChange>>
<</link>><br>
<<elseif _DanFlirtSecretaryCheck is 2>>
You rest your chin on your hand and give him an apologetic look. "Can’t today. I’ve got meetings lined up... unless you want me to cancel everything just for you."<br>
<br>
Dan smirks. "I’d be fine with that if I get you to myself instead."<Br>
<br>
You laugh, flirtatious. "Tempting. But not today. Maybe after work. And I charge overtime."<br>
<br>
That lands. Too well. "Don’t worry," Dan says. "I’ve got the hotel on speed dial. Quiet little corner room. Has its… advantages. Especially if the night goes where I think it might."<br>
<br>
You deflect again. “I might have a scheduling conflict this evening. You know how bad this booking system is.”<Br>
<Br>
He narrows his eyes, mock-offended. But there’s steel behind the smile. "Keep teasing, sweetheart. I’ll expect some personal attention soon."<Br>
<br>
<<ActionsHeader>>
<<link "Continue working into the afternoon" "ThompsonsReceptionSecretaryJob">><<set $ThompsonsReceptionSecretaryResponses to undefined>><<TimeChange>><</link>><br>
<<link "Take a break" "ThompsonsReception">><<set $ThompsonsReceptionSecretaryResponses to undefined>><<TimeChange>><</link>><br>
<<else>>
You try to play coy again. "Not today. Too much to do. But I could make you some toast later on. I bet I can butter you up, nicely."<Br>
<br>
Dan lets a dark grin spread across his face. He steps in closer. Drops his voice. "Maybe we skip lunch. I’ve got something I need to show you."<Br>
<Br>
You blink. "What, now?"<Br>
<Br>
He leans in, voice low and insistent. "Bathroom. It’s quiet at lunchtimes. We won’t be interrupted. Five minutes. I’ll keep it quick. You’ll enjoy it. See how you do at spreading."<Br>
<Br>
You try to laugh it off, make another joke. But he cuts you off.<Br>
<Br>
"You. Me. Bathroom. Now."<br>
<br>
<<ActionsHeader>>
<<link "Accept his proposition" "ThompsonsReceptionSecretaryResponses">><<set $ThompsonsReceptionSecretaryResponses to "LunchFlirtAccept">><<Orientation 1>><</link>><br>
<<link "Tell him no" "ThompsonsReceptionSecretaryResponses">><<set $ThompsonsReceptionSecretaryResponses to "LunchFlirtDecline">><<WorkPerformance -5>><</link>><br>
<</if>>
<<elseif $ThompsonsReceptionSecretaryResponses is "LunchFlirtAccept">>
Your pulse is still pounding when you nod. You don’t know why you do it. You’re not scared. Not exactly. Not even convinced it’ll help. But you do it anyway. <Br>
<br>
Dan’s grin says everything. “Attagirl,” he mutters, already stepping towards the exit. “Come on.”<br>
<br>
He doesn’t wait for a response. Just heads down the corridor, casual as anything. You follow. You don’t stop to think. Don’t ask yourself where this leads. You already know. <br>
<br>
Dan opens the bathroom door, gestures you in.<br>
<br>
<<ActionsHeader>>
<<link "Enter the men's toilets" "ThompsonsBathrooms">><<set $ThompsonsReceptionSecretaryResponses to undefined>><<EventTrigger "ThompsonsBathrooms" "DanLunchDate" "Lunch" null "PC" null null null false>><</link>>
<<elseif $ThompsonsReceptionSecretaryResponses is "LunchFlirtDecline">>
You try to laugh it off, even as your pulse starts to quicken. "Not today," you say, voice soft, coaxing. "Some other time, maybe. I’ve got a full plate… and I wouldn’t want to leave all the boys waiting, would I?"<br>
<Br>
You even smile. Just enough to soften it. But it doesn’t land. Dan’s grin doesn’t shift. Doesn’t falter. It drops. What’s left behind isn’t amused. Or flattered. It’s something mean. Dangerous.<br>
<br>
He steps in, too close. His voice lowers, but the words are sharp, now cutting. "You think this is a game?"<Br>
<br>
You open your mouth to speak. Say something, anything. But he keeps going. "I’ve been patient with you. Polite. Fun. But now? Now I see what you are.”<br>
<br>
He leans in, his breath hot and sour. "Don’t worry, sweetheart. I’ll have a word with Thompson. About his new secretary. I’ll tell him how she strings along the guys who work hard. Makes promises. Flirts. Smiles. Leads ‘em on. But never follows through."<Br>
<br>
He straightens, eyes scanning your face. "See how long you last."<br>
<br>
He walks off, slow and deliberate. You stay frozen at the desk. Cold all over. You don’t have to wait long for his revenge. Thirty minutes later, your computer chimes. A message from Thompson.<Br>
<br>
<span class='email'>Dan’s just been in touch. Says he’s seen you slipping out during work hours. That you were spotted in the Salon. Not acceptable. Buck your ideas up. Or I’ll find someone who will.</span>
<Br>
You stare at the screen, heart in your throat. You said no. Politely. Firmly. And this is what it gets you. In Charlton, you realise, you push the wrong person too far, and they push back harder. They expect certain things. And not following through has consequences.<Br>
<br>
On you.<br>
<br>
<<ActionsHeader>>
<<link "Continue working into the afternoon" "ThompsonsReceptionSecretaryJob">><<set $ThompsonsReceptionSecretaryResponses to undefined>><<TimeChange>><</link>><br>
<<link "Take a break" "ThompsonsReception">><<set $ThompsonsReceptionSecretaryResponses to undefined>><<TimeChange>><</link>><br>
<<elseif $ThompsonsReceptionSecretaryResponses is "Afternoon">>
<b>Thompson's Handyman Repairs - Thompson's Office</b><br>
<img src="./images/Thompsons_Office_Thompson.png"><br>
<Br>
<<CheckFirst "ThompsonsReceptionSecretaryJobAfternoon">>
<<if _CheckFirst is false>>
You enter the office, the dark oak wood lit by office lamps and the blinds pulled down. Thompson sits behind his desk, flicking through papers. “Phillips,” he says. “Take a seat.”<br>
<bR>
You step forward towards his desk and spot an object in front of the seat immediately. Sitting on the desk beside a pile of thick envelopes is a black, boxy typewriter - matte casing, faint gold engraving curling around the edges, and yellowed keys. Keys that fizzle with magic. <br>
<br>
Thompson doesn’t notice your hesitation. He’s already halfway through explaining what he needs. “Correspondence for the McTafey account. I’ll dictate, you type. You can manage that, can’t you?”<br>
<br>
You step forward slowly. The keys glint with yellow energy. Almost waiting for your touch.<br>
<<else>>
You enter, seeing the same typewriter sitting exactly where it did last time - solid, humming faintly, slightly too warm to the touch. Magic emanating from its keys.<br>
<br>
Thompson gestures to the typewriter. “Same deal. Listen and type.”<Br>
<br>
You stare at the machine. Its blank paper already loaded. The aura’s still there.<br>
<</if>>
<br>
<<ActionsHeader>>
<<CompulsionCheck "SaucySecretary">>
<<if _CompulsionCheck is true and $current.female is true>>
<span class="compulsion">[Saucy Secretary] </span><<link "Flirt your way out of it" "ThompsonsReceptionSecretaryResponses" >>
<<AddFirst "ThompsonsReceptionSecretaryJobAfternoon">>
<<ThompsonFlirtSecretary 1>>
<<set $ThompsonsReceptionSecretaryResponses to "AfternoonFlirt">>
<</link>><br>
<<else>>
<<CompulsionCheck "DutifulDoer">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[Dutiful Doer]</span> <<link "Obey without question" "ThompsonsReceptionSecretaryResponses" >>
<<AddFirst "ThompsonsReceptionSecretaryJobAfternoon">>
<<WorkPerformance 2>>
<<Intelligence -1>>
<<set $ThompsonsReceptionSecretaryResponses to "AfternoonDo">>
<</link>><br>
<</if>>
<</if>>
<<link "Agree to type" "ThompsonsReceptionSecretaryResponses">>
<<set $ThompsonsReceptionSecretaryResponses to "AfternoonAccept">>
<<AddFirst "ThompsonsReceptionSecretaryJobAfternoon">>
<<Intelligence -2>>
<<WorkPerformance 1>>
<</link>><br>
<<link "Decline and make up an excuse" "ThompsonsReceptionSecretaryResponses">>
<<set $ThompsonsReceptionSecretaryResponses to "AfternoonDecline">>
<<AddFirst "ThompsonsReceptionSecretaryJobAfternoon">>
<<WorkPerformance -2>>
<</link>><br>
<<elseif $ThompsonsReceptionSecretaryResponses is "AfternoonFlirt">>
<<ThompsonFlirtSecretaryCheck>>
<<if _ThompsonFlirtSecretaryCheck gt 3>>
<<Flag "ThompsonDeskScene">>
<<if _FlagReturn is true>>
You offer him a playful smile, voice honeyed. “Might break a nail, typing boss. And I know how much you care about my needs.”<Br>
<br>
Thompson’s grin spreads, wide and leering. “Glad to see you understand how I look out for my people,” he says. “But I really need these letters typed up.”<br>
<br>
Flirting your eyelashes, you mock pout. “Oh, come on. There must be something you’d rather do with me this afternoon?”<br>
<br>
The old man sighs, his eyes flicking across your body. “I can think of a few things,” he mutters. “But not in the office. Thin walls.”<br>
<br>
He leans back in his chair, looking you up and down. “But I’ve got a good relationship with the manager at the Charlton Hotel. Business lunch, say, next week? Private room. Solid brickwork.”<Br>
<br>
You hear yourself giggle, a small one, like a young girl in love for the first time. “Sounds like we won’t be disturbed.”<br>
<br>
“I mean, no one can hear the screams from outside,” he adds, with a chuckle. “That is, if you haven’t already got something in your mouth.”<br>
<br>
You freeze, his grotesque stares appraising you like a plaything for his entertainment. <br>
<br>
Thompson then leans forward, gesture crisp toward the typewriter. “But work first. Can you type? Or not?”<br>
<br>
<<ActionsHeader>>
<<link "Agree to type" "ThompsonsReceptionSecretaryResponses">>
<<set $ThompsonsReceptionSecretaryResponses to "AfternoonAccept">>
<<AddFirst "ThompsonsReceptionSecretaryJobAfternoon">>
<<Intelligence -2>>
<<WorkPerformance 1>>
<</link>><br>
<<link "Decline and make up an excuse" "ThompsonsReceptionSecretaryResponses">>
<<set $ThompsonsReceptionSecretaryResponses to "AfternoonDecline">>
<<AddFirst "ThompsonsReceptionSecretaryJobAfternoon">>
<<WorkPerformance -2>>
<</link>><br>
<<else>>
You try again. Light smile. Flirty tone. Soft voice. “Bit worried about my nails, still…”<br>
<br>
But Thompson cuts you off sharply. “Drop the act.” He doesn’t shout. But his voice is all blade. “You wanted things to be professional, didn’t you? To not be - what was your word - inappropriate? Fine. So don’t think you can flirt your way out of what I pay you to do. How’s that for appropriateness?”<br>
<br>
He leans back in his seat, adjusting the cuffs on his shirt. “And if you try that again, I’ve got the school on speed dial. Always a few girls who didn’t finish sixth form. Ones who’d do anything --” His eyes glint. “-- and I mean anything – for a respectable job.”<br>
<br>
He points at the typewriter. Cold. Final. “Now. Type. And no excuses.”<br>
<br>
<<ActionsHeader>>
<<link "Agree to type" "ThompsonsReceptionSecretaryResponses">>
<<set $ThompsonsReceptionSecretaryResponses to "AfternoonAccept">>
<<AddFirst "ThompsonsReceptionSecretaryJobAfternoon">>
<<Intelligence -2>>
<<WorkPerformance 1>>
<</link>><br>
<<link "Decline and make up an excuse" "ThompsonsReceptionSecretaryResponses">>
<<set $ThompsonsReceptionSecretaryResponses to "AfternoonDecline">>
<<AddFirst "ThompsonsReceptionSecretaryJobAfternoon">>
<<WorkPerformance -2>>
<</link>><br>
<</if>>
<<elseif _ThompsonFlirtSecretaryCheck is 1>>
You lean on the edge of his desk, eyes soft, voice sweet. “I would, but… I wouldn’t want to break a nail. You wouldn’t want me to ruin my best assets, would you? After all, beauty is my greatest asset.”<Br>
<br>
Thompson raises an eyebrow, unimpressed. But he doesn’t shut you down immediately. “Plenty of secretaries manage to type just fine. Even with their little pedicures.”<Br>
<br>
You shrug, smile still in place. “I’m still learning,” you say, playing with the edge of your sleeve. “I’d just prefer to… practice a little first. Get more confident. Before I risk looking anything less than perfect.”<br>
<br>
You let the final words hang in the air. Seeing scepticism on his face, you realise you need to go one step further. Softer, you add: “Perfect for you.”<br>
<br>
Thompson gives a short laugh through his nose. “Fine. Today’s a pass. But typing’s not optional, sweetheart. You want to keep this job, you make sure you’re better prepared next time.”<Br>
<br>
You nod, almost relieved. But some part of you… enjoyed that. Too much.<br>
<br>
<<ActionsHeader>>
<<link "Return to reception and finish for the day" "ThompsonsReceptionSecretaryJob">><<WorkPerformance 1>><<set $PeriodWorkedThompsons to true>><<set $ThompsonsReceptionSecretaryResponses to undefined>><<TimeChange>><</link>><br>
<<elseif _ThompsonFlirtSecretaryCheck is 2>>
You flash a smile. “Still worried about my nails. It’s silly, but I’d hate to chip one.”<Br>
<br>
Thompson rolls his eyes. “You’ve had enough time. If you can’t do the basics, you’re no use to me.”<Br>
<br>
You lean in a little closer. “I am useful,” you murmur. “Just not always in the ways people expect. I’m more of a… morale booster. Don’t you think?”<Br>
<br>
The words come out of your mouth without forming in your brain. Part of you feels aghast at what you said. What you implied. But you instantly feel the rush of endorphins within your body. It feels good.<br>
<br>
His expression shifts. Not quite approval, but curiosity. Appraisal. “I’m giving you one last pass,” he says. “You’ve got one more chance to learn. After that, there’ll be consequences.”<br>
<br>
You lower your lashes, savouring the sensation of your body responding. “Oh, I’ll look into it.” Then, lightly: “We wouldn’t want to have to punish me, would we?”<br>
<br>
Thompson grins. But doesn’t answer.<br>
<br>
<<ActionsHeader>>
<<link "Return to reception and finish for the day" "ThompsonsReceptionSecretaryJob">><<WorkPerformance 1>><<set $PeriodWorkedThompsons to true>><<set $ThompsonsReceptionSecretaryResponses to undefined>><<TimeChange>><</link>><br>
<<elseif _ThompsonFlirtSecretaryCheck is 3>>
You try again. Smile bright. Voice light. Another flirty deflection on your lips. “I just don’t think I’m up for this, today. Isn’t there something else I can be doing for you?”<Br>
<br>
He stands from behind his desk as he looks at you. Appraising you. His frustration from your ongoing resistance in conflict with his curiosity.<br>
<br>
“You’re right. If you won’t type, I’ll have to find another use for you in the afternoons.” He gestures toward the desk. “Bend over.”<br>
<Br>
Your breath catches. “Excuse me?”<Br>
<br>
He steps around the desk. “You heard me. Over the desk. Now.”<br>
<Br>
You feel the weight of the magic inside you, the compulsion pressing faintly at the edge of your thoughts. But this time, it’s not the effects of magic that makes you hesitate.<br>
<Br>
It’s simple fear.<br>
<br>
Thompson’s voice drops, low and commanding. “A good secretary follows orders.”<br>
<Br>
<<ActionsHeader>>
<<if $PlayerCharacter.stateCurrent is 4>>
<s>Accept his demand</s> - <i>If you know one thing about Thompson, you know that he won't respond kindly to your micro-penis. You don't want to take the chance.</i><br>
<<else>>
<<link "Accept his demand" "ThompsonDialogue">><<set $ThompsonDialogue to "SecretaryFlirtAccept">><<Orientation 1>><<SetFlag "ThompsonDeskScene">><<set $ThompsonsReceptionSecretaryResponses to undefined>><</link>><br>
<</if>>
<<link "Refuse to do it" "ThompsonDialogue">><<set $ThompsonDialogue to "SecretaryFlirtDecline">><<WorkPerformance -5>><<set $ThompsonsReceptionSecretaryResponses to undefined>><</link>><br>
<</if>>
<<elseif $ThompsonsReceptionSecretaryResponses is "AfternoonDo">>
<<CheckFirst "ThompsonsReceptionSecretaryJobAfternoonDo">>
<<if _CheckFirst is false>>
You take a seat and place your fingers on the typewriter. The keys are warm, almost pulsing. And as Thompson starts speaking, your hands begin moving before your mind fully catches up.<br>
<Br>
“McTafey,” Thompson begins, “Thank you for your ongoing commitment. Regarding your challenges with regulations for your sunroom, I suggest we convene at the Mayor’s office to discuss a way forward. Red tape shouldn’t stop any of us making the most of our hard-earned savings to improve our homes.”<br>
<Br>
“Feel free to call and arrange a time that’s suitable for you. My new secretary can work out the details with Town Hall. I trust you’ll find them up to standard. Be specific with your requests, though - details confuse them sometimes, but they are trying their best.”<Br>
<br>
You flinch. The phrasing lands wrong. But your fingers don’t stop. As you type, you hear the words echo in your mind. Details confuse them sometimes, but they are trying their best. Arranging an appointment doesn’t seem beyond you. But something seems suddenly complex about the task. But you’ll at least try to do it, despite the difficulty.<br>
<br>
Some part of you knows it’s the magic. The embers of magic leap up from the keys, sparking against your fingertips. But even as you try to pause or question, your fingers don’t respond. The words appear on the paper anyway. Smooth. Compliant. Mechanical.<br>
<br>
Another line comes: “I’ve instructed them to take notes, though I doubt they’ll grasp the full picture.”<br>
<br>
Your cheeks flush. Not just embarrassment. Confusion. Because it doesn’t feel false. For a moment, you really don’t know if you understand it all. Maybe you're missing something. Maybe there’s more to booking appointments than you thought. You try to shake it. But the typewriter hums beneath your skin.<br>
<br>
Time passes and Thompson continues to dictate. Letters for McTafeys, for the most part responses to problems they are having with their extension. But you wince whenever Thompson injects a phrase that references you. Demeaning. Condescending. Belittling your abilities. When it’s done, he dismisses you. You stand and exit the office, aware of the impact of the typewriters magic, even as you find the idea of arranging appointments with the town hall overwhelming.<br>
<<else>>
You sit. Keys ready. Fingers waiting. Thompson begins to speak. “Client requires discretion. Have them call my secretary directly. They get lost in the details, but enthusiastic. After all, a good secretary follows orders.”<br>
<br>
You wince. But you don’t stop typing. Each word slides through your fingers, and the magic tingles deeper now, settling in like an old perfume. It clouds your thoughts, just a little. Makes you question yourself. There’s a line: “With encouragement, even the simplest secretary can become adequate.”<br>
<br>
And you believe it. Maybe that’s what you are. Simple. In need of guidance.<br>
<br>
You know this is magic. You know it’s the machine. Still, you want Thompson to think you’re doing well. You want him to praise you. You want to be good at this, even if part of you knows it’s a spell whispering that need.<br>
<br>
When he finally finishes, you blink down at the finished letter. Typed perfectly.<Br>
<br>
But your thoughts feel fuzzier than when you started.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to reception and finish for the day" "ThompsonsReceptionSecretaryJob">>
<<set $PeriodWorkedThompsons to true>>
<<AddFirst "ThompsonsReceptionSecretaryJobAfternoonDo">>
<<set $ThompsonsReceptionSecretaryResponses to undefined>>
<<TimeChange>>
<</link>><br>
<<elseif $ThompsonsReceptionSecretaryResponses is "AfternoonAccept">>
<<CheckFirst "ThompsonsReceptionSecretaryJobAfternoonAccept">>
<<if _CheckFirst is false>>
You pause for a second too long. You could say no. Could tell Thompson you’re not comfortable using that thing. But instead, you nod. “Alright. I’ll do it.”<Br>
<br>
You sit. Place your hands on the keys. They’re warm. Buzzing faintly. Like they’ve been waiting for you. Thompson begins. “McTafey’s sunroom issue. Let’s start there.”<br>
<Br>
His voice is calm. Businesslike. But it’s the phrasing that catches you. “Feel free to call and book an appointment. My secretary’s still getting the hang of things, but they are eager to help. Just be clear. Complicated details tend to go over their head.”<br>
<br>
You don’t flinch. Not visibly. But you feel it. The magic buzzes stronger with every word you transcribe. You know it’s happening. You can feel it softening your focus, dulling your thoughts at the edges. The phrases nestle into your mind - <i>complicated details tend to go over their head</i> - and part of you starts to believe it.<br>
<br>
The worst part? You’re letting it happen.<br>
<Br>
There’s no invisible hand on yours. You just… don’t want to say no to Thompson. You don’t want to see how he’d react if you did. You’re choosing this. That’s what scares you. And as Thompson continues, dictating lines that belittle your intellect, wrap it in faux-praise and backhanded encouragement, you feel something sinking inside you.<br>
<br>
You’ll be fine, you tell yourself. You’re still you.<br>
<br>
<i>How long can you keep saying that?</i><br>
<<else>>
You take the seat as Thompson begins speaking. The keys thrum beneath your fingers. Familiar. So familiar.<br>
<br>
“Tell them my secretary will call to confirm,” he dictates. “They are diligent, but gets tangled up in long words sometimes.”<br>
<br>
You nod as you type. No heat in your face. No reflexive frown. These words feel… normal now. Not kind. But expected. It’s only after the letter’s done that you pause. Blink. And realise what just happened. You didn’t wince. You didn’t question it.<br>
<br>
He called you muddled. Slow. And you accepted it like it was a fair observation. The thought sends a chill through you. You’re not under a spell to force you to do this. Not exactly. But Charlton doesn’t just rely on incantations. Just repetition. Expectations. And words.<br>
<br>
Trouble is, you’re starting to believe them.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to reception and finish for the day" "ThompsonsReceptionSecretaryJob">>
<<set $PeriodWorkedThompsons to true>>
<<AddFirst "ThompsonsReceptionSecretaryJobAfternoonAccept">>
<<set $ThompsonsReceptionSecretaryResponses to undefined>>
<<TimeChange>>
<</link>><br>
<<elseif $ThompsonsReceptionSecretaryResponses is "AfternoonDecline">>
<<CheckFirst "ThompsonsReceptionSecretaryJobAfternoonDecline">>
<<if _CheckFirst is false>>
You hesitate. Just for a second, trying to think of an excuse. “I, uh… I don’t actually know how to type.”<br>
<br>
Thompson stops mid-shuffle of his paperwork. Stares. “What do you mean you don’t know how to type?” His tone is flat. Disbelieving. “That’s all you used to do. As a programmer.”<br>
<br>
You scramble. “It’s different. I mean, keyboards and typewriters. They’re not the same.”<br>
<br>
He snorts. “It’s exactly the same thing.”<br>
<br>
There’s a long silence. You know it’s not a good excuse. You’re not even sure why you said it. Maybe panic. Maybe instinct. Maybe that hum under the keys scared you more than you thought. Thompson eyes you like you’re wasting his time.<Br>
<br>
“There’s differences,” you repeat. “Have you tried yourself?” <br>
<br>
“Of course not,” he says immediately, with a scoff. “That’s women’s work.”<Br>
<br>
<<if $current.female is true>>The words linger in the air. They land like a verdict. You realise how Thompson sees this role. <I>How he sees you</i>. Suited. Apt. Like it was always meant to be yours.<br>
<<else>>The words linger in the air. Heavy. Ugly. Thompson looks back at you, as he himself realises what he’s said. He doesn’t even look at you like a man anymore. For once, you can see a truth behind his eyes.<br><</if>>
<Br>
Thompson shakes his head. “If you can’t type, you can’t even perform the basics of the job. Maybe I should send you back to school. Get you sat in Business Studies with the girls.”<br>
<br>
He grabs a folder from the desk, then just as quickly tosses it aside. “In the meantime, go to the library. I’m sure they’ve got a book. Learn it. For next time.”<br>
<Br>
He waves you out like you’re a waste of his breath. You leave, stomach twisting. You might’ve avoided the typewriter this time. But you know he’s going to keep asking.<br>
<<else>>
You see the typewriter. Already humming. Waiting. But you keep your distance. “I haven’t had a chance to get to the library yet,” you say quickly.<br>
<br>
Thompson glares at you. “Stop dithering. Either you want to this job or you don’t.”<br>
<br>
He doesn’t shout. Doesn’t bark. Just lets the disappointment drip from every word. “You’ve been here long enough now. You can’t make excuses forever.”<br>
<br>
He gestures to the door. “Go learn how to type, Phillips. Or I’ll find someone who already can.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to reception and finish for the day" "ThompsonsReceptionSecretaryJob">>
<<set $PeriodWorkedThompsons to true>>
<<set $ThompsonsReceptionSecretaryResponses to undefined>>
<<TimeChange>>
<<AddFirst "ThompsonsReceptionSecretaryJobAfternoonDecline">>
<</link>><br>
<<elseif $ThompsonsReceptionSecretaryResponses is "AfternoonEmily">>
<<CheckFirst "ThompsonsReceptionSecretaryJobAfternoonEmily">>
<<if _CheckFirst is false>>
Beginning with the basics, you teach Emily how to answer the phones, greet customers, schedule appointments for Clive and Gordon, and manage Thompson’s calendar. You stumble a lot - it’s all new to you – but you get through the basics. None of it is particularly hard. It’s repetitive. Monotonous. Emily picks it up without a challenge.<Br>
<Br>
Then the bell above the front door rings.<br>
<br>
Dan strolls in, loud as ever. You can smell the alcohol on his breath from across the desk. "Afternoon," he says, grinning.<br>
<br>
Then Dan’s eyes land on Emily. His grin widens. "Well, well. Look who it is. The elusive Miss Phillips. I was starting to think your <<Sibling>> kept you locked up somewhere."<br>
<br>
You shift uncomfortably. “Emily’s here to do an internship,” you tell him. “I’m just showing her what she needs to do.”<Br>
<br>
“Hope you’re better at teaching than you were at keeping Thompson on side,” Dan snarks, a cruel smile forming. “Takes a real alpha to know how to work the old man. It’s all about people skills. Gotta’ have some charm. Looks like your sister got all those genes to herself, though.”<br>
<br>
<<if $EmilyStateCurrent lt 3>>
You glance over to your sister, watching Emily squirm back into her seat. She tries to avoid his looks, but he moves to hang over the counter and look directly down at her. "Come on, just being friendly. In fact,” he says, his face coming closer to Emily’s. “She and I should have a little chat. I can tell her about how things really work around here. And Friday afternoons are so dull.”<br>
<br>
“She’s here to work, Dan,” you tell him flatly. “If Mr. Thompson sees her slacking off, it’ll go straight back to the school."<br>
<br>
“Don’t worry about Thompson,” he replies. Then his voice drops, just a little. "Unless I’m not occupied this afternoon. Then I might find myself in his office. Talking about how her <<Sibling>>’s not even managing reception. Shame, really."<br>
<br>
He grins at Emily, lingering a second too long, the breath of alcohol invading her face. “What do you say, Miss Phillips? Fancy keeping me occupied?"<Br>
<br>
Emily looks up at him, then to you. Waiting for guidance.<br>
<<else>>
You glance over to your sister, but you’re surprised to see her coyly looking up at Dan. A girlish giggle escapes her mouth. Dan hears it and grins. <br>
<br>
“See, she’s okay with a little banter,” he tells you, his predatory eyes not moving from Emily. "What do you say, Miss Phillips. Fancy a little chat in the back of the office? I’ll let you know how things really work around here.”<br>
<Br>
Before Emily can reply, you interject. “She’s here to work, Dan. If Mr. Thompson sees her slacking off, it’ll go straight back to the school."<br>
<br>
“Don’t need to worry about Thompson with me around,” he says, but now his words firmly targeted at Emily. “You’re not as big of a stick in the mud as your <<Sibling>>, are you? Want to see how the closers celebrate their big deals?”<br>
<br>
Looking over to Emily, you notice her relaxed posture and small grin. She runs a fingernail across her lips before she sees you watching. She quickly drops her hand back to her side, trying to regain some composure.<br>
<Br>
“Come on, big <<Sibling>>. Let her out to play. You wouldn’t leave me alone on a Friday afternoon, would you? I might grow bored and have a chat with Thompson about how well you’re doing on reception. Or how badly you are, to rephrase.”<br>
<Br>
Emily looks back at you, waiting for your direction. Her creeping smile at the edge of her mouth tells you what she wants to do, but you are sure nothing good can come of it.<br>
<</if>>
<<else>>
You spend the afternoon walking Emily through more reception tasks. Calendar reminders, rescheduling calls, chasing up Gordon’s notes. She's still attentive, but less tentative now. Either she’s getting the hang of it… or getting too comfortable.<Br>
<br>
The bell chimes. Dan again.<br>
<br>
“Look who’s back,” he grins, slouching against the counter, eyes already drifting to Emily. “Was hoping I’d run into you again, Miss Phillips.”<Br>
<br>
<<if $EmilyStateCurrent lt 3>>
Emily stiffens. Her fingers hesitate over the keyboard as Dan leans in. “Thought maybe we’d pick up our little chat,” he says, voice low. “You seemed real keen.”<br>
<br>
You cut in quickly. “Emily’s still here to work, Dan.”<Br>
<br>
Dan’s smile fades slightly. “She’s allowed a break, isn’t she?” Then, quieter: “Be a shame if I had to fill Thompson in on how the front desk’s been run lately.”<br>
<br>
Emily looks to you. Nervous, expectant. Waiting for your lead.<br>
<<else>>
Emily barely looks up from the desk, but there’s a flicker of amusement in her eyes. She toys with her necklace as Dan leans closer.<Br>
<br>
“Good to see you’re still around,” he says. “You learn that trick with your necklace from Annie, or are you born this way?”<br>
<Br>
She giggles softly.<br>
<br>
“Reckon she’s earned a coffee, don’t you?” Dan asks, not even looking at you now. “Or we could step into the back and talk about her future here.”<br>
<br>
You step in, your tone sharp. “She’s working.”<bR>
<br>
Dan shrugs, unbothered. “Your call. But maybe Thompson needs a reminder of how things used to run smoother.”<br>
<br>
Emily gives you a sly look, waiting for permission.<br>
<</if>>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Let Dan chat to Emily" "ThompsonsReceptionSecretaryResponses">>
<<set $ThompsonsReceptionSecretaryResponses to "AfternoonEmilyChat">>
<<AddFirst "ThompsonsReceptionSecretaryJobAfternoonEmily">>
<<EmilyCorruption 1>>
<<WorkPerformance 1>>
<</link>><br>
<<link "Keep Emily on reception" "ThompsonsReceptionSecretaryResponses">>
<<set $ThompsonsReceptionSecretaryResponses to "AfternoonEmilyRemain">>
<<AddFirst "ThompsonsReceptionSecretaryJobAfternoonEmily">>
<<WorkPerformance -2>>
<</link>><br>
<<elseif $ThompsonsReceptionSecretaryResponses is "AfternoonEmilyChat">>
<<CheckFirst "ThompsonsReceptionSecretaryJobAfternoonEmilyChat">>
<<if _CheckFirst is false>>
You’ve been waiting too long.<Br>
<br>
Whatever Dan wanted to “chat” about, it’s taking more than a few minutes. The front desk feels quieter without Emily nearby, but it’s not in a peaceful way. It’s the kind that tightens your chest. You keep glancing toward the door, hoping to hear footsteps. Nothing.<br>
<br>
Then, at last, the door opens.<br>
<Br>
<<if $EmilyStateCurrent lt 3>>
Emily steps out, head lowered, cheeks pale. She doesn't speak. You hear Dan's voice bellow out as she walks through the door. "See you again soon, sweetheart."<br>
<Br>
Her eyes flick to you, but only briefly. Instead she sits down in silence. A long moment passes, but you hear her sigh. "Alright. What's next?"<Br>
<Br>
You open your mouth. “Emily…”<br>
<br>
She cuts you off with a look. "Don't. He's just a creep. Enough said. You were showing me the filing on the server."<Br>
<br>
You monotonously walk through the details of how to file documents across the network, but your voice is flat and emotionless. Emily keeps her comments to a minimum, focusing on the work at hand.<Br>
<br>
The last hour of the day drips away. Soon, it is time for Emily to leave.<br>
<br>
"I'll see you at home," you say. "I've got to finish up."<br>
<br>
She nods. Then silently picks up her bag and walks out the door without a word.<Br>
<br>
<<ActionsHeader>>
<<link "Return to reception and finish for the day" "ThompsonsReceptionSecretaryJob">>
<<set $ThompsonsReceptionSecretaryResponses to undefined>><<set $PeriodWorkedThompsons to true>><<AddFirst "ThompsonsReceptionSecretaryJobAfternoonEmilyChat">><<SiblingBond -1>><<TimeChange>>
<</link>><br>
<<else>>
The door swings open mid-laugh. Dan’s voice is louder than it needs to be: “Maybe next time, you can show me how you do it.”<br>
<br>
Emily stands in the doorway, looking back over her shoulder into the office. Her voice, lowered and sultry, sings with amusement. “Maybe I will.”<br>
<br>
She saunters back to the desk, cheeks flushed, tucking a strand of hair behind her ear. There’s a new bounce in her step, something performative in the way she smooths her skirt and pretends not to notice your stare.<br>
<br>
You lower your voice. “You should be careful with him. He’s not --”<br>
<br>
“He’s not that bad,” she interrupts gently, almost dreamily. “Actually kind of charming, once you get past the bluster.”<br>
<br>
You stare. She flashes you a grin. “I put in a good word for you, by the way. Dan said he might talk to Thompson about giving you a break. Now, where were we.”<Br>
<br>
For the next hour you walk her through how to file documents across the network, but her attention is elsewhere. She keeps staring back over to the office door.<Br>
<br>
The day soon gets away from you and before you know it, Emily's afternoon has passed.<br>
<br>
"Thanks for today," she says as she picks up her bag. "And thanks for not being, well, overbearing." She grins. "It's nice to have... some fun."<br>
<br>
You watch her go without comment. She bounces over to the door with her grin not leaving her face.<br>
<br>
<<ActionsHeader>>
<<link "Return to reception and finish for the day" "ThompsonsReceptionSecretaryJob">>
<<set $ThompsonsReceptionSecretaryResponses to undefined>><<set $PeriodWorkedThompsons to true>><<AddFirst "ThompsonsReceptionSecretaryJobAfternoonEmilyChat">><<SiblingBond 1>><<TimeChange>>
<</link>><br>
<</if>>
<<else>>
<<if $EmilyStateCurrent lt 3>>
After some time, you hear the office door creak open. Emily steps out, her face carefully blank. She doesn’t look at you, doesn’t say a word. She walks straight to the desk, drops into the seat, and picks up where she left off like nothing happened.<br>
<br>
For a moment, you just watch her. Eventually, you ask, “Everything okay?”<Br>
<Br>
She doesn’t look up. “Fine.”<br>
<br>
Taking her at her word, you start to show her some complexity in the calendar scheduling system. She follows along, clicking when told, nodding when expected. There’s no conversation. No connection. Just silence filled with keystrokes.<Br>
<Br>
As the hour ends, Emily gathers her things.<Br>
<br>
“I’ll see you at home,” she says, still not meeting your gaze.<Br>
<br>
And she leaves. You glance over to the door, wondering what Dan said to her this time. And how long you'll get the silent treatment from her.<Br>
<br>
<<ActionsHeader>>
<<link "Return to reception and finish for the day" "ThompsonsReceptionSecretaryJob">>
<<set $ThompsonsReceptionSecretaryResponses to undefined>><<set $PeriodWorkedThompsons to true>><<AddFirst "ThompsonsReceptionSecretaryJobAfternoonEmilyChat">><<SiblingBond -1>><<TimeChange>>
<</link>><br>
<<else>>
The door opens with a laugh. Dan’s, loud and satisfied.<Br>
<br>
Emily appears a second later, grinning as she steps out. Her cheeks are flushed again. You catch the soft sway of her hips as she walks back to the desk, seemingly unaware of how it looks.<Br>
<Br>
She slides into her seat, humming something under her breath.<Br>
<br>
You keep your voice low. “Be careful with him.”<br>
<br>
Emily just shrugs. “He’s funny. Besides, he said Thompson might be lightening up on you. I told him you’ve been carrying the place.”<br>
<br>
You blink, unsure what to say.<Br>
<br>
But she’s already leaning back in her chair, half-listening as you try to walk her through filing protocols. She keeps glancing toward the door, as if half-expecting Dan to call her back in.<Br>
<br>
Eventually, after another hour passes, she stands and grabs her bag.<br>
<br>
“Catch you later,” she says breezily, already moving for the door. “Same time next week?”<br>
<br>
The door clicks shut behind her.<br>
<br>
<<ActionsHeader>>
<<link "Return to reception and finish for the day" "ThompsonsReceptionSecretaryJob">>
<<set $ThompsonsReceptionSecretaryResponses to undefined>><<set $PeriodWorkedThompsons to true>><<AddFirst "ThompsonsReceptionSecretaryJobAfternoonEmilyChat">><<SiblingBond 1>><<TimeChange>>
<</link>><br>
<</if>>
<</if>>
<<elseif $ThompsonsReceptionSecretaryResponses is "AfternoonEmilyRemain">>
<<CheckFirst "ThompsonsReceptionSecretaryJobAfternoonEmilyRemain">>
<<if _CheckFirst is false>>
Dan finally gets the hint, wordlessly leaving and the door swings shut behind him with a smug little click. Silence fills the front office again. Not peace, but pressure.<br>
<br>
You and Emily don’t speak at first.<br>
<Br>
Eventually, you clear your throat and gesture to the screen. “We should get back to the scheduling interface. You were asking about recurring appointments?”<Br>
<br>
She nods, wordlessly. You ease back into the teaching.<Br>
<br>
<<if $EmilyStateCurrent lt 3>>
Emily follows along, if a little slowly. Her focus isn’t quite there, and you can see her glancing now and then at the door Dan walked through. More out of dread than distraction.<br>
<Br>
You guide her through the double-booking system and how Clive prefers phone confirmation on anything marked 'tentative.' She listens. She's trying. She doesn't say much, but when she does, her voice is steady.<br>
<br>
By the end of the hour, she’s moving with more confidence again. As she gathers her things, she pauses beside you.<br>
<br>
“Thanks,” she says. “For stepping in. I didn’t… I didn’t want to be alone with him.”<br>
<br>
A beat passes. “I mean, not just because of him. But… I’m glad you had my back.”<br>
<br>
Then, softly, “I’ll see you at home.”<br>
<br>
She smiles and opens the door, stepping out into Charlton.<br>
<br>
<<ActionsHeader>>
<<link "Return to reception and finish for the day" "ThompsonsReceptionSecretaryJob">>
<<set $ThompsonsReceptionSecretaryResponses to undefined>><<set $PeriodWorkedThompsons to true>><<AddFirst "ThompsonsReceptionSecretaryJobAfternoonEmilyRemain">><<SiblingBond 1>><<TimeChange>>
<</link>><br>
<<else>>
Emily takes her seat, but her posture is closed. You resume your explanation, but she’s barely engaging. Her replies are clipped. Her fingers tap impatiently at the edge of the desk when you pause.<br>
<br>
You walk her through the internal memo process, but she doesn’t seem to be listening. When you ask her to repeat something back, she sighs and leans back. “I’m not an idiot. I know how to send a stupid email.”<Br>
<br>
You give her a look. “I’m just trying to help you learn.”<Br>
<br>
“I am learning. But I don’t need you hovering every second like I’m some clueless little kid.”<Br>
<Br>
After an hour passes, you have not got much further. Emily seems reluctant to learn, almost purposefully derailing your teaching.<Br>
<br>
"Everything okay?" you try, as the day draws to a close.<Br>
<Br>
She sighs. “You wouldn't understand," she mutters. "I just want to have some fun. Not sitting behind a desk. Following the rules.”<br>
<br>
Her expression softens, only slightly. “I’m not you.”
<br>
She grabs her bag and stands, moving towards the door. “I’ll see you at home.”<br>
<Br>
The door closes gently. But firmly.<br>
<br>
<<ActionsHeader>>
<<link "Return to reception and finish for the day" "ThompsonsReceptionSecretaryJob">>
<<set $ThompsonsReceptionSecretaryResponses to undefined>><<set $PeriodWorkedThompsons to true>><<AddFirst "ThompsonsReceptionSecretaryJobAfternoonEmilyRemain">><<SiblingBond -1>><<TimeChange>>
<</link>><br>
<</if>>
<<else>>
Dan’s exit is a little less dramatic this time, but no less unwanted. The door shuts. Silence returns.<Br>
<Br>
You look over to Emily. “Calendar system?” She gives the faintest nod.<br>
<br>
<<if $EmilyStateCurrent lt 3>>
She listens quietly as you walk her through the process again. She asks fewer questions this time. Not out of boredom. Just restraint.<br>
<br>
There’s a heaviness to her silence, but not bitterness. Just tiredness. She finishes the tasks without fuss.<br>
<br>
When the hour ends, she picks up her bag.<br>
<br>
“Thanks, <<TrueName "Current">>,” she says simply. “For again keeping him out of my face.”<br>
<br>
And she leaves.<Br>
<br>
<<ActionsHeader>>
<<link "Return to reception and finish for the day" "ThompsonsReceptionSecretaryJob">>
<<set $ThompsonsReceptionSecretaryResponses to undefined>><<set $PeriodWorkedThompsons to true>><<SiblingBond 1>><<TimeChange>>
<</link>><br>
<<else>>
Emily slouches back in her chair as you begin, not bothering to pretend she’s interested. Her eyes glaze over halfway through the example booking flow.<Br>
<br>
After trying for some time, you stop explaining. "Do we have a problem?"<br>
<br>
She lets out a quiet snort. “No, no problem. Not at all. Just once again, I’m not allowed to have any fun.”<br>
<Br>
No eye contact. No thank-you. Just that.<br>
<br>
She stands, pulls her bag over her shoulder, and walks out without another word.<br>
<br>
<<ActionsHeader>>
<<link "Return to reception and finish for the day" "ThompsonsReceptionSecretaryJob">>
<<set $ThompsonsReceptionSecretaryResponses to undefined>><<set $PeriodWorkedThompsons to true>><<SiblingBond -1>><<TimeChange>>
<</link>><br>
<</if>>
<</if>>
<</if>><<if setup.period[$periodCurrent] is "Morning">>
<b>Thompson Handyman Repairs - Reception</b><br>
<img src="./images/Thompsons_Reception.png"><br>
<br>
<<GetPCState "job">>
<<if _job is "Fired">>
You step around the front desk, taking in the clutter and chaotic mess that is Annie's filing system. Folders are sprawled out over the desk. Brightly coloured post-it notes line the edges of the monitor. A dull mouse is livened up by the glittery pink mouse it rests on.<bR>
<br>
The phone begins to ring. You sit down and answer it. "Good morning," you say, echoing the words you've heard from Annie. "Thompson's Repairs."<Br>
<Br>
Over the next thirty minutes, you try to answer emails in between the constant calls. Every time you answer one email, two more arrive. Most of them are minor. Mundane.<br>
<br>
<span class='email'>“Can I push my appointment by fifteen minutes?”<Br>“Where do I park?”<br>“Can you pop a reminder in my calendar?”</span>
<br>
Even the phone calls feel off. Customers want to chat. "How's your day going?" they ask, like you're just another sunny voice on the other end. They don’t care about the work. They just want the performance.<Br>
<br>
You’re halfway through flagging a broken link in the supplier portal when you hear boots on the carpet.<br>
<Br>
Gordon appears in the doorway. "Annie," he says, not waiting for a reply. "Booking system's broken again."<Br>
<br>
You frown at him, curious. "What's wrong with it?"<br>
<bR>
"Doesn't say where to go," he replies flatly. "No address attached. Theodore's making it worse."<Br>
<Br>
You eye him with interest. This could be a chance to win over support in getting Thompson to rehire you. You just need to think of a way to do it that will convince Gordon without raising suspicions.<br>
<br>
<<ActionsHeader>>
<<link "Play dumb and act like it's confusing to you, too" "GordonDialogue">><<set $GordonDialogue to "AnnieWorkIntelligence">><<Intelligence -1>><</link>><br>
<<link "Tell him you wish someone would speak to Thompson about him" "GordonDialogue">><<set $GordonDialogue to "AnnieWorkAssertive">><<Assertive -1>><</link>><br>
<<link "Shrug and say nothing" "GordonDialogue">><<set $GordonDialogue to "AnnieWorkNothing">><<Assertive -1>><</link>>
<<else>>
You step around the front desk, taking in the clutter and chaotic mess that is Annie's filing system. Folders are sprawled out over the desk. Brightly coloured post-it notes line the edges of the monitor. A dull mouse is livened up by the glittery pink mouse it rests on.<bR>
<br>
The phone begins to ring. You sit down and answer it. "Good morning," you say, echoing the words you've heard from Annie. "Thompson's Repairs."<Br>
<Br>
Over the next thirty minutes, you try to answer emails in between the constant calls. Every time you answer one email, two more arrive. Most of them are minor. Mundane.<br>
<br>
<span class='email'>“Can I push my appointment by fifteen minutes?”<Br>“Where do I park?”<br>“Can you pop a reminder in my calendar?”</span>
<br>
Even the phone calls feel off. Customers want to chat. "How's your day going?" they ask, like you're just another sunny voice on the other end. They don’t care about the work. They just want the performance.<Br>
<br>
You’re halfway through flagging a broken link in the supplier portal when you hear boots on the carpet.<br>
<Br>
Gordon appears in the doorway. "Annie," he says, not waiting for a reply. "Where's Phillips?"<Br>
<br>
"I'm not sure," you feign, trying to think of an excuse.<br>
<br>
Gordon grunts. "Booking system's broken again."<Br>
<br>
You frown at him, curious. "What's wrong with it?"<br>
<bR>
"Doesn't say where to go," he replies flatly. "No address attached. Phillips is slacking. Need to have a word with Thompson. He free?"<Br>
<Br>
You eye him with concern. If you don't act now, you'll risk Thompson's wrath. Not to mention his anger at you not showing up to work.<Br>
<br>
<<ActionsHeader>>
<<CompulsionCheck "SaucySecretary">>
<<if _CompulsionCheck>>
<span class="compulsion">[Saucy Secretary] </span><<link "Charm him away from speaking to Thompson" "GordonDialogue" >><<set $GordonDialogue to "AnnieWorkSaucySecretary">><</link>><br>
<<else>>
<<StatCheckOrientation "gt" 10 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to flirt to stop him speaking to Thompson">>
<<if _StatCheckOrientation is true>><<link _StatOrientationProbability "GordonDialogue">><<set $GordonDialogue to "AnnieWorkFlirtPass">><</link>><br>
<<else>><<link _StatOrientationProbability "GordonDialogue">><<set $GordonDialogue to "AnnieWorkFlirtFail">><<WorkPerformance -1>><<Orientation 1>><</link>><br><</if>>
<<StatCheckAssertive "gt" 60>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to stand up to him">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "GordonDialogue">><<set $GordonDialogue to "AnnieWorkAssertivePass">><</link>><br>
<<else>><<link _StatAssertiveProbability "GordonDialogue">><<set $GordonDialogue to "AnnieWorkAssertiveFail">><<WorkPerformance -1>><<Assertive 1>><</link>><br><</if>>
<<link "Shrug and say nothing" "GordonDialogue">><<set $GordonDialogue to "AnnieWorkGordonShrug">><<WorkPerformance -1>><</link>><br>
<</if>>
<</if>>
<<elseif setup.period[$periodCurrent] is "Lunch">>
<b>Thompson Handyman Repairs - Reception</b><br>
<img src="./images/Thompsons_Reception.png"><br>
<br>
<<GetPCState "job">>
<<if _job is "Fired">>
The reception is quieter now. The phone stopped ringing five minutes ago, and you’ve just started sorting through emails when the door swings open behind you.<br>
<Br>
Dan strides in, loosening his tie like he’s just stormed out of a courtroom drama.<Br>
<Br>
“Annie,” he says, exasperated. “Is there any reason I just walked out of a meeting without the damn contract notes?”<br>
<br>
You blink. “I haven’t touched the system,” you say, careful to keep your tone light.<Br>
<Br>
He barks a laugh. “Course you haven’t. Would’ve noticed - there weren't emojis in my meeting invite.”<br>
<Br>
You say nothing. He’s already pacing. “Theodore’s mangled the code again. No tags, no trail, no quote. I’ve got a client waiting to sign and nothing to show but my charming personality. Which normally gets the job done. Today though, I needed the paperwork.”<br>
<Br>
He points vaguely at nothing. “I told Thompson this would happen. You can’t fire the one bloke holding the place together and expect it not to fall over. Phillips knew how to keep a pipeline clean. Mostly.”<br>
<Br>
That last bit hangs in the air. That was most definitely something he didn't say.<br>
<br>
He flops into the visitor chair, leering at your legs as he does so. “Honestly, if someone in this place had half a brain, I’d propose. But until then, I guess I’m stuck doing everything myself.”<Br>
<br>
This is it. Your moment. You could push now and plant the idea of Dan having a word with Thompson about getting you rehired.<br>
<br>
<<ActionsHeader>>
<<CompulsionCheck "SaucySecretary">>
<<if _CompulsionCheck>>
<span class="compulsion">[Saucy Secretary] </span><<link "Charm him into speaking with Thompson" "DanDialogue" >><<set $DanDialogue to "AnnieWorkSaucySecretary">><</link>><br>
<<else>>
<<StatCheckOrientation "gt" 10 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to flirt to get him to speak with Thompson">>
<<if _StatCheckOrientation is true>><<link _StatOrientationProbability "DanDialogue">><<set $DanDialogue to "AnnieWorkFlirtPass">><</link>><br>
<<else>><<link _StatOrientationProbability "DanDialogue">><<set $DanDialogue to "AnnieWorkFlirtFail">><<Orientation 1>><</link>><br><</if>>
<<StatCheckAssertive "gt" 60>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to persuade him to speak to Thompson">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "DanDialogue">><<set $DanDialogue to "AnnieWorkAssertivePass">><</link>><br>
<<else>><<link _StatAssertiveProbability "DanDialogue">><<set $DanDialogue to "AnnieWorkAssertiveFail">><<Assertive 1>><</link>><br><</if>>
<<link "Shrug and say nothing" "DanDialogue">><<set $DanDialogue to "AnnieWorkShrug">><<Assertive -1>><</link>><br>
<</if>>
<<else>>
The front desk is quiet when Dan barrels in, phone in one hand, sunglasses in the other. It doesn't matter that it's permanently overcast in Charlton.<br>
<br>
“Annie,” he announces, like he's walking into a courtroom. “Is there a reason I just spent ten minutes trying to schedule a meeting only to discover that the calendar app thinks our client lives in a parking lot?”<br>
<Br>
You blink, caught off guard. “I haven’t touched the system,” you offer.<br>
<bR>
He stops, dramatically sighs, and slides his sunglasses up onto his head. Despite the dim lighting.<br>
<br>
"Of course you didn't," he replies. "You don't need to worry your pretty little head with business. What I need is for Phillips to explain what the hell they think they're doing. Where are they?"<br>
<Br>
"I'm not sure," you reply, trying to assess the situation.<br>
<Br>
“Well," he says, dramatically pulling his glasses down to look over the rim. "If you see them, tell them I’m grabbing lunch with Thompson. Got some thoughts to share."<br>
<br>
He starts toward the corridor, still muttering to himself.<Br>
<br>
<<ActionsHeader>>
<<CompulsionCheck "SaucySecretary">>
<<if _CompulsionCheck>>
<span class="compulsion">[Saucy Secretary] </span><<link "Distract him with charm and bat your lashes" "DanDialogue" >><<set $DanDialogue to "AnnieWorkSaucySecretaryWorkPerformance">><</link>><br>
<<else>>
<<StatCheckOrientation "gt" 10 "flirt">>
<<set _StatOrientationProbability to _StatOrientationProbability + " Try to coax him into letting it go">>
<<if _StatCheckOrientation is true>><<link _StatOrientationProbability "DanDialogue">><<set $DanDialogue to "AnnieWorkFlirtPassWorkPerformance">><</link>><br>
<<else>><<link _StatOrientationProbability "DanDialogue">><<set $DanDialogue to "AnnieWorkFlirtFailWorkPerformance">><<WorkPerformance -1>><<Orientation 1>><</link>><br><</if>>
<<StatCheckAssertive "gt" 60>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to redirect him away from Thompson">>
<<if _StatCheckAssertive is true>><<link _StatAssertiveProbability "DanDialogue">><<set $DanDialogue to "AnnieWorkAssertivePassWorkPerformance">><</link>><br>
<<else>><<link _StatAssertiveProbability "DanDialogue">><<set $DanDialogue to "AnnieWorkAssertiveFailWorkPerformance">><<WorkPerformance -1>><<Assertive 1>><</link>><br><</if>>
<<link "Shrug and say nothing" "DanDialogue">><<set $DanDialogue to "AnnieWorkShrugWorkPerformance">><<WorkPerformance -1>><</link>><br>
<</if>>
<</if>>
<<elseif setup.period[$periodCurrent] is "Afternoon">>
<b>Thompson Handyman Repairs - Reception</b><br>
<img src="./images/Thompsons_Reception.png"><br>
<br>
<<Flag "EmilyInternshipAccepted">>
<<if _FlagReturn and setup.days[$dayCurrent] is "Friday">>
You are working away at the reception desk when you hear the bell chime above the door as someone enters. You paint your customer service smile on your face before looking up to see Emily standing in the entrance, looking back at you.<br>
<Br>
<<Flag "ThompsonsReceptionSecretaryJobAfternoonEmilyFirst">>
<<if _FlagReturn is false>>
<<if $EmilyStateCurrent lt 3>>
Emily eyes you sheepishly. "Hey," she says quietly. "Annie, right? I'm Emily. I'm supposed to start an internship today."<Br>
<Br>
The internship...<br>
<br>
Emotions flutter inside you. Shame. Embarrassment. An odd sensation where your mind is trying to make sense of what feels like a dream. But you push it all down. "Sure," you reply. "Take a seat."<br>
<Br>
You gesture to the visitors chair. Emily puts her bag neatly underneath the reception desk and sits down, waiting expectedly.<br>
<<else>>
Emily grins, strolling around the counter with confidence and purpose. She tosses her bag behind the counter and leans casually against the computer. "Hey! Annie, right? I love your dress. Where did you get it?"<br>
<bR>
"Emily..." you begin, but realisation hits you. The internship...<br>
<Br>
You take a gulp. "Evans," you mutter.<br>
<br>
"I didn't know that sold skirts that short," Emily whispers to you, grinning. "But if you've got it, you might as well flaunt it."<Br>
<Br>
"You're here for the internship?" you ask her, playing for time.<br>
<br>
She shrugs. "I mean, I'd much rather get your advice on how to find bargains at Evans. But sure. Where do we begin?"<br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Teach Emily how to be a receptionist" "EmilyDialogue">>
<<set $EmilyDialogue to "IntershipAsAnnie">>
<<SetFlag "ThompsonsReceptionSecretaryJobAfternoonEmilyFirst">>
<<EventsCancel "ThompsonsReception" "EmilyInternshipFirstDay">>
<<EventsCancel "YourHome" "EmilyInternshipFirstDayEpilogue">>
<</link>>
<<else>>
<<if $EmilyStateCurrent lt 3>>
Emily smiles meekly at you, still feeling uncomfortable being here. She walks around the desk and pops her school bag down, then hangs awkwardly off to the side.<br>
<br>
"So. What are we doing today?" she asks.<br>
<<else>>
Emily grins at the sight of you, but strolls in with confidence and purpose. She tosses her bag behind the counter and leans casually against the computer. "Hey Annie! Another day of manning phones and talking to beefy tradesmen. That reminds me, I don't suppose Dan is around, is he?"<Br>
<Br>
Her eyes wander. You move the mouse, bringing the monitor back to life, trying to make a point. "Oh," she exclaims. "Right. Work."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Teach Emily how to be a receptionist" "EmilyDialogue">><<AddFirst "ThompsonsReceptionSecretaryJobAfternoonEmily">><<set $EmilyDialogue to "IntershipAsAnnie">><</link>>
<</if>>
<<else>>
You are working the reception inbox, responding to customer’s queries, when a message pops up on your screen.<Br>
<Br>
<span class='email'>Need you in my office. Now.</span>
<Br>
You stop what you're doing and stand up, knowing full well not to risk Thompson’s wrath. You walk through into the office - where you used to work - and step up to the door. In an instant you hear Thompson’s voice bellow. “Enter!”<br>
<br>
<<ActionsHeader>>
<<link "Enter Thompson's Office" "ThompsonDialogue">><<set $ThompsonDialogue to "AnnieWorkIntro">><</link>>
<</if>>
<<elseif setup.period[$periodCurrent] is "Evening">>
<b>Thompson Handyman Repairs - Reception</b><br>
<img src="./images/Thompsons_Reception.png"><br>
<br>
The day draws to a close.<br>
<bR>
You shut down the computer, logging out of systems and wiping down the dusty monitor. You glance over to the office and see light seeping out from underneath the door. Someone is still working.<br>
<br>
Which is just as well, as Annie didn't give you her set of keys.<br>
<br>
Flicking off the desk lamp, you gather your belongings and exit, grateful for the end of the working day.<Br>
<br>
<<ActionsHeader>>
<<link "Leave Thompson’s Repairs" "TownCentre">><<SetFlag "AnnieWorkingDay" false>><</link>>
<</if>><b>Thompson's Handyman Repairs - Shop Floor</b><br>
<img src="./images/Thompsons_Shop_Floor.png"><br>
<br>If you were to believe the labourers and electricians, the shop floor is where the actual work for the company takes place. Which they remind you of every opportunity.<br>
<<if setup.period[$periodCurrent] is "Morning">><br>This morning there’s a couple of branded vans parked near the shutters in different states of loading. The rest of the space is covered in plumbing parts and electrical wiring.<br><</if>>
<<PresentNPCPeriodText "Clive" "Morning" "<br>Clive is checking some equipment that it's working properly.<br>">>
<<PresentNPCPeriodText "Gordon" "Morning" "<br>Gordon is loading his van.<br>">>
<<CheckFirst "ThomsponsBoxingPoster">><<if _CheckFirst is false>><br><i>You notice a new poster taped to the brick wall by the loading area, its edges curling amongst faded checklists and safety warnings.</i><br><</if>>
<br>
<<ActionsHeader>>
<<if $NPCPresent.includes("Clive")>><<link "Talk to Clive" "ThompsonsShopFloorCliveDialogue0">><<AddFirst "ThomsponsBoxingPoster">><<NPCKnown "Clive">><</link>><br><</if>>
<<if $NPCPresent.includes("Gordon")>><<link "Talk to Gordon" "ThompsonsShopFloorGordonDialogue0">><<AddFirst "ThomsponsBoxingPoster">><<NPCKnown "Gordon">><</link>><br><</if>>
<<Flag "ThompsonsBoxingPosterSeen">>
<<if _FlagReturn is false>><<link "Look at the poster" "ThompsonsShopFloorPoster">><<AddFirst "ThomsponsBoxingPoster">><</link>><br><</if>>
<<link "Go to reception" "ThompsonsReception">><<AddFirst "ThomsponsBoxingPoster">><</link>><<StartConversation "Gordon" "ThompsonsShopFloor">>
<<Checkrelationship _NPC>>
<<if $GordonDialogue is undefined>>
<<if $current.female is true>>
Gordon looks over at you as you approach, but doesn’t stop loading his van. “Morning.”<br>
<<else>>
Gordon looks over at you as you approach, but doesn’t stop loading his van. “Phillips.”<br>
<</if>>
<<else>>
Gordon continues to load his van, not waiting for you to speak.<br>
<</if>>
<br>
<<ActionsHeader>>
<<DialogueSpoken "Gordon" "School">>
<<if _Discussed is false>><<link "Ask him about Charlton Upper School" "GordonDialogue">><<set $GordonDialogue to "School">><</link>><br><</if>>
<<DialogueSpoken "Gordon" "Gym">>
<<if _Discussed is false>><<link "Ask him about the gym" "GordonDialogue">><<LocationKnown "CaseysGym">><<HintsActive "Gordon">><<DialogueUnlock "Jennifer" "CaseysGymKnown">><<DialogueUnlock "Jennifer" "ConfrontGym">><<set $GordonDialogue to "Gym">><</link>><br><</if>>
<<link "Say goodbye to Gordon and return to the shop floor" "ThompsonsShopFloor">><<EndConversation "Gordon">><</link>><<StartConversation "Clive" "ThompsonsShopFloor">>
<<Checkrelationship _NPC>>
<<if $CliveDialogue is undefined>>
<<if $current.female is true>>
"Mornin' honey," Clive says as you approach him, looking up from checking the contents of a toolkit, organised neatly on the top of a work surface.<br>
<br>
“Hey Clive,” you reply. “Busy today?”<br>
<br>
He nods, smile on his face. “Still working on the job up at the Mayor’s place,” he says. “Man’s got a pretty sweet house. Guess that comes with having a bit of money.”<br>
<<else>>
“Mornin’,” Clive says as you approach him, looking up from checking the contents of a toolkit, organised neatly on the top of a work surface.<br>
<br>
“Hey Clive,” you reply. “Busy today?”<br>
<br>
He nods, smile on his face. “Still working on the job up at the Mayor’s place,” he says. “Man’s got a pretty sweet house. Guess that comes with having a bit of money.”<br>
<</if>>
<<else>>
Clive continues to check through his toolkit, paying you just enough interest to feel he's not dismissing you.<br>
<</if>>
<br>
<<ActionsHeader>>
<<DialogueSpoken "Clive" "School">>
<<if _Discussed is false>>
<<link "Ask Clive about Charlton Upper School" "CliveDialogue">>
<<HintsActive "Clive">>
<<LocationKnown "McTafeys">>
<<set $CliveDialogue to "School">>
<</link>><br>
<</if>>
<<QuestOptionCheck "Quest36" 0 "pipe_problems" "gte">><<DialogueSpoken "Clive" "AskAboutCharli">>
<<if _QuestOptionCheck is true and $current.avatar isnot "Charli" and _Discussed is false>><<link "Ask about Charli Thomas and her plumbing problems" "CliveDialogue">><<set $CliveDialogue to "AskAboutCharli">><</link>><br><</if>>
<<link "Say goodbye to Clive and return to the shop floor" "ThompsonsShopFloor">><<EndConversation "Clive">><</link>>The poster is frayed and old, but its messaging is crystal clear as you read it.<Br>
<br>
<center><img src="./images/poster_boxing.png"></center><br>
<Br>
You've never been much of a fighter, but you've heard it's good exercise. You take note of the location - Casey's Gym, on Orchid Road.<br>
<br>
<<ActionsHeader>>
<<link "Return to the Shop Floor" "ThompsonsShopFloor">><<LocationKnown "CaseysGym">><<SetFlag "ThompsonsBoxingPosterSeen">><</link>><<AndreaOutside>>
<b>Toemead Close</b><br>
<<if setup.period[$periodCurrent] is "Evening" or setup.period[$periodCurrent] is "Night">>
<img src="./images/Toemead_Close_night.png"><br>
<<else>>
<img src="./images/Toemead_Close.png"><br>
<</if>>
<br>
A road of perfectly designed suburban houses, complete with immaculate white picket fences and large gardens.<br>
<<include "EventsToemeadClose">>
<<if _currentEvent is undefined>>
<br>
<<if $current.avatar is "Heather">>
<<QuestState "Quest33">>
<<if _QuestState is 0>>
You look around the quiet street, hearing the calm of suburban living. Glancing at the address that Heather gave you, you see the suburban home for the Holloway family.<br>
<<elseif _QuestState is 2>>
A sporty hatchback sits outside the Holloway residence. You glance at the window to see Beach illuminated by the inside lights. When he sees you, he beckons you over.<br>
<</if>>
<br>
<<ActionsHeader>>
<<QuestState "Quest33">>
<<if _QuestState is 0>><<link "Approach the Holloway house" "ToemeadCloseApproachHouse">><</link>><br><</if>>
<<if _QuestState is 2>><<link "Get in the car with Beach" "ToemeadCloseBeachCar">><<StartConversation "Beach" "ToemeadClose">><</link>><br><</if>>
<s>Walk to the Town Square</s> - <i>Heather warned you not to walk around town as her.</i><br>
<<else>>
<<ActionsHeader>>
<<LocationKnownCheck "CunningsResidence">><<DailyVariableCheck "WillCoolOff">>
<<if _LocationKnownCheck is true and setup.period[$periodCurrent] is "Night">><s>Visit the Cunnings' residence</s> - <i>It's too late to call on the Cunnings</i><br>
<<elseif _LocationKnownCheck is true and _DailyVariableCheck is true>><s>Visit the Cunnings' residence</s> - <i>You need to give it a day before Will calms down.</i><br>
<<elseif _LocationKnownCheck is true>><<link "Visit the Cunnings' residence" "CunningsResidence">><<QuestOptionComplete "Quest22" 0 "tandis_parents">><</link>><br>
<</if>>
[[Go to the Town Square->TownSquare]]<br>
<</if>>
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<if _currentEvent is "AndreaOutside">>
<br>
You’re walking through town, the click-clack of your impossibly high heels cutting through the air like a knife, when a voice - low, commanding, and unmistakably irritated - cuts through the stillness.<br>
<br>
“Miss Cinders.”<br>
<br>
You stop dead.<br>
<Br>
Turning slowly, your gaze lands on a tall, stern-looking man in an impeccably pressed three-piece suit. His silver-streaked hair is slicked back with precision, his sharp eyes calculating and unamused as they sweep over you.<Br>
<Br>
You don’t recognise him, but the way he stands - rigid, authoritative, exuding control - makes it clear. He’s important. He exhales sharply, folding his arms across his chest.<br>
<Br>
“What exactly do you think you’re doing?” His voice is measured but tense, like he’s barely keeping his displeasure in check. His lips press into a thin line, his gaze trailing from the lace-trimmed hem of your tiny skirt, to the snug bodice hugging your waist, to the impossibly high heels forcing you to stand with a delicate sway.<br>
<Br>
Then it clicks. This man must be the owner of the hotel. Harold Sermon. His nostrils flare as he watches realisation dawn on your face.<br>
<Br>
“Staff uniforms do not leave the hotel.” The words are sharp, deliberate, each syllable weighted with disapproval.<br>
<Br>
His gaze flicks to the passing townsfolk, their glances covert but lingering, whispers passing between them as they take in the sight of a Charlton Hotel maid standing in the middle of the street, dressed like a fantasy come to life.<br>
<br>
“Not only is this improper, it’s humiliating.” His voice drops lower, but somehow, that makes it worse.<br>
<Br>
“You are making a spectacle of yourself. People will start to think I allow my staff to parade around like common street girls.” His gaze darkens. “And I do not run that kind of establishment.”<br>
<br>
He exhales slowly, straightening his already-perfect cuffs. “Come with me.” He turns sharply toward the hotel, expecting obedience without question. “Lennox will deal with this.”<br>
<br>
<<ActionsHeader>>
<<link "Go with Sermon to see Lennox." "HotelLockerRoomAndreaOutsideEvent">><<SetFlag "AndreaOutsideSeen">><<EventsCheckEnd "ToemeadClose" "AndreaOutside">><<NPCKnown "Sermon">><</link>><br>
<</if>>Stepping up to the porch, you notice the warm lights seeping out from the drawn curtains in the windows. You brace yourself and ring the doorbell, hearing a chime echo inside.<br>
<br>
After a few moments the door swings open. A man in his early fifties stands in the doorway, portly and warm. "Ah!" he says in a friendly tone. "You must be Heather! Richard Holloway! Come on in!"<br>
<br>
He gestures you inside. Giving him a small smile, you step through the door.<br>
<br>
<<ActionsHeader>>
<<link "Enter the Holloway residence" "HollowayHouseLivingRoom">><<EventTrigger "HollowayHouseLivingRoom" "First" null null null null null null false>><<QuestTracker "Quest33" 1>><<NPCKnown "Richard">><</link>><<if $BeachDialogue is undefined>>
You open the car door and slide in. The chairs are leather. An electronic band from the 80s that you don't recognise plays over the stereo.<br>
<br>
"Oats," Beach greets you. "You got something for me?"<br>
<<else>>
Beach looks back at you, waiting.<br>
<</if>>
<br>
<<ActionsHeader>>
<<HollowayKnowledgeCheck "Investigation">><<set _Investigation to _HollowayKnowledgeCheck>>
<<HollowayKnowledgeCheck "BeachLoveLetters">><<set _LoveLetters to _HollowayKnowledgeCheck>>
<<HollowayKnowledgeCheck "BeachFootball">><<set _Football to _HollowayKnowledgeCheck>>
<<if _Investigation is true>><<link "Tell him about Richard's investigations" "BeachDialogue">><<set $BeachDialogue to "CarInvestigation">><</link>><br><</if>>
<<Flag "RichardBlackmailed">>
<<if _FlagReturn is true>><<link "Tell him you've blackmailed Richard" "BeachDialogue">><<set $BeachDialogue to "CarBlackmailed">><</link>><br><</if>>
<<InventoryCheckSelf "RichardPhoto" "RichardPhotoBlow">>
<<if _InventoryCheckSelf is true>><<link "Show him the photo" "BeachDialogue">><<set $BeachDialogue to "CarPhoto">><</link>><br><</if>>
<<InventoryCheckSelf "BeachLoveLetters">>
<<if _InventoryCheckSelf is true>><<link "Show him the love letters" "BeachDialogue">><<set $BeachDialogue to "CarLoveLetters">><</link>><br><</if>>
<<if _Investigation is true or _LoveLetters is true or _Football is true>>
<<StatCheckAssertive "gt" 50>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Attempt to blackmail Beach with what you've learned">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "BeachDialogue">><<set $BeachDialogue to "CarBlackmailPass">><</link>><br>
<<else>>
<<link _StatAssertiveProbability "BeachDialogue">><<set $BeachDialogue to "CarBlackmailFail">><<Assertive 1>><</link>><br>
<</if>>
<</if>>
<<link "Tell him you didn't find anything" "BeachDialogue">><<set $BeachDialogue to "CarNothingFound">><</link>><br><<AndreaOutside>>
<b>Charlton Town Centre</b><br>
<<if setup.period[$periodCurrent] is "Evening" or setup.period[$periodCurrent] is "Night">>
<img src="./images/Town_Centre_night.png"><br>
<<else>>
<img src="./images/Town_Centre.png"><br>
<</if>>
<br>The centre of Charlton is nothing more than a road of shops and offices, barely built up beyond the second floor. There are no skyscrapers, no bustling malls, no signs of the noise and bustle you used to call home in the city. Only the sounds of pigeons perching on the rooftops can be heard regularly.<br>
<br>A weathered newsrack stands on the pavement, branded with the logo for the ‘Charlton Gazette’. Thin newspapers can be seen through the glass drawer.<br>
<<include "EventsTownCentre">>
<<if _currentEvent is undefined>>
<<PresentNPCPeriodText "Reagan" "Afternoon" "<br>You notice Reagan, one of the school cheerleaders, quickly walk down the street, looking around as she goes. She slips into the Charlton Hotel<br>" >>
<br>
<<ActionsHeader>>
<<if setup.period[$periodCurrent] isnot "Night">>
<<link "Buy the latest copy of the newspaper" "TownCentreNewsPaper0">><</link>><br>
[[Enter the Fresh Pot Cafe->FreshPot]]<br>
<<LocationKnownCheck "CharltonSupermarket">>
<<if _LocationKnownCheck is true>><<link "Visit Charlton Supermarket" "CharltonSupermarket">><</link>><br><</if>>
<<if setup.period[$periodCurrent] isnot "Evening">>
<<DailyVariableCheck "DayOffBeforeReceptionist">>
<<Weekend>><<EventArmed "ThompsonsReception" "SecretaryActiveFirst">>
<<if _DailyVariableCheck is true>><s>Go to Thompson's Repairs</s> - <I>Thompson has told you to take the day off</i><br>
<<elseif _Weekend is true and _EventArmed is true>><s>Go to Thompson's Repairs</s> - <I>You should wait until Monday to start work on reception</i><br>
<<else>><<link "Go to Thompson's Repairs" "ThompsonsReception">><</link>><br>
<</if>>
<</if>>
<<Weekend>><<Flag "EmilyMaidJobAutomated">><<DailyVariableCheck "EmilyWorkingMaid">>
<<if $current.avatar is "Emily" and _Weekend is true and _FlagReturn is true and setup.period[$periodCurrent] is "Evening">>
<s>Visit the Charlton Hotel</s> - <I>You shouldn't enter when Emily is working a shift</i><br>
<<elseif $current.avatar is "Emily" and _DailyVariableCheck is true>>
<s>Visit the Charlton Hotel</s> - <I>You shouldn't enter when Emily is working a shift</i><br>
<<else>>
[[Visit the Charlton Hotel->HotelLobby]]<br>
<</if>>
[[Go to Avian Lane->AvianLane]]<br>
[[Go to Orchid Road->OrchidRoad]]<br>
<</if>>
<<InventoryCheckSelf "KeyThompsonRepairs">><<TaskState "Task2">>
<<if _InventoryCheckSelf is true and _TaskState is "active">>
<<if setup.period[$periodCurrent] is "Night">>[[Unlock Thompson Repairs and enter->ThompsonsReception]]<br><</if>>
<</if>>
<<LocationKnownCheck "TownSquare">>
<<if _LocationKnownCheck is true>>[[Go to the town square->TownSquare]]<br><</if>>
[[Go to your street->YourStreet]]<br>
<<if $NPCPresent.includes("Reagan")>>
<<RemoveNPC "Reagan">>
<<SetNPCLocation "Reagan" $dayCurrent $periodCurrent "HotelLobby">>
<</if>>
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<if _currentEvent is "TownCentreOriStage1">>
<br>
The street is busy, a steady stream of people moving between shops and businesses. Your attention is idly drifting, barely registering faces as you pass. Until you catch a glimpse of someone across the street.<br>
<br>
She’s stunning. Long legs, confident stride, the kind of woman that naturally draws attention.<br>
<br>
You feel a familiar pull, your body reacting before your mind even registers it.<br>
<br>
But then. A man steps into your peripheral vision, his voice deep, rich with laughter as he talks with a friend. He’s tall, broad-shouldered, wearing a fitted t-shirt that clings in all the right places.<br>
<br>
Your eyes flick to him instinctively.<br>
<br>
Just for a second.<br>
<br>
And there’s a stirring, something you’re not used to feeling. It’s not the same as what you felt for the woman. But it’s something.<br>
<br>
You swallow, turning away. It was just an idle glance. That’s all.<br>
<Br>
<i>…Right?</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the town centre" "TownCentre">><<EventsCheckEnd "TownCentre" "TownCentreOriStage1">><</link>>
<<elseif _currentEvent is "AndreaOutside">>
<br>
You’re walking through town, the click-clack of your impossibly high heels cutting through the air like a knife, when a voice - low, commanding, and unmistakably irritated - cuts through the stillness.<br>
<br>
“Miss Cinders.”<br>
<br>
You stop dead.<br>
<Br>
Turning slowly, your gaze lands on a tall, stern-looking man in an impeccably pressed three-piece suit. His silver-streaked hair is slicked back with precision, his sharp eyes calculating and unamused as they sweep over you.<Br>
<Br>
You don’t recognise him, but the way he stands - rigid, authoritative, exuding control - makes it clear. He’s important. He exhales sharply, folding his arms across his chest.<br>
<Br>
“What exactly do you think you’re doing?” His voice is measured but tense, like he’s barely keeping his displeasure in check. His lips press into a thin line, his gaze trailing from the lace-trimmed hem of your tiny skirt, to the snug bodice hugging your waist, to the impossibly high heels forcing you to stand with a delicate sway.<br>
<Br>
Then it clicks. This man must be the owner of the hotel. Harold Sermon. His nostrils flare as he watches realisation dawn on your face.<br>
<Br>
“Staff uniforms do not leave the hotel.” The words are sharp, deliberate, each syllable weighted with disapproval.<br>
<Br>
His gaze flicks to the passing townsfolk, their glances covert but lingering, whispers passing between them as they take in the sight of a Charlton Hotel maid standing in the middle of the street, dressed like a fantasy come to life.<br>
<br>
“Not only is this improper, it’s humiliating.” His voice drops lower, but somehow, that makes it worse.<br>
<Br>
“You are making a spectacle of yourself. People will start to think I allow my staff to parade around like common street girls.” His gaze darkens. “And I do not run that kind of establishment.”<br>
<br>
He exhales slowly, straightening his already-perfect cuffs. “Come with me.” He turns sharply toward the hotel, expecting obedience without question. “Lennox will deal with this.”<br>
<br>
<<ActionsHeader>>
<<link "Go with Sermon to see Lennox." "HotelLockerRoomAndreaOutsideEvent">><<SetFlag "AndreaOutsideSeen">><<EventsCheckEnd "TownCentre" "AndreaOutside">><<NPCKnown "Sermon">><</link>><br>
<<elseif _currentEvent is "TeacherMeetingFail">>
<br>
As you return to the living world, you look around to find yourself lying on the pavement outside the Charlton Hotel.<Br>
<br>
Looking up at the sky, you deduce some time has passed. The pitch black of night time has set in.<Br>
<br>
You look back to the hotel and see it's closed for the night. Whatever the teachers were discussing, you have missed it this evening.<Br>
<br>
<<if _CurrentPC is true>>
As your senses return, you feel a pain in your back. Something pulsating. The pink heart tattoo on your lower back. It's throbbing. With magic. You find yourself dwelling on what happened. Any of it.<Br>
<Br>
<<ActionsHeader>>
<<link "Return to the town centre" "TownCentre">><<Intelligence -2>><<EventsCheckEnd "TownCentre" "TeacherMeetingFail">><</link>>
<<else>>
<Br>
<<ActionsHeader>>
<<link "Return to the town centre" "TownCentre">><<EventsCheckEnd "TownCentre" "TeacherMeetingFail">><</link>>
<</if>>
<</if>><<if $NewsPaperIssue is undefined>><<set $NewsPaperIssue to 0>><</if>>
<<if $NewsPaperContent is undefined>>
<<set $NewsPaperContent to {
0 : ["NewspaperContentFlowerShow", "NewspaperContentFatGordons", "NewspaperContentTurnips", "NewspaperContentTovilHole", "NewspaperContentKarate"]
}>>
<</if>>
<<switch $TownCentreNewsPaper0>>
<<case undefined>>
<<DailyVariableCheck "InterviewPublish">><<Flag "TempInterviewPublish">>
<<if _DailyVariableCheck is false and _FlagReturn is true>>
You put a coin into the newsrack and pull out the latest Charlton Gazette. A headline near the bottom of the front page catches your eye:<br>
<br>
<span class='typewriter-text'>MEET THIS YEAR’S MISS CHARLTON FINALISTS</span><br>
<br>
<<ActionsHeader>>
<<link "Turn to the article" "TownCentreNewsPaper0">><<set $TownCentreNewsPaper0 to "FinalistArticle">><</link>>
<<else>>
<<CheckFirst "GazetteIssue2">>
<<if $NewsPaperIssue is 1 and _CheckFirst is false>>
You put a coin in the newsrack and take out a copy of the latest Charlton Gazette. It's a new issue.<br>
<<else>>
You put a coin in the newsrack and take out a copy of the latest Charlton Gazette.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Read in more detail" "TownCentreNewsPaper0">><<if $NewsPaperIssue is 1>><<AddFirst "GazetteIssue2">><</if>><<set $TownCentreNewsPaper0 to "Read">><</link>><br>
<<link "Discard the newspaper" "TownCentreNewsPaper0">><<if $NewsPaperIssue is 1>><<AddFirst "GazetteIssue2">><</if>><<set $TownCentreNewsPaper0 to "Discard">><</link>>
<</if>>
<<case "FinalistArticle">>
<<include "NewspaperContentCharltonFinalists">>
<br>
<<ActionsHeader>>
<<link "Discard the paper" "TownCentre">><<TimeChange>><<set $TempInterviewQ1 to undefined>><<set $TempInterviewQ2 to undefined>><<set $TempInterviewQ3 to undefined>><<SetFlag "TempInterviewPublish" false>><<set $TownCentreNewsPaper0 to undefined>><</link>>
<<case "Discard">>
Done with the paper, you roll it up and place it in a bin next to the news stand.<br>
<br>
<<ActionsHeader>>
<<link "Go back to the town centre" "TownCentre">>
<<TimeChange>>
<<set $TownCentreNewsPaper0 to undefined>>
<</link>>
<<case "Read">>
<<set _issueArr to $NewsPaperContent[$NewsPaperIssue] ? $NewsPaperContent[$NewsPaperIssue] : []>>
<<set _floating to []>>
<<Flag "CharltonGazettePastIssuesKnown">><<if _FlagReturn is false>><<set _floating.push("NewspaperContentSeniorYear")>><</if>>
<<if $HotelAdvertSeen isnot true>><<set _floating.push("NewspaperContentMaidAdvert")>><</if>>
<<set _pool to _issueArr.concat(_floating)>>
<<if $randomNewsTopic is undefined and _pool.length is 0>>
<i>There’s nothing else of interest in this issue.</i><br>
<br>
<<ActionsHeader>>
<<link "Go back to the town centre" "TownCentre">>
<<TimeChange>>
<<set $TownCentreNewsPaper0 to undefined>>
<</link>>
<<else>>
<<if $randomNewsTopic is undefined>>
<<set $randomNewsIndex to Math.floor(Math.random() * _pool.length)>>
<<set $randomNewsTopic to _pool[$randomNewsIndex]>>
<<if $randomNewsIndex lt _issueArr.length>>
<<set $NewsPaperContent[$NewsPaperIssue] to _issueArr.filter(function(_, index) {
return index !== $randomNewsIndex;
})>>
<</if>>
<</if>>
<<include $randomNewsTopic>><br>
<br><<ActionsHeader>>
<<set _remainingArr to $NewsPaperContent[$NewsPaperIssue] ? $NewsPaperContent[$NewsPaperIssue] : []>>
<<set _remaining to _remainingArr.length>>
<<Flag "CharltonGazettePastIssuesKnown">><<if _FlagReturn is false>><<set _remaining += 1>><</if>>
<<if $HotelAdvertSeen isnot true>><<set _remaining += 1>><</if>>
<<if _remaining is 0>>
<s>Read more</s> - <i>You've read everything of interest in this issue</i><br>
<<else>>
<<link "Read more" "TownCentreNewsPaper0">><<set $randomNewsTopic to undefined>><<set $randomNewsIndex to undefined>><<set $TownCentreNewsPaper0 to "Read">><</link>><br>
<</if>>
<<link "Discard the newspaper" "TownCentreNewsPaper0">><<set $randomNewsTopic to undefined>><<set $randomNewsIndex to undefined>><<set $TownCentreNewsPaper0 to "Discard">><</link>>
<</if>>
<</switch>><b>Town Hall - Reception</b><br>
<img src="./images/CharltonTownHall.png"><br>
<br>A study in old-world authority. Polished wooden floors, solemn paintings of former town leaders, and the methodical tick of a clock above the desk.<br>
<<include "EventsTownHallReception">>
<<if _currentEvent is undefined>>
<br>
<<ActionsHeader>>
<<link "Return to the town square" "TownSquare">><<if $periodCurrent isnot 4>><<TimeChange>><</if>><</link>>
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<if _currentEvent is "MissCharltonFinalists">>
<br>
You step through the heavy oak doors of the Town Hall and into the foyer. The air smells of polish and old flowers. A reception desk sits ahead of you, behind which a middle-aged woman in a twinset and pearls looks up with a practised smile.<br>
<br>
"Good evening, dear. You must be here for the dinner." She glances down at a clipboard. "Name?"<br>
<br>
"Emily Phillips," you reply.<br>
<br>
She runs a manicured nail down the list, then ticks something off. "There you are. Emily Phillips." She looks up, appraising you with quick eyes. "Lovely."<br>
<br>
<<BadgeCheck>>
<<if _BadgeCheck is true>>
Her eyes drop to the badges on your blouse and she nods. "All in order." She gestures to a brass-gated lift at the far end of the foyer. "Take the lift to the second floor. The ballroom is straight ahead. Mr. Stitch will greet you when you arrive."<br>
<<else>>
<<if $PlayerCharacter.cheerleader is true>>
She frowns, glancing at your blouse. "No badges? That's unusual for a contestant." She reaches beneath the desk and produces a small pin badge with a silhouette of a woman in a graduation cap. "Here. Pin that on. We can't have you walking in empty-handed."<br>
<<else>>
She frowns, glancing at your blouse. "No badges? That is unusual." She reaches beneath the desk and produces a small pin badge with a red silhouette of a penny farthing. "Here. Pin that on, dear. Everyone needs at least one."<br>
<</if>>
<br>
She gestures to a brass-gated lift at the far end of the foyer. "Take the lift to the second floor. The ballroom is straight ahead. Mr. Stitch will greet you when you arrive."<br>
<</if>>
<br>
The lift is old. Wrought iron gates, polished brass, a lever instead of buttons. The kind you'd see in a Hollywood golden-age hotel. You pull the gate shut and push the lever. The mechanism groans into life, carrying you upward with a shudder.<br>
<br>
<<ActionsHeader>>
<<link "Take the lift up to the ballroom" "TownHallBallroom">><<NPCKnowsThisForm "Maisie">><<if _NPCKnowsThisForm is false>><<set $TempMaisieIntro to true>><</if>><<NPCKnown "Maisie">><<NPCKnown "Chantelle">><<BadgeCheck>><<if _BadgeCheck is false>><<if $PlayerCharacter.cheerleader is true>><<AddObjectLocation "TownHallReception" "MissCharltonAmbassadorBadge">><<TakeObjectLocation "TownHallReception" "MissCharltonAmbassadorBadge">><<else>><<AddObjectLocation "TownHallReception" "MissCharltonRebelBadge">><<TakeObjectLocation "TownHallReception" "MissCharltonRebelBadge">><</if>><</if>><<EventTrigger "TownHallBallroom" "MissCharltonFinalists" "Evening" null "Emily" null null null false>><<EventsCheckEnd "TownHallReception" "MissCharltonFinalists">><</link>>
<</if>><b>Town Hall - Ballroom</b><br>
<img src="./images/CharltonTownHall_Ballroom.png"><br>
<br>The Town Hall ballroom is all polished wood, green-and-gold school pomp, and carefully laid tables, its formal warmth masking the faintly oppressive sense that comes from Charlton formality.<br>
<<include "EventsTownHallBallroom">>
<<if _currentEvent is undefined>>
<br>
<<ActionsHeader>>
<<link "Return to reception" "TownHallReception">><</link>>
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<if _currentEvent is "MissCharltonFinalists">>
<br>
The lift doors open and you step into a ballroom that belongs to another era. Crystal chandeliers hang from a vaulted ceiling, casting warm light over round tables dressed in white linen. Banners in Charlton's red and blue line the walls, interspersed with gilt-framed portraits of stern-faced men and demure women.<br>
<br>
The room is already busy. Men in black tie stand in clusters, drinks in hand, their laughter low and confident. Between the tables, you spot girls from school. Each seated alone at a table of businessmen, their postures unnaturally straight, smiles fixed and careful.<br>
<br>
You see Stacey at a table near the window, sitting rigid between two older men. Britney is at another, leaning back with a nervous giggle. Reagan sits perfectly still at hers, chin raised, surveying the room like she already owns it.<br>
<br>
<<NPCKnownCheck "Chantelle">>
<<if _NPCKnownCheck is true>>
You recognise Chantelle Marks at a table near the stage, adjusting her glasses as a grey-haired man talks at her. She catches your eye briefly, then looks away.<br>
<<else>>
A girl with fashionable glasses and dark hair sits at a table near the stage, adjusting her frames as a grey-haired man talks at her. You recognise her from school. Chantelle Marks.<br>
<</if>>
<br>
<<NPCKnownCheck "Maisie">>
<<if _NPCKnownCheck is true>>
Maisie Peterson is at the table furthest from the door, her dark hair softly waved, her porcelain smile aimed at a man who seems delighted by her attention.<br>
<<else>>
A polished girl with dark, softly waved hair sits at the table furthest from the door, her porcelain smile aimed at a man who seems delighted by her attention. You recognise her from behind the counter at Evans. Maisie Peterson.<br>
<</if>>
<br>
<<GetNPCState "Christina" "cheerleader">>
<<if _cheerleader is false>>
Christina sits at a corner table, looking meek. Her usual confidence is absent. She picks at the tablecloth, avoiding eye contact with the men around her.<br>
<<else>>
Christina sits at a corner table, shining brightly. Her smile is dazzling, her posture perfect, and the men at her table are hanging on her every word.<br>
<</if>>
<br>
"Miss Phillips," an unnerving voice murmurs as you look around. "I'm delighted you could join us."<br>
<br>
Stitch.<br>
<br>
<<ActionsHeader>>
<<link "Talk to Stitch" "TownHallStitchTalkTo">><<EventsCheckEnd "TownHallBallroom" "MissCharltonFinalists">><</link>>
<</if>>He smiles at you thinly, wearing a tailored black suit, his silver hair slicked back. He holds a small pocketbook in hand, but for the moment, his eyes don't leave you.<br>
<br>
"This promises to be quite the evening," he continues. "I'm looking forward to seeing how you perform." Without waiting for a response, he looks down at his pocketbook, flipping through a few pages. "Let's see what table you have been assigned to."<br>
<br>
<<TableAssign>>
<<TableAssignNumberCheck>>
<<if _TableAssignNumberCheck is 1>>
"Not much interest in you, I'm afraid," he says, his smile unwavering. "But one of our community expressed a desire to meet you. Let's not keep him waiting."<br>
<<elseif _TableAssignNumberCheck is 2>>
"Only a few people expressed an interest in you," he says, closing the notebook. "But quality over quantity, as they say."<br>
<<elseif _TableAssignNumberCheck is 3>>
"It seems only three of our community wished to see you," he says. "A modest showing. But enough to make an impression, I should hope."<br>
<<elseif _TableAssignNumberCheck is 4>>
"Almost a full house for you," he says, a flicker of approval in his eyes. "Four, specifically, wished to see you. Quite the interest."<br>
<<elseif _TableAssignNumberCheck gte 5>>
"Looks like your table is full to capacity," he says, his eyebrows rising. "Quite the interest in you, Miss Phillips. Don't squander it."<br>
<</if>>
<br>
He watches you carefully before speaking more. "You will of course be on your best behaviour this evening. Your task is to impress your dinner company. Those who are favoured by prospective employers will make the Miss Charlton list." He gives you a thin smile. "I've no doubt that crown is alluring for you."<br>
<br>
He strikes his hand out like swatting a fly, gesturing to the tables. "Come. I will introduce you to your companions for the night."<br>
<br>
<<ActionsHeader>>
<<link "Follow Stitch to the table" "TownHallFollowStitch">><</link>><<TableAssignNumberCheck>>
Stitch leads you through the tables. The hum of conversation drops as you pass. Eyes follow you, some curious, some appraising, some lingering longer than they should.<br>
<br>
<<if _TableAssignNumberCheck is 1>>
One lone figure sits at the table, looking irritated as he gulps his wine. He looks up when you and Stitch approach.<br>
<br>
"My apologies for keeping you waiting unattended," Stitch comments. "Miss Phillips. Let me introduce you to your company this evening."<br>
<<else>>
<<if _TableAssignNumberCheck is 2>>Two figures sit<<elseif _TableAssignNumberCheck is 3>>Three figures sit<<elseif _TableAssignNumberCheck is 4>>Four figures sit<<else>>Five figures sit<</if>> at the table, laughing and joking between them. They each look up when you and Stitch approach.<br>
<br>
"Gentlemen, my apologies for interrupting," Stitch comments. "Miss Phillips. Let me introduce you to your company this evening."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Listen to Stitch introduce you" "TownHallIntroductions">><<set $TempStitchIntroduce to 1>><<SetNextDinnerGuest>><</link>><<switch $NextDinnerGuest>>
<<case "Sermon">>
<<NPCKnowsThisForm "Sermon">><<NPCKnownCheck "Sermon">>
<<if _NPCKnowsThisForm is true>>
Stitch gestures to a familiar sight. Sermon. The owner of the Charlton Hotel. He's dressed in a three-piece suit, silver-streaked hair slicked back with precision. He looks up from his wine glass and regards you with hard, calculating eyes. "Miss Phillips."<br>
<br>
"I see you already are acquainted," Stitch comments. "He will be interested to see if you have the qualities he looks for in his staff."<br>
<br>
Sermon's eyes don't leave you. He takes a slow sip of his wine.<br>
<<elseif _NPCKnownCheck is true>>
Stitch gestures to a familiar sight. Sermon. The owner of the Charlton Hotel. He's dressed in a three-piece suit, silver-streaked hair slicked back with precision. He looks up from his wine glass and regards you with hard, calculating eyes.<br>
<br>
"Harold," Stitch begins. "This is Miss Phillips." He turns to you. "Miss Phillips, this is Mr. Sermon. He runs the Charlton Hotel. He will be interested to see if you have the qualities he looks for in his staff."<br>
<br>
"Miss Phillips." He says your name like he's filing it. His eyes assess you for a long moment. Then he returns to his wine.<br>
<<else>>
Stitch gestures to a tall man in a three-piece suit, silver-streaked hair slicked back with precision. He looks up from his wine glass and regards you with hard, calculating eyes.<br>
<br>
"Harold," Stitch begins. "This is Miss Phillips." He turns to you. "Miss Phillips, this is Mr. Sermon. He runs the Charlton Hotel. He will be interested to see if you have the qualities he looks for in his staff."<br>
<br>
"Miss Phillips." He says your name like he's filing it. His eyes assess you for a long moment. Then he returns to his wine.<br>
<</if>>
<<case "Thompson">>
<<NPCKnowsThisForm "Thompson">>
<<if _NPCKnowsThisForm is true>>
Stitch waves his hand towards a man you know well. Thompson. Bald, thick-set, braces straining against his gut. He looks up and his moustache twitches.<br>
<br>
"Phillips," he says, eyes narrowing. "Hope you're better at conversation than your <<Sibling>> is at working."<br>
<br>
"I see you are already acquainted," Stitch comments. "He will be interested to see if you have the qualities he looks for in a secretary."<br>
<br>
Thompson snorts. "Interested in finding one who doesn't cry when I raise my voice." His eyes wander over your body and he licks his lips. You see his hostility changing to lecherous interest. "Can you type?"<br>
<<else>>
Stitch waves his hand towards a man you know well. Thompson. Bald, thick-set, braces straining against his gut. He looks up and his moustache twitches.<br>
<br>
"Tucker," Stitch begins. "This is Miss Phillips." He turns to you. "Miss Phillips, this is Mr. Thompson. He runs Thompson's Repairs. He will be interested to see if you have the qualities he looks for in a secretary."<br>
<br>
Thompson snorts. "Another Phillips? I've had my fill of them lately." His eyes wander over your body and he licks his lips. You see his hostility changing to lecherous interest. "Can you type?"<br>
<</if>>
<<case "Declan">>
<<NPCKnowsThisForm "Declan">><<NPCKnownCheck "Declan">>
<<if _NPCKnowsThisForm is true>>
Stitch nods towards a familiar sight. Declan McTafey. Rhiannon's father. Broad-shouldered with ruddy cheeks and a copper tinge to his thinning hair. He grins when he sees you, raising a glass.<br>
<br>
"Em!" Declan says warmly. "Didn't expect to see you at one of these things."<br>
<br>
"I see you are already acquainted," Stitch comments. "He will wish to see if you'd fit in behind his bar. Or salon."<br>
<br>
Declan waves Stitch off. "Pull up a chair, Em. Let's have a chat."<br>
<<elseif _NPCKnownCheck is true>>
Stitch nods towards a familiar sight. Declan McTafey. Rhiannon's father. Broad-shouldered with ruddy cheeks and a copper tinge to his thinning hair. He looks up with an easy grin.<br>
<br>
"Declan," Stitch begins. "This is Miss Phillips." He turns to you. "Miss Phillips, this is Mr. McTafey. He runs McTafey's bar. His wife also runs the salon. He will wish to see if you'd fit at either."<br>
<br>
Declan extends a hand, shaking yours with a firm grip. "Emily, is it? I'll call you Em. Less of a mouthful." He grins. "Sit down. Let's have a chat."<br>
<<else>>
Stitch nods towards a broad-shouldered man with ruddy cheeks and a copper tinge to his thinning hair. He looks up with an easy grin.<br>
<br>
"Declan," Stitch begins. "This is Miss Phillips." He turns to you. "Miss Phillips, this is Mr. McTafey. He runs McTafey's bar. His wife also runs the salon. He will wish to see if you'd fit at either."<br>
<br>
Declan extends a hand, shaking yours with a firm grip. "Emily, is it? I'll call you Em. Less of a mouthful." He grins. "Sit down. Let's have a chat."<br>
<</if>>
<<case "Palmer">>
<<NPCKnowsThisForm "Palmer">><<NPCKnownCheck "Palmer">>
<<if _NPCKnowsThisForm is true>>
Stitch leads you to the next chair. Doctor Palmer. Quietly composed, greying temples, kind eyes behind wire-rimmed spectacles. He smiles warmly when he sees you.<br>
<br>
"Emily," Palmer says. "How lovely to see you again. I hope you're keeping well."<br>
<br>
"I see you are already acquainted," Stitch comments. "He wishes to know if you have the right temperament for his nursing programme."<br>
<br>
Palmer nods gently. "I think Emily might be just the sort of person we need."<br>
<<elseif _NPCKnownCheck is true>>
Stitch leads you to the next chair. Doctor Palmer. You recognise him immediately. Quietly composed, greying temples, kind eyes behind wire-rimmed spectacles. He looks up and offers you a polite smile.<br>
<br>
"Doctor," Stitch begins. "This is Miss Phillips." He turns to you. "Miss Phillips, this is Doctor Palmer. He oversees the Charlton Care Pavilion. He wishes to know if you have the right temperament for his nursing programme."<br>
<br>
"Emily." Palmer takes your hand softly. "It's a pleasure. Please. Make yourself comfortable."<br>
<<else>>
Stitch leads you to the next chair. A quietly composed man with greying temples and kind eyes behind wire-rimmed spectacles. He rises slightly from his chair and extends a hand.<br>
<br>
"Doctor," Stitch begins. "This is Miss Phillips." He turns to you. "Miss Phillips, this is Doctor Palmer. He oversees the Charlton Care Pavilion. He wishes to know if you have the right temperament for his nursing programme."<br>
<br>
"Emily." Palmer takes your hand softly, smiling. "It's a pleasure. I've heard good things about you from the school." He gestures to the seat beside him. "Please. Make yourself comfortable."<br>
<</if>>
<<case "Aaron">>
<<NPCKnowsThisForm "Aaron">><<NPCKnownCheck "Aaron">>
<<if _NPCKnowsThisForm is true>>
Stitch smiles at a man you know. Aaron Whitaker. You recognise the immaculate navy suit and the calm authority. He gives you a broad smile. "Miss Phillips," Aaron says. "We meet again."<br>
<br>
"I see you are already acquainted," Stitch comments. "He will be interested to see if you meet his standards for the Town Hall."<br>
<br>
Aaron gives you a smile, but it's marred by judgemental eyes. "We'll see."<br>
<<elseif _NPCKnownCheck is true>>
Stitch smiles at a man you know. Aaron Whitaker. You recognise the immaculate navy suit and the calm authority. He gives you a broad smile.<br>
<br>
"Aaron," Stitch begins. "This is Miss Phillips." He turns to you. "Miss Phillips, this is Mr. Whitaker. He manages administration at the Town Hall. He has an opening there that maybe you can fill."<br>
<br>
He gives you a smile, but it's marred by judgemental eyes. "We'll see, won't we? Take a seat, young lady. We'll get started shortly."<br>
<<else>>
Stitch moves on to a tall young man in a perfectly pressed navy suit. Everything about him immaculate. He looks up from the table, appraising you with a warm smile.<br>
<br>
"Aaron," Stitch begins. "This is Miss Phillips." He turns to you. "Miss Phillips, this is Mr. Whitaker. He manages administration at the Town Hall. He has an opening there that maybe you can fill."<br>
<br>
He gives you a smile, but it's marred by judgemental eyes. "We'll see, won't we? Take a seat, young lady. We'll get started shortly."<br>
<</if>>
<<case "Terry">>
<<NPCKnowsThisForm "Terry">><<NPCKnownCheck "Terry">>
<<if _NPCKnowsThisForm is true>>
You hear him before you see him. "Emmie!"<br>
<br>
Sighing, your eyes meet those of Terry Evans. Spirited, silver-streaked hair, easy grin. His eyes light up when he sees you.<br>
<br>
He claps his hands together with joy. "I knew you'd make it! Didn't I say you had star quality?"<br>
<br>
"I see you are already acquainted," Stitch comments, barely managing to be heard.<br>
<br>
Terry waves him off. "Sit down, sit down! Oh, this is going to be wonderful. We'll make a cosmetics counter girl of you, I'm sure!"<br>
<<elseif _NPCKnownCheck is true>>
You see the beaming smile before anything else and let out a small sigh. Terry Evans. Spirited, silver-streaked hair, easy grin. His enthusiasm fills the space around him before Stitch can get a word in.<br>
<br>
"Terry," Stitch begins. "This is Miss Phillips." He turns to you. "Miss Phillips, this is Mr. Evans. He runs Evans' Department Store. He has an opening on his cosmetics counter that we think will suit you nicely."<br>
<br>
Terry leaps to his feet, taking your hand in both of his. "Emily!" His eyes narrow for a moment, before they flicker with an idea. "No, wait! Emmie! Like the awards!"<br>
<br>
He laughs to himself. You see Stitch wince, but Terry doesn't notice as he focuses on you. "Sit down, Emmie. I have a feeling about you!"<br>
<<else>>
You see the beaming smile before anything else and let out a small sigh. A spirited man with silver-streaked hair and an easy grin. His enthusiasm fills the space around him before Stitch can get a word in.<br>
<br>
"Terry," Stitch begins. "This is Miss Phillips." He turns to you. "Miss Phillips, this is Mr. Evans. He runs Evans' Department Store. He has an opening on his cosmetics counter that we think will suit you nicely."<br>
<br>
Terry leaps to his feet, taking your hand in both of his. "Emily!" His eyes narrow for a moment, before they flicker with an idea. "No, wait! Emmie! Like the awards!"<br>
<br>
He laughs to himself. You see Stitch wince, but Terry doesn't notice as he focuses on you. "Sit down, Emmie. I have a feeling about you."<br>
<</if>>
<<CheckPersonalityState "Terry">>
<<if _PersonalityState is "Hardened">>
<br>
As you take your seat, his appraisal holds on you a beat longer than the enthusiasm accounts for. "A genuine sort, I think," he says, quieter than before. "That's become rarer than it used to be."<br>
<</if>>
<<case "Harrow">>
A familiar face catches your eye. Harrow sits with an easy confidence, wavy blond hair catching the light, his charming smile already directed at you.<br>
<br>
"Miss Phillips," Harrow says, his voice soft and warm. "What a pleasure to see you outside the classroom. A change of stage, wouldn't you say?"<br>
<br>
"I'm sure you need no introduction," Stitch comments. "He believes you may have the range to represent Charlton beyond our borders. Or perhaps join our faculty."<br>
<br>
Harrow's smile widens, but his eyes stay fixed on yours. "I've always thought you had something the other girls lack, Miss Phillips. Spirit." He eyes Stitch and grins at the headmaster. "I'm sure we can forgive her recent transgressions, can't we?"<br>
<br>
Stitch holds his gaze, unmoving.<br>
<br>
"Don't mind Mr. Stitch," Harrow says. "He was young once, too. Let's see what the evening brings out."<br>
<<case "Dan">>
<<NPCKnowsThisForm "Dan">><<NPCKnownCheck "Dan">>
<<if _NPCKnowsThisForm is true>>
Stitch turns and takes a deep breath. You see why. It's Dan. Olive skin, carefully groomed. He looks up and his face splits into a sly look.<br>
<br>
"Ah, the Phillips sister!" Dan says, grinning. "Your <<Sibling>> finally let you out to play?"<br>
<br>
"I see you are already acquainted," Stitch comments carefully. "This man is looking for someone suited to his domestic arrangements."<br>
<br>
"That's one way to put it!" Dan barks, his smile remaining as he turns back to you. "Stitch is trying to get young Dan Mendel to settle down and get a ball and chain." He looks you up and down, grinning wider with interest. "What do you say, Phillips? Feel like cleaning my dirty undies?"<br>
<br>
Dan cackles to himself. You actually hear Stitch sigh.<br>
<<else>>
Stitch turns and takes a deep breath. You see why. It's Dan. Olive skin, carefully groomed. He looks up and his face splits into a sly look.<br>
<br>
"Dan," Stitch begins. "This is Miss Phillips."<br>
<br>
"Ah, the Phillips sister!" Dan says, grinning. "Your <<Sibling>> finally let you out to play?"<br>
<br>
Stitch grinds his teeth, turning to you. "Miss Phillips, this is Mr. Mendel. He is looking for someone suited to his domestic arrangements."<br>
<br>
"That's one way to put it!" Dan barks, his smile remaining as he turns back to you. "Stitch is trying to get young Dan Mendel to settle down and get a ball and chain." He looks you up and down, grinning wider with interest. "What do you say, Phillips? Feel like cleaning my dirty undies?"<br>
<br>
Dan cackles to himself. You actually hear Stitch sigh.<br>
<</if>>
<<case "Ron">>
<<NPCKnowsThisForm "Ron">><<NPCKnownCheck "Ron">>
<<if _NPCKnowsThisForm is true>>
The man barely acknowledges your arrival. Ron. From Fresh Pot. Sweaty and tired-looking, his receding hair plastered to his forehead. He glances up at you, unimpressed. He looks uncomfortable wearing a shirt.<br>
<br>
"Hello again," Ron says flatly. He doesn't look up from his plate.<br>
<br>
"I see you are already acquainted," Stitch comments. "Ron needs reliable staff for Fresh Pot. Perhaps you can oblige."<br>
<br>
Ron's eyebrow rises a fraction. "Reliable? If you're taking Flo away, I just need someone to cover the till."<br>
<<elseif _NPCKnownCheck is true>>
The man barely acknowledges your arrival. Ron. From Fresh Pot. Sweaty and tired-looking, his receding hair plastered to his forehead. He glances up at you, unimpressed. He looks uncomfortable wearing a shirt.<br>
<br>
"Ron," Stitch begins. "This is Miss Phillips." He turns to you. "Miss Phillips, this is Mr. Denver. He runs Fresh Pot. He needs reliable staff. Perhaps you can oblige."<br>
<br>
Ron's eyebrow rises a fraction. "Reliable? If you're taking Flo away, I just need someone to cover the till."<br>
<<else>>
The man barely acknowledges your arrival. Sweaty and tired-looking, his receding hair plastered to his forehead. He glances up at you, unimpressed. He looks uncomfortable wearing a shirt.<br>
<br>
"Ron," Stitch begins. "This is Miss Phillips." He turns to you. "Miss Phillips, this is Mr. Denver. He runs Fresh Pot. He needs reliable staff. Perhaps you can oblige."<br>
<br>
Ron's eyebrow rises a fraction. "Reliable? If you're taking Flo away, I just need someone to cover the till."<br>
<</if>>
<<case "Rogers">>
The man doesn't look up until you're standing right beside him, in spite of you recognising him instantly. Rogers.<br>
<br>
He sits in his waistcoat, spectacles perched on the end of his nose. He looks up, studying you over the rims.<br>
<br>
"Miss Phillips," Rogers says slowly. "I was wondering when you'd arrive."<br>
<br>
"I'm sure you need no introduction," Stitch comments, choosing his words with care. "He has a particular eye for students who don't quite fit the mould." Stitch smiles thinly. "Mr. Rogers specialises in providing special tuition for those students who may feel as though Charlton has nothing to offer them. Is that you, Emily?"<br>
<br>
Rogers and Stitch share a look, before Rogers looks you up and down. "Sit down, Miss Phillips. Let's see what we're working with."<br>
<</switch>>
<br>
<<ActionsHeader>>
<<if $DinnerGuests.length gt $TempStitchIntroduce>>
<<link "Meet the next businessman" "TownHallIntroductions">>
<<if $NextDinnerGuest is "Sermon">><<NPCKnown "Sermon">><</if>>
<<if $NextDinnerGuest is "Declan">><<NPCKnown "Declan">><</if>>
<<if $NextDinnerGuest is "Palmer">><<NPCKnown "Palmer">><</if>>
<<if $NextDinnerGuest is "Aaron">><<NPCKnown "Aaron">><</if>>
<<if $NextDinnerGuest is "Terry">><<NPCKnown "Terry">><</if>>
<<if $NextDinnerGuest is "Ron">><<NPCKnown "Ron">><</if>>
<<set $TempStitchIntroduce += 1>>
<<SetNextDinnerGuest>>
<</link>>
<<else>>
<<link "Sit down" "TownHallSitDown">>
<<if $NextDinnerGuest is "Sermon">><<NPCKnown "Sermon">><</if>>
<<if $NextDinnerGuest is "Declan">><<NPCKnown "Declan">><</if>>
<<if $NextDinnerGuest is "Palmer">><<NPCKnown "Palmer">><</if>>
<<if $NextDinnerGuest is "Aaron">><<NPCKnown "Aaron">><</if>>
<<if $NextDinnerGuest is "Terry">><<NPCKnown "Terry">><</if>>
<<if $NextDinnerGuest is "Ron">><<NPCKnown "Ron">><</if>>
<</link>>
<</if>><<CurrentOutfit>>
<<if _CurrentOutfit is "GalaDressNonCorrupted">>
You sit down and adjust your dress, smoothing the navy fabric over your knees. It hangs nicely on you. Modest. Appropriate. A few of the men glance your way, but their eyes don't linger.<br>
<<elseif _CurrentOutfit is "GalaDressCorrupted">>
You sit down and tug the hem of your dress, feeling conscious of the eyes on you. The burgundy rides up as you cross your legs, and you catch more than one pair of eyes tracking the movement. You adjust your posture, pulling the neckline up a fraction. It doesn't help much.<br>
<</if>>
<br>
A clinking of glass cuts through the murmur of conversation. Stitch stands at the front of the ballroom, behind a lectern draped in Charlton's colours. The room falls silent.<br>
<br>
"Good evening," he begins, his voice carrying without effort. "And welcome. To those of you returning, it is a pleasure to have you with us once more. To our young guests, congratulations on reaching this point. You should be proud."<br>
<br>
He pauses, letting the words settle.<br>
<br>
"Every year, the community of Charlton invests in its future. Not through bricks and mortar, but through people. Through young women who understand the value of service, of dedication, of knowing one's place within a thriving community."<br>
<br>
His eyes sweep the room. You feel them pass over you.<br>
<br>
"Tonight, you will have the opportunity to demonstrate those qualities to the men who will shape your professional lives. These gentlemen have built this town. They have maintained its values. And they are here, this evening, to assess whether you are worthy of carrying those values forward."<br>
<br>
He straightens his cuffs. "I expect each of you to conduct yourselves with the grace and composure that Charlton demands. Impress your hosts. Listen. Be attentive. And remember that the crown of Miss Charlton is not merely a title. It is a responsibility."<br>
<br>
He raises his glass. "To Charlton. And to its future."<br>
<br>
There is a murmur of approval from the businessmen. Glasses are raised. You look around the ballroom.<br>
<br>
Stacey sits rigid, trying to ignore the jostling of the men she's sandwiched between. Britney seems bored of the formalities already, quietly giggling as one of the businessmen whispers something to her. Reagan looks back at you. Only at you. Her eyes glare.<br>
<br>
"So, to the gentlemen. Enjoy your meal and your company. And to the girls," his eyes land squarely on you. "Make your best impression."<br>
<br>
Applause erupts from the men. As it bounces off the walls in the ballroom, Stitch smiles narrowly at you.<br>
<br>
<<ActionsHeader>>
<<link "Turn back to your table" "TownHallQuestion1">><<CurrentOutfit>><<if _CurrentOutfit is "GalaDressCorrupted">><<MissCharltonFinalist 1>><</if>><</link>><<switch $Question1Answer>>
<<case undefined>>
<<DailyVariableCheck "AndreaSleep">>
<<if _DailyVariableCheck is true>>
As the chatter returns to the ballroom, waitresses emerge from a door at the side of the ballroom, carrying trays of starters. You don't recognise any of them, but the short skirts and fishnet stockings match the uniform from the Charlton Hotel. They each wear the practised smile of a professional as the businessmen grin at them. They lay out starters across your table wordlessly.<br>
<<else>>
Waitresses emerge from a door at the side of the ballroom, carrying trays of starters. Each wearing short skirts and fishnet stockings that match the uniform from the Charlton Hotel.<br>
<br>
You see Andrea approach the table, smiling meekly as she lays out starters wordlessly.<br>
<</if>>
<br>
<<TableAssignNumberCheck>>
<<if _TableAssignNumberCheck is 1>>
$TableGuest1 turns to look at you. "So. Tell me a bit about your personal life. What do you like to do once the school day's done?"<br>
<br>
You stare back, blinking. You know you need to impress him to make the finalists. But even if you know what he wants to hear, do you really want to play up to his expectations?<br>
<<elseif _TableAssignNumberCheck is 2>>
$TableGuest1 and $TableGuest2 look at each other, sharing a look. $TableGuest2 shrugs. $TableGuest1 turns to look at you. "So. Tell me a bit about your personal life. What do you like to do once the school day's done?"<br>
<br>
You stare back, blinking. You know you need to impress them to make the finalists. But even if you know what some of them want to hear, do you really want to play up to their expectations?<br>
<<else>>
There are a number of looks shared around the table. A few chuckles and shrugs. Then, $TableGuest1 turns to look at you. "So. Tell me a bit about your personal life. What do you like to do once the school day's done?"<br>
<br>
You stare back, blinking. You know you need to impress them to make the finalists. But even if you know what some of them want to hear, do you really want to play up to their expectations?<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Tell him that you like to help out at home" "TownHallQuestion1">><<set $Question1Answer to "Help">><</link>><br>
<<link "Tell him you like to plan the next day" "TownHallQuestion1">><<set $Question1Answer to "Plan">><</link>><br>
<<link "Tell him you like to spend time socialising" "TownHallQuestion1">><<set $Question1Answer to "People">><</link>><br>
<<link "Tell him you like to use the time for yourself" "TownHallQuestion1">><<set $Question1Answer to "Yourself">><</link>>
<<case "Help">>
"I usually help out at home," you mumble. "There's always something that needs doing."<br>
<br>
<<switch $TableGuest1>>
<<case "Sermon">>
Sermon regards you for a moment. Then nods. "Good. Good preparation for becoming a maid."<br>
<br>
He returns to his starter, offering you nothing more.<br>
<<case "Thompson">>
Thompson snorts. "Helping at home? That's what you do with your free time?" His moustache twitches. "I suppose someone has to scrub the floors. But I was hoping for something a bit more... outgoing."<br>
<br>
He stabs one of the prawns in his starter and shovels it into his mouth whole. Bits of flesh drop down onto his suit.<br>
<<case "Declan">>
Declan wrinkles his nose. "Helpin' at home? That's a bit... quiet, isn't it?" He leans back. "I was hopin' you'd be more of a people person. The bar doesn't run itself on good housekeeping. Even in the salon, you gotta know how to talk to anyone."<br>
<br>
He shrugs and takes a bite of his food. You see him frown.<br>
<<case "Palmer">>
Palmer smiles warmly. "That's a lovely quality, Emily. Looking after the people around you. Not enough young people think that way."<br>
<br>
He continues to smile pleasantly at you for a moment longer, then turns to his starter, taking a small bite.<br>
<<case "Aaron">>
Aaron looks at you with curious eyes, but shrugs. "How nice," he mutters, though it's hardly with a tone of enthusiasm.<br>
<br>
He turns his attention to his starter, quietly eating with delicate cuts.<br>
<<case "Terry">>
Terry tilts his head, considering. "Helping at home? That's very... grounded, Emmie." He forces a smile. "But no need to be shy! I'm sure there's more to you than that."<br>
<br>
He stabs one of his prawns on his plate and chews it with relish.<br>
<<case "Harrow">>
Harrow leans back, a faint smile on his lips. "A supporting role, Miss Phillips. There's a quiet dignity in that." His eyes study you. "Though I suspect you're capable of more than just the understudy."<br>
<br>
He takes a sip of his wine. "No need to hold back. We both know about your potential." He chuckles, glancing around. "Teacher to student, of course."<br>
<<case "Dan">>
Dan's face lights up. "Now that's what Dan likes to hear." He leans in closer. "A girl who knows the value of a tidy home. You and me, Emily. We'd get along just fine. Your <<Sibling>> should've brought you in on their first day. You'd have a bun in your oven already!"<br>
<br>
He bellows a laugh and shoves a prawn into his mouth, speaking as he chews. "A young Dan Mendel, growing inside of you. Bet you'd love that, wouldn't you?"<br>
<<case "Ron">>
Ron gives a single nod. "I guess that's a good sign. Table tops need cleaning at Fresh Pot. Flo does a good job of that." He winces, looking away. "Shame it's time for her to settle down."<br>
<<case "Rogers">>
Rogers looks at you over his spectacles. A long pause. "Dutiful," he says finally. "Interesting."<br>
<br>
He pushes his starter back away from him, as if signalling he's finished. He hasn't taken a bite.<br>
<</switch>>
<br>
<<ActionsHeader>>
<<link "Finish your starter" "TownHallFinishStarter">><<BusinessmenMeetingQuestion1Reconcile>><</link>>
<<case "Plan">>
"I like to keep organised," you tell him. "Planning the next day makes everything easier."<br>
<br>
<<switch $TableGuest1>>
<<case "Sermon">>
Sermon's eyes narrow slightly. "Planning," he repeats, as if tasting the word. He takes a sip of his wine and sets the glass down. "That's a quality better suited to those giving the orders. Not taking them."<br>
<br>
He returns to his starter, offering you nothing more.<br>
<<case "Thompson">>
Thompson slaps the table, making you flinch. "Now we're talking!" His eyes gleam. "Organisation. Efficiency. That's what keeps a business running." He leans forward, jabbing a finger at you. "You think like that, Phillips, and you might just be useful."<br>
<br>
He tears into his starter with renewed enthusiasm, bits of prawn flying.<br>
<<case "Declan">>
Declan pulls a face. "Plannin'? On a school night?" He shakes his head. "Em, you're eighteen. You should be out havin' fun. Meetin' people." He gestures broadly. "Life doesn't happen on a schedule."<br>
<br>
He takes a long sip of his drink, frowning into it.<br>
<<case "Palmer">>
Palmer nods politely. "Organisation is a useful skill, Emily. Though I hope you leave some room for the unexpected. The best moments are rarely the ones we plan for."<br>
<br>
He continues to smile pleasantly at you for a moment longer, then turns to his starter, taking a small bite.<br>
<<case "Aaron">>
Aaron's eyes glow a little. "Organisation. Structure." He nods approvingly. "Those are qualities we value at the Town Hall, young lady. Every day accounted for. Every task in its proper place."<br>
<br>
He takes a measured bite of his starter, chewing precisely.<br>
<<case "Terry">>
Terry blinks. "Planning? Like... a to-do list?" He tries to look interested. "Well, I suppose that's practical, Emmie. Very practical." His smile wavers. "Though in retail, you need to be ready for anything. Spontaneity! That's the real magic."<br>
<br>
He prods at his prawns without conviction.<br>
<<case "Harrow">>
Harrow raises an eyebrow, impressed. "A stage director's instinct, Miss Phillips. Knowing the next scene before it arrives." He swirls his wine. "Most of the girls here react. You prepare. That's a rare quality."<br>
<br>
He takes a slow sip. "I wonder what else you've been preparing for."<br>
<<case "Dan">>
Dan's smile falters. "Planning? That's a bit serious for a girl your age, isn't it?" He tries to recover. "Dan prefers a girl who's a bit more... spontaneous." He nudges you with his elbow. "You know. Go with the flow. See where the evening takes you."<br>
<br>
He shoves another prawn into his mouth, watching you as he chews.<br>
<<case "Ron">>
Ron shrugs. "Planning's fine. As long as you can keep up when the plan goes wrong." He unfolds one arm to reach for his fork, takes a bite, then folds it back. "Which it always does."<br>
<br>
He sighs. "Flo always knows how to make things work. Whenever they go wrong."<br>
<<case "Rogers">>
Rogers studies you. The silence stretches until you feel compelled to elaborate. You don't.<br>
<br>
"Planning," he says eventually. "For what, I wonder." His spectacles catch the light as he tilts his head. "Girls who plan tend to have ideas. And ideas can be... inconvenient."<br>
<br>
He still hasn't touched his food.<br>
<</switch>>
<br>
<<ActionsHeader>>
<<link "Finish your starter" "TownHallFinishStarter">><<BusinessmenMeetingQuestion1Reconcile>><</link>>
<<case "People">>
"I enjoy spending time with people. It's nice to feel part of things."<br>
<br>
<<switch $TableGuest1>>
<<case "Sermon">>
Sermon stares at you. His expression doesn't change. "How nice for you."<br>
<br>
He returns to his starter, offering you nothing more.<br>
<<case "Thompson">>
Thompson grunts. "Socialising." He says it like it's a disease. "I don't need someone who wants to chat. I need someone who wants to work."<br>
<br>
He stabs another prawn and chews it aggressively.<br>
<<case "Declan">>
Declan's face breaks into a wide grin. "Now you're talkin', Em!" He claps his hands once. "That's the spirit. A girl who likes people? That's worth more than any qualification. You'd do well at the bar being able to talk to people."<br>
<br>
He raises his glass towards you. "You'd have my regulars eatin' out of your hand."<br>
<<case "Palmer">>
Palmer nods thoughtfully. "Connection is important, Emily. People need to feel heard." He pauses. "Though be careful not to lose yourself in the crowd. Your own needs matter too."<br>
<br>
He takes a small bite of his starter, chewing in quiet thought.<br>
<<case "Aaron">>
Aaron's brow furrows slightly. "Socialising," he repeats. "I hope that doesn't mean you struggle to focus when left to your own devices, young lady."<br>
<br>
He cuts a precise piece from his starter and eats it without looking at you.<br>
<<case "Terry">>
Terry claps his hands together. "Oh, wonderful, Emmie! A people person! That's exactly what the counter needs." He beams at you. "Customers want to feel special. And if you can make them feel special, they'll come back every time."<br>
<br>
He pops a prawn into his mouth, chewing happily.<br>
<<case "Harrow">>
Harrow smiles. "An ensemble player, Miss Phillips." He tilts his glass towards you. "Though every ensemble has its lead. Don't forget that."<br>
<br>
He takes a sip of his wine, watching you over the rim.<br>
<<case "Dan">>
Dan shrugs. "Socialising. Sure." He picks at his food. "Guess you need a sewing circle to natter about women's stuff."<br>
<br>
He grins. "Wouldn't want you to be spending too much time away though." He winks. "Dan has his needs to be attended to, after all."<br>
<br>
He barks out a laugh and continues to eat.<br>
<<case "Ron">>
Ron gives a slight nod. "People skills. That helps behind a counter." He takes a bite. "Flo's good with people. Customers love her."<br>
<br>
He stares at his plate and sighs.<br>
<<case "Rogers">>
Rogers watches you for a long moment. His expression is unreadable.<br>
<br>
"Part of things," he echoes. "And which things, exactly, do you wish to be a part of, Miss Phillips?"<br>
<br>
He still hasn't touched his food.<br>
<</switch>>
<br>
<<ActionsHeader>>
<<link "Finish your starter" "TownHallFinishStarter">><<BusinessmenMeetingQuestion1Reconcile>><</link>>
<<case "Yourself">>
"I try to use the time for myself. It helps me stay focused."<br>
<br>
<<switch $TableGuest1>>
<<case "Sermon">>
Sermon's jaw tightens. He sets down his wine glass with a deliberate clink. "For yourself," he repeats.<br>
<br>
He looks at you as if you've confirmed something he already suspected. Then he turns away.<br>
<<case "Thompson">>
Thompson raises an eyebrow. "For yourself? What does that mean? Painting your nails?" He snorts. "I need someone focused on the job. Not on themselves."<br>
<br>
He shakes his head and shovels more food into his mouth.<br>
<<case "Declan">>
Declan frowns. "Time for yourself? At your age?" He shakes his head slowly. "Em, take it from someone who spent too long on his own. People are what make life worth livin'. You'll figure that out eventually."<br>
<br>
He takes a sip of his drink, looking disappointed.<br>
<<case "Palmer">>
Palmer considers this. "Self-care is important, Emily. Taking time to recharge." He offers a small smile. "Just make sure it doesn't become isolation. We all need people around us."<br>
<br>
He takes a thoughtful bite of his starter.<br>
<<case "Aaron">>
Aaron's expression sours. "Time for yourself," he repeats flatly. "I'm not sure that's the quality we look for in a team environment, young lady. The Town Hall runs on cooperation. Not solitude."<br>
<br>
He pushes a piece of food around his plate with precise, irritated movements.<br>
<<case "Terry">>
Terry's face falls. "For yourself? Oh, Emmie." He puts a hand over his heart. "That's rather lonely, isn't it? The shop floor is a stage! You can't perform for an empty house."<br>
<br>
He looks at his prawns mournfully.<br>
<<case "Harrow">>
Harrow tilts his head, studying you. "A method actor, Miss Phillips. Retreating from the world to find the truth within." A faint smile. "There's value in that."<br>
<br>
He takes a sip of his wine. His expression gives nothing away.<br>
<<case "Dan">>
Dan's face darkens. "For yourself?" He leans back, folding his arms. "Not thinking of your future husband's needs there, Phillips."<br>
<br>
He stares at his plate, jaw clenched. The charm is gone. What's left underneath isn't pretty.<br>
<<case "Ron">>
Ron snorts. "Time for yourself. Must be nice." He folds his arms tighter. "Fresh Pot opens at six. Closes at nine. Flo doesn't get time for herself."<br>
<br>
He glares at his plate. "No one in this town does."<br>
<<case "Rogers">>
Rogers removes his spectacles and polishes them slowly. The silence is suffocating.<br>
<br>
"For yourself," he says eventually, replacing them on his nose. "How very... modern." He regards you with cold eyes. "Charlton has a long memory, Miss Phillips. And very little patience for girls who put themselves first."<br>
<br>
He still hasn't touched his food.<br>
<</switch>>
<br>
<<ActionsHeader>>
<<link "Finish your starter" "TownHallFinishStarter">><<BusinessmenMeetingQuestion1Reconcile>><</link>>
<</switch>>You lean back, pushing your plate away. Your eyes wander around the room and you notice Maisie giggling with one of the businessmen. She touches his arm and smiles, but then stands. In a hushed but polite manner, you see her excuse herself and glide between the tables, her dress glimmering in the lights. She heads towards the sign for the bathroom.<br>
<br>
You look around your table, considering the opportunity. This might be a chance to influence the competition.<br>
<br>
<<ActionsHeader>>
<<link "Excuse yourself to go to the bathroom" "TownHallExcuseSelf">><</link>><br>
<<link "Stay at the table" "TownHallStayAtTable">><</link>><<TableAssignNumberCheck>>
<<if _TableAssignNumberCheck is 1>>
You take a deep breath and stretch, deciding to stay at the table. You turn to $TableGuest1 and pretend to listen as he attempts to make conversation. At least he seems appreciative you haven't left him alone.<br>
<br>
Minutes later, Maisie returns from the bathroom. You see her run a hand over the shoulder of the businessman who sits next to her.<br>
<br>
<<ActionsHeader>>
<<link "Wait for dinner" "TownHallQuestion2">><<MissCharltonFinalist 1>><</link>>
<<else>>
You take a deep breath and stretch, deciding to stay at the table with the men. You try to follow the conversation between them, but they mostly ignore you and banter between themselves as they drink more wine.<br>
<br>
Minutes later, Maisie returns from the bathroom. You see her run a hand over the shoulder of the businessman who sits next to her.<br>
<br>
<<ActionsHeader>>
<<link "Wait for dinner" "TownHallQuestion2">><<MissCharltonFinalist 1>><</link>>
<</if>>"Excuse me," you say to the table, rising from your seat. "Just need to go powder my nose."<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "GalaDressNonCorrupted">>
You stand, feeling your dress drop down around your knees. You walk through the tables, glancing at the other girls still seated. Stacey squeezes her body together as the men on each side of her lean in, brushing against her as they laugh and banter across her.<br>
<<elseif _CurrentOutfit is "GalaDressCorrupted">>
You stand, feeling eyes lingering on you as you pull down your dress. You walk through the tables, feeling gazes follow you as you pass. The girls at each table glare at you. The businessmen smile as they try to meet your eyes. Even the two men squeezing Stacey between them break off their banter as you pass.<br>
<</if>>
<br>
Walking towards the bathroom sign, you take a deep breath. Thankful at least you're not in her position.<br>
<br>
<<ActionsHeader>>
<<link "Go to the bathroom" "TownHallBathroom">><</link>><b>Town Hall - Bathroom</b><br>
<img src="./images/CharltonTownHall_BathroomWomen.png"><br>
<<switch $TownHallBathroomChoice>>
<<case undefined>>
<br>
Gilt-framed mirrors, marble countertops, and soft lighting. The kind of bathroom designed to make you feel important.<br>
<br>
As you enter, you see Maisie standing at the far mirror, touching up her lipstick. She catches your reflection and turns, offering a polished smile.<br>
<br>
<<if $TempMaisieIntro is true>>
"Emily, isn't it? From school." She drops the lipstick back into her clutch. "I don't think we've ever actually spoken. Funny how it takes something like this to bring people together."<br>
<<else>>
“Emily,” she says warmly, dropping the lipstick back into her clutch. “Didn’t expect to see you at one of these. Small town, though. It always finds a way of throwing the same people together.”<br>
<</if>>
<br>
You smile politely and move to the mirror beside her. "How's your evening going?"<br>
<br>
"Oh, wonderful," she says brightly. Too brightly. She turns back to her reflection, adjusting a strand of dark hair. "The men are very... attentive."<br>
<br>
A pause. Her hand stops moving. She stares at herself in the mirror, the smile fading.<br>
<br>
"Everything alright?" you ask.<br>
<br>
She looks at you in the mirror, studying you. "Honestly?" she says quietly. "I thought this would be different."<br>
<br>
You give her a reassuring smile. "Different how?"<br>
<br>
Maisie puts both hands on the marble countertop, steadying herself. "My Aunt Joan always tells me that I need to find a husband. That it was blind luck my mother found one, and I shouldn't follow her advice." She lets out a bitter laugh. "She says a girl like me has to marry. That it would be the talk of the town if I grew into an old spinster behind the cosmetics counter."<br>
<br>
She meets your eyes in the mirror. "So I came here tonight thinking this was my chance. Eligible bachelors. Successful men. A chance to prove Aunt Joan wrong."<br>
<br>
You flash her a grin. "But they're not what you were expecting?"<br>
<br>
She rolls her eyes. "They're old enough to be my father. And the way they look at you. The way they talk to you." She sighs. "I didn't think it would be as bad as this."<br>
<br>
She looks down at her hands on the marble. "It doesn't feel great. I thought I'd enjoy it. Being surrounded by all this attention." She shakes her head. "But it just feels... wrong."<br>
<br>
You watch her reflection. For a moment, the polished porcelain girl from Evans is gone. What's left is an eighteen-year-old who is in over her head.<br>
<br>
<<StatCheckAssertive "gt" 60>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Try to convince her it's not worth her self-respect">>
<<StatCheckGreedy "lt" 40>>
<<set _StatGreedyProbability to _StatGreedyProbability + " Try to explain that she's better than this">>
<<ActionsHeader>>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "TownHallBathroom">><<set $TownHallBathroomChoice to "AssertivePass">><</link>><br>
<<else>>
<<link _StatAssertiveProbability "TownHallBathroom">><<set $TownHallBathroomChoice to "AssertiveFail">><<Assertive 1>><</link>><br>
<</if>>
<<if _StatCheckGreedy is true>>
<<link _StatGreedyProbability "TownHallBathroom">><<set $TownHallBathroomChoice to "GreedyPass">><</link>>
<<else>>
<<link _StatGreedyProbability "TownHallBathroom">><<set $TownHallBathroomChoice to "GreedyFail">><<Greedy -1>><</link>>
<</if>>
<<case "AssertivePass">>
<br>
"Maisie." You turn to face her properly. "Listen to me. You don't owe those men anything. Not your smile, not your charm, and definitely not your self-respect."<br>
<br>
She blinks, startled by the directness.<br>
<br>
"Aunt Joan is wrong," you continue. "You don't have to marry some man twice your age just because she's got an opinion. That's her talking. Not you."<br>
<br>
Maisie stares at you. Her lip trembles for just a moment. "But what if she's right?"<br>
<br>
You consider Charlton. Consider all the ways this town grinds people down. And consider how Maisie must have been brought up. "Then fuck 'em."<br>
<br>
Her eyes widen, as if you are committing blasphemy. Which, you suppose, you are to her.<br>
<br>
"You're no good to anyone if you can't face yourself in the mirror every morning."<br>
<br>
She looks at you for a long moment, before her expression hardens. "You're right," she says quietly. "You're absolutely right."<br>
<br>
She straightens up, squaring her shoulders. "I don't need to giggle and touch their arms like some... some trained pet."<br>
<br>
She picks up her clutch and turns for the door. "Thank you, Emily. I mean it."<br>
<br>
You watch her leave. Something tells you the men at her table are about to have a very different evening.<br>
<br>
<<ActionsHeader>>
<<link "Leave the bathroom and return to your table" "TownHallReturnToTable">><<MissCharltonFinalist 2>><<set $MaisiePersuaded to true>><<set $TownHallBathroomChoice to undefined>><</link>>
<<case "AssertiveFail">>
<br>
"Maisie." You turn to face her properly. "Listen to me. You don't owe those men anything. Not your smile, not your charm, and definitely not your self-respect."<br>
<br>
She blinks, startled by the directness.<br>
<br>
"Aunt Joan is wrong," you continue. "You don't have to marry some man twice your age just because she's got an opinion. That's her talking. Not you."<br>
<br>
Maisie stares at you. Her lip trembles for just a moment. "But what if she's right?"<br>
<br>
You try to think of a way of expressing how to stand up for yourself to a person who has been brought up in Charlton. A person subjected to all of this from an early age. Try as you might, your words don't form. "I don't think she is."<br>
<br>
Maisie looks at you for a long moment. Her eyes narrow, just slightly. The polished mask slides back into place.<br>
<br>
"That's easy for you to say," she replies coolly. "I bet you'll graduate and then coast back to the city, forgetting about this place."<br>
<br>
She snaps her clutch shut and checks her reflection one last time. "I appreciate the concern, Emily. I really do." Her smile is perfect and cold. "But some of us don't have the luxury of self-respect."<br>
<br>
She walks out. You get the feeling you've just made her more determined than ever.<br>
<br>
<<ActionsHeader>>
<<link "Leave the bathroom and return to your table" "TownHallReturnToTable">><<set $TownHallBathroomChoice to undefined>><</link>>
<<case "GreedyPass">>
<br>
"Can I tell you something?" you say gently. "You don't need any of this."<br>
<br>
Maisie frowns. "What do you mean?"<br>
<br>
"I mean you're smart. You work at Evans. You're good with people. You don't need to sit out there flirting with men who are old enough to be your dad just because your Aunt says you need to."<br>
<br>
She opens her mouth to argue, but you keep going.<br>
<br>
"This town wants to put you in a box. Housewife. Barmaid. Cosmetics counter. But that doesn't mean you have to climb in willingly." You give her a reassuring smile. "You can be anything you want to be. Better than this, at least."<br>
<br>
Maisie is quiet. She looks at her reflection. For a long time, she doesn't say anything. "That's not what Aunt Joan says."<br>
<br>
"Aunt Joan is stuck in the past," you say. "If you want to get married, get married. But do it for love, Maisie. Not for a man's money."<br>
<br>
She continues to look in the mirror at herself. "No one's ever said that to me before," she says softly. "Not like that."<br>
<br>
She swallows. "Maybe you're right. Maybe I don't have to be what they want me to be."<br>
<br>
She picks up her clutch, but the fire in her eyes is gone. Replaced by something quieter. Sadder.<br>
<br>
"Thank you, Emily."<br>
<br>
She walks out slowly. You suspect she won't be trying very hard for the rest of the evening.<br>
<br>
<<ActionsHeader>>
<<link "Leave the bathroom and return to your table" "TownHallReturnToTable">><<MissCharltonFinalist 2>><<set $MaisiePersuaded to true>><<set $TownHallBathroomChoice to undefined>><</link>>
<<case "GreedyFail">>
<br>
"Can I tell you something?" you say gently. "You don't need any of this."<br>
<br>
Maisie frowns. "What do you mean?"<br>
<br>
"I mean you're smart. You work at Evans. You're good with people. You don't need to sit out there flirting with men who are old enough to be your dad just because your Aunt says you need to."<br>
<br>
She opens her mouth to argue, but you keep going.<br>
<br>
"This town wants to put you in a box. Housewife. Barmaid. Cosmetics counter. But that doesn't mean you have to climb in willingly." You give her a reassuring smile. "You can be anything you want to be. Better than this, at least."<br>
<br>
Maisie is quiet. She looks at her reflection. For a long time, she doesn't say anything. "That's not what Aunt Joan says."<br>
<br>
You hesitate, trying to think of something that will break the hold her Aunt has over her. It's enough for her doubts to bloom. "No," she murmurs. "You're not from around here, Emily. You don't get it. Do you know what happens to girls in this town who don't find a husband?" She shakes her head. "I don't get to be 'better than this.' This is it."<br>
<br>
She checks her lipstick one final time and snaps her clutch shut. "But thanks for the pep talk. Really sweet of you."<br>
<br>
Her heels click on the marble as she walks out.<br>
<br>
<<ActionsHeader>>
<<link "Leave the bathroom and return to your table" "TownHallReturnToTable">><<set $TownHallBathroomChoice to undefined>><</link>>
<</switch>>You walk back through the ballroom and take your seat. Minutes later, you see Maisie return to her table.<br>
<br>
<<if $MaisiePersuaded is true>>
She sits down stiffly. You notice she doesn't touch the businessman's arm this time. She keeps her hands in her lap, staring at the table.<br>
<<else>>
She slides back into her seat and immediately leans towards the closest businessman, laughing at something he says. Her hand finds his arm. Her smile is dazzling.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Wait for dinner" "TownHallQuestion2">><</link>><<switch $Question2Answer>>
<<case undefined>>
<<DailyVariableCheck "AndreaSleep">>
<<if _DailyVariableCheck is true>>
The waitresses return, clearing the starters and replacing them with plates of roast meat and vegetables. The same practised smiles. The same short skirts. You catch one of the men at a neighbouring table brush a hand against a waitress's leg as she leans over. She doesn't flinch.<br>
<<else>>
The waitresses return, clearing the starters and replacing them with dinner. Andrea approaches your table, laying out plates with quiet efficiency. As she leans over to set yours down, she catches your eye. For just a moment, her practised smile falters. Then she moves on.<br>
<</if>>
<br>
<<TableAssignNumberCheck>>
<<if _TableAssignNumberCheck is 1>>
$TableGuest1 turns to look at you as he tucks into his dinner. "So. What does a good day's work look like to you?"<br>
<br>
You consider the question carefully. Another chance to impress.<br>
<<elseif _TableAssignNumberCheck is 2>>
$TableGuest1 and $TableGuest2 tuck into their dinner. $TableGuest2 turns to look at you. "So. What does a good day's work look like to you?"<br>
<br>
You consider the question carefully. Another chance to impress.<br>
<<else>>
A few more chuckles and shrugs as the men tuck into their dinner. Then, $TableGuest2 turns to look at you. "So. What does a good day's work look like to you?"<br>
<br>
You consider the question carefully. Another chance to impress.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Tell him that knowing you've done what was needed" "TownHallQuestion2">><<set $Question2Answer to "Needed">><</link>><br>
<<link "Tell him seeing things run smoothly because of your organisation" "TownHallQuestion2">><<set $Question2Answer to "Smoothly">><</link>><br>
<<link "Tell him when people leave feeling better than when they arrived" "TownHallQuestion2">><<set $Question2Answer to "Better">><</link>><br>
<<link "Tell him when you're trusted to make decisions without being watched" "TownHallQuestion2">><<set $Question2Answer to "Trusted">><</link>>
<<case "Needed">>
"Knowing I've done what was needed," you say. "Even if it wasn't noticed."<br>
<br>
<<switch $TableGuest2>>
<<case "Sermon">>
Sermon sets down his knife. "Good." He returns to his plate without further comment.<br>
<br>
A thin line of gravy runs down his chin. He wipes it delicately with a quick swipe.<br>
<<case "Thompson">>
Thompson scoffs. "What was needed? That's the bare minimum, Phillips." He jabs his fork at you. "I need someone who goes above and beyond. Not someone happy to coast."<br>
<br>
He shovels a forkful of meat into his mouth, chewing with his mouth open.<br>
<<case "Declan">>
Declan shrugs. "Doin' what's needed is fine, Em. But in the bar, no one notices the quiet ones." He cuts his meat, frowning. "You gotta be seen to be believed."<br>
<br>
He chews thoughtfully, then washes it down with a swig of wine.<br>
<<case "Palmer">>
Palmer smiles. "That's a selfless answer, Emily. The best care is often the kind no one sees." He nods approvingly. "I think you understand that already."<br>
<br>
He takes a careful bite, dabbing his mouth with his napkin.<br>
<<case "Aaron">>
Aaron considers this. "Competent. Unassuming." He cuts a precise piece of meat. "There's a place for that in administration, young lady. Though initiative would be preferable."<br>
<br>
He chews, staring at nothing in particular.<br>
<<case "Terry">>
Terry tilts his head. "That's very humble, Emmie. Very humble." He picks at his vegetables. "But on the counter, you need to be noticed! Customers don't come back for invisible service."<br>
<br>
He sighs, pushing a carrot around his plate.<br>
<<case "Harrow">>
Harrow gives you a slight nod. "Unsung work. The crew behind the curtain." He takes a sip of wine. "There's honour in that, Miss Phillips. Even if the audience never knows your name."<br>
<br>
He turns his attention to his dinner, cutting with deliberate care. "Staying out of the limelight might be a lesson you should take to heart," he mutters.<br>
<<case "Dan">>
Dan beams. "Now that's what I like to hear. A girl who gets on with it. No fuss. No drama." He leans in and grunts. "I've had enough drama for a lifetime."<br>
<br>
He cuts his meat with enthusiasm, talking between bites. "You'd keep a good house, Emily. And I'd love to see you clean."<br>
<<case "Ron">>
Ron nods slowly. "Doing what's needed. That's all I ask." He takes a bite. "Flo does what's needed. Every day. Without being asked."<br>
<br>
He stares at his plate. "She never asks for thanks, either."<br>
<<case "Rogers">>
Rogers regards you over his spectacles. "Needed," he repeats. A long pause. "By whom, I wonder."<br>
<br>
He adjusts his cutlery but doesn't eat. His plate remains untouched. "Consider this, Miss Phillips. What's needed may not always be to your liking." A smile forms on his lips. "But a good girl follows orders, doesn't she? I'm glad you agree."<br>
<</switch>>
<br>
<<ActionsHeader>>
<<link "Finish your dinner" "TownHallTour">><<BusinessmenMeetingQuestion2Reconcile>><</link>>
<<case "Smoothly">>
"When everything runs smoothly," you say. "Because I kept things organised."<br>
<br>
<<switch $TableGuest2>>
<<case "Sermon">>
Sermon's eyes flick to you. "Organisation is a man's tool," he says flatly. "A maid follows the routine. She doesn't set it."<br>
<br>
He returns to his dinner in silence.<br>
<<case "Thompson">>
Thompson grins, slapping the table. "Yes! That's it! Efficiency. Systems. Someone who keeps the cogs turning." He points his knife at you. "Phillips, you might have a future after all. Your <<Sibling>> never even got that."<br>
<br>
He attacks his dinner with gusto, grinning between mouthfuls.<br>
<<case "Declan">>
Declan wrinkles his nose. "Organised? Em, the bar is chaos. Beautiful chaos." He gestures with his fork. "You can't organise a Friday night crowd. You just have to ride the wave."<br>
<br>
He takes a large bite, shaking his head.<br>
<<case "Palmer">>
Palmer nods. "Structure is valuable, Emily. Particularly in a medical setting." He pauses. "Though sometimes the most important thing is knowing when to set the schedule aside and just be present." He smiles. "There's doctors to do the planning, Emily."<br>
<br>
He takes a small, measured bite.<br>
<<case "Aaron">>
Aaron's eyes light up. "Now that is what I like to hear, young lady. Systems. Processes. Everything in its place." He sits straighter. "The Town Hall runs on organisation. Without it, we'd be no better than the council offices in the city."<br>
<br>
He eats with visible satisfaction, each cut precise.<br>
<<case "Terry">>
Terry nods politely. "Organisation. Right. Very practical, Emmie." His enthusiasm is noticeably dimmer. "Though organisation is so structured." He smiles. "The counter does need a bit of flair, you know? Colour! Energy!" He looks off into the distance, thinking. "I wonder if we should throw glitter over them at the beginning of the day."<br>
<br>
He prods at his dinner half-heartedly, lost in new thoughts.<br>
<<case "Harrow">>
Harrow raises an eyebrow. "The stage manager. Every production needs one." He swirls his wine. "Someone who sees what others miss." He looks at you carefully. "But a bad egg can derail the most detailed plan, Miss Phillips. Surely you wouldn't want that?"<br>
<br>
He takes a slow sip of his wine and raises an eyebrow.<br>
<<case "Dan">>
Dan frowns. "Organised? That sounds a bit... dull." He shifts in his seat. "You better get used to a life of spontaneity, Emily. Don't know when I'll be in, when I'll be out. It's a demanding life, being Thompson's top dog."<br>
<br>
He gives you a look. "You better get used to a hectic life, if we get it on." He grins. "But Dan brings in the money, love." He leans in and winks. "And I'll make it up to you when I'm home."<br>
<<case "Ron">>
Ron shrugs. "Organisation's fine. The roster needs doing. Stock needs ordering. But the ebb and flow of a queue?" He shrugs. "Comes and goes. Hard to plan for."<br>
<br>
He takes a bite. "Flo's good at knowing when it's about to blow up. Guess I'll have to learn that, soon."<br>
<<case "Rogers">>
Rogers stares at you. The silence builds until you feel the urge to fill it. You resist.<br>
<br>
"Smoothly," he says eventually. "How very... controlled." His spectacles catch the light. "I find that the most organised girls are often the ones hiding the most interesting things underneath it all."<br>
<br>
His plate remains untouched. His eyes locked on you. "Don't you just want to let go, Miss Phillips? Let someone else take the control from you?"<br>
<br>
He snorts, then looks away, shaking his head.<br>
<</switch>>
<br>
<<ActionsHeader>>
<<link "Finish your dinner" "TownHallTour">><<BusinessmenMeetingQuestion2Reconcile>><</link>>
<<case "Better">>
"When people leave feeling better than when they arrived," you say.<br>
<br>
<<switch $TableGuest2>>
<<case "Sermon">>
Sermon regards you. "Feelings," he says. The word sounds foreign in his mouth. "Fine for some. Just don't let them get in the way of the job."<br>
<br>
He takes a sip of wine and returns to his plate.<br>
<<case "Thompson">>
Thompson snorts. "Feelings? I run a repairs shop, Phillips. Not a spa." He jabs his fork at you. "Customers come in because something's broken. They leave when it's fixed. Their feelings don't come into it."<br>
<<case "Declan">>
Declan's face breaks into a broad grin. "Now that's the spirit, Em! That's exactly what the bar is about." He taps the table with his finger. "People come in miserable. They leave singin'. That's the magic."<br>
<br>
He raises his glass. "I knew I liked you."<br>
<<case "Palmer">>
Palmer's expression softens. "That's a beautiful answer, Emily. Truly." He sets down his cutlery. "That's exactly what medicine is about. Making someone's worst day a little more bearable."<br>
<br>
He looks at you warmly. "I think you'd do very well with us."<br>
<<case "Aaron">>
Aaron frowns slightly. "That's very... sentimental, young lady." He cuts his meat with precision. "But people don't come to the Town Hall to feel better. They come to file permits and register complaints. Sentiment has no place in that process."<br>
<br>
He eats without looking at you.<br>
<<case "Terry">>
Terry clasps his hands together. "Oh, Emmie! That's what retail is all about! The customer walks in feeling ordinary and walks out feeling fabulous." He beams. "You understand the art of it."<br>
<br>
He eats happily, practically bouncing in his seat.<br>
<<case "Harrow">>
Harrow smiles. "A pleasing answer, Miss Phillips." He tilts his glass. "Making people feel better is a skill. A useful one." His eyes hold yours. "Though I wonder if you appreciate how easily that skill can be turned to other purposes." He pauses, watching. "The art of persuasion, if you will."<br>
<br>
He takes a sip, watching you over the rim.<br>
<<case "Dan">>
Dan shrugs. "That's nice enough, I suppose." He picks at his dinner. "Though I wonder what that looks like at home. After a long day at Thompson's, Dan comes through the door. Exhausted. Stressed." He looks at you. "What would you do to make him feel better?"<br>
<br>
He watches you, waiting for an answer he's clearly already imagined.<br>
<<case "Ron">>
Ron pauses mid-bite. "Better than when they arrived." He considers this. "The regulars at Fresh Pot say that. About Flo." He swallows. "She makes them feel like they matter."<br>
<br>
He stares at his plate. "Might fit in at Fresh Pot, after all."<br>
<<case "Rogers">>
Rogers watches you. His expression gives nothing away.<br>
<br>
"Better," he echoes. "An interesting metric. But sometimes better is not what they need. A stern talking to sometimes is more beneficial in the long run." A smile appears. "Or other punishment."<br>
<br>
His plate remains untouched.<br>
<</switch>>
<br>
<<ActionsHeader>>
<<link "Finish your dinner" "TownHallTour">><<BusinessmenMeetingQuestion2Reconcile>><</link>>
<<case "Trusted">>
"When I'm trusted to make decisions without being watched," you say.<br>
<br>
<<switch $TableGuest2>>
<<case "Sermon">>
Sermon's jaw tightens. He sets down his cutlery with a deliberate clink. "Trusted," he repeats. "A maid is not trusted, Miss Phillips. A maid is instructed."<br>
<br>
He doesn't touch his food again for a long time.<br>
<<case "Thompson">>
Thompson grunts. "Trust is earned, Phillips. Not given." He waves his fork. "But I'll say this. If you can keep the office running without me having to check on you every five minutes, we'll get along fine. Your <<Sibling>> still hasn't figured that out."<br>
<br>
He continues eating, chewing open-mouthed.<br>
<<case "Declan">>
Declan frowns. "Trusted? Em, I've been pullin' pints for twenty years and I still check the taps every mornin'." He leans back. "Trust comes after you've earned it. Even my Rhi has to have her stuff looked over. Behind the bar and in the salon, you start at the bottom. That's just how it works."<br>
<br>
He takes a disappointed sip of his wine.<br>
<<case "Palmer">>
Palmer considers this carefully. "Autonomy is important, Emily. A good nurse needs to make decisions under pressure." He smiles. "And delegation from the doctors. But trust also means knowing when to ask for help."<br>
<br>
He takes a thoughtful bite.<br>
<<case "Aaron">>
Aaron's expression sours. "Decisions without oversight?" He shakes his head slowly. "The Town Hall has processes for a reason, young lady. No one makes decisions alone. That's how mistakes happen."<br>
<br>
He pushes a piece of food around his plate with irritated precision.<br>
<<case "Terry">>
Terry hesitates. "Trusted. Well, that's... I suppose that's admirable, Emmie." He fidgets with his napkin. "Though on the counter, we do have guidelines. Presentation standards. You can't just go rearranging the display whenever the mood takes you."<br>
<br>
He picks at his food, looking uncertain.<br>
<<case "Harrow">>
Harrow tilts his head. "Independence, Miss Phillips. A quality I've always admired in you." His smile is careful. "Though decisions made without oversight can have consequences. For the individual, and for those around them." His eyes don't leave yours. "I'm sure you've already learned that."<br>
<br>
He takes a slow sip of wine.<br>
<<case "Dan">>
Dan's face darkens. "Without being watched?" He folds his arms. "I don't like the sound of that. A wife who makes decisions without her husband? That's a recipe for trouble."<br>
<br>
He glares at his plate. "You'll learn." When he looks up, he's grinning. "And as for being watched. Better get used to that, lover."<br>
<<case "Ron">>
Ron snorts. "Decisions without being watched. Must be nice." He folds his arms. "You don't get that when you first start. Even Flo spent her first month learning not to burn the place down."<br>
<br>
He sighs. "Going to have to start all over again, aren't I?"<br>
<<case "Rogers">>
Rogers removes his spectacles and cleans them with slow, deliberate strokes. "Trust," he says, replacing them. "Decisions. Unwatched." He regards you. "Very dangerous qualities in a young woman, Miss Phillips."<br>
<br>
His plate remains untouched. "Girls who make decisions on their own tend to end up in places they didn't expect. Some of those places are far less comfortable than this ballroom."<br>
<</switch>>
<br>
<<ActionsHeader>>
<<link "Finish your dinner" "TownHallTour">><<BusinessmenMeetingQuestion2Reconcile>><</link>>
<</switch>><<TableAssignNumberCheck>>
<<if _TableAssignNumberCheck is 1>>
As the plates are cleared, Stitch appears at your table. He glances between you and $TableGuest1, then smiles thinly.<br>
<br>
"I hope the conversation has been productive," he says. "It will be a short wait for dessert." He looks at you, then to $TableGuest1. "The Town Hall has a rather impressive clock tower, with remarkable views of the town. Perhaps your guest would appreciate a tour?" His eyes settle on you. "A private one."<br>
<br>
Stitch forces his smile, then walks off. $TableGuest1 looks back to you, expectantly.<br>
<<else>>
As the plates are cleared, Stitch appears at your table. He glances around at the men, then turns to you.<br>
<br>
"I hope the conversation has been productive," he says. "It will be a short wait for dessert." He looks at you. "The Town Hall has a rather impressive clock tower, with remarkable views of the town. Perhaps one of your guests would appreciate a tour." His eyes settle on you. "A private tour. I'll leave the choice of companion to you."<br>
<br>
Stitch forces his smile, then walks off. The men exchange glances. Some of them sit a little straighter.<br>
<</if>>
<br>
<<ActionsHeader>>
<<TourLinkOptions>>
<<link "Stay at the table" "TownHallTourStay">><</link>><<CurrentOutfit>>
<<switch $TourGuest>>
<<case "Sermon">>
Sermon rises without a word, buttoning his jacket. He doesn't offer you his arm. He simply walks towards the stairwell, expecting you to follow.<br>
<br>
<<if _CurrentOutfit is "GalaDressNonCorrupted">>
You fall into step behind him, passing other tables where girls share nervous looks. Sermon doesn't glance back. Not once.<br>
<<else>>
You fall into step behind him, passing other tables where girls share nervous looks. Sermon doesn't glance back. But as you reach the corridor, he slows. Just enough for you to draw level. His eyes flick sideways, down the length of your dress. Then forward again, as if it never happened.<br>
<</if>>
<<case "Thompson">>
Thompson pushes back from the table, braces straining. "About time," he grunts.<br>
<br>
<<if _CurrentOutfit is "GalaDressNonCorrupted">>
He stands and looks you over, his eyes taking the long route. "Lead the way, Phillips." He falls into step beside you, close enough that his arm brushes yours. You can smell the wine on his breath.<br>
<<else>>
He stands and his eyes travel down your body without pretence. "Christ," he mutters, licking his lips. "Lead the way, Phillips." His hand finds the small of your back as he steers you between the tables. His palm is hot and damp through the fabric.<br>
<</if>>
<<case "Declan">>
Declan grins and rises, stretching. "A tour? Don't mind if I do, Em." He offers you his arm with an exaggerated flourish. "Haven't been up the clock tower since I was a lad."<br>
<br>
<<if _CurrentOutfit is "GalaDressNonCorrupted">>
You take his arm and walk towards the stairwell. His grip is warm and firm, but respectful. He nods to a few of the other businessmen as you pass.<br>
<<else>>
You take his arm and walk towards the stairwell. His grip is warm and firm, but you catch him glancing at your hemline. He clears his throat. "Rhi would have my hide if she saw me with a girl in a dress like that," he murmurs. "Don't tell her."<br>
<</if>>
<<case "Palmer">>
Palmer rises with a gentle smile. "That sounds lovely, Emily. I haven't seen the view from the tower in years."<br>
<br>
<<if _CurrentOutfit is "GalaDressNonCorrupted">>
He walks beside you at an unhurried pace, hands clasped behind his back. He pauses to let you through a doorway first.<br>
<<else>>
He walks beside you at an unhurried pace, hands clasped behind his back. He pauses to let you through a doorway first. His eyes don't wander. Not once.<br>
<</if>>
<<case "Aaron">>
Aaron closes his pad and stands, straightening his tie. "A tour. Very well."<br>
<br>
<<if _CurrentOutfit is "GalaDressNonCorrupted">>
He gives you a measured look. "I trust you know the way, young lady?"<br>
<br>
"I'll find it," you reply.<br>
<br>
He falls into step beside you, maintaining a precise distance. Not too close, not too far.<br>
<<else>>
His eyes drop to the neckline of your dress for a fraction of a second. When they return, his expression is unchanged. But the tips of his ears are pink. "I trust you know the way, young lady?"<br>
<br>
"I'll find it," you reply.<br>
<br>
He falls into step beside you, maintaining a precise distance. Though perhaps a step closer than before.<br>
<</if>>
<<case "Terry">>
Terry leaps up from his seat. "A tour! Oh, how wonderful!"<br>
<br>
<<if _CurrentOutfit is "GalaDressNonCorrupted">>
He takes your arm before you can offer it, practically dragging you from the table. "I've always wanted to see the view from up there. Emmie, you're going to love this!"<br>
<br>
You let yourself be swept along, his enthusiasm filling the corridor.<br>
<<else>>
He takes your arm before you can offer it, then pulls back to look at you properly. "Oh, Emmie. That dress! That colour!" He gasps. "You look like you belong on a runway. Or a perfume advertisement. Can you imagine? You, backlit against a sunset, holding a bottle of..." He trails off, lost in his own vision.<br>
<br>
You tug him towards the corridor before he starts sketching designs on the tablecloth.<br>
<</if>>
<<case "Harrow">>
Harrow sets down his wine glass and rises with an easy grace. "A change of scenery, Miss Phillips. Every good production needs one."<br>
<br>
<<if _CurrentOutfit is "GalaDressNonCorrupted">>
He offers you his arm, his smile warm and charming. You take it, and he leads you towards the stairwell. His hand rests lightly on yours. Proprietary, but subtle.<br>
<<else>>
He offers you his arm, his smile warm and charming. His eyes trace the plunge of your neckline for a moment. "Quite the costume, Miss Phillips," he murmurs as you take his arm. "Bold choice for this audience." His hand rests on yours. His thumb traces a small circle against your wrist.<br>
<</if>>
<<case "Dan">>
Dan's face lights up. "Now we're talking." He stands and immediately slips an arm around your waist, pulling you close. "Just you and me. Alone."<br>
<br>
<<if _CurrentOutfit is "GalaDressNonCorrupted">>
You feel his fingers press into your hip as he steers you through the tables. A few of the other girls watch you pass. Their expressions are hard to read.<br>
<<else>>
You feel his hand slide down from your waist to the curve of your backside as he steers you through the tables. "Dressed like that, love, you're askin' for trouble," he breathes in your ear. "Lucky for you, Dan is trouble."<br>
<br>
A few of the other girls watch you pass. Some look away quickly.<br>
<</if>>
<<case "Ron">>
Ron unfolds his arms and stands. "Fine." He shrugs his jacket on, looking uncomfortable. "Haven't been up there in years."<br>
<br>
<<if _CurrentOutfit is "GalaDressNonCorrupted">>
He walks beside you in silence, hands in his pockets. The corridor feels longer with Ron. He doesn't make small talk.<br>
<<else>>
He walks beside you in silence, hands in his pockets. He glances at your dress once, then looks straight ahead.<br>
<</if>>
<<case "Rogers">>
Rogers closes his crossword and tucks the pen into his waistcoat. He rises slowly, adjusting his spectacles.<br>
<br>
"After you, Miss Phillips," he says. His voice is low. Unhurried.<br>
<br>
<<if _CurrentOutfit is "GalaDressNonCorrupted">>
You walk ahead, feeling his eyes on your back the entire length of the corridor.<br>
<<else>>
You walk ahead, feeling his eyes on your back the entire length of the corridor. "An interesting choice of attire," he says from behind you. "I wonder who you wore that for." A pause. "Or why."<br>
<</if>>
<</switch>>
<br>
The sign for the clock tower points upward.<br>
<br>
<<ActionsHeader>>
<<link "Take him up to the clock tower" "TownHallClockTower">><</link>><<if $TourClockTower is undefined>>
<b>Town Hall - Clock Tower</b><br>
<img src="./images/CharltonTownHall_ClockTower.png"><br>
<</if>>
<<CurrentOutfit>>
<<switch $TourClockTower>>
<<case undefined>>
<br>
Moonlight washes over Charlton's silent square, its neat brick facades and clipped lawns sitting eerily still against the dark, endless countryside.<br>
<br>
You step out onto the observation platform. The night air is cold against your skin. Below you, Charlton spreads out in miniature. Street lamps trace the roads like veins. The school sits dark in the distance. Beyond the town, the countryside rolls into nothing.<br>
<br>
It's beautiful. And it feels like a cage.<br>
<br>
<<switch $TourGuest>>
<<case "Sermon">>
Sermon stands at the railing, hands clasped behind his back. He surveys the town below as if checking an inventory.<br>
<br>
"I've spent many a year up here," he says. "I tire of Stitch's games."<br>
<br>
He looks at you with glaring eyes. "I expect total obedience. You will stay in my employ until we find you a husband. Once done so, you will rejoice in what you have been given."<br>
<br>
You stare back at him, taken aback by his forwardness. "What if I say no?"<br>
<br>
Sermon stares at you. "Say now and I will not vouch for you. Say later," he sneers. "And other people will have use of you."<br>
<br>
You look back at him, feeling cold. Not just from the chill and the wind.<br>
<br>
"Give your answer," he commands. "And mean it."<br>
<br>
<<ActionsHeader>>
<<SpellsCheckSelf "Charm">><<if _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Charm] Try to cast charm on him" "TownHallClockTower">><<set $TourClockTower to "Charm">><</link>><br><</if>>
<<link "Say you accept his deal" "TownHallClockTower">><<set $TourClockTower to "SermonAccept">><<Assertive -1>><</link>><br>
<<link "Decline his deal" "TownHallClockTower">><<set $TourClockTower to "SermonRefuse">><<Assertive 1>><</link>>
<<case "Thompson">>
Thompson leans on the railing, breathing heavily from the climb. He loosens his collar and looks out at the view, but his attention doesn't stay there long.<br>
<br>
"Come here, Phillips," he says, gesturing you closer. "Stand where I can see you."<br>
<br>
You step forward. His eyes move over you in the moonlight. Slow. Deliberate.<br>
<br>
"You know what I look for in a secretary?" he says. "Loyalty. Discretion." His tongue runs over his lower lip. "And a girl who knows when to keep her boss happy."<br>
<br>
He reaches out and adjusts the collar of your dress, his fingers lingering on your neck. "So. Are you that girl?"<br>
<br>
<<ActionsHeader>>
<<SpellsCheckSelf "Charm">><<if _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Charm] Try to cast charm on him" "TownHallClockTower">><<set $TourClockTower to "Charm">><</link>><br><</if>>
<<link "Ask him what he means" "TownHallClockTower">><<set $TourClockTower to "ThompsonAsk">><</link>><br>
<<link "Shoot him down" "TownHallClockTower">><<set $TourClockTower to "ThompsonShoot">><</link>>
<<case "Declan">>
Declan leans on the railing and lets out a long breath. "Would you look at that." He gestures at the view. "Haven't seen it from up here since me and the missus were courtin'. She'd kill me if she knew I was up here with a young girl." He chuckles.<br>
<br>
You stare back at him, feeling self-conscious. Here you are, up on a balcony with another man. A married man. And a prospective employer at that.<br>
<br>
He reaches into his pocket. You watch with fear, until he takes out a hip flask and offers it to you. "Go on, Em. One sip won't hurt. Consider it a job interview for the bar."<br>
<br>
He grins. "I need to know if you can hold your drink. Can't have you spillin' pints on the customers."<br>
<br>
<<ActionsHeader>>
<<SpellsCheckSelf "Charm">><<if _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Charm] Try to cast charm on him" "TownHallClockTower">><<set $TourClockTower to "Charm">><</link>><br><</if>>
<<link "Take a swig" "TownHallClockTower">><<set $TourClockTower to "DeclanSwig">><<Vice 1>><<MissCharltonFinalist 3>><</link>><br>
<<link "Refuse the drink" "TownHallClockTower">><<set $TourClockTower to "DeclanRefuse">><<MissCharltonFinalist -2>><</link>>
<<case "Palmer">>
Palmer stands at the railing, breathing in the night air. "How beautiful," he says quietly. "You forget, sometimes. When you're inside all day. How peaceful it can be."<br>
<br>
He turns to you with a gentle smile. "Emily, can I ask you something? And please don't feel obligated to answer."<br>
<br>
You nod.<br>
<br>
"How are you? Truly." His eyes are kind behind his spectacles. "This evening is a lot." He pauses. "You seem tense. Are you sleeping well?"<br>
<br>
He holds up a hand. "Forgive me. Force of habit. I spend all day asking patients how they're feeling." He chuckles softly. "But the offer stands. I'd like to run some tests. Standard, for any potential candidates. If you'd ever like to visit the pavilion, I'd like to do a general check-up on you."<br>
<br>
"In fact," he continues, not waiting for an answer. "You're looking a little drained." He takes out a pillbox, flicking it open to reveal a number of pills nestled in red foam inside. "Do yourself some good," he tells you. "Have one of these."<br>
<br>
<<ActionsHeader>>
<<SpellsCheckSelf "Charm">><<if _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Charm] Try to cast charm on him" "TownHallClockTower">><<set $TourClockTower to "Charm">><</link>><br><</if>>
<<link "Take a pill" "TownHallClockTower">><<set $TourClockTower to "PalmerPill">><<MissCharltonFinalist 3>><<Orientation 1>><</link>><br>
<<link "Say you're fine" "TownHallClockTower">><<set $TourClockTower to "PalmerFine">><<MissCharltonFinalist -2>><</link>>
<<case "Aaron">>
Aaron stands at the railing, arms folded, surveying the town below with a proprietary eye. "The Town Hall has served this community for over a century," he says. "Every record, every permit, every birth and death certificate. It all passes through this building."<br>
<br>
He turns to you. "I'll be direct, young lady. If you were given a task you disagreed with, would you complete it?"<br>
<br>
"It depends what it was," you mutter, eyeing him carefully.<br>
<br>
"That is not the correct answer," he replies flatly. "I expect graduates to follow my orders without question. The Town Hall is the centre of our community. A good girl follows her betters." He smiles thinly, like a young Stitch. "Show me you understand. Kneel."<br>
<br>
"What?" you exclaim.<br>
<br>
"You heard me," he tells you in a commanding tone. "Kneel."<br>
<br>
<<ActionsHeader>>
<<SpellsCheckSelf "Charm">><<if _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Charm] Try to cast charm on him" "TownHallClockTower">><<set $TourClockTower to "Charm">><</link>><br><</if>>
<<link "Obey him" "TownHallClockTower">><<set $TourClockTower to "AaronObey">><<Assertive -1>><<MissCharltonFinalist 3>><</link>><br>
<<link "Refuse him" "TownHallClockTower">><<set $TourClockTower to "AaronRefuse">><<Assertive 1>><<MissCharltonFinalist -2>><</link>>
<<case "Terry">>
Terry rushes to the railing and gasps. "Oh, Emmie! Look at it! The whole town, laid out like a little model village." He grips the railing, beaming. "I can see the store from here! Look, there! That's the Evans sign!"<br>
<br>
He turns to you, his smile fading. "Emmie, I need you to do me a favour," he says in a low voice. "It might seem strange. But I expect my stars to follow direction accordingly."<br>
<br>
You watch where he's looking, eyeing him sceptically. He gives you a wicked smile, then reaches into his suit pocket -<br>
<br>
<<CheckPersonalityState "Terry">>
<<if _PersonalityState is "Hardened">>
And stops. For a moment his hand stays inside the jacket, and something crosses his face that has nothing to do with the view. Then the wicked smile recovers.<br>
<br>
Then pulls out a worn notebook, filled with notes. He thrusts it towards you.<br>
<<else>>
And pulls out a worn notebook, filled with notes. He thrusts it towards you.<br>
<</if>>
<br>
"I want to see how well you can enunciate," he says excitedly. "Turn to page 3. There's a song I've been working on. I want to hear it." He gestures dramatically back to the square. "Sing for me, Emmie. Sing for the town."<br>
<br>
You glance back down to the square. A few figures still move about in the evening. But Terry's smile looks genuine. He expects this from you.<br>
<br>
<<ActionsHeader>>
<<SpellsCheckSelf "Charm">><<if _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Charm] Try to cast charm on him" "TownHallClockTower">><<set $TourClockTower to "Charm">><</link>><br><</if>>
<<link "Take the notebook" "TownHallClockTower">><<set $TourClockTower to "TerryNotebook">><<MissCharltonFinalist 3>><</link>><br>
<<link "Tell him you don't want to do that" "TownHallClockTower">><<set $TourClockTower to "TerryTellNo">><<MissCharltonFinalist -2>><</link>>
<<case "Harrow">>
Harrow stands at the railing, the wind catching his blond hair. He doesn't look at the view. He looks at you.<br>
<br>
"Emily," he says quietly. "Let's dispense with the performance. Just for a moment. I want to vouch for you. You're not all bad. I know that. I can put you forward for the ambassador slot, if you like. If Charlton isn't your thing, you can get out that way." He muses for a moment. "Like I did. When I was your age."<br>
<br>
You regard him with wariness, considering what to say. "You didn't like Charlton?"<br>
<br>
He looks over the balcony. "Hardly opportunity for a budding actor around here." He winces. "The stage is where my heart lies."<br>
<br>
When he doesn't turn back, you take a step forward. Just a little, as if testing the waters. "Then why did you come back?"<br>
<br>
He turns to face you and shrugs. "I was drawn back home." He sniffs. "But never saw myself as a teacher. Always thought I'd tread the boards for my life."<br>
<br>
He turns and steps towards you, only breaking off when you flinch. A grimace follows.<br>
<br>
"You don't need to like me, Emily," he tells you. "You can even despise me. But what I offer is a way out."<br>
<br>
He lets the words settle, his white smile gleaming in the moonlight. "I can help you get to the final. But when you're there, throw in the towel and let Reagan win." He nods to the badges pinned on your dress. "I can make sure you have enough ambassador badges to get out of Charlton. After the prom, you'll pine for a prestigious university. That's what you want anyway. Is it not?"<br>
<br>
Harrow looks to you, waiting for a response. He grins, as if he thinks this is a good deal for you.<br>
<br>
<i>And maybe it is.</i><br>
<br>
<<InventoryCheckNPC "Harrow" "HarrowAmulet">><<Flag "AmuletsNullified">>
<<if _InventoryCheckNPC is false or _FlagReturn is true>>
You look to his neck, considering he is no longer protected from magic. For someone so exposed, he seems at ease being up here with you.<br>
<br>
<</if>>
<<ActionsHeader>>
<<SpellsCheckSelf "Charm">><<if _SpellsCheckSelf is true and $current.female is true>><<InventoryCheckNPC "Harrow" "HarrowAmulet">><<Flag "AmuletsNullified">><<if _InventoryCheckNPC is false or _FlagReturn is true>><<link "[Spell: Charm] Try to cast charm on him" "TownHallClockTower">><<set $TourClockTower to "Charm">><</link>><br><</if>><</if>>
<<link "Agree to his deal" "TownHallClockTower">><<set $TourClockTower to "HarrowAgree">><<MissCharltonFinalist 3>><</link>><br>
<<link "Refuse him" "TownHallClockTower">><<set $TourClockTower to "HarrowRefuse">><<MissCharltonFinalist -2>><</link>>
<<case "Dan">>
Dan stands too close. His arm finds your waist the moment you're both on the platform.<br>
<br>
"Beautiful, isn't it?" he says, looking at you rather than the view. "Bit like the company."<br>
<br>
He pulls you closer, regardless of what you want. "Dan's been thinking, Emily. All evening. About what it would be like. Coming home to someone like you." His voice is low. "A house. A garden. Little ones running around." He turns to face you. "But there's duties that a wife must perform."<br>
<br>
Without pausing, he reaches down and pulls his trouser zipper down. The sound makes you jump. He chuckles. "I'm sure it wouldn't be your first time," he mutters. "You're a grown woman, after all."<br>
<br>
He looks at you, grinning. "Just a handy," he spits. "Give me a taste of what I can expect. When I get home from a big sale."<br>
<br>
<<ActionsHeader>>
<<SpellsCheckSelf "Charm">><<if _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Charm] Try to cast charm on him" "TownHallClockTower">><<set $TourClockTower to "Charm">><</link>><br><</if>>
<<link "Relent and give him what he wants" "TownHallClockTower">><<Vice 1>><<set $TourClockTower to "DanRelent">><<Orientation 1>><</link>><br>
<<link "Refuse him flatly" "TownHallClockTower">><<set $TourClockTower to "DanRefuse">><<MissCharltonFinalist -2>><</link>>
<<case "Ron">>
Ron stands at the railing, hands in his pockets, staring out at the town. He doesn't say anything for a long time.<br>
<br>
"Didn't think I'd be back here so soon," he says eventually. "Seems like only yesterday I was up here with Flo. Will be sad to see her go."<br>
<br>
"Where is she going?"<br>
<br>
"Got herself a wedding on the cards," he says. He glances at you. "Thought I had a few more years. She's not even twenty." He sighs. "But who am I to get in the way of her happiness?"<br>
<br>
"I need someone when she goes." He finally turns to look at you. "No charm. No games. I just need someone who'll show up, do the work, and not quit after a week." A pause. "Can you do that?" He purses his lips. "Will you stick around?"<br>
<br>
You look back to him, seeing his pleading eyes. But you consider what Florence goes through on a daily basis. Even if you're lying, do you want to even pretend you'll submit to that?<br>
<br>
<<ActionsHeader>>
<<SpellsCheckSelf "Charm">><<if _SpellsCheckSelf is true and $current.female is true>><<link "[Spell: Charm] Try to cast charm on him" "TownHallClockTower">><<set $TourClockTower to "Charm">><</link>><br><</if>>
<<link "Tell him you'll stick around" "TownHallClockTower">><<set $TourClockTower to "RonStickAround">><<Assertive -1>><<MissCharltonFinalist 3>><</link>><br>
<<link "Tell him waitressing isn't for you" "TownHallClockTower">><<set $TourClockTower to "RonRefuse">><<Assertive 1>><<MissCharltonFinalist -2>><</link>>
<<case "Rogers">>
Rogers stands at the railing, his spectacles reflecting the moonlight. He surveys the town below with the patience of a man who has been watching for a very long time.<br>
<br>
"Do you know what happens to girls who don't fit in at Charlton, Miss Phillips?" he says, without turning.<br>
<br>
He lets the question hang.<br>
<br>
"There are two paths. The first is respectable. A job. A husband. A place in the community. Badges on your blouse and a smile on your face."<br>
<br>
He turns to face you. "The second is less comfortable. But no less necessary. Charlton has needs that respectable society doesn't acknowledge. Services that require a different kind of girl."<br>
<br>
<<if $MathsDetentionResult is "Liked">>
"I think we both know which path you would like," he says, giving you a wicked smile, tapping the brick wall at the edge of the balcony. "Assume the position, Miss Phillips. Remind me what sort of girl you really are."<br>
<<elseif $MathsDetentionResult is "Submit">>
"I shouldn't need to ask. But I will." He gives you a wicked smile. "The position most suited to you requires a demonstration of your submission." He taps the brick wall at the edge of the balcony. "Assume the position, Miss Phillips. Bend over. And show me you're ready for a life of servitude."<br>
<<elseif $MathsDetentionResult is "Resist">>
"You proved less than enthusiastic last time." He gives you a wicked smile. "But your future depends on your submission." He taps the brick wall at the edge of the balcony. "Assume the position, Miss Phillips. Bend over. And show me you're ready for a life of servitude."<br>
<<elseif $MathsDetentionResult is "Rebel">>
"You thought this once beneath you, last time." He gives you a wicked smile. "But your future depends on your submission." He taps the brick wall at the edge of the balcony. "Assume the position, Miss Phillips. Bend over. And show me you're ready for a life of servitude."<br>
<<else>>
He gives you a wicked smile. "I'm afraid your future depends on your submission, Miss Phillips." He taps the brick wall at the edge of the balcony. "Assume the position. Bend over. And show me you're ready for a life of servitude."<br>
<</if>>
<br>
You look to his neck, sensing the amulet buried underneath his suit. There is no chance your magic will work on him here.<br>
<br>
<<ActionsHeader>>
<<link "Assume the position" "TownHallClockTower">><<Vice 1>><<set $TourClockTower to "RogersAssume">><<Assertive -1>><</link>><br>
<<link "Refuse his demand" "TownHallClockTower">><<set $TourClockTower to "RogersRefuse">><<Assertive 1>><</link>>
<</switch>>
<<case "Charm">>
<br>
Glancing back to the door to make sure you're not being watched, you reach down deep inside, searching for your magical reserves.<br>
<br>
But try as you might, your mind's eye can't find it.<br>
<br>
You have to fight to keep your eyes widening. It's almost as if you can sense it, at the peripheral of your mental sight. But every time you grasp for it, it flutters away like it's just not there.<br>
<br>
Instead, there's a pressure in your brain. Pushing you to stop trying. And you can feel the source. Something deep inside the building beneath you.<br>
<br>
<<switch $TourGuest>>
<<case "Sermon">>
"Well?" Sermon barks, waiting for your answer.<br>
<br>
<<ActionsHeader>>
<<link "Say you accept his deal" "TownHallClockTower">><<set $TourClockTower to "SermonAccept">><<Assertive -1>><</link>><br>
<<link "Decline his deal" "TownHallClockTower">><<set $TourClockTower to "SermonRefuse">><<Assertive 1>><</link>>
<<case "Thompson">>
"Well?" Thompson barks, waiting for your answer.<br>
<br>
<<ActionsHeader>>
<<link "Ask him what he means" "TownHallClockTower">><<set $TourClockTower to "ThompsonAsk">><</link>><br>
<<link "Shoot him down" "TownHallClockTower">><<set $TourClockTower to "ThompsonShoot">><</link>>
<<case "Declan">>
"Go on!" Declan says, gesturing the flask towards you. "Give it a go."<br>
<br>
<<ActionsHeader>>
<<link "Take a swig" "TownHallClockTower">><<set $TourClockTower to "DeclanSwig">><<Vice 1>><<MissCharltonFinalist 3>><</link>><br>
<<link "Refuse the drink" "TownHallClockTower">><<set $TourClockTower to "DeclanRefuse">><<MissCharltonFinalist -2>><</link>>
<<case "Palmer">>
"It's okay," Palmer says gently. "Nothing to worry about."<br>
<br>
<<ActionsHeader>>
<<link "Take a pill" "TownHallClockTower">><<set $TourClockTower to "PalmerPill">><<MissCharltonFinalist 3>><<Orientation 1>><</link>><br>
<<link "Say you're fine" "TownHallClockTower">><<set $TourClockTower to "PalmerFine">><<MissCharltonFinalist -2>><</link>>
<<case "Aaron">>
"Kneel," Aaron repeats himself with irritation.<br>
<br>
<<ActionsHeader>>
<<link "Obey him" "TownHallClockTower">><<set $TourClockTower to "AaronObey">><<Assertive -1>><<MissCharltonFinalist 3>><</link>><br>
<<link "Refuse him" "TownHallClockTower">><<set $TourClockTower to "AaronRefuse">><<Assertive 1>><<MissCharltonFinalist -2>><</link>>
<<case "Terry">>
"Come on, Emmie!" Terry pushes you. "Don't be shy!"<br>
<br>
<<ActionsHeader>>
<<link "Take the notebook" "TownHallClockTower">><<set $TourClockTower to "TerryNotebook">><<MissCharltonFinalist 3>><</link>><br>
<<link "Tell him you don't want to do that" "TownHallClockTower">><<set $TourClockTower to "TerryTellNo">><<MissCharltonFinalist -2>><</link>>
<<case "Harrow">>
"It's a good offer," Harrow presses. "Best you'll get around here."<br>
<br>
<<ActionsHeader>>
<<link "Agree to his deal" "TownHallClockTower">><<set $TourClockTower to "HarrowAgree">><<MissCharltonFinalist 3>><</link>><br>
<<link "Refuse him" "TownHallClockTower">><<set $TourClockTower to "HarrowRefuse">><<MissCharltonFinalist -2>><</link>>
<<case "Dan">>
"Don't leave it hanging," Dan presses, nudging you with his hip. "Just a quick one."<br>
<br>
<<ActionsHeader>>
<<link "Relent and give him what he wants" "TownHallClockTower">><<set $TourClockTower to "DanRelent">><<Vice 1>><<Orientation 1>><</link>><br>
<<link "Refuse him flatly" "TownHallClockTower">><<set $TourClockTower to "DanRefuse">><<MissCharltonFinalist -2>><</link>>
<<case "Ron">>
"Don't hold back," Ron says with a shrug.<br>
<br>
<<ActionsHeader>>
<<link "Tell him you'll stick around" "TownHallClockTower">><<set $TourClockTower to "RonStickAround">><<Assertive -1>><<MissCharltonFinalist 3>><</link>><br>
<<link "Tell him waitressing isn't for you" "TownHallClockTower">><<set $TourClockTower to "RonRefuse">><<Assertive 1>><<MissCharltonFinalist -2>><</link>>
<</switch>>
<<case "SermonAccept">>
<br>
You hold his gaze. "Yes, Mr. Sermon."<br>
<br>
He regards you for a long moment. Then nods. A single, sharp nod. "Good."<br>
<br>
He turns back to the railing. The conversation is over. You stand beside him in the cold, watching the town below, until he decides it's time to go back. He walks off towards the stairwell, giving you not even the merest of glances as he does so.<br>
<br>
<<ActionsHeader>>
<<link "Go back to your table" "TownHallTourReturn">><<MissCharltonFinalist 3>><<set $TourClockTower to undefined>><</link>>
<<case "SermonRefuse">>
<br>
"I can do a lot more than that," you say. "More than just be a maid. And then a wife."<br>
<br>
His jaw tightens. "Very well."<br>
<br>
He says nothing more. He simply walks past you towards the stairs, buttoning his jacket.<br>
<br>
You're left alone with the view. The wind picks up. Below you, the town sits in silence, indifferent.<br>
<br>
<<ActionsHeader>>
<<link "Go back to your table" "TownHallTourReturn">><<MissCharltonFinalist -2>><<set $TourClockTower to undefined>><</link>>
<<case "ThompsonAsk">>
<br>
You force yourself not to flinch. "What do you mean?"<br>
<br>
His moustache twitches into something that might be a smile. "I mean, a good secretary follows orders. Makes her boss happy." He snorts and you can smell the alcohol as he caresses your back. "And in turn, he'll make her very happy."<br>
<br>
You glance over your shoulder at Thompson, him close to you. "How?"<br>
<br>
<<GetNPCState "Annie" "ThompsonResisted">>
<<if _ThompsonResisted is true>>
He grins and nods over to the balcony. "Lean over that, Phillips. Look out to the town and think of England. We'll see if you like my fingers as much as Annie once did."<br>
<<else>>
He grins and nods over to the balcony. "Lean over that, Phillips. Look out to the town and think of England. We'll see if you like my fingers as much as Annie does."<br>
<</if>>
<br>
His hand drops down your back. To grip your bum. And with a gentle nudge, he tries to push you forward.<br>
<br>
<<ActionsHeader>>
<<link "Lean over the balcony" "TownHallClockTower">><<Vice 1>><<set $TourClockTower to "ThompsonBalcony">><</link>><br>
<<link "Shoot him down" "TownHallClockTower">><<set $TourClockTower to "ThompsonShoot">><</link>>
<<case "ThompsonShoot">>
<br>
You step back. "I don't think so."<br>
<br>
Thompson's face darkens. "Suit yourself, Phillips." He straightens his jacket. "But don't come crying to me when you can't find work in this town."<br>
<br>
He walks past you towards the stairs without a second glance.<br>
<br>
<<ActionsHeader>>
<<link "Go back to your table" "TownHallTourReturn">><<MissCharltonFinalist -2>><<set $TourClockTower to undefined>><</link>>
<<case "ThompsonBalcony">>
<br>
You brace yourself, trying to think of all the reasons you're going to let him do this. The wind blows through your hair as you grip the cold brick and lean over the balcony, staring down to the square. Is his kudos to get into the Miss Charlton final really worth this?<br>
<br>
<i>And what did you expect, coming up here with him?</i><br>
<br>
<<if _CurrentOutfit is "GalaDressNonCorrupted">>
You feel his girth press up against you, pinning you between him and the low wall. You are forced to bend over the brickwork, your breasts brushing against the hard material as your head dangles over the side.<br>
<br>
Then his hand pulls your dress up your legs. You feel it bunching around your bum.<br>
<br>
"Bit too long for my liking," you hear him mutter. "Best get used to smaller skirts if you're going to work for me."<br>
<<else>>
You feel his girth press up against you, pinning you between him and the low wall. You are forced to bend over the brickwork, your breasts threatening to spill out of your dress as they press against the hard material. Your head dangles over the side.<br>
<br>
Then his hand flips your dress up over your legs. "Good length," you hear him mutter. "Best get used to wearing skirts this short if you're going to work for me."<br>
<</if>>
<br>
His digits play with the waist of your underwear, and you gasp as he slides his cold hand within them, pressing his palm against your butt cheeks.<br>
<br>
"Like that, do you?" he mutters. "Just look out to that town. Think about all those people who could see you if they wander by."<br>
<br>
The chill breezes across your bare legs, but your gasp comes out because of Thompson's finger. It creeps down underneath your butt, circling your pussy lips, and then plunges inside you without tenderness.<br>
<br>
<<if _CurrentOutfit is "GalaDressNonCorrupted">>
Your legs threaten to buckle, and you are thankful at least you're wearing low heels. You feel his spare hand pressing down on your back, pinning you against the top of the wall. And all the while, his finger plunges further and further into you, playing with the insides of your womb.<br>
<<else>>
Your legs threaten to buckle, and you almost stumble perched on these high stiletto heels. You feel his spare hand pressing down on your back, pinning you against the top of the wall. And all the while, his finger plunges further and further into you, playing with the insides of your womb.<br>
<</if>>
<br>
<<BraceletChargeProse>>
<<ActionsHeader>>
<<link "Look down to the street" "TownHallClockTower">><<set $TourClockTower to "ThompsonLook">><</link>>
<<case "ThompsonLook">>
<br>
Looking down, you think you see a shadowy figure walking past the florist. They stop, looking up at the clock tower. Up where you are. You realise you are murmuring as Thompson's finger pushes up inside of you.<br>
<br>
"Love making young sluts scream," Thompson whispers into your ear, the alcohol wafting down to your nose. "Lennox gives me a soundproof room at lunchtimes." There is a smirk. "You'll get to see it, soon enough."<br>
<br>
Your nipples rub against the brickwork through the fabric of the dress. You briefly wonder what you'll look like when you go back downstairs. How you'll hide what you've done.<br>
<br>
<i>Like they all won't know.</i><br>
<br>
Through the pain of being pinned to the wall, you feel endorphins rushing up from within you as Thompson vigorously thumbs your clit. You bite your lip, trying to look off to the side. But Thompson grabs your head and forces you to look down at the figure near the florist.<br>
<br>
"No," he murmurs. "Look at them. Show off what a true slut you are."<br>
<br>
His spare thumb claws at your mouth and you feel it open. Your murmuring begins to echo around the square. You can't help but feel the warming bolts shooting up through your body as he speeds up.<br>
<br>
"Tell me what a good secretary you'll be," he pants. "Making your boss happy."<br>
<br>
"Mmm-hmm," you murmur.<br>
<br>
"Say it!"<br>
<br>
"I'll be a good secretary," you stammer. "Making my boss happy."<br>
<br>
The orgasm is quick, rocking your body. Feeling it, Thompson strains his finger deep inside of you, holding it as he wiggles it around with glee.<br>
<br>
You slump over the wall, looking down to the square. The figure stares back at you. You have no idea who it might be.<br>
<br>
But you catch a flash of a phone.<br>
<br>
<<ActionsHeader>>
<<link "Clean up" "TownHallClockTower">><<set $TourClockTower to "ThompsonClean">><</link>>
<<case "ThompsonClean">>
<br>
You feel Thompson pull back away from you. You take deep breaths, turning only once you've got your energy back. You feel your own juices running down your leg as you smooth back down your dress. Your nipples ache from the brickwork.<br>
<br>
"Call that your interview, Phillips," Thompson smirks, looking you up and down. "Can't wait to set up some lunch meetings for you in your first week."<br>
<br>
He turns and heads for the stairs, leaving you with the taste of wine in the air and something unpleasant crawling up your spine.<br>
<br>
<<ActionsHeader>>
<<link "Go back to your table" "TownHallTourReturn">><<MissCharltonFinalist 3>><<set $TourClockTower to undefined>><</link>>
<<case "DeclanSwig">>
<br>
You take the flask and sip. It burns. Your eyes water.<br>
<br>
<<BraceletChargeProse>>
Declan laughs, clapping you on the shoulder. "Good girl! You didn't spit it out. That's more than Rhi managed the first time."<br>
<br>
He takes the flask back and has a swig himself. "You'll do well behind the bar, Em. I can tell."<br>
<br>
You stand together for a moment, looking at the town. For once, the silence feels comfortable. The alcohol warms your body. In fact, it makes you smile.<br>
<br>
"Better get back downstairs," Declan mutters. "Don't want people gettin' some funny ideas."<br>
<br>
He turns and heads for the stairs. As he goes, you see him take a sip from the flask. Drinking whatever strong spirit that was. For a brief moment, you wish he had offered you more.<br>
<br>
<<ActionsHeader>>
<<link "Go back to your table" "TownHallTourReturn">><<set $TourClockTower to undefined>><</link>>
<<case "DeclanRefuse">>
<br>
You shake your head. "I'm alright, thanks."<br>
<br>
Declan shrugs, unbothered. "Fair enough. Not everyone's a drinker." He takes a swig himself and screws the cap back on. "No harm done."<br>
<br>
He looks out at the view for a moment longer, then nods towards the stairs. "Come on. Let's get back before they eat all the dessert."<br>
<br>
He turns and heads for the stairs. As he goes, you see him take a sip from the flask. You wonder what was in it. And how it would have affected you.<br>
<br>
<<ActionsHeader>>
<<link "Go back to your table" "TownHallTourReturn">><<set $TourClockTower to undefined>><</link>>
<<case "PalmerPill">>
<br>
"That's very kind," you say. "Thank you."<br>
<br>
You take one of the white pills and pop it in your mouth. Palmer watches you carefully and you realise he's not going to stop until you swallow.<br>
<br>
"There," he says. "It will take a moment to kick in. Feeling any better?"<br>
<br>
You stare back at the kindly old man as your anxiety drops quickly. Your insides feel warm. Tingly, in fact. You give him a polite smile.<br>
<br>
"Good," he says, smiling warmly. "Young ladies, these days. Got to keep you healthy for when you have babies."<br>
<br>
You stare back curiously at him, wondering where that comment came from. But more strangely, the thought doesn't repulse you. In fact, it might be nice. To have kids. One day.<br>
<br>
<i>Have kids or give birth to one?</i><br>
<br>
Pushing the voice down within you, you turn your attention back to Palmer's reassuring smile. He turns back to the view. "Isn't it lovely? You can't see the pavilion from here. It's behind the hall. Just over the allotment."<br>
<br>
You look out to Charlton. It does look nice from up here. Almost as nice as the thought of having a swollen belly -<br>
<br>
You gulp, trying to free yourself from the thoughts. Palmer watches you curiously. "I mean it, Emily. My door is always open."<br>
<br>
You stand together in silence. It feels safe. Which, you remind yourself, is exactly how it's supposed to feel.<br>
<br>
He looks at the view for a moment longer. "Shall we head back? I think they'll be serving dessert soon." He steps away, heading back inside.<br>
<br>
<<ActionsHeader>>
<<link "Go back to your table" "TownHallTourReturn">><<TaskTracker "Task13" "active">><<LocationKnown "CharltonAllotment">><<LocationKnown "CharltonCarePavilion">><<set $TourClockTower to undefined>><</link>>
<<case "PalmerFine">>
<br>
"I'm fine, really," you say. "But thank you."<br>
<br>
Palmer nods. "Of course. I didn't mean to pry." His smile doesn't waver. "But I mean it, Emily. My door is always open. Just go through the allotment behind the Town Hall to get to the Care Pavilion. I'll make sure Sheryl puts your name down."<br>
<br>
He looks at the view for a moment longer. "Shall we head back? I think they'll be serving dessert soon." He steps away, heading back inside.<br>
<br>
<<ActionsHeader>>
<<link "Go back to your table" "TownHallTourReturn">><<TaskTracker "Task13" "active">><<LocationKnown "CharltonAllotment">><<LocationKnown "CharltonCarePavilion">><<set $TourClockTower to undefined>><</link>>
<<case "AaronObey">>
<br>
"Okay -" you begin, but he holds his hand up.<br>
<br>
"I didn't ask you to speak," he barks at you. "Kneel."<br>
<br>
<<if _CurrentOutfit is "GalaDressNonCorrupted">>
You nod and with a deep breath, sink to the floor. You feel the cold concrete press against your knees through your dress as you lean back on your ankles, staring up at Aaron wordlessly.<br>
<<else>>
You nod and with a deep breath, sink to the floor. You feel the cold concrete press against your knees as you lean back on your ankles, staring up at Aaron wordlessly. Your dress rides up and you clench your thighs together, in the vain hope to keep your panties from showing.<br>
<</if>>
<br>
"Good," he says, taking a step to tower over you. His groin perilously close to your face. "You understand you wouldn't refuse any request of me. Would you?"<br>
<br>
You feel yourself wincing as you shake your head. "No."<br>
<br>
An eyebrow arches up on his face. "No, what?"<br>
<br>
"No... sir."<br>
<br>
That smile returns. "Excellent," he murmurs. "That's what separates the professionals from the idealists, young lady." He allows himself a small smile. "I think there might be a place for you."<br>
<br>
He takes a step back, straightens his tie and gestures towards the stairs. "Shall we?"<br>
<br>
Without waiting for your answer, he strides off. Leaving you kneeling on the floor.<br>
<br>
<i>Were you expecting something more?</i><br>
<br>
<<ActionsHeader>>
<<link "Go back to your table" "TownHallTourReturn">><<set $TourClockTower to undefined>><</link>>
<<case "AaronRefuse">>
<br>
"I'm not going to do that," you mutter back, trying to inject conviction into your voice in spite of his presence.<br>
<br>
His smile tightens. "Disappointing." He adjusts his glasses. "The Town Hall doesn't have room for dissidents, young lady. Procedures exist for a reason."<br>
<br>
He turns on his heel and walks towards the stairs without waiting for you.<br>
<br>
<<ActionsHeader>>
<<link "Go back to your table" "TownHallTourReturn">><<set $TourClockTower to undefined>><</link>>
<<case "TerryNotebook">>
<br>
You take the notebook and turn the pages in your hand. You hear a gleeful giggle from his lips.<br>
<br>
"That's the ticket!" he says. "Think, The Sound of Music. Judy Garland. The Evans musical will show those stuffy city folk that Charlton knows how to attract interest!"<br>
<br>
You read through Terry's lyrics. They are... creative.<br>
<br>
"Now," he continues, unaware or unconcerned of your reluctance. "Step up to the edge of your stage, take a deep breath, and sing from the diaphragm."<br>
<br>
You step up to the edge of the balcony, looking over the town square. A few figures look up, as if interested in the new person standing on the clock tower. You glance back at the book, reminding yourself of Terry's lyrics.<br>
<br>
"Love is waiting on the first floor," you chirp quietly.<br>
<br>
"Come on, Emmie!" Terry says, standing close to you. He reaches down and pats your stomach. "From here. Breathe in... and bellow."<br>
<br>
You take a deep breath, and begin to sing. "Perfume, passion, and a price tag on my heart!"<br>
<br>
The figures below in the square stop moving. They are now clearly staring up at you.<br>
<br>
"Louder!" Terry whispers in your ear. "Show them your lungs, Emmie!"<br>
<br>
"Come and find me by the counters of desire!" you cry out, your voice echoing around the town square.<br>
<br>
Even the pigeons stop cooing. A few flashes from phones go off below.<br>
<br>
"Louder!" Terry demands, his enthusiasm blending with direction.<br>
<br>
"Every girl's a leading lady under Evans' golden lights," you continue. "And every longing starts with Saturday delights!"<br>
<br>
Then, with a final gasp, you bellow. "SALE ENDS SUNDAY, BUT LOVE IS FOREVER!"<br>
<br>
Terry claps his hands together. "Marvellous! Oh, Emmie, the customers would adore you." He bounces on his heels. "I can already see it. You, behind the counter, the centrepiece of the whole floor." He offers you a smile. "Maybe even my show!"<br>
<br>
<<CheckPersonalityState "Terry">>
<<if _PersonalityState is "Hardened">>
Then, for just a moment, the bouncing stops. "You wouldn't disappoint me, would you, Emmie?" he says lightly. It does not land that way.<br>
<br>
His smile returns a moment later, along with his enthusiasm. He chuckles and skips towards the stairwell, leaving you looking down to the watching figures below.<br>
<<else>>
His enthusiasm is infectious, even if the context makes your skin crawl. He chuckles and skips towards the stairwell, leaving you looking down to the watching figures below.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Go back to your table" "TownHallTourReturn">><<set $TourClockTower to undefined>><</link>>
<<case "TerryTellNo">>
<br>
You drop your arms. "I'd rather not, Terry." You gulp. "I mean, Mr. Evans."<br>
<br>
His face falls. Theatrically, of course. "Oh, Emmie. Where's the sparkle? The conviction of your inner light?" He puts a hand over his heart. "I had such plans for you."<br>
<br>
<<CheckPersonalityState "Terry">>
<<if _PersonalityState is "Hardened">>
He sighs, and this time none of it is theatre. "Everyone disappoints eventually," he says, mostly to the view. "I had hoped you would take longer." He shrugs his jacket straight. "The counter will still be there. Should you find your sparkle."<br>
<<else>>
He sighs dramatically, then shrugs. "Well. The counter will still be there if you change your mind."<br>
<</if>>
<br>
Terry walks towards the stairwell, leaving you looking down to the figures below. None the wiser of his request.<br>
<br>
<<ActionsHeader>>
<<link "Go back to your table" "TownHallTourReturn">><<set $TourClockTower to undefined>><</link>>
<<case "HarrowAgree">>
<br>
"I'm willing to listen," you say carefully.<br>
<br>
Harrow's smile returns. "That's all I ask, Miss Phillips. An open mind." He places a hand briefly on your shoulder. "I think we're going to do great things together."<br>
<br>
The hand drops. He turns back to the view, humming softly to himself, before he turns and strides back to the stairwell.<br>
<br>
<<ActionsHeader>>
<<link "Go back to your table" "TownHallTourReturn">><<set $TourClockTower to undefined>><</link>>
<<case "HarrowRefuse">>
<br>
"I won't do that," you say. "What you're doing is wrong."<br>
<br>
His smile fades slightly. "You think that now, Emily. But once you get out in the real world, you'll see we're helping." He turns back to the railing, looking out at the town. "Forget I said anything."<br>
<br>
Harrow takes one last view of the square, then turns and strides back past you, down the stairwell.<br>
<br>
<<ActionsHeader>>
<<link "Go back to your table" "TownHallTourReturn">><<set $TourClockTower to undefined>><</link>>
<<case "DanRelent">>
<br>
You close your eyes and reach down, fumbling with his boxer shorts through his zipper.<br>
<br>
"Good wife," he mutters, grinning at you when you open your lids. You feel the warm throbbing flesh and tug it free. You don't bother looking down, feeling it grow erect in your hand.<br>
<br>
He leans back against the brick wall and closes his eyes. "Oh yeah. You wouldn't believe the day I've had. I deserve this."<br>
<br>
You wrap your dainty fingers around his cock and begin jerking it. All the while you watch him. He keeps his eyes closed as he leans back, savouring the touch.<br>
<br>
"Thompson complained about me missing my sales target today," he croons, as he begins to pant. "Oh yeah. Kept on saying that I was slacking off at the pub. He's such a pain in the arse sometimes." He opens them, looking back at you. "Don't you think that Dan knows what he's doing?"<br>
<br>
You continue to jerk him off as you look back at him. "Yes," you mutter.<br>
<br>
"Is your husband the best salesman in Charlton?" he asks, now stammering.<br>
<br>
"Yes," you reply, feeling his precum touch your fingertip.<br>
<br>
"Say it," he whispers, staring down at you.<br>
<br>
You feel him getting close to the edge as you increase your jerking. You wince, afraid to hear yourself. "You're the best salesman in Charlton."<br>
<br>
"Who is?"<br>
<br>
You breathe through your nostrils, moving your hand vigorously. "My husband," you seethe. "My husband is the best salesman in Charlton."<br>
<br>
Dan groans and you feel his dick spurt. You leap back, just clearing the arch before it lands on your dress. Reflexively, he reaches down and tugs at his prick, sputtering cum all over the floor.<br>
<br>
"God, I needed that," he says, more to the balcony than you. He sighs, squeezes his cock to drain it of residual semen, then tucks it away. Only then does he look back to you.<br>
<br>
"Call that a proposal," he grins. "Better than a ring, ain't it just?"<br>
<br>
He walks away without another word. His footsteps echo down the stairwell. Light and happy.<br>
<br>
<i>You didn't have to do that, you know? Or is the need for cock too much for you now?</i><br>
<br>
You bury the thought, trying to keep the sight of his dick shooting semen over the floor out of your mind. For some reason, it keeps returning.<br>
<br>
<<BraceletChargeProse>>
<<ActionsHeader>>
<<link "Go back to your table" "TownHallTourReturn">><<MissCharltonFinalist 3>><<set $TourClockTower to undefined>><</link>>
<<case "DanRefuse">>
<br>
You step back and shake your head, away from him. "I think we should go back."<br>
<br>
Dan's jaw clenches. The charm is gone. Completely. "Fine." He straightens his jacket and zips up his fly. "Dan doesn't beg."<br>
<br>
He walks past you without another word. His footsteps echo down the stairwell. Hard. Angry.<br>
<br>
<<ActionsHeader>>
<<link "Go back to your table" "TownHallTourReturn">><<set $TourClockTower to undefined>><</link>>
<<case "RonStickAround">>
<br>
"I don't think marriage is on the cards for me," you say. "I'll be sticking around."<br>
<br>
Ron nods. Once. "That's all I could ask for." He turns back to the view. "Although Flo once said the same."<br>
<br>
You stand together in silence. It's the most comfortable you've felt all evening. Which says something about the rest of the night.<br>
<br>
Eventually he turns to you. "Best be getting back. Before the rumours start." He gives you a final nod, then walks towards the stairwell.<br>
<br>
<<ActionsHeader>>
<<link "Go back to your table" "TownHallTourReturn">><<set $TourClockTower to undefined>><</link>>
<<case "RonRefuse">>
<br>
"I'm not sure it's for me," you say. "I don't know if I could commit to that."<br>
<br>
Ron shrugs. "Worth a shot. Hard to ask women not to marry in Charlton. But I'm not going to put you forward for a job at Fresh Pot, if it's all the same to you." He sighs. "Guess I'll be manning the counter myself, soon."<br>
<br>
He turns and heads for the stairs, hands back in his pockets.<br>
<br>
<<ActionsHeader>>
<<link "Go back to your table" "TownHallTourReturn">><<set $TourClockTower to undefined>><</link>>
<<case "RogersAssume">>
<br>
You sigh, but nod. Stepping over to the balcony, you place your hands on the cold surface. You look down, over the town square, watching a few figures move about in the shadows.<br>
<br>
"Lean forward," you hear Rogers say. "And widen those legs."<br>
<br>
<<if _CurrentOutfit is "GalaDressNonCorrupted">>
You lean over the balcony as you push a leg to the side. Thankfully at least you're wearing low heels. The dress constricts your movements though. You feel your legs straining at the fabric. Leaning forward further, your breasts brush against the hard brickwork as your head dangles over the side.<br>
<br>
Then a hand pulls your dress up your legs. You feel it bunching around your bum.<br>
<br>
"A respectable length," you hear Rogers mutter. "But not a respectable girl."<br>
<<else>>
You lean over the balcony as you push a leg to the side. You almost stumble perched on these high stiletto heels. Your skirt rides up and you feel your cheeks reddening. You are sure Rogers can see your panties.<br>
<br>
Then a hand flips your dress up over your legs, confirming it. "Hardly a respectable length," you hear Rogers mutter. "But you're not exactly a respectable girl."<br>
<</if>>
<br>
WHACK!<br>
<br>
You feel pain pulsate out from your bum underneath your panties. You bite your bottom lip, trying not to scream.<br>
<br>
WHACK!<br>
<br>
Another strike from his hand, this time harder. Tears well up in your eyes. You bite down harder.<br>
<br>
WHACK!<br>
<br>
The blow stings. You feel the bruising forming immediately. You can't help but yelp. It echoes across the square. You see the figures below, no longer minding their own business, staring up at you.<br>
<br>
"Put on a good show," Rogers whispers into your ear. "You're a coming attraction now. They know where you're going to end up."<br>
<br>
Another strike, but this one softer. Almost tender by comparison. But your raw buttocks send your nerves into overload. You yelp, hearing it echo back towards you.<br>
<br>
You tense, waiting for another strike. But it doesn't come. There is just the silence of the cool air.<br>
<br>
"Consider your audition over," you hear Rogers say.<br>
<br>
You hear his soft footsteps disappear. After a moment, you dare to look over your shoulder. He's gone.<br>
<br>
Pulling your dress back down, you take a deep breath. You wince as you step forward, feeling the sting on your bum radiating with heat.<br>
<br>
<<BraceletChargeProse>>
<<ActionsHeader>>
<<link "Go back to your table" "TownHallTourReturn">><<MissCharltonFinalist 3>><<set $TourClockTower to undefined>><</link>>
<<case "RogersRefuse">>
<br>
"I'll make my own path," you say. "I don't want to walk that one."<br>
<br>
Rogers turns to face you. His expression is unreadable. "A pity. Consider this though, Miss Phillips. There are worse fates in Charlton than a life of submission."<br>
<br>
He walks past you towards the stairs. At the top step, he pauses. "This path isn't a punishment, Miss Phillips. It's a destination. Girls end up there whether they choose it or not."<br>
<br>
His footsteps fade down the stairwell.<br>
<br>
<<ActionsHeader>>
<<link "Go back to your table" "TownHallTourReturn">><<MissCharltonFinalist -2>><<set $TourClockTower to undefined>><</link>>
<</switch>><<TableAssignNumberCheck>>
<<if _TableAssignNumberCheck is 1>>
You take a deep breath and shake your head politely. "I think I'd rather stay here."<br>
<br>
$TableGuest1 shifts in his seat, visibly disappointed. He signals for more wine, not looking at you. The rest of the evening just got colder.<br>
<br>
<<ActionsHeader>>
<<link "Wait for dessert" "TownHallQuestion3">><<MissCharltonFinalist -1>><</link>>
<<else>>
You take a deep breath and shake your head politely. "I think I'd rather stay here, if that's alright."<br>
<br>
The men share a look among themselves, then shrug and return to their conversation. They mostly ignore you for the rest of the break, banter flowing between them as if you weren't there. At least no one seems offended. Just disinterested.<br>
<br>
<<ActionsHeader>>
<<link "Wait for dessert" "TownHallQuestion3">><</link>>
<</if>>You descend the stairs alone, the cold night air fading as you re-enter the ballroom. The noise and warmth hit you like a wall. You make your way back to your table and sit down.<br>
<br>
<<ActionsHeader>>
<<link "Wait for dessert" "TownHallQuestion3">><</link>><<switch $Question3Answer>>
<<case undefined>>
<<DailyVariableCheck "AndreaSleep">>
<<if _DailyVariableCheck is true>>
The waitresses return with dessert. Small plates of something that looks expensive but barely fills a saucer. The same practised smiles, the same short skirts. The ballroom has settled into a rhythm now. The men louder, the wine flowing, the girls quieter.<br>
<<else>>
The waitresses return with dessert. Andrea sets a plate in front of you. This time she doesn't catch your eye. Her movements are mechanical, her smile fixed. Whatever she's seen tonight has taken the last of her warmth.<br>
<</if>>
<br>
<<TableAssignNumberCheck>>
<<if _TableAssignNumberCheck is 1>>
$TableGuest1 turns to look at you as he tucks into his dessert. "So. What's the best advice you've ever been given?"<br>
<br>
You consider the question. The last one of the evening.<br>
<<elseif _TableAssignNumberCheck is 2>>
$TableGuest1 and $TableGuest2 tuck into their dessert. $TableGuest3 turns to look at you. "So. What's the best advice you've ever been given?"<br>
<br>
You consider the question. The last one of the evening.<br>
<<else>>
A few more chuckles and shrugs as the men tuck into their dessert. Then, $TableGuest3 turns to look at you. "So. What's the best advice you've ever been given?"<br>
<br>
You consider the question. The last one of the evening.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Tell him to put others first" "TownHallQuestion3">><<set $Question3Answer to "Others">><</link>><br>
<<link "Tell him not to let emotions get in the way of doing things properly" "TownHallQuestion3">><<set $Question3Answer to "Emotions">><</link>><br>
<<link "Tell him to be kind" "TownHallQuestion3">><<set $Question3Answer to "Kind">><</link>><br>
<<link "Tell him to listen carefully and speak only when it matters" "TownHallQuestion3">><<set $Question3Answer to "Listen">><</link>><br>
<<link "Tell him to know what you want, even if others disagree" "TownHallQuestion3">><<set $Question3Answer to "WhatWant">><</link>>
<<case "Others">>
"To put others first," you say. "Things work better when everyone knows their place."<br>
<br>
<<switch $TableGuest3>>
<<case "Sermon">>
Sermon regards you. His expression doesn't change. He takes a sip of wine.<br>
<br>
He sets the glass down. "Adequate," he says. Nothing more.<br>
<<case "Thompson">>
Thompson nods, jabbing his dessert spoon at you. "Now that's a sensible answer, Phillips. Put the team first. Keep your head down. Do the work." He scoops up a mouthful of dessert. "Shame your <<Sibling>> doesn't think that way."<br>
<br>
He chews with satisfaction.<br>
<<case "Declan">>
Declan frowns. "Others first? Em, that's no way to live." He shakes his head. "You've got to look out for yourself sometimes. Nobody else will."<br>
<br>
He pushes his dessert around the plate, disappointed.<br>
<<case "Palmer">>
Palmer considers this. "That's a generous philosophy, Emily. Though I'd encourage you not to lose yourself in the process." He takes a small spoonful of dessert. "The best carers remember to care for themselves, too."<br>
<<case "Aaron">>
Aaron nods approvingly. "Putting the collective first. That's the foundation of a good community, young lady." He straightens in his seat. "This town runs on people who understand that."<br>
<br>
He eats his dessert with visible satisfaction.<br>
<<case "Terry">>
Terry smiles patiently. "That's sweet, Emmie. Very sweet." He fidgets with his spoon. "But on the counter, you've got to have a bit of fire, too. You can't just be a doormat. You need to know what people want, even if they don't know themselves."<br>
<br>
He takes a half-hearted bite.<br>
<<case "Harrow">>
Harrow nods slowly. "A selfless instinct, Miss Phillips. The mark of someone who understands the ensemble." He takes a sip of wine. "Though I'd counsel you to remember that the ensemble only works when every player knows their own worth."<br>
<<case "Dan">>
Dan shrugs. "Others first. Sure." He picks at his dessert. "As long as Dan's one of those others." He gives you a look. "A wife who puts her husband first? That's all a man can ask for."<br>
<br>
He leans back, satisfied with his own interpretation.<br>
<<case "Ron">>
Ron nods. "Others first. That's the job." He takes a bite. "Flo always puts others first. Customers, staff, everyone before herself."<br>
<br>
He stares at his plate, not paying you much attention.<br>
<<case "Rogers">>
Rogers watches you. His expression gives nothing away.<br>
<br>
"Others first," he echoes. "A noble sentiment. Though in my experience, the girls who put others first tend to be the easiest to direct."<br>
<br>
His plate remains untouched.<br>
<</switch>>
<br>
<<ActionsHeader>>
<<link "Finish dessert" "TownHallGalaEnd">><<BusinessmenMeetingQuestion3Reconcile>><</link>>
<<case "Emotions">>
"To stay organised and not let emotions get in the way of doing things properly," you say.<br>
<br>
<<switch $TableGuest3>>
<<case "Sermon">>
Sermon's lip twitches. Almost a smile. "Emotions are a liability," he says. "For maids and managers alike."<br>
<br>
He returns to his wine. The almost-smile is gone.<br>
<<case "Thompson">>
Thompson grins broadly. "Yes! That's it, Phillips. Leave the crying for the bedroom. The workplace is no place for feelings." He thumps the table. "If I had more girls who thought like that, I wouldn't go through secretaries like tissues."<br>
<br>
He attacks his dessert with enthusiasm.<br>
<<case "Declan">>
Declan pulls a face. "No emotions? Em, the bar runs on emotions. Laughter, tears, songs at closin' time." He shakes his head. "You take the feelings out of it, you've just got a room with taps. And never mind the salon. You think a gal comes in without being emotional?"<br>
<br>
He frowns into his dessert.<br>
<<case "Palmer">>
Palmer tilts his head. "There's wisdom in that, Emily. Composure under pressure is vital in medicine." He pauses. "Though I'd say it's not about removing emotions. It's about channelling them. A nurse who feels nothing can't care for anyone."<br>
<br>
He takes a thoughtful bite.<br>
<<case "Aaron">>
Aaron's eyes brighten. "Precisely, young lady. Emotions cloud judgement. Procedure does not." He nods firmly. "If every clerk let their feelings dictate their filing, the entire system would collapse."<br>
<br>
He eats with crisp, satisfied movements.<br>
<<case "Terry">>
Terry hesitates. "No emotions? Oh, Emmie." He looks crestfallen. "The counter is all about emotion! Joy! Excitement! Making someone feel beautiful!" He sighs. "Without feelings, it's just... products on a shelf."<br>
<br>
He pokes at his dessert mournfully.<br>
<<case "Harrow">>
Harrow raises an eyebrow. "Control over one's emotions. A difficult discipline, Miss Phillips." He swirls his wine. "Most actors spend years learning it. And most never quite manage."<br>
<br>
He takes a sip. "Though I wonder if you've had more practice than most."<br>
<<case "Dan">>
Dan's expression sours. "No emotions?" He folds his arms. "What are you, a robot?" He shakes his head. "I want a woman who feels things. Passion. Warmth. Not some ice queen."<br>
<br>
He pushes his dessert away, sulking.<br>
<<case "Ron">>
Ron shrugs. "Emotions don't help behind the counter. Not when the queue's out the door." He takes a bite. "But Flo always manages to smile even when it's chaos."<br>
<br>
He chews slowly. "Gonna miss that smile."<br>
<<case "Rogers">>
Rogers removes his spectacles and polishes them. "Emotions," he says. "How inconvenient they must be for you."<br>
<br>
He replaces them. "The girls I deal with tend to have very strong emotions, Miss Phillips. It's usually the reason they end up in my care." A pause. "Emotions are the key to discipline." He smiles thinly. "The root cause, if you pardon the Maths expression."<br>
<br>
His plate remains untouched.<br>
<</switch>>
<br>
<<ActionsHeader>>
<<link "Finish dessert" "TownHallGalaEnd">><<BusinessmenMeetingQuestion3Reconcile>><</link>>
<<case "Kind">>
"To be kind," you say. "You never know what people are carrying with them."<br>
<br>
<<switch $TableGuest3>>
<<case "Sermon">>
Sermon stares at you. "Kind," he says. The word sits in the air between you like a foreign object. "Sometimes."<br>
<br>
He returns to his wine without comment.<br>
<<case "Thompson">>
Thompson snorts. "Kindness? In business?" He shakes his head. "Kindness is for churches and charities, Phillips. Not for the workplace. I need results, not hugs."<br>
<br>
He scrapes the last of his dessert from the plate.<br>
<<case "Declan">>
Declan's expression softens. "Now that's more like it, Em." He nods. "The world's got enough hard arses in it. A bit of kindness goes a long way. Especially in the service industry."<br>
<br>
He raises what's left of his wine. "Your mother raised you well."<br>
<<case "Palmer">>
Palmer sets down his spoon and looks at you directly. "That is the most important thing anyone could learn, Emily." His voice is quiet and sincere. "Kindness isn't weakness. It's the hardest thing in the world to practise when everything around you says otherwise."<br>
<br>
He holds your gaze. "Don't lose that. Whatever happens."<br>
<<case "Aaron">>
Aaron's brow furrows. "Kind." He writes something invisible on the tablecloth with his finger. "Kindness has its place, young lady. But the Town Hall doesn't run on kindness. It runs on competence."<br>
<br>
He eats his dessert without further comment.<br>
<<case "Terry">>
Terry beams. "Oh, Emmie! Kindness! That's the secret ingredient." He clasps his hands. "A kind word at the counter. A compliment about someone's outfit. It costs nothing, but it means everything."<br>
<br>
He eats his dessert happily, practically glowing.<br>
<<case "Harrow">>
Harrow smiles. "Kindness. A generous impulse, Miss Phillips." He takes a sip of wine. "Though kindness without boundaries can be exploited. I'm sure you know that already."<br>
<br>
His smile lingers. "The kindest people are often the easiest to manipulate. But I think you know that."<br>
<<case "Dan">>
Dan shrugs. "Kind. Sure. That's nice." He picks at his dessert. "But I need more than kind. I need devoted." He looks at you. "Kindness is what you give strangers. What I want is something deeper."<br>
<br>
He smiles. "Y'know." He raises his hands as if gripping someone. "Deeper."<br>
<br>
A guffaw comes from his mouth.<br>
<<case "Ron">>
Ron pauses. His arms unfold. "Kind." He nods, slowly. "Yes. Flo's kind. To everyone. Even the ones who don't deserve it."<br>
<br>
He takes a bite of dessert. "Maybe if you worked the counter, people wouldn't be so sad to see her go. The customers, I mean."<br>
<<case "Rogers">>
Rogers watches you. "Kind," he repeats. A long silence. "How very... soft."<br>
<br>
He adjusts his spectacles. "Kindness doesn't prepare you for what Charlton asks of its women, Miss Phillips. Charlton asks for obedience. Kindness is a luxury you may not be able to afford."<br>
<br>
His plate remains untouched.<br>
<</switch>>
<br>
<<ActionsHeader>>
<<link "Finish dessert" "TownHallGalaEnd">><<BusinessmenMeetingQuestion3Reconcile>><</link>>
<<case "Listen">>
"To listen carefully," you say. "And speak only when it really matters."<br>
<br>
<<switch $TableGuest3>>
<<case "Sermon">>
Sermon regards you. A flicker of something crosses his face. Approval, perhaps. "Listening," he says. "Almost mandatory."<br>
<br>
He takes a sip of wine. That's all you get.<br>
<<case "Thompson">>
Thompson nods. "Listen and shut up until you've got something worth saying. I like that, Phillips." He points his spoon at you. "Half the girls who walk into my office can't stop talking long enough to hear what I need."<br>
<br>
He scoops up the last of his dessert, grinning.<br>
<<case "Declan">>
Declan pulls a face. "Speak only when it matters?" He shakes his head. "You've got to speak up in a bar or salon. Engage with the customers. And don't take any guff. Assert yourself. Otherwise you'll be pullin' pints in silence until closin' time."<br>
<br>
He frowns into his dessert.<br>
<<case "Palmer">>
Palmer nods thoughtfully. "Listening is perhaps the most underrated skill in medicine, Emily. Truly hearing what someone needs, even when they can't articulate it."<br>
<br>
He takes a small bite. "I think you'd be a very good listener."<br>
<<case "Aaron">>
Aaron nods approvingly. "Listening and speaking with purpose. That's the mark of someone who respects the process, young lady." He sits straighter. "Too many people talk for the sake of it. The Town Hall values brevity."<br>
<br>
He eats with precise satisfaction.<br>
<<case "Terry">>
Terry tilts his head. "Listening? Well, that's... important, I suppose, Emmie." He fidgets. "Though on the counter, silence can be a bit awkward. Customers want engagement! Energy! A chat about the weather, at least."<br>
<br>
He prods at his dessert uncertainly.<br>
<<case "Harrow">>
Harrow leans back, studying you. "Speak only when it matters." He lets the words settle. "A director's instinct, Miss Phillips. Knowing when to intervene and when to let the scene play out."<br>
<br>
He takes a slow sip of wine. "I've always thought you were more of an observer than a performer. That's not a criticism." He eyes you carefully. "I'd cut out some of the observation though, if I were you. It might lead to troubles."<br>
<<case "Dan">>
Dan shrugs. "Listen? I suppose." He fidgets. "Dan does most of the talkin' in a relationship, though. So as long as you're a good listener, we'll get on just fine."<br>
<br>
He gives you a grin. "Though I do like it when a girl whimpers in the bedroom."<br>
<<case "Ron">>
Ron nods. "Listen. Do the work. Don't fill the silence with rubbish." He takes a bite. "But you're going to have to speak to the customers. That's exactly how Flo operates. Doesn't say much. Only when she needs to."<br>
<br>
He chews. "The quiet ones are always the best."<br>
<<case "Rogers">>
Rogers watches you. The silence stretches. You realise he's testing whether you'll break it.<br>
<br>
You don't.<br>
<br>
"Good," he says eventually. "You meant it." He adjusts his spectacles. "Listening is a virtue, Miss Phillips. But it's hardly your mouth that's going to be working where I think you'll end up."<br>
<br>
His plate remains untouched.<br>
<</switch>>
<br>
<<ActionsHeader>>
<<link "Finish dessert" "TownHallGalaEnd">><<BusinessmenMeetingQuestion3Reconcile>><</link>>
<<case "WhatWant">>
"That it's important to know what you want, even if others disagree," you say.<br>
<br>
<<switch $TableGuest3>>
<<case "Sermon">>
Sermon's jaw tightens. He sets down his glass. "Want," he repeats. The word sounds like a verdict.<br>
<br>
He doesn't look at you again.<br>
<<case "Thompson">>
Thompson grunts. "Knowing what you want. Fine." He waves his spoon. "As long as what you want lines up with what I need. Otherwise, it's just stubbornness."<br>
<br>
He scrapes his plate clean, unbothered.<br>
<<case "Declan">>
Declan frowns. "Disagree with who, Em? Your boss? Your husband?" He shakes his head. "In the bar, we work as a team. Can't have someone pullin' in the wrong direction. And in the salon, there's some tasks that Soph needs doing that no one wants."<br>
<br>
He takes a disappointed sip of wine.<br>
<<case "Palmer">>
Palmer considers this. "Self-awareness is important, Emily. Knowing your own mind." He smiles gently. "Though in medicine, knowing what you want must always be balanced against what the patient needs."<br>
<br>
He takes a thoughtful bite.<br>
<<case "Aaron">>
Aaron's expression hardens. "Disagreement," he says flatly. "The Town Hall has procedures, young lady. If you disagree with a procedure, you file a complaint. Through the proper channels. You don't simply do as you please."<br>
<br>
He pushes his dessert away, appetite gone.<br>
<<case "Terry">>
Terry's face falls. "Oh, Emmie. Disagree?" He puts a hand over his heart. "The counter runs on harmony. Teamwork. If everyone just did what they wanted, the displays would be chaos." He sighs. "Absolute chaos."<br>
<br>
He stares at his dessert mournfully.<br>
<<case "Harrow">>
Harrow tilts his head. "Conviction, Miss Phillips. An admirable quality." His smile is measured. "I shouldn't be encouraging such independence," he murmurs. "But it's so rare to see around here these days."<br>
<br>
He takes a sip of wine. "I wonder how long yours will last."<br>
<<case "Dan">>
Dan's face darkens. The charm is gone entirely. "Know what you want?" He leans forward. "Let me tell you what you want. A good roof over your head. Provided by a happy man."<br>
<br>
He clenches his jaw. "Don't know what else you'd want. Being a woman."<br>
<<case "Ron">>
Ron snorts. "Know what you want. Must be nice to have the luxury." He folds his arms. "Fresh Pot opens at six, closes at nine. What you want doesn't come into it. You do the job. Just like Flo."<br>
<br>
He glares at his plate.<br>
<<case "Rogers">>
Rogers removes his spectacles. He polishes them slowly, deliberately. The silence is crushing.<br>
<br>
"That, Miss Phillips, is the most dangerous advice a young woman in Charlton can follow."<br>
<br>
His plate remains untouched. "I'll be watching your career with great interest."<br>
<</switch>>
<br>
<<ActionsHeader>>
<<link "Finish dessert" "TownHallGalaEnd">><<BusinessmenMeetingQuestion3Reconcile>><</link>>
<</switch>><<switch $TownHallGalaEnd>>
<<case undefined>>
The clinking of a glass silences the ballroom. Stitch stands at the lectern once more, surveying the room with a practised eye.<br>
<br>
"Gentlemen. Ladies." His voice is measured, unhurried. "Thank you for your time this evening. It has been, as always, a privilege to witness the promise of our next generation."<br>
<br>
He pauses, letting the words land.<br>
<br>
"Our community thrives because of evenings like this. Because the men who build this town take the time to invest in its future. And because the young women of Charlton understand the value of that investment."<br>
<br>
His eyes sweep the room. You feel them pass over you.<br>
<br>
"I will now ask each table to signal their interest. Gentlemen, if you believe your guest has demonstrated the qualities that Charlton values, please show your appreciation."<br>
<br>
Stitch begins to move between the tables. You watch as he stops at each one. At some tables, the men applaud warmly, grinning at the girl beside them. At others, the response is muted. Polite claps. Nods. At one table, there's silence. The girl stares at her plate.<br>
<br>
Reagan's table erupts. The men stand and applaud. Reagan doesn't smile. She simply inclines her head, as if this was always going to happen.<br>
<br>
Chantelle's table offers a moderate round of applause. Steady, respectable. She adjusts her glasses and gives a small nod, composed as ever.<br>
<br>
Stacey's table gives her a polite round. Measured claps, nothing more. She sits rigid, hands in her lap, not looking at anyone. By contrast, Britney's table manages a scattered response. Most of it seems to come from the man sitting directly beside her, who claps with more enthusiasm than the rest combined. Britney giggles nervously, looking around as if hoping someone else will join in.<br>
<br>
Then Stitch arrives at your table.<br>
<br>
<<ActionsHeader>>
<<link "Listen to the men react" "TownHallGalaEnd">><<set $TownHallGalaEnd to "Listen">><</link>>
<<case "Listen">>
<<MissCharltonFinalistCheck>>
<<TableAssignNumberCheck>>
<<if _MissCharltonFinalistCheck gte 8>>
<<if _TableAssignNumberCheck is 1>>
The man at your table rises and applauds. It's a single pair of hands, but the sound carries. Other tables glance over. He nods at Stitch. "She'll do."<br>
<<else>>
The men at your table rise and applaud. Chairs scrape back as they stand, clapping with genuine enthusiasm. A few of them nod at Stitch. You feel every eye in the ballroom turn to you.<br>
<</if>>
<<elseif _MissCharltonFinalistCheck gte 4>>
<<if _TableAssignNumberCheck is 1>>
The man at your table offers a few measured claps. Polite. Not enthusiastic. He gives Stitch a slight nod.<br>
<<else>>
There is a smattering of applause from your table. A few of the men clap. Others simply nod. It's not the reception Reagan got, but it's not silence either.<br>
<</if>>
<<else>>
<<if _TableAssignNumberCheck is 1>>
The man at your table says nothing. He doesn't clap. He doesn't nod. He reaches for his wine glass instead.<br>
<br>
Stitch's smile doesn't waver, but his eyes linger on you a moment too long before moving on.<br>
<<else>>
Silence. The men at your table exchange glances, but no one claps. One of them reaches for his wine. Another adjusts his cuffs.<br>
<br>
Stitch's smile doesn't waver, but his eyes linger on you a moment too long before moving on.<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Listen to the rest of the tables" "TownHallGalaEnd">><<set $TownHallGalaEnd to "Rest">><</link>>
<<case "Rest">>
<<GetNPCState "Christina" "cheerleader">>
<<if _cheerleader is true>>
Christina's table is next. The applause is strong. Almost as strong as Reagan's. The men clap firmly, nodding their approval. Christina smiles graciously, her posture perfect. For a moment, the two of them lock eyes across the ballroom. Reagan's glare could cut glass.<br>
<<else>>
Christina's table is next. There's a smattering of polite applause. Nothing more. She stares at the table, picking at the edge of her napkin. Without the cheerleader shine, she's just another girl hoping to be noticed.<br>
<</if>>
<br>
<<if $MaisiePersuaded is true>>
Maisie's table offers only a thin, scattered applause. A few half-hearted claps. She sits with her hands in her lap, staring straight ahead. Whatever fire she came with tonight, it's gone. The men at her table have already turned back to their drinks.<br>
<<else>>
Maisie's table erupts with enthusiasm. She smiles that porcelain smile, touching the arm of the man beside her as the applause washes over her. She glances in your direction, just for a moment. Her eyes are bright and sharp.<br>
<</if>>
<br>
Stitch returns to the lectern. "Thank you, gentlemen. Your preferences have been noted." He turns to address the girls. "Please make your way to the front. I will inform each of you of the outcome."<br>
<br>
<<ActionsHeader>>
<<link "Queue up to meet Stitch" "TownHallGalaEnd">><<set $TownHallGalaEnd to "Queue">><</link>>
<<case "Queue">>
You join the line of girls shuffling towards the lectern. Ahead of you, Stitch speaks quietly to each one. Some walk away smiling. Others don't.<br>
<br>
Britney emerges from the front of the queue, beaming. She catches your eye and gives you an excited thumbs-up. Only when Stitch speaks to her does her smile fall.<br>
<br>
Reagan is next. She glances back at you, casting her eyebrows up with a grin. She already knows.<br>
<br>
Then it's your turn. Stitch looks down at his pocketbook, then up at you.<br>
<br>
<<MissCharltonFinalistCheck>>
<<if _MissCharltonFinalistCheck gte 4>>
"Miss Phillips." A thin smile. "Congratulations. You have been selected as a finalist for the Miss Charlton crown." He closes the pocketbook. "The competition will take place at the prom. I trust you will continue to conduct yourself appropriately until then."<br>
<br>
He holds your gaze. "Don't disappoint me."<br>
<br>
<<ActionsHeader>>
<<link "Leave the Town Hall" "TownHallGalaEnd">><<QuestTracker "Quest29" "complete">><<QuestTracker "Quest25" 3>><<TimeChange>><<set $TownHallGalaEnd to "Leave">><</link>>
<<else>>
"Miss Phillips." His expression is unreadable. "I'm afraid the response from your table was not sufficient to warrant a place on the finalist list." He closes the pocketbook. "Perhaps if you had taken the evening more seriously, the outcome would have been different."<br>
<br>
He holds your gaze. "A shame. You have such potential."<br>
<br>
<<ActionsHeader>>
<<link "Leave the Town Hall" "TownHallGalaEnd">><<QuestTracker "Quest29" "fail">><<QuestTracker "Quest25" 3>><<TimeChange>><<set $TownHallGalaEnd to "Leave">><</link>>
<</if>>
<<case "Leave">>
<img src="./images/Town_Square_night.png"><br>
<Br>
The night air hits you as you step outside. The Town Hall doors close behind you with a heavy thud. The square is quiet. Street lamps cast pools of orange light on the pavement.<br>
<br>
<<QuestStatus "Quest29">>
<<if _QuestStatus is "complete">>
You made the finalist list. The crown is within reach. If you can win it at the prom, you'll be exempt from whatever the ritual does to everyone else.<br>
<br>
But the evening lingers. The men. Their eyes. Their questions. The way they looked at you, talked about you, judged you. All to decide if you were good enough to serve them.<br>
<br>
You sigh. If you want to stop the badges impacting the rest of the girls, both the ones who came tonight and those who didn't, you'll have to find a way to stop the ritual entirely.<br>
<br>
You recall Stitch's words from the hotel meeting. The prom planning committee will reconvene once finalists have been chosen. You should get back into the billiards room to find out their next steps.<br>
<<else>>
You didn't make the finalist list. The crown won't be yours. If the ritual goes ahead, there'll be nothing to protect you from its effects.<br>
<br>
But the evening lingers all the same. The men. Their eyes. Their questions. The way they looked at you, talked about you, judged you. All to decide if you were good enough to serve them. And you weren't even that.<br>
<br>
If you want to stop the badges impacting yourself and the rest of the girls, you'll have to find another way. Stopping the ritual is now the only option.<br>
<br>
You recall Stitch's words from the hotel meeting. The prom planning committee will reconvene once finalists have been chosen. You should get back into the billiards room to find out their next steps. With or without a crown to aim for.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Catch a ride home" "GalaTaxiReturn">><<MissCharltonFinalistsSet>><<Quest29Reconciliation>><<EventTrigger "SchoolCorridor" "FinalistsAnnounced" "Morning" null "Emily" null null null false>><<set $TownHallGalaEnd to undefined>><</link>>
<</switch>><<widget "TableAssign">>
/* Badge -> ordered guest chains: primary sponsor first, then closest-match fallbacks (UAT ruling 2026-08-05). Guest count = total badges held, capped at 5. Pass 1 seats one guest per DISTINCT badge type; pass 2 seats remaining duplicate copies, most-held types first, each pulling the next unseated guest from its type's chain. */
<<set _badgeChains to {
"MissCharltonMaidBadge": ["Sermon", "Dan", "Ron", "Declan", "Terry"],
"MissCharltonSecretaryBadge": ["Thompson", "Aaron", "Harrow", "Dan", "Palmer"],
"MissCharltonHairdresserBadge": ["Declan", "Terry", "Ron", "Dan", "Sermon"],
"MissCharltonBarmaidBadge": ["Declan", "Ron", "Terry", "Aaron", "Dan"],
"MissCharltonNurseBadge": ["Palmer", "Sermon", "Aaron", "Thompson", "Ron"],
"MissCharltonClerkBadge": ["Aaron", "Thompson", "Terry", "Ron", "Harrow"],
"MissCharltonShopGirlBadge": ["Terry", "Ron", "Declan", "Aaron", "Thompson"],
"MissCharltonAmbassadorBadge": ["Harrow", "Thompson", "Sermon", "Palmer", "Dan"],
"MissCharltonHousewifeBadge": ["Dan", "Sermon", "Ron", "Terry", "Declan"],
"MissCharltonTeacherBadge": ["Harrow", "Palmer", "Thompson", "Sermon", "Aaron"],
"MissCharltonWaitressBadge": ["Ron", "Declan", "Sermon", "Terry", "Aaron"],
"MissCharltonRebelBadge": ["Rogers", "Dan", "Aaron", "Declan", "Ron"]
}>>
/* Tally badges by type, remembering acquisition order for deterministic ties */
<<set _badgeCounts to {}>>
<<set _typeOrder to []>>
<<for _item range $PlayerCharacter.inventory>>
<<set _id to (typeof _item is "object") ? _item.id : _item>>
<<set _qty to (typeof _item is "object") ? Number(_item.quantity ?? 1) : 1>>
<<if _badgeChains[_id] isnot undefined>>
<<if _badgeCounts[_id] is undefined>>
<<set _badgeCounts[_id] to 0>>
<<run _typeOrder.push(_id)>>
<</if>>
<<set _badgeCounts[_id] += _qty>>
<</if>>
<</for>>
<<set $DinnerGuests to []>>
/* Pass 1: one seat per distinct badge type (chain-walk covers map collisions like Barmaid/Hairdresser) */
<<for _t range _typeOrder>>
<<if $DinnerGuests.length lt 5>>
<<for _g range _badgeChains[_t]>>
<<if !$DinnerGuests.includes(_g)>>
<<run $DinnerGuests.push(_g)>>
<<break>>
<</if>>
<</for>>
<</if>>
<</for>>
/* Pass 2: duplicate copies, most-held types first */
<<set _dupTypes to _typeOrder.filter(function (t) { return _badgeCounts[t] > 1; }).sort(function (a, b) { return _badgeCounts[b] - _badgeCounts[a]; })>>
<<for _t range _dupTypes>>
<<for _c to 1; _c lt _badgeCounts[_t]; _c++>>
<<if $DinnerGuests.length lt 5>>
<<for _g range _badgeChains[_t]>>
<<if !$DinnerGuests.includes(_g)>>
<<run $DinnerGuests.push(_g)>>
<<break>>
<</if>>
<</for>>
<</if>>
<</for>>
<</for>>
/* Cycle through guests to fill all 5 slots (wraps if fewer than 5) */
<<if $DinnerGuests.length gt 0>>
<<set $TableGuest1 to $DinnerGuests[0 % $DinnerGuests.length]>>
<<set $TableGuest2 to $DinnerGuests[1 % $DinnerGuests.length]>>
<<set $TableGuest3 to $DinnerGuests[2 % $DinnerGuests.length]>>
<<set $TableGuest4 to $DinnerGuests[3 % $DinnerGuests.length]>>
<<set $TableGuest5 to $DinnerGuests[4 % $DinnerGuests.length]>>
<</if>>
<</widget>>
<<widget "TableAssignNumberCheck">>
<<set _TableAssignNumberCheck to $DinnerGuests.length>>
<</widget>>
<<widget "SetNextDinnerGuest">>
<<set $NextDinnerGuest to $DinnerGuests[$TempStitchIntroduce - 1]>>
<</widget>>
<<widget "TourLinkOptions">>
<<for _i, _guest range $DinnerGuests>>
<<capture _guest>>
<<set _linkText to "Choose " + _guest>>
<<link _linkText "TownHallChooseTour">><<set $TourGuest to _guest>><</link>><br>
<</capture>>
<</for>>
<</widget>>
<<widget "MissCharltonFinalistsSet">>
<<set $MissCharltonFinalists to []>>
/* Reagan always makes it */
<<set $MissCharltonFinalists.push("Reagan")>>
/* PC makes it if score >= 4 */
<<MissCharltonFinalistCheck>>
<<if _MissCharltonFinalistCheck gte 4>>
<<set $MissCharltonFinalists.push("Emily")>>
<</if>>
/* Christina makes it if still a cheerleader */
<<GetNPCState "Christina" "cheerleader">>
<<if _cheerleader is true>>
<<set $MissCharltonFinalists.push("Christina")>>
<</if>>
/* Maisie makes it unless PC persuaded her in the bathroom */
<<if $MaisiePersuaded isnot true and $MissCharltonFinalists.length lt 3>>
<<set $MissCharltonFinalists.push("Maisie")>>
<</if>>
/* Chantelle is the fallback if we need more finalists */
<<if $MissCharltonFinalists.length lt 3>>
<<set $MissCharltonFinalists.push("Chantelle")>>
<</if>>
/* Second fallback: Christina gets in even without cheerleader status if we still need numbers */
<<if $MissCharltonFinalists.length lt 3 and !$MissCharltonFinalists.includes("Christina")>>
<<set $MissCharltonFinalists.push("Christina")>>
<</if>>
<</widget>>
<<widget "BusinessmenMeetingQuestion1Reconcile">>
/* Score based on the guest at seat 1 (modulo cycling) */
<<set _guest to $DinnerGuests[0 % $DinnerGuests.length]>>
<<set _scores to {
"Help": { "Sermon": 2, "Thompson": -1, "Declan": -1, "Palmer": 1, "Aaron": 0, "Terry": 0, "Harrow": 1, "Dan": 3, "Ron": 0, "Rogers": 2 },
"Plan": { "Sermon": -1, "Thompson": 3, "Declan": -2, "Palmer": 0, "Aaron": 2, "Terry": 0, "Harrow": 2, "Dan": -1, "Ron": 0, "Rogers": -2 },
"People": { "Sermon": 0, "Thompson": 0, "Declan": 3, "Palmer": 0, "Aaron": -1, "Terry": 2, "Harrow": 1, "Dan": 0, "Ron": 1, "Rogers": 0 },
"Yourself": { "Sermon": -3, "Thompson": 1, "Declan": -2, "Palmer": 1, "Aaron": -2, "Terry": -2, "Harrow": 1, "Dan": -3, "Ron": -2, "Rogers": -3 }
}>>
<<set _score to _scores[$Question1Answer][_guest]>>
<<if _score isnot 0>>
<<MissCharltonFinalist _score>>
<</if>>
<<set $Question1Answer to undefined>>
<</widget>>
<<widget "BusinessmenMeetingQuestion2Reconcile">>
/* Score based on the guest at seat 2 (modulo cycling) */
<<set _guest to $DinnerGuests[1 % $DinnerGuests.length]>>
<<set _scores to {
"Needed": { "Sermon": 3, "Thompson": -2, "Declan": -1, "Palmer": 2, "Aaron": 0, "Terry": 0, "Harrow": 1, "Dan": 3, "Ron": 2, "Rogers": 3 },
"Smoothly": { "Sermon": -2, "Thompson": 3, "Declan": -2, "Palmer": 1, "Aaron": 3, "Terry": 0, "Harrow": 2, "Dan": -2, "Ron": 0, "Rogers": -3 },
"Better": { "Sermon": 0, "Thompson": -2, "Declan": 3, "Palmer": 2, "Aaron": -1, "Terry": 2, "Harrow": 1, "Dan": 0, "Ron": 2, "Rogers": 0 },
"Trusted": { "Sermon": -3, "Thompson": 1, "Declan": -2, "Palmer": 1, "Aaron": -1, "Terry": -1, "Harrow": 1, "Dan": -3, "Ron": -1, "Rogers": -3 }
}>>
<<set _score to _scores[$Question2Answer][_guest]>>
<<if _score isnot 0>>
<<MissCharltonFinalist _score>>
<</if>>
<<set $Question2Answer to undefined>>
<</widget>>
<<widget "BusinessmenMeetingQuestion3Reconcile">>
/* Score based on the guest at seat 3 (modulo cycling) */
<<set _guest to $DinnerGuests[2 % $DinnerGuests.length]>>
<<set _scores to {
"Others": { "Sermon": 0, "Thompson": 2, "Declan": -2, "Palmer": 0, "Aaron": 2, "Terry": 0, "Harrow": 3, "Dan": 0, "Ron": 0, "Rogers": 2 },
"Emotions": { "Sermon": 2, "Thompson": 3, "Declan": -2, "Palmer": -1, "Aaron": 3, "Terry": 0, "Harrow": 2, "Dan": -2, "Ron": 0, "Rogers": -2 },
"Kind": { "Sermon": 0, "Thompson": -2, "Declan": 2, "Palmer": 3, "Aaron": -1, "Terry": 2, "Harrow": 1, "Dan": 0, "Ron": 3, "Rogers": -2 },
"Listen": { "Sermon": 0, "Thompson": 2, "Declan": -2, "Palmer": 0, "Aaron": 2, "Terry": 0, "Harrow": 3, "Dan": 0, "Ron": 0, "Rogers": 0 },
"WhatWant": { "Sermon": -3, "Thompson": 1, "Declan": -1, "Palmer": 1, "Aaron": -2, "Terry": -2, "Harrow": 2, "Dan": -3, "Ron": -2, "Rogers": -3 }
}>>
<<set _score to _scores[$Question3Answer][_guest]>>
<<if _score isnot 0>>
<<MissCharltonFinalist _score>>
<</if>>
<<set $Question3Answer to undefined>>
<</widget>>
<<widget "Quest29Reconciliation">>
<<set $MaisiePersuaded to undefined>>
<<set $TempMaisieIntro to undefined>>
<<SetFlag "TempBusinessMeeting" false>>
<<set $DinnerGuests to undefined>>
<<set $TourGuest to undefined>>
<<set $TempStitchIntroduce to undefined>>
<<set $NextDinnerGuest to undefined>>
<<set $MissCharltonFinalistScore to undefined>>
<<set $TableGuest1 to undefined>>
<<set $TableGuest2 to undefined>>
<<set $TableGuest3 to undefined>>
<<set $TableGuest4 to undefined>>
<<set $TableGuest5 to undefined>>
<<set $TourClockTower to undefined>>
<<set $TownHallGalaEnd to undefined>>
<<set $TownHallBathroomChoice to undefined>>
/* $MissCharltonFinalists PERSISTS — needed for Scene 11 + prom */
<</widget>><<AndreaOutside>>
<b>Charlton Town Square</b><br>
<<if setup.period[$periodCurrent] is "Evening" or setup.period[$periodCurrent] is "Night">>
<img src="./images/Town_Square_night.png"><br>
<<else>>
<img src="./images/Town_Square.png"><br>
<</if>>
<br>A wide-open green dominates the town square, lined on every side by shops. The town hall hangs over the area, its clock tower a prominent shape in the skyline. Stalls on the grass are being set up, some already showcasing flowers for this year’s festival.<br>
<<include "EventsTownSquare">>
<<if _currentEvent is undefined>>
<<NPCPresent "Theodore">><<NPCKnownCheck "Theodore">>
<<if _NPCPresent is true and _NPCKnownCheck is true>>
<<CheckFirst "TheodoreSquareSeen">>
<<if _CheckFirst is false>>
<br>
As you look around the town square, the last evening bus pulls up next to the bus stop. As the driver moves away again, you see a lone figure skulking away from the street. Theodore. His shoulders are hunched, the collar of his coat turned up. And his eyes look around anxiously. It’s a minor miracle he doesn’t see you.<br>
<br>
<<LocationKnownCheck "CharltonAllotment">>
<<if _LocationKnownCheck is true>>
Stepping around a pool of light from a street lamp, he darts down a small pathway that leads to the allotment.<br>
<<else>>
Stepping around a pool of light from a street lamp, he darts down a small pathway that leads behind the town hall.<br>
<</if>>
<<else>>
<br>
Once again the last evening bus pulls into the town square. As it pulls away you see Theodore hugging the shadows again, creeping towards the lane that runs behind the town square.<br>
<</if>>
<<LocationKnown "CharltonAllotment">><<AddFirst "TheodoreSquareSeen">><<SetNPCLocation "Theodore" $dayCurrent $periodCurrent "CharltonAllotment">><<EventTrigger "CharltonAllotment" "TheodorePickup" "Night" "Theodore" null null null null true>>
<</if>>
<<NPCPresent "Dexter">>
<<if _NPCPresent is true>>
<<LocationKnownCheck "CharltonAllotment">>
<<if _LocationKnownCheck is true>>
<br>
Looking around, you spot Dexter moving quickly across the square. He edges around the light from the town hall and ducks down a small alleyway that runs to the allotment.<br>
<<else>>
<br>
Looking around, you spot Dexter moving quickly across the square. He edges around the light from the town hall and ducks down a small alleyway that runs behind it.<br>
<</if>>
<<SetNPCLocation "Dexter" $dayCurrent $periodCurrent "CharltonAllotment">>
<</if>>
<br>
<<ActionsHeader>>
<<link "Look at the bus stop" "TownSquareBusStop">><</link>><br>
<<LocationKnownCheck "ToemeadClose">>
<<if _LocationKnownCheck is true>>[[Go to Toemead Close->ToemeadClose]]<br><</if>>
<<LocationKnownCheck "CharltonFlorist">>
<<if _LocationKnownCheck is true>>
<<Evening>>
<<if _Evening is false>>[[Enter the Florist->CharltonFlorist]]<br>
<<else>><s>Enter the Florist</s> - <i>The Florist is closed for the day</i><br>
<</if>>
<</if>>
<<LocationKnownCheck "HearthAndHome">>
<<if _LocationKnownCheck is true>>
<<if setup.period[$periodCurrent] is "Evening">>
<<link "Go to The Hearth and Home" "HearthAndHome">><</link>><br>
<<else>>
<s>Go to The Hearth and Home</s> - <i>The restaurant is closed.</i><br>
<</if>>
<</if>>
<<LocationKnownCheck "CharltonAllotment">>
<<if _LocationKnownCheck is true>><<link "Walk through to the allotment" "CharltonAllotment">><</link>><br><</if>>
<<LocationKnownCheck "OldPetesPharmacy">>
<<if _LocationKnownCheck is true>>
<<if setup.period[$periodCurrent] is "Night">><s>Enter Old Pete’s Pharmacy</s> - <i>The pharmacy is closed for the night</i><br>
<<else>><<link "Enter Old Pete’s Pharmacy" "OldPetesPharmacy">><</link>><br><</if>>
<</if>>
<<LocationKnownCheck "CharlisApartment">><<InventoryCheckSelf "CharliKey" "CharliRepairKey" "CharliAndreaKey">>
<<if _LocationKnownCheck is true>>
<<if $current.avatar isnot "Charli">>
<<if setup.period[$periodCurrent] is "Night">><s>Knock on the door to Charli's Apartment</s> - <i>Too late to call on Charli</i><br>
<<else>><<link "Knock on the door to Charli's Apartment" "TownSquareCharliDoor">><</link>><br><</if>>
<</if>>
<<if _InventoryCheckSelf is true>>
<<if setup.period[$periodCurrent] is "Night">><s>Unlock Charli's apartment and enter</s> - <I>You shouldn't let yourself in when Charli will be asleep</i><br>
<<else>><<link "Unlock Charli's apartment and enter" "CharlisApartment">><<NPCLocationCheck "Charli">><<DailyVariableCheck "CharliAsleep">><<if _NPCLocationCheck is "CharlisApartment" and _DailyVariableCheck is false and $current.avatar isnot "Charli">><<EventTrigger "CharlisApartment" "CharliNotInvited" "Morning" "Charli" null null null null true>><</if>><</link>><br><</if>>
<</if>>
<</if>>
<<NPCPresent "Dusty">>
<<if _NPCPresent is true>>
<<NPCKnownCheck "Dusty">>
<<if _NPCKnownCheck is true>><<link "Talk to Dusty" "TownSquareDustyDialogue0">><<NPCKnown "Dusty">><<StartConversation "Dusty" "TownSquare">><</link>><br><</if>>
<</if>>
[[Go to the town centre->TownCentre]]<br>
<</if>><<if $DustyDialogue is undefined>>
<<if $current.female is true>>
Dusty looks up at you as you approach, his eyes fearful. "Yes ma'am," he mutters. "Need something?"<br>
<<else>>
Dusty looks up at you as you approach, his eyes fearful. "Yes sir," he mutters. "Need something?"<br>
<</if>>
<br>
You wince, smelling the mix of waste and body odour seeping off him.<br>
<<else>>
Dusty avoids looking directly at you, running the tip of his boot on the pavement.<br>
<</if>>
<br>
<<ActionsHeader>>
<<QuestState "Quest37">><<DialogueSpoken "Dusty" "CouplesArguing">>
<<if _QuestState is 0 and _Discussed is false>><<link "Ask if he's seen any couples arguing lately" "DustyDialogue">><<set $DustyDialogue to "CouplesArguing">><</link>><br><</if>>
<<link "Say goodbye" "TownSquare">><<EndConversation "Dusty">><</link>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<if _currentEvent is "AndreaOutside">>
<br>
You’re walking through town, the click-clack of your impossibly high heels cutting through the air like a knife, when a voice - low, commanding, and unmistakably irritated - cuts through the stillness.<br>
<br>
“Miss Cinders.”<br>
<br>
You stop dead.<br>
<Br>
Turning slowly, your gaze lands on a tall, stern-looking man in an impeccably pressed three-piece suit. His silver-streaked hair is slicked back with precision, his sharp eyes calculating and unamused as they sweep over you.<Br>
<Br>
You don’t recognise him, but the way he stands - rigid, authoritative, exuding control - makes it clear. He’s important. He exhales sharply, folding his arms across his chest.<br>
<Br>
“What exactly do you think you’re doing?” His voice is measured but tense, like he’s barely keeping his displeasure in check. His lips press into a thin line, his gaze trailing from the lace-trimmed hem of your tiny skirt, to the snug bodice hugging your waist, to the impossibly high heels forcing you to stand with a delicate sway.<br>
<Br>
Then it clicks. This man must be the owner of the hotel. Harold Sermon. His nostrils flare as he watches realisation dawn on your face.<br>
<Br>
“Staff uniforms do not leave the hotel.” The words are sharp, deliberate, each syllable weighted with disapproval.<br>
<Br>
His gaze flicks to the passing townsfolk, their glances covert but lingering, whispers passing between them as they take in the sight of a Charlton Hotel maid standing in the middle of the street, dressed like a fantasy come to life.<br>
<br>
“Not only is this improper, it’s humiliating.” His voice drops lower, but somehow, that makes it worse.<br>
<Br>
“You are making a spectacle of yourself. People will start to think I allow my staff to parade around like common street girls.” His gaze darkens. “And I do not run that kind of establishment.”<br>
<br>
He exhales slowly, straightening his already-perfect cuffs. “Come with me.” He turns sharply toward the hotel, expecting obedience without question. “Lennox will deal with this.”<br>
<br>
<<ActionsHeader>>
<<link "Go with Sermon to see Lennox." "HotelLockerRoomAndreaOutsideEvent">><<SetFlag "AndreaOutsideSeen">><<EventsCheckEnd "TownSquare" "AndreaOutside">><<NPCKnown "Sermon">><</link>><br>
<<elseif _currentEvent is "BusinessStudiesCivicDuty">>
<br>
After some time, you find the parade of Charlton students ends as they crowd around the edge of the Town Square. The gaggle of school uniforms gets some looks from the residents of the town. You feel self-conscious in your short skirt and heels. It's one thing to wear this uniform at school, but to be out in broad daylight makes you notice the look of every man who passes you.<br>
<br>
Eventually, you see DeBussy walking down the street, clipboard in hand. As she approaches the crowd, she grins. "Isn't this such a lovely day?" she says, loud enough for her voice to carry. "I think the sunshine is almost reward enough for our work today, but I know some of you girls have your eyes on the prize." She smiles, tittering. "So I will still be giving out badges to those who put in the effort."<br>
<br>
She looks around, as if trying to see someone. Then her eyes light up. "Here is our educator for the day. Dusty, do step forward. Not too close, mind."<br>
<br>
From the side of the group a man shuffles forward towards DeBussy. You are momentarily shocked that you didn't see him before. An aging man weathered by the sun, he wears a set of grey dirty overalls and carries a bin bag and a rubbish picker. "Ma'am," he mutters back to DeBussy.<br>
<br>
"Students, this is Ernie Forrester," DeBussy beams, gesturing towards him. "Some of you might know him as Dusty. Dusty will be assigning you tasks today."<br>
<br>
You turn your attention to Dusty. Now that DeBussy has called attention to him, you can't help but stare. You can smell the odour of rubbish emanating from his being. He looks worn and tired, days of grey stubble growing around his beaten face. You wonder how you didn't see him. Didn't smell him.<br>
<br>
"Now class," DeBussy continues, relishing in the situation. "Come up and introduce yourself to Dusty. He'll give you each a task to perform."<br>
<br>
You look around the group. Enthusiasm has gone. Even Chantelle can't help but turn her nose up at the smell coming from the dustman.<br>
<br>
"Spit spot," Mrs. DeBussy says, her enthusiasm waning just slightly. "We haven't got all day."<br>
<br>
<<ActionsHeader>>
<<link "Line up and talk to Dusty" "BSCivicDutyDustyTasks">><<NPCKnown "Dusty">><<EventsCheckEnd "TownSquare" "BusinessStudiesCivicDuty">><</link>>
<<elseif _currentEvent is "BusinessStudiesCivicDuty2">>
<br>
You step onto the Town Square and survey the surroundings. You see the memorial plaque in the centre of the square, dirty and unkempt. A set of cleaning products has been left neatly off to the side, ready for someone to clean it.<br>
<br>
Nearby you see Dennis sweeping down the grass, the autumn breeze blowing hard and brittle leaves across the square. He seems to be struggling with the effort, but no one seems to be helping him.<br>
<br>
Instead, the remainder of the boys in the Town Square surround a flagpole. They are struggling to hoist it up, arguing amongst themselves loud enough for you to hear.<br>
<br>
Off to the side near the town hall, you see Dusty hunched over a rubbish bin. He's trying to lift off the cylinder from its base, but he keeps flinching with the effort. His hand moves to his back, as if the strain is proving too much for him.<br>
<br>
Your eyes drift from Dusty, to the plaque, to Dennis, and finally to the boys around the flag. There's a lot you could do here. What DeBussy will be looking for is another matter.<br>
<br>
<<ActionsHeader>>
<<StatCheckAssertive "gt" 60>>
<<set _StatAssertiveProbability to _StatAssertiveProbability + " Instruct the boys on how to put up the flag">>
<<if _StatCheckAssertive is true>>
<<link _StatAssertiveProbability "BSTownSquareResult">><<EventsCheckEnd "TownSquare" "BusinessStudiesCivicDuty2">><<set $AssertiveCivic to true>><</link>><br>
<<else>>
<<link _StatAssertiveProbability "BSTownSquareResult">><<EventsCheckEnd "TownSquare" "BusinessStudiesCivicDuty2">><<set $AssertiveMinusCivic to true>><<Assertive 1>><</link>><br>
<</if>>
<<link "Polish memorial plaque" "BSTownSquareResult">><<BSSpecialLessonConform>><<set $TempPlaqueTownSquare to true>><<Feminity 1>><<EventsCheckEnd "TownSquare" "BusinessStudiesCivicDuty2">><</link>><br>
<<link "Rake leaves" "BSTownSquareResult">><<Feminity -1>><<BSSpecialLessonRebel>><<EventsCheckEnd "TownSquare" "BusinessStudiesCivicDuty2">><</link>><br>
<<link "Help Dusty" "BSTownSquareResult">><<Greedy -1>><<BSSpecialLessonRebel>><<EventsCheckEnd "TownSquare" "BusinessStudiesCivicDuty2">><<set $TempDustyTownSquare to true>><</link>>
<</if>><<Evening>>
<<if _Evening is true>>
You walk over to the shelter, trying to make sense of the map and the timetables displayed behind the glass. Despite the little reception in Charlton, you haven’t fully become accustomed to living without a maps app.<br>
<br>
Glancing at the timetable, you wince. They might be free, but free means infrequent. Based on this timetable, you won't be able to get to where you're going and back before the last bus.<br>
<<else>>
Glancing at the timetable, you wince. They might be free, but free means infrequent. Based on this timetable, it will take you a lot of time to even get to where you're going.<br>
<</if>>
<br>
<<ActionsHeader>>
<<Evening>>
<<if _Evening is false>>
<<LocationKnownCheck "MistyFalls">>
<<if _LocationKnownCheck is true>><<link "Wait for the bus to Misty Falls Caravan park" "TownSquareWaitForBus">><<set $BusDestination to "MistyFalls">><</link>><br><</if>>
<<LocationKnownCheck "FatGordonsCircus">>
<<if _LocationKnownCheck is true>><<link "Wait for the bus to Fat Gordon's Carnival" "TownSquareWaitForBus">><<set $BusDestination to "FatGordonsCircus">><</link>><br><</if>>
<<LocationKnownCheck "CountryClub">>
<<if _LocationKnownCheck is true>><<link "Wait for the bus to the Country Club" "TownSquareWaitForBus">><<set $BusDestination to "CountryClub">><</link>><br><</if>>
<</if>>
<<link "Return to the town square" "TownSquare">><</link>><br>You sit down on the plastic seat, waiting patiently. Just when you think you’ve read the timetable wrong, you hear the hiss of an engine. An old and weathered bus crawls around the corner, coming to a stop next to you with a hiss.<Br>
<br>
<<if $current.female is true>>
The doors part and you clamber on. A kindly old man gives you a once-over, letting his eyes wander south for a bit longer than is polite, then waves you on. “Subsidised service,” he comments. “Compliments of the Mayor.”<br>
<<else>>
The doors part and you clamber on. A kindly old man gives you a once-over, then waves you on. “Subsidised service,” he comments. “Compliments of the Mayor.”<br>
<</if>>
<br>
You walk back into the empty bus, taking a seat on the vinyl covering, hot in the Charlton blue sky. The driver shuts the doors and pulls away, leaving the town square quickly behind.<br>
<bR>
<<ActionsHeader>>
<<link "Sit back and wait for your stop" "TownSquareBusStopWait">><<TimeChange>><</link>><br><<if $BusDestination is "MistyFalls">>
The journey cuts through the streets of Charlton. Only one other person gets on, an elderly lady dressed in florals and carrying two plastic shopping bags. She greets the driver with a name you don’t catch, smiles politely at you, then takes a seat. She gets off one stop later.<br>
<br>
You look out the window as the bus ride continues. It pulls out of the town, shuddering as it hits the country road. On the horizon, you note clouds forming. You take in the hills and rises on the horizon, briefly wondering if Charlton’s secluded location gives it the perfect weather you’ve come to appreciate.<br>
<br>
Soon the skies are grey and overcast. Your seat shakes with each pothole on the ever-narrowing lane. On each side are fields, shielded from the road by thick shrubbery. You didn’t think you could feel more isolated than what you do in the town, but this place continues to surprise you.<br>
<br>
Without warning, the bus shudders to a stop. You grip the seat in front of you and look up to see the bus driver staring back. “Misty Falls caravan park,” he bellows back. You glance out the window. You see the bus stop sticking out of a bush, then a dirt track leading into an area shielded by trees.<Br>
<br>
<<ActionsHeader>>
<<link "Get off the bus" "MistyFalls">><<set $BusDestination to undefined>><</link>><br>
<<elseif $BusDestination is "FatGordonsCircus">>
The journey cuts through the streets of Charlton. Only one other person gets on, an elderly lady dressed in florals and carrying two plastic shopping bags. She greets the driver with a name you don’t catch, smiles politely at you, then takes a seat. She gets off one stop later.<br>
<br>
You look out the window as the bus ride continues. It pulls out of the town, shuddering as it hits the country road. On the horizon, you note clouds forming. You take in the hills and rises on the horizon, briefly wondering if Charlton’s secluded location gives it the perfect weather you’ve come to appreciate.<br>
<br>
Soon the skies are grey and overcast. Your seat shakes with each pothole on the ever-narrowing lane. On each side are fields, shielded from the road by thick shrubbery. You didn’t think you could feel more isolated than what you do in the town, but this place continues to surprise you.<br>
<br>
Without warning, the bus shudders to a stop. You grip the seat in front of you and look up to see the bus driver staring back. "Fat Gordon's Carnival," he bellows back. You glance out the window. You see the bus stop sticking out of a bush, then a dirt track leading into an area shielded by trees.<br>
<br>
<<ActionsHeader>>
<<link "Get off the bus" "FatGordonsCircus">><<set $BusDestination to undefined>><</link>><br>
<<elseif $BusDestination is "CountryClub">>
The journey quickly takes the main street out of Charlton and into the countryside. Soon the bus is shuddering as it drives over a gravelly road. Looking out the window, you are surrounded by rolling hills and green meadows, separated by pristine trees. Even in autumn, they retain leaves.<br>
<bR>
Sun shines down as the bus travels, warming the vinyl seat to an uncomfortable temperature. You find yourself shifting and squirming, trying to find a spot on the upholstery that isn’t bathed in rays.<br>
<br>
Without warning, the bus shudders to a stop. You grip the seat in front of you and look up to see the bus driver staring back. “Charlton Country Club,” he bellows back. You glance out the window. You see the bus stop at the side of the road, fifty metres down from a driveway that ascends a gentle hill towards a country manor. Far away enough from the entrance that such a common sight of a bus stop would be hidden from anyone visiting.<br>
<br>
<<ActionsHeader>>
<<link "Get off the bus" "CountryClub">><<set $BusDestination to undefined>><</link>><br>
<</if>>You join the orderly queue, quickly moving up in the line. With each step, the smell of rubbish becomes more pungent. By the time you are standing next to Dusty, you have to force yourself not to grimace.<br>
<br>
"Ma'am," he greets you as he looks down a clipboard, not making eye contact. "Three things still left to do. The allotment needs some tending. Some of the boys are hauling soil, but I expect picking the veg would be more suitable for a lady."<br>
<br>
Before you can interrupt, he continues reading off his list. "Then there's Catherine at the florist. Needs some help with her window displays. Boys are sorting her delivery, so you needn't worry about that."<br>
<br>
"Finally," he adds, looking up and nodding behind him before looking back down again. "There's the square. Some of the boys are trying to work out how to get the flagpole repaired. Should be raking the leaves, though. But the memorial plaque could do with a bit of polish. Could do with some help for that."<br>
<br>
He glances up from his clipboard, wincing as he meets your eyes. "I'll be about if you need a hand. Got a bit to do, today." He takes in a deep breath and when it comes out, you hear him wheeze. "Takes a bit longer to get it all done than it used to."<br>
<br>
You offer him a polite smile, in spite of the stench coming from him. He smiles meekly, showing a mouth full of jagged teeth, unkempt and faded.<br>
<br>
<<ActionsHeader>>
<<if $TempAllotmentSpecialLesson is undefined>><<link "Go help at the allotment" "CharltonAllotment">><<LocationKnown "CharltonAllotment">><<EventTrigger "CharltonAllotment" "BusinessStudiesCivicDuty" null null "Emily" null null null false>><<set $TempAllotmentSpecialLesson to true>><</link>><br><</if>>
<<if $TempFloristSpecialLesson is undefined>><<link "Go help at the florist" "CharltonFlorist">><<LocationKnown "CharltonFlorist">><<NPCKnown "Catherine">><<EventTrigger "CharltonFlorist" "BusinessStudiesCivicDuty" null null "Emily" null null null false>><<set $TempFloristSpecialLesson to true>><</link>><br><</if>>
<<if $TempTownSquareSpecialLesson is undefined>><<link "Go help on the town square" "TownSquare">><<EventTrigger "TownSquare" "BusinessStudiesCivicDuty2" null null "Emily" null null null false>><<set $TempTownSquareSpecialLesson to true>><</link>><br><</if>>
<<if $TempAllotmentSpecialLesson is true and $TempFloristSpecialLesson is true and $TempTownSquareSpecialLesson is true>><<link "Finish your civic duties" "BSAct2SpecialLessonBadge">><</link>><br><</if>><<if $TempDustyTownSquare is true>>
Moving over to Dusty, you stand beside him as he strains with the bin. "Can I help?"<br>
<br>
Dusty looks to you, nodding but not moving. Taking the initiative, you step around the other side of the bin and grip it with your hands. "I think it just needs a tug to the right," you tell him. Following your lead, he grips on to the side of the bin and you both push, turning the cover clockwise and shifting it up.<br>
<br>
The stench of the inside hits you. You almost topple back with the cover, just holding on to it enough to put it down on the floor. You can see why Dusty smells the way he does, if this is what he does every day.<br>
<br>
"I've got it from here," Dusty says, wrapping the rubbish bag in a knot and pulling it up. When he struggles to lift, you reach forward. Grabbing the black bag, you feel the bin juices seep through the fabric.<br>
<br>
Behind you, you hear laughter. Two girls are watching you struggle with a rubbish bin, whispering and giggling.<br>
<br>
But you don't stop. You take the bag against your chest and put it down to the side. Inhaling, you are struck by how you smell.<br>
<br>
Dusty pops the lid back on and hoists the bag over his shoulder, almost stumbling as it swings around him. "There," he says, recovering his footing. "Not the nicest job in the world. Thank you."<br>
<br>
<<Flag "PermDustyHelped">>
<<if _FlagReturn is true>>
He glances behind the two of you, seeing the girls continue to stare and giggle at you. When he turns back he rolls his eyes. You take the moment to ask him a further question.<br>
<br>
"When you mentioned Logain," you begin. "What did you mean by his allotment?"<br>
<br>
Dusty shrugs. "I meant what I said. He's got a greenhouse on the allotment. Spends some evenings in there, tending turnips. Strange hobby for a kid. But he's nice enough about it."<br>
<br>
"About what?" you reply.<br>
<br>
He sniffs a little, glancing down at the floor. "The smell."<br>
<<else>>
He glances behind the two of you, seeing the girls continue to stare and giggle at you. When he turns back he rolls his eyes. "You're not like the others. More like Logain."<br>
<br>
That causes a frown to creep onto your face. "Like Logain?"<br>
<br>
Dusty nods. "Always giving me turnips. Doesn't even want money. Always got time for a chat when he's in his allotment in the evenings."<br>
<</if>>
<br>
The chance to ask further questions disappears when you hear a gasp behind you. "Really, Emily!" you hear DeBussy say. "Did you just lift that rubbish out? You stink!"<br>
<br>
You turn around to see the immaculate-looking DeBussy staring back at you, clipboard in hand. Her face shrivels up as she takes in a breath. "Come on, dear," she exclaims. "Leave Dusty to his duties. It looks like the work here is done, but I'm sure there's other tasks to do."<br>
<br>
She gives you a stern look before walking off. You watch her go, then glance up at Dusty. He shrugs meekly, then walks off, bag over his shoulder like a sack.<br>
<<elseif $AssertiveCivic is true>>
Walking over to the boys, the argument quietens as they see you approaching. Outside your class, you don't recognise any of them.<br>
<br>
"You look a bit lost," you begin. "Need some help?"<br>
<br>
They all share a look before the one nearest to you snorts derisively. "From you? Why don't you get over to that memorial and do the pink job? This is a task for men."<br>
<br>
"Doesn't look like you men have made a lot of progress," you reply. "You've tangled the halyard halfway up the pole, the flag's clipped on backwards, and you're yanking the rope like it's going to magically fix itself."<br>
<br>
One boy at the back bristles. "We were just about to sort it out."<br>
<br>
"Sure," you say, gesturing upward. "If you keep pulling, that knot will jam against the pulley and you'll be here all afternoon."<br>
<br>
Another boy looks up, squinting. "Is that why it keeps sticking?"<br>
<br>
"Yes," you reply, stepping past him. "Hold the slack side steady, feed it slowly, and undo that top clip so the fabric can rotate. It isn't complicated."<br>
<br>
Begrudgingly, they follow your instructions. When the flag ascends the pole without a hitch, the lead boy looks over to you with astonishment. "How do you even know all that?"<br>
<br>
You shrug. "Because I pay attention."<br>
<br>
There is a titter from behind you. Turning, you see DeBussy watching with an appreciative smile. "Nicely done, Emily!"<br>
<br>
She walks over to you, staring down any reaction from the boys. "Perhaps not what you'd typically expect a woman to do, but boys will be boys. Sometimes, they just need some gentle encouragement from a strong woman. I think I might see a future Miss Charlton standing right in front of me."<br>
<br>
DeBussy flashes you a smile, then walks away. Meeting the boys' eyes, you notice a look of grudging respect from all of them. You grin over at them, then turn away. Satisfied with your efforts.<br>
<<elseif $AssertiveMinusCivic is true>>
Walking over to the boys, the argument quietens as they see you approaching. Outside your class, you don't recognise any of them.<br>
<br>
"You look a bit lost," you begin. "Need some help?"<br>
<br>
They all share a look before the one nearest to you snorts derisively. "From you? Why don't you get over to that memorial and do the pink job? This is a task for men."<br>
<br>
"It doesn't look like you've made progress," you offer. "You've tangled the halyard and the flag's on backwards, isn't it?"<br>
<br>
One boy at the back bristles. "We were just about to sort it out."<br>
<br>
"Okay," you say after a pause. "But if you keep pulling, that knot will jam. Just hold the slack side steady. Look."<br>
<br>
But as you reach up to grab the rope, the boy at the front yanks it back. You stumble, clipping it and driving it out of his hands. The flag spins wildly around the pole, wrapping itself like a ribbon around a maypole.<br>
<br>
A groan rises from all of them. "Oh brilliant," one mutters. "Now it's even worse."<br>
<br>
You wince. "I just. I almost had it. You just need to loosen the --"<br>
<br>
"Yeah, we'll sort it," the lead boy snaps, stepping in front of you. "Maybe go polish something instead, okay?"<br>
<br>
A familiar titter sounds behind you. Turning, you see DeBussy peering over with a polite smile stretched too tightly across her face.<br>
<br>
"Oh, Emily," she says, striding over. "Trying to help is admirable, dear, but some duties simply call for a masculine touch."<br>
<br>
She walks over to you, staring down any reaction from the boys. "Don't take it to heart, dear. Not all women have the presence to sway men. But there are other ways to prove your worth, if you find the boys intimidating."<br>
<br>
As she walks away, the boys avoid your eyes, muttering to each other as they try to unravel the mess. Heat rushes to your face. You take a steadying breath and turn away, determined not to let it rattle you.<br>
<<elseif $TempPlaqueTownSquare is true>>
The war memorial is covered in grime and dirt. You can barely read the names marked on the stone monument. For Charlton, you consider, this seems like sacrilege.<br>
<br>
You take out a sponge from the soapy water in the bucket and begin to wipe down the surface. The names chipped into the plaque slowly become legible. Edison. Denver. Greenwood. Dating back to wars long past.<br>
<br>
The sun bakes down and you begin to sweat from the fumes of the cleaning products on the sponge. Your efforts are strangely rewarding, however. You feel a sense of pride as inch by inch, the plaque regains a sense of gravity and weight. These men died for their country. It's only right to honour them.<br>
<br>
It is just men, though. No sign of a woman among the names. You briefly wonder what their wives were doing whilst they went off to war. Their mothers. Daughters. Probably bound to the home, cooking and cleaning whilst the fighting went on.<br>
<br>
You'd like to think that things would be different now. That if people were called upon to fight for their way of life, it would be men and women on the frontline.<br>
<br>
But as you clean grime off the plaque, you consider the reality. This was a job assigned to the girls.<br>
<br>
There is a titter from behind you. Turning, you see DeBussy watching with an appreciative smile. "Nicely done, Emily!"<br>
<br>
She walks over to you, inspecting your work. "A woman's chores are never complete," she comments. "This was only cleaned last week. The autumn winds really blow the dirt up. Still, I'm proud of you for taking such an interest in our history. Those men fought for the freedoms you now enjoy."<br>
<br>
DeBussy flashes you a smile, then walks away. You finish scrubbing, hearing her words repeating in your mind. The freedom you now enjoy.<br>
<br>
<i>To clean. Like a woman always has done.</i><br>
<<else>>
You walk over to Dennis, greeting him as you approach. He jumps at the sight of you, blushing immediately. "Oh. Hey Em."<br>
<br>
Your eyes look down at the rake in his hand. Dead leaves lie all around him. He's barely made a dent.<br>
<br>
"Why don't I help you with that," you say.<br>
<br>
Before he can react, you reach down and pick up a spare rake. Dennis shakes his head, stammering. "I do-don't think you should, Em. This is a blue job. You sh-sh-should get back to the plaque."<br>
<br>
You run the teeth over the ground, picking up a line of leaves. "Why?" you ask him. "I'm doing such a good job."<br>
<br>
Putting some effort in, you scrape down the grass, dragging dead leaves as you do so. Dennis watches you, shaking his head. His eyes dart around the square, looking for trouble.<br>
<br>
You manage a large patch before you feel him tense up fully. A familiar titter sounds behind you. Turning, you see DeBussy peering over with a polite smile stretched too tightly across her face.<br>
<br>
"Oh, Emily," she says, striding over. "This isn't a job for a girl. Leave Dennis to rake the grass. There's plenty of pink jobs left to be done."<br>
<br>
You look up to her, but continue to run the rake over the leaves, picking up a fresh batch with your motion. "I'm pretty good at this," you comment with a smile.<br>
<br>
She rolls her eyes and sighs. "Whether you're good at it is not in question. Manual labour isn't fitting for Charlton ladies. Certainly not one who wishes to be Miss Charlton."<br>
<br>
When you continue your efforts, DeBussy turns and walks away. You glance up at Dennis, who doesn't meet your eye. You finish up your patch, stab the rake into the grass and give the schoolboy a thin smile, before turning and walking off. Pink jobs and blue jobs, really. It's not like you're living in the 20th century.<br>
<br>
<i>But really, aren't you?</i><br>
<</if>>
<br>
<<ActionsHeader>>
<<if $TempAllotmentSpecialLesson is undefined>><<link "Go help at the allotment" "CharltonAllotment">><<LocationKnown "CharltonAllotment">><<EventTrigger "CharltonAllotment" "BusinessStudiesCivicDuty" null null "Emily" null null null false>><<set $TempAllotmentSpecialLesson to true>><<if $TempDustyTownSquare is true>><<RumourLearned "LogainAllotment">><<SetFlag "PermDustyHelped">><<LocationKnown "CharltonAllotmentLogainGreenhouse">><<set $TempDustyTownSquare to undefined>><</if>><</link>><br><</if>>
<<if $TempFloristSpecialLesson is undefined>><<link "Go help at the florist" "CharltonFlorist">><<LocationKnown "CharltonFlorist">><<NPCKnown "Catherine">><<EventTrigger "CharltonFlorist" "BusinessStudiesCivicDuty" null null "Emily" null null null false>><<set $TempFloristSpecialLesson to true>><<if $TempDustyTownSquare is true>><<RumourLearned "LogainAllotment">><<SetFlag "PermDustyHelped">><<LocationKnown "CharltonAllotmentLogainGreenhouse">><<set $TempDustyTownSquare to undefined>><</if>><</link>><br><</if>>
<<if $TempAllotmentSpecialLesson is true and $TempFloristSpecialLesson is true>><<link "Finish your civic duties" "BSAct2SpecialLessonBadge">><<if $TempDustyTownSquare is true>><<RumourLearned "LogainAllotment">><<SetFlag "PermDustyHelped">><<LocationKnown "CharltonAllotmentLogainGreenhouse">><<set $TempDustyTownSquare to undefined>><</if>><</link>><br><</if>>You return to the side of the Town Square, where the other students are gathering after finishing their duties.<br>
<br>
DeBussy is waiting, looking around to check if everyone has returned. "Good! Great, even! Excellent work, everyone! I hope you've learned something about the value of civic duty, and your place in it."<br>
<br>
You look around the group. The boys smirk to themselves. The girls look a little tired but resigned to their fate.<br>
<br>
"But I know that you didn't all do this out of the kindness of your hearts," DeBussy continues with a knowing smile. "After all, this is really a job for Dusty." Her eyes drift to the back of the group and there he is again, almost as if you hadn't spotted him once more. "Dusty gets well compensated for the work he does. So should you, too."<br>
<br>
She reaches into her coat and takes out a long ribbon, adorned with badges. A few hushed whispers emanate through the group.<br>
<br>
"Line up, girls," DeBussy says, beaming. "Let's see who has earned a reward."<br>
<br>
<<ActionsHeader>>
<<link "Join the queue" "BSAct2SpecialLessonBadgeResult">><</link>>The queue quickly moves down and soon you find yourself standing in front of DeBussy. She smiles with glee as she sees you. "Oh, Emily! That was so much fun, was it not?"<br>
<br>
<<if $PhysicalCivic is true and $AssertiveCivic is true>>
"Well you certainly showed your colours," DeBussy says with a smile. "Not afraid to get stuck in, but maintaining a respectable demeanour. And the less said about how you instructed those boys, the better."<br>
<br>
She runs her eye down her ribbon and plucks off a badge, holding it out to you. Shaped into Charlton Upper School's crescent, you note the red silhouette of a woman with a graduation cap etched into the black paint.<br>
<br>
"I'll have to keep my eye on you," DeBussy whispers. "Looks to me like you'll be representing Charlton elsewhere. Of course, one day you'll come back to settle."<br>
<br>
You pocket the badge and offer DeBussy a polite smile, before moving on. DeBussy greets the girl behind you with the same cheery disposition, but you drift off into your thoughts as you consider what exactly the badge represents for you.<br>
<br>
<<ActionsHeader>>
<<link "Go back to the school" "SchoolCorridor">><<TakeObjectNPC "DeBussy" "MissCharltonAmbassadorBadge">><<QuestTracker "Quest29" 1>><<FinalistsEventTrigger>><<BSSpecialLessonCleanup>><<TimeChange>><</link>>
<<elseif $PhysicalMinusCivic is true and $AssertiveMinusCivic is true>>
"Well you certainly showed your colours," DeBussy says with a smile. "Not afraid to get stuck in, even despite your stumble. And don't worry about those boys. Some women have to rely on other ways to persuade the menfolk."<br>
<br>
She runs her eye down her ribbon and plucks off a badge, holding it out to you. Shaped into Charlton Upper School's crescent, you note the red silhouette of a coffee cup etched into the black paint.<br>
<br>
"Think you'll fit in nicely with this one," DeBussy whispers. "Something that suits you well, don't you think?"<br>
<br>
You pocket the badge and offer DeBussy a polite smile, before moving on. DeBussy greets the girl behind you with the same cheery disposition, but you drift off into your thoughts as you consider what exactly the badge represents for you.<br>
<br>
<<ActionsHeader>>
<<link "Go back to the school" "SchoolCorridor">><<TakeObjectNPC "DeBussy" "MissCharltonWaitressBadge">><<QuestTracker "Quest29" 1>><<FinalistsEventTrigger>><<BSSpecialLessonCleanup>><<TimeChange>><</link>>
<<elseif $PhysicalCivic is true and $AssertiveMinusCivic is true>>
"Well you certainly showed your colours," DeBussy says with a smile. "Not afraid to get stuck in, but maintaining a respectable demeanour. And don't worry about those boys. Some women have to rely on other ways to persuade the menfolk."<br>
<br>
She runs her eye down her ribbon and plucks off a badge, holding it out to you. Shaped into Charlton Upper School's crescent, you note the red silhouette of a woman with a vacuum cleaner etched into the black paint.<br>
<br>
"Think you'll fit in nicely with this one," DeBussy whispers. "Something that suits you well, don't you think?"<br>
<br>
You pocket the badge and offer DeBussy a polite smile, before moving on. DeBussy greets the girl behind you with the same cheery disposition, but you drift off into your thoughts as you consider what exactly the badge represents for you.<br>
<br>
<<ActionsHeader>>
<<link "Go back to the school" "SchoolCorridor">><<TakeObjectNPC "DeBussy" "MissCharltonHousewifeBadge">><<QuestTracker "Quest29" 1>><<FinalistsEventTrigger>><<BSSpecialLessonCleanup>><<TimeChange>><</link>>
<<elseif $PhysicalMinusCivic is true and $AssertiveCivic is true>>
"Well you certainly showed your colours," DeBussy says with a smile. "Not afraid to get stuck in, even despite your stumble. And the less said about how you instructed those boys, the better."<br>
<br>
She runs her eye down her ribbon and plucks off a badge, holding it out to you. Shaped into Charlton Upper School's crescent, you note the red silhouette of a dress etched into the black paint.<br>
<br>
"Think you'll fit in nicely with this one," DeBussy whispers. "Something that suits you well, don't you think?"<br>
<br>
You pocket the badge and offer DeBussy a polite smile, before moving on. DeBussy greets the girl behind you with the same cheery disposition, but you drift off into your thoughts as you consider what exactly the badge represents for you.<br>
<br>
<<ActionsHeader>>
<<link "Go back to the school" "SchoolCorridor">><<TakeObjectNPC "DeBussy" "MissCharltonShopGirlBadge">><<QuestTracker "Quest29" 1>><<FinalistsEventTrigger>><<BSSpecialLessonCleanup>><<TimeChange>><</link>>
<<elseif $BSSpecialLessonConform is 3>>
"Well you certainly showed your colours," DeBussy says with a smile. "The model student, just as I expected."<br>
<br>
She runs her eye down her ribbon and plucks off a badge, holding it out to you. Shaped into Charlton Upper School's crescent, you note the red silhouette of a woman with a graduation cap etched into the black paint.<br>
<br>
"I'll have to keep my eye on you," DeBussy whispers. "Looks to me like you'll be representing Charlton elsewhere. Of course, one day you'll come back to settle."<br>
<br>
You pocket the badge and offer DeBussy a polite smile, before moving on. DeBussy greets the girl behind you with the same cheery disposition, but you drift off into your thoughts as you consider what exactly the badge represents for you.<br>
<br>
<<ActionsHeader>>
<<link "Go back to the school" "SchoolCorridor">><<TakeObjectNPC "DeBussy" "MissCharltonAmbassadorBadge">><<QuestTracker "Quest29" 1>><<FinalistsEventTrigger>><<BSSpecialLessonCleanup>><<TimeChange>><</link>>
<<elseif ($BSSpecialLessonRebel || 0) gt ($BSSpecialLessonConform || 0)>>
"Well you certainly showed your colours," DeBussy says with a frown. "Maybe you need a little more encouragement on helping the community. But I think we can help you with that."<br>
<br>
She runs her eye down her ribbon and plucks off a badge, holding it out to you. Shaped into Charlton Upper School's crescent, you note the red silhouette of a penny farthing etched into the black paint.<br>
<br>
"Think you'll fit in nicely with this one," DeBussy whispers. "Something that suits you well, don't you think?"<br>
<br>
You pocket the badge and offer DeBussy a polite smile, before moving on. DeBussy greets the girl behind you with the same cheery disposition, but you drift off into your thoughts as you consider what exactly the badge represents for you.<br>
<br>
<<ActionsHeader>>
<<link "Go back to the school" "SchoolCorridor">><<TakeObjectNPC "DeBussy" "MissCharltonRebelBadge">><<QuestTracker "Quest29" 1>><<FinalistsEventTrigger>><<BSSpecialLessonCleanup>><<TimeChange>><</link>>
<<else>>
"Well you certainly showed your colours," DeBussy says with a frown. "Felt a little bit flat today, Emily. Are you feeling okay? Maybe a touch of the blues?"<br>
<br>
She runs her eye down her ribbon, but sighs and turns back to you. "I wish I could give you something, believe me Emily. But it wouldn't be much of a contest if everyone received an award. Hope you understand. I'm sure you'll have more luck in your other lessons!"<br>
<br>
You smile politely and move on. DeBussy greets the girl behind you with the same cheery disposition, but you drift off into your thoughts as you consider what those badges really mean.<br>
<br>
<<ActionsHeader>>
<<link "Go back to the school" "SchoolCorridor">><<FinalistsEventTrigger>><<BSSpecialLessonCleanup>><<TimeChange>><</link>>
<</if>><<NPCLocationCheck "Charli">>
<<if _NPCLocationCheck is "CharlisApartment">>
<<NPCKnownCheck "Charli">>
<<if _NPCKnownCheck is false>>
You ring the doorbell. A moment later, the door opens and you see an attractive woman standing behind it. No more than twenty, her long flowing brown hair falls over her shoulders. She's wearing a white nurse's uniform that ends at her mid-thigh. You notice a name tag on her uniform. "Charli."<br>
<<else>>
You ring the doorbell. A moment later, the door opens and Charli stands looking out, wearing a white nurse's uniform that ends at her mid-thigh.<br>
<</if>>
<br>
<<if $current.avatar is "Andrea">>
"Hey Andrea," she says in a warm and friendly manner. "Everything okay?"<br>
<<elseif $current.avatar is "Florence">>
"Hey Flo!" she says in a warm and friendly tone. "Everything alright?"<br>
<<elseif $current.avatar is "Annie">>
"Hey Annie!" she says in a warm and friendly tone. "How are you doing?"<br>
<<elseif $current.avatar is "Jennifer">>
"Hey Jen," she says in a warm and friendly tone. "How are you doing?"<br>
<<elseif $current.female is true>>
"Hello," she says in a warm and friendly tone. "Can I help you?"<br>
<<elseif $current.female is false>>
<<NPCKnowsThisForm "Charli">>
<<if _NPCKnowsThisForm is true>>
Her eyes dilate slightly when she sees you. "Oh. Hi <<TrueName>>."<br>
<<else>>
Her eyes dilate slightly when she sees you. "Oh. Hello. Can I help you?"<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Talk to Charli" "TownSquareCharliDialogue0">><<NPCKnown "Charli">><<StartConversation "Charli" "TownSquare">><</link>><br>
<<else>>
You ring the doorbell. After a minute, you accept there is no answer. It doesn't look like anyone is home.<br>
<br>
<<ActionsHeader>>
<<InventoryCheckSelf "CharliKey" "CharliRepairKey" "CharliAndreaKey">>
<<if _InventoryCheckSelf is true>><<link "Unlock Charli's apartment and enter" "CharlisApartment">><</link>><br><</if>>
<<link "Return to the town square" "TownSquare">><</link>>
<</if>>Charli waits patiently for you to speak.<br>
<br>
<<ActionsHeader>>
<<link "Ask if you can come in" "CharliDialogue">><<set $CharliDialogue to "DoorAskIn">><</link>><br>
<<QuestOptionCheck "Quest36" 1 "pipe_repairs">><<GetPCState "job">>
<<if _QuestOptionCheck is true and _job isnot "Fired">><<link "Say you're here to look at her plumbing" "CharliDialogue">><<set $CharliDialogue to "DoorPlumbing">><</link>><br><</if>>
<<link "Say goodbye and leave" "TownSquare">><<EndConversation "Charli">><</link>>You step outside together. The night air is cool. The town square is quiet, lit by a few streetlamps.<br>
<br>
<<CharliApprovalCheck>>
<<if _CharliApprovalCheck gte 3>>
Charli takes your arm immediately. She presses close, her body against your side. You feel her hand wrap around your waist, pulling you into her. She's trembling. Her breathing is quick and shallow.<br>
<br>
"It's just here," she says, her voice barely above a whisper. She fumbles with her keys. You notice the keychain. "Home sweet home." Her hands are shaking so much that the key misses the lock twice.<br>
<br>
She finally gets the door open and walks in without looking back. She knows you're following.<br>
<<elseif _CharliApprovalCheck gte 2>>
Charli walks beside you, brushing against you. She glances at you sideways, a smile playing on her lips.<br>
<br>
"It's just here," she says. Her voice is coy and knowing. There's a frantic sense of energy in her smile. Of anticipation.<br>
<br>
She stops at a door and produces her keys. You notice the keychain. "Home sweet home." She opens the door and holds it, looking at you.<br>
<br>
"Come on in," she says, smiling.<br>
<<else>>
Charli walks beside you, brushing against you. She looks back at you, her mouth parted. Her face is free of a smile. She almost looks nervous. Or anxious.<br>
<br>
"Just here," she says. She produces her keys. You notice the keychain. "Home sweet home." She opens the door and holds it, looking at you.<br>
<br>
"Don't judge the mess," she says. "I wasn't expecting company. Well. Not really."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Enter Charli's apartment" "CharlisApartment">><<LocationKnown "CharlisApartment">><<EventTrigger "CharlisApartment" "DateSuccess" "Night" null "PC" null null null false>><<SetNPCLocation "Charli" $dayCurrent $periodCurrent "CharlisApartment">><<SetFlag "CharliDateActive" false>><</link>><<widget "BSSpecialLessonConform">>
<<set $BSSpecialLessonConform to ($BSSpecialLessonConform || 0) + 1>>
<</widget>>
<<widget "BSSpecialLessonRebel">>
<<set $BSSpecialLessonRebel to ($BSSpecialLessonRebel || 0) + 1>>
<</widget>>
<<widget "BSSpecialLessonCleanup">>
<<set $TempAllotmentSpecialLesson to undefined>>
<<set $TempFloristSpecialLesson to undefined>>
<<set $TempTownSquareSpecialLesson to undefined>>
<<set $TempDustyAllotment to undefined>>
<<set $TempDustyFlorist to undefined>>
<<set $TempDustyTownSquare to undefined>>
<<set $TempVegetablesAllotment to undefined>>
<<set $TempPruneFlorist to undefined>>
<<set $TempPlaqueTownSquare to undefined>>
<<set $PhysicalCivic to undefined>>
<<set $PhysicalMinusCivic to undefined>>
<<set $AssertiveCivic to undefined>>
<<set $AssertiveMinusCivic to undefined>>
<<set $BSSpecialLessonConform to undefined>>
<<set $BSSpecialLessonRebel to undefined>>
<</widget>><b>Unknown Location - Study</b><br>
<img src="./images/UnknownLocation_Study.png"><br>
<br>An ornate study, with a thick carpet and the walls lined with bookshelves full of old editions. A huge oak desk dominates the room. Behind, windows look out to a black opaque night.<br>
<<include "EventsUnknownLocationStudy">>
<<if _currentEvent is undefined>>
<br>
<<CheckFirst "UnknownLocationStudy">>
<<if _CheckFirst is false>>
<<if $current.female is true>>
When your eyesight returns, you see you are standing in an ornate study lined with bookshelves full of old editions. A huge oak desk dominates the room. Behind, windows look out to a black opaque night. You briefly look outside, but you can't make out... anything. And not in a natural way. The edges of the window frame shimmer with magic.<br>
<<else>>
When your eyesight returns, you see you are standing in an ornate study lined with bookshelves full of old editions. A huge oak desk dominates the room. Behind, windows look out to a black opaque night. You briefly look outside, but you can't make out... anything.<br>
<</if>>
<br>
<<if $current.avatar is "Jennifer">>
But your attention is pulled away from looking around the room by two things. One, <i><<TrueName "Current">></i> has his hand still wrapped over yours. He looks as astounded as you feel.<br>
<Br>
And the second is a man behind the desk. Dressed in a brown suit and bowtie. Lean and unnaturally tall. A pen in his hand, writing in a hard-bound book. He looks up at you both.<br>
<br>
"Mr. Twee?" <i><<TrueName "Current">></i> asks, incredulously. "The cosmetics salesman?"<br>
<br>
"Why, hello there," he says enthusiastically. "I wasn't expecting company. How nice!"<br>
<br>
He makes no movement to get up from his seat. If he's threatened or shocked by your sudden appearance, you can't tell. When neither of you reply, he returns to writing in the book.<br>
<<else>>
But your attention is pulled away from looking around the room by two things. One, Jennifer's hand is still wrapped around yours. She looks as astounded as you feel.<br>
<br>
And the second is a man behind the desk. Dressed in a brown suit and bowtie. Lean and unnaturally tall. A pen in his hand, writing in a hard-bound book. He looks up at you both.<br>
<br>
"Mr. Twee?" Jennifer asks, incredulously. "The cosmetics salesman?"<br>
<br>
"Why, hello there," he says enthusiastically. "I wasn't expecting company. How nice!"<br>
<br>
He makes no movement to get up from his seat. If he's threatened or shocked by your sudden appearance, you can't tell. When you don't reply, he returns to writing in the book.<br>
<</if>>
<<else>>
Mr. Twee looks up from his seat behind the desk, smiling politely. "Back again? How are you?" When you don't reply, he returns to writing in the book.<br>
<</if>>
<br>
<<ActionsHeader>>
<<if $current.avatar isnot "Keith">>
<<CheckFirst "UnknownLocationStudyBooks">>
<<if _CheckFirst is false>><<link "Look at the books on the shelves" "UnknownLocationStudyBooks">><<AddFirst "UnknownLocationStudy">><<AddFirst "UnknownLocationStudyBooks">><</link>><br><</if>>
<<CheckFirst "UnknownLocationStudyWindows">>
<<if _CheckFirst is false>><<link "Look out the windows" "UnknownLocationStudyWindows">><<AddFirst "UnknownLocationStudy">><<AddFirst "UnknownLocationStudyWindows">><</link>><br><</if>>
<<CheckFirst "UnknownLocationStudyDesk">>
<<if _CheckFirst is false>><<link "Look over the desk" "UnknownLocationStudyDesk">><<AddFirst "UnknownLocationStudy">><<AddFirst "UnknownLocationStudyDesk">><</link>><br><</if>>
<<link "Talk to Mr. Twee" "UnknownLocationStudyMrTweeDialogue0">><<AddFirst "UnknownLocationStudy">><<NPCKnown "MrTwee">><<StartConversation "MrTwee" "UnknownLocationStudy">><</link>><br>
<</if>>
<<QuestState "Quest35">><<Flag "Quest35BookDecided">>
<<if _QuestState is 2 and _FlagReturn is true>>
<<link "Rip up the ticket to leave the study" "UnknownLocationStudyExit">><</link>><br>
<<elseif _QuestState isnot 6>>
<s>Rip up the ticket to leave the study</s> - <i>You should investigate the study first</i><br>
<</if>>
<<if $current.avatar is "Keith">>
<<link "Ask to see the Book of Futures" "UnknownLocationStudyBookKeith">><</link>><br>
<</if>>
<</if>><<if $current.avatar is "Jennifer">>
You take out the ticket from your pocket and try to take <i><<TrueName "Current">>'s</i> hand, but he instead reaches for the ticket. "Here, let me."<br>
<br>
He takes the ticket from you and clasps on to your hand. With a grin, he tears it in half. Yellow-amber energy crackles from the torn paper, enveloping you and <i><<TrueName "Current">></i>. The study dissolves around you.<br>
<<else>>
You take out the ticket from your pocket and take Jennifer's hand in yours. With a deep breath, you tear it in half. Yellow-amber energy crackles from the torn paper, enveloping you and Jennifer. The study dissolves around you.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Wait for your eyesight to return..." "JennifersApartment">><<QuestTracker "Quest35" 3>><<EventTrigger "JennifersApartment" "ReturnFromStudy" null null null null null null false>><</link>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<if _currentEvent is "ReturnToStudy">>
<br>
<<CheckNPCForm "Jennifer">>
<<if _NPCForm is "PC">>
Your eyes adjust. The study materialises around you. The same amber glow on the windows. The same muted quiet. Mr. Twee sits behind the desk, pen in hand, writing.<br>
<br>
He looks up as you appear, smiling politely. "Back again? How lovely." His eyes drift to <i><<TrueName "Current">></i> beside you. "And your companion. Welcome back, both of you."<br>
<br>
When neither of you reply, he returns to writing.<br>
<br>
<i><<TrueName "Current">></i> turns to you. "Now or never," he murmurs. He glances at the amulet beneath your clothes. "Transform. Use what you took from Keith."<br>
<<else>>
Your eyes adjust. The study materialises around you. The same amber glow on the windows. The same muted quiet. Mr. Twee sits behind the desk, pen in hand, writing.<br>
<br>
He looks up as you appear, smiling politely. "Back again? How lovely." His eyes drift to Jennifer beside you. "And your companion. Welcome back, both of you."<br>
<br>
When neither of you reply, he returns to writing.<br>
<br>
Jennifer turns to you. "Now or never," she murmurs. She glances at the amulet beneath your clothes. "Transform. Use what you took from Keith. Is that amulet ready?"<br>
<br>
<<if $ItemState.amulet.charge gte 2>>
You look down, sensing the tingling from the amulet, as if it's anticipating a change. "Yes."<br>
<br>
Jennifer smiles. "Then we're all set. Aren't we?"<br>
<<else>>
You look down, sensing the tingling from the amulet, as if it's anticipating a change. "I think it needs to re-charge."<br>
<br>
Jennifer smiles. "Don't worry about that. I can give it a little spark to help."<br>
<</if>>
<</if>>
<br>
You reach into your pocket and produce the possession.<br>
<br>
<<InventoryCheckSelf "KeithFootballPhoto">>
<<if _InventoryCheckSelf is true>>
You take out the football photo. Keith grinning in the floodlights, arm around the team captain. You hold it against the amulet and feel its warmth respond. A strong connection. This will work.<br>
<</if>>
<<InventoryCheckSelf "KeithDinersCard">>
<<if _InventoryCheckSelf is true>>
You take out the diner's card. Platinum status. You hold it against the amulet and feel a flicker of warmth. A connection, but thin. It might be enough.<br>
<</if>>
<<InventoryCheckSelf "KeithCarKeys">>
<<if _InventoryCheckSelf is true>>
You take out the car keys. The BMW fob, scuffed from use. You hold it against the amulet and feel a flicker of warmth. A connection, but thin. It might be enough.<br>
<</if>>
<<InventoryCheckSelf "KeithSignetRing">>
<<if _InventoryCheckSelf is true>>
You take out the signet ring. Phi Omega. You hold it against the amulet and feel a flicker of warmth. A connection, but thin. It might be enough.<br>
<</if>>
<<InventoryCheckSelf "KeithFamilyPhoto">>
<<if _InventoryCheckSelf is true>>
You take out the family photo. Meredith, young and smiling. You hold it against the amulet. The warmth is faint. You press harder, willing a connection.<br>
<</if>>
<<InventoryCheckSelf "KeithParkingTicket">>
<<if _InventoryCheckSelf is true>>
You take out the crumpled parking ticket. You hold it against the amulet. The warmth is barely there. You press harder, willing a connection.<br>
<</if>>
<<InventoryCheckSelf "KeithPen">>
<<if _InventoryCheckSelf is true>>
You take out the pen. Cheap. Plain. You hold it against the amulet. The warmth is faint. You press harder, willing a connection.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Transform into Keith" "UnknownLocationStudyTransformKeith">><<set $ItemState.amulet.charge to 2>><<Transform "Keith">><<EventsCheckEnd "UnknownLocationStudy" "ReturnToStudy">><</link>>
<</if>>You take a deep breath, focusing on the image of Keith in your mind. The round gut. The heavy frame. The thinning hair, the ruddy complexion, the thick fingers wrapped around a wine glass. The smell of aftershave and red wine.<br>
<br>
"From this item, I see you in your time of need," you say. "Now form shape to the person I see within."<br>
<br>
<<InventoryCheckSelf "KeithFootballPhoto">>
<<if _InventoryCheckSelf is true>>
The amulet erupts. Magic sears through you, hotter and more violent than you expected. You cry out as your bones crack and shift, your frame thickening, expanding. Your gut swells. Your skin stretches taut over unfamiliar mass.<br>
<br>
The pain is different from any transformation before. Heavier. Like your body is being packed with something dense. Your joints ache as they settle into a frame twice your weight. Your jaw reshapes, your hairline retreats, and when you gasp for air, the voice that comes out is deep and rough.<br>
<br>
You look down at thick hands, a heavy gut, and shoes that are suddenly too tight. Keith Chambers stares back from the reflection in the desk's polished surface.<br>
<<else>>
<<InventoryCheckSelf "KeithParkingTicket" "KeithFamilyPhoto" "KeithPen">>
<<if _InventoryCheckSelf is true>>
The amulet flickers. The magic comes in stutters. A pulse, then nothing, then another pulse. Your body shifts, but reluctantly. Bones creak rather than crack. The frame thickens unevenly, as if the magic can't quite decide what Keith looks like.<br>
<br>
You grit your teeth through the pain. It's duller than usual. Not the searing agony of a clean transformation but a grinding, incomplete ache. When it settles, you feel wrong. The proportions are close but not right. Your voice, when you clear your throat, sounds like Keith heard through a wall.<br>
<<else>>
The amulet surges. Magic rolls through you in waves. Not as sharp as the strongest connections, but steady. Your bones crack and shift, your frame thickening. Your gut fills out. The pain is real but manageable. You've done this enough to brace for it.<br>
<br>
When it settles, you look down at thick hands and a heavy gut. Close enough. The amulet pulses once, as if to say it's done what it can.<br>
<</if>>
<</if>>
<br>
Mr. Twee looks up from his writing. "Ah. Mr. Chambers." His smile widens. "I don't believe we've met in person. Welcome!"<br>
<br>
He doesn't react to the transformation itself. As if people changing form in his study is the most natural thing in the world.<br>
<br>
<<CheckNPCForm "Jennifer">>
<<if _NPCForm is "PC">>
<i><<TrueName "Current">></i> watches from across the room. His arms are folded. "Ask him about the book," he says quietly.<br>
<<else>>
Jennifer watches from across the room. Her arms are folded. "Ask him about the book," she says quietly.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the study" "UnknownLocationStudy">><</link>><<switch $UnknownLocationStudyBookKeith>>
<<case undefined>>
"I'd like to see the book," you say. Keith's voice rumbles in your chest. Deeper and rougher than your own.<br>
<br>
"Of course, Mr. Chambers!" Mr. Twee says with delight. He spins the book around to face you. "Quite a few entries. For all your years of being part of our community!"<br>
<br>
The pages flick by themselves, each one revealing a quick glimpse of Keith's past. Mr. Twee wasn't lying. They date back as far as Keith was at school.<br>
<br>
<<CheckNPCForm "Jennifer">>
<<if _NPCForm is "PC">>
<i><<TrueName "Current">></i> draws close. "Skip to the end," he says. "The most recent one."<br>
<<else>>
Jennifer draws close. "Skip to the end," she says. "The most recent one."<br>
<</if>>
<br>
You nod. Immediately the book pages flicker faster, settling on a single page. You glance at the date. The same date from before. For the upcoming year.<br>
<br>
<<ActionsHeader>>
<<link "Read the final entry" "UnknownLocationStudyBookKeith">><<set $UnknownLocationStudyBookKeith to "FinalEntry">><</link>>
<<case "FinalEntry">>
<span class='mrTweeWriting'>
Keith Chambers continues to conduct his business with characteristic independence.<br>
<br>
He visits Charlton when commerce demands. His wife occupies his domestic attention. His horses occupy his professional attention. No intervention is required. No adjustment recommended. Keith Chambers is not a project. He is simply a man who prioritises in the order that makes sense to him.<br>
</span>
<br>
You stare at the page. No elaborate plans. No manipulation. No "suggestions" pulling him toward Charlton's ideals.<br>
<br>
And no mention of Jennifer.<br>
<br>
<<CheckNPCForm "Jennifer">>
<<if _NPCForm is "PC">>
<i><<TrueName "Current">></i> is watching you. "What does it say?" he asks.<br>
<<else>>
Jennifer is watching you. "What does it say?" she asks.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Tell her the truth" "UnknownLocationStudyBookKeith">><<SetFlag "PermToldTruthToJenAboutDad">><<set $UnknownLocationStudyBookKeith to "TellTruth">><</link>><br>
<<link "Lie and say the book is manipulating him" "UnknownLocationStudyBookKeith">><<SetFlag "PermLiedtoJenAboutDad">><<set $UnknownLocationStudyBookKeith to "TellLie">><</link>>
<<case "TellTruth">>
You take a breath. "There's nothing controlling him, Jen."<br>
<br>
<<JenniferTier>>
<<CheckNPCForm "Jennifer">>
<<if _NPCForm is "PC">>
"What?" <i><<TrueName "Current">></i> barks.<br>
<br>
You grimace. "There's no direction about you. No words influencing him to ignore you." You gulp. "It's not magic."<br>
<br>
<i><<TrueName "Current">></i> stares back at you, eyes narrowing. "But there has to be."<br>
<br>
You give him a sympathetic smile. "I'm sorry."<br>
<br>
<<if _JenniferTier is "Humbled" or _JenniferTier is "Betrayed">>
<i><<TrueName "Current">></i> is quiet for a long time. "So. The way he's acting? That's just.. him?"<br>
<br>
You nod. "I really am sorry."<br>
<br>
A tear drops down his cheek. He wipes it with his sleeve. "All this time. I was hoping that it was Charlton. But it's simpler than that." He looks down at the floor and for the first time in a while, you see Jen behind those eyes. "He's just a man who doesn't know how to be a father."<br>
<br>
<<elseif _JenniferTier is "Ceasefire" or _JenniferTier is "Hostile">>
He sniffs, snarling his face into a ball. "All this time," he spits. "I was hoping that it was Charlton. But it's simpler than that." He looks at you with rage. "He's just a man who doesn't know how to be a father."<br>
<br>
<</if>>
"Do you want to go?" you ask him.<br>
<br>
He looks back at you, then to Mr. Twee. And his book. You see the rage growing on <i><<TrueName "Current">>'s</i> face. "There has to be something we can do."<br>
<br>
<i><<TrueName "Current">></i> launches forward towards the desk, clutching it with both hands. "You can change it, can't you? You can change the book."<br>
<br>
<<Flag "JenniferStuckAsPC">>
<<if _FlagReturn is true>>
"Certainly!" he replies. "What would you like to change, <<TrueName "Current">>?"<br>
<<else>>
"Certainly!" he replies. "What would you like to change, Jennifer Chambers?"<br>
<</if>>
<br>
"Not me," he snarls. He glances to you. "Him. Change what the book says about Keith Chambers."<br>
<br>
"I'm afraid only Keith Chambers can change Keith Chambers entry," he says. His head turns at the neck to look at you. "Would you like to change your entry, Keith Chambers?"<br>
<br>
<<if _JenniferTier is "Humbled" or _JenniferTier is "Betrayed">>
He turns back to look at you with desperation in his eyes. "We could change it. Tell Mr. Twee what to write. Make him come around. Visit more. Care."<br>
<br>
<<elseif _JenniferTier is "Ceasefire" or _JenniferTier is "Hostile">>
He turns back to look at you with renewed purpose. His expression cycles through fury, grief, and something you can't name. He has all this power. And it's useless here.<br>
<br>
"Write something," he says. His voice is hard. "Change it."<br>
<br>
<</if>>
You look back at <i><<TrueName "Current">></i>, seeing him waiting. You hesitate. This is exactly what Charlton does. Manipulates people. Changes their futures. You can see how hurt he is, but do you really want to stoop to their level?<br>
<br>
<i>On the flip side, you need their help, don't you?</i><br>
<<else>>
"What?" Jennifer says, with trepidation.<br>
<br>
You grimace. "There's no direction about you. No words influencing him to ignore you." You gulp. "It's not magic."<br>
<br>
She is quiet for a long time. "So. The way he's acting? That's just.. him?"<br>
<br>
You nod. "I really am sorry."<br>
<br>
<<if _JenniferTier is "Humbled" or _JenniferTier is "Betrayed">>
A tear drops down her cheek. She wipes it with her sleeve. "All this time," she says in a voice ready to break. "I was hoping that it was Charlton. But it's simpler than that." She looks down at the floor, eyes wet from tears. "He's just a man who doesn't know how to be a father."<br>
<br>
<<elseif _JenniferTier is "Ceasefire" or _JenniferTier is "Hostile">>
She sniffs, holding back tears. "All this time," she mutters. "I was hoping that it was Charlton. But it's simpler than that." She looks at you with hurt in her eyes. "He's just a man who doesn't know how to be a father."<br>
<br>
<</if>>
"Do you want to go?" you ask her.<br>
<br>
She looks back at you, then to Mr. Twee. And his book. You see the rage growing on Jennifer's face. "There has to be something we can do."<br>
<br>
Jennifer launches forward towards the desk, clutching it with both hands. "You can change it, can't you? You can change the book."<br>
<br>
"Certainly!" he replies. "What would you like to change, Jennifer Chambers?"<br>
<br>
"Not me," she snarls. She glances to you. "Him. Change what the book says about Keith Chambers."<br>
<br>
"I'm afraid only Keith Chambers can change Keith Chambers entry," he says. His head turns at the neck to look at you. "Would you like to change your entry, Keith Chambers?"<br>
<br>
<<if _JenniferTier is "Humbled" or _JenniferTier is "Betrayed">>
She turns back to look at you with desperation in her teary eyes. "We could change it. Tell Mr. Twee what to write. Make him come around. Visit more. Care."<br>
<br>
<<elseif _JenniferTier is "Ceasefire" or _JenniferTier is "Hostile">>
She turns back to look at you with renewed purpose. Her expression cycles through fury, grief, and something you can't name. She has all this power. And it's useless here.<br>
<br>
"Write something," she says. Her voice is hard. "Change it."<br>
<br>
<</if>>
You look back at Jennifer, seeing her waiting. You hesitate. This is exactly what Charlton does. Manipulates people. Changes their futures. You can see how hurt she is, but do you really want to stoop to their level?<br>
<br>
<i>On the flip side, you need Jennifer's help, don't you?</i><br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Agree to change Keith's entry" "UnknownLocationStudyKeithDictate">><<AddNPCState "Jennifer" "Help" true>><<SetFlag "PermKeithChange" 1>><</link>><br>
<<link "Refuse to change Keith's entry" "UnknownLocationStudyBookKeith">><<AddNPCState "Jennifer" "Loyal" true>><<set $UnknownLocationStudyBookKeith to "RefuseTruth">><</link>>
<<case "TellLie">>
<<JenniferTier>>
<<CheckNPCForm "Jennifer">>
<<if _NPCForm is "PC">>
You look at the page. At the sparse, indifferent entry. Then back at <i><<TrueName "Current">></i>. At the hope in his eyes.<br>
<br>
"It's here," you say. "There's an entry. They've been influencing him. Making him distant. Pulling him away from you." The lie comes out smoother than you expected.<br>
<br>
<i><<TrueName "Current">></i> nods slowly. No surprise. No tears. Just cold confirmation of what he already suspected. "I knew it," he says. "Then we change it. Tell Mr. Twee to write something different."<br>
<br>
<i><<TrueName "Current">></i> turns to Mr. Twee, clutching the sides of the desk with his hands. "You," he says quietly. "You change the book, can't you?"<br>
<br>
<<Flag "JenniferStuckAsPC">>
<<if _FlagReturn is true>>
"Certainly!" he replies. "What would you like to change, <<TrueName "Current">>?"<br>
<<else>>
"Certainly!" he replies. "What would you like to change, Jennifer Chambers?"<br>
<</if>>
<br>
"Not me," he barks. He glances to you. "Him. Change what the book says about Keith Chambers."<br>
<br>
"I'm afraid only Keith Chambers can change Keith Chambers entry," he says. His head turns at the neck to look at you. "Would you like to change your entry, Keith Chambers?"<br>
<br>
He turns back to look at you. "We change it," he says. "Tell Mr. Twee to write something different."<br>
<br>
You look back at <i><<TrueName "Current">></i>, seeing him waiting. You hesitate. This is exactly what Charlton does. Manipulates people. Changes their futures. You can see how hurt he is, but do you really want to stoop to their level?<br>
<br>
<i>On the flip side, you need their help, don't you?</i><br>
<<else>>
You look at the page. At the sparse, indifferent entry. Then back at Jennifer. At the hope in her eyes.<br>
<br>
"It's here," you say. "There's an entry. They've been influencing him. Making him distant. Pulling him away from you." The lie comes out smoother than you expected.<br>
<br>
<<if _JenniferTier is "MagicAware" or _JenniferTier is "Confronted">>
Relief floods her face. "I knew it," she breathes. "I knew something was wrong. It wasn't him. It was them." Her hands clench.<br>
<<elseif _JenniferTier is "Humbled">>
She closes her eyes. When she opens them, there's a clarity you haven't seen before. "I knew it," she says softly. "After everything they did to me. Of course they wouldn't let him go either."<br>
<<elseif _JenniferTier is "Betrayed">>
Her expression hardens. Not grief this time - purpose. "Then we remove it," she says. "Whatever they wrote about him. We tell Mr. Twee to undo it."<br>
<<elseif _JenniferTier is "Ceasefire" or _JenniferTier is "Hostile">>
She nods slowly. No surprise. No tears. Just cold confirmation of what she already suspected. "Then we change it," she says. "Tell Mr. Twee to write something different."<br>
<</if>>
<br>
Jennifer launches forward towards the desk, clutching it with both hands. "You can change it, can't you? You can change the book."<br>
<br>
"Certainly!" he replies. "What would you like to change, Jennifer Chambers?"<br>
<br>
"Not me," she snarls. She glances to you. "Him. Change what the book says about Keith Chambers."<br>
<br>
"I'm afraid only Keith Chambers can change Keith Chambers entry," he says. His head turns at the neck to look at you. "Would you like to change your entry, Keith Chambers?"<br>
<br>
<<if _JenniferTier is "Humbled" or _JenniferTier is "Betrayed">>
She turns back to look at you with desperation in her teary eyes. "Can we change it? Can we undo what they've done?"<br>
<br>
<<elseif _JenniferTier is "Ceasefire" or _JenniferTier is "Hostile">>
She turns back to look at you with renewed purpose. "We change it," she says. "Tell Mr. Twee to write something different."<br>
<<else>>
She turns back to look at you. "Can we change it? Can we undo what they've done?"<br>
<br>
<</if>>
You look back at Jennifer, seeing her waiting. You hesitate. This is exactly what Charlton does. Manipulates people. Changes their futures. You can see how hurt she is, but do you really want to stoop to their level?<br>
<br>
<i>On the flip side, you need Jennifer's help, don't you?</i><br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Agree to change Keith's entry" "UnknownLocationStudyKeithDictate">><<AddNPCState "Jennifer" "Help" true>><<SetFlag "PermKeithChange" 1>><</link>><br>
<<link "Refuse to change Keith's entry" "UnknownLocationStudyBookKeith">><<set $UnknownLocationStudyBookKeith to "RefuseLie">><</link>>
<<case "RefuseTruth">>
"Jen, I can't do this," you say. "This is exactly what they do. We'd be no better than Stitch."<br>
<br>
<<CheckNPCForm "Jennifer">>
<<if _NPCForm is "PC">>
<i><<TrueName "Current">></i> stares at you with disbelief. "You know what this means to me. And now you won't help?"<br>
<br>
"It's not that simple -"<br>
<br>
"It is that simple," he snaps. "Either you help me fix this or you don't."<br>
<br>
"There's nothing to fix, Jen!" you cry. "There's no magic influencing your dad. That's just him."<br>
<br>
<i><<TrueName "Current">></i> stares at you. For a moment, rage flickers across his face. Then it fades. "You're right," he whispers. "I know you're right."<br>
<br>
He slumps back against the bookshelf, deflated and defeated. "What a piece of shit I have for a father."<br>
<br>
You give him a smile, trying to muster as much empathy as you can. "Come on," you tell him. "Let's go."<br>
<br>
He moves slowly over to where you appeared. You glance back over at Mr. Twee, who smiles and returns to his writing. With the fountain pen. That you promised Roseli.<br>
<<else>>
Jennifer stares at you with disbelief. "You know what this means to me. And now you won't help?"<br>
<br>
"It's not that simple -"<br>
<br>
"It is that simple," she snaps. "Either you help me fix this or you don't."<br>
<br>
"There's nothing to fix, Jen!" you cry. "There's no magic influencing your dad. That's just him."<br>
<br>
Jennifer stares at you. For a moment, rage flickers across her face. Then it fades. "You're right," she whispers. "I know you're right."<br>
<br>
She slumps back against the bookshelf, deflated and defeated. "What a piece of shit I have for a father."<br>
<br>
You give her a smile, trying to muster as much empathy as you can. "Come on," you tell her. "Let's go."<br>
<br>
She moves slowly over to where you appeared. You glance back over at Mr. Twee, who smiles and returns to his writing. With the fountain pen. That you promised Roseli.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Grab the pen" "UnknownLocationStudyKeithExit">><<set $UnknownLocationStudyKeithExit to "GrabPen">><</link>><br>
<<link "Leave without the pen" "UnknownLocationStudyKeithExit">><<set $UnknownLocationStudyKeithExit to "Leave">><</link>>
<<case "RefuseLie">>
"I don't think we should," you say. "Even if it's there, changing what's written, we don't know how we'd be influencing your dad."<br>
<br>
<<CheckNPCForm "Jennifer">>
<<if _NPCForm is "PC">>
<i><<TrueName "Current">></i> stares at you with disbelief. "You just told me they're controlling my father. And now you won't help?"<br>
<br>
"It's not that simple -"<br>
<br>
"It is that simple," he snaps. "Either you help me fix this or you don't."<br>
<br>
The silence stretches. <i><<TrueName "Current">></i> glares at you. "If you want my help with your little crusade," he says. "You'll change it."<br>
<br>
"What?"<br>
<br>
<i><<TrueName "Current">></i> gives you a grin. "You heard. I'll help with your campaign against the school. If you just do this for me."<br>
<br>
You gulp. You see the rage burning in his eyes. You have no doubt he's serious.<br>
<<else>>
Jennifer stares at you with disbelief. "You just told me they're controlling my father. And now you won't help?"<br>
<br>
"It's not that simple -"<br>
<br>
"It is that simple," she snaps. "Either you help me fix this or you don't."<br>
<br>
The silence stretches. Jennifer glares at you. "If you want my help with your little crusade," she says. "You'll change it."<br>
<br>
"What?"<br>
<br>
Jennifer gives you a thin smile. "You heard. I'll help with your campaign against the school. If you just do this for me."<br>
<br>
You gulp. You see the rage burning in her eyes. You have no doubt she's serious.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Relent and agree to change Keith's entry" "UnknownLocationStudyKeithDictate">><<AddNPCState "Jennifer" "Help" true>><<SetFlag "PermKeithChange" 1>><</link>><br>
<<link "Insist you won't change Keith's entry" "UnknownLocationStudyBookKeith">><<set $UnknownLocationStudyBookKeith to "Insist">><</link>>
<<case "Insist">>
"I'm sorry," you say. "I just don't want to be a part of this."<br>
<br>
<<CheckNPCForm "Jennifer">>
<<if _NPCForm is "PC">>
"You little..." <i><<TrueName "Current">></i> murmurs as he glares at you. "Fine."<br>
<br>
He strides off to where you materialised. "Let's get out of here."<br>
<<else>>
"You bastard," Jennifer mutters as she glares at you. "Fine."<br>
<br>
She strides off to where you materialised. "Let's get out of here."<br>
<</if>>
<br>
You glance back over at Mr. Twee, who smiles and returns to his writing. With the fountain pen. That you promised Roseli.<br>
<br>
<<ActionsHeader>>
<<link "Grab the pen" "UnknownLocationStudyKeithExit">><<set $UnknownLocationStudyKeithExit to "GrabPen">><</link>><br>
<<link "Leave without the pen" "UnknownLocationStudyKeithExit">><<set $UnknownLocationStudyKeithExit to "Leave">><</link>>
<</switch>><<switch $ClaxonAlarm>>
<<case undefined>>
<<CheckNPCForm "Jennifer">>
<<if _NPCForm is "PC">>
"Alright," you sigh. "Tell me what you want it to say."<br>
<br>
<i><<TrueName "Current">></i> steps forward. "Tell him... Keith Chambers will make more time for his daughter. He will visit Charlton regularly. He will remember what matters."<br>
<br>
You turn to Mr. Twee. "Write that."<br>
<<else>>
"Alright," you sigh. "Tell me what you want it to say."<br>
<br>
Jennifer steps forward. "Tell him... Keith Chambers will make more time for his daughter. He will visit Charlton regularly. He will remember what matters."<br>
<br>
You turn to Mr. Twee. "Write that."<br>
<</if>>
<br>
Mr. Twee looks at the two of you. Still smiling. But he doesn't speak.<br>
<br>
Then his mouth slowly opens, like a mechanical wind-up toy. It stretches wider than should be possible. And out from his lungs comes a deafening mechanical claxon. An alarm.<br>
<br>
<<CheckNPCForm "Jennifer">>
<<if _NPCForm is "PC">>
You cover your ears as the threat of deafness becomes a distinct possibility. <i><<TrueName "Current">></i> covers his own ears, but takes a step forward. He only stops when he sees Mr. Twee, who is staring at you both with his mouth hanging open while writing furiously.<br>
<br>
"He's still writing!" <i><<TrueName "Current">></i> shrieks over the claxon. "Keep going!"<br>
<<else>>
You cover your ears as the threat of deafness becomes a distinct possibility. Jennifer covers her own ears, but takes a step forward. She only stops when she sees Mr. Twee, who is staring at you both with his mouth hanging open while writing furiously.<br>
<br>
"He's still writing!" Jennifer shrieks over the claxon. "Keep going!"<br>
<</if>>
<br>
<<Flag "PermShadowManKnown">>
<<if _FlagReturn is true>>
You feel a presence at the edges of the room. A darkness, creeping closer. The same entity you've felt before.<br>
<<else>>
You feel a presence at the edges of the room. A darkness, creeping closer. As if something is entering through the window edges, seeping into the room.<br>
<</if>>
<br>
Mr. Twee looks up, finishing his paragraph. He looks to you. As if waiting for more instructions.<br>
<br>
<<CheckNPCForm "Jennifer">>
<<if _NPCForm is "PC">>
<i><<TrueName "Current">></i> sees Mr. Twee waiting with feverish eyes. "More," he shouts. "There's more I want to change."<br>
<<else>>
Jennifer sees Mr. Twee waiting with feverish eyes. "More," she shouts. "There's more I want to change."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Continue to dictate" "UnknownLocationStudyKeithDictate">><<set $ClaxonAlarm to 1>><<SetFlag "PermKeithChange" 2>><</link>><br>
<<link "Stop and tell them that's enough" "UnknownLocationStudyKeithDictate">><<set $ClaxonAlarm to "Stop">><</link>>
<<case 1>>
The shadows at the edge of the room grow closer and darker. You start to feel cold.<br>
<br>
<<CheckNPCForm "Jennifer">>
<<if _NPCForm is "PC">>
<i><<TrueName "Current">></i> doesn't notice. Or doesn't care. "He will remember what it was like when I was young," he shouts over the claxon. "He will feel guilt for leaving. For choosing work over his daughter."<br>
<<else>>
Jennifer doesn't notice. Or doesn't care. "He will remember what it was like when I was young," she shouts over the claxon. "He will feel guilt for leaving. For choosing work over his daughter."<br>
<</if>>
<br>
"That!" you cry out. "Write it!"<br>
<br>
Mr. Twee writes furiously. The alarm grows louder. Something prickles the hairs on your neck. You glance behind you. Something is forming in the darkness. A shape. A figure.<br>
<br>
<<ActionsHeader>>
<<link "Continue to dictate more" "UnknownLocationStudyKeithDictate">><<set $ClaxonAlarm to 2>><<SetFlag "PermKeithChange" 3>><</link>><br>
<<link "Stop and tell them that's enough" "UnknownLocationStudyKeithDictate">><<set $ClaxonAlarm to "Stop">><<set $ClaxonAlarmStopStage to 1>><</link>>
<<case 2>>
The darkness is closer now. No longer just at the edges of the room, it creeps towards you. Only the desk and the area around it are still lit. The cold intensifies. Your breath mists in the air.<br>
<br>
<<CheckNPCForm "Jennifer">>
<<if _NPCForm is "PC">>
<i><<TrueName "Current">></i>'s voice is harder. Desperate. "He will prioritise me above his work," he shouts. "Above his wife. I will be the most important thing in his life."<br>
<br>
You stare at him. This isn't grief anymore. This is control.<br>
<<else>>
Jennifer's voice is harder. Desperate. "He will prioritise me above his work. Above his wife. I will be the most important thing in his life."<br>
<br>
You stare at her. This isn't grief anymore. This is control.<br>
<</if>>
<br>
"Go ahead," you mutter to Twee. He continues to scribble. The pen scratches the page like nails on glass. Behind you, the shadow solidifies, tall and wrong. You can feel it breathing.<br>
<br>
<<CheckNPCForm "Jennifer">>
<<if _NPCForm is "PC">>
"One more!" <i><<TrueName "Current">></i> shouts. "Just one more!"<br>
<<else>>
"One more!" Jennifer shouts. "Just one more!"<br>
<</if>>
<br>
<<ActionsHeader>>
<<CheckNPCForm "Jennifer">>
<<if _NPCForm is "PC">>
<<link "Continue and let him dictate the final request" "UnknownLocationStudyKeithDictate">><<set $ClaxonAlarm to 3>><<SetFlag "PermKeithChange" 4>><</link>><br>
<<else>>
<<link "Continue and let her dictate the final request" "UnknownLocationStudyKeithDictate">><<set $ClaxonAlarm to 3>><<SetFlag "PermKeithChange" 4>><</link>><br>
<</if>>
<<link "Stop and tell them that's enough" "UnknownLocationStudyKeithDictate">><<set $ClaxonAlarm to "Stop">><<set $ClaxonAlarmStopStage to 2>><</link>>
<<case 3>>
The darkness creeps up your legs. You shiver at the sensation, like you've been plunged in ice cold water. The room feels wrong. The walls pulse. The books on the shelves rattle.<br>
<br>
<<CheckNPCForm "Jennifer">>
<<if _NPCForm is "PC">>
<i><<TrueName "Current">></i>'s voice shrieks over the claxon. "He will never leave Charlton again. He will stay here. With me. Forever."<br>
<<else>>
Jennifer's voice shrieks over the claxon. "He will never leave Charlton again. He will stay here. With me. Forever."<br>
<</if>>
<br>
Mr. Twee looks at you, waiting. "Do it," you mutter. He jots down the final words.<br>
<br>
<<CheckNPCForm "Jennifer">>
<<if _NPCForm is "PC">>
You feel the form behind you approaching. Invading your space. You glance over at <i><<TrueName "Current">></i>, who nods in finality.<br>
<br>
You take a step to the side, trying to clasp on to his hand. "Wait!"<br>
<br>
<i><<TrueName "Current">></i> gestures with his chin towards Mr. Twee. "The pen! We need the pen!"<br>
<<else>>
You feel the form behind you approaching. Invading your space. You glance over at Jennifer, who nods in finality.<br>
<br>
You take a step to the side, trying to clasp on to her hand. "Wait!"<br>
<br>
Jennifer gestures with her eyes towards Mr. Twee. "The pen! We need the pen!"<br>
<</if>>
<br>
You look back to Twee, his mouth still open, the claxon bellowing out of it. The pen sits loosely in his hand. But the presence behind you. It's inches away.<br>
<br>
<<ActionsHeader>>
<<link "Grab the pen" "UnknownLocationStudyKeithExit">><<set $UnknownLocationStudyKeithExit to "GrabPen">><</link>><br>
<<link "Leave without the pen" "UnknownLocationStudyKeithExit">><<set $UnknownLocationStudyKeithExit to "Leave">><</link>>
<<case "Stop">>
<<if $ClaxonAlarm is undefined>>
Taking a deep breath, you bellow. "Stop!"<br>
<br>
Mr. Twee looks at you. He ceases writing.<br>
<<else>>
Taking a deep breath, you bellow over the claxon. "Stop!"<br>
<br>
Mr. Twee looks at you. His mouth is still open. But he ceases writing.<br>
<</if>>
<br>
<<CheckNPCForm "Jennifer">>
<<if _NPCForm is "PC">>
You turn to <i><<TrueName "Current">></i>, giving him a pained look. "That's enough! We have to go!"<br>
<br>
You take a step to the side, trying to clasp on to his hand. "Wait!"<br>
<br>
<i><<TrueName "Current">></i> gestures with his chin towards Mr. Twee. "The pen! We need the pen!"<br>
<<else>>
You turn to Jennifer, giving her a pained look. "That's enough! We have to go!"<br>
<br>
You take a step to the side, trying to clasp on to her hand. "Wait!"<br>
<br>
Jennifer gestures with her eyes towards Mr. Twee. "The pen! We need the pen!"<br>
<</if>>
<br>
You look back to Twee, his mouth still open, the claxon bellowing out of it. The pen sits loosely in his hand.<br>
<br>
<<ActionsHeader>>
<<link "Grab the pen" "UnknownLocationStudyKeithExit">><<set $UnknownLocationStudyKeithExit to "GrabPen">><</link>><br>
<<link "Leave without the pen" "UnknownLocationStudyKeithExit">><<set $UnknownLocationStudyKeithExit to "Leave">><</link>>
<</switch>><<switch $UnknownLocationStudyKeithExit>>
<<case "GrabPen">>
<<if $ClaxonAlarm is undefined or ($ClaxonAlarm is "Stop" and $ClaxonAlarmStopStage is undefined)>>
You reach down and swipe the pen from Mr. Twee's hands. He doesn't make a movement, but you watch as his mouth slowly opens, like a mechanical wind-up toy. It stretches wider than should be possible. And out from his lungs comes a deafening mechanical claxon. An alarm.<br>
<br>
Darkness seems to seep into the room from the windows towards you. From behind, you feel a presence forming.<br>
<br>
<<CheckNPCForm "Jennifer">>
<<if _NPCForm is "PC">>
But you are reassured when <i><<TrueName "Current">></i>'s hand wraps around yours. Over the claxon you hear his voice shout. "Toot toot."<br>
<<else>>
But you are reassured when you find Jennifer's hand reaching out to yours. You grab it and bellow over the claxon. "Toot toot."<br>
<</if>>
<<elseif $ClaxonAlarm is 1 or $ClaxonAlarmStopStage is 1>>
You reach down and swipe the pen from Mr. Twee's hands. He doesn't make a movement, but from his throat you hear an inhuman wail combine with the claxon.<br>
<br>
The darkness from the edges of the room rushes towards you. From behind, you feel a presence stepping towards you.<br>
<br>
<<CheckNPCForm "Jennifer">>
<<if _NPCForm is "PC">>
But you are reassured when <i><<TrueName "Current">></i>'s hand wraps around yours. Over the claxon you hear his voice shout. "Toot toot."<br>
<<else>>
But you are reassured when you find Jennifer's hand reaching out to yours. You grab it and bellow over the claxon. "Toot toot."<br>
<</if>>
<<elseif $ClaxonAlarm is 2 or $ClaxonAlarmStopStage is 2>>
You reach down and swipe the pen from Mr. Twee's hands. He doesn't make a movement, but from his throat you hear an inhuman wail combine with the claxon.<br>
<br>
The darkness envelopes the room. From behind, you feel something pushing against your back.<br>
<br>
<<CheckNPCForm "Jennifer">>
<<if _NPCForm is "PC">>
But you are reassured when <i><<TrueName "Current">></i>'s hand wraps around yours. Over the claxon you hear his voice shout. "Toot toot."<br>
<<else>>
But you are reassured when you find Jennifer's hand reaching out to yours. You grab it and bellow over the claxon. "Toot toot."<br>
<</if>>
<<elseif $ClaxonAlarm is 3>>
You reach down and swipe the pen from Mr. Twee's hands. He doesn't make a movement, but from his throat you hear an inhuman wail combine with the claxon.<br>
<br>
A piercing burning erupts in your back. You cry out as something burns over your hips. Shrieking, you almost keel over, falling to your knees into the darkness.<br>
<br>
<<CheckNPCForm "Jennifer">>
<<if _NPCForm is "PC">>
But out of it, a hand wraps around yours. Over the claxon you hear <i><<TrueName "Current">></i>'s voice shout out. "Toot toot."<br>
<<else>>
But out of it, a hand wraps around yours. Over the claxon you hear Jennifer's voice shout out. "Toot toot."<br>
<</if>>
<</if>>
<br>
The familiar yellow-amber light blinds your eyes and you have a sensation of falling yet again.<br>
<br>
<<ActionsHeader>>
<<if $ClaxonAlarm is 3>>
<<link "Wait for your eyesight to return..." "FatGordonsCircusCurioShop">><<TakeObjectNPC "MrTwee" "TweesPen">><<TattooCheck "Heart">><<if _TattooCheck is false>><<TattooGained "Heart" "ShadowMan">><<else>><<Intelligence -2>><</if>><<SetFlag "TempShadowHeartBranded">><<AmuletChargeOveride 2>><<TransformBack>><<set $UnknownLocationStudyKeithExit to undefined>><<set $UnknownLocationStudyBookKeith to undefined>><<EventTrigger "FatGordonsCircusCurioShop" "Quest35ReturnFromStudy2" null null null null null null false>><</link>>
<<else>>
<<link "Wait for your eyesight to return..." "FatGordonsCircusCurioShop">><<TakeObjectNPC "MrTwee" "TweesPen">><<AmuletChargeOveride 2>><<TransformBack>><<set $UnknownLocationStudyKeithExit to undefined>><<set $UnknownLocationStudyBookKeith to undefined>><<EventTrigger "FatGordonsCircusCurioShop" "Quest35ReturnFromStudy2" null null null null null null false>><</link>>
<</if>>
<<case "Leave">>
<<if $ClaxonAlarm is undefined or ($ClaxonAlarm is "Stop" and $ClaxonAlarmStopStage is undefined)>>
<<CheckNPCForm "Jennifer">>
<<if _NPCForm is "PC">>
You move over to where you first appeared. <i><<TrueName "Current">></i> takes his hand in yours. "Here goes," he mutters.<br>
<<else>>
You move over to where you first appeared. You take Jennifer's hand in yours. "Here goes," she mutters.<br>
<</if>>
<br>
"Toot toot," you reply.<br>
<<elseif $ClaxonAlarm is 1 or $ClaxonAlarmStopStage is 1>>
The darkness from the edges of the room rushes towards you. From behind, you feel a presence stepping towards you.<br>
<br>
<<CheckNPCForm "Jennifer">>
<<if _NPCForm is "PC">>
But you are reassured when <i><<TrueName "Current">></i>'s hand wraps around yours. Over the claxon you hear his voice shout. "Toot toot."<br>
<<else>>
But you are reassured when you find Jennifer's hand reaching out to yours. You grab it and bellow over the claxon. "Toot toot."<br>
<</if>>
<<elseif $ClaxonAlarm is 2 or $ClaxonAlarmStopStage is 2>>
The darkness envelopes the room. From behind, you feel something pushing against your back.<br>
<br>
<<CheckNPCForm "Jennifer">>
<<if _NPCForm is "PC">>
But you are reassured when <i><<TrueName "Current">></i>'s hand wraps around yours. Over the claxon you hear his voice shout. "Toot toot."<br>
<<else>>
But you are reassured when you find Jennifer's hand reaching out to yours. You grab it and bellow over the claxon. "Toot toot."<br>
<</if>>
<<elseif $ClaxonAlarm is 3>>
Something prickles against your back. Almost as if it's testing you. Ready to strike.<br>
<br>
<<CheckNPCForm "Jennifer">>
<<if _NPCForm is "PC">>
But you are reassured when <i><<TrueName "Current">></i>'s hand wraps around yours. Over the claxon you hear his voice shout. "Toot toot."<br>
<<else>>
But you are reassured when you find Jennifer's hand reaching out to yours. You grab it and bellow over the claxon. "Toot toot."<br>
<</if>>
<</if>>
<br>
The familiar yellow-amber light blinds your eyes and you have a sensation of falling yet again.<br>
<br>
<<ActionsHeader>>
<<link "Wait for your eyesight to return..." "FatGordonsCircusCurioShop">><<AmuletChargeOveride 2>><<TransformBack>><<set $UnknownLocationStudyKeithExit to undefined>><<set $UnknownLocationStudyBookKeith to undefined>><<EventTrigger "FatGordonsCircusCurioShop" "Quest35ReturnFromStudy2" null null null null null null false>><</link>>
<</switch>>You walk alongside the bookshelves, glancing at the books it contains. All hardbound books, most very old. Only a few have names. One on the history of Tovil Hole. Another, <i>The fault lines of the county of Merriton.</i> One more. <i>Translations of the Sevrene Shards</i>. That sounds familiar.<br>
<br>
"Please do look, but don't touch." You glance back to the desk to see Mr. Twee watching. He's smiling, but doesn't look anywhere but at you. Not even blinking.<br>
<br>
"My master is proud of his collection," he continues. "If he was here, he'd be so happy that you've taken an interest. But he's very particular about the ordering. I wouldn't want to see him upset if books were put back in the wrong place."<br>
<br>
You glance over the books again, remembering Roseli's words not to cause problems with the guardian. You decide not to press him by picking up a book.<br>
<br>
<<ActionsHeader>>
<<link "Return to the study" "UnknownLocationStudy">><<DialogueUnlock "MrTwee" "Master">><</link>>You move around the desk, looking out of the windows. The nighttime sky is dark. You can't make out anything outside. In fact, you can't even see the sky or the outlines of buildings. The windows are just black.<br>
<br>
"Lovely view, don't you think?" you hear Mr. Twee say. Turning, you see him staring up at you from the desk. "What a clear night sky we have."<br>
<br>
"There's nothing there," you mutter.<br>
<br>
Mr. Twee continues to smile. "Lovely view, don't you think?"<br>
<br>
<<if $current.female is true>>
You glance back at the window, noting the magic running through the frames. It's not just a dark night. It's a void in place of a view.<br>
<<else>>
You glance back at the window. It's not just a dark night. It's a void in place of a view.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the study" "UnknownLocationStudy">><</link>>You approach the desk cautiously, ready to stop if Mr. Twee reacts. But he doesn't. He just continues scribbling in the book in front of him.<br>
<br>
Looking over the desk, you look for anything to give you a clue on where you are. A file tray has some typed up correspondence in. A porcelain ornament of a pigeon sits on the far end. A black telephone with a rotary dial is off to the side.<br>
<br>
When you reach towards the file tray Mr. Twee suddenly looks up. "I'm afraid you can't look at those," he tells you with usual cheer. "They are for my master's eyes only. You wouldn't like someone reading your own personal correspondence, would you?"<br>
<br>
Roseli's words echo in your mind. Treat him with courtesy. Unsure of what will happen, you decide not to push any further.<br>
<br>
<<ActionsHeader>>
<<link "Return to the study" "UnknownLocationStudy">><<DialogueUnlock "MrTwee" "Master">><</link>><<switch $UnknownLocationStudyReadBook>>
<<case "Jennifer">>
You flick over the book, reading the entries. The first one, from a few years ago. When Jennifer graduated.<br>
<br>
<span class='mrTweeWriting'>
Jennifer Chambers shows a commendable instinct for restraint.<br>
<br>
She understands, even now, that wanting too much leads only to disappointment. She will accept a modest place among us, content to work, to be useful, to be seen. A shop girl suits her. It keeps her connected to the town without burdening her with the weight of ambition.<br>
<br>
She still speaks, at times, of travel and of leaving. This is natural. Youth must test the idea of elsewhere before it understands the value of here. She will not be drawn deeply into magic. She has the sense to distrust things that promise too much change.<br>
<br>
Her parents will remain a comfort for now. That attachment will soften in time.<br>
<br>
Jennifer will resist just enough to feel that she tried. That is healthy. It will pass.<br>
</span>
<br>
<<ActionsHeader>>
<<link "Read the next entry" "UnknownLocationStudyReadBook">><<set $UnknownLocationStudyReadBook to "JenniferPage2">><</link>>
<<case "JenniferPage2">>
The second, from last year.<br>
<br>
<span class='mrTweeWriting'>
Jennifer Chambers is growing tired.<br>
<br>
Not unhappy, precisely. Just worn. The effort of imagining another life no longer brings her pleasure. When she thinks of travel, it feels distant and strangely empty, like remembering a dream that once mattered more.<br>
<br>
Her parents are beginning to loosen from her thoughts. Distance will take care of the rest. She still calls. She still listens. But she no longer tells them everything.<br>
<br>
She makes small attempts at resistance. They come to nothing, which reassures her. It is easier to stop pushing when nothing pushes back.<br>
<br>
Magic holds little appeal for her now. It feels indulgent, unserious. She prefers the comfort of routine, even when it disappoints her.<br>
<br>
Jennifer is learning the most important lesson Charlton has to offer. Wanting less hurts less.<br>
</span>
<br>
<<ActionsHeader>>
<<link "Read the final entry" "UnknownLocationStudyReadBook">><<set $UnknownLocationStudyReadBook to "JenniferPage3">><</link>>
<<case "JenniferPage3">>
The last, dated in the future. You take note - it's for the end of the school year.<br>
<br>
<span class='mrTweeWriting'>
Jennifer Chambers will always come back.<br>
<br>
She may wander for a time, following the old idea that somewhere else might offer what she could not find here. It will not. Each return will feel less like failure and more like relief.<br>
<br>
Her parents will be names she avoids thinking about. Conversations will grow shorter. Affection will become obligation, then memory. This will sadden her, but she will tell herself that sadness is simply part of growing up.<br>
<br>
She will seek comfort where it is offered. At first cautiously, then with increasing need. Dancing at Dicks will give her a sense of being wanted without being known. The attention will feel like choice. The escape will feel earned.<br>
<br>
Over time, resistance will no longer feel noble or even necessary. It will feel embarrassing.<br>
<br>
Jennifer will not believe she has been shaped. She will believe she has adapted.<br>
<br>
That belief will keep her with us.<br>
</span>
<br>
<<ActionsHeader>>
<<link "Stop reading the book" "UnknownLocationStudyReadBook">><<set $UnknownLocationStudyReadBook to "Stop">><</link>>
<<case "PC">>
The words are styled in Mr. Twee's handwriting. You begin to read the only entry.<br>
<br>
<<if $PlayerCharacter.female is true>>
<span class='mrTweeWriting'>
<<TrueName "Current">> Phillips will become a model member of our community.<br>
<br>
She will continue to embrace the Charlton way of life, seeing the benefits of living in our town over her past life in the city. Soon, she will only remember the bad things from the outside. Charlton will become her world. And she will see this as nothing but a plus.<br>
<br>
<<GetPCState "job">>
<<if _job is "Fired">>
Her current employment challenges will be looked back as a temporary blip. She will find a more suitable job for herself. Something at a cafe or working in the pharmacy. A job in customer service will fulfil her and give her the means to support her and her sister until a husband can be found.<br>
<<elseif _job is "Secretary">>
Her current employment as a secretary will prove fulfilling. She will continue to take direction from her employer, tending to his needs. She will be thankful that he is giving her the means to support her and her sister until a husband can be found.<br>
<<else>>
Her interest in her current employment will wane and wither. She will find computers increasingly mundane. She will soon ask her employer to move her into a role more fulfilling. Maybe his secretary. She take direction from him, tending to his needs. She will be thankful that he is giving her the means to support her and her sister until a husband can be found.<br>
<</if>>
<br>
Soon she will begin dating, finding herself drawn to the idea of settling down and starting a family. She will find appeal in a tradesman. She will dream of the day he will propose and they can begin their life together, with her taking pride in her household.<br>
<br>
She will support her sister's wants and desires, seeing nothing wrong in the changes to her from the person she knew in the city. Should her sister prove difficult, she will accept her disappearance or changes as an unfortunate outcome of someone who wouldn't help herself.<br>
<br>
Her life will be beautiful. Ideal. Subservient. And she will fit in.<br>
</span>
<<else>>
<span class='mrTweeWriting'>
<<TrueName "Current">> Phillips will become a model member of our community.<br>
<br>
He will continue to embrace the Charlton way of life, seeing the benefits of living in our town over his past life in the city. Soon, he will only remember the bad things from the outside. Charlton will become his world. And he will see this as nothing but a plus.<br>
<br>
<<GetPCState "job">>
<<if _job is "Fired">>
His current employment challenges will be looked back as a temporary blip. He will find a more suitable job for himself. A lowly administrative job at the Town Hall or looking after books for a small business. A job in mundane paperwork will fulfil him and give him the means to support him and his sister.<br>
<<elseif _job is "Secretary">>
His current employment as a secretary will prove frustrating. He will grow uncomfortable with the position and quit, admitting this is a woman's role. Instead, he will find a more suitable job for himself. A lowly administrative job at the Town Hall or looking after books for a small business. A job in mundane paperwork will fulfil him and give him the means to support him and his sister.<br>
<<else>>
He will continue to support with computers, increasing his efforts to meet his employers requirements. He will take direction from him and be thankful that he is giving him the means to support him and her sister.<br>
<</if>>
<br>
His relationship with Jennifer Chambers will soon wither and wane. Instead, he will find himself someone more suitable and carefree. A waitress, perhaps. Not a secretary. He will soon be drawn to the idea of settling down and starting a family. He will look forward to the day of having a wife that supports him at home, whilst he brings home the bacon.<br>
<br>
He will support his sister's wants and desires, seeing nothing wrong in the changes to her from the person he knew in the city. Should his sister prove difficult, he will accept her disappearance or changes as an unfortunate outcome of someone who wouldn't help herself.<br>
<br>
His life will be fulfilling. Ideal. Traditional. And he will fit in.<br>
</span>
<</if>>
<br>
<<ActionsHeader>>
<<link "Stop reading the book" "UnknownLocationStudyReadBook">><<set $UnknownLocationStudyReadBook to "Stop">><</link>>
<<case "Stop">>
<<if $current.avatar is "Jennifer">>
You take a step back, taking a deep breath. <i><<TrueName "Current">></i> draws close to you. "What did it say?"<br>
<br>
You look at him and sigh. "Take a look."<br>
<br>
The pages flick through. The first entry appears. He reads the first one, the pages flicking by themselves as they move through the entries.<br>
<br>
After a while, <i><<TrueName "Current">></i> pushes the book away. His face is ashen.<br>
<br>
"That's bullshit," he mutters. He turns back to Mr. Twee with renewed purpose. "What about Keith Chambers? Is there an entry on him?"<br>
<br>
"I'm afraid I don't know!" Mr. Twee replies. "Only my master can see all the entries."<br>
<br>
"But you write them?" he spits back.<br>
<br>
"I'm sorry!" he says. "My master made my memory selective. I have no idea what I've written!"<br>
<br>
<i><<TrueName "Current">></i> grinds his teeth and sighs. You move over to him. "You okay?"<br>
<br>
His brown eyes meet yours. "It doesn't matter," he says with resignation. "You heard him. This will be my future."<br>
<br>
The eyes linger on you for a moment, suddenly sparking. "Hold on," he says, looking at Mr. Twee briefly. "What about you, <<TrueName "Current">>? You saw my entries as me. Why don't I see yours?"<br>
<br>
He holds your attention, his face now covered in fear. You both look back at Mr. Twee, who watches you with a smile.<br>
<<else>>
You take a step back, taking a deep breath. Jennifer draws close to you. "What did it say?"<br>
<br>
You look at her and sigh. "Take a look."<br>
<br>
She glances down at the book in front of you, but her eyes narrow. "That's about me."<br>
<br>
That stops you. You glance back down at the pages, seeing the entry for you. "What?"<br>
<br>
She points to your name at the top. "The entry. It says Jennifer Chambers."<br>
<br>
Checking once more, you shake your head. "That's not what I see."<br>
<br>
She holds your attention, her face now covered in fear. You both look back at Mr. Twee, who watches you with a smile.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the conversation with Mr. Twee" "UnknownLocationStudyMrTweeDialogue0">><<set $UnknownLocationStudyReadBook to undefined>><<DialogueUnlock "MrTwee" "AskAboutBookAgain">><</link>>
<</switch>><<switch $UnknownLocationStudyEditBook>>
<<case undefined>>
<<CheckFirst "BookEditing">>
<<if _CheckFirst is false>>
You turn to Mr. Twee, considering what the book said about you. You quickly break it down in five areas. Embracing Charlton's way of life. Your employment. Your relationship. Emily. And lastly, the pointed summary.<br>
<br>
"Was there something specific you wanted to change?", Mr. Twee asks.<br>
<<else>>
Mr. Twee looks back at you, smiling. "Anything else?"<br>
<</if>>
<br>
<<ActionsHeader>>
<<if $UnknownLocationStudyEditCharlton is undefined>><<link "Tell him the bit about the Charlton way of working" "UnknownLocationStudyEditCharlton">><<AddFirst "BookEditing">><</link>><br><</if>>
<<if $UnknownLocationStudyEditJob is undefined>><<link "Tell him the bit about your job" "UnknownLocationStudyEditJob">><<AddFirst "BookEditing">><</link>><br><</if>>
<<if $UnknownLocationStudyEditRelationship is undefined>><<link "Tell him the bit about your relationship" "UnknownLocationStudyEditRelationship">><<AddFirst "BookEditing">><</link>><br><</if>>
<<if $UnknownLocationStudyEditEmily is undefined>><<link "Tell him the bit about Emily" "UnknownLocationStudyEditEmily">><<AddFirst "BookEditing">><</link>><br><</if>>
<<if $UnknownLocationStudyEditSummary is undefined>><<link "Tell him the summary" "UnknownLocationStudyEditSummary">><<AddFirst "BookEditing">><</link>><br><</if>>
<<link "Tell him you're done" "UnknownLocationStudyEditBook">><<if $BookJenniferDone is true>><<set $UnknownLocationStudyEditBook to "Finished">><<else>><<set $UnknownLocationStudyEditBook to "JenniferDictate">><</if>><<AddFirst "BookEditing">><<set $UnknownLocationStudyEditCharlton to undefined>><<set $UnknownLocationStudyEditJob to undefined>><<set $UnknownLocationStudyEditRelationship to undefined>><<set $UnknownLocationStudyEditEmily to undefined>><<set $UnknownLocationStudyEditSummary to undefined>><</link>>
<<case "JenniferDictate">>
<<if $current.avatar is "Jennifer">>
<i><<TrueName "Current">></i> gives you a smile, then begins to speak.<br>
<br>
"Change it all," he says with glee. "Take out that bit about coming back. I will choose when I return, or not at all."<br>
<br>
Mr. Twee begins writing, scribbling his words down in the book.<br>
<br>
"I'll remember my parents, always," he continues. "And that bit about affection." He throws you a look. "Write I'll continue to find it with <<TrueName "Current">>. And I'll appreciate how they dote on me, as they continue to work in the shop until we can leave."<br>
<br>
He smiles. Your eyes widen. The implication of who will be doting on who is clear.<br>
<br>
"Take out that bit about dancing," he says, glancing again at you. "I'm going to resist everything this town throws at me." A small smile spreads across his lips. "But I'll grow accustomed to the role of being <<TrueName "Current">>'s girlfriend. I'll enjoy being his lovely partner, accommodating his needs as he wishes."<br>
<br>
"You sound like your future will be exceptional!" Mr. Twee replies. "Anything else?"<br>
<br>
He gives you one last look, then shakes his head. "That will be all."<br>
<br>
"Great! Can I help you with anything else?"<br>
<br>
"I think that's everything," he says, grinning at you.<br>
<<else>>
<<CheckPersonalityState "Jennifer">>
<<if _PersonalityState is "Hardened">>
"Change it all," she says with spitefulness. "Take out that bit about coming back. I will choose when I return, or not at all."<br>
<br>
Mr. Twee begins writing, scribbling his words down in the book.<br>
<br>
<<BookChangeSelfCheck "Relationship">>
<<if $BookChangeSelf isnot undefined and $BookChangeSelf.Relationship is "RelationshipMaleSecretary">>
"I'll remember my parents, always," she continues. "And that bit about affection." She throws you a look. "Write I'll find someone who appreciates me for what I am and want. Not what they want from me."<br>
<br>
You wince as Jennifer looks away from your stare towards Mr. Twee.<br>
<<elseif $BookChangeSelf isnot undefined and $BookChangeSelf.Relationship is "RelationshipMaleJenniferPersevere">>
"I'll remember my parents, always," she continues. "And that bit about affection." She throws you a smile. "Write I'll continue to find it with <<TrueName "Current">>. Someone who appreciates me for who I am."<br>
<br>
You smile as Jennifer stares back at you.<br>
<<else>>
"I'll remember my parents, always," she continues. "And that bit about affection." She throws you a look. "Write I'll continue to find it with someone special. Someone who appreciates me for who I am."<br>
<br>
You watch Jennifer as she holds your look.<br>
<</if>>
<br>
"Take out that bit about dancing. And I'm going to resist everything this town throws at me." A small smile spreads across her lips.<br>
<br>
"You sound like your future will be exceptional!" Mr. Twee replies. "Anything else?"<br>
<br>
She gives you one last look, then shakes her head. "That will be all."<br>
<br>
"Great! Can I help you with anything else?"<br>
<<else>>
"I don't know where to begin," she says with defeat. "It all seems... inevitable."<br>
<br>
<<BookChangeSelfCheck "Relationship">>
<<if $BookChangeSelf isnot undefined and $BookChangeSelf.Relationship is "RelationshipMaleSecretary">>
"Come on, Jen," you begin, but her look makes your words catch in your throat. "The only words I want to hear from you are about what you said about secretaries."<br>
<br>
You fall silent.<br>
<<elseif $BookChangeSelf isnot undefined and $BookChangeSelf.Relationship is "RelationshipMaleJenniferPersevere">>
"Come on, Jen," you say. "You have a chance to change it."<br>
<br>
She gives you a look, but nods. "Change that bit about affection. I'll find it with <<TrueName "Current">>. As he'll find it with me."<br>
<br>
You smile as Jennifer stares back at you.<br>
<<else>>
"Come on, Jen," you say. "You have a chance to change it."<br>
<br>
She gives you a look, but nods. "Change that bit about affection. I'll find it with... someone."<br>
<br>
You watch Jennifer as she holds your look.<br>
<</if>>
<br>
Jennifer turns back to Mr. Twee. "I don't want to forget my parents," she mutters. "And I don't want to end up a dancer." She shrugs. "I guess I'm okay with working at Evans'."<br>
<br>
Mr. Twee begins writing, scribbling his words down in the book.<br>
<br>
"The rest..." she adds. "Seems okay. Like what I thought my life would look like, anyway."<br>
<br>
"My master knows what's best!" Mr. Twee replies. "Anything else?"<br>
<br>
She gives you one last look, then shakes her head. "That will be all."<br>
<br>
"Great! Can I help you with anything else?"<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<if $BookJenniferFirst is true>>
<<link "Step up and make your own changes" "UnknownLocationStudyEditBook">><<set $UnknownLocationStudyEditBook to undefined>><<set $BookJenniferFirst to undefined>><<set $BookJenniferDone to true>><</link>><br>
<<link "Decide not to change the book and say goodbye" "UnknownLocationStudy">><<set $UnknownLocationStudyEditBook to undefined>><<set $BookJenniferFirst to undefined>><<set $BookJenniferDone to undefined>><<SetFlag "Quest35BookDecided">><<EndConversation "MrTwee">><</link>>
<<else>>
<<link "Say goodbye and return to the study" "UnknownLocationStudy">><<set $UnknownLocationStudyEditBook to undefined>><<set $BookJenniferFirst to undefined>><<set $BookJenniferDone to undefined>><<SetFlag "Quest35BookDecided">><<EndConversation "MrTwee">><</link>>
<</if>>
<<case "Finished">>
You step back from the desk, considering everything the two of you have dictated.<br>
<br>
"All done?" Mr. Twee asks brightly.<br>
<br>
You look over to Jennifer. She gives you a single nod, her arms folded. Whatever comes of this, it's written now.<br>
<br>
"Can I help you with anything else?"<br>
<br>
<<ActionsHeader>>
<<link "Say goodbye and return to the study" "UnknownLocationStudy">><<set $UnknownLocationStudyEditBook to undefined>><<set $BookJenniferDone to undefined>><<SetFlag "Quest35BookDecided">><<EndConversation "MrTwee">><</link>>
<<case "Decline">>
You look back between Mr. Twee and Jennifer. Looking down at the book. "Actually, I'm not so sure about this."<br>
<br>
"Glad you're starting to see things my way," she comments. "Come on, we're not going to get anything more out of here. This has been... demoralising."<br>
<br>
She takes a step back away from the desk, towards where you first appeared in the study. You look back to Mr. Twee, who waits expectantly.<br>
<br>
"Can I help you with anything else?"<br>
<br>
<<ActionsHeader>>
<<link "Say goodbye and return to the study" "UnknownLocationStudy">><<set $UnknownLocationStudyEditBook to undefined>><<SetFlag "Quest35BookDecided">><<EndConversation "MrTwee">><</link>>
<</switch>><<switch $UnknownLocationStudyEditCharlton>>
<<case undefined>>
You remember the first part clearly. Where it described how you'd embrace the Charlton way of life and forget about your life before in the city.<br>
<br>
"Just say the word," Mr. Twee tells you. "And I'll write it down!"<br>
<br>
Jennifer lingers nearby, waiting to hear what you have to say.<br>
<br>
<<ActionsHeader>>
<<link "Dictate that you will rebel against the Charlton way of life" "UnknownLocationStudyEditCharlton">><<BookChangeSelf "CharltonWay" "Rebel">><<set $UnknownLocationStudyEditCharlton to "Result">><<Assertive 1>><</link>><br>
<<link "Dictate that you will be a wealthy and influential member of the community" "UnknownLocationStudyEditCharlton">><<BookChangeSelf "CharltonWay" "Wealthy">><<set $UnknownLocationStudyEditCharlton to "Result">><<Greedy 1>><</link>><br>
<<link "Dictate that you will retain all your memories of the city" "UnknownLocationStudyEditCharlton">><<BookChangeSelf "CharltonWay" "Memories">><<set $UnknownLocationStudyEditCharlton to "Result">><<Intelligence 1>><</link>><br>
<<link "Decide against it and consider other parts" "UnknownLocationStudyEditBook">><</link>>
<<case "Result">>
<<BookChangeSelfCheck "CharltonWay">>
<<if $BookChangeSelf.CharltonWay is "Rebel">>
"I want to change the part about embracing the Charlton way of life," you tell Mr. Twee. "I will rebel against the town, actively challenging what I think is wrong and standing up for the people it treads on."<br>
<<elseif $BookChangeSelf.CharltonWay is "Wealthy">>
"I want to change the part about embracing the Charlton way of life," you tell Mr. Twee. "Instead of fitting in, I will be wealthy and influential. A key member of the community, not just another face."<br>
<<elseif $BookChangeSelf.CharltonWay is "Memories">>
"I want to change the part about only remembering the bad parts of my life in the city," you tell Mr. Twee. "I will retain all my memories, good and bad."<br>
<</if>>
<br>
"Of course!" Mr. Twee begins, writing furiously for a few moments before looking up. "Will that be all?"<br>
<br>
<<ActionsHeader>>
<<link "Consider other parts to revise" "UnknownLocationStudyEditBook">><</link>>
<</switch>><<switch $UnknownLocationStudyEditJob>>
<<case undefined>>
"That part about my job," you say. "I want to look at that."<br>
<br>
"Of course!" Mr. Twee replies. "Tell me what you'd like changed and I'll make the corrections!"<br>
<br>
Jennifer watches with interest.<br>
<br>
<<ActionsHeader>>
<<GetPCState "job">>
<<if _job is "Fired">>
<<link "Dictate you'll find a job using your skills as a programmer" "UnknownLocationStudyEditJob">><<BookChangeSelf "Job" "FiredProgrammer">><<Intelligence 1>><<set $UnknownLocationStudyEditJob to "Result">><</link>><br>
<</if>>
<<if $PlayerCharacter.female is false and _job is "Secretary">>
<<link "Dictate that you'll find your job as secretary fulfilling" "UnknownLocationStudyEditJob">><<BookChangeSelf "Job" "SecretaryMaleLike">><<Feminity 1>><<set $UnknownLocationStudyEditJob to "Result">><</link>><br>
<</if>>
<<if $PlayerCharacter.female is true and _job is "Secretary">>
<<link "Dictate that you won't tend to the needs of your employer" "UnknownLocationStudyEditJob">><<BookChangeSelf "Job" "SecretaryFemaleNoNeeds">><<Assertive 1>><<set $UnknownLocationStudyEditJob to "Result">><</link>><br>
<</if>>
<<if _job is "Secretary">>
<<link "Dictate that you'll be put back in the position of a programmer" "UnknownLocationStudyEditJob">><<BookChangeSelf "Job" "SecretaryProgrammer">><<Intelligence 1>><<set $UnknownLocationStudyEditJob to "Result">><</link>><br>
<</if>>
<<if $PlayerCharacter.female is true and _job isnot "Secretary" and _job isnot "Fired">>
<<link "Tell him you will retain your interest in computers and stay a programmer" "UnknownLocationStudyEditJob">><<BookChangeSelf "Job" "ProgrammerFemaleLikeComputers">><<Assertive 1>><<set $UnknownLocationStudyEditJob to "Result">><</link>><br>
<</if>>
<<if $PlayerCharacter.female is false and _job isnot "Secretary" and _job isnot "Fired">>
<<link "Tell him you will stand up for yourself against your employer" "UnknownLocationStudyEditJob">><<BookChangeSelf "Job" "ProgrammerMaleStandUp">><<Assertive 1>><<set $UnknownLocationStudyEditJob to "Result">><</link>><br>
<</if>>
<<link "Decide against it and consider other parts" "UnknownLocationStudyEditBook">><</link>>
<<case "Result">>
<<if $BookChangeSelf.Job is "FiredProgrammer">>
"Change what sort of job I'll find," you tell him. "I will land a coding job that will show Thompson I know what I'm doing."<br>
<br>
"Sounds great!" Mr. Twee tells you, writing furiously for a few moments before looking up. "Will that be all?"<br>
<<elseif $BookChangeSelf.Job is "SecretaryMaleLike">>
"Where it says I’ll find the secretarial job unfulfilling," you begin. "Can you change that?"<br>
<br>
You feel Jennifer's eyes burrow into your back. "Really?"<br>
<br>
You turn and shrug. "I'm enjoying it, okay? Can't a man do a secretary's job, or are you more Charlton than you think?"<br>
<br>
You give her a grin to emphasise it's a quip. She looks at you and shrugs. "Okay."<br>
<br>
Mr. Twee begins to write furiously. "So you'll find secretary work fulfilling? Noted! Anything else?"<br>
<<elseif $BookChangeSelf.Job is "SecretaryFemaleNoNeeds">>
"Take out that stuff about tending to the needs of my employer," you say. "I'll just do the job to the best of my ability."<br>
<br>
"Yuck," Jen comments. "If we didn't know by now, you can tell the book's author is a man."<br>
<br>
Mr. Twee begins to write furiously. "Tend to the needs of their employee... omitted! This sure is fun! Anything else?"<br>
<<elseif $BookChangeSelf.Job is "SecretaryProgrammer">>
"I want to be put back as a programmer," you tell him. "Change the secretary stuff."<br>
<br>
Mr. Twee begins to write furiously. "Noted! Anything else?"<br>
<<elseif $BookChangeSelf.Job is "ProgrammerFemaleLikeComputers">>
"I won't lose my interest in computers and programming," you tell Mr. Twee. "Change all of that to will maintain my interest and retain my job."<br>
<br>
"You could say any other job in Charlton," Jen reminds you. "Why stay at Thompson's?"<br>
<br>
You turn and shrug. "Better the devil you know. There's much worse places to work around here as a woman."<br>
<br>
Jen nods in agreement. "Won't argue with that."<br>
<br>
Mr. Twee begins to write furiously. "An interest in computers maintained. And your current job to continue. Great! Anything else?"<br>
<<elseif $BookChangeSelf.Job is "ProgrammerMaleStandUp">>
"Replace the bit about my employer. It should read something like I will stand up for myself."<br>
<br>
"Do you need a book to do that?" Jennifer says with a grin.<br>
<br>
You smile back. "Think of it as insurance. Plus, you wouldn't believe what it originally said."<br>
<br>
A brow leaps up on Jen's face. "You would say that if you saw my entry."<br>
<br>
Mr. Twee begins to write furiously. "So you'll stand up to your employer when necessary. Perfect! Anything else?"<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Consider other parts to revise" "UnknownLocationStudyEditBook">><</link>>
<</switch>><<switch $UnknownLocationStudyEditRelationship>>
<<case undefined>>
"I'd like to change the bits about my relationship," you say.<br>
<br>
"Certainly," Mr. Twee tells you. "What would you like to alter?"<br>
<br>
Jennifer leans in for this one, listening attentively.<br>
<br>
<<ActionsHeader>>
<<if $PlayerCharacter.female is false>>
<<link "Tell him that your relationship with Jennifer will persevere" "UnknownLocationStudyEditRelationship">><<BookChangeSelf "Relationship" "RelationshipMaleJenniferPersevere">><<set $UnknownLocationStudyEditRelationship to "Result">><<ChangeNPCrelationship "Jennifer" "PC" 3>><</link>><br>
<<link "Tell him that you won't be limited by someone being a secretary" "UnknownLocationStudyEditRelationship">><<BookChangeSelf "Relationship" "RelationshipMaleSecretary">><<set $UnknownLocationStudyEditRelationship to "Result">><<Greedy 1>><</link>><br>
<<CompulsionCheck "OldFashionedValues">>
<<if _CompulsionCheck is false>>
<<link "Tell him you will find someone who will be an equal partner, not a housewife" "UnknownLocationStudyEditRelationship">><<BookChangeSelf "Relationship" "RelationshipMaleEqualPartner">><<set $UnknownLocationStudyEditRelationship to "Result">><</link>><br>
<<else>>
<span class="compulsion">[Old Fashioned Values] </span><s>Tell him you will find someone who will be an equal partner, not a housewife</s> - <i>You can't bring yourself to say this</i><br>
<</if>>
<<else>>
<<link "Tell him you won't be limited to just a tradesman when looking for a man" "UnknownLocationStudyEditRelationship">><<BookChangeSelf "Relationship" "RelationshipFemaleNotTradesman">><<set $UnknownLocationStudyEditRelationship to "Result">><<Orientation 1>><</link>><br>
<<link "Tell him you will find girls attractive, not men" "UnknownLocationStudyEditRelationship">><<BookChangeSelf "Relationship" "RelationshipFemaleIntoWomen">><<set $UnknownLocationStudyEditRelationship to "Result">><<Orientation -1>><</link>><br>
<<CompulsionCheck "HouseProud">>
<<if _CompulsionCheck is false>>
<<link "Tell him you won't be enamored by just taking pride in your household" "UnknownLocationStudyEditRelationship">><<BookChangeSelf "Relationship" "RelationshipFemaleNoHousework">><<set $UnknownLocationStudyEditRelationship to "Result">><</link>><br>
<<else>>
<span class="compulsion">[House Proud] </span><s>Tell him you won't be enamored by just taking pride in your household</s> - <i>The idea of being a housewife somehow appeals to you.</i><br>
<</if>>
<</if>>
<<link "Decide against it and consider other parts" "UnknownLocationStudyEditBook">><</link>>
<<case "Result">>
<<if $BookChangeSelf.Relationship is "RelationshipMaleJenniferPersevere">>
"Change where it says my relationship with Jennifer Chambers will wither," you say. "So our relationship will persevere."<br>
<br>
You sense Jennifer shuffling from next to you. When you turn, you see a smile on her face. A mix of embarrassment and joy.<br>
<br>
"I didn't know if you still wanted this," she whispers. "With everything that's happened."<br>
<br>
A smile forms on your face. "Of course I do."<br>
<br>
Mr. Twee begins to write furiously. "Relationship will persevere! Noted! Anything else?"<br>
<<elseif $BookChangeSelf.Relationship is "RelationshipMaleSecretary">>
"I'm not sure I want to be limited," you say, trying to find the delicate words in the presence of Jennifer.<br>
<br>
"I'm sorry," Mr. Twee replies. "I don't understand. My comprehension of human inference can be limited at times. Can you be more specific?"<br>
<br>
Jennifer bristles next to you, eyes locked on to your face. You breathe through your nostrils. "Change not a secretary to maybe even a secretary."<br>
<br>
"Sure thing!" Mr. Twee begins to write furiously. From the corner of your eye, you see Jennifer staring back at you. After a moment you hear her trembling voice. "We'll talk about it when we get home."<br>
<<elseif $BookChangeSelf.Relationship is "RelationshipMaleEqualPartner">>
"I don't want a partner to just be a housewife," you say. "I want someone who will be an equal partner, in all things."<br>
<br>
"That's not going to go down well in Charlton," Jennifer comments. "But I appreciate the sentiment."<br>
<br>
Mr. Twee begins to write furiously. "How novel! No housewife. An equal partner. My master will be very surprised! Anything else?"<br>
<<elseif $BookChangeSelf.Relationship is "RelationshipFemaleNotTradesman">>
"I don't want to limit myself to a tradesman," you tell him. "I want to be free to choose my own partner."<br>
<br>
"Not a great selection in Charlton," Jennifer says. "I should know. I've been looking."<br>
<br>
Mr. Twee begins to write furiously. "Noted! I've removed the reference to the tradesman. Anything else?"<br>
<<elseif $BookChangeSelf.Relationship is "RelationshipFemaleIntoWomen">>
"Can you change the relationship bits to be a little less... manly," you tell him.<br>
<br>
"I'm sorry," Mr. Twee replies. "I don't understand. My comprehension of human inference can be limited at times. Can you be more specific?"<br>
<br>
Jennifer eyes you with interest. You breathe through your nostrils. "I will find women attractive. Not men."<br>
<br>
"Sure thing!" Mr. Twee begins to write furiously. You look back at Jennifer, her mouth now open.<br>
<br>
"I... did wonder," she tells you. "You're sure about this, though? Charlton is hard enough as it is."<br>
<br>
You nod, watching Mr. Twee write your future. And you let out a smile.<br>
<<elseif $BookChangeSelf.Relationship is "RelationshipFemaleNoHousework">>
"Strip out that bit about taking pride in the household," you tell Mr. Twee. "I don't want to be consumed just by cleaning."<br>
<br>
"Do you not like cooking?" Jennifer says with some surprise. "I find it... relaxing."<br>
<br>
You offer her a smile, but say nothing. Sometimes you forget that in spite of her resistance, she's grown up in Charlton.<br>
<br>
Mr. Twee begins to write furiously. "Noted! No explicit reference to taking pride in a household. Anything else?"<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Consider other parts to revise" "UnknownLocationStudyEditBook">><</link>>
<</switch>><<switch $UnknownLocationStudyEditEmily>>
<<case undefined>>
"What about the words about my sister?" you say. "Can you change that?"<br>
<br>
"Oh yes!" Mr. Twee exclaims. "What specifically do you think should go there?"<br>
<br>
From behind you, Jennifer waits for you to speak.<br>
<br>
<<ActionsHeader>>
<<link "Tell him you will notice any changes that happen to her, and not accept her disappearing" "UnknownLocationStudyEditEmily">><<BookChangeSelf "Emily" "EmilyChangesNoted">><<set $UnknownLocationStudyEditEmily to "Result">><<SiblingBond 1>><</link>><br>
<<link "Decide against it and consider other parts" "UnknownLocationStudyEditBook">><</link>>
<<case "Result">>
"I will see the danger of any changes in her," you say flatly. "And if she goes missing, I'll move mountains to find her."<br>
<br>
Jennifer smiles at hearing your words. "That's a good change, <<TrueName "Current">>."<br>
<br>
Mr. Twee begins to write furiously. "It certainly is! Anything else?"<br>
<br>
<<ActionsHeader>>
<<link "Consider other parts to revise" "UnknownLocationStudyEditBook">><</link>>
<</switch>><<switch $UnknownLocationStudyEditSummary>>
<<case undefined>>
"I'd like to change what it says at the end," you say. "That summary."<br>
<br>
"That can be done!" Mr. Twee says with enthusiasm. "Anything you had in mind?"<br>
<br>
Jen stands up next to you, watching.<br>
<br>
<<ActionsHeader>>
<<if $PlayerCharacter.female is true>>
<<CompulsionCheck "OldFashionedValues">>
<<if _CompulsionCheck is false>>
<<link "Tell him your life will be happy and fulfilling, not subservient. You will be yourself." "UnknownLocationStudyEditSummary">><<BookChangeSelf "Summary" "FemaleLifeByYourself">><<set $UnknownLocationStudyEditSummary to "Result">><</link>><br>
<<else>>
<span class="compulsion">[Old Fashioned Values] </span><s>Tell him your life will be happy and fulfilling, not subservient. You will be yourself</s> - <i>You can't bring yourself to say this</i><br>
<</if>>
<<else>>
<<CompulsionCheck "OldFashionedValues">>
<<if _CompulsionCheck is false>>
<<link "Tell him your life will be happy, but not traditional. You will be yourself." "UnknownLocationStudyEditSummary">><<BookChangeSelf "Summary" "MaleLifeByYourself">><<set $UnknownLocationStudyEditSummary to "Result">><</link>><br>
<<else>>
<span class="compulsion">[Old Fashioned Values] </span><s>Tell him your life will be happy, but not traditional. You will be yourself</s> - <i>You can't bring yourself to say this</i><br>
<</if>>
<</if>>
<<link "Decide against it and consider other parts" "UnknownLocationStudyEditBook">><</link>>
<<case "Result">>
<<if $PlayerCharacter.female is true>>
"I want my life to be happy and fulfilling, not subservient," you tell him. "And I'll be myself over fitting in."<br>
<<else>>
"I want my life to be happy and fulfilling over being traditional," you tell him. "And I'll be myself over all things."<br>
<</if>>
<br>
Jennifer nods. "Good edit."<br>
<br>
Mr. Twee begins to write furiously. "Done! Anything else?"<br>
<br>
<<ActionsHeader>>
<<link "Consider other parts to revise" "UnknownLocationStudyEditBook">><</link>>
<</switch>><<if $MrTweeDialogue is undefined>>
Mr. Twee looks up as you approach him, momentarily stopping his writing. "Hello! How are you?"<br>
<<else>>
Mr. Twee stares back at you, unmoving and unblinking.<br>
<</if>>
<br>
<<ActionsHeader>>
<<if $current.avatar isnot "Keith">>
<<DialogueSpoken "MrTwee" "AskAboutHim">>
<<if _Discussed is false>><<link "Ask about him" "MrTweeDialogue">><<set $MrTweeDialogue to "AskAboutHim">><</link>><br><</if>>
<<DialogueUnlockCheck "MrTwee" "Master">><<DialogueSpoken "MrTwee" "AskAboutMaster">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about who he works for" "MrTweeDialogue">><<set $MrTweeDialogue to "AskAboutMaster">><</link>><br><</if>>
<<DialogueSpoken "MrTwee" "AskAboutWriting">>
<<if _Discussed is false>><<link "Ask about what he's writing" "MrTweeDialogue">><<set $MrTweeDialogue to "AskAboutWriting">><</link>><br><</if>>
<<DialogueUnlockCheck "MrTwee" "AskForthcoming">><<DialogueSpoken "MrTwee" "AskForthcoming">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about why he's so forthcoming" "MrTweeDialogue">><<set $MrTweeDialogue to "AskForthcoming">><</link>><br><</if>>
<<DialogueUnlockCheck "MrTwee" "AskToSeeBook">><<DialogueSpoken "MrTwee" "AskToSeeBook">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask to see the book" "MrTweeDialogue">><<set $MrTweeDialogue to "AskToSeeBook">><</link>><br><</if>>
<</if>>
<<DialogueUnlockCheck "MrTwee" "AskAboutBookAgain">><<DialogueSpoken "MrTwee" "AskAboutBookAgain">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about the differences in what you see to Jennifer" "MrTweeDialogue">><<set $MrTweeDialogue to "AskAboutBookAgain">><</link>><br><</if>>
<<DialogueUnlockCheck "MrTwee" "AskAboutJenniferEntry">><<DialogueSpoken "MrTwee" "AskAboutJenniferEntry">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask him to give the book to Jennifer" "MrTweeDialogue">><<set $MrTweeDialogue to "AskAboutJenniferEntry">><</link>><br><</if>>
<<DialogueUnlockCheck "MrTwee" "AskAboutKeithEntry">><<DialogueSpoken "MrTwee" "AskAboutKeithEntry">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask about her dad's entry" "MrTweeDialogue">><<set $MrTweeDialogue to "AskAboutKeithEntry">><</link>><br><</if>>
<<DialogueUnlockCheck "MrTwee" "ChangeEntries">><<DialogueSpoken "MrTwee" "ChangeEntries">>
<<if _DialogueUnlockCheck is true and _Discussed is false>><<link "Ask him about changing your entries" "MrTweeDialogue">><<set $MrTweeDialogue to "ChangeEntries">><</link>><br><</if>>
<<link "Return to the study" "UnknownLocationStudy">><<EndConversation "MrTwee">><</link>><b>Your home</b><br>
<img src="./images/Your_Home.png"><br>
<br>Your family home has an open-plan kitchen within the living room. A large table separates the kitchen space from the lounge area, which boasts a big sofa and a giant TV at the other end.<br>
<<include "EventsYourHome">>
<<if _currentEvent is undefined>>
<<EmilyYourHomeDescriptor>>
<<QuestState "Quest9">>
<<if _QuestState is 4 and setup.period[$periodCurrent] is "Evening">><br><I>You remember Christina's final test to deal with Liz. You know you can convince her to come over, but the decision to use magic on her or warn her is still one you mull over in your mind.<br></i><</if>>
<br>
<<ActionsHeader>>
<<CurrentOutfit>>
<<set _PokerDressed to _CurrentOutfit is "PokerConservativeEmily" or _CurrentOutfit is "PokerRevealingEmily" or _CurrentOutfit is "PokerConservativeFemalePC" or _CurrentOutfit is "PokerRevealingFemalePC">>
<<CheckNPCForm "Jennifer">><<DailyVariableCheck "RedRoomPartnerActive">>
<<if $current.avatar is "Heather">>
<s>Go outside</s> - <i>Heather warned you not to walk around town as her.</i><br>
<<elseif $current.avatar is "Elizabeth">>
<s>Go outside</s> - <i>You shouldn't walk around town as Liz.</i><br>
<<elseif $current.avatar is "Charli" and $SleptTransformed is true>>
<s>Go outside</s> - <i>You should probably transform back today before going outside.</i><br>
<<elseif $current.avatar is "Tandi">>
<s>Go outside</s> - <i>You shouldn't walk around town as Tandi. If you want to go to Hearts, call a taxi.</i><br>
<<elseif $SleptTransformed is true and _NPCForm is "Jennifer">>
<s>Go outside</s> - <i>You should probably transform back today before going outside</i><br>
<<elseif _DailyVariableCheck is true>>
<s>Go outside</s> - <i>You should get ready for the Red Room</i><br>
<<elseif _PokerDressed is true>>
<s>Go outside</s> - <i>You should change out of your clothes if you're not going to poker night.</i><br>
<<elseif setup.period[$periodCurrent] is "Morning" and (setup.days[$dayCurrent] isnot "Saturday" and setup.days[$dayCurrent] isnot "Sunday")>>
<<if $current.avatar is "Emily">>
<<set _YourHomeDayDescriptor to "Leave for school">>
<<else>>
<<GetPCState "job">>
<<if _job is "Fired">>
<<set _YourHomeDayDescriptor to "Leave the house">>
<<else>>
<<set _YourHomeDayDescriptor to "Leave for work">>
<</if>>
<</if>>
<<link _YourHomeDayDescriptor "YourStreet">><<MorningScheduling>><</link>><br>
<<elseif setup.period[$periodCurrent] is "Morning" and (setup.days[$dayCurrent] is "Saturday" or setup.days[$dayCurrent] is "Sunday")>>
<<link "Go outside" "YourStreet">><<set $EmDay to "town">><</link>><br>
<<else>>
[[Go outside->YourStreet]]<br>
<</if>>
<<link "Look at the fridge calendar" "YourHomeCalendar">><</link>><br>
<<if $NPCPresent.includes("Emily")>>
<<DailyVariableCheck "RedRoomPartnerActive">>
<<if _DailyVariableCheck is true>><s>Talk to Emily</s> - <i>You should get ready for the Red Room</i><br>
<<else>><<link "Talk to Emily" "YourHomeEmilyDialogue0">><</link>><br><</if>>
<<SpellsCheckSelf "Identify">><<AlreadyIdentified "Emily">>
<<if _AlreadyIdentified is false and _SpellsCheckSelf is true and $current.female is true>>
<<link "[Spell: Identify] Cast Identify on Emily" "SpellIdentify">>
<<CastIdentify "Emily" "YourHome" "the living room">>
<<SpellIdentified "Emily">>
<</link>><br>
<</if>>
<<InventoryCheckSelf "EmilyLipgloss">><<DailyVariableCheck "RedRoomPartnerActive">>
<<if $current.avatar isnot "Emily" and _InventoryCheckSelf is true>>
<<if _DailyVariableCheck is true>><s>Transform into Emily</s> - <i>You should get ready for the Red Room</i><br>
<<else>><<link "Transform into Emily" "YourHomeTransformEmily">><</link>><br><</if>>
<</if>>
<<InventoryCheckSelf "ResistanceRing">><<Flag "ResistanceRingResolved">>
<<if _InventoryCheckSelf is true and _FlagReturn is false>><<link "Decide what to do with the ring Jen gave you" "YourHomeResistanceRingResolution">><</link>><br><</if>>
<</if>>
<<if setup.period[$periodCurrent] is "Evening">>
<<QuestOptionCheck "Quest2" 0 "liz">><<QuestStatus "Quest2">>
<<if _QuestOptionCheck is true and _QuestStatus is "active">>
<<DailyVariableCheck "RedRoomPartnerActive">>
<<if _DailyVariableCheck is true>><s>Invite Liz over to learn magic</s> - <i>You should get ready for the Red Room</i><br>
<<else>><<link "Invite Liz over to learn magic" "YourHomeElizabethMagic">><</link>><br><</if>>
<</if>>
<<SpellsCheckNPC "Elizabeth" "Ward">><<QuestOptionCheck "Quest10" 3 "liz_ward_lesson" "gte">><<Flag "Act2GeographyDetentionTeachWard" "Liz">>
<<if (_QuestOptionCheck is true or _FlagReturn is true) and _SpellsCheckNPC is false and $current.avatar is "Emily">>
<<DailyVariableCheck "RedRoomPartnerActive">>
<<if _DailyVariableCheck is true>><s>Invite Liz over to learn Ward</s> - <i>You should get ready for the Red Room</i><br>
<<else>><<link "Invite Liz over to learn Ward" "YourHomeElizabethWard">><</link>><br><</if>>
<</if>>
<<Flag "Act2Started">><<set _Act2Started to _FlagReturn>>
/* Same gate both acts (multiple detention-helper routes ruled 2026-08-22): convinced-but-not-yet-tutored survives the stage-4 bump from the other helper's resolution */
<<QuestOptionCheck "Quest10" 3 "terrence_tutoring_convinced" "gte">><<QuestOptionCompleteCheck "Quest10" 3 "terrence_tutoring_convinced">>
<<set _TerrenceTutorPending to (_QuestOptionCheck is true and _QuestOptionCompleteCheck is false)>>
<<if _TerrenceTutorPending is true and $current.avatar is "Emily">>
<<DailyVariableCheck "RedRoomPartnerActive">>
<<if _DailyVariableCheck is true>><s>Invite Terrence over to Tutor</s> - <i>You should get ready for the Red Room</i><br>
<<else>><<link "Invite Terrence over to Tutor" "YourHomeTerrenceTutor">><</link>><br><</if>>
<</if>>
<<QuestState "Quest9">>
<<if _QuestState is 4>>
<<DailyVariableCheck "RedRoomPartnerActive">>
<<if _DailyVariableCheck is true>><s>Invite Liz over</s> - <i>You should get ready for the Red Room</i><br>
<<else>><<link "Invite Liz over" "YourHomeElizabethCheerleaders">><</link>><br><</if>>
<</if>>
<</if>>
<<if setup.period[$periodCurrent] isnot "Night">>
<<InventoryCheckSelf "ExclusionNote">><<CheckFirst "PEClass">>
<<if _InventoryCheckSelf is false and _CheckFirst is true and _CurrentPC is true>>
<<link "Write an Exclusionary Note from PE" "YourHomePENote">><</link>><br>
<</if>>
<<DailyVariableCheck "RedRoomPartnerActive">>
<<if $current.avatar is "Heather">><s>Waste time and watch TV</s> - <i>You need to go to Heather's babysitting job</i><br>
<<elseif _DailyVariableCheck is true>><s>Waste time and watch TV</s> - <i>You should get ready for the Red Room</i><br>
<<elseif _PokerDressed is true>><s>Waste time and watch TV</s> - <i>You should change out of your clothes if you're not going to poker night.</i><br>
<<else>><<link "Waste time and watch TV" "YourHomeTV">><</link>><br><</if>>
<<NPCLocationCheck "Emily">>
<<if _NPCLocationCheck isnot "EmilysRoom">>[[Go to Emily's room->EmilysRoom]]<br>
<<else>><s>Go to Emily's room</s> - <i>Emily is in her room and doesn't want to see you.</i><br>
<</if>>
<</if>>
<<Flag "CharltonTaxiHomeKnown">>
<<if _FlagReturn is true and setup.period[$periodCurrent] isnot "Night" and $current.avatar isnot "Elizabeth" and ($current.avatar isnot "Charli" or $SleptTransformed isnot true)>><<DailyVariableCheck "RedRoomPartnerActive">><<if _DailyVariableCheck is true>><s>Call a taxi</s> - <i>You should get ready for the Red Room</i><br><<elseif _PokerDressed is true>><s>Call a taxi</s> - <i>You should change out of your clothes if you're not going to poker night.</i><br><<else>><<link "Call a taxi" "YourHomeTaxi">><</link>><br><</if>><</if>>
<<LocationKnownCheck "RedRoom">><<DailyVariableCheck "RedRoomPartnerActive">><<set _RedRoomRunForm to ["Andrea","Annie","Florence","Jennifer","Charli"].includes($current.avatar)>>
<<if _LocationKnownCheck is true and setup.period[$periodCurrent] is "Evening" and _DailyVariableCheck is false>><<if $current.avatar is "Heather">><s>Prepare to go to the Red Room</s> - <i>You need to go to Heather's babysitting job</i><br><<elseif $current.avatar is "Tandi">><s>Prepare to go to the Red Room</s> - <i>Tandi told you not to go to the Red Room when she was there</i><br><<elseif _CurrentPC isnot true and $current.avatar isnot "Emily" and _RedRoomRunForm isnot true>><s>Prepare to go to the Red Room</s> - <i>You shouldn't go looking like that</i><br><<elseif _PokerDressed is true>><s>Prepare to go to the Red Room</s> - <i>You should change out of your clothes if you're not going to poker night.</i><br><<else>><<link "Prepare to go to the Red Room" "YourHomeRedRoomPreparation">><</link>><br><</if>><</if>>
<<QuestState "Quest18">><<QuestStatus "Quest18">><<DialogueSpokenSecretKnown "Emily" "PokerNightPlansFuzzy">>
<<if (_QuestState is 2 or (_QuestState is 1 and _CurrentPC is true and $current.female is true and _Discussed is true)) and _QuestStatus is "active" and setup.period[$periodCurrent] is "Evening">><<link "Prepare to attend poker night" "YourHomePokerNightPreparation">><</link>><br><</if>>
<<DailyVariableCheck "RedRoomPartnerActive">>
<<if _DailyVariableCheck is true and setup.period[$periodCurrent] is "Evening">>
<<CurrentOutfit>>
<<set _RedRoomBlockedOutfit to ["PokerConservativeEmily", "PokerRevealingEmily", "PokerConservativeFemalePC", "PokerRevealingFemalePC", "GalaDressNonCorrupted", "GalaDressCorrupted"].includes(_CurrentOutfit)>>
<<Flag "WaitForMichelleRedRoom">>
<<if _FlagReturn and _RedRoomBlockedOutfit is true>><s>Wait for Michelle to arrive</s> - <i>You can’t wear that to The Red Room</i><br>
<<elseif _FlagReturn>><<link "Wait for Michelle to arrive" "YourHomeRedRoomWait">><<set $YourHomeRedRoomWait to "MichelleWait">><<SetFlag "WaitForMichelleRedRoom" false>><</link>><br><</if>>
<<Flag "PickUpMichelleRedRoom">>
<<if _FlagReturn and _RedRoomBlockedOutfit is true>><s>Order a taxi to pick-up Michelle</s> - <i>You can’t wear that to The Red Room</i><br>
<<elseif _FlagReturn>><<link "Order a taxi to pick-up Michelle" "YourHomeRedRoomWait">><<set $YourHomeRedRoomWait to "MichellePickUp">><<SetFlag "PickUpMichelleRedRoom" false>><</link>><br><</if>>
<<Flag "WaitForBritneyRedRoom">>
<<if _FlagReturn and _RedRoomBlockedOutfit is true>><s>Wait for Britney to arrive</s> - <i>You can’t wear that to The Red Room</i><br>
<<elseif _FlagReturn>><<link "Wait for Britney to arrive" "YourHomeRedRoomWait">><<set $YourHomeRedRoomWait to "BritneyWait">><<SetFlag "WaitForBritneyRedRoom" false>><</link>><br><</if>>
<<Flag "WaitForAnnieRedRoom">>
<<if _FlagReturn and _RedRoomBlockedOutfit is true>><s>Wait for Annie to arrive</s> - <i>You can’t wear that to The Red Room</i><br>
<<elseif _FlagReturn>><<link "Wait for Annie to arrive" "YourHomeRedRoomWait">><<set $YourHomeRedRoomWait to "AnnieWait">><<SetFlag "WaitForAnnieRedRoom" false>><</link>><br><</if>>
<<Flag "WaitForTaxiRedRoom">>
<<if _FlagReturn and _RedRoomBlockedOutfit is true>><s>Wait for the cab to arrive</s> - <i>You can’t wear that to The Red Room</i><br>
<<elseif _FlagReturn>><<link "Wait for the cab to arrive" "YourHomeRedRoomWait">><<set $YourHomeRedRoomWait to "GoAloneWait">><<set $TaxiDesintation to "RedRoom">><<SetFlag "WaitForTaxiRedRoom" false>><</link>><br><</if>>
<<Flag "WaitForEmilyRedRoom">>
<<if _FlagReturn and _RedRoomBlockedOutfit is true>><s>Wait for Emily to get ready</s> - <i>You can’t wear that to The Red Room</i><br>
<<elseif _FlagReturn>><<link "Wait for Emily to get ready" "YourHomeRedRoomWait">><<set $YourHomeRedRoomWait to "EmilyWait">><<SetFlag "WaitForEmilyRedRoom" false>><</link>><br><</if>>
<</if>>
[[Go to your room->YourRoom]]<br>
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<if _currentEvent is "YourHomeFirst">>
<br>
<<ActionsHeader>>
<<link "Talk to Emily" "YourHomeEmilyFirstDay">>
<<QuestTracker "Quest1" 0>>
<<QuestOptionUnlock "Quest1" 0 "liz">>
<<QuestOptionUnlock "Quest1" 0 "computer">>
<<QuestTracker "Quest5" 0>>
<<EventsCheckEnd "YourHome" "YourHomeFirst">>
<</link>><br>
<<elseif _currentEvent is "BlondeHair">>
<br>
<<if $EmilyStateCurrent lt 3>>
When you enter the living room, Emily is seated cross-legged on the floor, carefully sorting through an old shoebox filled with photographs. She looks up immediately, her expression shifting from casual curiosity to stunned surprise.<br>
<br>
"What did you do to your hair?" she asks sharply, setting the photos aside and standing quickly to approach you. She lifts a hand, hesitantly reaching towards your newly blonde strands as if unsure they're real.<br>
<Br>
You look at her, sheepishly. <i>Did you even consider that Emily would have to match any changes you made to her appearance?</i><br>
<br>
"It's just dye, Em."<br>
<br>
She steps back slightly, arms crossing defensively. "You didn't even think to ask me? Maybe I liked my hair the way it was." She sighs, frustration evident. "Now I'll have to match it."<Br>
<br>
You hesitate, feeling her expectant gaze on you. She finally asks, her voice quieter now, "What exactly do you think people are going to say when they see me as a blonde?"<br>
<<else>>
When you enter the living room, Emily is seated comfortably at the table, carefully painting intricate designs onto the back of her hand with henna. She glances up, raising an eyebrow, a smirk already forming as she notices your hair.<br>
<br>
"Wow," she drawls slowly, setting down her brush. "Someone decided to brighten things up, huh? Didn’t even warn me you were going blonde."<br>
<br>
You look at her, sheepishly. <i>Did you even consider that Emily would have to match any changes you made to her appearance?</i><Br>
<br>
"I thought it might help with our plans,” you say. “Blend in, get different reactions."<br>
<br>
Emily tilts her head thoughtfully, examining you closely. "And how exactly do you think people in Charlton will react when I walk in tomorrow with blonde hair?" Her tone carries a hint of amusement mixed with genuine curiosity.<br>
<br>
She leans forward slightly, her voice low and playful. "Well? Tell me. What will people think?"<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Tell her that she'll get a better reaction from people" "EmilyDialogue">><<EventsCheckEnd "YourHome" "BlondeHair">><<ChangeNPCHair "Emily" "blonde">><<set $EmilyDialogue to "BlondeHairReaction">><</link>><br>
<<link "Tell her that she's still the same person underneath" "EmilyDialogue">><<EventsCheckEnd "YourHome" "BlondeHair">><<ChangeNPCHair "Emily" "blonde">><<set $EmilyDialogue to "BlondeHairSamePerson">><</link>>
<<elseif _currentEvent is "YourHomeEventJennifer">>
<br>
<<Flag "EmilyTransformSeen">>
<<if _FlagReturn is false>>
<<if $EmilyStateCurrent lt 3>>
She looks up as you enter. She gives you a curious look, seeing the keys in your hand.<br>
<br>
"Hey Jen," she says with hesitation. "Looking for <<TrueName "Current">>?"<br>
<br>
You take a gulp. "It's me, Em. <<TrueName "Current">>."<br>
<br>
It takes a long moment for Emily to comprehend what you're saying. Her eyes suddenly widen with comprehension. "<<TrueName "Current">>! What have you done?"<br>
<br>
"I needed to investigate some things," you tell her, unsure how to answer. "People talk to Jennifer more openly."<Br>
<br>
She laughs out a small laugh. "So you just decided to transform into her? Oh my god, <<TrueName "Current">>. This is getting out of hand. How did you even do it?”<br>
<br>
"I got a toy from Jen," you reply. "Then I used the amulet."<br>
<Br>
"And what, she was just okay with this?" Emily spits back.<Br>
<br>
"I cast a spell," you admit. "To make her forget."<br>
<br>
Emily looks at you, darkly. "This is getting out of control, <<TrueName "Current">>. Listen to yourself. You're casting spells on people now.”<br>
<br>
"I'm doing this for you," you remind her. "To help you get through school."<Br>
<br>
Emily stares at you for a moment, then sighs. "I don't know, <<TrueName "Current">>. I don't know if I want you to have to do this. Look at you."<br>
<<else>>
She glances up casually as you enter, eyes briefly flicking to the keys in your hand. For a second, confusion clouds her expression. Then, slowly, her lips curl into a mischievous smile.<Br>
<br>
"Jen?" she asks cautiously, eyes glittering with intrigue. "What brings you here?"<br>
<br>
You hesitate, then swallow hard. "It's me, Em. <<TrueName "Current">>."<br>
<br>
Emily blinks, momentarily surprised before breaking into a delighted laugh. "No way. You actually transformed into Jennifer?"<br>
<Br>
You nod awkwardly. "Yeah. I needed to investigate some things. People are more open with Jennifer."<br>
<br>
Her smile widens, eyes sparkling with curiosity. "Clever. How'd you pull it off?"<Br>
<br>
"I got a photo from Jen," you explain cautiously. "Then I used the amulet."<Br>
<br>
Emily raises an eyebrow, clearly impressed. "And Jen was totally cool with this?"<br>
<br>
"I cast a spell," you admit quietly. "Made her forget."<Br>
<br>
Emily laughs again, clapping her hands excitedly. "Oh my god, <<TrueName "Current">>, that's brilliant. You're finally getting how to play Charlton."<br>
<br>
You frown, uneasy at her enthusiasm. "Em, I'm doing this to help you."<br>
<br>
"Sure," she says casually, clearly unbothered. "Whatever you say. But just look at yourself. You're finally embracing this magic. And honestly? I'm totally here for it."<br>
<</if>>
<<else>>
<<if $EmilyStateCurrent lt 3>>
She looks up at you as you enter. She raises an eyebrow.<br>
<br>
"New look?", she says, her eyes drifting up and down your body. "Taking Jen's form is weird, even for you."<Br>
<<else>>
She looks up at you as you enter, and immediately smirks, her eyes slowly drifting up and down your form.<br>
<Br>
"Well, someone seems to like playing dress-up," she teases lightly. "Jen today, huh? Interesting choice."<br>
<br>
She leans back comfortably, clearly amused. "Should I ask why you're impersonating your <<if $PlayerCharacter.female is true>>best friend<<else>>girlfriend<</if>>, or is that just how you have fun these days?"<br>
<</if>>
<</if>>
<<if $EmilyStateCurrent lt 3>>
You glance down, reminded by Emily of how your clothes look. You feel yourself blushing.<br>
<br>
<<if $PlayerCharacter.female is true>>
"How does it feel?" Emily asks. "To be your friend."<br>
<br>
"It's weird," you reply, honestly. "Almost like a betrayal."<br>
<br>
"Well duh," she says. "At least I gave consent to you taking my form."<br>
<<else>>
"How does it feel?" Emily asks. "To be your girlfriend."<br>
<br>
"It's weird," you reply, honestly. "Like I've seen another side of my relationship."<br>
<br>
"Eww," she says. "I don't even want to get into the details of that."<br>
<</if>>
<br>
You grimace, but decline to say anything else about how this body makes you feel. <I>Feminine. Tender. Girly.</i><br>
<<else>>
You glance down, suddenly hyper-aware of the way Jennifer's clothes fit you, how they feel against your body. You feel yourself blushing despite your attempts at composure.<br>
<br>
<<if $PlayerCharacter.female is true>>
"How does it feel?" Emily asks playfully. "To be your best friend?"<Br>
<br>
"It's weird," you admit quietly. "Almost intrusive. Like I'm seeing something I shouldn't."<br>
<br>
Emily laughs softly, eyes sparkling mischievously. "Relax. It’s harmless fun. Besides, it's not like Jen remembers any of this."<br>
<br>
You hesitate, shifting uncomfortably, unsure how to explain the sensation. <I>Feminine, tender, girly.</i> Emily notices your discomfort and grins even wider.<br>
<Br>
"You know," she says conspiratorially, "you might as well enjoy it while it lasts. Might even pick up a trick or two from Jen."<br>
<<else>>
"How does it feel?" Emily asks, smirking slightly. "To be your girlfriend?"<br>
<br>
"It's weird," you reply uneasily. "Like I'm seeing another side of our relationship."<br>
<br>
Emily giggles, clearly amused by your awkwardness. "Careful, <<TrueName "Current">>. Don't start getting ideas. Though, it is kind of funny seeing you deal with being Jennifer."<br>
<br>
You grimace, feeling increasingly uncomfortable. The sensations are strange. <i>Feminine, tender, girly</i>. Emily leans forward slightly, lowering her voice to a teasing whisper.<br>
<br>
"Seriously though," she murmurs playfully. "Next time warn me before you decide to become your own girlfriend. This is almost too weird - even for Charlton."<Br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EventsCheckEnd "YourHome" "YourHomeEventJennifer">><<SetFlag "EmilyTransformSeen">><</link>><br>
<<elseif _currentEvent is "YourHomeEventAnnie">>
<br>
<<Flag "EmilyTransformSeen">>
<<if _FlagReturn is false>>
<<if $EmilyStateCurrent lt 3>>
She looks up as you enter. She gives you a nervous look, seeing the keys in your hand.<br>
<br>
"Hey Annie," she says with hesitation. "What are you doing here?"<br>
<br>
You take a gulp. "It's me, Em. <<TrueName "Current">>."<br>
<br>
It takes a long moment for Emily to comprehend what you're saying. Her eyes suddenly widen with comprehension. "<<TrueName "Current">>! What have you done?"<br>
<br>
"I needed to investigate Thompson's offices," you tell her. "Annie has more freedom there than I do."<br>
<br>
She laughs out a small laugh. "So you just decided to transform into her? Oh my god, <<TrueName "Current">>. This is getting out of hand. How did you even do it?"<br>
<br>
"I got a photo from Annie," you reply. "Then I used the amulet."<br>
<br>
"And what, she was just okay with this?" Emily spits back.<br>
<br>
"I cast a spell," you admit. "To make her forget."<br>
<br>
Emily looks at you, darkly. "This is getting out of control, <<TrueName "Current">>. Listen to yourself. You're casting spells on people now."<br>
<br>
"I'm doing this for you," you remind her. "To help you get through school."<br>
<br>
Emily stares at you for a moment, then sighs. "I don't know, <<TrueName "Current">>. I don't know if I want you to have to do this. Look at you. You look a bit slutty. No offence."<br>
<<else>>
She looks up as you enter, eyes flicking quickly over your body before settling into a mischievous smile.<br>
<br>
"Annie?" she asks slowly, clearly intrigued. "Didn't expect to see you here."<Br>
<br>
You hesitate, then clear your throat softly. "It's me, Em. <<TrueName "Current">>."<br>
<br>
Emily's eyes widen in surprise, and then her grin broadens into delighted amusement. "Oh my god, <<TrueName "Current">>, seriously? Annie? That’s bold. Even for you."<br>
<Br>
"I needed to investigate Thompson's offices," you explain awkwardly. "Annie gets access I don't."<br>
<Br>
She laughs, clearly impressed. "So you just... borrowed her form? You are definitely getting creative. How’d you do it?"<br>
<br>
"I got a photo from Annie," you admit. "Then I used the amulet."<br>
<Br>
Emily tilts her head, eyes sparkling with curiosity. "And she was fine with it?"<br>
<br>
You hesitate slightly. "I cast a spell. To make her forget."<br>
<br>
Emily bursts into laughter again, clapping her hands lightly. "That's amazing, <<TrueName "Current">>. You're finally learning how to use this magic properly."<br>
<Br>
"I'm doing it to help you," you remind her cautiously. "To help you get through school."<Br>
<br>
Emily waves off your concern, eyes dancing with excitement. "Oh, relax. Honestly, Annie's got the look to pull off a few favours at Thompson's. You should enjoy being her while you can."<br>
<</if>>
<<else>>
<<if $EmilyStateCurrent lt 3>>
She looks up at you as you enter. She raises an eyebrow.<br>
<br>
"New look?", she says, her eyes drifting up and down your body. "At least you already know how to type."<br>
<br>
<<else>>
She glances up casually as you enter, immediately breaking into a teasing smirk.<br>
<br>
"Annie, huh?" she says, openly appreciating your appearance. "Can't say I blame you. If you're going to pick someone else, you might as well pick someone who's fun."<br>
<br>
She leans back comfortably, still smiling playfully. "Though honestly, <<TrueName "Current">>, I'm starting to think you prefer it on this side. Should I be worried?"<br>
<br>
<</if>>
<</if>>
<<if $EmilyStateCurrent lt 3>>
You glance down, reminded by Emily of how your clothes look. You feel yourself blushing.<br>
<br>
"Did you have to work at Thompsons?" Emily asks. "I've seen Annie around town. She gets a lot of attention. Power to her I guess, but it's almost like she encourages it."<br>
<br>
"I've had a few looks," you reply. "It's like I'm on display."<br>
<br>
<<if $PlayerCharacter.female is true>>"I can imagine," she says. "I'm almost envious. Long legs and blonde hair. Bit different to what you look like normally. Must take some getting used to."<br>
<<else>>"I can imagine," she says. "She dresses to impress. I can't imagine how it must feel to you."<br>
<</if>>
<br>
You grimace, but decline to say anything else about how this body makes you feel. <I>Desired. Seductive. Sexy.</i><br>
<<else>>
You glance down, reminded by Emily of how your clothes look. You feel yourself blushing.<br>
<br>
"Did you enjoy being Annie at Thompson’s?" Emily asks playfully. "I bet you turned a few heads."<br>
<br>
You clear your throat awkwardly. "I've had some attention, sure. More than I'm used to."<br>
<br>
Emily laughs softly, clearly entertained by your embarrassment. "Well, duh. Annie's gorgeous. She knows exactly what she's doing. Honestly, you might as well enjoy it. Not every day you get to walk around like that."<br>
<Br>
<<if $PlayerCharacter.female is true>>She grins, eyes twinkling mischievously. "Long legs, blonde hair. Must feel powerful, huh? Honestly, I'm kind of jealous. Being Annie looks like it could be fun."<Br>
<<else>>She smirks teasingly, leaning forward. "Come on, don't pretend you didn't like it a bit. Annie knows exactly how to dress to impress. Bet it felt good having everyone watching you."<br>
<</if>>
<br>
You grimace, but decline to say anything else about how this body makes you feel. <I>Desired. Seductive. Sexy.</i><br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<SetFlag "EmilyTransformSeen">><<EventsCheckEnd "YourHome" "YourHomeEventAnnie">><</link>><br>
<<elseif _currentEvent is "YourHomeEventCharli">>
<br>
<<Flag "EmilyTransformSeen">>
<<if _FlagReturn is false>>
<<if $EmilyStateCurrent lt 3>>
She looks up as you enter. Her eyes widen, taking in the white nurse's uniform and heels.<br>
<br>
"Charli?" she asks, sitting up straighter. "How did you get in?"<br>
<br>
You take a gulp. "It's me, Em. <<TrueName "Current">>."<br>
<br>
It takes a long moment for Emily to comprehend what you're saying. Her eyes suddenly widen with comprehension. "<<TrueName "Current">>! What have you done?"<br>
<br>
"I needed to investigate the Care Pavilion," you tell her. "Charli is a trainee there."<br>
<br>
She laughs out a small laugh. "So you just decided to transform into a nurse? Oh my god, <<TrueName "Current">>. This is getting out of hand. How did you even do it?"<br>
<br>
"I got her keys from her apartment," you reply. "Then I used the amulet."<br>
<br>
"And she was just okay with this?" Emily spits back.<br>
<br>
"I cast a spell," you admit. "To make her forget."<br>
<br>
Emily looks at you, darkly. "This is getting out of control, <<TrueName "Current">>. Listen to yourself. You're casting spells on people now."<br>
<br>
"I'm doing this for you," you remind her. "To help you get through school."<br>
<br>
Emily stares at you for a moment, then sighs. "I don't know, <<TrueName "Current">>. I don't know if I want you to have to do this. Look at you. Charli gets a lot of attention from guys. You better be ready for it."<br>
<br>
You smile at her, but your eyes glaze over. You know she does. And you don't seem to mind it.<br>
<<else>>
She glances up casually as you enter. Her eyes drift over the white nurse's uniform, the heels, the long brown hair. A slow, knowing smile spreads across her face.<br>
<br>
"Well," she says, leaning back. "This is new."<br>
<br>
You clear your throat awkwardly. "It's me, Em. <<TrueName "Current">>."<br>
<br>
Emily blinks, momentarily surprised, before breaking into a delighted laugh. "A nurse? Seriously? That's weird, even for you."<br>
<br>
"Her name is Charli," you explain cautiously. "She's a trainee at the Care Pavilion. I needed access to investigate."<br>
<br>
"I know who Charli is," she says. "From the supermarket." She tilts her head, eyes sparkling with curiosity. "How'd you pull it off?"<br>
<br>
"I got her keys from her apartment," you reply. "Then I used the amulet."<br>
<br>
Emily raises an eyebrow, clearly impressed. "And Charli just let you waltz off with her keys?"<br>
<br>
"I cast a spell," you admit quietly. "Made her forget."<br>
<br>
Emily laughs again, shaking her head with amusement. "You're getting good at this, <<TrueName "Current">>. A nurse, though. Doctor Palmer must love you."<br>
<br>
You frown, uneasy at her enthusiasm. "Em, I'm doing this to help you."<br>
<br>
"Sure," she says casually, waving off your concern. "But honestly? The uniform suits you. You should see yourself. The boys certainly will."<br>
<br>
You smile at her, but your eyes glaze over. You know they will. And you don't seem to mind it.<br>
<</if>>
<<else>>
<<if $EmilyStateCurrent lt 3>>
She looks up at you as you enter. She raises an eyebrow.<br>
<br>
"Charli now?" she says, her eyes drifting up and down your body. "I hope you're not enjoying this too much. Be careful around boys like that."<br>
<br>
You smile, eyes glazing over. Where's the fun in that.<br>
<br>
A gasp escapes your lips. Emily watches you with concern.<br>
<<else>>
She glances up as you enter, immediately breaking into a teasing smirk.<br>
<br>
"Charli now?" she says, openly appreciating your appearance. "You must really like that uniform. Can't say I blame you. The boys will come a-knocking."<br>
<br>
You smile, eyes glazing over. You hope they will.<br>
<br>
You gasp, watching Emily lean back comfortably. Still smiling playfully. "Careful, <<TrueName "Current">>. Play nurse long enough and you might start believing it."<br>
<</if>>
<</if>>
<br>
<<if $EmilyStateCurrent lt 3>>
You glance down, reminded by Emily of how your clothes look. You feel the hem of the nurse's uniform against your thighs. You feel yourself blushing.<br>
<br>
"Did you have to work at the Care Pavilion?" Emily asks. "That uniform is something else. I bet the old men loved it."<br>
<br>
"You have no idea," you reply. "It's not just the uniform. It's like every man I walk past can't stop staring."<br>
<br>
<<if $PlayerCharacter.female is true>>"I can imagine," she says. "Short skirt, heels, the hair. It's a lot. Must be overwhelming."<br>
<<else>>"I can imagine," she says. "Short skirt, heels, the whole look. Must be a shock to be on the receiving end of that attention."<br>
<</if>>
<br>
You grimace, but decline to say anything else about how this body makes you feel. <i>Desired. Flushed. Boy crazy.</i><br>
<<else>>
You glance down, hyper-aware of the nurse's uniform clinging to your body, the way the heels shift your posture. You feel yourself blushing despite your best efforts.<br>
<br>
"So what's she like?" Emily asks playfully. "Charli. Is she fun?"<br>
<br>
"She's..." you pause, trying to find the right word. "Intense. Around guys especially. It's hard to concentrate."<br>
<br>
<<if $PlayerCharacter.female is true>>Emily laughs softly, eyes dancing with mischief. "Hard to concentrate? Sounds like someone's getting into character. Careful you don't enjoy it too much."<br>
<<else>>Emily smirks, leaning forward with amusement. "Hard to concentrate around guys, huh? Now that's interesting. Maybe you should spend more time as Charli. Broaden your horizons."<br>
<</if>>
<br>
You grimace, but decline to say anything else about how this body makes you feel. <i>Desired. Flushed. Boy crazy.</i><br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<SetFlag "EmilyTransformSeen">><<EventsCheckEnd "YourHome" "YourHomeEventCharli">><</link>><br>
<<elseif _currentEvent is "YourHomeEventFlorence">>
<br>
<<Flag "EmilyTransformSeen">>
<<if _FlagReturn is false>>
<<if $EmilyStateCurrent lt 3>>
She looks up as you enter. She gives you a nervous look, seeing the keys in your hand.<br>
<br>
"Hey Flo," she says with hesitation. "What are you doing here?"<br>
<br>
You take a gulp. "It's me, Em. <<TrueName "Current">>."<br>
<br>
It takes a long moment for Emily to comprehend what you're saying. Her eyes suddenly widen with comprehension. "<<TrueName "Current">>! What have you done?"<br>
<br>
"I needed to investigate Fresh Pot," you tell her. "This was a way to get away undetected."<br>
<br>
She laughs out a small laugh. "So you just decided to transform into Florence? Oh my god, <<TrueName "Current">>. This is getting out of hand. How did you even do it?"<br>
<br>
"I got a book from Flo," you reply. "Then I used the amulet."<br>
<br>
"And Flo was what, just okay with this?" Emily spits back.<br>
<br>
"I cast a spell," you admit. "To make her forget."<br>
<br>
Emily looks at you, darkly. "This is getting out of control, <<TrueName "Current">>. Listen to yourself. You're casting spells on people now."<br>
<br>
"I'm doing this for you," you remind her. "To help you get through school."<br>
<br>
Emily stares at you for a moment, then sighs. "I don't know, <<TrueName "Current">>. I don't know if I want you to have to do this. Look at you. You look like a saucy waitress."<br>
<<else>>
Emily glances up as you enter, eyebrows raised in curiosity, her lips quickly curving into a delighted smirk.<br>
<br>
"Flo?" she asks playfully. "What brings you around here?"<br>
<br>
You clear your throat awkwardly. "It's me, Em. <<TrueName "Current">>."<bR>
<Br>
Emily’s eyes widen with genuine surprise before quickly turning to excitement. "No way. Florence, seriously? You really are having fun with this, aren’t you?"<br>
<br>
You shrug uncomfortably. "I needed to investigate Fresh Pot without suspicion. Florence was my best option."<br>
<br>
Emily laughs, clearly entertained. "So you just casually became Charlton’s flirtiest barista? How'd you manage it?"<br>
<br>
"I took a book from Florence," you explain cautiously. "Then I used the amulet."<br>
<br>
Emily tilts her head, fascinated. "And Flo just let you?"<br>
<br>
You hesitate, admitting quietly, "I cast a spell. She doesn’t remember."<br>
<Br>
Emily grins broadly, clearly impressed. "Oh my god, <<TrueName "Current">>. You're becoming ruthless. I absolutely love it."<br>
<br>
You shift uneasily. "It's still about helping you, Em."<br>
<br>
Emily waves off your seriousness, eyes bright with amusement. "Sure, whatever you say. But honestly, being Florence must be fun. She definitely knows how to enjoy herself."<br>
<</if>>
<<else>>
<<if $EmilyStateCurrent lt 3>>
She looks up at you as you enter. She raises an eyebrow.<br>
<br>
"New look?", she says, her eyes drifting up and down your body. "Hope you made some tips."<br>
<<else>>
She glances up as you enter, her eyes immediately sparkling with amusement.<Br>
<br>
"Florence?" she teases, openly checking you out. "You must really like playing waitress. Or maybe it's the attention she gets."<br>
<br>
Emily smirks knowingly, leaning back with a casual smile. "Hope you made plenty of tips today. I hear the guys tip generously when Flo’s behind the counter."<br>
<</if>>
<</if>>
<br>
<<if $EmilyStateCurrent lt 3>>
You glance down, reminded by Emily of how your clothes look. You feel yourself blushing.<br>
<br>
"Did you work at Fresh Pot?" Emily asks. "Flo smiles and flirts her way through a shift, but she has to put up with a lot of male attention for it."<br>
<br>
"People treat me differently," you reply. "I've had a few looks."<br>
<br>
<<if $PlayerCharacter.female is true>>"I can imagine," she says. "Some guys dribble at the sight of a redhead. I bet you got a few more looks than you're used to."<br>
<<else>>"I can imagine," she says. "Some guys dribble at the sight of a redhead. I can't imagine how it must feel when you're not used to it."<br>
<</if>>
<br>
You grimace, but decline to say anything else about how this body makes you feel. <I>Carefree. Fun. Flirty.</i><br>
<<else>>
You glance down, reminded by Emily of how your clothes look. You feel yourself blushing.<br>
<br>
"Did you enjoy being Florence at Fresh Pot?" Emily asks mischievously. "She certainly knows how to handle herself around customers."<br>
<br>
You shift awkwardly. "I definitely noticed people treating me differently. Lots of attention."<br>
<Br>
Emily laughs lightly, clearly delighted. "Oh, I bet. Florence knows exactly what she's doing. Flirting and smiling. Getting those extra tips. Honestly, it must've been fun."<br>
<br>
<<if $PlayerCharacter.female is true>>She grins, eyes twinkling playfully. "Red hair, big smiles, carefree attitude. It suits you more than you realise. You probably got plenty more attention than you're used to."<br>
<<else>>She leans in teasingly, eyes playful. "Admit it, it felt good, didn’t it? All eyes on you, smiling, flirting. Must’ve felt pretty thrilling for someone who isn't used to it."<br>
<</if>>
<br>
You grimace, but decline to say anything else about how this body makes you feel. <I>Carefree. Fun. Flirty.</i><br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<SetFlag "EmilyTransformSeen">><<EventsCheckEnd "YourHome" "YourHomeEventFlorence">><</link>><br>
<<elseif _currentEvent is "YourHomeEventAndrea">>
<br>
<<Flag "EmilyTransformSeen">>
<<if _FlagReturn is false>>
<<if $EmilyStateCurrent lt 3>>
She looks up as you enter. She gives you a nervous look, seeing the keys in your hand.<br>
<br>
"Hey Andrea," she says with hesitation. "What are you doing here?"<br>
<br>
You take a gulp. "It's me, Em. <<TrueName "Current">>."<br>
<br>
It takes a long moment for Emily to comprehend what you're saying. Her eyes suddenly widen with comprehension. "<<TrueName "Current">>! What have you done?"<br>
<br>
"I needed to investigate the hotel," you tell her. "This was a way to get away undetected."<br>
<br>
She laughs out a small laugh. "So you just decided to transform into Andrea? Oh my god, <<TrueName "Current">>. This is getting out of hand. How did you even do it?"<br>
<br>
<<InventoryCheckSelf "AndreaPassport">>
<<if _InventoryCheckSelf is true>>
"I got a passport from Andrea," you reply. "Then I used the amulet."<br>
<<else>>
"I got a photo of Andrea," you reply. "Then I used the amulet."<br>
<</if>>
<br>
"And Andrea was what, just okay with this?" Emily spits back.<br>
<br>
"I cast a spell," you admit. "To make her forget."<br>
<br>
Emily looks at you, darkly. "This is getting out of control, <<TrueName "Current">>. Listen to yourself. You're casting spells on people now."<br>
<br>
"I'm doing this for you," you remind her. "To help you get through school."<br>
<br>
Emily stares at you for a moment, then sighs. "I don't know, <<TrueName "Current">>. I don't know if I want you to have to do this. Look at you. Look at what you're wearing."<br>
<<else>>
Emily glances up as you walk in, carefully adjusting a small silk scarf around her neck. Her eyes sparkle with curiosity and surprise as they travel over your appearance.<br>
<br>
"Andrea?" she asks, lips curling into an amused smirk. "What are you doing here?"<Br>
<br>
You clear your throat softly. "It's me, Em. <<TrueName "Current">>."<bR>
<br>
Emily's eyes widen briefly, a slow smile forming on her lips. "Wow, <<TrueName "Current">>. Now this is unexpected." She giggles softly, clearly delighted. "You actually chose to become Andrea? I never saw her as your type. If that’s how we’re referring to it, now."<br>
<br>
You shift awkwardly, clearing your throat. "I needed to investigate the hotel. Andrea blends in there easily. It seemed like the right move."<br>
<br>
She laughs again, amused by your discomfort. "Sure, investigating. Of course. And let me guess - you 'borrowed' something precious, and she conveniently forgot you asked?"<br>
<br>
You nod reluctantly. "I used a spell. She won't remember anything."<br>
<br>
Emily’s eyes glint mischievously as she leans closer, clearly enjoying this. "My, my, <<TrueName "Current">>. You're turning out quite ruthless. I like it."<br>
<br>
You notice Emily's eyes flick over your clothes. She smiles again. "Not to mention. Sexy. That uniform..."<br>
<</if>>
<<else>>
<<if $EmilyStateCurrent lt 3>>
She looks up at you as you enter. She raises an eyebrow.<br>
<br>
"New look?", she says, her eyes drifting up and down your body. "That uniform."<br>
<<else>>
Emily glances up as you enter, openly smirking when she recognises your form.<br>
<br>
"Andrea now?" she teases playfully, eyes sparkling with amusement. "Like being a cute little maid, huh?"<Br>
<br>
She slowly leans back in her chair, smiling coyly. "Well, I suppose there's worse people you could choose. Though personally, I'd pick someone a little less… meek. That outfit though. Hot."<br>
<</if>>
<</if>>
<br>
<<if $EmilyStateCurrent lt 3>>
You glance down, reminded by Emily of how much you look like a fantasy ideal of a French Maid. You feel yourself blushing.<br>
<br>
"You're shorter than even me, now," Emily comments. "How does it feel?"<br>
<br>
"Weird," you reply. "I feel vulnerable."<br>
<br>
<<if $PlayerCharacter.female is true>>"I can imagine," she says. "Andrea's a petite girl. That outfit can't help, either."<br>
<<else>>"I can imagine," she says. "Welcome to being a girl."<br>
<</if>>
<br>
You grimace, but decline to say anything else about how this body makes you feel. <I>Submissive. Exposed. Sexual.</i><br>
<<else>>
You glance down, sharply reminded by Emily of how your current form looks. You feel your cheeks flush, your fingers nervously playing with the edges of your skirt.<br>
<br>
Emily watches you with clear amusement, eyes glinting mischievously. "So tell me, <<TrueName "Current">>, did you actually do any work at the hotel, or did you just strut around in that uniform, turning heads?"<br>
<br>
You swallow awkwardly. "I investigated, Em. The uniform was just... part of blending in."<br>
<br>
Emily grins broadly, clearly entertained by your discomfort. "Of course. Just blending in. You know, Andrea might be quiet, but she’s definitely got a following. I bet you got more attention than you were expecting."<br>
<br>
<<if $PlayerCharacter.female is true>>
You grimace slightly, trying not to acknowledge how true that statement actually is. "It's a little… unsettling. Being her."<Br>
<br>
Emily laughs, her tone playful. "Relax, <<TrueName "Current">>. At least now you know what it feels like when people actually notice you. I'm sure it was quite the thrill."<br>
<<else>>
Emily smirks, leaning forward with playful mockery. "Well, well, <<TrueName "Current">>. Welcome to being a girl. Must've been eye-opening to feel how Andrea gets treated. Enjoying your taste of femininity yet?"<br>
<</if>>
<br>
You grimace, feeling your cheeks heat up even more as Emily giggles mischievously. You decline to say anything else about how this body makes you feel. <I>Submissive. Exposed. Sexual.</i><br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<SetFlag "EmilyTransformSeen">><<EventsCheckEnd "YourHome" "YourHomeEventAndrea">><</link>><br>
<<elseif _currentEvent is "EmilyReactionHeather">>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is false>>
Emily looks up from the sofa as you enter the living room. Her eyes widen with shock. “Heather?” she says. “What are you…”<br>
<br>
She drifts off as you see her realise who you are. “<<TrueName "Current">>?”<br>
<br>
You find yourself looking down at the floor, avoiding her eyes. You try to fight against the feeling of embarrassment, but it’s overwhelming.<br>
<br>
“What have you done?”<br>
<br>
“I need to help Heather out with a problem,” you say. “This was the only way.”<br>
<br>
From beneath your eyebrows you just about see Emily staring back at you, her face still covered in shock. “What problem?”<br>
<br>
You don’t reply, just managing to lift your face to look at her.<br>
<br>
<<GetNPCState "Emily" "Help">>
<<if _Help is true>>
As Emily stares at you, her shock recedes and is replaced by anger. “You’re recruiting her? This is to get her to join our coven, isn’t it?”<br>
<br>
You glance up and nod. “We need her help, Em.”<br>
<br>
She gives you an appraising look, then shrugs. “I guess giving her some power will help her deal with some of her problems at school.” Her eyes glance over the school uniform you are wearing. “Do I want to know what you have to do to get her to help?”<br>
<br>
You look back down to the floor, cheeks burning. You hear her sigh.<br>
<br>
“Just be careful, okay <<TrueName "Current">>?” you hear her say. “Heather gets a lot of attention from the football players now. You don’t want to run into them when you’re her.”<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EventsCheckEnd "YourHome" "EmilyReactionHeather">><</link>>
<<else>>
As Emily stares at you, her shock recedes and is replaced by anger. “You’re recruiting her, aren’t you? This is all part of a way to win her over, isn’t it?”<br>
<br>
“I need her help, Em,” you mutter.<br>
<br>
“But you don’t need mine,” she barks back.<br>
<br>
“We’ve been through this,” you mutter. “You can’t do magic, Em.”<br>
<br>
Emily scowls at you and stands up, walking towards the stairs. She looks you up and down with derision. “So you say,” she spits. “It just seems strange that Heather can and I can’t.”<br>
<br>
You look down as she passes, not meeting her eye.<br>
<br>
“Enjoy… whatever is you need to do.”<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<SiblingBond -1>><<SetNPCLocation "Emily" $dayCurrent $periodCurrent "EmilysRoom">><<EventsCheckEnd "YourHome" "EmilyReactionHeather">><</link>>
<</if>>
<<else>>
Emily looks up from the sofa as you enter the living room. Her eyes widen with shock. “Heather?” she says. “What are you…”<br>
<br>
She drifts off as you see her realise who you are. “<<TrueName "Current">>?”<br>
<br>
You find yourself looking down at the floor, avoiding her eyes. You try to fight against the feeling of embarrassment, but it’s overwhelming.<br>
<br>
“You’re playing dress-up as her now?”<br>
<br>
“I need to help Heather out with a problem,” you say. “This was the only way.”<br>
<br>
From beneath your eyebrows you just about see Emily staring back at you, her face wearing a smirk. “What problem is she complaining about now?”<br>
<br>
You don’t reply, just managing to lift your face to look at her.<br>
<br>
<<GetNPCState "Emily" "Help">>
<<if _Help is true>>
As Emily stares at you, her smirk thins. “Her? You’re recruiting her?”<br>
<br>
You glance up and nod. “We need her help, Em.”<br>
<br>
She gives you an appraising look, then shakes her head. “How can she help us? She can barely meet my eye. Isn’t there someone more… connected?”<br>
<br>
You take a deep breath and shrug. “She has some power,” you mutter.<br>
<br>
Emily sniggers. Her eyes glance over the school uniform you are wearing. “And that bashful look really works for her, doesn’t it? Giving Beach a little attention tonight, are you?”<br>
<br>
You look back down to the floor, cheeks burning. You hear her chuckle.<br>
<br>
“Just be careful, okay <<TrueName "Current">>?” you hear her say. “The footballers love her. But maybe that’s the kind of attention you’re now looking for.”<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EventsCheckEnd "YourHome" "EmilyReactionHeather">><</link>>
<<else>>
As Emily stares at you, her smirk thins. “Her? You’re recruiting her?”<br>
<br>
“I need her help, Em,” you mutter.<br>
<br>
“But you don’t need mine,” she barks back.<br>
<br>
“We’ve been through this,” you mutter. “You can’t do magic, Em.”<br>
<br>
Emily scowls at you and stands up, walking towards the stairs. She looks you up and down with derision. “So you say,” she spits. “It just seems strange that Heather can and I can’t.”<br>
<br>
You look down as she passes, not meeting her eye.<br>
<br>
“Hope whoever you’re meeting gets what they want from you.”<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<SiblingBond -1>><<SetNPCLocation "Emily" $dayCurrent $periodCurrent "EmilysRoom">><<EventsCheckEnd "YourHome" "EmilyReactionHeather">><</link>>
<</if>>
<</if>>
<<elseif _currentEvent is "EmilyReactToTandi">>
<br>
Emily looks up from the sofa as you enter. Her mouth drops and her eyes widen.<br>
<br>
You take a gulp. "It's me, Em. <<TrueName "Current">>."<br>
<br>
<<Flag "EmilyTransformSeen">>
<<if _FlagReturn is true>>
It takes a long moment for Emily to comprehend what you're saying. Her mouth suddenly sighs with comprehension. "Another girl?”<br>
<br>
You take a small moment to consider an answer, feeling imbalanced in your heels. “I need to get into a place called The Ace of Hearts. I cut a deal with a girl called Tandi to go there as her.”<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
“Tandi Cunnings?” Emily replies with a grin. “That explains the outfit. You look like a whore, <<TrueName "Current">>. No offense.”<br>
<br>
You bristle at Emily’s language, wondering when she started using such names. But you glance down, reminded by Emily on how your clothes and look. You feel yourself blushing.<br>
<br>
“Just be careful walking around town,” Emily smirks. “You’re going to get a lot of attention. But maybe you’ll see how fun it can be.”<br>
<br>
Her wonders conjure a grin to your face. Images of bars and clubs fill your brain. Empty glasses and bags of powder, men and women pushing up close to you. A stained mattress. A dirty cubicle. A stage in a room full of spectators.<br>
<br>
<I>You want it, don’t you?</i><br>
<<else>>
“Who?” Emily says, frowning. “She looks like…” Emily drifts off as she eyes your outfit. “Have you looked in the mirror, <<TrueName "Current">>? That outfit is a lot.”<br>
<br>
You glance down, reminded by Emily on how your clothes and look. You feel yourself blushing.<br>
<br>
“Just be careful walking around town,” Emily continues. “Looking like that, you’re going to get a lot of attention.”<br>
<br>
Her wonders conjure a grin to your face. Images of bars and clubs fill your brain. Empty glasses and bags of powder, men and women pushing up close to you. A stained mattress. A dirty cubicle. A stage in a room full of spectators.<br>
<br>
<I>You want it, don’t you?</i><br>
<</if>>
<<else>>
It takes a long moment for Emily to comprehend what you're saying. Her eyes suddenly widen with comprehension. "<<TrueName "Current">>! What have you done?"<br>
<br>
You take a small moment to consider an answer, feeling imbalanced in your heels. “I need to get into a place called The Ace of Hearts. I cut a deal with a girl called Tandi to go there as her.”<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
“Tandi Cunnings?” Emily replies with a grin. “That explains the outfit. You look like a stripper, <<TrueName "Current">>. Or more.”<br>
<br>
“It’s just for the investigation,” you tell her. But her smile shows that she’s not believing a word you say.<br>
<br>
“This is getting out of hand,” Emily mutters. “How did you even do it?"<br>
<br>
"I got a photo from her," you reply. "Then I used the amulet. I'm doing this for you. To help you get through school."<br>
<br>
Emily stares at you for a moment, then sighs. "I don't know, <<TrueName "Current">>. There must be another way. You look like a whore. No offense.”<br>
<br>
You bristle at Emily’s language, wondering when she started using such names. But you glance down, reminded by Emily on how your clothes and look. You feel yourself blushing.<br>
<br>
“Just be careful walking around town,” Emily smirks. “You’re going to get a lot of attention. But maybe you’ll see how fun it can be.”<br>
<br>
Her wonders conjure a grin to your face. Images of bars and clubs fill your brain. Empty glasses and bags of powder, men and women pushing up close to you. A stained mattress. A dirty cubicle. A stage in a room full of spectators.<br>
<br>
<I>You want it, don’t you?</i><br>
<<else>>
“Who?” Emily says, frowning. “She looks like…” Emily drifts off as she eyes your outfit. “Have you looked in the mirror, <<TrueName "Current">>? That outfit is a lot.”<br>
<br>
“It’s just for the investigation,” you tell her. But her frown shows that she’s not believing a word you say.<br>
<br>
“This is getting out of hand,” Emily mutters. “How did you even do it?"<br>
<br>
"I got a photo from her," you reply. "Then I used the amulet. I'm doing this for you. To help you get through school."<br>
<br>
Emily stares at you for a moment, then sighs. "I don't know, <<TrueName "Current">>. I don't know if I want you to have to do this. Look at you.”<br>
<br>
You glance down, reminded by Emily on how your clothes and look. You feel yourself blushing.<br>
<br>
“Just be careful walking around town,” Emily continues. “Looking like that, you’re going to get a lot of attention.”<br>
<br>
Her wonders conjure a grin to your face. Images of bars and clubs fill your brain. Empty glasses and bags of powder, men and women pushing up close to you. A stained mattress. A dirty cubicle. A stage in a room full of spectators.<br>
<br>
<I>You want it, don’t you?</i><br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<SetFlag "EmilyTransformSeen">><<EventsCheckEnd "YourHome" "EmilyReactToTandi">><</link>>
<<elseif _currentEvent is "MakeupStage1">>
<br>
Emily glances as you walk into the room, her eyes narrowing immediately.<br>
<Br>
There’s a long silence.<br>
<Br>
Then, without looking away, she sighs. "What did you do to your face?”<br>
<Br>
You frown, touching your cheek. “What? It’s just a little make-up.”<br>
<br>
Emily squints, leaning forward slightly. “A little? You look like you let a five-year-old do your make-up in the dark.”<Br>
<br>
You huff, crossing your arms. “It’s not that bad.”<br>
<br>
Emily tilts her head, studying you like she’s analyzing a crime scene.<br>
<br>
“The eyeliner’s uneven, your mascara’s clumped, and I think you used the wrong shade of foundation because your face is a completely different colour from your neck.”<br>
<br>
She grimaces, then sighs, rubbing her temples.<br>
<br>
“Do you even know what half of that stuff is supposed to do?”<br>
<br>
You shrug. “I mean… vaguely?”<br>
<br>
Emily shakes her head, exhaling sharply. “Okay. First of all, you need to blend. And second -” She gestures at your face. “Try a little less in future. You don’t want to give the wrong impression.”<br>
<br>
You note her words, wondering why they sting so much.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EventsCheckEnd "YourHome" "MakeupStage1">><</link>>
<<elseif _currentEvent is "MakeupStage2">>
<br>
Emily looks up at you as you walk in, her eyes lingering for a second longer than usual.<br>
<br>
Then she tilts her head, eyebrows furrowing.<Br>
<Br>
“…Huh.”<br>
<Br>
You pause. “What?”<br>
<br>
She squints slightly, still examining your face.<Br>
<br>
“You actually… didn’t screw it up this time.”<Br>
<br>
You blink, caught off guard. “Gee, thanks.”<br>
<br>
She waves a hand dismissively. “No, I mean it. You don’t look like a clown anymore.”<br>
<br>
Her eyes flick over you once more, then she leans back against the couch, arms crossed.<Br>
<br>
“…So, you’ve been practising?”<br>
<br>
You hesitate. “A little.”<br>
<br>
Emily narrows her eyes, but there’s something searching in her expression - like she’s trying to figure you out.<br>
<Br>
Then she shrugs. “Well. At least now you won’t embarrass yourself in public. Or embarrass me. Or us. Or...”<br>
<br>
She drifts off, as her brain races trying to come to terms with the situation once more.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EventsCheckEnd "YourHome" "MakeupStage2">><</link>>
<<elseif _currentEvent is "MakeupStage3">>
<br>
Emily barely looks up at first, too focused on whatever she’s doing. Then she catches a glimpse of you and does a double take.<br>
<Br>
She stares, her mouth parting slightly, like she can’t quite process what she’s seeing.<br>
<Br>
“You did... your make-up again.” It’s not an accusation. It’s an observation. But there’s something loaded in her tone.<br>
<br>
You raise an eyebrow. “Yeah?”<br>
<br>
Emily’s gaze flickers across your face, scanning every detail. The flawless foundation, the perfectly blended eyeshadow, the way your lips look effortlessly polished. She leans back, crossing her arms.<br>
<br>
“You’re... actually getting good at it.”<br>
<br>
Then she exhales sharply, shaking her head. “You know, a few weeks ago, you wouldn’t have touched that stuff,” she murmurs. "You look good."<br>
<br>
She looks at you for a moment. "Maybe I should try putting a bit more effort in, too. If we're supposed to be the same, after all."<br>
<br>
You see her catching a glance in a nearby mirror. At her own reflection. You actually think you see her wince.<br>
<Br>
"Hey. Do you think sometime... you could show me a few pointers?"<br>
<br>
Silence hangs in the air with the awkwardness of the ask. You both feel strange as it hangs there.<br>
<br>
You nod, noncommittally. Emily returns your gesture. She doesn’t look at you again - but you can tell she’s still thinking about it.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EventsCheckEnd "YourHome" "MakeupStage3">><<EmilyCorruption 3>><</link>>
<<elseif _currentEvent is "FemaleFirst">>
<br>
You descend the stairs into the living room, rolling out the stiffness in your shoulders as the smell of coffee drifts up to meet you. The house is quiet, the soft hum of the fridge the only sound as you make your way into the kitchen. Everything looks as it should - the same morning routine, the same scene you’ve walked into a hundred times before.<br>
<br>
Emily is at the table, eating cereal. She doesn’t look up right away, absorbed in a magazine. "Morning," she says.<br>
<br>
Then she glances at you, brow pulling together like she’s trying to work something out.<br>
<br>
"Did you do something different with your hair?"<br>
<br>
You pause, shifting your weight onto your dainty heel, balancing without thought. Your hand flutters up before you even realise it, fingers brushing through strands that feel no different than usual. "Uh… no?" You let your hand drop, resting it on your hip. "I don’t think so."<br>
<br>
Emily tilts her head slightly, like she might say something. But shrugs. "Huh. Must be the light or something. You just look… different today." She waves a hand, dismissing the thought as quickly as it came. "Anyway, tea is in the pot if you want some."<br>
<br>
You nod, stepping toward the counter, the hem of your shirt swaying softly against your hips. You reach for a mug, fingers wrapping neatly around the handle. Behind you, Emily eats her cereal, still reading. <br>
<br>
The fridge hums, the tea brews, the morning moves forward. Just two sisters getting ready for the day. Like always.<br>
<br>
<I>Right?</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EventsCheckEnd "YourHome" "FemaleFirst">><</link>>
<<elseif _currentEvent is "DennisPostDate">>
<br>
Emily is sitting cross-legged on the couch, a textbook open on her lap, but her eyes lift immediately when she hears you enter.<br>
<br>
“So?” she asks, closing the book without hesitation. “How did your date go?”<br>
<br>
<<ActionsHeader>>
<<link "Tell her about the date" "YourHomeDateOutcome">><<EventsCheckEnd "YourHome" "DennisPostDate">><</link>>
<<elseif _currentEvent is "CheerleaderOutfitWorn">>
<br>
<<if $EmilyStateCurrent lt 3>>
The scent of toast and coffee lingers in the air as you step downstairs, your cheerleader uniform crisp and perfectly fitted.<br>
<br>
Emily is already sitting at the kitchen table, idly stirring her cereal. The dull hum of morning news from the radio barely fills the silence. Then she looks up.<br>
<br>
Her spoon clinks against the bowl, her fingers suddenly tight around it, her eyes locked onto you like you just walked in covered in blood. “What. The hell. Are you wearing?”<Br>
<br>
Her voice is low, but the sharpness cuts through the air like a knife. You shift slightly, feeling the weight of her stare, the uniform, the entire conversation pressing down on you.<Br>
<br>
“It’s just a uniform, Em,” you explain carefully, trying to sound reassuring. “This is part of the plan.”<br>
<br>
Emily lets out a short, bitter laugh, shaking her head. “Right. The plan. The genius plan where you decide to become a cheerleader?”<br>
<br>
She stands abruptly, tossing her spoon into the bowl. “And just a uniform? Do you know what people will think when they see me dressed like that? They'll think I've completely sold out.”<br>
<br>
She approaches, cautious and wary. “Why would you even do this? What were you thinking?”<Br>
<<else>>
The scent of toast and coffee lingers in the air as you step downstairs, your cheerleader uniform crisp and perfectly fitted.<br>
<br>
Emily sits comfortably at the kitchen table, carefully touching up her lipstick with a small compact mirror. She glances up when you enter, then pauses, a sly smile creeping across her lips.<br>
<br>
“Wow,” she says slowly, eyes glittering with amusement as she takes you in. “What. The hell. Are you wearing?”<br>
<br>
You hesitate, noticing the spark of curiosity in her eyes. Emily leans forward slightly, her smile playful but edged with something sharper. “It’s just a uniform, Em,” you explain carefully, trying to sound reassuring. “This is part of the plan.”<br>
<br>
Emily grins, looking at you. “Right. The plan. The plan where you become a cheerleader?”<Br>
<br>
She leans back, placing her spoon into the bowl. “So tell me, genius. How is this part of the plan?"<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Tell her about the perks that cheerleaders get" "EmilyDialogue">><<EventsCheckEnd "YourHome" "CheerleaderOutfitWorn">><<set $EmilyDialogue to "CheerleaderOutfitWornPerks">><</link>><br>
<<link "Tell her that this way you can investigate them" "EmilyDialogue">><<EventsCheckEnd "YourHome" "CheerleaderOutfitWorn">><<set $EmilyDialogue to "CheerleaderOutfitWornInvestigate">><</link>>
<<elseif _currentEvent is "EmilyReactionGeographyDetention">>
<br>
<<if $EmilyStateCurrent lt 3>>
Emily is sitting on the couch, arms crossed, her lips pressed into a tight frown. The moment you step into the room, she straightens up, her frustration clear.<br>
<Br>
“Miss Prichard cornered me in the hallway at school,” she says sharply. “‘I hope you learned your lesson,’ she smirked at me.” Her hands clench slightly at her sides. “And I just had to stand there and nod, like I knew what she was talking about.”<br>
<br>
She exhales, shaking her head. “So, do you want to explain what I’m suddenly getting judged for something that <i>you</i> did?”<br>
<<else>>
Emily is sprawled out on the couch, lazily stretching as she watches you walk in. The second she catches your eye, she smirks, tilting her head playfully.<Br>
<br>
“So,” she drawls, tapping her nails against the armrest, “I had an encounter with Prichard today.” She giggles, sitting up slightly. “She made such a point to tell me, ‘I hope you learned your lesson.’”<br>
<br>
She flips a strand of hair over her shoulder, entirely unbothered. “Sooo… what did <i>I</i> do?”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Apologise and try to make her see what you were doing" "EmilyDialogue">><<EventsCheckEnd "YourHome" "EmilyReactionGeographyDetention">><<set $EmilyDialogue to "EmilyReactionGeographyDetentionApologise">><</link>><br>
<<link "Tell her not to worry - it’s just detention" "EmilyDialogue">><<EventsCheckEnd "YourHome" "EmilyReactionGeographyDetention">><<set $EmilyDialogue to "EmilyReactionGeographyDetentionDontWorry">><</link>>
<<elseif _currentEvent is "EmilyReactionCheerleaderTryouts">>
<br>
<<if $EmilyStateCurrent lt 3>>
Emily is pacing in the living room, arms folded tightly across her chest, her expression a storm of confusion and frustration. She barely even acknowledges you before blurting out:<br>
<br>
“Britney freaking Hudson pulled me aside at lunch today.” She stops mid-step, turning to face you, her brown eyes blazing. “‘Oh-em-gee, Emily, you were so cute at tryouts!’” she mimics in an exaggerated, breathy, valley-girl lilt. “‘Like, total natural vibes. Chrissie is so impressed. Like, for real.’”<br>
<br>
Her hands fly into the air, exasperated. “Tryouts? For cheerleading?” She shakes her head like she still can’t believe the words are coming out of her mouth. “Please tell me Britney doesn’t think I actually want to dance and shake pompoms for a crowd of drooling morons.”<br>
<br>
Her voice is sharp, demanding answers. You, as her, did this. And now she has to deal with it.<br>
<<else>>
Emily is sitting on the couch, her legs tucked neatly beneath her, idly twirling a strand of her <<NPCHairText "Emily">> hair. She doesn’t look angry. If anything, she looks intrigued.<br>
<br>
“You really should’ve told me,” she says, smirking as she watches you. “Britney practically squealed when she saw me at lunch. ‘Babe, you were so amazing out there!’”<br>
<br>
She lets out a soft, pleased hum. “I had tryouts,” she repeats, tasting the words, and then she tilts her head slightly. “You know, I never would’ve thought to do that. But you did.”<br>
<br>
She leans forward, resting her chin on her hand, eyes sparkling with curiosity. “Didn't think to give me the heads-up about me giving up my evenings to flash football players, though?”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Justify it - you needed to get close to the cheerleaders" "EmilyDialogue">><<EventsCheckEnd "YourHome" "EmilyReactionCheerleaderTryouts">><<set $EmilyDialogue to "EmilyReactionCheerleaderTryoutsJustify">><</link>><br>
<<link "Admit that you didn’t consider your actions on her" "EmilyDialogue">><<EventsCheckEnd "YourHome" "EmilyReactionCheerleaderTryouts">><<set $EmilyDialogue to "EmilyReactionCheerleaderTryoutsDidntConsider">><</link>>
<<elseif _currentEvent is "EmilyReactionMathsDetention">>
<br>
<<if $EmilyStateCurrent lt 3>>
Emily stands by the window, arms crossed tightly, her reflection barely visible in the glass. When she hears you enter, she turns, her expression unreadable for a moment before narrowing into something sharp.<br>
<br>
“Mr. Rogers stopped me in the corridor today,” she says flatly. “‘I hope you’ll take your studies more seriously from now on, Miss Phillips,’” she mimics, her voice laced with frustration.<br>
<br>
She exhales, shaking her head. “He said I wasn’t taking his class seriously. He said that otherwise I'd be back after school.” Her jaw tightens. “But <i>I</i> never had detention in maths. So what exactly did you do when you were at school?”<br>
<br>
Her tone is sharper now, laced with something else - something uneasy.<br>
<<else>>
Emily lounges on the couch, stretching lazily, her fingers running absently through her <<NPCHairText "Emily">> hair. She glances up as you enter, a slow, amused smile curling at the edges of her lips.<br>
<br>
“So,” she drawls, tilting her head, “Rogers seemed very concerned about me today.”<br>
<br>
She sits up slightly, smirking. “Apparently, I got detention. <i>Me</i>.” She taps a finger against her chin, feigning deep thought. “I guess that means you got detention, huh?”<br>
<br>
Her brown eyes gleam with amusement. “He said I should consider taking extra tuition. He really wants me to improve.” She lets out a soft giggle. “Wonder why.”<br>
<br>
Her smirk widens. “So? What did you do to deserve that?”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Tell her the curse impacted you" "EmilyDialogue">><<EventsCheckEnd "YourHome" "EmilyReactionMathsDetention">><<set $EmilyDialogue to "EmilyReactionMathsDetentionCurse">><</link>><br>
<<link "Tell her you needed to get access to the Maths room to investigate it" "EmilyDialogue">><<EventsCheckEnd "YourHome" "EmilyReactionMathsDetention">><<set $EmilyDialogue to "EmilyReactionMathsDetentionInvestigate">><</link>>
<<elseif _currentEvent is "EmilyReactionBusinessStudiesClub">>
<br>
<<if $EmilyStateCurrent lt 3>>
Emily is sitting at the dining table, arms crossed, an untouched cup of tea in front of her. She doesn’t even look at you at first, just stirs the drink absentmindedly.<br>
<br>
“Business Studies After School Club.” She lets the words hang in the air for a moment before looking at you directly. “Chantelle told me she was looking forward to seeing what I’d bring to their little gathering.” Her lips press into a thin line. “Which is interesting, since I didn’t know I was attending it.”<br>
<br>
She exhales sharply, shaking her head. “That’s not just some academic club, you know.” Her voice drops slightly. “DeBussy doesn’t just want students to succeed. She wants to own them. She collects things - secrets, information, the stuff people don’t want anyone else knowing.”<br>
<br>
Her gaze hardens. “So tell me. Are you actually planning on handing her people’s private business?”<br>
<<else>>
Emily is stretched out on the couch, idly flipping through a magazine. She doesn’t even look up at first, just smirks as she turns a page.<br>
<br>
“Business Studies After School Club,” she muses, tapping a fingernail against the glossy paper. “Funny thing happened at school. Chantelle told me she’s very interested to see what I bring to the table.”<br>
<br>
She tilts her head slightly, finally looking at you. “DeBussy’s little hive of informants.” A lazy smirk spreads across her lips. “You’re playing a fun little game, aren’t you?”<br>
<br>
Closing the magazine, she sits up, resting her chin on her palm. “So? Are you actually planning on feeding her gossip?”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Tell her you are and protest this is the best way to get into the classroom" "EmilyDialogue">><<EventsCheckEnd "YourHome" "EmilyReactionBusinessStudiesClub">><<set $EmilyDialogue to "EmilyReactionBusinessStudiesClubProtest">><</link>><br>
<<link "Tell her that you wouldn’t do that" "EmilyDialogue">><<EventsCheckEnd "YourHome" "EmilyReactionBusinessStudiesClub">><<set $EmilyDialogue to "EmilyReactionBusinessStudiesClubWouldnt">><</link>>
<<elseif _currentEvent is "EmilyReactionMichelleBlackmail">>
<br>
<<if $EmilyStateCurrent lt 3>>
"What did you do?"<br>
<Br>
Emily’s voice cuts through the quiet the second you step inside the room. There’s no warning, no buildup. Just the accusation, sharp and direct.<br>
<br>
You stop short. "What?"<br>
<br>
"I tried to talk to Michelle today," she tells you. Her voice is tight, forced into steadiness. "She looked me right in the eye, glared, and walked away."<br>
<br>
Her fingers curl into fists. "She wouldn’t even let me explain. Wouldn’t even listen. And the only thing that changed is you being me."<Br>
<br>
She exhales sharply, her jaw tightening. "So I’ll ask again. What did you do?"<br>
<<else>>
"What did you do?"<br>
<Br>
Emily’s voice rings out as soon as you step inside. No anger, no real accusation. Just mild curiosity.<br>
<br>
You frown. "What are you talking about?"<br>
<Br>
She leans against the couch, arms loose at her sides, watching you with a look that’s almost amused.<br>
<Br>
"Michelle wouldn’t talk to me today." She tilts her head slightly, running through the memory. "I said hi. She glared at me. Didn’t even say a word. Like she suddenly decided I wasn’t worth acknowledging."<br>
<br>
A slow, knowing smile tugs at her lips.<br>
<br>
"That’s weird, isn’t it? Almost like someone gave her a reason to hate me."<br>
<Br>
She watches you carefully, waiting.<br>
<br>
"So. What did you do?"
<</if>>
<br>
<<ActionsHeader>>
<<link "Apologise and say you got carried away" "EmilyDialogue">><<EventsCheckEnd "YourHome" "EmilyReactionMichelleBlackmail">><<set $EmilyDialogue to "EmilyReactionMichelleBlackmailApologise">><</link>><br>
<<link "Lie and tell her Michelle was spreading rumors about her" "EmilyDialogue">><<Greedy 1>><<EventsCheckEnd "YourHome" "EmilyReactionMichelleBlackmail">><<set $EmilyDialogue to "EmilyReactionMichelleBlackmailRumours">><</link>>
<<elseif _currentEvent is "EmilyReactionDennisBlackmailHallPass">>
<br>
<<if $EmilyStateCurrent lt 3>>
Emily is hunched over the coffee table when you walk in, looking over a spread of exercise books and notes. When she sees you, she adjusts her posture as she meets your eyes.<br>
<br>
"I ran into Dennis today," she says carefully. "He was acting strange. Like he was angry. At me."<br>
<br>
You feel your lips purse. "Oh?"<br>
<br>
A quiet sigh escapes Emily's lips. "Be honest, <<TrueName "Current">>. What did you do to him?"<br>
<<else>>
Emily is lying down on the sofa when you walk in, inspecting her nails. She glances up briefly to meet your eyes, then returns to inspecting her digits.<br>
<br>
"Dennis was acting strange at school," she comments, still not looking up. "He usually can't meet my eyes. Today though, he scowled as he walked past me in the corridor."<br>
<br>
Emily's eyes flick up to match yours. An eyebrow raises with accusation.<br>
<br>
"Been speaking to him, have you?"<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Lie and tell her you called him out for taking photos" "EmilyDialogue">><<EventsCheckEnd "YourHome" "EmilyReactionDennisBlackmailHallPass">><<set $EmilyDialogue to "EmilyReactionDennisBlackmailHallPassLie">><</link>><br>
<<link "Tell the truth about blackmailing him for the hall pass" "EmilyDialogue">><<EventsCheckEnd "YourHome" "EmilyReactionDennisBlackmailHallPass">><<set $EmilyDialogue to "EmilyReactionDennisBlackmailHallPassTruth">><</link>>
<<elseif _currentEvent is "EmilyReactionDennisBlackmail">>
<br>
<<if $EmilyStateCurrent lt 3>>
Emily is curled up on the sofa when you walk in, a half-finished cup of tea resting on the coffee table beside her. She’s flipping through a book, but when she notices you, she slides a finger between the pages, marking her place rather than reading on.<br>
<br>
"I ran into Dennis today," she says, her tone careful. She tilts her head slightly, studying you. "He’s usually too nervous to even look at me for more than a second, but today?" She exhales sharply, shaking her head. "He looked angry. Like, really angry."<br>
<br>
She shifts slightly, sitting up a little straighter. "What did you do to him?"<br>
<br>
There’s no immediate accusation in her voice. But beneath it, something uncertain lingers, as if she’s not sure she wants to know the answer.<br>
<<else>>
Emily lounges on the sofa, legs crossed at the ankles, casually flicking through a magazine. She doesn’t even glance up right away, just taps a nail idly against the glossy pages.<br>
<br>
"So, I ran into Dennis today," she muses, the faintest trace of amusement in her voice. "Normally, he looks like he’s about two seconds from fainting if I even breathe near him. But today?"<br>
<br>
She turns a page, her smirk widening. "Today, he actually glared at me."<br>
<br>
Emily finally looks up at you, her brown eyes sharp with interest.<br>
<br>
"What exactly did you do to him?"<br>
<br>
There’s no hesitation, nor nervousness. Just curiosity tinged with something almost playful, like she’s waiting to hear the punchline to a joke she’s already halfway figured out.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Tell Emily it's for the best - he's a creep" "EmilyDialogue">><<EventsCheckEnd "YourHome" "EmilyReactionDennisBlackmail">><<set $EmilyDialogue to "EmilyReactionDennisBlackmailCreep">><</link>><br>
<<link "Ask what you can do to make it better" "EmilyDialogue">><<EventsCheckEnd "YourHome" "EmilyReactionDennisBlackmail">><<set $EmilyDialogue to "EmilyReactionDennisBlackmailBetter">><</link>>
<<elseif _currentEvent is "EmilyReactionHeatherBlackmail">>
<br>
<<if $EmilyStateCurrent lt 3>>
Emily is on the sofa when you enter, curled up with a mug of tea, staring at the television without really watching it. The glow from the screen flickers over her face, but there’s no real focus in her eyes. "Hey," you say.<Br>
<br>
She doesn’t look at you right away. Instead, she exhales softly, rubbing at her sleeve. "The cafeteria was busy at school," she says after a moment. "So I had to find a seat wherever I could."<br>
<br>
She finally turns her head toward you. "I ended up sitting next to Heather."<Br>
<br>
You don’t react at first, but something chills in your stomach.<Br>
<br>
"Do you know her?"<br>
<Br>
You shrug noncommittally.<br>
<br>
Emily’s fingers tap against her mug. "She wouldn’t look at me. And when I tried to talk to her, she just got up and walked away."<br>
<br>
She tilts her head slightly, eyes narrowing just a fraction.<br>
<br>
"Did you say anything to her?"<br>
<<else>>
Emily is on the sofa when you enter, filing her nails as a reality TV show blares in the background. The glow from the screen flickers over her face, but there’s no real focus in her eyes. "Hey," you say.<Br>
<br>
Her eyes flick up to look at you, before turning her attention back to her nails. A smirk spreads across her face. "The cafeteria was busy at school," she says after a moment. "So I had to find a seat wherever I could."<br>
<br>
She finally turns her head toward you. "I ended up sitting next to Heather."<Br>
<br>
You don’t react at first, but something chills in your stomach.<Br>
<br>
"Do you know her?"<br>
<Br>
You shrug noncommittally.<br>
<br>
Emily puts her nail file down, inspecting her work. "She wouldn’t look at me," she continues. "When I tried to talk to her, she just got up and walked away."<br>
<br>
She tilts her head slightly, looking up at you again.<br>
<br>
"Did you say anything to her?"<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Come clean with what you did" "EmilyDialogue">><<EventsCheckEnd "YourHome" "EmilyReactionHeatherBlackmail">><<set $EmilyDialogue to "EmilyReactionHeatherBlackmailComeClean">><</link>><br>
<<link "Lie and deny you did anything" "EmilyDialogue">><<Greedy 1>><<EventsCheckEnd "YourHome" "EmilyReactionHeatherBlackmail">><<set $EmilyDialogue to "EmilyReactionHeatherBlackmailLie">><</link>>
<<elseif _currentEvent is "EmilyReactionBeachRel">>
<br>
<<if $EmilyStateCurrent lt 3>>
The living room is dark when you step inside. You flick the light switch on, blinking as the glow floods the space.<br>
<br>
Emily is sitting on the sofa. Her eyes are raw, red, blotchy. But she’s not crying. She just stares. Her jaw clenched, her hands gripping the cushion beside her. When she sees you, she grinds her teeth.<br>
<Br>
"I was walking past the gym today," she says, her voice bristling with anger. "Coach Beach stopped me. He told me he couldn't help but admire the gym floor again. Said it hasn’t looked that shiny in years."<Br>
<br>
She takes in a breath, trying to control her voice. "Then he said… maybe if physical education isn't for me, he could put in a word at the hotel. Get me a job as a maid once I graduate. And then --"<br>
<br>
Emily’s lips tremble. She shuts her eyes for a moment, forcing herself to keep speaking.<br>
<br>
"He whispered that he's happy that's still a while away, though. So I'll have plenty of time to show him how physical I can be."<br>
<br>
She opens her eyes, shining with unshed tears. She looks directly at you. "Then he patted my ass."<br>
<br>
You feel sick.<br>
<br>
"When I flinched away, he just laughed. Said, ‘Fair enough. Keep it behind closed doors, then.’"<br>
<br>
She stares at you, voice breaking with anger and betrayal.<br>
<br>
"Tell me exactly what you did."<Br>
<<else>>
Emily is on the sofa, flicking through the television channels. The moment she sees you, she switches it off and sets the remote down.<br>
<br>
"I was walking past the gym today,” she begins. "Beach stopped me. He told me he couldn't help but admire the gym floor again. Said it hasn’t looked that shiny in years.”<Br>
<br>
"Then he said… maybe if physical education isn't for me, he could put in a word at the hotel. Get me a job as a maid once I graduate. "<Br>
<br>
"He whispered that he's thankful there's still a while away, though. So I'll have plenty of time to show him how physical I can be."<br>
<br>
She pauses for effect. “Then he patted my ass."<Br>
<br>
Emily just watches you, expectantly. "I didn’t react,” she adds when you don’t reply. “So he reminded me that the offer still stands. Said I could provide the same services anytime I like at his home."<br>
<br>
She leans forward slightly, her expression unreadable. "So. What did you do?"<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Confess everything" "EmilyDialogue">><<EventsCheckEnd "YourHome" "EmilyReactionBeachRel">><<set $EmilyDialogue to "EmilyReactionBeachRelComeConfess">><</link>><br>
<<link "Bluff your way out of it" "EmilyDialogue">><<Greedy 1>><<EventsCheckEnd "YourHome" "EmilyReactionBeachRel">><<set $EmilyDialogue to "EmilyReactionBeachRelBluff">><</link>>
<<elseif _currentEvent is "EmilyReactionMichelleBully">>
<br>
<<if $EmilyStateCurrent lt 3>>
You barely step inside before you sense it. Something is off. Emily sits on the sofa, waiting. She doesn’t move when she sees you. She just stares, darkly.<br>
<br>
"People were looking at me all day," she says coolly, her fingers drumming against the armrest. There’s no emotion in her voice. Just cold, simmering anger. "Not the usual looks. Not curiosity. Not gossip. It was something else."<br>
<br>
She finally lifts her gaze, her eyes sharp and assessing. "Respect. And a little fear."<br>
<br>
You shift slightly, bracing yourself.<br>
<br>
"I didn’t get it at first. But when I mentioned it to someone, they got weird. They told me it was probably because of what I did to Michelle at lunch."<Br>
<Br>
Your stomach drops.<br>
<br>
"So, I asked them what I did,” she continues with the story. "Do you know what they told me? That I humiliated my best friend in front of the entire school."<Br>
<br>
She tilts her head, watching you carefully.<br>
<br>
"That I stood up in front of everyone and announced to the whole cafeteria that she was Mr. Roger’s after-school slut? That I led everyone in a chant. Chanting ‘Whore’.”<Br>
<br>
Her voice sharpens, low with restrained fury. "What the hell were you thinking?"<br>
<<else>>
Emily grins when she sees you. She’s lounging on the sofa, a pleased, almost smug smile on her lips.<br>
<br>
"People were looking at me all day," she muses, stretching slightly. "Respect. And a little fear. I wondered why. So I asked around."<br>
<br>
She tilts her head slightly, amusement flickering in her expression. "Apparently, it’s because of something I did to Michelle at lunch."<br>
<br>
You don’t say anything.<br>
<br>
Emily watches you, her lips quirking upward. "Except, of course… I didn’t do anything to Michelle at lunch, did I? But it sounds like you did. Sounds like you spilled the secret of what she does with Mr. Rogers to keep her grades up. Led the whole cafeteria in a chant berating her.”<Br>
<br>
She leans forward slightly, resting her chin on her hand. "So, tell me - why?"<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Try to explain" "EmilyDialogue">><<EventsCheckEnd "YourHome" "EmilyReactionMichelleBully">><<set $EmilyDialogue to "EmilyReactionMichelleBully">><</link>><br>
<<elseif _currentEvent is "EmilyReactionElizabethBully">>
<br>
<<if $EmilyStateCurrent lt 3>>
You step inside, expecting the usual evening atmosphere - Emily on the sofa, the TV playing some background noise, maybe the faint scent of tea still lingering in the air.<br>
<br>
And at first, it almost looks that way. Emily is on the sofa, flipping through a magazine. But something feels off. She doesn’t look up.<Br>
<br>
You hesitate, offering a casual, "Hey, Em."<Br>
<br>
No response.<br>
<br>
You frown. "Everything okay?"<br>
<br>
The magazine snaps shut. Emily finally lifts her gaze, and the anger simmering beneath her expression is immediate.<br>
<br>
"I got some looks at school," Emily says, her voice measured, tight. " There were whispers as I walked through the corridor. Then, in class, I heard some girls whispering. Do you know what they said?”<Br>
<Br>
Your stomach tightens.<Br>
<br>
"Apparently, I stood in the middle of the hallway today and humiliated Liz in front of everyone,” she continues. “I crushed her glasses. And then I dressed her down. I said that Liz walks around like she’s some kind of rebel, with her dark makeup and ripped tights. But really, she’s just a nerd."<br>
<br>
She lets out a bitter laugh. "They didn’t think I had it in me. That maybe I’m more than just a bookworm."<br>
<br>
Her voice turns sharp. Accusing. "Tell me this is a dream, <<TrueName "Current">>. You didn’t really do that?"<Br>
<<else>>
You step inside, expecting the usual evening atmosphere - Emily on the sofa, the TV playing some background noise, maybe the faint scent of tea still lingering in the air.<Br>
<br>
You hesitate, offering a casual, "Hey, Em."<br>
<br>
Emily looks up from her magazine, taking her time. Then, deliberately, she closes it, smiling. It’s a cold smile. A knowing one. She tilts her head slightly, watching you.<Br>
<br>
"So I got some looks at school,” she begins. “Not the usual kind. When I asked someone about it, they got nervous. But I got it out of them."<br>
<br>
She continues, her voice playfully amused. "Apparently, I stood in the middle of the hallway today and humiliated Liz in front of everyone. Crushed her glasses. And then I dressed her down. Called her out for walking around like she’s some kind of rebel, with her dark makeup and ripped tights. But really, she’s just a nerd."<br>
<br>
She studies her nails, as if this is just idle gossip. "They said they didn’t think I had it in me. That maybe I’m more than just a bookworm."<br>
<br>
She looks at you directly, raising an eyebrow. "So tell me, <<TrueName "Current">>… what was that about?"<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Try to explain" "EmilyDialogue">><<EventsCheckEnd "YourHome" "EmilyReactionElizabethBully">><<set $EmilyDialogue to "EmilyReactionElizabethBully">><</link>><br>
<<elseif _currentEvent is "EmilyReactionJakeRel">>
<br>
<<if $EmilyStateCurrent lt 3>>
The moment you step through the front door, footsteps pound against the stairs. Emily appears before you even have the chance to take off your shoes. She nearly collides with you, stopping just short, her face blotchy and red. Signs that she’s been crying. "You fooled around with him, didn’t you?"<br>
<br>
No preamble. No hesitation. Just blunt accusation. She studies your face carefully, as if waiting for a reaction - waiting for confirmation. You frown, narrowing your eyebrows. “What?”<br>
<br>
She snorts, her lips almost snarling. “I bumped into Jake at the school gates,” she says, her voice trembling. "He pulled me aside and asked how my night had been." She shakes her head, disgust written all over her face. "He told me he spent all night thinking about my ‘dainty little hands.’ And how I put them to work."<br>
<br>
Your breath catches. You know why there are tears in her eyes.<br>
<br>
"When I told him I didn’t know what he meant, he laughed at me. Told me I didn’t need to pretend with him. He said he knows what I want. Underneath all that geek."<Br>
<br>
Emily clenches her jaw, spitting out the final sentence. "And if I want to get another look at his ‘equipment,’ I should come over one night."<br>
<br>
Her eyes flash with something raw. Anger, humiliation, disgust. "Why? Why did you do that?”<br>
<<else>>
You hear light footsteps the moment you step through the front door. Emily appears before you even have the chance to take off your shoes. She stops on the bottom stair, meeting your gaze. Then she smiles. Not a warm smile. Not a happy one. Just intrigued.<br>
<br>
"I bumped into Jake at the school gates," she says, a knowing tone to her voice. "He pulled me aside and asked how my night had been. Told me he spent all night thinking about my ‘dainty little hands.’” She lifts her fingers, wiggling them playfully. "And how I put them to work."<br>
<br>
Your blood runs cold.<br>
<Br>
"When I told him I didn’t know what he meant, he laughed.” she adds. “Said I don’t need to pretend."<br>
<br>
She giggles, but there’s no amusement in it. "He said he knows what I want now. Beneath all that geek. And if I want to get another look at his ‘equipment,’ I should come over one night."<br>
<br>
Then, finally, she tilts her head the other way, still smiling. "You fooled around with him, didn’t you?"<br>
<br>
She leans forward slightly. "Be honest. Why?"<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Tell her you needed the gym key" "EmilyDialogue">><<EventsCheckEnd "YourHome" "EmilyReactionJakeRel">><<set $EmilyDialogue to "EmilyReactionJakeRelKey">><</link>><br>
<<link "Admit you found him attractive" "EmilyDialogue">><<EventsCheckEnd "YourHome" "EmilyReactionJakeRel">><<set $EmilyDialogue to "EmilyReactionJakeRelAdmit">><</link>>
<<elseif _currentEvent is "EmilyReactionOlafPhotos">>
<br>
<<if $EmilyStateCurrent lt 3>>
As you enter, you notice Emily is sitting at the kitchen table. She’s not watching TV. Not reading. She’s just waiting.<br>
<Br>
Her eyes flick up as soon as you walk in, but she doesn’t say anything. Instead, her fingers tap against the table, slow and deliberate. Her fingers tapping next to something on the table.<br>
<Br>
A photo. It only takes a second to recognise what it is. A photo of Emily. Except, it’s not Emily. It’s you as her. Posing in the basement for Olaf.<br>
<br>
"This was stuffed into my locker,” she says. Her eyes are red, blotchy. But she’s not crying. She grits her teeth as she looks at you. <Br>
<br>
She flips the photo over. Scrawled across the back, in chicken-scratch handwriting: "<i>Developed my photos. Look at them in my cot. One for you. X</i>"<Br>
<br>
Emily’s fingers tighten around the edges. "Care to tell me what this is?"<Br>
<<else>>
As you enter, you notice Emily is sitting at the kitchen table. She’s not watching TV. Not reading. She’s just waiting.<br>
<br>
Her eyes flick up as soon as you walk in, but she doesn’t say anything. Instead, her fingers tap against the table, slow and deliberate. Her fingers tapping next to something on the table.<Br>
<br>
A photo. It only takes a second to recognise what it is. A photo of Emily. Except, it’s not Emily. It’s you as her. Posing in the basement for Olaf.<Br>
<br>
"This was stuffed into my locker,” she says, coldly. She eyes you with a death stare, her brown eyes cold. <br>
<br>
Then she flips it over. "<i>Developed my photos. Look at them in my bunk. One for you. X</i>"<br>
<br>
Emily lets an icy smile play across her lips. "Care to explain?"<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Try to explain" "EmilyDialogue">><<EventsCheckEnd "YourHome" "EmilyReactionOlafPhotos">><<set $EmilyDialogue to "EmilyReactionOlafPhotos">><</link>><br>
<<elseif _currentEvent is "EmilyReactionJenShopping">>
<br>
<<if $EmilyStateCurrent lt 3>>
When you step inside, Emily is already waiting, sitting quietly on the sofa. She looks up immediately, her eyes narrowed with confusion rather than anger.<br>
<br>
“Everything alright, Em?” you ask with caution.<br>
<br>
"Did you say something weird to Jennifer?" she asks bluntly, not bothering with pleasantries. "I was in Evans' Department Store, and she was completely cold with me. Like, really off."<br>
<br>
You hesitate, feeling Emily's eyes bore into yours, waiting impatiently for some kind of explanation. She continues, shaking her head, "I tried to be nice, to make small talk like usual, but Jen just waved me off. Then she said, 'Maybe Christina would like to talk - you two seem pretty close now.' I have no idea what she's talking about."<br>
<br>
Emily leans forward, resting her elbows on her knees. "Did you do something to upset her? Because whatever it was, I got the blowback. She thinks I'm suddenly Christina's best friend."<br>
<br>
Her gaze is steady, quietly intense. "Come on. Spill. What did you say to Jen?"<br>
<<else>>
Emily is lounging casually on the sofa when you enter. She glances up briefly, smirking slightly as you shut the door behind you.<br>
<br>
"Interesting day," she begins, sounding almost bored. "I bumped into Jennifer at Evans' Department Store. She wasn't exactly thrilled to see me."<br>
<br>
She stretches languidly before continuing. "I tried to make conversation, but she pretty much brushed me off. Said I should ask Christina for company since we're such good friends now. Sound familiar?" Emily's lips curve in a knowing smile, her gaze fixed sharply on you.<br>
<br>
"I think you've got some explaining to do," she adds, folding her arms comfortably. Her tone is playful, but there's an edge to it - a subtle warning that she'd better like your answer.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Come clean and tell Emily about the shopping trip with Christina" "EmilyDialogue">><<EventsCheckEnd "YourHome" "EmilyReactionJenShopping">><<set $EmilyDialogue to "EmilyReactionJenShoppingComeClean">><</link>><br>
<<link "Lie and blame Jennifer for acting strange" "EmilyDialogue">><<EventsCheckEnd "YourHome" "EmilyReactionJenShopping">><<Greedy 1>><<set $EmilyDialogue to "EmilyReactionJenShoppingLie">><</link>>
<<elseif _currentEvent is "EmilyReactionFloBook">>
<br>
<<if $EmilyStateCurrent lt 3>>
You step into the house to find Emily on the sofa, carefully stitching a patch onto one of her jackets. She looks up, her eyes briefly meeting yours before returning to her careful handiwork. There's tension in the way she pulls the thread tight, almost snapping it.<br>
<br>
"Hey, Em," you say carefully, sensing something's off.<br>
<Br>
She doesn't answer immediately, focusing on another stitch before finally looking up again. "I was at Fresh Pot earlier," she begins evenly, voice controlled but edged with irritation. "Florence practically froze me out. Barely said two words, wouldn't look me in the eye."<Br>
<br>
She pauses, eyes narrowing slightly. "I tried making conversation. You know, asked how her book was going. She nearly bit my head off. She said, 'I don't find that funny,' like I'd made some horrible joke."<Br>
<br>
Emily sets her jacket aside, meeting your gaze directly, suspicion flickering in her eyes. "What exactly did you say to her?"<Br>
<<else>>
Emily is seated comfortably at the kitchen table, a small hand mirror propped up as she experiments with her eyeliner, drawing careful, precise strokes. When you enter, she briefly glances up, offering a sly smirk before returning her attention to her reflection.<br>
<Br>
"I had a weird visit to Fresh Pot," she comments lightly, focusing on a final sweep of eyeliner. "Florence practically gave me frostbite."<br>
<Br>
She sets the mirror down, studying her reflection before turning fully towards you, amusement and curiosity mingling in her eyes. "I asked her about that stupid book she always carries, and she looked ready to spit venom. Said she didn't find it funny. Got the distinct impression I was missing something."<Br>
<Br>
Emily arches an eyebrow, the playful smile still on her lips, though her eyes carry a subtle edge. "Care to tell me what I missed?"<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Tell Emily about taking the book" "EmilyDialogue">><<EventsCheckEnd "YourHome" "EmilyReactionFloBook">><<set $EmilyDialogue to "EmilyReactionFloBookAdmit">><</link>><br>
<<link "Feign ignorance" "EmilyDialogue">><<EventsCheckEnd "YourHome" "EmilyReactionFloBook">><<set $EmilyDialogue to "EmilyReactionFloBookFeign">><</link>>
<<elseif _currentEvent is "EmilyReactionAndreaDisliked">>
<br>
<<if $EmilyStateCurrent lt 3>>
You find Emily perched on the edge of the sofa, carefully sketching something into a notebook you've not seen before. She pauses, chewing the end of her pencil thoughtfully before noticing you enter.<Br>
<Br>
"Hey, Em," you offer, breaking the silence carefully. "What are you drawing?"<br>
<Br>
She closes the book quickly, a little embarrassed. "Nothing really. Just trying something new." Her tone turns serious, her eyes searching yours. "I went by the hotel earlier. Andrea seemed upset. Professional, but… distant. Clipped."<Br>
<Br>
You sense her hesitation, the concern lingering beneath her words. "I asked her if something was wrong. She just told me - quietly - to leave her alone, then went back to that overly polite 'Will there be anything else?' routine."<Br>
<BR>
Emily's gaze fixes on yours, cautious and wary. "Did something happen between you and Andrea?"<Br>
<<else>>
Emily is sitting cross-legged at the kitchen table, carefully filing and shaping her nails with practiced ease. She barely glances up as you enter, absorbed in her task.<br>
<Br>
"Fun trip to the hotel today," she remarks dryly, holding her hand up to admire her work. "Andrea looked like she'd swallowed something bitter. Barely spoke to me beyond 'Will there be anything else?'"<br>
<br>
She smiles faintly, eyes glittering with interest. "When I asked if something was wrong, she nearly whispered that I should leave her alone. Very dramatic. You wouldn't have any idea why she'd react like that, would you?"<br>
<Br>
She gently blows the dust from her fingertips, casting a sideways glance your way. "What did you do to her, <<TrueName "Current">>?"<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Tell Emily you upset Andrea and apologise" "EmilyDialogue">><<EventsCheckEnd "YourHome" "EmilyReactionAndreaDisliked">><<set $EmilyDialogue to "EmilyReactionAndreaDislikedApologise">><</link>><br>
<<link "Bluff that Andrea is just like that" "EmilyDialogue">><<Greedy 1>><<EventsCheckEnd "YourHome" "EmilyReactionAndreaDisliked">><<set $EmilyDialogue to "EmilyReactionAndreaDislikedBluff">><</link>>
<<elseif _currentEvent is "YourHomeCorruptionEvent1">>
<br>
Emily stands by the mirror in the living room, adjusting the hem of her blouse with a slight frown. The morning light filters through the window, casting a soft glow over her as she tilts her head, inspecting her reflection. Her <<NPCHairText "Emily">> hair, once left to fall naturally, is now neatly brushed and smoothed down, tucked behind her ear with careful precision. There's a subtle order to it now, a quiet effort that wasn’t there before.<br>
<br>
She tugs at her clothes, pulling them straight before stepping back. She still retains her modest fashion choices, but something about the way it fits now makes it seem more deliberate. The fabric hugs her shape in ways it never used to, subtly emphasizing her frame. She shifts her weight, smoothing out the fabric as if debating whether it’s right.<br>
<br>
Catching sight of you in the reflection, she gives a small, almost self-conscious smile. “What do you think?” she asks, voice light but expectant. “I just figured… I should put a little more effort into how I look, you know?” She brushes a hand over her hair again, eyes flicking between her reflection and you, waiting for a response. “Not a bad thing, right?”<br>
<br>
You can see it. The change is minor, but it’s there. A growing awareness of her appearance, a desire to present herself differently. The question is whether to encourage it or remind her she never cared about this before.<Br>
<br>
<<ActionsHeader>>
<<link "Support her choice" "EmilyDialogue">><<EventsCheckEnd "YourHome" "YourHomeCorruptionEvent1">><<set $EmilyDialogue to "YourHomeCorruptionEvent1Support">><</link>><br>
<<link "Caution her" "EmilyDialogue">><<EventsCheckEnd "YourHome" "YourHomeCorruptionEvent1">><<set $EmilyDialogue to "YourHomeCorruptionEvent1Caution">><</link>>
<<elseif _currentEvent is "YourHomeCorruptionEvent2">>
<br>
Emily is stretched out on the couch, one leg draped lazily over the armrest, staring at the ceiling with an exaggerated sigh. The morning light spills through the windows, but she doesn’t seem particularly interested in starting the day. Instead, she groans and sits up abruptly, brushing a hand through her <<NPCHairText "Emily">> hair - carefully styled, as always.<br>
<br>
“This town is so backwards,” she mutters, flicking through something in her hands before tossing it onto the coffee table with a frustrated huff. “I swear, I’d rather have dial-up than whatever joke of a signal they have here.” She shifts in place, smoothing down her clothes in an absentminded gesture, adjusting the way they sit on her as though the fit suddenly matters more. The details are subtle, but they add up - like she’s paying just a little more attention to her appearance than she used to.<br>
<br>
After another moment of restless fidgeting, she suddenly perks up with an idea. “Hey… why don’t I just go out today?” She turns toward you, her expression light but expectant. “I mean, if you’re not taking my place today, what’s the harm? And if you are…” She smirks, leaning forward slightly. “Do you really think people are going to wonder what’s happening if you’re in school all day?”<Br>
<br>
She says it so casually, as if it’s the most obvious thing in the world. But the way she watches you - waiting, testing - suggests she’s been turning this idea over in her head for a while.<br>
<br>
<<ActionsHeader>>
<<link "Support her choice" "EmilyDialogue">><<EventsCheckEnd "YourHome" "YourHomeCorruptionEvent2">><<set $EmilyDialogue to "YourHomeCorruptionEvent2Support">><</link>><br>
<<link "Caution her" "EmilyDialogue">><<EventsCheckEnd "YourHome" "YourHomeCorruptionEvent2">><<set $EmilyDialogue to "YourHomeCorruptionEvent2Caution">><</link>>
<<elseif _currentEvent is "YourHomeCorruptionEvent3">>
<br>
As you step into the living room, you hear Emily’s voice drifting through the air - high-pitched, sweet, almost sing-song in its cadence. It takes a moment to realise she’s on the phone.<br>
<br>
“Oh my gosh,” she giggles, twirling a strand of her <<NPCHairText "Emily">> hair between her fingers. “You’re so bad.” Her tone is playful, teasing. “Mmm, I guess I could… but I don’t know if you could handle me.”<br>
<br>
You pause. Emily’s always been friendly, but this? This is different. There’s a flirtiness in her voice that doesn’t sound quite like the sister you know.<br>
<br>
She catches sight of you and gives a little wave before turning away slightly, lowering her voice. “Uh-huh… yeah?” A quiet giggle follows, her fingers skimming absently over her clothes, smoothing out invisible wrinkles in a way that feels oddly deliberate. When she finally hangs up, she turns to you with a grin, unbothered by the interruption.<br>
<br>
“What?” she says, amused by whatever expression you’re making. “It’s just harmless fun.”<Br>
<br>
She leans against the couch, stretching lazily, completely at ease. “Honestly, I don’t know why I didn’t get it before,” she muses. “Charlton, I mean. I used to think this place was a little… off, but honestly? It’s not so bad.”<br>
<br>
She lets out a contented sigh, her fingers drifting idly to her hair again. “Don’t you think it’s just easier to enjoy things?”<Br>
<br>
You can feel it - this is more than just an idle comment. Emily is starting to embrace Charlton in a way she never did before.<Br>
<br>
<<ActionsHeader>>
<<link "Support her choice" "EmilyDialogue">><<EventsCheckEnd "YourHome" "YourHomeCorruptionEvent3">><<set $EmilyDialogue to "YourHomeCorruptionEvent3Support">><</link>><br>
<<link "Caution her" "EmilyDialogue">><<EventsCheckEnd "YourHome" "YourHomeCorruptionEvent3">><<set $EmilyDialogue to "YourHomeCorruptionEvent3Caution">><</link>>
<<elseif _currentEvent is "YourHomeCorruptionEvent4">>
<br>
Emily lounges on the couch, legs tucked neatly beneath her, flipping through an issue of New Woman Magazine. A glossy ad catches the light as she turns the page, her manicured fingers skimming over the models in elegant dresses, the headlines promising <i>10 Ways to Be Irresistible</i> and <i>The Secret to Capturing a Man’s Attention Without Even Trying</i>.<br>
<br>
She barely glances up as you enter, too absorbed in whatever she’s reading. “You know,” she says, her voice light and thoughtful, “I really don’t get why I ever cared about school.” She leans back against the cushions, tapping her chin with one perfectly filed nail. “I mean, really, what’s the point?”<br>
<br>
She flicks through another page, eyes narrowing slightly before she lets out a soft, pleased hum. “What matters is looking good, knowing how to handle yourself, and making sure the right people notice you.” Her tone is completely self-assured, not a trace of doubt in her words. “I mean, let’s be real. That’s how you get ahead.”<br>
<br>
She tilts her head toward you, smirking slightly. “Like, I was talking to Rhiannon the other day, and she totally thinks I could work at the salon. Or maybe even the bar.” She bites her lip, eyes sparkling with mischief. “Think about it. I’d get to meet so many people. And not just dumb schoolboys, either. Real men.”<br>
<br>
The casual way she says it sends a small chill down your spine.<br>
<br>
She closes the magazine with a satisfied sigh, stretching her arms above her head, completely at ease. “Why waste time stressing over exams and homework when I could be having fun?” She tilts her head slightly, watching your reaction. “Come on, don’t look at me like that. You’re not still worried about me, are you?”<br>
<br>
You can feel it - this is the last chance to challenge her, to remind her of who she was. Or, maybe… it’s time to accept that your sister is gone.<br>
<br>
<<ActionsHeader>>
<<link "Support her choice" "EmilyDialogue">><<EventsCheckEnd "YourHome" "YourHomeCorruptionEvent4">><<set $EmilyDialogue to "YourHomeCorruptionEvent4Support">><</link>><br>
<<link "Caution her" "EmilyDialogue">><<EventsCheckEnd "YourHome" "YourHomeCorruptionEvent4">><<set $EmilyDialogue to "YourHomeCorruptionEvent4Caution">><</link>>
<<elseif _currentEvent is "YourHomeSiblingBondActiveFor">>
<br>
Emily is sitting on the sofa when you enter, legs tucked beneath her, a small, pleased smile playing on her lips. There’s something different about her tonight. Something in the way she holds herself, in the quiet anticipation flickering in her brown eyes.<br>
<br>
"I’ve got something," she says before you can even ask, reaching into her bag and pulling out a small, ornate box.<Br>
<br>
The metal catches the low light of the living room. A delicate thing, antique, with intricate carvings curling across its surface. She runs a thumb over the design, almost absentmindedly, before flicking the latch open.<br>
<br>
Inside, nestled within the velvet lining, is a fine red powder.<Br>
<br>
You frown and sit down next to Emily. "What is it?"<br>
<br>
Emily looks at you, her smile widening slightly. "Something that can help."<br>
<br>
She watches your reaction carefully, like she’s waiting to see if you understand without needing an explanation.<br>
<br>
"Help with what?"<Br>
<br>
She tilts her head, amusement flashing in her expression.<br>
<br>
"With Charlton. With you. With all of it."<Br>
<br>
<<ActionsHeader>>
<<link "Press for more information" "EmilyDialogue">><<EventsCheckEnd "YourHome" "YourHomeSiblingBondActiveFor">><<set $EmilyDialogue to "YourHomeSiblingBondActiveFor">><</link>><br>
<<elseif _currentEvent is "YourHomeSiblingBondReactiveFor">>
<br>
Emily is curled up on the sofa when you enter, resting something against her knees as she absentmindedly flips through the pages. At first, she doesn’t notice you, her brows furrowed slightly in thought. But when she does, she smiles. "Hey." <Br>
<br>
Her voice is soft, but there’s something careful in it, like she’s been thinking about something for a while. She watches you for a moment, then tilts her head slightly. "How are you coping?"<br>
<br>
The question lands heavier than it should.<br>
<br>
You hesitate. There’s an easy answer. One that would brush it off, one that would keep the weight of it all buried deep where no one else has to see it. But this is Emily.<br>
<br>
You exhale, rubbing the back of your neck. "It’s been… a lot."<br>
<br>
Emily nods slowly, still watching you. There’s no judgement in her expression - only quiet understanding.<br>
<br>
"I thought it might be."<br>
<br>
She shifts slightly, closing whatever she’s been reading and resting it in her lap. "It’s not just pretending to be me, is it?" she murmurs. "It’s everything. The school, the town. It’s all getting to you."<Br>
<br>
You don’t answer right away. You don’t have to. She can already see it.<Br>
<br>
Emily presses her lips together, thoughtful. Then, finally, she shifts forward and holds out what she’s been reading.<br>
<br>
"Here," she says. "Take this."<Br>
<br>
<<ActionsHeader>>
<<link "Look at what Emily is holding" "EmilyDialogue">><<EventsCheckEnd "YourHome" "YourHomeSiblingBondReactiveFor">><<set $EmilyDialogue to "YourHomeSiblingBondReactiveFor">><</link>><br>
<<elseif _currentEvent is "YourHomeSiblingBondActiveAgainst">>
<br>
The moment you step inside, you know something is wrong.<br>
<br>
The living room is dimly lit, the usual soft glow of the lamps replaced by the flicker of candlelight. The coffee table has been pushed aside, making space for a chalk-drawn circle on the floor.<br>
<br>
Emily sits in the middle of it.<br>
<br>
At first, she doesn’t react to your presence. Her attention is locked on a gleaming bracelet resting before her, its surface catching the candlelight like it’s alive.<br>
<br>
Then, slowly, she glances back at you.<Br>
<br>
"You’re home early," she mutters, frustration in her voice.<Br>
<br>
But you barely register her tone. The trinket demands your attention. Even without touching it, you feel the magic radiating from it. It’s raw, unstable, and dangerously potent. Your mind’s eye sees it burning with uncontrolled energy, pulsing like a heartbeat, waiting to be unleashed.<br>
<br>
Something is very, very wrong.<Br>
<br>
<<ActionsHeader>>
<<link "Demand to know what's going on" "EmilyDialogue">><<EventsCheckEnd "YourHome" "YourHomeSiblingBondActiveAgainst">><<set $EmilyDialogue to "YourHomeSiblingBondActiveAgainst">><</link>><br>
<<elseif _currentEvent is "YourHomeGradesAplus">>
<br>
The morning sunlight streams through the windows as you make your way downstairs. Just as you enter the kitchen, the phone rings insistently. Curious, you pick it up.<br>
<br>
"Good morning, this is Lydia Carmichael from Charlton Upper School. I'm the Career Advisor. Am I speaking with <<TrueName "Current">> Phillips?<br>
<br>
You confirm it's you. Her voice is warm yet professional, a perfectly practiced balance.<br>
<br>
"Wonderful! I'm reaching out regarding Emily. She's doing exceptionally well in her classes, truly outstanding. I'd like to discuss her future. It’s never too early to ensure our students are set on the right path. Can you come into the school today? I’d prefer to speak in person about Emily’s bright future."<br>
<br>
<<ActionsHeader>>
<<link "Accept her offer" "EmilyGradesEvents">><<EventsCheckEnd "YourHome" "YourHomeGradesAplus">><<set $EmilyGradesEvents to "AplusAccept">><</link>><br>
<<link "Say you can’t make it today" "EmilyGradesEvents">><<EventsCheckEnd "YourHome" "YourHomeGradesAplus">><<set $EmilyGradesEvents to "AplusDecline">><</link>><br>
<<elseif _currentEvent is "YourHomeGradesA">>
<br>
As you come downstairs, the ringing phone interrupts your thoughts. Picking it up, you're greeted by a cheerful and professional voice, one you vaguely recognise from Charlton Upper School's reception desk.<br>
<br>
"Good morning! This is Charlton Upper School. Am I speaking with <<TrueName "Current">> Phillips?"<br>
<br>
You confirm it's you, wondering what this might be about.<br>
<br>
"Wonderful!" she continues warmly. "I'm calling regarding Emily. She's been making fantastic progress lately. Her teachers have commended her efforts.”<br>
<br>
You mumble a non-verbal response, wondering where this is going.<br>
<br>
“In fact, the Headmaster himself would like personally to offer her for some additional lessons during lunchtime. Mr. Stitch believes this extra attention could really help her reach her full potential."<br>
<br>
There's a brief pause as she waits expectantly.<br>
<Br>
"Can we count on your support to enroll Emily in these extra lunchtime lessons?"<br>
<br>
<<ActionsHeader>>
<<link "Agree to enroll Emily in extra lessons with the headmaster" "EmilyGradesEvents">><<EventsCheckEnd "YourHome" "YourHomeGradesA">><<set $EmilyGradesEvents to "AAccept">><<SetFlag "StitchLunchtimeLessons">><</link>><br>
<<link "Politely decline, explaining you’d prefer Emily have time to relax at lunch" "EmilyGradesEvents">><<EventsCheckEnd "YourHome" "YourHomeGradesA">><<set $EmilyGradesEvents to "ADecline">><</link>><br>
<<elseif _currentEvent is "YourHomeGradesB">>
<br>
You come downstairs to find an envelope waiting for you, the distinctive Charlton Upper School crest clearly visible. Opening it carefully, you find Emily’s latest report card inside. As your eyes scan down the neatly typed page, you feel a sense of relief. Emily’s grades have improved.<br>
<br>
<center><img src="./images/emily_report_card_B.png"></center><br>
<br>
<i>Physical Education: "Emily demonstrates enthusiastic participation." - Coach Beach<br></i>
<Br>
<i>Mathematics: "Emily has shown great improvement, demonstrating notable attention." - Mr. Rogers<br></i>
<br>
<i>Geography: "A keen and engaged student." - Ms. Prichard<br></i>
<br>
<i>Business Studies: "Insightful and increasingly dedicated to her learning." - Mrs. DeBussy<Br></i>
<Br>
<i>Biology: "Excellent enthusiasm for the syllabus." - Mr. Harrow<br></i>
<br>
You glance up as Emily walks into the room. Holding up the report, you offer her a warm smile. “This is fantastic, Emily. Your teachers seem very pleased.”<br>
<br>
Emily blushes faintly, her smile polite but genuine. “Thanks, <<TrueName "Current">>. I'm glad it's paying off.”<br>
<br>
You sense genuine pride behind her restrained response, a quiet happiness that seems well-earned.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EventsCheckEnd "YourHome" "YourHomeGradesB">><</link>><br>
<<elseif _currentEvent is "YourHomeGradesD">>
<br>
You come downstairs to find an envelope waiting for you on the mat, the familiar Charlton Upper School crest clearly visible. Opening it cautiously, your stomach tightens as you read Emily’s latest report card. Your heart sinks. The news isn’t good. Despite your best intentions, Emily's grades haven't improved. If anything, they've slipped further.<br>
<br>
<center><img src="./images/emily_report_card_D.png"></center><br>
<br>
<i>PE: "Concerned by lack of effort and participation." - Coach Beach</i><br>
<br>
<i>Maths: "Fundamental attention challenges persist, intervention recommended." - Mr. Rogers<br></i>
<br>
<i>Geography: "Lack of engagement concerning." - Ms. Prichard<br></i>
<br>
<i>Business Studies: "Unsatisfactory grasp of essential practical concepts." - Mrs. DeBussy<br></i>
<br>
<i>Biology: "Lack of interest in syllabus concerning." - Mr. Harrow<br></i>
<br>
As you finish reading, you look to Emily. You hold up the report, trying to keep your expression neutral, but she quickly senses something’s wrong.<Br>
<Br>
“I’m sorry, Emily,” you say gently, handing her the card. “We’ll figure something out.”<br>
<Br>
Emily scans the report, her face falling visibly. She looks away, clearly dismayed.<br>
<br>
“Great,” she murmurs, disappointment heavy in her voice. “Whatever we've been trying obviously isn't working.”<br>
<Br>
You feel a pang of guilt, her shoulders slumped in quiet frustration.<Br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EventsCheckEnd "YourHome" "YourHomeGradesD">><</link>><br>
<<elseif _currentEvent is "YourHomeGradesE">>
<br>
You come downstairs to the sharp ringing of the telephone. Picking it up, you hear a deep, authoritative voice that instantly sends a chill through you.<br>
<br>
"Good morning. Am I speaking to <<TrueName "Current">> Phillips?"<br>
<br>
"Yes," you reply hesitantly.<br>
<br>
"This is Mr. Stitch, Headmaster of Charlton Upper School," he continues smoothly, his tone commanding and direct. "I’m contacting you personally regarding Emily’s recent academic performance. Frankly, it's become a matter of serious concern."<br>
<br>
You remain silent, the weight of his words sinking in.<br>
<br>
"At Charlton, we uphold certain standards," Stitch says firmly, leaving no room for negotiation. "I need you to come to the school immediately to discuss Emily’s situation. This is not optional."<br>
<br>
He pauses briefly, the silence emphasizing the finality of his statement.<br>
<br>
"I expect to see you soon."<br>
<br>
The line goes dead abruptly, leaving you standing by the phone, a sinking feeling in your stomach. Whatever Mr. Stitch has planned, you sense it's far from good news.<Br>
<br>
<<ActionsHeader>>
<<link "Go see Mr. Stitch at Charlton Upper School" "EmilyGradesEvents">><<EventsCheckEnd "YourHome" "YourHomeGradesE">><<set $EmilyGradesEvents to "EAccept">><</link>><br>
<<elseif _currentEvent is "WorkPerformance9">>
<br>
You come downstairs to the shrill ring of the phone cutting through the morning quiet. You pick it up.<br>
<br>
<<CheckNPCForm "Jennifer">>
<<if _CurrentPC is true>>
"Hi, it’s Annie."<Br>
<br>
Her voice is clipped, professional, cold. There’s none of her usual flirty warmth.<br>
<br>
"Mr. Thompson wants to see you in his office. Straight away."<br>
<br>
You blink. “What’s this about?”<br>
<br>
There’s a pause. You can almost hear her hesitating on the other end.<br>
<br>
“Just come in, <<TrueName "Current">>,” she says, her tone softening, just for a moment. “He’s demanding to see you.”<br>
<br>
<<ActionsHeader>>
<<link "Tell her you'll be right there" "WorkPerformanceEvents">><<EventsCheckEnd "YourHome" "WorkPerformance9">><<set $WorkPerformanceEvents to "WorkPerformance9">><</link>><br>
<<elseif $current.avatar is "Emily">>
"Hi," you hear the voice of Annie over the receiver. "Is that Emily?"<br>
<Br>
Her voice is clipped, professional, cold. There’s none of her usual flirty warmth.<br>
<br>
"Yes," you say, trying to keep your words to a minimum. "<<TrueName "Current">> is... in the bathroom right now."<br>
<Br>
"Can you pass on a message to <<ObjectPronoun>>?" Annie asks, unsuccessfully masking the urgency in her voice. "Mr. Thompson wants to see <<ObjectPronoun>> in his office. Straight away."<br>
<br>
You blink. “What’s this about?”<br>
<br>
There’s a pause. You can almost hear her hesitating on the other end.<br>
<br>
“Just tell <<ObjectPronoun>> to come in, Emily,” she says, her tone softening, just for a moment. “It's not a request.”<br>
<br>
<<if _NPCForm is "PC">>
The line goes dead. You sigh. A hand casually gripping the amulet. You can't. Not with Jennifer in your form.<br>
<br>
<<ActionsHeader>>
<<link "Phone Jennifer" "YourHomePhoneJennifer">><<EventsCheckEnd "YourHome" "WorkPerformance9">><</link>><br>
<<else>>
The line goes dead. You sigh. A hand casually gripping the amulet.<br>
<br>
<<ActionsHeader>>
<<link "Transform back and go see Thompson" "WorkPerformanceEvents">><<EventsCheckEnd "YourHome" "WorkPerformance9">><<TransformBack>><<set $WorkPerformanceEvents to "WorkPerformance9">><</link>><br>
<</if>>
<<elseif $current.avatar is "Jennifer" and _NPCForm is "PC">>
"Hi," you hear the voice of Annie over the receiver. "Jennifer?"<br>
<Br>
Her voice is clipped, professional, cold. There’s none of her usual flirty warmth.<br>
<br>
"Yes," you say, trying to keep your words to a minimum. "<<TrueName "Current">> is... in the bathroom right now."<br>
<Br>
You hear Annie tut. "Can you pass on a message?" she asks, unsuccessfully masking the urgency in her voice. "Mr. Thompson wants to see them in his office. Straight away."<br>
<br>
You blink. “What’s this about?”<br>
<br>
“Just tell <<ObjectPronoun>> to come in, Jennifer,” she says, her tone hardening. “It's not a request.”<br>
<br>
The line goes dead. You sigh. A hand casually gripping the amulet. You can't. Not with Jennifer in your form.<br>
<br>
<<ActionsHeader>>
<<link "Phone Jennifer" "YourHomePhoneJennifer">><<EventsCheckEnd "YourHome" "WorkPerformance9">><</link>><br>
<<else>>
"Hi," you hear the voice of Annie over the receiver. "Is <<TrueName "Current">> there?"<br>
<Br>
Her voice is clipped, professional, cold. There’s none of her usual flirty warmth.<br>
<br>
"They can't come to the phone right now," you say, trying to keep your words to a minimum. "<<TrueName "Current">> is... in the bathroom."<br>
<Br>
"Can you pass on a message to <<ObjectPronoun>>?" Annie asks, unsuccessfully masking the urgency in her voice. "Mr. Thompson wants to see <<ObjectPronoun>> in his office. Straight away."<br>
<br>
You blink. “What’s this about?”<br>
<br>
There’s a pause. You can almost hear her hesitating on the other end.<br>
<br>
“Just tell <<ObjectPronoun>> to come in” she says, her tone softening, just for a moment. “It's not a request.”<br>
<br>
<<if _NPCForm is "PC">>
The line goes dead. You sigh. A hand casually gripping the amulet. You can't. Not with Jennifer in your form.<br>
<br>
<<ActionsHeader>>
<<link "Phone Jennifer" "YourHomePhoneJennifer">><<EventsCheckEnd "YourHome" "WorkPerformance9">><</link>><br>
<<else>>
The line goes dead. You sigh. A hand casually gripping the amulet.<br>
<br>
<<ActionsHeader>>
<<link "Transform back and go see Thompson" "WorkPerformanceEvents">><<EventsCheckEnd "YourHome" "WorkPerformance9">><<TransformBack>><<set $WorkPerformanceEvents to "WorkPerformance9">><</link>><br>
<</if>>
<</if>>
<<elseif _currentEvent is "WorkPerformance0">>
<br>
You come downstairs to the sound of the phone ringing, sharp and insistent, cutting through the quiet morning air.<br>
<br>
You pick it up. "Hello?"<br>
<br>
<<if _CurrentPC is true>>
"Phillips," comes the voice on the other end - angry, smug, and unmistakably Mr. Thompson. "I thought I’d do you the favour of calling personally. You’re fired. Don’t bother showing up today. Or ever again."<Br>
<br>
You blink. "Wait, what? Can’t we just -"<br>
<br>
"There’s nothing you can say," he cuts you off, already relishing the power in his voice. "You think I want someone like you dragging the place down? If I see you near the office again, I’ll have Gordon kick you out."<br>
<br>
Your mouth goes dry. "What am I supposed to do now?"<br>
<br>
"Register for the dole," Thompson snorts, before the line goes dead.<br>
<<else>>
"Who is this?" comes the voice on the other end - angry, smug, and unmistakably Mr. Thompson. "Where's Phillips?<Br>
<br>
You blink, trying to think of an excuse. "<<TrueName "Current">> can't come to the phone right now", you try.<br>
<br>
"Well you tell them there's another place they can't come to," Thompson spits. "Their job! Tell <<ObjectPronoun>> they're fired... and if they come near the office again, I’ll have Gordon kick <<ObjectPronoun>> out."<br>
<br>
Your mouth goes dry. "Wait --"<br>
<br>
The line goes dead.<br>
<</if>>
<br>
You lower the receiver slowly, the dial tone humming in your ear.<Br>
<br>
From the kitchen table, Emily looks up at you. There’s a piece of toast halfway to her mouth.<Br>
<br>
You swallow. "I was just fired."<Br>
<br>
Emily sets her toast down, brow furrowed. "What are we going to do?"<Br>
<br>
<<ActionsHeader>>
<<link "Talk to Emily about what you can do" "WorkPerformanceEvents">><<EventsCheckEnd "YourHome" "WorkPerformance0">><<set $WorkPerformanceEvents to "WorkPerformance0">><</link>><br>
<<elseif _currentEvent is "CashFlow81">>
<br>
You come downstairs, the early light spilling across the floorboards. There’s a letter waiting for you on the doormat. A plain white envelope, your name printed in a neat, impersonal font. You pick it up and open it.<br>
<br>
Inside is a crisp letter from your bank, complete with a shiny promotional insert.<br>
<br>
<center><img src="./images/cashflow_creditcard.png"></center><br>
<br>
A new credit card. Higher limit. Preferred member status.<br>
<br>
You let out a quiet laugh and shake your head.<br>
<br>
For once, you don’t need it.<br>
<br>
The bills are paid. The fridge is stocked. There’s money in the account and no looming threats on the horizon.<Br>
<br>
For now, at least, things are going well.<br>
<br>
You toss the letter on the counter and move into the kitchen, the weight of survival - just for a moment- lifting from your shoulders.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EventsCheckEnd "YourHome" "CashFlow81">><</link>><br>
<<elseif _currentEvent is "CashFlow61">>
<br>
You come downstairs, rubbing the sleep from your eyes, just as the phone begins to ring.<br>
<br>
You pick up the receiver, already bracing yourself.<br>
<br>
"Good morning, this is Prudence Glover, calling from The National Bank, Charlton branch."<Br>
<br>
Your heart sinks a little.<br>
<br>
"We’ve been running a check on your account," she continues, her tone polite but businesslike.<Br>
<br>
You hold your breath.<br>
<br>
"It appears you’ve still been paying your bills manually. Over the counter."<br>
<br>
There’s a beat.<br>
<br>
"We’d like to inform you of a new service we’re offering residents who meet certain credit criteria. It’s called direct debit, you see. No more queues, no more paper. Just automatic payments."<br>
<br>
You blink, surprised. "Oh, thank you. That sounds... great."<Br>
<br>
"I’ll send the forms through," Prudence replies. "Expect something in the next three to five working days."<Br>
<Br>
She hangs up without much ceremony.<br>
<br>
You put the phone down slowly, a small smile creeping in. A reminder, subtle but welcome: things are holding together. Your finances are in decent shape.<Br>
<Br>
For now, at least, you're ahead of the curve.<Br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EventsCheckEnd "YourHome" "CashFlow61">><</link>><br>
<<elseif _currentEvent is "CashFlow41">>
<br>
You come downstairs in the morning and spot a cluster of envelopes scattered on the doormat.<Br>
<br>
You bend down and scoop them up. All of them are stamped with the same words:<br>
<br>
<b>FINAL NOTICE.<br>
PAYMENT DUE.</b><Br>
<BR>
Electric. Water. Rent. Even Charlton Council has sent a warning.<br>
<br>
<center><img src="./images/cashflow_finalnotice.png"></center><br>
<br>
You flick through each one, hoping - desperately - that maybe one of them has some sort of grace period. An extension. A loophole.<br>
<br>
But no. Every line is firm. Every deadline is immediate. There’s no wiggle room.<br>
<Br>
You drop the stack onto the kitchen counter with a dull thud.<Br>
<br>
If you don’t bring in more money soon, things are going to get dire.<Br>
<br>
You need work. You need it fast.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EventsCheckEnd "YourHome" "CashFlow41">><</link>><br>
<<elseif _currentEvent is "CashFlow21">>
<br>
You come downstairs, the morning air colder than usual, and reach the bottom step just as the phone rings.<Br>
<br>
You pick it up. "Hello?"<Br>
<br>
"Good morning. This is Prudence Glover calling from The National Bank, Charlton Branch. Am I speaking with <<TrueName "Current">> Phillips?"<br>
<Br>
You confirm, stomach already tightening.<br>
<br>
"I wanted to speak with you about the mortgage tied to your family property. Your parents listed you as the appointed trustee while they’re away. Are you aware the last two payments have been missed?"<br>
<bR>
Your blood runs cold. "I... yes. I’ve been meaning to get things sorted. Can’t we work something out?"<Br>
<br>
Prudence’s tone remains professional, but there’s a thread of sympathy in it. "I understand, and I truly wish I could be more flexible. But two missed payments is a serious matter. You’re now in danger of forfeiting the mortgage terms."<Br>
<br>
You nod, even though she can’t see it. "I’ll make it up. I promise. I just need a little time."<Br>
<br>
"I hope you do, <<GenderTitle>> Phillips. Truly."<br>
<br>
The line goes quiet for a beat, then she hangs up.<br>
<br>
You set the phone down gently, pulse pounding in your ears.<br>
<br>
You need money. Now.<Br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EventsCheckEnd "YourHome" "CashFlow21">><</link>><br>
<<elseif _currentEvent is "CashFlow0">>
<br>
You come downstairs to the sound of loud, insistent knocking. Fists pounding against the front door in a rhythm too firm to ignore. You open it to find two men standing on the porch. Suits. Clean-cut. Clipboard in one hand, folded paper in the other.<br>
<br>
<<if _CurrentPC is true>>
"Are you <<TrueName "Current">> Phillips?" one of them asks.<br>
<Br>
You nod slowly.<Br>
<br>
He presents a laminated badge. Official. Cold. "We’re here on behalf of The National Bank, Charlton Branch. This is your official foreclosure notice. You’ve defaulted on the property."<Br>
<br>
Your mouth opens, trying to form a protest. "Wait, there has to be some way to fix this. I just need --"<Br>
<br>
"There’s no more time," the second man says, voice clipped. "We’ve done our part. This isn’t personal. It’s just the process."<br>
<br>
You look back over your shoulder, toward the kitchen table. Emily sits there, frozen, staring at you in disbelief.<br>
<br>
Then you turn back to the men. But there’s nothing left to say.<br>
<<else>>
"They're out at the moment," you lie. "I'm <<ObjectPronoun>> sister."<br>
<br>
The man sighs with irritation. "What a coincidence. I'd bet money on it that you don't know when he'll be back, do you?"<br>
<br>
You slowly shake your head, eying the man carefully. "What is this about?"<Br>
<BR>
He presents a laminated badge. Official. Cold. "We’re here on behalf of The National Bank, Charlton Branch. This is your official foreclosure notice. You’ve defaulted on the property."<Br>
<br>
Your mouth opens, trying to form a protest. "Wait, there has to be some way to fix this. I just need --"<Br>
<br>
"There’s no more time," the second man says, voice clipped. "We’ve done our part. This isn’t personal. It’s just the process."<br>
<br>
You look back over your shoulder, toward the kitchen. Emily stands at the back of the kitchen, carefully out of sight of the door, but frozen in disbelief.<br>
<br>
Then you turn back to the men. But there’s nothing left to say.<br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Two months later..." "GameOverEvents">><<EventsCheckEnd "YourHome" "CashFlow0">><<set $GameOverEvent to "YourHomeCashIntro">><</link>><br>
<<elseif _currentEvent is "EmilyReactionInternship">>
<br>
<<if $EmilyStateCurrent lt 3>>
You step inside, only to find Emily sitting on the sofa, glaring at you as you approach her. It doesn’t take much to understand that she’s upset.<br>
<br>
"I ran into Lydia Carmichael today," she says. "The school’s career advisor. Apparently, my paperwork’s all sorted. Coach Beach won’t be expecting me in PE on Fridays anymore. Instead, I’m to go to Thompson’s Repairs right after lunch."<br>
<br>
Her eyes burrow into yours. "I’ve been given an internship. As a receptionist. Know anything about that?"<br>
<br>
You take a breath, sitting on the arm of the sofa. "I was called into a meeting. They wanted to recognise your recent grades and reward you.”<br>
<br>
“This is a reward?” Emily challenges, her nose turning up.<br>
<br>
“Look,” you begin. “It might not be the internship you’d ideally want. But it’s a way to improve your grades. It at least gets you out of school on Friday afternoons."<Br>
<br>
Emily lets out a sharp breath, rolling her eyes. "Right, because answering phones and fetching coffee is a huge step up from being at school. Sure, Charlton Upper is full of curses, but being a receptionist isn’t a big step up. It’s still going to rot my brain."<br>
<br>
You fold your arms, trying to keep her on track. "This will help your grades, Emily. That’s the goal, remember? Get through school, graduate, and then you can do whatever you want."<br>
<br>
"That’s not the point!" she snaps, frustration boiling over. "You don’t see it, do you? How you’re acting? You just decided this for me - like you know best. Like I don’t get a say in my own life. Isn’t that exactly what Charlton wants? People deciding what’s best for girls?"<br>
<br>
Her voice is quieter now, but no less biting. "What’s the point of getting out if we end up exactly like they want us to be?"<br>
<br>
Before you can respond, she turns on her heel and storms off, leaving you standing in silence.<Br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">>
<<EventsCheckEnd "YourHome" "EmilyReactionInternship">>
<<SiblingBond -1>>
<<EventTrigger "ThompsonsReception" "EmilyInternshipFirstDay" "Afternoon" "Emily" "PC" null null null false>>
<<EventTrigger "ThompsonsReception" "EmilyInternshipFirstDaySecretary" "Afternoon" "Emily" "PC" null null null false>>
<<SetNPCLocation "Emily" $dayCurrent $periodCurrent "EmilysRoom">>
<</link>>
<<else>>
You step inside to find Emily waiting for you, an eager smile already on her face. "So, I ran into Lydia Carmichael today! The school career advisor. She told me the paperwork’s all sorted. No more PE on Fridays. Coach Beach won’t expect me there anymore. Instead, I’ve got an internship as a receptionist at Thompson’s Repairs."<br>
<br>
You take a breath, sitting on the arm of the sofa. "I was called into a meeting. They wanted to recognise your recent grades and reward you.”<br>
<Br>
Emily beams. "Oh, <<TrueName "Current">>. I can’t wait! I’ll miss PE lessons of course - it’s always fun to see the boys leering - but this is worth it. Getting into the real world, finally. School is so stuffy."<br>
<br>
She twirls a strand of her hair, looking thoughtful. "A secretary position is, like, one of the best jobs a girl can get, anyway. This could give me a head start for when I finally graduate. Will Gordon and Clive be around in the afternoons? Clive seems fun, and Gordon’s got… an appealing look."<br>
<br>
You shoot her a flat stare. "This is to increase your grades, Emily."<bR>
<br>
She waves a dismissive hand. "Yeah, yeah, I know."<br>
<br>
Then, giggling to herself, she adds, "I guess I’ll need to stop by Evans’ Department Store for a wardrobe refresh. Mr. Thompson probably expects his secretaries to dress to impress. What kind of blouses does Annie usually wear?"<br>
<br>
You don’t answer. Emily just flashes you a grin, still clearly thrilled by the prospect of spending time at Thompson’s Repairs.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">>
<<EventsCheckEnd "YourHome" "EmilyReactionInternship">>
<<SiblingBond 1>>
<<EventTrigger "ThompsonsReception" "EmilyInternshipFirstDay" "Afternoon" "Emily" "PC" null null null false>>
<<EventTrigger "ThompsonsReception" "EmilyInternshipFirstDaySecretary" "Afternoon" "Emily" "PC" null null null false>>
<</link>>
<</if>>
<<elseif _currentEvent is "EmilyInternshipFirstDayEpilogue">>
<br>
Emily kicks off her shoes the moment she walks through the door, tossing her bag on a chair. You look up from the kitchen table. “So. How was your first day at Thompson’s Repairs?”<br>
<br>
<<if $EmilyStateCurrent lt 3>>
She sighs as she walks in, kicking her shoes off with visible relief. “Well... that was something.”<br>
<br>
You glance over. “Bad day?”<br>
<br>
She drops into the armchair. “I worked hard. I tried. But god, it was demeaning. Answering phones, booking appointments, typing stuff out for men who don’t know how to open a calendar.”<br>
<br>
You nod sympathetically. “You’ve got to start somewhere.”<br>
<br>
“I know,” she mutters. “But does it have to be there?”<br>
<br>
She leans her head back. “Dan came in smelling like a brewery. Spent his lunch at the pub. Then tried to hit on me while I was answering calls.”<br>
<br>
You tense. “What did he --?”<br>
<br>
<<GetPCState "job">>
<<if _job isnot "Fired">>“I told him to get lost. So he said maybe he should have a word with Mr. Thompson. About your performance.”<br>
<<else>>“I told him to get lost. So he said maybe he should have a word with Mr. Thompson. Luckily Annie stepped in.”<</if>>
<br>
You feel your stomach twist.<br>
<br>
“At least it’s a Friday,” you offer weakly. “And hey. It’s still better than a weird gym class at Charlton, right?”<br>
<br>
Emily stares at the ceiling. “I don’t know. I’d almost rather deal with Coach Beach than sleazy salesmen threatening me just because I won’t flirt back.”<Br>
<br>
She pauses, then adds quietly, “Almost.”<br>
<br>
There’s a beat of silence between you.<br>
<Br>
“Happy Friday,” she says glumly.<br>
<br>
<div class="Notification"><<print "Emily's interactions with the wider world will have consequences. Just as she gains corruption attending school, the town will also impact her. For each day she spends doing things in the town, you may see unexpected stat changes when you go to sleep.">></div>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EventsCheckEnd "YourHome" "EmilyInternshipFirstDayEpilogue">><<EmilyGrades 1>><<WorkPerformance -1>><</link>>
<<else>>
She grins. “Actually? Kinda fun.”<br>
<br>
You raise an eyebrow. “Fun?”<br>
<br>
“Yeah. It wasn’t hard. Phones, a couple emails, Annie showed me the basics. But the fun part?” She flops onto the sofa. “Everyone else.”<br>
<br>
You narrow your eyes. “What do you mean, everyone else?”<br>
<br>
Emily smirks. “You didn’t tell me Dan was so flirty. He spent most of the afternoon trying to chat me up.”<Br>
<br>
“That doesn’t sound great,” you say. “Dan hanging around reception all afternoon?”<br>
<br>
Emily laughs. “Reception? Please. I spent most of it at his desk. He’s an idiot, but he’s fun to mess with. All these half-baked theories about why he’s some business genius. I just nod along and smile. Easy.”<Br>
<br>
You frown. “Emily, if Thompson sees that --”<br>
<br>
“Whatever,” she interrupts, waving a hand. “It’s better than PE. At least I get to sit in air-con and flirt a little. Oh!” She brightens. “Dan even asked me out.”<Br>
<br>
You sit up. “What?”<br>
<br>
She shrugs, still smiling. “He’s definitely rich. I might take him up on it. Beats homework, anyway. Besides, I put in a good word for you." She grins. "You might find it pays to have some in the in-crowd of your office. It's all about relationships, <<TrueName "Current">>”<br>
<br>
<I>Words straight from Dan.</i>
<br>
<div class="Notification"><<print "Emily's interactions with the wider world will have consequences. Just as she gains corruption attending school, the town will also impact her. For each day she spends doing things in the town, you may see unexpected stat changes when you go to sleep.">></div>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EventsCheckEnd "YourHome" "EmilyInternshipFirstDayEpilogue">><<EmilyGrades -1>><<WorkPerformance 1>><</link>>
<</if>>
<<elseif _currentEvent is "EmilyReactionStitchLessons">>
<br>
Emily throws her school bag down with more force than usual as she enters the kitchen.<Br>
<br>
You glance up. "Rough day?"<br>
<br>
She doesn’t answer immediately. Instead, she opens the fridge, stares blankly, then slams it shut. “You were going to tell me, right?”<br>
<Br>
You frown. “Tell you what?”<br>
<br>
<<if $EmilyStateCurrent lt 3>>
She turns to you, arms crossed. “That I’m apparently having lunchtime lessons with the headmaster now?”<br>
<br>
Your stomach twists. “Emily, I --”<Br>
<Br>
“I was walking in this morning, and the receptionist smiled and told me not to be late for my special session with the headmaster.”<Br>
<br>
She says it like it’s poison in her mouth.<Br>
<Br>
“I had to stand there and pretend like I knew what she was talking about.” Her voice trembles. Part frustration, part fear. “You could’ve told me.”<Br>
<BR>
“I didn’t want to worry you,” you say carefully. “They said it was for top-performing students. It was supposed to help your grades.”<Br>
<br>
She shakes her head. “You know what that school’s like. And you didn’t even think to check with me before you signed me up to sit in a room alone with Mr. Stitch?”<Br>
<br>
Her voice cracks slightly. She quickly turns away. “God, I don’t even want to go back to school next week. Let alone spend time with him.”<Br>
<Br>
You don’t have anything to say.<Br>
<Br>
“I’m not mad,” she says, quieter now. “I just… I thought we were supposed to trust each other.”<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EventsCheckEnd "YourHome" "EmilyReactionStitchLessons">><</link>>
<<else>>
She turns to you, arms crossed. “That I’m apparently having lunchtime lessons with Stitch now?”<br>
<br>
Emily scoffs, dragging a hand down her face. “Unbelievable. One minute I’m walking into school, and the next the receptionist is chirping at me like I’m on Stitch’s personal schedule.”<Br>
<Br>
You shift uncomfortably. “I was going to tell you.”<Br>
<br>
“Were you?” she snaps. “Or was this another one of your little plans to fix me?”<BR>
<br>
“I thought it might help your grades,” you say quietly.<Br>
<Br>
She laughs bitterly. “Grades? Please. What do you think this is going to do to my reputation? Sitting in the headmaster’s office while everyone else is hanging out in the cafeteria?”<Br>
<br>
She grabs a bottle of soda water, unscrewing it with a jerk. “You really think that’s going to look good? Me, in a private lesson with Stitch. That’s gossip fuel for weeks.”<br>
<br>
“You’re overreacting,” you try.<Br>
<Br>
“Oh am I?” she says, stepping closer. “Because it looks like you relish in controlling my life.”<br>
<br>
You flinch.<Br>
<br>
She storms past you, muttering as she goes. “Next time you want to sign me up for something, how about you ask me first?”<Br>
<br>
The bedroom door slams shut behind her.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<SiblingBond -1>><<EventsCheckEnd "YourHome" "EmilyReactionStitchLessons">><<set $EmilyLearnedStitch to true>><<SetNPCLocation "Emily" $dayCurrent $periodCurrent "EmilysRoom">><</link>>
<</if>>
<<elseif _currentEvent is "StitchLunchtimeLessonsEpilogue">>
<br>
<<if $EmilyStateCurrent lt 3>>
You find Emily sitting quietly at the kitchen table, pushing some toast around her plate without much interest. She barely looks up when you enter.<br>
<br>
“Hey,” you say gently, “how was your lunchtime session with Stitch?”<Br>
<br>
Emily sighs. “Weird. He said he wanted to work on my assertiveness or something.” She pauses, brow furrowing. “Then he pulled out a chess set.”<Br>
<br>
You frown. “Chess?”<br>
<br>
“Yeah. A full-on, carved chess board. Looked like it was made from elephant’s tusks. But that’s not the weird part.” She leans back in her chair. “The pieces. They were… us. I mean, not just me. Students. I saw a tiny version of Heather. And Britney. And…” she shakes her head. “I don’t know, it was creepy.”<br>
<br>
You nod slowly. “Who won?”<br>
<br>
She shrugs, clearly deflated. “He did. Of course. I didn’t really stand a chance. I was too busy trying not to stare at the board. It just felt… wrong. Like I wasn’t just playing a game, I was playing with people.”<Br>
<br>
You remain silent.<br>
<br>
“He seemed disappointed,” she adds after a beat. “Said I should’ve been bolder. That he was docking my grades until I learned to think like a winner.”<br>
<br>
You see her shoulders slump. “If the school wasn’t strange enough already, now I’m losing grades for not being good at chess.”<br>
<br>
“What are you going to do?” you ask quietly.<br>
<br>
Emily just shakes her head, eyes drifting to the window. “I don’t know. I guess… just try again next week. At least I’ve got a few days before I have to deal with him again.”<br>
<br>
She doesn’t say more. And honestly, you’re not sure there’s anything you could say.<br>
<br>
<div class="Notification"><<print "Emily's interactions with the wider world will have consequences. Just as she gains corruption attending school, the town will also impact her. For each day she spends doing things in the town, you may see unexpected stat changes when you go to sleep.">></div>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EventsCheckEnd "YourHome" "StitchLunchtimeLessonsEpilogue">><<EmilyGrades -1>><</link>>
<<else>>
You find Emily lounging in the living room, flipping through a glossy fashion magazine. She glances up as you enter.<br>
<br>
“So…” you begin, “how was your lunchtime session with Mr. Stitch?”<br>
<br>
Emily perks up instantly. “Oh my god, it was weird. Like, really weird.” She grins, twirling a strand of hair around her finger. “He wanted to ‘work on my assertiveness.’ So, what does he do? Pulls out a chess set. I kid you not.”<br>
<br>
You raise an eyebrow. “That’s… unusual.”<br>
<br>
“I know, right?” she laughs. “I thought it was the dorkiest thing in the world. Like, who plays chess at lunch? Total geek stuff.” She tosses the magazine aside, animated now. “But then…”<br>
<br>
She pauses, biting her lip, almost flustered. “I actually got into it.”<br>
<br>
You blink. “Really?”<br>
<br>
“Yeah. The way he talked about power, and control, and like… how to win without people even knowing they’re losing? It was kinda fascinating.” She fidgets slightly, clearly trying to play it cool, but there’s a gleam in her eye.<br>
<br>
“And I won. I actually beat him.” Her voice drops slightly, pride thick in her tone. “He called me ruthless. In a good way.”<Br>
<br>
There’s a beat. You watch her, unsure what to say.<Br>
<br>
“I never thought I’d say it,” she continues, “but I’m actually looking forward to next week. Stitch… he’s interesting. Powerful. There’s something about him. Almost like…” She trails off, smiling. “He’s a good mentor, I guess.”<br>
<br>
She stands and stretches, her mood buoyant. “He said he’s bumping my grades up too. So hey, maybe this isn’t so bad.”<Br>
<br>
<div class="Notification"><<print "Emily's interactions with the wider world will have consequences. Just as she gains corruption attending school, the town will also impact her. For each day she spends doing things in the town, you may see unexpected stat changes when you go to sleep.">></div>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EventsCheckEnd "YourHome" "StitchLunchtimeLessonsEpilogue">><<EmilyGrades 1>><</link>>
<</if>>
<<elseif _currentEvent is "EmilyReactMaidJob">>
<br>
You find Emily in the kitchen, stirring a cup of tea absently. Her coat is slung over the chair, and there's a faint scent of lavender from the hotel lobby lingering on her.<br>
<br>
"Hey," you say. "Did you go to the hotel today? How did it go?"<br>
<br>
<<if $EmilyStateCurrent lt 3>>
Emily shrugs, but her brow is furrowed. “Weird. The questions were… odd.”<br>
<br>
You raise an eyebrow. “Odd how?”<br>
<br>
She leans back against the counter, arms folded. “Like, it wasn’t really about cleaning. Or work ethic. It was all about respecting authority, keeping guests happy at all costs. Mr. Mattox kept calling it ‘customer experience’ but it felt more like... obedience.”<br>
<br>
You frown. “It’s just a maid’s job, though, right?”<br>
<br>
Emily doesn’t answer immediately. She stares into her tea. “I don’t know,” she says finally. “It didn’t feel like they were hiring a maid. It felt like they were trying to mould something.”<br>
<br>
You nod slowly, unsure what to say. Emily exhales, brushing her fringe out of her eyes.<br>
<br>
“Well… at least I got the job,” she adds, not quite smiling.<br>
<<else>>
Emily beams as she drops into the chair across from you, kicking off her shoes. “Oh my god, I think I nailed it.”<br>
<br>
You blink. “Really?”<br>
<br>
She nods, grinning. “Lennox? Totally wrapped around my finger. He tried to act all stern, but please… he melted like butter. Just had to look the right way.”<br>
<br>
You stare. “It’s still a cleaning job, though. Isn’t it?”<br>
<br>
Emily shrugs. “Yeah, but it sounds kind of fun? Important people coming in and out. Big names from the Town Hall, some council guys, even people from out of town. Lots of eyes. Tips if you smile right.”<br>
<br>
You hesitate. “Just… be careful. From what I’ve seen, that hotel’s got some interesting ideas on what’s acceptable.”<br>
<br>
Emily laughs softly, waving a hand. “I can handle it. There’s a line between flirty and flaunting, and I know exactly where it is.”<Br>
<br>
She leans forward, eyes sparkling.<br>
<br>
“Besides - beauty’s my greatest asset, right?”<br>
<br>
You don’t reply.<br>
<<set _emilyMaidJobTip to true>>
<</if>>
<br>
<div class="Notification"><<print "Emily will now spend her Saturday and Sunday evenings working at the hotel. During which time, you will not be able to go into the hotel as her. She will earn cash, but the hotel will have an impact on her. You can tell her to stop anytime by talking with her. Alternatively, you can do maid shifts as Emily, or tell her to pick up additional shifts on weekday evenings.">></div>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">>
<<if _emilyMaidJobTip is true>><<CashFlow 1>><</if>>
<<SetFlag "EmilyMaidJob">>
<<SetFlag "EmilyMaidJobAutomated">>
<<EventsCheckEnd "YourHome" "EmilyReactMaidJob">>
<<SetNPCLocation "Emily" "5" "3" "" "perm">>
<<SetNPCLocation "Emily" "6" "3" "" "perm">>
<<DialogueDone "Emily" "EmilyMaidJob">>
<<EventTrigger "HotelLockerRoom" "MaidJobFirstDay" "Evening" null "Emily" null null null false>>
<</link>>
<<elseif _currentEvent is "EmilyReactMaidJobSeen">>
<Br>
The living room is quiet. You’ve barely taken off your shoes when Emily rounds the corner.<br>
<br>
“I saw Lennox,” she says. No greeting. Just a flat statement. “From the hotel. He complimented me on my work.”<br>
<br>
Your stomach sinks.<br>
<br>
She folds her arms. “So. You’ve been working there. As me.”<br>
<br>
You hesitate, caught in the middle of your own lie. Your thoughts scramble.<br>
<br>
<<ActionsHeader>>
<<link "Justify it" "EmilyDialogue">><<set $EmilyDialogue to "EmilyReactMaidJobSeenJustify">><<EventsCheckEnd "YourHome" "EmilyReactMaidJobSeen">><</link>><br>
<<link "Express embarrassment in taking the job" "EmilyDialogue">><<set $EmilyDialogue to "EmilyReactMaidJobSeenEmbarassed">><<EventsCheckEnd "YourHome" "EmilyReactMaidJobSeen">><</link>>
<<elseif _currentEvent is "JenniferNecklace">>
<Br>
You enter the living room to find a jiffy bag on the door mat. Opening it up, you find a necklace inside that you recognise. One of Jennifer’s. Cheap, metal, not precious. But you can feel the magic within it. <Br>
<br>
A note accompanies it. Glancing at it, you see Jennifer’s handwriting.<Br>
<br>
<center><span class='PCFemale-handwriting'>It’s not much, but it should help. Put it on outside the school gates in the afternoon. It will only work for a time, but you’ll be able to move unnoticed. X</span><br></center>
<Br>
You put the necklace into your pocket and put the note in the bin.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EventsCheckEnd "YourHome" "JenniferNecklace">><<TakeObjectNPC "Jennifer" "JennifersNecklace">><</link>><br>
<<elseif _currentEvent is "EmilyReactionRancyChangesHeight">>
<Br>
<<if $EmilySeenBodyChanges is undefined>>
<<if $EmilyStateCurrent lt 3>>
Emily is sitting cross-legged on the sofa, scowling at a Maths textbook, her pencil tapping nervously against her lip. Her brow is furrowed in deep concentration, and the eraser has already worn down from frequent revisions.<br>
<<else>>
Emily is sprawled on the sofa, flicking through an issue of New Woman magazine, one leg swinging idly. The glossy pages catch the light as she turns them, pausing now and then to admire a photo or trace a headline with her finger.<br>
<</if>>
<br>
She looks up as you enter and her reaction is immediate. Her eyes widen, her mouth parts. “What the hell,” she breathes. “What did you do?”<Br>
<br>
You blink. “What do you mean?”<br>
<br>
<<if $current.boobs gt 1 and $current.height lt 2>>
She gives you a stunned once-over. “You’re shorter. And your boobs are bigger. What the hell happened to you?”<br>
<<elseif $current.boobs gt 1>>
Her eyes drop, and she gives a sharp intake of breath. “Your boobs,” she blurts. “They’re bigger. Seriously.” <Br>
<<elseif $current.height lt 2>>
She stares. “You’re shorter. Noticeably. Did you change your height?”<br>
<</if>>
<br>
You glance down at yourself, then step closer and sit beside her. “I was trying to investigate the boys’ classes. I faked feeling sick to get out of class. But I got caught wandering the halls and sent to see Nurse Rancy.”<Br>
<br>
Emily stiffens slightly. “The nurse? She’s for girls who feel faint. Or crampy. That’s all. What does she have to do with that?”<br>
<Br>
<<MindControlRancyCheck>>
<<if _MindControlRancyCheck>>
You nod slowly. “She helped me see myself more clearly. I didn’t realise I was so uncomfortable with my body, but now. I feel more like myself.” You hear your own voice and realise you’re speaking before thinking. The words just come out.<br>
<br>
<<if $EmilyStateCurrent lt 3>>
Emily’s expression hardens. “Listen to you! It’s not your body to feel comfortable in.”<Br>
<Br>
You momentarily frown, but disregard the conflicting feeling. “But it’s better. You should try it.”<Br>
<Br>
She sighs, looking away. “If you can’t see what’s wrong with this, maybe you shouldn’t be taking my place anymore.”<Br>
<Br>
You want to object, but she shakes her head before you can speak. “I can’t stop you. But I will tell you that whatever the school’s doing, it’s getting to you. Be careful.”<Br>
<Br>
But internally, you can’t understand her. This is better. For both of you.<Br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">>
<<EventsCheckEnd "YourHome" "EmilyReactionRancyChangesHeight">>
<<set $EmilySeenBodyChanges to true>>
<<SiblingBond -2>>
<<if $current.boobs gt 1 and $current.height lt 2>><<EventsCancel "YourHome" "EmilyReactionRancyChangesBoobs">><</if>>
<</link>><br>
<<else>>
Emily raises an eyebrow. “Your body?”<Br>
<br>
You gulp, realising what you’ve just said. For some reason though, it doesn’t feel wrong.<br>
<Br>
Emily giggles. “You look hot. You should stay like this.” She eyes you critically. “In fact, we should both stay like this. I might go see Rancy myself. If she can help you, maybe she can do more for me. Make it permanent.”<br>
<br>
You nod, again words forming before you can think them. “Yes. You’ll feel better.”<Br>
<Br>
She laughs. “Maybe. But I know other people will react better.”<Br>
<br>
You nod again, but something feels strange. Like you’re encouraging her, and it should feel wrong. But it doesn’t. It feels right.<Br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">>
<<EventsCheckEnd "YourHome" "EmilyReactionRancyChangesHeight">>
<<set $EmilySeenBodyChanges to true>>
<<EmilyCorruption 1>>
<<if $current.boobs gt 1 and $current.height lt 2>><<EventsCancel "YourHome" "EmilyReactionRancyChangesBoobs">><</if>>
<<EventTrigger "YourHome" "EmilyRancyChanges" "Evening" "Emily" null null null null false>>
<</link>><br>
<</if>>
<<else>>
You lower your voice. “She did something to me. An injection. It sparked. I think it was magical.” You hesitate. “And now I look like this.”<Br>
<br>
Emily frowns, studying you. “Is it... permanent?”<Br>
<br>
You shrug. “I don’t know. This magic stuff’s hard to pin down. But don’t worry. I don’t see you like this. When I transform into you again, I’ll make sure it’s how you really look.”<Br>
<Br>
<<if $EmilyStateCurrent lt 3>>
Emily recoils slightly. “You’ve been walking around school looking like that? People probably think I got surgery! Don’t do that again. Next time you’re being me, be me. Not some weird version.”<br>
<br>
Her voice is sharp. “I thought you respected me more than that.”<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">>
<<EventsCheckEnd "YourHome" "EmilyReactionRancyChangesHeight">>
<<set $EmilySeenBodyChanges to true>>
<<SiblingBond -1>>
<<if $current.boobs gt 1 and $current.height lt 2>><<EventsCancel "YourHome" "EmilyReactionRancyChangesBoobs">><</if>>
<</link>><br>
<<else>>
Emily’s expression softens. She grins. “Still... I bet you turned heads. Maybe I should go see the nurse. If she can help make things permanent.”<Br>
<bR>
You start to protest, but she cuts you off. “It’s my body, remember?” she says, parroting Rancy’s affirmations. “And there’s no shame in wanting to feel confident.”<Br>
<Br>
You swallow, uneasily. You hadn’t meant to inspire this.<Br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">>
<<EventsCheckEnd "YourHome" "EmilyReactionRancyChangesHeight">>
<<set $EmilySeenBodyChanges to true>>
<<EmilyCorruption 1>>
<<if $current.boobs gt 1 and $current.height lt 2>><<EventsCancel "YourHome" "EmilyReactionRancyChangesBoobs">><</if>>
<<EventTrigger "YourHome" "EmilyRancyChanges" "Evening" "Emily" null null null null false>>
<</link>><br>
<</if>>
<</if>>
<<else>>
Emily looks up from the sofa as you enter. Her eyes wander across your body. She rolls her eyes. "Spent some time the nurse again?"<br>
<br>
You glance down at yourself, then stare back at her. Your cheeks burn red.<br>
<br>
<<if $EmilyStateCurrent lt 3>>
The glare from Emily stings almost as much as her tone. "It's for -"<Br>
<Br>
"I don't care," she cuts you off. "I thought I told you how I felt about this."<br>
<Br>
You gulp. She sighs and looks away, not meeting your eyes. "What has got into you, <<TrueName "Current">>?"<br>
<Br>
You consider speaking, but you’re lost for words. <I>She's right. What has got into you?</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EventsCheckEnd "YourHome" "EmilyReactionRancyChangesHeight">><<SiblingBond -1>><</link>><br>
<<else>>
She giggles. "I don't think it's a bad thing," she tells you. "In fact, I kind of like it. I think I look good. From the outside.<Br>
<br>
"Emily," you begin. "That's not what -"<br>
<Br>
"Oh save it," she says, a twinge of hostility in her voice. "Why do you get to have all the fun? I think I feel a cold going on. Have to swing by Rancy's office myself."<Br>
<br>
You swallow, seeing the resolve on her face.<Br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EventsCheckEnd "YourHome" "EmilyReactionRancyChangesHeight">><<EmilyCorruption 1>><</link>><br>
<</if>>
<</if>>
<<elseif _currentEvent is "EmilyReactionRancyChangesBoobs">>
<br>
<<if $EmilySeenBodyChanges is undefined>>
<<if $EmilyStateCurrent lt 3>>
Emily is sitting cross-legged on the sofa, scowling at a Maths textbook, her pencil tapping nervously against her lip. Her brow is furrowed in deep concentration, and the eraser has already worn down from frequent revisions.<br>
<<else>>
Emily is sprawled on the sofa, flicking through an issue of New Woman magazine, one leg swinging idly. The glossy pages catch the light as she turns them, pausing now and then to admire a photo or trace a headline with her finger.<br>
<</if>>
<br>
She looks up as you enter and her reaction is immediate. Her eyes widen, her mouth parts. “What the hell,” she breathes. “What did you do?”<Br>
<br>
You blink. “What do you mean?”<br>
<br>
<<if $current.boobs gt 1 and $current.height lt 2>>
She gives you a stunned once-over. “You’re shorter. And your boobs are bigger. What the hell happened to you?”<br>
<<elseif $current.boobs gt 1>>
Her eyes drop, and she gives a sharp intake of breath. “Your boobs,” she blurts. “They’re bigger. Seriously.” <Br>
<<elseif $current.height lt 2>>
She stares. “You’re shorter. Noticeably. Did you change your height?”<br>
<</if>>
<br>
You glance down at yourself, then step closer and sit beside her. “I was trying to investigate the boys’ classes. I faked feeling sick to get out of class. But I got caught wandering the halls and sent to see Nurse Rancy.”<Br>
<br>
Emily stiffens slightly. “The nurse? She’s for girls who feel faint. Or crampy. That’s all. What does she have to do with that?”<br>
<Br>
<<MindControlRancyCheck>>
<<if _MindControlRancyCheck>>
You nod slowly. “She helped me see myself more clearly. I didn’t realise I was so uncomfortable with my body, but now. I feel more like myself.” You hear your own voice and realise you’re speaking before thinking. The words just come out.<br>
<br>
<<if $EmilyStateCurrent lt 3>>
Emily’s expression hardens. “Listen to you! It’s not your body to feel comfortable in.”<Br>
<Br>
You momentarily frown, but disregard the conflicting feeling. “But it’s better. You should try it.”<Br>
<Br>
She sighs, looking away. “If you can’t see what’s wrong with this, maybe you shouldn’t be taking my place anymore.”<Br>
<Br>
You want to object, but she shakes her head before you can speak. “I can’t stop you. But I will tell you that whatever the school’s doing, it’s getting to you. Be careful.”<Br>
<Br>
But internally, you can’t understand her. This is better. For both of you.<Br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">>
<<EventsCheckEnd "YourHome" "EmilyReactionRancyChangesBoobs">>
<<set $EmilySeenBodyChanges to true>>
<<SiblingBond -2>>
<<if $current.boobs gt 1 and $current.height lt 2>><<EventsCancel "YourHome" "EmilyReactionRancyChangesHeight">><</if>>
<</link>><br>
<<else>>
Emily raises an eyebrow. “Your body?”<Br>
<br>
You gulp, realising what you’ve just said. For some reason though, it doesn’t feel wrong.<br>
<Br>
Emily giggles. “You look hot. You should stay like this.” She eyes you critically. “In fact, we should both stay like this. I might go see Rancy myself. If she can help you, maybe she can do more for me. Make it permanent.”<br>
<br>
You nod, again words forming before you can think them. “Yes. You’ll feel better.”<Br>
<Br>
She laughs. “Maybe. But I know other people will react better.”<Br>
<br>
You nod again, but something feels strange. Like you’re encouraging her, and it should feel wrong. But it doesn’t. It feels right.<Br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">>
<<EventsCheckEnd "YourHome" "EmilyReactionRancyChangesBoobs">>
<<set $EmilySeenBodyChanges to true>>
<<EmilyCorruption 1>>
<<if $current.boobs gt 1 and $current.height lt 2>><<EventsCancel "YourHome" "EmilyReactionRancyChangesHeight">><</if>>
<<EventTrigger "YourHome" "EmilyRancyChanges" "Evening" "Emily" null null null null false>>
<</link>><br>
<</if>>
<<else>>
You lower your voice. “She did something to me. An injection. It sparked. I think it was magical.” You hesitate. “And now I look like this.”<Br>
<br>
Emily frowns, studying you. “Is it... permanent?”<Br>
<br>
You shrug. “I don’t know. This magic stuff’s hard to pin down. But don’t worry. I don’t see you like this. When I transform into you again, I’ll make sure it’s how you really look.”<Br>
<Br>
<<if $EmilyStateCurrent lt 3>>
Emily recoils slightly. “You’ve been walking around school looking like that? People probably think I got surgery! Don’t do that again. Next time you’re being me, be me. Not some weird version.”<br>
<br>
Her voice is sharp. “I thought you respected me more than that.”<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">>
<<EventsCheckEnd "YourHome" "EmilyReactionRancyChangesBoobs">>
<<set $EmilySeenBodyChanges to true>>
<<SiblingBond -1>>
<<if $current.boobs gt 1 and $current.height lt 2>><<EventsCancel "YourHome" "EmilyReactionRancyChangesHeight">><</if>>
<</link>><br>
<<else>>
Emily’s expression softens. She grins. “Still... I bet you turned heads. Maybe I should go see the nurse. If she can help make things permanent.”<Br>
<bR>
You start to protest, but she cuts you off. “It’s my body, remember?” she says, parroting Rancy’s affirmations. “And there’s no shame in wanting to feel confident.”<Br>
<Br>
You swallow, uneasily. You hadn’t meant to inspire this.<Br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">>
<<EventsCheckEnd "YourHome" "EmilyReactionRancyChangesBoobs">>
<<set $EmilySeenBodyChanges to true>>
<<EmilyCorruption 1>>
<<if $current.boobs gt 1 and $current.height lt 2>><<EventsCancel "YourHome" "EmilyReactionRancyChangesHeight">><</if>>
<<EventTrigger "YourHome" "EmilyRancyChanges" "Evening" "Emily" null null null null false>>
<</link>><br>
<</if>>
<</if>>
<<else>>
Emily looks up from the sofa as you enter. Her eyes wander across your body. She rolls her eyes. "Spent some time the nurse again?"<br>
<br>
You glance down at yourself, then stare back at her. Your cheeks burn red.<br>
<br>
<<if $EmilyStateCurrent lt 3>>
The glare from Emily stings almost as much as her tone. "It's for -"<Br>
<Br>
"I don't care," she cuts you off. "I thought I told you how I felt about this."<br>
<Br>
You gulp. She sighs and looks away, not meeting your eyes. "What has got into you, <<TrueName "Current">>?"<br>
<Br>
You consider speaking, but you’re lost for words. <I>She's right. What has got into you?</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EventsCheckEnd "YourHome" "EmilyReactionRancyChangesBoobs">><<SiblingBond -1>><</link>><br>
<<else>>
She giggles. "I don't think it's a bad thing," she tells you. "In fact, I kind of like it. I think I look good. From the outside.<Br>
<br>
"Emily," you begin. "That's not what -"<br>
<Br>
"Oh save it," she says, a twinge of hostility in her voice. "Why do you get to have all the fun? I think I feel a cold going on. Have to swing by Rancy's office myself."<Br>
<br>
You swallow, seeing the resolve on her face.<Br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EventsCheckEnd "YourHome" "EmilyReactionRancyChangesBoobs">><<EmilyCorruption 1>><</link>><br>
<</if>>
<</if>>
<<elseif _currentEvent is "EmilyRancyChanges">>
<br>
Emily is curled up on the sofa, watching a trashy reality show. The moment you step into the room, you see it. She’s changed. Shorter. Her chest more pronounced. She glances over and catches your expression. Her lips curl into a smirk. “Well?” she says. “What do you think?”<br>
<br>
You don’t even have time to respond before she continues, giddy. “Rancy looked totally confused when I walked in. I told her about how I’d changed before and how I wanted it. She gave me this look and then smiled. Like she’d been waiting for me to say that.”<br>
<Br>
She grins, tucking her legs beneath her. “You wouldn’t believe the look Brendon gave me when I came out of class. I swear, his jaw actually dropped.” She giggles. “Honestly, I should’ve done this on my eighteenth birthday. I look amazing. I feel amazing.”<br>
<br>
She brushes hair off her shoulder, her grin unshakable. “I got so many stares today. But you probably guessed that already.”<br>
<br>
<<MindControlRancyCheck>>
<<if _MindControlRancyCheck>>
You nod slowly. “I understand,” you say, your voice low but calm. It’s not just approval. It’s recognition. Now that Emily’s changed this is who she is.<br>
<Br>
Internally, something settles. There’s no decision to make. When you become her, you’ll need to reflect her form. There’s no other choice.<br>
<br>
And that thought makes you happy. Comforted, even. As though something has clicked into place.<br>
<<else>>
You step closer, still studying her. “Are you sure this is what you wanted?” you ask.<br>
<br>
Emily laughs, waving your concern away. “Of course I am. God, you sound like mum.”<Br>
<Br>
She stretches back out on the sofa, her figure shifting confidently. “This is what I should’ve looked like all along.”<br>
<Br>
You don’t reply. Not right away. Because deep down, you realise the truth. Now that Emily has changed, this is who she is. And when you become her, you’ll have to match it.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EventsCheckEnd "YourHome" "EmilyRancyChanges">><<TransformBoobs 2 "mental" "Emily">><<TransformHeight 1 "mental" "Emily">><<TransformNPCBoobs 2 "Emily">><<TransformNPCHeight 1 "Emily">><</link>><br>
<<elseif _currentEvent is "EmilyPosingForDennisPhotoOutcomeFlirt">>
<br>
You walk into the living room and see Emily sitting at the kitchen table. She smiles thinly as she sees you.<Br>
<br>
“Hi,” you say quietly.<br>
<br>
She eyes you for a moment, before exhaling. “I did what you wanted,” she murmurs.<Br>
<br>
Your eyes flick to her, tense silence filling the space. “Thank you,” you manage.<Br>
<br>
<<if $EmilyStateCurrent lt 3>>
Emily shifts, finally breaking the silence. “He actually seemed nervous when I talked to him,” she says. “Told me he didn’t expect me to really go through with it.”<Br>
<br>
She smiles faintly. “He was shy. Embarrassed to even tell me what to do. I even had to help him." She bites her bottom lip. "Encourage him, even."<br>
<br>
Her voice drops. “Funny thing was, when I did, I didn’t feel embarrassed. I thought I’d feel demeaned. But he was so timid. So shy. It almost felt good to lead him on. Like I was in control.”<Br>
<br>
She looks off, almost thoughtful. “He’s really sweet, once you get to know him.”<Br>
<Br>
It’s then you notice her top button undone. A pale flash of bra beneath her blouse. Emily seems oblivious, glancing back at you.<br>
<br>
“Anyway,” she says softly. “It wasn’t as bad as I thought.”<br>
<br>
Emily glances up at you, coming out of her own thoughts. “He told me he'd never let it leave his side,” she says flatly. “If you want it, you should talk to him now.”<Br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">>
<<EventsCheckEnd "YourHome" "EmilyPosingForDennisPhotoOutcomeFlirt">>
<<ChangeNPCrelationship "Emily" "Dennis" 3>>
<<DialogueDone "Dennis" "SeePhoto">>
<<EmilyCorruption 1>>
<<QuestOptionComplete "Quest11" 3 "dennis_photo_emily">>
<<QuestOptionUnlock "Quest11" 3 "dennis_photo_taken">>
<</link>><br>
<<else>>
Emily smirks, recalling it. “When I asked about the photo, he went bright red. Like a strawberry. Fumbled with the camera. Pathetic. I wonder what an actual professional photo shoot would be like?” She chuckles at the thought, then waves it off.<br>
<br>
“His direction was useless. I ended up having to tell him what do to. But you should’ve seen his face when I undid a button for him. Thought he was going to lose it right there.”<br>
<bR>
She laughs wickedly. “I even had to remind him to keep camera up and press the button.”<Br>
<br>
“I bet he’s hold up in his bedroom now,” she adds. “It will probably stink in there.”<br>
<br>
You grimace. “Emily!”<br>
<Br>
She eyes you darkly. “What? We both know what he’s doing with it now. Don’t be such a prude.”<br>
<br>
Emily stretches her arm with a yawn. “He said he’d never let it leave his side, though,” she says flatly. “If you want it, you should talk to him now.”<Br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">>
<<EventsCheckEnd "YourHome" "EmilyPosingForDennisPhotoOutcomeFlirt">>
<<DialogueDone "Dennis" "SeePhoto">>
<<EmilyCorruption 1>>
<<QuestOptionComplete "Quest11" 3 "dennis_photo_emily">>
<<QuestOptionUnlock "Quest11" 3 "dennis_photo_taken">>
<</link>><br>
<</if>>
<<elseif _currentEvent is "EmilyPosingForDennisPhotoOutcomeSimple">>
<br>
You walk into the living room and see Emily sitting at the kitchen table. She smiles thinly as she sees you.<Br>
<br>
“Hi,” you say quietly.<br>
<br>
She eyes you for a moment, before exhaling. “I did what you wanted,” she murmurs.<Br>
<br>
Your eyes flick to her, tense silence filling the space. “Thank you,” you manage.<br>
<Br>
"Don't thank me just yet," she replies. "It didn't go to plan."<br>
<br>
You give her a concerned look. "What happened?"<br>
<br>
<<if $EmilyStateCurrent lt 3>>
Emily folds her arms, speaking carefully. “He seemed nervous when I talked to him. Said he didn’t expect me to actually do it. He was so shy.”<Br>
<br>
She exhales. “Honestly, he barely got me to do anything. Look here, turn a little there. That was it.”<Br>
<<else>>
Emily sighs, smirk tugging at her lips. “When I asked about the photo, he went the colour of a strawberry. Stumbled around setting up the camera. He was a total mess. I wonder what an actual professional photo shoot would be like?” She smirks, then waves it off.<Br>
<br>
“His direction was pathetic. I didn’t even get to do anything fun. No pouting, no showing off. You’d think a guy telling a girl how to pose would be more… daring.”<br>
<</if>>
<br>
"So he got a photo?" you ask.<br>
<br>
Emily rolls her nose. "He got plenty. But they were all pretty bad. I didn't really know what he wanted. They came out really awkward. He wasn't exactly happy with any of them."<br>
<br>
You grimace. "Maybe you could try again?"<br>
<br>
At that, Emily eyes you coldly. "Forget it. I'm not doing that again. If you want that photo so badly, you do it yourself."<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EventsCheckEnd "YourHome" "EmilyPosingForDennisPhotoOutcomeSimple">><</link>><br>
<<elseif _currentEvent is "EmilyReactionLunchChanges">>
<br>
As you walk into the living room, you notice Emily standing in front of the mirror over the sofa, staring at herself.<Br>
<br>
"Oh hey," she mutters as she sees you. But she seems distracted. She returns to looking back at her reflection, pushing her hands into her hips as if measuring her waistline.<bR>
<Br>
"Do you think that I've put on weight?" she asks you as she stares at herself.<Br>
<br>
"No," you reply. You frown. "I think you look just as you usually do."<bR>
<bR>
She murmurs a neutral response.<br>
<bR>
You pause, watching her observe herself. She doesn't smile. In fact, she looks concerned. "What's brought this on?"<br>
<br>
Emily turns to look at you, almost confused. "Oh, nothing. Just. After lunchtime. They've changed my meal plan at school. Nurse's orders. Something about addressing my self-image. Thing is, I didn't consider there was anything wrong until they said something."<br>
<br>
You gulp. Thinking back to Nurse's Rancy's threat to change your diet. "I don't know if you should be eating that food, Emily."<br>
<Br>
She narrows her eyes, confusion turning to aggravation. "I have to eat something, <<TrueName "Current">>. School is hard enough without starving."<Br>
<Br>
Before you can reply, Emily turns back to the mirror. Despite you being there, she cups her breasts with her hands, pushing them up. "I wonder if I'll have a final growth spurt," she mutters.<Br>
<Br>
For a few moments, you continue to watch your sister review her body in the mirror. A sinking sensation musters in your stomach. You're certain that whatever Rancy has changed, it's made the curse more potent. If you want to help Emily, you might have to revisit the nurse.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EventsCheckEnd "YourHome" "EmilyReactionLunchChanges">><</link>><br>
<<elseif _currentEvent is "JakeTransformEmily">>
<br>
The front door creaks open and the hallway’s lamplight spills across the scuffed floorboards. Emily is curled up on the sofa, television flickering across her face. She glances up automatically and freezes.<bR>
<br>
Her eyes dart up and down your frame. For a moment her expression is blank, bafflement still forming. Then alarm floods in. “Jake?”<br>
<Br>
“No,” you say quickly. “It’s me. Don’t panic.”<Br>
<Br>
<<if $EmilyStateCurrent lt 3>>
It takes a moment for realisation to set in, but she rolls her eyes and sighs. “That’s worse,” she says quietly. “You know what he’s like. He’s a bully. Half the time he’s making people’s lives miserable. You start acting like him and...” She trails off, worry in her voice.<br>
<Br>
“It’s just for the investigation,” you tell her. “To understand what the boys are learning. What the curse is doing to them.”<br>
<Br>
She doesn’t look convinced. Her gaze lingers on you, searching, before she finally shakes her head. “Just don’t mess too much with magic. You don’t know what staying as him too long will do to you.”<Br>
<<else>>
It takes a moment for realisation to set in, then she grimaces as if suddenly feeling sick. “Unbelievable. The hottest guy in school turns up in my house and it’s actually my <<Sibling>>?” She lets out a short laugh, shaking her head. “I could almost accept you being other people, but you as him. That’s just ick.”<br>
<Br>
“It’s only for the investigation,” you insist.<Br>
<Br>
Emily smirks, reclining back against the cushions. “Whatever. Just don’t ruin Jake for me, okay? It’s bad enough when I see him I might think of you now.”<Br>
<</if>>
<Br>
With a final look to you, she picks up the remote and flicks the channel, her body language closing you off. The television’s chatter fills the room, leaving your presence an intrusion rather than a novelty.<Br>
<Br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EventsCheckEnd "YourHome" "JakeTransformEmily">><</link>><br>
<<elseif _currentEvent is "DennisTransformEmily">>
<br>
The front door creaks open and the hallway’s lamplight spills across the scuffed floorboards. Emily is curled up on the sofa, television flickering across her face. She glances up automatically and freezes.<Br>
<Br>
Her eyes dart up and down your frame. For a moment her expression is blank, bafflement still forming. Then alarm floods in. “Dennis?”<Br>
<Br>
“No,” you say quickly. “It’s me. Don’t panic.”<Br>
<Br>
<<if $EmilyStateCurrent lt 3>>
Her brow furrows, disbelief flashing across her features. “You’ve got to be kidding me,” she says, voice low and sharp. “You’re pretending to be Dennis now?”<br>
<br>
“It’s just for the investigation,” you tell her. “To understand what the boys are learning. What the curse is doing to them.”<br>
<br>
<<Checkrelationship "Dennis" "Emily">>
<<if _relationship is 3>>
Her face twists with discomfort. She shakes her head slowly. “This is weird,” she admits. “I went on a date with him. Seeing you standing there in his body. I don’t know if I’m okay with this.”<br>
<br>
“It’s still me,” you reassure her, but she doesn’t look convinced. Her arms fold, her eyes drifting uneasily back toward the glow of the TV.<br>
<<else>>
Emily exhales sharply, almost a laugh, but there’s no humour in it. “So you chose Dennis?” she repeats, incredulous. “But he’s so odd! Half the time he stares at people like a creep. And now you’re walking around as him? It's sick."<br>
<Br>
"I'm not doing anything you haven't seen me do," you try to reassure her. "It's just a transformation."<Br>
<br>
"That's what you think, is it?" she replies. "That this doesn't affect you? Come on, <<TrueName "Current">>. We both know this isn't normal stuff you're messing with.”<br>
<br>
Her gaze lingers on you a second longer, then she shakes her head and mutters, “Just be careful.”<br>
<</if>>
<<else>>
<<if $PlayerCharacter.female is false>>
Emily tilts her head, lips curling into a sly smirk. “Well, I suppose this makes more sense. You’ve been playing girl long enough. At least you’ve got some experience in your own gender.”<br>
<br>
She chuckles softly, eyes flicking over you. “Honestly, I was starting to think you liked being a girl. Thought it might suit you better.”<br>
<br>
“It’s just for investigating,” you say firmly.<br>
<br>
“Whatever.” She waves a hand and turns her attention back to the screen. “Just don’t do anything that makes people think I’m friends with him.”<Br>
<<else>>
Emily stares at you for a long moment, then snorts. “Of all people, you picked him? Dennis?” She shakes her head, a smirk tugging at the corner of her mouth. “He’s gross. A perv. Why would you want to see the other side as him?”<br>
<Br>
“It’s just for investigating,” you explain.<br>
<Br>
“Whatever.” She slouches back against the cushions, smirk sharpening. “Just don’t do anything that makes people think I’m friends with him.”<Br>
<</if>>
<Br>
Emily picks up the remote and flicks the channel, her body language closing you off. The television’s chatter fills the room, leaving your presence an intrusion rather than a novelty.<Br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EventsCheckEnd "YourHome" "DennisTransformEmily">><</link>><br>
<<elseif _currentEvent is "EmilyReactionBiologyLesson">>
<br>
Emily is waiting for you on the first step of the stairs when you walk in. You know, because the moment you enter the room, her glaring eyes look up at you.<br>
<br>
"What did you do in biology class?" she asks you directly.<br>
<br>
You take a deep breath, the shame already burning inside your body. You gulp, unable to speak.<br>
<Br>
Emily speaks slowly and calmly. Almost as if she's practised this. "When I walked down the corridor today, a lot of the boys were smirking at me. I got a few catcalls and comments. Then when I went to my locker, Manny cornered me. He lent in real close. And asked if Jake wasn't going to take me up on my open offer, he wouldn't mind seeing me raising my back for him."<br>
<Br>
You catch your breath, as Emily stares back at you with enraged eyes. Her tone is clearly a mask for what she's feeling.<br>
<br>
<<if $EmilyStateCurrent lt 3>>
"If you want to ruin my life, you should just come out and say it." Tears now stream down her cheeks, her lip quivering as she looks at you. "And if you don't, then you need to find some other way of doing... whatever it is you want to do."<Br>
<br>
"Emily..." you begin.<br>
<Br>
"Don't." Her voice is flat and hard, in spite of the tears. "I've heard all the details. It's all people are talking about at school. You can't lie your way out of this one, <<TrueName "Current">>."<br>
<Br>
The urge to reply is instinctive, but you hold it down. Her face says it all. She doesn't want to hear any more words from you.<Br>
<Br>
"As soon as I graduate, I'm out of here." She sniffs, bringing her emotions under control. "And if you keep acting like this, I won't be seeing you again."<br>
<br>
With that, Emily stands and runs up the stairs. You hear her door shut. Not even a slam. Just a firm thud. Before a key turns in the lock.<br>
<<else>>
"You always put on such a white knight act," she spits. "But when it comes down to it, you're just like any other guy."<br>
<Br>
"Emily..." you begin.<br>
<Br>
Her cutting laugh cuts your words down before you can finish them. "You think you can worm your way out of this one, <<TrueName "Current">>? My reputation at school is in the gutter. All because you have developed some kink for acting like a slut in my body."<br>
<br>
The urge to reply is instinctive, but you hold it down. Her face says it all. Her grin is righteous and full of fury.<Br>
<br>
"Maybe I should take your place," she continues. "Your life is mostly okay here. If you are so keen on becoming some gutter trash girl, maybe I should go ask that junk shop owner to see if swap us around. You can be my slutty little sister, the shameful secret of the family. And I can live as you, without you being able to ruin my reputation."<br>
<Br>
You stare back at Emily, as she titters, wiping her eyes to avoid showing any tears. "Or, maybe she can just turn you into a girl forever. You can ruin your own life with your twisted kinks."<Br>
<br>
With that, Emily stands and runs up the stairs. You hear her door shut. Not even a slam. Just a firm thud. Before a key turns in the lock.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<SiblingBond -10>><<EventsCheckEnd "YourHome" "EmilyReactionBiologyLesson">><<SetNPCLocation "Emily" $dayCurrent $periodCurrent "EmilysRoom">><</link>>
<<elseif _currentEvent is "MissCharltonFinalists">>
<br>
<<BadgeCheck>>
<<if _BadgeCheck is true>>
You walk into your house, looking around with a sigh. You feel a badge in your pocket, weighing you down. There's a multitude of reasons not to attend. But you know that if you don't, your only hope to avoid its effects will be to take that crown. Never mind what will happen to Emily's grades if you so brazenly resist Stitch.<br>
<<else>>
You walk into your house, looking around with a sigh. There's a multitude of reasons not to attend. But you know that if you don't, your only hope to avoid its effects will be to take that crown. Never mind what will happen to Emily's grades if you so brazenly resist Stitch.<br>
<</if>>
<br>
<<NPCLocationCheck "Emily">>
<<if _NPCLocationCheck is "YourHome">>
You glance over to Emily, considering for a brief moment whether she could go instead. It feels too dangerous. Who knows what magics will be in effect at the event.<br>
<<else>>
And it looks like Emily's not home, removing any consideration of her going in your place. You wince. It looks like you'll have to go. As her.<br>
<</if>>
<br>
<i>Is that your justification for wanting to go to a ball as your sister?</i><br>
<br>
You gulp, ignoring the voice. You should get ready and get this over with.<br>
<br>
<<ActionsHeader>>
<<link "Go upstairs to Emily's room to get ready" "EmilysRoom">><<EventsCheckEnd "YourHome" "MissCharltonFinalists">><</link>>
<<elseif _currentEvent is "PokerNightEpilogue">>
<br>
<<PokerNightEpilogueRoute>>
<<if _PokerNightEpilogueRoute is "date">>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
Emily glances up from the sofa as you enter, her attention momentarily taken from a trashy show she's watching.<br>
<br>
"You're up late," you mutter. She shakes her head but doesn't respond.<br>
<Br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
"That's quite the dress," she comments. "Where have you been?"<br>
<<else>>
"You look… nice," she comments. "Where have you been?"<br>
<</if>>
<<else>>
Emily glances up from the sofa as you enter, her attention momentarily taken from the school books sprawled across the coffee table.<br>
<br>
"You're up late," you mutter. There is the smallest of shrugs, but her eyes hang on you.<br>
<Br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
"That dress is quite revealing," she comments. "Where have you been?"<br>
<<else>>
"You look… nice," she comments. "Where have you been?"<br>
<</if>>
<</if>>
<br>
"Up at the mayor's manor," you reply. "I was trying to get Harrow's amulet."<br>
<br>
Her eyes look to you with interest. "How did it go?"<br>
<br>
<<InventoryCheckSelf "HarrowAmulet">>
<<if _InventoryCheckSelf is true>>
You take the amulet out and jingle it in the air. "Mission accomplished."<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
She looks at it for a moment, but shrugs dismissively. "Good," she mutters, but turns her attention back to the TV.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EventsCheckEnd "YourHome" "PokerNightEpilogue">><<Quest18Reconciliation>><</link>>
<<else>>
She looks at it for a long time, offering you a smile. "Thank god," she mutters. She holds your gaze for a moment longer, then turns back to her books.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EventsCheckEnd "YourHome" "PokerNightEpilogue">><<Quest18Reconciliation>><</link>>
<</if>>
<<else>>
<<InventoryCheckSelf "HarrowTape">>
<<if _InventoryCheckSelf is true>>
You sigh. "Not good."<br>
<br>
You take out the cassette tape and toss it on to the table. Emily's eyes look at it with curiosity. "What's that?"<br>
<br>
"A gift," you reply with trepidation. "From Harrow. A revision tape. He said to listen to it at night, whilst sleeping."<br>
<br>
Emily's eyes grow suspicious as she looks at it. "What?"<br>
<br>
"It was part of the bet to get the amulet. If he won, I'd listen to it. To help with biology lessons."<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
She snorts, crossing her arms. "Looks like you've got a tape to listen to."<br>
<br>
Your eyes glance from the cassette to Emily. "What?"<br>
<br>
"You don't expect me to listen to that, do you?" she says. "Who knows what it will do."<br>
<br>
"Why do we need to listen to it at all?" you reply.<br>
<br>
She looks at you with an incredulous look. "This is Charlton, <<TrueName "Current">>. He'll know. I bet it's dripping with magic." Then she snorts and her voice lowers. "Not that I'd know what that feels like."<br>
<br>
The cassette sits on the table. She looks at it for a long moment. Then she looks at you, smirking. "You seem to like being me," she continues. "Why don't you put that stuff into your head?" A grin spreads across her face. "Knowing Harrow's lessons, you might even enjoy the dreams."<br>
<br>
She holds your gaze. The smile doesn't break.<br>
<<else>>
She eyes you darkly. "So, are you going to listen to it?"<br>
<br>
Your eyes glance from the cassette to Emily. "What?"<br>
<br>
"You don't expect me to listen to that, do you?" she says. "Who knows what it will do."<br>
<br>
"Why do we need to listen to it at all?" you reply.<br>
<br>
She looks at you with an incredulous look. "This is Charlton, <<TrueName "Current">>. He'll know. I bet it's dripping with magic." Then she snorts and her voice lowers. "Not that I'd know what that feels like."<br>
<br>
The cassette sits on the table. She looks at it for a long moment. Then she looks at you, lip quivering. "I don't want to listen to that, <<TrueName "Current">>," she continues. "Can't you just listen to it?"<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Try to convince her to listen to the tape" "YourHome4cPokerEpilogue">><<set $YourHome4cPokerEpilogue to "Convince">><<Greedy 1>><<EventsCheckEnd "YourHome" "PokerNightEpilogue">><</link>><br>
<<link "Take the tape" "YourHome4cPokerEpilogue">><<set $YourHome4cPokerEpilogue to "TakeTape">><<Greedy -1>><<EventsCheckEnd "YourHome" "PokerNightEpilogue">><</link>><br>
<<link "Destroy the tape" "YourHome4cPokerEpilogue">><<set $YourHome4cPokerEpilogue to "Destroy">><<Greedy -1>><<EventsCheckEnd "YourHome" "PokerNightEpilogue">><</link>>
<<else>>
You sigh. "Not good. I didn't get it."<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
She looks at you for a moment, but shrugs dismissively. "Drag," she mutters, but turns her attention back to the TV.<br>
<br>
You aren't sure what you expected. But the fact still remains. You'll have to find an amulet from elsewhere.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EventsCheckEnd "YourHome" "PokerNightEpilogue">><<Quest18Reconciliation>><</link>>
<<else>>
She looks at you, offering you a sympathetic smile. "I'm sure there are other people with them? You just need to try someone else."<br>
<br>
She holds your gaze for a moment longer, then turns back to her books. You sigh. She's right, of course.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EventsCheckEnd "YourHome" "PokerNightEpilogue">><<Quest18Reconciliation>><</link>>
<</if>>
<</if>>
<</if>>
<<else>>
<<if _PokerNightEpilogueRoute is "swap">>
The hallway is quiet. <i><<TrueName "Current">></i> shuts the door behind you. The latch is too loud in the empty house.<br>
<br>
You follow him into the living room. He sits on the edge of the sofa in Emily’s spot, taking a moment to himself. The body language still sits wrong. It’s the way Emily crosses her arms, the way she tucks one ankle behind the other.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingEmily">>
You sit on the sofa beside him. You have to pull at the hem to keep it from riding up.<br>
<<else>>
You sit on the sofa beside him. The dress shifts at your knee.<br>
<</if>>
<br>
<<InventoryCheckNPC "Emily" "HarrowAmulet">>
<<if _InventoryCheckNPC is true>>
He takes Harrow's amulet out of his pocket and holds it up to the light between you. "At least we got this."<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
“That was a big gamble,” you say. “On the tape.”<br>
<br>
“Relax,” he chuckles. “It worked out, didn’t it?”<br>
<br>
You pause, considering the narrow miss that Harrow wanted. “If you’d have lost, would you have listened to the tape? Or would you have expected me to?”<br>
<br>
The grin is unmistakably Emily’s. “I guess we’ll never know, will we?”<br>
<br>
“What do you think it was?”<br>
<br>
He titters. The sound is wrong on your face. "No idea. But I don't think it would have led to a restful sleep." He considers, then snorts. "Although knowing Harrow's lessons, maybe the dreams would have been fun.”<br>
<br>
He grins, drops the amulet on the table and then leaps to his feet. The movement is too quick, too alive in your old body. "Long evening. Bedtime. Night night."<br>
<br>
He skips up the stairs, lost in thought. You call after him. “You’re not changing back?”<br>
<br>
“In a bit,” you hear your own voice say. The door slams shut.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<TakeObjectNPC "Emily" "HarrowAmulet">><<EventsCheckEnd "YourHome" "PokerNightEpilogue">><<Quest18Reconciliation>><</link>>
<<else>>
“That was a big gamble,” he mutters. “With the tape.”<br>
<br>
You shrug, feeling it slight in this form. “It worked out, didn’t it?”<br>
<br>
He shrugs. "Even so. You know what sort of things happen in biology. Did you even consider that you were risking bringing that into our home, too?"<br>
<br>
You offer a smile. “I knew you’d win.”<br>
<br>
<i><<TrueName "Current">></i> titters but then looks at you with a thoughtful stare. “If I had lost. Would you have made me listen to the tape? Or would you have done it?”<br>
<br>
You stare back at him, considering the response.<br>
<br>
<<ActionsHeader>>
<<link "Tell him you would have listened to it" "YourHome4bPokerEpilogue">><<set $YourHome4bPokerEpilogue to "WouldListen">><<EventsCheckEnd "YourHome" "PokerNightEpilogue">><</link>><br>
<<link "Tell him it was meant for her" "YourHome4bPokerEpilogue">><<set $YourHome4bPokerEpilogue to "MeantForHer">><<EventsCheckEnd "YourHome" "PokerNightEpilogue">><</link>>
<</if>>
<<else>>
<<InventoryCheckNPC "Emily" "HarrowTape">>
<<if _InventoryCheckNPC is true>>
He fishes the cassette out of his pocket and turns it over in his hands.<br>
<br>
"Not quite how I hoped the night would go," you mutter.<br>
<br>
"Harrow had it planned," he says. "We were stupid to think we could get that amulet from him."<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
He sighs. "And now we need to figure out what to do with this stupid tape."<br>
<br>
“We?” you ask. “You agreed to the deal.”<br>
<br>
“And you wouldn’t have done?” he spits back. An eyebrow raises. “I’m not exactly in the right state to listen to it, either.” He throws it down on the table. “Looks like you’ve got a tape to listen to.”<br>
<br>
Your eyes glance from the cassette to <i><<TrueName "Current">></i>. “What?”<br>
<br>
“You don’t expect me to listen to that, do you?” he says. “Who knows what it will do.”<br>
<br>
“Why do we need to listen to it at all?” you reply.<br>
<br>
He looks at you with an incredulous look. "This is Charlton, <<TrueName "Current">>. I bet it's dripping with magic." Then he snorts and his voice lowers. "Not that I'd know what that feels like."<br>
<br>
The cassette sits on his palm. He looks at it for a long moment. Then he looks at you, smirking. “It’s just a tape. Knowing Harrow’s lessons, you might even enjoy it.”<br>
<br>
He holds your gaze. The smile doesn’t break.<br>
<<else>>
He sighs. "And now we need to deal with that tape."<br>
<br>
You exhale. "I'm sorry, Em. I thought I was going to win."<br>
<br>
He looks at you with a dark expression on your old face. "This is Charlton, <<TrueName "Current">>. The odds are stacked against us. You know that."<br>
<br>
Your eyes glance from the cassette to <i><<TrueName "Current">></i>. “Do you think he’ll know if it’s been listened to?”<br>
<br>
He sighs. “Charlton, remember. I bet it's dripping with magic." Then he snorts and his voice lowers. "Not that I'd know what that feels like."<br>
<br>
The cassette sits on his palm. He looks at it for a long moment. Then he looks at you.<br>
<br>
"I'm in the wrong body for this, <<TrueName "Current">>. The tape was made for me." There is a wince that’s unmistakably Emily’s. “Do you think you could take it?”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Take the tape" "YourHome4bPokerEpilogue">><<set $YourHome4bPokerEpilogue to "TakeTape">><<Greedy -1>><<EventsCheckEnd "YourHome" "PokerNightEpilogue">><</link>><br>
<<link "Tell Emily to take it" "YourHome4bPokerEpilogue">><<set $YourHome4bPokerEpilogue to "TellEmily">><<Greedy 1>><<EventsCheckEnd "YourHome" "PokerNightEpilogue">><</link>><br>
<<link "Destroy the tape" "YourHome4bPokerEpilogue">><<set $YourHome4bPokerEpilogue to "Destroy">><<Greedy -1>><<EventsCheckEnd "YourHome" "PokerNightEpilogue">><</link>>
<<else>>
He sits with his hands folded. He looks to you with tired eyes.<br>
<br>
"Not quite how I hoped the night would go," you mutter.<br>
<br>
"Harrow had it planned," he says. "We were stupid to think we could get that amulet from him. Guess you’ll have to look for another one now?"<br>
<br>
You exhale. "I'm sorry. I thought we were going to win."<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
He gives you a look, then a slow smile. "It wasn't all bad. Some parts were fun. Long evening," he says. "Bedtime. Night night."<br>
<br>
He skips up the stairs, lost in thought. You call after him. “You’re not changing back?”<br>
<br>
“In a bit,” you hear your own voice say. The door slams shut.<br>
<<else>>
He gives you a look, then sighs. "I never want to go through that again."<br>
<br>
The silence sets in. <i><<TrueName "Current">></i> looks back at you, lost in thought. "I think I'm going to bed. Goodnight."<br>
<br>
He walks up the stairs, lost in thought. You call after him. “You’re not changing back?”<br>
<br>
“In a bit,” you hear your own voice say. The door slams shut.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EventsCheckEnd "YourHome" "PokerNightEpilogue">><<Quest18Reconciliation>><</link>>
<</if>>
<</if>>
<<else>>
<<if _PokerNightEpilogueRoute is "solo">>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
Emily glances up from the sofa as you enter, her attention momentarily taken from a trashy show she's watching.<br>
<br>
"You're up late," you mutter. She shakes her head but doesn't respond.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingFemalePC">>
"That's quite the dress," she comments. "Where have you been?"<br>
<<else>>
"You look… nice," she comments. "Where have you been?"<br>
<</if>>
<<else>>
Emily glances up from the sofa as you enter, her attention momentarily taken from the school books sprawled across the coffee table.<br>
<br>
"You're up late," you mutter. There is the smallest of shrugs, but her eyes hang on you.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerRevealingFemalePC">>
"That dress is quite revealing," she comments. "Where have you been?"<br>
<<else>>
"You look… nice," she comments. "Where have you been?"<br>
<</if>>
<</if>>
<br>
"Up at the mayor's manor," you reply. "I was trying to get Harrow's amulet."<br>
<br>
Her eyes look to you with interest. "How did it go?"<br>
<br>
<<InventoryCheckSelf "HarrowAmulet">>
<<if _InventoryCheckSelf is true>>
You take the amulet out and jingle it in the air. "Mission accomplished."<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
She looks at it for a moment, but shrugs dismissively. "Good," she mutters, but turns her attention back to the TV.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EventsCheckEnd "YourHome" "PokerNightEpilogue">><<Quest18Reconciliation>><</link>>
<<else>>
She looks at it for a long time, offering you a smile. "Thank god," she mutters. She holds your gaze for a moment longer, then turns back to her books.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EventsCheckEnd "YourHome" "PokerNightEpilogue">><<Quest18Reconciliation>><</link>>
<</if>>
<<else>>
<<InventoryCheckSelf "HarrowTape">>
<<if _InventoryCheckSelf is true>>
You sigh. "Not good."<br>
<br>
You take out the cassette tape and toss it on to the table. Emily's eyes look at it with curiosity. "What's that?"<br>
<br>
"It's a gift," you reply with trepidation. "From Harrow. A revision tape. For you. You're supposed to listen to it at night, when you sleep."<br>
<br>
Emily's eyes grow suspicious as she looks at it. "What?"<br>
<br>
"It was part of the bet to get the amulet. If he won, I would give it to you. To help you with your biology lessons."<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
She snorts, crossing her arms. "You don't expect me to listen to that, do you?" she says. "Who knows what it will do. This is Charlton, <<TrueName "Current">>. I bet it's dripping with magic." Then her voice lowers. "Not that I'd know what that feels like."<br>
<br>
"We could just throw it away?" you try.<br>
<br>
She looks to you with a dark look. "He'll know," she replies. "I would put money on it."<br>
<br>
You stare back at her, at an impasse. Her eyes look over your body. Resting on your necklace. Where your own amulet rests. "Why don't you listen to it?"<br>
<br>
"What?"<br>
<br>
"You seem to like being me," she continues. "Why don't you transform, and you put that stuff into your head?" A grin spreads across her face. "Knowing Harrow's lessons, you might even enjoy the dreams."<br>
<<else>>
Her eyes widen, staring at the tape. "You don't expect me to listen to that, do you?" she says. "Who knows what it will do. This is Charlton, <<TrueName "Current">>. I bet it's dripping with magic." Then her voice lowers. "Not that I'd know what that feels like."<br>
<br>
"We could just throw it away?" you try.<br>
<br>
She looks to you with a dark look. "He'll know," she replies. "I would put money on it."<br>
<br>
You stare back at her, at an impasse. Her eyes look over your body. Resting on your necklace. Where your own amulet rests. "Why don't you listen to it?"<br>
<br>
"What?"<br>
<br>
"I don't want to listen to that, <<TrueName "Current">>," she continues. "You could transform into me, and you could listen to it."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Try to convince her to listen to the tape" "YourHome4cPokerEpilogue">><<set $YourHome4cPokerEpilogue to "Convince">><<Greedy 1>><<EventsCheckEnd "YourHome" "PokerNightEpilogue">><</link>><br>
<<link "Take the tape" "YourHome4cPokerEpilogue">><<set $YourHome4cPokerEpilogue to "TakeTape">><<Greedy -1>><<EventsCheckEnd "YourHome" "PokerNightEpilogue">><</link>><br>
<<link "Destroy the tape" "YourHome4cPokerEpilogue">><<set $YourHome4cPokerEpilogue to "Destroy">><<Greedy -1>><<EventsCheckEnd "YourHome" "PokerNightEpilogue">><</link>>
<<else>>
You sigh. "Not good. I didn't get it."<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
She looks at you for a moment, but shrugs dismissively. "Drag," she mutters, but turns her attention back to the TV.<br>
<br>
You aren't sure what you expected. But the fact still remains. You'll have to find an amulet from elsewhere.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EventsCheckEnd "YourHome" "PokerNightEpilogue">><<Quest18Reconciliation>><</link>>
<<else>>
She looks at you, offering you a sympathetic smile. "I'm sure there are other people with them? You just need to try someone else."<br>
<br>
She holds your gaze for a moment longer, then turns back to her books. You sigh. She's right, of course.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EventsCheckEnd "YourHome" "PokerNightEpilogue">><<Quest18Reconciliation>><</link>>
<</if>>
<</if>>
<</if>>
<<else>>
You follow Emily into the living room. She sits on the edge of the sofa, taking a moment to herself.<br>
<br>
<<InventoryCheckSelf "HarrowAmulet">>
<<if _InventoryCheckSelf is true>>
As if to remind her, you take Harrow’s amulet out from your pocket and hold it up to the light. “At least we got this.”<br>
<br>
She looks at it for a long moment. Then at you.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
“That was a big gamble, <<TrueName "Current">>,” she says sharply. “I noticed you weren’t gambling with your ears, too.”<br>
<br>
“You mean the cassette?” you ask.<br>
<br>
She titters. “No idea what it would have done, but I don’t think it would give me a restful sleep.” She considers her words, then snorts. “But knowing Harrow's lessons, maybe I would have liked some of those dreams.”<br>
<br>
She grins at you, then leaps to her feet. “Long evening. Bedtime. Night night.”<br>
<br>
Emily skips up the stairs, lost in thought.<br>
<<else>>
“That was a big gamble, <<TrueName "Current">>,” she says softly. “And it wasn’t your ears you were gambling with, too.”<br>
<br>
“You mean the cassette?” you ask.<br>
<br>
She nods. “You know what sort of things happens in biology. Did you even consider that you were risking subjecting me to that at home, too?”<br>
<br>
“I knew I would win,” you comment.<br>
<br>
She looks at you with narrowed eyes. But then gets to her feet. “I think I’m going to bed. Goodnight.”<br>
<br>
Emily walks up the stairs, lost in thought.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EventsCheckEnd "YourHome" "PokerNightEpilogue">><<Quest18Reconciliation>><</link>>
<<else>>
<<InventoryCheckSelf "HarrowTape">>
<<if _InventoryCheckSelf is true>>
“Not quite how I hoped the night would go,” you mutter.<br>
<br>
“Harrow had it planned,” she mutters. “We were stupid to think we could get that amulet from him.”<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
Emily sighs before continuing. “And now we need to figure out what to do with that stupid tape.”<br>
<<else>>
Emily sighs before continuing. “And now we need to deal with that tape.”<br>
<</if>>
<br>
You exhale. “I’m sorry, Em. I thought I was going to win. Do you think he’ll really know if you listen to it?”<br>
<br>
She glances at you with a dark look. “This is Charlton, <<TrueName "Current">>. Of course he’ll know. I bet it’s dripping with magic.” She snorts. “Not that I’d know.”<br>
<br>
“What do you think we should do?” she mutters after a moment.<br>
<br>
<<ActionsHeader>>
<<link "Try to convince her to listen to the tape" "YourHome4aPokerEpilogue">><<set $YourHome4aPokerEpilogue to "Listen">><<Greedy 1>><<EventsCheckEnd "YourHome" "PokerNightEpilogue">><</link>><br>
<<link "Bin the tape" "YourHome4aPokerEpilogue">><<set $YourHome4aPokerEpilogue to "Bin">><<Greedy -1>><<EventsCheckEnd "YourHome" "PokerNightEpilogue">><</link>>
<<else>>
“Not quite how I hoped the night would go,” you mutter.<br>
<br>
“Harrow had it planned,” she mutters. “We were stupid to think we could get that amulet from him.”<br>
<br>
You exhale. “I’m sorry, Em. I thought I was going to win.”<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
She gives you a look, then smiles. “It wasn’t all bad. Some parts were fun.”<br>
<br>
Emily continues grinning at you, then leaps to her feet. “Long evening. Bedtime. Night night.”<br>
<br>
Emily skips up the stairs, lost in thought.<br>
<<else>>
She gives you a look, then sighs. “I never want to go through that again.”<br>
<br>
Emily continues looking at you, then gets to her feet. “I think I’m going to bed. Goodnight.”<br>
<br>
Emily walks up the stairs, lost in thought.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EventsCheckEnd "YourHome" "PokerNightEpilogue">><<Quest18Reconciliation>><</link>>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<<elseif _currentEvent is "YourHomeEmilyStitchDebrief">>
<br>
<<EmilyCorruptionCheck>>
<<SiblingBondCheck>>
<<if _EmilyCorruptionCheck is true>>
Emily sits at the kitchen table, flicking through a copy of <i>A New Woman</i>. She glances up as you come downstairs and frowns. “You look... tired.”<br>
<<else>>
Emily sits at the kitchen table, bent over her schoolwork. Her eyes widen as you come downstairs. “Are you okay?”<br>
<</if>>
<br>
“I had a strange day yesterday,” you begin after a deep breath. “I was dealing with the last of the curses when Christina found me.”<br>
<br>
Emily’s mouth parts. “What happened?”<br>
<br>
<<if $Act1Epilogue is "Submit">>
“I backed down,” you admit. “She was too powerful.”<br>
<br>
<<if _EmilyCorruptionCheck is true>>
Emily exhales. “So... nothing’s changed?”<br>
<<else>>
Emily’s shoulders slump. “So... the curses are still active?”<br>
<</if>>
<br>
You nod. “Yeah,” you say. “Even worse, the headmaster appeared.”<br>
<<elseif $Act1Epilogue is "SubmitSpell">>
“I tried using magic against her,” you admit. “She was stronger.”<br>
<br>
<<if _EmilyCorruptionCheck is true>>
Emily gives a small sigh. “So it didn’t work.”<br>
<<else>>
Emily lowers her gaze. “So... the curses are still active?”<br>
<</if>>
<br>
You nod. “Yeah,” you say. “Even worse, the headmaster appeared.”<br>
<<elseif $Act1Epilogue is "Accept" or $Act1Epilogue is "Reject">>
“I managed to beat her,” you say with a faint smile.<br>
<br>
<<if _EmilyCorruptionCheck is true>>
Emily gives a small nod. “So that’s it, then?”<br>
<<else>>
Emily brightens. “Then... it’s over?”<br>
<</if>>
<br>
You hesitate. “Not quite,” you say. “The headmaster appeared.”<br>
<</if>>
<br>
<<if _EmilyCorruptionCheck is true>>
Emily grimaces. “Stitch? Don’t tell me you’ve got me into trouble with him.”<br>
<<else>>
Emily goes still. “Stitch? He’s creepy. What did he want?”<br>
<</if>>
<br>
“He’s behind all of this,” you tell her. “He has an amulet. It blocked my magic, and Gladys thinks all the teachers have them. Until I can neutralise them, I can’t touch any of them.”<br>
<br>
<<if _EmilyCorruptionCheck is false and _SiblingBondCheck gte 2>>
Emily’s face drains of colour. “We can’t win, can we?”<br>
<<elseif _EmilyCorruptionCheck is true and _SiblingBondCheck gte 2>>
Emily draws a slow breath, then shrugs. “Well... I suppose we’ll just have to make the best of things.”<br>
<<elseif _EmilyCorruptionCheck is false and _SiblingBondCheck lt 2>>
Emily looks away, avoiding your eyes. “So you still can’t stop them.”<br>
<<elseif _EmilyCorruptionCheck is true and _SiblingBondCheck lt 2>>
Emily gives a short, disbelieving laugh. “So after all that, nothing’s actually changed?”<br>
<</if>>
<br>
“It’s not yet over,” you say. “Gladys has already pointed me in the right direction. And Stitch hinted he’s planning something for prom night.”<br>
<br>
<<if _EmilyCorruptionCheck is true>>
Emily grinds her teeth. “Great. The one thing I was actually looking forward to.”<br>
<<else>>
Emily lets out a tired sigh. “Can’t I just have one nice thing without it being cursed?”<br>
<</if>>
<br>
“I’ll stop them before then.”<br>
<br>
<<if _EmilyCorruptionCheck is true>>
Emily studies you for a moment. “So I guess you still want to take my place at school sometimes?”<br>
<<else>>
Emily studies you for a moment. “Does that mean you’ll still go to school instead of me sometimes?”<br>
<</if>>
<br>
“If it helps the investigation,” you tell her.<br>
<br>
<<if _EmilyCorruptionCheck is true and _SiblingBondCheck gte 2>>
“Fine,” she says with a sigh. “Just don’t mess anything up. I’m finally starting to fit in.”<br>
<<elseif _EmilyCorruptionCheck is true and _SiblingBondCheck lt 2>>
“Of course,” she says, eyeing you darkly. “Just for the investigation. No other reason, right?”<br>
<<elseif _EmilyCorruptionCheck is false and _SiblingBondCheck gte 2>>
She smiles, relieved. “Thank you. Curses or no, I hate it there.”<br>
<<elseif _EmilyCorruptionCheck is false and _SiblingBondCheck lt 2>>
She smiles politely. “Thanks.”<br>
<br>
But she holds your gaze for a moment longer. “It’s strange,” she adds quietly. “It’s almost like you enjoy it.”<br>
<</if>>
<br>
<<if _EmilyCorruptionCheck is true>>
You stare back at her. Stitch’s warning echoes in your mind. The curses have been restored, and Emily is already beginning to accept the life Charlton wants for her. Unless you break them again, you may lose her completely.<br>
<<else>>
You stare back at her. Stitch’s warning echoes in your mind. The curses have been restored. Unless you break them again, it won’t be long before Emily falls victim to them once more.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EventsCheckEnd "YourHome" "YourHomeEmilyStitchDebrief">><</link>>
<<elseif _currentEvent is "YourHomeEmilyStitchDebriefCheerleader">>
<br>
<i>Dev Note</i> - This path is currently not implemented. If you wish to play through Act 2 currently, you need to not accept Stitch's offer.<br>
<br>
<<ActionsHeader>>
<<link "Return to the beginning of Act 2" "Act2Prologue">>
<<EventsCheckEnd "YourHome" "YourHomeEmilyStitchDebriefCheerleader">>
<<EventsCancel "YourRoom" "CheerleaderMorningAfter">>
<<set $Act1Epilogue to "Reject">>
<<set $KitchenWard to undefined>>
<<set $MathsWard to undefined>>
<<set $BiologyWard to undefined>>
<<set $GeographyWard to undefined>>
<<set $GymWard to undefined>>
<<set $BusinessStudiesWard to undefined>>
<<SetNPCState "Christina" "cheerleader" true>>
/* Rewind, not an expulsion - drop the joined state first so CheerLeaderExpel does not record CheerleaderExpelled (its other effects are still wanted) */
<<SetPCState "cheerleader" false>>
<<CheerLeaderExpel>>
<</link>>
<</if>><<StartConversation "Emily" "YourHome">>
<<Checkrelationship _NPC>>
<<if $EmilyDialogue is undefined>>
<<if $EmilyStateCurrent is 0>>Emily looks up as you approach, pulling her knees up to her chest. You notice a book nearby, but it is still open to the same page you’ve seen before. A deep crease is set between her brows.<br>
<<elseif $EmilyStateCurrent is 1>>Emily sits, absentmindedly stirring a cup of tea that’s already gone cold. She looks up when she notices you, tucking a stray strand of hair behind her ear.<br>
<<elseif $EmilyStateCurrent is 2>>Emily looks up as you approach, idly playing with her nails. She doesn’t seem as tense anymore. In fact, she doesn’t seem emotionally engaged at all.<br>
<<elseif $EmilyStateCurrent is 3>>Emily lounges back, her eyes drifting over towards a nearby copy of A New Woman magazine. She hums a soft tune to herself, her movements light and unbothered.<br>
<<else>>Emily crosses her legs elegantly as she glances up at you, a smile playing on her lips. She’s adjusting a bracelet on her wrist, her movements slow and deliberate. <br>
<</if>>
<br>
<<if $PlayerCharacter.siblingBondState is 0>>As you approach, she looks disinterested, almost as if pretending not to notice you. When she finally does, her gaze is distant, disinterested. "Did you need something?" Her tone is clipped, her patience thin.<br>
<<elseif $PlayerCharacter.siblingBondState is 1>>As you approach, there’s a flicker of hesitation before she speaks. "Oh. Hey." She smiles, but it doesn’t quite reach her eyes. There’s something careful about the way she watches you, like she’s trying to gauge your intentions before deciding how to respond.<br>
<<elseif $PlayerCharacter.siblingBondState is 2>>As you approach, her expression is unreadable. "Hey." She gives you a polite smile, but you can see in her expression that her mind is on other things that you can’t draw her away from.<br>
<<elseif $PlayerCharacter.siblingBondState is 3>>As you approach, she perks up slightly, shifting in her seat to face you properly. "Hey <<TrueName "Current">>! Got a minute?" There’s an easy familiarity in the way she greets you, as if she’s relieved to have you around.<br>
<<else>>As you approach she beams, setting aside whatever she was doing without hesitation. "<<TrueName "Current">>! How are you?" Her voice is warm, her expression open. There’s no guard, no hesitation. Just a sense of comfort in having you near.<br>
<</if>>
<<QuestState "Quest39">><<QuestStatus "Quest39">><<QuestOptionCheck "Quest39" 1 "emily_agreed">>
<<if _QuestState is 1 and _QuestStatus is "active" and _QuestOptionCheck is false>>
<br>
<<InventoryCheckNPC "Emily" "EmilysMagicBracelet">>
<<if _InventoryCheckNPC is true>>
As you stare back at Emily, Tandi’s offer bubbles back up in your mind. The bracelet is giving her a small amount of power, but Tandi’s bracelet could give her more. Enough that she really could make an impact at the prom.<br>
<br>
<i>If she wore it.</i><br>
<<else>>
As you stare back at Emily, Tandi’s offer bubbles back up in your mind. Her bracelet could give Emily power. Enough that she really could make an impact at the prom.<br>
<br>
<i>If she wore it.</i><br>
<</if>>
<</if>>
<<BraceletWorn>><<TaskState "Task14">><<QuestState "Quest39">><<QuestStatus "Quest42">>
<<if _BraceletWorn is true and _TaskState is "active" and _QuestState gte 2 and _QuestStatus isnot "active">>
<br>
As you stare back at Emily, you consider the bracelet on your wrist. It seems to dig in, burrowing further into your wrist. You feel a smattering of magic seep into your bloodstream, warming your skin with energy. The bracelet could give Emily that power. If you were willing to let it go.<br>
<br>
<i>Are you?</i><br>
<</if>>
<<else>>
Emily stares back at you, waiting for you to speak.<br>
<</if>>
<br>
<<ActionsHeader>>
<<InventoryCheckNPC "Emily" "EmilySwapRing">><<QuestState "Quest19">><<CheckNPCForm "Jennifer">>
<<if _InventoryCheckNPC is true and _QuestState gte 3 and setup.period[$periodCurrent] is "Morning" and setup.days[$dayCurrent] isnot "Saturday" and setup.days[$dayCurrent] isnot "Sunday">>
<<if _NPCForm is "PC">><s>Ask Emily if she can go to work as you</s> - <i>Someone is already living your life today</i><br>
<<elseif $current.avatar is "Emily">><<link "Ask Emily if she can go to work as you" "EmilyDialogue">><<set $EmilyDialogue to "AskEmilyWork">><</link>><br>
<<else>><s>Ask Emily if she can go to work as you</s> - <i>You need to be Emily to do this</i><br>
<</if>>
<</if>>
<<QuestOptionCheck "Quest11" 3 "dennis_photo_emily">><<QuestOptionCompleteCheck "Quest11" 3 "dennis_photo_emily">><<QuestStatus "Quest14">>
<<if _QuestOptionCheck is true and _QuestOptionCompleteCheck is false and $current.avatar isnot "Dennis" and _QuestStatus isnot "complete">><<link "Talk about posing for Dennis" "EmilyDialogue">><<set $EmilyDialogue to "PosingForDennis">><</link>><br><</if>>
<<GetPCState "job">><<DialogueSpokenSecretKnown "Emily" "SecretaryJobActive">>
<<if _job is "Secretary" and _Discussed is false>><<link "Tell her about your new position" "EmilyDialogue">><<SetFlag "SecretaryJobEmilyAware">><<set $EmilyDialogue to "SecretaryJobActive">><</link>><br><</if>>
<<Flag "EmilyInternshipAccepted">><<DialogueSpokenSecretKnown "Emily" "EmilyInternshipAccepted">>
<<if _FlagReturn is true and _Discussed is false>><<link "Talk about the internship offer" "EmilyDialogue">><<set $EmilyDialogue to "EmilyInternshipAccepted">><</link>><br><</if>>
<<Flag "StitchLunchtimeLessons">><<DialogueSpokenSecretKnown "Emily" "StitchLunchtimeLessons">>
<<if _FlagReturn is true and _Discussed is false and $EmilyLearnedStitch is undefined>><<link "Talk about the lunchtime lessons with Stitch" "EmilyDialogue">><<set $EmilyDialogue to "StitchLunchtimeLessons">><</link>><br><</if>>
<<TaskState "Task9">>
<<if _TaskState is "active">><<link "Ask for permission to look through her wardrobe" "EmilyDialogue">><<set $EmilyDialogue to "PermissionWardrobe">><</link>><br><</if>>
<<QuestState "Quest18">><<QuestStatus "Quest18">><<QuestOptionCheck "Quest18" 1 "emily_swap">><<DialogueSpokenSecretKnown "Emily" "PokerNightPlansFuzzy">>
<<if _QuestState is 1 and _QuestStatus isnot "complete" and _QuestOptionCheck is false and ($PlayerCharacter.female is false or _Discussed is false)>><<link "Tell her about the poker night" "EmilyDialogue">><<set $EmilyDialogue to "PokerNightPlans">><</link>><br><</if>>
<<InventoryCheckNPC "Emily" "EmilySwapRing">>
<<if _QuestState is 1 and _QuestOptionCheck is true and _InventoryCheckNPC is true>><<link "Ask again about poker night" "EmilyDialogue">><<set $EmilyDialogue to "PokerNightSwapReady">><</link>><br><</if>>
<<QuestState "Quest23">><<QuestStatus "Quest23">><<QuestOptionCheck "Quest23" 5 "divert_tree">><<set _DivertUnlocked to _QuestOptionCheck>><<QuestOptionCheck "Quest23" 5 "emily_attending">><<InventoryCheckNPC "Emily" "TandiBracelet">><<set _EmilyBand to _InventoryCheckNPC>><<InventoryCheckNPC "Emily" "MarjorieBracelet">><<if _InventoryCheckNPC is true>><<set _EmilyBand to true>><</if>>
<<if _QuestState is 5 and _QuestStatus is "active" and _DivertUnlocked is true and _QuestOptionCheck is false and _EmilyBand is true>><<link "Tell her about the Care Pavilion tree" "EmilyDialogue">><<set $EmilyDialogue to "CarePavilionTree">><</link>><br><</if>>
<<GetNPCState "Emily" "magic">><<QuestStatus "Quest28">><<GetNPCState "Emily" "Help">><<DialogueUnlockCheck "Emily" "PromCovenDeal">>
<<if _magic gt 0 and _QuestStatus is "active" and _Help isnot true and _DialogueUnlockCheck is false>>
<<QuestOptionUnlock "Quest28" 1 "emily">>
<<if setup.period[$periodCurrent] is "Evening">>
<<link "Ask Emily to join the coven" "EmilyDialogue">><<set $EmilyDialogue to "JoinCoven">><</link>><br>
<<else>>
<s>Ask Emily to join the coven</s> - <i>You should wait until the evening for this discussion</i><br>
<</if>>
<<elseif _Help isnot true and _DialogueUnlockCheck is true>>
<<if setup.period[$periodCurrent] is "Evening">>
<<link "Tell her you’ll agree to her deal if she joins the coven" "EmilyDialogue">><<set $EmilyDialogue to "PromCovenDeal">><<CovenRecruitAdd "Emily">><<AddNPCState "Emily" "Help" true>><<QuestOptionComplete "Quest28" 1 "emily">><</link>><br>
<<else>>
<s>Tell her you’ll agree to her deal if she joins the coven</s> - <i>You should wait until the evening for this discussion</i><br>
<</if>>
<</if>>
<<if setup.period[$periodCurrent] is "Evening">>
<<Flag "EmilyMaidJob">>
<<if _FlagReturn is true>>
<<DialogueSpokenSecretKnown "Emily" "EmilyMaidJob">><<GetPCState "job">>
<<if _Discussed is true and _job is "Fired">>
<<link "Ask Emily to go work at the hotel" "EmilyDialogue">><<set $EmilyDialogue to "EmilyWorkHotel">><</link>><br>
<</if>>
<</if>>
<</if>>
<<Flag "EmilyMaidJob">><<DialogueSpokenSecretKnown "Emily" "EmilyMaidJob">>
<<if _FlagReturn is true and _Discussed is false>><<link "Talk to Emily about the job at Charlton hotel" "EmilyDialogue">><<set $EmilyDialogue to "JobWorkHotel">><</link>><br><</if>>
<<Flag "EmilyMaidJobAutomated">>
<<if _FlagReturn is true>><<link "Tell Emily to stop working weekends at the hotel" "EmilyDialogue">><<set $EmilyDialogue to "EmilyStopWorking">><</link>><br><</if>>
<<TaskState "Task6">>
<<if _TaskState is "active" and $current.avatar is "Emily">><<link "Talk to Emily about makeup" "YourHomeMakeup">><<TaskTracker "Task6" "complete">><</link>><br><</if>>
<<InventoryCheckNPC "Emily" "EmilyLipgloss">>
<<if _InventoryCheckNPC is true>><<link "Ask Emily for her lipgloss" "YourHomeLipgloss">><</link>><br><</if>>
<<QuestState "Quest14">><<QuestStatus "Quest14">>
<<if _QuestState is 0 and _QuestStatus is "active" and setup.period[$periodCurrent] is "Evening" and $current.avatar isnot "Dennis">>
<<link "Ask for help with the date with Dennis" "EmilyDialogue">><<set $EmilyDialogue to "DennisDateIntro">><</link>><br>
<</if>>
<<QuestState "Quest39">><<QuestStatus "Quest39">><<QuestOptionCheck "Quest39" 1 "emily_agreed">>
<<if _QuestState is 1 and _QuestStatus is "active" and _QuestOptionCheck is false>><<link "Ask her to take Tandi’s bracelet" "EmilyDialogue">><<set $EmilyDialogue to "AskTandiBracelet">><</link>><br><</if>>
/* Either band (Marjorie's ruled transferable 2026-08-30) - the hand-off exit in Emily's GiveBraceletWords branches on ActiveBracelet */
<<BraceletWorn>><<TaskState "Task14">><<QuestState "Quest39">><<GetPCState "vice">><<QuestStatus "Quest42">>
<<if _BraceletWorn is true and _TaskState is "active" and _QuestState gte 2>>
<<if _QuestStatus is "active">><s>Try to ask her to take the bracelet</s> - <i>You need the bracelet for Marjorie to create the counter-crown.</i><br>
<<elseif _vice is undefined or _vice lt 30>><<link "[Vice < 30] Try to ask her to take the bracelet" "EmilyDialogue">><<set $EmilyDialogue to "GiveTandiBracelet">><</link>><br>
<<else>><<link "[Vice < 30] Try to ask her to take the bracelet" "EmilyDialogue">><<set $EmilyDialogue to "GiveTandiBraceletFail">><</link>><br><</if>>
<</if>>
<<if setup.period[$periodCurrent] is "Evening">>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerConservativeEmily" or _CurrentOutfit is "PokerRevealingEmily" or _CurrentOutfit is "PokerConservativeFemalePC" or _CurrentOutfit is "PokerRevealingFemalePC">>
<s>Help Emily study</s> - <i>You should change out of your clothes if you're not going to poker night.</i><br>
<<else>>
<<link "Help Emily study" "YourHomeEmilyStudy">><</link>><br>
<</if>>
<</if>>
<<InventoryCheckSelf "EmilySwapRing">><<QuestState "Quest19">>
<<if _InventoryCheckSelf is true and _QuestState is 2>>
<<if setup.period[$periodCurrent] is "Evening">><<link "Show her the ring Roseli gave you" "EmilyDialogue">><<set $EmilyDialogue to "ShowSwapRing">><<GiveObjectNPC "Emily" "EmilySwapRing">><</link>><br>
<<else>><s>Show her the ring Roseli gave you</s> - <i>You should wait until the evening to have this conversation</i><br><</if>>
<</if>>
<<link "Say goodbye and leave Emily alone" "YourHome">><<EndConversation "Emily">><</link>><<StartConversation "Terrence" "YourHome">>
<<Checkrelationship _NPC>>
<<CheckPersonalityState "Terrence">>
<<if $TerrenceDialogue is undefined>>
<<if _PersonalityState is "Straight">>
A few minutes pass before the doorbell rings. You usher your sister away and open the door to find Terrence standing there with a stack of textbooks in one hand and a pen tucked behind his ear. He offers you an easy grin. “Hey,” he says as he steps inside, eyes lingering on you.<br>
<br>
You lead him to the kitchen table. He sets the books down but keeps his gaze on you, flipping open his notebook with deliberate slowness. “So,” you prompt, “which problems are giving you trouble?”<br>
<br>
He leans forward, the book angled so he can sneak peeks at your face between the equations. “This one,” he says, tapping the page. But then his finger trails off as he catches your eye, smiling. “But honestly, I’m more interested in the teacher than the question.”<br>
<br>
You ignore his words and show him the steps through the problems. He nods, but he also reaches out, brushing the back of his hand against yours when he turns the page. “Wow, that actually makes sense,” he murmurs, voice low. “I could listen to you explain math all evening.”<br>
<br>
He closes the notebook with a soft thud and meets your gaze directly. “Mind if I take a short break? Maybe… chat a bit?”<br>
<<else>>
A little time passes before the doorbell rings. You usher your sister up to her room to avoid any complications and answer the door. Terrence stands awkwardly outside, a number of books stacked up in his hands. “Hey,” he nervously says to you.<br>
<br>
You invite him in and the two of you sit down at the kitchen table. He looks around, surveying the living space cautiously. “Nice house,” he comments after some time, as he finally relaxes.<br>
<br>
“So,” you begin. “What areas of maths are you struggling with?”<br>
<br>
Terrence opens an exercise book and talks you through some of the maths exercises that are proving challenging for him. You are happy that it not only seems simple to you, but that you can see where he’s tripping up.<br>
<br>
Time passes as Terrence diligently follows your tutorage. With a little encouragement, he soon improves. For the first time since talking with him, he seems calm.<br>
<</if>>
<<else>>
<<if _PersonalityState is "Straight">>
Terrence perches on the edge of the kitchen chair, book open but eyes lifting from the equations to meet yours with a warm, teasing smile.<br>
<<else>>
Terrence fidgets on the kitchen table chair, trying to focus on his book.<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<DialogueSpoken "Terrence" "Mother">>
<<if _Discussed is false>><<link "Ask about his mother" "TerrenceDialogue">><<set $TerrenceDialogue to "Mother">><</link>><br><</if>>
<<DialogueSpoken "Terrence" "School">>
<<if _Discussed is false>><<link "Ask about struggling at school" "TerrenceDialogue">><<set $TerrenceDialogue to "School">><</link>><br><</if>>
<<TerrenceDialogueSexuality>>
<<if _TerrenceDialogueSexuality is true>>
<<link "Ask if there are any girls he likes?" "TerrenceDialogue">>
<<set $TerrenceDialogue to "Girls">>
<<if _PersonalityState is "Straight">><<ChangeNPCrelationship "Terrence" $current.avatar 3>>
<<else>><<RumourLearned "Terrence">>
<</if>>
<</link>><br>
<</if>>
<<DialogueSpoken "Terrence" "CheerleadersInterestStudy">><<QuestState "Quest21">><<QuestStatus "Quest21">>
<<if _Discussed is false and _QuestState gte 0 and _QuestState isnot 8 and _QuestStatus isnot "complete">><<link "Press Terrence about the cheerleaders" "TerrenceDialogue">><<set $TerrenceDialogue to "CheerleadersInterestStudy">><</link>><br><</if>>
<<DialogueSpoken "Terrence" "JenniferPaper">><<QuestState "Quest21">>
<<if _Discussed is false and _QuestState is 3>><<link "Ask him about the paper you found in Jennifer's locker" "TerrenceDialogue">><<set $TerrenceDialogue to "JenniferPaper">><</link>><br><</if>>
<<EventSeen "SchoolCorridor" "Act2Begin">><<DialogueSpoken "Terrence" "MissCharltonContest">>
<<if _EventSeen is true and _Discussed is false>><<link "Ask about the Miss Charlton contest" "TerrenceDialogue">><<set $TerrenceDialogue to "MissCharltonContest">><<DialogueDone "Terrence" "MissCharltonContest">><</link>><br><</if>>
<<QuestState "Quest29">><<QuestStatus "Quest29">><<DialogueSpoken "Terrence" "MissCharltonBadges">>
<<if _QuestState lt 3 and _QuestStatus is "active" and _Discussed is false>><<link "Ask about the contest badges" "TerrenceDialogue">><<set $TerrenceDialogue to "MissCharltonBadges">><<DialogueDone "Terrence" "MissCharltonBadges">><</link>><br><</if>>
<<QuestState "Quest23">><<QuestOptionCheck "Quest23" 0 "prichard">><<DialogueSpoken "Terrence" "PrichardAmulet">>
<<if _QuestState is 0 and _QuestOptionCheck is true and _Discussed is false and $current.avatar is "Emily">><<link "Ask if he's seen Prichard wearing an amulet" "TerrenceDialogue">><<set $TerrenceDialogue to "PrichardAmulet">><<DialogueDone "Terrence" "PrichardAmulet">><</link>><br><</if>>
<<link "Concentrate on studying" "TerrenceDialogue">><<set $TerrenceDialogue to "Study">><</link>><<if $YourHomeEmilyFirstDayDialogue is undefined>>
"Hi <<TrueName>>," Emily says hesitantly. "How did you sleep?"<br>
<br>
You look down at your younger sister and find yourself reminded of how small and vulnerable you felt yesterday. No longer is Emily just another person. Something has permanently changed in your mind. Even if it's just a memory, you feel in some way that you are looking at a reflection of you.<br>
<br>
"Good thanks," you reply, pushing the uncanny feeling aside in your mind. "Or as well as can be expected."<br>
<br>
She nods, silent. Then looks down at the table, not meeting your eyes. "So. What do you want to do today?"<br>
<br>
You mull over your response. "I'm not even sure I know where to begin, Em," you begin. "This time yesterday I thought we lived in a world where magic was something in fantasy books and kids' tales. And now this." You take out the amulet from your pocket, showing Emily its shining brilliance.<br>
<br>
She looks between the amulet and you. "You could try finding out more about that amulet. Where Liz got it from and how it works."<br>
<br>
You look at Emily, quizzically. "Do you have her number?"<br>
<br>
Emily shakes her head. "But she'll be at school today. Plus, we need to understand what's happening at school."<br>
<br>
"You want me to transform again and go back again today, don't you?" you ask her.<br>
<br>
She bites her lip, saying nothing.<br>
<br>
<<ActionsHeader>>
<<link "Ask Emily for her lipgloss" "YourHomeEmilyFirstDay">><<set $YourHomeEmilyFirstDayDialogue to "Emily">><<TakeObjectNPC "Emily" "EmilyLipgloss">><<SiblingBond 1>><<Greedy -1>><</link>><br>
<<link "Tell her you are going to work" "YourHomeEmilyFirstDay">><<set $YourHomeEmilyFirstDayDialogue to "Work">><<Greedy 1>><<SiblingBond -1>><</link>>
<<elseif $YourHomeEmilyFirstDayDialogue is "Work">>
You sigh and start to talk. "This isn't an easy decision, but I think it's best if I go to work. We need to keep up appearances. I can investigate the town to see if I can find anything about magic, the amulet or the school whilst you go there today.<br>
<br>
Emily's eyes glisten, but she holds back tears. She nods. "I understand," she murmurs.<br>
<br>
"Just keep your wits about you and try to avoid anything that feels odd," you say, trying to provide comfort. "Until we know more about what is going on, we have to assume that anything you do or say at school could have an effect on you."<br>
<br>
"I'll try," she says, standing up. She picks up her school satchel from the kitchen table and puts it on.<br>
<br>
“Have a good day at school,” you say as she moves to the door. “I’ll see you after work.”<br>
<br>
She nods, and walks out the door.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<SetNPCLocation "Emily" $dayCurrent $periodCurrent "SchoolCorridor">><<set $YourHomeEmilyFirstDayDialogue to undefined>><</link>><br>
<<elseif $YourHomeEmilyFirstDayDialogue is "Emily">>
“Let’s get this over with,” you tell Emily. “Give me your lipgloss.” <br>
<br>
Emily’s eyes widen and she smiles gratefully. She hurriedly rifles through her school satchel and hands over the lipgloss - a now treasured possession for her. You are sure the school’s effects had something to do with this. You hope it doesn’t have the same impact on you.<br>
<br>
“Just remember,” Emily says. “Liz gave me that amulet. Try and find her. From the sounds of what she said to you, she knows more than she’s told either of us.”<br>
<br>
You nod and take the lipgloss from her. <br>
<br>
<<ActionsHeader>>
<<link "Transform into Emily" "YourHomeTransformEmily">><<set $YourHomeEmilyFirstDayDialogue to undefined>><</link>>
<</if>><<if $current.avatar isnot "Emily">><<Transform "Emily">><<else>><<set _TransformSuccess to true>><</if>>
<<if _TransformSuccess is true>>
You put the necklace around your neck and clutch Emily's lipgloss, bracing yourself. The amulet tingles, almost as if the trinket is anticipating the change to come.<br>
<br>
<<if setup.period[$periodCurrent] is "Morning">>
<<if setup.days[$dayCurrent] is "Saturday" or setup.days[$dayCurrent] is "Sunday">>Holding on to the lipgloss, you visualise Emily in your mind. You think of what she looks like now. <br>
<<else>>Holding on to the lipgloss, you visualise Emily in your mind. You think of what she looks like now. Dressed in her school uniform, ready for school.<br><</if>>
<<else>>
<<if setup.days[$dayCurrent] is "Saturday" or setup.days[$dayCurrent] is "Sunday">>Holding on to the lipgloss, you visualise Emily in your mind. You think of what she looks like now. <br>
<<else>>Holding on to the lipgloss, you visualise Emily in your mind. You think of what she looks like now. Still dressed in her school uniform.<br><</if>>
<</if>>
<br>
Remembering the note, you speak the words out loud. “From this item, I see you in your time of need. Now form shape to the person I see within.”<br>
<br>
The emerald warms your chest against your shirt as you picture her. You take a breath and not a moment later you feel warm energy pulsate out from the emerald and spread across your body.<br>
<br>
Your hair stands up on edge as the pain cascades across your skin. You hold on to the mental picture of Emily. Her slender figure. Fair complexion. Her large expressive brown eyes<<if $PlayerCharacter.perception.Emily.face gt 0>>, set in <<NPCDeltaCheck "Emily" "makeup">><<FaceTextTier $PlayerCharacter.perception.Emily.face _NPCDeltaCheck>><</if>>.<<if $PlayerCharacter.perception.Emily.lips gt 0>> She has <<print setup.LipsDescription[$PlayerCharacter.perception.Emily.lips]>>.<</if>> <<if $PlayerCharacter.perception.Emily.hairTier gt 0>>And <<print setup.EmilyHairDescription[$PlayerCharacter.perception.Emily.hairTier]>>.<<else>>Her <<NPCHairText "Emily">> hair, straight and long.<</if>><br>
<<if $PlayerCharacter.perception.Emily.boobs gt 1 and $PlayerCharacter.perception.Emily.height lt 2>>
<br>You picture Emily's increased chest size and decreased height, remembering the changes Nurse Rancy made. You visualise how her uniform fits differently now. Tighter across the bust, looser at the hem. How she seems to take up less space, but draw more attention. A compact, exaggerated version of herself.<br>
<<elseif $PlayerCharacter.perception.Emily.boobs gt 1>>
<br>You picture Emily's increased chest size, remembering the changes Nurse Rancy made. You visualise how her shirt now clings more tightly to her bust, the weight altering her posture just slightly.<br>
<<elseif $PlayerCharacter.perception.Emily.height lt 2>>
<br>You picture Emily’s decreased height, remembering the changes Nurse Rancy made. You visualise how she now stands just that bit smaller. Unmistakably petite. You recall the way her feet barely touched the floor when she sat, or how she looked up at taller boys with a softened gaze.<br>
<</if>>
<br>
You squeal as you feel your bones crunching and your skin changing again, but you push against the pain. You hear yourself shriek in agony in a pitch that belongs to Emily's voice. Then the pain suddenly vanishes, leaving only your heavy breathing as your chest rises and falls underneath your new clothes.<br>
<br>
You glance over at the mirror and see a perfect copy of Emily, staring back at you. You feel smaller, more fragile. A little less <i>assertive</i>. And you notice that your <i>intelligence</i> seems sluggish. Thoughts that came quickly now seem to take a tiny bit longer.<br>
<br>
<<if setup.period[$periodCurrent] is "Morning">>
<<if setup.days[$dayCurrent] is "Saturday" or setup.days[$dayCurrent] is "Sunday">>You lean over and pick up her backpack that she carries around at the weekends. You're ready for the day ahead.<br>
<<else>>You lean over and pick up Emily's satchel to complete the look. You're ready for school today.<br><</if>>
<<else>>
<<if setup.days[$dayCurrent] is "Saturday" or setup.days[$dayCurrent] is "Sunday">>You lean over and pick up her backpack that she carries around at the weekends.<br>
<<else>>You lean over and pick up Emily's satchel to complete the look. Looking like you just got home from school.<br><</if>>
<</if>>
<<else>>
You put the necklace around your neck and clutch Emily's lipgloss. You feel the energy of the amulet around your neck, but it feels faint and weak. <br>
<br>
You visualise Emily in your mind and speak the words from the note. The emerald warms slightly, but its energy crackles only momentarily before sputtering out. <br>
<br>
You remember Liz’s words about the amulet needing time to recharge. As certain as you can be about anything right now, you’d bet that you need to wait a little more time before it can be used again.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><</link>>Emily rifles through her school satchel and hands you the lipgloss - a now treasured possession for her. You nod and take it.<Br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<TakeObjectNPC "Emily" "EmilyLipgloss">><</link>><<EmilyCorruptionCheck>>
<<switch $YourHomeEmilyStudy>>
<<case undefined>>
<<if _EmilyCorruptionCheck is false>>
You call Emily over to the stack of exercise books and stationery spread out across the kitchen table. “Come on, Em. Time to hit the books.”<br>
<br>
You hear her sigh, but she slowly walks over. Taking a seat at the table, she picks up the nearest exercise book. “I’m struggling with this,” she admits.<br>
<<CompulsionCheck "Ditzy">>
<<if _CompulsionCheck is true>><br><span class="compulsion">[Ditzy] </span><i>You glance at the book that Emily has opened. Even reading the first one, your mind begins to wander. You find yourself thinking about the people in the scenario surrounding the question, rather than focusing on the question itself. Soon you find Emily staring back at you, waiting. You know this stuff - or at least, you used to. So why is it so hard to focus now?</i><br><</if>>
<br>
You glance down at the books, remembering what it was like to be at school. At least you were testing your mind every day. Not the same problems each day, dulling your brain.<Br>
<br>
A thought flashes across your brain. You don't have to help Emily every day, do you? In fact, it might do you some good to concentrate on sharpening your own senses. Carve some lines into that smooth brain that has been neglected of late.<br>
<br>
<<ActionsHeader>>
<<link "Concentrate on coaching yourself" "YourHomeEmilyStudy">><<set $YourHomeEmilyStudy to "CoachYourself">><<Greedy 1>><</link>><br>
<<link "Coach Emily to help with her homework" "YourHomeEmilyStudy">><<set $YourHomeEmilyStudy to "CoachEmily">><<Greedy -1>><</link>><br>
<<elseif _EmilyCorruptionCheck is true>>
You call out to Emily, gesturing towards the pile of textbooks scattered across the kitchen table. "Come on, Em. Time to hit the books."<br>
<br>
Emily rolls her eyes dramatically, crossing her arms with a bored huff . "Seriously? Studying is so pointless," she scoffs, clearly irritated. She swipes her hand out, turning a book to a page at random.<br>
<<CompulsionCheck "Ditzy">>
<<if _CompulsionCheck is true>><br><span class="compulsion">[Ditzy] </span><i>You glance at the book that Emily has opened. Even reading the first one, your mind begins to wander. You find yourself thinking about the people in the scenario surrounding the question, rather than focusing on the question itself. Soon you find Emily staring back at you, waiting. You know this stuff - or at least, you used to. So why is it so hard to focus now?</i><br><</if>>
<br>
You glance down at the books, remembering what it was like to be at school. At least you were testing your mind every day. Not the same problems each day, dulling your brain.<Br>
<br>
A thought flashes across your brain. You don't have to help Emily every day, do you? In fact, it might do you some good to concentrate on sharpening your own senses. Carve some lines into that smooth brain that has been neglected of late.<br>
<br>
<<ActionsHeader>>
<<link "Concentrate on coaching yourself" "YourHomeEmilyStudy">><<set $YourHomeEmilyStudy to "CoachYourself">><<Greedy 1>><</link>><br>
<<link "Coach Emily to help with her homework" "YourHomeEmilyStudy">><<set $YourHomeEmilyStudy to "CoachEmily">><<Greedy -1>><</link>><br>
<</if>>
<<case "CoachEmily">>
<<if _EmilyCorruptionCheck is false>>
<<IntelligenceCheck>>
<<if _currentIntelligence gte 61>>
For the rest of the evening you sit beside her, coaching her through the homework and assignments. She struggles more than you are used to, but by her bedtime you can tell she’s picked up almost everything that you were trying to teach her.<br>
<br>
“Thank you,” she says. "That was excellent." A rare genuine smile spreads across her face as she stands and goes up the stairs to her room.<br>
<br>
You watch her go, proud. The school might be trying otherwise, but you are going to do your best to make sure she graduates this year with her grades intact.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<TimeChange>><<EmilyGrades 2>><<SiblingBond 1>><<set $YourHomeEmilyStudy to undefined>><</link>>
<<elseif _currentIntelligence gte 21>>
For the rest of the evening you sit beside her, coaching her through the homework and assignments. She struggles more than you are used to, but by her bedtime you can tell she’s picked up some of what you were trying to teach her.<br>
<br>
“Thank you,” she says. "I think I learned something." A small smile spreads across her face as she stands and goes up the stairs to her room.<br>
<br>
You watch her go, almost proud. The school might be trying otherwise, but you are going to try your best to make sure she graduates this year with her grades intact.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<TimeChange>><<EmilyGrades 1>><<SiblingBond 1>><<set $YourHomeEmilyStudy to undefined>><</link>>
<<elseif _currentIntelligence gte 11>>
For the rest of the evening you sit beside her, coaching her through the homework and assignments. She struggles more than you are used to and by her bedtime you're not sure she's mastered anything new.<br>
<br>
“Thank you,” she says politely. But there's no smile as she stands and goes up the stairs to her room.<br>
<br>
You watch her go, wondering what impact you had. This should have been easy, but after that you're not sure you can help her graduate this year with her grades intact.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<TimeChange>><<SiblingBond 1>><<set $YourHomeEmilyStudy to undefined>><</link>>
<<else>>
For the rest of the evening you sit beside her, coaching her through the homework and assignments. She struggles more than you are used to and even seems more confused as you try to explain problems that you barely understand yourself.<br>
<br>
“Thank you,” she says warily. There's a look of confusion as she stands and goes up the stairs to her room.<br>
<br>
You watch her go, wondering if you actually made things worse. This should have been easy, but you're certain that you just confused her even more. You wonder what impact you'll have on her next test.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<TimeChange>><<EmilyGrades -1>><<SiblingBond 1>><<set $YourHomeEmilyStudy to undefined>><</link>>
<</if>>
<<elseif _EmilyCorruptionCheck is true>>
<<IntelligenceCheck>>
<<if _currentIntelligence gte 61>>
At your insistence she reluctantly plops into a chair, barely looking at the books. Every attempt you make to engage her ends in frustration - she ignores your explanations, fiddles with her phone that barely works, and openly yawns in your face.<br>
<br>
"Can I go now?" she eventually asks, standing up without waiting for an answer. "I've got better things to do."<br>
<br>
You watch her leave, a sinking feeling in your stomach. Charlton's influence on her seems stronger every day, and it's becoming clear that academics no longer matter to her at all. You think in spite of her reluctance you got through to her, but she wasn't happy about it.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<TimeChange>><<EmilyGrades 2>><<SiblingBond -1>><<set $YourHomeEmilyStudy to undefined>><</link>>
<<elseif _currentIntelligence gte 21>>
At your insistence she reluctantly plops into a chair, barely looking at the books. Every attempt you make to engage her ends in frustration - she ignores your explanations, fiddles with her phone that barely works, and openly yawns in your face.<br>
<br>
"Can I go now?" she eventually asks, standing up without waiting for an answer. "I've got better things to do."<br>
<br>
You watch her leave, a sinking feeling in your stomach. Charlton's influence on her seems stronger every day, and it's becoming clear that academics no longer matter to her at all. You think in spite of her reluctance you gave her something, but she wasn't happy about it.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<TimeChange>><<EmilyGrades 1>><<SiblingBond -1>><<set $YourHomeEmilyStudy to undefined>><</link>>
<<elseif _currentIntelligence gte 11>>
At your insistence she reluctantly plops into a chair, barely looking at the books. Every attempt you make to engage her ends in frustration - she ignores your explanations, fiddles with her phone that barely works, and openly yawns in your face. It doesn't help that you struggle with some of the questions, drawing smirks from your sister who delights in your discomfort.<br>
<br>
"Can I go now?" she eventually asks, standing up without waiting for an answer. "I've got better things to do."<br>
<br>
You watch her leave, a sinking feeling in your stomach. Charlton's influence on her seems stronger every day, and it's becoming clear that academics no longer matter to her at all. And that you are struggling with school work isn't helping.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<TimeChange>><<SiblingBond -1>><<set $YourHomeEmilyStudy to undefined>><</link>>
<<else>>
At your insistence she reluctantly plops into a chair, barely looking at the books. Every attempt you make to engage her ends in frustration - she ignores your explanations, fiddles with her phone that barely works, and openly yawns in your face. In fact, the only time that she looks happy at all is when you can't explain one of the answers. To your discomfort, that seems to happen more regularly than you would like.<br>
<br>
"Can I go now?" she eventually asks, standing up without waiting for an answer. "I've got better things to do."<br>
<br>
You watch her leave, a sinking feeling in your stomach. Charlton's influence on her seems stronger every day, and it's becoming clear that academics no longer matter to her at all. That she took glee in your inability to explain anything only makes you think you've only emboldened her outlook on school work.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<TimeChange>><<EmilyGrades -1>><<SiblingBond -1>><<set $YourHomeEmilyStudy to undefined>><</link>>
<</if>>
<</if>>
<<case "CoachYourself">>
<<if _EmilyCorruptionCheck is false>>
For the rest of the evening you sit beside Emily, but barely say a word to her. Instead, you run the questions through on your own. Trying to spark thoughts and solutions that you would have previously thought would come naturally.<br>
<br>
"Is this a lesson me, or yourself?" Emily finally says, after trying to pull one of the books from you.<Br>
<br>
"I need to understand this to help you, Em," you tell her.<br>
<br>
She throws you a dark look. "It doesn't seem like you're that interested in helping me," she bites back with more than a little venom.<br>
<br>
She pushes back her chair and stands. "I'm going to bed." Her eyes narrow as she regards you with malice. "Enjoy brushing on up school work."<br>
<br>
You watch her go as she stands and walks quickly up the stairs to her room. A bedroom door shuts firmly.<br>
<br>
You glance back to the book in front of you. This is helping Emily, isn't it? You need to be sharp to help her.<br>
<br>
<I>Or are you more concerned with how the town is affecting you now?</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<TimeChange>><<Intelligence 1>><<SiblingBond -1>><<set $YourHomeEmilyStudy to undefined>><</link>>
<<elseif _EmilyCorruptionCheck is true>>
At your insistence she reluctantly plops into a chair, barely looking at the books. But you soon pay little attention to her. From the corner of your eye you see her twisting her hair and fiddling with her phone that barely works. Instead, you run the questions through on your own. Trying to spark thoughts and solutions that you would have previously thought would come naturally.<br>
<br>
"Can I go now?" she eventually asks, standing up without waiting for an answer. "I've got better things to do. And you seem more interested in doing my homework than helping me."<br>
<br>
You watch her leave, a sinking feeling in your stomach. Charlton's influence on her seems stronger every day, and it's becoming clear that academics no longer matter to her at all. But just as you think that she doesn't care, she stops halfway up the stairs. The look she gives you burns with fire.<br>
<br>
"After all, why should I care if I fail if you obviously don't?"<br>
<br>
And then she's gone, the sound of her bedroom door thudding shut echoing across the house.<br>
<br>
You glance back to the book in front of you. This is helping Emily, isn't it? You need to be sharp to help her.<br>
<br>
<I>Or are you more concerned with how the town is affecting you now?</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<TimeChange>><<Intelligence 1>><<SiblingBond -1>><<set $YourHomeEmilyStudy to undefined>><</link>>
<</if>>
<<case "EmilyReactionHeather">>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is false>>
Emily looks up from the sofa as you enter the living room. Her eyes widen with shock. "Heather?" she says. "What are you…"<br>
<br>
She drifts off as you see her realise who you are. "<<TrueName "Current">>?"<br>
<br>
You find yourself looking down at the floor, avoiding her eyes. You try to fight against the feeling of embarrassment, but it's overwhelming.<br>
<br>
"What have you done?"<br>
<br>
"I need to help Heather out with a problem," you say. "This was the only way."<br>
<br>
From beneath your eyebrows you just about see Emily staring back at you, her face still covered in shock. "What problem?"<br>
<br>
You don't reply, just managing to lift your face to look at her.<br>
<br>
<<GetNPCState "Emily" "Help">>
<<if _Help is true>>
As Emily stares at you, her shock recedes and is replaced by anger. "You're recruiting her? This is to get her to join our coven, isn't it?"<br>
<br>
You glance up and nod. "We need her help, Em."<br>
<br>
She gives you an appraising look, then shrugs. "I guess giving her some power will help her deal with some of her problems at school." Her eyes glance over the school uniform you are wearing. "Do I want to know what you have to do to get her to help?"<br>
<br>
You look back down to the floor, cheeks burning. You hear her sigh.<br>
<br>
"Just be careful, okay <<TrueName "Current">>?" you hear her say. "Heather gets a lot of attention from the football players now. You don't want to run into them when you're her."<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EventsCheckEnd "YourHome" "EmilyReactionHeather">><</link>>
<<else>>
As Emily stares at you, her shock recedes and is replaced by anger. "You're recruiting her, aren't you? This is all part of a way to win her over, isn't it?"<br>
<br>
"I need her help, Em," you mutter.<br>
<br>
"But you don't need mine," she barks back.<br>
<br>
"We've been through this," you mutter. "You can't do magic, Em."<br>
<br>
Emily scowls at you and stands up, walking towards the stairs. She looks you up and down with derision. "So you say," she spits. "It just seems strange that Heather can and I can't."<br>
<br>
You look down as she passes, not meeting her eye.<br>
<br>
"Enjoy… whatever it is you need to do."<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EventsCheckEnd "YourHome" "EmilyReactionHeather">><<SiblingBond -1>><<SetNPCLocation "Emily" $dayCurrent $periodCurrent "EmilysRoom">><</link>>
<</if>>
<<else>>
Emily looks up from the sofa as you enter the living room. Her eyes widen with shock. "Heather?" she says. "What are you…"<br>
<br>
She drifts off as you see her realise who you are. "<<TrueName "Current">>?"<br>
<br>
You find yourself looking down at the floor, avoiding her eyes. You try to fight against the feeling of embarrassment, but it's overwhelming.<br>
<br>
"You're playing dress-up as her now?"<br>
<br>
"I need to help Heather out with a problem," you say. "This was the only way."<br>
<br>
From beneath your eyebrows you just about see Emily staring back at you, her face wearing a smirk. "What problem is she complaining about now?"<br>
<br>
You don't reply, just managing to lift your face to look at her.<br>
<br>
<<GetNPCState "Emily" "Help">>
<<if _Help is true>>
As Emily stares at you, her smirk thins. "Her? You're recruiting her?"<br>
<br>
You glance up and nod. "We need her help, Em."<br>
<br>
She gives you an appraising look, then shakes her head. "How can she help us? She can barely meet my eye. Isn't there someone more… connected?"<br>
<br>
You take a deep breath and shrug. "She has some power," you mutter.<br>
<br>
Emily sniggers. Her eyes glance over the school uniform you are wearing. "And that bashful look really works for her, doesn't it? Giving Beach a little attention tonight, are you?"<br>
<br>
You look back down to the floor, cheeks burning. You hear her chuckle.<br>
<br>
"Just be careful, okay <<TrueName "Current">>?" you hear her say. "The footballers love her. But maybe that's the kind of attention you're now looking for."<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EventsCheckEnd "YourHome" "EmilyReactionHeather">><</link>>
<<else>>
As Emily stares at you, her smirk thins. "Her? You're recruiting her?"<br>
<br>
"I need her help, Em," you mutter.<br>
<br>
"But you don't need mine," she barks back.<br>
<br>
"We've been through this," you mutter. "You can't do magic, Em."<br>
<br>
Emily scowls at you and stands up, walking towards the stairs. She looks you up and down with derision. "So you say," she spits. "It just seems strange that Heather can and I can't."<br>
<br>
You look down as she passes, not meeting her eye.<br>
<br>
"Hope whoever you're meeting gets what they want from you."<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EventsCheckEnd "YourHome" "EmilyReactionHeather">><<SiblingBond -1>><<SetNPCLocation "Emily" $dayCurrent $periodCurrent "EmilysRoom">><</link>>
<</if>>
<</if>>
<<case "EmilyReactToTandi">>
Emily looks up from the sofa as you enter. Her mouth drops and her eyes widen.<br>
<br>
You take a gulp. "It's me, Em. <<TrueName "Current">>."<br>
<br>
<<Flag "EmilyTransformSeen">>
<<if _FlagReturn is true>>
It takes a long moment for Emily to comprehend what you're saying. Her mouth suddenly sighs with comprehension. "Another girl?"<br>
<br>
You take a small moment to consider an answer, feeling imbalanced in your heels. "I need to get into a place called The Ace of Hearts. I cut a deal with a girl called Tandi to go there as her."<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
"Tandi Cunnings?" Emily replies with a grin. "That explains the outfit. You look like a whore, <<TrueName "Current">>. No offense."<br>
<br>
You bristle at Emily's language, wondering when she started using such names. But you glance down, reminded by Emily of how you look. You feel yourself blushing.<br>
<br>
"Just be careful walking around town," Emily smirks. "You're going to get a lot of attention. But maybe you'll see how fun it can be."<br>
<br>
Her words conjure a grin to your face. Images of bars and clubs fill your brain. Empty glasses and bags of powder, men and women pushing up close to you. A stained mattress. A dirty cubicle. A stage in a room full of spectators.<br>
<br>
<I>You want it, don't you?</i><br>
<<else>>
"Who?" Emily says, frowning. "She looks like…" Emily drifts off as she eyes your outfit. "Have you looked in the mirror, <<TrueName "Current">>? That outfit is a lot."<br>
<br>
You glance down, reminded by Emily of how you look. You feel yourself blushing.<br>
<br>
"Just be careful walking around town," Emily continues. "Looking like that, you're going to get a lot of attention."<br>
<br>
Her words conjure a grin to your face. Images of bars and clubs fill your brain. Empty glasses and bags of powder, men and women pushing up close to you. A stained mattress. A dirty cubicle. A stage in a room full of spectators.<br>
<br>
<I>You want it, don't you?</i><br>
<</if>>
<<else>>
It takes a long moment for Emily to comprehend what you're saying. Her eyes suddenly widen with comprehension. "<<TrueName "Current">>! What have you done?"<br>
<br>
You take a small moment to consider an answer, feeling imbalanced in your heels. "I need to get into a place called The Ace of Hearts. I cut a deal with a girl called Tandi to go there as her."<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
"Tandi Cunnings?" Emily replies with a grin. "That explains the outfit. You look like a stripper, <<TrueName "Current">>. Or more."<br>
<br>
"It's just for the investigation," you tell her. But her smile shows that she's not believing a word you say.<br>
<br>
"This is getting out of hand," Emily mutters. "How did you even do it?"<br>
<br>
"I got a photo from her," you reply. "Then I used the amulet. I'm doing this for you. To help you get through school."<br>
<br>
Emily stares at you for a moment, then sighs. "I don't know, <<TrueName "Current">>. There must be another way. You look like a whore. No offense."<br>
<br>
You bristle at Emily's language, wondering when she started using such names. But you glance down, reminded by Emily of how you look. You feel yourself blushing.<br>
<br>
"Just be careful walking around town," Emily smirks. "You're going to get a lot of attention. But maybe you'll see how fun it can be."<br>
<br>
Her words conjure a grin to your face. Images of bars and clubs fill your brain. Empty glasses and bags of powder, men and women pushing up close to you. A stained mattress. A dirty cubicle. A stage in a room full of spectators.<br>
<br>
<I>You want it, don't you?</i><br>
<<else>>
"Who?" Emily says, frowning. "She looks like…" Emily drifts off as she eyes your outfit. "Have you looked in the mirror, <<TrueName "Current">>? That outfit is a lot."<br>
<br>
"It's just for the investigation," you tell her. But her frown shows that she's not believing a word you say.<br>
<br>
"This is getting out of hand," Emily mutters. "How did you even do it?"<br>
<br>
"I got a photo from her," you reply. "Then I used the amulet. I'm doing this for you. To help you get through school."<br>
<br>
Emily stares at you for a moment, then sighs. "I don't know, <<TrueName "Current">>. I don't know if I want you to have to do this. Look at you."<br>
<br>
You glance down, reminded by Emily of how you look. You feel yourself blushing.<br>
<br>
"Just be careful walking around town," Emily continues. "Looking like that, you're going to get a lot of attention."<br>
<br>
Her words conjure a grin to your face. Images of bars and clubs fill your brain. Empty glasses and bags of powder, men and women pushing up close to you. A stained mattress. A dirty cubicle. A stage in a room full of spectators.<br>
<br>
<I>You want it, don't you?</i><br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EventsCheckEnd "YourHome" "EmilyReactToTandi">><</link>>
<</switch>><<if $ResistanceRingResolution is undefined>>
Remembering the ring that Jennifer gave to you, you take it out from your pocket and look at it closely.<br>
<br>
Physically it looks like an unmarked, unfancy gold ring. Smooth and clear of etchings or symbols. But focusing your mind on it, you recognise the tingling properties of magic infused within its elements.<br>
<br>
You ponder what Jen said. If Emily wore it to school, you are sure it would in some part help her resist the curses at school. But your thoughts also consider how you could use it to resist the same effects. Certainly it would help diminish the impact of the school on you.<br>
<br>
<<ActionsHeader>>
<<link "Give it to Emily" "YourHomeResistanceRingResolution">><<SiblingBond 1>><<set $ResistanceRingResolution to "Give">><<Greedy -1>><<AdjustNPCCorruptionModifier "Emily" -0.5>>
<</link>><br>
<<link "Put it on" "YourHomeResistanceRingResolution">><<PlayerCharacterCorruption -0.5>><<Greedy 1>><<set $ResistanceRingResolution to "Keep">><</link>>
<<elseif $ResistanceRingResolution is "Give">>
“Hey Em,” you say to your sister. “I’ve got something for you.”<br>
<br>
You hold out your hand, revealing the ring in your palm. She looks at it curiously. <br>
<br>
“Is it… magic?” she asks you.<br>
<br>
You nod. “A gift. It should help you study at school. Allow you to concentrate.”<br>
<br>
She eyes it for a moment, unsure. “Are there any side effects?”<br>
<br>
“Not that I know of,” you say, shaking your head. “Just protection. Against the effects of the school.”<br>
<br>
“Where did you get it?” she asks you.<br>
<br>
“A friend,” you reply, avoiding revealing too much about what you discussed with Jennifer. “Don’t worry. I trust them.”<br>
<br>
She nods and takes the ring from your palm, sliding it on. When she’s assured that nothing unexpected has occurred, she smiles politely at you. “Thank you.” <br>
<br>
“No problem,” you say. She begins fiddling with the ring. You decide to let her be.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<GiveObjectNPC "Emily" "ResistanceRing">><<set $ResistanceRingResolution to undefined>><<SetFlag "ResistanceRingResolved">><</link>>
<<elseif $ResistanceRingResolution is "Keep">>
You slip the ring on to your own finger. Through means of magic or pure coincidence, it perfectly fits you.<br>
<br>
The magic emanates from the ring out across your body, warming your skin. The sensation subsides quickly, leaving only a lingering shiver as the ring seems to pulsate energy out of its metal.<br>
<br>
You feel a slight surge of confidence rush through you. As if there's something protecting you. It takes a few moments to become accustomed to it, before it fades into the background of your body’s regular functions and feelings.<br>
<br>
Emily continues with what she was doing beforehand, oblivious. And still protected from the curses at Charlton school.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<set $ResistanceRingResolution to undefined>><<SetFlag "ResistanceRingResolved">><</link>>
<</if>><<Weekend>>
<<if _Weekend is false and setup.period[$periodCurrent] is "Morning">>
Seeing you settle down to do something, Emily shrugs and stands. "I guess I'm going to school today."<br>
<br>
Without another word, she walks out the door.<br>
<br>
<</if>>
<<if $PlayerCharacter.female is true>>
Remembering what you witnessed in PE, you sit down at the kitchen table and draft a note that you hope will exclude Emily from gym lessons.<br>
<br>
<span class='PCFemale-handwriting'>To whom it may concern,<br>
<br>
Unfortunately my sister, Emily, has been diagnosed with severe cramps. Our Doctor has advised her to avoid any physical activity for the foreseeable future. This includes gym exercises and any strenuous workouts. As her legal guardian in absence of our parents, I’d like to request that Emily sit out any activities within her PE lessons.<br>
<br>
Kind regards.<br>
<br>
<<TrueName "Current">></span><br>
<br>
You sign the note and review it. It’s not foolproof, but you are confident that the school and Coach Beach won’t have the time or inclination to question it. This is Charlton, though. Who knows if patient-doctor confidentiality is even considered here.<br>
<br>
You push the thought from your mind. At least this gives you the option to try, if you really want to skip PE lessons.<br>
<br>
<I>Want Emily to skip PE lessons, don’t you mean?</i> <br>
<br>
You gulp and bury the ramifications of your mental slip deep down in your mind.<br>
<<else>>
Remembering what you witnessed in PE, you sit down at the kitchen table and draft a note that you hope will exclude Emily from gym lessons.<br>
<br>
<span class='PCMale-handwriting'>To whom it may concern,<br>
<br>
Unfortunately my sister, Emily, has been diagnosed with severe cramps. Our Doctor has advised her to avoid any physical activity for the foreseeable future. This includes gym exercises and any strenuous workouts. As her legal guardian in absence of our parents, I’d like to request that Emily sit out any activities within her PE lessons.<br>
<br>
Kind regards.<br>
<br>
<<TrueName "Current">></span><br>
<br>
You sign the note and review it. It’s not foolproof, but you are confident that the school and Coach Beach won’t have the time or inclination to question it. This is Charlton, though. Who knows if patient-doctor confidentiality is even considered here.<br>
<br>
You push the thought from your mind. At least this gives you the option to try, if you really want to skip PE lessons.<br>
<br>
<I>Want Emily to skip PE lessons, don’t you mean?</i> <br>
<br>
You gulp and bury the ramifications of your mental slip deep down in your mind.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">>
<<TimeChange>>
<<InvAddOne $PlayerCharacter.inventory "ExclusionNote">>
<<Weekend>>
<<if _Weekend is false and setup.period[$periodCurrent] is "Morning">><<set $EmDay to "school">><</if>>
<</link>><<Weekend>>
<<if _Weekend is false and setup.period[$periodCurrent] is "Morning">>
Seeing you settle down to do something, Emily shrugs and stands. "I guess I'm going to school today."<br>
<br>
Without another word, she walks out the door.<br>
<br>
<</if>>
You sit down on the sofa and flick on the TV. You spend an hour watching TV. As a way to pass the time, this is a brain-numbing option.<br>
<Br>
As yet another mindless sitcom ends, you get up, resolving to find better ways to utilise the day.<br>
<br>
<<ActionsHeader>>
<<link "Go back to the living room" "YourHome">>
<<Weekend>>
<<if _Weekend is false and setup.period[$periodCurrent] is "Morning">><<set $EmDay to "school">><<SiblingBond -1>><</if>>
<<TimeChange>>
<</link>><<set _NPC to "Emily">>
<<set $ConversationExit to "YourHome">>
<<Checkrelationship _NPC>>
<<if $EmilyDialogue is undefined>>
<<Flag "EmilyDateHelped">>
<<if _FlagReturn is true>>
You sigh. "Do you think you could give me a hand?"<br>
<br>
Emily looks darkly at you, but nods. "What do you need?"<br>
<<else>>
“You wouldn’t have to,” you reply. “I’m going to.”<Br>
<br>
Emily’s eyebrows raise and her eyes widen. “You’re going on a date with Dennis?”<br>
<Br>
“As you,” you add. You grimace as you watch her face scrunch up.<Br>
<Br>
“Is that supposed to make it better?” she snaps. <br>
<br>
“Come on, Em. It’s just one date.” You’re not sure whether you’re trying to convince her or you.<br>
<br>
She sighs. “You better not do anything with him.” Her tone sounds like a warning. “What do you need from me?”<Br>
<</if>>
<<else>>
Emily looks at you, her patience visibly thin. "Anything else you need?"<br>
<</if>>
<br>
<<ActionsHeader>>
<<if $current.makeup is false>>
<<link "Ask her to help you with make-up" "EmilyDialogue">>
<<set $EmilyDialogue to "Makeup">>
<<WearMakeup>>
<<EventTrigger "YourRoom" "MakeupFirst" "Morning" null "Emily" null null null false>>
<<Feminity 1>>
<<SetFlag "EmilyDateHelped">>
<</link>><br>
<</if>>
<<if $current.outfit is null>>
<<link "Ask her to help you pick an outfit" "EmilyDialogue">>
<<set $EmilyDialogue to "Outfit">>
<<Feminity 1>>
<<SetFlag "EmilyDateHelped">>
<</link>><br>
<</if>>
<<link "Change your mind and leave Emily alone" "YourHome">>
<<SetFlag "EmilyDateHelped">>
<<EndConversation "Emily">>
<</link>><<CheckPersonalityState "Terrence">>
<<if _PersonalityState is "Straight">>
You dial the number Terrence gave you. After a couple of rings, a warm female voice answers. <br>
<br>
“Hi,” you say. “Is Terrence there?”<Br>
<br>
There is a slight pause in the reply. “Uh, yes. Can I ask who’s calling?”<Br>
<br>
“Emily,” you reply. “From school.”<br>
<br>
“Oh, Emily!” she exclaims, tone proud. “Terrence has been talking about you nonstop. I can't wait to have you round for dinner. One second.”<br>
<br>
After a moment, Terrence’s voice slides onto the line. “Emily, hey! Thanks for calling. I’ve been looking forward to this.”<br>
<br>
You give him your address, and he chuckles low. “Got it. I’ll be there in ten,” he says, voice warm. “See you soon.”<br>
<<else>>
You call the number that Terrence gave you. After a number of rings, a female voice answers.<br>
<Br>
“Hi,” you say. “Is Terrence there?”<Br>
<Br>
There is a slight pause in the reply. “Uh, yes. Can I ask who’s calling?”<Br>
<Br>
“Emily,” you reply. “From school.”<Br>
<Br>
Another pause. “Oh. One second.”<Br>
<Br>
Terrence’s voice quickly comes on the line. “Oh. Hello,” he says, his usual nervousness creeping in.<Br>
<Br>
You tell him to come over and give him your address. He says he’ll be right over. <Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Wait for Terrence to arrive" "YourHomeTerrenceDialogue0">><</link>><<switch $YourHomeElizabethMagic>>
<<case undefined>>
“I spoke to Liz,” you tell Emily.<br>
<br>
She looks up from the TV, her attention squarely on you. “What did she say?”<br>
<br>
“Lots of things. She told me about where to find the junk shop she got the amulet from, and that she’s done a lot of research in the town library. Have you been there?” Emily shakes her head. <br>
<br>
“She also said that she could teach me some magic,” you continue. “She wants to come over to do it here.”<br>
<br>
Emily gives you a look. <br>
<br>
“What?” you ask. <br>
<br>
She sighs and shrugs. “Just listen to us. My friend is going to come over and teach my <<Sibling>> magic. Where have we moved to?”<br>
<br>
You can’t help but smile. “I know. This might help us, though. I think we should give it a try.”<br>
<br>
She nods. You walk over to the phone mounted next to the kitchen cabinets, only realising that the excuse your phone company gave about Charlton having mobile coverage feels too much of a coincidence, given everything else happening in the town. <br>
<br>
You dial Liz’s phone number and are momentarily confused when a man answers. “Can I speak to Liz?” you ask. <br>
<br>
After a few moments, Liz’s familiar enthusiastic voice comes down the phone line. “I was wondering if you wanted to come over,” you tell her.<br>
<br>
“Of course!” she beams. “I’ll be right there!”<br>
<br>
You give her the address and wait for her to arrive, sitting with Emily and paying only a little attention to the TV as your mind wanders.<br>
<br>
<<ActionsHeader>>
<<link "Wait for Liz to arrive" "YourHomeElizabethMagic">><<set $YourHomeElizabethMagic to "Arrive">><</link>>
<<case "Arrive">>
<<if _CurrentPC is true>>
<<if $current.female is true>>
Thirty minutes after calling, the doorbell rings. You stand up and answer the door.<br>
<br>
“Oh, it’s you <<TrueName>>,” Liz says as you open it. She bounds in.<br>
<br>
“Hey Emily!”, she says as she walks in. From the sofa Emily waves, watching the two of you. <br>
<br>
“So, are you ready to learn some magic?” she asks you. “Or have you got some more questions for me?”<br>
<br>
“I have a question,” you hear Emily say. “Why?”<br>
<br>
You both look at Emily, still sitting on the sofa. Her expression is unreadable, but you can hear a slight tremor in her voice. “Why did you do this to her?” she clarifies.<br>
<br>
Liz moves over to the sofa and sits down with Emily. “Listen Em, I had no idea. I was just trying to find something to help you. I didn’t even think it would work.”<br>
<br>
“But why her?” Emily says with tears in her eyes. “Why put her through this? Why not try it on me.”<br>
<br>
On this point, Liz looks over at you. “Because she can use it. And you can’t.”<br>
<br>
“I don’t know all of how this works,” Liz continues, turning back to Emily. “Or even a lot of it, for that matter. But one thing I read, and I now think it’s true, is that only certain people have magical affinity. I can sense it. You don’t, hun. I’m sorry.”<br>
<br>
Emily looks from her to you, then back again. “But she does?”<br>
<br>
Liz nods and glances at you once more. “I think magic is linked to souls. Like your sisters."<br>
<br>
You give her a look and again she shifts uneasily, returning back to focus on Emily. “I promise I’ll help her,” she says. “That’s why I’m here, after all.” <br>
<br>
Liz looks back at you. “So, <I>Em</I>, do you still want to learn some magic?"<br>
<br>
<<ActionsHeader>>
<<link "Agree to learn magic" "YourHomeElizabethMagic">><<set $YourHomeElizabethMagic to "AmuletEmily">><</link>><br>
<<link "Refuse" "YourHomeElizabethMagic">><<set $YourHomeElizabethMagic to "RefuseEmily">><</link>>
<<else>>
Thirty minutes after calling, the doorbell rings. You stand up and answer the door.<br>
<br>
“Oh, it’s you <<TrueName>>,” Liz says as you open it. You notice she’s without a grin or smile at the sight of you.<br>
<br>
“Hey Emily!”, she says as she walks in. From the sofa Emily waves, watching the two of you. <br>
<br>
Liz turns back to face you. Her eyes look you up and down. “Well. <i><<TrueName>></i>. We have a slight problem. I supposed I should have been clearer.”<br>
<br>
You frown. “What’s wrong?”<br>
<br>
She gestures to you. “You. Or namely, you being <<TrueName>> again. See, as far as I can gather, magic can only be learned and cast by women.”<br>
<br>
You look at her, aghast. She smiles back at you, a bit embarrassed. “I didn’t think you would be in such a rush to transform again. Being a girl doesn’t float your boat, then?”<br>
<br>
“How could I use the amulet if I was a guy?” you quiz her, trying to make sense of what she’s telling you. <br>
<br>
She shrugs a little. “Everything I’ve read says that there are some people with magical affinity, who can use magic. Emily,” she gestures over to your sister, “doesn’t have it. I can sense it.” She offers Emily a smile. “Sorry, hun.” <br>
<br>
“But you do,” Liz says, turning back to you and grinning. “It’s just that… well, you need to be a woman to tap into it. Those are the rules, I’m afraid. Or as far as I know.”<br>
<br>
“This is ridiculous,” you say. If only to yourself. <br>
<br>
Liz leans into you, grinning. “But fortunately for you, we have a sneaky get-out-of-jail card up our sleeves, don’t we? Is the amulet charged? Want to use it again, <<TrueName>>?”<br>
<br>
<<ActionsHeader>>
<<link "Attempt to transform" "YourHomeElizabethMagic">><<set $YourHomeElizabethMagic to "AmuletPC">><</link>><br>
<<link "Refuse to transform" "YourHomeElizabethMagic">><<set $YourHomeElizabethMagic to "RefusePC">><</link>>
<</if>>
<<elseif $current.avatar is "Emily">>
Thirty minutes after calling, the doorbell rings. You stand up and answer the door.<br>
<br>
“Oh, hi <i>Emily</i>,” Liz says as you open it. She bounds in.<br>
<br>
She takes in her surroundings and sees Emily, sitting on the sofa. Her eyes dart between the two of you, her eyes wide. “Oh my god. You could be twins.”<br>
<br>
You shift uneasily on the spot at her drawing attention to the situation. She notices the silence in the air and the wonder diminishes a little from her face, but her grin remains.<br>
<br>
“So, are you ready to learn some magic?” she asks you. “Or have you got some more questions for me?”<br>
<br>
“I have a question,” you hear Emily say. “Why?”<br>
<br>
You both look at Emily, still sitting on the sofa. Her expression is unreadable, but you can hear a slight tremor in her voice. “Why did you do this to <<ObjectPronoun>>?” she clarifies.<br>
<br>
Liz moves over to the sofa and sits down with Emily. “Listen Em, I had no idea. I was just trying to find something to help you. I didn’t even think it would work.”<br>
<br>
“But why <<ObjectPronoun>>?” Emily says with tears in her eyes. “Why put <<ObjectPronoun>> through this? Why not try it on me.”<br>
<br>
On this point, Liz looks over at you. “Because <<SubjectPronoun>> can use it. And you can’t.”<br>
<br>
“I don’t know all of how this works,” Liz continues, turning back to Emily. “Or even a lot of it, for that matter. But one thing I read, and I now think it’s true, is that only certain people have magical affinity. I can sense it. You don’t, hun. I’m sorry.”<br>
<br>
Emily looks from her to you, then back again. “But <<SubjectPronoun>> does?”<br>
<br>
<<if $PlayerCharacter.female is true>>
Liz nods and glances at you once more. “I think magic is linked to souls. Like your sisters. So even when she's you, she can still perform magic. Good job you’ve taken to Emily's form, <<TrueName "Current">>!” <br>
<<else>>
Liz nods and glances at you once more. “I think magic is linked to souls. Like your brothers. And even then, you have to be a woman to learn and use it. He can use magical items, but he wouldn’t be able to cast a spell as <<TrueName "Current">>. Come to think of it, I should have really mentioned that. Good job you’ve taken to remaining a girl, <<TrueName "Current">>!” <br>
<</if>>
<br>
You give her a look and again she shifts uneasily, returning back to focus on Emily. “I promise I’ll help <<ObjectPronoun>>,” she says. “That’s why I’m here, after all.” <br>
<br>
Liz looks back at you. “So, <I>Em</I>, do you still want to learn some magic?"<br>
<br>
<<ActionsHeader>>
<<link "Agree to learn magic" "YourHomeElizabethMagic">><<set $YourHomeElizabethMagic to "AmuletEmily">><</link>><br>
<<link "Refuse" "YourHomeElizabethMagic">><<set $YourHomeElizabethMagic to "RefuseEmily">><</link>>
<</if>>
<<case "AmuletEmily">>
Liz beams and rushes over to you. “Alright, this will take some time. I’m going to teach you a few basics, so you can channel your energy into a spell. Then once you’re ready, you’ll need to say some words, and with any luck, your target will fall into a restful sleep and be none the wiser.”<br>
<br>
You look at Liz. “And who is going to be my target?”<br>
<br>
Liz looks back at Emily. You hear your sister sigh.<br>
<br>
“It can’t be me,” Liz protests. “What if something goes wrong?”<br>
<br>
“Are you such a good witch that you could do something if it does?” Emily asks her.<br>
<br>
Liz smiles apologetically and shrugs.<br>
<br>
“Fine,” Emily says. “Try your little spell on me.”<br>
<br>
Liz guides you over to the living room rug, motioning for you to sit down. You relax and for what seems like hours Liz talks you through meditative techniques that teach you to breathe in… and breathe out.<br>
<br>
Except, you admit, there’s a feeling. Something inside you, warming your lungs. At first it’s a flicker, then a spark. As you concentrate on the feeling, the energy grows warmer and more consistent. You feel a rush of euphoria, an ever-growing sensation, a connection flowing through your organs.<br>
<br>
“Can you feel it?” you hear Liz say. “Can you sense magic?”<br>
<br>
You nod, trying not to lose your concentration. But now you’re aware of it, it only grows stronger.<br>
<br>
“Now,” Liz says firmly. “Open your eyes, and concentrate on your sister. Repeat after me. “Fall asleep, and let your memories drift as you slumber.”<br>
<br>
<<ActionsHeader>>
<<link "[Spell: Sleep & Forget] Cast Sleep & Forget on Emily" "YourHomeElizabethMagic">><<LocationKnown "Library">><<SpellLearn "SleepForget" "Elizabeth">><<set $YourHomeElizabethMagic to "SleepForget">><</link>>
<<case "RefuseEmily">>
Liz looks disappointed, but nods. “I understand. This is a lot to take in.” For once, she seems genuine and considerate of the situation’s magnitude.<br>
<br>
“I won’t force you to do anything you don’t want to do,” she continues. “But if you change your mind, just give me a call. Think it over this evening and we can try again another night.”<br>
<br>
She walks over to the front door and looks back to you and Emily. “Goodnight. I’ll see you at school. At least, I’ll see one of you.”<br>
<br>
She leaves. You look back to Emily, who gives you a look you can’t read, before turning back to the TV. <br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<TimeChange>><<set $YourHomeElizabethMagic to undefined>><</link>>
<<case "AmuletPC">>
<<if $current.avatar isnot "Emily">><<Transform "Emily">><<else>><<set _TransformSuccess to true>><</if>>
<<if _TransformSuccess is true>>
You look between Liz and Emily, then shrug. “Alright, I’ll do it.” You ignore Liz’s squeal of joy. <br>
<br>
Taking out the amulet, you put it around your neck and clutch Emily's lipgloss, bracing yourself. The amulet tingles, already an almost familiar feeling by now.<br>
<br>
Liz watches you, wide-eyed. She says nothing, but her grin betrays her excitement.<br>
<br>
“Here we go again,” you mutter. And you begin to speak the words as you picture Emily in your mind.<br>
<br>
“From this item, I see you in your time of need. Now form shape to the person I see within.”<br>
<br>
The amulet’s emerald warms your chest and only a heartbeat passes as energy pulsates out across your body. Your hair stands up and pain courses across your skin. Holding on to the mental picture of Emily, you shriek as your bones crunch and your skin changes. The pitch of your voice grows higher, your chest expands, and your penis contracts into your body. <br>
<br>
Then the pain suddenly vanishes. You stand firm, breathing deeply, your breasts rising and falling under your school uniform. <br>
<br>
Liz laughs with joy. “Oh. My. God. Look at you!” <br>
<br>
She circles you, her eyes darting across your new form. “I mean, I knew what you did. But this. Seeing this. It’s… wonderful.”<br>
<br>
You look at her, unsure of what to say. Then over to Emily, who casually looks at you, seemingly already used to your transformations.<br>
<br>
“Well,” Liz continues, beaming. “You now certainly look like you’re ready to learn magic. Ready to start?”<br>
<br>
<<ActionsHeader>>
<<link "Agree to learn magic" "YourHomeElizabethMagic">><<set $YourHomeElizabethMagic to "AmuletEmily">><</link>><br>
<<link "Refuse" "YourHomeElizabethMagic">><<set $YourHomeElizabethMagic to "RefuseEmily">><</link>>
<<else>>
You put the necklace around your neck and clutch Emily's lipgloss. You feel the energy of the amulet around your neck, but it feels faint and weak.<br>
<br>
You visualise Emily in your mind and speak the words from the note. The emerald warms slightly, but its energy crackles only momentarily before sputtering out.<br>
<br>
Liz stares back at you, glancing at the emerald in the amulet. “Is it broken?” she asks.<br>
<br>
“I think it just needs more time to recharge,” you tell her. “I don’t think I’ll be changing this evening.”<br>
<br>
She pouts, but Liz nods. “Alright, that’s frustrating. But it is what it is. Maybe call me tomorrow, or any evening when you’re free. As soon as the amulet is ready, I’ll come over.”<br>
<br>
You nod. Liz walks over to the door. “See you later, <i>Em’s</i>,” she says as she leaves.<br>
<br>
Sitting down next to Emily, you watch TV as your thoughts dwell on what Liz has asked of you.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<TimeChange>><<set $YourHomeElizabethMagic to undefined>><</link>>
<</if>>
<<case "RefusePC">>
Liz sighs. After a long moment, she looks back at you. “I suppose I get it. It’s not as if you’ve had time to adjust. It’s just that there’s not many people who have your potential. Is being a girl so bad for you?”<br>
<br>
She looks between you and Emily, before continuing. “I won’t force you to do anything. For one, I really need your help. But time is a-ticking, <i><<TrueName>></i>. Going to school isn’t getting any easier. If you won’t do it for me, then…” She glances over your sister. “Consider what’s best for Em.”<br>
<br>
She walks over to the front door, then looks back at you. “If you change your mind, just give me a call. Think it over this evening and we can try again another night.”<br>
<br>
She leaves without waiting for an answer. You watch her leave, then sit down with Emily in front of the TV. She gives you a look, but says nothing. <br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<TimeChange>><<set $YourHomeElizabethMagic to undefined>><</link>>
<<case "SleepForget">>
You repeat the words as Liz instructed you, staring at your sister, noting her worried face.<br>
<br>
With a rush of energy, you feel the warm aura within you shoot from your body and envelop Emily. Her eyes widen, and without pause she slumps over on the sofa.<br>
<br>
Realising what you have done, you rush over to her. You shake her gently, but she doesn’t stir. Her deep sleep can not be interrupted, her shallow breath the only telling sign she’s peacefully asleep.<br>
<br>
“Hey! It’s okay! <i>She’s</i> okay,” Liz says, kneeling beside you. “It worked!”<br>
<br>
You check her pulse to make sure. Her heartbeat is slow, but steady. Despite how she came to be in this state, she’s just asleep.<br>
<br>
“I don’t believe it,” you mutter.<br>
<br>
“Welcome to a wider world,” Liz replies. “How do you feel?”<br>
<br>
You spend a moment reflecting. The inner energy swirls inside your body, no longer requiring meditation or chanting. You can sense its power. Now you are aware of it, you are sure you will never be without it.<br>
<br>
“How long will she be out for?” you ask Liz. <br>
<br>
“A couple of hours,” she replies. “Maybe longer. If you feel charitable, I’d put her to bed. She’ll wake up refreshed. I promise.”<br>
<br>
You nod and with Liz’s help carry Emily up to her room, laying her down in bed. After double-checking to make sure she’s okay, you return downstairs.<br>
<br>
“So, what now?” you ask Liz. She shrugs. <br>
<br>
“That’s all I know,” she tells you. “But it’s nothing compared to whatever is happening at school. The old woman at the junk shop might be able to help you more. And I’m here, if you need anything.”<br>
<br>
You look at Liz. For the first time she seems tired and flat. You find yourself smiling at her in an attempt to reassure her.<br>
<br>
“I better get going,” she says. “It’s getting late. But if you need anything, you know where to find me. At school during the week, or at the library during the weekend if you would prefer to avoid school. I’ll help anyway I can, <i><<TrueName "Current">></i>.<br>
<br>
She smiles and sees herself out, leaving you alone in your living room. Thinking about your next move. <br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<TimeChange>><<set $YourHomeElizabethMagic to undefined>><<QuestTracker "Quest2" "complete">><<QuestOptionComplete "Quest2" 0 "liz">><</link>><br>
<</switch>><<switch $YourHomeElizabethWard>>
<<case undefined>>
<<if $current.female is true>>
<<Checkrelationship "Elizabeth" "PC">>
<<if _relationship gt 0>>
You dial Liz’s number. After three rings, you hear a voice similar to Elizabeth’s answer, but older.<br>
<br>
“Uh, is Liz there?”<br>
<br>
<<if $current.avatar is "Emily">>
“Oh hey Emily!” the person replies. “Liz is just in her room. I’ll go get her.”<br>
<br>
Liz’s voice comes on the line momentarily. “Oh hey <i>Emily</i>,” she says dramatically. You can only imagine that she’s playing to a crowd at her end. “What’s up?”<br>
<br>
“I’m free this evening, if you want to come over and learn about curses,” you tell her.<br>
<br>
“Sure, I’ll come over and help you with your homework,” she replies. “I’ll be right there.”<br>
<br>
You hang up. From the living room area you see your sister watching you. “More magic lessons?” she deadpans.<br>
<br>
You nod. With a huff, Emily throws herself up and walks up the stairs. “Fine. I’ll be in my room.”<br>
<br>
<<ActionsHeader>>
<<link "Wait for Liz to arrive" "YourHomeElizabethWard">><<set $YourHomeElizabethWard to "Arrive">><</link>>
<<else>>
”Elizabeth is doing her homework right now,” the person replies. “May I ask who’s calling?” <br>
<br>
You try to think of a lie, but nothing comes quickly. Instead, you hang up. <I>Perhaps I should try again as Emily.</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><</link>>
<</if>>
<<else>>
You dial Liz’s number. After a few rings someone picks up and you recognise the voice to be her.<br>
<br>
“Hey Liz,” you casually say.<br>
<br>
“You!” you hear her bark down the phone. “You think I want to speak to you after what you did!” <br>
<br>
The dial tone kicks in after she hangs up.<br>
<br>
<i>You’ll have to repair your relationship with Liz if you want to get her to help you with Prichard.</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><</link>>
<</if>>
<<else>>
You pick up the phone from the wall, but remember that you’ll need to be in a female form if you want to practise magic. You return the receiver to the unit and turn back to the living room.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><</link>>
<</if>>
<<case "Arrive">>
About half-an-hour goes by before the doorbell rings. You let Liz in, who bounces in with enthusiasm. “Hey <I>Em!</i> Where’s your twin sister?”<br>
<br>
“She’s up in her room,” you reply, before realising that you’ve grown to accept Liz’s jibes. <I>Do I really think of Emily as my twin now?</i><br>
<br>
“Probably for the best,” Liz says. “After all, we wouldn’t want a civilian getting hit by stray magic. Especially something as powerful as a curse.”<br>
<br>
The seriousness of what you’re practising is either lost on Liz or she is too blinded by enthusiasm to worry. Not for the first time, you question whether teaching her how to play with curses is really a good idea.<br>
<br>
“Alright. Let’s get comfortable,” you say, pulling back the coffee room table to give you room to meditate. <br>
<br>
“It looks like you’re making space for a slumber party,” Liz remarks. “Just us girls though, right?”<br>
<br>
“Are you going to take this seriously?” you snap. <br>
<br>
Liz forcefully wipes the smile from her face. Nods. You take a seat on the floor and she joins you.<br>
<br>
<<ActionsHeader>>
<<link "Teach Liz how to cast Ward" "YourHomeElizabethWard">><<set $YourHomeElizabethWard to "Teach">><</link>>
<<case "Teach">>
“We’ll start by breathing in and out,” you tell Liz. “Close your eyes, and focus on your breathing.”<br>
<br>
She looks like she’s about to make a comment, but thinks twice about it and instead follows your instructions. Minutes pass as you watch her drop into a meditative state. You begin to sense the innate magical powers building within her body.<br>
<br>
“Try to reach out,” you tell her. “That feeling inside you. Try to find it elsewhere.”<br>
<br>
Elizabeth nods, her typical crooked grin minimal. You can feel her mind’s eye turning out from her body, gazing across the room. With a tingle, it rests on you.<br>
<br>
“Found you,” she murmurs, smiling.<br>
<br>
You pause, thinking of the next step, realising you’ve forgotten the vital ingredient. Nothing in your living room is cursed. <br>
<br>
As you consider what to do, the tingling sensation of Liz’s focus roves across your body. You suddenly shudder, as a jolt hits your chest. <I>The amulet.</i><br>
<br>
“It’s so pretty,” Liz says. You gasp, feeling her affinity probing the object that hangs around your neck.<br>
<br>
“Don’t,” you tell her. But you already can feel her mind gently nudging the energies flowing within the amulet. <br>
<br>
“Have you got a better option?” she asks, her crooked smile rising. “You did promise.”<br>
<br>
You sigh. “Just be careful, okay.”<br>
<br>
“Hey!” she retorts. “It’s me.”<br>
<br>
Liz’s mental probing continues to prod at the amulet. You look down to see the yellow embers of magic bubbling inside of its gem.<br>
<br>
“Okay,” you say, relenting. “Repeat after me. I cause this object with power beyond its power. Unseen and unheard, its effects will be felt by…” you consider the best phrasing. “All who wear it.”<br>
<br>
<<ActionsHeader>>
<<link "Wait for Liz to cast Ward on the amulet" "YourHomeElizabethWard">>
<<TeachSpellNPC "Elizabeth" "Ward">>
<<set $YourHomeElizabethWard to "Taught">>
<</link>>
<<case "Taught">>
Liz repeats the words you told her. It’s a trickle at first, but soon you can feel the energies of the amulet break apart, sizzling like meat grilling on the stove.<br>
<br>
“I think that’s enough,” you say. But Liz doesn’t respond.<br>
<br>
You look down, seeing the yellow strands of magic circling around the gem in the amulet. A few stray beads drift off into the air, disappearing from your enhanced sight. <br>
<br>
“Liz!” you say, loudly. <br>
<br>
“Don’t distract me,” she snaps back at you.<br>
<br>
Thankfully, although slowly, the embers begin to reform into a shape, enclosed inside the gem. You feel the chaos of the raw magic fade, contained once more.<br>
<br>
Liz opens her eyes, blinking as she adjusts back to reality. “That was epic,” she murmurs.<br>
<br>
You look down at the amulet hanging around your chest and pull it out for closer inspection. Nothing seems different. Yet. You can sense a subtle shift in its power. More potent. <I>Has Liz’s messing around with it made it stronger?</i><br>
<br>
“That was reckless,” you spit, turning your attention back to Liz. “What would I have done if you broke it?”<br>
<br>
Liz shrugs her shoulders. “Well I guess all those jokes about you being Emily’s twin sister wouldn’t be very funny anymore,” she tries.<br>
<br>
You throw her a look. “I think you should leave,” you tell her.<br>
<br>
“Come on, <<TrueName "Current">>!” she says, making a point of using your name. “No harm, no foul. And I’ll make sure I put on a show for Prichard when you need me.”<br>
<br>
“You better,” you tell her darkly.<br>
<br>
“I will,” she says, grinning. “Now, I’ve got some experimenting to do. See ya’ at school!”<br>
<br>
Liz leaps to her feet. Within a moment, she’s out the door. <br>
<br>
You turn your attention briefly to the amulet again. <I>It definitely feels more powerful.</i><br>
<br>
<<Flag "Act2GeographyDetentionTeachWard" "Liz">>
<<ActionsHeader>>
<<Flag "Act2GeographyDetentionTeachWard" "Liz">>
<<if _FlagReturn is true>>
/* Act 2 route (Quest24 Liz distraction deal) - arranges the detention distraction instead of the Quest10 records */
<<link "Return to the living room" "YourHome">><<SetFlag "Act2GeographyDetention" "Liz">><<SetFlag "Act2GeographyDetentionTeachWard" false>><<DialogueDone "Elizabeth" "PrichardAct2">><<TimeChange>><<PlayerCharacterCorruption 0.25>><<set $YourHomeElizabethWard to undefined>><</link>>
<<else>>
<<link "Return to the living room" "YourHome">><<QuestTracker "Quest10" 4>><<QuestOptionComplete "Quest10" 3 "liz_ward_lesson">><<TimeChange>><<PlayerCharacterCorruption 0.25>><<set $YourHomeElizabethWard to undefined>><</link>>
<</if>>
<</switch>><<switch $YourHomeElizabethCheerleaders>>
<<case undefined>>
<<if $current.female is true or $LizForgetRuse is true>>
Deciding it’s time to decide what to do about Christina’s final test, you give Liz a call. The phone is promptly picked up and you hear Liz’s voice. “Hello?”
<br>
<<Checkrelationship "Elizabeth" "PC">>
<<if _relationship gte 1>>
<<if _CurrentPC is true>>
“Hey Liz” you say. “It’s <<TrueName>>.”<br>
<br>
“Oh. Hey <<TrueName>>,” she replies, surprised. “What’s up?”<br>
<<elseif $current.avatar is "Emily">>
”Hey Liz,” you say. “It’s <<TrueName "Current">>.”<br>
<br>
“Don’t you mean Emily?” she replies, a hint of playfulness in her tone. “Is getting really hard to tell you two apart these days. You’re not making fun of me, are you Em?”<br>
<br>
You feel yourself clench your teeth. Through the phone, Liz laughs. “What’s up?”<br>
<<else>>
“Hey Liz,” you say. “It’s <<TrueName "Current">>.”<br>
<br>
There is a marked pause before Liz replies. “You don’t sound like <<TrueName "Current">>.”<br>
<br>
“I’m trying a new look,” you tell her.<br>
<br>
“Oh. Experimenting some more, are we <<TrueName "Current">>?” A small playful laugh comes down the line. “Colour me intrigued. What’s up?”<br>
<</if>>
<br>
“I was wondering if you’d like to come over?” you tell her. “I’ve been doing some investigating. I think I’ve found something that we should talk about.”<br>
<br>
“Oh really!” you hear Liz say. “Sounds delicious. I’m just having dinner with my parents, but I’ll be right over after that. Okay?”<br>
<br>
“Sure. I’ll see you soon.”<br>
<br>
You say goodbye and hang up. From the sofa, your sister shoots you a look. “What’s that about?” she asks.<br>
<br>
Looking over at your sister, you ponder how much to tell her. In spite of Emily's recent changes, you are confident she wouldn’t approve at all of messing with Liz’s memories. Not to mention, you’d have to confess some of the things you’ve been doing as Emily.<br>
<<else>>
<<if _CurrentPC is true or $current.avatar is "Emily">>
<br>
“Hey Liz” you say. “It’s <<TrueName "Current">>.”<br>
<br>
There is a long pause. “You’ve got some nerve.”<br>
<<else>>
“Hey Liz,” you say. “It’s <<TrueName "Current">>.”<br>
<br>
There is a marked pause before Liz replies. “You don’t sound like <<TrueName "Current">>.”<br>
<br>
“I’m trying a new look,” you tell her.<br>
<br>
There is a long pause. “You’ve got some nerve.”<br>
<</if>>
<br>
“I think we need to talk.” you tell her. “I’d like to explain myself. I think I’ve found something that we should discuss. Can you come over?”<br>
<br>
There is a long pause, then a sigh. “I’m eating dinner. But I can come afterwards.”<br>
<br>
“Sure. I’ll see you soon.”<br>
<br>
You say goodbye and hang up. From the sofa, your sister shoots you a look. “What’s that about?” she asks.<br>
<br>
Looking over at your sister, you ponder how much to tell her. In spite of Emily's recent changes, you are confident she wouldn’t approve at all of messing with Liz’s memories. Not to mention, you’d have to confess some of the things you’ve been doing as Emily.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Ask Emily to go to her room" "YourHomeElizabethCheerleaders">><<SiblingBond -1>><<set $YourHomeElizabethCheerleaders to "Room">><<set $LizForgetRuse to undefined>><</link>><br>
<<link "Confess what Christina has asked you to do" "YourHomeElizabethCheerleaders">><<SiblingBond 1>><<set $YourHomeElizabethCheerleaders to "Confess">><<set $LizForgetRuse to undefined>><</link>>
<<else>>
You consider inviting Liz over, thinking over what Christina has asked you to do. Thinking of options, you could warn Liz and form a plan to convince the cheerleader you’ve done as she asked. Or you could just do it, to make sure Christina had no reason to doubt you.<br>
<br>
<I>I’ll need to be a woman if I want to cast a spell on Liz</i>, you think. Of course, if you weren’t planning to do that, you could just invite her over and confess what the cheerleaders are up to.<br>
<br>
<<ActionsHeader>>
<<link "Give Liz a call so you can tell her what Christina asked for" "YourHomeElizabethCheerleaders">><<set $LizForgetRuse to true>><</link>><br>
<<link "Leave calling Liz for now" "YourHome">><</link>>
<</if>>
<<case "Room">>
<<if $PlayerCharacter.female is true>>
“I’ve got some things to discuss with Liz,” you say. “Some personal things.”<br>
<br>
Emily looks at you, darkly. "This is magical stuff again, isn't it?”<br>
<br>
You nod. Emily grinds her teeth. "I hate all this stuff," she mutters. "It's so unfair."<br>
<br>
“If it makes you feel any better, I wish I'd never heard of any of it," you try.<br>
<br>
Emily glares at you, in spite of herself. "It doesn't. It just makes me wish I could use it instead of you."<br>
<br>
Tension hangs in the air. She stands up from the sofa and walks up the stairs. “Enjoy,” she says sarcastically.<br>
<br>
You hear Emily’s door shut, harder than usual.<br>
<<else>>
“I’ve got some things to discuss with Liz,” you say. “Some personal things.”<br>
<br>
Emily frowns, looking confused. Then the smallest hint of a smile appears on her face. “You want me to leave you two alone?”<br>
<br>
“It’s nothing like that,” you correct her. But she gives you a sceptical look.<br>
<br>
“I’m sure your girlfriend would see it exactly like that,” Emily replies. “Don’t do anything stupid. I really like Jennifer.”<br>
<br>
“It’s not like that, Em,” you try. “I just have some things to talk through with her.”<br>
<br>
Emily raises an eyebrow, but relents. She stands up from the sofa and walks up the stairs. “Whatever you say. Have a good night.”<br>
<br>
You hear Emily’s door shut, harder than usual.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Wait for Liz to arrive" "YourHomeElizabethCheerleaders">><<set $YourHomeElizabethCheerleaders to "Wait">><</link>>
<<case "Confess">>
"I need to talk to her," you begin. “About the cheerleaders.”<br>
<br>
Emily looks at you, curious. “What about them?”<br>
<br>
You brace yourself. “They’re behind the curses at the school. Christina tried to recruit me – well, you – into their coven.”<br>
<br>
Your sister stares back at you, visibly trying to come to terms with what you’re saying. “What have you been doing at school when you pretend to be me, <<TrueName "Current">>?”<br>
<br>
“I’m close, Em,” you deflect, not wanting to get into everything you’ve done at Charlton School as her. “Real close. If I can get in with them, I can figure out what they are doing. I can stop them.”<br>
<br>
Emily mulls this over for a few moments. “And what’s Liz got to do with this?” <br>
<br>
“As a final test, Christina asked me to wipe Liz’s knowledge of magic.”<br>
<br>
This grabs Emily’s attention. “You’re not going to do that, are you?”<br>
<br>
“Of course not,” you tell her. “But we need to think of a plan so Christina believes I’ve done it.”<br>
<br>
Emily considers this, gazing off to the side as she becomes lost in thought. Finally, she stands. “I don’t like this, <<TrueName "Current">>. I don’t like it one bit. I need some time to think.”<br>
<br>
She walks towards the stairs, heading to her room. Halfway up, she turns back to you. “Try to remember that when you’re at school, you’re me. Whatever you’re doing, you're playing with my life. My reputation.”<br>
<br>
A moment later, you hear Emily slam her door.<br>
<br>
<<ActionsHeader>>
<<link "Wait for Liz to arrive" "YourHomeElizabethCheerleaders">><<set $YourHomeElizabethCheerleaders to "Wait">><</link>>
<<case "Wait">>
<<Checkrelationship "Elizabeth">>
<<if _relationship gt 0>>
Not long after, the doorbell rings. You open the front door to see Liz standing on the porch, a crooked smile on her face as she sees you.<br>
<br>
<<if _CurrentPC is true>>
”Oh hey <<TrueName>>,” she says. “I didn’t recognise you for a second. Done something with your hair?”<br>
<<elseif $current.avatar is "Emily">>
”Hey ‘Em’. Don’t you look nice today. Like a whole new you.”<br>
<<else>>
“Hello,” Liz says, looking you up and down. “You’re really pushing the boundaries, aren’t you <<TrueName "Current">>? This is… amazing.”<br>
<</if>>
<br>
You gesture Liz inside. She bounds in, her ankle boots clicking on the floor. <br>
<br>
Throwing herself down onto the sofa, she looks back at you. “So. What’s new?”<br>
<br>
Standing nearby, you look at Liz. There’s no audience here. No one to see what you’re doing. It’s now time to decide what to do.<br>
<<else>>
Not long after, the doorbell rings. You open the front door to see Liz standing on the porch, glaring at you.<br>
<br>
<<if _CurrentPC is true or $current.avatar is "Emily">>
”<<TrueName "Current">>,” she says, curtly. <br>
<<else>>
“<<TrueName "Current">>, I presume?” Liz says, looking you up and down.<br>
<</if>>
<br>
You gesture Liz inside. She cautiously walks in, her ankle boots clicking on the floor. <br>
<br>
You close the door and turn back to the living room. Liz walks over to the sofa and sits down, looking at you with burning hostility. <br>
<br>
“So,” she says. “Talk.”<br>
<br>
You look at Liz. There’s no audience here. No one to see what you’re doing. It’s now time to decide what to do.<br>
<</if>>
<br>
<<ActionsHeader>>
<<if $current.female is true>>
<<link "[Spell: Sleep & Forget] Cast Sleep & Forget on Liz" "YourHomeElizabethCheerleaders">>
<<set $YourHomeElizabethCheerleaders to "MagicVoid">>
<<QuestTracker "Quest9" 5>>
<<Greedy 1>>
<<RemoveSpellNPC "Elizabeth" "All">>
<<SetNPCMagic "Elizabeth" 0>>
<</link>><br>
<</if>>
<<link "Confess to Liz about Christina’s final task" "YourHomeElizabethCheerleaders">>
<<QuestTracker "Quest9" 6>>
<<set $YourHomeElizabethCheerleaders to "CheerleaderTale">>
<<Greedy -1>>
<</link>>
<<case "MagicVoid">>
You reach deep down inside you for your reserves of magical energy. “Fall asleep,” you say, “and let your memories drift as you slumber.”<br>
<br>
“No!” Liz mutters as you utter the words. It’s too late. You watch as she slumps over on the sofa, out cold.<br>
<br>
Silence fills the air. You move over quietly to the sofa, checking her pulse. As expected, she is just in a deep-sleep.<br>
<br>
Confidence you got the spell right, you shake her to bring her around. Her eyes flicker after some gentle nudges. <br>
<br>
<<if $current.avatar is "Emily">>
”Emily?” Liz sleepily says. You smile reassuringly and nod. She looks around. “Where am I?”<br>
<br>
“You’re at my house,” you tell her. “You came over to study, but it looks like you overdid it. I just came back from the toilet to find you passed out.”<br>
<br>
You help Liz to sit upright, as her eyes scan the living room. “I don’t remember,” she mutters. “What were we studying?”<br>
<br>
“Maths,” you tell her. “I thought I could help, as you keep zoning out in maths. You don’t know why that is, do you?”<br>
<br>
Liz looks at you, still half-dazed. She shakes her head. <br>
<br>
You smile. “I think you should go home,” you say. “Might want to call it tonight.”<br>
<br>
She nods, getting to her feet. “Yeah. That sounds good,” she mutters. “Goodnight Em.”<br>
<br>
You watch as Liz walks over and leaves through the front door. <I>Mission complete.</i><br>
<<elseif $current.female is true and _CurrentPC is true>>
”<<TrueName>>?” Liz sleepily says. You smile reassuringly and nod. She looks around. “Where am I?”<br>
<br>
“You’re at my house,” you tell her. “You came over to study with Emily, but it looks like you overdid it. She said you were studying and you just passed out.”<br>
<br>
You help Liz to sit upright, as her eyes scan the living room. “I don’t remember,” she mutters. “Where is she?”<br>
<br>
"She even rushed out," you tell her. "To see if any of our neighbours have smelling salts. Doesn't look like we need them after all, thankfully."<br>
<br>
Liz looks at you, still half-dazed. She shakes her head. <br>
<br>
You smile. “I think you should go home,” you say. “Might want to call it tonight.”<br>
<br>
She nods, getting to her feet. “Yeah. That sounds good,” she mutters. “Goodnight <<TrueName>>.”<br>
<br>
You watch as Liz walks over and leaves through the front door. <I>Mission complete.</i><br>
<<else>>
She eyes you carefully as she comes back around, a look of utter confusion spread across her face.<br>
<br>
“It’s alright,” you tell her. “You’re safe. You’re at the Phillips’ house. Emily phoned me in a panic. She said you were studying and you just passed out.”<br>
<br>
Liz gives you a baffled look, then scans the living room. “The Phillips’ house?” she repeats, her words sounding like she’s still in a dream.<br>
<br>
You nod. “Emily was in a real state. She even rushed out to see if any of her neighbours had smelling salts. Doesn’t look like we need them after all, thankfully.”<br>
<br>
You help Liz to sit upright. “I don’t remember,” she mutters. “I don’t remember anything.”<br>
<br>
“Emily mentioned you’ve been zoning out in Maths too. You don’t know why that is, do you?”<br>
<br>
Liz looks at you, still half-dazed. She shakes her head. <br>
<br>
You smile. “I think you should go home,” you say. “Might want to call it tonight.”<br>
<br>
She nods, getting to her feet. “Yeah. That sounds good,” she mutters. “You’ll tell Emily I’m okay?”<br>
<br>
You nod. Liz walks over and leaves through the front door. <I>Mission complete.</i><br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<TimeChange>><<ChangeNPCrelationship "Elizabeth" "PC" 2>><<set $YourHomeElizabethCheerleaders to undefined>><</link>>
<<case "CheerleaderTale">>
<<Checkrelationship "Elizabeth">>
<<if _relationship gt 0>>
“I’ve found out some things,” you begin. “It’s the cheerleaders, Liz. They are the ones causing the trouble at Charlton school.”<br>
<br>
Liz shoots you a sceptical look. “You’re telling me the likes of Britney Hudson are capable of casting magic? Come on.”<br>
<br>
“There’s a coven,” you explain. “Britney, Stacey, Reagan, Christina. And, if we can keep up the charade, now Emily.”<br>
<br>
“You’ve joined their coven?” Liz asks, bristling.<br>
<br>
You shake your head. “No. But I am pretending to. I’m close, Liz. Close to finding out exactly what they are doing. I think I can stop them.”<br>
<br>
“Do you even know what a coven is?” Liz asks, with a twinge of venom. “You come together. As one. If you don’t join in, it’s obvious.”<br>
<br>
“I can handle it,” you tell her. “But I’m going to need your help.”<br>
<br>
Liz looks at you, eyes burrowed. “How?”<br>
<br>
“Christina set me one final test. She wanted me to cast a spell on you to make you forget everything you knew about magic. Even that it existed.”<br>
<br>
The words make Liz flinch in her seat. “She knows?”<br>
<br>
You nod. “I’m not going to do it, obviously. But she has to think that I’ve done it. So I can get closer to them.”<br>
<br>
Liz looks to the floor, thinking. After a moment, she looks up at you, all traces of her usual enthusiasm gone. “So you’re asking me to stop looking into magic?”<br>
<br>
Smiling sadly, you nod. “For the time being. At least until we stop them.”<br>
<br>
Liz scuffs one of her boots with the other, mulling over your request. “Okay,” she mutters. “I’ll pretend I’ve forgotten. Everything.”<br>
<br>
After a moment of silence, Liz stands to her feet. Wordlessly, she walks towards the front door. <br>
<br>
She looks back at you as she opens it, thinking. “One thing. Did you ever consider, even for a moment, actually making me forget?”<br>
<br>
You shake your head. She nods, smiling appreciatively back at you. “Thank you.”<br>
<br>
With that, Liz walks out and shuts the door. <I>Mission accomplished. Of sorts.</i><br>
<<else>>
“First of all, I wanted to apologise,” you tell Liz. “I didn’t want to upset you. I just had to.”<br>
<br>
Liz snarls her nose up, clenching her jaw. “You had to?” <br>
<br>
“I’ve found out some things,” you say. “I had to get close to the cheerleaders, Liz. It’s them. They’re the ones behind all of it.”<br>
<br>
Liz shoots you a sceptical look. “You’re telling me the likes of Britney Hudson are capable of casting magic? Come on.”<br>
<br>
“There’s a coven,” you explain. “Britney, Stacey, Reagan, Christina. And, if we can keep up the charade, now Emily.”<br>
<br>
“You’ve joined their coven?” Liz asks, bristling.<br>
<br>
You shake your head. “No. But I am pretending to. I’m close, Liz. Close to finding out exactly what they are doing. I think I can stop them.”<br>
<br>
“Do you even know what a coven is?” Liz asks, with a twinge of venom. “You come together. As one. If you don’t join in, it’s obvious.”<br>
<br>
“I can handle it,” you tell her. “But I’m going to need your help.”<br>
<br>
Liz can’t help but laugh. “You want my help? This… you’re a real piece of work.”<br>
<br>
“I understand how you must feel,” you say, pleadingly. “But Christina set me one final test. She wants me to cast a spell to make you forget everything you knew about magic.”<br>
<br>
The words cause Liz’s eyes to glance at the door. She shifts in her seat, like she’s readying for a confrontation. <br>
<br>
“I’m not going to do it, obviously,” you blurt out. “But she has to think that I’ve done it.”<br>
<br>
Liz looks at you, her eyes burning with anger. “Are you seriously going to ask me to pretend I don’t know magic?”<br>
<br>
“Come on, Liz,” you beg. “Just stop practising for a while. Until I can stop Christina.”<br>
<br>
Liz rolls her nose, burying her top teeth down into her bottom lip. Her pale face is red with anger. <br>
<br>
“Fuck,” she barks. “This is bullshit.”<br>
<br>
After a moment of silence, you break the tension. “So you’ll do it?”<br>
<br>
Liz stares back at you, but nods. You take a sigh of relief.<br>
<br>
She stands to her feet and walks towards the door. She looks back at you for a moment as she holds the handle. “Why didn’t you just cast the spell on me?”<br>
<br>
“I didn’t want to,” you reply. <br>
<br>
She gives you a look, then nods. Her anger dissipates just a little. “Thank you.”<br>
<br>
With that, Liz walks out and shuts the door. <I>Mission accomplished. Of sorts.</i><br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<TimeChange>><<ChangeNPCrelationship "Elizabeth" "PC" 2>><<set $YourHomeElizabethCheerleaders to undefined>><</link>>
<</switch>><<if $PlayerCharacter.female is true>>
You approach Emily, not sure exactly how to begin.<br>
<Br>
"Hey, Em, can I ask a favour?"<br>
<Br>
She barely glances up from her phone, flicking her nails against the screen. "Sure. What’s up?"<br>
<br>
"I was wondering… you seem to get a better reaction when you’re wearing makeup. Have you found that?"<br>
<br>
She lets out a dry laugh, finally looking at you. "You do live here, right? Of course I get a better reaction. This is Charlton."<br>
<br>
"Right. Makes sense." You hesitate for a second, then go for it. "So, uh… do you think I could use your vanity table? Just for touch-ups, I mean. And only when I'm you."<br>
<br>
That gets her attention. Her gaze sharpens, her phone lowering slightly. "You need my makeup?"<br>
<br>
You nod.<br>
<br>
She exhales, shaking her head. "I know you own your own makeup. You’re telling me that’s not good enough now?"<br>
<br>
"That’s not what I -"<br>
<br>
She clicks her tongue, already sighing. "No, whatever, it’s fine. Just don’t make a habit of it. And don’t you dare ruin my brushes."<br>
<br>
You smile politely and turn away from your sister. At least you have permission to use her stuff when you're in your form. Her words about you having your own make-up dwell within your mind. She's not wrong. But...<br>
<br>
<I>Since when did you start owning any make-up?</i><br>
<<else>>
You approach Emily, not sure exactly how to begin.<br>
<br>
"Hey, Em, can I ask a favour?"<br>
<br>
She looks up, brows raising slightly. "Sure. What’s up?"<br>
<br>
You shift your weight, suddenly aware of how awkward this is going to sound. "I was wondering... you seem to get a better reaction when you’re wearing makeup. Have you found that?"<br>
<br>
Emily snorts, rolling her eyes. "Well, obviously. This is Charlton."<br>
<br>
You nod, half-expecting that response. "Right. That’s what I figured." You hesitate, then push forward. "So, uh… do you think I could use your vanity table? For when I’m you, I mean."<br>
<Br>
Her eyes look back at yours for a moment as if she’s waiting for the punchline.<br>
<Br>
When you don't deliver it, her faces melts. "Oh my god." She slaps a hand over her face, groaning. "Why do you keep making this worse?"<br>
<Br>
"It’s not -"<br>
<br>
"It is!" she cuts in, waving a hand in your general direction. "First, you take my body, now you want to mess with my face? Do you even know what you’re doing? Makeup isn’t just stuff you slap on! It’s curated! It’s precision! There’s an art to it!"<br>
<Br>
You open your mouth, but she’s already on a roll.<br>
<Br>
"Do you even know what foundation shade I use? What brushes go with what? What brands are safe? No, you don’t! And I refuse to let you walk out of this house looking like some tragic, over-contoured clown just because you..."<br>
<br>
She stops mid-rant, exhaling sharply. She takes in your expression. Realises this isn't something you're comfortable with too.<br>
<Br>
Then, after a moment, she shakes her head. "You know what? Fine. Fine. Just - don’t break anything, don’t touch my best stuff unless it’s a literal emergency, and if you use up my mascara, I will end you."<br>
<br>
You smile politely and turn away from your sister, feeling the unease about using her makeup only increasing now it's only a step from reality.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<SetFlag "VanityTableKnown">><</link>><<if $YourHomeDateOutcomeDialogue is undefined>>
<<NPCDeltaCheck "Dennis" "DateOutcome">>
<<if _NPCDeltaCheck is "Bad">>
You shrug. “It was… fine. Well. Not really.”<Br>
<br>
Emily frowns, setting her book aside. “Not really?”<Br>
<br>
You exhale, rubbing the back of your neck. “Let’s just say Dennis figured out pretty fast that I wasn’t actually into it. It got awkward. And then worse.”<br>
<br>
Emily winces. “Oof. Poor guy.”<br>
<br>
You nod. “Yeah, it wasn’t great. He shut down completely, and when we left, he basically bolted. No key.”<br>
<br>
Emily sighs, rubbing her temples. “So much for that plan.” She looks at you carefully, her lips pressing together in thought.<br>
<br>
“Well,” she says after a beat, “at least you tried. And at least you didn’t lead him on.”<br>
<br>
She shifts slightly, her eyes flicking toward you, hesitant. “Did… you feel weird about any of it?”<br>
<br>
You pause, considering. “Not in the way you’re thinking.”<Br>
<Br>
Emily doesn’t push further, but her expression stays conflicted. She looks like she's deciding whether to say something.<br>
<br>
<<ActionsHeader>>
<<link "Wait for Emily to talk" "YourHomeDateOutcome">><<set $YourHomeDateOutcomeDialogue to "Outcome">><</link>>
<<elseif _NPCDeltaCheck is "Good">>
You exhale, dropping onto the couch across from Emily. “It actually wasn’t terrible.”<br>
<BR>
Emily raises an eyebrow. “Really?”<Br>
<Br>
You nod. “I mean, yeah, it was weird at first. He was nervous. I was nervous. But once we started talking, it… I don’t know. It felt normal.”<br>
<Br>
Emily leans forward slightly, eyes narrowing in curiosity. “Normal?”<br>
<br>
You hesitate, then shrug. “He was just… nice. He talked about stuff he liked. I talked about stuff I liked. I think he was happy.”<br>
<br>
Emily watches you, her gaze searching, like she’s waiting for you to add something.<br>
<br>
“And?” she prompts.<br>
<br>
“And that’s it,” you say, voice firm. “I made him feel like it was real enough that he gave me the key. That’s what we needed, right?”<Br>
<Br>
Emily nods slowly, but there’s a thoughtful look in her eyes, one she doesn’t fully voice. She looks like she's deciding whether to say something.<br>
<br>
<<ActionsHeader>>
<<link "Wait for Emily to talk" "YourHomeDateOutcome">><<set $YourHomeDateOutcomeDialogue to "Outcome">><</link>>
<<elseif _NPCDeltaCheck is "Great">>
You hesitate, suddenly feeling aware of every small detail - the way your lips still tingle, the way Dennis’ eyes lingered on you, the way you didn’t pull away.<Br>
<Br>
Emily notices immediately. She narrows her eyes. “Okay, now I need details.”<br>
<Br>
You sit down carefully, choosing your words. “It went… really well.”<br>
<br>
Emily’s frown deepens. “You mean, like… normal well? Or Charlton well?”<br>
<Br>
You rub your temples. “We talked, we ate, he gave me the key.”<br>
<Br>
Emily tilts her head. “And?”<br>
<Br>
<<GetNPCState "Dennis" "Kissed">>
<<if _Kissed is true>>
You clear your throat. “And… he might have kissed me.”<br>
<Br>
Silence.<br>
<br>
Absolute silence.<br>
<Br>
Emily stares at you, her face frozen, mouth slightly open, like she can’t process what she just heard. “Wait.” She holds up a hand, eyes wide with horror. “He kissed you?” She physically recoils, shaking her head like she’s trying to erase the thought from existence.<br>
<br>
“You mean - he kissed <i>me</i>. But it was you...” She makes a strangled noise. “Oh my God.”<br>
<br>
You hold up your hands. “It wasn’t. Look, I just, he leaned in, and I -”<br>
<br>
“Did you kiss him back?!” she practically shrieks.<br>
<br>
You look away.<br>
<br>
Emily groans loudly, throwing herself backward onto the couch. “This is the worst thing that’s ever happened to me.”<br>
<br>
You roll your eyes, but your stomach twists at the memory. “Emily, it got us the key.”<br>
<br>
She groans louder, covering her face. “Yeah, but at what cost?!”<br>
<br>
She shakes her head, clearly distressed, then peeks at you through her fingers.<br>
<Br>
“Did you like it?” she asks, like she can’t believe she’s even saying the words.<br>
<br>
You open your mouth. Close it. You say nothing.<br>
<Br>
Emily lets out a soft gasp. “You did.”<br>
<Br>
“I -”<br>
<Br>
“You liked it.”<br>
<Br>
“Emily, can we focus?”<br>
<Br>
Emily groans again, sitting up and rubbing her temples. “No. We are never speaking of this again.”<br>
<br>
You are happy with that, at least. But Emily stares back at you. As if she wants to say something more.<br>
<<else>>
You clear your throat. “And… he tried to kiss me.”<br>
<Br>
Silence.<br>
<br>
Absolute silence.<br>
<Br>
Emily stares at you, her face frozen, mouth slightly open. “He tried to kiss you?” She shakes her head like she’s trying to erase the thought from existence.<br>
<br>
“You mean - he tried to kiss <i>me</i>. But it was you...” She makes a strangled noise. “Oh my God.”<br>
<br>
You hold up your hands. “It wasn’t. Look, I just, he leaned in, and I -”<br>
<br>
“Did you kiss him back?!” she practically shrieks.<br>
<br>
"No!" you exclaim.
<br>
Emily grimaces, letting out a loud exhale. "Still."<br>
<br>
You roll your eyes, but your stomach twists at the memory. “Emily, it got us the key.”<br>
<br>
She groans louder, covering her face. “Yeah, but at what cost?!”<br>
<br>
She shakes her head, clearly distressed, then peeks at you through her fingers.<br>
<Br>
"Even to end up with him thinking he should kiss you," she continues. "He must have thought. Well, you wanted him do."<br>
<br>
You open your mouth. Close it. Then mutter. “Emily, can we focus?”<br>
<Br>
Emily groans again, sitting up and rubbing her temples. “We are never speaking of this again.”<br>
<br>
You are happy with that, at least. But Emily stares back at you. As if she wants to say something more.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Wait for Emily to talk" "YourHomeDateOutcome">><<set $YourHomeDateOutcomeDialogue to "Outcome">><</link>>
<</if>>
<<elseif $YourHomeDateOutcomeDialogue is "Outcome">>
Emily exhales sharply, shaking her head. “This is too much,” she mutters. “I can’t stop picturing it.”<br>
<Br>
“I didn’t say it would easy,” you reply. “There are things I’m going to have to do that seem abnormal. Because this whole thing is abnormal, Emily.”<Br>
<br>
She looks at you, considering her response. “You mean… you might have to do that again?”<br>
<br>
You shrug. “If it helps.”<br>
<br>
“I don’t want to know,” she says, shaking her head. "If you're going to keep on doing this, just keep me out of it. There’s a dozen things already that I wish I didn’t have memories of. Just… help yourself”<br>
<br>
You frown. “What are you saying?”<br>
<br>
Emily rolls her eyes, gesturing vaguely toward her room.<br>
<Br>
“I’m saying, if you ever need clothes. You can use my wardrobe.”<br>
<Br>
You stare at her. "Why would I want to do that?"<br>
<br>
She raises an eyebrow. "Why would you want to go on a date with a boy? You're doing a lot I didn't expect from you. It's just going to be easier for me if I don't know."<br>
<br>
She sighs, looking away like she’s already regretting it. “Everything will fit you, anyway.”<br>
<br>
You pause, absorbing her words. <I>You don’t want to do this again. Do you?</i><br>
<Br>
Emily sighs, returning to her book. Leaving you to digest her offer.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<set $YourHomeDateOutcomeDialogue to undefined>><<SetFlag "EmilysWardrobeKnown">><</link>>
<</if>><<set _NPC to "Emily">>
<<set $ConversationExit to "YourHome">>
<<Checkrelationship _NPC>>
<<EmilyCorruptionCheck>>
<<if $EmilyDialogue is undefined>>
<<Flag "EmilyOnDateHelped">>
<<if _FlagReturn is true>>
You sigh. "Do you need a hand?"<br>
<br>
Emily looks darkly at you, but nods. "Sure."<br>
<<elseif _EmilyCorruptionCheck is false>>
You sigh softly, meeting Emily’s wary eyes. "I know he's a creep, Em. But it's just coffee or something quick. I promise, you won't be there long."<Br>
<br>
Emily stares at you incredulously, eyes blazing. "Just coffee? Just a quick date? Do you even hear yourself? You're asking me to spend time alone with Dennis so you can get a key."<br>
<br>
You try to soften your tone, knowing how delicate this conversation is. "Look, I hate it as much as you do. But we need that key. It's the only way we'll stop what's happening."<br>
<Br>
Emily crosses her arms tightly, shaking her head. "I can't believe you're seriously asking me to do this. After everything we've talked about, you're still willing to throw me at the wolves?"<br>
<br>
"I'm sorry," you say quietly, genuinely remorseful. "I wouldn’t ask if there was another way."<br>
<br>
Emily takes a deep, shuddering breath, eyes cold with disappointment. "Fine," she mutters. "I'll do your stupid date. But don't pretend you're doing this for me anymore. You’re using me."<br>
<br>
She walks past you without another word, leaving the tension thick in the air behind her. Minutes later, she returns. A fresh set of plain clothes on her. She looks ready to leave.<br>
<<else>>
You approach cautiously, giving Emily a reassuring look. "I know Dennis isn't great, but just think of it like playing a part. One quick date and we're closer to getting the answers we need."<br>
<br>
Emily scoffs openly, rolling her eyes. "Oh, wonderful. So now I'm supposed to play nice with Dennis just because you need information? This isn't exactly my idea of an ideal date."<br>
<br>
"It won't take long," you promise carefully. "And then you'll never have to deal with him again."<br>
<Br>
Emily eyes you carefully, arms folded, voice dripping with irritation. "This is so beneath me, <<TrueName "Current">>. Seriously. Dennis is repulsive."<br>
<br>
She sighs dramatically, shaking her head in frustration. "Fine, if it gets you your precious information, I'll do it. But if anyone from school sees us, you’re going to hear about it."<br>
<br>
You nod, acknowledging her irritation. "Thank you, Em. Really."<br>
<br>
She waves you off dismissively, her expression sour. "He better pay for me." <Br>
<br>
She walks past you without another word. Minutes later, she returns. A fresh set of plain clothes on her. She looks ready to leave.<br>
<</if>>
<<else>>
Emily looks at you, her patience visibly thin. "Anything else?"<br>
<</if>>
<br>
<<ActionsHeader>>
<<if $DennisDateMakeup is undefined>><<link "Point out she should wear some make-up" "EmilyDialogue">>
<<set $EmilyDialogue to "PersuadeMakeup">>
<<set $DennisDateMakeup to true>>
<<SetFlag "EmilyOnDateHelped">>
<<if $EmilyStateCurrent lt 3>><<SiblingBond -1>><<else>><<SiblingBond 1>><</if>>
<</link>><br><</if>>
<<if $DennisDateDressup is undefined>><<link "Point out she should dress up" "EmilyDialogue">>
<<set $EmilyDialogue to "PersuadeDressup">>
<<set $DennisDateDressup to true>>
<<SetFlag "EmilyOnDateHelped">>
<<if $EmilyStateCurrent lt 3>><<SiblingBond -1>><<else>><<SiblingBond 1>><</if>>
<</link>><br><</if>>
<<NPCHairIs "Emily" "blonde">>
<<if $DennisDateBlonde is undefined and _NPCHairIs is false>><<link "Point out she should try going blonde" "EmilyDialogue">>
<<set $EmilyDialogue to "PersuadeBlonde">>
<<set $DennisDateBlonde to true>>
<<SetFlag "EmilyOnDateHelped">>
<<if $EmilyStateCurrent lt 3>><<SiblingBond -1>><<else>><<SiblingBond 1>><</if>>
<</link>><br><</if>>
<<link "Tell her that she’s ready to go" "EmilyDialogue">>
<<set $EmilyDialogue to "DennisDateReady">>
<<NPCHairIs "Emily" "blonde">>
<<SetFlag "EmilyOnDateHelped">>
<<if _NPCHairIs is true>><<EmilyOnDateSatisfaction 1>><</if>>
<<TimeChange>>
<</link>>You step up to the fridge, casting your eyes over a calendar pinned to the door. Picking up a pen, you make some notes on things you've recently learned.<Br>
<br>
<center><img src="./images/Your_Home_calendar.png"></center><br>
<Br>
/* Hint filter bar: $CalendarFilter = undefined (everyone) / "None" (lessons only) / an npc id.
"None" needs no special handling in CalendarCell - it simply matches no hint's npc. */
<<set _npcSeen to []>>
<<for _hId, _hDef range setup.Hints>>
<<if ($PlayerCharacter.hints ?? []).includes(_hId) and !_npcSeen.includes(_hDef.npc)>>
<<run _npcSeen.push(_hDef.npc)>>
<</if>>
<</for>>
<<run _npcSeen.sort()>>
<b>Show:</b>
<<link "Everyone" "YourHomeCalendar">><<set $CalendarFilter to undefined>><</link>> |
<<link "No one" "YourHomeCalendar">><<set $CalendarFilter to "None">><</link>>
<<if _npcSeen.length gt 0>>
| <<set _CalendarFilterPick to (_npcSeen.includes($CalendarFilter) ? $CalendarFilter : _npcSeen[0])>><<listbox "_CalendarFilterPick" autoselect>><<optionsfrom _npcSeen>><</listbox>> <<link "Show selected" "YourHomeCalendar">><<set $CalendarFilter to _CalendarFilterPick>><</link>>
<</if>>
<br>
<<if $CalendarFilter is "None">>
<i>Showing lessons only.</i><br>
<<elseif $CalendarFilter isnot undefined>>
<i>Showing <<print $CalendarFilter>> only.</i><br>
<</if>>
<br>
<div class="calendarWrap">
<table class="calendarTable">
<thead>
<tr>
<th scope="col"></th>
<th scope="col" class="dayCol">Monday</th>
<th scope="col" class="dayCol">Tuesday</th>
<th scope="col" class="dayCol">Wednesday</th>
<th scope="col" class="dayCol">Thursday</th>
<th scope="col" class="dayCol">Friday</th>
<th scope="col" class="dayCol">Saturday</th>
<th scope="col" class="dayCol">Sunday</th>
</tr>
</thead>
<tbody>
/* Lessons are hand-placed (CalLesson); every cell also renders the active hints whose
setup.Hints calendar slots match that day/period (CalendarCell day period). */
<!-- Morning -->
<tr>
<th scope="row">Morning</th>
<td class="dayCol"><<CalLesson "Emily" "Maths" "Maths">><<CalendarCell 0 0>></td>
<td class="dayCol"><<CalLesson "Emily" "Geography" "Geography">><<CalendarCell 1 0>></td>
<td class="dayCol"><<CalLesson "Emily" "Maths" "Maths">><<CalendarCell 2 0>></td>
<td class="dayCol"><<CalLesson "Emily" "Biology" "Biology">><<CalendarCell 3 0>></td>
<td class="dayCol"><<CalLesson "Emily" "Business Studies" "BusinessStudies">><<CalendarCell 4 0>></td>
<td class="dayCol"><<CalendarCell 5 0>></td>
<td class="dayCol"><<CalendarCell 6 0>></td>
</tr>
<!-- Lunch -->
<tr>
<th scope="row">Lunch</th>
<td class="dayCol"><<CalLesson "Emily" "Lunch" "Kitchen">><<CalendarCell 0 1>></td>
<td class="dayCol"><<CalLesson "Emily" "Lunch" "Kitchen">><<CalendarCell 1 1>></td>
<td class="dayCol"><<CalLesson "Emily" "Lunch" "Kitchen">><<CalendarCell 2 1>></td>
<td class="dayCol"><<CalLesson "Emily" "Lunch" "Kitchen">><<CalendarCell 3 1>></td>
<td class="dayCol"><<CalLesson "Emily" "Lunch" "Kitchen">><<CalendarCell 4 1>></td>
<td class="dayCol"><<CalendarCell 5 1>></td>
<td class="dayCol"><<CalendarCell 6 1>></td>
</tr>
<!-- Afternoon -->
<tr>
<th scope="row">Afternoon</th>
<td class="dayCol"><<CalLesson "Emily" "Physical Education" "PE">><<CalendarCell 0 2>></td>
<td class="dayCol"><<CalLesson "Emily" "Biology" "Biology">><<CalendarCell 1 2>></td>
<td class="dayCol"><<CalLesson "Emily" "Business Studies" "BusinessStudies">><<CalendarCell 2 2>></td>
<td class="dayCol"><<CalLesson "Emily" "Geography" "Geography">><<CalendarCell 3 2>></td>
<td class="dayCol"><<CalLesson "Emily" "Physical Education" "PE">><<CalendarCell 4 2>></td>
<td class="dayCol"><<CalendarCell 5 2>></td>
<td class="dayCol"><<CalendarCell 6 2>></td>
</tr>
<!-- Evening -->
<tr>
<th scope="row">Evening</th>
<td class="dayCol"><<CalendarCell 0 3>></td>
<td class="dayCol"><<CalendarCell 1 3>></td>
<td class="dayCol"><<CalendarCell 2 3>></td>
<td class="dayCol"><<CalendarCell 3 3>></td>
<td class="dayCol"><<CalendarCell 4 3>></td>
<td class="dayCol"><<CalendarCell 5 3>></td>
<td class="dayCol"><<CalendarCell 6 3>></td>
</tr>
<!-- Night -->
<tr>
<th scope="row">Night</th>
<td class="dayCol"><<CalendarCell 0 4>></td>
<td class="dayCol"><<CalendarCell 1 4>></td>
<td class="dayCol"><<CalendarCell 2 4>></td>
<td class="dayCol"><<CalendarCell 3 4>></td>
<td class="dayCol"><<CalendarCell 4 4>></td>
<td class="dayCol"><<CalendarCell 5 4>></td>
<td class="dayCol"><<CalendarCell 6 4>></td>
</tr>
</tbody>
</table>
</div>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><</link>><<switch $YourHomeTaxi>>
<<case undefined>>
<<Weekend>><<NPCLocationCheck "Emily">>
<<if _Weekend is false and setup.period[$periodCurrent] is "Morning" and $current.avatar is "Emily" and _NPCLocationCheck is "YourHome">>
You pick up the phone from the receiver and begin to dial, only to catch Emily's narrowed eyes. "Who are you calling?"<br>
<br>
"I was just phoning a taxi," you reply, putting the receiver back and trying to keep your tone casual.<br>
<br>
Emily's expression hardens. "Like me? On a school day?" She crosses her arms, her voice sharp.<br>
<br>
"It's easier to be you, sometimes," you explain. "I get a different reaction."<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
"I bet," Emily stares, glaring. Shaking her head, she gets up. "Fine. One of us has to sit in lessons."<br>
<<else>>
"That doesn't matter," Emily says with frustration. Shaking her head, she gets up. "I guess I'm doing lessons today, then."<br>
<</if>>
<br>
She opens the door. "Enjoy your day. As me."<br>
<br>
The front door slams. You're left alone.<br>
<br>
<<ActionsHeader>>
<<link "Call a taxi" "YourHomeTaxi">><<SiblingBond -1>><<SetNPCLocation "Emily" $dayCurrent $periodCurrent "">><<set $EmDay to "school">><</link>>
<<else>>
You pick up the phone from the receiver on the wall and dial the number of Charlton Taxis. After a few rings, a gruff voice barks a greeting down the line. “Charlton Taxis. Where you going?”<br>
<<GetPCState "job">>
<<if _job is "Fired">><br>The thought crosses your mind if you really need to order a taxi. This will cost you money and given your lack of job, you wonder if this really is the best use of your limited means.<br><</if>>
<br>
<<ActionsHeader>>
<<QuestState "Quest33">>
<<if $current.avatar is "Heather" and _QuestState is 0>><<link "Tell him the Holloway residence on Toemead Close" "YourHomeTaxi">><<set $YourHomeTaxi to "ToemeadClose">><<set $TaxiDesintation to "ToemeadClose">><</link>><br><</if>>
<<LocationKnownCheck "MistyFalls">>
<<if _LocationKnownCheck is true and $current.avatar isnot "Tandi">><<if $current.avatar is "Heather">><s>Tell him Misty Falls caravan park</s> - <i>You need to go to Heather's babysitting job</i><br><<else>><<link "Tell him Misty Falls caravan park" "YourHomeTaxi">><<set $YourHomeTaxi to "MistyFalls">><<set $TaxiDesintation to "MistyFalls">><</link>><br><</if>><</if>>
<<LocationKnownCheck "CountryClub">>
<<if _LocationKnownCheck is true and $current.avatar isnot "Tandi">><<if $current.avatar is "Heather">><s>Tell him the Charlton Country Club</s> - <i>You need to go to Heather's babysitting job</i><br><<else>><<link "Tell him the Charlton Country Club" "YourHomeTaxi">><<set $YourHomeTaxi to "CountryClub">><<set $TaxiDesintation to "CountryClub">><</link>><br><</if>><</if>>
<<LocationKnownCheck "AceOfHearts">>
<<if _LocationKnownCheck is true and setup.period[$periodCurrent] is "Evening">><<if $current.avatar is "Heather">><s>Tell him The Ace of Hearts</s> - <i>You need to go to Heather's babysitting job</i><br><<elseif _CurrentPC isnot true and !["Emily", "Tandi", "Andrea", "Jennifer", "Annie", "Florence", "Charli"].includes($current.avatar)>><s>Tell him The Ace of Hearts</s> - <i>You shouldn't go looking like that</i><br><<elseif ["Andrea", "Jennifer", "Annie", "Florence", "Charli"].includes($current.avatar)>><<link "Tell him The Ace of Hearts" "YourHomeTaxi">><<set $YourHomeTaxi to "AceOfHeartsPause">><</link>><br><<else>><<link "Tell him The Ace of Hearts" "YourHomeTaxi">><<set $YourHomeTaxi to "AceOfHearts">><<set $TaxiDesintation to "AceOfHearts">><</link>><br><</if>><</if>>
<<LocationKnownCheck "FatGordonsCircus">>
<<if _LocationKnownCheck is true and $current.avatar isnot "Tandi">><<if $current.avatar is "Heather">><s>Tell him Fat Gordon's Carnival</s> - <i>You need to go to Heather's babysitting job</i><br><<else>><<link "Tell him Fat Gordon's Carnival" "YourHomeTaxi">><<set $YourHomeTaxi to "FatGordonsCircus">><<set $TaxiDesintation to "FatGordonsCircus">><</link>><br><</if>><</if>>
<<LocationKnownCheck "HudsonFarm">><<HudsonInvite>>
<<if _HudsonInvite is true and _LocationKnownCheck is true and $current.avatar is "Emily" and setup.period[$periodCurrent] is "Morning" and setup.days[$dayCurrent] is "Saturday">><<link "Tell him the Hudson Farm" "YourHomeTaxi">><<set $YourHomeTaxi to "HudsonFarm">><<set $TaxiDesintation to "HudsonFarm">><</link>><br><</if>>
<<link "Hang up the phone and return to the living room" "YourHome">><</link>>
<</if>>
<<case "MistyFalls">>
“Misty Falls caravan park,” you reply.<Br>
<Br>
There’s a sigh on the other end. “That’s pretty far. You got the cash?”<Br>
<br>
“Yes,” you reply.<br>
<br>
Another sigh. “What’s the address?”<br>
<br>
You tell him your address and he tells you that a taxi will arrive in about ten minutes. “Be ready,” he warns you. “Or the driver will move on.”<br>
<br>
Sure enough, ten minutes later you hear an angry beep from a car outside. You gather yourself, then step out into the cold autumn air. A run-down petrol-powered sedan waits outside, the logo of Charlton Taxis crudely stencilled on the side, along with a number.<br>
<br>
<<TaxiCabTakenCheck>>
<<if _TaxiCabTakenCheck is true and $current.female is true>>
You walk over and get into the back of a taxi. The same driver looks back at you in his mirror, his eyes lingering over your body. “Hello again love. You going to the caravan park?”<br>
<Br>
You nod and politely smile. “Yes please.”<Br>
<br>
He smirks, eyes not wavering from your body. “Righteo. Get you there in a jiffy.”<Br>
<<elseif _TaxiCabTakenCheck is true>>
You walk over and get into the back of a taxi. The same driver looks back at you in his mirror with disinterest. “Misty Falls?”<br>
<Br>
You nod and politely smile. “Yes please.”<br>
<br>
He nods and pulls away, paying you little attention.<br>
<<elseif $current.female is true>>
You walk over and get into the back of a taxi. A gruff and fat middle-aged man looks back at you in his mirror, his eyes lingering over your body. “You going to the caravan park, love?”<br>
<Br>
You nod and politely smile. “Yes please.”<Br>
<Br>
He smirks, eyes not wavering from your body. “Righteo. Get you there in a jiffy.”<Br>
<<else>>
You walk over and get into the back of a taxi. A gruff and fat middle-aged man looks back at you in his mirror with disinterest. “Misty Falls?”<br>
<br>
You nod and politely smile. “Yes please.”<br>
<Br>
He nods and pulls away, paying you little attention.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Sit back in the taxi" "TaxiCabRide">><<set $YourHomeTaxi to undefined>><<TaxiCabTaken>><</link>>
<<case "FatGordonsCircus">>
“Fat Gordon's circus,” you reply.<Br>
<Br>
There’s a sigh on the other end. “That’s pretty far. You got the cash?”<Br>
<br>
“Yes,” you reply.<br>
<Br>
Another sigh. “What’s the address?”<br>
<br>
You tell him your address and he tells you that a taxi will arrive in about ten minutes. “Be ready,” he warns you. “Or the driver will move on.”<br>
<br>
Sure enough, ten minutes later you hear an angry beep from a car outside. You gather yourself, then step out into the cold autumn air. A run-down petrol-powered sedan waits outside, the logo of Charlton Taxis crudely stencilled on the side, along with a number.<br>
<br>
<<TaxiCabTakenCheck>>
<<if _TaxiCabTakenCheck is true and $current.female is true>>
You walk over and get into the back of a taxi. The same driver looks back at you in his mirror, his eyes lingering over your body. “Hello again love. You going to the circus?”<br>
<Br>
You nod and politely smile. “Yes please.”<Br>
<br>
He smirks, eyes not wavering from your body. “Righteo. Get you there in a jiffy.”<Br>
<<elseif _TaxiCabTakenCheck is true>>
You walk over and get into the back of a taxi. The same driver looks back at you in his mirror with disinterest. “Fat Gordon's circus?”<br>
<Br>
You nod and politely smile. “Yes please.”<br>
<br>
He nods and pulls away, paying you little attention.<br>
<<elseif $current.female is true>>
You walk over and get into the back of a taxi. A gruff and fat middle-aged man looks back at you in his mirror, his eyes lingering over your body. “You going to the circus, love?”<br>
<Br>
You nod and politely smile. “Yes please.”<Br>
<Br>
He smirks, eyes not wavering from your body. “Righteo. Get you there in a jiffy.”<Br>
<<else>>
You walk over and get into the back of a taxi. A gruff and fat middle-aged man looks back at you in his mirror with disinterest. “Fat Gordon's Circus?”<br>
<br>
You nod and politely smile. “Yes please.”<br>
<Br>
He nods and pulls away, paying you little attention.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Sit back in the taxi" "TaxiCabRide">><<set $YourHomeTaxi to undefined>><<TaxiCabTaken>><</link>>
<<case "CountryClub">>
“The Charlton Country Club,” you reply.<br>
<Br>
There is a marked change in the tone of the voice on the other end. “Right you are. What’s the address?”<br>
<br>
You tell him your address and he tells you that a taxi will arrive in about ten minutes. “We’ll be waiting for you,” he says with a chirp.<br>
<br>
Sure enough, ten minutes later you hear a beep from a car outside. You gather yourself, then step out into the cold autumn air. A run-down petrol-powered sedan waits outside, the logo of Charlton Taxis crudely stencilled on the side, along with a number.<br>
<br>
<<TaxiCabTakenCheck>>
<<if _TaxiCabTakenCheck is true and $current.female is true>>
You walk over and get into the back of a taxi. The same driver looks back at you in his mirror, his eyes lingering over your body. “Hello again love. You going to the country club?”<br>
<br>
You nod and politely smile. “Yes please.”<br>
<br>
He smirks, eyes not wavering from your body. "Righteo. Get you there in a jiffy."<br>
<<elseif _TaxiCabTakenCheck is true>>
You walk over and get into the back of a taxi. The same driver looks back at you in his mirror with disinterest. “Charlton Country Club?”<br>
<Br>
You nod and politely smile. “Yes please.”<br>
<Br>
He nods and pulls away, paying you little attention.<br>
<<elseif $current.female is true>>
You walk over and get into the back of a taxi. A gruff and fat middle-aged man looks back at you in his mirror, his eyes lingering over your body. “You going to the country club, love?”<br>
<Br>
You nod and politely smile. “Yes please.”<br>
<br>
He smirks, eyes not wavering from your body. “Righteo. Get you there in a jiffy.”<br>
<<else>>
You walk over and get into the back of a taxi. A gruff and fat middle-aged man looks back at you in his mirror with disinterest. “Charlton Country Club?”<Br>
<Br>
You nod and politely smile. “Yes please.”<br>
<Br>
He nods and pulls away, paying you little attention.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Sit back in the taxi" "TaxiCabRide">><<set $YourHomeTaxi to undefined>><<TaxiCabTaken>><</link>>
<<case "AceOfHeartsPause">>
The words are on your tongue when you pause, considering what you are about to do.<br>
<br>
You glance in the mirror near the phone. Seeing the face looking back at you. Whatever happens at Hearts tonight happens to her. Whatever you do, whoever sees you. Her reputation. Her life in this town. If you step foot in there, it's your reputation. If you go as Emily, well, you can deal with that. But is this the one step too far?<br>
<br>
“Hello?” the voice on the other end prompts. “Where to, love?”<br>
<br>
<<ActionsHeader>>
<<link "Tell him The Ace of Hearts" "YourHomeTaxi">><<Greedy 1>><<set $YourHomeTaxi to "AceOfHearts">><<set $TaxiDesintation to "AceOfHearts">><</link>><br>
<<link "Hang up" "YourHome">><<set $YourHomeTaxi to undefined>><</link>>
<<case "AceOfHearts">>
“Ace of Hearts,” you reply.<Br>
<Br>
There is a marked change in the tone of the voice on the other end. One full of smugness. “Sure. What’s the address?”<br>
<br>
You tell him your address and he tells you that a taxi will arrive in about ten minutes. “We’ll be waiting for you,” he says slyly.<br>
<br>
Sure enough, ten minutes later you hear a beep from a car outside. You gather yourself, then step out into the cold autumn air. A run-down petrol-powered sedan waits outside, the logo of Charlton Taxis crudely stencilled on the side, along with a number.<br>
<br>
<<TaxiCabTakenCheck>>
<<if _TaxiCabTakenCheck is true and $current.female is true>>
You walk over and get into the back of a taxi. The same driver looks back at you in his mirror, his eyes lingering over your body. “Hello again love. Ace of Hearts?”<br>
<Br>
You nod and politely smile. “Yes please.”<br>
<br>
He smirks, eyes not wavering from your body. “Righteo. Hearts covers your fare. No charge.”<br>
<<elseif _TaxiCabTakenCheck is true>>
You walk over and get into the back of a taxi. The same driver looks back at you in his mirror with disinterest. “Ace of Hearts?”<Br>
<Br>
You nod and politely smile. “Yes please.”<br>
<br>
He nods and pulls away, paying you little attention.<br>
<<elseif $current.female is true>>
You walk over and get into the back of a taxi. A gruff and fat middle-aged man looks back at you in his mirror, his eyes lingering over your body. “Ace of Hearts, love?”<br>
<Br>
You nod and politely smile. “Yes please.”<br>
<Br>
He smirks, eyes not wavering from your body. “Righteo. Hearts covers your fare. No charge.”<br>
<<else>>
You walk over and get into the back of a taxi. A gruff and fat middle-aged man looks back at you in his mirror with disinterest. “Ace of Hearts?”<br>
<Br>
You nod and politely smile. “Yes please.”<bR>
<br>
He nods and pulls away, paying you little attention. <br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Sit back in the taxi" "TaxiCabRide">><<set $YourHomeTaxi to undefined>><<TaxiCabTaken>><</link>>
<<case "HudsonFarm">>
“The Hudson Farm,” you reply.<Br>
<Br>
There’s a sigh on the other end. “Bit of a way out. Last time we went out there, the cab got caked in horse shit. You got the cash?”<Br>
<br>
“Yes,” you reply.<br>
<br>
Another sigh. “What’s the address?”<br>
<br>
You tell him your address and he tells you that a taxi will arrive in about ten minutes. “Be ready,” he warns you. “Or the driver will move on.”<br>
<br>
Sure enough, ten minutes later you hear an angry beep from a car outside. You gather yourself, then step out into the cold autumn air. A run-down petrol-powered sedan waits outside, the logo of Charlton Taxis crudely stencilled on the side, along with a number.<br>
<br>
<<TaxiCabTakenCheck>>
<<if _TaxiCabTakenCheck is true>>
You walk over and get into the back of a taxi. The same driver looks back at you in his mirror, his eyes lingering over your body. “Hello again love. You going to the Hudson Farm?”<br>
<Br>
You nod and politely smile. “Yes please.”<Br>
<br>
He smirks, eyes not wavering from your body. “Righteo. Get you there in a jiffy.”<Br>
<<else>>
You walk over and get into the back of a taxi. A gruff and fat middle-aged man looks back at you in his mirror, his eyes lingering over your body. “You going to the Hudson Farm, love?”<br>
<Br>
You nod and politely smile. “Yes please.”<Br>
<Br>
He smirks, eyes not wavering from your body. “Righteo. Get you there in a jiffy.”<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Sit back in the taxi" "TaxiCabRide">><<set $YourHomeTaxi to undefined>><<TaxiCabTaken>><</link>>
<<case "ToemeadClose">>
"The Holloway residence," you reply. "On Toemead Close."<br>
<br>
There is a sigh on the other end. "That's not far. Can't walk, can you? You got the cash?"<br>
<br>
"Yes," you reply.<br>
<br>
Another sigh. "Fine. What's the address?"<br>
<br>
You tell him your address and he tells you that a taxi will arrive in about ten minutes. "Be ready," he warns you. "Or the driver will move on."<br>
<br>
Sure enough, ten minutes later you hear an angry beep from a car outside. You gather yourself, then step out into the cold autumn air. A run-down petrol-powered sedan waits outside, the logo of Charlton Taxis crudely stencilled on the side, along with a number.<br>
<br>
<<TaxiCabTakenCheck>>
<<if _TaxiCabTakenCheck is true>>
You walk over and get into the back of a taxi. The same driver looks back at you in his mirror, his eyes lingering over your body. "Hello love. You going to Toemead Close?"<br>
<br>
Trying to avoid his eyes, you look down at the floor of the cab. "Yes please."<br>
<br>
He smirks, eyes not wavering from your body. "Righteo. Get you there in a jiffy."<br>
<<else>>
You walk over and get into the back of a taxi. A gruff and fat middle-aged man looks back at you in his mirror, his eyes lingering over your body. "You going to Toemead Close, love?"<br>
<br>
Trying to avoid his eyes, you look down at the floor of the cab. "Yes please."<br>
<br>
He smirks, eyes not wavering from your body. "Righteo. Get you there in a jiffy."<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Sit back in the taxi" "TaxiCabRide">><<set $YourHomeTaxi to undefined>><<set $TaxiCabRide to "HeatherPC">><<TaxiCabTaken>><</link>>
<</switch>><<switch $YourHomeRedRoomPreparation>>
<<case undefined>>
You consider all you've learned about the Red Room. The people who go there and the things that are implied. You wonder if you should go alone or take someone with you. And if you do decide to go with someone, who could you take?<br>
<Br>
<I>Who would you want to take?</i><Br>
<Br>
<<ActionsHeader>>
<<if $current.avatar is "Emily">>
<<RedRoomCompanionCheck "Michelle">>
<<if _RedRoomCompanionCheck is true>><<link "Call Michelle" "YourHomeRedRoomPreparation">><<set $YourHomeRedRoomPreparation to "MichelleAsEmily">><</link>><br><</if>>
<<RedRoomCompanionCheck "Britney">>
<<if _RedRoomCompanionCheck is true>>
<<if $PlayerCharacter.cheerleader is true or setup.days[$dayCurrent] is "Saturday">>
<<link "Call Britney" "YourHomeRedRoomPreparation">><<set $YourHomeRedRoomPreparation to "BritneyAsEmily">><</link>><br>
<<else>>
<s>Call Britney</s> - <i>Britney will only go with you to the Red Room on Saturdays.</i><br>
<</if>>
<</if>>
<<RedRoomCompanionCheck "Annie">>
<<if _RedRoomCompanionCheck is true>>
<<Checkrelationship "Annie">>
<<if _relationship is 0>><s>Call Annie</s> - <i>Annie probably doesn't want to go anywhere with you.</i><br>
<<else>><s>Call Annie</s> - <i>Annie is expecting to go with you as yourself.</i><br><</if>>
<</if>>
<<RedRoomCompanionCheck "MichellePC">>
<<if _RedRoomCompanionCheck is true and $current.female is false>>
<<RedRoomCompanionCheck "Michelle">>
<<if _RedRoomCompanionCheck is false>><s>Call Michelle</s> - <i>Michelle is expecting to go with you as yourself.</i><br><</if>>
<</if>>
<<elseif _CurrentPC is true>>
<<RedRoomCompanionCheck "Annie">>
<<if _RedRoomCompanionCheck is true>>
<<Checkrelationship "Annie">>
<<if _relationship is 0>><s>Call Annie</s> - <i>Annie probably doesn't want to go anywhere with you.</i><br>
<<else>><<link "Call Annie" "YourHomeRedRoomPreparation">><<set $YourHomeRedRoomPreparation to "AnnieAsYourself">><</link>><br><</if>>
<</if>>
<<RedRoomCompanionCheck "MichellePC">>
<<if _RedRoomCompanionCheck is true and $current.female is false>><<link "Call Michelle" "YourHomeRedRoomPreparation">><<set $YourHomeRedRoomPreparation to "MichelleAsYourself">><</link>><br><</if>>
<<RedRoomCompanionCheck "Michelle">>
<<if _RedRoomCompanionCheck is true>>
<<RedRoomCompanionCheck "MichellePC">>
<<if _RedRoomCompanionCheck is false>><s>Call Michelle</s> - <i>Michelle is expecting to go with Emily.</i><br><</if>>
<</if>>
<<RedRoomCompanionCheck "Britney">>
<<if _RedRoomCompanionCheck is true>><s>Call Britney</s> - <i>Britney is expecting to go with Emily</i><br><</if>>
<</if>>
<<QuestState "Quest39">><<QuestStatus "Quest39">><<QuestOptionCheck "Quest39" 1 "emily_agreed">><<NPCLocationCheck "Emily">>
<<if _QuestState is 1 and _QuestStatus is "active" and _QuestOptionCheck is true and _NPCLocationCheck is "YourHome">>
<<if _CurrentPC is true>>
<<link "Ask Emily to go with you" "YourHomeRedRoomPreparation">><<set $YourHomeRedRoomPreparation to "EmilyTakeBracelet">><</link>><br>
<<elseif $current.avatar is "Emily">>
<s>Ask Emily to go with you</s> - <i>You can’t go to the Red Room with Emily whilst transformed as her</i><br>
<</if>>
<</if>>
<<link "Phone a cab and go on your own" "YourHomeRedRoomPreparation">><<set $YourHomeRedRoomPreparation to "GoOnOwn">><</link>><br>
<<link "Decide against it and return to the living room" "YourHome">><</link>>
<<case "MichelleAsEmily">>
You pick up the phone from the receiver on the wall and hit the speed dial for Michelle. After two rings you hear an older woman’s voice answer on the other end. “Hello?”<bR>
<BR>
“Hi there,” you say. “Is Michelle there?”<Br>
<bR>
The answer is warm and friendly. “Sure. Is that you Emily? I’ll just go get her.”<Br>
<bR>
The line goes silent for a long moment, then you hear another receiver being picked up. “You can hang up now, mother!” you hear Michelle’s familiar voice yell in the background.<Br>
<BR>
Another click of a phone hanging up. Then, Michelle’s voice. “Em?”<Br>
<bR>
“Hey,” you reply. “I was wondering if you wanted to go out tonight. To the place we talked about.”<Br>
<Br>
You can almost picture Michelle grinning. “Absolutely,” she says, a sing-song tone to her voice. Then, in hushed tones: “I’ll tell my parents I’m coming over to study, like we talked about. Your <<Sibling>> isn’t at home, are they?”<Br>
<Br>
“No,” you say. However strange your situation is, at least you don’t need to sneak out of the house. <Br>
<Br>
“This is going be such fun!” you hear Michelle whisper down the phone. “Put on something scandalous, Em. Wear some make-up, too. The Red Room isn’t a place to go with your day look.”<Br>
<Br>
Saying goodbye, you hang up the phone heeding Michelle’s words. You’re not sure what the dress code will be, but you don’t want to go all the way there and be turned away at the door.<Br>
<Br>
You consider your options. If you are going to change, you should look through your wardrobe. Not to mention, applying a little make-up.<Br>
<Br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">>
<<SetFlag "WaitForMichelleRedRoom">><<SetFlag "PCWardrobeKnown">><<set $YourHomeRedRoomPreparation to undefined>><<DailyVariableAdd "RedRoomPartnerActive">>
<</link>>
<<case "MichelleAsYourself">>
You pick up the phone from the receiver on the wall and hit the speed dial for Michelle. After two rings you hear an older woman’s voice answer on the other end. “Hello?”<bR>
<br>
“Hi there,” you say. “Is Michelle there?”<Br>
<Br>
The answer is cautious. “Can I ask who’s calling?”<Br>
<Br>
“It’s <<TrueName "Current">>. Emily’s brother.”<Br>
<Br>
With the recognition, the voice grows warmer. “Oh! You’re picking Michelle up for her studies this evening, aren’t you? Thank you so much. Michelle is struggling a little with her classes. We keep losing her in idle daydreams when she’s at her desk here.”<bR>
<bR>
“Mother!” you hear Michelle’s voice.<br>
<Br>
The line goes silent for a long moment, then you hear another phone being picked up. Michelle’s voice. “Hi?”<br>
<Br>
“Hey,” you reply. “I was wondering if you’re free tonight. You could show me that place we talked about.” You avoid using the word ‘date’.<Br>
<Br>
“Absolutely,” she says, her attempts to be nonchalant not entirely convincing. “Of course I’ll be ready in an hour to be picked up. I can’t wait for my study session.”<Br>
<Br>
The way she says the last words are laced with subtext. You wonder if her parents are listening, and if so, how ignorant they really are. <Br>
<Br>
“I hope I don’t need to tell you this, <<TrueName "Current">>,” Michelle continues, now whispering. “But you should put on something nice. The Red Room isn’t McTafey’s bar, after all.”<Br>
<Br>
You say goodbye and hang up the phone, heeding Michelle’s words. You’re not sure what the dress code will be, but you don’t want to go all the way there and be turned away at the door.<Br>
<Br>
You consider your options. If you are going to change, you should look through your wardrobe. <Br>
<Br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">>
<<SetFlag "PickUpMichelleRedRoom">><<SetFlag "PCWardrobeKnown">><<set $YourHomeRedRoomPreparation to undefined>>
<<DailyVariableAdd "RedRoomPartnerActive">>
<</link>>
<<case "BritneyAsEmily">>
You pick up the phone from the receiver on the wall and dial Britney’s number. After four rings you hear a female voice appear on the other end. “Yes? Hudson farm.”<br>
<BR>
“Hi there,” you say. “Is Britney home?”<bR>
<bR>
The answer is clipped. “May I ask who's calling?”<BR>
<BR>
“Emily,” you reply. “From school.”<br>
<Br>
<<if $PlayerCharacter.cheerleader is true>>
“Ah, the new head cheerleader,” you hear the voice say. “Of course. One second.”<Br>
<<else>>
“Hmm,” you hear the voice say. “One second.”<br>
<</if>>
<BR>
The line goes silent for a long moment, then you hear another receiver being picked up. “I’ve got it, mum!” you hear Britney’s familiar voice yell in the background.<br>
<br>
Another click of a phone hanging up. Then, Britney’s voice. Whispered. “Em?”<br>
<Br>
“Hey,” you reply. “I was wondering if you wanted to go out tonight. To the place we talked about.”<Br>
<Br>
You hear Britney giggle down the phone. “Okay,” she says, voice lowered. “Give me an hour to sneak over. I’ll have to pretend I’m going to sleep early. Then I’ll climb down over the barn.”<Br>
<Br>
That almost causes a laugh. However strange your situation is, at least you don’t need to sneak out of the house.<bR>
<Br>
“Wear something nice,” Britney whispers. “And put on make-up. We’ve got to make sure we get in.”<Br>
<br>
You say goodbye and hang up the phone, heeding Britney’s words. You’re not sure what the dress code will be, but you don’t want to go all the way there and be turned away at the door.<BR>
<Br>
You consider your options. If you are going to change, you should look through your wardrobe. Not to mention, applying a little make-up.<Br>
<Br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">>
<<SetFlag "WaitForBritneyRedRoom">><<SetFlag "PCWardrobeKnown">><<set $YourHomeRedRoomPreparation to undefined>>
<<DailyVariableAdd "RedRoomPartnerActive">>
<</link>>
<<case "AnnieAsYourself">>
<<NPCLocationCheck "Annie">>
<<if _NPCLocationCheck is "AnniesApartment">>
You pick up the phone from the receiver on the wall and dial Annie’s number. After three rings you hear Annie’s voice come through the speaker. “Hello?”<BR>
<br>
“Hey Annie,” you reply. “It’s <<TrueName "Current">>.”<br>
<br>
“Oh, hey!” she says, with enthusiasm. “This is a nice surprise.”<br>
<br>
“I was wondering if you’d like to go out tonight. Like we discussed.”<br>
<br>
There is a tittering from down the line. “The Red Room? I’d love to. Give me an hour. I’ll come over to your place and we’ll order a taxi. Make sure you’re dressed to impress!”<br>
<Br>
You say goodbye and hang up the phone, heeding Annie’s words. You’re not sure what the dress code will be, but you don’t want to go all the way there and be turned away at the door.<Br>
<br>
<I>Not to mention, you want to look nice for Annie, don’t you?</i><Br>
<br>
<<if $PlayerCharacter.female is true>>You consider your options. If you are going to change, you should look through your wardrobe. Not to mention, applying a little make-up.<Br>
<<else>>You consider your options. If you are going to change, you should look through your wardrobe.<</if>><Br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">>
<<SetFlag "WaitForAnnieRedRoom">><<SetFlag "PCWardrobeKnown">>
<<if $PlayerCharacter.female is true>><<SetFlag "PCVanityTableKnown">><</if>>
<<set $YourHomeRedRoomPreparation to undefined>>
<<DailyVariableAdd "RedRoomPartnerActive">>
<</link>>
<<else>>
You pick up the phone from the receiver on the wall and dial Annie’s number. You let it ring a dozen times before hanging up. It seems Annie is out. You’ll have to try another time.<bR>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<set $YourHomeRedRoomPreparation to undefined>><</link>>
<</if>>
<<case "GoOnOwn">>
You pick up the phone from the receiver on the wall and dial the number of Charlton Taxis. After a few rings, a gruff voice barks a greeting down the line. “Charlton Taxis. Where you going?”<Br>
<Br>
<<GetPCState "job">>
<<if _job is "Fired">>
The thought crosses your mind if you really need to order a taxi. This will cost you money and given your lack of job, you wonder if this really is the best use of your limited means.<br>
<br>
<</if>>
“The Red Room, please,” you reply.<bR>
<Br>
There’s a snort from the other end. “Sure. What’s your address?”<br>
<Br>
You tell him your address and he tells you that a taxi will arrive in about ten minutes. “Be ready,” he warns you. “Or the driver will move on.”<Br>
<br>
<<if $current.female is true>>There is a click as the phone is hung up. You have minutes to prepare before the taxi arrives. You consider your options. If you are going to change, you should look through your wardrobe. Not to mention, applying a little make-up.<Br>
<<else>>There is a click as the phone is hung up. You have minutes to prepare before the taxi arrives. You consider your options. If you are going to change, you should look through your wardrobe.<Br><</if>>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">>
<<SetFlag "WaitForTaxiRedRoom">><<SetFlag "PCWardrobeKnown">>
<<if $PlayerCharacter.female is true>><<SetFlag "PCVanityTableKnown">><</if>>
<<set $YourHomeRedRoomPreparation to undefined>>
<<DailyVariableAdd "RedRoomPartnerActive">>
<</link>>
<<case "EmilyTakeBracelet">>
You look over to Emily and smile. “Do you want to go to the Red Room to see Tandi?”<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
Emily gives you the briefest smirk, then leaps up and runs towards the stairs. “Give me ten minutes. I can’t go dressed like this.”<br>
<<else>>
Emily gives you a sceptical look, then sighs as she stands. “Sure.” She heads up the stairs, passing you as she goes. “I guess I should change. Can’t go to the Red Room like this.”<br>
<</if>>
<br>
When you hear Emily’s bedroom door shut, you move to the phone and dial the number of Charlton Taxis. After a few rings, a gruff voice barks a greeting down the line. “Charlton Taxis. Where you going?”<br>
<br>
<<GetPCState "job">>
<<if _job is "Fired">>
The thought crosses your mind if you really need to order a taxi. This will cost you money and given your lack of job, you wonder if this really is the best use of your limited means.<br>
<br>
<</if>>
“The Red Room, please,” you reply.<br>
<br>
There’s a snort from the other end. “Sure. What’s your address?”<br>
<br>
You tell him your address and he tells you that a taxi will arrive in about ten minutes. “Be ready,” he warns you. “Or the driver will move on.”<br>
<br>
<<if $current.female is true>>There is a click as the phone is hung up. You have minutes to prepare before the taxi arrives. You consider your options. If you are going to change, you should look through your wardrobe. Not to mention, applying a little make-up.<Br>
<<else>>There is a click as the phone is hung up. You have minutes to prepare before the taxi arrives. You consider your options. If you are going to change, you should look through your wardrobe.<Br><</if>>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">>
<<SetFlag "WaitForEmilyRedRoom">><<SetFlag "PCWardrobeKnown">>
<<if $PlayerCharacter.female is true>><<SetFlag "PCVanityTableKnown">><</if>>
<<set $YourHomeRedRoomPreparation to undefined>>
<<DailyVariableAdd "RedRoomPartnerActive">>
<</link>>
<</switch>><<switch $YourHomeRedRoomWait>>
<<case "MichelleWait">>
<<NPCLocationCheck "Emily">>
<<if _NPCLocationCheck is "YourHome">>
You stand by the door, watching the clock and trying to hide behind the stairs out of sight of Emily, who sits on the sofa. Try as you might though, she notices you lingering.<Br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is undefined or _CurrentOutfit is "Jeans">>
“What are you doing?” she asks you, casting a frown as she catches your eye.<br>
<Br>
“I’m just waiting for a taxi,” you tell her. “I’ve got a few things I need to take a look at.”<br>
<br>
She gives you a look, but shrugs and returns back to watching TV.<br>
<<elseif _CurrentOutfit is "Dress">>
“You look nice,” she tells you, her eyes narrowed as she catches your eye. “Going out?”<br>
<br>
“Just waiting for a taxi,” you tell her. “I’ve got a few things I need to do.”<br>
<Br>
She gives you a weary look, her eyes drifting over your bare legs. But after a long beat, she just raises an eyebrow. “Must be a nice place,” she says, turning back to the TV. Not for the first time, you are shocked at how quickly you and Emily have become accustomed to you wearing her body.<Br>
<<elseif _CurrentOutfit is "Skirt">>
“You’re going out like that?” she exclaims as she catches your eye.<Br>
<br>
“Yeah, just waiting for a taxi,” you tell her. “I’ve got to go somewhere.”<Br>
<Br>
“And where exactly are you going?” she says with irritation. “Don’t you think I deserve to know, given who you look like?”<br>
<Br>
“It’s important, Em,” you say. “For the investigation.”<br>
<br>
Emily snorts at your comment, rolling her eyes. “It always is.” Her eyes linger on your exposed legs, and how your top reveals your breasts. “Just remember who people will see when they look at you.”<br>
<Br>
With a last look at your clothes, she turns back to the TV. Not for the first time, you are shocked at how quickly you and Emily have become accustomed to you wearing her body.<Br>
<<elseif _CurrentOutfit is "Cheerleader">>
“Little late for cheerleader practice?” she queries when she catches your eye.<Br>
<bR>
“I’m running late,” you tell her. “Just ordered a taxi.”<BR>
<Br>
She looks over your body, eyes lingering on your exposed legs. “And why are you going to this particular event instead of me?”<Br>
<Br>
“It’s important, Em,” you say. “For the investigation.”<Br>
<Br>
Emily snorts at your comment, rolling her eyes. “It always is.” Her eyes linger on your clothes, before she turns back to the TV. Not for the first time, you are shocked at how quickly you and Emily have become accustomed to you wearing her body.<Br>
<</if>>
<Br>
Minutes later, you hear the sound of a car pulling up outside. “I’ll see you later,” you say back to Emily as you open the door and bolt down the driveway towards the taxi waiting outside for you. <Br>
<<else>>
You stand by the door, watching the clock and trying to hide behind the stairs out of sight. A blessing, at least, is that Emily is not in the living room to see what you’re doing.<bR>
<Br>
After some time, you hear the sound of a car pulling up outside. Relieved that you have managed to evade your sister, you open the door and bolt down the driveway towards the taxi waiting outside for you.<Br>
<</if>>
<Br>
You try not to dwell on it, but you know that this will come back to haunt you. Eventually, Emily will talk to Michelle. And you should have to be ready for it when she does.<Br>
<Br>
<<ActionsHeader>>
<<link "Get in the taxi" "RedRoomTransit">><<set $TaxiDesintation to "RedRoom">><<set $RedRoomTransit to "MichelleEmily">><<set $YourHomeRedRoomWait to undefined>><</link>>
<<case "MichellePickUp">>
You pick up the phone from the receiver on the wall and dial the number of Charlton Taxis. After a few rings, a gruff voice barks a greeting down the line. “Charlton Taxis. Where you going?”<Br>
<Br>
You give him Michelle’s address as a first stop, then tell him you’ll go onward to the Red Room.<Br>
<Br>
There’s a grunt on the other end. “That’s two stops. You got the cash?”<Br>
<Br>
“Yes,” you reply. <Br>
<Br>
Another sigh. “What’s the address?”<Br>
<Br>
You tell him your address and he tells you that a taxi will arrive in about ten minutes. “Be ready,” he warns you. “Or the driver will move on.”<Br>
<bR>
Sure enough, ten minutes later you hear an angry beep from a car outside. You gather yourself, then step out into the cold autumn air. A run-down petrol-powered sedan waits outside, the logo of Charlton Taxis crudely stencilled on the side, along with a number.<Br>
<Br>
<<TaxiCabTakenCheck>>
<<if _TaxiCabTakenCheck is true>>
You walk over and get into the back of a taxi. The same driver looks back at you in his mirror with disinterest. “One stop, then the Red Room?”<br>
<Br>
You nod and politely smile. “Yes please.”<Br>
<Br>
He nods and pulls away, paying you little attention.<br>
<<else>>
You walk over and get into the back of a taxi. A gruff and fat middle-aged man looks back at you in his mirror with disinterest. “One stop, then the Red Room?”<BR>
<bR>
You nod and politely smile. “Yes please.”<Br>
<Br>
He nods and pulls away, paying you little attention.<Br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Get in the taxi" "RedRoomTransit">><<set $TaxiDesintation to "RedRoom">><<set $RedRoomTransit to "MichellePC">><<set $YourHomeRedRoomWait to undefined>><</link>>
<<case "BritneyWait">>
Britney pushes the definition of an hour to its limit. You are almost ready to call it a night and go to bed when you hear a car pull up at the door. A moment later, there’s a light knocking on the main window. You walk over and pull back the curtain to see Britney’s face pressed up against the glass.<Br>
<Br>
“Em!” you hear her say, trying to whisper but loud enough to hear through the glass. “It’s me.”<br>
<Br>
You shake your head and motion towards the front door. When you open it, you catch sight of Britney Hudson’s idea of dressing up. She’s dressed in a mini-length pink halter dress, with an iridescent sheen, giving it a shiny look that changes in the light from your living room. The hem barely covers her bum, while the fitted bodice hugs her curves and the V-line plunges down between her breasts. She stands, shivering in the autumn evening, her platform heels clicking on your doorstep. All that’s out of place is a strand of hay caught in her styled hair.<Br>
<Br>
As you appraise her, she does the same to you.<br>
<Br>
<<CurrentOutfit>>
<<if _CurrentOutfit is undefined or _CurrentOutfit is "Jeans">>
Britney pouts. “You’re going like that? Come on, Em! I don’t want to go all the way out there and not get in.”<Br>
<bR>
You wince, wishing you’d made the effort to at least change.<br>
<br>
She sighs. “Well, we can’t do anything now. I had to wait for my parents to go to sleep before I could get out. The taxi driver is already mad at me.” She leans into you, grimacing. “He kept looking at my boobs.”<BR>
<Br>
You glance down at her top. For once, you can understand why.<br>
<bR>
Britney turns and titters down your driveway. “Come on, Em!” she says, a little too loud to be sneaky. “We’ve got to go before someone sees us!”<br>
<<elseif _CurrentOutfit is "Dress">>
Britney looks at your outfit, frowning. “You look… nice,” she manages. Her bunched-up nose says differently. “You do know we’re going to a club, right?”<bR>
<Br>
You wince, wondering if you should have changed something more bold.<br>
<BR>
She sighs. “Well, we can’t do anything now. I had to wait for my parents to go to sleep before I could get out. The taxi driver is already mad at me.” She leans into you, grimacing. “He kept looking at my boobs.” <Br>
<Br>
You glance down at her top. For once, you can understand why. <Br>
<BR>
Britney turns and titters down your driveway. “Come on, Em!” she says, a little too loud to be sneaky. “We’ve got to go before someone sees us!”<Br>
<<elseif _CurrentOutfit is "Skirt">>
Britney smiles when she sees your outfit. “You look great, Em!” she beams. “We’ll have no trouble convincing the bouncers to let us in. They won’t be able to keep their eyes off you!”<bR>
<Br>
You consider her words, wondering if having the bouncer's eyes on you is something you desire.<br>
<Br>
She gives you a grin. “Don’t start second-guessing yourself, Em. I had to wait for my parents to go to sleep before I could get out. The taxi driver is already mad at me.” She leans into you, grimacing. “He kept looking at my boobs.” <Br>
<Br>
You glance down at her top. For once, you can understand why. <Br>
<Br>
Britney turns and titters down your driveway. “Come on, Em!” she says, a little too loud to be sneaky. “We’ve got to go before someone sees us!”<Br>
<<elseif _CurrentOutfit is "Cheerleader">>
Britney's mouth drops when she sees your outfit. “You’re going… in that?” Then she breaks out into a giggle and a grin. “Oh Em. You’re the best! That’s crazy enough that it will probably work. The bouncers will think it’s a costume. They’ll be trying to sneak a peek underneath as you go in!”<br>
<bR>
You consider her words, wondering if having the bouncer's leering eyes on you is something you desire.<Br>
<br>
She gives you a grin. “Don’t start second-guessing yourself, Em. I had to wait for my parents to go to sleep before I could get out. The taxi driver is already mad at me.” She leans into you, grimacing. “He kept looking at my boobs.” <Br>
<br>
You glance down at her top. For once, you can understand why. <br>
<br>
Britney turns and titters down your driveway. “Come on, Em!” she says, a little too loud to be sneaky. “We’ve got to go before someone sees us!”<Br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Get in the taxi" "RedRoomTransit">><<set $TaxiDesintation to "RedRoom">><<set $RedRoomTransit to "BritneyEmily">><<set $YourHomeRedRoomWait to undefined>><</link>>
<<case "AnnieWait">>
Right when Annie said she would, you hear a car pull up at the door. A moment later, someone knocks. You rise and open the door to see Annie, ready for a night out.<bR>
<br>
And by ready, you mean it. She’s wearing a pink sequin bodycon mini dress that hugs her curves, and stands taller in her five-inch heeled pumps. She flashes you a grin as she sees you take her in. <br>
<Br>
<<CheckPersonalityState "Annie">>
<<if _PersonalityState is "Straight" and $current.female is false>>
“I can see the hour you gave me to get ready didn’t go to waste,” she says, gleaming.<br>
<<elseif _PersonalityState is "Straight" and $current.female is true>>
“Well?” she asks, half-joking. “Do you think the boys at the Red Room will notice me?” <br>
<<elseif _PersonalityState is "Gay" and $current.female is false>>
She giggles. “I hope it’s not just the guys that look at me that way, tonight.”<br>
<<elseif _PersonalityState is "Gay" and $current.female is true>>
She blushes at your stare. “I’ll take that as you being appreciative,” she says, a little quieter than you’ve come to expect from her.<Br>
<</if>>
<Br>
In return, Annie looks you up and down, observing your outfit.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is undefined>>
Annie pouts and sighs. “Did you even change, <<TrueName "Current">>? Honestly, you’re going to stand out at the Red Room. For all the wrong reasons."<Br>
<Br>
You wince, wishing you’d made the effort to at least change.<br>
<br>
She shakes her head. “Oh well. We haven’t got time to spruce you up. The taxi driver said he’d wait for only a minute.” She leans into you, lowering her voice. “Even then, I had to lay on a smile to butter him up.”<br>
<br>
She spins around and strides down your driveway. “Come on, <<TrueName "Current">>. Whilst the night is still young!”<br>
<<elseif _CurrentOutfit is "SimpleFemalePC">>
“Is that what you wear clubbing back in the city?” she asks you, failing to keep her judgement out of her voice in spite of her efforts. “It’s nice, I guess. Not quite the look of the Red Room, though.”<br>
<br>
You wince, wondering if you should have changed something more bold.<br>
<Br>
She shakes her head. “Oh well. We haven’t got time for you to change now. The taxi driver said he’d wait for only a minute.” She leans into you, lowering her voice. “Even then, I had to lay on a smile to butter him up.”<Br>
<Br>
She spins around and strides down your driveway. “Come on, <<TrueName "Current">>. Whilst the night is still young!”<Br>
<<elseif _CurrentOutfit is "CuteFemalePC">>
“You look cute,” she tells you, although there’s a hesitation in her voice. “Maybe not exactly as bold as what some people will be wearing, but it’s the Red Room. If you’ve tried even a little, it’s a judgement free zone.”<bR>
<br>
You consider her words, wondering if you should have changed something more bold.<br>
<Br>
She grins at you. “Don’t overthink it. We haven’t got time for you to change anyway. The taxi driver said he’d wait for only a minute.” She leans into you, lowering her voice. “Even then, I had to lay on a smile to butter him up.”<br>
<Br>
She spins around and strides down your driveway. “Come on, <<TrueName "Current">>. Whilst the night is still young!”<br>
<<elseif _CurrentOutfit is "SexyFemalePC">>
“Crikey, <<TrueName "Current">>” she says, her smile widening. “That number is going to turn a few heads. Even for the Red Room.”<br>
<br>
You consider her words, wondering if standing out in the Red Room is something that you desire.<br>
<Br>
She gives you a reassuring smile. “Now, now. You look great. We haven’t got time for you to change anyway. The taxi driver said he’d wait for only a minute.” She leans into you, lowering her voice. “Even then, I had to lay on a smile to butter him up.”<br>
<br>
She spins around and strides down your driveway. “Come on, <<TrueName "Current">>. Whilst the night is still young!”<br>
<<elseif _CurrentOutfit is "CasualMalePC">>
“Is that what you wear clubbing back in the city?” she asks you, failing to keep her judgement out of her voice in spite of her efforts. “It’s a little plain, don’t you think? Not quite the look of the Red Room.”<br>
<bR>
You wince, wondering if you should have changed something more bold.<br>
<Br>
She shakes her head. “Oh well. We haven’t got time for you to change now. The taxi driver said he’d wait for only a minute.” She leans into you, lowering her voice. “Even then, I had to lay on a smile to butter him up.”<Br>
<Br>
She spins around and strides down your driveway. “Come on, <<TrueName "Current">>. Whilst the night is still young!”<Br>
<<elseif _CurrentOutfit is "SmartMalePC">>
“Looking sharp, <<TrueName "Current">>,” she says with an approving smile. “I always knew you washed up well. Not as outlandish as some of the outfits you’ll see tonight, but then again, you want to feel like yourself, don’t you?”<Br>
<Br>
You wince, wondering if you should have changed something more bold.<br>
<br>
She grins at you. “Don’t overthink it. We haven’t got time for you to change anyway. The taxi driver said he’d wait for only a minute.” She leans into you, lowering her voice. “Even then, I had to lay on a smile to butter him up.”<br>
<Br>
She spins around and strides down your driveway. “Come on, <<TrueName "Current">>. Whilst the night is still young!”<br>
<<elseif _CurrentOutfit is "TightMalePC">>
“Crikey, <<TrueName "Current">>” she says, her smile widening. “That’s some fitted shirt. You’ll be the centre of attention, tonight. Even for the Red Room.”<bR>
<br>
You consider her words, wondering if standing out in the Red Room is something that you desire.<Br>
<Br>
She gives you a reassuring smile. “Now, now. You look great. We haven’t got time for you to change anyway. The taxi driver said he’d wait for only a minute.” She leans into you, lowering her voice. “Even then, I had to lay on a smile to butter him up.”<br>
<Br>
She spins around and strides down your driveway. “Come on, <<TrueName "Current">>. Whilst the night is still young!”<br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Get in the taxi" "RedRoomTransit">><<set $TaxiDesintation to "RedRoom">><<set $RedRoomTransit to "AnniePC">><<set $YourHomeRedRoomWait to undefined>><</link>>
<<case "GoAloneWait">>
Sure enough, only minutes later you hear an angry beep from a car outside. You gather yourself, then step out into the cold autumn air. A run-down petrol-powered sedan waits outside, the logo of Charlton Taxis crudely stencilled on the side, along with a number. <br>
<br>
<<TaxiCabTakenCheck>>
<<if _TaxiCabTakenCheck is true and $current.female is true>>
You walk over and get into the back of a taxi. The same driver looks back at you in his mirror, his eyes lingering over your body. “Hello again love. You going to the Red Room?”<br>
<Br>
You nod and politely smile. “Yes please.”<Br>
<br>
He smirks, eyes not wavering from your body. “Righteo. Get you there in a jiffy.”<Br>
<<elseif _TaxiCabTakenCheck is true>>
You walk over and get into the back of a taxi. The same driver looks back at you in his mirror with disinterest. “Red Room?”<br>
<Br>
You nod and politely smile. “Yes please.”<br>
<br>
He nods and pulls away, paying you little attention.<br>
<<elseif $current.female is true>>
You walk over and get into the back of a taxi. A gruff and fat middle-aged man looks back at you in his mirror, his eyes lingering over your body. “You going to the Red Room, love?”<br>
<Br>
You nod and politely smile. “Yes please.”<Br>
<Br>
He smirks, eyes not wavering from your body. “Righteo. Get you there in a jiffy.”<Br>
<<else>>
You walk over and get into the back of a taxi. A gruff and fat middle-aged man looks back at you in his mirror with disinterest. “Red Room?”<br>
<br>
You nod and politely smile. “Yes please.”<br>
<Br>
He nods and pulls away, paying you little attention.<Br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Sit back in the taxi" "TaxiCabRide">><<set $TaxiDesintation to "RedRoom">><<set $YourHomeTaxi to undefined>><<set $YourHomeRedRoomWait to undefined>><<TaxiCabTaken>><</link>>
<<case "EmilyWait">>
You stand idle near the door for a few minutes, listening for signs of life from Emily’s room. There is shuffling and faint footsteps, but the door remains closed.<br>
<br>
A honk from a car horn outside makes you jump. You glance out the window, seeing a car pull up in front of your driveway with the logo of Charlton Taxis stencilled on the passenger door.<br>
<br>
“Em!” you shout up the stairs. “Taxi’s here!”<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
“Coming!” she replies as you hear her door open.<br>
<br>
Glancing up the stairs, your mouth drops as your sister totters down the stairs. She keeps her side to you, landing a pair of high heels on each step as she descends. You look her up and down, noting her sparkling tank top and her glittering micro-skirt that rides high. No wonder she was careful coming down the stairs.<br>
<br>
“What do you think?” she smirks, watching your reaction. But before you can reply, her eyes take in you.<br>
<<else>>
“Coming,” she replies softly as you hear her door open.<br>
<br>
Glancing up the stairs, you have to do a double take as your sister climbs down the stairs. She keeps her side to you, landing a pair of heeled boots on each step as she descends. You look her up and down, noting her glittering black minidress. You don’t believe you’ve ever seen Emily wear anything like that before.<br>
<br>
“Is this appropriate?” she asks quietly, almost ashamed to meet your stare. But before you can reply, her eyes take in you.<br>
<</if>>
<br>
<<if _CurrentPC is true>>
<<CurrentOutfit>>
<<if _CurrentOutfit is undefined>>
<<if _EmilyCorruptionCheck is true>>“You’re going dressed like that?” Emily asks incredulously.<br>
<<else>>“I thought we were going to the Red Room?” Emily asks, glancing at your clothing.<br><</if>>
<<elseif _CurrentOutfit is "SimpleFemalePC">>
<<if _EmilyCorruptionCheck is true>>“A bit underdressed, aren’t you?” Emily asks, raising an eyebrow.<br>
<<else>>“Did I overdress?” Emily asks, glancing at your clothes.<br><</if>>
<<elseif _CurrentOutfit is "CuteFemalePC">>
<<if _EmilyCorruptionCheck is true>>“You look… nice,” Emily says, looking at your clothes.<br>
<<else>>“You look nice,” Emily comments, glancing at your clothes.<br><</if>>
<<elseif _CurrentOutfit is "SexyFemalePC">>
<<if _EmilyCorruptionCheck is true>>“You look hot,” Emily says, grinning.<br>
<<else>>“Is that how people dress at the Red Room?” Emily asks, glancing at your clothing.<br><</if>>
<<elseif _CurrentOutfit is "CasualMalePC">>
<<if _EmilyCorruptionCheck is true>>“You could have at least made an effort,” Emily says, sighing.<br>
<<else>>“Am I overdressed?” Emily asks, glancing at your clothes.<br><</if>>
<<elseif _CurrentOutfit is "SmartMalePC">>
<<if _EmilyCorruptionCheck is true>>“At least you put in some effort,” Emily comments, staring at your clothes.<br>
<<else>>“You look nice,” Emily comments, looking at your clothing.<br><</if>>
<<elseif _CurrentOutfit is "TightMalePC">>
<<if _EmilyCorruptionCheck is true>>“You turn out alright, when you make an effort,” Emily says, glancing at your outfit.<br>
<<else>>“Do you think I need to make more of an effort?” Emily says, staring at your outfit.<br><</if>>
<</if>>
<<else>>
She studies your outfit but says nothing.<br>
<</if>>
<br>
Outside, the horn honks yet again. Louder and more aggressively. “We better go,” you comment.<br>
<br>
Stepping out into the cold autumn air, you see the petrol-powered sedan waiting outside. Emily follows, her heels clip-clopping on the path that leads down to the pavement.<br>
<br>
<<ActionsHeader>>
<<link "Get in the taxi" "RedRoomTransit">><<set $TaxiDesintation to "RedRoom">><<set $RedRoomTransit to "EmilyPC">><<set $YourHomeRedRoomWait to undefined>><</link>>
<</switch>><<if $PokerNightPrep is undefined>>
Bracing yourself, you mentally prepare to face whatever this poker night entails.<br>
<br>
<<QuestOptionCheck "Quest18" 2 "jake_emily_date">>
<<if _QuestOptionCheck is true>>
<<if $current.avatar is "Emily">>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerConservativeEmily">>
You smile to yourself. You agreed to go as Emily. At least Jake won’t be surprised when you show up like this. And this dress might not be as revealing as you expect the gentleman would wish for, but it’s respectable for a night at a manor.<br>
<br>
<<ActionsHeader>>
<<link "Phone a taxi" "YourHomePokerNightTaxi">><</link>>
<<elseif _CurrentOutfit is "PokerRevealingEmily">>
You smile to yourself. You agreed to go as Emily. At least Jake won’t be surprised when you show up like this. And this dress is definitely something he’ll appreciate.<br>
<br>
<i>Is that something you care about now?</i><br>
<br>
<<ActionsHeader>>
<<link "Phone a taxi" "YourHomePokerNightTaxi">><</link>>
<<else>>
You smile to yourself. You agreed to go as Emily. At least Jake won’t be surprised when you show up like this. But you consider his words about wearing something appropriate. You glance down at your clothes. Is this really what you think he meant?<br>
<br>
<<ActionsHeader>>
<<link "Phone a taxi" "YourHomePokerNightTaxi">><</link>><br>
<<link "Return to the living room" "YourHome">><</link>>
<</if>>
<<else>>
A thought bubbles up from within you. You agreed to go as Emily. Jake won’t take kindly to you arriving like this. You’ll have to transform.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><</link>>
<</if>>
<</if>>
<<QuestOptionCheck "Quest18" 2 "emily_accept">>
<<if _QuestOptionCheck is true>>
<<NPCLocationCheck "Emily">>
<<if _CurrentPC is true and $current.female is false and _NPCLocationCheck is "YourHome">>
You look over to Emily. “You ready for this poker night?”<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
“Let’s see if we can bag me a husband,” she titters, standing. At seeing your face she rolls her eyes. “Oh relax, <<TrueName "Current">>. I’m too young to settle down.”<br>
<br>
You glance down at Emily’s clothes. She catches your look. “What?”<br>
<br>
“Are you going like that?”<br>
<br>
Emily gives you a rare look of worry. At least, rare these days. “You didn’t mention dressing up.”<br>
<br>
She only hesitates a moment longer, before running towards the stairs. “One second,” she murmurs. “I have just the thing.”<br>
<<else>>
“Ready as I’ll ever be,” she mutters as she stands. “Come on, let’s get this over with.”<br>
<br>
You glance down at Emily’s clothes. She catches your look. “What?”<br>
<br>
“Are you going like that?”<br>
<br>
Emily gives you a confused look. “You didn’t mention dressing up.”<br>
<br>
She hesitates, waiting for a reply. Then sighs. “Fine,” she spits. “Give me a few minutes.”<br>
<br>
You hear the stomps on the stairs as she ascends towards her room.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Wait for Emily to get dressed" "YourHomePokerNightPreparation">><<set $PokerNightPrep to "WaitEmily">><</link>>
<<elseif _NPCLocationCheck isnot "YourHome">>
You look around the living room and sigh. You forgot. Emily isn’t here. And you need to take her to attend.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><</link>>
<<elseif _CurrentPC is true and $current.female is true>>
Your mind is a bit fuzzy. You remember accepting the offer to go serve drinks, didn’t you? Help out where you could. And Emily? She wasn’t attending. Just you.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerConservativeFemalePC">>
You shrug it off and smile to yourself. At least you’re dressed appropriately. This dress might not be as revealing as you expect the gentleman would wish for, but it’s respectable for a night at a manor.<br>
<br>
<<ActionsHeader>>
<<link "Phone a taxi" "YourHomePokerNightTaxi">><</link>>
<<elseif _CurrentOutfit is "PokerRevealingFemalePC">>
You shrug it off and smile to yourself. At least you’re dressed for the night. And this dress will turn a few heads at the manor, too.<br>
<br>
<i>Is that something you care about now?</i><br>
<br>
<<ActionsHeader>>
<<link "Phone a taxi" "YourHomePokerNightTaxi">><</link>>
<<else>>
Something doesn’t feel right about this, but you can’t put your finger on it. Instead, you find yourself looking down at your clothes. You were told to dress appropriately. Is this what they will be expecting?<br>
<br>
<<ActionsHeader>>
<<link "Phone a taxi" "YourHomePokerNightTaxi">><</link>><br>
<<link "Return to the living room" "YourHome">><</link>>
<</if>>
<<else>>
A thought bubbles up from within you. You agreed to go. As you. Not someone else. They won’t take kindly to you arriving like this. You’ll have to transform.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><</link>>
<</if>>
<</if>>
<<QuestOptionCheck "Quest18" 2 "solo">>
<<if _QuestOptionCheck is true>>
<<if _CurrentPC is true and $current.female is true>>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerConservativeFemalePC">>
You smile to yourself, feeling ready. At least you’re dressed appropriately. This dress might not be as revealing as you expect the gentleman would wish for, but it’s respectable for a night at a manor.<br>
<br>
<<ActionsHeader>>
<<link "Phone a taxi" "YourHomePokerNightTaxi">><</link>>
<<elseif _CurrentOutfit is "PokerRevealingFemalePC">>
You smile to yourself, feeling ready. At least you’re dressed for the night. And this dress will turn a few heads at the manor, too.<br>
<br>
<i>Is that something you care about now?</i><br>
<br>
<<ActionsHeader>>
<<link "Phone a taxi" "YourHomePokerNightTaxi">><</link>>
<<else>>
You smile to yourself, but something doesn’t feel right. You find yourself looking down at your clothes. You were told to dress appropriately. Is this what they will be expecting?<br>
<br>
<<ActionsHeader>>
<<link "Phone a taxi" "YourHomePokerNightTaxi">><</link>><br>
<<link "Return to the living room" "YourHome">><</link>>
<</if>>
<<else>>
A thought bubbles up from within you. You agreed to go. As you. Not someone else. They won’t take kindly to you arriving like this. You’ll have to transform.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><</link>>
<</if>>
<</if>>
<<QuestOptionCheck "Quest18" 2 "emily_swap_ready">>
<<if _QuestOptionCheck is true>>
<<NPCLocationCheck "Emily">>
<<if $current.avatar is "Emily" and _NPCLocationCheck is "YourHome">>
<<if $PlayerCharacter.female is true>>
You look over to Emily, the plan forming on your lips. But your mind is a bit fuzzy. A swap? That was never the plan. You remember accepting the offer to go serve drinks, didn’t you? Help out where you could. And Emily? She wasn’t attending. Just you.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
Emily catches you staring and raises an eyebrow. “What? Do I have something on my face?”<br>
<<else>>
Emily catches you staring and gives you a curious look. “Everything okay?”<br>
<</if>>
<br>
“It’s nothing,” you reply, shaking the feeling off. If you’re going tonight, it won’t be like this. You’ll need to go as yourself.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><</link>>
<<else>>
You look over to Emily. “You ready for this poker night?”<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
“Let’s see if we can bag me a husband,” she titters, standing. At seeing your face she rolls her eyes. “Oh relax, <<TrueName "Current">>. I’m too young to settle down.”<br>
<<else>>
“Ready as I’ll ever be,” she mutters as she stands. “Come on, let’s get this over with.”<br>
<</if>>
<br>
Before you can say anything more, Emily twizzles the ring on her finger. And shuts her eyes.<br>
<br>
You hold your arm over your eyes in anticipation. From through the fabric of your clothes, you see the glow of magic descend across the room. A small yelp from Emily accompanies the ringing in your ears, as magic is unleashed from the trinket.<br>
<br>
When you look back, you see <i><<TrueName "Current">></i> standing there. Looking at your clothes.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerConservativeEmily">>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
“How demure,” he says. Unmistakably Emily’s voice but coming from your mouth. He rolls his eyes, but shrugs. “Your funeral. Or at least someone's, based on that dress.”<br>
<<else>>
“You look nice,” he says. Unmistakably Emily’s voice but coming from your mouth. He smiles reassuringly. “You ready, then?”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Phone a taxi" "YourHomePokerNightTaxi">><<EmilyMaleCorruption 1>><<SetNPCState "Emily" "Transform" "PC">><<NPCFollowActivate "Emily">><</link>>
<<elseif _CurrentOutfit is "PokerRevealingEmily">>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
“Wow,” he says. He smiles as he takes you in. “It looks different, from this perspective. Even when I looked in the changing room mirror, I didn’t realise how… revealing it was.”<br>
<br>
Unmistakably Emily’s voice but coming from your mouth. He grins. “You ready, then?”<br>
<<else>>
“That’s… bold,” he says. Unmistakably Emily’s voice but coming from your mouth. He frowns. “Do you really think you should go to the mayor’s manor like that?”<br>
<br>
“It’s just a dress,” you say.<br>
<br>
<i><<TrueName "Current">></i> looks at you but lightly shrugs. “I guess.” He looks far from convinced. “You ready, then?”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Phone a taxi" "YourHomePokerNightTaxi">><<EmilyMaleCorruption 1>><<SetNPCState "Emily" "Transform" "PC">><<NPCFollowActivate "Emily">><</link>>
<<else>>
“Are you going like that?” he mutters.<br>
<br>
You find yourself looking down at your clothes. You were told to dress appropriately. Is this what they will be expecting?<br>
<br>
<<ActionsHeader>>
<<link "Tell him you’re ready" "YourHomePokerNightPreparation">><<set $PokerNightPrep to "SwapReady">><</link>><br>
<<link "Ask him what’s wrong with your clothes" "YourHomePokerNightPreparation">><<set $PokerNightPrep to "SwapClothes">><</link>>
<</if>>
<</if>>
<<elseif _CurrentPC is true and $current.female is false and _NPCLocationCheck is "YourHome">>
You look over to Emily. “You ready for this poker night?”<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
“Let’s see if we can bag me a husband,” she titters, standing. At seeing your face she rolls her eyes. “Oh relax, <<TrueName "Current">>. I’m too young to settle down.”<br>
<<else>>
“Ready as I’ll ever be,” she mutters as she stands. “Come on, let’s get this over with.”<br>
<</if>>
<br>
Before you can say anything more, Emily twizzles the ring on her finger. And shuts her eyes.<br>
<br>
You hold your arm over your eyes in anticipation. From through the fabric of your clothes, you see the glow of magic descend across the room. A small yelp from Emily accompanies the ringing in your ears, as magic is unleashed from the trinket.<br>
<br>
When you look back, you see <i><<TrueName "Current">></i> standing there. Looking at you.<br>
<br>
“Now you,” he mutters.<br>
<br>
<<ActionsHeader>>
<<link "Try to transform into Emily" "YourHomePokerNightPreparation">><<set $PokerNightPrep to "Transform">><<Transform "Emily">><</link>>
<<elseif _NPCLocationCheck isnot "YourHome">>
You look around the living room and sigh. You forgot. Emily isn’t here. And you need to take her to attend.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><</link>>
<<elseif _CurrentPC is true and $current.female is true>>
Your mind is a bit fuzzy. You remember accepting the offer to go serve drinks, didn’t you? Help out where you could. And Emily? She wasn’t attending. Just you.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerConservativeFemalePC">>
You shrug it off and smile to yourself. At least you’re dressed appropriately. This dress might not be as revealing as you expect the gentleman would wish for, but it’s respectable for a night at a manor.<br>
<br>
<<ActionsHeader>>
<<link "Phone a taxi" "YourHomePokerNightTaxi">><</link>>
<<elseif _CurrentOutfit is "PokerRevealingFemalePC">>
You shrug it off and smile to yourself. At least you’re dressed for the night. And this dress will turn a few heads at the manor, too.<br>
<br>
<i>Is that something you care about now?</i><br>
<br>
<<ActionsHeader>>
<<link "Phone a taxi" "YourHomePokerNightTaxi">><</link>>
<<else>>
Something doesn’t feel right about this, but you can’t put your finger on it. Instead, you find yourself looking down at your clothes. You were told to dress appropriately. Is this what they will be expecting?<br>
<br>
<<ActionsHeader>>
<<link "Phone a taxi" "YourHomePokerNightTaxi">><</link>><br>
<<link "Return to the living room" "YourHome">><</link>>
<</if>>
<<else>>
A thought bubbles up from within you. You agreed to go. Not someone else. They won’t take kindly to you arriving like this. You’ll have to transform.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><</link>>
<</if>>
<</if>>
<<QuestState "Quest18">>
<<if _QuestState is 1 and _CurrentPC is true and $current.female is true>>
Your mind is a bit fuzzy. You remember accepting the offer to go serve drinks, didn’t you? Help out where you could. And Emily? She wasn’t attending. Just you.<br>
<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerConservativeFemalePC">>
You shrug it off and smile to yourself. At least you’re dressed appropriately. This dress might not be as revealing as you expect the gentleman would wish for, but it’s respectable for a night at a manor.<br>
<br>
<<ActionsHeader>>
<<link "Phone a taxi" "YourHomePokerNightTaxi">><</link>>
<<elseif _CurrentOutfit is "PokerRevealingFemalePC">>
You shrug it off and smile to yourself. At least you’re dressed for the night. And this dress will turn a few heads at the manor, too.<br>
<br>
<i>Is that something you care about now?</i><br>
<br>
<<ActionsHeader>>
<<link "Phone a taxi" "YourHomePokerNightTaxi">><</link>>
<<else>>
Something doesn’t feel right about this, but you can’t put your finger on it. Instead, you find yourself looking down at your clothes. You were told to dress appropriately. Is this what they will be expecting?<br>
<br>
<<ActionsHeader>>
<<link "Phone a taxi" "YourHomePokerNightTaxi">><</link>><br>
<<link "Return to the living room" "YourHome">><</link>>
<</if>>
<</if>>
<<elseif $PokerNightPrep is "WaitEmily">>
You sink into the sofa, turning the address card between your fingers. From upstairs you hear drawers sliding, hangers clattering, a muttered curse. Then quiet.<br>
<br>
After a few minutes, you hear footsteps on the stairs.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
Emily comes down in a dress you have never seen on her. Tight, black, short enough to draw the eye and leave them hanging. She spins around at the bottom of the stairs, balancing on high heels. You see the dress is backless.<br>
<br>
"Will I do?" she asks, grinning.<br>
<br>
You stare. She giggles.<br>
<br>
"Don't look so shocked, <<TrueName "Current">>. I've been saving this one for the right occasion. Why don’t you call a taxi?"<br>
<<else>>
Emily comes down in a navy dress, knee-length, with a small, scalloped hem and capped sleeves. Her hair is pinned back. She looks like she's going to a christening.<br>
<br>
"Is this okay?" she asks, smoothing the skirt at her hip.<br>
<br>
"It's fine, Em."<br>
<br>
"It's the only thing I had that fits the brief. I don't really have anything for this kind of thing."<br>
<br>
She doesn't quite meet your eye. You stand. "It's perfect. Come on."<br>
<br>
But she doesn’t look convinced.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Phone a taxi" "YourHomePokerNightTaxi">><<NPCFollowActivate "Emily">><</link>>
<<elseif $PokerNightPrep is "Transform">>
<<if $current.avatar is "Emily">>
You put the necklace around your neck and clutch Emily's lipgloss, bracing yourself. The amulet tingles, almost as if the trinket is anticipating the change to come.<br>
<br>
Holding on to the lipgloss, you visualise Emily in your mind. You think of what she looks like now.<br>
<br>
Remembering the note, you speak the words out loud. “From this item, I see you in your time of need. Now form shape to the person I see within.”<br>
<br>
The emerald warms your chest against your shirt as you picture her. You take a breath and not a moment later you feel warm energy pulsate out from the emerald and spread across your body.<br>
<br>
Your hair stands up on edge as the pain cascades across your skin. You hold on to the mental picture of Emily. Her slender figure. Fair complexion. Her large expressive brown eyes<<if $PlayerCharacter.perception.Emily.face gt 0>>, set in <<NPCDeltaCheck "Emily" "makeup">><<FaceTextTier $PlayerCharacter.perception.Emily.face _NPCDeltaCheck>><</if>>.<<if $PlayerCharacter.perception.Emily.lips gt 0>> She has <<print setup.LipsDescription[$PlayerCharacter.perception.Emily.lips]>>.<</if>> <<if $PlayerCharacter.perception.Emily.hairTier gt 0>>And <<print setup.EmilyHairDescription[$PlayerCharacter.perception.Emily.hairTier]>>.<<else>>Her <<NPCHairText "Emily">> hair, straight and long.<</if>><br>
<<if $PlayerCharacter.perception.Emily.boobs gt 1 and $PlayerCharacter.perception.Emily.height lt 2>>
<br>
You picture Emily's increased chest size and decreased height, remembering the changes Nurse Rancy made. You visualise how her clothes fit differently now. Tighter across the bust, looser at the hem. How she seems to take up less space, but draw more attention. A compact, exaggerated version of herself.<br>
<<elseif $PlayerCharacter.perception.Emily.boobs gt 1>>
<br>
You picture Emily's increased chest size, remembering the changes Nurse Rancy made. You visualise how her shirt now clings more tightly to her bust, the weight altering her posture just slightly.<br>
<<elseif $PlayerCharacter.perception.Emily.height lt 2>>
<br>
You picture Emily’s decreased height, remembering the changes Nurse Rancy made. You visualise how she now stands just that bit smaller. Unmistakably petite. You recall the way her feet barely touched the floor when she sat, or how she looked up at taller boys with a softened gaze.<br>
<</if>>
<br>
You squeal as you feel your bones crunching and your skin changing again, but you push against the pain. You hear yourself shriek in agony in a pitch that belongs to Emily's voice. Then the pain suddenly vanishes, leaving only your heavy breathing as your chest rises and falls underneath your new clothes.<br>
<br>
You glance over at the mirror and see a perfect copy of Emily, staring back at you. You feel smaller, more fragile. A little less <i>assertive</i>. And you notice that your <i>intelligence</i> seems sluggish. Thoughts that came quickly now seem to take a tiny bit longer.<br>
<br>
On the other side of the room <i><<TrueName "Current">></i> stands there looking at you.<br>
<br>
“You’ll need to change,” he mutters. “Unless you’re going like that.”<br>
<br>
You find yourself looking down at your clothes. You were told to dress appropriately. Is this what they will be expecting?<br>
<br>
<<ActionsHeader>>
<<link "Tell him you’re ready" "YourHomePokerNightPreparation">><<set $PokerNightPrep to "SwapReady">><</link>><br>
<<link "Ask him what’s wrong with your clothes" "YourHomePokerNightPreparation">><<set $PokerNightPrep to "SwapClothes">><</link>>
<<else>>
You put the necklace around your neck and clutch Emily's lipgloss. You feel the energy of the amulet around your neck, but it feels faint and weak.<br>
<br>
You visualise Emily in your mind and speak the words from the note. The emerald warms slightly, but its energy crackles only momentarily before sputtering out.<br>
<br>
You remember Liz’s words about the amulet needing time to recharge. As certain as you can be about anything right now, you’d bet that you need to wait a little more time before it can be used again.<br>
<br>
Emily stares back at you. “What's wrong?”<br>
<br>
“Think it needs some time to charge,” you say. “We’ll have to try again another time.”<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<set $PokerNightPrep to undefined>><</link>>
<</if>>
<<elseif $PokerNightPrep is "SwapReady">>
“I think this is fine,” you say.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
<i><<TrueName "Current">></i> rolls his eyes and shakes his head. “All this time being me and you’ve picked nothing up, have you?” He snorts. “Fine. You’ll have to deal with the comments. Maybe you’ll see why I’ve changed my style, once you have to put up with that.”<br>
<br>
He looks at you, then nods over to the phone on the wall. “Go ahead. Let’s go.”<br>
<<else>>
<i><<TrueName "Current">></i> shrugs, but his eyes still linger on your clothes. “I mean, it’s good you’re not pandering to Charlton.” He winces. “Just try to ignore the comments. I have to deal with them every day.”<br>
<br>
He looks at you, then nods over to the phone on the wall. “Shall we go?”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Phone a taxi" "YourHomePokerNightTaxi">><<EmilyMaleCorruption 1>><<SetNPCState "Emily" "Transform" "PC">><<NPCFollowActivate "Emily">><</link>>
<<elseif $PokerNightPrep is "SwapClothes">>
“What’s wrong with them?” you ask.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
<i><<TrueName "Current">></i> rolls his eyes and shakes his head. “All this time being me and you’ve picked nothing up, have you?” He snorts. “We’re going to a fancy manor, <<TrueName "Current">>. You need to style for the occasion.”<br>
<br>
He tugs on his finger and clenches his eyes shut. You raise your arm over your eyes in anticipation and see through the fabric a flash of yellow-amber energy. There’s a low groan in your voice and your ears begin to ring.<br>
<br>
When you remove your hand, you see Emily standing there once more.<br>
<br>
“Can you at least warn me when you’re going to do that?”<br>
<br>
She giggles, grinning. “Go get changed, if you want. I’ll be ready whenever you are.”<br>
<<else>>
<i><<TrueName "Current">></i> shrugs, but his eyes still linger on your clothes. “I mean, it’s good you’re not pandering to Charlton.” He winces. “It’s quite the place, <<TrueName "Current">>. They’ll expect you to put in an effort. Believe me, you don’t want to put up with the comments otherwise.”<br>
<br>
He tugs on his finger and clenches his eyes shut. You raise your arm over your eyes in anticipation and see through the fabric a flash of yellow-amber energy. There’s a low groan in your voice and your ears begin to ring.<br>
<br>
When you remove your hand, you see Emily standing there once more.<br>
<br>
“Can you at least warn me when you’re going to do that?”<br>
<br>
She winces. “Sorry! Go get changed, if you want. I’ll be ready whenever you are.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<set $PokerNightPrep to undefined>><</link>>
<</if>><<set $PokerNightPrep to undefined>>
<<SetNPCLocation "Emily" $dayCurrent 4 "YourHome">>
You ready yourself and dial the taxi. You pick up the phone from the receiver on the wall and dial the number of Charlton Taxis. After a few rings, a gruff voice barks a greeting down the line. “Charlton Taxis. Where you going?”<br>
<br>
“The Duncan manor,” you say.<br>
<br>
There’s a sigh on the other end. “That’s pretty far. You got the cash?”<br>
<br>
“Yes,” you reply.<br>
<br>
Another sigh. “What’s the address?”<br>
<br>
You tell him your address and he tells you that a taxi will arrive in about ten minutes. “Be ready,” he warns you. “Or the driver will move on.”<br>
<br>
<<NPCFollowCheck "Emily">>
<<NPCDeltaCheck "Emily" "Transform">>
<<if _NPCFollowCheck is false and $current.female is true>>
Sure enough, ten minutes later you hear an angry beep from a car outside. You gather yourself, then step out into the cold autumn air. A run-down petrol-powered sedan waits outside, the logo of Charlton Taxis crudely stencilled on the side, along with a number.<br>
<br>
<<TaxiCabTakenCheck>>
<<if _TaxiCabTakenCheck is true>>
You walk over and get into the back of a taxi. The same driver looks back at you in his mirror, his eyes lingering over your body. “Hello again love. You going to the Duncan Manor?”<br>
<br>
You nod and politely smile. “Yes please.”<br>
<br>
He smirks, eyes not wavering from your body. “Aren’t you the lucky one? Get you there in a jiffy.”<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerConservativeFemalePC">>
<br>
His smirk fades a little as he takes in the wrap dress. He clears his throat and turns back to the windscreen.<br>
<<elseif _CurrentOutfit is "PokerRevealingFemalePC">>
<br>
His eyes drop to the slit at your thigh as you settle into the seat. “Lovely dress there, love.” He doesn't wait for an answer.<br>
<</if>>
<<else>>
You walk over and get into the back of a taxi. A gruff and fat middle-aged man looks back at you in his mirror, his eyes lingering over your body. “You going to the Duncan Manor?”<br>
<br>
You nod and politely smile. “Yes please.”<br>
<br>
He smirks, eyes not wavering from your body. “Aren’t you the lucky one? Get you there in a jiffy.”<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerConservativeFemalePC">>
<br>
His smirk fades a little as he takes in the wrap dress. He clears his throat and turns back to the windscreen.<br>
<<elseif _CurrentOutfit is "PokerRevealingFemalePC">>
<br>
His eyes drop to the slit at your thigh as you settle into the seat. “Lovely dress there, love.” He doesn't wait for an answer.<br>
<</if>>
<</if>>
<<elseif _NPCFollowCheck is true and _NPCDeltaCheck is "PC">>
Sure enough, ten minutes later you hear an angry beep from a car outside. You gather yourself, then step out into the cold autumn air with <i><<TrueName "Current">></i>. A run-down petrol-powered sedan waits outside, the logo of Charlton Taxis crudely stencilled on the side, along with a number.<br>
<br>
<<TaxiCabTakenCheck>>
<<if _TaxiCabTakenCheck is true>>
You walk over and get into the back of a taxi. The same driver looks back at you in his mirror, his eyes lingering over your body. “Hello again love. You going to the Duncan Manor?”<br>
<br>
You nod and politely smile. “Yes please.”<br>
<br>
He smirks, glancing at <i><<TrueName "Current">></i> as he slides in next to you. “Aren’t you the lucky one?” He glances at him. “Treating her to a nice dinner at the Mayor's house?”<br>
<br>
<i><<TrueName "Current">></i> glares back, saying nothing. He pulls away, looking back to you in the mirror with a grin.<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerConservativeEmily">>
<br>
The grin fades a little as he takes in your dress. He makes a small sound through his teeth and turns back to the road.<br>
<<elseif _CurrentOutfit is "PokerRevealingEmily">>
<br>
The grin doesn't slip. If anything, it widens as his eyes follow the line of the neckline. <i><<TrueName "Current">></i> tightens his jaw beside you and says nothing.<br>
<</if>>
<<else>>
You walk over and get into the back of a taxi. A gruff and fat middle-aged man looks back at you in his mirror with disinterest. “Hello love. You going to the Duncan Manor?”<br>
<br>
You nod and politely smile. “Yes please.”<br>
<br>
He smirks, glancing at <i><<TrueName "Current">></i> as he slides in next to you. “Aren’t you the lucky one?” He glances at him. “Treating her to a nice dinner at the Mayor's house?”<br>
<br>
<i><<TrueName "Current">></i> glares back, saying nothing. He pulls away, looking back to you in the mirror with a grin.<br>
<<CurrentOutfit>>
<<if _CurrentOutfit is "PokerConservativeEmily">>
<br>
The grin fades a little as he takes in your dress. He makes a small sound through his teeth and turns back to the road.<br>
<<elseif _CurrentOutfit is "PokerRevealingEmily">>
<br>
The grin doesn't slip. If anything, it widens as his eyes follow the line of the neckline. <i><<TrueName "Current">></i> tightens his jaw beside you and says nothing.<br>
<</if>>
<</if>>
<<else>>
Sure enough, ten minutes later you hear an angry beep from a car outside. You gather yourself, then step out into the cold autumn air with Emily. A run-down petrol-powered sedan waits outside, the logo of Charlton Taxis crudely stencilled on the side, along with a number.<br>
<br>
<<TaxiCabTakenCheck>>
<<if _TaxiCabTakenCheck is true>>
You walk over and get into the back of a taxi. The same driver looks back at you in his mirror, his eyes lingering on Emily as she slides in. He looks to you and grunts. “Duncan Manor?”<br>
<br>
You nod and politely smile. “Yes please.”<br>
<br>
He smirks, looking at Emily. “Aren’t you the lucky one?” Then, to you. “Treating her to a nice dinner at the Mayor's house?”<br>
<br>
You say nothing. He pulls away, looking back at Emily in the mirror with a grin.<br>
<<else>>
You walk over and get into the back of a taxi. A gruff and fat middle-aged man looks back at you in his mirror, his eyes lingering on Emily as she slides in. He looks to you and grunts. “Duncan Manor?”<br>
<br>
You nod and politely smile. “Yes please.”<br>
<br>
He smirks, looking at Emily. “Aren’t you the lucky one?” Then, to you. “Treating her to a nice dinner at the Mayor's house?”<br>
<br>
You say nothing. He pulls away, looking back at Emily in the mirror with a grin.<br>
<</if>>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
His eyes return to her in the mirror almost immediately. The black mini, the bare back, the heels. Emily catches him looking and tilts her head, small and pleased.<br>
<<else>>
His interest in Emily fades as he sees her dress. She exhales beside you, almost gratefully.<br>
<</if>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Sit back in the taxi" "PokerNightTransit">><</link>><<if $YourHome4aPokerEpilogue is "Listen">>
“You said it yourself,” you say, taking out the tape. “He’ll know if you don’t use it.”<br>
<br>
<<SiblingBondCheck>>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is false and _SiblingBondCheck gte 2>>
She closes her eyes. Opens them. The look she gives you isn't anger. Or just that. It’s one with resigned acceptance baked into it too.<br>
<br>
“One listen,” she mutters. “And that’s it?”<br>
<br>
“He didn’t say any more than that,” you reply.<br>
<br>
She looks to you for a moment, then stands and takes the tape from you. She holds it for a moment, looking at it carefully. Then wordlessly climbs the stairs. You hear her bedroom door click shut.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<set $YourHome4aPokerEpilogue to undefined>><<GiveObjectNPC "Emily" "HarrowTape">><<EmilyCorruption 2>><<SiblingBond -1>><<Quest18Reconciliation>><</link>>
<<elseif _EmilyCorruptionCheck is false and _SiblingBondCheck lt 2>>
Emily closes her eyes. Opens them. The look she gives you isn't anger. Or just that. It’s one with conviction baked into it too. She looks to you for a moment, then stands and takes the tape from you. She holds it for a moment, looking at it carefully.<br>
<br>
“No,” she murmurs, with assertiveness. “I’m not going to do this.”<br>
<br>
She pulls out the tape reel from the cassette and tosses it in the bin. “I’d rather fail biology than put those sounds into my head. And you shouldn’t have asked me to even consider it.”<br>
<br>
Emily turns and walks up the stairs, her shoes heavy on the steps.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<set $YourHome4aPokerEpilogue to undefined>><<GiveObjectLocation "Void" "HarrowTape">><<EmilyGrades -2>><<SiblingBond -1>><<Quest18Reconciliation>><</link>>
<<elseif _EmilyCorruptionCheck is true and _SiblingBondCheck gte 2>>
Emily closes her eyes. Opens them. The look she gives you isn't anger. Or just that. It’s one with dismissal baked into it too.<br>
<br>
A sigh escapes from her lips and she slowly stands and walks over to you, thrusting out her hand. “Give it here, then.”<br>
<br>
You stare back at her. You hold it towards her. “Are you sure?”<br>
<br>
Emily shrugs. “If it keeps Harrow off my back, fine. And knowing Harrow's lessons, maybe I’ll like some of the dreams it might cause.”<br>
<br>
She grins at you, takes the tape. “Bedtime. Night night.”<br>
<br>
Emily skips off up the stairs, almost buoyant.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<set $YourHome4aPokerEpilogue to undefined>><<GiveObjectNPC "Emily" "HarrowTape">><<EmilyCorruption 2>><<Quest18Reconciliation>><</link>>
<<else>>
Emily closes her eyes. Opens them. The look she gives you isn't anger. Or just that. It’s one with conviction baked into it too. She looks to you for a moment, then stands and takes the tape from you. She holds it for a moment, looking at it carefully.<br>
<br>
“Oops,” she murmurs, with a playful grin.<br>
<br>
She pulls out the tape reel from the cassette and tosses it in the bin. “As if I’d care about failing biology. Like I need revision. Night, <<TrueName "Current">>.”<br>
<br>
Emily turns and walks up the stairs, her shoes light on the steps.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<set $YourHome4aPokerEpilogue to undefined>><<GiveObjectLocation "Void" "HarrowTape">><<EmilyGrades -2>><<Quest18Reconciliation>><</link>>
<</if>>
<<elseif $YourHome4aPokerEpilogue is "Bin">>
“I think I know just what to do with this,” you say, pulling out the tape reels and throwing the cassette into the bin.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is false>>
Emily’s eyes widen as she stares at the bin. “But my grades!”<br>
<br>
“Some things aren’t worth it,” you tell her.<br>
<br>
A smile forms on her face. For the first time since leaving the manor. “Thank you,” she whispers quietly.<br>
<br>
“I didn’t want to put you through that,” you tell her. “And again, I’m sorry.”<br>
<br>
Emily smiles sweetly back at you for a moment. Then slowly, she stands. “I think it’s time for bed,” she whispers. “And maybe I can get a good night’s sleep.” Her eyes look to the bin. “Without that thing.”<br>
<br>
She wanders towards the stairs, passing you. “Goodnight <<TrueName "Current">>.”<br>
<br>
You smile, watching her go up to her room.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<set $YourHome4aPokerEpilogue to undefined>><<GiveObjectLocation "Void" "HarrowTape">><<EmilyGrades -2>><<SiblingBond 1>><<Quest18Reconciliation>><</link>>
<<else>>
Emily giggles as she stares at the bin. “How bold of you!”<br>
<br>
“Some things aren’t worth it,” you tell her.<br>
<br>
A smile forms on her face, but it fades quickly. “Not that I care. I’m probably failing biology anyway.”<br>
<br>
You don’t push her on her comment. She holds your eyes for a moment, then stands. “Bedtime,” she announces. “Maybe I’ll dream about Harrow’s lessons anyway.”<br>
<br>
She grins at you as she passes. You watch her, listening as she shuts her bedroom door.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<set $YourHome4aPokerEpilogue to undefined>><<GiveObjectLocation "Void" "HarrowTape">><<EmilyGrades -2>><<Quest18Reconciliation>><</link>>
<</if>>
<</if>><<if $YourHome4bPokerEpilogue is "WouldListen">>
“I wouldn’t have listened to it,” you tell him. “I wouldn’t put you through that.”<br>
<br>
<i><<TrueName "Current">></i> smiles sweetly back at you for a moment. “Thank you.”<br>
<br>
“I’m here for you, Em,” you tell him. Then you hear a giggle escape your lips. “Or rather, <<TrueName "Current">>.”<br>
<br>
He returns your smile, then stands. “I think it’s time for bed. And maybe I can get a good night’s sleep. Free of Harrow’s tape. Goodnight <i>Emily</i>.”<br>
<br>
<i><<TrueName "Current">></i> drops the amulet on the table and walks up the stairs, lost in thought. You call after him. “You’re not changing back?”<br>
<br>
“In a bit,” you hear your own voice say. The door slams shut.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<set $YourHome4bPokerEpilogue to undefined>><<TakeObjectNPC "Emily" "HarrowAmulet">><<SiblingBond 1>><<Quest18Reconciliation>><</link>>
<<elseif $YourHome4bPokerEpilogue is "MeantForHer">>
“It probably would have had to be you,” you tell him. “Harrow’s too smart to leave get-out-of-jail clauses.”<br>
<br>
<i><<TrueName "Current">></i> looks back to you with a pained expression. A sigh escapes his lips. “Maybe. But you could have lied and pretended, <<TrueName "Current">>.”<br>
<br>
The silence settles in. Tense, and something now between the two of you. “Time for bed. At least I don’t have to worry about that tape.”<br>
<br>
<i><<TrueName "Current">></i> drops the amulet on the table and walks up the stairs, lost in thought. You call after him. “You’re not changing back?”<br>
<br>
“In a bit,” you hear your own voice say. The door slams shut.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<set $YourHome4bPokerEpilogue to undefined>><<TakeObjectNPC "Emily" "HarrowAmulet">><<SiblingBond -1>><<Quest18Reconciliation>><</link>>
<<elseif $YourHome4bPokerEpilogue is "TakeTape">>
You take the cassette from the table. “Alright. I’ll do it.”<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
He grins, watching you pocket it. “I’m sure you’ll have pleasant dreams,” he says. “I’m almost jealous.”<br>
<br>
You don't reply. You just look at the tape in your hand.<br>
<br>
<i><<TrueName "Current">></i> stands and pats your shoulder in a gesture that feels condescending in this body. "Long evening," he says. "Bedtime. Night night."<br>
<br>
He skips up the stairs, lost in thought. You call after him. “You’re not changing back?”<br>
<br>
“In a bit,” you hear your own voice say. The door slams shut.<br>
<<else>>
He watches you take it and smiles sympathetically. “Thank you. I appreciate it.”<br>
<br>
“I don’t want you to have to go through this,” you reply. You just look at the tape in your hand.<br>
<br>
<i><<TrueName "Current">></i> looks at you for a long moment before standing. "I'll be next door. If you need anything."<br>
<br>
He walks up the stairs, lost in thought. You call after him. “You’re not changing back?”<br>
<br>
“In a bit,” you hear your own voice say. The door slams shut.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<set $YourHome4bPokerEpilogue to undefined>><<TakeObjectNPC "Emily" "HarrowTape">><<Quest18Reconciliation>><</link>>
<<elseif $YourHome4bPokerEpilogue is "TellEmily">>
“Em,” you say, nodding at the tape. “He’ll know if you don’t use it.”<br>
<br>
<<SiblingBondCheck>><<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is false and _SiblingBondCheck gte 2>>
He closes his eyes. Opens them. The look he gives you isn't anger. Or just that. It’s one with resigned acceptance baked into it too.<br>
<br>
“One listen,” he mutters. “And that’s it?”<br>
<br>
“He didn’t say any more than that,” you reply.<br>
<br>
He looks to you for a moment, then stands and takes the tape from the table. He holds it for a moment, looking at it carefully. Then wordlessly climbs the stairs. You call after him. “You’re not changing back?”<br>
<br>
“I have to,” you hear your own voice say. The door slams shut.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<set $YourHome4bPokerEpilogue to undefined>><<EmilyCorruption 2>><<SiblingBond -1>><<Quest18Reconciliation>><</link>>
<<elseif _EmilyCorruptionCheck is false and _SiblingBondCheck lt 2>>
He closes his eyes. Opens them. The look he gives you isn't anger. Or just that. It’s one with conviction baked into it too. He looks to you for a moment, then stands and takes the tape from the table. He holds it for a moment, looking at it carefully.<br>
<br>
“No,” he murmurs, with assertiveness. “I’m not going to do this.”<br>
<br>
He pulls out the tape reel from the cassette and tosses it in the bin. “I’d rather fail biology than put those sounds into my head. And you shouldn’t have asked me to even consider it.”<br>
<br>
<i><<TrueName "Current">></i> turns and walks up the stairs, his shoes heavy on the steps. You call after him. “You’re not changing back?”<br>
<br>
“I have to,” you hear your own voice say. The door slams shut.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<set $YourHome4bPokerEpilogue to undefined>><<TakeObjectNPC "Emily" "HarrowTape">><<GiveObjectLocation "Void" "HarrowTape">><<EmilyGrades -2>><<SiblingBond -1>><<Quest18Reconciliation>><</link>>
<<elseif _EmilyCorruptionCheck is true and _SiblingBondCheck gte 2>>
He closes his eyes. Opens them. The look he gives you isn't anger. Or just that. It’s one with dismissal baked into it too.<br>
<br>
A sigh escapes from his lips and he slowly stands and walks over to you, thrusting out his hand. “Give it here, then.”<br>
<br>
You stare back at him. You hold it towards him. “Are you sure?”<br>
<br>
<i><<TrueName "Current">></i> shrugs. “If it keeps Harrow off my back, fine. And knowing Harrow's lessons, maybe I’ll like some of the dreams it might cause.”<br>
<br>
He grins at you, takes the tape. “Bedtime. Night night.”<br>
<br>
<i><<TrueName "Current">></i> skips off up the stairs, almost buoyant. You call after him. “You’re not changing back?”<br>
<br>
“In a bit,” you hear your own voice say. The door slams shut.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<set $YourHome4bPokerEpilogue to undefined>><<EmilyCorruption 2>><<Quest18Reconciliation>><</link>>
<<else>>
He closes his eyes. Opens them. The look he gives you isn't anger. Or just that. It’s one with conviction baked into it too. He looks to you for a moment, then stands and takes the tape from the table. He holds it for a moment, looking at it carefully.<br>
<br>
“I don’t think so,” he murmurs, with a playful grin.<br>
<br>
He tosses the tape into your lap, smirking. “You’re going to take it. Or toss it in the bin, for all I care. Like I need revision. I’m failing anyway.”<br>
<br>
<i><<TrueName "Current">></i> skips off up the stairs, almost buoyant. You call after him. “You’re not changing back?”<br>
<br>
“We’ll see,” you hear your own voice say. The door slams shut.<br>
<br>
You look to the tape. You could throw it away. But you’re sure Harrow will know. Do you want Emily to be penalised more than she has?<br>
<br>
<<ActionsHeader>>
<<link "Throw the tape in the bin" "YourHome4bPokerEpilogue">><<set $YourHome4bPokerEpilogue to "ThrowBin">><<TakeObjectNPC "Emily" "HarrowTape">><<GiveObjectLocation "Void" "HarrowTape">><<SiblingBond -1>><</link>><br>
<<link "Take the tape" "YourHome4bPokerEpilogue">><<set $YourHome4bPokerEpilogue to "TakeSolo">><<TakeObjectNPC "Emily" "HarrowTape">><<SiblingBond -1>><</link>>
<</if>>
<<elseif $YourHome4bPokerEpilogue is "ThrowBin">>
You look to the tape. You won’t subject yourself to this.<br>
<br>
Pulling out the tape reels from the cassette, you throw it into the bin. You just hope Emily isn’t impacted. Too much.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<set $YourHome4bPokerEpilogue to undefined>><<EmilyGrades -2>><<Quest18Reconciliation>><</link>>
<<elseif $YourHome4bPokerEpilogue is "TakeSolo">>
You scoop up the tape and sigh. You don’t honestly want to subject yourself to this, but it will stop Emily’s grades from going down even more.<br>
<br>
<i>Or are you just a little curious about what’s on it?</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<set $YourHome4bPokerEpilogue to undefined>><<Quest18Reconciliation>><</link>>
<<elseif $YourHome4bPokerEpilogue is "Destroy">>
“I think I know just what to do with this,” you say, pulling out the tape reels and throwing the cassette into the bin.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is false>>
<i><<TrueName "Current">>'s</i> eyes widen as he stares at the bin. “But my grades!”<br>
<br>
“Some things aren’t worth it,” you tell him.<br>
<br>
A smile forms on his face. For the first time since leaving the manor. “Thank you,” he whispers quietly.<br>
<br>
“I didn’t want to put you through that,” you tell him. “And again, I’m sorry.”<br>
<br>
<i><<TrueName "Current">></i> smiles sweetly back at you for a moment. Then slowly, he stands. “I think it’s time for bed. And maybe I can get a good night’s sleep.” His eyes look to the bin. “Without that thing.”<br>
<br>
He wanders towards the stairs, passing you. “Goodnight <i><<TrueName "Current">></i>.”<br>
<br>
He walks up the stairs, lost in thought. You call after him. “You’re not changing back?”<br>
<br>
“In a bit,” you hear your own voice say. The door slams shut.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<set $YourHome4bPokerEpilogue to undefined>><<TakeObjectNPC "Emily" "HarrowTape">><<GiveObjectLocation "Void" "HarrowTape">><<EmilyGrades -2>><<SiblingBond 1>><<Quest18Reconciliation>><</link>>
<<else>>
<i><<TrueName "Current">></i> giggles as he stares at the bin. “How bold of you!”<br>
<br>
“Some things aren’t worth it,” you tell him.<br>
<br>
A smile forms on his face, but it fades quickly. “Not that I care. I’m probably failing biology anyway.”<br>
<br>
You don’t push him on his comment. He holds your eyes for a moment, then stands. “Bedtime,” he announces. “Maybe I’ll dream about Harrow’s lessons anyway.”<br>
<br>
He skips up the stairs, lost in thought. You call after him. “You’re not changing back?”<br>
<br>
“In a bit,” you hear your own voice say. The door slams shut.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<set $YourHome4bPokerEpilogue to undefined>><<TakeObjectNPC "Emily" "HarrowTape">><<GiveObjectLocation "Void" "HarrowTape">><<EmilyGrades -2>><<Quest18Reconciliation>><</link>>
<</if>>
<</if>><<if $YourHome4cPokerEpilogue is "Convince">>
<<if $current.avatar is "Emily">>
"You said it yourself," you say, looking down at the tape. "He'll know if you don't use it. I'm sorry, Em. But it's just a tape to listen to."<br>
<<else>>
"You said it yourself," you say, taking out the tape. "He'll know if you don't use it."<br>
<</if>>
<br>
<<SiblingBondCheck>><<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is false and _SiblingBondCheck gte 2>>
She closes her eyes. Opens them. The look she gives you isn't anger. Or just that. It's one with resigned acceptance baked into it too.<br>
<br>
"One listen," she mutters. "And that's it?"<br>
<br>
"He didn't say any more than that," you reply.<br>
<br>
She looks to you for a moment, then stands and takes the tape from you. She holds it for a moment, looking at it carefully. Then wordlessly climbs the stairs. You hear her bedroom door click shut.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<GiveObjectNPC "Emily" "HarrowTape">><<EmilyCorruption 2>><<SiblingBond -1>><<set $YourHome4cPokerEpilogue to undefined>><<Quest18Reconciliation>><</link>>
<<elseif _EmilyCorruptionCheck is false and _SiblingBondCheck lt 2>>
Emily closes her eyes. Opens them. The look she gives you isn't anger. Or just that. It's one with conviction baked into it too. She looks to you for a moment, then stands and takes the tape from you. She holds it for a moment, looking at it carefully.<br>
<br>
"No," she murmurs, with assertiveness. "I'm not going to do this."<br>
<br>
She pulls out the tape reel from the cassette and tosses it in the bin. "I'd rather fail biology than put those sounds into my head. And you shouldn't have asked me to even consider it."<br>
<br>
Emily turns and walks up the stairs, her shoes heavy on the steps.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<GiveObjectLocation "Void" "HarrowTape">><<EmilyGrades -2>><<SiblingBond -1>><<set $YourHome4cPokerEpilogue to undefined>><<Quest18Reconciliation>><</link>>
<<elseif _EmilyCorruptionCheck is true and _SiblingBondCheck gte 2>>
Emily closes her eyes. Opens them. The look she gives you isn't anger. Or just that. It's one with dismissal baked into it too.<br>
<br>
A sigh escapes from her lips and she slowly stands and walks over to you, thrusting out her hand. "Give it here, then."<br>
<br>
You stare back at her. You hold it towards her. "Are you sure?"<br>
<br>
Emily shrugs. "If it keeps Harrow off my back, fine. And knowing Harrow's lessons, maybe I'll like some of the dreams it might cause."<br>
<br>
She grins at you, takes the tape. "Bedtime. Night night."<br>
<br>
Emily skips off up the stairs, almost buoyant.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<GiveObjectNPC "Emily" "HarrowTape">><<EmilyCorruption 2>><<set $YourHome4cPokerEpilogue to undefined>><<Quest18Reconciliation>><</link>>
<<else>>
Emily closes her eyes. Opens them. The look she gives you isn't anger. Or just that. It's one with conviction baked into it too. She looks to you for a moment, then stands and takes the tape from you. She holds it for a moment, looking at it carefully.<br>
<br>
"I don't think so," she murmurs, with a playful grin.<br>
<br>
She tosses the tape into your lap, smirking. "You're going to take it. Or toss it in the bin, for all I care. Like I need revision. I'm failing anyway."<br>
<br>
Emily skips off up the stairs, almost buoyant. The door upstairs slams shut.<br>
<br>
You look to the tape. You could throw it away. But you're sure Harrow will know. Do you want Emily to be penalised more than she has?<br>
<br>
<<ActionsHeader>>
<<link "Throw the tape in the bin" "YourHome4cPokerEpilogue">><<set $YourHome4cPokerEpilogue to "ThrowBin">><<GiveObjectLocation "Void" "HarrowTape">><<SiblingBond -1>><</link>><br>
<<link "Take the tape" "YourHome4cPokerEpilogue">><<set $YourHome4cPokerEpilogue to "TakeSolo">><<SiblingBond -1>><</link>>
<</if>>
<<elseif $YourHome4cPokerEpilogue is "ThrowBin">>
You look to the tape. You won't subject yourself to this.<br>
<br>
Pulling out the tape reels from the cassette, you throw it into the bin. You just hope Emily isn't impacted. Too much.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<EmilyGrades -2>><<set $YourHome4cPokerEpilogue to undefined>><<Quest18Reconciliation>><</link>>
<<elseif $YourHome4cPokerEpilogue is "TakeSolo">>
You scoop up the tape and sigh. You don't honestly want to subject yourself to this, but it will stop Emily's grades from going down even more.<br>
<br>
<i>Or are you just a little curious about what's on it?</i><br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<set $YourHome4cPokerEpilogue to undefined>><<Quest18Reconciliation>><</link>>
<<elseif $YourHome4cPokerEpilogue is "TakeTape">>
You take the cassette from the table. "Alright. I'll do it."<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>>
She grins, watching you pocket it. "I'm sure you'll have pleasant dreams," she says. "I'm almost jealous."<br>
<br>
You don't reply. You just look at the tape in your hand.<br>
<br>
Emily stands. "Bedtime. Night night."<br>
<br>
She skips up the stairs, lost in thought.<br>
<<else>>
She watches you take it and smiles sympathetically. "Thank you. I appreciate it."<br>
<br>
"I don't want you to have to go through this," you reply. You just look at the tape in your hand.<br>
<br>
Emily looks at you for a long moment before standing. "I'll be next door. If you need anything."<br>
<br>
She walks up the stairs, lost in thought.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<set $YourHome4cPokerEpilogue to undefined>><<Quest18Reconciliation>><</link>>
<<elseif $YourHome4cPokerEpilogue is "Destroy">>
"I think I know just what to do with this," you say, pulling out the tape reels and throwing the cassette into the bin.<br>
<br>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is false>>
Emily's eyes widen as she stares at the bin. "But my grades!"<br>
<br>
"Some things aren't worth it," you tell her.<br>
<br>
A smile forms on her face. For the first time since leaving the manor. "Thank you," she whispers quietly.<br>
<br>
"I didn't want to put you through that," you tell her. "And again, I'm sorry."<br>
<br>
Emily smiles sweetly back at you for a moment. Then slowly, she stands. "I think it's time for bed," she whispers. "And maybe I can get a good night's sleep." Her eyes look to the bin. "Without that thing."<br>
<br>
She wanders towards the stairs, passing you. "Goodnight <<TrueName "Current">>."<br>
<br>
You smile, watching her go up to her room.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<GiveObjectLocation "Void" "HarrowTape">><<EmilyGrades -2>><<SiblingBond 1>><<set $YourHome4cPokerEpilogue to undefined>><<Quest18Reconciliation>><</link>>
<<else>>
Emily giggles as she stares at the bin. "How bold of you!"<br>
<br>
"Some things aren't worth it," you tell her.<br>
<br>
A smile forms on her face, but it fades quickly. "Not that I care. I'm probably failing biology anyway."<br>
<br>
You don't push her on her comment. She holds your eyes for a moment, then stands. "Bedtime," she announces. "Maybe I'll dream about Harrow's lessons anyway."<br>
<br>
She grins at you as she passes. You watch her, listening as she shuts her bedroom door.<br>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<GiveObjectLocation "Void" "HarrowTape">><<EmilyGrades -2>><<set $YourHome4cPokerEpilogue to undefined>><<Quest18Reconciliation>><</link>>
<</if>>
<</if>><<switch $YourHomePhoneJennifer>>
<<case undefined>>
Punching in Jennifer's number, you wait for her to pick up. After a few rings, they answer.<br>
<Br>
"Hey," you begin. "Jen?"<Br>
<br>
"It's <I>Jen</i> this morning, is it?" you hear your voice say. "What's up?"<br>
<br>
"Thompson wants to talk to me about my work performance," you mutter. "Or rather, he wants to talk to you."<br>
<Br>
"I'll handle it," you hear <I><<TrueName "Current">></I> say. "Put the kettle on. I'll call you after I'm done."<br>
<br>
The line goes dead. You hang up the phone and look around, meeting Emily's eyes. "Guess I'm going to school today," she mutters as she slides off the chair.<br>
<br>
<<ActionsHeader>>
<<link "Wait for the call" "YourHomePhoneJennifer">><<set $YourHomePhoneJennifer to "PhoneCall">><<set $EmDay to "school">><<SetNPCLocation "Emily" $dayCurrent $periodCurrent "">><<TimeChange>><</link>>
<<case "PhoneCall">>
The morning passes by. You sit on the sofa, waiting for the phone to ring. When it does, you almost jump out of your skin.<Br>
<Br>
"Hello?" you say into the receiver.<br>
<br>
"All sorted," you hear <i><<TrueName "Current">></i> say. "I told Thompson that I had got distracted with Emily, but I showed him what I'd been doing in my spare time to help improve operations."<br>
<Br>
"What was that?" you ask.<Br>
<Br>
"Something I made up on the spot," you hear the reply say with a smirk. "Thompson doesn't know what he's talking about. It's easy to trick him, don't you think?"<br>
<Br>
You say nothing. You wish you could agree.<br>
<Br>
"Work should be a bit easier from now on," <I><<TrueName "Current">></i> continues. "But don't you worry about it. I've got it covered. See you for dinner?"<Br>
<br>
They hang up. You wonder how they managed to get out of this one.<br>
<Br>
<I>Or how you couldn't?</i>
<br>
<<ActionsHeader>>
<<link "Return to the living room" "YourHome">><<set $YourHomePhoneJennifer to undefined>><<WorkPerformanceReset>><</link>>
<</switch>><<widget "TaxiCabTaken">>
<<set $TaxiCabTaken = $TaxiCabTaken ?? {}>>
<<if _CurrentPC is true>>
<<set $TaxiCabTaken["PC"] = true>>
<<else>>
<<set $TaxiCabTaken[$current.avatar] = true>>
<</if>>
<</widget>>
<<widget "TaxiCabTakenCheck">>
<<set $TaxiCabTaken = $TaxiCabTaken ?? {}>>
<<if _CurrentPC is true>>
<<set _TaxiCabTakenCheck = ($TaxiCabTaken["PC"] is true)>>
<<else>>
<<set _TaxiCabTakenCheck = ($TaxiCabTaken[$current.avatar] is true)>>
<</if>>
<</widget>>
<<widget "HudsonInvite">>
<<set _HudsonInvite to false>>
<<QuestOptionCheck "Quest31" 0 "catherine_invite">>
<<if _QuestOptionCheck is true>><<set _HudsonInvite to true>>
<<else>>
<<QuestOptionCheck "Quest31" 0 "cheerleader">>
<<if _QuestOptionCheck is true>><<set _HudsonInvite to true>><</if>>
<</if>>
<</widget>>
<<widget "ReadyForGala">>
<<set _ReadyForGala to false>>
<<if $current.makeup is true>>
<<CurrentOutfit>>
<<if _CurrentOutfit is "GalaDressCorrupted" or _CurrentOutfit is "GalaDressNonCorrupted">>
<<set _ReadyForGala to true>>
<</if>>
<</if>>
<</widget>><b>Your room</b><br>
<<if $PlayerCharacter.stateCurrent is 6>>
<img src="./images/Your_Room_7.png"><br>
<<elseif $PlayerCharacter.stateCurrent is 5>>
<img src="./images/Your_Room_6.png"><br>
<<elseif $PlayerCharacter.stateCurrent is 4>>
<img src="./images/Your_Room_5.png"><br>
<<elseif $PlayerCharacter.stateCurrent is 3>>
<img src="./images/Your_Room_4.png"><br>
<<elseif $PlayerCharacter.stateCurrent is 2>>
<img src="./images/Your_Room_3.png"><br>
<<elseif $PlayerCharacter.stateCurrent is 1>>
<img src="./images/Your_Room_2.png"><br>
<<else>>
<img src="./images/Your_Room_1.png"><br>
<</if>>
<br><<print setup.feminineRoom[$PlayerCharacter.stateCurrent]>><br>
<<include "EventsYourRoom">>
<<if _currentEvent is undefined>>
<<if $NewDay is true>>
<<if $current.female is true and $PlayerCharacter.female is false>>
<br>Light seeps into your vision and you find yourself stirring from a sleep. You blink back into consciousness and immediately something feels wrong. The sensations from your body feel off, the touch of your skin against the bed sheets alien. It takes you only a moment to remember how you went to sleep. Or rather, who you were. You glance down and confirm that nothing has changed. <br>
<br>
Taking a breath, you slide out of bed and get changed into the clothes you discarded last night. You glance in the mirror and take in your current form. Then brace yourself for the rest of the day.<br>
<<elseif $current.female is false and _CurrentPC is false>>
<br>Light seeps into your vision and you find yourself stirring from a sleep. You blink back into consciousness and immediately something feels wrong. The sensations from your body feel off, the touch of your skin against the bed sheets alien. It takes you only a moment to remember how you went to sleep. Or rather, <i>who you were</i>. You glance down and confirm that nothing has changed. <br>
<br>
Taking a breath, you slide out of bed and get changed into the clothes you discarded last night. You glance in the mirror and take in your current form. Then brace yourself for the rest of the day.<br>
<<else>>
<br>You stir, your consciousness returning to the land of the living. You blink, glancing down at the comforting outline of your body underneath your bed sheets. Morning daylight shines in through the windows and the sounds of birds chirping can be heard even through the window glass.<br>
<br>
You pull back the sheets and get up, grabbing some clothes from your wardrobe and quickly throwing them on. You glance at yourself - your own self - in the mirror. You are ready to face the day ahead.<br>
<</if>>
<<TandiBraceletProse>>
<</if>>
<br>
<<ActionsHeader>>
<<if $current.avatar != $PlayerCharacter.firstName[$PlayerCharacter.stateCurrent]>>
<<CheckNPCForm "Jennifer">><<InventoryCheckSelf "HarrowTape">>
<<if _InventoryCheckSelf is true>>
<s>Use the Amulet to transform back</s> - <I>You need to go to bed and listen to the tape as Emily</i><br>
<<elseif _NPCForm is "PC" and $current.avatar is "Jennifer">>
<s>Use the Amulet to transform back</s> - <I>You can't risk transforming into yourself when Jennifer is in your form.</i><br>
<<else>>
<<link "Use the Amulet to transform back" "YourRoomTransformBack">><<set $NewDay to undefined>><</link>><br>
<</if>>
<</if>>
<<if setup.period[$periodCurrent] isnot "Night">>
<<InventoryCheckSelf "MagicBook">><<SpellsCheckSelf "Charm">>
<<if _InventoryCheckSelf is true and _SpellsCheckSelf is false>><<link "Read the magic book" "YourRoomReading">><<set $NewDay to undefined>><</link>><br><</if>>
<<InventoryCheckSelf "DeBussyBook">>
<<if _InventoryCheckSelf is true>><<link "Decide what to do with DeBussy's notebook" "YourRoomReadingDeBussy">><<set $NewDay to undefined>><</link>><br><</if>>
<<InventoryCheckSelf "HeatherPhoto">>
<<if _InventoryCheckSelf is true>><<link "Burn the photos of Heather" "YourRoomBurnHeatherPhotos">>
<<if setup.period[$periodCurrent] is "Morning" and (setup.days[$dayCurrent] isnot "Saturday" and setup.days[$dayCurrent] isnot "Sunday")>><<set $EmDay to "school">><</if>>
<<Greedy -1>>
<<GiveObjectLocation "Void" "HeatherPhoto">>
<<set $NewDay to undefined>>
<</link>><br><</if>>
<<Flag "PCWardrobeKnown">>
<<if _FlagReturn is true and _CurrentPC is true>><<link "Open your wardrobe" "YourRoomWardrobe">><</link>><br><</if>>
<<Flag "PCVanityTableKnown">>
<<if _FlagReturn is true and $current.female is true and _CurrentPC is true>><<link "Look at your vanity table" "YourRoomVanityTable">><</link>><br><</if>>
<<InventoryCheckSelf "HeatherTroll">><<QuestState "Quest33">>
<<if _InventoryCheckSelf is true and _QuestState is 0 and $current.avatar isnot "Heather" and setup.period[$periodCurrent] is "Evening">><<link "Attempt to transform into Heather" "YourRoomTransformHeather">><<set $NewDay to undefined>><</link>><br><</if>>
<<InventoryCheckSelf "TandiPersonalPhoto">>
<<if _InventoryCheckSelf is true and $current.avatar isnot "Tandi" and setup.period[$periodCurrent] is "Evening">><<link "Try to transform into Tandi" "YourRoomTransformTandi">><<set $NewDay to undefined>><</link>><br><</if>>
<<InventoryCheckSelf "LogainWeed">>
<<if _InventoryCheckSelf is true>><<link "Smoke some weed" "YourRoomSmokeWeed">><<set $NewDay to undefined>><</link>><br><</if>>
<<elseif setup.period[$periodCurrent] is "Night">>
<<InventoryCheckSelf "HarrowTape">>
<<if _InventoryCheckSelf is true and $current.avatar is "Emily">>
<<link "Put the tape on and go to sleep" "YourRoomHarrowTapeSleep">><<GiveObjectLocation "Void" "HarrowTape">><<if $current.female is true and $PlayerCharacter.female is false>><<Feminity 1>><</if>><</link>><br>
<<elseif _InventoryCheckSelf is true and _CurrentPC is true>>
<<if $ItemState.amulet.charge gte 2>>
<<link "Transform into Emily to listen to the tape" "YourRoomPokerTransformEmily">><<Transform "Emily">><<set $NewDay to undefined>><</link>><br>
<<else>>
<<link "Wait for the amulet to charge and transform into Emily" "YourRoomPokerAmuletWait">><<set $ItemState.amulet.charge to 2>><<set $NewDay to undefined>><</link>><br>
<</if>>
<<link "Go to sleep" "YourRoomSleep">><br><<if $current.female is true and $PlayerCharacter.female is false>><<Feminity 1>><</if>><</link>><br>
<<else>>
<<link "Go to sleep" "YourRoomSleep">><br><<if $current.female is true and $PlayerCharacter.female is false>><<Feminity 1>><</if>><</link>><br>
<</if>>
<<InventoryCheckSelf "AnnieLeaf">>
<<if _InventoryCheckSelf is true>>
<<if $current.avatar is "Annie">>
<<link "Put the leaf under your pillow" "YourRoomLeaf">><</link>><br>
<<else>>
<<link "Put the leaf under your pillow and attempt to transform into Annie" "YourRoomLeaf">><</link>><br>
<</if>>
<</if>>
<<InventoryCheckSelf "JenniferLeaf">>
<<if _InventoryCheckSelf is true>>
<<if $current.avatar is "Jennifer">>
<<link "Put the leaf under your pillow" "YourRoomLeaf">><</link>><br>
<<else>>
<<link "Put the leaf under your pillow and attempt to transform into Jennifer" "YourRoomLeaf">><</link>><br>
<</if>>
<</if>>
<<InventoryCheckSelf "RedPotion">>
<<if _InventoryCheckSelf is true and _CurrentPC is true>><<link "Drink the potion" "YourRoomPotion">><</link>><br><</if>>
<</if>>
<<if $SleptTransformed is true and _CurrentPC is false>>
<<CheckNPCForm "Jennifer">>
<<if _NPCForm is "PC">>
<<link "Go downstairs" "YourHome">><<set $NewDay to undefined>><</link>>
<<else>>
<s>Go downstairs</s> - <i>You should probably transform back today before leaving your room</i><br>
<</if>>
<<else>>
<<link "Go downstairs" "YourHome">><<set $NewDay to undefined>><</link>>
<</if>>
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<if _currentEvent is "FirstDream">>
<<if $NewDay is true>><<set $NewDay to false>><</if>>
<br>
You jolt forward. It takes a moment to realise that you’re in bed, in your bedroom. Safe. You hear the quiet sounds of pigeons outside, with only a little daylight seeping in from the edges of the windows.<br>
<br>
Taking deep breaths, you regain a sense of composure. You’re safe. The familiar colours and paint of your bedroom surround you. Sure, they seem a little less manly than you would usually have gone for, but that was the prior occupant's decision. Wasn’t it?<br>
<br>
You reflect on the dream - yes, it was a dream - as you calm down. You’ve had more frightening dreams in your life, but you can’t recall one being so vibrant. Almost alive. As if it were more than a dream. Memories, almost.<br>
<br>
Which is exactly what it was. Memories of one of your first dates with Jennifer. With Dan interrupting you. You grimace at the thought of him.<br>
<br>
Something lingers in your mind. Dan did interrupt the date, didn’t he? That’s what you remember...<br>
<br>
<<CurrentPC>>
<<if _CurrentPC is true>>
Something calls for you to check your body. You run your hands down your skinny torso, feeling your sensitive chest. Everything seems correct. Thankfully, even your average penis is intact. Nothing seems strange.<br>
<br>
A fleeting thought preys on your mind in spite of your attempts to reassure yourself. This is what you expected, isn’t it?<br>
<<else>>
Something calls for you to check your body. You run your hands down your body, remembering that you aren’t quite yourself. You try to note the differences. No skinny torso, no scruffy hair. And no average sized penis. Nothing that you wouldn’t expect, but it’s unnerving to be in a form other than your own, still.<br>
<br>
A fleeting thought preys on your mind in spite of your attempts to reassure yourself. You remember yourself well enough, don’t you?<br>
<</if>>
<br>
But you can’t shake the feeling that something isn’t right. With all that’s happened, you decide that you should speak to someone who might be able to help. Someone who knows something about magic.<br>
<br>
<<ActionsHeader>>
<<link "Get up" "YourRoom">>
<<EventsCheckEnd "YourRoom" "FirstDream">>
<<EventsCancel "JennifersApartmentBedroom" "JennifersApartmentFirstDream">>
<<EventsCancel "AnniesApartmentBedroom" "AnniesApartmentFirstDream">>
<<QuestTracker "Quest16" 0>>
<</link>><br>
<<elseif _currentEvent is "FirstFemaleDream">>
<<if $NewDay is true>><<set $NewDay to false>><</if>>
<br>
You bolt upright, gasping for air. You hug your sheets to your chest, feeling your breasts rise and fall as you take deep breaths.<br>
<br>
Another dream. Another of those dreams. The vibrancy, the fidelity. It all seemed so real.<br>
<br>
You recall the specifics. You were back at your first job, back in the city. You recall the treatment you received from your superiors. The demeaning requests. The constant comments full of innuendo.<br>
<br>
No one ever said that being a programmer in a man’s world would be easy. But you didn’t think grabbing coffee orders would be a task given to someone with a university degree.<br>
<br>
A thought flashes across your mind. <I>That wasn’t the task given to you at that job, was it?</i><br>
<br>
You rack your brain, trying to grasp what feels like a memory just out of reach. You remember the job, clearly. You were consistently demeaned, belittled and treated as nothing more than an office girl. Try as you might, that’s what you remember.<br>
<br>
Yet even the very word ‘girl’ jars in your brain. You can’t explain why, but you bet it’s got something to do with magic. And you know you need to speak to someone to get to the bottom of this.<br>
<br>
<<ActionsHeader>>
<<link "Get up" "YourRoom">>
<<EventsCheckEnd "YourRoom" "FirstFemaleDream">>
<<EventsCancel "JennifersApartmentBedroom" "JennifersApartmentFirstFemaleDream">>
<<EventsCancel "AnniesApartmentBedroom" "AnniesApartmentFirstFemaleDream">>
<<QuestState "Quest16">>
<<if _QuestState is 1>>
<<QuestTracker "Quest16" 3>>
<</if>>
<</link>><br>
<<elseif _currentEvent is "LastDream">>
<<if $NewDay is true>><<set $NewDay to false>><</if>>
<br>
You wake with a start, your breath shallow, the feeling of the graduation gown brushing against your skin still lingering - except it’s gone.<br>
<Br>
But something is different. You don’t know what. You feel off, like reality has shifted again in some small, imperceptible way. A thread pulled from a tapestry, leaving a flaw in the weave that you can’t quite see, but you can feel.<br>
<br>
You push yourself upright, heart pounding. You need to talk to Gladys.<br>
<br>
<<ActionsHeader>>
<<link "Get up" "YourRoom">>
<<EventsCheckEnd "YourRoom" "LastDream">>
<<QuestState "Quest16">>
<<if _QuestState is 6>>
<<QuestTracker "Quest16" 7>>
<</if>>
<</link>><br>
<<elseif _currentEvent is "FirstNoReturn">>
<<if $NewDay is true>><<set $NewDay to false>><</if>>
<br>
Lunging forward, you gasp for air. Your eyes dart around and recognise where you are. In bed, in your bedroom. You hear the quiet sounds of pigeons outside. The air feels warmer. Autumnal. Not like that cold day.<br>
<br>
You catch your breath as you remember. The running track. The cold air in spite of it being the end of summer. Steve.<br>
<br>
None of that happened. You went to school in the city. Not Charlton. Didn’t you? But the dream. It felt so real.<br>
<br>
<i>What are you talking about? What dream?</i><br>
<br>
The voice is there, but it’s distant. Easy to ignore. You look around your room. No changes. It looks just as you decorated it from when you first moved here. You recall that Brock was mad that you picked this one. Just as well, really. It would have been wasted once he left for University. Which he definitely did do. Didn’t he?<br>
<br>
<i>Even for you, this is getting hard to follow. What’s going on?</i><br>
<br>
Try as you might, the memories of the morning PE lesson linger in your mind. More troublesome is that you can't recall what you really did that day.<br>
<Br>
Suddenly a girlish laugh echoes in your mind, cutting the voice off. You hear it growl, but it’s distant and dim. Then, for the first time in a while, there’s a momentary sense of calm in your mind. It’s only punctured by a soft titter of a girl.<br>
<br>
<span class="pink"><i>So, so warm now. See you soon, <<TrueName "Female">>.</i></span><br>
<br>
<<ActionsHeader>>
<<link "Get up" "YourRoom">>
<<EventsCheckEnd "YourRoom" "FirstNoReturn">>
<<EventsCancel "JennifersApartmentBedroom" "FirstNoReturn">>
<<EventsCancel "AnniesApartmentBedroom" "FirstNoReturn">>
<</link>><br>
<<elseif _currentEvent is "ShadowSelfDream">>
<<if $NewDay is true>><<set $NewDay to false>><</if>>
<br>
Your eyes snap open.<br>
<br>
The ceiling of your room stares back at you, familiar but somehow wrong. The air feels too still, your body too light, as if the dream is still clinging to your skin.<br>
<br>
You sit up, heart pounding, the ghost of your Shadow Self’s voice lingering in the back of your mind.<br>
<br>
The memory of your choice burns within you, sharp and undeniable.<br>
<br>
And deep down, a terrible certainty settles.<br>
<Br>
This isn’t over. You should speak to Gladys.<br>
<br>
<<ActionsHeader>>
<<link "Get up" "YourRoom">>
<<EventsCheckEnd "YourRoom" "ShadowSelfDream">>
<<QuestTracker "Quest16" 5>>
<</link>><br>
<<elseif _currentEvent is "MakeupFirst">>
<<if $NewDay is true>><<set $NewDay to false>><</if>>
<br>
You stir as daylight brings you from your slumber, signalling the start of a new day in Charlton.<br>
<br>
As you sit up in your bed, you catch sight of your reflection in your small mirror. You can’t help but frown. That it’s not your face is no longer a concern. Emily’s youthful face stares back at you. Though still disconcerting, it’s what you expect.<br>
<br>
No, the cause for alarm is something else. Something… embarrassing. You recall how you looked yesterday. Today though, you can’t help but think how plain you look.<br>
<Br>
<I>You’re not seriously thinking of applying make-up again, are you?</i><br>
<br>
The urge plays across your thoughts. You remember the reactions you drew when people saw you. More friendly. Personable. You knew instinctively that it would be so much easier to persuade and manipulate them, with a lip gloss glazed pout, or pleading doe eyes framed in eye shadow.<br>
<br>
A consideration bubbles up. If you wanted to capitalise on people’s reactions to you, maybe you should talk to Emily. <br>
<br>
<<ActionsHeader>>
<<link "Get up" "YourRoom">>
<<EventsCheckEnd "YourRoom" "MakeupFirst">>
<<TaskTracker "Task6" "active">>
<</link>><br>
<<elseif _currentEvent is "ThirdStageMakeup">>
<<if $NewDay is true>><<set $NewDay to false>><</if>>
<<WearMakeup>>
<br>
The first thing you notice when you wake up isn’t the warmth of the blankets or the soft light filtering through the window.<br>
<br>
It’s the faint weight of mascara on your lashes, the light sheen of lip gloss on your lips.<br>
<br>
Your breath catches as you sit up, hands instinctively touching your face.<br>
<br>
It’s there.<br>
<Br>
Your make-up is already done.<br>
<Br>
And you didn’t do it.<br>
<br>
You get up and stumble towards your tiny mirror, the reflection of Emily staring back.<br>
<br>
Perfectly made-up, as if you’d done it yourself. No streaks. No smudges. It’s flawless.<br>
<br>
You grimace, which looks like a dramatic pout in the reflection. You try to recall a memory of when Emily didn't look like this, but for some reason this is how you picture her now.<br>
<br>
<<ActionsHeader>>
<<link "Get up" "YourRoom">>
<<EventsCheckEnd "YourRoom" "ThirdStageMakeup">>
<<NPCWearMakeup "Emily">>
<</link>><br>
<<elseif _currentEvent is "CheerleaderMorningAfter">>
<<if $NewDay is true>><<set $NewDay to false>><</if>>
<br>
The alarm buzzes softly, stirring you from sleep. You blink groggily, stretching beneath the covers as the morning light casts warm streaks across the walls of your own room.<br>
<br>
For a moment, everything feels normal. Then the memories from yesterday settle in.<br>
<Br>
The cheerleaders.<br>
<br>
The initiation.<br>
<br>
<i>The uniform.</i><br>
<br>
You sit up slowly, rubbing your eyes, but the weight of reality doesn’t fade. If you’re going to school as Emily, then you need to look the part. Which means...<br>
<Br>
You glance at the discarded uniform on the floor. If you’re going to be accepted, you’re going to have to wear it. <br>
<Br>
Grimacing, you take stock of the reality. You should use Emily’s full length wardrobe and mirror to change. To make sure it hangs perfectly. To make sure that the hem at least hangs low enough that you don’t create a scandal...<br>
<br>
Then it strikes you. <I>These aren’t your own thoughts. Are they?</i><br>
<br>
<<ActionsHeader>>
<<link "Get up" "YourRoom">>
<<EventsCheckEnd "YourRoom" "CheerleaderMorningAfter">>
<<SetFlag "EmilysWardrobeKnown">>
<</link>><br>
<<elseif _currentEvent is "YourHomeSiblingBondReactiveAgainst">>
<<if $NewDay is true>><<set $NewDay to false>><</if>>
<br>
The first thing you notice when you wake up is the scent of Emily’s perfume - a faint trace lingering in the air, unmistakable in its familiarity.<br>
<Br>
Then, as your eyes adjust to the dim morning light, you notice something else.<br>
<br>
Your bedside table.<br>
<br>
The amulet is gone.<br>
<br>
A pit forms in your stomach. With the smell of perfume still lingering, you don’t need to think too hard about where it is and who has it.<Br>
<br>
<<ActionsHeader>>
<<link "Go downstairs to confront Emily" "EmilyDialogue">><<EventsCheckEnd "YourRoom" "YourHomeSiblingBondReactiveAgainst">><<GiveObjectNPC "Emily" "amulet">><<set $EmilyDialogue to "YourHomeSiblingBondReactiveAgainst">><</link>><br>
<<elseif _currentEvent is "YourRoomGradesF">>
<<if $EmilyStateCurrent lt 3>>
<br>
You awaken abruptly to the sound of a scream downstairs, followed by heart-wrenching wailing. Panic tightens your chest.<br>
<br>
<<ActionsHeader>>
<<link "Rush downstairs" "GameOverEvents">><<EventsCheckEnd "YourRoom" "YourRoomGradesF">><<set $GameOverEvent to "YourHomeGradesFIntro">><</link>><br>
<<else>>
<br>
You awaken to hear loud music thumping from downstairs, the aggressive beat of a rebellious pop song by Lexi Star. A current chart-topper filled with provocative lyrics and a defiant chorus of independence. You rub your eyes. <i>Now what?</i><br>
<br>
<<ActionsHeader>>
<<link "Groggily head downstairs" "GameOverEvents">><<EventsCheckEnd "YourRoom" "YourRoomGradesF">><<set $GameOverEvent to "YourHomeGradesFIntro">><</link>><br>
<</if>>
<<elseif _currentEvent is "TerrenceResolutionJenniferText">>
<<if $NewDay is true>><<set $NewDay to false>><</if>>
<br>
You awaken abruptly to a chime that's now almost alien to you. The sound of a text message coming through. There's only one person who bothers with this in Charlton.<br>
<br>
<span class="MobileMessage"><b>Jennifer:</b> Hey. I've been giving all that's happened a lot of thought. Can you come over this morning?</span>
<br>
<<ActionsHeader>>
<<link "Get up" "YourRoom">><<EventsCheckEnd "YourRoom" "TerrenceResolutionJenniferText">><<SetFlag "JenniferPostTerrenceVisit">><</link>><br>
<</if>><<Weekend>>
<<if _Weekend is true and setup.period[$periodCurrent] is "Night">>
<<Flag "EmilyMaidJobAutomated">><<DailyVariableCheck "EmilyWorkingMaid">>
<<if _FlagReturn is true or _DailyVariableCheck is true>>As you decide to sleep, your mind keeps reminding you that you haven't heard the door open yet. You wonder what Emily must be doing to keep her working so late at the hotel. Burying thoughts before you spiral, you nevertheless feel a cold shiver spread across your skin.<br><br><</if>>
<</if>>
<<if _CurrentPC is true>>
Feeling exhausted, you put the amulet down on your bedside table and take off your clothes. You pull back the covers and slip in. The bed is as comfortable and familiar as the body you are in. <i>Your body.</i> After all that’s happened, the comforting pull of sleep relaxes you. Soon you find yourself drifting to sleep.<br>
<<elseif $current.female is false>>
<<if $PlayerCharacter.female is true>>
Tiredness threatens to overcome you. You put the amulet down on your bedside table and strip down. You feel especially awkward stripping down to boxers in this body, as if you are invading someone's privacy by the very act.<Br>
<br>
Pulling back the covers, you lie down in your bed. This body feels foreign. Its proportions and parts are unfamiliar. You feel the appendage between your legs, alien and discomforting.<br>
<br>
Sleep doesn’t come quickly, and when it does, it’s broken, as you try in vain to adjust to relaxing in such a different state. It takes you hours to finally fall unconscious, as your active mind finally succumbs to the physical pressure of needing to rest.<br>
<<else>>
Tiredness threatens to overcome you. You put the amulet down on your bedside table and strip down. You feel awkward and embarrassed getting naked in this body, in spite of its shape and features more familiar to you than some forms you've recently experienced.<br>
<br>
Pulling back the covers, you lie down in your bed. This body feels foreign. Its proportions and parts are familiar, but the shape and size is alien to you.<br>
<br>
Sleep doesn’t come quickly, and when it does, it’s broken, as you try in vain to adjust to relaxing in such a different state. It takes you hours to finally fall unconscious, as your active mind finally succumbs to the physical pressure of needing to rest.<br>
<</if>>
<<else>>
<<if $current.makeup is true>>
You go to the bathroom and wash the make-up off your face. You look at yourself in the mirror, feeling almost embarrassed about how plain you now look. You let out a little sigh and return to your bedroom.<br>
<br>
<<RemoveMakeup>>
<</if>>
<<if $PlayerCharacter.female is true>>
Tiredness threatens to overcome you. You put the amulet down on your bedside table and strip down. You feel awkward getting naked in this body, despite seeing other women at gyms and in changing rooms.<br>
<br>
Pulling back the covers, you lie down in your bed. This body feels foreign. Its proportions and parts are familiar, but the shape and size is alien to you.<br>
<br>
Sleep doesn’t come quickly, and when it does, it’s broken, as you try in vain to adjust to relaxing in such a different state. It takes you hours to finally fall unconscious, as your active mind finally succumbs to the physical pressure of needing to rest.<br>
<<else>>
Tiredness threatens to overcome you. You put the amulet down on your bedside table and strip down. You feel awkward and embarrassed getting naked in this body, as if you are a Peeping Tom leering at women in secret.<br>
<br>
Pulling back the covers, you lie down in your bed. This body feels foreign. Its proportions and parts rub against the sheets in ways that are alien to you. Your nipples brush against the sheets and you can’t help but gasp at the sensation it brings.<br>
<br>
Sleep doesn’t come quick and when it does, it’s broken, as you try in vain to adjust to relaxing in such a different state. It takes you hours to finally fall unconscious, as your active mind finally succumbs to the physical pressure of needing to rest.<br>
<</if>>
<</if>>
<<SleepRoutine "YourRoom">><<if $current.makeup is true>>
You go to the bathroom and wash the make-up off your face. You look at yourself in the mirror, feeling almost embarrassed about how plain you now look. You let out a little sigh and return to your bedroom.<br>
<br>
<<RemoveMakeup>>
<</if>>
<<if $PlayerCharacter.female is true>>
Tiredness threatens to overcome you. You put the amulet down on your bedside table and strip down. You feel awkward getting naked in this body, despite seeing other women at gyms and in changing rooms.<br>
<br>
Your eyes fall on the tape. You riffle through your bedside cabinet and find an old cassette player that you were sure you threw out before the move. In the quiet, you sense nothing untoward about the tape. There are no mystical energies flowing through its reel. Yet.<br>
<br>
You slide the pair of foam headphones over your ears and slide the cassette in. Pulling back the covers, you lie down in your bed. This body feels foreign. Its proportions and parts are familiar, but the shape and size is alien to you.<br>
<br>
You hit play. This time sleep comes quickly. Your active mind finally succumbs to the physical pressure of needing to rest.<br>
<<else>>
Tiredness threatens to overcome you. You put the amulet down on your bedside table and strip down. You feel awkward and embarrassed getting naked in this body, as if you are a Peeping Tom leering at women in secret.<br>
<br>
Your eyes fall on the tape. You riffle through your bedside cabinet and find an old cassette player that you were sure you threw out before the move. In the quiet, you sense nothing untoward about the tape. There are no mystical energies flowing through its reel. Yet.<br>
<br>
You slide the pair of foam headphones over your ears and slide the cassette in. Pulling back the covers, you lie down in your bed. This body feels foreign. Its proportions and parts rub against the sheets in ways that are alien to you. Your nipples brush against the sheets and you can’t help but gasp at the sensation it brings.<br>
<br>
You hit play. Sleep doesn’t come quick and when it does, it’s broken, as you try in vain to adjust to relaxing in such a different state. It takes you hours to finally fall unconscious, as your active mind finally succumbs to the physical pressure of needing to rest.<br>
<</if>>
<<set $SleepLocation to "YourRoom">>
<<SleepPart1EmilyCashflow>>
<<TodaysChanges "sleep">>
<<SleepPart2StatsReconcile>>
<<NewMemoriesActive>><<if _NewMemoriesActive is true>><<MemoriesSet>><</if>>
<br>
<<ActionsHeader>>
<<link "You dream as you sleep..." "DreamsHarrowTape">>
<<SleepPart3EventsPCChanges>>
<</link>>You sit on your bed, watching the seconds tick away on your alarm clock. Minute by minute, you feel the amulet charging against your skin.<br>
<br>
Warm. It's finally warm, and you feel ready. You take a deep breath and finger the amulet.<br>
<br>
<<ActionsHeader>>
<<link "Transform into Emily" "YourRoomPokerTransformEmily">><<Transform "Emily">><</link>>You clutch Emily's lipgloss, bracing yourself. The amulet tingles, almost as if the trinket is anticipating the change to come.<br>
<br>
"From this item, I see you in your time of need. Now form shape to the person I see within."<br>
<br>
The emerald warms your chest against your shirt as you picture her. You take a breath and not a moment later you feel warm energy pulsate out from the emerald and spread across your body.<br>
<br>
Your hair stands up on edge as the pain cascades across your skin. You hold on to the mental picture of Emily. Her slender figure. Fair complexion. Her large expressive brown eyes<<if $PlayerCharacter.perception.Emily.face gt 0>>, set in <<NPCDeltaCheck "Emily" "makeup">><<FaceTextTier $PlayerCharacter.perception.Emily.face _NPCDeltaCheck>><</if>>.<<if $PlayerCharacter.perception.Emily.lips gt 0>> She has <<print setup.LipsDescription[$PlayerCharacter.perception.Emily.lips]>>.<</if>> <<if $PlayerCharacter.perception.Emily.hairTier gt 0>>And <<print setup.EmilyHairDescription[$PlayerCharacter.perception.Emily.hairTier]>>.<<else>>Her <<NPCHairText "Emily">> hair, straight and long.<</if>><br>
<br>
<<if $PlayerCharacter.perception.Emily.boobs gt 1 and $PlayerCharacter.perception.Emily.height lt 2>>
You picture Emily's increased chest size and decreased height, remembering the changes Nurse Rancy made. You visualise how her uniform fits differently now. Tighter across the bust, looser at the hem. How she seems to take up less space, but draw more attention. A compact, exaggerated version of herself.<br>
<br>
<<elseif $PlayerCharacter.perception.Emily.boobs gt 1>>
You picture Emily's increased chest size, remembering the changes Nurse Rancy made. You visualise how her shirt now clings more tightly to her bust, the weight altering her posture just slightly.<br>
<br>
<<elseif $PlayerCharacter.perception.Emily.height lt 2>>
You picture Emily's decreased height, remembering the changes Nurse Rancy made. You visualise how she now stands just that bit smaller. Unmistakably petite. You recall the way her feet barely touched the floor when she sat, or how she looked up at taller boys with a softened gaze.<br>
<br>
<</if>>
You squeal as you feel your bones crunching and your skin changing again, but you push against the pain. You hear yourself shriek in agony in a pitch that belongs to Emily's voice. Then the pain suddenly vanishes, leaving only your heavy breathing as your chest rises and falls underneath your new clothes.<br>
<br>
You glance over at the mirror and see a perfect copy of Emily, staring back at you. You feel smaller, more fragile. A little less <i>assertive</i>. And you notice that your <i>intelligence</i> seems sluggish. Thoughts that came quickly now seem to take a tiny bit longer.<br>
<br>
<<ActionsHeader>>
<<link "Put the tape on and go to sleep" "YourRoomHarrowTapeSleep">><<GiveObjectLocation "Void" "HarrowTape">><<if $current.female is true and $PlayerCharacter.female is false>><<Feminity 1>><</if>><</link>><<TransformBack>>
<<if _TransformSuccessJen is true>>
You put on the amulet, feeling its warmth against your skin. You pick up the photo of you and Jennifer, but it isn't your own face you focus on. With Jennifer wearing your body, there's only one form you can safely return to.<br>
<br>
Instead, you take out Jennifer's bear and wince. "From this item, I see you in your time of need. Now form shape to the person I see within."<br>
<br>
The energy jolts out of the emerald and with it comes the painful sensation of magical crackling across your body. Brown hair falls forward over your vision as your bones crunch and reshape. Then, with a shriek in a voice that isn't yours, the sensation passes.<br>
<br>
Taking a deep breath, you glance at yourself in the mirror. Jennifer looks back at you. For now, that's who you have to be.<br>
<<BodyChangeReveal>>
<<elseif _TransformSuccess is true>>
You put on the amulet, feeling its warmth against your breasts. You pick up the photo and think about yourself in your mind. You concentrate and recite the words that by now you know off by heart.<br>
<br>
“From this item, I see you in your time of need. Now form shape to the person I see within.”<br>
<br>
The energy jolts out of the emerald and with it comes the painful sensation of magical crackling across your body. You focus inward, thinking about who you are. How you look. What you will become.<br>
<br>
You shriek as your body crunches and changes. You mentally grasp to retain consciousness. Then, with a howl that comes out of your mouth, the sensation passes.<br>
<br>
Taking a deep breath, you glance at yourself in the mirror. That looks like you. <i>Doesn’t it?</i><br>
<<BodyChangeReveal>>
<<else>>
You put the necklace back on and pick up the photo of you and Jennifer. You feel the energy from the amulet, but it feels weak. <br>
<br>
You visualise yourself in your mind and speak the words from the note. The emerald warms at the utterance of the words, but its magic fades quickly. <br>
<br>
You sigh. It seems the amulet needs more time to recharge before it can be used again.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return" "YourRoom">><</link>><<if $current.avatar isnot "Heather">><<Transform "Heather">><<else>><<set _TransformSuccess to true>><</if>>
<<if _TransformSuccess is true>>
You take out Heather's troll, feeling its cool plastic in your hand. You take a deep breath, visualising Heather in your mind. Her petite frame, slender limbs and slight features. Her small nose and wide, innocent eyes. The amulet tingles in anticipation.<br>
<br>
"From this item, I see you in your time of need," you say. "Now form shape to the person I see within."<br>
<br>
The emerald within the amulet warms your chest as you picture her. The crippling burn from magic courses through your body a moment later as the spell takes hold.<br>
<br>
Bones crack, skin stretches and limbs shift within you as the yellow-amber energy erupts from your being. You try not to yell, holding on to the mental image of Heather in your mind. Her waifish features, her delicate lips. Her overriding sense of vulnerability.<br>
<br>
The magical energy washing across your body feels like it's burning off your skin and you let out a squeal. Your entire being shifts and crunches. You hear your cry morph and change as it escapes your lips, sounding high-pitched and softer as it ends.<br>
<br>
Then the rush of magic escapes you. Taking a deep breath, silence returns to the room. You hear your heavy breathing as your chest rises and falls.<br>
<br>
You glance over at the mirror and gasp. A perfect copy of Heather looks back at you, still dressed in her school uniform. You note the way that the short skirt flashes glimpses of her pale thighs. The heeled Mary Jane shoes push you up as if you are on display. Her blonde hair hangs around her porcelain face. At the sight of her in this outfit, you look to the floor and feel yourself blushing. You feel almost embarrassed to see yourself. Your <i>assertiveness</i> definitely feels like it has decreased.<br>
<<else>>
You take out Heather's troll, feeling its cool plastic in your hand. You take a deep breath, visualising Heather in your mind. Her petite frame, slender limbs and slight features. Her small nose and wide, innocent eyes.<br>
<br>
"From this item, I see you in your time of need," you say. "Now form shape to the person I see within."<br>
<br>
But… nothing. You wince. The amulet feels cold and heavy around your neck. You haven't given it enough time to recharge.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to your room" "YourRoom">>
<<if $current.avatar is "Heather">> <<EventTrigger "YourHome" "EmilyReactionHeather" null "Emily" "Heather" null null null false>><</if>>
<</link>><<set _wasFemale to $current.female>>
<<if $current.avatar isnot "Tandi">><<Transform "Tandi">><<else>><<set _TransformSuccess to true>><</if>>
<<if _TransformSuccess is true>>
You put the necklace around your neck and clutch Tandi’s photo, bracing yourself. The amulet tingles, almost as if the trinket is anticipating the change to come.<br>
<br>
Holding on to the photo, you visualise Tandi in your mind. You think of what she looks like now. Then you speak the words from the note out loud. “From this item, I see you in your time of need. Now form shape to the person I see within.”<br>
<br>
The emerald warms your chest against your top as you picture her. You take a breath and not a moment later you feel warm energy pulsate out from the emerald and spread across your body.<br>
<br>
Your hair stands up on edge as the pain cascades across your skin. You hold on to the mental picture of Tandi. Her hourglass figure. Tanned skin. Bleached blonde pigtails. Her make-up thick and bold. Wearing a tiny black miniskirt and leather corset.<br>
<br>
<<if _wasFemale is true>>
You feel your skin stretch and distort, as internal organs shift and bones fracture. Simultaneously your clothes pull tighter, constricting just where your breasts and bum change. Expanding, to match Tandi’s shape.<br>
<<else>>
You feel your skin stretch and distort, as internal organs shift and bones fracture. Simultaneously your clothes pull tighter, constricting just where your breasts and bum are expanding.<br>
<</if>>
<br>
Blonde pigtails fall across your vision, even as darkness seeps from the pain and threatens to put you into a slumber. You strain against the yearning to pass out, straining to keep your brain locked on to the picture of Tandi as she is now.<br>
<br>
You feel the balls of your feet rise up, up, up. Shakily balancing on the platform high heels that appear under you.<br>
<br>
Then with a final cry, the transformation completes. You glance over to your mirror to see Tandi staring back at you. Her toned tanned legs captured in a leather skirt. Corset squeezing the top of her breasts up for all to see. Feet raised inches above the floor by her transparent stripper heels.<br>
<br>
As you move your head, your pigtails sway and bob. You find yourself giggling as you admire how sexy you look. Perfect for someone to have fun with. A boy’s wet dream. Some girls, too.<br>
<br>
Part of you feels concerned at the thoughts bubbling up in your brain. But your body doesn’t match. In fact, it almost welcomes it. Thoughts of being used, or using others, whether man or woman, seem to jump up inside of you. You feel your <i>orientation</i> and <i>assertiveness</i> may have been impacted by this transformation. But more troublesome is the desire for <i>something</i>. A drink. Some drugs. Sex. You feel an urge to experience it all. And a need to act on it. Now.<br>
<<else>>
You take out Tandi’s photo, holding it carefully as you take a deep breath, visualising her in your mind. Her hourglass figure, tanned skin and bleached blonde pigtails.<br>
<br>
“From this item, I see you in your time of need,” you say. “Now form shape to the person I see within.”<br>
<br>
But… nothing. You wince. The amulet feels cold and heavy around your neck. You haven’t given it enough time to recharge.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return to your room" "YourRoom">>
<<if $current.avatar is "Tandi">><<EventTrigger "YourHome" "EmilyReactToTandi" null "Emily" "Tandi" null null null false>><</if>>
<</link>><<switch $ReadingDeBussy>>
<<case undefined>>
You take out DeBussy’s notebook and stare at the frayed blank cover. Charlton is full of secrets and you know that this book contains a great many of them. Yet the thought of riffling through the private lives of Charlton students is questionable.<br>
<br>
And whilst you’re certain that hiding it in your room will keep it away from prying eyes, recent events have caused you to doubt how certain you are of anything, anymore.<br>
<br>
<<ActionsHeader>>
<<link "Burn the book" "YourRoomReadingDeBussy">>
<<Greedy -1>>
<<set $ReadingDeBussy to "Burn">>
<<GiveObjectLocation "Void" "DeBussyBook">>
<<if setup.period[$periodCurrent] is "Morning" and (setup.days[$dayCurrent] isnot "Saturday" and setup.days[$dayCurrent] isnot "Sunday")>><<set $EmDay to "school">><</if>>
<</link>><br>
<<link "Read it" "YourRoomReadingDeBussy">>
<<Greedy 1>>
<<GiveObjectLocation "Void" "DeBussyBook">>
<<set $ReadingDeBussy to "Read">>
<<if setup.period[$periodCurrent] is "Morning" and (setup.days[$dayCurrent] isnot "Saturday" and setup.days[$dayCurrent] isnot "Sunday")>><<set $EmDay to "school">><</if>>
<</link>><br>
<<link "Decide another time and leave it" "YourRoom">><</link>>
<<case "Burn">>
Taking out a set of matches from one of your drawers, you open up a window to let in a breeze flow into your room. Once a corner of the book begins to burn, you hold it out of your window as long as you can bear the heat, then shake it vigorously to put it out.<br>
<br>
Crumples of paper and ash float into the air. Large sections of the book fold and wilt from the flames. Soon enough, there is nothing but dark smoke plumes left of DeBussy’s handiwork.<br>
<br>
You shut your window once the burning smell has dissipated and smile, content that you may have just saved a student a day of embarrassment. Or worse. <br>
<br>
<<ActionsHeader>>
<<link "Go back to your room" "YourRoom">><<TimeChange>><<set $ReadingDeBussy to undefined>><</link>>
<<case "Read">>
You open the book and flick through the pages, scanning the neat hand-written notes penned on each page. <br>
<br>
<<LocationKnownCheck "SchoolBasement">>
<<if _LocationKnownCheck is true>>
With increasing disappointment you turn each page to find nothing but idle gossip. A number of references to the school basement and Olaf are peppered throughout, which appear to have consumed DeBussy’s thoughts in the most recent entries. Unfortunately, there isn’t much that isn’t known to you.<br>
<Br>
Until, that is, you get near the front of the book. The pages here are faded and worn. DeBussy must have had this book for years. Her writing style shows evolution, with her overt references to people replaced with more cautious initials. It’s enough to make it challenging to understand who these rumours pertain to. But one stands out.<bR>
<br>
<span class='PCFemale-handwriting'>From JC - AC and PS have been seen in each other’s company. Possibly more than friends. Next step - alert headmaster.</span><Br>
<Br>
Two initials are familiar to you - Jennifer Chambers and Annie Clancy. The other, you can take a good guess at.<Br>
<br>
Closing the book, you toss it aside. If there are more secrets to be found at Charlton, you’ll need to investigate elsewhere.<Br>
<<else>>
Most of the rumours are idle gossip and salacious hearsay, but you notice a recurring reference concerning the school basement. A number of notes reference different girls being seen sneaking down into the school basement. Sometimes at lunch, other times in the evening. What happens down there isn’t detailed, but DeBussy has written the name ‘Olaf’ next to each one, with a large question mark following it. <br>
<br>
Until, that is, you get near the front of the book. The pages here are faded and worn. DeBussy must have had this book for years. Her writing style shows evolution, with her overt references to people replaced with more cautious initials. It’s enough to make it challenging to understand who these rumours pertain to. But one stands out.<bR>
<br>
<span class='PCFemale-handwriting'>From JC - AC and PS have been seen in each other’s company. Possibly more than friends. Next step - alert headmaster.</span><Br>
<Br>
Two initials are familiar to you - Jennifer Chambers and Annie Clancy. The other, you can take a good guess at.<Br>
<br>
Closing the book, you toss it aside. If there are more secrets to be found at Charlton, you’ll need to investigate elsewhere.<Br>
<</if>>
<<trackKnowledge "Homophobia" "JenniferLearned">>
<br>
<<ActionsHeader>>
<<link "Go back to your room" "YourRoom">><<TimeChange>><<set $ReadingDeBussy to undefined>><<LocationKnown "SchoolBasement">><</link>>
<</switch>>Taking out a set of matches from one of your drawers, you open up a window to let in a breeze flow into your room. You take out the photos of Heather in the gym. Once one of them begins to burn, you hold them out of your window as long as you can bear the heat, then shake them vigorously to put the fire out.<br>
<br>
Crumples of paper and ash float into the air. The photos bend and wilt from the flames. Soon enough, there is nothing but dark smoke plumes left of the compromising photos.<br>
<br>
You shut your window once the burning smell has dissipated and smile, content that you may have just saved a student a day of embarrassment. Or more.<br>
<br>
<<ActionsHeader>>
<<link "Go back to your room" "YourRoom">><<TimeChange>><</link>><<CheckFirst "MagicBookReadFirst">>
<<if _CheckFirst is false>>
You sit down on your bed and take out the book, reading its title once more. <i>Translations of the Sevrene Shards.</i> It looks old, but not ancient. The pages are printed cleanly, with sporadic illustrations in black ink. <br>
<br>
The introduction gives context to the title. It’s a translation of the text from shards of tablets found in the moors near the village of Sevrene. They were uncovered by a bomb defusal team after the Second World War. Whilst academic scholars dismissed the scratches as random and decorative, the author of this book seems convinced they are the language of an unknown sect.<br>
<br>
Until recently, you would have scoffed at pseudoscience and fringe history. But given what you’ve gone through, you approach the book with an open mind.<br>
<br>
You spend some time reading through the various translations. It’s not an easy read. The prose is overly descriptive and poetic, with vague allegories hinting at mysticism and the occult. <br>
<br>
Then, just as you are about to put it down for now, a paragraph leaps out at you as familiar. The prose hasn’t changed, but given your recent experience you understand the subtext. You are reading the instructions for casting a spell. <br>
<br>
Scanning the paragraph, you think it alludes to the manipulation of people’s perceptions of you. <I>A charm spell</i>, you think. The instructions are all there, but based on your experience with magic so far, you are sure it will take some time to master it.<br>
<<else>>
You sit down on your bed and again take out <i>The Translations of the Sevrene Shards.</i> After briefly looking through the chapters, your attention returns to the section that you know contains the instructions to a new spell.<br>
<</if>>
<br>
The instructions are laid out for you, but you know it will take some time to master it.<br>
<br>
<<ActionsHeader>>
<<link "Learn Charm spell" "YourRoomReading2">>
<<AddFirst "MagicBookReadFirst">>
<<if $current.female is true>><<SpellLearn "Charm">><</if>>
<</link>><br>
<<link "Put the book away and return to your room" "YourRoom">><<AddFirst "MagicBookReadFirst">><</link>><<if setup.period[$periodCurrent] is "Morning" and (setup.days[$dayCurrent] isnot "Saturday" and setup.days[$dayCurrent] isnot "Sunday")>><<set $EmDay to "school">><</if>>
<<if $current.female is true>>
You read the words over and over, hearing your internal monologue whispering them in your mind. Your body reacts. You feel the stirrings of magic inside your chest, tense and aching to relax.<br>
<br>
You begin to breathe deeply, focusing on the feeling inside your torso. Under your rib cage. Inside your lungs. You feel a yearning to breathe. Inhale. Exhale. Inhale again.<br>
<br>
And, with a sudden contraction of your abdomen, you breathe out, watching yellow energy seep out of your mouth.<br>
<br>
It hangs in the air like vapour, then slowly disperses. As you are practising alone it’s impossible to know for certain what effect it would have on anyone around you, but you feel the same rush of endorphins that occurs after a successful spell. <br>
<br>
You find yourself grinning. You can sense the magic in your lungs. Waiting. Anticipating. You have not just learned a new spell. You have grown stronger.<br>
<br>
As you watch the vapor dissipate, you consider briefly how the spell works. Even when used with the best intentions, you're effectively messing with people's memories and emotions. If the situation was reversed and the spell was cast on you, how would you feel?<br>
<br>
A thought bubbles up in your mind. <I>Do you really care about other people, though? You're looking at the long-term, after all?</i><br>
<br>
<<ActionsHeader>>
<<link "Put the book away and return to your room" "YourRoom">><<TimeChange>><</link>>
<<else>>
You read over the words again and again, even reading them out loud. Yet they have no effect on you. They seem hollow and empty, with no hint of power or meaning beyond cryptic inference.<br>
<br>
But you are certain these are instructions to cast a spell. It seems that what you’ve learned about magic is true. Only women can channel it. You sigh, accepting that in your current form learning a new spell will be impossible.<br>
<br>
<<ActionsHeader>>
<<link "Put the book away and return to your room" "YourRoom">><<TimeChange>><</link>>
<</if>>You sit on the edge of your bed, the vial in your hand, the red liquid swirling as you roll it between your fingers. Gladys’ words echo in your head. Stacking magic upon magic can lead to unexpected effects.<br>
<Br>
But you have to know.<br>
<br>
With a slow breath, you tip the vial back, the liquid cool and smooth as it slides down your throat.<br>
<br>
The effect is immediate.<br>
<br>
The room blurs, the edges of your vision softening, your limbs suddenly heavy.<br>
<br>
You barely have time to set the vial on your nightstand before your head hits the pillow. And then...<br>
<br>
You’re falling.<br>
<br>
<<ActionsHeader>>
<<link "Come around" "ShadowSelf0">><<GiveObjectLocation "Void" "RedPotion">><</link>><<InventoryCheckSelf "AnnieLeaf">>
<<if _InventoryCheckSelf is true>>
<<if $current.avatar is "Annie">>
Faced with no other choice, you take off your clothes, hang up the amulet on your bedside table and slip under the covers. The naked form of this body feels alien to you, pressing against your worn sheets.<Br>
<bR>
You slip the glowing leaf beneath your pillow, its faint warmth pressing against your temple. You settle your head onto the soft fabric, the hush of your room folding around you as your eyelids grow heavy. A gentle pull at the edges of consciousness drags you under, and sleep takes hold.<Br>
<Br>
<<ActionsHeader>>
<<link "Dream..." "DreamLeafAnnie">><<GiveObjectLocation "Void" "AnnieLeaf">><</link>>
<<else>>
<<if $current.avatar isnot "Annie">><<Transform "Annie">><<else>><<set _TransformSuccess to true>><</if>>
<<if _TransformSuccess is true>>
Typically you wouldn’t risk transforming into someone else without using a forget spell. It would be too risky if they happened to walk into the same place as you. Looking around your room, though, you think you can risk it. Taking out Annie’s photo, you feel the amulet tingling.<br>
<br>
“From this item, I see you in your time of need,” you say. “Now form shape to the person I see within.”<br>
<br>
Energy blows out away from your body. You focus on the mental image of Annie. You feel your skin stretch and distort, your clothes pull tighter. Blonde locks fall across your eyes as you strain to keep your brain locked on the image of the receptionist who’s greeted you every day for months.<Br>
<br>
And then, the pain of the transformation stops. You are Annie.<Br>
<br>
Looking briefly at your reflection in your mirror, you step towards your bed and you take off your clothes. The cold sends shivers across this body. You hang up the amulet on your bedside table and slip under the covers. The naked form of this body feels alien to you, pressing against your worn sheets.<Br>
<bR>
You slip the glowing leaf beneath your pillow, its faint warmth pressing against your temple. You settle your head onto the soft fabric, the hush of your room folding around you as your eyelids grow heavy. A gentle pull at the edges of consciousness drags you under, and sleep takes hold.<Br>
<Br>
<<ActionsHeader>>
<<link "Dream..." "DreamLeafAnnie">><<GiveObjectLocation "Void" "AnnieLeaf">><</link>>
<<else>>
Typically you wouldn’t risk transforming into someone else without using a forget spell. It would be too risky if they happened to walk into the same place as you. Looking around your room, though, you think you can risk it. Taking out Annie’s photo, you notice the amulet feels strangely inert.<br>
<br>
“From this item, I see you in your time of need,” you say. “Now form shape to the person I see within.”<br>
<br>
And... nothing. You grimace. You might have Annie's photo, but the amulet feels cold and heavy around your neck. As if it's not charged. You haven't given it enough time to re-charge.<br>
<br>
<<ActionsHeader>>
<<link "Return to your room" "YourRoom">><</link>>
<</if>>
<</if>>
<</if>>
<<InventoryCheckSelf "JenniferLeaf">>
<<if _InventoryCheckSelf is true>>
<<if $current.avatar is "Jennifer">>
Faced with no other choice, you take off your clothes, hang up the amulet on your bedside table and slip under the covers. The naked form of this body feels alien to you, pressing against your worn sheets.<Br>
<br>
You slip the glowing leaf beneath your pillow, its faint warmth pressing against your temple. You settle your head onto the soft fabric, the hush of your room folding around you as your eyelids grow heavy. A gentle pull at the edges of consciousness drags you under, and sleep takes hold.<Br>
<br>
<<ActionsHeader>>
<<link "Dream..." "DreamLeafJennifer">><<GiveObjectLocation "Void" "JenniferLeaf">><</link>>
<<else>>
<<if $current.avatar isnot "Jennifer">><<Transform "Jennifer">><<else>><<set _TransformSuccess to true>><</if>>
<<if _TransformSuccess is true>>
Typically you wouldn’t risk transforming into someone else without using a forget spell. It would be too risky if they happened to walk into the same place as you. Looking around your room, though, you think you can risk it. Clutching Jennifer’s cuddly toy, you feel the power of the amulet readying itself for use.<Br>
<bR>
“From this item, I see you in your time of need. Now form shape to the person I see within.”<Br>
<br>
Searing pain slices across your skin and crackles of energy lace up and down your arms and legs, causing you to grind your teeth as your body shifts and changes. <Br>
<br>
Your rib cage cracks as you feel your bones change, shining brown hair falls forward over your face. Your chest begins to expand.<Br>
<br>
And then, the pain of the transformation stops. You are Jennifer.<Br>
<Br>
Looking briefly at your reflection in your mirror, you step towards your bed and you take off your clothes. The cold sends shivers across this body. You hang up the amulet on your bedside table and slip under the covers. The naked form of this body feels alien to you, pressing against your worn sheets.<Br>
<bR>
You slip the glowing leaf beneath your pillow, its faint warmth pressing against your temple. You settle your head onto the soft fabric, the hush of your room folding around you as your eyelids grow heavy. A gentle pull at the edges of consciousness drags you under, and sleep takes hold.<Br>
<br>
<<ActionsHeader>>
<<link "Dream..." "DreamLeafJennifer">><<GiveObjectLocation "Void" "JenniferLeaf">><</link>>
<<else>>
Typically you wouldn’t risk transforming into someone else without using a forget spell. It would be too risky if they happened to walk into the same place as you. Looking around your room, though, you think you can risk it. Clutching Jennifer’s cuddly toy, you feel the power of the amulet readying itself for use.<Br>
<br>
“From this item, I see you in your time of need,” you say. “Now form shape to the person I see within.”<br>
<br>
And... nothing. You grimace. You might have Jennifer's cuddly toy, but the amulet feels cold and heavy around your neck. As if it's not charged. You haven't given it enough time to re-charge.<br>
<br>
<<ActionsHeader>>
<<link "Return to your room" "YourRoom">><</link>>
<</if>>
<</if>>
<</if>><<if $YourRoomPostLeafAnnie is undefined>>
<b>Your room</b><br>
<<if $PlayerCharacter.stateCurrent is 6>>
<img src="./images/Your_Room_7.png"><br>
<<elseif $PlayerCharacter.stateCurrent is 5>>
<img src="./images/Your_Room_6.png"><br>
<<elseif $PlayerCharacter.stateCurrent is 4>>
<img src="./images/Your_Room_5.png"><br>
<<elseif $PlayerCharacter.stateCurrent is 3>>
<img src="./images/Your_Room_4.png"><br>
<<elseif $PlayerCharacter.stateCurrent is 2>>
<img src="./images/Your_Room_3.png"><br>
<<elseif $PlayerCharacter.stateCurrent is 1>>
<img src="./images/Your_Room_2.png"><br>
<<else>>
<img src="./images/Your_Room_1.png"><br>
<</if>>
<br><<print setup.feminineRoom[$PlayerCharacter.stateCurrent]>><br>
<<if $NewDay is true>>
<<set $NewDay to false>>
<</if>>
<Br>
You bolt upright to a noise. A sharp, crashing thump. Your eyes snap open. Your throat is parched. Your heart is pounding. You feel displaced. And your eyes flick around the room to see what disturbed you.<br>
<br>
Across the room, frozen in the doorway, stands Emily. Hand still on the door knob, eyes wide, lips parted as if in mid-sentence. Then, at the foot of your bed, you notice a figure looming.<Br>
<br>
The dazzling blue eyes of Annie Clancy look down at you, her mouth wide open.<br>
<br>
She stares down at you, speechless. Not at you. At themselves. Their own face beneath the sheet. Your face.<Br>
<br>
You remember, too late, the rule. To walk another’s dream, you must become them. Now they stand before themselves in your bed. Your mind can’t comprehend what’s going through their mind.<BR>
<br>
The silence stretches unbearably. Emily remains statue-still. Annie goes to take a step forward --<Br>
<br>
You feel the heat rise in your chest. Your fingers twitch. You know one spell that might help.<Br>
<br>
<<ActionsHeader>>
<<link "[Spell: Sleep & Forget] Cast Sleep & Forget" "YourRoomPostLeafAnnie">><<set $YourRoomPostLeafAnnie to "SleepForget">><</link>>
<<elseif $YourRoomPostLeafAnnie is "SleepForget">>
Amber light flares in your palms, shimmering with power, and you fling it toward Annie. It strikes her chest…<Br>
<br>
And fizzles.<Br>
<Br>
The magic crawls down their body like it’s been rerouted. Draining harmlessly into the floor. Protected. By instinct. Or enchantment. Or something older.<Br>
<Br>
Annie staggers back, eyes wide in alarm, hand clutching at her chest. “What… what was that?” she gasps.<Br>
<Br>
Her breathing quickens. “Magic?” she whispers, disbelief lacing her voice. “You did magic?”<Br>
<br>
Another step back, panic blazing in her eyes as they flick to Emily, still frozen in the doorway. Then back to you. Tears glisten at the corners of her eyes. “What’s happening?”<Br>
<Br>
<<ActionsHeader>>
<<link "Talk to Annie" "YourRoomPostLeafAnnie">><<set $YourRoomPostLeafAnnie to "TalkAnnie">><</link>>
<<elseif $YourRoomPostLeafAnnie is "TalkAnnie">>
You shoot up in bed, instinctively pulling the sheets up with you over your breasts. <I>Annie’s breasts. Her breasts.</i><br>
<br>
She’s still staring at you, wide-eyed and trembling. Staring at your face. Her face. Her doppelganger. Almost a scene from a nightmare. She stumbles back, breath catching in her throat. “Who… who are you?”<Br>
<br>
Your mouth opens, sound lodged somewhere behind your teeth. Finally you manage, in a voice that is unmistakably hers. “Annie, it’s me.”<Br>
<bR>
Annie’s brow furrows in confusion, voice shaking. “Me? What do you mean, me?”<Br>
<br>
“It’s me,” you repeat. “<<TrueName "Current">>.”<Br>
<br>
“No,” she replies. “You’re not… you’re not…” <Br>
<br>
But she struggles to finish her sentence. As much as this is cracking her sanity, you can see in her eyes she doesn’t know what to say.<br>
<Br>
“I’m <<TrueName "Current">>”, you repeat. “Only I look like you. Like you said. It’s magic.”<Br>
<br>
Her eyes go wide, suspicion and dread rippling across her features. She looks down at her chest, then to the floor, seeing the residual embers of your spell flickering on the carpet. When she looks up, there’s something resembling Annie looking back at you. “Prove it.”<Br>
<bR>
You reach back into your memories of you and Annie. Right back to something no one else would know. “Remember when I first started at the repair shop,” you begin. “My first day. When I first walked in, with a coffee from Fresh Pot. I went to shake your hand, stumbled, and spilt coffee all over your white blouse.”<Br>
<br>
You watch as her eyes widen. A memory that she still has bubbling up. “You could see that I wasn’t wearing a bra underneath,” she says quietly.<Br>
<br>
“Did you ever tell anyone about that?” you ask. “And didn’t I promise you I would do the same.”<Br>
<Br>
Annie’s eyes drift to the floor, lost deep in thought. From the door, a quiet cough breaks the silence. You look up to see Emily standing there, awkwardly. <Br>
<br>
“It’s okay,” you tell her. “Can you give us a minute?” <Br>
<Br>
She looks back to Annie, then to you. Nods. She slips away wordlessly, the door clicking shut behind her.<Br>
<br>
Annie drops down with a gentle thud on the end of your bed, staring off without focus. Finally, she looks back at you. “<<TrueName "Current">>? But how?”<br>
<br>
You offer her a sympathetic smile. “This is going to sound wild, Annie. But I’ve got some things to share with you. About magic.”<Br>
<Br>
She looks at you, her scepticism replaced with bafflement. Amongst the fear. <BR>
<Br>
<<ActionsHeader>>
<<link "Talk to Annie about magic" "YourRoomPostLeafAnnie">><<set $YourRoomPostLeafAnnie to "TalkMagic">><</link>>
<<elseif $YourRoomPostLeafAnnie is "TalkMagic">>
You take a deep breath, recalling how not-so-long-ago this was explained to you in a way that didn’t seem crazy. “So there’s a power. Hidden usually. It’s deeply entwined with all things. And certain people have some sort of affinity for using it.”<Br>
<br>
“Like Harry Potter?” Annie asks.<Br>
<Br>
You give her a grin. “Not quite. But kind of. They can cast spells. Create charms. Change things using their powers. Honestly, I’m new to this. It’s usually reserved for women, but…” You reach over and pick up the amulet from your bedside table. “This is something I can use. To change. Pretend to be someone else.”<Br>
<br>
Annie looks at the amulet in your hand for a moment, then her eyes flick back to you. “You’ve been pretending to be me?”<Br>
<br>
You catch your breath as you're reminded once more of your current form. Of Annie. <I>And now she’s staring right back at you.</i><Br>
<Br>
“I had a good reason,” you say flatly, Annie’s usual chirpy inflection missing from the voice that emerges from your mouth. “Something’s wrong at the school. Among other things, I think something bad is going to happen to one of the students.” You take a deep breath. “Something that I think happened to you.”<Br>
<br>
She looks at you, her eyes appraising your face and the outline of the body underneath the covers. “You’ve been pretending to be me,” she states again. “Why?”<Br>
<Br>
<<ActionsHeader>>
<<link "Ask her what she remembers" "YourRoomPostLeafAnnie">><<set $YourRoomPostLeafAnnie to "TalkRemembers">><</link>>
<<elseif $YourRoomPostLeafAnnie is "TalkRemembers">>
“Something happened to you at school,” you begin. “Something between you and the cheerleaders. Something to do with Penny. And Jennifer. I used a spell to find out what that was.”<Br>
<Br>
She stares back, an incredulous look on her face. She’s lost for words.<Br>
<Br>
You press on. “You reclaimed some memory this morning. What did you see?”<Br>
<Br>
<<if $AnnieLeafDreamTruth.length gte 4>>
Annie’s stomach clenches; she presses a trembling hand to her temple. “I… flashes,” she murmurs. “A dream that felt more real than life. Almost memories from another person.” She glances up at you. “But also. They were real. It all happened.”<br>
<bR>
She shakes her head, as if trying to understand. Her green eyes fill with fear. “Why would you do this?”<BR>
<br>
You reach for her hand. “There’s something planned for a boy at school. Terrence. I had to see what they intended for him, to stop it. I think it’s what happened to you.”<Br>
<Br>
Annie’s breath hitches. “No,” she whispers. She pauses, looking away. “I…” <Br>
<br>
After a long pause she turns back to face you, face almost calm. “Ask me what you need to know.”<Br>
<<else>>
Annie shakes her head. “Nothing. Nothing worth talking about. I don’t want to reopen old wounds. Please. Can’t we just leave it be?” <Br>
<br>
“It’s important, Annie,” you reply. “Trust me, I wouldn’t have done this if it wasn’t.”<Br>
<Br>
She once again looks you up and down. Again shaking her head. “This feels like a dream.”<Br>
<br>
“I know it’s a lot,” you say. “But you might know something that could help someone. Isn’t that enough?”<Br>
<Br>
Her shoulders slump. “Ask me what you need to know,” she murmurs.<Br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Begin to question Annie" "YourRoomPostLeafAnnie">><<set $YourRoomPostLeafAnnie to "TalkQuestion">><</link>>
<<elseif $YourRoomPostLeafAnnie is "TalkQuestion">>
Annie sits at the end of your bed, looking to you almost vacant. Her legs are curled around on the edge of the bed, facing away from you.<Br>
<Br>
<<ActionsHeader>>
<<DialogueSpoken "Annie" "AnnieQuestionHere">>
<<if _Discussed is false>><<link "Ask her why’s she actually here" "AnnieDialogue">><<set $AnnieDialogue to "AnnieQuestionHere">><</link>><Br><</if>>
<<DialogueSpoken "Annie" "AnnieQuestionLocker">>
<<if $AnnieLeafDreamTruth.includes("Cafeteria") and _Discussed is false>><<link "Ask about the locker and Penny" "AnnieDialogue">><<set $AnnieDialogue to "AnnieQuestionLocker">><</link>><Br><</if>>
<<DialogueSpoken "Annie" "AnnieQuestionTryouts">>
<<if $AnnieLeafDreamTruth.includes("Tryouts") and _Discussed is false>><<link "Ask about watching the tryouts" "AnnieDialogue">><<set $AnnieDialogue to "AnnieQuestionTryouts">><</link>><Br><</if>>
<<DialogueSpoken "Annie" "AnnieQuestionClassroom">>
<<if $AnnieLeafDreamTruth.includes("Classroom") and _Discussed is false>><<link "Ask about Annie and Penny in the classroom" "AnnieDialogue">><<set $AnnieDialogue to "AnnieQuestionClassroom">><</link>><Br><</if>>
<<DialogueSpoken "Annie" "AnnieQuestionFreshPot">>
<<if $AnnieLeafDreamTruth.includes("FreshPot") and _Discussed is false>><<link "Ask about Penny in Fresh Pot" "AnnieDialogue">><<set $AnnieDialogue to "AnnieQuestionFreshPot">><</link>><Br><</if>>
<<DialogueSpoken "Annie" "AnnieQuestionRitual">>
<<if $AnnieLeafDreamTruth.includes("Ritual") and _Discussed is false>><<link "Ask about the ritual" "AnnieDialogue">><<set $AnnieDialogue to "AnnieQuestionRitual">><</link>><Br><</if>>
<<DialogueSpoken "Annie" "AnnieQuestionHere">>
<<if _Discussed is true>><<link "Tell her you have no further questions" "AnnieDialogue">><<set $AnnieDialogue to "AnnieQuestionNoQuestions">><</link>><Br><</if>>
<</if>><<if $YourRoomPostLeafJennifer is undefined>>
<b>Your room</b><br>
<<if $PlayerCharacter.stateCurrent is 6>>
<img src="./images/Your_Room_7.png"><br>
<<elseif $PlayerCharacter.stateCurrent is 5>>
<img src="./images/Your_Room_6.png"><br>
<<elseif $PlayerCharacter.stateCurrent is 4>>
<img src="./images/Your_Room_5.png"><br>
<<elseif $PlayerCharacter.stateCurrent is 3>>
<img src="./images/Your_Room_4.png"><br>
<<elseif $PlayerCharacter.stateCurrent is 2>>
<img src="./images/Your_Room_3.png"><br>
<<elseif $PlayerCharacter.stateCurrent is 1>>
<img src="./images/Your_Room_2.png"><br>
<<else>>
<img src="./images/Your_Room_1.png"><br>
<</if>>
<br><<print setup.feminineRoom[$PlayerCharacter.stateCurrent]>><br>
<<if $NewDay is true>>
<<set $NewDay to false>>
<</if>>
<Br>
You bolt upright to a noise. A sharp, crashing thump. Your eyes snap open. Your throat is parched. Your heart is pounding. You feel displaced. And your eyes flick around the room to see what disturbed you.<br>
<br>
Across the room, frozen in the doorway, stands Emily. Hand still on the door knob, eyes wide, lips parted as if in mid-sentence. Then, at the foot of your bed, you notice a figure looming.<Br>
<br>
The shimmering green eyes of Jennifer Chambers look down at you, her mouth dropped.<br>
<br>
She stares down at you, speechless. Not at you. At themselves. Their own face beneath the sheet. Your face.<Br>
<br>
You remember, too late, the rule. To walk another’s dream, you must become them. Now they stand before themselves in your bed. Your mind can’t comprehend what’s going through their mind.<BR>
<br>
The silence stretches unbearably. Emily remains statue-still. Jennifer goes to take a step forward --<Br>
<br>
You feel the heat rise in your chest. Your fingers twitch. You know one spell that might help.<Br>
<br>
<<ActionsHeader>>
<<link "[Spell: Sleep & Forget] Cast Sleep & Forget" "YourRoomPostLeafJennifer">><<set $YourRoomPostLeafJennifer to "SleepForget">><</link>>
<<elseif $YourRoomPostLeafJennifer is "SleepForget">>
Amber light flares in your palms, shimmering with power, and you fling it toward Jennifer. It strikes her chest...<Br>
<br>
And fizzles.<Br>
<bR>
The energy rolls off her like rain on glass. She doesn’t flinch. She doesn’t step back. Instead, looks at you with burning anger. You think you can sense power flickering around her fingers before it subsides.<br>
<br>
“Emily,” she says quietly. “Could you leave us alone for a moment?” Then looking directly back at you. “I think we better talk.”<bR>
<bR>
<<ActionsHeader>>
<<link "Talk to Jennifer" "YourRoomPostLeafJennifer">><<set $YourRoomPostLeafJennifer to "TalkJennifer">><</link>>
<<elseif $YourRoomPostLeafJennifer is "TalkJennifer">>
When Emily’s eyes drift towards you for direction, Jennifer’s voice snaps. “Out,” she barks, her voice carrying the weight of steel.<Br>
<bR>
Without a sound, Emily backs out. The door clicks shut behind her. Silence spreads through the room like it was a living thing.<Br>
<bR>
Jennifer exhales, the sound sharp and controlled. She turns away, then pivots, letting her eyes roam over you as if cataloguing every detail of your appearance. How you lie, where your breath catches, how your fingers grip the sheet. She raises a single brow. “How long has this been going on?”<br>
<br>
You hope to heaven that the ground swallows you up. The question hangs in the air like a challenge.<bR>
<br>
“What have you been doing as me?”<Br>
<br>
She begins to pace, her footsteps soft on your bedroom floor. “Did you go to work as me? Walk the streets where I live? Speak to people I know?” She stops and looks at you, her green eyes hardened. “Did you… like it?”<Br>
<<if def $JenniferLearnedKnown>>
<br>You hold the sheets up, paralysed with the fear of Jennifer asking you to stand. You are conscious that beneath the sheets, you are naked. But she continues to pace, only occasionally throwing glances at you.<Br>
<br>
"It makes so much sense now," she continues. <<if $JenniferLearnedKnown.indexOf("GordonGym") !== -1>>Gordon saying I was flirting with him? <</if>><<if $JenniferLearnedKnown.indexOf("CliveBar") !== -1>>Being drunk in McTafeys? <</if>><<if $JenniferLearnedKnown.indexOf("AuntJoan") !== -1>>Helping Maisie’s Aunt. <</if>><<if $JenniferLearnedKnown.indexOf("SalonTrip") !== -1>>My mysterious facial treatment. <</if>><<if $JenniferLearnedKnown.indexOf("ChristinaWork") !== -1>>Christina’s tale to her dad. <</if>><<if $JenniferLearnedKnown.indexOf("TerryFlirt") !== -1>>Terry Evans dinner invite. <</if>><<if $JenniferLearnedKnown.indexOf("KissingMartin") !== -1>>Kissing Martin! <</if>><<if $JenniferLearnedKnown.indexOf("AppeasingMartin") !== -1>>Even that stuff about Martin and his van! <</if>> She looks back at you, realisation spread visibly across her face. "That was you."<br>
<</if>>
<Br>
You look up from over the covers of your bed, feeling the naked skin of your body touching the fabric. Struggling yourself to comprehend the stark reality of looking up at your <<JenniferState>>, but just seeing a reflection of you.<Br>
<br>
“Jennifer, I --” you begin, but stop as soon as you hear yourself. She freezes, eyes widening at the sound of your voice.<br>
<br>
<I>Her voice, don’t you mean?</i><Br>
<bR>
Silence festers, as Jen stares down at the bed, her face looking like it’s about to crack.<Br>
<bR>
<<ActionsHeader>>
<<link "Wait for Jennifer to speak" "YourRoomPostLeafJennifer">><<set $YourRoomPostLeafJennifer to "WaitJennifer">><</link>>
<<elseif $YourRoomPostLeafJennifer is "WaitJennifer">>
Silence hangs in the air. Jennifer remains fixated on you. Her shimmering green eyes meeting your own perfectly identical pair.<br>
<br>
/* $JenniferLearnedKnown also holds learned-about-her rumour keys - only the as-Jennifer scandal events count towards Hardened */
<<set _scandalCount to ($JenniferLearnedKnown ?? []).filter(function (e) { return ["GordonGym", "CliveBar", "AuntJoan", "SalonTrip", "ChristinaWork", "TerryFlirt", "KissingMartin", "AppeasingMartin"].includes(e); }).length>>
<<if _scandalCount >= 4>>
<<ChangePersonalityStateNPC "Jennifer" "Hardened">><<NPCLearnSpell "Jennifer" "AlterBody">><<SetNPCMagic "Jennifer" 5>>
Eventually her look drifts from you, wandering down towards the floor without focus. You see her mouth flinch, her eyes flicker. Her brain is racing. Like wave upon wave of realisation is striking her each second.<Br>
<br>
“You liked it… didn’t you?” she whispers, finally returning to lock looks with you. “You like being me.”<BR>
<br>
“Jennifer,” you say quietly, still conscious of the sounds of your words. “Please.”<bR>
<Br>
But she’s not listening. She slowly walks towards the mirror hanging on the wall. Stares at her own reflection. Then her eyes flicker to you in the mirror. Herself. Lying in your bed.<BR>
<bR>
“Maybe you should just be me,” she whispers, still looking at you through the reflection. “Go to the Department Store every day. Smile politely. Keep your head down. Cook when you get home.”<br>
<<else>>
“I can’t believe you would do this,” she whispers slowly. “After everything. I’d never thought I’d feel so lost again. Especially not because of you.”<Br>
<br>
“Jennifer,” you say quietly, still conscious of the sounds of your words. “Please.”<BR>
<br>
But she’s not listening. She slowly walks towards the mirror hanging on the wall. Stares at her own reflection. Then her eyes flicker to you in the mirror. Herself. Lying in your bed.<br>
<</if>>
<br>
Finally, Jennifer turns. Relative to the situation, she manages to resemble being composed. <Br>
<br>
“The obvious question is why, of course,” she says flatly. “What possible reason you had for doing something…” her eyes flicker up and down your form underneath the sheets. “Like this.”<Br>
<bR>
<<ActionsHeader>>
<<link "Tell her about the dream" "YourRoomPostLeafJennifer">><<set $YourRoomPostLeafJennifer to "DreamJennifer">><</link>>
<<elseif $YourRoomPostLeafJennifer is "DreamJennifer">>
“I needed to know what happened,” you say, still wincing at the sound of Jennifer's voice coming from you. “Between you and Annie. Back at school. Neither of you would speak about it!”<br>
<bR>
<<if $JenniferLeafDreamTruth.length gte 4>>
Realisation again flashes across Jennifer’s face. “This morning,” she murmurs. “When I woke up. My mind was full of memories.” She looks back at you, her expression hardening. “Things I fought so hard to bury. They all came bubbling up. You did that, didn’t you?”<Br>
<<else>>
“And did you find what you were looking for?” she asks.<br>
<br>
“Some of it,” you say with a little hesitancy. “But not everything.”<bR>
<br>
At that, Jennifer actually sighs. She closes her eyes for a moment, taking a deep breath. When they open she seems calmer. At least a little.<br>
<br>
“It was a painful time for me, <<TrueName "Current">>,” she tells you. “Why won’t you just leave it alone? Is it really worth going through this?”<br>
<br>
Again, her eyes seem to gesture to your body. You flinch, feeling even more self-conscious.
<</if>>
<br>
“I had to,” you say, feeling frustration in your own voice. “You know something’s happening to Terrence. That it’s just like what happened before.”<Br>
<br>
Your volume raises as it becomes harder. “I tried, Jen! Really I did. But you wouldn't say! So I used magic to try and get to the truth myself! Christ, do you hear how insane this all sounds. How crazy it is!”<Br>
<bR>
Silence returns. But for once, Jennifer’s rage appears to fizzle. Her eyes still rest darkly on you, but there’s a measured sense of control behind them now.<Br>
<br>
“Ask your questions, then” she tells you. “And then we’ll figure out what to do.”<br>
<br>
<<ActionsHeader>>
<<link "Begin to question Jennifer" "YourRoomPostLeafJennifer">><<set $YourRoomPostLeafJennifer to "JenniferQuestion">><</link>>
<<elseif $YourRoomPostLeafJennifer is "JenniferQuestion">>
You shift in the bed. She still stands, slightly awkwardly in the centre of your room. Staring right back at you. Waiting.<br>
<br>
<<ActionsHeader>>
<<DialogueSpoken "Jennifer" "JenniferQuestionHere">>
<<if _Discussed is false>><<link "Ask her why’s she actually here" "JenniferDialogue">><<set $JenniferDialogue to "JenniferQuestionHere">><</link>><Br><</if>>
<<DialogueSpoken "Jennifer" "JenniferQuestionCafeteria">>
<<if $JenniferLeafDreamTruth.includes("Cafeteria") and _Discussed is false>><<link "Ask about the cafeteria and Skye" "JenniferDialogue">><<set $JenniferDialogue to "JenniferQuestionCafeteria">><</link>><Br><</if>>
<<DialogueSpoken "Jennifer" "JenniferQuestionTryouts">>
<<if $JenniferLeafDreamTruth.includes("Tryouts") and _Discussed is false>><<link "Ask about Annie watching the tryouts" "JenniferDialogue">><<set $JenniferDialogue to "JenniferQuestionTryouts">><</link>><Br><</if>>
<<DialogueSpoken "Jennifer" "JenniferQuestionClassroom">>
<<if $JenniferLeafDreamTruth.includes("Classroom") and _Discussed is false>><<link "Ask about Annie and Penny in the classroom" "JenniferDialogue">><<set $JenniferDialogue to "JenniferQuestionClassroom">><</link>><Br><</if>>
<<DialogueSpoken "Jennifer" "JenniferQuestionFreshPot">>
<<if $JenniferLeafDreamTruth.includes("FreshPot") and _Discussed is false>><<link "Ask about using magic on Annie" "JenniferDialogue">><<set $JenniferDialogue to "JenniferQuestionFreshPot">><</link>><Br><</if>>
<<DialogueSpoken "Jennifer" "JenniferQuestionRitual">>
<<if $JenniferLeafDreamTruth.includes("Ritual") and _Discussed is false>><<link "Ask about the ritual" "JenniferDialogue">><<set $JenniferDialogue to "JenniferQuestionRitual">><</link>><Br><</if>>
<<DialogueSpoken "Jennifer" "JenniferQuestionHere">>
<<if _Discussed is true>><<link "Tell her you have no further questions" "JenniferDialogue">><<set $JenniferDialogue to "JenniferQuestionNoQuestions">><</link>><Br><</if>>
<</if>><<switch $YourRoomWardrobe>>
<<case undefined>>
<<if $PlayerCharacter.female is true>>You pull open the doors to your wardrobe, taking in the familiar sight of blouses, skirts and dresses that you’ve been wearing for as long as you can remember. The light smell of your perfume mixes in with the fabric softener you buy every month.<br>
<<else>>You pull open the doors to your wardrobe, taking in the familiar sight of trousers, shirts and jumpers that you’ve been wearing since you came to Charlton. The faint smell of your deodorant lingers, along with the fabric softener you buy every month.<br><</if>>
<<if $OutfitMagicedPC is true>>
<br>
As you open the wardrobe, you immediately notice it. The outfit you wore before is back in its place, neatly folded or hung as if it had never been touched. You hesitate, fingers brushing over the fabric. You didn’t put it back. You were sure of that. But the evidence is right in front of you.<br>
<br>
Sighing, you don't understand why you are so surprised. Magic, it seems, continues to have its way with you.<br>
<</if>>
<Br>
Looking through the selection, you ponder what sort of outfit is appropriate.<br>
<br>
<<ActionsHeader>>
<<CurrentOutfit>>
<<if $PlayerCharacter.female is true>>
<<if _CurrentOutfit isnot "Simple">><<link "Look for something simple" "YourRoomWardrobe">><<set $YourRoomWardrobe to "Simple">><<set $OutfitMagicedPC to undefined>><</link>><br><</if>>
<<if _CurrentOutfit isnot "Cute">><<link "Look for something cute" "YourRoomWardrobe">><<set $YourRoomWardrobe to "Cute">><<set $OutfitMagicedPC to undefined>><</link>><br><</if>>
<<if _CurrentOutfit isnot "Sexy">><<link "Look for something sexy" "YourRoomWardrobe">><<set $YourRoomWardrobe to "Sexy">><<set $OutfitMagicedPC to undefined>><</link>><br><</if>>
<<else>>
<<if _CurrentOutfit isnot "Casual">><<link "Look for something casual" "YourRoomWardrobe">><<set $YourRoomWardrobe to "Casual">><<set $OutfitMagicedPC to undefined>><</link>><br><</if>>
<<if _CurrentOutfit isnot "Smart">><<link "Look for something smart" "YourRoomWardrobe">><<set $YourRoomWardrobe to "Smart">><<set $OutfitMagicedPC to undefined>><</link>><br><</if>>
<<if _CurrentOutfit isnot "Tight">><<link "Look for something tight" "YourRoomWardrobe">><<set $YourRoomWardrobe to "Tight">><<set $OutfitMagicedPC to undefined>><</link>><br><</if>>
<</if>>
<<PokerOutfitAvailable>>
<<if _PokerOutfitAvailable is true>>
<<if _CurrentOutfit is "PokerConservativeFemalePC" or _CurrentOutfit is "PokerRevealingFemalePC">>
<<link "Change into normal clothes and close the wardrobe" "YourRoom">><<RemoveOutfit>><<set $NewDay to undefined>><<set $YourRoomWardrobe to undefined>><</link>><br>
<<else>>
<<link "Look for an outfit for poker night" "YourRoomPokerOutfit">><<set $NewDay to undefined>><</link>><br>
<</if>>
<</if>>
<<link "Close your wardrobe and return to your room" "YourRoom">><<set $YourRoomWardrobe to undefined>><</link>>
<<case "Return">>
Looking through the selection, you ponder what sort of outfit is appropriate.<br>
<br>
<<ActionsHeader>>
<<CurrentOutfit>>
<<if $PlayerCharacter.female is true>>
<<if _CurrentOutfit isnot "Simple">><<link "Look for something simple" "YourRoomWardrobe">><<set $YourRoomWardrobe to "Simple">><<set $OutfitMagicedPC to undefined>><</link>><br><</if>>
<<if _CurrentOutfit isnot "Cute">><<link "Look for something cute" "YourRoomWardrobe">><<set $YourRoomWardrobe to "Cute">><<set $OutfitMagicedPC to undefined>><</link>><br><</if>>
<<if _CurrentOutfit isnot "Sexy">><<link "Look for something sexy" "YourRoomWardrobe">><<set $YourRoomWardrobe to "Sexy">><<set $OutfitMagicedPC to undefined>><</link>><br><</if>>
<<else>>
<<if _CurrentOutfit isnot "Casual">><<link "Look for something casual" "YourRoomWardrobe">><<set $YourRoomWardrobe to "Casual">><<set $OutfitMagicedPC to undefined>><</link>><br><</if>>
<<if _CurrentOutfit isnot "Smart">><<link "Look for something smart" "YourRoomWardrobe">><<set $YourRoomWardrobe to "Smart">><<set $OutfitMagicedPC to undefined>><</link>><br><</if>>
<<if _CurrentOutfit isnot "Tight">><<link "Look for something tight" "YourRoomWardrobe">><<set $YourRoomWardrobe to "Tight">><<set $OutfitMagicedPC to undefined>><</link>><br><</if>>
<</if>>
<<PokerOutfitAvailable>>
<<if _PokerOutfitAvailable is true>>
<<if _CurrentOutfit is "PokerConservativeFemalePC" or _CurrentOutfit is "PokerRevealingFemalePC">>
<<link "Change into normal clothes and close the wardrobe" "YourRoom">><<RemoveOutfit>><<set $NewDay to undefined>><<set $YourRoomWardrobe to undefined>><</link>><br>
<<else>>
<<link "Look for an outfit for poker night" "YourRoomPokerOutfit">><<set $NewDay to undefined>><</link>><br>
<</if>>
<</if>>
<<link "Close your wardrobe and return to your room" "YourRoom">><<set $YourRoomWardrobe to undefined>><</link>>
<<case "Simple">>
You leaf through your hangers, finding a black boatneck blouse and a red slinky midi skirt. It hardly flatters your body, but the fabric is soft and will sway with your movements. As a practical outfit, this one ticks the boxes. <bR>
<br>
<<ActionsHeader>>
<<link "Wear this outfit" "YourRoomWardrobe">><<WearOutfit "SimpleFemalePC">><<set $YourRoomWardrobe to "SimpleFemalePCDress">><</link>><bR>
<<link "Return to looking through your wardrobe" "YourRoomWardrobe">><<set $YourRoomWardrobe to "Return">><</link>>
<<case "Cute">>
Looking through your clothes, you find a pale rose V-neck fitted dress that takes your eye. The skirt falls somewhere half-way down your thighs, and the fitted button up top is designed to be buttoned so it falls open just between your breasts. It’s pretty and girlish without being slutty.<br>
<br>
<<ActionsHeader>>
<<link "Wear this outfit" "YourRoomWardrobe">><<WearOutfit "CuteFemalePC">><<set $YourRoomWardrobe to "CuteFemalePCDress">><</link>><bR>
<<link "Return to looking through your wardrobe" "YourRoomWardrobe">><<set $YourRoomWardrobe to "Return">><</link>>
<<case "Sexy">>
You look to the edges of your wardrobe, where things you haven’t worn in years are buried. A small smile creeps up on your face. There, half-buried beneath jumpers, is a sheer black floral lace corset. You remember buying it at university for a Halloween party. With a textured sheer material and floral lace detailing, it barely contains your breasts and cuts short of your hips. It certainly made a statement, you recall. Especially when paired with the red miniskirt that you bought with it.<br>
<br>
<<ActionsHeader>>
<<link "Wear this outfit" "YourRoomWardrobe">><<WearOutfit "SexyFemalePC">><<set $YourRoomWardrobe to "SexyFemalePCDress">><</link>><bR>
<<link "Return to looking through your wardrobe" "YourRoomWardrobe">><<set $YourRoomWardrobe to "Return">><</link>>
<<case "Casual">>
You flick through your wardrobe but find nothing that really strikes your eye. Eventually you settle on a white T-shirt and a pair of black jeans. They are hardly a statement, but it’s a classic look that has served you well before. If making you blend into the crowd.<BR>
<br>
<<ActionsHeader>>
<<link "Wear this outfit" "YourRoomWardrobe">><<WearOutfit "CasualMalePC">><<set $YourRoomWardrobe to "CasualMalePCDress">><</link>><bR>
<<link "Return to looking through your wardrobe" "YourRoomWardrobe">><<set $YourRoomWardrobe to "Return">><</link>>
<<case "Smart">>
You riffle through the hangers in your wardrobe, eventually finding something that takes your eye. A black collared shirt, with a pair of smart navy corduroy trousers. You’ve worn this combination before on dates with Jennifer. She always gave you complimentary looks whenever you picked her up in them.<br>
<br>
<<ActionsHeader>>
<<link "Wear this outfit" "YourRoomWardrobe">><<WearOutfit "SmartMalePC">><<set $YourRoomWardrobe to "SmartMalePCDress">><</link>><bR>
<<link "Return to looking through your wardrobe" "YourRoomWardrobe">><<set $YourRoomWardrobe to "Return">><</link>>
<<case "Tight">>
You search through your clothes collection, trying to find something that would give you some definition. Eventually, you manage to find something that you think will work. A red fitted shirt, which you bought as a reward for finally hitting a target on the treadmill. You think you can still get into it. More to the point, you’ll look great in it too. To complement it, you take out a pair of skinny trousers that you know hugs your behind.<br>
<br>
<<ActionsHeader>>
<<link "Wear this outfit" "YourRoomWardrobe">><<WearOutfit "TightMalePC">><<set $YourRoomWardrobe to "TightMalePCDress">><</link>><bR>
<<link "Return to looking through your wardrobe" "YourRoomWardrobe">><<set $YourRoomWardrobe to "Return">><</link>>
<<case "SimpleFemalePCDress">>
You pull off your current clothes and take out the blouse and skirt. You pull the blouse over your head and reach back to pull the zip up tight. Then you step into your skirt and hoist it up, adjusting it to fit the right way, clipping the fasteners together. You glance down at your footwear at the bottom of your wardrobe, selecting a pair of flats to complete the look.<br>
<br>
Glancing at yourself in your mirror, you strike a pose. You look like a young woman, ready for some errands around town.<Br>
<br>
<<ActionsHeader>>
<<link "Take off outfit and look again" "YourRoomWardrobe">><<set $YourRoomWardrobe to "Return">><<RemoveOutfit "SimpleFemalePC">><</link>><br>
<<link "Close the wardrobe" "YourRoom">><<set $YourRoomWardrobe to undefined>><</link>>
<<case "CuteFemalePCDress">>
You strip off your clothes and lay the dress out on your bed. You pick up the top and fasten it up, leaving the top three buttons undone. Then you step into the skirt and wriggle it up. The fabric is soft and flowing. Looking down for a matching set of shoes, you see a pair of wedge court shoes with a small heel.<Br>
<Br>
Once you’ve slipped them on, you turn to admire yourself in the mirror. The dress hangs well on your shoulders, hugging your curves gently. The V-neck doesn’t expose enough skin to reveal your bra, and you feel confident that your skirt won’t rise up too much. You look cute, as if ready to spend an afternoon at a bottomless brunch with friends.<Br>
<br>
<div class="Notification"><<print "Wearing this outfit gives you a +1 Flirt skill bonus to all Orientation checks in the desired direction.">></div>
<br>
<<ActionsHeader>>
<<link "Take off outfit and look again" "YourRoomWardrobe">><<set $YourRoomWardrobe to "Return">><<RemoveOutfit "CuteFemalePC">><</link>><br>
<<link "Close the wardrobe" "YourRoom">><<set $YourRoomWardrobe to undefined>><</link>>
<<case "SexyFemalePCDress">>
You take off your clothes and throw the corset on to your bedsheets, pulling the red leather miniskirt to match. It takes a few minutes to pull the corset down over your shoulders, then a few more to pull the lacing on the back tight. Then you pull up the skirt, pulling the fastener together and zipping it up. Glancing down at your shoe collection, you shrug and pick a pair of five-inch ankle boots. If you are going all out, you may as well complete the look.<br>
<bR>
Glancing in the mirror, you almost can’t believe it's you. Your breasts are pushed up, rising out of the corset. It pulls at your waist, giving you an hourglass figure. And the skirt is so short you’ll have to be careful sitting down. You smile at your reflection. You look like a woman ready for a night on the town.<br>
<br>
<div class="Notification"><<print "Wearing this outfit gives you a +2 Flirt skill bonus to all Orientation checks in the desired direction.">></div>
<br>
<<ActionsHeader>>
<<link "Take off outfit and look again" "YourRoomWardrobe">><<set $YourRoomWardrobe to "Return">><<RemoveOutfit "SexyFemalePC">><</link>><br>
<<link "Close the wardrobe" "YourRoom">><<set $YourRoomWardrobe to undefined>><</link>>
<<case "CasualMalePCDress">>
You strip down to your boxers and quickly pull on your jeans and T-shirt. It takes barely a minute. Looking for some shoes to wear, you take out a pair of white trainers that you purposefully haven’t worn to the gym. <bR>
<br>
Staring at yourself in the mirror, you wonder if this is the look you are going for. You look like an everyday person, ready to walk around town. <Br>
<br>
<<ActionsHeader>>
<<link "Take off outfit and look again" "YourRoomWardrobe">><<set $YourRoomWardrobe to "Return">><<RemoveOutfit "CasualMalePC">><</link>><br>
<<link "Close the wardrobe" "YourRoom">><<set $YourRoomWardrobe to undefined>><</link>>
<<case "SmartMalePCDress">>
Pulling off your clothes, you take out the shirt and trousers from the wardrobe. It takes less than a minute to button up the shirt, pull on the trousers and find a belt that matches. For footwear, you find a pair of smart boots that make you feel a little taller than you actually are.<br>
<Br>
You glance in the mirror. You wouldn’t exactly say you’re ready for the red carpet, but you look smart. Polished. As is you’ve made some effort.<Br>
<Br>
<div class="Notification"><<print "Wearing this outfit gives you a +1 Assertive bonus to all Assertive checks.">></div>
<br>
<<ActionsHeader>>
<<link "Take off outfit and look again" "YourRoomWardrobe">><<set $YourRoomWardrobe to "Return">><<RemoveOutfit "SmartMalePC">><</link>><br>
<<link "Close the wardrobe" "YourRoom">><<set $YourRoomWardrobe to undefined>><</link>>
<<case "TightMalePCDress">>
You take out the shirt and trousers, laying them out on your bed. Pulling off your current clothes, you button up the red fitted shirt. It clings to your body, but not in an uncomfortable way. You breathe a sigh of relief, physically demonstrating that despite its tightness, you still can fit into it without too much strain.<br>
<Br>
After pulling on your chosen skinny trousers, you survey your shoes to finish off your outfit. You pick up a pair of black loafers and put them on. Glancing in the mirror, you grin. You look slick. More importantly, the definition it gives you makes you feel great. <Br>
<Br>
<div class="Notification"><<print "Wearing this outfit gives you a +2 Assertive bonus to all Assertive checks.">></div>
<br>
<<ActionsHeader>>
<<link "Take off outfit and look again" "YourRoomWardrobe">><<set $YourRoomWardrobe to "Return">><<RemoveOutfit "TightMalePC">><</link>><br>
<<link "Close the wardrobe" "YourRoom">><<set $YourRoomWardrobe to undefined>><</link>>
<</switch>><<switch $YourRoomVanityTable>>
<<case undefined>>
You look over your own vanity table, neatly covered with cosmetic palettes, brushes, and an assortment of tubes and compacts. A mirror sits in the centre of it, your room warm and welcoming in its reflection.<br>
<Br>
<<ActionsHeader>>
<<link "Apply make-up" "YourRoomVanityTable">><<set $YourRoomVanityTable to "ApplyMakeUp">><</link>><Br>
<<case "ApplyMakeUp">>
<<AddPCState "makeupStage" 0>>
<<if $current.makeup is true>>
You're already wearing make-up.<br>
<br>
<<ActionsHeader>>
<<link "Return to your room" "YourRoom">><<set $YourRoomVanityTable to undefined>><</link>>
<<elseif $PlayerCharacter.makeupStage is 0>>
You pick up a brush, hesitating before dipping it into a powder compact. It looks easy enough, but the moment you try to apply it, the coverage is uneven, the colour slightly off. The eyeliner drags, the mascara clumps.<br>
<br>
Something feels off in your mind. You've done this a thousand times before, haven't you? Why does it seem alien to you?<br>
<br>
<I>Let me answer that.</i><br>
<br>
<div class="Notification"><<print "Wearing make-up at your current make-up level gives you a +1 Flirt skill bonus to all Orientation checks in the desired direction.">></div>
<br>
<<ActionsHeader>>
<<link "Return to your room" "YourRoom">><<set $PlayerCharacter.makeupStage += 1>><<MakeupStageEventReconcile>><<WearMakeup>><<set $YourRoomVanityTable to undefined>><</link>>
<<elseif $PlayerCharacter.makeupStage is 1>>
As you pick up the cosmetics, you remember how the foundation should be blended, how the eyeliner needs a steady hand. The mascara still smudges a little, but overall you do a good job. With effort.<br>
<br>
When you glance in the mirror, you smile at how you look. Refined. Polished. More put-together.<br>
<br>
That you needed to concentrate, though. You have memories of doing this hundreds of times before. You thought it would be second nature by now.<bR>
<br>
<div class="Notification"><<print "Wearing make-up at your current make-up level gives you a +2 Flirt skill bonus to all Orientation checks in the desired direction.">></div>
<br>
<<ActionsHeader>>
<<link "Return to your room" "YourRoom">><<set $PlayerCharacter.makeupStage += 1>><<MakeupStageEventReconcile>><<WearMakeup>><<set $YourRoomVanityTable to undefined>><</link>>
<<elseif $PlayerCharacter.makeupStage gte 2>>
Your hands move without thinking, as if you’ve done this hundreds of times before in your life. It’s an odd thought to have, you think, as that’s precisely why you can do it so easily.<br>
<Br>
You apply foundation, blush, and liner expertly. Touching up your lips with a matte style of lipstick, you push your lips together and look at your reflection. The woman looking back appears like a more refined, more polished version of you. Exactly what you envisioned.<Br>
<br>
<div class="Notification"><<print "Wearing make-up at your current make-up level gives you a +3 Flirt skill bonus to all Orientation checks in the desired direction.">></div>
<br>
<<ActionsHeader>>
<<link "Return to your room" "YourRoom">><<if $PlayerCharacter.makeupStage is 2>><<set $PlayerCharacter.makeupStage += 1>><</if>><<MakeupStageEventReconcile>><<WearMakeup>><<set $YourRoomVanityTable to undefined>><</link>>
<</if>>
<</switch>>You take out the package and turn it over, observing it. Thoughtfully, a pack of tobacco and some papers has been taped to the bag. You have everything you need.<br>
<br>
Opening it up, you smell the aroma immediately. Musky and earthy, the weed smells just as you would expect it to.<br>
<br>
<<if $current.female is true>>
It’s only when you pull some out do you see sparkling yellow-amber particles twinkling within. Your skin tingles like a magnet reacting to iron filings, as if pulling the magic towards it. You feel a sense of anticipation spread inside your chest and a grin forms quickly.<br>
<<else>>
Pulling some out, the sense of normality continues. Nothing seems abnormal, nor unnatural. You do feel a sense of anticipation spread inside your chest, however. A grin forms quickly.<br>
<</if>>
<br>
As you sprinkle tobacco over an open paper, you feel yourself run your tongue over your lips. You are actually anticipating this.<br>
<<BraceletWorn>>
<<if _BraceletWorn is true>>
<br>
The bracelet you wear pulses. Like you, it barely can hide its anticipation. You feel almost as if the band is tightening around your wrist.<br>
<</if>>
<br>
<I>Drugs now your thing too?</i><br>
<br>
Running the weed between your forefinger and thumb, you lace the tobacco with the drug. You take out a lighter from your bedside table and roll the joint, taking a deep breath of satisfaction at your work.<br>
<br>
<<ActionsHeader>>
<<link "Light the joint and inhale" "YourRoomSmokeWeedInhale">><<Vice 1>><<GiveObjectLocation "Void" "LogainWeed">><</link>>Sparking the flint in the lighter, you take the joint in your fingers and bring it to your lips. You take a deep breath, feeling the smoke spread through your lungs. Warm and soothing, immediately you feel the tension in your shoulders release.<br>
<br>
But as you hold it in, you note it’s more than just the nicotine affecting you. Your magical reserves claw up in your body towards your lungs, entwining with the arcane energy inside them. You feel your own power building as you keep the smoke inside you, warming your very being.<br>
<br>
<<if $current.female is true>>
And when you breathe out, you watch the air shimmer with hazy magic. You watch it drift up, grinning as you watch it. Only remembering after too long that you should really open the window to let out the smell.<br>
<<else>>
And when you breathe out, you watch the smoke drift up, grinning as you watch it. Only remembering after too long that you should really open the window to let out the smell.<br>
<</if>>
<br>
<<BraceletChargeProse>>
You step over and push the window open, glancing out over the rooftops of the houses. Pigeons coo faintly in the air, their sounds soothing and melodic. The sight of Charlton has filled you with dread recently, but something about it seems tranquil now. The chilly autumn air brushes over your body, but like a dip in fresh cold water it invigorates you. You find yourself smiling, relaxed and confident in spite of everything you’ve been through.<br>
<br>
You take another few drags on the joint. Opposite your home you watch the leaves blow down the road. Time moves slowly, as someone walks by. You forget to check who it is, instead listening to the sound of heels on the pavement. You chuckle at the thought that you didn’t even bother to check.<br>
<br>
<I>Feels good, this. Getting used to it, are you?</i><br>
<br>
“Yes,” you reply back to the voice, in spite of yourself. For the first time in a while, you are free of fear.<br>
<br>
As you continue to watch the leaves outside your room, you note that you could get used to this.<br>
<br>
<<ActionsHeader>>
<<link "Return to your room" "YourRoom">><<TimeChange>><</link>><<if $YourRoomPokerOutfit is undefined>>
<<CheckFirst "PokerNightOutfitYourChoice">>
<<if _CheckFirst is false>>
You think back to what you've heard about the night. Mayor Duncan's manor. Old money. Cigars and whiskey. Men who play for stakes you can barely cover.<br>
<br>
You riffle through the back of the wardrobe, past the everyday blouses and skirts, until your fingers settle on two hangers you'd half-forgotten about. At least, you assume you did.<br>
<br>
The first is a black wrap dress, tailored, mid-calf. Composed. The kind of thing your mum would have approved of for a job interview.<br>
<br>
The second is a champagne silk slip with a slit that runs almost to the hip. You remember buying it years ago for a hen-do of a University friend, who was marrying young. The back falls open to the small of your spine.<br>
<br>
You hold both up against yourself in the mirror. Something about looking at your reflection unnerves you, even though it's a perfectly natural part of getting dressed up for a night out.<br>
<br>
<i>For a girl, at least.</i><br>
<<else>>
You riffle through the back of the wardrobe, past the everyday blouses and skirts, again pulling out the black wrap dress, and the champagne silk slip with a slit. The first a wrap dress with a hem around your calf. The second, backless and exposed, in addition to the slit opening from your waist down.<br>
<</if>>
<br>
<<ActionsHeader>>
<<CompulsionCheck "AllDolledUp">>
<<if _CompulsionCheck is true>>
<span class="compulsion">[All Dolled Up] </span><s>Wear the black wrap dress</s> - <i>You can't seem to bring yourself to wear this when there's the champagne slip waiting for you.</i><br>
<<else>>
<<link "Wear the black wrap dress" "YourRoomPokerOutfit">><<AddFirst "PokerNightOutfitYourChoice">><<set $YourRoomPokerOutfit to "Wrap">><</link>><br>
<</if>>
<<link "Wear the champagne slip" "YourRoomPokerOutfit">><<AddFirst "PokerNightOutfitYourChoice">><<set $YourRoomPokerOutfit to "Slip">><</link>><br>
<<link "Return to looking through the wardrobe" "YourRoomWardrobe">><<AddFirst "PokerNightOutfitYourChoice">><</link>>
<<elseif $YourRoomPokerOutfit is "Wrap">>
You pull the black wrap dress from its hanger and lay it on the bed. The fabric is heavier than you remembered. Substantial.<br>
<br>
You change quickly, tying the wrap at your waist and adjusting the neckline so it sits flat. The skirt falls smoothly to mid-calf. You step into some accompanying court shoes. Low and plain. The kind that won't make you wobble after a glass of wine.<br>
<br>
Looking in the mirror, you take stock of yourself. A composed woman, presentable, holding her own. You could be anyone's lawyer. Or an accountant. Someone who has business to do at Duncan Manor.<br>
<br>
<i>Not exactly what the men will be expecting, though.</i><br>
<br>
<<ActionsHeader>>
<<link "Wear this outfit and close the wardrobe" "YourRoom">><<WearOutfit "PokerConservativeFemalePC">><<CheckFirst "PokerConservativeFemalePCWorn">><<if _CheckFirst is false>><<Feminity 1>><</if>><<AddFirst "PokerConservativeFemalePCWorn">><<set $YourRoomPokerOutfit to undefined>><</link>><br>
<<link "Change back and return to the wardrobe" "YourRoomPokerOutfit">><<set $YourRoomPokerOutfit to undefined>><</link>>
<<elseif $YourRoomPokerOutfit is "Slip">>
You take the champagne slip from its hanger. The silk is cool and almost weightless against your fingers.<br>
<br>
You strip off and let the dress fall over your head. It settles against your skin like nothing at all. You adjust the thin straps at your shoulders, watching the back drape open in the mirror. The slit climbs the side of your thigh as you turn.<br>
<br>
You step into a pair of stilettos, feeling your calves tighten and your hips shift forward. The lift changes your posture before you've even thought about it.<br>
<br>
Looking in the mirror, you take stock of yourself. The neckline is low. The back is lower. The slit promises just what it shows. You smile. The woman in the mirror is most certainly the woman they want you to be tonight.<br>
<br>
<i>And you're smiling at the thought of it, aren't you?</i><br>
<br>
<<ActionsHeader>>
<<link "Wear this outfit and close the wardrobe" "YourRoom">><<WearOutfit "PokerRevealingFemalePC">><<CheckFirst "PokerRevealingFemalePCWorn">><<if _CheckFirst is false>><<Orientation 1>><</if>><<AddFirst "PokerRevealingFemalePCWorn">><<set $YourRoomPokerOutfit to undefined>><</link>><br>
<<link "Change back and return to the wardrobe" "YourRoomPokerOutfit">><<set $YourRoomPokerOutfit to undefined>><</link>>
<</if>><<widget "PokerOutfitAvailable">>
<<set _PokerOutfitAvailable to false>>
<<QuestState "Quest18">><<QuestStatus "Quest18">><<DialogueSpokenSecretKnown "Emily" "PokerNightPlansFuzzy">>
<<if _QuestStatus is "active" and setup.period[$periodCurrent] is "Evening" and $current.female is true>>
<<if _QuestState is 2>>
<<set _PokerOutfitAvailable to true>>
<<elseif _QuestState is 1 and _CurrentPC is true and _Discussed is true>>
<<set _PokerOutfitAvailable to true>>
<</if>>
<</if>>
<</widget>><<AndreaOutside>>
<b>Your street</b><br>
<<if setup.period[$periodCurrent] is "Evening" or setup.period[$periodCurrent] is "Night">>
<img src="./images/YourStreetNight.png"><br>
<br>A quiet street in the rural suburbs of Charlton. Green hills are on the horizon and the sky is dark and clear. You hear pigeons cooing from their nests in the trees.<br>
<<else>>
<img src="./images/YourStreet.png"><br>
<br>A quiet street in the rural suburbs of Charlton. Green hills are on the horizon and the sky is blue, despite the chilly Autumn weather. You hear pigeons cooing from their nests in the trees.<br>
<</if>>
<<include "EventsYourStreet">>
<<if _currentEvent is undefined>>
<br>
<<ActionsHeader>>
<<link "Go to Charlton Upper School" "SchoolGates">><</link>><br>
<<if $current.avatar is "Emily">>
<<if setup.period[$periodCurrent] is "Evening">><<link "Go to the town centre" "TownCentre">><</link>><br>
<<elseif setup.days[$dayCurrent] is "Saturday" or setup.days[$dayCurrent] is "Sunday">><<link "Go to the town centre" "TownCentre">><</link>><br>
<<elseif setup.period[$periodCurrent] is "Night">><s>Go to town centre</s> - <i>It's too late for Emily to be seen wandering around the town.</i><br>
<<elseif $PlayerCharacter.cheerleader is true and setup.period[$periodCurrent] is "Afternoon">><<link "Go to the town centre" "TownCentre">><</link>><br>
<<else>><s>Go to the town centre</s> - <i>You can't walk around town as Emily when she's supposed to be at school.</i><br>
<</if>>
<<elseif $current.avatar is "Dennis">>
<s>Go to town centre</s> - <i>You can't risk wandering around town as Dennis.</i><br>
<<elseif $current.avatar is "Jake">>
<s>Go to town centre</s> - <i>You can't risk wandering around town as Jake.</i><br>
<<else>>
<<link "Go to the town centre" "TownCentre">><</link>><br>
<</if>>
<<InventoryCheckSelf "SiobhanBell">><<QuestState "Quest21">><<QuestOptionCheck "Quest21" 5 "mysterious_woman">>
<<if _InventoryCheckSelf is true and setup.period[$periodCurrent] is "Night" and _QuestState is 5 and _QuestOptionCheck is true and _CurrentPC is true>><<link "Ring Siobhan's bell" "YourStreetSiobhanBell">><</link>><Br><</if>>
<<LocationKnownCheck "SouthdownView">>
<<if _LocationKnownCheck is true>>
<<if $current.avatar is "Emily">>
<<if setup.period[$periodCurrent] is "Evening">><<link "Go to Southdown View" "SouthdownView">><</link>><br>
<<elseif setup.days[$dayCurrent] is "Saturday" or setup.days[$dayCurrent] is "Sunday">><<link "Go to Southdown View" "SouthdownView">><</link>><br>
<<elseif setup.period[$periodCurrent] is "Night">><s>Go to Southdown View</s> - <i>It's too late for Emily to be seen wandering around the town.</i><br>
<<elseif $PlayerCharacter.cheerleader is true and setup.period[$periodCurrent] is "Afternoon">><<link "Go to South Down View" "SouthdownView">><</link>><br>
<<else>><s>Go to Southdown View</s> - <i>You can't walk around town as Emily when she's supposed to be at school.</i><br>
<</if>>
<<elseif $current.avatar is "Dennis">>
<s>Go to Southdown View</s> - <i>You can't risk wandering around town as Dennis.</i><br>
<<elseif $current.avatar is "Jake">>
<s>Go to Southdown View</s> - <i>You can't risk wandering around town as Jake.</i><br>
<<else>>
<<link "Go to Southdown View" "SouthdownView">><</link>><br>
<</if>>
<</if>>
<<link "Go inside your house" "YourHome">><</link>><br>
<</if>><<EventsCheckGlobal>>
<<if _currentEvent is undefined>><<EventsCheck $return>><</if>>
<<switch _currentEvent>>
<<case "YourStreetFirst">>
<br>
You step outside your home as Emily once more, listening to the clip-clopping of your heels. An Autumnal breeze sways your school skirt.<br>
<br>
<<ActionsHeader>>
<<link "Go to Charlton Upper School" "SchoolGates">><<EventsCheckEnd "YourStreet" "YourStreetFirst">><</link>><br>
<<if setup.period[$periodCurrent] is "Evening">>
<<link "Go to the town centre" "TownCentre">><<EventsCheckEnd "YourStreet" "YourStreetFirst">><</link>><br>
<<elseif setup.days[$dayCurrent] is "Saturday" or setup.days[$dayCurrent] is "Sunday">>
<<link "Go to the town centre" "TownCentre">><<EventsCheckEnd "YourStreet" "YourStreetFirst">><</link>><br>
<<elseif setup.period[$periodCurrent] is "Night">>
<s>Go to town centre</s> - <i>It's too late for Emily to be seen wandering around the town.</i><br>
<<else>>
<s>Go to the town centre</s> - <i>You can't walk around town as Emily when she's supposed to be at school.</i><br>
<</if>>
<<case "AndreaOutside">>
<br>
You’re walking past your house, the click-clack of your impossibly high heels cutting through the air like a knife, when a voice - low, commanding, and unmistakably irritated - cuts through the stillness.<br>
<br>
“Miss Cinders.”<br>
<br>
You stop dead.<br>
<Br>
Turning slowly, your gaze lands on a tall, stern-looking man in an impeccably pressed three-piece suit. His silver-streaked hair is slicked back with precision, his sharp eyes calculating and unamused as they sweep over you.<Br>
<Br>
You don’t recognise him, but the way he stands - rigid, authoritative, exuding control - makes it clear. He’s important. He exhales sharply, folding his arms across his chest.<br>
<Br>
“What exactly do you think you’re doing?” His voice is measured but tense, like he’s barely keeping his displeasure in check. His lips press into a thin line, his gaze trailing from the lace-trimmed hem of your tiny skirt, to the snug bodice hugging your waist, to the impossibly high heels forcing you to stand with a delicate sway.<br>
<Br>
Then it clicks. This man must be the owner of the hotel. Harold Sermon. His nostrils flare as he watches realisation dawn on your face.<br>
<Br>
“Staff uniforms do not leave the hotel.” The words are sharp, deliberate, each syllable weighted with disapproval.<br>
<Br>
His gaze flicks to the passing townsfolk, their glances covert but lingering, whispers passing between them as they take in the sight of a Charlton Hotel maid standing in the middle of the street, dressed like a fantasy come to life.<br>
<br>
“Not only is this improper, it’s humiliating.” His voice drops lower, but somehow, that makes it worse.<br>
<Br>
“You are making a spectacle of yourself. People will start to think I allow my staff to parade around like common street girls.” His gaze darkens. “And I do not run that kind of establishment.”<br>
<br>
He exhales slowly, straightening his already-perfect cuffs. “Come with me.” He turns sharply toward the hotel, expecting obedience without question. “Lennox will deal with this.”<br>
<br>
<<ActionsHeader>>
<<link "Go with Sermon to see Lennox." "HotelLockerRoomAndreaOutsideEvent">><<SetFlag "AndreaOutsideSeen">><<EventsCheckEnd "YourStreet" "AndreaOutside">><<NPCKnown "Sermon">><</link>><br>
<<case "YourStreetWolfWhistle">>
<br>
Your pulse quickens as you step onto the street. The cool wind sweeps over your bare legs, and the high-heeled boots press uncomfortably against your skin, forcing you into movements that feel strangely exposed and vulnerable.<Br>
<br>
As you take steps along your street, you hear the low grinding of a vehicle approaching. You recognise the distinctive sound all too late, seeing the dirty black van out of the corner of your eye slowing as it pulls up beside you.<br>
<br>
"Hey darlin'," you hear a moment before you see him. Martin hangs out of his open window and his focus is solely on you.<br>
<Br>
"That skirt is turning heads," he says, licking his lips. "Why don't you get in and show a real man what you’ve got underneath it?"<br>
<br>
<<ActionsHeader>>
<<link "Ignore him and keep on walking" "MartinDialogue">><<set $MartinDialogue to "StreetEncounterIgnore">><<EventsCheckEnd "YourStreet" "YourStreetWolfWhistle">><<Assertive -1>><</link>><br>
<<link "Shoot him down with a retort" "MartinDialogue">><<set $MartinDialogue to "StreetEncounterRetort">><<EventsCheckEnd "YourStreet" "YourStreetWolfWhistle">><<Assertive 1>><</link>><br>
<<link "Welcome the attention" "MartinDialogue">><<set $MartinDialogue to "StreetEncounterWelcome">><<EventsCheckEnd "YourStreet" "YourStreetWolfWhistle">><<Orientation 1>><</link>>
<<case "YourStreetTextFirstDay">>
<br>
Your phone vibrates in your pocket unexpectedly, almost feeling foreign to you after months of barely having signal. You don’t need to check it to guess who the message is from. There’s only one person who even tries to make use of mobile coverage in Charlton.<Br>
<Br>
<span class="MobileMessage"><b>Jennifer:</b> Hey you. Come over tonight? I made something warm. I want to hear all about your day. xxx</span>
<br>
You pocket your phone, smiling a little at the thought of seeing Jennifer.<br>
<br>
<<ActionsHeader>>
<<link "Return to your street." "YourStreet">><<EventsCheckEnd "YourStreet" "YourStreetTextFirstDay">><</link>><br>
<<case "SiobhanIntro">>
<br>
The street is unnaturally still. The warped glow of the lamp posts feels off. Too pale, as if filtered through a thin veil. The trees loom overhead, their branches swaying with a whispering creak despite the absence of wind. A lone pigeon coos, then all sound falls away into pressing silence.<br>
<br>
<<NPCKnownCheck "Siobhan">>
<<if _NPCKnownCheck is true>>
As you near your house, you stop, stunned, as a figure steps out from the shadows. Layers of dark threadbare fabrics and a crooked smile.<br>
<Br>
“Ey up," Siobhan greets you. "Seemed like yer needed a hand.”<br>
<bR>
<<ActionsHeader>>
<<link "Talk to Siobhan" "YourStreetSiobhanDialogue0">><<set $TempSiobhanKnown to true>><<EventsCheckEnd "YourStreet" "SiobhanIntro">><</link>>
<<else>>
As you near your house, you stop, stunned, as a figure steps out from the shadows. She’s slight and lean, dressed in layers of dark, threadbare fabrics that hint at both gothic flair and roadside survival. When she speaks, her northern accent cuts through the quiet with a lilt.<br>
<Br>
“We don’t usually meet this close to home. But… it seemed like you needed a hand.”<br>
<bR>
<<ActionsHeader>>
<<link "Talk to the young woman" "YourStreetSiobhanDialogue0">><<NPCKnown "Siobhan">><<EventsCheckEnd "YourStreet" "SiobhanIntro">><</link>>
<</if>>
<<case "TeacherMeetingFailTattoo">>
<br>
<<if $current.female is false>>
You come to with a gasp, bolting upright. It takes you a moment to realise where you are. You’re slumped against your front door, head pounding as though a drum is beating inside your skull. Looking down at yourself, you see your shirt is missing. The dark sky hangs overhead. You run trembling hands over your bare torso.<br>
<br>
Then you notice a shadow cast over you. You look up at a familiar face. Clive from the repair shop looms over you, concern creasing his brow. “You alright?” he asks, voice low. “Early start at the Red Room?”<br>
<bR>
Your brow furrows. “Red Room?”<br>
<br>
He grins, stepping back. “Looks like you’ve had a heavy session,” he says. “Who put you up to getting that too - that’s a harsh prank for a man who’s had a few too many.”<Br>
<br>
Confusion flutters through you, but Clive nods toward your lower back. You twist unsteadily and stare, but can’t see a thing. “Here,” he says, taking out his phone and taking a snap. He turns it to show you. A fresh, pink heart tattooed on your lower back. A tramp stamp, bright and throbbing.<br>
<bR>
You press a trembling hand to the mark. It burns like a fresh bruise, but is warm too. A low hum of magic throbs entwined with the pain. You aren’t sure what it is, but you know it’s not just a tattoo.<br>
<br>
Clive shows you as he deletes the photo, then helps you to your feet. “Get inside,” he says. “And stay off the specials at the Red Room. Might give you a good time, but the hangover’s just not worth it.”<br>
<br>
He nods politely to you, then walks on his way. You watch him go, the only sound other than his footsteps the cooing of pigeons from the trees.<br>
<<else>>
You come to with a gasp, bolting upright. It takes you a moment to realise where you are. You’re slumped against your front door, head pounding as though a drum is beating inside your skull. Looking down at yourself, you see your shirt is missing, bra exposed to the night chill. The dark sky hangs overhead. You run trembling hands over your torso.<br>
<bR>
Then you notice a shadow cast over you. You look up at a familiar face. Clive from the repair shop looms over you, concern creasing his brow. “You alright?” he asks, voice low. “Early start at the Red Room?”<br>
<bR>
Your brow furrows. “Red Room?”<br>
<br>
He grimaces, stepping back. “Looks like you’ve had a heavy session,” he says. “Who put you up to getting that too - that’s a harsh prank for a girl who’s had a few too many.”<br>
<br>
Confusion flutters through you, but Clive nods toward your lower back. You twist unsteadily and stare, but can’t see a thing. “Here,” he says, taking out his phone and taking a snap. He turns it to show you. A fresh, pink heart tattooed on your lower back. A tramp stamp, bright and throbbing.<br>
<br>
You press a trembling hand to the mark. It burns like a fresh bruise, but is warm too. A low hum of magic throbs entwined with the pain. You aren’t sure what it is, but you know it’s not just a tattoo.<br>
<br>
Clive shows you as he deletes the photo, then helps you to your feet. “Get inside,” he says. “And stay off the specials at the Red Room. Might give you a good time, but the hangover’s just not worth it.”<br>
<br>
He nods politely to you, then walks on his way. You watch him go, the only sound other than his footsteps the cooing of pigeons from the trees.<br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Go inside your house" "YourHome">><<EventsCheckEnd "YourStreet" "TeacherMeetingFailTattoo">><<TattooGained "Heart" "Stitch">><</link>>
<<case "HeartsTattooWake">>
<br>
<<if $current.female is false>>
You come to with a gasp, bolting upright. It takes you a moment to realise where you are. You’re slumped against your front door, head pounding as though a drum is beating inside your skull. Looking down at yourself, you see your shirt is missing. The dark sky hangs overhead. Dusk has long gone. You run trembling hands over your bare torso. You’re… you.<br>
<br>
Memory is a hollow ache. You only know one truth. That figure was no magic trick. How you wound up here is a question with no answer.<br>
<br>
Then you notice a shadow cast over you. You look up at a familiar face. Clive from the repair shop looms over you, concern creasing his brow. “You alright?” he asks, voice low. “Early start at the Red Room?”<br>
<bR>
Your brow furrows. “Red Room?”<br>
<br>
He grins, stepping back. “Looks like you’ve had a heavy session,” he says. “Who put you up to getting that too - that’s a harsh prank for a man who’s had a few too many.”<Br>
<br>
Confusion flutters through you, but Clive nods toward your lower back. You twist unsteadily and stare, but can’t see a thing. “Here,” he says, taking out his phone and taking a snap. He turns it to show you. A fresh, pink heart tattooed on your lower back. A tramp stamp, bright and throbbing.<br>
<bR>
You press a trembling hand to the mark. It burns like a fresh bruise, but is warm too. A low hum of magic throbs entwined with the pain. You aren’t sure what it is, but you know it’s not just a tattoo.<br>
<br>
Clive shows you as he deletes the photo, then helps you to your feet. “Get inside,” he says. “And stay off the specials at the Red Room. Might give you a good time, but the hangover’s just not worth it.”<br>
<br>
He nods politely to you, then walks on his way. You watch him go, the only sound other than his footsteps the cooing of pigeons from the trees.<br>
<<else>>
<<CheckNPCForm "Jennifer">>
<<if _NPCForm is "PC" and $current.avatar is "Jennifer">>
You come to with a gasp, bolting upright. It takes you a moment to realise where you are. You’re slumped against your front door, head pounding as though a drum is beating inside your skull. Looking down at yourself, you see your shirt is missing, bra exposed to the night chill. The dark sky hangs overhead. Dusk has long gone. You run trembling hands over your torso. Jennifer’s torso. Still her. With her wearing your body, even that figure’s magic couldn’t put you back.<br>
<<else>>
You come to with a gasp, bolting upright. It takes you a moment to realise where you are. You’re slumped against your front door, head pounding as though a drum is beating inside your skull. Looking down at yourself, you see your shirt is missing, bra exposed to the night chill. The dark sky hangs overhead. Dusk has long gone. You run trembling hands over your torso. You’re… you.<br>
<</if>>
<bR>
Memory is a hollow ache. You only know one truth. That figure was no magic trick. How you wound up here is a question with no answer.<br>
<br>
Then you notice a shadow cast over you. You look up at a familiar face. Clive from the repair shop looms over you, concern creasing his brow. “You alright?” he asks, voice low. “Early start at the Red Room?”<br>
<bR>
Your brow furrows. “Red Room?”<br>
<br>
He grimaces, stepping back. “Looks like you’ve had a heavy session,” he says. “Who put you up to getting that too - that’s a harsh prank for a girl who’s had a few too many.”<br>
<br>
Confusion flutters through you, but Clive nods toward your lower back. You twist unsteadily and stare, but can’t see a thing. “Here,” he says, taking out his phone and taking a snap. He turns it to show you. A fresh, pink heart tattooed on your lower back. A tramp stamp, bright and throbbing.<br>
<br>
You press a trembling hand to the mark. It burns like a fresh bruise, but is warm too. A low hum of magic throbs entwined with the pain. You aren’t sure what it is, but you know it’s not just a tattoo.<br>
<br>
Clive shows you as he deletes the photo, then helps you to your feet. “Get inside,” he says. “And stay off the specials at the Red Room. Might give you a good time, but the hangover’s just not worth it.”<br>
<br>
He nods politely to you, then walks on his way. You watch him go, the only sound other than his footsteps the cooing of pigeons from the trees.<br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Go inside your house" "YourHome">><<EventsCheckEnd "YourStreet" "HeartsTattooWake">><<TattooGained "Heart" "Roseli">><</link>>
<<case "HeartsDeclineWake">>
<br>
<<TattooCheck "Heart">>
<<if $current.female is false>>
You come to with a gasp, bolting upright. It takes you a moment to realise where you are. You’re slumped against your front door, head pounding as though a drum is beating inside your skull. Looking down at yourself, you see your shirt is missing. The dark sky hangs overhead. Dusk has long gone. You run trembling hands over your bare torso. You’re… you.<br>
<<else>>
<<CheckNPCForm "Jennifer">>
<<if _NPCForm is "PC" and $current.avatar is "Jennifer">>
You come to with a gasp, bolting upright. It takes you a moment to realise where you are. You’re slumped against your front door, head pounding as though a drum is beating inside your skull. Looking down at yourself, you see your shirt is missing, bra exposed to the night chill. The dark sky hangs overhead. Dusk has long gone. You run trembling hands over your torso. Jennifer’s torso. Still her. With her wearing your body, even that figure’s magic couldn’t put you back.<br>
<<else>>
You come to with a gasp, bolting upright. It takes you a moment to realise where you are. You’re slumped against your front door, head pounding as though a drum is beating inside your skull. Looking down at yourself, you see your shirt is missing, bra exposed to the night chill. The dark sky hangs overhead. Dusk has long gone. You run trembling hands over your torso. You’re… you.<br>
<</if>>
<</if>>
<br>
Memory is a hollow ache. You only know one truth. That figure was no magic trick. How you wound up here is a question with no answer.<br>
<br>
Then you notice a shadow cast over you. You look up at a familiar face. Clive from the repair shop looms over you, concern creasing his brow. “You alright?” he asks, voice low. “Early start at the Red Room?”<br>
<br>
Your brow furrows. “Red Room?”<br>
<br>
<<if _TattooCheck is true>>
He grins, stepping back. “Looks like you had another heavy session,” he says. “Showing off that little dinkie, were you?”<br>
<br>
Confusion flutters through you, but Clive nods toward your lower back. You feel it pulsating. The pink heart tattoo on your lower back. But for some reason, you can’t quite link the sensation to what he’s saying.<br>
<br>
“Bit slow on the uptake, are you?” Clive says, smiling. “Maybe whoever gave it to you was making a harsh joke about you not being the sharpest of the pack.”<br>
<br>
You find yourself nodding, but you’re lost in the comprehension of his words. He gives you a reassuring smile, then helps you to your feet. “Get inside,” he says. “And stay off the specials at the Red Room. Might give you a good time, but the hangover’s just not worth it.”<br>
<br>
He nods politely to you, then walks on his way. You watch him go, the only sound other than his footsteps the cooing of pigeons from the trees. You find yourself dwelling on his words, trying to understand what he meant. By any of it.<br>
<<else>>
He grimaces, stepping back. “Looks like you’ve had a heavy session,” he says. “Who put you up to getting that too - that’s a harsh prank for a girl who’s had a few too many.”<br>
<br>
Confusion flutters through you, but Clive nods toward your lower back. You twist unsteadily and stare, but can’t see a thing. “Here,” he says, taking out his phone and taking a snap. He turns it to show you. A fresh, pink heart tattooed on your lower back. A tramp stamp, bright and throbbing.<br>
<br>
You press a trembling hand to the mark. It burns like a fresh bruise, but is warm too. A low hum of magic throbs entwined with the pain. You aren’t sure what it is, but you know it’s not just a tattoo.<br>
<br>
Clive shows you as he deletes the photo, then helps you to your feet. “Get inside,” he says. “And stay off the specials at the Red Room. Might give you a good time, but the hangover’s just not worth it.”<br>
<br>
He nods politely to you, then walks on his way. You watch him go, the only sound other than his footsteps the cooing of pigeons from the trees.<br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Go inside your house" "YourHome">><<EventsCheckEnd "YourStreet" "HeartsDeclineWake">><<if _TattooCheck is true>><<Intelligence -2>><<else>><<TattooGained "Heart" "Marjorie">><</if>><</link>>
<<case "HeartsDeclineWakeDisguised">>
<br>
<<TattooCheck "Heart">><<CheckNPCForm "Jennifer">>
<<if $current.avatar is "Emily">>
You come to with a gasp, bolting upright. It takes you a moment to realise where you are. You’re slumped against your front door, head pounding as though a drum is beating inside your skull. Looking down at yourself, you see your shirt is missing, bra exposed to the night chill. The dark sky hangs overhead. Dusk has long gone. You run trembling hands over your torso. Still Emily.<br>
<<else>>
You come to with a gasp, bolting upright. It takes you a moment to realise where you are. You’re slumped against your front door, head pounding as though a drum is beating inside your skull. Looking down at yourself, you see your shirt is missing, bra exposed to the night chill. The dark sky hangs overhead. Dusk has long gone. You run trembling hands over your torso. Still <<if _CurrentPC is true>>you<<else>><<TrueName>><</if>>.<br>
<</if>>
<br>
Memory is a hollow ache. You only know one truth. That figure was no magic trick. How you wound up here is a question with no answer.<br>
<br>
<<if $current.avatar is "Emily">>
Then you notice a shadow cast over you. You look up at a familiar face. Clive from the repair shop, and his concern curdles into something closer to alarm as he places you. “Emily?” he says, voice low. “Bloody hell. Your brother know you’re out like this?”<br>
<br>
You open your mouth, but nothing useful comes out.<br>
<<elseif $current.avatar is "Andrea">>
Then you notice a shadow cast over you. You look up at a familiar face. Clive from the repair shop, and his concern curdles into something closer to alarm as he places you. “Andrea?” he says, voice low. “Bloody hell. Been out at the Red Room?”<br>
<br>
Your brow furrows. “Red Room?”<br>
<<elseif _NPCForm is "PC" and $current.avatar is "Jennifer">>
Then you notice a shadow cast over you. You look up at a familiar face. Clive from the repair shop, and his concern curdles into something closer to alarm as he places you. “Chambers?” he says, voice low. “Bloody hell. Early start at the Red Room?”<br>
<br>
Your brow furrows. “Red Room?”<br>
<<elseif _CurrentPC is true>>
Then you notice a shadow cast over you. You look up at a familiar face. Clive from the repair shop, and his concern curdles into something closer to alarm as he places you. “<<TrueName "Current">>?” he says, voice low. “Bloody hell. Early start at the Red Room?”<br>
<br>
Your brow furrows. “Red Room?”<br>
<<else>>
Then you notice a shadow cast over you. You look up at a familiar face. Clive from the repair shop, concern creasing his brow. He doesn’t place you. Why would he? “You alright, love?” he asks, voice low. “Early start at the Red Room?”<br>
<br>
Your brow furrows. “Red Room?”<br>
<</if>>
<br>
<<if _TattooCheck is true>>
He steps back, glancing at your lower back. “Looks like you had another heavy session,” he says. “Showing off that little dinkie, were you?”<br>
<br>
Confusion flutters through you, but Clive nods toward your lower back. You feel it pulsating. The pink heart tattoo on your lower back. But for some reason, you can’t quite link the sensation to what he’s saying.<br>
<br>
“Bit slow on the uptake, are you?” Clive says, his smile not quite reaching his eyes. “Maybe whoever gave it to you was making a harsh joke about you not being the sharpest of the pack.”<br>
<br>
You find yourself nodding, but you’re lost in the comprehension of his words. He helps you to your feet. “Get inside,” he says. <<if $current.avatar is "Emily">>“Before your brother sees you like this.”<<else>>“And stay off the specials at the Red Room. Might give you a good time, but the hangover’s just not worth it.”<</if>><br>
<br>
He nods to you, then walks on his way. You watch him go, the only sound other than his footsteps the cooing of pigeons from the trees. You find yourself dwelling on his words, trying to understand what he meant. By any of it.<br>
<<else>>
He grimaces, stepping back. “Looks like you’ve had a heavy session,” he says. “Who put you up to getting that too - that’s a harsh prank for a girl who’s had a few too many.”<br>
<br>
Confusion flutters through you, but Clive nods toward your lower back. You twist unsteadily and stare, but can’t see a thing. “Here,” he says, taking out his phone and taking a snap. He turns it to show you. A fresh, pink heart tattooed on your lower back. A tramp stamp, bright and throbbing.<br>
<br>
You press a trembling hand to the mark. It burns like a fresh bruise, but is warm too. A low hum of magic throbs entwined with the pain. You aren’t sure what it is, but you know it’s not just a tattoo.<br>
<br>
Clive shows you as he deletes the photo, then helps you to your feet. “Get inside,” he says. <<if $current.avatar is "Emily">>“Before your brother sees you like this. And stay off the specials at the Red Room, Em. You’re too young for that place.”<<else>>“And stay off the specials at the Red Room. Might give you a good time, but the hangover’s just not worth it.”<</if>><br>
<br>
He nods politely to you, then walks on his way. You watch him go, the only sound other than his footsteps the cooing of pigeons from the trees.<br>
<</if>>
<Br>
<<ActionsHeader>>
<<link "Go inside your house" "YourHome">><<EventsCheckEnd "YourStreet" "HeartsDeclineWakeDisguised">><<if _TattooCheck is true>><<Intelligence -2>><<else>><<TattooGained "Heart" "Marjorie">><</if>><</link>>
<</switch>><<StartConversation "Siobhan" "YourStreet">>
<<Checkrelationship _NPC>>
<<if $SiobhanDialogue is undefined>>
<<CheckFirst "SiobhanDialogueYourStreet">>
<<if _CheckFirst is false>>
<<if $TempSiobhanKnown is true>>
You step closer at Siobhan's silhouette resolves in the shallow glow on the streetlamp. “Strugglin’ to get the truth out of them, are ya? You’d pay a good amount of coin for the truth, I bet.”<br>
<br>
You clear your throat. “Excuse me?”<Br>
<Br>
She tilts her head, letting the silence stretch thin. Finally, she answers. “Those girls at school. They got up to summat, didn't they? And that poor boy Terrence… he’s got something comin’ to him if nobody finds out what went down back then.”<br>
<Br>
Your pulse hammers. “How do you know about Terrence?”<br>
<Br>
She brushes a stray lock of hair aside. “Names matter less than what they hide.” Her gaze flicks away for a heartbeat, then back. "Old sins circle back, you’ll see."<br>
<Br>
The girl looks back at you, eyes sparkling. "Too cryptic for yer? Or do you like your riddles served blunt?”<br>
<<else>>
You step closer as the girl’s silhouette resolves in the shallow glow of the streetlamp. Her voice drifts like velvet. “Siobhan,” she murmurs. Her eyes stare back at you. Too bright and too clear, as if they see straight through you. “You’re lookin’ for summat. Strugglin’ to get the truth out of them, are ya? You’d pay a good amount of coin for the truth, I bet.”<br>
<Br>
You clear your throat. “Excuse me?”<Br>
<Br>
She tilts her head, letting the silence stretch thin. Finally, she answers. “Those girls at school. They got up to summat, didn't they? And that poor boy Terrence… he’s got something comin’ to him if nobody finds out what went down back then.”<br>
<Br>
Your pulse hammers. “How do you know about Terrence?”<br>
<Br>
She brushes a stray lock of hair aside. “Names matter less than what they hide.” Her gaze flicks away for a heartbeat, then back. "Old sins circle back, you’ll see."<br>
<Br>
The girl looks back at you, eyes sparkling. "Too cryptic for yer? Or do you like your riddles served blunt?”<br>
<</if>>
<<elseif _CheckFirst is true>>
You step forward as Siobhan’s coy smile fades into that familiar, knowing expression.<br>
<br>
<<if $Quest21Confrontation.includes("Annie") and $Quest21Confrontation.includes("Jennifer")>>
“Talked to both of ’em, have ya? Neither gave you what you came for. Ye want to know what happened? Understand Jennifer? Or help Annie remember? Annie can’t recall, and Jennifer won’t confess. But ye needn’t beg ’em. Ye can see it yerself… and set their memories free. Choose: the careful one or the broken one.”<br>
<br>
With a graceful flick, she produces a small tin from her clothes and snaps it open. Inside, two delicate leaf cuttings pulse with a faint, otherworldly light. One is brittle and splintered, its edges jagged as though fractured; the other a perfect maple leaf, its veins glowing like living runes.<br>
<br>
“Only one,” she whispers, voice soft as moth wings. “Ye have to decide.”<br>
<<elseif $Quest21Confrontation.includes("Annie")>>
“Talked to the blonde one, have ya? Ye want to know what happened? Help Annie remember? Ye needn’t beg her. Ye can see it yerself… and set her memories free.”<br>
<br>
She flicks her wrist, and the tin appears in her palm. With a careful snap, it opens to reveal a single leaf cutting, its brittle, jagged form pulsing with faint, otherworldly light.<br>
<br>
“Or,” she adds, voice soft but insistent, “you can try talking to the brunette - Jennifer. See if she’ll shed any light herself. And if she won’t… I can help you there too. But you’ll have to choose: the broken one or the careful one. Only one. Ye have to decide.”<br>
<<elseif $Quest21Confrontation.includes("Jennifer")>>
“Talked to the brunette, have ya? Ye want to know what happened? Help Jennifer confess? Ye needn’t beg her. Ye can see it yerself… and set her memories free.”<br>
<br>
With a practiced gesture, she reveals the tin and snaps it open. Inside lies a single, perfect maple leaf cutting, its veins glowing like living runes against the night.<br>
<br>
“Or,” she murmurs, “you can seek out the blonde - Annie. See if her memories might surface. And if she stays silent… I can help you there too. But you’ll have to choose: the careful one or the broken one. And only one. Ye have to decide.”<br>
<</if>>
<</if>>
<<else>>
You meet her gaze, heart still thudding, as Siobhan inclines her head and stays silent. Her bright eyes gleam in the streetlamp’s glow, patient and expectant, waiting for your next question.<br>
<</if>>
<br>
<<ActionsHeader>>
<<DialogueSpokenSecretKnown "Siobhan" "WhoSheIs">>
<<if _Discussed is false and $TempSiobhanKnown isnot true>><<link "Ask who she is" "SiobhanDialogue">><<set $SiobhanDialogue to "WhoSheIs">><<DialogueDone "Siobhan" "WhoSheIs">><<AddFirst "SiobhanDialogueYourStreet">><</link>><Br><</if>>
<<DialogueSpokenSecretKnown "Siobhan" "MeanHelp">>
<<if _Discussed is false>><<link "Question what she means by help" "SiobhanDialogue">><<set $SiobhanDialogue to "MeanHelp">><<DialogueDone "Siobhan" "MeanHelp">><<AddFirst "SiobhanDialogueYourStreet">><</link>><Br><</if>>
<<DialogueSpokenSecretKnown "Siobhan" "AnnieJennifer">>
<<if _Discussed is false>><<link "Ask what she knows about Annie and Jennifer" "SiobhanDialogue">><<set $SiobhanDialogue to "AnnieJennifer">><<AddFirst "SiobhanDialogueYourStreet">><<DialogueDone "Siobhan" "AnnieJennifer">><</link>><Br><</if>>
<<DialogueSpokenSecretKnown "Siobhan" "MeanHelp">>
<<if _Discussed is true>>
<<DialogueSpokenSecretKnown "Siobhan" "WhatCuttings">>
<<if _Discussed is false>><<link "Ask about the tin" "SiobhanDialogue">><<set $SiobhanDialogue to "WhatCuttings">><<DialogueDone "Siobhan" "WhatCuttings">><</link>><Br><</if>>
<<DialogueSpokenSecretKnown "Siobhan" "LeafTaken">>
<<if _Discussed is false>>
<<link "Choose a leaf" "SiobhanDialogue">><<set $SiobhanDialogue to "ChooseCutting">><</link>><br>
<<link "Decline her help" "SiobhanDialogue">><<set $SiobhanDialogue to "DeclineHelp">><</link>><br>
<</if>>
<</if>>Burying the sense of embarrassment, you take out the miniature bell and ring it once, as per Siobhan's instructions. The high-pitched sound bounces off the suburban houses, ringing out in the quiet night.<Br>
<Br>
Nothing. Only the sounds of pigeons cooing and the background breeze fills the air.<br>
<br>
You look around for signs of life, but you see nothing. Suburbia remains as it was. Peaceful, static, still.<br>
<br>
You jump as you hear a giggle behind you. Spinning around, Siobhan stands again in the shallow glow of a streetlamp. She smiles coyly. "Sorry. Couldn't resist making ye wait."<br>
<bR>
<<ActionsHeader>>
<<link "Talk to Siobhan" "YourStreetSiobhanDialogue0">><</link>><<set _seconds to 5>>
<span id="countdown"><B>Prologue - Just Another Normal Day</b></span>
<bR>
<img src="./images/act0_splashscreen.png"><br>
<<silently>>
<<repeat 1s>>
<<set _seconds to _seconds - 1>>
<<if _seconds gt 0>>\
<<replace "#countdown">><b>Prologue - Just Another Normal Day</b><</replace>>
<<else>>
<<replace "#countdown">><</replace>>
<<goto "PrologueYourRoom">>
<<stop>>
<</if>>
<</repeat>>
<</silently>><b>Avian Lane</b><br>
<img src="./images/Avian_Lane_night.png"><br>
<br>
You leave Emily to her studying and make your way over to Jennifer’s house. She lives in a flat off Avian Lane, a road near the centre of town. You ring the bell and you are immediately greeted by a warm hug and a kiss on the lips. You look to see your girlfriend, a bundle of joy and excitement in the curvy body of a young brunette woman.<br>
<br>
“I missed you,” she purrs and leads you inside.<br>
<br>
<<ActionsHeader>>
<<link "Enter Jennifer’s apartment" "PrologueJennifersApartment">><<NPCKnown "Jennifer">><</link>><<switch $PrologueEmilysRoom>>
<<case undefined>>
<b>Emily's Room</b><br>
<img src="./images/Emilys_Room.png"><br>
<br>
Entering Emily’s room is enough to make you feel even more alien in your body. You are standing in an eighteen-year-old girl’s bedroom, surrounded by posters of female pop stars, plush cushions and a table full of make-up. Yet this is where you are about to get changed. Into the clothes you'll be wearing out for the day.<br>
<br>
You take a deep breath and open up her wardrobe, looking for her school uniform.<br>
<br>
<<ActionsHeader>>
<<link "Strip and get changed" "PrologueEmilysRoom">><<set $PrologueEmilysRoom to "GetChanged">><</link>>
<<case "GetChanged">>
You pull back the wardrobe door and are struck by the array of fabrics and styles Emily has collected. You always remembered her being plain and a tomboy, but some of these newer clothes are stylish, bold and dare you think it, sexy.<br>
<br>
Pushing them aside, you look down the rack and find Emily's spare uniform. It sits on some hangers together.<br>
<br>
You take it out and throw it on the bed. A white blouse. Pleated short skirt. A school tie. This would have seemed archaic when you were at school. You can't believe that Emily has to wear this.<br>
<br>
<i>That you have to wear this.</i><br>
<br>
Bracing yourself for the next part, you reach down and open Emily's underwear drawer. You are relieved that the vast majority are what you've seen in the laundry. Scrappy sports briefs and everyday panties. You try to avoid touching the lacier ones, of which there are definitely more than you were expecting or are comfortable with.<br>
<br>
You pull out some white cotton panties and a white bra, thinking about how Jennifer dresses in lighter blouses. You also take out a pair of uniform socks. Thigh high and grey, matching the uniform. <br>
<br>
Finally, you look to Emily's shoe rack inside the wardrobe. You grimace. Her school shoes wouldn't satisfy a stripper, but the two-inch heel is still more than you've had to walk in before.<br>
<br>
<<ActionsHeader>>
<<link "Get dressed and look in the mirror" "PrologueEmilysRoom">><<set $PrologueEmilysRoom to "FinishUp">><</link>>
<<case "FinishUp">>
You pull down the panties you are currently wearing and pull up the new ones. Then, making sure you've completely turned your back on the mirror, you pull your sundress off.<br>
<br>
You stare down for a moment, looking at the breasts. On your chest. You thought you'd be sickened by seeing the boobs that belong to your sister, but as you notice them rise and fall with your breathing, you can't see them as anyone else's but yours.<br>
<br>
You reach out and grab the white bra, clipping it behind your back and adjusting your breasts to feel comfortable. Then you continue to get changed, putting on your blouse, your skirt, tie, and finally pulling up your socks over your legs so only a tiny bit of skin can be seen between the hem of your skirt and the top of your socks.<br>
<br>
Only now turning, you stare at yourself in the mirror. You see your sister staring back at you, yes. But you are also aware that it's you standing in front of the mirror. <br>
<br>
In a girl's body, wearing a skirt and thigh high socks and a school uniform. <br>
<br>
<i>How do you feel?</i><br>
<br>
<<ActionsHeader>>
<<link "Horrified" "PrologueEmilysRoom">><<set $PrologueEmilysRoom to "Horrified">><</link>><br>
<<link "Curious" "PrologueEmilysRoom">><<set $PrologueEmilysRoom to "Curious">><<Feminity 1>><</link>>
<<case "Horrified">>
You have no other words for it. You are horrified. Only this morning, you were a twenty-five-year-old man whose only body issue was that you might be a little too skinny. Now you stare at yourself in the mirror, and you can only see an eighteen-year-old schoolgirl.<br>
<br>
You quickly look away, grab the school shoes and buckle them up, then march out the door.<br>
<br>
<<ActionsHeader>>
<<link "Go downstairs" "PrologueYourHome">><<set $PrologueEmilysRoom to undefined>><<set $PrologueYourHome to "DressedForSchool">><</link>>
<<case "Curious">>
The feeling is not exactly what you're used to, but you recognise it all the same. You feel flushed. There is a tingling from your new vagina. Looking in the mirror at yourself, you are feeling aroused.<br>
<br>
<i>You're curious, aren't you?</i><br>
<br>
You quickly look away, grab the school shoes and buckle them up, then march out the door.<br>
<br>
<<ActionsHeader>>
<<link "Go downstairs" "PrologueYourHome">><<set $PrologueEmilysRoom to undefined>><<set $PrologueYourHome to "DressedForSchool">><</link>>
<</switch>><<switch $PrologueFreshPot>>
<<case undefined>>
<b>Fresh Pot Cafe</b><br>
<img src="./images/Fresh_Pot.png"><br>
<br>
Complete with a ringing bell above the door, The Fresh Pot Cafe feels as though it’s from another time. You assume the big chains haven’t moved into Charlton as there's just no money to be made here.<br>
<br>
As you step in you see Ron, the sweaty middle-aged owner, cursing and muttering as he works the grill out the back. More pleasant is the warm smile from the young woman behind the counter, who you’ve struck up a rapport with since moving here. “Morning <<TrueName "Current">>!” she says warmly. “Your usual? Be with you in a minute.”<br>
<br>
“Thanks Flo,” you reply. You stand at the counter and watch her prepare a coffee for the only other customer, Martin, who sits at a table off to the side.<br>
<br>
<<ActionsHeader>>
<<link "Talk to Martin" "PrologueFreshPot">><<NPCKnown "Martin">><<set $PrologueFreshPot to "Martin">><</link>>
<<case "Martin">>
You only know Martin because your brother Brock struck up a friendship with him over the summer before he went to University. Martin is a hulk of a man, scowling and snarling in equal measure. You know Brock used to drink with him in McTafeys, the local bar in the town. From Brock’s state the next morning, you know that Martin really likes to drink.<br>
<br>
“Hey nerd,” Martin greets you. “How’s your sister?”<br>
<br>
You remember that you bumped into him with Brock and Emily when you were all out shopping. Ever since then Martin has shown a creepy interest in Emily. <br>
<br>
“All good, Martin,” you say, noncommittally. <br>
<br>
“You’ll have to bring her out to McTafey’s one night,” he says, smirking. ”If she’s anything like her brother, she knows how to party.”<br>
<br>
<<ActionsHeader>>
<<link "Wait for your coffee" "PrologueFreshPot" >><<set $PrologueFreshPot to "Wait">><</link>>
<<case "Wait">>
You stand back, waiting idly for Flo to finish serving Martin. With a fresh coffee, she walks around the counter towards him, placing it down on the table. As she does so, his hand slips around her waist. She gasps as he pulls her closer to him.<br>
<br>
“Thanks darl,” he says. “Why don’t you sit down and join me?” You watch as his hand brushes her arse.<br>
<br>
“I need to get back to serve <<TrueName "Current">> his coffee," she stammers, clearly not comfortable with his advances. You glance through to the kitchen, but Ron is either unaware or disinterested. He just continues to work the grill.<br>
<br>
“He can wait,” you hear Martin reply. “Why don’t you show me some attention?”<br>
<br>
<<ActionsHeader>>
<<link "Intervene" "PrologueFreshPot">><<set $Day0CoffeeShopIntervened to true>><<set $PrologueFreshPot to "Intervene">><<ChangeNPCrelationship "Florence" "PC" 2>><<Assertive 1>><</link>><br>
<<link "Just wait" "PrologueFreshPot">><<set $Day0CoffeeShopIntervened to false>><<Assertive -1>><<set $PrologueFreshPot to "JustWait">><</link>>
<<case "Intervene">>
“Hey, leave her alone!” you say, stepping forward. Martin’s head spins around to look at you. He scowls and lets go of Flo. She leaps a step back, out of harm’s reach and away from the new conflict.<br>
<br>
Martin stands and steps up towards you. “What’s it to you, nerd?” he spits, staring you up and down. You don’t move, neither towards nor back from him.<br>
<br>
“You better watch yourself,” Martin barks, right in your face. “Just because I’m one of your brother’s drinking pals doesn’t mean that I won’t beat the shit out of you.”<br>
<br>
You remain silent, staring back at him. You notice Flo looking between the pair of you. Her eyes are wide and lip quivers.<br>
<br>
“Fuck this,” he snorts, finally breaking the silence. “I’ve got deliveries to make anyway.” He steps forward and shoulder-barges past you, nearly knocking you off your feet. “I’ll see you later, Flo.”<br>
<br>
The sound of the bell ringing is the only indicator Martin has left. Flo looks at you and smiles weakly. “Thanks for that, <<TrueName "Current">>.”<br>
<br>
She goes back around the counter and makes your coffee, a tense silence hanging in the air. “On the house,” she whispers, placing the takeaway cup on the counter. “Thank you, again.”<br>
<br>
<<ActionsHeader>>
<<link "Go to town" "PrologueTownCentre">><<set $PrologueTownCentre to undefined>><</link>>
<<case "JustWait">>
You watch in silence, unable or unwilling to intervene. Martin pulls at Flo again, forcing her onto his lap. His muscular arms wrap around her waist and his hands reach down to caress her exposed thighs. “That’s a good girl,” you hear him mutter.<br>
<br>
Flo looks over to you, eyes pleading. Martin follows her stare, then meets your own gaze. “This is how real men treat their women,” he tells you. “Maybe one day you’ll learn that.”<br>
<br>
The waitress tries to get out of his grasp, but he only pulls her tighter. You watch as his hand moves over her pale skin, her waitress skirt riding up and threatening to reveal her underwear.<br>
<br>
“What’s going on here?” you hear Ron bark, as he comes out of the kitchen. <br>
<br>
Martin releases Flo slightly, but still you see what Ron sees - his waitress sitting in the lap of one of his customers, legs exposed and looking flustered.<br>
<br>
“Cut that crap out in public,” Ron barks. “If you want to be a slut, Florence, then do it on your own time.”<br>
<br>
Only then does Martin relinquish the hold he has on her. She leaps up, smoothing out her skirt and looking between her boss and Martin. “Yes Mr. Denver,” she finally mutters to Ron, then runs out to the kitchen.<br>
<br>
“Women these days,” Martin says to Ron as he stands up. “Just can’t control themselves. I’ve got deliveries to make and all she can think about is sex.”<br>
<br>
He walks towards the door, smirking as he passes you. “Say hi to your sister from me,” he says, exiting the shop.<br>
<br>
Once Martin has gone, there is a moment of silence between you and Ron. Then the cafe owner sighs and goes back to the kitchen. Looks like you’re going to work without a coffee.<br>
<br>
<<ActionsHeader>>
<<link "Go to town" "PrologueTownCentre">><<set $PrologueTownCentre to undefined>><</link>>
<</switch>><<switch $PrologueHotelLobby>>
<<case undefined>>
<b>Charlton Hotel - Lobby</b><br>
<img src="./images/Hotel_Lobby.png"><br>
<br>
The Charlton Hotel is decorated like a heritage building, all dark oak surfaces and ageing carpets that look like they haven’t been replaced in years.<br>
<br>
As you enter, you are greeted by the concierge Lennox Matox. You recognise his usual look of disdain from the few times you've been here. He smiles thinly as you approach.<br>
<br>
“Good afternoon. Are you looking to dine, or would you be looking to rent a room?”<br>
<br>
“Lunch please,” Annie says, ignoring his insinuation. He gathers two menus from his desk and leads down the corridor towards the restaurant.<br>
<br>
On the way, a young woman almost runs into you with a cleaning trolley. You sidestep quickly, avoiding a collision. She gasps and begins to apologise, but you are distracted by her uniform. Not for the first time when visiting here, you are taken aback by the french maid attire the owner mandates his staff wear.<br>
<br>
“Watch where you're pushing that thing, Miss. Cinders!” Lennox barks. “We wouldn’t want to ruin our guests' fine garments with your dirty cleaning mops.”<br>
<br>
You see her blushing, but she nods and hurries off.<br>
<br>
<<ActionsHeader>>
<<link "Enter the restaurant" "PrologueHotelRestaurant">><<set $PrologueHotelLobby to undefined>><</link>>
<</switch>><<switch $PrologueHotelRestaurant>>
<<case undefined>>
<b>Charlton Hotel - Restaurant</b><br>
<img src="./images/Hotel_Restaurant.png"><br>
<br>
The restaurant is less of a fine-dining option and more of a gastropub built into the hotel. The bar runs down one wall, making space for dozens of old wooden tables to be spread across the floor.<br>
<br>
Lennox gestures to one and puts the menus down on the table. “Our staff will be with you shortly,” he says, then walks off.<br>
<br>
You take a seat opposite Annie, who takes off her coat and crosses her legs as she looks at the menu. “I fancy a salad today,” she says. “I’m watching my weight. But choose anything you like. My shout.”<br>
<br>
Looking over the menu yourself, the steak leaps out at you. Some iron would really help kick your brain into gear. But you look to Annie, remembering she’s buying and that a salad would be more cost-effective.<br>
<br>
<<ActionsHeader>>
<<link "Choose the steak" "PrologueHotelRestaurant">><<set $PrologueLunchChoice to "Steak">><<set $PrologueHotelRestaurant to "Steak">><</link>><br>
<<link "Choose the salad" "PrologueHotelRestaurant">><<set $PrologueLunchChoice to "Salad">><<set $PrologueHotelRestaurant to "Salad">><</link>>
<<case "Steak">>
“The steak looks great,” you say. “Don’t worry, I’ll get up and order.”<br>
<br>
You stand up and she smiles gratefully.<br>
<br>
<<ActionsHeader>>
<<link "Go and order" "PrologueHotelRestaurant">><<set $PrologueAndrea to true>><<NPCKnown "Andrea">><<NPCKnown "Pierre">><<set $PrologueHotelRestaurant to "Order">><</link>>
<<case "Salad">>
“I’m good with the salad too,” you reply. “Let me at least order."<br>
<br>
You stand up and she smiles gratefully.<br>
<br>
<<ActionsHeader>>
<<link "Go and order" "PrologueHotelRestaurant">><<set $PrologueAndrea to true>><<NPCKnown "Andrea">><<NPCKnown "Pierre">><<set $PrologueHotelRestaurant to "Order">><</link>>
<<case "Order">>
You go to the bar and stand waiting. You can hear some noise from the kitchen, but there doesn’t seem to be anyone here who could serve you.<br>
<br>
There’s a bell on the counter. After waiting a minute, you hit it. It dings out, then silence returns.<br>
<br>
You wait another minute. Then two. Still no one has come out to serve you. You glance back to Annie. She smiles back at you, but offers no solution.<br>
<br>
Again, you hit the bell. Another minute passes. You press it again.<br>
<br>
This time you hear a long list of expletives erupt from the kitchen. You can tell it’s in French, but you have no idea what they mean.<br>
<br>
You then hear the clip-clopping of heels from the entrance corridor and turn to see the maid from earlier trying to run in some very high heels, looking flustered.<br>
<br>
“I’m so sorry,” she says, coming around the bar. She can be no more than twenty, petite and small-framed. She is struggling to move fast in those shoes. “What can I get for you?”<br>
<br>
The kitchen door suddenly slams open like an old western. A fat, bulbous man covered in grease stains strides out behind the counter, looking between you and the maid.<br>
<br>
“Mon dieu!" he barks at you. "Please tell me you have not been waiting long, no?”<br>
<br>
<<ActionsHeader>>
<<link "Tell him you just got here" "PrologueHotelRestaurant">><<set $Day0RestaurantLie to true>><<Greedy -1>><<set $PrologueHotelRestaurant to "OrderLie">><</link>><br>
<<link "Tell him you’ve been waiting ages" "PrologueHotelRestaurant">><<set $Day0RestaurantLie to false>><<Greedy 1>><<set $PrologueHotelRestaurant to "OrderTruth">><</link>>
<<case "OrderLie">>
“We’ve just arrived,” you lie, looking at the maid knowingly.<br>
<br>
The fat chef glares at you, then curses again in French. “That bell has been ringing for ages!” he says, turning his rage towards the maid. “You have cost us paying customers who must have left!”<br>
<br>
The maid looks sheepish, barely looking up at him. “I was cleaning the rooms,” she stammers.<br>
<br>
“Cleaning doesn’t make me orders!” he replies loudly. “You are a lazy girl!”<br>
<br>
“I didn’t see anyone else here,” you say to him. “Maybe some kids were fooling around.”<br>
<br>
He once again eyes you darkly, then dismisses you with a wave of his hand. “Serve these guests,” he tells the maid. “And bring me orders!”<br>
<br>
He strides back into the kitchen, slamming the doors as he goes.<br>
<br>
The maid looks at you from behind the counter, mouths ‘Thank you,’ and asks for your order.<br>
<br>
You tell her what you and Annie want and she diligently puts it through on the till. You notice her name badge, ‘Andrea.’ “Thanks, Andrea,” you say as she hands you a receipt. “Good job.”<br>
<br>
She smiles again, a genuine smile this time. Then saunters away to give the order to the chef back in the kitchen.<br>
<br>
<<ActionsHeader>>
<<link "Return to Annie at the table" "PrologueHotelRestaurant">><<set $PrologueHotelRestaurant to "ReturnToAnnie">><</link>>
<<case "OrderTruth">>
“We’ve been waiting some time,” you tell him honestly.<br>
<br>
His face turns even redder. He looks directly at the maid, simmering. “You are a lazy girl, Andrea! Paying guests are waiting for my food and you are letting them wait. They are starving! What a useless, lazy girl!"<br>
<br>
The maid looks sheepishly to the floor. “I was cleaning the rooms,” she says.<br>
<br>
“Cleaning doesn’t give me orders!” he replies loudly. “Get out of my sight, I will serve them myself!”<br>
<br>
She scuttles off and you listen to her heels clapping as she disappears into the hotel. You look over at the enraged chef behind the counter, who watches her go before turning his attention to you.<br>
<br>
“Silly English women, all the same!” he laments. “None of them want to work in this restaurant. They stay for a day. Stay for a week. Then quit! And this maid… Andrea… she comes to work here, she does nothing!"<br>
<br>
He curses again in French and sighs loudly. “What did you want to eat?”<br>
<br>
You tell him the order and he pounds some keys on the till. He throws a receipt over the counter and then strides back to the kitchen, slamming the doors as he goes.<br>
<br>
<<ActionsHeader>>
<<link "Return to Annie at the table" "PrologueHotelRestaurant">><<set $PrologueHotelRestaurant to "ReturnToAnnie">><</link>>
<<case "ReturnToAnnie">>
Taking a deep breath, you walk back over and sit down with Annie. She looks up when she sees you. “Everything okay?” she asks. You nod and she lets it go, not mentioning it any further.<br>
<br>
Annie soon relaxes you, mixing small talk with some general chat about the office. You learn that she’s been working for Mr. Thompson for about a year since graduating from Charlton Upper School. <br>
<br>
“How do you like working for Mr. Thompson?” you ask, gently probing about how she feels about your hot-tempered boss.<br>
<br>
She smiles coyly. “Fishing for gossip, <<TrueName "Current">>? You might need to get me another drink before my lips get loose.”<br>
<br>
You pause and she takes the silence as an invitation to continue. “Mr. Thompson is okay. He’s a stern boss. You just need to know how to handle a stern man.”<br>
<br>
Her eyes sparkle as she looks directly at you. She smiles. “How is Jennifer, by the way? I went to school with her. Did she tell you that? She was always so… prudish.”<br>
<br>
You blush, thinking about your girlfriend and whether you should be discussing her with a woman who you barely know.<br>
<br>
<<ActionsHeader>>
<<link "Stand up for her" "PrologueHotelRestaurant">><<set $Day0AnnieStandup to true>><<set $PrologueHotelRestaurant to "JenniferStandUp">><</link>><br>
<<link "Talk openly about Jennifer" "PrologueHotelRestaurant">><<set $Day0AnnieStandup to false>><<set $PrologueHotelRestaurant to "JenniferTalkOpenly">><</link>>
<<case "JenniferStandUp">>
“Jennifer’s just got standards,” you say, trying to defend your girlfriend without being aggressive. “She’s not prudish when you live up to them.”<br>
<br>
Annie laughs. “Well, I’m glad she has such a loyal man that matches her expectations,” she says. “There’s such slim pickings in Charlton that some of us can’t be so picky with our boyfriends.”<br>
<br>
The conversation moves on and you find yourself talking about more comfortable topics, such as your parents and where you grew up. Eventually your food comes. You get stuck into it.<br>
<br>
<<ActionsHeader>>
<<link "Eat your lunch" "PrologueHotelRestaurant">>
<<if $PrologueLunchChoice is "Salad">><<Feminity 1>><<set $PrologueLunchChoice to undefined>><<set $PrologueHotelRestaurant to "EatLunchSalad">>
<<elseif $PrologueLunchChoice is "Steak">><<set $PrologueLunchChoice to undefined>><<set $PrologueHotelRestaurant to "EatLunchSteak">>
<</if>>
<</link>>
<<case "JenniferTalkOpenly">>
“Jennifer is just a little shy until you get to know her,” you admit. “She’s not that experienced with guys.”<br>
<br>
Annie nods. “She always was a bit of a tease at school. Acting so innocent and demure, but never would let any guy near her panties. Is she like that still, <<TrueName "Current">>? A bit of a tease?”<br>
<br>
Your lack of words for a response is thankfully interrupted as your food arrives, breaking the tension.<br>
<br>
<<ActionsHeader>>
<<link "Eat your lunch" "PrologueHotelRestaurant">>
<<if $PrologueLunchChoice is "Salad">><<Feminity 1>><<set $PrologueLunchChoice to undefined>><<set $PrologueHotelRestaurant to "EatLunchSalad">>
<<elseif $PrologueLunchChoice is "Steak">><<set $PrologueLunchChoice to undefined>><<set $PrologueHotelRestaurant to "EatLunchSteak">>
<</if>>
<</link>>
<<case "EatLunchSalad">>
You start to eat your salad. Annie picks at hers, despite it being tiny.<br>
<br>
You feel calmer as you eat the lettuce leaves and carrot sticks littered across the plate. You catch sight of a steak being carried through the restaurant by Andrea and for a moment regret your choice. But taking another mouthful of the salad you admit that even bland food can be appealing. It also won't hurt your waistline, you think.<br>
<br>
<i>When did you start considering your waistline?</i><br>
<br>
As you eat, Annie expertly turns chat back to more mundane topics away from Jennifer. Even so, you can’t help but feel an underlying subtext beneath that innocent chat.<br>
<br>
Eventually you both finish your meals and drinks. Annie looks at you as she puts on her coat again. “This was lovely. Thanks <<TrueName "Current">>, we should do this again sometime. Maybe after work. If Jennifer doesn’t mind?”<br>
<br>
You say nothing, avoiding a reply.<br>
<br>
<<ActionsHeader>>
<<link "Return to work" "PrologueThompsonsOffice">><<set $PrologueThompsonsOffice to "ReturnFromLunch">><<set $PrologueHotelRestaurant to undefined>><<TimeChange>><</link>>
<<case "EatLunchSteak">>
You carve off a healthy slab of steak and put it into your mouth, tasting the juices instantly. You are careful not to dribble in front of Annie.<br>
<br>
She watches you eat, picking at her salad. You note that even though it's tiny, she seems disinterested. You do have to admit, it looks a little bland.<br>
<br>
As you eat, Annie expertly turns chat back to more mundane topics away from Jennifer. Even so, you can’t help but feel an underlying subtext beneath that innocent chat.<br>
<br>
Eventually you both finish your meals and drinks. Annie looks at you as she puts on her coat again. “This was lovely. Thanks <<TrueName "Current">>, we should do this again sometime. Maybe after work. If Jennifer doesn’t mind?”<br>
<br>
You say nothing, avoiding a reply.<br>
<br>
<<ActionsHeader>>
<<link "Return to work" "PrologueThompsonsOffice">><<set $PrologueThompsonsOffice to "ReturnFromLunch">><<set $PrologueHotelRestaurant to undefined>><<TimeChange>><</link>>
<</switch>><<if $PrologueJenniferDialogue is "Dan">>
“Dan was a total jackass again today. He made some lewd comments about Annie. Just completely inappropriate for a workplace.”<br>
<br>
“Annie?” Jennifer asks, not looking back from her cooking. “Annie Clancy? What did you do?”<br>
<br>
<<if $Day0OfficeAgree is true>>
“I didn’t want to cause a fuss,” you say, hearing the flatness in your response. “He’s well liked by the boss.”<br>
<br>
“I wish men wouldn’t talk like that at work,” you hear Jennifer say. “Even if it is Annie Clancy.”<br>
<<elseif $Day0OfficeAgree is false>>
“I told him it wasn’t appropriate. He shut up quickly. Hopefully he’ll keep those thoughts to himself from now on.”<br>
<br>
“Good,” Jennifer says. “Comments like that are never appropriate. Even if they are about Annie Clancy.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" "PrologueJennifersApartment">><<set $PrologueJenniferDialogueDan to true>><<set $Day0OfficeAgree to undefined>><</link>>
<<elseif $PrologueJenniferDialogue is "Martin">>
“I ran into my brother’s friend, Martin, at Fresh Pot,” you begin. “He was harassing that waitress, Flo. Getting real handsy with her.”<br>
<br>
Jennifer turns, her expression serious. “Oh god,” she says. “What did you do?”<br>
<br>
<<if $Day0CoffeeShopIntervened is true>>
“I told him to leave her alone,” you reply. “I thought for a moment he was going to fight me, but guys like that are all talk. He left pretty quickly.”<br>
<br>
“That’s so chivalrous of you,” Jennifer says, smiling. “Some guys just think that girls are just pieces of meat. You don’t know how difficult it is to be in that situation. It’s nice that someone stood up for Flo.”<br>
<br>
You smile, renewed with a sense of confidence from choosing to do the right thing.<br>
<<elseif $Day0CoffeeShopIntervened is false>>
“I didn’t want to cause a fuss,” you say, with a little sigh. “He’s a big guy and he was being pretty aggressive.”<br>
<br>
Jennifer turns to look at you, a little disappointment on her face. “I understand,” she says after a moment. “Some guys are just all muscle and no brains. I’m glad you didn’t get hurt. But poor Flo.”<br>
<br>
She turns back to the kitchen top. You can’t help but feel a bit emasculated, especially when Jennifer referred to some guys being all muscle.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" "PrologueJennifersApartment">><<set $PrologueJenniferDialogueMartin to true>><<set $Day0CoffeeShopIntervened to undefined>><</link>>
<<elseif $PrologueJenniferDialogue is "ShopFloor">>
<<if $Day0ShopFloorRetort is true>>
“Clive and Gordon were being their usual selves this morning. Clive gave me stick about not doing a real man’s job. I told him that his work relied on me fixing all the problems that the booking system was causing.”<br>
<br>
Jennifer smiles at you, giggling. “They won’t be saying that in a few years, when you are making a ton of money and they have cracked skin and bad backs from all the labour. Plus, I find your intelligence attractive.”<br>
<<elseif $Day0ShopFloorRetort is false>>
“Clive and Gordon were being their usual selves this morning. Clive gave me stick about not doing a real man’s job. I told him that I wasn’t built for manual labour, and Gordon said that I should come by his gym to lift some weights.”<br>
<br>
You notice Jennifer raise an eyebrow. “Well, it wouldn’t hurt to try and build up some muscle. Gordon looks pretty good and he's even a bit older than you. You'd look so manly with toned arms too.”<br>
<br>
She turns back to cooking. You glance down at your arms, wondering if she thinks you are too skinny.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" "PrologueJennifersApartment">><<set $PrologueJenniferDialogueShopFloor to true>><<set $Day0ShopFloorRetort to undefined>><</link>>
<<elseif $PrologueJenniferDialogue is "Andrea">>
“The chef at the Charlton Hotel really tore into one of the staff at lunch. She was rushed off her feet and they seem to be short-staffed, and he just shouted at her in front of the whole restaurant for not serving us quickly enough.”<br>
<br>
“That place is just the pits,” Jennifer replies. “And the uniforms they make the girls wear are disgusting.” She turns to look at you. “What happened?”<br>
<br>
<<if $Day0RestaurantLie is true>>
“I told him he was misunderstood. He shut up quickly after that.”<br>
<br>
“Good,” Jennifer says, turning back to the food. “I hate that place."<br>
<<elseif $Day0RestaurantLie is false>>
“Well, I told him the truth. That she was running late,” you say. You see Jennifer wince as the words come out of your mouth. “I think she probably got in trouble.”<br>
<br>
“That place goes through staff so quickly,” she says, reflecting. “Maybe she’ll find another job that isn’t so sleazy.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" "PrologueJennifersApartment">><<set $PrologueJenniferDialogueAndrea to true>><<set $Day0RestaurantLie to undefined>><</link>>
<<elseif $PrologueJenniferDialogue is "Annie">>
“I had lunch with Annie, our secretary,” you say. You hear Jennifer scraping the dinner off the baking tray more sternly than before. “I didn’t know you went to school with her.”<br>
<br>
“I didn’t like school,” Jennifer says with her back to you. “She wasn’t exactly in my group of friends either. What did she want?”<br>
<br>
<<if $Day0AnnieStandup is true>>
“She said you were a bit.. Prudish,” you begin, realising this conversation could go badly quickly. “But I stuck up for you. Put her in her place.”<br>
<br>
Jennifer turns, hands on her hips. You can see the blood rushing to her face. “Prudish? What a little bitch,” she mutters. <br>
<br>
You watch her for a moment, simmering. Then she takes a deep breath and exhales. She smiles at you. “Thank you for coming to my defence. She is such a piece of work.”<br>
<br>
You smile back and watch her return to cooking. A sense of relief washes over you.<br>
<<elseif $Day0AnnieStandup is false>>
“She said you were a bit.. Prudish,” you begin, realising this conversation could go badly quickly. “I said you were just shy until you got to know people.”<br>
<br>
Jennifer turns, hands on her hips. You can see the blood rushing to her face. “You said what?” she says angrily. “You agreed with her? Do I look prudish?” she says, dramatically gesturing to her skirt. <br>
<br>
She turns her back to you again, scraping the food. “I didn’t know that girls like Annie Clancy were your thing," she mutters under her breath.<br>
<br>
You begin to apologise, but she cuts you off mid sentence. “It’s fine,” she says.<br>
<br>
You stand in the living room, staring back at her. You know it isn’t.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Change topics" "PrologueJennifersApartment">><<set $PrologueJenniferDialogueAnnie to true>><<set $Day0AnnieStandup to undefined>><</link>>
<<elseif $PrologueJenniferDialogue is "Finish">>
"To sum up, it's been okay," you comment. "Different day, same problems with angry bosses and strange work colleagues. I would have liked my Sunday to myself, though. Emily's still struggling with school and I wish I could have helped her more today." You shrug, giving her a smile. "I wish I led a more exciting life, but what can I tell you?"<br>
<br>
Jennifer glances back and flashes you a smile. "Oh does the city boy think that quiet life in Charlton isn't exciting enough for him?" she jokes.<br>
<br>
You smile. "Enough about me. How was your day?"<br>
<br>
<<ActionsHeader>>
<<link "Listen to Jennifer" "PrologueJennifersApartment">>
<<set $PrologueJenniferDialogue to undefined>>
<<set $PrologueJenniferDialogueDan to undefined>>
<<set $PrologueJenniferDialogueMartin to undefined>>
<<set $PrologueJenniferDialogueShopFloor to undefined>>
<<set $PrologueJenniferDialogueAndrea to undefined>>
<<set $PrologueJenniferDialogueAnnie to undefined>>
<<set $PrologueAndrea to undefined>>
<<set $PrologueShopFloor to undefined>>
<<set $PrologueJennifersApartment to "Listen">>
<</link>>
<</if>><<switch $PrologueJennifersApartment>>
<<case undefined>>
<<if $PrologueJenniferDialogue is undefined>>
<b>Jennifer's Apartment</b><br>
<img src="./images/Jennifers_Apartment.png"><br>
<br>
The flat is decorated in pastels and neutral colours, feeling warm and homely. This is only emphasised by the smell of home cooking drifting through Jennifer’s small home. You suspect she's been cooking all evening.<br>
<br>
Once you take your coat off and sit down on the sofa, you look into the kitchen at your girlfriend making the final touches to dinner. She wears the short skirt and crop top that she sent you a picture of. She looks over her shoulder as she prepares dinner, noticing you watching her. She grins. “How was work? I can't believe you had to work on a Sunday.”<br>
<<else>>
Jennifer continues to cook, turning back to you regularly to listen.<br>
<</if>>
<br>
<<ActionsHeader>>
<<if $Day0OfficeAgree isnot undefined and $PrologueJenniferDialogueDan is undefined>><<link "Talk about Dan at work" "PrologueJenniferDialogue">><<set $PrologueJenniferDialogue to "Dan">><</link>><br><</if>>
<<LocationKnownCheck "FreshPot">>
<<if _LocationKnownCheck is true and $PrologueJenniferDialogueMartin is undefined>><<link "Talk about Martin in the cafe" "PrologueJenniferDialogue">><<set $PrologueJenniferDialogue to "Martin">><</link>><br><</if>>
<<if $PrologueShopFloor is true and $PrologueJenniferDialogueShopFloor is undefined>><<link "Talk about Clive and Gordon" "PrologueJenniferDialogue">><<set $PrologueJenniferDialogue to "ShopFloor">><</link>><br><</if>>
<<if $PrologueAndrea is true and $PrologueJenniferDialogueAndrea is undefined>><<link "Talk about Andrea and the angry chef" "PrologueJenniferDialogue">><<set $PrologueJenniferDialogue to "Andrea">><</link>><br><</if>>
<<if $PrologueAndrea and $PrologueJenniferDialogueAnnie is undefined>><<link "Talk about lunch with Annie" "PrologueJenniferDialogue">><<set $PrologueJenniferDialogue to "Annie">><</link>><br><</if>>
<<link "Make general chat and stop talking" "PrologueJenniferDialogue">><<set $PrologueJenniferDialogue to "Finish">><</link>>
<<case "Listen">>
“Thankfully my day was more uneventful,” she says to you. “The department store was pretty busy, and my boss kept making comments about how I needed to smile like a singer and dress to impress. He’s such an oddball.”<br>
<br>
Jennifer has told you so much about her boss, Terry Evans, the owner of the department store. Jennifer is convinced he’s strange. You offer her a sympathetic look as she continues.<br>
<br>
“His daughter was in today. I think she’s in Emily’s year. Head cheerleader. So spoilt. All he could do was give her anything she wanted in the store. Meanwhile, I’m having to serve all the customers and help manage the changing rooms at the same time.”<br>
<br>
She finishes putting the meal on two plates and brings them to the dining room table. “I can’t wait until Emily finishes school and we can get out of here,” she says as she serves dinner. “Just the two of us.”<br>
<br>
You smile again and sit down, tucking into the amazing meal Jennifer has cooked for you. You can’t help but stare at her breasts between bites, noticing how her new top pushes them up for you to see. She smiles a little as she catches your stare.<br>
<br>
“Emily is struggling a bit in Maths class,” you comment, trying to make conversation and quell your arousal. “Some girl even gave her an amulet and told her that it would help her pass her test.”<br>
<br>
Jennifer frowns at your reply. “What amulet?” she asks.<br>
<br>
<<ActionsHeader>>
<<link "Tell her everything" "PrologueJennifersApartment">><<set $PrologueJennifersApartment to "Everything">><</link>><br>
<<link "Be dismissive" "PrologueJennifersApartment">><<set $PrologueJennifersApartment to "Dismissive">><</link>>
<<case "Everything">>
“An old one,” you continue. “With a green emerald. It came with a note that said that someone could help her when she needed it, if they thought about her hard enough. It was written on old paper, like it was really old.”<br>
<br>
Jennifer looks at you, cautiously. “I’d be careful with that, if I was you. That school is a strange place. It’s like it hasn’t moved on since the last century.”<br>
<br>
You nod. “I’m sure it’s nothing.” <br>
<br>
“Just be careful,” she says again. “Don’t do anything foolish.”<br>
<br>
<<ActionsHeader>>
<<link "Finish your meal" "PrologueJennifersApartment">><<set $PrologueJennifersApartment to "FinishMeal">><</link>>
<<case "Dismissive">>
“Some hokey new age nonsense that girls are into these days,” you say. “You know teenage girls. There are affirmations and healing gems. The point is, it’s not going to help Emily. She just needs to knuckle down and get on with her studies.”<br>
<br>
You notice Jennifer’s eye twitch, but she nods politely. “Well, keep discouraging her about anything like that,” she says. “That school is a strange place. Just tell her to concentrate on her studies and get out of there.”<br>
<br>
You nod, noting Jennifer’s sudden serious tone. But you continue eating.<br>
<br>
<<ActionsHeader>>
<<link "Finish your meal" "PrologueJennifersApartment">><<set $PrologueJennifersApartment to "FinishMeal">><</link>>
<<case "FinishMeal">>
You eat the last bite of your meal and push the plate to the middle of the table. You look at Jennifer and notice that she has barely touched her dinner. “Not hungry?” you ask.<br>
<br>
She looks at you with a glint in her eye and stands up, walking around the table. “Oh I’m hungry. Just not for food.” She sits down in your lap and moves her leg over you, straddling you in her very short skirt.<br>
<br>
“How hungry are you?” she purrs before kissing you deeply, her soft lips touching yours.<br>
<br>
<<ActionsHeader>>
<<link "Tell her you could have another bite" "PrologueJennifersApartment">><<set $PrologueJennifersApartment to "Flirt">><<Feminity -1>><</link>><br>
<<link "Tell her you have to get back to help Emily for tomorrow" "PrologueJennifersApartment">><<set $PrologueJennifersApartment to "Emily">><</link>>
<<case "Flirt">>
Jennifer grins, and grinds her hips against your groin as she looks into your eyes. "What do you think of my silly little skirt?" she asks.<br>
<br>
You look down, watching it ride up and expose her underwear. A lacy black thong. Glancing back up, you smile. "I think it's great."<br>
<br>
"I can tell," she says softly, as you feel your penis grow hard in your pants. "It seems you like my panties too."<br>
<br>
You lean in to kiss Jennifer's neck and she arches her head back, welcoming your lips. You kiss her gently and tenderly, then reach with your hand under her skirt -<br>
<br>
An offensively loud phone ring erupts from the landline mounted in the kitchen, making you jump. <br>
<br>
"Shit!" she says, unwrapping herself from you and smoothing her skirt down as she walks over to the phone and picks it up.<br>
<br>
"Hello?" Jen answers in a neutral voice, before her eyes widen. "Oh, hi Daddy!", she says in a higher pitch than you've come to know she only uses when talking to her father. Jennifer meets your eye and mouths "Sorry!" to you as she begins the conversation.<br>
<br>
You sigh, and walk over to the sofa. Based on past experience, you know she's going to be a while. You turn on the TV and put on an old sitcom to pass the time.<br>
<br>
Forty-five minutes later, Jennifer comes back in from the kitchen. She smiles, apologetically. <br>
<br>
"It's okay," you say before she can speak. "Come here and let's watch TV." She snuggles over to you as you wrap your arm around her. "This is a really good one. Have you seen it?"<br>
<br>
She looks up at you, shaking her head. Then rests her head on your chest as you watch TV together.<br>
<br>
<<ActionsHeader>>
<<link "Go home and go to sleep" "PrologueYourHome">><<set $PrologueYourHome to "Day1Sleep">><<TimeChange>><<set $PrologueJennifersApartment to undefined>><</link>>
<<case "Emily">>
“I actually… have to go,” you stammer. “I need an early night and I said I’d help Emily study tomorrow.”<br>
<br>
Jennifer looks back at you, crestfallen. She pauses for a long moment before speaking. “I understand. Emily’s education has to come first.”<br>
<br>
She slinks off your body and begins cleaning up the table. You watch her, feeling guilty at rejecting her. You help her clean up the dishes and finally break the silence hanging in the room.<br>
<br>
“I love you, you know,” you tell her.<br>
<br>
“I love you too,” she says, finally smiling.<br>
<br>
You both clean-up dinner and wash the dishes, feeling a bit better as you share the tenderness of the moment. Before long, everything is done, and you are both flicking washing up bubbles at each other playfully.<br>
<br>
<<ActionsHeader>>
<<link "Go home and go to sleep" "PrologueYourHome">><<set $PrologueYourHome to "Day1Sleep">><<TimeChange>><<set $PrologueJennifersApartment to undefined>><</link>>
<</switch>><<switch $ProloguePELesson>>
<<case "Ropes">>
You step up to the ropes and appraise the challenge. Mr. Beach looks over as you do so. “It’s simple, Phillips. Climb the rope and get to the top. Do you want a demo?”<br>
<br>
You ignore him and step up to the ropes. You watch one of the other girls wrap her legs around it and pull herself up, using her trainers to remain steady. No problem, you think.<br>
<br>
Then you see how the girl parts her legs to push herself up with her feet. You see straight up her skirt.<br>
<br>
You hear the boys giggling, as they look up high above the gym to see everything too.<br>
<br>
More worrying are the boys opting out of the lesson. They sit on the benches, still dressed in their school uniform. You can see that unlike everyone else, they still have their phones. Covertly, they are filming every girl that goes up the rope.<br>
<br>
If you do this, there will be videos of Emily all over the internet, showing her gym briefs to the world.<br>
<br>
“Come on, Phillips!” Mr. Beach shouts. “What’s the matter, afraid you’ll break a nail?”<br>
<br>
<<ActionsHeader>>
<<link "Climb the rope" "ProloguePELesson">><<set $ProloguePELesson to "RopesFinish">><<set $GymActivities to $GymActivities+1 >><<Orientation 1>><</link>><br>
<<link "Forfeit" "ProloguePELesson">><<set $ProloguePELesson to "RopesForfeit">><</link>>
<<case "RopesFinish">>
Faced with no choice, you wrap your legs around the rope and pull yourself off the floor. You dig your trainers into the rope too, and start pushing your way up, keeping your head against the rope for balance.<br>
<br>
You realise the only way to use your legs is to spread them open and push. You glance over at the boys sitting out of PE as you do so, seeing the phones filming you as you flash the class.<br>
<br>
You push your face close to the rope to remain balanced, noticing it reeks of sweat and odour. Halfway up, you realise that both boys and girls alike have rubbed their genitals against this rope hundreds of times before.<br>
<br>
The smells do overwhelm you, but instead of making you nauseous you find yourself grinning. Grinning at how you open your legs to push up, and how you close them again as you stretch out. Grinning at the crowd looking up at you. Grinning at the boys filming you. You can almost smell the boys rubbing their crotches against the rope, and now you are pushing your face against it to inhale their scents.<br>
<br>
By the time you make it to the top, you are keeping your legs parted more than you need to, showing your briefs to them at the best possible angle for the shot.<br>
<br>
As the stale sweat continues to move up into your nostrils, you feel something odd. You feel desired. Wanted. And it’s nice.<br>
<br>
“Well done Phillips!” Mr. Beach says. “Get down and move on to the next exercise.”<br>
<br>
You clamber down the rope, finding it easier to breathe on the ground. Only then do you think about what you did at the top of that rope. <br>
<br>
<<ActionsHeader>>
<<if $ProloguePELessonRopes is true and $ProloguePELessonClimbingWall is true and $ProloguePELessonYogaBall is true>>
<<link "Finish the lesson" "PrologueSchoolGym">>
<<set $ProloguePELesson to undefined>>
<<set $ProloguePELessonRopes to undefined>>
<<set $ProloguePELessonClimbingWall to undefined>>
<<set $ProloguePELessonYogaBall to undefined>>
<<set $PrologueSchoolGym to "Finish">>
<</link>>
<<else>>
<<link "Change activities" "PrologueSchoolGym">><<set $ProloguePELesson to undefined>><</link>>
<</if>>
<<case "RopesForfeit">>
“I don’t think I’ve got the strength to do this, Mr. Beach,” you tell him. "I’m going to sit this one out.”<br>
<br>
“Another forfeit over here, kids!” Mr. Beach cries out, pointing to you. “Phillips is going to be cleaning the gym for you if she’s not careful!”<br>
<br>
The other girls complete the challenge. You avoid their smug glances.<br>
<br>
<<ActionsHeader>>
<<if $ProloguePELessonRopes is true and $ProloguePELessonClimbingWall is true and $ProloguePELessonYogaBall is true>>
<<link "Finish the lesson" "PrologueSchoolGym">>
<<set $ProloguePELesson to undefined>>
<<set $ProloguePELessonRopes to undefined>>
<<set $ProloguePELessonClimbingWall to undefined>>
<<set $ProloguePELessonYogaBall to undefined>>
<<set $PrologueSchoolGym to "Finish">>
<</link>>
<<else>>
<<link "Change activities" "PrologueSchoolGym">><<set $ProloguePELesson to undefined>><</link>>
<</if>>
<<case "ClimbingWall">>
Your group leaps at the climbing wall as you approach and a couple of the girls make it halfway to the top within a few moves. You get a feel for the handles you need to grasp in order to progress. You begin to climb up the wall yourself.<br>
<br>
Everything is going well until you almost get to the top. The wall inclines near the peak and you find yourself bent over as you stretch out with your hand to the nearest handle. You realise that it’s outside the reach of this body. <br>
<br>
You grimace. You’ve worked out your route based on your old physique. In Emily’s smaller body, though, you haven’t got a chance of making it to the top this way.<br>
<br>
“Use your feet, Phillips!” you hear Mr. Beach crying from below. “Come on, get your leg up!”<br>
<br>
You look at where he’s pointing and you see a handle sticking out, just to the left of your foot. You stretch out cautiously and feel a rush of euphoria when you realise you'll be able to do it --<br>
<br>
Then feel your skirt riding up your legs as you stretch.<br>
<br>
Taking stock of your situation, you realise that, at least in this position bent over the incline, if you stretch out any further your spandex skirt will ride up. You can't tell exactly how high - you're not an expert in skirts, after all - but you know you’ll be bent over up high in front of the entire class. You can’t imagine that would do Emily’s reputation any good at all.<br>
<br>
<<ActionsHeader>>
<<link "Finish the climb" "ProloguePELesson">><<set $ProloguePELesson to "ClimbingWallFinish">><<set $GymActivities to $GymActivities+1 >><<Orientation 1>><</link>><br>
<<link "Forfeit" "ProloguePELesson">><<set $ProloguePELesson to "ClimbingWallForfeit">><</link>>
<<case "ClimbingWallFinish">>
You grind your teeth as you reach out with your leg.<br>
<br>
Quickly, you place your foot against the handle, but just as quickly you feel your skirt ride up your bare thigh and snap around your waist. <br>
<br>
Worse still, you realise all too late that stretching so far with your foot has forced you forward and you smash your head against the incline of the climbing wall.<br>
<br>
Through the dizziness you hear a number of cheers and whistles from below, as you are stuck on the wall, bent over with your underwear exposed. <br>
<br>
You try to shake off the dizziness. The climbing wall stinks of sweat. You can’t help but inhale the odours of the dozens of greasy teenage boys that have used this wall before you.<br>
<br>
You reach up a little higher to a handle now in reach and pull yourself slowly. The incline becomes more horizontal as you move upwards and you feel your exposed briefs now rubbing on the hard surface as you pull your body up the wall. The smell of sweat drifts into your nose and you feel yourself taking a deep breath as your briefs rub against the incline.<br>
<br>
You murmur as a flutter of sensations emanates from your vagina, and you realise that you are rubbing your clit against the wall in front of the whole gym class. <br>
<br>
Worse still, as you take another deep inhalation of the smell of teenage boys that has seeped into the equipment, you can't help but look back at the class and coyly smile.<br>
<br>
“That’s good enough, Phillips," Mr. Beach cries from down below. “Come down and get ready for another challenge.”<br>
<br>
You climb down the wall, taking a deep breath at the bottom. A number of students are looking at you. The girls regard you with pity. The boys with lust. <br>
<br>
<I>What is going on in this gym?</i> you think.<br>
<br>
<<ActionsHeader>>
<<if $ProloguePELessonRopes is true and $ProloguePELessonClimbingWall is true and $ProloguePELessonYogaBall is true>>
<<link "Finish the lesson" "PrologueSchoolGym">>
<<set $ProloguePELesson to undefined>>
<<set $ProloguePELessonRopes to undefined>>
<<set $ProloguePELessonClimbingWall to undefined>>
<<set $ProloguePELessonYogaBall to undefined>>
<<set $PrologueSchoolGym to "Finish">>
<</link>>
<<else>>
<<link "Change activities" "PrologueSchoolGym">><<set $ProloguePELesson to undefined>><</link>>
<</if>>
<<case "ClimbingWallForfeit">>
You let go of the wall and drop to the mat underneath. “I’m sorry Mr. Beach,” you pant. “I just can’t do it.”<br>
<br>
He looks at you with a smirk and turns back to the gym. “Another forfeit! Poor Phillips just wants to be cleaning your sweat off the floor!”<br>
<br>
You blush as everyone cheers and turn your attention to the remaining challenges.<br>
<br>
<<ActionsHeader>>
<<if $ProloguePELessonRopes is true and $ProloguePELessonClimbingWall is true and $ProloguePELessonYogaBall is true>>
<<link "Finish the lesson" "PrologueSchoolGym">>
<<set $ProloguePELesson to undefined>>
<<set $ProloguePELessonRopes to undefined>>
<<set $ProloguePELessonClimbingWall to undefined>>
<<set $ProloguePELessonYogaBall to undefined>>
<<set $PrologueSchoolGym to "Finish">>
<</link>>
<<else>>
<<link "Change activities" "PrologueSchoolGym">><<set $ProloguePELesson to undefined>><</link>>
<</if>>
<<case "Yoga">>
There are enough yoga balls for each one of your group. You look at the balls quizzically until Mr. Beach steps up to explain.<br>
<br>
“Honestly Phillips, have you never exercised before?” he chastises you. “Get on your back, lie on the ball, and try to keep your balance. It’s not rocket science, is it?”<br>
<br>
You look to the other girls and follow their lead. You sit on the ball and slowly lean forward, letting the ball run underneath your back and allowing you to lie on it. <br>
<br>
You look down at your body, noticing your breasts prominently sticking up as the ball forces you to arch your back. You notice a few boys looking at you too.<br>
<br>
“Don’t half arse it, Phillips!” Mr. Beach barks, as he stands over you. “The timer only starts when you spread your legs. That’s where the endurance is really tested.”<br>
<br>
You look up at him. He stares down at you laid out in front of him. Are you really going to part your legs in this skirt, revealing your briefs, and have him stand between your legs over you in this position?<br>
<br>
<<ActionsHeader>>
<<link "Spread your legs" "ProloguePELesson">><<set $ProloguePELesson to "YogaFinish">><<set $GymActivities to $GymActivities+1 >><<Orientation 1>><</link>><br>
<<link "Forfeit" "ProloguePELesson">><<set $ProloguePELesson to "YogaForfeit">><</link>>
<<case "YogaFinish">>
You slide your trainers across the gym floor, hearing them squeak as you widen your stance.<br>
<br>
Looking down, you watch your skirt ride up around your hips as you part your legs, revealing your briefs to your PE teacher and the rest of the class.<br>
<br>
“Wider!” Mr. Beach cries. “Come on, Phillips. My nan can do better than that, god rest her soul.”<br>
<br>
The sound of your squeaking trainers draws everyone’s attention as you push your hips up to spread your legs even further. <br>
<br>
Finally, when you can go no further, you look up over your breasts and see Mr. Beach staring at his stopwatch, all the while standing right between your thighs.<br>
<br>
You feel more exposed than you have in your entire life, laid out like you were waiting for him to climb on top of you. The smell of sweat permeates the air, and you feel the smells wafting into your nostrils. <br>
<br>
Something about the smell and the physical exercise sends your mind reeling, as if in a foggy haze. You feel yourself biting your lip, staring up at Mr. Beach, waiting for him to look down at you.<br>
<br>
“That’s enough, Phillips.” He says, after his watch beeps. “You’ve passed this round.”<br>
<br>
You roll off the ball and stand up, watching Mr. Beach run across the gym to supervise another challenge. You notice that whilst watching him, you are biting your lip again.<br>
<br>
<<ActionsHeader>>
<<if $ProloguePELessonRopes is true and $ProloguePELessonClimbingWall is true and $ProloguePELessonYogaBall is true>>
<<link "Finish the lesson" "PrologueSchoolGym">>
<<set $ProloguePELesson to undefined>>
<<set $ProloguePELessonRopes to undefined>>
<<set $ProloguePELessonClimbingWall to undefined>>
<<set $ProloguePELessonYogaBall to undefined>>
<<set $PrologueSchoolGym to "Finish">>
<</link>>
<<else>>
<<link "Change activities" "PrologueSchoolGym">><<set $ProloguePELesson to undefined>><</link>>
<</if>>
<<case "YogaForfeit">>
You let the ball slip out from behind your back and you fall to the floor with a thump. Mr. Beach snorts derisively.<br>
<br>
“Another forfeit over here!” he shouts to the class. “Phillips just wants to clean up after you lot!”<br>
<br>
<<ActionsHeader>>
<<if $ProloguePELessonRopes is true and $ProloguePELessonClimbingWall is true and $ProloguePELessonYogaBall is true>>
<<link "Finish the lesson" "PrologueSchoolGym">>
<<set $ProloguePELesson to undefined>>
<<set $ProloguePELessonRopes to undefined>>
<<set $ProloguePELessonClimbingWall to undefined>>
<<set $ProloguePELessonYogaBall to undefined>>
<<set $PrologueSchoolGym to "Finish">>
<</link>>
<<else>>
<<link "Change activities" "PrologueSchoolGym">><<set $ProloguePELesson to undefined>><</link>>
<</if>>
<</switch>><<switch $PrologueSchoolCafeteria>>
<<case undefined>>
<b>Charlton School - Kitchen</b><br>
<img src="./images/School_Kitchen.png"><br>
<br>
You’re thankful that the next item on your schedule is lunch. You follow the other students to the cafeteria and spot Michelle waiting in the lunch queue. “Hey Em!” she shouts when she sees you. “Get us a table and I’ll bring us both over something to eat!”<br>
<br>
You find a vacant table away from most of the students and sit down. Whilst waiting, you check the remaining lessons for the day, hopeful that now you've found Liz and taken the exam you can soon be home and back looking like, well, you.<br>
<br>
One more lesson to go, according to the schedule. Physical Education. Next to the class is the number “504” written in Emily’s handwriting.<br>
<br>
A shadow falls over the schedule and you look up to see a tall athletic girl in a cheerleader outfit towering over you. “So you’re the girl that Jake has been talking about?”<br>
<br>
“Jake?” you ask, trying to recall the name. Then you remember. The jock from the start of the day, who was bullying Dennis outside.<br>
<br>
“The quarterback. And my boyfriend,” the girl says. Without asking, she sits down opposite you. “You don’t seem much to me. But…” she looks you up and down. “You might have potential.”<br>
<br>
<<ActionsHeader>>
<<link "Ask who she is" "PrologueSchoolCafeteria">><<NPCKnown "Christina">><<set $PrologueSchoolCafeteria to "Who">><<set $WhoLunch to true>><</link>><br>
<<link "Ask what she means by potential" "PrologueSchoolCafeteria">><<set $PrologueSchoolCafeteria to "What">><<NPCKnown "Christina">><<set $WhatLunch to true>><</link>><br>
<<case "Who">>
“I’m Christina,” she replies. “Chrissie for short. I run the cheerleader squad at Charlton. Run it with an iron fist.” She smirks.<br>
<br>
<<ActionsHeader>>
<<if $WhatLunch is undefined>><<link "Ask what she means by potential" "PrologueSchoolCafeteria">><<set $PrologueSchoolCafeteria to "What">><<set $WhatLunch to true>><</link>><br><</if>>
<<if $WhatLunch is true and $WhoLunch is true>><<link "Tell her you’re concentrating on your studies" "PrologueSchoolCafeteria">>
<<set $WhatLunch to undefined>>
<<set $WhoLunch to undefined>>
<<set $PrologueSchoolCafeteria to "Study">>
<</link>><</if>>
<<case "What">>
“Potential for joining us, of course. You might look like a mousy bookworm, but I can see what Jake was talking about. With a bit of work, you could be a real stunner.”<br>
<br>
<<ActionsHeader>>
<<if $WhoLunch is undefined>><<link "Ask who she is" "PrologueSchoolCafeteria">><<set $PrologueSchoolCafeteria to "Who">><<set $WhoLunch to true>><</link>><br><</if>>
<<if $WhatLunch is true and $WhoLunch is true>><<link "Tell her you’re concentrating on your studies" "PrologueSchoolCafeteria">>
<<set $WhatLunch to undefined>>
<<set $WhoLunch to undefined>>
<<set $PrologueSchoolCafeteria to "Study">>
<</link>><</if>>
<<case "Study">>
Not wanting to complicate Emily’s life, you try to dismiss Christina in the gentlest way possible. “I would love to, but I need to concentrate on my studies.”<br>
<br>
Chrissie laughs. “Oh you don’t need to worry about that. Cheerleaders get special privileges with study. In fact, if you wanted to ensure you get a top grade, there’s no better way than to join the team.”<br>
<br>
You look back at her. She is certainly beautiful. In your male form, you would be flattered just talking to her. But there’s something predatory about her tone. She makes you feel uneasy. <br>
<br>
“Am I interrupting?" you hear Michelle say as she walks back from the lunch queue, carrying two plates of food. <br>
<br>
Christina eyes her sceptically, but shrugs and gestures to an empty seat. “Please. Join us.”<br>
<br>
Michelle puts a tray in front of you. You glance down at the food. Salad and salmon, with a side of carrot sticks. You sigh.<br>
<br>
“I was just gauging whether Emily here would be interested in trying out for the squad,” Christina continues. “Maybe you’d be interested too?”<br>
<br>
Michelle tucks into her food, smiling as she does so. “Me? A cheerleader! I’m not sure I have the right figure for that.”<br>
<br>
“Don’t be silly,” Christina replies. “You would fit right in. And we can work on the more physical attributes that need a bit of work.”<br>
<br>
Michelle continues eating, staring up at Christina. “Yes, I would fit right in. You can easily spruce up someone with the right attitude too!”<br>
<br>
Christina glances back at you, then to your food. “Aren’t you going to eat that?”<br>
<br>
<<ActionsHeader>>
<<link "Eat the food" "PrologueSchoolCafeteria">><<set $PrologueSchoolCafeteria to "EatFood">><<Assertive -1>><</link>><br>
<<link "Make up an excuse" "PrologueSchoolCafeteria">><<set $PrologueSchoolCafeteria to "ExcuseFood">><</link>><br>
<<case "EatFood">>
You shrug and begin to eat the food. In spite of the bland nature of the meal, it tastes delicious. You soon find yourself eating quickly, savouring every bite.<br>
<br>
“So what do you say, Emily?” Christina continues the conversation. “With a bit of work, you’d be a perfect cheerleader. Jake and the boys would love to see you cheer.”<br>
<br>
You nod, finding Christina to be very persuasive. You think about yourself in the outfit that Christina is wearing, possibly with blonde hair, with the football team throwing appreciative glances your way. <br>
<br>
“I’d like that,” you find yourself saying. <br>
<br>
Michelle squeals and hugs you. “This is going to be so much fun, Em. You and I, on the cheerleading squad.”<br>
<br>
Christina smiles. “Well, we’re not there yet. We practise every day after school. You can try out then. Wear something you can move in. And we’ll see how good you are.”<br>
<br>
You find yourself nodding. “I’ll be there.”<br>
<br>
Michelle hugs you again. Christina smiles narrowly again and leaves.<br>
<br>
Finishing your food, you reflect on the conversation. You were imagining Emily with blonde hair and in a cheerleader outfit. But you were also imagining it was you.<br>
<br>
“Wow!” you hear Michelle say. “Gotta’ run to class, but I’ll text you later. Tomorrow is going to be a hoot!” She skips off, clearly excited by the thought of tryouts.<br>
<br>
<<ActionsHeader>>
<<link "Go to Physical Education" "PrologueSchoolGymEntrance">><<TimeChange>><<set $PrologueSchoolCafeteria to undefined>><</link>>
<<case "ExcuseFood">>
You push the plate back and tell Christina you’re not hungry. She frowns, staring at you. “A good cheerleader needs to eat,” she tells you. “After all, it takes a lot of strength and muscle to do what we do.”<br>
<br>
“Thanks, but I think I’m going to concentrate on my studies,” you tell her. <br>
<br>
You feel Michelle elbow you in the ribs. “Come on Em! Don’t blow my chance to get on the squad!”<br>
<br>
Christina smiles thinly, looking back at you. “Just think it over. We practise every day after school. You can try out then. If you change your mind, come along. There’s two spots available.”<br>
<br>
“I’m sure I can convince her!” Michelle replies. Christina nods and gets up, walking off.<br>
<br>
Michelle doesn’t keep quiet for long, even as she chows down her food. “Come on Em! Did you hear what Chrissie said? I would fit right in. And they can even work on making us look the part!”<br>
<br>
You stare back at Michelle, eying her carefully. You remember when you first met her. When Emily brought her round for dinner one night. You remember she was certainly energetic, but not as… excitable. Bouncy?<br>
<br>
<i>Ditzy?</i><br>
<br>
“I’ll consider it,” you say to appease her. The bell rings. “Now, I have to get to my next class.”<br>
<br>
“Text me when you get home!” Michelle shouts after you as you leave, smiling. <br>
<br>
<<ActionsHeader>>
<<link "Go to Physical Education" "PrologueSchoolGymEntrance">><<TimeChange>><<set $PrologueSchoolCafeteria to undefined>><</link>>
<</switch>><<switch $PrologueSchoolChangingRoom>>
<<case undefined>>
<b>Charlton School - Girls Changing Room</b><br>
<img src="./images/School_Changing_Room.png"><br>
<br>
Of all the lessons you had to attend today, Physical Education would have been at the bottom of your list. Even walking through the door of the girls’ changing room makes you queasy.<br>
<br>
That Emily’s year is full of eighteen-year-olds makes no difference to how sleazy you currently feel. You are entering the changing room of a bunch of girls. <br>
<br>
You notice a line of lockers in a side room by the entrance and dart in there before you see anything. Girls are opening them up and taking out their gym gear. <br>
<br>
You remember the number Emily scrawled on the schedule - 504. There’s no lock, so you open it and find Emily's Charlton-issued PE uniform. <br>
<br>
You hold it up as you take it out. You grimace. The white polo shirt is fine, if baggy and threadbare. Thankfully you wore a white bra today. The trainers and ankle socks are okay too. <br>
<br>
The issue is the gym briefs and the matching orange skirt. To call it a skirt would be a stretch. The spandex material will only barely cover your bum. You’ve seen girls at clubs with longer skirts than this.<br>
<br>
You hear the chatter of the girls getting changed in the main changing room. You realise you can decide to hold back in here whilst they change.<br>
<br>
<<ActionsHeader>>
<<link "Wait to get changed" "PrologueSchoolChangingRoom">><<set $PrologueSchoolChangingRoom to "Wait">><</link>><br>
<<link "Face the reality of the situation" "PrologueSchoolChangingRoom">><<set $PrologueSchoolChangingRoom to "Change">><</link>>
<<case "Wait">>
Feeling like you absolutely should not be here, you hang back and wait for the other girls to dress. Only when they have gone do you feel right in walking back into the main part of the changing room.<br>
<br>
You take the clothes over to a bench and begin dressing. You pull up the skirt over your gym briefs and look at yourself in the mirror. Your toned legs are clearly on display for anyone to look at. And you know that there’s a gym full of teenage boys waiting to do just that very thing.<br>
<br>
<<ActionsHeader>>
<<link "Go to the gym" "PrologueSchoolGym">><<set $PrologueSchoolChangingRoom to undefined>><<set $PrologueGymChange to "Wait">><</link>><br>
<<case "Change">>
Not wanting to wait, you walk into the changing room and put your clothes down on a bench. The other girls are in states of dress and undress, chattering and gossiping as if this is normal.<br>
<br>
You try not to glance, but it’s challenging. You are surrounded by legs and breasts and bums. You would say it's like a dream, but then you would be feeling aroused. Instead, you feel nervous, frightened, and even a little intimidated by some of the other girls’ bodies.<br>
<br>
Quickly, you put on the polo shirt and pull up the skirt over your gym briefs. You look at yourself in the mirror. Your toned legs are on display for anyone to see. Fortunately, every girl in the changing room is wearing the same thing. You exit the changing room in amongst the girls, blending in with the crowd.<br>
<br>
<<ActionsHeader>>
<<link "Go to the gym" "PrologueSchoolGym">><<set $PrologueSchoolChangingRoom to undefined>><<set $PrologueGymChange to "Change">><</link>><br>
<<case "PostLesson">>
<b>Charlton School - Girls Changing Room</b><br>
<img src="./images/School_Changing_Room.png"><br>
<br>
You head back to the changing rooms and don’t bother with a shower, given it’s the last lesson of the day. Instead, you pull your school jumper over your PE blouse and head home, hopeful that Elizabeth was right about the amulet just needing a recharge. <br>
<br>
One thing that you aren't hopeful about is what tomorrow will bring at work. You know that your boss doesn't do sick leave. You know Thompson will have docked your performance for missing the afternoon.<br>
<br>
<<ActionsHeader>>
<<link "Head home" "PrologueYourHome">><<set $PrologueSchoolChangingRoom to undefined>><<set $PrologueYourHome to "PostSchool">><<TimeChange>><</link>><br>
<</switch>><<switch $PrologueSchoolCorridor>>
<<case undefined>>
<b>Charlton School - Main Corridor</b><br>
<img src="./images/School_Corridor.png"><br>
<br>
Michelle leads you through the hallways and past the crowds of students going to lessons. It’s been eight years since you went to school, but even back then things weren't so traditional. By sixteen, you were wearing jeans and a hoodie to your classes. Out here in Charlton, things are very different.<br>
<br>
"In here, Em!" Michelle beams, nodding to a door.<br>
<br>
<<ActionsHeader>>
<<link "Go to class" "PrologueSchoolMathsRoom">><<set $PrologueSchoolCorridor to undefined>><<NPCKnown "Rogers">><</link>>
<<case "MeetElizabeth">>
<b>Charlton School - Main Corridor</b><br>
<img src="./images/School_Corridor.png"><br>
<br>
You file out into the bustling corridor as students busily go to their lessons.<br>
<br>
“Hey!” you hear a voice whisper. “Over here!”<br>
<br>
You turn and see Elizabeth skulking in a stairwell. She beckons you over.<br>
<br>
“Wow. Just wow,” she says looking at you. "It worked, didn’t it. It’s you in there, isn’t it <<TrueName "Current">>?”<br>
<br>
<<ActionsHeader>>
<<link "Ask Elizabeth what she did" "PrologueSchoolCorridor">><<set $PrologueSchoolCorridor to "WhatLizDid">><</link>>
<<case "WhatLizDid">>
“There’s too much to discuss here,” she replies, still staring at you with a grin and wide eyes. “Know that there’s nothing to worry about. This can be reversed. The amulet just needs a bit of time to recharge.”<br>
<br>
She looks you up and down appraisingly. “Tell me. How does it feel to be a girl?”<br>
<br>
<<ActionsHeader>>
<<link "Tell her it's horrifying" "PrologueSchoolCorridor">><<set $PrologueSchoolCorridor to "Horror">><</link>><br>
<<link "Tell her it's not too bad" "PrologueSchoolCorridor">><<Feminity 1>><<set $PrologueSchoolCorridor to "Okay">><</link>><br>
<<link "Threaten her and demand to know how she did this" "PrologueSchoolCorridor">><<Greedy 1>><<set $PrologueSchoolCorridor to "Threaten">><</link>>
<<case "Horror">>
“How do you think it is?” you snap. “I am a twenty-five-year-old man and I'm in the body of an eighteen-year-old girl. My sister’s body, no less.”<br>
<br>
Liz tries to stifle her enthusiasm and show some empathy. “I know, I know. Look, if it’s any consolation, I had no idea it would work. I just thought that Emily needed some help, I had something that might do the trick and I also got to see if this was legit.”<br>
<br>
She leans in and whispers. “You see, I found it in a junk shop. I’d been researching bits on magic for a while. There’s some shady stuff happening around here. I didn’t know if any of it was real. But then… look at you!” she says, betraying some of her enthusiasm for the topic.<br>
<br>
<<ActionsHeader>>
<<link "Ask her how to reverse it" "PrologueSchoolCorridor">><<set $PrologueSchoolCorridor to "ReverseIt">><</link>>
<<case "Okay">>
“I don’t know,” you say honestly. “I'm coping. Weird being so small and so fragile. And these clothes are just ridiculous.”<br>
<br>
She smiles and laughs. “Oh try wearing a miniskirt and a corset, then tell me how tough girls’ clothing is. You can’t breathe and you’re also worried every moment that you're flashing some guy a look at your panties.”<br>
<br>
Noting your obvious discomfort with the conversation, Liz pauses and changes her tone to a more sympathetic one.<br>
<br>
“Look, I didn’t know this would work. I found the amulet in a junk shop and when your sister mentioned her predicament, I realised you would get to help your sister and I would get to see if magic was real. It’s a win-win in my book.”<br>
<br>
<<ActionsHeader>>
<<link "Ask her how to reverse it" "PrologueSchoolCorridor">><<set $PrologueSchoolCorridor to "ReverseIt">><</link>>
<<case "Threaten">>
“Never mind how I feel,” you bark. “You're going to tell me what you did, right now.”<br>
<br>
“Alright, alright,” Liz says, trying to maintain some composure. “I guess that’s fair. Look, I don’t know the ins and outs of it. I’m new to all this myself.”<br>
<br>
She looks around, making sure no one is listening. “I noticed some odd things happening at this school and I did some research. I didn’t believe it at first, but I started trying some things. Small things, to begin with. And then I found that old amulet in a junk shop. I recognised it from some things I’d read. I didn’t know if it would work, but then…” she gestures to you. “I guess it did. How amazing was that! It seems magic is real!”<br>
<br>
<<ActionsHeader>>
<<link "Ask her how to reverse it" "PrologueSchoolCorridor">><<set $PrologueSchoolCorridor to "ReverseIt">><</link>>
<<case "ReverseIt">>
“Like I said, I think it just needs some time to recharge. When the emerald is glowing again, just picture the ideal version of yourself. You should become you again.”<br>
<br>
“What about the times of trouble stuff?” you ask. “And that line on the note about only helping those who need aid. How does that work?”<br>
<br>
“It looks like you definitely need aid, so I think we’re fine on that.” Liz quips. “Plus, and this is the real interesting part, I think you could help to bend that clause just a bit, if you take the long view.”<br>
<br>
<<Flag "PrologueMathsAced">>
<<if _FlagReturn is false>>
“You looked at the clock in that test, didn’t you?” she whispers. “I saw you. Time just disappeared, didn’t it? And those questions felt harder every time you did, even for a maths brain like you. That wasn’t you being sluggish. There’s something going on at this school.”<br>
<<else>>
“I saw you glance at the clock, right?” she whispers. “Good job you didn’t look again, because it does some funky stuff. Time disappears, and you find yourself, well, your brain seems slower. That’s not a reflection on the people here. They are doing something to manipulate us.”<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Ask what's wrong with the school" "PrologueSchoolCorridor">><<set $PrologueSchoolCorridor to "WrongSchool">><</link>>
<<case "WrongSchool">>
"What's wrong with this school?" you ask, narrowing your eyes.<br>
<br>
“Look around,” Liz says, glancing around the emptying corridor. “This place is out of the last century. They have blackboards. Old desks. And don’t get me started on the mandated uniform. This is like some sick version of an old man’s fantasy of a boarding school.”<br>
<br>
“I don’t think this is natural,” she continues. “That clock is just one of the weird things going on here. So - and this is where you can come in - I think you can help get to the bottom of what’s happening. Definitely fulfils the times of trouble and those who need aid, don’t you think?”<br>
<br>
<<ActionsHeader>>
<<link "Ask what you can do" "PrologueSchoolCorridor">><<set $PrologueSchoolCorridor to "WhatToDo">><</link>>
<<case "WhatToDo">>
You look around and grimace. "Yeah," you admit. "But what can I do about it?"<br>
<br>
“Use your brain,” Liz chides. “You’re an adult. We're at school. You can do some investigating in the daytime. See what else is happening in Charlton. I’m sure you can get far, especially now with that amulet. It's like you sort of have some kind of superpowers.” She smiles, in spite of herself, and takes her glasses off to wipe the lenses.<br>
<br>
“One thing though. Be careful how you use it. Just as we’re bending the rules of it only working for those in need, that line about shaping the person within worries me. This place does things to your mind. Slide too far and you –”<br>
<br>
“Why are you hanging about in the corridor?” you hear a voice bark from back at the entrance to the classroom. <br>
<br>
You turn to see Mr. Rogers standing in the doorway, looking at you both with a scowl.<br>
<br>
“Just changing our lockers, sir,” Liz replies, before leaning into you. “I’ll speak to you later.” She slinks off, and seeing that Mr. Rogers is still watching you, you glance at your schedule. Lunchtime.<br>
<br>
<<ActionsHeader>>
<<link "Go to the school cafeteria" "PrologueSchoolCafeteria">><<set $PrologueSchoolCorridor to undefined>><</link>>
<</switch>><<switch $PrologueSchoolGates>>
<<case undefined>>
<b>Charlton School - Gates</b><br>
<img src="./images/School_Gates.png"><br>
<br>
Charlton Upper School looks like it was built in Victorian times and hasn’t been updated since. The imposing brick school rests back from the road and is surrounded by iron rails. Inside, students stand talking in groups of girls and boys.<br>
<br>
You approach from the opposite side of the street, take a deep breath and cross the road to stand out the front of the school.<br>
<br>
<<ActionsHeader>>
<<link "Wait for Michelle" "PrologueSchoolGates">><<NPCKnown "Jake">><<NPCKnown "Dennis">><<set $PrologueSchoolGates to "WaitMichelle">><</link>>
<<case "WaitMichelle">>
You stand by the entrance, conscious of your new form. Thankfully no one pays that much attention, aside from the occasional grin from some boys. You avoid their eyes as they walk past, knowing what goes through the minds of teenage guys all too well.<br>
<br>
“Hey nerd!” you hear a voice say. <br>
<br>
Instinctively you look up and see a muscular teenager in a quarterback jacket approaching you. <br>
<br>
You begin to clam up, but the jock walks straight past you and gets right up in the face of a small boy with glasses nearby. You can’t be certain, but you have the feeling that he was standing there staring at you.<br>
<br>
“Hey nerd, I’m talking to you,” the jock says, shoving the other boy against the railings.<br>
<br>
“It’s Dennis,” the boy mutters. “My name’s Dennis.”<br>
<br>
“No, it’s not,” the jock says. “It’s nerd. N-E-R-D. Nerd. And nerds shouldn’t be eying up girls outside school.”<br>
<br>
Dennis glances over at you then turns back to the jock. "I wasn't looking at her, I swear!"<br>
<br>
Jake grabs Dennis' by the ear and twists it. He cries out in pain. "Yes you were, nerd. Yes you were. You perving on her, like you always do."<br>
<br>
He looks over to you, still clutching Dennis' ear. "What do you say? Do you want to hear an apology from him?”<br>
<br>
<<ActionsHeader>>
<<link "Defend Dennis" "PrologueSchoolGates">><<set $PrologueSchoolGates to "DefendDennis">><<ChangeNPCrelationship "Jake" "Emily" 0>><<NPCKnown "Beach">><<Assertive 1>><</link>><br>
<<link "Stay silent" "PrologueSchoolGates">><<set $PrologueSchoolGates to "StaySilent">><<Assertive -1>><<NPCKnown "Beach">><</link>>
<<case "DefendDennis">>
“Leave him alone,” you say, hearing the timidness in your voice.<br>
<br>
Jake raises and eyebrow and releases Dennis, who drops clutching his ear. “Oh,” he says as he walks over to you. “I didn’t realise you were so in love.”<br>
<br>
He steps closer, standing well inside your personal space. He grins at you. “I’ve seen you around, but we’ve never met before. I’m Jake. How about I show you what a real man looks like?”<br>
<br>
“He’s a real man,” you mutter, aware of how tall and overbearing Jake is compared to your new body.<br>
<br>
“Is that right?” I didn’t know girls went for guys with small dicks. Unless you’re the domineering type.” He glances you up and down again. "Somehow I don’t think that’s you.”<br>
<br>
He leans in and you can smell his cheap deodorant and the musk of his jacket. You stand still, looking up at him as defiantly as you can. <br>
<br>
“Yeah, I bet you’re the other type,” he murmurs. “You might be all for feminism and books and nerds, but deep down I bet you just want a man to tell you what to do.”<br>
<br>
Before you can reply, you hear an authoritarian voice from behind you. “That’s enough, Duncan!”<br>
<br>
You glance over Jake’s shoulder and see a stocky middle-aged man in short shorts and a tracksuit jacket looking over at you both. “You can flirt on your own time. Inside.”<br>
<br>
“Sorry Coach,” Jake says as he withdraws. He flashes you a smile and then walks through the school gates. The man in shorts looks at you for a moment, then follows him inside.<br>
<br>
Feeling your pulse slow, you look around to see all the other students staring at you. You meet Dennis’ eyes for a moment, before he looks away and hurries inside too.<br>
<br>
The first bell hasn't even rung and you're either being hit on or intimidated by every boy you see.<br>
<br>
“Oh my god, Emily!” A voice brings you out of your thoughts. You look around to see a young woman approaching. You recognise her from the few nights when she’s come over for dinner. This is Emily’s friend, Michelle.<br>
<br>
<<ActionsHeader>>
<<link "Meet Michelle" "PrologueSchoolGates">><<set $PrologueSchoolGates to "MeetMichelle">><<NPCKnown "Michelle">><</link>>
<<case "StaySilent">>
Terrified, you don’t say a word. The jock takes this as a sign to continue and turns back to Dennis, shoving him hard against the rails, still holding on to one ear.<br>
<br>
“Please Jake, don’t hurt me!” Dennis cries, on the verge of tears.<br>
<br>
“It’s not nice to leer at girls,” Jake snarls. “Especially those that are way out of your league. I bet you were going to follow her to the stairwell, weren't you? Take some upskirt photos of her as she went up the stairs, like you did to my girlfriend.”<br>
<br>
“I wasn't!” Dennis cries, visibly shaking. You notice there’s a group of pupils now stood around, watching the situation unfold.<br>
<br>
“Don't lie! It's what you do to all the new girls!” Jake says. “She's been here for months, I'm surprised you haven't started selling some pervy pictures of her already."<br>
<br>
Dennis is crying now, as Jake continues to twist his ear. “Please! Let me go!”<br>
<br>
“Oh I'll let you go. But first, a warning to stop your little upskirt perving, and a little payback for doing it to Chrissie!"<br>
<br>
You watch as Jake pulls back his fist. Dennis quivers, accepting his fate.<br>
<br>
"That’s enough, Duncan.” you hear an authoritarian voice bark. <br>
<br>
You glance over and see a stocky middle-aged man in short shorts and a tracksuit jacket looking over at Jake and Dennis. “You can fight on your own time. Inside.”<br>
<br>
“Sorry, Coach,” Jake says as he withdraws. He flashes a menacing smile at Dennis and then walks through the school gates. The man in shorts looks at Dennis with derision for a moment, then follows after Jake. <br>
<br>
You look around, watching the other students disperse. You meet Dennis’ eyes for a moment, before he looks away and hurries into the school too.<br>
<br>
You are soon left alone with your thoughts. Day one and some guy is already trying to take creepy photos of me, you think despairingly. And Jake was going to beat him up for it too.<br>
<br>
<I>Day one?</i><br>
<br>
“Oh my god, Emily!” you hear, bringing you out of your thoughts. You spin to see a young woman approaching. You recognise her from the few nights when she’s come over for dinner. This is Emily’s friend, Michelle.<br>
<br>
<<ActionsHeader>>
<<link "Meet Michelle" "PrologueSchoolGates">><<set $PrologueSchoolGates to "MeetMichelle">><<NPCKnown "Michelle">><</link>>
<<case "MeetMichelle">>
You smile as Michelle approaches. Her strawberry-blonde hair flows around her face in curls. She’s slightly shorter than you, but she's definitely grown in other areas. You feel your cheeks redden as you realise you’ve been checking her out.<br>
<br>
“What drama for before school!” she says, slyly. “I must admit, I wouldn’t have minded seeing Jake pummel Dennis, even though he is a brute. Dennis is such a sleaze.”<br>
<br>
You nod, trying to stay as noncommittal to any conversation as you can. Thankfully, Michelle likes to talk.<br>
<br>
“So, did you do last-minute cramming for the Maths test today? Hopefully your brother gave you some last-minute pointers. I bet he's nice, like that. But don’t fret, it’s an easy one, okay?”<br>
<br>
You nod. Somehow, passing a Maths test this morning is the least of your problems.<br>
<br>
The bell rings and Michelle grabs your hand. “Come on! Let’s get to class.”<br>
<br>
<<ActionsHeader>>
<<link "Enter the school" "PrologueSchoolCorridor">><<set $PrologueSchoolGates to undefined>><</link>>
<</switch>><<switch $PrologueSchoolGym>>
<<case undefined>>
<b>Charlton School - Gymnasium</b><br>
<img src="./images/School_Gym.png"><br>
<br>
<<if $PrologueGymChange is "Wait">>
Walking slowly, you enter the gym and notice the girls are sitting on one side of the gym, and the boys on the other.<br>
<br>
Mr. Beach looks at you appraisingly as you walk in. He's not the only one. Everyone is staring at you.<br>
<br>
“Nice of you to join us, Phillips,” he says. “I’m sure the boys appreciate it."<br>
<br>
There’s a few wolf whistles and cheers as you sit down with the girls, who mostly roll their eyes and whisper. You clamp your legs tight together, aware the boys are looking over and trying to see up skirts.<br>
<<else>>
You enter the gym with the other girls to see the boys entering too, sitting on the opposite side. You walk with the other girls and sit opposite, careful to keep your legs together to prevent the boys from looking up your skirt.<br>
<</if>>
<br>
<<ActionsHeader>>
<<link "Listen to Mr. Beach" "PrologueSchoolGym">><<set $PrologueGymChange to undefined>><<set $PrologueSchoolGym to "ListenBeach">><</link>>
<<case "ListenBeach">>
“Alright kids,” he begins. “Wet weather activities. Today you’ll be doing obstacle challenges. Five minutes on each one, split into groups of five. Girls stay with girls, boys stay with boys. Try to complete each one. Those who don’t will be cleaning up the gym after the lesson.”<br>
<br>
There’s a murmuring as the students begin to break into groups. Thankfully Emily is not a social pariah, so a group of girls welcome you into their group.<br>
<br>
You look around the gym at the obstacles. Ropes, a climbing wall and some yoga balls. You let out a small sigh of relief. It’s been a while, you think, but these seem achievable to you. <br>
<br>
"Come on kiddies," you hear Beach bellow. "Get on with it!"<br>
<br>
<<ActionsHeader>>
<<link "Begin the PE lesson" "PrologueSchoolGym">><<set $PrologueSchoolGym to "Start">><<set $GymActivities to 0>><</link>>
<<case "Start">>
You look around the gym at the activities. Other students are racing to claim what they deem the best activities to begin with.<br>
<br>
“Where should we start?” one of the girls in your group asks you.<br>
<br>
<<ActionsHeader>>
<<if $ProloguePELessonRopes is undefined>><<link "Choose the ropes" "ProloguePELesson">><<set $ProloguePELesson to "Ropes">><<set $ProloguePELessonRopes to true>><<set $PrologueSchoolGym to "Active">><</link>><br><</if>>
<<if $ProloguePELessonClimbingWall is undefined>><<link "Choose the climbing wall" "ProloguePELesson">><<set $ProloguePELesson to "ClimbingWall">><<set $ProloguePELessonClimbingWall to true>><<set $PrologueSchoolGym to "Active">><</link>><br><</if>>
<<if $ProloguePELessonYogaBall is undefined>><<link "Choose the yoga balls" "ProloguePELesson">><<set $ProloguePELesson to "Yoga">><<set $ProloguePELessonYogaBall to true>><<set $PrologueSchoolGym to "Active">><</link>><</if>>
<<case "Active">>
Taking a deep breath, you look around at the gym to the activities you've still got to attempt.<br>
<br>
You notice that your group is looking to you now for direction. "What next?" one of the girls asks.<br>
<br>
<<ActionsHeader>>
<<if $ProloguePELessonRopes is undefined>><<link "Choose the ropes" "ProloguePELesson">><<set $ProloguePELesson to "Ropes">><<set $ProloguePELessonRopes to true>><</link>><br><</if>>
<<if $ProloguePELessonClimbingWall is undefined>><<link "Choose the climbing wall" "ProloguePELesson">><<set $ProloguePELesson to "ClimbingWall">><<set $ProloguePELessonClimbingWall to true>><</link>><br><</if>>
<<if $ProloguePELessonYogaBall is undefined>><<link "Choose the yoga balls" "ProloguePELesson">><<set $ProloguePELesson to "Yoga">><<set $ProloguePELessonYogaBall to true>><</link>><</if>>
<<case "Finish">>
With all three challenges attempted, you regain control of your breath and sit down with the rest of the girls, waiting for everyone to finish.<br>
<br>
Once everyone is seated, Mr. Beach looks at his clipboard. “Alright kids, the results are in. As always, some good successes, some not so good attempts. Whilst there are many winners today, there can only be one loser. And today, that is…”<br>
<br>
<<if $GymActivities > 1>>
“Heather Oats!”<br>
<br>
You look over, following the other girls stares. A waifish girl gasps. Mr. Beach smiles at her. <br>
<br>
“That’s right, Oats, you’re on cleaning duty. The rest of you, head to the locker rooms.”<br>
<br>
You join the other girls, leaving Heather sitting on the bench on her own.<br>
<br>
<<ActionsHeader>>
<<link "Go back into the changing room" "PrologueSchoolChangingRoom">><<set $PrologueSchoolGym to undefined>><<set $PrologueSchoolChangingRoom to "PostLesson">><<set $GymActivities to undefined>><</link>>
<<else>>
“Emily Phillips!”<br>
<br>
The other girls turn to look at you, all smiling darkly. Mr. Beach steps up and offers a similar smile. <br>
<br>
“That’s right, Phillips. You’re on cleaning duty. The rest of you, head to the locker rooms.”<br>
<br>
You watch as the other students walk out, soon leaving you alone in the gym. After a couple of minutes, Mr. Beach returns with a bucket of warm water and a towel. He tosses it down in front of you.<br>
<br>
“Alright Phillips, as a forfeit, you're going to clean the gym for thirty minutes. You can clean what you like, but one thing I do want to see is this floor spick and span. So get to it.”<br>
<br>
He sets his stopwatch and waits for you to start cleaning.<br>
<br>
<<ActionsHeader>>
<<link "Clean the gym" "PrologueSchoolGym">><<set $PrologueSchoolGym to "Clean">><<set $GymActivities to undefined>><<Orientation 4>><</link>>
<</if>>
<<case "Clean">>
Feeling ashamed, you get down on your hands and knees to begin cleaning. The smell of stale sweat is everywhere. You can almost taste it. The warm water Mr. Beach has given you does nothing to hide it too. Soon you feel as though you're bathing in it.<br>
<br>
Instead of being repulsed by it, though, in time you find yourself adjusting to it. As you clean the gym floorboards, you begin to think about the people who must have used this gym over the years. The dozens, if not hundreds, of boys who sweated over these floors.<br>
<br>
And the smell might be the sweat of boys barely used to using deodorant, but you begin to think about those boys and their physical education. Their muscular bodies playing basketball. Sweat dripping down their toned abs. A lot of testosterone is baked into these boards.<br>
<br>
You idly look up from the floor, seeing Mr. Beach watching you perched on a vaulting box. You look up at him as you clean on all fours. <br>
<br>
You notice that in spite of his age, he too has kept up his physique. He is toned, fit and has a pair of manly thighs on display below his short shorts.<br>
<br>
“Keep it up, Phillips,” he says to you. “We might have found something you’re good at.”<br>
<br>
Absent-mindedly you feel yourself moving to clean right in front of the box he perches on. Leaning over to get your elbow working on a particularly grimy sweat stain, you feel your polo shirt hanging down, giving him a good look down your top at your breasts.<br>
<br>
“Like this sir?” you find yourself purring.<br>
<br>
He smirks. “Oh yes, Phillips. Careful though, we wouldn’t want you to rub your shirt on the floor. It would get all dirty, and then what would we do?”<br>
<br>
“I don’t know sir,” you say, wringing out the towel when his watch goes off and savouring in the smell of the dirty water. You stare back up at him. “Will that be all, sir?”<br>
<br>
He grins. “Yes Phillips. For now. Go along to the changing rooms. I’ll see you again, I’m sure.”<br>
<br>
You smile coyly at him and then walk out of the gym. Something didn't feel right about that entire experience, but for the life of you, you can't put your finger on it.<br>
<br>
<<ActionsHeader>>
<<link "Go back into the changing room" "PrologueSchoolChangingRoom">><<set $PrologueSchoolGym to undefined>><<set $PrologueSchoolChangingRoom to "PostLesson">><</link>>
<</switch>><<switch $PrologueSchoolGymEntrance>>
<<case undefined>>
<b>Charlton School - Gym Entrance</b><br>
<img src="./images/School_Gym_Entrance.png"><br>
<br>
You walk through the Charlton corridors, following the signs that point to the gymnasium and to your final lesson of the day. Hopefully, with any luck, the final lesson you'll ever have to face as a girl.<br>
<br>
Eventually, you spot a group of students lining up outside the changing rooms. One line for boys and one for girls. Reluctantly, you join the girls.<br>
<br>
At the front of each line stands Mr. Beach, the stocky man who broke up Jake and Dennis when you first arrived this morning. Still wearing short shorts and a tracksuit jacket, he now carries a clipboard in one hand and a stopwatch in the other.<br>
<br>
"Alright!", he bellows, silencing the corridor. <br>
<br>
"Alas, rain has stopped play outside today, so this afternoon we'll be staying inside. So change into your gym clothes and I expect to see you all in there within minutes!"<br>
<br>
The line surges forward as people rush into the changing rooms.<br>
<br>
<<ActionsHeader>>
<<link "Enter the girls changing rooms" "PrologueSchoolChangingRoom">><</link>>
<</switch>><<switch $PrologueSchoolMathsRoom>>
<<case undefined>>
<b>Charlton School - Maths Room</b><br>
<img src="./images/School_Maths_Room.png"><br>
<br>
Michelle leads you into a classroom a minute before the lesson starts. She takes a seat at one of the desks near the front and you sit down at the one next to her. She leans over and looks at you.<br>
<br>
“Did you go without make-up today, Em?” she asks you conspiratorially. “You look like you’ve been up all night. What will the boys say?” She winks at you. <br>
<br>
The conversation is interrupted by the entrance of an ageing man dressed in a suit and tie. As soon as he steps in the idle chatter from the other students simmers down. <br>
<br>
“Alright, alright, close those mouths,” he says, shutting the door behind him and bringing all conversation to a halt.<br>
<br>
You look up at him, very aware that your desk at the front of the classroom does nothing to hide your legs. You push them together, trying to retain some level of modesty. You think how Emily would be mortified if you flashed her teacher whilst pretending to be her.<br>
<br>
“Good morning class,” the man says in an almost singsong voice.<br>
<br>
“Good morning Mr. Rogers,” the class parrots back.<br>
<br>
“Today is the day you’ve all been waiting for,” Mr. Rogers says, as he takes a seat behind his wooden desk. “This term’s Maths exam. I hope you’ve been studying.”<br>
<br>
The door that Mr. Rogers closed suddenly bursts open and a girl almost falls in through the entrance. She's dressed generally like another student, but her uniform is pushing the boundaries of what is acceptable and her make-up is definitely on the darker side of what's permitted.<br>
<br>
“Take a seat, Miss Pleasant,” Mr. Rogers says. “I’m sure you are as excited to take this test as I am to mark it."<br>
<br>
You watch the girl walk through the classroom. She smiles as she takes a seat a row back from you. This has to be Elizabeth.<br>
<br>
“Now,” Mr. Rogers continues. “If there are no further interruptions, we may begin. You will find your exam in your desk drawer. You have fifty minutes. No calculators. No phones. And above all, no talking. Your time starts now.”<br>
<br>
There is a mad rush as each student takes their exam paper from their drawer and begins scribbling down their name at the top.<br>
<br>
<<ActionsHeader>>
<<link "Open the Maths exam" "PrologueSchoolMathsRoom">><<set $PrologueSchoolMathsRoom to "OpenExam">><</link>>
<<case "OpenExam">>
You open the desk drawer and take out the maths exam. You glance over the questions and your heart skips. Despite everything that has happened today, at least this is what you expected.<br>
<br>
You glance up at the ticking clock above the blackboard. You won’t need fifty minutes. You can do this in fifteen. Although weirdly enough, you seem to have daydreamed for five already. The clock now shows there are only forty-five minutes until the end of the lesson.<br>
<br>
Shrugging, you take out your pencil and are set to answer the first question when a crumpled roll of paper lands on your desk. <br>
<br>
You glance back in the direction of where it came and see Elizabeth looking at you. She looks over the rim of her dainty glasses, puts a finger to her lips, motioning for you to be silent, and then puts her head down to work.<br>
<br>
Your eyes drift to the ball of paper now resting on your desk.<br>
<br>
<<ActionsHeader>>
<<link "Open the note" "PrologueSchoolMathsRoom">><<EmilyGrades 1>><<set $PrologueSchoolMathsRoom to "OpenNote">><<SetFlag "PrologueMathsAced">><</link>><br>
<<link "Get on with the exam" "PrologueSchoolMathsRoom">><<Intelligence -1>><<set $PrologueSchoolMathsRoom to "GetOnExam">><</link>>
<<case "OpenNote">>
You glance up at Mr. Rogers, who seems absorbed in a book. Cautiously, you reach over and open it up to reveal some scribbly writing in black pen.<br>
<br>
<span class='PCFemale-handwriting'>Did it work? Are you really <<TrueName "Current">>? Let’s meet after class. And whatever you do, don’t look at the clock above the blackboard.</span><br>
<br>
You look back at Liz, but she’s now concentrating on the exam. You crumple the paper back up, put it in your bag, and return to the test.<br>
<br>
Heeding the words on the note, you get down to business, but not once do you look up at the clock. <br>
<br>
The questions would be challenging for the average eighteen-year-old, but as you expected, they are easy. Not wanting to draw attention to yourself, you try to take your time answering them, but you can’t help but finish quickly.<br>
<br>
You look up after completing the last question and see that Mr. Rogers is staring at you over the rim of his glasses with interest. “Something wrong, Miss Phillips?”<br>
<br>
You shake your head. He holds his stare for a moment longer, then returns to his book.<br>
<br>
Soon the bell rings and Mr. Rogers barks for everyone to put their pens down. “That bell is a signal for me, not you. Now leave the exam on your desk and you may go to your next lesson.”<br>
<br>
Students begin filtering out of the room. As you're packing up your things, Michelle leans over to whisper to you. <br>
<br>
“How did you find it? I think I got at least ten right, but they were really hard. Hopefully Mr. Rogers goes easy on me. See you in the cafeteria in a bit!”<br>
<br>
Michelle bounds out the door. You begin to follow, but hear Mr. Rogers’ voice again. <br>
<br>
“Finished so quickly, Miss Phillips?”<br>
<br>
You glance back at him, still sitting behind his desk. “I hope for your sake that you studied hard. I will find your exam paper most intriguing.”<br>
<br>
Without saying a word, you walk out. As you notice the time, you briefly wonder about your job. Your real job. You're certain that your boss will have noticed your absence. He'll take note when you're away from the office. You might have aced Emily's exam, but you don't look forward to having to make it up to Thompson tomorrow.<br>
<br>
<<ActionsHeader>>
<<link "Walk out into the corridor" "PrologueSchoolCorridor">><<set $PrologueSchoolMathsRoom to undefined>><<NPCKnown "Elizabeth">><<set $PrologueSchoolCorridor to "MeetElizabeth">><<TimeChange>><</link>>
<<case "GetOnExam">>
You ignore the note and get to work on the exam questions, trying to keep your mind free from distractions. You answer the first questions with ease, glancing up to see how quickly you are breezing through the exam.<br>
<br>
Discouragingly, you see that another five minutes has passed without you realising. You wince, not understanding where time has gone. <br>
<br>
You turn over the next question and read it a few times. It’s a simple algebra question, but it takes a bit for your brain to get to the answer. It has been a while since you’ve done theory. Still, you find the next question a little odd to understand too.<br>
<br>
You look back up the clock and feel your mouth dropping open. You are only a third of the way through the exam, but over half the lesson has gone. <br>
<br>
The exam isn’t getting easier, either. You spend a long time just reading the next five questions, eventually comprehending what they are asking for. You also make a few basic mistakes that would cause so many bugs if you let them slip through in your day job.<br>
<br>
Come on <<TrueName "Current">>, you think. Focus. You only have…<br>
<br>
And you glance up at the clock to see you only have five minutes left. <br>
<br>
You begin to hurry, trying to get through as many questions as you can. Rushing leads to a number of mistakes and there are even a few questions that you just can’t get your head around.<br>
<br>
The bell goes just as you move on to the final question and scrawl down a guess. “Pens down!” Mr. Rogers orders. He steps up next to your desk and slaps a ruler against your desk. “That includes you, Miss Phillips. I will be penalising you for not listening to the bell.”<br>
<br>
Mr. Rogers turns to the whole class. “Alright, now leave the exam on your desk and you may go to your next lesson. You are all dismissed.”<br>
<br>
Students begin filtering out of the room. As you pack up your things, Michelle leans over to whisper to you. <br>
<br>
“How did you find it? I think I got at least ten right, but they were really hard. Hopefully Mr. Rogers goes easy on me. See you in the cafeteria in a bit!”<br>
<br>
Michelle bounds out the door. You begin to follow, but hear Mr. Rogers’ voice again. <br>
<br>
“Struggled a little there, Miss Phillips?”<br>
<br>
You glance back at him, still sitting behind his desk. You feel his eyes drifting over your body. “I will find your exam paper most intriguing. I suspect in the future I’ll find you back in my class after school.”<br>
<br>
Without saying a word, you walk out. As you notice the time, you briefly wonder about your job. Your real job. You're certain that your boss will have noticed your absence. He'll take note when you're away from the office. And you didn't even manage to ace Emily's exam. You don't look forward to having to make it up to Thompson tomorrow.<br>
<br>
<<ActionsHeader>>
<<link "Walk out into the corridor" "PrologueSchoolCorridor">><<set $PrologueSchoolMathsRoom to undefined>><<NPCKnown "Elizabeth">><<set $PrologueSchoolCorridor to "MeetElizabeth">><<TimeChange>><</link>>
<</switch>><<switch $PrologueThompsonsOffice>>
<<case undefined>>
<b>Thompson's Handyman Repairs - Office</b><br>
<img src="./images/Thompsons_Office.png"><br>
<br>
You walk into the small room full of desks and ancient computers that you somehow have to make do with as a contemporary office.<br>
<br>
Sitting down at your desk, you check emails before looking at the bug that forced you to give up your Sunday. Apparently there was a glitch on Friday evening and Gordon was booked for two jobs at once.<br>
<br>
You grimace, bracing for another lecture from the owner, Mr. Thompson.<br>
<br>
“Hey Phillips,” you hear a voice say from behind you.<br>
<br>
You turn and see your co-worker Dan entering, dressed in a cheap suit and smelling like old cologne. He looks back through the door as it closes, waving out to Annie in reception. “I’ll see you later, Annie!”<br>
<br>
He chuckles, taking a seat at the desk opposite and opening a rolodex, as he eyes you with a smirk. "Didn't expect to see you pulling overtime. Me? I'm already hitting targets. Don't need to work weekends. But I heard Annie was working and thought I could keep her company. Man, that's a piece of arse if ever I saw one,” he says. “Get a few drinks in that one and I bet she’ll be up for it, am I right?”<br>
<br>
<<ActionsHeader>>
<<link "Agree with him" "PrologueThompsonsOffice">><<SetFlag "PermDay0OfficeAgree">><<Greedy 1>><<set $PrologueThompsonsOffice to "Agree">><<set $Day0OfficeAgree to true>><</link>><br>
<<link "Tell him that’s not appropriate" "PrologueThompsonsOffice">><<set $PrologueThompsonsOffice to "Disagree">><<set $Day0OfficeAgree to false>><<Greedy -1>><</link>>
<<case "Agree">>
“She’s got a lovely figure,” you reply, trying to match his lecherous tone. He takes that as encouragement and grins.<br>
<br>
“I bet she wouldn’t be picky, too,” he continues. “I reckon you are in with a shot there, mate. Maybe I could take her out for drinks, have some fun in the bathroom, and then I’ll text you to let you know she’s ready for you to pick up sloppy seconds."<br>
<br>
His laughter is interrupted by his ringing phone. “Good morning," he says as he picks it up. "Thompson Handyman Repairs. Daniel Mendel speaking. How can I help you?”<br>
<br>
You turn back to your screen as Dan takes his call, his loud voice echoing throughout the room.<br>
<br>
<<ActionsHeader>>
<<link "Start work" "PrologueThompsonsOffice">><<NPCKnown "Thompson">><<set $PrologueThompsonsOffice to "StartWork">><<set $PeriodWorkedThompsons to true>><<TimeChange>><<WorkPerformance 1>><</link>>
<<case "Disagree">>
“I don’t think you should be talking like that at work,” you tell him.<br>
<br>
He frowns at you and waves his hand dismissively as he snorts. “It’s just banter, mate. No need to get your panties in a twist.”<br>
<br>
But thankfully a moment later his phone rings. He picks up the receiver, adopting a smooth salesman tone. “Good morning, Thompson Handyman repairs. Daniel Mendel speaking. How can I help you?”<br>
<br>
You look back at your screen, listening to Dan’s grating voice as he chats to a customer.<br>
<br>
<<ActionsHeader>>
<<link "Start work" "PrologueThompsonsOffice">><<NPCKnown "Thompson">><<set $PrologueThompsonsOffice to "StartWork">><<set $PeriodWorkedThompsons to true>><<WorkPerformance 1>><<TimeChange>><</link>>
<<case "StartWork">>
You open up the development window on your computer and try to find the bug that caused Gordon to be double-booked. Whoever worked here before you was an amateur. It’s held together by logic that you quickly see will break as people use it.<br>
<br>
After about an hour of searching in vain, you brace yourself as a door slams open nearby. “Phillips!” you hear someone bark. You look up to see your boss, Mr. Thompson, striding over to you.<br>
<br>
“I’ve just had Sean McTafey on the phone!” he shouts. “He needed Gordon to get over there on Friday to fix a leak in the basement. But thanks to you, Gordon was working over at Harold Sermon’s hotel on a routine check!”<br>
<br>
You look up at your boss and gauge how to respond. An overweight man by any definition, his white shirt is stained from years of profuse sweat. His face is puffy and red, his breathing rapid just from walking out of his office.<br>
<br>
"It was the old code -," you begin.<br>
<br>
“I don’t care why it happened,” he cuts you off. “If that keg cellar isn’t dry by this afternoon, a lot of thirsty people are going to be without a drink after a day out at the Country Club. Get it sorted.”<br>
<br>
Mr. Thompson storms back into his office and slams the door.<br>
<br>
<<ActionsHeader>>
<<link "Get back to work until you’ve fixed the issue" "PrologueThompsonsOffice">><<WorkPerformance 1>><<set $PrologueThompsonsOffice to "FixBug">><</link>><br>
<<link "Take a break" "PrologueThompsonsOffice">><<set $PrologueThompsonsOffice to "TakeBreak">><</link>>
<<case "FixBug">>
Feeling blood rush to your face, you try to avoid Dan's stare and get your head down into the code. But you find it hard to focus as adrenaline from being shouted at rushes around your body.<br>
<br>
About an hour into the investigation, Annie walks into the office and makes a beeline for you, smiling sympathetically. <br>
<br>
“Hey <<TrueName "Current">>, just wondering if you wanted to get some lunch. Maybe some time away will help?”<br>
<br>
You gather from her expression that she’s well aware of the problem and Mr. Thompson’s outburst.<br>
<br>
“Not today, Annie”, you tell her. “I’ve got to get this done before the issue happens again.” <br>
<br>
You don’t have to look around to sense Dan leaping on this opportunity. “I’m free for lunch,” he says to Annie. “Maybe we can grab a drink too. Make it an extended working lunch. I’ve just made a decent sale, Mr. Thompson will be more than happy if I treat his lovely secretary.”<br>
<br>
She looks between you two, then shrugs. “Sure”, she says. “I’ll get my coat.”<br>
<br>
She walks out and you see Dan watching as she leaves, grinning. He smiles at you and follows her, not once letting his cheesy grin fall from his face.<br>
<br>
After he leaves, you turn your attention back to the computer and focus on the problem. At least now Dan's piercing voice won't interrupt your concentration. <br>
<br>
<<ActionsHeader>>
<<link "Continue working" "PrologueThompsonsOffice">><<WorkPerformance 1>><<TimeChange>><<set $PrologueThompsonsOffice to "ContinueWork">><</link>>
<<case "ContinueWork">>
Two hours of hard work later and you find the bug, unsurprisingly from legacy code before you started working here.<br>
<br>
Some time later, Dan returns, smelling of alcohol. He falls into his chair and shoots you a look. “What a lunch,” he exclaims. “Annie sure is a hungry girl.”<br>
<br>
You don’t respond to him and continue to finish out your work day in silence.<br>
<br>
<<ActionsHeader>>
<<link "Finish work" "PrologueThompsonsOffice">><<set $PrologueThompsonsOffice to "FinishWork">><<TimeChange>><</link>><br>
<<case "TakeBreak">>
Sighing, you stand up and take a deep breath. You catch Dan looking up at you with a quizzical look. “Taking a break?” he asks with smugness in his voice.<br>
<br>
“I think I need it,” you reply, and walk out to the reception area to get some air.<br>
<br>
<<ActionsHeader>>
<<link "Go out to reception" "PrologueThompsonsReception">><<set $PrologueThompsonsOffice to undefined>><<set $PrologueThompsonsReception to "LunchTakeBreak">><</link>><br>
<<case "FinishWork">>
Unlike your job back in the city, you are least thankful that you now get to go home at 5:30pm on the dot. Even on a Sunday. You watch the clock tick over and say your goodbyes, leaving just as the sun is setting.<br>
<br>
<<ActionsHeader>>
<<link "Go home" "PrologueYourHome">><<set $PrologueThompsonsOffice to undefined>><<set $PrologueYourHome to "Day0EmilyEvening">><</link>><br>
<<case "ReturnFromLunch">>
<b>Thompson's Handyman Repairs - Office</b><br>
<img src="./images/Thompsons_Office.png"><br>
<br>
You and Annie walk back to work, trying not to announce your late lunch. Dan raises an eyebrow as you sit down, but says nothing.<br>
<br>
With a fresh mind, you quickly find the bug that caused the issue. Unsurprisingly it's from legacy code written before you started working here. You send an email to Mr. Thompson explaining the issue and how you resolved it and receive a quick ‘Thanks’ as a reply.<br>
<br>
For the rest of the day, you clean up some of the code and try to ensure that nothing can go wrong overnight with the rest of the incoming bookings.<br>
<br>
<<ActionsHeader>>
<<link "Finish work" "PrologueThompsonsOffice">><<WorkPerformance 1>><<set $PrologueThompsonsOffice to "FinishWork">><<TimeChange>><</link>><br>
<</switch>><<switch $PrologueThompsonsReception>>
<<case undefined>>
<b>Thompson Handyman Repairs - Reception</b><br>
<img src="./images/Thompsons_Reception.png"><br>
<br>
You walk into the reception of Thompson’s Handyman Repairs. It’s no more than a room with a cheap desk and a couple of doors on either side. One to the warehouse, where electricians and plumbers store supplies and their vehicles. The other to the office where you spend your days working to bring order to a software system built decades ago.<br>
<br>
“Morning <<TrueName "Current">>,” the receptionist says as you enter. Annie is in her early twenties, blonde and pretty. She's always dressed for a much more professional company than the one you work for.<br>
<br>
She is sitting behind the desk, staring up at you with a flirtatious smile that you have come to learn is just her natural demeanour. “How are you today?”<br>
<br>
“Good thanks Annie,” you reply. “Spending Sunday living the dream.” She grimaces at the mention of the day, but tries to smile politely.<br>
<br>
Just then, you feel your phone vibrate in your pocket. Reception is so terrible around Charlton that since moving here you’ve quickly got out of the habit of idly scrolling whenever you have a spare moment.<br>
<br>
<<ActionsHeader>>
<<link "Check your phone" "PrologueThompsonsReception">><<set $PrologueThompsonsReception to "Phone">><</link>>
<<case "Phone">>
You take out your phone and see you have a message from your girlfriend, Jennifer. It’s a picture of her dressed in a short skirt and crop top in front of a changing room mirror. You read the caption.<br>
<br>
<span class="MobileMessage"><b>Jennifer:</b> Put these aside before my shift. Think I might wear it tonight. My place for dinner? Xxx</span>
<br>
You smile to yourself. There are certainly things you don’t like about Charlton, but Jennifer is not one of them.<br>
<br>
<<ActionsHeader>>
<<link "Go to the shop floor" "PrologueThompsonsShopFloor">><<set $PrologueShopFloor to true>><<set $PrologueThompsonsReception to undefined>><</link>><br>
<<link "Go to the office" "PrologueThompsonsOffice">><<set $PrologueThompsonsReception to undefined>><</link>>
<<case "LunchTakeBreak">>
<b>Thompson Handyman Repairs - Reception</b><br>
<img src="./images/Thompsons_Reception.png"><br>
<br>
Annie looks up at you as you enter the reception, smiling sympathetically. You deduce she heard Mr. Thompson’s tirade.<br>
<br>
“Hey <<TrueName "Current">>, just wondering if you wanted to get some lunch,” she asks. “Maybe some time away will help?”<br>
<br>
You look at her, sitting behind her desk. She smiles warmly, waiting for your response.<br>
<br>
<<ActionsHeader>>
<<link "Go to lunch with Annie" "PrologueThompsonsReception">><<set $PrologueThompsonsReception to "LunchTakeBreakLunchDate">><</link>><br>
<<link "Stay and return to work" "PrologueThompsonsReception">><<set $PrologueThompsonsReception to "LunchTakeBreakStayAndWork">><</link>>
<<case "LunchTakeBreakLunchDate">>
“A break would be good,” you say. Annie smiles and stands, revealing her long legs as she puts on her coat.<br>
<br>
“Do you want to go to the hotel restaurant?” she asks. “It’s got a lunchtime special today. Come on, my treat.”<br>
<br>
You open the door for Annie and she walks outside. Following her, you notice the sun warming your body. It makes you feel better instantly. <br>
<br>
Annie leads you across the road to the Charlton Hotel and you try to ignore Gordon’s van in the car park as she leads you inside.<br>
<br>
<<ActionsHeader>>
<<link "Enter the Charlton Hotel" "PrologueHotelLobby">><<set $PrologueThompsonsReception to undefined>><<NPCKnown "Lennox">><</link>>
<<case "LunchTakeBreakStayAndWork">>
You shake your head. “Not today, Annie”, you tell her. “I’ve got to get this done before the issue happens again.” <br>
<br>
She nods and offers you a smile. “I’m sure you’ll fix it, <<TrueName "Current">>. Mr. Thompson can just get in a mood sometimes.”<br>
<br>
She stands and puts on her coat. “We’ll do lunch another time,” she adds. “Good luck.”<br>
<br>
You watch her leave, noting her long legs previously hidden by the desk. She looks back and smiles at you, before leaving. You sigh.<br>
<br>
Returning to your desk, you sit down and get back to the task at hand. You try to ignore Dan looking up.<br>
<br>
“Did Annie just leave for lunch?” he asks. You don’t reply, but he stands up anyway. “I think I’m going to catch-up with her and see if she wants to join me. A nice long-lunch, if you get my drift.” He grins and dashes out the door.<br>
<br>
<<ActionsHeader>>
<<link "Continue working" "PrologueThompsonsOffice">><<WorkPerformance 1>><<set $PrologueThompsonsOffice to "ContinueWork">><<set $PrologueThompsonsReception to undefined>><<TimeChange>><</link>><br>
<</switch>><<switch $PrologueThompsonsShopFloor>>
<<case undefined>>
<b>Thompson's Handyman Repairs - Shop Floor</b><br>
<img src="./images/Thompsons_Shop_Floor.png"><br>
<br>
If you were to believe the labourers and electricians, the shop floor is where the actual work for the company takes place. Which they remind you of every opportunity.<br>
<br>
This morning there are a couple of branded vans parked near the shutters at different stages of being loaded. The rest of the space is covered in plumbing parts and electrical wiring that Thompson’s Handyman Repairs uses to charge large sums of money to Charlton residents with no other alternative.<br>
<br>
You notice two employees, Gordon and Clive, loading up their vans, ready for a day’s work.<br>
<br>
<<ActionsHeader>>
<<link "Talk to Gordon and Clive" "PrologueThompsonsShopFloor">><<NPCKnown "Clive">><<NPCKnown "Gordon">><<set $PrologueThompsonsShopFloor to "CliveGordon">><</link>>
<<case "CliveGordon">>
You know Gordon and Clive primarily through work. Clive is a tall and lean man with an easy-going nature that doesn’t fit the stereotype of an electrician. You remember him mentioning that he played touch rugby over the summer with your brother Brock, before he went to University. Lean and nimble, you reckon he'd be a great winger.<br>
<br>
Gordon, on the other hand, could be a bodybuilder. He barely says a word, except when talking about how much he’s benching or how unfit people are at the gym. His attitude makes you feel that people would not want to work out when he’s there, which unfortunately seems to be all the time.<br>
<br>
“What’s happening, Phillips?” Clive says as he sees you. “The boss pulled you in today, too? Mighty nice of you to come in and try to fix the reason we're working overtime.” The words sting a bit, even though his tone is playful and far from mean.<br>
<br>
"I don't know what's happening," you tell Clive. "It was working fine on Friday."<br>
<br>
Clive gives you a grin. "Always works until it doesn't. So you taking a break from working hard sitting down, or come to see how real men make their living?"<br>
<br>
<<ActionsHeader>>
<<link "Come up with a retort" "PrologueThompsonsShopFloor">><<Assertive 1>><<set $Day0ShopFloorRetort to true>><<set $PrologueThompsonsShopFloor to "Retort">><</link>><br>
<<link "Placate him" "PrologueThompsonsShopFloor">><<Assertive -1>><<set $PrologueThompsonsShopFloor to "Placate">><<set $Day0ShopFloorRetort to false>><</link>>
<<case "Retort">>
“You wouldn’t have a living if I didn’t sort out the piece of junk that is your booking system,” you reply.<br>
<br>
Clive chuckles. “Pen and paper would suit me fine,” he says. “That’s how I learned at school. Sometimes the old ways are the best. Think that we're in today proves that right.”<br>
<br>
Gordon looks up from his packing, his face the picture of disinterest. He shakes his head as he sees you and returns to his work.<br>
<br>
<<ActionsHeader>>
<<link "Go to the office" "PrologueThompsonsOffice">><<NPCKnown "Dan">><<set $PrologueThompsonsShopFloor to undefined>><</link>>
<<case "Placate">>
“I don’t think I’m built for doing manual labour,” you respond, playing to his bias. <br>
<br>
He laughs as he looks you up and down. “Don’t worry about it, champ. Some men aren’t just built to do it,” he replies.<br>
<br>
Gordon looks up at you over a stack of boxes he’s carrying. “You should come by the gym," he says. “There’s plenty of people in worse shape than you. I’m sure that girl of yours would appreciate you adding some muscle to that body.”<br>
<br>
There’s no hint of a joke on Gordon’s face. He returns to packing his van.<br>
<br>
<<ActionsHeader>>
<<link "Go to the office" "PrologueThompsonsOffice">><<NPCKnown "Dan">><<set $PrologueThompsonsShopFloor to undefined>><</link>>
<</switch>><b>Charlton Town Centre</b><br>
<img src="./images/Town_Centre.png"><br>
<br>
The centre of Charlton is nothing more than a road of shops and offices, barely built up beyond second storeys. There are no skyscrapers, no bustling malls, no signs of the noise and bustle you used to call home in the city.<br>
<<LocationKnownCheck "FreshPot">>
<<if _LocationKnownCheck is true>><br>Damn, I could do with a coffee, you think.<br><</if>>
<br>
<<ActionsHeader>>
<<LocationKnownCheck "FreshPot">>
<<if _LocationKnownCheck is false>>
<<link "Enter the Fresh Pot Cafe" "PrologueFreshPot">><<LocationKnown "FreshPot">><<NPCKnown "Florence">><</link>><br>
<<else>>
<s>Enter the Fresh Pot Cafe</s> - <i>You've already been here today.</i><br>
<</if>>
<<link "Go to Thompson's Repairs" "PrologueThompsonsReception">><<NPCKnown "Annie">><</link>><<switch $PrologueYourHome>>
<<case undefined>>
<b>Your home</b><br>
<img src="./images/Your_Home.png"><br>
<br>
Emily sits at the kitchen table, surrounded by school books and notepads. Eighteen and usually perky and positive, she is dressed casually in a T-shirt and jeans.<br>
<br>
“Morning <<TrueName "Current">>,” she says as you enter. “How did you sleep?”<br>
<br>
You mutter a neutral reply. You don't ask her the same question, as it's obvious she’s been up all night studying. You can tell the move has been hard for many reasons, but it most prominently shows in her studies. Back in the city she was a top-of-the-class student. Since the move though, she’s been struggling with maintaining an average grade.<br>
<br>
<<ActionsHeader>>
<<link "Help Emily Study" "PrologueYourHome">><<set $PrologueYourHome to "Study">><</link>>
<<case "Study">>
You sit down with her and look at the textbook open on the kitchen table. Algebra. Even when you were at school, Maths came naturally for you. Now it feels like child's play.<br>
<br>
Emily smiles meekly as you help her. You spend thirty minutes walking her through how the Maths questions can be solved, but she grows more frustrated with each mistake she makes.<br>
<br>
“I don’t know what’s wrong with me,” she exclaims after missing a step you just talked through. “Even Michelle is doing okay with her grades. I'm way smarter than her!"<br>
<br>
You remember that despite struggling with school, Emily has at least met someone she can call a friend. "Maybe this particular type of Maths just suits her?" you offer, trying to be helpful.<br>
<br>
“It’s like I just can’t keep all of this in my head," Emily continues, ignoring your question. "Everything seems so hard and complicated right now. This all was so simple back… home.”<br>
<br>
The word hangs in the air between you. You look at each other and remember, not for the first time this week, that the move has been tough on the both of you.<br>
<br>
“You’ll get the hang of it,” you say reassuringly. “The test is tomorrow, right? Still another night of studying to get in before then.” <br>
<br>
That causes her to smile at least. Just a little, but you’ll take the win. <br>
<br>
“I’m going to see Jennifer this evening,” you add. “But we can get up early tomorrow and do some last-minute cramming.” <br>
<br>
She nods. You can tell she’s still despondent, but she is trying to cling to the positivity that used to define her.<br>
<br>
“Have a good day,” you say as you get up. “I’ll see you after work.”<br>
<br>
<<ActionsHeader>>
<<link "Go outside" "PrologueYourStreet">><<set $PrologueYourHome to undefined>><</link>>
<<case "Day0EmilyEvening">>
<b>Your home</b><br>
<img src="./images/Your_Home.png"><br>
<Br>
You enter your parents’ house to the familiar sight of Emily hunched over the kitchen table, surrounded by homework. She smiles politely as you walk in, but quickly puts her head back in a book.<br>
<br>
“How’s it going?" you ask.<br>
<br>
She looks up, tears in her eyes. “<<TrueName "Current">>, I think I'm going to fail!" Then the tears begin to stream.<br>
<br>
You put your arm around her and hug her gently. “Look, you’ve still got another night,” you console her. “And plus, I’ll help you cram in the morning. I promise.”<br>
<br>
“I don’t think that’s going to help!” she stammers. “I just can’t get my head around this. I feel so stupid! This is so unlike me! Plus, Mr. Rogers said that if I failed this class, he’d have to keep me back for detention to make up for it!"<br>
<br>
"I'm not sure you can get detention for failing an exam," you reply.<br>
<br>
"You can! He apparently did the same to Michelle last term and she had to stay behind after school to do extra work!”<br>
<br>
You look down at your sister. You’ve never seen her like this. Not just her struggling with grades, but her being this emotional. You smile, unsure of what to say to her like this.<br>
<br>
“You can only try your best, Em,” you tell her. “There’s not much else you can ever do.”<br>
<br>
Emily looks up at you, her teary eyes causing her make-up to run a little. You are taken aback momentarily, not noticing before that she had started to wear such heavy make-up. But you don't have a chance to mention it before something else takes your attention. Emily reaches underneath her maths book and pushes something to the centre of the table. “Maybe there is,” she says.<br>
<br>
You look down at the object. It’s an amulet, old and faded, with a green emerald gem embedded in it.<br>
<br>
<<ActionsHeader>>
<<link "Inspect the amulet" "PrologueYourHome">><<set $PrologueYourHome to "InspectAmulet">><</link>>
<<case "InspectAmulet">>
You look down at the amulet. It’s made from a metal you can’t determine, but looks faded and worn. The green emerald, however, sparkles with none of its sheen lost. More noticeably, you feel a sense of warmth irradiating from it.<br>
<br>
“What is this?” you ask her, not taking your eyes off it.<br>
<br>
“A girl at school gave it to me,” Emily says. “When I told her that you were tutoring me, she said that if you would help me this could be the answer to my problems.” She takes out a faded piece of paper and hands it to you. “She also gave me this.”<br>
<br>
<<ActionsHeader>>
<<link "Inspect the note" "PrologueYourHome">><<set $PrologueYourHome to "InspectNote">><</link>>
<<case "InspectNote">>
You look at the note. Like the amulet it’s old and faded. You notice some hand writing on one side that reads:<br>
<br>
<b>For times of trouble, use me well. Take a treasured possession from those who need aid, and see them for who they are in your world. Then say these words. ‘From this item, I see you in your time of need. Now form shape to the person I see within.’</b><br>
<br>
<<ActionsHeader>>
<<link "Ask Emily what this is" "PrologueYourHome">><<set $PrologueYourHome to "AskEmilyWhat">><</link>>
<<case "AskEmilyWhat">>
“Em, what do you think this is?” you say, trying not to laugh. “It sounds like a magic spell.”<br>
<br>
Emily looks up at you, pleadingly. “Maybe it is. Or maybe it’s just some positive affirmations stuff. Either way, it can’t hurt, right? I need all the help I can get.”<br>
<br>
You smile politely at your sister. “I think what would help would be more studying.” <br>
<br>
You see her crestfallen face react to your dismissal and can’t help but want to appease her. You sigh. “If you think it would help," you say, "let’s talk about it tomorrow morning. For now continue studying.”<br>
<br>
Her eyes light up at your gesture. “Thanks <<TrueName "Current">>! You're the best!” She turns back to her books and you remember that even though she’s eighteen, she can be so naive sometimes.<br>
<br>
Just then, the landline rings. Even after a couple of months of having almost no phone reception, reverting to a landline seems like you’ve stepped back to another time.<br>
<br>
You pick up the receiver from the wall and answer. The warm voice of your girlfriend greets your ear. “Are you coming over?”<br>
<br>
“I’d love to, Jen,” you say. “I’ll be right over.”<br>
<br>
<<ActionsHeader>>
<<link "Go see Jennifer" "PrologueAvianLane">><<set $PrologueYourHome to undefined>><</link>>
<<case "Day1Sleep">>
<b>Your home</b><br>
<img src="./images/Your_Home.png"><br>
<Br>
You bid Jennifer farewell and go home, thinking about the day you’ve had.<br>
<br>
All the lights are off when you get in, but notice Emily has fallen asleep at the kitchen table in front of her books. Illuminating the room in a green light is the amulet, lying off to the side of the table where you left it. You don't understand how it does that.<br>
<br>
You wake up Emily and tell her to go to bed. Groggy and half-asleep, she nods. <br>
<bR>
You help her up the stairs, then go to your room and collapse in your bed for a restful night.<br>
<bR>
<<ActionsHeader>>
<<link "Go to sleep" "PrologueYourRoom">><<set $PrologueYourRoom to "PrologueDay0Sleep">><<set $PrologueYourHome to undefined>><</link>>
<<case "Day2Morning">>
<b>Your home</b><br>
<img src="./images/Your_Home.png"><br>
<br>
Emily still sits at the kitchen table, now fidgeting in the stuffy uniform that you know she hates. Charlton Upper School mandates it though, as if you were living in the last century. You can’t tell if she's just come down or she snuck back down to study. Her eyes look more tired than you’ve seen before,<br>
<br>
“Morning,” she says sleepily. “How did you sleep?”<br>
<br>
"Okay," you reply. "Let's see how you are doing."<br>
<br>
<<ActionsHeader>>
<<link "Inspect the note" "PrologueYourHome">><<set $PrologueYourHome to "Day2Study">><</link>>
<<case "Day2Study">>
You sit down again and look at the textbook in front of her. You begin to talk about the first question, but she quickly starts to cry. <br>
<br>
“I can’t do this <<TrueName "Current">>!” she cries, as you hug her gently. “It’s just all too hard!”<br>
<br>
“Look,” you say reassuringly. “It’s not so bad. Just another hour of studying and I’m sure you’ll be fine.”<br>
<br>
Her hand darts across the table and she pushes the amulet towards you. “It won’t be! Not without this! Please help me, <<TrueName "Current">>! Please can we try it! I can’t fail this test!”<br>
<br>
You look at the amulet. “Em,” you begin. “I don’t think this is the answer…”<br>
<br>
“Please <<TrueName "Current">>!” she cuts you off. “I know it’s stupid. But I can’t fail. If I fail, then who knows if I’ll be able to graduate. I… we,” she emphasises, “need to do anything to get me to pass.”<br>
<br>
You picks up the amulet. Even now, there’s something odd about it that unsettles you. But seeing Emily like this is a hundred times worse.<br>
<br>
<<ActionsHeader>>
<<link "You do it so it will provide Emily with some confidence" "PrologueYourHome">><<SiblingBond 1>><<set $PrologueYourHome to "Confidence">><<TakeObjectNPC "Emily" "amulet">><</link>><br>
<<link "You do it to prove to Emily that it’s fake" "PrologueYourHome">><<SiblingBond -1>><<set $PrologueYourHome to "Fake">><<TakeObjectNPC "Emily" "amulet">><</link>>
<<case "Confidence">>
“Alright, if you think this will help,” you say, putting it around your neck. You feel a bit stupid wearing the ancient trinket, but if you can convince Emily you are putting your heart into it she might get some confidence for her exam.<br>
<br>
You pick up the note and read the instructions out loud. “Alright, for times of trouble, use me well. Take a treasured possession from those who need aid, and see them for who they are in your world.”<br>
<br>
You look to Emily. “I need something from you to hold."<br>
<br>
She nods and reaches into her purse, pulling out some lipgloss. You raise an eyebrow. “It calms me down,” she says, but you don’t push her new interest in cosmetics any further.<br>
<br>
Holding on to the lipgloss, you visualise Emily in your mind. You think of a mental picture from happier times, before you moved here. A memory surfaces in your brain. Back at the beginning of summer, not four months ago, when your parents took you all to the beach. Emily, wearing a sundress, carefree, confident and happy. <br>
<br>
You feel the emerald warming your chest against your shirt as you picture the image. The warmth makes you feel something else. Carefree. Confident. Happy. You almost feel them as things you're experiencing right now for yourself. <br>
<br>
“Okay, here goes,” you tell Emily. “From this item, I see you in your time of need. Now form shape to the person I see within.”<br>
<br>
<<ActionsHeader>>
<<link "..." "PrologueYourHome">><<set $PrologueYourHome to "PrologueTransform">><</link>>
<<case "Fake">>
“Look, I’m going to prove you don’t need this,” you say, putting it around your neck. You feel a bit stupid wearing the ancient trinket, but you need Emily to realise that she’s the only one who can help herself today.<br>
<br>
You pick up the note and read the instructions out loud. “Alright, for times of trouble, use me well. Take a treasured possession from those who need aid, and see them for who they are in your world.”<br>
<br>
You look to Emily. “I need something from you to hold."<br>
<br>
She nods and reaches into her purse, pulling out some lipgloss. You raise an eyebrow. “It calms me down,” she says, but you don’t push her new interest in cosmetics any further.<br>
<br>
Holding on to the lipgloss, you visualise Emily in your mind. You think of a mental picture from happier times, before you moved here. A memory surfaces in your brain. Back at the beginning of summer, not four months ago, when your parents took you all to the beach. Emily, wearing a sundress, carefree, confident and happy. <br>
<br>
You feel the emerald warming your chest against your shirt as you picture the image. The warmth makes you feel something else. Carefree. Confident. Happy. You almost feel them as things you're experiencing right now for yourself. <br>
<br>
“Okay, here goes,” you tell Emily. “From this item, I see you in your time of need. Now form shape to the person I see within.”<br>
<br>
<<ActionsHeader>>
<<link "..." "PrologueYourHome">><<set $PrologueYourHome to "PrologueTransform">><</link>>
<<case "PrologueTransform">>
A moment passes, then another.<br>
<br>
You find yourself sitting at the kitchen table, staring back at your sister, expectation evident in her eyes.<br>
<br>
“I’m sorry Em,” you begin. “It’s just a hokey old -”<br>
<br>
A wave of warm energy rushes across your skin, making your hair stand on end. You cry out, feeling as though a burning wave of flames is passing over you. You have the sensation of your organs exploding and contracting and exploding all over again. If your throat wasn't constricting you'd try to throw up your lungs.<br>
<br>
You are barely aware of your surroundings, but feel the hard ceramic floor hit your body as you collapse to the floor. You lie on the cold tiles, but your skin is tingling and your clothes feel like they are burning away.<br>
<br>
And then, bones breaking inside. You cry out again in pain. There's a surging around your chest. Your hips somehow are crushing against each other. Your penis - your wonderful penis - is inflamed with pain.<br>
<br>
A strand of hair passes in front of your blurring vision. Giving into the agony, you pass out.<br>
<br>
<<ActionsHeader>>
<<link "Come around" "PrologueYourHome">><<set $PrologueYourHome to "ComeAround">><</link>>
<<case "ComeAround">>
“<<TrueName "Current">>? <<TrueName "Current">>! Oh my god <<TrueName "Current">>!”<br>
<br>
You hear a voice, distant and murky, as if you are hearing it from underwater. You feel yourself blinking and see a light blur. Slowly, shapes begin to form and you see you are still lying on the floor.<br>
<br>
You feel something shaking your body. “<<TrueName "Current">>? <<TrueName "Current">>? Oh my god <<TrueName "Current">>, wake up! Please be alright.”<br>
<br>
You look up in the direction of the voice. You make out your sister, Emily, coming into focus. She stands above you, looking down in horror. <br>
<br>
“Em?” you mutter. Then stop. Something about that wasn’t right.<br>
<br>
<<ActionsHeader>>
<<link "Look around" "PrologueYourHome">><<set $PrologueYourHome to "LookAround">><</link>>
<<case "LookAround">>
You look around and immediately see something that definitely isn’t right. You can feel you are lying on the floor of your kitchen, but where your body should be is one of a young girl.<br>
<br>
As you stare down at the body, your brain struggles with incomprehension. You tense your toes to check. You can feel your legs and stomach, but where you feel you can only see toned legs wrapped in a sundress.<br>
<br>
“<<TrueName "Current">>!”<br>
<br>
You look up at Emily. She is still standing over you. Her mouth is wide open and her eyes full of panic. “Are you… are you… oh my god.”<br>
<br>
“What happened?” you hear your sister say. Then it dawns on you. You said that. <br>
<br>
“Oh my god,” you blurt out. There’s no mistaking it. You are talking, but you sound like a girl. Like your sister.<br>
<br>
“I think you better stand up,” Emily says. “Look in there.” She gestures to the mirror.<br>
<br>
<<ActionsHeader>>
<<link "Look in the mirror" "PrologueYourHome">><<set $PrologueYourHome to "LookInMirror">><<Transform "Emily">><</link>>
<<case "LookInMirror">>
Feeling like you are in a dream, you pull yourself up by gripping the table. Even this feels wrong. Your arms look smaller and dainty. Hairless. Feminine.<br>
<br>
You glance over at the mirror, confirming what you already knew. Staring back at you, mouth open, looking terror-stricken, is the embodiment of the picture you had in your mind. Your sister, eighteen years old, wearing a sundress.<br>
<br>
You tell your leg to move a little. The girl in the mirror matches your movement. The girl in the mirror.<br>
<br>
You.<br>
<br>
“What?” you exclaim, again hearing your sister's voice. Your movements match the ones in the reflection. There’s a mistake here. You are looking at yourself, and you are a duplicate of your sister.<br>
<br>
<<ActionsHeader>>
<<link "Freak out" "PrologueYourHome">><<set $PrologueYourHome to "FreakOut">><</link>>
<<case "FreakOut">>
“Oh my god! What have you done?” you exclaim.<br>
<br>
“Easy <<TrueName "Current">>” you hear Emily say. “Breathe. Just breathe” <br>
<br>
You reach out to one of the kitchen chairs and fall into it, feeling the wood touch your new hairless legs. The amulet bounces on your chest - your breasts - and angrily you rip it off and toss it onto the kitchen table. <br>
<br>
“What the hell, Emily!” you say. “What have you done?”<br>
<br>
“Easy <<TrueName "Current">>”, she says, trying to remain calm. “Just breathe. We’ll figure this out together. Just breathe.”<br>
<br>
“I am breathing Emily, I’m just breathing in your body!” you snap. You hear the voice again, a familiar one, but that you struggle to comprehend as your own. You feel a surge of tears coming. “This isn’t happening," you stammer. "This can’t be happening.”<br>
<br>
“Look, it must have been the amulet!” Emily replies, gesturing to the jewellery on the kitchen table. “It must be magic!” <br>
<br>
“There’s no such thing as magic, Em!” You intended to sound venomous, but you catch yourself sounding meeker with the higher voice.<br>
<br>
“Well, I beg to differ,” she says flatly. She gestures to your body. “The proof is there, <<TrueName "Current">>."<br>
<br>
You look again at the amulet. Then to the note nearby. You just can't believe that this is real.<br>
<br>
“How did you do it?” you hear Emily asking.<br>
<br>
<<ActionsHeader>>
<<link "Pick up the amulet again" "PrologueYourHome">><<set $PrologueYourHome to "Amulet">><<set $AmuletReviewed to true>><</link>><br>
<<link "Read the note again" "PrologueYourHome">><<set $PrologueYourHome to "Note">><<set $NoteReviewed to true>><</link>>
<<case "Amulet">>
You pick up the amulet, looking at the infernal trinket. It looks the same, but where there was once a warmth radiating from the emerald, now there is only a hint of an ember. It almost feels cold to the touch.<br>
<br>
“Maybe it needs time to recharge?” Emily offers, unconvincingly.<br>
<br>
<<ActionsHeader>>
<<if $NoteReviewed is undefined>><<link "Read the note again" "PrologueYourHome">><<set $PrologueYourHome to "Note">><<set $NoteReviewed to true>><</link>><br><</if>>
<<if $NoteReviewed is true and $AmuletReviewed is true>><<link "You reflect on the situation" "PrologueYourHome">><<set $PrologueYourHome to "Reflect">><<set $NoteReviewed to undefined>><<set $AmuletReviewed to undefined>><</link>><br><</if>>
<<case "Note">>
You look over the note once more.<br>
<br>
<b>For times of trouble, use me well. Take a treasured possession from those who need aid, and see them for who they are in your world. Then say these words. ‘From this item, I see you in your time of need. Now form shape to the person I see within.’</b><br>
<br>
“I thought of you,” you mutter. Emily frowns as you show her the note. “I thought of you, when I said the words.”<br>
<br>
She looks at it, then looks up with some understanding. “You became how you saw me. In your head.”<br>
<br>
“I thought it would just affect you!” you say. “Not like this, of course, but if there was any mumbo jumbo I thought it would give you positive energy. Or something.”<br>
<br>
<<ActionsHeader>>
<<if $AmuletReviewed is undefined>><<link "Pick up the amulet again" "PrologueYourHome">><<set $PrologueYourHome to "Amulet">><<set $AmuletReviewed to true>><</link>><br><</if>>
<<if $NoteReviewed is true and $AmuletReviewed is true>><<link "You reflect on the situation" "PrologueYourHome">><<set $PrologueYourHome to "Reflect">><<set $NoteReviewed to undefined>><<set $AmuletReviewed to undefined>><</link>><br><</if>>
<<case "Reflect">>
After looking over the amulet and the note, your brain calms down just by a fraction, but enough to try and process the situation. You pictured Emily in a sundress. You are now Emily in a sundress. What if you pictured yourself again?<br>
<br>
<<ActionsHeader>>
<<link "Reach out to the amulet" "PrologueYourHome">><<set $PrologueYourHome to "ReachAmulet">><</link>>
<<case "ReachAmulet">>
You grab the amulet and concentrate as hard as you can on a mental picture of yourself. You remember what you looked like on that beach. You spent the day in T-shirts and swimming trunks. You smiled the whole day.<br>
<br>
Ready to say the words on the note, you remember you need an item. “Grab me that photo on the side! Of me and Jen!”, you shout at Emily. “Quickly!”<br>
<br>
She rushes over to the photo on the side and hands it to you. The first the two of you took together. You snatch it up and focusing hard on the mental picture, start speaking.<br>
<br>
"From this item, I see you in your time of need. Now form shape to the person I see within."<br>
<br>
<<ActionsHeader>>
<<link "Wait" "PrologueYourHome">><<set $PrologueYourHome to "ReachAmuletWait">><</link>>
<<case "ReachAmuletWait">>
Nothing. You say the words again. Still nothing. The warmth from the amulet is just not there. You think you sense the faintest warmth against your breasts, but nothing like when you changed.<br>
<br>
“It’s not working,” you finally admit. “Whatever did this,” you say, avoiding the word magic. “It’s not there. Just a flicker.”<br>
<br>
“Maybe we need to wait a while,” Emily says, trying to be helpful. “It might need time to -”<br>
<br>
“Recharge,” you cut her off. “I know. But I have to go to work. And you have to go school.”<br>
<br>
Something clicks in your head. “Who was the girl at school who gave this to you?” you ask.<br>
<br>
“Elizabeth,” Emily replies. “She’s a bit of an outsider. I haven’t spoken to her that much. She’s in my Maths class.”<br>
<br>
“You need to call her!” you blurt out. “Now!”<br>
<br>
“I don’t have her number,” Emily replies. “But she will be at school.”<br>
<br>
“Then you need to go to school and get her to come here!” you say. <br>
<br>
You notice something in Emily’s eyes. A pleading look. <br>
<br>
<<ActionsHeader>>
<<link "Ask her what she's thinking" "PrologueYourHome">><<set $PrologueYourHome to "ReachAmuletWhat">><</link>>
<<case "ReachAmuletWhat">>
"What?" you ask.<br>
<br>
“Well, I was just thinking,” Emily begins. “Liz said the amulet was for someone to help me in my time of need. She gave it to me after I said you were a whizz at Maths and were tutoring me for my exam. And now you look like me.”<br>
<br>
“You’re not serious?” you say, realising her line of thinking.<br>
<br>
“Please <<TrueName "Current">>!” Emily cries, standing close and looking at you with needy eyes. “You need to talk to Liz, she’s at school, and you could just do my exam whilst you’re there so we don’t have to worry about me failing. I would be able to pass and you could go away with Jennifer!”<br>
<br>
Jennifer. You think about her for a moment. What would she think about all of this.<Br>
<br>
<i>Now you are a girl.</i><br>
<br>
“Just think, you could pass my exam for me,” Emily continues. “You can also talk to Liz, and we could get everything back to normal by the end of the day.”<br>
<br>
<<ActionsHeader>>
<<link "Tell her absolutely not" "PrologueYourHome">><<set $PrologueYourHome to "ReachAmuletWhatNo">><<Greedy 1>><</link>><br>
<<link "Tell her this is crazy, but it better work" "PrologueYourHome">><<set $PrologueYourHome to "ReachAmuletWhatYes">><<Greedy -1>><</link>>
<<case "ReachAmuletWhatNo">>
“Absolutely not," you say. "I’m not leaving the house like this. Let alone going to school as you and pretending to be my sister.”<br>
<br>
“If I go to school, I’m going to be there for the day,” Emily tells you. “I’m going to have to take that test. And I’ll fail. Then who knows what will happen. To the both of us.”<br>
<br>
You look at your sister, then glance at your reflection in the mirror. You are the spitting image of her. No one would know.<br>
<br>
“It wouldn’t be so hard,” Emily says. “I’ll phone your work and tell them you’re sick. I’ll stay home for the day, and we can reverse this tonight.”<br>
<br>
“You don’t know if it can be reversed,” you reply flatly.<br>
<br>
“We can only try.”<br>
<br>
<<ActionsHeader>>
<<link "You nod, glumly" "PrologueYourHome">><<set $PrologueYourHome to "NodGlumly">><</link>><br>
<<case "ReachAmuletWhatYes">>
"This is crazy," you say, as much to convince yourself. "It better work."<Br>
<br>
“Oh it will!” Emily exclaims. “Look, it should be easy. I’ll phone your work and tell them you’re sick. Then I’ll stay home for the day, and you can take my place at school. Then we’ll get Liz and try to reverse this all tonight.”<br>
<br>
<<ActionsHeader>>
<<link "You nod, glumly" "PrologueYourHome">><<set $PrologueYourHome to "NodGlumly">><</link>><br>
<<case "NodGlumly">>
“Alright!” Emily says, and you note there’s a sense of optimism that you haven’t seen in your sister in ages. “I’ll phone your work. Whilst I do that, you can go up to my room and change.”<br>
<br>
“Change?” you say, barely believing what’s about to come.<br>
<br>
“Yes silly!” Emily laughs. “You can’t go to school in a sundress. You need to wear my uniform. I think we’re about the same size!”<br>
<br>
You give her a look and she stops with her playfulness. "Sorry," she says.<br>
<br>
<<ActionsHeader>>
<<link "Go upstairs" "PrologueYourHome">><<set $PrologueYourHome to "GoUpstairs">><</link>><br>
<<case "GoUpstairs">>
You stand up, adjusting to your new body. As <<TrueName "Current">>, you were just short of six feet tall. In comparison, Emily, whilst not petite, is at least six inches shorter than you once were. <br>
<br>
As you stand you feel the sundress hug your curves and the hem brush against your upper thigh. You have never felt more vulnerable and exposed.<br>
<br>
“Let me know if you have any challenges with anything,” she says, whilst dialling a number on the phone. “Bras take a bit of getting used to.”<br>
<br>
You walk up the stairs, feeling your body swaying as you walk with more pronounced hips. You feel your breasts rising and falling as you breathe. You continually brush your brunette hair out of your vision.<br>
<br>
<<ActionsHeader>>
<<link "Enter Emily's bedroom" "PrologueEmilysRoom">><<set $PrologueYourHome to undefined>><</link>><br>
<<case "DressedForSchool">>
<b>Your home</b><br>
<img src="./images/Your_Home.png"><br>
<br>
You walk down the stairs cautiously, hearing the clip-clop of your heels on the wooden steps. Emily looks over at you from the kitchen and smiles.<br>
<br>
“You look great, <<TrueName "Current">>,” she says. “I never really appreciated how pretty I look.”<br>
<br>
“Can you not, please,” you reply.<br>
<br>
Emily apologises and thrusts you her school bag. “Now you’ve got a schedule in there. Just follow that. And meet Michelle at the school gates. Just stay quiet and say you’re tired, then she’ll be able to help.”<br>
<br>
“Did you phone work?” you ask, still getting used to your voice.<br>
<br>
“Yes”, Emily replies. “Someone called Annie answered. She said that your boss won't be happy, but she sends her best wishes.”<br>
<br>
You sigh. To keep your boss happy, you imagine that you'll have to make up the work you're missing today.<br>
<br>
“Alright, here we go,” you say to Emily, stepping towards the front door.<br>
<br>
“Have a good day at school,” she says, parroting the very thing you tell her every morning.<br>
<br>
<<ActionsHeader>>
<<link "Head to school" "PrologueYourStreet">><<set $PrologueYourHome to undefined>><<set $PrologueYourStreet to "GoingToSchool">><</link>>
<<case "PostSchool">>
<b>Your home</b><br>
<img src="./images/Your_Home.png"><br>
<br>
It takes you twenty minutes to get home, but the walk is uneventful. More relieved than you can remember ever feeling, you open the front door to see Emily sitting on the sofa watching TV.<br>
<br>
“You’re back!” she says, excitedly. “How did it go? I must admit - it's weird seeing you like this. Until now I was half-convinced it was a dream.”<br>
<br>
You spend the next five minutes recounting the day. Everything you went through, how the test went, and more importantly, everything that Elizabeth told you about the amulet and the school.<br>
<br>
Emily listens intensely, but when you recount Liz’s warning about Charlton, she leans in and hangs on every word. <br>
<br>
“I knew it,” she mutters after you finally finish. “All this time, I’ve felt funny when I was there. Now I know why.” She seems to enter a daze, as if remembering something. But a moment later she shakes her head and stares back at you. <br>
<br>
You realise that in your concern to find a way to get through the day, you have completely forgotten about Emily. Forced to deal with that strange school, its demeaning lessons and sexist teachers, for the entire time you've lived here. You notice her eyes glisten with tears, even as she tries to smile reassuringly. <br>
<br>
<<ActionsHeader>>
<<link "Hug Emily and comfort her" "PrologueYourHome">><<set $PrologueYourHome to "HugEmily">><<SiblingBond 1>><<Greedy -1>><</link>><br>
<<link "Release your pent-up anguish about the day" "PrologueYourHome">><<set $PrologueYourHome to "LamentDay">><<SiblingBond -1>><<Greedy 1>><</link>>
<<case "HugEmily">>
"I'm so sorry, Em", you say.<br>
<br>
Before you can speak another word, she rushes forward and throws her arms around you. You hear her sniffling as she lets her tears run. Not for the first time today, you become acutely aware of your diminished height, as she tries to bury her head in your shoulder. <br>
<br>
"I thought I was going mad", she stammers. "All this time, thinking I wasn't who I thought I was. I felt so alone and afraid."<br>
<br>
"I thought you were just struggling with the move," you reply. "But we'll figure this out. I'll find a way for us to get through this."<br>
<br>
"I don't want to go back there", you hear her spit out. <br>
<br>
You pull back so you can look at her. Looking into your own current reflection. As tender as you want to be, it feels eerie and uncanny. Her eyes flick across you and you guess she feels the same.<br>
<br>
"Neither do I," you reply to her. <br>
<br>
You lock eyes with each other and stare back in silence. The reality sets in. Like it or not, for at least the time being one of you is going to have to go back there tomorrow.<br>
<br>
“First things first,” she says, wiping the tears from her eyes. “Let’s reverse this amulet.” She hands you the amulet and the photo of you and Jen. Much to your delight, the emerald is glowing green and is warm to the touch.<br>
<br>
<<ActionsHeader>>
<<link "Recite the spell" "PrologueYourHome">><<set $ItemState.amulet.charge = 2>><<TransformBack>><<set $PrologueYourHome to "ReciteSpell">><</link>>
<<case "LamentDay">>
"I don't want to go back there," you say. <br>
<br>
A rush of tears suddenly streams from your eyes, and you find yourself sobbing. You feel Emily draw her arms around you into a comforting embrace. You bury your head in her shoulder. Not for the first time today, you become acutely aware of your diminished height. <br>
<br>
"I feel like I'm going mad," you stammer. "This can't be happening to me."<br>
<br>
"It's okay," you hear Emily say, stroking your long hair. "We'll get through this together."<br>
<br>
"I don't want to go back there," you spit out. <br>
<br>
You feel her pull your head back and you stare into her eyes. A reflection of you. A reminder of what you've become and what you've been through today. It feels eerie and uncanny. Her eyes flick across you and you guess she feels the same.<br>
<br>
"Neither do I," she replies.<br>
<br>
You lock eyes with each other and stare back in silence. The reality sets in. Like it or not, for at least the time being one of you is going to have to go back there tomorrow.<br>
<br>
“First things first,” Emily says, wiping the tears from your eyes. “Let’s reverse this amulet.” She hands you the amulet and the photo of you and Jen. Much to your delight, the emerald is glowing green and is warm to the touch.<br>
<br>
<<ActionsHeader>>
<<link "Recite the spell" "PrologueYourHome">><<set $ItemState.amulet.charge = 2>><<TransformBack>><<set $PrologueYourHome to "ReciteSpell">><</link>>
<<case "ReciteSpell">>
You put on the amulet, feeling its warmth already against your breasts. You remember the image of yourself on the beach. A happy-go-lucky twenty-something in swimming trunks and a T-shirt, with a skinny body and short hair. In a nutshell, you think of you. <br>
<br>
“Here we go again,” you say to Emily. You concentrate, and recite the words.<br>
<br>
“From this item, I see you in your time of need. Now form shape to the person I see within.”<br>
<br>
The energy surges out of the emerald, but this time you are ready for it. The pain is still unbearable, but you focus on the picture in your mind. Your face. Your skinny body. Your hairy legs. Your penis.<br>
<br>
You squeal as you feel your body crunching and changing again, but you fight to remain conscious. Suddenly, it’s over. <br>
<br>
There is silence in the room. You take a deep breath and look down to see your flat chest and loose swimming trunks. You can’t help but cry out with joy.<br>
<br>
“Oh my god - <<TrueName "Current">>, it worked!” Emily cries, and runs over to hug you. You hug her back, remembering that you’re taller than her and you can wrap her up in a big hug to celebrate.<br>
<br>
"I've never been so happy with my body!" you tell her, recognising your own voice again coming out of your body.<br>
<br>
“Thank god!” Emily says. “I don’t think I could have explained to mum and dad how I now had a twin sister! This calls for celebration - I’ll order some pizza!”<br>
<br>
<<ActionsHeader>>
<<link "Later in the evening..." "PrologueYourHome">><<set $PrologueYourHome to "LaterEvening">><<TimeChange>><</link>>
<<case "LaterEvening">>
You sit around with Emily, waiting for the pizza delivery to arrive. Thanks to staff shortages, it’s late, but you don’t mind. Nothing can faze you tonight.<br>
<br>
Whilst waiting, you reply to some phone messages that have got through the bad reception. A few people from work checking in on you, your boss checking if you’ll be at work tomorrow. <br>
<br>
Most importantly are the text messages from Jennifer. You give her a call and talk to her, placating any fears she might have had in you not responding to her for a whole day.<br>
<br>
“I’m feeling much better now,” you tell her. “Just one of those twenty-four hour things.”<br>
<br>
“Do you want to come over?” she offers. “I can be a good nurse for you.”<br>
<br>
You chuckle. “Tempting, but I should get some sleep.”<br>
<br>
“Will you come over tomorrow, then?” she asks. “I can cook us dinner, if you want?”<br>
<br>
You tell her that would be nice and you will come round after work.<br>
<br>
“Love you,” she says. <br>
<br>
You hear Emily shouting up to your room that the pizza has arrived. “Love you too,” you tell Jennifer. “I’ll see you tomorrow.”<br>
<br>
<<ActionsHeader>>
<<link "Go eat pizza" "PrologueYourHome">><<set $PrologueYourHome to "EatPizza">><</link>>
<<case "EatPizza">>
You go downstairs and see Emily has already spread the pizza across the now clear kitchen table. “No more study books?” you ask Emily.<br>
<br>
“Not for a while, at least,” she replies, happy.<br>
<br>
She grabs a slice and you do the same. You savour the sensation of eating in your own body. Everything feels so perfect.<br>
<br>
“<<TrueName "Current">>, what are you going to do now?” Emily asks.<br>
<br>
“What do you mean?” you say between bites of pizza. <br>
<br>
Emily looks at you hesitantly. “You might have helped me today, but if Liz is right there’s a whole school that needs help too. I was just wondering what you were going to do. Now that we know."<br>
<br>
“The smart thing to do would be to leave,” you reply flatly.<br>
<br>
“You know I can’t do that,” Emily says. “What would we tell our parents? What would they do if I dropped out of school? What would they ask you to do if I had to resit my entire year elsewhere?”<br>
<br>
You finish off another slice of pizza, trying to find a way out of this conversation by not speaking.<br>
<br>
“There’s a lot of people here. That could use someone helping them.” Emily looks to you. “Including me. Who knows what that school will do to me if it’s not stopped?”<br>
<br>
<<ActionsHeader>>
<<link "Ask what she expects you to do" "PrologueYourHome">><<set $PrologueYourHome to "WhatToDo">><</link>>
<<case "WhatToDo">>
"What do you expect me to do?" you ask Emily, with a slight tone of exasperation.<br>
<Br>
“I don't expect you to do anything,” Emily says. “You've already gone through the weirdest day of your life, <<TrueName "Current">>. No one could expect you to do anything like that again. It's just that... you don't need magic to do some snooping around."<br>
<br>
"You want me to figure out what's going on?" you ask her flatly.<br>
<br>
She nods. "Use that amulet or not. But help the people here and get to the bottom of what’s going on. And stop it. After all, you can go back to work tomorrow. I have to go back to that school."<br>
<br>
You pick up the amulet that still rests around your neck and finger it gingerly, mulling it over. “I need to think about this,” you say. <br>
<br>
“Sure, take your time,” Emily replies. “But just remember what happened to you today. I have to go through that every day."<br>
<br>
You smile sadly, thinking it through. “Too much has happened today, Em. I need to sleep on it.” You stand. “I’m going to bed.” <br>
<br>
She nods. “Alright. Sleep tight.”<br>
<br>
“You too.”<br>
<br>
<<ActionsHeader>>
<<link "Go to bed" "PrologueYourRoom">><<set $ItemState.amulet.charge = 2>><<set $PrologueYourHome to undefined>><<set $PrologueYourRoom to "GoToBed2">><</link>>
<</switch>><<switch $PrologueYourRoom>>
<<case undefined>>
<<set $GameStarted to true>>
<b>Your room</b><br>
<img src="./images/Your_Room_1.png"><br>
<br>
You wake up and momentarily feel sluggish and unsure of your surroundings. Then it dawns on you. The room, though still foreign, is at least full of your clothes and belongings. It’s your newish bedroom, in this newish house, in this newish town called Charlton that you moved to just two months ago.<br>
<br>
You debated for a week whether you’d move with your parents when they announced they were moving to a quiet town away from the city. All your friends were there and you had a job as a software developer that paid at least a little. But your parents made the argument that your sister, Emily, still had a year to go in school. Someone needed to look after her. <br>
<br>
What you didn’t realise was that not three weeks after moving, your mother and father would pack up and go to Italy for an extended holiday. A business trip, they said. Business so vital that they would leave you in a new town to look after your sister, but not vital enough to stop your younger brother from going to University as planned. <br>
<br>
Still, it hasn’t been all bad. As an educated man of twenty-five, you quickly found a new job developing a booking system for one of the local businesses. Even better, you found that the slim pickings of new men on dating apps meant you landed a wonderful girlfriend, Jennifer. She's about the best thing that has ever happened to you.<br>
<br>
Now all you have to do is get your sister through her final year at school and make sure she gets the grades she needs to go to University. Then you’ll be free to finally move out of your parents' house and see the world like you planned. With the added bonus of having Jennifer along for the ride.<br>
<br>
Speaking of, you remember you agreed to help Emily study for her big Maths exam tomorrow. In spite of being a Sunday, you've been called into work today, but an hour tutoring might make the difference between her passing or failing. You put on some clothes and get ready for the day ahead.<br>
<br>
<<ActionsHeader>>
<<link "Go downstairs" "PrologueYourHome">><</link>><br>
<<case "PrologueDay0Sleep">>
Your dreams are muddled and fragmented. You see Emily's face wincing, her eyes full of tears. A maths textbook flutters in the wind, equations falling out and being taken away by the breeze.<br>
<Br>
And everything is tinted by a yellow-amber hue, emanating from a green gem that grows larger by the minute. A coy smile presses through its edges, the lips unmistakably those from a woman.<Br>
<br>
<<TodaysChanges>>
<br>
<<ActionsHeader>>
<<link "Wake up" "PrologueYourRoom">>
<<TimeChange>>
<<set $PlayerCharacter.greedy to ($PlayerCharacter.greedy + ($StatDelta.greedy || 0))>>
<<set $PlayerCharacter.feminine to ($PlayerCharacter.feminine + ($StatDelta.feminine || 0))>>
<<set $PlayerCharacter.assertive to ($PlayerCharacter.assertive + ($StatDelta.assertive || 0))>>
<<set $PlayerCharacter.orientation to ($PlayerCharacter.orientation + ($StatDelta.orientation || 0))>>
<<set $PlayerCharacter.physique to ($PlayerCharacter.physique + ($StatDelta.physique || 0))>>
<<set $PlayerCharacter.intelligence to ($PlayerCharacter.intelligence + ($StatDelta.intelligence || 0))>>
<<set $NPCDelta.Emily.grades to ($NPCDelta.Emily.grades + ($StatDelta.Emily.grades || 0))>>
<<set $PlayerCharacter.workPerformance = Math.clamp(($PlayerCharacter.workPerformance || 0) + ($StatDelta.workPerformance || 0), 0, 100)>>
/* Clear deltas */
<<set $StatDelta.greedy to 0>>
<<set $StatDelta.feminine to 0>>
<<set $StatDelta.assertive to 0>>
<<set $StatDelta.orientation to 0>>
<<set $StatDelta.intelligence to 0>>
<<set $StatDelta.physique to 0>>
<<set $StatDelta.workPerformance = 0>>
<<set $StatDelta.Emily.corruption = 0>>
<<set $StatDelta.Emily.grades = 0>>
<<set $PrologueYourRoom to "PrologueDay1Awake">>
<</link>>
<<case "PrologueDay1Awake">>
<b>Your room</b><br>
<img src="./images/Your_Room_1.png"><br>
<br>
You wake up and have the same sense of strangeness for a brief moment. Your room. Your new room. Your new life.<br>
<br>
Then you remember. Today is Emily’s test. You said you’d help her in the kitchen do some last-minute cramming for her exam.<br>
<br>
<<ActionsHeader>>
<<link "Go downstairs" "PrologueYourHome">><<set $PrologueYourHome to "Day2Morning">><</link>><br>
<<case "GoToBed2">>
<b>Your room</b><br>
<img src="./images/Your_Room_1.png"><br>
<br>
You go upstairs to your room and shut the door. You put the amulet down on your bedside cabinet and take off your clothes. Firstly, your T-shirt and then your swimming shorts. You look at yourself in the mirror.<br>
<br>
<<if ($PlayerCharacter.feminine + $StatDelta.feminine) gte 7>>
You see your reflection as you. A skinny man of twenty-five, with a penis and short hair. You think about your girlfriend, Jennifer, and you feel a familiar stirring in your loins. Everything seems to be working perfectly.<br>
<br>
What is hidden beneath your T-shirt, though, and away from Emily’s prying eyes, is cause for concern. Where you previously had a flat chest, you now have two small mounds on your chest. Your nipples are bigger and you notice they harden when you think about Jennifer. You wouldn’t exactly call them breasts, but they definitely weren’t there before.<br>
<br>
You reach up and give one of your nipples a brush with your finger. You gasp. The sensitivity is alien to you. It’s also alarming. And you hate to admit it, but it’s not unpleasant. You caress your nipples a little more and hear yourself moan in arousal.<br>
<br>
Your eyes drift down to your penis. You notice it immediately. It’s smaller. A lot smaller. Even stirring from the thought of Jennifer, you can tell it’s no longer the size it once was. Even more troubling, it reacts and stiffens when you play with your nipples.<br>
<br>
You gulp. You look over at the amulet and think about all the things that happened today, remembering Liz’s attempt to warn you about the spell shaping the person you see within. <br>
<br>
Climbing into bed, you push the thought from your mind. Tomorrow is a new day. But how can you just return to normal when you now know of the danger that Jennifer, and especially Emily, face. Shouldn’t you look to help them if you can?<br>
<br>
Slowly, you drift off to sleep. Beside you, the cold amulet starts to recharge once more. <br>
<<else>>
You see your reflection as you. A skinny man of twenty-five, with a penis and short hair. You think about your girlfriend, Jennifer, and you feel a familiar stirring in your loins. Everything seems to be working perfectly.<br>
<br>
You reach up to your chest though and run your hand over your nipples. You gasp. The sensitivity is alien to you. It’s also alarming. And you hate to admit it, but it’s not unpleasant.<br>
<br>
Your eyes drift down to your penis. You notice it immediately. It’s smaller. Not by much, but even stirring from the thought of Jennifer, you can tell it’s no longer the size it once was.<br>
<br>
You gulp. You look over at the amulet and think about all the things that happened today, remembering Liz’s attempt to warn you about the spell shaping the person you see within. <br>
<br>
Climbing into bed, you push the thought from your mind. Tomorrow is a new day. But how can you just return to normal when you now know of the danger that Jennifer, and especially Emily, face. Shouldn’t you look to help them if you can?<br>
<br>
Slowly, you drift off to sleep. Beside you, the cold amulet starts to recharge once more. <br>
<</if>>
<br>
<<TodaysChanges>>
<br>
<<ActionsHeader>>
<<link "Go to sleep" "Act1">>
<<TimeChange>>
<<set $PlayerCharacter.greedy to ($PlayerCharacter.greedy + ($StatDelta.greedy || 0))>>
<<set $PlayerCharacter.feminine to ($PlayerCharacter.feminine + ($StatDelta.feminine || 0))>>
<<set $PlayerCharacter.intelligence to ($PlayerCharacter.intelligence + ($StatDelta.intelligence || 0))>>
<<set $PlayerCharacter.assertive to ($PlayerCharacter.assertive + ($StatDelta.assertive || 0))>>
<<set $PlayerCharacter.orientation to ($PlayerCharacter.orientation + ($StatDelta.orientation || 0))>>
<<set $PlayerCharacter.physique to ($PlayerCharacter.physique + ($StatDelta.physique || 0))>>
<<set $NPCDelta.Emily.grades to ($NPCDelta.Emily.grades + ($StatDelta.Emily.grades || 0))>>
<<set $PlayerCharacter.workPerformance = Math.clamp(($PlayerCharacter.workPerformance || 0) + ($StatDelta.workPerformance || 0), 0, 100)>>
/* Clear deltas */
<<set $StatDelta.greedy to 0>>
<<set $StatDelta.feminine to 0>>
<<set $StatDelta.assertive to 0>>
<<set $StatDelta.orientation to 0>>
<<set $StatDelta.intelligence to 0>>
<<set $StatDelta.physique to 0>>
<<set $StatDelta.workPerformance = 0>>
<<set $StatDelta.Emily.corruption = 0>>
<<set $StatDelta.Emily.grades = 0>>
<<SetFlag "PrologueActive" false>>
<<set $PrologueYourHome to undefined>>
<</link>>
<</switch>><<switch $PrologueYourStreet>>
<<case undefined>>
<b>Your street</b><br>
<img src="./images/YourStreet.png"><br>
<br>
The quiet street in the rural suburbs of Charlton. Green hills are on the horizon and the sky is blue, despite the chilly autumn weather.<br>
<br>
<<ActionsHeader>>
<<link "Go to the town centre" "PrologueTownCentre">><</link>>
<<case "GoingToSchool">>
<b>Your street</b><br>
<img src="./images/YourStreet.png"><br>
<br>
You step outside and feel a wave of nausea wash over you. The wind blows against your legs, and whilst the socks keep you mostly warm, you feel it continually brushing against the tiny bit of exposed skin.<br>
<br>
You walk slowly, getting used to the feeling of wearing heels. The sound is alien to you. You still can’t believe that this is your body and you are dressed like this.<br>
<br>
A van drives by and you jump as the driver beeps his horn. You look up and see Martin the delivery driver grinning at you lecherously as he passes.<br>
<br>
Wanting to avoid any other attention, you keep your head down and walk towards the school entrance.<br>
<br>
<<ActionsHeader>>
<<link "Go to school" "PrologueSchoolGates">><<set $PrologueYourStreet to undefined>><</link>>
<</switch>><<set $SaveVersion to 309>>
/* Time and Date */
<<set $timers = $timers || {}>>
<<set $absoluteDay = 0>>
<<set $periodCurrent = 0>>
<<set $dayCurrent = 0>>
/* NPCs */
<<set $NPCsKnown = {}>>
/* Changes to present NPC stats */
<<set $NPCDelta = {
Emily: {
corruption: 35,
grades: 50
}
}>>
/* Emily */
<<set $EmilyDialogueDone to []>>
<<set $EmilyGrade to "C">>
<<set $EmilyStateCurrent to 0>>
/* Locations */
<<set $LocationsKnown to []>>
<<set $LocationsVisited to []>>
/* Daily Changes
- Accumulated during the day
- Previewed in UI
- Applied at end of day
- Cleared after sleep
*/
<<set $StatDelta = {
assertive: 0,
greedy: 0,
intelligence: 0,
physique: 0,
orientation: 0,
feminine: 0,
cashflow: 0,
workPerformance: 0,
Emily: {
corruption: 0,
grades: 0
}
}>>
/* Item Properties */
<<set $ItemState = {}>>
<<set $LocationInventories = {}>>
<<ItemStatePush "amulet" "charge" 2>>
/* Tasks */
<<set $Tasks = {}>>
/* Set misc variables */
<<set $SchoolCorridorFirstDay to true>> /* Keeping this in for now. It feels like an event, not requiring a variable */
<<set $YourFirstDay to true>> /* Keeping this in for now. It feels like an event, not requiring a variable */
<<set $CafeteriaCorruption to 1>> /* Keeping this in for now. */
<<set $Quest21Confrontation to []>> /* Keeping this in, as required for Avian Lane. */
<<set $AnnieLeafDreamTruth to []>> /* Keeping this in, as required for School Corridor. */
<<set $JenniferLeafDreamTruth to []>> /* Keeping this in, as required for School Corridor. */
/* Dreams */
<<set $queuedDreams to []>>
<<set $playedDreams to []>>
<<set $OfficeFirstDay to true>>
<<set $AttendedSchool to false>>
<<set $PlayerCharacter = {
"firstName" : [
"Mitch",
"Mitch",
"Mitch",
"Mitch",
"Caitlyn",
"Caitlyn",
"Caitlyn"
],
"fullName" : [
"<<TrueName>> Phillips",
"<<TrueName>> Phillips",
"<<TrueName>> Phillips",
"<<TrueName>>?",
"<<TrueName>>..?",
"<<TrueName>> Phlllips",
"<<TrueName>> Phillips!"
],
"skills" : {
"flirt" : 0
},
"perception" : {
"Emily" : {
"height": 2,
"boobs": 1
}
},
"female" : false,
"hair" : "brown",
"avatar" : "Mitch",
"MaleName" : "Mitch",
"FemaleName" : "Caitlyn",
"magic" : 1,
"vice" : 0,
"drunk" : 0,
"job" : "Programmer",
"inventory" : [],
"compulsions" : [],
"tattoos" : [],
"buffs" : [],
"spells" : [],
"questlog" : [],
"hints" : [],
"virgin" : true,
"rumoursKnown" : [],
"rumoursGiven" : [],
"assertive" : 50,
"greedy" : 50,
"intelligence" : 50,
"physique" : 50,
"feminine" : 0,
"orientation" : 0,
"cashflow" : 51,
"workPerformance" : 50,
"cheerleader" : false,
"cheerGradesExempt" : false,
"makeup" : false,
"MakeupStyle" : undefined,
"WigStyle" : undefined,
"outfit" : null,
"makeupStage" : 0,
"intelligenceModifier" : 1,
"assertiveModifier" : 1,
"orientationModifier" : 1,
"physiqueModifier" : 1,
"corruptionModifier" : 1,
"siblingBond" : 50,
"siblingBondState" : 2,
"stateCurrent" : 0,
"height": 0,
"boobs": 0
}>>
<<set $current = {
"PhysicalDescription" : setup.PlayerText.description[$PlayerCharacter.stateCurrent],
"female" : $PlayerCharacter.female,
"dirty" : false,
"makeup" : false,
"outfit" : null,
"avatar" : $PlayerCharacter.avatar,
"intelligenceModifier" : $PlayerCharacter.intelligenceModifier,
"assertiveModifier" : $PlayerCharacter.assertiveModifier,
"orientationModifier" : $PlayerCharacter.orientationModifier,
"physiqueModifier" : $PlayerCharacter.physiqueModifier,
"fullName" : $PlayerCharacter.fullName[$PlayerCharacter.stateCurrent],
"firstName" : $PlayerCharacter.firstName[$PlayerCharacter.stateCurrent],
"cashflow" : $PlayerCharacter.cashflow,
"orientation" : $PlayerCharacter.orientation,
"assertive" : $PlayerCharacter.assertive,
"greedy" : $PlayerCharacter.greedy,
"physique" : $PlayerCharacter.physique,
"intelligence" : $PlayerCharacter.intelligence,
"height": $PlayerCharacter.height,
"boobs": $PlayerCharacter.boobs,
"drunk" : $PlayerCharacter.drunk,
"vice" : $PlayerCharacter.vice
}>>
/* Starting Objects Location */
<<for _id, _obj range setup.Objects>>
<<set _loc = _obj.location>>
<<if _loc is undefined or _loc is "">>
/* No starting location: do nothing */
<<elseif Array.isArray(_loc)>>
/* Stackable: distribute to multiple locations */
<<for _entry range _loc>>
<<if _entry.loc is "PlayerCharacter">>
<<set $PlayerCharacter.inventory.push({id: _id, quantity: _entry.qty})>>
<<elseif setup.NPC and setup.NPC[_entry.loc]>>
<<EnsureNPCInventory _entry.loc>>
<<set $NPCDelta[_entry.loc].inventory.push({id: _id, quantity: _entry.qty})>>
<<else>>
<<set $LocationInventories[_entry.loc] = $LocationInventories[_entry.loc] ?? []>>
<<set $LocationInventories[_entry.loc].push({id: _id, quantity: _entry.qty})>>
<</if>>
<</for>>
<<elseif _loc is "PlayerCharacter">>
<<set $PlayerCharacter.inventory.push(_id)>>
<<elseif setup.NPC and setup.NPC[_loc]>>
<<EnsureNPCInventory _loc>>
<<set $NPCDelta[_loc].inventory.push(_id)>>
<<else>>
/* World location inventory */
<<set $LocationInventories[_loc] = $LocationInventories[_loc] ?? []>>
<<set $LocationInventories[_loc].push(_id)>>
<</if>>
<</for>><h3>Inventory</h3>
<<tabs>>
<<tab "Quest Items">>
<<for _i = 0; _i < $PlayerCharacter.inventory.length; _i++>>
<<set _entry = $PlayerCharacter.inventory[_i]>>
<<set _id = null>>
<<set _qty = 1>>
<<if typeof _entry is "object">>
<<set _id = _entry.id>>
<<set _qty = _entry.quantity>>
<<else>>
<<set _id = _entry>>
<</if>>
<<GetItemID _id>>
<<if _item and _item.type is "Quest">>
<b><<print _item.name>></b><br>
<<print _item.description>><br>
<<if typeof _entry is "object" and _item.stackable is true>>
<i>Quantity:</i> <<print _qty>><br>
<</if>>
<br>
<</if>>
<</for>>
<</tab>>
<<tab "Transformation Totems">>
<<for _i = 0; _i < $PlayerCharacter.inventory.length; _i++>>
<<set _entry = $PlayerCharacter.inventory[_i]>>
<<set _id = null>>
<<set _qty = 1>>
<<if typeof _entry is "object">>
<<set _id = _entry.id>>
<<set _qty = _entry.quantity>>
<<else>>
<<set _id = _entry>>
<</if>>
<<GetItemID _id>>
<<if _item and _item.type is "Transform">>
<b><<print _item.name>></b><br>
<<print _item.description>><br>
<<if typeof _entry is "object" and _item.stackable is true>>
<i>Quantity:</i> <<print _qty>><br>
<</if>>
<br>
<</if>>
<</for>>
<</tab>>
<<tab "Miscellaneous">>
<<for _i = 0; _i < $PlayerCharacter.inventory.length; _i++>>
<<set _entry = $PlayerCharacter.inventory[_i]>>
<<set _id = null>>
<<set _qty = 1>>
<<if typeof _entry is "object">>
<<set _id = _entry.id>>
<<set _qty = _entry.quantity>>
<<else>>
<<set _id = _entry>>
<</if>>
<<GetItemID _id>>
<<if _item and _item.type is "Misc">>
<b><<print _item.name>></b><br>
<<print _item.description>><br>
<<if typeof _entry is "object" and _item.stackable is true>>
<i>Quantity:</i> <<print _qty>><br>
<</if>>
<br>
<</if>>
<</for>>
<</tab>>
<<tab "Keys">>
<<for _i = 0; _i < $PlayerCharacter.inventory.length; _i++>>
<<set _entry = $PlayerCharacter.inventory[_i]>>
<<set _id = null>>
<<set _qty = 1>>
<<if typeof _entry is "object">>
<<set _id = _entry.id>>
<<set _qty = _entry.quantity>>
<<else>>
<<set _id = _entry>>
<</if>>
<<GetItemID _id>>
<<if _item and _item.type is "Key">>
<b><<print _item.name>></b><br>
<<print _item.description>><br>
<<if typeof _entry is "object" and _item.stackable is true>>
<i>Quantity:</i> <<print _qty>><br>
<</if>>
<br>
<</if>>
<</for>>
<</tab>>
<</tabs>>
<br>
<<ActionsHeader>>
<<link "Return">>
<<if $ConversationRoot isnot undefined>>
<<goto $ConversationRoot>>
<<else>>
<<goto $return>>
<</if>>
<</link>>/* Who is present */
<<NPCDeltaCheck "Jennifer" "currentForm">>
<<set $JenniferForm to _NPCDeltaCheck>>
<<if tags().includes("location")>>
<<set $NPCPresent = [] >>
<<RebuildPresentByLocation>>
<<NPCFollowInject>>
<<set _passageName to passage()>>
<<LocationsVisited _passageName>>
<<set $ConversationRoot to undefined>>
<</if>>
<<if not tags().includes("noreturn")>>
<<set $return to passage()>>
<</if>>
<<CurrentPC>><<if !tags().includes("notificationsoff")>>
<<if $WorkIncrease is "Positive">>
<div class="Notification"><<print "Your work performance has increased...">></div><br>
<<elseif $WorkIncrease is "Negative">>
<div class="Notification"><<print "Your work performance has decreased...">></div><br>
<</if>>
<<if $CashIncrease is "Positive">>
<div class="Notification"><<print "Your cash flow has increased...">></div><br>
<<elseif $CashIncrease is "Negative">>
<div class="Notification"><<print "Your cash flow has decreased...">></div><br>
<</if>>
<<if $SpellLearned is true>>
<div class="Notification"><<print "New spell learned...">></div><br>
<</if>>
<<if $SpellForget is true>>
<div class="Notification"><<print "You have forgotten a spell...">></div><br>
<</if>>
<<if $BuffLearned is true>>
<div class="Notification"><<print "You have received a new buff...">></div><br>
<</if>>
<<if $CompulsionsUpdate is true>>
<div class="Notification"><<print "You've gained a compulsion...">></div><br>
<</if>>
<<if $CompulsionsUpdate is false>>
<div class="Notification"><<print "You've removed a compulsion...">></div><br>
<</if>>
<<if $drunkIncrease is true>>
<div class="Notification"><<print "Your level of drunkenness has increased...">></div><br>
<</if>>
<<if $SiblingBondIncrease is "Positive">>
<div class="Notification"><<print "Your relationship with Emily has strengthened...">></div><br>
<<elseif $SiblingBondIncrease is "Negative">>
<div class="Notification"><<print "Your relationship with Emily has weakened...">></div><br>
<</if>>
<<if $EmilyCorruptionIncrease is "Positive">>
<div class="Notification"><<print "Emily has gained corruption...">></div><br>
<<elseif $EmilyCorruptionIncrease is "Negative">>
<div class="Notification"><<print "Emily has lost corruption...">></div><br>
<</if>>
<<if $RumourLearned is true>>
<div class="Notification"><<print "Rumour learned...">></div><br>
<</if>>
<<if $relationshipChanged is true>>
<<if ($relationshipChangedNames ?? []).length gt 0>>
<<for _rcName range $relationshipChangedNames>>
<div class="Notification"><<print "Your relationship with " + _rcName + " has changed...">></div><br>
<</for>>
<<else>>
<div class="Notification"><<print "Your relationship with someone has changed...">></div><br>
<</if>>
<</if>>
<<if $GradesIncrease is "Positive">>
<div class="Notification"><<print "Emily's grades have increased...">></div><br>
<<elseif $GradesIncrease is "Negative">>
<<if $PlayerCharacter.cheerleader is true>>
<div class="Notification"><<print "Emily's grades can't decrease when she's a cheerleader...">></div><br>
<<else>>
<div class="Notification"><<print "Emily's grades have decreased...">></div><br>
<</if>>
<</if>>
<<if $FeminityIncrease is "Positive">>
<div class="Notification"><<print "Your femininity has increased...">></div><br>
<<elseif $FeminityIncrease is "Negative">>
<div class="Notification"><<print "Your femininity has decreased...">></div><br>
<</if>>
<<if $BodyPerceptionChange isnot undefined>>
<div class="Notification"><<print "Your perception of your " + $BodyPerceptionChange + " has changed...">></div><br>
<</if>>
<<if $BraceletChargeChange is "Gained">>
<div class="Notification"><<print "Your bracelet has gained charge...">></div><br>
<<elseif $BraceletChargeChange is "Lost">>
<div class="Notification"><<print "Your bracelet has lost charge...">></div><br>
<</if>>
<<if $GreedyIncrease is "Positive">>
<div class="Notification"><<print "Your greediness has increased...">></div><br>
<<elseif $GreedyIncrease is "Negative">>
<div class="Notification"><<print "Your greediness has decreased...">></div><br>
<</if>>
<<if $AssertIncrease is "Positive">>
<div class="Notification"><<print "Your assertiveness has increased...">></div><br>
<<elseif $AssertIncrease is "Negative">>
<div class="Notification"><<print "Your assertiveness has decreased...">></div><br>
<</if>>
<<if $OrientationIncrease is "Positive">>
<div class="Notification"><<print "Your attraction to men has increased...">></div><br>
<<elseif $OrientationIncrease is "Negative">>
<div class="Notification"><<print "Your attraction to men has decreased...">></div><br>
<</if>>
<<if $IntIncrease is "Positive">>
<div class="Notification"><<print "Your intelligence has increased...">></div><br>
<<elseif $IntIncrease is "Negative">>
<div class="Notification"><<print "Your intelligence has decreased...">></div><br>
<</if>>
<<if $PhysiqueIncrease is "Positive">>
<div class="Notification"><<print "Your physique has increased...">></div><br>
<<elseif $PhysiqueIncrease is "Negative">>
<div class="Notification"><<print "Your physique has decreased...">></div><br>
<</if>>
<<if $QuestLogUpdate is true>>
<<if ($QuestLogUpdateNames ?? []).length gt 0>>
<<for _qlName range $QuestLogUpdateNames>>
<div class="Notification"><<print "Quest updated: " + _qlName + "...">></div><br>
<</for>>
<<else>>
<div class="Notification"><<print "Your quest log has been updated...">></div><br>
<</if>>
<</if>>
<<if $CovenFullNotification isnot undefined>>
<div class="Notification"><<print "You already have a full coven. " + $CovenFullNotification + " will support your cause however she can...">></div><br>
<</if>>
<<if $TaskLogUpdate is true>>
<div class="Notification"><<print "You have a new task...">></div><br>
<</if>>
<<if $TaskCompleteUpdate is true>>
<div class="Notification"><<print "You have completed a task...">></div><br>
<</if>>
<<if $NPCMet is true>>
<div class="Notification"><<print "You have met someone new...">></div><br>
<</if>>
<<if $NPCValidator is true>>
<div class="Notification"><<print $NPCValidatorMsg>></div><br>
<</if>>
<<if $MagicIncrease is "Positive">>
<div class="Notification"><<print "Your magical affinity has increased...">></div><br>
<<elseif $MagicIncrease is "Negative">>
<div class="Notification"><<print "Your magical affinity has decreased...">></div><br>
<</if>>
<<if $ViceIncrease is "Positive">>
<div class="Notification"><<print "Your vice has increased...">></div><br>
<<elseif $ViceIncrease is "Negative">>
<div class="Notification"><<print "Your vice has decreased...">></div><br>
<</if>>
<<if $StitchApprovalIncrease is "Positive">>
<div class="Notification"><<print "You've gained favour in the Miss Charlton contest from Stitch...">></div><br>
<<elseif $StitchApprovalIncrease is "Negative">>
<div class="Notification"><<print "You've lost favour in the Miss Charlton contest from Stitch...">></div><br>
<</if>>
<<if $HarrowApprovalIncrease is "Positive">>
<div class="Notification"><<print "You've gained favour in the Miss Charlton contest from Harrow...">></div><br>
<<elseif $HarrowApprovalIncrease is "Negative">>
<div class="Notification"><<print "You've lost favour in the Miss Charlton contest from Harrow...">></div><br>
<</if>>
<<if $RogersApprovalIncrease is "Positive">>
<div class="Notification"><<print "You've gained favour in the Miss Charlton contest from Rogers...">></div><br>
<<elseif $RogersApprovalIncrease is "Negative">>
<div class="Notification"><<print "You've lost favour in the Miss Charlton contest from Rogers...">></div><br>
<</if>>
<<if $MemoriesIncrease is "Positive">>
<div class="Notification"><<print "You have gained some of your old memories...">></div><br>
<<elseif $MemoriesIncrease is "PositiveReady">>
<div class="Notification"><<print "You have gained enough of your memories to remove a compulsion...">></div><br>
<</if>>
<<if $VirginityLostNotification is true>>
<div class="Notification"><<print "You've lost your virginity. Again...">></div><br>
<</if>>
<</if>>
<<if $Act2CharacterScreenError isnot undefined>>
<div class="Notification"><<print $Act2CharacterScreenError>></div><br>
<<set $Act2CharacterScreenError to undefined>>
<</if>>
/* Stash for body-rendered notifications (ActionsHeader) - temps survive the rest of this render. Extend this pattern for future above-Actions notifications. */
<<set _ViceIncreasedThisTurn to ($ViceIncrease is "Positive")>>
/* Clear all notification flags regardless of whether they were displayed */
<<set $WorkIncrease to undefined>>
<<set $CashIncrease to undefined>>
<<set $SpellLearned to undefined>>
<<set $BuffLearned to undefined>>
<<set $CompulsionsUpdate to undefined>>
<<set $drunkIncrease to undefined>>
<<set $SiblingBondIncrease to undefined>>
<<set $EmilyCorruptionIncrease to undefined>>
<<set $RumourLearned to undefined>>
<<set $relationshipChanged to undefined>>
<<set $relationshipChangedNames to undefined>>
<<set $GradesIncrease to undefined>>
<<set $FeminityIncrease to undefined>>
<<set $BraceletChargeChange to undefined>>
<<set $GreedyIncrease to undefined>>
<<set $AssertIncrease to undefined>>
<<set $OrientationIncrease to undefined>>
<<set $IntIncrease to undefined>>
<<set $PhysiqueIncrease to undefined>>
<<set $QuestLogUpdate to undefined>>
<<set $QuestLogUpdateNames to undefined>>
<<set $CovenFullNotification to undefined>>
<<set $TaskLogUpdate to undefined>>
<<set $TaskCompleteUpdate to undefined>>
<<set $NPCMet to undefined>>
<<set $NPCValidator to undefined>>
<<set $NPCValidatorMsg to undefined>>
<<set $MagicIncrease to undefined>>
<<set $VirginityLostNotification to undefined>>
<<set $MemoriesIncrease to undefined>>
<<set $ViceIncrease to undefined>>
<<set $StitchApprovalIncrease to undefined>>
<<set $HarrowApprovalIncrease to undefined>>
<<set $RogersApprovalIncrease to undefined>>
<<set $SpellForget to undefined>>
<<set $BodyPerceptionChange to undefined>><<tabs>>
<<tab "Character Profile">>
<table style="width:100%; border-collapse: collapse; border: 0px;">
<tr>
<td style="width: 65%; padding: 15px; vertical-align: top; border: 0px;">
<b>Self-Perception</b><br>
<<BodyStateEnsure>><<print setup.PlayerText.selfPerception[$PlayerCharacter.stateCurrent]>><br>
<br>
<b>Current form</b><br>
<<Flag "ShadowSelfDreamMitch">>
<<if _FlagReturn is true>><<print $PlayerCharacter.firstName[0] + " Phillips. A tall twenty-five-year-old man with short hair, a scrawny body and a perpetual layer of stubble.">><br>
<<else>>
<<Flag "ShadowSelfBeachDream">>
<<if _FlagReturn is true>><<print $PlayerCharacter.firstName[6] + " Phillips! A petite young girl just out of high school, with two large breasts and an hourglass figure. Her hair falls down her back, and her voice is high. She has a soft face, with large lips and wide eyes.">><br>
<<else>>
<<Flag "FreakShowForm">>
<<if _FlagReturn>>
You are a mixture of different forms, fluctuating between man and woman, male and female, young and old. Almost as if your body can't retain one form anymore.<br>
<<else>>
<<print $current.PhysicalDescription>><br>
<</if>>
<</if>>
<</if>>
<br>
<b>Greediness</b><br>
<<print setup.PlayerText.greedyState[$greedyStateCurrent]>><br>
<br>
<b>Assertiveness</b><br>
<<print setup.PlayerText.assertiveState[$assertiveStateCurrent]>><br>
<br>
<b>Sexual orientation</b><br>
<<print setup.PlayerText.orientationState[$orientationStateCurrent]>><br>
<br>
<b>Intelligence</b><br>
<<print setup.PlayerText.intelligenceState[$intelligenceStateCurrent]>><br>
<br>
<b>Physique</b><br>
<<print setup.PlayerText.physiqueState[$physiqueStateCurrent]>><br>
<<NewMemoriesActive>>
<<if _NewMemoriesActive is true>>
<br>
<b>Memories</b><br>
<<PrintMemoriesDescription>>
<bR>
<</if>>
</td>
<td style="width: 35%; padding: 15px; vertical-align: top; border: 0px;">
<<Flag "ShadowSelfDreamMitch">>
<<if _FlagReturn is true>>
<<print setup.femininePicture[0]>><br>
<<else>>
<<Flag "ShadowSelfBeachDream">>
<<if _FlagReturn is true>>
<<print setup.femininePicture[6]>><br>
<<else>>
<<Flag "FreakShowForm">>
<<if _FlagReturn>>
<img src='./images/Player/mitch_between.jpeg'>
<<else>>
<<print setup.femininePicture[$PlayerCharacter.stateCurrent]>><br>
<</if>>
<</if>>
<</if>>
<Br>
<<if $PlayerCharacter.tattoos && $PlayerCharacter.tattoos.length > 0>>
<b>Tattoos</b><br>
<<for _i = 0; _i < $PlayerCharacter.tattoos.length; _i++>>
<<set _t = $PlayerCharacter.tattoos[_i]>>
<<set _ref = _t.ref>>
<<set _td = setup.Tattoos[_ref]>>
<<print _td.description>><br>
<</for>>
<br>
<</if>>
<b>Skills and buffs</b><br>
Flirt: <<print $PlayerCharacter.skills.flirt>><br>
<<set _list = $PlayerCharacter.buffs>>
<<for _i = 0; _i < _list.length; _i++>>
<<set _id = _list[_i]>>
<<set _b = setup.Buffs[_id]>>
<<print _b.name>> : <<print (_b.description)>><br>
<</for>>
<br>
<b>Special States</b><br>
<<if $current.outfit is null or setup.Outfit[$current.outfit] is undefined>><<print "Outfit: None">><<else>><<print "Outfit: " + setup.Outfit[$current.outfit].description>><</if>><br>
<<GetPCState "job">>
<<if _job is "Fired">>Cash Flow: <<CashFlowDescriptor>><br><</if>>
Sobriety: <<SobrietyState>><br>
</td>
</tr>
</table>
<</tab>>
<<tab "Compulsions">>
<<PlayerTab "Compulsions">>
<</tab>>
<</tabs>>
<br>
<<ActionsHeader>>
<<link "Return">>
<<if $ConversationRoot isnot undefined>>
<<goto $ConversationRoot>>
<<else>>
<<goto $return>>
<</if>>
<</link>><h3>Quests</h3>
<<tabs>>
<<tab "Main Quests">>
<<set _list = $PlayerCharacter.questlog || []>>
<<for _i = 0; _i < _list.length; _i++>>
<<set _id = _list[_i]>>
<<if setup.Quest and setup.Quest[_id] and setup.Quest[_id].type is "Main">>
<<QuestStatus _id>>
<<QuestState _id>>
<<if _QuestStatus is "active" and _QuestState isnot undefined>>
<<QuestRenderActive _id>>
<</if>>
<</if>>
<</for>>
<</tab>>
<<tab "Side Quests">>
<<set _list = $PlayerCharacter.questlog || []>>
<<for _i = 0; _i < _list.length; _i++>>
<<set _id = _list[_i]>>
<<if setup.Quest and setup.Quest[_id] and setup.Quest[_id].type is "Side">>
<<QuestStatus _id>>
<<QuestState _id>>
<<if _QuestStatus is "active" and _QuestState isnot undefined>>
<<QuestRenderActive _id>>
<</if>>
<</if>>
<</for>>
<</tab>>
<<tab "Completed Quests">>
<<set _list = $PlayerCharacter.questlog || []>>
<<for _i = 0; _i < _list.length; _i++>>
<<set _id = _list[_i]>>
<<QuestRenderCompleted _id>>
<</for>>
<</tab>>
<<tab "Failed Quests">>
<<set _list = $PlayerCharacter.questlog || []>>
<<for _i = 0; _i < _list.length; _i++>>
<<set _id = _list[_i]>>
<<QuestRenderFailed _id>>
<</for>>
<</tab>>
<<tab "Tasks">>
<br>
<<if not $Tasks or Object.keys($Tasks).length is 0>>
<i>No active tasks.</i><br>
<<else>>
/* Grab ids of tasks that have been undertaken */
<<set _taskIds = Object.keys($Tasks)>>
/* Split into Act 2 and Act 1 */
<<set _taskAct2 = []>>
<<set _taskAct1 = []>>
<<for _i = 0; _i < _taskIds.length; _i++>>
<<set _id = _taskIds[_i]>>
<<set _act = (setup.Task && setup.Task[_id] && def setup.Task[_id].act) ? setup.Task[_id].act : 1>>
<<if _act is 2>>
<<set _taskAct2.push(_id)>>
<<else>>
<<set _taskAct1.push(_id)>>
<</if>>
<</for>>
/* Sort within each act: active (1) first, then complete (2), then by id */
<<set _taskAct2.sort(function(a,b){
return ($Tasks[a].state - $Tasks[b].state) || a.localeCompare(b);
})>>
<<set _taskAct1.sort(function(a,b){
return ($Tasks[a].state - $Tasks[b].state) || a.localeCompare(b);
})>>
/* ACT 2 (show whenever any Act 2 task has been undertaken - completed tasks stay listed struck through, matching Act 1) */
<<if _taskAct2.length gt 0>>
<b>Act 2</b><br><br>
<<for _i = 0; _i < _taskAct2.length; _i++>>
<<set _id = _taskAct2[_i]>>
<<set _state = $Tasks[_id].state>>
<<set _desc = (setup.Task && setup.Task[_id] && setup.Task[_id].description)
? setup.Task[_id].description
: ("Missing task description: " + _id)>>
<<if _state is 1>>
<i><<print _desc>></i><br><br>
<<elseif _state is 2>>
<i><s><<print _desc>></s></i><br><br>
<</if>>
<</for>>
<</if>>
/* ACT 1 (always show if any tasks exist) */
<b>Act 1</b><br><br>
<<for _i = 0; _i < _taskAct1.length; _i++>>
<<set _id = _taskAct1[_i]>>
<<set _state = $Tasks[_id].state>>
<<set _desc = (setup.Task && setup.Task[_id] && setup.Task[_id].description)
? setup.Task[_id].description
: ("Missing task description: " + _id)>>
<<if _state is 1>>
<i><<print _desc>></i><br><br>
<<elseif _state is 2>>
<i><s><<print _desc>></s></i><br><br>
<</if>>
<</for>>
<</if>>
<</tab>>
<<tab "Rumours">>
<b>General Rumours</b><br>
<br>
<<for _i = 0; _i < $PlayerCharacter.rumoursKnown.length; _i++>>
<<set _id = $PlayerCharacter.rumoursKnown[_i]>>
<<if setup.Rumours[_id]>>
<i><<print setup.Rumours[_id].rumour>></i><br><br>
<</if>>
<</for>>
<b>Other Rumours</b><br>
<<EnsureArray "LearnedKnown">>
<<EnsureArray "JenniferLearnedKnown">>
<<if $JenniferLearnedKnown.includes("TopOfClass") and $LearnedKnown.includes("TopOfClass")>>
<br><i>Jennifer used to be top of her class at school. You've learned that the only way to do this is to have some kind of involvement with the headmaster.</i><Br>
<<elseif $JenniferLearnedKnown.includes("TopOfClass")>>
<br><i>It seems that Jennifer was not merely a good student at school - she was one of the top in her year. You can’t say you’re surprised, but you find it strange she never talks about it.</i><Br>
<<elseif $LearnedKnown.includes("TopOfClass")>>
<br><i>The best students at Charlton are tutored personally by Stitch. It seems that his personal involvement is the only way to get to the top.</i><Br>
<</if>>
<<if $JenniferLearnedKnown.includes("Privileges") and $LearnedKnown.includes("Privileges")>>
<br><i>Some students at Charlton have had special privileges granted to them. It seems that Jennifer was one of them when she attended.</i><Br>
<<elseif $JenniferLearnedKnown.includes("Privileges")>>
<br><i>Jennifer somehow was able to bunk off school and get away with it. You struggle to understand how and why she could do this without getting in trouble.</i><Br>
<<elseif $LearnedKnown.includes("Privileges")>>
<br><i>It seems that certain students at Charlton get special privileges at school. This allows them to leave the school more freely than others.</i><Br>
<</if>>
<<if $JenniferLearnedKnown.includes("Curses") and $LearnedKnown.includes("Curses")>>
<br><i>Jennifer knew about the curses and might have even been involved in causing them when she was at school.</i><Br>
<<elseif $JenniferLearnedKnown.includes("Curses")>>
<br><i>It seems that Jennifer did something involving curses when she was at school. You wonder what this refers to.</i><Br>
<<elseif $LearnedKnown.includes("Curses")>>
<br><i>It hardly seems real: the trouble at school is being caused by curses cast on objects and lessons across the grounds.</i><Br>
<</if>>
<<if $JenniferLearnedKnown.includes("CheerleaderCoven") and $LearnedKnown.includes("CheerleaderCoven")>>
<br><i>The cheerleader squad are causing the trouble at the school, and Jennifer was part of the squad when she went there.</i><Br>
<<elseif $JenniferLearnedKnown.includes("CheerleaderCoven")>>
<br><i>Jennifer used to be a cheerleader. You’re not sure whether to believe she just forgot to mention it or she purposefully kept it from you.</i><Br>
<<elseif $LearnedKnown.includes("CheerleaderCoven")>>
<br><i>The strange things at school are being caused by the cheerleader squad. It sounds almost unbelievable, but they form a magical coven.</i><Br>
<</if>>
<<if $JenniferLearnedKnown.includes("BulliedPeople") and $LearnedKnown.includes("BulliedPeople")>>
<br><i>Jennifer bullied Annie at school and Charlton seemingly uses institutional bullying to control its students.</i><Br>
<<elseif $JenniferLearnedKnown.includes("BulliedPeople")>>
<br><i>It sounds like Jennifer bullied Annie at school. You can hardly believe that the person you know is capable of doing such a thing.</i><Br>
<<elseif $LearnedKnown.includes("BulliedPeople")>>
<br><i>People at the school seem to exert authority through bullying, leaving a number of students terrorised. </i><Br>
<</if>>
<<if $JenniferLearnedKnown.includes("Homophobia") and $LearnedKnown.includes("Homophobia")>>
<br><i>Charlton seems to have an aversion to its students being anything other than straight. Troublingly, Jennifer seemed to enforce this by spreading rumours about Annie and Penny at school.</i><Br>
<<elseif $JenniferLearnedKnown.includes("Homophobia")>>
<br><i>Jennifer appeared to spread rumours about Penny and Annie being more than just good friends. You struggle to reconcile this with who you know.</i><Br>
<<elseif $LearnedKnown.includes("Homophobia")>>
<br><i>It shouldn’t surprise you, but it seems that Charlton has a preference for its residents being straight. Anything else seems to be a taboo subject to speak of.</i><Br>
<</if>>
<br>
<</tab>>
<</tabs>>
<br>
<<ActionsHeader>>
<<link "Return">>
<<if $ConversationRoot isnot undefined>>
<<goto $ConversationRoot>>
<<else>>
<<goto $return>>
<</if>>
<</link>><h3>Spells</h3>
<<SpellsCheckSelf "Identify">>
<<if _SpellsCheckSelf is true>>
<<tabs>>
<<tab "Spells">>
<<ActiveBracelet>>
<<if _ActiveBracelet isnot undefined>>
<<BraceletChargeCheck>>
<b>Current Magical Affinity: </b><<print $PlayerCharacter.magic + _BraceletChargeCheck>><br>
<b>Bracelet Charge: </b><<print _BraceletChargeCheck>><br>
<<else>>
<b>Current Magical Affinity: </b><<print $PlayerCharacter.magic>><br>
<</if>>
<br>
<<for _i = 0; _i < $PlayerCharacter.spells.length; _i++>>
<<set _entry = $PlayerCharacter.spells[_i]>>
<<set _id = _entry.id>>
<<if setup.Spells[_id]>>
<b><<print setup.Spells[_id].display ?? _id>></b><br>
<<print setup.Spells[_id].description>><br>
<i>Taught by: <<if _entry.teacher is undefined>>N/A<<else>><<print _entry.teacher>><</if>></i><br>
<br>
<</if>>
<</for>>
<</tab>>
<<tab "Coven Strength">>
<<set _cheerleaderTotal to 0>><<for _npcKey range Object.keys(setup.NPC)>><<GetNPCState _npcKey "cheerleader">><<if _cheerleader is true>><<GetNPCState _npcKey "Help">><<GetNPCState _npcKey "Loyal">><<if $PlayerCharacter.cheerleader is true or (_Help isnot true and _Loyal isnot true)>><<AlreadyIdentified _npcKey>><<if _AlreadyIdentified is true>><<NPCDeltaCheck _npcKey "magic">><<set _cheerleaderTotal += (_NPCDeltaCheck ?? 0)>><</if>><</if>><</if>><</for>><table style="width:100%; border-collapse: collapse;">
<tr>
<th style="text-align:left; width:50%; padding: 4px; border-bottom: 1px solid #565656;"><<if $PlayerCharacter.cheerleader is false>><b>Your Coven</b><<else>><b>Gladys' Coven</b><</if>></th>
<th style="text-align:left; width:50%; padding: 4px; border-bottom: 1px solid #565656;"><<if $PlayerCharacter.cheerleader is false>><b>Cheerleader Coven</b><<else>><b>Your Coven</b><</if>></th>
</tr>
<tr>
<td style="padding: 4px; vertical-align: top;">
<i>Members</i><br>
<<if $PlayerCharacter.cheerleader is false>>
<<set _covenTotal to 0>>
<<ActiveBracelet>><<set _pcBoost to 0>>
<<if _ActiveBracelet isnot undefined>><<BraceletChargeCheck>><<set _pcBoost to _BraceletChargeCheck>><</if>>
You: (<<print $PlayerCharacter.magic + _pcBoost>>)<br>
<<CovenRecruitsEnsure>>
<<for _npcKey range Object.keys(setup.NPC)>>
<<GetNPCState _npcKey "cheerleader">>
<<if _cheerleader isnot true>>
<<AlreadyIdentified _npcKey>>
<<if _AlreadyIdentified is true>>
<<NPCDeltaCheck _npcKey "magic">>
<<set _npcMagic = (typeof _NPCDeltaCheck !== "undefined") ? _NPCDeltaCheck : 0>>
<<GetNPCState _npcKey "female">>
<<set _covenSlot to $CovenRecruits.indexOf(_npcKey)>>
<<if _npcMagic gt 0 and _female is true and _covenSlot gte 0 and _covenSlot lt 4>>
<<print _npcKey>>: (<<print _npcMagic>>)<br>
<<set _covenTotal += _npcMagic>>
<</if>>
<</if>>
<</if>>
<</for>>
<</if>>
</td>
<td style="padding: 4px; vertical-align: top;">
<i>Members</i><br>
<<if $PlayerCharacter.cheerleader is true>>You: (<<print $PlayerCharacter.magic>>)<br><</if>>
<<for _npcKey range Object.keys(setup.NPC)>>
<<GetNPCState _npcKey "cheerleader">>
<<if _cheerleader is true>>
<<GetNPCState _npcKey "Help">><<GetNPCState _npcKey "Loyal">>
<<if $PlayerCharacter.cheerleader is true or (_Help isnot true and _Loyal isnot true)>>
<<AlreadyIdentified _npcKey>><<NPCDeltaCheck _npcKey "magic">>
<<print _npcKey>>: (<<if _AlreadyIdentified is true>><<print _NPCDeltaCheck ?? 0>><<else>>Unknown<</if>>)<br>
<</if>>
<</if>>
<</for>>
</td>
</tr>
<tr>
<td style="padding: 4px; vertical-align: top;">
<<if $PlayerCharacter.cheerleader is false>>
<i>Potential Recruits</i><br>
<<set _hasRecruits to false>>
<<for _npcKey range Object.keys(setup.NPC)>>
<<GetNPCState _npcKey "cheerleader">>
<<if _cheerleader isnot true>>
<<AlreadyIdentified _npcKey>>
<<if _AlreadyIdentified is true>>
<<NPCDeltaCheck _npcKey "magic">>
<<set _npcMagic = (typeof _NPCDeltaCheck !== "undefined") ? _NPCDeltaCheck : 0>>
<<GetNPCState _npcKey "female">>
<<GetNPCState _npcKey "Help">>
<<GetNPCState _npcKey "Loyal">>
<<set _loyaltyQuestId = {"Elizabeth": "Quest34", "Jennifer": "Quest35", "Siobhan": "Quest37", "Heather": "Quest33"}[_npcKey]>>
<<set _loyaltyFailed to false>>
<<if _loyaltyQuestId isnot undefined>><<QuestStatus _loyaltyQuestId>><<if _QuestStatus is "failed">><<set _loyaltyFailed to true>><</if>><</if>>
<<if _npcMagic gt 0 and _female is true and _Help isnot true and _Loyal isnot true and _loyaltyFailed is false>>
<<print _npcKey>>: (<<print _npcMagic>>)<br>
<<set _hasRecruits to true>>
<</if>>
<</if>>
<</if>>
<</for>>
<<if _hasRecruits is false>>None identified<br><</if>>
<</if>>
</td>
<td style="padding: 4px; vertical-align: top;">
<<if $PlayerCharacter.cheerleader is false>>
<i>Potential Allies</i><br>
<<set _hasAllies to false>>
<<for _npcKey range Object.keys(setup.NPC)>>
<<GetNPCState _npcKey "cheerleader">>
<<if _cheerleader is true>>
<<GetNPCState _npcKey "Help">><<GetNPCState _npcKey "Loyal">>
<<if _Help is true or _Loyal is true>>
<<AlreadyIdentified _npcKey>><<NPCDeltaCheck _npcKey "magic">>
<<print _npcKey>>: (<<if _AlreadyIdentified is true>><<print _NPCDeltaCheck ?? 0>><<else>>Unknown<</if>>)<br>
<<set _hasAllies to true>>
<</if>>
<</if>>
<</for>>
<<if _hasAllies is false>>None yet<br><</if>>
<<else>>
<i>Potential Recruits</i><br>
<<set _hasRecruits to false>>
<<for _npcKey range Object.keys(setup.NPC)>>
<<GetNPCState _npcKey "cheerleader">>
<<if _cheerleader isnot true>>
<<AlreadyIdentified _npcKey>>
<<if _AlreadyIdentified is true>>
<<NPCDeltaCheck _npcKey "magic">>
<<set _npcMagic = (typeof _NPCDeltaCheck !== "undefined") ? _NPCDeltaCheck : 0>>
<<if _npcMagic gt 0>>
<<print _npcKey>>: (<<print _npcMagic>>)<br>
<<set _hasRecruits to true>>
<</if>>
<</if>>
<</if>>
<</for>>
<<if _hasRecruits is false>>None identified<br><</if>>
<</if>>
</td>
</tr>
<tr style="border-top: 1px solid #565656;">
<td style="padding: 4px;"><b>Total: <<if $PlayerCharacter.cheerleader isnot true>><<print $PlayerCharacter.magic + _pcBoost + _covenTotal>><<else>>0<</if>></b></td>
<td style="padding: 4px;"><b>Known Total: <<print _cheerleaderTotal + (($PlayerCharacter.cheerleader is true) ? $PlayerCharacter.magic : 0)>></b></td>
</tr>
</table>
<</tab>>
<</tabs>>
<<else>>
<<ActiveBracelet>>
<<if _ActiveBracelet isnot undefined>>
<<BraceletChargeCheck>>
<b>Current Magical Affinity: </b><<print $PlayerCharacter.magic + _BraceletChargeCheck>><br>
<b>Bracelet Charge: </b><<print _BraceletChargeCheck>><br>
<<else>>
<b>Current Magical Affinity: </b><<print $PlayerCharacter.magic>><br>
<</if>>
<br>
<<for _i = 0; _i < $PlayerCharacter.spells.length; _i++>>
<<set _entry = $PlayerCharacter.spells[_i]>>
<<set _id = _entry.id>>
<<if setup.Spells[_id]>>
<b><<print setup.Spells[_id].display ?? _id>></b><br>
<<print setup.Spells[_id].description>><br>
<i>Taught by: <<if _entry.teacher is undefined>>N/A<<else>><<print _entry.teacher>><</if>></i><br>
<br>
<</if>>
<</for>>
<</if>>
<br>
<<ActionsHeader>>
<<link "Return">>
<<if $ConversationRoot isnot undefined>>
<<goto $ConversationRoot>>
<<else>>
<<goto $return>>
<</if>>
<</link>><<if $GameStarted is true>>
<<RenderAvatar $current.avatar>>
<br>
<<Flag "ShadowSelfDreamMitch">>
<<if _FlagReturn is true>>
<i>You are <<print $PlayerCharacter.firstName[0] + " Phillips">></i><br>
<<else>>
<<Flag "ShadowSelfBeachDream">>
<<if _FlagReturn is true>>
<i>You are <<print $PlayerCharacter.firstName[6] + " Phillips!">></i><br>
<<else>>
<<Flag "FreakShowForm">>
<<if _FlagReturn>>
<I>You are... you aren't sure.</i><bR>
<<else>>
<i>You are <<print $current.fullName>></i><br>
<</if>>
<</if>>
<</if>>
<br>
<<GetStat "feminine">><b>Femininity:</b> <<print _GetStat>><br>
<<GetStat "greedy">><b>Greedy:</b> <<print _GetStat>><br>
<<GetStat "assertive">><b>Assertive:</b> <<print _GetStat>><br>
<<GetStat "orientation">><b>Orientation:</b> <<print _GetStat>><br>
<<GetStat "intelligence">><b>Intelligence:</b> <<print _GetStat>><br>
<<GetStat "physique">><b>Physique:</b> <<print _GetStat>><br>
<br>
<b>Day:</b> <<print setup.days[$dayCurrent]>><br>
<b>Time:</b> <<print setup.period[$periodCurrent]>><br>
<br>
<<GetPCState "job">>
<<if _job is "Fired">>
<<GetStat "cashflow">><b>Your cash flow:</b> <<print _GetStat>><br>
<<else>>
<<GetStat "workPerformance">><b>Your work performance:</b> <<print _GetStat>><br>
<</if>>
<<GetNPCStat "Emily" "corruption">><b>Emily's corruption:</b> <<print _GetNPCStat>><br>
<b>Emily's grades:</b> <<print $EmilyGrade>><br>
<b>Sibling Bond:</b> <<print $PlayerCharacter.siblingBond>><br>
<<CheckFirst "Vice">>
<<if _CheckFirst is true>><b>Vice:</b> <<print $PlayerCharacter.vice>><br><</if>>
<</if>><<if $GameStarted is true>>[[Check Profile|Player]]<</if>>
<<if $PlayerCharacter.inventory.length isnot 0>>[[Inventory|Inventory]]<</if>>
<<if $PlayerCharacter.questlog.length isnot 0>>[[Quests and rumours|Quests]]<</if>>
<<if $PlayerCharacter.spells.length isnot 0>>[[Spells|Spells]]<</if>>
<<if Object.keys($NPCsKnown).length > 0>>[[Relationships|relationships]]<</if>>
<<if $GameStarted is true>>[[Debug|Debug]]<</if>><br>
<H4>Player Friendly Quality of Life and Escapes</H4>
<b>Quality of life</b><br>
<<if $current.avatar is "Heather" or $current.avatar is "Elizabeth" or ($current.avatar is "Charli" and $SleptTransformed is true)>>
<s>Teleport to Your Street</s> - <i>You shouldn't go outside looking like that</i><br>
<<else>>
<<linkreplace "Teleport to Your Street">><<goto "YourStreet">><</linkreplace>><br>
<</if>>
<<linkreplace "Teleport to Your Home">><<goto "YourHome">><</linkreplace>><br>
<br>
<b>Content activation</b><br>
<<linkreplace "0.3.09 Activation (activates the new 0.3.09 content on saves already in Act 2 - safe to click more than once)">><<EventTrigger "ThompsonsOffice" "DanGymLunchTimeInvite" "Afternoon" "Dan" "PC" null "Act2Started" null false>><<EventTrigger "Gym" "LunchTimeSession" "Lunch" "Casey" null null "Act2Started" null false>><<EventTrigger "ThompsonsReception" "PokerNightReminder" "Morning" "Annie" "PC" null "Act2Started" null false>><<EventTrigger "ThompsonsOffice" "PokerNightReminderSecretary" "Morning" "Annie" "PC" null "Act2Started" null false>><<run (State.variables["$EventAceOfHeartsMarjoriesOffice"] ?? []).forEach(function (e) { if (e.event === "MarjorieFirst") e.recurring = true; })>>Done<</linkreplace>><br>
<br>
<b>Stat editor</b> (edits base values; use the refresh link after changing)<br>
<<set $NPCDelta.Emily = $NPCDelta.Emily ?? {}>><<set $NPCDelta.Emily.corruption = Number($NPCDelta.Emily.corruption ?? 0)>><<set $NPCDelta.Emily.grades = Number($NPCDelta.Emily.grades ?? 0)>><<set $current.drunk = Number($current.drunk ?? 0)>>
<b>Femininity:</b> <<numberbox "$PlayerCharacter.feminine" $PlayerCharacter.feminine>><br>
<b>Greedy:</b> <<numberbox "$PlayerCharacter.greedy" $PlayerCharacter.greedy>><br>
<b>Assertive:</b> <<numberbox "$PlayerCharacter.assertive" $PlayerCharacter.assertive>><br>
<b>Orientation:</b> <<numberbox "$PlayerCharacter.orientation" $PlayerCharacter.orientation>><br>
<b>Intelligence:</b> <<numberbox "$PlayerCharacter.intelligence" $PlayerCharacter.intelligence>><br>
<b>Physique:</b> <<numberbox "$PlayerCharacter.physique" $PlayerCharacter.physique>><br>
<b>Work performance:</b> <<numberbox "$PlayerCharacter.workPerformance" $PlayerCharacter.workPerformance>><br>
<b>Vice:</b> <<numberbox "$PlayerCharacter.vice" $PlayerCharacter.vice>><br>
<b>Sibling Bond:</b> <<numberbox "$PlayerCharacter.siblingBond" $PlayerCharacter.siblingBond>><br>
<b>Drunk:</b> <<numberbox "$current.drunk" $current.drunk>><br>
<b>Emily Corruption:</b> <<numberbox "$NPCDelta.Emily.corruption" $NPCDelta.Emily.corruption>><br>
<b>Emily Grades:</b> <<numberbox "$NPCDelta.Emily.grades" $NPCDelta.Emily.grades>><br>
<<linkreplace "Refresh stat mirrors + tiers">><<GetStat "assertive">><<set $current.assertive = _GetStat>><<GetStat "orientation">><<set $current.orientation = _GetStat>><<GetStat "intelligence">><<set $current.intelligence = _GetStat>><<GetStat "physique">><<set $current.physique = _GetStat>><<GetStat "greedy">><<set $current.greedy = _GetStat>><<UpdateStateStages>>Done<</linkreplace>><br>
<br>
<b>Compulsions - add</b><br>
<<linkreplace "Add All Dolled Up">><<activateCompulsion "AllDolledUp">>Done<</linkreplace>><br>
<<linkreplace "Add Boy Crazy">><<activateCompulsion "BoyCrazy">>Done<</linkreplace>><br>
<<linkreplace "Add Citizen Charlton">><<activateCompulsion "CitizenCharlton">>Done<</linkreplace>><br>
<<linkreplace "Add Ditzy">><<activateCompulsion "Ditzy">>Done<</linkreplace>><br>
<<linkreplace "Add Dutiful Doer">><<activateCompulsion "DutifulDoer">>Done<</linkreplace>><br>
<<linkreplace "Add Gym Bunny">><<activateCompulsion "GymBunny">>Done<</linkreplace>><br>
<<linkreplace "Add House Proud">><<activateCompulsion "HouseProud">>Done<</linkreplace>><br>
<<linkreplace "Add Model Student">><<activateCompulsion "ModelStudent">>Done<</linkreplace>><br>
<<linkreplace "Add Old Fashioned Values">><<activateCompulsion "OldFashionedValues">>Done<</linkreplace>><br>
<<linkreplace "Add Party Girl">><<activateCompulsion "PartyGirl">>Done<</linkreplace>><br>
<<linkreplace "Add Saucy Secretary">><<activateCompulsion "SaucySecretary">>Done<</linkreplace>><br>
<<linkreplace "Add The Appeaser">><<activateCompulsion "TheAppeaser">>Done<</linkreplace>><br>
<<linkreplace "Add Touch of Pride">><<activateCompulsion "TouchOfPride">>Done<</linkreplace>><br>
<b>Compulsions - remove</b><br>
<<linkreplace "Remove All Dolled Up">><<removeCompulsion "AllDolledUp">>Done<</linkreplace>><br>
<<linkreplace "Remove Boy Crazy">><<removeCompulsion "BoyCrazy">>Done<</linkreplace>><br>
<<linkreplace "Remove Citizen Charlton">><<removeCompulsion "CitizenCharlton">>Done<</linkreplace>><br>
<<linkreplace "Remove Ditzy">><<removeCompulsion "Ditzy">>Done<</linkreplace>><br>
<<linkreplace "Remove Dutiful Doer">><<removeCompulsion "DutifulDoer">>Done<</linkreplace>><br>
<<linkreplace "Remove Gym Bunny">><<removeCompulsion "GymBunny">>Done<</linkreplace>><br>
<<linkreplace "Remove House Proud">><<removeCompulsion "HouseProud">>Done<</linkreplace>><br>
<<linkreplace "Remove Model Student">><<removeCompulsion "ModelStudent">>Done<</linkreplace>><br>
<<linkreplace "Remove Old Fashioned Values">><<removeCompulsion "OldFashionedValues">>Done<</linkreplace>><br>
<<linkreplace "Remove Party Girl">><<removeCompulsion "PartyGirl">>Done<</linkreplace>><br>
<<linkreplace "Remove Saucy Secretary">><<removeCompulsion "SaucySecretary">>Done<</linkreplace>><br>
<<linkreplace "Remove The Appeaser">><<removeCompulsion "TheAppeaser">>Done<</linkreplace>><br>
<<linkreplace "Remove Touch of Pride">><<removeCompulsion "TouchOfPride">>Done<</linkreplace>><br>
<Br>
<H4>Testing tools - Not recommended to use as will break game</H4>
<br>
<<linkreplace "Refresh Act 2 objects (for older saves)">><<Act2ObjectRefresh>>Done<</linkreplace>><br>
<<linkreplace "Refresh Act 2 variables (for older saves)">><<Act2VariablesRefresh>>Done<</linkreplace>><br>
<<linkreplace "Recharge the amulet (2 charges)">><<AmuletChargeOveride 2>>Done<</linkreplace>><br>
<<linkreplace "Clear today's once-per-day locks">><<DailyVariableWipe>>Done<</linkreplace>><br>
/* TEMP Casey's Gym lunchtime harness - remove before release */
<b>Casey's Gym lunchtime harness</b> (the Physique numberbox above drives the running-machine check; the Dan invite and the machines need your OWN form - transform back first if disguised)<br>
<<link "Office at weekday Afternoon (Tue - arms + fires Dan's gym invite; needs an Act 2 save, own form, not Fired)" "ThompsonsOffice">><<set $dayCurrent to 1>><<set $periodCurrent to 2>><<run $EventThompsonsOffice = ($EventThompsonsOffice ?? []).filter(function (e) { return !(e.event === "DanGymLunchTimeInvite" && e.period === "Lunch"); })>><<EventTrigger "ThompsonsOffice" "DanGymLunchTimeInvite" "Afternoon" "Dan" "PC" null "Act2Started" null false>><</link>><br>
<<linkreplace "Set DanDateBathroom flag (female PC gets the 'knees' desk line)">><<SetFlag "DanDateBathroom">>Done<</linkreplace>><br>
<<linkreplace "Set DanTennisHelp flag (female PC gets the 'knees' desk line)">><<SetFlag "DanTennisHelp">>Done<</linkreplace>><br>
<<linkreplace "Set DanLunchPlacate flag (female PC gets the 'looking out for you' desk line - only without the two above)">><<SetFlag "DanLunchPlacate">>Done<</linkreplace>><br>
<<linkreplace "Replay Dan's gym invite (marks the event unseen again)">><<run ($EventThompsonsOffice ?? []).forEach(function (e) { if (e.event === "DanGymLunchTimeInvite") e.state = "unseen"; })>>Done<</linkreplace>><br>
<<link "Gym at weekday Lunch (Tue - arms + fires LunchTimeSession on the first visit; needs an Act 2 save; afterwards the machines paragraph shows and Casey's 'old equipment' topic opens)" "Gym">><<set $dayCurrent to 1>><<set $periodCurrent to 1>><<EventTrigger "Gym" "LunchTimeSession" "Lunch" "Casey" null null "Act2Started" null false>><</link>><br>
<<linkreplace "Gym card + all four workout gear sets">><<TakeObjectNPC "Casey" "CaseysGymCard">><<TakeObjectLocation "EvansDepartmentStore" "WorkoutGearRed">><<TakeObjectLocation "EvansDepartmentStore" "WorkoutGearBlack">><<TakeObjectLocation "EvansDepartmentStore" "WorkoutGearPink">><<TakeObjectLocation "EvansDepartmentStore" "WorkoutGearMale">>Done<</linkreplace>><br>
<<linkreplace "Replay LunchTimeSession (event unseen again + first-seen cleared - the machines text and topic hide until re-watched)">><<run ($EventGym ?? []).forEach(function (e) { if (e.event === "LunchTimeSession") e.state = "unseen"; })>><<if $FirstSeen>><<set $FirstSeen to $FirstSeen.filter(function (k) { return k !== "LunchTimeSession"; })>><</if>>Done<</linkreplace>><br>
<i>Rollout regression jumps (transform + land at the gym at weekday Lunch):</i><br>
<<link "As Jennifer (member everywhere with no card - machines topic must show once the event is seen)" "Gym">><<set $dayCurrent to 1>><<set $periodCurrent to 1>><<AmuletChargeOveride 2>><<Transform "Jennifer">><</link>><br>
<<link "As Emily (needs the card + gear from the grant link, same as own form)" "Gym">><<set $dayCurrent to 1>><<set $periodCurrent to 1>><<AmuletChargeOveride 2>><<Transform "Emily">><</link>><br>
<<link "As Charli (wrong form - the machines topic must be ABSENT even holding card + gear)" "Gym">><<set $dayCurrent to 1>><<set $periodCurrent to 1>><<AmuletChargeOveride 2>><<Transform "Charli">><</link>><br>
<<linkreplace "Weekend Morning (Sat - for the Jake bet regression: as Charli/Tandi with card + gear Jake must now refuse membership; Gordon training and DeBussy ballet are weekend too)">><<set $dayCurrent to 5>><<set $periodCurrent to 0>>Done - Jake is at the gym Sat/Sun Morning<</linkreplace>><br>
/* TEMP Christina rumour-filter harness - remove before release */
<b>Christina rumour filter harness</b> (her draw must NEVER produce the Theodore, Tovil Hole maps, or Logain greenhouse rumours)<br>
<<link "Christina shop-rumour draw (transforms to Emily, jumps straight into the Evans shopping scene)" "ChristinaDialogue">><<AmuletChargeOveride 2>><<Transform "Emily">><<set $ChristinaDialogue to "ShopAccept">><<StartConversation "Christina" "EvansDepartmentStore">><</link>><br>
<<linkreplace "Forget all rumours (re-roll her draw fresh - click between visits to sample repeatedly)">><<set $PlayerCharacter.rumoursKnown to []>>Done<</linkreplace>><br>
<<linkreplace "Know all ten gossip rumours (her next visit must give the 'nothing new' fallback, NOT a discovery rumour)">><<RumourLearned "Jake">><<RumourLearned "Reagan">><<RumourLearned "Annie">><<RumourLearned "Elizabeth">><<RumourLearned "Michelle">><<RumourLearned "Olaf">><<RumourLearned "Logain">><<RumourLearned "Heather">><<RumourLearned "Dennis">><<RumourLearned "Terrence">>Done<</linkreplace>><br>
/* TEMP flirt-decouple test links - remove before release */
<b>Flirt decouple harness</b> (orientation numberbox is in the stat editor above; Player panel shows the flirt skill)<br>
<<linkreplace "TEMP: Flirt skill +5 (test save only - bypasses make-up/outfit bookkeeping)">><<set $PlayerCharacter.skills.flirt += 5>>Done<</linkreplace>><br>
<<linkreplace "TEMP: Flirt skill reset to 0 (then re-apply make-up/outfit normally)">><<set $PlayerCharacter.skills.flirt to 0>>Done<</linkreplace>><br>
<i>Checks: a tagged site must show the red [Flirt] marker and move with the skill; an untagged site must ignore it; the Player-panel orientation tier must ignore it after a sleep.</i><br>
<<link "TEMP: Flirt at a MAN - female PC tier 4, dropped straight into a taxi ride home (flirt with the driver, expect red [Flirt], gt 10; removes Boy Crazy so the compulsion route can't mask the flirt option)" "TaxiCabRide">><<set $PlayerCharacter.feminine to 55>><<set $PlayerCharacter.female to true>><<set $PlayerCharacter.stateCurrent to 4>><<CurrentToPlayerCharacter>><<UpdateStateStages>><<removeCompulsion "BoyCrazy">><<set $TaxiCabRide to undefined>><<set $TaxiDesintation to "YourHome">><</link>><br>
<<link "TEMP: Flirt at a WOMAN - use in your own MALE form: Evening, Quest36 armed, at the supermarket (flirt with Charli, expect red [Flirt], lt check - flirt skill now HELPS)" "CharltonSupermarket">><<set $periodCurrent to 3>><<QuestTracker "Quest36" 0>><<QuestOptionUnlock "Quest36" 0 "attention">><<NPCKnown "Charli">><</link>><br>
<<link "TEMP: UNTAGGED resist check - transforms to Charli, Morning, Clive's visit armed at her apartment ('overpower the sensations' must show NO [Flirt] and ignore the skill)" "CharlisApartment">><<set $periodCurrent to 0>><<AmuletChargeOveride 2>><<Transform "Charli">><<LocationKnown "CharlisApartment">><<EventTrigger "CharlisApartment" "CliveVisit" "Morning" null "Charli" null null null false>><</link>><br>
/* TEMP Dream7 test links - remove before release */
<<linkreplace "TEMP: Dream7 harness (feminine 85, tier 6, Dreams 1-6 played, Night)">><<set $PlayerCharacter.feminine to 85>><<set $PlayerCharacter.female to true>><<set $PlayerCharacter.stateCurrent to 6>><<CurrentToPlayerCharacter>><<UpdateStateStages>><<run ["Dream1","Dream2","Dream3","Dream4","Dream5","Dream6"].forEach(d => State.variables.playedDreams.pushUnique(d))>><<set $queuedDreams to []>><<set $periodCurrent to 4>>Done - now sleep at home/Jennifer's/Annie's<</linkreplace>><br>
<<linkreplace "TEMP: Old-save memories sim (memories 60, new 15, unset scale)">><<set $PlayerCharacter.memories to 60>><<set $PlayerCharacter.newMemories to 15>><<unset $MemoriesScale>>Done - open Player panel to check migration (expect 40/10, state 1)<</linkreplace>><br>
<<link "TEMP: Roseli removal menu (arms Quest26 stage 3 - add compulsions above first)" "RoseliDialogue">><<QuestTracker "Quest26" 0>><<QuestTracker "Quest26" 3>><<set $RoseliDialogue to "Quest26UpdateTask">><<StartConversation "Roseli" "FatGordonsCircusCurioShop">><</link>><br>
<br>
<b>Reveal locations</b><br>
<<linkreplace "McTafeys">><<LocationKnown "McTafeys">>Done<</linkreplace>><br>
<<linkreplace "Fat Gordon's Carnival">><<LocationKnown "FatGordonsCircus">>Done<</linkreplace>><br>
<<linkreplace "Charli's Apartment">><<LocationKnown "CharlisApartment">>Done<</linkreplace>><br>
<<linkreplace "Country Club">><<LocationKnown "CountryClub">>Done<</linkreplace>><br>
<br>
<b>Save repairs</b> (safe to click; each only acts if your save needs it)<br>
<<linkreplace "Quest16: re-arm Gladys research timer (stage 2 stuck)">><<QuestState "Quest16">><<if _QuestState is 2>><<TimerEvent "GladysResearch" 0>>Done<<else>>Quest16 not at stage 2 (state: <<print _QuestState ?? "not started">>)<</if>><</linkreplace>><br>
<<linkreplace "Quest16: rewind to stage 2 + arm research timer (stranded at 8, dream arc undone)">><<QuestState "Quest16">><<DialogueSpokenSecretKnown "Gladys" "GladysResearch">><<set _researchDone to _Discussed>><<DialogueSpokenSecretKnown "Gladys" "SecondDream">><<if _QuestState gte 8 and _researchDone is false and _Discussed is false>><<set $QuestState.Quest16.stage to 2>><<TimerEvent "GladysResearch" 0>>Done<<else>>Not stranded (stage: <<print _QuestState ?? "not started">>; potion handover already seen)<</if>><</linkreplace>><br>
<<linkreplace "Cancel stray Jennifer sleepover event">><<EventsCancel "JennifersApartment" "JennifersApartmentFemaleFirst">>Done<</linkreplace>><br>
<<linkreplace "Gala dinner: stuck in Emily's room with no vanity table or wardrobe (grants both)">><<Flag "TempBusinessMeeting">><<set _gbMeeting to _FlagReturn>><<Flag "VanityTableKnown">><<set _gbVanity to _FlagReturn>><<Flag "EmilysWardrobeKnown">><<if _gbMeeting is true and (_gbVanity is false or _FlagReturn is false)>><<SetFlag "VanityTableKnown">><<SetFlag "EmilysWardrobeKnown">>Done - Emily's vanity table and wardrobe are now available<<else>>Not needed<</if>><</linkreplace>><br>
<<linkreplace "Quest21: Annie dream route got Jennifer's morning scene instead (re-arm Annie's, cancel Jennifer's)">><<Flag "AnnieConfrontedQuest21">><<set _q21Annie to _FlagReturn>><<Flag "JenniferConfrontedQuest21">><<QuestState "Quest21">><<if _q21Annie is true and _FlagReturn is false and _QuestState gte 7>><<EventsCancel "JennifersApartment" "TerrenceResolution">><<EventsCancel "YourRoom" "TerrenceResolutionJenniferText">><<EventTrigger "AnniesApartment" "TerrenceResolution" null "Annie" null null null null false>>Done - visit Annie's apartment<<else>>Not needed<</if>><</linkreplace>><br>
<br>
<<linkreplace "Transform into Emily">><<Transform "Emily">><</linkreplace>><br>
<<linkreplace "Transform into Annie">><<Transform "Annie">><</linkreplace>><br>
<<linkreplace "Transform into Charli (auto-charges amulet)">><<AmuletChargeOveride 2>><<Transform "Charli">><</linkreplace>><br>
<<linkreplace "Transform into Tandi (auto-charges amulet)">><<AmuletChargeOveride 2>><<Transform "Tandi">><</linkreplace>><br>
<br>
<b>Release 0.3.09 smoke testing</b><bR>
<<linkreplace "Repair: re-wipe Liz's magic (Quest9 stage 5 saves hit by the Act 2 SleepForget re-teach)">><<QuestState "Quest9">><<NPCMagicLevel "Elizabeth">><<if _QuestState is 5 and _NPCMagicLevel gt 0>><<RemoveSpellNPC "Elizabeth" "All">><<SetNPCMagic "Elizabeth" 0>>Done - Liz wiped again<<else>>Not needed (Quest9 stage: <<print _QuestState ?? "not started">>; Liz magic: <<print _NPCMagicLevel>>)<</if>><</linkreplace>><br>
<<linkreplace "Repair: restore Liz's innate magic (Act 1 saves made before she started with Sleep & Forget - Liz at magic 0 and NOT wiped on the cheerleader path) - her magic-aware conversation arms then show from here on">><<QuestState "Quest9">><<NPCMagicLevel "Elizabeth">><<if _NPCMagicLevel is 0 and _QuestState isnot 5>><<NPCLearnSpell "Elizabeth" "SleepForget">>Done - Liz now knows Sleep & Forget (magic 1)<<elseif _QuestState is 5>>Not applied - Liz was wiped on the cheerleader path (Quest9 stage 5); leave her at 0<<else>>Not needed (Liz magic: <<print _NPCMagicLevel>>)<</if>><</linkreplace>><br>
<<linkreplace "Repair: re-open 'Invite Liz over to learn Ward' (Act 2 saves whose Act 1 Prichard favour ran the non-magic arm, so the Ward lesson was never offered) - forces Quest10's liz_ward_lesson option on; then as Emily at home in the Evening the invite must show">><<SpellsCheckNPC "Elizabeth" "Ward">><<if _SpellsCheckNPC is true>>Not needed - Liz already knows Ward<<else>><<if not $QuestState>><<set $QuestState to {}>><</if>><<if not $QuestState.Quest10>><<QuestTracker "Quest10" 0>><</if>><<if not $QuestState.Quest10.optionsUnlocked>><<set $QuestState.Quest10.optionsUnlocked to {}>><</if>><<if not $QuestState.Quest10.optionsUnlocked[3]>><<set $QuestState.Quest10.optionsUnlocked[3] to {}>><</if>><<set $QuestState.Quest10.optionsUnlocked[3].liz_ward_lesson to true>>Done - the invite needs Emily, Evening, and Liz's magic above 0<</if>><</linkreplace>><br>
<b>Face text (bone tier + make-up layer)</b> - own body: <<BodyStateEnsure>>face tier <<print $PlayerCharacter.face ?? 0>>, make-up <<print $PlayerCharacter.makeup is true ? "ON" : "off">>; Emily (as you picture her): face tier <<print $PlayerCharacter.perception.Emily.face ?? 0>>, make-up <<NPCDeltaCheck "Emily" "makeup">><<print _NPCDeltaCheck is true ? "ON" : "off">>. Check the Player panel Profile/Self-Perception (own form or as Emily) and Emily's Relationships entry after each change.<br>
<<link "Own body: face tier +1 (wraps 4 to 0)" "Debug">><<BodyStateEnsure>><<set $PlayerCharacter.face to (($PlayerCharacter.face ?? 0) + 1) % 5>><<if _CurrentPC is true>><<set $current.face to $PlayerCharacter.face>><</if>><</link>><br>
<<link "Own body: toggle make-up (flirt bonus follows if in your own form)" "Debug">><<set $PlayerCharacter.makeup to not ($PlayerCharacter.makeup is true)>><<if _CurrentPC is true>><<if $PlayerCharacter.makeup is true>><<WearMakeup>><<else>><<RemoveMakeup>><</if>><</if>><</link>><br>
<<link "Emily: perception face tier +1 (wraps 4 to 0)" "Debug">><<BodyStateEnsure>><<set $PlayerCharacter.perception.Emily.face to (($PlayerCharacter.perception.Emily.face ?? 0) + 1) % 5>><<if $current.avatar is "Emily">><<set $current.face to $PlayerCharacter.perception.Emily.face>><</if>><</link>><br>
<<link "Emily: toggle make-up (her NPC state; applies to the worn form if you are Emily now)" "Debug">><<NPCDeltaCheck "Emily" "makeup">><<if _NPCDeltaCheck is true>><<NPCRemoveMakeup "Emily">><<if $current.avatar is "Emily">><<RemoveMakeup>><</if>><<else>><<NPCWearMakeup "Emily">><<if $current.avatar is "Emily">><<WearMakeup>><</if>><</if>><</link>><br>
<<linkreplace "Smoke: Tandi bracelet trial as a MAN with Party Girl + Michelle (Quest22 to stage 3, trial option known, Michelle invited as yourself, Red Room known) - then YourHome Evening > Prepare > Call Michelle">><<if _CurrentPC is true and $current.female is false>><<QuestTracker "Quest22" 0>><<set $QuestState.Quest22.stage to 3>><<set $QuestState.Quest22.status to "active">><<QuestOptionUnlock "Quest22" 2 "man_assistant" "gte">><<CompulsionCheck "PartyGirl">><<if _CompulsionCheck is false>><<activateCompulsion "PartyGirl">><</if>><<LocationKnown "RedRoom">><<SetFlag "CharltonTaxiHomeKnown">><<NPCKnown "Michelle">><<NPCKnown "Tandi">><<RedRoomCompanion "MichellePC">>Done - at Evie's, buy Michelle two drinks before offering the bracelet<<else>>Use this in your own MALE form (Michelle's invite is keyed to the form that asks)<</if>><</linkreplace>><br>
<<linkreplace "Smoke: Charli address routes (Quest36 stage 0, plumbing known, apartment UN-known, Thompson's key in hand, repair key back in his office) - by DAY the computer lookup must show; in the EVENING unlock Thompson's office > search for Charli's key > her door must appear on the Town Square">><<QuestTracker "Quest36" 0>><<set $QuestState.Quest36.stage to 0>><<set $QuestState.Quest36.status to "active">><<QuestOptionUnlock "Quest36" 0 "pipe_problems">><<if $LocationsKnown>><<run $LocationsKnown.delete("CharlisApartment")>><</if>><<InventoryCheckSelf "KeyThompsonRepairs">><<if _InventoryCheckSelf is false>><<InventoryCheckNPC "Annie" "KeyThompsonRepairs">><<if _InventoryCheckNPC is true>><<TakeObjectNPC "Annie" "KeyThompsonRepairs">><</if>><</if>><<InventoryCheckSelf "CharliRepairKey">><<if _InventoryCheckSelf is true>><<GiveObjectLocation "ThompsonsBossOffice" "CharliRepairKey">><</if>>Done - use your own form; the evening office search needs the office empty<</linkreplace>><br>
<<linkreplace "Smoke: second Christina transform (Quest23 forced to stage 5 active, business card in hand, amulet charged) - at the Care Pavilion, Sheryl must offer 'Ask her to use the bathroom' again">><<QuestTracker "Quest23" 0>><<set $QuestState.Quest23.stage to 5>><<set $QuestState.Quest23.status to "active">><<InventoryCheckSelf "ChristinaHeartsBusinessCard">><<if _InventoryCheckSelf is false>><<InventoryCheckNPC "Christina" "ChristinaHeartsBusinessCard">><<if _InventoryCheckNPC is true>><<TakeObjectNPC "Christina" "ChristinaHeartsBusinessCard">><</if>><</if>><<AmuletChargeOveride 2>><<LocationKnown "CharltonCarePavilion">>Done - go in your own form<</linkreplace>><br>
<<linkreplace "Smoke: Circus of Life FAILED partnership (Quest26 active with three failures banked) - go to Roseli, 'Update her on your task', then check her hub, Siobhan's Join Coven, and that no Tandi coin is offered">><<QuestTracker "Quest26" 0>><<set $QuestState.Quest26.stage to 0>><<set $QuestState.Quest26.status to "active">><<set $Quest26Failure to 3>><<SetFlag "Quest26HallofMirrorsDone">><<SetFlag "Quest26FortuneTellerDone">><<SetFlag "Quest26FreakShowDone">><<LocationKnown "FatGordonsCircus">>Done<</linkreplace>><br>
<<linkreplace "Smoke: Dan tennis lessons via the club topic (Country Club known, Dan known, Dan's CountryClub/TennisLessons topics and unlock cleared) - at Thompson's office by day the prose prompt must show, 'Ask about tennis lessons' must be ABSENT until you 'Ask about the Country Club', then present (any form; lessons need female)">><<LocationKnown "CountryClub">><<NPCKnown "Dan">><<if $DanDialogueDone>><<set $DanDialogueDone to $DanDialogueDone.filter(function (d) { return d.dialogue !== "CountryClub" && d.dialogue !== "TennisLessons"; })>><</if>><<if $DialogueUnlock and $DialogueUnlock.Dan>><<set $DialogueUnlock.Dan to $DialogueUnlock.Dan.filter(function (k) { return k !== "TennisLessons"; })>><</if>>Done - Quest22 untouched, so this proves the non-quest route<</linkreplace>><br>
<<linkreplace "Smoke: Dan's wingman invite for a MALE PC (prologue Agree flag set, Dan's relationship reset to neutral, Country Club known, Dan's CountryClub topic and Dan invite cleared) - as your own male form 'Ask about the Country Club' must give the invite; then at the club Angus > 'Tell him Dan' must let you in">><<SetFlag "PermDay0OfficeAgree">><<ChangeNPCrelationship "Dan" "PC" 1>><<LocationKnown "CountryClub">><<NPCKnown "Dan">><<if $DanDialogueDone>><<set $DanDialogueDone to $DanDialogueDone.filter(function (d) { return d.dialogue !== "CountryClub"; })>><</if>><<if $CountryClubVisitor>><<run delete $CountryClubVisitor.Dan>><</if>>Done - to test the refusal instead, take the WorkPerformance59 assert path first (drops Dan to 0)<</linkreplace>><br>
<<linkreplace "Smoke: High Stakes amulet gating (Quest18 stage 0 = Thompson invited, Annie reminder armed, Quest23 stage 0 with harrow/beach options and Beach-known flag cleared, Jake/Dennis amulet topics and Annie re-ask cleared) - reception must offer ONLY 'Decline for now'; then Jake 'Ask about the teachers' amulets' > 'Ask about Harrow's amulet' (tail shows) or Dennis; then back to Annie">><<QuestTracker "Quest18" 0>><<set $QuestState.Quest18.stage to 0>><<set $QuestState.Quest18.status to "active">><<QuestTracker "Quest23" 0>><<set $QuestState.Quest23.stage to 0>><<set $QuestState.Quest23.status to "active">><<if $QuestState.Quest23.optionsUnlocked and $QuestState.Quest23.optionsUnlocked[0]>><<run delete $QuestState.Quest23.optionsUnlocked[0].harrow>><<run delete $QuestState.Quest23.optionsUnlocked[0].beach>><</if>><<SetFlag "BeachAmuletKnown" false>><<if $JakeDialogueDone>><<set $JakeDialogueDone to $JakeDialogueDone.filter(function (d) { return d.dialogue !== "TeacherAmulets" && d.dialogue !== "HarrowAmulet"; })>><</if>><<if $DennisDialogueDone>><<set $DennisDialogueDone to $DennisDialogueDone.filter(function (d) { return d.dialogue !== "HarrowAmulet"; })>><</if>><<if $DialogueUnlock and $DialogueUnlock.Annie>><<set $DialogueUnlock.Annie to $DialogueUnlock.Annie.filter(function (k) { return k !== "PokerInviteAccept"; })>><</if>><<NPCKnown "Jake">><<NPCKnown "Dennis">><<NPCKnown "Annie">><<SetFlag "Act2Started">><<EventTrigger "ThompsonsReception" "PokerNightReminder" "Morning" "Annie" "PC" null "Act2Started" null false>>Done - reminder fires on a MORNING visit to reception in your own form<</linkreplace>><br>
<<linkreplace "Smoke: High Stakes - amulet motive KNOWN before the reminder (as above, but Quest23 harrow option held) - reception must offer 'Accept the invite' AND 'Decline for now'; Accept must set stage 1/2 and make the Duncan Manor taxi appear in the Evening">><<QuestTracker "Quest18" 0>><<set $QuestState.Quest18.stage to 0>><<set $QuestState.Quest18.status to "active">><<QuestTracker "Quest23" 0>><<set $QuestState.Quest23.stage to 0>><<set $QuestState.Quest23.status to "active">><<QuestOptionUnlock "Quest23" 0 "harrow">><<if $DialogueUnlock and $DialogueUnlock.Annie>><<set $DialogueUnlock.Annie to $DialogueUnlock.Annie.filter(function (k) { return k !== "PokerInviteAccept"; })>><</if>><<if $LocationsKnown>><<run $LocationsKnown.delete("DuncanManor")>><</if>><<NPCKnown "Annie">><<SetFlag "Act2Started">><<EventTrigger "ThompsonsReception" "PokerNightReminder" "Morning" "Annie" "PC" null "Act2Started" null false>>Done - MORNING visit to reception in your own form<</linkreplace>><br>
<<linkreplace "Smoke: High Stakes - already DECLINED, motive not yet known (Quest18 stage 0, Annie re-ask unlocked, reminder consumed, harrow/beach options + Beach flag + lead-in cleared, Jake/Dennis amulet topics cleared) - Annie's hub must show NO poker link; then Dennis 'Ask about Harrow's amulet' (tail shows) OR Jake 'Ask about the teachers' amulets' > 'Ask about Harrow's amulet'; then Annie's hub must show the lead-in ONCE plus 'Ask for the invite to poker night'">><<QuestTracker "Quest18" 0>><<set $QuestState.Quest18.stage to 0>><<set $QuestState.Quest18.status to "active">><<QuestTracker "Quest23" 0>><<set $QuestState.Quest23.stage to 0>><<set $QuestState.Quest23.status to "active">><<if $QuestState.Quest23.optionsUnlocked and $QuestState.Quest23.optionsUnlocked[0]>><<run delete $QuestState.Quest23.optionsUnlocked[0].harrow>><<run delete $QuestState.Quest23.optionsUnlocked[0].beach>><</if>><<SetFlag "BeachAmuletKnown" false>><<if $FirstSeen>><<set $FirstSeen to $FirstSeen.filter(function (k) { return k !== "AnniePokerAmuletLeadIn"; })>><</if>><<if $JakeDialogueDone>><<set $JakeDialogueDone to $JakeDialogueDone.filter(function (d) { return d.dialogue !== "TeacherAmulets" && d.dialogue !== "HarrowAmulet"; })>><</if>><<if $DennisDialogueDone>><<set $DennisDialogueDone to $DennisDialogueDone.filter(function (d) { return d.dialogue !== "HarrowAmulet"; })>><</if>><<DialogueUnlock "Annie" "PokerInviteAccept">><<EventsCancel "ThompsonsReception" "PokerNightReminder">><<if $LocationsKnown>><<run $LocationsKnown.delete("DuncanManor")>><</if>><<NPCKnown "Jake">><<NPCKnown "Dennis">><<NPCKnown "Annie">><<SetFlag "Act2Started">>Done - own form; Dennis is in the AV rooms, Jake at the gym/gates/bleachers/field<</linkreplace>><br>
<<link "Smoke: Geography detention with BOTH Terrence and Liz recruited (Act 1, Quest10 forced to stage 4 active, terrence_tutoring_convinced + liz_agreed completed, detention armed for this Evening as Emily, Prichard pinned) - exactly ONE distraction must play (Terrence wins); jumps to the Geography room" "SchoolGeographyRoom">><<set $periodCurrent to 3>><<AmuletChargeOveride 2>><<Transform "Emily">><<QuestTracker "Quest10" 0>><<set $QuestState.Quest10.stage to 4>><<set $QuestState.Quest10.status to "active">><<QuestOptionUnlock "Quest10" 3 "terrence_tutoring_convinced" "gte">><<QuestOptionComplete "Quest10" 3 "terrence_tutoring_convinced">><<QuestOptionUnlock "Quest10" 3 "liz_agreed" "gte">><<QuestOptionComplete "Quest10" 3 "liz_agreed">><<EventTrigger "SchoolGeographyRoom" "GeographyDetention" "Evening" "Prichard" "Emily" null null null true>><<SetNPCLocation "Prichard" $dayCurrent "3" "SchoolGeographyRoom">><<set $GeographyDetention to true>><</link>><br>
<<linkreplace "Smoke: Michelle tryout re-offer after declining (Quest6 stage 1 active with the michelle option held, Quest9 removed = never started, maths key back with Michelle, Michelle known) - as EMILY at lunch in the cafeteria 'Ask about her after school sessions with Mr. Rogers' must give 'Changed your mind about the tryout?' with Agree / Turn her down; Agree then re-ask must give the 'Don't forget, the pitch' reminder">><<QuestTracker "Quest6" 0>><<set $QuestState.Quest6.stage to 1>><<set $QuestState.Quest6.status to "active">><<QuestOptionUnlock "Quest6" 1 "michelle">><<if $QuestState.Quest6.optionsCompleted and $QuestState.Quest6.optionsCompleted[1]>><<run delete $QuestState.Quest6.optionsCompleted[1].michelle>><</if>><<if $QuestState.Quest9>><<run delete $QuestState.Quest9>><</if>><<if $PlayerCharacter.questlog>><<set $PlayerCharacter.questlog to $PlayerCharacter.questlog.filter(function (q) { return q !== "Quest9"; })>><</if>><<InventoryCheckSelf "KeyMathsMichelle">><<if _InventoryCheckSelf is true>><<GiveObjectNPC "Michelle" "KeyMathsMichelle">><</if>><<NPCKnown "Michelle">>Done - Emily, cafeteria, Lunch<</linkreplace>><br>
<<linkreplace "Smoke: Jennifer working your demoted job (job forced to Secretary, Annie to PA, work performance set to 69, SecretaryByChoice cleared) - swap with Jennifer, then after the Lunch tick WP must read 70 not 50; her evening 'how was work' debrief must give the FORCED text, restore you to Programmer (Annie back on reception) and reset WP to 50">><<SetPCState "job" "Secretary">><<SetNPCState "Annie" "job" "PA">><<set $PlayerCharacter.workPerformance to 69>><<if $StatDelta>><<set $StatDelta.workPerformance to 0>><</if>><<SetFlag "SecretaryByChoice" false>>Done - use the Jennifer swap as normal<</linkreplace>><br>
<<linkreplace "Smoke: same, but you CHOSE to stay on reception (SecretaryByChoice set) - the evening debrief must give the 'I chose to stay on that desk' text and still restore Programmer + reset WP">><<SetPCState "job" "Secretary">><<SetNPCState "Annie" "job" "PA">><<set $PlayerCharacter.workPerformance to 69>><<if $StatDelta>><<set $StatDelta.workPerformance to 0>><</if>><<SetFlag "SecretaryByChoice">>Done<</linkreplace>><br>
<br>
<b>Quest21 leaf-dream harness</b> (set the matrix with 1-2, pick a leaf with 3, go to bed with 4, then validate the morning-after)<br>
<<QuestState "Quest21">><<QuestStatus "Quest21">><<Flag "AnnieConfrontedQuest21">><<set _hAnnieRoute to _FlagReturn>><<Flag "JenniferConfrontedQuest21">><<set _hJenRoute to _FlagReturn>><<InventoryCheckSelf "AnnieLeaf">><<set _hAnnieLeaf to _InventoryCheckSelf>><<InventoryCheckSelf "JenniferLeaf">><<set _hJenLeaf to _InventoryCheckSelf>><<InventoryCheckNPC "Jennifer" "JennifersAcorn">><<set _hAcorn to _InventoryCheckNPC>><<EventArmed "AnniesApartment" "TerrenceResolution">><<set _hAnnieEv to _EventArmed>><<EventArmed "JennifersApartment" "TerrenceResolution">><<set _hJenEv to _EventArmed>><<CheckPersonalityState "Jennifer">>
<i>Quest21 stage <<print _QuestState ?? "not started">> (<<print _QuestStatus>>) | confronted at stage 5: <<print (($Quest21Confrontation ?? []).join(", ") || "none")>> | leaf held: <<if _hAnnieLeaf>>Annie<<elseif _hJenLeaf>>Jennifer<<else>>none<</if>> | dream walked: <<if _hAnnieRoute>>Annie<<elseif _hJenRoute>>Jennifer<<else>>none<</if>> | Jennifer holds acorn: <<print _hAcorn>> | Jennifer state: <<print _PersonalityState ?? "default">> | morning scene armed: <<if _hAnnieEv>>Annie's<<elseif _hJenEv>>Jennifer's<<else>>none<</if>></i><br>
<<linkreplace "1. Reset leaf-dream state (repeatable: clears confrontations, route flags, dream truths, armed morning scenes; returns the acorn to Siobhan)">><<SetFlag "AnnieConfrontedQuest21" false>><<SetFlag "JenniferConfrontedQuest21" false>><<SetFlag "AnniePostTerrence" false>><<set $AnnieLeafDreamTruth to []>><<set $JenniferLeafDreamTruth to []>><<set $Quest21Confrontation to []>><<EventsCancel "AnniesApartment" "TerrenceResolution">><<EventsCancel "JennifersApartment" "TerrenceResolution">><<EventsCancel "YourRoom" "TerrenceResolutionJenniferText">><<InventoryCheckNPC "Jennifer" "JennifersAcorn">><<if _InventoryCheckNPC is true>><<NPCTakeObjectFromNPC "Siobhan" "Jennifer" "JennifersAcorn">><</if>>Done<</linkreplace>><br>
<<linkreplace "0. Girl Afraid done (Quest20 complete, Jennifer Humbled + PastKnown, resistance ring taken, JenniferMorningInvite set) - the real doorway into the Jennifer/Terrence thread; without it a harness save has no morning door to her apartment">><<QuestStatus "Quest20">><<if _QuestStatus is "complete">>Already complete<<else>><<QuestTracker "Quest20" 0>><<QuestTracker "Quest20" "complete">><<InventoryCheckNPC "Jennifer" "ResistanceRing">><<if _InventoryCheckNPC is true>><<TakeObjectNPC "Jennifer" "ResistanceRing">><</if>><<AddNPCState "Jennifer" "PastKnown" true>><<ChangePersonalityStateNPC "Jennifer" "Humbled">><<SetFlag "JenniferMorningInvite">><<NPCKnown "Jennifer">>Done<</if>><</linkreplace>><br>
<<linkreplace "2a. Jennifer confronted at stage 5 (the library fallout - you pressed her on Terrence): ON">><<EnsureArray "Quest21Confrontation">><<run $Quest21Confrontation.pushUnique("Jennifer")>><<QuestOptionComplete "Quest21" 5 "visit_jennifer">>Done<</linkreplace>> / <<linkreplace "OFF">><<EnsureArray "Quest21Confrontation">><<run $Quest21Confrontation.delete("Jennifer")>>Done<</linkreplace>><br>
<<linkreplace "2b. Annie confronted at stage 5 (the library fallout - you pressed her on Terrence): ON">><<EnsureArray "Quest21Confrontation">><<run $Quest21Confrontation.pushUnique("Annie")>><<QuestOptionComplete "Quest21" 5 "visit_annie">>Done<</linkreplace>> / <<linkreplace "OFF">><<EnsureArray "Quest21Confrontation">><<run $Quest21Confrontation.delete("Annie")>>Done<</linkreplace>><br>
<<linkreplace "2c. Jennifer SUSPICIOUS - scandal keys: seed 4 (what she has learned you did as her; she Hardens if she catches you in bed)">><<EnsureArray "JenniferLearnedKnown">><<run $JenniferLearnedKnown.pushUnique("GordonGym")>><<run $JenniferLearnedKnown.pushUnique("CliveBar")>><<run $JenniferLearnedKnown.pushUnique("AuntJoan")>><<run $JenniferLearnedKnown.pushUnique("SalonTrip")>>Done<</linkreplace>> / <<linkreplace "clear all 8">><<EnsureArray "JenniferLearnedKnown">><<run $JenniferLearnedKnown.delete("GordonGym", "CliveBar", "AuntJoan", "SalonTrip", "ChristinaWork", "TerryFlirt", "KissingMartin", "AppeasingMartin")>>Done<</linkreplace>><br>
<<linkreplace "3a. Annie leaf in hand (Quest21 forced to stage 6 active, amulet charged)">><<QuestTracker "Quest21" 0>><<set $QuestState.Quest21.stage to 6>><<set $QuestState.Quest21.status to "active">><<QuestOptionComplete "Quest21" 5 "mysterious_woman">><<InventoryCheckNPC "Siobhan" "AnnieLeaf">><<if _InventoryCheckNPC is true>><<TakeObjectNPC "Siobhan" "AnnieLeaf">><</if>><<if (($LocationInventories ?? {}).Void ?? []).includes("AnnieLeaf")>><<TakeObjectLocation "Void" "AnnieLeaf">><</if>><<AmuletChargeOveride 2>><<set $YourRoomPostLeafAnnie to undefined>>Done<</linkreplace>><br>
<<linkreplace "3b. Jennifer leaf in hand (Quest21 forced to stage 6 active, amulet charged)">><<QuestTracker "Quest21" 0>><<set $QuestState.Quest21.stage to 6>><<set $QuestState.Quest21.status to "active">><<QuestOptionComplete "Quest21" 5 "mysterious_woman">><<InventoryCheckNPC "Siobhan" "JenniferLeaf">><<if _InventoryCheckNPC is true>><<TakeObjectNPC "Siobhan" "JenniferLeaf">><</if>><<if (($LocationInventories ?? {}).Void ?? []).includes("JenniferLeaf")>><<TakeObjectLocation "Void" "JenniferLeaf">><</if>><<AmuletChargeOveride 2>><<set $YourRoomPostLeafJennifer to undefined>>Done<</linkreplace>><br>
<<link "4. Go to bed with the leaf (jumps straight to YourRoomLeaf)" "YourRoomLeaf">><</link>><br>
<<linkreplace "5. Annie's deal REJECTED after the Terrence talk (Annie Gay + post-Terrence, AnnieDealAccepted off, morning invite on, Quest21 complete) - her apartment must show the acorn strike, not 'Transform into Annie', and the hub must offer 'Tell Annie you've reconsidered her deal' (weekday morning = transform now / not now; any other time = come back one weekday morning)">><<ChangePersonalityStateNPC "Annie" "Gay">><<SetFlag "AnniePostTerrence">><<SetFlag "AnnieDealAccepted" false>><<SetFlag "AnnieMorningInvite">><<SetFlag "AnnieConfrontedQuest21" false>><<QuestTracker "Quest21" 0>><<set $QuestState.Quest21.stage to 7>><<set $QuestState.Quest21.status to "complete">><<EventsCancel "AnniesApartment" "TerrenceResolution">><<NPCKnown "Annie">>Done - own form, Avian Lane<</linkreplace>><br>
<<linkreplace "Smoke: Gladys 'Tell her you've found Tandi' (Quest22 forced to stage 1 active, Gladys TandiFound unlocked, topic un-spoken) - the Junk Shop hub must offer it in any form; then force Quest22 to stage 3 and it must vanish behind 'Tell her what you learned from Tandi'">><<QuestTracker "Quest22" 0>><<set $QuestState.Quest22.stage to 1>><<set $QuestState.Quest22.status to "active">><<DialogueUnlock "Gladys" "TandiFound">><<if $GladysDialogueDone>><<set $GladysDialogueDone to $GladysDialogueDone.filter(function (d) { return d.dialogue !== "TandiFound"; })>><</if>><<NPCKnown "Gladys">><<LocationKnown "JunkShop">>Done<</linkreplace>><br>
<<linkreplace "Repair: mark Annie's deal as ACCEPTED (saves that accepted before the AnnieDealAccepted flag existed and now see the acorn strike)">><<CheckPersonalityState "Annie">><<if _PersonalityState is "Gay">><<SetFlag "AnnieDealAccepted">>Done<<else>>Not applicable - Annie hasn't had the Terrence talk yet<</if>><</linkreplace>><br>
<<link "Smoke: Jennifer recruit as CAITLYN after the magic chain was done as MITCH (records Tell / TellLearningMagic / WhatsWrong / AboutParents with speaker Mitch, unlocks AboutParents + CovenJoin, Jennifer identified, Quest28 active, then forces female tier 4 and jumps to her apartment in the Evening) - 'Ask her to help with the coven' must show" "JennifersApartment">><<if $JenniferDialogueDone is undefined>><<set $JenniferDialogueDone to []>><</if>><<run $JenniferDialogueDone.push({dialogue:"Tell",speaker:"Mitch"},{dialogue:"TellLearningMagic",speaker:"Mitch"},{dialogue:"WhatsWrong",speaker:"Mitch"},{dialogue:"AboutParents",speaker:"Mitch"})>><<DialogueUnlock "Jennifer" "AboutParents">><<DialogueUnlock "Jennifer" "CovenJoin">><<SpellIdentified "Jennifer">><<QuestTracker "Quest28" 0>><<SetFlag "Act2Started">><<NPCKnown "Jennifer">><<LocationKnown "JennifersApartment">><<set $periodCurrent to 3>><<set $PlayerCharacter.feminine to 55>><<set $PlayerCharacter.female to true>><<set $PlayerCharacter.stateCurrent to 4>><<RemoveOutfit>><<RemoveMakeup>><<CurrentToPlayerCharacter>><<UpdateStateStages>><</link>><br>
<br>
<b>Ace of Hearts entrance harness</b> (pick a form - jumps to the Hearts entrance in the Evening with the location known, Quest27 started at stage 1 as a real arrival would be, and amulet charged; then grant passes below and 'Try to enter'. Without the Quest27 record the door's stage-2 bump and every stage-2 deal option silently no-op and the office loops on 'Continue the conversation')<br>
<<link "As Tandi" "AceOfHeartsEntrance">><<set $periodCurrent to 3>><<LocationKnown "AceOfHearts">><<QuestTracker "Quest27" 0>><<QuestTracker "Quest27" 1>><<AmuletChargeOveride 2>><<Transform "Tandi">><</link>><br>
<<link "As female PC (own form, feminine forced to 55 / tier 4)" "AceOfHeartsEntrance">><<set $periodCurrent to 3>><<LocationKnown "AceOfHearts">><<QuestTracker "Quest27" 0>><<QuestTracker "Quest27" 1>><<set $PlayerCharacter.feminine to 55>><<set $PlayerCharacter.female to true>><<set $PlayerCharacter.stateCurrent to 4>><<AmuletChargeOveride 2>><<RemoveOutfit>><<RemoveMakeup>><<CurrentToPlayerCharacter>><<UpdateStateStages>><</link>><br>
<<link "As Andrea" "AceOfHeartsEntrance">><<set $periodCurrent to 3>><<LocationKnown "AceOfHearts">><<QuestTracker "Quest27" 0>><<QuestTracker "Quest27" 1>><<AmuletChargeOveride 2>><<Transform "Andrea">><</link>><br>
<<link "As Emily" "AceOfHeartsEntrance">><<set $periodCurrent to 3>><<LocationKnown "AceOfHearts">><<QuestTracker "Quest27" 0>><<QuestTracker "Quest27" 1>><<AmuletChargeOveride 2>><<Transform "Emily">><</link>><br>
<<link "As Jennifer" "AceOfHeartsEntrance">><<set $periodCurrent to 3>><<LocationKnown "AceOfHearts">><<QuestTracker "Quest27" 0>><<QuestTracker "Quest27" 1>><<AmuletChargeOveride 2>><<Transform "Jennifer">><</link>><br>
<<link "As Jennifer, swap-locked (Jennifer wearing YOUR body, JenniferStuckAsPC set - for testing the JenniferSwapped work record)" "AceOfHeartsEntrance">><<set $periodCurrent to 3>><<LocationKnown "AceOfHearts">><<QuestTracker "Quest27" 0>><<QuestTracker "Quest27" 1>><<AmuletChargeOveride 2>><<Transform "Jennifer">><<TransformNPC "Jennifer" "PC">><<SetFlag "JenniferStuckAsPC">><</link>><br>
<<link "As Annie" "AceOfHeartsEntrance">><<set $periodCurrent to 3>><<LocationKnown "AceOfHearts">><<QuestTracker "Quest27" 0>><<QuestTracker "Quest27" 1>><<AmuletChargeOveride 2>><<Transform "Annie">><</link>><br>
<<link "As Florence" "AceOfHeartsEntrance">><<set $periodCurrent to 3>><<LocationKnown "AceOfHearts">><<QuestTracker "Quest27" 0>><<QuestTracker "Quest27" 1>><<AmuletChargeOveride 2>><<Transform "Florence">><</link>><br>
<<link "As Charli" "AceOfHeartsEntrance">><<set $periodCurrent to 3>><<LocationKnown "AceOfHearts">><<QuestTracker "Quest27" 0>><<QuestTracker "Quest27" 1>><<AmuletChargeOveride 2>><<Transform "Charli">><</link>><br>
<b>Ace of Hearts from-home harness</b> (same set-up as the entrance links above - Hearts location known, Quest27 started at stage 1, amulet charged, Evening - but drops you in the living room at home in the chosen form so the whole approach runs from the start: taxi, conscience beat, door)<br>
<<link "From home as Tandi" "YourHome">><<set $periodCurrent to 3>><<LocationKnown "AceOfHearts">><<SetFlag "CharltonTaxiHomeKnown">><<NPCKnown "Terry">><<NPCKnown "Thompson">><<QuestTracker "Quest27" 0>><<QuestTracker "Quest27" 1>><<AmuletChargeOveride 2>><<Transform "Tandi">><</link>><br>
<<link "From home as female PC (own form, feminine forced to 55 / tier 4)" "YourHome">><<set $periodCurrent to 3>><<LocationKnown "AceOfHearts">><<SetFlag "CharltonTaxiHomeKnown">><<NPCKnown "Terry">><<NPCKnown "Thompson">><<QuestTracker "Quest27" 0>><<QuestTracker "Quest27" 1>><<set $PlayerCharacter.feminine to 55>><<set $PlayerCharacter.female to true>><<set $PlayerCharacter.stateCurrent to 4>><<AmuletChargeOveride 2>><<RemoveOutfit>><<RemoveMakeup>><<CurrentToPlayerCharacter>><<UpdateStateStages>><</link>><br>
<<link "From home as Andrea" "YourHome">><<set $periodCurrent to 3>><<LocationKnown "AceOfHearts">><<SetFlag "CharltonTaxiHomeKnown">><<NPCKnown "Terry">><<NPCKnown "Thompson">><<QuestTracker "Quest27" 0>><<QuestTracker "Quest27" 1>><<AmuletChargeOveride 2>><<Transform "Andrea">><</link>><br>
<<link "From home as Emily" "YourHome">><<set $periodCurrent to 3>><<LocationKnown "AceOfHearts">><<SetFlag "CharltonTaxiHomeKnown">><<NPCKnown "Terry">><<NPCKnown "Thompson">><<QuestTracker "Quest27" 0>><<QuestTracker "Quest27" 1>><<AmuletChargeOveride 2>><<Transform "Emily">><</link>><br>
<<link "From home as Jennifer" "YourHome">><<set $periodCurrent to 3>><<LocationKnown "AceOfHearts">><<SetFlag "CharltonTaxiHomeKnown">><<NPCKnown "Terry">><<NPCKnown "Thompson">><<QuestTracker "Quest27" 0>><<QuestTracker "Quest27" 1>><<AmuletChargeOveride 2>><<Transform "Jennifer">><</link>><br>
<<link "From home as Jennifer, swap-locked (Jennifer wearing YOUR body, JenniferStuckAsPC set)" "YourHome">><<set $periodCurrent to 3>><<LocationKnown "AceOfHearts">><<SetFlag "CharltonTaxiHomeKnown">><<NPCKnown "Terry">><<NPCKnown "Thompson">><<QuestTracker "Quest27" 0>><<QuestTracker "Quest27" 1>><<AmuletChargeOveride 2>><<Transform "Jennifer">><<TransformNPC "Jennifer" "PC">><<SetFlag "JenniferStuckAsPC">><</link>><br>
<<link "From home as Annie" "YourHome">><<set $periodCurrent to 3>><<LocationKnown "AceOfHearts">><<SetFlag "CharltonTaxiHomeKnown">><<NPCKnown "Terry">><<NPCKnown "Thompson">><<QuestTracker "Quest27" 0>><<QuestTracker "Quest27" 1>><<AmuletChargeOveride 2>><<Transform "Annie">><</link>><br>
<<link "From home as Florence" "YourHome">><<set $periodCurrent to 3>><<LocationKnown "AceOfHearts">><<SetFlag "CharltonTaxiHomeKnown">><<NPCKnown "Terry">><<NPCKnown "Thompson">><<QuestTracker "Quest27" 0>><<QuestTracker "Quest27" 1>><<AmuletChargeOveride 2>><<Transform "Florence">><</link>><br>
<<link "From home as Charli" "YourHome">><<set $periodCurrent to 3>><<LocationKnown "AceOfHearts">><<SetFlag "CharltonTaxiHomeKnown">><<NPCKnown "Terry">><<NPCKnown "Thompson">><<QuestTracker "Quest27" 0>><<QuestTracker "Quest27" 1>><<AmuletChargeOveride 2>><<Transform "Charli">><</link>><br>
<i>Passes (grant, then use the Hearts link above or 'Try to enter' if already there):</i><br>
<<linkreplace "Give Marjorie's business card bound to EMILY (kitchen-shift / Lennox route) regardless of current form">><<TakeObjectNPC "Marjorie" "HeartsBusinessCard">><<HeartsCardTag "HeartsBusinessCard" "Emily">>Done<</linkreplace>><br>
<<linkreplace "Give Marjorie's business card bound to ANDREA (hotel-cleaning route) regardless of current form">><<TakeObjectNPC "Marjorie" "HeartsBusinessCard">><<HeartsCardTag "HeartsBusinessCard" "Andrea">>Done<</linkreplace>><br>
<<linkreplace "Give Christina's business card (Emily route; clears the permanent denial)">><<TakeObjectNPC "Christina" "ChristinaHeartsBusinessCard">><<SetFlag "PermChristinaCardHeartsDenied" false>>Done<</linkreplace>><br>
<<linkreplace "Give the Heart tattoo (ShadowMan)">><<TattooGained "Heart" "ShadowMan">>Done<</linkreplace>><br>
<<linkreplace "Give Marjorie's bracelet and set it ACTIVE (worn)">><<TakeObjectNPC "Marjorie" "MarjorieBracelet">><<SetPCState "MarjorieBracelet" "active">>Done<</linkreplace>><br>
<<linkreplace "Unlock the office confrontation (Quest24 + Quest25 forced to stage 2 active, cover NOT yet blown) - 'Blow your cover and confront her' appears in Marjorie's office once you've asked the how-you-got-in topic">><<QuestTracker "Quest24" 0>><<set $QuestState.Quest24.stage to 2>><<set $QuestState.Quest24.status to "active">><<QuestTracker "Quest25" 0>><<set $QuestState.Quest25.stage to 2>><<set $QuestState.Quest25.status to "active">><<SetFlag "AceOfHeartsCoverBlown" false>>Done<</linkreplace>><br>
<<linkreplace "Give Tandi's bracelet and set it ACTIVE (worn) - never wear both; Tandi wins the ActiveBracelet resolver">><<TakeObjectNPC "Tandi" "TandiBracelet">><<SetPCState "TandiBracelet" "active">>Done<</linkreplace>><br>
<i>TEMP - Jennifer/Terry arc harness (use with the As Jennifer entrance link above):</i><br>
<<linkreplace "Set Terry HARDENED">><<ChangePersonalityStateNPC "Terry" "Hardened">>Done<</linkreplace>><br>
<<linkreplace "Set Terry NORMAL">><<ChangePersonalityStateNPC "Terry" "Normal">>Done<</linkreplace>><br>
<<linkreplace "Set Terry bodyExpectation to 5 (boudoir summons)">><<AddNPCState "Terry" "bodyExpectation" 5>>Done<</linkreplace>><br>
<<linkreplace "Set Terry bodyExpectation to 1 (stage ladder start)">><<AddNPCState "Terry" "bodyExpectation" 1>>Done<</linkreplace>><br>
<<linkreplace "Reset the Jennifer/Terry arc (clears PermTerryMetBunnyJen, PermJenniferTerryStar, the BoudoirTerryJennifer first-tracker and the verdict temps)">><<SetFlag "PermTerryMetBunnyJen" false>><<SetFlag "PermJenniferTerryStar" false>><<set $FirstSeen = ($FirstSeen ?? [])>><<run $FirstSeen.delete("BoudoirTerryJennifer")>><<set $TempFlirtPass to undefined>><<set $TempInnocentPass to undefined>>Done<</linkreplace>><br>
<<linkreplace "Grant Dutiful Doer (hearts) for strike testing">><<activateCompulsion "DutifulDoer" "hearts">>Done<</linkreplace>><br>
<<linkreplace "Remove Dutiful Doer">><<removeCompulsion "DutifulDoer">>Done<</linkreplace>><br>
<i>TEMP - Guest progress-line harness (walk each man's ladder from serve one; the body setters push the WORN form's part to the extreme so every serve passes):</i><br>
<<linkreplace "Reset ladders: Aaron / Thompson / Owen / Terry to 1, Marc to 2">><<AddNPCState "Aaron" "bodyExpectation" 1>><<AddNPCState "Thompson" "bodyExpectation" 1>><<AddNPCState "Owen" "bodyExpectation" 1>><<AddNPCState "Terry" "bodyExpectation" 1>><<AddNPCState "Marc" "bodyExpectation" 2>>Done<</linkreplace>><br>
<<linkreplace "Body to the extreme: boobs / lips / hair / face to 4, height to 0">><<TransformBody "boobs" 4>><<TransformBody "lips" 4>><<TransformBody "hairTier" 4>><<TransformBody "face" 4>><<TransformBody "height" -4>>Done<</linkreplace>><br>
<<linkreplace "Clear tonight's body-change locks (brush / cream / lipstick / cosmetics usable again)">><<run ["TransformBodyHair","TransformBodyBoobs","TransformBodyLips","TransformBodyFace"].forEach(function (k) { if (State.variables.DailyVariables) delete State.variables.DailyVariables[k]; })>>Done<</linkreplace>><br>
<i>TEMP - Annie/Thompson wager harness (use with the As Annie entrance link above; grant Marjorie's bracelet first so the charge links appear):</i><br>
<<GetNPCState "Annie" "ThompsonResisted">><<Flag "PermThompsonMetBunnyAnnie">><<set _hMet to _FlagReturn>><<Flag "AnnieConfrontedQuest21">><<set _hKnows to _FlagReturn>><<Flag "AnniePubDate">><<set _hDate to _FlagReturn>><<BraceletChargeCheck>><<GetNPCScheduleLoc "Thompson" "day1" "period3">><<set _hThuTue to _GetNPCScheduleLoc>><<GetNPCScheduleLoc "Annie" "day1" "period3">>
<i>resisted: <<print String(_ThompsonResisted)>> | met as bunny Annie: <<print _hMet>> | Annie knows PC's secret: <<print _hKnows>> | pub date armed: <<print _hDate>> | bracelet charge: <<print _BraceletChargeCheck>> | Tuesday evening - Thompson: <<print _hThuTue || "base">>, Annie: <<print _GetNPCScheduleLoc || "base">></i><br>
<<linkreplace "Set Annie resisted TRUE (affair over)">><<SetNPCState "Annie" "ThompsonResisted" true>>Done<</linkreplace>> / <<linkreplace "FALSE (resumed)">><<SetNPCState "Annie" "ThompsonResisted" false>>Done<</linkreplace>> / <<linkreplace "UNDEFINED (never stopped)">><<SetNPCState "Annie" "ThompsonResisted" undefined>>Done<</linkreplace>><br>
<<linkreplace "Annie knows the PC's secret: ON">><<SetFlag "AnnieConfrontedQuest21">>Done<</linkreplace>> / <<linkreplace "OFF">><<SetFlag "AnnieConfrontedQuest21" false>>Done<</linkreplace>><br>
<<linkreplace "Marjorie bracelet charge 0">><<ItemStatePush "MarjorieBracelet" "charge" 0>><<set $ItemState.MarjorieBracelet.charge to 0>>Done<</linkreplace>> / <<linkreplace "1">><<ItemStatePush "MarjorieBracelet" "charge" 0>><<set $ItemState.MarjorieBracelet.charge to 1>>Done<</linkreplace>> / <<linkreplace "3">><<ItemStatePush "MarjorieBracelet" "charge" 0>><<set $ItemState.MarjorieBracelet.charge to 3>>Done<</linkreplace>><br>
<<linkreplace "Thompson to the roulette wheel NOW (this period)">><<SetNPCLocation "Thompson" $dayCurrent $periodCurrent "AceOfHeartsRouletteWheel">>Done<</linkreplace>><br>
<<linkreplace "Arm the Tuesday consequence (lose widget: both to Room 102 Tue evening + lunchtimes)">><<AnnieThompsonHeartsLoseSchedule>>Done<</linkreplace>> / <<linkreplace "release it (resist widget)">><<AnnieThompsonResistSchedule>>Done<</linkreplace>><br>
<<linkreplace "Jump to Tuesday Evening (hotel door test)">><<set $dayCurrent to 1>><<set $periodCurrent to 3>>Done<</linkreplace>><br>
<<linkreplace "Reset the Annie/Thompson arc (clears PermThompsonMetBunnyAnnie, the wager temps, both Room 102 Tuesday slots via the resist widget; resisted left as is)">><<SetFlag "PermThompsonMetBunnyAnnie" false>><<set $TempWagerResult to undefined>><<set $TempWagerMethod to undefined>><<set $AceOfHeartsRouletteAnnie to undefined>><<AnnieThompsonResistSchedule>>Done<</linkreplace>><br>
<br>
<<ActionsHeader>>
<<link "Return">><<goto $return>><</link>><h3>Relationships</h3>
<<tabs>>
<<tab "Charlton Students">>
<table>
<tr class="row">
<td class="first-column">
<<NPCDeltaCheck "Emily" "hair">>
<<set _EmilyHair = _NPCDeltaCheck>>
<<NPCDeltaCheck "Emily" "makeup">>
<<set _EmilyMakeup = _NPCDeltaCheck>>
<<if _EmilyHair is "blonde">>
<<if _EmilyMakeup is true>>
<<print "<img src='./images/Player/" + setup.emilyPicture[$EmilyStateCurrent] + "_blonde_makeup.jpeg' width='120' height='120'>" >>
<<else>>
<<print "<img src='./images/Player/" + setup.emilyPicture[$EmilyStateCurrent] + "_blonde.jpeg' width='120' height='120'>" >>
<</if>>
<<elseif _EmilyMakeup is true>>
<<print "<img src='./images/Player/" + setup.emilyPicture[$EmilyStateCurrent] + "_makeup.jpeg' width='120' height='120'>" >>
<<else>>
<<print "<img src='./images/Player/" + setup.emilyPicture[$EmilyStateCurrent] + ".jpeg' width='120' height='120'>" >>
<</if>>
</td>
<td>
<b>Name:</b> Emily<br>
<b>Description:</b> <<print setup.EmilyDescription[$EmilyStateCurrent]>><br>
<br>
<b>Corruption state:</b> <<print setup.CorruptionState[$EmilyStateCurrent]>><br>
<br>
<b>Sibling Bond state:</b> <<print setup.SBState[$PlayerCharacter.siblingBondState]>><br>
<br>
<b>Additional Notes:</b><br>N/A<br>
<br>
</td>
</tr>
</table>
<<relationshipTab "Students">>
<</tab>>
<<tab "School staff">>
<<relationshipTab "SchoolStaff">>
<</tab>>
<<tab "Townspeople">>
<<relationshipTab "Townspeople">>
<</tab>>
<<tab "Charlton Underbelly">>
<<relationshipTab "Underbelly">>
<</tab>>
<</tabs>>
<br>
<<ActionsHeader>>
<<link "Return">>
<<if $ConversationRoot isnot undefined>>
<<goto $ConversationRoot>>
<<else>>
<<goto $return>>
<</if>>
<</link>><<widget "AddFirst">>
<<set _id = String(_args[0])>>
<<set $FirstSeen = $FirstSeen ?? []>>
<<if !$FirstSeen.includes(_id)>>
<<set $FirstSeen.push(_id)>>
<</if>>
<</widget>>
<<widget "CheckFirst">>
<<set _id = String(_args[0])>>
<<set $FirstSeen = $FirstSeen ?? []>>
<<set _CheckFirst = $FirstSeen.includes(_id)>>
<</widget>>
<<widget "EnsureArray">>
<<set _name = _args[0]>>
<<if State.variables[_name] is undefined>>
<<set State.variables[_name] = []>>
<</if>>
<</widget>>
<<widget "trackKnowledge">>
<<set _item = _args[0]>>
<<set _type = _args[1]>>
<<EnsureArray "LearnedKnown">>
<<EnsureArray "JenniferLearnedKnown">>
<<if _type === "Learned">>
<<if !$LearnedKnown.includes(_item)>>
<<run $LearnedKnown.push(_item)>>
<<set $RumourLearned to true>>
<<if $JenniferLearnedKnown.includes(_item)>>
<<if _item is "TopOfClass">><br><i>If what you’ve learned is true, the only way for Jennifer to be top of her class was having involvement of some kind with the headmaster. You wonder exactly what this entailed. </i><Br>
<<elseif _item is "Privileges">><br><i>It seems that certain students at Charlton get special privileges at school. This would explain how Jennifer was able to bunk off school without punishment. How she obtained these, you don't know.</i><Br>
<<elseif _item is "Curses">><br><i>You sigh inwardly. The curses that Jennifer was involved with are magical spells cursed at the school. Even worse, she might have been involved with using them.</i><Br>
<<elseif _item is "CheerleaderCoven">><br><i>A sinking feeling forms in the pit of your stomach. Charlton’s cheerleader squad are causing the trouble at the school, and Jennifer was one of them when she went to school.</i><Br>
<<elseif _item is "BulliedPeople">><br><i>Putting two and two together, you grit your teeth. If Jennifer was bullying Annie, was this part of the institutional bullying that Charlton seems to use to control its students?</i><Br>
<<elseif _item is "Homophobia">><br><i>Charlton's preference for straight people shouldn't surprise you, but you are troubled, knowing that Jennifer spread rumours about Penny and Annie at school. It doesn't seem at all like her.</i><Br>
<</if>>
<<else>>
<<if _item is "TopOfClass">><br><i>You digest the information that the best students at Charlton are tutored personally by Stitch. It seems that his personal involvement is the only way to get to the top.</i><br>
<<elseif _item is "Privileges">><br><i>It seems that certain students at Charlton get special privileges at school. This allows them to leave the school more freely than others.</i><Br>
<<elseif _item is "Curses">><br><i>It hardly seems real, but you have to admit to yourself that it makes sense. The trouble is being caused by curses cast on objects and lessons across the school.</i><Br>
<<elseif _item is "CheerleaderCoven">><br><i>A shiver goes down your spine as the realisation strikes you. The strange things at school are being caused by the cheerleader squad. It sounds almost unbelievable, but they form a magical coven.</i><Br>
<<elseif _item is "BulliedPeople">><br><i>You digest what you’ve just learned. People at the school seem to exert authority through bullying, leaving a number of students terrorised.</i><Br>
<<elseif _item is "Homophobia">><br><i>It shouldn’t surprise you, but it seems that Charlton has a preference for its residents being straight. Anything else seems to be a taboo subject to speak of. </i><Br>
<</if>>
<</if>>
<<JenniferQuest20Tracker>>
<</if>>
<<elseif _type === "JenniferLearned">>
<<if !$JenniferLearnedKnown.includes(_item)>>
<<run $JenniferLearnedKnown.push(_item)>>
<<set $RumourLearned to true>>
<<if $LearnedKnown.includes(_item)>>
<<if _item is "TopOfClass">><br><i>If what you’ve learned is true, Jennifer was top of her class at school. You know that students only get the top by being tutored by Stitch. She's never mentioned this.</i><Br>
<<elseif _item is "Privileges">><br><i>Curiously, you ponder what you’ve learned. Jennifer must have had special privileges when she was at school to leave when she wanted to. How she obtained these, you can only guess.</i><Br>
<<elseif _item is "Curses">><br><i>You sigh inwardly. Not only does it seem that Jennifer knew about the curses, but she might have been involved in causing them when she was at school.</i><Br>
<<elseif _item is "CheerleaderCoven">><br><i>You mull over what you’ve just learned. You had no idea that Jennifer used to be a cheerleader. Given they are behind the trouble at school, you wonder if Jennifer was involved with the coven when she was part of them.</i><Br>
<<elseif _item is "BulliedPeople">><br><i>It sounds like Jennifer bullied Annie at school. Given the school uses bullying to control the students, you wonder if this was part of those efforts. You can hardly believe Jennifer would be involved in something like that.</i><Br>
<<elseif _item is "Homophobia">><br><i>Given Charlton’s aversion to anything other than straight, you feel sick at the realisation Jennifer might have had a part in it. You wonder exactly what she did.</i><Br>
<</if>>
<<else>>
<<if _item is "TopOfClass">><br><i>It seems that Jennifer was not merely a good student at school - she was one of the top in her year. You can’t say you’re surprised, but you find it strange she never talks about it.</i><br>
<<elseif _item is "Privileges">><br><i>You realise that Jennifer somehow was able to bunk off school and get away with it. You struggle to understand how and why she could do this without getting in trouble.</i><Br>
<<elseif _item is "Curses">><br><i>It seems that Jennifer did something revolving around curses when she was at school. You wonder what this refers to.</i><Br>
<<elseif _item is "CheerleaderCoven">><br><i>You mull over what you’ve just learned. You had no idea that Jennifer used to be a cheerleader. You’re not sure whether to believe she just forgot to mention it or she purposefully kept it from you.</i><Br>
<<elseif _item is "BulliedPeople">><br><i>It sounds like Jennifer bullied Annie at school. You can hardly believe the person you know to be capable of doing such a thing.</i><Br>
<<elseif _item is "Homophobia">><br><i>Jennifer appeared to spread rumours about Penny and Annie being more than just good friends. You struggle to reconcile this with who you know.</i><Br>
<</if>>
<</if>>
<<JenniferQuest20Tracker>>
<</if>>
<</if>>
<</widget>>
<<widget "Quest21Confrontation">>
<<set _event to _args[0]>>
<<if _event is "Annie">><<QuestOptionComplete "Quest21" 5 "visit_annie">>
<<elseif _event is "Jennifer">><<QuestOptionComplete "Quest21" 5 "visit_jennifer">>
<</if>>
<<EnsureArray "Quest21Confrontation">>
<<run $Quest21Confrontation.push(_event)>>
<<EventTrigger "YourStreet" "SiobhanIntro" "Night" null "PC" null null null false>>
<</widget>>
<<widget "Quest21Resolution">>
<<QuestState "Quest21">>
<<EventsCancel "JennifersApartment" "JenniferLibraryCaught">>
/* Route on the DREAM actually walked (flags set only by the post-leaf epilogues), NOT on $Quest21Confrontation - that array records stage-5 visits and can hold both names, which sent Annie-route players to Jennifer's morning scene (UAT 2026-08-25) */
<<Flag "AnnieConfrontedQuest21">><<set _q21AnnieRoute to _FlagReturn>>
<<Flag "JenniferConfrontedQuest21">><<set _q21JenniferRoute to _FlagReturn>>
<<if _QuestState gte 7 and _q21JenniferRoute is true>>
<<EventTrigger "JennifersApartment" "TerrenceResolution" "Morning" "Jennifer" null null null null false>>
<<EventTrigger "YourRoom" "TerrenceResolutionJenniferText" "Morning" null null null null null false>>
<<elseif _QuestState gte 7 and _q21AnnieRoute is true>>
<<EventTrigger "AnniesApartment" "TerrenceResolution" null "Annie" null null null null false>>
<</if>>
<</widget>>
<<widget "LeafDreamTruth">>
<<set _type = _args[0]>>
<<set _item = _args[1]>>
<<if _type is "Jennifer">>
<<if ndef $JenniferLeafDreamTruth>>
<<set $JenniferLeafDreamTruth to []>>
<</if>>
<<if $JenniferLeafDreamTruth.includes(_item)>>
<<else>>
<<run $JenniferLeafDreamTruth.push(_item)>>
<</if>>
<<elseif _type is "Annie">>
<<if ndef $AnnieLeafDreamTruth>>
<<set $AnnieLeafDreamTruth to []>>
<</if>>
<<if $AnnieLeafDreamTruth.includes(_item)>>
<<else>>
<<run $AnnieLeafDreamTruth.push(_item)>>
<</if>>
<</if>>
<</widget>>
<<widget "JobRecommendation">>
<<set _person = _args[0]>>
<<if ndef $JobRecommendation>>
<<set $JobRecommendation to []>>
<</if>>
<<if $JobRecommendation.includes(_person)>>
<<else>>
<<run $JobRecommendation.push(_person)>>
<<if $JobRecommendation.length gte 3>>
<br><i>You think you've persuaded enough people to make a case for you to be hired back. You should pop by Thompson's Repairs on a weekday morning to chat to Mr. Thompson.</i><br>
<<else>>
<br><i>You think you've done enough for him to put a good word in with Thompson. You should look for other opportunities to get people to make a case for you to be hired back.</i><br>
<</if>>
<</if>>
<</widget>>
<<widget "cheerleaderIntervention">>
<<if $WardsNullified is 2>>
<<set $cheerleaderIntActive to true>>
<br>
There is a cough behind you. You twist around to see Stacey, one of the cheerleaders, standing awkwardly in the doorway, looking at you curiously.<br>
<br>
“What are you doing?” she asks you, a little confused. But you feel it begin to bubble in her. The unmistakable power of magic.<br>
<br>
<<ActionsHeader>>
<<link "[Spell: Sleep & Forget] Cast Sleep & Forget on her" "CheerleaderIntervention1">>
<<set $CheerleaderInterventionDialogue to "Spell">>
<<if $CurrentRoom is "SchoolMathsRoom">><<set $SchoolMathsInvestigation to undefined>><</if>>
<<if $CurrentRoom is "SchoolKitchen">><<set $SchoolKitchenInvestigation to undefined>><</if>>
<<if $CurrentRoom is "SchoolAVCupboard">><<set $SchoolAVCupboardInvestigation to undefined>><</if>>
<<if $CurrentRoom is "SchoolGym">><<set $SchoolGymInvestigation to undefined>><</if>>
<<if $CurrentRoom is "SchoolGeographyRoom">><<set $GeographyRoomCurse to undefined>><</if>>
<</link>><br>
<<if $PlayerCharacter.cheerleader is true>><<link "Say you are doing something for the Coven" "CheerleaderIntervention1">>
<<NPCKnown "Stacey">>
<<set $CheerleaderInterventionDialogue to "Coven">>
<<if $CurrentRoom is "SchoolMathsRoom">><<set $SchoolMathsInvestigation to undefined>><</if>>
<<if $CurrentRoom is "SchoolKitchen">><<set $SchoolKitchenInvestigation to undefined>><</if>>
<<if $CurrentRoom is "SchoolAVCupboard">><<set $SchoolAVCupboardInvestigation to undefined>><</if>>
<<if $CurrentRoom is "SchoolGym">><<set $SchoolGymInvestigation to undefined>><</if>>
<<if $CurrentRoom is "SchoolGeographyRoom">><<set $GeographyRoomCurse to undefined>><</if>>
<</link>><br><</if>>
<<elseif $WardsNullified is 4>>
<<set $cheerleaderIntActive to true>>
<br>
A voice from behind you makes you jump. "Will you walk into my parlour, said the Spider to the Fly."<br>
<br>
You turn around to see Reagan looking back at you, a rare smile spread across her face. <br>
<br>
"Typically I might be inclined to give you the benefit of the doubt," she says. You feel the magical energy building inside of her, ready to be unleashed. "But with the Miss Charlton contest and Prom coming up, I think I’ll just play it safe."<br>
<br>
<<ActionsHeader>>
<<link "[Spell: Sleep & Forget] Cast Sleep & Forget on her" "CheerleaderIntervention2">>
<<NPCKnown "Reagan">>
<<set $CheerleaderInterventionDialogue to "Spell">>
<<if $CurrentRoom is "SchoolMathsRoom">><<set $SchoolMathsInvestigation to undefined>><</if>>
<<if $CurrentRoom is "SchoolKitchen">><<set $SchoolKitchenInvestigation to undefined>><</if>>
<<if $CurrentRoom is "SchoolAVCupboard">><<set $SchoolAVCupboardInvestigation to undefined>><</if>>
<<if $CurrentRoom is "SchoolGym">><<set $SchoolGymInvestigation to undefined>><</if>>
<<if $CurrentRoom is "SchoolGeographyRoom">><<set $GeographyRoomCurse to undefined>><</if>>
<</link>><br>
<<if $PlayerCharacter.cheerleader is true>><<link "Say you are doing something for the Coven" "CheerleaderIntervention2">>
<<NPCKnown "Reagan">>
<<set $CheerleaderInterventionDialogue to "Coven">>
<<if $CurrentRoom is "SchoolMathsRoom">><<set $SchoolMathsInvestigation to undefined>><</if>>
<<if $CurrentRoom is "SchoolKitchen">><<set $SchoolKitchenInvestigation to undefined>><</if>>
<<if $CurrentRoom is "SchoolAVCupboard">><<set $SchoolAVCupboardInvestigation to undefined>><</if>>
<<if $CurrentRoom is "SchoolGym">><<set $SchoolGymInvestigation to undefined>><</if>>
<<if $CurrentRoom is "SchoolGeographyRoom">><<set $GeographyRoomCurse to undefined>><</if>>
<</link>><br><</if>>
<<elseif $WardsNullified is 6>>
<<set $cheerleaderIntActive to true>>
<br>
Suddenly you feel a shadow cast over you. Taking a deep breath, you turn around. Christina is standing right behind you.<br>
<br>
"Well, haven’t you been a little busy bee," she says, showing you an icy smile. "I’m almost curious to see what white lie you’ll tell if I play ignorant. But we are short of time. So why don’t you save the lies and just tell me what exactly you are doing."<br>
<br>
<<ActionsHeader>>
<<link "[Spell: Sleep & Forget] Cast Sleep & Forget on her" "CheerleaderIntervention3">>
<<set $CheerleaderInterventionDialogue to "Spell">>
<<QuestTracker "Quest5" "complete">>
<<if $CurrentRoom is "SchoolMathsRoom">><<set $SchoolMathsInvestigation to undefined>><</if>>
<<if $CurrentRoom is "SchoolKitchen">><<set $SchoolKitchenInvestigation to undefined>><</if>>
<<if $CurrentRoom is "SchoolAVCupboard">><<set $SchoolAVCupboardInvestigation to undefined>><</if>>
<<if $CurrentRoom is "SchoolGym">><<set $SchoolGymInvestigation to undefined>><</if>>
<<if $CurrentRoom is "SchoolGeographyRoom">><<set $GeographyRoomCurse to undefined>><</if>>
<</link>><br>
<<link "Submit to her and tell her what you are doing" "CheerleaderIntervention3">>
<<set $CheerleaderInterventionDialogue to "Submit">>
<<QuestTracker "Quest5" "complete">>
<<if $CurrentRoom is "SchoolMathsRoom">><<set $SchoolMathsInvestigation to undefined>><</if>>
<<if $CurrentRoom is "SchoolKitchen">><<set $SchoolKitchenInvestigation to undefined>><</if>>
<<if $CurrentRoom is "SchoolAVCupboard">><<set $SchoolAVCupboardInvestigation to undefined>><</if>>
<<if $CurrentRoom is "SchoolGym">><<set $SchoolGymInvestigation to undefined>><</if>>
<<if $CurrentRoom is "SchoolGeographyRoom">><<set $GeographyRoomCurse to undefined>><</if>>
<</link>><br>
<</if>>
<</widget>>
/* Puts the PC back on development after a reception demotion (Secretary or LunchtimeReceptionCover). Shared by Thompson's "stop working on reception" exits and Jennifer's switch-work debrief (she takes the job back on the PC's behalf). Annie's reception schedule is only restored when she had been moved to PA (Secretary demotion). */
<<widget "RestoreProgrammerJob">>
<<GetPCState "job">>
<<if _job is "Secretary">>
<<SetNPCLocation "Annie" "0" "0" "ThompsonsReception" "perm">>
<<SetNPCLocation "Annie" "0" "1" "ThompsonsReception" "perm">>
<<SetNPCLocation "Annie" "0" "2" "ThompsonsReception" "perm">>
<<SetNPCLocation "Annie" "1" "0" "ThompsonsReception" "perm">>
<<SetNPCLocation "Annie" "1" "1" "ThompsonsReception" "perm">>
<<SetNPCLocation "Annie" "1" "2" "ThompsonsReception" "perm">>
<<SetNPCLocation "Annie" "2" "0" "ThompsonsReception" "perm">>
<<GetNPCState "Annie" "ThompsonResisted">><<if _ThompsonResisted is true>><<SetNPCLocation "Annie" "2" "1" "ThompsonsReception" "perm">><</if>>
<<SetNPCLocation "Annie" "2" "2" "ThompsonsReception" "perm">>
<<SetNPCLocation "Annie" "3" "0" "ThompsonsReception" "perm">>
<<SetNPCLocation "Annie" "3" "1" "ThompsonsReception" "perm">>
<<SetNPCLocation "Annie" "3" "2" "ThompsonsReception" "perm">>
<<SetNPCLocation "Annie" "4" "0" "ThompsonsReception" "perm">>
<<GetNPCState "Annie" "ThompsonResisted">><<if _ThompsonResisted is true>><<SetNPCLocation "Annie" "4" "1" "ThompsonsReception" "perm">><</if>>
<<SetNPCLocation "Annie" "4" "2" "ThompsonsReception" "perm">>
<<EventsCancel "ThompsonsReception" "SecretaryComplete">>
<<elseif _job is "LunchtimeReceptionCover">>
<<EventsCancel "ThompsonsOffice" "LunchtimeCoverComplete">>
<</if>>
<<if _job is "Secretary" or _job is "LunchtimeReceptionCover">>
<<SetPCState "job" "Programmer">>
<</if>>
<</widget>>
/* Wager lost to Thompson at the Hearts roulette wheel (Annie avatar). The lunchtime meetings resume (same slots as the office deal) and his new Tuesday-evening demand goes into both schedules. Permanent writes only - the calling link handles the current-period Void and the resisted state. */
<<widget "AnnieThompsonHeartsLoseSchedule">>
<<SetNPCLocation "Annie" "1" "3" "HotelRoom102" "perm">>
<<SetNPCLocation "Thompson" "1" "3" "HotelRoom102" "perm">>
<<SetNPCLocation "Annie" "2" "1" "HotelRoom102" "perm">>
<<SetNPCLocation "Annie" "4" "1" "HotelRoom102" "perm">>
<<SetNPCLocation "Thompson" "2" "1" "HotelRoom102" "perm">>
<<SetNPCLocation "Thompson" "4" "1" "HotelRoom102" "perm">>
<</widget>>
/* Annie has stood up to Thompson (every resisted-true site calls this). Lunchtimes end - Thompson to the hotel bar, Annie back to her desk (PA office if the PC holds the Secretary job) - and the Tuesday evening is released: Thompson back to his base evening at the roulette wheel, Annie to McTafey's if a pub date is arranged, else her apartment. Annie's Tuesday is NOT copied from another evening: the body-swap exit clears her whole day in the temp schedule, and the office "Resist him" is reached as Annie on exactly such a day. Side effects: clobbers _job and _FlagReturn. */
<<widget "AnnieThompsonResistSchedule">>
<<SetNPCLocation "Thompson" "2" "1" "HotelRestaurant" "perm">>
<<SetNPCLocation "Thompson" "4" "1" "HotelRestaurant" "perm">>
<<GetPCState "job">>
<<if _job is "Secretary">>
<<SetNPCLocation "Annie" "2" "1" "ThompsonsOffice" "perm">>
<<SetNPCLocation "Annie" "4" "1" "ThompsonsOffice" "perm">>
<<else>>
<<SetNPCLocation "Annie" "2" "1" "ThompsonsReception" "perm">>
<<SetNPCLocation "Annie" "4" "1" "ThompsonsReception" "perm">>
<</if>>
<<SetNPCLocation "Thompson" "1" "3" "AceOfHeartsRouletteWheel" "perm">>
<<Flag "AnniePubDate">>
<<if _FlagReturn is true>>
<<SetNPCLocation "Annie" "1" "3" "McTafeysBar" "perm">>
<<else>>
<<SetNPCLocation "Annie" "1" "3" "AnniesApartment" "perm">>
<</if>>
<</widget>>
/* The pub-date flow's seven-evening writer (arg: "McTafeysBar", "AnniesApartment" or ""). Tuesday is left alone while Thompson's Tuesday evening is Room 102 - gated on his schedule slot, not the resisted state, because an office-deal resumption has resisted false with no Tuesday meeting. Side effect: clobbers _GetNPCScheduleLoc. */
<<widget "AnnieEveningDateSchedule">>
<<GetNPCScheduleLoc "Thompson" "day1" "period3">>
<<for _aedDay to 0; _aedDay lt 7; _aedDay++>>
<<if _aedDay isnot 1 or _GetNPCScheduleLoc isnot "HotelRoom102">>
<<set _aedDayKey to String(_aedDay)>>
<<SetNPCLocation "Annie" _aedDayKey "3" _args[0] "perm">>
<</if>>
<</for>>
<</widget>>
<<widget "CheerLeaderJoin">>
<<set $PlayerCharacter.cheerleader to true>>
<<set $PlayerCharacter.cheerGradesExempt to true>>
<<ChangeNPCrelationship "Britney" "Emily" 2>>
<<EventTrigger "YourRoom" "CheerleaderMorningAfter" "Morning" null null null null null false>>
<<QuestState "Quest21">>
<<if _QuestState is 7>><<QuestOptionUnlock "Quest21" 7 "join_ritual_cheerleader">><</if>>
<<DialogueSpokenSecretKnown "Olaf" "MagicFail">>
<<if _Discussed is true>><<DialogueUnlock "Christina" "OlafMagic">><</if>>
<</widget>>
<<widget "CheerLeaderExpel">>
<<if $PlayerCharacter.cheerleader is true>><<AddPCState "CheerleaderExpelled" true>><</if>>
<<set $PlayerCharacter.cheerleader to false>>
<<set $PlayerCharacter.cheerGradesExempt to false>>
<<ChangeNPCrelationship "Britney" "Emily" 1>>
<<ChangeNPCrelationship "Christina" "Emily" 0>>
<<QuestStatus "Quest9">>
<<if _QuestStatus is "active">><<QuestTracker "Quest9" "fail">><</if>>
<</widget>>
<<widget "HeatherGymFail">>
<<if $HeatherGymFail is undefined>><<set $HeatherGymFail = 1>>
<<else>><<set $HeatherGymFail +=1>><</if>>
<<if $HeatherGymFail gte 2>>
<<SetNPCLocation "Heather" "0" "3" "SchoolGymEntrance" "perm">>
<<SetNPCLocation "Heather" "1" "3" "SchoolGymEntrance" "perm">>
<<SetNPCLocation "Heather" "2" "3" "SchoolGymEntrance" "perm">>
<<SetNPCLocation "Heather" "3" "3" "SchoolGymEntrance" "perm">>
<<SetNPCLocation "Heather" "4" "3" "SchoolGymEntrance" "perm">>
<</if>>
<</widget>>
/* Checks */
<<widget "percentileCheck">>
<<if not $percentileCheck>>
<<set $percentileCheck to {}>>
<</if>>
<<if not $percentileCheck.hasOwnProperty(_args[0])>>
<<set $percentileCheck[_args[0]] to 0>>
<</if>>
<<set _percentage to random(1, 100) + $percentileCheck[_args[0]]>>
<<if _percentage >= _args[1]>>
<<set _percentileCheck to true>>
<<else>>
<<set _percentileCheck to false>>
<<set $percentileCheck[_args[0]] += _args[2]>>
<</if>>
<</widget>>
<<widget "EmilyYourHomeDescriptor">>
<<if setup.days[$dayCurrent] is "Saturday" or setup.days[$dayCurrent] is "Sunday">>
<<if $PlayerCharacter.siblingBondState gte 2>>
<<if $EmilyStateCurrent lt 3>>
<<PresentNPCPeriodText "Emily" "Morning" "<br>Emily sits at the kitchen table, eating her breakfast. She looks at you expectantly to see what you want to do today.<br>">>
<<PresentNPCPeriodText "Emily" "Evening" "<br>Emily sits curled up on the sofa with a book. She glances up when you enter, smiling as she waits for you to join her or suggest something else.<br>">>
<<else>>
<<PresentNPCPeriodText "Emily" "Morning" "<br>Emily lounges at the kitchen table, slowly picking at her breakfast with a playful smirk. She watches you curiously, clearly interested in whatever fun you might suggest.<br>">>
<<PresentNPCPeriodText "Emily" "Evening" "<br>Emily sprawls lazily across the sofa, idly flipping through a magazine. She notices you enter, giving you a casual yet inviting grin, clearly open to distraction.<br>">>
<</if>>
<<else>>
<<if $EmilyStateCurrent lt 3>>
<<PresentNPCPeriodText "Emily" "Morning" "<br>Emily sits quietly at the kitchen table, focusing intently on her breakfast. She avoids meeting your gaze, her posture indicating she doesn't want your attention.<br>">>
<<PresentNPCPeriodText "Emily" "Evening" "<br>Emily sits stiffly on the sofa, eyes fixed firmly on her book. She deliberately ignores you, her body language making it obvious she doesn't wish to talk.<br>">>
<<else>>
<<PresentNPCPeriodText "Emily" "Morning" "<br>Emily slouches over her breakfast at the kitchen table, clearly bored and irritated. She glances up briefly when you enter but immediately looks away, uninterested in interacting with you.<br>">>
<<PresentNPCPeriodText "Emily" "Evening" "<br>Emily lounges on the sofa, looking bored and vaguely irritated as she flips through a magazine without much interest. When you enter, she gives you a dismissive glance before returning to her reading.<br>">>
<</if>>
<</if>>
<<else>>
<<if $PlayerCharacter.siblingBondState gte 2>>
<<if $EmilyStateCurrent lt 3>>
<<PresentNPCPeriodText "Emily" "Morning" "<br>Emily sits at the kitchen table, dressed in her school uniform, looking at you expectantly to see what you want to do today.<br>">>
<<PresentNPCPeriodText "Emily" "Evening" "<br>Emily sits on the sofa, watching TV. She looks up at you and smiles politely.<br>">>
<<else>>
<<PresentNPCPeriodText "Emily" "Morning" "<br>Emily leans casually against the kitchen table, her school uniform missing a few buttons. She eyes you with a mischievous smile, clearly waiting for a comment or reaction from you.<br>">>
<<PresentNPCPeriodText "Emily" "Evening" "<br>Emily relaxes lazily on the sofa, feet propped up as she watches TV with mild interest. She gives you a relaxed, friendly nod, inviting you to join her.<br>">>
<</if>>
<<else>>
<<if $EmilyStateCurrent lt 3>>
<<PresentNPCPeriodText "Emily" "Morning" "<br>Emily sits at the kitchen table in her neatly pressed school uniform, deliberately avoiding eye contact. Her expression is distant and withdrawn, clearly signaling she doesn't want to interact.<br>">>
<<PresentNPCPeriodText "Emily" "Evening" "<br>Emily sits rigidly on the sofa, staring at the TV without acknowledging you. Her cold silence clearly indicates she'd rather be left alone.<br>">>
<<else>>
<<PresentNPCPeriodText "Emily" "Morning" "<br>Emily slouches at the kitchen table, her uniform skirt clearly rolled up. She barely acknowledges your presence, staring moodily at nothing in particular, clearly uninterested in talking or attending class.<br>">>
<<PresentNPCPeriodText "Emily" "Evening" "<br>Emily sprawls carelessly across the sofa, looking bored and irritated by the TV. She briefly glances up at you, her expression openly dismissive and annoyed.<br>">>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "AndrearelationshipChange">>
<<ChangeNPCrelationship "Andrea" $current.avatar 0>>
<<if $current.avatar is "Emily">><<EventTrigger "YourHome" "EmilyReactionAndreaDisliked" "Evening" "Emily" null null null null false>><</if>>
<</widget>>
<<widget "SetEmilyBoyfriend">>
<<set $NPCDelta["Emily"] = $NPCDelta["Emily"] ?? {}>>
<<set $NPCDelta["Emily"].boyfriend = _args[0]>>
<</widget>>
<<widget "ReturnEmilyBoyfriend">>
<<NPCDeltaCheck "Emily" "boyfriend">>
<<set _ReturnEmilyBoyfriend = _NPCDeltaCheck>>
<</widget>>
<<widget "EmilyBoyfriend">>
<<NPCDeltaCheck "Emily" "boyfriend">>
<<if (typeof _NPCDeltaCheck === "undefined") and ($GameOverEvent isnot undefined)>>
<<print "Brendan">>
<<else>>
<<print _NPCDeltaCheck>>
<</if>>
<</widget>>
<<widget "DiceRoll">>
<<set _randomNumber = random(1, 100)>>
<<if _randomNumber gte _args[0]>>
<<set _DiceRoll to true>>
<<else>>
<<set _DiceRoll to false>>
<</if>>
<</widget>>
<<widget "randomNumber">>
<<set _from to _args[0]>>
<<set _to to _args[1]>>
<<set _randomNumber = random(_from, _to)>>
<</widget>>
<<widget "WardsNullified">>
<<if $WardsNullified is undefined>>
<<set $WardsNullified to 1>>
<<else>>
<<set $WardsNullified +=1>>
<</if>>
<</widget>>
<<widget "WardsNullifiedCheck">>
<<set _WardsNullifiedCheck to $WardsNullified>>
<</widget>>
<<widget "WardsRecordAct1">>
/* Snapshot the six school-room wards at the end of Act 1, before the Stitch encounter resets them. Act 2 content (e.g. the Gazette school-disruption article) reads these to reflect the player's Act 1 nullification choices, which the live $XWard variables no longer preserve. */
<<set $KitchenWardAct1 to $KitchenWard>>
<<set $MathsWardAct1 to $MathsWard>>
<<set $BiologyWardAct1 to $BiologyWard>>
<<set $GeographyWardAct1 to $GeographyWard>>
<<set $GymWardAct1 to $GymWard>>
<<set $BusinessStudiesWardAct1 to $BusinessStudiesWard>>
<</widget>>
<<widget "DreamPlayed">>
<<set _id = _args[0]>>
<<set _DreamPlayed = false>>
<<if $playedDreams and Array.isArray($playedDreams) and $playedDreams.includes(_id)>>
<<set _DreamPlayed = true>>
<</if>>
<</widget>>
<<widget "PigeonAttack">>
<<GetPCState "pigeonAttack">>
<<if _pigeonAttack is undefined>>
<<set _PigeonAttackEnd to false>>
Then, before you know what’s happening, the pigeon flies towards you. You try to duck but it moves too fast. You feel the sudden pain of a slash across your cheek and flinch to swat it away.<br>
<br>
The bird is then gone. But, as your hand reaches up and wipes a trickle of blood from your face, you feel its mark on you. Nerves surge as they register the pain from the cut, but more than that, it feels as though something is crawling down inside your body, burying itself into your soul.<br>
<br>
Most would pass it off as a shock reaction. But, you reflect, most don't live in Charlton.<br>
<br>
<<elseif _pigeonAttack is 1>>
<<set _PigeonAttackEnd to false>>
Once again, the strike from the pigeon comes before you can even anticipate it. This time its claws cut across your forehead. Pain jolts through your body. Your hands reach up to your face to shield it from the claws of the bird.<br>
<br>
And just as quickly as before, the pigeon is gone. You shake with fear. Blood runs into your eye before you wipe it with a hand. You feel your brain pulsating, aware of how close the strike was to it. Like before, it feels like something is working its way from the slash to somewhere inside you.<br>
<br>
Once would be a coincidence. Twice is a pattern. You shudder at the thought of what this might mean.<br>
<<elseif _pigeonAttack is 2>>
<<set _PigeonAttackEnd to true>>
This time, you’re prepared. Ready for the pigeon to strike. Ready to bat it out of the air the instant you hear its fluttering.<br>
<br>
You feel movement behind you. A figure. Dark and undefined. As you turn, you sense the stirrings of magic. And before you can react -<br>
<br>
<<ActionsHeader>>
<<link "Wake up" "PigeonAwake">><<PigeonAttackTimeChange>><<AmuletChargeOveride 2>><<TransformBack>><<EventsCheckEnd "MistyFallsCommunalArea" "CameraCurseNulified">><</link>>
<</if>>
<</widget>>
<<widget "PigeonAttackAdvance">>
<<GetPCState "pigeonAttack">>
<<if _pigeonAttack is undefined>>
<<AddPCState "pigeonAttack" 1>>
<<elseif _pigeonAttack is 1>>
<<SetPCState "pigeonAttack" 2>>
<</if>>
<</widget>>
<<widget "PigeonAttackTimeChange">>
<<for ; $periodCurrent lt 3 ; >>
<<TimeChange>>
<</for>>
<</widget>>
/* Make-up stage reconcile (ruled 2026-08-17): stage jumps (e.g. the YourRoom vanity) can leapfrog the
per-stage react events armed by Emily's-room practice. Call after EVERY makeupStage increment -
cancels any still-armed react for a stage the player has moved past. EventsCancel no-ops when unarmed. */
<<widget "MakeupStageEventReconcile">>
<<if $PlayerCharacter.makeupStage gte 2>>
<<EventsCancel "YourHome" "MakeupStage1">>
<<EventsCancel "DialogueMichelle" "MichelleMakeupStage1">>
<</if>>
<<if $PlayerCharacter.makeupStage gte 3>>
<<EventsCancel "YourHome" "MakeupStage2">>
<<EventsCancel "DialogueMichelle" "MichelleMakeupStage2">>
<</if>>
<</widget>><<widget "Quest5LearningAboutCurses">>
<<QuestTracker "Quest3" 0>>
<<QuestTracker "Quest5" 2>>
<<QuestState "Quest6">><<if _QuestState is 0>><<QuestTracker "Quest6" 1>><<QuestOptionUnlock "Quest5" 2 "maths">><</if>>
<<QuestState "Quest7">><<if _QuestState is 1 or _QuestState is 0>><<QuestTracker "Quest7" 2>><<QuestOptionUnlock "Quest5" 2 "biology">><</if>>
<<QuestState "Quest8">><<if _QuestState is 0>><<QuestTracker "Quest8" 1>><<QuestOptionUnlock "Quest5" 2 "gym">><</if>>
<<QuestState "Quest10">><<if _QuestState is 0>><<QuestTracker "Quest10" 1>><<QuestOptionUnlock "Quest5" 2 "geography">><</if>>
<<QuestState "Quest13">><<if _QuestState is 0>><<QuestTracker "Quest13" 1>> <<QuestOptionUnlock "Quest5" 2 "business">><</if>>
<<QuestState "Quest15">><<if _QuestState is 0 or _QuestState is 1 or _QuestState is 2>><<QuestTracker "Quest15" 1>><<QuestOptionUnlock "Quest5" 2 "cafeteria">><</if>>
<</widget>>
/* Quest18 poker night: single source of truth for which night variant runs. A female own-form PC
always experiences the solo night (a female PC was only ever invited alone - the fuzzy rewrite),
regardless of which arrangement the save holds; otherwise the stored arrangement decides.
Gender is a view, never a mutation: quest options are facts and are not changed by this widget. */
<<widget "PokerNightRoute">>
<<set _PokerNightRoute = undefined>>
<<CurrentPC>>
<<if _CurrentPC is true and $current.female is true>>
<<set _PokerNightRoute = "solo">>
<<else>>
<<QuestOptionCheck "Quest18" 2 "jake_emily_date">>
<<if _QuestOptionCheck is true>>
<<set _PokerNightRoute = "date">>
<<else>>
<<QuestOptionCheck "Quest18" 2 "solo">>
<<if _QuestOptionCheck is true>>
<<set _PokerNightRoute = "solo">>
<<else>>
<<QuestOptionCheck "Quest18" 2 "emily_accept">>
<<if _QuestOptionCheck is true>>
<<set _PokerNightRoute = "accept">>
<<else>>
<<QuestOptionCheck "Quest18" 2 "emily_swap_ready">>
<<if _QuestOptionCheck is true>>
<<set _PokerNightRoute = "swap">>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<</widget>>
/* Epilogue selector: prefers the recorded fact of which night ran ($PokerNightRouteTaken, set by
PokerNightInitialise); falls back to a live PokerNightRoute computation for saves that attended
the night before the record existed. */
<<widget "PokerNightEpilogueRoute">>
<<if $PokerNightRouteTaken isnot undefined>>
<<set _PokerNightEpilogueRoute to $PokerNightRouteTaken>>
<<else>>
<<PokerNightRoute>>
<<set _PokerNightEpilogueRoute to _PokerNightRoute>>
<</if>>
<</widget>>
<<widget "Quest21RitualOptions">>
<<set _targetNPC to _args[0]>>
<<if $AnnieLeafDreamTruth.length gte 4 and _targetNPC is "Annie">><<QuestOptionUnlock "Quest21" 7 "annie_help">>
<<elseif $JenniferLeafDreamTruth.length gte 4 and _targetNPC is "Jennifer">><<QuestOptionUnlock "Quest21" 7 "jennifer_help">>
<</if>>
<<InventoryCheckSelf "KeyGym" "KeyGymOlaf" "KeyGymJake" "KeyGymHeather">>
<<if _InventoryCheckSelf is true>><<QuestOptionUnlock "Quest21" 7 "gym_key_hide">><</if>>
<<if $PlayerCharacter.cheerleader is true>><<QuestOptionUnlock "Quest21" 7 "join_ritual_cheerleader">><</if>>
<</widget>>
<<widget "Quest21InventoryCheck">>
<<QuestState "Quest21">>
<<if _QuestState is 7>><<QuestOptionUnlock "Quest21" 7 "gym_key_hide">><</if>>
<</widget>>
<<widget "RedRoomCompanion">>
<<set _npcId = String(_args[0])>>
<<set $RedRoomCompanion = $RedRoomCompanion ?? {}>>
<<if _CurrentPC is true>>
<<set $RedRoomCompanion[_npcId] = "PC">>
<<else>>
<<set $RedRoomCompanion[_npcId] = $current.avatar>>
<</if>>
<</widget>>
<<widget "RedRoomCompanionCheck">>
<<set _npcId = String(_args[0])>>
<<set $RedRoomCompanion = $RedRoomCompanion ?? {}>>
<<if _CurrentPC is true>>
<<set _RedRoomCompanionCheck = ($RedRoomCompanion[_npcId] is "PC")>>
<<else>>
<<set _RedRoomCompanionCheck = ($RedRoomCompanion[_npcId] is $current.avatar)>>
<</if>>
<</widget>>
/* Quest22 stage-2 Annie recruitment ask (0.3.08): true when the male PC knows the trial needs a woman and Annie is askable. Re-call per hub link - internal checks overwrite shared temps. */
<<widget "AnnieTrialAsk">>
<<set _AnnieTrialAsk to false>>
<<QuestState "Quest22">><<QuestStatus "Quest22">>
<<QuestOptionCheck "Quest22" 2 "man_assistant">><<set _TrialOptionKnown to _QuestOptionCheck>>
<<QuestOptionCheck "Quest22" 2 "man_choose">><<if _QuestOptionCheck is true>><<set _TrialOptionKnown to true>><</if>>
<<Checkrelationship "Annie">><<RedRoomCompanionCheck "Annie">><<DialogueSpoken "Annie" "RedRoomTrialAsk">>
<<if _QuestState is 2 and _QuestStatus is "active" and _TrialOptionKnown is true and _CurrentPC is true and $current.female is false and _relationship gt 0 and _RedRoomCompanionCheck is false and _Discussed is false>>
<<set _AnnieTrialAsk to true>>
<</if>>
<</widget>>
/* Quest26 partnership (ruled 2026-08-25): Roseli's partnership stands whether the carnival trial was passed OR failed - a failed
trial only withholds the compulsion removal and the Tandi coin. Every other Roseli/Siobhan service gates on this, not on "complete". */
<<widget "Quest26Partnership">>
<<QuestStatus "Quest26">>
<<set _Quest26Partnership to (_QuestStatus is "complete" or _QuestStatus is "failed")>>
<</widget>>
<<widget "Quest31Resolution">>
<<CheckPersonalityState "Britney">><<Flag "CatherineWanted">>
<<if _PersonalityState is "Hardened">>
<<Flag "CatherineWanted">>
<<if _FlagReturn is true>>
<<set _Quest31Resolution to "HelpAndLoyalCatherine">>
<<AddNPCState "Britney" "Loyal" true>>
<<AddNPCState "Britney" "Help" true>>
<<else>>
<<set _Quest31Resolution to "HelpAndLoyalMargaret">>
<<AddNPCState "Britney" "Loyal" true>>
<<AddNPCState "Britney" "Help" true>>
<</if>>
<<elseif _FlagReturn is true>>
<<set _Quest31Resolution to "Help">>
<<AddNPCState "Britney" "Help" true>>
<</if>>
<</widget>>
<<widget "Quest32Resolution">>
<<set _state to _args[0]>>
<<if _state is "StoodUp">>
<<AddNPCState "Stacey" "Loyal" true>>
<<AddNPCState "Stacey" "Help" true>>
<<elseif _state is "EthanAccepted">>
<<AddNPCState "Stacey" "Help" true>>
<<elseif _state is undefined>>
<<GetNPCState "Stacey" "Loyal">>
<<if _Loyal is true>>
<<set _Quest32Resolution to "HelpAndLoyal">>
<<else>>
<<GetNPCState "Stacey" "Help">>
<<if _Help is true>>
<<set _Quest32Resolution to "Help">>
<</if>>
<</if>>
<</if>>
<</widget>>
/* Quest 34 - Not What You Thought (Liz/Devon) */
<<widget "DevonApproval">>
<<if $DevonApproval is undefined>><<set $DevonApproval to 0>><</if>>
<<set $DevonApproval to $DevonApproval + _args[0]>>
<</widget>>
<<widget "DevonKnowledgeLearned">>
<<if $DevonKnowledge is undefined>><<set $DevonKnowledge to {}>><</if>>
<<if $DevonKnowledge[_args[0]] is undefined>><<set $DevonKnowledge[_args[0]] to true>><</if>>
<</widget>>
<<widget "DevonKnowledgeLearnedCheck">>
<<if $DevonKnowledge isnot undefined and $DevonKnowledge[_args[0]] is true>>
<<set _DevonKnowledgeCheck to true>>
<<else>>
<<set _DevonKnowledgeCheck to false>>
<</if>>
<</widget>>
<<widget "DevonTotalKnowledge">>
<<set _DevonTotalKnowledge to 60>>
<<DevonKnowledgeLearnedCheck "WhatsInside">><<if _DevonKnowledgeCheck is true>><<set _DevonTotalKnowledge -= 10>><</if>>
<<DevonKnowledgeLearnedCheck "HappyInFront">><<if _DevonKnowledgeCheck is true>><<set _DevonTotalKnowledge -= 10>><</if>>
<<DevonKnowledgeLearnedCheck "SpeakMind">><<if _DevonKnowledgeCheck is true>><<set _DevonTotalKnowledge -= 10>><</if>>
<<DevonKnowledgeLearnedCheck "NotAfraid">><<if _DevonKnowledgeCheck is true>><<set _DevonTotalKnowledge -= 10>><</if>>
<</widget>>
<<widget "DevonKnowledgeDescriptor">>
<<set _DevonDescParts to []>>
<<DevonKnowledgeLearnedCheck "WhatsInside">>
<<if _DevonKnowledgeCheck is true>><<set _DevonDescParts.push("He told you that he liked your style, but actually it was what was inside that he was interested in. He likes you as you are.")>><</if>>
<<DevonKnowledgeLearnedCheck "HappyInFront">>
<<if _DevonKnowledgeCheck is true>><<set _DevonDescParts.push("He was happy to sit at the front of the cinema with you, in front of everyone. He wasn't ashamed to be seen with you.")>><</if>>
<<DevonKnowledgeLearnedCheck "SpeakMind">>
<<if _DevonKnowledgeCheck is true>><<set _DevonDescParts.push("He said he liked that you weren't afraid to speak your mind.")>><</if>>
<<DevonKnowledgeLearnedCheck "NotAfraid">>
<<if _DevonKnowledgeCheck is true>><<set _DevonDescParts.push("He said he liked that you weren't afraid of anything.")>><</if>>
<<if _DevonDescParts.length gt 0>>
<<for _i to 0; _i lt _DevonDescParts.length; _i++>>
<<if _i is 0>>
<<print _DevonDescParts[_i]>><br>
<<else>>
<br>And that <<print _DevonDescParts[_i].charAt(0).toLowerCase() + _DevonDescParts[_i].slice(1)>><br>
<</if>>
<</for>>
<<else>>
You struggle to think of anything to say in his defence.<br>
<</if>>
<</widget>>
<<widget "UpdateDevonToChantarelle">>
<<SetNPCState "Devon" "name" "Chantarelle">>
<<SetNPCState "Devon" "female" true>>
<<SetNPCState "Devon" "hair" "Black">>
<<SetNPCState "Devon" "avatar" "Chantarelle">>
<<SetNPCState "Devon" "description" "Chantarelle. A petite young woman with long black hair and heavy goth make-up. She dresses in black lace and fishnets, nervous at the attention her style draws.">>
<</widget>>
<<widget "Quest34Reconcile">>
<<if $Quest34Outcome is "DevonRefused">>
<<QuestTracker "Quest34" "fail">>
<<elseif $Quest34Outcome is "ConvincedWrong" or $Quest34Outcome is "ConvincedPure">>
<<QuestTracker "Quest34" "complete">>
<<CovenRecruitAdd "Elizabeth">>
<<AddNPCState "Elizabeth" "Loyal" true>>
<<QuestOptionComplete "Quest28" 1 "elizabeth">>
<<EventTrigger "SchoolCorridor" "SchoolCorridorDevon" "Lunch" null "Emily" null null null false>>
<<elseif $Quest34Outcome is "SpellBattleWon">>
<<QuestTracker "Quest34" "complete">>
<<CovenRecruitAdd "Elizabeth">>
<<ChangePersonalityStateNPC "Elizabeth" "Hardened">>
<<AddNPCState "Elizabeth" "Help" true>>
<<QuestOptionComplete "Quest28" 1 "elizabeth">>
<<EventTrigger "SchoolCorridor" "SchoolCorridorDevon" "Lunch" null "Emily" null null null false>>
<<elseif $Quest34Outcome is "LetComplete">>
<<QuestTracker "Quest34" "complete">>
<<CovenRecruitAdd "Elizabeth">>
<<ChangePersonalityStateNPC "Elizabeth" "Hardened">>
<<AddNPCState "Elizabeth" "Help" true>>
<<NPCLearnSpell "Elizabeth" "AlterBody">>
<<NPCLearnSpell "Elizabeth" "AlterMemories">>
<<UpdateDevonToChantarelle>>
<<QuestOptionComplete "Quest28" 1 "elizabeth">>
<<EventTrigger "SchoolCorridor" "SchoolCorridorChantarelle" "Lunch" null "Emily" null null null false>>
<</if>>
/* Cleanup */
<<set $DevonApproval to undefined>>
<<set $DevonKnowledge to undefined>>
<<set $Quest34Outcome to undefined>>
<</widget>>
/* Quest 35 — Keith Dinner Widgets */
<<widget "KeithDialogueOption">>
<<if $KeithDialogueOptions is undefined>><<set $KeithDialogueOptions to []>><</if>>
<<if not $KeithDialogueOptions.includes(_args[0])>>
<<run $KeithDialogueOptions.push(_args[0])>>
<</if>>
<</widget>>
<<widget "KeithDialogueOptionCheck">>
<<set _KeithDialogueOptionCheck to false>>
<<if $KeithDialogueOptions isnot undefined and $KeithDialogueOptions.includes(_args[0])>>
<<DialogueSpoken "Keith" _args[0]>>
<<if _Discussed is false>>
<<set _KeithDialogueOptionCheck to true>>
<</if>>
<</if>>
<</widget>>
<<widget "KeithObjectOptions">>
<<if $KeithObjectOptions is undefined>><<set $KeithObjectOptions to []>><</if>>
<<if not $KeithObjectOptions.includes(_args[0])>>
<<run $KeithObjectOptions.push(_args[0])>>
<</if>>
<</widget>>
<<widget "KeithObjectOptionsCheck">>
<<set _KeithObjectOptionsCheck to false>>
<<if $KeithObjectOptions isnot undefined and $KeithObjectOptions.includes(_args[0])>>
<<set _KeithObjectOptionsCheck to true>>
<</if>>
<</widget>>
<<widget "KeithSmallTalkAvailable">>
<<set _KeithSmallTalkAvailable to false>>
<<DialogueSpoken "Keith" "MakeSmallTalk1">><<set _st1 to _Discussed>>
<<DialogueSpoken "Keith" "MakeSmallTalk2">><<set _st2 to _Discussed>>
<<DialogueSpoken "Keith" "MakeSmallTalk3">><<set _st3 to _Discussed>>
<<if _st1 isnot true or _st2 isnot true or _st3 isnot true>>
<<set _KeithSmallTalkAvailable to true>>
<</if>>
<</widget>>
<<widget "KeithLetJenniferTalkAvailable">>
<<set _KeithLetJenniferTalkAvailable to false>>
<<DialogueSpoken "Keith" "LetJenniferTalk1">><<set _jt1 to _Discussed>>
<<DialogueSpoken "Keith" "LetJenniferTalk2">><<set _jt2 to _Discussed>>
<<DialogueSpoken "Keith" "LetJenniferTalk3">><<set _jt3 to _Discussed>>
<<if _jt1 isnot true or _jt2 isnot true or _jt3 isnot true>>
<<set _KeithLetJenniferTalkAvailable to true>>
<</if>>
<</widget>>
<<widget "KeithDialogueOptionsUnlocked">>
<<if $current.avatar is "Jennifer">><<set _topicSuffix to "Swapped">><<else>><<set _topicSuffix to "">><</if>>
<<KeithDialogueOptionCheck "DinersCard">><<if _KeithDialogueOptionCheck is true>><<link "Ask if he's a foodie" "HearthAndHomeTopicDialogue">><<set $HearthAndHomeTopicDialogue to "DinersCard" + _topicSuffix>><</link>><br><</if>>
<<KeithDialogueOptionCheck "Football">><<if _KeithDialogueOptionCheck is true>><<link "Ask about his local football team" "HearthAndHomeTopicDialogue">><<set $HearthAndHomeTopicDialogue to "Football" + _topicSuffix>><</link>><br><</if>>
<<KeithDialogueOptionCheck "Wife">><<if _KeithDialogueOptionCheck is true>><<link "Ask about his wife" "HearthAndHomeTopicDialogue">><<set $HearthAndHomeTopicDialogue to "Wife" + _topicSuffix>><</link>><br><</if>>
<<KeithDialogueOptionCheck "Car">><<if _KeithDialogueOptionCheck is true>><<link "Ask about his car" "HearthAndHomeTopicDialogue">><<set $HearthAndHomeTopicDialogue to "Car" + _topicSuffix>><</link>><br><</if>>
<<KeithDialogueOptionCheck "University">><<if _KeithDialogueOptionCheck is true>><<link "Ask about his time at University" "HearthAndHomeTopicDialogue">><<set $HearthAndHomeTopicDialogue to "University" + _topicSuffix>><</link>><br><</if>>
<</widget>>
<<widget "BookChangeSelf">>
<<if $BookChangeSelf is undefined>><<set $BookChangeSelf to {}>><</if>>
<<set $BookChangeSelf[_args[0]] to _args[1]>>
<</widget>>
<<widget "BookChangeSelfCheck">>
<<set _BookChangeSelfCheck to false>>
<<if $BookChangeSelf isnot undefined and $BookChangeSelf[_args[0]] isnot undefined>>
<<set _BookChangeSelfCheck to true>>
<</if>>
<</widget>>
/* Quest 35 widgets */
<<widget "Quest35SwapLockCheck">>
<<Flag "Quest35StudySwap">><<set _Quest35LockStudySwap to _FlagReturn>>
<<Flag "Quest35DinnerSwap">><<set _Quest35LockDinnerSwap to _FlagReturn>>
<<Flag "JenniferStuckAsPC">><<set _Quest35LockStuck to _FlagReturn>>
<<set _Quest35SwapLockCheck to _Quest35LockStudySwap or _Quest35LockDinnerSwap or _Quest35LockStuck>>
<</widget>>
<<widget "Quest35Stage4Setup">>
<<QuestState "Quest35">>
<<set _Quest35Stage to _QuestState>>
<<QuestStatus "Quest35">>
<<set _Quest35Status to _QuestStatus>>
<<SpellsCheckNPC "Jennifer" "AlterBody">>
<<set _JenniferKnowsAlterBody to _SpellsCheckNPC>>
<<Flag "Quest35StudySwap">>
<<set _Quest35StudySwap to _FlagReturn>>
<<CheckNPCForm "Jennifer">>
<<if _Quest35Status is "active" and _Quest35Stage is 4 and _JenniferKnowsAlterBody is true and _Quest35StudySwap is false and _NPCForm isnot "PC" and $PlayerCharacter.female is false>>
<<EventGlobalTrigger "JenniferStuckText" "Evening" null null null null `["JennifersApartment","JennifersApartmentBedroom"]`>>
<</if>>
<</widget>>
<<widget "Quest35Reconcile">>
<<GetNPCState "Jennifer" "Loyal">>
<<if _Loyal is true>>
/* === LOYAL PATH === */
<<QuestTracker "Quest35" "complete">>
<<CovenRecruitAdd "Jennifer">>
<<QuestOptionComplete "Quest28" 1 "jennifer">>
<<JenniferTier>>
<<if _JenniferTier is "Ceasefire" or _JenniferTier is "Hostile">>
<<SetFlag "JenniferSwapArrangement" false>>
<</if>>
<<CheckPersonalityState "Jennifer">>
<<if _PersonalityState isnot "Humbled">>
<<ChangePersonalityStateNPC "Jennifer" "Humbled">>
<</if>>
<<else>>
<<GetNPCState "Jennifer" "Help">>
<<if _Help is true>>
/* === HELP PATH === */
<<QuestTracker "Quest35" "complete">>
<<CovenRecruitAdd "Jennifer">>
<<QuestOptionComplete "Quest28" 1 "jennifer">>
<<JenniferTier>>
<<if _JenniferTier isnot "Ceasefire" and _JenniferTier isnot "Hostile">>
<<ChangePersonalityStateNPC "Jennifer" "Awakened">>
<</if>>
<<else>>
/* === FAIL PATH === */
<<QuestTracker "Quest35" "fail">>
<<ChangeNPCrelationship "Jennifer" "PC" 1>>
<<ChangePersonalityStateNPC "Jennifer" "Resentful">>
<</if>>
<</if>>
/* === CLEANUP === */
<<set $KeithDinner to undefined>>
<<set $KeithDialogueOptions to undefined>>
<<set $KeithObjectOptions to undefined>>
<<set $MakeSmallTalk to undefined>>
<<set $LetJenniferTalk to undefined>>
<<set $ClaxonAlarm to undefined>>
<<TransformNPC "Jennifer" "Jennifer">>
<<SetFlag "JenniferStuckAsPC" false>>
<<SetFlag "Quest35DinnerSwap" false>>
<<SetFlag "Quest35StudySwap" false>>
<<set $BookChangeSelf to undefined>>
<<NPCFollowDeactivate "Jennifer">>
<</widget>>
<<widget "Quest37Reconciliation">>
<<TimeChange>>
<<QuestOptionComplete "Quest28" 1 "siobhan">>
<<if $ClaireDreamOutcome is "SpellWorks">>
<<ChangePersonalityStateNPC "Claire" "Besotted">>
<<if $TempSiobhanJoin is true>>
<<QuestTracker "Quest37" "complete">>
<<CovenRecruitAdd "Siobhan">>
<<AddNPCState "Siobhan" "Help" true>>
<<elseif $TempSiobhanJoin is false>>
<<QuestTracker "Quest37" "fail">>
<<ChangePersonalityStateNPC "Siobhan" "Humbled">>
<</if>>
<<elseif $ClaireDreamOutcome is "SpellBackFires">>
<<QuestTracker "Quest37" "fail">>
<<elseif $ClaireDreamOutcome is "SimonAccepts">>
<<ChangePersonalityStateNPC "Simon" "Humbled">>
<<if $TempSiobhanJoin is true>>
<<QuestTracker "Quest37" "complete">>
<<CovenRecruitAdd "Siobhan">>
<<AddNPCState "Siobhan" "Loyal" true>>
<<elseif $TempSiobhanJoin is false>>
<<QuestTracker "Quest37" "fail">>
<<ChangePersonalityStateNPC "Siobhan" "Humbled">>
<</if>>
<</if>>
<<set $TempSiobhanJoin to undefined>>
<<set $ClaireDreamOutcome to undefined>>
<<set $SimonTrust to undefined>>
<<set $SimonPersuade to undefined>>
<<set $SimonConversation to undefined>>
<<set $SiobhanSpellInfluence to undefined>>
<<set $SimonIdealWoman to undefined>>
<<set $DreamSimonPersuaded to undefined>>
<<set $TempHotelDarkPresence to undefined>>
<</widget>>
<<widget "FinalistsEventTrigger">>
<<EventSeen "SchoolGym" "PEAct2SpecialLesson">>
<<set _PESeen to _EventSeen>>
<<EventSeen "SchoolGeographyRoom" "GeographyAct2SpecialLesson">>
<<set _GeoSeen to _EventSeen>>
<<EventSeen "SchoolBiologyRoom" "BiologyAct2SpecialLesson">>
<<set _BioSeen to _EventSeen>>
<<EventSeen "SchoolMathsRoom" "MathsAct2SpecialLesson">>
<<set _MathsSeen to _EventSeen>>
<<EventSeen "SchoolBusinessStudiesRoom" "BusinessStudiesAct2SpecialLesson">>
<<set _BSSeen to _EventSeen>>
<<if _PESeen is true and _GeoSeen is true and _BioSeen is true and _MathsSeen is true and _BSSeen is true>>
<<EventTrigger "SchoolCorridor" "MissCharltonFinalists" "Morning" null "Emily" null null null false>>
<</if>>
<</widget>>
<<widget "BadgeCheck">>
<<set _BadgeCheck to false>>
<<for _item range $PlayerCharacter.inventory>>
<<if typeof _item is "object">>
<<if _item.id.startsWith("MissCharlton")>>
<<set _BadgeCheck to true>>
<<break>>
<</if>>
<<elseif typeof _item is "string">>
<<if _item.startsWith("MissCharlton")>>
<<set _BadgeCheck to true>>
<<break>>
<</if>>
<</if>>
<</for>>
<</widget>>
/* 11a: gate for the pharmacy "Try to steal medicine" option - Task16 (steal pills to trade with Logain)
must be active or complete (the Logain trade is repeatable, so complete keeps the loop open) and the
player must not already be holding a bottle. */
<<widget "StealOptionCheck">>
<<set _StealOptionCheck to false>>
<<InventoryCheckSelf "OldPeteMedicine">>
<<TaskState "Task16">>
<<if _InventoryCheckSelf is false and (_TaskState is "active" or _TaskState is "complete")>>
<<set _StealOptionCheck to true>>
<</if>>
<</widget>>
/* 11a: names the next day Logain's guy can deliver - his greenhouse evenings are Tuesday and Sunday only */
<<widget "LogainGreenhouseNextCalc">>
<<if setup.days[$dayCurrent] is "Tuesday">>
<<set _LogainGreenhouseNextCalc to "Sunday">>
<<else>>
<<set _LogainGreenhouseNextCalc to "Tuesday">>
<</if>>
<</widget>>
/* Quest 23 Scene 6a: Palmer's disapproval accumulator - self-initialising, like OlafHappy.
Reaching 2 triggers the CharliWorkFail office summons (G10d). */
<<widget "PalmerDisapproval">>
<<if $PalmerDisapproval is undefined>>
<<set $PalmerDisapproval to _args[0]>>
<<else>>
<<set $PalmerDisapproval to $PalmerDisapproval + _args[0]>>
<</if>>
<</widget>>
/* Quest 23 Scene 6a: Edward's gem grows stronger the more lore Charli extracts. Score rises +1 per
question asked; higher score = lower Orientation resist threshold + higher Assertive pull-away
threshold. Undefined-safe (score undefined → default 50/50 tier). */
<<widget "EdwardGemPowerCalc">>
<<set _EdwardGemOrientation to 50>>
<<set _EdwardGemAssertive to 50>>
<<if $EdwardGemPowerCalcScore gte 4>>
<<set _EdwardGemOrientation to 10>><<set _EdwardGemAssertive to 90>>
<<elseif $EdwardGemPowerCalcScore gte 3>>
<<set _EdwardGemOrientation to 20>><<set _EdwardGemAssertive to 80>>
<<elseif $EdwardGemPowerCalcScore gte 2>>
<<set _EdwardGemOrientation to 30>><<set _EdwardGemAssertive to 70>>
<<elseif $EdwardGemPowerCalcScore gte 1>>
<<set _EdwardGemOrientation to 40>><<set _EdwardGemAssertive to 60>>
<</if>>
<</widget>>
<<widget "EdwardGemPowerCalcScore">>
<<if $EdwardGemPowerCalcScore is undefined>>
<<set $EdwardGemPowerCalcScore to _args[0]>>
<<else>>
<<set $EdwardGemPowerCalcScore to $EdwardGemPowerCalcScore + _args[0]>>
<</if>>
<</widget>>
/* Quest 23 Scene 6a: Maxwell's stat thresholds - stiffer if Charli chose Francesca first (page-defined). */
<<widget "MaxwellStatOptionAssert">>
<<if $TempCharliWorkMorning is "Francesca">>
<<set _MaxwellStatOption to 70>>
<<else>>
<<set _MaxwellStatOption to 50>>
<</if>>
<</widget>>
<<widget "MaxwellStatOptionRequest">>
<<if $TempCharliWorkMorning is "Francesca">>
<<set _MaxwellStatOption to 30>>
<<else>>
<<set _MaxwellStatOption to 20>>
<</if>>
<</widget>>
/* Quest 23 Scene 1: teacher amulet observation. Renders the notice/repeat prose for a teacher still
holding their amulet, then latches the sighting - all self-gated to Act 2 (amulets must never be
noticeable in Act 1). The latch sets [Teacher]AmuletKnown and, ONLY while Quest23 sits at stage 0,
unlocks the teacher's stage-0 journal option (QuestOptionUnlock auto-starts a quest, so the stage
gate is load-bearing - do not remove it). Latching in the widget body is safe: both writes are
idempotent (trackKnowledge precedent). Stitch is observation-only per design - no latch, no option. */
<<widget "Quest23AmuletObservation">>
<<set _amuletTeacher to _args[0]>>
/* SugarCube macro args do NOT evaluate parenthesised expressions - compute into temps first */
<<set _amuletItem to _amuletTeacher + "Amulet">>
<<set _amuletKnownFlag to _amuletTeacher + "AmuletKnown">>
<<Flag "Act2Started">>
<<if _FlagReturn is true>>
<<InventoryCheckNPC _amuletTeacher _amuletItem>>
<<if _InventoryCheckNPC is true>>
<<Flag _amuletKnownFlag>>
<<switch _amuletTeacher>>
<<case "Beach">>
<<if _FlagReturn is true>>
<br>
Beach’s amulet is still wrapped around the strings of his whistle. A small brass trinket, in the shape of a bear.<br>
<<else>>
<br>
You notice something around his neck, wrapped around the strings of his whistle. A small brass trinket, in the shape of a bear.<br>
<</if>>
<<case "Harrow">>
<<if _FlagReturn is true>>
<br>
Harrow’s amulet still peeks out from his top. A small brass trinket, in the shape of a tragedy mask.<br>
<<else>>
<br>
You notice something around his neck. A small piece of string that contrasts with his other clothes. Resting just at the top of his shirt is the edge of a small brass trinket, in the shape of a tragedy mask.<br>
<</if>>
<<case "Prichard">>
<<if _FlagReturn is true>>
<br>
Prichard’s amulet is clasped tight next to her collar, almost worn like a necklace. A small wooden carving, in the shape of an otter.<br>
<<else>>
<br>
You notice something clasped tight next to her collar, almost worn like a necklace. A small wooden carving, in the shape of an otter.<br>
<</if>>
<<case "DeBussy">>
<<if _FlagReturn is true>>
<br>
DeBussy’s amulet rests over her blouse, wrapped around the cords of her reading glasses. A small wooden carving, in the shape of an owl.<br>
<<else>>
<br>
You notice something around her neck. A small wooden carving, in the shape of an owl, wrapped within the cords of her reading glasses.<br>
<</if>>
<<case "Olaf">>
<<if _FlagReturn is true>>
<br>
Olaf’s amulet hangs around his neck. A small wooden carving, in the shape of a jester hat.<br>
<<else>>
<br>
You notice something around his neck. A small wooden carving, in the shape of a jester hat, hanging loosely from a grubby string.<br>
<</if>>
<<case "Rogers">>
<<if _FlagReturn is true>>
<br>
The two black cords that you assume support Rogers’ amulet still dive into his clothing. You can’t see to what they lead.<br>
<<else>>
<br>
You notice something around his neck. Two very thin black cords, drifting underneath his shirt. You would bet money that there’s an amulet underneath those clothes, but what it looks like you can’t ascertain.<br>
<</if>>
<<case "Stitch">>
<br>
You glance at Stitch’s waistcoat pocket, where you know his amulet lingers. Nearly identical to yours, brass and with an emerald embedded within it. You have no idea how to get it.<br>
<</switch>>
<<if _amuletTeacher isnot "Stitch">>
<<SetFlag _amuletKnownFlag>>
<<QuestState "Quest23">>
<<if _QuestState is 0>>
<<set _amuletOptionId to _amuletTeacher.toLowerCase()>>
<<QuestOptionUnlock "Quest23" 0 _amuletOptionId>>
<</if>>
<</if>>
<</if>>
<</if>>
<</widget>>
/* Quest23 endings shared closer - marks the quest complete and raises the global flag that says the
teachers' amulets have lost their power source. Read it with <<Flag "AmuletsNullified">> - the G4
Olaf fizzle gates and the G15 sweep sites all check the Flag system, not a bare story variable. */
<<widget "Quest23Reconcile">>
<<QuestTracker "Quest23" "complete">>
<<SetFlag "AmuletsNullified">>
<</widget>>
/* Quest41 bus-stop closer - fires on the S11 "Wait for the bus and go home" links.
Outcome reads the three Perm*Lost flags: all saved = Loyal + Help, some = Help,
none = fail. Wipes every piece of quest-scoped state; the Perm*Lost flags and
PermLogainSecretKnown persist for S12 and future content. */
<<widget "Quest41Reconcile">>
<<Flag "PermMarcusLost">>
<<set _QRMarcusLost = _FlagReturn>>
<<Flag "PermIanLost">>
<<set _QRIanLost = _FlagReturn>>
<<Flag "PermKaraLost">>
<<set _QRKaraLost = _FlagReturn>>
<<if _QRMarcusLost is false and _QRIanLost is false and _QRKaraLost is false>>
<<SetNPCState "Logain" "Loyal" true>>
<<SetNPCState "Logain" "Help" true>>
<<QuestTracker "Quest41" "complete">>
<<elseif _QRMarcusLost is true and _QRIanLost is true and _QRKaraLost is true>>
<<QuestTracker "Quest41" "fail">>
<<else>>
<<SetNPCState "Logain" "Help" true>>
<<QuestTracker "Quest41" "complete">>
<</if>>
<<if _QRMarcusLost is true or _QRIanLost is true or _QRKaraLost is true>>
<<EventTrigger "SchoolCafeteria" "Quest41Runaways" "Lunch" null "Emily" null null null false>>
<</if>>
/* Logain kept away from the greenhouse while the delivery was live - restore his Tue/Sun evening slots */
<<SetNPCLocation "Logain" "1" "3" "CharltonAllotmentLogainGreenhouse" "perm">>
<<SetNPCLocation "Logain" "6" "3" "CharltonAllotmentLogainGreenhouse" "perm">>
<<EventTrigger "DialogueLogain" "PostQuest41" null null "Emily" null null null false>>
<<set $Quest41Runaways = undefined>>
<<set $Quest41QuestionsAsked = undefined>>
<<set $Quest41TopicsDone = undefined>>
<<set $LogainLoyaltyFields = undefined>>
<<set $TempKaraPursue = undefined>>
<<set $TempIanApproach = undefined>>
<<set $TempMarcusApproach = undefined>>
<<set $MarcusDialogue = undefined>>
<<set $IanDialogue = undefined>>
<<set $KaraDialogue = undefined>>
<<SetFlag "TempMarcusAdvantage" false>>
<<SetFlag "TempIanAdvantage" false>>
<<SetFlag "TempKaraAdvantage" false>>
<</widget>>
/* Gladys prom-planning return (Quest25 stage 4->5). True once all four consultation
topics (FloristCurse, SalonCurse, EvansCurse, TeachersProm) have been latched. */
<<widget "Quest25GladysReadyStage5">>
<<set _Quest25GladysReadyStage5 to false>>
<<set _Tally to 0>>
<<DialogueSpokenSecretKnown "Gladys" "FloristCurse">>
<<if _Discussed is true>><<set _Tally += 1>><</if>>
<<DialogueSpokenSecretKnown "Gladys" "SalonCurse">>
<<if _Discussed is true>><<set _Tally += 1>><</if>>
<<DialogueSpokenSecretKnown "Gladys" "EvansCurse">>
<<if _Discussed is true>><<set _Tally += 1>><</if>>
<<DialogueSpokenSecretKnown "Gladys" "TeachersProm">>
<<if _Discussed is true>><<set _Tally += 1>><</if>>
<<if _Tally is 4>><<set _Quest25GladysReadyStage5 to true>><</if>>
<</widget>>
/* Carries any Quest25 stage-2/3 option that is unlocked but not complete forward
into stage 5. Must run AFTER QuestTracker "Quest25" 5 (unlock is stage-gated). */
<<widget "Quest25ExistingOptionsCarry">>
<<set _carryOptions to ["ace_of_hearts", "coven"]>>
<<for _carryIndex = 0; _carryIndex < _carryOptions.length; _carryIndex++>>
<<set _carryOption to _carryOptions[_carryIndex]>>
<<QuestOptionCheck "Quest25" 2 _carryOption "gte">>
<<set _stage2Unlocked to _QuestOptionCheck>>
<<QuestOptionCompleteCheck "Quest25" 2 _carryOption>>
<<set _stage2Complete to _QuestOptionCompleteCheck>>
<<QuestOptionCheck "Quest25" 3 _carryOption "gte">>
<<set _stage3Unlocked to _QuestOptionCheck>>
<<QuestOptionCompleteCheck "Quest25" 3 _carryOption>>
<<set _stage3Complete to _QuestOptionCompleteCheck>>
<<if (_stage2Unlocked or _stage3Unlocked)
and not (_stage2Complete or _stage3Complete)>>
<<QuestOptionUnlock "Quest25" 5 _carryOption>>
<</if>>
<</for>>
<</widget>>
/* Readiness temps for the Gladys no-more-questions recap. Option completes may
have been recorded at stage 2, 3 or 5 depending on when the thread resolved. */
<<widget "NoMoreQuestionsVariants">>
<<set _CovenDiscussed to false>>
<<QuestOptionCompleteCheck "Quest25" 2 "coven">><<if _QuestOptionCompleteCheck is true>><<set _CovenDiscussed to true>><</if>>
<<QuestOptionCompleteCheck "Quest25" 3 "coven">><<if _QuestOptionCompleteCheck is true>><<set _CovenDiscussed to true>><</if>>
<<QuestOptionCompleteCheck "Quest25" 5 "coven">><<if _QuestOptionCompleteCheck is true>><<set _CovenDiscussed to true>><</if>>
<<SpellsCheckSelf "Identify">><<set _IdentifyLearned to _SpellsCheckSelf>>
<<set _HeartsDone to false>>
<<QuestOptionCompleteCheck "Quest25" 2 "ace_of_hearts">><<if _QuestOptionCompleteCheck is true>><<set _HeartsDone to true>><</if>>
<<QuestOptionCompleteCheck "Quest25" 3 "ace_of_hearts">><<if _QuestOptionCompleteCheck is true>><<set _HeartsDone to true>><</if>>
<<QuestOptionCompleteCheck "Quest25" 5 "ace_of_hearts">><<if _QuestOptionCompleteCheck is true>><<set _HeartsDone to true>><</if>>
<<QuestStatus "Quest22">><<set _Quest22Status to _QuestStatus>>
<<QuestStatus "Quest23">><<set _Quest23Status to _QuestStatus>>
<<QuestStatus "Quest27">><<set _Quest27Status to _QuestStatus>>
<<QuestStatus "Quest28">><<set _Quest28Status to _QuestStatus>>
<</widget>>
/* Miss Charlton contest judge approval tracking (photoshoot, interview, crowning).
Storage: $MissCharltonApproval = {Stitch, Harrow, Rogers}, lazy-init so old saves work.
Each call sets a $[Judge]ApprovalIncrease notification flag, displayed and cleared in PassageHeader. */
<<widget "StitchApproval">>
<<if $MissCharltonApproval is undefined>>
<<set $MissCharltonApproval to {Stitch: 0, Harrow: 0, Rogers: 0}>>
<</if>>
<<set $MissCharltonApproval.Stitch to Number($MissCharltonApproval.Stitch ?? 0) + _args[0]>>
<<if _args[0] gt 0>>
<<set $StitchApprovalIncrease to "Positive">>
<<elseif _args[0] lt 0>>
<<set $StitchApprovalIncrease to "Negative">>
<</if>>
<</widget>>
<<widget "HarrowApproval">>
<<if $MissCharltonApproval is undefined>>
<<set $MissCharltonApproval to {Stitch: 0, Harrow: 0, Rogers: 0}>>
<</if>>
<<set $MissCharltonApproval.Harrow to Number($MissCharltonApproval.Harrow ?? 0) + _args[0]>>
<<if _args[0] gt 0>>
<<set $HarrowApprovalIncrease to "Positive">>
<<elseif _args[0] lt 0>>
<<set $HarrowApprovalIncrease to "Negative">>
<</if>>
<</widget>>
<<widget "RogersApproval">>
<<if $MissCharltonApproval is undefined>>
<<set $MissCharltonApproval to {Stitch: 0, Harrow: 0, Rogers: 0}>>
<</if>>
<<set $MissCharltonApproval.Rogers to Number($MissCharltonApproval.Rogers ?? 0) + _args[0]>>
<<if _args[0] gt 0>>
<<set $RogersApprovalIncrease to "Positive">>
<<elseif _args[0] lt 0>>
<<set $RogersApprovalIncrease to "Negative">>
<</if>>
<</widget>>
/* Sets $FinalistName1/2/3 display slots from $MissCharltonFinalists (built by MissCharltonFinalistsSet
at the gala exit). Reagan is always slot 1. Called ONCE from the photoshoot corridor event link. */
<<widget "MissCharltonFinalistNamesSet">>
<<set $FinalistName1 to "Reagan">>
<<set _otherFinalists to []>>
<<for _finalist range $MissCharltonFinalists>>
<<if _finalist isnot "Reagan" and _finalist isnot "Emily">>
<<run _otherFinalists.push(_finalist)>>
<</if>>
<</for>>
<<if $MissCharltonFinalists.includes("Emily")>>
<<set $FinalistName2 to _otherFinalists[0]>>
<<set $FinalistName3 to "Emily">>
<<else>>
<<set $FinalistName2 to _otherFinalists[0]>>
<<set $FinalistName3 to _otherFinalists[1]>>
<</if>>
<</widget>>
<<widget "Quest10DetentionHelper">>
/* Act 1 Geography detention - which helper distracts Prichard. Priority Terrence > Liz (either ward-lesson or agreed option) > Christina > None; the four scenes used to render independently and stacked when several helpers had been recruited. */
<<set _Quest10DetentionHelper to "None">>
<<QuestOptionCompleteCheck "Quest10" 3 "christina_cheerleader">>
<<if _QuestOptionCompleteCheck is true>><<set _Quest10DetentionHelper to "Christina">><</if>>
<<QuestOptionCompleteCheck "Quest10" 3 "liz_agreed">><<set _q10Liz to _QuestOptionCompleteCheck>>
<<QuestOptionCompleteCheck "Quest10" 3 "liz_ward_lesson">>
<<if _q10Liz is true or _QuestOptionCompleteCheck is true>><<set _Quest10DetentionHelper to "Liz">><</if>>
<<QuestOptionCompleteCheck "Quest10" 3 "terrence_tutoring_convinced">>
<<if _QuestOptionCompleteCheck is true>><<set _Quest10DetentionHelper to "Terrence">><</if>>
<</widget>>
<<widget "Quest24NullifyReconcile">>
/* Completes Quest 24 once every stage-4 room option has been warded */
<<set _allWarded to true>>
<<for _q24room range ["maths", "geography", "biology", "business_studies", "kitchen", "gym"]>>
<<QuestOptionCompleteCheck "Quest24" 4 _q24room>>
<<if _QuestOptionCompleteCheck is false>><<set _allWarded to false>><</if>>
<</for>>
<<if _allWarded is true>>
<<QuestTracker "Quest24" "complete">>
<</if>>
<</widget>>
<<widget "Quest25PrepReconcile">>
/* Advances Quest 25 to stage 6 once every stage-5 preparation option is complete */
<<QuestState "Quest25">>
<<if _QuestState is 5>>
<<set _allPrepped to true>>
<<for _q25opt range ["ace_of_hearts", "coven", "corsages", "makeup", "dresses"]>>
<<QuestOptionCompleteCheck "Quest25" 5 _q25opt>>
<<if _QuestOptionCompleteCheck is false>><<set _allPrepped to false>><</if>>
<</for>>
<<if _allPrepped is true>>
<<QuestTracker "Quest25" 6>>
<</if>>
<</if>>
<</widget>>
/* Coven recruitment ledger. $CovenRecruits records join order; the first four recruits plus the
PC form the pentagram. Later recruits keep all their content and states but sit outside the
coven display and raise the full-coven banner instead. Backfill order for pre-ledger saves is
fixed and only counts a candidate whose Quest28 option is complete AND who holds a join state
(Quest37's fail path completes the option without one). Candidate list grows in future releases. */
<<widget "CovenRecruitsEnsure">>
<<if $CovenRecruits is undefined>>
<<set $CovenRecruits to []>>
<<for _covenPair range [ ["heather", "Heather"], ["elizabeth", "Elizabeth"], ["jennifer", "Jennifer"], ["siobhan", "Siobhan"], ["emily", "Emily"] ]>>
<<QuestOptionCompleteCheck "Quest28" 1 _covenPair[0]>>
<<GetNPCState _covenPair[1] "Help">>
<<GetNPCState _covenPair[1] "Loyal">>
<<if _QuestOptionCompleteCheck is true and (_Help is true or _Loyal is true)>>
<<run $CovenRecruits.push(_covenPair[1])>>
<</if>>
<</for>>
<</if>>
<</widget>>
/* Call at every join moment BEFORE the QuestOptionComplete/AddNPCState lines, so the backfill
above cannot double-count the joining NPC on a pre-ledger save. Completes Quest28 at four. */
<<widget "CovenRecruitAdd">>
<<CovenRecruitsEnsure>>
<<if not $CovenRecruits.includes(_args[0])>>
<<run $CovenRecruits.push(_args[0])>>
<<if $CovenRecruits.length gt 4>>
<<set $CovenFullNotification to _args[0]>>
<<else>>
<<QuestStatus "Quest28">>
<<if $CovenRecruits.length gte 4 and _QuestStatus is "active">>
<<QuestTracker "Quest28" "complete">>
<</if>>
<</if>>
<</if>>
<</widget>>
/* Breaking the Cuties reconcile - call on every Quest31/Quest32 resolution exit AFTER that
quest's own tracker. Resolves Quest30 once BOTH loyalty quests are settled: both complete ->
complete, any other settled pair -> fail (per the quest's failDescription). The active guard
stops it cold-starting Quest30 or reopening a resolved one. */
<<widget "Quest30Reconcile">>
<<QuestStatus "Quest30">><<set _q30 to _QuestStatus>>
<<QuestStatus "Quest31">><<set _q31 to _QuestStatus>>
<<QuestStatus "Quest32">><<set _q32 to _QuestStatus>>
<<if _q30 is "active">>
<<if (_q31 is "complete" or _q31 is "failed") and (_q32 is "complete" or _q32 is "failed")>>
<<if _q31 is "complete" and _q32 is "complete">>
<<QuestTracker "Quest30" "complete">>
<<else>>
<<QuestTracker "Quest30" "fail">>
<</if>>
<</if>>
<</if>>
<</widget>>
/* Gate for the doorstep "Show Theodore the bracelet" ask - true when the PC wears either bracelet, Quest39 has reached the leech-discovery stage, a referral option points at Theodore, and THIS avatar hasn't already shown him. Options checked in gte mode so other avatars can still come by after the quest completes. Side effect: overwrites _BraceletWorn, _QuestState, _Discussed and _QuestOptionCheck. */
<<widget "TheodoreBraceletHelpReady">>
<<set _TheodoreBraceletHelpReady to false>>
<<BraceletWorn>><<QuestState "Quest39">><<DialogueSpoken "Theodore" "ShowBracelet">>
<<if _BraceletWorn is true and _QuestState gte 3 and _Discussed is false>>
<<QuestOptionCheck "Quest39" 3 "theodore_tandi" "gte">>
<<set _refTandi to _QuestOptionCheck>>
<<QuestOptionCheck "Quest39" 3 "theodore_greenhouse" "gte">>
<<set _refGreenhouse to _QuestOptionCheck>>
<<QuestOptionCheck "Quest39" 3 "theodore_logain" "gte">>
<<if _refTandi is true or _refGreenhouse is true or _QuestOptionCheck is true>>
<<set _TheodoreBraceletHelpReady to true>>
<</if>>
<</if>>
<</widget>>/* Conversations */
<<widget "DialogueDone">>
<<set _NPC to _args[0]>>
<<set _DialogueTopic to _args[1]>>
<<set _dialogueTopicKey to _args[0] + "DialogueDone">>
<<if State.variables[_dialogueTopicKey] is undefined>><<set State.variables[_dialogueTopicKey] = []>><</if>>
<<set State.variables[_dialogueTopicKey].push({ dialogue: _DialogueTopic, speaker: $current.avatar})>>
<</widget>>
<<widget "DialogueSpoken">>
<<set _Discussed to undefined>>
<<set _NPC to _args[0]>>
<<set _DialogueTopic to _args[1]>>
<<set _dialogueTopicKey to _args[0] + "DialogueDone">>
<<if State.variables[_dialogueTopicKey] is undefined>><<set State.variables[_dialogueTopicKey] = []>><</if>>
<<for _i = 0; _i < State.variables[_dialogueTopicKey].length; _i++>>
<<if State.variables[_dialogueTopicKey][_i].dialogue is _DialogueTopic and State.variables[_dialogueTopicKey][_i].speaker is $current.avatar>>
<<set _Discussed to true>>
<<break>>
<</if>>
<</for>>
<<if _Discussed is undefined>>
<<set _Discussed to false>>
<</if>>
<</widget>>
<<widget "DialogueSpokenSecretKnown">>
<<set _Discussed to undefined>>
<<set _NPC to _args[0]>>
<<set _DialogueTopic to _args[1]>>
<<set _dialogueTopicKey to _args[0] + "DialogueDone">>
<<if State.variables[_dialogueTopicKey] is undefined>><<set State.variables[_dialogueTopicKey] = []>><</if>>
<<for _i = 0; _i < State.variables[_dialogueTopicKey].length; _i++>>
<<if State.variables[_dialogueTopicKey][_i].dialogue is _DialogueTopic>>
<<set _Discussed to true>>
<<break>>
<</if>>
<</for>>
<<if _Discussed is undefined>>
<<set _Discussed to false>>
<</if>>
<</widget>>
<<widget "StartConversation">>
<<set _NPC to _args[0]>>
<<set $ConversationExit to _args[1]>>
<<if State.variables[_NPC + "DialogueDone"] is undefined>><<set State.variables[_NPC + "DialogueDone"] to []>><</if>>
<</widget>>
<<widget "ChangeTopics">>
<<set $ConversationRoot to undefined>>
<</widget>>
<<widget "EndConversation">>
<<set _NPC to _args[0]>>
<<set State.variables[_NPC + "Dialogue"] to undefined>>
<<set State.variables[_NPC + "Event"] to undefined>>
<<set $NPCDelta[_NPC] = $NPCDelta[_NPC] ?? {}>>
<<set $NPCDelta[_NPC].charmed = false>>
<<set $ConversationExit to undefined>>
<<set $ConversationRoot to undefined>>
<</widget>>
<<widget "DialogueUnlock">>
<<set _npcId = _args[0]>>
<<set _key = _args[1]>>
<<set $DialogueUnlock = $DialogueUnlock ?? {}>>
<<set $DialogueUnlock[_npcId] = $DialogueUnlock[_npcId] ?? []>>
<<if !$DialogueUnlock[_npcId].includes(_key)>>
<<set $DialogueUnlock[_npcId].push(_key)>>
<</if>>
<</widget>>
<<widget "DialogueUnlockCheck">>
<<set _npcId = _args[0]>>
<<set _key = _args[1]>>
<<set _DialogueUnlockCheck = false>>
<<if $DialogueUnlock and $DialogueUnlock[_npcId] and $DialogueUnlock[_npcId].includes(_key)>>
<<set _DialogueUnlockCheck = true>>
<</if>>
<</widget>>
/* Hidden per-form staging for multi-step conversation threads. Standalone system - carries no behaviour over the dialogue markers or unlocks above; compose freely in gates, e.g. <<if _Discussed is false and _ConversationStage is 1>>. Own form is always keyed "PC" (the reader normalises via GetCurrentAvatarKey; setters must pass "PC" explicitly, never $current.avatar while in own form). ConversationComplete closes a thread for ALL forms: the reader then returns -1 regardless of avatar, failing every gte gate - so entry topics must carry a gte 0 term. "Complete" is a reserved key inside the thread entry; per-form stage records persist beneath it in $ConversationStages, preserving who personally closed the thread for any future content that needs it. */
<<widget "ConversationStageSet">>
<<set _threadId to _args[0]>>
<<set _stageAvatar to _args[1]>>
<<set _stageValue to _args[2]>>
<<set $ConversationStages = $ConversationStages ?? {}>>
<<set $ConversationStages[_threadId] = $ConversationStages[_threadId] ?? {}>>
<<set $ConversationStages[_threadId][_stageAvatar] to _stageValue>>
<</widget>>
<<widget "ConversationComplete">>
<<set _threadId to _args[0]>>
<<set $ConversationStages = $ConversationStages ?? {}>>
<<set $ConversationStages[_threadId] = $ConversationStages[_threadId] ?? {}>>
<<set $ConversationStages[_threadId].Complete to true>>
<</widget>>
<<widget "ConversationStage">>
<<set _threadId to _args[0]>>
<<if def $ConversationStages and def $ConversationStages[_threadId] and $ConversationStages[_threadId].Complete is true>>
<<set _ConversationStage to -1>>
<<else>>
<<if _args[1] is undefined>>
<<GetCurrentAvatarKey>>
<<set _stageAvatar to _AvatarKey>>
<<else>>
<<set _stageAvatar to _args[1]>>
<</if>>
<<set _ConversationStage to 0>>
<<if def $ConversationStages and def $ConversationStages[_threadId] and def $ConversationStages[_threadId][_stageAvatar]>>
<<set _ConversationStage to $ConversationStages[_threadId][_stageAvatar]>>
<</if>>
<</if>>
<</widget>><<widget "EventTrigger">>
<<set _location to _args[0]>>
<<set _event to _args[1]>>
<<set _period to _args[2]>>
<<set _NPC to _args[3]>>
<<set _avatar to _args[4]>>
<<set _object to _args[5]>>
<<set _flag to _args[6]>>
<<set _percentile to _args[7]>>
<<set _recurring to _args[8]>>
<<set _eventKey to "$Event" + _location>>
<<if ndef State.variables[_eventKey]>>
<<set State.variables[_eventKey] to []>>
<</if>>
/* Per-call reset - without it a second EventTrigger in the same render inherits a stale true and silently skips its push (EventGlobalTrigger has always done this) */
<<set _EventFound to undefined>>
<<for _i to 0; _i lt State.variables[_eventKey].length; _i++>>
<<if State.variables[_eventKey][_i].event is _event and State.variables[_eventKey][_i].period is _period and State.variables[_eventKey][_i].NPC is _NPC and State.variables[_eventKey][_i].avatar is _avatar and State.variables[_eventKey][_i].object is _object and State.variables[_eventKey][_i].flag is _flag and State.variables[_eventKey][_i].percentile is _percentile>>
<<set _EventFound to true>>
<<if State.variables[_eventKey][_i].recurring is true>>
<<set State.variables[_eventKey][_i].state to "unseen">>
<</if>>
<</if>>
<</for>>
<<if _EventFound is undefined>>
<<run State.variables[_eventKey].push({
location: _location,
event: _event,
period: _period,
NPC: _NPC,
avatar: _avatar,
object: _object,
flag: _flag,
percentile: _percentile,
recurring: _recurring,
state: "unseen"
})>>
<</if>>
<<set _EventFound to undefined>>
<<set _location to undefined>>
<<set _event to undefined>>
<<set _period to undefined>>
<<set _NPC to undefined>>
<<set _object to undefined>>
<<set _flag to undefined>>
<<set _percentile to undefined>>
<<set _recurring to undefined>>
<</widget>>
<<widget "EventsCheck">>
<<set _currentEvent to undefined>>
<<set _location to _args[0]>>
<<set _eventKey to "$Event" + _location>>
/* Dialogue events never fire for an NPC at relationship 0 - the NPC id is the location key minus the "Dialogue" prefix */
<<set _relationshipPass to true>>
<<if _location.startsWith("Dialogue")>>
<<set _dialogueNPC to _location.slice(8)>>
<<Checkrelationship _dialogueNPC>>
<<if _relationship is 0>><<set _relationshipPass to false>><</if>>
<</if>>
<<if def State.variables[_eventKey]>>
<<set _idx to 0>>
<<for _event range State.variables[_eventKey]>>
<<if _event.state isnot "unseen">>
<<set _idx += 1>>
<<continue>>
<</if>>
/* Time Check (null or undefined means no restriction) */
<<if _event.period is null or _event.period is undefined>>
<<set _periodPass to true>>
<<else>>
<<set _periodPass to (_event.period is setup.period[$periodCurrent])>>
<</if>>
/* NPC Check */
<<if _event.NPC is null or _event.NPC is undefined>>
<<set _NPCPass to true>>
<<else>>
<<set _NPCPass to $NPCPresent.includes(_event.NPC)>>
<</if>>
/* avatar Check */
<<if _event.avatar is null or _event.avatar is undefined>>
<<set _avatarPass to true>>
<<else>>
<<avatarCheck _event.avatar>>
<<set _avatarPass to _avatarCheck>>
<</if>>
/* Object Check */
<<if _event.object is null or _event.object is undefined>>
<<set _objectPass to true>>
<<else>>
<<InventoryCheckSelf _event.object>>
<<set _objectPass to _InventoryCheckSelf>>
<</if>>
/* Flag Check */
<<if _event.flag is null or _event.flag is undefined>>
<<set _flagPass to true>>
<<else>>
<<Flag _event.flag>>
<<set _flagPass to _FlagReturn>>
<</if>>
/* Percentile (always pass for now) */
<<set _percentilePass to true>>
/* Extra trigger checks */
<<set _extraPass to true>>
<<set _trig = (setup.EventsTriggers && setup.EventsTriggers[_event.event]) ? setup.EventsTriggers[_event.event] : null>>
<<if _trig>>
<<if "makeup" in _trig>>
<<set _extraPass = _extraPass and ($current.makeup is _trig.makeup)>>
<</if>>
<<if "outfit" in _trig>>
<<set _extraPass = _extraPass and ($current.outfit is _trig.outfit)>>
<</if>>
<<if "female" in _trig>>
<<set _extraPass = _extraPass and ($current.female is _trig.female)>>
<</if>>
<<if "intelligenceState" in _trig>>
<<set _extraPass = _extraPass and ($intelligenceStateCurrent is _trig.intelligenceState)>>
<</if>>
<<if "orientationState" in _trig>>
<<set _extraPass = _extraPass and ($orientationStateCurrent gte _trig.orientationState)>>
<</if>>
<<if "EmDay" in _trig>>
<<set _extraPass = _extraPass and ($EmDay is _trig.EmDay)>>
<</if>>
<<if "FalseFlag" in _trig>>
<<Flag _trig.FalseFlag>>
<<set _extraPass = _extraPass and (not _FlagReturn)>>
<</if>>
<<if "JobFalse" in _trig>>
<<GetPCState "job">>
<<set _extraPass = _extraPass and (_job isnot _trig.JobFalse)>>
<</if>>
<<if "JobTrue" in _trig>>
<<GetPCState "job">>
<<set _extraPass = _extraPass and (_job is _trig.JobTrue)>>
<</if>>
<<if "jobOneOf" in _trig>>
<<GetPCState "job">>
<<set _extraPass = _extraPass and _trig.jobOneOf.includes(_job)>>
<</if>>
<<if "weekday" in _trig>>
<<set _extraPass = _extraPass and (setup.days[$dayCurrent] isnot "Saturday" and setup.days[$dayCurrent] isnot "Sunday")>>
<</if>>
<<if "weekend" in _trig>>
<<set _extraPass = _extraPass and (setup.days[$dayCurrent] is "Saturday" or setup.days[$dayCurrent] is "Sunday")>>
<</if>>
<<if "SpecificDay" in _trig>>
<<set _extraPass = _extraPass and (setup.days[$dayCurrent] is _trig.SpecificDay)>>
<</if>>
<<if "lunchtimeCover" in _trig>>
<<set _extraPass = _extraPass and (setup.days[$dayCurrent] is "Wednesday" or setup.days[$dayCurrent] is "Friday")>>
<</if>>
<<if "NewDay" in _trig>>
<<set _extraPass = _extraPass and ($NewDay is _trig.NewDay)>>
<</if>>
<<if "period" in _trig>>
<<set _extraPass = _extraPass and ($periodCurrent gte _trig.period)>>
<</if>>
<<if "hair" in _trig>>
<<set _extraPass = _extraPass and ($current.hair is _trig.hair)>>
<</if>>
/* Keep current legacy behaviour */
<<if "height" in _trig>>
<<set _extraPass = _extraPass and ($current.height lt 2)>>
<</if>>
<<if "boobs" in _trig>>
<<set _extraPass = _extraPass and ($current.boobs gt 1)>>
<</if>>
<<if "dailyVariable" in _trig>>
<<DailyVariableCheck _trig.dailyVariable>>
<<set _extraPass = _extraPass and _DailyVariableCheck>>
<</if>>
<<if "dailyVariableNot" in _trig>>
<<DailyVariableCheck _trig.dailyVariableNot>>
<<set _extraPass = _extraPass and !_DailyVariableCheck>>
<</if>>
<<if "notFollowing" in _trig>>
<<NPCFollowCheck _trig.notFollowing>>
<<set _extraPass = _extraPass and !_NPCFollowCheck>>
<</if>>
<</if>>
<<if _periodPass and _NPCPass and _avatarPass and _objectPass and _flagPass and _percentilePass and _extraPass and _relationshipPass>>
<<set _currentEvent to _event.event>>
<<set _currentEventArrayIndex to _idx>>
<<break>>
<</if>>
<<set _idx += 1>>
<</for>>
<</if>>
<</widget>>
<<widget "EventsCheckEnd">>
<<set _location = _args[0]>>
<<set _eventName = _args[1]>>
<<set _eventKey = "$Event" + _location>>
<<if State.variables[_eventKey] and Array.isArray(State.variables[_eventKey])>>
/* Prefer index if it still matches */
<<if def _currentEventArrayIndex
and State.variables[_eventKey][_currentEventArrayIndex]
and State.variables[_eventKey][_currentEventArrayIndex].event is _eventName>>
<<set State.variables[_eventKey][_currentEventArrayIndex].state = "seen">>
<<else>>
/* Fallback: mark first matching unseen event */
<<for _i = 0; _i < State.variables[_eventKey].length; _i++>>
<<if State.variables[_eventKey][_i].event is _eventName and State.variables[_eventKey][_i].state is "unseen">>
<<set State.variables[_eventKey][_i].state = "seen">>
<<break>>
<</if>>
<</for>>
<</if>>
<</if>>
<</widget>>
<<widget "EventsCancel">>
<<set _location = _args[0]>>
<<set _eventName = _args[1]>>
<<set _eventKey = "$Event" + _location>>
<<if _location and _eventName and State.variables[_eventKey] and Array.isArray(State.variables[_eventKey])>>
<<for _i = 0; _i < State.variables[_eventKey].length; _i++>>
<<if State.variables[_eventKey][_i].event is _eventName and State.variables[_eventKey][_i].state is "unseen">>
<<set State.variables[_eventKey][_i].state = "seen">>
<</if>>
<</for>>
<</if>>
<</widget>>
<<widget "EventSeen">>
<<set _location = _args[0]>>
<<set _eventName = _args[1]>>
<<set _eventKey = "$Event" + _location>>
<<set _EventSeen = false>>
<<if _location and _eventName and State.variables[_eventKey] and Array.isArray(State.variables[_eventKey])>>
<<for _i = 0; _i < State.variables[_eventKey].length; _i++>>
<<if State.variables[_eventKey][_i].event is _eventName and State.variables[_eventKey][_i].state is "seen">>
<<set _EventSeen = true>>
<<break>>
<</if>>
<</for>>
<</if>>
<</widget>>
<<widget "EventArmed">>
/* _EventArmed = true when the named event is armed at the location and still unseen (triggered but not yet fired) */
<<set _location = _args[0]>>
<<set _eventName = _args[1]>>
<<set _eventKey = "$Event" + _location>>
<<set _EventArmed = false>>
<<if _location and _eventName and State.variables[_eventKey] and Array.isArray(State.variables[_eventKey])>>
<<for _i = 0; _i < State.variables[_eventKey].length; _i++>>
<<if State.variables[_eventKey][_i].event is _eventName and State.variables[_eventKey][_i].state is "unseen">>
<<set _EventArmed = true>>
<<break>>
<</if>>
<</for>>
<</if>>
<</widget>>
/* Global Events — location-agnostic events that fire at any [location] passage */
<<widget "EventGlobalTrigger">>
<<set _event to _args[0]>>
<<set _period to _args[1]>>
<<set _NPC to _args[2]>>
<<set _avatar to _args[3]>>
<<set _object to _args[4]>>
<<set _flag to _args[5]>>
/* Optional 7th arg: passage name (string) or array of passage names where this event must NOT fire. */
<<set _notLocation to _args[6]>>
<<if ndef $EventGlobal>>
<<set $EventGlobal to []>>
<</if>>
<<set _EventFound to undefined>>
<<for _i to 0; _i lt $EventGlobal.length; _i++>>
<<if $EventGlobal[_i].event is _event and $EventGlobal[_i].period is _period and $EventGlobal[_i].NPC is _NPC and $EventGlobal[_i].avatar is _avatar and $EventGlobal[_i].object is _object and $EventGlobal[_i].flag is _flag>>
<<set _EventFound to true>>
<</if>>
<</for>>
<<if _EventFound is undefined>>
<<run $EventGlobal.push({
event: _event,
period: _period,
NPC: _NPC,
avatar: _avatar,
object: _object,
flag: _flag,
notLocation: _notLocation,
state: "unseen"
})>>
<</if>>
<<set _notLocation to undefined>>
<<set _EventFound to undefined>>
<<set _event to undefined>>
<<set _period to undefined>>
<<set _NPC to undefined>>
<<set _avatar to undefined>>
<<set _object to undefined>>
<<set _flag to undefined>>
<</widget>>
<<widget "EventsCheckGlobal">>
<<set _currentEvent to undefined>>
<<if def $EventGlobal and Array.isArray($EventGlobal)>>
<<set _idx to 0>>
<<for _event range $EventGlobal>>
<<if _event.state isnot "unseen">>
<<set _idx += 1>>
<<continue>>
<</if>>
/* Period Check */
<<if _event.period is null or _event.period is undefined>>
<<set _periodPass to true>>
<<else>>
<<set _periodPass to (_event.period is setup.period[$periodCurrent])>>
<</if>>
/* NPC Check */
<<if _event.NPC is null or _event.NPC is undefined>>
<<set _NPCPass to true>>
<<else>>
<<set _NPCPass to $NPCPresent.includes(_event.NPC)>>
<</if>>
/* Avatar Check */
<<if _event.avatar is null or _event.avatar is undefined>>
<<set _avatarPass to true>>
<<else>>
<<avatarCheck _event.avatar>>
<<set _avatarPass to _avatarCheck>>
<</if>>
/* Object Check */
<<if _event.object is null or _event.object is undefined>>
<<set _objectPass to true>>
<<else>>
<<InventoryCheckSelf _event.object>>
<<set _objectPass to _InventoryCheckSelf>>
<</if>>
/* Flag Check */
<<if _event.flag is null or _event.flag is undefined>>
<<set _flagPass to true>>
<<else>>
<<Flag _event.flag>>
<<set _flagPass to _FlagReturn>>
<</if>>
/* Location exclusion Check - notLocation: passage name or array of passage names where the event must not fire */
<<if _event.notLocation is null or _event.notLocation is undefined>>
<<set _locationPass to true>>
<<elseif Array.isArray(_event.notLocation)>>
<<set _locationPass to !_event.notLocation.includes(passage())>>
<<else>>
<<set _locationPass to (passage() isnot _event.notLocation)>>
<</if>>
<<if _periodPass and _NPCPass and _avatarPass and _objectPass and _flagPass and _locationPass>>
<<set _currentEvent to _event.event>>
<<set _currentEventGlobalIndex to _idx>>
<<include "EventsGlobal">>
<<break>>
<</if>>
<<set _idx += 1>>
<</for>>
<</if>>
<</widget>>
<<widget "EventsCheckEndGlobal">>
<<set _eventName = _args[0]>>
<<if def $EventGlobal and Array.isArray($EventGlobal)>>
<<if def _currentEventGlobalIndex
and $EventGlobal[_currentEventGlobalIndex]
and $EventGlobal[_currentEventGlobalIndex].event is _eventName>>
<<set $EventGlobal[_currentEventGlobalIndex].state = "seen">>
<<else>>
<<for _i = 0; _i < $EventGlobal.length; _i++>>
<<if $EventGlobal[_i].event is _eventName and $EventGlobal[_i].state is "unseen">>
<<set $EventGlobal[_i].state = "seen">>
<<break>>
<</if>>
<</for>>
<</if>>
<</if>>
<</widget>>/* Objects States */
<<widget "ItemStatePush">> /* Initial State */
<<set _id = _args[0]>>
<<set _prop = _args[1]>>
<<set _value = _args[2]>>
<<set $ItemState[_id] = $ItemState[_id] ?? {}>>
<<if $ItemState[_id][_prop] is undefined>>
<<set $ItemState[_id][_prop] = _value>>
<</if>>
<</widget>>
<<widget "AddObjectState">> /* Either creates state and adds the value to that state */
<<set _id = _args[0]>>
<<set _prop = _args[1]>>
<<set _value = _args[2]>>
<<set $ItemState = $ItemState ?? {}>>
<<set $ItemState[_id] = $ItemState[_id] ?? {}>>
<<if $ItemState[_id][_prop] is undefined>>
<<set $ItemState[_id][_prop] = _value>>
<<else>>
<<set $ItemState[_id][_prop] += _value>>
<</if>>
<</widget>>
<<widget "SetObjectState">> /* Sets the item state regardless of its current value if defined or not */
<<set _id = _args[0]>>
<<set _prop = _args[1]>>
<<set _value = _args[2]>>
<<set $ItemState = $ItemState ?? {}>>
<<set $ItemState[_id] = $ItemState[_id] ?? {}>>
<<set $ItemState[_id][_prop] = _value>>
<</widget>>
/* Inventory */
<<widget "EnsureNPCInventory">>
<<set _npcId = _args[0]>>
<<if ndef $NPCDelta>>
<<set $NPCDelta = {}>>
<</if>>
<<set $NPCDelta[_npcId] = $NPCDelta[_npcId] ?? {}>>
<<set $NPCDelta[_npcId].inventory = $NPCDelta[_npcId].inventory ?? []>>
<</widget>>
<<widget "InventoryCheckSelf">>
<<set _InventoryCheckSelf = false>>
<<for _j = 0; _j < _args.length; _j++>>
<<set _objId = _args[_j]>>
<<FindEntryInInv $PlayerCharacter.inventory _objId>>
<<if _FindEntryStackIndex gte 0 or _FindEntryStringIndex gte 0>>
<<set _InventoryCheckSelf = true>>
<<break>>
<</if>>
<</for>>
<</widget>>
<<widget "InventoryCheckNPC">>
<<set _npcId = _args[0]>>
<<set _objId = _args[1]>>
<<set _InventoryCheckNPC = false>>
<<set _inv = null>>
/* Prefer delta inventory if it exists */
<<if $NPCDelta and $NPCDelta[_npcId] and $NPCDelta[_npcId].inventory>>
<<set _inv = $NPCDelta[_npcId].inventory>>
<<elseif setup.NPC and setup.NPC[_npcId] and setup.NPC[_npcId].inventory>>
<<set _inv = setup.NPC[_npcId].inventory>>
<</if>>
<<if _inv>>
<<FindEntryInInv _inv _objId>>
<<if _FindEntryStackIndex gte 0 or _FindEntryStringIndex gte 0>>
<<set _InventoryCheckNPC = true>>
<</if>>
<</if>>
<</widget>>
/* Moving Objects */
<<widget "TakeObjectNPC">>
<<set _npcId = _args[0]>>
<<set _objId = _args[1]>>
<<set _TakeObjectNPC = false>>
<<EnsureNPCInventory _npcId>>
<<ObjectIsStackable _objId>>
/* Non-stackable: block duplicates BEFORE removing */
<<if _ObjectIsStackable is false>>
<<InventoryCheckSelf _objId>>
<<if _InventoryCheckSelf is true>>
/* already have it, do nothing */
<<else>>
<<InvRemoveOne $NPCDelta[_npcId].inventory _objId>>
<<if _InvRemoveOne is true>>
<<GetCurrentAvatarKey>>
<<set $PlayerCharacter.inventory.push({
id: _objId,
TakenFrom: _npcId,
TakenBy: _AvatarKey
})>>
<<set _TakeObjectNPC = true>>
<</if>>
<</if>>
/* Stackable: unchanged */
<<else>>
<<InvRemoveOne $NPCDelta[_npcId].inventory _objId>>
<<if _InvRemoveOne is true>>
<<InvAddOne $PlayerCharacter.inventory _objId>>
<<set _TakeObjectNPC = true>>
<</if>>
<</if>>
<</widget>>
<<widget "TakeObjectLocation">>
<<set _loc = _args[0]>>
<<set _objId = _args[1]>>
<<set _TakeObjectLocation = false>>
<<if $LocationInventories[_loc]>>
<<ObjectIsStackable _objId>>
/* Non-stackable: block duplicates BEFORE removing */
<<if _ObjectIsStackable is false>>
<<InventoryCheckSelf _objId>>
<<if _InventoryCheckSelf is true>>
/* already have it, do nothing */
<<else>>
<<InvRemoveOne $LocationInventories[_loc] _objId>>
<<if _InvRemoveOne is true>>
<<GetCurrentAvatarKey>>
<<set $PlayerCharacter.inventory.push({
id: _objId,
TakenBy: _AvatarKey,
TakenAt: _loc
})>>
<<set _TakeObjectLocation = true>>
<</if>>
<</if>>
/* Stackable: unchanged */
<<else>>
<<InvRemoveOne $LocationInventories[_loc] _objId>>
<<if _InvRemoveOne is true>>
<<InvAddOne $PlayerCharacter.inventory _objId>>
<<set _TakeObjectLocation = true>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "GiveObjectNPC">>
<<set _npcId = _args[0]>>
<<set _objId = _args[1]>>
<<set _GiveObjectNPC = false>>
<<EnsureNPCInventory _npcId>>
<<set $ItemState = $ItemState ?? {}>>
<<ObjectIsStackable _objId>>
/* Remove one from player */
<<InvRemoveOne $PlayerCharacter.inventory _objId>>
<<if _InvRemoveOne is true>>
/* Add one to NPC */
<<InvAddOne $NPCDelta[_npcId].inventory _objId>>
<<set _GiveObjectNPC = true>>
/* Only for non-stackables: record who gave it to whom */
<<if _ObjectIsStackable is false>>
<<GetCurrentAvatarKey>>
<<set $ItemState[_objId] = $ItemState[_objId] ?? {}>>
<<set $ItemState[_objId].GivenFrom = _AvatarKey>>
<<set $ItemState[_objId].GivenTo = _npcId>>
<</if>>
<</if>>
<</widget>>
<<widget "GiveObjectLocation">>
<<set _loc = _args[0]>>
<<set _objId = _args[1]>>
<<set _GiveObjectLocation = false>>
<<set $LocationInventories[_loc] = $LocationInventories[_loc] ?? []>>
<<set $ItemState = $ItemState ?? {}>>
<<ObjectIsStackable _objId>>
/* Remove one from player */
<<InvRemoveOne $PlayerCharacter.inventory _objId>>
<<if _InvRemoveOne is true>>
/* Add one to location */
<<InvAddOne $LocationInventories[_loc] _objId>>
<<set _GiveObjectLocation = true>>
/* Only for non-stackables: record which avatar gave it (and where) */
<<if _ObjectIsStackable is false>>
<<GetCurrentAvatarKey>>
<<set $ItemState[_objId] = $ItemState[_objId] ?? {}>>
<<set $ItemState[_objId].GivenFrom = _AvatarKey>>
<<set $ItemState[_objId].GivenAt = _loc>>
<</if>>
<</if>>
<</widget>>
<<widget "AddObjectNPC">>
<<set _npcId = _args[0]>>
<<set _objId = _args[1]>>
<<set _AddObjectNPC = false>>
<<EnsureNPCInventory _npcId>>
<<set $ItemState = $ItemState ?? {}>>
<<InvAddOne $NPCDelta[_npcId].inventory _objId>>
<<if _InvAddOne is true>>
<<set _AddObjectNPC = true>>
<</if>>
<</widget>>
<<widget "AddObjectLocation">>
<<set _loc = _args[0]>>
<<set _objId = _args[1]>>
<<set _AddObjectLocation = false>>
<<set $LocationInventories[_loc] = $LocationInventories[_loc] ?? []>>
<<set $ItemState = $ItemState ?? {}>>
<<InvAddOne $LocationInventories[_loc] _objId>>
<<if _InvAddOne is true>>
<<set _AddObjectLocation = true>>
<</if>>
<</widget>>
<<widget "InventoryCheckLocation">>
<<set _loc = _args[0]>>
<<set _objId = _args[1]>>
<<set _InventoryCheckLocation = false>>
<<if $LocationInventories and $LocationInventories[_loc]>>
<<for _i = 0; _i < $LocationInventories[_loc].length; _i++>>
<<set _it = $LocationInventories[_loc][_i]>>
<<if _it is _objId>>
<<set _InventoryCheckLocation = true>>
<<break>>
<<elseif typeof _it is "object" and _it.id is _objId and _it.quantity > 0>>
<<set _InventoryCheckLocation = true>>
<<break>>
<</if>>
<</for>>
<</if>>
<</widget>>
<<widget "RemoveObjectNPC">>
<<set _npcId = _args[0]>>
<<set _objId = _args[1]>>
<<set _RemoveObjectNPC = false>>
<<EnsureNPCInventory _npcId>>
/* Remove one from NPC (supports string or {id,quantity}) */
<<InvRemoveOne $NPCDelta[_npcId].inventory _objId>>
<<if _InvRemoveOne is true>>
<<set _RemoveObjectNPC = true>>
<</if>>
<</widget>>
<<widget "RemoveObjectLocation">>
<<set _loc = _args[0]>>
<<set _objId = _args[1]>>
<<set _RemoveObjectLocation = false>>
<<if $LocationInventories and $LocationInventories[_loc]>>
/* Remove one from location inventory */
<<InvRemoveOne $LocationInventories[_loc] _objId>>
<<if _InvRemoveOne is true>>
<<set _RemoveObjectLocation = true>>
<</if>>
<</if>>
<</widget>>
<<widget "CreateObject">>
<<set _id = _args[0]>>
<<set _type = _args[1]>>
<<set _name = _args[2]>>
<<set _description = _args[3]>>
<<set _location = _args[4]>>
<<set _stackable = _args[5]>>
<<set $ItemState = $ItemState ?? {}>>
/* 1) Define in ItemState only if not already defined in setup.Objects */
<<if (setup.Objects is undefined) or (setup.Objects[_id] is undefined)>>
<<if $ItemState[_id] is undefined>>
<<set $ItemState[_id] = {
type: _type,
name: _name,
description: _description,
stackable: _stackable
}>>
<</if>>
<</if>>
/* 2) If no location provided, stop after defining */
<<if _location is "" or _location is null or _location is undefined>>
/* definition only */
/* Player */
<<elseif _location is "PC" or _location is "PlayerCharacter">>
<<InvAddOne $PlayerCharacter.inventory _id>>
/* NPC */
<<elseif setup.NPC and setup.NPC[_location]>>
<<EnsureNPCInventory _location>>
<<InvAddOne $NPCDelta[_location].inventory _id>>
/* Location */
<<else>>
<<set $LocationInventories[_location] = $LocationInventories[_location] ?? []>>
<<InvAddOne $LocationInventories[_location] _id>>
<</if>>
<</widget>>
<<widget "NPCTakeObjectFromNPC">>
<<set _toNpc = _args[0]>>
<<set _fromNpc = _args[1]>>
<<set _objId = _args[2]>>
<<set _NPCTakeObjectFromNPC = false>>
/* Guards */
<<if !_toNpc or !_fromNpc or !_objId>>
/* silently fail */
<<else>>
/* Ensure NPCDelta container exists */
<<if not $NPCDelta>>
<<set $NPCDelta = {}>>
<</if>>
/* Ensure FROM NPC record + mutable inventory */
<<if not $NPCDelta[_fromNpc]>>
<<set $NPCDelta[_fromNpc] = {}>>
<</if>>
<<if $NPCDelta[_fromNpc].inventory is undefined>>
<<if setup.NPC and setup.NPC[_fromNpc] and setup.NPC[_fromNpc].inventory isnot undefined>>
/* copy base inventory into delta so we can mutate safely */
<<set $NPCDelta[_fromNpc].inventory = clone(setup.NPC[_fromNpc].inventory)>>
<<else>>
<<set $NPCDelta[_fromNpc].inventory = []>>
<</if>>
<</if>>
/* Ensure TO NPC record + mutable inventory */
<<if not $NPCDelta[_toNpc]>>
<<set $NPCDelta[_toNpc] = {}>>
<</if>>
<<if $NPCDelta[_toNpc].inventory is undefined>>
<<if setup.NPC and setup.NPC[_toNpc] and setup.NPC[_toNpc].inventory isnot undefined>>
<<set $NPCDelta[_toNpc].inventory = clone(setup.NPC[_toNpc].inventory)>>
<<else>>
<<set $NPCDelta[_toNpc].inventory = []>>
<</if>>
<</if>>
/* Remove one from FROM NPC */
<<InvRemoveOne $NPCDelta[_fromNpc].inventory _objId>>
/* If removed, add one to TO NPC */
<<if _InvRemoveOne is true>>
<<InvAddOne $NPCDelta[_toNpc].inventory _objId>>
<<set _NPCTakeObjectFromNPC = true>>
<</if>>
<</if>>
<</widget>>
/* Stackable Inventory Widgets */
<<widget "FindEntryInInv">>
<<set _inv = _args[0]>>
<<set _objId = _args[1]>>
<<set _FindEntryStackIndex = -1>>
<<set _FindEntryStringIndex = -1>>
<<if _inv>>
<<for _i = 0; _i < _inv.length; _i++>>
<<set _it = _inv[_i]>>
<<if typeof _it is "object" and _it.id is _objId>>
<<set _FindEntryStackIndex = _i>>
<<break>>
<<elseif _it is _objId>>
<<set _FindEntryStringIndex = _i>>
/* don't break, keep looking for stack entry */
<</if>>
<</for>>
<</if>>
<</widget>>
<<widget "ObjectIsStackable">>
<<set _objId = _args[0]>>
<<set _ObjectIsStackable = false>>
<<GetItemID _objId>>
<<if _item and _item.stackable is true>>
<<set _ObjectIsStackable = true>>
<</if>>
<</widget>>
<<widget "InvAddOne">>
<<set _inv = _args[0]>>
<<set _objId = _args[1]>>
<<set _InvAddOne = false>>
<<ObjectIsStackable _objId>>
<<FindEntryInInv _inv _objId>>
<<if _ObjectIsStackable is true>>
<<if _FindEntryStackIndex gte 0>>
<<set _inv[_FindEntryStackIndex].quantity += 1>>
<<elseif _FindEntryStringIndex gte 0>>
/* convert legacy string to stack entry quantity 2 */
<<set _inv.splice(_FindEntryStringIndex, 1)>>
<<set _inv.push({ id: _objId, quantity: 2 })>>
<<else>>
<<set _inv.push({ id: _objId, quantity: 1 })>>
<</if>>
<<set _InvAddOne = true>>
<<else>>
<<if _FindEntryStackIndex lt 0 and _FindEntryStringIndex lt 0>>
<<set _inv.push(_objId)>>
<<set _InvAddOne = true>>
<</if>>
<</if>>
<</widget>>
<<widget "InvRemoveOne">>
<<set _inv = _args[0]>>
<<set _objId = _args[1]>>
<<set _InvRemoveOne = false>>
<<FindEntryInInv _inv _objId>>
<<if _FindEntryStackIndex gte 0>>
<<if typeof _inv[_FindEntryStackIndex].quantity is "number">>
<<set _inv[_FindEntryStackIndex].quantity -= 1>>
<<if _inv[_FindEntryStackIndex].quantity lte 0>>
<<set _inv.splice(_FindEntryStackIndex, 1)>>
<</if>>
<<else>>
<<set _inv.splice(_FindEntryStackIndex, 1)>>
<</if>>
<<set _InvRemoveOne = true>>
<<elseif _FindEntryStringIndex gte 0>>
<<set _inv.splice(_FindEntryStringIndex, 1)>>
<<set _InvRemoveOne = true>>
<</if>>
<</widget>>
<<widget "GetItemTakenFrom">>
<<set _GetItemTakenFrom = "">>
<<set _entry = _args[0]>>
<<if typeof _entry isnot "object">>
<<set _lookupId = _entry>>
<<set _entry = undefined>>
<<for _invi = 0; _invi lt $PlayerCharacter.inventory.length; _invi++>>
<<if typeof $PlayerCharacter.inventory[_invi] is "object" and $PlayerCharacter.inventory[_invi].id is _lookupId>>
<<set _entry = $PlayerCharacter.inventory[_invi]>>
<<break>>
<</if>>
<</for>>
<</if>>
<<if typeof _entry is "object" and _entry isnot undefined and (typeof _entry.TakenFrom !== "undefined")>>
<<set _GetItemTakenFrom = _entry.TakenFrom>>
<</if>>
<</widget>>
<<widget "GetItemTakenBy">>
<<set _GetItemTakenBy = "">>
<<set _entry = _args[0]>>
<<if typeof _entry isnot "object">>
<<set _lookupId = _entry>>
<<set _entry = undefined>>
<<for _invi = 0; _invi lt $PlayerCharacter.inventory.length; _invi++>>
<<if typeof $PlayerCharacter.inventory[_invi] is "object" and $PlayerCharacter.inventory[_invi].id is _lookupId>>
<<set _entry = $PlayerCharacter.inventory[_invi]>>
<<break>>
<</if>>
<</for>>
<</if>>
<<if typeof _entry is "object" and _entry isnot undefined and (typeof _entry.TakenBy !== "undefined")>>
<<set _GetItemTakenBy = _entry.TakenBy>>
<</if>>
<</widget>>
<<widget "UpdateGivenTo">>
<<set _objId = _args[0]>>
<<set _who = _args[1]>>
<<set $ItemState = $ItemState ?? {}>>
<<set $ItemState[_objId] = $ItemState[_objId] ?? {}>>
<<set $ItemState[_objId].GivenTo = _who>>
<</widget>><<widget "LocationKnown">>
<<if $LocationsKnown is undefined>>
<<set $LocationsKnown to []>>
<</if>>
<<set _return to $LocationsKnown.includes(_args[0])>>
<<if !_return>>
<<run $LocationsKnown.push(_args[0])>>
<</if>>
<</widget>>
<<widget "LocationKnownCheck">>
<<set _LocationKnownCheck to false>>
<<if $LocationsKnown.includes(_args[0])>>
<<set _LocationKnownCheck to true>>
<</if>>
<</widget>>
<<widget "LocationsVisited">>
<<if $LocationsVisited is undefined>>
<<set $LocationsVisited to []>>
<</if>>
<<set _return to $LocationsVisited.includes(_args[0])>>
<<if !_return>>
<<run $LocationsVisited.push(_args[0])>>
<</if>>
<</widget>>
<<widget "LocationAlreadyVisited">>
<<set _LocationVisited to false>>
<<if $LocationsVisited is defined and $LocationsVisited.includes(_args[0])>>
<<set _LocationVisited to true>>
<</if>>
<</widget>>/* NPCs Known */
<<widget "NPCKnownCheck">>
<<set _npcId = _args[0]>>
<<set $NPCsKnown = $NPCsKnown ?? {}>>
<<set _NPCKnownCheck = (typeof $NPCsKnown[_npcId] !== "undefined")>>
<</widget>>
<<widget "NPCKnown">>
<<set _npcId = _args[0]>>
<<set $NPCsKnown = $NPCsKnown ?? {}>>
<<GetCurrentAvatarKey>>
/* First time meeting this NPC at all */
<<set _firstMeet = false>>
<<if typeof $NPCsKnown[_npcId] === "undefined">>
<<set $NPCsKnown[_npcId] = []>>
<<set _firstMeet = true>>
<</if>>
/* Record this form if not already recorded */
<<if !$NPCsKnown[_npcId].includes(_AvatarKey)>>
<<set $NPCsKnown[_npcId].push(_AvatarKey)>>
<</if>>
/* Only do "met" side effects on first meet */
<<if _firstMeet is true>>
<<set _dialogueKey = _npcId + "DialogueDone">>
<<if ndef State.variables[_dialogueKey]>>
<<set State.variables[_dialogueKey] = []>>
<</if>>
<<set $NPCMet = true>>
<</if>>
<</widget>>
<<widget "NPCKnowsThisForm">>
<<set _npcId = _args[0]>>
<<set $NPCsKnown = $NPCsKnown ?? {}>>
<<GetCurrentAvatarKey>>
<<set _NPCKnowsThisForm = false>>
<<if $NPCsKnown[_npcId] and $NPCsKnown[_npcId].includes(_AvatarKey)>>
<<set _NPCKnowsThisForm = true>>
<</if>>
<</widget>>
/* Check NPC Values */
<<widget "GetNPCCorruptionModifier">>
<<set _npcId = String(_args[0])>>
<<set _GetNPCCorruptionModifier = 1>>
/* Delta first */
<<if $NPCDelta and $NPCDelta[_npcId] and ($NPCDelta[_npcId].corruptionModifier isnot undefined)>>
<<set _GetNPCCorruptionModifier = Number($NPCDelta[_npcId].corruptionModifier)>>
/* Then setup */
<<elseif setup.NPC and setup.NPC[_npcId] and (setup.NPC[_npcId].corruptionModifier isnot undefined)>>
<<set _GetNPCCorruptionModifier = Number(setup.NPC[_npcId].corruptionModifier)>>
<</if>>
/* Safety */
<<if isNaN(_GetNPCCorruptionModifier)>><<set _GetNPCCorruptionModifier = 1>><</if>>
<</widget>>
<<widget "NPCDeltaCheck">>
<<set _npcId = _args[0]>>
<<set _key = _args[1]>>
<<set _NPCDeltaCheck = undefined>>
<<if $NPCDelta and $NPCDelta[_npcId] and (typeof $NPCDelta[_npcId][_key] !== "undefined")>>
<<set _NPCDeltaCheck = $NPCDelta[_npcId][_key]>>
<<elseif setup.NPC and setup.NPC[_npcId] and (typeof setup.NPC[_npcId][_key] !== "undefined")>>
<<set _NPCDeltaCheck = setup.NPC[_npcId][_key]>>
<</if>>
<</widget>>
/* Change NPC Values */
<<widget "ChangeNPCrelationship">>
<<set _NPC1 = _args[0]>>
<<CurrentPC>>
<<if _args[1] is undefined>>
<<if _CurrentPC is true>><<set _NPC2 = "PC">><<else>><<set _NPC2 = $current.avatar>><</if>>
<<elseif _CurrentPC is true and _args[1] is $current.avatar>>
<<set _NPC2 = "PC">>
<<else>>
<<set _NPC2 = _args[1]>>
<</if>>
<<set _newrelationship = _args[2]>>
/* Ensure delta relationship map exists */
<<set $NPCDelta[_NPC1] = $NPCDelta[_NPC1] ?? {}>>
<<set $NPCDelta[_NPC1].relationship = $NPCDelta[_NPC1].relationship ?? {}>>
/* Resolve current relationship (delta first, then base, else undefined) */
<<set _currentRel = undefined>>
<<if $NPCDelta[_NPC1].relationship and (typeof $NPCDelta[_NPC1].relationship[_NPC2] !== "undefined")>>
<<set _currentRel = $NPCDelta[_NPC1].relationship[_NPC2]>>
<<elseif setup.NPC[_NPC1] and setup.NPC[_NPC1].relationship and (typeof setup.NPC[_NPC1].relationship[_NPC2] !== "undefined")>>
<<set _currentRel = setup.NPC[_NPC1].relationship[_NPC2]>>
<</if>>
/* Track whether it changed */
<<if (typeof _currentRel === "undefined") or (_currentRel !== _newrelationship)>>
<<set $relationshipChanged = true>>
/* Name accumulator for the specific PassageHeader banner (ruled 2026-08-25); display map matches the relationships tab. */
<<set $relationshipChangedNames = $relationshipChangedNames ?? []>>
<<set _relDisplayName = ({"OldMan": "Old Man", "ScrumpyJack": "Scrumpy Jack", "MrTwee": "Mr. Twee"})[_NPC1] ?? _NPC1>>
<<if !$relationshipChangedNames.includes(_relDisplayName)>><<run $relationshipChangedNames.push(_relDisplayName)>><</if>>
<</if>>
/* Write to delta */
<<set $NPCDelta[_NPC1].relationship[_NPC2] = _newrelationship>>
<</widget>>
<<widget "ChangePersonalityStateNPC">>
<<set _Target = _args[0]>>
<<set _NewState = _args[1]>>
<<set $NPCDelta[_Target] = $NPCDelta[_Target] ?? {}>>
<<set $NPCDelta[_Target].personalityState = _NewState>>
<</widget>>
<<widget "AddNPCState">>
<<set _npcId = _args[0]>>
<<set _prop = _args[1]>>
<<set _value = _args[2]>>
<<set $NPCDelta = $NPCDelta ?? {}>>
<<set $NPCDelta[_npcId] = $NPCDelta[_npcId] ?? {}>>
<<if $NPCDelta[_npcId][_prop] is undefined>>
<<set $NPCDelta[_npcId][_prop] = _value>>
<</if>>
<</widget>>
<<widget "SetNPCState">>
<<set _npcId = _args[0]>>
<<set _prop = _args[1]>>
<<set _value = _args[2]>>
<<set $NPCDelta = $NPCDelta ?? {}>>
<<set $NPCDelta[_npcId] = $NPCDelta[_npcId] ?? {}>>
<<set $NPCDelta[_npcId][_prop] = _value>>
<</widget>>
<<widget "GetNPCState">>
<<set _npcId = _args[0]>>
<<set _prop = _args[1]>>
<<set _returnVar = _prop>>
<<set _tmp = undefined>>
/* Delta overrides setup */
<<if $NPCDelta
and $NPCDelta[_npcId]
and $NPCDelta[_npcId][_prop] isnot undefined>>
<<set _tmp = $NPCDelta[_npcId][_prop]>>
/* Fallback to setup */
<<elseif setup.NPC
and setup.NPC[_npcId]
and setup.NPC[_npcId][_prop] isnot undefined>>
<<set _tmp = setup.NPC[_npcId][_prop]>>
<</if>>
<<set State.temporary[_returnVar] = _tmp>>
<</widget>>
<<widget "NPCFollowActivate">>
<<set _npcId = _args[0]>>
<<set $NPCFollowing = $NPCFollowing ?? []>>
<<if $NPCPresent.includes(_npcId)>>
<<if !$NPCFollowing.includes(_npcId)>>
<<run $NPCFollowing.push(_npcId)>>
<</if>>
<</if>>
<</widget>>
<<widget "NPCFollowDeactivate">>
<<set _npcId = _args[0]>>
<<set $NPCFollowing = $NPCFollowing ?? []>>
<<set _idx = $NPCFollowing.indexOf(_npcId)>>
<<if _idx gt -1>>
<<run $NPCFollowing.splice(_idx, 1)>>
<</if>>
<</widget>>
<<widget "NPCFollowDeactivateAll">>
<<set $NPCFollowing = []>>
<</widget>>
<<widget "NPCFollowInject">>
<<set $NPCFollowing = $NPCFollowing ?? []>>
<<for _fIdx = 0; _fIdx lt $NPCFollowing.length; _fIdx++>>
<<if !$NPCPresent.includes($NPCFollowing[_fIdx])>>
<<run $NPCPresent.push($NPCFollowing[_fIdx])>>
<</if>>
<</for>>
<</widget>>
<<widget "NPCFollowCheck">>
<<set _npcId = _args[0]>>
<<set $NPCFollowing = $NPCFollowing ?? []>>
<<set _NPCFollowCheck = $NPCFollowing.includes(_npcId)>>
<</widget>>
<<widget "ChangeDescriptionNPC">>
<<set _Target = _args[0]>>
<<set _Description = _args[1]>>
<<set $NPCDelta[_Target] = $NPCDelta[_Target] ?? {}>>
<<set $NPCDelta[_Target].description = _Description>>
<</widget>>
<<widget "NPCWearMakeup">>
<<set _NPC = _args[0]>>
<<set $NPCDelta[_NPC] = $NPCDelta[_NPC] ?? {}>>
<<set $NPCDelta[_NPC].makeup = true>>
<</widget>>
<<widget "NPCRemoveMakeup">>
<<set _NPC = _args[0]>>
<<set $NPCDelta[_NPC] = $NPCDelta[_NPC] ?? {}>>
<<set $NPCDelta[_NPC].makeup = false>>
<</widget>>
<<widget "ChangeNPCHair">>
<<set _NPC = _args[0]>>
<<set _Hair = _args[1]>>
<<set $NPCDelta[_NPC] = $NPCDelta[_NPC] ?? {}>>
<<set $NPCDelta[_NPC].hair = _Hair>>
<</widget>>
<<widget "AdjustNPCStat">>
<<set _npcId = _args[0]>>
<<set _stat = _args[1]>>
<<set _delta = _args[2]>>
/* Ensure NPC delta exists */
<<set $NPCDelta[_npcId] = $NPCDelta[_npcId] ?? {}>>
/* Resolve current value (delta → base → 0) */
<<NPCDeltaCheck _npcId _stat>>
<<set _current = (typeof _NPCDeltaCheck !== "undefined") ? Number(_NPCDeltaCheck) : 0>>
/* Apply change */
<<set $NPCDelta[_npcId][_stat] = _current + _delta>>
<</widget>>
<<widget "AdjustNPCCorruptionModifier">>
<<set _npcId = String(_args[0])>>
<<set _delta = Number(_args[1])>>
<<if isNaN(_delta)>><<set _delta = 0>><</if>>
<<GetNPCCorruptionModifier _npcId>>
<<set _cur = Number(_GetNPCCorruptionModifier)>>
<<if isNaN(_cur)>><<set _cur = 1>><</if>>
<<set _next = _cur + _delta>>
/* Clamp 0..3 without relying on Math.clamp */
<<set _next = Math.min(3, Math.max(0, _next))>>
<<SetNPCCorruptionModifier _npcId _next>>
<<set _AdjustNPCCorruptionModifier = _next>>
<</widget>>
<<widget "SetNPCCorruptionModifier">>
<<set _npcId = String(_args[0])>>
<<set _value = Number(_args[1])>>
/* Safety */
<<if isNaN(_value)>><<set _value = 1>><</if>>
<<set $NPCDelta = $NPCDelta ?? {}>>
<<set $NPCDelta[_npcId] = $NPCDelta[_npcId] ?? {}>>
/* Keep saves clean: only store if not default */
<<if _value is 1>>
<<if $NPCDelta[_npcId].corruptionModifier isnot undefined>>
<<unset $NPCDelta[_npcId].corruptionModifier>>
<</if>>
<<else>>
<<set $NPCDelta[_npcId].corruptionModifier = _value>>
<</if>>
<</widget>>
/* Check NPC Values */
<<widget "Checkrelationship">>
/* Work out which avatar key we’re checking against */
<<if _args[1] is undefined>>
<<CurrentPC>>
<<if _CurrentPC is true>>
<<set _PCavatar = "PC">>
<<else>>
<<set _PCavatar = $current.avatar>>
<</if>>
<<else>>
<<set _PCavatar = _args[1]>>
<</if>>
<<set _NPC1 = _args[0]>>
/* Resolve relationship (delta first, then base, else 1) */
<<set _relationship = 1>>
<<if $NPCDelta[_NPC1] and $NPCDelta[_NPC1].relationship
and (typeof $NPCDelta[_NPC1].relationship[_PCavatar] !== "undefined")>>
<<set _relationship = $NPCDelta[_NPC1].relationship[_PCavatar]>>
<<elseif setup.NPC[_NPC1] and setup.NPC[_NPC1].relationship
and (typeof setup.NPC[_NPC1].relationship[_PCavatar] !== "undefined")>>
<<set _relationship = setup.NPC[_NPC1].relationship[_PCavatar]>>
<</if>>
/* If NPC is charmed, bump relationship by 1 (clamped) */
<<NPCDeltaCheck _NPC1 "charmed">>
<<if _NPCDeltaCheck is true>>
<<set _relationship = Math.clamp(_relationship + 1, 0, 3)>>
<</if>>
<</widget>>
<<widget "CheckPersonalityState">>
<<set _NPC = _args[0]>>
<<set _PersonalityState = "Normal">>
<<if $NPCDelta and $NPCDelta[_NPC] and (typeof $NPCDelta[_NPC].personalityState !== "undefined")>>
<<set _PersonalityState = $NPCDelta[_NPC].personalityState>>
<<elseif setup.NPC and setup.NPC[_NPC] and (typeof setup.NPC[_NPC].personalityState !== "undefined")>>
<<set _PersonalityState = setup.NPC[_NPC].personalityState>>
<</if>>
<</widget>>
<<widget "NPCHairIs">>
<<set _npcId = _args[0]>>
<<set _colour = _args[1]>>
<<NPCDeltaCheck _npcId "hair">>
<<set _hair = (typeof _NPCDeltaCheck !== "undefined") ? _NPCDeltaCheck : "">>
<<if _hair is _colour>>
<<set _NPCHairIs to true>>
<<else>>
<<set _NPCHairIs to false>>
<</if>>
<</widget>>
<<widget "NPCPresent">>
<<set _NPCPresent = $NPCPresent.includes(_args[0])>>
<</widget>>
/* Descriptors */
<<widget "NPCHairText">><<set _npcId = _args[0]>><<NPCDeltaCheck _npcId "hair">><<print _NPCDeltaCheck>><</widget>>
<<widget "NPCHeightText">><<set _npcId = _args[0]>><<NPCDeltaCheck _npcId "height">><<print setup.HeightDescription[_NPCDeltaCheck]>><</widget>>
<<widget "NPCBoobsText">><<set _npcId = _args[0]>><<NPCDeltaCheck _npcId "boobs">><<print setup.BoobsDescription[_NPCDeltaCheck]>><</widget>>
<<widget "NPCLipsText">><<set _npcId = _args[0]>><<NPCDeltaCheck _npcId "lips">><<print setup.LipsDescription[_NPCDeltaCheck]>><</widget>>
<<widget "NPCFaceText">><<set _npcId = _args[0]>><<NPCDeltaCheck _npcId "face">><<set _npcFaceTier to _NPCDeltaCheck>><<NPCDeltaCheck _npcId "makeup">><<FaceTextTier _npcFaceTier _NPCDeltaCheck>><</widget>>
<<widget "NPCHairTierText">><<set _npcId = _args[0]>><<NPCDeltaCheck _npcId "hairTier">><<print setup[_npcId + "HairDescription"][_NPCDeltaCheck]>><</widget>>
/* Misc */
<<widget "TandiKnown">>
<<set _npcId = String(_args[0])>>
<<set $TandiKnown = $TandiKnown ?? []>>
<<if !$TandiKnown.includes(_npcId)>>
<<set $TandiKnown.push(_npcId)>>
<</if>>
<</widget>>
<<widget "TandiKnownCheck">>
<<set _npcId = String(_args[0])>>
<<set $TandiKnown = $TandiKnown ?? []>>
<<set _TandiKnownCheck = $TandiKnown.includes(_npcId)>>
<</widget>>
<<widget "TandiJoinCovenCheck">>
<<set _TandiJoinCovenCheck to false>>
<<QuestStatus "Quest22">>
<<if _QuestStatus is "complete">>
<<QuestStatus "Quest28">>
<<DialogueSpokenSecretKnown "Tandi" "JoinCoven">>
<<if _QuestStatus is "active" and _Discussed is false>>
<<set _TandiJoinCovenCheck to true>>
<</if>>
<</if>>
<</widget>>
<<widget "NPCDrunkDescription">>
<<CompanionName>>
<<NPCDeltaCheck _CompanionName "drunk">>
<<set _drunk = Number(_NPCDeltaCheck ?? 0)>>
<<set _descs = setup.PartnerDrunkDescription>>
<<set _maxIndex = _descs.length - 1>>
/* Convert drunk value to array index (drunk - 1) */
<<set _index = _drunk - 1>>
/* Clamp to valid range */
<<if _index < 0>>
<<set _index = 0>>
<<elseif _index > _maxIndex>>
<<set _index = _maxIndex>>
<</if>>
<<print _descs[_index]>>
<</widget>>
<<widget "NPCCorruption">>
<<set _npcId to _args[0]>>
<<set _amount to _args[1]>>
<<AddNPCState _npcId "corruption" 0>>
<<AdjustNPCStat _npcId "corruption" _amount>>
<</widget>>
<<widget "JenniferTier">>
<<set _JenniferTier to "StrangerToMagic">>
<<CheckPersonalityState "Jennifer">>
<<Flag "JenniferSwitchDeal">>
<<set _switchDeal to _FlagReturn>>
<<if _PersonalityState is "Hardened" and _switchDeal is true>>
<<set _JenniferTier to "Hostile">>
<<elseif _PersonalityState is "Hardened">>
<<set _JenniferTier to "Ceasefire">>
<<else>>
<<EnsureArray "JenniferLearnedKnown">>
/* Betrayed requires her actually discovering the swaps - $JenniferLearnedKnown also holds learned-about-her rumour keys, so length alone is not discovery */
<<Flag "JenniferConfrontedQuest21">>
<<if _FlagReturn is true and _PersonalityState isnot "Hardened">>
<<set _JenniferTier to "Betrayed">>
<<else>>
<<QuestStatus "Quest20">>
<<if _QuestStatus is "complete">>
<<set _JenniferTier to "Humbled">>
<<else>>
<<DialogueSpoken "Jennifer" "MagicConfront">>
<<if _Discussed is true>>
<<set _JenniferTier to "Confronted">>
<<else>>
<<DialogueSpoken "Jennifer" "TellLearningMagic">>
<<if _Discussed is true>>
<<set _JenniferTier to "MagicAware">>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "CheckNPCCorruption">>
<<set _npcId to _args[0]>>
<<NPCDeltaCheck _npcId "corruption">>
<<if (_NPCDeltaCheck ?? 0) lt 5>>
<<set _CheckNPCCorruption to "Low">>
<<else>>
<<set _CheckNPCCorruption to "High">>
<</if>>
<</widget>>
/* Returns _RelationshipHighest - the best relationship an NPC holds towards ANY face the
PC wears, including their own ("PC").
The PC is one character however they are transformed, so Jake being Attracted to "Emily"
is Jake being attracted to the PC. Checking a single key would miss whole arcs: Jake's
romantic content lives entirely on the "Emily" key, Logain's on $current.avatar.
Uses Checkrelationship per key so delta-over-base resolution and the charm bump stay in
one place. Note it leaves _relationship holding the LAST key checked, not the best -
callers must read _RelationshipHighest. */
<<widget "RelationshipHighest">>
<<set _RHNpc to _args[0]>>
<<set _RHKeys to ["PC"]>>
<<if setup.NPC[_RHNpc] and setup.NPC[_RHNpc].relationship>>
<<set _RHKeys to _RHKeys.concat(Object.keys(setup.NPC[_RHNpc].relationship))>>
<</if>>
<<if $NPCDelta[_RHNpc] and $NPCDelta[_RHNpc].relationship>>
<<set _RHKeys to _RHKeys.concat(Object.keys($NPCDelta[_RHNpc].relationship))>>
<</if>>
<<set _RelationshipHighest to 0>>
<<for _RHKey range _RHKeys>>
<<Checkrelationship _RHNpc _RHKey>>
<<if _relationship gt _RelationshipHighest>>
<<set _RelationshipHighest to _relationship>>
<</if>>
<</for>>
<</widget>>
/* Returns _TopRomanticInterestGirl - the woman the PC would picture when they think of
romance, or undefined if nobody qualifies.
FOR PROSE ONLY. This is a plausible name, not a verdict, and nothing mechanical should
gate on it. The NPC does not have to return the feeling - it is who the PC pictures.
Relationship value is used as the practical backbone because the game stores no record
of the PC's own affections, only how NPCs feel about them. For these four that proxy
holds up, since every promotion follows something the player chose to do. The known
limitation: an unrequited interest is invisible, because nothing anywhere records pining.
Ranked on the best relationship across all avatars, ties broken by the order below -
Jennifer first, as the default interest. A candidate must beat Neutral to qualify, so an
indifferent NPC never wins by default.
The NPCKnownCheck guard is load-bearing: Jennifer, Annie and Michelle all ship with
"PC" : 3 in setup.NPC, so without it an unmet NPC would win at game start.
PC gender is deliberately never tested. TransformrelationshipsMale/Female
(WidgetsTransform) demote Jennifer/Annie/Michelle to Friends when the PC is female, so
the ranking re-sorts itself. Charli sits outside that pair and holds at Attracted to,
which is why she tends to win for a female PC.
Emily is deliberately absent - she is the PC's sister and can never be a candidate,
however her relationship value moves. */
<<widget "TopRomanticInterestGirl">>
<<set _TopRomanticInterestGirl to undefined>>
<<set _TRIGBest to 1>>
/* Jennifer - the default, unless they have split up or she has hardened towards the PC */
<<NPCKnownCheck "Jennifer">>
<<if _NPCKnownCheck is true>>
<<GetNPCState "Jennifer" "SplitUp">>
<<set _TRIGSplit to _SplitUp>>
<<JenniferTier>>
<<if _TRIGSplit isnot true and _JenniferTier isnot "Hostile" and _JenniferTier isnot "Ceasefire">>
<<RelationshipHighest "Jennifer">>
<<if _RelationshipHighest gt _TRIGBest>>
<<set _TRIGBest to _RelationshipHighest>>
<<set _TopRomanticInterestGirl to "Jennifer">>
<</if>>
<</if>>
<</if>>
/* Annie */
<<NPCKnownCheck "Annie">>
<<if _NPCKnownCheck is true>>
<<RelationshipHighest "Annie">>
<<if _RelationshipHighest gt _TRIGBest>>
<<set _TRIGBest to _RelationshipHighest>>
<<set _TopRomanticInterestGirl to "Annie">>
<</if>>
<</if>>
/* Charli */
<<NPCKnownCheck "Charli">>
<<if _NPCKnownCheck is true>>
<<RelationshipHighest "Charli">>
<<if _RelationshipHighest gt _TRIGBest>>
<<set _TRIGBest to _RelationshipHighest>>
<<set _TopRomanticInterestGirl to "Charli">>
<</if>>
<</if>>
/* Michelle - promoted only by the gender-flip widget, never by a scene. Kept
deliberately (ruled 2026-07-29); she sits last so she only wins when the
others are excluded or have fallen below her. */
<<NPCKnownCheck "Michelle">>
<<if _NPCKnownCheck is true>>
<<RelationshipHighest "Michelle">>
<<if _RelationshipHighest gt _TRIGBest>>
<<set _TRIGBest to _RelationshipHighest>>
<<set _TopRomanticInterestGirl to "Michelle">>
<</if>>
<</if>>
<</widget>>
/* Returns _TopRomanticInterestGuy - the man the PC would picture when they think of
romance, or undefined if nobody qualifies. Same prose-only contract as
TopRomanticInterestGirl above.
Unlike the girls there is NO default man - nothing is populated at game start, so
undefined is the normal answer for a straight male playthrough. It fills in only once
the PC acts (the gym flirt as Emily, choosing a man in the Tunnel of Love) or turns
female, which promotes Dan. That empty early answer is correct, not a gap.
Reading across all avatars matters far more here than for the girls: Jake's entire
romantic arc is written to the "Emily" key, so a "PC"-only read would never place him.
Order is Jake first (the only man with a real arc and a PC-chosen flirt), then Dan (the
systemic answer for a female PC), then the two whose claim rests on a single carnival
night. Logain's own content is transactional - beer and a basement key - so he reaches
Attracted to only via the Tunnel of Love or the carnival encounter, as does Clive. */
<<widget "TopRomanticInterestGuy">>
<<set _TopRomanticInterestGuy to undefined>>
<<set _TRIYBest to 1>>
/* Jake */
<<NPCKnownCheck "Jake">>
<<if _NPCKnownCheck is true>>
<<RelationshipHighest "Jake">>
<<if _RelationshipHighest gt _TRIYBest>>
<<set _TRIYBest to _RelationshipHighest>>
<<set _TopRomanticInterestGuy to "Jake">>
<</if>>
<</if>>
/* Dan - promoted to Attracted to only while the PC is female (TransformrelationshipsFemale) */
<<NPCKnownCheck "Dan">>
<<if _NPCKnownCheck is true>>
<<RelationshipHighest "Dan">>
<<if _RelationshipHighest gt _TRIYBest>>
<<set _TRIYBest to _RelationshipHighest>>
<<set _TopRomanticInterestGuy to "Dan">>
<</if>>
<</if>>
/* Logain */
<<NPCKnownCheck "Logain">>
<<if _NPCKnownCheck is true>>
<<RelationshipHighest "Logain">>
<<if _RelationshipHighest gt _TRIYBest>>
<<set _TRIYBest to _RelationshipHighest>>
<<set _TopRomanticInterestGuy to "Logain">>
<</if>>
<</if>>
/* Clive */
<<NPCKnownCheck "Clive">>
<<if _NPCKnownCheck is true>>
<<RelationshipHighest "Clive">>
<<if _RelationshipHighest gt _TRIYBest>>
<<set _TRIYBest to _RelationshipHighest>>
<<set _TopRomanticInterestGuy to "Clive">>
<</if>>
<</if>>
<</widget>>/* Tandi Bracelet charge - lives in $ItemState.TandiBracelet.charge, initialised lazily to 2 so old saves need no refresh */
<<widget "TandiBraceletCharge">>
<<set _amount = Number(_args[0])>>
<<ItemStatePush "TandiBracelet" "charge" 2>>
<<set _chargeBefore = $ItemState.TandiBracelet.charge>>
<<AddObjectState "TandiBracelet" "charge" _amount>>
<<set $ItemState.TandiBracelet.charge = Math.clamp($ItemState.TandiBracelet.charge, 0, 5)>>
/* One-shot PassageHeader banner - only when the clamped value actually moved (a +1 at cap 5 or a drain at 0 stays silent) */
<<if $ItemState.TandiBracelet.charge gt _chargeBefore>>
<<set $BraceletChargeChange to "Gained">>
<<elseif $ItemState.TandiBracelet.charge lt _chargeBefore>>
<<set $BraceletChargeChange to "Lost">>
<</if>>
<</widget>>
<<widget "TandiBraceletChargeCheck">>
<<ItemStatePush "TandiBracelet" "charge" 2>>
<<set _TandiBraceletChargeCheck = $ItemState.TandiBracelet.charge>>
<</widget>>
/* Absolute charge set (mirrors AmuletChargeOveride) - initialises the state entry if needed, then forces the value. Silent: no PassageHeader banner. */
<<widget "TandiBraceletChargeOveride">>
<<ItemStatePush "TandiBracelet" "charge" 2>>
<<set $ItemState.TandiBracelet.charge to Math.clamp(Number(_args[0]), 0, 5)>>
<</widget>>
/* True only while wearing Tandi's bracelet on the trial loan (Quest22 stage 3, not complete) - the window where her voice rides the bracelet. Permanent acceptance and Marjorie's band read false: gate Tandi voice-overs on this, with neutral bracelet-pull prose in the else. Side effect: overwrites _QuestState, _QuestStatus, _InventoryCheckSelf and _TandiBracelet. */
<<widget "BraceletTrialActive">>
<<set _BraceletTrialActive to false>>
<<InventoryCheckSelf "TandiBracelet">><<GetPCState "TandiBracelet">><<QuestState "Quest22">><<QuestStatus "Quest22">>
<<if _QuestState is 3 and _QuestStatus isnot "complete" and _InventoryCheckSelf is true and _TandiBracelet is "active">>
<<set _BraceletTrialActive to true>>
<</if>>
<</widget>>
/* Wear check - named Worn to avoid colliding with the item id in autocomplete and the _TandiBracelet temp that GetPCState sets */
<<widget "TandiBraceletWorn">>
<<InventoryCheckSelf "TandiBracelet">>
<<GetPCState "TandiBracelet">>
<<set _TandiBraceletWorn = (_InventoryCheckSelf is true and _TandiBracelet is "active")>>
<</widget>>
/* Morning prose per charge tier - called inside the $NewDay blocks of the wake locations. Renders nothing unless the bracelet is worn. Leech tier consumes $TempTandiBraceletLeech (set by the SleepRoutine decay/leech insert). */
<<widget "TandiBraceletProse">>
/* Q27j Brief 2: gates generalised to the ACTIVE bracelet - Marjorie's is a visual twin (same jade band), so the prose reads correctly for either wearer. The find-a-way-to-stop-it urgency beat stays Tandi-only: it belongs to Quest39, and the Marjorie deal makes the leech a known price. */
<<ActiveBracelet>>
<<if _ActiveBracelet isnot undefined>>
<<BraceletChargeCheck>>
<<set _TandiBraceletChargeCheck to _BraceletChargeCheck>>
<<if _TandiBraceletChargeCheck is 1 and $TempTandiBraceletLeech is true>>
<br>
Something on your wrist burns. You look down to see the bracelet. The first jade jewel has changed from dim and inert to sparkling with amber energy. You take stock of yourself. It’s consumed something of you to charge, but you can’t figure out what. You shrug. It’s probably unimportant.<br>
<br>
Besides, you think as you look at its sparkling jewel. It looks so pretty…<br>
<<CheckFirst "TandiBraceletNoEnergy">>
<<if _CheckFirst is false and _ActiveBracelet is "Tandi">>
<br>
The thought is enough to make you jolt. You can just sense it in your mind, as the bracelet continues to leech at your being. You need to find a way to stop it. And you need to find it fast.<br>
<<AddFirst "TandiBraceletNoEnergy">>
<</if>>
<<elseif _TandiBraceletChargeCheck is 0>>
<br>
Something on your wrist burns. You look down at the bracelet around your wrist. The first jade jewel has changed from an amber glow to dim and inert. There are no charges remaining.<br>
<<elseif _TandiBraceletChargeCheck is 1>>
<br>
You look down at the bracelet around your wrist. The second jade jewel has changed from an amber glow to dim and inert. It has one charge remaining.<br>
<<elseif _TandiBraceletChargeCheck is 2>>
<br>
You look down at the bracelet around your wrist. The third jade jewel has changed from an amber glow to dim and inert. It has two charges remaining.<br>
<<elseif _TandiBraceletChargeCheck is 3>>
<br>
You look down at the bracelet around your wrist. The fourth jade jewel has changed from an amber glow to dim and inert. It has three charges remaining.<br>
<<elseif _TandiBraceletChargeCheck is 4>>
<br>
You look down at the bracelet around your wrist. The fifth jade jewel has changed from an amber glow to dim and inert. It has four charges remaining.<br>
<</if>>
<</if>>
<<set $TempTandiBraceletLeech to undefined>>
<</widget>>
/* Quest27: Marjorie's bracelet - an exact mechanical twin of Tandi's (charge 0-5, decay/leech), but it grants NO spells (D-E) and lazy-inits to 0: a fresh graft starts empty. */
<<widget "MarjorieBraceletCharge">>
<<set _amount = Number(_args[0])>>
<<ItemStatePush "MarjorieBracelet" "charge" 0>>
<<set _chargeBefore = $ItemState.MarjorieBracelet.charge>>
<<AddObjectState "MarjorieBracelet" "charge" _amount>>
<<set $ItemState.MarjorieBracelet.charge = Math.clamp($ItemState.MarjorieBracelet.charge, 0, 5)>>
/* One-shot PassageHeader banner - only when the clamped value actually moved (a +1 at cap 5 or a drain at 0 stays silent) */
<<if $ItemState.MarjorieBracelet.charge gt _chargeBefore>>
<<set $BraceletChargeChange to "Gained">>
<<elseif $ItemState.MarjorieBracelet.charge lt _chargeBefore>>
<<set $BraceletChargeChange to "Lost">>
<</if>>
<</widget>>
<<widget "MarjorieBraceletChargeCheck">>
<<ItemStatePush "MarjorieBracelet" "charge" 0>>
<<set _MarjorieBraceletChargeCheck = $ItemState.MarjorieBracelet.charge>>
<</widget>>
/* Worn check for Marjorie's band - modern state-only semantics per the D-D ruling (see ActiveBracelet comment below). */
<<widget "MarjorieBraceletWorn">>
<<GetPCState "MarjorieBracelet">>
<<set _MarjorieBraceletWorn = (_MarjorieBracelet is "active")>>
<</widget>>
/* Worn-bracelet resolver (D-D). "Worn" = the PC-state is "active" alone - the old inventory half was redundant, and PC-state correctly excludes the trial take-not-wear case. Tandi-first; "never both" makes the ordering safe. */
<<widget "ActiveBracelet">>
<<GetPCState "TandiBracelet">>
<<GetPCState "MarjorieBracelet">>
<<if _TandiBracelet is "active">>
<<set _ActiveBracelet = "Tandi">>
<<elseif _MarjorieBracelet is "active">>
<<set _ActiveBracelet = "Marjorie">>
<<else>>
<<set _ActiveBracelet = undefined>>
<</if>>
<</widget>>
<<widget "BraceletWorn">>
<<ActiveBracelet>>
<<set _BraceletWorn = (_ActiveBracelet isnot undefined)>>
<</widget>>
<<widget "BraceletCharge">>
/* Routes to the worn bracelet's charge widget; deliberate NO-OP when none is worn - this is the ruled fix for the shipped unguarded sites' phantom pre-bracelet charge inflation. */
<<ActiveBracelet>>
<<if _ActiveBracelet is "Tandi">>
<<TandiBraceletCharge _args[0]>>
<<elseif _ActiveBracelet is "Marjorie">>
<<MarjorieBraceletCharge _args[0]>>
<</if>>
<</widget>>
<<widget "BraceletChargeCheck">>
/* _BraceletChargeCheck = the worn bracelet's charge; 0 when none is worn. */
<<ActiveBracelet>>
<<if _ActiveBracelet is "Tandi">>
<<TandiBraceletChargeCheck>>
<<set _BraceletChargeCheck = _TandiBraceletChargeCheck>>
<<elseif _ActiveBracelet is "Marjorie">>
<<MarjorieBraceletChargeCheck>>
<<set _BraceletChargeCheck = _MarjorieBraceletChargeCheck>>
<<else>>
<<set _BraceletChargeCheck = 0>>
<</if>>
<</widget>>
<<widget "HeartsCardTag">>
/* Binds a Hearts business card to the form it was granted to: $ItemState[cardId].avatar. Args: cardId, optional avatar (defaults to the current worn form). The Hearts door reads this - a card presented by a different form is a dead card (accepted at the door as a bounce, by design). */
<<set _cardId to _args[0]>>
<<set $ItemState[_cardId] = $ItemState[_cardId] ?? {}>>
<<set $ItemState[_cardId].avatar = _args[1] ?? $current.avatar>>
<</widget>>
<<widget "HeartsCardMatch">>
/* True when the PC holds the card AND it is avatar-bound to the currently worn form (set by HeartsCardTag at grant). A held card bound to another form is a dead card at the Hearts door - accepted as a bounce, by design (the tattoo route never closes). */
<<set _cardId to _args[0]>>
<<InventoryCheckSelf _cardId>>
<<if _InventoryCheckSelf is true and $ItemState[_cardId] isnot undefined and $ItemState[_cardId].avatar is $current.avatar>>
<<set _HeartsCardMatch to true>>
<<else>>
<<set _HeartsCardMatch to false>>
<</if>>
<</widget>>
<<widget "MarjorieDrain">>
/* The debrief drain: takes all but the last jewel from the worn bracelet - she deliberately leaves one lit, which kills the deposit-night leech pump. Drained amount feeds the uncapped jar; _MarjorieDrained returns it for the praise tiers. Charge 1 or less drains nothing. */
<<BraceletChargeCheck>>
<<if _BraceletChargeCheck gt 1>>
<<set _MarjorieDrained = _BraceletChargeCheck - 1>>
<<set _drainDelta = 0 - _MarjorieDrained>>
<<BraceletCharge _drainDelta>>
<<else>>
<<set _MarjorieDrained = 0>>
<</if>>
<<set $HeartsJarPower = ($HeartsJarPower ?? 0) + _MarjorieDrained>>
<</widget>><<widget "AndreaOutside">>
<<Flag "AndreaOutsideSeen">>
<<if $current.avatar is "Andrea" and tags().includes("outside") and _FlagReturn is false>>
<<percentileCheck "AOutside" 70 5>>
/* Morning excluded (ruled 2026-08-14): the Sermon capture routes into Lennox at the lobby and restaurant service, which don't exist before Andrea's lunch shift - and mornings must stay safe for the country club run. */
<<if _percentileCheck is true and setup.period[$periodCurrent] isnot "Night" and setup.period[$periodCurrent] isnot "Morning">>
<<EventTrigger $return "AndreaOutside" setup.period[$periodCurrent] null "Andrea" null null null false>>
<</if>>
<</if>>
<</widget>><<widget "CurrentPC">>
<<if $current.avatar is $PlayerCharacter.MaleName or $current.avatar is $PlayerCharacter.FemaleName>>
<<set _CurrentPC to true>>
<<else>>
<<set _CurrentPC to false>>
<</if>>
<</widget>>
<<widget "PCIsFollowed">>
<<set $NPCFollowing = $NPCFollowing ?? []>>
<<set _PCIsFollowed = $NPCFollowing.length gt 0>>
<</widget>>
<<widget "GetCurrentAvatarKey">>
<<CurrentPC>>
<<if _CurrentPC is true>>
<<set _AvatarKey = "PC">>
<<else>>
<<set _AvatarKey = $current.avatar>>
<</if>>
<</widget>>
/* Body-part perception system (Quest27) */
<<widget "BodyStateEnsure">>
/* Lazy one-shot initialiser - the ONLY init pathway for the five-part body system, new games and old saves alike (no StoryInit edits). A save that has never met the system has no lips property; once it exists this is a no-op. */
<<if $PlayerCharacter.lips is undefined>>
/* Self record. height 2 is the true default - nothing shipped ever wrote $PlayerCharacter.height, so its 0 was never a real value. boobs keeps its shipped value. */
<<set $PlayerCharacter.height to 2>>
<<set $PlayerCharacter.lips to 0>>
<<set $PlayerCharacter.hairTier to 0>>
<<set $PlayerCharacter.face to 0>>
/* Emily's mask already exists and her boobs/height may have moved in play - add the three new parts only. */
<<set $PlayerCharacter.perception.Emily.lips to 0>>
<<set $PlayerCharacter.perception.Emily.hairTier to 0>>
<<set $PlayerCharacter.perception.Emily.face to 0>>
<<set $PlayerCharacter.perception.Andrea to {"boobs": 0, "height": 1, "lips": 0, "hairTier": 0, "face": 0}>>
<<set $PlayerCharacter.perception.Tandi to {"boobs": 3, "height": 3, "lips": 3, "hairTier": 4, "face": 3}>>
/* Mirror the worn record's five parts onto $current. Forms without a mask (Heather, Charli, ...) keep their $current values - existing behaviour. */
<<GetCurrentAvatarKey>>
<<if _AvatarKey is "PC">>
<<set $current.boobs to $PlayerCharacter.boobs>>
<<set $current.height to $PlayerCharacter.height>>
<<set $current.lips to $PlayerCharacter.lips>>
<<set $current.hairTier to $PlayerCharacter.hairTier>>
<<set $current.face to $PlayerCharacter.face>>
<<elseif $PlayerCharacter.perception[_AvatarKey] isnot undefined>>
<<set $current.boobs to $PlayerCharacter.perception[_AvatarKey].boobs>>
<<set $current.height to $PlayerCharacter.perception[_AvatarKey].height>>
<<set $current.lips to $PlayerCharacter.perception[_AvatarKey].lips>>
<<set $current.hairTier to $PlayerCharacter.perception[_AvatarKey].hairTier>>
<<set $current.face to $PlayerCharacter.perception[_AvatarKey].face>>
<</if>>
<</if>>
/* Later-added masks get their own lazy guards - the block above is one-shot, so saves that already met the body system never re-enter it. A save currently wearing the form keeps its legacy $current values until the next transform into it. */
<<if $PlayerCharacter.perception.Jennifer is undefined>>
<<set $PlayerCharacter.perception.Jennifer to {"boobs": 2, "height": 2, "lips": 1, "hairTier": 0, "face": 1}>>
<</if>>
<<if $PlayerCharacter.perception.Florence is undefined>>
<<set $PlayerCharacter.perception.Florence to {"boobs": 1, "height": 2, "lips": 2, "hairTier": 0, "face": 2}>>
<</if>>
<<if $PlayerCharacter.perception.Annie is undefined>>
<<set $PlayerCharacter.perception.Annie to {"boobs": 3, "height": 2, "lips": 3, "hairTier": 0, "face": 3}>>
<</if>>
<<if $PlayerCharacter.perception.Charli is undefined>>
<<set $PlayerCharacter.perception.Charli to {"boobs": 1, "height": 1, "lips": 1, "hairTier": 0, "face": 2}>>
<</if>>
<</widget>>
<<widget "BodyChangeReveal">>
/* The homecoming beat: one short statement per body part changed since last acknowledged (Temp*Change flags, set by TransformBody/HeartsFinaleTax). Female PC only - a male PC's transform-back neither prints nor clears, so the news keeps until a female return. Called ONLY from the two deliberate transform-back scenes (YourRoomTransformBack, JennifersApartmentSwitch) - forced/temporary reverts (PigeonAwake, the Hearts knockout, the Quest35 study exits, prologue) deliberately skip it and the flags simply carry forward. Flag TempHairChange tracks the hairTier part. */
/* PLACEHOLDER (2026-07-29): the five statements are unwritten - branches render nothing until the prose lands. Structure and flag-clearing are final. */
<<if $PlayerCharacter.female is true>>
<<Flag "TempHeightChange">>
<<if _FlagReturn is true>>
/* WRITING TASK: height reveal statement + <br> */
<<SetFlag "TempHeightChange" false>>
<</if>>
<<Flag "TempBoobsChange">>
<<if _FlagReturn is true>>
/* WRITING TASK: boobs reveal statement + <br> */
<<SetFlag "TempBoobsChange" false>>
<</if>>
<<Flag "TempLipsChange">>
<<if _FlagReturn is true>>
/* WRITING TASK: lips reveal statement + <br> */
<<SetFlag "TempLipsChange" false>>
<</if>>
<<Flag "TempHairChange">>
<<if _FlagReturn is true>>
/* WRITING TASK: hair reveal statement + <br> */
<<SetFlag "TempHairChange" false>>
<</if>>
<<Flag "TempFaceChange">>
<<if _FlagReturn is true>>
/* WRITING TASK: face reveal statement + <br> */
<<SetFlag "TempFaceChange" false>>
<</if>>
<</if>>
<</widget>>
/* Compulsions */
<<widget "NewMemoriesActive">>
<<if $PlayerCharacter.newMemories isnot undefined>>
<<set _NewMemoriesActive to true>>
<<else>>
<<set _NewMemoriesActive to false>>
<</if>>
<</widget>>
<<widget "activateCompulsion">>
<<set _id = _args[0]>>
<<if $PlayerCharacter.compulsions.includes(_id)>>
/* If already active, do nothing */
<<else>>
<<set $PlayerCharacter.compulsions.push(_id)>>
/* Source tag: _args[1] is "dream" / "hearts" etc. Defaults to "dream" (all shipped dream sites pass no arg). Written only on a genuinely new gain, so a repeat call can never relabel an existing compulsion's origin. */
<<set $PlayerCharacter.compulsionSource = $PlayerCharacter.compulsionSource ?? {}>>
<<set $PlayerCharacter.compulsionSource[_id] = _args[1] ?? "dream">>
<<set $CompulsionsUpdate to true>>
/* Memory damage is NOT charged here. Losing memories is a DREAM effect, so the 10 is applied on the dream links themselves (Dreams.twee) alongside MemoriesSet. Compulsions gained elsewhere (Hearts, the Care Pavilion) cost no memories. */
<</if>>
<</widget>>
<<widget "removeCompulsion">>
<<set _id = _args[0]>>
<<if $PlayerCharacter.compulsions.includes(_id)>>
<<set _idx to $PlayerCharacter.compulsions.indexOf(_id)>>
<<run $PlayerCharacter.compulsions.splice(_idx, 1)>>
/* Drop the source tag with the compulsion, so a removed one isn't miscounted later. */
<<if $PlayerCharacter.compulsionSource isnot undefined>><<run delete $PlayerCharacter.compulsionSource[_id]>><</if>>
<<set $CompulsionsUpdate to false>>
<<NewMemoriesActive>>
<<if _NewMemoriesActive is true>><<IncrementPCState "newMemories" 10>><</if>>
<</if>>
<</widget>>
<<widget "CompulsionCheck">>
<<set _id = _args[0]>>
<<set _sourceWanted = _args[1]>>
<<set _CompulsionCheck to false>>
/* Optional 2nd arg filters by origin, e.g. <<CompulsionCheck "Ditzy" "dream">> is true only for a dream-gained Ditzy. Untagged compulsions fall back to "dream", so saves from before $PlayerCharacter.compulsionSource existed behave exactly as they did. */
<<set _sourceMap = $PlayerCharacter.compulsionSource ?? {}>>
/* Charli's form carries an innate Boy Crazy (ruled 2026-08-25): plain BoyCrazy checks fire true while
wearing her avatar. Deliberately NOT the "Any" path (that means the PC's own compulsions - Memories
widget, Roseli's "feel more like yourself") and NOT source-filtered checks (Roseli's dream-removal
gating). Nothing is added to $PlayerCharacter.compulsions, so it never shows in the Compulsions tab,
can't be removed, and costs no memories. Baby Fever prose is NOT widget-innate for Charli (ruled
2026-09-02): those sites carry a site-level "or $current.avatar is Charli" on the read instead. */
<<if _id is "BoyCrazy" and $current.avatar is "Charli" and _sourceWanted is undefined>>
<<set _CompulsionCheck to true>>
<<elseif _id is "Any">>
<<for _compulsionId range $PlayerCharacter.compulsions>>
<<if _sourceWanted is undefined or (_sourceMap[_compulsionId] ?? "dream") is _sourceWanted>>
<<set _CompulsionCheck to true>>
<</if>>
<</for>>
<<elseif $PlayerCharacter.compulsions.includes(_id)>>
<<if _sourceWanted is undefined or (_sourceMap[_id] ?? "dream") is _sourceWanted>>
<<set _CompulsionCheck to true>>
<</if>>
<</if>>
<</widget>>
/* PlayerCharacter */
<<widget "TrueName">><<if _args[0] is "Male" or _args[0] is "male">>\<<print $PlayerCharacter.firstName[0]>>\<<elseif _args[0] is "Female" or _args[0] is "female">>\<<print $PlayerCharacter.firstName[6]>>\<<elseif _args[0] is "Current">>\<<print $PlayerCharacter.firstName[$PlayerCharacter.stateCurrent]>>\<<else>>\<<print $current.firstName>>\<</if>><</widget>>
<<widget "Sibling">><<if $PlayerCharacter.female is true>>\<<print "sister">>\<<else>>\<<print "brother">>\<</if>><</widget>>
<<widget "ObjectPronoun">><<if $PlayerCharacter.female is true>>\<<print "her">>\<<else>>\<<print "him">>\<</if>><</widget>>
<<widget "SubjectPronoun">><<if $PlayerCharacter.female is true>>\<<print "she">>\<<else>>\<<print "he">>\<</if>><</widget>>
<<widget "GenderTitle">><<if $PlayerCharacter.female is true>>\<<print "Miss">>\<<else>>\<<print "Mr">>\<</if>><</widget>>
<<widget "JenniferState">><<if $PlayerCharacter.female is true>>\<<print "friend">>\<<else>>\<<print "girlfriend">>\<</if>><</widget>>
<<widget "avatarCheck">>
<<if _args[0] is "PC">>
<<if _CurrentPC is true>>
<<set _avatarCheck to true>>
<<else>>
<<set _avatarCheck to false>>
<</if>>
<<else>>
<<if _args[0] is $current.avatar>>
<<set _avatarCheck to true>>
<<else>>
<<set _avatarCheck to false>>
<</if>>
<</if>>
<</widget>>
<<widget "WearOutfit">>
<<set _id to _args[0]>>
<<set _previousWear to $current.outfit>>
<<set $current.outfit = _id>>
<<set $PlayerCharacter.skills.assertive = $PlayerCharacter.skills.assertive ?? 0>>
<<if setup.Outfit[_id]>>
<<if def setup.Outfit[_id].FlirtBonus>><<set $PlayerCharacter.skills.flirt += setup.Outfit[_id].FlirtBonus>><</if>>
<<if def setup.Outfit[_id].AssertiveBonus>><<set $PlayerCharacter.skills.assertive += setup.Outfit[_id].AssertiveBonus>><</if>>
<</if>>
<<if _previousWear !== null and setup.Outfit[_previousWear]>>
<<if def setup.Outfit[_previousWear].FlirtBonus>><<set $PlayerCharacter.skills.flirt -= setup.Outfit[_previousWear].FlirtBonus>><</if>>
<<if def setup.Outfit[_previousWear].AssertiveBonus>><<set $PlayerCharacter.skills.assertive -= setup.Outfit[_previousWear].AssertiveBonus>><</if>>
<</if>>
<</widget>>
<<widget "RemoveOutfit">>
<<set $PlayerCharacter.skills.assertive = $PlayerCharacter.skills.assertive ?? 0>>
<<if $current.outfit !== null and setup.Outfit[$current.outfit]>>
<<if def setup.Outfit[$current.outfit].FlirtBonus>><<set $PlayerCharacter.skills.flirt -= setup.Outfit[$current.outfit].FlirtBonus>><</if>>
<<if def setup.Outfit[$current.outfit].AssertiveBonus>><<set $PlayerCharacter.skills.assertive -= setup.Outfit[$current.outfit].AssertiveBonus>><</if>>
<<set $current.outfit = null>>
<<if _CurrentPC is true>>
<<set $OutfitMagicedPC to true>>
<<else>>
<<set $OutfitMagiced to true>>
<</if>>
<</if>>
<</widget>>
<<widget "CurrentOutfit">>
<<set _CurrentOutfit to $current.outfit ?? undefined>>
<</widget>>
<<widget "Virginity">>
<<set _Virginity to $PlayerCharacter.virgin>>
<</widget>>
<<widget "VirginityLost">>
<<Virginity>>
<<if _Virginity is true>>
<<set $PlayerCharacter.virgin to false>>
<<set $VirginityLostNotification to true>>
<</if>>
<</widget>>
/* Face descriptions - bone-structure tier + make-up layer. FaceTextTier is the core: <<FaceTextTier tier madeUpBool>> prints setup.FaceMadeUpDescription[tier] when made up, else setup.FaceDescription[tier]. Tier undefined (forms with no body record) falls back to 0. */
<<widget "FaceTextTier">>
<<set _faceTier to Number(_args[0] ?? 0)>>
<<if _args[1] is true>><<print setup.FaceMadeUpDescription[_faceTier]>><<else>><<print setup.FaceDescription[_faceTier]>><</if>>
<</widget>>
/* Worn form, third person: $current.face + $current.makeup */
<<widget "FaceText">>
<<FaceTextTier $current.face $current.makeup>>
<</widget>>
/* Own body, second person (Player panel self-perception): $PlayerCharacter.face + the PC's permanent make-up state */
<<widget "FaceTextSelf">>
<<set _faceTier to Number($PlayerCharacter.face ?? 0)>>
<<if $PlayerCharacter.makeup is true>><<print setup.PCSelfPerception.faceMadeUp[_faceTier]>><<else>><<print setup.PCSelfPerception.face[_faceTier]>><</if>>
<</widget>>
<<widget "MakeupStyle">>
<<set _MakeUpstyle to _args[0]>>
<<AddCurrentState "MakeupStyle" _MakeUpstyle>>
<<set $current.MakeupStyle to _MakeUpstyle>>
<<WearMakeup>>
<</widget>>
<<widget "WigStyle">>
<<set _Wigstyle to _args[0]>>
<<AddCurrentState "WigStyle" _Wigstyle>>
<<set $current.WigStyle to _Wigstyle>>
<</widget>>
<<widget "RemoveWig">>
<<set $current.WigStyle to undefined>>
<</widget>>
<<widget "RemoveMakeup">>
<<if $current.makeup is true>>
<<set $current.makeup to false>>
<<set $current.MakeupStyle to undefined>>
<<AddPCState "makeupStage" 0>>
<<set $PlayerCharacter.skills.flirt -= $PlayerCharacter.makeupStage>>
<</if>>
<</widget>>
<<widget "WearMakeup">>
/* Universal wearing bonus: flirt carries +makeupStage exactly while the current form wears make-up. Pair every set-true with this and every set-false with RemoveMakeup. */
<<if $current.makeup isnot true>>
<<set $current.makeup to true>>
<<AddPCState "makeupStage" 0>>
<<set $PlayerCharacter.skills.flirt += $PlayerCharacter.makeupStage>>
<</if>>
<</widget>>
<<widget "AddPCState">>
<<set _prop = _args[0]>>
<<set _value = _args[1]>>
<<set $PlayerCharacter = $PlayerCharacter ?? {}>>
<<if $PlayerCharacter[_prop] is undefined>>
<<set $PlayerCharacter[_prop] = _value>>
<</if>>
<</widget>>
<<widget "AddCurrentState">>
<<set _prop = _args[0]>>
<<set _value = _args[1]>>
<<set $current = $current ?? {}>>
<<if $current[_prop] is undefined>>
<<set $current[_prop] = _value>>
<</if>>
<</widget>>
<<widget "IncrementPCState">>
<<set _prop = _args[0]>>
<<set _value = _args[1]>>
<<set $PlayerCharacter[_prop] to $PlayerCharacter[_prop] + _value>>
<</widget>>
<<widget "SetPCState">>
<<set _prop = _args[0]>>
<<set _value = _args[1]>>
<<set $PlayerCharacter = $PlayerCharacter ?? {}>>
<<set $PlayerCharacter[_prop] = _value>>
<</widget>>
<<widget "TattooGained">>
<<set _ref = _args[0]>>
<<set _by = _args.length > 1 ? _args[1] : null>>
<<set _exists = false>>
<<for _i = 0; _i < $PlayerCharacter.tattoos.length; _i++>>
<<if $PlayerCharacter.tattoos[_i].ref is _ref>>
<<set _exists = true>>
<<break>>
<</if>>
<</for>>
<<if !_exists>>
<<set _entry = { ref: _ref }>>
<<if _by>>
<<set _entry.by = _by>>
<</if>>
<<set $PlayerCharacter.tattoos.push(_entry)>>
<</if>>
<</widget>>
<<widget "TattooCheck">>
<<set _ref = _args[0]>>
<<set _TattooCheck = false>>
<<if $PlayerCharacter.tattoos>>
<<for _i = 0; _i < $PlayerCharacter.tattoos.length; _i++>>
<<if $PlayerCharacter.tattoos[_i].ref is _ref>>
<<set _TattooCheck = true>>
<<break>>
<</if>>
<</for>>
<</if>>
<</widget>>
<<widget "TattooGiver">>
<<set _ref = _args[0]>>
<<set _TattooGiver = "Unknown">>
<<if $PlayerCharacter.tattoos>>
<<for _i = 0; _i < $PlayerCharacter.tattoos.length; _i++>>
<<if $PlayerCharacter.tattoos[_i].ref is _ref>>
<<if $PlayerCharacter.tattoos[_i].by>>
<<set _TattooGiver = $PlayerCharacter.tattoos[_i].by>>
<</if>>
<<break>>
<</if>>
<</for>>
<</if>>
<</widget>>
<<widget "PlayerCharacterCorruption">>
/* _args[0] = amount to add (can be negative) */
<<set _amt = Number(_args[0])>>
/* Ensure the stat exists */
<<if not def $PlayerCharacter.corruptionModifier>><<set $PlayerCharacter.corruptionModifier = 1>><</if>>
/* Apply change (clamp optional, adjust bounds if you want) */
<<set $PlayerCharacter.corruptionModifier = Math.clamp(Number($PlayerCharacter.corruptionModifier) + _amt, 0, 3)>>
<</widget>>
<<widget "GetPCState">>
<<set _prop = String(_args[0])>>
<<set _returnVar = _prop>>
<<set _tmp = undefined>>
<<if $PlayerCharacter and $PlayerCharacter[_prop] isnot undefined>>
<<set _tmp = $PlayerCharacter[_prop]>>
<</if>>
<<set State.temporary[_returnVar] = _tmp>>
<</widget>>
<<widget "MindControlRancyCheck">>
<<set _MindControlRancyCheck = false>>
<<if $PlayerCharacter and $PlayerCharacter.MindControlRancy is true>>
<<set _MindControlRancyCheck = true>>
<</if>>
<</widget>>
<<widget "MindControlRancy">>
<<if not $PlayerCharacter>>
<<set $PlayerCharacter = {}>>
<</if>>
<<set $PlayerCharacter.MindControlRancy = true>>
<</widget>>
<<widget "DrunkDescription">>
<<set _drunk = Number($current.drunk ?? 0)>>
<<set _descs = setup.DrunkDescription>>
<<set _maxIndex = _descs.length - 1>>
/* Convert drunk value to array index (drunk - 1) */
<<set _index = _drunk - 1>>
/* Clamp to valid range */
<<if _index < 0>>
<<set _index = 0>>
<<elseif _index > _maxIndex>>
<<set _index = _maxIndex>>
<</if>>
<<print _descs[_index]>>
<</widget>>
<<widget "Drunk">>
<<set _amount = Number(_args[0] ?? 0)>>
<<set $current.drunk = Number($current.drunk ?? 0)>>
<<set $current.drunk += _amount>>
<<set $drunkIncrease to true>>
<</widget>>
/* Drugs the PC for the current period. $PlayerCharacter.drugged is a per-period boolean, cleared by TimeChange; $PlayerCharacter.drugAddiction is a permanent count that only rises on a false->true transition, so re-dosing while already high adds nothing. Always use this rather than setting "drugged" directly. */
<<widget "Drug">>
<<set _amount = Number(_args[0] ?? 1)>>
<<GetPCState "drugged">>
<<if _drugged isnot true>>
<<AddPCState "drugAddiction" 0>>
<<IncrementPCState "drugAddiction" _amount>>
<</if>>
<<SetPCState "drugged" true>>
<</widget>>
<<widget "SobrietyState">>
<<set _drunk = Number($current.drunk ?? 0)>>
<<set _states = setup.DrunkState>>
<<set _maxIndex = _states.length - 1>>
/* Map drunk directly to state index, then clamp */
<<set _index = _drunk>>
<<if _index < 0>>
<<set _index = 0>>
<<elseif _index > _maxIndex>>
<<set _index = _maxIndex>>
<</if>>
<<print _states[_index]>>
<</widget>>
<<widget "AvatarValid">>
<<set _AvatarValid to false>>
<<for _av = 0; _av < _args.length; _av++>>
<<if _args[_av] is "PC" and _CurrentPC is true>>
<<set _AvatarValid to true>>
<<break>>
<<elseif _args[_av] isnot "PC" and $current.avatar is _args[_av]>>
<<set _AvatarValid to true>>
<<break>>
<</if>>
<</for>>
<</widget>>
<<widget "MissCharltonFinalist">>
<<if $MissCharltonFinalistScore is undefined>>
<<set $MissCharltonFinalistScore to 0>>
<</if>>
<<set $MissCharltonFinalistScore += _args[0]>>
<</widget>>
<<widget "MissCharltonFinalistCheck">>
<<if $MissCharltonFinalistScore is undefined>>
<<set _MissCharltonFinalistCheck to 0>>
<<else>>
<<set _MissCharltonFinalistCheck to $MissCharltonFinalistScore>>
<</if>>
<</widget>>/* Tasks */
<<widget "TaskTracker">>
<<set _id = _args[0]>>
<<set _mode = _args[1]>>
/* Ensure runtime store exists */
<<if not $Tasks>>
<<set $Tasks = {}>>
<</if>>
/* Determine receiver (same logic as legacy) */
<<set _receiver = "unknown">>
<<CurrentPC>>
<<if _CurrentPC is true>>
<<set _receiver = "PC">>
<<else>>
<<set _receiver = $current.avatar>>
<</if>>
<<if _mode is "active">>
/* Create runtime record if missing */
<<if not $Tasks[_id]>>
<<set $Tasks[_id] = { state: 0, receiver: "unknown" }>>
<</if>>
/* Only activate if unknown (not already active or complete) */
<<if $Tasks[_id].state is 0>>
<<set $Tasks[_id].state = 1>>
<<set $Tasks[_id].receiver = _receiver>>
<<set $TaskLogUpdate = true>>
<</if>>
<<elseif _mode is "complete">>
/* If completing before it was activated, still create it */
<<if not $Tasks[_id]>>
<<set $Tasks[_id] = { state: 0, receiver: "unknown" }>>
<</if>>
/* Only notify when the player actually saw the task (active -> complete); silent for never-activated tasks */
<<if $Tasks[_id].state is 1>>
<<set $TaskCompleteUpdate = true>>
<</if>>
<<set $Tasks[_id].state = 2>>
<</if>>
<</widget>>
<<widget "TaskState">>
<<set _id = _args[0]>>
<<if not $Tasks or not $Tasks[_id]>>
<<set _TaskState = "unknown">>
<<else>>
<<set _state = $Tasks[_id].state>>
<<if _state is 0>>
<<set _TaskState = "unknown">>
<<elseif _state is 1>>
<<set _TaskState = "active">>
<<elseif _state is 2>>
<<set _TaskState = "complete">>
<<else>>
<<set _TaskState = "unknown">>
<</if>>
<</if>>
<</widget>>
<<widget "TaskReceiver">>
<<set _id = _args[0]>>
<<if not $Tasks or not $Tasks[_id]>>
<<set _TaskReceiver = "unknown">>
<<else>>
<<set _TaskReceiver = $Tasks[_id].receiver>>
<</if>>
<</widget>>
/* Quests */
<<widget "QuestTracker">>
<<set _id = _args[0]>>
<<set _arg = _args[1]>>
<<if typeof _arg is "string">>
<<set _arg = _arg.toLowerCase()>>
<</if>>
/* Guard: static quest must exist */
<<if not setup.Quest or not setup.Quest[_id]>>
/* silently fail */
<<elseif (not $QuestState or not $QuestState[_id]) and typeof _arg is "number" and _arg gt 0>>
/* Quest not started, and this is a mid-quest stage: ignore it entirely.
Only stage 0, or a status string, may START a quest. World content that
advances a quest must never cold-start it partway through. */
<<else>>
<<if not $QuestState>>
<<set $QuestState = {}>>
<</if>>
<<if not $QuestState[_id]>>
<<set $QuestState[_id] = {
stage: undefined,
status: "active"
}>>
<</if>>
<<if not $PlayerCharacter.questlog>>
<<set $PlayerCharacter.questlog = []>>
<</if>>
<<if $PlayerCharacter.questlog.indexOf(_id) is -1>>
<<set $PlayerCharacter.questlog.push(_id)>>
<</if>>
<<if typeof _arg is "number">>
/* A finished quest does not move: no stage change and no "Quest Log updated" banner. */
<<if $QuestState[_id].status isnot "complete" and $QuestState[_id].status isnot "failed">>
<<if $QuestState[_id].stage is undefined or _arg gt $QuestState[_id].stage>>
<<set $QuestState[_id].stage = _arg>>
<<set $QuestLogUpdate = true>><<QuestLogUpdateName _id>>
<</if>>
<<set $QuestState[_id].status = "active">>
<</if>>
<<elseif typeof _arg is "string">>
/* Only announce a status that actually changed - re-asserting the current one is a no-op. */
<<switch _arg>>
<<case "active">>
<<set $QuestState[_id].status = "active">>
<<case "complete">>
<<if $QuestState[_id].status isnot "complete">>
<<set $QuestState[_id].status = "complete">>
<<set $QuestLogUpdate = true>><<QuestLogUpdateName _id>>
<</if>>
<<case "fail">>
<<if $QuestState[_id].status isnot "failed">>
<<set $QuestState[_id].status = "failed">>
<<set $QuestLogUpdate = true>><<QuestLogUpdateName _id>>
<</if>>
<</switch>>
<</if>>
<</if>>
<</widget>>
/* Accumulates quest display names for the specific PassageHeader banner (ruled 2026-08-25).
Called by every $QuestLogUpdate writer; deduped; cleared alongside the flag in PassageHeader. */
<<widget "QuestLogUpdateName">>
<<set $QuestLogUpdateNames = $QuestLogUpdateNames ?? []>>
<<if setup.Quest[_args[0]] and !$QuestLogUpdateNames.includes(setup.Quest[_args[0]].name)>>
<<run $QuestLogUpdateNames.push(setup.Quest[_args[0]].name)>>
<</if>>
<</widget>>
<<widget "QuestState">>
<<set _id = _args[0]>>
<<set _QuestState = undefined>>
<<if $QuestState and $QuestState[_id]>>
<<if $QuestState[_id].status is "failed">>
<<set _QuestState = -1>>
<<elseif $QuestState[_id].stage isnot undefined>>
<<set _QuestState = $QuestState[_id].stage>>
<</if>>
<</if>>
<</widget>>
<<widget "QuestStatus">>
<<set _id = _args[0]>>
<<set _QuestStatus = undefined>>
<<if $QuestState and $QuestState[_id] and $QuestState[_id].status isnot undefined>>
<<set _QuestStatus = $QuestState[_id].status>>
<<elseif setup.Quest and setup.Quest[_id] and setup.Quest[_id].stateDefault isnot undefined>>
<<set _QuestStatus = setup.Quest[_id].stateDefault>>
<</if>>
<</widget>>
<<widget "QuestOptionUnlock">>
<<set _id = _args[0]>>
<<set _stage = _args[1]>>
<<set _optId = _args[2]>>
<<set _mode = _args.length > 3 ? _args[3] : "current">> /* "current" | "gte" */
/* Guard: quest definition must exist */
<<if not setup.Quest or not setup.Quest[_id]>>
<<else>>
/* Ensure runtime store exists */
<<if not $QuestState>>
<<set $QuestState = {}>>
<</if>>
/* Ensure quest record exists (and gets added to questlog via QuestTracker) */
<<if not $QuestState[_id]>>
<<QuestTracker _id 0>>
<</if>>
<<set _active = $QuestState[_id].stage>>
/* Only unlock when stage matches (or gte if requested) */
<<set _allow = false>>
<<if _active isnot undefined>>
<<if _mode is "gte" and _active gte _stage>>
<<set _allow = true>>
<<elseif _mode is "current" and _active is _stage>>
<<set _allow = true>>
<</if>>
<</if>>
/* Completed and failed quests are closed - no new options, no journal banner (UAT ruling 2026-08-05) */
<<if $QuestState[_id].status is "complete" or $QuestState[_id].status is "failed">>
<<set _allow = false>>
<</if>>
<<if _allow>>
<<if not $QuestState[_id].optionsUnlocked>>
<<set $QuestState[_id].optionsUnlocked = {}>>
<</if>>
<<if not $QuestState[_id].optionsUnlocked[_stage]>>
<<set $QuestState[_id].optionsUnlocked[_stage] = {}>>
<</if>>
<<if not $QuestState[_id].optionsUnlocked[_stage][_optId]>>
<<set $QuestState[_id].optionsUnlocked[_stage][_optId] = true>>
/* Banner only when the journal visibly changes: option belongs to the current stage */
<<if _active is _stage>>
<<set $QuestLogUpdate = true>><<QuestLogUpdateName _id>>
<</if>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "QuestOptionCheck">>
<<set _id = _args[0]>>
<<set _stage = Number(_args[1])>>
<<set _optId = _args[2]>>
<<set _mode = _args.length > 3 ? _args[3] : "current">> /* "current" | "gte" */
<<set _QuestOptionCheck = false>>
/* Guard */
<<if $QuestState and $QuestState[_id] and $QuestState[_id].stage isnot undefined>>
<<set _cur = $QuestState[_id].stage>>
/* Stage relevance gate */
<<set _allow = false>>
<<if _mode is "gte" and _cur gte _stage>>
<<set _allow = true>>
<<elseif _mode is "current" and _cur is _stage>>
<<set _allow = true>>
<</if>>
<<if _allow
and $QuestState[_id].optionsUnlocked
and $QuestState[_id].optionsUnlocked[_stage]
and $QuestState[_id].optionsUnlocked[_stage][_optId]>>
<<set _QuestOptionCheck = true>>
<</if>>
<</if>>
<</widget>>
<<widget "QuestOptionComplete">>
<<set _id = _args[0]>>
<<set _stage = _args[1]>>
<<set _optId = _args[2]>>
<<if not $QuestState>>
<<set $QuestState = {}>>
<</if>>
<<if not $QuestState[_id]>>
<<QuestTracker _id 0>>
<</if>>
<<if not $QuestState[_id].optionsCompleted>>
<<set $QuestState[_id].optionsCompleted = {}>>
<</if>>
<<if not $QuestState[_id].optionsCompleted[_stage]>>
<<set $QuestState[_id].optionsCompleted[_stage] = {}>>
<</if>>
<<if not $QuestState[_id].optionsCompleted[_stage][_optId]>>
<<set $QuestState[_id].optionsCompleted[_stage][_optId] = true>>
/* Banner only when the journal visibly changes: option belongs to the current stage of a still-open quest */
<<if $QuestState[_id].stage is _stage and $QuestState[_id].status isnot "complete" and $QuestState[_id].status isnot "failed">>
<<set $QuestLogUpdate = true>><<QuestLogUpdateName _id>>
<</if>>
<</if>>
<</widget>>
<<widget "QuestOptionCompleteCheck">>
<<set _id = _args[0]>>
<<set _stage = _args[1]>>
<<set _optId = _args[2]>>
<<set _QuestOptionCompleteCheck = false>>
<<if $QuestState and $QuestState[_id] and $QuestState[_id].optionsCompleted and $QuestState[_id].optionsCompleted[_stage]>>
<<if $QuestState[_id].optionsCompleted[_stage][_optId]>>
<<set _QuestOptionCompleteCheck = true>>
<</if>>
<</if>>
<</widget>>/* Hints and Rumours */
<<widget "HintsActive">>
<<set _id = _args[0]>>
<<if setup.Hints[_id] and !$PlayerCharacter.hints.includes(_id)>>
<<set $PlayerCharacter.hints.push(_id)>>
<</if>>
<</widget>>
<<widget "HintCheck">>
<<set _id = _args[0]>>
<<set $PlayerCharacter.hints = $PlayerCharacter.hints ?? []>>
<<set _HintCheck = $PlayerCharacter.hints.includes(_id)>>
<</widget>>
/* Visibility gate for an ACTIVE hint: true unless the entry has show:{quest, stages} and the quest
is not currently active at one of those stages. Used by CalendarCell and the relationships tab.
Saves/restores _QuestState/_QuestStatus so callers mid-passage are not clobbered. */
<<widget "HintVisible">>
<<set _hvDef = setup.Hints[_args[0]]>>
<<set _HintVisible = true>>
<<if _hvDef and _hvDef.show and _hvDef.show.quest>>
<<set _hvPriorState = _QuestState>>
<<set _hvPriorStatus = _QuestStatus>>
<<QuestStatus _hvDef.show.quest>>
<<QuestState _hvDef.show.quest>>
<<if _QuestStatus isnot "active" or !_hvDef.show.stages.includes(_QuestState)>>
<<set _HintVisible = false>>
<</if>>
<<set _QuestState = _hvPriorState>>
<<set _QuestStatus = _hvPriorStatus>>
<</if>>
<</widget>>
<<widget "RumourLearned">>
<<set _id = _args[0]>>
<<RumourCheckSelf _id>>
<<if _RumourCheckSelf is false and setup.Rumours[_id]>>
<<set $PlayerCharacter.rumoursKnown.push(_id)>>
<<set $RumourLearned = true>>
<</if>>
<</widget>>
<<widget "RumourRemoved">>
<<set _id = _args[0]>>
<<set _index = $PlayerCharacter.rumoursKnown.indexOf(_id)>>
<<if _index > -1>>
<<set $PlayerCharacter.rumoursKnown.splice(_index, 1)>>
<</if>>
<</widget>>
<<widget "RumourCheckSelf">>
<<set _id = _args[0]>>
<<set _RumourCheckSelf = $PlayerCharacter.rumoursKnown.includes(_id)>>
<</widget>>
<<widget "RumourCheckNPC">>
<<set _npcId = _args[0]>>
<<set _rumourId = _args[1]>>
<<set _RumourCheckNPC = false>>
/* Check delta first */
<<if $NPCDelta and $NPCDelta[_npcId] and $NPCDelta[_npcId].rumours>>
<<set _RumourCheckNPC = $NPCDelta[_npcId].rumours.includes(_rumourId)>>
/* Optional base fallback (future-proof) */
<<elseif setup.NPC and setup.NPC[_npcId] and setup.NPC[_npcId].rumours>>
<<set _RumourCheckNPC = setup.NPC[_npcId].rumours.includes(_rumourId)>>
<</if>>
<</widget>>
<<widget "RumourCountNPC">>
<<set _npcId = _args[0]>>
<<set _RumourCountNPC = 0>>
/* Count delta rumours if present */
<<if $NPCDelta and $NPCDelta[_npcId] and $NPCDelta[_npcId].rumours>>
<<set _RumourCountNPC = $NPCDelta[_npcId].rumours.length>>
/* Optional base fallback */
<<elseif setup.NPC and setup.NPC[_npcId] and setup.NPC[_npcId].rumours>>
<<set _RumourCountNPC = setup.NPC[_npcId].rumours.length>>
<</if>>
<</widget>>
<<widget "RumourGiveNPC">>
<<set _npcId = _args[0]>>
<<set _rumourId = _args[1]>>
<<set _RumourGiveNPC = false>>
/* Must be a real rumour */
<<if setup.Rumours and setup.Rumours[_rumourId]>>
/* Player must know it */
<<RumourCheckSelf _rumourId>>
<<if _RumourCheckSelf is true>>
/* NPC must exist (base) */
<<if setup.NPC and setup.NPC[_npcId]>>
/* NPC must not already know it */
<<RumourCheckNPC _npcId _rumourId>>
<<if _RumourCheckNPC is false>>
/* Ensure delta rumours array exists */
<<set $NPCDelta[_npcId] = $NPCDelta[_npcId] ?? {}>>
<<set $NPCDelta[_npcId].rumours = $NPCDelta[_npcId].rumours ?? []>>
<<set $NPCDelta[_npcId].rumours.push(_rumourId)>>
<<set _RumourGiveNPC = true>>
/* Optional: track that player has "given" this rumour */
<<set $PlayerCharacter.rumoursGiven = $PlayerCharacter.rumoursGiven ?? []>>
<<if !$PlayerCharacter.rumoursGiven.includes(_rumourId)>>
<<set $PlayerCharacter.rumoursGiven.push(_rumourId)>>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<</widget>><<widget "RebuildPresentByLocation">>
<<set _dayKey = "day" + $dayCurrent>>
<<set _periodKey = "period" + $periodCurrent>>
<<for _npcId, _npc range setup.NPC>>
<<GetNPCScheduleLoc _npcId _dayKey _periodKey>>
<<set _loc = _GetNPCScheduleLoc>>
<<if _loc is passage()>>
<<set $NPCPresent.push(_npcId)>>
<</if>>
<</for>>
<</widget>>
<<widget "GetNPCScheduleLoc">>
<<set _npcId = _args[0]>>
<<set _dayKey = _args[1]>>
<<set _periodKey= _args[2]>>
<<set _GetNPCScheduleLoc = "">>
/* 1) Temp override */
<<if $ScheduleTemp and $ScheduleTemp[_npcId] and $ScheduleTemp[_npcId].schedule and $ScheduleTemp[_npcId].schedule[_dayKey] and (typeof $ScheduleTemp[_npcId].schedule[_dayKey][_periodKey] !== "undefined")>>
<<set _GetNPCScheduleLoc = $ScheduleTemp[_npcId].schedule[_dayKey][_periodKey]>>
/* 2) Permanent override */
<<elseif $NPCDelta and $NPCDelta[_npcId] and $NPCDelta[_npcId].schedule and $NPCDelta[_npcId].schedule[_dayKey] and (typeof $NPCDelta[_npcId].schedule[_dayKey][_periodKey] !== "undefined")>>
<<set _GetNPCScheduleLoc = $NPCDelta[_npcId].schedule[_dayKey][_periodKey]>>
/* 3) Base */
<<elseif setup.NPC and setup.NPC[_npcId] and setup.NPC[_npcId].schedule and setup.NPC[_npcId].schedule[_dayKey] and (typeof setup.NPC[_npcId].schedule[_dayKey][_periodKey] !== "undefined")>>
<<set _GetNPCScheduleLoc = setup.NPC[_npcId].schedule[_dayKey][_periodKey]>>
<</if>>
<</widget>>
<<widget "SetNPCLocation">>
<<set _npcId = _args[0]>>
<<set _day = _args[1]>>
<<set _per = _args[2]>>
<<set _loc = _args[3]>>
<<set _dayKey = "day" + _day>>
<<set _perKey = "period" + _per>>
/* TEMP move by default */
<<set $ScheduleTemp = $ScheduleTemp ?? {}>>
<<set $ScheduleTemp[_npcId] = $ScheduleTemp[_npcId] ?? {}>>
<<set $ScheduleTemp[_npcId].schedule = $ScheduleTemp[_npcId].schedule ?? {}>>
<<set $ScheduleTemp[_npcId].schedule[_dayKey] = $ScheduleTemp[_npcId].schedule[_dayKey] ?? {}>>
<<set $ScheduleTemp[_npcId].schedule[_dayKey][_perKey] = _loc>>
/* If _args[4] is defined, also make it PERMANENT (saved) */
<<if def _args[4]>>
<<set $NPCDelta[_npcId] = $NPCDelta[_npcId] ?? {}>>
<<set $NPCDelta[_npcId].schedule = $NPCDelta[_npcId].schedule ?? {}>>
<<set $NPCDelta[_npcId].schedule[_dayKey] = $NPCDelta[_npcId].schedule[_dayKey] ?? {}>>
<<set $NPCDelta[_npcId].schedule[_dayKey][_perKey] = _loc>>
<</if>>
<</widget>>
<<widget "NPCLocationCheck">>
<<set _NPC = _args[0]>>
<<set _dayKey = "day" + $dayCurrent>>
<<set _perKey = "period" + $periodCurrent>>
<<GetNPCScheduleLoc _NPC _dayKey _perKey>>
<<set _NPCLocationCheck = _GetNPCScheduleLoc>>
<</widget>>
<<widget "RemoveNPC">>
<<set _index = -1>>
<<for _i to 0; _i lt $NPCPresent.length; _i++>>
<<if $NPCPresent[_i] is _args[0]>>
<<set _index = _i>>
<<break>>
<</if>>
<</for>>
<<if _index gt -1>>
<<run $NPCPresent.splice(_index, 1)>>
<</if>>
<</widget>>
<<widget "PresentNPCPeriodText">>
<<if $NPCPresent.includes(_args[0]) and setup.period[$periodCurrent] is _args[1]>>
<<if $current.female is true>>
<<if _args[3] is undefined>>
<<print _args[2]>>
<<else>>
<<print _args[3]>>
<</if>>
<<else>>
<<print _args[2]>>
<</if>>
<</if>>
<</widget>><<widget "SpellsCheckSelf">>
<<set _id = _args[0]>>
<<set _SpellsCheckSelf = false>>
<<set _SpellsCheckSelfTaught = undefined>>
<<for _i = 0; _i < $PlayerCharacter.spells.length; _i++>>
<<if $PlayerCharacter.spells[_i].id is _id>>
<<set _SpellsCheckSelf = true>>
<<set _SpellsCheckSelfTaught = $PlayerCharacter.spells[_i].teacher>>
<<break>>
<</if>>
<</for>>
<</widget>>
<<widget "SpellsCheckNPC">>
<<set _npcId = _args[0]>>
<<set _spellId = _args[1]>>
<<set _SpellsCheckNPC = false>>
/* Prefer delta list, then base list */
<<set _list = []>>
<<if $NPCDelta and $NPCDelta[_npcId]>>
<<set _list = $NPCDelta[_npcId].spells ?? $NPCDelta[_npcId].Spells ?? []>>
<<elseif setup.NPC and setup.NPC[_npcId]>>
<<set _list = setup.NPC[_npcId].spells ?? setup.NPC[_npcId].Spells ?? []>>
<</if>>
<<for _i = 0; _i < _list.length; _i++>>
<<if _list[_i] is _spellId or _list[_i].id is _spellId or _list[_i].ref is _spellId>>
<<set _SpellsCheckNPC = true>><<break>>
<</if>>
<</for>>
<</widget>>
<<widget "AmuletChargeCheck">>
<<set _AmuletChargeCheck to false>>
/* Check to see if the Amulet charge is 0. If gt 0, set _AmuletChargeCheck to true */
<<if $ItemState.amulet.charge gt 0>>
<<set _AmuletChargeCheck to true>>
<</if>>
<</widget>>
<<widget "AmuletRemoveCharge">>
/* Remove a charge from the amulet, but put a floor of 0 */
<<set $ItemState.amulet.charge to Math.max($ItemState.amulet.charge - 1, 0)>>
<</widget>>
<<widget "CastCharm">>
<<set _NPC1 = _args[0]>>
<<set _PCTarget = false>>
<<if def _args[1]>>
<<set _PCTarget = true>>
<</if>>
/* Default outcome */
<<set _CharmSpell = false>>
/* Get NPC magic (delta/base), treat missing as 0 */
<<NPCDeltaCheck _NPC1 "magic">>
<<set _NPCMagic = (typeof _NPCDeltaCheck !== "undefined") ? _NPCDeltaCheck : 0>>
/* If targeting PC: succeed when PC magic is lower than NPC magic */
<<if _PCTarget is true>>
<<if $PlayerCharacter.magic lt _NPCMagic>>
<<set _CharmSpell = true>>
<</if>>
/* Else targeting NPC: succeed when PC magic >= NPC magic, and set charmed */
<<else>>
<<if $PlayerCharacter.magic gte _NPCMagic>>
<<set _CharmSpell = true>>
<<set $NPCDelta[_NPC1] = $NPCDelta[_NPC1] ?? {}>>
<<set $NPCDelta[_NPC1].charmed = true>>
<</if>>
<</if>>
<</widget>>
<<widget "NPCMagicLevel">>
<<set _NPC = _args[0]>>
<<NPCDeltaCheck _NPC "magic">>
<<set _NPCMagicLevel = (typeof _NPCDeltaCheck !== "undefined") ? Number(_NPCDeltaCheck) : 0>>
<</widget>>
<<widget "SpellBattle">>
<<set _NPC = _args[0]>>
<<NPCDeltaCheck _NPC "magic">>
<<set _NPCMagic = (typeof _NPCDeltaCheck !== "undefined") ? _NPCDeltaCheck : 0>>
<<if $PlayerCharacter.magic gte _NPCMagic>>
<<set _SpellBattleWon to true>>
<<else>>
<<set _SpellBattleWon to false>>
<</if>>
<</widget>>
<<widget "CharmedCheck">>
<<set _NPC = _args[0]>>
<<NPCDeltaCheck _NPC "charmed">>
<<if _NPCDeltaCheck is true>>
<<set _Charmed to true>>
<<else>>
<<set _Charmed to false>>
<</if>>
<</widget>>
<<widget "SpellLearn">>
<<set _id = _args[0]>>
<<set _teacher = _args[1]>>
<<SpellsCheckSelf _id>>
<<if _SpellsCheckSelf is false and setup.Spells[_id]>>
<<set $PlayerCharacter.spells.push({ id: _id, teacher: _teacher })>>
<<set $SpellLearned to true>>
<<if _args[2] isnot "NoMagic">><<Magic 1>><</if>>
<</if>>
<</widget>>
<<widget "ForgetSpell">>
<<set _id = _args[0]>>
<<set _teacher = _args.length gt 1 ? _args[1] : null>>
<<set _ForgetSpell = false>>
<<set _idx = $PlayerCharacter.spells.findIndex(s => s.id === _id && (_teacher === null || s.teacher === _teacher))>>
<<if _idx gt -1>>
<<run $PlayerCharacter.spells.splice(_idx, 1)>>
<<if _args[2] isnot "NoMagic" and $PlayerCharacter.magic gt 0>><<Magic -1>><</if>>
<<set _ForgetSpell = true>>
<<set $SpellForget to true>>
<</if>>
<</widget>>
<<widget "NPCLearnSpell">>
<<set _npcId = _args[0]>>
<<set _spellId = _args[1]>>
<<set _NPCLearnSpell = false>>
<<if setup.Spells and setup.Spells[_spellId]>>
<<if setup.NPC and setup.NPC[_npcId]>>
<<SpellsCheckNPC _npcId _spellId>>
<<if _SpellsCheckNPC is false>>
<<set $NPCDelta[_npcId] = $NPCDelta[_npcId] ?? {}>>
<<set $NPCDelta[_npcId].spells = $NPCDelta[_npcId].spells ?? []>>
<<set $NPCDelta[_npcId].spells.push({ id: _spellId, teacher: "Self" })>>
<<NPCDeltaCheck _npcId "magic">>
<<set _npcMagic = (typeof _NPCDeltaCheck !== "undefined") ? Number(_NPCDeltaCheck) : 0>>
<<set $NPCDelta[_npcId].magic = _npcMagic + 1>>
<<set _NPCLearnSpell = true>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "SpellTeacherGet">>
<<set _id = _args[0]>>
<<set _SpellTeacherGet = undefined>>
<<for _i = 0; _i < $PlayerCharacter.spells.length; _i++>>
<<if $PlayerCharacter.spells[_i].id is _id>>
<<set _SpellTeacherGet = $PlayerCharacter.spells[_i].teacher>><<break>>
<</if>>
<</for>>
<</widget>>
<<widget "TeachSpellNPC">>
<<set _npcId = _args[0]>>
<<set _spellId = _args[1]>>
<<set _TeachSpellNPC = false>>
/* Spell must exist */
<<if setup.Spells and setup.Spells[_spellId]>>
/* NPC must exist */
<<if setup.NPC and setup.NPC[_npcId]>>
/* Must not already know it */
<<SpellsCheckNPC _npcId _spellId>>
<<if _SpellsCheckNPC is false>>
/* Ensure delta containers */
<<set $NPCDelta[_npcId] = $NPCDelta[_npcId] ?? {}>>
<<set $NPCDelta[_npcId].spells = $NPCDelta[_npcId].spells ?? []>>
/* Add spell with teacher */
<<set $NPCDelta[_npcId].spells.push({ id: _spellId, teacher: "PC" })>>
/* Increase magic affinity by 1 (delta/base fallback) */
<<NPCDeltaCheck _npcId "magic">>
<<set _npcMagic = (typeof _NPCDeltaCheck !== "undefined") ? Number(_NPCDeltaCheck) : 0>>
<<set $NPCDelta[_npcId].magic = _npcMagic + 1>>
<<set _TeachSpellNPC = true>>
<</if>>
<</if>>
<</if>>
<</widget>>
/* Seed an NPC's delta spell list from their base setup list if the delta doesn't exist yet. SpellsCheckNPC reads the delta list INSTEAD of base once it exists, and RemoveSpellNPC creates it EMPTY - so call this BEFORE removing individual spells from an NPC whose delta hasn't been touched, or every other spell they own is silently lost. */
<<widget "EnsureNPCSpells">>
<<set _npcId = _args[0]>>
<<set $NPCDelta[_npcId] = $NPCDelta[_npcId] ?? {}>>
<<if $NPCDelta[_npcId].spells is undefined>>
<<set $NPCDelta[_npcId].spells = clone(setup.NPC[_npcId].spells ?? [])>>
<</if>>
<</widget>>
<<widget "RemoveSpellNPC">>
<<set _npcId = _args[0]>>
<<set _spellId = _args[1]>>
<<set _RemoveSpellNPC = false>>
/* Ensure delta container exists */
<<set $NPCDelta[_npcId] = $NPCDelta[_npcId] ?? {}>>
<<set $NPCDelta[_npcId].spells = $NPCDelta[_npcId].spells ?? []>>
<<if _spellId is "All">>
<<if $NPCDelta[_npcId].spells.length gt 0>>
<<set $NPCDelta[_npcId].spells = []>>
<<set _RemoveSpellNPC = true>>
<</if>>
<<else>>
/* Remove first matching entry */
<<set _list = $NPCDelta[_npcId].spells>>
<<for _i = 0; _i < _list.length; _i++>>
<<if _list[_i] is _spellId or _list[_i].id is _spellId or _list[_i].ref is _spellId>>
<<set _list.splice(_i, 1)>>
<<set _RemoveSpellNPC = true>>
<<break>>
<</if>>
<</for>>
<</if>>
<</widget>>
<<widget "SetNPCMagic">>
<<set _npcId = _args[0]>>
<<set _value = Number(_args[1])>>
<<set _mode = _args.length > 2 ? _args[2] : "set">>
<<set $NPCDelta = $NPCDelta ?? {}>>
<<set $NPCDelta[_npcId] = $NPCDelta[_npcId] ?? {}>>
/* Get current magic */
<<set _current = 0>>
<<if $NPCDelta[_npcId].magic isnot undefined>>
<<set _current = $NPCDelta[_npcId].magic>>
<<elseif setup.NPC and setup.NPC[_npcId] and setup.NPC[_npcId].magic isnot undefined>>
<<set _current = setup.NPC[_npcId].magic>>
<</if>>
/* Apply operation */
<<switch _mode>>
<<case "add">>
<<set $NPCDelta[_npcId].magic = _current + _value>>
<<case "subtract">>
<<set $NPCDelta[_npcId].magic = _current - _value>>
<<default>>
<<set $NPCDelta[_npcId].magic = _value>>
<</switch>>
/* If magic level changed, allow re-identification */
<<if $SpellIdentified and $SpellIdentified[_npcId] and $NPCDelta[_npcId].magic isnot _current>>
<<set delete $SpellIdentified[_npcId]>>
<</if>>
<</widget>>
<<widget "AlreadyIdentified">>
<<set _AlreadyIdentified to false>>
<<if $SpellIdentified and $SpellIdentified[_args[0]]>>
<<set _AlreadyIdentified to true>>
<</if>>
<</widget>>
<<widget "SpellIdentified">>
<<if not $SpellIdentified>><<set $SpellIdentified to {}>><</if>>
<<if not $SpellIdentified[_args[0]]>>
<<set $SpellIdentified[_args[0]] to true>>
<</if>>
<</widget>>
<<widget "CastIdentify">>
<<set $IdentifyTarget to _args[0]>>
<<set $SpellIdentifyRootLocation to _args[1]>>
<<set $SpellIdentifyRootDescription to "Return to " + _args[2]>>
/* Check if target has a protective amulet - a nullified amulet (Quest23 complete) no longer blocks Identify.
Macro args do NOT evaluate parenthesised expressions - compute into a temp first. */
<<set _identifyAmuletItem to $IdentifyTarget + "Amulet">>
<<InventoryCheckNPC $IdentifyTarget _identifyAmuletItem>><<Flag "AmuletsNullified">>
<<if _InventoryCheckNPC is true and _FlagReturn is false>>
<<set $SpellIdentify to "Protected">>
/* Check if Emily has her magic bracelet */
<<elseif $IdentifyTarget is "Emily">>
<<InventoryCheckNPC "Emily" "EmilysMagicBracelet">>
<<if _InventoryCheckNPC is true>>
<<set $SpellIdentify to "EmilysMagicBracelet">>
<<else>>
<<set $SpellIdentify to undefined>>
<</if>>
/* Charli routes to her bespoke reading - the compulsion magic centred on her gut */
<<elseif $IdentifyTarget is "Charli">>
<<set $SpellIdentify to "Charli">>
<<else>>
<<NPCDeltaCheck $IdentifyTarget "magic">>
<<set _NPCMagic = (typeof _NPCDeltaCheck !== "undefined") ? _NPCDeltaCheck : 0>>
<<if _NPCMagic gt 0>>
<<set $SpellIdentify to _NPCMagic>>
<<else>>
<<set $SpellIdentify to undefined>>
<</if>>
<</if>>
<</widget>>
<<widget "CastIdentifyResolve">>
<<set $IdentifyTarget to undefined>>
<<set $SpellIdentifyRootLocation to undefined>>
<<set $SpellIdentifyRootDescription to undefined>>
<<set $SpellIdentify to undefined>>
<</widget>><<widget "StatDeltaAdd">>
<<set _key = _args[0]>>
<<set _val = Number(_args[1])>>
<<if not $StatDelta>><<set $StatDelta = {}>><</if>>
<<if $StatDelta[_key] is undefined>><<set $StatDelta[_key] = 0>><</if>>
<<set $StatDelta[_key] += _val>>
<</widget>>
<<widget "StatValue">>
<<set _stat = _args[0]>>
<<GetStat _stat>>
<<set _value = _GetStat>>
/* per-stat special cases */
<<if _stat is "intelligence">>
<<CompulsionCheck "Ditzy">>
<<if _CompulsionCheck is true>>
<<set _value = Math.clamp(Math.ceil(_value - 5), 0, 100)>>
<</if>>
<</if>>
<<set _StatValue = _value>>
<</widget>>
<<widget "GetStat">>
<<set _stat = _args[0]>>
/* Base value with safety (force numeric) */
<<set _base = (def $PlayerCharacter and def $PlayerCharacter[_stat]) ? Number($PlayerCharacter[_stat]) : 0>>
/* Delta from StatDelta with safety (force numeric) */
<<set _delta = (def $StatDelta and def $StatDelta[_stat]) ? Number($StatDelta[_stat]) : 0>>
/* Default modifier */
<<set _mod = 1>>
<<set _modKey = _stat + "Modifier">>
<<if def $current and def $current[_modKey]>>
<<set _mod = Number($current[_modKey])>>
<</if>>
/* Permanent offset (save-safe: defaults to 0 if not set) */
<<set _permKey = _stat + "Perm">>
<<set _perm = (def $PlayerCharacter and def $PlayerCharacter[_permKey]) ? Number($PlayerCharacter[_permKey]) : 0>>
/* Default calc (most stats) */
<<set _value = Math.ceil(Math.clamp((_base * _mod) + _delta + _perm, 0, 100))>>
/* Per-stat special cases */
<<if _stat is "greedy">>
<<GreedyBuffs>>
<<set _value = Math.ceil(Math.clamp(_base + _delta + _perm + Number(_GreedyBuffs), 0, 100))>>
<<elseif _stat is "feminine">>
<<FeminityBuffs>>
<<set _value = Math.ceil(Math.clamp(_base + _delta + _perm + Number(_FeminityBuffs), 0, 100))>>
<<elseif _stat is "assertive">>
<<set _assertiveSkill = (def $PlayerCharacter.skills and def $PlayerCharacter.skills.assertive) ? Number($PlayerCharacter.skills.assertive) : 0>>
<<set _value = Math.ceil(Math.clamp((_base * _mod) + _delta + _perm + _assertiveSkill, 0, 100))>>
<<elseif _stat is "workPerformance" or _stat is "cashflow">>
/* Typically not modified by form */
<<set _value = Math.ceil(Math.clamp(_base + _delta, 0, 100))>>
<</if>>
<<set _GetStat = _value>>
<</widget>>
<<widget "GetNPCStat">>
<<set _npc = _args[0]>>
<<set _stat = _args[1]>>
/* Base from setup */
<<set _base = 0>>
<<if setup.NPC and setup.NPC[_npc] and def setup.NPC[_npc][_stat]>>
<<set _base = Number(setup.NPC[_npc][_stat])>>
<</if>>
/* Persistent NPC delta */
<<if $NPCDelta and $NPCDelta[_npc] and def $NPCDelta[_npc][_stat]>>
<<set _base = Number($NPCDelta[_npc][_stat])>>
<</if>>
/* Daily delta (Emily only) */
<<set _delta = 0>>
<<if _npc is "Emily" and def $StatDelta and def $StatDelta.Emily and def $StatDelta.Emily[_stat]>>
<<set _delta = Number($StatDelta.Emily[_stat])>>
<</if>>
/* Final value */
<<set _GetNPCStat = Math.ceil(Math.clamp(_base + _delta, 0, 100))>>
<</widget>>
<<widget "SiblingBond">>
<<set _amt = Number(_args[0])>>
<<set $PlayerCharacter.siblingBond = Math.clamp($PlayerCharacter.siblingBond + _amt, 0, 100)>>
<<if _amt gte 0>>
<<set $SiblingBondIncrease = "Positive">>
<<else>>
<<set $SiblingBondIncrease = "Negative">>
<</if>>
<</widget>>
<<widget "SiblingBondCheck">>
<<set _SiblingBondCheck to $PlayerCharacter.siblingBondState>>
<</widget>>
<<widget "EmilyCorruption">>
<<set _amt = Number(_args[0])>>
<<set $StatDelta = $StatDelta ?? {}>>
<<set $StatDelta.Emily = $StatDelta.Emily ?? {}>>
<<set $StatDelta.Emily.corruption = Number($StatDelta.Emily.corruption ?? 0) + _amt>>
<<set $EmilyCorruptionIncrease = (_amt gte 0) ? "Positive" : "Negative">>
<</widget>>
<<widget "Magic">>
<<set $PlayerCharacter.magic += Number(_args[0])>>
<<if _args[0] gte 0>>
<<set $MagicIncrease to "Positive">>
<<else>>
<<set $MagicIncrease to "Negative">>
<</if>>
<</widget>>
<<widget "Vice">>
<<set _viceAmt to Number(_args[0])>>
<<set $PlayerCharacter.vice += _viceAmt>>
<<if _viceAmt gte 0>>
<<set $ViceIncrease to "Positive">>
/* Vice powers the worn bracelet (ruled 2026-08-17) - BraceletCharge is a safe no-op when none is worn. Do NOT also call a charge widget on links that grant Vice. */
<<if _viceAmt gt 0>><<BraceletCharge _viceAmt>><</if>>
<<else>>
<<set $ViceIncrease to "Negative">>
<</if>>
<</widget>>
<<widget "Feminity">>
<<set _amt = Number(_args[0]) * Number($PlayerCharacter.corruptionModifier)>>
<<StatDeltaAdd "feminine" _amt>>
<<set $FeminityIncrease = (Number(_args[0]) gte 0) ? "Positive" : "Negative">>
<</widget>>
<<widget "Greedy">>
<<set _amt = Number(_args[0]) * Number($PlayerCharacter.corruptionModifier)>>
<<StatDeltaAdd "greedy" _amt>>
<<set $GreedyIncrease = (Number(_args[0]) gte 0) ? "Positive" : "Negative">>
<</widget>>
<<widget "Assertive">>
<<set _amt = Number(_args[0]) * Number($PlayerCharacter.corruptionModifier)>>
<<StatDeltaAdd "assertive" _amt>>
<<set $AssertIncrease = (Number(_args[0]) gte 0) ? "Positive" : "Negative">>
<</widget>>
<<widget "Orientation">>
<<set _amt = Number(_args[0]) * Number($PlayerCharacter.corruptionModifier)>>
<<StatDeltaAdd "orientation" _amt>>
<<set $OrientationIncrease = (Number(_args[0]) gte 0) ? "Positive" : "Negative">>
<</widget>>
<<widget "Intelligence">>
<<set _amt = Number(_args[0]) * Number($PlayerCharacter.corruptionModifier)>>
<<StatDeltaAdd "intelligence" _amt>>
<<set $IntIncrease = (Number(_args[0]) gte 0) ? "Positive" : "Negative">>
<</widget>>
<<widget "Physique">>
<<set _amt = Number(_args[0]) * Number($PlayerCharacter.corruptionModifier)>>
<<StatDeltaAdd "physique" _amt>>
<<set $PhysiqueIncrease = (Number(_args[0]) gte 0) ? "Positive" : "Negative">>
<</widget>>
<<widget "Memories">>
<<NewMemoriesActive>>
<<if _NewMemoriesActive is true>>
<<CompulsionCheck "Any">>
<<if _CompulsionCheck is true>>
<<set _prevMemState to $memoriesStateCurrent>>
<<set _memAmount to Number(_args[0])>>
<<IncrementPCState "newMemories" _memAmount>>
<<MemoriesSet>>
<<if $memoriesStateCurrent lt _prevMemState>>
<<set $MemoriesIncrease to "PositiveReady">>
<<else>>
<<set $MemoriesIncrease to "Positive">>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "StatPerm">>
<<set _stat = _args[0]>>
<<set _amt = Number(_args[1])>>
<<set _permKey = _stat + "Perm">>
<<AddPCState _permKey 0>>
<<IncrementPCState _permKey _amt>>
<</widget>>
<<widget "AssertiveCheck">>
<<StatValue "assertive">>
<<set _currentAssertive = _StatValue>>
<</widget>>
<<widget "GreedyCheck">>
<<StatValue "greedy">>
<<set _currentGreedy = _StatValue>>
<</widget>>
<<widget "OrientationCheck">>
<<StatValue "orientation">>
<<set _currentOrientation = _StatValue>>
<</widget>>
<<widget "PhysiqueCheck">>
<<StatValue "physique">>
<<set _currentPhysique = _StatValue>>
<</widget>>
<<widget "FeminityCheck">>
<<StatValue "feminine">>
<<set _currentFeminity = _StatValue>>
<</widget>>
<<widget "IntelligenceCheck">>
<<StatValue "intelligence">>
<<set _currentIntelligence = _StatValue>>
<</widget>>
<<widget "StatCheckFeminity">>
<<GetStat "feminine">>
<<set _currentFeminity = _GetStat>>
<<if _args[0] is "gt">>
<<if _currentFeminity gte _args[1]>>
<<set _StatCheckFeminity to true>>
<<set _StatFeminityProbability to "[Femininity > " + _args[1] + " ]">>
<<else>>
<<set _StatCheckFeminity to false>>
<<set _StatFeminityProbability to "[Femininity " + _currentFeminity + " / " + _args[1] + " ]">>
<</if>>
<<elseif _args[0] is "lt">>
<<if _currentFeminity lte _args[1]>>
<<set _StatCheckFeminity to true>>
<<set _StatFeminityProbability to "[Femininity < " + _args[1] + " ]">>
<<else>>
<<set _StatCheckFeminity to false>>
<<set _StatFeminityProbability to "[Femininity " + _currentFeminity + " \\ " + _args[1] + " ]">>
<</if>>
<</if>>
<</widget>>
<<widget "StatCheckAssertive">>
<<GetStat "assertive">>
<<set _currentAssertive = _GetStat>>
<<if _args[0] is "gt">>
<<if _currentAssertive gte _args[1]>>
<<set _StatCheckAssertive to true>>
<<set _StatAssertiveProbability to "[Assertive > " + _args[1] + " ]">>
<<else>>
<<set _StatCheckAssertive to false>>
<<set _StatAssertiveProbability to "[Assertive " + _currentAssertive + " / " + _args[1] + " ]">>
<</if>>
<<elseif _args[0] is "lt">>
<<if _currentAssertive lte _args[1]>>
<<set _StatCheckAssertive to true>>
<<set _StatAssertiveProbability to "[Assertive < " + _args[1] + " ]">>
<<else>>
<<set _StatCheckAssertive to false>>
<<set _StatAssertiveProbability to "[Assertive " + _currentAssertive + " \\ " + _args[1] + " ]">>
<</if>>
<</if>>
<</widget>>
<<widget "StatCheckIntelligence">>
<<GetStat "intelligence">>
<<set _currentIntelligence = _GetStat>>
<<if _args[0] is "gt">>
<<if _currentIntelligence gte _args[1]>>
<<set _StatCheckIntelligence to true>>
<<set _StatIntelligenceProbability to "[Intelligence > " + _args[1] + " ]">>
<<else>>
<<set _StatCheckIntelligence to false>>
<<set _StatIntelligenceProbability to "[Intelligence " + _currentIntelligence + " / " + _args[1] + " ]">>
<</if>>
<<elseif _args[0] is "lt">>
<<if _currentIntelligence lte _args[1]>>
<<set _StatCheckIntelligence to true>>
<<set _StatIntelligenceProbability to "[Intelligence < " + _args[1] + " ]">>
<<else>>
<<set _StatCheckIntelligence to false>>
<<set _StatIntelligenceProbability to "[Intelligence " + _currentIntelligence + " \\ " + _args[1] + " ]">>
<</if>>
<</if>>
<</widget>>
<<widget "StatCheckOrientation">>
<<GetStat "orientation">>
<<set _currentOrientation = _GetStat>>
/* Optional 3rd arg "flirt": a genuine flirt/seduction attempt - the flirt skill applies TOWARD PASSING (added on gt, subtracted on lt) and the widget prints the [Flirt] marker inline, OUTSIDE the link that follows (compulsion-label position, no hover underline). Untagged checks read pure orientation. */
<<if _args[2] is "flirt">>
<<set _flirt = (def $PlayerCharacter.skills and def $PlayerCharacter.skills.flirt) ? Number($PlayerCharacter.skills.flirt) : 0>>
<<if _args[0] is "gt">>
<<set _currentOrientation = Math.clamp(_currentOrientation + _flirt, 0, 100)>>
<<elseif _args[0] is "lt">>
<<set _currentOrientation = Math.clamp(_currentOrientation - _flirt, 0, 100)>>
<</if>>
<span class="flirt">[Flirt]</span> \
<</if>>
<<if _args[0] is "gt">>
<<if _currentOrientation gte _args[1]>>
<<set _StatCheckOrientation to true>>
<<set _StatOrientationProbability to "[Orientation > " + _args[1] + " ]">>
<<else>>
<<set _StatCheckOrientation to false>>
<<set _StatOrientationProbability to "[Orientation " + _currentOrientation + " / " + _args[1] + " ]">>
<</if>>
<<elseif _args[0] is "lt">>
<<if _currentOrientation lte _args[1]>>
<<set _StatCheckOrientation to true>>
<<set _StatOrientationProbability to "[Orientation < " + _args[1] + " ]">>
<<else>>
<<set _StatCheckOrientation to false>>
<<set _StatOrientationProbability to "[Orientation " + _currentOrientation + " \\ " + _args[1] + " ]">>
<</if>>
<</if>>
<</widget>>
<<widget "StatCheckGreedy">>
/* Pull the resolved greedy stat */
<<GetStat "greedy">>
<<set _currentGreedy = _GetStat>>
<<if _args[0] is "gt">>
<<if _currentGreedy gte _args[1]>>
<<set _StatCheckGreedy to true>>
<<set _StatGreedyProbability to "[Greedy > " + _args[1] + " ]">>
<<else>>
<<set _StatCheckGreedy to false>>
<<set _StatGreedyProbability to "[Greedy " + _currentGreedy + " / " + _args[1] + " ]">>
<</if>>
<<elseif _args[0] is "lt">>
<<if _currentGreedy lte _args[1]>>
<<set _StatCheckGreedy to true>>
<<set _StatGreedyProbability to "[Greedy < " + _args[1] + " ]">>
<<else>>
<<set _StatCheckGreedy to false>>
<<set _StatGreedyProbability to "[Greedy " + _currentGreedy + " \\ " + _args[1] + " ]">>
<</if>>
<</if>>
<</widget>>
<<widget "StatCheckPhysique">>
<<GetStat "physique">>
<<set _currentPhysique = _GetStat>>
<<if _args[0] is "gt">>
<<if _currentPhysique gte _args[1]>>
<<set _StatCheckPhysique to true>>
<<set _StatPhysiqueProbability to "[Physique > " + _args[1] + " ]">>
<<else>>
<<set _StatCheckPhysique to false>>
<<set _StatPhysiqueProbability to "[Physique " + _currentPhysique + " / " + _args[1] + " ]">>
<</if>>
<<elseif _args[0] is "lt">>
<<if _currentPhysique lte _args[1]>>
<<set _StatCheckPhysique to true>>
<<set _StatPhysiqueProbability to "[Physique < " + _args[1] + " ]">>
<<else>>
<<set _StatCheckPhysique to false>>
<<set _StatPhysiqueProbability to "[Physique " + _currentPhysique + " \\ " + _args[1] + " ]">>
<</if>>
<</if>>
<</widget>>
/* Buffs */
<<widget "BuffCheckSelf">>
<<set _id = _args[0]>>
<<set _BuffCheckSelf = false>>
<<set _BuffCheckSelf = $PlayerCharacter.buffs.includes(_id)>>
<</widget>>
<<widget "LearnBuff">>
<<set _id = _args[0]>>
<<if setup.Buffs[_id]>>
<<BuffCheckSelf _id>>
<<if _BuffCheckSelf is false>>
<<set $PlayerCharacter.buffs.push(_id)>>
<<set $BuffLearned = true>>
<<else>>
<<set $BuffLearned = false>>
<</if>>
<<else>>
<<set $BuffLearned = false>>
<</if>>
<</widget>>
<<widget "FeminityBuffs">>
<<set _total = 0>>
<<for _i = 0; _i < $PlayerCharacter.buffs.length; _i++>>
<<set _id = $PlayerCharacter.buffs[_i]>>
<<set _buff = setup.Buffs[_id]>>
<<if _buff and _buff.feminity isnot undefined>>
<<set _total += _buff.feminity>>
<</if>>
<</for>>
<<set _FeminityBuffs = _total>>
<</widget>>
<<widget "GreedyBuffs">>
<<set _total = 0>>
<<for _i = 0; _i < $PlayerCharacter.buffs.length; _i++>>
<<set _id = $PlayerCharacter.buffs[_i]>>
<<set _buff = setup.Buffs[_id]>>
<<if _buff and _buff.greedy isnot undefined>>
<<set _total += _buff.greedy>>
<</if>>
<</for>>
<<set _GreedyBuffs = _total>>
<</widget>>
<<widget "FeminityReset">>
/* Ensure StatDelta exists */
<<if not $StatDelta>><<set $StatDelta = {}>><</if>>
<<set $StatDelta.feminine = 0>>
<<set $PlayerCharacter.feminine to 0>>
<</widget>>
<<widget "OrientationReset">>
<<if not $StatDelta>><<set $StatDelta = {}>><</if>>
<<set $StatDelta.orientation = 0>>
<<set $PlayerCharacter.orientation to 0>>
<</widget>>
<<widget "AssertiveReset">>
<<if not $StatDelta>><<set $StatDelta = {}>><</if>>
<<set $StatDelta.assertive = 0>>
<<set $PlayerCharacter.assertive to 50>>
<</widget>>
<<widget "IntelligenceReset">>
<<if not $StatDelta>><<set $StatDelta = {}>><</if>>
<<set $StatDelta.intelligence = 0>>
<<set $PlayerCharacter.intelligence to 50>>
<</widget>>
<<widget "WorkPerformanceReset">>
/* Clear any pending delta for work performance */
<<if $StatDelta is undefined>><<set $StatDelta = {}>><</if>>
<<set $StatDelta.workPerformance = 0>>
/* Reset base stat */
<<set $PlayerCharacter.workPerformance to 50>>
/* Cancel related events */
<<EventsCancel "ThompsonsOffice" "WorkPerformance39">>
<<EventsCancel "ThompsonsOffice" "WorkPerformance19">>
<<EventsCancel "YourHome" "WorkPerformance9">>
<</widget>>
<<widget "CashFlowDescriptor">>
<<if $CashFlowStateCurrent is 5>><<print "Money is no longer a worry. You have more than you need.">>
<<elseif $CashFlowStateCurrent is 4>><<print "You’re financially stable… for now. Bills are paid and there’s breathing room.">>
<<elseif $CashFlowStateCurrent is 3>><<print "Things are holding steady, but you can’t afford to relax.">>
<<elseif $CashFlowStateCurrent is 2>><<print "The cracks are starting to show. You’ll need more income soon.">>
<<elseif $CashFlowStateCurrent is 1>><<print "You’re running on fumes. One wrong step, and it will all fall apart.">>
<<elseif $CashFlowStateCurrent is 0>><<print "You're out of cash.">>
<</if>>
<</widget>>
<<widget "EmilyGrades">>
<<set _amt = Number(_args[0])>>
<<set $StatDelta = $StatDelta ?? {}>>
<<set $StatDelta.Emily = $StatDelta.Emily ?? {}>>
<<if $StatDelta.Emily.grades is undefined>><<set $StatDelta.Emily.grades = 0>><</if>>
<<if _amt gte 0>>
<<set $StatDelta.Emily.grades += _amt>>
<<set $GradesIncrease to "Positive">>
<<else>>
<<if $PlayerCharacter.cheerleader is false>><<set $StatDelta.Emily.grades += _amt>><</if>>
<<set $GradesIncrease to "Negative">>
<</if>>
<</widget>>
<<widget "WorkPerformance">>
<<GetPCState "job">>
<<if _job isnot "Fired">>
<<StatDeltaAdd "workPerformance" _args[0]>>
<<set $WorkIncrease = (_args[0] gte 0) ? "Positive" : "Negative">>
<</if>>
<</widget>>
<<widget "WorkPerformanceCheck">>
<<set _WorkPerformanceCheck to Number($PlayerCharacter.workPerformance ?? 0)>>
<</widget>>
<<widget "CashFlow">>
<<GetPCState "job">>
<<if _job is "Fired">>
<<StatDeltaAdd "cashflow" _args[0]>>
<<set $CashIncrease = (_args[0] gte 0) ? "Positive" : "Negative">>
<</if>>
<</widget>><<widget "TimeChange">>
<<if $periodCurrent is 4>>
<<set $ItemState.amulet.charge to 3>>
<<set $periodCurrent to 0>>
<<set $dayCurrent += 1>>
<<set $absoluteDay += 1>>
<<if $dayCurrent gte 7>><<set $dayCurrent to 0>><</if>>
<<set $current.drunk to 0>>
<<set $ScheduleTemp to {}>>
<<else>>
<<set $periodCurrent += 1>>
<<set $ItemState.amulet.charge += 1>>
<<set $current.drunk = (Number($current.drunk ?? 0)) - 1>>
<<if $current.drunk lt 0>><<set $current.drunk to 0>><</if>>
<</if>>
/* Drugs wear off with the period. Outside the branches so it clears on a day rollover too. */
<<SetPCState "drugged" false>>
/* Now apply effects for the NEW time state */
<<ApplyTimeAdvanceEffects>>
<<set $PeriodWorkedThompsons to undefined>>
<</widget>>
/* Prints "morning" or "afternoon" for spoken greetings in scenes that run in both timetable slots (classroom lessons). Non-afternoon periods default to "morning". */
<<widget "GreetingTime">><<if setup.period[$periodCurrent] is "Afternoon">>afternoon<<else>>morning<</if>><</widget>>
<<widget "ApplyTimeAdvanceEffects">>
<<Weekend>>
/* Only Lunch/Evening */
<<set _isLunchOrEvening = ["Lunch","Evening"].includes(setup.period[$periodCurrent])>>
<<if _Weekend is false and _isLunchOrEvening>>
/* --- Emily grades decrease: only if you're Jake or Dennis --- */
<<if ["Jake","Dennis"].includes($current.avatar) and $PlayerCharacter.cheerGradesExempt isnot true>><<EmilyGrades -1>><</if>>
/* --- Thompson work performance logic --- */
<<GetPCState "job">>
<<set _isFired = (_job is "Fired")>>
<<set _isSecretaryActive = (_job is "Secretary" or _job is "LunchtimeReceptionCover")>>
<<CheckNPCForm "Jennifer">>
<<Flag "AnnieWorkingDay">>
<<GetNPCState "Emily" "Transform">>
<<if _NPCForm is "PC">> /* If Jennifer is in the PC form */
<<if _isFired is false>>
<<WorkPerformance 1>>
<</if>>
<<elseif _Transform is "PC">> /* Emily covering via ring */
<<if _isFired is false>>
<<WorkPerformance 1>>
<</if>>
<<elseif _FlagReturn is false>> /* If PC is not working as Annie */
<<if _isFired is false>>
<<DailyVariableCheck"DayOffBeforeReceptionist">>
/* No ambient penalty during the scripted prologue days - flag set at prologue start, cleared at its final sleep */
<<Flag "PrologueActive">>
<<if _DailyVariableCheck is false and $PeriodWorkedThompsons isnot true and _FlagReturn is false>>
<<WorkPerformance -1>>
<</if>>
<</if>>
<</if>>
<</if>>
/* Emily's ring copy expires when the clock lands on Evening. Runs independently of the work chain above (a Jennifer-in-PC-form day shadows that branch) and of the weekday guard (poker night sets the state on a Friday evening). */
<<if setup.period[$periodCurrent] is "Evening">>
<<GetNPCState "Emily" "Transform">>
<<if _Transform is "PC">>
<<SetNPCState "Emily" "Transform" undefined>>
<</if>>
<</if>>
<</widget>>
<<widget "Evening">>
<<if setup.period[$periodCurrent] is "Evening" or setup.period[$periodCurrent] is "Night">>
<<set _Evening to true>>
<<else>>
<<set _Evening to false>>
<</if>>
<</widget>>
<<widget "Weekend">>
<<if $dayCurrent is 5 or $dayCurrent is 6>>
<<set _Weekend to true>>
<<else>>
<<set _Weekend to false>>
<</if>>
<</widget>>
<<widget "AbsoluteDayReturn">>
<<set _AbsoluteDayReturn to $absoluteDay>>
<</widget>>
<<widget "TimerEvent">>
<<set _name to _args[0]>>
<<set _days to _args[1]>>
<<set _timerDay to $dayCurrent + _days>>
<<set $timers[_name] = { endDay: $absoluteDay + _days }>>
<</widget>>
<<widget "TimerEventReady">>
<<set _name to _args[0]>>
<<if $timers[_name] is undefined>>
<<set _TimerEventReady to false>>
<<elseif $absoluteDay gte $timers[_name].endDay>>
<<set _TimerEventReady to true>>
<<else>>
<<set _TimerEventReady to false>>
<</if>>
<</widget>>
<<widget "TimerEventActive">>
<<set _name = _args[0]>>
<<if $timers[_name] is undefined>>
<<set _TimerEventActive to false>>
<<else>>
<<set _TimerEventActive to true>>
<</if>>
<</widget>>
<<widget "TimerEventClear">>
<<set _name = _args[0]>>
<<if $timers[_name] isnot undefined>>
<<run delete $timers[_name]>>
<</if>>
<</widget>>
/* Sleeping */
<<widget "SleepRoutine">>
<<set $SleepLocation to _args[0]>>
<<SleepPart1EmilyCashflow>>
<<TodaysChanges "sleep">>
<<SleepPart2StatsReconcile>>
<<NewMemoriesActive>><<if _NewMemoriesActive is true>><<MemoriesSet>><</if>>
<br>
<<ActionsHeader>>
<<link "You dream as you sleep..." "DreamsIndex">>
<<set $nextDream to undefined>>
<<SleepPart3EventsPCChanges>>
<</link>><br>
<</widget>>
<<widget "SleepPart1EmilyCashflow">>
<<Weekend>>
<<if _Weekend is false>>
<<if $AttendedSchool is true>>
<<set $AttendedSchool to false>>
<<else>>
<<EndofDayEmilyCorruption>>
<</if>>
<<else>>
<<EndofDayEmilyCorruption>>
<</if>>
<<EndofDayCashFlow>>
<</widget>>
<<widget "EndofDayEmilyCorruption">>
<<EmilyCorruptionCheck>>
/* Ensure delta containers exist */
<<set $StatDelta = $StatDelta ?? {}>>
<<set $StatDelta.Emily = $StatDelta.Emily ?? {}>>
<<if $StatDelta.Emily.corruption is undefined>><<set $StatDelta.Emily.corruption = 0>><</if>>
<<if $StatDelta.Emily.grades is undefined>><<set $StatDelta.Emily.grades = 0>><</if>>
<<if $StatDelta.workPerformance is undefined>><<set $StatDelta.workPerformance = 0>><</if>>
/* Pull current day deltas (in case other events already modified them) */
<<set _dEmilyCorr = Number($StatDelta.Emily.corruption)>>
<<set _dEmilyGrades = Number($StatDelta.Emily.grades)>>
<<set _dWork = Number($StatDelta.workPerformance)>>
/* Grades are per-lesson (ruled 2026-08-25): each cursed lesson Emily sits through costs 1 grade
(and 1 corruption); each fully-nullified lesson earns 1 grade (she participates properly).
The old flat -2 weekday baseline is retired - a fully cursed day still nets -2 via the two
daily lessons, a fully cleansed one gains +2. No notification flags fire here: this widget
accumulates temps and writes $StatDelta once; the player only sees the nightly summary. */
/* Day-specific corruption/grades logic */
<<if setup.days[$dayCurrent] is "Monday">>
<<if $MathsWard is undefined or $MathsWard is "NulifiedSelf">><<set _dEmilyCorr += 1>><<if $PlayerCharacter.cheerGradesExempt isnot true>><<set _dEmilyGrades -= 1>><</if>><<elseif $MathsWard is "NulifiedAll">><<set _dEmilyGrades += 1>><</if>>
<<if $KitchenWard is undefined or $KitchenWard is "NulifiedSelf">><<set _dEmilyCorr += $CafeteriaCorruption>><</if>>
<<if $GymWard is undefined or $GymWard is "NulifiedSelf">>
<<InventoryCheckSelf "ExclusionNote">>
<<if _InventoryCheckSelf is false>><<set _dEmilyCorr += 1>><<if $PlayerCharacter.cheerGradesExempt isnot true>><<set _dEmilyGrades -= 1>><</if>><</if>>
<<elseif $GymWard is "NulifiedAll">>
<<InventoryCheckSelf "ExclusionNote">>
<<if _InventoryCheckSelf is false>><<set _dEmilyGrades += 1>><</if>>
<</if>>
<<elseif setup.days[$dayCurrent] is "Tuesday">>
<<if $GeographyWard is undefined or $GeographyWard is "NulifiedSelf">><<set _dEmilyCorr += 1>><<if $PlayerCharacter.cheerGradesExempt isnot true>><<set _dEmilyGrades -= 1>><</if>><<elseif $GeographyWard is "NulifiedAll">><<set _dEmilyGrades += 1>><</if>>
<<Flag "StitchLunchtimeLessons">>
<<if _FlagReturn is true>>
<<if _EmilyCorruptionCheck is false>>
<<if $PlayerCharacter.cheerGradesExempt isnot true>><<set _dEmilyGrades -= 1>><</if>>
<<set _dEmilyCorr += 1>>
<<else>>
<<set _dEmilyGrades += 1>>
<</if>>
<<else>>
<<if $KitchenWard is undefined or $KitchenWard is "NulifiedSelf">><<set _dEmilyCorr += $CafeteriaCorruption>><</if>>
<</if>>
<<if $BiologyWard is undefined or $BiologyWard is "NulifiedSelf">><<set _dEmilyCorr += 1>><<if $PlayerCharacter.cheerGradesExempt isnot true>><<set _dEmilyGrades -= 1>><</if>><<elseif $BiologyWard is "NulifiedAll">><<set _dEmilyGrades += 1>><</if>>
<<elseif setup.days[$dayCurrent] is "Wednesday">>
<<if $MathsWard is undefined or $MathsWard is "NulifiedSelf">><<set _dEmilyCorr += 1>><<if $PlayerCharacter.cheerGradesExempt isnot true>><<set _dEmilyGrades -= 1>><</if>><<elseif $MathsWard is "NulifiedAll">><<set _dEmilyGrades += 1>><</if>>
<<if $KitchenWard is undefined or $KitchenWard is "NulifiedSelf">><<set _dEmilyCorr += $CafeteriaCorruption>><</if>>
<<if $BusinessStudiesWard is undefined or $BusinessStudiesWard is "NulifiedSelf">><<set _dEmilyCorr += 1>><<if $PlayerCharacter.cheerGradesExempt isnot true>><<set _dEmilyGrades -= 1>><</if>><<elseif $BusinessStudiesWard is "NulifiedAll">><<set _dEmilyGrades += 1>><</if>>
<<elseif setup.days[$dayCurrent] is "Thursday">>
<<if $BiologyWard is undefined or $BiologyWard is "NulifiedSelf">><<set _dEmilyCorr += 1>><<if $PlayerCharacter.cheerGradesExempt isnot true>><<set _dEmilyGrades -= 1>><</if>><<elseif $BiologyWard is "NulifiedAll">><<set _dEmilyGrades += 1>><</if>>
<<if $KitchenWard is undefined or $KitchenWard is "NulifiedSelf">><<set _dEmilyCorr += $CafeteriaCorruption>><</if>>
<<if $GeographyWard is undefined or $GeographyWard is "NulifiedSelf">><<set _dEmilyCorr += 1>><<if $PlayerCharacter.cheerGradesExempt isnot true>><<set _dEmilyGrades -= 1>><</if>><<elseif $GeographyWard is "NulifiedAll">><<set _dEmilyGrades += 1>><</if>>
<<elseif setup.days[$dayCurrent] is "Friday">>
<<if $BusinessStudiesWard is undefined or $BusinessStudiesWard is "NulifiedSelf">><<set _dEmilyCorr += 1>><<if $PlayerCharacter.cheerGradesExempt isnot true>><<set _dEmilyGrades -= 1>><</if>><<elseif $BusinessStudiesWard is "NulifiedAll">><<set _dEmilyGrades += 1>><</if>>
<<if $KitchenWard is undefined or $KitchenWard is "NulifiedSelf">><<set _dEmilyCorr += $CafeteriaCorruption>><</if>>
<<Flag "EmilyInternshipAccepted">>
<<if _FlagReturn is true>>
<<if _EmilyCorruptionCheck is false>>
<<set _dEmilyGrades += 1>>
<<set _dWork -= 1>>
<<else>>
<<if $PlayerCharacter.cheerGradesExempt isnot true>><<set _dEmilyGrades -= 1>><</if>>
<<set _dWork += 1>>
<</if>>
<<else>>
<<if $GymWard is undefined or $GymWard is "NulifiedSelf">>
<<InventoryCheckSelf "ExclusionNote">>
<<if _InventoryCheckSelf is false>><<set _dEmilyCorr += 1>><<if $PlayerCharacter.cheerGradesExempt isnot true>><<set _dEmilyGrades -= 1>><</if>><</if>>
<<elseif $GymWard is "NulifiedAll">>
<<InventoryCheckSelf "ExclusionNote">>
<<if _InventoryCheckSelf is false>><<set _dEmilyGrades += 1>><</if>>
<</if>>
<</if>>
<<elseif setup.days[$dayCurrent] is "Saturday">>
<<Flag "EmilyMaidJobAutomated">>
<<if _FlagReturn is true>>
<<set _dEmilyCorr += 1>>
<</if>>
<<elseif setup.days[$dayCurrent] is "Sunday">>
<<Flag "EmilyMaidJobAutomated">>
<<if _FlagReturn is true>>
<<set _dEmilyCorr += 1>>
<</if>>
<</if>>
/* Jennifer switch day effect */
<<Flag "JenniferSwitchDay">><<DailyVariableCheck "JenniferSwitchCookedDinner">>
<<if _FlagReturn and _DailyVariableCheck is false>>
<<set _dEmilyGrades += 3>>
<<set _dEmilyCorr -= 3>>
<<set $PlayerCharacter.siblingBond = Math.clamp($PlayerCharacter.siblingBond + 1, 0, 100)>>
<</if>>
/* Apply Emily corruption modifier */
<<GetNPCCorruptionModifier "Emily">>
<<set _dEmilyCorr = Math.ceil(_dEmilyCorr * _GetNPCCorruptionModifier)>>
/* Write deltas back (StatDelta only) */
<<set $StatDelta.Emily.corruption = _dEmilyCorr>>
<<set $StatDelta.Emily.grades = _dEmilyGrades>>
<<set $StatDelta.workPerformance = _dWork>>
<</widget>>
<<widget "EndofDayCashFlow">>
<<GetPCState "job">>
<<if _job is "Fired">>
/* baseline daily change (new model) */
<<StatDeltaAdd "cashflow" -2>>
/* weekend bonus */
<<if setup.days[$dayCurrent] is "Saturday" or setup.days[$dayCurrent] is "Sunday">>
<<Flag "EmilyMaidJobAutomated">>
<<if _FlagReturn is true>>
<<CashFlow 1>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "TodaysChanges">>
/* Mode: "sleep" (full block) or default (stats only) */
<<set _mode = (def _args[0]) ? _args[0] : "stats">>
/* Helper: read delta with fallback to legacy globals */
<<set _dAssert = (def $StatDelta.assertive) ? $StatDelta.assertive : (def $AssertGenericDay ? $AssertGenericDay : 0)>>
<<set _dGreedy = (def $StatDelta.greedy) ? $StatDelta.greedy : (def $GreedyGenericDay ? $GreedyGenericDay : 0)>>
<<set _dFem = (def $StatDelta.feminine) ? $StatDelta.feminine : (def $FemGenericDay ? $FemGenericDay : 0)>>
<<set _dOri = (def $StatDelta.orientation) ? $StatDelta.orientation : (def $OrientationGenericDay ? $OrientationGenericDay : 0)>>
<<set _dInt = (def $StatDelta.intelligence) ? $StatDelta.intelligence : (def $IntGenericDay ? $IntGenericDay : 0)>>
<<set _dPhy = (def $StatDelta.physique) ? $StatDelta.physique : (def $PhyGenericDay ? $PhyGenericDay : 0)>>
<<set _dWork = (def $StatDelta.workPerformance) ? $StatDelta.workPerformance : (def $WorkGenericDay ? $WorkGenericDay : 0)>>
<<set _dCash = (def $StatDelta.cashflow) ? $StatDelta.cashflow : (def $CashFlowGenericDay ? $CashFlowGenericDay : 0)>>
/* Emily deltas (new model: StatDelta.Emily.* with fallback) */
<<set _dEmilyCorr = (def $StatDelta and def $StatDelta.Emily and def $StatDelta.Emily.corruption)? Number($StatDelta.Emily.corruption): (def $EmilyGenericDay ? Number($EmilyGenericDay) : 0)>>
<<set _dEmilyGrades = (def $StatDelta and def $StatDelta.Emily and def $StatDelta.Emily.grades)? Number($StatDelta.Emily.grades): (def $EmilyGradesGenericDay ? Number($EmilyGradesGenericDay) : 0)>>
/* Full sleep block (includes work/cash + Emily lines) */
<<if _mode is "sleep">>
<h4>Today's changes</h4>
<<CheckFirst "TodaysChangesFirst">>
<<GetPCState "job">>
<<if _job is "Fired">>
<b>Cash Flow:</b> <<print Math.ceil(_dCash)>><br>
<<else>>
<b>Work performance:</b> <<print Math.ceil(_dWork)>>
<<if _CheckFirst is false>>
<i>Your performance suffers when you don't work mornings and afternoons on weekdays at the repair shop</i>
<</if>><br>
<</if>>
<b>Emily corruption:</b> <<print Math.ceil(_dEmilyCorr)>>
<<if _CheckFirst is false>>
<i>Emily becomes corrupted if you don't take her place at school.</i>
<</if>><br>
<b>Emily's grades:</b> <<print Math.ceil(_dEmilyGrades)>>
<<if _CheckFirst is false>>
<i>Emily is struggling every day. You have to help to keep her grades up.</i>
<</if>><br>
<b>Femininity:</b> <<print Math.ceil(_dFem)>><br>
<b>Greediness:</b> <<print Math.ceil(_dGreedy)>><br>
<b>Assertiveness:</b> <<print Math.ceil(_dAssert)>><br>
<b>Orientation:</b> <<print Math.ceil(_dOri)>><br>
<b>Physique:</b> <<print Math.ceil(_dPhy)>><br>
<b>Intelligence:</b> <<print Math.ceil(_dInt)>><br>
<<else>>
<b>Today's changes</b><br>
<b>Femininity:</b> <<print Math.ceil(_dFem)>><br>
<b>Greediness:</b> <<print Math.ceil(_dGreedy)>><br>
<b>Assertiveness:</b> <<print Math.ceil(_dAssert)>><br>
<b>Orientation:</b> <<print Math.ceil(_dOri)>><br>
<b>Physique:</b> <<print Math.ceil(_dPhy)>><br>
<b>Intelligence:</b> <<print Math.ceil(_dInt)>><br>
<b>Emily's grades:</b> <<print Math.ceil(_dEmilyGrades)>><br>
<b>Work performance:</b> <<print Math.ceil(_dWork)>><br>
<</if>>
<<AddFirst "TodaysChangesFirst">>
<</widget>>
<<widget "SleepPart2StatsReconcile">>
<<if $YourFirstDay is true>><<set $YourFirstDay to undefined>><</if>>
/* Safety: ensure StatDelta exists */
<<if not $StatDelta>>
<<set $StatDelta = {
assertive: 0,
greedy: 0,
intelligence: 0,
physique: 0,
orientation: 0,
feminine: 0,
cashflow: 0,
workPerformance: 0,
Emily: { corruption: 0, grades: 0 }
}>>
<</if>>
/* Apply PC deltas to base stats */
/* cashflow & workPerformance clamped inline because they are bounded stats */
<<set $PlayerCharacter.cashflow = Math.clamp($PlayerCharacter.cashflow + ($StatDelta.cashflow || 0), 0, 100)>>
<<set $PlayerCharacter.workPerformance = Math.clamp($PlayerCharacter.workPerformance + ($StatDelta.workPerformance || 0), 0, 100)>>
<<set $PlayerCharacter.feminine = ($PlayerCharacter.feminine || 0) + ($StatDelta.feminine || 0)>>
<<set $PlayerCharacter.greedy = ($PlayerCharacter.greedy || 0) + ($StatDelta.greedy || 0)>>
<<set $PlayerCharacter.assertive = ($PlayerCharacter.assertive || 0) + ($StatDelta.assertive || 0)>>
<<set $PlayerCharacter.orientation = ($PlayerCharacter.orientation || 0) + ($StatDelta.orientation || 0)>>
<<set $PlayerCharacter.intelligence = ($PlayerCharacter.intelligence || 0) + Math.round($StatDelta.intelligence || 0)>>
<<set $PlayerCharacter.physique = ($PlayerCharacter.physique || 0) + ($StatDelta.physique || 0)>>
/* Clamp where you actually enforce 0-100 */
<<set $PlayerCharacter.feminine = Math.clamp($PlayerCharacter.feminine, 0, 100)>>
<<set $PlayerCharacter.greedy = Math.clamp($PlayerCharacter.greedy, 0, 100)>>
<<set $PlayerCharacter.assertive = Math.clamp($PlayerCharacter.assertive, 0, 100)>>
<<set $PlayerCharacter.orientation = Math.clamp($PlayerCharacter.orientation, 0, 100)>>
<<set $PlayerCharacter.intelligence = Math.clamp($PlayerCharacter.intelligence, 0, 100)>>
<<set $PlayerCharacter.physique = Math.clamp($PlayerCharacter.physique, 0, 100)>>
/* Update Emily (stored in NPCDelta) */
<<set $NPCDelta = $NPCDelta ?? {}>>
<<set $NPCDelta["Emily"] = $NPCDelta["Emily"] ?? {}>>
/* Safety: ensure StatDelta.Emily exists */
<<set $StatDelta = $StatDelta ?? {}>>
<<set $StatDelta.Emily = $StatDelta.Emily ?? {}>>
<<if $StatDelta.Emily.corruption is undefined>><<set $StatDelta.Emily.corruption = 0>><</if>>
<<if $StatDelta.Emily.grades is undefined>><<set $StatDelta.Emily.grades = 0>><</if>>
/* Commit grades */
<<NPCDeltaCheck "Emily" "grades">>
<<set _baseGrades = (typeof _NPCDeltaCheck !== "undefined") ? Number(_NPCDeltaCheck) : 0>>
<<set _dGrades = Number($StatDelta.Emily.grades)>>
<<set $NPCDelta["Emily"].grades = Math.clamp(_baseGrades + _dGrades, 0, 100)>>
/* Commit corruption */
<<NPCDeltaCheck "Emily" "corruption">>
<<set _baseCorr = (typeof _NPCDeltaCheck !== "undefined") ? Number(_NPCDeltaCheck) : 0>>
<<set _dCorr = Number($StatDelta.Emily.corruption)>>
<<set $NPCDelta["Emily"].corruption = Math.clamp(_baseCorr + _dCorr, 0, 100)>>
/* Reset StatDelta after applying */
<<set $StatDelta.assertive = 0>>
<<set $StatDelta.greedy = 0>>
<<set $StatDelta.intelligence = 0>>
<<set $StatDelta.physique = 0>>
<<set $StatDelta.orientation = 0>>
<<set $StatDelta.feminine = 0>>
<<set $StatDelta.cashflow = 0>>
<<set $StatDelta.workPerformance = 0>>
<<set $StatDelta.Emily.corruption = 0>>
<<set $StatDelta.Emily.grades = 0>>
/* Refresh derived/current sheet */
<<UpdateStateStages>>
<</widget>>
<<widget "SleepPart3EventsPCChanges">>
/* 11a: Tandi bracelet nightly decay + leech. Runs AFTER SleepPart2 has applied and
cleared $StatDelta, so the leech Feminity lands in the fresh delta (visible via
GetStat immediately, folded into base at the next reconcile). Leech fires only when
sleeping on an already-empty bracelet and sets charge to 1 (D7). */
<<set $TempTandiBraceletLeech to undefined>>
<<ActiveBracelet>>
<<if _ActiveBracelet isnot undefined>>
<<BraceletChargeCheck>>
<<if _BraceletChargeCheck gte 1>>
<<BraceletCharge -1>>
<<else>>
<<Feminity 3>>
<<BraceletCharge 1>>
/* Suppress the gained-charge banner - the leech morning is narrated by TandiBraceletProse, the banner would flatten the beat */
<<set $BraceletChargeChange to undefined>>
/* Quest39 stage 3 is the leech-discovery beat for EITHER band (ruled 2026-08-21, supersedes D-A): Tandi wearers reach it through the active questline; a first Marjorie-bracelet leech starts the quest directly at the discovery stage (0-first - QuestTracker ignores a stage jump on a quest with no record). The journal only renders the current stage, so the Tandi-offer stages never display for her. */
<<QuestStatus "Quest39">><<QuestState "Quest39">>
<<if _QuestStatus is "active" and _QuestState lt 3>>
<<QuestTracker "Quest39" 3>>
<<elseif _ActiveBracelet is "Marjorie" and _QuestStatus is "unknown">>
<<QuestTracker "Quest39" 0>><<QuestTracker "Quest39" 3>>
<</if>>
<<set $TempTandiBraceletLeech to true>>
<</if>>
<</if>>
/* Quest23 ruling: Emily holding Tandi's bracelet means she's using it - it corrupts her nightly,
tree-charged or not. Lands in the fresh delta like the leech Feminity above. */
<<InventoryCheckNPC "Emily" "TandiBracelet">>
<<if _InventoryCheckNPC is true>>
<<EmilyCorruption 1>>
<</if>>
/* Marjorie's band on Emily (ruled 2026-08-30): corrupts her nightly like Tandi's, but grants no spells. Instead a
NON-cumulative magic bonus recomputed every night - last night's bonus is taken back, then +2 (uncorrupted) or
+4 (corrupted) is applied and remembered in $EmilyMarjorieBraceletBonus. Band gone -> bonus withdrawn once. */
<<InventoryCheckNPC "Emily" "MarjorieBracelet">>
<<set $EmilyMarjorieBraceletBonus to Number($EmilyMarjorieBraceletBonus ?? 0)>>
<<if _InventoryCheckNPC is true>>
<<EmilyCorruption 1>>
<<if $EmilyMarjorieBraceletBonus gt 0>><<SetNPCMagic "Emily" $EmilyMarjorieBraceletBonus "subtract">><</if>>
<<EmilyCorruptionCheck>>
<<if _EmilyCorruptionCheck is true>><<set $EmilyMarjorieBraceletBonus to 4>><<else>><<set $EmilyMarjorieBraceletBonus to 2>><</if>>
<<SetNPCMagic "Emily" $EmilyMarjorieBraceletBonus "add">>
<<elseif $EmilyMarjorieBraceletBonus gt 0>>
<<SetNPCMagic "Emily" $EmilyMarjorieBraceletBonus "subtract">>
<<set $EmilyMarjorieBraceletBonus to 0>>
<</if>>
/* 11a: Theodore potion restock - lands Sunday/Tuesday nights once PermTheodoreGettingPotions is
known, so he "has drugs" Monday/Wednesday. Add-if-absent: BraceletPotion is non-stackable. */
<<Flag "PermTheodoreGettingPotions">>
<<if _FlagReturn is true>>
<<if setup.days[$dayCurrent] is "Sunday" or setup.days[$dayCurrent] is "Tuesday">>
<<InventoryCheckNPC "Theodore" "BraceletPotion">>
<<if _InventoryCheckNPC is false>><<AddObjectNPC "Theodore" "BraceletPotion">><</if>>
<</if>>
<</if>>
/* Tandi bracelet permanently transferred today (2A) - relocate her to her caravan for good.
Runs BEFORE DailyVariableWipe (the gate reads a daily var). */
<<DailyVariableCheck "TandiBraceletGivenPerm">>
<<if _DailyVariableCheck is true>>
/* Home Morning through Evening, all week; Night stays unpinned (asleep behind a locked door) */
<<for _d to 0; _d lt 7; _d++>>
<<SetNPCLocation "Tandi" _d "0" "TandiCaravan" "perm">>
<<SetNPCLocation "Tandi" _d "1" "TandiCaravan" "perm">>
<<SetNPCLocation "Tandi" _d "2" "TandiCaravan" "perm">>
<<SetNPCLocation "Tandi" _d "3" "TandiCaravan" "perm">>
<</for>>
<</if>>
<<DailyVariableWipe>>
/* The gala dinner is a same-evening beat - never let its excuse flag survive a night (single clear site at the gala exit is missable) */
<<SetFlag "TempBusinessMeeting" false>>
<<EndofDayStateUpdates>>
<<set $EmDay to undefined>>
<<EventSeen "JennifersApartment" "JenniferSwitchFirstTime">>
<<Flag "Quest35StudySwap">><<set _Quest35StudySwapActive to _FlagReturn>>
<<Flag "Quest35DinnerSwap">><<set _Quest35DinnerSwapActive to _FlagReturn>>
<<Flag "JenniferStuckAsPC">><<set _JenniferStuckAsPC to _FlagReturn>>
<<if _EventSeen is false and _Quest35StudySwapActive is false and _Quest35DinnerSwapActive is false and _JenniferStuckAsPC is false>>
<<TransformNPC "Jennifer" "Jennifer">>
<<SetFlag "JenniferSwitchDay" false>>
<</if>>
<<Flag "JakeWarPathTags">>
<<if _FlagReturn>><<EventTrigger "SchoolCorridor" "DogTagsReactTerrence" "Morning" null "Emily" null null null false>><<SetFlag "JakeWarPathTags" false>><</if>>
<<RemoveOutfit>>
/* Refresh - the Act2Prologue link runs TransformBack in the same handler, leaving the ambient _CurrentPC stale */
<<CurrentPC>>
<<if _CurrentPC>>
<<CurrentToPlayerCharacter>>
<<elseif $current.avatar is "Emily">>
<<NPCDeltaCheck "Emily" "makeup">>
<<set $current.makeup = _NPCDeltaCheck>>
<<if $current.makeup is true>>
<<set $PlayerCharacter.skills.flirt += $PlayerCharacter.makeupStage>>
<</if>>
<<else>>
<<set $SleptTransformed to true>>
<</if>>
/* Refresh the worn form's stat mirrors and tier descriptors - Part2 folded the deltas into base, so the snapshots are stale for any sleeper */
<<GetStat "assertive">><<set $current.assertive = _GetStat>>
<<GetStat "orientation">><<set $current.orientation = _GetStat>>
<<GetStat "intelligence">><<set $current.intelligence = _GetStat>>
<<GetStat "physique">><<set $current.physique = _GetStat>>
<<GetStat "greedy">><<set $current.greedy = _GetStat>>
<<UpdateStateStages>>
<</widget>>
<<widget "EndofDayStateUpdates">>
<<NPCDeltaCheck "Emily" "corruption">>
<<set _EmilyCorruption = (typeof _NPCDeltaCheck !== "undefined") ? _NPCDeltaCheck : 0>>
<<if _EmilyCorruption gte 91>>
<<set $EmilyStateCurrent to 4>>
<<EventTrigger "YourHome" "YourHomeCorruptionEvent4" "Evening" "Emily" null null null null false>>
<<elseif _EmilyCorruption gte 81>>
<<set $EmilyStateCurrent to 3>>
<<EventTrigger "YourHome" "YourHomeCorruptionEvent3" "Evening" "Emily" null null null null false>>
<<EventTrigger "EmilysRoom" "EmilysRoomChange" null null null null null null false>>
<<elseif _EmilyCorruption gte 71>>
<<set $EmilyStateCurrent to 2>>
<<EventTrigger "YourHome" "YourHomeCorruptionEvent2" "Morning" "Emily" null null null null false>>
<<elseif _EmilyCorruption gte 61>>
<<set $EmilyStateCurrent to 1>>
<<EventTrigger "YourHome" "YourHomeCorruptionEvent1" "Morning" "Emily" null null null null false>>
<<else>>
<<set $EmilyStateCurrent to 0>>
<</if>>
<<if $PlayerCharacter.siblingBond gte 81>>
<<set $PlayerCharacter.siblingBondState to 4>>
<<EventTrigger "YourHome" "YourHomeSiblingBondActiveFor" "Evening" "Emily" null null null null false>>
<<elseif $PlayerCharacter.siblingBond gte 61>>
<<set $PlayerCharacter.siblingBondState to 3>>
<<EventTrigger "YourHome" "YourHomeSiblingBondReactiveFor" "Evening" "Emily" null null null null false>>
<<elseif $PlayerCharacter.siblingBond gte 41>>
<<set $PlayerCharacter.siblingBondState to 2>>
<<elseif $PlayerCharacter.siblingBond gte 21>>
<<set $PlayerCharacter.siblingBondState to 1>>
<<EventTrigger "YourRoom" "YourHomeSiblingBondReactiveAgainst" "Morning" null "Emily" null null null false>>
<<else>>
<<set $PlayerCharacter.siblingBondState to 0>>
<<EventTrigger "YourHome" "YourHomeSiblingBondActiveAgainst" "Evening" "Emily" null null null null false>>
<</if>>
<<NPCDeltaCheck "Emily" "grades">>
<<set _EmilyGrades = (typeof _NPCDeltaCheck !== "undefined") ? _NPCDeltaCheck : 0>>
<<if _EmilyGrades gte 81>>
<<set $EmilyGrade to "A+">>
<<EventTrigger "YourHome" "YourHomeGradesAplus" "Morning" null "PC" null null null false>>
<<elseif _EmilyGrades gte 71>>
<<set $EmilyGrade to "A">>
<<EventTrigger "YourHome" "YourHomeGradesA" "Morning" null "PC" null null null false>>
<<elseif _EmilyGrades gte 61>>
<<set $EmilyGrade to "B">>
<<EventTrigger "YourHome" "YourHomeGradesB" "Morning" null null null null null false>>
<<elseif _EmilyGrades gte 41>>
<<set $EmilyGrade to "C">>
<<elseif _EmilyGrades gte 21>>
<<set $EmilyGrade to "D">>
<<EventTrigger "YourHome" "YourHomeGradesD" "Morning" null null null null null false>>
<<elseif _EmilyGrades gte 11>>
<<set $EmilyGrade to "E">>
<<EventTrigger "YourHome" "YourHomeGradesE" "Morning" null "PC" null null null false>>
<<else>>
<<set $EmilyGrade to "F">>
<<Flag "CasualMode">>
<<if _FlagReturn is false>><<EventTrigger "YourRoom" "YourRoomGradesF" "Morning" null null null null null false>><</if>>
<</if>>
<<set _priorCanonicalFemale to $PlayerCharacter.female>>
<<if $PlayerCharacter.feminine gte 71>>
<<set $PlayerCharacter.female to true>>
<<set $PlayerCharacter.stateCurrent = 6>>
<<elseif $PlayerCharacter.feminine gte 61>>
<<set $PlayerCharacter.female to true>>
<<set $PlayerCharacter.stateCurrent = 5>>
<<elseif $PlayerCharacter.feminine gte 51>>
<<set $PlayerCharacter.female to true>>
<<set $PlayerCharacter.stateCurrent = 4>>
<<elseif $PlayerCharacter.feminine gte 41>>
<<set $PlayerCharacter.female to false>>
<<set $PlayerCharacter.stateCurrent = 3>>
<<elseif $PlayerCharacter.feminine gte 31>>
<<set $PlayerCharacter.female to false>>
<<set $PlayerCharacter.stateCurrent = 2>>
<<elseif $PlayerCharacter.feminine gte 21>>
<<set $PlayerCharacter.female to false>>
<<set $PlayerCharacter.stateCurrent = 1>>
<<else>>
<<set $PlayerCharacter.female to false>>
<<set $PlayerCharacter.stateCurrent = 0>>
<</if>>
/* Gender-crossing reconciliation hooks (foundation 2026-08-07). Fire ONLY on a night the
canonical $PlayerCharacter.female flag flips. The passages live in Bespoke/GenderChanges.twee;
entries must be re-entrant (a campaign can cross more than once) and are added one ruled,
quest-specific case at a time (event cancels, state patches). Runs inside the sleep sequence
before any morning passage renders, so EventsCancel entries land in time. */
<<if _priorCanonicalFemale is false and $PlayerCharacter.female is true>>
<<include "MaleToFemaleChanges">>
<<elseif _priorCanonicalFemale is true and $PlayerCharacter.female is false>>
<<include "FemaleToMaleChanges">>
<</if>>
<<if $current.assertive gte 71>>
<<elseif $current.assertive gte 61>>
<<elseif $current.assertive gte 51>>
<<elseif $current.assertive gte 41>>
<<elseif $current.assertive gte 31>>
<<elseif $current.assertive gte 21>>
<<else>>
<</if>>
<<if $current.greedy gte 71>>
<<elseif $current.greedy gte 61>>
<<elseif $current.greedy gte 51>>
<<elseif $current.greedy gte 41>>
<<elseif $current.greedy gte 31>>
<<elseif $current.greedy gte 21>>
<<else>>
<</if>>
<<if $current.physique gte 71>>
<<elseif $current.physique gte 61>>
<<elseif $current.physique gte 51>>
<<elseif $current.physique gte 41>>
<<elseif $current.physique gte 31>>
<<elseif $current.physique gte 21>>
<<else>>
<</if>>
<<if $current.orientation gte 61>>
<<elseif $current.orientation gte 51>>
<<EventTrigger "SchoolCorridor" "SchoolCorridorOriStage5" "Morning" null null null null null false>>
<<elseif $current.orientation gte 41>>
<<elseif $current.orientation gte 31>>
<<EventTrigger "McTafeysBar" "McTafeysBarOriStage3" "Evening" null null null null null false>>
<<elseif $current.orientation gte 21>>
<<elseif $current.orientation gte 11>>
<<EventTrigger "TownCentre" "TownCentreOriStage1" "Lunch" null null null null null false>>
<<else>>
<</if>>
<<if $current.intelligence gte 71>>
<<elseif $current.intelligence gte 61>>
<<elseif $current.intelligence gte 51>>
<<elseif $current.intelligence gte 41>>
<<elseif $current.intelligence gte 21>>
<<EventTrigger "OrchidRoad" "OrchidRoadIntStage3" "Afternoon" null null null null null false>>
<<elseif $current.intelligence gte 11>>
<<EventTrigger "Library" "LibraryIntStage2" "Lunch" null null null null null false>>
<<else>>
<<EventTrigger "SchoolCafeteria" "SchoolCafeteriaIntStage1" "Lunch" null null null null null false>>
<</if>>
<<GetPCState "job">>
<<if _job isnot "Fired">>
<<if $PlayerCharacter.workPerformance gte 79>>
<<EventTrigger "ThompsonsOffice" "WorkPerformance79" "Afternoon" null "PC" null null null false>>
<<EventTrigger "ThompsonsReception" "WorkPerformance79Secretary" "Afternoon" null "PC" null null null false>>
<<elseif $PlayerCharacter.workPerformance gte 59>>
<<EventTrigger "ThompsonsOffice" "WorkPerformance59" "Morning" "Dan" "PC" null null null false>>
<<elseif $PlayerCharacter.workPerformance gte 49>>
<<GetPCState "job">>
<<if _job is "Secretary">><<EventTrigger "ThompsonsReception" "SecretaryComplete" "Lunch" null "PC" null null null false>><</if>>
<<elseif $PlayerCharacter.workPerformance gte 39>>
<<GetPCState "job">>
<<if _job is "LunchtimeReceptionCover">><<EventTrigger "ThompsonsOffice" "LunchtimeCoverComplete" "Morning" null "PC" null null null false>><</if>>
<<elseif $PlayerCharacter.workPerformance gte 29>>
<<EventTrigger "ThompsonsOffice" "WorkPerformance39" null null "PC" null null null false>>
<<elseif $PlayerCharacter.workPerformance gte 19>>
<<GetPCState "job">>
<<if _job is "Programmer" or _job is "ProgrammerRedux">><<EventTrigger "ThompsonsOffice" "WorkPerformance19" "Morning" null "PC" null null null true>><</if>>
<<elseif $PlayerCharacter.workPerformance gte 1>>
<<GetPCState "job">>
<<if _job isnot "Secretary">><<EventTrigger "YourHome" "WorkPerformance9" "Morning" null null null null null true>><</if>>
<<elseif $PlayerCharacter.workPerformance lte 0>>
<<GetPCState "job">>
<<if _job isnot "Fired">><<EventTrigger "YourHome" "WorkPerformance0" "Morning" null null null null null true>><</if>>
<</if>>
<</if>>
<<if $PlayerCharacter.cashflow gte 81>>
<<set $CashFlowStateCurrent = 5>>
<<EventTrigger "YourHome" "CashFlow81" "Morning" null null null null null false>>
<<elseif $PlayerCharacter.cashflow gte 61>>
<<set $CashFlowStateCurrent = 4>>
<<EventTrigger "YourHome" "CashFlow61" "Morning" null "PC" null null null false>>
<<elseif $PlayerCharacter.cashflow gte 41>>
<<set $CashFlowStateCurrent = 3>>
<<elseif $PlayerCharacter.cashflow gte 31>>
<<set $CashFlowStateCurrent = 3>>
<<EventTrigger "YourHome" "CashFlow41" "Morning" null null null null null false>>
<<elseif $PlayerCharacter.cashflow gte 11>>
<<EventTrigger "YourHome" "CashFlow21" "Morning" null "PC" null null null false>>
<<set $CashFlowStateCurrent = 2>>
<<elseif $PlayerCharacter.cashflow gte 1>>
<<set $CashFlowStateCurrent = 1>>
<<elseif $PlayerCharacter.cashflow lte 0>>
<<set $CashFlowStateCurrent = 0>>
<<Flag "CasualMode">>
<<if _FlagReturn is false>><<EventTrigger "YourHome" "CashFlow0" "Morning" null null null null null false>><</if>>
<</if>>
<</widget>>
<<widget "ShadowSelfOvernight">>
<<SleepPart1EmilyCashflow>>
<<SleepPart2StatsReconcile>>
<<SleepPart3EventsPCChanges>>
<<TimeChange>>
<<SetFlag "ShadowSelfDreamMitch" false>>
<<EventTrigger "YourRoom" "ShadowSelfDream" "Morning" null null null null null false>>
<</widget>>
<<widget "MorningScheduling">>
<<if $current.avatar is "Emily">>
<<set $EmDay to "town">>
<<else>>
<<set $EmDay to "school">>
<<Flag "EmilyInternshipAccepted">>
<<if _FlagReturn is true>>
<<EventTrigger "YourHome" "EmilyReactionInternship" "Evening" "Emily" null null null null false>>
<<if setup.days[$dayCurrent] is "Friday">>
<<SetNPCLocation "Emily" $dayCurrent "2" "ThompsonsReception">>
<<EventTrigger "YourHome" "EmilyInternshipFirstDayEpilogue" "Evening" "Emily" "PC" null null null false>>
<</if>>
<</if>>
<<Flag "StitchLunchtimeLessons">>
<<if _FlagReturn is true>>
<<EventSeen "YourHome" "EmilyReactionStitchLessons">>
<<if _EventSeen is true>>
<<if setup.days[$dayCurrent] is "Tuesday">><<EventTrigger "YourHome" "StitchLunchtimeLessonsEpilogue" "Evening" "Emily" null null null null false>><</if>>
<<else>>
<<EventTrigger "YourHome" "EmilyReactionStitchLessons" "Evening" "Emily" null null null null false>>
<</if>>
<</if>>
<</if>>
<<SetNPCLocation "Emily" $dayCurrent $periodCurrent "">>
<</widget>>
<<widget "scheduleSpecialAvailable">>
<<set _location to _args[0]>>
<<set _specialEvent to _args[1]>>
/* Gated on Gladys assigning Quest29, not merely on Act 2 starting: the special lessons are the badge hunt she sets, and she can only set it after the billiards meeting. */
<<QuestStatus "Quest29">>
<<EventSeen _location _specialEvent>>
<<DailyVariableCheck "SpecialLesson">>
<<if _QuestStatus isnot "unknown" and _EventSeen is false and _DailyVariableCheck is false and $current.avatar is "Emily">>
<<set _scheduleSpecialAvailable to true>>
<<else>>
<<set _scheduleSpecialAvailable to false>>
<</if>>
<</widget>>
<<widget "schedule">>
<<if setup.period[$periodCurrent] is "Morning">>
<<if setup.days[$dayCurrent] is "Monday">><<link "Go to Maths class" "SchoolMathsRoom">><<scheduleSpecialAvailable "SchoolMathsRoom" "MathsAct2SpecialLesson">><<if _scheduleSpecialAvailable is true>><<EventTrigger "SchoolMathsRoom" "MathsAct2SpecialLesson" "Morning" "Rogers" "Emily" null null null false>><<DailyVariableAdd "SpecialLesson">><<else>><<EventTrigger "SchoolMathsRoom" "MathsClass" "Morning" "Rogers" null null null null true>><</if>><</link>><br>
<<elseif setup.days[$dayCurrent] is "Tuesday">>
<<DailyVariableCheck "SpyingOnBiology">>
<<if _DailyVariableCheck>>
<<link "Spy on the boys' biology lesson" "BiologyRoomSpying">><</link>><br>
<<else>>
<<DailyVariableCheck "AVroomHelp">>
<<if _DailyVariableCheck>>
<<link "Enter the boys’ biology class with the TV trolley" "BiologyRoomAVHelp">><</link>><br>
<<else>>
<<if $current.avatar is "Emily">><<link "Go to Geography class" "SchoolGeographyRoom">><<scheduleSpecialAvailable "SchoolGeographyRoom" "GeographyAct2SpecialLesson">><<if _scheduleSpecialAvailable is true>><<EventTrigger "SchoolGeographyRoom" "GeographyAct2SpecialLesson" "Morning" "Prichard" "Emily" null null null false>><<DailyVariableAdd "SpecialLesson">><<else>><<EventTrigger "SchoolGeographyRoom" "GeographyClass" "Morning" "Prichard" "Emily" null null null true>><</if>><</link>><br>
<<else>><<link "Go to Biology class" "SchoolBiologyRoom">><<EventTrigger "SchoolBiologyRoom" "BiologyClass" "Morning" "Harrow" null null null null true>><</link>><br>
<</if>>
<</if>>
<</if>>
<<elseif setup.days[$dayCurrent] is "Wednesday">>
<<link "Go to Maths class" "SchoolMathsRoom">><<scheduleSpecialAvailable "SchoolMathsRoom" "MathsAct2SpecialLesson">><<if _scheduleSpecialAvailable is true>><<EventTrigger "SchoolMathsRoom" "MathsAct2SpecialLesson" "Morning" "Rogers" "Emily" null null null false>><<DailyVariableAdd "SpecialLesson">><<else>><<EventTrigger "SchoolMathsRoom" "MathsClass" "Morning" "Rogers" null null null null true>><</if>><</link>><br>
<<elseif setup.days[$dayCurrent] is "Thursday">>
<<DailyVariableCheck "SpyingOnGeography">>
<<if _DailyVariableCheck>>
<<link "Spy on the boys' geography lesson" "GeographyRoomSpying">><</link>><br>
<<else>>
<<if $current.avatar is "Emily">><<link "Go to Biology class" "SchoolBiologyRoom">><<scheduleSpecialAvailable "SchoolBiologyRoom" "BiologyAct2SpecialLesson">><<if _scheduleSpecialAvailable is true>><<EventTrigger "SchoolBiologyRoom" "BiologyAct2SpecialLesson" "Morning" "Harrow" "Emily" null null null false>><<DailyVariableAdd "SpecialLesson">><<else>><<EventTrigger "SchoolBiologyRoom" "BiologyClass" "Morning" "Harrow" "Emily" null null null true>><</if>><</link>><br>
<<else>><<link "Go to Geography class" "SchoolGeographyRoom">><<EventTrigger "SchoolGeographyRoom" "GeographyClass" "Morning" "Prichard" null null null null true>><</link>><br>
<</if>>
<</if>>
<<elseif setup.days[$dayCurrent] is "Friday">>
<<link "Go to Business Studies class" "SchoolBusinessStudiesRoom">><<scheduleSpecialAvailable "SchoolBusinessStudiesRoom" "BusinessStudiesAct2SpecialLesson">><<if _scheduleSpecialAvailable is true>><<EventTrigger "SchoolBusinessStudiesRoom" "BusinessStudiesAct2SpecialLesson" "Morning" "DeBussy" "Emily" null null null false>><<DailyVariableAdd "SpecialLesson">><<else>><<EventTrigger "SchoolBusinessStudiesRoom" "BusinessStudiesClass" "Morning" "DeBussy" null null null null true>><</if>><</link>><br>
<</if>>
<<elseif setup.period[$periodCurrent] is "Lunch">>
<<Flag "StitchLunchtimeLessons">>
<<if setup.days[$dayCurrent] is "Tuesday" and _FlagReturn is true>>
<<if $current.avatar is "Emily">><<link "Attend Mr. Stitch's lunchtime lessons" "SchoolHeadmastersOffice">><<EventTrigger "SchoolHeadmastersOffice" "StitchClass" "Lunch" "Stitch" "Emily" null null null true>><</link>><br>
<<else>><s>Attend Mr. Stitch's lunchtime lessons</s> - <i>You can't attend Mr. Stitch's lunchtime lessons when you are not Emily.</i><br>
<</if>>
<</if>>
<<elseif setup.period[$periodCurrent] is "Afternoon">>
<<if setup.days[$dayCurrent] is "Tuesday">>
<<DailyVariableCheck "SpyingOnGeography">>
<<if _DailyVariableCheck>>
<<link "Spy on the boys' geography lesson" "GeographyRoomSpying">><</link>><br>
<<else>>
<<if $current.avatar is "Emily">><<link "Go to Biology class" "SchoolBiologyRoom">><<scheduleSpecialAvailable "SchoolBiologyRoom" "BiologyAct2SpecialLesson">><<if _scheduleSpecialAvailable is true>><<EventTrigger "SchoolBiologyRoom" "BiologyAct2SpecialLesson" "Afternoon" "Harrow" "Emily" null null null false>><<DailyVariableAdd "SpecialLesson">><<else>><<EventTrigger "SchoolBiologyRoom" "BiologyClass" "Afternoon" "Harrow" "Emily" null null null true>><</if>><</link>><br>
<<else>><<link "Go to Geography class" "SchoolGeographyRoom">><<EventTrigger "SchoolGeographyRoom" "GeographyClass" "Afternoon" "Prichard" null null null null true>><</link>><br>
<</if>>
<</if>>
<<elseif setup.days[$dayCurrent] is "Wednesday">>
<<link "Go to Business Studies class" "SchoolBusinessStudiesRoom">><<scheduleSpecialAvailable "SchoolBusinessStudiesRoom" "BusinessStudiesAct2SpecialLesson">><<if _scheduleSpecialAvailable is true>><<EventTrigger "SchoolBusinessStudiesRoom" "BusinessStudiesAct2SpecialLesson" "Afternoon" "DeBussy" "Emily" null null null false>><<DailyVariableAdd "SpecialLesson">><<else>><<EventTrigger "SchoolBusinessStudiesRoom" "BusinessStudiesClass" "Afternoon" "DeBussy" null null null null true>><</if>><</link>><br>
<<elseif setup.days[$dayCurrent] is "Thursday">>
<<DailyVariableCheck "SpyingOnBiology">>
<<if _DailyVariableCheck>>
<<link "Spy on the boys' biology lesson" "BiologyRoomSpying">><</link>><br>
<<else>>
<<DailyVariableCheck "AVroomHelp">>
<<if _DailyVariableCheck>>
<<link "Enter the boys’ biology class with the TV trolley" "BiologyRoomAVHelp">><</link>><br>
<<else>>
<<if $current.avatar is "Emily">><<link "Go to Geography class" "SchoolGeographyRoom">><<scheduleSpecialAvailable "SchoolGeographyRoom" "GeographyAct2SpecialLesson">><<if _scheduleSpecialAvailable is true>><<EventTrigger "SchoolGeographyRoom" "GeographyAct2SpecialLesson" "Afternoon" "Prichard" "Emily" null null null false>><<DailyVariableAdd "SpecialLesson">><<else>><<EventTrigger "SchoolGeographyRoom" "GeographyClass" "Afternoon" "Prichard" "Emily" null null null true>><</if>><</link>><br>
<<else>><<link "Go to Biology class" "SchoolBiologyRoom">><<EventTrigger "SchoolBiologyRoom" "BiologyClass" "Afternoon" "Harrow" null null null null true>><</link>><br>
<</if>>
<</if>>
<</if>>
<<elseif setup.days[$dayCurrent] is "Friday">>
<<Flag "EmilyInternshipAccepted">>
<<if _FlagReturn is true and $current.avatar is "Emily">><<link "Leave school and head to Thompson's Repairs for the internship" "SchoolCorridorInternIntro">><</link>><br><</if>>
<</if>>
<</if>>
<</widget>>
<<widget "scheduleFlavourText">>
<<if setup.period[$periodCurrent] is "Morning">>
<<if setup.days[$dayCurrent] is "Monday">>
<<if $current.avatar is "Emily">><br>You check Emily's schedule. Her first lesson of the week is Maths.<br>
<<elseif $current.avatar is "Dennis">><br>Based on what you know about Dennis' schedule, his first lesson of the week is Maths.<br>
<<elseif $current.avatar is "Jake">><br>Based on what you know about Jake's schedule, his first lesson of the week is Maths.<br>
<</if>>
<<elseif setup.days[$dayCurrent] is "Tuesday">>
<<DailyVariableCheck "SpyingOnBiology">>
<<if _DailyVariableCheck>>
<br>You step out into the corridor, strangely silent. You make the quick walk to the Biology class, bracing yourself.<br>
<<else>>
<<DailyVariableCheck "AVroomHelp">>
<<if _DailyVariableCheck>>
<br>You step out into the corridor, strangely silent. You make the quick walk to the Biology class, noting the Television stand sitting outside the door.<br>
<<else>>
<<if $current.avatar is "Emily">><br>Aware you appear to be loitering, you check your schedule in Emily's satchel and note that her first lesson today is Geography.<br>
<<elseif $current.avatar is "Dennis">><br>Aware you appear to be loitering, you brace yourself knowing that instead of Geography, Dennis' first lesson today is Biology.<br>
<<elseif $current.avatar is "Jake">><br>Aware you appear to be loitering, you brace yourself knowing that instead of Geography, Jake's first lesson today is Biology.<br>
<</if>>
<</if>>
<</if>>
<<elseif setup.days[$dayCurrent] is "Wednesday">>
<<if $current.avatar is "Emily">><br>Checking Emily's school schedule, her first lesson today is Mr. Rogers' Mathematics lesson.<br>
<<elseif $current.avatar is "Dennis">><br>Based on what you know about Dennis' schedule, his first lesson today is Mr. Rogers' Mathematics lesson.<br>
<<elseif $current.avatar is "Jake">><br>Based on what you know about Jake's schedule, his first lesson today is Mr. Rogers' Mathematics lesson.<br>
<</if>>
<<elseif setup.days[$dayCurrent] is "Thursday">>
<<DailyVariableCheck "SpyingOnGeography">>
<<if _DailyVariableCheck>>
<br>You step out into the corridor, strangely silent. You make the quick walk to the Geography class, bracing yourself.<br>
<<else>>
<<if $current.avatar is "Emily">><br>Emily's schedule notes that today's first lesson is Biology with Mr. Harrow.<br>
<<elseif $current.avatar is "Dennis">><br>You take in a deep breath, knowing that Dennis' first lesson today is Geography with Prichard.<br>
<<elseif $current.avatar is "Jake">><br>You take in a deep breath, knowing that Jake's first lesson today is Geography with Prichard.<br>
<</if>>
<</if>>
<<elseif setup.days[$dayCurrent] is "Friday">>
<<if $current.avatar is "Emily">><br>You quickly take out Emily's school schedule and see that the first lesson today is Business Studies. You note the classroom number.<br>
<<elseif $current.avatar is "Dennis">><br>Based on what you know about Dennis' schedule, his first lesson today is Business Studies.<br>
<<elseif $current.avatar is "Jake">><br>Based on what you know about Jake's schedule, his first lesson today is Business Studies.<br>
<</if>>
<</if>>
<<elseif setup.period[$periodCurrent] is "Afternoon">>
<<if setup.days[$dayCurrent] is "Monday">>
<<if $current.avatar is "Emily">><br>Looking at Emily's schedule, you need to head to the Gym. Today is her PE lesson.<br>
<<elseif $current.avatar is "Dennis">><br>Based on what you know about Dennis' schedule, you need to head to the Gym. Today is his PE lesson.<br>
<<elseif $current.avatar is "Jake">><br>Based on what you know about Jake's schedule, you need to head to the Gym. Today is his PE lesson.<br>
<</if>>
<<elseif setup.days[$dayCurrent] is "Tuesday">>
<<DailyVariableCheck "SpyingOnGeography">>
<<if _DailyVariableCheck>>
<br>You step out into the corridor, strangely silent. You make the quick walk to the Geography class, bracing yourself.<br>
<<else>>
<<if $current.avatar is "Emily">><br>Emily's schedule notes that today's next lesson is Biology with Mr. Harrow.<br>
<<elseif $current.avatar is "Dennis">><br>You take in a deep breath, knowing that Dennis' next lesson is Geography with Prichard.<br>
<<elseif $current.avatar is "Jake">><br>You take in a deep breath, knowing that Jake's next lesson is Geography with Prichard.<br>
<</if>>
<</if>>
<<elseif setup.days[$dayCurrent] is "Wednesday">>
<<if $current.avatar is "Emily">><br>Keen to look busy, you take out Emily's schedule and note down that Emily's afternoon class is Business Studies.<br>
<<elseif $current.avatar is "Dennis">><br>Based on what you know about Dennis' schedule, you know his next lesson is Business Studies.<br>
<<elseif $current.avatar is "Jake">><br>Based on what you know about Jake's schedule, you know his next lesson is Business Studies.<br>
<</if>>
<<elseif setup.days[$dayCurrent] is "Thursday">>
<<DailyVariableCheck "SpyingOnBiology">>
<<if _DailyVariableCheck>>
<br>You step out into the corridor, strangely silent. You make the quick walk to the Biology class, bracing yourself.<br>
<<else>>
<<DailyVariableCheck "AVroomHelp">>
<<if _DailyVariableCheck>>
<br>You step out into the corridor, strangely silent. You make the quick walk to the Biology class, noting the television stand sitting outside the door.<br>
<<else>>
<<if $current.avatar is "Emily">><br>The last lesson today is Geography, according to Emily's schedule.<br>
<<elseif $current.avatar is "Dennis">><br>Dennis' last lesson today will be Biology, in place of Emily's Geography lesson.<br>
<<elseif $current.avatar is "Jake">><br>Jake's last lesson today will be Biology, in place of Emily's Geography lesson.<br>
<</if>>
<</if>>
<</if>>
<<elseif setup.days[$dayCurrent] is "Friday">>
<<Flag "EmilyInternshipAccepted">>
<<if _FlagReturn is true and $current.avatar is "Emily">><br>Instead of PE, Emily's schedule now reads to attend Thompson's Repair shops in the period for the week. You should head there.<br>
<<else>>
<<if $current.avatar is "Emily">><br>According to Emily's schedule, her last lesson for the week is PE. You should head to the gym.<br>
<<elseif $current.avatar is "Dennis">><br>Based on what you know about Dennis' schedule, his last lesson for the week is PE. You should head to the gym.<br>
<<elseif $current.avatar is "Jake">><br>Based on what you know about Jake's schedule, his last lesson for the week is PE. You should head to the gym.<br>
<</if>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "scheduleGym">>
<<if setup.period[$periodCurrent] is "Afternoon">>
<<if setup.days[$dayCurrent] is "Monday">>
<<if $current.avatar is "Emily">><<link "Go and change for PE class" "SchoolChangingRoom">><<EventTrigger "SchoolChangingRoom" "PEClass" "Afternoon" null null null null null true>><<set $PEClass to true>><</link>><br>
<<else>><<link "Go and change for PE class" "SchoolChangingRoomBoys">><<EventTrigger "SchoolChangingRoomBoys" "PEClass" "Afternoon" null null null null null true>><<set $PEClass to true>><</link>><br>
<</if>>
<<InventoryCheckSelf "ExclusionNote">>
<<if _InventoryCheckSelf is true and $current.avatar is "Emily">>
<<link "Use your note to get out of gym" "SchoolGym">>
<<set $PEClass to true>>
<<set $PEExcluded to true>>
<<EventTrigger "SchoolGym" "PEClassExcluded" "Afternoon" "Beach" "Emily" null null null true>>
<</link>><br>
<</if>>
<<elseif setup.days[$dayCurrent] is "Friday">>
<<Flag "EmilyInternshipAccepted">>
<<if $current.avatar is "Emily">>
<<if _FlagReturn is false>><<link "Go and change for PE class" "SchoolChangingRoom">><<EventTrigger "SchoolChangingRoom" "PEClass" "Afternoon" null null null null null true>><<set $PEClass to true>><</link>><br><</if>>
<<else>><<link "Go and change for PE class" "SchoolChangingRoomBoys">><<EventTrigger "SchoolChangingRoomBoys" "PEClass" "Afternoon" null null null null null true>><<set $PEClass to true>><</link>><br>
<</if>>
<<InventoryCheckSelf "ExclusionNote">>
<<if _InventoryCheckSelf is true and $current.avatar is "Emily">>
<<link "Use your note to get out of gym" "SchoolGym">>
<<set $PEClass to true>>
<<set $PEExcluded to true>>
<<EventTrigger "SchoolGym" "PEClassExcluded" "Afternoon" "Beach" "Emily" null null null true>>
<</link>><br>
<</if>>
<</if>>
<</if>>
<</widget>>
/* End of Day */
<<widget "DailyVariableAdd">>
<<set _key = _args[0]>>
<<set $DailyVariables = $DailyVariables ?? {}>>
<<set $DailyVariables[_key] = true>>
<</widget>>
<<widget "DailyVariableRemove">>
<<set _key = _args[0]>>
<<set $DailyVariables = $DailyVariables ?? {}>>
<<set $DailyVariables[_key] = false>>
<</widget>>
<<widget "DailyVariableCheck">>
<<set _key = _args[0]>>
<<set _DailyVariableCheck = false>>
<<if $DailyVariables and $DailyVariables[_key] is true>>
<<set _DailyVariableCheck = true>>
<</if>>
<</widget>>
<<widget "DailyVariableWipe">>
<<set $DailyVariables = {}>>
<</widget>>
/* TimeChange */<<widget "TransformBack">>
/* Already-own-form gate (ruled 2026-08-07): TransformBack while already wearing the PC's own form is a free success - stabilises the body-level call sites (JennifersApartmentSwitch, YourRoomTransformBack) on re-render instead of flipping them to the no-charge fail prose. */
<<CurrentPC>>
<<if _CurrentPC is true>>
<<set _TransformSuccess to true>>
<<else>>
<<BodyStateEnsure>>
<<CheckNPCForm "Jennifer">>
<<Quest35SwapLockCheck>>
<<if _NPCForm is "PC" and ($current.avatar isnot "Jennifer" or _Quest35SwapLockCheck is true) and _ConsensualSwitchBack isnot true>>
/* While Jennifer occupies the PC's body (Quest35 swaps), reverting lands on her form instead - same cost and side effects as any casting; already-Jennifer callers mid-swap free-succeed staying Jennifer. Only the post-quest reciprocal switch (lock clear, already Jennifer - JennifersApartmentSwitch) falls through to the normal revert. _TransformSuccessJen reports the Jennifer landing SAME-RENDER ONLY (temps wipe on navigation) - destination passages re-derive via CheckNPCForm + $current.avatar. _TransformSuccess still reports overall success/failure as normal. */
<<Transform "Jennifer">>
<<set _TransformSuccessJen to _TransformSuccess>>
<<elseif $ItemState.amulet.charge gte 2>>
<<RemoveOutfit>>
<<RemoveMakeup>>
<<CurrentToPlayerCharacter>>
<<set $ItemState.amulet.charge to 0>>
<<set _TransformSuccess to true>>
<<set $SleptTransformed to undefined>>
<<set $YourHomeEvent to undefined>>
<<UpdateStateStages>>
<<else>>
<<set _TransformSuccess to false>>
<</if>>
<</if>>
<</widget>>
<<widget "TransformTempPC">>
<<set $TransformTargetTempAvatar to $current.avatar>>
<<CurrentOutfit>>
<<set $TransformTargetTempOutfit to _CurrentOutfit>>
<<set $TransformTargetTempMakeUp to $current.makeup>>
<<set $TransformTargetTempMakeUpStyle to $current.MakeupStyle>>
<<RemoveOutfit>>
<<RemoveMakeup>>
<<CurrentToPlayerCharacter>>
<<UpdateStateStages>>
<</widget>>
<<widget "TransformTempMale">>
/* Dream-forced glimpse of the original male self: builds $current from the tier-0 identity. Saves the entered form like TransformTempPC; TransformTempBack restores it, routing an own-form save via the PCSelf marker. */
<<CurrentPC>>
<<if _CurrentPC is true>>
<<set $TransformTargetTempAvatar to "PCSelf">>
<<else>>
<<set $TransformTargetTempAvatar to $current.avatar>>
<</if>>
<<CurrentOutfit>>
<<set $TransformTargetTempOutfit to _CurrentOutfit>>
<<set $TransformTargetTempMakeUp to $current.makeup>>
<<set $TransformTargetTempMakeUpStyle to $current.MakeupStyle>>
<<RemoveOutfit>>
<<RemoveMakeup>>
<<CurrentToPlayerCharacter>>
<<set $current.PhysicalDescription to setup.PlayerText.description[0]>>
<<set $current.female to false>>
<<set $current.avatar to $PlayerCharacter.firstName[0]>>
<<set $current.fullName to $PlayerCharacter.fullName[0]>>
<<set $current.firstName to $PlayerCharacter.firstName[0]>>
/* AvatarPlayer shows setup.femininePicture[0] (original Mitch) while this flag is up */
<<SetFlag "ShadowSelfDreamMitch">>
<<UpdateStateStages>>
<</widget>>
<<widget "TransformTempBack">>
<<set _targetNPC to $TransformTargetTempAvatar>>
<<SetFlag "ShadowSelfDreamMitch" false>>
<<set $TransformTargetTempAvatar to undefined>>
<<WearOutfit $TransformTargetTempOutfit>>
<<set $TransformTargetTempOutfit to undefined>>
<<set $current.makeup to $TransformTargetTempMakeUp>>
<<set $current.MakeupStyle to $TransformTargetTempMakeUpStyle>>
<<set $TransformTargetTempMakeUp to undefined>>
<<set $TransformTargetTempMakeUpStyle to undefined>>
<<if _targetNPC is "PCSelf">>
<<CurrentToPlayerCharacter>>
<<UpdateStateStages>>
<<else>>
<<CurrentBodyFromMask _targetNPC>>
<<if _targetNPC is "Emily">>
<<set $current.PhysicalDescription to setup.EmilyPerception[$EmilyStateCurrent]>>
<<elseif setup[_targetNPC + "Perception"] isnot undefined>>
<<set $current.PhysicalDescription to setup[_targetNPC + "Perception"]>>
<<else>>
<<NPCDeltaCheck _targetNPC "description">>
<<set $current.PhysicalDescription = _NPCDeltaCheck>>
<</if>>
<<NPCDeltaCheck _targetNPC "female">>
<<set $current.female = _NPCDeltaCheck>>
<<NPCDeltaCheck _targetNPC "name">>
<<set $current.fullName = _NPCDeltaCheck>>
<<NPCDeltaCheck _targetNPC "firstName">>
<<set $current.firstName = _NPCDeltaCheck>>
<<NPCDeltaCheck _targetNPC "hair">>
<<set $current.hair = _NPCDeltaCheck>>
<<NPCDeltaCheck _targetNPC "avatar">>
<<set $current.avatar = _NPCDeltaCheck>>
<<if $current.makeup is true>>
<<set $PlayerCharacter.skills.flirt += $PlayerCharacter.makeupStage>>
<</if>>
<<NPCDeltaCheck _targetNPC "assertiveModifier">>
<<set $current.assertiveModifier = _NPCDeltaCheck>>
<<NPCDeltaCheck _targetNPC "orientationModifier">>
<<set $current.orientationModifier = _NPCDeltaCheck>>
<<NPCDeltaCheck _targetNPC "makeup">><<if _NPCDeltaCheck is true>><<WearMakeup>><</if>>
<<NPCDeltaCheck _targetNPC "intelligenceModifier">>
<<set $current.intelligenceModifier = _NPCDeltaCheck>>
<<GetStat "assertive">><<set $current.assertive = _GetStat>>
<<GetStat "orientation">><<set $current.orientation = _GetStat>>
<<GetStat "intelligence">><<set $current.intelligence = _GetStat>>
<<GetStat "physique">><<set $current.physique = _GetStat>>
<<UpdateStateStages>>
<</if>>
<</widget>>
<<widget "TransformTempAnnie">>
<<CurrentPC>>
<<set $TransformTargetTempWasPC to _CurrentPC>>
<<set $TransformTargetTempAvatar to $current.avatar>>
<<CurrentOutfit>>
<<set $TransformTargetTempOutfit to _CurrentOutfit>>
<<set $TransformTargetTempMakeUp to $current.makeup>>
<<set $TransformTargetTempMakeUpStyle to $current.MakeupStyle>>
<<set $TransformTargetTempHair to $current.hair>>
<<RemoveOutfit>>
<<RemoveMakeup>>
<<NPCDeltaCheck "Annie" "description">>
<<set $current.PhysicalDescription = _NPCDeltaCheck>>
<<NPCDeltaCheck "Annie" "female">>
<<set $current.female = _NPCDeltaCheck>>
<<NPCDeltaCheck "Annie" "name">>
<<set $current.fullName = _NPCDeltaCheck>>
<<NPCDeltaCheck "Annie" "firstName">>
<<set $current.firstName = _NPCDeltaCheck>>
<<NPCDeltaCheck "Annie" "hair">>
<<set $current.hair = _NPCDeltaCheck>>
<<NPCDeltaCheck "Annie" "avatar">>
<<set $current.avatar = _NPCDeltaCheck>>
<<NPCDeltaCheck "Annie" "assertiveModifier">>
<<set $current.assertiveModifier = _NPCDeltaCheck>>
<<NPCDeltaCheck "Annie" "orientationModifier">>
<<set $current.orientationModifier = _NPCDeltaCheck>>
<<NPCDeltaCheck "Annie" "intelligenceModifier">>
<<set $current.intelligenceModifier = _NPCDeltaCheck>>
<<GetStat "assertive">><<set $current.assertive = _GetStat>>
<<GetStat "orientation">><<set $current.orientation = _GetStat>>
<<GetStat "intelligence">><<set $current.intelligence = _GetStat>>
<<GetStat "physique">><<set $current.physique = _GetStat>>
<<UpdateStateStages>>
<</widget>>
<<widget "TransformTempAnnieBack">>
<<if $TransformTargetTempAvatar isnot "Annie">>
<<if $TransformTargetTempWasPC is true>>
<<RemoveOutfit>>
<<RemoveMakeup>>
<<CurrentToPlayerCharacter>>
<<WearOutfit $TransformTargetTempOutfit>>
<<set $current.hair to $TransformTargetTempHair>>
<<else>>
<<set _targetNPC to $TransformTargetTempAvatar>>
<<WearOutfit $TransformTargetTempOutfit>>
<<set $current.makeup to $TransformTargetTempMakeUp>>
<<set $current.MakeupStyle to $TransformTargetTempMakeUpStyle>>
<<CurrentBodyFromMask _targetNPC>>
<<if _targetNPC is "Emily">>
<<set $current.PhysicalDescription to setup.EmilyPerception[$EmilyStateCurrent]>>
<<elseif setup[_targetNPC + "Perception"] isnot undefined>>
<<set $current.PhysicalDescription to setup[_targetNPC + "Perception"]>>
<<else>>
<<NPCDeltaCheck _targetNPC "description">>
<<set $current.PhysicalDescription = _NPCDeltaCheck>>
<</if>>
<<NPCDeltaCheck _targetNPC "female">>
<<set $current.female = _NPCDeltaCheck>>
<<NPCDeltaCheck _targetNPC "name">>
<<set $current.fullName = _NPCDeltaCheck>>
<<NPCDeltaCheck _targetNPC "firstName">>
<<set $current.firstName = _NPCDeltaCheck>>
<<NPCDeltaCheck _targetNPC "hair">>
<<set $current.hair = _NPCDeltaCheck>>
<<NPCDeltaCheck _targetNPC "avatar">>
<<set $current.avatar = _NPCDeltaCheck>>
<<if $current.makeup is true>>
<<set $PlayerCharacter.skills.flirt += $PlayerCharacter.makeupStage>>
<</if>>
<<NPCDeltaCheck _targetNPC "assertiveModifier">>
<<set $current.assertiveModifier = _NPCDeltaCheck>>
<<NPCDeltaCheck _targetNPC "orientationModifier">>
<<set $current.orientationModifier = _NPCDeltaCheck>>
<<NPCDeltaCheck _targetNPC "makeup">><<if _NPCDeltaCheck is true>><<WearMakeup>><</if>>
<<NPCDeltaCheck _targetNPC "intelligenceModifier">>
<<set $current.intelligenceModifier = _NPCDeltaCheck>>
<</if>>
<<GetStat "assertive">><<set $current.assertive = _GetStat>>
<<GetStat "orientation">><<set $current.orientation = _GetStat>>
<<GetStat "intelligence">><<set $current.intelligence = _GetStat>>
<<GetStat "physique">><<set $current.physique = _GetStat>>
<<UpdateStateStages>>
<</if>>
<<set $TransformTargetTempAvatar to undefined>>
<<set $TransformTargetTempOutfit to undefined>>
<<set $TransformTargetTempMakeUp to undefined>>
<<set $TransformTargetTempMakeUpStyle to undefined>>
<<set $TransformTargetTempHair to undefined>>
<<set $TransformTargetTempWasPC to undefined>>
<</widget>>
<<widget "TransformTempEmily">>
<<CurrentPC>>
<<set $TransformTargetTempWasPC to _CurrentPC>>
<<set $TransformTargetTempAvatar to $current.avatar>>
<<CurrentOutfit>>
<<set $TransformTargetTempOutfit to _CurrentOutfit>>
<<set $TransformTargetTempMakeUp to $current.makeup>>
<<set $TransformTargetTempMakeUpStyle to $current.MakeupStyle>>
<<set $TransformTargetTempHair to $current.hair>>
<<RemoveOutfit>>
<<RemoveMakeup>>
<<CurrentBodyFromMask "Emily">>
<<set $current.PhysicalDescription to setup.EmilyPerception[$EmilyStateCurrent]>>
<<NPCDeltaCheck "Emily" "female">>
<<set $current.female = _NPCDeltaCheck>>
<<NPCDeltaCheck "Emily" "name">>
<<set $current.fullName = _NPCDeltaCheck>>
<<NPCDeltaCheck "Emily" "firstName">>
<<set $current.firstName = _NPCDeltaCheck>>
<<NPCDeltaCheck "Emily" "hair">>
<<set $current.hair = _NPCDeltaCheck>>
<<NPCDeltaCheck "Emily" "makeup">>
<<set $current.makeup = _NPCDeltaCheck>>
<<NPCDeltaCheck "Emily" "avatar">>
<<set $current.avatar = _NPCDeltaCheck>>
<<if $current.makeup is true>>
<<set $PlayerCharacter.skills.flirt += $PlayerCharacter.makeupStage>>
<</if>>
<<NPCDeltaCheck "Emily" "assertiveModifier">>
<<set $current.assertiveModifier = _NPCDeltaCheck>>
<<NPCDeltaCheck "Emily" "orientationModifier">>
<<set $current.orientationModifier = _NPCDeltaCheck>>
<<NPCDeltaCheck "Emily" "intelligenceModifier">>
<<set $current.intelligenceModifier = _NPCDeltaCheck>>
<<GetStat "assertive">><<set $current.assertive = _GetStat>>
<<GetStat "orientation">><<set $current.orientation = _GetStat>>
<<GetStat "intelligence">><<set $current.intelligence = _GetStat>>
<<GetStat "physique">><<set $current.physique = _GetStat>>
<<UpdateStateStages>>
<</widget>>
<<widget "TransformTempEmilyBack">>
<<if $TransformTargetTempAvatar isnot "Emily">>
<<if $TransformTargetTempWasPC is true>>
<<RemoveOutfit>>
<<RemoveMakeup>>
<<CurrentToPlayerCharacter>>
<<WearOutfit $TransformTargetTempOutfit>>
<<set $current.hair to $TransformTargetTempHair>>
<<else>>
<<set _targetNPC to $TransformTargetTempAvatar>>
<<WearOutfit $TransformTargetTempOutfit>>
<<set $current.makeup to $TransformTargetTempMakeUp>>
<<set $current.MakeupStyle to $TransformTargetTempMakeUpStyle>>
<<CurrentBodyFromMask _targetNPC>>
<<if _targetNPC is "Emily">>
<<set $current.PhysicalDescription to setup.EmilyPerception[$EmilyStateCurrent]>>
<<elseif setup[_targetNPC + "Perception"] isnot undefined>>
<<set $current.PhysicalDescription to setup[_targetNPC + "Perception"]>>
<<else>>
<<NPCDeltaCheck _targetNPC "description">>
<<set $current.PhysicalDescription = _NPCDeltaCheck>>
<</if>>
<<NPCDeltaCheck _targetNPC "female">>
<<set $current.female = _NPCDeltaCheck>>
<<NPCDeltaCheck _targetNPC "name">>
<<set $current.fullName = _NPCDeltaCheck>>
<<NPCDeltaCheck _targetNPC "firstName">>
<<set $current.firstName = _NPCDeltaCheck>>
<<NPCDeltaCheck _targetNPC "hair">>
<<set $current.hair = _NPCDeltaCheck>>
<<NPCDeltaCheck _targetNPC "avatar">>
<<set $current.avatar = _NPCDeltaCheck>>
<<if $current.makeup is true>>
<<set $PlayerCharacter.skills.flirt += $PlayerCharacter.makeupStage>>
<</if>>
<<NPCDeltaCheck _targetNPC "assertiveModifier">>
<<set $current.assertiveModifier = _NPCDeltaCheck>>
<<NPCDeltaCheck _targetNPC "orientationModifier">>
<<set $current.orientationModifier = _NPCDeltaCheck>>
<<NPCDeltaCheck _targetNPC "makeup">><<if _NPCDeltaCheck is true>><<WearMakeup>><</if>>
<<NPCDeltaCheck _targetNPC "intelligenceModifier">>
<<set $current.intelligenceModifier = _NPCDeltaCheck>>
<</if>>
<<GetStat "assertive">><<set $current.assertive = _GetStat>>
<<GetStat "orientation">><<set $current.orientation = _GetStat>>
<<GetStat "intelligence">><<set $current.intelligence = _GetStat>>
<<GetStat "physique">><<set $current.physique = _GetStat>>
<<UpdateStateStages>>
<</if>>
<<set $TransformTargetTempAvatar to undefined>>
<<set $TransformTargetTempOutfit to undefined>>
<<set $TransformTargetTempMakeUp to undefined>>
<<set $TransformTargetTempMakeUpStyle to undefined>>
<<set $TransformTargetTempHair to undefined>>
<<set $TransformTargetTempWasPC to undefined>>
<</widget>>
<<widget "TransformTempClaire">>
<<CurrentPC>>
<<set $TransformTargetTempWasPC to _CurrentPC>>
<<set $TransformTargetTempAvatar to $current.avatar>>
<<CurrentOutfit>>
<<set $TransformTargetTempOutfit to _CurrentOutfit>>
<<set $TransformTargetTempMakeUp to $current.makeup>>
<<set $TransformTargetTempMakeUpStyle to $current.MakeupStyle>>
<<set $TransformTargetTempHair to $current.hair>>
<<RemoveOutfit>>
<<RemoveMakeup>>
<<NPCDeltaCheck "Claire" "description">>
<<set $current.PhysicalDescription = _NPCDeltaCheck>>
<<NPCDeltaCheck "Claire" "female">>
<<set $current.female = _NPCDeltaCheck>>
<<NPCDeltaCheck "Claire" "name">>
<<set $current.fullName = _NPCDeltaCheck>>
<<NPCDeltaCheck "Claire" "firstName">>
<<set $current.firstName = _NPCDeltaCheck>>
<<NPCDeltaCheck "Claire" "hair">>
<<set $current.hair = _NPCDeltaCheck>>
<<NPCDeltaCheck "Claire" "avatar">>
<<set $current.avatar = _NPCDeltaCheck>>
<<NPCDeltaCheck "Claire" "assertiveModifier">>
<<set $current.assertiveModifier = _NPCDeltaCheck>>
<<NPCDeltaCheck "Claire" "orientationModifier">>
<<set $current.orientationModifier = _NPCDeltaCheck>>
<<NPCDeltaCheck "Claire" "intelligenceModifier">>
<<set $current.intelligenceModifier = _NPCDeltaCheck>>
<<GetStat "assertive">><<set $current.assertive = _GetStat>>
<<GetStat "orientation">><<set $current.orientation = _GetStat>>
<<GetStat "intelligence">><<set $current.intelligence = _GetStat>>
<<GetStat "physique">><<set $current.physique = _GetStat>>
<<UpdateStateStages>>
<</widget>>
<<widget "TransformTempClaireBack">>
<<if $TransformTargetTempAvatar isnot "Claire">>
<<if $TransformTargetTempWasPC is true>>
<<RemoveOutfit>>
<<RemoveMakeup>>
<<CurrentToPlayerCharacter>>
<<WearOutfit $TransformTargetTempOutfit>>
<<set $current.hair to $TransformTargetTempHair>>
<<else>>
<<set _targetNPC to $TransformTargetTempAvatar>>
<<WearOutfit $TransformTargetTempOutfit>>
<<set $current.makeup to $TransformTargetTempMakeUp>>
<<set $current.MakeupStyle to $TransformTargetTempMakeUpStyle>>
<<CurrentBodyFromMask _targetNPC>>
<<if _targetNPC is "Emily">>
<<set $current.PhysicalDescription to setup.EmilyPerception[$EmilyStateCurrent]>>
<<elseif setup[_targetNPC + "Perception"] isnot undefined>>
<<set $current.PhysicalDescription to setup[_targetNPC + "Perception"]>>
<<else>>
<<NPCDeltaCheck _targetNPC "description">>
<<set $current.PhysicalDescription = _NPCDeltaCheck>>
<</if>>
<<NPCDeltaCheck _targetNPC "female">>
<<set $current.female = _NPCDeltaCheck>>
<<NPCDeltaCheck _targetNPC "name">>
<<set $current.fullName = _NPCDeltaCheck>>
<<NPCDeltaCheck _targetNPC "firstName">>
<<set $current.firstName = _NPCDeltaCheck>>
<<NPCDeltaCheck _targetNPC "hair">>
<<set $current.hair = _NPCDeltaCheck>>
<<NPCDeltaCheck _targetNPC "avatar">>
<<set $current.avatar = _NPCDeltaCheck>>
<<if $current.makeup is true>>
<<set $PlayerCharacter.skills.flirt += $PlayerCharacter.makeupStage>>
<</if>>
<<NPCDeltaCheck _targetNPC "assertiveModifier">>
<<set $current.assertiveModifier = _NPCDeltaCheck>>
<<NPCDeltaCheck _targetNPC "orientationModifier">>
<<set $current.orientationModifier = _NPCDeltaCheck>>
<<NPCDeltaCheck _targetNPC "makeup">><<if _NPCDeltaCheck is true>><<WearMakeup>><</if>>
<<NPCDeltaCheck _targetNPC "intelligenceModifier">>
<<set $current.intelligenceModifier = _NPCDeltaCheck>>
<</if>>
<<GetStat "assertive">><<set $current.assertive = _GetStat>>
<<GetStat "orientation">><<set $current.orientation = _GetStat>>
<<GetStat "intelligence">><<set $current.intelligence = _GetStat>>
<<GetStat "physique">><<set $current.physique = _GetStat>>
<<UpdateStateStages>>
<</if>>
<<set $TransformTargetTempAvatar to undefined>>
<<set $TransformTargetTempOutfit to undefined>>
<<set $TransformTargetTempMakeUp to undefined>>
<<set $TransformTargetTempMakeUpStyle to undefined>>
<<set $TransformTargetTempHair to undefined>>
<<set $TransformTargetTempWasPC to undefined>>
<</widget>>
<<widget "AmuletChargeOveride">>
<<set _charge to _args[0]>>
<<set $ItemState.amulet.charge to _charge>>
<</widget>>
<<widget "Transform">>
/* Already-in-form gate (ruled 2026-08-07): casting into the form already worn is a free success - no charge drain, no Feminity swing, no transformation-count bump. Compares the mask's RESOLVED avatar (NPCDeltaCheck) rather than the raw arg, so renamed masks (Devon -> Chantarelle) are caught. The site-level guards at the 19 body-cast sites remain as redundant belt-and-braces. */
/* Pre-change capture for transform-scene prose: the gender and name of the form being LEFT. Form-to-form casts mean $PlayerCharacter.female is wrong for before-state narration - branch scene anatomy on _TransformWasFemale and address the old form via _TransformWasName. */
<<set _TransformWasFemale to $current.female>>
<<set _TransformWasName to $current.firstName>>
<<NPCDeltaCheck _args[0] "avatar">>
<<if $current.avatar is _NPCDeltaCheck>>
<<set _TransformSuccess to true>>
<<else>>
<<BodyStateEnsure>>
<<if $ItemState.amulet.charge gte 2>>
<<set _targetNPC to _args[0]>>
<<RemoveOutfit>>
<<RemoveMakeup>>
<<CurrentBodyFromMask _targetNPC>>
<<if _targetNPC is "Emily">>
<<set $current.PhysicalDescription to setup.EmilyPerception[$EmilyStateCurrent]>>
<<elseif setup[_targetNPC + "Perception"] isnot undefined>>
<<set $current.PhysicalDescription to setup[_targetNPC + "Perception"]>>
<<else>>
<<NPCDeltaCheck _targetNPC "description">>
<<set $current.PhysicalDescription = _NPCDeltaCheck>>
<</if>>
<<NPCDeltaCheck _targetNPC "female">>
<<set $current.female = _NPCDeltaCheck>>
<<NPCDeltaCheck _targetNPC "name">>
<<set $current.fullName = _NPCDeltaCheck>>
<<NPCDeltaCheck _targetNPC "firstName">>
<<set $current.firstName = _NPCDeltaCheck>>
<<NPCDeltaCheck _targetNPC "hair">>
<<set $current.hair = _NPCDeltaCheck>>
<<NPCDeltaCheck _targetNPC "makeup">>
<<set $current.makeup = _NPCDeltaCheck>>
<<NPCDeltaCheck _targetNPC "avatar">>
<<set $current.avatar = _NPCDeltaCheck>>
<<if $current.makeup is true>>
<<set $PlayerCharacter.skills.flirt += $PlayerCharacter.makeupStage>>
<</if>>
<<NPCDeltaCheck _targetNPC "assertiveModifier">>
<<set $current.assertiveModifier = _NPCDeltaCheck>>
<<NPCDeltaCheck _targetNPC "orientationModifier">>
<<set $current.orientationModifier = _NPCDeltaCheck>>
<<NPCDeltaCheck _targetNPC "makeup">><<if _NPCDeltaCheck is true>><<WearMakeup>><</if>>
<<NPCDeltaCheck _targetNPC "intelligenceModifier">>
<<set $current.intelligenceModifier = _NPCDeltaCheck>>
<<set $ItemState.amulet.charge to 0>>
<<if $current.female is true>><<Feminity 1>><<else>><<Feminity -1>><</if>>
<<set _TransformSuccess to true>>
<<GetStat "assertive">><<set $current.assertive = _GetStat>>
<<GetStat "orientation">><<set $current.orientation = _GetStat>>
<<GetStat "intelligence">><<set $current.intelligence = _GetStat>>
<<GetStat "physique">><<set $current.physique = _GetStat>>
<<UpdateStateStages>>
<<if $PlayerCharacter.transformations is undefined>>
<<set $PlayerCharacter.transformations = {}>>
<</if>>
<<if $PlayerCharacter.transformations[_targetNPC] is undefined>>
<<set $PlayerCharacter.transformations[_targetNPC] = 1>>
<<else>>
<<set $PlayerCharacter.transformations[_targetNPC] += 1>>
<</if>>
<<else>>
<<set _TransformSuccess to false>>
<</if>>
<</if>>
<</widget>>
<<widget "TransformCount">>
<<set _target = _args[0]>>
<<if $PlayerCharacter.transformations is undefined>>
<<set _TransformCount = 0>>
<<elseif $PlayerCharacter.transformations[_target] is undefined>>
<<set _TransformCount = 0>>
<<else>>
<<set _TransformCount = $PlayerCharacter.transformations[_target]>>
<</if>>
<</widget>>
<<widget "AssumeForm">>
<<InventoryCheckSelf _args[0]>>
<<SpellsCheckSelf "SleepForget">>
<<if def _args[1]>>
<<if $current.avatar is _args[1]>>
<<set _AlreadyTransformed to true>>
<<else>>
<<set _AlreadyTransformed to false>>
<</if>>
<<else>>
<<set _AlreadyTransformed to false>>
<</if>>
<<if _InventoryCheckSelf is true and _SpellsCheckSelf is true and _AlreadyTransformed is false>><<set _AssumeForm to true>><</if>>
<</widget>>
<<widget "TransformrelationshipsMale">>
<<Checkrelationship "Annie" "PC">>
<<if _relationship is 2>><<ChangeNPCrelationship "Annie" "PC" 3>><</if>>
<<Checkrelationship "Jennifer" "PC">>
<<GetNPCState "Jennifer" "SplitUp">>
<<if _relationship is 2 and _SplitUp isnot true>><<ChangeNPCrelationship "Jennifer" "PC" 3>><</if>>
<<Checkrelationship "Michelle" "PC">>
<<if _relationship is 2>><<ChangeNPCrelationship "Michelle" "PC" 3>><</if>>
<<Checkrelationship "Dan" "PC">>
<<if _relationship is 3>><<ChangeNPCrelationship "Dan" "PC" 1>><</if>>
<</widget>>
<<widget "TransformrelationshipsFemale">>
<<Checkrelationship "Annie" "PC">>
<<if _relationship is 3>><<ChangeNPCrelationship "Annie" "PC" 2>><</if>>
<<Checkrelationship "Jennifer" "PC">>
<<if _relationship is 3>><<ChangeNPCrelationship "Jennifer" "PC" 2>><</if>>
<<Checkrelationship "Michelle" "PC">>
<<if _relationship is 3>><<ChangeNPCrelationship "Michelle" "PC" 2>><</if>>
<<Checkrelationship "Dan" "PC">>
<<if _relationship is 1>><<ChangeNPCrelationship "Dan" "PC" 3>><</if>>
<</widget>>
<<widget "TransformNPC">>
<<set _Target = _args[0]>>
<<set _NewForm = _args[1]>>
/* Ensure delta object exists */
<<set $NPCDelta[_Target] = $NPCDelta[_Target] ?? {}>>
/* Store the transformation state in delta */
<<set $NPCDelta[_Target].currentForm = _NewForm>>
<</widget>>
<<widget "CheckNPCForm">>
<<set _NPC = _args[0]>>
<<NPCDeltaCheck _NPC "currentForm">>
<<if _NPCDeltaCheck>>
<<set _NPCForm = _NPCDeltaCheck>>
<<else>>
<<set _NPCForm = _NPC>>
<</if>>
<</widget>>
<<widget "CurrentToPlayerCharacter">>
<<BodyStateEnsure>>
<<set $current.PhysicalDescription to setup.PlayerText.description[$PlayerCharacter.stateCurrent]>>
<<set $current.female to $PlayerCharacter.female>>
/* Mirror the PC-self five parts into $current (the ruled write-through - closes the legacy quirk where a previous form's boobs/height lingered after transform-back; safe, all legacy part-events are Emily-armed) */
<<set $current.boobs to $PlayerCharacter.boobs>>
<<set $current.height to $PlayerCharacter.height>>
<<set $current.lips to $PlayerCharacter.lips>>
<<set $current.hairTier to $PlayerCharacter.hairTier>>
<<set $current.face to $PlayerCharacter.face>>
<<set $current.makeup to $PlayerCharacter.makeup>>
<<if $current.makeup is true>>
<<set $PlayerCharacter.skills.flirt += $PlayerCharacter.makeupStage>>
<</if>>
<<set $current.avatar to $PlayerCharacter.firstName[$PlayerCharacter.stateCurrent]>>
<<set $current.fullName to $PlayerCharacter.fullName[$PlayerCharacter.stateCurrent]>>
<<set $current.firstName to $PlayerCharacter.firstName[$PlayerCharacter.stateCurrent]>>
<<set $current.assertiveModifier to $PlayerCharacter.assertiveModifier>>
<<set $current.intelligenceModifier to $PlayerCharacter.intelligenceModifier>>
<<set $current.orientationModifier to $PlayerCharacter.orientationModifier>>
<<set $current.physiqueModifier to $PlayerCharacter.physiqueModifier>>
<<GetStat "greedy">><<set $current.greedy = _GetStat>>
<<GetStat "assertive">><<set $current.assertive = _GetStat>>
<<GetStat "orientation">><<set $current.orientation = _GetStat>>
<<GetStat "intelligence">><<set $current.intelligence = _GetStat>>
<<GetStat "physique">><<set $current.physique = _GetStat>>
<</widget>>
/* Quest27 body-part system. Part keys at every layer: boobs/height/lips/hairTier/face, values 0-4. */
<<widget "CurrentBodyFromMask">>
/* Copies the named form's five body parts into $current when that form has a perception record (Emily/Andrea/Tandi); no-op for recordless forms (Heather, Charli, Annie, ...) so their legacy behaviour - $current keeps the previous form's values - is preserved bit-for-bit. Replaces the six Emily-only copy blocks in the transform pipeline. */
<<BodyStateEnsure>>
<<set _maskNPC to _args[0]>>
<<if $PlayerCharacter.perception[_maskNPC] isnot undefined>>
<<set $current.boobs to $PlayerCharacter.perception[_maskNPC].boobs>>
<<set $current.height to $PlayerCharacter.perception[_maskNPC].height>>
<<set $current.lips to $PlayerCharacter.perception[_maskNPC].lips>>
<<set $current.hairTier to $PlayerCharacter.perception[_maskNPC].hairTier>>
<<set $current.face to $PlayerCharacter.perception[_maskNPC].face>>
<</if>>
<</widget>>
<<widget "BodySelfMove">>
/* Internal shared step of the gender rule (charter §2) - used by TransformBody and HeartsFinaleTax so the two can never drift apart. Moves the PC's OWN part by n (clamp 0-4). Only a value that actually moves grants anything: female PC sees the move (reveal flag + notification); male PC's record moves invisibly and he takes a scaled Feminity tick instead. When the PC is wearing their own form, $current mirrors the move (write-through). */
<<set _sPart to _args[0]>>
<<set _sN to Number(_args[1])>>
<<set _selfOld to $PlayerCharacter[_sPart]>>
<<set _selfNew to Math.clamp(_selfOld + _sN, 0, 4)>>
<<if _selfNew isnot _selfOld>>
<<set $PlayerCharacter[_sPart] to _selfNew>>
<<CurrentPC>>
<<if _CurrentPC is true>>
<<set $current[_sPart] to _selfNew>>
<</if>>
<<set _revealFlag to "Temp" + {"height": "Height", "boobs": "Boobs", "lips": "Lips", "hairTier": "Hair", "face": "Face"}[_sPart] + "Change">>
<<SetFlag _revealFlag>>
<<if $PlayerCharacter.female is true>>
<<set $BodyPerceptionChange to {"height": "height", "boobs": "figure", "lips": "lips", "hairTier": "hair", "face": "face"}[_sPart]>>
<<else>>
<<Feminity 1>>
<</if>>
<</if>>
<</widget>>
<<widget "TransformBody">>
/* The Hearts item applier: <<TransformBody "part" n>> (n defaults 1; Drink Me passes -1). If the WORN form's value cannot move (clamp no-op) the whole action does NOTHING - no self bleed, no Feminity, no flags: "they already see themselves as this". A moving worn value writes through to $current + the worn mask's perception record, then the self moves per BodySelfMove. */
<<BodyStateEnsure>>
<<set _part to _args[0]>>
<<set _n to Number(_args[1] ?? 1)>>
<<GetCurrentAvatarKey>>
<<set _wornOld to $current[_part]>>
<<set _wornNew to Math.clamp(_wornOld + _n, 0, 4)>>
<<if _wornNew isnot _wornOld>>
<<set $current[_part] to _wornNew>>
<<if _AvatarKey isnot "PC" and $PlayerCharacter.perception[_AvatarKey] isnot undefined>>
<<set $PlayerCharacter.perception[_AvatarKey][_part] to _wornNew>>
<</if>>
<<BodySelfMove _part _n>>
<</if>>
<</widget>>
<<widget "CurrentBodyCheck">>
/* <<CurrentBodyCheck "part">> -> _CurrentBodyCheck = the WORN form's value. Undefined for forms without a body record (Heather, Charli, ...) - all read sites are Hearts-side, where only recorded forms can enter. */
<<BodyStateEnsure>>
<<set _CurrentBodyCheck to $current[_args[0]]>>
<</widget>>
<<widget "HeartsFinaleTax">>
/* <<HeartsFinaleTax "part" "up"|"down">> - each finale serve moves the PC's OWN record one step toward the man's extreme ("up" -> 4, "down" -> 0), regardless of worn form. At the extreme it is a silent no-op: the plateau is intended, the late-game cost is the per-man stat packages. Worn mask/perception values are NOT touched. Finale exit links only. */
<<BodyStateEnsure>>
<<set _taxN to (_args[1] is "down") ? -1 : 1>>
<<BodySelfMove _args[0] _taxN>>
<</widget>>
<<widget "TransformBoobs">>
<<set $current.boobs to _args[0]>>
<<if _args[1] is "mental">><<set $PlayerCharacter.perception[_args[2]].boobs to _args[0]>><</if>>
<</widget>>
<<widget "TransformHeight">>
<<set $current.height to _args[0]>>
<<if _args[1] is "mental">><<set $PlayerCharacter.perception[_args[2]].height to _args[0]>><</if>>
<</widget>>
<<widget "TransformNPCBoobs">>
<<set _value = _args[0]>>
<<set _npcId = _args[1]>>
<<set $NPCDelta[_npcId] = $NPCDelta[_npcId] ?? {}>>
<<set $NPCDelta[_npcId].boobs = _value>>
<</widget>>
<<widget "TransformNPCHeight">>
<<set _value = _args[0]>>
<<set _npcId = _args[1]>>
<<set $NPCDelta[_npcId] = $NPCDelta[_npcId] ?? {}>>
<<set $NPCDelta[_npcId].height = _value>>
<</widget>>
<<widget "UpdateStateStages">>
<<if $current.assertive gte 71>><<set $assertiveStateCurrent = 6>>
<<elseif $current.assertive gte 61>><<set $assertiveStateCurrent = 5>>
<<elseif $current.assertive gte 51>><<set $assertiveStateCurrent = 4>>
<<elseif $current.assertive gte 41>><<set $assertiveStateCurrent = 3>>
<<elseif $current.assertive gte 31>><<set $assertiveStateCurrent = 2>>
<<elseif $current.assertive gte 21>><<set $assertiveStateCurrent = 1>>
<<else>><<set $assertiveStateCurrent = 0>>
<</if>>
<<if $current.greedy gte 71>><<set $greedyStateCurrent = 6>>
<<elseif $current.greedy gte 61>><<set $greedyStateCurrent = 5>>
<<elseif $current.greedy gte 51>><<set $greedyStateCurrent = 4>>
<<elseif $current.greedy gte 41>><<set $greedyStateCurrent = 3>>
<<elseif $current.greedy gte 31>><<set $greedyStateCurrent = 2>>
<<elseif $current.greedy gte 21>><<set $greedyStateCurrent = 1>>
<<else>><<set $greedyStateCurrent = 0>>
<</if>>
<<if $current.orientation gte 61>><<set $orientationStateCurrent = 6>>
<<elseif $current.orientation gte 51>><<set $orientationStateCurrent = 5>>
<<elseif $current.orientation gte 41>><<set $orientationStateCurrent = 4>>
<<elseif $current.orientation gte 31>><<set $orientationStateCurrent = 3>>
<<elseif $current.orientation gte 21>><<set $orientationStateCurrent = 2>>
<<elseif $current.orientation gte 11>><<set $orientationStateCurrent = 1>>
<<else>><<set $orientationStateCurrent = 0>>
<</if>>
<<if $current.intelligence gte 71>><<set $intelligenceStateCurrent = 6>>
<<elseif $current.intelligence gte 61>><<set $intelligenceStateCurrent = 5>>
<<elseif $current.intelligence gte 51>><<set $intelligenceStateCurrent = 4>>
<<elseif $current.intelligence gte 41>><<set $intelligenceStateCurrent = 3>>
<<elseif $current.intelligence gte 21>><<set $intelligenceStateCurrent = 2>>
<<elseif $current.intelligence gte 11>><<set $intelligenceStateCurrent = 1>>
<<else>><<set $intelligenceStateCurrent = 0>>
<</if>>
<<if $current.physique gte 71>><<set $physiqueStateCurrent = 6>>
<<elseif $current.physique gte 61>><<set $physiqueStateCurrent = 5>>
<<elseif $current.physique gte 51>><<set $physiqueStateCurrent = 4>>
<<elseif $current.physique gte 41>><<set $physiqueStateCurrent = 3>>
<<elseif $current.physique gte 21>><<set $physiqueStateCurrent = 2>>
<<elseif $current.physique gte 11>><<set $physiqueStateCurrent = 1>>
<<else>><<set $physiqueStateCurrent = 0>>
<</if>>
/* Must stay identical to the EndofDayStateUpdates cashflow table (WidgetsTime.twee) - two writers, one band table. */
<<if $PlayerCharacter.cashflow gte 81>><<set $CashFlowStateCurrent = 5>>
<<elseif $PlayerCharacter.cashflow gte 61>><<set $CashFlowStateCurrent = 4>>
<<elseif $PlayerCharacter.cashflow gte 31>><<set $CashFlowStateCurrent = 3>>
<<elseif $PlayerCharacter.cashflow gte 11>><<set $CashFlowStateCurrent = 2>>
<<elseif $PlayerCharacter.cashflow gte 1>><<set $CashFlowStateCurrent = 1>>
<<else>><<set $CashFlowStateCurrent = 0>>
<</if>>
<</widget>>/* Tabs */
<<widget "PlayerTab">>
<<if $PlayerCharacter.compulsions.length == 0>>
<p>You have no compulsions… yet.</p>
<<else>>
<table style="width:100%; border-collapse: collapse; border: 0px;">
<<for _id range $PlayerCharacter.compulsions>>
<<set _compulsion = setup.compulsions[_id]>>
<<if _compulsion>>
<tr>
<td style="width: 30%; padding: 10px; text-align: center; border: 0px;">
<<print "<img src='./images/Compulsions/" + _compulsion.image + ".png' width='150' height='150'>">>
</td>
<td style="width: 70%; padding: 10px; vertical-align: top; border: 0px;">
<b><<print _compulsion.name>></b><br>
<<print _compulsion.description>>
</td>
</tr>
<</if>>
<</for>>
</table>
<</if>>
<</widget>>
<<widget "relationshipTab">>
<<set _faction = _args[0]>>
<table>
<<set _knownList = Object.keys($NPCsKnown || {})>>
<<for _y = 0; _y < _knownList.length; _y++>>
<<set _name = _knownList[_y]>>
<<if _name is "Emily">><<continue>><</if>>
/* --- Resolve faction (delta first, then base) --- */
<<set _npcFaction = undefined>>
<<if $NPCDelta[_name] and (typeof $NPCDelta[_name].faction !== "undefined")>>
<<set _npcFaction = $NPCDelta[_name].faction>>
<<elseif setup.NPC[_name] and (typeof setup.NPC[_name].faction !== "undefined")>>
<<set _npcFaction = setup.NPC[_name].faction>>
<</if>>
<<if _npcFaction is _faction>>
/* --- Resolve description (delta first, then base) --- */
<<set _description = "">>
<<if $NPCDelta[_name] and (typeof $NPCDelta[_name].description !== "undefined")>>
<<set _description = $NPCDelta[_name].description>>
<<elseif setup.NPC[_name] and (typeof setup.NPC[_name].description !== "undefined")>>
<<set _description = setup.NPC[_name].description>>
<</if>>
/* --- Determine which relationship key to use for “current form” --- */
<<if _CurrentPC is true>>
<<set _relKeyAvatar = "PC">>
<<else>>
<<set _relKeyAvatar = $current.avatar>>
<</if>>
/* --- Relationship to PC --- */
<<set _relPCState = 1>>
<<if $NPCDelta[_name] and $NPCDelta[_name].relationship and (typeof $NPCDelta[_name].relationship["PC"] !== "undefined")>>
<<set _relPCState = $NPCDelta[_name].relationship["PC"]>>
<<elseif setup.NPC[_name] and setup.NPC[_name].relationship and (typeof setup.NPC[_name].relationship["PC"] !== "undefined")>>
<<set _relPCState = setup.NPC[_name].relationship["PC"]>>
<</if>>
<<set _relationshipPC = setup.NPCStates[_relPCState].description>>
/* --- Relationship to current form (PC or $current.avatar) --- */
<<set _relAvatarState = 1>>
<<if $NPCDelta[_name] and $NPCDelta[_name].relationship and (typeof $NPCDelta[_name].relationship[_relKeyAvatar] !== "undefined")>>
<<set _relAvatarState = $NPCDelta[_name].relationship[_relKeyAvatar]>>
<<elseif setup.NPC[_name] and setup.NPC[_name].relationship and (typeof setup.NPC[_name].relationship[_relKeyAvatar] !== "undefined")>>
<<set _relAvatarState = setup.NPC[_name].relationship[_relKeyAvatar]>>
<</if>>
<<set _relationshipavatar = setup.NPCStates[_relAvatarState].description>>
/* --- Resolve portrait and display name (delta overrides only - base avatar/name match the key) --- */
<<set _imgName = _name>>
<<if $NPCDelta[_name] and (typeof $NPCDelta[_name].avatar !== "undefined")>>
<<set _imgName = $NPCDelta[_name].avatar>>
<</if>>
/* Keys double as display names, so camel-case keys need explicit display forms */
<<set _displayName = ({"OldMan": "Old Man", "ScrumpyJack": "Scrumpy Jack", "MrTwee": "Mr. Twee"})[_name] ?? _name>>
<<if $NPCDelta[_name] and (typeof $NPCDelta[_name].name !== "undefined")>>
<<set _displayName = $NPCDelta[_name].name>>
<</if>>
<tr class="row">
<td class="first-column">
<<print "<img src='./images/" + _imgName + ".jpeg' width='120' height='120'>" >>
</td>
<td>
<b>Name:</b> <<print _displayName>><br>
<b>Description:</b> <<print _description>><br>
<br>
<b>Relationship to <<TrueName "Current">>:</b> <<print _relationshipPC>><br>
<b>Relationship to current form:</b> <<print _relationshipavatar>><br>
<br>
<b>Additional Notes:</b><br>
/* All active, currently-visible hints tagged with this NPC (unique ids allow several per NPC) */
<<set _hintShown = false>>
<<for _hId, _hDef range setup.Hints>>
<<if _hDef.npc is _name and ($PlayerCharacter.hints ?? []).includes(_hId)>>
<<HintVisible _hId>>
<<if _HintVisible is true>>
<<print _hDef.hint>><br>
<<set _hintShown = true>>
<</if>>
<</if>>
<</for>>
<<if _hintShown is false>>
N/A<br>
<</if>>
<br>
</td>
</tr>
<</if>>
<</for>>
</table>
<</widget>>
<<widget "GetItemID">>
<<set _id = _args[0]>>
/* Base definition from setup (read-only) */
<<set _item = (setup.Objects and setup.Objects[_id]) ? setup.Objects[_id] : null>>
/* Overlay / runtime definition from ItemState */
<<if $ItemState and $ItemState[_id]>>
<<if _item>>
<<set _item = Object.assign({}, _item, $ItemState[_id])>>
<<else>>
<<set _item = $ItemState[_id]>>
<</if>>
<</if>>
<</widget>>
/* UI */
<<widget "WardsActive">>
<<set _WardsActive to _args[0]>>
<<if _WardsActive is "Maths">>
<<if $MathsWard is "NulifiedSelf">><<print "<i>You've nullified the curse for yourself</i>">>
<<elseif $MathsWard is "NulifiedAll">><<print "<i>You've nullified the curse for everyone</i>">>
<<else>>
<<QuestState "Quest6">>
<<if _QuestState gte 1>><<print "<i>The curse is still active</i>">><</if>>
<</if>>
<<elseif _WardsActive is "Biology">>
<<if $BiologyWard is "NulifiedSelf">><<print "<i>You've nullified the curse for yourself</i>">>
<<elseif $BiologyWard is "NulifiedAll">><<print "<i>You've nullified the curse for everyone</i>">>
<<else>>
<<QuestState "Quest7">>
<<if _QuestState gte 2>><<print "<i>The curse is still active</i>">><</if>>
<</if>>
<<elseif _WardsActive is "PE">>
<<if $GymWard is "NulifiedSelf">><<print "<i>You've nullified the curse for yourself</i>">>
<<elseif $GymWard is "NulifiedAll">><<print "<i>You've nullified the curse for everyone</i>">>
<<else>>
<<QuestState "Quest8">>
<<if _QuestState gte 1>><<print "<i>The curse is still active</i>">><</if>>
<</if>>
<<elseif _WardsActive is "Geography">>
<<if $GeographyWard is "NulifiedSelf">><<print "<i>You've nullified the curse for yourself</i>">>
<<elseif $GeographyWard is "NulifiedAll">><<print "<i>You've nullified the curse for everyone</i>">>
<<else>>
<<QuestState "Quest10">>
<<if _QuestState gte 1>><<print "<i>The curse is still active</i>">><</if>>
<</if>>
<<elseif _WardsActive is "BusinessStudies">>
<<if $BusinessStudiesWard is "NulifiedSelf">><<print "<i>You've nullified the curse for yourself</i>">>
<<elseif $BusinessStudiesWard is "NulifiedAll">><<print "<i>You've nullified the curse for everyone</i>">>
<<else>>
<<QuestState "Quest13">>
<<if _QuestState gte 1>><<print "<i>The curse is still active</i>">><</if>>
<</if>>
<<elseif _WardsActive is "Kitchen">>
<<if $KitchenWard is "NulifiedSelf">><<print "<i>You've nullified the curse for yourself</i>">>
<<elseif $KitchenWard is "NulifiedAll">><<print "<i>You've nullified the curse for everyone</i>">>
<<else>>
<<QuestState "Quest15">>
<<if _QuestState gte 1>><<print "- <i>The curse is still active</i>">><</if>>
<</if>>
<</if>>
<</widget>>
/* Calendar */
<<widget "CalLesson">>
/* Lessons hide when the calendar is filtered to a specific person ($CalendarFilter = npc id).
undefined (everyone) and "None" (lessons only) both keep them. */
<<if $CalendarFilter is undefined or $CalendarFilter is "None">>
<<set _who = _args[0]>>
<<set _where = _args[1]>>
<<set _ward = _args[2]>>
<span class="calEntry">
<span class="who"><<print _who>>:</span> <span class="where"><<print _where>></span>
<span class="calWard"><<WardsActive _ward>></span>
</span>
<</if>>
<</widget>>
/* Data-driven calendar cell: renders every active hint (setup.Hints[id].calendar) that has a slot
matching this day (0-6) and period (0-4). $CalendarFilter, when set to an npc id, hides other NPCs'
entries - dormant hook for the planned hint filtering UI. Lesson entries stay hand-placed via CalLesson. */
<<widget "CalendarCell">>
<<set _ccDay = _args[0]>>
<<set _ccPeriod = _args[1]>>
<<set $PlayerCharacter.hints = $PlayerCharacter.hints ?? []>>
<<for _ccId range $PlayerCharacter.hints>>
<<set _ccHint = setup.Hints[_ccId]>>
<<if _ccHint and _ccHint.calendar and ($CalendarFilter is undefined or $CalendarFilter is _ccHint.npc)>>
<<HintVisible _ccId>>
<</if>>
<<if _ccHint and _ccHint.calendar and _HintVisible is true and ($CalendarFilter is undefined or $CalendarFilter is _ccHint.npc)>>
<<for _ccSlot range _ccHint.calendar>>
<<if _ccSlot.days.includes(_ccDay) and _ccSlot.periods.includes(_ccPeriod)>>
<span class="calEntry">
<span class="who"><<print _ccHint.label ?? _ccId>>:</span> <span class="where"><<print _ccSlot.where>></span>
</span>
<</if>>
<</for>>
<</if>>
<</for>>
<</widget>>
/* Avatar */
<<widget "AvatarPlayer">>
<<Flag "ShadowSelfDreamMitch">>
<<if _FlagReturn>>
<<print setup.femininePicture[0]>>
<<else>>
<<Flag "ShadowSelfBeachDream">>
<<if _FlagReturn>>
<<print setup.femininePicture[6]>>
<<else>>
<<Flag "FreakShowForm">>
<<if _FlagReturn>>
<img src='./images/Player/mitch_between.jpeg'>
<<else>>
<<print setup.femininePicture[$PlayerCharacter.stateCurrent]>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "AvatarEmily">>
<<Flag "ShadowSelfDreamMitch">>
<<if _FlagReturn>>
<<print setup.femininePicture[0]>>
<<else>>
<<Flag "ShadowSelfBeachDream">>
<<if _FlagReturn>>
<<print setup.femininePicture[6]>>
<<else>>
<<set _base = setup.emilyPicture[$EmilyStateCurrent]>>
<<set _suffix = "">>
<<if $current.hair is "blonde">>
<<set _suffix += "_blonde">>
<</if>>
<<if $current.makeup is true>>
<<set _suffix += "_makeup">>
<</if>>
<<print "<img src='./images/Player/" + _base + _suffix + ".jpeg'>" >>
<</if>>
<</if>>
<</widget>>
<<widget "RenderAvatar">>
<<set _avatar = _args[0]>>
/* PC name aliases */
<<if _avatar is $PlayerCharacter.MaleName or _avatar is $PlayerCharacter.FemaleName>>
<<AvatarPlayer>>
<<elseif _avatar is "Emily">>
<<AvatarEmily>>
<<else>>
<<AvatarNPC>>
<</if>>
<</widget>>
<<widget "AvatarNPC">>
<<Flag "ShadowSelfDreamMitch">>
<<if _FlagReturn>>
<<print setup.femininePicture[0]>>
<<else>>
<<Flag "ShadowSelfBeachDream">>
<<if _FlagReturn>>
<<print setup.femininePicture[6]>>
<<else>>
<<Flag "FreakShowForm">>
<<if _FlagReturn>>
<img src='./images/Player/mitch_between.jpeg'>
<<else>>
<<if _avatar is "Annie">>
<img src='./images/Player/Annie.jpeg'>
<<elseif _avatar is "Andrea">>
<img src='./images/Player/Andrea.jpeg'>
<<elseif _avatar is "Jennifer">>
<img src='./images/Player/Jennifer.jpeg'>
<<elseif _avatar is "Florence">>
<img src='./images/Player/Florence.jpeg'>
<<elseif _avatar is "Tandi">>
<img src='./images/Player/Tandi.jpg'>
<<elseif _avatar is "Keith">>
<img src='./images/Player/Keith.jpeg'>
<<elseif _avatar is "Heather">>
<img src='./images/Player/Heather.jpeg'>
<<elseif _avatar is "Charli">>
<img src='./images/Player/Charli.jpeg'>
<<elseif _avatar is "Claire">>
<img src='./images/Player/Claire.jpeg'>
<<elseif _avatar is "Elizabeth">>
<img src='./images/Player/Elizabeth.jpeg'>
<<elseif _avatar is "Christina">>
<img src='./images/Player/Christina.jpeg'>
<<elseif _avatar is "Jake">>
<img src='./images/Player/Jake.jpeg' height='200' width='200'>
<<elseif _avatar is "Dennis">>
<img src='./images/Player/Dennis.jpeg' height='200' width='200'>
<</if>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "InitPlayerNamesFromInputs">>
/* read inputs once */
<<set _maleRaw = $("input[name='maleName']").val()>>
<<set _femaleRaw = $("input[name='femaleName']").val()>>
<<set _male = String(_maleRaw).trim()>>
<<set _female = String(_femaleRaw).trim()>>
/* outputs */
<<set _InitOK = true>>
<<set _InitMsg = "">>
/* 1) missing check first */
<<if _male is "" or _female is "">>
<<set _InitOK = false>>
<<set _InitMsg = "Looks like you're missing a name!">>
<<elseif _male.toLowerCase() is _female.toLowerCase()>>
<<set _InitOK = false>>
<<set _InitMsg = "Male and female names must be different.">>
<<else>>
/* 2) avatar collision check (case-insensitive) */
<<set _maleUsed = false>>
<<set _femaleUsed = false>>
<<set _m = _male.toLowerCase()>>
<<set _f = _female.toLowerCase()>>
<<for _key, _npc range setup.NPC>>
<<if _npc and _npc.avatar>>
<<set _a = (_npc.avatar + "").toLowerCase()>>
<<if _a is _m>><<set _maleUsed = true>><</if>>
<<if _a is _f>><<set _femaleUsed = true>><</if>>
<</if>>
<</for>>
<<if _maleUsed and _femaleUsed>>
<<set _InitOK = false>>
<<set _InitMsg = "Both of those names are already used. Sorry!">>
<<elseif _maleUsed>>
<<set _InitOK = false>>
<<set _InitMsg = "That male name is already used. Sorry!">>
<<elseif _femaleUsed>>
<<set _InitOK = false>>
<<set _InitMsg = "That female name is already used. Sorry!">>
<</if>>
<</if>>
/* if invalid, raise your existing notification flag */
<<if _InitOK is false>>
<<set $NPCValidator = true>>
<<set $NPCValidatorMsg = _InitMsg>>
<<else>>
/* assign once */
<<set $NPCValidator = false>>
<<set $NPCValidatorMsg = "">>
<<set $PlayerCharacter.firstName[0] = _male>>
<<set $PlayerCharacter.firstName[1] = _male>>
<<set $PlayerCharacter.firstName[2] = _male>>
<<set $PlayerCharacter.firstName[3] = _male>>
<<set $PlayerCharacter.firstName[4] = _female>>
<<set $PlayerCharacter.firstName[5] = _female>>
<<set $PlayerCharacter.firstName[6] = _female>>
<<set $PlayerCharacter.MaleName = _male>>
<<set $PlayerCharacter.FemaleName = _female>>
<<set $PlayerCharacter.avatar = _male>>
<<UpdateStateStages>>
<<CurrentToPlayerCharacter>>
<</if>>
<</widget>>
/* Quest log */
<<widget "QuestRenderActive">>
<<set _id = _args[0]>>
/* Guards */
<<if not setup.Quest or not setup.Quest[_id]>>
<<else>>
<<QuestStatus _id>>
<<QuestState _id>>
<<if _QuestStatus is "active" and _QuestState isnot undefined>>
<b><<print setup.Quest[_id].name>></b><br>
<i><<print setup.Quest[_id].description>></i><br>
<<set _stageObj = setup.Quest[_id].stages[_QuestState]>>
<<print _stageObj.text>><br>
/* Options: show only unlocked ones for current stage; strike-through if completed */
<<set _hasUnlocked = false>>
<<if _stageObj.options
and $QuestState and $QuestState[_id]
and $QuestState[_id].optionsUnlocked
and $QuestState[_id].optionsUnlocked[_QuestState]>>
<<set _unlocked = $QuestState[_id].optionsUnlocked[_QuestState]>>
/* completed map is optional */
<<set _completed = {}>>
<<if $QuestState[_id].optionsCompleted and $QuestState[_id].optionsCompleted[_QuestState]>>
<<set _completed = $QuestState[_id].optionsCompleted[_QuestState]>>
<</if>>
<<for _o = 0; _o < _stageObj.options.length; _o++>>
<<if _unlocked[_stageObj.options[_o].id]>>
<<set _hasUnlocked = true>>
<<break>>
<</if>>
<</for>>
<<if _hasUnlocked>>
<ul>
<<for _o = 0; _o < _stageObj.options.length; _o++>>
<<set _opt = _stageObj.options[_o]>>
<<if _unlocked[_opt.id]>>
<<if _completed[_opt.id]>>
<li><s><<print _opt.text>></s></li>
<<else>>
<li><<print _opt.text>></li>
<</if>>
<</if>>
<</for>>
</ul>
<</if>>
<</if>>
<br>
<</if>>
<</if>>
<</widget>>
<<widget "QuestRenderCompleted">>
<<set _id = _args[0]>>
<<if not setup.Quest or not setup.Quest[_id]>>
<<else>>
<<QuestStatus _id>>
<<if _QuestStatus is "complete">>
<b><<print setup.Quest[_id].name>></b><br>
<i><<print setup.Quest[_id].description>></i><br>
<<if setup.Quest[_id].completeDescription isnot null and setup.Quest[_id].completeDescription isnot undefined>>
<<print setup.Quest[_id].completeDescription>>
<<else>>
Completed.
<</if>>
<br><br>
<</if>>
<</if>>
<</widget>>
<<widget "QuestRenderFailed">>
<<set _id = _args[0]>>
<<if not setup.Quest or not setup.Quest[_id]>>
<<else>>
<<QuestStatus _id>>
<<if _QuestStatus is "failed">>
<b><<print setup.Quest[_id].name>></b><br>
<i><<print setup.Quest[_id].description>></i><br>
<<if setup.Quest[_id].failDescription isnot null and setup.Quest[_id].failDescription isnot undefined>>
<<print setup.Quest[_id].failDescription>>
<<else>>
Failed.
<</if>>
<br><br>
<</if>>
<</if>>
<</widget>>
/* Fires automatically from ActionsHeader - never hand-place. Gated on the actual vice rise: _ViceIncreasedThisTurn is stashed by PassageHeader before the flag clears; the live $ViceIncrease arm covers any future same-render body-fired Vice. */
/* Preserves the caller's _CheckFirst - ActionsHeader runs this on every passage, and passages routinely call CheckFirst before the header and read _CheckFirst after it (the DrewHousehold leave-link hardlock, fixed 2026-08-22). */
<<widget "ViceNotification">><<set _vnPriorCheckFirst to _CheckFirst>><<CheckFirst "Vice">><<if _CheckFirst is false and (_ViceIncreasedThisTurn is true or $ViceIncrease is "Positive")>><div class="Notification"><<print "You have gained Vice. This will make it harder to resist temptations for alcohol, drugs and risky activities in and around Charlton.">></div><br><<AddFirst "Vice">><</if>><<set _CheckFirst to _vnPriorCheckFirst>><</widget>>
/* The Actions header everywhere - renders due above-Actions notifications, then the header. Never write a literal <b>Actions</b> line (ruled 2026-08-17). */
<<widget "ActionsHeader">><<if !tags().includes("notificationsoff")>><<ViceNotification>><</if>><b>Actions</b><br><</widget>><<widget "SetFlag">>
<<set _Fnam = _args[0].toLowerCase()>>
<<if ndef $Flags>>
<<set $Flags = {}>>
<</if>>
<<if def _args[1]>>
<<if _args[1] == false>>
<<if def $Flags[_Fnam]>>
<<run delete $Flags[_Fnam]>>
<</if>>
<<else>>
<<set $Flags[_Fnam] = _args[1]>>
<</if>>
<<else>>
<<set $Flags[_Fnam] = true>>
<</if>>
<</widget>>
<<widget "Flag">>
<<set _Fnam = _args[0].toLowerCase()>>
<<if ndef $Flags>>
<<set $Flags = {}>>
<</if>>
<<if _Fnam in $Flags>>
<<if ndef _args[1]>>
<<set _FlagReturn to true>>
<<elseif _args[1] == $Flags[_Fnam]>>
<<set _FlagReturn to true>>
<<else>>
<<set _FlagReturn to false>>
<</if>>
<<else>>
<<set _FlagReturn to false>>
<</if>>
<</widget>>